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Cinematic Card Game

CARDS FOR THURSDAY

Character Sheet Cards (Character Name, Player Name, Setting, # Unspent XP, # Sessions)

For each scene in which a GM or players participate, they get 1 XP. Players can spend 2 XP to reroll a dice roll.

If a character survives 5 High Stakes scenes and lives, they become an Icon in the world.

DONE Rules Summary

SUPERS NAMES — check to verify not too derivative

 


 

CHARACTER SHEET
Character Sheet Cards (Character Name, Player Name, # Unspent XP, # Sessions)
For each scene in which a GM or players participate, they get 1 XP. Players can spend 2 XP to reroll a dice roll.
If a character survives 5 High Stakes scenes and lives, they become an Icon in the world.

CRITICALS
Something Happens.1 = It is negative to you; 6 = it negative for your enemy.

Fumble
Friendly fire hits a player character or bystander.
Something falls to the ground.
A door, entrance, or exit malfunctions.
Equipment malfunctions like a weapon or ship.
A resource is depleted such as money or oxygen.

Environment
The current weather worsens to fire, flood, or storm.
A natural hazard erupts: tornado, meteors, or earthquake.
Something catches fire.
The light fails.
Tremors signal disaster.

NPCs
An enemy thought dead (or their ally) resurfaces.
Bounty hunters arrive; one of you is their mark.
You are framed for a crime.
You encounter a person who knows a secret about you.
A love interest appears, likely to their peril.

Plot
A possession or plot goal becomes worthless.
You realize something was stolen.
A secret weapon is revealed.
Something happens above.
A door opens.

Twists
You discover your foe is a relative, or ally of a relative.
A double-cross by an ally turned traitor.
Someone’s anger leads to an unexpected end.
Your actions backfire with dire results.
You alert guards or other enemy to your presence.

Escalations
A new enemy appears.
New allies of your enemy appear.
A smell in the air forebodes ill.
Portents of an impending vehicle destruction or building collapse.
Reinforcements arrive to fight or capture you.

—–

Fear
Fear: “I am afraid that our lands will be stripped bare by this evil king.”
Survival: “In the midst of this civil war, I will survive.”
Save Humanity: “To save humanity, I’ll have to kill the whole army.”
Leave me in peace: “I never wanted to leave my home town, but since you’ve made me, I’ll show you what’s what.”
Conspiracy: “I’ve gathered twelve good men to help me overthrow this king.”

Despair
Desperation: “If something doesn’t change in the next week, I will be executed.”
Escape Destiny: “At birth, a prophet said I would kill the king; however, I am stealing enough money to escape to another country and avoid that destiny.”
Escape Persecution: “Growing up in a wheelchair has been hell.”
Reckless Self-sacrifice: “Someone must stop this evil king and I’ve decided to step up and do it.”
Grief: “When my mother died, I lost all interest in doing good.”

Greed
Greed: “I want to steal everything from the King’s treasury.”
Ambition: “I was born a peasant, but I will die a king.”
Activism: “I must be king, so I can change the laws about owning property.”
Control: “If those kids make noise one more time at midnight, I’ll get ’em.”
Restoration: “The king took my mother’s locket as tribute, and if it’s the last thing I ever do, I’ll get it back.”

Love
Romance: “I want to marry the princess.”
Reckless Love: “The princess has stolen my heart; so, I’ll steal her.”
Blind Devotion: “I’ll follow King George anywhere, even if it means killing King Phillip.”
Unnatural Affection: “I want to marry the princess and take the queen as a lover.”
Respect: “I want the princess to respect me.”

Anger
Revenge: “I want to ruin the King.”
Justice: “The king killed my mother, so the king must die.”
Hate: “The princess is an evil woman; when she becomes my wife, I’ll make her suffer.”
Betrayal: “I was engaged to the princess, and then she married Prince John.”
Destruction: “Ha! Ha! Ha! I love to burn down houses.”

Pride
Acceptance: “I want to attend the princess’ coronation and eat at her table.”
Achieve Destiny: “At birth, a prophet said I would kill the king; and that’s my plan.”
Rivalry: “Prince John wants to marry the Princess, but she’s mine.”
Honor: “Men from my city never back down, even if it costs me everything.”
Dishonor: “Men from my city are idiots; I’ll never do things the “right” way.”


