X-Champions Issues

Issue #24 - A Roll of the Dice

The Black Buick moves speedily to the action, in time for the Troll to witness Magneto telekinetically flipping the X-Men's vehicle, Blackbird, upside-down. Concerned for Professor X, likely to be inside, the Troll makes a massive leap from the Black Buick to the Blackbird parked on top of the terminal. Inside the terminal, in American Airlines' Ambassador Room, which now has a gaping hole where Magneto broke out, the man of luck known as Dice notes that Magneto made the roof break outward, not jeopardizing anyone inside. Concerned for the noise on top, he grabs onto Phoenix as she rises. She is taken aback but can't shake Dice off as she flies to face Magneto. Nearby, Beast leaps out to confront Magneto. Outside the Black Buick continues to unload as Spectrum flies out and Sammy leaps out holding onto Rodin, who is in the form of a crystalline truncheon. Newman, inside has a strange malfunction and falls silent.

Magneto warns the Justice Squad, appealing to the Troll, "Eliot, stay away, this isn't your business. I don't want to have to hurt you". The Troll flips the Blackbird upright, but before he can do more Magneto again grabs the vehicle and using his control over electromagnetic forces flips it once more, this time bringing it down hard on the Troll, Beast, and Iceman, embedding it into the roof of the terminal. Any uncertainty on the Justice Squad's part is gone as they join in the fray.

Sammy swats at Magneto but only lands a glancing blow. Magneto warns Sammy to stay away lest he be harmed as well. Meanwhile, he takes another strike at the Troll, who lays half-under the Blackbird but otherwise exposed. Using his energy power he blasts at the Troll, who is bleeding dramatically and now lays unconscious though his body moves to mend itself.

Hoping to isolate Magneto, Storm casts a fog over him that also surrounds Sammy and Rodin.

Phoenix introduces herself and the "X-People" (her words) telepathically to Spectrum, who first wants to know why they are after Magneto. Phoenix indicates it's to bring him to the authorities. Satisfied for now, Spectrum helps Phoenix who wants to know if Sammy or Laughton can see in the fog. It turns out that through Rodin's crystalline form he has infrared vision, which can see Magneto's form; Phoenix uses this, with Spectrum's mind-link ability, to reach Magneto and attempt to strike at him. Spectrum also joins in, but their combined effort does little more than chip slowly away at Magneto's resistance. Sammy, shifting to cat-like eyes with infrared vision, swats at Magneto, further chipping away a bit, but Magneto seems nigh-invulnerable.

Meanwhile no one has noticed Dice, who has leapt from Phoenix to the upside-down craft and found a way in, accidentally triggering a security system to explode a whole into the craft. He finds the unconscious Professor X and a weapon, dragging both to the side of the ship opposite from Magneto.

Suddenly the Blackbird rises as Beast uses all his energy to lift it, pieces falling from the badly damaged craft. Rodin changes to human to leap under the ship and changes to a mighty stone wedge to take the weight from Beast. Beast is grateful and pats the stone shape, panting out "I'm Hank, and thanks." He pulls Iceman out from under it as the Troll is pulled out by Spectrum. Dice leaps from the ship with Professor X.

Meanwhile as the fog from Storm lifts, as she tries other tactics to little effect against Magneto, Magneto moves to Phoenix and puts a glowing sparkling force wall around himself and her, isolating her from her teammates. He warns, "Jean, you should really reconsider this.". He begins to zap her and she resists. He drops the force wall and concentrates his energy to knock her out. Beast rushes to catch the falling Phoenix. For his trouble Magneto knocks him out.

Magneto then turns against Spectrum, and with a mighty blasts drop her before she can assist the Troll. A bit late, Storm blinds Magneto with a lightning blast near his face. Sammy also shoots a bit of his acidic spray at Magneto, causing a tad bit of pain. Cyclops, enraged by the harm to Phoenix (who actually is physically okay but completely knocked out), tears off his visor, unleashing a deadly torrent of energy that misses Magneto and scorches a large section of the roof, destroying sections of it. Nearby, as Magneto has now moved to the side of the craft near Dice, Troll, and Spectrum, Dice recalls a conversation from long ago that might come in handy. He once ran into someone who coincidentally sounded exactly like him. Casual conversation revealed the person claimed to know Magneto well some time back. While it seems like a long shot, Dice calls out, "Hey, Magneto, it's me! You better get out of here, there's more coming, I got your back." Magneto is surprised and confused, and momentarily duped. He calls out, "It's been a long time - hang on, I'll head towards your voice, grab onto me and we can both be out of here." Dice, realizing he's catching a tiger by the tail, grabs onto Magneto and Magneto puts up a force wall around them both. Dice, holding onto Magneto with one hand and his weapon with the other, fires the strange weapon and it hits Magneto's armor, tearing a hole into it. Just then Dice's luck runs out as Magneto's vision returns and he sees Dice holding the weapon, barrel smoking. He angrily waves his hand but barely touches Dice, knocking him against the force wall and knocking him out.

