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The Super drugs


CoreBrute

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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'.

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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....)

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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
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