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The Plot Seed Thread
May 16th, 2012 at 1:46am
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I know that I, as a GM, sometimes get stuck for ideas, so I figured I’d start a thread where people could post ideas for possible plot lines, using the various characters from the V&V universe. The ideas aren’t full blown adventures, just a short paragraph, or two, outlining a possible adventure or storyline.

For example the characters could be tracking down the suppliers of a new designer drug, that’s recently appeared in their city. In doing so, they come into contact with The Buzzard (Most Wanted, Vol. 1), in his villain guise. Then encounter him in his secret ID as a narcotics officer with the city’s police department. I figure this could lead to some interesting developments.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #1 - May 16th, 2012 at 1:47am
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Dangerous Waters

The PCs are called in to investigate a series of grizzly murders. The PCs may know someone on the local police/sheriff’s department; they may have had contact with one of the victims in their secret and/or hero ID; they might be a renowned criminal investigator brought in to assist in the investigation, etc. (Just use whatever best fits your particular campaign). All the victims appear to have been torn limb-from-limb by a large shark. The only problem is, sharks aren’t native to the area the murders have been occurring in. After conducting an investigation, the PCs are able to determine that the attacks are the work of the villain Jaws (Most Wanted Vol. 1), and set out to capture him. Why he’s in the area, and why he’s been killing these particular people is left up to the GM to determine.
  

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Re: The Plot Seed Thread
Reply #2 - May 16th, 2012 at 1:51am
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Guerrillas in the Midst

Leo the Lion (Most Wanted Vol. 1) has come to the US, in his role as President of Malaia, to ask C.H.E.S.S. (or whatever government agency you choose to use) for assistance in putting down a “terrorist organization” (a Malaian rebel group) that’s been conducting attacks throughout Malaia. While the group is dedicated to overthrowing Leo, and establishing a new government, their attacks have killed dozens of innocent people, and caused millions of dollars in damage. Leo’s primary concern isn’t for his “loyal subjects”, but the fact that the rebels are embarrassing him in the press, and that they mite actually be successful in gaining enough local support to pose a threat to his rule. The US Government, while no fan of Leo, or his methods, is seeking his support (or in classic comic book fashion, Malaia could be the source for some rare element, metal, energy source, or whatever the GM can dream up), and asks the PCs to accompany him on his return. Who’s actually funding the rebels, and what their actual goals are, is left up the GM to determine. How the PCs will react to his presence, and Diplomatic Immunity, should be played out, especially if the PCs have had previous contact with Leo.

Another possibility is that Leo has come requesting assistance dealing with Partisan (Vigilantes International), and her group pf resistance fighters. While Leo could simply try to eradicate them, he's trying to improve his image in the world press, and by asking for assistance from the heroes, he figures he can kill two birds with one stone (put the US and the heroes in an awkward situation, and deal with Partisan at the same time). How the heroes go about handling this situation should be interesting.
  

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"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #3 - May 16th, 2012 at 1:52am
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Death Warrant

The PC(s) have been contacted by a law enforcement agency (the US Marshals, CHESS, or whoever fits the bill in your game), to help protect a high profile witness from possible assassination. Who the witness is, and who he’s testifying against are left to the GM to determine. While the Feds assure the PCs that every possible precaution has been taken to protect the witness, the witness insists that he’ll only cooperate if the PCs are part of his protective detail. The witness is being stashed at an out of the way motel just outside of town, and has to make it through the weekend to testify in court on Monday morning. What’s unknown by the authorities, is that Crossfire has been hired to kill the witness before he can make it to court. The GM may wish to introduce the witness at some point prior to the above scenario taking place, as they’ll be familiar with him when they meet again. Some suggested identities for the witness include, a local crime boss who’ll turn state witness, a street snitch who witnesses something he shouldn’t, an escort who’s overheard more than she should, or whoever you think would work the best for your game.
  