During this time Sammy makes his way to the Troll and tries to recall his training on the drugs that Sihn carries. He misjudges though and shoots the Troll with his "athleticism" drug, but as he's already used it further doses do nothing. Professor X comes to and sees the Troll's medicines and after a quick examination determines the healing drug needed, injecting the Troll who slowly comes around and uses remaining doses to make himself healthy. Professor X also moves to revive Spectrum, but she is too far out. Also as this goes on Cyclops, Storm, and Iceman concentrate their efforts against Magneto, getting a couple shots in on the force wall but to little avail, only slight energy passing through. Just as soon as he's up, the Troll picks up the X-Men craft, already coming unhinged, and bashes at Magneto's force wall. The ship disintegrates but the force wall stands.

As Magneto can see again, the Troll grabs Rodin and winds up a mighty blow as Magneto spreads a blast of his energy against Iceman, Cyclops, the Troll, and Professor X. Sammy, meaning to grab a crystalline (energy-reflecting) Rodin but not grasping him, leaps in front of the Professor to save him and in the process is knocked deeply out. The blast harms but does not knock out the others; Cyclops in fact seems emboldened by it. The Troll grabs the crystalline Rodin though and reflects one of the blasts at Magneto, who attempts to reflect it back but fails, taking his own medicine in a square shot. Cyclops, his blast now stronger, and the other X-Men continue to chip away at Magneto though Iceman seems ineffective throughout. Then the Troll uses Rodin with another wind-up blow to finally smash a hole in Magneto's force wall though he misses Magneto. Magneto momentarily doesn't move, but grabs Rodin away from Troll telekinetically and tosses him over 200 yards away.

Another series of blasts hit Magneto, who still stands defiant but is sweating and looks weakened. He motions and the Black Buick, involuntarily, approaches rapidly. The Troll makes another strike at Magneto but misses, as do the X-Men. Dice, having come to, fires another blast at Magneto and the missile unexpectedly swirls around and gathers energy, striking Magneto from behind. Unexpectedly Rodin bounces back - literally as he has turned to a rubber-like ball of energy that then explodes near Magneto and the Buick, but does little damage. Magneto then rips off the top of the Buick and jumps in, commandeering it and telling Rogers, "Drive, quickly - if I have to I will use force." Rogers drives and the Black Buick is too fast for anyone to catch up with. Rodin meanwhile bounces off the hood in the direction of the vehicle. Before the Black Buick can get clear completely an air force jet closes in but Rogers deftly avoids it. Magneto makes Rogers touch down in a wooded area near San Jose and escapes. Rogers flies to Barstow where Rodin eventually bounced to a landing and returns to LAX, cleared by the military to rejoin the Justice Squad and give them a ride.

Meanwhile at the scene the military arrives scant moments after Magneto's departure. Major Tom, who starts by stating "no jokes" after giving his name, questions the teams briefly. He separates them but after the third account is virtually identical realizes someone is mind-linking the team and, after Spectrum confirms his suspicion, threateningly asks her to stop. A military copter takes the X-Men away after Professor X thanks the Justice Squad. The Black Buick is soon cleared for flight as well, but before leaving they are presented with Major Tom's card should they think of more details later. Laughton gives his card with the 976 number featuring new automated menuing.

The Squad returns home. Dice visits the Laughton Agency as he's dropped off there anyway. They are surprised to find Velma and detective/accountant Joe Pagliacci still there even though it's after 7 PM. Everyone notices that Velma pointedly doesn't speak to Sammy at all. Pagliacci approaches Laughton upon their arrival, informing him that their biggest account, the Waterman family, has left for the Blue Moon. He also mentions he noticed some recent activity with the mysterious woman visiting Caruthers at the Blue Moon shortly before the Waterman call. As they discuss, the woman's description is brought up. Dice luckily recognizes her description; he ran into her in this guise and she mentioned, apparently in some hope of getting lucky, that she was Jacqueline with Fox Force Five. The members of the Justice Squad visibly groan, and Sihn explains to Dice they're the only foe to beat them outright.