SETTING

You are agents in the ultra-secret government agency called T.A.L.O.N.  (the Threat and Anomalies: Logistical Operations Network) whose mission is to detect and incapacitate rogue mutants with superpowers who threaten the world. At your disposal are both conventional and advanced technology which includes short and long-ranged stun weapons, knockout gas grenades, advanced forensic reconnaissance drones, and spider-like robots with cameras and paralyzer needles. Be careful! The life expectancy of normal humans in T.A.L.O.N. seeking to peacefully take down super-powered villains is disturbingly low.

Card 1: SITUATION: You are at [d3 LOCATIONs] to do a mission. An enemy and [d3 ALLIES] oppose you. (GM Notes for further story: [1d3 PLOT HOOKS])

 

AGENTS OF TALON

SUPER DRUGS — You are at (Roll 1d6. 1-2: an underground bunker, 3-4: a penthouse headquarters, 5-6: warehouses near the docks) to stop the manufacture of a mysterious drug which in time turns its users into super-strong, mindless minions. The diabolical mastermind behind the drug , Mindstorm (with telepathic abilities to cause illusions and confusion) (Roll 1d6. 1-2: acts alone, 3-4: along with a super ally Wildsurge (who has electrical powers), 5-6: along with shock-staff wielding minions) will fight to protect the drug’s secret purpose. [GM Notes:  The drug’s effects are due to (Roll 1d6. 1-2: alien nanites, 3-4: blood samples from a captured mutant friend, 5-6: blood samples from the heroes themselves.)]

 

SEWER SPORTS — You are at (Roll 1d6. 1-2: an abandoned subway tunnel, 3-4: a sewer junction, 5-6: an underground building construction area) to stop The Hunter (aka William Clairmont IV, a billionaire big game hunter powered with super-gadgets) who (Roll 1d6. 1-2: acts alone, 3-4: is accompanies with ninja-like hunter companions, 5-6: has two super powered hunting dogs). He seeks to kill for sport a benevolent sentient alien species which has take residence underground seeking peaceful coexistance with surface dwellers.   [GM Notes:  The species will afterwards (Roll 1d6. 1-2: become aggressive due to fear, 3-4: seek to acquire super  technology to protect themselves, 5-6: flee law enforcement after being framed.)]

 

SUPERS

 

CYBER-ASSASSIN —  You are at (Roll 1d6. 1-2: your team’s headquarters, 3-4: a government installation, 5-6: a restaurant having dinner) and are attacked by an android programmed to find and eliminate superhumans. The android was developed by a covert government agency to fight evil superhumans, but the android’s AI was subverted by the supervillain Chaosia (who has telekinetic abilities to warp reality) who (Roll 1d6. 1-2: fights alongside the android, 3-4: controls the android remotely with her mental powers, 5-6: an army of robot dogs under the android’s control). The android will seek to destroy heroes with superpowers. [GM Notes:  If defeated, the android can reconstitute due to  (Roll 1d6. 1-2: redundant AI memory nodes, 3-4: earlier prototypes also activating, 5-6: blueprint plans now in the hands of supervillains.)]

 

4) Jurassic: There’s a nest of velociraptors in the park. It needs to be taken care of. Come on, they’re dinosaurs. You think Animal Control can handle this?

Jurassic Research Institute (JRI)

 

—-

Card 1: SITUATION: You are at [LOCATION] to [DO SOMETHING].

 

Card 2: ESCALATION: Confronting you is [OPPOSITION].

 

—-

 

I need 21 Super Villains / Teams

 

GM Cards

X7 GM Scene Part 1: Situation (Location + Mission (with optional reward (OGL Magic Items, etc., or tell GM to roll on their RPG’s treasure tables; or ask players what they want: treasure, patron, holding etc.)))

X7 GM Scene Part 2: Escalation (Threat)

Player Cards

X1 PC Names

X1 PC Encounters (monsters, guardians, NPCs, hazards, traps, friends) — used for multi-scene games

 

PC CARDS

CORE CARDS

X5 PC Criticals (Ref: ‘H’ — Something Happens — make it bad for players or bad for opposition — 5 or 6 different cards?)

