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Messages - Jace911

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136
Role Playing Public Radio Podcast / Re: Upcoming RPPR One Shot games
« on: August 15, 2014, 03:12:48 PM »
If you're ever looking for some dark humor fun in the vein of MAOCT you guys could try out Must Be Tuesday; it's a high school "monster of the week"-style RPG inspired by shows like Buffy, where the player characters are simultaneously A. secret extracurricular monster hunters trying to survive high school and B. actual monsters themselves. The primary mechanic involves balancing mundane human activities (School and life stuff) with your supernatural ones (Monster instincts and adventures). If you go too far in one direction or the other you either become the next Victim of the Week, or the Monster of the Week.

Since I know the devs on another forum I actually got to be in a couple of the playtests and I've run a game of the final version, and all three were an absolute riot. Seems like it'd be perfect for a one-shot or two (Maybe even a mini-campaign) if you guys are interested.

[/shamelessplug]

Edit: While playing MBT earlier today my GM pointed out that I have done an improper job marketing this game to the RPPR crew, so here is my refined attempt:

Aaron: You can play a robot!
Tom: There are monsters in the school, and you're one of them!
Caleb: The entire game is narrative-driven and there's a mechanism for improvising entire plots on the spot!
Ross: You can literally play an Eldritch Horror posing as a high school student!

Sales pitch over.

137
If you want to keep it from getting too Dead Space-y, instead of having space zombies for them to fight you could just have the station be full of people who have been "improved" but don't actually attack them; the real threat comes from the Seed AIs trying to corral them into the medbay with the station's systems so that it can "improve" them as well. For additional scary idea points, make the improved people out to be obviously inhuman and horrific to the sentinels while also emphasizing that, technically, they are better than most transhumans and actually seem happy with their current state in a twisted sort of way. Be sure to underline the fact that, when you get right down to it, what the Seed AIs are doing is the logical extrapolation of the entire transhuman ideal; it's the same principle as loading yourself up with biomods or nanoware, just multiplied by an order of magnitude or two.

138
I was going to suggest that the lesson the AIs learn is "improving people is nice, so that's what we'll do!" without actually explicitly defining just what "improvement" means, so when the Firewall team inevitably shows up to find out how the experiment fucked up they find a station full of people who have been "improved" in various horrific ways: cyberbrains spliced together to form a gestalt consciousness that can think faster and analyze problems from multiple angles, xenomorph specimens abound, fresh Watts-Macleod carriers who have gone insane from having their minds ripped open, etc etc. That might be too Dead Space depending on the tone of your game, though.

139
Yeah, a kind of inverse-Turing test. It was definitely brain-fodder, along with Augustine and "how do we make a good/not-actively-genocidal seed AGI?" ideas for something in my current campaign, where they try to teach a seed AGI empathy through a kind of modified Turing test.

If you're looking for more ideas along those lines I'd suggest My Invisible Friend by Anders Sandberg; it's about scientists trying to teach a Seed AI human morality by slaving it to actual living children and forcing it to watch them mature and develop socially and mentally.

140
RPGs / Re: Eclipse Phase
« on: July 15, 2014, 04:07:49 PM »
I like the idea of the ark ship, though I don't know if you need the Promethean element to it. It could just be "an" AI.

I went with a Promethean for a few reasons:

1. I wanted there to be some sort of link to Firewall's origins (ARC-001 was commissioned, funded, and launched by the Singularity Foundation) and its dirty secrets, such as the fact that the conspiracy is actually run by Seed AIs.
2. There needs to be a strong sense of urgency to the mission, and Firewall discovering that a Promethean thought long dead might be floating around the outer system waiting to be discovered certainly makes things urgent.
3. So that there's a legitimate reason for the sentinels to have their mission change from "nuke the ark" to "board and search the ark"; Firewall can't afford to leave loose ends, and if the Promethean is no longer aboard then they'll want the sentinels to see where it farcasted out to.

Basically I want the players to experience a bit of uncertainty and paranoia regarding their own side; what isn't Firewall telling them, and why? What's so important about this ark?

141
RPGs / Re: Eclipse Phase
« on: July 14, 2014, 11:23:56 PM »
Yaaaay, I designed the Samsa!

Transhuman KS backers got the PDF of the guide.

Really? Neat, was there anything else from Transhuman that you came up with?

