Page 1
Panel 1:
Establishing shot of Claire Donovan standing atop a hill overlooking Los Angeles at sunset. The city sprawls out below her, bathed in the golden hues of the setting sun.
Text Box:
In a world where justice strikes with the suddenness of lightning, a new saga begins.
Panel 2:
Close-up of Claire, her face determined, as she reviews files on a tablet. The files have photos and brief descriptions of potential team members.
Claire (thinking):
Each one has a role to play in the tapestry of fate we’re weaving.
Panel 3:
Transition to Manhattan’s bustling underground, Claire moves through the crowd, her eyes scanning the faces.
Text Box:
From the sun-kissed hills of LA to the pulsing heart of Manhattan, the quest to assemble the Thunderbolts is underway.
Page 2
Panel 1:
Interior of a luxurious spa-like rehab clinic. Karen (Lady Mastermind) is seen coaching a teenager, a serene look on her face.
Text Box:
Karen, wielding the power of illusion and telepathy, finds her routine interrupted.
Panel 2:
Claire enters the clinic, her presence causing a slight stir. Karen notices her, curiosity piqued.
Karen (thinking):
Who is this that walks into my web so boldly?
Panel 3:
Karen attempts to use her powers on Claire, only to find them inexplicably blocked.
Karen (thinking):
Blocked? How intriguing…
Panel 4:
Claire extends an offer, a briefcase of money visible. Karen’s intrigued expression suggests interest.
Claire:
I have a proposition for you, one that could change your life.
Page 3
Panel 1:
Cut to a tropical beach where Roderick Kingsley (Hobgoblin) lounges, seemingly retired and at peace.
Text Box:
Elsewhere, Roderick Kingsley enjoys his respite from chaos.
Panel 2:
Claire confronts Kingsley, showing him documents that reveal his frozen accounts.
Claire:
Your past has finally caught up with you, Roderick.
Panel 3:
Kingsley’s face hardens as he considers Claire’s offer to clear his name and restore his wealth.
Kingsley:
What’s the catch?
Panel 4:
Claire outlines the mission, leaving Kingsley contemplative but visibly intrigued.
Claire:
A chance to redeem yourself… and perhaps reclaim your legacy.
Page 4
Panel 1:
Inside a dingy interrogation room in an Eastern European jail, we see Bert Knox (DualCore) sitting at a table.
Text Box:
In a starkly different setting, Bert Knox faces his own dilemma.
Panel 2:
Claire presents her offer to Bert, hinting at the advanced technology he craves.
Claire:
I can offer you access to technology beyond your wildest dreams.
Panel 3:
Bert’s eyes light up at the mention of the specific piece of tech, his interest clearly piqued.
Bert:
You have my attention.
Page 5
Panel 1:
In a lab beneath Manhattan, Containment, a being of superheated plasma, is shown conducting experiments.
Text Box:
Beneath the city’s surface, Containment seeks answers to his own powerful mysteries.
Panel 2:
Claire’s silhouette appears in the doorway, her offer of freedom and exploration laid out before Containment.
Claire:
Imagine what you could achieve with the right resources.
Panel 3:
Containment considers the offer, the glow of his plasma form reflecting the potential of new horizons.
Containment:
Freedom… and purpose? I am intrigued.
Page 6
Panel 1:
A secretive island in the South Pacific, the Thunderbolts’ new base. The team arrives, each member showcasing their unique personality and powers.
Text Box:
Assembled at last, the Thunderbolts face the dawn of their first mission.
Panel 2:
Hobgoblin makes a dramatic entrance, narrowly avoiding a missile, showcasing the high stakes of their new environment.
Hobgoblin:
Seems like retirement is officially over.
Panel 3:
DualCore sets up his equipment, hacking into the island’s defenses, while Hobgoblin prepares his gear.
DualCore:
Let’s see what secrets this island holds.
Page 7
Panel 1:
Claire debriefs the team on their mission to infiltrate an auction in Madripoor for cloning technology.
Claire:
Our target is the cloning technology from Dr. Miles Warren’s lab.
Panel 2:
The team listens, their expressions a mix of determination and skepticism, as the plan unfolds.
Lady Mastermind:
And how do we intend to pull this off without drawing unwanted attention?
Panel 3:
The team prepares to depart, their gear and resolve in place for the challenges ahead.
