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50% found this document useful (2 votes)
356 views41 pages

M&M Superlink - Church and State Combat Book (Brand)

mm

Uploaded by

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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DEATH of

DR NULL
by Ben Robbins
Art Daniel Garcia (Empty Room Studios),
Ching‑Ping Lin, Robert Haskell
Comics Jem Lewis (stickopolis.net)
Diagrams Ben Robbins

a Lame Mage Production


www.lamemage.com

Copyright © Ben Robbins 2006,


All Rights Reserved

Playtesters:
New Century City–Gavin “Shadow” Cummins, Paul “Dr Daedalus” Ellis,
Mike “Hammer” Frost, Chris “Moon Man” Haddad, Robert “Stardust”
Haskell, Jem “Eclipse” Lewis, Ching‑Ping “Captain Danger” Lin,
Seth “Guardian” Richardson, GM Ben Robbins.
Nexus–Mary “Storm Knight” Clegg, Rob “Kuma” Martinez,
Nancy “Momentum” Willingham, Ron “Asphalt” Willingham, with special
appearances by Katie “Destroyer of Worlds” Willingham, GM Bob Huss.
Strike Force–Besheer “Shadow Snake” Mohamed, Joshua “Montage”
O’Connor‑Rose, Sacari “Aziza” Thomas‑Mohamed, with special
appearances by Thelonious “Johnny Elf” Linford and Ellington “I’m not
Incredible Hulk” Linford, GM Jake Linford.
Special thanks to Stephen Scholz and Ching‑Ping Lin.

The following is Open Game Content in accordance with the Open Game
License: a) character stat blocks except for character name, b) grey text
blocks, c) rule references from other Open Game Content. All other material
is Product Identity.

Mutants & Masterminds, M&M Superlink, the M&M Superlink logo, and
Green Ronin are trademarks of Green Ronin Publishing and are used with
permission. Hero points are product identity of Green Ronin Publishing and
are used with permission.
Contents Introduction
Introduction........................................................................... 2 Floods, earthquakes, giant robots, atomic doppelgangers
Curses, Foiled Again!......................................................... 3 and an alien invasion: the heroes are in for a busy day.
Who is Dr Null?.................................................................. 3
Picking a Tone (GM Craft)........................................... 3 This adventure is a sequel to Day of Dr Null and Dr Null:
Setting the Stage................................................................ 3 Battle on the Bay Bridge (a free download from Lame
Open House........................................................................... 4 Mage Productions), but it can be used without either of
Enter the Heroes................................................................ 4 those scenarios if you prefer.
The Prisoner (Scenario Variant).................................. 5
Action................................................................................. 6 In Dr Null: Battle on the Bay Bridge, Dr Null unleashed
Dungeons & Doomsday Devices (GM Craft).............. 6 a horde of mechanical insects, robots programmed to
Splitting Up the Party (GM Craft)................................ 6 construct more and more replicas of themselves from raw
Searching the Base............................................................ 6 materials they scavenged from their surroundings. His
Power Plants............................................................... 6 plan: world domination through recycling.
Automated Factories................................................... 8
Vehicle Bays............................................................... 8 In Day of Dr Null, he hatched a scheme to transfer his
Underwater Locks....................................................... 8 mind into the body of the Neutron Fist, an unstoppable
Labs............................................................................ 9 criminal powerhouse cursed with a disintegrating touch
Booby Traps..................................................................... 10 that prevents him from ever leading a normal life. This was
It will take more than that to stop me! (GM Craft)..... 10
merely a prelude to his real plan: to conquer the city with
Spawn from the Vats........................................................ 12
Nobody Home.................................................................. 13 an army of Atomic Supermen, mass produced synthetic
Characters........................................................................ 14 clones with inhuman strength and radiation powers, and
Atomic Super Clone.................................................. 14 conditioned with absolutely loyalty to their creator, Dr Null.
Tentacled Horror....................................................... 15
In the first part of this scenario (Open House) the heroes
Dam Dr Null!........................................................................ 16 track Dr Null back to his secret base, braving the mad
Blake River Dam.............................................................. 16 scientist in his lair to bring him to justice and end his reign
Dr Null’s Arrival................................................................. 16
of terror. The heroes have to endure cunning booby traps
Enter the Heroes.............................................................. 17
Revelations...................................................................... 17 and then defeat the monstrous creations of Dr Null’s labs…
Action............................................................................... 17 only to discover that they are too late, Dr Null has already
Tankbot Patrols......................................................... 19 departed to inflict one more fiendish plan upon humanity.
Submerged Giant Robot........................................... 19
Time Runs Out (GM Craft)................................. 20 In the second part of this scenario (Dam Dr Null!) the
Belly of the Beast (Action Shtick)....................... 20 heroes follow Dr Null to the Blake River Dam, where he
Dr Null, in the Power Plant........................................ 21 seems prepared to destroy the dam and flood the city in
Revenge of the Fist (Optional).................................. 21 a final act of spite. His real plan is far more diabolical–
Action Shticks................................................................... 22 he intends to use the electricity from the dam to power
Finger In the Dike...................................................... 22 his Seismic Converter, a device capable of inducing
“And Then the Dam Breaks!”.................................... 23
earthquakes across the globe.
Hazards............................................................................ 23
High Voltage.............................................................. 23 As described in the Origin of Dr Null, the Seismic
Exploding Generator................................................. 23
Converter is the same invention that caused the accident
Finale, Take 1–Seismic Converter.................................... 24
Harmonic Waves (Optional)...................................... 25 resulting in Dr Victor Marsden’s amnesia and his rebirth
Finale, Take 2–Death of Dr Null....................................... 25 as the nefarious Dr Null. Events in his life have come full
Aftermath.......................................................................... 25 circle–the device he once invented to help mankind is now
Characters........................................................................ 26 his ultimate weapon to destroy the world he has come to
Iron Juggernaut......................................................... 26 despise.
Tankbots.................................................................... 27
Nega-Sphere............................................................. 28 If you are running Day of Dr Null back-to-back with Death
Dr Null....................................................................... 29 of Dr Null you can have all the action of both adventures
Origin of Dr Null................................................. 30 packed into one very long day: Dr Null tries to mind swap
Aliens Ex Machina............................................................. 31 with the Neutron Fist before noon, the Atomic Supermen
Watcher Drones........................................................ 33 attack the city shortly thereafter, then the heroes track down
and invade the secret base in the afternoon or evening,
Further Adventures........................................................... 34 with Dr Null taking over the dam that night, making it truly
Appendices. ........................................................................ 35 one extra-long action-packed day of Dr Null!
GM’s Fast Reference Sheets........................................... 35
Player Handout Illustrations............................................. 37

Death of Dr Null -- Introduction


Who is Dr Null? Jail Break–If Dr Null is in prison, a contingency plan set in
motion by his capture awakens a buried horde of robotic
In now famous Senate testimony, a respected prosecutor minions. They home-in on his location and level any
once branded Dr Null “the most dangerous man alive.” prison holding him. The simplest option is to have this
In a world that is home to superhumans capable of lifting attack occur off-screen, guaranteeing Dr Null’s escape,
mountains and melting tanks with beams from their eyes, or have the heroes show up in time to fight some
it’s no small tribute, especially considering that Dr Null stragglers still demolishing the prison after Dr Null has
himself has no superhuman powers. His danger stems gone. Heroes might be preoccupied with rounding up
entirely from his scientific genius, a genius that has proven other criminals or supervillains freed inadvertently.
capable of devising inventions far in advance of modern Use Bugbots from Dr Null: Battle on the Bay
science and schemes that threaten the very world. Bridge, but without the ability to construct more.
Dr Null is also undeniably mad. His is a grand, all-
encompassing madness, a madness that harbors deep An alternative is for the authorities to discover that the
bitterness towards the world and yearns for his genius to be Dr Null they captured is really an android duplicate or a
recognized. See the Origin of Dr Null for more information synthetic clone, a decoy left behind while the real Dr Null
about his background. made good his escape.

If you need to explain why the heroes have not heard of Federal Agent–A government contact can be a ready
such a major villain before, you can presume that Dr Null source of information for the heroes, providing useful
has been out of sight for the past few years, optimistically background and exposition as needed. FBI Special
believed dead or safely locked away as described in Agent Angela Cordry is professional and matter-of-
Setting the Stage. Or you can limit Dr Null’s past schemes fact, seemingly unflappable no matter how unusual the
to other cities or parts of the world, which is why the heroes situation gets–after all it comes with the territory.
have not dealt with him directly before.
“Could be some residual radiation from those Atomic
Supermen. Contact the NRC, tell them they need to
Picking a Tone (GM Craft) get some people on scene ASAP.”
Dr Null can be played as a stereotypical mad scientist or a She provides the heroes with whatever information and
deadly serious enemy of mankind. He can be a crazed pulp cooperation she can, because procedural issues aside
villain or a disturbing reflection of man’s finest aspirations she knows that they are the best bet for dealing with Dr
gone wrong. Pick the tone that works for your game. The Null. Introducing Agent Cordry is also useful if you are
adventure works either way, but deciding what tone you going to use the Aliens Ex Machina option.
want will help you set a consistent mood while you are
running the scenario. Use Government Agent stats from M&M Chapter 11

Setting the Stage Seismic Converter–Knowing that the Seismic Converter


was the invention that precipitated the birth of Dr Null
It is always important for the heroes to have some context helps the heroes understand that the climax at the dam
for what is going on. In this scenario you want to make sure brings Dr Null’s arc full circle. It helps the heroes see that
the heroes know something about Dr Null and understand the stakes are high and gears them up for a dramatic
that he is a major threat when they encounter him. conclusion.

If you have already played Day of Dr Null or Dr Null: If you have not introduced the Seismic Converter before,
Battle on the Bay Bridge this should not be a problem. Agent Cordry is an obvious source for this information.
Your heroes should be well versed in the ways of Dr Null Heroes who learn about the Seismic Converter in the
by now. If your heroes just finished Day of Dr Null, there is base could contact authorities to learn about it on their
no need to set the stage–they are probably hot on the trail way to the dam. See the Origin of Dr Null for more
of Dr Null. Use the following elements as needed: information.

Curses, Foiled Again!


Despite his best laid mad plans, it is possible the heroes will capture or even kill Dr Null before the scenario runs its
course. Assuming there is no way for Dr Null to make a reasonable escape, you can use the Duplicate Doctor trick:
the Dr Null that the heroes captured or killed was really a decoy, a synthetic clone or an android duplicate intended
to distract them while the real Dr Null was busy elsewhere. Award the heroes a Hero Point and move on. At the dam,
Dr Null is safely ensconced in his Nega-Sphere and not easily captured.

Death of Dr Null -- Introduction


Open House
With a sweep of his arm Dr Null sends equipment crashing from the counter top in the darkened lab.

“My glorious Atomic Supermen, ruined! Oh how they must be laughing now, laughing at me, me whose boot they
are not even worthy to kiss! They think they’ve seen the last of me, think I’ve run off to lick my wounds. They’ll find
I’m not so easy to be rid of. I will have revenge, and I will have it now!”

He stabs buttons on the consoles and file after file is called up on the looming monitors, the screens filled with
schematics and experimental data.

“But how, how? The Tentacled Horror? No, the cellular division is still too unstable. The Orbital Lasers? The
Prismatic Strato-Cloud? No, too long to wait for a launch window. The Dementi-Mist? The Animal Enlarging Ray?
Bah, child’s play! Wait what’s this? Self-replicating Bugbots? Hmm, world domination through… no no no, I’ve tried
that! There must be something…”

Dr Null stares at the image left frozen on the screen. He leans back in his chair, his look of frustration transformed
into vengeful glee.

“Ahh, of course. Perfect! Simply perfect.”

“Defeated me, have they? Their laughter will die in their throats, when they see that it is by my hand that the world
is brought to ruin! They will remember the name of Dr Null!”

His plans foiled, Dr Null retreats to his hidden base to rant, information about closed off access tunnels leading to
sulk, and plot his revenge. Most supervillains would brood the base.
and scheme, bide their time, and only surface to exact
vengeance once the time was right and their plans perfect. In either of the latter cases, a check of the old city records
Dr Null is not so patient. He wants revenge, now. could reveal that the location matches the site of the old
subterranean power plant.
Dr Null’s lair is a subterranean power station, abandoned
by the city decades ago. In its day it was an optimistic Heroes that follow the Bore Carrier or Cyclotron tunnels
vision for the city of the future, designed to tap clean enter the base through the vehicle bays. Heroes that
geothermal power by capturing heat from deep fissures learn of the abandoned geothermal plant could research
and transforming it into electricity. The plan turned out to forgotten utility tunnels beneath the city streets that lead
be overly optimistic and the station never met its expected down into the facility.
output. It was shut down after more modern facilities were
constructed and eventually forgotten. If you had an all-star cast of guest superheroes help
fight off the Atomic Supermen, why don’t those heroes
help invade Dr Null’s base? They can be busy restoring
Enter the Heroes order, helping trapped civilians and hunting down stray
Atomic Supermen loose in the city. Or maybe they are
If you are running this scenario as a sequel to Day of Dr
just following their own leads to hunt down Dr Null, but
Null the heroes will have several obvious means of hunting
with less luck than the player characters.
down the Dr Null in the aftermath of the attack of the Atomic
Supermen: If you ran Dr Null: Battle on the Bay Bridge but not Day
of Dr Null, the heroes may search underwater for signs of
• Heroes could follow the tunnels dug by the Bore Carriers
Dr Null’s escape pod or to find out where his Bugbots came
or the Cyclotron. This could be a slow process due to
from (since they crawled out of the bay), leading them to
cave-ins, collapsed sections, and other subterranean
discover the underwater locks. You can also quickly get the
hazards, giving Dr Null time to prepare his next move as
heroes involved using The Prisoner option.
described later on.

