Suitable Campaign Age: Golden, (Late) Bronze, Dark, or Cinematic
Adventure Tone: Introspective Action-Adventure
Recommended Power Level: Low or Classic
Content Warning: The following adventure explores racism, politics, and social manipulation. More so, there are asymmetrical acts of violence against innocent people, and events inspired by recent real world tragedies. Be aware that in no way do we condone or approve of the acts of violence portrayed by the hate groups within this adventure, much less the real world.
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. 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
April showers have brought May flowers, and it’s time for the annual garden festival in the Skyvalley, a few hours drive away. A town of roughly seventy five hundred the festival draws in almost double that every year as nearby communities play a game of one-upmanship with their floral floats. This year though, something is very, very different. There’s an infection in Skyvalley and the Cure has come to town.
Bonus Content
Enjoy the adventure and want to take the story further? Join the Patreon for The Fix Is In a bonus scene exploring Cure’s residence in Skyvalley and the secret they’re keeping.
Personal Scenes
Establish why the team decided to visit the garden festival and let each of the players describe what their heroes are doing. Some activities include:
- The parade of flowers: Floats from various teams make their way down main street. The floats are decorated with flowers and have their own unique themes. Over the years, the floats have become increasingly elaborate, often with gravity defying elements, or other fantastic flourishes. The Skyvaley float is a display of white and red roses in a cross pattern, a surprisingly simple symmetrical cross pattern.
- Art walk: On the square of Skyvalley, the local shops have sidewalk displays, with various things for sale along with pieces from local artists. Visitors can purchase art from any of the vendors.
- Book Exchange: At Lofty Books, a used book store, above Tudy’s Bakery on the town square holds an open book exchange, swapping paperbacks for paperbacks with a donation jar for the local library.
- Carnival games: Not far from the parade route is a small carnival. There are a few rides, and many games of chance, from three different ways to pop a balloon to a half dozen things to do with plastic rings.
- The floral pageant: This outdoor event let’s local designers show off their latest designs. The catch? All the dresses must be made of flowers. It is beauty at its finest and only lasts one day.
- Game Vault: Off the town’s central square is an old arcade. Opened in 1982, Aladdin’s Hideaway has been open ever since. During the festival, the owner, Ed Jr, opens up “the vault” and turns on all the vintage games his dad couldn’t part with. Any number of classic games can be found here, all still one quarter.
- Pitmasters hamboree: What started as a tailgating party for the parade has turned into its own competition. Judges taste foods from various competitors giving out awards for best pulled pork, wings, ribs, and surprise (for anything else the amateur chefs are cooking up.) Guests can also sample the food.
GMs should encourage the heroes to check out a few areas through the course of the day.
Ain’t From Around Here
Any of the heroes that are out of costume that have traits that set them apart from humans, such as an alien appearance, blue skin, the ability to fly, etc. will find themselves receiving the cold shoulder from most of the locals. People avoid getting near them at the parade or pageant, shops at the art walk or hamboree will not sell to them, and carnival workers will accuse them of cheating if they win at any games. Heroes in costume will get this treatment no matter how they look.
Small Town Troubles
Once the heroes have a chance to see the festival, and get the hint, they may want to do some digging.
Why the Cold Shoulder? Expression + Etiquette, Typical (15) Difficulty
- Failure: With so much happening, it’s hard to get a good feel for why people are acting strangely.
- Partial: The reaction seems to be primarily coming from locals. There are other visitors that seem to be getting the cold shoulder as well.
- Success: The reaction seems to be directed at anyone that may be Metahuman.
- 1 Degree: This reaction seems primarily coming from locals.
- 2 Degrees: The worst offenders are wearing some kind of white and red.
Safe Havens
The employees at Aladdin’s Hideaway and Lofty Books don’t seem to have the same reactions. If asked about why others they will generally demure and find something else to do. Ed Jr. is a little more willing to talk.
Note: GMs can inject a friendly face in other locations as dictated by the narrative.
Seriously, Why the Cold Shoulder? Expression + Etiquette, Advanced (25) Difficulty
- Failure: Add Ed will say: “The town isn’t what it used to be…
- Partial: …it may be safer for everyone if they (the heroes) skipped the festival.
- Success: Pulling the heroes to the side, Ed will explain that about six months ago, a gang of Metahumans called the Black Dragons destroyed a local pharmacy. They took everything they could and no one could stop them. Since then, the town’s views on Metahumans have changed.
- 1 Degree: A day later, someone referring to themselves as Cure arrived, returning most of the drugs that were stolen. People were elated, we don’t get superheroes in Sunvalley. However, this Cure was hardly a hero.
- 2 Degrees: Since their arrival Cure has convinced the town that no matter what they call themselves, hero, villain, bystander, Metahumans are the source of the problem. Too many of his friends have rallied around Cure’s ideas, and Ed is worried about what may be growing under the surface.
- 3 Degrees: To the best of Ed Jr’s knowledge, Cure has taken up residency at the Majoy’s rental home.
Who is Cure? Wisdom + Study: Metahumans, or Intelligence + Research, Expert (20) Difficulty
- Failure: The heroes may have heard the name, but there is nothing concrete.
