Date: Thu, 13 Aug 1998 22:56:28 -0400 From: SD Anderson <102250.1425@compuserve.com> Subject: Enemy: Illuminati Subject: Enemy: Illuminati Posted by: SD Anderson Enemy: Illuminati Base Cost 50 pts for a 9- frequency. The character has made an enemy of one of the illuminated powers. The base cost is determined as worth more than a nation because: a ) illuminated groups can control *nations* and b) they automatically qualify as an unknown enemy. It may be restricted to 4 color Supers characters if the GM wishes. The example below definitely works best in a Supers setting. As a result, the other illuminated powers take an interest in the characters as well. Even if the character(s) manage to destroy the original power group, the other group powers are still active and still unknowns. Playing this disadvantage requires either an Illuminati game deck or some INWO cards. If the illuminati roll indicates they show up, randomly draw a master group, three puppet cards and a plot card if you are using an INWO deck. The order of the three puppet cards drawn is important. The puppets are attached to the master card as if they had been taken over in that order. If they can be attached in a chain and there is transferable power available from group(s) on the chain, the card that represents the attacker can be aided by the groups behind it as well as the Master group. Any card that does NOT have an input arrow is treated like it has one input arrow if the GM feels it’s good for the story. Any groups that cannot be attached to the attacking card in a manner that allows them to transfer power sit out the attack. The plot card is another element the GM may elect to use in play. Example: I drew The Net as the master group and 1) The Phone Phreaks 2) Girlie Magazines and 3) Loch Ness Monster. The plot card is Nobel Peace Prize. The Phone Phreaks have transferable power but no output arrow. They connect to one of The Network’s arrows and will either work solo or sit out the attack. Girlie Magazines has an output arrow and the GM opts to attach the arrowless Loch Ness Monster card to it by granting it an input arrow. The Phone Phreaks sit this one out. A photo shoot of models at Loch Ness manages to attract Nessie and send ’her’ on a rampage. Complicating matters is that a former head of state, a winner of the Nobel Peace prize is another guest at the hotel the photo shoot is working from and he is using his influence to try to keep the monster safe for scientific study. Our heroes have been called to the scene and must rescue the distressed damsels and vanquish the monster while dealing with the demands of the former head of state. What The Net gets from this encounter is something best left for another adventure... Other examples: Interference. A character whose basic attack for example, consists of flying at high speed into his opponents will have the FAA show up to ban him from flying. Key weapon components will be recalled because of a defect that was discovered. Any character who defies the interference gets what he deserves. No dice rolls, no acceptable extenuating circumstances from the judge (an obvious miscarriage of justice might win on appeal but the character will be legally tied up for many months). Semiconscious Liberation Army: A van full of these folks pulls up and they emerge, each carrying a bomb strapped to their back. We know these are bombs because there is a big sign on the back (and a placard worn in front of the SLA agent) saying "Warning! Bomb on back may explode prematurely if I take any damage!" The agent’s assignment is to go up to a designated victim, push the detonator then return to headquarters for debriefing. For some reason, few SLA agents manage to perform this last part of the assignment. Even if they survive, they don’t know where the HQ is! The bomb will also detonate in 10 seconds whether the agent is hit or pushes the button. (If the SLA is controled by the Nuclear Regulatory Commission or any Nuclear Power, be afraid...)