11: The Moriarty of Mars arc, part 2-3
9: The Faceless Hero
A new member with impressive powers joins, but who is he,
really?
9.1: Need for new members
One of Blackbirds bodies on Ganymede will put out a call for
new members since the team is so short staffed. The call brings in the usual
riff raff plus one highly promising candidate who is just a little weird, but
very useful – Janus Lad has no visible head (it’s a space warp on top of his
shoulders, and he normally wears a bubble helmet to cover it) and has the power
to create teleportational warps across space. He takes his name from the Roman
god of boundaries and doorways and it has nothing to do with him being a
traitor. Oh no.
Anyway, Emo Girl, if she is present, finds him
nigh-impossible to read – he has no face and his voice is synthesized from his
collar, meaning that she’s just left with gross body language. She initially
feels he’s trustworthy but has doubts. However, before this can go much further
they PCs are informed of an immediate threat to life and limb on Jupiter C –
there’s an industrial robot run amok that is damaging a densely populated part
of the city. The longer they wait the worse it will get, but Janus Boy is able
to whisk them there immediately. The B plot, if possible should be someone
falling in love and or friendship with Janus Boy, who is likable, outgoing and,
aside from his missing head, a hottie.
7.4: A Traitor in our Midst
The imprisoned centurions will likely reassess and try to
find some way to figure out who betrayed them. There are considerable clues at
this point, but things are complicated by Gaia Girl accusing Red Raven, whom
Shieldmaiden defends, while Red Raven falls into a depressed funk. Tether will
seem the most calm and rational of the NPCs, which might make the PCs suspect
him.
If the PCs make another escape attempt with Tether helping
them it will go as well as the first, since he’s still revealing their plans.
However, they might cut him out of things, or find some other method. This
session is very much in the PCs hands, but Quad Kid will react intelligently to
distract the heroes from him or foil their escape as much as he can.
8.3: The Ambush of Ablative Boy
Tracking the movements of Venusians in the Saturn system
will reveal where there is one group of them working on a high danger gas
mining project off Saturn B. When the PCs arrive at the mining platform they
find the inhabitants waiting for them – it’s a half dozen Venusians along with
Ablative Boy, who now also possesses his Bionics power courtesy of the Red
Queen.
More than just hiding out there Ablative Boy and his
henchmen were waiting for them, and it turns into a regular old brawl and
ambush. The Venusians thugs are 66 ADR, double weight, 14 S 11 A people armed
with gas mining tools (HTH +3/+1d6) and can do some damage but are likely to
fall before the heroes. The bionic
Ablative Boy is more of a threat, but when things go against him he
conveniently falls off the platform into the deadly Saturnean atmosphere and
vanishes – the PCs cannot find him. (this is because he’s been whisked away by
Janus Boy)
9.2 The Runaway Robot
After Janus Boy has teleported the heroes to Jupiter C they
are in an excellent position to take care of the runaway robot (which assume
the Robot Body power with +18 Strength, x2 weight and 20% human, Growth Factor
3 and the internal device being Stretchy Tentacles (20 of them) that each are
SR 10 and, if destroyed, don’t damage the main robot). The PCs have to tackle that threat but it is certainly
amenable to being tampered with or confused by any number of powers, or just
pummeled by someone big enough.
During the right Janus Boy will concentrate on teleporting
bystanders out of the way and helping the innocent, but at one point he will
stop and concentrate on something else – if any players are watching him. If
asked later it he will claim he spotted someone falling who he needed to
rescue, which Emo Girl will be able to detect as a truth, but he’s obviously
feeling guilty about _something_. In any event once he has a chance to rest he
can teleport the group back to their HQ, having established his bona fides.
7.5: Jailbreak on Saturn’s Rings
By this point the PCs should have the information they need
to make a break – if nothing else Shieldmaiden will discover that her force
fields can be honed to monofilament thickness which lets her reunite the
genders, slice free Red Raven’s wings and do other things. The PCs likely have
some other clever options. It’s important that they realize that Tether is the
mole at this point, and perhaps Red Raven or Gaia Girl will be the ones to take
him down with a sock to the jaw. Someone should probably pull off his fake nose
too.