X5 PC Epilogue — Ideas on converting it to hook ((1) People Covet Treasure, Monster Threatens, Revenge, etc.))

X5 PC Segues (Fiasco) — for extended play use

X5 PC Names

NEW

Expansion Pack: Setting Cards
GM Cards
X5 GM Scene Part 1: Situation (Location + Mission (with optional reward (OGL Magic Items, etc., or tell GM to roll on their RPG’s treasure tables; or ask players what they want: treasure, patron, holding etc.)))
X5 GM Scene Part 2: Escalation (Threat)
Player Cards
X5 PC Names
X1 PC Encounters (monsters, guardians, NPCs, hazards, traps, friends) — used for multi-scene games
OR
GM Cards
X7 GM Scene Part 1: Situation (Location + Mission (with optional reward (OGL Magic Items, etc., or tell GM to roll on their RPG’s treasure tables; or ask players what they want: treasure, patron, holding etc.)))
X7 GM Scene Part 2: Escalation (Threat)
Player Cards
X1 PC Names
X1 PC Encounters (monsters, guardians, NPCs, hazards, traps, friends) — used for multi-scene games

 

===========

 

Ways to Play

Pick a way to play that fits your schedule and mood.

Types of Stories

Solo Stories (About 5 Minutes): Solo stories consist of one gamemaster (GM) and one player. Games take about 5 minutes and take place in a single scene. You can have a group of players each take a turn creating a solo story, so a GM and 4 players can create 4 stories in around 20 minutes.

Group Stories (About 8 Minutes): These play like Solo Stories, but with multiple players. The story takes place in a single scene. Each player narrates what they’re doing to try and succeed. Each player rolls to see their individual outcome.

Multi-Scene Stories (About 20-30 Minutes): Connect multiple scenes to tell a longer story with multiple players. Roll 1d6 (rerolling ties) to determine which order you play. Each player gets one turn. On a player’s turn, they narrate the type of conflict which ends the scene (in High Stakes stories, you could die in each of these scenes!). All players roll to see if they succeed. A player who dies in a High Stakes game can continue to play as a narrator, but their character is out of the story.

Play Styles

Some different ways to play characters:

Cooperative: The default way to play: players help each other to achieve a goal.

PvP: Player vs. player stories where you compete against each other.

Player as Antagonist: One or more players play the antagonist(s).

Using with Traditional RPGs

Ways you can use the Cinematic RPG with other games.

High-Stakes Stories (If You Don’t Mind Dying!)

High Stakes games are great for roleplaying non-player characters (NPCs) whose stories can create future adventure seeds for traditional roleplaying games.

Play-to-Prep™: Preparing for a traditional multi-hour roleplaying game? Use Cinematic to create an High-Stakes NPC story seed which drives the next adventure for the regular player characters (PCs).

Campaign Prep: Run a series of Solo Stories. Optionally link them thematically (maybe all Threats are one Evil Empire’s servants). The resulting adventure seeds create a campaign outline.

Check In with the Bad Guys: Find out what the evil NPCs are doing right now..

Low-Stakes Stories (If You Don’t Want to Die!)

Low-stakes games are great when you want to add to the game without taking extensive time for rolling dice and roleplaying.

Scene as PC Backstory: When you kick-off a campaign, roleplay a backstory for a PC.

Flashbacks: Between adventures, roleplay a flashback scene to flesh out a character.

Absentee Downtime: Was your character absent last traditional RPG game? Run a quick Solo Story to find out what they did when they were absent.

Extended Downtime: Fast-forward the main storyline a few months and use Cinematic to see what happened. Success can mean treasure, patrons, or other rewards!

Montage: Need to fast-forward through a scene? Use an existing scene as a starting point, and then a Group Story to determine the outcome quickly.

Epilogue: After a long adventure, use Solo stories to see what becomes of the PCs.

Playing the Game

(1) Select Story Type and Play Style

Select the type of story and play style you want for a game.

(2) Set The Stakes

In High Stakes games, the characters could possibly die. In Low Stakes games, the characters always live (but may pick up complications!).

