Suitable Campaign Age: Golden, Dark, or Cinematic
Adventure Tone: Introspective Action-Adventure
Recommended Power Level: Classic
Content Warning: The following adventure explores racism, politics, and social manipulation. The adventure contains asymmetrical acts of violence against innocent teens, and events inspired by real world tragedies. Be aware that in no way does House Dok Productions condone or approve of the acts of violence portrayed by the hate groups within this adventure, much less the real world. GMs should review their campaign’s Lines and Veils while considering this adventure. To use this adventure while veiling racism, pivot to anti-Metahuman sentiment. This adventure has villains that use child soldiers, heroes can resolve all scenes where children commit acts of violence with non-violent actions.
Note: Scenes with child soldiers, any acts made by the teens have been written to be veiled as needed.
Allegories In Comics & Campaigns
Comics have used people with powers as a stand in for people of a given minority. X-Men was inspired by the Civil Rights movement, and is rooted in the fight for equality. As a collection of comic titles it has evolved as an LGBTQIA+ allegory as well. This may be most exemplified in the 2003 X2 line “Have you tried not being a mutant?” If someone expresses that comics, or comic book media are not, or, should not be political, it is possibly because they do not find themselves on the same side as the heroes.
Overview
Happy World is the hottest new arcade in the city, with cheap games, surprisingly good food, and unlimited refills, gamers are flocking to it, especially high school kids. The arcade is too good to be true, and some of their competitors are claiming that something is wrong with that place. The prices are too good, and no one in the community knows anything about the owner or the staff.
Is it sour grapes about the new big business or something more insidious going on?
After School Special (Foreshadowing)
Lights flash in a dizzying pattern as the cacophony of games. The game card was only a couple of bucks and good for two hours, unlimited. Others from the school were there. The main room was filled with tightly packed cabinets with new games sprinkled with some going back decades.
There was a stage set up for head to head competitions, the screen behind it displaying the action for everyone in Happy World to see. There were three cabinets set up on a rotating dias. The current game was a VR shooter and saber game that put players in opposing armies. The other games included a brawler, and a more traditional co-op shooter.
As the teens watched Unity slipped through the crowd, his touch gliding across the backs of those gathered going virtually unnoticed. The touch reserved for only those Matron had selected from the observation booth above. With each selection, a word, one that seeped into their brain even lighter than his gloved fingers. They were his, and soon, they would belong to Power, and their training would begin.
Burden of Being a Hero’s Buddy
If the heroes have younger contacts, family members, children of friends, their own friends in a teen game, etc. check your campaign’s lines and veils, as they can be inserted into the following scene.
Cognitive Dissonance (Optional – Follow Up Scene)
The following scene can be used to draw heroes in at any time if they have a connection to one of the teens’ minds controlled by Unity.
- The hero(es) can be inserted into the scene at any point by may be one of the parents, or with the parents, when the lights come on.
- The heroes can be called in by the parents after the scene to try and track down what happened.
The teen slipped back into the home at exactly 4:28 AM. Already the memory of their training session with Power fading. What had they done? Bare knuckles, bare brawl, blossfechten, bare fencing. The steps and strikes slipping from their mind.
Lights come on and their parents are waiting. Blood drained from their face, they had done something terrible, they hadn’t done anything wrong. The two thoughts sear into the child’s brain and they collapse, unable to hold them together.
Any discussions of sneaking out, or where have you been flee in the wake of a child in need of medical care.
What Happened? Sense + Medical, Expert (20)
- Failure: It’s unclear, but it’s not good as the teen starts to seize.
- Partial: The nosebleed offers only the slightest hint that something may be wrong with their head.
- Success: The teen is on the verge of an aneurysm. The only option at this point is to get them to a hospital.
- 1 Degree: The hero knows how to hold them to help relieve the pressure and ease the tension on their brain.
No matter the roll, the teen will live. GMs should check the Campaign’s Lines and Veils to determine if there is any long term harm. Although, they may require some time in the hospital.
The Signs Are There
The following scene will provide heroes a general starting point if they did not play through Cognitive Dissonance. There are several ways to engage the heroes, select which of the following works best for the team.
- Harry Lee Morrison High School, Guidance Counselor, Frank Samuels: The child of a concentration camp survivor, Samuels is keenly aware of Nazi iconography. When subtle signs first began appearing on campus began cropping up he brought it to the school and was promptly ignored as being paranoid. While nothing’s happened yet, he’s reaching out to the heroes for aid. When he reaches out, he’ll ask the heroes to come to his school.
- News Coverage, Inside Report: The least targeted contact method, one of the heroes, or the team, catches a news report discussing the broader events at schools in the area. While the news does not mention any schools by name, it does bring up the concerns of Frank Samuels, a Guidance Counselor at Harry Lee Morrison High School.
- Police Detective, Wu Rose: The team is contacted by a local detective. Detective Rose has been tracking a rise in racially motivated incidents on high school campuses. She’s unable to pinpoint a root cause and is hoping the heroes can intervene. Detective Rose will point the heroes at Harry Lee Morrison High School. (This option may not be available depending on the outcome of Poisoned Apples.)
Shared Details
While there haven’t been any fights or major altercations, children in the local schools are showing signs of Neo-Nazi indoctrination. This includes subtle changes to dress, and hair, some have asked teachers things such as about the white replacement theory, or to prove that Germany wasn’t justified in their actions during World War II. There has also been an increasing amount of segregation within the student body. However, administrators have written this off as run of the mill cliques.
Finding The Path of Corruption
The following scenes can help guide the heroes in their investigation of what’s happening with the teens in the city.
