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[Campaign] The NEW Champions of Vancouver


TheQuestionMan

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The NEW Champions Of Vancouver

 

 

Our story continues....

On the brink of their greatest victory the Champions of Vancouver vanished without a trace...

 

In the vacuum they left behind VIPER's Civil war spilled onto the streets

 

Minute Man VII Robots descended upon the pacific northwest, hunting down mutant heroes and villains alike.

 

Mechanon Robots appeared more frequently and in greater numbers.

 

Istvatha V'han's invasion was stopped, but not forever.

 

The RCMP, UNTIL, and Independent Superheroes were spread thin trying to cover respond to everything.

 

The only bright light was the recovery of the Atlantic Sentinels member Oracle and her marriage to fellow member the Alien Cloned Gladiator Myrmidon.

 

Oracle traveled throughout the country seeking out new superheroes to battle the threats held in check by the Sentinels and the Champions of Vancouver.

 

 

Cast of Characters:

The NEW Champions of Vancouver

Frostbite - Mutant Cryokinetic. William Pierre Laurier, Former Cattle Rancher turned Part Time Student and Construction Worker.

 

Musketeer - Mutant Telekinetic. Thomas Barret, Hacker, Journalist,

and Busker.

 

Totem - Mystic Brick. John Two Feathers Davidson, Private Investigator.

 

Cougar - Mutant Biokinetic. Alexi McKenna, Actor, Model, and Stuntman.

 

 

Sentinels of the North

Oracle - Mutant Mentalist and Precog. Former Atlantic Sentinels.

 

Myrmidon - Alien Gladiator Martial Artist with Mystic Sonic Powers (Dree Gems). Former Atlantic Sentinels. (GM Note: No one else seemed to realize that he was an alien.)

 

 

Locations:

The Mansion Restaurant, East Vancouver

 

Champions of Vancouver Base, Boulder Island

 

 

Where it all began...

William Pierre Laurier was camping out in the Meat Packing Plant Offcie waiting for the buyer to pay up. On his way out he met Orcale. She introduced herself and her companion Myrmidon. She asked if he would be willing to meet with others to help pick up the slack left by the destruction of the Sentinel, the CoV, and Ravenspeaker.

 

 

Thomas Barret (Meets with Myrmidon)

 

 

John Two Feathers (Prophetic Dreams)

 

 

Alexi McKenna

 

 

The meeting at the restraunt and the Champions of Vancouver Base.

 

 

The Good:

Experience Awarded - 3

 

 

The Bad:

Bravestar - Youtube (Totem's theme song.)

District B13 - Youtube (Cougar's leaping ability)

 

 

The Ugly:

 

 

 

 

The NEW Champions of Vancouver - My Superhero Campaign Wikispace

http://thenewchampionsofvancouver.wikispaces.com/

 

 

The NEW Champions of Vancouver - What Would You Like To See?

http://www.herogames.com/forums/showthread.php?t=56037

 

 

Classic Champions of Vancouver

http://www.herogames.com/forums/showthread.php?t=32740

 

 

QM

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Re: [Campaign] The NEW Champions of Vancouver

 

Episode 1 - VIPER Withdrawals (2007-07-23)

 

Cast of Characters:

Frostbite

Musketeer

Totem

Cougar

 

Boa Constrictor

Diamondback

2 Drayasha's Assault Agents

20 Serpent Children

8 Man VIPER Team

1 Falcon Hover Van

 

Locations:

Garda Armoured Cash Services Depot, Downtown Vancouver

http://www.garda.ca/cash_armored.php?lang=en

 

Episode 1 "Body Count"

Musketeer continues to scan through the Super Base Computer, looking for clues as to what happened to The Champions of Vancouver. What he found was Files from the UNITL Superpowers Data Base and VIPER's Dragon Branch's Apple Files. Their were Profiles of each of the Champions of Vancouver, some with multipul files, others left blank. Their secret Identities protected by Security.

 

The Computer monitors a VPD request for Superhuman Assistance at the Garda Armoured Cash Services Depot, Downtown Vancouver. Cougar and Frostbite look at each other and say "Can anybody here fly the Jump-Jet?"

 

"Hope it's got an autopilot". The Jump-Jet is also a Submersible.

 

 

 

 

Loose Threads, Summary, GM Notes:

 

 

The Good:

Totem's critical success with Tomahawk. 5d6+1 HKA Max Damage and Knock Back. (GM Roll 3 dice for KB and Rolled a "3". Result 31 Body, 155 Stun, 28"KB. KB Damage minus 1" into Armoured Concrete Wall. Total 27 dice).

Awarded 3xp to Frostbite and Cougar. 2xp to Musketeer and Totem.

 

The Bad:

Totem killed Boa Constrictor.

 

The Ugly:

Musketeer killed a Serpent Child.

The Puns

 

 

The NEW Champions of Vancouver - Wikispace

http://thenewchampionsofvancouver.wikispaces.com/1+-+Body+Count

 

 

Cheers

 

 

QM

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Re: [Campaign] The NEW Champions of Vancouver

 

Frostbite

 

William Pierre Laurier

 

Player: Evil Steve

 

Val Char Cost

13 STR 3

23 DEX 39

18 CON 16

18 BODY 16

18 INT 8

13 EGO 6

18 PRE 8

14 COM 2

 

3/15 PD 0

4/19 ED 0

6 SPD 27

14 REC 14

36 END 0

34 STUN 0

 

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0

Characteristics Cost: 139

 

Cost Power END

30 Frozen Clutches: Multipower, 60-point reserve, (60 Active Points); all slots Vulnerable to Heat and Fire SFX (-1)

2u 1) Ensnare I: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Hands Only (-1), Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6

2u 2) Ensnare II: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Feet Only (-1), Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6

3u 3) Enshroud: Entangle 8d6, 4 DEF (60 Active Points); Vulnerable to Heat and Fire SFX (-1), Cannot Form Barriers (-1/4) 6

2u 4) Entomb: Entangle 8d6, 4 DEF (60 Active Points); Vulnerable to Heat and Fire SFX (-1), No Range (-1/2) 6

2u 5) Engulf: Entangle 3d6, 3 DEF, Area Of Effect (7" Cone; +1) (60 Active Points); Vulnerable to Heat and Fire SFX (-1), No Range (-1/2) 6

 

20 Ice and Snow: Elemental Control, 40-point powers

11 1) Become the Falling Snow: Desolidification (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Visible (5m radius of hoarfrost, ice forms on anything he touches) 4

20 2) Become the Drifting Snow: Flight 20", x4 Noncombat (45 Active Points); Visible (40m trail of snow, 5m radius of hoarfrost forming) (-1/4) 4

35 3) Permafrost: FF (12 PD/15 ED) (Protect Carried Items), Reduced Endurance (0 END; +1/2) (55 Active Points)

 

12 Detect Temperature 13- (Unusual Group), Range, Sense

2 At One with the Ice: LS (Safe in Intense Cold)

 

6 Radio Reciever (HRRH, OIF)

 

Powers Cost: 147

 

Cost Skill

4 Animal Handler (Bovines, Canines, Equines) 13-

3 Linguist

5 1) Language: French (imitate dialects; literate) (6 Active Points)

2 2) Language: German (fluent conversation; literate) (3 Active Points)

4 3) Language: Inuit (idiomatic; literate) (5 Active Points)

2 4) Language: Russian (fluent conversation; literate) (3 Active Points)

4 Navigation (Air, Land, Marine) 13-

2 PS: Cattle Rancher 11-

3 Paramedics 13-

2 SS: Vetenary 11-

2 SS: Eugenics 11-

3 Scholar

2 1) KS: Bovines (3 Active Points) 12-

3 2) KS: Classical Philosophy (4 Active Points) 13-

1 3) KS: Inuit Hunting Practices (2 Active Points) 11-

3 Survival (Arctic/Subarctic, Marine Surface) 13-

7 TF: Equines, Skating (iceskating or rollerskating), Skiing (snow), Sleds, Small Planes, Small Rowed Boats, Snowmobiles

3 Teamwork 14-

3 Tracking 13-

2 WF: Javelins and Thrown Spears, Rifles

Skills Cost: 60

 