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Re: The Plot Seed Thread
Reply #4 - May 16th, 2012 at 1:53am
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Cold as Ice

Over the past few months, local jewelers and art galleries have experienced a series of late night robberies. The highly skilled thieves always seem to make off with their ill gotten gains before police can react. Upon their arrival at any of the crime scenes, the police have been greeted by nothing more than frozen alarm systems, and puddles of water. But, thanks to a tip, from an underworld snitch, the police have discovered that the gang plans to hit a local art museum, and snatch a number of valuable paintings on loan to them from a private doner, the night after next, and plan to stop the gang in the act. The PCs learn of the plan, and make plans to be in the area, just in case (exactly how they learn what’s going on is left up to the individual GM to determine). As the police begin to spring their “trap”, it rapidly becomes apparent that they may have bitten off a bit more than they can chew. The gang’s leader, is none other than Madame Frigia, and she’s turning the SWAT team into “Copcicles” one by one.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #5 - May 16th, 2012 at 1:54am
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The Hit

One of the local organized crime families (Exactly who they are is left up to the individual GM to determine, but I’d suggest that it be an organization the PC(s) have had prior dealings with), tired of the hero(es) getting in their business, has decided to do something about it, so they’ve brought in a “Professional”, to “handle the problem”. They’ve placed a 5 million dollar bounty on the hero(es) head(s), and every assassin worth their salt is now gunning for them. Local law enforcement, the Feds, or whoever, has gotten word that Simon Shrew, Crossfire, Shadow Jack, and God knows who else, is now targeting the hero(es), trying to collect the bounty on their heads, and things could get bloody.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #6 - May 16th, 2012 at 1:54am
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Excessive Force

The authorities, be it the local, state, or federal officials, have been taking a lot of heat in the media, due to Ebony Angel’s crime fighting activities. She’s been accused of using excessive force when dealing with criminals. During her last encounter, she nearly killed several members of a local drug gang. So, the heroes have been contacted by the local DA (or whoever would fit the bill in your campaign), and asked if they could help in reigning her in. Exactly how she’ll react to this perceived interference is left up to the GM to determine. The hero(es) may have had prior dealings with Ebony Angel, so they may have some sort of history together.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #7 - May 16th, 2012 at 1:54am
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Like a Thief in the Night

A large armored car company (who they are is left up to the GM) comes to the PC(s) pleading for help (The PC(s) may have had previous contact with the company’s owner, or he may have been steered their way by a friendly law enforcement official). In the past two weeks, three of the company’s armored cars have been robbed by the villainous Shadowjack and his crew. While they’ve managed to keep most of the details out of the media, with only a few key company employees, the authorities, and the clients affected knowing the specifics of the incidnts, many of their high profile clients are threatening to walk on them, as they’ve lost fate in the company’s ability to safeguard their assets. What’s so frustrating for the company is that it no matter what they do, Shadowjack seems to know exactly when, and where to hit the trucks with the most valuable commodities. It’s obvious to them that someone inside their organization is feeding Shadowjack and his gang info. The company is asking for the PCs to help root out the mole within their organization, and to stop Shadowjack before he manages to bankrupt them.

The PCs will need to identify the mole, find proof of their involvement, and do so without alerting Shadowjack that they’re onto his source. Who the mole is, and their motivations are left up to the GM to determine. Some suggestions include a security guard, or scheduling clerk. They could simply be in it for the money; they could have been blackmailed into cooperating; or they needed a fast way to earn some cash, for something like a child’s medical expenses. It’s recommended that the GM pay out the reason why the mole would turn to a life of crime. Once they PCs identify the mole, they’ll still need to roll up Shadowjack and his crew. How they go about doing so is left up to them.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #8 - May 16th, 2012 at 1:56am
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Return of the Old Ones

The PCs are asked to help investigate a series of grisly ritualistic murders, that have taken place over the past few months. Why the characters are being brought into the investigation is left up to the GM to determine. But some suggestions include the PCs being renowned occult investigators in either their hero or secret IDs; they could simply have some knowledge of the occult; they may have known one of the victims; or the local authorities could just feel that they need the PCs help in dealing with the situation, as they’re under a lot of pressure to get the situation resolved as quickly as possible.

