Campaign
Logs
Current Campaign Logs:
Jason's "The Tick" Campaign
My Unnamed TL10 Sci-Fi Campaign
My Upsidaisium Steampunk Campaign
The Zombietown, USA Campaign (incomplete)
Note: As of mid-September, 2001, I've kind of gotten lazy and stopped
making entries here. We have one to three games a week and the to-be-entered-logs
just keep piling up. So, unless theres some great demand, I'll either
(a) stop doing the entries regularly, or (b) make really short entries
that briefly describe the session. Anywho.
1st Session: July 7th, 2001
Setting: Upsidaisium Steampunk World (Alternate History 1880s Europe,
Middle East and U.S.)
GM: Henry Oliver
Players: Matt Allen,
Nicole Hanneman
Summary: Nicole is playing a Wealthy French Inventress, specializing
in steam engines and clockwork; Matt is playing a multi-lingual British
Savate Fighter who travels the european circuit most of the year. Right
off, Nicole receives a telegram from Versailles (she lives 15 miles
out) requesting her presence in London at 8:00 pm this night for a Big
Job. She goes to the Administrations Office in Versailles via horse-drawn
carriage, along with her assistant, Antoinne. There, she meets Matt
who has been chosen as her unikely bodyguard. The clerk give her a letter
full of nonsense words and three tickets on the Paris-to-London zeppelin,
to depart at 4:00 pm. She and her two associates grab another carriage
to Paris (there's almost an altercation between Gabriel (Matt) and a
French Coachman, but it is avoided. They arrive in Paris, copious flavor
text ensues, and eventually they make their way up a sky-hook elevator
with Adrienne's (Nicole) three heavy steamer trunks.
They make it to London in good time and are immediately escorted to
Jakob Smith's office in a nearby Gentlemen's Club by a tall, dark, gloomy
man (Boris, Jakob's butler). Jakob reveals that he worked for the British
Counter-Surveillance Service and during his time in India underwent
tissue-bleaching (rendering him invisible) in order to effectively trail
a gang of Arabian terrorists. Unfortunately, the bleaching process has
reduced his lifespan dramatically and he will die within the next six
months, unless a cure can be found. It just so happens that Mr. Smith
has heard of an American inventor, Doctor Johnny Prophet, who is rumored
to have successfully reversed tissue-bleaching... Gabriel and Adrienne
are to travel to Oregon (or-eh-GAHN) to find Dr. Prophet and bring him
back to jolly old England. They've been given tickets aboard a super-zeppelin
that is to leave in three days. Boris and Antoinne will accompany them.
Gabriel, Adrienne and Antoinne retire to their hotel (The Glaring Herring)
and, after a few drinks at the tavern below, go to bed. During the night,
they're attacked by three Arabian men with falchions and throwing knives.
Gabriel punches two of them, taking some damage himself, and Adrienne
shoots the third in the foot with her Colt Thunderer, crippling him.
After a while, things get sorted out with the hotel staff and the party
gets their third-floor room comped and are given a free stay in some
spare servant's quarters for the night. In the morning, a phrenologist/medical-examiner
comes to inspect the bodies with an undertaker, but not before Matt
and Adrienne loot the bodies for their swords, knives, middle-eastern
currency, and jewelery (as well as a canteen of 2 pts. Upsidaisium Extract
Tonic).
The phrenologist figures out Gabriel killed two of the men after they
were unconscious, but recognizing him as the son of a well-known Lord,
gives him a note in Russian (Matt thinks) for the chief of police to
excuse him from any fines or questioning. Gabriel and Adrienne, with
Antoinne in tow, head to the station and deliver the note to the chief.
He mis-interprets the note and figures Matt and Nicole for the weekly
courier for Dr. Waterson's contraband materials (which the chief is
being black-mailed for). He gives them a package and tells them to get
out. Gabriel and Adrienne examine it and find hypodermic needles, bags
of chemicals and a heavy book on reanimation. They take it to the phrenologist's
office and receive a few shillings from the oblivious secretary for
their trouble.