Cost Talent

4 Environmental Movement (no penalties on ice)

 

Talents Cost: 4

 

Total Character Cost:350

 

Val Disadvantages

5 Distinctive Features: Low Body Temperature (cold to the touch, weirds out doctors) (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Distinctive Features: Circle surrounding a 9 branded on shoulder (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Enraged: Innocents deliberatly harmed or risked (Common), go 14-, recover 11-

15 Hunted: Freon of Dragon Branch[VIPER] 8- (Mo Pow, Harshly Punish)

10 Hunted: Nefarious Scumbag of GM's choosing 8- (As Pow, Harshly Punish)

20 Hunted: Institute for Human Advancement 8- (Mo Pow, NCI, Harshly Punish)

5 Money: Poor

20 Psychological Limitation: Code Against Killing (Common, Total)

15 Psychological Limitation: Code of the Hero (help those in need, protect the innocent, abide by laws, etc) (Common, Strong)

10 Psychological Limitation: Driven to help those in need (Common, Moderate)

5 Reputation: Hero without Damaging Powers, 8-

15 Social Limitation: Secret ID (Frequently, Major)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 6

Total Experience Available: 6

Experience Unspent: 0

 

 

Background:Will grew up on the Ninth Circle ranch in the Yukon. His grandfather named it from Dante's Inferno. His youth was spend working the ranch, and arguing philosophy or politics with his family, all of whom have colourful histories and educations. When he was 19, one of the locals didn't show up for an appointment. Up north, being late is an issue, because if you're stuck outside, you could die very quickly. As the search went on, Will's snowmobile died. Now there were two people missing. Will had always been comfortable in the cold, more than most, in fact. But -20 is still a death sentence. After 3 days, Will staggered back to the ranch, covered in frost, and cold. He was delirious from exhaustion. He should have been dead. As he recovered, he found that cold water stayed cold around him, or froze. If he concentrated on it, he caused ice to form and expand. His family, being the type of people who name their home after a frozen lake in Hell, encouraged him to work on his abilities. Once he developed enough control, his grandfather told him to go out in the world an get an education. Make himself useful. So that's what he did. He got accepted part time to SFU and has it paid for by family. Just enough money to get by and lots of free time to do something with his life.

 

Quote:"Freeze? Oh, I get it. If you think that's funny, try this!"

 

Campaign use:Frostbite is young and idealistic. He wants to help and make a difference. His powers do not actually allow him to directly harm someone, but he can stop them in their tracks. His Code of the Hero means he will drop just about anything to help fight supervillans and crime. He doesn't actually know if he is a mutant or something else, as he was near dead when his powers began to come out. The powers may be natural, or they may be something else entirely. The IHA isn't taking any chances.

 

Freon just doesn't like him. They're both impressive cryokinetics, and have clashed on occasion. Freon was driven off in both cases, but not actually defeated. For Freon, its personal and its on.

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Re: [Campaign] The NEW Champions of Vancouver

 

Cougar (I) - Alexi McKenna

 

VAL...CHA...Cost...Total...Roll......Notes

30....STR.....20...30......15-.......HTH Damage 6d6 END [3]

35....DEX.....75...35......16-.......OCV 12 DCV 12

30....CON.....40...30......15-

15....BODY....10...15......12-

13....INT.....3...13......12-.......PER Roll 12-

11....EGO.....2...11......11-.......ECV: 4

23....PRE.....13...23......14-.......PRE Attack: 4 1/2d6

24....COM.....7...24......14-

15....PD......9...15/21.............15/21 PD (15/21 rPD)

15....ED......9...15/21.............15/21 ED (15/21 rED)

7....SPD.....25...7.................Phases: 2, 4, 6, 7, 9, 11, 12

12....REC.....0...12

60....END.....0...60

45....STUN....0...45

10....RUN......8...10"................END [2]

2....SWIM.....0...2"................END [1]

20....LEAP.....0...20"................20" forward, 10" upward

 

CHA Cost: 221

 

Cost...POWERS

20.....Natural Born Warrior: Multipower, 30-point reserve, (30 Active Points); all slots Activation Roll 14- (-1/2) - END=

1u.....1) Accurate Strike: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Activation Roll 14- (-1/2) - END=3

2u.....2) Lethal Strike: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points); Activation Roll 14- (-1/2) - END=3

1u.....3) It's All in the Reflexes: Missile Deflection (Any Ranged Attack), Adjacent Hex (+1/2) (30 Active Points); Activation Roll 14- (-1/2), Requires A DEX Roll (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=3

1u.....4) Economical Strength: +30 STR (30 Active Points); Conditional Power Only To Disarm, Escape, & Grab (-1/2), No Figured Characteristics (-1/2), Activation Roll 14- (-1/2) - END=3

..... - END=

 

7.....Powerful Legs: Leaping +14" (20" forward, 10" upward) (14 Active Points); Requires An Acrobatics Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2) - END=2

..... - END=

 

10.....Biosteel Jumpsuit: Damage Resistance (15 PD/15 ED) (15 Active Points); OIF (-1/2) - END=0

..... - END=

 

15.....Photon Manipulation Gem: Multipower, 30-point reserve, (30 Active Points); OAF Unbreakable (-1) - END=

1u.....1) Glowing Aura: Images (Sight Group) Increased Size (2" radius; +1/4), +/-4 to PER Rolls (27 Active Points); Only To Create Light (-1)

1u.....2) Dazzling Aura: Darkness to Sight Group 2" radius (20 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4

1u.....3) Nova Aura: Sight Group Flash 2d6, Area Of Effect Nonselective (2" Radius; +1) (20 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4

2u.....4) Displacement Image: Force Field (6 PD/6 ED/6 Mental Defense/6 Power Defense/6 Flash Defense: Sight Group) (30 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=6

1u.....5) Chameleon Aura: Invisibility to Sight Group (20 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4

2u.....6) Holographic Disguise: Shape Shift (Sight Group, limited group of shapes), Instant Change, Makeover (30 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=6

1u.....7) Lightspeed: Teleportation 10", MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4) (30 Active Points); Restricted Path: Line of Sight (-1), Increased Endurance Cost (x2 END; -1/2), Must Pass Through Intervening Space (-1/4) - END=6

 

POWERS Cost: 66

 

 

Cost...SKILLS

3......Acrobatics 16-

3......Acting 14-

0......AK: British Columbia, Canada 8-

3......Breakfall 16-

3......Climbing 16-

0......Concealment 8-

0......Conversation 8-

1......Criminology 8-

0......Deduction 8-

10......Defense Maneuver I-IV

0......High Society 8-

3......Jack of All Trades

1......1) PS: Actor (2 Active Points) 11-

1......2) PS: Circus Preformer (2 Active Points) 11-

1......3) PS: Model (2 Active Points) 11-

1......4) PS: Stuntman (2 Active Points) 11-

0......5) PS: Superhero 8-

0......Language: English (idiomatic; literate) (5 Active Points)

3......Oratory 14-

0......Paramedics 8-

0......Persuasion 8-

3......Scholar

1......1) KS: Canadian Criminal Law And Procedure (2 Active Points) 11-

1......2) KS: The Acting World (2 Active Points) 11-

1......3) KS: The Circus World (2 Active Points) 11-

1......4) KS: The Criminal Underworld (2 Active Points) 11-

1......5) KS: The Law Enforcement World (2 Active Points) 11-

1......6) KS: The Modeling World (2 Active Points) 11-

1......7) KS: The Stunt World (2 Active Points) 11-

1......8) KS: The Superhuman World (2 Active Points) 11-

3......Shadowing 12-

3......Sleight Of Hand 16-

3......Stealth 16-

3......Streetwise 14-

1......Tactics 8-

1......Teamwork 8-

0......TF: Small Motorized Ground Vehicles

0......WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

 