The team disassembles for the evening. Dice, a very well off man of could-be man of leisure, goes to his apartment in the slums, where he hopes to help the community out.

The next morning, on July 19, on the radio an ABC Corporation representative, Donaldson, appears on the radio talking up Sammy and how they'd like a relationship with him. He admits "mistakes were made" but points to changes in management and their voluntary clean-up of parks and Belle Isle habitats as a sign of their turnaround. Simultaneously Suzanne Palmer gets a call from one of their lawyers, Joe White, indicating their desire to have Sammy help them with a "feed the poor" project. She politely says she'll carry the message but points out given ABC's attempt to treat Sammy as property it's unlikely he'd participate. The lawer begins to prattle on and Suzanne simply hangs up. Immediately after hanging up she then gets a mysterious call warning, "We know Sammy is Elvis."

Meanwhile, unaware of this going-on, Sammy calls the radio station to say he'd like to do an event to feed the hungry. While he intends to do it on his own, the jock misconstrues him and conferences in the ABC rep. Although Sammy ignores him and in minutes hangs up, the radio station promotes it as an ABC-Sammy event.

Suzanne, hearing this, contacts Sammy and Bob Rogers and the rest. They conference and decide to hire a professional non-Sammy Elvis impersonator. Rogers mentions that Sammy will probably need to throw in with ABC; Sammy tries to ignore that and finally grants that they can be in the same place at the same time for the same purpose but that he's not coordinating with them. Suzanne remembers to mention the anonymous call. To the side, Laughton notes that Sihn's computer works wirelessly in an effort to avoid the likely-tapped connections in Laughton's office.

As Aela is less than a month from delivering her and Eliot's child, Eliot finds himself spending time at home dealing with some minor complications from the pregnancy, so he finds himself at home attending to her.

Lucy Coe calls Hamlet Laughton and corners him into another date for the next day. Also, as the only truly public non-mutant figure (to casual knowledge), Hamlet receives a subpoena to testify in the August 12 trial of the Kingpin in NYC.

Suzanne Palmer gets another important call, this one from a lawyer advocating for none other than Andrea d'Ennui (AKA Medusa). He asks her for some pro bono work assisting in her rehabilitation, given her status as lawyer for the mutants. Suzanne agrees to consider the matter, scheduling a meeting with Medusa and her psychologist.

Across town Dice while out and about, looking for the opportunity to help people out, hears gunfire and shouting. He rushes toward it, just in time to see two thugs apprehended by the recently surfaced vigilante the Hood. The Hood is dismissive of Dice, who offers to help, and suspicious of what he views as a dilettante of sorts. But the Hood's problem is that a woman the three thugs (one having escaped) have just attacked is unwilling to testify, totally afraid of repercussions. Dice intervenes, talking quietly with the woman; his winning charm and unlikely heroism beguile her. Dice points out where he lives, giving her his card and offering his protection any time she feels her life is in danger. She finally agrees to talk to the police when they arrive; quietly he slips her $5,000.

Soon after he leaves the scene, Dice is fortunate enough to come across the third thug as described to him by one of the two Hood apprehended. Dice grabs him, but finds him a tough match. While wrestling a flower pot falls from above and knocks the criminal out cold. Dice yells, "Thank you" only to hear back nervously, "Nobody up here." He delivers the villain to the police, warning him, "You pull crap in my neighborhood, you're messin' with me," explaining where he lives as he tries to scare the bad guy.

The following Sunday the Society Column shows a snapshot of Laughton dining with Coe. Hamlet braces himself for the next time he'll see Medusa…

Monday Suzanne visits with Greg Tomkins, Andrea d'Ennui/Medusa's psychologist. He emphasizes the positive effect of Laughton's relationship with her; though tempted to do otherwise, Suzanne delicately posits that Hamlet might not be as interested in Andrea. Tomkins is generally unconcerned and hopes to use that relationship to help get Andrea reintegrated into society. An interview with her, however, is disconcerting to Suzanne as Andrea goes on and on about Laughton and speaks in dark tomes of becoming eternal stone and being undeserving of his presence. Afterwards Suzanne mentions this but Tomkins is not only dismissive, misreading Suzanne's comments as misunderstanding of her "gothic mode of expression", but speaks of establishing conjugal visits between her and Laughton in a matter of weeks. He mentions a "Club Med" sort of atmosphere though of course separate rooms and no pressure on them to act as a couple.