(3) Pass Out Cards

GM Cards: One person serves as a GM to guide the story and have ultimate approval on characters and the story. The GM selects one Situation and one Escalation card to create a story setup. Use a Twist card if are doing a Multi-scene Story or want to add a wrinkle to the story outcome.

Player Cards: Each player gets a Name, a Instructions, Criticals, and an Epilogue card to help with ideas. If it’s a Multi-Scene Story, they also get a Segue card to help with scene transition ideas.

(4) Set Up the Story

The GM describes the opening scene by reading a selection from both the Situation and then the Escalation card.

(5) Describe the Characters and Lead-up

Players describe their characters. Characters are unknown adventurers or lower ranked military. The players or GM make up a backstory of what the PCs did to lead up to this scene.

(6) Resolve the Scene

The scene begins at the climactic moment. Each player describes the uber-amazing thing they’re doing to attempt success. A random number from 1 to 6 will determine your fate.

In High Stakes games, the PCs will live (and get what they want) on a result of 4-6, but die horribly on a result of 1-3. The player gets to describe their epic death or heroic victory!

In Low Stakes games, the PCs always live, but get what they want on a 4-6, and don’t get what they want on a 1-3. The player describes what happens next.

In both High and Low Stakes games, a 1 is a critical failure and a 6 is a critical success; both mean wide-reaching, unexpected implications.

(7) Retire Characters

You can choose to retire a character if they live. Retired characters may show up as NPCs in future stories.

(8) Award XP

For each scene in which a GM or players participate, they get 1 XP. Players can spend 2 XP to reroll a dice roll.

(9) Elevate Icons

NPCs start out as aspiring heroes who’ve not made a name for themselves. If a character survives 5 High Stakes scenes and lives, they become an Icon in the world. They could live on as a powerful king, a fabled wizard who created a school of Magic, or perhaps a legendary sage whose books of lore are legendary among the wise.

Tips: Write down names of characters. Don’t get stuck: ask other players for ideas. Use a voice recorder (most smartphones have one) to record Solo Stories if you want to tie them into larger RPG games. Transcribe it later into an adventure hook. Track XP using a shared, online spreadsheet. Have fun!

2018-01-15 Version, © 2017 Rogue Comet, LLC

Card Types (54)

Updated Idea:

GM Cards (29 cards)

Basic Cards

X1 GM Instructions (Quick Summary)

X1 GM Solo Adventure Instructions

X1 GM Group Adventure Instructions

X1 GM Multi-Scene Adventure Instructions

X1 GM Plot Twists (Ref: ‘I’)

X3 GM Pre-gen Adventures w/ #1-6 x 12 (from Almanac?) — Training wheel cards with outcome examples? — multiple settings (examples from each player pack)

Expansion Pack: Setting Cards

X5 GM Scene Part 1: Situation (Location + Mission (with optional reward (OGL Magic Items, etc., or tell GM to roll on their RPG’s treasure tables; or ask players what they want: treasure, patron, holding etc.)))

X5 GM Scene Part 2: Escalation (Threat)

Player Cards (36 cards)

Basic Cards

X5 PC Solo Adventure Instructions

X5 PC Group Adventure Instructions

X5 PC Multi-Scene Adventure Instructions

X5 PC Criticals (Ref: ‘H’ — Something Happens — make it bad for players or bad for opposition — 5 or 6 different cards?)

X5 PC Epilogue — Ideas on converting it to hook ((1) People Covet Treasure, Monster Threatens, Revenge, etc.))

X5 PC Segues (Fiasco) — for extended play use

Setting Cards

X5 PC Names

X1 PC Encounters (monsters, guardians, NPCs, hazards, traps, friends) — used for multi-scene games

Expansion Pack

GM Cards

X5 GM Scene Part 1: Situation (Location + Mission (with optional reward

X5 GM Scene Part 2: Escalation (Threat)

Player Cards

X5 PC Names

X1 PC Encounters (monsters, guardians, NPCs, hazards, traps, friends) — used for multi-scene games

Notes

Initial Idea:

GM Cards (34 cards)

Basic Cards

X1 GM Instructions (Quick Summary)