SKILLS Cost: 58

 

Cost...PERKS

1......Fringe Benefit: Passport

1......Reputation: Local Hero (A large group) 8-, +1/+1d6

4......Contact: Gadget Boy (Contact has extremely useful Skills or resources) 8-

 

PERKS Cost: 6

 

Cost...TALENTS

5......Rapid Healing

 

TALENTS Cost: 5

Value..DISADVANTAGES

10.....Dependent NPC: The Reed Family (Mother, Father, & Sister) 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

10.....Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

20.....Enraged: When Innocents Injured (Uncommon), go 11-, recover 8-

10.....Hunted: RCMP 8- (Mo Pow, NCI, Watching)

20.....Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

10.....Hunted: Green Dragon 11- (As Pow, Mildly Punish)

10.....Psychological Limitation: Kill Only To Protect Innocents Common, Moderate

15.....Psychological Limitation: Protective of Innocents (Common, Strong)

15.....Psychological Limitation: Thrillseeker (Common, Strong)

10.....Reputation: Violent Hero, 11-

5.....Rivalry: Professional (Close Combat Fighters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15.....Social Limitation: Secret Identity: Alexi McKenna Frequently (11-), Major

 

DISADVANTAGES Points: 150

 

Base Pts: 200

Exp Required: 6

Total Exp Available: 6

Exp Unspent: 0

Total Character Cost: 356

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Re: [Campaign] The NEW Champions of Vancouver

 

TOTEM aka John "Two Feathers" Davidson

 

Val Char Cost Roll Notes

60 STR 50 21- Lift 102.4tons; 12d6 [6]

20 DEX 30 13- OCV: 7/DCV: 7

28 CON 36 15-

14 BODY 8 12-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV: 3

20 PRE 10 13- PRE Attack: 4d6

10 COM 0 11-

32 PD 20 Total: 32 PD (20 rPD)

25 ED 19 Total: 25 ED (16 rED)

4 SPD 10 Phases: 3, 6, 9, 12

18 REC 0

56 END 0

58 STUN 0 Total Characteristic Cost: 186

 

Movement:

Running: 16"/32"

Flight: 10"/20"

Leaping: 12"/32"/24"/64"

Swimming: 2"/9"/8"/36"

 

Cost Powers END

Spirit Protection

18 1) Damage Resistance (20 PD/16 ED)

10 2) Knockback Resistance -5"

5 3) Luck 1d6

5 4) Mental Defense (7 points total)

5 5) Power Defense (5 points)

 

27 Spirit Tomahawk: Multipower, 40-point reserve, (40 Active Points); all slots Restrainable (-1/2)

1u 1) Blunt Attack: HA +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2) 2

3u 2) Killing Blow: HKA 2 1/2d6 (5d6+1 w/STR) (40 Active Points); Restrainable (-1/2) 4

2u 3) Thrown: RKA 2 1/2d6 (40 Active Points); Restrainable (-1/2), Range Based On STR (-1/4) 4

 

33 Spirit Powers: Variable Power Pool, 20 base + 13 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (50 Active Points); Only gifts from one animal at a time (-1/2), Limited Class Of Powers Available Limited (Only Powers that can be explained as a gift of a totem animal; -1/2); all slots Visible (All powers show spiritual outline of summoned animal spirit; -1/4)

0 1) Eagle's Gift: +13 versus Range Modifier for Sight Group (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16

0 2) Hawk's Gift: Flight 10" (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2

0 3) Falcon's Gift: Flight 5", MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2

0 4) MegaSight: MegaScale (1" = 1 km; +1/4) for up to 25 Active Points of Normal Sight (6 Active Points); Only with Megamovement (-1/2), Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost:3 1 Notes: Must be used with Megascale movement powers, Gift of the Falcon and Gift of the Stag

0 5) Bat's Gift: (Total: 20 Active Cost, 16 Real Cost) Targeting with Normal Hearing (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) plus Discriminatory with Normal Hearing (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus +3 versus Range Modifier for Hearing Group (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) Real Cost: 16

0 6) Horse's Gift: Running +10" (16" total) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2

0 7) Stag's Gift: Running 8", (14" total), MegaScale (1" = 1 km; +1/4) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2

0 8) Cougar's Gift: Leaping +20" (12"/32" forward, 6"/16" upward) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2

0 9) Polar Bear's Gift: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,680 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (20 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) Real Cost: 16 2

0 10) Wolf's Gift: (Total: 20 Active Cost, 16 Real Cost) Tracking with Normal Smell (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus Nightvision (5 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 4) plus Targeting with Normal Smell (10 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 8) Real Cost: 16

0 11) Salmon's Gift: (Total: 20 Active Cost, 16 Real Cost) LS (Expanded Breathing: Under Water; Safe in High Pressure; Safe in Intense Cold) (8 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 6) plus Swimming +7" (2"/9" total) (x4 Noncombat) (12 Active Points); Visible (All powers show spiritual outline of summoned animal spirit; -1/4) (Real Cost: 10) Real Cost: 16 1

0 12) Fox's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 13) Raven's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 14) Buffalo's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 15) Moose's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 16) Bear's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 17) Dolphin's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 18) Killer Whale's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

0 19) Thunderbird's Gift: (Total: 0 Active Cost, 0 Real Cost) Real Cost: 0

 

Perks

1 Native: Fringe Benefit: Full Status Haida First Nation Membership

7 Detective: Fringe Benefit: Concealed Weapon Permit (where appropriate), Local Police Powers, Police Detective

1 Reputation: Detective that 'gets his man' (A medium-sized group) 11-, +1/+1d6

3 Reputation: Native Super Hero (A large group) 14-, +1/+1d6

 

Skills

0 Acting 8-

0 Climbing 8-

 

1 Conversation 8-

1 Computer Programming 8-

1 Bureaucratics 8-

3 Concealment 12-

3 Criminology 12-

3 Deduction 12-

1 Forensic Medicine 8-

3 Interrogation 13-

3 AK: Vancouver 12-

0 AK: Queen Charlotte Islands [Haida Gwaii] 8-

3 Scholar

1 1) KS: Canadian Criminal Law (2 Active Points) 11-

1 2) KS: Canadian Law Procedures (2 Active Points) 11-

1 3) KS: Haida History and Mythology (2 Active Points) 11-

1 4) KS: The First Nations World (2 Active Points) 11-

0 Language: English (completely fluent; literate) (4 Active Points)

1 Language: Haida (basic conversation)

3 Paramedics 12-

3 Persuasion 13-

3 PS: Police Detective 12-

0 PS: Haida Artist 8-

3 Shadowing 12-

3 Stealth 13-

3 Streetwise 13-

1 Survival 8-

2 WF: Small Arms

 

Total Powers & Skill Cost: 169

Total Cost: 355

 

200+ Disadvantages

10 Distinctive Features: First Nations (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features: Always a Raven somewhere near him (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Social Limitation: Secret ID: Detective John Two-Feathers Davidson (Frequently, Major)

20 Psychological Limitation: Code against Killing (Very Common, Strong)

15 Psychological Limitation: Protective of Nature and Animals (Common, Strong)

15 Psychological Limitation: Protective of Native Peoples, Especially Haida (Common, Strong)

0 Psychological Limitation: Protective of Innocents (Common, Strong, Over limit for disads, 0pts)

15 DNPC: Jim Nightengale 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

Notes: Jim is a retired detective that took John in as a teen when his parents were murdered. John still lives with Jim at his house in North Vancouver, though Jim rarely gets out of the house these days.