School Haze
From the outside Harry Lee Morrison High School looks relatively normal. The main building is three stories and houses approximately 1.500 students. Arriving in a heroic persona will immediately lead to one being flocked by curious teens and faculty alike while showing up as an average person poses a different set of complications, mainly not allowing non-family or faculty into the building.
The heroes will need to determine a strategy some options include:
- Sneaking into the office and revealing themselves to the administration only.
- Having one or two heroes show up while others sneak around campus.
- Skipping the cover and sneaking in completely.
Talking With The Faculty Only, Expression + Etiquette, Expert (20) Difficulty
- Failure: The heroes will find themselves stalled by the school secretary, followed shortly thereafter by the Vice Principal who denies anything out of the ordinary is going on. Any hero with a Background or Career relating to bureaucracy or the Subterfuge Talent will pick up that this comes from trying to avoid any attention, and skirting responsibility, as opposed to actual malice. When the Vice Principal shuts down the heroes he will do so by saying: If you want to stick your noise in places it doesn’t belong, why don’t you go to where they hang out around, not on school grounds.
- Partial: As above, but the heroes will be stopped by Frank Samuels before they can leave. He’ll apologize for the Vice Principal’s dismissal. Samuels will go on to let the heroes know that things started to really pick up two weeks ago, but looking back, signs had been there for about a month. Unfortunately, he doesn’t have more time because he’s worried about how it might be perceived, and getting shut out completely. Because they can’t talk to students he will say checking out the arcades where they gather outside of school might be, while dismissive, a good starting pace. Gain a free Success on Coin Powered Vidiots.
- Success: Samuels will reach the heroes before the Vice Principal. In the time that he has, the counselor will provide the information above, and note that a lot of the kids seem to be talking about a new arcade. There is also one student that seems to be more drawn in by this movement than others. This is when the Vice Principal arrives and issues the heroes out. Opens up the Tragic Tale of Martin Beck-Healy Jr.
- 1 Degree: As above, however, the Vice Principal allows the heroes to be escorted through the school. Roll, Going Unobserved with Sense + Forensics with a free Degree of Success.
Big Damn Heroes, Expression + Subterfuge (+ Power or Fighting Style for free if the heroes show off), Very Advanced (30) Difficulty
- Failure: The heroes are immediately swarmed by students and faculty, as expected. Unhappy with students being distracted the Vice Principal notifies the School Resource Officers (police assigned to the high school) to be on high alert as he shoos them away as per Talking With The Faculty Only. Increase the base Difficulty for Going Unobserved to Very Advanced (30).
- Partial: The heroes serve as a distraction, but may have gathered too much of a crowd. Heroes not making a display can roll on Going Unobserved.
- Success: The heroes serve as a solid distraction. Gain a Free Degree of Success in Going Unobserved.
- 1 Degree: As above, and while making a public display, one of the students, a muscular looking senior, tries to shout over the crowd decrying the heroes. He calls them fascists, and says they cause more harm than good. If the heroes have played through Poisoned Apples he will accuse them of being traitors and anti-American shouting support for the Brotherhood Officers. Opens up the Tragic Tale of Martin Beck-Healy Jr with a free Degree of Success.
Going Unobserved, Dexterity + Forensics or Sense + Stealth, Advanced (25) Difficulty
- Failure: If the heroes are in their heroic personas treat this as a Big Damn Heroes Failure. If the heroes are disguised a School Resource Officer will escort them off campus.
- Partial: The heroes are spotted by Frank Samuels. If they are in their heroic persona, treat this as a Partial on Talking With The Faculty Only, as he sneaks them off campus.
- Success: At first glance, things seem relatively normal. However, it doesn’t take long to spot the cluster of kids all with fairer skin, wearing black pants and crisp white shirts. They sneer and make passing comments at other schoolmates, particularly people of color. The heroes pick up that they are going to hit the arcade later that night. Gain a free Success on Coin Powered Vidiots.
- 1 Degree: The heroes are able to linger and pick up that the arcade they go to is Happy World. The heroes can jump to the Hallowed Halls of Happy World.
The Tragic Tale Of Martin Beck-Healy Jr.
Depending on what the heroes uncover at the school, they may learn about one teen who seems to have completely thrown themselves into this hateful ideology. Approaching him directly will lead to sarcastic brush offs the way only teenagers are capable of. The teen refers to the heroes as fascists and traitors based on their ethnic background.
Note: For campaigns where racism is veiled, Martin will address tech based heroes without powers as traitors.
However, if the heroes attempt to approach Martin Beck-Healy Jr around the school area a Latino student, with elf-like ears, will approach them after Martin has left. The teen will introduce themselves as Diago, stating that he used to be Martin ’s best friend. He was one of the first kid’s to change though.
Diageo will go on to explain that Martin used to be part of the theater club but about a month ago hard pivoted shutting out all of his past friends who wouldn’t go to the Happy World arcade. When he and his other friends from the theater didn’t go with him, they found themselves shut out.
Go On… Expression + Etiquette, Expert (20) Difficulty
- Failure: Finding himself unsure where to go from there Diageo asks the heroes to help figure out what’s happening with his friend.
- Partial: Diageo will go on to say that there are moments when he sees Martin kind of go blank after someone says something. He had never done that before.
- Success: There are times when Martin seems like he is about to say something, then his demeanor completely changes as if overwritten by something.
- 1 Degree: While Diageo think’s it might be him imparting his own feelings there was a moment when Martin said some really hateful things to him but seemed like he was fighting himself to say it, to the point of almost crying.
