Suitable Campaign Age: Golden, (Late) Bronze, Dark, or Cinematic
Adventure Tone: Introspective Action-Adventure
Recommended Power Level: Classic
Content Warning: The following adventure explores politics, and social manipulation. Additionally, the adventure includes kidnapping, asymmetrical acts of violence, and gaslighting.
Allegories In Comics & Campaigns
Comics have used mutants, or people with powers as a stand in for people of minority groups. The X-Men was inspired by the Civil Rights movement, and is rooted in the fight for equality. In campaigns where topics like racism are veiled it may be worth discussing using mutants as an allegory for this topic. Through the course of this adventure, GMs can swap minority characters with mutants.
Overview
Heroes are heroes, but not everyone sees it that way. What starts as a rescue mission turns into a nightmare as actions and statements become twisted by bad faith actors looking to capitalize on the events. Things become even more complicated when anti-Metahuman hate groups zero in on the coverage.
Red’s Dead Celebrity Diamond Drop
The heroes have received a tip that a local super villain is planning to execute a number of people. Allow the hero with the highest Street Smarts, or other appreciate Talent for locating tips to narrate how they found out.
Note: This can be done as a flashback after the Diamond Drop set up.
Diamond Drop Set Up
The heroes arrive to see that inside a local baseball stadium Citizen Red has four kidnapping victims balanced at the tops of 15 meter (50 feet) wooden poles. The poles are planted at each of the bases and home plate. Their bodies sway precariously as they try to avoid falling.
At the pitcher’s mound Red stands atop a cylindrical device donning his signature red and white armor. The device rotates below him, spitting bladed lengths of chain in seemingly random directions. It is only a matter of time before one of the chains knocks a prisoner off balance or rips through one of the poles, sending it crashing to the ground.
Who is Citizen Red? Wisdom + Law or Study: Known Criminals, Very Advanced (30)
- Failure: A regional criminal that has a flair for the dramatic and explosives.
- Partial: He possesses a number of weapons including specialized armor and micro grenades.
- Success: Citizen Red is a madman who believes the most outrageous conspiracy theories from fluoridation being used for mind control to the treasury being run by aliens.
- 1 Degree: A certifiable genius, Red has advanced scientific knowledge and he has built the gear he uses. His understanding of chemical compounds and explosives have helped him escape heroes and custody before.
Who’s On First?
The kidnapping victims are local celebrities, or that live in the campaign city. Let the players decide who they are.
GMs after the players decide who’s been kidnapped, you will need to decide why Citizen Red selected them. Some possible reasons include:
- They are part of a secret cabal plotting to take over the city, creating a private kingdom for themselves and other members of the group.
- They are secretly aliens who want to steal his blood to make genius monsters.
- They have learned how to control Gobber, a giant turkey monster that along with his flock has, or will ravage the city.
Note: Each of these is inspired by other adventures, Poisoned Apples, Gene Jackers, and Gobbler: The Tide of Turkey. If the campaign has not used these adventures, Citizen Red foreshadows events yet to come. If they have already occurred, Red might be catching up, and inserting himself, if they haven’t, shame he doesn’t give leads to the heroes.
The Celebrity Diamond Drop
- Stakes: The kidnapping victims fall. They are normal humans, who are restrained, and lack protection, this is almost assuredly lethal.
- Size 1 – Small scale impacting few people
- Ferocity 5 – The pitching machine is deadly, the chains themselves able to slice someone in half with ease. This is compounded by Red having mounted the device to fire micro-grenades at anyone trying to stop him.
- Target: 30
- Damage: 6
- Success Threshold: 9
- Starting Advantage: 7
- Weaknesses: Electrical Attacks, Techno-Mechanical powers, “Jamming the works”
- The Diamond Drop is extremely lethal, gaining 5 Successes each Turn. However, the low Target should allow heroes to quickly overcome the challenge.
Citizen Red
A genius and a madman, Citizen Red always has a point to prove. When the heroes arrive he will pay little attention to them, instead ranting about his current conspiracy and how the deaths of his captives will reveal the truth.
If the heroes disable the pitching machine before the end of the first 2 Turns of the Disaster, he will continue to attack the heroes for spoiling his plans (see Citizen Red’s entry in the rogue’s gallery.) If it takes longer than 2 Turns, Red is too distraught to put up any real fight.
In the Wake of a Disaster
The heroes may not have been aware of everything that was happening. However, Citizen Red had used the stadium’s cameras to broadcast his attempt to execute the captured celebrities. Additionally, Citizen Red’s pitching machine, grenades and possibly falling poles have done serious damage to the stadium, even if everyone survived.
Because of the media feed, the police and press are waiting to swarm the stadium. Members of the press will attempt to interview the heroes asking general questions about the confrontation with Citizen Red. As long as the captive celebs survived and the heroes appeared to put the civilian’s lives first the press will praise them.
If the results were less than spectacular, the press will ask more hard hitting questions like, why didn’t you do more?
Media Matters
In the days following the Celebrity Diamond Drop media coverage will shift from the event itself to the rebuilding of the stadium. This will include discussions of games being hosted in other fields and extra away games. Reporters will interview disenfranchised sports fans, a small number of which are angry not at Citizen Red, but the heroes for not acting faster.
Downtime
Allow the heroes a few days of downtime, spotlight their lives and activities. During that period, the press coverage will continue to sour around the damage to the stadium.
Some heroes may choose to investigate the damage to the stadium.
Who’s Really to Blame?
While it may seem minor at first, there is a growing distrust and distaste of the heroes who saved the hostages. Depending on who the hostages were and how they were rescued they may even speak out against the heroes.
Sticker Shock Stadium
The price for stadium repair is in the millions. However, the damage was primarily centered around the field and not the bleachers. If the heroes wish to investigate this they might be able to find out more.
History of the Stadium, Intelligence + Research. Expert (20)
This can be done anywhere the heroes have access to public records.
- Failure: Everything adds up with no discrepancies.
- Partial: The stadium owners All-National Insurance has multiple repair contracts.
- Success: Some of the contractor’s lack any real presence, appearing to be recently incorporated.
- 1 Degree: The parent company for All-National Insurance is The Institute for Metahuman Research (IMR) developers of Metahuman suppression technology.
- 2 Degrees: The recently created companies contracting for the stadium are redundant. As in, there are established maintenance and repair contractors to repair severe damage to the stadium,
Surveying the Stadium, Sense + Forensics Target: Expert (20)
If the heroes choose to investigate the stadium directly they may find additional information.
- Failure: The stadium is littered with earth moving equipment and the bleachers have been ripped out. It appears that the owners are renovating in addition to the clean up.
- Partial: A number of bleachers that should not have been damaged have collapsed.
- Success: Inspecting the damaged areas it appears that they were sabotaged after the fact and not damaged in the fight.
- 1 Degree: Digging into the rubble it appears that one of the site contractors actually sabotaged the bleachers.
- 2 Degrees: There are signs of sabotage beyond the bleachers in the plumbing and other areas.
