Well, she’s at it again. I don’t know if it was something she ate, or our recent binge on paranoid paranormal programming (X-Files, I’m looking at you), or the fact that I won’t shut up about Intwischa’s story-rich run through a Marvel Heroic Role Playing (MHRP) campaign; in all likelihood, it’s a nerdy cocktail of all three stimuli.
No matter the source, however, my wife had another dream this morning that made me stop cooking breakfast and say “Hold on, let me write this down.” (For details on the first occurrence of this phenomenon, check out the link at the end of this post.) This time, her subconscious was kind enough to help me flesh out some gripping details for a story that I haven’t even got to telling yet.
That is, until today.
Our current MHRP campaign focuses intently on the nature of superpowers, and in our game world there are only two sources: sorcery and a super soldier virus. Instead of the Allied scientists using their experiments to give the world Captain America, our alternate timeline saw the rise of super soldiers as a result of Nazi attempts at genetic engineering. The destruction of the Third Reich’s laboratories that housed these experiments during the Allied invasion of Germany released this insidious genetic material into the general public, where it mutated and spread like a virus. Any “supers” in our current campaign, then, are individuals for whom this dormant gene has been activated and created in them inhuman abilities.
The Dream Sequence
In my wife’s dream, she was a single mother who managed to hide her latent power of invisibility while raising her young son. However, her son manifested a multitude of powers and quickly drew the attention of local super villains who found his talents ‘very useful.’ Soon, they were both fleeing through a city under siege as buildings collapsed and cars were crushed all around them. Pursuing them through the streets was a man ‘with wings, kind of like Hawkman’ and a ‘glowing scepter, that he could use to control metal.’ His hair was long and blonde, much like a certain Asgardian’s.
They ran as fast as they could, but the villain was relentless. In the end, however, the mother and child sought refuge in the offices of a scientist who created costumes and tools for superheroes, and evaded their pursuers.
As we’ve been fleshing out the background of our modern MHRP setting, it seemed only natural that one of the main villains would have ties to that evil ideology of World War II. So as the need for a ‘marquis’ nemesis for my character arose, I quickly created a neo-Nazi super villain who uses his invulnerability to further the Third Reich’s grotesque goals. I hadn’t sketched him out though, or statted him up; all I really had was this brief bio, and a name: Iron Eagle.
Listening to my wife describe her dream, I realized that her flying assailant was a near-perfect match for my faceless villain. Iron Eagle seems like a fine title for a flying, metal-manipulating menace with otherworldly tech and an Aryan hairdo.
There’s another incidental connection to our MHRP universe lodged here in this dream. Our very first venture into this alternate universe involved our heroes guiding a young girl with divine powers through a wasted landscape besieged by alien invaders. Now, none of our characters were single mothers and we were rescuing a daughter and not a son, but the parallels between these two threads are hard to miss.
The New Threat
The more I’ve thought about Iron Eagle, the more his look has evolved into a strange amalgam of Angel/Archangel, Doctor Doom, and Magneto. His powers follow along these lines as well.
IRON EAGLE (Identity Unknown)
Affiliations: Solo d10, Buddy d6, Team d8
Distinctions: Wanted Terrorist, Mutant Supremacist, Magnetic Personality
Engineered Evil (Power Set)
Superhuman Durability d10, Superhuman Stamina d10, Supersonic Flight d10, Techno-Organic Wings d10
SFX: Air Superiority. Spend an effect die from a roll including Supersonic Flight or Techno-Organic Wings to add or step up Durability, Stamina, or Strength.
SFX: Invulnerability. Spend a doom die from the doom pool to ignore physical stress or trauma unless caused by magic.
Limit: Mad Mutant. Shut down Engineered Evil when targeted by mutant-specific Milestones or tech to step up the lowest die in the doom pool or add a d6 doom die. Spend a doom die to recover Engineered Evil.
Limit: Overzealous. Shutdown any Engineered Evil power to add d6 to the doom pool. Recover this power by activating an opportunity.
The Iron Scepter (Power Set)
Concussive Blasts d10, Energy Weapon d10, Transmutation d10, Superhuman Strength d10,
SFX: Area Attack: Add a d6 and keep an additional effect die for each additional target.
SFX: Collateral Damage. Step back the highest die in the pool to add d6 to an attack action. Add the highest-rolling die to the doom pool before calculating the total.
Limit: Gear: Shut down the Iron Scepter and step up or add d6 to the to the doom pool. Spend a d6 from the doom pool to recover.
Menace Master d10, Combat Master d10, Crime Master d10, Science Expert d8, Tech Expert d8