Matt and Nicole send Antoinne back to the Glaring Herring and journey
into the Shades of London to fence their stolen goods. Walking past
a dark alley, they here the familiar "Your money or your life"
bit and turn around to see a scruffy American with a large knife. Matt
and him, in a surreal bit of conversation, hit it off and learn that
the American came here on a delivery job to get a bag of Bertonium to
the transmission-tower in Liverpool but was stiffed by the receiving
company. Matt and Nicole travel to Liverpool, stay overnight, arrange
a transaction for their friend Jack, and get a 5% finders fee from him
(he made about 15 pounds). Jack asks to travel with them to the States
and gets a steerage ticket on the super-zeppelin for 10 pounds. With
Jack's assistance, Gabriel and Adrienne (dressed as a man) travel back
into the Shades and fence their Arabian materials for a few pounds (they
keep the gold and lustrium jewelery). About this time, it was 12:30
am and Nicole had to go home so we adjourned for the night.
2nd Session: September 24th, 2001
Setting: Upsidaisium Steampunk World (Alternate History 1880s Europe,
Middle East and U.S.)
GM: Henry Oliver
Players: Matt Allen,
Justin Osborn
Summary: Game time, it is August 18th, 1882. Matt is playing
Dr. Johnny Argente, a physician based in Rustins, Arizona; Justin is
playing Damian, an old-fashioned, Western bounty hunter. The scene opens
in the Wailing Wallaby Saloon in Santa Fe, Texas [remember: it's an
alternate history--some city locations are different, thus Santa Fe
is not the capital of New Mexico...actually, El Paso is] where
Damian meets Argente. Damian and Argente were hired by an Indian (East
Indian) man known only as 'Mahib' to kill a British bank-robber [supposedly]
named Limey Gabriel. Mahib is giving them the bounty 10 days before
it is released to the public and has offered a reward of $200, if the
man is killed; Dr. Argente is employed by Mahib to check up on Damian
and ensure that the person killed is indeed Gabriel and not a duplicate
or imposter and that the body is definitely deceased without possibility
of re-animation.
At any rate, the saloon is far too noisy, so Damian and Argente decide
to go down to the local brothel to discuss the 'hit' instead. Once inside,
they have scarcely begun to talk when a ruckus erupts upstairs (girls
screaming, heavy things hitting walls). The receptionist telegraphs
the police while Damian and Argente (D & A) draw their pistols.
Shortly, the recptionist runs out into the street as the local sheriff
and his two deputies enter the establishment. The sheriff sees D &
A with weapons drawn and assumes they are the reason for the call. He
orders them to throw down their guns (they comply) and sends one deputy
over to handcuff them while the other goes upstairs to investigate.
D, having thrown down his gun, draws another from within his coat,
and is shot by the sheriff in the right leg, taking 5 points of damage
and crippling the limb. In response, D blasts the sheriff in the chest
(called shot), dealing about 75 points of damage. The sheriff, unfortunately,
is a mere 6 hexes from the wall of the brothel and is knocked back 9
hexes into the wall, taking an additional 3d of damage, bringing
the total to about 85 points of damage. Needless to say, the officer
was dead.
While that's happening, A has dropped to the floor and is crawling
toward his gun while the first deputy (on the ground floor) fires at
D. He scores a hit on Damian's right hand, dealing 3 points of damage
(blow-through) and crippling the extremetie. D turns and blasts a couple
shots into the offending deputy with his good hand (he's ambidextrous),
killing the man.
The deputy upstairs (the building has a high celing, the 1st floor
overlooks the lobby) figures out what's happening and fires at Damian,
but misses. D turns and fires a shot that hits the guy in the face,
putting him out cold (but still alive, thanks to some decent HT checks).
A grabs the dead deputy's gun instead and runs upstairs. Finding that
deputy still breathing slightly, he tries to twist the guy's neck but
fails (ST of 8). He then slices the man's throat with his knife. Meanwhile,
downstairs, D decides to mutilate and loot the bodies of the sheriff
and the deputy (mutilation b/c of the paranoia and bloodlust disadvantages
he has).
