Narratio Posted January 6, 2009 Report Share Posted January 6, 2009 Re: The Super drugs Played in a short lived campaign where school kids were being given a neuron enhancer named "Duuh" causing them short term intelligence boosts, great for passing exams or getting through difficult assignments. It lasted for about 3 hours, the side effects being about 3 hours of coma like sleep or take another dose... oh yeah, addictive as all get out. Low level game, 200 points all in. When the heroes attempted to break up the drug ring at the Technical College they found themselves up against a bunch of super genius level teenagers with a whole laboratory & machine shop etc with which to make weapons. So, four 200 pt players against thirty 75pt gadgeteers. The battle went on for a long time and included the chicken bazooka, exploding hamsters, candle stick flame throwers, clay / play dough / plastecine robots and combat microwave ovens. Just say 'NO' to 'Duuh'. Quote Link to comment Share on other sites More sharing options...
CoreBrute Posted January 6, 2009 Author Report Share Posted January 6, 2009 Re: The Super drugs Those sound like really cool campaigns. I am especially interrested in that Dark Champions street level. Quote Link to comment Share on other sites More sharing options...
jkwleisemann Posted January 6, 2009 Report Share Posted January 6, 2009 Re: The Super drugs Milwaukee Masks - an organization attempting to perfect metahuman creation is (unbeknownst to the heroes) responsible for the majority of the current batch gaining their powers. Various projects have included one that went horribly, horribly wrong, inducing powers in everybody around the poor schmuck who OD'd on it when his blood went gaseous in the ER, a couple that resulted in mini-men of varying degrees, one that resulted in massive, unpredictable 'birth defect' mutations... and the current generation of drug, which is massively addictive, but induces incredible powers. Company's debating whether or not to work on the addiction problem - easy to control them, but easy to *lose* control of them too.... (Their cybernetics project was shelved after their last test subject escaped and became the bane of their existence....) Quote Link to comment Share on other sites More sharing options...
bubba smith Posted January 6, 2009 Report Share Posted January 6, 2009 Re: The Super drugs Milwaukee Masks - an organization attempting to perfect metahuman creation is (unbeknownst to the heroes) responsible for the majority of the current batch gaining their powers. Various projects have included one that went horribly, horribly wrong, inducing powers in everybody around the poor schmuck who OD'd on it when his blood went gaseous in the ER, a couple that resulted in mini-men of varying degrees, one that resulted in massive, unpredictable 'birth defect' mutations... and the current generation of drug, which is massively addictive, but induces incredible powers. Company's debating whether or not to work on the addiction problem - easy to control them, but easy to *lose* control of them too.... (Their cybernetics project was shelved after their last test subject escaped and became the bane of their existence....) have some rep Quote Link to comment Share on other sites More sharing options...
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