Faster Than A Speeding Recap
Posted by Joshua on Sep 10, 2010
- Brian managed to show up, and played his super-speedster Fasttrack. Fasttrack was originally created for a Silver Age Sentinels game that never got off the ground (I blame Doug and Paul for breaking the system before we even started), and a version of him became Brian’s main character in City of Heroes. He seemed pleased to finally be able to role-play him….and he roleplayed the heck out of him, much to the amusement of the other players. They were particularly taken with his rapid stream-of-consciousness speech patterns.
- Fasttrack showed up in time for a brief confrontation between the Order of St. George (Vatican Special Monster-hunting Squad) and the super-group over the disposition of the Wraith’s (Doug’s) evil brother, The Revenant. Eventually it was resolved with the Vatican “heavy hitters” Codex and Joan completely destroying The Revenant’s body with holy flame, releasing all the souls that he’d consumed over the years in a spectacular spiritual light show.
- A call for help from Dr. Kelso at Paradigm labs brought the team to the lab complex, which was on fire. Fasttrack leapt to evacuating the civilians, while the rest of the team plunged into the lab building where Dr. Kelso was, only to come under attack by gorillas wearing exoskeletons.
- The gorillas were led by a silver-back, sans exoskeleton, dragging Dr. Kelso by one ankle. There we broke for the evening.
When next we resumed, the players were treated to the first genuine villain monologue of the campaign, which they sat still for and even seemed to find amusing. At least part of the reason they bore it patiently is that last time they interrupted a villain’s monologue (in the Weird West Campaign), they destroyed the Universe before the villain had time to warn them against it.
- The gorilla leader called himself Ape X, or Apex, was a product of Dr. Kelso’s continued research into nerve regeneration and repair.
- He had dosed the other gorillas with it, but it took a while to take effect, and Dr. Kelso had managed to get away and call in the team before he was ready.
- Apex tele-operating the other gorillas via the exoskeletons, using a modification of Redline’s (Mike’s) exoskeleton’s kinesthetic feedback controls.
- Dr. Kelso was dying, neck broken by an inexpertly wielded tele-operated gorilla, but Apex planned to save her momentarily by putting her in a “Captain Pike” chair, where she’d be less trouble.
- Attacking Apex failed, since what they saw was just a hologram. ”Didn’t I mention that I’m smarter than you? I’m pretty sure I did.”
- Jungle Gal was able to use her Animal Friendship to calm the rampaging gorillas, but before they could pursue Apex he warned them that he had sent some of his gorillas to set the Null Energy Generator project in Lab 57 to go super-critical so if they wanted to prevent the Earth’s atmosphere from being stripped away they should probably attend to that.
- The team managed to stop the Null Energy Generator explosion through teamwork and the first “Power Play” of the campaign (a Kapow! rule that lets players combine their powers and through comic-book logic create a new power). They then found that it was all a bluff, and if left alone the destabilized field would have damped itself out instead of destroying the world. ”The villain lied to us!” exclaimed one of the characters.
- The team (except Jungle Gal) agreed that the remaining gorillas would have to be put down, since the evidence was that gorillas granted super-intelligence through the formula were dangerous.
- Jungle Gal (Wendy) snuck back into the labs and absconded with the gorillas, using her wealth to charter a plane to some jungle island hide-away where she would reign as Queen of the super-intelligent gorillas… or at least guide their development so they didn’t become evil. Wendy decided to use this as an opportunity to put Jungle Gal on the back-burner and develop a new character.
- In other developments, the teleporting villain Technik invited herself on a date with Harbinger (Dan); this seemed to freak Harbinger/Dan out much more than I thought it would, given his character’s attitudes towards other attractive NPCs they’d run into.
- Beef, the minor villain that Namaste and Jungle Gal had defeated, having been released from jail showed up at Namaste’s yoga studio seeking to study under her and “fix up his Karma and shit.”
- Police detective George Kim showed up at the base, wanting to know what happened with Revenant. Redline told him, only to find out that he was unhappy that the Vatican had exceeded its authority in this case by executing Revenant without due process. The team had let them go ahead because they were dubious about the police and prisons being able to hold Revenant, and were afraid that he’d go on a killing spree as he had apparently done back in the late 19th century. Kim didn’t blame the team, but explained that while in the past they had to rely heavily on the Order of St. George to track down and capture supernatural monsters they weren’t supposed to go beyond that, at least without a trial, and the police had reliable ways to deal with supervillains once they had been captured: there were power-nullification holding cells (using a bulkier version of the tech in the Wraith’s gloves) and for long-term imprisonment there was the super-max prison, the Oubliette, in a dimension where no super-powers of any kind worked. Part of this was, by agreement with the players, to establish more firmly that the setting really did permit the heroes to turn over captured villains to the authorities without having to worry about a Arkham Asylum revolving-door situation.
All in all it was a highly satisfactory set of sessions.
Kapow! Mini-Recap
Posted by Joshua on Jun 4, 2010
We’ve had a couple of sessions since the last report, and the players seem to be enjoying it a lot, but I’ve been too busy with other things (such as working on the manuscript for Kapow!) to do proper recaps.
Just so that we don’t forget what’s gone on so far:
Redline has been working with Dr. Barbara Kelso, the scientist who developed the original treatment for the degenerative nerve disease that young Artemis Simon was suffering from, which eventually led to her being banned from the Olympics (and years later to her become Olympia) and Dr. Kelso being booted from her university on ethics charges. Dr. Kelso landed at Paradigm Labs, Where the Future is Today!, where she’s being continuing her research on apes. Redline felt guilty about falsely accusing her of being in cahoots with Olympia, so to make it up to her offered to help fund her research at the lab; this led to them collaborating on some research having to do with the neuro-mechanical linkages he’s developed that let him control the Redline suit. Of course, he’s doing all of this obliquely,showing her the interface components without the suit to try to preserve his secret identity.
