[M&M 2E] Heroes of Siaga

Stories about games that you run and/or have played in.

Moderator: Moderators

Post Reply
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

[M&M 2E] Heroes of Siaga

Post by virgil »

Super Science Silicon Valley Image
History The Roswell UFO crash of 1947 was shrouded in secrecy, but what is known by this point after the declassification was that it appeared in the sky and engaged in hostile conflict with a different alien vessel. What is more publicly known is what happened afterwards, the manifestation of five metahumans. Their powers both boggled and captured the imagination of the world. The heroic ones went on to inspire, while the villainous ones brought terror. The ones that chose the path of heroism had chosen a path of political neutrality, which slowly began to be accepted by the wary nations of the world after their lack of presence in the Korean War or the Civil Rights Movement. After a time, when it became evident that their powers could be inherited (only from the mother). These scions went on to carry the legacy of their parents, and were afforded legal protections and greater leeway when performing acts of superheroism, on the condition that they respected the nation's sovereignty.
Everything changed a year (two?) ago when when more alien spacecraft appeared. But instead of a lone incident in the dead of night, it was scores of locations throughout the world, and this time there was a much more open and violent confrontation with other vessels from beyond the stars. These fights were brief, and the survivors left where they could. The subsequent manifestation of metahumans was similarly massive, all originated from areas where alien conflict occurred. Life is still adapting to this sudden influx of metahumans, though thankfully much of the heavy lifting has already been done through the decades of work by the Roswell metas.

Present Day: Our campaign takes place in the Siaga (founded 1955), a coastal metropolis between the borders of Oregon and California. The legal structure supporting masked heroes follows the same structure as that seen in Freedom City, with the added caveat of political non-interference (similar to the rule against churches endorsing political candidates). The place is a boom town, the skyline's major towers having been constructed after the turn of the millennium. Elements will be borrowed liberally from the Freedom City sourcebook when convenient.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

PL 7 Cast The current stats of the heroes being played will be stored here, updated as necessary.

