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    Copyright © 2015 Third Eye Games

    All rights reserved under the Universal Copyright Convention. No part of this book maybe reproduced in part or whole, in any form or by any means, without permission from

    the publisher, except for brief quotes for use in reviews or copies of the character sheet.

     www.thirdeyegames.net

    Published by Third Eye Games in Tampa, FL

    ISBN: 978-0-9905318-6-9 (Softcover)

    Written and Created by  Eloy Lasanta, ChrisKobbe, John D. Kennedy, and Bill Bodden

    Additional Material: Jay Peters

    Editing by Carol Darnell and Troy Latta

    Layout and Typesetting by  Eloy LasantaArt by Gennifer Bone, Tony Gregori,Cassie Henry, Maxim Lardinois, MauroPeroni

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    Table of Contents 

    Five Days of Asphalt A cross-coutry trip to deliver a young AMP to safety.

    Team Player  Saving a soccer player from the grasp of the government.

    Attack of the Buzz Find out the truth about the cause of the bee attacks in Alice, texas 

    Evolution of Apex Track down an AMP who has escaped a medical facility and could be contagious 

    The White KnightFight against zombies in this Mediumship-themed adventure 

    Scalpel’s Edge On the hunt for a serial killer who removes organs without leaving a trace 

    Academic Conspiracy 

    Investigate a school where learning isn’t the only problem for an AMP student 

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    21 

    31 

    43 

    61 

    75 

    91 

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    Five Days of AsphaltAdventure for AMP: Year One by Chris Kobbe 

    Art by Gennifer Bone 

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    Summary Fun and sun in the Caribbean! That’s what

    Dr. Mickey McGee and his wife Andrea thoughtwhen they took their son Toby on his rst trip

    out of the country. Bikinis and booze for theadults and swimming and snorkeling for the kid.It was the coughing from the smoke that wokethem up. The hotel was aame, black plumes ofsmoke rolling up the sides from the re below.

    The re, like a living thing, turned on the fam-ily before they could make it out of the building.Trapped with the re closing in, it seemed likea miracle when Toby grew warm in his mother’sarms, then the ames leapt toward them only

    to disappear into their son. Toby passed out andthey were in center of calm.

    The US Consulate helped out by putting thefamily up in another hotel while their pass-ports were replaced and at rst Toby seemedne. However, during the rst night at the newhotel Toby had night terrors and a lamp burstinto ames. The next morning Toby was star-tled outside the hotel and a taxi cab’s tiresmelted to the ground. Every time Toby was

    stressed or startled, there was an incident.While waiting for their passports Dr. McGeereached out to his contacts to see if anyoneknew someone who could help their son. Wordcame back; they were to call a number whenthey got back to the States and help would bewaiting for them.

    This adventure follows a group of AMPssent to Miami to pick up the McGee familyand move them cross-country to a safe housewhere Toby can get his abilities under control.Along the way they must rescue the familyfrom the airport, defuse an encounter with aslightly deranged AMP, keep Toby from hittingthe 5 o’clock news as a religious savior and sur-vive UHF ambushes. The adventure is suitablefor three to ve characters with optional NPCsavailable for use as player characters.

    Introduction To keep this adventure open to as many play-

    er groups as possible, several of the details of

    the adventure are purposely left for the GM todetermine. The adventure is structured as a roadtrip but no destination or route is specied. Thecharacters’ afliations/employers will determinethe nal destination, with Seekers of Enlighten-

    ment likely headed to their Oklahoma schooland Changelings to Atlanta while other aflia-tions head where the GM wishes them to. Whileafliation-based destinations are one possibility,if a GM needs the group to be in a particular lo-cation for their next adventure, the destinationcan be based near there to help bridge the gapbetween this adventure and the next.

    Similarly, the Scenes of this adventure arelike vignettes that happen along the stops in an

    Indiana Jones movie, not occurring on a set timetable while the rest of the journey is just a lineon a map. As written the adventure is designedto build with ever-increasing stakes as the char-acters race to get their charge to safety.

    Dr. McGee has developed many contactsthough his academic career, often in startlingplaces, and it is through his connections thatthe characters have been notied they need topick up the family at the Miami InternationalAirport (MIA).

    Whether the characters are an establishedgroup or just meeting for the rst time, itshould be relatively easy to bring them intothe adventure. The rescue is essentially a joband characters can simply be drawn in becausethey are mercenaries looking for work thatmatches their loyalties or afliations. Altruism,greed or fanaticism all make great role playingdrives for the characters and change the es-sentials of the adventure very little.

     V   Unafliated: Characters with Love, Com-munity, or Comrades may all end up atMIA either from a direct connection withthe McGees or because one of these Loy-alties. A character primarily motivated bySelf may be drawn in through a cash in-centive and essentially be a mercenary. Itis always easy to motivate a Humanitiescharacter when it comes to a sick child,

    and a Justice character may simply wantto do right for a family in need.

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     V Changelings:  It’s not very common forSaps to reach out to the Changelingsfor help with anything, let alone some-thing as important as saving their child.Too many Changelings have been cast

    out from their families and Conduit hasasked the characters to bring all the Mc-Gees to Atlanta in the hopes that not onlycan they save the child, but win allies bykeeping the family together.

    V Seekers of Enlightenment: The charactershave been asked by Dr. Luminous to pickup the McGee family from MIA as soonas they arrive and deliver their boy to theOklahoma school where he can receive thetraining he needs for his out-of-control reabilities. Safety and secrecy are imperative.

    V Typhoon: The characters have been giventhe opportunity to bag an important AMPfor the Matriarch. According to reports theyoung man they have been sent to collecthas the potential to be a powerful weaponin the criminal underworld and it’s their jobto make it happen. They are to pick up the

    McGee family at MIA and get them to a safehouse across the country no matter what. Ifthe parents become a problem, the charac-ters know what to do with witnesses.

     V United Human Front: The character’s con-tact has told them an important and un-stable young AMP is coming in from outof the country and it is vital the UHF getscontrol of him. The characters have beentasked with picking up the McGee family

    and transporting them to a secure UHFbase across the country where the AMPcan either be studied for weaknesses orpossibly subverted into acting againsthis fellow unhumans. It is unknown atthis time where the parents’ loyalties lieand while the boy’s safe delivery is im-perative, the parents may be dealt within any manner the team deems necessary.Note: The adult McGees do not fully real-

    ize they are AMPs yet, and this revelationcould become an important factor duringthe adventure.

    Playing the McGees Both adult McGees are presented as NPCs,

    but are unknowingly AMPs themselves and de-signed as if they were beginning characters. AsNPCs their primary focus throughout the ad-

    venture will be the safety of their child, leav-ing the job of transport and protection to thecharacters. If the group is short of characters,however, there is no reason the adult McGeescould not be used as pregenerated charactersand have a more active role in the adventure.Toby McGee, while also designed as a begin-ning character, serves as a key plot element atvarious points in the adventure and is not suit-able for player control.

    Alternatively if the GM has a large groupof players, running three additional NPCsthroughout the adventure may be an addedburden that can be lessened by removing oneof the McGee parents. In this case, either Mc-Gee parent can easily have perished in the rethat triggered Toby’s abilities, his powers sav-ing himself and his remaining parent. AndreaMcGee, as a SWAT ofcer, is a far more actionoriented person than her professor husband

    Mickey and is the logical choice to sacrice ina large group. The adventure focuses dialog onDr. McGee to make Andrea’s removal from theadventure easier.

    Scene One: Burned inthe Sunshine State 

    At the start of the adventure the characters

    nd themselves patiently waiting in the Arriv-als parking lot for the McGees’ ight so theycan pick them on and get them to safety. Thecharacters have rented an RV for the trip andthis is a good time for them to get to knoweach other and review what they know.

    According to their contact, Dr. McGee - anoted Professor of Linguistic Anthropology- reached out for help after an incident withhis son Toby. He, his wife Andrea and their son

    were trapped in a hotel re while on vacationwhen the young boy suddenly manifested theability to control re. He saved their lives, but

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    almost immediately afterward small res be-

    gan showing up wherever Toby was. As thespontaneous res increased, the McGees be-gan hoping the characters’ afliation/employercan help their son get his newfound gifts un-der control. The group needs to transport thefamily cross-country to their nal destinationwhile keeping the parents calm and Toby fromcausing too much damage with his abilities.

    Before they get a chance to begin any realplanning or even speculation about the trip theGM should interrupt them with an announce-ment that the arrivals board has just poppedup with an unusual notication: the McGees’ight is coming in for an emergency landing.

    If they tune the RV’s radio to the airportchannel, the characters can nd out the Mc-Gees’ ight has a re on board and emergencyvehicles are being dispatched to an isolatedrunway to meet the plane upon landing. They’llquickly guess Toby wasn’t able to maintaincontrol throughout the entire ight.

    A Moderate (20) Travel + Knowledge checkallows a character to predict where the planeis likely to land and they can move the RV or

    themselves to a vantage point where they can

    watch the huge jet make a dramatic landingwhile smoke is pouring out of the aft section. Ifthe characters fail the check they can arrive atthe same vantage just after the plane lands byfollowing the emergency vehicles racing to thesite. It looks like a scene from a disaster movie;the characters see the plane doors pop openand huge inatable slides deploy as cough-ing, soot-covered passengers franticly exit theplane. Bright orange ames begin to leap upfrom the rear of the plane just as the re crewsbegin spraying it down with foam.

