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Storming the Castle

Date: June 20, 2014
Characters in attendance: Hex, Lady Paladin, 99, Quantum, Shimmer
Experience awarded: ?

The group meets the five mysterious strangers, who turn out to be fantasy analogs of themselves: * Dame Champion, an older paladin who can still take care of herself * Hauberk, a mysterious man in head-to-toe magical armor * Shade, a handsome rogue who can disappear when he needs to * Chaos, a robed and hooded man who controls the mystical arts * Thrall, a long-lived dark elf who comes from a life of imprisonment and pain

This group leads them to the city of Port Landing, a peaceful city until the throne and the castle were seized by The Ursurper, who made himself ruler with the aid of two powerful mages. He and his army of orcs have enslaved the populace, and having recently discovered the portal to our world, had made plans to extend their power there. The fantasy analogs were adventurers who were leading a rebellion against the new king. With our heroes, they had a chance of winning.

In the local tavern (McMinamins), while the groups are being served by Olaf and his wife Stella, they reveal their plans. While the fantasy group leads a frontal assault on the castle, Olaf will lead our heroes through hidden passages into the castle, where they will attempt to take out the powerful wizards.

The group make it into the castle, defeat several groups of guards, and make their way to the throne room, where they engage the wizards. Lord and Lady Malach are extremely powerful mages and have been the power behind the throne.

Our heroes are just barely holding their own against the numerous guards, orcs, and the Malachs, and have taken a lot of damage, when the wizards' reinforcements show up, and everybody learns that the frontal assault against the castle was a failure, and the other group was defeated. All seems lost…

GM's Notes:

This was supposed to be a really tough fight. All of the enemies were made as Champions characters, not Fantasy Hero, and very powerful. The orcs either had tough maces that could knock you down in a single blow, or huge bows that could shoot an arrow through almost anything. Lots of body damage was done.

I had a lot of fun creating the fantasy analogs of the characters.

Dame Champion

VAL CHA Cost Roll Notes
45 STR 35 18- HTH Damage 9d6 END [4]
18 DEX 16 13-
18 CON 8 13-
23 INT 13 14- PER Roll 14-
18 EGO 8 13-
18 PRE 8 13- PRE Attack: 3 1/2d6
9 OCV 30
7 DCV 20
3 OMCV 0
6 DMCV 9
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12
18 PD 16 18/36 PD (0/18 rPD)
16 ED 14 16/32 ED (0/16 rED)
10 REC 6
40 END 4
18 BODY 8
50 STUN 15
Movement Cost Meters Notes
RUNNING 4 16m/32m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
Characteristics Total: 254
Cost Powers
28 Armor: Resistant Protection (10 PD/8 ED/5 Mental Defense/5 Power Defense) (42 Active Points); OIF (-1/2) - END=0
5 Armor: Life Support (Extended Breathing: 1 END per Turn; Immunity: Blistering Agents; Safe in Intense Cold; Safe in Intense Heat) (8 Active Points); OIF (-1/2) - END=0
3 Mental Defense (8 points total) - END=0
30 Magic Sword: Multipower, 30-point reserve - END=
3f 1) Killing Attack - Hand-To-Hand 2d6 (5d6 w/STR) (30 Active Points) - END=3
2f 2) Hand-To-Hand Attack +4d6, Armor Piercing (+1/4) (25 Active Points); Hand-To-Hand Attack (-1/4) - END=2
15 Shield: Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1) - END=
1f 1) Resistant Protection (8 PD/8 ED/4 Flash Defense: Sight Group) (30 Active Points); OAF (-1) - END=0
1f 2) Reflection (30 Active Points' worth), Any Target (+1/2) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only ranged energy attacks; -1), OAF (-1) - END=3
1f 3) Sight, Radio and Mental Groups and Combat Sense Flash 3d6 (30 Active Points); OAF (-1) - END=3
Powers Total: 89
Cost Martial Arts
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 55 STR
3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 9d6 +v/10 Strike; You Fall, Target Falls; FMove
Martial Arts Total: 7
Cost Skills
3 Breakfall 13-
2 Animal Handler (Equines) 13-
3 Climbing 13-
3 Deduction 14-
3 Tactics 14-
3 Teamwork 13-
4 WF: Common Melee Weapons, Lances, Staffs
3 Streetwise 13-
12 Survival (Arctic/Subarctic, Temperate/Subtropical, Tropical, Desert, Mountain, Underground) 14-
3 Bureaucratics 13-
3 Interrogation 13-
3 Paramedics 14-
3 Stealth 13-
3 Riding 13-
Skills Total: 51
Cost Talents
2 Off-Hand Defense
15 Combat Sense 14-
Talents Total: 17
Value Complications
10 Distinctive Features: Scarred (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
30 Hunted: Usurper's guard Very Frequently (Mo Pow; NCI; Harshly Punish)
15 Social Complication: Must defend the innocent Frequently, Major
Complications Total: 55
Base Points: 400
Experience: 18
Experience Unspent: 0
Total Character Cost: 418