Optional: A System of Corruption
The sabotage can be taken as part of the main plot or a diversion.
As a diversion, the stadium manager, Greg Howard, has used the attack as an excuse to bill the insurance for far more than the actual damage and renovate the stadium. The strange contractors in the ledgers are mob connections Howard maintains and is funneling money back into his pocket. Should the heroes expose them there will be an initial positive outpour but coverage will turn negative as the delays increase.
As part of the main plot, IMR has intentionally sabotaged the stadium after the attack to foster dissonance about its closing. Should the heroes attempt to locate evidence exposing these connections the fake contractors will evaporate and revised timelines will emerge. However, any connection to IMR will disappear. Meaning any attempt to expose them will appear as a conspiracy theory with no hard evidence.
The Triple H Report with Hard Harry Huntsman
Note: Depending on how Red’s Dead Celebrity Diamond Drop played out GMs may want to wait until after the events of Back to the Wall before initiating this scene.
As public sentiment turns against the heroes one news caster, Harry Huntsman will begin actively decrying the team. Calling them thugs and elitists who do not care for public safety.
Behind the Scenes
Hard Harry is just a talk show host trying to drum up ratings. He has no links to any of the larger organizations. He honestly doesn’t even believe the heroes are a threat, unless one is dumb enough to threaten him, he’s simply found a niche and is exploiting the coverage. Any attempts to get him to admit that fact will probably go badly.
Harried by Harry
Before Hard Harry does a report, have the heroes Roll Fortune + 2d6. On a result of 15 or lower Hard Harry has uncovered something the heroes don’t want known.
Ask the player(s): What is something the hero has done in the past they are embarrassed or ashamed of?
On the next Triple H Report Harry will expose this secret ridiculing the heroes for their actions. Give any exposed heroes 1 Willpower.
Secret Heroes
Should any heroes possess the Drive: Secret Identity they may opt to fail the Roll and gain 2 Willpower. In this instance, Harry will contact the hero, informing them that he will publicly out them, unless they appear on the show.
If the hero does not comply, Harry will expose the hero in the most mocking way possible.
If the hero does comply, Harry will use devious interview tactics to they can match wits with a contested:
Expression + Etiquette or Subterfuge Versus Harry’s 27 + 4d6, he is very skilled at tricking people into contradicting themselves, and flustering guests.
If Harry Wins: The hero gains the Drawback: Mocked, suffering a -20 to any roll dealing with the public until the end of the story.
If the Hero Wins: While Harry will never admit defeat the interview ends without the hero making a fool of themself.
Either way, once the cameras are off, Harry thanks the hero with no malice, no matter how badly he embarrassed them on screen. For him, it’s just a game.
Back to the Wall
During a bank robbery Backlash, superpowered muscle known for electrified nanowires, and a gang of triggermen were cut off by police. Using his energy chains, Backlash disabled the police vehicles but is now in a standoff with the police.
These events are all over the police radio and breaking news outlets alerting the heroes.
What’s Known
Backlash is a superpowered enforcer often connected with the mob. Judging from the cheap suits and automatic weapons it looks like that is exactly who has recruited the villain this time. Their goal is simple: get away clean. The only problem is, the cops and now heroes are on their tail.
The police currently have Backlash at bay but cannot get closer. Any officer will explain that the bystanders in the bank were sealed in the vault before the police arrived. Backlash is demanding an armored car and stalking the area in front of the bank snapping chains of energy from his wrists at anyone who gets close. The triggermen wait from firing positions inside the bank ready to open fire on anyone that may engage Backlash.
Questions for the Players.
What district or neighborhood is this happening in?
What tactics are the police using to contain onlookers?
Who is Backlash? Wisdom + Law or Study: Known Criminals, Very Advanced (30)
- Failure: A physically imposing man, Backlash wears a nice set of black pinstripe slacks and simple undershirt, exposing his chest and the complex wiring that has fused to his nervous system. Energy chains slither from his wrists emitting a purple glow along with the circuitry fuzed to his body. (Backlash’s full character sheet can be found in the Rogue’s Gallery.)
- Partial: Once a high ranking mob enforcer, Backlash went solo after gaining his powers.
- Success: Backlash gained their powers after stealing an experimental jacket for the New Jersey mob. This led to a falling out because the suit fused to his body.
- 1 Degree: The wiring inside Backlash’s body supercharges them and his whips have performed stunts such as splitting cars and shearing thick metal.
- 2 Degrees: After being betrayed by his boss, Backlash is not a long term player. He’s known as a gun for hire for a reason, and has been known to cut and run, or take a better deal.
Blocking the Bank
The Triggermen have medium cover and a light protection bonus from the layout of the bank and overturned tables. Values listed within the parenthesis represent the added protection. Should heroes sneak up on the Triggerman inside the bank, this bonus is negated.
Cutting A Deal, Mental + Negotiations, Very Laborious (40)
Heroes may try to talk Backlash down. However, this is no easy task. Backlash is not a strategist and will attack as soon as he feels threatened.
- Failure: Backlash will immediately attack whoever is trying to talk him down. Backlash’s chains allow him to attack close range. He will spend 1 Willpower, allowing him to attack up to Medium Range. To do this he brings his energy chains to the ground destroying the asphalt and sending a shockwave of energy towards the hero that will explode upon reaching them. This will initiate combat and unless someone rushes to close ranks with Backlash he will charge the police line to reach the heroes.
- Partial: Backlash will appear to listen allowing the hero to get closer. However, upon entering Close Range Backlash will attack.
- Success: As with a Partial Success. However, the heroes can recognize his attempt to lure them in and may make a free Active Defense or attempt to interrupt him.
- 1 Degree: Backlash will initially give up, allowing heroes to restrain him. However, the Triggermen inside do not go as easily and will open fire. At this time Backlash will try to break free and aid his partners in crime. The police use an Escape Difficulty 35 set of “power cuffs”
- 2 Degrees: As above, however, Backlash will remain out of the fight.
Triggermen, Minor Mob (Low Powered Thugs + 3 Templates)
Low level thugs,working for an organized crime family.
Basic Rolls 6 + 2d6
Stamina 4
Defense “Nice” suit, no protection 6 (21*) Dice 2 Armor 4 (7*)
Offense: Automatic Rifles 15 Dice 3 Range Long Damage 10 Wounds
Offense: Brawling 11 Dice 2 Damage 4 Wounds
Sneak 10 + 2d6
Innocent Bystander? Sense + Perception, Difficulty 10 + the Attack Roll (See bellow)
GMs should choose a moment in the thick of the battle, when a hero is attacked but avoid being hit. Have that hero make a Sense Roll.
- Failure: The hero is focused on the battle and notices nothing.
- Partial: People behind the police line dive for cover.
- Success: It doesn’t look like the attack could have reached the people dodging.
- 1 Degree: One of the bystanders ducking out of the way appears to be wounded.
- 2 Degrees: It looks like the wounded onlooker throws something deeper into the crowd.
- 3 Degrees: A second bystander backs away from the scene after apparently picking something up.
