This session of our Champions 3rd edition game concerns our two heroes, ARC and Agent One, in their roles as soldiers from a future war. The former is a deserter who's decided he likes modern (our) life, and the latter is on a mission but with malfunctioning "chip" and whatnot so he doesn't really know what the mission is. They operate as a super-duo aiding the troubled police department of St. Louis, MO, as one of its leaders pushes for radical reform of police policy.
The first session was mainly seeing them against a show-up, get-out supervillain named Tendril without much social context except for winning their police contact, the formidable Captain Laura Roberts, some traction in her otherwise thankless ambitions to make the police actually good. The second and second-ish concerned The Good Guys, a very dangerous super-group with delusions of heroism in a number of different and literal ways, which focused strongly on what police are "for" and what "good guys" even mean relative to ordinary people.
In this one, I decided it was time to make use of the players' interesting character concepts and related sheet-features like "Hunted by Mother Necessity." Interestingly, Mark and Jay had independently decided to make their characters soldiers from a future-war; crucially, we had decided that they were from opposite sides. Well, someone from ARC's side comes to see why he's screwing up the time-stream by being here at all; and someone from Agent One's side comes to see why he's not performing his mission. Simultaneously. Coincidentally. Because in a superhero comic book with time travel in both characters' origins, what else could it be?
The session unfortuntely illustrates a lot of my technical troubles hitting bottom about a month ago. You'll see us trying appear.in, then Skype, then Roll20, none of which work very well. It even cuts out on the last word ("AWOL") which is sorta significant. We've also had session meeting troubles including getting slammed by the time-change, which is one week apart between our locations. We barely manage to initate the outset of hostilities, and so far haven't managed to schedule a follow-up, although I'm really jonesing for it and hoping Discord will save us all.
Anyway, there's a lot of good things going on with the game when we manage to get to it. I'm really playing and building hard to showcase interesting things you can do with this rules-set which I maintain were not sustained in the 4th edition (1989). I've attached the character specs for the Timekeeper and for Mother Necessity, who are very interesting antagonists full of momentary emergent properties. Unlike my posts about The Good Guys, I did not include the point-cost breakdowns as they're not relevant to my point - here I want to talk about how the powers, personalities, and social identities work for these two characters. Please feel free to ask any questions about the builds, even (or especially) if they make no sense to you at all.