Home Unlife
Looking up Martin’s family will send the heroes to a modest townhome within the school’s district. Martin’s parents are eager to talk to anyone who is looking to help their son, and they confirm a lot of what Diageo had said about the timeline of their child’s personality changing.
Martin’s parents will go on to add that they have found him sitting on the couch staring at a television that isn’t turned on, or sometimes blankly facing a wall. Worse, there are nights when they will hear him screaming for no reason, but when they reach his room he is perfectly calm, sleeping in bed.
Speaking to Martin
Should the heroes try to speak with Martin directly, they will find him uncooperative and full of other people’s talking points as if reciting from a book.
If any hero has the Social Science Specialty, they can see that the teen is calling on things he’s heard, and doesn’t necessarily agree with but is forcing himself to say them anyway.
Heroes with Telepathy, can confirm he is under a psychic compulsion and has been fighting it for some time. If they have an appropriate Control Power they can attempt a Very Advanced (30) Power roll requiring Five Degrees of Success to remove the compulsion. This can be done over multiple rolls, but if the hero Fails twice, they are unable to break the hold at this time.
Coin Powered Vidiots
Heroes may want to investigate the local arcades if they didn’t learn about Happy World. There are two other major arcades:
Jet Shark Arcade
One of the largest arcades Jet Shark is located in a renovated warehouse. Its slab floor and duct-work ceiling will not win awards but the arcade does have a wide selection and all standard cabinet games are only a quarter. The arcade is run by Duke Green and Willy Majors. Friends since High School, after Willy’s mother died, Duke left his job as an insurance analyst to help his best friend start his dream business
Due to its location near the city and affordable games Jet Shark has become a hub for suburban teens. The no frills atmosphere also tends to attract more hard core or even professional gamers. Jet Sharks also has a modest concession stand serving deep fried or microwavable food such as French fries, mozzarella sticks, and pizza. No outside food or drink is allowed.
Lester’s Frontside Park
A two acre skatepark Lester’s has a large indoor half pipe as well as outdoor skateboard terrain. Owned by former pro skater Lester Gravy, better known by his nickname Bionic Lester. Lester’s nickname comes from his razor boomerang prosthetics, which are covered in stickers. Sadly, Lester lost both legs at the knee in a car accident, ending his career.
Bionic Lester’s reputation, some might say legend, keeps the Frontside Park moving with a steady influx of skaters across every skill level. Outside is a small burger shop run by Lester’s partner Ed. Inside, his other partner Pop runs a merchandise shop, with popular brands, including Lester’s own Death From A Board line.
Fallen Institutions
Despite being well established arcades, both with unique draws, neither is crowded, even if the heroes arrive at peak times. Asking around will point the heroes directly at Happy World, a new arcade that has stolen a lot of the clientele.
Speaking with Bionic Lester
Calmer than he probably should be, the arcade is more for when his patrons want to take a break. Nevertheless, from what he’s seen, something feels wrong with Happy World to him. What gets him going is that the kids that showed real talent haven’t been coming around lately. Kids that he’s spoken to, and didn’t really care about video games are devoted to Happy World now.
Speaking with Duke and Willy
Neither is happy with how things have been going at Jet Shark. Duke, a former analyst, can’t make the numbers work. He is convinced that Happy World has to be running at a loss. It’s great for the kids, but he wonders how they can afford it. Both Duke and Willy, are convinced that there is some benefactor that is paying to have the arcade run at a loss in order to shut down the competition and after they are gone, will crank the prices.
Hallowed Halls of Happy World
A three story arcade and entertainment center. The arcade is broken up into three distinct levels.
- Main floor / Lobby: The entrance to Happy World is stuffed with the newest cabinet games with a focus on “VS” or fighting games. Large flat screens display matches overhead that can be seen from the street. The main floor also holds a number of ticket / gotcha (claw) games towards the back. Encouraging a competitive atmosphere the displays help draw in new players. This includes a tournament area with a massive screen that can be seen from outside and most of the main floor. There is no extra charge to play in “the arena,” but you do have to sign up and wait to be called. The arena dais is run king of the ring style, with the winner of the last game being able to pick between the options available for the next.
- The Deck: The lower level is the home of shooters, racers, other non-traditional cabinet games that take up a large amount of space and skeeball.These are often big priced games, but all of them are set to just one quarter.
- The Observatory: The reward zone, a juice bar, and restaurant are here along with “retired machines” including classics such as Asteroids, Karate Champ, and Pac-Man. Both the juice bar and restaurant prices seem extremely low, only a few dollars for large smoothies or half pound burger meals, and that’s only the start of their menus. The observatory is open in the middle allowing patrons to look down at the games in progress, with tied seating facing the arena.
Scouting the Arcade, Sense + Forensics (+ Study: World War II or anything to do with Nazi Iconography), Advanced (25) Difficulty
- Failure: This is a video game paradise, everything is extremely clean, the spacing is nice, and how the games are grouped drives groups of players with similar interests into the same areas.
- Partial: Custom artwork adorns the walls. The murals are done in the style of a World War II video game.
- Success: The mural doesn’t reflect signature battles of World War II correctly. While it’s wrapped in the style of video game shooters, the Nazi’s Übermensch Brigade, a group of sixty four Metahuman soldiers, seem victorious in every battle.
- 1 Degree: Not all of the patrons of Happy World are actually playing games or interested in the arcade at all. There are some that seem to stand facing random directions staring blankly. If confronted, they will excuse themselves and go to find a game to play.
- 2 Degrees: The more the heroes look at the murals, the more victories seem less random. Key events in World War II have been edited, such as the US 7, the United State’s first super team being rebuked at the beach.
