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AMP Adventures (7379055)
AMP Adventures (7379055)
www.thirdeyegames.net
Table of Contents
Team Player
Saving a soccer player from the grasp of the government.
Evolution of Apex
Track down an AMP who has escaped a medical facility and could be contagious
Scalpels Edge
On the hunt for a serial killer who removes organs without leaving a trace
Academic Conspiracy
Investigate a school where learning isnt the only problem for an AMP student
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Summary
Introduction
To keep this adventure open to as many player groups as possible, several of the details of
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The Call
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almost immediately afterward small fires began showing up wherever Toby was. As the
spontaneous fires increased, the McGees began hoping the characters affiliation/employer
can help their son get his newfound gifts under control. The group needs to transport the
family cross-country to their final destination
while keeping the parents calm and Toby from
causing too much damage with his abilities.
Before they get a chance to begin any real
planning or even speculation about the trip the
GM should interrupt them with an announcement that the arrivals board has just popped
up with an unusual notification: the McGees
flight is coming in for an emergency landing.
If they tune the RVs radio to the airport
channel, the characters can find out the McGees flight has a fire on board and emergency
vehicles are being dispatched to an isolated
runway to meet the plane upon landing. Theyll
quickly guess Toby wasnt able to maintain
control throughout the entire flight.
A Moderate (20) Travel + Knowledge check
allows a character to predict where the plane
is likely to land and they can move the RV or
Hes pretty traumatized, but each of these incidents seems to tire him out, so I dont think we
need to worry about any more fires at the moment.
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New Equipment
RV
Cost: 1-3
Fire extinguishers can be purchased
in small, medium, or large sizes and are
capable of putting out fires of size 2, 4,
and 6 before being exhausted. Most fire
extinguishers are single use and do not
retain any charge after use even if they
are used to extinguish a fire smaller
than their maximum size.
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Fire Extinguishers
Scene Two:
Down the Rabbit Hole
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Accidents Happen
The Round after the explosion Toby instinctively activates his Fire Soul, bursting into a
small fiery angel form with wings of fire. He
soars into the blast and begins to absorb and
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Scene Four:
Treacherous Curves Ahead
At some point it is probable the characters will need to replace the RV. At the
end of Scene four it is almost a given
that if the RV survives the trip down the
mountain it will be a wreck from bullet
holes and smashed-in windows. When
this time comes, there are two likely
scenarios, picking up a used vehicle or
stealing one.
The first car lot the characters find is
Mustang Sallys Used Car Lot, where they
are Guaranteed a Rootin Tootin Deal!
When they arrive a large black woman
in cowgirl apparel saunters out, takes
one look at their busted up RV and starts
laughing so hard the characters can
barely make out her saying, Well I aint
taking that in trade! HA! Character can
lay out their needs to Mustang Sally, who
leads them over to Lot 6 and shows them
several options. Sally is a tough negotiator and it takes Wealth (3) to get cramped
transport or Wealth (4) to get decent vehicles off the lot unless a Tough (30) Persuasion + Travel check is used to lower
her prices by one Wealth level.
Stealing a vehicle is relatively easy
with a Moderate (20) Technology + Travel check needed to break in and hotwire
a vehicle. Depending on where they
choose to steal the vehicle from the
characters may need to make Stealth
checks or want to take countermeasures
like changing out the license plates.
Being involved in stealing vehicles requires a stress check for Toby.
Regardless of where and why they
leave the RV, conscientious characters
may remember the RV is a rental and
can have a humorous call with the rental agency letting them know where they
can pick up their wreck of a vehicle.
Scene Five:
A Terrible Choice
The McGees have been plunged head first
into the craziness an AMPs life can be, and
no sane parent would wish the last few days
on their child. Depending on the characters
actions and their employers/affiliates motivations for bringing the family to them, it is
entirely possible they make the choice to leave
the group and go it alone. This scene is the
groups chance to sell the adult McGees on
staying the course.
If the characters have done a particularly
poor job of protecting Toby or have displayed
behavior that would be repellant to most people, the McGees attempt to slip away from the
group without them immediately noticing. Perhaps taking a vehicle while everyone is at a
roadside pit stop or flagging down alternate
transport in the middle of the night while the
characters sleep. In this case, the players need
to make Perception + Discipline checks vs the
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Scene Six:
Final Conflagration
It is the final leg of the journey and the
characters are just a few short hours away
from their final destination, but this road trip
has one last speed bump to be navigated. UHF
thugs are easy to come by and can be pulled
together at a moments notice; UHF AMPs,
however, are far thinner on the ground and its
taken time for a small team of them to gather
and catch up to the characters.
Mongrel and 6l1+ch have combined their
computer and real world tracking talents to
find the characters and have picked a lonely
stretch of road on which to ambush the group.
In addition to Mongrel, 6l1+ch and Teflon, there
is also one UHF thug per character.
6l1+ch begins the encounter by disabling
each of the characters vehicles with Overload.
After which, she attempts to stay out of close
combat range, using Overload first to disable
any firearms the characters are using and then
firing her pistol.
Mongrel maintains distance and attempts
to kill any AMPs with his rifle, focusing first on
ranged combatants or anyone who appears to
be able to easily shrug off damage.
Teflon closes and engages any close combat opponents trusting to his Invulnerability
and high Integrity to get him through almost
anything.
Conclusion
Successfully delivering Toby earns the characters well-deserved praise and immediate
medical attention for any wounds they are suffering from. Toby and the McGees final fate is
largely dependent on who they are delivered to.
The Changelings teach Toby to control his
abilities, although the McGees do not stay with
them and eventually make it back to Florida.
Dr. McGee becomes a valuable resource for the
Changelings though, and uses his contacts to
help them out in any way possible
The Seekers of Enlightenment eventually
teach Toby to get his abilities under control
and Toby soon convinces the school to sponsor
a baseball team for all the kids with powers.
Some truly spectacular free-for-all games are
played with full power use on special nights.
The McGees decide to stay in Oklahoma and
rebuild their lives there.
Typhoon has no use for the adult McGees
and they are quietly disposed of if they are not
already dead. Toby is drugged and controlled
until hes eventually brainwashed into loyalty
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Experience
+1
+1
+1
+1
+1
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New Drawback
Nuriel
Toby McGee is a relatively ordinary ten-year
Dr. McGee
Point
Andrea, Andy to her friends, grew up a tomboy, always wrestling with her brother and
going on the weekend hunting trips with her
father and high school friends. She was good
with her trusty rifle and won enough shooting
competitions to pay for community college and
eventually join the Miami Police Department.
When the chance to join the Special Weapons
and Tactical Team as one of its few female officers came up five years ago, she immediately
joined. Sure she was concerned about how it
would impact her husband and child, but how
often would a chance like this come up? Over
the last few years she has proven to have uncanny abilities and when her sniper rifle skills
are not needed, she is often designated point
person whenever a structure is breached.
