Wednesday, October 24, 2012

The Day of Void: L5R Homebrew Planning (Four)

Continuing on with my work getting ready for an L5R campaign. Below is the material I sent the players so they could start considering their characters. This tags on to the end of the previous campaign and explains what happened after the final scene. That was essentially a different version of the Scorpion Clan Coup, with the Nothing in the driver's seat. The destruction of that force rendered most people's memories of the event hazy or absent entirely. 




Previous Posts:
The New Dragon: L5R Campaign Planning (Post One)
The New Dragon: Building the Family (Post Two)

On Honor (Post Three)

THE DAY OF VOID
It has been almost three years since the event known as The Day of Void. On that day, Hantei the XXXVIII was murdered, and yet no one was punished. The Imperial capital of Otosan Uchi burned and many died, yet blame could not be laid with any certainty. Somehow memories of those days were fragmented, bent, and even erased entirely. The few who recalled events gave testimony. And yet those testimonies contradict and repudiate one another. Some claim they saw the death of one person though that person still lived. Some spoke of rescuing a friend, but that person lay dead. Some claim the Shadowlands marched upon the walls, while no evidence of taint can be located. Battles, duels, betrayal, siege- all of these things cannot be confirmed. Even the physical evidence and voices from the kami seem at odds with one another.

What is known and what is suspected are two different things. The inner circles have spoken of the Shadow, a corrupting and changing force which manipulated events. The destruction of this force, a thing forgotten since the creation of the world, caused the ripples and conflict within the world. It had been a thing of deceit and so left a legacy of uncertainty and fear. Some say it even changed the land itself, a rumor quickly put down by reference to the Emperor’s maps.

Many fell at Otosan Uchi during that period- much of the Imperial Legion, many visiting Scorpion troops, forces from all of the other clans. Some died there, it is said, while others simply vanished across the empire. The Hantei died from a sword-stroke, but no one can saw who brought him down. Other great heroes of the empire fell as well: Akodo Torturi, the Lion Clan Champion; Toghashi Yokuni, the Dragon Clan Champion; Bayushi Shoju, the Scorpion Clan Champion; and Doji Satsume, the Crane Clan Champion. Others of renown fell as with Mirumoto Hitomi; Doji Hitori; Bayushi Dairu; Soshi Bantaro; and many others. The Scorpion, Lion, and Crane suffered the most losses- troops, samurai, courtiers, and others devastated. The Unicorn, Phoenix, and Dragon suffered significant losses as well, with some families such as the Togashi bearing the brunt. Only the Crab suffered minor losses, which they have needed in the days since then- as the Shadowlands has been increasingly aggressive and dangerous.

The Fortunes managed to protect the young Imperial Heir, Hantei the XXXIX. He found himself in the Phoenix lands with no memory of how he had come to be there. With wisdom, he quickly turned aside his desire for vengeance when the full magnitude of the situation became clear. Despite accusations from clan against clan, he declared a general amnesty- producing a blessing from the Kami Togashi. He revealed that the Kami had sacrificed himself to save Rokugan and seal the Lying Darkness. The Emperor recognized the efforts of the Mantis in his rescue, although he did not know the details, and promoted them to Great Clan status once more. He set forth a plan to rebuild Otosan Uchi and focused his energies. In a move calculated to protect the weakened Scorpion, he took Bayushi Kachiko, widow of the Scorpion Clan Champion, as his bride.

THE DAYS SINCE
The Empire has slowly begun to restore itself in the three years since. However rumors, hearsay, and speculation has led to tensions between the clans. Skirmishes and wars have erupted in nearly every season. The Emperor has been occupied with the rebuilding and establishing of his dynasty, leaving the daimyo a free hand. At the same time, the Shadowlands have risen with a force not seen in centuries, some speak of dark monsters in the Shinomen Mori forest, and Bloodspeakers have been caught across the realm. The recent war between the Lion, Scorpion, and Unicorn was among the bloodiest and costliest, threatening trade, commerce, and the sustenance. The Dragon had remained quiet in their mountains for generation, but now took action. With a devastating strike, they marched forces in and seized lands bordering these three clans- creating a meandering border province. Clan Champion Togashi Hoshi petitioned the Emperor, calling on the favor owed to the clan for the kami’s sacrifice. The Emperor agreed to recognize the region as Dragon Clan lands, in exchange for other concessions from the clan. The Unicorn and Lion raged against the decision, but could not openly dispute the Emperor’s will. The Scorpion Clan remained silent on the matter. The new lands of the Dragon were split among three daimyo, one from the Mirumoto, another from the Agasha, and the third to be given over to a new family created and anointed by Togashi Hoshi to honor this daimyo’s efforts and heroic actions.

THE NEW DRAGON
So it is that you have become part of this new family among the Dragon Clan. Perhaps you are distantly related by blood to the daimyo’s line; perhaps you simply owe fealty to it; you may have volunteered to join this new family as a chance to gain honor; perhaps you were gifted by your family; perhaps you were exiled; perhaps you were recruited; perhaps you were raised up from ronin or other status. There are many reasons why you might have joined- we can certainly talk about that. Each of you will be important people- honored figures. There will be other senior samurai, but you will be key. Each of you will have a role within the family, and a retinue to help you carry that out. But you will also be the taskforce and comrades which the daimyo sends out to deal with problems.

While you are of the Dragon Clan, you have not necessarily trained there. In Legend of the Five Rings, there are ‘roles’ rather than locked in character classes. Once you have chosen a role, you then choose a “school.” Schools refine your training and experience and offer different abilities. Some samurai-class students train at other schools and then return to their own clan- since you’re PCs you are exceptional and will have a chance to do that. It is also possible to train at two schools- but such a choice will cost all of your bonus picks and you will only be able to advance in one of the schools during play. I will present a list of the different clan schools and a brief description of their focus. In thinking about what you want to play, consider that each of the major roles- Samurai, Shugenja, Courtier, Monk can be built in different ways, with different aspects. Here are some examples (not necessarily covering everything).

BASIC ROLES
Samurai: Classic Warrior; Duelist; Brutal Fighter; Scout; Field Leader
Shugenja: Specialist on one of the four elements- Air, Water, Fire, or Earth; Magical Craftsman; Witchhunter; Inquisitor
Courtier: Diplomat; Artist; Engineer; Bard; Spy; Investigator; Merchant
Monk: Martial Artist; Master of Chi; ize zumi (Monk with Magic Tattoos)

HOW DOES THIS WORK PRECISELY?
You’ll be building your character with points, as with most Action Cards rules. Your character will be built on your deck (results assigned, edges, and unique cards); your skills (which allow redraws); your aspects (descriptive traits); mechanical details (stress, honor); and talents/flaws (special unique abilities, ancestor blessings, etc. bought only at character creation). Beyond this are the Clan Schools which offer school techniques. Each has five ranked techniques which must be bought in order. You start with the Rank One pick and can buy more during character creation or in play. You also get some free skills for taking a school.