Anyway once that’s done and they have access to their full
powers and the whole team –and hopefully realize that a lot of Warden’s powers
are just trickery’ they should be able to clean the place up. Quad Boy will
unleash some actual robot guards on them to waste time and try to use a tunnel
network to get close enough to reconnect all his bodies – he will also hint at
a mastermind behind the whole scheme. After that he will vanish (another Janus
Boy pull out). The heroes will realize that rather than the Oort cloud they’re
in Saturn’s rings under a magnifying dome and will be able to take steps to get
home – and to figure out who’s behind this.
10: The Moriarty of Mars
The secret criminal mastermind from Deimos failed to
permanently imprison the Centurions, and now the team has to defeat his three
most audacious crimes and shut him down.
8.4: The Day of the Dragon Boy
Our rescuing heroes still don’t know that the missing
Centurions are free (in fact chronologically they probably aren’t) and so have
to follow up on a lead in Ablative Boy’s base – the contact information for a
ship out in deep space. The PCs, when they get there, find a huge structure, the
bulk of which is designed to be impenetrable to vision powers, with a single
occupant. The figure is silver skinned, possessing a rare bio-engineering that
lets him survive in space and fly by reflecting solar radiation. The youth will radio back that he is in
distress and asks the heroes to come to his aid. Once they’re close enough he
pulls a lever and the structure falls apart, revealing a space dragon inside
which promptly attacks the heroes.
The figure is Dragon Boy, who commands space dragons and who
was contracted to kill the Centurions. He will let this slip during the fight
but mostly he will focus on using the space dragon to crush, chimp and burn the
PCs as well as defend himself. Knocking him out will just make the dragon
defend him – which might involve it grabbing him (perhaps appearing to eat him)
and flying away.
9.3: Janus Lad Unleashed
The PCs still around Jupiter will be working with Janus Lad
and any other new recruits to keep the peace in the face of a sudden crime
wave. Criminal activities are breaking out across the Jovian system forcing the
heroes to either jump around madly to handle them in sequence or split up even
more to deal with them in parallel.
Inside Europa there is a sudden break on a drug smuggling
ring and the authorities are asking for the Centurion’s help on the endgame.
On Io a criminal mining concern has destabilized their
location, causing an eruption, a lava flow and a lot of crooks that suddenly
need saving.
On Jupiter A villains with a high-tech dirigible and
steam-punk themed gear are robbing penthouses.
On Callisto extortionists are threatening to blow up a dam
and flood a valley with several highly populated communities if they aren’t
paid an exorbitant sum.
None of these are terribly challenging cases for a team of
heroes (the GM should flesh them out as weak-average) but they’re all happening
at once. Janus Lad ends up having to stay at the base in order to coordinate
efforts via teleport warps – unless someone stays behind with him, which would
be a waste of resources. Of course you can trust him alone in the HQ. OK,
actually when he’s there he drops some high tech devices into the clubhouse and
other acts of sabotage.
10.1: The Moriarty of Mars
The PCs who have taken over Stalag 2013 will be able to
explore the place looking for clues as to who built it. Anyone with a science
or engineering background will quickly see that this is advanced technology of
Deimos level intelligences – perhaps Demon Boy will be able to piece it
together. Other investigation reveals extensive files not just on the captured
heroes but on the other Centurions and other prominent heroes and lawmen
throughout the system – apparently their captor was intending to expand the
population here, trapping and imprisoning any number of heroes.
Unfortunately there isn’t an easy way off the prison rock.
It’s not near anything, the shuttle has been sabotaged, as has the
communication gear, they don’t have their flight bracelets or their spaceworthy
uniforms. Depending on the powers of whoever’s present this might be simple or
incredibly complex, but it should eat up a chunk of time. Remember also (and the
NPCs will stress this) that they have no idea what’s been going on for the
days/weeks/months they’ve been imprisoned.
8.5: The Dragon Migration
The heroes searching for the missing/captured Centurions (who
are free now, but no one knows it) have just faced a Space Dragon (and perhaps
captured Dragon Boy). Before they can do much by way of investigating at the
site they learn that they are in the direct path of the entire Dragon
Migration! Rather than a single space dragon the PCs now have to deal with
dozens of them!
Run through a round of the fight before you jump to the next
group.
9.4 The Dragon Migration part 2
The Jupiter based hero group, who spent last session running
hither and yon, on their last return trip via Janus Lad’s powers to their clubhouse,
find themselves rerouted. Instead of being where they expected to be they
appear in the middle of the dragon migration, with the team who were looking
for the captured heroes. At this point two thirds of the Centurions manpower is
at this point in space for a knock-down, drag out conflict with the Space
Dragons. Like the fight with the space pirates in session 1 this is a chance
for the heroes to really cut loose.