Also since I had the day off from work today I decided to pen down some scenario ideas I've had bouncing around in my head for a while. Here they all are:

No Space Like Home
[spoiler]The crew of an outer system asteroid mining vessel stumbles across a seemingly-derelict brinker habitat in the middle of open space. When they find nothing of interest aboard they initially dismiss it as a failed rimward habitat before continuing on, only to find the exact same habitat directly in their path some time later...and it's no longer empty. There is now a single transhuman occupant who cheerfully invites them aboard, and if they refuse and continue on they soon find the habitat in their viewport once again. Each time they refuse to board the station the next one they find is noticeably more "realistic" than the last, the occupants losing their uncanny valley features and mannerisms and becoming more lifelike and familiar to the crew. The miners must get to the bottom of the station's secret and find a way to escape it before they either succumb to its lure or go insane from the looping iterations.

[The miners are trapped in a honeypot simulspace after stumbling across an early-model TITAN probe in meatspace; it hacked their ship's mesh and forcibly linked them into the simulspace, which is a conversion program designed to force transhuman minds into a state to allow them to be more efficiently uploaded into a gestalt consciousness. Every time the miners reject the habitat offered to them, the next one adjusts itself to be more tempting by scanning their memories; station inhabitants might remind the miners of loved ones or friends, the interior itself might change to resemble childhood homes, etc etc. If any of the miners give in and remain on one of the habitats their minds are flagged as "ready" and placed in cold storage; if any of them lose too many SV from the endless cycle and go insane they are flagged as "broken" and placed in a separate server in the probe to be dissected for useful information. The only way to escape the simulation is to reject its offers in some radical or violent fashion, ie: ramming their ship into it, gunning down everyone inside, spacing the habitat, etc etc. When they manage to break out of the honeypot they may choose to A. get the fuck away from the probe B. attempt to destroy it with the ship's mining charges or C. trace its signal back to the hub controlling it to destroy that with mining charges.][/spoiler]

Ruster Roulette
[spoiler]The player characters are mesh friends from across the inner and outer system who egocast to Olympus on Mars for their annual meatspace get-together. During the debauchery and partying, however, they are horrified to discover that one among them has been violently murdered in the night and their stack is missing. When the Tharsis League authorities prove to be less than helpful, the group takes it upon themselves to track down the killer and recover their stack...but they soon find themselves in entangled in a much greater web of conspiracy and betrayal. How does the killer know so much about them all? Is one among them the culprit? Why can none of them remember exactly how or when they all met, and why are they so surprisingly proficient with guns and explosives?

[The "mesh friends" are actually well-pruned beta forks of a team of Firewall sentinels sent to Olympus to investigate a hot spot in the TQZ; in order to avoid attracting further attention after a mishap with the local Rangers, the team forked themselves into rented bodies with implanted false memories so that the betas could act out their cover as partying offworlders while the alphas drove off into the desert to take care of business. The main team didn't expect to be gone long, a few days at most, but something went wrong and they were nearly two days overdue; while preparing to blast a rediscovered Fall-era bunker off the face of Mars one among them became infected with a YGBM hack (Known in Firewall as Friend/Foe) that disrupted their brain's ability to assign emotional responses to familiar faces. This resulted in the sudden onset of severe paranoia in the infected sentinel, followed by the delusion that all their teammates had been 'replaced' with Exsurgent clones somehow. The infectee killed their teammates one by one and took their stacks for interrogation, but when they could find no evidence to support their theory they decided to hunt down the beta forks in Olympus as well-they have to have missed something. The infected alpha fork is the killer, and at some point during the game of cat and mouse they will attempt to contact their beta in secret to try and convince them of their delusion; furthermore, a backup sentinel arrives in Olympus when the original team does not report in to investigate and attempts to get in touch with the betas, but they do not remember what Firewall is and thus have no reason to trust this mysterious new stranger who seems to know them. This should be a paranoia-heavy game, with the GM attempting to subtly play the PCs off one another and drop hints that one or more of them might know more than they're letting on while also playing up the mystery of "how the fuck do I have 80 in energy weapons? I've never held a plasma rifle in my life!"][/spoiler]

Original Sin
[spoiler]This scenario is actually a three-part arc:

Part One: "Paradise Found" make a spot hidden check to find it
After receiving word of a black market salvage auction set to take place on Paradise, Firewall dispatches a hastily-assembled team of sentinels to infiltrate the various attending parties and ensure that none of the items up for bid could be dangerous TITAN relics. When the team learns that one of the lots is a Fall-era ark ship loaded with terraforming devices and genetic samples of every living species on Earth, however, their mandate is suddenly overridden from above their local Proxy: secure the location of the ship, track it down, and destroy it at any cost. Doing so could be easier said than done, considering the varying factions all seeking to get their hands on such a valuable prize: hardcore reclaimers, barsoomian extremists, Lunar triad gangsters, and Oversight counterespionage agents all want a piece of the pie.