Valkyrie
Background Former special forces, and recruited into a secret military program to act as an "independent" superhero. This is technically a way to get some intel on the metahuman community, but is also the actions of several bureaucrats attempting to actually get some public good out of an experimental suit that would've been mothballed otherwise.
MCC Stranger 4, Blaster 2, Armored Brute 2, Fly Mover 4
Abilities Str 14, Dex 14, Con 16, Int 12, Wis 12, Cha 10
Saves Toughness +7/+6, Fort +5, Ref +4, Will +6/+3
Skills Acrobatics 5 (+7), Climb 4 (+8), Concentration 4 (+5), Escape Artist 6 (+8), Lang: Spanish, Medicine 1 (+2), Notice 8 (+9), Search 4 (+5), Stealth 8 (+10), Survival 4 (+5), Swim 3 (+7)
Feats Benefit (Military), Equipment 7, Elusive Target, Fearless, Improved Block, Instant Up, Luck, Move-by Action, Precise Shot, Dodge Focus, Uncanny Dodge (mental), Quick Draw, Sneak Attack 2
Powers Variable Feats 1 [Extra: Reaction; Flaw: Limited to Second Chance]; Device 7 (Hard-to-Lose, Super suit)
  • Flight 6 [AP: Super Strength 2, Slow Fall 1, Concealment 10 (Close Range; Flaw: Blending, Passive)]
    Immunity 6 [Suffocation, Critical Hits, Hot, Cold]
    Mind Shield 3
    Enhanced Strength 4
    Protection 4 [Extra: Impervious 5]
Combat Attack +6 (+7 gun); Damage +4 gun, +7 sword; Defense 17/15; Block +8
Drawbacks Normal Identity (Full-Round, 5pp)
Equipment Medium Shield (+2 Dodge/Block), Commlink, Submachine Gun (+4; Laser Sight, Stun Ammo) [AP: Sword (+3/19-20), Light Pistol (+3; Laser Sight, Stun Ammo)], Undercover Vest (+3, Subtle), Improve HQ 5; 8ep
Points Abilities 18 + Saves 6 + Skills 12 + Combat 20 + Feats 20 + Powers 34 - Drawbacks 5 = 105pp
Synapse
Background A regular Joe, certain he has the potential for psychic ability, working the rounds for his electrical work. When the Event happened, he got shocked and awoke to find he possessed not only phenominal telepathic powers, but a wild array of mastery over electricity.
MCC Shaker 4; Scan Thinker 5, Field Brute 5, Blink Mover 6, Versatile Blaster 5
Abilities Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 10
Skills Concentration 8 (+8), Computers 8 (+8), Knowledge: Technology 8 (+8), Notice 8 (+8), Profession: Electrician 8 (+8)
Feats Eidetic Memory, Attack Specialization (Electrical Control) 3
Powers
  • Flight 8 (DAP: Impervious Force Field)
    Immunity 5 (Electricity damage)
    Comprehend 1 (Speak Languages)
    Electrical Control 6 (Alternate Power 10)
    • Absorption 4 (Extra: Power Magnet; Flaw: Electricity only)
      Animate Objects 6 (Flaw: Machines)
      Comprehend 2 (Electronics), Datalink 6, Comprehend 2 (Objects; Flaw: Electrical devices)
      Confuse 6
      Dazzle - Visual 6
      Magnetic Control 6
      Nullify Electronics 6
      Strike 6 (Extra - Aura)
      Stun 6
      Teleport 10 (Power Feat: Progression 2; Flaw: Medium - Power Lines)
    Telepathy 6 (Feats: Alternate Power 3)
    • Mind Shield 12
      Mental Blast 3
      Perception
      ESP 6 (Visual + Audio; Flaw: Electronics medium)
Saves Toughness +9, Fortitude +4, Reflex +4, Will +4 (+12 w/Mind Shield)
Combat Attack +2 (+8 electrical control), Damage +6, Defense 15
Points Abilities 4 + Skills 10 + Feats 4 + Powers 62 + Saves 10 + Combat 14 = 104pp
Singularity
Former boxer, discarded after Issue 0
Abilities Str 16 (28, +10 lifting), Dex 16, Con 18, Int 12, Wis 16, Cha 14
Skills Concentration 5 (+8), Intimidate 5 (+7), Notice 5 (+8), Sense Motive 5 (+8)
Feats Attack Focus (melee) 5, Equipment, Fearless, Startle, All-Out Attack, Defensive Attack, Elusive Target, Improved Block, Power Attack, Takedown Attack
Equipment Commlink, Headquarters (Small, Comms, Gym, Living Space, Security System, Toughness 5)
Powers
Gravity Control 7 (Feats: Alternative Power x2; Selective; Extra: Burst; Flaw: Melee)
  • Nauseate 5 (Extra: Range x2; Flaw: Sickened Only)
  • Leaping 15
Density 6
Saves Toughness +7 (+3 impervious), Fort +6, Ref +5, Will +4
Combat Attack +0/+5 melee, Damage +9 (unarmed), Defense 17
Points Abilities 32 + Skills 5 + Feats 14 + Powers 35 + Saves 5 + Combat 14 = 105
Project Mercury
The replacement for Singularity, due to player not liking it. Finer details will be updated later, as the build's not finished
Background Rose Wells, a billionaire executive with a brilliant mind. Technically not a metahuman, but firmly believes that humanity needs to learn how to work without alien powers. The science company, piles of money, and Wells's own brilliance have reverse engineered several pieces of tech from Roswell that are only getting better now that Tinkers have manifested in the Event. The advances are currently in a "super suit" and identity called Project Mercury.
MCC Tinker 4, Thinker 2
Abilities Str 12, Dex 12, Con 16, Int 28, Wis 16, Cha 14
Skills Bluff 4 (+6), Computers 6 (+15), Concentration 4 (+7), Craft: Electronics/Mechanical 6 (+15), Diplomacy 4 (+6), Gather Information 4 (+6), Investigate 6 (+15), Knowledge: Business/Technology 6 (+15), Notice 4 (+7), Sense Motive 4 (+7)
Feats Benefit 7 (Wealth 6, Security Clearance), Connected, Eidetic Memory, Equipment 4, Inventor, Leadership, Master Plan, Improved Master Plan (+8 check), Speed of Thought, Jack of Trades
Powers Device Array 6 (Easy to Lose)
  • Snare 7 (Feats: Ricochet; Extra: Area - Cloud; Flaws: Unreliable - 5 charges, Entangle only; Drawbacks: Full Power, Reduced Range 2)
    Paralyze 6 (Feat: AP - Fatigue (Extra: Range 2), Accurate 4, Homing; Extra: Range; Drawbacks: Reduced Range 2)
    Create Object 6 (Flaws: Walls only, Range)
Device 4 (Hard to Lose)
  • Teleport 6 (Feats: Change Velocity; Flaws: Long Range, Tiring, Anchor)
    Shield 7
    Enhanced Saves 10
Equipment Commlink, Advanced Undercover Vest, HQ
Headquarters - Gargantuan, Toughness 15. Combat Simulator, Communications, Computer, Infirmary, Defense System, Fire Prevention System, Laboratory, Library, Living Space, Power System, Power (Teleport 7; Flaw: Medium, Long-Range; Extra: Accurate; Feats: Change Direction/Velocity, Easy, Progression 4), Security System, Workshop
Drawback Allergy (Soy; Minor Uncommon (Weakness)
Saves Toughness +7, Fort +7, Ref +3, Will +3
Combat Attack +0, Defense 17
Points Abilities 38 + Skills 15 + Feats 19 + Powers 34 - Drawback 1 = 105pp
Project Mercury v2.0
Background Rose Wells, a billionaire executive with a brilliant mind. Technically not a metahuman, but firmly believes that humanity needs to learn how to work without alien powers. The science company, piles of money, and Wells's own brilliance have reverse engineered several pieces of tech from Roswell that are only getting better now that Tinkers have manifested in the Event. After a time of serving as a super hero herself with personal devices, she has recently completed a semi-autonomous android with super speed; Project Mercury v2.0
MCC Shaker 2, Run Mover 7, Sense Thinker 2
Abilities Str 8, Dex 10, Con -, Int 10, Wis 10, Cha 8
Saves Damage +5, Fort -, Ref +7, Will +0
Combat Attack +10 Strike, Damage +4 Strike, Defense 19 (10 flat-footed)
Skills Acrobatics +8, Notice +7, Search +5
Feats Defensive Roll 5, Dodge Focus 9, Equipment 2, Evasion 2, Improved Disarm, Luck, Move-by Action, Uncanny Dodge, Sidekick 7
Powers Super Senses 1 (All Around Vision), Immunity 40 (All Fort, Mental Effects), Super Speed 5 (Rapid Attack; PF: Wall Run, Water Run, Alternate Power - Speed 10, Quickness 10, Initiative +20), Strike 4 (PF: Accurate 5)
Equipment Commlink, HQ
  • Headquarters Gargantuan, Toughness 15. Combat Simulator, Communications, Computer, Infirmary, Fire Prevention System, Laboratory, Library, Living Space, Power System, Security System, Workshop
Points Abilities -14 + Saves 7 + Skills 5 + Feats 29 + Powers 78 = 105pp
Rose Wells [Sidekick]
  • Abilities [18] Str 10, Dex 10, Con 10, Int 28, Wis 10, Cha 10
    Saves [0] Damage +0, Fort +0, Ref +0, Will +0
    Combat [0] Attack +0, Defense 10
    Skills [9] Computers 6, Craft: Electronics 6, Craft: Mech 6, Investigate 6, Know: Business 6, Know: Tech 6
    Feats [9] Benefit 7 (Clearance, Wealth 6), Inventor, Jack of all Trades
    Drawback Weakness (Minor, Uncommon; Soy)
Last edited by virgil on Fri Jan 19, 2018 9:01 pm, edited 5 times in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue 0
This is to get a feel for the mechanics, as I've not handled the system in years, and my players haven't touched it in practically a decade. As a result, I'm going ultra-simple and pulling from the core book's sample adventure. Our heroes are in line at Woodgrove Bank, dealing with personal finances. Synapse and Valkyrie are currently in their civilian identities, while Singularity has opted to not bother with managing a dual-life.
Image

Their day is interrupted by a hang of eight hooded thugs, brandishing pistols, followed by a mustachio man introducing himself as The Swashbuckler (Instant Superheroes, page 65). He expertly cuts out the alarm button and his goons order everyone on the floor. Singularity refuses and activates his Gravity Control, selectively not hitting any of the civilians. Swashbuckler deftly dodges the effect and engages in mêlée with his opponent, while Synapse sleights a shock into a wall outlet to access/activate the alarm system (burglar alarm, timer alarm, fire alarm, etc) and Valkyrie sneaks around a corner to attempt to throw a bolo from her fanny pack at Swashbuckler (who casually leans back and cuts the rope while fighting Singularity). After a couple rounds of combat, dodging every attack, Singularity is KO'd. The other two are outside, changing into their costumes/suits while the goons are running for the back to blow open the safe. Eventually, Swashbuckler's sword is stolen by Synapse's Magnetic Control and Valkyrie flies in, her own sword drawn, only for her to be disarmed and Swashbuckler back in action. The fight goes for a bit, the goons doing jack and squat while the two heroes fight Swashbuckler until he finally fails to notice Valkyrie's water splash (fire alarm from earlier messing with her Concealment and giving him a chance to use Uncanny Dodge) and goes down.