During play, you’ll also get a chance to suggest and develop some additional special abilities. We’ve done this in the Last Fleet campaign, and it has been pretty successful. These will represent new katas learned, lessons from your dojo, new expertise developed, new contacts made, or even an advanced school of study. You’ll also have the chance to buy stuff based on your role. Shugenja, obviously, will be able to buy new spells. Some Monks will be able to buy new kiho powers or tattoos. Courtier characters will be able to gain new strings to pull. Combat focused characters will be able to buy new combat maneuvers. You’ll be able to purchase outside your role (except for magic stuff), but at a higher cost.

Here’s what I want you to do:
Below you’ll find a list of the Clans and their schools. For each I’ve listed at least three keywords which reflect the kind of stuff they do and kinds of School techniques they get. In some cases I’ve listed some variant paths under a major school; these are the same as the base, but with one technique swapped out for a new one. Look through and see what interests you. Select up to three that you might want to play. You can choose fewer if you know what you really want. If you want to spend all of your bonus picks on two schools, tell me and we’ll discuss that. I’ll allow up to two people that chance, but they’d better have a good story. Once you’ve picked, I’ll write out those abilities. This is a means of reducing my workload, so I don’t have to create all of the School stuff at the start. Feel free to ask questions or discuss among yourselves what you want to play.

CLAN SCHOOLS
CRAB CLAN
Hiruma Scout: Long distance patrols, survival, and battles with Shadowlands creatures
            Hiruma Grappler (Grapples), Hiruma Stalker (Find Weakness)
Kaiu Engineer: Smiths, trapmasters, and architects.
Yasuki Merchant: Trade, commerce, faux pas, and contacts.
            Yasuki Peacekeeper (Disarm), Yasuki Quartermaster (scavenging)
Yasuki Taskmaster: Intimidation, Taunting, Training, and Stamina.
            Yasuki Houseguard (resist temptation)
Kuni Witch Hunter: Occult knowledge, sensing taint, and fighting Shadowlands.
Kuni Shugenja: Earth element, countering taint, and blasting Shadowlands.
            Kuni Oni Slayer (binding), Kuni Duelist (Read aspects), Crystal Master (work crystal)
Crab Berserker: Rage, unarmored fighting, and strength.
Hida Bushi: Armored fighting, strength, and stamina.
            Tetsubo Duelist (iaijutsu), Falcon’s Wings (running)
Hida Pragmatist: Unarmed, tenacity, and evasion.

CRANE CLAN
Daidoji Bodyguard: Defense, protection, and negating advantage.
            Daidoji Duelist (iaijutsu), Daidoji Heavy Regulars (armored fighting), Iron Warriors (polearms)
Daidoji Harriers: Speed, scouting, and stealth.
Kakita Artisans: Instruction, arts mastery, criticism, and perception.
            Master of Ikebana (Harmony), Master of Wits (Games), Master of Poetry (Poem Duels)
Kakita Bushi: Iaijutsu, dueling, and reflexes
            Empress Guard (honor)
Kakita Jesters: Mockery, manipulation, and acid tongue.
Doji Magistrate: Perception, judgment, and swordplay.
Doji Courtier: Influence, gifting, honor, and favors.
            Doji Arbiter (Discernment), Daidoji Trading Councilor (commerce)
Asahina Shugenja: Air element, magical crafting, and craftsmanship.
            Asahina Fetishist (blessings), Asahina Duelist (wound protection)

DRAGON CLAN
Kitsuki Investigator: Observation, investigation, and enforcement
            Kitsuki Justicar (iaijutsu), Kitsuki Courtier (diplomacy), Kitsuki Gamester (games)
Mirumoto Bushi: Dual Weapons, spell Awareness, and Initiative
            Mirumoto Mountaineer (resist surprise), Mirumoto Talons (battlefield mastery)
Mirumoto Swordsman: Dual Weapons, dueling, and focus
Mirumoto Taoist Swordsman: Iron skin, grapples, and swordplay.
Togashi ise zumi: Magical tattoos, monk training.
            Hoshi tsurui zumi (focus), Kikage zumi Madman (force)
Agasha Shugenja: Fire element, alchemy, and cyphers.
            Agasha Warrior-Priest (melee)
Dragon Monks: The Dragon also has many non ise zumi monks (see Monks, below)

LION CLAN
Akodo Bushi: Accuracy, targeted attack, and persistence.
            Deathseekers (honor for damage), Lion Warden (bonus vs. mounted), Akodo Scout (read aspects)
Akodo Tactician: Strategy, leadership, and tactics.
Akodo War College: Timing, leadership, and lend support.
Ikoma “Omoidasu” Bard: Performance, inspiration, and tale telling.
            Ikoma Herald (Combat perception)
Ikoma Spymaster: Spot weakness, persuasion, and uncover secrets.
Ikoma Brawler: Fearsome, exploit weakness, and resist pain.
Matsu Berserker: Terrorize, fury, and fearless.
            Lioness Legion (traps and feints), Matsu Duelist (dueling)
Kitsu “Sodan-Senzo” Shugenja: Water element, sense ancestors, and read spirits.
            Bishamon’s Chosen (strength)

MANTIS CLAN
Yoritomo Bushi: Peasant weapons, balance, two weapons, and mighty blow.
Yoritomo Scoundrel (evade dishonor), Kobune Pilot (environmental advantage), Whirlwind Duelist (advantage vs. armor)
Yoritomo Shugenja: Water element, self-sacrifice, and toughness.
            Mantis Navigator (weather), Storm Acolyte (air and water)
Yoritomo Courtier: Commerce, intimidation, and appraisal.
            Yoritomo Emissary (negotiation)
Moshi Yamabushi: Fire kihos, martial arts, and recklessness.
Moshi Shugenja: Fire element, speed, and ritual.
Tsuruchi Bushi: Archery, hunting, and keeping in motion.
Tsuruchi Magistrate/Bounty Hunter: Perception, maintain focus, and cunning.

