Coincidentally I just started a short run game last night which will run for 4 sessions. 200ish point PCs, none of them built with devastating efficiency.
Set in an alternate history where a secret supers program fielded powered soldiers in WWII but locked them up or froze them after the war. A shadow war with aliens had been fought since the 1960s. The supers in cold storage were released in the 1980s as prep for the announcement of a war with aliens. By the late 90s the reaction to the announcement was less mass hysteria and more "war with Aliens... What do you know." 9/11 was an alien attack on NYC that was far more devastating and proportionately more galvanizing. The fractured supers community put an end to the war (though no one is quite sure how) but at the price and many of their lives. America started to rebuild but in the absence of heroes and vigilantes crime syndicates and cartels became major societal issues and so a new generation of heroes, less experienced and with fewer resources, has stepped up to put a stop to them.
However there's more going on than meets the eye, someone is trying to use Alien trappings to hide their involvement/responsibility for the proliferation of new designer drugs, worse yet the drugs themselves serve a secret purpose that only one man alive might be able to discover...
Session one was "escaping the Juarez Cartel's drug warehouse" an opportunity to get a feel for characters and rules.
Session 2 will focus on the creation of a task force (the players) under the leadership of Echo-1 (a PC) to put a stop to the distribution of the drugs. There will be a pair of combats against first trained, then expert minions one at a border check point and the next on a boat. The boat will be rigged to dump the drugs into the water (doing who knows what if it's not stopped).
Session 3 will take the group to the processing facility where the drugs are made where they will discover Alien captives whom they can free or destroy (which impacts the final confrontation and epilogue). When they escape they stumble into a Rakshasa's oasis which reveals that the Amnesiac player was actually a Faery Noble that became lost in America. The team leader won't be able to attend the 4th session so this will be his chance to blaze of glory.
The last session should be a 5 on 5 melee with low grade grudge NPCs and then the epilogue (informed by notes on some of the stuff the players did).
Ah, finally an outline!
On Jan 31, 2012, at 2:56 AM, Christopher Loree <cosmic.zenst...@gmail.com> wrote: