MFG222 An Element of Danger.pdf

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An
Element of Danger
1986 DC Comics Inc.
All Rights Reserved.
Published by Mayfair Games Inc.
©
Author:
Steve
Perrin
Editor: Jackie H. Leeper
Cover
Art:
Sketch:
Ed Hannigan,
Pencils:
Denys
Cowan,
Inks:
Bob Sm ith,
Color:
Bob
LeRose
Interior
Art:
DC Staff
Maps:
J
erry
O'Malley
and
Greg Scott
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HEROES
.
ROLE
PLAYING
GAME
is
a t
rademark
of
DC
Comics
Inc.,
used
under
licen
se
by
Mayfair
Games
Inc
.
~is
a trademack
ofDC Comics
Inc.,
used under license
by
Mayfair
Games
Inc.
~~~~~~~~~~~~is
a registered
trademack
of
Mayfair Games Inc.
No part of
this
book
may
be reproduced
in
any form
or
by any
means, except
for the
inclusion of
brief quotations
in
a
review,
without
permission
in writingfrom
the
publisher.
Permission
is
granted
to the purchaser
ofthis
book
to
copy
the
maps and
histories
for personal
use,
provided that none of
the
copies
are sold or traded.
All
characters
in
this
book are fictitious.
Any
resemblance
to
actual
p
ersons,
living
or dead,
is
purely
coincidental.
Manufactured
in
the United States.
ISBN:
0-912771-68-2
Mayfair Games Inc.
P
.0.
Box
48539
Niles, IL
60648
2
TABLE OF CONTENTS
Gamemaster's
Introduction
Flowchart
and
Timeline
Player
Characters
• •
Non-Player
Characters
Investigations
• •
Encounte
rs •
• •
• •
• •
• •
• •
page 4
page
6
page
7
page
9
page 14
page 15
MAPS
Matter Master's
Cave
Maps
of
Pittsburgh
Pittsburgh
Detail Maps
Dr. Ada ms' Townhouse
Special
Projects
Lab
Factory
HQ •
• •
• •
• •
• •
• •
• • •
page
page
page
page
page
page
17
20
21
23
26
29
3
[
GAMEMASTER'S INTRODUCTION
WHAT
HAS GONE BEFORE
In
his
many
struggles
with
the
Flash,
Dr. Alchemy
(a.k.a.
Mr.
Element) used his
a
mazing Philosopher's
Stone
to
transmute
ele
ments.
In his
struggles
with
Hawkman
and
the Justic<.'
League
of
America,
the Matter Master used
his
fabulous
Me ntachem Wand
to
control
and
shape
ele-
ments
to
his whim.
However,
neither
weapon
proved
po-
tent enough
by
itself
to
defeat
each
villain's
foes for
very
long.
When Matter Master
a
nd
Dr.
Alchemy went to prison,
nothing
was
heard about
either
of
them
for
some
time.
They
were
nearly
forgotten
by
the
outside
world. But, in
their
maxim
um
security
prison
cell,
Dr. Alchemy and
Matter
Master
met
and compar
ed
notes.
Neither
villain
is
certain
who
had
the
idea first but,
once
it
occurred,
both
were
entranced
by the
concept.
They
though
t
that
if they
could
combine
the
effects
of the
mystic
Philosopher's
Stone
with
t
he psychic power of
the
Mentachem
Wand, they
could
forge
a
weapon
that could
not
only
control
any
element,
bu
t
also
create
the elements
necessary
to
have
the
maximum
effect
on
the villains'
intended
targets.
With
their
combined
knowledge it
would be
only a
matter
of
months
before
they
could
devise
a
method
to combine each of
their
s
uper-weapons
into
one
or
more
mega-weapons.
There were
on
ly
two obstacles
in
the
way
of t
his grand
cu
lmination. Th<.'
fi
rst
was
that
both
criminals
were in
prison.
The second
was that
the
Philosopher's
Stone
has
been
in
t
he possession
of the
Department of
Classified
Projects
at
the
University of
Pittsburgh for
use in a
special
study.
However,
the
method for
surmounting
the
first obstacle
was at hand.
The
current
Dr.
Alchemy
is
not
the
original
c
riminal
that
was known by
that
identity.
The
first Dr.
Alchemy
was
actually
a
'psychic
twin' of
the current crim-
inal
who
tried to
fight
off
his
criminal
impulses. This Dr.
Alchemy
originally
operated as
a
technologically-oriented
criminal
known
as
Mr.
Element.