What everyone is unaware of, is it that the murders are being committed by Murutukku and his cult of followers. All of the murders sites appear to be elaborately staged occult scenes, with strange images, drawn in human blood, depicted on the walls, and the victims seem to have been some sort of the human sacrifice, having their heart’s removed from their bodies. By examining the murder scenes, and the manner in which the victims were killed, anyone with knowledge of the occult, or the ability to search the internet, will be able to determine a link to Murutukku, and possibly determine a pattern linking the victims. Why the cult has chosen these particular locations, how they choose their victims, or what they’re attempting to accomplish isn’t known, and is left up to the GM to determine. The GM should also try to determine some common theme linking the victims and/or murder locales. Some suggestions for crime scenes include old churches, mansions, burial grounds, crypts, etc. Victims could include local collage age girls, members of the clergy, etc.
  

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"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #9 - May 16th, 2012 at 1:57am
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Brain Drain

The authorities inform the PCs that they’ve recently discovered the bodies of several unconscious assault victims (who they are is left up to the GM to determine). What makes these attacks more than just run of mill assaults, is that while all of the victims survived their attacks, they have no memories of what happened to them, why they’re physically exhausted, or why, even though they can’t put it into words, they feel that “something is missing”. When tested, all of the victims have tested positive for a mind altering hypnotic drug (any PC with access to a law enforcement database will be able to identify attacks with similar M.O.s). Unknown to all, including the victims, all of the vicitims are mutants with low level psychic abilities, and that they were targeted by the villainous Psi-Phon. He’s recently acquired the psionic ability to detect psychic/mental abilities in others, and has been using his new found abilities to target young inexperienced psychics. In addition to the power descriptions listed in Most Wanted Vol. 1, he has the following abilities:

Powers:
1. Heightened Senses: Psychic Awareness: He’s instantly aware of the use of any mental abilities within INT inches. With a successful detection roll (8 x normal % -1% for every 5″ distance), he can successfully detect anyone with active or latent psionic/mental abilities. PR=2, Range = current Power x10 score in inches.
2. Mind Scan: As per Telepathy. PR=2.
3. Memory Alteration: Attacks as mind control. Allows him to alter the memories of his victim, either implanting false memories, or erasing others. PR=5 to implant or alter a memory, PR=10 to erase memories. Range = Charisma.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #10 - May 16th, 2012 at 1:58am
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And don't feel as though I've got a monopoly on this thread, feel free to post away.
  

"There is no such things as a dangerous weapon, only dangerous men."

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Re: The Plot Seed Thread
Reply #11 - May 16th, 2012 at 2:09am
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The Path to Eternity
Rameses (SC&C) has been unsealing long lost burial crypts near the Valley of Kings searching for a magic artifact and finds the prize he seeks: The Pyramid of Ptah, a small 6 inch Pyramid. When Rameses sacrifices a human, he can glimpse a moment in the time stream and make changes.
Running this in sequence behind Sands of Time, Rameses intervenes and plucks Pharaoh out of the time stream before his demise and weaves a yarn about how they are distant relations who must work together to make Pharaoh's original goal come to pass. The adventure takes place in the present and the world has somehow become Egyptopian. The heroes must find the two villains (who are remaking all ages into Egyptian dominance) across many different times and destroy the Pyramid to restore all to its rightful order. If the heroes do not have dimensonal travel abilities, Hourglass will -temporarily- turn to good as his old ally Pharaoh now hunts him so that he cannot undo what Rameses has helped him achieve after Hourglass failed him in the Sands of Time....
hmmm.... maybe
« Last Edit: May 16th, 2012 at 2:15am by AlabasterKnight »  

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Re: The Plot Seed Thread
Reply #12 - May 16th, 2012 at 2:45am
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C.R.I.M.E. Wave