    Over the next twenty minutes the charac-ters watch as the passengers are triaged, treat-ed and gathered into shuttles. Soon the recrews lose their battle against the re and pullthemselves back to a safe distance.

    The CallThe characters are probably digesting the

    fact their charge just destroyed a multi-milliondollar jet and deciding what to do next whenthe character with the strongest ties to their

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    afliation/employer gets a call from a blockednumber. Assuming they answer the call, theyhear a man’s voice with a Floridian accent ask-ing if the character is the one sent to pick themup. The caller is Dr. McGee, and he can ll the

    characters in on their current situation andwhat is going on.

    “Look, I haven’t got long, they don’twant us making calls until they get ahandle on the situation and can orga-nize a presser. I can respect that, but Ineed to get my family out of here. Wehit some bad turbulence on the way inthat scared Toby. He set the back galley

    on re. If we’re detained, Toby won’t beable to get the help he needs!” 

    The character is likely to have some ques-tions for Dr. McGee, but he shuts most of themdown if they aren’t pertinent to extracting hisfamily.

    Was anyone hurt/killed? “Thankfully no one is suffering from anything

    more than minor burns and smoke inhalation.” 

    How is your son now? “He’s pretty traumatized, but each of these in-

    cidents seems to tire him out, so I don’t think weneed to worry about any more res at the mo-ment.” 

    Where are you being held? “They have taken us all to a hangar they’ve set

    up as an emergency triage area. The more critical passengers are being taken out to a local hospi-tal. You can nd us easy enough by following theambulances.” 

    Dr. McGee gives the team his phone numberand asks them to call him once they are at thehangar so he can get his family out. Any plan thecharacters come up with must address two ma-jor issues: bypassing airport security on the way

    in (and out) and extracting the McGees from thetriage center without drawing attention.At the moment, the easiest way to bypass

    airport security is to be part of the emergencyservices response to the disaster. For exam-ple, a Mindbender with the Illusion (ImaginaryLand) power could really shine by making theRV look like a re truck and letting the entire

    group simply drive in and out of the airport. AShifter with Invisibility (Where’s My Car?) canlet the driver ghost in behind other vehiclesbefore the gates close with a Moderate (20)Travel + Speed check, failure resulting in In-tegrity loss to the RV and confusion on thegate guard’s part. If the team decides not totake their RV, they could easily steal one of theincoming vehicles. Assume stealing an ambu-lance requires confronting and dealing with

    two Average People (AYO pg. 201) while theyneed to deal with six Firemen (use Police Of-cer AYO pg. 201 with axes and no rearms)if they jack a re truck. Mental powers can beused in various ways to bypass the guards.Blufng past the guards without power useis difcult, requiring a Tough (30) check withappropriate skill combinations. Bypassing thesecurity stations completely with ight, invisi-bility, jumping, teleportation, portals and othermeans is easy enough, but the numerous peo-ple about requires a Moderate (20) Stealth +Speed check to prevent alarms being triggeredand confrontations with four Police Ofcers.

    Once at the triage hangar, it is relatively easyfor the characters to move about in the chaoswithout drawing attention to themselves, andfollowing directions from Dr. McGee they ndthe family quickly. Andrea is a short, solidly builtblonde woman in her 30s wearing a sundress.She gives the impression she has the entire

    area under surveillance. The characters havethe distinct impression she noticed them longbefore they spotted her. Dr. McGee is a lean manin his 40s wearing comfortable looking khakisand neutral-toned clothing. Visible soot markscover parts of his clothing and he has a ban-daged burn on his left arm. Between them is asmall boy between the ages of nine and elevenwearing shorts and a colorful t-shirt. He claspshis knees to his chest and slowly rocks back and

    forth as his father tries to comfort him.All noncritical passengers are being dealt

    with as a group to help manage the disaster’s

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    chaos, and the main obstacle in getting theMcGees out of the hangar is splitting themfrom the crowd without drawing the wrongkind of attention. Stealth or mental powers can

    accomplish this as can a Moderate (20) Decep-tion + Medicine check to get them releasedinto the group’s care for medical transport.

    The GM should use the extraction from theairport as a dramatic and exciting introducto-ry sequence to the adventure. Avoid letting itget bogged down in a slug fest with securitythat derails the adventure. Players who insist

    on offering violence to airport security triggerwarning bells in the McGees who then reactwith a heightened level of mistrust towardsthe characters.

    Well He’s a Real Firecracker! Once the characters have the family, they

    have a chance to learn a little about them andtheir basic biographies. The adult McGees haveno idea they are themselves AMPs, using their

    abilities at an instinctual level, and do not men-tion they themselves have powers, nor do theytrigger Law of Attraction checks for any otherAMPs they encounter. Questions about Toby’spowers only reveal he can ignite spontaneousres and he was able to absorb and extinguishpart of the hotel re in the Caribbean.

    Toby has no real control over his abilities yetand must make Moderate (20) Discipline stresscheck when he encounters certain events or

    automatically use Burn on something or some-one nearby. Any time one of the characters isrendered unconscious or killed a stress checkis triggered (he automatically fails this check ifit involves his parents). Throughout the adven-ture additional stresses requiring checks arecalled out in each scene.

    With Discipline 1, Toby is very likely to fail allstress checks unless the characters intervene. AModerate (20) Medicine + Knowledge check letsa character determine certain drugs can providea +5 bonus to Toby’s checks without knockinghim out. If a character is a medical doctor, writ-ing a prescription and visiting a pharmacy is aquick solution. A criminally oriented charactercan nd a supplier with a Moderate (20) Intu-ition + Persuasion check and use Wealth (2) forthe purchase. Toby is a skilled musician special-izing in the violin, and purchasing one so he canplay calms him and provides a +3 bonus to hisDiscipline checks. A single Moderate (20) Empa-

    thy + Persuasion check can be made each day toprovide a +2 bonus for that day (Boosts add anadditional +1).

    New Equipment

    RV Integrity: 40, Speed: Slow, Size: Big, Cost:

    3-4The characters are in possession of a

    fairly old, if reliable, RV of a legally indis-tinct make and model. The vehicle hassleeping space for six and any characterwith Wealth (1) can easily afford to parkand hook up the vehicle to utilities atnumerous spots across the US. Equippedwith modern amenities, there is a TV (nocable connection), tables, chairs, show-

    er/toilet (tiny), and a small kitchenettewith a fridge and small stove. There aredriver, passenger, and side doors, as wellas two roof hatches accessible from theliving area. The driver of the vehicle suf-fers a -2 penalty to external Perceptionchecks, which increases to a -5 penaltyfor all other characters. As a rental, theRV is well maintained but lacking in alot of supplies the group may wish to

    purchase. Notable for this adventure,the RV does have a single medium reextinguisher on board.

    Fire Extinguishers Cost: 1-3

    Fire extinguishers can be purchasedin small, medium, or large sizes and arecapable of putting out res of size 2, 4,and 6 before being exhausted. Most re

    extinguishers are single use and do notretain any charge after use even if theyare used to extinguish a re smallerthan their maximum size.

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    Scene Two:Down the Rabbit Hole 

    Norman “Bugs” Applebaum is on the run hop

    from the law and is about to bound into the char-acters’ lives. It’s night and everything has beengoing fairly well. After a day of travel everyonehas settled into a routine and so far there haven’tbeen any major are ups from Toby. The group isgetting close to where they are going to pull overfor the night when something large and whiteashes out in front of the RV.

    The RV driver can make a Simple (10) Trav-el + Speed check to only sideswipe whatever

    just appeared in front them. Failure results in2 damage to the vehicle while success reducesthe damage to only 1. The collision triggers astress check for Toby.

    As the characters look out the window theysee a cloud of paper money oating around andcan see what looks like a giant white rabbit-mangrabbing up big handfuls of the cash. Norman isone of those unfortunate AMPs who has beentrapped in Chimera form, and is a disturbing

    mixture of rabbit and man. Covered in soft whitefur, he has giant rabbit ears and the lower legsof a rabbit with gigantic white feet. As he leapsabout, his muscles bulge in uncomfortable-look-ing ways, busting the seams of his clothing andleaving him dressed in shredded rags.

    If the characters exit the RV, they can hearthe rabbit-man yelling, “No, No, No. You cannotruin this for me! My money! I need it!” As soonas he sees the rst AMP Norman loses to theLaw of Attraction and attacks. Norman alreadyactivated Tougher just as he was hit by the RV,and starts battle with 4 Juice (+1 from beinghit by a vehicle, +1 for entering battle and -1for Tougher). He Sprint/Rushes the rst AMPhe sees, which takes the form of a ying kickfrom his giant rabbit feet to Knock Back his op-ponent. From there he uses Stomp to disruptopponents and his maneuverability to avoidbeing ganged up on. Almost all of his attacksshould be described as punishing kicks from

    his giant white feet. Throughout the combatNormal shouts things like, “Mine”,” I need it forthe Cure!” and “Go Away!”

    Hopefully the characters just subdue thecrazed rabbit-man and try to get to the bottomof why he hopped in front their vehicle andwhat he’s doing with all the money.