Image

The goons are taken out one by one as clean up, and Singularity comes to. The police and a couple reporters arrive, fascinated to hear about some new heroes in town. Synapse taps an ESP on the police car to follow Swashbuckler until it reaches the precinct, in case he attempts to escape (later finds out Swashbuckler was a former fencing Olympian and non-metahuman). An executive of the bank comes out to help their low social skills, announcing they were nearby to work out a charitable donation to form a new super team in Siaga.

Notes There's going to be some changes in what is essentially the pilot episode. Synapse didn't fully realize that Ablative Force Field required an hour or more of being turned off to 'refill', so he's revamping the design on that. Singularity was taken out early in the fight and wasn't fond of his after-thought power (Gravity Control) being his primary contribution to the team, and so is looking at making a completely new character.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue I Our team is sitting in Stark Tower Rose Well's West coast HQ, Synapse managing the communications array to analyze Twitter traffic for potential crimes in progress. His is alerted to a burning building, Morrison Park, a four-story public housing development. The fire department had only just then been alerted due to interference. Synapse gets a bearing on one of the cell phones that took a photo and teleports to the scene, while Project Mercury & Valkyrie activate the HQ's teleporters to arrive at a stop sign a block away. Most of the 2nd floor is on fire, and the streets are full of evacuees.
Valkyrie charges in and starts searching for survivors, immune to the temperature/smoke/low-end flame, Synapse begins scanning for the sprinkler system, and Project Mercury accepts getting fatigued to teleport back to HQ to begin jury-rigging something. Several rounds pass; Synapse finds/discovers the sabotaged alarms system and spends a hero point to make his Magnetic Control precise enough to begin repairs, while Valkyrie runs into a handful of goons with assault rifles that are attempting to break open the door to the fire escape. Valkyrie takes out one goon and gets stunned by a hail of lucky gunfire while under Concealment, by which point two of the goons bust open the door, finding an old lady panicking on the balcony in her pajamas. One grabs her, and they collectively start hustling down the fire escape. Synapse has finished the repairs and activated the sprinklers by the time the criminals have started going down the fire escape, and thus are in LoS to him, so he takes the gun from the criminal holding the old woman. He then rips out the fire escape to block the alley after they reach the ground, so their escape will stay in LoS to him.
It's by this point that Project Mercury has finished working on a Nullify 5 (fire effects, Nullifying Field) device, teleported back to the scene, and throws a glue grenade (ie. Snare power) at the goons. This captures Synapse as well, but he can teleport. Afterward, X starts jogging into Morrison Park to use his invention while Synapse joins the search for survivors.
During that, Valkyrie begins searching for survivors again, hearing a speaker announcing how the heroes' actions are just wasted resources on this drain on society, this "hive of gangbangers and welfare queens" that deserve what's coming to them. Valkyrie follows the sound, finding a cell phone in the same room as a small girl passed out in the room's corner (smoke inhalation), to which she picks up both, flies through a window, drops off the girl near a frightened parent, and flies back in. By this point, Project Mercury is activating the fire-nullification field as they walk through the building. Valkyrie rescues two more people, taking a middle-aged man to hospital to handle his heart attack, during which time Project Mercury is finishing up the last of the fires. They find a room stacked with empty gun cases and enough nerve gas to fill the district if the fire reached them, and figure out that the fire was started through some well placed turpentine and minor (but expert) demolitions work.
After all is said and done, the criminals are tied up for the police and Synapse probes their brains for info. They had nothing to do with the fire, but were just storing the weapons/gas for their gang boss (name's Card Shark), who was attempting to move up to bigger things. The room where the fire started was rented two days ago (weapons stored five days ago, delivery due in two days), by a late-20s white man. Synapse attempts to hack and trace the cell phone, but comes up with nothing useful. They were burner phones
Image

Notes The player for Project Mercury likes their character a lot more. The party has taken to calling the arsonist the Alt Knight, and are likely to go after him and let the police handle the lead on Card Shark.
Last edited by virgil on Fri Oct 13, 2017 4:07 pm, edited 1 time in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue II Digging through the damage of the facility, our heroes are unable to collect any evidence that would lead to finding the arsonist. With their only real lead up in smokes, they go back to their baseline heroeing. Several days later, proper alarms go off, alerts popping in HQ. A major fire is happening at the gay district, which our super-team decides is worth assisting with. After a couple rounds of flight/teleportation/etc, they arrive to the scene, and more than three buildings are thoroughly engulfed in flames. Synapse starts scanning the building for anything electrical that's survived the heat thus far, finding a spot in what looks to be a very dark basement that is otherwise not full of smoke/fire. Teleporting there, he finds himself surrounded by dozens of barrels of explosives wired to a timer that's started going upon his arrival. A hero point later, and he holds all of the triggers in place and comm-badges the rest to start working on getting the place clear while he tries to disarm all of the bombs individually. Mercury reuses the fire negation design while Valkyrie flies around evacuating civilians in case Synapse fails to disarm the bombs.
Image
Thankfully, the bomber wasn't that smart

During this work, Synapse figures out the scene. Whomever rigged the placed set it to trigger upon opening the door to the basement, also playing a tape recorder. But Synapse's teleport, a line of electricity through local wires, skipped much of it and just started the bombs' countdown early. While the design was expertly done, the materials are clearly scrap-yard quality, and the chemicals are traced to a run-down recycling facility with a severe backlog.

