Page 1#
Panel 1#
A secretive room with dim lighting. The Thunderbolts team sits around a table, discussing their strategy. LADY MASTERMIND is in deep thought, eyes glowing faintly as she focuses her telepathic powers.
DUAL CORE: So, LADY MASTERMIND, you’ll keep tabs on ZOLA with your telepathy?
LADY MASTERMIND: Yes, I’ll monitor his movements. The rest of you proceed with the mission.
Panel 2#
BATROC THE LEAPER finishes a match in an arena, receiving applause. His pose is flamboyant, a mixture of pride and disappointment evident in the crowd.
Caption: Meanwhile, in the arena…
BATROC THE LEAPER: Merci! But now, I have more important matters to attend to.
Panel 3#
BATROC heads towards LADY HURRICANE’s locker room. The corridor is narrow, and he walks with purpose.
Caption: BATROC heads to LADY HURRICANE’s locker room.
Panel 4#
Inside the locker room, LADY HURRICANE is being reprimanded by two thuggish figures.
THUG 1: You lost the fight! Do you know what this means for us?
LADY HURRICANE: I was at risk of having my neck broken!
Panel 5#
BATROC bursts into the room, confidently stepping forward.
BATROC THE LEAPER: If you have issues, you face me instead.
Page 2#
Panel 1#
BATROC and LADY HURRICANE stand together, the thugs looking surprised. BATROC’s expression is stern, LADY HURRICANE’s is relieved.
LADY HURRICANE: I’m inexperienced with real fights; I underestimated the danger.
BATROC THE LEAPER: We all face defeats. It’s how we rise that defines us.
Panel 2#
Close-up of BATROC, recounting his past.
BATROC THE LEAPER: I’ve faced CAPTAIN AMERICA and lost, but I kept fighting. Learn, persevere, and you’ll grow stronger.
Panel 3#
BATROC hands LADY HURRICANE a video series on martial arts.
BATROC THE LEAPER: Here, this will help you. For a small fee, of course.
Panel 4#
BATROC leaves the arena and joins CONTAINMENT, DUAL CORE, and RINTRAH in the alleyways behind the Dragon’s Den nightclub.
Caption: The group regroups behind the Dragon’s Den nightclub.
DUAL CORE: Ready to roll?
Panel 5#
The alleyway is dark and narrow. The group discusses their plan with intensity.
RINTRAH: I can drive the truck if needed.
DUAL CORE: Or I can program it to drive itself.
Page 3#
Panel 1#
The group inside a truck, RINTRAH in the driver’s seat, looking determined. The others are in the back, discussing their disguises.
CONTAINMENT: We’ll need to look like HYDRA personnel.
Panel 2#
RINTRAH casts a spell, creating an illusion around the group, making them appear as HYDRA goons, with BATROC as the leader.
RINTRAH: This should make us convincing enough.
Panel 3#
The truck drives through the slums towards the waterfront. The illusion is in place, and the team discusses its effectiveness.
BATROC THE LEAPER: How long will this last?
RINTRAH: Long enough, I hope.
Panel 4#
The truck arrives at a secure warehouse surrounded by tall, reinforced fences. The group looks at it cautiously.
Caption: The target location.
Panel 5#
The warehouse door opens, revealing armed guards with high-tech energy weapons. The team exchanges “Hail Hydra” greetings.
GUARD: Hail Hydra. State your business.
Page 4#
Panel 1#
The team drives inside the warehouse, which contains large containers and crates. The guards look suspicious.
BATROC THE LEAPER: We’re here for the merchandise.
Panel 2#
The guards scrutinize the team, their suspicion growing. Emotional stress is visible on the team’s faces.
Caption: The guards are on edge.
Panel 3#
Close-up on RINTRAH as he blusters to maintain the illusion.
RINTRAH: We don’t have all day. Where’s our shipment?
Panel 4#
The guards exchange glances, clearly not convinced.
Caption: The illusion is failing.
Panel 5#
The team braces themselves as the guards raise their weapons, ready for a confrontation.
GUARD: Something’s off. Prepare to engage!
Page 5#
Panel 1#
The guards open fire with their energy weapons, targeting BATROC THE LEAPER.
Caption: The fight breaks out!
Panel 2#
BATROC attempts to dodge using his athletic prowess but is hit, taking significant damage.
BATROC THE LEAPER: Gah!
Panel 3#
DUAL CORE rushes up, grabbing a laser gun from one of the goons, trying to hack it.
DUAL CORE: Let’s see how this works…
Panel 4#
CONTAINMENT opens the back of the truck, revealing an array of equipment.
CONTAINMENT: Time to get serious.
Panel 5#
CONTAINMENT’s suit glows as he prepares to attack, launching plasma beams at the guards.
CONTAINMENT: Plasma dreams, don’t fail me now!
Page 6#
Panel 1#
RINTRAH levitates above the chaos, casting spells to attack the guards and protect his teammates.
RINTRAH: You dare challenge the might of R’Vaal’s sorcerer?
Panel 2#
Close-up of HOBGOBLIN activating his glider, ready to join the fray from above.
HOBGOBLIN: Time to rain some chaos.
Panel 3#
HOBGOBLIN throws a pumpkin bomb, creating a massive explosion that disorients the guards.
HOBGOBLIN: Trick or treat!
Panel 4#
The guards are overwhelmed by the combined assault of the team, some falling back, others incapacitated.
Caption: The Thunderbolts dominate the battlefield.
Panel 5#
A mysterious figure, DOCTOR OCTOPUS, emerges from the shadows, mechanical arms menacingly extending.
DOCTOR OCTOPUS: You’ve made a grave mistake.
