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Showing posts from August, 2020

Save Science City - Day 3, part 1

 The Raven returns!  And - nobody asks where he was, or why he's back... But, if the players don't care, I as GM am too busy to force the issue. Morning 8AM      Reece  makes a quick phone call, verifying that none of the Sunset Boys  will receive bail.  With their trial dates pushed back until after the end of the month, the violent gang members get to reside in the local prison known as The Anchor  until the end of the campaign.     Reece, Genevar, Anduin, and John  all decide they want to interrogate Jasper Coleridge , the rogue CIA agent they captured at the end of last session.     Raven and Trinket  decide that Masharma (Snakeface)  can be of financial boon to Raven's corporation-in-trust (Odin Industries), which he doesn't like is number seven or below on the American Industrials by income list (the player is concerned about his global standing as well).     Maeve  goes to the Locks, an...

Save Science City - session 2

Night began with the award of 1XP (it's not small in Mutants and Masterminds) for last session.  This led to the difference between XP for PCs, and CP, intended for players to mandate improvement of the NPCs.  (GM has villain points for nefarious purposes, including development of NPCs, but not a lot of them.) Morning  Went by an hourly clock, to help avoid the spotlight chaos of last session.  Wasn't totally successful, but it helped immensely.     9AM         Prof Morgan  decided to recruit NPC Alexandra the Conqueror as their prosecuting lawyer for the Sunset Boys.         Anduin Wessex  organized and motivated the task force, giving them a +1 defense bonus (which they really didn't need).         Reece  went around Greymark, making intimations to the police that the FBI was coming after corrupt cops soon.  Police Corruption rolled a 3 on its saving throw, and went into temp...