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Post by wilowisp on Apr 23, 2013 13:04:56 GMT -5
I'm not sure if anyone is all that interested in what I'm doing down here in MS&PI land; the game seems to have a lot less people who play it than T&T. But, nevertheless here is another offering; its still in Word Doc format- sorry. The needed map is included in the Word Doc. In MS&PI, PCs go to the hospital on so regular an occurrence, the party really ought to just have a room on reserve. Here’s an adventure that can be run for a PC who’s been clobbered almost to death, and is now on life-support at your friendly neighborhood hospital............. TO DIE ND LIVE IN LA.  Attachments:
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Post by wilowisp on May 1, 2013 18:05:30 GMT -5
For you fellow "Batman Beyond" fans, I present you..........
THE ROYAL FLUSH GANG:
Description: The Royal Flush Gang is an association made up of a family of criminals and their hirelings who use gadgets and costumes themed on playing cards to accomplish high-value crimes. It has been in existence for at least 100 years, and is likely a continuation of a minor noble house of European decent who lost their riches and standing in “the old country” and turned to a life of crime. For their characterizations and personalities, see the “Batman Beyond” episodes dealing with them.
KING:
European Male, Husband of Queen and Father of Jack and Ten, AGE 43 Lvl 5
STR: 16 LUK: 7 DEX: 16 CON: 18 IQ: 22 CHR: 17 SPD: 15 HtH/M: +6/-2
SKILLS: Combat Flying 1 (Hover-Card), Elocution 1, Seduction 1, Secret Identity, Hereditary Title- Earl, Acrobatics 6, Fencing 5, Brawling 4, Pugilism 5
EQUIPMENT: Hover-Card (10 CON, controlled by Brain Jack radio-transmitter, Atomic), Great Sword (4d6), Costume (Fiber-Mesh Armor, 1d6+2), Brain Jack radio-transmitter.
QUEEN: European Female, Wife of King and Mother of Jack and Ten, AGE 36 Lvl 5
STR: 12 LUK: 15 DEX: 16 CON: 13 IQ: 17 CHR: 17 SPD: 15 HtH/M: +7/+3
SKILLS: Combat Flying 1 (Hover-Card), Gambling 1, Diplomacy 1, Seduction 1, Secret Identity, Hereditary Title- Earless, Acrobatics 4, Fencing 1, Brawling 2, Pugilism 4, Street Fighting 1, Chic, 2, Ambush and Silent Movement 3, Slight of Hand 3
EQUIPMENT: Hover-Card (10 CON, controlled by Brain Jack radio-transmitter, Atomic), Electric Scepter (3d6 as a HtH weapon, can fire energy set either for “stun (3d6+2)”, or “Kill (2d6)”) Card-Knife (1d6+1; hidden in sleeve), Costume (Fiber-Mesh Armor, 1d6+2), Brain Jack radio-transmitter.
JACK: European Male, AGE 19 Lvl 3
STR: 15 LUK: 10 DEX: 18 CON: 15 IQ: 15 CHR: 14 SPD: 15 HtH/M: +7/+3
SKILLS: Combat Flying 1 (Hover-Card), Gambling 1, Seduction 2, Secret Identity, Acrobatics 1, Knife 6, Brawling 1, Martial Arts 2, Chic, 1, Lock-picking and Safe Cracking 1
EQUIPMENT: Hover-Card (10 CON, controlled by Brain Jack radio-transmitter, Atomic), 4 Dirks (2d6 as HtH weapons, can be thrown) Costume (Fiber-Mesh Armor, 1d6+2), 4 Packs of Plastic Explosives (5d6, can stick to surfaces, can be thrown, controlled by Brain Jack radio-transmitter ),Brain Jack radio-transmitter.
TEN: European Female, AGE 16 Lvl 3
STR: 12 LUK: 18 DEX: 18 CON: 11 IQ: 16 CHR: 18 SPD: 17 HtH/M: +12/+6
SKILLS: Combat Flying 2 (Hover-Card), Seduction 2, Secret Identity, Acrobatics 3, Brawling 1, Martial Arts 6
EQUIPMENT: Hover-Card (10 CON, controlled by Brain Jack radio-transmitter, Atomic), Costume (Fiber-Mesh Armor, 1d6+2), Brain Jack radio-transmitter.
ACE: Combat Robot, controlled by Brain Jack Transmitters but with limited “self consciousness and will” MR: 50, "Armor” 3d6, Can’t be stunned or knocked out. Physical Saving Attribute 18, Mental Saving Attribute 14, Flies on a Hover-Card (see Above; controlled by internal radio transmitter), IR, UV and Radar “vision”.