Page 7#
Panel 1#
The team faces DOCTOR OCTOPUS, his mechanical arms grabbing a container and starting to leave.
HOBGOBLIN: Not so fast, Doc!
Panel 2#
DOCTOR OCTOPUS leaps through the roof, escaping with the container. The team prepares to pursue.
DUAL CORE: He’s getting away!
Panel 3#
The team rushes out, HOBGOBLIN flying on his glider, chasing after DOCTOR OCTOPUS.
CONTAINMENT: We can’t let him escape with that tech!
Panel 4#
Back inside the warehouse, LADY MASTERMIND uses her psychic powers to create an illusion, causing confusion among the remaining guards.
LADY MASTERMIND: Time to turn the tide.
Panel 5#
The guards are seen fighting amongst themselves, falling for LADY MASTERMIND’s illusion.
Caption: Confusion reigns.
Page 8#
Panel 1#
The team regroups outside, discussing their next move as HOBGOBLIN returns from his pursuit.
HOBGOBLIN: He got away, but we’ve still got the cloning tech.
Panel 2#
DUAL CORE hacks into the computerized locks of the crates, revealing human-sized pods with DNA profiles belonging to GWEN STACY and PETER PARKER.
DUAL CORE: These are cloning pods… for Spider-Man’s allies?
Panel 3#
The team exchanges concerned looks, understanding the gravity of the situation.
CONTAINMENT: We need to secure this and figure out our next steps.
Panel 4#
LADY MASTERMIND contacts the team telepathically, informing them of her plans to disrupt ZOLA’s operations further.
LADY MASTERMIND: I’ll keep him distracted. You all focus on the cloning tech.
Panel 5#
The team loads the crates onto their truck, planning to head to their extraction point.
Caption: With the cloning tech secured, the Thunderbolts prepare for the next phase of their mission.
Page 9#
Panel 1#
The team discusses their plan, with some members expressing doubts about having a solid plan.
BATROC THE LEAPER: We need to regroup and figure out our next move.
Panel 2#
HOBGOBLIN, CONTAINMENT, and DUAL CORE plan to capture ARMIN ZOLA and deal with the cloning tech.
HOBGOBLIN: Let’s disable the truck and prevent any complications.
Panel 3#
The team debates the entourage with ARMIN ZOLA, mentioning bioengineered beings and a character named CUTTING EDGE with a plasma sword.
DUAL CORE: We might need backup for this.
Panel 4#
HOBGOBLIN prepares an attack using a pumpkin bomb, creating smoke and confusion.
HOBGOBLIN: Time for some chaos.
Panel 5#
The team advances, ready to confront ZOLA and his minions.
Caption: The Thunderbolts face their next challenge with determination.
Page 10#
Panel 1#
LADY MASTERMIND is in a limousine with ARMIN ZOLA, BLITZKRIEG, and CUTTING EDGE. She contemplates sowing discord among ZOLA’s bodyguards.
LADY MASTERMIND: (thought) Time to stir the pot…
Panel 2#
LADY MASTERMIND uses her powers to create jealousy and distrust among ZOLA, BLITZKRIEG, and CUTTING EDGE.
LADY MASTERMIND: (thought) Let’s see how they handle this.
Panel 3#
The three men begin arguing, their distrust growing.
BLITZKRIEG: Why does ZOLA favor you over us?
CUTTING EDGE: I knew something was off!
Panel 4#
LADY MASTERMIND’s illusion takes hold, causing ZOLA to see his minions as disinterested and disrespectful.
ZOLA: You traitors!
Panel 5#
The limousine arrives at the hangar, where the rest of the team is ready for an ambush.
Caption: The stage is set for the final confrontation.
Page 11#
Panel 1#
The team waits in hiding as the limousine doors open. ZOLA, BLITZKRIEG, and CUTTING EDGE step out, ready for a fight.
Caption: The Thunderbolts lie in wait.
Panel 2#
HOBGOBLIN throws a pumpkin bomb, filling the area with smoke and flashing lights.
HOBGOBLIN: Time to surprise them!
Panel 3#
The team emerges from the smoke, attacking ZOLA and his minions in a coordinated strike.
BATROC THE LEAPER: For the Thunderbolts!
Panel 4#
CONTAINMENT uses his plasma beam to attack BLITZKRIEG, who struggles to defend himself.
CONTAINMENT: You’re going down!
Panel 5#
DUAL CORE hacks into a laser gun, using it to target CUTTING EDGE, who tries to dodge.
DUAL CORE: Let’s see how you handle this!
Page 12#
Panel 1#
BATROC the LEAPER follows up with a somersaulting axe kick, aiming for BLITZKRIEG.
BATROC THE LEAPER: You’re not getting away!
Panel 2#
BLITZKRIEG counters, but BATROC’s attack lands, causing significant damage.
BLITZKRIEG: Ugh!
Panel 3#
The team surrounds ZOLA, who looks desperate. LADY MASTERMIND creates an illusion of the WINTER SOLDIER in CAPTAIN AMERICA garb to psychically attack ZOLA.
LADY MASTERMIND: Time to end this.
Panel 4#
ZOLA is overwhelmed by the illusion, releasing the wheel of the vehicle in confusion.
ZOLA: What is happening?!
Panel 5#
RINTRAH uses an occult beam to attack ZOLA, causing his robotic body to spark and malfunction.
RINTRAH: Feel the might of R’Vaal!
Page 13#
Panel 1#
ZOLA’s body collapses, his head camera destroyed. HOBGOBLIN picks up ZOLA and throws him over his shoulder.
HOBGOBLIN: Gotcha, Doc.
Panel 2#
LADY MASTERMIND relaxes in the back of the limousine, mixing a drink and grabbing a cigar.
