The PCs must break free of the mind control that has them acting out dramatic events and join the X-Babies in a daring escape.
Recovering their memories they will meet Arize, the master-mind behind the plan to defeat Mojo. Before they can do that they’ll need to escape from the War Wolves.
After defeating the Transmitter Tower’s guardians the PCs discover the price of their actions. They’ll need to pursue Mojo to their own reality to discover the truth about mojoworld.
1 XP when you interact with a fan or say your catch-phrase.
3 XP when you make a public appearance or pull off one of your signature move.
10 XP when you go fulltime into showbiz or decided to shun the limelight.
FREEDOM AT ANY COST
1 XP when you escape from confinement or help others be free.
3 XP when you free a slave or inflict stress on a slave owner.
10 XP when you either end slavery or allow it to continue.
Using highly advanced HOLOGRAM TECHNOLOGY it is difficult to tell THE DIFFERENCE BETWEEN REALITY AND ILLUSION.
STREETS OF MOJOWORLD
The CROWDED STREETS are filled with Spineless masters and their cloned slaves. The area is illuminated by BRIGHT CITY LIGHTS.
X-BABIES PLAY PEN
The headquarters for infant version of the X-Men is DESIGNED FOR BABIES, making it difficult to move around for adults. It is a clutter of CARDBOARD BOXES & CHILDISH DRAWINGS.
STARTING DOOM POOL: 2D6
ACTION SCENE: IN MEDI RES
Each of the heroes find themselves in an action packed situation. They don’t know it yet but this is a scenario being performed for the pleasure of Mojoworld. These challenges will be overcome by rolling against the Doom Pool.
Possible scenarios include:
The Shark Tank:
The hero is chained up, watching as someone close to them is being lowered into a shark tank. They must get themselves free and rescue the NPC within 3 rounds or they are shark food.
The heroes arrive at the Avengers Tower to find Iron Man trapped within his suit, unable to move. Set to overload it will devastate the surrounding area. Stark explains that they either need to get him away from the city or kill him as if his life-signs shutdown so does the suit. Can the PCs do what it takes?
The hero is in their secret identity, on a subway train in New York. Commuters talk about how a Gamma bomb test at sea accidentally gave Hydroman incredible powers and that the Avengers are struggling to stop him.
Suddenly the train comes to a stop within the tunnels as the power cuts out. Tremors can be felt around them and seconds later there is a thunderous roar as water floods the tunnel.
With limited air in the carriage the hero must find a way to save themselves and the commuters before time runs out.
Into The Sun:
The hero wakes up, incredibly hot. They are on a spaceship, its course locked on to the Sun. A recorded message from Ultron taunts them, indicating the evil robot is responsible for taking over the ship. Once they are dead Ultron will be free to rule the universe.
The PC can either use technical skills to attempt to regain control or try to escape the vessel before it is too late.
Whether the heroes succeed or fail once the scenario is completed they hear a voice yell “Cut!”
They will become aware that they are in an impressive television studio, watched by numerous cameras. Their surroundings become transparent, revealing much of the environment was actually a hologram.
The human-looking production crew will indicate that they need to reshoot the scene, either because the hero failed or because of some minor technical problem. They invite the heroes to wait in their dressing rooms until they are ready for them. If they resist their mind becomes cloudy and they’ll find themselves in the dressing room any way.
TRANSITION SCENE: WE INTERRUPT THESE MESSAGES
The PCs are escorted into a dressing room which is in fact a thinly disguised holding cell. The good news is that there are refreshments and they are together. Comparing notes they can’t remember where they are or how they got there.
They can attempt to escape from the holding cell by rolling against the Doom Pool. If they don’t they’ll find that the door to their cell suddenly opens, with alarms ringing somewhere in the building (this will occur shortly after they escape).
The lights flicker on and off as the heroes can try to make their escape. At first it appears as if the X-Men are coming to their rescue as they see guards taken out by Wolverine’s claws, the distinctive sulphur smell of Night-Crawler’s ‘bamf’ and Storm’s lightening blasts as small figures dart around.
Rather than being in the distance these rescuers are actually just very small, for these are the X-Babies. Consisting of Shower, Colossusus, Creepy Crawler and Wolvie they announce that they are here to save the heroes.
Blasting a hole in a wall it reveals that the heroes are on Mojoworld, futuristic skyscrapers stretching up to the strange night sky above while grotesque Spineless ones scuttle around on their walking carriages, their human slaves labouring for them.
ACTION SCENE: AS SEEN ON TV
The X-Babies explain they have a safe place to take the heroes but escape isn’t easy. The spineless are incredibly excited (and repulsed) to see these television stars and will do anything to get a piece of them.