• A scientific character could collect seismic data from Throughout this adventure specific powers or skills are
nearby geology centers and use it to triangulate the cited as solutions to particular challenges. That does not
point of origin of the massive Bore Carriers. mean these are the only possible solutions–far from it. If
you or your players think of other abilities that seem like
• A more careful examination of the computer systems of they would work, run with it.
the warehouse lab from Fist for a Day could turn up

Death of Dr Null -- Open House


The Prisoner (Scenario Variant)
Instead of the heroes invading Dr Null’s base you can run this scenario inside out and have the heroes start off captured
and then break free. Capturing the heroes has several advantages:

Talk to the Doctor–Heroes get to listen Dr Null rant while in captivity, giving them some insight into his madness and his
next move. Since the imprisoned heroes are unable to take action it forces the players to roleplay. They can argue,
plead or threaten but little else. Crafty heroes will try to get as much information out of Dr Null as possible (“Tell me, in
detail, about your master plan…”)

Medical Exam–Letting Dr Null make a thorough lab examination of a captured hero opens up lots of possibilities. In
the short term, it lets Dr Null create an Atomic Super Clone, but later on his knowledge of a character’s powers and
weaknesses could come back to haunt the hero. Dr Null could invent special devices or menaces to take advantage
of a hero’s weaknesses or create new terrors based on the hero’s powers. Even if Dr Null never uses the information
it could be discovered in his data banks after his defeat, making its way into other hands later on. How will the Feds
(or the Press) react when they learn that All-American Man really has an alien physiology?

If you ran Day of Dr Null, Attack of the Atomic Supermen discusses possibilities for ending that scenario with the
defeat of the heroes. If the battle with the Atomic Supermen is still raging through the city (conveniently displayed on the
base monitors) the heroes might have to escape, surface to save the city, and only then return to the base to try to nab
the elusive Dr Null. If they waste time scouring the base for Dr Null first, the city will be flattened.

If the heroes were not captured, this scenario is taking place much later or you did not run Day of Dr Null at all, you can
opt to start with a GM’s Fiat capture of the heroes. This works best if Dr Null has a reason to target the heroes, either
because they are prominent defenders of the city and he wants them out of the way before his next attack, he wants to
examine them to collect scientific data or as revenge for foiling him in the past. The game begins with a brief scene luring
the heroes to an apparent threat that turns out to be a trap. The heroes are knocked unconscious by the insidious phase-
web or the gas that seeps out of the fake war-machine rolling through downtown, only to awaken in the lair, prisoners
of Dr Null. If you want to maintain the surprise of the Atomic Super Clone, one hero is missing when the other heroes
awaken and break free, or that hero is taken away after some roleplaying discussion with Dr Null.

You can also have just one hero captured and run a short solo where that hero is examined by Dr Null but escapes to bring
the other heroes (no doubt scouring the city for their lost comrade) back to raid the base. Make sure the solo hero does
not just tackle Dr Null and leave the other heroes out of the game. Since Dr Null has not left yet, the base is teeming with
Tankbots (do not reveal the Iron Juggernaut yet). If necessary let Dr Null’s examination temporarily reduce or neutralize
the hero’s powers, making a desperate escape the only option. Like all solo scenes, either run it when the other players
are not present or make sure it does not go on too long and leave the other players twiddling their thumbs.

Regardless of how or why they are captured, the heroes should spend some time roleplaying being ranted at by Dr Null,
and then he should make himself scarce, giving them an opportunity to recover and plan their escape. After they escape
the heroes can search the base for Dr Null (unless they first surface to stop the Atomic Supermen), putting them back in
the normal flow outlined in the Action section.

Neural Disruptor
Imprisoned heroes are fitted with Neural Disruptors, a small circlet that emits magnetic frequencies that interfere with
the brain’s normal operations, impairing the subject’s muscle control and making it impossible to concentrate enough to
activate powers. The subject can still speak and see through a blurry haze, but that is all.

Paralyze 12, Concentration (Lasting)

An advantage of the Neural Disrupter is its simplicity–instead of trying to counteract or nullify a bizarre array of
superpowers, it attacks the mind directly, preventing a hero from activating or using powers. If heroes have abilities that
would obviously make the Disruptor ineffective, Dr Null customizes something for them–he is an unparalleled genius and
should have little problem devising a way to contain them.

If you want to insure that your heroes get to roleplay a bit and talk to Dr Null instead of just busting out and pounding
him, you can start off treating the Neural Disrupters as a Complication–the heroes are too weary after their capture to
fight off the effects. Give them a Hero Point and don’t even let them roll. Later on when they have recovered a bit (and
the roleplaying is over) they can muster their strength and try to break free normally.

Death of Dr Null -- Open House


Action their comrades have unwittingly left them behind. Even if
both groups can communicate (with commlinks, telepathy,
The heroes may enter and explore the base any number of etc.) it might not be so easy to actually find each other in
ways, but basically the action will fall into these stages: the labyrinthine complex, at least not before they stumble
into a few booby traps…
1) Searching the Base–Explore the eerily quiet base. Find
signs of Dr Null’s various projects (including the empty
vehicle bay that contained the Iron Juggernaut and the
Searching the Base
automated factory where the Seismic Converter was just Dr Null’s lair is a complex maze of interconnected chambers,
assembled). utility tunnels and service corridors. Even with the blinking
lights in the labs and the half-built war-machines, it’s an
2) Booby Traps–Penetrate deeper into base. Stumble into eerily empty place, echoes carrying from one cavernous
booby traps. chamber to the next.
3) Spawn of the Vats–Reach the lab area. Encounter Most of the complex is from the original power plant,
the Atomic Super Clone, the Tentacled Horror and any but some new areas have been carved out by Dr Null’s
captured superheroes (PC or NPC). robots and many existing areas have been repurposed
4) Nobody Home–Discover that Dr Null is already gone or modified. Walls, ceilings and floors are rough industrial
(this is really a revelation, not an action scene). concrete reinforced by jutting iron girders.

Areas important to the plot are marked with a “Í” icon.


Dungeons & Doomsday Devices (GM Craft)
A dungeon crawl does not fit the superhero genre. Power Plants
Superheroes zip though villain bases, smashing walls or Dr Null has put the original geothermal power plants back
wafting through them with arcane powers. They do not in operation, providing amble power for all his machines.
decide on a marching order and do a room by room search Steam from deep subterranean fissures is captured in
(or if they do a search, it is glossed over off-screen). pipelines and used to spin turbines and generate electrical
Dr Null’s base is a complex maze of interconnected power. The Power Plant zone is the area that Dr Null has
chambers, utility tunnels and service corridors, but instead modified the least. It looks much the same as it did when it
of mapping each room the floor plan is simplified into a was first constructed, except for the rust and dust.
series of zones. This is to help you keep the search and • Towering turbines and generators, perpetually humming
exploration dynamic, not get bogged down in details. If you away. The machinery is clearly outdated, old ironwork
know the heroes are somewhere in the vehicle bays zone structures built by city planners years ago.
that is good enough–you do not need to track precisely
what room they are in. • Pipelines run straight down into deep, deep natural
fissures. It’s a long way down.
A loose floor plan also lets you set adjust the pacing as you
see fit. Want characters to bump into each other? Want the • Access tunnels connect to utility tunnels deep beneath
heroes to stumble into a booby trap? Want them to find the the city streets. Most are sealed, blocked off or rusted
lab and stop wandering around? Just say they do. shut, but that will probably not stop heroes from using
them as an entrance or exit.
Splitting Up the Party (GM Craft) Heroes may hope to cut power to the base by disabling
or destroying the generators. Logical, but it may not
In comic books or movies the heroes frequently split up to
help the heroes as much as they might expect. Critical
search an area more quickly. It rarely happens in games,
systems (booby traps, life support tubes, some computer
because when you split up the characters some players
systems) have backup batteries that will last for hours or
are just sitting and waiting while others are playing.
even days. A power outage may even hinder the heroes
Splitting up the heroes for short periods can work, and by sealing some doors or making it difficult for them to
doing so can change the team dynamic and create open the underwater locks.
dramatic tension. Heroes may have grown accustomed to
Either way, emphasize that the heroes have had an
relying on the powers of their teammates–removing those
effect instead of down playing it. As the generators go
teammates forces them to confront challenges differently
off-line the lights fade, plunging the base into darkness
and may allow characters to shine in new ways.
for a moment before weak emergency lights kick in. The
You can use a Complication to split heroes up involuntarily cavernous complex is now a much more spooky place
(earning the characters Hero Points). One or two heroes to investigate, making the adventure that much more
dawdle to look at something interest, only to discover that dramatic.

Death of Dr Null -- Open House


Dr Nullʼs Secret Base
Zone View

Dungeons & Doomsday Devices (GM Craft)


A dungeon crawl does not fit the superhero genre. Superheroes zip though villain bases, smashing walls or wafting through them with arcane powers. They
do not decide on a marching order and do a room by room search (or if they do a search, it is glossed over off-screen).
Dr Null's base is a complex maze of interconnected chambers, utility tunnels and service corridors, but instead of mapping each room the floor plan is
simplified into a series of zones. This is to help you keep the search and exploration dynamic, not get bogged down in details. If you know the heroes are
somewhere in the vehicle bays zone that is good enough–you do not need to track precisely what room they are in.
A loose floor plan also lets you set adjust the pacing as you see fit. Want characters to bump into each other? Want the heroes to stumble into a booby trap?
Want them to find the lab and stop wandering around? Just say they do.
Automated Factories otherwise), the remnants of designs Dr Null lost interest in
and abandoned.
Dr Null has designed automated assembly systems to
make him self-sufficient, modular robotic factories that The corridors connecting these chambers and the
enable him to single-handedly build his many projects. underwater locks are the largest in the base (over a
These construction systems have limited mobility and hundred feet tall), enabling Dr Null’s huge vehicles to come
no intelligence, consisting of small drones to carry parts and go.
and manipulator arms mounted on scaffolding that whir • Launch area for the three Subterranean Bore Carriers
and twitch as they build whatever design Dr Null has fed from Day of Dr Null. The carriers were inverted on
into them. Some are built for fine work like assembling gantries and drilled downward to leave the base. Massive
microcircuitry, others for heavy work like welding or cutting raw holes remain beneath the gantry in each launch bay.
heavy steel plate. If he needs more units he can use these If any of the Bore Carriers escaped they are here.
robots to build more robots, and so on.
• Cyclotron bay, near the Bore Carrier bays. The Cyclotron
• Half-assembled prototypes of robotic insects the size of is parked here if Dr Null escaped in it. It stands upright
small cars litter one assembly area (Bugbots from Dr supported by a gantry.
Null: Battle on the Bay Bridge).
• Framework for a new Tripod Walker, abandoned shortly
Í Spare parts and raw materials are scattered around a
after it was begun. If Dr Null escaped Dr Null: Battle on
suspiciously empty spot in the middle of a construction the Bay Bridge with his vehicle intact, the Tripod Walker
grid. Detached cables dangle from the ceiling and a few will be here, partially de-assembled for repairs and then
robotic arms still dart back and forth as though unaware forgotten.
that the device they were working on is gone. Heroes
could hear the sound of the restive robotic arms as they Í One bay is cluttered with smashed scaffolding. Until
pass nearby, drawing them to investigate. recently it held Dr Null’s Iron Juggernaut (see Dam Dr
Null!) and when he departed he just drove out with the
The new improved Seismic Converter was assembled gantry still attached rather than waste time clearing a
here before being carried away by Dr Null’s drones. If path, no doubt impatient to get on with the business of
the heroes have seen plans for the Converter (probably destroying the city. Tempus fugit.
while investigating Dr Null’s origins) they have a slim
chance of being able to recognize some of the rejected The floors are reinforced concrete but heroes can detect
parts still in the room. A failed check may just make the fresh gouges consistent with a massive treaded vehicle.
hero realize there is something familiar about the parts Following the faint tracks will lead to the underwater
without being able to identify exactly what. locks.
Knowledge (Technology) DC 30 to recognize parts Notice DC 25 to detect tread marks leading from
from Seismic Converter, but only if previously vehicle bays. Notice or Search DC 20 (whichever is
exposed to its design. better) if heroes intentionally check that area.

Vehicle Bays Underwater Locks


Huge central chambers are flanked by massive vehicle A massive pressure door over a hundred feet high opens
bays. The bays vary in size, but the largest can hold into an airlock which leads into the depths of the nearest
vehicles a hundred feet wide and twice that height. Most bay or deep river in the city. If the base is farther inland, the
bays stand empty or contain a litter of spare parts and airlock leads to a submerged tunnel carved by Dr Null to
dusty scaffolding. Others hold bizarre skeletal prototypes reach the water. Other than burrowing, this is the primary
(completely inoperable unless it is more interesting to say way Dr Null enters and exits his lair.

Death of Dr Null -- Open House


Pressure prevents the inner door from opening when the
chamber is flooded (the door swings into the airlock), or
the outer door from opening unless the airlock is flooded
(to equalize the pressure with the exterior). When the inner
door is open the hinges physically block the ducts that
release water into the airlock, creating a manual safeguard
against flooding the base without destroying the airlock
first.

The tracks from the vehicle bays lead directly here. If the
heroes examine the controls they see that the outer doors
are open and the chamber is flooded–Dr Null left it that way
when he departed in his Iron Juggernaut. The controls can
be used to close the outer doors, drain the chamber, and
then open the inner doors if the heroes want to examine
the airlock.

If you ran Dr Null: Battle on the Bay Bridge, this is how


the Bugbots and the Tripod Walker entered the bay, and
how the Escape Pod returned to the base.

If you want your heroes to have a quick means of


pursuing Dr Null after they learn he has gone to the dam
they could find the Escape Pod discarded nearby and
use it as a submersible.

