Sunday, December 12, 2010

Bonesnapper: Meeting the Authorities - Issue 1

            He receives a phone call from the detective on the case of his girlfriend’s death. Sergeant Investigator Barry Carlton asks him to meet him downtown.

He has new information.  Bonesnapper opens the door to the offices he is told to go to.  He is a little confused.  It is not a police station.

       


     He is greeted by S.I. Carlton and two other men.  The S.I. introduces the first man.  He is CHESS Agent Prince.


He is here to investigate if this is a super powered crime.  The second is a news reporter named Paul Anderson.

            Agent Prince asks if Bonesnapper has ever heard of Od.  He is a super powered criminal who has an obsession with art.  Has Bonesnapper sold any art pieces to Od or a member of the Avant Guard gang?  Have you ever used Jimmy Cocker as an Art Dealer?  He is a respectable lawyer who is known to associate with super powered criminals.  We think Od hired CRIME to send “The Message”.

            The reporter speaks next. “Have you heard of CRIME.  It is a crime organization which a structure similar to the mafia as it is made of different independent branches usually called families. I am attempting to identify the leaders of each of the families in Megalopolis. I believe one leader is Stewart Rhodes.  It is possible his family was responsible for sending “The Message”.

            Do you want to search for Avant Guard?
           
            Do you want to meet with Art Dealer and Attorney Jimmy Cocker?

            Do you want to help Paul Anderson track down Stewart Rhodes?

            Street Patrol?

Phantom: The Hunt Begins – Issue 1

You have spent a month preparing, you have learned about the gangs of the Foundry. Now you have to decide which one will be your first target.  As you lean back in your chair, you look at the letter on the table.

The letter worries you.  Someone knows your plans.  He states he is a friend and wants to help.  It is the third letter you have received.  The first two were dead on accurate.  You don’t know why the letter writer refers to himself as “The Oracle” but he has lived up to his namesake.

The first letter let you know when there was going to be a robbery.  You went and watched the whole thing happen.  You did not act because you thought it was a trap.  Later you showed the criminals the errors of their ways.

The second letter informed you about a gang rumble.  Again you watched the whole thing. At the end you were convinced it was a real fight, not a staged production.

Now the third letter was letting you know the Nicotine gang is meeting with an oriental crime syndicate called “Talons of the Jade Emperor” for a drug exchange.  The Nicotine gang is on your list.  They are a biker gang which specializes in drug selling and the use of violence to maintain their freedom.  They have five different safe houses in the Foundry.  You have not been able to figure out their rotation pattern, so hitting them where they live has not been possible.  The letter tells you the docks where the meeting will occur on and the approximate time.  Do you trust “The Oracle”?

            Also on your list are the Barons.  They are a gang specializing in neighborhood terrorizing, black market sales, protection schemes, and youth community outreach fraud (taking charitable grants for youth improvement programs but using the money to finance their black marker operations).  You have been tracking their traveling flea market for 2 weeks.  They have sold the majority of their goods so they will need to replenish their stock soon.  It would appear that they have been staking out a Sears distribution center in Our Fair City.  You think that tonight they will make their move.

            The last gang on your list is the Sons of James.  This is one of the newer gangs to show up in the Foundry.  They are still trying to carve out their empire.  Currently they have a house that is being used as a saloon and brothel.

            Do you go to the docks?

            Do you go to Our Fair City?

            Do you go to the Saloon?

            Street Patrol?

Archer: Taking up the Bow - Issue 1

At school after lunch, focusing on studies is not easy.  The desire to use the laptop to search the web for info on Megalopolis is greater than the desire to take the practice test. “I still need to find my safe house”, he thinks to himself.

Closing Internet Explorer, he notices that there are two new emails and neither are from class mates.  The first one is from the Craftsman.  He would like to have a meeting to introduce himself.  He provides directions to a warehouse in the Foundry.

The second email is from someone calling himself The Oracle.  He informs you that the Talons reach has made it to Megalopolis.  It will be grasping nicotine tonight.  If you want to stop the smoking habit before it starts. Patrol the docks tonight. Closing the email, he turns to the web browser.  Doing a quick search on nicotine and Megalopolis, He finds there are 17 different companies to quick smoking, 5 stores that specialize in selling smoking accessories, and 1 about the Vigilante Lightning Fist and a motorcycle gang called the Nicotine.  They have a history of violence and drug selling.

Do you meet with the Craftsman?

Go to the Docks?

Street Patrol?

The Wraith: From the Shadows - Issue 1


He stands in the shadows and watches. He sees but can't be seen. Tonight he hunts for the first time. He is hunting those that use the darkness to prey on others. Tonight he has found 3 such groups. The Morbid blend into the night and sell drugs to finance other nighttime activities. They have just made a large purchase and have taken it to the safe house to prepare it for resell.

The second group runs the night club called Club Apocalypse. Its outward appearance is of a punk rock venue. There are illegal activities occurring in the back rooms and in the alley. Narcotics and stolen goods tend to be the majority of the illegal activities.