LADY MASTERMIND: Mission accomplished.
Panel 3#
The team discusses their next steps and the equipment they have obtained, looking at the cloning tech.
CONTAINMENT: What do we do with this now?
Panel 4#
DUAL CORE hacks into the equipment, revealing human-sized pods with DNA profiles of GWEN STACY and PETER PARKER.
DUAL CORE: This is some serious cloning tech.
Panel 5#
The team exchanges looks, realizing the gravity of their find.
BATROC THE LEAPER: We need to figure out our next move, fast.
Page 14#
Panel 1#
The team decides to erase the Spider-Man-related data from the equipment.
DUAL CORE: Let’s make sure this data doesn’t fall into the wrong hands.
Panel 2#
They discuss the implications of the cloning apparatus and its potential uses.
CONTAINMENT: This could change everything.
Panel 3#
The team debates whether to give the cloning apparatus to DOCTOR OCTOPUS or keep it for themselves.
RINTRAH: We need to be careful with this.
Panel 4#
DOCTOR OCTOPUS acknowledges the team’s claim to the spoils and steps back, respecting their decision.
DOCTOR OCTOPUS: You’ve earned it. But remember, this tech is dangerous.
Panel 5#
The Thunderbolts load the cloning tech onto their truck, preparing to head to their extraction point.
Caption: With the mission complete, the Thunderbolts prepare for their next challenge.
Page 15#
Panel 1#
The team regroups, discussing their next operation and the potential challenges ahead.
BATROC THE LEAPER: We’ve got what we came for. Now, let’s get out of here.
Panel 2#
HOBGOBLIN jokes about forming a new Sinister Six, causing the team to laugh.
HOBGOBLIN: Maybe we should start our own Sinister Six, eh?
Panel 3#
The team drives off, leaving the warehouse behind, ready for their next adventure.
Caption: The Thunderbolts are ready for whatever comes next.
Caption: To be continued…
Narrative
The air was thick with tension in the private room at the Dragon’s Den. The Thunderbolts had gathered, their expressions a mix of determination and apprehension. Lady Mastermind, her telepathic powers primed, had been tasked with keeping tabs on Zola while the rest of the team proceeded with their mission.
Batroc the Leaper, fresh from his latest bout in the arena, stood among them. Despite the cheers and adulation, he sensed the audience’s underlying disappointment. Shaking it off, he expressed his desire to visit Lady Hurricane, a fellow fighter in need of a pep talk. Without hesitation, he made his way to her locker room, where he found her being berated by a group of Matroporian thugs. Lady Hurricane, defensive and defiant, argued her case, but Batroc intervened, challenging the thugs to face him instead.
As the tension mounted, Lady Hurricane admitted her inexperience and fear, confessing that she had underestimated the dangers of real combat. Batroc, ever the mentor, shared his own stories of defeat and resilience, recounting his encounters with Captain America. His words, filled with wisdom and encouragement, reignited Lady Hurricane’s spirit. Offering her a video series on martial arts, Batroc left the arena with renewed purpose, ready to join the rest of the team.
In the dimly lit alleyways behind the Dragon’s Den, Batroc reunited with Containment, Dual Core, and Rintrah. Their plan was set: head to the waterfront using a truck that Dual Core had prepared. Rintrah, despite his lack of a driver’s license, volunteered to drive, while Dual Core suggested programming the truck to drive itself. After a brief debate about seating arrangements and Rintrah’s ability to alter his size, they decided to disguise themselves as Hydra personnel using Rintrah’s magic.
With the illusion in place, the team, now appearing as a group of Hydra goons led by Batroc, set off. Lady Mastermind stayed behind, monitoring Zola telepathically to ensure he went to the wrong location. As they navigated through the slums towards the waterfront, the illusion held strong, making them look convincingly like Hydra operatives.
Arriving at a sketchy warehouse surrounded by reinforced fences, the team sensed the danger of an ambush. Hobgoblin, communicating through the psychic network, asked when to act. Activating his glider, he followed the truck from above, ready for action. The warehouse door opened to reveal a small group of armed individuals with high-tech energy weapons. After exchanging “Hail Hydra” greetings, the team drove inside.
The driver of the truck, stepping out dramatically, declared their intent to collect the merchandise. Rintrah, maintaining the sorcery-based illusion, faced suspicion from the guards. The team, under emotional stress, struggled to keep their facade. Rintrah blustered, attempting to maintain the illusion, but the scrutiny from the guards intensified.
In the tense standoff, Batroc, drawing on his “Honorable Mercenary” distinction, tried to smooth things over but failed, taking significant emotional stress. Dual Core also faltered, adding to the tension. The illusion spell began to fade as the group’s actions failed to align with their disguise. The guards, now on high alert, prepared to engage.
The situation escalated quickly as a mob of laser-wielding goons attacked, targeting Batroc. Despite his attempt to dodge, he took a severe hit. Dual Core, determined to turn the tide, attempted to hack into a laser gun but was met with resistance. Containment, in his new suit designed by Hobgoblin, unleashed a devastating plasma beam, incinerating a quarter of the mob.
Rintrah, using his amulet and mystical prowess, launched a powerful occult beam, reducing the enemy’s numbers further. The team pressed on, facing the relentless assault of the guards. As they fought, Hobgoblin took to the skies, pursuing a second truck. His strategic dive-bomb and use of an acid pumpkin bomb disabled the vehicle, demonstrating his tactical genius.
Meanwhile, Lady Mastermind, riding in a limousine with Zola and his bodyguards, sowed discord among them using her psychic powers. Her illusions created jealousy and distrust, complicating their cohesion. The limo sped towards the airport, but the Thunderbolts were ready. At the hangar, they set up an ambush, with Hobgoblin donning a HYDRA disguise and Rintrah casting additional illusions.