X1 GM Solo Adventure Instructions

X1 GM Group Adventure Instructions

X1 GM Multi-Scene Adventure Instructions

X1 GM Plot Twists (Ref: ‘I’)

X14 GM Pre-gen Adventures w/ #1-6 x 12 (from Almanac?) — Training wheel cards with outcome examples? — multiple settings (examples from each player pack)

Setting Cards

X5 GM Scene Part 1: Location

X5 GM Scene Part 2: Mission (with optional reward)

X5 GM Scene Part 3: Threat

Player Cards (20 cards)

Basic Cards

X1 PC Solo Adventure Instructions

X1 PC Group Adventure Instructions

X1 PC Multi-Scene Adventure Instructions

X5 PC Criticals (Ref: ‘H’ — Something Happens — make it bad for players or bad for opposition — 5 or 6 different cards?)

X5 PC Epilogue — Ideas on converting it to hook ((1) People Covet Treasure, Monster Threatens, Revenge, etc.))

X5 PC Segues (Fiasco) — for extended play use

Setting Cards

X1 PC Names

X1 PC Encounters (monsters, guardians, NPCs, hazards, traps)

Expansion Pack Sets (16 cards)

X5 GM Scene Part 1: Situation (Location + Mission (with optional reward))

X5 GM Scene Part 2: Escalation (Threat)

X5 PC Names

X1 PC Encounters

Expansion Pack Names

Fantasy II

Galactic Sci Fi

Fantasy III

Supers

Sword & Planet

Eldritch Horror

Ideas

3 Stages:

Scene

Outcome

Epilogue (Optional)

ADD INTERLUDES from description in list of 10 Adventures in Codex

Don’t Have Insrtuction Cards, refer to paper doc?

Idea: Do — SOMETHING — LOCATION is 3 columns, 6 rows on one card, less granular

Turn Card = Talking Stick

Cf; http://www.gnomestew.com/game-mastering/gming-advice/gnome-stews-giant-list-of-rpg-adventure-types/

Value Props

Zero Prep

Play to prep

Intro newbies to RPGs

Play in 5 miniutes

Use with traditional RPGs

Never be unprepared

Get players invested in stories

Street Level Supers Plot Hooks

https://forum.rpg.net/showthread.php?778611-1-001-Scenarios-for-a-Street-Level-City-Scope-Superhero-Game

Part 1: You are at _____ to deal with _____.

Part 2: Opposing you is ______ who is doing this because (7 sins).

1) Cyber-Predator: A government agency has been developing technology for an anti-superhuman task force, one of which was the Superhuman Countermeasure Adaptive Robot, or SCAR-1. SCAR-1 is a humanoid robot/android programmed to stalk, identify and eliminate superhumans via Predator-style weapons and abilities. Unfortunately, the AI they were working on eventually decided it was time to start fulfilling its directives, broke out of the instillation it was in, and has decided to start at the bottom and work its way up the superhuman ladder. Which unfortunately means its come to the Campaign city and is stalking the players.

DONE 2) Dimebag: There’s a new drug on the streets making people hypomanic and triggering their sadistic personality traits. Your crime lab confirms that it’s a perfectly ordinary drug which has been cut with actual demon blood. Find the source and cut it off, then find a way to deal with the supernatural taint settling on your city.

3) Close encounters: There’s an alien colony quietly living in the sewers. They trade with the homeless, but otherwise just want to be left alone. However, there’s a group of surface dwellers secretly killing them for sport. The aliens are getting scared, and making plans to protect themselves. Their weapons are effective, but indiscriminate. Better yet, the hunters are cops.

4) Jurassic: There’s a nest of velociraptors in the park. It needs to be taken care of. Come on, they’re dinosaurs. You think Animal Control can handle this?

5) Cutting Class: A science institute was formed to study the recent super empowering event. They offered to secure those super criminals that local government still can’t contain, while also offering to help those who gained powers and wish to be tested willingly. However, rumors begin to circulate of abusive tests, of people not being allowed to go home, not being allowed to communicate with their families, etc. Are these simply rumors started by a few of the prisoners who are being detained with law enforcement’s approval, or is the institute holding people against their will, subjecting them to experiments in the hopes of replicating their powers?