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Bugs
Mongrel
6l1+ch
So many secrets hidden in the deep web waiting to be found. Sammy knew from a young age
the machines that talked to her didnt speak to
everyone, but it was only recently that she found
documents buried deep in the web which give her
an idea there were others out there like her. The
carnage and destruction in them scared her. Shes
pretty sure if she wanted to she could convince
a nuclear bomb to explode without any codes, so
what horrors could others like her release? There
really is only one answer; each and every AMP
needs to be stopped. Well, except her of course.
Teflon
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Team Player
Adventure for AMP: Year One by Eloy Lasanta
Team Player
Summary
Early in 2015, few truly knew about the AMP
phenomenon; even those with powers seldom
knew what was going on with them before
their abilities exploded within them. There are
many ways for powers to manifest, but the first
AMPs usually had hard-to-notice powers, keeping them under the radar for the most part and
allowing a certain level of normalcy to their
otherwise strange lives.
The government has always had an idea of
powered individuals showing up, and have taken steps to track them down for years. There is
one person in particular who they have been
tracking for months now, a young woman from
New Delhi. Her abilities have regularly proven
beyond those of her teammates or anyone they
have faced during their ascension to the championship. Now, she just so happens to be in the
US for an exhibition game.
The characters get caught in the middle of
an attempting kidnapping of this player by the
hands of those with unknown motives, and its
her fate is ultimately up to them. It takes place
during the Spring/Summer soccer season, after
the Seekers of Enlightenment has been established and the government is taking steps outside of the fledgling group to acquire AMPs. It is
suitable for two to four players with specifically
beginning characters. While there is certainly
danger in Team Player, it is early enough in the
AMP: Year One timeline that characters will not
have had time to train their powers much.
Introduction
It is a beautiful spring afternoon without a
cloud in the sky, and the perfect day to attend
a sporting event. Specifically, today is the day of
the IFX International Futbol Ladies exhibition
game between the US and India. Seats are pretty
inexpensive; not only is this essentially a practice
game with no real stakes, but the IFX is a minor
league and not necessarily on sports medias top
list of things to cover. In short cheap seats for a
fun afternoon watching some sports.
If all the characters are friends already, then
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Team Player
Im sure shes an enhanced, sir. Affirmative, we will wait until the end of the
game to bring her in for questioning.
Team Player
will immediately notice their powers draining in the presence of the van, suffering a -2
penalty to all checks while within 20 ft. Who
knows what happens if ones inside the van?
At this point, the characters can ambush the
driver or stake out the location and wait for
Savi be dragged out to stop her abduction.
Most AMPs have heard the rumors of their
kind disappearing off the streets, so if the
bad guys leave with Savi, shell likely never
see the light of day again.
VV Direct Engagement: It isnt a bad plan to
simply attack the men in black who are
still visible in order to possibly draw out
the others as they come back for reinforcements. Use the Men in Black stats (AYO, pg.
202) and there should be roughly one MiB
per player taking this route. If the characters are having too easy of a time, add more,
but also remove some (as they retreat to
report in) if they are having a hard time
against them. Once the fight is done, however, theyll see Savi being dragged out an
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Im not too sure. I started developing abilities greater than any other athlete on my team.
I can move faster without stressing my body,
which allows me to make more goals. At this
point, Ive been underplaying what I can really
do. I could technically run circles around most
opponents, but I have heard the rumors of people with enhanced abilities disappearing. Similar
things happen even in New Delhi, but I hear they
are even worse here in America.
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Team Player
Scene Two:
Want Some Pizza?
Team Player
Scene Three:
Were We Followed?
All of a sudden, everyone hears a crash on
the ground floor (no check necessary). Looking
out the window, there is some kind of riot going
on. It looks to be a mixture of soccer enthusiasts angered by the loss of Team USA who then
tangled with the wrong part of town, erupting
into a combined clash of blood and screams.
The crash below was someone smashing in
many of the windows on the ground floor, and
its easy to hear footsteps coming up the stairs.
Lakshmi gathers up her children, Savi helps
her daadaa to his feet. We need to get out of
here. Those men didnt find us, but it isnt safe
right now, Savi yells as she activates her power
of Acceleration to help move her slow-moving
grandfather. Right as they get out to the stairwell, there is a mob of people looking to fight
anyone in their way (one for each character)
On the Roof
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ATTACK!
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Team Player
A Stealthy Retreat
Team Player
Warning Savi
Trapping Savi
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attempt to lure Savi and her family to a secondary safe house, one that is actually a government holding pod. As the family feels somewhat safe where they are, this requires a Tough
(30) Persuasion + Deception or use of some
kind of power to override their good sense.
Otherwise, they refuse to give up their place.
If Plan A doesnt work, Plan B is to just bring
out the big guns and threaten to kill everyone if
they do not surrender. Not the best option, but
the agents are well-versed in subterfuge and
combat training. Whatever gets the job done.
Move to Daadaa the Monster.
Conclusion
When the smoke clears, either Divit is in
pieces all over the front lawn and the family
is being loaded into government vans to be
processed or the MiBs have been defeated and
sent packing.
Once again, Savi is at the mercy of the characters and thanks them all for their help saving her family. Knowing they cant stay here
any longer, they begin making plans to leave
the country and return to India. Of course, if
the characters are Seekers, they can offer the
Choice to anyone who is interested, or protection if they want to keep their powers.
Changelings say they can teach them to hide
their powers and invite them to their camps.
Typhoon members see the obvious power in a
family of AMPs, which makes it very evident (to
anyone who didnt already know) that powers
are passed through blood.
In either case, Savi owes her life to the characters and shell likely join whatever organization they offer up as the one they are members
of. If they are unaffiliated, shell be convinced
of the true power of heroes and goes on to do
the same for her people.
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Team Player
Tricks
capture them as well, taking them for processing if they cannot resist.
Experience
+1
+1
+1
+1
Defeat Daadaa
+1
Team Player
Hyper-Accurate (T2)
Savi
Check: None
Range: Self
Duration: Instant
Effect: Must have Rapid Strikes. By
taking extra time, which seems like
nothing to the AMP, they may reduce the
penalty to any Targeted Strikes by (Acceleration). May be used Reflexively.
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Summary
In April 2015, there was a cataclysmic attack on the town of Alice, Texas. This devastating event came in the form of thousands of
bees attacking everyone in town and killing
a good number of them. For three hours, the
people hid in their cars and homes, attempting
to keep out the bees, but they always found
found a way in. When all was over, there were
several questions as to why this occurred. More
deaths by bee sting continued over the following months. No one truly knew until July what
had actually happened. A vile AMP who could
control bees gathered them up and set them
upon the town. The reason why are still a mystery, but there are many people in search of the
AMP responsible, especially the Seekers of Enlightenment.
This adventure follows the Bee Attacks and
lead the characters to a direct confrontation
with the AMP responsible. It brings in elements
of the 2015 timeline and answers questions
some may have asked about what actually
went on in Alice. It is suitable for two to five
AMPs, and Critter is suggested as an NPC.