Labs
Dr Null has an array of labs, many interconnected rooms
containing a treasure trove of exotic and often bewildering
equipment. Some of it works, some of it doesn’t. This is
where Dr Null can usually be found, pouring over data on
a thirty foot high monitor screen or smashing beakers in
frustration (a mad scientist in both senses of the word).

Innumerable experimental devices and half-finished


prototypes litter the labs. If an inventor wants to spend a
Hero Point an jury rig something, this is the place to do it.

The labs are the control center of the base since Dr Null
can monitor and control most functions from any of the
consoles. Any prisoners captured will be brought to the
labs for examination.

Í See Spawn from the Vats section.


Booby Traps
Dr Null has seeded his base with booby traps to welcome intruders. The traps are scattered throughout the base, their
placement more a product of the doctor’s whim than any orchestrated defense plan, which means you can have the
heroes stumble into them whenever you want.

If heroes are subdued by any of the traps, automated systems will dispense robot drones to carry them to the labs, fit
them with Neural Disruptors, and place them in life support tubes until Dr Null has time for them (see The Prisoner for
things to do with captured heroes).

It will take more than that to stop me! (GM Craft)


Some heroes have powers that make particular traps completely ineffective against them. Instead of considering this
a problem, think of it as a chance for the heroes to show-off their powers. Resist the urge to tweak the traps to effect
specific heroes. After all there is no point having powers greater than ordinary mortals if they never do you any good.

In the end these traps are unlikely to take out an entire team of heroes. If they split up to search the base, a lone hero
or a pair might be captured but it is unlikely that three or more heroes together will be defeated by a particular trap. It’s a
chance for the heroes to flex their muscles, smash some machines, and get even more irritated with Dr Null.

Traps spring in the surprise round. Heroes get a DC 30 Notice check to avoid surprise, though other senses or powers
may apply. Failure means the heroes get no action during the surprise round. A trap “takes 20” on its initiative roll so it
will usually go first. Heroes may opt to slow down and search for traps step-by-step, allowing them to make a DC 20
Search check, but this is a very, very slow process in such a large complex.

Strobe Lights
High intensity strobe lights flood the chamber, blinding intruders so they are unable to defend themselves against the
mechanical tentacles that snake down from compartments in the ceiling to crush them into submission.

Surprise Round
Dazzle 12 (all sight) area
Subsequent Rounds
Dazzle 12 (all sight) area
six tentacles: +8 attack, damage 8, +20 grapple check
Escape
Strobe lights–Def 5 (Medium), Toughness 2, automatically destroyed if they fail a Toughness save (fragile)
Tentacles–Def 14, Toughness 8 (Impervious 5)

Double Immobilizer
A parabolic dish drops from the ceiling and bathes intruders with waves of mind-numbing high frequency sound (heroes
may recognize the Sonic Immobilizer from Dr Null’s Tripod Walker in Dr Null: Battle on the Bay Bridge). While the
heroes are reeling, secondary emplacements pop out and pepper them with streams of fist-sized balls. These blob balls
are too soft to hurt on impact, but they stick to the target and each other, entangling the target as they accumulate.

Surprise Round
Paralyze 10 area
Subsequent Rounds
Paralyze 10 area
four sticky ball guns: +8 attack Snare 8 autofire contagious
Escape
Sonic Immobilizer–Def 7 (Tiny), Toughness 4, automatically destroyed if it fails Toughness save (fragile)
Four Sticky Ball guns–each Def 7 (Tiny), Toughness 6

All weapons are mounted on the ceiling, out of reach of normal melee attacks. There is nothing to prevent heroes
who are not entangled or paralyzed from just fleeing the room.

Death of Dr Null - 10 - Open House


Vacu-centrifuge
When intruders reach the middle of this cylindrical corridor the entire hallway begins spinning along its horizontal access.
Centripedal force knocks heroes down and pins them against the walls as the tube spins faster and faster. Portals at both
ends of the corridor slam shut and hidden valves pump out the air, rapidly creating a near vacuum.

Surprise Round
Gravity Control 6, flying characters unaffected
Nauseate 4, flying characters unaffected
Round 1
Suffocate 4
Gravity Control 10, flying characters unaffected
Nauseate 8, flying characters unaffected
Subsequent Rounds
Suffocate 8
Gravity control 10, flying characters unaffected
Nauseate 8, flying characters unaffected

Attacks affects everyone in the corridor automatically with no Reflex save. If a character is able to fly but was on
the ground when the trap was sprung they will take full effect until they are able to get airborne.

Escape

Corridor walls are Toughness 14 (Impervious 8). If a wall is Disabled the cylinder will grind to a halt, though an
abrupt puncture could cause the cylinder to “crash”, inflicting a Damage 10 area (normal Reflex save) on everyone
inside. If the cylinder is stopped but not breached (by telekinesis, etc.) subjects still suffocate.

Gauntlet of Fire
Knock-out gas silently pours into the chamber as the intruders pass through. If anyone remains standing after the gas
takes effect, an grid of flamethrowers fire into the room, trapping the heroes in a deadly maze.

Surprise Round
Paralyze 8 alternate save Fort sleep area subtle (no Reflex save vs area unless target perceives gas)
Subsequent Rounds
Paralyze 8 alternate save Fort sleep area
Flame Blast 8 lethal area (Reflex save for no damage instead of half)

A stationary target only saves versus the flamethrowers once per round, but someone moving (for example trying
to leave the room) must save twice per round, potentially taking damage twice as they dodge through the grid of
gouting flame.

The jets are high enough off the ground that a prone or unconscious figure is not in immediate danger, though it is
more heroic to rescue your unconscious ally than leave them behind.

Escape

There are too many flamethrowers to destroy them individually. Heroes can escape by running the gauntlet of
flame jets to leave the room or smashing the entire chamber (Toughness 16 to damage the whole room). Most
characters get clear of the room in two rounds (slower than normal because of the need to dodge flame), one
round with Speed or Flight 3 or higher, double the time if the subject is Slowed by the gas.

Death of Dr Null - 11 - Open House


Spawn from the Vats Dr Null’s systems have imprinted only a basic intelligence
and crude destructive instincts in the clone, along with an
“It’s the Crimson Avenger! He’s been missing for undying loyalty to its creator of course. The “rescued hero”
days! Are you okay C.A.?” is disoriented at first but soon recovers. That’s when it’s
eyes start to glow green and it declares Dr Null it’s master,
“I… must… destroy… enemies of Dr Null..!” flattening anything nearby that looks like an enemy (i.e.
anyone who is not Dr Null).
The heroes enter Dr Null’s lab and find what they believe
to be a captured comrade, only to discover that it is really Damage to the lab smashes the tube containing the
an Atomic Super Clone! The ensuing destruction releases Tentacled Horror, and it flops onto the lab floor in an
one of Dr Null’s experiments, the Tentacled Horror, giving unattractive heap. At first it does not look like much of a
the heroes two monstrous menaces to fight at once. threat compared to the Atomic Super Clone–it is only
man-sized and not initially very aggressive. Exposure to
The lab is a high ceilinged chamber with old concrete walls energy (such as the Atomic Super Clone’s radiation or just
and cluttered with enough computers and exotic devices a shorting electrical system) changes all that, causing the
to make any mad scientist drool. The clone is floating Tentacled Horror to rapidly grow to monstrous sizes. Now
unconscious in a fluid-filled tube in the midst of the lab. there are two rampaging monsters in the lab.
Several other unoccupied tubes stand nearby.
If the Tentacled Horror is getting off to a slow start, have
The Tentacled Horror is across the lab in a man-sized tube a stray blast from the Atomic Super Clone hit it and
similar to the one containing the clone. The tube appears accelerate the growth process.
to be filled with kelp-like strands. The slow churning of the
strands may catch a hero’s eye as they enter the room, but
they are soon by distracted by the discovery of the clone.
Action Shticks
The Atomic Super Clone is tough, as tough as the original
Which hero Dr Null cloned depends on who got captured:
hero but with an added dose of radiation, plus the heroes
• PC or NPC hero captured during the battle royale against have to contend with the Tentacled Horror at the same time.
the Atomic Supermen. Fortunately there are sneakier approaches the heroes can
try.
• NPC hero who stumbled across Dr Null some time ago
and was captured. The PCs may have noticed this hero’s It must be mind control!–Despite the green glowing eyes
absence in the last few days. and the green glowing aura, some heroes will come to
the conclusion that this is the real hero, just brainwashed
• PC hero who was captured by a trap in the base and and with some new radiation powers. They may pull their
brought to the lab. Can Dr Null’s automated systems punches, all the while hoping their ally will snap out of
examine a hero and rapid-grow an atomic clone before it. Good stuff, which you should properly juxtapose with
the other heroes even reach the lab? Of course! the arrival of the real hero the clone is based on, freshly
escaped from elsewhere in the lab.
• PC hero was not captured at all. Dr Null got his hands
on a tissue sample from a previous encounter and made Deep down inside you there is good–Maybe Dr Null’s
the clone. In this case the heroes are unlikely to release systems did a better job than expected. Maybe more of
it, so have the clone awaken and break free on its own the original’s personality was transferred than intended.
after the heroes have the shock of recognizing the After seeing the mind transfer device in Fist for a Day
familiar face. this is not such a stretch. Could an impassioned plea
awaken the heroism buried deep in the clone’s heart?
If the character is an NPC it should be someone the heroes
recognize immediately and would want to help or at least No, I’m your master–The clone is programmed to serve
talk to. Dr Null absolutely. A crafty hero who passes herself off
as Dr Null could control it (with disguise, illusion or just
Action good voice impersonation). Without the real Dr Null
around for comparison it just might work, at least for a
Any fiddling with the controls near the clone’s tube little while.
immediately drains the nutrient fluid, after which the tube
rises and releases the occupant. If the heroes hesitate and Clash of the titans–Caught between two rampaging
just spend too much time pondering the situation have a menaces? Stand back and let them slug it out. Normally
hero bump into a control panel by mistake (Complication), a good plan, except the Tentacled Horror feeds on energy
unintentionally activating the release mechanism and and the Atomic Super Clone is an excellent source. The
getting the ball rolling. clone may be defeated but the Tentacled Horror will
become that much harder to beat.

Death of Dr Null - 12 - Open House


Reverse the ion flow–The lab is full of exotic devices
created by Dr Null. Many are incomplete. Many are too
complicated for even a super-scientist to fully understand.
Many will be destroyed in the first rounds of combat.
That should not stop a desperate genius from jury-
rigging something to zap the Atomic Super Clone, the
Tentacled Horror, or both. Bonuses for creative solutions
like draining the energy back from the Tentacled Horror
(causing it to shrink) instead of just blasting it.

Nobody Home
The heroes finally reach the nerve center of Dr Null’s base,
his inner sanctum and command center in the heart of his
labs. Sadly for the invading heroes, Dr Null has already left.
He took his Iron Juggernaut out through the underwater
locks. He may have left before the heroes even entered
the base.

Computer banks still chatter away and looming screens


show reams of cluttered data, just as Dr Null left it. One
large monitor shows the slowly rotating wire-schematic
of a cylindrical device with a complex array of internal
turbines–it looks more like a jet engine than anything else,
though any technician can tell it is a far more complicated
device. Sub-windows show a dizzying array of technical
data, along with a flashing indicator showing the status of
its construction in the automated factories (complete). The
window is labeled “Seismic Converter, mark II.”

A careful examination by skilled scientists could turn up


interesting details of Dr Null’s experiments, but the heroes
do not have that luxury. One of the towering monitors
displays a mix of city news channels, and as the heroes are
scouring the lab they are brought up short by the breaking
news from the Blake River Dam… Dr Null’s revenge has
already begun!
Atomic Super Clone villain / PL 12
STR DEX CON POWERS FEATS
34/+12 12/+1 26/+8 Blast 12 (radiation eye beams) [24 pp array] fearless
INT WIS CHA (alt) Blast 12 area cone, no range
(alt) Aura Strike 12 (radioactive field)
10/-- 14/+2 14/+2 Protection 8
Mind Shield 8
+12 punch 12 & Immunity 5 (radiation damage) SKILLS
ATTACK aura 12 Super-Strength 4
+12 blast 12 none
18 (14 flat)
DEF
aura 12
TOUGH +16

FORT REF WILL


DRAWBACKS
+10 +7 +12/+4
none
INIT GRAP SIZE
+1 +28 Med

abilities 50 + skills 0 + feats 1 + powers 55 + combat 40 + saves 10 + drawbacks 0 = 156 pp

To create an Atomic Super Clone from an existing character, start with the character’s normal stats and then make the following
adjustments. Adjustments assume starting character is PL 10 and the resulting Atomic Super Clone is PL 12.
Add:
Blast 12 (radiation eye beams)
(alt) Blast 12, area cone, no range
(alt) Aura Strike 12 (radioactive field)
Super-Strength 4
Mind Shield 8
Immunity 5 (radiation damage)
Fearless
Raise Strength to 34 (+12 damage) if it is lower, otherwise raise it by 4 (+2 bonus)
Raise or lower Attack to match PL 12 (+12 attack with blast, +12 attack with melee unless Strength is greater than +12)
Keep Defense the same, but raise Con to increase Toughness to PL 12 maximum (if adjusting from PL 10 this will usually
mean a +8 Con, giving a +4 bonus to Toughness and Fort).
You can also tweak the powers of the original character to reflect the raw fury of the Atomic Super Clone–increase the rank of a
power or add area, or remove abilities that seem inappropriate (Diplomacy, Bluff, etc.). A sample Atomic Super Clone based on
the Psionic Hero Archetype from M&M Chapter 1 is shown below.

