The Dreamers
A Marvel Heroic Roleplaying campaign.
Southeastern Metahuman Reservation (“Summerville”)
A daring Free Dreamer terrorist attack on the Summerville Rez turns out to be a cover for something more sinister. Our heroes are on hand to respond and discover the terrible threat that looms on the horizon.
Hook Scene: Cable’s Bar
Rose Thorn and Gumdrop start out the episode having been processed that morning at the Reception Center. Once processed they were assigned homes and given temporary employment until something more permanent can be arranged for them. They leave immediately from there, taking a bus to Cable’s Bar, where they’re to meet the STAR agent (Paladin) they’re supposed to be helping for the next few days.
Rose Thorn and Gumdrop walk a block from the bus stop to where they’re to meet Paladin for their temp job. They discuss their situation along the way, with Rose Thorn bemoaning the unfairness of it all, having been revealed as a Dreamer and detained just when she hit the big time in her acting career. Gumdrop is irritated at that and suggests Rose should keep thing in perspective, being thankful she at least still looks human. Gumdrop is stuck forever in her gummy-form and can’t even pretend to blend in with “normal” people anymore.
Arriving at the address they’ve been given, the two hang out on the sidewalk to wait for their contact to arrive and pick them up. Almost immediately, a dubious looking fellow (Mentat) steps out the bar behind them, looking frustrated and a little frantic, searching for someone. He spots the two of them immediately and marches over, demanding to know what the hell kept them.
Rose and Gumdrop snap back that they just got off the bus and came straight here…but Mentat cuts them off, gesturing them down the alleyway. That strikes them as odd but they follow anyway. There he quickly presses a briefcase into Rose’s hands and tells them both to hurry up and get it to the bank. They only have half an hour before all hell breaks loose!
Buildup Scene: The Dark Alleyway
Mentat moves to leave but Gumdrop immediately questions him about the odd errand. What’s going on? Why are they delivering the suitcase to the bank? What’s the hurry and what exactly is about to break loose?
Mentat looks surprised then and, after a moment’s suspicious contemplation, asks, “Didn’t Omni send you?” The PC’s have no idea who or what Omni is and say as much…and Mentat realizes he’s made a terrible mistake. He demands the briefcase back and looks more than a little angry and upset about it all.
Rose refuses to give the briefcase back to Mentat until he answers Gumdrop’s questions. They’ve already caught on that something very fishy is going on here. Mentat is short on time (and temper) though, so he lashes out, intent on getting that briefcase back!
He attempts to control Rose with this Telepathy trait, to cause her to hand it over.
Solo d6 (2), Aggressive d8 (3), Telepathy d10 (10), Psych Expert d8 (3)
13 + d8 effect
Rose reacts: Buddy d10 (9), Flashy d8 (3), Emotion Control d10 (10), Psych Master d10 (8)
19 + d10 effect
Rose shrugs off the attempt at psychic domination and is ready to go on the offense, using her pheromones in order to intimidate Mentat with her awesomeness. She takes the first action between she and Gumdrop, since Gumdrop is largely unaware of the psychic/pheromone battle is even going on…though there’s clearly something happening here between these two…
Rose pushes with her Emotion Control, intent on dominating Mentat now.
Rose: Buddy d10 (10), Flashy d8 (7), Emotion Control d10 (10), Psych Master d10 (8)
20 + d10 effect
Mentat reacts, resisting with his Psychic Powers.
Solo d6 (3), Intimidating d8 (4), Telepathy d10 (1), Psych Expert d8 (5)
9 + d8 effect
Rose inflicts emotional stress on Mentat (d10), stepping that up beyond d12 due to a double extraordinary success and automatically stressing him out. Still, she pulls her punch so he doesn’t take any emotional trauma. Mentat gives up and Rose has dominated him just that easily.
With neither of them having any kind of tech specialty, they decide not to mess with the briefcase, figuring it’s a bomb or something. They instead drag Mentat out of the alleyway and back to the bar in order to call the SRPD from there…but immediately bump into Paladin, who’s already arrived to look for them. When he gets the lowdown on what’s taken place he restrains Mentat and seizes the briefcase to inspect it.
Paladin reckons that his Tech Expert and military background covers basic demolitions so, once Rose and Gumdrop inform him of what Mentat said before, he assumes the worst - that the briefcase is a bomb and needs to be defused before it blows! He makes a quick call to the SRPD to notify the bomb disposal unit, then sends Rose and Gumdrop off to clear the street. He takes the briefcase into the clear once they do and gets to work examining it.
Team d10 (4), Peacekeeper d8 (5), Superhuman Reflexes d10 (9), Tech Expert d8 (5)
14 + d10 effect
Doom pool: d6, d6
4 + d6 effect
Paladin determines the briefcase does contain a bomb…and it’s set to go off in twenty minutes! He works to defuse it right away.
Team d10 (3), Peacekeeper d8 (7), Superhuman Reflexes d10 (4), Tech Expert d8 (1)
11 + d10 effect
Watcher takes the opportunity and adds a d6 to the Doom Pool before rolling against Paladin. Paladin gets a PP.
Doom Pool: d6 (2), d6 (2), d6 (1)
2 + d6 effect
Paladin lets Watcher’s opportunity go and takes the extraordinary success in defusing the bomb. With an end result of a d12 effect he describes not only defusing the bomb but having the whole thing broken down into readily identifiable and easily examinable components for the bomb disposal team when they arrive moments later.
Mentat is still stressed out, so Paladin gets to work interrogating him while the bomb disposal team picks over the dismantled bomb. Gumdrop and Rose Thorn are on hand and Gumdrop decides to lend her support to Paladin while Rose keeps the gawkers at a safe distance.
Gumdrop: Team d6 (2), Here Let Me Help d8 (3), Superhuman Stamina d10 (9), Medical Expert d8 (7)
16 + d8 effect
Doom Pool: d6 (3), d6 (1), d6 (1)
Gumdrop succeeds, so she adds her d8 effect to Paladin’s interrogation. She also spends a PP to seize Watcher’s opportunity and create an asset for Paladin with her Medical Expert specialty, offering him insights into taking advantage of Mentat’s emotional state.
Paladin: Team d10 (5), For Justice! D8 (1), Psychic Resistance d10 (5), Assault Rifle d8 (5), Covert Expert d8 (4), Mentat’s emotional stress d12 (6), Gumdrop's assistance d8 (3), Gumdrop’s asset d8 (3).