Suzanne walks away concerned about the psychologist and his rapid plans for her release. She's still tempted to sell Laughton down the river by signing him up but instead simply carries the message from the psychologist and warns him of the forthcoming invitation. She shares her meeting notes with him, and Laughton also receives a package in the mail from d'Ennui, a little statue with "wuv" scratched into it. Somehow he finds it more disturbing than her normal desperately expressed passions. He also receives a call from her as she's been given phone privileges and has his private number. Medusa tells him that she saw the picture of him and Lucy Coe, and tells him she understands why he's lonely, begging him to just hold out for her. She mentions possible vacation plans; Laughton simply replies as enthusiastically as he can muster, "Let's see what happens."

That same day Sihn decides to seek out Dr. Strange, first contacting the Outsiders for whom he has a specific number. He speaks with Necromancer, who, after some needling, upon learning that Sihn has the Necronomicon offers his services, pointing out that the magic of the dead is his specialty. They make plans to meet for dinner. The Hood drops by Dice's apartment, warning him that it's really a bad idea to give out his address so freely. He warns him that he's heard that the thugs he helped imprison are seeking revenge on him. The two speak cordially, Dice having earned Hood's respect. Dice explains to Hood, "You can reason with anybody," bravely ready to confront anyone. Hood tries to dissuade Dice from being so outgoing, but finally gives up and when leaving shakes Dice's hand and says, "It was good knowing you."

Sammy is busy arranging his feed-the-poor gathering, shooting for a rapidly put together show in the coming weekend. Bob Rogers carefully keeps ABC away from Sammy, who is violently opposed to working with them, but for the public's sake allows the two to coordinate their events. Sammy looks at it as his event and whatever ABC does on their own is fine with him.

Necromancer and the Troll meet at the mayor's underground mutant hero club, known simply to those attending as Jenny's Club, which coincidentally is sponsoring a celebration with Flaming Carrot and Daredevil as guests of honor, partially as a tribute to Daredevil's survival after the scare of his death. Jenny Crystal eagerly greets Sihn and Necromancer, delighted to see them. She warns them to watch out for the punch bowl that the Jerky Boys spiked. The two heroes get down to talking; Necromancer expresses concern as he warns Sihn that the Necronomicon is extremely dangerous and should be handled with great care. He wants to show Sihn how to deal with it, but Sihn resists. Finally Necromancer does tell him a spell he can exercise on his own to bind the Necronomicon to Sihn so it doesn't get into the wrong hands. They wander off on other topics, including a question Sihn has about where Necromancer gets his goats and if his teammates have similar issues with the animal usage. Necromancer tells Sihn the Outsiders have a place of their own where they're bred. Sihn asks Necromancer as well about the consumption of vampires. Necromancer relates a story of one man who was eaten from the inside by one he ate; Sihn doubts that would happen to him.

Anxious to meet and possibly sample other mutants' genetics, Sihn is keen to circulate with Necromancer through the crowd. He introduces himself to Daredevil, who is outgoing and devil-may-care of course.

Meanwhile Dice is wandering about in the same area, and comes across the nondescript building housing Jenny's Club. He wonders if it's some sort of disguised crack house or some-such and through dumb luck alone wanders past any security and into the place. Jenny is stunned to see him at the door - she's an old friend of his and his parents [rolled a 3 on a familiarity roll]! She gabs with him, concerned for his blundering about and careless do-gooding. She wishes he'd at least settle for a legitimate career such as police work, but Dice explains that going through police training he found too much corruption. As they're friends, she invites him in and he sees Sihn there.

Approaching Sihn, Dice gets to meet Daredevil. Daredevil offers him, as he has Sihn and Necromancer, a drink; Dice goes for Mountain Dew, deciding to "push the limit". As Sihn skirts the issue of getting a sample from Daredevil, the man with no fear simply plucks a hair out of his head and gives it to Sihn. Since he's there Sihn tries to get a quick read on Dice but finds he registers as having no mutant powers - but Sihn is sure he must have some.