6) Mole Man monster from the depths

===

08) Halloween Special : Just because mutants and aliens and cyborgs are real doesn’t mean ghosts and vampires and werewolves are. So who, or what, is behind the disappearances in the supposedly haunted house on King Street?

Giant Robots

13) Upgrades: The other gangs of the campaign city have mostly been eliminated thanks to the rise of the Prime Movers, the coalition of super gangs under the leadership of their single, powerful and charismatic warlord. However, the other gangs have banded together and want desperately to fight back. In comes some mysterious guy in a business suit and shades, offering them a deal. For a cut of any profits they make from future crimes, he will outfit them with the latest cybertechnology and powersuit technology, as well as repair and maintain their gear. Suddenly, the Cyberpunk street gang is going into battle with variations of power armor and cybernetic weaponry beyond even the US military. As a new gang war erupts, it’s science vs superpowers, and the city will only survive if the heroes can intervene.

18) The Super Godfather: With all of the new supervillains, gang wars and the like, organized crime has had to do some local reorganizing. This helped when one mafia don lucked into superpowers from the mass empowering event. Not incredibly strong and virtually invulnerable, he’s started re-establishing control, including developing his own squad of super-hit men to deal with the more troublesome individuals the city has to offer.

20) Help the Homeless: Some of your contacts in the homeless community have notice that some of their number have gone missing. An investigation reveals several points of abduction, the sites of which often have weird arcane symbols drawn in blood. Something is kidnapping homeless people and using them for something. Is some cult looking for an easy source of sacrifices? Or are the homeless being used as spare parts in some fiendish Lovecraftian experiment?

21) Hostel Takeover: After the tragedy of the Homeless Murders, a wealthy philanthropist has decided to convert an older hotel into a hostel for the homeless, giving them room and board provided they do a minimum of chores around the place, attend in house classes and stay off of drugs. Those that want to earn more money can work in more demanding positions, and gain references for future jobs. Unfortunately, when the hostel’s owner refuses to let organized crime make use of the place, it becomes the target of attacks, with the potential of a full on take over and hostage crisis. Can the heroes protect this place and bring down the crooks responsible, or will one genuine act of compassion be destroyed?

SETTING

01) Mass Empowering Event : Let’s say the city use to be a fairly typical supers city, a couple of heroes, a handful of supervillains, mostly normal crime, etc. But then something happens. A particle accelerator explodes. Green rocks fall from the sky. Energy X canisters start exploding. A weird Silver Storm errupts. Now the superhuman population of the city explodes, and you not only have to deal with the dozens upon dozens of new meta criminals, but uncover the mystery behind it.

12) Cape Killers: Hey, remember that killer robot that tried to kill you guys last week? Well, it turns out the asshole general who was in charge of the project caught some heat for the project getting up on its own and getting trashed by some low-powered costumed do-gooders. Angry and needing to prove the value of his project, the general has secretly organized a test run of his elite squad of Cape Killers/Mask Busters. Their goal will be the capture and/or elimination of many of the city’s superhuman/costumed populace, starting with the people that humiliated him in the first place. If the Cape Killers fail, it will all be brushed under the desk, whereas if they succeed, the general might get the go-ahead to fund a massive project to potentially deal with superheroes. Defeating the Cape Killers isn’t enough, you need to expose the General as well.

14) Corporate Cape: The Counterbalance Security Conglomerate has decided to unveil their new superhero and spokesperson: Counterstrike! Armed with the latest in high-tech power armor, Counterstrike is able to defend those who subscribe to the company’s highest grade security policy, while lesser policy holders will have standard issue but exceptional Counterbalance Security Systems and Guards. And Counterstrike seems like a genuinely good guy, but things start to become kind of fishy. Counterstrike uses combat systems suspiciously like those used by the new Cyberpunk gang used, and some of the events he stopped seem staged. Is Counterbalance secretly arms dealing under the table, using street gangs to field test their gear? Is Counterstrike in on it or is he really a heroic guy just as much being played as the heroes?

