The Adventurers
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The Adventurers is a team of costumed heroes from Millennium City. Small in number, but strong in determination and skill, they work together to keep the city safe.
Contents
Story Arcs
The Smuggling Ring
Issue 1 - "Scuttled"
Red Spider discovers a weapons smuggling ring in late 2013. Stowing away on a smuggling ship in Millenium City, she hopes to ride it to its next port to find out more about who is running the smuggling ring. Upon discovering her, the ship's masters decide to scuttle it -- in hopes of taking her with it!
Issue 2 - "Tracking Ghosts"
With the help of Fox (aka Zero), Red Spider began tracking threads on possible smuggling ring participants. Using Fox's past identity as a renowned international assassin to try to set up a gun buy. Red Spider, inexperienced with the nuances of black market deals, sprung into action too soon, but together she and Fox managed to take down the bad guys.
Issue 3 - "The Adventurers"
A loose association of heroes -- Cryo-Talon, Ocelot, and Black Asylum, Fox (Zero), and Red Spider -- banded together to face the threat of organized smuggling. Other members soon followed.
Issue 4 - "Icy Reception"
Red Spider stumbles onto the smuggling ring in action. She is overwhelmed by its leader, Doctor Killowatt. She later wakes up under -- and narrowly escapes from -- a giant ice cube meant to melt free of its suspension and crush her.
"The doctor you used to be would be ashamed to see what you've become, Killowatt." "Not at all. The doctor I was before killed two men with a bayonet during the war. You gotta put things in perspective, son." ~Guidelight and Doctor Killowatt |
Issue 5 - "Showdown at WCOC"
Alerted to a disturbance at WCOC studios, Guidelight and Red Spider battle Doctor Killowatt and his well-trained henchmen. Guidelight is injured while weakening Killowatt's suit. Killowatt and his men escape with a kendrium-based backup electrical supply
Issue 6 - "The Lab Ruse"
The Adventurers respond to a laboratory attack which turns out to be a trap! Several team members are nearly killed in an industrial smelting machine. A few common items are stolen from the laboratory, leading Red Spider and team ally Night Terror to suspect that it was all a ruse.
Issue 7 - "The Gathering Storm"
Team member Artifex helps confirm through computer research that Doctor Killowatt is probably the alter ego of one Doctor Anthony Kozhan. It also comes to light that the Doctor's "thefts" were actually a ruse! The real objective was to distract attention from the fact that he was using those sites to drop off ammunition to his buyers, and counting on investigators to worry more about what was missing than what was present.
Fox, Guidelight, Red Spider, and Illusion responded to an attack at the MC Light and Power Building. While the Adventurers fought valiantly, Red Spider was taken prisoner by Killowatt's agents, and Fox & Illusion were injured.
Issue 8 - "The Bad Doctor"
Fox and Guidelight strike out to locate Killowatt's hide-out, tipped off by Night Terror on a possible location. Meanwhile, Red Spider is tortured with a probe meant to scramble her memories so that she will cease to be a threat to Killowatt. The rescue goes well, but Killowatt decides to scramble his own brain rather than be taken alive -- possibly to avoid implicating a well-connected backer known only as "The Chairman."
The Chairman
Issue 9 - "Dock Bomb"
New member Talons joins Red Spider as they take on her enemy Kingsnake. Kingsnake, who has been linked to "The Chairman," plants explosives on a major pier. After a furious underwater fight in an environment that favors Kingsnake, Talons and Red Spider are unable to stop a thermite reaction from severely damaging the pier.
Free the Beast
Issue 10 - "The New Adventurers"
After a long period of inactivity, with Adventurers having gone their separate ways, Red Spider is almost ready to shut off the lights at Adventurers HQ -- that is, until a chance meeting with fellow costumed hero Blue Wonder leads her to meet Lady Justice. The trio in turn meets the inexperienced meta-human Mark of Power, and with the sudden return of existing members Zero (Fox), Jason Leander, and Talons, the team is renewed.
Issue 11 - "Syndicate"
While enjoying a night at the home of Cassandra (Red Spider), the Adventurers witness an attack near city hall on a motorcade of foreign dignitaries. The team of Red Spider, Jason Leander, Mark of Power, and Fox battles Bedlam and Totentanz on the streets, with a late arrival by Blue Wonder. Bedlam is defeated and arrested, Totentanz escapes, and Zero (Fox) is critically injured by Bedlam in the villain's last throes.
