This week we started early so we actually got through 2 parts tonight
Legacy’s Legacy Chapter: 1 Part: 3
Who’s the Boss?
Cast of Characters
President Valerie Cooper
Tony Stark/ Iron Man
Vice President Arnold Stokes
Terrorists
Magnus II
Ripsaw
Shocker Android
Melter Android
Grim Reaper Android
The Fixer Android
Black Knight Android
Armadillo Android
Tony Stark contacts the PCs and tells them to meet at the war room of the Pentagon for a briefing and prepping for the rescue of the President. But the VP, now Acting President Stokes tells the PCs to stand down. He insists that diplomacy will win the day, not the half baked heroics from barely adolescent want to be heroes. If the PCs insist on attempting a rescue or reveal the suspected whereabouts of the president, he blows them off and has the secret service escort them out with orders to “stay out of the way”.
Tony contacts the heroes and says that he has received orders to cancel the rescue plans from the VP. As he is bound by that order he (and he makes sure to emphasize he) is unable to launch a rescue attempt. He then breaks in to reminiscing about the old days and how the Avengers on occasion had to break orders to save the day. “But that was then and this is now. Oh well.” With a smile and a sly wink he signs off. In Magnus II transmission the PCs noticed that in the back ground was the distinct decoration of the hero museum, most likely in the Avengers wing.
At the Hero Museum
In the Avengers Wing of the museum Ripsaw is hiding amongst the displays with several androids in the form of some of the Avengers foes of old. Magnus II appears in a holographic display and taunts the PCs saying that if the manage to leave the museum alive they are welcome to continue to look for him and the president. Ripsaw’s orders are to not engage unless discovered (he is concealed behind a false panel Incredible Intuition FEAT to notice). If the PCs are winning the fight (4 androids are defeated) he is to arm the bombs hidden throughout the museum and flee through his portal. A Remarkable Intuition FEAT is required to notice one of the bombs. When found it is obvious that it is linked to many other devices. The PCs have 5 minutes (50 rounds) to escape the museum once the bombs are armed. The bombs do a combined Unearthly blast to the museum and all its contents. Should the PCs devise a way to disarm or disable all of the bombs (there are 100) they will receive a large Karma bonus (200 each) and a +5 to their popularity. If they manage to save the Museum they find a token from the Avengers Hydrobase Museum located off the coast of San Diego. The VP demands that the PCs be arrested for disobeying a direct order of the acting President. Tony Stark defends the actions of the PCs and tout it as true heroism in the highest tradition. The VP relents but warns the PCs to stay out of affairs of National Security. Tony returns with the PCs to their hotel in DC and tells them they have done well. He warns them that they have probably made an enemy today. If they revel they have found a lead, Tony encourages them to follow it. He says he will remain here in Washington DC as he has been ordered by the Acting President to act as liaison with the Shell Head Corps.
Armadillo Android
F Ex (20) Health: 100 45
A Gd (10)
S In (40) Karma: 18
E Rm (30)
R Ty (6) Resources: Ty
I Ty (6)
P Ty (6) Popularity: -10
KNOWN POWERS:
Body Armor: Excellent protection against physical and Remarkable against energy.
Multiple Resistances: Excellent resistance against fire and heat, cold, corrosives.
Claws: Incredible Edged damage.
TALENTS: Armadillo has Wrestling talent.
Black Knight Android
F Ex (20) Health: 60 20
A Ex (20)
S Gd (10) Karma: 20
E Gd (10)
R Gd (10) Resources: Ex
I Ty (6)
P Pr (4) Popularity: -5
KNOWN POWERS:
Body Armor: Good protection from physical damage.
Flight: Poor Speed (4 areas/round)
Weapons: Energy-lance, which had several features:
- Laser-blast (Remarkable Energy attack), range 5 areas
- Shock-blast (Remarkable Force attack), range 5 areas
- Smoke-launcher (Excellent intensity), fills 1 area
TALENTS: Garrett was skilled In Biology, Genetics, and Engineering.