Text Box:
With the mission set, the Thunderbolts embark on a journey fraught with danger and uncertainty.
Panel 4:
Close-up of the team, a diverse group united by a common purpose, ready to face the unknown.
Text Box:
Amidst the shadows of heroes and villains, a new chapter begins for the Thunderbolts, where every action could tip the balance of their fate.
Narrative
In the world where justice comes like lightning, a new chapter unfolds for a group of extraordinary individuals. Claire Donovan, a woman of purpose and mystery, embarks on a mission to assemble a team for an organization shrouded in secrecy. This tale begins with Claire traversing various landscapes, from the sun-kissed hills outside L.A. to the bustling underground of Manhattan, each step bringing her closer to the individuals destined to form the Thunderbolts.
Karen, known as Lady Mastermind, found herself in a spa-like rehab clinic, coaching a teenager under the guise of rehabilitation. Her powers of telepathy and illusion, inherited from her father, Mastermind, were put to the test when Claire Donovan walked into her life with an offer too intriguing to refuse. Despite her attempts to probe Claire’s intentions, Karen found her powers blocked, a rarity that piqued her curiosity and led to her eventual acceptance of a job that promised not only a hefty sum but a chance to step out of her father’s shadow.
Roderick Kingsley, or as the criminal world knew him, Hobgoblin, enjoyed his retirement on a beach, far removed from the chaos of his past life. Claire’s approach, revealing his frozen accounts, presented a dilemma only solvable by reentering the world he had left behind. An offer to clear his name and restore his wealth was the lure that brought the Hobgoblin into the fold.
In a European detention center, the techno-savvy Dual Core, entangled with the AI Eidolon, faced his own set of challenges. Claire’s offer, cloaked in the mystery of her affiliations, hinted at a chance to dive back into the world of advanced computing and possibly clear his legal entanglements. The promise of acquiring a specific piece of technology was enough to secure his cooperation.
Beneath Manhattan, in a lab funded by the First Bank of Manhattan, Containment, a mutant of superheated plasma, conducted his research. Claire’s visit not only offered freedom from his current confines but also a chance to explore his powers further, under the guise of a well-funded mission requiring his unique abilities.
As the team began to take shape, with each member facing their own moral and ethical dilemmas, they were transported to a secretive island in the South Pacific. This island, equipped with high-tech defenses and facilities, would serve as their base. Hobgoblin’s arrival, marked by his flair for the dramatic and a missile narrowly missing him, set the tone for their stay. Dual Core’s hacking attempts and the establishment of a bug-out bag by Hobgoblin indicated the team’s resourcefulness and readiness to face the challenges ahead.
Their mission, as unveiled by Claire, involved infiltrating an auction in Madripoor to obtain cloning technology from Dr. Miles Warren’s lab, known for his creation of Spider-Man clones. The stakes were high, with the team needing to navigate the criminal underworld without financially supporting it. The auction, conducted by the enigmatic Broker, became the focal point of their mission.
As they prepared to depart for Madripoor, the team’s dynamics began to unfold. Lady Mastermind’s illusions, aimed at manipulating perceptions and establishing her authority, sparked both intrigue and skepticism among her teammates. Her past as an X-Man and her desire to carve her own path, away from her father’s legacy and the influence of Jean Grey, highlighted her complex character.
Containment, introduced as the team’s “big gun,” brought a level of power and mystery to the group. Discussions about his physical form and potential contributions to their mission underscored the diverse abilities and backgrounds within the team. The Thunderbolts, named for nostalgia and differentiation from another team led by Hawkeye, embarked on a journey fraught with uncertainty, their motives and allegiance to their mysterious employer a constant source of tension and speculation.
As they navigated the complexities of their situation, the team’s efforts to uncover the truth about their captors and the nature of their mission revealed connections to AIM, raising concerns about their involvement with a terrorist organization. Their discoveries, including the presence of psychic dampening technology and AIM’s advanced computation hardware, hinted at a larger narrative involving power struggles and advanced technology.
Their arrival in Madripoor marked the beginning of a new phase in their mission. The decision to split the team, with some landing officially and others stealthily, underscored the challenges they faced in infiltrating the auction and securing the cloning technology. Discussions about tracking, safety, and coordination highlighted the team’s strategic approach and the importance of leveraging their diverse skills and backgrounds.