Busted the Bank
In the wake of the bank siege one of the onlookers has been injured. The police work to provide care until an ambulance can arrive. Due to the standoff before the heroes arrived the press are also on scene.
Heroes can apply medical care, healing the victim as per the Medical Talent, or healing Power.
While some will be thankful for the heroes’ aid in stopping Backlash others will hound them with questions around excessive force and endangering innocent bystanders. They will point to the near casualty caused by the conflict. This line of questioning will only get worse until the heroes leave the scene.
Media Matters II
In the wake of the bank robbery the coverage will almost entirely focus on the injured onlooker. If the heroes directly aided the wounded person most of the coverage will remain favorable. However, there is a growing distrust of the heroes. In some street interviews civilians will call them too violent and the cause for the destruction.
This growing distrust of the heroes is stroked by The Triple H Report with Hard Harry Huntsman using clips from the bank robbery to show the heroes in the worst light. Protesters from HAAD will also begin showing up around the city. Notably at the stadium and police precincts that had officers respond to the bank robbery.
HAAD: Humans Against Altered Dictatorships
First appearing in the late 1960s HAAD maintains a long standing distrust of Metahumans. They ascribe to the Bower Application of Darwin which states that when a new apex predator emerges it will inevitably assert its dominance over the ecosystem. Metahumans represent a new apex, one that must be contained or exterminated if humanity as a species is to survive.
Harry Huntsman is quick to bring on researchers from HAAD to speak out against the heroes. Representatives from HAAD will focus on the heroes’ use of force and ability to mitigate conventional weapons if any of the heroes have natural armor.
Downtime
The heroes have a week before the next major event. With Hard Harry crewing up the airwaves some more accredited news organizations will start asking questions about safety and how much the heroes really protect the people.
Exposing A Fake
Some heroes may want to review the footage from the attempted bank robbery, and what happened to the person in the crowd. There is nothing that does not support what is being reported on the broadcast footage. However, there are uncut versions of the tapes.
There are a number of ways the heroes can gain access to the tapes.
- Contact the news station direction: History + Area of Influence or Contact, Advanced (25)
- Hack the news servers: Intelligence + Computers, Laborious (35)
- Sneak into the news station: Dexterity + Stealth, Very Advanced (30)
What’s Missing? Sense + Forensics, Expert (20)
Once the heroes have access to the footage they will need to review it for discrepancies. Use the results listed for Innocent Bystander? In Back to the Wall.
The Wounded Civilian, Intelligence + Research or Expression + Street Smarts, Advanced (25)
Heroes may wish to investigate the wounded onlooker or if they identified them, the person who left the scene.
- Failure: Unable to locate any records matching the description.
- Partial: Medical records show the onlooker’s name is John Talbot and that he suffered an injury that was treated on site.
- Success: A little bit of digging reveals that John Talbot is a false Identity.
- 1 Degree: Criminal records match John Talbot with Andrew Greene, a small-time thug from another city that went off the radar roughly a year prior.
- 2 Degrees: A deeper search shows that the missing onlooker is a man by the name of Donald Gutierrez. Although he’s from a different city, his record is nearly identical to Greene’s.
Turning Greene
After learning the identity of the not so innocent bystander, the heroes can pay a visit to Andrew Greene and possibly Donald Gutierrez. This is easier said than done as both have gone to ground.
There are several ways the heroes may be able to locate the missing pair of men.
- A Friend of a Friend: History + (Area of Influence: Criminal Underground or Contacts), Advanced (25)
- Good Old Fashioned Legwork: Wisdom + Tracking, Laborious (35)
- Hitting the Streets: Expression + Streetsmarts, Very Advanced (30)
Use the following outcomes regardless of investigation method
- Failure: The heroes are unable to locate Greene or Gutierrez and are set up by Humans Now.
- Partial: The heroes are able to locate the missing men. However, their investigation has tipped off Humans Now and there is a strike team waiting.
- Success: The heroes are able to locate Greene or Gutierrez.
- 1 Degree: The heroes are able to locate both Greene or Gutierrez.
Who Are Humans Now? Wisdom + Law or Study: Known Criminals, Expert (20)
- Failure: A US based Anti-Metahuman hate group.
- Partial: Born out of fear, Humans Now teach that any Metahuman, no matter how benevolent, has the potential to become a monster or tyrant. A common talking point from members is that there are no actions that can be taken by true humans in the eradication of Metahuman threat that is not too extreme.
- Success: They believe that while there are those that can be monitored and controlled the more powerful the Metahuman the more desperately they must be destroyed.
- 1 Degree: Those that can be controlled must be sterilized to prevent the further degradation and mutation of the human race.
Humans Now Ambush Team
Footsoldiers (Exceptional + 2 Templates) (Major Mob)
Recruited from other hate groups, Footsoldier have been moved away from friends and family to begin their training as a soldier for the survival of the human race. Equipped with surplus police or military firearms and body armor most Footsoldiers are often all too eager to prove themselves. Some harass and intimidate non-powered Metahumans. These members are often weeded out quickly as Humans Now does rely on a degree of secrecy.
Basic Roll: 3 + 2d6
Stamina 4/4/4
Defense Kevlar Vest 7 Armor 5/7/9 Dice 3
Offense Refurbished Pistol 8/13/18 Dice 2 Range Short Damage 2 Wounds
Offense Dirty Street Brawling 5/10/15 Dice 3 Range Close Damage 2 Wounds
Knight, Crowd Control (Low Powered + 5 Templates) (Leader)
Most Foot Soldiers don’t last very long. The majority wash out after it stops being fun and a Metahuman capable of defending themselves knocks out a few teeth. Those that stick around learn to toughen up and fast. Knights have survived the trials of Footsoldiers and are rewarded with being shipped off to a new cell. They are trusted with more advanced technology and lead small teams of soldiers.
Basic Roll: 6 + 3d6
Stamina 8
Defense Kevlar Vest 14 Armor 12 Dice 4
Offense Pulse Dispersion Rifle 25 Dice 4 Range Long/Close Radius Damage 8 Wounds Notes The Rifle can fire up to Long Range where a burst of energy will strike all targets within Close range. It can also be switched to single target fire.
Offense Tactical Fighter 25 Dice 4 Range Close Damage 6 Wounds
Confessional
Both Greene and Gutierrez are Humans Now initiates. They indeed faked the injury and smuggled the weapon out of the area. The pair are expected to be protected by Humans Now and will freely confess once captured.
The Stadium Revisited
As the stories around the heroes turn, they may want to research the stadium, now if they haven’t already. It is no longer as easy to get access to the stadium as it had been. Protesters have got the management spooked. As such, the heroes are no longer welcome at the stadium. To get into the stadium the heroes will need to make a Stealth Roll to avoid being seen.
Surveying the Stadium, Revisited, Dexterity + Stealth, Very Advanced (30)
Note: Only the hero with the highest Dexterity + Stealth needs to Roll for the team. Other heroes can assist as normal.
- Failure: The heroes are spotted on a security camera and will be assaulted by security, no questions asked.