Hauberk

VAL CHA Cost Roll Notes
75 STR 5 24- HTH Damage 15d6 END [7]
20 DEX 20 13-
20 CON 10 13-
18 INT 8 13- PER Roll 13-
15 EGO 5 12-
16 PRE 6 12- PRE Attack: 3d6
8 OCV 25
7 DCV 20
3 OMCV 0
5 DMCV 6
5 SPD 30 Phases: 3, 5, 8, 10, 12
8 PD 6 8/33 PD (0/25 rPD)
8 ED 6 8/33 ED (0/25 rED)
8 REC 4
40 END 4
16 BODY 6
50 STUN 15
Movement Cost Meters Notes
RUNNING 0 20m/40m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
Characteristics Total: 176
Cost Powers
3 Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0
3 Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) - END=0
5 Running +8m (20m total) (8 Active Points); OIF (-1/2) - END=1
30 Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (-1/2) - END=0
30 Resistant Protection (10 PD/10 ED), Impenetrable (+1/4), Hardened (+1/4) (45 Active Points); OIF (-1/2) - END=0
8 Knockback Resistance -12m (12 Active Points); OIF (-1/2) - END=0
10 Life Support (Eating: Character only has to eat once per week; Safe in Intense Cold; Safe in Intense Heat; Self-Contained Breathing) (15 Active Points); OIF (-1/2) - END=0
7 Nightvision, Discriminatory (10 Active Points); OIF (-1/2) - END=0
22 Spatial Awareness (Hearing Group), +3 to PER Roll (33 Active Points); OIF (-1/2) - END=0
40 Attack Powers: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) - END=
8v 1) +60 STR (60 Active Points); OIF (-1/2) - END=6
7v 2) Hand-To-Hand Attack +8d6, Double Knockback (+1/2) (60 Active Points); OIF (-1/2), Hand-To-Hand Attack (-1/4) - END=6
7v 3) +7 with HTH Combat (56 Active Points); OIF (-1/2) - END=
Powers Total: 180
Cost Skills
5 Riding 14-
3 Tactics 13-
3 Interrogation 12-
2 Navigation (Land) 13-
24 +3 with HTH Combat
2 Animal Handler (Equines) 12-
Skills Total: 39
Cost Talents
3 Lightsleep
3 Bump Of Direction
Talents Total: 6
Value Complications
15 Psychological Complication: Hates taking his suit off (Common; Strong)
15 Psychological Complication: Tortured Soul (Common; Strong)
30 Hunted: Usurper's Guard Very Frequently (Mo Pow; NCI; Harshly Punish)
Complications Total: 60
Base Points: 400
Experience: 1
Experience Unspent: 0
Total Character Cost: 401

Shade

VAL CHA Cost Roll Notes
15 STR 5 12- HTH Damage 3d6 END [1]
18 DEX 16 13-
18 CON 8 13-
18 INT 8 13- PER Roll 13-
15 EGO 5 12-
10 PRE 0 11- PRE Attack: 2d6
10 OCV 35
12 DCV 45
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
10 PD 8 10/30 PD (0/20 rPD)
10 ED 8 10/30 ED (0/20 rED)
10 REC 6
30 END 2
13 BODY 3
40 STUN 10
Movement Cost Meters Notes
RUNNING 4 16m/32m END [2]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
Characteristics Total: 193
Cost Powers
40 Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-1/2) - END=0
5 Power Defense (5 points) - END=0
5 Mental Defense (5 points total) - END=0
5 Infrared Perception (Sight Group) - END=0
50 Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Reduced Endurance (1/2 END; +1/4) (50 Active Points) - END=2
5 Nightvision - END=0
40 Attack Powers: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) - END=
4f 1) Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR), Armor Piercing (+1/4) (56 Active Points); OIF (-1/2) - END=6
4f 2) Killing Attack - Ranged 4d6 (60 Active Points); OIF (-1/2) - END=6
Powers Total: 158
Cost Skills
3 Breakfall 13-
3 Climbing 13-
3 Concealment 13-
3 Defense Maneuver I
3 Lockpicking 13-
3 Riding 13-
3 Streetwise 11-
3 Teamwork 13-
7 Stealth 15-
3 Tactics 13-
Skills Total: 34
Cost Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
15 Combat Sense 13-
Talents Total: 18
Value Complications
30 Hunted: Usurper's Guards Very Frequently (Mo Pow; NCI; Harshly Punish)
10 Psychological Complication: Ladies man (Common; Moderate)
Complications Total: 40
Base Points: 400
Experience: 3
Experience Unspent: 0
Total Character Cost: 403