While he was at the labs he got a call from the CFO/accountant at his small business, saying that he had found something disturbing going over the books before the audit that was supposed to happen in 48 hours as part of the deal Redline was setting up providing certain pieces of the Redline technology on an exclusive basis to a large motorcycle manufacturer; before he could explain what it was he found, the call was abruptly cut off.
Racing into action, Redline headed back to the firm. On the way back he was challenged to a drag race by a mysterious silver-and-blank racer… and he lost. Arriving at the parking lot of his company, the silver and black racer was waiting… and transformed into a powered armor suit of an unfamiliar design.
To be continued…
Jungle Gal vs. Ghost Anaconda
Posted by Joshua on Mar 30, 2010
Kapow! Quick Hit
Posted by Joshua on Mar 29, 2010
Last night wasn’t scheduled to be a Kapow! session, but since there was some confusion due to skipping last week’s session to finish Russell’s Gradulfiad arc, Dan didn’t bring his game, so Kapow! it was. Since both Redline’s and Public Defender’s players were absent, I sidelined their plot threads; also, because the players were starting to use Out-of-character reasoning about a mysterious conspiracy tying all the threads together, I took the trouble to disabuse the players of that notion. While it would have been amusing watching them chase their tails for a little while, I know from bitter experience–bitter I tell you!–that if you let this group of players start to get paranoid it’s a death-spiral for the campaign. Telling them flat out that it was just separate plot threads that coincidentally all started at once because it was the beginning of the campaign will save heart-ache down the road. That left tracking down whoever had killed and cut the heart out of the young woman in the park according to the forms of an ancient Inca ceremony.
In the interests of GTTFM (mildly nsfw), while the group was discussing a road trip to Connecticut to consult with the only other expert in the US who could have accurately reproduced the ceremony, a news flash came on the TV: a scantily-clad woman with a 20′ albino ghost anaconda had taken a bunch of children hostage at the Public Gardens and was issuing a challenge to Akela, the Jungle Gal. No, really I had that part planned all along…the villain came to the US to confront Akela, so there was no reason for her to skulk around waiting for them to find her.
The group raced to the park to confront the villain, who revealed herself to be a rival of Akela’s from the jungle village that had (partially) raised her… Nusta, the daughter of the witch doctor who taught Akela her secret jungle recipes. She had come to America to hunt down and punish Akela for her cultural misappropriation, abandonment of the People to side with the Outsiders, misuse of the secrets entrusted to her by the traditions of the witch doctors, and generally being a pain in the ass all those years growing up and overshadowing Nusta. This, of course, pushed all of Akela’s buttons, and she was ready to offer a truce and to show Nusta that the Outsiders really weren’t all that bad and that she was just helping people as the witch doctor would have wanted… until the others reminded her that this young woman had cut the heart out a girl in the park just the other night in order to summon the demonic snake that was menacing the toddlers. And so the fight was on!
The fight went reasonably well from the point of view of play-testing some of the system. We tried out the new way of handling actions in turns (basically having to declare all of your attacks at once if you’re making multiple attacks, instead of making one, waiting to see if it worked, making another, etc.) and it did indeed speed up people’s turns so play went around the table quicker. The rules for disabling powers got a workout when it turned out that Nusta was quick enough (and people were rolling rather poorly) that they were having difficulty tagging her straight-out. First the Wraith disrupted the ghost snake, then Harbinger managed to take away Nusta’s spear, and the Wraith drained her Super Speed. Akela finished the fight magnificently by combining her powers with her jaguar’s to KO her rival. It really did feel like it was straight out of the comics, at least to me.
As she was being hauled away by the police, Nusta vowed that this wasn’t the end of it, and the pharmaceutical companies that were going to tear up the jungle around the village searching for medicinal ingredients would be stopped. Of course, this left Akela further conflicted. Ah, complications.
One thing thing that, unexpectedly, some people found confusing was how the increasing die-sizes work. The problem is there’s no such thing as a d14, d16, and so on, so unless I force everyone to use an electronic die-roller I have to fudge the progression. The progression d8, d10, d12, d8+5, d10+5 was deeply counter-intuitive to the less rules-crunchy types, so much so that I’m considering whether to replace it with d8, d10, d12, d10+d4, d10+d6… All in all, the shakedown continues to go pretty well, I think. I hope the others chime in with their impressions.
Stonehell: the Joys of Megadungeons
Posted by Joshua on Mar 1, 2010
We had a very good session with the kids exploring Stonehell last night, and it was gratifying to see that one of the primary features of a megadungeon that you return to again and again has started to pay off, namely that they are remembering and taking advantage of their knowledge of the places and creatures they’ve run into before. When they killed a wandering giant ferret that attacked them on level one, they headed over to the Kobold marketplace to sell it, figuring the hide must be worth something (and it was). Later on, on the way out of the dungeon, they used their knowledge of the layout to duck out of the way of a group of hunting Neanderthals… the Neanderthals had come close kicking their asses several times before and now they give them a wide berth when they can.
During the session they almost lost a party member to the haunted straight jacket, and unwisely sat down to party with the Piskes whom they mistook for their benevolent relatives the Pixies; they survived that encounter, thanks to a lucky roll by the party cleric in smiting the Piske shaman, but it was a near thing. They also got some interesting magical loot that I threw in, a potion that granted 10 minutes of unkillability (damage taken while the potion is in effect regenerates) and some random magic lollipops (these were licorice, cure poison).
A good time was had by all, and three of the party leveled up (which reminds me I should make a cheat sheet to make that easier next time).