Several members of a leading organized crime family (who they are is left up to the GM to determine), have been attacked, and/or murdered by group of super-beings, over the past several months. The attackers are ruthless, in their assaults, and seem to be systematically tacking out members of the crime family, slowly working their way through the lieutenants and captains. Local law enforcement, and the feds are getting nervous as to how this will all end, and have asked for the hero(es) help in putting an end to the situation. Anyone with a knowledge of the underworld will be able to determine through their investigation (be it through contacts, informants, or who ever), that one of the local mobs is making a power play, and has hired C.R.I.M.E. (Super Crooks and Criminals & Alone into the Night), to eliminate the competition. Which members of C.R.I.M.E. are involved is left up to the GM to determine.

One way for the GMs to spice things up, is for the PCs to have a per-existing relationship with members of the crime family being targeted, and it doesn't have to be a cordial one. The PCs could be placed in the difficult situation of trying to protect a known drug dealer, arms merchant, street thug, or mob enforcer from being murdered by a C.R.I.M.E. assassin.

To really make things fun, have C.R.I.M.E. make their move while the their target is in the middle of some sort of criminal activity, like a drug deal with one of the local gangs. And the heroes have to wade into the melee, and sort it all out. It should make for some interesting role play.

Better yet, C.R.I.M.E.'s target could be an undercover law enforcement official, and he can't afford to have his cover blown, as he's still working the case.
« Last Edit: May 16th, 2012 at 2:45am by dsumner »  

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Re: The Plot Seed Thread
Reply #13 - May 16th, 2012 at 7:20am
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My favorite is from "Opponents Unlimited"

As night falls, panic strikes the city; someone has stolen all the street lights!

Now just imagine how hard that would be to pull off and the kind of powers that would be required.
  

John "Ironnerd" Adams
"The GM is the balancing mechanic" - Klystron
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Re: The Plot Seed Thread
Reply #14 - May 16th, 2012 at 10:58am
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I posted these in "The Plot Seed Thread" on MHG in the "Major Characters" forum:
http://monkeyhousegames.com/?page_id=18&mingleforumaction=viewtopic&t=280.0

During an adventure, one of the players rescues a reasonably attractive lady and drops her off in a safe spot. The woman is so grateful she flings her arms around the player and plants a big one right on his lips. Unfortunately, the press are nearby and get pics, film, etc. Afterwards, the press hound both the player and the lady to get more information about the “big kiss”. The player will likely downplay the publicity.

The lady on the other hand can either: openly state that the player and her are involved and give interviews, etc. In which case the press will automatically assume she’s tied to the player’s secret identity. Or the lady can downplay the publicity, avoid the press, etc. In which case the press will automatically assume she’s tied to the player’s secret identity.

This might go on for a week or two until one day an ex-boyfriend of the lady comes forward and announces that HE’S the player!? He gives interviews on CNN, Jay Leno, etc and gets his 15 minutes of fame…

…and promptly becomes a target of the player’s enemies.

This can produce several possible reactions: the player’s enemies can form a coalition (like Spider-Man’s Sinister Six or the like) or they can butt heads:

“I’m gonna kidnap you and hold you for ransom and then kill you!”

“No you’re not, I am!”

“Both of you get out of the way because he’s MINE!”

etc. Anything is possible.

After the ex-boyfriend disappears, the government (finally) decides to get involved. They want to investigate the player for possible fraud since they suspect the player registered himself with a fake secret identity. Since the ex-boyfriend is currently unavailable (and strangely, there’s no indication of a kidnapping), they hunt down and attempt to arrest the player.
  