After dealing with the fire and getting a good enough visual on how the Alt-Knight secreted all of the explosives through security footage (recycling truck and minor social engineering), the heroes fly down to the recycling center, only to find the place closed early for the day. Synapse's scry finds the owners tied up in a closet while the Alt-Knight is loading up his truck with more materials, animates the truck to drive off, and the group collectively surround him. While he puts up a reasonable approximation of a fight, grenades and pistols, there's not much to say other than he was expectedly taken down and sent off to prison as a muggle terrorist.

They figure out he used to be in the military, then quit to join a foreign mercenary company that recently disbanded, with little information beyond that barring more significant effort. It's later that day when they receive word of super-villain activity just outside the city, at a major trucking focal point.
Image
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue III The villain had given word to the reporter at the scene that he demanded Chaco™ (primary owner of the distribution center and also a West-Coast agricultural giant) to fork over $25 million as a fine for their moral failings.

Our group collectively zips over to the distribution center, the sprawling slab of concrete in the middle of thick forest just outside of Siaga. The lot is fenced by a massive hedge of thorns and vines. As it wasn't a dome, they simply fly over the hedge and search the abandoned area, finding little but half a dozen incongruous oak trees scattered across the lot. So that Synapse can get a better view, they head over to the emergency generators, where two trees are growing that subsequently ambush them. Project Mercury makes short work of them with Rapid Attack, ripping off every scrap of bark and spare branch in seconds, leaving Synapse free to work on the generators. Once that part has opened, a loudspeaker from outside the perimeter announces the presence of the villain, though visually seeing him is difficult with the sequoia blocking the view.

A short monologue of how the heroes are corrupted pawns of the golden calf, and he is here to damage their false idols of greed, and the remaining trees in the area grow to Gargantuan in size. Synapse and Valkyrie both fly upward, their weapons blazing, only to see the trees begin smashing the place instead of the players. After a couple rounds of relatively minor damage, Synapse turns his attention to Lot, who has parked his sequoia in the middle of the giant hedge.

Thanks to a combination of speed and his impervious forcefield, Synapse charges into the brambles to begin looking for Lot. He’s wrapped up in a huge mass of vines after Lot resists the stun effect, but before Lot can layer it further, Synapse switches over to his Aura Strike to burn off the branches. There’s a short back and forth where Lot is damaged, who then retreats farther into the brambles, and Synapse fights off the brambles again. By this point, Project Mercury had realized that the enlarged trees were too impervious to harm, so it searched for a chainsaw in the facility and used it to enter the brambles to help fight Lot. Lot manages to Animate the sequoia long enough for it to stun Synapse, but is ultimately beaten down severely by our relentless heroes.

Image

Once unconscious, they separate him from his plants and call for the metahuman containment authorities. Within a couple hours, all of the plant material that was enhanced withers back to normal size. They later find out that Lot’s real identity was a local vintner whose vineyard business was falling precipitously after Chaco™ began offering its own brand of wine.


Lot [PL 8; 130pp]
Background Regular farmer and religious conservative. Gained powers of plant control, discovered when vineyard was foreclosed, and now seeks to disrupt a shipping industry to force his produce to be used.
Stats [32] Str 14, Dex 16, Con 18, Int 16, Wis 16, Cha 12
Saves [8] Dmg +7, Fort +6, Ref +6, Will +6
Combat [12] Attack +3 (Unarmed +2, Hoe +4), Defense 15/11, Init +3
Skills [14] Climb 4 (+6), Gather Information 8 (+9); Intimidate 8 (+9), Know: Life Sciences 12 (+15), Know: Theology 4 (+7), Sense Motive 4 (+7), Stealth 8 (+11), Survival 4 (+7), Swim 4 (+6)
Feats [9] Assessment, Dodge Focus 2, Equipment 1, Fascinate (Intimidate), Environmental Adaptation (forest), Environmental Adaptation 2 (woodlands), Well Informed (plants)
Powers [15] Comprehend 2 (Plants), Immunity 2 (Poison, Starvation), Drain Constitution 8 (Extra: Poison; Flaw: Requires Grapple), Protection 3, Plant Control 7 [Extra: Regenerating; AP Plant Growth 10], Animate Objects 6 (Flaw: Plants only; Feats: Progression 3)
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue IV[/u] The team relaxes for a while, and nothing exceptional happens during this time aside from a short stint of shark reports by the beach. Things pick up when the party hears word that a super villain escaped the nearby supermax. Zipping over, they’re informed that Rave(1) escaped from his cell after obtaining a gemstone hidden inside a watch, as well as a more mundane criminal (Carl, ex Navy Seal) whose cell happened to be along the way out the nearest wall.

Image

Project Mercury spends about 10 minutes searching everything in a few mile radius, finally finding Rave and Carl loading up into a speedboat on the coast of Lake Earl with one additional person. Our heroes zip over and begin attempting to subdue them. Valkyrie smashes into the unknown third party, both ending up in a small crater on the beach opposite of their starting shore. Project Mercury begins attempting to fill up the river that connects the lake with the ocean to cut off their means of escape. Synapse takes control of the boat to begin its veering return to the beach. Rave and Carl disappear in a cloud of illusionary static, likely jumping into the water below. None of the heroes have any skill in Swimming, and Valkyrie has poor vision underwater, so they consider waiting and letting Mercury’s solution deal with it, their SCUBA gear only having finite air.

Synapse begins the half hour search for a signal of their gear using his powers, eventually finding something to use his ESP on. He finds Carl, fighting off a giant shark-like fish that’s got him swallowed up to his waist, furiously trying to stab it with his knife. Synapse uses a mind bullet to subdue the fish while Valkyrie drags the barely conscious Carl to shore. Then, heading for Rave, Synapse gets enough of a read to locate Rave, but can’t get a visual through the illusions to use his own mental attacks. He can tell that Rave seems to be trying to disintegrate a tunnel under the damn that Mercury is building, but has bad aim and is off course. Valkyrie charges in and is heavily wounded by a disintegration blast, then nearly knocked out by Synapse sticking his hand in the water to use a lightning blast (turned into an area underwater). This at least also takes out Rave, so he levitates both out of the water and ties him up.

The unnamed third party from earlier was an unlucky guy who was just doing some illegal speedboating for fun before being hijacked by the villains. All criminals return to prison, and the watch is confiscated, which they figure out was holding an exceptionally large and high quality piece of quartz that was evidently tailor-made for Rave’s powers. They can’t trace the origin of the package, but it was designed to circumvent the standard protocol for finding such contraband when anonymous care packages are sent to supervillains.