The Fixer Android
F Gd (10) Health: 32
A Gd (10)
S Ty (6) Karma: 70
E Ty (6)
R In (40) Resources: Rm
I Ex (20)
P Gd (10) Popularity: -10
KNOWN POWERS:
Body-Suit: Excellent protection against physical attacks, fire and heat, and electricity.
Battle-Vest: Sonic Blaster: Remarkable intensity that affects all in the target area range of 4 areas.
Electrification: The outer surface of the vest can be electrified, causing Incredible electrical damage to opponents who come in contact, as in Slugfest or Grappling combat.
Primary Launchers: There are two single-shot launchers in the upper part of the vest, one on each side. The launchers have a range of 5 areas, and will hold ammunition or devices of up to Incredible rank or intensity. One or both can be fired in a single round.
Secondary Launchers: There are six single-shot launchers evenly spaced below the primaries. They have a range of 5 areas and will hold ammo or devices of up to Remarkable rank. Up to three can be fired in a single round.
Gravity Clamp: Mounted in the belt, this steel clamp can be fired to a range of 2 areas. If it hits, the target is surrounded by a gravity field that Grapples with Incredible intensity.
Pistol: The Fixer's sidearm is a laser pistol the inflicts Excellent damage and has a range of 7 areas.
Electro-Knucks: Worn on each hand and used in Slugfest combat, an electro-knuck inflicts Remarkable electrical damage.
Flight: Antigravity discs mounted in his boots allow the Fixer to fly at Remarkable speed for up to 20 hours. He can hover, and since his flight is silent, he can Blindside unsuspecting opponents in flight.
Helmet: The Fixer's helmet provides Remarkable protection for vision and hearing. The helmet can be sealed and has a 3-hour air supply.
Psi-Screen Device: The Fixer originally built this for his partner Mentallo. If needed, the Fixer can easily install it in his own helmet. It provides an Incredible intensity psi-screen.
Ammunition: Used in the primary and secondary launchers, this includes all standard grenade types (fragmentary, smoke, tear gas, knockout gas, flash, concussion, and sonic). All ammo is limited to the intensity rank of the launcher.
Special Devices: The Fixer has used all of the following:
- Electronic Scrambler - Amazing intensity device, this can be either of two types; scrambles broadcast transmissions (TV, radio, radar, etc.), or scrambles internal circuitry when attached to target (computers, battlesuits, etc.)
- Guided Missile - can be standard, high-tech or highspeed, with any control type (see Players Book, p. 46). Payloads are limited to Amazing rank weapon or device.
- Brain-Scanner Helmet - As Incredible rank Mental Probe power
- Mind Control Pod - As Remarkable Mind Control, using broadcast waves controlled by Fixer's helmet
- Tunneling Device - As Digging power, of Incredible rank
TALENTS: The Fixer is a genius at Electronics and Engineering and also has Repair/Tinkering skill.
Grim Reaper Android
F Gd (10) Health: 36
A Gd (10)
S Gd (10) Karma: 18
E Ty (6)
R Ty (6) Resources: Ex
I Ty (6)
P Ty (6) Popularity: -10
KNOWN POWERS:
Battle Scythe: The scythe is made of Incredible steel. The blade inflicts 10 points of Edged damage or 16 points of Blunt damage if the flat of the blade is used.
Other weapons are installed in the haft, as listed below.
- Force Blaster - Remarkable damage, range 5 areas
- Cerebral Stunner - Monstrous intensity stunning on touch; can be reversed to cancel the stun-effect
- Knock-Out Gas - Excellent intensity, fills one area
- Blade-Spinner - This has several effects, including an Excellent rank buzz-saw, Excellent protection against thrown objects and bullets; it used like a rotor, allows a safe fall from any height.
- Excellent Body Armor versus physical or energy attack
TALENTS: The Grim Reaper was a Weapon Specialist with his scythe (+2 CS).