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Re: The Plot Seed Thread
Reply #15 - May 16th, 2012 at 11:17am
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New York City, Present Day
The man in the trench coat and hat quickly stepped into a McDonald’s to dry off from the torrential rain outside. As he sat down with his coffee, he removed only his hat. Even still, his trench coat poorly disguised his powerful black physique beneath. Staring out the window into the rain, he knew something was… wrong with the weather. It had rained nonstop for five days, and even these hairless animals in their “civilization” cage were starting to notice something wrong. Ever since the clouds burst open nearly a week ago, he realized that it wasn’t natural at all. It reminded him of some great beast that had been captured and forced to wear the reigns of men. It was as if the weather were… fighting… some invisible reigns that had been placed on it. It was clearly tiring, though. He could tell already that the weather would soon die down from fatigue. Whomever had placed these reigns on it had clearly won. He frowned. Such power should be his to command. Such power *would* be his!

“We interrupt this program…” blares from a nearby tv. As soon as the newscaster has spoken these words, the man’s Bishop level training immediately forces him into a calm. Now would be the time that these men would reveal themselves and their power. Now would begin his search for this power.

The newscaster states that they had received a tape from a person or group claiming responsibility for the storm. When the tape begins, a shadowy figure gives his demands.

Gazing intently at the tv, the man in the trench coat smiles. His smile is not one of humor. He sees the shadowy figure’s face quite clearly. “The shadows of evil are like beacons of light. He cannot hide his face from me. And the stone in his forehead is the source of his power. Soon I will have that power!”

After the tapes ends, the man considers the American response. He realizes immediately that most of the more powerful super teams will stay in America to protect their respective cities. The government will likely send a group of medium powered “heroes” to test this so called Doctor Apocalypse. Good. He would use his connections and he would follow these adventurers. And he would then TAKE this power from Doctor Apocalypse!

Headhunter (MW vol 3) vs Doctor Apocalypse.

This is a subplot for Death Duel with the Destroyers and The Island of Doctor Apocalypse. Basically, Headhunter uses his knowledge of C.H.E.S.S. to keep abreast of the player’s progress in these adventures and use his position to strike at Doctor Apocalypse. His goal is the head of Doctor Apocalypse.

GM’s notes:

Death Duel with the Destroyers

First off, Doctor Apocalypse flatly stated that this is merely a show of power so Headhunter will not take an active role here. He’s only interested in controlling the Doctor’s power, not confronting it.

In the event that Headhunter is at the confrontation in Times Square. He will have access to the following information:

1) All vigilantes present and their powers/weaknesses (but not identities)
2) All C.H.E.S.S. or government agencies present and any powers/weapons available to them
3) All law enforcement personnel present

In addition, he will also know everyone’s position and all details on any plans made. This is probably even more than the players will know. Headhunter will also have multiple contingency plans to ensure his escape in the event that he is discovered. These plans will allow him to escape with or without the use of his powers. These plans will be specifically designed to escape the players.

Headhunter will also have access to C.H.E.S.S. technology that will protect him from telepathy and anything else the GM can come up with. This should prevent nosy characters from finding out who he is in the event that he encounters them.

Headhunter will probably be disguised as a mid-level agent with a carrying case chained to his wrist. The case will contain three of his heads (C.H.E.S.S. agent and two heros) and his axe. The fourth space will be reserved in case Doctor Apocalypse’s head becomes available. Any questions about the case will be explained as “I was told to carry it and await further instructions. I have no further information”. Note that carrying the case in this fashion will still allow him to use the memories/powers of the heads.

Headhunter will be positioned in the “command center” for Times Square so that he will be kept abreast of what’s happening. Any actions that he takes here are entirely up to the GM, but it should be pointed out that if he’s caught here then the GM can’t through a monkey wrench in the player’s plans later.

The Island of Doctor Apocalypse
Whether or not Headhunter tries to be aboard the player’s ship to travel to the Nacht Island will have to be a judgement call by the GM. Flying under his own power using his Masher/Pulsar heads at the same time allows him to fly over 2000 mph without shifting to hyperflight.