A loots his body and opens the door (original source of the noise)
to find a dead 'soiled dove' [see GURPS: Old West] and a bedsheet-rope
hanging out the window. D & A catch a glimpse of a crowd gathering
in the street, and so take the back door. In the empty lot behind the
whore-house, they find a horse hooked up to a two-person buggy, next
to a dead, rough looking, unsavory-type man holding a small pouch of
three gold nuggets [A's Serendipity advantage]. Here, A performs some
quick first aid on D to stop his bleeding, and they pile into the buggy
to escape town. Unfortunately, A does not have the Teamster or Riding
skill(s), and loses control of the horse seven miles outside of Santa
Fe. The horse breaks into an break-neck gallop and catches one of the
buggy's wheels on a large, dead branch, throwing D & A onto the
ground and utterly wrecking the vehicle. The horse runs off into the
desert.
D takes a small amount of damage and A tumbles around without a scratch
on him. Again, A tries to patch D up, but realizes surgery is necessary.
Salvaging his doctor's bag from the wrecked buggy, A sets about clearing
the area and laying D out on the buggy's bench to remove the bullet
from his thigh. D makes some HT checks for infection and succeeds. A
begins the surgery, anesthetizing D. A rolls vs. Surgery with a -6 penalty
and fails miserably, dealing 3d of damage to D. D makes two HT
checks, but fails the second one and dies on the 'operating table.'
Each player was awarded three hundred EPs (three character points)
for the session--Matt plans to have Justin's character resurrected via
re-animation.
3rd Session: September 8th, 2001
Setting: Upsidaisium Steampunk World (Alternate History 1880s Europe,
Middle East and U.S.)
GM: Henry Oliver
Players: Matt Allen,
Justin Osborn, Hanwool
Lee
Summary: Game time, we began on the morning of August 19th,
1882. Argente had made camp with Damian's dead body nearby and hidden
the Sheriff's star in the desert. Presently, a black coach, pulled by
black horses (driven by a short, fat man dressed all in black with a
stovepipe hat) arrived. The undertaker's wagon! He offers Johnny A.
a ride to Arizona and the good doctor accepts. The undertaker is disturbingly
understanding about J.A. loading the corpse up onto the top of the carriage--no
questions asked. When Argente enters the coach, he finds a cheap pine
coffin and some fellow whom he assumes is the undertaker's assistant
(it's really dark in there). They ride for a while and eventually make
it up into the foot hills of the Rocky Mountains. Here they are stopped
by a band of five mexican bandits with rifles. Argente gets out, followed
by the undertaker's assistant... who turns out to be a hulking brute
of a man (monster?) covered in stitches and scars!
This is actually Justin's temporary PC, in play while his other character
is dead. It was made very clear at the beginning of the session that
it would last ONLY 1 session--this thing was extremely munchkin-ized;
I think Justin gave it 240 points of disads and a ST in the upper 60s.
Really messed up. Anyway. In retrospect, I shouldn't have allowed it.
I should have given him a pre-gen'd NPC, but oh well. It didn't throw
the game out of whack or anything.
Fright checks ensue. The mexicans, who were about to skewer Johnny
for fun, vamoose when the brute gets out (morale failures). About this
time, the coffin opens with a creak, and an unremarkable Swede climbs
out onto the trail to see what the fuss is all about. Turns out Argente
recognizes him--Insane Ivar, the fastest gun in Texas! This is Hanwool's
character (who drops from sight after this session due to Hanwool's
leaving the Tri-Cities to go to the University of Washington). Anyway,
it turns out Ivar paid off the undertaker to smuggle him out of Texas
(he had a warrant out for himself, plus a few bounties). Luckily, they've
made their way into New Mexico, near Las Cruces, in fact. Here, they
make camp and Ivar's Cooking skill comes in handy. Mm, biscuits.
