M&M Plot help request (midsouth con)

bolen

First Post
I would like to share my plot for a con game I will run in two weeks in Memphis TN (if you think you might come and play then please don't read this).




.
.
.
.

.
.
.
.
.
.
.
.I'll run you through my adventure. Here is the plot of my adventure: (I'd love feed back)

The PC's are in a bank some are tellers, some are guards some are cops. No superheroes yet.

A robbery starts. after a few minutes a bomb goes off and everyone is knocked out.

The next scene is they are in a superscience hospital, The man explains that he works for a super-secret branch of the UN. The players have been "genetically enhanced" and are now asked to join this elite team of supersolders. ( I now give them updated PL 10 heros)

The characters are then told that NYC is under attack by a Hulk-like creature. after this battle, I give the players a DC to recognize that this monster is in fact one of the robbers.

The next mission is to a research lab in the former USSR . There they encounter an American team (lead by a captain america type) who knows nothing about this UN origination. They suspect that the characters are actually working for a terrorist organization.

Then hopefully the characters go back and destroy this organization.
 
Last edited:

log in or register to remove this ad

If you are not doing pre-gens, then I'd suggest using the revised archetypes and let players have their pick at the hospital.

I'd also suggests that after the PC pick their archetypes that you say "a month passes" and then put the group in a Danger Room Sceinaro to give them a few turns to try out their powers and to also see what sort of suggestions you can give them for teamwork. (MnM really seems to reward teamwork).

You mention that the crew is notified that a monster terrorizes NYC and that it was one of the bank robbers. What happens next? If you let them fight the monster, they will want answers from the creature, or to at least figure out where it came from (unless you tell them that some eyewitness saw it teleport in.) If you give them some answers, they will feel like they got somewhere and the plot also moves on. Perhaps the creature will provide them with a lead to the Russian lab, and the PC's masters actualy forbid them to go.

IMHO, you are taking a leap of faith that the players will let their PCs be talked into believing they have been duped by a terrorist organization. Trust me, I have had some players who are parinoid and I have had others who relish the opportunity to do exactly the opposite of what they know the GM wants them to do. "Oh I smell adventure hook on this, I had better ignore it until he comes up with a way that I can't avoid going."

It depends on the "proof" the American superhero team can bring to bear. If the PCs mention the names of their bosses, perhaps the Captain America type can say the guy is on the top 10 terrorist wanted list and use the Internet to prove it. And why are the Americans camping a superhero team in the former USSR anyway?
 

Good idea,

forget the russian idea. (plot rewrite)

I am having the super powers mirror the type of person the character was originally. The ex college track star becomes a speedster ect.

What if the "monster" wants to lead the PC's to his "home" which is in northern US. The players are asked not to follow the creature but to kill the monster by the "leader".

Hopefully they disobey this order (need work here, how do I ensure this). The monsters' home is where they were created as well.

Just at this time the americans attack. They explain what happened and ask the PC's to help take down their old leader.

What do ya think of that?
 

The super is modeled after the previous life. ... I am assuming pre-gens then. Though I do advise using the revised templates when you can. They are pretty balanced.

Put a "mind control" collar on the critter and make it obvious that the device is not part of the monster's outfit. (Perhaps make have a big black box on the side of the neck, something that looks more uncomfortable compared to a gadget for a costume.) And if you want to get them to start thinking that something is up, mention how the huge collar looks a big version of the "communicators" that sit on each PCs wrist.

When the collar is removed, the players are more apt to believe what he has to say since he was not in his right mind when he attacked.

Have their "boss" contact them if they destroy a communicator. You can also make it crystal clear who's side their boss is on if the group calls him to verify or refute the NPC hero team's accuastions of terrorism. When they ask if it is true, the "boss" can activate their "communicators" to cause a distraction as he runs a way.

What does the commuinicator do? It is up to you. It could just deliver a taser-like shock. Or it could mind control the PCs. If you use the Mind Contol power, it should make things interesting. Depending on how many people failed their rolls, you have a whole range of options. If the group all makes the Will save, they feel a small mental jolt and then they know they were tricked. If the whole group fails, then you can stage a fight with the NPCs who are trying to subdue the PC team. The PCs could also be split up between those who are controled fighting the free-willed PCs and the NPC super team.

Remember you are running a comic book universe, its okay to be straightforward about the scenario. (Unlike a RPGA adventure I did last year, where it was obvious who was the villian because he was the only person in town who wasn't a villiage elder but had a full name.) In four-color land, it's pretty obvious who is going to be important to you. It's always the people in tights.
 
Last edited:

Remove ads

Top