    Who are you? “My name’s Norman, but people call me Bugs.

    But none of that matters now, I’m just a freak.This is the worst trick ever!” 

    What’s with all the money? “Please, please don’t take it. I need it. They said

    I could buy a cure. Why did you have to hit me andruin it! I don’t want to have to rob another bank!” 

    Who are they? “I don’t know, just some people I found on

    the internet. They said I have “Mutant Potential”or something, but they knew how to shut it off.They’ve cured lots of others!” 

    How are you going to get the Cure? “I have to drop the money off at a certain

     place and then they’ll leave the Cure for me athome. I don’t know who they are, I’ve never even

    meet them!” 

    At this point Toby’s parents want to knowabout this miraculous Cure, which characterswith afliations other than the Seekers of En-lightenment may not even be aware is possi-ble. Norman can give the family instructionson how to get in touch with his mysteriouscontacts. The current arrangement has thecure being delivered to him and he is adamant

    that if they want their own they need to makearrangements for themselves; he’s not going totell them where his cure is being delivered.

    The characters have been presented withan interesting question to be explored as thisadventure continues, and in some ways comesto a head in Scene Five. Should some of themseek the cure? Are any of the characters likeNorman with manifested abilities that sepa-rate them from society or like Toby and have

    out of control abilities that can harm others?It is certainly a question Toby’s parents will bewrestling with in the days to come.

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    Accidents Happen As the characters are leaving the diner the

    GM can force any Psych with Visions to make aSimple (10) Visions + Intuition check. Successgives a sense of immediate danger, with each

    boost providing one of the following pieces ofinformation:

     V Chest pains and death

     V A sense of speed and a sudden stop

     V A ball of re and cloud of thick blacksmoke

     V An angel of re

    A successful use of Vision gives the char-

    acters two Rounds to act, while groups with-out have a single Round before the explosion.A Moderate (10) Perception check spots a carracing directly for the car-side gas pumpswith any Boosts showing an elderly man deador passed out at the wheel. There are 3 othervehicles between the characters and the ap-proaching car, two with people pumping gasand one with two children inside while theirguardian is inside the convenience store. The

    GM should subtly encourage efforts towardsrescuing the potential victims over stoppingthe oncoming vehicle. Many characters can-not reach the rushing vehicle or have powersunsuitable to stopping it, and for the sake ofthe adventure the explosion is fated to hap-pen. Characters with only a Round to act needto use multiple Actions with penalties on anychecks to get in and out of the blast area.

    Anyone in the blast area when the vehicleimpacts the gas stand takes 10B Fire dam-age resisted with a Moderate (20) Fortitude+ Speed check to get out of the way. The ci-vilians are ordinary people with Integrity 11,Fortitude 1, and Speed 2. The children in thevehicle have Integrity 8, Speed 2 and receiveAR 3 from their vehicle.

    The Birth of NurielThe Round after the explosion Toby instinc-

    tively activates his Fire Soul, bursting into asmall ery angel form with wings of re. Hesoars into the blast and begins to absorb and

    Scene Three: Praisethe Little Child, MayHis Fire Light the Way 

    There are few things more mundane on aroad trip than the ubiquitous stops for gas andsupplies. At least they are ordinary until theybecome truly extraordinary. It’s Sunday and theRV is running low on gas. The characters areon the outskirts of a small town and spot anice sized truck stop up ahead, right across thestreet from the huge Holy Light Church. Thetruck stop has all the typical features, separate

    areas for cars and big rigs to refuel, a diner, vid-eo game arcade, shower facilities and a con-venience store with snacks, auto supplies andmore tacky knick-knacks than seems possible.It’s around noon and in addition to lling thegas tank it would be a convenient time to llsome bellies at the diner.

    Having set the stage, characters should de-cide what actions they are going to take. TheMcGees want to grab a sit down meal as longas the characters don’t object. Characters canmake a Simple (10) Medicine + Empathy checkto conrm Toby seems pretty calm at the mo-ment if they are worried.

    Characters who are concerned about whothey might be eating with automatically noticenormal families, truck drivers and church folkpicking up a quick meal after leaving the mega-church across the street. Any character who wantsto know about the church can make a Moderate(20) Knowledge + Community check to remem-

    ber the Holy Light Church is one of the dozensof broadcast churches with an overly made uppastor/wife team. The building across the streetis not only their church but also their studio.

    Assuming the characters all participate inlunch, they are served by a pleasant middle agedwoman named Alice and have a serviceable meal.The characters can pick up supplies, take advan-tage of the shower facilities, and challenge eachother to video games with opposed Technology +

    Intuition checks. The scene should be played asa pleasant slice of life interlude until they are allready to hit the road again.

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    extinguish the re. Each Round after the rstthe ongoing damage from the ames is re-duced by 2B until the fth round when there is completely out and Toby settles to theground. An AMP with powers similar to Toby’s,

    i.e. Fire (Extinguish) or Battery - Fire, can re-duce the re by an addition 1B per Round.

    Characters who are not participating in res-cue or healing efforts notice in Round 2 by-standers are recording the events with theircamera phones and making phone calls. InRound 3 some of the onlookers can be seenfalling to their knees, yelling out praise for theangel Nuriel. Simple (10) Perception checksallow the characters to overhear some of the

    calls are for 911 and at least one person istalking about getting a camera crew from thechurch across the street to the truck stop tolm a miracle.

    The characters have till Round 10 beforea church crew makes it across the street withcamera equipment and begins lming Toby andthe aftermath of the explosion. Complicating

    efforts to get out of the area is the fact thatToby has no idea how to change back and it’sat least ve more minutes before he naturallyshifts. Once Toby settles to the ground he canbe talked to. Any AMP can talk Toby through the

    process of releasing his power with 4 success/ boosts on a Tough (30) Persuasion + Empathycheck with each check taking 1 Round. Any char-acter who can change form with their powers orhas an Elemental power adds a +5 bonus to thecheck and any character with Air Soul or FireSoul adds a +10 bonus to the check. Bonusesare cumulative. Success turns Toby back into avery tired, very naked boy who is immediatelyscooped up into his parent’s arms.

    Characters are being lmed by multiplecamera phones throughout all of this and thosenot working with Toby or helping the woundedmay wish to use their own abilities to cons-cate or destroy any video evidence. Once Tobyis just a little boy again his newfound worship-pers become an impediment to getting back tothe RV and out of the parking lot. It takes two

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    Rounds to make it to the RV though those whowant to touch the “angel” unless the characterstake some sort of deliberate action to clear theway, cutting it down to one Round.

    If the church lm crew makes it on site

    before the characters make their escape theywant to lm and interview Toby and while theydo not stop the characters from leaving thelonger the characters stay the more of a circusthe encounter becomes. If the characters arestill on site after 10 minutes, re trucks andnews crews begin to show up and the AMPshave the opportunity to take the adventure ina completely different direction.

    Scene Four:Treacherous Curves Ahead 

    The characters nd themselves passingthrough a range of picturesque mountains.Beautiful but treacherous, the last few hours ofconstant switchbacks have worn on everyone’snerves as the RV has frequently been forced to acrawl of only 15-20 MPH for most of the climb

    up the mountain (no driving checks necessary…so far). Everyone is looking forward to a stop atthe mountaintop lookout before beginning theequally treacherous route down the other side.

    However, the characters are in for a surprise.The UHF has found out about the truck stopincident and tracked the group down so asto end Toby’s threat to the human race. Theydenitely aren’t buying into the belief he is anangel of the lord.

    As the RV reaches the turn for the lookout,the driver and anyone in the front seat noticethree pickup trucks (use Truck AYO pg. 171)with armed men waiting for them. The drivercan make a Tough (30) Travel + Speed checkto swerve away from the lookout entrance andremain on the main road, denying a free Roundof combat to six UHF gunmen as the RV drivesby them to the lookout exit.

    Each of the three UHF trucks has a driver

    who makes their Travel + Speed checks with a+5 bonus and two UHF gunmen in the back (useCriminal (Small Time) AYO pg. 201). The sides

    of the truck provide 25% cover to the gunmen.The UHF teams attempt to either force the RVoff the side of the mountain or disable it sothey can kill the passengers. While the trucksare moving, the gunmen suffer a -3 penalty on

    their Marksmanship checks against any charac-ter they can see through windows in the RV, butthe RV is so large even road movement doesn’tpenalize attacks made directly against it.

    See Collisions and Chases in AYO, pg. 170.Because of the constraints of the mountainousterrain, chase checks are used to determine therelative positions of the vehicles. The moun-tain roads limit the UHF trucks to the sameslow speed as the RV unless the driver makes

    a Moderate (20) Travel + Speed check. A failedcheck results in a collision with the side of themountain for 13B to the vehicle and gunmenand 6B to the driver. Ultimately the charactersmust eliminate the three UHF trucks. If theyreach the valley below, the trucks’ faster speedalmost guarantees they will be able to keep upwith the RV until they have destroyed it.

    There are a couple of unique maneuvers theUHF can attempt due to having three vehiclesin the chase. If a driver scores two successes/ boosts more than the characters, they can pullin front of the RV and attack the characters inthe cab without penalty. If the driver seeks cov-er during these attacks they suffer a -3 penaltyto their Travel + Speed checks. A truck in frontof the RV can also attempt a Simple (10) Travel+ Speed check to force a collision that damag-es and slows the RV, imposing a -5 penalty toits next Travel + Speed check.