Chaos

VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6 END [2]
15 DEX 10 12-
20 CON 10 13-
23 INT 13 14- PER Roll 14-
10 EGO 0 11-
10 PRE 0 11- PRE Attack: 2d6
9 OCV 30
8 DCV 25
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
15 PD 13 15/30 PD (0/15 rPD)
15 ED 13 15/25 ED (0/10 rED)
10 REC 6
60 END 8
15 BODY 5
50 STUN 15
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
FLIGHT 20m/40m
Characteristics Total: 188
Cost Powers
26 Resistant Protection (15 PD/10 ED) (39 Active Points); OIF (-1/2) - END=0
13 Flight 20m (20 Active Points); OIF (-1/2) - END=2
10 Mental Defense (10 points total) - END=0
144 Magic Pool: Variable Power Pool, 72 base + 72 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (144 Active Points) - END=
Powers Total: 193
Cost Skills
3 Analyze: Magic 14-
3 Deduction 14-
3 Disguise 14-
3 KS 14-
3 Riding 12-
3 Power 14-
3 Tactics 14-
Skills Total: 21
Cost Talents
3 Lightsleep
5 Eidetic Memory
Talents Total: 8
Value Complications
30 Hunted: Usurper's Guards Very Frequently (Mo Pow; NCI; Harshly Punish)
15 Psychological Complication: Overconfident (Common; Strong)
Complications Total: 45
Base Points: 400
Experience: 10
Experience Unspent: 0
Total Character Cost: 410

Thrall

VAL CHA Cost Roll Notes
20 STR 10 13- HTH Damage 4d6 END [2]
18 DEX 16 13-
23 CON 13 14-
13 INT 3 12- PER Roll 12-
23 EGO 13 14-
20 PRE 10 13- PRE Attack: 4d6
8 OCV 25
5 DCV 10
10 OMCV 21
8 DMCV 15
5 SPD 30 Phases: 3, 5, 8, 10, 12
12 PD 10 12/27 PD (0/15 rPD)
12 ED 10 12/22 ED (0/10 rED)
6 REC 2
40 END 4
30 BODY 20
50 STUN 15
Movement Cost Meters Notes
RUNNING 0 12m/24m END [1]
SWIMMING 0 4m/8m END [1]
LEAPING 0 4m 4m forward, 2m upward
Characteristics Total: 227
Cost Powers
20 Mental Defense (20 points total) - END=0
26 Resistant Protection (15 PD/10 ED) (39 Active Points); OIF (-1/2) - END=0
14 Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per Turn; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; Sleeping: Character only has to sleep 8 hours per week) - END=0
27 Killing Attack - Hand-To-Hand 2 1/2d6 (4d6 w/STR) (40 Active Points); OIF (-1/2) - END=4
60 Mental Attacks: Multipower, 60-point reserve - END=
6f 1) Mental Blast 6d6 (Human class of minds) (60 Active Points) - END=6
6f 2) Mental Illusions 12d6 (Human class of minds) (60 Active Points) - END=6
Powers Total: 159
Cost Skills
3 Streetwise 13-
2 Survival (Underground) 12-
3 Riding 13-
3 Paramedics 12-
3 Breakfall 13-
Skills Total: 14
Cost Talents
4 Resistance (+4 to roll)
17 Danger Sense (self only, in combat, Function as a Sense) 12-
Talents Total: 21
Value Complications
30 Hunted: Usurper's Guards Very Frequently (Mo Pow; NCI; Harshly Punish)
10 Distinctive Features: Dark Elf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Psychological Complication: Tortured soul (Common; Strong)
Complications Total: 55
Base Points: 400
Experience: 21
Experience Unspent: 0
Total Character Cost: 421