As the Thunderbolts prepared to navigate the dangers of Madripoor and the complexities of their mission, their journey promised a tale of intrigue, betrayal, and the search for justice. Amidst the backdrop of a world where heroes and villains blur the lines, the Thunderbolts’ quest for identity and purpose unfolds, a testament to the enduring power of individuals coming together to face the unknown.
Key Events
- The session begins with the GM checking audio quality and making a joke about walking away from the table.
- The campaign is introduced as a new series of Thunderbolts titled “Justice like lightning,” with a hint that the theme of justice will be explored.
- The first page of the session’s narrative features four narrow panels showing a woman in a suit, with brown hair, walking towards a doorway or entryway in four different locations, indicating she is on a mission to find each of the player characters.
- The woman is on a recruitment mission, and the characters have not met her or each other yet.
- Karen (Lady Mastermind) is found in a fake rehab clinic, described as a spa-like place in the hills outside of L.A., where she is overseeing a teenager being coached.
- Roger Kingsley (Hobgoblin) is on a beach, described in detail with his attire and surroundings, indicating a leisurely lifestyle.
- DualCore is in custody somewhere in Europe, with a humorous note about his ability to translate languages as well as Google Translate.
- Containment is in a laboratory beneath Manhattan, using a grant from the First Bank of Manhattan, highlighting the extensive underground civilizations in Marvel’s Manhattan.
- The woman, Claire Donovan, approaches each character in their respective locations, introducing herself and making an offer to recruit them for a job on behalf of an unnamed organization, hinting at significant benefits and potential problems if the offer is declined.
- Lady Mastermind attempts to use her powers on Claire but finds them blocked, leading to a flustered attempt to gauge Claire’s intentions through mundane means.
- Claire reveals to Lady Mastermind an offer of ten million dollars for the job, sparking interest despite Lady Mastermind’s initial skepticism.
- Claire confronts Roger Kingsley with the fact that his accounts are frozen and offers him a way out by working for her organization.
- DualCore, identified as Mr. Knox, is offered help with his legal troubles by Claire, who hints at his past involvement with Stark Industries and a black project.
- DualCore uses his abilities to deduce that Claire is likely associated with a well-connected intelligence agency, possibly S.H.I.E.L.D., and negotiates for assistance in retrieving a specific computer from his former employer.
- The session sets up a narrative of recruitment and intrigue, with each character facing their own dilemmas and the mysterious Claire Donovan acting as a catalyst for their involvement in the Thunderbolts campaign.
- The conversation begins with an offer for an opportunity to find and acquire something desired, with the assurance of keeping busy during the search.
- The speaker assures they are on the side of the angels, despite needing to cause trouble to do good, and is looking for individuals comfortable with causing trouble.
- The setting is revealed to be a jailable den in Eastern Europe, with the speaker expressing comfort in the current situation over previous discomforts.
- The conversation shifts to a discussion with a character named Containment, who is identified as a mutant and a member of the Brotherhood Alliance, indicating a low-profile presence and recent project involvement.
- A team is being assembled by the speakers, seeking Containment for a role requiring power rather than subtlety, highlighting Containment’s past associations and potential under normal circumstances to be considered a terrorist.
- The offer includes a well-funded position with a private location for planning, promising substantial resources and amenities, with an initial offer of ten million US dollars, later negotiated to include a one million dollar advance as a show of good faith.
- Containment is required to reside at the compound for the duration of the mission, with limited spending opportunities, but accepts the terms.
- A hacking attempt is made by Containment to release themselves from police custody, utilizing the local police station’s poor security and network to erase records of their and Ms. Donovan’s presence, demonstrating significant computer skills.
- The conversation continues with discussions about safety precautions for team members, the assembly of a containment chamber, and the potential for Containment to contribute to scientific research based on their expertise.
- Containment’s previous identity as Maxwell Fuchs and their transformation into Containment is discussed, along with the limited knowledge of this identity among characters like Magneto, Mystique, and possibly Charles Xavier.
- The session concludes with arrangements for Containment to retrieve their belongings and join the team at the compound, with humorous references to previous incarcerations and a failed attempt to use a declined credit card.
(Note: The transcript contains references to characters and events from Marvel comics, including character dynamics and transformations, as well as humorous asides related to comic book tropes and storylines.)
- The discussion begins with a reflection on the rarity of new characters in comics gaining lasting popularity.