    Any time vehicles are next to each other a

    Moderate (20) Athletics + Might check can bemade to leap from one vehicle to another. If aUHF gunman attempts this and succeeds, theyspend a Round climbing to the top of the vehi-cle and then re their SMG through one of theroof-hatches. Vehicles next to each other canalso attempt a Moderate (20) Travel + Speedcheck for 2B damage to both vehicles and toforce the struck vehicle to make a Moderate(20) Travel + Speed check to avoid a mountain

    side collision. A Tough (30) check can force acheck to avoid going off a cliff.

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    Toby should experience stress checks therst time the RV is hit with weapons re andthe rst time it is in any type of collision, aswell as his normal stressors.

    “Hey we’re part of the UHF –Stop Shooting!” 

    It’s entirely possible at some point UHFcharacters realize they are being attacked byanother UHF cell. They may even believe theycan just get the other group to quit attackingand even sail through Scene Six with no trou-bles. Wrong. The UHF is a terrorist organiza-tion with a cell structure and no centralizedcommand hierarchy. Even if the characters

    can communicate with the attackers, after theevents at the truck stop in Scene Two their onlygoal is to terminate poor Toby. If the charac-ters let this happen they have failed the arm ofthe UHF that directs them. While they may notbe marked for termination for letting Toby bekilled by another cell, they will denitely sufferthe consequences of failure.

    Scene Five:A Terrible Choice 

    The McGee’s have been plunged head rstinto the craziness an AMP’s life can be, andno sane parent would wish the last few dayson their child. Depending on the characters’actions and their employers’/afliates’ moti-vations for bringing the family to them, it isentirely possible they make the choice to leavethe group and go it alone. This scene is thegroup’s chance to sell the adult McGees onstaying the course.

    If the characters have done a particularlypoor job of protecting Toby or have displayedbehavior that would be repellant to most peo-ple, the McGees attempt to slip away from thegroup without them immediately noticing. Per-haps taking a vehicle while everyone is at aroadside pit stop or agging down alternate

    transport in the middle of the night while thecharacters sleep. In this case, the players needto make Perception + Discipline checks vs the

    Rest in Peace, Winny;You Served Us Well

    At some point it is probable the char-

    acters will need to replace the RV. At theend of Scene four it is almost a giventhat if the RV survives the trip down themountain it will be a wreck from bulletholes and smashed-in windows. Whenthis time comes, there are two likelyscenarios, picking up a used vehicle orstealing one.

    The rst car lot the characters nd isMustang Sally’s Used Car Lot, where they

    are “Guaranteed a Rootin’ Tootin’ Deal!”When they arrive a large black womanin cowgirl apparel saunters out, takesone look at their busted up RV and startslaughing so hard the characters canbarely make out her saying, ‘Well I ain’ttaking that in trade! HA!” Character canlay out their needs to Mustang Sally, wholeads them over to Lot 6 and shows themseveral options. Sally is a tough negotia-tor and it takes Wealth (3) to get crampedtransport or Wealth (4) to get decent ve-hicles off the lot unless a Tough (30) Per-suasion + Travel check is used to lowerher prices by one Wealth level.

    Stealing a vehicle is relatively easywith a Moderate (20) Technology + Trav-el check needed to break in and hotwirea vehicle. Depending on where theychoose to steal the vehicle from thecharacters may need to make Stealth

    checks or want to take countermeasureslike changing out the license plates.Being involved in stealing vehicles re-quires a stress check for Toby.

    Regardless of where and why theyleave the RV, conscientious charactersmay remember the RV is a rental andcan have a humorous call with the rent-al agency letting them know where theycan pick up their wreck of a vehicle.

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    McGees’ Stealth + Deception. Complicatingmatters for the family is that slipping awaytriggers a stress check for Toby that likely re-veals their actions to otherwise oblivious char-acters. If the family does manage to slip away,

    the characters would need to track them down.For the sake of the adventure this should berun as a narrative interlude, and with the Mc-Gees found in short order.

    If the characters have acted positively andhonorably or once the McGees have beentracked down after eeing they want to besold on why they should trust that nishing thejourney is the right thing for Toby.

    “We’ve had buildings and vehiclesdestroyed, people shooting at us and try-ing to drop us off a mountain. Religiousnutjobs think Toby is some sort of angeland you were attacked by a rabbit bankrobber. Why would we ever want to sub- ject our child to this? We have a numberto contact for a cure from the rabbit-man. Why shouldn’t we leave and nd a

    way to buy this cure. Do you really thinkteaching Toby to control his abilities willkeep him safe from all this craziness?” 

    The character’s need to make a Tough (30)

    Persuasion + Empathy check to convince theMcGees to continue on willingly. The playerwhose character is making the check shouldmake their argument, with particularly goodpoints adding a +1 bonus to the check (lim-it +5). Any character who wants to aid in thecheck can provide a teamwork bonus, with anadditional +2 bonus for good roleplaying fromthe player. For each civilian harmed in scenesone and three the check suffers a -2 penalty

    and if Bugs was killed there is a -5 penalty. Ifscenes one and three were handled skillfullythey add a +5 bonus each. If Norman was dealtwith compassionately this also provides a +5bonus to the check. Alternately, the decisionthe family comes to can be determined purelythrough the players’ roleplaying efforts.

    If the characters fail to convince the Mc-Gees to continue, they attempt to leave, and the

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    characters need to make a choice on whetherto let them leave or to confront them. A con-frontation automatically leads to a stress checkfor Toby and he uses his abilities to protect hisparents. Once the adult MgGees are reduced to

    25% Integrity or if Toby is seriously threatened,they surrender and agree to continue.

    Certain employers/afliates may not haveany use for the adult MgGees and those charac-ters may decide eliminating them is easier thanconvincing them to continue. If Toby’s parentsare slain any future failed stress checks alwaysresult in Toby targeting one of the characters,most likely the one who killed his parents.

    Scene Six:Final Conflagration 

    It is the nal leg of the journey and thecharacters are just a few short hours awayfrom their nal destination, but this road triphas one last speed bump to be navigated. UHFthugs are easy to come by and can be pulledtogether at a moment’s notice; UHF AMPs,

    however, are far thinner on the ground and it’staken time for a small team of them to gatherand catch up to the characters.

    Mongrel and 6l1+ch have combined theircomputer and real world tracking talents tond the characters and have picked a lonelystretch of road on which to ambush the group.In addition to Mongrel, 6l1+ch and Teon, thereis also one UHF thug per character.

    6l1+ch begins the encounter by disabling

    each of the character’s vehicles with Overload.After which, she attempts to stay out of closecombat range, using Overload rst to disableany rearms the characters are using and thenring her pistol.

    Mongrel maintains distance and attemptsto kill any AMPs with his rie, focusing rst onranged combatants or anyone who appears tobe able to easily shrug off damage.

    Teon closes and engages any close com-

    bat opponents trusting to his Invulnerabilityand high Integrity to get him through almostanything.

    While 6l1+tch and Mongrel want to kill thecharacters, Teon does not, and attacks onlyto disable. Teon visibly stops himself if con-fronted by Toby and nds he cannot attack him.Characters who witness this may think to at-

    tempt a Change Emotional State Action (AYOp.175) with a Persuasion + Empathy check toconvince Teon to leave the ght (he will notjoin them). The UHF thugs, Mongrel and 6l1+chall ght to the bitter end.

    Toby suffers a stress check as soon as com-bat begins and, as long as he and his parentsare cooperating, focuses on and attacks UHFfoes. If the McGees attempted to ee the char-acters in Scene Five but were violently pre-

    vented from leaving, any who survive attemptto ee in the confusion of combat.

    Once the UHF ambush is dealt with, thecharacters can nurse their wounds for the nextfew hours as they travel the nal few peacefulhours to their destination.

    Conclusion 

    Successfully delivering Toby earns the char-acters well-deserved praise and immediatemedical attention for any wounds they are suf-fering from. Toby and the McGees’ nal fate islargely dependent on who they are delivered to.

    The Changelings teach Toby to control hisabilities, although the McGees do not stay withthem and eventually make it back to Florida.Dr. McGee becomes a valuable resource for theChangelings though, and uses his contacts to

    help them out in any way possibleThe Seekers of Enlightenment eventually

    teach Toby to get his abilities under controland Toby soon convinces the school to sponsora baseball team for all the kids with powers.Some truly spectacular free-for-all games areplayed with full power use on special nights.The McGees decide to stay in Oklahoma andrebuild their lives there.

     Typhoon has no use for the adult McGees

    and they are quietly disposed of if they are notalready dead. Toby is drugged and controlleduntil he’s eventually brainwashed into loyalty

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    to Typhoon. He then becomes a loyal youngfoot soldier in their criminal empire.

    The UHF also has no need for the adult Mc-Gees and subjects the entire family to medicalexperimentation, attempting to better under-

    stand where AMP powers come from and howto better combat them. Ultimately their fate isuncertain. Perhaps they are rescued by a bravegroup of AMPs looking for an adventure.