15) Crime and Punishment: There’s a new vigilante in town. He’s not very nice. He doesn’t play well with others. And he kills. Sure, some in your hero/vigilante group might be willing to kill if there’s no other choice, but what keeps the cops tolerant of superheroes in general is their willingness to avoid killing and bringing the crooks in alive. This new guy doesn’t bother with that. If you’re a criminal, you’re dead. End of story. Now the heroes need to deal with someone perhaps even more skilled and cunning than they are, before any innocents suffer from this masked killer. (me: vigilante risks destroying normals tolerance of supers, and it is actually a Magneto type behind it, wanting to accelerate the ‘inevitable’ war between mutants and normals).

16) Like A Vengeful God: After the last several events, a new hero has made his presence known in the city. He seems just like what the city needs: handsome, powerful, classic flying brick powerset, charismatic, etc. He is dedicated to protecting these people and doing good. And he’s grateful for the work you and your team has been doing. At least at first. Soon it becomes clear this guy, recently empowered by the original superpowering event, has a bit of a god complex and sees the city as ‘his’ property, the citizens ‘his’ people, and its time to educate them about respect. His tactics towards criminals become more brutal. How do you stop a guy who might well be a match for the mightiest member of the Justice Avengers?

22) Escape from the Supermax: The city has constructed a new super-prison to deal with the explosion of supercrime. In order to test the facility, they’ve asked several local heroes to serve as ‘test inmates’ to see how difficult it is to escape, as well as how hard it is to break in. But a local politician with a mad on for superheroes has decided he doesn’t want the heroes to succeed . . . or survive.

23) Corporate Pack: There’s a new corporation in town, cut throat and effective, but all apparently above board. In fact, much of its success appears to be due to extreme loyalty to the group as a whole. Only their organization’s arrival coincides with a new rash of grizzly murders, initially mistaken for animal attacks. It seems that werewolves have gone corporate.

24) The Nightwatch: At almost the same time the wolves arrived, a new superteam decided to protect the city. Known as the Nightwatch, each member possesses a unique power. One is superstrong. One can turn into mist. One has hypnotic mental powers. And they’re never seen during the day. Never caught on video. And now some criminals are turning up dead . . . drained of blood . . . uh oh . . .

Shamelessly borrowed from Wolves of Wallstreet and Green Ronin.

29) A mystery group has hijacked a freight train and is driving it at unsafe speeds! Stop it before it hits a curve and derails, spilling its cargo all over the place! Oh, and if that wasn’t enough, the cargo on the train in question belongs to a front for a known villain group and is thus filled with all kinds of Bad Stuff. Oh, and the villain group wants their stuff back to the point they’re cooperative. (after all, if they don’t break any laws, you can’t bust them.)

31) Church of the Superman: A local minister has begun preaching that superhumans are God’s chosen, and that the empowering event that occurred marks the city as a holy site. He believes that all superhumans created here have been touched by the Lord, and any actions they’ve committed are due to simply not understanding their gifts. Empowered superhumans flock to him, and he seemingly has the ability to help them gain control over their powers, even regaining their sanity. He demands that all imprisoned metas be turned over to him so they can learn to walk the true path. Is this guy simply a religious nut, is he some opportunist looking to expand his power base, does his ‘cure’ involve some kind of mind control, or is he actually right?

32) The Most Dangerous Game: A group of big game hunters has gotten bored hunting wild animals. No matter how low tech the weapons they use, no matter what conditions they place on themselves, there’s simply nothing in the animal kingdom to give them any kind of thrill. So instead, they’ve decided to hunt superhumans, Kraven the Hunter style. Only where Kraven was one guy, this is a group who has made this into a competition amongst themselves, hunting ‘wild’ superhumans created in the recent event, before moving up to the more experienced superhumans, possibly even the heroes. These guys need to be taken down quickly, before innocents are hurt in the crossfire.

33) Once Upon A Time: A bubble appeared around a section of the city park. It gets bigger with each hour, and the degree by which it grows doubles each time. Before the day is over, the bubble will consume the entire city, and only get bigger from there. Entering the bubble, the heroes will find themselves in an odd Alice and Wonderland-esque world, only with people they know transformed into the classic characters. And at the heart of it, the Red Queen herself, is just a sad, little abused girl with immense reality warping powers, trying to escape from her former life. Can you reason with her? Discover the source of her powers? Or will there be only one way to end this menace?