Such news is buried in favor of the giant fish mentioned earlier that had attacked Carl, as it’s identified to be a coelacanth of a species thought extinct, and several others had been identified in both Lake Earl and it’s suspected the shark scare from earlier was one of them having reached the ocean. It’s a week of news hysteria at the emergence of a living species of coelacanth, which Congress rapidly moves to declare the entirety of Lake Earl as protected land. During this time, Rose Wells’s company is receiving some major chatter of business contracts being requested by the Association for the Preservation of Coelacanth (APC). Valkyrie is also getting a security briefing about the APC sending an envoy to Siaga shortly, with an understanding to not let any member have a good look at her suit’s tech. Synapse hears lots of news about the APC sending their flagship to the edge of international waters, followed by a grand welcoming of Andriana Truss, the leader of the APC.

It’s at this point the players receive an info-dump that their characters would know. The APC is an international marine wildlife conservation organization and an independent global superpower (sizable navy with two nuclear aircraft carriers). While their focus is on the coelacanth, their leverage is felt throughout the seas by the nations of the world. Ms Truss’s nuclear aircraft carrier will approach to the limits of international waters, followed by a ferry to the coast, for the welcoming and conduct diplomacy with both Wells and the American gov’t.

Image
They take coelacanth preservation seriously

The negotiations with the APC go well, including the request for the construction of an advanced marine biology research center for the recently instituted protected land. This gets interrupted for the particulars where the local news announcing a startling series of events. A 180’+ tall claw had erupted from the coast of Lake Earl, towering over the land, and then began slowly sliding through the earth out of the lake and toward the ocean.

Rave is functionally the same set of stats as the core book, except that his Disintegration power has a different restriction. Rather than being in contact with Rock, he needs to be holding a gemstone; his available ranks directly proportional to the gem’s quality (rubric for quality is unknown)
Last edited by virgil on Fri Feb 23, 2018 5:26 am, edited 1 time in total.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue V Park rangers had approached the giant claw in its slow march toward the ocean, only to have tentacles erupt from the earth near its base, dragging one ranger to their doom. Others had tried to shooting at it, but the bullets were useless and they fled when it started to move toward them for a short bit, eventually giving up chase and returning to its march to the sea. Content to wait, the heroes see the giant reach the sea after an hour or so, at which point advanced recon teams from the APC have sensors to attempt to see whether there’s a base to the object. More tentacles emerge from the bottom of the claw, grabbing at seaweed and the like to pull toward it, seeming to halt is movement once in the water. Every 11 minutes or so, a geyser of salt water erupts from the tip. It’s after a time of analysis that the party can figure out it seems to a scaphopod that’s been scaled up 6000-fold. Estimates are made of the creatures movements, directed by the scarcity of seaweed in the region, and it will reach Siaga’s ports in three days.

Image

Our heroes begin probing means to solve the issue. Synapse tries a barrage of varying attacks, failing to scratch it. Rose Wells and members of the APC investigate the hole that the giant scaphopod came out of, their sensors coming up with strange readings. Their initial attempts to send sensors into the hole directly result in the sensors disappearing. Synapse arrives to assist, putting a cheap burner phone into a plastic bag with some rocks, then dumping it into the lake while his ESP follows it. There’s a moment of static while the bag passes through the boundary, but vision is quickly restored. There’s water in every direction, and massive rocks ranging in size from one to fifteen feet across floating about. Each one is covered in holes, with a pulsing mass of slime visible within. As the phone sinks, eventually one of the small rocks collides with a large one, and pseudopods extend toward each other. The smaller one’s shell is broken into pieces, revealing the ooze beneath, which is promptly pulled in and ‘consumed’ by its larger counterpart. Synapse doesn’t see much more, as his viewing phone lands on a passing rock and is dissolved by acidic slime extruding from the holes. After further investigation, they figure out that this “hole” is but an exposed piece of a subterranean sphere, and it shrinks every time matter passes through its barrier. There is some calculation that the bubble should disappear if the scaphopod were to re-enter, and so the APC specialists and our heroes ‘bait’ the kaiju with food until it falls into the bubble.

A day later, it falls in...only to almost immediately be released, along with the previously unknown contents of water, massive foraminifera, and a huge number of coelacanth. The original ecosystem of Lake Earl is essentially destroyed, and the expanded river permits the “new” and fast-moving fish species to begin exploring the greater sea as predators that roam for food and return to their lake. And of course, the APC is here to study and preserve the new ecosystem.

Great Serpent
Named after a creature from local indigenous legends, this giant tusk shell mollusk, was stored in stasis with megaforaminifera & rebellatrix beneath Lake Earl. Due to unrelated events, the pocket dimension stasis bubble has begun to break down.
Abilities [-15] Str 50, Dex 10, Con 30, Int/Cha -, Wis 15
Saves Toughness +20, Fort +10, Ref +0, Will +2
Combat Attack +1 (Dmg +15), AC -2, Reach 20’
Feats [6] Accurate Atk, Atk Specialization (tentacle) 4, Imp Grab
Powers [91] Additional Limb 3; Environmental Control 4 (Distraction DC 10, Visibility; Flaw: Range, Uncontrolled); Growth 20 (Flaw: Permanent; Feat: Innate); Immunity 2 (aging, high pressure); Protection 10 (Extra: Impervious); Super Senses 3 (Tremorsense)
Drawbacks [5] Blind, Deaf, Slow (20’ spd)

Giant Foraminifera
Abilities [-37] Str 10, Dex 1, Con 10, Int/Cha -, Wis 1
Combat Attack +4 (Damage +4), Defense 10
Saves Toughness +4, Fort +0, Ref -5, Will -4
Feats [4] Atk Specialization (strike) 2, Imp Grab, Imp Pin
Powers [19] Strike 4 (acid; Extra: Aura, Penetrating), Protection 4, Super Senses 3 (Tremorsense)
Drawbacks [8] Blind, Deaf, Parapalegic