Melter Android
F Gd (10) Health: 32 2
A Ty (6)
S Ty (6) Karma: 32
E Gd (10)
R Ex (20) Resources: Ex
I Ty (6)
P Ty (6) Popularity: -20
KNOWN POWERS:
Melting Ray, Mark II: This version used different principles, and was far more powerful. Microwave emissions set for four specific frequencies allowed the device to "melt" metal, stone, wood, and human flesh with Remarkable intensity and range. Changing the frequency setting on the weapon took 1 round the weapon was built into the Melter's belt.
TALENTS: Horgan had Engineering, Repair/Tinkering, and Business/Finance talents.
Shocker Android
Herman Schultz
F Ty (6) Health: 52 42
A Ex (20)
S Ty (6) Karma: 18
E Ex (20)
R Ty (6) Resources: Ty
I Ty (6)
P Ty (6) Popularity: -2
KNOWN POWERS:
Body Armor: The Shocker's padded costume provides Good protection against physical attacks and Amazing protection against vibration and sonic attacks.
Vibro-Smashers: Vibro-units are built into the Shocker's gloves. Singly, they allow him to punch with Remarkable Strength. Used together, they can fire a vibro-blast causing Amazing damage (Force attack). The vibro-blast has a range of 3 areas. Smaller vibro-units are installed throughout his costume, which cause Remarkable damage in Grappling
combat. They also give him a +3 CS when trying to escape a hold.
TALENTS: The Shocker has Engineering and Repair/Tinkering talent.
Karma Awards
Discover Ripsaw +10
Defeat Ripsaw +30
Android Villain destroyed +20 each
Prevent the destruction of the Museum +200 each (+5 Popularity each)
Weekly Award +10
Karma Penalties
Private Defeat -20
Allow destruction of the Museum -50 (-1 Popularity)
Property Destruction -5
Legacy’s Legacy Chapter: 1 Part: 4
Remembering the Past
Cast of Characters
Tony Stark/ Iron Man
Vice President Arnold Stokes
Dean of Students Richard Marston
Cody Brown — 20/20 Mutant Student (Telepathy/ Precognition)
Terry Vector — Hammer Hand Human Student (Shell Head)
Harold Vector
Traitor Students
Adam Waters — Mad Spellz Magic Student
Amanda Haze — Mind Freak Mutant Student (Telepathy/ Psychic Blast)
Creed Hansen — Roid Rage Mutant Student (Super Strength)
Sean Gray — Tantrum Shell Head Student
Troy Jensen — Purple Panic Shell Head Student
Walter Fritz III - Sentry Extraordinary Human Student
Terrorists
Father Oak Mutant Terrorist
Blood Hawk Shell Head Terrorist
Bushman Altered Human Terrorist
Spitting Cobra Shell Head Terrorist
After the battle at the Hero Museum, the heroes must find a way across country to reach the Hydrobase. If asked Tony says that they may wish to return to school for some help, but says he cannot directly intervene directly on their behalf. Acting President Stokes is attempting negotiations with Magnus II, in direct violation of over 50 years practice of not negotiating with terrorists. AP Stokes refuses to grant an audience with the PCs if asked.
Back at School
After a quick flight to the school, the PCs are met by Dean Marston, Terry, and Cody. Cody looks a little worse for wear than the last time the PCs saw him. If asked about a mode of transport cross country, the Dean says that the TP system is off line, by order of the AP. The AP insists it is for reasons of “national security”. Terry says that he can get a plane from his father, CEO of Vector Security Inc in Washington, DC, it will just take a day or so to get it here. Cody says that while his precognitive function is diminished, it is important that the PCs not go off half cocked. He cannot say why, but he knows something “world changing” will happen if they go to soon.