The third and final group is the Shamrocks. They are an older gang in the area. The gang is trying to keep a hold on its territory. They are planning to teach a store owner what happens to those who do not pay up.

Do you go to The Morbid safe house?

Do you go to Club Apocalypse?

Do you give the Shamrocks some education?

Street Patrol?

The Quest: Dragon Quest? - Issue 2



Our intrepid adventures are waiting in the amazing library of Dr. Avery’s Mansion.  Dr Arcane is expected at any minute to appear and express why they have been summoned. Not wanting to continue to tower over the doctor, Joshua finds for a seat that might handle his triple-dense body. Offering another to Adamas, the three continue their conversation while awaiting Dr. Arcane.  While waiting the man from MEDUSA paused momentarily before the book that was written in human blood. Then he kept walking.

Socially at ease, he made careless, joking small talk with the others to break the ice. “Looking good, Rose. Vacation suits you. Just be careful you don't get too much solar bombardment."

"Adamas, you don't dream?! Do you sleep, big fella?"

"Windblown, relax. Have a drink. This promises to be alotta fun."

Cmd. Rose smiling warmly says, “You okay Flagman? I know you got "the Commander's" sense of humor but those jokes make Letterman sound funny? How is the old bastard anyway? I suppose there's no chance he's tripped over that ego of his and broke his neck yet?”

Agent America smiled and said with mock incredulity: "You still carrying a torch for the Commander?" He gave his head a rueful little shake. "You shouldn't let those guys get in your head like that. Make you lose your cool again."  

Suddenly all feel a new presence enter the room.  At first, no one could see who entered until they looked up.  Floating above them, even with the second story of books, was Dr. Arcane.

Cmd. Rose thinks, “Oh great another cape. Well you got to give him credit, he made a great entrance.” Quickly activating the recording functions of the holo-pad, Joshua concentrates on Arcane’s presentation and the other’s reactions.

“Welcome all.  Thank you for answering my summons.  I have need of adventurers to help save our world.  Artifacts of great strength are being sought out by villains.”  With a wave of his hand, images appear around him and start orbiting.  Looking at them it is easy to identify what they are by shape but not their significance.  There are 6 objects: 5 scrolls, 1 scythe, 1 gemstone, 1 Orb, 1 statue of a serpent or dragon, and a Cloak.

Cmd. Rose thinks, “Artifacts? Villains?”

“I would retrieve them myself but my power is waning and I must conserve it.  Where in the past I would travel with you, alas I cannot but I will guide you.  Here take these”

Suddenly appearing before each of you is a medallion on a chain and it is floating. “Put it on.  The medallion and chain are enchanted.  It will stay with you and no one can take it from you unless you will it.  It will disappear from sight if you desire.  It will provide you access past the wards and protections on the house.  I will be able to speak with you whenever needed.”

The Teleporting Strongman thinks “hmm … waning power? … and what just is he conserving his power for”, hefting the amulet in his hand Joshua makes eye contact with Agent America. “Put it on” … uhm no. I know he’s been at this for years, but I’m not blindly trusting anyone anymore. Especially someone this pompous and pretentious”.

The six objects stopped moving around Dr Arcane.  The statue was in front of him. “This is the Dragon of Juompur.  It is hidden on the island of Juompur in the South China Sea.  This small Iron statue of a worm-like dragon is kept in a temple near the Juompuran rainforest. Go to the temple and retrieve before the other beats you to it.”

Agent America asks, “Villains? What villains?”

Dr. Arcane vanishes.

Activating the holo-pad’s proto-Cybil program Joshua starts multiple cross-referenced searches for all references for Joumpur, the 6 holo-pixed artifacts – locations past and present, the “Domain”, and associated individuals and organizations to all the above.

Dr. Avery clears his throat, “Each year he gets worse about that.” Dr. Avery stops speaking. He is looking at those who have not put on the medallion. “Let me guess you had no idea what you were looking at?”

From the doorway, you hear “Imbeciles”. Joshua turns his head quickly enough to see Pietor walk way.

The man from MEDUSA says to Avery with a smile, “That briefing was a little brief. I’ve got some questions:

“Who are the others that will beat us to the temple?
“How much time have we got?
“What’s “The Domain?
“Who are Arcane’s sources on this intel?
“Who owns the temple we’re about to rob?”

Before Dr. Avery can respond the holo-pad responses.

Juompur response is ready. No history of Domain found but several fictional references, acquire fictional references Y/N.

The Blue Transportation Mogul says, “If anyone’s interested this is a quick overview of the destination Dr. Arcane has suggested we “visit”. A holographic data display appears in the middle of the table for all to see.”




Juompur Data

Juompur is currently disputed between the People's Republic of China, the Republic of China, and Vietnam, with Malaysia, Brunei, and the Philippines also making claims. It was briefly controlled by France and quickly protested by China in 1887. It was later used by Japan as a submarine base in 1939. As of today Juompur is loosely administrated by the Republic of China.  It is the only inhabited island that does not have an active military base on it.  The Capital City is the home of the fishing industry and mineral exploration companies.

