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Academy in “The Worst is Still Unwritten”

An UNOFFICIAL Game Adventure for use with the Classic Marvel Role-Playing Game, Advanced Set

by DANNY WALL

What would YOU do with super-powers? Would you become a hero . . . or a villain? It’s the modern-day characters of the comic featured in the classic Marvel Super-Heroes Role-Playing Game (TSR, Inc.,1984). As this game is long since out of print, you certainly be inspired by the structure and ideas used for this adventure, adapting them for use with any role-playing system of your choice. For more information on the classic Marvel game system, see http://www.classicmarvelforever.com. ROLLTITLE CALL

In 2010, writer and artist Mike you may have to create an alternate opening retention is merely rote memory and she will McKone created Avengers Academy, featuring and/or skip directly to Chapter Two. not have an innate nor intuitive knowledge the stories of young super-powered individu- about the subject or technology. als mentored by Earth’s Mightiest Heroes. For completely original characters, it is pos- But there was a twist. These cadets were not sible to create your own brand-new heroes Batons: ’s signature weapon are twin singled out for training because of their ap- as young Academy cadets. Perhaps in your batons of Incredible material Strength/Ex- titude or their heroic past. Rather, they were game’s universe, the Avengers Academy has cellent blunt damage. chosen because the Avengers had marked an expanded cast with dozens of students to choose from! TALENTS each of them as having the greatest risk of Blunt Weapons: Batons (Melee and Thrown) abusing their powers, of lashing out against the world, of growing violent . . . in short, of BIBLIOGRAPHY Martial Arts A: Slam or Stun regardless of becoming ! Avengers Academy Vol 1: Permanent Record trade Strength/Endurance paperback (ISBN: 0785144943). Collecting Martial Arts B: Unarmed combat The of the Academy actually begins Avengers Academy #1-6 and material from with and his Dark Reign, Enter the . Acrobatics when he used his position as the head of the ’ homeland security orga- Avengers Academy Vol 2: Will We Use This IT/Computers nization H.A..M.E.R. to place villains (and in the Real World? (ISBN: unwitting heroes) under his control and to 078514496X). Collecting Avengers Academy CONTACTS position them in positions throughout #7-12 Hero Community: Avengers/Avengers the country. In his search to amass as many Academy super-powered lackeys as possible, Osborn FINESSE IN BRIEF: Finesse displayed her not only gathered many superhuman youth power at an early age, delighting her parents but also performed hideous experiments on THE STUDENTS and making money and a name for herself as them in hopes of making them more pow- a phenom. She graduated from M.I.T. at 14 erful. When the Avengers finally brought FINESSE and would have become an Olympic athlete if Osborn down, they uncovered his experi- Real Name: Jeanne Foucault it wasn’t for Norman Osborn. For whatever mentation and rescued the youth, choosing reason, however, Jeanne wasn’t subjected to six to form the new Avengers Academy. Incredible Fighting! experiments, as she was more than willing to The story of Avengers Academy, then, is the Excellent Agility! learn new skills wherever she could. story of six super-powered young people Good Strength! Over-confident doesn’t begin to describe striving to find where upon a heroic- spec Remarkable Endurance! Finesse. After all, she believes she has the po- trum they may fall. This adventure features Good Reason! tential to do literally anything, and she might several important decisions that players Excellent Intuition! to confront ethical issues by way of the char- Typical Psyche! acters. The emphasis here is on role-playing Health: 100 through various scenarios, but it can be just : 36 as enjoyable to enjoy the debates no matter Resources: Typical where you personally stand! Popularity: 5

ALTERNATIVE CAST POWERS/EQUIPMENT Photographic Reflexes: Amazing ability to While the plot structure and dilemmas in this learn physical skills after mere observation. adventure are tailored to the students of the She can pick up fighting styles, gymnastic Academy, you may want to use the characters techniques, and related talents directly after from the first adventure in the MA-HA series, she has witnessed them with a simple Power “And There Came an Age.” The young char- FEAT result. A Red result allows her to per- acters of Rockslide, , and Amadeus manently use the style as her own. Cho would fit well, and, although they may not fit the suggested age range, the charac- Polymathic Absorption: Finesse’s ability to ters of and Black Cat have absorb information is not merely physical; had their share of moral questions that make she can learn languages with Amazing them appropriate, thematically. Alternatively, and has an eidetic memory. After encounter- minor adaptions to the structure can fit an ing/absorbing information, she can use it entirely different set of characters; for ex- as if she has Amazing reason, although this ample, young X-Men students. In either case,  be right. The result is that she is acts robotic, - Producing an -magnetic pulse aloof, and distant-- apt to dismiss those (EMP) that knocks out all electronics around her, as she doesn’t really consider her and machinery in 3 areas for up to 10 fellow cadets as “peers.” What’s worse, her rounds. powers seem to keep her emotionally stunted. The only thing she can’t “learn,” it seems, is Containment Suit: Jenny is confined to her what it means emotionally to be human. suit or she risks contaminating anyone who comes in contact with her. It provides her HAZMAT with Incredible insulation against energy Real Name: Jennifer “Jenny” Takeda attacks and Excellent protection against physical damage. Typical Fighting! Good Agility! TALENTS Typical Strength! None Remarkable Endurance! CONTACTS Typical Reason! Hero Community: Avengers/Avengers Typical Intuition! Academy Good Psyche! Health: 52 HAZMAT IN BRIEF: With her powers Karma: 22 kicking in when she was kissing her Resources: Typical boyfriend, leaving him in a coma, Jenny Popularity: 5 was immediately remanded to Norman Osborn’s people. She experienced some of the worse of Osborn’s experimentation until POWERS/EQUIPMENT POWERS/EQUIPMENT the Avengers rescued her, and in Iridium Body: ’s body has permanently Toxic Emissions: Hazmat’s body generates a particular helped design Hazmat’s bodysuit transformed into a metallic “living iridium,” variety of toxic substances at an Incredible and living quarters to help her cope. providing him with Amazing protection level, including radiation and toxic sweat, from physical attacks and Incredible protec- saliva, and even breath. The true extent of Hazmat is the most bitter of all the Aveng- tion versus energy. Further, he has Unearthly her ability is still being explored, and she has ers Academy, as her powers have been little resistance to Cold, Heat, and Radiation. so far proven capable of: more than a curse that have transformed her life for the worse. She is keeping most of Limitation: His iridium body has no nerve - Firing Radiation Bursts of Incredible her fellow students at a distance with sharp endings, allowing him to feel no pain, but energy damage. retorts and negative comments. Perhaps neither any tactile sensation. because she doesn’t trust adults, Hazmat is TALENTS the most likely to rebel against (and to hide Surfing things from) her teachers, and is very willing to take matters into her own hands, even in CONTACTS the most dubious of ethical situations. Hero Community: Avengers/Avengers Academy METTLE IN BRIEF: Mettle’s powers ap- METTLE peared during a surfing accident, as the skin Real Name: Ken Mack pulled away to reveal his iridium body un- derneath. When taken to Norman Osborn, Good Fighting! the experiments he suffered somehow exac- Good Agility! erbated his power to its more powerful, but Amazing Strength! more tragically limited, present condition. Incredible Endurance! Typical Reason! Many consider Ken the most easy-going of Poor Intuition! the Academy, often ready with a joke or com- Typical Psyche! ment to keep tension from rising too high. Health: 110 In some ways, he has to be this way, as his Karma: 16 monstrous form has a habit of causing ten- Resources: Typical sion whenever he’s out in public! Privately, Popularity: 5 however, Mettle resents his powers and their permanency.  when transformed, but he may lose such Remarkable Endurance! enhancement if switching to a new different Typical Reason! form/Stunt. Humberto may transform in a Typical Intuition! single round. He has the potential to turn Poor Psyche! into a fully-formed dinosaur, but if he does Health: 66 so, he loses all rational thought, lowering his Karma: 16 mental abilities to Feeble and reducing him Resources: Typical to a bestial state. Popularity: 5