11 + d10 effect
Doom Pool: d6 (6), d6 (6), d6 (4), d6 (3)
12 + d6 effect
Paladin drops a PP to add a die to his total (5) for a new total of 16. He then succeeds and Mentat spills the beans. There are three other bombs about to go off all over town! More than that, the whole thing is set up to support a terrorist attack by Free Dreamers against city hall moments later, which is itself a cover for the boss’s true objective…which, unfortunately, Mentat doesn’t know anything about.
Paladin makes the call to the SRPD to inform his superiors about all this and hauls Mentat down to the station. Rose and Gumdrop come along to provide statements.
Transition Scene: SRPD HQ
At SRPD headquarters the PC’s witness the incoming reports of three separate bombings that the PD were unable to intercept in time. Almost immediately reports come in as well of a large armed force heading for city hall, which SRPD did manage to intercept right outside of town. A large-scale shootout is currently in progress with the suspects but the PC’s are tied up at the SRPD HQ for the duration. In the end several reservation police officers are wounded, some killed. Likewise the raiders, with several dead and multiple arrests made. Later reports reveal most of the terrorists displayed super-powers, indicating they may be Free Dreamers (a Dreamer terrorist organization that sprang up four years ago).
With SRPD largely busy with all that action Paladin’s immediate superior notes a reported break in at Professor Hodges’ estate in town, just a few blocks away. Reasoning that this might be the secret objective of whatever mastermind is behind all this, this “Omni” person that Mentat eluded to, he sends Paladin out to investigate since he’s just now finished submitting his report (and the other two PC‘s, their statements).
Paladin deputizes Rose and Gumdrop on the spot, pointing out the job pays well when they object to being deputized. Needing work as well as to make a place for themselves around here, they both decide to play along for now. Couldn’t hurt to score some points with the local government after all. They accompany Paladin as backup on his investigation.
Action Scene: The Hodges Estate
The PC’s arrive to find something of a battle has gone on here recently, with several dead or wounded scattered in the front yard of the sprawling estate grounds. With one side wearing uniforms and the other in rather disreputable civilian clothing, it would seem they’re looking at a security guard or mercenary force that failed to hold off a large gang of common street thugs.
With the wall of the estate building obviously blasted in from the grounds, it’s clear where they need to go. The PC’s dart inside, hot on the trail of whoever has assaulted this place. They come under fire almost immediately, as it would seem a few armed thugs have been stationed in the house to keep watch for exactly that!
Paladin acts first, shouldering his weapon and demanding the punks surrender…or else!
Paladin: Team d10 (7), For Justice! D8 (6), Superhuman Reflexes d10 (10), Assault Rifle d8 (6), Combat Expert d8 (4)
16 + d10 effect
Thugs: Team d10 (2), Gangsta d8 (5), SMG’s d8 (3), Combat d8 (6)
11 + d8 effect
Paladin scores extraordinary success, so steps up his effect die to d12. That very handily eliminates one of the thug mob die, bringing it down to d8 as some of the thugs throw down their guns and toss up their hands. Watcher tosses a d6 out of the Doom Pool and claims the next action for his thugs. They open fire on the team, ignoring Paladin’s warning.
Thugs: Team d8 (3), Gangsta d8 (3), SMG’s d8 (6), Combat d8 (1)
9 + d8 effect
Paladin reacts: Team d10 (3), Peacekeeper d4 (1), Enhanced Reflexes d10 (1), Combat Expert d8 (8)
8 + d10 effect
Paladin takes 2 PP for his opportunities (as Watcher snatches them both, stepping up two dice in the Doom Pool with them) and takes a d8 in physical stress.
Rose reacts: Team d8 (5), Flashy d4 (1), Flight d6 (3), Acrobat Expert d8 (5)
10 + d6 effect
Watcher takes the opportunity to add a die to Doom Pool and Rose gets a PP, but she avoids taking any stress.
Gumdrop reacts: Team d6 (6), Courageous d4 (1), Superhuman Durability d10 (1), Subsonic Flight d8 (4), Acrobat Master d10 (3)
10 + d10 effect
Watcher snatches both opportunities to add dice to the Doom Pool and Gumdrop gets 2 PP. Gumdrop avoids taking any stress.
Gumdrop is tapped to go next. After getting shot at like that she tries to toss some Gummy Splatters on the remaining thugs in order to drop a complication on them.
Gumdrop: Team d6 (2), Here Let Me Help d8 (8), Gumballs d6 (4), Gummy Splatters d6 (1), Combat Expert d8 (6)
2, 8, 4, 1, 6
14 + d6 effect (stepped up to d8 with Constructs SFX).
Watcher takes the opportunity to add a dice to Doom Pool and gives Gumdrop a PP.
Thugs react: Team d8 (1), Gangsta d8 (8), SMG’s d8 (4), Combat d8 (6)
14 + d8 effect
Gumdrop saddles the remaining thugs with a nice d8 complication.
Figuring Paladin is still reeling from getting shot, the players decide Rose is up next. She floats up into the air a bit and lets loose her pheromones full blast on the thugs, rightover Paladin and Gumdrop‘s heads, intending to fill them with awe and wonder at her majesty.
Rose: Team d8 (2), Flashy d4 (3), Emotion Control d10 (2), Psych Master d10 (8), Thug’s Gummy complication d8 (6)
14 + d10 effect
Thugs react: Team d8 (6), Gangsta d8 (5), SMG’s d8 (3), Combat d8 (8)
14 + d8 effect
Rose manages to inflict enough emotional stress on the thugs to drop their affiliation die down another step, so she taps Paladin to take his turn and finish them off. He opts to roar and fire on the thugs, spending 1 PP for an extra die in his total and another 1 PP to activate his Area Attack SFX.
Paladin: Team d10 (9), For Justice! D8 (8), Enhanced Reflexes d10 (2), Combat Expert d8 (1), Thug’s Gummy complication d8 (7), Area Attack d6 (5)
20 + d10 and d10 effect
Watcher snatches the complication, Paladin gets a PP.
Thugs react: Team d6 (6), Gangsta d8 (6), SMG’s d8 (5), Combat d8 (7)
13 + d8 effect
Paladin’s extraordinary success bumps a d10 effect up to d12, though it’s already enough to drop the thug‘s affiliation back a step to d4. His second effect (d8) eliminates their affiliation die completely, thus dropping the last of the thugs and ending the fight.
He and the PC’s quickly restrain the thugs and move on further into the building, finding Hodges’ assistant badly wounded in the hallway beyond. He’s apparently been left for dead by the invading thugs. The assistant has since recovered from the physical stress inflicted on him but he’s sporting d12 physical trauma, so Gumdrop pitches in to help him with that while Paladin questions him.