Atomic Super Clone (Psionic hero) villain / PL 12


STR DEX CON POWERS FEATS
34/+12 12/+1 20/+5 Blast 12 (radiation eye beams) [24 pp array] fearless
INT WIS CHA (alt) Blast 12 area cone, no range ultimate save (will)
(alt) Aura Strike 12 (radioactive field) uncanny dodge
15/+2 22/+6 16/+3 Telekinesis 11
Telepathy 10 [20 pp array]
+12 punch 12 & (alt) Illusion 6 (all senses, selective, phantasms) SKILLS
ATTACK aura 12 (alt) Mental Blast 5
+12 blast 12 (alt) Mind Control 10 concentration 8 (+14)
Force Field 1 notice 4 (+10)
18 (14 flat)
DEF Mind Shield 8 sense motive 8 (+14)
aura 12
Immunity 5 (radiation damage)
TOUGH +16/+5 Flight 6
Super-Strength 4
FORT REF WILL Super-Senses 2 (Danger Sense, Mental Awareness) DRAWBACKS
+9 +6 +14/+6
none
INIT GRAP SIZE
+2 +28 Med

abilities 59 + skills 5 + feats 3 + powers 117 + combat 40 + saves 9 + drawbacks 0 = 233 pp

Death of Dr Null - 14 - Open House


Tentacled Horror monster / PL 11
The Tentacled Horror is one of Dr Null’s less
attractive experiments in cellular biology. When it
is immobile it looks like an undifferentiated mass
of greenish tissue, more a slimy mound of kelp
than an animal, but once active it is a nightmarish
knot of grasping tentacles. Biologically there is
no difference between the Horror’s body and its
appendages–the tissue is all the same. In fact it
does not really have a body in the regular sense,
just a nexus where the tentacles come together.

The Horror feeds on energy, and large enough


doses cause it to undergo extremely rapid
cellular replication. It can grow to enormous size,
its existing appendages expanding and splitting
into additional tentacles as needed.

Once it is exposed to energy, how fast the


Tentacled Horror grows is up to you. A good
rule of thumb is to have the horror increase one
size category every time it is hit with substantial
energy damage until it reaches Huge (the first
dose makes it Large, the next makes it Huge).
Reaching Gargantuan could take considerably
more energy, which the Atomic Super Clone
can easily provide.

STR DEX CON POWERS FEATS


34/+12 24/+7 22/+6 Growth 12 continuous (power loss–requires energy) ambidexterity
INT WIS CHA Additional Limbs 4 (10 extra limbs) continuous attack focus melee 8
Elongation 3 (50 feet) blind-fight
2/-4 12/+1 4/-3 Absorption 10 (energy, healing) environmental adapt (underwater)
Protection 6 (physical) fearless
Immunity 15 (mental effects, suffocation, high pressure, sleep, fearsome presence 6
ATTACK +10 strike 12 starvation and thirst) takedown attack
Immunity 5 (entrapment, half effect)
Super-Movement (slithering, sure-footed) SKILLS
DEF 20 (14 flat)
Swimming 4 (25 mph) intimidate 6 (+7)
+12 (10 absorb Super-Senses (blindsight vibration, infrared touch ranged, sense notice 2 (+3)
TOUGH
energy) energy ranged extended) stealth 4 (+3)
FORT REF WILL (stats are shown for Huge size–refer to table for other sizes)
+12 +8 +5
INIT GRAP SIZE DRAWBACKS

+7 +35 Huge power loss (Growth requires energy)

abilities 14 + skills 3 + feats 19 + powers 138 + combat 32 + saves 11 + drawbacks -3 = 214 pp

SIZE ATTACK DEF TOUGH* FORT GRAPPLE Intimidate Stealth

medium +12 strike 4 22 8 (10 energy) +8 +19 +3 +11


large +11 strike 8 21 10 +10 +27 +5 +7
huge +10 strike 12 20 12 +12 +35 +7 +3
gargantuan +8 strike 16 (attack area) 18 14 +14 +43 +9 -1

* All sizes Absorb 10 energy damage (subtract 10 from all energy damage). For simplicity and to match PL limits, the Tentacled
Horror’s Absorption does not increase energy Toughness higher than its physical Toughness, except at Medium size.

Death of Dr Null - 15 - Open House


Dam Dr Null!
The news shows the recognizable sight of the Blake River Dam, illuminated by bright lights amid the dark hills and
forest.

“…fate of the seventeen workers inside is still unclear. We have intercepted these broadcasts from inside the dam.
We apologize for the poor quality of these transmissions.”

The image of the dam is replaced by a grainy close-up of man’s face, his sunken eyes burning into the camera.

“…unworthy of my genius, unworthy of my gifts.” >brzzt< “You would just as soon forget me, smother me in your
mediocrity…” >brzzt< “…merely insects, all of you, and this is all you deserve. You will long remember this day,
and with it the name of Dr…” >brzzzzzzt<

The broadcast ends in a jagged line of static.

“To recap, the criminal mastermind known as Dr Null has taken control of the Blake River Dam. Police have
cordoned off the area but are waiting for reinforcements before moving in. No demands have been made so far,
and there is concern that a show of force could end the uneasy stand-off and spur Null to destroy the dam, flooding
a considerable portion of the greater metropolitan area…”

Dr Null has taken over the Blake River Dam not to destroy release gates at the top of the dam and run down the wall
it, but to use it as a power source for his Seismic Converter, to join the river below. Spilled water bypasses the turbines
a device capable of transforming electricity into kinetic and does not generate electricity. This is usually only done
energy, vibrations that can permeate the planet’s crust if there is too much pressure on the dam wall. The reservoir
and spread across vast distances. With the full power is effectively a battery, storing the potential energy of the
of the dam, the Seismic Converter will be able to induce water.
earthquakes around the entire world.
There are observation and control booths on the top of the
This also marks a full circle for Dr Null: this invention that dam, but the primary controls are in the power stations at
he intends to use to humble mankind is the same one that the base of the dam. The power stations are long concrete
caused the accident resulting in his amnesia and his as the buildings lining the lower waterway. They house the
nefarious Dr Null. The original Seismic Converter was built generators which sit over the penstocks. Water flowing out
to absorb low-level tectonic movement across a very large from beneath the power stations form the river below the
area and transform it into electricity, providing a limitless dam.
source of clean energy. Now Dr Null has modified the
device to work in reverse, broadcasting vibrations instead
of absorbing them.
Dr Null’s Arrival
Dr Null left his base aboard the Iron Juggernaut. He departed
Blake River Dam through the underwater locks, following the waterways and
then cruising upriver to the base of the dam. The robot
The fictional Blake River Dam is a standard hydroelectric remained submerged the whole time to avoid attracting
dam, providing power to much of the surrounding region. attention. Dr Null rode in the auxiliary control room (built
You can replace it with any dam near the city of your for when he chooses to operate it manually or just watch
choice. the fighting from close up) and the smaller Tankbots were
carried in the cargo bay between the treads.
The dam generates power by drawing water from the
reservoir behind the dam into the intake towers. It flows The Iron Juggernaut reached the dam after dark. It
through underground tunnels (called penstocks) which surfaced and disgorged the Tankbots, who swarmed over
pass under the blades of turbines. The current rotates the compound and rounded up the night-shift workers.
the turbines, spinning magnets inside the generators and After Dr Null off-loaded the Nega-Sphere and the Seismic
transforming the kinetic energy into electricity. Converter with the help of a few remaining Tankbots, the
Iron Juggernaut moved out of the river and circled around
The reservoir allows the operators of the dam to decide through the woods to reach the reservoir behind the dam
how much water to admit into the intakes (and therefore where it re-submerged itself and lies in wait.
how much electricity to generate) at any time, regardless of
short-term changes in the river’s flow due to weather, etc. If Dr Null entered the eastern power station and made himself
there is too much water in the reservoir, the dam operators busy splicing power cables from the dam’s generators to
can release water through spillways, letting it flow through his Seismic Converter.

Death of Dr Null - 16 - Dam Dr Null


Enter the Heroes Revelations
Heroes may intercept Dr Null’s broadcasts, or they may Key plot revelations are outlined here so you can highlight
see the early news reports from the dam described in the them during play. They are listed in the order they will
introduction. probably occur.

If you are running this scenario as an immediate continuation An important revelation should be a critical point in the
of Day of Dr Null, city authorities are still reeling from the game, changing players’ perceptions of the situation and
attack of the Atomic Supermen. Police, fire and medical possibly their response.
services are struggling to return normalcy to the city, leaving
only a token contingent to surround the dam and prepare 1) Dr Null is going to destroy the dam (incorrect)–
for the worst. Officials are scrambling to deal with this new Authorities and the media presume that having failed to
threat but their resources are already heavily overtaxed. conquer the city, Dr Null is going to destroy it with a flood.
Police roadblocks have secured roads leading to the dam
but they do not have the firepower to move in–who knows 2) Iron Juggernaut hidden in the water–If the heroes
what Dr Null has in there waiting for them. The authorities have not already found Dr Null they are likely to assume
are eager for the heroes’ assistance (of course) but can he is inside the Iron Juggernaut, particularly after they hear
provide little in the way of support. his voice booming out of its loudspeakers (Red Herring).

Dr Null takes over the dam just after dark, so the heroes 3) Seismic Converter–Dr Null wants the dam as an energy
arrive at the dam during the night. The Iron Juggernaut is source to power his Seismic Converter, an invention that
not visible unless the heroes have some means of seeing can create widespread earthquakes and do far greater
into the dark waters. When the it circled to the top of the damage than a simple flood. Heroes may have already
dam it smashed through trees and gouged massive tread gained all the clues they need in Dr Null’s base. Heroes
marks in the soft earth, but the forest is pitch black at night who researched Dr Null’s origin should recognize it as the
and these signs could easily be missed. project that caused his accident originally.

Notice DC 30 to spot tracks from a distance at night 4) Nega-Sphere self destruct–Enraged by the failure of
(DC 15 if able to see in the dark). Notice DC 15 to his Seismic Converter, Dr Null sets his Nega-Sphere to
spot smashed trees if cutting through the woods on explode and destroy the dam. It’s the last straw. In his fury
foot, but not necessarily recognize tread marks. he intends to destroy the city even if it kills him.

No chance to spot Iron Juggernaut underwater at


night without Super-Senses. Action
The action at the dam starts with three encounters: 1)
Sneaking up to the dam is trivially easy. From a distance the Tankbots patrolling the facility, 2) the Iron Juggernaut
heroes may spot Tankbots patrolling the exterior of the submerged in the reservoir, and 3) Dr Null in the power
power plants at the base of the dam, but they are only a plant with the Seismic Converter. They are listed in the
concern once on the grounds.

Blake River Dam scale in feet


Elevation View Dam Wall 0 25 50 100 200 250
Toughness 6 (+7 Heavy, 6 Impervious)
Intake Towers Includes water pressure
~ Leak (caused by Damage 18 attack)

High Tension Lines


Extend from power stations across country side
~ Electrocution Damage 12, linked Paralyze 8 (Fort)
Resevoir
Penstocks (undergr
ound tunnels)

Power Station

Heavy Object Bonus increases Toughness threshold to


break an object, not merely damage it (M&M p 167) Generator
Hazards are marked ~ ~ Explosion Damage 11

Death of Dr Null - 17 - Dam Dr Null


Blake River Dam
Aerial View

Utility Bridge

Intake Tower
Dam Wall
Toughness 6 (+7 Heavy, 6 Impervious)
Includes water pressure
~ Leak (caused by Damage 18 attack)
Resevoir

Power Station

els)
Generator

unn
~ Explosion Damage 11

nd t
u
rgro
nde
s (u
low

tock
s
utf

Pen
er O
R iv

High Tension Lines


Extend from power stations across country side
~ Electrocution Damage 12, linked Paralyze 8 (Fort)
els
unn
wT

scale in feet
rflo

Heavy Object Bonus increases Toughness threshold to


Ove

0 25 50 100 200 250


break an object, not merely damage it (M&M p 167)
Hazards are marked ~
order they are most likely to occur, but this may change they see the ominous shape of the titanic metal juggernaut
depending on what the heroes do. rising above the dam.

Dr Null can watch the remote feeds from his Tankbots The mechanical monstrosity stands waist-deep in the
or Iron Juggernaut on the console of his Nega-Sphere, reservoir, towering over the dam wall and sloshing water
allowing him to see what is going on when fighting breaks over the top like a behemoth in a bathtub. The reservoir
out. He can speak through loudspeakers built in to the Iron is too deep to actually stand, but the robot can use its
Juggernaut, but not the Tankbots. underwater thrusters to tread water.

Tankbot Patrols It can strafe the heroes with ranged attacks from the top
of the dam, looming over the lower dam and the power
The Tankbots are there to police the facility and apprehend plants, forcing melee heroes to come to it, or it can roll up
anyone who might interfere (such as the dam engineers). onto the land and circle back to the lower dam (unleashing
They automatically signal Dr Null if they meet any resistance. a barrage of ranged attacks en route).
Their relentless patrolling makes it more difficult to catch
Dr Null at unawares–unless they have exceptional stealth Dr Null watches the battle through the Iron Juggernaut’s
abilities heroes are likely to get in at least one fight before remote cameras and talks through its booming loudspeakers,
they find Dr Null, alerting him of their presence. gloating as his giant robot crushes the heroes beneath its
treads or cursing the heroes for their dogged persistence.
The robot patrols are probably not a serious threat to the Heroes may incorrectly assume that he is onboard piloting
heroes. The heroes may have an unexpectedly easy time it (particularly if they encountered his Tripod Walker and
smashing waves of mindless Tankbots, but just when they Cyclotron in Dr Null: Battle on the Bay Bridge and Day
start to think they are in for an easy victory Dr Null activates of Dr Null). Dr Null did not think of tricking the heroes,
his real champion, the Iron Juggernaut. but he may encourage their assumption once it becomes
apparent, just for his own amusement.
Submerged Giant Robot The Iron Juggernaut is a tough opponent. Most heroes will
The Iron Juggernaut is programmed to lie in wait until Dr be hard pressed to make a dent in it, and even concentrated
Null orders it to surface or it is attacked. If the heroes are attacks may barely slow it down. At this stage Dr Null wants
inside the power plant buildings when it is activated they to use the dam, not destroy it, but collateral damage from
hear the crashing water outside, and through the windows the fight could easily put the dam in jeopardy.

