LatexiaJennifer McClaws AKA Latexia - PL 10Strength 2, Stamina 3, Agility 2, Dexterity 2, Fighting 9, Intellect 1, Awareness 2, Presence 2AdvantagesAccurate Attack, All-out Attack, Attractive, Defensive Attack, Fast Grab, Improved Critical: Claws, Improved Trip, Power Attack, TauntSkillsDeception 4 (+6), Expertise: Pop Culture 4 (+5), Insight 8 (+10), Intimidation 4 (+6), Persuasion 4 (+6)Powers:Elastic Body Elongation: Elongation 10 (Elongation: 1 mile) Restrain: Affliction 10 (Dynamic Alternate, 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Paralyzed, DC 20; Alternate Resistance (Dodge)) Morph: Morph 4 (Any f
Megamink for Mutants and Masterminds 3rd EditionRocko Minka AKA Megamink - PL 8AbilitiesStrength 2, Stamina 1, Agility 3, Dexterity 2, Fighting 8, Intellect 3, Awareness 3, Presence 2These represent how strong, smart, agile, tough or charismatic you are.AdvantagesAssessment, Beginner's Luck, Deep Ties 2 (Enemy, Relationship), Improved Critical: Mega Sword, Improved Initiative, Luck 2, Redirect, Takedown, TeamworkAdvantages aren't really Powers, but they're still useful enough to spend points on.SkillsAcrobatics 7 (+10), Athletics 7 (+9), Expertise: Music 7 (+10), Expertise: Pop Culture 6 (+9), Insight 6 (+9), Perception 5 (+8), Persuasion 6 (+8), Ranged Combat: Mega Laser 6
Jenny Snooper for Mutants and Masterminds 3EJenny Snooper - PL 6Strength 1, Stamina 1, Agility 3, Dexterity 0, Fighting 5, Intellect 2, Awareness 2, Presence 2AdvantagesBenefit: Private Investigator's Licence, Deep Ties 3 (Disability/Prejudice, Motivation, Relationship), Defensive Roll 2, Improved Critical: Claws, Skill Mastery: Investigation, Ultimate Effort: Investigation, Well-informedSkillsExpertise: Pop Culture 8 (+10), Insight 8 (+10), Intimidation 8 (+10), Investigation 8 (+10), Perception 8 (+10), Persuasion 8 (+10)PowersFeline Physiology Claws: Strength-based Damage 2 (DC 18, Advantages: Improved Critical) Feline Balance: Mov
Scavenger Hunt Part 1: The Daisy ChainThank God it's Friday. I was looking forward to a night full of beer, babes, and Urban Brawl, with the Screamers playing the Wings - but all too harshly, reality barged in and ruined my weekend plans. Instead I got a call from Smiley, my fixer, with an offer that was sweetened quite nicely by his usual bonus rates for a rush job.A month's pay for an hour's work? Hell, my tridset can record the damned game for that kind of money! I grabbed my stuff, got together with the rest of the crew, and took a drive.While I'm at it, let me tell you about my team.Dove, our mage, is also our medic. He has cast spells to hurt and kill before, but
Scavenger Hunt Part 2: The ChallengeThe lights in the Daisy Chain brightened up just before midnight, and I'm surprised to see how quickly the place emptied out. It hit me that no one was left except for a crowd of elves in Ancients Green and us! Scanning the crowd again as we hear the Chain's heavy doors swinging shut, we do spot a knot of elves that don't quite match the rest of the crowd. Most of them are in Urban Explorers, the comfortable armoured jumpsuits that are popular with city couriers around the world.Even as the rest of the club's elves were paying attention to Belial and Sting as they hop on stage, I notice that the other group of outsiders seem to be ey
Scavenger Hunt Part 3: PimpbustersAs we drove to the Mall, Silvertongue said "I think someone left something in my jacket. You had better check yours as well." We checked and found a hi-ex grenade, a miniwelder with 15 minutes charge left, a few trauma patches and some spraycans of green paint. We decided to keep them, as they could be useful. Dove took the patches, Tinstar took the grenade and welder, and we all took a can each.In time, we reached the Crime Mall. Usually, it's North America's largest and most bustling black market, sometimes it's a vacant wasteland (especially for a few days after Knight Errant come to visit). For the last several months it's been as busy