As Zola and his minions exited the vehicle, the Thunderbolts struck. Batroc, despite his injuries, executed a somersaulting axe kick, while Dual Core controlled a laser gun remotely, taking down enemies with precision. Containment’s plasma beams and Rintrah’s mystical attacks continued to decimate their foes.
In a final, desperate move, Zola took control of the limousine, only to be intercepted by Hobgoblin, who punched through the roof with superhuman strength. Lady Mastermind’s illusions of the Winter Soldier and Captain America further disoriented Zola, leading to his capture. With Zola incapacitated, the team secured the cloning tech and prepared for the next phase of their mission.
Reflecting on their success and the challenges ahead, the Thunderbolts regrouped, ready to face whatever dangers lay ahead in their quest to thwart Zola’s nefarious plans.
Session Notes
- The group discusses how to handle Eren’s character, deciding she will keep tabs on Zola using her telepathy while the others proceed with their mission.
- Batroc the Leaper finishes his match and plans to hitch a ride with the group, who are still present in a private room.
- Batroc expresses a desire to visit Soroko or Lady Hurricane to give her a pep talk.
- Batroc receives adulation in the arena, though some disappointment is sensed from the audience.
- Batroc heads to Lady Hurricane’s locker room and finds her being reprimanded by Matroporian thugs for losing a fight.
- Lady Hurricane defends herself, saying she was at risk of having her neck broken.
- Batroc intervenes, taking responsibility for ruining the fight and challenging the thugs to face him instead.
- Lady Hurricane expresses her apprehension and inexperience in real fights, admitting she underestimated the danger.
- Batroc gives a motivational speech about perseverance, learning from defeats, and the harsh realities of their world.
- Batroc shares his own experiences of being defeated by Captain America but continuing to fight.
- Lady Hurricane is encouraged to keep fighting and learning from her losses.
- Batroc offers Lady Hurricane a video series on martial arts for a fee.
- Batroc leaves the arena to meet up with Containment, Dual Core, and Rintrah in the alleyways behind the Dragon’s Den nightclub.
- The group discusses their plan to head to the waterfront and use a truck set up by Dual Core.
- Rintrah, lacking a driver’s license, offers to drive the truck anyway, while Dual Core suggests programming the truck to drive itself.
- The group debates seating arrangements in the truck, considering Rintrah’s ability to change size.
- They plan to disguise themselves using Rintrah’s magic to appear as Hydra personnel.
- Rintrah casts a spell, creating an illusion that makes the group look like Hydra goons, with Batroc as the leader.
- The group prepares to approach their target location, relying on their disguises and Batroc’s persuasiveness.
- They discuss the possibility of using both psychic and digital cover-ups to ensure their plan’s success.
- The group departs, leaving Lady Mastermind to monitor Zola and ensure he goes to the wrong location.
- They drive through the Matterport slums towards the waterfront, planning their approach to the target location.
- Rintrah’s magic creates a convincing illusion, making the group resemble important Hydra personnel.
- Batroc is designated as the leader, with the others appearing as Hydra goons.
- The group prepares to execute their plan, confident in their disguises and abilities.
- The illusion is in place, and the group discusses its effectiveness, debating whether it appears alien enough.
- A character receives an XP for a decision related to the illusion.
- The group discusses the nature of the illusion, mentioning chlorine gas and avoiding sulfur to prevent a demonic appearance.
- Rintrah becomes uncomfortable with the conversation about the illusion and trails off.
- Rintrah mutters a joke about shaking more than three times, implying Hobgoblin would agree.
- The group arrives at a warehouse with a yard outside, surrounded by tall, reinforced fences, indicating a secure location.
- The GM describes the setting as sketchy and potentially dangerous for an ambush.
- The team questions if they are the only group hired for the job, noting they spent a week on the island without seeing anyone else.
- Hobgoblin, sitting in the back of the truck, communicates with the team through a psychic network, asking when to act.
- Hobgoblin activates his glider to follow the truck from above, ready to use it if needed.
- The team discusses whether Hobgoblin should stay with the crew or disable the truck to prevent Arnim Zola from retrieving the cloning gear.
- Rintrah believes Hobgoblin will do a good job, and the team plans for shock and awe tactics.
- The warehouse door opens, revealing a small group of armed individuals with high-tech energy weapons.
- A woman at the door inspects the truck and the driver, who fits the expected description.
- The team exchanges “Hail Hydra” greetings and drives into the warehouse, which contains large containers and crates.
- The driver exits the truck, dramatically removing gloves and declaring they have come for the merchandise.
- The team attempts to deceive the warehouse guards, with Rintrah rolling for a sorcery-based illusion.
- The GM and players discuss the mechanics of the roll, including the use of plot points and the potential outcomes.
- The illusion fails to create a credible disguise, leading to suspicion from the guards.
- The team faces emotional stress as the guards scrutinize their appearance and intentions.
- The GM models the situation as an emotional stress roll, with the team needing to maintain their facade.
- The team decides to press on, with Rintrah blustering to maintain the illusion and avoid detection.
- The GM prepares to roll for emotional stress against the team, potentially affecting their future interactions.
- The session begins with the group discussing their positions in a truck, with some characters in the back and others in the front.
- A small army of goons with big energy rifles scrutinizes the group, creating tension.
- Players begin constructing their dice pools for reactions and actions.
- Batroc the Leaper considers using his “Honorable Mercenary” distinction, debating whether it works for or against him.