Introduction
The Summer is upon the world and the bees
in the Alice attack were said to have burned up
in the Texas sun. The various attacks of bees
have occurred in a strange pattern, showing
that the attacks are happening in cooler climates, though still never to the degree that took
place in April. Death tolls due to bee stings grew
in Arkansas, Tennessee, Kentucky and then Ohio
showing a distinct pattern. Many zoologists are
trying to figure out what could be making this
strange travel pattern for the bee swarms, but
those in the know have deduced it is simply
where the AMP has gone. Following the pattern
leads the characters to North Ridgeville during
their annual Corn Festival.
Groups of characters who are already together when this adventure begins have an
easy time of explaining why they might be
tracking down the AMP responsible for the Bee
Attacks. New characters may need some explaining, and here are a few way to incorporate
them into the adventure:
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The mayor, G. David Gillock, has even arrived to give away the trophies for the Corn
Eating Contest. He calls the first and second
place winners onto the stage and many of the
people all crowd around to watch and applaud.
The mayor hands a small trophy to second
place with a youll get em next time smile.
Then he hands the much larger Golden Kernal
trophy to the first place winner (maybe one of
the characters) and shakes their hand, posing
for the local paper to take their picture.
Then he slaps his neck, revealing a squashed
bee when pulls his hand away. The mayor immediately starts to plump up like an allergic
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place and have spread out over the surrounding few blocks, but the characters can attempt
to do many things:
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Scene Three:
Defending the Sick
Arriving at the home of Rhonda Stilson, they
see the house is covered in bees trying to get
in through the windows, the doors and every
crack in the walls or foundations. Its a fairly
modern home, so there are very few entrances the bees arent already trying. The bees are
ignoring the siding which does not have tears
or other openings. They are clustered blanketing doors and windows. Figuring out another
way in without using the obvious front or back
doors is best. Obviously, characters with powers like Portals, Teleportation or Intangibility
have the advantage here. Use of Invisibility
may let them get by the bees without notice,
but might let in some of the bees in whatever
entrance they are able to find. A character with
Technopathy and the Wireless Augment may
lookup the schematics for the house and find
any secret openings pretty quickly, and a character with the Water power may hit the house
with a tidal wave to dowse all the bees and
end the confrontation right there (though that
is a bit extreme and might take the house and
the rest of the block down with it).
Inside, they group finds that the bees havent actually found a way in quite yet. Going
upstairs to the second level bedroom, the sickened official is huddled in her bed, scared for
her life. She throws a lamp at the characters as
they enter the room, and freaks out, pointing at
the windows covered with bees. The sound of
buzzing has driven her quite mad at this point,
and shes begun lashing out because of it. Shes
no physical threat, so just holding onto her will
calm her down in no time. Of course, the occasional sneeze and cough comes through here
and there she is still sick after all.
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If the characters chose to check public records before asking around town about the
dead, then they dont get to the house before
the bees got to Rhonda. When they arrive, they
see many of the bees leaving the area and flying in a swarm away from the house. If they
go inside, they simply see blood splattered all
over the room and a box of blood-soaked tissues on the bedside table.
Scene Four:
Truth in a Dream
Once the deed is done, the remaining bees
have no reason to stick around and many of
them make for the smashed-in exits to join
their swarms and get away. Seeing that many
of the bees are leaving, Critter gets the idea to
let her bee companions go into the swarm as
she and the rest of the characters escape the
scene (hopefully with their lives). When they
are safe, she tells everyone what she did. They
should be back with information on where the
bees are resting soon. As long as they stay safe,
she says with as much of a smile as she can
muster after Rhondas death (if she died).
They have a bit of time before the bees will
return with anything useful, so they have time
to rest and mend any wounds they may have
received during the day so far. It gets so late
that there is no reason to not sleep, though
Critter refuses to sleep as she waits patiently
for her bees to come back.
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Bee Forms
Sharing Everything
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Bees Return
Beekeeper Suits
Beekeeper
Suit
Hindrance
Weight
Cost
1/1
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AR
All the characters snap awake when Critters bees return, and she is overjoyed that they
survived the infiltration! After a few minutes of
talking with them like they were old friends reunited (which may seem strange to those who
havent hung out with someone who talks to
animals before), she tells the group that she
now knows where the Buzz is hold up.
The characters can then start the debate on
how to proceed and what to do with the Buzz
when they encounter him. No matter what, the
Buzz has assassinated hundreds of people in
multiple states. No one should have a problem
with stopping him in his tracks, but that might
not necessarily be the case depending on the
reason they were investigating in the first
place. Typhoon may see the potential and want
to recruit, while a Changeling may try to stop
the others from attacking their fellow AMP no
matter how bad his action. The GM should allow some time for proper discussions on all
points and see where the group lands.
His primary Strain is Feral and he a combination of Leash (AYO, pg. 112) and Venom (AYO,
pg. 115) but suffers the limitation that he can
only affect bees (unlike Critter who can affect
any animal). His powers are quite formidable,
possessing the following Leash Augments:
Commands (E0, +1 Juice per step), Sense Animals (T1), Animal Eyes (T1), Aggressive (Always
On), Swarm Form (T2) and Whistle (Always On),
and the following Venom Augment: Poison
Kiss (Always on his bees). He has Integrity 12
and starts the encounter with Juice 3 (the GM
should track his Juice the same as any character). His skills for this encounter are limited:
Discipline 4, Fighting 2, Fortitude 2, Might 2,
Speed 3, but he also have the following Loyalties: Comrades 4, Self 4, Truth 2.
Conclusion
Once the Buzz is taken down, the characters
have the choice of what to actually do with
him. Killing him is one way to handle such an
AMP that has been causing death all over the
country. Followers of the Seekers of Enlightenment may wish to instead bring him back to
their HQ to administer the serum to strip him
of his powers, while Changelings may want to
simply take him in, teach him the folly of his
past ways and help him understand his power.
Members of the UHF obviously lean in the direction of killing him, while Typhoon will see
a weak, pitiful man before them and have the
option of returning him to the Matriarch dead
or alive.
Looking at the Buzzs ID, they find out his
name is Eric Larson. Hes got a few baseball
cards in his wallet, a small amount of money
and a few stolen credit cards (used to order
supplies online). A search online shows that
Eric went missing during the bee attack in
April and is presumed dead. His mother was
also dead due to bee stings during the attack.
There is no mention of a father or siblings in
the news report.
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Erics Journal
Experience
+1
+1
+1
Helped Rhonda
+1
+1
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With a Perception check to search the room, the characters may happen upon the
Buzzs journal with entries that go back as far as a year. If the players dont specifically
say they search the room, the GM should leave this information for the very ending, after
all decisions are made and the Buzzs fate is already sealed.
It starts off with several accounts of abuse from his step-father and a fight they had
where Erics arm was broken in two places. Then finally, that man left which his mom
blamed him for. He began seeing his control over bees taking form and starting cultivating them in his bedroom closet, making sure not to tell anyone.
Of course, he then came home one day in April to find his mom bloated and dead from
a bee sting. He didnt know she was allergic. It never came up in their conversations or
arguments. At the sight of such tragedy, his power erupted and sent the bees on a killing
rampage and he couldnt stop them.
