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Kumite!
Ahead of the Clock

Kumite!

The time has come again for the best fighters in the world to gather and find out who is the best.  The Kumite, the contest to find out who is the greatest hand to hand fighting Delta begins in two weeks..and your players are going to be there.

Setting:

The contest this year is in Hong Kong.  It is one of the few places around the world where Caucasians and Asians can walk around without any suspicion.  International conventions are frequent here, despite the border tensions, allaying any other suspicions and creating an easy travel environment.
The Kumite is run by an international criminal organization, and it is open to everyone.  The only rules are that the Deltas that fight in it must be hand to hand fighters.  No energy blasts, no telepathic attacks and no technology suits.
 
Drawing by Cameron Twine

Hooks:

If any of the characters have fighting reputations they may receive an invitation to the contest.  If so, they may be interested in the 20 million dollar (US) reward that goes to the highest bidder.

Also, every organization is going to be there recruiting.  And the easiest way to scope out the contestants is to enter their own fighters.  If the PC belong to any of the following groups they may be recruited to go fight, or at least to observe:

Delta Prime has their own fighters there, along with the equivelant law enforcement agencies of Japan, USSR, France and several smaller countries.  Even the UK and China have a few fighters there.

Evil Unlimited always sends fighters in the hopes that they will be able to get a few more employees and contacts.

The Defiance has several members there and has to send extra help to guard they’re valuable members.  Also Isla Delta and the Delta Warriors always attend in hopes of gaining more respect from other groups.

The third place winner last year was known Bargainer using a martial artist totem.  He’s back this year, only a few Covenant members have come over as well.
 

The Fights:

The fights take place at 2am each night for a week, with the final combat  taking place at midnight in the middle of the docks.  The fight locations are emailed to the relevant parties half an hour beforehand.  They can take place anywhere from Bars to Docks to Jails.

There is one referee who watches the fight.  Any attempts to bribe or intimidate a referee will be met with intense violence against the infractors.  So far no one has ever managed to harm a referee and escape the night alive.
Fights can be won in three ways:
1. your opponent is beaten unconscoius, killed or gives up.
2.  your opponent is removed from the fighting area.  (a 20 yard diameter..specific guidelines set up by  the referee)
3.  Stopped by the Referee and given a summary judgement.  (often happen if forbidden powers are used, such as telepathy or blasters)

For most of the baddies just use the templates provided in the sourcebooks.  A table is provided below to help with the first few fights.

1d6:

1: Delta Prime Scrapper.
2:  Mafia Tough
3:  USSR Werebear
4:  Evil Unlimited Goliath
5:  Independent Martial Artist (bouncer)
6:  Isla Delta Speedster

For the Second and third fight the warriors are a bit more difficult.  (increase fighting skills by one, increase by two tricks)
 

Nightlife Scenes:

In between fights there is plenty of Nightlife.  The various fighters and agents  frequent  the same bars, brothels and nightclubs.  The players can expect to be make friends, enemies and get employment offers every night there.
 

Personalities

Timothy Illius.
A tall handsome man Timothy was the Bargainer who came in third at the last contest, using a super-martial artist totem.  He is cool and collected, but when he relaxes he can be very charming.  He is often seen at bars and nightclubs, hitting on everything female that he can.
This is a front, actually he is sizing up everyone he meets.  He knows his fighting talents will get him through any fight, and he figures his charm will keep him out of any unnecessary fights.
(use the basic Bargainer template, but with the totem active he gains +1 Strength, +1 Speed and Martial Arts 5)

Chien Lu
Allegedly she’s the Covenant contestant, here to earn glory and respect for the group in the criminal underworld as well as to recruit others into the organization.
What no-one knows is that she is an Excorcist.  She’s been sent her specifically to take down Illius hard.  She wants to do it in a public fight, to show everyone how not even a Bargainer can stand against the Covenant.
If he beats her or avoids combat, however, she will assasinate him.

Chien is a stunningly pretty Asain woman from the US.  Her parents are Japanese, and she speaks the language fluently.
(use the Excorcist template for Chien’s stats only add Martial Arts 4)

Red Teeth McCanahil

Red Teeth is a berserker,  he’s vicious and nasty, the type that bites the heads off of small animals right before a fight.  Underneath there is the same type of man as Illius.
He’s incredibly cunning, and knows full well that if his opponent thinks he’s insane then he will either be intimidated or underestimate him.
Red Teeth is also the recruiter for Evil Unlimited.  If someone impresses him then he’ll make an offer that would be truly unwise to refuse.

Mauler

A german Goliath, Mauler came in second in last year’s Kumite.  He is a huge man,  easily 9, almost 10 feet tall.   He was a world-class boxer before he Awakened, and his skill has just improved.
He’s a bully and extremely aggressive.  Any challenge will result in a sudden fight from him,  which has led to several “unofficial” fights taking place in bars and in parking lots.
(Goliath template with an additional level of strength, plus Sport: 4 (Boxing) , and Fighting 8.
 