25 Hunted: Ravenspeaker 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

15 Hunted: Viper 11- (Mo Pow, NCI, Watching)

10 Hunted: Vancouver Police 8- (Mo Pow, NCI, Watching)

5 Experience Points

 

Total Disadvantage Points: 150

 

Background/History: On January 22nd, 1974, John 'Two Feathers' Davidson was born just outside of Queen Charlotte City in the Queen Charlotte Islands, or Haida Gwaii as the Haida call them. He was given up for adoption to the Davidson family, a prominent Haida family whose members included artists and writers who kept the Haida traditions alive. Named for his adopted father, John was also given the name 'Two Feathers' to reflect the fact that he had two lineages - that of his biological family and that of his adopted family. Though John was told he was adopted at an early age, he was never given information as to who his biological parents were.

 

The Davidson's moved to the big city of Vancouver when John was a young boy. John Sr. wanted him to have the best education possible, to have a chance at making a difference in the world, and not be reduced to being a 'drunken indian.' Times were not easy as John Sr. had a tough time finding work due to prejudices but he did the best he could for his family.

 

John went to school in East Vancouver, and didn't have an easy time of it. Though smart, the other kids at school did not make his life easy. Even into Highschool when John began to fill out into the large man he is today, the seedier element made his life difficult. John Sr. had instilled a sense of good in John, especially to protect nature and the native peoples of North America.

 

Then came the day that changed John's life. He came home late to find his block was cordoned off by the Police. John could see his house and the paramedics carrying a body out on a stretcher. He fell to his knees as another stretcher followed.

 

Detective Jim Nightingale noticed John had fallen to his knees and came over to investigate. Jim, a long time widower with no children of his own, took to John quickly and offered a place to stay for the next couple of days. Days turned into weeks and weeks turned into months as the now 18yr old John had matured, finished High School and made the move to join the police force. Being a minority, and with Jim's help, John made it onto the force relatively easily.

 

He spent over 10 years in uniform before a position as detective opened up for him - Jim was finally retiring, and John took the newly opened position. His first case was something he'd not soon forget.

 

The Stanley Park Slaughters were a high profile case, and John was happy to be assigned to it, hoping to be able to make a difference. Little did John know that Viper was involved and soon he was in over his head. In a showdown in Stanley park John was gunned down.

 

Details are hazy regarding the next hour or so. Memories of a raven, and a man, animals that could talk, spirits guiding him and fantastic strength infused into his frame... He woke, alive and well, with three Viper agents unconscious at his feet. The case was closed with the three Viper agents proven to be the murderers, but John still wonders how it all happened.

 

The next few days were like a dream as John began to realize his powers. He actually could talk to animals. Moreso than just that, he could 'borrow' their abiliies - from the hearing of the bat to the olfactory sensitivity of the wolf even to the flight of the hawk! His strength had been multiplied many times and he could withstand great punishment without feeling a thing! Through concentration and practice John learned to harness these powers and others, and took the name 'Totem' to battle crime in a new way, as a New Champion of Vancouver!

 

Personality/Motivation: John is protective of innocents, nature and the native peoples of the area. He wishes to do good and help those in need. He also feels the need to punish the guilty.

 

Quote: "You have angered the spirits, now you deal with me."

 

Powers/Tactics: Totem is a straight forward fighter, using his gifts to close the gap and his Spirit Tomahawk to finish opponents fast. He can take a hit and walk away from it, allowing him to ignore lesser threats and take out the big threats.

 

Campaign Use: Totem is the team's Brick and Detective.

 

Appearance: A 6ft 5inch native with massive muscles and long braided hair.

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Re: [Campaign] The NEW Champions of Vancouver

 

[Extracted from HeroMaker 2.42's Quelan export format.]

 

Character Name: Thomas Barret

Alternate Identities: The Musketeer

Player Name: The hero formerly known as Pyre-Archer

 

CHARACTERISTICS

Val Char Base Points Total Roll Notes

15 STR 10 5 15 12- HTH Damage 3d6 END [1]

23 DEX 10 39 23 14- OCV 8 DCV 8

13 CON 10 6 13 12-

13 BODY 10 6 13 12-

14 INT 10 4 14 12- PER Roll 12-

20 EGO 10 20 20 13- ECV: 7

15 PRE 10 5 15 12- PRE Attack: 3d6

14 COM 10 2 14 12-

 

 

8 PD 3 5 8/28 8/28 PD (0/20 rPD)

9 ED 3 6 9/29 9/29 ED (0/20 rED)

5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12

8 REC 6 4 8

46 END 26 10 46

48 STUN 28 20 48

10" Running 6 8 27"

2" Swimming 2 0 2"

5" Leaping 3 2 5"

159 Total Characteristics Points

 

QUOTE

"It's amazing how many people forget about the 'musket' part of Musketeer."

 

EXPERIENCE POINTS

Total earned: 5

Spent: 0

Unspent: 5

Base Points: 200

Disad Points: 150

Total Points: 350

MOVEMENT

Type Total

Run (6) 27"

Swim (2) 2"

H. Leap (3") 5"

V. Leap (2") 2 1/2"

 

DEFENSES

Physical Defense 8/28

Res. Phys. Defense 0/20

Energy Defense 9/29

Res. Energy Defense 0/20

Mental Defense 20

Power Defense 0

 

COMBAT INFORMATION

OCV: 8 DCV: 8

 

Combat Skill Levels: +1 with Psychokinesis MP , +2 with Sevillian Knife Fighting

COMBAT MANEUVERS

Maneuver Phase OCV DCV Effect

Martial Block 1/2 +2 +2 Block, Abort

Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort

Offensive Strike 1/2 -2 +1 7d6 Strike

Defensive Strike 1/2 +1 +3 3d6 Strike

RANGE MODIFIERS

 

DISADVANTAGES

Cost Disadvantage

15 Enraged: Subjected to Mind COntrol (Uncommon), go 11-, recover 11-

20 Hunted: Institute for Human Advancement 11- (As Pow, NCI, Harshly Punish)

10 Hunted: GMO Nemesis 8- (As Pow, Harshly Punish)

20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)

5 Money: Poor

15 Psychological Limitation: Won't Harm Innocents (Common, Strong)

20 Psychological Limitation: Code versus Killing (Very Common, Strong)

5 Psychological Limitation: Uncomfortable around Telepaths (Uncommon, Moderate)

10 Psychological Limitation: Refuses to talk about past (Common, Moderate)

15 Social Limitation: Secret ID (Tom Barret): (Frequently, Major)

10 Vulnerability: 2 x STUN Sonic Attacks (Uncommon)

5 Vulnerability: 1 1/2 x Effect Sonic based powers (Flashes, mind control, entangles, etc) (Uncommon)

150 Total Disadvantages Cost

 

Character Name: Thomas Barret

Alternate Identities: The Musketeer

Player Name: Patrick O'Shea

 

SKILLS

Cost Name

3 Acrobatics 14-

3 Breakfall 14-

3 +1 with Psychokinesis MP

6 +2 with Sevillian Knife Fighting

1 Lockpicking 8-

1 Mechanics 8-

1 Streetwise 8-

4 Computer Programming (Hacking and Computer Security, Personal Computers) 12-

3 Conversation 12-

3 Defense Maneuver I

1 Fast Draw 8-

2 KS: Institute For Human Advancement 11-

2 KS: Sevillian Knife Fighting 11-

3 Oratory 12-

3 Paramedics 12-

3 Penalty Skill Levels: +2 vs. Range Modifier with a single attack

3 PS: Guitar: Busker 12-

1 Language: Spanish (basic conversation)

3 PS: Writer: Journalist 12-

3 Security Systems 12-

3 Shadowing 12-

3 Teamwork 14-

2 TF: Common Motorized Ground Vehicles

3 WF: Common Melee Weapons, Handguns

63 Total Skills Cost

 

POWERS

Cost Power END

16 Boosted Willpower: Mental Defense (20 points total) 0

13 Kinetic Baton: Multipower, 20-point reserve, (20 Active Points); all slots OIF (-1/2)

-1u Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2) 2 End 1u

-1u Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR) (20 Active Points); OIF (-1/2) 2 End 1u