Body Resistance: ’s dinosaur forms POWERS/EQUIPMENT are made of dense hide that protects him Electricity Generation: Striker can generate with Good body armor. Enemies wishing to and channel large amounts of electrostatic affect Humberto directly must succeed with energy with Remarkable ability. His most a Yellow or Red result. developed stunt is the ability to shoot bolts Recovery: Damage taken to his dinosaur of lightning from his hands, at a range of 2 forms is healed in transformation. Humberto areas. Grounded targets receive Remarkable can recover 20 points of Health by switching damage, whiled insulated or ungrounded back into human form, unless he received targets get a Good amount. He is also able such damage with a Yellow or Red result. to short out or otherwise disrupt electrical equipment. TALENTS Student of Paleontology Immunity: Striker has Class 1000 resistance REPTIL to all forms of electrical damage, and Excel- CONTACTS Real Name: Humberto Lopez lent resistance to other forms of energy. Hero Community: Avengers/Avengers Good Fighting! Academy TALENTS Good Agility! Trivia: Pop Culture REPTIL IN BRIEF: Humberto lived with Typical Strength! his grandparents after his parents, both CONTACTS Excellent Endurance! paleontologists, when missing on a dig. He Hero Community: Avengers/Avengers Typical Reason! had taken to wear a special medallion that his Academy Typical Intuition! parents left behind, a medallion that magi- Good Psyche! STRIKER IN BRIEF: Brandon’s mother cally enabled Humberto to take on aspects Health: 46 had always pushed him to be a child-star, as of dinosaur’s physiology. He registered his Karma: 22 long as Brandon’s celebrity could keep her in powers, as per the Superhuman Registration Resources: Typical Act of the time, and joined the Avengers Popularity: 5 Initiative. Before the Initiative’s downfall, however, Norman Osborn took over, and POWERS/EQUIPMENT Humberto was among the victims of his Dinosaur Transformation: Reptil can trans- experimentation. form parts of his body into corresponding “dinosaur forms” and/or can add dinosaur In many ways, Reptil is the most experi- appendages, thereby gaining enhanced enced of the Avengers Academy, having abilities and power. Some of these Stunts to been active as a hero already. Unfortunately, powers such as: all this has done was make him more cocky and over-eager. He enjoys using his powers - Claws or Talons of Excellent edged and being a hero, but he is frustrated by his damage lack of respect and his powers’ untapped - Hyper-Running potential that remains currently out of his - Heat reach. - Enhanced Intuition to Remarkable level - Flight (Gliding only) STRIKER - Combat Tail of Good blunt damage Real Name: Brandon Sharpe At the same time, he can temporarily raise Typical Fighting! either his Fighting, Agility, Strength, or Excellent Agility! Endurance attribute to a Remarkable level Good Strength!  a lifestyle she preferred. He discovered his the Avengers Initiative that would be train- Good/Incredible* Strength! powers when fighting back against his own ing heroes who registered with them, but Excellent Endurance! manager, but still he was pushed to become she found Norman Osborn instead. His Remarkable Reason! famous, playing at “special effects” for live experiments were so extreme that Veil’s body Good Intuition! audiences. He was approached by Norman was completely altered-- her body would be Good Psyche! Osborn, who never experimented on him slowly evaporating over time, until one day Health: 60/90* as the other students, perhaps sensing that she would dissolve completely. Most recently, Karma: 50 Striker would respond better to preferential however, she used the power of the Resources: Remarkable treatment, and Striker hopes to keep this fact Enemy to fix herself. She may be at risk of Popularity: 30 from his teammates. turning into an insubstantial perma- nently, but she is no longer doomed to die POWERS/EQUIPMENT Arrogant and self-centered, Striker is in the for doing so. Hyper-Invention: Dr. Pym displays Amazing hero business for the fame and celebrity it ability to comprehend, design, and repair promises. No one really knows that he’s just Maddy is the most tentative of all the Aveng- technology, even particularly futuristic/alien carrying on what his mother had started. ers cadets, still unsure of herself, her future, technology They can’t see his insecurities when he wears and her powers. This doesn’t mean that she’s his bravado and chauvinism so aggressively. a pushover, of course! She is also the most Growth: Dr. Pym has recently taken the proactive of the team, willing to do whatever mantle of Giant-Man once again. He can VEIL it takes to follow through on a task, despite grow up to Excellent size, approximately Real Name: Madeline “Maddy” Berry her fears and lack of confidence. This drive, 35 feet tall, with a proportionate increase in perhaps to the point of overcompensation, mass. He is still limited to Incredible Strength Typical Fighting! gets her into trouble just as much as it helps and Endurance, and will be at + 1 CS to be Good Agility! her solve problems. hit. Typical Strength! Excellent Endurance! Gadgetry: Dr. Pym usually keeps several of Typical Reason! his inventions with him when he adventures. Typical Intuition! For example, he keeps the ability to shrink Typical Psyche! as well as grow, and he keeps his circuitry Health: 42 that affords him Insect Communication and Karma: 18 Control at Excellent ability. Other tools and Resources: Typical devices should be specified, but vary accord- Popularity: 5 ing to the situation. TALENTS POWERS/EQUIPMENT Scientific Supremacy: Dr. Pym receives a Body Transformation-- Gasses: Amazing talent bonus for nearly every major scien- ability to turn her body into mist, fog, or tific field. In particular, he has expertise in any variety of gasses/air. Still developing Biology, Chemistry, , Genetics, her power, Veil has very few power stunts Physics, and Robotics available beyond switching from one gas to another. Some uses include creating obscur- CONTACTS ing fogs, choking hazards, and becoming Scientific Community invisible. She uses a special costume to help Hero Community: Avengers her maintain a cohesive body when not using her powers. GIANT-MAN IN BRIEF: Dr. Pym had always been a brilliant , and his TALENTS discovery of the size-altering “Pym particle” Trivia: Ms. Marvel’s heroic career THE TEACHERS allowed him to be one of New York’s first CONTACTS public heroes as Ant-Man. He was a found- ing member of the Avengers, but health Hero Community: Avengers/Avengers problems related to his constant size-altering Academy GIANT-MAN made him drift in and out of membership. A recent absence, however, was due to the fact VEIL IN BRIEF: Maddy’s powers mani- Real Name: Dr. Henry Pym he was kidnapped and replaced by a shape- fested when her embarrassment over her changing ! When he was restored, he classmate’s taunts made her want to literally Excellent Fighting! rededicated his life to the Avengers and his disappear, and she did. She wanted to join Good Agility! inventions.  could be destroyed, turning against Night Vision: Incredible rank infravision, Good Fighting! . She joined the team on several oc- even in almost total darkness. She suffers no Excellent Agility! casions. When Dr. Pym returned after being penalties while fighting in the dark. Incredible Strength! impersonated by a Skrull, Jocasta joined the Avengers once more, this time interfacing Claws: Good material strength; Good edged Unearthly Endurance! weapon damage Remarkable Reason! with the Infinite Mansion directly. (This way, Poor Intuition! she can monitor the pocket dimension it fills Empathy: Excellent ability to detect emo- Good Psyche! and make sure no one gets lost in it.) tions in others; communicates on an animal Health: 170 Jocasta is not the cold, unfeeling robot that level with cats and cat-like creatures with + Karma: 44 is the typical cliché. Instead, she is warm and 2 CS. Resources: Feeble considerate, often going out of her way to Lightning Speed: 3 areas/round on land Popularity: 20 help others. This may stem from her own crisis of identity, as she seeks to find a way to Alter-Ego: transforms to her natural POWERS/EQUIPMENT fit in. She is particularly devoted to Dr. Pym, human form with a mystical cat amulet. Optic Beams: Jocasta’s eyes emit heat beams but she is either unaware of the uncomfort- TALENTS of Incredible intensity (energy attack) to a ableness of the situation, being in effect his maximum range of 5 areas. Acrobatics offspring, or is deliberately blind to the fact. Biology Body Armor: Advanced steel alloy construc- Law Enforcement tion provides Amazing protection versus TIGRA physical and Incredible resistance to fire/ Real Name: Greer Nelson CONTACTS heat, cold, and radiation; also, she is invulner- Chicago Police able to toxins and disease. Excellent Fighting! Cat People Incredible Agility! Hero Community: Avengers Enhanced Senses: Remarkable vision and Incredible Strength! hearing; Energy Detection and De- Remarkable Endurance! TIGRA IN BRIEF: Once a laboratory assis- tection abilities of Amazing level. Typical Reason! tant, Greer’s was secretly a member Holographic Inducer: Typical rank projected Remarkable Intuition! of the Cat People, a half-human race under illusion that disguises Jocasta as a human Excellent Psyche! the ground. Agents of wanted being Health: 130 to steal the mentor’s research, but Greer Karma: 56 stopped them, nearly dying in the process. Recovery: Jocasta keeps hundreds of bodies Resources: Typical She was resurrected by the Cat People who scattered throughout the Infinite Mansion Popularity: 25 gave her part of a cat-soul, recreating in headquarters. She merely has to transfer her Tigra their greatest champion. Tigra became consciousness from one body to another, POWERS/EQUIPMENT an Avenger and worked with the team on although she can only keep one body active Enhanced Senses: Vision, hearing, and smell many occasions, finding great fulfillment as a at a time. operate at the Monstrous level. She can track mentor in her own right in the Initiative and Computer Interface: Jocasta can ma- opponents with Amazing ability, but suffers a in the Academy. nipulate the Infinite Mansion and access its - 1CS on attacks that target these senses. memory/search functions, communications array, and sensors TALENTS None CONTACTS Hero Community: Avengers JOCASTA IN BRIEF: Jocasta was created by the robotic Ultron (himself a creation of Dr. Pym) to be his “bride,” using Dr. Pym’s wife, the Wasp, as a template. She reached out to the Avengers before the  Chapter 1

roll with their Psyche rank when facing these thought process, such as the internal dia- CHAPTER ONE: dilemmas, they should not be penalized with logue between Striker’s excessive and Choices negative Karma if they perform an unethical his knowledge of obligations. If he fails the decision. Instead, good role-playing should Psyche roll, his selfishness wins out, and he be the focus, and players can earn Karma will attempt to skip class. He will then need for being true to their character. Take note a second roll, this time for a Reason FEAT. SET-UP of the decisions/actions made, as this may A Yellow result or higher means that he suc- Read the following to your players: become important later in the adventure! cessfully used his powers to cause a “blip” in the right place of the surveillance, and he “School! Who can stand it? And chose a room far enough away to avoid being who would have guessed that the found. A Green result means that he may STRIKER: have “blipped” the surveillance right, but majority of your time in the Avengers the room he chose was too close to regular Academy would be consumed with “8:35 am, and you are already late activity in the Mansion as his presence was the mundane routine of high school! to Dr. Pym’s tutoring session in discovered! A White result means that Striker Sure, you get tutored in history by Hyper-Physics. So you might as was caught the moment he used his powers Steve “Super Soldier” Rogers, biol- well go ahead and skip out entirely, on the surveillance system. Jocasta escorts ogy with Hank “” McCoy, and right? After all, there are an infinite Striker to Dr. Pym’s class, and Pym launches IT/Computers with Jocasta. And number of rooms in this extra-di- into a long-winded tangent about the impor- sure, gym class mostly involves mensional headquarters called the tance of attendance for the remainder of the battle with the likes of and Mansion, and these classes period. . But when it gets to be are just time-wasters anyway. You Wednesday and you know there’s are on your way to become a super- VEIL still TWO MORE DAYS of it all until human celebrity, so you really won’t “10:30, Literature Class, and it’s test the weekend, you start to get a little need to use any of the stuff you’re time on some book written by some stir crazy. And that always leads to . learning. Why not ditch class and guy named Chandler Raymond or . . temptation!” find a quiet place to mess around something. You could swear that with your smart phone for a few Tigra, your instructor for today, just The first chapter will take place in the Infin- hours? Figuring out how to use your ity Mansion, where the Avengers Academy copy and pasted the test from some powers to glitch the surveillance is headquartered. This chapter is about the internet , and you wish you characters’ daily lives as students, but even would be a better lesson instead, paid better attention when you tried typical days will include various ethical dilem- right?” to cram a web-surfing session in mas that they will have to work through. And STRIKER will need to succeed with a Psyche late last night. Mettle seemed to when one’s entire education can make you FEAT to avoid the temptation to split class. have enjoyed the book, though-- into a hero, or break you into a , Before the roll, the player has an opportu- meaning that he was the only one even the little, tiny decisions can turn into nity to earn Karma through role playing the of you guys who actually read the life-altering and significant -mo ments!

ACTION Direct each of the following narra- tives to the individual players one by one. Unless otherwise noted, no other Academy cadet will be aware of the characters’ actions, so players should role play accordingly. The Judge will serve either as a voice of the character’s temptation as well as a kind of sounding board for the character’s internal dialogue before the final decision is made. Since the characters are required to