Many blocks away Sammy, Laughton, and Palmer are at the Laughton building when they hear that Dice's apartment building has been the site of an explosion. They call Sihn and are surprised to find he's with Dice. Dice is determined to rush to see what's left of his place, despite any danger. Sihn, Necromancer, and Dice leave, making apologies to Jenny, who agrees not to worry Dice's parents, and meet up with Laughton, Sammy, and Spectrum on the way. Sammy offers up some sewer spots that Dice could stay in, and Sihn offers up the more hospitable Sihn-tek offices, but Dice declines each offer. During the way over, Spectrum telepathically "overhears" Necromancer communicating with the Troll about the Necronomicon just as Necromancer leaves the Justice Squad to their own devices.

When they get to the charred remains of Dice's apartment there's not much left intact. The Troll remarks that a lot of Gere-luce's places look like this. The police aren't much help, displaying an annoying ambivalence regarding the whole affair. Concerned about what else they aren't paying attention to, Dice looks through the building to ensure everyone is safe; downstairs from his apartment a woman is lying down in her kitchen, clutching her chest from a heart attack apparently triggered by fear from the explosion. The paramedics are able to save her, and Dice gives her his card.

Dice talks with the police to find out more, referring to the "Super Friends" he's with. Closer examination reveals there was some sort of timed explosive but it went off at the wrong moment. The Justice Squad helps Dice investigate around the neighborhood, despite him again screwing up their name as the "Justice Society" (for which Laughton gives him a light slap). Dice doesn't seem eager for Laughton (the self-proclaimed "world's greatest detective") help and takes the lead as Laughton sits back in his car watching. Sammy, turning into an imitation of the Troll, joins Dice in interrogating some potential witnesses, a group of kids involved in penny-ante drug-dealing on a nearby corner. Dice tells the kids the "Justice Friends" are with him and they better come clean. Sammy/Troll drools, showing his teeth. They quickly give a description of someone they saw fleeing the scene, someone they know as Cato but don't know where he'd be. They do say that Joey at the nearby pharmacy might know more. Sammy/Troll tells them they're lucky he "just ate someone" and isn't hungry.

At the pharmacy they quickly find Joey Simpson, and the Troll decides to play himself for a while instead of letting Sammy have all the fun. Joey is willing to talk but whispers that they need to mock fight to keep his street cred. The Troll gladly obliges, lightly (but still hard to a mere regular guy) smacking Joey. They drag him into an alley and then Joey spills that Cato is most likely at a crack house over on River street, giving them an address.

As they drive over the Troll turns back to Sihn and lets Sammy take back over. Dice takes the lead again, knocking on the door and shoving his foot in as someone answers. But he's not strong enough as the gangsta inside shoves him out and bolts it shut. Sammy sticks his finger in the lock though and burns it out. As the ganstas inside realize this is no normal turf war, they start to scatter. Laughton turns the now-spotted Cato to stone while Spectrum freezes a cohort. Dice yells to everyone, "Stop in the name of the Super Friends!" A couple stop but the remaining four hoods scatter. For show Dice walks up to the stone guy and says, "You didn't have to kill him!" to Laughton.

Laughton gives Dice duct tape to secure Cato so that if necessary he can reuse his power without worrying about where Cato will go. Dice refuses, thinking it not very heroic and a bit cruel. While they argue Sammy avails himself of some spoilt food in the crack house refrigerator. Dice insists on using handcuffs, which Laughton dismisses as too expensive and too easy to break. The argument isn't resolved as Sihn gets an alarm that there's been an intrusion in Sihn-tek. Before they can go they have to do something with the other hood Spectrum is telekinetically holding. He begs for mercy, pleading he's a crack addict. Sihn offers to "fix" him but Spectrum intrudes and tells the addict he should just go turn himself in and get treatment. Scared, the addict says he will, and a simple mental check convinces Spectrum that he will (and he does). They bring Cato to Sihn-tek as everyone goes there to check on the alarm.

Gere-luce greets everyone and Sammy sets about trying to pick up a scent. He gets a mild unusual odor but can't follow it far as it appears to trail off at the roof, likely someone flying off. Sihn suspects Necromancer (who unknown to him has a predilection for taking magical artifacts). Dice looks around and doesn't feel like there's any immediate danger - and he's usually right about such things for some odd reason. Sihn attempts to beg off to check his safe but Laughton and Spectrum seem particularly interested in joining him. He's told them before he got rid of the Necronomicon but neither believe him (particularly since Spectrum eaves-dropped accidentally earlier) and they're concerned for him. Sihn pushes back at first but then lets them come along. He goes to his regular lab experiment area, which Spectrum doesn't want to even see and she's sure he's covering anyway. The mutant-scientist remarks to Sammy, Laughton, and Dice that "These four-headed mice don't live more than two to three days, but they are interesting."

