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ISSUE #5
"Party With The Rat-Bat Boys"

Game Master: Chris
Players: Lewis, Phil
PCs: Stand-In, Beholder (respectively)
Experience Points Awarded: 2 points each

Synopsis:
The players explore their powers and save some victims from gang members who have become human rat-bat hybrids.

Details:
Some reports of a disturbance at a club led Lamont Cranston and The Beholder to a club, where it turned out that some punks had gained the ability to transform into bat-like humanoids (their hands become the wings, their faces look like rats, they have bat-like feet, they can operate in the dark, and they like to fly and throw lasso type grabs at people).

The Rat-Bat gang were threatening the Beholder's sister, Andrea. Lamont Cranston used his hypnosis to get a Bat Boy to leave his sister alone. He later used it to command her to go home. These incidents started cementing his regret at using mind control on another free being, even in a dire situation. Lamont also ran on the walls, taking several innocents (threatened by the giant Rat-Bats) to safety.

The Beholder, disturbingly, took the life of at least one of the Rat-Bat gang, and this upset Lamont, who abhors killing. Unbeknownst to Lamont, The Beholder stole drug money from the Rat-Bats. Heroic? You decide, but at least he got his van fixed.

Lamont bought police radios and started learning martial arts at this time.

A hired chariot approached Stand-In's house and tried to ring him or get his attention, but Stand-In (Lamont Cranston) ignored it. It happened on 2 or 3 occasions in fact, at times when Chris was GM. This was one of those occasions. Lamont avoided answering his gate at these times due to paranoia about the timing between getting new powers and having a chariot show up.