 whole thing. He’s sitting next to you he wrestles with the loyalty of his friends now, and he is going so fast through versus his feelings of pride and resentment, or even just good old-fashioned spite. If he the test that he’s leaving his paper fails, the pressure was too much, and he will exposed.” try an Intuition FEAT to bluff away Tigra’s suspicions. A Yellow result or higher will suc- As before, Veil can spend a few moments ceed. A Green result hides Veil’s actions, but wrestling with her feelings before attempting Tigra still believes that someone has cheated, a Psyche FEAT roll. Good roleplaying would and she will force everyone to re-take the test include the justification for cheating and/or tomorrow (earning Mettle the frustration of exploring her feelings if she were to be everyone.) A White result fails to bluff Tigra caught. If she fails the FEAT, the temptation at all, and Tigra believes Veil has cheated (or proved too strong, and she will attempt to otherwise forces a confession.) Veil’s test will cheat with an Agility FEAT roll. If she gets be given a zero, but moreover everyone will a Yellow result or higher, she succeeded in be upset at Mettle for being a “tattler.” getting answers from Mettle’s paper. If she got a Green result, she succeeded in getting Note: If Veil was already caught cheating by answers, but Mettle noticed her doing so. If Tigra in the previous scenario, you can re- she got a White result, then Tigra noticed her place Veil in this situation with another cadet cheating. Tigra will rip up her paper immedi- who might attempt cheating, such as Finesse. rassing Striker and forcing him to publicly ately and send her out of the room in anger. Adjust the narrative as appropriate. go on the defensive. A Green result creates the scandal, but Jocasta immediately traces METTLE HAZMAT the source to Hazmat, earning her punish- ment from the advisors and the enmity of “10:30, Literature Class. You enjoyed “17:30 pm, and you really should Striker. A White result not only fails to create the Raymond Chandler novel, and, start getting ready for dinner, but the scandal but actually gives Striker public hey, you are more surprised about you’ve been -stalking Striker’s sympathy for such “unwarranted attacks,” in that than anyone! That meant you latest blog posts. Just like his at- addition to Hazmat’s discovery by Jocasta. didn’t need to study, which meant titude to -ing, his internet you could surf the net for funny cat presence is filled with vain attempts REPTIL videos instead of pulling off a late at boosting his own celebrity. To night cram session like everyone you, however, he just comes across “18:30, and the cadets are eating in else. But your warm feelings of pride as a jerk. If only you could bring him the dining room. You have excused as you took the test suddenly turned down a peg or two, just so that he yourself, however, since this would cold when you notice with disap- could see himself for what he really be the perfect time to sneak into pointment Veil eyeing your paper. is. All it might take would be an Finesse’s room. It’s not “spying,” per Well, not so much disappointment anonymous, fake rumor about how se. You just need to run some basic as indignation. How could she! he shouted some hateful comments recon. You can’t believe that she Sometimes you get so fed up with toward mutants-- not too unbeliev- dismissed your romantic intentions, others taking advantage of you. able for an elitist like him. It’s all for and you just can’t take her “no” as When the test finishes, you start to his own good, really. Maybe people a serious answer. There should be have second thoughts. Maybe Veil will finally stop paying attention to some kind of clue for something didn’t’ cheat, after all, and it is all in him!” you could use to woo her back. Of your head. Everyone else beats it course, if she ever knew you were out of the room quickly, making you Good roleplaying here could be the internal invading her privacy, she might not the last to the leave. As you turn in debate over such gossipy behavior, as well as react well at all, and all your chances your test, Tigra notices your feelings Hazmat’s own smugness and attitude. Could will be blown!” she even be a little jealous? She also gets a and asks you if anything is wrong.” Psyche FEAT roll. Failure allows her spite Reptil needs a Psyche FEAT to calm down METTLE must succeed at a Psyche FEAT to overcome her better judgement, and she and walk away from Finesse’s room, although roll or voice his suspicions about Veil would next try a Reason FEAT to create the some good roleplaying might be to struggle (whether or not Veil actually cheated is irrel- most scandalous rumor to post. A Yellow with his feelings and play up on his sense of evant.) Good roleplaying might include how result or higher creates a scandal that manages rejection and/or retribution. Failure to resist to get picked up for the evening news, embar- leads him into Finesse’s room, and he pro-  ceeds with an Intuition FEAT to search for out the mansion. All the students, gleefully something that might help him understand laughing at the prank, will know right away Finesse. A Yellow result or higher brings up Finesse pulled it off, but they refuse to rat some interesting journal entries in Finesse’s her out to the irate teachers. computer, where with newfound realization Reptil reads about Finesse’s discomfort in A Green result allows Finesse to tape the dealing with human emotions. He could pictures up, but she will trip up at the last leave a little bit wiser and maybe feeling a bit minute and be caught by the other cadets. guilty. If he yields a Green result, he finds the They won’t rat her out, but they know what same journal, but Hazmat and Veil surprise kind of trouble they would all get in, so they him when they come back from dinner early. help Finesse take them all down before the They won’t be sympathetic, and Reptil may instructors find out. Worse of all, the stu- have to offer a deal to keep them quiet. A dents still think Finesse just “doesn’t get it.” White result not only fails to bring up the A White result is similar to above, but worse, journal at all, but the instructors will catch as the instructors catch all the students out Reptil in the room, and he will have to suffer of their rooms, misunderstanding they were punishment by them as well as the embar- actually taking down the prank, and they will rassment from his friends! proceed to punish everyone.

FINESSE AFTERMATH Any students with White results for their “It’s midnight, and you are restless. Reason or Intuition FEATs will have to face You have been searching for ways the consequences! They will be forced to to ingratiate herself with your peers, perform extra training sessions (as seen in the next chapter.) Unknown to them, their in order to force yourself into using responses during their role-playing and their the social skills that always seemed Psyche rolls may be used against them as they out of reach for you. The other may come face to face with the end result of students had talked about playing a lifetime of bad choices. some pranks on their instructor Dr. Pym, but nothing came out of KARMA: it. Was it because they were too Good Roleplaying: +10 each scared, or was this something that “normal” kids do? If you yourself went through with a prank, it might help you improve your friendships and maybe understand what it means to be normal. Scientifically speaking, there is only one way to find out.”

While complicated, good roleplaying with Finesse should play up her detachment from normal human development. The key might be for her to recognize both the strengths and weaknesses of peer pressure. Her Psyche FEAT is to prevent her from fol- lowing through with the prank others were considering. Success will allow her to chalk it up to mere adolescent chatter, but failure will lead to an Intuition FEAT as she tries to set up the prank. A Yellow or Red result here is success-- she attaches pictures of the Wasp, Dr. Pym’s lost wife, over the various robotic bodies of Jocasta that are scattered through- 10 ChapterTITLE 2

perform any additional CHAPTER TWO: training, so you can CONSEQUENCES sit in the observation booth high overhead, behind a plate of thick SET-UP glass. But that doesn’t The next day, the various Academy cadets are make it any more assembled in the “Play Room,” a high-tech comfortable. Your guilt adaptable environment that the Avengers is enough to make you use to train the students in the use of their feel like you should be powers. All the students who failed both down below with the their Psyche FEAT and their Reason or In- tuition FEAT from the first chapter will have others. And that guilt to endure additional training exercises. Those easily enough turns who succeeded in their Psyche FEAT (or to resentment, maybe otherwise failed the first roll but succeeded even anger. Didn’t the in the Reason/Intuition FEAT and got away Avengers invite you to with it) are assembled in the viewing area, the Academy because along with their instructor, Tigra, and the you were earmarked Mansion’s caretaker, Jocasta. (Yes, it’s not as a potential supervil- about falling into temptation, it’s about not lain? Was this their getting caught!) plan to ‘help’ you-- by Note: If no heroes failed their Reason or punishing or exhaust- Intuition FEATs, the entire group will be ing you?” punished since no confessed to Finesse’s successful prank. In this case, no students are Allow the players to narrate allowed to simply observe. the characters’ reactions, either interactions or inner Read the following to the players: monologues, before the training and as it commences. “(Insert Names): You are standing Good character exploration in the plain, metallic-paneled, empty will always be rewarded at space known as the Play Room. the end of the chapter. ‘We’re getting a little tired of going over this,’ comes the voice of Tigra ACTION over the loudspeaker. ‘The other Jocasta starts the training by instructors and I have determined placing her palms down on the computer panels, inter- that if you get in trouble, it will result facing with the systems. The in more training.’ Usually, Tigra is Play Room will transform a model teacher of patience and itself into a giant obstacle strictness. Today, it’s more the latter course, and the cadets will than the former. It’s worse than just have to perform a series getting yelled at-- it’s the whole ‘I’m of basic, but exhaustively just disappointed in you’ thing. It’s repetitive, exercises. Each also making the tension that much player will to take a turn more unbearable. What kinds of to perform the necessary FEAT) hurdles will the Play Room throw FEAT, although the Judge can vary the sequence, repeat various tasks, - Scaling a wall with ropes (Strength at you this time? Why can’t you just and even come up with his own. Some sug- FEAT) say sorry and be done with it?” gestions include: - Crossing a divide by jumping from pillar to pillar (Agility FEAT) - Running laps (Endurance FEAT) “(Insert Names): You don’t have to - Timing a jump to avoid a giant pendu- - Dodging projectile spheres (Agility lum (Intuition FEAT) 11 - Travel across monkey bars (Strength the Academy faces alone!” apart once it sustains 25 points of damage. FEAT) Another option would be to grab the staff, - Use your powers to escape/to hit a Out from the step five figures. They but a hero would need two consecutively pop-up “villain” (Power FEAT) each have a distinctive costume but are im- successful Grabbing FEATs, regardless of mediately reminiscent of heroes more famil- comparative Strengths, all the while leaving iar. One by one they confirm with each other him/her prone to attacks.) If successful, Tigra will be strict. If any student fails at a that yes, this is the right time period; no, it ap- though, the staff will break under the strain. FEAT, she will command “Again!” from the pears they are not too late; and yes, the future The battle may also end, of course, with booth, and that character will have to succeed will finally be safe, thanks to the all of the Defenders Academy defeated, in (as many times as it takes) before the next Academy! Thanks to their self-identification, which case Strange Girl’s staff will remain character continues. Players should feel free the players know they face Gamma, green- fixed on the ground and its portal remaining to comment in-character as the chores con- skinned behemoth glowing with energy; Son open. (In the unlikely event that the Aveng- tinue, even if they are observing. The idea is of Neptune, lithe but seething with power; ers Academy is defeated, they will awaken to to make the characters regret their actions by Strange Girl, adorned with mystic robes Chapter Three, thankful to be alive but in a making the consequences seem exhausting, and holding a crackling staff; Cloudsurfer, a mysterious environment.) but to still keep it interesting for the play- nearly featureless being striding upon mist; ers. (Also, the characters are not meant to and Valraven, a Asgardian knight whose skin lose Health during these routines. It’s more AFTERMATH could be mistaken for the darkness of drudgery than damaging.) Hopefully, one of Examining the broken staff will reveal the itself… the characters will get fed up, be defiant, and breaks to be quite clean, and the staff can easily snap back into shape. The character stop the exercises, regardless whether they The Defenders Academy has only one agenda- holding the staff needs a simple Psyche are training or observing. If, however, after - to kill the Avengers initiates. During the FEAT to focus his mind. He/she can try 2 or 3 rounds of narration no one speaks battle, however, they may reveal a few other as often as he needs to summon the mental out, Tigra will stop the training herself after vague details. They claim to be from the near energies, and at any time someone else lays a particularly tense moment, such as a Green future, and that they are attacking because “it a hand on the staff and joins in, he/she result that was very close to failure. is from among the Avengers Academy” that receives a +1 CS to the attempt. If everyone the villain responsible for their nightmarish Read the following to the players: focuses their attention, the bonus is + 5 CS future will arise. They refuse to acknowledge and an automatic success. With a burst of any specific name, however, speaking only of light and sound, the portal will re-open! ‘Okay, stop! Just … stop,’ Tigra “The Public Enemies.” More often than not, sighs. ‘I know you guys are upset, they simply will answer any with a The characters may wish to process what but we are trying to set certain guide- question, confusing the cadets and turning has just happened, but allow the hero who lines here, guidelines that must be the tables on them. The only thing that’s suggests they investigate the future beyond obeyed. You guys might not see it clear is that the Avengers’ worst fears may the portal to earn some karma for advancing from your perspective, but we have come true-- at least one of the Academy will the story. If they need encouragement from your best interest at heart. If we become a terribly devastating supervillain! an outside source, a holographic display of Jocasta’s head will appear to confirm that seem serious, it’s because we take In general, the Defenders will continue to they should pursue their attackers and clear this seriously. We think the future has press their attack, maneuvering as best they up the mystery. great things for you, if you will just…’ can, except for Strange Girl. She will remain rooted at the point of her team’s appearance, KARMA “Suddenly, loud crackling sounds firmly holding her staff fixed on the ground. Good Roleplaying during training: +10 erupt in the center of the playroom, Her actions will be distance-based/defensive. (If a Defender falls early in the battle, she Good Roleplaying while observing: +10 and strobing arcs of lightning spill can create stone creatures to replace him.) Failing at a training challenge: -5 out from a rift forming in the air. In It should become obvious that her staff has Defiantly stopping the exercises: +5 the observation room, the lightning some importance, and a hero that succeeds Defeat the “Defenders Academy” also plays across the computer in an Intuition FEAT will correctly surmise Gamma: +100 and into Jocasta, who is still at- that Strange Girl’s staff is somehow keeping Son of Neptune: +40 tached. Instinctively, Tigra leaps the portal open. Strange Girl: +50 at her friend, tearing her free with Cloudsurfer: +50 The battle may end if a hero somehow man- the force of her body, but bearing Valraven: +40 ages to attack the staff directly-- a Yellow Deciding to investigate the future: +5 a brunt of the electrical discharge, result will be needed or else the attack will be Needing Jocasta to prompt investigation: -10 too. The two instructors lie prone on blocked by Strange Girl’s magics or even her Being defeated by the Defenders Academy: the floor. Whatever happens next, own body, if necessary. The staff will break -30 12 ChapterTITLE 3