Since they're already in the lab area, Sihn asks Dice if he wouldn't mind "helping" with some tests to see if anything is suspicious - Sihn is convinced Dice has some sort of mutation. But before he can get further with that or check on his book, Aela calls and wants to know when he's getting home. She's not feeling well. He and their quasi-adoptee Sammy rush home.

Dice, Laughton, and Spectrum interrogate Cato. Laughton brings up the possibility of turning him back to stone and snapping off just one particular piece. Cato doesn't take long to break. He tells them a Kevin Johnson commissioned him and gives them his pager number. Dice lectures Cato on how a woman almost died from a heart attack and slaps duct tape on Cato's face to keep him quiet for a moment. They then call the pager and, ripping the duct tape back off, have Cato set up a place to meet Johnson.

Meanwhile Sihn tells Aela he has to get back to work for just a brief time. She huffs, "Fine, I'll just have this baby by myself." Sihn slips himself one of his wonder drugs and pumps up his presence, launching into a speech about how he really will be right back and how important it is he attends to something right now. She concedes and calms down. He gets back to where he's hid the Necronomicon and is relieved to see it safe and sound. He performs the spell Necromancer indicated and now is bound to it, knowing where it is at any given moment. Four hours later he's back home and deals with the inevitable fall-out as his interpretation of "right back" isn't the same as Aela's.

At the meeting set up with Kevin Johnson, Dice surprises him and in a low voice says, "You want to get me out of the neighborhood I take it. Your dastardly plot did not work and you're doing down for it." Dice heckles him some more and Johnson runs. Laughton turns him to stone.

Now that he's caught, Cato is willing to finger him to the police, hoping he can beat the rap himself. Dice asks, "Will you super dudes bring them in?" Suzanne isn't too sure about this Dice character…not in any ominous way, just in a general "super friends/super dudes/justice friends" kind of way…

[Game Mechanics - Points Awarded...

Split the difference between drawing and winning against a superior opponent - Magneto was somewhat frustrated in his objectives but his objectives were mixed between reversing the ambush on the X-Men and simply getting away - +16.875 RP for Rodin, Sammy, Spectrum, Troll; +1.125 XP for Rodin, Sammy, Spectrum, Troll; +22.5 RP for Dice, +2.25 XP for Dice

Act of great heroism/publicity - +22.5 RP for Rodin, Sammy, Spectrum, Troll; +30 RP for Dice

Becoming the sworn enemy of a world-renowned super - +26.25 RP for Rodin, Sammy, Spectrum, Troll; +35 RP for Dice

Thoroughly defeating an inferior opponent for Dice's run-in with gangstas facing the Hood - +1 RP for Dice; +.1 XP for Dice 

Thoroughly defeating an inferior opponent for the whole thugs versus Dice thing - +.75 RP for Rodin, Sammy, Spectrum, Troll; +.05 XP for Rodin, Sammy, Spectrum, Troll; +1 RP for Dice; +.1 XP for Dice

Miscellaneous:

    Spectrum - +11.25 RP for involvement with Medusa (more on this later); +1 XP for any legal-related skills
    Laughton - +11.25 RP for Coe/Medusa involvement (more on this later); +1 XP for any social-related skill
    Troll - +11.25 RP for run-in with Necromancer; +1 XP for same (more on this later)
    Sammy - +11.25 RP for publicity/charity work "with" ABC; +1 XP for any charity-related contact
    Dice -+15 RP for involvement with the Hood and the hood; +2 XP for PRE

5 hrs Session Play - +3.75 RPs for Rodin, Sammy, Spectrum, Troll; +1.25 XP for Rodin, Sammy, Spectrum, Troll; +5 RP for Dice, +2.5 XP for Dice

Totals:

Dice +109.5 RPs, +6.95 XPs
Rodin +81.375 RPs, +3.425 XPs
Sammy +81.375 RPs, +3.425 XPs
Spectrum +81.375 RPs, +3.425 XPs
Troll +81.375 RPs, +3.425 XPs

Totals to Date:

Dice 109.5 RPs, 6.95 XPs
Newman 132 RPs, 21.05 XPs
Rodin 1065.875 RPs, 98.45 XPs
Sammy the Slime 1000.625 RPs, 96.3125 XPs
Spectrum 883.5 RPs, 90.625 XPs
Troll 1036.625 RPs, 105 XPs]