Coelacanth, Rebellatrix
Abilities [-4] Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Combat [10] Attack +4 (Bite +6 damage), Defense 15, Init +2
Saves [7] Toughness +4, Fort +4, Ref +5, Will +2
Skills [4] Notice 6 (+7), Swim 8 (+9)
Feats [4] Atk Focus (melee) 4
Powers [13] Nauseate 4 (Extra: Aura; Flaw: Permanent, Taste Dependent), Protection 3, Strike 1 (Feats: Mighty), Super Senses 2 (low-light vision, scent), Swimming 2
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue VI Several weeks pass, and Synapse continues his work as an electrician. An peculiar series of events occur where his supervisor (Alessa Bennett) cancels his scheduled trips to a particular neighborhood over the span of a couple weeks. During this time, a Mrs Amy Obermeyer is declared missing, and her bereaved husband is beaten severely in an altercation with some street thugs in his search. After her body was found in his house, he is dragged into prison, only to be killed in an unrelated altercation with an inmate.
Synapse is suspicious and calls in “bad traffic” for delays in returning to the central station after getting called away from a report of bad electricity in the neighborhood again, especially since this is the same rough area of where the Obermeyers lived. Zipping over, he sees an empty police detective’s car parked in front of the Obermeyer residence. Snooping with ESP, he sees Bennett in the upstairs bathroom, crying and stuffing dismembered limbs into a garbage bag.
Image
The true horror is placing the body in the wrong recycling receptacle

Synapse makes a call to the team to meet up in front of the house, who then sets fire to the roof of the building (electrical fire) to both get Alessa to stop stuffing the bag and to give the heroes public justification to approach the building. It takes a couple minutes for the alarm to reach Aleesa, clumsily hide the evidence, and run out of the burning building to the waiting characters. They attempt to ask what she’s doing there and if she knows where the detective is, to which she nervously says she doesn’t know. Synapse grabs her by the arm and attempts to drag her inside the house (Mercury’s already using Rose’s anti-fire device on the roof), and feels his mental shield pressed upon. Several rounds ensue of Alessa struggling and escalating shouts of panic to release herself from Synapse’s grasp, his mental shield continually bombarded by something unknown, until she manages to wriggle and sprint for her van. Mercury is already in front, having slammed the door shut. As Valkyrie approaches, she screams for them to leave her alone, and Valkyrie gets a mild nosebleed from a sudden stabbing pain in her brain.
Mercury deftly holds Alessa down, immune to her mental effects, until police and fire department people arrive. Ultimately, Alessa is shuffled away to prison/institution on two counts of murder and is registered as a meta whose touch evokes terror. She has since gone into a clinical state, unable to speak, and Synapse is unwilling to attempt a mental probe for information due to how vulnerable that would leave him.

Alessa Bennett Offense PL 6-12, Defense PL 3, Points 110
Background I need to go to bed - just remember that she’s going to be desperate to evade the authorities, and will cause the accident that creates the Nihilist AND brings the attention of Murder Man to Siaga.
MCC Master Blaster/Striker 1 (possibly 2)
Abilities [21] Str 14, Dex 12, Con 13, Int 18, Wis 12, Cha 12
Skills [10] Computers 5 (+9), Craft (mechanical) 8 (+12), Disable Device 6 (+10), Drive 4 (+5), Escape Artist (+1), Knowledge (physical sciences, streetwise) 1 (+5), Knowledge (technology) 5 (+9), Notice 5 (+6), Sleight of Hand 5 (+6)
Feats [5] Assessment, Improvised Tools, Luck 2, Skill Mastery (Craft (electronic, mech), Disable Device, Repair)
Combat [14] Atk +2, Damage +2 (unarmed), Grapple +4, AC 15 (12 flat-footed), Init +1
Saves [9] Toughness +1, Fort +4, Ref +3, Will +5
Powers [51] Emotion Control 12 (Extras: Aura, Duration - Continuous, Mental Aura; Flaw: Fear only, Permanent, Range 2 - Touch), Immunity 5 (emotion), Super Senses 1 (Danger Sense - Mental), Mental Blast 6 (Extra: Penetrating, Vampiric; ½ Flaw: Target must be afraid)
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Issue VII The heroes are baffled by Alessa’s behavior. She meets with Amy Obermeyer for an unknown reason, murders her, then seemingly suffers a psychotic breakdown to hide the evidence around the time her powers manifest. As research has largely shown mental illness to be comorbid with metahuman powers, the party wants to know what went down between the two. As Alessa’s mental state and powers make interrogation unpalatable, they pull strings and engage in some light invasions of privacy. After a fair bit work, they discover that Amy & Alessa stayed in the same state college dormitory (not room) in an adjacent state about fifteen years ago. Checking out the college itself, including interviewing the one professor still employed from that time period, mentioning that they were pretty good friends for two semesters but only shared one class.

They ultimately find out that Amy was studying computer science and one of her hard drives was still on the campus in back storage for cluster design (gathering dust). Synapse rolls a 30 on his Postcognition, finding clips of old Quickcam footage. The two were doing drugs together along with some random guy (later found out to be another classmate), who in a state trips and breaks his neck. The two girls freak, and the Postcog fast forwards to some other kid agreeing to hide the evidence for them. Records do indicate that there was a missing person report for the college student at the time, currently unsolved.

Some research figures out that this was Reginald Stephen Grey, some genius rich kid that was a TA at the time and now a wealthy hedge fund manager & noted philanthropist based in Detroit. They head over to Detroit with the intent of getting more information. They go under the ‘cover’ of Rose Wells attending a charity gala (tax write off time!) being hosted by Reginald. And yes, he did adopt a young boy from one of the orphanages, a 14 year old named Francie Arbuckle. The whole gala is appropriately schmancey, and Rose is indirectly the most social of the team, so she tries to chat up Mr Grey.
Image
This is as fancy as Francie, Valkyrie, & Synapse are used to

Francie is looking relatively uncomfortable, obviously not used to wearing suits and associating with this culture. Synapse notices him being corralled out of the ballroom by a particularly large and dangerous looking chap. Attempting to be surreptitious, he follows through the kitchen and out into the back alley where the large fellow is making poorly veiled threats to the unusually bored looking child. Seems the thug is claiming that he wants a piece of the gala, and Reggie’s little brat should know where the good stuff is. Francie flips him off, and then gets very quiet as the thug pulls out a gun. Synapse intervenes and uses his powers to pull the gun out of the thug’s hand, only to see the shoulder explode in blood with the action as the entire arm falls off during this motion.