Gumdrop: Team d6 (1), Here Let Me Help You d8 (8), Superhuman Stamina d10 (8), Gumballs d6 (6), Medical Expert d8 (8)
Gumdrop drops a PP to use Gummy Creation to create an asset (in lieu of medical gauze) and to step up her effect die.*
Watcher takes the opportunity to add a d6 to Doom Pool.
16 + d10 effect (stepped up to d12*)
Gumdrop reduces the assistant’s physical trauma to d10, allowing him to get to his feet and be escorted from the building.
Paladin meanwhile questions the assistant and discovers that three people, obviously Dreamers considering the powers they displayed, broke into the house with a gang of thugs. Guards tried to hold them off but were overrun by the Dreamers and the small army of gangsters with them. His employer, Hodges, was thankfully away on business today but the assistant was caught in the assault and injured by a collapsing wall, left for dead by his assailants. He’s able to report that one of the three fired black beams of some sort wildly about the place while the other shot smoke and embers everywhere. The third, apparently the leader, simply smashed his way through. He points them in the direction of the hidden door to the basement where they went.
Watcher spends a Doom die to separate Gumdrop from the rest of the team, having her lead the injured man outside to wait for EMT’s (who Rose calls for on Paladin’s comm during the questioning and Gumdrop’s medical intervention).
Paladin and Rose continue forward, finding the secret door and taking the stairs down to the sub-level. Outside Gumdrop helps the assistant to the front steps to sit and wait in safety…but finds it isn’t so safe out here after all, as she’s confronted by Three Dog, one of Omni’s enforcers.
Action Scene: Gumdrop and Three Dog
Three Dog attempts to menace Gumdrop, hoping to inflict emotional stress and intimidate her.
Three Dog: Solo d10 (3), Menacing manner d8 (4), Spirit Dogs d10 (2), Superhuman Durability d10 (10), Menace Expert d8 (3)
Watcher also spends a Doom die for Three Dog to use a Spirit Dog as an asset (it assumes physical form, so that it can be used as an asset).
14 + d10 effect
Gumdrop reacts: Solo d10 (8), Courageous d8 (4), Superhuman Durability d10 (2), Acrobat Master d10 (4)
12 + d10 effect
Gumdrop is intimidated and takes d10 emotional stress!
Gumdrop spends a PP to create a d10 asset with her effect die from that reaction, dropping an impromptu gummy shield over the assistant to protect him where he sits helpless.
But Gumdrop is in trouble already and she knows it, so she decides to cut loose with her powers (and Plot Points!) She launches Gumballs at Three Dog while simultaneously dropping some Gummy Splatters on him for a complication…all with a frightened squeak, of course.
Gumdrop: Solo d10 (10), Courageous d8 (3), Superhuman Stamina d10 (2), Gumballs d6 (2), Combat Expert d8 (4), Acrobat Expert d8 (2), Gummy Splatters d6 (6)
Gumdrop also drops 3 more PP; one for an extra effect die, one to add an extra die to her total and another to add Acrobat Expert to her dice pool.
20 (three die for total) + d12 effect (stepped up from Gummy Splatters) and a second d8 effect (extra effect)
Three Dog reacts: Solo d10 (4), Scrapper d8 (5), Spirit Dogs d10 (3), Superhuman Reflexes d10 (1), Combat Expert d8 (2)
(Gumdrop is out of PP and unable to take advantage of Watcher’s opportunity!)
9 + d10 effect
Gumdrop gets a double extraordinary success, stepping up her d12 once to automatically stress Three Dog out (physical stress) and stepping up her second effect of d8 once (d10) to KO the Spirit Dog (eliminating that potential complication just for the heck of it).
Three Dog’s out cold, so Gumdrop conjures up some Gummy restraints to keep him down until backup arrives. She checks on the assistant, who’s suffered no further harm, then heads back inside to catch up with the others.
Action Scene: Darklight and Ember
Meanwhile, inside the house, Paladin and Rose have reached the sub-level and find a small series of interconnected rooms. A study, a work room, a small storeroom filled with all manner of ancient artifacts and a library with quite a lot of books dealing with history and anthropology. In the hall connecting these rooms they come face to face with the two enforcers Omni left behind to trash the place.
Which they’re in the process of doing. The storeroom has already been torched and they’re just about to light up the library when the PC’s appear.
Rose still hasn’t had a chance to do anything heroic in public for her milestone and isn’t interested in romancing Paladin either…so she lets him go first in the action scene. Paladin doesn’t waste any time, shouldering his assault rifle and issuing a warning to the two to surrender.
Paladin: Buddy d8 (1), For Justice! D8 (1), Superhuman Reflexes d10 (2), Assault Rifle d8 (5), Combat Expert d8 (2), Covert Expert d8 (7). He spends a PP to add his Covert Expert specialty to the dice pool.
Watcher takes both opportunities for the Doom Pool, earning Paladin 2 PP. Paladin spends one right away to add a second effect.
12 + d10 effect (+ d8 effect)
Darklight reacts: Buddy d10 (5), Watcher in the Dark d8 (4), Senses d12 (8), Covert Expert d8 (1)
13 + d8 effect
Darklight is not intimidated and takes no stress. Paladin spends a PP to take Watcher’s opportunity for a d8 Push on his next roll.
Ember reacts (Paladin‘s second effect is against her): Buddy d10 (5), Hot Tempered d8 (3), Senses d8 (4), Crime Expert d8 (1)
9 + d8 effect
Ember takes d8 emotional stress from Paladin’s intimidating warning. Paladin again spends a PP for Watcher’s opportunity, taking a d8 Push on his next roll.
Rose acts now, using her Emotional Control pheromones to cause emotional stress on the two. She spends a PP for an extra effect die and to add another specialty die (Covert d8)
Rose: Buddy d10 (10), Flashy d8 (8), Emotion Control d10 (3), Psych Master d10 (3), Covert d8 (5)
18 + d10 effect
Darklight reacts: Buddy d10 (6), Watcher in the Dark d8 (7), Senses d12 (11), Covert Expert d8 (4)
18 + d10 effect
Darklight takes d10 emotional stress.
Ember reacts: Buddy d10 (10), Hot Tempered d8 (3), Senses d8 (1), Crime Expert d8 (8)
18 + d8 effect
Ember takes d10 emotional stress, the d10 replacing the d8 she already has.
Darklight acts now, laughing at Paladin (to cover his growing dread) and firing off a Darklight Blast at him.
