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<blockquote data-quote="THEMNGMNT" data-source="post: 8257107" data-attributes="member: 6809274"><p>3rd session of Marvel Heroic Roleplaying. Hulk, Punisher, Ant-Man, Spider-Man. Wolverine was a no show for this session, but that character has a tendency to go rogue, so it was easily explained. We're playing through the "Breakout" event from the core rulebook, which I'm spinning off into an expanded story that explores the ramifications of a massive superpowered prison break next door to Manhattan.</p><p></p><p>This was the first time the Punisher's player, well, played. So we jumped into Frank infiltrating the Raft to spring an informant who could give him a lead on the Kingpin. He infiltrated the prison, got to the cell, and found Typhoid Mary inside. At that moment, the prison's power core blew and all the cells opened up. Dozens of superpowered convicts stepped into the corridor. Directly across from Mary was Bullseye, who started throwing sporks he'd stolen from the commissary. Hoping to keep Mary alive, Punisher tried to fight his way through the mob of convicts.</p><p></p><p>In the Raft's control center, Ant-Man was struggling to bring down Zzzax. Fortunately the Hulk and Spidey showed up to take out the electrical monstrosity. We flipped to a quick transition scene as Ant-Man patched himself up with the help of the Hulk, which allowed us to test the recovery rules. Spidey used his spider-transponder to call Nick Fury. Fury said he was trying to send backup to the Raft but was getting some kind of shady interference from the higher ups in D.C. "This thing smells fishy. Watch your back, kid."</p><p></p><p>Things were looking grim for Punisher, but fortunately Hulk, Ant-Man, and Spider-Man arrived to save the day. With this fight we finally figured out both the mob rules and how to properly use complications.</p><p></p><p>At this point, the Doom Pool had reached 2D12, so I used it to end the scene. I narrated the arrival of armored commandos from HAMMER, the nefarious corporate version of SHIELD. The heroes were captured, accused of aiding and abetting the breakout. The truth, of course, is that they were trying to stop it. But HAMMER isn't interested in the truth.</p><p></p><p>It's still slow going as we try to grok the rules, but everyone is enjoying the game enough that they gave me the greenlight to play more.</p><p></p><p>Next session will start with the heroes as prisoners in transport planes flying over Times Square. We'll have a mid-air escape sequence. Should be fun.</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 8257107, member: 6809274"] 3rd session of Marvel Heroic Roleplaying. Hulk, Punisher, Ant-Man, Spider-Man. Wolverine was a no show for this session, but that character has a tendency to go rogue, so it was easily explained. We're playing through the "Breakout" event from the core rulebook, which I'm spinning off into an expanded story that explores the ramifications of a massive superpowered prison break next door to Manhattan. This was the first time the Punisher's player, well, played. So we jumped into Frank infiltrating the Raft to spring an informant who could give him a lead on the Kingpin. He infiltrated the prison, got to the cell, and found Typhoid Mary inside. At that moment, the prison's power core blew and all the cells opened up. Dozens of superpowered convicts stepped into the corridor. Directly across from Mary was Bullseye, who started throwing sporks he'd stolen from the commissary. Hoping to keep Mary alive, Punisher tried to fight his way through the mob of convicts. In the Raft's control center, Ant-Man was struggling to bring down Zzzax. Fortunately the Hulk and Spidey showed up to take out the electrical monstrosity. We flipped to a quick transition scene as Ant-Man patched himself up with the help of the Hulk, which allowed us to test the recovery rules. Spidey used his spider-transponder to call Nick Fury. Fury said he was trying to send backup to the Raft but was getting some kind of shady interference from the higher ups in D.C. "This thing smells fishy. Watch your back, kid." Things were looking grim for Punisher, but fortunately Hulk, Ant-Man, and Spider-Man arrived to save the day. With this fight we finally figured out both the mob rules and how to properly use complications. At this point, the Doom Pool had reached 2D12, so I used it to end the scene. I narrated the arrival of armored commandos from HAMMER, the nefarious corporate version of SHIELD. The heroes were captured, accused of aiding and abetting the breakout. The truth, of course, is that they were trying to stop it. But HAMMER isn't interested in the truth. It's still slow going as we try to grok the rules, but everyone is enjoying the game enough that they gave me the greenlight to play more. Next session will start with the heroes as prisoners in transport planes flying over Times Square. We'll have a mid-air escape sequence. Should be fun. [/QUOTE]
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