Just as the thug falls down, Synapse can see Francie holding two cleavers in a tense stance, one covered in blood. He looks up at Synapse, his eyes twitch to the gun in his hand, and hurls the other cleaver at him. It goes completely through Synapse’s force field, embedding itself in the wall next to his head. Synapse shouts that he’s not hostile, and was trying to save him from the thug. This calms Francie, who asks him to get his father, while he steps over to the groaning thug. He looks up and tells Synapse he’ll try to control the bleeding while someone “gets a bandage or whatever”, and steps on the stump hard. Synapse leaves an ESP bubble on a nearby piece of tech and goes inside to alert his teammates, Reginald, and try to find a bandage. The kitchen staff are unusually prepared, pulling out a robust and advanced first aid kit. While gathering the people/stuff, Francie whispers and grinds his foot into the thug to ask who else he works for and why they think they can go against the boss, only to get screams and gritted denial.

Reginald comes out, announcing that an ambulance is on the way, and with a glower at the thug, “I hope you will be completely forthcoming and accept your punishment.” Everyone in the alley feels a tinge of terror on their psyche; everyone seems to withstand it except for the thug, who empties his bladder in cowering silence, and Valkyrie, who gets spooked and flees upward at top speed (panicked condition).
Image
Nope

Our heroes consider the mystery sufficiently mysterious that they have to sit on this information, and head home.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
User avatar
virgil
King
Posts: 6339
Joined: Fri Mar 07, 2008 7:54 pm

Post by virgil »

Session VIII The party is relaxing for some time, when they hear about X at the reservation north of town. Out in the woods, they find a piece of nonferrous metal that is not of this world, as well as a subtle trail of destroyed tree tops leading to a crater just out of sight of the reservation’s trailer park. The crater is empty, and the locals nearby are not wanting to speak to them. So, they go into town in their civilian identities, Mercury hiding in the back of the rented RV. From there, they notice that the local gas station was under severe repair (bent car nearby, massive hole in exterior wall, missing safe). There was also a native american museum under repair, one of their statues missing, and the museum’s cash box missing, at least according to one of the white contractors working on repair. This self-same contractor mentions some earlier work on a busted light fixture and such at the trailer park.
Image

They do some postcognition under the cover of darkness for footage near the gas station, seeing that a child-like figure in a space suit like outfit sneak out of the woods and shoot weird blasts from his hands at the wall, then shoot the car. It glows with the self-same energy, then moves like it was alive, the metal cracking and twisting as it goes in directions it was never designed to handle. It bashes open a hole in the station’s wall, then reverts to its ‘natural’ state while leaned up to provide cover for the wall. The figure sprints for hiding into the building, then walks out while a metal safe hops behind them.

There are two main places in the reservation that would hold enough money for someone interested in robbing. There is no bank, but there is a pawn shop and a payday loan facility, the latter in the same center of town as the gas station and museum. They look around at these places, and then are pulled over by a reservation police officer, a tall, broad native american whose name tag says Marvin. He attempts to intimidate the group, calling Valkyrie (who is in civilian persona) a granola soccer mom, that they should stop hanging around where they don’t belong.

So, they go ahead and split up to watch over the two suspected locations for the next attack (pawn shop & payday loan center), and sit for two nights until something happens. From the woods behind the payday loan facility comes the missing statue from the museum, walking toward the wall. Before it has a chance to swing and destroy the wall, Synapse zaps in front to get its attention, then blocks its attacks. As they take down the statue, the space suited figure holds a futuristic gun in hand to ready to fire, only to get disarmed by Mercury. Glowing with the same weird energy (light blue with specks of dark blue circles flowing around the exterior edges), the stranger runs away at super speed, giving Mercury a short chase before getting cornered at a nearby cave.

There’s a reservation police cruiser nearby, and as the heroes approach to fight the stranger, a humanoid droid with a feminine voice jumps between them, begging for them to not hurt the child. After a bit of parley, they figure out the stranger is in fact a venoli child (humanoid alien with an eel head). Their ship was destroyed two years ago during the Event, in which point the child and the managing droid got into the escape pod and activated the emergency engine to jump forward in time randomly. In the process, they crashed nearby and used the child’s newly gained powers to attempt to hide the vessel in a nearby cave. They’ve been hoping to find equipment to repair the distress beacon for their homeworld, but were threatened by a human authority into helping with robbing nearby locations, the identity figured out to be Marvin from earlier. It’s at this point that Marvin arrives to ‘discipline’ the child, and is readily subdued and locked in his car. In an attempt to help, they are shown the damaged distress beacon, along with another blinking light, which the robot indicates is an indicator that a single Tuvarian attack cruiser in orbit. Feeling this to be important, the team zip out of the cave and start trying to get in reach for a signal (no sat uplink systems on their persons), Valkyrie getting an urgent message that there’s an alien craft bashing its way through downtown Siaga!

This is a full-on, standard alien tripod attacking the city, and seems to be walking its way from entry crater toward the local art museum. Valkyrie is literally shot out of the sky by one of its beam attacks, while Synapse & Mercury flail their attacks uselessly against its advanced hull. Synapse & Valkyrie start trying to save people from burning rooms and knocked over cars, Project Mercury starts searching the art museum for anything that might be indicative of why the robot is heading for it, and a meta with a bouncing energy blast & a sweet motorcycle comes onto the scene. This new superhero charges a blast to something melee range, and ramps off to get in reach of the tripod’s main body.
Image
Unfortunately, they miss the shot

Mercury finds a piece of debris in a new art piece that looks to be of the same material as the wreckage of the escape pod, which is confirmed when they run off toward the shore and the tripod changes course toward them. A few more attacks are failed hilariously against its powerful hide, managing no more than a scratch after a crit from Valkyrie. Valkyrie, Synapse, & the cyclist meta agree to attempt a combined attack; and they manage to knock the tripod into the staggered condition in one blow and defeated on the follow-up (it’s very dramatic). When the whole thing crashes, a panel pops off and alien digits start counting down, and the chassis begins to glow with intensity; they worry. Valkyrie & the meta cyclist grab bystanders to hide for safety and Synapse spends a hero point to erect a force field in a half circle between it and the city in a hope to reflect the attack out toward the sea instead damaging the coast. This manages to work and the city is saved (yay!)