The next few days are boring travel. Damian's body begins to decompose
a bit, so Johnny A. wraps it up and sticks it in the pine coffin. The
smell is still awful and it seems to have gotten to the driver because
he takes ill. Argente suggests that the disease is contagious (tch,
failed Diagnosis rolls arn't pretty, eh?) and the brute and Ivar decide
he needs to die. So they beat him with a stick and shoot him a couple
times; ironically, it's his fall into the campfire that actually kills
him (though he was unconcious at the time).
This fracas spooks the horses and they tear down the trail, dragging
the coach behind them. Argente is able to chase them down and control
them enough to lead the beasts back to camp. After the excitement, everyone
sleeps.
The next morning, Ivar tries to drive the coach towards the nearest
town (they're just about on the Arizona border). Of course, he only
has the Riding skill which Teamster defaults to... at -5, I believe.
Needless to say, he fails. One of the horses breaks it's leg, the other
runs off (it's harness ripped from the carriage). Ivar doesn't fair
much better--he cripples his right foot. At any rate, the coach remains
intact, but the sudden movement jars it; a trunk, hidden on the underside
breaks free. Upon investigation, the party discovers a human heart packed
in sawdust, along with a set of keys and a small vial of yellow liquid
labelled 'Prometheus Elixer.'
Justin's character kills the injured horse and picks up the coach's
bar to pull it into town. After about 2 hours, they arrive in the town
of Rustins, AZ. The sky is overcast and night is approaching. The party
finds the town desserted, with the exception of an odd blood spatter
here and there. On main street, they meet a tall Russian man named Boris
who appears to be suffering from leperosy. He gives some cryptic advice
to Argente and eventually explains his presence. After some discussion,
Johnny A. finds out Boris is Dr. Johnny Prophet's first and only ressurection
by re-animation. Meanwhile, Ivar finds out what caused the disappearance
of the populace--a number of thin, expressionless, one-eyed automatons
with hatchets for hands.
Ivar and Argente rush back to talk to Boris a bit more and find out
the mechano-men are set on 'auto-kill' and only the code-phrase will
stop them ("It was you who broke my mason plate."). Unfortunately,
it's about this time that Justin's character begins suffering flashbacks
(about his creation/mutilation and later escape). As he lies convulsing
in the dirt, Prophet's automatons begin to chop him up. Johnny A. and
Ivar stand by, unable to stop the slaughter. Or so they thought. After
the brute has been thoroughly rendered and dissected, Hanwool says "Oh
yeah! We could have stopped them with the password!" Ha ha ha.
About this time, Matt/Argente remembers that he's from Rustins,
AZ. Hm. Guess he won't have to pay rent on the office and pharmacy anymore.
Anyway, Johnny A. swings by his office and picks up a few choice drugs.
Ivar and Argente are then contacted via J.A.'s alpha-numeric handy
(wireless telegraph device) by Prophet. He understands from his conversation
with Boris, that Argente has a body in need of re-animation and a few
very important components Prophet's been looking for. They make a deal
and the party (sans brute) gets an invitation up to Prophet's air ship.
The vessel descends from the clouds to hover two dozen yards above the
ground; winches and rope ladders bring the party and Damian's corpse
aboard. Apparently, the mechno-men were 'harvesting' body parts for
Prophet's sinister purposes.
After some conversation and bargaining, it is decided that Argente
and Prophet will operate on Damian at once. Ivar hobbles below deck
on his makeshift crutch. Some disturbing scenes follow, mostly involving
lightning strikes, fresh blood, and problems with corpse bloating. After
the surgery, Damian's elan vitale is restored, but at a price.
40 points in disads, a twenty-thousand dollar debt, plus a -4 HT for
the next 2 sessions.
EPs were awarded... Justin missed out on account of being dead, and
I think Matt got about 250.
Brief Update:
Here's a quick summary of this campaign's happenings (about 5 session's
worth as of November 22nd, 2001):
Damien was resurrected, he and Argente get dropped in Victoria, TX.
They hop a train, kill the train robbers and the crew, kick the rest
off, go towards San Antonio. The French and some other faction catch
up, so D and A ditch the train (read: demolish via TNT) and take up
hiding in San Antonio. Damien kills some ppl, this alerts everyone to
their presence, they hide when some big group comes looking for 'em.
