Emerald City Knights
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EMERALD CITY KNIGHTS CHAPTER 1: LIFE IN THE AFTERMATH THIRD EDITION Andre Nutter (order #3018914) 178.76.130.9 MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS PICKING UP THE PIECES This chapter picks up right where “The Silver Storm”—the COMFORTABLE WORDS prologue to Emerald City Knights—left off, with the heroes dealing with the aftermath of the strange explosion that Deeds normally count more than just talk, but when words has unleashed something new and dangerous in Emerald can calm a panic and get the many rubberneckers to City. disperse peacefully, speeches are worthwhile. If the heroes With the last of the berserk stormers defeated or in have demonstrated good, noble conduct thus far, they face retreat, the heroes have a number of options. As always, Indifferent crowds that depart once they’re sweet-talked there’s no telling for sure what the players are going to up to Favorable or better via the normal DC 15 Persuasion do, but this section provides some guidelines for the most check. Characters Behaving Badly thus far in the adventure likely possibilities. If they go beyond the scope of what’s (your typical ‘90s-refugee antihero, for instance) can use provided, feel free to mix and match these scenes, or wing Intimidation instead, treating the bystanders (Will defense it entirely, as the proper plot progression necessitates. 0) like minions. This isn’t exactly the best public relations move, but it does clear the scene as needed. SCENE 1: WE CAN BE HEROES THE WEIGHT Some downtown buildings and walls proved not to be Scene Type: Challenge up to super-fight code and collapsed, burying many Of the most obvious and critical concern are the innocent innocents alive. A few victims are easily found and uncov- people in need of rescue, injured, or trapped by falling ered, but most require some searching and heavy lifting debris from the berserk stormers’ rampage (and the before being rescued. At the extremis, the most deeply heroes’ fight with them). Only those driven by Complica- entombed victims require a DC 20 Perception check to tions or with absolutely no clue of what being a hero actu- locate, and enough Strength to lift 10 ranks of weight or ally means are ever going to bail on these sort of tasks, greater to budge the biggest chunks of debris off the help- so here are some guidelines on how to handle the player less, trapped people underneath. If the heroes are a little characters’ efforts to lend aid and succor. on the shrimpy side and fall short of these numbers (even with a Team Check and/or Extra Effort), remind them there 2 CHAPTER 1: LIFE IN THE AFTERMATH CHAPTER 1: LIFE IN THE AFTERMATH Andre Nutter (order #3018914) 178.76.130.9 MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS are still plenty of other victims that can be rescued with lower Strength ranks. SCENE 2: DREAM POLICE EMERGENCY! Scene Type: Roleplaying As outlined above, simply locating the trapped victims is a It’s only natural for the heroes to approach the police crucial first step towards getting the necessary heavy-lifting and other emergency units on the scene for information equipment where it’s needed. In addition to being extra and possibly assistance. While nothing’s 100%, the local sets of eyes and ears, characters who answered that Charles authorities are genuinely grateful for the heroes’ help. The Atlas ad can help clear a path through the rubble and into cops, paramedics, and firemen are respectful, and thank the troubled areas for the emergency services vehicles. the heroes for doing what they did. The higher-ups in the As above, an effective lifting of Strength 10 or greater police department encountered are the most notable overcomes any obstacles. An effective lifting Strength 12, exception—they’re not huge fans of “vigilantes”—but however, allows a hero to make a truly spectacular Emerald almost to a man the guys on the street obviously appre- City debut by simply lifting the emergency vehicles them- ciate the costumed assistance. selves and carrying them over the debris to where they need to be! You can bet that image will be on the front This is, in short, a golden opportunity for the characters page of The Emerald City Courier-Express tomorrow, and go to develop some personal contacts with some of Emerald viral on the net within minutes of the actual feat. Heroes City’s men and women in blue. Being (and staying) on good with Damage effects may also be able to clear away debris terms with the local police is obviously vital to their long- with sufficiently precise use: a DC 15 attack check against term success as Emerald City crime-fighters, but also of the Toughness 8 rubble manages to clear a path without