The Freeman

This is a little Mini Adv for some heroes of yours. Two notes-

1- If you have stupid brutal playes who just like to hit stuff, this won't run. It has quite a bit of hitting, but requires a good bit of thinking and problem solving.

2- If you have murderous PC's, this will FAIL. If you are a master who condones or allows wanton villian killing, then this will just be a short hit fest. This works best with a group that has morals.

Situation-


In the woods of Montana, a movement has been growing. A man calling himself Freeman has begin to amass followers, and they quickly begin to absorb his rhetoric of independane and violent revolution. He calls himself a warrior of God and has fantastic powers. What is more, he claims to be immortal, and his followers agree. He creates a compuond in the back forests and people come by the hundreds to join his "army of God". They begin to arm, using the black marvek and some stolen military goods. Then his crusade begins.

Where the heroes enter

The heroes don't have to be in the west to solve this. In their town, the Freeman's forces attack a government builiding. They leap out of a moving van, dressed in urban camo with white tabards with holy symbols on them. They assault with automatic weapons, then attempt to enter and set a bomb on a 10 minute timer. The heroes can either catch them in the attack, or the law can pin them down inside, and the heroes need to enter and deal with them before they blow the building.

Either way, the fight occurs on the front steps or in the large lobby. The lobby is about 24 feet hight and 80 by 60, with a large fountain in the middle and desks by the walls. When the fight begins, one of the attackers arms the bomb. The heroes ahve ten minutes, real time ( time it on your clock) to shut the bomb off. If they fail, they each take AM edged and have to escape the falling building. Give each player one or two chance to notice a member over by the far doors bent over working on something. An Intuition feat sucess means the realize he is setting something.

The Fighters- there are 7 regular men, they have all EX stats, and carry Auto rifles (RM damage, 8 bursts), two clips, and two flame grenades(IN energy to all within 20 feet) and a smoke grenade. They will attampt to pin the heroes with gunfire behind desks, then genade them. they want to escape, but will blow themselves up to achive their goal.

The Leaders- the leaders, there are two (2), are slightly different. They have the same equipment as the regulars, but different stats-

Leader One-
F- EX
A- RM
S- RM
E- RM
R- GD
I- GD
P- EX
H- 110
K- 0 from killing

Powers: Flame blasts- RM energy, can melt up to RM material
Resist Fire- IN prot from fire

Talents- Guns, Martial Arts D, E, Military.
Note- wears a red tabard instead of white one

Leader 2
F- GD
A- RM
S- GD
E- RM
R- GD
I- GD
P- GD
H- 80
K- 0

Powers: Plant Control- RM can also increase size and strength of plants
- he will attempt to have EX strength vines grow though cracks in the floor and grapple the characters, then shoot them with his rifle.
- he can deteriorate any PC made of plant

Healing- EX can heal 20 points of damage to others with an action, shoots a green beam up to 1 area. Can heal self.
Note- wears a green tabard instead of white

The Bomb-

the bomb is fairly simple construction, and a pc with electronics or mecanics can stop its countdown with a Green feat. It has a blast radius of 100 feet, so it willl not be easy to just throw away. The Pc's could try to throw it high in the air or in the sewer, but both could get very bad press. If they disarm it the bomb squad will be happy to take it away.

Assuming the PCs survive, their task is to find out who sent these guys. The prisoners only mutter and rant about the army of god and the wrath of the Freeman. Pcs with journalism or gov't contacts can find out that the Freeman operate near a small town in Montana. If the Pc's don't head out there, a second attack in their town will soon follow, this time at another public structure. If the PCs win again, then the attacks become personal, their HQ will be bombed, they will be openly attacked, all by near brainwashed servants of the Freeman. this should be the pattern 1 week after, another structure is attacked, this attack might succeed. The force will be 15 regular fighters.

1 week after that they will receive a distress call from a boat or truck being attacked by a monster, they will arrive to find an empty vehicle, when they come withing 10 feet they trip a motion sensor and a bomb goes off, AM edged damage. the Pc's can make an Intuition roll to see if they notice anything. Give them each a chance to roll a D10 before the bomb goes off, if they roll above a 6, they take half damage.

3 days later- if they live, a rocket propelled grenade is fired at their HQ, or a place where they are know to gather. The shooter is a lone man, dressed like the previous, who drops his weapon and surrenders if confronted. The grenade Does IN edged, the heroes can make a Yellow Intuition feat to notice the attack. They can try to nail the shooter, or if they are too late, a charcter making a Red feat can hit the flying grenade in flight. Any damage above PR detonates it early.

2 days later the heroes are called out and openly attacked by the zealots, 20 in number and 1 leader

F- RM
A- GD
S- IN
E- RM
R- GD
I- GD
P- GD
H- 110
K- 0

Powers: Body Resistance RM vs. Physical and Force. EX vs. energy

Note- he wears a deep purple tabard.

If the heroes don't come fight the warriors will kill innocent people. 1 per 10 minutes.

By this point the heroes should do the research and head to the center of the problem. they won't be the only ones.

Later- the epicenter-

By DrekStar


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