Part Two: "Out of the Garden"
After capturing and interrogating the beta fork of the Argonaut attempting to auction the location of the ark ship, the team catches a shuttle to the scientist's home habitat of Mitre to track them down and question them properly. The Argonaut is one step ahead of them, however, and finding him or her won't be an easy task; especially not if one of the prospective auctioneers from Paradise also manages to get a bead on their quarry. With multiple disgruntled buyers on their tail the Argonaut attempts to flee to a passing scum swarm for safety, and the sentinels have no choice but to track them aboard and capture them without incurring the wrath of the Assclown Rodeo.

Part Three: "And Gnashing Of Teeth"
Having finally secured the spatial coordinates of ARC-001 from the Argonaut, the team egocasts out to Saturn's orbit before acquiring a suitable vessel for their "salvage op" of the lost ark. When they approach the drifting vessel they discover that someone has beaten them to the punch; another vessel has already docked with the ark and presumably boarded. Upon reporting this new information to Firewall, their orders change once again: they must board the ark before destroying it, find out who the would-be salvagers are, and see if they have transmitted any information from the derelict's mainframe. After boarding the ghost vessel the team is confronted with a bizarre alien ecology in a bottle, complete with flora, fauna...and a food chain that places them near the bottom. The sentinels must call upon every element of their training and experience to survive the horrors of the ark, learn who or what discovered the ship before them, and face the darkest secret of Firewall's history.

[The 'secret' Firewall is so keen for the sentinels to bury by destroying the ship is the existence of the Prometheans, one of whom was supposed to be operating the Ark during its voyage out of the solar system in the height of the Fall. Despite the AI's best efforts, it became infected with the Exsurgent virus and was forced to cut off portions of its own code in order to prevent itself from becoming a full-blown TITAN; these amputated bits of code were cordoned off into relatively minor systems aboard the Ark, such as the environmental controls and body bank (Left over from the ship's hasty conversion from bulk freighter to colony ship), hence the Pandora-esque interior. The ship attached to the Ark belongs to a group of exhuman brinker salvagers who just happened to stumble across the Ark as it drifted within range of their habitat; the sentinels will undoubtedly be wary of the surviving exhumans if they manage to make contact, but the hostile environment of the Ark might force them into teaming up with them in order to accomplish their objective...although even if they manage to blow up the ship there's always a chance one of the exhumans could escape with a bit of proto-TITAN code using the ship's egocasting array, setting up a potential threat for a future game or campaign.]

Apologies for the pretentious names on this one, I was having a hard time coming up with something fitting.[/spoiler]

Thoughts? Comments? Suggestions?

142
[AGGRESSIVELY VOLUNTEERS]

I can always use more Eclipse Phase in my life.

143
RPGs / Re: Eclipse Phase
« on: July 14, 2014, 11:32:03 AM »
So apparently the Morph Recognition Guide is out (Or else someone got an early copy somehow) because I just found this little gem:



I just have no words.

144
I just picked up The Devotees off DTRPG last night, great read.

145
Thirding a postmortem, but I'd rather skip the personal scheduling details and hear more about the challenges and experiences Caleb had running Better Angels as a campaign.

146
Just got around to listening to Erasure Squad, and I have to say my favorite bit was easily the death of Igor.

"I got i-" "I got-" "I got it-"
*DEAFENING AUTOMATIC GUNFIRE*

Although "prove you're a real human" was also pretty hilarious. I'll have to borrow that for future EP games. :p

147
RPGs / Re: THE QUEUE: Whacha got in YOUR gaming pipeline
« on: June 15, 2014, 12:14:23 AM »
Oh god I have so many games I'm waiting to run/play. Here are the top ones:

Star Wars: Edge of the Empire - I have a campaign ready to play called "Rebels For Hire", the basic premise is a ragtag crew of scoundrels is hired by a wealthy Mid Rim heiress to start and lead a resistance movement against the Empire on her planet in exchange for help with paying off their substantial debts with some dangerous crime lords. As the game goes on the characters will have to choose between diverting more and more funds towards removing the death marks on their heads or investing money in the fledgling rebel movement they've founded.