- The group of characters is transported to a secretive island in the South Pacific, not marked on any maps, via a high-tech private plane.
- One character, referred to as “Containment,” describes their unique method of transport involving a shipping container, a magnetic cylinder for tighter containment, and a suit that is remotely controlled for safety and intimidation purposes.
- Mr. Kingsley (Hobgoblin) is identified as the first to arrive on the island, which features a high-tech compound with satellite dishes, solar panels, and armed watercraft, but no clear affiliations.
- The island’s facilities include large buildings, a tower, and a pier, and the characters’ jet lands vertically on a platform to avoid the need for a runway.
- Hobgoblin, in full costume, carries a coconut shell from the plane, hoping for a refill but realizes it’s unlikely on the flight.
- Upon landing, Hobgoblin uses a remote control to summon his goblin glider from the luggage and begins to survey the island’s defenses and layout, creating an asset of knowledge about the place.
- A missile pod targets Hobgoblin but is called off, indicating high-tech defenses and possibly friendly forces on the island.
- Hobgoblin successfully creates a D12 asset for knowing the island’s facility after an extraordinary success in evading the missile and surveying the defenses.
- DualCore arrives next and is shown to a barracks-like dormitory, deciding to leave surprises in each room and marking one as their own with orange paint.
- DualCore pays attention to the flight details to determine the island’s location but falls asleep, learning only that the plane might be powered by something other than jet fuel.
- The island offers basic amenities like a cafeteria and recreational hall, but the rest of the facility is off-limits.
- Hobgoblin decorates his room and inquires about the color schemes of the rest of the team, planning to personalize the space further.
- DualCore and Hobgoblin meet on the beach, discussing their backgrounds, skills in technology, and the circumstances that brought them to the island.
- Hobgoblin boasts about modifying and improving technology found from Norman Osborn, while DualCore expresses interest in hacking and manipulating technology.
- A player character expresses concern about being monitored constantly due to the pervasive technology and potential magic around them. They assume cameras are hidden everywhere.
- The character spots what they believe are cameras in bubble domes nearby, suggesting surveillance equipment is present.
- The character uses their glider’s engines to create noise interference, making it difficult for any potential surveillance to pick up their conversation.
- A successful roll (15 with a D10 effect) by the player character indicates they manage to create a technological asset that aids in having private conversations, upgraded to a D12 due to the roll’s success.
- The conversation shifts to blackmail and promises made by unknown parties, including the promise of a special computer to one of the characters, hinting at motivations driven by access to advanced technology or financial resources.
- The characters discuss unlocking one of Hobgoblin’s accounts as a means to access funds while keeping it hidden from their adversaries. This involves a successful technological manipulation by a character.
- Despite unlocking the account, it’s revealed that most of the money has been moved, leaving only a small amount. This discovery leads to further discussion about the characters’ precarious situation and their need to maintain secrecy and protect their identities.
- The characters engage in a defensive action against the island’s surveillance, attempting to shield their activities from being detected. This involves a mix of technology and strategy, including the use of a glider for technological advantages.
- A large military cargo helicopter arrives on the island, bringing a new element to the scene. The characters observe the unloading of a big container, sparking curiosity and concern about what it contains and its implications for their situation.
- The arrival of the container and its contents, including a large armored suit, suggests the introduction of new challenges or allies. The characters’ reactions indicate a mix of intrigue and apprehension about the developments on the island.
- Throughout the transcript, there is a focus on technology, surveillance, and the characters’ efforts to navigate a complex situation involving hidden agendas, blackmail, and the need for secrecy. The interactions hint at a larger narrative involving power struggles, advanced technology, and the characters’ attempts to assert control over their circumstances.
- A player character attempts a challenging roll, invoking a distinction as a negative to add a D6 to the Doom Pool, resulting in a D4 and 4 D10s in their pool.
- The roll yields a 20 with a D10 effect, despite rolling a 1, indicating a complication.
- The character successfully hacks into a network, gaining access but also triggering an alert due to not covering their tracks, revealing the presence of live security monitoring.
- The character realizes too late that the security system is actively monitoring and has detected their intrusion, likening the challenge to facing a quantum computer.
- The GM allows the player to buy off the complication, adding a D6 to their result for a total of 23 with a D8 effect, but the character is locked out from major systems, limiting their actions to minor ones like controlling lights.