PHOENIX CLAN
Shiba Bushi: Accuracy, spell awareness, and timing.
            Shiba Iaijutsu Duelist (iaijutsu), Shiba Naginata Duelist (weapon specialty)
Shiba Yojimbo: Protection, loyalty, and resistance.
Shiba Artisans: Artistry, allies, and inspiration.
Asako Courtier: Human perception, instill doubts, and strong will.
Isawa Shugenja: All elements, magical talent, and spell research.

SCORPION CLAN
Bayushi Courtier: Use flaws, read weaknesses, and slander foe.
            Bayushi Defiler (undermine repute)
Bayushi Bushi: Disarming, gain advantage, and swiftness.
            Bitter Lies Swordsman (sacrifice for repull), Bayushi Defender (seize initiative)
Shosuro “Butei” Actor: Sincerity, surprise strike, and assume identities.
Yogo Shugenja: Air Element, barriers, and wards.
            Shadow Hunter (surprise attack), Kuroiban (strike Shadowlands)
Soshi Shugenja: Air element, illusions, and spell trickery.
            Soshi Duelist (hide intentions)
Soshi Magistrate: Intimidation, crippling, and ruthlessness.

UNICORN CLAN
Shinjo Bushi: Mounted combat, defensive fighting, and riding.
            Iuchi Scout (recon), Horsebowman (archery)
Shinjo Scout: Stealth, sprinting, and knowing the land.
Ide Emissary: Know customs, memorize, and sense shifts.
Ide Duelist: Dueling, calmness, and traditions.
Moto Bushi: Offense, resilience, and sense Shadowlands.
            Moto Acrobat (Acrobatics)
Otaku Battle Maiden: Mounted combat, resist damage, and speed.
Otaku Infantry: Weapon variety, running, and whirlwind strike.
Unicorn Baraunghar Ghost Guard: Water element, riding, and archery
Iuchi Shugenja: Water element, cast without scrolls, and craft talismans.
            Iuchi Traveler (rapid transport)
Horiuchi Shugenja: Earth element, wilderness training, cast without scrolls, and survival.

MINOR CLAN SCHOOLS
Badger- Ichiro Bushi: Take punishment, strength, and find weak spot.
Dragonfly- Tonbo Shugenja: Water element and movement specialty.
Falcon- Toritaka Bushi: Sense spirits, awareness, and survival.
Falcon- Toritaka Reiryoshi “Spirit-Hunter”: Strike spirits, fight evil, and resist corruption.
Fox- Kitsune Shugenja: Earth element and defense specialty.
Fox- Kitsune Tracker: Stealth, woodcraft, and tracking.
Hare- Usagi Bushi: Leaping, striking, and movement.
Sparrow- Suzume Bushi: Patience, lore, and challenge honor.
Sparrow- Suzume Negotiator: Avoidance, etiquette, and resist technique.
Tortoise- Hyobe Bushi: Disarm, resistance, and play the fool.
Tortoise- Hyobe Someisan “Riddler”: Take on role, maintain honor, and copycat.

MONKS
These can come from any clan, although some have a stronger focus than others. The Brotherhood of Shinsei accepts all. The first two listed here use kiho, which are elemental activated powers. The third is purely physical.
Inkyo “Enlightened Monk”: Shintao, kiho element specialty, and meditation.
Wandering Monk: Pleasant interactions, kiho, and concentration.
Sohei Warrior-Monk: Martial arts, physical feats, and endurance.

RONIN
In this case, the PC has been a ronin who has just been elevated to retainer status.
Ronin Bushi: Fighting, survival, and wounds.
Fifth Wind Ronin: Battle, clear vision, and tactics.
Ronin Shugenja: Choice of element, peasant connections, and undisciplined magic.
Ronin Courtier: Seduction, corruption, and fascinate.
Ronin “Master of Games” Courtier: Assess odds, entertain, and manage organization. 

Tuesday, October 23, 2012

The Starro My Destination: Superheroes: Year One

Last week should have been the last session of the G+ Superhero Game, but the group didn't make it to the final scenes so we'll play that out tomorrow with a big finish. Below is the post-session summary for Session Eleven as well as some of the background material I gave the players before the campaign started. 

THE STARRO MY DESTINATION 
WEEK TWELVE SUMMARY
With Mister Miracle’s revelation in hand, Firstwave regrouped in an attempt to bring figure out a strategy. They considered the several images from Miracle’s vision- the weird world, the campus, the docks, the STAR labs facility, and finally the underwater lair. They discussed the various pieces they’d put together Atlantis, the Last Son of Lemuria, Fenton’s Psychic Attack, the Cabal’s Disappearance, The Visions, the Green Crystal Magus Gem, the Vanishing of Various Villains, The Painting, The Black Knight aka Nathan Garrett, The Remaining Ward Point, The Serpent Crown, Devilfish vs. The Penguin, STAR Labs involvement, LexCorp’s Connection, The Laser Satellite, The Visualizer Tracer, and so on.

They worked on a couple approaches. First they looked into means for underwater travel and survival. A couple of the group could handle that, but others would have a tougher time. They rigged up some devices to assist them. Second, they examined records of the STAR labs offshore facility, but weren’t able to develop anything on that front. Miracle’s vision suggested that the floating lab wasn’t necessary directly connected to the location of Atlantis. Another means would be required to locate it. The group discussed speaking with STAR labs director Vaughn Chime, but decided to hold off on that. Three, Miracle tried to contact his friend Sonny Sumo who he’d seen- with a starfish mask- in his vision. Sonny’s girlfriend told Miracle that she thought he was with the hero.

The group decided to confront an outstanding lead, and travelled to Nathan Garrett’s estate outside of NYC. There they found the Black Knight bunkered down with a group of super-villain mercenaries: Grifter, Deathstroke, Firebug, and Captain Cold. Miracle alone approached and managed to diplomatically arrange a meeting with the Knight. He questioned him about the Magus Stone and his desire for it. The Black Knight explained that he hadn’t been looking for the Magus Stone, but rather one of a number of other clear crystals. He was cryptic but suggested that those crystals had been part of whatever had taken down the Cabal two years ago. It was clear that Black Knight didn’t have all the answers about that- there might be a connection between those and the stone but he wasn’t sure. He pointed back to LexCorp where the green crystal Magus Gem had been stored. Next Miracle questioned him about the Knight’s relation to the Enchantress. She had exchanged a number of interesting artifacts to the Knight for a mystical Atlantaen Trident. Miracle tried to describe the threat looming, but the Knight seemed skeptical. He was willing to give Miracle the benefit of the doubt because of the effort he’d made with Team Fury on the bridge. He agreed to give Firstwave his contact info if things did go horribly wrong- and also gave him the contact info for The Medic (who he suggested had some others with her).