The following months involved a lot of running and hiding. He traveled across several
states and his bees followed him, filled with a malevolence he couldnt describe in words.
They took every terrible thought he had and acted it out, as if they were hacked into his
brain. The death of so many, including a preacher who talked out against him, were all
performed without his even giving an order. He just thought it.
The most recent attack on North Ridgeville was simply because he wished he could
save the apiaries. Eric wrote about how much he hated the officials for their legislation,
and the bees attacked the festival in order to make their master happy. He hates his bees
and wishes theyd just go, but thats one order they wouldnt follow. His demeanor in the
journal entries became more and more disorganized and scatter-brained as time went
on, to the point where Eric himself was obviously driven quite mad by all the events that
have happened around him.
Critter
Her family has lived on a farm in Maine for the last three generations, always fortunate
enough to live a comfortable life and always together. Stacie, however, suddenly learned of her
ability to talk to animals right before an attack on her farm. They never discovered what the
robbers actually wanted, but it was not outside of reason to think they came for her and her
abilities. With these strange powers, she traveled to New York to speak with a special doctor, Dr.
Jacob Segal.
The two of them created a movement called the Seekers of Enlightenment, hoping to figure
out how AMPs gain their powers and save the ones who may mutate to the point of death. Of
course, the cause was never her concern; she cared for her fellow AMPs and really just wanted to
make sure everyone like her was safe from the dangers that would present themselves one day.
Behind the scenes, a romance blossomed between her and Jacob, later known as Doctor Luminous at the same time she took on the handle Critter. Through hard times and celebrations, the
two of them never separated and he eventually
asked Stacie to marry him - to which she gave an
instant yes.
To everyone she meets, Critter has become
the example of what an AMP can work for the
Seekers of Enlightenment. Although she doesnt
agree with every decision they make, she stands
by the good the organization has done for AMPs
around the world.
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Evolution of Apex
Adventure for AMP: Year One by Bill Bodden
Evolution of Apex
Summary
Introduction
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The Deal
The hiring contract is to find Apex and return her to custody. Because Apex is a powerful
AMP, and because there are at least two other
AMPs with her, some risk is involved. The company at no charge will equip the characters,
though they will deduct any needed repairs to
damaged equipment from the characters pay.
The corporation will deny involvement and financial responsibility for any infractions of the
law, including property damage or run-ins with
law enforcement. OMalley emphasizes to the
characters that costs such as these could add
up quickly. For their help, theyll receive a fee
of $1000 cash per day each (plus expenses)
until Apex is located and recovered or until the
contract is canceled.
OMalley explains that Mr. Sanfords team is
available as armed back up if the group feels
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Evolution of Apex
Christine OMalley, a lawyer from a prestigious law firm, contacts the characters. She
offers them temporary employment suitable
for their rare talents, hinting that she knows
about their unique abilities. She explains that
the corporation in question wishes to remain
anonymous to avoid drawing attention to
those with newly acquired powers. She asks
them to meet her at her office at 7:30 PM to
discuss this potential opportunity.
The neighborhood is clean and upscale, but
once quitting time arrives, the area is like a
ghost town, with very few people on the streets
and everything -- even coffee shops and restaurants -- closed for the night. Though trees are
sparse here, the few that are here have already
scattered a few multi-hued leaves to the ground
-- a sure sign that autumn is on its way. No distinct logos are visible on the outside of the metal and glass structure; inside the front doors, a
directory indicates the offices the characters
seek are on the ninth floor. Since this is a special
case, the high-rise is still unlocked at this hour,
and several friendly though attentive security
guards are on duty in the lobby. They will direct
the characters to Ms. OMalleys offices, and will
call upstairs to alert OMalleys staff that their
guests are on the way up. When the characters
arrive at the offices, they find plush surroundings. The receptionist offers the characters their
choice of a variety of non-alcoholic beverages,
and invites them to wait in an expensively decorated room with comfortable, leather-uphol-
stered chairs.
When the characters are finally invited into a
conference room, they are met by OMalley and
a beefy, well-dressed gentleman with long dark
hair in a ponytail and impeccable manners and
hygiene. The man introduces himself as Sanford.
OMalley is tall -- nearly six feet in height -- and
slender in a toned way, with thick, curly, auburn
hair hanging loosely about her shoulders, and
hazel eyes. She wears fashionable glasses that
accentuate her eyes and compliment her face.
She has strong hands and a firm handshake.
Her business suit projects an air of conservative chic. Sanford says little but his smile seems
sincere, and he makes pleasant chitchat when
appropriate. Sanford has large, meaty hands and
a powerful grip, which he carefully restrains
when shaking hands. He wears his steel-gray
hair short -- not quite a crew cut, but close. He is
clean-shaven with a strong jawline, and wears
an expensive, well-tailored suit.
If any character with Psychometry shakes
hands with Sanford and attempts to read
him, they see a brief vision: Sanford and several masked persons dressed in black commando-style uniforms tinkering with electrical
wiring at what appears to be a medical facility.
There appear to be containers of flammable liquid close at hand.
Evolution of Apex
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The Video
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Evolution of Apex
Tumors?!?!?!?!
Evolution of Apex
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You will also be supplied with vehicle/vehicles sufficient for your needs.
The vehicle provided is a black SUV.
If there are more than five characters,
they will provide two SUVs. They are
also issued a company gas card for
charging fuel at any gas station within
100 miles.
Scene Two:
Staff Interviews
The Techs
Apexs Doctor
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Evolution of Apex
Evolution of Apex
The corporation trusts the characters only so far; they want their own people ready
to move in and take control of the situation as soon as the characters find Apex. The
strike teams orders are to neutralize Apexs siblings: Tazer and Sponge, neutralize the
characters if necessary, acquire Apex, and escape. Secondary objectives include the
elimination of Sponge and the possible capture of Tazer for further study at the corporations labs.
The corporation is well aware that if Sponge or another Telepath is able to get a
good read on any of the strike team using her Read Minds power, she will discover a
decent amount of black ops intel. When backed up with evidence -- the details of which
Sponge or any other Telepath with Read Minds may obtain -- could cause the corporation serious trouble for years to come. Because of this, the corporation has deemed
Sponge the greatest threat to their operations, and has authorized lethal force to take
her out permanently if given the opportunity to do so, another detail that Read Minds
may reveal. If nothing else convinces the characters to join forces against the corporation, this might do the trick.
The two Enhanced Agents have weapons that fire lethal rounds. They carry submachine guns rather than shotguns. Their objective is to eliminate the threat that Sponge
poses -- permanently. They have specific orders to deal with Sponge, and will waste no
time in targeting her.
In constant contact via ear buds with a satellite tracking center, the strike team will
shadow the characters in two non-descript vehicles. If the characters have managed
to ditch all tracking devices in their equipment, the team must maintain visual contact
from a discreet distance. A successful moderate (20) Travel + Perception check will notice the tailing vehicle(s).
