This is the IC thread for the on-going "Freedom League: West Coast" game. In keeping with comic book tradition, each adventure represents a single issue of our make-believe Freedom League: West Coast comic book. Instead, of cluttering the boards with new threads for each new adventure, they will all continue in a single thread. To allow for people to quickly access particular adventures, links are presented below.
Freedom League: West Coast #1 "Time for Apocalypse!"
The team comes together for its first mission when they try to stop an art heist in Angel Bay's prestigious Darlington Center art museum. The team managed to best the villains-- really the time-traveling art thief Remlok and two of his alternates from different time streams-- and then returned to base for a debriefing. During the team meeting, a new threat emerged: the Atomic Brain. The Brain threatened to destroy the earth by raining down nuclear missiles across the planet. With no way to stop the missiles from firing, the team turned to its only alternative: use Remlok's time-traveling suit to travel back in time and stop the Atomic Brain himself. Remlok brought the heroes to the Atomic Brain's base (and then promptly escaped) and battled him while Radar Doc tried to find the control room to the missiles. With guile (and a little luck), the team managed to defeat the Atomic Brain, and Radar Doc stopped the missiles and the world was saved...
Freedom League: West Coast #2 "My Friend, My Enemy?"
Freedom League: West Coast #3 "What Lurks Below"
Freedom League: West Coast #4 "Darkness Rising"
Freedom League: West Coast #5 "Massacre!"
After an adventure is completed, a summary will be given, as well.
FREEDOM LEAGUE: WEST COAST #1 "Time for Apocalypse!"
Congratulations! After an arduous series of interviews, try-outs, and background checks, you've finally been accepted to one of the Freedom League's newest "expansion" teams, the Freedom League: West Coast.
Once you received word of your selection, you were given time to address any personal matters that needed addressing. For some, that meant celebrating with friends or family over your new position. For others, it meant simply re-arranging work schedules and maintaining plausible cover stories to prepare for your move into a new role as a member of one of the country's greatest super teams.
The new team headquarters are located in "The Aerie"-- a upper section of the Guardian Plaza building, located along the so-called Hillshire Corridor-- a long section of office skyscrapers and apartment high-rises located along the western portion of one of Angel Bay's major east-west streets, Hillshire Boulevard. (Assume that you have more or less the same sorts of things provided in Freedom Hall, detailed on p. 112 of the 2e Freedom City book. The only difference is that instead of your HQ being its own free-standing building, you occupy the top four stories of a large, 30 story building. Likewise, assume that PCs have access to "Sky Bikes" and a new "Pegasus Space-Plane" similarly detailed in the Freedom City book. Finally, assume that you all have some sort of FC: West Coast communicators that allow you to interact with one another with a range that covers most of the planet.)
You spend a lot of time in orientation, leaning about policies and procedures, training to deal with certain threats, and so on. You meet various important officials, including Mayor Manuel Rubio, Barry Beckman, the chief of the ABPD, as well as other business and civic leaders. And of course, you also have numerous opportunities to meet (if you haven't already) and work with actual Freedom League members, including Johnny Rocket, The Raven, Lady Liberty, and others. As the senior statesmen of the League's Flagship team, you spend considerable time with Captain Thunder. You find him to be a stern-- if fair-- leader, and it's no surprise that the League has had success with him largely running the show.
It's now been a few months. You're still getting used to everything-- including your new teammates-- but so far, so good. There have been a few minor encounters-- including a particularly harrowing few days protecting the President from the assassin-droid A.X.I.S during a short fund-raising trip through the city (he ended up being blasted into the ocean; it's unclear if the robot survived, but if the files you've read on the robot are any indication, it wouldn't be wise to bet against it)-- but overall, you've managed to settle into your new roles quite nicely.
For quick reference, here is a link to the OOC thread, as well as a link to a page that has a link to your PCs.
As per usual, let's have you all describe a Friday evening in Angel Bay. As you are probably aware, the city is a Los Angeles analog, so if you want to describe particulars for detail, just search typical Los Angeles stuff and you'll probably be OK. In my (unfinished) settings thread, you'll see lots of information. I'm constantly (trying to) update it. My riffs on LA should be clear to those with some familiarity of the city: Angel Bay's Genoa Beach is LA's Venice Beach; Santa Ynez is my analog to the real Santa Monica; Southern Sierra University is USC, and so on. Note also that a lot of the non-official Freedomverse villains I'll be using in this setting will be pulled from the old META-4 setting (2e write-ups can be found in the Crooks! book, but some villains detailed in the original M&M 1e book were never updated). Thus, if you want to add details about a recent run-in will a villain (esp. for plot-hook purposes), most of it is fair game. (Two villains are off limits, though: Remlock and the big guy.)
If you care about flavor-- or want to add something to the setting-- go for it. If it's not your thing, you can be generic.
You can also have a bit of RP fun, if you want. If you are hanging out in the control room with another PC and want to have some dialog about whatever, then great.
Anyhow, once everyone checks in with their Friday description and whatnot, I'll continue...