Antonio Lopez

Lopez was the winner of last year’s tournament.  He’s a Mexican Scrapper, and just narrowly knocked Mauler out in a forty minute fight.
He is covered with tattoos, many of them actually covering scars.  Outside of the ring he is a surprisingly gentle and easy going man, but in the ring he uses every dirty trick he can.  Only the Mauler has a longer record of kills and cripplings in matches.
(use the Scrapper template but increase Fighting skill to 8, plus an additional +1 to strength and speed)
 

Serpents in the Garden:

There is another force that has come to the contest, but very few are aware of it.  The Temple of Sin realized awhile ago that so many of it’s enemies, The Covenant, The Defiance, even Delta Prime would be sending their best warriors into one little space.  So the Temple has sent massive amounts of explosive to be placed right under the docks.

The first warning is a corpse found at the dock after the first fight.  Billy Braxton, an American Scrapper, was killed in some sort of fight.  The PCs and other contestants find the body right before a scheduled fight.  It’s obvious that he was killed by energy attacks of some sort, probably a Blaster.
Careful examination, however, will reveal mud on his boots.  Not terribly strange for this part of town, but if any of the pcs make a Challenging (10) Search roll they discover a small green bit of plant in the mud.  (it’s seaweed).

If anyone hangs around the docks or tries to investigate they’ll be jumped by four men, all bound in black clothing including ski masks.
It will be obvious that they are just punks.  They’re not deltas, just men with Fighting 2.  Two have knives, the others have revolvers.
They’re actually punks that the Temple hired just to watch the location and make sure nothing happens to it.

The bomb is hidden in a pile of mud, just above the water level, underneath the wooden dock.   It looks like an old wooden crate, but if any players look inside They’ll see it’s filled with a black sludge.
This bomb is magical, and can only be set off by a magical Fire symbol (known to Edward and a few others), and when it goes off it will take out the entire docks and just about everyone with it.
The crate has an alarm spell on it so if it is touched or disturbed then Edward comes immediately.
 

The Villian

Edward Latagia
A bargainer and a major member in the Temple of Sin (equivelant to a bishop) Edward was inspired to take out this gathering of heroes and fighters.  It’s taken him years to get all the bargains set and the materials in place.
The problem is that he moved too fast for his own planning, and has had to recruit local protection for the bomb because all of his legbreakers in the Temple are still in the states.

Edward is a complete egomaniac and thinks he can still do it on his own anyways.  He has three major Totems.  One glove provides the Blaster package, another glove the Defender.  He also has an earing that has the Teleporter package in it.
Edward is an older man, thirties with longish hair and thin.  He looks like a bad mix between a Goth and a biker.  He wears all black leather with a black fur cape hanging over his shoulders.  The only color is his golden earing and his red hair.

Right now he’s living in a hotel two blocks from the dock.  He’ll teleport there within minutes if the alarm goes off.
 

Wrapping it up

If the PCs discover the bomb and stop Edward then they get the gratitude of the contest, but they won’t get any easier fights.  They will be rewarded with a generous amount of money once the contest is over.

Give one experience point for each official fight that was won..plus whomever defeated Edward gets an additional experience point.
 

Ahead of the Clock

There was an Alpha gadgeteer who was on the forefront of figuring out how to go back in time.  He was close to achieving that goal right as the Vanishing hit.  He disappeared, but his machine stayed.
Of course nobody knew how to run it, so it stayed locked up in the storage area of a Delta Prime lab.
 

The Discovery

During a raid by a rogue cell of Deltas (not Defiance, although they would call themselves that when it was convenient) the machine was discovered by the groups Genius, Mark McCormus.  Mark figured out the basics of what it was, but didn’t have the mechanical knowledge of how to fix it.  So he bided his time, observing the research labs of nearby Triumph industries.  And finally, he discovered Luke Rolland.  A compulsive gambler who could be easily conned.
Mark befriended Luke, and easily got him to come on board.  The machine was limited to a sixty year jump, but they thought with a little bit of help they could go back and with their abilities take a sizable chunk of power away from the mafia.  This was before JFK and Superior, and only the deltas of the time, and almost all of those stuck in military service overseas.  The Ravagers, as Mark called his group, would be able to make a very nice life for themselves.
 

The Raid

The Ravagers moved in at night, smashing into the lab and grabbing both an experimental power suit and a high powered military rifle  before going through the time portal.
 

