TERRIGENESIS

Start out with only Normal Humans with maximum of Good in any Stat.

Synopsis: As the dawn millennium approaches a new need for heroes arises as the new threats arise against humanity. Seeking a cure for the Legacy Virus through advanced mutagenic agents, Mr. Fantastic arranges to have the Inhumans transport several canisters of Terrigen Mist to the Four Freedoms Plaza. However a terrorist attack by Maximus and his minions damages the craft and forces it to enter Earth's atmosphere uncloaked, as it descends the craft is detected by the US Air Force, and two F-16 are sent to intercept, as the Inhumans attempt to communicate an overzealous pilot opens fire and forces the craft into the mountains, where it barrels into the forest and shortly thereafter explodes releasing the Terrigen Mist.

Beginning: Hiking in the woods as a camper at Cold-Lake would be fun if it wasn't for the fact that you had chosen to be a camp counselor this year. You would think that these trails would be patrolled by park rangers or the like whether than by you and the other counselors. It is your fault after all you volunteered and that meant arriving nearly two weeks before the campers most of them 9-12 years old, and more interested in the video games they left behind than hiking up into the mountains. At least it's quiet} a loud noise roars across the sky shattering the hiker's thoughts a strange craft spewing smoke veers around the mountain ahead and crash-lands in the valley beyond. It is assumed that the players being adventurous sorts will investigate, allow one player to cajole the others into going if they seem reluctant.

It takes only a quick jog to arrive at the plowed earth and at a craft never meant for mans eyes or so it would seem sleek green and blue metal lies twisted, and scattered across a quarter mile of the valley, a large canister is spewing a pale mist into the air, and two figures the pilots obviously lay unmoving in the shattered remains of the cockpit} It is at this point that the players should intervene, attempting to rescue the pilots. Both are dead but they can note that one looks reptilian and the other looks very feline in nature. Dragging the bodies form the remains the players won't be fast enough to escape the exploding canister which spews out a cloud of gas, namely Terrigen Mist (used by the Inhumans to imbue their offspring with powers) Each player is knocked unconscious by the gas, and awakens later -altered- by the mists.


Terrigen Mist Effects

roll 4 times take best 3 results

Die Roll Result
01-40 Physical Transformation
41-75 Ability Modification Table
76-80 Power/Minor
81-99 Power/Major
00 Roll Twice More


Effects:
Physical Transformation: A major physiological/appearance change occurs to the exposed. I suggest letting the player pick their favorite animal, color etc., and being generous in assigning modifications based on those preferences. Meaning in the players favor, or having them transformed into some preferred image, I like Elves so turning my pc to an elf would be fun.

Ability Modification: Roll on the Ability Mod table for 1d6 abilities and apply the results.

Power/Minor: Combat Sense, Computer Links, etc. or a power at most Excellent Rank

Power Major: Any power ranked up to Incredible.

Note upon humans the Terrigen mist is permanent.

In the area surrounding the players a large number of changes have occurred but will only last 10 or so days before reverting to normal (unless the referee chooses to make them permanent)

The following can occur at anytime, the players are lost because the area and trails have been overgrown, and much of the plants have been altered, so pick a scene that is appropriate and run it.


Scene 1: Turtle hill

Trying to find their way back the players may choose to climb a nearby hill to get a better view, have them travel toward a hill for sometime making Intuition feats, a successful one indicates that the hill seems to be moving. A close inspection reveals a turtle(tortoise) a hundred feet in diameter, carrying about on its shell a large amount of topsoil including a couple bushes, and a tree or two.

Scene 2: Light up my life

The players while traveling sees a number of distant lights, the lights reveal themselves to be Wasps which the Terrigen has altered into Fire Wasps, each wasp is a handspan across and can fire a blast of Typical to Good ranked Energy (Heat) there are more than a hundred and each has 5 Health.

Scene 3: The incredible edibles.

The players stumble upon a relatively peaceful clearing (Laugh hysterically) the clearing is normal nothing happens but run this scene twice the second time in a clearing nearly identical to the first, the plants are now Hungry for blood and attack with Excellant-Remarkable strength Tendrils which once attached (IN AGL feat to avoid) they begin to drain 10 health a round until the character so trapped is freed.

Scene 4: Lake of the Lost

Here the players find themselves harried by giant Dragonflies as big as they are with the following stats:

F- TY; A- RM; S- GD; E- GD; R- FE; I- FE; P- FE

The Dragonflies mandibles do Excellent edged damage (# of dragonflies=# of players) trapped on the bank a large serpentine head flashed out of the water and eats a dragonfly or two, A plesiousaur like dinosaur lives in the lake and was unaffected by the Terrigen, he is peaceful, and will aid the heroes if they are non violent.....but he cannot leave the lake itself.

This is all I have for now but you get the idea.....once the adventure is over you can then have the pc's return home and act as superheroes for their hometowns.. or if ran as a oneshot Reed Richards maybe able to create an anti terrigen ray or the like.

Note for added fun the players could also deal with military men combing the forest for the ship, be captured and have themselves transported to a holding facility until the brass can decide what to do with them.. it all depends on your campaign style.

By Sidhain


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