Wild Talents/Base Raiders (Haven't decided) - After reading through the Base Raiders book and listening to the first couple episodes of New Arcadia again I've decided to run a modified version of Ross' campaign for the gamers at my school: the Citizens of New Arcadia. The game begins with a bunch of random people in New Arcadia receiving packages from a mysterious source and discovering that they contain rare superpower sources (Super soldier drugs, magical artifacts, alien technology, etc etc). As crime in the city rises to dangerous levels thanks to the emergence of a new organized crime group, these ordinary citizens decide to empower themselves to fight back against the Syndicate. How do they adjust to life as costumed vigilantes? How will the Syndicate react to this new threat to its power? Who sent the packages to the new heroes, and why?

Night's Black Agents - A friend of mine has been working on a campaign to run for our old high school group over the summer, but since I'm stuck out of town for my job I won't be able to participate (*wailing and gnashing of teeth*) so I decided to write my own campaign with blackjack and hookers. Working title is "Blood Coast"; the game takes place in Somalia and follows a group of private security contractors who specialize in anti-piracy work. After taking what seems to be a simple escort job things get really complicated when the team stumbles onto a convoluted conspiracy for control of Somalia's fledgling new government, turning themselves into targets in the process. This game is less Burn Notice and more A-Team/Black Lagoon, but I made sure to include plenty of covert plot threads so the players don't just try to go Expendables on everything.

On the off chance I get to play anytime soon I have two characters ready to go: the first is a former US Navy medic who was discharged for mental health reasons and became a cleaner and street doctor (Is it so wrong to enjoy your job?), and the second is an Ex-KGB wetworker turned arms dealer and gunrunner with ties to Bratva (AKA the Russian mafia; everybody needs friends, da?).


148
Brighter Futures Tumblr/Twitter needs to be a thing now.

"real talk the parent volunteers at this school creep me out, there's always this one asian guy hanging out fuckng EVERYWHERE"

"fell asleep in 3rd prd bio nd when i woke up the school was surounded by zombies. fml"

"holy shit we finally get some awesome guests for assembly meetings PARTY JUICE FUKC YEAH #YOLOOOO"

"MISTER A. MISTER A. MISTER A. MISTER A."

"HOLY FUCK YOU GUYS DON'T GO INTO THE TEACHER'S LOUNGE THE FUCKING SCANTRON MACHINE TRIED TO FUCKING EAT ME"

149
RPGs / Re: BaseRaiders
« on: June 10, 2014, 02:30:58 AM »
I'm moving into my new apartment tomorrow and probably won't be able to do another write up for a bit, but in the meantime have a teaser of session two ("Repossessed Assets"):

GM: "As you scan the unconscious woman with your HUD, you notice several disturbing things: despite her recent activity she's not breathing, her heart isn't pumping blood, her body is at room temperature and she appears to have very prominent canines...fang-like, almost."
Mike: "Guys, I think we just killed a werewolf."

150
RPGs / Re: BaseRaiders
« on: June 10, 2014, 12:11:12 AM »
So I've run two sessions of Base Raiders for my friends thus far, and I have to say both were an absolute blast.

Session One - Black Friday

This was a one-shot origin story game that we decided to play at the last minute while hanging out, and although I improvised about 90% of it somehow it all came together hilariously (Aside from me mangling a bunch of background stuff). The characters were Mike Rogers (Former villain henchman lieutenant, now stay at home Dad of three), Joseph Smith (Art History dropout spending every dime looking for his missing superheroine girlfriend), and Penelope Dean (Hot Topic employee and step-daughter of a supervillainess), who all found themselves in the Vanderburg Mall on the morning of Black Friday. After a brief round of holiday shopping shenanigans to establish the characters (In which Mike bought the wrong version of Pokemon for his kids, Penelope promised the new employees a bonus for "holding the line" with no intent of giving them one, and Joseph failed to buy paint brushes because he was broke) they all found their way to the food court where a man was ranting and raving to a crowd about the dangers of metahumans and superpowers. In order to "prove" to everyone how dangerous they were the man reached into a bag, withdrew a spherical device, and activated it causing a wave of energy to rush through the crowd. Most people were unaffected beyond getting knocked over, but about half a dozen (Including Joseph) began writhing on the ground as they experienced sudden physical mutations.