With that information and those potential allies in hand, the group turned to a location seen in their vision, the Devilfish’s docks. Freeze contacted Captain DeWolf who said she would check with the Organized Crime Division about the Devilfish. However she was unable to get ahold of anyone who covered their territory. Firstwave headed to the docks. Thor and Miracle took to the air to survey as dusk fell. Iron Man and Mr. Freeze went in underwater. The latter located some sonar detection systems attached to underwater escape hatches for the buildings above. Iron Man after some consideration modified those, allowing him to take control of them at a later point. Thor and Miracle noticed two different operations going on up top. On the one hand, Devilfish workers seemed to be unloading packages from the ships. These mailing packages were then loaded on trucks and sent off. The other sinister operation seemed to be an industrial plant attached to the dockyards. They checked it out and found workers bottling and preparing many different brands of soda- from competing companies. They were then loading up pallets onto trucks. This process had clearly been going on for a few days. They stole a bottle of Dr. Thunder and passed it off to Mr. Freeze who took it back to the lab for analysis.

At the lab, Mr. Freeze detected some unusual organic components in the soda. Tony Stark found himself called away into the next room by a phone called. Mr. Freeze ran an energy sequence across the soda in an attempt to isolate the components. When it hit a particular frequency, something exploded and burst from the liquid- a massive purple-blue single-eyed starfish which attached itself to Freeze’s visor. His helmet began to crack from the assault. Desperately he froze himself and the starfish- which slowed it as it had to bore through the ice now. The cold seemed to have no effect on it. Meanwhile Tony chatted on the phone on the other side of the soundproof glass. With speed driven by desperation, Freeze tore his helmet off and threw it to the floor. He coated both with ice to hold them momentarily. Given a moment of breathing room, he grabbed up the beast and his visor and threw them into the atomic incinerator.

Freeze informed Miracle and Thor who sprang into action. They surveyed the situation- recording the license numbers of beverage transport vehicles. They considered intercepting them, but instead opted to sabotage and destroy their engines secretly. They tried to contact Captain deWolff to keep her up to date, and she informed them that she’d tried to contact other heroes with no result. They decided to take more drastic action and set fire to the bottling plant.

Freeze, meanwhile, figured out the energy frequency which had activated the bottled starfish. He ran some quick calculations- realizing that broadcasting the activator signal would require the use of a geosynchronous satellite. He immediate thought of the LexCorp Laser Satellite, but that hadn’t been launched yet. Instead he theorized that Fenton had perhaps been interested in the LexCorp satellite as a means of interfering with the activation signal- which would likely be sent from a STAR Lab satellite.

Mr. Freeze met up with Thor and Mister Miracle on the docks after they’d begun their sabotage- destroying the plant. However, even as they watched the fires- a group of super-villains came swooping in apparently in response. Each had a Starro starfish attached to their face, apparently a means of mind control. The attackers included Heatwave, The Top, Weather Wizard, Pildriver, Bulldozer, and Noman- all villains who should have been incarcerated on The Raft, the floating super-villain prison attached to Ryker’s Island. The group began to battle against the overwhelming odds- and managed to hold their own for some time. However a second wave of villains then appeared- including Queen Bee and MODOK, both also Starro’d. Things looked dark, but then Iron Man arrived on the scene. The fight whipsawed back and forth with one side gaining and edge and then the other. Then Mr. Freeze went down and the tide shifted. Battered and bruised, the group desperately decided to retreat, realizing that capture could only mean becoming a part of Starro’s growing legion. The flew off into the night and a city already under siege.

Next: THE FINAL SESSION(s) OF THIS ARC OF FIRSTWAVE: SUPERHEROES YEAR ONE: "RISING STARROS"



NETWORKS, CABALS, AND SYNDICATES

Traditional criminal organizations have felt the pinch not only from superheroes but from supervillains. Established territories and boundaries have collapsed, resulting in new wars and schisms. Some groups responded in force, others recruited metahumans- with mixed results. The most established and entrenched criminal organizations remain, but reduced and often under siege. Several significant new syndicates now occupy lost areas of influence in New York.

The Penguin
A shadowy figure operating behind the scenes. His colorful sobriquet suggests a superbeing, but no one knows for sure. All that can be said is that in the chaos following the July 4th event, the Penguin moved rapidly to wrest control of several mafia families and their associated business interests. Within a few weeks, he held a significant portion in his grasp- enough to make him a major player. Bucking the routes of family, loyalty, and tradition, the Penguin managed to take and keep control of underlings. They obey out of fear and appreciation for the advancements the crime lord has made in organization and quality of life.

Some expected the Penguin to quickly overstep himself, but instead he’s consolidated his gains. The speed of his initial takeovers seems matched with the patience of his present operations. His men and agents have tangled with superheroes, most notably Moon Knight. Penguin is said to have several low-level metahumans on his payroll to deal with those matters. Since settling down, he has extended contacts to other criminal groups, attempting to build a measure of trust.

Devilfish
One organization which has soundly rejected the Penguin’s overtures has been the Devilfish aka the Devilfish Boys. The group controlled small segments of waterfront and dockyard crime until last year when they expanded rapidly. As other criminal families fought one another, the Devilfish moved in to grab up adjoining territories. The FBI believes they now control the majority of crime in those zones. The Devilfish don’t communicate or negotiate with other criminal groups; they act decisively and with extreme force.

The group takes its name from the title given their leader, the Devilfish. Rarely seen, many suspect this lumbering brute may be a mutant. Close relations make up the inner circle of his organization; they share many of his traits and abilities. So far the Devilfish seem content to operate in more classic pursuits: loansharking, smuggling, extortion. They have not expanded into more complex or high-tech crimes.

InterGang
Technological crime instead has become associated with the organization known as InterGang. Smart, sophisticated and armed with the latest in equipment, they have targeted research facilities, cutting edge labs, and futurist corporations. LexCorp, Star Labs, Apple, Stark Enterprises, OsCorp and more have been attacked. InterGang combines industrial espionage, hacking, and cybertech smash & grab into one package. While some of their work appears mercenary, they also clear repurpose and utilize stolen tech internally.