- Batroc’s player discusses his power set, including “Master of Savate” (kicking and jumping) and “Perfected Physique” (strength, stamina, durability, reflexes).
- The group debates the applicability of Batroc’s powers, particularly reflexes and stamina, in the current situation.
- Batroc decides to use his “Honorable Mercenary” distinction at a D4 for a plot point.
- Batroc rolls a 10 on a D8, needing a 13 to succeed, and ultimately fails.
- Batroc takes D12 emotional stress due to the failure.
- Dual Core attempts to keep his cool using his “Risk Taker” distinction and mental resistance but also fails, taking D4 emotional stress.
- The illusion spell fades as the group fails to act in alignment with it.
- The GM introduces a mob of laser-wielding goons, described as a 3D8 mob.
- The goons attack, rolling two 1s and a 13 with a D4 effect, targeting Batroc.
- Batroc attempts to dodge using his “Master of Savate” and reflexes but fails, taking D12 physical stress.
- Batroc is not stressed out yet but is close to it.
- The turn is passed to Dual Core, who plans to rush up and grab a laser gun from one of the goons.
- The session ends with Dual Core preparing to create an asset for his next turn.
- Dual Core expresses a desire to study and hack the laser guns to shut them off.
- Discussion about the phrase “Hail Hydra” and its impact on believability.
- Mrs. Zona is mentioned in the context of team dynamics.
- A player mentions driving a truck themselves.
- Confusion about the phrase “Hail the Weather.”
- A player rolls dice, using Steel Team, Team Fight, Risk Taker, Enhanced Reflexes, and Combat Expert.
- The player rolls three D8s, resulting in a 19 with a D8 effect.
- Dual Core rolls a 16 with a D8 effect, resulting in a level of success difference.
- Discussion about purchasing opportunities and their benefits, such as free stunts or upgraded assets.
- A player decides to buy a step-up.
- Clarification on counter-attack SFX, allowing infliction of physical damage without winning.
- A player inflicts physical damage with a D10 effect die.
- Discussion on how damaging a mob works, reducing them to 2D8.
- A player resists with 2D8, resulting in a total of 13 with a D4 effect.
- Another player rolls a 19, resulting in an upgraded effect die to a D10 asset.
- Batroc decides to take the next action, planning an area attack.
- Batroc builds a dice pool, using Team situation, Living Weapon, and Step Up.
- Batroc describes an attack involving kicking a weapon to knock down an enemy on a catwalk.
- Clarification on area attacks and effect dice for mobs.
- Batroc rolls a total of 20 with 2D10 effect dice, taking out the rest of the enemies.
- Discussion about a mystery character and the arrival of more goons.
- Dual Core rolls a single die for perception, resulting in a 3 on a D8.
- More goons arrive, forming another 3D8 wave.
- Containment is chosen to take the next action.
- Rintrah hears the commotion and realizes there are more goons.
- Containment kicks open the back of the truck, revealing an 18-wheeler full of equipment.
- Containment’s new suit, designed by Hobgoblin, is described as orange with a yellow triangle and the word “containment.”
- Containment prepares for an attack, using Inhumanly Intimidating, Elemental Control, Plasma Dream, and Combat Expert.
- Containment rolls a total of 15 with a D10 effect.
- The goons roll a 10 with a D8 effect, resulting in Containment’s effect die being upgraded to a D12.
- Containment takes out a quarter of the mob, incinerating them with plasma beams.
- Containment decides to spend a plot point to upgrade a die for the next action.
- Containment considers who to pass the action to next, with options being Rintrah, the goon squad, or the mystery character.
- Rintrah grabs his amulet and bursts through the top of the trailer using his levitation.
- He hovers around the front, delivering a monologue about angering the gods and being the sorcerer’s second best.
- Rintrah uses a D4 plot point to overdo his performance, adding showmanship.
- He decides to use his blasting skill with an occult beam, despite it being a D8.
- Rintrah declares an area attack, adding a D6 for each target, resulting in 3D8 and 3D6.
- He uses his amulet to predict the enemies’ movements, assembling a dice pool.
- Rintrah rolls a 16 with a D8 and two D6s, beating the opponent by 5, upgrading the effect to a D10.
- The enemy group is reduced to a 2D8 group.
- The GM asks if Rintrah wants to spend a plot point to grab more dice, but he declines.
- The players discuss the next steps, with a mystery character being introduced who orders to “kill them.”
- Rintrah notices multiple green glowing dots and hears a voice from the shadows, revealing Doctor Octopus.
- Doctor Octopus appears with mechanical arms filled with green goo, grabbing a container and leaving via the roof.
- The goons, now leaderless, decide to attack Batroc the Leaper and others.
- The goons roll a 14 with a D6, targeting multiple characters including Doctor Octopus and Batroc.
- Doctor Octopus stages down the attack to a D4 physical stress.
- Batroc counters the attack, taking out the last goon shooting at him.
- The players discuss the situation, realizing Doctor Octopus has escaped with a container.
- Containment decides to nuke the roof to stop Doctor Octopus.
- Hobgoblin considers calling Spider-Man for help, joking about forming a new Sinister Six.
- The session ends with the players contemplating their next move and the humorous banter about Doctor Octopus.
- The session begins with a discussion about a character named Tiny and the mechanics of interacting with him.
- There is confusion and frustration among the players about how to properly address Tiny to get a response.
- The conversation shifts to a discussion about Dr. Octopus, who is present in the scene.
- Dual Core is asked to choose the next character to act, and they select Rintrah.
- Rintrah is unfamiliar with Dr. Octopus but notices his long arms and decides to create a magical portal to prevent him from escaping.
- Rintrah’s plan involves making the roof disappear to cause Dr. Octopus to fall back into the warehouse.