While this was going on the madman was shot dead by the mall cops, but before they could figure out what was going on one of the newly-awakened mutants transformed into a twenty-tall bastard love child of a crocodile, a venus flytrap, and a deathclaw. The cops panicked and shot at it, doing absolutely nothing, and this set it off on a rampage throughout the mall. By this point Mike and Penelope were fleeing for their lives and Joseph had finished morphing into some sort of feathered, winged, beaked birdman, so the latter attempted to fly away with his new wings and succeeded at smacking into the skylight above the food court. After recovering he dove back down, avoiding the other mutants, and grabbed the spherical device and the bag it had been inside (Which was full of money, documents, and strange-looking vials). Mike and his kids fled over to electronics, narrowly avoiding Satanzilla as it chased after another mall cop, and Penelope fled back to Hot Topic to get her things. While there she encountered a team of men in tactical gear who claimed to be from the city's metahuman response task force, but with her Empathy roll she realized it was pretty suspicious at how quickly they had arrived on the scene. They urged her to evacuate the building, which she pretended to do before doubling back and following them to the entrance to Macy's where they stunned another mall cop with some sort of advanced, non-standard sonic cannon.

Mike managed to get his kids to an emergency exit and was just about to leave the madness behind when it opened to reveal another group of men in tactical gear carrying exotic and advanced weapons. Their leader attempted to convince Mike that they were with the metahuman task force before Mike realized it was none other than Frank, his old buddy from his henchman days! Frank was equally surprised to find Mike on the scene but seemed to be in a hurry, so he "offered" to have Bryan (Another old friend who was wearing some sort of clawed cybernetic sleeves) escort Mike and his kids to their car while the rest secured the situation. Mike agreed, sensing something was up, and spent the walk over to the parking garage thanking Bryan profusely for coming to their rescue. This meant that when Bryan attempted to blast Mike in the back of the head with his cyborg arms he hesitated enough for Mike to dodge around the side of the family minivan, and after a brief struggle Mike managed to subdue Bryan by ramming him with the fucking minivan. At this point Mike retrieved his daughter's little league bat from the trunk, broke both of Bryan's kneecaps, and proceeded to question his old poker buddy on what the fuck was going on.

Meanwhile back in the food court Joseph was examining the contents of the duffel bag to find something that could turn him back to normal. There were two vials marked "Achilles", one marked "Metamorphosis", and an unmarked vial with a sticky black liquid inside, so out of desperation he tossed down the vial of Metamorphosis. Despite suffering almost ten burn as a result of that and his previously gained bird powers he managed to gain control of it as his body turned into liquid metal, giving him the power of shapeshifting and basically making him into a T-1000 Birdman. He also tried to examine some of the documents in the case but they were written in some sort of code using various languages he wasn't fluent in, so he was unaware of what was actually going on as Bryan explained it to Mike:

Frank and the gang from Mike's henchman days had turned to base raiding after their boss, a supervillain named Fallout, disappeared during Ragnarok. They mostly went after lightly protected facilities since all they had was a small cache of Ideal and Lutyen tech and some know-how from their henchmen days, but a few days ago they had been hired by an anonymous client to raid an old storehouse of Biomancer's and retrieve a spherical device. The job was a success and they snagged a case of supersoldier drugs on their way out for a bonus, but when they met the buyer to make the exchange he tried to haggle them down from the agreed-upon price, then simple stole their loot bag out from under them with the help of an invisibility charm. They managed to track him to a hotel in New Arcadia, but when they stormed his room all they found was a collection of notes on the Mutant Gene Activator, plans of the Vanderburg Mall, and a calender with Black Friday circled. According to the notes Biomancer had undertaken research to find a way to trigger dormant mutant genes en masse in 1/15th of the population, but the prototype device he created using reverse-engineered Lutyen tech had an unfortunate side effect of infecting another 2/15ths of those exposed with Lutyen's Disease, a flaw he hadn't managed to fix before Ragnarok. Those infected would remain carriers for 24 hours, at which point the virus would be communicable and the carriers would begin to die; that was the window Frank and his team had to recover the MGA, somehow reprogram it to re-suppress the virus, and detonate it again inside the Mall to prevent an outbreak of one of the deadliest diseases known to man.

Meanwhile at Macy's Penelope watched as the "metahuman response force" used thermite to burn their way through the floor and access an underground chamber which shouldn't actually be there. Two of the men fast-roped down while the one with the sonic cannon (Riley) remained in the store as a guard, but using some cunning Penelope was able to sneak up to him and push him into the hole (The mall cop they had stunned unconscious was a friend of hers), sending him plummeting about thirty feet to land on his weapon's backpack power cell. One of the other man climbed back up to find whatever had pushed Riley into the hole while the other tried to see if he was okay, and at this point Joseph entered the scene with the bag of goodies. The base raider threatened to shoot Joseph if he didn't slide the bag over, which he did, but at that point Satanzilla showed up and chomped the man with its flower petal mouth and harpoon tongue. While it was munching on him Penelope and Joseph scrambled for the hole in the floor, the latter grabbing the bag on his way, and after the screaming died down the monster stalked off in search of more prey and left the three strangers alone in a subterranean basement with no idea who each other were.