Darklight: Buddy d10 (5), Lights out! D8 (2), Darklight Blast d6 (3), Crime Expert d8 (3), Paladin’s physical stress d8 (2)
8 + d8 effect
Paladin reacts: Buddy d8 (6), For Justice! D8 (2), Enhanced Durability d8 (2), Combat Expert d8 (6), Push d8 (4), Push d8 (3). Both “Pushes” are from Watcher opportunities that Paladin activated last turn.
12 + d8 effect
Paladin takes no stress.
Ember pitches in, firing off an Ember Blast at Paladin as well.
Ember: Buddy d8 (5), Hot Tempered d8 (1), Ember Blast d10 (8), Reflexes d8 (3), Combat Master d10 (8)
16 + d8 effect
Paladin reacts: Buddy d8 (2), For Justice! D8 (1), Enhanced Durability d8 (4), Combat Expert d8 (7)
11 + d8 effect
Paladin takes d8 physical damage, stepping up his existing d8 to d10. He also gets a PP from Watcher activating his opportunity for the Doom Pool and uses it for a d8 Push on his next action.
Paladin fires back, firing on the two with his Assault Rifle. He spends a PP to activate his Area Attack SFX, another to throw his Tech specialty into the attack (along with his Combat specialty) and a third to Shutdown his Psychic Resistance for a Boost to his Superhuman Reflexes (stepping it up to d12). That’s the last of his PP, though.
Paladin: Buddy d8 (6), For Justice! D8 (2), Superhuman Reflexes d12 (2), Assault Rifle d8 (4), Area Attack d6 (2), Combat Expert d8 (5), Tech Expert d8 (1), Darklight’s emotional stress d10 (10), Ember’s emotional stress d10 (7), d8 Push (from Watcher’s opportunity earlier) (8).
18 + d12 effect and d8 effect
Watcher gives Paladin a PP and takes the opportunity for the Doom Pool.
Darklight reacts: Buddy d10 (6), Watcher in the Dark d8 (4), Senses d12 (10), Covert Expert d8 (8)
18 + d10 effect
Darklight takes d12 physical stress.
Ember reacts: Buddy d10 (5), Hot Tempered d8 (4), Senses d8 (1), Crime Expert d8 (6)
11 + d8 effect
Ember takes d8 physical stress.
Paladin spends his last (again) PP to activate Watcher’s opportunity to create a d8 Combat resource (STAR-issue experimental cryo-pistol!) that will last until the end of the next Action Scene. He hopes to use this on Ember the next time he acts (but doesn’t get the chance.)
Rose follows up with a Thorn attack, dropping her only PP for an extra effect die in order to get both the bad guys.
Rose: Buddy d10 (4), Flashy d8 (6), Thorns d8 (3), Emotion Control d8 (6), Psych Master d10 (5)
12 + d10 effect
Darklight reacts: Buddy d10 (5), Watcher in the Dark d8 (6), Senses d12 (6), Covert Expert d8 (4)
12 + d10 effect
Darklight takes d10 physical stress, stepping up his existing d12 and rendering him stressed out. Rose doesn’t play nice and doesn’t pull her punches, letting him take the physical trauma! (Although, actually, I think my numbers are off here somewhere...regardless, Darklight got KO'd here somehow.)
Ember reacts: Buddy d10 (4), Hot Tempered d8 (4), Senses d8 (3), Crime Expert d8 (5)
9 + d10 effect
Ember takes d10 emotional stress, stepping her emotional stress up to d12.
Paladin decides that now’s a good time to demand surrender again, so Rose taps him to go next. Watcher doesn’t intervene so he makes his demand a second time now. This time, with Blacklight down and Ember herself barely hanging on, she goes ahead and surrenders without a fight.
Paladin and Rose take the two into custody, with Gumdrop finally arriving on the scene just in time to whip up some Gummy restraints and help escort the two bad guys upstairs. There they’re turned over to the SRPD, who are already on the scene taking Three Dog into custody. (Paladin never got to use his experiment cryo-pistol resource on Ember, as he intended, but he would still have it for the next Action Scene, if there‘d been one.)
Transition Scene: SRPD
While the forensics team collects and transports evidence from the Hodges Estate, the PC’s head back to the station to recover before submitting reports and debriefing. Paladin is seen to by the SRPD medical team.
Paladin recovers: Team d10 (3), Peacekeeper d8 (6), Enhanced Durability d8 (8), Combat Expert d8 (1)
14 + d10 effect
Watcher takes the opportunity for the Doom Pool and rolls: 9 + (d4 effect)
Paladin lets the opportunities go and drops all his Physical Stress.
Gumdrop goes off by herself to be alone and get her head together, exercising in the courtyard behind the SRPD building.
Solo d10 (5), Wallflower d8 (3), Superhuman Durability d10 (7), Acrobat Master d10 (5)
12 + d10 effect
Doom Pool rolls opposition: 8 + d8 effect
Gumdrop loses her Emotional Stress.
Rose hasn’t any stress to recover but I’m a little disgruntled at having had no opportunities for her to show off for the public. Rose arranges to be on hand outside the SRPD building when reporters come around looking for someone to interview. Watcher is generous and allows her an opportunity to impress the press, in order to (rather weakly, I admit) justify an experience point for her Gloryhound milestone.
Solo d6 (2), Smile for the Camera d8 (7), Emotion Control d10 (9), Psych Master d10 (3)
16 + d10 effect
Doom Pool opposes: 2 + (d4 effect)
Rose hasn’t any Plot Points to take advantage of the opportunity but she scores a double extraordinary success easily (almost a triple, in fact!) Watcher lets her claim 1 xp for her Gloryhound milestone after an exciting recounting of her…um…that is, her team’s…heroic efforts at the Hodges Estate.
Transition: Debriefing
At their debriefing the team learns that Professor Hodges was a local Dreamer, an original Dreamer (like Rose Thorn), who studied anthropology, specifically Native American. Many of his research material, artifacts and writings are obviously missing from the material recovered in the basement and it’s assumed this was what Omni was after. Omni himself is identified as a particularly powerful Dreamer, reported AWOL from the Northeast Reservation months ago. This is the first reported sighting since then.
The Summerville STAR commander, acting on the authority of the DOD, the Justice Department and the Bureau of Metahuman Affairs make Rose and Gumdrop’s position with the Division official and they’re assigned to Paladin. The team as a whole is tasked with tracking down Omni and uncovering just exactly what he’s up to. With Professor Hodges unaccounted for, that’s the obvious place to start.
This ends the first Act of our first Event.