The CIA and U.S. Navy state it is a pirate influenced island and their presence is the reason for no military installation.  MEDUSA indicates that the Talons of the Jade Emperor use the island for staging its smuggling operations.  All countries give the island a wide freedom in latitude because of the Talons influence.

Cmd. Rose said to Dr. Avery, “I would appreciate some explanation as to why the mere presence of Pietor or for that matter being on your grounds has left me light-headed since the moment I stepped through Pietor’s portal?” 

Turning toward Agent America the man known formerly as DarkStar says, “So Arcane? Master of the mystic arts he might be, but not much of a strategic or tactical thinker from the looks of it so far is he? I’m betting destroying the damn thing’s not part of the good doctor’s game plan either for some reason. Let me see what more information Cybil comes up with and maybe we can do a proper briefing with the others in a few minutes.”

Looking down at his holo-pad, Cmd. Rose watches in abject horror as it turns into a snake.  While he is not afraid of snakes the transformation is so stunning he almost utters “my precious” but catches himself.  Then in further shock he notices that his hands are not blue! But the flesh color they were before his change.  His clothes didn’t fit right either.  Feeling faint, Joshua estimates that he is now 5’5” tall and weighs about 220 lbs.

Looking up in stunned silence he notices for the first time that Dr. Avery had moved.  He is on the other side of the room and there is an Orb in his lap.  It is different in color and size than the Orb Dr. Arcane had shown them.  This Orb is glowing.

Dr. Avery does not look like the kindly old grandfather and scholar that everyone had taken him for.  With a stern look and stern voice, he speaks. “Behold, the Orb of Ch’andarra.  Its powers of transformation are legendary for those knowledgeable in the mystic arts.  To declare someone is a ‘Master of the Mystic Arts’ but is not a strategic or tactical thinker shows that the speaker has no understanding of what the Mystic Arts are or what it takes to Master it.”

Blindsided by Dr. Avery’s magical assault, Commander Rose checks on the other three heroes’ condition. Seeing they’re okay he focuses all his attention on the doctor. “What the hell’s going on? Arcane disappears and suddenly Avery attacks?”

“Maybe your power has gone to your head Commander Joshua Rose, so without your power maybe you can clear your head enough to listen. To tell Pietor you ‘respect’ me and then pull this mutiny in my very own house. I guess I should have listened to Alexi more about you.  Instead I thought you were a Champion and Champions never do well in the military establishment.  Maybe Alexi was right about you.”

“Now what was your question ‘I would appreciate some explanation as to why the mere presence of Pietor or for that matter being on your grounds has left me light-headed since the moment I stepped through Pietor’s portal?’ Mere presence of Pietor … Is that all your great intellect can attribute it to, even after he created a magic portal?  If you weren’t so busy playing with your holo-pad you would have heard Dr. Arcane say, “The medallion will provide you access past the wards and protections on the house.”  Pietor, my ever frustrating student, place a spell on you which prevented your mind from focusing so you couldn’t teleport. The effect of the magic spell is why you feel light-headed!  The grounds have the same protection.  No one can teleport, Astro-travel, fly, tunnel, or materialize on the grounds without my consent!

“I will answer your other questions Agent once I know you are committed.  You are not interviewing us for the Quest. Joshua, as far as your precious Cybil research is concerned all possible villains or information will come up as fictitious as Gandalf.

This is Hallowed Hills children!

This is not a military operation. If you don’t believe in magic and expect this to be run like a congressional committee then drop your medallions and leave.

“Make your decision now, I have to find replacements and get them to the Temple in less than 4 hours or the first artifact will be lost and the Domain will have access to our world.  Curse the hides of the Forgotten Ones! I never had this problem with the Super Society, the Indestructibles, or the Crusaders. Maybe I should just get The Chosen to handle this.”

Dr. Avery wheels himself out of the room.

“Where the hell does he think he’s going? I wouldn’t let “the Commander” get away with his so-called experimentation on me, I’ll be damned if some old man in a wheel chair is going to.  .  .  focus Rose  .  .  .” 

Agent America watched as everything went sideways. His entire mission was going belly up before it even began. He wasn't going to infiltrate a superhero team because there wasn't going to be one!

Cmd. Rose is angry!  He starts to throw the medallion across the room, and then pauses. “Okay, time for brains instead of brawn.

The meta-human mole tried to get things back under control, "Hold on, Avery! That big bulletproof blowhard is one of the most powerful members of the team! You need him! Maybe even the world needs him.

“Now change him back. Nobody's uncommitted. We just need more Intel so we can increase the mission's chance for success. Everybody take it down a notch.”

“We've got four hours. Now Avery, what villains? Please tell us what you know. I'm not interviewing you. We need to know what you know and now... for the sake of the Quest!"

Okay. It was a bluff with more than a little bluster, especially that last part, but he hoped he could defuse and redirect. The whole damn mission was hanging by a thread!

The Naval Commander applied his genius IQ to the situation.  “This medallion will prevent wards and protections from affecting me, what about transformation spells?”