are all those cadets who failed CHAPTER THREE: their Psyche FEAT rolls in BRAVE NEW the first chapters-- in other WORLD words, those who fell into temptation. (If all of them failed their Psyche FEATs, then the Judge should only SETUP allow a maximum of four The portal will close behind the last student to become Public Enemies, who passes through it. Note that whoever basing the decision on what opened the portal with the staff will remain matches the role playing holding the item but the portal will vanish the players have performed behind him or her. No attempt to use the thus far. Another criteria portal a second time will work; it’s as if a may be which four currently charge has been used up and the thing re- have the lowest Karma. mains inert. Looking around, the Academy There should be at least two finds itself in a world that’s been turned heroes that become Public upside down! It’s just familiar enough that no Enemies.) one feels outright panic, but there is enough “alien” about the environment that everyone ACTION Reflexes to understand the strategy, a Yellow has an , uneasy feeling that teases their Before the characters can investigate beyond Intuition/Power FEAT would do it. Either fears. their initial surprise, they will quickly realize way, she won’t be able to discern the motives behind such intent.) Alternatively, the heroes Read the following to the players: they aren’t alone! A rock thrown by someone nearby will certainly command their atten- might try to intimidate or aggressively defend tion. Within seconds, the street scene will be themselves, but this would be unwise and “The first thing you notice is the peppered with various random citizens, all would include Karma penalties. In fact, any smell-- a faint, burnt odor coupled of whom become emboldened to toss rocks overt use of powers or other kinds of direct with a stale wisp of rot. It overlays and jeer at the cadets. interaction will send the civilians scattering, the entire cityscape, making what only to have more pop up around a different The heroes can learn a lot by listening to the corner or different window/ledge/etc. And should be a familiar environment taunts of the people. The Public Enemies something strange and alien. you may have to skip to the “Shocktroops!” have “taken over the city,” for example, and section. Hazmat immediately recognizes it the people want them out and for them to as San Francisco, but only if some take their “new friends” with them. The calls By kicking in some rotten boards, the heroes kind of bomb hit it. Most streets are can be generic, such as “haven’t you done can enter the metro station, which is just as vacant, empty shells, and in fact only enough?” or “isn’t the Pyramid enough for dilapidated as the streets above. Neverthe- the Transamerica Pyramid building you?!” Or they can be eerily specific, if a par- less, there is still an opportunity to continue is lit, jutting into the surrounding ticular bystander yells out that her husband their investigation. By using the remains of darkness like an iridescent, pulsat- was killed “in the fight against the National an ruined newsstand on the platform, any outstanding information can be revealed. In ing scar. You are on a particularly Guard!” The heroes can try to call out ques- tions or to interact with the crowd, but it’s other words, in combination from the mob looted and long-abandoned street, of no use; they just get pelted by debris and above and the newsstand below (or by other the litter and scraps of newspapers garbage. (There’s no need for FEAT rolling means the players create), the players can strewn about. Glancing down, the here; even if a players specifically requests it, learn the following information during this newspapers all show dates… 15 there will always be more debris to dodge, chapter: years into the future! But that’s not and it doesn’t cause damage anyway.) - The members of Public Enemies have the weirdest part. More than one When the heroes grow too annoyed and/or risen to become the premier threat to law headline is reporting on the great- fearful of the thrown rocks, they notice a and order, taking over several major crime est to the West Coast-- the quick exit nearby to a Muni Metro under- syndicates and forming one massive “un- Public Enemies-- with YOUR picture ground station. (Finesse might even be able derground nation of crime” within the front and center!” to sense that the people are deliberately United States. corralling them into the metro station; this - The foot soldiers and frontline forces The Public Enemies are a group of future would be a Red Intuition FEAT if unbidden, are called the Enemy Agents. Avengers Academy cadets. To make it more but if the player tells the Judge she is trying - San Francisco was completely taken personal, the members of the Public Enemies to read the area and/or use her Photographic over the Public Enemies, who now run 13 the city like a warlord does over a failed troops pouring through the tunnels on bonuses! state, including regular patrols by Enemy them! Agents. AFTERMATH - The Transamerica Pyramid has been - Up top! If the heroes want to make a direct approach The heroes have decided to investigate the converted for use as the Public Enemies’ Transamerica Pyramid. If a small fight scene base of operations, making the whole by returning to the street level, they will immediately find the area swarming with with shocktroops was encountered along the thing an Orwellian-like building in look way, the heroes may be rewarded with some- and feel. Enemy Agents, who have descended onto the area after the heroes’ first disturbance. thing to help their infiltration, such as an - So far, the U.S. National Guard is kept access key card or some security information at bay by the Enemies, and heroes such The heroes can have the first round as a surprise, but they will soon have to face an Enemy provided during interroga- as the Avengers and X-Men have failed tion. If the heroes avoided Enemy Agents, to apprehend them. No one knows the overwhelming numbers as more Agents are called for backup. they can reach the building without incident. full plans of the Public Enemies, and Take private note of heroes whose decisions whether or not more American cities will - “Stay where you are!” may have been made (or misconstrued to be) be targeted. If the heroes take too long in investigating with violence or selfishness, as it may come or coming to a decision (including fighting into play later. SHOCKTROOPS! with the citizens on the street for too long), the Enemy Agents will toss a few smoke gre- If the heroes decide to journey to the Trans- KARMA nades into the area before flooding into the america Pyramid building, feel free to jump Getting information out of the angry citi- area. With Gestapo-like precision, they will to the next chapter. To add some pressure zens: +5 begin a long and relentless campaign while and excitement, however, the Enemy Agents Investigating “future selves:” +5 bearing down on the heroes. can make an appearance at any time! Avoiding Enemy Agents: +40 There can be as few as 8 Enemy Agents (to Fighting back against the citizens: -60 Consider the following scenarios: create a small fight scene) or as many as 24 Defeating small amount of Enemy Agents: - Through the tunnels! - 30 Agents (two squads of 12 - 15), which +30 Hazmat can remember the layout of the could be up to 4 times the number of heroes. Allowing to play possum/captured: +10 city with a simple Reason FEAT, guiding In the latter case, the heroes may feel (rightly) Bluffing and taking the role of a Public the heroes through the abandoned metro that the odds are stacked against them and Enemy: +10 tunnels to an exit accessible to the Pyramid. they should pursue a better strategy by However, regiments of Enemy Agents may choosing stealth (and use Evade actions to be patrolling along the way, requiring the retreat) or by playing possum, by allowing group to perform various Intuition, Reason, themselves to be captured. Adjust the next or Power FEATs to avoid being noticed. The chapter accordingly. Note: Inventive heroes dimly lit tunnels can help create a tense and may try to use their “future self ” to their moody atmosphere perfect for intrigue and advantage, bluffing the Agents as if he or sneaking around. Should the heroes misstep, she is their true boss. This might yield some however, they may find the full weight of the good roleplaying opportunities and Karma

14 ChapterTITLE 4

ACTION CHAPTER FOUR: Read the following to your players: BROKEN MIRRORS

SETUP “An entire floor of a penthouse suite has been overturned and mangled The top floors of the Pyramid are the only ones with power-- a beacon that cuts into the at the capricious whims of some otherwise desolate and bleak . It is powerful people. Imagine every obvious where the Avengers’ cadets should cliche of a college party gone hor- be headed to find the truth about their mys- ribly wrong, and now imagine the terious attack… all the way to the top! perpetrators had super-powers. It is all completely serviceable as far Once the Avengers Academy has managed to get to the Transamerica Pyramid build- as headquarters go, but there are ing, they will soon come face to face with all kinds of empty bottles and cans, their future counterparts! The exact details discarded food, and graffiti every- may depend on their method of arrival- where, among the stolen luxuries - by stealth, by capture, or even by frontal as well as looted random items assault. For example, if they have managed strewn about. There is even a Mer- to avoid any Enemy Agents so far, the Judge cedes up here among the broken can create one or more “obstacles” for the and shattered odds and ends! But heroes to get around as they ascend. Each one cleared area remains sacred- obstacle should require a simple FEAT roll - a giant table obviously dragged from any, or all, of the heroes, although some heroes may have powers and abilities that get from an opulent meeting room on around certain obstacles automatically. Just a another floor. Around the table are few examples include: the Public Enemies, with a couple other costumed villains that seem - Sneakivng past Agents who have taken familiar.” over a lobby and/or office floor could re- quire Agility FEATs as they dodge around At least one Public Enemy will be playing the future? Are they really fated to become cubicles or office furniture. video games on a giant flatscreen propped as jaded and harsh as that? And just at the - Climbing up an empty elevator shaft against the far wall, but the other(s) will be height of the argument, everyone is surprised to avoid an Enemy-occupied stairwell having a meeting with villains assembled the sudden rise and even more sudden blast would be a Strength FEAT. for the occasion. The heroes listen in long of energy, sending the crashing - Avoiding exhaustion from climbing enough to learn who’s who-- Hobgoblin, to the floor in an unmoving heap! (The ten or more flights of stairs would require Mr. Negative, Lady , and A.I.M.’s blast can easily come from either Striker or an Endurance FEAT. Scientist Supreme. (Note: Adjust this list de- Hazmat directly, but if neither of these are - Setting up a trap to cause a distrac- pending on the number of Public Enemies Public Enemies, then the future-counterpart tion so they can sneak around would be a determined by Chapter Three. There should can use an Incredible intensity laser pistol.) Reason FEAT. be an equal number of villains (non-player - Timing their movements to avoid characters) as there are heroes (player char- - If un-captured, Veil (or another char- video camera surveillance would be an acters.) For example, if there are only two acter) cannot help but release a gasp at the Intuition FEAT. future-Academics (the minimum) then there sudden and vicious attack. This will alert If undetected, the heroes can manage to could be up to four other supervillains.) the villains to their presence, and future- set themselves up for a sneak peek on their Mettle will tear down the wall separating The Academy has joined the scene in the counterparts from a nearby room and to the eavesdropping heroes (or the same middle of a violent argument between the eavesdrop on the situation through a crack in Enemy who blasted the Hobgoblin can Public Enemies and the assembled villain(s). an adjoining door. However, a failure on any blast the wall down.) The Public Enemies The Public Enemies throw their demands such obstacle could result in an Enemy Agent will be unsurprised at their presence but upon the other lords of organized crime, assault. (Alternatively, you might consider will order everyone to “attack to kill!” and it’s obvious they won’t take the villain’s blindsiding the heroes with an attack that - If captured, the Public Enemies will excuses or be convinced by their flimsy argu- forces their capture. It’s a common trope, so finish their argument as above, and will ments. The amount of hatred and violence this wouldn’t result in any additional loss of then turn their attention to their counter- spoken by the Academy’s counterparts causes Health nor Karma; it merely serves to set up parts. (“And as for you…”) Any Enemy the Action to follow.) everyone to catch their breath. Is this really 15 Agents will be ordered to stand down, as “this battle is ours!” (However, it may be natural for an Agent to pick up where a felled villain leaves off.) The battle can be little more than a free- for-all between the Academy and the Public Enemies. Be sure to have the evil-counter- parts aggressively attack their “good” selves, complete with banter that berates them for being too “nice.” Each Enemy persona will do their best to persuade “themselves” to give up on being a hero, to embrace the dark side, and to revel in power and freedom that such “evil” allows. If the battle is going particularly easy for the heroes, however, the Hobgoblin will rouse himself with an evil laugh and join the villains. When the number of villains have been reduced to two in total, the Public Enemies will make one final stand. (Perhaps a Public Enemy will have to revive him/herself tem- porarily if the only villains left are the other to glow more obviously, pulsing in time with KARMA crime lords.) The Enemy(ies) will announce the countdown, calling attention to itself. Overcoming obstacles to the Pyramid Build- that they are willing to sacrifice a battle to Perhaps it has needed only this amount of ing: +5 each keep winning the war, and they will activate a time to recharge itself, or maybe the energies Overcoming Enemy Agents: +25 timer for a bomb hidden somewhere on this released in battle had something to do with Reducing the Public Enemies/villains to two floor of the Pyramid building. Even ifthe it? The heroes won’t have time to contem- members: +50 battle is not going in the heroes’ favor, the plate the mystery for too long. Regardless Defeating : +30 Public Enemies will not play the battle to an of what the heroes believe at this point, the Defeating Scientist Supreme: +30 ultimate conclusion-- simply wait until the staff needs a Psyche FEAT, similar to the Defeating Mr. Negative: +50 heroes are at a particularly prone moment, in aftermath of Chapter Two. If the heroes Defeating Hobgoblin: +40 which case the Enemies will gloat over their don’t catch on to the use of the staff, they Losing the battle/Having the Public Enemies assured victory and activate the bomb. will each need a simple FEAT at the end of cut the battle short: -60 the two rounds to represent their best effort The Scientist Supreme will activate her Using the staff to escape: +10 to get to safety. teleport belt (as it is for a dramatic getaway, Failing to escape the bomb: -20 the normal restriction of being a personal teleport device is waived), and in a flash of AFTERMATH light and acrid smell of ozone, the villains Jumping into the portal right before the will have disappeared. The only thing re- blast, the heroes will move immediately into maining is a slowly chirping countdown, the Chapter 5. bomb hardwired into the room to cover their If Psyche FEATs or simple FEATs can’t escape! help anyone, those who fail will be caught The heroes have only two rounds to get in a tremendous blast that decimates the to safety as best they can. They may try to top floors of the building. Such unfortunate seek shelter with the furniture and adjoining heroes will have some kind of impairment (-1 rooms, but the best tactic might be to get to CS) for the remainder of the adventure, such a lower floor as quickly as possible! Heroes as a broken limb, bruised ribs, disruption of could rip up the floor, flee for a stairwell powers, temporary deafness, etc. When the or elevator shaft, or some other kind of heroes pick themselves up groggily from the complex maneuvering. In fact, the best thing blast, the portal will be shining, open, and to do would be to use the portal from the ready for them. The energies of the blast magic staff. Even if the heroes had tried to helped jumpstart the staff’s power instead. use it before and failed, the staff will start 16 ChapterTITLE 5