"Get her off me...get her OFF!" "I will enjoy letting you see your own jawbone before you die! Do you hear me? You can't RUN FROM ME!!" ~Razorwing and Infected Red Spider |
Issue 12 - "Infection"
Blue Wonder, Mark of Power, and Lady Justice clean up a riot at the prison, with Red Spider a late arrival. Members of Syndicate monitor a press conference afterward in which the Adventurers are shown live on camera, and the villains strike! After a brief rooftop battle, Red Spider is abudcted by Volantas and taken to a secret lab. Lady Justice quickly locates the lab, but Red Spider has already been infected with something by the evil Dr. Skala which has enhanced her physical abilities -- and caused her to become a wrathful rage monster!
Issue 13 - "Red Spider Unleashed"
Volantas barely saves his Syndicate comrade Razorwing from being torn apart by the enraged Red Spider, who has amazingly broken the chains holding her. Dr. Skala activates the lab's auto-destruct and the Syndicate escapes. Red Spider is taken back to her apartment where team members keep an eye on her. She exhibits signs of changes -- strange turns in behaviour, voracious appetite for protein, a rapid heartbeat that should be fatal, and skin that is becoming 'calloused'. Blue Wonder is appointed as the temporary team leader.
Issue 14 - "Burst Forth"
Red Spider's hunger grows beyond what the team can sustain. She breaks free of her penthouse and rampages through the street, attacking many and drinking the blood of several. Blue Wonder fails to locate Red Spider after a vigorous all-night search. Lady Justice uses her detection powers to locate Red Spider by her erratic heartbeat. Red Spider eludes capture once before the combined effort of Lady Justice, Mark of Power, and Illusion are able to take her and contain her at Adventurers HQ. Lady Justice deals with a police stand-off during the monster's capture.
Issue 15 - "Rage in a Cage"
Lady Justice, Mark of Power, and Illusion recover from the brutal pursuit of Red Spider, Illusion nearly having reached her limit containing Spider. Fox arrives to see his old friend. Illusion takes it hard that she could not prevent harm coming to Red. Tension erupts as the heroes try to decide if Red Spider can safely be fed, or if they must not risk opening the security field holding her. Starved and losing energy to sustain her rage and speedy metabolism, Red Spider's human personality briefly resurfaces and advises the team.
Adventurers Team Roster
Not pictured: Jason Leander, Unlucky Seven
Joining the Adventurers
Do you think you have what it takes? We may not be big, but we're small - and that's the point! We aim to share a quality roleplaying experience together, with a well-balanced team of characters played by skilled roleplayers.
Recruitment will be by appointment/interview only, with final approval from the team leader.
Considerations
Preferred character types
These are guidelines - exceptions have been made on occasion, but that is at the discretion of the team lead.
- Silver Age-type heroes - think Spider-Man, Flash, Iron Man, Dare Devil, Batgirl
- Science-based - did you get your powers from a chemical accident/tech armor/intensive training?
- Characters who wear a mask to protect their normal-ish human life & loved ones
- Characters who have vulnerabilities which can be exploited for a richer story
What the Adventurers is experience is about
- Patrols & combating gang activity
- Taking on science-based super-villains played by player characters as part of story arcs
- Solving crimes based on clues
- Escaping deadly situations through a blend of wits and hero abilities
- A small team feel - it's about the quality, not the quantity of members.
Things we want to avoid with our RP experience
- An abundance of RP emotional drama which intrudes onto team activities
- Team characters who are designed and/or played to steal the spotlight
- Over-powered team characters trying to get an 'instant win' over our RP villains (aka, god modding)
- Be prepared to lose sometimes - adversity reveals character
- Much effort can go into recruiting a player to be our villain, so let them have victories - the Adventurers always win in the long-run!
- Being a social club - if all you want to do is hang out, why not go to Club Caprice? You don't need to be an Adventurer in order to be friends with some of them!
- Poor communication skills - noting that we all make typos, but when you can't communicate effectively in basic English, it can sink the experience for others. Examples:
- do u talk 2 ppl like this lol?? cant use punctuation or hit the 'shift' key or corerct ur spelling?
- Do you $#*%ing swear every %$(%ing second or third #%(@ing word or TYPE IN CAPS A LOT???!?!?
Recruitment
- Start by sending an in-game mail to team leader Red Spider@historiphile expressing interest
- Powers
- Traits (ie, Strengths/weaknesses)
- A brief background on your character
- Anything else you think is worth knowing
We will try to meet you and assess if your character would be a good fit for the team. It is fine to ask other Adventurers to write the team leader with a recommendation for you, but by no means does having friends on the inside assure your membership.
As much as you've put effort into building your character (we hope!), please understand that much effort has gone in to making this team, too. We will not admit everyone who asks to join just because. Try not to take it personally if we don't accept your character - it probably has more to do with the character, not you as a person playing it.