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
In our current times it’s easy to forget what is true, and what is fiction. Some have argued that factual truth is an outmoded ideal and that only the opinions aligned with their beliefs matter. Tools of the South offers a look at how disenfranchised people can be manipulated into extreme acts of violence. While the story is filtered through the lens of comic books and superheroes, the forces at play in this adventure are very real and very dangerous.
For years the Eisenreich, Nazi holdouts who went underground after World War II, have kept to the shadows. Seeing the tensions rising throughout the south, they have slowly been manipulating events to stoke these fires. Now as the country comes together to honor their fallen soldiers the Eisenreich prepare a deadly attack using American citizens against each other. Their curation of a local man’s own self doubt has created a leader and a tool for their goals.
Throughout the southern United States the modern confederate flags dot the landscape, some flown at a home, others posted to the back of a vehicle, occasionally paired with the phrase, it’s not prejudice, it’s pride. People have forgotten, or chose not to remember that, one this is not actually the confederate flag*, two that the confederacy was founded on racist ideals**, and three the modern flag first saw a resurgence as a tool to promote segregation***. Politics of discrimination have been used to shift perceptions and influence opinions for decades****, and now a new player is ready to dabble in American hate politics.
Citations
* Flags of the Confederate States of America https://en.wikipedia.org/wiki/Flags_of_the_Confederate_States_of_America
** The Cornerstone Speech https://www.battlefields.org/learn/primary-sources/cornerstone-speech <Excerpt: Our new government is founded upon exactly the opposite idea; its foundations are laid, its corner- stone rests, upon the great truth that the negro is not equal to the white man; that slavery subordination to the superior race is his natural and normal condition.>
*** Confederate flag as a symbol for segregation https://en.wikipedia.org/wiki/Modern_display_of_the_Confederate_battle_flag#Political_groups
**** The Southern Strategy https://en.wikipedia.org/wiki/Southern_strategy
Foreshadowing
The following can be read to the players. Alternatively, the GM can open by noting that the number of hate crimes in the city are on the rise.
“Never seen a rifle like this. What kind of guns are these?” He asked as the crate was closed.
“The kind that will make them listen.” The supplier said with a curt wave of his hand, before climbing back onto the truck. “A gift from our mutual benefactor. We all see how they twist the minds of children.”
“Tell us how to think, how to act. We’ll show them what it means to cage us.”
“They will call you criminals, only because tyrants make patriotism a crime.”
“Don’t matter what their media calls us. Thank your boss for us.”
Personal Scenes
It is the week leading up to Memorial Day. Allow the players to describe what their heroes are doing through the week. Ask about the time they spend in their public persona, and where they might be. If anyone is in or near a public park. Their personal scene can be incorporated into An Act of Violence Below.
Note: Depending on the Campaign’s Tone, GMs should consider changing the venue to a location the heroes will be in or near. In Bronze Age Campaigns where heroes are able to stop almost every crime this may be extremely important. However, in Golden, or Dark Campaigns we often acknowledge that the heroes can’t be everywhere at once, and that sometimes bad things happen to good people. No matter the case, GMs should always consider their audience when framing any scene.
An Act of Violence
A mixed race couple who are enjoying a day at the part are accosted at the park. A trio of Caucasian men. The men begin by calling the woman a race traitor, this will escalate to violence. If these events follow their tragic progression it will result in the death (or hospitalization) of the couple, and the child being kidnapped. A day after the news on this act of violence is broadcast a video will surface showing the incident.
If there is a hero in or near the part they will have the opportunity to intervene. The trio are part of the Knights of American Vision, a small but growing hate group in the area. However, they are dressed in plain clothes and do not have their long guns.
Knights of American Vision, Unprepared (Low Powered Hate Group + Brawler) (Minor Mob)
Basic Rolls 6 + 2d6
Stamina 6
Defense 10 Dice 2 Armor 4
Offense Pistols 11 Dice 2 Range Short Damage 4
Offense Brute force or Fistloads 15 Dice 3 Range Close Damage 4
Dark Campaign Notes
GMs in Dark or appropriate Cinematic may use the local news to frame the hate group as victims reacting after being attacked by the husband. If the heroes are not there to stop them, the police will not file charges and assume that the girl has run away, not been kidnapped. This narrative, and police inaction, may change after a video surfaces.
Tracking The Knights
Following An Act of Violence, the heroes can investigate the incident and the people involved. If no one was present in the previous scene, they will be able to begin researching what happened if they are alerted by the police, or the following day after the video is released.