SPINELESS FANS 6D6
SOLO D4 DUO D6 TEAM D8
The heroes can physically fight the Spineless but they can also just try to escape. If they succeed using a movement power or create a complication at D8 or higher then they’ve managed to out run at least one of the Spineless.
If the Doom Pool reaches 2D12 then War Wolves arrive to stop their escape.
The PCs can use the X-Babies in their pool, each mini-hero adding D8 to their roll. A plot point must be paid if they want to use more than one of the X-Babies in their action.
TRANSISTION SCENE: A WORD FROM OUR SPONSORS
If the PCs are able to escape then the X-Babies take them to an underground lair which they refer to as the X-Baby Play Pen. Here there are other miniature X-Babies including Shadowkitty, Psychilde, Charlie X & Lil’ Iceman.
The X-Babies explain their origins and how they’ve been fighting against Mojo, with little success. They are keen to learn from the heroes about their Earth 616 counter-parts, taking their triumphs and failures as their own.
This gives the PCs an opportunity to recover any stress and create resources while learning about their surroundings. Of course the real question is how they go there, since their memory is still cloudy due to the mind control they’ve been exposed to.
The X-Babies reveal that is due to their new grown-up friend, Arize. The scientist will make his presence known entering the Play Pen to apologise for what he has done. Tall with a shock of red hair, a wild beard and cybernetic legs he looks very different to the spineless ones.
Arize sets up highly advanced equipment which he promises will restore the heroes memories. Once activated the PCs remember exactly what happened.
CAPTAIN OCTOPUS’ SHIP
This FEARSOME PIRATE SHIP is currently in TROPICAL WATERS.
STARTING DOOM POOL: 2D8
ACTION SCENE: FLASHBACK
The PCs remember the conclusion of their previous adventure. They were on Earth 16501730, where piracy was still in its golden age. They were fighting Captain Octopus (this world’s version of Doctor Octopus) to prevent the pirate from using the stolen treasures of Atlantis to control the sea.
Play out this scene with the PCs on Captain Octopus’ ship, the villain wielding a cutlass in each of his metal arms. For an added challenge include his pirate crew (4D6) and if they need help they can be added by Kid Spider (secretly cabin boy Peter Parkins) a D10 dice they can add to their rolls.
If they heroes are defeated Arize used inter-dimensional technology to whisk them away from harm (and will expect them to be grateful). If they were triumphant Arize hijacked the portal that would have brought them home.
TRANSITION SCENE: EXPOSITION OVERLOAD
With their memories restored Arize can now explain to the PCs why they were brought there. First he explains that the spineless were technologically stagnant, bombarded by images from other-worlds which they now believe to be television signals.
Arize was born a mutant, immune to the signals that paralysed his species. He was able to use his scientific skills to construct a cybernetic skeleton for himself but the rest of his race rushed to have a spine.
Spearheading technological advancements Arize and his race were able to create inter-dimensional technology and even time travel. Yet they were fixated on television, their obsessive viewing habits dulling the never-ending transmissions that assaulted their minds.
They forced Arize to create a clone slave race, which he modelled on the images they’d seen. They banished Arize when they discovered he’d secretly programmed them to rebel.
The X-Babies were able to find Arize and convinced him to come back and use his genius to overthrow Mojo. He has come up with a plan to hijack the transmission tower that broadcasts the 72,000 television channels across Mojoworld and use it to block the signals from other dimensions.
Only the PCs would be able to overcome the security that defends the transmission tower and so he used the inter-dimensional technology to bring the heroes to Mojoworld, only for them to be captured and forced to take part in the television shows.
Arize and the X-Babies ask if the heroes will help free Mojoworld from their despot leader. Hopefully the answer will be ‘yes’ but if they refuse the X-Babies reluctantly agree to show them how to get home (but will take them to the transmitter tower).
ACTION SCENE: HUNTING GROUND
Before the PCs can leave on their mission the X-Men’s Play Pen is infiltrated by War Wolves (1 for each hero). To create a surprise one of these War Wolves could have captured an X-Baby in the previous Act. It will shed its stolen skin, emerging from the X-Baby’s mouth.
The PCs can try to escape or stay and fight to protect the remaining X-Babies and Arize. Should the PCs be defeated they will be taken before Mojo.
If the PCs escape or are able to defeat the War Wolves then proceed to ‘TECHNICAL PROBLEMS’.
This is situated TOP OF THE WORLD and is HEAVILY DEFENDED.
The HEART OF NEW YORK is currently a DISASTER AREA.