    Assuming the characters let Norman go withhis bag of stolen cash, he delivers the money tothe drop site but never receives a cure. Is therea mysterious group out there preying on vul-nerable AMPs, selling them snake oil dreams,or something even more sinister? The group

    has the means to contact these shysters andcan easily be drawn into an adventure chasingdown whomever is taking advantage of AMPs.As for Norman, maybe he’s still out there andcould leap back into the characters’ lives at amoment’s notice.

    If the characters failed to keep the evidencein check at the truck stop, videos of “Nuriel” goviral. Regardless, testimonials of churchgoerspresent at the event hit the web within daysof the incident. The Holy Light Church ofcial-ly changes its name to the Holy Fire Churchand begins to preach that the angel Nuriel iswalking the Earth, protecting the righteousand purging sinners with his divine res. Be-fore long, dedicated cultists begin to activelysearch for young Toby and one of the rst newreligions of the AMP-era is born.

    Experience 

    +1 Keep Toby from destroying the RV

    +1 Keep Toby from being lmed by theHoly Light Church

    +1 Subdue both Bugs and Teon withoutkilling them

    +1 Escape the mountain ambush

    +1 Convince the McGees to nish the trip

    New Drawback Instinctual (2-4): Some AMPs develop

    powers they are not aware of or can onlyaccess on an instinctual level. They arenot uncontrolled, but can only access re-exively as a Reaction. For 4 BP it affectsa Primary Power, for 3 BP a Secondary Pow-er and for 2 BP a Tertiary Power. The corepower and all augments are affected bythe instinctual drawback. This drawbackcan be taken up to three times, each timeapplying to a different level of power.

    New Battery Enhancement V Drink Deep (E2): The AMP is farmore efcient at absorbing their EnergyType and can create instant Juice up to(Battery) or 1 Juice for every 5 minutesof exposure to a strong source of theirEnergy Type.

    New Mnemonic Augments  V Touch Linguistics (E1): By touch-

    ing a target who possess a languagethe AMP does not, they can permanentlyabsorb the language and cultural cluesthat go along with the language. In ad-dition to the language, the AMP adds(Mnemonics/2) to Deception checks toimpersonate natives of the language’sassociate culture.

    Language Bomb (T2)Check: Mnemonics + DisciplineRange: TouchDuration: (Mnemonics) RoundsResistance: Mental Trauma

    Effect: Must have Touch Linguistics.The AMP instantly and traumatically im-plants a language into a target inictinga (Mnemonics/2) Pain penalty. Implantedlanguages remain for (Mnemonic) daysbefore fading from the target’s memory.

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    NurielToby McGee is a relatively ordinary ten-year

    old with a passion for baseball and his violinstudies. He doesn’t really understand why res

    are suddenly starting around him and nds allof this really terrifying. Is he going to burn up? Ishe going to hurt other people? His nightmaresnow are full of black smoke and orange ame.His parents think he is sick and are worried allthe time now. He just wants to be normal.

    Sap Name: Toby McGeeAfliation: UnafliatedStrain: ElementalIntegrity: 8, Juice: 2Loyalties: Comrades 2, Love 2, Humanity2, Self 4Skills:  Athletics 3, Beast Handling 3,Crafts 1, Deception 2, Discipline 1, Em-pathy 3, Intuition 3, Perception 3, Perfor-mance 4 (Violin), Persuasion 3, Speed 4,Stealth 3, Technology 2Primary Power: Fire 5Augments: Extinguish (E0), Burn (T1), Cau-terize (T1), Fire Soul (T1), Sense Fire (T1)

    Secondary Power: Battery (Fire) 4Augments: Drink Deep (E0), Beam (T1)Drawbacks: No Control (Fire–4), Kid (5)Other:  Initiative +7, Movement 11,Strength +3, Carry/Lift 20/40

    Dr. McGee Mickey McGee grew up fascinated by PBS

    specials about far-away places and exoticlands. While other kids read comics, he readNational Geographic Magazine, a magazinethat as an adult he would come to have an al-most complete collection of. In college he ea-gerly studied anthropology and became drawnto the linguistic sub-discipline when he foundhe had a rare knack for learning languages.He has traveled the world in his studies, con-sulted with the CIA on deciphering obscuremiddle-eastern dialects and coached CEOs on

    the cultural and linguistic intricacies of for-eign markets they wish to enter, developing asurprising network of contacts that few would

    credit him with. All of which pales next to hisconcern for his son Toby and what he will doto keep him safe.

    Sap Name: Dr. Mickey McGee

    Afliation: UnafliatedStrain: ElementalIntegrity: 12, Juice: 3Loyalties: Humanity 3, Love 2, Perfection3, Truth 2Skills:  Athletics 2, Beast Handling 3,Crafts 2, Empathy 3, Fortitude 3, Knowl-edge 6 (Anthropology), Marksmanship 1,Might 2, Medicine 1, Perception 5, Perfor-mance 2, Persuasion 3, Speed 2, Survival4, Travel 3Primary Power: Air 4Augments: Rush of Wind (T1), Wind De-fense (T1)Secondary Power: Mnemonics 2Augments:  Touch Linguistics (E0), Lan-guage Bomb (T2)Gifts:  Direction Sense (1), Library (2),Wealth (2), Connections (4)Drawbacks: Instinctual (Air – 4)Other: Initiative +2, Movement 9, Strength

    +4, Carry/Lift 100/200

    PointAndrea, Andy to her friends, grew up a tom-

    boy, always wrestling with her brother andgoing on the weekend hunting trips with herfather and high school friends. She was goodwith her trusty rie and won enough shooting

    competitions to pay for community college andeventually join the Miami Police Department.When the chance to join the Special Weaponsand Tactical Team as one of its few female of-cers came up ve years ago, she immediatelyjoined. Sure she was concerned about how itwould impact her husband and child, but howoften would a chance like this come up? Overthe last few years she has proven to have un-canny abilities and when her sniper rie skills

    are not needed, she is often designated pointperson whenever a structure is breached.

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    Sap Name: Ofcer Andrea McGeeAfliation: UnafliatedStrain: Blaster (Force)Integrity: 13, Juice: 3

    Loyalties: Community 3, Comrades 2, Jus-tice 3, Love 2Skills: Athletics 4, Empathy 1, Fighting 3,Fortitude 3, Intimidation 2, Intuition 2,Marksmanship 5 (Ries), Might 3, Percep-tion 4, Speed 3, Survival 3, Travel 2Primary Power: Battery 4Augments:  Barrier Defense (T1), BoostStrength (T1)Secondary Power: Awareness 3Augments: Danger Sense (E0)Gifts:  Wealth (2), Accurate Eye (3), LawEnforcement (3)Drawbacks: Instinctual (Battery – 4)Other:  Initiative +5, Movement 12,Strength +7, Carry/Lift 125/250

    Bugs Ever since he was a kid all Norman ever

    wanted to do was be an entertainer. Sure alot of other kids thought his obsession withmagic tricks was lame, but who doesn’t loveclassics like pulling a rabbit out of a hat? Henever thought he would be the trick though. Hedoesn’t know why it happened; all he knows ishe woke up one morning like this, a giant hu-man rabbit! He doesn’t walk anymore; he hopseverywhere. His clothes are constantly shred-ded because they cannot handle how he moves.Kids shriek in terror, not delight. He’s got to nd

    an escape from this cruel magic trick.

    Sap Name: Norman ApplebaumAfliation: UnafliatedStrain: BulkIntegrity: 17, Juice: 3Loyalties: Community 2, Justice 3, Perfec-tion 2, Self 3Skills: Athletics 5, Empathy 3, Fighting 3,Fortitude 3, Might 4, Perception 4, Perfor-

    mance 5, Speed 5, Survival 3, Travel 2Primary Power: Behemoth 5Augments: Boost Jump (T1-2), Stomp (T1-2)

    Secondary Power: Invulnerability 4Augments: Punch-Proof (E0), Tougher (T1)Tertiary Power: Chimera 4Augments: Fur (E0), Leaps and Bounds (E0)Drawbacks:  Continuous Power (3), SideEffect (4)Other:  Initiative +5, Movement 15,Strength +19, Carry/Lift 400/800

    MongrelDad always talked about the end times and

    how they would survive while the wicked fell.Brad wishes his dad had been right, but he diedalong with the rest of his family in the govern-ment raid. The bastards have driven him fromhis land and are after him now. He’s managedto hook up with another group preparing forthe coming storm, but according to them it’snot the government we need to worry about,but freaks with powers. It doesn’t matter, gov-ernment thugs or mutants, he’ll put a bullet inall of them to avenge his family.