 

50 Psychokinesis: Multipower, 50-point reserve

-5u Kinetic Bolt: Energy Blast 10d6 (50 Active Points) 5 End

-5u Variable Load: Killing Attack - Ranged 1d6+1, Variable Advantage (+3/4 Advantages; +1 1/2) (50 Active Points) 5 End

-4u Telekinesis (15 STR), Affects Porous, Fine Manipulation (43 Active Points) 4 End

-5u Kinetic Wall: Force Wall (10 PD/10 ED) (50 Active Points) 5 End

-5u Buckler: Force Field (20 PD/20 ED) (Protect Carried Items) (50 Active Points) 5 End

-5u Kinetic Control - Friction reduction: Running +17" (31" total), x8 Noncombat (44 Active Points) 4 End

109 Total Powers Cost

 

MARTIAL ARTS: Sevillian Knife Fighting

Cost Maneuver

 

1 Weapon Element: (Blades default): Clubs, Blades

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 Strike

19 Total Martial Arts Cost

 

 

APPEARANCE

Hair Color: Reddish-Brown

Eye Color: Gray

Height: 1.78 m

Weight: 69.00 kg

Description:

19 years old, has a very faint accent, picked up from his mentor. His clothes are slightly worn, as is his costume.

BACKGROUND

His earliest memories are of men in medical outfits looking over him, nodding with an odd mix of disgust and satisfaction in their eyes. After that came what seemed like an eternity of fighting, and a repeated need to kill all mutants.

 

That changed when Tom (To this day, he isn't sure if that's his real name), all of 12 years old, was rescued from the facility by a psychic named the Highwayman, who quickly took the boy under his wing, trying to deprogram him. Tom had four happy years as the Highwayman's sidekick until the IHA caught up with the two and killed his mentor, leaving the young man on his own. He fled, eventually making his way to Vancouver where he hoped he could stay low and get strong enough to fight the IHA directly.

 

POWERS/TACTICS

Tom's powers are kinetic in nature; his most frequently used power is his 'Kinetic Bolt', basically a focussed bolt of energy. His 'Variable Load', while not as powerful, can be used to catch opponents off guard. He can also form barriers with it, either for himself or to protect a small area. His Kinetic Blade is merely a blunt weapon that he can telekinetically stiffen to varying levels of toughness.

 

Recently, he found that he could telekinetically reduce the wind resistance and friction around him, allowing him to run at fantastic speeds.

 

His vulnerability to sonic attacks is the result of the IHA's conditioning.

 

PERSONALITY/MOTIVATION

Combination of survival and revenge; the IHA (even if by accident) created him, and killed the one person who took him in. Even with the benefit of the deprogramming the Highwayman did to him, he is still capable of irrational actions on rare occassions.

 

Attempts at mind control bring back his memories of the IHA facility he was trained in, triggering a rage state. His high level of Mental Defense that he possesses (One of the areas that the Highwayman trained Tom in), prevents most attempts from succeeding, but even a minor success can have painful results for the attempted dominator. One member of VIPER's Dragon Branch (A low level psychic) learned this first hand when he tried to tell Tom to "put the funny looking weapon down."

Character created with Hero Designer (version 2.42)

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  • 2 weeks later...

Re: [Campaign] The NEW Champions of Vancouver

 

Episode 2: Aftermath and IHA's Purifiers

 

Cast of Characters:

Musketeer -

Cougar (I) -

 

 

Extras:

Media frenzy

Lawyer for Security Guard at Cash Handling Building

Minute Man VII Robots x2

Purifier Cyborgs x5

Vancouver Police Department

Hero Talk Magazine

 

 

Our story continues...

 

 

 

 

The Good:

Cougar's Surprised the Purifier Cyborgs Hunter Killers (x5)

Musketeer's Autofire, Penetrating RKA ripped up one Minute Man VII Robot

Awarded 3 Character Points

 

The Bad:

Totem and Frostbite missed the session.

 

 

The Ugly:

Cougar got Pasted and Electroneted, but Teleported away.

 

 

 

Cheers

 

 

QM

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Re: [Campaign] The NEW Champions of Vancouver

 

A fairly enjoyable not quite solo run! Musketeer got to do a little investigative work, for once in my gaming life.

 

One thing that keeps coming back to bite me is that I constantly underestimate just how lethal some of my attacks can be. This'll be the second time that I thought my attacks wouldn't have done that much damage.

 

Hmm...So the IHA's after Cougar...Good, my guy's got the hate on for them. Still, 5 Purifiers and a pair of Minutemen 'bots...sheesh!

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  • 2 weeks later...

Re: [Campaign] The NEW Champions of Vancouver

 

2 - Project Genocide's Purifiers

 

Cast of Characters:

Musketeer

Cougar

 

Purifier Agents

Minute Man VII Robots

 

Locations:

Garda Armoured Cash Services Depot, Downtown Vancouver

http://www.garda.ca/cash_armored.php?lang=en

W Cordova St & Abbot St

http://maps.google.ca/maps?ie=UTF-8&oe=UTF-8&hl=en&tab=wl&q=

 

Our story continues:

Totem vanished shortly after ensuring the threat for nuetralized. Musketeer stayed long enough for the Police to take the VIPER Agents and SPBs into custody before leaving the scene. Cougar stuck around long enough to give a statement to Detective John Two Feathers and speaking briefly to the press. Then he to vanished.

 

Musketeer returned home and became Thomas Barret again. The death of a child, even on mutated supervillain tore him up. He did what his cultural conditioning dictated and decided to drink away his trouble. He went to a local bar and got good and drunk. The bartender cut him off when he started crying in his beer. Some how he made it home and did not wake up until well after noon the next day when the phone rang.

 

A hungover and bleary eyed Thomas grumbled into the phone "Whattya want?"

 

"Mr. Barret, this is Dr. William Harry O'Donal, the editor of Hero Talk magazine calling. We have read your submissions and several of your articles and have decided we have a job for you. Interested"

 

Thomas perked up at that. "Uhm.. Yes sir, What assignment did you have in mind?"

 

"There is a new group of Superheroes operating in Vancouver. We want you to find out if that was a one time thing or are they replacements for the Champions of Vancouver. We want anything you can dig up. You have two weeks to turn some thing in we can take to print. We will send you an advance to get started. How does that sounfd to you?" You can hear the smile in the good Doctor's voice.

 

Thomas's enthusiatic reply "Yes Sir!"

 

"Right then, get to it" and the Doctor hangs up.

 

"YESSS!!!..." then his hangover reasserts itself and he groans and tries to go back to sleep. After several minutes of trying her frustratedly gets up and gets ready for the day. Cleaned, shaved, and dressed he feels a little better, but the ghost of the dead child haunts him still.

 

Meanwhile, Alexi (aka Cougar) returned the Champions of Vancouver Jumpjet to the base and rode homeon his motorcyle. His cellphone rang. It was a text message from his agent. They are filming downtown tomorrow and need some extras with some stunt experience. He calls his agent and agrees. the pay is goods and he may get to work with Salma Hayek.

 

Alexi parks his bike and heads for his apartment. Work has been picking up and soon he is gonna have to decide whether to cut back so it doesn't interfear with his superhero career. To superheroing does not pay. His loft appartment is pretty bare. There are no walls save the bathroom. Lots of open space to train and pratice though.

 

Its been an eventful day. First he got to meet Oracle and Myrmidon. Then a group of interesting Superheroes who might uncover the truth as to what happened to the Champions of Vancouver. Not to mention seeing their Super Base. And to top it all off a fight with VIPER. Good Guys 1 Bad Guys 0. Oh yeah. That Totem guy is really tough, but definitely the untrusting sort. Frostbite is a real the team player. Musketeer is pretty violent, but I think he just needs some experience. LOL... Look who's talking one fight with Eurostar and I am ready to take on the world. Not likely. I wonder what tomorrow will bring.