- The GM clarifies that Rintrah’s intent is to create a complication for Dr. Octopus rather than causing him physical harm.
- The players discuss the mechanics of creating complications and the benefits of doing so.
- Rintrah uses his magic to strip sheet metal off the roof and wrap Dr. Octopus in it, causing him to fall back into the warehouse.
- Dr. Octopus is now surrounded by the player characters inside the warehouse.
- The players discuss the history of Dr. Octopus, including his time as the Superior Spider-Man.
- Dr. Octopus acknowledges that the player characters have a greater claim to the spoils and sets down a crate.
- The crate is revealed to contain a cloning apparatus belonging to the Jackal.
- The players discuss the implications of the cloning apparatus and its potential uses.
- Dr. Octopus explains his interest in the cloning apparatus, citing his nemesis Spider-Man as the reason.
- The players debate whether to give the cloning apparatus to Dr. Octopus or keep it for themselves.
- Rintrah questions Dr. Octopus about his intentions and the potential consequences of his plans.
- Dr. Octopus insists that his plans are of universal importance and involve averting an extinction-level event.
- The session ends with the players considering their next steps and the potential impact of their decisions.
- The session begins with a discussion about magic tricks, with one character humorously pulling a rabbit out of a hat.
- The conversation shifts to Miles Warren’s equipment and the topic of cloning Spider-Man.
- A character clarifies their intent to create superior clones of Spider-Man, leading to a humorous exchange about the implications.
- The group discusses the genetic engrams and maturation fluid involved in the cloning process.
- Otto Octavius (Doc Ock) is mentioned, with a character noting his extensive knowledge in cloning Spider-Man.
- Some characters express discomfort with the idea of Spider-Man clones.
- Otto’s eyebrows raise as he realizes some group members are enemies of Spider-Man.
- A character recalls a past battle with Spider-Man, humorously noting it probably didn’t go well for them.
- The psychic network is mentioned, with a character asking if they can hear the conversation about cloning.
- The group discusses securing the cloning materials and the possibility of leaving the area.
- A character jokes about Rintrah jumping through the truck’s roof instead of using the door.
- Rintrah humorously explains that on his home planet, they don’t have doors.
- The group jokes about the Kool-Aid Man being a reverse vampire.
- The conversation shifts to planning the next steps, including a potential kidnapping.
- The group decides to load the crates onto their truck and head to the airplane.
- Otto Octavius is allowed to excuse himself, with the group noting he can likely escape his restraints.
- The group plans to haul the crates to the airplane off-panel.
- A character humorously complains about being injured and battered from the adventure.
- The group discusses taking a dinner break and what to order.
- They debate various food options, including sushi, Indian food, and Korean fried chicken.
- The group reminisces about their previous order of Korean fried chicken and decides to order it again.
- They discuss the quantity of food needed and the cost, eventually settling on a large order.
- The group jokes about tipping and the cost of delivery fees.
- The session ends with the group placing their food order and humorously discussing the delivery process.
- The group discusses various personal topics, including parenting challenges and humorous anecdotes.
- The conversation shifts to the game, with players waiting for dinner and discussing their current situation involving Dr. Octopus.
- The group jokes about the term “running a train” and its implications.
- They discuss the logistics of their game setup, including technical issues with streaming and connecting devices.
- The players mention their Thunderbolts campaign and the current mission involving cloning technology.
- Lady Mastermind and Hobgoblin are not present; Batroc, Dual Core, Rintrah, and Containment went to retrieve the cloning tech.
- Rintrah used an illusion to make the group look like Hydra agents, but it failed to convince the security, leading to a fight.
- The group successfully captured Dr. Octopus and secured the cloning tech.
- They discuss the next steps, including capturing Arnim Zola and dealing with the cloning tech.
- The group considers their options for transporting the tech and capturing Zola, debating whether to wait for reinforcements or proceed with their current team.
- Technical difficulties and humorous interruptions continue throughout the session.
- The group plans to drop off the cloning tech and then regroup to capture Zola, with some members suggesting disabling the truck to prevent complications.
- The team discusses their plan, with some members expressing doubts about having a solid plan.
- Batroc took significant damage from lasers in a previous encounter.
- The group debates the entourage with Arnim Zola, mentioning bioengineered beings and a character named Cutting Edge with a plasma sword.
- Hobgoblin prepares for an attack, using a pumpkin bomb to create smoke and confusion.
- Hobgoblin executes a complex attack, leveraging his Criminal Mastermind distinction and Green Goblin serum powers.
- Hobgoblin’s attack is successful, taking out multiple enemies and the truck driver, leaving the truck filled with unconscious goons.
- Hobgoblin notices a second truck driving away and decides to pursue it.
- Hobgoblin disables the second truck by sending his glider through the windshield, killing the driver.
- Lady Mastermind, Arnim Zola, and his bodyguards are in a limousine heading through Manhattan.
- Lady Mastermind contemplates sowing discord among Zola’s bodyguards to heal her emotional damage.
- The team discusses the potential complications and assets they can create for the upcoming encounter.
- Containment is mentioned as having lasered a significant number of enemies in a previous fight.
- The group jokes about Batroc’s resilience and his frequent encounters with Captain America.
- Lady Mastermind plans to create complications among Zola’s bodyguards to disrupt their cohesion.
- The team continues to strategize and prepare for their next actions, with some members considering their resources and potential plot points.
- Lady Mastermind discusses her abilities, specifically her mental illusions and psychic powers, and how they can be used in combination to add dice and step up effect dice.
- The GM confirms that Lady Mastermind can use all her special effects if they allow it, but she can’t use a power more than once.