- 3 Degrees: As the heroes are exploring the arcade they realize they are being watched by a man in a black suit. They have short cropped blonde hair, and seem to use the Observatory as their personal nest.
Confronting Unity (Optional)
If the heroes notice the black suited man watching them, they can approach him. The man will introduce himself as Arvin Barrett, the manager of Happy World.
Arvin Barrett, Really? Intelligence + Research (+ Study: Identity Fraud), Advanced (25) Difficulty
With Research, the heroes can uncover that Arvin Barrett is a synthetic identity that only seemed to come into existence a month before Happy World opened.
Note: Research on the fly requires the Tools Boon and Smart Device option.
Why was he watching the heroes
If the heroes are disguised, he will tell them that he noticed them, and because of Happy World’s success, there have been a lot of competitors eager to learn their secrets. If the heroes are not disguised, he will answer simply, how could one not be curious to why superheroes were here. In either case a Laborious (35) Subterfuge roll will pick up that he is hiding something more than that.
Financial Matters
If the heroes pursue Duke’s theory, Arvin will laugh, and agree. Yes, he’s running at a loss to build up a loyal base, but will not disclose exact details. Arvin actually seems rather amused that others are suffering because of Happy World, if the heroes disclose conversations with other arcade owners. A Laborious (35) Etiquette roll will reveal that Arvin isn’t putting on a front and truly enjoys how other businesses are suffering.
The Zoned Out Patrons
Here Arvin becomes cagey, writing it off as sensory overload. If pressed he will try to break away.
Unhappy World (Disaster)
If backed into a conversational corner, Alvin will reveal his Metahuman nature, activating the mind controlled patrons and employees of Happy World to defend him. Unless forced, he will not engage, instead escaping in the chaos.
- Stakes: Mind controlled teens and employees will be hurt trying to stop the heroes. Unity will escape.
- Size 3 – Three story arcade with scores of mind controlled victims attacking the heroes.
- Ferocity 2 – They lack weapons, but will use whatever they can to attack.
- Target 40
- Damage 5
- Success Threshold 11
- Starting Advantage 4
- Notes:
- 1. These are innocent kids and workers. The heroes will need to come up with non-violent solutions to stop the assault and protect the other arcade goers.
- 2. The heroes can confront Unity in this disaster as well. He is unable to use his Backup in this scene as they represent the disaster. Instead, Unity will focus on controlling heroes and getting them out of the fight or turning them against their allies if possible. Should he reach 0 Stamina, Unity will attempt to escape. If the heroes capture him, a neural command will blank his mind.
In the aftermath of Unity’s escape attempt, the heroes can check the manager’s office. There they will locate a drawer with files on “prospective long term recruits.” The files contain school records and various notes written in German. Heroes that are fluent can see that these are markers on how resistant the teens are to Unity’s control. Additionally, there are a number of shipping receipts. Unity has been coordinating supply drops to a warehouse in the packaging district.
Note: Heroes can sneak into the manager’s office with a Challenging (45) Sense + Stealth roll. On a failed roll, trigger the disaster above. On a Partial, the heroes are still able to confront Unity, otherwise he escapes.
Eight
Following the events at Happy World, another player in this tale will take notice of the heroes. Eight is a Gen 3 Übermensch clone that broke free from the Eisenreich’s mental conditioning.
If the heroes have a positive reputation she will approach them directly. If they are anti-heroes or vigilantes who operate by fear, she will instead monitor from afar, only involving herself when the heroes face another member of the Gen 3x.
Appearance
Eight wears a green car coat, falling just above the knee with a hoodie underneath, blue jeans, and dirty running shoes. Under this is a golden yellow bodysuit that is mostly hidden. She has blue eyes and blonde hair that she has in a loose ponytail, to keep it out of the way.
Eight’s Story
If asked, Eight will tell the heroes the following:
“On September 1st, 2009, I was able to break the mental conditioning put in place by my Eisenreich handlers. As one of the third generation Übermensch soldiers, G3-008, my designation was Dobermann, a psychic bloodhound and attack dog. Breaking the conditioning set off some other fail safes to protect the Eisenreich, and I found myself wandering lost and confused in Brazil.”
“With no memory of who I was or why I was in a jungle, I had only this tattoo to go off of…” She pulls back her sleeves revealing the G3-008 printed on her arm. “… so I took the name, Eight. It was as good as any other. When I heard about the growing unrest in the United States I made my way to this country. I don’t know why, but the events at your local museum and the ambrotos kubos (See: The Immortal’s Trail) triggered memories for me. They flooded back like nightmares, reminding me of why I escaped. Now, I’m looking to finish what was started and shut down. The man running the arcade is a twin of Five. It’s why I was tracking him. I don’t think he’s the same person though. With my escape, the other G3’s…”
Eight looks off without saying anything else.
Who are the Eisenreich?
“At the end of the war, a splinter group of the Nazi party, the name Eisenreich, part of an experimental sciences wing evaded capture by fleeing the country. It’s believed the Eisenreich evolved from the mysterious Thule Society from within the Nazi party. The Eisenreich maintain a series of underground networks, but where they are, or how large they have become is a mystery. Dr. Heinrich Falkenrath is one of their lead scientists and the head of the Übermensch project. Who he reports to, I don’t know, but with Five, or the next iteration of Five here, the doctor must be close.
Enemy of My Enemy
Eight is willing to fight alongside the heroes as long as the pursue the Eisenreich.
Zombie Nights
The heroes may follow the mind controlled kids to the training facility, a warehouse in the packaging district.
Tailing Tikes, Dexterity + Stealth, Expert (20)
- Failure: It is easy to track the teens. However, they are aware of the heroes and send a warning ahead. When they reach the warehouse, they are ambushed by Eisenreich forces, see Ambushed below.