Death of Dr Null - 19 - Dam Dr Null


Time Runs Out (GM Craft) “Oh, don’t let that distract you from your futile heroics.
It’s not that I don’t enjoy watching my little toy grind
Rather than let the heroes defeat the Iron Juggernaut and you into the dust, but I have more important matters
only then realize that Dr Null is not inside (which leads to attend to. Did you really think I would just twiddle
to a pause in the action), it is more dramatic to start the my thumbs until you came and butted your noses
countdown to doom while the heroes are still bogged down into my work?”
in the fight.
And if the heroes make some comment about destroying
Lights all around the dam flicker and then burn the dam:
brightly. A deep hum fills the air as underground
floodgates open and all the generators spin up to “Did you really think I would destroy this dam when
full capacity. it provides me with all the power I need? What good
is destroying just one city when I can humble the
As the heroes wonder what is happening Dr Null’s voice whole world?”
booms out of the mechanical goliath:

Belly of the Beast (Action Shtick)


Can’t penetrate the giant robot’s heavy armor? Bring it down from within instead. Heroes could pry open a utility
hatch or the Tankbot loading ramp and crawl inside the rampaging juggernaut, squirming through conduits and
access tunnels to reach a vital spot that will bring the monster down.

This Action Shtick is most appropriate for heroes who live by their wits and utility belts but lack the raw power to
take on a juggernaut like this in a straight fight. Heroes may split up, a few crawling into the robot’s innards while the
heavier hitters pound it from the outside to keep it busy.

The Iron Juggernaut has no internal defense systems, but the innards of an operating machine is still a dangerous
place to be–grinding gears, pistons and exposed energy sources pose a constant threat to would-be robot spelunkers.
Seemingly safe spaces suddenly close-in as the robot bends or turns. Pressure valves open and close inexplicably.
Electrical arcs flare between terminals. A wrong turn into the fusion breath conduit could cut a hero’s career short.

Knowledge–Technology DC 25 to head towards a specific system and possibly avoid hazards (not required
but could make things easier for the hero.

moving parts: Damage 8 area, Reflex save for no damage


walls closing in: Reflex DC 20 or Strength DC 25 (to hold open), failure means hero is trapped in
Toughness 10 chamber and will take Damage 10 a round later and each round thereafter until escaping
(by smashing, Disabling Device, Searching for concealed utility panel, etc.)
electrical arcs: Damage 10 area

There is an auxiliary control room Dr Null uses, but getting to it should not be easy–the exterior hatch is concealed
and protected with the full armor of the robot (this is just a fancy way of forcing the heroes to crawl through the
innards instead of cutting to the chase).

Once the heroes reach someplace vital their sabotage could cut the robot’s power supply entirely, disable particular
weapons, make it rampage insanely or just explode (the fusion power burning through the interior systems and
venting out through the joints of the robot in a burning flash but not destroying the armor, leaving a smoking lifeless
hulk). A lot will depend on how the heroes describe what areas of the robot they are heading for.

Disable Device DC 25 or attack versus Toughness 10 once vital area is reached.

Use a Complication to have the robot rampage or explode (Blast 14 area) with the heroes inside. Heroes may
try additional sabotage to bring down a rampaging robot.

In the “Fly Up the Gun Barrel” variant, a particularly invulnerable hero could choose to leap into the robot’s mouth and
down into the fusion bottle where the atomic breath weapon originates. Rupturing the magnetic fusion bottle causes
the robot to explode as described above.

Magnetic fusion bottle Toughness 12. Atomic breath damage each round (no reflex save).

Death of Dr Null - 20 - Dam Dr Null


Dr Null, in the Power Plant, with the Seismic Converter Juggernaut. In that case he will call up the Iron Juggernaut
to destroy the dam, forcing the heroes to stop it before
Dr Null has set up camp in the eastern power station. The it causes a deadly flood. After the heroes defeat the Iron
majority of the building is a single long gallery dominated Juggernaut, proceed to Finale, Take 2–Death of Dr Null.
by a row of huge generator turbines. There is a narrow
walkway at ground level facing the water with tall windows Revenge of the Fist (Optional)
looking out towards the opposite power plant and the dam.
In the gap between each generator is an alcove and an The heroes are not the only ones who saw Dr Null on the
access staircase leading to a secondary deck above the news–the Neutron Fist saw it too, and he has come looking
turbines. There are various utility ladders, high catwalks, for payback. He was on his way out of town when he heard
winch tracks, and numerous control and monitor panels to the radio reports, conveniently not far from the Blake River
show the status of each generator. Dam. Good luck for the Fist, bad luck for Dr Null.

• Tangles of cable litter the area where Dr Null has Neutron Fist is described in Day of Dr Null. If you did not
connected the Seismic Converter directly to the power run that adventure omit the Fist entirely–his appearance
output of the generators. The Seismic Converter is a will have far less meaning to the heroes if they have not
long cylinder, with nested arrays of turbines showing encountered him before.
between gaps in the hull. Its shape resembles a jet
engine, but without any exhaust. The Neutron Fist is a wild card. Depending on how previous
encounters went he might hate the heroes, or he could
• Another loop of cable runs over to Dr Null’s Nega- help defeat Dr Null. Hammond is a hardened criminal who
Sphere, allowing him to control all functions of the dam has been exploited for his power time and again. Distrust
and the Seismic Converter from his console. is his middle name. He is likely to tell heroes who have
shown him good faith to just stay out of his way rather than
• The seventeen workers who make up the dam’s night actually team up with them. If you want to make things
shift are also here, herded together and surrounded by extra-difficult for your heroes, the Fist’s brief taste of a
a half dozen Tankbots. The prisoners are dangerously normal life in Fist for a Day could have driven him to near-
close to the Seismic Converter–heroes should be careful suicidal rage and despair. He might decide to destroy the
to get them safely out of the way before tampering with whole dam along with Dr Null.
it.
Have the Fist arrive whenever it seems the most interesting.
If the heroes have already confronted the Iron Juggernaut, He could show up early and smash his way through
the Seismic Converter was probably already powered Tankbots (and possibly sections of the dam) looking for Dr
up as described above. If not, Dr Null activates his Iron Null, or he could make an entrance right when the heroes
Juggernaut now to draw off the heroes and then powers are poised to disable the Seismic Converter, a potentially
up the Converter. deadly distraction for the heroes or an unexpected monkey-
Dr Null is confident his Nega-Sphere can protect him from wrench in Dr Null’s plans.
direct assault–he will not hesitate to interpose himself to
protect his Seismic Converter. Once the Seismic Converter
is powered up, proceed to the Finale, Take 1–Seismic
Converter.

Things do not always go as planned. The heroes may


somehow manage to sneak in and destroy the Seismic
Converter before Dr Null has a chance to reveal the Iron

Death of Dr Null - 21 - Dam Dr Null


Finger In the Dike (Action Shtick)
The dam is tough but not invulnerable. A concrete wall as thick as the dam would normally be extremely difficult to
damage, but the dam is thick so it can resist the pressure exerted by the water in the reservoir. When the wall is
weakened enough that it can no longer resist that constant pressure, the dam will eventually collapse.

Toughness 6, Heavy Object bonus +7 (includes water pressure), Impervious 6

A Disabled/Broken result means the dam has been structurally weakened enough that water pressure will
soon spring a leak. The dam takes 10 on its Toughness saves, so it takes a single Damage 18 attack to
weaken the dam enough to cause a breach.

Damage 6 - surface damage, Injures the dam (reducing further saves)


Damage 18 - dam weakened enough to soon spring a leak (as described below)
Damage 23 - water pressure immediately punches a hole in the dam (as below but start at DC 30)
Damage 28 - dam collapses completely

Reduce these numbers by the number of Injuries the dam has already taken (for example if the dam had
already been Injured four times, a Blast 14 could cause it to spring a leak).

An unopposed attacker can take a full round action to make the dam take 5 on its save, reducing the number
needed by 5 (but not below limits of Impervious)–you may choose to only allow this outside of combat when
there is no interference. Without water pressure the dam would have a +12 Heavy Object bonus.

Damage may appear superficial, the dam showing no signs of failing, but looks can be deceiving. Once the dam has
taken enough damage to spring a leak, the tremendous pressure of thousands of tons of water will slowly expand
even the tiniest fracture. Structural flaws deep within the wall slowly widen until the peril becomes apparent:

(surprise round) An ominous noise rumbles across the valley, the sound of concrete shifting and cracking deep
inside the dam wall.

(round 1) A growing hairline fracture spreads across the outer surface of the dam wall.

(round 2) Sprays of water erupt as chunks of concrete break free at the damaged point and tumble into the river
below. Water shoots out like a fire hose, its force increasing steadily as the pressure expands the hole.

There can be a long delay between an attack and the first sign that the dam is seriously damaged (surprise round
above), but once the danger becomes evident the heroes have to act fast. If they do nothing, the rushing water
continues to erode the wall and widen the crack until the entire dam collapses under the current. There are various
solutions the heroes can try, including:

• Welding the concrete closed with laser eyes or freezing the water solid with ice powers

• Plugging the gap with a convenient boulder or a mystical wall of force

• Blocking the geyser with a super-strong hand or chest (the literal finger in the dike)

The sooner the heroes act the better. It is far easier to stop the collapse before it spreads, but they might be hard
pressed to save the dam in the middle of a fight with Dr Null’s Iron Juggernaut. And of course just when the heroes
are starting to get one breach under control another might spring up…

DC 25 to plug the gap. DC increases by +2 each round, starting round 2. Use power check, strength check,
etc. depending on what the heroes do. Apply bonuses or negatives for creative or unlikely plans respectively.
Use Combined Attack bonuses if heroes cooperate in ways that work together.

Heroes can retry each round if appropriate. If they fail by less than 5 the breach is not sealed but the
spreading is slowed, so the DC only increases by +1 that round.

When the DC reaches 35, the dam collapses.

Death of Dr Null - 22 - Dam Dr Null


“And Then the Dam Breaks!” (Action Shtick)
Maybe the heroes do not plug a leak fast enough, or maybe Dr Null blows up the dam after all. Whatever the reason,
a towering wall of water is now rushing downriver towards the sleeping suburbs and the city proper.

If the heroes are in the immediate path when the dam breaks they will be hit with the full force of the flood’s fury and
may be swept along with the tide if they have no means to escape.

Damage 10 area (Reflex save applies)

Swim DC 25 each round to stay above water

Heroes may still be able to avert the disaster before it reaches inhabited areas.

• Dig a massive trench to divert the flood.

• Create a wall to hold the flood in the river valley downstream of the dam.

• Freeze the entire wave in a massive glacier or make the water magically disappear.

DC 35 to stop the flood. Use power check, strength check, etc. as appropriate. Apply bonuses or negatives for
creative or unlikely plans respectively. Use Combined Attack bonuses if heroes cooperate.

This DC is realistic but hard for the heroes to reach. Adjust lower if you want to make things easier.

If they are unable to stop the tidal wave-like power, the heroes can take the hands-on approach and assist with
evacuation and rescue:

• Race ahead and alert the sleeping communities downriver.

• Rescue motorists trapped in a car-turned-boat swept along in the flood’s path.

• Airlift trapped suburbanites from their rooftops before their houses collapse under the tides.

If you want a real shake-up, let the flood waters sweep into downtown. The waters will subside from most streets
in a few hours but lower sections of the city could be knee-deep for days to come. With police barely able to patrol
those areas they become lawless zones, leaving the heroes with their hands full to control rioting street gangs and
whatever opportunistic supervillains crawl out the woodwork.

Flooding the city could be a major game event. You could spend whole game sessions doing search and rescue,
or trying to bring order to the flooded no man’s land. Maybe the water is trapped and never drains, creating a new
Venice ghetto in your fair city. Heroes might be haunted for years by the aftermath of the Blake River Flood.

High Voltage (Hazard) Exploding Generator (Hazard)


The dam generates massive amounts of electricity, Damage to the power station generators can cause the
creating many exciting opportunities for electrocution. spinning magnetic core to crash into the interior walls.
Combatants could run afoul of the high tension lines that The tremendous force can tear the generator apart,
leave the power stations, or touch an exposed section exploding in a deadly hail of steel and concrete. Most
of the ad hoc cabling Dr Null has used to connect the damage to the heavy outer walls of the generator will
Seismic Converter to the generators. Crafty heroes may not cause the core to crash, but an unlucky shot to the
try to use the power lines as weapons. exposed axle support at the top of the generator could
easily unbalance the core and cause an explosion.
Direct current makes muscles go rigid, potentially
freezing heroes in place until they burn to a crisp or Instead of exploding immediately, a generator may
break free. shudder horribly for a round or two as the core wobbles
off its axis, giving bystanders a chance to run for cover.
Damage 12, linked Paralyze 8 alternate save Fort
Blast 11 explosion (reduce damage if the generator
is not operating at full power)

Death of Dr Null - 23 - Dam Dr Null


Finale, Take 1–Seismic Converter Destroy the Converter–This is the most obvious solution
and a heroic favorite: smash the Seismic Converter and
“You recognize this don’t you? I know you do. My eliminate the threat. Observant heroes will note that
Seismic Converter was to be my gift to humanity, the tremendous energy flowing through the Seismic
limitless energy for all mankind. But you weren’t Converter is likely to erupt dangerously if it is destroyed
worthy were you? No, you just take and take and (of course it explodes, everything explodes). This could
take. You were jealous of my genius, jealous of my certainly put the captured dam workers in danger, and
vision. You’re ants, petty bitter ants, and I was a fool possibly destroy much of the dam. Crafty heroes might
not to see it.” opt for the “hurl it into space” solution.