    Sap Name: Brad HartleyAfliation: United Human FrontStrain: PsychIntegrity: 13, Juice: 3Loyalties: Community 2, Comrades 2, Jus-tice 3, Truth 3Skills: Athletics 3, Fighting 2, Fortitude 3,Intuition 3, Marksmanship 4, Might 3, Per-ception 5, Speed 3, Stealth 4, Survival 5Primary Power: Awareness 4

    Augments: Perfect Scent (E0), Strong Ears (E0)Secondary Power: Killer Instinct 4Augments: First Blood (E0), Hunter (E0)Gifts: Light Sleeper (2), Accurate Eye (3)Drawbacks: Enemy (FBI - 3)Other:  Initiative +14, Movement 12,Strength +6, Carry/Lift 125/250Equipment: Blade, Rie, Flak Jacket

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    6l1+ch So many secrets hidden in the deep web wait-

    ing to be found. Sammy knew from a young agethe machines that talked to her didn’t speak toeveryone, but it was only recently that she found

    documents buried deep in the web which give heran idea there were others out there like her. Thecarnage and destruction in them scared her. She’spretty sure if she wanted to she could convincea nuclear bomb to explode without any codes, sowhat horrors could others like her release? Therereally is only one answer; each and every AMPneeds to be stopped. Well, except her of course.

    Sap Name: Samantha StevensAfliation: United Human Front

    Strain: ShaperIntegrity: 13, Juice: 3Loyalties: Community 2, Perfection 2, Self3, Truth 3Skills:  Athletics 2, Deception 6, Empa-thy 2, Fighting 2, Fortitude 3, Intuition 3,Marksmanship 2, Might 1, Perception 5,Persuasion 3, Speed 2, Technology 6Primary Power: Technopathy 6Augments:  Tech Speak (E0), Overload

    (E0), Wireless (T1)Gifts:  False Identity (2), Untraceable (3),Wealth (3)Drawbacks: Curious (2)Other: Initiative +5, Movement 9, Strength+3, Carry/Lift 75/150Equipment:  Pistol (Light), Kevlar, Laptop,smartphone

    Teflon He knew it was illegal to bet on himself, but

     Jose was the best up and coming boxer in years.In the ring he was Teon, nothing stuck. He can-not prove it, but he knows when he refused to

    take a dive on the big ght they did somethingto him. Maybe they rooed his drinks or spikedhim some other way, because there was no way hewent down from the other guy’s punches. Now thisgroup, the UHF, they own his debt. Help out, savethe human race, pay down his debt they say. If hedoesn’t, they say they will visit his abuela, roughher up. Kill a kid to protect his grandmother, whatkind of choice is that to make?

    Sap Name: Jose Degollado

    Afliation: United Human FrontStrain: BulkIntegrity: 21, Juice: 3Loyalties: Community 2, Comrades 2, Jus-tice 3, Perfection 3Skills: Athletics 5, Fighting 6, Fortitude 5,Intimidation 4, Intuition 3, Might 4, Per-ception 4, Speed 3, Survival 2, Travel 2Primary Power: Invulnerability 6Augments:  Blade-Proof (E0), Bulletproof(E0), Energy Proof (E0), Punch Proof (E0),Soak (T1)Gifts:  Linguistics (Spanish – 1), NaturalWarrior (4)Drawbacks: Debt (1)Other:  Initiative +6, Movement 13,Strength +9, Carry/Lift 150/300Equipment: Brass Knuckles

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    Team Player Adventure for AMP: Year One by Eloy Lasanta 

    Art by Mauro Peroni 

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    Summary Early in 2015, few truly knew about the AMP

    phenomenon; even those with powers seldomknew what was going on with them before

    their abilities exploded within them. There aremany ways for powers to manifest, but the rstAMPs usually had hard-to-notice powers, keep-ing them under the radar for the most part andallowing a certain level of normalcy to theirotherwise strange lives.

    The government has always had an idea ofpowered individuals showing up, and have tak-en steps to track them down for years. There isone person in particular who they have been

    tracking for months now, a young woman fromNew Delhi. Her abilities have regularly provenbeyond those of her teammates or anyone theyhave faced during their ascension to the cham-pionship. Now, she just so happens to be in theUS for an exhibition game.

    The characters get caught in the middle ofan attempting kidnapping of this player by thehands of those with unknown motives, and it’sher fate is ultimately up to them. It takes place

    during the Spring/Summer soccer season, afterthe Seekers of Enlightenment has been estab-lished and the government is taking steps out-side of the edgling group to acquire AMPs. It issuitable for two to four players with specicallybeginning characters. While there is certainlydanger in Team Player, it is early enough in theAMP: Year One timeline that characters will nothave 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 attenda sporting event. Specically, today is the day ofthe IFX International Futbol Ladies exhibitiongame between the US and India. Seats are prettyinexpensive; not only is this essentially a practicegame with no real stakes, but the IFX is a minorleague and not necessarily on sports media’s top

    list of things to cover. In short… cheap seats for afun afternoon watching some sports.

    If all the characters are friends already, then

    getting together to enjoy a day of fun is an easyreason to introduce the adventure to them. Thisexcuse can just be the default reason for anyonewho can’t think of a story-centric reason to beat the game. Not everyone needs to know each

    other, but each character should have a reasonto be at the game. Below are just a few reasons.It should be noted that reasons for Afliationsthat technically don’t exist yet in the timelineare included, since the GM has the option tobend the rules to t every character concept.

    V   Unafliated: Loyalties are an easy way tobring characters in. Love for one’s Com-munity may make the character show upin support of local businesses who stand

    to make a pretty penny from this event. Itcould be a Comrade or Love of theirs play-ing, or maybe (if female) they have a Per-fection in Athletics and are playing in thegame themselves instead.

    V Seekers of Enlightenment:  Though theyare only recently ofcial, they have alreadybegun reaching out to other AMPs to bringthem into their fold. Using algorithms, theyare able to track bloodlines back to Proj-

    ect Black and tell who is likely to be anAMP. Savi Dhawan is one such person andthe characters could have been sent out toattempt to approach her, most likely afterthe game.

    V  Other Afliations: With a low attendancefactor and lots of seats to separate theirgroup, many times the Changelings vis-it events like soccer matches to pass thetime or to bring their young to teach them

    there is still fun to be had. They are, ofcourse, always on the lookout for otherslike themselves, often going to places noone would think in hopes of encounteringone. The ofcial UHF is but a glimmer atthis time, but there are denitely thosewho accuse Savi of doping up and wanther kicked out for her superiority. Theneighborhood in which the small stadiumis located is surrounded by major city terri-

    tory, meaning Typhoon members could bein the area as well.

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    Scene One: The Game The characters arrive for a grand day of fun.

    The small stadium doesn’t have a roof, so allthe sun’s glory shines in on the spectators un-

    less they sit in the back seats shaded by thewalls. Of course, at this height, it’s harder to seethe game itself. The stadium holds about vethousand spectators at full capacity, but thereare barely a tenth that many today, as this isa fairly low-stakes game. Concession sellersare still making their way through the rows, sobuying a hotdog, burger, soda or beer is pret-ty easy. Tips go a long way on a slow day liketoday.

    The lush green eld is still lled with eagerplayers, all of them ready to give their all. TeamUSA is in the obvious red and white tops withblue shorts, making them easy to spot againstthe gold and green Team India competitors.A Simple (10) Perception + Knowledge checkmeans the characters overhear chatter amongthe crowd or perhaps pick up a yer talkingabout a feud between the teams. Team USAhas Amelia August who once held the record

    for most scores in a single game, and there isan intense rivalry with Savi Dhawan of TeamIndia who more than doubled Amelia’s recordin the last game played against Team Belgium.Any Psych with the Visions power automatical-ly senses Team India will be the winner todayas well, with the young Savi beating her ownrecord again.

    The game begins simply enough, the rstquarter going by with Savi scoring two goalsalmost single-handedly. Then, as the heat getsturned up, Savi and her team begin to dom-inate the eld scoring another ve goals inthe second quarter. If the group succeeds at aTough (30) Perception + Intuition check, they’llnotice a few people in black suits watchingthe game from one of the entranceways. Twoof them are eyeing every move Team India -specically Savi Dhawan - makes while a thirdseems to be talking to be talking to someoneon the phone. An AMP with enhanced hearing

    (Chimera, Awareness or other powers) can hearthe man relaying the following:

    “I’m sure she’s an enhanced, sir. Afr -mative, we will wait until the end of thegame to bring her in for questioning.” 

    The strange-looking people don’t seem to

    move during the game, but anyone who madethe original Perception check starts to noticethem popping up all over the stadium, eachteam of three relaying similar information andcoordinating ways to escape with the girl.

    Those simply watching the game are in fora treat as Savi makes another ten goals in thethird quarter, breaking her own record already.In the fourth quarter her speed and acumenbecomes too much for the rival team to com-

    pete with, and she scores another seven pointsfor a nal score of 24-2, beating her previousrecord of 21. Team India is overjoyed and cele-brate like crazy, but show good sportsmanshipby bringing Team USA into the party as well. Itis just an exhibition match after all.

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    Playing in the Game If it was determined that some of

    the players were playing for Team USA,then they have a chance to attempt tohold off Savi, but she’ll ultimately win.For each quarter of the game, have theplayer make a Moderate (20) Athletics +Speed check, reecting their ability to

    keep up with Team India’s star player.Each successful check means the char-acter was responsible for taking awayone of her scores and for adding +2 toTeam USA’s. This means succeeding atall four checks stops her from breaking arecord and it’ll be the player’s characterthe papers are talking about tomorrow.If the character also has Acceleration orEvasion, they may make two additional

    checks (or four additional checks if theyhave both).