InterGang seems to be centered in New York but has struck targets in Hong King, London, and Los Angeles. They don’t restrict themselves to hard tech- also targeting strategic intelligence, software, and biotech advances. Some suspect InterGang operates with a cell structure- making it more difficult to crack open. Several levels of operatives seem to be in play- with divisions overseen by metahumans or gadget-based supervillains. The group has clashed several times with Engineer and Iron Man, using the threat of public damage as cover for escape.

The Workshop
Some groups have concluded that the new era of metahumans requires a new approach to question of power and control. The Workshop considers superbeings a resource to be investigated, controlled, trafficked, and exploited. They have engineered several attacks to take blood and tissue samples from heroes and villains. More sinisterly, it is believed that they have been behind the disappearance of a number of newly emerging mutants and metahumans. In some cases, those kidnapped have shown up later allied with the Workshop itself. What this organization lacks in the power of high-level metas it makes up for in numbers. Rumors in criminal circles suggest that the Workshop has a larger agenda and that they have been extending activities in even more nefarious directions.

Pentacle
An unknown quantity in criminal circles. Some say Pentacle is a clearing-house for freelance criminals. Others suggest it has terrorist ties. The name Pentacle has been linked to a number of strange and unexplained crimes over the last eighteen months. This center around New York, but include the collapse of the LexCorp complex ruins in Metropolis. Beyond that, little can be said with any certainty. They have become a phantom, a ghost story told among criminals and law enforcement. Some say they have an inner chamber of control and conspiracy, drawn from the highest ranks of corporations. Others that they have a supernatural bent- investigating and stealing artifacts of the weird and arcane.

Professor Fenton, Master of ALGOL
Most criminals and crime organizations have taken on the atmosphere of the 21st century: from slick, polished, and corporate to hipster and underground. Professor Fenton, on the other hand, seems to be stuck in an entirely different century. Clad in a 1950’s era orange and black jumpsuit, the bald Professor cackles madly as he directs his men in their operations. His technology and equipment have a retro, almost steampunk look which belies their deadly effect. At first many believed Fenton’s manner and appearance some kind of joke or statement; however he appears madly earnest in his plans for world domination.

It would be more laughable if his group, mysteriously named ALGOL, didn’t possess such potent equipment. Penton himself seems to be able to project mental blasts, control the will of others, and even swap personalities between targets. Authorities have been able to get almost nothing out of captured agents and minions of Fenton. Their memories relating to the experience vanish immediately. Besides these flunkies, Fenton has several duplicates of himself- robots or illusions no one knows- who have shown up to turn the tide when he’s fought superheroes. Law enforcement has been baffled about Fenton’s origin and agenda, and even what ALGOL stands for remains a mystery.


Previous Superhero: Year One Posts

Monday, October 22, 2012

Malign Universal: A DramaSystem Series Pitch

COMING THIS SEASON
As I mentioned in my review of Hillfolk, I like that game’s ability to set up everything for a campaign in the form of a Series Pitch. These pitches are 2K words or shorter and have everything you need to run. The GM only has to fix a few points and choose establishing questions to put to the players. You can see a short example of one here: “Greasepaint” by Robin Laws. When Gene Ha brainstormed with me about different series pitches I drafted a quick half-dozen. Gene ultimately picked Witless Minions from that list. But I have a couple others from there I’ll eventually draft into pitches because they’re pretty interesting; at least one of them I took off the table because there was already a pitch using talking animals. I hope that once Hillfolk comes out, Pelgrane will do a contest as they did with the Vampire Conspiracies for Night’s Black Agents. Perhaps I’ll save those ideas until then. In any case, here’s an example I put together. I had to get this down on paper and fleshed out because I want to run it. This pitch is based on an approach to the Witless Minions concept which wasn’t used- almost The Office by way of Lost. Gene’s excellent approach goes in a strong and different direction (and will be illustrated!).

M-ALIGN UNIVERSAL, UNLIMITED
M-ALIGN: LINE YOURSELF UP FOR SUCCESS

NUTSHELL
Malign Universal Unlimited has served the needs of masterminds, villains, and conspiracies for decades. But its labyrinthine HQ conceals the company’s own plots and secret operations. When the leader of MUU dies, minions and staff face mysteries and a power vacuum. Now they must scramble for position, security, and power even as they fend off rival organizations, dissatisfied supervillains, and diehard investigators. 

GM BRIEF
This particular set up can head in different directions. This means the GM has some decisions to make ahead of time or at least be ready to consult the players. The setting focuses on minions, a large & complex base, and a sudden power vacuum. The framework works as much as anything as a workplace drama, with the characters involved in a strange and dangerous profession. GMs will want to consider the tone of the campaign: drama vs. dramedy. The latter’s easy to fall into given the genre- but Malign Unlimited works as well with a real sense of danger and tension, counterbalanced with the absurdity of the situation.  

Three Considerations
1. The world itself is open- with the basis that large, nefarious organizations exist and have some commerce between them. Are these simply superspy groups, with plots for world conquest (like Cobra, THRUSH, Spectre; something closer to the Spycraft setting Shadowforce Archer)? Or are there perhaps weird and specialized groups in the mix as well (Spectra from Battle of the Planets, or VENOM from MASK)? What about supervillains who recruit mooks (like the Joker or the Penguin)? Are there full scale supervillain organizations which include all levels of high weirdness (Hydra, AIM, SHIELD, The Guild of Calamitous Intent; Super-Agents from Champions or Agents of Freedom from M&M)? That can directly impact the kind of characters players will choose.

2. Malign Unlimited starts with the death of The Boss- appropriately named to reflect the world chosen. Knowledge of his demise should be a dangerous thing- if it leaks without an appropriate replacement ready, more nefarious groups may swoop in for a bloody purge. That should be a looming threat and source of tension. Ideally the players should be the ones to discover the Boss’ death and choose how to deal with it. Do they keep the secret among their group and work to manipulate the company? Or do they reveal it within MUU and try to get everyone onboard for a general cover up? Another option would be to have a reluctant heir, either from among the group or as a recurring character with the dramatic struggle being about influencing them. If the Boss died violently, then the question of “Who Shot the Boss?” can linger in the background of the season. The death works as an opener, perhaps with flashbacks, or as an inevitable session closer for the first episode. 