The PCs have about a day to recover from the whirlwind of events they have been caught up in for the past week. This is a good time for them to rest repair and make plans. The techs at the school, in cooperation with several students can get any of the teams damaged equipment repaired. The Dean is sympathetic to the hostilities the PCs are going through. He offers to let any inquiries into the location of the PCs wait until business hours on Monday before answering.
The government remains closed mouthed about the kidnapping of the President, but AP Stokes assures the people, “We have the situation well in hand and expect a peaceful resolution very soon. Now is the time to look beyond the sins of the past and offer our hands in friendship to the so called terrorist Magnus II”
As promised the Vector Security aircraft arrives around 10 AM Friday morning. It is a corporate Leer jet with tactical communications and a computer center on board. Terry insists on coming along. Terry’s father, Harold Vector, gets off the plane and greets the heroes. He will be acting as their pilot. If any concerns are raised he mentions that he is a decorated combat pilot with over 100 combat flights and over 10,000 hours in the air. The flight takes 4 hours so the heroes arrive at 12pm local time. The Hydrobase is only 11 miles from the airport. Mr. Vector wishes the heroes luck and tells his son he is proud of him.
Hydrobase Museum
The Hydrobase Museum is actually still functional and limited tours are allowed. Several of the more dangerous devices that the Avengers confiscated are still interred inside the Hydrobase’s vaults. Magnus II has sent Father Oak, Bushman, Bloodhawk, and Spitting Cobra to break into the vaults and retrieve Magneto’s power amplifier. (it provides a +5 CS (Un100 cap) to magnetic powers and extends the range of those powers to Shift X) Because of the high security and defensive measures in effect teleportation, phasing, gateway, and other similar powers do not function inside the base perimeter. This is the perfect time to capture one of Magnus II henchmen and discover the whereabouts of the President.
The terrorists have orders to do as much damage as possible to the Hydrobase in order to add confusion to the theft. They are also under orders to destroy the defense center so that they and their prize can be teleported out. Each terrorist has 5 teleportation becons that they are to place on random pieces of confiscated equipment, and 4 high yield (In 40) plasma grenades that they are to detonate in the area to add confusion and throw the PCs off the trail of what was actually stolen. Spitting Cobra has an agenda of his own, there is another piece of equipment here, a back up power source, that will allow him to do him mega blast and retain his suit functions. He will break from the other terrorists to get it.
If any of the terrorists are captured, on their exit from the Hydrobase the PCs are confronted by 6 of the traitor students in their new villain costumes, Mad Spellz, Mind Freak, Roid Rage, Tantrum, Purple Panic, and Sentry. Their goal is to defeat the heroes and rescue the terrorists that have been captured. If the PCs manage to defeat the traitors they are teleported away, but the terrorists they had captured remain.
Adam Waters — Mad Spellz
F GD(10) Health: 66
A E
20)
S TY(6) Karma: 90
E RM(30)
R GD(10) Resources: Gd(10)
I IN(40)
P IN(40) Popularity; -3
KNOWN POWERS:
Magical Ability:
- Alteration–Appearance (P)–as a minor illusion of Remarkable Intensity that changes his appearance and that of his companions, usually hiding their costumes
- Astral Projection (P)–as Power of same name, with Incredible ability
- Levitation (P)–as Power of same name, with Incredible ability
- Eldritch Beams/Bolts (U)–As Force or Energy Missile weapon, of Amazing power
and range
- Mists of Morpheus (D)–Generates vapors of Remarkable Intensity, which induce sleep in those failing an Endurance FEAT in two areas.