The Problem

After going through the portal the villains woke up in the middle of a corn field around 2 in the morning.  And behind them was a glowing circle of light.  The portal never closed and it was visible to everybody around.
This caused the Ravagers to change their plans a bit.  First off they dismantled the outhouse from the farm and put it back up around the portal.  It looks terrible, and close up would not pass inspection from anyone…but it draws considerably less attention.
That morning they also had to take out the farmers.  They’re tied up in the house, while Mark and Luke try to decide whether or not to kill them.  (Land Warrior has already loudly said they should be killed, while Alena and Ben have been noticeably reluctant).

One thing that they don’t know is that a farmhand was able to escape un-noticed.  And wouldn’t you know it?  The Farmhand is the cousin of one of the players, and knows how to contact him.  All he knows is that there was a strange glow from his field, and then sounds of a fight, then silence.
They could call the sheriff, but he will be ridicously outgunned.  But being heroes they will probably charge into the thick of things before thinking about it.
 

The Ravagers

They’ve taken code names to use in the past.  All of them think that the people of 1940 are uneducated and clueless, with their heroes running around in bright spandex and being even more clueless.

They are:
Cray (Mark)  Genius
Ravager Prime (Luke)  Gadgeteer
Land Warrior (Adam Silver)  Gunner
Nanite (Alena Torrez)  Shrinker
Atom Smasher (Ben Ronder)

Cray
Mark was always the smartest one in his class.  He always thought of himself as the coolest, and the rest of the people as idiots.  He’s tall, dark hair and has a habit of wearing sunglasses, even while inside.
He has studied literally everything that has been printed about the 1940s, and has memorized as much as he could.  (and for a Genius that is a lot of information indeed).  He knows who to avoid and who to blackmail safely.  His plan is to come to this time, make enough money to be ridiculesly happy for the rest of his life and fade into the background before Superior comes back to the U.S.  The sad part is that he really believes that it is possible to do this.  Of course he has gathered a band of powerful deltas to help him with this.
The one thing to remember about Cray is that he never forgets a face, or anyone who has insulted him.
Smarts: 5d6
Academia: history 5
Area Knowledge: New York 5, Chicago 5, Los Angeles 5
Bureaucratics 3
Computing 4

Speed 2d6
Dodging 1
Driving: Vehicle 1

Spirit 3d6
Bravery 2
Perception 3
Scrutinize 4
Search 2
Streetwise 2

Strength 2d6
Climbing 1
Fighting: barehanded 2
Swimming 2

Size 5
Pace: 7
Delta Points: 3

Quirks
Snobby
Temper
Alert
Voice

Powers:
Brainy
Tricks:
Confuse Thoughts
Fast Learner
I’ve got a plan

Ravager Prime

Smarts: 3d6
Tinkering 5
Tactics 3
Gambling 2
Computing 4

Speed 4d6
Dodging 1
Driving: Vehicle 1
Flying 4

Spirit 3d6
Bravery 2
Perception 3
Scrutinize 4
Search 2
Streetwise 2

Strength 4d6
Climbing 1
Fighting: barehanded 2
Swimming 2

Size 6
Pace: 10
Delta Points: 3

Quirks
Snobby
Temper
Alert
Voice
Addiction: Gambling (-1)

Powers:
Gadgeteering

Tricks:
Smack It
Fine Tuning
Bull’s Eye

The Ravager Armor
The armor was designed as a sentry unit, a combination of armor, sensors and two very nasty lasers mounted just over each shoulder.
It provides the user with speed and strength (already noted in the stats), Armor 10/3.  An advanced targeting array provides a +5 to attacks with the lasers.  The suit provides IR sight and short-range radar (60’).
The lasers are mounted in mini-turrets based just behind the shoulders.  They automatically track whatever the pilot is looking at, and fire from voice command.
 
Weapon Action Ammo Shots Quickness Rate of Fire Range Increment Damage
Lasers Single Fire Energy 100 2 1 10 4d6+5

Weakness:  There is also a problem with the suit.  Due to the large amount of electronics involved, any electrical or magnetic attacks against it do double damage if it manages to get through the armor’s deflection.
Also note that this version of the suit does not have a jetpack and cannot fly.
 

Land Warrior

Smarts: 2d6
Tactics 3
Bureaucratics 2
Computing 2

Speed 3d6
Dodging 2
Driving: Vehicle 1
Quick Draw 3
Shooting 5
Speed-Load 1

Spirit 2d6
Bravery 5
Perception 3
Scrutinize 4
Search 2
Streetwise 2

Strength 3d6
Climbing 1
Fighting: barehanded 2
Swimming 2

Size 5
Pace: 7
Delta Points: 3

Quirks
Alert
Bloodthirsty
Mean
Light Sleeper
 

Powers:
Crack Shot: +5 Shooting
Quick: +5 to Speed for Initiative

Tricks:
Pierce Armor
Richochet
Bull’s Eye

Adam is the enforcer of the group, and is only interested in two things:  Power and Money.  He was the first criminal to join up with Cray, and has enjoyed the amount of strength the group has shown so far.
He dislikes Nanite, considering her to be a coward,  but he is completely fascinated by the Ravager suit.  Tempted enough to steal it someday, if he could ever figure out how it worked.
During the raid Adam acquired an experimental rifle.  He only has three clips for it, however and only keeps it on single shot.
 