- The character, named Containment, is described standing before a tropical ocean, wearing a utilitarian beige suit designed for containment, discussing the suit’s aesthetics and functionality with a technician and Aiden Donovan.
- Containment is introduced to a research facility on an island, where they are shown a containment unit designed for them. The team expresses eagerness to work with Containment to refine the unit.
- A character in a goblin outfit, presumably Hobgoblin, discusses designing a new suit for Containment, focusing on aesthetics, heat resistance, and incorporating advanced materials.
- The team discusses acquiring special materials for the new suits, including stealing from Stark Industries, and Hobgoblin’s expertise in clothing design is highlighted.
- Containment and the research team, led by Dr. Evelyn Sterling, work together to refine the containment unit, with Containment providing feedback and instructions.
- Another character, not in costume, attempts to blend in with Aiden Donovan’s group upon landing on the island, planning to use illusions to appear as a superior to Donovan in the eyes of others.
- The character also probes the minds of Donovan and others, finding no mental defenses in the pilot or Donovan, and plans to create an illusion to manipulate the perception of their status among the island’s staff.
- Lady Mastermind attempts to use her illusion and mind control abilities to make two individuals perceive her as having significant influence and authority.
- She employs area illusion and area telepathy to affect multiple targets, using her focus to enhance her abilities and create lasting mental constructs.
- The mental defense against her abilities is discussed, with superhuman mental resistance and psychic resistance being relevant stats.
- Lady Mastermind adds dice to her pool for the area attack illusion and telepathy, stepping up effects and discussing the use of special effects (SFX) to enhance her abilities.
- The presence of psionic dampeners in the facility, ranked at D10, is revealed, which could resist her abilities.
- Hobgoblin, skeptical of Lady Mastermind’s actions, uses his criminal expertise to assess the situation, noting his physical enhancements and armory do not aid in psychic defense.
- Lady Mastermind aims to create an asset with her illusions, adding more dice to her pool and planning to step up effect dice after rolling.
- Plot points are discussed, with Lady Mastermind using one to add a Stunt Dice, enhancing her illusion of being a powerful, authoritative figure.
- The dice pool for Lady Mastermind’s action is finalized, and she rolls successfully, managing to add additional effect dice for targeting multiple individuals.
- Hobgoblin and an unknown character are affected by the illusion, with Hobgoblin perceived as more significant due to his notoriety and the unknown character as less impressive.
- The effectiveness of Lady Mastermind’s illusion is debated, with concerns about making enemies among other player characters and the potential for future conflict.
- Lady Mastermind’s roll significantly exceeds the defense rolls of the targets, effectively convincing them of her altered reality, though the illusion’s effects are temporary.
- The session humorously discusses the characters’ perceptions and reactions to the illusion, including skepticism, confusion, and the eventual realization of being manipulated.
- The introduction of Lady Mastermind as a team member is staged, with her being presented as a telepath and mental illusionist, further complicating the characters’ understanding of the situation.
- The session concludes with the characters adjusting to the new dynamic introduced by Lady Mastermind’s illusions, setting the stage for future interactions and potential conflicts within the team.
- Sofia Martina is identified as having a higher rank than Donovan.
- Lady Mastermind (referred to as “the lady mastermind”) is introduced by Donovan as taking on the role of psychic defense and conducting some interviews for the team. She is described as capable of infiltration and bypassing traditional security measures.
- Lady Mastermind emphasizes her role in coordinating events rather than just following orders, aiming to maintain a high status within the team. She appears to have a particular interest or issue with Cyberhead, expressing confusion and concern over him.
- Lady Mastermind admits to having difficulty with video surveillance and looks to Hobgoblin and possibly DualCore for technical support, acknowledging Hobgoblin’s genius and technical skills.
- Hobgoblin is seen working on a circuit board pattern for a hat that can enhance Wi-Fi signals, suggesting a focus on functional superhero costumes. There’s a brief discussion about costume preferences, including capes and Lady Mastermind’s costume choices, which vary from revealing outfits to a business suit for the current meeting.
- Lady Mastermind’s past as an X-Man is mentioned, with her joining to spite her father. She is characterized as a pathological liar, even to herself, and her decision not to go to Krakow is attributed to her desire to make it on her own and avoid Jean Grey, who is on the council there.