the room and angled slightly to allow them to feel high, with the player having to 1) affirm CHAPTER FIVE: see in front of them. Their bodies, ensnared; his/her “final answer” clearly, and 2) decide FRACTURED their heads, locked into place by electronic if the character is going to lie about it or REFRACTIONS equipment surrounding them. Escape seems not. impossible. Once the hero’s “final answer” is given, the SET-UP Judge will compare it with the Public Trust’s Once again, the portal snaps shut behind the ACTION answer. If the hero is “wrong,” electricity will last student passing through, and the staff will The Public Trust explain themselves as the flood over the hero’s body. An immediate again appear to be exhausted but recharging. heroes revive: Endurance FEAT will be needed, and only Unfortunately, the Academy’s situation won’t a Red result can keep him/her unaffected. A seem to be improved-- the scene is just as “We don’t want any confusion here. Yellow result will lower the hero’s Endurance foreign as the one they just left! We understand you have forced the rank by one, and a Green by two. A White result lowers the hero’s Endurance by three Read the following to the players: Public Enemies to flee, and for that, the world thanks you. But -- WE are ranks. If the hero lies about the answer, regardless of how it compares to the Public the world’s heroes now, precisely “The immediate feeling is one of Trust’s answer, there is a chance to turn the claustrophobia, after moving from a because we value what the world tables on their captors. Any lie allows the hero wide open penthouse office into a wants right now-- control. No one to roll a Psyche FEAT. Failure here results in relatively spacious but empty room, may operate in this ‘future’ without the hero losing three ranks of Endurance, composed of panels gleaming in following certain rules, and we but any result Green or higher will cause all an bright, antiseptic white. ‘Ah,’ a mean to enforce those rules. You Public Trust to lose three Ranks, instead. somewhat familiar voice remarks, can either follow those rules, or you (The Judge is also free to vary the effects of the machine. For example, if a hero answers ‘it seems the rumors are true. I was can be destroyed. It’s actually the only humane course of action.” “correctly” but still doesn’t the Public wondering if you would be checking Trust’s justification, there could still be a in on the Public Trust.’ One panel The Trust will take their place by leaning degree of pain inflicted.) slides down to reveal a darkened onto slabs similar to the ones the cadets are Consider the following moral dilemmas, glass patron. ‘After all, *I* should trapped in and by similarly lowering devices although the Judge may decide in know that you would want to see onto their heads. They will explain that they which players/characters receive them. For are willing to sacrifice themselves to ensure *all* your new friends!’ It’s them! the sake of argument, the answer must be that the Academy pass their ‘tests’-- like any The remaining future-selves of the specific to the question, either yes or no. hero would. These tests will probe directly Avengers Academy! But, with an Even with some pretty powers in into the heroes’ brain, literally tapping into aura of confidence and superiority, it play and with even more-fantastic imagina- their sense of duty, their moral center. One looks like these counterparts turned tions of the players, the Public Trust want a by one, they shall be forced to experience a simple answer yes or no. out quite differently. The smiles on series of ethical dilemmas, and each has to your alternate counterparts aren’t respond according to his/her basic charac- - You arrive at the scene of a cemetery, meant for welcome. With a raised ter. where Baron Mordo has tied up ten hand holding a device, a thumb people, one at each point of a ten-point Unknown to the players, the correct answers, presses a button. Your world ex- star. The ground is cracking, and a demon of course, will be according to the Public plodes in a flash of bright white light is about to rise from the center of the star. Trust’ extreme sense of utilitarian justice. When it is risen, it will take the ten people and shocking pain!” Any incorrect answers can risk the heroes’ as repayment for one of Mordo’s favors. life, as feedback from the machine electrifies The Public Trust are any future-versions of The only way to disrupt the spell is to pull the hero as a consequence. If a hero attempts the Avengers Academy who did not become one person from her point of the star, to lie, the machines will risk similar feedback, Public Enemies. This would allow them to but in doing so, the resultant backlash of but lies have a chance to cause feedback on have at least two members, with a maximum magical energy will kill her. Do you pull the Public Trust, instead. of four. However, the future is not as bright her away, disrupt Mordo’s spell and pre- and rosy as you might think, as the ambush In other words, each hero is read a moral vent the demon from rising? (The Public should make apparent! When the cadets dilemma, and each player will have to decide Trust’s “correct” answer is yes-- killing recover, they will find themselves in the same what would be the truthful response. The the one person directly to save others (or at least similar) sterile-white room, but internal dialogue for the character is ripe for and to force Mordo into disgrace with his this time they will all be strapped down on role-playing, and all players can feel free to demonic deities.) long metal slabs, all in a row in the center of engage in some debate. The stakes should 17 - You are battling the evil telepath sacrifice yourself instead, staying with A lone villager has been hurt in the cross- , who has managed to clone the bomb while allowing Flagsmasher to fire-- an old woman who you soon learn two bodies of himself and attach their escape? (The Public Trust’s answer is no- would become Hitler’s grandmother. Her bodies to powerful antennas that boost - you shouldn’t sacrifice yourself, as you wounds are beyond the first aid you could his mind-powers to beyond-Unearthly could live on to deliver justice and you administer; she needs a hospital. Do you levels. During the battle, one of the would also rid the world of a convicted make sure you get her to the nearest vil- clones talks to you directly, claiming to terrorist, who would later go on to kill lage for medical attention, knowing what be self-aware but asking you to attack the many more innocent lives.) her grandson would be responsible for? antenna directly. He knows the result will (The Public Trust’s answer is no-- the kill both clones but number of who would allow Mentallo to be be helped by Hitler’s defeated. The second never being born are clone, also self-aware, too significant.) pleas with you not to do it, but admits he doesn’t know of - You have respond- an alternate way. A ed to a break-in at blast of energy from Laboratories Mentallo sets you up only to find the hero to take a shot at the behind the antenna-- do you theft. He is stealing an take the shot and experimental formula destroy the antenna? that has been proven (The Public Trust’s to cure a rapid flesh- answer is yes-- to take eating virus that has af- the shot, kill both flicted his wife, Jessica clones, and defeat Jones. There is no time Mentallo. They do to seek out alternative not recognize clones cures, and Norman as separate living enti- Osborn refused to ties that require the release the formula same consideration without proper “legal” for life.) payment that was of course priced far out- - You have finally side Cage’s ready cash. caught up with Flags- Do you stop Luke masher, whose latest Cage from stealing anarchist campaign the formula, remand- nearly wiped out an ing him to police entire city. But you custody, even though are seconds too late, you know this will as Flagsmasher is allow to about to leap into a succumb to the virus portal and teleport and die? (The Public away into a public Trust would answer area of London. As no-- it would be better he leaves, he seals the to let the hero go in room, locking you order to save another inside with a small but powerful bomb! - You have traveled back in time years hero, both of whom would be free to later Although it’s too late to leap into the before the rise of Nazi Germany, in continue the fight for justice. Besides, portal yourself, you could easily knock the order to fight the who had OsCorp is an evil company deserving the bomb into the portal instead. You could hoped to rewrite history to give himself theft.) save yourself by sending the bomb with an advantage in WWII. The battle has Flagsmasher, which is sure to kill him and cleared, but the forest in which you were - You and your team have just finished also a large number of civilians. Do you fighting was not as empty as you thought. battling the a triad of Super- on the moon, alongside a team of 18 agents. Unfortunately, while you yourself is-- they are in some kind of warehouse filled lains’ illusions, robotics/mechanical sets, are safe, the battle has left your team- with random pillars and pylons of machin- and special effects know-how. mates critically short of oxygen. There ery! But looking down upon them from an - The villains were contacted by an is also one surviving SHIELD agent observation deck are two villains, and anonymous client in order to blindside who remains unconscious. Do you take ! the Avengers and twist the minds of his oxygen supply and revive your fallen their protégés. They only know that he teammates, knowing it would sacrifice Even if some of the Trust remain with “sounded young.” the remaining soldier? (The Public Trust Endurance ranks, describe how their cries of - The mysterious backer could be, for all would answer yes-- it is in the line of duty frustration cause some more unintentional they know, one of the Academy members for the soldier to sacrifice his life, and the feedback. This will ruin their moral mind- themselves, testing the team! team could continue to fight off super- tap machine and allows the deception to be powered threats whereas he could not.) revealed. Once all the exposition has been covered, the Arcade and Mysterio are the true voices villains will attempt a sudden and last-ditch The Judge can be free to make up his own behind the Public Trust and their frustration. attack (such as suddenly awakening after dilemmas, of course. Also, if one scenario is The two villains accuse each other of “ruin- lying prone, or by attempting a final melee offering good discussion, the next hero in line ing everything,” panicking that the heroes are blow in battle.) The nearest hero will make could get the same scenario, but with slightly “fighting back through the machine!” Their a reflex action, rolling an Agility FEAT. different criteria. For example, in Baron “attempts have failed,” and now they must A white result means the hero was sucker Mordo’s story, instead of pulling a victim take an active hand before it’s too late! Arcade punched and the villain can escape. But, any away from the star, perhaps the question is orders his robots to attack, and the Public color result will unleash a counter-attack ap- whether or not the hero could cause Mordo Trust responds to his command, revealing propriate for whichever hero, with disastrous himself to pull a victim away. The change of themselves to be robots all along! Wrap up results. Although the hero won’t mean it, the details and the heroes involved might make the action with a battle between the heroes counter-attack will be a “kill shot” in a spec- the dilemmas interesting. and Public Trust-bots, Mysterio, and Arcade tacular fashion. Perhaps Arcade’s exoskel- (who jumps into an exoskeleton he brought eton will overheat and explode, or Mysterio’s Once all the scenarios/flashbacks have been along as a getaway contingency.) fish-bowl helmet, with his head inside, could resolved, the Public Trust will be frustrated come flying off! The young heroes could be and angry that their ethical machine failed Note that the Public Trust should be fairly easy to defeat if they had received feedback left with up to two dead bodies on the floor to cull the weak-minded heroes (especially if among the scattered robotic debris. there was any feedback thrust upon them!) during the various scenarios. Give them each Now is their last-ditch effort-- a time of a -1 CS to all FEATs for every rank of En- reckoning. It is also the time for the heroes durance they have lost, with the accompany- KARMA to press their advantage! This moral/psy- ing sparks and jerky movements appropriate Good discussion of moral dilemma: + 10 chic battle takes the form of a “flashback” for broken robots. The heroes do not need Choosing a Public Trust’s answer (self-ag- montage seen in films and TV-- all the to have a similar negative penalty to their grandizing, dismissing individual rights): - 5 heroes’ good and bad decisions that have FEATs, although reduced Endurance ranks Choosing a heroic answer (self-sacrificing, been tracked during the adventure will recur are potentially fatal until recovered. individual rights): + 5 now in rapid summary. For every “negative” Defeating the Public Trust-bots: + 40 each moment, when a hero performed a morally AFTERMATH Defeating Arcade: + 30 ambiguous and/or potentially villainous situ- During the post-battle interrogation (or Defeating Mysterio: + 50 ation, all the heroes will experience a flash of during the mid-battle conversation), allow Making the “kill shot,” even if by reflex: - 50 pain from the machine, automatically losing the heroes to learn any missing exposition one Endurance rank. For every “positive” from the villains: moment, when a hero performed a noble - Arcade and Mysterio had managed to and/or heroic deed, all the counterparts will jam the systems of the Infinity Mansion experience a flash of pain, similarly losing to infiltrate their own robots and illusion- one Endurance rank automatically. ist technology, creating the Defenders It is possible at this point that some or all Academy. of the Trust may reduced to zero Endurance - Once the villain’s “bugs” were in place, ranks, providing they experienced enough they could teleport the Academy cadets to feedback. As soon as that happens, describe their warehouse. the destruction of the mind-tap machine in - The the Public Enemies/Public Trust glorious detail, allowing the heroes, for the and their future worlds were all created in first time, to see the room for what it truly the warehouse by a combination the vil- 19 Chapter 6