3. Though I’ll talk more about the setting below, two main features for the story are scope and isolation. The hidden base is big enough that no one’s quite sure of the size. Sections have dropped off the maps. Rival divisions have their own physical space. Secrets have been concealed over the years. More importantly there’s a degree of isolation. That can be about the base’s location, but not necessarily. All new hires for Malign Unlimited Universal undergo the Damocles Protocol. This is a super-science treatment which essentially means if they leave the base without authorization, they will die. That can be removed or modified…by The Boss. Who is dead. At present the system can authorize leaves of only 100 hours. If the subject hasn’t returned by then, they die horribly. The time limit offers an interesting pressure for off-site episodes. The Damocles Protocol should be a carrot and a stick for the story arc- useful and dangerous to the players. The Protocol itself could be anything from a nanovirus to Rovers. If you want to emphasize this element, then the story borrows from Lost or The Prisoner. Players have a goal of figuring out a means to escape, and then deciding if they actually want to. 

Sources
The Minion genre lends itself to an absurdist approach, but it can also be serious and darker. Consider the dynamics of the TV shows MI5, Nikita, Alias, and The Prisoner. The recent film Operation: Endgame is good dark dramatic model, edged with some humor. The set up presented here- with characters isolated, perhaps looking for a way out. and seeking the secrets behind the situation owes more than a little to Lost. The organization behind the scenes in Cabin in the Woods, Syndrome’s base from The Incredibles, the facility from Lem’s Memoirs Found in a Bathtub, and the SRISW of Monday Begins on Saturday could all serve as useful inspirations. For lighter examples, consider Austin Powers, Archer, Warehouse 13, and The Venture Brothers. One of the best examples is the short film Expendable. Since the setting echoes distinct workplace dramas consider shows like ER, Chicago Hope, China Beach, and Homicide. 

CHARACTERS
Account Rep
Agent a Few Days Away from Retirement
All Knowing Secretary
Betting Pool Sensei
Bioweapons Expert
Clone
Corporate Mole
Computer AI Wrangler
Crazed Weapons Developer
Depowered Supervillain (hero)
Disillusioned Field Op
Electronic Surveillance Savant
Extraterrestrial Mind Control Dupe
Frazzled Auditor
Hacker
HR Enforcer
Infected Employee
Innocent Heir Apparent
Intelligence Analyst
IT Support/Help Desk
Living Computer
Luckiest Guard
Maintenance Man
Master/Mistress of Seduction
Minion Trauma Specialist
New Recruit
Old Hand Slacker
Personal Attaché
PR Flack
Recruiter
Reluctant Assassin
Senile Master of Disguise
Social Engineer
Special Weapons Test Pilot
Team Leader
Test Subject
Undercover Investigator
Underqualified Faker
Unflappable Foreman
Union Rep
Unlicensed Doctor
Villain Negotiator
Visioneer
Weapons and Tactics Trainer 

SETTING
The story takes place primarily in the secret base- a facility large enough that no one person can be certain of the layout. It is a micro-city with shops, rec areas, living quarters, and atomic incinerators. The Boss kept everything compartmentalized and separated- administratively and physically. The physical space that the story plays out in will be what players know and work in, the Central Hub. Other departments and divisions neighbor that- acting as rivals for power, resources, and office space. The nature of the base and its isolation means that everyone lives on site. Think ER, Better Off Ted, or Black Mesa from Half-Life for ideas about enclosed office environment stories.

Where the base is hidden can affect the character of the campaign- secret Arizona, the Arctic Tundra, undersea, beneath a small town. With a loose application of the Damocles Protocol, players might be able to go out and interact with environments outside. Beyond the central setting of the base is a world riven by conspiracies and fought over by masterminds. Supervillains have turned to Malign Universal Unlimited for support, equipment, and recruitment over the years. In turn, MUU has gathered secrets any one of them would kill for. Black corporate wars can be as big a threat as being hunted down by law enforcement and government super-agents. 

SETTING SUB-SECTION: IMPORTANT EXPOSITION QUESTIONS
The players will be building the details from this basic structure. Here are some important questions the GM may want to get in front of the group early.
How does the facility maintain its isolation and security? Where is it located?
Who was The Boss?
How many departments are in the hub, the players’ section of the facility?
What neighboring divisions surround the hub?
How are those departments run? Who is in charge? What is the reporting line?
Why are those neighboring departments ‘gawdawful bastards’?
When people need to unwind, where do they go?
What big operations and projects are currently underway?
How do people get promoted? What are the reporting lines? 

THEME
The starting theme for the series is Panic. The Boss has died. That information- if and how they release it and how they spin it- will shape the story.
A New Vision
Alliances
Ancient History
Blood in the Boardroom
Changed Allegiances
Cleaning Crew
Corruption
Dealing with Madmen
Downsizing
Drumming Up Business
Earnings Statements
Employee Policies
Fly on the Wall
Keep Your Head Down
Keeping Things Quiet
Making a Living
Man vs. Machine
Martyrdom
Mazes
Misdirection
New Hires
Overlooked and Underestimated
Paranoia
Presentations
Project Planning
Reorganization
Retirement
Revelations
Same as the Old Boss
Security
Shark Tanks
Team Building
This Is Your Life
Turncoats 

TIGHTENING THE SCREWS
The question of control and charting the course for MUU should occupy the players significantly, regardless of which approach they’ve chosen regarding the Boss’ demise. That gives the players internal problems to deal with as well as rivalries from neighboring divisions. There’s also the question of “escape” if that’s a significant goal for some of the characters. Client demands can serve as session catalysts (see below).

But if you want a big shake up to move the plot forward, offering unexpected problems or present an “act change” consider the following: 

Episode Crisis:
  • Big and Dangerous Operation Comes Down the Pipeline
  • Bills Come Due
  • Imprisoned Superspy Escapes
  • Insane Supervillain Discovers Boss’ Death
  • Secret Security Protocols Activate
Season Threat:
  • Authorities Closing In
  • False Death of the Fearless Leader
  • Hostile Takeover
  • One of the Players Murdered the Boss
  • System Failure 

NAMES
Azio Gubaidulina
Chance Abejo
Diana Nancarrow
Dodger
Elijah Theodorakis
Foreman Black
Gara Yun
Havelford
Hesker Smalls
Hormoz Orbón
Locksmith Mike
Maddy Serocki
Montsalvatge
Ms. White
Number D
Rodion Globokar
Rosalina Vogt
Sheridan Maw
Sofia Shinohara
The Last Magician
The Operator
Toru St. James
Valentin
Wojciech Frackenpohl 

ADDITIONAL ELEMENTS
Different workplace dramas bring the problems of “clients” to the front or the back. Often a client’s request simply sets off a chain of responses or reactions within the business. “X needs Y” will end up requiring negotiations with different people. Customers may simply be difficult to deal with. Or they may have a personal connection with characters. The specifics and nature of those demands is less important that the pressure they put on the cast (Better Off Ted, ER). Other stories put those client issues at the front- driving the procedural and dramatic elements of the story (House, Mad Men). 