- Partial: There is security camera footage of the heroes sneaking through the stadium. There is a guard between the heroes and where they need to be. It’s up to the heroes to decide to disable the guard or back away. If they accost the guard there will be security camera footage.
- Success: The heroes are able to infiltrate the stadium and investigate. However, there is security camera footage.
- 1 Degree: As above, however, there is no clean footage of the heroes.
- 2 Degrees: The heroes completely avoid detection.
- 3 Degrees: While conducting their investigation the heroes notice that the security guards are actually members of Humans Now, a radical anti-Metahuman hate group.
Caught on Tape
Unless the heroes score 1 or more Degrees of Success their actions will be caught on tape. If the heroes score a Degree of Success only Harry Huntsman will carry the story. Should they be exposed as breaking into the stadium, every news channel will cover the story.
Security Guard (Exceptional + 2 Templates)
On the surface the guards appear to be normal employees. However, inspecting their wallets or checking for tattoos will reveal they are members of Humans Now.
Basic Roll: 3 + 2d6
Stamina 4
Defense Kevlar Vest 7 Armor 3 Dice 3
Offense Refurbished Pistol 3 Dice 2 Range Short Damage 2 Wounds
Offense Dirty Street Brawling 5 Dice 3 Range Close Damage 2 Wounds
Security Team (Low Powered + 5 Templates) (Typical Mob)
These guards are packing advanced weapons with targeting systems wired into their glasses. Inspecting their wallets or checking for tattoos will reveal they are members of Humans Now.
Basic Roll: 6 + 3d6
Stamina 10/10
Defense Kevlar Vest 14 Armor 6/8 Dice 4
Offense AP Smart Gun 19/24 Dice 4 Range Long Damage 10 Wounds
Offense Tactical Fighter 15/20 Dice 4 Range Close Damage 6 Wounds
The Cape Sanctions
At the start of this scene ask the players the following questions:
- Why is the team out together?
- What public display, art, monument, etc, are they near?
As the heroes are conducting their business, they are ambushed. The Metahuman hunter, Cure, and a mob of Humans Now soldiers, have got them in their sights. The footsoldiers will reveal themselves from cover after Cure attacks.
Ambushed, Sense + Perception, Difficulty 18
- Failure: The hero is caught completely off guard. Use Surprised Defense.
- Partial: The hero notices Cure at the last moment. Use Surprised Defense with a Free Active Defense Roll.
- Success: The hero notices Cure. Use Normal Defense.
- 1 Degree: The hero notices Cure. Use Normal Defense with a Free Active Defense Roll or Defend Others.
- 2 Degrees: The hero has time to warn the team. All heroes may take a Free Active Defense Roll with their Defense.
Surprise Concussion Bolts
Attack Value 40 Range Medium Damage 16/19 Notes Damage after the slash is applied to Surprised Defense. Stagger: After Armor Trade 3 Damage to Stagger the Target for 1 Action. Staggered Targets must spend 1 Willpower to take an Action and use Surprised Defense. Cure will Stagger the heroes for 1 Turn if possible.
There is a Cure?
A long standing foe of Metahumans Cure believes the Bower Application implicitly and is willing to do almost anything to shut down the threat to humanity. Cure wears the Immunity Power Armor, gleaming white and chrome. The Immunity Power Armor’s power conduits radiate a blue energy.
Note: No roll required, Cure is rather notorious.
Friends in Low Places
The number of Humans Now members on scene will be based on the news coverage. If the heroes uncovered nothing there is a Major Mob of Knights and Major Mob of Foot Soldiers + 1 Birthright.
For each story exposed, corruption at the stadium, the fake injury, capturing Green and capturing Gutierrez, and / or successfully defending one’s name to Hard Harry, reduce the mob sizes by 1 starting with the Knights and rotating. If a hero attempted to help Greene at the bank robbery reduce the Mob Size by 1.
If the heroes engage Hard Harry and fail, increase the Mob Size by 1.
Example: Exposing the stadium manager and the fake injury would reduce the Knights and Foot Soldiers to Typical Sized Mobs.
If the heroes uncovered everything and aided the Humans Now plant at the bank robbery there is only a Birthright.
Birthright (Low Powered + 7 Templates) (Leader)
A Knight that proves themselves, both in cunning and tactical ability is elevated to the rank of Birthright, embodiment of human potential. Moved once more, the Birthright is given new men to lead and new toys to play with.
Basic Roll: 6 + 4d6
Stamina 10
Defense Puritan Armor 14 Armor 12 Dice 5
Offense Pulse Dispersion Rifle 25 Dice 5 Range Long/Close Radius Damage 8 Wounds
Offense Tactical Fighter 25 Dice 5 Range Close Damage 6 Wounds
Cure’s Cure for the Common Cape
Hidden inside the monument is a Concussion bomb. Should Cure half their combined Stamina (Armor and personal Stamina) he will reveal the bomb and attempt to escape. While potentially small, it is powerful enough to level buildings and could be fatal even at 200 meters. If Cure has any remaining Willpower he will use that to Boost his speed in escaping. He does this by using his concussion blasters for added thrust.
Concussion Bomb
Radius Extreme/Explosive Damage 24 Notes The Bomb will do 24 Wounds to anyone/anything within Close Range. This is Reduced by 3 Damage for each Range Increment up to to Extreme.
Disarming the Bomb, Intelligence + Engineering, Advanced (25)
Extended Roll: 3 Successes or 1 Success +2 Degrees
Time Limit: 4 Rolls.
The bomb uses advanced technology to provide massive destruction over a long range with only a minute payload. The bomb can be disabled but it will be tricky.
- Failure: The countdown timer speeds up. Two failed Rolls will trigger a detonation.
- Partial: The hero triggers an electrical deterrent inflicting 6 Damage. Any additional Partials will be treated as Failures.
- Success: Removed the outer casing. Treat the next Success as 1 Degree.
- 1 Degree: Disabled the dead man switch. Forgive a Failure & Treat the next Success as 2 Degrees.
- 2 Degrees: Connections cut, bomb disabled.
Clearing the Area, Expression + Etiquette or Mental + Intimidation Target Expert (20)
Depending on the location, the heroes may be able to clear the area in time to prevent casualties. To clear the area the heroes will need to convince people in each Range Increment to leave. Treat buildings as 1 or more Range Increments depending on their size.
This is a simple Pass Fail Roll. Should the hero fail with one Talent they may make a second attempt with the other.
Aftermath
Shifting Narratives
The news will report the heroes’ wins, if they expose the corruption at the stadium or manage to capture Greene or Gutierrez the word will get out. Of course Hard Harry will still have a negative spin as it gets him ratings. However, narratives can shift, depending on how the bomb was handled.
Addressing The Bomb
Disabling the bomb without disturbing the general public will endear them once more. If the team evacuates the area, it will become a much larger news story. Should heroes require Intimidation to evacuate civilians expect Hard Harry to have fresh fodder.
