- Brian managed to show up, and played his super-speedster Fasttrack. Fasttrack was originally created for a Silver Age Sentinels game that never got off the ground (I blame Doug and Paul for breaking the system before we even started), and a version of him became Brian’s main character in City of Heroes. He seemed pleased to finally be able to role-play him….and he roleplayed the heck out of him, much to the amusement of the other players. They were particularly taken with his rapid stream-of-consciousness speech patterns.
- Fasttrack showed up in time for a brief confrontation between the Order of St. George (Vatican Special Monster-hunting Squad) and the super-group over the disposition of the Wraith’s (Doug’s) evil brother, The Revenant. Eventually it was resolved with the Vatican “heavy hitters” Codex and Joan completely destroying The Revenant’s body with holy flame, releasing all the souls that he’d consumed over the years in a spectacular spiritual light show.
- A call for help from Dr. Kelso at Paradigm labs brought the team to the lab complex, which was on fire. Fasttrack leapt to evacuating the civilians, while the rest of the team plunged into the lab building where Dr. Kelso was, only to come under attack by gorillas wearing exoskeletons.
- The gorillas were led by a silver-back, sans exoskeleton, dragging Dr. Kelso by one ankle. There we broke for the evening.
When next we resumed, the players were treated to the first genuine villain monologue of the campaign, which they sat still for and even seemed to find amusing. At least part of the reason they bore it patiently is that last time they interrupted a villain’s monologue (in the Weird West Campaign), they destroyed the Universe before the villain had time to warn them against it.
- The gorilla leader called himself Ape X, or Apex, was a product of Dr. Kelso’s continued research into nerve regeneration and repair.
- He had dosed the other gorillas with it, but it took a while to take effect, and Dr. Kelso had managed to get away and call in the team before he was ready.
- Apex tele-operating the other gorillas via the exoskeletons, using a modification of Redline’s (Mike’s) exoskeleton’s kinesthetic feedback controls.
- Dr. Kelso was dying, neck broken by an inexpertly wielded tele-operated gorilla, but Apex planned to save her momentarily by putting her in a “Captain Pike” chair, where she’d be less trouble.
- Attacking Apex failed, since what they saw was just a hologram. “Didn’t I mention that I’m smarter than you? I’m pretty sure I did.”
- Jungle Gal was able to use her Animal Friendship to calm the rampaging gorillas, but before they could pursue Apex he warned them that he had sent some of his gorillas to set the Null Energy Generator project in Lab 57 to go super-critical so if they wanted to prevent the Earth’s atmosphere from being stripped away they should probably attend to that.
- The team managed to stop the Null Energy Generator explosion through teamwork and the first “Power Play” of the campaign (a Kapow! rule that lets players combine their powers and through comic-book logic create a new power). They then found that it was all a bluff, and if left alone the destabilized field would have damped itself out instead of destroying the world. “The villain lied to us!” exclaimed one of the characters.
- The team (except Jungle Gal) agreed that the remaining gorillas would have to be put down, since the evidence was that gorillas granted super-intelligence through the formula were dangerous.
- Jungle Gal (Wendy) snuck back into the labs and absconded with the gorillas, using her wealth to charter a plane to some jungle island hide-away where she would reign as Queen of the super-intelligent gorillas… or at least guide their development so they didn’t become evil. Wendy decided to use this as an opportunity to put Jungle Gal on the back-burner and develop a new character.
- In other developments, the teleporting villain Technik invited herself on a date with Harbinger (Dan); this seemed to freak Harbinger/Dan out much more than I thought it would, given his character’s attitudes towards other attractive NPCs they’d run into.
- Beef, the minor villain that Namaste and Jungle Gal had defeated, having been released from jail showed up at Namaste’s yoga studio seeking to study under her and “fix up his Karma and shit.”
- Police detective George Kim showed up at the base, wanting to know what happened with Revenant. Redline told him, only to find out that he was unhappy that the Vatican had exceeded its authority in this case by executing Revenant without due process. The team had let them go ahead because they were dubious about the police and prisons being able to hold Revenant, and were afraid that he’d go on a killing spree as he had apparently done back in the late 19th century. Kim didn’t blame the team, but explained that while in the past they had to rely heavily on the Order of St. George to track down and capture supernatural monsters they weren’t supposed to go beyond that, at least without a trial, and the police had reliable ways to deal with supervillains once they had been captured: there were power-nullification holding cells (using a bulkier version of the tech in the Wraith’s gloves) and for long-term imprisonment there was the super-max prison, the Oubliette, in a dimension where no super-powers of any kind worked. Part of this was, by agreement with the players, to establish more firmly that the setting really did permit the heroes to turn over captured villains to the authorities without having to worry about a Arkham Asylum revolving-door situation.
All in all it was a highly satisfactory set of sessions.
2 thoughts on “Faster Than A Speeding Recap”
I have to admit I did enjoy playing Fasttrack, something like five years after creating him in a different system entirely. “Role-playing the heck out of” a character is probably the thing that gives me most enjoyment as a player, and of course amusing the other players is always good. Of course, now I’m going to have to keep that speech pattern…
Boy, this group is never going to be allowed to forget that they destroyed the universe, are they? Especially considering half of us weren’t yet in the group at the time… It even came up last week when I had dinner with Scott and Rachel.
I brought up Clockstoppers because one of the players (I forget whether it was Doug or Wendy) actually said something like “Let him finish, we need to know if we’re going to destroy the Universe.” What can I say, it was a memorable moment.
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