Suitable Campaign Age: Any
Adventure Tone: Action/Adventure
Recommended Power Level: Low Powered or Classic
Content Warning: The following adventure contains elements of abduction, and exploitation of fears.
Overview
After being abducted the heroes find themselves in a strange lab. As they struggle to escape, they find their worst fears have somehow slipped into the real world. Is escape even possible or are they sinking deeper into Chimera’s Fear Factory?
The Nightmare Begins
Waking up in a strange room, the heroes have been strapped down. Along the walls, a clear liquid with black motes float upward inside transparent tubes. Allow the heroes an action to get free.
Each hero is restrained with an inhibitor helmet triggering a Crippling power loss (Spend 3 Willpower or powers are unavailable) Escape Difficulty 40
After each hero has had the opportunity to take an action a voice can be heard over the audio system.
“Oh good you’re awake and what lovely dreams you’ve had, it’s been inspiring. Would you like to meet the fruits of your labor?” The voice sounds feminine and playful as the doors open. Two Minor Mobs of Drifters swarm in firing on anyone not still strapped down.
Apply an additional Template to either the Elf or Goblin Drift. If there are heroes with Vulnerabilities, the Drifters are capable of inflicting that Damage type. Here are two example Drifters:
Bombardier Beetle Drift (Low Powered Mutant Shock Troops + Advanced (Goblin) + Brawler + Shooter + Tough + Devastating)
Basic Roll: 12 + 3d6
Stamina 15
Defense Chitinous Exterior 24 Armor 6 Dice 4
Offense Fire Glands 18 Dice 4 Range Long Damage 12
Offense Bone Spurs 18 Dice 4 Damage 9
Dehydrator Drift (Low Powered Mutant Shock Troops + Advanced (Elf) + Brawler + Shooter + Nutcracker + Sneak)
Basic Roll: 12 + 3d6
Stamina 6
Defense Genetic Toughness 24 Armor 3 Dice 4
Offense Concussion Blaster 18 Dice 4 Range Long Damage 12
Offense Needles 18 Dice 4 Damage 6
Offense Pheromones 18 Dice 4 Range Short Damage 6 Notes Defended by Might.
Stealth 18 Dice 4
Once the heroes have defeated the Drifters, the audio will return. The voice is only laughing as the door begins to close.
Escape The Room, Dexterity + Movement or Strength + Brawn, Very Laborious (40) Difficulty
- Failure: The door slams closed before the hero can escape. The Door has Armor 6 Stamina 20. For each Turn the hero is stuck in the room, roll for Suffocation as it’s filled with gas.
- Partial: The hero is caught in the doorway taking 6 Damage, before Armor but others can escape without rolling.
- Success: The hero escapes.
Let The Fear Sink In
Once free from the room, the heroes find themselves in an empty metallic hallway. However, it doesn’t take long for things to get weird. As they look for a way out, reality seems to give way to nightmares.
Escaping The Fear Factory
Everything seems to shift and change at a moment’s notice. Nothing seems real, and it’s on clear if any path leads out.
- Stakes: Driven Insane by the Fear Factory, never to leave…
- Size 2 – Chimera “base”
- Ferocity 4 – Madness Takes its toll.
- Target 35
- Damage 6 or 3 Defended By something Scene Appropriate
- Success Threshold 9
- Starting Advantage 6
- Notes: Each Turn, pick a character’s fear and exploit it. That character suffers a -10 Penalty to All Rolls unless they spend a Willpower to mitigate the penalty.
Control The Fear
Breaking free of the hallucinations, the heroes find themselves in a centralized hub. A team of Bombardier Beetle Drifts (Typical Mob) blockade a main door. Once defeated, the heroes can access the main control room.
Once inside, it becomes clear that they are inside a large airship approaching the upper atmosphere. There is a small crew of base Drifters manning the controls along with an unassuming woman with blonde hair in a ponytail and lab coat at the helm. She wheels on the heroes laughing as she draws an energy pistol.
Drifter (Classic Mutant Shock Troops + Brawler + Shooter)
Basic Roll: 9 + 2d6
Stamina 6
Defense Genetic Toughness 15 Armor 3 Dice 3
Offense Concussion Blaster 15 Dice 3 Range Long Damage 12
Offense Claws 15 Dice 3 Damage 6
Dr. Green (Bot) (High Powered Android Duplicate + Advanced (2) + Shooter)
Note: In Classic Powered games, GMs may want to add the Tough Template, and a Major Mob Leadership Bonus for the crew of the ship.
Basic Rolls 20 + 4d6
Stamina 12
Defense 20 Dice 4 Armor 4
Offense Blast Pistol 28 Dice 4 Range Medium Damage 16
Offense Brawler 12 Dice 2 Range Close Damage 8
Upon being defeated, Dr. Green’s android nature will be revealed. The only complication, there’s no one left to fly the ship!
Landing Safely
Because this is effectively an alien ship, the heroes will need a total of 5 Degrees of Success across the following Rolls:
- Piloting: Fortune + Vehicle + Perception versus a Advanced (25) Difficulty
- Navigation: Senses + Navigation + Computers versus a Advanced (25) Difficulty
- Systems Operations: Intelligence + Technical Operations versus a Advanced (25) Difficulty
For each missing Degree of Success, the heroes suffer 10 Damage – Armor. Each instance of Damage is applied Separately.