In the event of the bomb’s detonation the press will label the event as a tragedy. If the heroes did not attempt to evacuate the area multiple news sources will blame the heroes and their failure to act for the bombing. This can lead to long term reputational changes, perhaps even forcing the heroes to go underground.
No matter how events of the Cape Sanctions unfold Humans Now and Cure will hold a grudge and can become recurring villains in the campaign. Depending on how the stadium storyline played out IMR may have had a hand in the event that unfolded, even if the link cannot be proved. This may lead to long term ramifications for the heroes including investigation, even sanctions by the BMA.
Rewards
If the heroes exposed two or more events and disabled Cure’s bomb they may take: Area of Influence: Hero of the People 1
In all outcomes the heroes may take:
- Enemy: Cure 1
- Enemy: Humans Now! 1
Rogues Gallery
The Cape Sanctions has heroes battling several different villains along with a major organization. This section provides details on Citizen Red, Backlash, and Cure.
Citizen Red
Power Level: Classic
Creation Method: Standard – Balanced
Concepts Roll: Wisdom + Study: Criminal Underworld Target Average (15)
Conspiracy Theories: Embrace them. Blow up water treatment facilities to stop fluoridation, raid the treasury to prove the link to secret orders, pull out people’s fillings to save them from spying.
Fight like a wild dog: Go ballistic, don’t let anyone get a hold on you, unless they brought treats.
Spread the word: Make sure everyone knows the madness that secret societies and shadowy figures are getting away with.
Too many tricks: Gadgets, gadgets everywhere, don’t just start with a bang, end with one too.
Secret Origins
The mad genius Citizen Red was once an engineering student battling his own paranoia. After a breakdown, he called the police to report he was under surveillance. When the police arrived for a routine check his mind broke.
After a siege of the dorm rooms SWAT officers were able to take Citizen Red unharmed and mostly catatonic. The next few years were spent in the Bedlam Institute.
Slowly the fractured mind of Citizen Red began to reform itself. Before his psychotic break the student had been an expert in pattern recognition. As a broken man, his mind began drawing connections no one else could see, links and affiliations that didn’t exist. A reality of conspiracies and madness replaced the fragments of the real world that were left.
Using common household cleaners and tools, Citizen Red staged a breakout with improvised explosives.
Since his escape, Citizen Red has used his genius and skill to build an arsenal of weapons. Disturbingly, Citizen Red’s equipment is on par with some of the most advanced weapon systems used today. All of which he has built with just the things he can get his hands on.
Citizen Red has been captured multiple times since Bedlam.
Each time he has managed to escape. Once using the foil and wax paper from a single piece of chewing gum. There are people on both sides, within the BMA and MCPD as well as groups like the Eisenreich that would try and harvest this brilliance. Ultimately, Citizen Red has proven too mad to control by any group.
Appearance
When helping to expose the truth to the ignorant masses Citizen Red wears a set of specially designed red and white armor. Designed using a kevlar underskin, small metal plates cover vulnerable areas. The helmet is tin lined to protect Red from government mind control and provides him targeting data in the form of a floating red X across his visor.
Combat Style
Citizen Red isn’t looking to fight, he’s here to educate. If he knows he will be in a standoff situation he prefers to ambush his targets, often rigging explosives in the area. Red is not afraid of collateral damage using his arsenal to knock down buildings or carve up the sidewalk to give him any kind of advantage.
Attributes
History 10 Strength 5 Dexterity 10 (1 AP) Constitution 7 Sense 10 (1 AP)
Fortune 10 (1 AP) Wisdom 7 Intelligence 12 Mental 10 (1 AP) Expression 7
Backgrounds
Origin: Bomb Man (Empowered – Collector) 10
Catalyst: Conspiracy Breakdown 8
Drive: Expose the Conspiracy 5
Education 6 (1 AP)
Talents
Bargain Finder 10 Cryptography 8 (S) Pattern Recognition 1 Domestic 6 (1 AP) (S) Household Chemicals 1 Engineering 12 Escape Artist 3 Forgery 4 (2 AP) Intuition 3 Lock Picking 3 Perception 8 Movement: Running 5 (S) Escaping Capture 1 Repair 10 (4 AP) Science 10
(S) Formal Science 6 (Empowered) (S) Physical Science 7 (3 AP) Scrounging 5 Serendipity 1 Study: Conspiracy Theories 5
Boons
Speed Reading MA
Engineering Supports Power Tricks with Gear MA
Tools (Actual Tools, Bug, Escape Clause Hidden Weapon) N/A (Bargain Finder Bonus)
Cost: 4 AP
Drawbacks
Self Sabotage (Pariah) Once per session, the GM may declare a single Roll a Failure.
Gear
Micro-Grenade Gauntlets 10
Intelligence/Offense
Ranged TY
Radius Explosive TY
Devastating MA
Citizen Red has a specially designed set of gauntlets that house bead sized explosives with a massive explosive capacity.
Cost: 12 + 3 + 3 + 6 = 24/Gear (8) = MA3 (6 Gear Boons)
Polymer Reinforced Kevlar Armor 10
Constitution/Defense
Armor MA
Passive Defense MA
Secondary Role: Offense MA
Extra Stamina MA
This specially designed armor protects most of Citizen Red’s body, and includes a tin reinforced cowl and HUD. He believes this protects him from government surveillance but it has no real effect.
Cost: 12 + 6 + 6 + 6 + 6 = 36/Gear(8) = MA4TY (8 Gear Boons + 1 AP)
Red Laser 11
Intelligence/Offense
Ranged TY
Continuous (Brutal Onslaught, Unshakable) MA3
Defended By: Quickness MA
Devastating (Boost Devastation) MA2
Red’s signature energy rifle. While the beam appears to be a bolt of red light it is encased in a funnel of higher spectrum light that cuts through virtually any armor.
Cost: 13 + 3 + 18 + 6 + 12 = 52/Gear(8) = MA6 TY (11 AP + Bomb Man Bonus)
Stamina 13 (9)
Willpower Current: 5 Max: 10
Starting AP 30
Attributes 4 + Talents 11 + Boons 4 + Powers 12 – Drawbacks 1
Initiative: 23 (Intelligence 12 + Intuition 3 + Perception 8) Dice 3
Surprised Defense: 20 (Fortune 10 + PRK Armor 10) Dice 3 Armor 5
Normal Defense: 20 (Dexterity 10 + PRK Armor 10) Dice 3 Armor 5
Mental Defense: 10 (Mental 10) Dice 2 Armor 4 (Science, Study)
Defense Notes:
Cryptography: Gain 2 free levels of Armor whenever an Opponent repeats an attack.
Domestic: Gain 2 Free levels of Armor when dealing with Area of Effect Attacks.
Intuition: Once per Session use Intuition (3) with Surprised Defense.
Perception: Once per Session use Perception (8) as a Supporting Characteristic for Normal Defense.
Repair: Once per Session Repair may be used as a Healing Power for Gear, this Heals 2 Wounds.
Physical Science: Gain 2 Free levels of Armor when dealing with Drug, Poison, or Toxin attacks. This applies even if the attack normally bypasses Armor.
