Our Villains:
- MEGASTRIKE - Strong, radioactive Russian mobster brick. Played by Paladin Steve. A returning character from the prior attempts at this campaign.
- LEGION - Demonic leader of a criminal organization. Face with a sidekick and a lot of resources. Played by Grognard Mike.
- NIGHT BLADE - Sword-for-hire, a mix of melee offense and melee defense. Played by Shootist Will, another returning character.
- NIGHT TERROR - Intangible assassin, stealthy with a side order of ranged combat capability. Played by Variable Dave and yet another returning character.
- Y2K BUG - AI in a stolen robot body. Tech-guy and mainly good at ranged combat, not terribly strong or tough - for now. Played by Battletech Terry.
- THE MIGHTY XYZZIFAX - Wizard who traveled here from another world. Ranged combatant, heavy defense, and a lot of flexibility. Played by Blaster - a character returning from a completely different game!
- PHANTOM BLADE/EDGELORD - Yet another sword-guy who eventually broke out of the same prison camp and followed them to the warehouse. Whole bunch of melee offense, not a ton of defense - but he can self-heal. Played by Invisible Paddy.
- Bug keeps himself busy beginning to take one of those bots apart while also planning out how to hack into a bank - he's going to need some funds.
- Legion is making calls looking for a tech expert resource to help analyze the bots
- Nightblade is doing katas and training etc.
- Night Terror is searching for rumors about his arch-rival Red Death and ends up working over a detective to get some information.
- MegaStrike is decorating the warehouse
- Edgelord is plotting and brooding.
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| Rhino as minivan, old school bennies drafted in, and the clear thing is a flying stand when we need one. |
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| It leaves a lot up to the GM. Also Variable Dave ended the session with 10 bennies after this was played. |
- The structure of this campaign is pretty limited. Call comes in from Dr. Destruction, party goes and does whatever. Nothing in the book really deviates from this pattern. Now I am trying to give the PCs some room to pursue their own ideas and I am getting some action there but it's not as active as I had hoped. They know the next big thing is a call from the resistance leader and so everything else feels like smaller potatoes. The prior times I have run this I didn't mind it so much but it is starting to grate a little bit.
- The adventures themselves. individually, are extremely limited. You get a concept outline, an idea on location, and some NPC stats in most cases. For a few of them you get a map. Now I don't mind this to a point but most of them are written with no connections to anything else in the campaign other than Resistance and Invaders. I know it gives maximum flexibility but the campaign would benefit from way more interconnections like 'if you have run plot point x use NPC Y as the bad guy here". There are a couple of these scattered through the book but not many.
- Some of this is on my players too - they could be more proactive about some things, whether following up on their own agenda or going after alien targets on their own. I might be expecting too much of people playing up their supervillain backgrounds here but they are not particularly furious about the invasion and repelling the invaders. They are quite happy to wait for the next mission drop. Heck, maybe that's pretty in-character for what they are.
- I should have use the knockback rules in this fight. MegaStrike is built as a brick/tank by someone who has been playing tanks for decades. Hammer is pretty solid on offense and defense. They basically stood there in the street trading blows with little impact for 3 rounds +. Now sometimes this is just how Savage Worlds goes but with 20-30 point impacts being the norm for them and with Knockback kicking in at 20 points of damage it could have made for a more dynamic fight with the potential for someone going through a wall. I spelled out the rules in the campaign doc and then completely forgot to use them here. I did start trying to work them in after this.
- Adventure cards ... <sigh> ... people talk them up online anytime you bring them up but I have resisted them until this campaign as they looked like absolute chaos to me. This time, considering it's supers and considering I have a nice clean deck of them and it's hard not to play with toys when they're right there in front of you I decided to use them - and they are absolute chaos. It's an entire deck of buffs for the PC's, barring a few debuffs for whatever opponent you are facing at the time. I thought since it was a super campaign I would give it try as things would be fairly over the top already but ... wow, it is way more than I expected. I have enough to say here it's probably worth a separate post so I'll leave it at that for now.





