“Oh, you’ve vexed me. Your arrogant heroics have Toughness 8


been a thorn in my side, too often. But I see now that Blast 16 explosion if Broken/Disabled at full power
it is fitting that it should come down to this, that I give
my gift back again.”
The description of the Seismic Converter powering up
“I built the Seismic Converter to absorb the energy should give the heroes a fair clue that there is a lot of
from the tectonic movement in the earth itself and energy coursing through it and that smashing it could
then transform it into electricity, but I’ve come up with have violent results.
a far better use for it. A trivial matter to reverse the
process and use the electricity of this dam to create Cut the Power–If you cut off its power supply, the Seismic
oscillations in the planet’s crust, an earthquake of a Converter cannot do any more damage. Even cutting
magnitude the world has never dreamed!” some of the power will reduce the intensity of the quakes.
There are numerous points where heroes could break
“Would they remember the man who tried to help the power flow to the Converter, both in the room and
them, tried to rescue them from endless toil? No, but out on the dam:
they will remember the man who brings their cities
down around them, the man who brings this world • cut cables running into the Seismic Converter (see
to its knees!” Hazards–High Voltage)

Rather than wait for the heroes to arrive and spoil his plans, • destroy the generators (see Hazards–Exploding
Dr Null turns the Seismic Converter to full power while the Generators)
heroes are still tangled up fighting the Iron Juggernaut.
• block the intake towers or penstocks (underground
If not, he dramatically pushes the button on his console
tunnels) choking off the flow of water which spin the
within the safety of his Nega-Sphere as the heroes watch,
generator turbines
powerless to stop him.
Take Control of the Converter–Technical or just plain
The Seismic Converter whines like a jet engine
lucky heroes could try to override Dr Null’s control by
pushed into the red, the very air around it starting
fiddling with the utility panels on the Seismic Converter,
to shimmer from the vibration. Your skin buzzes and
crossing wires, blowing fuses, etc. Heroes who had the
tingles, and loose tools and discarded sections of
foresight to study the Converter’s plans should get an
cable begin to skitter and slide across the concrete
appropriate bonus.
floor. The sound is momentarily unbearable and then
shifts higher into a frequency you cannot hear but If Dr Null is still trying to operate the Converter from the
can still feel pressing against your head. console of his Nega-Sphere use contested skill checks
or power checks. Other heroes might keep Dr Null busy
Instead of just creating a powerful localized quake, the
so he cannot focus on regaining control.
vibrations rippling out from the Seismic Converter carry for
great distances through the Earth’s crust. This means the Disable Device or Craft–Mechanical (jury rig) DC 25
heroes have some time to react before the tremors reach to begin shut down.
dangerous levels, but when the earthquakes do start they
will affect a vast area, possibly the entire globe. Quakes will Craft–Mechanical (jury rig) DC 35 to gain full control
be greater where natural faults already exist and weaker in and reverse flow to dampen earthquakes.
more stable areas.
Opposed skill checks versus Dr Null if he tries
The steadily increasing vibrations make it clear that the to regain control (unless hero thinks to disable
heroes have to act fast. A few of the obvious solutions that communication circuits)
heroes may try are given here, but they may certainly come
up with others as well: Counter the Earthquake–Heroes with earth powers,
mystic arts or even a really good jury-rigged device can
try to dampen the tectonic forces being released by the
Death of Dr Null - 24 - Dam Dr Null
Seismic Converter. Stopping the earthquakes entirely that have so vexed him along with it. He may die, but he
is unlikely, but even a partial success can reduce the will have the last laugh.
intensity and lessen the destruction.
Dr Null overloads the power of his Nega-Sphere, locking
Counter earthquake DC 40 (reduce DC if power to the circuits into a cyclical loop and committing it to self-
Seismic Converter is reduced) destruct. The sphere builds up power until it cannot contain
any more, finally erupting in a catastrophic discharge.
Different approaches can work together. Some heroes
might race to block intake towers (reducing power to the As soon as the Nega-Sphere starts to overload it sheds
Seismic Converter) while another uses earth powers to dangerous amounts of energy, damaging anyone or
subdue the weakened quakes and a gadgeteer fiddles with anything nearby as the power increases.
the controls to shut the Converter down entirely. Blast 6 area explosion, concentration, no range,
If the heroes are desperate for technical help the captured affects incorporeal (damages everyone in the area
engineers can provide useful information and assistance. each round)
They know the dam backwards and forwards, and provide Increases by +1 each round until it reaches 12, after
at least cursory assistance with the high tech Seismic which the Sphere explodes.
Converter.
Dr Null pilots the Sphere as close to the dam wall as
Remember its the heroes who are saving the day, not
possible, crashing through the windows/walls of the power
the NPCs. The engineers may figure out what is needed
plant if necessary. He is determined not to let the heroes
but the heroes should be the ones who do the deed (only
stop him. He fully intends to go down with the ship.
an invulnerable hero can reach in and disconnect the
exposed high voltage line, etc.). The pulsing sphere shines more brilliantly every second,
making it clear to the heroes that it is steadily approaching
Harmonic Waves (Optional) critical mass. Heroes need to keep the Nega-Sphere
away from the dam wall before it explodes to prevent a
If just smashing the Seismic Converter seems too easy, try catastrophe.
this option instead:
Blast 24 area explosion, affects incorporeal
“Fools! You’re too late, too late! The harmonic waves
I’ve released into the Earth’s crust are spreading out Sufficient to immediately collapse the dam if within 10
around the globe. When the waves circle the planet feet, or create a breach if within 60 feet (farther if the
and cross over they will reinforce themselves, growing wall is already damaged).
stronger and stronger with each oscillation!”
Dr Null should go out with a bang, not a whimper. If heroes
“Soon the whole world will tear itself apart, and breach the Nega-Sphere or somehow cancel its power the
there’s nothing you can do to stop it!” remaining energy implodes in an explosion half as powerful
Heroes need to cancel the tectonic energy already released but still with enough fury to vaporize the vindictive doctor.
before the amplitude increases and it causes catastrophic
earthquakes (using Take Control of the Converter and Aftermath
Counter the Earthquake above).
Depending on how successful the heroes were in averting
Even if the heroes fail, Dr Null’s assessment might be a flood and/or an earthquake, there could be a lot of clean
optimistic–the harmonic waves could cause earthquakes of up ahead (see “And then the dam breaks!” for playing
varying intensity at critical points around the globe without out the repercussions of a flooded city).
actually destroying the world.
Dr Null is quite likely dead, the victim of his own twisted
Finale, Take 2–Death of Dr Null machinations, which should be some small consolation to
the recovering population. Less optimistic observers might
“Nooooooooooo!” >kaboom< mention that this is not the first time the world thought it
saw the last of Dr Null, but that kind of pessimism is likely
- last words of Dr Victor Marsden aka Dr Null to be muffled by the collective sigh of relief that the mad
man has finally been stopped.
Maddened by his repeated failures, Dr Null decides to
exact a bitter revenge rather than endure the humiliation
of another defeat. If he cannot shake the world to its very
foundations, he can at least obliterate this dam and let the
waters wipe away the city that mocked him, and the heroes

Death of Dr Null - 25 - Dam Dr Null


Iron Juggernaut construct / PL 13
The Iron Juggernaut is Dr Null’s ultimate
weapon. Well, Dr Null always thinks his
latest weapon is his ultimate weapon, but
most would agree that the Iron Juggernaut
comes pretty close to fitting the bill. It is
quite capable of destroying a city or routing
an army single-handedly.

The robot stands two hundred feet tall,


mammoth tank treads supporting a human-
shaped upper body. The entire body is
made of armor thicker than a battleship’s,
allowing it to withstand even the most
extreme damage. Besides just crushing
anything in its path, it is armed with pinpoint
eye-lasers, fingertip flamethrowers, and
atomic fusion breath that can annihilate
matter completely.

Eye-Lasers–A thin pencil of light snaps out


from one cavernous eye socket, darting
back and forth to focus on its target.

Finger Flamethrowers–Billowing clouds


of flame spill from the fingertips, globs of
burning fuel dripping down the massive
iron hand and onto the ground below.

Atomic Fusion Breath–The immense


iron jaw clanks open and an unhealthy
emerald-yellow glow builds in the mouth,
vomited forth a moment later with an
apocalyptic fury. The cone of atomic fire
is accompanied by a deafening roar as
even the air molecules in its path are
ripped apart.

STR DEX CON POWERS FEATS


42/+16 4/-3 -- atomic fusion breath (Disintegration 12, area cone, no range, full improved grapple
INT WIS CHA round, affects insubstantial (half)) [37 pp array]
(alt) eye-laser (Blast 10 autofire, precise, accurate 3, improved
-- 10/-- -- range 2)
(alt) finger flamesthrowers (Blast 12 cone)
+8 strike 16* Toughness 14
+14 laser 10 autofire SKILLS
Impervious 10 Toughness
ATTACK (cone) flame 12 Immovable 8 Unstoppable notice 8 (+8)
(cone) disintegrate Immunity 30 (fortitude)
12 Growth 20 permanent innate
DEF 12 (5 flat) Speed 2 (25 mph)
Swimming 3 (10 mph)
TOUGH +24 (10 impervious) Super-Movement (sure footed) DRAWBACKS
Super-Senses (x-ray, blindsight radar, infravision, ultravision, radio,
FORT REF WILL none
communication link)
-- -3 --
INIT GRAP SIZE *attack area due to size: misses within 12 requires Reflex save, 15
ft area
-3 +56 Awe

abilities -44 + skills 2 + feats 1 + powers 189 + combat 68 + saves 0 + drawbacks 0 = 216 pp

Death of Dr Null - 26 - Dam Dr Null


Why didn’t Dr Null bring the Iron Juggernaut with him Rules & Tactics
when he unleashed his Atomic Supermen on the city?
One argument is that he thought 300 radioactive clones The Atomic Fusion Breath does not emit radiation, it destroys
was enough to do the job. In classic mad scientist style, atomic bonds. It does not have a radiation descriptor, so
Dr Null believes that his latest plan, whatever it is, is his the Neutron Fist (or Atomic Supermen) would be affected
best plan ever and is destined for success. despite Immunity Radiation.

If you want a more practical explanation, assume that Constructs get a Toughness save versus the Toughness
the Iron Juggernaut is still a prototype and is not ready drain of Corrosion and Disintegration instead of an
for prolonged operation. After extended combat it may automatic failure (MM2 FAQ).
start to overheat, malfunction, or just shut down. Dr Null
is aware of these bugs, but while they make the Iron
Juggernaut useless for taking over a city he does not
expect them to interfere with his mission at the dam.

The Iron Juggernaut can operate independently, following


whatever objectives Dr Null has given it, or Dr Null can
pilot it manually from an auxiliary control room located
in the head. Dr Null can also just watch the action from
there, letting the robot fight normally while he devotes
his full attention to ridiculing his enemies over the
loudspeakers.

A cargo bay in the base between its two tread


arrays can be used to carry a hordes of Tankbots,
as well as other vehicles or equipment. A loading
ramp flips down in front allowing them to scurry
out and tackle smaller targets and secure the
perimeter around the Iron Juggernaut.

Tankbots are squat treaded robots with


manipulative pincers capable of firing electrical
arcs. A tankbot stands about four feet tall and just
as wide.

Tankbots minion construct / PL 5


STR DEX CON POWERS FEATS
22/+6 12/+1 -- Blast 6 (electrozap) none
INT WIS CHA Toughness 8
Impervious 5 Toughness
-- 10/-- -- Immunity 30 (fortitude)
Speed 2 (25 mph)
+4 zap 6 Super-Movement (sure footed)
ATTACK SKILLS
+4 strike 6 Super-Senses (infravision, ultravision, radio, comm link)
DEF 12 (11 flat) notice 6 (+6)
search 6 (+6)
TOUGH +8 (5 impervious)

FORT REF WILL


-- +4 -- DRAWBACKS
INIT GRAP SIZE none
+1 +10 Med

abilities -16 + skills 3 + feats 0 + powers 63 + combat 12 + saves 3 + drawbacks 0 = 65 pp

Death of Dr Null - 27 - Dam Dr Null


Nega-Sphere vehicle / PL 12
STR SIZE MOVE POWERS FEATURES
30/+10 Large 100 mph Aura 12 Strike, affects incorporeal (full) remote control
Power Resistance 12 Nullify (all powers)
ATTACK +9 touch aura 12 Force Field 18 Impervious continuous, affects incorporeal (full)
9 Sensory Shield 4
DEF Immunity 9 (life support)
aura 12
Datalink 4
TOUGH +18 (18 impervious) Communication 4 (radio) subtle area selective
Flight 4 (100 mph)
(combat stats and PL as piloted by Dr Null)
(vehicle has Toughness 7 if sphere is down and does not protect
passenger)

abilities 2 + features 1 + powers 169 + size 1 + saves 0 + drawbacks 0 = 173 pp / 35 eq

The outer hull of the Nega-Sphere is not matter but a near- The Nega-Sphere does not have any weapons except
invulnerable ball of destructive energy generated by the on- the sphere itself–anything coming into contact with it is
board systems. The vehicle itself is a small platform (which damaged. The same is true for the interior, so if Dr Null
forms the “floor” within the sphere) with a circular console at is thrown against the walls of his own vehicle he could be
waist-level connected to the platform by a slender support. destroyed. An occupational hazard in mad science.
Dr Null usually stands at the console, hunched over the
controls so he can supervise all his machinations with the Power Resistance is a pretty universal protection, but
touch of a button, but a collapsible chair be extended from feel free to add other tweaks to the Nega-Sphere based
the base if he prefers to sit. The control console has a on Dr Null’s previous encounters with the heroes. Has
wide array of functions and can be patched into whatever Dr Null seen a hero teleport? Then he has probably had
other systems or devices Dr Null is using at the time. It can time to collect data and improvise at least a temporary
still operate as a flying platform with the shield turned off, means of blocking it. Rather than bothering to create
which Dr Null rarely does expect to exit the sphere or bring the stats for the device Dr Null would need to do this,
someone aboard. consider it a Complication, give the affected character a
Hero Point and move on.
The energy of the sphere creates a disruption at a quantum
level, interfering with most powers that try to affect it or
pass through it (Power Resistance). Attacks cannot reach
Dr Null until the Nega-Sphere has been breeched (vehicle
destroyed).