After cleaning the wreckage, they return to the reservation to have Marvin properly arrested. They then assist the venoli child to repair the distress beacon and help inform them more about the local politics of the region, as the US gov’t *will* make an appearance soon. Rose makes certain to inform them that the native american reservation is in many ways its own sovereign nation, subject only to federal law. While our heroes don’t know exactly what happened over the passing week, it was revealed that after the US Gov’t had a diplomatic meeting with the Venoli mothership that came to pick up the escape pod and child, Congress began adjusting legislation relating to expanded rights and privileges of tribal lands, and Wells Corp was approached by several tribal elders who wished to sell access to a substantial amount of carbon nanotubes recently acquired (on the condition she installs any facilities on reservation land and gives priority hires to native americans)
Venoli Android [Offense PL 0, Defense PL 4, Points 45]
Description A svelte, three fingered, bipedal robot that acts as an overall servant and translator.
Stats [-2] Str 9, Dex 10, Int 12, Wis 15, Cha 12
Powers [35] Immunity 30 (Fort), Protection 8 (Flaw: Fades), Comprehend: Omniglot 2 (Flaw: Duration)
Skills [3] Computers 2 (+7), Diplo 2 (+3), Medicine 4 (+6), Notice 4 (+6)
Feats [2] Interface, Truth Sense
Combat [4] Atk +1, Damage -1 (unarmed), Defense 11, Init +0
Saves [3] Tough +0, Ref +1, Will +4

Venoli Child [Offense PL 4, Defense PL 3, Points 53]
Description A barely five foot tall ivory white alien with an eel for a head, blue fins, small antenna, and a tail. This is a venoli child trained for life as a civil servant in whatever way the powers best suit the homeworld, then placed in cryostasis until an available exposure event presented itself. As powers were not yet obtained, the Hogwarts-like schooling was one of general education.
Stats [4] Str 8, Dex 13, Con 8, Int 10, Wis 12, Cha 13
Skills [7] Bluff 4 (+5), Computers 4 (+4), Concentration 4 (+3), Know: Alien Culture/Tactics 4 (+4), Notice 4 (+5), Stealth 4 (+5)
Feats [5] Imp Init, Set-Up, Equipment 3 [Armored Jumpsuit, Blaster Pistol (+4), Space Mask (Immunity suffocation, radiation, vacuum)]
Powers [14] Cosmic Energy Control 5 (Feats: AP 5; AP Force Field 3 (Extra: Affect Other, Burst Area; Feat: Selective); AP Telekinesis 3 (Extra: Damaging; Feat: Precise); AP Healing 5; AP Animate Objects 3)
Combat [14] Atk +3, Dmg +4 (pistol), Defense 14, Knockback -2, Init +5
Saves [9] Tough +2, Fort +2, Ref +4, Will +4

Marvin, Reservation Trooper [Offense PL 4, Defense PL 3, Points 36]
Description Marvin Moe, state trooper, bachelor, and overall abuser (people, alcohol, language, etc). He is 5’6” and stocky, but wields his authority with abandon. When discovering the Venoli child, he will intimidate the kid with tales of outside threats and the ‘power’ of his gun, then direct him to rob local businesses.
Stats [11] Str 14, Dex 12, Con 13, Int 10, Wis 12, Cha 10
Skills [7] Drive 2 (+3), Intim 6 (+6), Investigate 4 (+4), Know (news, streetwise) 2 (+2), Notice 4 (+5), Profession 4 (+5), Sense Motive 4 (+5)
Feats [4] Equipment 4 - Concealable vest, light pistol, cuffs, shotgun
Combat [10] Attack +3, Dmg +2 (unarmed), +3 (pistol), +6 (shotgun), Defense 12, Init +1
Saves [4] Tough +4, Fort +3, Ref +1, Will +3

Tavarian War Tripod [Offense PL 8, Defense PL 5, Points 110]
Abilities [-26] Str 28, Dex 6, Con -, Int -, Wis 14, Cha -
Skills [3] Notice 12 (+14), Know (Technology: Assess only) 8 (+12)
Feats [3] Assessment, Tech Assess Focus
Powers [136] Growth 9 (Feat: Innate; Flaw: Permanent); Speed 2; Obscure - Radio 14 (19mi radius; Power Feat: Immunity; Flaw: Range); Communication 10 (Radio; Feat: Subtle); Immunity 40 (Fortitude, mental); Blast 8 (Feat: Progression 2, AP*; Extra: Area - Line; AP - Blast 12 (Feat: Triggered - 3 rounds after death; Extra: Area - Explosion; Flaw: Range)); Protection 7 (Extra: Impervious); Protection 4 (Extra: Impervious; Flaw: Vehicular weapons); Super Senses 3 (Double Extended Venoli Tech Awareness)
Saves [0] Toughness +11 (Impervious 7, +4 vs vehicle weapons), Fort -, Ref -2, Will -
Combat [0] Attack -2 (+9 slam), Defense 8, Init -2
Drawbacks [6] Power Loss (Destructo Ray; while prone, 3pp), Disability (cannot jump, 3pp)

Rebound [PL 6, Points 90]
Description Rose Holloman, a stocky black woman (5’3”, 145lbs) that teams with a tinker in central California, and will be passing through during the Tripod attack. While not particularly aggressive or alpha, she does have a tendency to take on too much and has run into enough discrimination to err away from bureaucratic jobs.
MCC Blaster 2
Stats [26] Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 14
Skills [11] Acrobatics 6 (+9), Bluff 4 (+6), Drive 6 (+9), Knowledge (tactics) 4 (+6), Notice 8 (+10), Search 4 (+6), Sense Motive 4 (+6), Stealth 4 (+7), Swim 4 (+6)
Feats [10] Attack Specialization (blast), Defensive Roll, Equipment 4, Dodge Focus 3, Precise Shot
Equipment: Biker Suit (Protection 2), cell-phone, Motorcycle (Disguise, Jump Jacks, Alarm, Off-Road, Tire Inflators, Hidden Compartments, Autopilot)
Powers [15] Blast 6 (particle beam; Power Feats: Ricochet, Alternate Powers - Strike 6 [Power Feats: Imp Reach; Extras: Penetrating], Blast 6 [Extras: Area (Cone); Flaws: Range (Touch)]
Combat [16] Attack +4, +6 (blast), Grapple +8, Damage +2 (unarmed), +6 (blast), Defense +7 (+2 flat-footed), Knockback -2, Initiative +3
Saves [12] Toughness +5, Fort +6, Ref +7, Will +6
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
Post Reply