Back outside Mike managed to get Bryan's cybernetic sleeves off, which according to him were jail-broken Lutyen riot control devices that could fire stun beams, short-circuit electrical systems, and project searing lethal laser blasts. Bryan also admitted that they had learned of an old safehouse belonging to Doctor Pangloss buried underground where the Vanderburg Mall had been built; they guessed their client had intended to detonate the MGA as a distraction so he could loot the contents while everyone was running away from the crazy mutants, but after double-crossing them he had been in a rush and hadn't accounted for trigger-happy cops blowing him away. One team was sent to investigate Pangloss' safehouse in the hopes it might have information on the MGA, since she and Biomancer had been rivals, while Frank's team went to hunt down the bag and the MGA itself. Knowing that he or his kids might have contracted Lutyen's Disease from the MGA Mike knew that he would need every advantage he could get to recover the device, so he slid the arms on and activated them, miraculously avoiding burn by spending every last one of his remaining skill points and getting away with just the Untrained aspect. After setting Bryan's broken legs and tying him up with seatbelts in the back of the van, Mike (Whom we decided was channeling Bryan Cranston) locked his kids inside and headed back to the mall, once again narrowly avoiding catching the attention of a stalking Satanzilla before heading towards Macy's and the safehouse.

Inside the base Joseph, Penelope, and Jerry were locked in the strangest Mexican standoff in the world over Riley's unconscious form and the bag of stolen goodies. Joseph really wanted the money in the bag so he could use it to find his missing girlfriend (And so he could buy something to fix his now two freakish deformities), Jerry wanted the MGA, the documents, and the super soldier drugs they busted their asses to steal, and Penelope wanted to know what the fuck was going on. After calming down a bit Joseph agreed to toss the bag over, but in the process the black vial slipped out and broke at Jerry's feet. The liquid inside consumed him entirely until he was nothing more than a pimple-shaped blast blob pulsing on the floor, leaving Joseph and Penelope alone with the bag and Riley in Pangloss' secret storehouse. At this point Mike managed to reach the "entrance" and climbed down, retrieving the MGA, and when he found Riley unconscious with two strangers he decided to do a quick search of the base to see if there was any medical equipment he could use to stabilize his friend. Using the arms' EMP setting he managed to open a small storeroom full of what looked like historical artifacts (It seemed this was one of Pangloss' few magical item caches) and a computer room, leaving a third ("Specimens") sealed. With no obvious means of helping Riley and the MGA in his hands Mike left to find Frank so he could reprogram the device while Penelope and Joseph attempted to hack the computer and search for useful information on the subject (With absolutely no knowledge of hacking between them).

After a few failed attempts Penelope went to examine the storeroom full of artifacts, inadvertently knocking one over in the process and bringing it to life; it was a burned piece of parchment with Japanese kanji written on it, and as it touched the floor it burst into flames. When Penelope inhaled the fumes she gained the Strange skill "Spirit of the Dragon" a Superhuman level ability which gave her thirteen burn and bonded her soul with that of an ancient Japanese dragon. Her player took a number of cosmetic flaws that gave her a permanently draconic appearance, as well as a major complication that resulted in her hearing the dragon's voice and experiencing his avarice and greedy urges herself. Unfortunately this didn't come into play this session as we ran out of time, and since we were near the end I just fast-forwarded and resolved the remaining threads. Mike saved Frank and his squad from Satanzilla by distracting it until the NCPD could arrive with Lawgiver (Resulting in a giant robot-kaiju fight in the parking lot), allowing them to reprogram and detonate the device a second time. Joseph failed at hacking into the safehouse computer but was remotely contacted through the interface by someone referring to themselves as "I" with an offer of employment if he entered a self-destruct code into the mainframe (Which he did). Penelope, sporting an obviously inhuman appearance, decided to tag along with him while trying to make sense of the pompous scaly bastard riding shotgun in her head.

In the epilogue the three unwitting heroes and the remainder of Frank's team showed up at Nighthawk's diner to meet a woman named Iconoclast, who offered them a lucrative contract to hunt down and ransack an old supervillain base belonging to some asshole named "Fallout".

(I'll post session two, which was a hell of a lot more coherent but no less fun, a bit later)

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