Note: Characters can attempt to perform these rolls using Research instead of the listed Talent. Increase the Target for these rolls by 10.
Identifying The Assailants (Sense or Intelligence + Law or Forensics) Target Expert (20)
- Failure: The video shows three Caucasian men, with a large age disparity between them, the youngest appearing to be in their early twenties, the oldest having white hair and a beard.
- Partial Success: When the men attack they all punch and kick the couple with a ruthless ease that implies practice.
- Success: The older man wears a watch with a rather unique design while the younger member has a tattoo of the same design. It is a coiled snake sitting over a confederate flag. This is the symbol for the Knights of American Vision.
- 1 Degree: The older man is identified as Sherman Taggart through a hate watch database.
Who Are the Knights of American Vision (Sense or Wisdom + Streetsmarts) Target Expert (20)
- Failure: A relatively new hate group, with leanings in line with the Klan (Humans Now, a known anti-Metahuman hate group, if real world racism has been veiled.)
- Partial: The Knights have been gaining popularity in the region…
- (Veiled) … after a battle with a supervillain caused collateral damage. (GMs can use past campaign events to add details.)
- (Not-Veiled) … after local high schools updated their US History curriculum with books expanding on Atlantic Slave Trade and history of slavery in the United States.
- Success: They are led by a former school principal Brian Gordon, who was fired after being exposed on social media due to a rant and postings.
- 1 Degree: A small group until just recently, they mostly gathered in bars, which would occasionally lead to brawls. However, they have not been seen in their local haunts lately.
- 2 Degrees: The Knights have recently been bankrolled by a new benefactor. Whoever it is, has helped them get organized, and they have acquired a warehouse to gather and rally.
- 3 Degrees: Local recruiting efforts have offered shelter and food to anyone with a like mind.
Interrogating the Knights (Mental + Negotiation) Target 13
If the heroes were able to capture the Knights during An Act of Violence they may instead use a Negotiation roll to interrogate the assailants. Provide the combined results from Identifying The Assailants and Who Are the Knights of American Vision.
Locating Sherman Taggart (Intelligence + Law) Target Average (15)
- Failure: Taggart has scrubbed most of his public records, and nothing can be located.
- Partial: An ex-marine, Taggart has drifted from job to job, mostly as a mechanic, for decades after a dishonorable discharge.
- Success: A court summons naming Taggart provides his address.
- Heroes investigating this address will find that the home has been abandoned.
- 1 Degree: Mail records will show that this address has been forwarded to the Knight’s warehouse.
The Knight’s Stronghold
From the outside the building looks like any other. However, no matter the time of day there are always a lot of cars parked here and the lights on. The Knights of American Vision use a basic surveillance system. Inside, there are always people gathered. Depending on the time, more may be sleeping, but there are always things to do, from processing weapons shipments, to training. The warehouse is littered with crates that vaguely carve out rooms in the building. One section has been carved out for cots, another for training, and a third for gathering. There is also an office and loading dock where people are filling trucks.
Stealth Approach (Dexterity + Stealth) Target 21 (Group roll requires 1 Success per hero)
- First Group Success: The heroes are able to enter the Knight’s compound.
- Second Group Success: The heroes have access to anywhere on the floor, other than the office. Both Sherman Taggart and Brian Gordon are in the office.
- Third Group Success: Entering the office will trigger an alarm. However, they can see that the missing child (From An Act of Violence) is being kept in the office.
Interrupting The Party
Once the heroes attempt to stop the Knights the warehouse will go on high alert. Gordon will instruct members to load the trucks and get out, and attempt to take the child separately. Depending on how things flow, he may give the child to Taggart. In any of the given sections of the warehouse there is a typical mob of Knight Hitters, and a minor mob of Riflemen. To stop the trucks, or Gordon from escaping with the child, the heroes will need to fight past the foot soldiers.
If the heroes came in without attempting to hide, they have 3 Turns to reach a location and defeat the Knights before the trucks or Gordon escape. If the heroes were able to enter stealthily, allow them a free action each before the action starts in full.
Heroes Dilemma: Each hero gains 1 Willpower automatically.
Duck and Weave (Sprint: Dexterity + Movement) Target Expert (20) +5 + 5 per Mob Size Active, this penalty can be offset by Acrobatics.