- Partial: Tracking the controlled teens the heroes realize they are being led into an ambush, see Ambushed below.
- Success: The heroes are able to follow the teens without tipping anyone off to the warehouse.
- 1 Degree: Arriving at the warehouse, the heroes are able to duck away to watch the security, gaining a Free Degree of Success in Reconnaissance, see Facing the Storm.
Ambushed
The heroes are met by Reaver, and a Typical mob of Eisenreich Barrierekraft.
If the heroes fail Tailing Tikes, Reaver’s forces will strike first, opening fire on the heroes before the start of the action, using their Surprised Defenses. (On a Partial, roll Initiative as normal.)
Barrierekraft (Wall Soldiers) (Low Powered + Brawler + Tough + Shooter )
Trained to follow orders and that failure is only for the lesser peoples. The shock troops of the Eisenreich are deadly and efficient. Culled from the rank and file of various hate groups these men have been trained to see only what their masters tell them.
Basic Roll: 6 + 2d6
Stamina 12/12
Defense Reichmen Combat Suit 14 Dice 4 Armor 4/6
Offense MG 61 Zweihander 15/20 Dice 3 Range Long Damage 8
Offense Combat Knife 15/20 Dice 3 Range Close Damage 4
Eight x Eight
Reaver uses stealth to get close and overtake her targets. However, once she sees Eight she will reveal herself. Removing her Chameleon suit mask, the two women share the same face.
“The prodigal dog returns! I should thank you for running away. Without your weakness, I would never have been born. Let me show you how thankful I am! Doberman, I am the Reaver!”
With that, Reaver will create a blade of purple psychic energy, and forgo her Drain abilities to inflict more damage on Eight. Reaver gains 1 Willpower but is exposed to all other heroes, using Surprised Defense, for the rest of the scene.
In the battle Eight will activate her psychic shield creating a golden aura that destroys the mundane clothes she was wearing and revealing her body suit.
Facing the Storm
From the outside, the training facility looks like an unassuming warehouse. If the heroes have followed a mind controlled teen here, they will arrive at around 1:45 to 2 AM.
Reconnaissance, Sense + Stealth, Very Advanced (30)
- Failure: The heroes are detected by Reaver, and once inside the warehouse lot, she along with her strike team will attack, as with Ambush, above. If Ambush has already played out, the heroes are instead attacked by a standard Barrierekraft security team (Typical Mob).
- Partial: The heroes are unable to get close enough for meaningful reconnaissance without trying to breach the building. The heroes can still attempt a stealthy infiltration, but do not gather any meaningful information from the outside.
- Success: The heroes are able to find a vantage point that would allow them to land on the roof undetected. Heroes without an appropriate New Movement Boon will need to make a Very Laborious (40) Movement roll to clear the gap.
- 1 Degree: As above, the heroes are also able to spot a fail safe lock from the roof that will seal all the loading entrances.
Infiltration, Dexterity + Stealth, Laborious (35)
Heroes again a free Degree of Success on a Successful Reconnaissance Roll.
- Failure: The heroes are detected, jump to The Storm.
- Partial: Able to make their way in, the heroes can get a look at the facility, but any actions will set off security. Provide the layout in The Storm and let the heroes take the initiative.
- Success: Able to sneak through the facility, the heroes can isolate Power. This isn’t an ambush, but they can engage him without triggering The Storm.
- 1 Degree: As above, but the heroes get the drop on Power, allow each character to take 1 Action.
- 2 Degrees: The heroes are able to get into the control room. If they have not already encountered Reaver, the team can send her and the other patrol team off with an Expression + Subterfuge roll of the same difficulty. With an extra Degree of Success, they will identify a third team led by G3X-003 designation Butcher. Butcher is further out and can be sent out as with Reaver.
- 3 Degrees: Accessing a hidden lab, the heroes can access the files, if no one speaks German, Eight can translate.
After terminating the original Generation 3 Übermensch test subjects, their codes were updated for the new Gen 3 Experiment, G3X. The clones were trained in a virtual environment, allowing for accelerated growth. The 37.5% failure rate of the testing has been deemed acceptable losses to recover five of the G3 assets.
- G3X-001: Designation Power, As his gene father Prime, Power is able to absorb any form of energy and redirect it to enhance their physical abilities. Power shows strong leadership skills but lacks the tactical mind of a true leader.
- G3X-002: Designation Matron <Redacted>
- G3X-003: Designation Butcher, perhaps my most successful alteration next to G3X-002. Butcher is able to destabilize anything they touch. Due to the destructive nature of Butcher’s powers, additional mental conditioning has been put in place to avoid incident.
- G3X-004: Terminated in testing
- G3X-005: Designation Unity, a variation on the gene father’s abilities. Unity is able to control minds and implant thoughts. Once released from the growth chambers, special handling through robotic proxies were put in place to ensure behavioral locks had taken.
- G3X-006: Terminated in testing
- G3X-007: Terminated in testing
- G3X-008: Designation Reaver, like her predecessor Doberman, Reaver shows signs of resistance. However, genetic markers were updated to prevent the development of her full mental powers. The subject seems to have converted her remaining abilities into a kind of psychic vampirism, in addition to her gene mother’s telekinetic ability.
Along with the files, the heroes uncover a command override: Verschlimmbesserung (An attempt at improvement that only makes things worse.) Using this override puts the G3X into a confused state. All attacks against them use Surprised Defense.