The number of operatives in the strike team will generally be one per character,
one each for Apex and Tazer, two Enhanced Agents to deal with Sponge and four additional regular operatives. GMs should feel free to adjust these numbers according to
the needs of their campaign. Two additional operatives will remain in the vehicles as
drivers, and will maintain contact with Strike Team Command. These two drivers will
not engage in combat actions. If threatened, and if their teams are non-responsive,
they will flee the area in their vehicles and report directly to Strike Team HQ. The strike
teams loyalties are unshakable. They believe in what the corporation is doing and are
committed followers.
The corporation wants the characters to do the heavy lifting, neutralizing or weakening Tazer and Sponge before the strike team moves in. If this is not what happens,
the strike team may be in for a big surprise.
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Evolution of Apex
During her incarceration, Apex mentally contacted Doctor Bennett using Telepathy to explain what was happening
and to ask for help. Horrified at what the
corporation had done, Bennett agreed,
and is spending long hours monitoring
from a distance Apexs condition at the
warehouse hideout. Thanks to her Telepathy, Apex is well aware of the effect her
presence inflicted on the corporations
med-techs, and has urged Bennett to
take every precaution. Bennett will not
reveal this information to the characters
unless he is certain he can trust them,
though a mind scan may reveal words
like warehouse and hideout, providing a tantalizing clue.
Scene Three:
Finding Apex
Power Drain
Evolution of Apex
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Meeting Apex
Intruders!
She attacks the most threatening character
with Mind Bolt before she collapses, exhausted. By that time, Tazer comes bursting onto the
scene, followed by Sponge, both ready for anything and expecting to fight.
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Evolution of Apex
Evolution of Apex
Choices
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Evolution of Apex
Evolution of Apex
Leading By Example
as a whole represents not only a significant investment of time, money and resources on the
part of the corporation, but also a loose end that
could raise too many awkward questions if any
become prisoners.
Conclusion
If the characters are successful in keeping Sponge and Tazer out of the corporations
clutches, they will have achieved one of the
storys objectives. If they can return Apex to the
care of the corporation, allowing her to die in
peace, they have achieved a major success. Anything else represents a failure. The corporation,
however, is not so forgiving of betrayal. If the
characters attempt to keep Apex away from
them, they will keep tabs on the characters and
wait for an opportune moment to strike, capturing one or more to further their research into
the AMP phenomena. At any rate, an accidental
electrical fire is scheduled to take place at the
warehouse after the Apex situation is resolved.
Doctor Bennett has much to fear from the
corporations wrath. They will not forget his part
in the proceedings, and though he did bring
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Turned her In
Experience
+1 Secured the best payment, based on
character concept
+1 Questioned Dr. Bennett
+1 Resisted a Fight with Tazer and Sponge
+1 Handled the Strike Team
+1 Take out the Strike Team
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Evolution of Apex
Evolution of Apex
Apex
Amanda Bakers problems began when she
hit puberty; biological changes of a more unusual variety began to happen. Purely by accident, Amanda discovered she could fly. Later
came the discovery that she could see through
walls, which she took full advantage of outside
of the boys locker room on several occasions.
Amandas parents were shocked when
they finally learned of her powers -- shocked,
but not totally surprised. Knowing about the
Project Black experiments three of their own
parents had endured, they were prepared for
unusual side effects that might skip a generation or two. Amandas parents did all they
could to keep her grounded and teach her to
use her powers responsibly. When they died in
the collapse of the 7th Street Bridge, the children ended up in foster care. Separated, they
grew more and more unhappy at being apart,
and managed to get messages to each other, plotting their escapes. With her newfound
abilities, Amanda -- now calling herself Apex -was able to free herself and her siblings with
ease. A fourth sibling, Dorothy Baker, was away
at college when her parents died. Horrified by
the changes in Amanda, Corey, and Janelle, she
wants nothing to do with them. The corporation is aware of Dorothy, and they may make a
future attempt to use her as a hostage, as bait,
or as a bargaining chip if things go south for
them. Dorothy is unlikely to enter into this part
of the story.
With nowhere else to go, the Bakers were
sometimes able to stay in homeless shelters,
but were wary that the shelter operators might
report them to the authorities as homeless
youths. Finally, the three found an empty warehouse they could inhabit -- as long as they kept
a low profile. During this time, Apex did her
best to school Tazer -- Corey -- on his newly developing abilities and how to use them responsibly, while keeping an eye out for signs that
Janelle might develop powers too. She made
sure all of them went to the free clinic three
times a year, which is where she first encoun-
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Sponge
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Evolution of Apex
Tazer
Evolution of Apex
Doctor Bennett
Richard Sanford
Integrity: 8
Loyalties: Community 3, Comrades 1, Humanity 2, Justice 3, Truth 1
Skills: Medicine +10 (Diagnosis, Surgery),
Perception +3, Discipline +4, Deception
+3 (Hiding Information), +1 to any others
Gifts: Connections (3), False Identity (3),
Other: Initiative +0, Movement 7,
Strength +1, Carry/Lift 50/100
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Summary
November 1, 2015, sometimes called All
Souls Day or Day of the Dead, marked the day
when a handful of AMPs developed (or at least
discovered) the power to talk to the spirits of
the dead. Mediumship, as it came to be known,
remains a particularly rare and coveted power, since the ability to manipulate spirits of the
dead has raised a number of questions about
the possible nature or origin of AMP powers.
Louisiana has always been a bastion of the
supernatural in general and voodoo in particular, to the extent that even those who dont
hold to all the beliefs still follow many of the
superstitions anyway. Thus it comes as no surprise that in the small town of Metairie just
outside of New Orleans, two AMP Mediums developed a bit of a rivalry about the dead and
their place in the current world. As two of the
very few people who knew that there truly is
existence after death, they both saw it as their
birthright to do whatever they wished with
their powers. One made the choice to use her
powers to help the living and the dead. The
other chose to foment only chaos.
This adventure draws the characters into the
middle of this rivalry and asks them to choose
a side. It takes place just after Halloween in
the AMP: Year One Timeline, and could go on
to shape future events in your gameworld. It
is suitable for two to five AMPs, regardless of
Affiliation, but it is strongly suggested that
none of the characters possess the Mediumship power themselves, as it would spoil some
of the surprises held within.
Introduction
This adventure depicts the heated Halloween night of 2015, when several AMPs took to
the streets to walk amongst the regular people without fear of discovery and to fulfill their
urges for combat under the cover of night.
There was a palpable stirring of energy in the
air that night, as AMPs battled each other and
unleashed their full powers for good or ill. In
fact, there were just as many AMPs who used
their powers to protect leisurely candy-grubbing Saps as there were AMPs out to destroy
things. Not all battles were kept out of public
scrutiny, which eventually led to the outright
discovery of AMPs, a story which will be told in
a future publication.
Two particular AMPs have been battling
for weeks in the shadows, and decide to bring
their activities into the open Halloween night.
Sometime during the evening, while the characters are doing whatever they would normally
be doing on Halloween, a man escorting his
kids is yanked into the shadows by a translucent hand right before the characters eyes. Not
only does this leave the children behind, but
the fate of the man is in question.