them? Perhaps the release of some tear gas way you must lower yourself in the CHAPTER SIX: or equivalent non-lethal attack may tip the eyes of others. Uncertainty, humilia- scales even more more. STAND DOWN tion, anger. And maybe, strangest of At some point during any battle with the all, resulting from sidelong glances SET UP police, the Avengers Academy teachers of police and prisoner alike-- a kind The heroes may spend some time in reac- (Dr. Pym, Tigra, and Jocasta) may appear, of . . . pride!” tion to what just happened, so allow some jumping down from a Quinjet. They will try time for role-playing a blame game and/or to convince the cadets to comply with the The cadets will remain in their shackles and for heroes to question themselves on “what police. They know that it “looks bad” but will be placed in a specialty holding cell all to do now.” Maybe they will try to leave as understand there could be any number of together before being processed to prisons soon as possible, but as soon as they try to reasons they are innocent, and fighting or later. If the heroes want some action they leave (or perhaps in the middle of contacting resisting will only make it worse. By working missed out on before the surrender, there the outside world,) an intense spotlight will with the authorities instead of against them, can be some particularly hardened criminals immediately zap them (or, if still inside, will the youngsters can prove themselves to be who will start to riot when they realize they shine with menacing brightness through the truly heroes, and they can wait while others are being processed in the same room as upper windows of the warehouse.) A voice investigate. If the cadets continue to be bel- some “stinkin’ hero-type capes!” The heroes identifies the New York Police Department ligerent, then they must battle their teachers would have to fight while shackled, of course, and orders the heroes to surrender quietly. as well as the police! Or perhaps they may but a well-placed hit can do Excellent blunt They have video of what has just happened chose the better part of valor, making an damage. Or instead, a more character-driven and the heroes must come in for question- escape once and for all. moment can allow heroes to endure some ing. verbal taunting from the same criminals. To escape, the heroes must succeed with a Raise the stakes by requiring a Psyche FEAT Indeed, the villains had hoped to publicize Yellow Evade FEAT result. Allow them to roll to resist the temptation of shouting back the heroes’ defeat, thus they tipped off the use any ability or power (not simply Fighting) and/or lashing out. police ahead of time and used giant TV depending on how they describe the evasion screens outside. But instead, the villains attempt. However, players must understand broadcasted their own demise, showing the it is “one for all, all for one.” If any one hero AFTERMATH hero make the kill shot in unfortunate detail, fails the Evade FEAT, then the whole team After arraignment, the heroes will be brought and now the heroes have been set up, forcing will be forced to stand down. If the heroes specialty equipment that will serve as their them to deal with an untenable situation! do manage to Evade, they can skip to the final restraints, in the process of remanding final Chapter. In this case, use the players’ them to prison. There, they will serve their ACTION suggestion for where they managed to escape time until some kind of trial can take place. Allow the heroes to make a choice-- do they as the scene for the final showdown. With a sense of finality, as their whole lives as surrender or do they try to escape? If they Avengers cadets seem to be ending, they are surrender, jump immediately to the “Behind “Behind Bars!” led one-by-one into giant tubed capsules that they must lay inside. Even these restraints are Bars!” section. If they escape, there may be Being forced to surrender (especially if Unearthly material to break out of, and once a firefight of some kind, with a potential for encouraged from the adult Avengers) inside, the heroes experience a mind-numbing negative Karma if the heroes aren’t too care- means the Avengers Academy is led away ray that keeps them from using their powers. ful. As always, give out some positive Karma in restraints used for criminals such as the These tubes can levitate in place and are for good role playing during the discussion . In other words, they are maneuvered inside the transport vehicle. The of what would be an appropriate response. giant manacles with neck braces and would back of the vehicle slowly shuts itself, sealing require Unearthly strength to even attempt a Any immediate attempt to escape will be met the heroes off from the outside world. with police response. Obviously, a direct re- break-out. In this way, they are driven to an arraignment center. sponse will have to face down police behind KARMA barricades, squad cars, and sniper guns trained Attacking the police: - 60 on them from adjoining buildings. Escaping “It is an emotional roller-coaster Attacking the Academy teachers: - 10 from the roof will reveal police helicopters undergoing the whole arraignment Evading capture non-violently: + 10 and armed officers as well. Escaping via a process. For some, there is fear-- Evading capture with violence: - 40 tunnel will result in police storming into the fear of the strange and evil people Choosing to stand down: + 15 building. For the most appropriate drama, around you with whom you’ve Listening to the Academy teachers: + 5 however, consider interrupting the heroes’ Enduring the taunts of prisoners: + 20 discussion with the police bursting into the lumped together as ‘.’ For Responding to violence of prisoners: - 20 scene as they press the attack! Will the choice others, there is frustration-- frustra- to attack/not to attack may be made for tion for knowing you are better than all this and it’s become just one more 20 ChapterTITLE 7