great importance in the following chapters of Emerald City making the situation any worse, but two or more degrees Knights. See the Emerald City’s Finest sidebar for some of failure on the attack check might cause another collapse, prefab Friends with Badges for the heroes to encounter. inflicting Damage 8 on the hero and anyone else nearby. YOU MAKE ME FEEL BRAND NEW GET TOGETHER It’s a small thing, but a pause amongst all the derring-do Characters with Healing effects can be of no end of use, and supporting-character entrance scenes to allow the encountering every degree of injury possible. If the heroes heroes a chance to have a little quiet “us” time and talk live up to the name and keep at their merciful tasks, time to one another. There is of course the highly practical becomes a blur for them, marked only by the sincere, comparing of notes and abilities to be taken care of, and heartfelt thanks of those they help. Any characters with the first steps (however tentative) towards founding a the Treatment skill have to get by just on old-fashioned superhero team Emerald City can call its own. know-how when aiding the injured (DC 10 to diagnose traumas; DC 15 to stabilize the dying as usual), but are no Once the player characters are done exchanging business less busy or appreciated. cards, the police (most likely Detective Buckner or Chief Toliver, see the Emerald City’s Finest sidebar) notice the FIRE heroes now look like a super-team at least, and ask for a way to contact them in case they’re needed. Alternately, Heroes with power over flames, water, air, or the weather the police offer the characters dedicated hotline phone have an opportunity to shine by helping to put out the numbers in exchange for keeping the ECPD informed of various fires started by the Storm and the stormers anything they uncover about the Storm. Since the police running amok. The fiercest blazes top out at rank 7 (unless offer to reciprocate, it’s a deal the heroes should defi- the characters did something foolish earlier that exacer- nitely take. bated matters), and may be countered with the appro- priate powers (see Countering Ongoing Effects on page 96 of the Hero’s Handbook). GOVERNMENT WORK SMOKE FROM A DISTANT FIRE After the situation is well in hand, the first federal agents finally show up. Once it finally sinks in the actual work’s If the previous calamities aren’t enough, there’s always the pretty much done, the feds—mostly FBI, with some FEMA double-jeopardy option: rescuing people from fires who folk mixed in–turn on the grating passive-aggression only are also trapped by fallen debris (and possibly injured or civil servants can muster. incapacitated). The guidelines are the same as above, with From then until the end of the opening scene, the feds an added element of racing against the clock to get to the continually and disdainfully get in the player characters’ victims in time. It’s a perfect opportunity to introduce the way. Their (usually unspoken—usually) attitude is, “Oh players to the concept of Challenges from the Hero’s Hand- good! More interfering idiots with powers and no respon- book (see page 185): They have to make three successful sibilities.” While the feds’ storyline presence is as mere irri- checks—such as Perception, Athletics, and Treatment— tants, they serve the plot by making the heroes want to before accumulating more than three failed checks within work with the local authorities, thereby helping cement a set amount of time—say 10 rounds (1 minute). Can they that crucial relationship as much as possible. make it in time? CHAPTER 1: LIFE IN THE AFTERMATH CHAPTER 1: LIFE IN THE AFTERMATH 3 Andre Nutter (order #3018914) 178.76.130.9 MUTANTS & MASTERMINDS EMERALD CITY KNIGHTS EMERALD CITY’S FINEST Much as the wounded bystanders shouldn’t ever become faceless casualty numbers, neither should those who serve and protect become a nameless blue mass in the players’ eyes. Here are a few thumbnail character sketches for in-game use or to help inspire the Gamemaster’s own creations. MASTER PATROLMAN LEE “BUSTER” BROWN After more than 20 years on the job, there isn’t much “Buster” Brown hasn’t seen. He’s weathered it all in large part due to his unfailing coolness and calm, and this ability to remain unflappable no matter what the crisis has made him a ECPD legend. Though the decades have left him with a little more waistline and a lot less hair than when he started, his Zen- like composure, experience, and often hard-won wisdom and knowledge make him one of the city’s top cops. Since he’s unawed by superheroics and pragmatic enough to welcome caped help, he’s likely to show up when the characters least expect it, and matter-of-factly provide just the bit of sage advice they need.