STARTING DOOM POOL: 3D10
ACTION SCENE: TECHNICAL PROBLEMS
The Transmitter tower is a huge structure, dwarfing the other buildings. PCs may use stealth to by-pass security from the ground level, fly up or fight their way past the security (D8 security guards).
At its summit all that stands between them and their goal is the transmitter’s guardians, evil future versions of the PCs! This is the reason that only the PCs could put Arize’s plan into action.
Mojo plucked these versions of the PCs from sometime in their near future and convinced them that it was very important that they ensure the spineless kept watching television.
These future doppelgängers inform the PCs that they don’t know what they are doing and that they are endangering all of reality but refuse to reveal more. They share the PCs memories so tell them to go back to Arize and go home.
Use the PCs data file but increase a specialty and power by one step to reflect the experience they’ve gained in the intervening years. Similarly adjust their distinctions to show their dedication to protecting the transmitter and any future events that might have changed their character.
During this scene, if the PCs are able to successfully roll against the Doom Pool they can install Arize’s technology. If they do they will hear wailing from the population of Mojoworld before the inhabitants (except for Mojo, Arize and the human clones) fall into comas.
TRANSITION SCENE: TICKET HOME
If the PCs investigate the effect on the population they find that while the Spineless are now shielded from the transmissions their bodies are shutting down. Anyone with Medical of Science specialities can come to the conclusion that it appears as if the very purpose of the Spineless was to consume transmitted images and without that they die.
Mojo’s image appears on giant screens dotted around the city, via cable, addressing the PCs. He goads them, saying that they’ve doomed Mojoworld but there is still time to fix things. He suggests they discuss things in their native reality. On the screen it shows Mojo opening a portal and passing through.
If Arize is with the PCs he explains that if a Spineless leaves the dimension they exert an Anti-Life field that will eventually destroy their world. Doubtlessly it is a trap and advises them to stay on Mojoworld. The X Babies disagree, offering to come with them to finish Mojo once and for all.
PCs have a chance to recover and establish resources before they head through the portal.
ACTION SCENE: EXECUTIVE DECISION
The PCs arrive in Time Square. Vehicles have collided with each other and people lie dead or dying as Mojo’s anti-life field ages them rapidly. A storm rages above, shattering windows due to the high winds and frequent lighting strikes.
Mojo taunts the heroes, saying that they’ve meddled in the natural order of things. He points out that their world is just one of many Earths but Mojoworld is unique. He says that there is still time for them to save their world. If they agree to never interfere in his affairs he’ll tell the secrets that only Executives learn. They might even be able to establish a deal, allowing the PCs to use his inter-dimensional resources and data in return for broadcasting their adventures.
If the PCs refuse then Mojo will try to stay and finish destroying the world. If the Doom Pool reaches 2D12 there will be lasting damage to Earth’s eco-system. The world won’t be destroyed but it will begin dying (which can lead to further adventures where the PCs try to find a cure).
If the PCs agree to Mojo’s plans or defeat him he’ll reveal the secrets of Mojoworld. He explains that he had his people research the nature of their reality. It was determined that the reason that they were unique is because Mojoworld hadn’t occurred naturally. Someone made it, just like it made the spineless.
They were designed by nature to collected data transmitted to them. They had first thought that it was television broadcasts but this didn’t make sense, after all how would it penetrate space-time?
The answer was the transmissions were being deliberately sent to them by a race that observed countless Earths. Who watches the Watchers? The Spineless do.
The reason for this is being demonstrated around the PCs. The Spineless destroy worlds just by being there. They were designed to destroy worlds, either because they endangered other realities or had been judged inferior. This is why, once they had technology, they’d been compelled to find ways to travel to other dimensions and times.
Mojo says that they have been used just as they use their slaves. The Spineless are genetic weapons designed by unknown makers. Using television to distract his people was the only way to prevent them from killing dimensions. The PCs have foiled that plan and doomed a race.
Once the secret is revealed, whether Mojo was defeated or not, the villain asks the PCs to find out who created his world. He believes that the Watchers are being used, just as they were. In order to find the truth the PCs will have to go even higher.
There are multiple ways that this adventure can end.
The PCs could agree to work with Mojo, allowing them to travel through space/time or they might just let him return home to regain control and save his people. They’ll have to live with the oppression of the slaves.
The PCs could overthrow Mojo. If they return to his world they can either find a way to cure the Spineless or remove Arize’s technology. They can help give the clones their freedom and change the planets culture.
Finally, depending on whether they were able to stop Mojo in time they’ll have either saved their world or need to begin finding a way to undo the damage he has caused.