A Marvel Heroic Roleplaying campaign.
Southeastern Metahuman Reservation (“Summerville”)
A daring Free Dreamer terrorist attack on the Summerville Rez turns out to be a cover for something more sinister. Our heroes are on hand to respond and discover the terrible threat that looms on the horizon.
Hook Scene: Cable’s Bar
Rose Thorn and Gumdrop start out the episode having been processed that morning at the Reception Center. Once processed they were assigned homes and given temporary employment until something more permanent can be arranged for them. They leave immediately from there, taking a bus to Cable’s Bar, where they’re to meet the STAR agent (Paladin) they’re supposed to be helping for the next few days.
Rose Thorn and Gumdrop walk a block from the bus stop to where they’re to meet Paladin for their temp job. They discuss their situation along the way, with Rose Thorn bemoaning the unfairness of it all, having been revealed as a Dreamer and detained just when she hit the big time in her acting career. Gumdrop is irritated at that and suggests Rose should keep thing in perspective, being thankful she at least still looks human. Gumdrop is stuck forever in her gummy-form and can’t even pretend to blend in with “normal” people anymore.
Arriving at the address they’ve been given, the two hang out on the sidewalk to wait for their contact to arrive and pick them up. Almost immediately, a dubious looking fellow (Mentat) steps out the bar behind them, looking frustrated and a little frantic, searching for someone. He spots the two of them immediately and marches over, demanding to know what the hell kept them.
Rose and Gumdrop snap back that they just got off the bus and came straight here…but Mentat cuts them off, gesturing them down the alleyway. That strikes them as odd but they follow anyway. There he quickly presses a briefcase into Rose’s hands and tells them both to hurry up and get it to the bank. They only have half an hour before all hell breaks loose!
Buildup Scene: The Dark Alleyway
Mentat moves to leave but Gumdrop immediately questions him about the odd errand. What’s going on? Why are they delivering the suitcase to the bank? What’s the hurry and what exactly is about to break loose?
Mentat looks surprised then and, after a moment’s suspicious contemplation, asks, “Didn’t Omni send you?” The PC’s have no idea who or what Omni is and say as much…and Mentat realizes he’s made a terrible mistake. He demands the briefcase back and looks more than a little angry and upset about it all.
Rose refuses to give the briefcase back to Mentat until he answers Gumdrop’s questions. They’ve already caught on that something very fishy is going on here. Mentat is short on time (and temper) though, so he lashes out, intent on getting that briefcase back!
He attempts to control Rose with this Telepathy trait, to cause her to hand it over.
Solo d6 (2), Aggressive d8 (3), Telepathy d10 (10), Psych Expert d8 (3)
13 + d8 effect
Rose reacts: Buddy d10 (9), Flashy d8 (3), Emotion Control d10 (10), Psych Master d10 (8)
19 + d10 effect
Rose shrugs off the attempt at psychic domination and is ready to go on the offense, using her pheromones in order to intimidate Mentat with her awesomeness. She takes the first action between she and Gumdrop, since Gumdrop is largely unaware of the psychic/pheromone battle is even going on…though there’s clearly something happening here between these two…
Rose pushes with her Emotion Control, intent on dominating Mentat now.
Rose: Buddy d10 (10), Flashy d8 (7), Emotion Control d10 (10), Psych Master d10 (8)
20 + d10 effect
Mentat reacts, resisting with his Psychic Powers.
Solo d6 (3), Intimidating d8 (4), Telepathy d10 (1), Psych Expert d8 (5)
9 + d8 effect
Rose inflicts emotional stress on Mentat (d10), stepping that up beyond d12 due to a double extraordinary success and automatically stressing him out. Still, she pulls her punch so he doesn’t take any emotional trauma. Mentat gives up and Rose has dominated him just that easily.
With neither of them having any kind of tech specialty, they decide not to mess with the briefcase, figuring it’s a bomb or something. They instead drag Mentat out of the alleyway and back to the bar in order to call the SRPD from there…but immediately bump into Paladin, who’s already arrived to look for them. When he gets the lowdown on what’s taken place he restrains Mentat and seizes the briefcase to inspect it.
Paladin reckons that his Tech Expert and military background covers basic demolitions so, once Rose and Gumdrop inform him of what Mentat said before, he assumes the worst - that the briefcase is a bomb and needs to be defused before it blows! He makes a quick call to the SRPD to notify the bomb disposal unit, then sends Rose and Gumdrop off to clear the street. He takes the briefcase into the clear once they do and gets to work examining it.
Team d10 (4), Peacekeeper d8 (5), Superhuman Reflexes d10 (9), Tech Expert d8 (5)
14 + d10 effect
Doom pool: d6, d6
4 + d6 effect
Paladin determines the briefcase does contain a bomb…and it’s set to go off in twenty minutes! He works to defuse it right away.
Team d10 (3), Peacekeeper d8 (7), Superhuman Reflexes d10 (4), Tech Expert d8 (1)
11 + d10 effect
Watcher takes the opportunity and adds a d6 to the Doom Pool before rolling against Paladin. Paladin gets a PP.
Doom Pool: d6 (2), d6 (2), d6 (1)
2 + d6 effect
Paladin lets Watcher’s opportunity go and takes the extraordinary success in defusing the bomb. With an end result of a d12 effect he describes not only defusing the bomb but having the whole thing broken down into readily identifiable and easily examinable components for the bomb disposal team when they arrive moments later.
Mentat is still stressed out, so Paladin gets to work interrogating him while the bomb disposal team picks over the dismantled bomb. Gumdrop and Rose Thorn are on hand and Gumdrop decides to lend her support to Paladin while Rose keeps the gawkers at a safe distance.
Gumdrop: Team d6 (2), Here Let Me Help d8 (3), Superhuman Stamina d10 (9), Medical Expert d8 (7)
16 + d8 effect
Doom Pool: d6 (3), d6 (1), d6 (1)
Gumdrop succeeds, so she adds her d8 effect to Paladin’s interrogation. She also spends a PP to seize Watcher’s opportunity and create an asset for Paladin with her Medical Expert specialty, offering him insights into taking advantage of Mentat’s emotional state.
Paladin: Team d10 (5), For Justice! D8 (1), Psychic Resistance d10 (5), Assault Rifle d8 (5), Covert Expert d8 (4), Mentat’s emotional stress d12 (6), Gumdrop's assistance d8 (3), Gumdrop’s asset d8 (3).