Death of Dr Null - 28 - Dam Dr Null


Dr Null villain / PL 15
In now famous Senate testimony,
a respected prosecutor once
branded Dr Null “the most
dangerous man alive.” In a world
that is home to superhumans
capable of lifting mountains
and melting tanks with beams
from their eyes, it’s no small
tribute, especially considering
that Dr Null himself has no
superhuman powers. His danger
stems entirely from his scientific
genius, a genius that has proven
capable of devising inventions
far in advance of modern science
and schemes that threaten the
very world.

Dr Null is also undeniably mad.


His is a grand, all-encompassing
madness, a madness that
harbors deep bitterness towards
the world and yearns for his
genius to be recognized.

Null wears a white double-breasted


lab smock buttoned up one side
and dark pants. He wears a
black skull cap with a widow’s
peak concealing his hair. His face
is narrow and sunken, his eyes dark
and menacing, and his nose twisted.

Dr Null does not typically carry personal


weapons or devices to engage in direct combat, preferring so his ranting can be heard far and wide. If his vehicle
to ride in some mechanized war-machine that serves as is breached, Dr Null’s only recourse is to rant about his
both personal defense and mobile command center. These inevitable return before flipping the switch on his latest
vehicles are invariably armed with an array of his latest Doomsday Device.
fiendish weapons, allowing him to smash any opposition
he encounters, and a powerful public address system Dr Null doesn’t go anywhere without a Doomsday Device.

STR DEX CON POWERS FEATS


6/-2 12/+1 12/+1 none distract (intimidate) improved init 3
INT WIS CHA equipment 40 (vehicles & inventor
headquarters) master plan
48/+19 26/+8 16/+3 fascinate (intimidate) minions 15 fanatical

ATTACK +10 SKILLS

DEF 16 (13 flat) bluff 6 (+9) intimidate 8 (+11)


computers 10 (+29) knowledge-earth sci 5 (+24)
TOUGH +1
concentration 4 (+12) knowledge-life sci 10 (+29)
FORT REF WILL
craft-chemical 10 (+29) knowledge-physical sci 15 (+34)
craft-electronic 15 (+34) knowledge-technology 20 (+39)
+4 +8 +16 craft-mechanical 15 (+34) medicine 4 (+12)
INIT GRAP SIZE craft-structural 8 (+27) notice 2 (+10)
disable device 4 (+23) pilot 4 (+5)
+13 +8 Med drive 4 (+5) sense motive 4 (+12)

abilities 60 + skills 37 + feats 77 + powers 0 + combat 32 + saves 18 + drawbacks 0 = 224 pp

Death of Dr Null - 29 - Dam Dr Null


Origin of Dr Null
Dr Null was Dr Victor Marsden, a brilliant if somewhat arrogant It quickly became clear that while personal memories were a
research scientist. He had little tolerance for his perceived blank, his technical knowledge, intelligence and logic had not
lessers, the short-sighted fools the world seemed to stock in suffered. If anything Marsden was even sharper than before,
such abundance, and while such an attitude endeared him to quicker to leap to scientific conclusions that would take others
no one it is the kind of attitude expected to accompany genius days to plod through, quicker see new approaches. Medical scans
so it was largely tolerated. After his initial successes, inventions showed unusually high activity in his brain, interpreted at the time
of various sorts, there was no doubt that a bright future awaited as signs of his recovery from the coma. Much later after Dr Null
Marsden. In time and with unrelenting work he could become one emerged as a national threat the medical data was carefully re-
of the scientific greats of the world. As is often the case, fate examined. Marsden’s expanded intellect seemed to be the result
intervened. of extensive branching and remapping in his neural pathways, an
inexplicable side effect of his brain’s healing process.
Marsden was working on his first real breakthrough project, a
device that would use harmonic frequencies to absorb widespread Marsden had been arrogant and uncompassionate before the
seismic forces from the Earth’s crust and then convert that force accident, but his new lack of identity robbed him of any real human
into harnessed electricity. This Seismic Converter not only connection or sympathy to those around him. His psychologists
provided free clean energy, it reduced the risk and magnitude of hoped that this was a short term reaction to his trauma and that
earthquakes by reducing tectonic pressure. he would adjust with time. In fact quite the opposite seemed to be
happen: Marsden became more megalomaniacal as he adjusted
Marsden and his team worked around the clock to complete the to his amnesia and became more certain of himself. It became
device, but a malfunction in the lab’s power grid caused a surge increasingly clear that after his coma Marsden saw those around
that back-flowed into the Seismic Converter. Instead of absorbing him as little more than gnats, irritating and inferior creatures.
kinetic energy and outputting electricity, the surge pumped energy Attempts at therapy just revealed a rising paranoia–they were all
into the device and caused the Seismic Converter to broadcast against him because he was better than they were. They were
dangerous harmonic waves. The resulting earthquake woke jealous of his genius and wanted to smother it.
people in their beds all across the county.
After a final abortive attempt by his doctors to fit him back in
In the lab it was total chaos, the quake rocking the building to its his previous life, Victor Marsden dropped out of sight, simply
very foundations. Even as his staff tried to drag Marsden away he disappeared. In a sense he never did return, never even survived
berated them for incompetence and refused to leave, determined the accident at the lab. Victor Marsden was gone. In his mind he
to bring his creation back under control and prove that his design had tried to give the world the fruits of his genius and in return he
was sound. lost himself. He was left with no identity. He was no one, nothing,
a null, and he held the world responsible. When he appeared
Whether Marsden finally succeeded or the damage cut power again months later, he was only Dr Null, and he intended to make
to the Converter, no one is sure. Rescue teams found him in the the world pay.
rubble, unconscious from a head injury. At the hospital he lapsed
into a coma. It was impossible to tell when he would recover, his Criminal psychologists have theorized that his desire for public
doctor’s announced. It could be weeks, it could be months. recognition of his grand schemes stems from his sense of lost
identity. Others say that’s a load of psycho-babble. Marsden went
In fact Marsden did not wake up for three years. crazy when he got hit on the head and he’s been a menace to
society ever since. It’s as simple as that.
When he awoke he was alert and communicative, his mental
faculties apparently unharmed but without any recollection of who Most people don’t care one bit about that why Dr Null does what
he was. He remembered the accident, but nothing before that he does, they want to know who’s going to stop the Destructo-
point. His doctors hoped that with time and exposure to the facts Sphere floating down Fifth Avenue erasing the skyline. They want
of his old life his memory would gradually return. They tried to to know who’s going to stop Dr Null.
teach Marsden details of his past life but it was just meaningless
trivia to him. A picture of his mother did not strike any more of a
chord in him than the Periodic Table of the Elements. It seemed
to have nothing to do with him.

Death of Dr Null - 30 - Dam Dr Null


Aliens Ex Machina (Scenario Variant)
There is a lot going on in this scenario: saving the dam, stopping the earthquakes, Dr Null’s self-destruct, the return of
the Neutron Fist, etc. If you want to really push things over the top and blow the lid off the whole situation, throw in an
alien intervention right in the middle of the action.

There should be no foreshadowing of the aliens whatsoever. Normally foreshadowing is a good thing, but the goal here
is to give the heroes a head-snapping surprise, a “just when you thought things couldn’t get any worse” moment, and to
move the scale of the threat up several notches.

The heroes have probably faced Dr Null several times, which can amount to a certain degree of tunnel-vision: find Null,
destroy his vehicle, stop his plan. A massive twist like this throws all those preconceptions to the wind and completely
changes the dynamic of the situation. If you want to break the action at the dam across two game sessions stopping
right before the exposition in Lesser of Two Evils makes a pretty good cliffhanger. You can also transplant Aliens Ex
Machina to any other scenario where you want to surprise the heroes and change the scope of the situation.

The Ultimatum Lesser of Two Evils


In the middle of the action at the dam, Special Agent Demand for some kind of explanation should be pretty high
Cordry rushes in (she is described in Setting the Stage). at this point. (Very) Special Agent Cordry will oblige:
The heroes should be surprised to see a lone FBI agent on
the scene, gun in hand, and probably expect backup to be “They’re called the Watchers. I’m one of their agents
right behind her. There isn’t any. here on Earth, but I’m human just like you. Believe
me when I say what they’re doing is for the best.”
Cordry is breathless and uncharacteristically alarmed:
“The Watchers perceive space and time differently
“We’ve got to stop Dr Null’s Seismic Converter before than we do. They’ve foreseen that Dr Null’s actions
it’s too late!” here are going to cause far more than just an
earthquake. He has no idea that when the vibrations
This is old news to the heroes (though if the heroes came released into the Earth’s crust hit a certain frequency
straight from Dr Null’s base they may wonder how she the entire planet will act as a tuning fork, sending
knows he is using the Seismic Converter). Any “yes we a destructive ripple out across the dimensional
know that” comments or questions what she is doing there continuum. It will be a catastrophe of cosmic
will be met with a terse “There’s no time for that!” proportions.”
Before the heroes can question her, ask for an explanation, “My mission was to stop things from ever getting this
or prepare to race towards Dr Null: far, but I’ve failed.”
A brilliant crimson light shines through Cordry’s “If the Watchers’ drones can destroy the dam, they’ll
blouse. Alarmed, she fishes out a pendant on a gold prevent Dr Null’s device from reaching full power
chain she is wearing around her neck, a pendant now and causing the catastrophe. If they can’t destroy
pulsing with a ruby light. “I’m too late!” she gasps, the dam, the Watchers will be forced to destroy the
and looks to the heavens fearfully. whole planet to stop an ever greater calamity.”
The night sky glows with a soft white light as a flying If she is asked why the Watchers do not just take out
saucer half a mile across fades into existence, Dr Null directly:
looming directly over the dam. The strange craft has
an almost palpable presence, but at the same time “One of the possibilities they have foreseen is that it
seems to only partially exist in this dimension–stars is their direct interaction with Dr Null and the Seismic
are visible right through the ghostly hull. It is clearly Converter that causes the catastrophe. They can’t
not of this Earth. take that risk. Even intervening this directly is
dangerous, but they are doing what they can to save
All across the dam smaller figures phase into existence– this world rather than destroy it.”
Drones teleported down from the mother ship–and creep
relentlessly towards the dam wall. Heroes are not likely to just to take it on faith to destroy
the dam and flood the city, nor should they. Arguments that
Cordry seems to come to a uncomfortable decision, there has to be a better way, this is just crazy, etc. are met
her features hardening with a new resolve. “They’re with resignation:
going to try to destroy the dam. We have to help
them.”

Death of Dr Null - 31 - Aliens Ex Machina


“I’m sorry, it’s out of my hands now. The Watcher’s still, if the heroes did somehow succeed in wiping out all
are doing what they can to prevent a terrible the Drones it would merely force the Watchers to abandon
catastrophe. You must understand that. They know their plan to demolish the dam and force them to destroy
what’s best.” the entire world instead.

Who Watches the Watchers? If Dr Null is inside the power station he may not even come
into contact with the Drones or see the phantom saucer.
The Watchers are a mysterious intelligence from on-high, He has no idea who these aliens are and categorizes
operating from a different level of space-time than humans. them as just more interlopers ruining his plans. If his Iron
They do not appear in this scenario or even directly Juggernaut is still active he will almost certainly use it to
communicate, acting only through their agents or drones. attack the drones, along with any remaining Tankbots
outside.
Cordry is a loyal servant of the Watchers–her faith in them
is absolute, even when confronted with a painful decision Saving the World
like sacrificing a city to save a world. Regardless of how
difficult it is she will not turn against them, but could be If the heroes do nothing, the Drones destroy the dam, Dr
persuaded to help the heroes avert the crisis some other Null is foiled, the world is saved but the city is lost. Not
way. likely.

To mentally communicate with the Watchers, Cordry enters Attacking the Watcher’s saucer is a non-starter–not only is
a meditative trance in which her normal human awareness it massive and far more powerful than the heroes (capable
can interact with their hyperspatial consciousness, an of destroying the world) it only partially exists in our
impossible feat in the middle of the action. Even if she dimension, making it immune to conventional attacks.
could make them listen, Cordry would not try to dissuade
them. Insubstantial 4 incorporeal

Since the heroes cannot communicate with the Watchers, If they want to save the dam and the world, the heroes
they cannot waste their breath arguing with them. They have to stop Dr Null themselves to show that the danger
have to take action and make their own decisions in the of a cosmic catastrophe has been averted, and they have
face these hard circumstances. to do it fast (Finale, Take 1–Seismic Converter). Heroes
may well split up, some holding off the Drones while others
Close Encounters race to stop Dr Null. As soon as the threat of the Seismic
Converter is eliminated, the Drones will stop fighting and
Even while the heroes are demanding explanations phase back to the phantom mothership which itself then
from Special Agent Cordry, events in the background fades from view. The alien presence vanishes, taking
are progressing rapidly. The drones are methodically Cordry with them at least for now, and leaving the heroes
positioning themselves to destroy the dam, and inside the to deal with the furious Dr Null (Finale, Take 2–Death of
power station Dr Null is feeding power into his Seismic Dr Null).
Converter.
Keep Watching the Skies
The Watcher Drones spread themselves evenly across the
base of the dam wall in a hexagonal grid. Once in position The Watchers have vanished as suddenly as they appeared,
they hunker down ominously and await for the rest of the leaving the heroes with more questions that answers. Will
grid to be complete. When all Drones are in place, they the Watchers return? What is their agenda? Do they have
detonate and destroy the dam. If the drones encounter other agents secreted among mankind?
resistance, groups will combine into larger Man-Drones.
The Man-Drones fight while more Drones phase in to fill in If the Neutron Fist appeared at the dam, what about
any gaps on the dam wall. the uncanny similarity between the appearance of the
mysterious orb that gave the Neutron Fist his powers
Heroes may fight valiantly against the rising tide of Drones, and the alien architecture? Could the Watchers have
but even if they fight them to a stand-still the rising whine orchestrated his transformation all along just to prepare
from the power station demonstrates that they are just him to be present here, on this night, to foil Dr Null and
buying time for Dr Null’s earthquakes. For the purposes of save the world?
this scenario there are always more Drones waiting to be
phased in–they will not run out of reinforcements. Worse

Death of Dr Null - 32 - Aliens Ex Machina


Watcher Man-Drone construct / PL 10
Drones are primitive cybernetic life forms, created by the
Watchers to carry out their will. They are simple black orbs
a foot across, with three extendable legs and a single red
eye-like dot.