The characters are assumed to be near each
other during the kidnapping, ideally having a
single goal in mind for the evening. Depending on their Affiliations they may have differing
reasons why they would stop what theyre doing to help this stranger.
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Scene One: 9 PM
Assuming they run to the area where the
man was snatched by the hand, the characters
will pass through a nearby office park to find a
parking lot. It is only partially lit because many
of the lamppost bulbs have been shattered.
The parking lot itself is for an office building
with a C&C logo above the door, standing for
the Carlton and Company investment group.
The building itself is five stories high, made of
glass and metal. They will see the man being
dragged through the parking lot by a translu-
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As the AMPs are battling their strange enemies and the haunting, disembodied voice,
they hear the voice cackle and say, Can it be?
Is she here? At that moment, the glass door
shatters as a white-garbed figure jumps in.
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Scene Two: 10 PM
Unfortunately their escape is cut short, as
all of the car doors in the parking lot open and
out come more enemies. The woman sighs,
Zombies. Theyre Zombies, in case you were
wondering. She says with a smile, Im the
White Knight and Im here to get you out of
this alive. A horde of zombies, upwards of fifty,
are descending upon the building, leaving the
group with little choice but to flee. The characters need to make a B-line out of there or
theyll be devoured by the dead.
Like the zombies in Scene One, these creatures are immune to any form of mind control or manipulation, but can be hacked and
slashed to oblivion. The sheer number of zombies makes that a poor choice, however, as
the group is outnumbered by at least 10-to-1.
This doesnt stop the White Knight, who jumps
into the fray to start slaying the monsters. She
turns her head just long enough to yell Ill
hold them off! Find us a way out of here! Her
blade still crackles with energy and her thick
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The Countdown
VV To the Basement: They can definitely barricade themselves in the basement for
safety, but where do they go from there?
With a Moderate (20) Perception + Survival check, the group finds out the basement of this office building has sewer ac-
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The Castle
busted chop shop. There are dozens more dating back about three months.
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certainly did forget about Rule #1: always wear a mask. Capes, not so much.
Now, we try to figure out what Voldun is up to and maybe track him down.
With your help, I may even be able to
take him down for good and free the
people of this good town from his reign
of terror. Maybe theres something
special about Halloween night. I dont
know. Think!
Scene Three: 11 PM
At this point the group, with White Knights
help, has a moment to rest and do any information research they want. The radio scanner
chatter increases as time passes, revealing the
spread of the zombie horde is getting larger
by the minute. There are plenty of reports of
VV There have been several exhibits pertaining to the dead that have reported
missing items. Nothing big like coffins
or crown jewels were stolen, but smaller
items like a primitive weapon grip, several feathers and some skins, as well as
four carvings. All thefts are under investigation.
VV A Simple (10) Knowledge + Community check reveals the local exhibits were
about the mysteries of the dead. Many
of the stolen items were simple bits and
pieces of items on display, but if assembled could create a rather powerful holy
symbol in the right (or wrong) hands.
VV Another Moderate (20) Knowledge +
Technology check shows police detained
a man by the name of Eugene Kott in relation to the thefts, but he was released
shortly thereafter as they didnt have
enough evidence to arrest him.
If they check into information on the C&C
Office Building from earlier (same check), they
find the following:
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Screaming Spirits
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Fighting Voldun
Volduns statistics are listed in this adventure, making it pretty easy to run the fight.
However, he should also have twice the groups
number in zombies (using Average Person
stats, AYO pg. 201, with an additional +2 bonus to all checks). To make the fight harder,
feel free to swap any number of zombies for
Screaming Spirits. It should be noted that Voldun anticipated a fight and has already used
the Beyond the Grave Augment, so defeating
him at this point wont necessarily be the end
of him. If White Knight is with the group, she
is able to draw almost half the Zombies to her,
clearing the way for a few of the characters to
head toward Voldun immediately.
It should be obvious that the staff is the key
to stopping the spell that has already led so
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Scene Five: 1 AM
The Aftermath
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bid them a fond farewell. She is used to being alone, whether she yearns to be part of
a team or not. Of course, if the group shows
even the slightest interest in a team-up, shell
be all over them. Shell leap at the chance to
fight crime with other unaffiliated heroes like
her. No ties, no drama. Of course, if the Seekers
offer her a slot on their team, shell take it as
well. She feels for the Changelings and would
lend occasional aid to their cause, but White
Knight has a rule against living in a sewer. Typhoon and UHF are obviously right out.
Volduns Home
Experience
+1
+1
+1
+1
+1
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White Knight
Voldun
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There was a time when Nicole wanted nothing more than to be a hero. She read comics,
joined the Girl Scouts to learn survival skills,
and searched constantly for news articles of
police and firefighters who were dubbed heroes. The day she awoke and realized she was
a hero herself was amazing to her. Nicole could
tell when someone had bad intentions and
knew when danger was about to strike. Using
these abilities she found she was able to save
people from accidents and muggers. Those she
couldnt save still spoke to her, giving her yet
another duty to help them move on. When the
group meets her, she has worked alone for a
long time, but would love to join a team of superheroes to help protect her if she ever needs
to run into danger or sacrifice herself to save
someone.
New Mediumship
Augments
Enhancements
VV So Life-like (E2): Must have Zombie. Any zombies created recover all
signs of life and look healthy and unwounded (regardless of how decayed
or damaged the corpse was) until
they are dispelled.
VV With Open Arms (E2): Must have Beyond the Grave. Upon returning to
their body, the AMP heals (Mediumship) Integrity.
Tricks
Spirit Pull (T1)
Check: None
Range: Touch
Duration: Battle
Effect: Must have Spirit. The AMP imbues their body with a spirit aura, usually
red and crackling with energy, which allows
them to interact normally with spirits and
other incorporeal opponents. This means
they can attack and parry spirits and even
AMPs using the Intangibility power.
Check: None
Range: (Mediumship + Discipline) x10 ft.
Duration: (Mediumship) hrs.
Effect: Must have Zombie and Devour
Soul. The AMP can leave their own body
to possess dead body within Range. If surrounded by several dead bodies (or zombies), the AMP can jump from body to body
with ease, only suffering 1 integrity per
jump. Only the Mediumship power can be
used while possessing another body, as
the AMPs adrenaline was left behind in
their own body. They have the option to
have their body appear dead and limp or
to animate it like any other zombie. If their
original body is killed (reduced to Integrity 0), it lapses into a suspended animation
state until they decide to rejoin. Returning
to their body heals it for (Mediumship/2)
Integrity, hopefully providing enough for
them to crawl away to fight another day.
Cannot be reduced lower than T2.
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Scalpels Edge
Adventure for AMP: Year One by Chris Kobbe
Scalpels Edge
Summary
Introduction
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Scene One:
Something is Missing
Heat and humidity are like a sauna in the city
and there is no relief coming from the slightly rancid breeze coming over from New Jersey
as the characters arrive outside the abandoned
warehouse. It may be abandoned, but the area
isnt; traffic is sporadic through the area, so as
long as theyre careful, there wont be much
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Scalpels Edge
Scalpels Edge
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Scene Two:
Visiting the Morgue
A trip to the morgue gets the characters in to see Dr. Michelakos. A petite, brunette woman, Dr. Michelakos has seen a lot
of weird things come across her cutting table
in her twenty-year career. Some of them have
stumped her, but she freely admits the surgical
removal of the organs from four victims without any surgical incisions gives her the willies.