11 + d10 effect
Doom Pool: d6 (6), d6 (6), d6 (4), d6 (3)
12 + d6 effect
Paladin drops a PP to add a die to his total (5) for a new total of 16. He then succeeds and Mentat spills the beans. There are three other bombs about to go off all over town! More than that, the whole thing is set up to support a terrorist attack by Free Dreamers against city hall moments later, which is itself a cover for the boss’s true objective…which, unfortunately, Mentat doesn’t know anything about.
Paladin makes the call to the SRPD to inform his superiors about all this and hauls Mentat down to the station. Rose and Gumdrop come along to provide statements.
Transition Scene: SRPD HQ
At SRPD headquarters the PC’s witness the incoming reports of three separate bombings that the PD were unable to intercept in time. Almost immediately reports come in as well of a large armed force heading for city hall, which SRPD did manage to intercept right outside of town. A large-scale shootout is currently in progress with the suspects but the PC’s are tied up at the SRPD HQ for the duration. In the end several reservation police officers are wounded, some killed. Likewise the raiders, with several dead and multiple arrests made. Later reports reveal most of the terrorists displayed super-powers, indicating they may be Free Dreamers (a Dreamer terrorist organization that sprang up four years ago).
With SRPD largely busy with all that action Paladin’s immediate superior notes a reported break in at Professor Hodges’ estate in town, just a few blocks away. Reasoning that this might be the secret objective of whatever mastermind is behind all this, this “Omni” person that Mentat eluded to, he sends Paladin out to investigate since he’s just now finished submitting his report (and the other two PC‘s, their statements).
Paladin deputizes Rose and Gumdrop on the spot, pointing out the job pays well when they object to being deputized. Needing work as well as to make a place for themselves around here, they both decide to play along for now. Couldn’t hurt to score some points with the local government after all. They accompany Paladin as backup on his investigation.
Action Scene: The Hodges Estate
The PC’s arrive to find something of a battle has gone on here recently, with several dead or wounded scattered in the front yard of the sprawling estate grounds. With one side wearing uniforms and the other in rather disreputable civilian clothing, it would seem they’re looking at a security guard or mercenary force that failed to hold off a large gang of common street thugs.
With the wall of the estate building obviously blasted in from the grounds, it’s clear where they need to go. The PC’s dart inside, hot on the trail of whoever has assaulted this place. They come under fire almost immediately, as it would seem a few armed thugs have been stationed in the house to keep watch for exactly that!
Paladin acts first, shouldering his weapon and demanding the punks surrender…or else!
Paladin: Team d10 (7), For Justice! D8 (6), Superhuman Reflexes d10 (10), Assault Rifle d8 (6), Combat Expert d8 (4)
16 + d10 effect
Thugs: Team d10 (2), Gangsta d8 (5), SMG’s d8 (3), Combat d8 (6)
11 + d8 effect
Paladin scores extraordinary success, so steps up his effect die to d12. That very handily eliminates one of the thug mob die, bringing it down to d8 as some of the thugs throw down their guns and toss up their hands. Watcher tosses a d6 out of the Doom Pool and claims the next action for his thugs. They open fire on the team, ignoring Paladin’s warning.
Thugs: Team d8 (3), Gangsta d8 (3), SMG’s d8 (6), Combat d8 (1)
9 + d8 effect
Paladin reacts: Team d10 (3), Peacekeeper d4 (1), Enhanced Reflexes d10 (1), Combat Expert d8 (8)
8 + d10 effect
Paladin takes 2 PP for his opportunities (as Watcher snatches them both, stepping up two dice in the Doom Pool with them) and takes a d8 in physical stress.
Rose reacts: Team d8 (5), Flashy d4 (1), Flight d6 (3), Acrobat Expert d8 (5)
10 + d6 effect
Watcher takes the opportunity to add a die to Doom Pool and Rose gets a PP, but she avoids taking any stress.
Gumdrop reacts: Team d6 (6), Courageous d4 (1), Superhuman Durability d10 (1), Subsonic Flight d8 (4), Acrobat Master d10 (3)
10 + d10 effect
Watcher snatches both opportunities to add dice to the Doom Pool and Gumdrop gets 2 PP. Gumdrop avoids taking any stress.
Gumdrop is tapped to go next. After getting shot at like that she tries to toss some Gummy Splatters on the remaining thugs in order to drop a complication on them.
Gumdrop: Team d6 (2), Here Let Me Help d8 (8), Gumballs d6 (4), Gummy Splatters d6 (1), Combat Expert d8 (6)
2, 8, 4, 1, 6
14 + d6 effect (stepped up to d8 with Constructs SFX).
Watcher takes the opportunity to add a dice to Doom Pool and gives Gumdrop a PP.
Thugs react: Team d8 (1), Gangsta d8 (8), SMG’s d8 (4), Combat d8 (6)
14 + d8 effect
Gumdrop saddles the remaining thugs with a nice d8 complication.
Figuring Paladin is still reeling from getting shot, the players decide Rose is up next. She floats up into the air a bit and lets loose her pheromones full blast on the thugs, rightover Paladin and Gumdrop‘s heads, intending to fill them with awe and wonder at her majesty.
Rose: Team d8 (2), Flashy d4 (3), Emotion Control d10 (2), Psych Master d10 (8), Thug’s Gummy complication d8 (6)
14 + d10 effect
Thugs react: Team d8 (6), Gangsta d8 (5), SMG’s d8 (3), Combat d8 (8)
14 + d8 effect
Rose manages to inflict enough emotional stress on the thugs to drop their affiliation die down another step, so she taps Paladin to take his turn and finish them off. He opts to roar and fire on the thugs, spending 1 PP for an extra die in his total and another 1 PP to activate his Area Attack SFX.
Paladin: Team d10 (9), For Justice! D8 (8), Enhanced Reflexes d10 (2), Combat Expert d8 (1), Thug’s Gummy complication d8 (7), Area Attack d6 (5)
20 + d10 and d10 effect
Watcher snatches the complication, Paladin gets a PP.
Thugs react: Team d6 (6), Gangsta d8 (6), SMG’s d8 (5), Combat d8 (7)
13 + d8 effect
Paladin’s extraordinary success bumps a d10 effect up to d12, though it’s already enough to drop the thug‘s affiliation back a step to d4. His second effect (d8) eliminates their affiliation die completely, thus dropping the last of the thugs and ending the fight.
He and the PC’s quickly restrain the thugs and move on further into the building, finding Hodges’ assistant badly wounded in the hallway beyond. He’s apparently been left for dead by the invading thugs. The assistant has since recovered from the physical stress inflicted on him but he’s sporting d12 physical trauma, so Gumdrop pitches in to help him with that while Paladin questions him.
