Mutants & Masterminds - 2nd Edition - Adamant Entertainment - Module - Time Bomb.pdf
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By:
Walt Ciechanowski
Requires the Mutants &
Masterminds RPG,Second
Edition,by Green Ronin
Publishing For Use.
ART: Ig Barros, Fritz
Casas, Vincent Mayer,
William Pace, Eduardo
JosE Reis
Mutants & Masterminds,
M&M Superlink,the M&M
Superlink logo,and Green Ronin are trademarks of
Green Ronin Publishing and are used with permission.
1
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Open Game License v 1.0
Copyright 2000,Wizards of the Coast,Inc.
System Reference Document,
Copyright 2000,Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original mate-
rial by E.Gary Gygax and Dave Arneson.
Modern System Reference Document,
Copyright 2002-2004,Wizards of the Coast,Inc.;Authors Bill Slavicsek,Jeff Grubb,Rich Redman,Charles
Ryan,Eric Cagle,David Noonan,Stan!,Christopher Perkins,Rodney Thompson,and JD Wiker, based on material by Jonathan Tweet,Monte Cook,Skip
Williams, Richard Baker,Peter Adkison,Bruce R.Cordell,John Tynes,Andy Collins,and JD Wiker.
Mutants & Masterminds
,Copyright 2002,Green Ronin Publishing;Author Steve Kenson. Advanced Player’s Manual,Copyright 2005,Green Ronin
Publishing:Author Skip Williams.
Silver Age Sentinels d20
,Copyright 2002,Guardians of Order,Inc.;Authors Stephen Kenson,Mark C.Mackinnon,Jeff Mackintosh,Jesse Scoble.
Mutants & Masterminds, Second Edition
, Copyright 2005, Green Ronin Publishing;Author Steve Kenson
Ultimate Power
, Copyright 2006, Green Ronin Publishing; Author Steve Kenson
Time Bomb,
Copyright 2008, Adamant Entertainment; Author Walt Ciechanowski
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2
Background
The Republic of Turrannia and its
leaders have always been bluntly
vocal about the evils of imperialism
and capitalism (although it’s no
friend to communism either).
Whenever a “western power”
suffered ill, be it a terrorist
attack, force of nature, or
major accident, the Turrannian
President was always leading
cheers. If not for its precious
resources, the rest of the world was
content to overlook the extreme
remarks and threats.
...and then Turrannia announced
that it developed nuclear
weapons.
There was an outcry around the
world. Turrannia’s neighbors
feared invasion while other
nations feared suitcase bombs.
The United Nations went into
action, trying desperately to get
Turrannia’s assurance that it would
not use its nuclear weapons.
Turrannians feared that America
and its allies would use the nuclear
announcement as a pretext to
invasion. The world tensed.
Time Bomb
is an
M&M Superlink
adventure for
three-ive heroes of 10th level in a standard
four-color campaign setting. As this adventure
is designed to plug into any campaign setting,
Time Bomb
includes modular notes on tailoring
the adventure for insertion into an ongoing
campaign. Game Masters are encouraged to
read through the entire adventure and adjust it
for their particular campaigns. It is very possible
that Episode Four will be played before Episode
Three.
Finally, the American President
offered an olive branch. He
offered to meet the Turrannian
President in an American city
and discuss ways to reach an
understanding. For the irst time in
decades, America was opening
full diplomatic relations with
Turrannia. To everyone’s surprise,
the Turrannian President accepted.
3
After three tense days of negotiations, the
two presidents walked into the conference
hall of a city hotel to announce a new
understanding between the nations. As
the American president elaborated on
the details, the entire world breathed a
collective sigh of relief.
Adventure Overview
Time Bomb
is divided into four episodes.
The PCs must stop the master plan of the
Shepherd, who hopes to provoke a nuclear
war.
In
Episode One
, the heroes stop a bank
robbery, only to be attacked by the Hit
Squad from the future. Apparently, one of
the PCs (the “marked hero,” see below)
assassinated a foreign president and started
a war. The episode ends with the PCs inding
a PDA from the future.
And then a hero suddenly appeared and
assassinated the Turrannian President.
Within days, world tensions reach the
breaking point. A suitcase bomb is triggered
in the assassin’s home city, signaling the start
of full-scale nuclear war. Within hours, what
is left of the world struggles to survive in an
increasingly toxic atmosphere. Mankind is on
the verge of extinction, and there is little that
can be done to stop it.
In
Episode Two
, the heroes use the
information on the PDA to track down Red
Bolt, a former associate of the Shepherd. The
marked hero’s relative, on orders from the
Shepherd, makes his or her move.
But there is hope.
In
Episode Three
, the PCs must stop the
Shepherd’s plan to assassinate the Turrannian
President.
Almost two years after the bombs
dropped, a Super-scientist has developed
a rudimentary time machine. There’s only
enough power for a single window to open
for a few minutes. A few of the world’s
remaining heroes (and a villain or two)
volunteer to go back in time and prevent
the assassination by eliminating the hero that
performed it.
In
Episode Four,
the PCs take the battle to
the Shepherd, confronting him in his satellite
station.
Choosing the Marked Hero
Before running this adventure, the GM will
have to decide which player character
assassinated the President of Turrannia. This
hero is referred to as the “marked hero”
throughout this adventure. Almost any hero
would work, providing that they have a
relative that can get into trouble and that
the hero is able to be mind-controlled.
Unfortunately, that hero is one of the Player
Characters.
For the purpose of this adventure, a
“relative” is any non-super close associate of
the marked hero. Examples include blood
relatives, spouses or signiicant others, or
simply very good friends. This relative should
be able to get close enough to the hero on
the night before the assassination.
4
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