The Storm
The warehouse has been converted into a series of roofless rooms with a catwalk overhead. Several rooms simulate environments teens might find themselves in, such as a class, or home. Teens seem to be going through lessons from more experienced soldiers as part of an indoctrination process. Staring blankly as they absorb information. Some speak, providing information on modern society and local culture.
The facility is run by a giant of a man, who Eight will identify as a clone of Prime. If the heroes did not locate the lab during Infiltration, she will add that he is the first of the Gen 3. If he’s anything like the original Prime, he absorbs energy, which makes him stronger.
If the heroes do not have a Successful Infiltration roll, Power will activate the base’s defenses which includes the trained soldiers, and a number of pop up lasers. This will trigger the mind controlled teens.
The Storm (Disaster)
If the heroes were Successful in Unhappy World, reduce the Ferocity by 1, reduce it by 2 if Unity was defeated. If Unity was defeated previously, the teens will break free of his mental conditioning as the fighting breaks out, fleeing for safety.
- Stakes: The heroes are wiped out, and the Eisenreich are able to escape to rebuild.
- Size 3 – Large industrial warehouse
- Ferocity 4/3/2 – Trained soldiers, turrets, and mind controlled kids with guns.
- Target 40
- Damage 7/6/5
- Success Threshold 11
- Starting Advantage 6/5/4
- Notes:
- As in Unhappy World, the heroes will need to devise means to disable the mind controlled teens without hurting them.
- In addition to the Disaster, heroes will have to face Power.
- If the Disaster lasts until Turn 5, Butcher will arrive with back up, giving the Disaster a free Success and introducing the added threat. This can be avoided based on the heroes’ actions during Infiltration.
Like Unity, when members of the G3X are defeated, their minds are blanked to prevent interrogation.
Eight
Name: Eight, Formally: G3-008 Destination Doberman
Campaign: The Iron Cycle
Power Level: Classic
- Attributes: Balanced
- Talents: Competent
Background
A genetic clone created by by Dr. Heinrich Falkenrath as part of the Eisenreich’s Übermensch project. Eight’s memories are mostly missing from before she escaped a facility in Brazil. A safety measure put in place to keep the third generation of clones, her generation, under control.
Unsure of where to go, Eight made her way to the US hoping to find answers from one of the Metahuman focused corporations of think tanks. What she found was a desire to use the abilities she had to help others. Her memories have begun to return, and this has only driven her to push harder to protect others and stopping the Eisenreich wherever they may appear.
Issue 0
Eight cannot remember the first time someone asked her name. She does have the tattoo though. Written in official block script down her arm: G3-008. So Eight is who she became. Moving through towns, villages, and cities, she’s come to understand why a name can be important, how it gives meaning, or hope. This has only confirmed her decision to claim the name Eight. When she finally finds Falkenrath, he will know who she is, and who has put an end to his schemes. Then, when she can finally rest, Eight will pick a name for herself.
Attributes History 11 Strength 5 Dexterity 10 (1 AP) Constitution 7 Sense 7 Fortune 7 Wisdom 7 Intelligence 10 (1 AP) Mental 12 Expression 7 Backgrounds Origin: Third generation Übermensch (Generational) 11 Catalyst: Broke the mental conditioning 8 Drive: Put an end to the Eisenreich 5 Drive: Earn a name of their choice 1Background: Escaped Clone 3 Talents Acrobatics 11 Climbing 5 Disguise 2 Escape Artist 11 Fasting 11 Fitness 11 Intuition 5 Never Back Down 11 Perception 11 Research 11 Stealth 11 Survival 5 Tracking 11 |
Boons Combo: Engage: Move – Attack TY False Identity: No Identity MA Languages: English, German, Portuguese, Spanish TY Acrobatics Supports Defense MA2 Perception Supports Penetrating Attacks MA Surprising MA Cost: 1 + 2 + 1 + 4 + 2 + 2 = 12 AP Powers Psychic Warrior 12 Patent Attribute: Mental P rimary Role: Defense Psychic Shielding (Armor, Boost Armor) MA2 Defends Against: All MA Evasion MA Passive Defense MA Secondary Role: Offense (Full Role) MA2 Psychic Blades (Devastating, Penetrating 2) MA2 Secondary Role: Support: Strength MA Added Support: Dexterity MA New Movement: Telekinetic Leaping (Rapid Acceleration) MA2 (S) Engage 1 (S) Penetrating Attacks 1 Cost 1 Power + 12 Selections + 16 AP Stamina 19 Willpower Current: 6 Max: 11 Starting AP Attributes 2 + Talents + Boons 12 + Powers 16 – Drawbacks |
Rogues Gallery
G3X-005 Designation: Unity AKA Arvin Barrett
Campaign: Iron Cycle
Power Level: High
Concepts
Feared by his creators
Sheltered
Conditioned to believe he can only impart desires (and not feel them)
Curious of the outside world
Background
G3X-005 is unique in the Übermensch project. While the other G3X are altered reproductions of the originals, great pains have been taken to update 005. The original G3-005 was capable of short range psionic communication. Initially dismissed, it was discovered that he was able to link telepathic conversations to create a mental communications net. When designing 005, G3X it was decided to incorporate genetic samples from 008 and 003 to try and enhance the mind web. What they created was wholly different.
Able to align the electrical impulses of targets he comes into physical contact with, 005 is able to effectively hijack their minds, slaving them to his desires. It has taken extensive mental conditioning to bring G3X-005 under effective control. Due to the nature of G3X-001’s abilities he has been conditioned to serve as 005’s primary handler.
Designated codename Unity, 005 has been kept sheltered to keep outside influences from corrupting his worldview. However, this same seclusion has made them curious about the larger world. G3X-001: Power, remains extremely skeptical of Unity’s devotion and while he would never speak it aloud, so does Unity.