Favored Attack: Red Laser 28 (Intelligence 12 + Red Laser 11 + Secondary: PRK Armor 5) Dice 3 Range Medium Damage 5 Notes Defended By Quickness. Brutal Onslaught: Maintain Attack hitting the Target Automatically Twice per Turn for up to to 3 Turns. Increase the Damage by 2 Each Turn. Break Away: Target must make an Active Defense (Defended By Quickness) VS 48.
Secondary Attack: Micro-Grenade Gauntlets 27 (Intelligence 12 + MG Gauntlets 10 + Secondary: PRK Armor 5) Dice 3 Range Medium Damage Close Radius 8/Short Radius 4 Notes Damaged halved each Range Increment.
Additional Attack: Slug Somebody 15 (Dexterity 10 + Secondary: PRK Armor 5) Dice 3 Range Close Damage 4 Notes
Willpower Attack: Grenade Storm 19 (Intelligence 12 + MG Gauntlets 10 + Secondary: PRK Armor 5 + Engineering 12 – Heavy Blow 20) Dice 4 Range Medium Damage Close Radius 19/Short Radius 16 Notes Explosive: Double Dice Roll Boost Devastation Cost 2 Willpower
Willpower Attack: Red Laser, FULL POWER! 20 (Intelligence 12 + Red Laser 11 + Secondary: PRK Armor 5 + Engineering 12 – Heavy Blow 20) Dice 4 Range Medium Damage 12 Notes Defended By Quickness. Brutal Onslaught: Maintain Attack hitting the Target Automatically Twice per Turn for up to to 3 Turns. Increase the Damage by 2 Each Turn. Break Away: Target must make an Active Defense (Defended By Quickness) VS 40. Explosive Roll Cost 1 Willpower
Offense Notes:
Engineering: Add 4 Damage when Attacking an inanimate object.
Lock Picking: Disable Gear Intelligence (12) + Lock Picking (3) + 3d6 Roll against an Opponent’s Defense + 10. On a Successful roll the Character disables 1 piece of Gear the target is using. The Target must spend 1 Turn, or 1 Action and 1 Willpower to fix disabled Gear.
Formal Science: Once per Session add either 1 Free Level of Armor, or 1 additional Damage.
Scrounging: Add 1 Wound when using improvised weapons.
Backlash
Power Level: Classic
Creation Method: Standard – Balanced
Concepts
Loyalty is bought and sold
Never let someone take advantage of you
In a fight, pick the biggest guy, and show them who’s boss
Secret Origins
Everybody needs muscle. It’s a simple equation.
You want to be a country? Get an army.
You want to be a gang lord? You’re going to need foot soldiers.
Angelo Priore was content for many years being one of these foot soldiers for a New Jersey crime family. There’s no sob story, yeah, his father smacked him around but whose didn’t? Angelo was always tough. From the schoolyard to the prison yard. He was also a loyal man. There was the family and that was it. There was no job too insane for Angelo, the family took care of him so he took care of the family. So when the Don asked Angelo to lead a raid on a BMA facility, his only question was, “Can I get a bigger gun?”
They didn’t know what they were stealing, only that it was valuable and had something to do with eels or something. It started off simple, some shock and awe, the science geeks didn’t know what hit ‘em. A quick snatch and grab and Angelo and the boys are on the way out with some eel skin jacket in a sealed tube.
Who would have known it was Jack Lightning’s jacket and that he’d been there for a fitting? Everything goes wrong once the spandex shows up. There’s some back and forth and Angelo gets pinned down with two of his best shooters.
Ordering them to give cover fire, Angelo pulls the jacket out, slipping it on under his shirt, thinking he can kick the container out, while Mr. Hero goes for the goods they get away. How was he supposed to know that the jacket was actually a prototype electro-reactive sleeve to stimulate the spine and assist paraplegics? Of course, it wasn’t ready for use, and Angelo wasn’t the target audience.
Reeling from the pain Angelo staggered out from behind cover. Next thing he knows bang-o Jack’s blasting him and everything goes dark.
In the haze that followed there were words like ‘fuzed’, ‘unpredictable results’ and “neuro-replication’. Jacky is there gabbing about ‘Should have never agreed to the test.’ The haze clears long enough for Angelo to realize that he’s not cuffed. It feels like he’s holding two of those little glass balls with the current in them, the kind that make your hair stand up.
Then it’s not balls but weird purple lightshow whipping off his arms shredding the table, walls, all sorts of science stuff crashing to the ground. People are yelling but Angelo was out of there. The coils from his arms ripping holes in the walls large enough for him to run through.
When Angelo comes back to the Don, he thinks he’s walking into a hero’s welcome. The prodigal son, all that. Turns out, the Don doesn’t see it that way. Angelo is wearing the Don’s merchandise and since it doesn’t come off they’re going to have to cut it off.
Angelo ain’t proud of what happened after that. Call it a new respect for life, but he wasn’t willing to lay down and be cut open by people he thought were there to protect him.
These days Angelo goes by a different name, Backlash. See, he may not have the family anymore, but people, people still need muscle. And there’s nobody who can do what Backlash can do. That means there’s no better muscle around.
GM Note: Jack Lighting can be replaced with any energy projecting PC. Go on, let your Players create this monster.
Appearance
A physically imposing man of Italian descent, Backlash wears a nice set of black pinstripe slacks. When working, Backlash forgoes the rest of the suit for a simple undershirt or exposing his chest and the complex wiring that has fused to his nervous system. Once his energy chains are activated the circuitry emits a purple glow, hot enough to sear most fabrics.
Origin & Catalyst
Fuzed With Electrical Capacitor (Experiment)
Learning Who Your Friends Really Are
Drives
Prove Who’s Strongest
Combat Style
There is not much style to how Backlash handles combat. In a fight he will go after whoever is closest or pisses him off. Because he is so aggressive, Backlash is often willing to make riskier attacks, overextending and exposing himself to possible retribution.
Attributes
History 10 Strength 10 (1 AP) Dexterity 7 Constitution 12 Sense 10 (1 AP)
Fortune 10 (1 AP) Wisdom 7 Intelligence 5 Mental 10 (1 AP) Expression 7
Backgrounds
Fuzed With Electrical Capacitor (Experiment) 10
Learning Who Your Friends Really Are 8
Prove Who’s Strongest 5
Repay Bad deals and Betrayal 1 (1 AP)
Background: Former Mob Enforcer 3
Talents
Area of Influence: Street Scum 3 Contact: Bob Greff “Talent Manager” 5 Climbing 5 Discipline 10 Fitness 5 Gambling 12 (3 AP) Intimidation 8 Intuition 4 (1 AP) Manual Labor 7 (2 AP) Perseverance 10 Repair 8 Scrounging 1 Street Smarts 3 (S) Going to Ground 1 Subterfuge 3 (S) Bad Deals 1 (1 AP) Never Back Down 12
Drawbacks
Vulnerability: Water
Boons
Combo: Backlash TY
Extra Stamina MA
Tools: Elevator, Escape Clause TY
Tricky TY
Cost: 5 AP
Fighting Styles Value
The Enforcer 10
- Offense/Strength
Secondary Role: Defense MA
Cost 6 AP
Powers Value
Re-Wired Body 12
- Offense/Strength
Devastating (Boost Devastation, Total Devastation, Penetrating) MA4
Naturally Resistant (Electricity) TY
Secondary Role: Defense (Full Role) MA2
Armor MA
Defends Against: Mental TY
Passive Defense MA
Secondary Role: Support: Constitution MA
Cost: 1 Power + 12 Boons + 8 AP
Backlash’s body has been fused with an electrical capacitor which draws power from ambient energy. This allows him to create chains of living energy from his hands. Incredibly deadly, capable of shearing metal they move much like whips but can be controlled with pure thought. Additionally, the capacitor allows Backlash to shunt pain signals, and redirect his blood flow .