On the other hand, traveling with the players allows him to carry equipment. His Bishop training will probably favor bringing additional equipment. This will probably include scuba gear, knockout gas/poison gas, etc. His plan will be to help the players defeat the Doctor and then defeat the players. He’ll probably try to make it look like the local occult group cut off the heads of the Doctor and player after both sides killed each other. But to ensure the occult group can’t deny this he’ll kill them too. Incidently, he’ll need an extra case for all the heads he plans to bring back.

Headhunter will be interested in exploring the archeological site whether the players are or not. He realizes that it might have something to do with the Doctor’s power and he’ll volunteer to check it out to “help” the players find out more about him. The players will probably consider this safe enough to get the pesky agent out the their way. Perfect! When Headhunter arrives at the tomb he finds EIGHT bodies of godlike beings  Uh oh...

Obviously, Headhunter will try to use at least one of the heads of the bodies.  Since the bodies are "ten feet tall", the skull (might) be able to fit over Headhunter's own head.

What happens next is up to the GM, but it's very likely that the god-like being will take over.  This can be justified because the god-like being isn't dead, but "banished".  This god-like being may also decide to act alone and leave his/her companions stranded (much the way Dr. Apocalypse did).  Obviously, Dr. Porky-Lips would need to be dealt with as well.

It should also be pointed out that the god-like being in Headhunter will be able to control Dr. Apocalypse's powers.  So the good doctor would suddenly find himself powerless and be unable to use the gem anymore.
  
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Re: The Plot Seed Thread
Reply #16 - May 16th, 2012 at 1:02pm
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Ironnerd wrote on May 16th, 2012 at 7:20am:
My favorite is from "Opponents Unlimited"

As night falls, panic strikes the city; someone has stolen all the street lights!

Now just imagine how hard that would be to pull off and the kind of powers that would be required.



Apparently you've never been to Iraq, not single street light works, as every piece of copper wire, and light bulb has been stolen. And don't even get me started on how fast they can strip a car.  Cheesy  Wink
  

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Re: The Plot Seed Thread
Reply #17 - May 16th, 2012 at 3:52pm
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dsumner wrote on May 16th, 2012 at 1:02pm:
Ironnerd wrote on May 16th, 2012 at 7:20am:
My favorite is from "Opponents Unlimited"

As night falls, panic strikes the city; someone has stolen all the street lights!

Now just imagine how hard that would be to pull off and the kind of powers that would be required.



Apparently you've never been to Iraq, not single street light works, as every piece of copper wire, and light bulb has been stolen. And don't even get me started on how fast they can strip a car.  Cheesy  Wink


Well, my wife is from Detroit, about the same. We never drive our own cars up there...
  

John "Ironnerd" Adams
"The GM is the balancing mechanic" - Klystron
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Re: The Plot Seed Thread
Reply #18 - May 16th, 2012 at 5:38pm
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I think the Iraqis, and the populations of many 3rd world countries for that matter, have several abilities.

Transmutation: Something from Nothing: Through sheer force of will, or through years of hard living, the character has the ability to cobble together usual everyday devices, out of the trash of others. This can range from lights, to pull carts, to working automobiles.

Heightened Senses: Sense Money: The character has the ability to detect if you have any money at all in your pockets. and then devise a way to get you to spend it on his wares.

Emotion Control: Pity: he character has the ability to sew a tale of woe, so sorrowful, that anyone within earshot is compelled to provide monetary assistance. A successful save vs. CHR or Willpower defense is necessary to succumbing.

Adaptation: The character has the ability to go without food, shelter, and clothing, in extremely harsh environments for extended periods of time. If given enough time, the character will begin to adapt to the environment around him, and slowly build some sort of society in the harsh environment. 
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #19 - May 16th, 2012 at 6:49pm
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the Psi-Phon plot could as an added twist turn out to be Mirage's handiwork, discovered after defeating and apprehending Psi-Phon.
  
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Re: The Plot Seed Thread
Reply #20 - May 18th, 2012 at 2:17pm
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So, anyone else want to take a crack at some of these?
  