Slowly he raises the chain over his head and places it on.  With a wicked smile, he sees that his hands are blue and his clothes fit. “Now it is time for a little chat with Dr. Avery and Dr. Arcane.”  He focuses on both of their images.  In a gust of wind the Blue Man Mountain is gone!

A scream is heard from the pool.  Pietor comes running into the library.  “What happened in here?  Rose has just taken Doctor Avery away.  Hannah screamed and fainted at the pool.”  All the remaining adventurers run outside to revive Hannah.

Twenty minutes later, Dr. Avery and Cmd. Rose reappear.  Both are laughing.  Dr. Avery says “It has been years since I have been to the top of Mount Everest!  I never knew the view looked that way when you are hanging upside down!”  Both see the others; both give a slight nod to each other.

Dr Avery rolls his wheel chair over to Hannah.  He talks privately with her.  Cmd. Rose walks over the others, the holo-pad chimes that it has finished all its searches.  The Teleporting Strongman gives a slight wince that no one notices.

“I beg your pardon doctor; I need to handle a couple things while you brief the others. I won’t be a moment.” Commander Rose is careful to make sure he makes it to his assigned quarters before he teleports out of the mansion.




Dr. Avery clears his throat. “You had some questions for me, right Agent America.  What were they again? Ah yes.

“Who are the others that will beat us to the temple? We don’t know who they are.  I can think of 8 occult organizations and 4 freelancers on this side that would want to.  I know of 5 entities within the Domain capable of contacting this side to try to attempt to find someone willing to sell their soul for power.

“Whoever did this is either very powerful or experienced in magic to overcome the Dr. Arcane’s cantrips and wards without exposing who they are.  The statute serves only one purpose to open a portal so the Domain can enter.  So anyone capable of getting there has to be stopped.

“How much time have we got? 4 to 5 hours

“What’s “The Domain? It is a dimension that has tried to conqueror us multiple times throughout history.

Examples are:

1334
Ameodeus (a Minor Prince of the Domain) strikes a bargain with the Magi of the Black Rose.  The Magi use the signet of safe travel to open a doorway into the Domain.  The Templar Knights successfully defeat the Magi of the Black Rose while the Order of Sceva sends the foul beasts of the Domain back through the portal.  The original Chosen are selected from the Order of Sceva’s ranks to protect the signet and guard against future attacks from the Domain.
1497
The Indestructibles travel back in time to battle the Four Horsemen of the Apocalypse, the greatest warriors of the Domain.
1931
Easter Islander Glenn Jacco makes a pact with Domain demons, almost becoming ruler of the world before he is stopped by The Chosen.

Those are a few of the best known incidents.

“Who are Arcane’s sources on this intel? He has cantrips designed to warn if entry into the temple is attempted.

“Who owns the temple we’re about to rob?” The Nightmasters and the Templar Knights both lay claim to it.

Dr. Avery looks at those still with medallions in their hands. “Please decide whether you are going to accept the gift.  If you reject do not leave either my or Pietor’s side.  If you do the house will kill you.

“If you need to know more you are welcome to read the books here.  Nowhere else will you find more information on the Domain than here. I would say take your time to decide but in less than 5 hours the Domain will gain a new functioning portal into our world if we do nothing.”

“Please decide.”

With a muffled Whoump of displaced air DarkStar teleports back into his assigned room, stepping out of his quarters he makes his way to the pool and rejoins the adventurers. Loaded down with jungle survival gear for four people and now dressed more for the jungle than the beach Commander Rose takes a seat next to Hannah. Whispering in her ear he passes her a small package. (Those with sensitive hearing or the ability to read body language can easily tell Big Blue is apologizing for any discomfort his actions might have caused the young lady). Looking up with a comfortable smile he addresses the others. “So who’s in?”

Windblown nods slightly to the others and places the medallion around his neck and then it disappears from sight.

Adamas reaches out to grip the medallion, thinking to himself, I've little use for magic, but if I'm to save this world, I suppose I will have to follow the lead of some of its more experienced heroes.  I've heard of this Dr. Arcane, and everything I've heard leads me to believe he serves the good.  He places the medallion over his head.  To his companions, "I may not be of this world, but I have no intention of letting the Dominion or anyone else do anything that might harm it."

The Wraith Character Sheet


The Wraith

Secret Identity: David Stein
Age: 27
Gender: M
Height: 6'0"
Weight: 230 lbs
Level: 1
Experience Points:
Player: Greg

Criminals think they are in control but the master of control is coming. They would not see him but they will feel the effects of his control.  They will fear The Wraith.