Attributes History 12 Strength 5 Dexterity 8 Constitution 12 Sense 10 Fortune 8 Wisdom 5 Intelligence 15 Mental 10 Expression 8 Backgrounds Übermensch Gen 3 (Generational) 12 Indoctrination of Hate 10 Validate his beliefs 8 Education 5 Talents Handsome 3 Computers 5 Concentration 8 (1 AP) Cryptography 11 (1 AP) Etiquette 15 Intuition 5 Negotiations 6 (1 AP) Perception 5 Research 12 (3 AP) Science 12 (S) Social Science 10 Stealth 6 (1 AP) Study: Mental Conditions 8 Study: World War II 3 Subterfuge 10 |
Fighting Styles Blossfechten 10 Intelligence/Offense Secondary Role: Defense (Full Role) MA2 (S) Attacking those who resist 10 (S) Defending against those who broke free 10 Cost 4 + 4 + 4 + 4 = 16 AP Powers Neural Attunement 15 Intelligence/Support: Expression Lingering MA Reduced Detection (Invisible) MA2 Backup (Better Backup, More Backup 3, Meddling Backup, Skilled Backup) MA7 Control:Humans (Boost Control) MA2 Secondary Role: Defense (Full Role) MA2 Limited: Must be able to touch innocent bystanders to “call” Backup. Touching someone allows Unity to attune their mind with his own. This allows him to effectively share his desires with others and compel them to try and satisfy his demands. Cost: 1 Power + 20 Boons + 7 AP Neural Electro Web 11 Intelligence/Offense Ranged TY Continuous (Brutal Onslaught) MA2 Devastating (Boost Devastation) MA2 Connecting Unity’s temples, spine and hands the Neural Web allows him to generate electrical bursts or charge his hands with electricity. Cost: 13 + 3 + 12 + 12 = 40/Gear (8) = MA5Cost: 10 AP Stamina 19 Willpower Current: 8 – 4 Max: 10 Starting AP Attributes + Talents 7 + Boons + Powers 33 – Drawbacks |
G3X-008 Designation: Reaver
Campaign: The Iron Cycle
Power Level: High
Concepts:
Third generation, second batch, of the Eisenreich Übermensch Project.
Fast cloned from the original 9 after G3-008 turned rogue.
Telepathic abilities were stripped to prevent corruption and allow for easy orientation.
Loathes the Eisenreich but due to indoctrination sees the outside world as impure and corrupt
Background
Reaver is an updated clone of G3-008, designation Doberman. Like her predecessor Doberman, Reaver shows signs of resistance. However, genetic markers were updated to prevent the development of her full mental powers. The subject seems to have converted her remaining abilities into a kind of psychic vampirism, in addition to her gene mother’s telekinetic ability
Origin & Catalyst
Third generation Übermensch (Generational)
Earn enough trust to escape
Drives
Loathing of the world
Attributes History 12 Strength 8 Dexterity 15 Constitution 8 Sense 12 Fortune 5 Wisdom 5 Intelligence 13 (1 AP) Mental 16 (2 AP) Expression 8 Backgrounds Third generation Übermensch 12 Earn enough trust to escape 10 Loathing of the world 8 Education 5 Talents Acrobatics 8 Brawn 5 Computers 12 Concentration 8 Cryptography 11 (2 AP) Disguise 8 (1 AP) Escape Artist 5 Etiquette 6 (1 AP) Fitness 12 (3 AP) Intuition 10 Lock Picking 15 Perception 12 Research 6 (1 AP) Stealth 3 Subterfuge 3 Tracking 1 (1 AP) Boons Tools: Hidden Weapon, Actual Tools TY Cryptography Supports Offense after Psychic Feeding on a Target MA Concentration Supports Defense while feeding MA Cost 5 AP |
Fighting Styles Blossfechten 10 Dexterity/Offense Secondary Role: Defense MA Cost 6 AP Powers Psychic Vampire 15 Mental/Offense Continuous (Brutal Onslaught) MA2 Defended By: Psyche MA Defended By: Quickness MA Devastating (Boost Devastation, Penetrating, Total Devastation) MA4 Drain: Constitution (Siphon, Boost Siphon 2) MA4 Limited: Always Defended by Psyche with Drain Limited: Defended by Quickness cannot be used with Drain Cost: 1 Power + 20 Boons + 2 AP Reaver is capable of draining the life force of her targets, healing herself. Over the years she has also learned to harness her psychic abilities creating a sword of mental force. Chameleon Suit 12 Constitution/Defense Armor (Boost Armor) MA2 Passive Defense MA Secondary Role: Support: Disguise MA Added Support: Stealth MA Extra Stamina MA Build Cost: 14 +12 + 6 + 6 + 6 + 6 = 60/Gear = MA7TY Cost 15 AP Stamina 17 (9) Willpower Current: 8 Max: 12 Starting AP 40 Attributes 3 + Talents 9 + Boons 5 + Powers 23 – Drawbacks |
G3X-001 Designation: Power
Campaign: The Iron Cycle
Power Level: High
Concepts
Conditioned to be a true believer in the cause
Does not question the Eisenreich leadership.
Weary of his teammates as being flawed like the original Gen 3s.
Background
The first of the reengineered Gen 3 to be born, Power has few qualms with his place. As the first Power sees it as his responsibility to shepherd the Generation and prove their superiority over the failed first series. While not the official leader of the Phoenix operation, Power does serve as a spy within the team reporting back to their Eisenreich leaders any flaws or faltering of resolve.