Stamina 26
Willpower Current: 6 Max: 10
Starting AP 30
Attributes 4 + Talents 8 + Boons 5 + Powers 14 – Drawbacks 1
Initiative: 24 (Fortune 10 + Intuition 4 + Fuzed With Electrical Capacitor 10) Dice 4
Surprised Defense: 22 (Fortune 10 + Re-Wired Body 12) Dice 3 Armor 6
Normal Defense: 29 (Constitution 12 + Re-Wired Body 12 + Secondary: The Enforcer 5) Dice 3 Armor 7
Mental Defense: 22 (Mental 10 + Re-Wired Body 12) Dice 3 Armor 6
Defense Notes:
Climbing: Once per Session on an Active Defense use Climbing (5) as a Supporting Characteristic if there is a wall or other vertical surface within Close Range.
Fitness: Characters with Fitness reduce the the number of Actions they are Staggered by 1 for each 5 Levels of this Talent.
Intuition: Once per Session use Intuition (4) with Surprised Defense.
Manual Labor: Trade 2 Wounds taking an Injury.
Perseverance: Add Perseverance (10) to any Normal Defense Roll after suffering 10 Wounds. This lasts for 1 Turn and may be used Once per Session.
Repair: Once per Session Repair may be used as a Healing Power for Gear, this Heals a minimum of 1 Wound.
Favored Attack: Lash 32 (Constitution 12 + The Enforcer 10 + Re-Wired Body 12) Dice 3 Range Close Damage 12 Notes Gambler: Rolling 6s adds 4 Damage instead of the normal 2. Rolling 1 results in a Partial Success.
Secondary Attack: Backlash 22 (Constitution 12 + The Enforcer 10 + Re-Wired Body 12 – Combo 10) Dice 3 Range Close Damage 12/12 Notes Attack Hits Twice. Gambler: Rolling 6s adds 4 Damage instead of the normal 2. Rolling 1 results in a Partial Success
Additional Attack: Whiplash 22 (Constitution 12 + The Enforcer 10 + Re-Wired Body 12 – Combo 10) Dice 3 Range Close Damage 18/18 Notes Attack Hits Twice. Penetrating Devastation: Once per Session Double the Damage Bonus of Devastating (12). A Successful Attack inflicts a minimum 12 damage. Additional Uses cost 2 Willpower.
Willpower Attack: All of Nothing 22 (Constitution 12 + The Enforcer 10 + Re-Wired Body 12 + Discipline 10 – Combo 10 – Heavy Blow 10) Dice 4 Range Close Damage 21/21 Notes Attack Hits Twice. Gambler: Rolling 6s adds 4 Damage instead of the normal 2. Rolling 1 results in a Partial Success Penetrating Devastation: A Successful Attack inflicts a minimum 12 damage. Additional Uses cost 2 Willpower.
Offense Notes:
Discipline: Add Discipline (10) to any Strength Roll or Physical Attack Roll after suffering 10 Wounds. This lasts for 1 Turn and may be used Once per Session.
Gambling: Increase the Bonus of Rolling a 6 on Attacks or Active Defense by 2. On a Roll of a 1 treat the Roll as a Partial In Combat.
Intimidation: Roll Mental (10) + Intimidation (8) + 3d6 On a successful roll, Meddle with Targets (-2) for 2 Turns.
Cure
Power Level: High
Concepts
Fears Metahuman Control
No matter how flashy the capes, Metahumans are a threat and she is the hero
Scientific Semi-Genius, Cure’s gear is based on other scientists work
Always looking for upgrades and willing to work for anyone who will fund her tech
No direct links to HAAD or Humans Now, but frequently supports them.
Metahumans are a plague that must be purged but a plague can have its uses.
Background
With all the wonders of the modern age, how can it be that some fear the catalyst that helped spawn so much advancement? The answer is simple, a single child born with an aberration they cannot control. Red Juggernaut, Proteus, the Omnivoice, each from different parts of the world and alone virtually unstoppable. The spread of the Metahuman virus must be contained. Otherwise an accident of evolution and the end of mankind is inevitable.
- Abigail Bower, PHD, The New Apex
When IMR first began its research into neutralizing Metahuman powers Dr. Bower knew she had found a new home. The government was taking only marginal steps to monitor, train, and contain Metahumans. This left the threat largely unaddressed. The Inhibitor Collar was the first real research being done into actually mitigating the Metahuman threat.
Leaving her position at the University of Maryland, Bower moved into the private sector with IMR, leading the Inhibitor team. In 1978 her first book, The New Apex, the history of evolution and the future of humanity was published. To this day it is considered a cornerstone of reading regarding Metahuman legislation.
Since its publication Bower has spoken before congress regarding the spread of Metahumanity and crime along with the theory that despite cognitive ability over time an apex predator will assert its dominance. When the contracts for the first Metahuman prison were signed Bower led the design on the Cold Iron Citadel.
Research went well, better than could be expected. As the lead scientist at the Citadel, Bower had free reign to continue her Inhibitor research. That is, before the public decided to get involved. In a backlash of BMA convictions of so-called heroes, people took to the streets in protest. This, by itself, was an annoyance but when details of her research was leaked to the public protests became riots. The Citadel became a PR disaster
In the firestorm that followed, jails and prisons around the world were retrofitted with Metahuman suppressors and Bower’s head was put on the chopping block. A political killing so that IMR could survive.
Her reputation ruined and no prospects for employment Bower suspected she may slip into obscurity with her work undone. She never knew how many allies she actually possessed. Dark money began to flow in through anonymous sources along with equipment. Everything from basic lab supplies to military grade hardware.
Being cut off from the public view didn’t mean she had to stop the fight. To the contrary, no longer corralled by regulations and oversight, Bower was free to perform testing that was deemed too risky or inhuman. However, before she could start testing, she would need subjects. Retrofitting a Zenith Suit with advanced inhibitor technology Bower took the name Cure and her fight to the front lines.
There is work to be done, Metahumans to be put down, and research that needs to be completed.
Appearance
Gleaming white and chrome, the Immunity Power Armor’s power conduits radiate a blue energy. It is impossible to tell the gender of the wearer and at just under seven feet the user’s height. Voice modulators suggest a masculine user.