- The final team member, Containment, is introduced through a text message, indicating he is currently in containment and cannot meet in person. A picture sent shows a large magnetic bat with arms, suggesting a robotic or heavily armored form.
- The team, including Lady Mastermind, Hobgoblin, and DualCore, is taken to the research labs to meet Containment. The labs are secured with a scanner and a vault-like door.
- Containment, described as having a body made of pure plasma contained within a powerful robotic suit, is introduced as the team’s “big gun.” Lady Mastermind expresses more concern about Hobgoblin being the wildcard of the team.
- A discussion about Containment’s physical form and feelings, or lack thereof, takes place, with Lady Mastermind offering her services to help with any anxiety or issues Containment might have.
- The team is officially named the Thunderbolts, with Donovan mentioning another active Thunderbolts team in Manhattan led by Hawkeye. The name is chosen for its nostalgia and to differentiate from the other team, with a focus on not attracting too much attention.
- An Event Milestone titled “Who are we working for?” is introduced, offering XP for expressing doubt or curiosity about the employer’s identity, investigating their background, or uncovering their secrets and agendas.
- The session ends with a break, and some players discuss personal matters unrelated to the game session.
- The group discusses various types of noodles and their preferences, including soba, udon, and ramen, along with their ingredients such as buckwheat and rice.
- They share experiences and stories about Japanese noodle-related movies, including “Soba Vicious Udon” and “Tampopo,” highlighting themes of culinary quests and the impact of food on relationships.
- The conversation shifts to discussing ways to watch movies together remotely, mentioning software, browser plugins, and Discord as options for synchronized viewing.
- They talk about binge-watching anime series like “Naruto” and “One Piece,” with one person sharing their extensive viewing habits and progress through “One Piece.”
- The group reminisces about favorite episodes from “Dragon Ball Z,” specifically mentioning the “Driver’s Ed” episode featuring Goku and Piccolo.
- They discuss “Osomatsu-kun” and “Bee and Puppy Cat,” highlighting the themes and quirky elements of these shows.
- The conversation turns to personal anecdotes, including dealing with pets and their quirks, and the challenges of maintaining a clean and comfortable living environment.
- The group briefly touches on the Thunderbolts campaign, mentioning posing as the team and referencing the original Thunderbolts’ storyline involving villains pretending to be heroes.
- They discuss food orders for the evening, mentioning various dishes like karaage and tsungyoja, and share personal preferences and dietary considerations.
- The conversation includes discussions about homebrewing beer, water quality and treatment, and the practicalities of using reverse osmosis systems for brewing.
- They conclude with plans to review and refine the character sheet for “Containment,” discussing potential edits and the incorporation of plasma powers into the character’s abilities.
- Throughout the conversation, there are mentions of upcoming game sessions, player absences, and the anticipation of testing new character powers and dynamics in the game.
- Brian is acknowledged for his supercomputing abilities.
- Players discuss character milestones, focusing on personal dilemmas such as improving technology (like suits), choosing between humanity or embracing new forms, and dealing with insanity versus villainy.
- The conversation shifts to the team’s composition, noting a lack of female members and discussing potential new additions.
- Lady Mastermind (Regan) expresses her desire to not be like her father, Mastermind, and struggles with her identity and the legacy of her name.
- Hobgoblin has been distributing bat-shaped metal objects engraved with offers for wardrobe or costume consulting, which are both sharp and dangerous.
- The team discusses their living arrangements and the dynamics within their dormitory, including suspicions and attempts to maintain illusions.
- DualCore is described as hacking into the requisition system for humorous or absurd requests as a form of protest for not receiving a high-powered laptop.
- The group debates the idea of adopting a unified theme or costume for their team, considering the Thunderbolts’ red and black theme.
- There’s a discussion about the current members of the Thunderbolts in the Marvel Universe, including Clint Barton (Hawkeye), America Chavez, Spectrum, and others.
- The team contemplates how to position themselves in relation to the Thunderbolts, with some members considering the ethical implications of their actions.
- Lady Mastermind is focused on understanding what drives people and tells everyone a different story about why she’s there, none of which involve money.
- DualCore receives a high-powered laptop with a memo indicating it’s for mission use and is warned not to abuse the privilege. He proceeds to wipe and reconfigure the laptop.
- The team considers investigating who is behind their situation and possibly acting outside their current restrictions.