Attributes History 12 Strength 20 Dexterity 6 Constitution 19 (3 AP) Sense 10 Fortune 10 Wisdom 5 Intelligence 5 Mental 10 Expression 5 Backgrounds Origin: Born to Serve (Dedication) 12 Catalyst: Redeem the Übermensch 10 Drive: Root out any non-believers 8 Education 5 Talents Brawn 15 Climbing 8 Discipline 10 Etiquette 4 (2 AP) Fitness 10 Intimidation 21 (3 AP) Intuition 3 Manual Labor 5 Never Back Down 3 Repair 5 Research 3 Scrounging 11 (1 AP) Subterfuge 5 (S) Detecting Lies 3 Vehicle 5 (S) Tanks 3 Drawbacks Limited: Sore Loser (After Suffering a Defeat Power is at -20 until he can take some action that restores his pride. Because of this he is incredibly aggressive in combat.) |
Boons Combo: Retribution: Defend Others to Strike TY Fighting Styles Blossfechten 10 Constitution/Defense Secondary Role: Offense (Full Role) MA2 Secondary Role: Initiative MA (S) Interrupting Actions 7 (S) Defending Others 7 Cost: 4 + 6 + 3 + 3 = 16 AP Powers Powermonger 15 Constitution/Defense Absorption: Physical & Energy MA2 Armor (Boost Armor) MA2 Defends Against: Quick TY Passive Defense MA Unmoving TY Secondary Role: Offense (Full Role) MA2 Devastating (Boost Devastation, Total Devastation) MA3 Secondary Role: Support: Constitution (Full Role) MA2 Added Support: Strength MA (S) Full Power Lift 10 (S) Full Power Smash 10 Limited: Devastating Boons require Absorption Cost: 1 Power + 20 Boons + 15 AP While born with incredible strength Power is able to absorb the strength of blows he suffers increasing his strength exponentially. Stamina 27 Willpower Current: 8 Max: 12 Starting AP 40Attributes 3 + Talents 6 + Boons 1 + Powers 3` – Drawbacks 1 |
G3X-003 Designation: Butcher
Campaign: The Iron Cycle
Power Level: High
Concepts:
Third generation, second batch, of the Eisenreich Übermensch Project.
Fast cloned from the original 9 after G3-008 turned rogue.
Unwavering in his loyalty to the Eisenreich.
Believes all members of the Eisenreich are as dedicated as he is.
Backgrounds
As a Gen 3X replacement, Butcher feels overwhelming shame for the failed original batch and is desperate to prove that he is more capable than his Gene Father. Butcher is not cruel, he is targeted, with a desire to destroy anything that stands in way of the cause.
Attributes History 12 Strength 12 Dexterity 10 Constitution 10 Sense 11 (1 AP) Fortune 8 Wisdom 5 Intelligence 8 Mental 15 Expression 5 Backgrounds Born For The Cause (Dedication) 12 Humanity Must Be Saved From Itself 10 Redeem The Aberrant Generation 8 Education 5 Talents Discipline 12 Etiquette 5 Forensics 10 Calculated Risks (Gambling) 11 (4 AP) Intimidation 5 Intuition 8 Manual Labor 5 Outlast 5 Perception 10 Perseverance 15 Science 12 (3 AP) (S) Formal Science 12 (3 AP) Scrounging 6 (1 AP) Serendipity 3 Street Smarts 3 Tracking 10 (4 AP) |
Boons Amazing MA Perseverance Supports Offense MA2 Cost 4 AP Fighting Styles Blossfechten 10 Dexterity/Defense Secondary Role: Offense (Full Role) MA2 Secondary Role: Initiative (Full Role) MA2 Cost 12 AP Powers Obliteration 15 Mental/Offense Defended By: Toughness MA Devastating (Boost Devastation, Total Devastation 3, Natural Toughness Stopper) MA6 Limited: Must Always use Defended By Quickness Limited Must Always use Total Devastation) Limited: Must Target the Armor if the subject is wearing protective clothing Secondary Role (Full Role): Support: Perseverance MA2 Alter (Additional Time, Something Different, Permanent Change, Flexible Alter, Worse Results): Destroy Object MA6 Cost: 1 Power + 20 Boons + 5 AP Obliteration Specialty Heavy Blow 10Cost 4 AP Stamina 21 Willpower Current: 8 Max: 12 Starting AP Attributes 1 + Talents 15 + Boons 5 + Powers 19 – Drawbacks = 40 |
Aftermath
With their plans exposed, the Eisenreich will slink back into the shadows to lick their wounds, and move their next plot forward. Eight, having helped stop them will leave to continue to hunt down the Eisenreich and hopefully locate Dr. Heinrich Falkenrath.
Removed from Unity’s influence, the children, along with anyone else controlled by him will come to their senses over time.
Heroes can take Eight as a Contact and the Eisenreich as an Enemy.
Unless the heroes take the G3X members of the Eisenreich into their custody, they will return…
References
Assassination of George Tiller https://en.wikipedia.org/wiki/Assassination_of_George_Tiller
What the shooting in Buffalo has to do with Fox News host Tucker Carlson https://www.npr.org/2022/05/17/1099587491/what-the-shooting-in-buffalo-has-to-do-with-fox-news-host-tucker-carlson
Fox News suddenly goes quiet on ‘great replacement’ theory after Buffalo shooting https://www.theguardian.com/us-news/2022/may/17/buffalo-shooting-fox-news-tucker-carlson-great-replacement-theory
When Fox News viewers flip to CNN, their opinions shift too, study finds https://news.berkeley.edu/2022/04/07/when-fox-news-viewers-flip-to-cnn-their-opinions-shift-too-study-finds/