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<  FAN SECTION  ~  Agenda Challenge 2.0

PostPosted: Mon Jan 25, 2010 7:36 pm
User avatarHeraldJoined: Thu Aug 09, 2007 11:16 amPosts: 1436Location: GDT Outpost - UK
Since Morf has looked through the agendas generated in the original thread (link) started by Beermonkey, I thought it may be useful to keep all new agenda ideas to a new thread for clarity.

Listing of agendas in the original thread started by Beermonkey:

Quote:
Page 1
Find the Formula - Universal
Fire Rescue - Heroes
Rescue the Equipment - Both
The Relic - Universal
Summoned Evil - Heroes
Stay in the Light - Heroes
Hearts and Minds - Universal
Inside Man - Universal
Grudge Match - Universal
Alliance of Heroes/Alliance of Crime - Universal
Unnatural Causes - Universal
Destroy the Technology! - Universal, Nature origins/Technophobe required
Destroy the Artifacts! - Universal, Science origins/Inquisitor required
The Time of Reckoning - Universal

Page 2
There Can Be Only One - Universal (revision on page 2)
Market Forces - Universal
Masterplan Soliloquy - Villains
Breakthrough - Universal
Street Mayhem (revised page 3) - Villains

Page 3
The Rescue - (Universal)
The Beast - Universal (revised page 3)

Page 4
Break the Cabal! - Universal
Loved One in Danger - Universal
Evac! - Universal (applies to both sides)
Battle for the Streets - Universal
No Man's Land! - Universal
The Exchange - Universal (applies to both sides)
The Sniper - Heroes

Page 5
The Alter Ego - Heroes
The Streets of Pulp City! - universal
The chase is better than the catch - Villains


Last edited by leonmallett on Mon Jan 25, 2010 9:30 pm, edited 1 time in total.


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PostPosted: Mon Jan 25, 2010 7:38 pm
User avatarHeraldJoined: Thu Aug 09, 2007 11:16 amPosts: 1436Location: GDT Outpost - UK
List of Agenda Challenge 2.0 Agendas

Page 1
Alien Hunt! - Universal
The Chosen One - Universal
New Recruits - Universal
Guardians of Mystery - Heroes (requires Blood Watch)
Viva la Revolution! - Universal (requires ARC)
Unstable Powers! - Universal


Last edited by leonmallett on Tue Jan 26, 2010 9:47 am, edited 3 times in total.


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PostPosted: Mon Jan 25, 2010 7:46 pm
User avatarHeraldJoined: Thu Aug 09, 2007 11:16 amPosts: 1436Location: GDT Outpost - UK
Note the above post is a placeholder for keeping an up-to-date list (hopefully!) on the front page.

Alien Hunt!
Universal

Heroes may be working for city or federal authorities to contain rising Extra Terrestrial threats, or villains may want to pursue alien secrets for nefarious ends. Gain 1/2 agenda point per enemy Supreme with the E.T. skill incapacitated or eliminated, otherwise lose 1/2 agenda point per surviving enemy Supreme with the E.T. skill at the end of the game.


The Chosen One
Universal

One enemy Supreme has been marked for greatness, and they must be defeated before a prophecy or predicted event comes to pass. Nominate one enemy Supreme; they gain +1 to all opposed rolls during the game. If the Chosen One is incapacitated or eliminated gain an additional 2 agenda points per level of the Supreme in question, otherwise lose 1 agenda point per level of the Supreme in question if they survive until the end of the game. These agenda point gains are in addition to the usual

The Chosen One:



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PostPosted: Mon Jan 25, 2010 9:42 pm
User avatarHeraldJoined: Thu Aug 09, 2007 11:16 amPosts: 1436Location: GDT Outpost - UK
New Recruits
Universal

The next generation of Supremes are crucial in the battle between good and evil. Gain 1/2 agenda point per friendly surviving Level 1 Supreme, otherwise lose 1/2 agenda point per friendly incapacitated or eliminated Level 1 Supreme at the end of the game.


Guardians of Mystery
Heroes (requires Blood Watch)

The Blood Watch strive to protect from the shadows, repelling the predations of the forces of darkness. Gain 1 agenda point per enemy Supreme with the Necroplane or Forgotten allegiance incapacitated or eliminated, otherwise lose 1 agenda point per surviving enemy Supreme with the Necroplane or Forgotten allegiance at the end of the game. In addition, gain 1/2 agenda point per enemy Supreme with the Mystery origin (but not Necroplane or Forgotten) incapacitated or eliminated, otherwise lose 1/2 agenda point per surviving enemy Supreme with the Mystery origin (but not Necroplane or Forgotten) at the end of the game.



Viva la Revolution!
Heroes/Villains (requires ARC)

The Ape Revolution Committee is on the move. Gain 1/2 agenda point per surviving ARC Supreme on either side, otherwise lose 1/2 agenda point per incapacitated or eliminated ARC Supreme (on either side) at the end of the game.



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PostPosted: Tue Jan 26, 2010 9:46 am
User avatarHeraldJoined: Thu Aug 09, 2007 11:16 amPosts: 1436Location: GDT Outpost - UK
Unstable Powers!
Universal

One of your Supremes' powers are going haywire. They just need to survive long enough to get things under control. Before deployment nominate one of your Supremes to experience Unstable Powers. After deployment, but before the game begins, roll D6 to see what effects occur (if any skill is one the Supreme already has, increase the value by 1):
1. Fury 1
2. Reach 1
3. Molecular Manipulation 1
4. Blitzer 1
5. Telepathy 1
6. Invincible 1

In addition the Supreme with Unstable Powers gains Instablity 2 (or add 1 to Instablity if the Supreme already has the Instablity skill) and Leave No Trace (or increase Instablity by a further 1 if the Supreme already has Leave No Trace). If the nominated Supreme survives until the end of the game, gain 1 agenda point, otherwise lose 1 agenda point.


Supreme with Unstable Powers:
Unstable Effects:



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