 

He does some research and discovers that of the Supers involved in last nights battle only Cougar is really well known by the media. He is most frequently active in Downtown Vancouver, but is not limited to the area. With a lingering hangover Thomas decided to investigate the various site where he was seen active.

 

While downtown he becomes aware of several flatbed trucks with billboards advertising flashing on them. what strikes him as odd is the pattern of there driving. They almost seem to be operating in a search pattern. That and the fast that the billboards interior area is covered. There is a film crew filming around W Cordova & Abbot Streets. Curiosity draws him in to have a look and sees what looks like some extras dresses as cyborg soldiers, but the film crew is ignoring these guys.

 

When two billboard trucks stop nearby Thomas begins to feel paranoid. It gives way when the billboards are torn apart by what he recognizes as Minute Man VII Robots, The cyborg soldier extras wave scanners around and then he appears. Cougar leaps to the attack.

 

The cyborg soldiers are actually Purifier Agents of Project Genocide, unfortunately for them Cougar's surprise appearance leaves them open to his attack which sends them all flying unconcious to the ground. The Robots are another matter, his attack seems to rock one of them, but then he is hit by a sticky foam that glues him in place. The 2nd Robot adds even more.

 

Things were looking grim for Cougar, until Musketeer arrived. His first volley staggered on Robot #1 TK energy ripping through its armor. Then Cougar teleported out of his gooy prison and landed a perfect blow to the Robots central power source. Sending it crashing to the ground. Unfortunately his attack on Robot #2 seemed to have little effect as it lifted into the air.

 

Before it could get off another shot another volley of TK spikes tore through its computer core and shreaded its power plant. It crashed to the ground and exploded. Both heroes looked around for more trouble when the crowd and film crew broke out in applause and cheers. The Director's shout to the camera crews. "Please tell me you got that" to which they nod enthusiasticlly.

 

Musketeer turns to Cougar. "We need to talk."

 

Cougar replies "Of coarse we do partner" his cheshire grin hidden by his helmet.

 

 

 

 

The Good:

Experience Awarded: 3

Pyre Archer (aka Musketeer) did some nice Ropleplaying ov remores over the deathh of the Lil'Diamondback he accidently killed.

 

 

The Bad:

I think I underestimated how much of an impact Couagr would have in combat. I am worried he might be stealing the spot light too much, but after Musketeer's shreading of the Minute Man VII Robots I do not think it is to bad.

 

 

The Ugly:

evilsteve and radioKAOS did not make it.

 

 

Cheers

 

QM

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Re: [Campaign] The NEW Champions of Vancouver

 

3 - Investigatons

 

Cast of Characters:

Musketeer

Cougar

Earthling

 

Locations:

W Cordova St (& Abbot St), Vancouver, BC - Film/Crime Scene

http://maps.google.ca/maps?ie=UTF-8&oe=UTF-8&hl=en&tab=wl&q=

 

2710 Kaslo Street (E Broadway), Vancouver, BC - Jim Pattison Signs Group

http://maps.google.ca/maps?hl=en&q=2710%20Kaslo%20Street%2C%20Vancouver%2C%20BC&ie=UTF-8&oe=UTF-8&um=1&sa=N&tab=wl

 

Grandville St (& W Georgia St), Vancouver, BC - I.H.A. Offices

http://maps.google.ca/maps?ie=UTF-8&oe=UTF-8&hl=en&tab=wl&q=Grandville%20Street%20%26%20Georgia%2C%20Vancouver

 

McFall Terrace (& Nelson St), Mission, BC - Michael Tempton's Residence

http://maps.google.ca/maps?ie=UTF-8&oe=UTF-8&hl=en&tab=wl&q=

 

 

The Adventures Continue...

 

Musketeer and Cougar, secured their prisoners and waited for the Vancouver Police to arrive to take the Cyborg Purifiers, and Minute Man VII Robots into custody and secure the crime scene. They both give their statements to the VPD Detective and then Musketeer races away. Cougar remains behind to ensure the Cyborg Purifiers are handed safely over to the Special Containment Unit.

 

Meanwhile speed through traffic on his bicycle a new hero races towards the scene. The bicycle courier secures his bike and then finds a Private place to transform into the hero Earthling. Speaking the mystical incantation he changes into his earthen form and sinks into the ground. He walks through the earth and then rises above ground next to one of the destroyed giant robots.

 

Curiously he examines the thing for threats, its eyes glow dimly and them die completely. Cougar and the Detective cautiously approach the new comer. He looks up at them. Greetings guys. Nasty things these robots, very dangerous too. You know if there are toxic I could bury them for you?

 

The Detective asks that he not contaminate his crime scene. Several VPD Officers are covering the Cyborg Purifiers with shotguns aimed in the general directions of their heads. Cougar and Earthling exchange introductions and walk out of the area.

 

Cougar - "You wanna go somewhere private to talk?"

 

Earthling - "Sure, where"

 

He points at the rooftops above them. There is a blinding light and suddenly they are standing on the rooftop ledge.

 

Cougar - " Well I hope you like the view?"

 

Meanwhile Musketeer did not just take off he went to the Mobile Billboard rental agency to track down the people who rented the trucks. At the offices he introduces himself and requests them information. The staff seem happy to help. They used a Credit Card belonging to the Jim Pattison Signs Group. A call to the cred card company confirms it was reported stolen two days ago by it holder.

 

Musketeer takes the company address and races off just as the VPD arrive. He arrives at the lobby of the Jim Pattison Signs Group. The receptionist expedited his meeting with the Vice President Angelina Babinni. She asks what she can do for him. He tells her what happened and she immediately offers to help. He gives her the Credit Card number and she check her database.

 

The Card belongs to our Operations Manager, Micheal Tempton. He reported the that his business bag had been stolen two days ago. along with his Blackberry, company cards, and receipts. Musketeer asks if she could contact TELUS to track the GPS in the Blackberry. She delegates this to her aide and they sit down to wait..

 

Angelina asks if he would be interested in using her companies services to promote his cause. He declines, but manages to find out more about Mr. Tempton. Including his home residence. The aide walks in and give him the address on where the Blackberry stopped transmitting. A building in downtown Vancouver across from Pacific Center.

 

Meanwhile back on the roof top. Cougar and Earthling exchange contact numbers. Earthling comments on how the VPD won't let him put the Earthling signal on their roof. Their conversation covers powers, history, and accomplishments (Bragging Rights). Then Cougar recieves a cell call from Musketeer.

 

They decide to meet at the building at. Earthling and Cougar decide to stake it out.

 

 

 

 

The Good:

Introduced new Gamer and Character

Investigation exceeded expectations

Excellent Roleplaying

Awarded 3 Character Points

Awarded 1 Character Point for Character Sheet (for Musketeer & Earthling)

Awarded 2 Character Points for Background/History (for Musketeer)

 

 

The Bad:

Nothing bad

 

 

The Ugly:

Nothing Ugly

 

 

Cheers

 

 

QM

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Re: [Campaign] The NEW Champions of Vancouver

 

Earthling (Jesse Kell) - Mystic Earth Manipulator and Brick.