Super Powers and Super Skills:
1. Teleportation: Range = 572" or 1/2 mile; PR=2
2. Telekinesis: The ability to move objects without touching them
       Telekinetic Capacity = 420 lbs
       Telekinetic Defense: 1 action and PR =1 to setup, PR = 1 per
         attack,
       Telekinetic Capacity used in defense equal weight of object
         being defended       Telekinetic Attack: Range= 51", Damage
         is Telekinetic Capacity used, Max available is = 1d6

3. Mutant Power: Telekinetic Boost; Telekinetic abilities are triple normal calculation
4. Invisibility: +1 to Hit and -1 to Hit when surrounded in darkness; Bonus is cumulative each turn until
     discovered.
   All bonuses are lost except initial +1 to Hit / -1 to be Hit when discovered by:
     * Giving location away by making a visible action, being struck in combat, or movement >1/2 in a single turn
     * Opponents successful Detect Hidden roll
     * Location flooded with light
   One action required to "Hide in Shadows"; PR=0

Weakness: Prejudice - The community he helps fears and rejects him because of his appearance

Statistics:
Strength: 11
Endurance: 14
Agility: 17
Intelligence: 11
Charisma: 14

Hit Points: 10
Power Points: 53
Carrying Capacity: 314 lbs
Hand-to-Hand Damage: 1d6

Accuracy: +3 (Including Power Mods)
Damage Modifier: +0 (Including Power Mods)

Detect Hidden: 8
Detect Danger: 12

Reaction Modifiers: -12 from Good -12 from Evil

Movement: Ground: 42 per turn
Movement: Teleportation: 572 per turn
Healing Rate: 1.5 hit points per day

Occupation:Security Clearance: 2
Wealth: 6

Skills:
Medical Knowledge

Luck Points: 1.4


Gear:


Background:
The experience of seeing his fiancé brutally killed and himself beaten and left for dead awakened David Stein's mutant powers of molecular control. He now wears a full black body suit and a long black cloak and hood in order to terrorize street criminals as...The Wraith!

David can instantly shunt his molecules to any locale he's familiar with. In fact, his first act was to teleport to the local E.R. where he works in his civilian life as an RN

David has less exact control over the molecules of other people and objects but he can still move them around. What makes him different from most other telekinetics is that he uses the power subtly. Unlike, say, energy blast or flame power, there's no beam of light or gout of flame when he uses TK so he tends to use it very discretely, always making sure nobody is exactly sure what powers he has. Examples:

1) A villain is running away from him down the street. David uses his TK to make a nearby stack of crates mysteriously fall on top of him.

2) A criminal pulls a gun on him when....for no reason he can discern...some force seems to ram up his nose, causing extreme pain and distraction! What was that?!?

3) An electric powered villain is stalking down the street, determined to fry some innocents. David makes a nearby fire hydrant explode, causing the evildoer to short circuit.

4) David creates a small wave of telekinetic force in front of his fist whenever he punches somebody, making him hit much harder than would otherwise seem possible. Does The Wraith have super strength? It doesn't seem so...and yet....

In general, David refrains from making gestures that telegraph when he uses his TK and, above all else, doesn't announce that he has the power. The idea is to keep opponents guessing. Most will probably think he has a bad luck power, some sort of magic or...something.

With his overall creepy look and approach, David is feared and loathed by the underworld and even much law abiding society. He doesn't let it concern him much--he's not going out of his way to frighten normal people, but he doesn't worry about it either.
Notes:
Weakness: Special Requirement - For Invisibility to work must be in darkness (night, shadows, etc…)

Phantom Character Sheet


Phantom

Secret Identity: Jack Lawson
Age: 34
Gender: M
Height: 6'1"
Weight: 212 lbs
Level: 1
Experience Points:
Player: Kevin

Phantom is a walking armory who prowls the streets of Megalopolis putting a stop to criminal activities.

Super Powers and Super Skills:

1. Body Armor: Phantom's body armor is not only damage resistant and tough to penetrate, but it is also highly fire resistant.    Phantom's body armor provides the following benefits:
      A. Invulnerability: 5 pts.( Only against physical or impact related attacks )
      B. Fire Resistant: Treat as Life Support defense vs. flame/fire related attacks or exposure
      C. Bullet-Proof: Phantom can roll with twice as much damage as normal vs. firearms damage as well as other types of impact related attacks.
      D. Prevents Killing Attacks

2. Heightened Expertise (Military Weapons Expert): +4 to hit with all modern military weapons (knives, pistols, rifles, etc).3. Heightened Senses ( Recon and Tactical Expert ): Phantom's extensive combat experience grants him a x3 bonus to all Detect Danger and Detect Hidden rolls.

4. Natural Weaponry ( HTH Combat Expert ): +2 to hit, +4 to damage in unarmed HTH combat

5. Weapons Cache: Phantom has access to a large cache of mission specific ordnance (see Character Notes)

6. Fortitude: A character with this ability is an extremely tough individual who can; through determination and perseverance, withstand a great deal of mental and physical punishment. A character using this ability in a relevant manner might receive a bonus to saving throw rolls, negate penalties to-hit do to mental or physical distractions, resist the effects of Fatigue ( no Power Points ) with a successful Endurance save between turns, etc. (See Character Notes)

Weakness - Prejudice: Vigilante (See Character Notes)


Statistics:
Strength: 14
Endurance: 18
Agility: 16
Intelligence: 13
Charisma: 13

Hit Points: 23
Power Points: 61

Carrying Capacity: 481 lbs
Hand-to-Hand Damage: 1d8

Accuracy: +4 (Including Power Mods)
Damage Modifier: +5 (Including Power Mods)