Client issues work best as kickers- to change up the dynamics, especially to elevate the confrontations and tensions between groups. If the players are playing smoothly and reveling in the facility’s Machiavellian intrigues, then keep the client issues to the sidelines. Off-stage cast can deal with customers. On occasion client requests can also be an excuse for introducing a new recurring character who is expert in that field. On the other hand, if players need a sharp and painful crisis, the insane demand of a powerful client can make them jump to. They have to figure out how to deal with it or who to toss under the bus. Specific client missions might require players to go off base to deal with an issue- making them race against the clock to do well and get back before their heads explode.

Thursday, October 18, 2012

Should the GM Write Session Reports? Superheroes: Year One

WHY WRITE SESSION SUMMARIES?
Last night was supposed to be the final session for our G+ Mutants & Masterminds campaign, but we ended up on the cusp of the big fight a little late. A couple of the players begged off on heading into it and so I agreed to let them have next week for the final session- with no xp and no refresh of hero points. One the one hand I would have liked to finish the campaign in an even twelve episodes, but on the other it likely means I'll have some more time to do some epilogue scenes with whichever heroes (if any) actually survive. That would be nice since I do plan to do another arc for the group in a couple of months, with six episodes instead of twelve. 

Below I catch up a little more to the present state of the game with the session summaries I send out. Barking Alien had a discussion about this a few months back- with his feeling that it shouldn't be the GM's responsibility to write up the adventure and create anything like a wiki page for reference. In principle I agree with him. Most of the other campaign wikis I've had have been player-created. Except for rules or world reference material I tend not to put together material for those. However in this case I had a few reasons for assembling the material. it is a new group- some have played rpgs regularly, some haven't played in some time, and most haven't played with me in many years. That means they don't know my GM tics and approaches- and how much what I'm throwing out there is relevant and how much is color. I suspect most of them haven't played as improvisational as I have. By that I mean, I put ideas out there and it is up to them to shape them into solutions.

The wiki for the game is here. 

For example, and I don't think I'm giving away too much, they would be dealing with a big bad at the end. I had put a number of details, weirdnesses, and devices out on the table over the course of the campaign. If the players could latch on to one, investigate it, and give me a reasonable argument about why it might work, that would become a answer- a Reed Richards-style device. Last night one of the PCs did that- and ended up with something that might help them in the final fight. 

But in running in a G+ session, especially one where I'm the only one with a camera, I can't get a good read on how much the players have picked up on things, how much they're listening, and how much note-taking they might be doing. I suspect little in the case of that last point. So I write up the sessions afterwards and use those as a reminder a day or two before the next one. I try to clarify material I think might have been missed or overlooked in the course of play. Several times I can tell that really useful points have been lost in the back and forth. I put those in the summary. For example, I stated during the fight last week that some of the villains attacking them had been recently imprisoned in The Raft, the supervillain prison. That got lost, but players caught it in the summary and saw that it could be relevant. Sometimes I throw out details that I think are cool, useful, and important- but I don't want to draw undue attention to them. In that case, I'll often include a number of red herrings with them. The other reason I do the session write ups is that I am writing to the long game. I plan to do another arc (or two) and so I've set up elements for the players in this one. Those will pay off later. 

A note- there's a game set up and joke at the very end of this post- essentially the reveal I've been planning from the beginning. It won't be nearly as interesting unless you know Lovecraft and the history of the Justice League. 

Previous Session

SESSION TEN: PENGUIN ON ICE
Mr. Freeze responded quickly with his demands- he wouldn’t even talk unless The Penguin produced the antidote to his wife’s poison…both antidotes. The Penguin hesitated- he’d been in control, a boss, for too long to simply give him. The two spun around in the discussion- with Freeze demanding and the Penguin offering cryptic fragments. The criminal was suddenly interrupted- he would call back. Time ticked away. The group waited. Mister Miracle handed Fenton’s vision device over to Franklin Glass. The occultist would start work in cooperation with some of the Stark scientists. Iron Man tried to contact Dr. Spica of STAR Labs to no avail, he phone had gone out of service. 

Finally the Penguin called back- clearly desperate now. He needed protection, someone to escort him in to protect him from the Devilfish’s men. The Penguin’s own guards had vanished. He gave them a location, a chemical processing facility- Firstwave would have to come there to rescue him. In return he would offer the antidotes and information on what was happening. Suspecting a trap, but needing to take the risk, the group headed out. They reached the plant and Stretch Jackson stationed himself outside to watch for anyone coming in. Nightcrawler did recon and quickly discovered that the building had been fortified- protections prevented him from simply teleporting inside. Mister Miracle disabled the local security systems just in case. Then the team went inside, finding an open titanic door leading to the basement. The rest of the building seemed empty- operational but the workers had been dismissed. 

Heading down they found the real purpose of the site- chemical dumping. A diverted water supply and toxic chemicals mixed here were flushed out and away. The Penguin awaited them, accompanied by a few remaining bodyguards. Firstwave approached when suddenly lightning flashed and exploded from Thor- striking the rest of his team and some of the bodyguards. When the smoke cleared they found themselves ambushed by the Enchantress and her team of Hellions. Somehow she’d used Thor’s Uru hammer as a link to breach the Penguin’s defenses. A general melee broke out- with the group immediately put on the defensive as the Enchantress possessed the minds of Thor and Stretch Jackson. Both eventually threw off the influence, but it looked dark briefly. Firstwave found themselves dealing with the villains, avoiding the dangerous environment, rescuing those who fell in the toxic waste, and trying to protect the Penguin. In the midst of the melee, Freeze screamed for Nightcrawler to get the crime lord and the antidotes to safety. Kurt grabbed the plump Penguin and his packages and teleported them upstairs and then returned to the fight. 

The battle went back and forth- the group reeling from mental attacks and bad guys team up. Slowly they began to get the edge back- throwing off the Enchantress’ influence. Miracle and Stretch dealt with the mentalists, while Thor and Iron tried to bring down the heavy hitters. Freeze coordinated efforts as best he could, rocked by blows. Finally Stretch managed to grab ahold of the Enchantress, mistress of illusions, and held her under the toxic waste. The group began to take out the villains, but Thor was suspicious- he pulled the apparently unconscious Enchantress up, only to discover that she had managed to switch places with one of her team, Roulette, during the fight. She’d then vanished from the scene. Even as Firstwave started to bring the fight to a close, Miracle discovered a second threat. The Penguin had armed his bodyguards with failsafe explosive- bombs set to go off within seconds. Freeze briefly considered throwing the bombs into the water, but the potential fallout was horrific. Miracle disarmed one bomb, but the group stumbled and watched the second tick away on the other. Somehow they managed to disarm it as well, with only a second remaining on the clock. 