They kill the leader (a sheriff Damien wounded in Victoria) and then
get into some fights with each other. They do nasty stuff to each other
and Damien winds up in jail (he's hideous since the reanimation). Argente
goes off and starts a fledgling medical practice in San Antonio (which
turns a decent profit) while Damien is sentenced to die by sinister
noose. The night before his hanging, Damien gets broken out by the Luddites
(wacko anti-tech religious group). They take him to their base, fix
him up, and contract him to help destroy a new analytical engine in
Detroit. Damien agrees, but once the ornithopter is in the air to take
him to Michigan, he orders the pilot to land outside San Antonio. He
goes into town, sees a doctor's office (not Argente's) and barges in.
Kills someone, takes hostages, but isn't careful about watching his
back or anything and gets cold-cocked by the receptionist/nurse. Argente
is still doing house calls trying to save up money (I guess to buy an
office in town). That's where we are today. It looks like Damien is
going to hang for sure this time.
1st Session: May 19, 2001
Setting: Unnamed TL10 Sci-Fi/Space setting of Henry Oliver's Design
GM: Henry Oliver
Players: Jason Stejskal,
Matt Allen, Justin
Osborn, Nicole (?), Sarah (?)
Summary: All the characters started out on Locuss Station, a
Class III jump port 100 AU from Sol. Nicole was hired by Dr. Johnny
Prophet to find and deliver to him a Caster artifact that was promised
to him by a random operative in the Rigel system. Nicole walks into
The Wallaby, a sleazy bar on Locuss Station, to meet Jason, whose character
is being blackmailed by Dr. Prophet in order to assist Nicole (he's
been infected with a DNA-specific virus that will kill him in fifty
days, unless Dr. Prophet administers the antidote). As Nicole enters
The Wallaby, a fight breaks out in the hall. A severed arm, still smoking,
rolls up to her feet followed shortly by Justin's character. Apparently,
a thief had stolen his wallet, so of course, Justin had to visit sweet,
painful vindication upon the poor soul. Anyway, about that time, Sarah,
having been blown off by Jason (she was trying to hustle him for cash
in her waitress get-up), wanders over to Justin and casually steals
his holdout blaster from its holster.
Just as Jason and Nicole are beginning to sort out the whole Johnny
Prophet quest, Matt comes in over the station's PA system, announcing
a pirate attack in seven different languages. As the station is shaken
by explosions, the PCs, in varying order, run to the docking ring (though
Jason makes a slight detour to loot the bar... Venusian Brandy, mm mm!).
Flash to Matt in the station's Section 5 Control Room; he suits up into
his vacc suit, grabs his Kobold-D worker droid, and makes a run for
the docking ring, picking up bits of destroyed maintenance bots along
the way. Everyone arrives at the last remaining ship, but Sarah is a
minute or so ahead of the rest, so she makes her way onto the bridge
(curiously, the ship was unlocked and totally powered down). She finds
everything to be under an inch of dust, with numerous rat nests and
spider webs adorning the cargo bay. She powers up the ship, and right
then a blast from a space pirate's X-Ray laser causes another explosion
and a very heavy peice of metal is bent in front of the portal to the
spaceship. Justin, Matt, Jason and Nicole arrive at that point (along
with RX-DX^2... Matt's worker droid... gahhhh) and find the obstacle.
Jason activates his Caster bracers and becomes encased in some translucent,
glowing, golden exoskeleton to clear the portal, but Justin, with his
ST 60, easily tears the massive steel obstruction away and walks up
the passage tube to the derelict courier
ship (which, BTW, is completely rusted on the outside... apparently,
it spent a few dozen years planetside somewhere). Everyone follows him,
but Justin finds the airlock has been sealed. So, Justin bashes the
control unit near the door, then pries the door open. As that's happening,
Sarah gets adjusted to the ancient controls and powers up the reactionless
thrusters. The passage tube is ripped from the docking ring and many
ST checks are made to see if anyone is sucked out into vaccum. Fortunately,
Nicole is blocked by Jason and manages to simply wrench a feathered
wing (ow!). Justin opens the second airlock hatch and walks into the
cargo bay, followed by Matt, RXDX^2, Nicole, and Jason.