Scavenger Hunt Part 4: Hijack!The Puyallup Barrens aren't just for Seattle's poor and downtrodden. They've long been a stronghold of Seattle's metahuman poor and downtrodden. Redmond's much more firmly in "pure" humanity's grasp, and the Humanis Policlub hate group's inroads into Puyallup have been much slower going. Opposed by every sane gang in this corner of the Sprawl, and most of the crazier ones, the 13th Chapter of the so-called "Righteously Human" aren't exactly the most popular kids on the block.Even from here, we can see how rundown and crappy their little clubhouse is. The place might have started as a VFW or Elk's Lodge a hundred years ago, or maybe some rec
OOCSilvertongue gets 3 net hits on an Opposed Negotiation Test against Bull and also brings up the possibility of making Bull be the one who kills the Copycat Cutter. Bull was at a -2 dice penalty, due to his grief, the booze and the fact that he wants this job done bad.The team gets 3,750¥ up-front for expenses.Dove asks Aunt Cassie about the Cutter and gets 2 hits.Tinstar asks his brother what he knows about Tosh and gets 3 hits. He gets 2 hits when he asks about the original Cutter.---Perception Test in the Apartment:Dove: 3Haul: 4Silvertongue: 5Spectrum: 3Tinstar: 4Silvertongue spots the bloodstain in the bathroom first
EclipseEclipse (Dwarf Magician)B 4, A 3, R 2, S 3, C 3, I 3, L 6, W 6, E 1, Ess 6, M 5, Init 5, IP 1Condition Monitor boxes (Physical/Stun): 10/11Armor (Ballistic/Impact): 14/12Skills: Arcana 3, Assensing 2 (Metahuman Auras +2), Astral Combat 3, Conjuring Group 3, Etiquette 2 (Street +2), Sorcery Group 3Knowledge Skills: Coffin Clubs 2, Corporate Security Tactics 3, English N, Latin 4, Magic Background 5, Magical Phenomena 5, Magical Threats 4, Talismongers 4Metatype Abilities: Enhanced Senses: Thermographic Vision, Resistance: Pathogens and Toxins +2Qualities: Addiction (Mild): Novacoke, Allergy, Common (Moderate): Gold, Magician, Res
Dove Character SheetDove (Human Medical Mage)B 3, A 3, R 3, S 2, C 3, I 3, L 5, W 5, E 2, Ess 6, M 5, Init 6, IP 1Condition Monitor boxes (Physical/Stun): 10/11Armor (Ballistic/Impact): 11/9Skills: Assensing 5 (Aura Reading +2), Conjuring Group 4, Dodge 1 (Ranged Combat +2), First Aid 3 (Combat Wounds +2), Perception 2 (Visual +2), Sorcery Group 4Knowledge Skills: Astral Research 4, Clubs 4 (Magician +2), English N, Magical Theory 4, Magical Threats 5, Spirits 5, Talismongers 4Qualities: Black Market Pipeline: Magical Goods: "Aunt Cassie", Distinctive Style 2: Prefers Gel Rounds if he has a gun and is willing to heal enemies, Magician, Nano Intoleran
Haul Character SheetHaul (Elf Rigger)B 3, A 6, R 5/6, S 2, C 3, I 5, L 3, W 3, E 2, Ess 4.16, Init 10/11, IP 1Condition Monitor boxes (Physical/Stun): 10/10Armor (Ballistic/Impact): 11/9Skills: Automatics 3, Automotive Mechanic 5, Dodge 1 (Ranged Combat +2), Electronic Warfare 4, Etiquette 1 (Smugglers +2), Gunnery 1 (Ballistic +2), Heavy Weapons 4, Navigation 1 (Urban +2), Perception 4 (Visual +2), Pilot Ground Craft 5 (Wheeled +2), Pistols 3 (Semi-Automatics +2)Knowledge Skills: Border Patrol Routes 4, English N, Seattle Streets 4, Smuggling Routes 4, Smuggling Safehouses 4, Sperethiel 5, Vehicle Engineering 4Metatype Abilities: Enhanced Senses: Lo
Silvertongue Character SheetSilvertongue (Elf Adept of the Speaker's Way)B 3, A 4, R 3, S 2, C 6, I 5, L 4, W 3, E 2, Ess 6, M 6, Init 8, IP 1Condition Monitor boxes (Physical/Stun): 10/10Armor (Ballistic/Impact): 9/7Skills: Assensing 4 (Aura Reading +2), Influence Group 4, Perception 1, Pistols 3 (Semi-Automatics +2)Knowledge Skills: Clubs and Bars 4, English N, Gang Colours 4 (Seattle +2), Gang Turfs 4, Safehouses 4, Sperethiel 6, Underworld Politics 4Metatype Abilities: Enhanced Senses: Low-Light VisionQualities: Adept, Combat Paralysis, First Impression, Perceptive (2), Sensitive System, Speaker's Way (Improved Ability: Social, Astral Perception, Kines
Blast from the Past, Chapter 1Another day, another struggle for survival on the mean streets of the sprawl. It’s raining, Knight Errant’s running a high-profile "serve and protect" visibility campaign lately, and pickings have been a little lean for us. Occupational hazard — runners gotta make a rep before they get the good jobs, but they gotta get the good jobs before they can make a rep. Ever heard of Catch-22? I'm living it.I'm awake one night pondering where I'm going to get next month’s soymilk money when a familiar number pops up in the corner of my AR display. Smiley, my fixer, is on the line, and that can only mean one thing — a job