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"Nemo me impune lacessit"
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Re: The Plot Seed Thread
Reply #21 - May 20th, 2012 at 11:44pm
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2 supers matching Vibron & Vindicator's descriptions have been seen FIGHTING crime in Campaign City! are they reforming? is it a ploy?  is it really them, impersonators, or good doppelgangers? or is Mirage back in town?
  
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Re: The Plot Seed Thread
Reply #22 - May 20th, 2012 at 11:53pm
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None of the above!  They're MARRIED! (oh, I thought you just said "fighting" and not "fighting crime")
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Re: The Plot Seed Thread
Reply #23 - May 21st, 2012 at 12:06am
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oh snap! Talk to the Dragonhand cause Lightning-Fist is on vacation!
  
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Re: The Plot Seed Thread
Reply #24 - May 21st, 2012 at 12:10am
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Od and his Avant Guard challenge/bet a particularly bored Anima-Man to a "performance art contest" crimespree turning police & heroes into abstract art & statuary. Bad enough, but Mystico is following giving subtle assists in hopes they can help him...
  
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Re: The Plot Seed Thread
Reply #25 - May 21st, 2012 at 12:13am
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... achieve his longterm goal of de-animating his deceased friend Reginald Stone? (...hopefully before someone has to make up a character sheet for him)
  
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Re: The Plot Seed Thread
Reply #26 - May 21st, 2012 at 1:07am
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after Sgt Ramble teams up with a Mirror Universe evil duplicate of Nomad, the heroes find their butts banished to Purgatory- Mirror Finity- where their only hope of escape means teaming up with the Monolithics- heroic duplicates of the Primevils!wackiness
  
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Re: The Plot Seed Thread
Reply #27 - May 21st, 2012 at 1:19am
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of course, purgatory should have actual dinosaurs, ruined ancient cities, skylons, crystal pylons, Enik, and of course, his plentiful degenerated Sleestak decendents.
  
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Re: The Plot Seed Thread
Reply #28 - May 21st, 2012 at 1:36am
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somebodys Drafting easily bamboozled supers- Kahless Khan, Proditor Capella, the Bull, even the hero Majestic! (lol) but why? and who? BAD? Crushers? TOTEM? or worse yet, FORCE?
  
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Re: The Plot Seed Thread
Reply #29 - May 21st, 2012 at 8:35am
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Look out, old chum!!
Megalodon (cf fgu free downloads) is enough of a threat to the seafaring... but what happens if Jaws (mw1) and King (mw3) come under his thrall as well? stay off the beeaches...
  
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Re: The Plot Seed Thread
Reply #30 - May 21st, 2012 at 11:42pm
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any feedback?
  
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Re: The Plot Seed Thread
Reply #31 - May 22nd, 2012 at 12:04am
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Bill Kropp wrote on May 21st, 2012 at 8:35am:
Look out, old chum!!
Megalodon (cf fgu free downloads) is enough of a threat to the seafaring... but what happens if Jaws (mw1) and King (mw3) come under his thrall as well? stay off the beeaches...

Wow, full of all sorts of bloody win... Smiley
  

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Re: The Plot Seed Thread
Reply #32 - May 22nd, 2012 at 12:06am
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Bill Kropp wrote on May 21st, 2012 at 12:13am:
... achieve his longterm goal of de-animating his deceased friend Reginald Stone? (...hopefully before someone has to make up a character sheet for him)

The Zombie has stats in the re-release of Most Wanted as published in Giant #3...
  

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Re: The Plot Seed Thread
Reply #33 - May 22nd, 2012 at 12:59am
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Huzzah! glad u liked Megalodon's seed. I dig the idea of the Monolithics- superheroes banished from their evil homeworlds for trying to save them, trapped in The Land Of The Lost...
  
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Re: The Plot Seed Thread
Reply #34 - May 22nd, 2012 at 3:24am
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Wow, doing Acts of Vengeance in V&V would really cause some havok!

I liked the Monolithic plot seed, too!
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