Weapon Action Ammo Shots Quickness Rate of Fire Range Increment Damage
Hellfire Rifle Auto Special 9mm 32 1 9 10 6d6+8

Nanite

Smarts: 3d6
Security 3

Speed 3d6
Dodging 3
Driving: Vehicle 3
Acrobatics 2

Spirit 3d6
Perception 3
Search 4
Streetwise 4

Strength 2d6
Climbing 4
Fighting: barehanded 2

Size 5
Pace: 7
Delta Points: 3

Quirks
Sharp Eyes
Greedy
Frail

Powers:
Shrinking
Armor

Tricks:
Know the Streets
Growth Charge
Disappear

Alena was a burglar that was gaining quite a reputation when Cray found her.  With a little bit of persuasion he was able to get her to join up.  She’s a whiner and usually disappears right before a fight starts, but her security skills made her valuable.
She does not like being in the past, and it took the considerable persuasion skills of the rest of the group to get her to go along.

Atom Smasher

Smarts: 3d6
Tactics 3
Computing 2
Gambling 3

Speed 3d6
Dodging 1
Driving: Vehicle 2
Shooting 3

Spirit 3d6
Bravery 2
Perception 3
Streetwise 2

Strength 2d6
Climbing 1
Fighting: barehanded 2
Swimming 2

Size 5
Pace: 7
Delta Points: 3

Quirks
Iron Jaw
Arrogant
Obvious (Orange glow from his skin at all times)

Powers:
Rad Blast: The hero fires a bolt of nuclear radiation.
Details are:  QUICKNESS:1  ROF:1/hand   RANGE:10   DAMAGE:10d6+10
Armor: 5/-
Invulnerability: The hero is immune to radiation attacks or damage,
regardless of their source or nature.

Tricks:
NUKE! : To activate this trick, the Reactor must spend an action
        preparing (see the Quickness below).   On the second action,
        make a shooting roll.   With a successful roll, anyone or
        anything caught in the blast radius takes 5d6+5 Massive damage.
        For each additional success, the Reactor can increase the blast
        radius by 1" per success.
    WEAPON   AMMO   SHOTS  QUICKNESS  ROF   RANGE       DAMAGE
    Nuke    Energy   N/A       2       1      1"     5d6+5 Massive

Rad Punch : Must get an extra success on a close combat attack roll.
            The attack does Strength + 15 damage.   With two extra
            successes and the 'power up' time, the Trick Super Blast
            may also be added into this.

Super Blast : May spend extra actions to build up a huge charge.   The
              bonus equals +5 / action charging, to a maximum of +20.
              The attack must get an extra success to work.

Ben is an aging robber and Mafia strongarm.  While he’s never backed off from a fight, he’s never been very bloodthirsty either.  Unlike his companions tho, he remembers the past quite fondly.  He’s 50, and remembers all the things his dad used to tell him about this time, and he likes the idea of setting up a little gang and living the rest of his life on easy street.
 

The Plan

Cray, Nanite and Land Warrior are going to go in town the next day to get some chemicals from the store, enough to whip up some explosives.  They want to toss the explosives through the portal, letting them explode on the other side destroying the time machine and the portal with it.  (this would work actually).
Ravager Prime and Atom Smasher have stayed back to guard the family and keep an eye out for any Delta Primers trying to follow them back.

If the players attack, the two Ravagers will attempt to flee into the corn fields, and then make their way back to town to meet up with their teammates.  Otherwise Cray and the others will be back in two hours.  (note that Land Warrior does have his super rifle with him, but it’s bundled up in the back of the truck, it will take him one round to get it out before he can do anything)

Also note that if any of the players have gained some notoriety then Cray will have read and memorized any stories about them from this time period.  This could mean knowledge of any major weaknesses.
 

Sending the past back to the present


If all of the criminals are sent back through the portal it will close behind them.  (it was designed to do this in the first place).  Otherwise the portal will slowly fade, shrinking about an inch in diameter every three hours.  This means that it will no longer be possible to get through it and finally disappear within three days.  If that happens, then the Ravagers are stuck in the past.

The PCs should know how much of a danger that this group would be in their time.  The knowledge they have could easily damage the future as well as work as a de facto precognition for themselves, allowing them to build a lot of power in the underworld.
 

Experience Points:

Give 1 point  to the group if they defeat the Ravagers and punt them back to the future.  Also give 1 point individually to whomever defeats Cray and Ravager Prime.
 

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