 

 

VAL...CHA...Cost...Total...Roll......Notes

30....STR.....0...30......15-.......HTH Damage 6d6 END [3]

24....DEX.....0...24......14-.......OCV 8 DCV 8

25....CON.....0...25......14-

15....BODY....0...15......12-

15....INT.....5...15......12-.......PER Roll 12-

15....EGO.....10...15......12-.......ECV: 5

24....PRE.....4...24......14-.......PRE Attack: 4 1/2d6

10....COM.....0...10......11-

15....PD......0...15/30.............15/30 PD (0/15 rPD)

15....ED......0...15/30.............15/30 ED (0/15 rED)

4....SPD.....0...4.................Phases: 3, 6, 9, 12

15....REC.....0...15

70....END.....0...70

50....STUN....0...50

6....RUN......0...6"................END [1]

2....SWIM.....0...2"................END [1]

6....LEAP.....0...6"................6" forward, 3" upward

 

CHA Cost: 19

 

Cost...POWERS

18.....Elemental Control, 44-point powers, (22 Active Points); all slots Only In Heroic Identity (-1/4) - END=

18.....1) Earthskin: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-1/4) - END=0

22.....2) Earthblast: Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-1/4) - END=5

13.....3) Earthmove: Telekinesis (30 STR) (45 Active Points); Only vs Earth/Rock (-1/2), Only In Heroic Identity (-1/4) - END=4

22.....4) Earthwalk: Tunneling 10" through 10 DEF material, Fill In (60 Active Points); Only vs Earth/Rock (-1/2), Only In Heroic Identity (-1/4) - END=6

..... - END=

22.....Earthsense: Detect Physical Vibrations A Single Thing 12- (Touch Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting (33 Active Points); Only When In Contact With The Ground (-1/4), Only In Heroic Identity (-1/4) - END=0

12.....Earthlife: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (15 Active Points); Only In Heroic Identity (-1/4) - END=0

6.....Earthvision: N-Ray Perception (Sight Group) (10 Active Points); Only vs. Earth/Rock (-1/2), Only In Heroic Identity (-1/4) - END=0

..... - END=

.....Earth/Stone Form, all slots Only In Heroic Identity (-1/4) - END=

8.....1) +5 BODY (10 Active Points); Only In Heroic Identity (-1/4) - END=

24.....2) +15 CON (30 Active Points); Only In Heroic Identity (-1/4) - END=

34.....3) +14 DEX (42 Active Points); Only In Heroic Identity (-1/4) - END=

8.....4) +10 ED (10 Active Points); Only In Heroic Identity (-1/4) - END=

8.....5) +20 END (10 Active Points); Only In Heroic Identity (-1/4) - END=

7.....6) +9 PD (9 Active Points); Only In Heroic Identity (-1/4) - END=

8.....7) +10 PRE (10 Active Points); Only In Heroic Identity (-1/4) - END=

6.....8) +4 REC (8 Active Points); Only In Heroic Identity (-1/4) - END=

8.....9) +1 SPD (10 Active Points); Only In Heroic Identity (-1/4) - END=

16.....10) +20 STR (20 Active Points); Only In Heroic Identity (-1/4) - END=2

6.....11) +7 STUN (7 Active Points); Only In Heroic Identity (-1/4) - END=

 

POWERS Cost: 266

 

 

Cost...SKILLS

5......AK: Vancouver, BC 14-

0......Acting 8-

0......Climbing 8-

3......Combat Driving: Bicycle 14-

10......Computer Programming (Hacking and Computer Security, Personal Computers) 15-

0......Concealment 8-

0......Conversation 8-

7......Cryptography 14-

0......Deduction 8-

9......Electronics 15-

0......High Society 8-

0......Language: English (idiomatic; literate) (5 Active Points)

9......Mechanics 15-

3......PS: Bicycle Courier (Everyman Skill) 14-

0......Paramedics 8-

0......Persuasion 8-

3......Scholar

4......1) KS: The Alternate Scene (5 Active Points) 14-

4......2) KS: The Environmental World (5 Active Points) 14-

4......3) KS: The Hacker World (5 Active Points) 14-

0......Shadowing 8-

0......Stealth 8-

3......Streetwise 14-

0......TF: Two-Wheeled Muscle-Powered Ground Vehicles

0......TF: Small Motorized Ground Vehicles

0......WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat

 

SKILLS Cost: 64

 

Cost...PERKS

1......Reputation: Eco-Friendly Hero (A large group) 8-, +1/+1d6

 

PERKS Cost: 1

 

Cost...TALENTS

3......Bump Of Direction

 

TALENTS Cost: 3

Value..DISADVANTAGES

15.....Dependent NPC: Paige Rand, girlfriend 8- (Normal; Unaware of character's adventuring career/Secret ID)

15.....Dependent NPC: Virginia Kell, mother 8- (Normal; Unaware of character's adventuring career/Secret ID)

15.....Distinctive Features: Humanoid Earthman (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15.....Hunted: Natural Selection (Supervillain Group) 8- (Mo Pow, Harshly Punish)

15.....Hunted: Gnome 8- (Mo Pow, Harshly Punish)

15.....Psychological Limitation: Code Versus Killing Common, Strong

15.....Psychological Limitation: Dislikes Big Corporations (Common, Strong)

15.....Psychological Limitation: Cocky (Very Common, Moderate)

5.....Reputation: Eco-Friendly Hero, 8-

15.....Social Limitation: Secret Identity (Jesse Kell, Bicycle Courier) Frequently (11-), Major

10.....Vulnerability: x1.5 vs Air/Wind - Based Powers (Common)

 

 

DISADVANTAGES Points: 150

 

 

Base Pts: 200

Exp Required: 3

Total Exp Available: 4

Exp Unspent: 1

Total Character Cost: 353

 

BACKGROUND/HISTORY:

“I wasn’t exactly an average kid. My folks were both teachers until they got sick of the public school system, so they quit and found work where they could get it. My old man wound up working with computers, and my mom started to tutor people (when she wasn’t home-schooling me). They were both into activism, protests, rallies, all that stuff. I got dragged along to every protest, sit-in, march, you name it. I didn’t really get into it much, but my little brother Jeff did. I mainly goofed off, played hacky-sack, and smoked weed when my folks weren’t looking.”

 

 

“Things changed one summer, a couple of weeks before I turned 18. The whole family went to a big protest rally. Some of the groups that showed up weren’t the usual peaceful types… they were militant. The cops showed up. Things got hot, and a riot broke out. My brother Jeff tried to stop a fight and got hit in the head with a bottle… and my dad tried to get him out of the mob. No one’s sure what happened next, except by the time my mom and I could get through the crowd, Jeff was in a bad way and my dad was dead.”

 

 

“Jeff blamed himself… he never got over what happened to Dad. One day… he just took off. My mom and I haven’t seen or heard from him in over two years. My mom forged on, still chasing this cause or that movement, but she was more cynical… cautious. Paranoid. She’d finally experienced the downside of protests, and she was determined not to experience it again.”

 

 

“As for me, I got real angry. I wanted payback…to get revenge for what happened to my family. I fell in with one of the militant groups that were at the rally. They called themselves ‘Natural Selection’… their whole ‘manifesto’ was about restoring things to a non-industrial level. By any means necessary. They wanted to bring the industrial complex down, and I was eager to help. I guess I figured the rally happened because of big business and the way they were raping the planet. If they weren’t so out of line, the rally wouldn’t have been necessary… and maybe I’d still have a dad and a brother. Like I said, I was angry… not exactly thinking straight, you know?”

 

 

“So I hooked up with Natural Selection and started putting all the stuff my dad taught me about computers to work. At first it was nuisance stuff – sticking a virus into corporate networks, hacking CEO e-mails for dirty laundry, that sort of thing. I spent most of my time with three other kids in NS… we started calling ourselves a ‘cell’, like we were terrorists or freedom fighters or something. Things got pretty tight between the four of us. Ian, the self-proclaimed ‘leader’ of the cell, wound up being my best friend. I started going out with Abigail, his sister. Her best friend Bridget was going out with Ian. We’d made a new family, I guess. We partied a lot and made a nuisance of ourselves to a few businesses. We wore berets, got tribal tattoos and picked out our ‘militia code-names’. We started a blog, posted a lot on forums, and read about Che and Lenin and Castro. We started thinking we were real revolutionaries.”

 

 

“All through this, my mom worried a lot, nagged me about not going to college, and tried to work the whole ‘what would your father say’ thing. Didn’t fly with me, and we grew apart. I moved out of her place and into a run-down apartment with the others... Natural Selection HQ, basically.”