The armor can generate beams of concussive force, lasers, and includes tentacle-like inhibitor restraints that can sap Metahuman powers.
Origin & Catalyst
The fall of science to fear (Empowered)
Surviving the Citadel Riots
Drives
Prove that Metahumanity is a disease to be cured
Secret Identity
Combat Style
Sacrificing mobility for firepower Cure has designed the Immunity Armor to quickly disable targets. Starting with an opening volley of Concussion Bolts, Cure will attempt to lock down any Metahuman threats with Inhibitor Restraints after they have been stunned. Targets that cannot be stunned with Concussion Bolts or are not affected by Inhibitor Restraints should be targeted with Cleansing Lasers. While durable, Cure will rely on the armor’s Force Refractors (Impervious Boon) for any attacks she knows can damage the armor. Unfortunately, Cure is also not in it for the long fight and will divert power to the suit’s lasers on dangerous targets that can’t be contained.
Attributes
History 12 Strength 5 Dexterity 6 Constitution 5 Sense 10
Fortune 8 (1 AP) Wisdom 10 Intelligence 20 Mental 16 (2 AP) Expression 10
Backgrounds
The fall of science to fear (Empowered) 12
Surviving the Citadel Riots 10
Prove that Metahumanity is a disease to be cured 8
Secret Identity 1 (1 AP)
Career: Researcher 5
Talents
Area of Influence: Anti-Metahuman Groups 3 Computers 3 Contact: IMR Research Lead 6 (1 AP) Donations to the Cause (Bargain Finder) 5 Education 15 (4 AP) Engineering 11 (1 AP) Etiquette 4 (2 AP) Forensics 11 (2 AP) Law 3 Medical 12 Perception (Free From Empowered) 9 Repair 5 Research 8 Science 15 Life Science 13 (1 AP) Physical Science 13 (1 AP) Study: Known Metahumans 5
Drawbacks
Frail
Boons
Gear MA8TY (MA19TY- MA11 Empowered)
Tools (Actual Tools, Bug, Escape Clause, Hidden Weapon, Smart Device, Tracer) MA (MA2 – MA Career & Bargain Finder)
Education Supports Non-Drain Attacks MA
Science Supports Offense MA2
Cost: 17 + 2 + 2 + 4 = 25 AP
Powers
Immunity Armor 15
Defense/Intelligence
Ranged TY
Armor (Boost Armor, Impervious) MA3
Defends Against: Might & Quickness TY
Passive Defense MA
Secondary Role: Offensive (Full Role) MA2
Continuous (Brutal Onslaught, Locked On) MA3
Devastating (Boost Devastation, Total Devastation) MA3
Drain (Power Negation, Expanded Drain: All Powers) MA5
Secondary Role: Support: Strength MA
Added Support: Senses MA
New Communications: Radio & Satellite TY
New Movement: Flight MA
Extra Stamina MA2
No Need For Breathing TY
Sealed Body TY
Limitation: Using Total Devastation ends any active Impervious, requires a Turn cooldown.
Limitation: Inhibitor Leashes: No more than two targets at once. If Broken must be repaired before used again.
Limitation: Short Leash: Once freed from a leash all Damage to powers is recovered.
Total Value: 17 + 4 + 18 + 3 + 6 + 12 + 18 + 18 + 30 + 6 + 6 + 3 + 6 + 12 + 3 + 3 – 3 – 3 – 3 = 156/Gear (8) = MA19TY
Stamina 5 (21)
Willpower Current: 9 Max: 12
Starting AP 40
Attributes 3 + Talents 13 + Boons 25 + Powers N/A – Drawbacks 1
Initiative: 29 (Intelligence 20 + Perception 9) Dice 3
Surprised Defense: 23 (Fortune 8 + Immunity Armor 15) Dice 3 Armor 9
Normal Defense: 35 (Intelligence 20 + Immunity Armor 15) Dice 3 Armor 9
Mental Defense: 16 (Mental 16) Dice 2 Armor 6 (Research, Science, Study)
Defense Notes:
Computers: Gain 2 Free levels of Armor when dealing with Robots and AIs.
Etiquette: Once per Session use their Etiquette (4) as a Supporting Characteristics when Defending against Mental Attacks that bypass normal Defenses.
Medical: Once per Session Medical may be used as a Healing Power, this Heals 2 Wounds.
Perception: Once per Session use Perception (9) as a Supporting Characteristic for Normal Defense.
Repair: Once per Session Repair may be used as a Healing Power for Gear, this Heals a 1 Wounds.
Physical Science: Gain 4 Free levels of Armor when dealing with Drug, Poison, or Toxin attacks. This applies even if the attack normally bypasses Armor.
Favored Attack: Concussion Bolts 55 (Intelligence 20 + Immunity Armor 15 + Science 15 + Education 15 – Stagger 10) Dice 4 Range Medium Damage 15 Notes
Stagger: After Armor Trade 3 Damage to Stagger the Target for 1 Action. Staggered Targets must spend 1 Willpower to take an Action and use Surprised Defense.
Secondary Attack: Inhibitor Lash 65 (Intelligence 20 + Immunity Armor 15 + Science 15 + Education 15) Dice 3 Range Medium Damage 15 Notes
Drain: Damage is applied to the target’s Powers. Each Wound inflicted after Armor causes the Target to Suffer a Cumulative -5 Penalty to use the Power. If the Wounds equal or exceed the Power’s Value the Power is Negated, except for any Passive Defenses.
Lock On + Brutal Onslaught: Each Turn applies half the original Damage + 2. Removing the Restraint negates the Damage it requires 1 Turn or 15 Damage to the Restraint.
Additional Attack: Cleansing Lasers 35 (Intelligence 20 + Immunity Armor 15 + Science 15 + Education 15 – Heavy Blow 30) Dice 4 Range Medium Damage 26 Notes
Continuous + Brutal Onslaught: Maintain the Attack each Turn, increase the Damage +4 each Turn. Requires an Active Defense Versus 45 to escape the lasers.
Additional Attack: Maximum Blast 35 (Intelligence 20 + Immunity Armor 15 + Science 15 + Education 15 – Heavy Blow 30) Dice 4 Range Medium Damage 31 Notes
Total Devastation: One per Session or Costs 1 Willpower. Ends any active Impervious and Cure cannot reactivate Impervious until after the end of the Turn after they are done firing.
Continuous + Brutal Onslaught: Maintain the Attack each Turn, increase the Damage +4 each Turn. Requires an Active Defense Versus 45 to escape the lasers.
Offense Notes:
Education: Once per Session spend 1 Action to advise an Ally. The ally may use the half Character’s Education (7) as a Supporting Characteristic for their next Action.
Engineering: Add 4 Wounds for when Attacking an inanimate object.
Forensics: Once per Session use Forensics (11) as a Supporting Characteristic for Bypass Armor and a follow up Attack.
Life Science: Once per Session use their Life Science (10) as a Supporting Characteristic on an attack roll against living creatures. Explain how their Life Science Talent adds to their attack.