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    After the Game It all goes down after the game ends. Bothteams have done their celebrating and sulk-ing out on the eld, but then retreat to theirassigned locker rooms. Team USA’s is in theeast wing, whereas Team India’s is in the westwing. Once the players are all off the eld, thecharacters notice about half the men in blackhave vanished, presumably going after Savi.This is a great place for the group to split up,as each will likely have different ideas of howto proceed. Although the most straightforwardapproach is to go to the locker rooms, there areother ways.

     V Find the missing ones: Going after the miss-ing MiBs is tricky, as they are great at notleaving a trace. The character can make aPerception + Survival check to pick up cer-tain clues that may point them toward sever-al government-issue vans parked out in the

    parking lot. Following this trail brings themto three vans, each waiting with engine run-ning and driver ready to take off. Any AMPs

    will immediately notice their powers drain-ing in the presence of the van, suffering a -2penalty to all checks while within 20 ft. Whoknows what happens if one’s inside the van?At this point, the characters can ambush thedriver or stake out the location and wait forSavi be dragged out to stop her abduction.Most AMPs have heard the rumors of theirkind disappearing off the streets, so if thebad guys leave with Savi, she’ll likely neversee the light of day again.

     V Direct Engagement: It isn’t a bad plan tosimply attack the men in black who arestill visible in order to possibly draw outthe others as they come back for reinforce-ments. Use the Men in Black stats (AYO, pg.202) and there should be roughly one MiBper player taking this route. If the charac-ters are having too easy of a time, add more,but also remove some (as they retreat toreport in) if they are having a hard timeagainst them. Once the ght is done, how-ever, they’ll see Savi being dragged out an

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    alternate exit near the group, where theycan get the drop of them and save the girl.

     V Locker Rooms: Heading straight to thelocker rooms is easier said than done formost characters. Travelers can teleport or

    phase through walls, sure, but the long ce-ment hallways lined with MiBs can provetoo much for others. Here, there are likelytwo Men in Black (AYO, pg. 202) per player,making it a much tougher proposition togo straight to the locker room. The charac-ters arrive on the scene as they are blockedby two MiBs from proceeding any furtherdown the hall. Behind them, they can seetwo others dragging Savi Dhawan from the

    locker room and heading to an alternateexit behind them. Fighting through themis the only way to get her in this scenario.After winning, they can escape with Savi.

    Scene Two:Want Some Pizza? 

    After escaping, Savi thanks the charactersand urges them to take her to her family’shome. The hotel she’s staying at is likely notsafe for her to return to and her family is goodat staying off the grid, so it’s the perfect placeto hide out, at least for a short while. It’s not farfrom the stadium, but is in a part of town notfrequently traversed by the law.

    They follow Savi up to the third oor of herve-story family apartment building and sheknocks on the door, saying “Hello, mother, it’s

    Savi” in Hindi. Characters who have taken theLinguist Gift (AYO, pg. 53) and have selectedIndian languages can understand her. The dooropens to reveal an older woman, obviously Sa-vi’s mother, who hurries the group inside. Sheintroduces herself as Lakshmi, and it is no-ticeable that she is mostly covered up. After afew moments of hellos and pleasantries, sheasks what Savi is doing there, as she was notsupposed to visit for a few days after the com-

    petition. Savi goes on to explain the situation,again in Hindi.

    Looking around the house, a Simple (10)Perception + Empathy check reveals the housedenitely has at least ve people living there.There are kiddy plates at the table and there isa walker in the corner. They can hear coughing

    coming from a back room and children’s laugh-ter from another.

    After calming down her mother, Savi returnsto the group and to her well-spoken English. “Weshould be ne here. No one knows about thisplace. Thank you so much again for saving me.”

    If Savi has seen the characters use powers,she immediately sees them as comrades. She’llmotion to her mother, who removes her facemask to reveal strange scarring on her neck

    and jawline. Sari’s daadaa (grandfather), Divit,comes out from the back room, an older gentle-man who speaks only Hindi. He is much worseoff than Lakshmi, however, with large tumorsand uneven legs that make it hard for him towalk. If they peek in to see Savi’s little brothers,neither of them have any physical deformities.

    She offers the group pizza and they cantake some time to talk if they want.

    Who were those people? “I’m not too sure. I started developing… abili-ties… 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, I’ve been underplaying what I can reallydo. I could technically run circles around mostopponents, but I have heard the rumors of peo-

     ple with enhanced abilities disappearing. Similarthings happen even in New Delhi, but I hear theyare even worse here in America.” 

    This is your family’s home? “Yes, my mother and father moved all of us

    here to America years ago. Sadly, my father’sincome wasn’t enough to support himself, mymother, my grandfather and three kids. I movedback to India when I was able to and have beenmaking money as a football player to help withtheir bills. I get to travel to the US about twice a

     year, but I don’t like seeing my family under these

    conditions.” 

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    A Moderate (20) Empathy check reveals Saviis keeping something secret. If pushed, shetells the group that only her father is a legalcitizen of the US. This is why their home is un-known to most… their family rarely leaves the

    home for fear of being deported.

    This runs in your family, no? “My family has always been marked by the

    gods, but we have always kept this secret. My fa-ther warned me about being so blatant with mygifts, and this is what I get for disobeying him. Heis the only one who has no blessings. My daadaais strong enough to resist bullets, though hisbody has weakened through the years. My mother

    can read others’ memories. I can obviously movequickly. My brothers, Aadeesh and Chunmay, havealready started taking after me, though they ar-en’t nearly as fast.” 

    Will you be ok here? “Yes, I have nothing to fear here. I’ll wait until

    the coast is clear and then get back to my life inIndia. Now that I know they are after me, I shouldbe able to evade them easily.” 

    Scene Three:Were We Followed? 

    All of a sudden, everyone hears a crash onthe ground oor (no check necessary). Lookingout the window, there is some kind of riot goingon. It looks to be a mixture of soccer enthusi-asts angered by the loss of Team USA who then

    tangled with the wrong part of town, eruptinginto a combined clash of blood and screams.The crash below was someone smashing inmany of the windows on the ground oor, andit’s easy to hear footsteps coming up the stairs.

    Lakshmi gathers up her children, Savi helpsher daadaa to his feet. “We need to get out ofhere. Those men didn’t nd us, but it isn’t saferight now,” Savi yells as she activates her powerof Acceleration to help move her slow-moving

    grandfather. Right as they get out to the stair-well, there is a mob of people looking to ghtanyone in their way (one for each character)

    who immediately launch into an attack. Usestats for Small Time Criminals (AYO, pg. 201). Ifthey prove too difcult for the characters, theycan be downgraded to Average People instead.

    Going down the stairs is a bad idea, howev-

    er, as even more are coming up with ill intent.There is roof access, however, which will allowthe group a safe place to be for a moment andgure out their next move. Getting to the roofand away from the thugs requires opposedMovement checks. Savi and Divit (and anyoneelse with Acceleration) can make it quickly andwithout trouble, but everyone else must winthe majority of ve opposed Movement checksagainst the Criminals. If they fail, the criminals

    catch up and they have yet another ght. Ifthey win, they reach the roof and seal it off be-fore encountering anyone else.

    On the Roof Everyone has a moment to relax, gain their

    bearings and recover any Juice spent in thestairwell. Savi again thanks the characters fortheir help. “You have clearly gone above andbeyond what can be expected from complete

    strangers, so let’s say I’ll owe you a favor whenall this is over with.”Most of the alleyways behind the apart-

    ment building are empty, so if they’re careful,the characters can descend the re escape andget away pretty easily. Savi says she knows ofanother place no one will nd her, but givesthe characters her card so they can reach herany time. At this point, Savi parts ways with thegroup, leaving with her family to locate a newsafe house. Even if the characters protest andsay they’d like to stay with Savi to keep hersafe, she tells them she has taken all the char-ity she can, but they will meet again. With that,she zips away using her incredible speed andthat of her brothers.

    Leaving the area through the alleyway isfairly easy, and the characters can then re-group at their homes or even a hideout. If theyneed to return to the stadium to pick up theirvehicles or anything left behind, they can be

    allowed to do so without much trouble, as theriot itself has moved away from the stadiumarea and is more in the town proper now.

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    Scene Four: The Offer Later the same day, whenever the group

    is alone and secluded from anyone else, theyare approached by a three-man team of Menin Black. At rst it looks like an apparent am-bush, but all too quickly, their leader raises her

    badge and removes her glasses to reveal akinder face. She says her name is Agent Miller,and she just wants to talk. While she says theirmission is peace, her backup has some veryheavy guns on them, which can easily kill justabout anyone with a single trigger squeeze.

    ATTACK! The group can attempt to ght them, but

    the battle will be harder than before. The GM

    should give these agents a +3 bonus to all thenormal MiB stats, and they deal an additional+2 damage with each attack.

    Stop and Listen If the characters decide to stay away from

    any more ghting and listen to the MiB, AgentMiller lays out an offer for them. It is importantto note, unless the characters used overt pow-ers and left the other agents alive as witnesses,

    Agent Miller has no clue they are AMPs. Shejust wants Savi.

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    “The girl you helped today isn’t whatshe appears to be. She is different fromnormal people, to the point of beinga danger to our national security. Wehave it on authority that Savi Dhawan

    can run faster than any normal humanat their peak speed, and that others inher family have similar abilities. Find-ing her and bringing her in for testingmay be the key to unlocking this poten-tial for others, curing cancer, any num-ber of revolutionary events. None ofthat happens if we don’t get our handson her, though.