TALENTS: Occult, Mythological Lore
Amanda Haze — Mind Freak
F GD(10) Health: 56
A GD(10)
S TY(6) Karma: 120
E RM(30)
R IN(40) Resources: Gd(10)
I IN(40)
P IN(40) Popularity: -3
KNOWN POWERS:
Telepathy: In 40
Mental Bolts: In 40
TALENTS: Electronics, Genetics, Engineering
Creed Hansen — Roid Rage
F RM(30) Health: 161
A TY(6)
S MN(75) Karma: 36
E AM(50)
R TY(6) Resources: GD 10
I GD(10)
P E
20) Popularity: -3
KNOWN POWERS:
Body Armor: EX 20 Body Armor
TALENTS: Law , Martial Arts C
Sean Gray — Tantrum
F E
20) Health: 100
A RM(30)
S RM(30) Karma: 56
E E
20)
R E
20) Resources: GD(10)
I RM(30)
P TY(6) Popularity: -3
KNOWN POWERS:
Vibro-Units: Vibro-units are built into the Tantrum's gloves. Singly, they allow him to punch with Remarkable Strength. Used together, they can fire a vibro-blast causing Amazing damage (Force attack). The vibro-blast has a range of 3 areas.
Body Armor: All of Tantrum’s super-human Powers derive from his armor. Tantrum’s normal stats are:
F A S E R I P
GD GD TY TY EX RM TY
The armor provides Excellent protection from physical attacks and Remarkable protection from energy attacks.
Flight: GD 10
Laser Blast: EX 20
Battle Computer: Mounted in the chestplate of the battle-suit, Tantrum’s battle computer can be programmed with the fighting styles of particular foes, so that he can anticipate their movements and attack accordingly. Against programmed foes, Tantrum is +2CS on Fighting FEATs, +1CS on Agility FEATs, and +2CS on Intuition FEATs, including initiative. The fighting style must be filmed and analyzed by computer to be programmed for these abilities.
TALENTS: Electronics and Repair/Tinkering skill.
Troy Jensen — Purple Panic
F RM(30) Health: 185
A IN(40)
S IN(40) Karma: 40
E MN(75)
R GD(10) Resources: Gd(10)
I E
20)
P GD(10) Popularity: -3
KNOWN POWERS:
Body Armor: Rm 30 All of Jensen’s Powers are
gained through the Purple Panic armor he
wears. his stats without the armor are:
F A S E R I P
TY GD TY EX GD EX GD
Flight: Gd 10
Shock Blasters: In 40 at a range of 3 areas.
Air Supply: The armor has an internal air supply for 1 hour
Sensors: In40 Infravision, wide band communicator, and radar Ex 20.
ECMs: The Purple Panic armor may jam ordinary radar with Incredible ability.
Shoulder Rams: The shoulder joints of the armor are heavily armored to protect the seals
and allow a +1CS on damage from charging attacks.
TALENTS: Detective/Espionage
Walter Fritz III - Sentry
F IN(40) Health: 140
A IN(40)
S RM(30) Karma: 40
E RM(30)
R GD(10) Resources: Ex(20)
I E
20)
P GD(10) Popularity: -5
KNOWN POWERS:
Unique Weapon–Shield: The shield is Am 50 material. Sentry uses this weapon as a shield, though he is still subject to the effects of Stuns and Slams while using it. Sentry may throw his shield up to 3 areas away, inflicting Remarkable damage.
TALENTS: Sentry is a Weapons Specialist with his shield, receiving a +2CS in FEATs using it. Martial Arts A, B, C, military.
Questioning the captured terrorists lead the PCs to the discovery that Magnus II hasn’t let anyone know where he is keeping the president, but they do know that there are several locations that she might be, one of the decommissioned Cryo internment centers in the Nevada desert, a secret former Hydra base under the Denver Bronco’s Stadium, or a complex of cold war era survival bunkers near Washington DC.
Karma Awards
Prevent the theft or destruction of any equipment +50
Defeat Father Oak +40
Prevent the destruction of the defense center +40
Defeat other terrorists +30 each
Defeat traitor students +20 each
Prevent less than ½ the Plasma Grenades
from being detonated. +20
Prevent the escape of the captured terrorists +20
Weekly Award +10
Karma Penalties
Public Defeat -40
Allow the theft of the equipment -40
Allow destruction of the defense center -20
Allow more than ½ of the plasma grenades
to be detonated -20
Property Destruction -5