Gumdrop: Team d6 (1), Here Let Me Help You d8 (8), Superhuman Stamina d10 (8), Gumballs d6 (6), Medical Expert d8 (8)
Gumdrop drops a PP to use Gummy Creation to create an asset (in lieu of medical gauze) and to step up her effect die.*
Watcher takes the opportunity to add a d6 to Doom Pool.
16 + d10 effect (stepped up to d12*)
Gumdrop reduces the assistant’s physical trauma to d10, allowing him to get to his feet and be escorted from the building.
Paladin meanwhile questions the assistant and discovers that three people, obviously Dreamers considering the powers they displayed, broke into the house with a gang of thugs. Guards tried to hold them off but were overrun by the Dreamers and the small army of gangsters with them. His employer, Hodges, was thankfully away on business today but the assistant was caught in the assault and injured by a collapsing wall, left for dead by his assailants. He’s able to report that one of the three fired black beams of some sort wildly about the place while the other shot smoke and embers everywhere. The third, apparently the leader, simply smashed his way through. He points them in the direction of the hidden door to the basement where they went.
Watcher spends a Doom die to separate Gumdrop from the rest of the team, having her lead the injured man outside to wait for EMT’s (who Rose calls for on Paladin’s comm during the questioning and Gumdrop’s medical intervention).
Paladin and Rose continue forward, finding the secret door and taking the stairs down to the sub-level. Outside Gumdrop helps the assistant to the front steps to sit and wait in safety…but finds it isn’t so safe out here after all, as she’s confronted by Three Dog, one of Omni’s enforcers.
Action Scene: Gumdrop and Three Dog
Three Dog attempts to menace Gumdrop, hoping to inflict emotional stress and intimidate her.
Three Dog: Solo d10 (3), Menacing manner d8 (4), Spirit Dogs d10 (2), Superhuman Durability d10 (10), Menace Expert d8 (3)
Watcher also spends a Doom die for Three Dog to use a Spirit Dog as an asset (it assumes physical form, so that it can be used as an asset).
14 + d10 effect
Gumdrop reacts: Solo d10 (8), Courageous d8 (4), Superhuman Durability d10 (2), Acrobat Master d10 (4)
12 + d10 effect
Gumdrop is intimidated and takes d10 emotional stress!
Gumdrop spends a PP to create a d10 asset with her effect die from that reaction, dropping an impromptu gummy shield over the assistant to protect him where he sits helpless.
But Gumdrop is in trouble already and she knows it, so she decides to cut loose with her powers (and Plot Points!) She launches Gumballs at Three Dog while simultaneously dropping some Gummy Splatters on him for a complication…all with a frightened squeak, of course.
Gumdrop: Solo d10 (10), Courageous d8 (3), Superhuman Stamina d10 (2), Gumballs d6 (2), Combat Expert d8 (4), Acrobat Expert d8 (2), Gummy Splatters d6 (6)
Gumdrop also drops 3 more PP; one for an extra effect die, one to add an extra die to her total and another to add Acrobat Expert to her dice pool.
20 (three die for total) + d12 effect (stepped up from Gummy Splatters) and a second d8 effect (extra effect)
Three Dog reacts: Solo d10 (4), Scrapper d8 (5), Spirit Dogs d10 (3), Superhuman Reflexes d10 (1), Combat Expert d8 (2)
(Gumdrop is out of PP and unable to take advantage of Watcher’s opportunity!)
9 + d10 effect
Gumdrop gets a double extraordinary success, stepping up her d12 once to automatically stress Three Dog out (physical stress) and stepping up her second effect of d8 once (d10) to KO the Spirit Dog (eliminating that potential complication just for the heck of it).
Three Dog’s out cold, so Gumdrop conjures up some Gummy restraints to keep him down until backup arrives. She checks on the assistant, who’s suffered no further harm, then heads back inside to catch up with the others.
Action Scene: Darklight and Ember
Meanwhile, inside the house, Paladin and Rose have reached the sub-level and find a small series of interconnected rooms. A study, a work room, a small storeroom filled with all manner of ancient artifacts and a library with quite a lot of books dealing with history and anthropology. In the hall connecting these rooms they come face to face with the two enforcers Omni left behind to trash the place.
Which they’re in the process of doing. The storeroom has already been torched and they’re just about to light up the library when the PC’s appear.
Rose still hasn’t had a chance to do anything heroic in public for her milestone and isn’t interested in romancing Paladin either…so she lets him go first in the action scene. Paladin doesn’t waste any time, shouldering his assault rifle and issuing a warning to the two to surrender.
Paladin: Buddy d8 (1), For Justice! D8 (1), Superhuman Reflexes d10 (2), Assault Rifle d8 (5), Combat Expert d8 (2), Covert Expert d8 (7). He spends a PP to add his Covert Expert specialty to the dice pool.
Watcher takes both opportunities for the Doom Pool, earning Paladin 2 PP. Paladin spends one right away to add a second effect.
12 + d10 effect (+ d8 effect)
Darklight reacts: Buddy d10 (5), Watcher in the Dark d8 (4), Senses d12 (8), Covert Expert d8 (1)
13 + d8 effect
Darklight is not intimidated and takes no stress. Paladin spends a PP to take Watcher’s opportunity for a d8 Push on his next roll.
Ember reacts (Paladin‘s second effect is against her): Buddy d10 (5), Hot Tempered d8 (3), Senses d8 (4), Crime Expert d8 (1)
9 + d8 effect
Ember takes d8 emotional stress from Paladin’s intimidating warning. Paladin again spends a PP for Watcher’s opportunity, taking a d8 Push on his next roll.
Rose acts now, using her Emotional Control pheromones to cause emotional stress on the two. She spends a PP for an extra effect die and to add another specialty die (Covert d8)
Rose: Buddy d10 (10), Flashy d8 (8), Emotion Control d10 (3), Psych Master d10 (3), Covert d8 (5)
18 + d10 effect
Darklight reacts: Buddy d10 (6), Watcher in the Dark d8 (7), Senses d12 (11), Covert Expert d8 (4)
18 + d10 effect
Darklight takes d10 emotional stress.
Ember reacts: Buddy d10 (10), Hot Tempered d8 (3), Senses d8 (1), Crime Expert d8 (8)
18 + d8 effect
Ember takes d10 emotional stress, the d10 replacing the d8 she already has.
Darklight acts now, laughing at Paladin (to cover his growing dread) and firing off a Darklight Blast at him.