Detect Hidden: 30
Detect Danger: 42

Reaction Modifiers: -1 from Good -1 from Evil

Movement: Ground: 48 per turn
Healing Rate: 2.5 hit points per day

Occupation:
Security Clearance: 1
Wealth: 7


Skills:
Athletics
Awareness
Boxing
Combat/Weapon
Martial Arts
Military
Streetwise
Subterfuge
Vehicle Operation
Wrestling


Luck Points: 1.3


Gear:


Origin and Background: American
Former Master Gunnery Sergeant Jack Lawson was born in Megalopolis on November 10, 1976, the only child to poor Scottish immigrants, Aidan and Olivia Lawson. Despite their struggle with finances, the Lawson family was living the American dream. That all changed the day the day young Jack Lawson on his parents were approached by a local street gang while on their way to the local market. The gang members circled the family and demanded money and jewelry. Unsatisfied with the few dollars and food stamps they got from them, the thugs decided to murder the Lawson family for a few laughs. By some miracle, Jack managed to survive the bloody massacre and was hospitalized for several months, his parents weren't as lucky. Do to the murderous whims of a few local street punks, twelve year old Jack was now forced to face the world alone.


After being released from the hospital, Jack was bounced around the cities foster care system for several years until his eighteenth birthday. He eventually managed to find work cleaning up and doing odd jobs for a local church, the job didn't pay very much, but it came with free room and board. After several months of this, Jack started to think about his future and what he wanted to do with the rest of his life. For a short while he actually thought about becoming a Catholic priest, but eventually dismissed the idea because he found he was unable to forgive those who committed acts of true evil.
He was nineteen when he enlisted with the United States Marine Corps. After completing Basic Training he was immediately shipped off to Infantry School and after doing so well there he was sent to Reconnaissance, Force Reconnaissance and then finally Sniper School. It was during these first few years in the military that he met a young woman by the name of Jennifer Sanders. The two eventually married and had two daughters together. For the first time in his life Jack actually felt like the world was coming together for him.


Following his training, Lawson served in several over-seas military operations with his Special Forces Unit as a point man. His military career took him all around the world, serving in war torn countries such as Afghanistan, Bosnia-Herzegovina, Kosovo and Iraq. After taking part in numerous military engagements worldwide, Jack found himself the only survivor ( on both sides ) of a large scale Iraqi ambush back in 1998. For heroism in the line of duty, he had been decorated several times throughout his military service with a variety of medals such as the Silver Star ( 3 times ), the Bronze Star, the Purple Heart ( 4 times ). It was shortly after the ambush in Iraq that he decided to leave the military and return home to his wife and children.


When his plane finally touched down in Megalopolis Inter-National, he and the rest of the men and women returning home, were met by a pack of violent anti-war protestors. As he made his way through the gauntlet of protest signs, obscene comments and spitting, Jack finally managed to find his family waiting for him with open arms. On the ride home from the airport Jack's wife explained to him that while he was away the families financial situation had taken a turn for the worse. Faced with the reality that his house was up for foreclosure he immediately reached out to a few old friends for some help. Unfortunately for Jack and his family, hard times had hit everyone he knew – money was tight and jobs were scarce. While out looking for work one day, his house was broken into and his wife and two daughters were brutally raped and murdered during the burglary.


Although the Megalopolis Police Department had a solid list of suspects, they seemed to dragged their feet and do little in the way of apprehending the men responsible for the death of his wife and daughters. Lawson finally decided to take matters into his own hands and hunted down the men who had so savagely slaughtered his entire family.


"I'll never forget that night . . . I can almost hear the screams of my wife and kids as the drugged out street trash swept through my house looking for stuff to steal.


After flip'n over a few rocks I finally found the hole those dirt bags were hiding in, and as the shell casings hit the floor next to their bodies a silent emptiness consumed me . . . I was finally alone. With no one to love, and now no one to hate, I have become a man without passion; a ghost of what I once was . . . I have truly become a Phantom!"


Why wasn't I there . . . I should have been there . . . I couldn't stop them . . . I couldn't protect them . . . but I will avenge them!"


Taking on the nick name that his buddies had given him during his days in the military, Jack Lawson died that night and the Phantom was born. Thus began his one man war on crime, a war that has since become his only reason to live.


Fortitude: A character with this ability is an extremely tough individual who can; through determination and perseverance, withstand a great deal of mental and physical punishment. The unwavering resolve of the character allows them to ignore pain, withstand torture, hold their breath for extended periods of time, remember small details, maintain intense concentration, ignore distractions, etc.


A character using this ability in a relevant manner might receive a bonus to saving throw rolls, negate penalties to-hit do to mental or physical distractions, resist the effects of Fatigue ( no Power Points ) with a successful Endurance save between turns, etc. The exact limits of this of this ability depend on the situation and how the player successfully describes their use of it, the exact game effects are entirely up to the individual GM.


This ability is similar to the Willpower ability in several ways, but unlike Willpower does not count as a defense on the combat table, PR=0 ( GM's option to charge an action or movement only to perform any particularly difficult feat).


