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Encounter 3: "I'm Busting Outta This Joint!"

All

"The bus has stopped and the hijackers have made their demand. As you discuss what to do you hear on the radio: 'All available units respond to a prison breakout.' Uh oh, looks like you have another emergency on your hands."

The heroes might ignore the prison breakout, which they're perfectly free to do. In which case play out the commandos escape at the end of encounter 2.

Should some (or all) of the heroes head to the prison, they will arrive just after Sumo and the rest have fled, along with several other unrelated inmates, including the Sportsmaster. In Sumo's cell they'll find this note:

Sailor
Warrior
Leader
Metal Man
 
Analytical Smell vs OV/RV 4/4 to smell the sea water (1 RAP) and to tell they're Japanese (4 RAPs). Postcognition (15 = 15 min: "Make sure to leave the note.", 21 = 1 hour: "Why are we testing these heroes?" "I just follow orders.", 28 = 4 hour: "I can't wait to be back on the submarine tonight."). Note that the commandos are talking in Japanese: Comprehend Languages vs OV/RV 6 (need 11).

Should some heroes have been left in reserve back at HQ, they can respond to the emergency faster and arrive in the midst of the breakout. Sumo and the others will have left already, but Sportsmaster and some other inmates will try to bull past the heroes. Recapturing Sportsmaster is worth an extra 1/2 Miscellaneous Award.

Inmates (4)

All stats at 3 (INIT 18). No Hero Points. Wielding bats [BODY 5, EV 3 (4 with STR)]. All these guys want to do is get away.

Troubleshooting The heroes can ignore this encounter, in which case they won't be prepared for encounters 5 and 7.

Go To Encounter 4 (Bank) and/or Encounter 5 (Mayor) and/or Encounter 7 (Yacht) and/or Encounter 8 (Metal Hero).
Copyright (c) 2003 Kevin C. Wong
Page Created: December 5, 2003 Page Last Updated: December 5, 2003