Heroes can attempt to navigate the crowded warehouse bypassing the extremists but open themselves up to attack, and may be caught
Knights of American Vision, Hitters (Low Powered Hate Group + Brawler + Striker) (Typical Mob)
Basic Rolls 6 + 2d6
Stamina 6/6
Defense 10 Dice 2 Armor 4/6
Offense Pistols 11/16 Dice 2 Range Short Damage 4
Offense Combat knives, metal bats, or chains 19/24 Dice 4 Range Close Damage 8
Knights of American Vision, Riflemen (Low Powered Hate Group + Brawler + Shooter) (Minor Mob)
Basic Rolls 6 + 2d6
Stamina 6
Defense 10 Dice 2 Armor 4
Offense High Tech Rifles 15 Dice 3 Range Short Damage 8
Offense Brute force or Fistloads 15 Dice 3 Range Close Damage 4
Sherman Taggart (Low Powered Enforcer + Brawler + Shooter + Striker) (Leadership Bonus)
Basic Rolls 6 + 2d6
Stamina 6
Defense 10 Dice 2 Armor 6
Offense High Tech Rifles 20 Dice 3 Range Short Damage 8
Offense Brute force or Fistloads 24 Dice 4 Range Close Damage 8
Brian Gordon (Low Powered Enforcer + Advanced + Brawler + Shooter + Striker + Tough) (Leadership Bonus)
Basic Rolls 8 + 3d6
Stamina 12
Defense High Tech Under Armor 16 Dice 3 Armor 8
Offense High Tech Rifles 22 Dice 4 Range Short Damage 8
Offense Brute force or Fistloads 26 Dice 5 Range Close Damage 8
It’s Not Over (Sense + Perception) Target Expert (20)
If the heroes are able to defeat the Knights at the warehouse allow them a chance to search the building. On a successful roll, they will uncover plans to attack the capitol on Memorial Day when the (Mayor/Governor) is giving a public speech.
Memorial Day
On Memorial Day the Knights of American Vision plan to attack the capitol building, while a speech is being given. This may be by the mayor or governor, depending on if the campaign is set in the state capitol.
The Knights have seeded the crowd with a Major Mob of Hitters, and have three groups of snipers at long range, Minor Rifleman Mobs. Use the stat blocks from above, adjusting for Mob size.
Adjust the total Knight Mob Sizes based on the events below.
- If the heroes discovered and acted at the warehouse, reduce the size of the Hitters
- If the heroes rescued the child, reduce the largest Mob size by one step.
- If the heroes captured Taggart, reduce the size of the Riflemen
- If the heroes captured Gordon, reduce the size of the Hitters.
- If the heroes prevented the initial assault, reduce the largest Mob size by one step.
If the heroes have accomplished four out of the five goals there will only be two small Mobs of Knights remaining who will cut and run if the heroes show their presence before the attack. Note: If there is a Major Mob of Hitters, increase Gordon and Taggart’s stat blocks accordingly (+2 Armor, +5 Attack).
Given the opportunity, Brian Gordon will storm the stage with a cadre of hitters to give a speech.
“Too long has this corrupt government attempted to subjugate our people. I say no more! We are here, and we are ready to strike back! Let this be a message to the good people of our country that we will not be oppressed any longer!”
If the heroes do not intervene, at the conclusion of the speech Gordon will shoot the (Mayor/Governor).
Battling and Bystanders
As soon as violence erupts, the people gathered will attempt to flee. Snipers will shoot at anyone they see running. This is treated as a Disaster. Heroes may split their actions to mitigate the Disaster and take on the Knights as needed.
Capitol Building Shooting
- Stakes: Snipers are executing innocent bystanders.
- Size 2 – Impacts the grounds around the building.
- Ferocity 3 – To widespread for non-powered people to prevent casualties
- Target 35
- Damage 5
- Success Threshold 9
- Starting Advantage 5
- Dark Age Option: Gathered in the crowd are a number of 2nd Amendment Rights Activists. They will shoot at any perceived target, this includes the heroes, especially if they have background elements like being a reformed criminal. In this situation, increase the Damage to 7, but also give the heroes an additional Success for every two 6s they roll, as an actual member of the Knights is shot by these armed bystanders.
Where are the Eisenreich?
Thanks to Gordon, the Eisenreich have no need to reveal themselves. They can simply slip back into the shadows and wait for the next cell of hatred to bubble up. GMs wishing to use this one shot as a stepping stone for a larger adventure can include a location for the supplier’s (Foreshadowing) next drop.