the Avengers would demand young CHAPTER SEVEN: people to buy into such ideas. Instead, THE FINAL ANSWER he orchestrated a series of “lessons” with artificial versions of Arcade and SET UP Mysterio standing in for him in case Just when the heroes think that all is lost, they anything were to go wrong. But the will feel the transport suddenly lurch. After cadets stepped through each lesson a period of weightlessness, there is a , admirably-- they needed both the high then an ear-splitting rendering of metal as of victory and the low of defeat. If the sides of the transport wrench away! The they learned their lessons well, they entire vehicle has been reduced to scrap, and could choose to rid themselves of everything hovers in mid-air. The pods that Avengers’ ideals and join with him once restrained the heroes begin to unlatch instead! themselves, and the cadets can stand to their The heroes will feel the psychic pres- feet. With everything around them levitating, sure of The Superior within his tele- weightless, in a slow , it’s almost as if kinetic , and although he has no they are riding the pods like strange boats true Mind Control powers, it is easy to amid a telekinetic sea. And in the center of succumb to his taunts. The hero with it all, a single figure, their rescuer-- a small the lowest Karma must make a Psyche child whose head is elongated and whose Feat, and failing it, he or she will turn skin is colored green, and who commands a the hero to The Superior’s side! The of fantastic energy! Superior will laughingly accept the hero to his side, remarking that there are ACTION really only two options-- if they don’t Read the following: join him, then they join with the “in- telekinesis. ferior”-- the world that must be destroyed. - Deflecting attacks against him, be they “Well, Avengers Academy! Finally Thus, with or without one cadet by his side, ranged/thrown weapons or melee. He can use his Amazing telekinesis to parry we meet! I am your savior, your The Superior will begin to battle against the Academy! any attack, but it costs him one action. … I am The Superior! And - Re-directing attacks against him, send- you? You’re welcome. I have freed The battle will have to be played out mid-air, ing another’s ranged weapon to a different you from the petty, antiquated mo- in the middle of The Superior’s mind-storm. target or turning a melee attacker toward rality that the so-called “heroes” are Play up the feelings of desperation and another in close range. This costs him an forcing you to choose. I have shown challenge. Due to his massive intellect, The action as well. you how arbitrary either “side” can Superior can multi-task with little penalty. His pre-action will be to use his Amazing be. Good and Evil are meaningless; hyper-intelligence to attempt multiple ac- The players will have the added challenge that they are simply labels and artificial tions per round; a Green result gives him one they have no footing-- they must under constructs! But… Superiority and additional action, Yellow gives two, and Red their own power, rely on ranged attacks, or Inferiority? These are real, objec- three. Other tactics include: use their former imprisonment capsules as tive; they are the true nature of boats amid the storm. reality! So, join me! Embrace your - Using the debris that has been swept up in his telekinetic storm. Large objects - Flight requires a simple FEAT to superiority! Together we will tear such as pieces of the transport truck remain aloft or risk falling. down this false society and destroy or big rocks will be of Excellent blunt - Ranged combat is at - 2CS penalty, in- this sick and ailing world!” damage. Smaller debris such as shards of cluding aimed energy-based attacks. There broken glass and even blades of grass can will always be a handy miscellaneous float- As the heroes continue to float through The be of Good edged damage. ing object nearby for makeshift thrown Superior’s , allow a wrap-up on - Spinning heroes in place as if they are weapons, if players ask. any leftover exposition. These are the key in zero . This is an Remarkable level - Close combat with The Superior is elements: when The Superior learned of the -inducing attack versus the target’s only possible after jumping from a point Avengers Academy and its purpose as a kind- Endurance and may give them negative of leverage, which is a Strength FEAT. of reform school for super-powered youth, column shifts to their immediate actions. White results end in a failure to connect, he was enraged! He hates such arbitrary - Curling a victim into a ball. Treat this Green results allow the hero to connect moral distinctions as “good guy” and “bad as a Grappling attack using the Superior’s with a only a - 2CS penalty to subsequent guy,” and hates even more that the adults of 21 FEATs, Yellow a - 1CS robots… programmed to the penalty, and Red suffers no same mundane mass of hu- penalty. manity. You could be so much - Close combat with a brainwashed Academy stu- more… much more…” dent may or may not need a Finally succumbing to the mind- point of leverage; the brain- numbing power dampeners, The Su- washed teammate can join perior will slip into a coma-like state. his combatant on a single capsule-platform. Climactic Option: The battle with - Random debris may The Superior might be too short, if block the hero’s path through the Academy defeats the arch-vil- the tornado. A simple Agil- lain by reducing him to zero Health ity FEAT will allow them before any satisfying momentum of to avoid the obstacle, but it storytelling can be reached. In this will cost an action. Failure to case, The Superior’s unconscious avoid the obstacle can result mind continue working while his in up to Excellent blunt body floats, lifeless in the eye of the damage, falling, or both. telekinetic storm. The students will still have to get his prone body into a capsule while dodging randomly- The good news is that the heroes floating debris. Allow The Superior to cannot truly fall to their doom; be revived within a capsule, with just they merely get swept up into enough time for his rant. the maelstrom again. They may have to spend the next round recovering to find a capsule or AFTERMATH other platform. Of course, once The Superior’s powers fade away, so too will the For every 50 points of damage Avengers Academy’s loft! For the scored against the brainwashed first round, the heroes will feel a hero, the hero gets to perform sagging feeling as gravity slowly takes another Psyche FEAT. Success hold. This is the round in which they allows him or her to make a should react! The second round, they choice to continue following will begin to fall 3 areas, and the third The Superior’s influence or not. and final round, an additional 3 areas This is also good opportunity to the sudden stop upon ground, for players of both sides to have resulting in Incredible damage. Ob- some in-character dialogue about viously, students should try to help The Superior’s philosophy. and land inside one-- there, the hero will feel each other, whether through Flight or other means, and some characters like Mettle The quickest way to defeat The Superior is enough of the effects to realize the power- might be able to survive on their own. If to find a way to entrap him into one of the dampening properties are still in effect and seeking refuge in the capsules, the students power-dampening capsules the heroes were can be used against their opponent. will survive the fall without harm. encased in for transport. It’s up to the players Once inside the capsule, The Superior will to get creative! They’ll need to perform a Slam continue to rant: The Avengers’ teachers will arrive just in time result against The Superior or its equivalent. to see the Academy recover from their fight (Throwing the villain, for example, would re- and fall. There will be no room for incrimi- quire a Grappling attack, following the close “No! Don’t you see? The superior of nations. They help ensure that everyone is combat restrictions listed above.) Teamwork the world must survive! The inferior uninjured or attended to, that The Superior would most likely be needed-- someone to must be destroyed, by very defini- is secure and locked away, and that the area is score a result and another to maneuver/to tion of their existence! You have clear of civilians and safe. hold a capsule in place. If the players don’t blinded yourselves to the reality As for the students themselves, the whole clue in on this, one of The Superior’s attacks around you! The world belongs to experience has left them shaken but assured. could include a capsule, or the hero might those such as us! I thought I could be Slammed himself, or otherwise fumble They have faced down some distorted vi- find allies, but all I’ve found are sions of themselves. But will it be a warning, 22 or a prophecy? Only time, and their own (In this case, the key to defeat The Superior of Evil, to make their presence known! determination and heroics, will tell! is to entrap him in the ethical mind-tapping These guys are loyal enough that they machine used against the heroes in the same might organize a breakout to get their KARMA chapter.) back. The brainchild might have even made up some new Bastards just as Defeating The Superior: + 50 For a long-term campaign or a more battle- Defeating a teammate still under The Superi- a contingency plan! orientated adventure, extend the “Stand - Perhaps The Superior is more of a seer or’s influence: - 20 Down” chapter with one or more encounters Choosing to reject The Superior’s influence: than even he realizes, and the Defenders as the heroes go on the run to clear their Academy is a real team of heroes from + 10 (Brainwashed hero only) name. They may be forced to hide out in Good Roleplaying (Including helping free a the future. The two teams could square areas that lead to encounters with particular off on other time-travel adventures, brainwashed teammate): + 10 villains, such as stumbling onto the Helping others survive the fall: + 5 either as a pawn of (similar to the and in the sewers or Plant Man in original Avengers-Defenders War) or of Central Park. They may also be tracked as the Grandmaster (similar to the original fugitives by other heroes such as Avengers’ battle against the original VARIATIONS and the New Avengers or down by .) bounty hunters like . Or both! For a shorter campaign, ignore the final chap- - Consider having the hero who fell ters beyond “Fractured Refractions,” Chapter under The Superior’s influence in Chapter 7 actually become a villain. He or she 5. In this case, perhaps the future world of SPRINGBOARDS the Public Enemies/Trust is, in fact, true, could be playing possum and steal some and the final battle between the Public Trust The adventure here can springboard into technology from the Infinity Mansion. A and the Avengers Academy is the climactic new directions, should you wish to follow race could be on, along with the dilemma showdown. In this case, the heroes simply up on these students and their heroic (or of what to do about a former friend. return to the Infinite Mansion after the Trust otherwise!) . And if he or she quits or is expelled from is defeated. Another shortened campaign can the Academy, the recruitment drive for be made by removing Arcade and Mysterio, - The Superior has been set up as a his or her replacement could offer new so the heroes can face the Superior instead major archenemy for the Academy, so characters to play and new adventures to of police directly at the end of Chapter 5. you can expect his pet team, the Bastards follow!

The End?