Shes a believer in the supernatural and is very
superstitious, so over-the-top displays of their
abilities like summoning up spirits of the deceased will quickly become too much for her
and she will kick the characters out if the characters push her too far or if they disrespect the
dead in any way.
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Scalpels Edge
The Victims
Scalpels Edge
Mediumship
VV Unidentified
VV In apparent good health with no diseases or other major health issues
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Scene Three:
Red Mander
The paths eventually lead to the St. Benedict Mission house. If the characters didnt get
this information directly from Brian, they likely
visit a few other locations that turn out to be
busts before ending here. St. Benedict Mission
House is a small, 30-bed homeless shelter
and soup kitchen associated with the church
across the street. Characters who stake out the
building observe the church and its volunteers
keep it in good repair and there are usually a
few people about regardless of the time of day.
During the morning and evening meal times,
the communal dining room is full with indigents getting a hot meal. They lock the doors
from 9 PM to 6 AM each evening for the safety
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Scalpels Edge
Characters can use their appropriate Loyalties, Affiliations and Connections to reach
out to the AMP community to see if anyone in
the New York City area a matches the possible power sets related to this case. Applying
appropriate bonuses to a Moderate (20) Persuasion + Intuition check turns up a lead on
a local Changeling name Red Mander. One
source says she has claws and the ability to
heal others, although shes well liked and generally considered a good person. The contact
doubts she could be a serial killer, but stranger
things have happened; they also provide a list
of likely homeless shelters she likes to circulate through, including St. Benedict Mission
House, leading to Scene Three.
of those spending the night. Inside the building is a communal dining room, male and female dormitory with attached showers, kitchen,
offices and a storage area where residents can
keep possessions in padlocked storage bins.
The characters can take a few approaches to
interacting with the area.
Scalpels Edge
Red Mander is a Changeling who has undergone a full body transformation that although
disconcerting has left her with a strange alien
beauty. She has lost all her hair and her skin
has taken on a deep ruby red hue with occasional green patches that contrast and set
off her features. Her deceptively resilient skin
constantly secretes a slippery film that bleeds
through her clothing within an hour of her putting them on. Delicate gill frills line the lower
edges of her jaw and trail up to behind her ears
while large razor sharp black fingernails have
replaced her human nails.
The Killings
The Victims
If shown the pictures of the victims, she confirms she has seen the two youngest ones. She
doesnt know Brian Santiago, having only seen
him once. She identifies the young Latino woman as Penny or Penelope, but doesnt have a last
name. She met her about a month ago when
she came into the shelter slashed up pretty bad.
Red Mander healed her and knew she was an illegal immigrant, but the last she saw of her was
about ten days ago. Asking if the two had anything in common and making a Moderate (20)
Intuition + Empathy check helps Red Mander remember both of them picked up pocket money
from the city Blood Donation Van. It may still be
outside St. Benedict Mission House right now.
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Scalpels Edge
Scalpels Edge
Scene Four:
Two Hunters, One Rabbit
The characters are not the only group looking for the serial killer. The Matriarch has sent
members of Typhoon to bring him into the fold.
The possibility of someone being able to freely transfer AMP organs is too valuable an opportunity for them to pass up. For characters
already affiliated with Typhoon, bagging Dr.
Scalpel is an incredible opportunity to move
up the ranks, so they know being ambushed by
a group from Typhoon is to be expected.
Unknown to the characters, Typhoon,
through Trace (pg. xxx) who has been tracking them in astral form, is up to date on any
info the characters gathered. Characters who
can sense mental or spiritual presences have
a chance of noticing Trace lurking around each
scene as they play through. Noticing Trace is
a huge advantage to the characters, putting
them on alert of others involved in the hunt.
Once noticed, any attempt at a spiritual attack
drives Trace away, and the characters can attempt a Tough (30) Stealth + Deception check
to shake their phantom observer.
Typhoon knows they are looking for a doctor, making the most logical time to attempt
an ambush after they identify the clinic as
the source of the bodies or where the blood
is being tested. Typhoon can also be a source
of clues if the characters have encountered
setbacks in their investigations. Beating the
Typhoon agents and interrogating them for
information is as valid an avenue of investigation as any other. Team Typhoon is a deadly
group of opponents, but if the players group
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The Interior
Getting In
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Scalpels Edge
Scalpels Edge
Scene Six:
Final Redoubt
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Conclusion
Depending on character actions, there are
four likely scenarios with Dr. Scalpel.
Nurse Danny
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Scalpels Edge
Technology check identifies the panel as a doorway into a safe-room, and the safe room video
camera and intercom are located.
There are quite a few ways to breach the
safe room. A character with Intangibility can
simply follow the doctor into the room Tech
Speak (Technopathy) may convince the door to
open up. Transmutation and Metal Elementals
can both reshape the door given time. Characters with powers causing Brutal damage can
simply destroy the door eventually. Telepaths
could attempt to read Dr. Scalpels mind to get
an image of the safe-room and transfer the
image to someone with Teleport so they could
teleport inside.
Dr. Scalpel is paranoid, so if he thinks the
characters can actually make it into the saferoom before he can recharge he will go to the
drastic measure of using his own Claws to rake
his flesh, reducing his Integrity to 5 in order
to regain 2 Juice. His most likely tactic at that
point is to use Partial Phasing with a Gutting
attack at whoever is on the other side of the
safe-room door in the hopes of stopping them.
Having entered combat, he then has +1 Juice
to plan his next move. Ultimately, Dr. Scalpel
wants to escape, but he is also Bloodthirsty,
and after his initial attack, he may not be able
to help himself.
If Dr. Scalpel resists engaging in further
combat, he is likely to just phase straight down
through the building and attempt to use the
basement van to escape. Characters can attempt either a car chase or other methods of
capture, but if Dr. Scalpel escapes at this point,
he is running fast and hard and the search for
him becomes a whole new adventure.
The clinic is a treasure trove of information
with a client list including over a hundred transplant recipients all paying over six figures for Dr.
Scalpels services. If Dr. Scalpel escapes, its possible that his records, patient and financial could
provide leads to tracking him down again.
Typhoon
If the characters left the members of Typhoon alive, the characters have almost certainly made themselves enemies not only of
these specific AMPs, but also from Typhoon as
an organization. They should expect some sort
of payback at some point unless they have ties
to Typhoon themselves. In that case, good job
on taking out the competition.
Scalpels Edge
New Chimera
Enhancement
VV Slimy (E1): The AMPs skin produces a
slick coating of mucus-like slime, adding +4 to Break Grab attempts and AR
2/2 versus Fire Effects.
Check: None
Range: Touch
Duration: Instant
Effect: Must have Diagnosis. The AMP
gains a complete sense of what makes biological matter unique, and then strips the
sample of its uniqueness, making it the perfect, rejection-free match for transplants or
infusion into any patient.