Weapons Cache: Phantom has access to a large cache of mission specific ordnance. He uses mostly conventional firearms which include, but are not limited to: handguns, rifles, shotguns and machine guns. He is also known to carry a varied assortment of knives and explosives. Most of these weapons have been confiscated from criminals, while the others, the more high-tech equipment, has been secured from various underworld contacts.


Phantom often enhances his weapons for greater effectiveness with both standard and custom accessories. Some of these accessories include, magnified optics, reflex sights, night vision scopes, flashlights, grenade launchers, sound and flash suppressors, bipods, high-capacity magazines or ammunition drums, and a variety of different ammunition ranging from standard rounds to hollow points and armor piercing rounds.


What weapons he has access to at the start of an adventure is entirely up to GM. Phantom should only be allowed to change weapons at the beginning of an adventure, or during the course of an adventure when the GM deems it appropriate. The GM has the final word on what type of weaponry and ammunition he has access to or employs. Unless he has advanced knowledge of what type of opposition he may encounter, Phantom will often be found carrying a small assortment of weapons, which he commonly refers to as his "standard package" ( see Equipment and Weapons above ).


Vigilante: Phantom works outside the traditional system of law and order that the majority of costumed vigilantes normally operate under. Although he will never knowingly harm or endanger an innocent, he has no qualms with hunting down and executing die-hard criminals and supervillains.


Although the mayors off has labeled him a dangerous vigilante and a menace to the city, many within the police force secretly view him as a hero, bringing criminals to justice in ways unattainable by current law enforcement standards. Of course most criminals consider him a lunatic and react with a mixture of complete disdain and or utter fear. To the criminals of Megalopolis he is nothing but a remorseless and cold-blooded killer. Phantom 's methods often bring him into conflict with other superheroes as well, who often strongly disagree with him acting as a judge, jury, and executioner.


This violent anti-hero perception that most people have of Phantom results in the reaction modifiers on the Charisma table from characters on both sides to become negative. The percent chance of another character overcoming his prejudiced reactions to Phantom equals that character's Intelligence score. Each character encountered may make one check to see through his prejudice, with a failure denying any further attempts by that character until he is presented with better reasons than he had previously.

Notes:

Bonesnapper Character Sheet

Bonesnapper

Secret Identity: Michael McKeon
Age: 23
Gender: M
Height: 6’0”
Weight: 205 lbs
Level: 1
Experience Points:
Player: John G.

Bonesnapper is an artist; an artist of pain and vengeance.  Beware evil doer; mend your ways before you become his next masterpiece.

Super Powers and Super Skills:
1. Body Power: Increased mass (x1 weight, +2 Strength, +1 Endurance)
2. Heightened Endurance A (+9)
3. Heightened Expertise: Tonfa +4 to Hit
4. Weakness Detection: Range 1", use one action to study target to learn one specific weakness (if any) and earn +4 combat bonus on attacks thereafter
5. Equipment: Leader Jacket - ADR 45, Structure Rating 6, Prevents Killing Attacks
6. Equipment: Grappling Gun - Range 15", +4 to Hit, 1d10 damage, carrying capacity 250lbs, one turn to recoil when used HtH, Blunt damage (no Killing Attack)

Weakness: Diminished Senses: Deaf in left ear; detection rolls are halved.

Statistics:
Strength: 13
Endurance: 21
Agility: 11
Intelligence: 13
Charisma: 16

Hit Points: 19
Power Points: 58

Carrying Capacity: 440.4425 lbs
Hand-to-Hand Damage: 1d6

Accuracy: +0 (Including Power Mods)
Damage Modifier: +1 (Including Power Mods)

Detect Hidden: 5
Detect Danger:  7

Reaction Modifiers: 2 from Good -2 from Evil

Movement: Ground:  45 per turn
Healing Rate: 3 hit points per day

Occupation: Artist with Private Studio
Security Clearance: 3
Wealth: 8

Skills:
Art

Luck Points: 1.6

Gear:

Background:
Michael McKeon was an artist, and a good one at that.  He worked out of his studio apartment, made good money with his works, and had a loving relationship with Jessica Brandt.  That was before they came.

Michael was out picking up dinner for him and Jessica.  He returned to a scene of abject horror.  His studio was a shambles, his paintings were destroyed, and Jessica lay in a rapidly-spreading pool of her own blood.  He ran to her and held her close, but it was too late; she died in his arms.

Michael was beside himself with rage, and in that instant, something in him snapped.  He would find out who did this to Jessica, avenge her death.  He would not rest until his vengeance was sated.  He had no clues as to the identity of the intruders, save for a message scrawled on the wall in red paint.  It read "You betrayed us, and Jessica was punished".

Since then, he has spent most of his free time searching out any further clues as to the identity or whereabouts of the persons responsible for Jessica's death.  He has no idea who it might be, why they believe he has betrayed them, or what it all means.  He knows only that Jessica was killed by them and they must be made to pay!