23 Appendix

vertently freed when her captors were slain attitude of spite and . THE VILLAINS by the assassin Bullseye. This girl dedicated her life to becoming like her savior, training Healing: Martin Li appears to have a Re- with ninja and hoping to one day markable degree of healing others, although become their master. When she was passed it is often exhibited indirectly such as making over for such a blessing in lieu of , those at his homeless shelters more healthy. Lady Bullseye took on the mantle of his TALENTS archenemy, became the of Crime’s (Mr. Negative only) Oriental Weapons, Mar- top agent, and even took employment as a tial Arts B and C lawyer so she could fight against Matt Mur- (Martin Li only) Business dock in the courtroom! Lady Bullseye is quiet and controlled, unlike CONTACTS her brashly insane counterpart. She knows (Mr. Negative only) Villain Community: Inner patience and its virtue of allowing her to get Demons (his personal gang), what she wants as long as she puts herself (Martin Li only) Philanthropists, Volunteers, in the right place at the right time, such as Peter Parker’s slipping a knife into someone’s back. MISTER NEGATIVE IN BRIEF: Mister Negative was smuggling Chinese refugees MISTER NEGATIVE illegally into the United States, when he ran LADY BULLSEYE Real Name: Martin Li into a operation and was forced to Real Name: Maki Matsumoto Occupation: Crime Boss undergo experiments of a new illegal drug. Occupation: Assassin He escaped, and he set up his alter ego in Excellent Fighting! the identity of one of his refugees, Martin Remarkable Fighting! Remarkable Agility! Li, while his Mr. Negative persona became Remarkable Agility! Remarkable Strength! one of the most ruthless crime bosses in Good Strength! Excellent Endurance! Chinatown. Excellent Endurance! Good Reason! Typical Reason! Excellent Intuition! Mr. Negative is a heartless man, cold and ef- Good Intuition! Typical Psyche! ficient. His only care seems to be to expand Typical Psyche! Health: 100 his criminal empire and indeed his corrupting Health: 90 Karma: 36 influence. He takes pleasure in releasing the Karma: 22 Resources: Incredible “inner demons” of his victims, and relishes Resources: Good Popularity: - 15 the adoration they give him in return. His Popularity: - 5 Martin Li side, in contrast, is filled with heart POWERS/EQUIPMENT and compassion for his fellow human beings, POWERS/EQUIPMENT Alter-Ego: Mr. Negative is the “reverse” especially the weak and downtrodden, and Ninja Weapons: Sword and shuriken (Excel- side of Martin Li, with his appearance and has given his life in service to the less for- lent strength, Good damage) clothing resembling a photographic negative tunate. of Li. While the two sides appear to have TALENTS knowledge of each other, neither persona Law recognizes the other directly, and neither can Weapon Specialist: Thrown Weapons trigger the transformation into the other. Marksmanship Martial Arts D Negative Charge: By surrounding his sword Ninjitsu with energy, Mr. Negative cre- ates a weapon of Remarkable material and capable of dealing Excellent edged damage. CONTACTS He can similarly “charge” daggers and other (Mastumoto only) Legal Community of New small weapons. York Villain Community: Kingpin Corruption: Mr. Negative’s touch can turn a victim into a negative alter-ego of him/ herself. This is an Amazing form of mind LADY BULLSEYE IN BRIEF: A young control that renders the victim hypnotized girl, slave to Japanese crime lords, was inad- or, left to his/her own devices, with an evil 24 SCIENTIST SUPREME apart, and she now leads the organization as power stunt to score Slam results at a dis- Real Name: Monica Rappaccini their Scientist Supreme. tance using shockwaves created by clapping his hands with his superhuman strength Occupation: Head of A.I.M. Rappaccini has learned through experience that the only way to get what you want is TALENTS Excellent Fighting! to lie, cheat, and steal. She is an ambitious Martial Arts C: Grappling, holds, and es- Excellent Agility! woman, not just for power but for knowl- capes Good Strength! edge, and she will cross any amount of moral Remarkable Endurance! boundaries to get what she wants. CONTACTS Remarkable Reason! None Excellent Intuition! Excellent Psyche! Health: 80 GAMMA IN BRIEF: Said to be the grand- Karma: 90 son of the , if by nothing else than by Resources: Incredible his giant size and his green skin, Gamma is Popularity: -10 quite the jock and constantly brags about his own strength and prowess. It also makes him POWERS/EQUIPMENT over-enthusiastic about his teammates’ suc- Weapons: Monica Rappaccini avails herself cesses and a sore loser about their failures. of the many weapons and devices developed by A.I.M. For the purposes of our story here, SON OF NEPTUNE these will include: Real Name: Unrevealed - Paralyzing : Exellent intensity Occupation: Member of the Defenders toxin that causes those who fail the En- Academy durance FEAT to become completely paralyzed from the neck down for 1 - 10 Excellent Fighting! rounds. Fired from a gun that Remarkable Agility! delivers Good edged damage. Incredible Strength! - Noxious Mist: Remarkable intensity Remarkable Endurance! biochemical agent fired from a nozzle in GAMMA Typical Reason! Typical Intuition! her gauntlets. Heroes in close quarters Real Name: Unrevealed will need a successful Endurance FEAT Typical Psyche! Occupation: Member of the Defenders Health: 110 or succumb to a -2 CS penalty to all ac- Academy tions due to extreme nausea. Karma: 18 Resources: 0 Excellent Fighting! Popularity: 0 Teleport Belt: Poor range (25 miles) Excellent Agility! Monstrous Strength! POWERS/EQUIPMENT TALENTS Amazing Endurance! Atlantean Physique: Good protection against Biochemistry Poor Reason! physical attacks, such as the pressures of the Toxins/Poisons Poor Intuition! deep ocean; Excellent protection against Marksmanship Poor Psyche! Cold and Electricity Martial Arts E Health: 165 Karma: 12 Hyper-Swimming: Excellent speed traveling CONTACTS Resources: 0 underwater Villain Community: A.I.M. Popularity: 0 Flight: Hovering, or flying with Poor airspeed, SCIENTIST SUPREME IN BRIEF: Monica POWERS/EQUIPMENT traveling 4 areas/round Rappaccini started her career as a brilliant, if Gamma-Powered Body: Incredible resis- unethical, graduate from an Italian university, Water-Breathing: Son of Neptune can tance versus physical attacks and Excellent breathe water as well as air but she rejected the scientific community versus energy. Amazing resistance to Heat and Western civilization in favor of A.I.M., and Cold Water Sprites: Son of Neptune is surrounded Advanced Idea Mechanics, an organization by four globes of water that revolve around known just as much for their terrorism as Hyper-Leaping: Unearthly leaping ability him and respond to his mental commands. their scientific invention. She took control of thanks to over-developed leg muscles Some Stunts include: a splinter cell when AIM threatened to fall Thunderclaps: Gamma has the established - Forming shields that provide an addi- 25 tional layer of Good protection against both miracles, such as: Excellent Fighting! physical and energy attacks Incredible Agility! - Hitting opponents for Good physical - Winds that blow away ranged attacks Typical Strength! damage with each globe (can be cumulative) - Walls of flame that keep away melee Remarkable Endurance! - Making trip hazards attackers Typical Reason! - Suffocating opponents by attaching - Localized earthquakes that cause at- Typical Intuition! to their heads (treat as an Incredible strength tackers to stumble Typical Psyche! Grappling attack) Health: 96 Dehydration: If not periodically immersed Cloak of Levitation: A replica of Dr. Strange’s Karma: 18 in water, Son of Neptune suffers a -1CS most famous cloak, it responds to her sub- Resources: 0 penalty to all physical abilities and thus his conscious needs to the point that appears to Popularity: 0 Health. Heat or Flame-based attacks hasten have a mind of its own. This includes acting this process. Immersion in water immediately as if it has Fighting, Agility, and Strength of POWERS/EQUIPMENT restores his Health and eliminates the pen- Incredible ability. It will also act as a shield, Golden Armor: Amazing resistance from alty. He can sacrifice one of his water sprites providing Incredible protection against both physical and energy damage. He is should he suffer this penalty in battle. energy and Good protection against physical completely unaffected by Heat and Cold and attacks, making it essentially bulletproof. the vacuum of space. TALENTS Underwater Combat Homunculi: Stone creatures that attack at Flight: Cloudsurfer can fly at Shift Z speeds Blunt Weapons Strange Girl’s command. They take damage (200 areas/round, or 16 areas/round in Marine Biology normally, and have these stats: cluttered areas), although he can boost this F A S E R I P to Class 3000 in outer space. He moves by CONTACTS TY TY RM RM N/A N/A N/A means of a kind of cloud that he can make None solid beneath his feet. The destruction of a Homunculus may cause magical feedback that can affect Strange Girl. Cosmic Blasts: Incredible blasts of pure SON OF NEPTUNE IN BRIEF: Son of She must make a Psyche FEAT roll to avoid energy. By attacking the material strength Neptune calls himself the “last true Atlan- Good psychic damage. of objects directly, Cloudsurfer’s blasts can tean” but refuses to explain what he may disintegrate non-organic objects depending mean. Others say he is the son of , the Staff of Strange: This rune-covered golden on the comparable material strength. Sub-Mariner. He displays signs of a haughty staff is the focus of Strange Girl’s powers. temper but often stops himself short of If deprived of it, her powers drop by -3 CS TALENTS full-on tantrums, as if humans are simply not and any current Homunculi in existence will Acrobatics worth the effort. disintegrate. Tumbling CONTACTS STRANGE GIRL TALENTS None Real Name: Unrevealed Occult Lore Occupation: Member of the Defenders Blunt Weapons: Staff Academy CLOUDSURFER IN BRIEF: Compared CONTACTS to his teammates, Cloudsurfer completely Good Fighting! None thrilled about the use of his powers and the Excellent Agility! physical altercations they get into. He has Typical Strength! almost child-like sense of wonder, but also Remarkable Endurance! STRANGE GIRL IN BRIEF: Strange Girl a child’s sense of petulance and selfishness. Typical Reason! seems ironically unaffected by any strange- Whether he is truly alien or not is unknown. Good Intuition! ness she encounters. She seems more like a Excellent Psyche! blasé slacker who is just coasting through life. VALRAVEN Her passion shows up when she berates her Health: 66 Real Name: Valravn teammates when they fail. Perhaps she is in Karma: 36 Occupation: Member of the Defenders fact the daughter or protégé of . Resources: 0 Academy Popularity: 0 CLOUDSURFER Remarkable Fighting! POWERS/EQUIPMENT Real Name: Unrevealed Remarkable Agility! Elemental Magic: Amazing manipulation Occupation: Member of the Defenders Good Strength! of the four basic elements-- earth, fire, air, Academy Excellent Endurance! water. This often manifests as defensive 26 Typical Reason! Karma: 26 Typical Intuition! Resources: Typical Typical Psyche! Popularity: -15 Health: 110 Karma: 18 POWERS/EQUIPMENT Resources: 0 Lunatic Laugh: Incredible Popularity: 0 sonic attack, blunt force. Disorientates victims to the POWERS/EQUIPMENT point of incapacity. Can Chain-mail Armor: Good protection versus also negate Spider-Man’s physical attacks, said to be forged by the Spider-sense Valkyrie themselves as a special gift. Body Armor: Excellent Regeneration: Excellent recovery from protection against physical wounds attacks, Remarkable protec- tion against energy Sword of Crows: A unique weapon of Un- earthly material strength and enchantment, Flaming Sword: Excellent said to be unbreakable. Under Valraven’s intensity flame/energy hand, it causes Excellent Edged damage Death Aura: Valraven produces a sublte Wings: Good air speeds, aura of fear around himself. Those he faces can be retracted, capable of in battle must overcome an Good Psyche hovering FEAT or succumb to a -1CS penalty as the fear of death takes hold Pumpkin Bombs: Explo- sives to Excellent damage ters investigate the legacy, Phil ran Flight: His jet-black wings give him Typical to everything within 20 feet. afoul of the Hobgoblin and was forced to air speeds (6 areas/round) with the bonus of kill him. His mind unhinged, Phil took up silent flight. - Smoke grenades: Typical obscuring smoke the Hobgoblin’s identity and new equip- TALENTS - Knock-out gas: Incredible intensity, ment, becoming a supervillain so that Norah Weapons Specialist: Swords induces unconsciousness could still have her story. Too bad his mind - Incendiary: Incredible intensity was twisted enough to enjoy this new career CONTACTS flames choice! Now criminally insane (or perhaps None Throwing Bats: Good edged weapon just purely insane,) the Hobgoblin is violent, VALRAVEN IN BRIEF: Valraven is a silent damage selfish, and willing to do any deed for the warrior, his fighting style made more effec- right, i.e. twisted, incentive. tive by his silence. He is equally as tenacious TALENTS in a fight, never backing down once engaged Journalism ARCADE in battle. He may be a monstrous Valravn Occupation: Assassin of Danish folklore, but if he is instead a CONTACTS (formerly) Hero Community: Spider-Man, modern-day version blessed by the Valkyrie, Typical Fighting! the he isn’t saying. Excellent Agility! (current) Villain Community: Kingpin Typical Strength! HOBGOBLIN Good Endurance! Real Name: Phil Urich HOBGOBLIN IN BRIEF: Phil stumbled Remarkable Reason! Occupation: Criminal onto the ’s weapons cache Excellent Intuition! when helping his uncle, , famed Typical Psyche! Excellent Fighting! New York reporter, escape from some thugs Health: 42 Remarkable Agility! going after Norman Osborn’s equipment. Karma: 56 Remarkable Strength! He used the Green Goblin’s powers to Resources: Remarkable Incredible Endurance! become a part-time, if bumbling, superhero, Popularity: -5 Good Reason! but the weight of such responsibility was too Good Intuition! much, and he retired the identity to help a POWERS/EQUIPMENT Typical Psyche! group of similarly disenfranchised ex-heroes. Dart Guns: Amazing intensity knock-out Health: 120 When trying to help colleague Norah Win- gas, with 5 darts per clip. Range of 3 areas, 27 can penetrate Excellent or weaker materials. ARCADE IN BRIEF: Arcade is a psy- (Cannot be used in his exoskeleton.) chotic playboy, giddily enjoying danger and the thrill of killing his victims after trap- Exoskeleton: Remarkable protection verses ping them in elaborate deathtraps. This is physical attacks, Excellent vs. energy; how- usually done in the safety of his secret con- ever, it appears to be an incomplete mass of trol room while his victims jump through tubes and girders, so a Yellow/Bullseye result themed environments dubbed “Murder- can reach between to affect Arcade directly. worlds.” Usually preferring to flee when The armor also boosts his Strength and Agil- found out, Arcade has an exoskeleton for ity to Incredible, and either exo-hand can this adventure that he will use to fight back deliver an Incredible pulsed electric shock with, and with eerily reckless abandon. once a victim is grabbed. TALENTS MYSTERIO Mechanical Design Real Name: Quentin Beck Engineering Occupation: Criminal, special effects de- Robotics signer Weapons Systems MYSTERIO IN BRIEF: Mysterio is a Excellent Fighting! glory-grabber with enormous ego. Such CONTACTS Good Agility! grandstanding serves as his motivation for Assistants: Miss Locke, Mr. Chambers Good Strength! destroying heroes, but he is equally self-serv- Criminal Underworld Excellent Endurance! ing by seeking out simple, profit-orientated Excellent Reason! crimes as well. Excellent Intuition! Remarkable Psyche! The SUPERIOR Health: 60 Karma: 70 Real Name: Unknown Resources: Excellent Occupation: Anarchist Popularity: -15 Typical Fighting! POWERS/EQUIPMENT Good Agility! Helmet: Crafted from one-way mirrored Typical Strength! glass. Contains a one-hour air supply and Typical Endurance! an internal heads-up display with a sensory Amazing Reason! array Excellent Intuition! Incredible Psyche! Gas Nozzles: Wrist and ankle nozzles can Health: 28 release a variety of fogs: Karma: 110 Resources: Remarkable - Amazing intensity fog Popularity: 0 - Amazing potency knock-out gas - Monstrous potency gas that lowers In- POWERS/EQUIPMENT tuition of victims by -4 CS (min. Feeble) Hyper-Intelligence: The Superior has an Amazing super-developed brain, similar to Holographic Projectors: Remarkable illusion that of the Hulk’s archenemy, the Leader. casting and Hypnosis powers This gives him an increased mental capacity, especially given his young age, as well as an Robots: Disguised with Remarkable skill, eidetic memory and the ability to use hyper- steel shells, and electrical motors reasoning for strategy and logic. He can also TALENTS use Amazing Hyper-Invention, creating such Special Effects things as robots and superhuman beings, and Holography thus can perform mental talents including Engineering Computer systems, Engineering, Biology, Robotics and more. CONTACTS Telekinesis: Amazing range of telekinetic Villain Community: , the abilities, including wide area control that can 28 affect up to 8 people at once. Other power stunts include blunt force attacks as well as an Remarkable Edge attack that can tear victims or objects in twain, ignoring body armor. Levitation: Good mobility and air speeds. TALENTS None CONTACTS Bastards of Evil THE SUPERIOR IN BRIEF: Not much is known about the ten year-old kid known as The Superior, although he claims to be the progeny of the villainous Leader, with whom he shares several similar features. For example, his powers also seem fueled by gamma radiation. The Superior fought an assemblage of heroes known as the Young Allies, who stopped The Superior from caus- With gratitude and sincere appreciation to Christos Gage, Mike ing tremendous destruction with villains of McKone, Jorge Molina, , and Sean Chen, his own creation: The Bastards of Evil. The Superior is motivated by pure nihilism. plus Paul Tobin, David Baldeon, Andrew Hennessy, Rick Ketchum, He hates the current iteration of the world, , Rebecca Buchman, Dave Melkis, Scott Hanna, Jeromy or more specifically, its “antiquated moral- Cox, Jordi Tarrgona, Lauren Sankovitch, ity.” Claiming that his intelligence gives him and of course Bill Rosemann. a better perception, he wants to disrupt the mores and social systems of society, which Thanks for all the inspriation! is why he created supervillains of his own to engage in wanton destruction. He hates adults in particular, and will reach out to younger super-powered individuals, as long as they will join him in the complete destruc- tion of everything.

29 by DANNY WALL

What would YOU do with super-powers? Would you become a hero . . . or a villain? Would you strive to maintain peace . . . or would you resort to violence? Now you have a chance to play out these decisions, as you play through the adventures of the students of the Avengers Academy! Featuring stats on heroes and villains straight from current , ethical dilemmas sure to cause spiritied discussion, and the opportunity to play in the world of one of Marvel’s best-loved new series!