Inside, they find some crates and two cabins, one of which houses a
dried corpse that, according to Jason's infravision contacts, has a
slight heat signature coming from its chest cavity. Sarah, meanwhile,
seems to be having some problems with the computer as its AI has quietly
gone insane. It keeps pestering her, and the rest of the party, to select
a Pong varient to play. Hm. Matt jacks into the system via his Interface
Jack, and gathers some basic information about the ship stats and history
(the ship's name: Tanstaafl (no, it's not the one in GURPS Space 3/e!!));
so does Jason. Justin walks up the hallway to the bridge, only to find
the blast doors have shut themselves in response to the cargo bay's
brief exposure to vaccum. Justin sets about to opening them with force.
Inside, Sarah has lit a marijuana cigarette and is pilotting the ship
away from Locuss Station, as it explodes. She notices that the life
support has gone offline and someone seems to be trying to force the
bridge blast doors open... she activates the door motors, which faced
with Justin's amazing strength, promptly burn out and create a large
amount of smoke. Jason goes back to the cargo bay and starts opening
crates; he finds a bunch of 5 pound bags of blue powder and a carfeully
packed device which appears to be some sort of Caster.
Sarah receives a hail from a rogue pirate ship; apparently, the captain
(who is utterly infatuated with her) begs for permission to conduct
a boarding and subsequently, asks her to join him on their journey back
to the Mugati system. Sarah accepts both offers and the pirates match
acceleration with the derelict courier ship and extend an armored passage
tube. The artificial gravity on the Tanstaafl goes out; everyone makes
Free Fall checks. About then, Jason, Matt and Justin make their way
onto the bridge (perhaps in response to Nicoles diagnosis of a rat from
the cargo bay -- seems it was a gengineered plague carrier... anthrax,
or something like that) and find the lever which opens the blast gate
to the engineering core. This revelation excites Matt's character, and
he locks himself in there for a good part of an hour. The pirates begin
to board and, totally ignoring Nicole, start collecting stuff from the
cargo bay. Justin slips past them, into the passage tube, and, after
smashing their airlock, into the galley/rec-room of the pirate
ship.
After a few moments, a pirate pops up from behind a couch and aims
his laser pistol at Justin. Justin makes a called shot the the face
and wastes the guy right there. Blood and brains explode against the
wall. The two pirates on board the Tanstaafl start down the tube, carrying
the blue powder (identified by Sarah as Martian Plume, a valuable, and
highly illegal, narcotic) and the artificial gravity comes back on (thank
you, Matt!). Both pirates fall flat on their rears in the tube, and
seeing Justin in their galley, scramble for their rifles and go in to
shoot him. As they come out of the tube, Justin shoots one in the chest
(vitals); he drops. The second pirate gets a shot at Justin with his
blaster rifle, which actually hits Justin in the shin. Justin, in retaliation
makes a called shot to the chest and splatters the guy. Justin walks
over to inspect the bodies, finds one is still breathing, though unconscious,
and twists the guy's head off. Hm. (Matt: Can I make a First Aid roll
to see how bad the injury is? Me: *pimp slaps Matt*)
Sarah, at Matt's direction, runs a fiber optic cable onto the pirate
ship and plugs it into a port in the galley. Matt, still in the engineering
core, proceeds to hack his way into the pirate's mainframe. He sucessfully
shuts down the pirate's ship weapons and lighting systems [BTW Matt,
I'm changing the computer/hacking system so it's not just contests of
skill--see the relavent link on my main GURPS page]. Jason and he run
down the passage tube while Sarah and Nicole hide in the engineering
core with the assistance of RXDX^2. Everyone flicks their infravision
on ('cept Matt) and explores the ship a little to find a room littered
with contraband, including three Lemon Angel model pleasure androids.