Nightcrawler teleported back upstairs to find the Penguin. There he discovered the underworld boss’ dying body. Next to him lay the bag containing the antidotes tossed to the side and a large box which had been emptied. Even as Nightcrawler attempted first aid, the Penguin died in his arms, with these final words: “She took it, and now he has it, The Serpent Crown…the last piece he needs to awaken…it…”

SESSION ELEVEN: IN HIS HOUSE HE LIES DREAMING

Firstwave rushes to check the Penguin’s corpse and confirm his death, apparently from the Enchantress’ magic. Mr. Freeze takes the antidote and sent it quickly on to the LexCorp labs- one of the two vials has split, destroying whatever had been within. Freeze sets those concerns aside quickly- the current looming crisis trumps even his wife’s condition. Meanwhile Iron Man and company return back to the Stark Enterprises labs which the group has been using as a makeshift base. They find it, and the surrounding buildings without power. Some release of energy has disrupted the systems completely. Inside they find Fenton’s Viewer reassembled with the crystal it had come with back in place. Evidence suggested a discharge of energy had done something to the scientists. Occultist Franklin Glass who had been working with the object was nowhere to be found. Mister Miracle discovered a scrawled note in Glass’ handwriting, perhaps made after the accident. It contained only two words: Not Masks…

Mr. Freeze decided to go on a hunch. He examined the fine points of the wards which had been attacked earlier. By drawing lines he calculated the relative center of the star-shaped figure they created. He and Nightcrawler looked into the records quickly- and there was an older business office building at that location. It seemed normal, except for the singular avoidance of underground construction around the area and the weirdly dense network of power cables and couplings nearby. The pair took Firstwave’s murder van and headed over. Nightcrawler teleported in and stealthily made his way around- confirming that the building seemed normal. He then located the basement. There he miraculously discovered a hidden panel, much like those the group had found earlier in the older underground complex which Fenton had not created but had occupied. Nightcrawler and Freeze worked and managed to disable the security on the panel, and which then revealed a hidden door in the floor.

Meanwhile Thor and Mister Miracle tracked down another earlier lead. They discovered the address of Dr. Stephen Strange, the man who had overseen the adjustments to the bridges years before. Clearly he possessed some knowledge of the wards. They found his house closed down, tended only by an elderly servant, Wong. The conversation soon took a turn for the weird, as Wong revealed fragments of a plot his master had been involved in. He had been a member of a group which had suppressed information about and the existence of superbeings for decades. He hinted that the only reason supers had appeared recently was that something had happened to this “Cabal.” Otherwise, they would had kept things in the shadows. Wong’s words hinted at a dark group- despite their having set up these wardings. He revealed that Strange and his colleagues had vanished during the July 4th attacks of almost two years earlier. At the same time, Iron Man made a shocking discovery on the recovered video surveillance. Pepper Potts had arrived at the lab shortly before the electrical incident. She had not been seen since then, and Stark found her cell phone dropped in the corner.

The team regrouped and explored the discovery which Freeze had made. They found an enormous underground secret base- apparently belonging to this Cabal. It had been abandoned since the July 4th, at which time its records had been wiped clean. They found evidence suggesting that the Cabal had ben co-opting or eliminating superbeings for decade. They used their own powers for influence and wealth. The base seemed relatively intact- complete with access tunnels, a fetid shark-tank deathtrap, security, and trophies of their deeds. When the city had accidently cut a hidden power cable it had put the base into stand-by mode and finally had allowed the systems to crash. They also uncovered evidence that many of the major corporations: OsCorp, Kord Enterprises, LexCorp, and even Stark Enterprises had been supplying and bankrolling the group. Though Firstwave had some suspicions, it was clear that this was a shock to Tony Stark.

After setting the security as best they could, the group returned to their base. Iron Man set to repairing and understanding Fenton’s broadcast device. They hypothesized that someone had used it to teleport in, but their information remained incomplete and scarce. While this was happening, Freeze checked with auditors at Stark Enterprises. They were shocked to discover a series of hidden slash funds and warehouses apparently supplying the Cabal. These apparently been set up by Tony’s Grandfather, Tony Stark, Sr. They had continued to operate and expand even after his grandfather’s death. Neither Tony nor his father seemed to be aware of these operations. Freeze cautioned the auditor- asking him to continue looking into the matter quietly. The group also took time to check into the STAR Labs Oceanographic Institute, but were unable to make much headway- except to determine that moving Fenton’s devices there had been a strange operation. Other details for investigation, like the Magus Gem, the Black Knight, the occult details, and so on remained on the table.

Finally Firstwave decided to attempt an ambush. Believing that Fenton’s device had acted as a teleporter, they would turn it on again. Iron Man attempted to develop a teleport “blocker” but lacking concrete information, he could only begin to put something together. Instead he opted to set up an electrical field to disrupt anyone who teleported in. Mister Miracle, armed with the Mother Box volunteered to attach the headset for the device while the others watched. The group set themselves and flipped the switch.

Immediately Miracle’s mind was flood with visions- they seemed to draw from his own mind as suddenly he saw a vision of Apokolips, his mind swooping through the flaming landscape. He saw the slave pits of the Hunger Dogs and then his mind lunged elsehwhere- filled with other sights and places some drawn from the painting the group had found earlier and others some Kingdom’s comic books, now brought to life. Then his visions found more terrestrial purchase after passing through a phantasmal zone. He saw a university landscape and offices. Then he saw another set of docks and ships, not unlike the area the group had fought in before- perhaps the HQ of The Devilfish? Then his sight drew out to sea and in a rush he was above the STAR Labs floating facility…then his vision drew him down below into the ocean, into the darkness and the murky depths, their he saw the colossal ruins of a city, called Lemuria, called Atlantis, called many things…he could sense the thing which had been sleeping for aeons until the stars came right. Then he saw a great blinking eye framed in a doorway and it SAW HIM. Miracle’s mind recoiled, and he collapsed, to the sounds of the awful thing’s cultists- including his friend Sonny Sumo in a mask- chanting- 

Ia! Ia! Starro fhtagn!


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