The
current
Dr. Alchemy
never
used
t
he
Mr. Element
identity but, during
his
years
in
prison
,
he developed
some
gear
to allow
him to become
his
own
vers
ion
of
Mr.
Element. (See
descriptions
of Dr.
Alchemy
and
Mr.
Element in
Hostii,e
Non-Player
Charac-
ters
for
more
details.
)
Using
Mr.
Element gear
cobbled
together
when
the pri-
son
guards weren't looking,
the two
broke
out of t
he
Midway
City
pr
ison
and headed fo
r
the
caves
where
Mat-
ter
Master
kept
the material for
his
Mentachem Wand.
Now, as
Mr.
Element and
the
Matter Master,
their
destina-
tion is Pittsburgh
,
the
new
home
of
Firestorm, the
Nuclear
Man.
Black Bison
is the
alter-ego of
John Ravenhair,
a
teacher
of
American
Indian
descent. Raven hair
becomes
Black Bison
whenever
he wears a mystic
talisman through
which
the spirit
of
his grandfather possesses him; he
is
powerless
and
sane
without
t
his
talisman
.
As
Black
Bison,
Raven
hair
is motivated by revenge for
t
he
'wrongs'
d
one
by
the
'white
man'.
He
also has
t
he power
to animate
and
control
statues of
animals while wear ing
the
talisman.
Silver
Deer has now
given
up on using John Raven
hair
because he lacks
the
proper revolutionary fervor unless
he is mind-controlled to wear the
talisman
to begin with
.
Her
contacts
in
America's
criminal
networks, however,
have a
pprised her
of the
efforts
of
Dr. Alchemy
and
the
Matter Master to hire villain assistants.
Silver
Deer, never one
to
pass up an
opportunity,
realized
the
potent
ia l
of the com
bination
of
these
two
villains
and
has
volunteered
her
expertise
with Indian
magic
as
a
method
of
combining
the two weapons.
PLAYING
THE
ADVENTURE
Note that
although
statistics
are
given
for
several
Play-
er Characters
other
than Fires
torm,
your
group
may
sub-
stit
ute
t
heir
own
Player
Characters
for
all of
t
he
heroe
except
Firestorm
.
Self-generated
Player
Characters
should
be
derived
from
500-1000
Hero Po
in
ts
(see
Player
Characters).
We provide
the
statistics
fo
r
four DC
heroes in
th
is book.
If
there
a
re more
th an
five
Players, you may
ad d
other
heroes
from
t
he
o
riginal
DC
Heroes game
box,
such as
Green
Arrow
and Black
Canary,
some
of
the Teen
Titans
(except
for
Raven),
or
less powerful
JLA
stars
such
as
Elongated
Man
o
r the
Mart
ian
Manhunter.
The ideal
number
of
Players for this adventure
is from
2-6; t
his
way
there
is
a
variety of
Powe rs,
Skills,
and
Connectio ns
at
the
Players' disposal.
A SUMMARY
OF
THE ADVENTURE
At
the
sta
rt
of
this
adventure, the
heroes receive
a
call
from Police
Captain
Frazier
of
the
Midway
City
Police
Department informing
them
of the
villains'
break
from
prison. He
then
accompanies
the
heroes
to the
villains'
hideout. The
ma in
action
in
this
a
dventure
starts
with
the
attem
pt
to abduct
Dr.
Harold
Adams,
Directo r
of the
Department
of Specia
l Projects
a
t
the
Univers
ity
of
Pitts-
bu
rgh.
Dr. Adams
controls
access
to
Dr.
Alchemy's
Philos-
opher's
Stone,
which
t
he
University
is studying.
Whether
o
r not the heroes
manage
to
stymie
Dr.
Adams'
abduction
,
the
villains
will attempt
to
steal
the
Philos-
opher's Stone,
causing
a
major battle
in the potentially
volatile
environment
of a chemistry
labor
atory
at
t
he
University
of
Pittsburgh.
Once
t
he
villains
have
the Stone
they will
escape
to
their
hideout,
at
whic h
time
they
will
attempt
to
merge
the
Philosopher's
Stone
with
the
Mentachem
Wand
to try
to
create o
ne mega
weapon.
The heroes
have
one last
chanc<'
to
stop
the
villains before
this
can
happen.
THE
INVOLVEMENT OF
SILVER DEER
There
is
another
villa
in involved
in this scene
that has
confronted
Firestorm
before.
The female
villain known
as
Silver Deer
has been
attempting
to
use the
villain
known
as the
Black
Bison to further
her plan
to
put
all of
Ameri-
ca's
leaders
under
her
mind
control.
4
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