Then they all barge through the blast gate (more smashing, courtesy
of Justin) to the bridge. There they see, in the dim light of the emergency
lamps, Justin's character, positively dripping in blood (well, maybe
just splashed with it, but you get the idea), as well as the captain
and his lieutenant. Justin, always the eager beaver, blows two or three
large holes in the pirate captain. Surprise, surprise, sparks pour from
the wounds. Justin shoots the head again and knocks it clean off. The
captain's body convulses for a while and starts to reach into its coat,
at which point Justin blasts the thing's hand off. The body convulses
some more, then goes limp. Meanwhile, Matt walks down to the lieutenant's
comm station and orders the guy on his knees, hands in the air. The
lieutenant complies and is rewarded with a blow to the head from the
butt of Matt's pistol (roll vs. HT...); he's out cold. Suddenly, the
lights all come back on, the blast doors clang shut and the viewscreen
lights up. White text on a field of red informs the three PCs that someone
hiding in the engineering core is not pleased with their actions. Some
clumping in the outer cooridor makes them realize that the Lemon Angels
have probably been activated. [Then it was like 2:15 am, so we all decided
to call it a night.]
1st Session: May 12, 2001
Setting: "The Tick"
GM: Jason Stejskal
Players: Matt Allen,
Justin Osborn, Henry
Oliver
Summary: Justin plays The Mangler, a winged alien monster with
a chainsaw. Matt plays Gareth, a strong, but disturbingly effeminate
superhero clad in pink and purple. I (Henry) play a vigilante called
the Amish Avenger, a hometown hero from Lancaster,
Pennsylvania. Anyway, the game opens with Hawk Guy and I hanging out
in a superhero bar. We hear some commotion in the street and run out
to find Asto-Man (a man rumored to save the earth from aliens and comets
every week, though his only qualifying aspect seems to be a surplus
space suit he walks around in) talking to the police. Someone was chainsawed
to death in an alley... Hawk Guy says, "A crime! Quick, to the
Super-Van!"
I reply, "You mean your beat-up 1978 Volkswagen bus?"
"Err... yes."
So we get out on the streets of The City and start looking for criminal
elements and I suggest that we fly instead but Hawk Guy is reluctant,
so I fly myself (with the aid of my magic cape). We find The Mangler,
and get into an argument with him. He starts slicing up Hawk Guy's pathetic
mini-bus, which makes Hawk Guy mad... so eventually we sort of resolve
things and fix Hawk's van up with some more bailing wire and duct tape.
Then we see ninjas!
Ninjas, across the street, raiding the bakery. Ooh. We run in there
and order them to stop, but they blow us off. So Justin chainsaws the
nearest one's arm off. He starts screaming (I think his name was Earl)
and another ninja dials 911 on his cell phone. I tried to tourniquet
the stump for him, but he wasn't very grateful for it. Two ninjas run
out into the street and I throw a couple exploding bibles at them (Level
5 Stone Missile with the Exploding +40%, Full Power Only -10% and Instantaneous
50% enhancements). They're knocked out by the blasts which leave multiple
36-foot craters in the road. Meanwhile, Justin is having some fun conducting
experiments invovling ninjas and sharp, roaring things. We both finish
in time to see the Citizen (City-Zen?) standing in the back doorway
of the bakery. I throw an exploding bible at him, which he super-parries
with his (enchanted?) aluminum bat. Eep. We try to run after him, but
he slams the door behind himself. Justin cuts it down with his chainsaw
but the Citizen is gone; nowhere to be found.
We walk outside to the super-van (hehe) and after meeting Matt (oh
god), follow an ambulance carrying a (few?) ninja to the hospital. Being
that this is the "super-van," it takes a few hours to go ten
blocks. We impress the receptionist in the emergency room enough that
she tells us which room one of the ninjas is resting in. We go up there
and right off the bat, Justin starts experimenting with the defibulators
(the electric shocking things that they use to revive ppl who's hearts
stop beating). He jacks it up to half power and tries it out on the
sleeping ninja's abdomen. It catches on fire. People begin screaming.
Someone bursts into the room and I quickly explain that I've never met
any of these people. [Then it was like 11:30 pm, so we all figured we'd
watch South Park]