- Containment is noted to have a competent and enthusiastic support staff, and there’s interest in exploring the island’s defenses and the identities of the people involved.
- A technical challenge arises as DualCore attempts to fully secure the laptop, leading to a dice roll to determine the outcome of his efforts.
- The player character discovers that a piece of code they were analyzing is for a custom computation hardware designed by AIM (Advanced Idea Mechanics), an organization considered a terrorist group focused on advancing science at any cost.
- The hardware in question is an older model that has been well-documented, suggesting it could be confiscated equipment rather than directly obtained from AIM.
- It’s noted that while AIM might sell such hardware to fund their operations, it would be risky due to embedded surveillance features.
- The discovery leads to speculation about whether the individuals involved are part of AIM or merely using AIM’s technology, raising concerns about potential ties to a terrorist organization.
- The player character earns a 3 XP milestone for uncovering significant information, though the full context and implications are not yet clear.
- The player character has gained a resource: a completely unlocked laptop that is untraceable by their employer, useful for hacking into employer systems but not external ones.
- Hobgoblin is designing Thunderbolt costumes but debates the need for subtlety versus recognizability, given DualCore’s suggestion to avoid resembling the Thunderbolts.
- Hobgoblin plans to exploit known defenses to create a hidden bug-out bag on the island, containing backup equipment and materials for emergency use.
- A roll is made to create this resource, involving knowledge of the island’s defenses and stealth tactics, with assistance from DualCore who provides a map of the base for an ideal hiding spot.
- Despite a successful roll, there’s an implication that their actions might be detected, potentially compromising the hidden stash.
- Lady Mastermind attempts to investigate the resistance to her psychic powers on the island, suspecting either technological or psychic dampening.
- She seeks DualCore’s help to circumvent the psychic dampening, initially facing resistance due to DualCore’s wariness of psychic intrusion.
- After some negotiation, DualCore agrees to allow Lady Mastermind to communicate telepathically for the purpose of their investigation.
- They discuss the possibility that certain individuals are protected from psychic probing by devices or magic, and plan to combine their skills to uncover more about the island’s secrets and their captors.
- The characters discuss creating assets for a job, acknowledging uncertainty about what they’re up against.
- They identify the presence of hardware in the dormitory and possibly other areas of the compound that creates psychic suppressing fields, aimed at preventing psychic messaging and illusions.
- The hardware is identified as similar to that used in Strikers, a Stark tank, but it’s noted that it mainly suppresses aggressive psychic illusions rather than basic communication.
- A psychic two-way radio is being tested as a means of communication, with a note that the X-Men are accustomed to such technology.
- Lady Mastermind considers using her invisibility to sneak around and gather information.
- DualCore plans to modify his laptop to create a countermeasure against the psychic suppressing fields, but it will require his activation and cannot be used independently by Lady Mastermind.
- The group discusses the presence of sentient AIs and mutants with AI-like abilities in the Marvel universe, referencing characters and scenarios from X-Men comics.
- The team contemplates their approach to gathering information, aiming for subtlety and considering the use of disguises and shape-shifting.
- A discussion on character abilities and distinctions takes place, with considerations on how to best utilize their powers for the mission.
- Lady Mastermind and DualCore scheme to disable psychic nullifiers and gather information by snooping around the compound.
- It’s revealed that the staff and technicians at the compound are not susceptible to psychic reading, suggesting they may be wearing protective devices.
- Lady Mastermind is unable to read Donovan’s thoughts, raising questions about his involvement.
- The research facility is busy with various projects, with the staff uncertain about their orders’ origins, suspecting they might be working for AIM.
- The scientists were previously retired or out of the game but were reactivated for new projects, with containment being one of many focuses.
- Lady Mastermind plans to involve Containment in investigating the projects further.
- The discovery of AIM technology in the laptop confirms a connection to AIM, suggesting the compound’s activities are closely related to or directly involve AIM.
- The characters strategize on how to use this information, considering the implications of AIM’s involvement.
- The team has been at their current location for nearly a week, with Hobgoblin having been there the longest.
- Claire calls the team to a briefing room installed at the top of their dormitory, equipped with a large display and a big table for meetings.
- Claire, wearing a well-tailored suit, informs the team of a mission involving the acquisition of cutting-edge cloning technology being auctioned off in an underground event.