    “So, this is where you get the choice.

    The US government is willing to pro-vide you with anything you want as payment, within reason. Our agency hasa discretionary fund that can leave allof you very rich. There is little we can-not offer, so name your price.” 

    A Moderate (20) Empathy check revealsAgent Miller is sincere in her statements, andjust wants what’s best for everyone involved.

    Some characters might be offended by theidea they can be bought, but others are like-ly intrigued. If the player is having a hardtime deciding how their character should act,they may make a Loyalty check. Helping Savicounts as either Humanity (helping someone)or Comrades (helping a friend). This shouldbe weighed against what they are getting inreturn. Money could easily be a selsh thing(Self) or it could go toward an investigation in

    severe need of funding (Truth). They could alsoask for an innocent relative to get out of jail(Justice) or even for a doctor to be called into help out a Love. Use of Loyalty rules (AYO,pg. 39) can heighten the drama and lead to in-teresting outcomes. Of course, they could alsoreturn to choice #1 and just attack the agents.

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    A Stealthy RetreatIf the GM is interested in upping the

    odds of their escape, they may ask forAthletics + Stealth checks while de-

    scending the staircases. A failure couldmean they are heard by either morecriminals or even the police who mis-take them for looters. This can makethings very difcult for characters whohave the Gang Past Gift or the PrisonRecord Drawback, as the cops may evenrecognize them and give them a hard-er time. Stats for Police ofcers can befound on AYO, pg. 201.

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    guns and the like, and are ready to take Savi byforce if she doesn’t surrender herself. The char-acters, at this point, mean nothing to the agents.They could die in the crossre and all it wouldmean is additional paperwork. They are deter-

    mined to get Savi, and that is all they care about.Move to Daadaa the Monster.

    Trapping Savi If the characters were ready to turn on their

    new friend, whether because they are dubiousin nature or because a favor from the govern-ment is just too much to pass up, they havethe full backing of the MiB behind them. Thecharacters go in wired with microphones and

    spy cameras, recording everything they see andhear while in the home. Their rst step is toensure all enhanced people are accounted for.Indeed, Savi, her mother, her daadaa and hertwo brothers are all within the house, alongwith Savi’s father, Durapa, who is pacing franti-cally and cursing in hindi.

    The agents’ plan is not to go in with guns-a-blazin’. Instead, the characters are sent in to

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    Scene 5 - The SetupMeeting back up with Savi is easy to do;

    all the characters need to do is call her andsay they have information that can be of help.

    Her curious nature is enough for her to givethe characters her location. It is an abandonedhouse in the middle of suburbia.

    Warning Savi If they’ve decided to stick by Savi’s side and

    keep on protecting her, then they can meet upwith her and warn her exactly who is after her.Fear of the US government is enough for thewhole family to work towards going back to

    India, and Savi’s father, Durapa, goes out to ndsome papers that can help them leave ASAP.

    Unless someone goes with Durapa (whois just a Sap), he never returns to his family.The agents were following the characters andexpected a double-cross, so they arrive laterto take down the safe house. Durapa is takenaway to a facility and killed silently.

    These MiBs have heavy weapons, machine

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    attempt to lure Savi and her family to a sec-ondary safe house, one that is actually a gov-ernment holding pod. As the family feels some-what 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 doesn’t work, Plan B is to just bringout the big guns and threaten to kill everyone ifthey do not surrender. Not the best option, butthe agents are well-versed in subterfuge andcombat training. Whatever gets the job done.

    Move to Daadaa the Monster.

    Daadaa The Monster Regardless of how the characters proceed,

    during the assault on the house or before Savileaves to see this other safe house, her daadaabecomes unsteady and cannot control himself.His mutations have been getting worse foryears, and this is the moment they get the betterof him. The old man stands to his feet withouta problem, his muscles begin to bulge and heincreases three times in size. For all intents andpurposes, Divit is a monstrous creature and no

    longer the loving old man his family knew. Thiseruption of power was his last resort to help hisfamily, so that remains his rst order of business.

    If the characters were trying to trick them, heinstinctually knows and attacks them rst. TheMiB are there to help, so they are not alone, butthey are the primary targets. If they were thereto help, Divit jumps out of the front of the house,crashing most of the wall, and attacks the MiBinstead. In this case, the characters and Divit canwork together to take down the agents.

    Integrity: 30 (AR 3/3), Juice: 9Combat: Initiative +9, Movement 16, Fight-

    ing 6, Speed 6, Fortitude 10, Might 10, Strength25, Ground Slam deal +2B to everyone within20 ft. radius; landing on a target deals +4B dueto his size and weight.

    Other Notes: Physical attack are the worstway to try to attack Divit. The most effectiveattempts are mental attacks, as his mind is notprotected at all. However, anyone who enters

    his mind sees only pure rage and suffers a -2penalty to all checks for 1 day based on thetrauma inicted.

    Sadly, even after the bad guys have been dealtwith, Daadaa’s rage has consumed him and heturns on his family. The characters may have tonish the job themselves or else the Dhawanswill meet their end by their grandfather’s sts. It

    is a gruesome choice, but the only one that canbe made if saving Savi’s family is the goal.

    Conclusion When the smoke clears, either Divit is in

    pieces all over the front lawn and the familyis being loaded into government vans to beprocessed or the MiBs have been defeated andsent packing.

    Saved the Dhawans Once again, Savi is at the mercy of the char-

    acters and thanks them all for their help sav-ing her family. Knowing they can’t stay hereany longer, they begin making plans to leavethe country and return to India. Of course, ifthe characters are Seekers, they can offer theChoice to anyone who is interested, or pro-tection if they want to keep their powers.Changelings say they can teach them to hidetheir powers and invite them to their camps.Typhoon members see the obvious power in afamily of AMPs, which makes it very evident (toanyone who didn’t already know) that powersare passed through blood.

    In either case, Savi owes her life to the char-acters and she’ll likely join whatever organiza-tion they offer up as the one they are membersof. If they are unafliated, she’ll be convinced

    of the true power of heroes and goes on to dothe same for her people.

    Made the DealIf the characters made the deal, they have

    traded the freedom of the Dhawans for what-ever their heart desires. They can also forgoanything tangible for government connectionsthat could lead to even greater rewards, espe-cially if they belong to (or go on to help found)

    the United Human Front. If the characters ex-hibited any powers during the nal ght, theagents are likely to double-cross them and

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    capture them as well, taking them for process-ing if they cannot resist.

    Experience 

    +1 Save Savi from the Men in Black

    +1 Escape the riot with Savi’s family

    +1 Befriend Savi Dhawan

    +1 Defeat Daadaa

    +1 Make a deal (or not) with the MiBs

    Savi Sap Name: Savi DhawanAfliation: UnafliatedStrain: BulkIntegrity: 12, Juice: 3Loyalties: Comrades 3, Justice 2, Love 3,Perfection 2Skills:  Athletics 7 (Soccer), Discipline 4,Fortitude 2, Intuition 4, Marksmanship

    4, Perception 3, Performance 3, Speed 7(+6), Stealth 2Primary Power: Acceleration 6Augments:  Rapid Strikes (T1-5), Hy-per-Accurate (T1), Too Slow (T1), Run-ning Circles (E1)Gifts: Linguistics (English – 1), Fast Act-ing (2), Accurate Eye (3), Graceful (3),Sprinter (4), Wealth (2), In Control (2)Drawbacks: Deep Sleeper (3), Trail (3)

    Other:  Initiative +21, Movement 34(2040 or 138 MPH), Strength +7, Carry/ Lift 100/200

    New Acceleration Augments 

    Enhancements 

     V

    Running Circles (E2): Must have TooSlow. When activating their power,the AMP may now take (Intuition/2)free Movement Action. These caneven be used as Reactions to other’sActions. Duration: Battle.

    Tricks 

    Hyper-Accurate (T2)Check: NoneRange: Self Duration: Instant

    Effect:  Must have Rapid Strikes. Bytaking extra time, which seems likenothing to the AMP, they may reduce thepenalty to any Targeted Strikes by (Ac-celeration). May be used Reexively.

    Sound Barrier (T3)Check: Acceleration + SpeedRange: (Acceleration + Intuition) x20 ft.Duration: InstantResistance: Fortitude

    Effect: Must have Impossible Punch.After the AMP has spent their last ActionSprinting or using Impossible Punch,they can make themselves break thesound barrier. Upon doing so, this causes(Acceleration - 2) Sound damage to ev-erything within Range and the character

    ends up somewhere else within (Move-ment) x200 ft. Targets who succeed intheir Resistance halve the damage dealt.

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    Attack of the Buzz Adventure for AMP: Year One by Eloy Lasanta 

    Art by Tony Gregori and Maxim Lardinois 

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    Summary In April 2015, there was a cataclysmic at-

    tack on the town of Alice, Texas. This devas-tating event came in the form of thousands of

    bees attacking everyone in town and killinga good number of them. For three hours, thepeople hid in their cars and homes, attemptingto keep out the bees, but they always foundfound a way in. When all was over, there wereseveral questions as to why this occurred. Moredeaths by bee sting co