Darklight: Buddy d10 (5), Lights out! D8 (2), Darklight Blast d6 (3), Crime Expert d8 (3), Paladin’s physical stress d8 (2)
8 + d8 effect
Paladin reacts: Buddy d8 (6), For Justice! D8 (2), Enhanced Durability d8 (2), Combat Expert d8 (6), Push d8 (4), Push d8 (3). Both “Pushes” are from Watcher opportunities that Paladin activated last turn.
12 + d8 effect
Paladin takes no stress.
Ember pitches in, firing off an Ember Blast at Paladin as well.
Ember: Buddy d8 (5), Hot Tempered d8 (1), Ember Blast d10 (8), Reflexes d8 (3), Combat Master d10 (8)
16 + d8 effect
Paladin reacts: Buddy d8 (2), For Justice! D8 (1), Enhanced Durability d8 (4), Combat Expert d8 (7)
11 + d8 effect
Paladin takes d8 physical damage, stepping up his existing d8 to d10. He also gets a PP from Watcher activating his opportunity for the Doom Pool and uses it for a d8 Push on his next action.
Paladin fires back, firing on the two with his Assault Rifle. He spends a PP to activate his Area Attack SFX, another to throw his Tech specialty into the attack (along with his Combat specialty) and a third to Shutdown his Psychic Resistance for a Boost to his Superhuman Reflexes (stepping it up to d12). That’s the last of his PP, though.
Paladin: Buddy d8 (6), For Justice! D8 (2), Superhuman Reflexes d12 (2), Assault Rifle d8 (4), Area Attack d6 (2), Combat Expert d8 (5), Tech Expert d8 (1), Darklight’s emotional stress d10 (10), Ember’s emotional stress d10 (7), d8 Push (from Watcher’s opportunity earlier) (8).
18 + d12 effect and d8 effect
Watcher gives Paladin a PP and takes the opportunity for the Doom Pool.
Darklight reacts: Buddy d10 (6), Watcher in the Dark d8 (4), Senses d12 (10), Covert Expert d8 (8)
18 + d10 effect
Darklight takes d12 physical stress.
Ember reacts: Buddy d10 (5), Hot Tempered d8 (4), Senses d8 (1), Crime Expert d8 (6)
11 + d8 effect
Ember takes d8 physical stress.
Paladin spends his last (again) PP to activate Watcher’s opportunity to create a d8 Combat resource (STAR-issue experimental cryo-pistol!) that will last until the end of the next Action Scene. He hopes to use this on Ember the next time he acts (but doesn’t get the chance.)
Rose follows up with a Thorn attack, dropping her only PP for an extra effect die in order to get both the bad guys.
Rose: Buddy d10 (4), Flashy d8 (6), Thorns d8 (3), Emotion Control d8 (6), Psych Master d10 (5)
12 + d10 effect
Darklight reacts: Buddy d10 (5), Watcher in the Dark d8 (6), Senses d12 (6), Covert Expert d8 (4)
12 + d10 effect
Darklight takes d10 physical stress, stepping up his existing d12 and rendering him stressed out. Rose doesn’t play nice and doesn’t pull her punches, letting him take the physical trauma! (Although, actually, I think my numbers are off here somewhere...regardless, Darklight got KO'd here somehow.)
Ember reacts: Buddy d10 (4), Hot Tempered d8 (4), Senses d8 (3), Crime Expert d8 (5)
9 + d10 effect
Ember takes d10 emotional stress, stepping her emotional stress up to d12.
Paladin decides that now’s a good time to demand surrender again, so Rose taps him to go next. Watcher doesn’t intervene so he makes his demand a second time now. This time, with Blacklight down and Ember herself barely hanging on, she goes ahead and surrenders without a fight.
Paladin and Rose take the two into custody, with Gumdrop finally arriving on the scene just in time to whip up some Gummy restraints and help escort the two bad guys upstairs. There they’re turned over to the SRPD, who are already on the scene taking Three Dog into custody. (Paladin never got to use his experiment cryo-pistol resource on Ember, as he intended, but he would still have it for the next Action Scene, if there‘d been one.)
Transition Scene: SRPD
While the forensics team collects and transports evidence from the Hodges Estate, the PC’s head back to the station to recover before submitting reports and debriefing. Paladin is seen to by the SRPD medical team.
Paladin recovers: Team d10 (3), Peacekeeper d8 (6), Enhanced Durability d8 (8), Combat Expert d8 (1)
14 + d10 effect
Watcher takes the opportunity for the Doom Pool and rolls: 9 + (d4 effect)
Paladin lets the opportunities go and drops all his Physical Stress.
Gumdrop goes off by herself to be alone and get her head together, exercising in the courtyard behind the SRPD building.
Solo d10 (5), Wallflower d8 (3), Superhuman Durability d10 (7), Acrobat Master d10 (5)
12 + d10 effect
Doom Pool rolls opposition: 8 + d8 effect
Gumdrop loses her Emotional Stress.
Rose hasn’t any stress to recover but I’m a little disgruntled at having had no opportunities for her to show off for the public. Rose arranges to be on hand outside the SRPD building when reporters come around looking for someone to interview. Watcher is generous and allows her an opportunity to impress the press, in order to (rather weakly, I admit) justify an experience point for her Gloryhound milestone.
Solo d6 (2), Smile for the Camera d8 (7), Emotion Control d10 (9), Psych Master d10 (3)
16 + d10 effect
Doom Pool opposes: 2 + (d4 effect)
Rose hasn’t any Plot Points to take advantage of the opportunity but she scores a double extraordinary success easily (almost a triple, in fact!) Watcher lets her claim 1 xp for her Gloryhound milestone after an exciting recounting of her…um…that is, her team’s…heroic efforts at the Hodges Estate.
Transition: Debriefing
At their debriefing the team learns that Professor Hodges was a local Dreamer, an original Dreamer (like Rose Thorn), who studied anthropology, specifically Native American. Many of his research material, artifacts and writings are obviously missing from the material recovered in the basement and it’s assumed this was what Omni was after. Omni himself is identified as a particularly powerful Dreamer, reported AWOL from the Northeast Reservation months ago. This is the first reported sighting since then.
The Summerville STAR commander, acting on the authority of the DOD, the Justice Department and the Bureau of Metahuman Affairs make Rose and Gumdrop’s position with the Division official and they’re assigned to Paladin. The team as a whole is tasked with tracking down Omni and uncovering just exactly what he’s up to. With Professor Hodges unaccounted for, that’s the obvious place to start.
This ends the first Act of our first Event.