Notes:

Archer Character Sheet


Archer

Secret Identity: David Houyi
Age: 21
Gender: M
Height: 6'2"
Weight: 210 lbs
Level: 1
Experience Points:
Player: John R

Taking aim on the underworld, crime has nowhere to hide within the Bullseye of the Archer.

Super Powers and Super Skills:
1. Willpower B: +3d10 to characteristics (+21 due to intense training)
2. Heightened Expertise: +4 to hit with all martial art weaponry
3. Marksman: Special Attacks only require one successful roll to hit of any target to succeed (w/ standard arrows only) Lv2
4. Willpower A: Complete control of mental and physical functions, useable as a defense PR 1 per turn

Weakness: Companion (the following equipment requires a visit to the Craftsman to repair, replace, or switch out)

5. Heightened Senses: Telescopic/Night vision Device - negates all range and darkness modifiers
6. Master-Crafted Compound Bow (+5 to hit, HTH+1d3 damage, 84" range (equivalent to a crossbow, max of 30 arrows)
7. Gadget Arrows: Simulate 1d4+2 powers. The maximum number of charges would be 1d4 arrows per day, per type of arrow

Mundane  Equipment: 2 Tonfa (+2 to hit, HTH +1d4 damage, can turn into a Quarterstaff (+3 to hit, HTH +1d6 damage)


Statistics:
Strength: 17
Endurance: 19
Agility: 21
Intelligence: 15
Charisma: 18

Hit Points: 31
Power Points: 72

Carrying Capacity: 620 lbs
Hand-to-Hand Damage: 1d8

Accuracy: +8 (Including Power Mods), +13 w/Bow, +10 w/Tonfa, +1 w/Quarterstaff
Damage Modifier: +2 (Including Power Mods)

Detect Hidden: 12
Detect Danger: 16

Reaction Modifiers: +3 from Good -3 from Evil

Movement: Ground: 57 per turn
Healing Rate: 2.0 hit points per day

Occupation: College Student
Security Clearance: 2
Wealth: 5

Skills:
Language (Mandarin), Japanese, English
Acrobatics
Climbing
Stealth
Tracking
Asian Organized Crime and gangs
Security Systems 

Luck Points: 1.2

Gear:


Background:
David Houyi is currently a Forensic Science Major at Megalopolis University, but his is anything but the life of a carefree college student. By day he learns the scientific methods needed to convict criminals in the courts, while at night he patrols the dark back alleys of Megalopolis's worse neighborhoods dealing out a more direct and personal kind of justice. Justice meted out in the persona of the Archer.

David's mother worked for the Talons of the Jade Emperors as a courier until the day Amanda gave birth to him in the back of a brothel in Hong Kong. For five years she ran from the Talon's. Until the day their assassins finally lost her and David's trail in the foothills of the Kun'lun Mountains. Their journey had taken its toll though. David's mother died on the steps of the Yi Monastery, located deep in the valley of the mountains.

The monks took David into their fold and started training him as one of their own. The years passed and over time, the monks honed David's body and senses to an almost supernatural degree, however, after twelve years he felt a burning desire to discover what had drove his mother to her death. A couple years later David found his mother's family living in Hong Kong. It was here he learned his mother had been rescued by and fallen in love with an American super agent. She had decided to keep the birth of their son secret from him in order to protect all of them. Unfortunately the Talons still learned of David's birth, and drove him and his mother across half of China, leading to her death.

For a time David tried to become a normal student. Although enjoying his classes at University, he started to feel his continued presence was a danger to his mother's family. Accepted as a transfer student to Megalopolis University, all of David's paperwork and moving cost were quietly taken care of by a mysterious benefactor known only as the Craftsman. Invited to stay with friends of his grandfather, David currently resides in the back of the family's furniture warehouse in the Foundry.

In a city full of heroes, David saw very little being done to protect the common man. He couldn't stand by and watch more people being hunted and abused by the same kind of gangs and drug dealers that had caused his mother's death. He started patrolling the back alleys of the Foundry. Scouting from the shadows, roof top to roof top, gathering information each night until he knew he would be striking the right people at the right time, in the right place. Only a few days into his reconnaissance, a matte black motorcycle and large package appeared at the warehouse marked "Good hunting, Craftsman".

The motorcycle appeared to be no different than hundreds of similar rocket bikes speeding around the city every day. Opening the package, he found what appeared to be the dueling garb used by the Yi monks at the monastery. Instead of simple white linens however, this outfit looked to be composed of a dark grey modern day fabric used by the military elite. Most startling of all was the compound bow and quiver that accompanied sat at the bottom of the package. While not an expert on the space age materials used to create the bow and arrows, David had trained long and hard in the Way of the Bow and knew what a master-crafted weapon he had been gifted with.

Obviously someone knew of David's past, but apparently it was someone who approved of his agenda and was willing to assist in his mission. He had been running his entire life from these scums, but no longer. For his neighbors, his family, his mother, he would stand by no more. It was time someone was there for them, before another became a victim. It was time for the Archer to strike.

One Year Ago: David was captured by his masters after refusing to accept his "Destiny". He was tortured and had the chakra points blocked that allowed him access to his special abilities.