 

 

“Things started getting weird after Ian and Bridget came back from some big party. He was all jacked up on things like magic and the occult, and said he’d met a real warlock. Pretty soon it was all he could talk about, and he wanted me and Abi to get involved too. I was a little skeptical; it sounded like a bunch of Goths hanging out, listening to Sisters of Mercy and pretending to be witches. But, I finally gave in and went to some of the meetings. The day Ian threw a fireball from his fingers and set our couch on fire… that was when I started taking it seriously.”

 

 

“The four of us formed our own coven, and started to work on learning magic together. The more power we could get, the more we could stick it to the Man, basically. Ian was really good at it… so was Abi… but Bridget and I sucked. I would’ve flunked out at Hogwarts, for sure. One night, Ian said he’d found the solution… it wouldn’t matter how good we were at casting spells. We would all be powerful…and it would be easy.”

 

 

“Looking back, any smart person would have nodded, smiled, and called 911. Not me. I went out to the forest with my friends, listened to Ian chant in Latin, and drank goat’s blood from a gold cup. I managed not to puke, and when Ian stood in front of me with some sort of crown, I let him put it on my head. He did the same thing to the girls, then finished by putting one on himself.”

 

 

“That’s when things went black. We didn’t wake up for three days. We all had dreams… cloaked figures chanting in Latin, whispers… telling us things. When we woke up, the crowns were gone… and the four of us were more than we were before. We were elementals. Ian was fire, of course. Abi was wind, Bridget was water, and me? I got earth. Ian just smiled and said ‘Now we have power.’”

 

 

“We had big plans. Ian had read about a bunch of old-growth timber that had been cleared for cutting, and how a bunch of groups were going to try and stop it. He figured we would be able to shut it down for good. So the four of us went up to the main site. There was a pretty good crowd there… cops, protesters, workers, you name it. A lot of angry talk going around, but that’s all. Then we showed up.”

 

 

“When we talked about it, Ian said we were just gonna scare the workers, and smack around any cops who tried to say otherwise… but nothing lethal. It didn’t really work out that way. After we made our big entrance, Ian got everyone’s attention by setting a lumber truck on fire. Then Bridget hit a line of cops with a water blast that would make a fire hose look like a super-soaker. Panic broke out. Guns came out. It felt like the riot all over again…only this time, we were to blame. We started it.”

 

 

“All I could do was stare… I didn’t throw a punch, nothing. I felt bullets bouncing off of me, but I couldn’t move. What broke me out of it was watching Abi… my girl… use a wind blast on a cop. You ever see one of those videos of a place after a hurricane hits? How messed up things like houses and trees get when the wind hits? Imagine that, only on a person…he just got shredded and torn apart. She looked at me and laughed. I think she even made a joke about ‘blowing that cop away’, like we were playing a video game or something.”

 

 

“I couldn’t take it… I snapped. I attacked her… then Bridget tried to stop me. I clocked her with a fallen tree. If Ian hadn’t came along and set me on fire, I probably would’ve killed them. Instead, I ran off through the woods, screaming, burning. By the time I got it together again, they were gone, 9 people were dead, and I was lost in the woods. I figured things couldn’t get any worse… and then I found myself surrounded by superheroes. Guess who they thought was a supervillain? Before you could say “It’s Clobberin’ Time”, I was getting the royal crap kicked out of me.”

 

 

“I wound up in some sort of super-jail in their base. They had someone who could read minds interrogate me. They knew what I knew, what I did (and didn’t) do, and figured there was hope for me yet. They made me an offer. Instead of getting dragged off to Stronghold, I could help them out...help them find and capture my friends. So I did. Ian, Bridget and Abi took the ride to Stronghold, and I wound up getting cleared of all charges. Some of them even called me a hero. Personally, I felt like I needed to collect my pieces of silver, but at least I had closure… some sense of justice.”

 

 

“Since then, I’ve tried to make peace with it all. I’m doing my best to atone for what happened. I got a regular job, made peace with my mom, and found a girlfriend without homicidal tendencies. Life’s not perfect, but it could be a lot worse.”

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Re: [Campaign] The NEW Champions of Vancouver

 

No combat, which was a bit of a surprise for me. Turned up a surprising tidbit or seven about Project Turncoat, including a few names that The Musketeer will want to look up. Not to mention some sweet intel on planned Minutemen upgrades, a hit list, and a shipping mainfest.

 

We done also blowed up an IHA Control Room real good. And the snakelings turned out to be, by all reports, Teleios clonejobs.

 

Occurs to me that I never asked about the ammo I grabbed from he base before we exited, stage right. Should check into that, see what kind of nastiness they might have been packing.

 

Overall, a lot of fun, and looks like Earthling will fit in just fine.

 

Pyre-Archer

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Re: [Campaign] The NEW Champions of Vancouver

 

4 - Breakout

 

Cast of Characters:

Musketeer

Frostbite

Cougar

Earthling

 

Ripper

Purifier Cyborgs Agents

VIPER Air Cav Agents

VIPER Quetzalcoatl

VIPER Dragon Branch Members

Ripper

Boa Constrictor

Diamondback

Oculon

Half Jack

Bulldozer

Blowtorch

Hawk's Shadow

Green Dragon

 

Locations:

(Unnamed) Super Maximum Secuity Corrections Facility, Annacis Island

http://maps.google.ca/maps?hl=en&q=Annacis%20Island%20Wastewater%20Treatment%20Plant&ie=UTF-8&oe=UTF-8&um=1&sa=N&tab=wl

 

 

The Adventures Continue...

Cougar was enjoying exploring the Super Base HQ when the Alarms went off. There was a Breakout of the (Unnamed) Super Maximum Secuity Corrections Facility, Annacis Island. Superhuman Assistance Requested. Reports indicated that VIPER Air Cav Agents supported by a Quetzalcoatl Jump Jet were breaking Dragon Branch convicts and reaping havok within the facility.

 

He contacted the Heroes and flew the Jump Jet around to pick them up and travel to the area. They landed far from the scene to avoid any aerial combat. Cougar can bearly operated the Auto Pilot.

 

Once on the ground they witnessed one section of wall explode out wards and standing in the breach was the monsterous form of Ripper. VIPER Air Cav Agents had destroyed Police and ERT Vehicles. Turning the outside parking lot into a war zone.

 

Cougar foolishly engaged Ripper while Frostbite and Musketeer engaged the Purifier Cyborg Agents escaping through the breach. Earthling cloed the distance travelling through the earth below and watching the destructive battle on the surface.

 

Cougar's attacks sent Ripper flying back into the prison walls. Frostbite and Musketeer made short work of their targets. While Earthling entombed another target.

 

Cougar disappeared into the facility, battling Ripper. While the team engaged the VIPER Air Cav Agents. Capturing a Sonic Cannon and turning it forst on the Quetzalcoatl Jump Jet anf then upon Ripper.

 

The Cougar vs. Rippers battle

 

While the VIPER Air Cav Agents evacuated the Dragon Branch members in custody.

 

Bulldozer and Blowtorch managed to escape their cells only to be soundly beated by our Heroes.

 

Cougar and the team kept Ripper occupied and waited for an UNITL Hover Tank to arrive and finish the problem. Which it did very well.

 

 

The Good:

Awarded 3 Character Points

Awarded 1 Character Points for Background/History (for Earthling)

 

 

The Bad:

Tangents

 

 

The Ugly:

GMing on 5hrs sleep

 

 

 

Cheers

 

 

QM

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Re: [Campaign] The NEW Champions of Vancouver

 

It did feel like a bit of a slog once only Ripper was left standing, but then, none of us could really go toe to toe with the guy; even Cougar was only doing, what, 3 to 4 points max on 'im?

 

We showed up on the wrong side of a siege, methinks. Think they'd mind if we put a few artillery pieces on the jet for just such occasions?

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