- Partial: An anti-Metahuman extremist…
- Success: that sees Metahumans as a plague and uses a high tech battle suit to hunt them down.
- 1 Degree: Cure’s suit hides MCDP style inhibitor collars, designed to negate Metahuman powers.
Who are the Black Dragons? Wisdom + Study: Metahumans or Street Smarts, or Intelligence + Research, Very Advanced (30) Difficulty
- Failure: They seem like any other gang, just with more Metahumans.
- Partial: The Black Dragons are a small gang, but are known for being extremely tough. If they had larger numbers, they might be major players.
- Success: A flash in the pan steroid that had mutagenic qualities was distributed to athletes and fitness enthusiasts. The resulting changes gave them super strength and reptilian-like qualities.
- 1 Degree: There are a number of rumors that the Black Dragons have been looking for a way to recreate the formula for the drugs that created them almost since the beginning.
- 2 Degrees: Members of the Black Dragons suffer from extreme addiction.
A Violent Eruption
Content Warning: GMs read this next section carefully, and adjust as needed for the table.
As the day progresses a rumor sweeps the crowds that there is an incident happening at the floral pageant. When they arrive, they find teenagers on stage attacking a Metahuman with green skin. The teens wear white armbands with red crosses and hold her down while screaming that she use her powers to protect herself. She grows flowers over her body, only to have them ripped away.
Already on Site
Heroes who are at the floral pageant see how this unfolds. The woman comes onto the stage wearing what looked like a sunflower dress with a flowing train. The host asks her how she created the dress. Holding up one hand she produces a sunflower, and says naturally.
At the site of this, there is an uproar in the crowd. Within moments, five teenagers rush the stage, spouting anti-Metahuman rhuteric. From there they capture the woman, with the host backing off stage. The audience is too stunned to react, especially with so many of the locals encouraging violence.
Talking Down The Mob
The heroes can engage the teens to stop them from harming others.
Hate Gang (Exceptional Teen Brutes + Striker) (Minor Mob)
Basic Rolls 3 + 2d6
Stamina 3
Defense 3 Dice 2 Armor 3
Offense Whatever is handy 3 Dice 2 Range Short Damage 2
Offense Brass Knuckles, Clubs, Small Knives, etc. 5 Dice 3 Range Close Damage 4
The teens have little chance to stand up to a hero, much less a full team. Engaging them will enrage the locals, who will call them bullies, and monsters.
Taking Down The Mob: Mental + Intimidation or Negotiation, or Expression + Etiquette, Very Advanced (30) Difficulty
- Failure: The teens will turn their attention to the heroes attacking them.
- Partial: The heroes give them pause, they may make another roll requiring only a 25 or Higher to Succeed.
- Success: Realizing there is no winning, the teens will cut and run.
- 1 Degree: The heroes are able to persuade some members of the hate crowd that this has gone too far.
- 2 Degrees: The teens will not just back down, but realize how horrible their actions have been.
- 3 Degrees: The crowd will begin to disperse peacefully.
The Cure Comes Calling
Once the heroes reveal themselves, it is only a matter of time before Cure arrives. They will come out swinging. Give the heroes time to take a few actions, roughly 3 Turns, although it’s unlikely any fight with the teens will go that long.
Cure Attacks from Medium Range, using the town’s geography to their advantage, standing on top of a building to prevent heroes from easily closing ranks. Cure will target the most inhuman member of the team.
Fighting in a Crowd
Characters trying to avoid harming the bystanders suffer a -15 to all Rolls. This is offset by Acrobatics or Domestic acting as Acrobatics.
Ignoring the penalty causes Partial Successes to inflict harm to the crowd. This will trigger Cure’s Drive to Prove that Metahumanity is a disease to be cured for the Turn giving them 1 Willpower.
Note: Cure has no issue attacking in the crowd and on any Partial Successes, heroes will need to decide to take the full Damage, as with Defend Others, or let the bystanders be harmed.
Clearing the Crowd: Expression + Etiquette or Mental + Negotiation or Intimation, Expert (20) (Requires 3 total Successes)
Each Degree of Success reduces the penalty by 5. Treat every 2 Degrees of Success in Taking Down The Mob as a free Success here.
Aftermath
The fight with Cure may only be the beginning of a war. Footage of the event rapidly floods the airwaves and the heroes’ image may be changed drastically.
If a hero took any of the following actions they gain the Drive: BMA Watchlist 1:
- Attack The Teens
- Use Intimidation to disperse the crowd
- Attack without immunity in the crowd
The BMA have identified the heroes as potential threats. They will be looking to arrest any non-registered Metahumans and inform any registered heroes about how to get their act in line.
If a hero did not take these actions, and a member of the team obtained 3 or more Degrees of Successes on Taking Down The Mob they instead gain: Drive: Defender 1
The Drive can be used whenever protecting bystanders or trying to convince groups to disperse.
Heroes who do not meet these conditions instead gain 3 Experience.
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.
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
- Parent Attribute: Intelligence
- Primary Role: Defense
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 Starting: 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.