- The auction is taking place in Madripoor, a fictional island known as a haven for criminal activity, possibly off the coast of Asia near Indonesia.
- The cloning technology in question originates from Dr. Miles Warren’s lab, also known as the Jackal, known for his work on Spider-Man clones.
- The team is tasked with securing an invitation to the auction, infiltrating it, and obtaining the cloning technology without directly purchasing it, as the organization does not want to financially support criminal enterprises.
- The auction is being conducted by a figure known as the Broker, an underworld figure facilitating the flow of cash and resources among criminal organizations.
- The team discusses potential strategies for acquiring the technology, including creating a fake payment account and leveraging their contacts in Madripoor.
- Claire provides background information on Miles Warren (the Jackal), detailing his obsession with Gwen Stacy, his transformation into the Jackal, and his history of causing havoc, including turning people into giant spiders.
- The cloning technology is described as a self-sufficient system capable of cloning a single individual, distinct from Krakoa’s mutant-dependent cloning technology.
- The team, particularly Hobgoblin, expresses reluctance but ultimately agrees to proceed with the mission, motivated by the desire to prevent the technology from falling into the wrong hands.
- Preparations are made for departure to Madripoor, with the team set to leave in two hours aboard a transport helicopter.
- The scene transitions to the team’s arrival in Madripoor, described as a highly developed global city with expansive slums, run entirely by criminals, drawing a comparison to Singapore but with a criminal governance.
- The group discusses their approach to landing on Madripoor, an island nation, with options to land officially at an airport or stealthily at a remote site. The decision is influenced by the difficulty of passing through customs for some members due to their identities and possessions, such as Hobgoblin’s pumpkin bombs.
- Roderick Kingsley (Hobgoblin) suggests a two-prong approach, with some members landing officially and others stealthily. He opts for the official route, planning to make an ostentatious display of wealth by shopping for the proper outfit upon arrival.
- The group debates the pros and cons of each landing option, considering the ease of access, the potential for being tracked by Madripoor’s authorities, and the implications for their mission to infiltrate an auction run by a figure known as the broker.
- The broker’s influence in Madripoor is acknowledged, with concerns raised about the broker’s ability to shut down the airport to prevent the group from moving goods stolen from them. This leads to the decision to establish their own landing site outside the city.
- Lady Mastermind and Hobgoblin are designated to land officially at Madripoor’s national airport, while DualCore and Containment will land at a remote beach site. The group aims to infiltrate the auction discreetly, with different members taking on various roles in the operation.
- A discussion ensues about tracking Lady Mastermind for safety and coordination purposes. DualCore proposes using technology to enable tracking via cell phones, and the group considers the range and capabilities of their mental network for communication and coordination.
- The session concludes with the group preparing for the next phase of their mission, with some members expressing interest in contacting allies or leveraging their criminal backgrounds for advantage. The group reflects on their teamwork and character development during the session.
- A humorous aside involves Hobgoblin considering disguising himself as the Green Goblin and a discussion about the current status of Norman Osborn in the Marvel Universe.
- The group also discusses the motivations and backgrounds of their characters, including financial incentives and personal goals, highlighting the diverse motivations within the team.
- The session ends with plans for the next meeting and a recap of experience points and plot points earned, emphasizing the importance of tracking these elements for character progression and the ongoing adventure.
- The group discusses potential dates for an upcoming session, initially considering the 21st and 22nd.
- The 22nd is identified as Luke’s birthday, but it is also a Monday, which does not work for most of the group.
- The 21st, a Sunday, emerges as a potential date for the session, with most members expressing availability and interest.
- The group briefly mentions planning Dot’s birthday party but struggles to pick a date. They seem open to the 21st if it works for everyone.
- A tentative date for the next session is set for the 21st, with the group showing enthusiasm for it being a fun occasion.
- The conversation shifts to discussing character abilities, with a focus on the number of d8s one character has and their satisfaction with their abilities.
- A distinction is made between durability and stamina, with an emphasis on the ability to heal faster and take hits, including psychic hits.
- One character boasts a d10 psychic resistance and a d8 in telepathy, highlighting their role as a shield in combat, alongside another character named Alex.
- The strategy for one character is to appear as if they are not present during combat.
- The session date of January 21st is confirmed, with plans to post in Discord for further coordination with members Mike and Chris.
- A character updates their milestones and abilities, mentioning the lack of a specific picture related to the updates.