- Hobgoblin mentions his success with his goblin thing and the potential consequences if he had failed, which would have added a D10 to the Doompool.
- Lady Mastermind decides to sow discord among the people in the limo with her.
- The limo contains Zola, Blitzkrieg, Cutting Edge, and Ryver.
- Lady Mastermind plans to use her powers to create jealousy and distrust among Zola, Blitzkrieg, and Cutting Edge.
- She describes how she will make it appear that Zola is favoring her, causing Blitzkrieg and Cutting Edge to feel threatened, while Zola will see his minions as disinterested and disrespectful.
- Lady Mastermind rolls to use her powers, using Solo, Unforgettable Beauty, her illusions with an area attack, and constructs, adding D6s and stepping up her effect die.
- She rolls a total of 48, 2d10, and 2d6, and decides not to use a plot point for a new plot point.
- She rolls a 17 with a D10 effect for all three targets.
- The GM buys one opportunity, upgrading a D6 in the Doompool to a D8.
- The Doompool is now 2D6 and 1D8.
- The GM rolls for Zola, who gets a 13, meaning Lady Mastermind beats him by 5, giving him a D10 complication.
- Lady Mastermind also beats Blitzkrieg and Cutting Edge, giving them D10 complications as well.
- The limo proceeds to the airport, where Lady Mastermind has set up an ambush.
- The rest of the team, including Hobgoblin, Batroc, Dual Core, Containment, and Rintrah, arrive at the hangar before Zola and his minions.
- The team discusses how to restrain Zola and decides to set up an ambush, with Hobgoblin using a HYDRA costume as a disguise.
- Rintrah attempts to create illusions to make the team look like HYDRA soldiers but rolls poorly, resulting in a D6 complication for him.
- The limousine arrives at the hangar, and Zola, Blitzkrieg, and Cutting Edge exit the vehicle, ready for confrontation.
- The session begins with the group discussing who should act first, with Batroc opting out due to previous self-inflicted harm.
- Hobgoblin suggests throwing explosives everywhere, indicating the cover is blown.
- Lady Mastermind offers to create a mental illusion to mitigate the situation, but there’s concern it might not be timely.
- The group discusses the appearance of Hydra uniforms, with Rintrah humorously noting his lack of fashion expertise.
- Hobgoblin decides to create a scene distinction using his pumpkin bombs, aiming to fill the area with smoke and flashing lights.
- The team debates the appropriate die for the pumpkin bombs, settling on a D10 for the scene distinction.
- Hobgoblin rolls for the scene distinction, resulting in an 11 with 2d8 and 2d6, but faces complications with two 1s.
- The GM buys the opportunities, adding dice to the Doom Pool.
- The enemies see through the smoke, realizing something is wrong and suspecting each other before acting together.
- Containment is chosen to act next, preparing to use his plasma beam.
- Containment rolls an 18 with a D10 effect, successfully hitting the target and causing significant damage.
- Dual Core is up next, using his computer skills to control a laser gun remotely.
- Dual Core rolls a 20 with a D8 effect, successfully hitting the woman with pistols, causing her to cartwheel backwards.
- Batroc is chosen to act next, planning to follow up on Blitzkrieg’s fall with a somersaulting axe kick.
- The session begins with a player preparing their dice pool, using distinctions, features, and combat mastery.
- The player decides to use “Push the Limits,” trading two d8s for a d10, resulting in a roll of 16 on a d10.
- Batroc the Leaper is seen flying through the air, attempting a kick-block.
- The GM spends resources to counter the player’s action, resulting in a 17.
- Batroc is hit with a d8 effect, causing physical stress.
- Batroc is shot by a machine pistol, leading to a humorous exchange about being shot.
- Batroc is stressed out and receives a d6 of physical trauma, described as a gunshot wound.
- The player discusses the possibility of spending a plot point to act despite being stressed out.
- The scene shifts to another character who shoots Batroc out of the air and targets Hobgoblin’s glider, attempting to create a “No Flight” complication.
- Hobgoblin rolls to avoid the complication, using team, egotistical, enhanced reflexes, and combat skills.
- Hobgoblin successfully counters the attack with a roll of 20 and a d10 effect, resulting in a d12 counterattack.
- Hobgoblin deflects bullets with his glider, causing them to ricochet and stress out the attacker.
- Arnim Zola grabs the driver of a limousine and throws him out, taking control of the vehicle.
- Lady Mastermind is still in the back of the limousine, contemplating her next move.
- Rintrah attempts to create a brick wall to block the limousine but fails, allowing the vehicle to escape.
- Lady Mastermind decides to inflict emotional stress on Arnim Zola by making him relive traumatic memories.
- Lady Mastermind rolls solo, using Stranger to the Truth, illusion magic, telepathy, and psych mastery.
- Lady Mastermind successfully inflicts 10 mental stress on Arnim Zola, causing him to recognize her.
- Cutting Edge, another antagonist, leaps out of debris with a plasma sword, targeting a player character.
- The player character attempts to shoot Cutting Edge out of the air, using enhanced reflexes.
- The player rolls an 18 with a d8 effect, successfully countering Cutting Edge’s attack and stressing him out.
- The session ends with the GM noting the end of the round and Dual Core taking the last action.
- Arnim Zola drives the limousine aggressively, making a wide turn and speeding away from the warehouse.
- Lady Mastermind threatens Zola, saying she will release gas if he doesn’t comply.
- Hobgoblin takes to the air on his glider, chasing the limousine.
- Hobgoblin attempts to disable the vehicle by dive-bombing it and using his super strength to punch through the roof.
- Hobgoblin uses an acid pumpkin bomb to weaken the roof before punching through it.
