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Four adventures for the Wild Cards Campaign Setting
LET IT RIDE!
The world thinks wild carders have it easy: not the hideously deformed jokers, of course, but the aces, they've got power, fame, what else could you want? They're lucky, right from the start, having drawn the one good card in the genetic deck. Who wouldn't want to be an ace?
The aces, they know better. Superhuman powers don't make your life any easier, and certainly not any less complicated. The world of Wild Cards
is a dangerous place, and when you've got power, you have a choice to make: either use the power, or sooner or later, it uses you.
for the Wild Cards
campaign setting for Mutants and Masterminds
with this exciting collection of adventures. In it you will find four ready-to-play adventure stories set in the fantastic world of Wild Cards.
* In Bugs in the System,
a plague of larcenous cockroaches is just the start of New York City's troubles one hot summer.
* Benefit of the Doubt
gives you front-row seats at the celebrity concert to benefit the Jokertown Clinic, but when trouble threatens one of the headline acts, someone needs to intervene.
* In Shell Games
the Great and Powerful Turtle is back... and committing petty crimes? Has the man in the metal shell finally cracked, or is it someone else working on the inside?
* Aces are disappearing, and the culprit appears to be the long-lost android Modular Man. Has Mod Man finally broken down into some computerized simulation of insanity, or is something else going on? Find out in Spare Parts.
Decide your character's future, and the future of the world along with it. Play the hand you're dealt...
GO ALL IN!
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