Groups of Drones can combine to form larger more


intelligent Man-Drones. The individual Drones extend and
intertwine their limbs, becoming the arms, legs and torso of
the new collective entity.

A Man-Drone stands twelve feet tall and can extend its


limbs much farther to reach distant opponents or just stride
across the battlefield. It is surrounded by a deep red energy
field that protects against attacks, and which it can project
as a destructive force blast from its entire body.

STR DEX CON POWERS FEATS


30/+10 16/+3 -- Blast 10 improved grapple
INT WIS CHA Elongation 4 (50 feet) power attack
Force Field 7 Impervious continuous
16/+3 16/+3 -- Toughness 4
Immunity 11 (mental, fear)
+10 strike 10 Growth 4 permanent
ATTACK SKILLS
+10 blast 10 Gestalt 5 (11 drones) continuous
DEF 17 (13 flat) Super-Senses (darkvision, infravision, ultravision, low-light vision) notice 8 (+11)
search 8 (+11)
TOUGH +13 (7 impervious) stealth 4 (+3)

FORT REF WILL


-- +8 +8 DRAWBACKS
INIT GRAP SIZE none
+3 +29 Large

abilities 10 + skills 5 + feats 2 + powers 90 + combat 38 + saves 10 + drawbacks 0 = 155 pp

Watcher Drone minion construct / PL 5


STR DEX CON POWERS FEATS
18/+4 16/+3 -- Elongation 2 (10 feet) improved pin
INT WIS CHA Toughness 6
Immunity 11 (mental, fear)
10/-- 10/-- -- Shrinking 4 permanent innate
Super-Movement (wall crawling)
ATTACK +6 strike 4 Super-Senses (darkvision, infravision, ultravision, low-light vision) SKILLS
DEF 14 (12 flat)
notice 4 (+4)
TOUGH +6 search 4 (+4)
stealth 4 (+11)
FORT REF WILL
-- +6 +0
INIT GRAP SIZE DRAWBACKS

+3 +7 Small none

abilities -2 + skills 3 + feats 1 + powers 31 + combat 16 + saves 3 + drawbacks 0 = 52 pp

Death of Dr Null - 33 - Aliens Ex Machina


Further Adventures
Cleaning House With Great Power
The authorities want to go through Dr Null’s base with a If the dam was destroyed or even substantially damaged
fine-toothed comb to salvage any technology they can the whole region will be short on power. The public will
and remove any threats. Who better to help them than the demand a solution, and while the government fumbles a
heroes? The base is huge and disorganized, so there could scientist unveils a revolutionary new power source to take
be just about anything waiting in some undiscovered wing– its place (sub-space induction, controlled singularities, cold
assorted traps, robots, unhatched entities or revolutionary fusion, etc.). Is it really a harbinger of a golden age or just
inventions. Or maybe the authorities just cordon the place a ticking time bomb waiting to go horribly awry? Perhaps it
off for careful examination later, not willing to risk lives doesn’t work at all, and the whole thing is a scam intended
rushing in. This gives opportunistic supervillains a chance to milk investor dollars, but the supervillains who show
to raid the place and steal what scraps they can from Dr up to nab the new wonder-machine to sell to the highest
Null’s legacy. bidder won’t know that.

No, I Am Ultraman! Shock Felt Around the World


The heroes destroyed one Atomic Super Clone, but who is The vibrations from the Seismic Converter may have
to say there were not others in unexplored parts of the lab? been stopped before they were strong enough to create a
It could be the same hero as before or a totally different catastrophic quake nearby, but the energy rippled out across
one. This doppelganger-hero is more stable then the the world. Harmonic waves could have traveled half-way
previous clone, and after escaping the lab it wanders the around the globe before overlapping and striking a tectonic
city a little disoriented but thinking it is the hero. It may stop fault, causing a devastating earthquake in a distant and
crimes, go to the hero’s apartment for a change of clothes, unsuspecting nation. When the dust settles and the causes
or even desperately stalk the hero’s loved one. It can be are sorted out, does this country hold the heroes and their
zombie-like and plodding or an eloquent duplicate, plagued nation responsible? It could be considered at worst an act
only by sudden headaches and dizziness. What do you do of war or at best unjust evidence that prosperous “first
when your beloved likes the clone more than you? At least world” superheroes help their own but don’t care about
the clone visits sometimes! As time passes the less stable the developing nations. The wronged nation could unleash
the clone becomes. Adamant in its denial that it is a mere their own team of patriot superheroes to attack the heroes
copy, it may recognize that only by destroying the so-called on their own soil to avenge the massive destruction in their
original can it ever be at peace. homeland.

One Good Tentacle Deserves Another Trial of Dr Null


Was the Tentacled Horror completely destroyed, or did Dr Null survives the collapse of his Nega-Sphere, but is
some fragment survive and crawl away into the shadows? too badly injured to make an escape. He awakens in the
Or maybe another specimen was contained elsewhere hospital under maximum security, but to the disbelief of the
and overlooked? It could slither into the sewers or the authorities he has (apparently) regained his old memories
city’s waterways, lying low while it slowly regains strength, and lost any recollection of his actions as Dr Null–he is once
leeching from power lines or basking in the warm currents again Dr Victor Marsden. But is it true, or is the formerly mad
of city waste waters. The Tentacled Horror eats energy scientist just feigning memory loss to avoid responsibility
not people but it is aggressive and may attack anything for his actions? Can Dr Null truly be considered innocent
that stumbles across it. The heroes might investigate a by reason of years of temporary insanity? Could Dr Null,
mysterious rash of disappearances along the waterfront, err, Marsden actually go free? The eyes of the world are
expecting a serial killer but discovering that a menace is glued on the Trial of Dr Null.
growing in the bay. When the Tentacled Horror reaches
monstrous sizes it emerges from hiding to boldly feed on
the city’s power, rampaging through downtown streets to
slake its perpetual hunger.

Death of Dr Null - 34 - Further Adventures


GM’s Fast Reference Sheet Open House
Atomic Super Clone villain / PL 12
STR DEX CON POWERS FEATS
34/+12 12/+1 26/+8 Blast 12 (radiation eye beams) [24 pp array] fearless
INT WIS CHA (alt) Blast 12 area cone, no range
(alt) Aura Strike 12 (radioactive field)
10/-- 14/+2 14/+2 Protection 8
Mind Shield 8
+12 punch 12 & Immunity 5 (radiation damage) SKILLS
ATTACK aura 12 Super-Strength 4
+12 blast 12 none
18 (14 flat)
DEF
aura 12
TOUGH +16

FORT REF WILL


DRAWBACKS
+10 +7 +12/+4
none
INIT GRAP SIZE
+1 +28 Med

abilities 50 + skills 0 + feats 1 + powers 55 + combat 40 + saves 10 + drawbacks 0 = 156 pp

Game at a Glance Base Zones Booby Traps


1) Searching the Base Power Plants Vacu-centrifuge
2) Booby Traps Automated Factories Strobe Lights
3) Spawn of the Vats Í Seismic Converter assembly area Double Immobilizer
4) Nobody Home Vehicle Bays Gauntlet of Fire
Í empty Iron Juggernaut bay
Underwater Locks
Labs
Í Spawn of the Vats & Prisoners

Tentacled Horror monster / PL 11


STR DEX CON POWERS FEATS
34/+12 24/+7 22/+6 Growth 12 continuous (power loss–requires energy) ambidexterity
INT WIS CHA Additional Limbs 4 (10 extra limbs) continuous attack focus melee 8
Elongation 3 (50 feet) blind-fight
2/-4 12/+1 4/-3 Absorption 10 (energy, healing) environmental adapt (underwater)
Protection 6 (physical) fearless
Immunity 15 (mental effects, suffocation, high pressure, sleep, fearsome presence 6
ATTACK +10 strike 12 starvation and thirst) takedown attack
Immunity 5 (entrapment, half effect)
Super-Movement (slithering, sure-footed) SKILLS
DEF 20 (14 flat)
Swimming 4 (25 mph) intimidate 6 (+7)
+12 (10 absorb Super-Senses (blindsight vibration, infrared touch ranged, sense notice 2 (+3)
TOUGH
energy) energy ranged extended) stealth 4 (+3)
FORT REF WILL (stats are shown for Huge size–refer to table for other sizes)
+12 +8 +5
INIT GRAP SIZE DRAWBACKS

+7 +35 Huge power loss (Growth requires energy)

abilities 14 + skills 3 + feats 19 + powers 138 + combat 32 + saves 11 + drawbacks -3 = 214 pp

SIZE ATTACK DEF TOUGH* FORT GRAPPLE Intimidate Stealth

medium +12 strike 4 22 8 (10 energy) +8 +19 +3 +11


large +11 strike 8 21 10 +10 +27 +5 +7
huge +10 strike 12 20 12 +12 +35 +7 +3
gargantuan +8 strike 16 (attack area) 18 14 +14 +43 +9 -1

* All sizes Absorb 10 energy damage (subtract 10 from all energy damage). For simplicity and to match PL limits, the Tentacled
Horror’s Absorption does not increase energy Toughness higher than its physical Toughness, except at Medium size.
GM’s Fast Reference Sheet Dam Dr Null

Iron Juggernaut construct / PL 13


STR DEX CON POWERS FEATS
42/+16 4/-3 -- atomic fusion breath (Disintegration 12, area cone, no range, full improved grapple
INT WIS CHA round, affects insubstantial (half)) [37 pp array]
(alt) eye-laser (Blast 10 autofire, precise, accurate 3, improved
-- 10/-- -- range 2)
(alt) finger flamesthrowers (Blast 12 cone)
+8 strike 16* Toughness 14
+14 laser 10 autofire SKILLS
Impervious 10 Toughness
ATTACK (cone) flame 12 Immovable 8 Unstoppable notice 8 (+8)
(cone) disintegrate Immunity 30 (fortitude)
12 Growth 20 permanent innate
DEF 12 (5 flat) Speed 2 (25 mph)
Swimming 3 (10 mph)
TOUGH +24 (10 impervious) Super-Movement (sure footed) DRAWBACKS
Super-Senses (x-ray, blindsight radar, infravision, ultravision, radio,
FORT REF WILL none
communication link)
-- -3 --
INIT GRAP SIZE *attack area due to size: misses within 12 requires Reflex save, 15
ft area
-3 +56 Awe

abilities -44 + skills 2 + feats 1 + powers 189 + combat 68 + saves 0 + drawbacks 0 = 216 pp

Game at a Glance Iron Juggernaut Silent Sound Effects


Revelations Eye-Lasers–A thin pencil of light snaps out from one
1) Dr Null is going to destroy the dam (incorrect) cavernous eye socket, darting back and forth to focus on
2) Iron Juggernaut hidden in the water its target.
3) Seismic Converter Finger Flamethrowers–Billowing clouds of flame spill from
4) Nega-Sphere self destruct the fingertips, globs of burning fuel dripping down the
massive iron hand and onto the ground below.
Action
Atomic Fusion Breath–The immense iron jaw clanks
1) Tankbot patrols
open and an unhealthy emerald-yellow glow builds in the
2) Submerged Iron Juggernaut
mouth, vomited forth a moment later with an apocalyptic
3) Dr Null in the power plant
fury. The cone of atomic fire is accompanied by a
4) Neutron Fist (optional)
deafening roar as even the air molecules in its path are
5) Finale 1–Seismic Converter
ripped apart.
6) Finale 2–Destroying the Dam

Tankbots minion construct / PL 5


STR DEX CON POWERS FEATS
22/+6 12/+1 -- Blast 6 (electrozap) none
INT WIS CHA Toughness 8
Impervious 5 Toughness
-- 10/-- -- Immunity 30 (fortitude)
Speed 2 (25 mph)
+4 zap 6 Super-Movement (sure footed)
ATTACK SKILLS
+4 strike 6 Super-Senses (infravision, ultravision, radio, comm link)
DEF 12 (11 flat) notice 6 (+6)
search 6 (+6)
TOUGH +8 (5 impervious)

FORT REF WILL


-- +4 -- DRAWBACKS
INIT GRAP SIZE none
+1 +10 Med

abilities -16 + skills 3 + feats 0 + powers 63 + combat 12 + saves 3 + drawbacks 0 = 65 pp


Player Handout Illustrations
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this
License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written
permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
Silver Age Sentinels d20, Copyright 2002, Guardians of Orders, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
Death of Dr Null, Copyright 2006, Lame Mage Productions; Author Ben Robbins.

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