Experience
+1
+1
N o n - co n f r o n t a t i o n a l / r ec r u i t i n g
Red Mander
+1
Stopping Typhoon
+1
+1
Stasis (T3+)
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Dr. Scalpel
Red Mander
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Scalpels Edge
Mack Truck
Scalpels Edge
Hard Sell
Trace
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Academic Conspiracy
Adventure for AMP: Year One by John D. Kennedy
Academic Conspiracy
Summary
In the world of AMP, those with powers are
a relatively new thing and many parents with
children suddenly manifesting strange new
powers may seem at a loss of what to do. For
those without obvious powers, parents may
just need more intensive care to help them.
Other kids just choose to keep their abilities a
secret from their parents, worried about their
rejection or fearing they will send them away.
One such school wanting to help these students is the New Day Academy. On the surface,
the school seems to specialize in one-on-one
education and smaller classrooms with more
teachers, insuring those attending the school
receive a personal and very strong education.
Behind the scenes, the school caters towards
helping students from rough backgrounds and
has the reputation as a last chance school for
those students who do not fit in other schools.
The New Day Academy is taking a silently progressive role towards the introduction
of AMPs. Though they encourage students to
keep their powers hidden, the Academy offers
the same level of education as other students
would receive. Parents know their kids will be
somewhere they can fit in and learn how to
behave as normal. For students at the school
who are secretly AMPs, they appreciate the remoteness of the school and how the teachers
care about the students.
Lights Out At The School is an adventure
suitable for two to five AMPs of any Affiliation.
It takes place at the beginning of the week
during the school year, and the only requirement is one or more of the characters need a
reason to be involved in the schools activities.
Introduction
The characters, whether they are students
at the school, faculty or employees have many
reasons for being at New Day. They could be
relatives of students at the school who are
visiting and allowed to stay in some of the
empty dorm rooms, or the players may be students themselves, dealing with the doldrums
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Who To Know:
Jeremy and Wrigley
Scene One:
Recess As Usual
Though New Day Academy teaches all ages,
it does its best to socialize the kids with each
other in order to help the kids adjust to the
school. Though kids tend to pair up with kids
their own age, it is not uncommon to see kids of
all ages playing sports together in the schools
field between classes. Several kids are playing
kickball while one student, Jeremy, sits off to
the side with his canine companion, Wrigley,
sitting at his feet.
As the kickball game continues a brief commotion can be heard from the front of the
school. A Simple (10) Perception check allows
players to hear a few details from a distance,
and if the players are able to roll over 20 they
are able to hear the true cause of the argument.
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a log where they find Jeremy sleeping. He appears feverish and is otherwise unresponsive
to any attempts to wake him up.
It is at that moment that strange men appear
from the shadows wearing deep blue BDUs, gas
masks, and wielding tranquilizer guns. Leading
them is a man in a black tactical vest and black
mask with goggles. With a gesture his people
open fire on the group, firing at whoever they
deem to be the biggest threat or whoever seems
like theyre going to run off with Jeremy. There is
one soldier for each character.
The soldiers are surprised by the characters
powers and do their best to work around them.
Their leader is an AMP who manifests tendrils
of shadow around him to fight them, using a
+6 to Fighting checks and bombarding each
character with the whip-like tendrils that deal
+3 damage on a successful attack. He is absolutely silent around them, though he seems to
have some familiarity with each one. Spiegel
With dark brown hair and a gray mustache, the unassuming figure of Principal Hauss belies his cunning mind and
silver tongue. At age 65, Principal Lionel
Hauss is the one in charge of the New
Day Academy, and he always greets his
students every morning on the schools
television channel. Hes warm and
charming on television but he can be
cold and distant when he deals with the
students one-on-one. He is always seen
exercising very early in the morning and
when he eats his lunch in the cafeteria,
he eats his food slowly and quietly.
Students have an immediate fear of
crossing him as he is a stern disciplinarian, and faculty and parents find his views
on education to be a bit outdated. No one
knows why the New Day Academy chose
him to run the school, but he is doing his
best to keep a school full of AMPs in line
and under the radar of others.
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Scene Three:
Chaos in the Walls
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Academic Conspiracy
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Academic Conspiracy
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Scene Four:
The Light Reveals
That night bright lights that seem to manifest around them disturb the characters. For
characters who are students, these lights appear as soft glowing orbs, waking them and
leading them out of their rooms. For faculty or
relatives who are on school grounds at night,
they see the orbs in front of them as well and
they lead them to the school infirmary.
Once all the characters have arrived, the
orbs form together and then shine a bright
light on the corner of the room where several
chairs sit against a wall. One of the chairs is
out of place and lying on its side.
-A Simple (10) Intuition or Perception check
will reveal a keypad located behind a false section of the wall. A Moderate (20) Technology or
Tough (30) Athletics check will allow the characters to open the wall by hacking the lock or
by opening the door. Likewise, the use of powers may bypass the door in a much flashier way.
After they have bypassed the orbs, the orbs
disappear, leaving the room dark again. Fortunately, the doorway opens and reveals a ramp
leading down into the earth with soft blue
lights mounted on the walls.
The ramp leads down into a very plain hallway smelling of disinfectants and has security
cameras mounted on the ceiling every 50 feet.
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Difference between
Cypher and UHF
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Academic Conspiracy
tailed information on Jeremys powers. It mentions his true power limit may never be known
and that an omnipath might yield almost limitless profit if his abilities to read minds can be
duplicated. The fact that he appears to be brain
dead despite no apparent damage or trauma to
his brain has frustrated their researchers, who
are wondering if this is an unforeseen side effect of his powers.
As the characters finish their investigations,
the lights dim in the room and the shadows
begin to move and dance about. At the end of
the hallway three men have appeared. Each
wears the same tactical vests and black BDUs
as the attackers wore the night before but they
do not wear any masks. All three have the bearing of military men, and the one in the middle
has thin tendrils of shadow dancing along his
body. They are Spiegel, Ripsaw and Crescendo.
Academic Conspiracy
Conclusion
There are only three outcomes to this battle.
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Experience
+1
+1
+1
+1
+1
Crescendo
Sap Name: Oliver Pitre
Affiliation: Unaffiliated
Strain: Blaster (Sound)
Integrity: 13, Juice: 3
Loyalties: Comrade 2, Justice 2, Self 3,
Truth 3
Skills: Athletics 2, Deception 2, Discipline 4, Fighting 3, Fortitude 3, Intuition
2, Knowledge 2, Marksmanship 4, Might
2, Perception 3, Persuasion 3, Speed 2,
Stealth 3, Travel 2
Primary Power: Bolt 6
Augments: Disorient (E0), Potent (E0),
Shockwave (T2)
Gifts: Fast Acting (2), Graceful (2), Wealth
(3), Destiny (3)
Drawbacks: Absent-Minded (4)
Other: Initiative +8, Movement 9,
Strength +4, Carry/Lift 100/200
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Academic Conspiracy
Ripsaw