If the PCs win they will be exhausted but victorious, and
able to spot several probes approaching at speed that they can capture and
analyze, leading them to the Stalag. If the PCs lose they will be scooped up by
the probes and brought unconscious to Stalag 3013. Whoever is behind this
thinks that the Stalag is still under their control, but it’s not. Score one
for the heroes. This lets us reunite the entire group.
If someone thinks to contact Janus Lad he will teleport them
all back to the clubhouse; he’s still trying to maintain his cover, and will
spin a story about having a sister who has the same powers – perhaps she’s
working for the villains. (This is all fundamentally true, but not 100%, which
combined with this strange head issues will frustrate Emo-Girl’s powers.)
Janus Boy aka John Wood
Ablative Boy aka Rokka Ber
Dragon Lad aka Geor Sainte
Space Dragons
Janus Boy aka John Wood
Victim of a Scientific Accident Earthling John Wood has had
his head severed from his body and now storied in a parallel dimension;
fortunately he also has teleporational warping powers, so his ‘head’ is an
opaque black swirling vortex through which he can see but not be seen. His
power to create special warps is staggering.
S: 9 E: 35 A: 12
I: 10 C: 11 Level 1
Background: Medical and Transport
1) Heightened
Endurance B: +27
2) Teleportation: portal option, as if PR 25 but actually PR
5 per use
3) Physical handicap: misplaced head; needs communicator
device to speak or hear, but can see.
Ablative Boy aka Rokka Ber
A large boy of Venusian descent he shares his races ability
to grow armor; frustrated by his inability to join the Centurions he has sworn vengeance
on them, with the help of some Deimonic cybernetics that gr0w into his armor
S: 18 E: 16 A: 12
I: 10 C: 11 Level 2
Background: Sports and Entertainment
1) Amor A: 100 ADR,
x1 weight multiple per 33 ADR grown. Has
a 0 to be hit by corrosive attacks while armored. Heals at 5x normal healing
rate
2) Regeneration: Armor heals per turn with 1 action.
3) Natural Weaponry: Gains +1 to hit and +2 on damage per 33
points of armor intact, up to +3/+6
4) Bionics: these grow with his armor and give +9 Strength,
+9 Endurance and a Light Powers style laser attack that fires from his chest.
The bionics are twinkling when in use, making it hard for him to hide.
5) Special Requirement: has to ‘grow’ armor from scratch via
regeneration when not using it.
Dragon Lad aka Geor Sainte
One of those rare people genetically engineered with a
reflectively sliver life support skin, Geor learned by accident that this can
reflect the hyponitc rays of the space dragons, bringing them under his
control.
S: 9 E: 12 A: 15
I: 11 C: 10 Level 2
Background: Transport and Animals
1) Adaptation: No PR requirement for normal use, PR 1 for
use as defense. This reflects any visual spectrum effect back on the attacker,
and he can target that with 20” of movement
2) Wings: He can ‘fly’ in space with his large silvery wings,
moving at 1000mph or .1 lightspeed with acceleration time. +3 on agility.
3) Animal Control – Space Dragons: he can control 1 spacce
dragon at a time by reflecting their hypnotic vision at them.
4) Vulnerability: takes x2 damage from gravity attacks and
1d6 power damage per hour in atmosphere – he cannot recover lost power in a
strong gravity well.
Space Dragons
These huge, dangerous peasts migrate through the system
every 2500 years. They will land on and
ravage planets to feed during their migration if not held in check.
S: 15 E: 15 A: 15
I: 5 C: 11 Level 4
Background: None
1) Size Change – Growth: x5 size, these are 30’ long. See
the rules mods for information on handling growth.
2) Fly: their space flight speed is 1000 miles and hour, or
.01 lightspeed with acceleration. In atmosphere they are clumsy 60 mph flyers.
3) Light Control: they can fire blinding flashes from their
eyes or 2d8 damage radioactive blasts from their mouths. PR 1 per use.
4) Emotion Control – Trust: The light from a space dragons’
eyes can hyponitize prey, making them docile and willing to follow the dragons
mildly telepathic instructions. PR 8 per use in an arc in front of the dragons.
No comments:
Post a Comment