THE “PACK” (2-9): Thugs of both sexes of various ages and nationalities Lvl 1
STR: 14 LUK: 13 DEX: 15 CON: 11 IQ: 11 CHR: 13 SPD: 13 HtH/M: +6/+1
SKILLS: Combat Flying 1 (Hover-Card), Secret Identity, Martial Arts 2, Knife (or) Fencing (or) Archery (or) Appropriate Fire Arm 2, Knife (or) Fencing (or) Archery (or) Appropriate Fire Arm 1, Random Useful Skill 1
EQUIPMENT: Hover-Card (10 CON, controlled by Brain Jack radio-transmitter, Atomic), Appropriate weapons and tools, Costume (no armor), Brain Jack radio-transmitter.
There is never a “Joker” in the Royal Flush Gang, and King and Queen both will blanch if such a possibility is ever mentioned. The reason for this is unknown, but it is speculated that this goes back to the 20th Century, when the madman known only as “The Joker” played the Royal Flush Gang for fools on more than one occasion. All King and Queen will ever come out and say is that “no true nobleman ever plays with Jokers”.
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order99
6th Level Troll
Coffee-fueled Carrion That Walks Like a Man
Posts: 959
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Post by order99 on May 1, 2013 18:26:04 GMT -5
There is never a “Joker” in the Royal Flush Gang, and King and Queen both will blanch if such a possibility is ever mentioned. The reason for this is unknown, but it is speculated that this goes back to the 20th Century, when the madman known only as “The Joker” played the Royal Flush Gang for fools on more than one occasion. All King and Queen will ever come out and say is that “no true nobleman ever plays with Jokers”. ;D ;D ;D
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Post by ProfGremlin on May 1, 2013 21:12:55 GMT -5
Cool idea, Wilowisp! The Royal Flush Gang was always provided for an interesting encounter in Batman Beyond. Definitely more refined and capable than the Jokerz. “stun (3d6+2)”, or “Kill (2d6)” Wilowisp, shouldn't the dice for Queen's scepter regarding stun and kill be reversed?
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Post by wilowisp on May 1, 2013 21:37:23 GMT -5
AN ADVENTURE STARRING THE ROYAL FLUSH GANG
HOOK: The PCs are out on a night on the town, and are at the Fourth Floor Casino in the newly renovated Aladdin Hotel on the Vagas Strip, when Pack members 2, 6 and 9 enter the room with mini-laser rifles (2d6+2) and dirks (2d6) and try and hold the room hostage. They also want to strip the gamblers of their goods and credits. The room has 4d6 patrons who are likely to panic, and the goons are willing to shoot; its up to the PCs to prevent bloodshed, and get out into the hotel and determine what is going on.
LINE: The Gang has struck downstairs, seizing a Boys-2-Men concert (these are look-alike androids) going on downstairs in the hotel’s master ballroom (now set up for the concert). All together, they have about 150 hostages, from all walks of life. There are 5 entrances into the ballroom, but all are locked now, and the Gang is demanding a treasure from the top-floor Vagas Museum: the first deck of playing cards Elvis ever gambled with in Vagas- now embossed with diamond flecks and ruby dust. Unfortunately, the manager who’s hand print unlocks all the museum locks isn’t on duty tonight, but is safely home in bed with his wife and family. The “glass” the cards are displayed under is blast-proof (it would take a LAW rocket to damage)and no one can retrieve the cards without the manger. Things are becoming tense between the gang members, who are threatening to kill hostages. Also, they have rigged plastic explosives all about the hotel, set to go off at midnight if their demands aren’t met. The gang has their Hover Cards with them in the ballroom, while the Deck’s Hover Cards are hidden in a pile on the roof.
In the lobby, near the front doors, Pack members 3 and 4 have weapons covering 7 hotel workers, now crouched down behind the receptionist desk. Police will arrive 1-3 cars worth every 5 minutes 15 minutes after this adventure starts; but these pack thugs will threaten to kill the workers if the “pigs don’t back off”. They mean their threats.
Pack thugs 5, 7 and 8 are wandering the building, threatening people coming out of their rooms, robbing them, and locking them back in their rooms. All Pack thugs are armed like those who attack the casino.
The plastique bombs are scattered all over the building, and are big enough to totally level the place if all seven go off (each does 35d6). The hiding places are: 1. In a washing machine in the downstairs laundry 2. In a maid’s hover cart on floor three 3. In the children’s pool on the roof (there is also an adult pool up there) 4. In the receptionist’s desk next to the hostages 5. In the chest of a Wayne Newton look-alike android wandering the hotel (and unaware of its danger and uncooperative) 6. In a statue of Ganesha in the fourth floor casino; and 7. Room 516 under the bed.
SINKER: The bombs need disarming, the Gang stopped, and the hostages freed. The PCs could be heroes, or they could get blown to bits, depending on the dice rolls………..
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Post by wilowisp on May 1, 2013 21:40:30 GMT -5
Wilowisp, shouldn't the dice for Queen's scepter regarding stun and kill be reversed? The 3d6 is handled like non-lethal pugilism or martial arts damage, while the 2d6 is handled as lethal damage. The lower value reflects the fact I'm sorta a push over, and try and avoid PC fatalities..... 
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