- Hobgoblin rolls dice for his attack, including his mental stress die.
- Hobgoblin successfully punches through the roof, causing significant physical stress to Zola.
- Zola’s robotic body is damaged, and the limousine spins off into a ditch.
- Lady Mastermind creates an illusion of the Winter Soldier in Captain America garb to psychically attack Zola.
- Lady Mastermind rolls dice for her psychic attack, including Zola’s mental stress die.
- Lady Mastermind’s attack is successful, causing d12 mental damage to Zola.
- Zola releases the wheel of the vehicle, confused by the illusion of Hobgoblin and Captain America.
- Rintrah, the Minotaur of Magic, flies over to the limousine and uses an occult beam to attack Zola.
- Rintrah rolls dice for his attack, including a d8 for stunting his power.
- Rintrah’s attack is successful, causing d12 physical damage to Zola.
- Zola is sprawled out over the wheel, his head camera destroyed.
- Hobgoblin picks up Zola and throws him over his shoulder.
- Lady Mastermind mixes a drink in the back of the limo and grabs a cigar.
- The team discusses their next steps and the equipment they have obtained.
- Containment adjusts his emitters to cut off Zola’s limbs and sensory inputs.
- Dual Core is asked to hack into the equipment to figure out its purpose.
- The team remembers Batroc and provides him with medical attention.
- Dual Core hacks into the computerized locks of the crates, finding human-sized pods with DNA profiles.
- The DNA profiles belong to Gwen Stacy and Peter Parker.
- The team discusses the significance of the DNA profiles and their potential use for cloning.
- The AI correlates that Peter Parker is a photographer with unusual access to Spider-Man.
- The team realizes that Peter Parker likely has superhuman powers.
- The team decides to erase the Spider-Man-related data from the equipment.
- The group discusses Peter Parker and the possibility of a clone with superpowers.
- They speculate on the control and purpose of these clones, particularly in relation to Spider-Man.
- A plan is suggested to replace certain individuals with Batroc and a redhead, possibly Mary Jane or Madeline Pryor.
- Roderick is mentioned as being obsessed with Spider-Man, indicating a plot against him.
- The group decides to mess with those who stole their money and clear their memory.
- They debate whether the target is the machine or its content, considering the data’s leverage.
- Dual Core, Containment, and Lady Mastermind discuss hacking into Zola’s brain.
- The group confirms the reason for wanting Zola is his cloning technology.
- They speculate on who might want to clone Spider-Man’s friends and ex-lovers, suspecting Norman Osborn.
- A plan is made to search their employer’s database for connections to Spider-Man, Peter Parker, Osborn, or Stacey.
- A dice pool is assembled for the search, with aid from another character’s Spider-Man knowledge.
- The search is successful, revealing no specific interest in Spider-Man but a focus on cloning technology.
- The group decides to copy and delete the memory, planning to give it to Doc Ock in exchange for something valuable.
- They joke about a Sinister Six white elephant gift exchange.
- Dual Core asks for XP for uncovering data about their employer.
- The group discusses the potential of Doc Ock as an ally and the XP cost for such a resource.
- They plan to regroup on the island to recuperate from stress and trauma.
- Donovan hints at another operation in West Virginia with strange occurrences.
- The group discusses upcoming game sessions and potential dates.
- They reflect on the session, noting the new parts of the game they explored.
- The Doom pool and plot points are reset for the next session.
- The group reviews experience point (XP) spending options, including switching affiliations, replacing limits, and unlocking resources.
- They note the potential for recurring enemies to provide additional XP.
- Discussion about challenging someone who has defeated a character in the past to gain experience points.
- Mention of Captain America as a potential opponent to challenge and quickly lose to for experience points.
- Conversation shifts to rosin dice, mentioning their availability on Amazon and their use in gameplay.
- Health drops and damage mechanics are briefly discussed.
- A player expresses their love for Spider-Man.
- Mention of owing money to someone not part of the Sinister Six.
- Listing of various members of the Sinister Six, including Kraven the Hunter, Doc Ock, Mysterio, Elektra, Sandman, Green Goblin, Venom, Vulture, Hobgoblin, Shocker, Lizard, Black Cat, Carnage, and others.
- Clarification that Abner Jenkins is the Beetle, not the Tinkerer or Rhino.
- Mention of Quentin Black as Electro and Harry Osborn.
- Discussion about Kingpin being part of the Sinister Six and how it feels like a step down.
- Mention of other villains like Scorpion, Boomerang, and Adrian Jones.
- Clarification that Boomerang is a character from Marvel, not to be confused with Captain Boomerang from DC.
- Discussion about Boomerang’s background, including his real name Fred Wilkins and his origin from New Jersey.
- Mention of the animated Spider-Man series and a South African villain who throws boomerangs.
- Reference to Djibouti dubs and a humorous episode involving a South African villain and Spider-Man.
- Mention of a ridiculous plot involving blackmail and a hypnotizing statue.
- Discussion about Walrus Man, a character with the proportional speed and strength of a walrus, and a humorous encounter with Spider-Man.
- Mention of the Thunderbolts campaign being set in a generic city, possibly Kansas City.
- Reference to the original Flash being in Keystone City and the Twin Cities concept.
- Mention of Reverse Flash and an episode from Justice League Unlimited.
- Discussion about the Justice League villains and their humorous interactions with the Flash.
- Mention of the Justice League Unlimited series and its focus on third-tier characters.
- Praise for episodes featuring the Question, played by Jeffrey Coombs, and Booster Gold.
- Mention of Booster Gold being mistaken for Green Lantern and his background as a character from the future trying to be famous.
- Closing remark about the session and a player demonstrating they lived up to their creed.