The Minutemen, disgraced superhuman champions and former enforcers of the Reagan administration, who have been in hiding for more than a decade, are out to commit suicide, taking the world with them in a nuclear hellfire. They beleive that as former retainers of the late President, that this is the only way they can redeem themselves as soldiers and true americans.
In order to accomplish their apocalyptic honor killing, the Minutemen must gain the access codes to the Juggernaut, a nuclear weapons command center that only President Reagan and his closest staff members knew of, that has long since become defunct. This is the reason behind the kidnappings of former Reagan presidential staff members, in hopes that one of them has the codes.
Should the PC's actively investigate the kidnappings they will likely catch the Killing Joke in the act, but he'll use his powerfull projected hallucinations (in a GM fiat move) to escape. He's not really meant to leave any sort of evidence they can follow, being an veteran commando bent on the success of his mission. Instead he's just meant to give them a face to place behind the kidnappings. Research or inquiry of him should fairly easily find news articles, photos, and dossiers concerning The Joke, a member of the Minutemen, Reagan's personal supergroup during his long presidency. Like the rest of the Minutemen he was suddenly and mysteriously deactivated from duty officially and never heard from again. Even more thorough investigation should find that the Joke has been living off the grid and the FBI, CIA, and Secret Service have a secret order for his immediate arrest and detention should he ever be found.
Research into the Minutemen will inevitably lead clues about their old meeting places and methods of operations, which will have them paranoid. The PC's at this point have become a problem that needs to be dealt with firsthand. At the moment they are least expecting it, in their private lives and secret identities one or more of the PC's will be attacked without warning and without mercy by one of the lesser members of the Minutemen accompanied by a squad of American Glory shock troopers. This situation is meant to be dangerous, and hopefully the other PC's will find a way to get there and aid their comrade in time. If that is impossible, have a simmilar but larger wave of American Glory troopers (mooks) attack them on their way.
If the one PC is knocked out and kidnapped, and/or if they or the other PC's detain and question a American Glory trooper they should be able to gather the location of the next meeting to be held by the Minutemen. At this point the PC's should be visited by a suitable investigator type NPC hero who can explain this all better. The background story is that the Minutemen went rouge and tried to seize America's nuclear weapons for immediate use against the rest of the world, thinking it was in their President's wishes. Instead they were apprehended by a international supergroup and while the whole thing was kept under wraps it traumatized the Minutemen so much that despite each of their escapes (except one casaulty) they never made contact with Reagan again. Only his recent death has caued them to reunite for this one last mission, the last hurrah. Most imporantly the NPC should reveal that they are almost certain that the Minutemen now have the former staff member with the access codes to the Juggernaut, and that it is imperitive to intercept this information and stop this meeting.
So the PC's, accompanied by an NPC hero, will ambush/stake out a meeting in a suitably abandoned part of your campaign's city. Here for the first time all the members of the Minutemen, and a small legion of American Glory troopers, will be present together. They also have one kidnapped politician (and maybe one the PC's depending on how the earlier situation went) in tow. The other politicians are talked about as being kept elsewhere as insurance.
No matter wether the PC's just listen to the meeting or wether they crash it, they will either hear the location of the Juggernaut and follow, hoping to stop the Minutemen there, or will get in a massive brawl and the leader of the Minutemen, the telekinetic brick Justice, will escape and fly off to the discussed location with the access codes. If the PC's just jumped in and brawled then at some point the remainign American Glories will surrender/flee, and all the remaining Minutemen will either be incapacitated or flee as far as they can, abandoning their misison. The NPC hero will take care of getting the knocked out Minutemen/glories arrested and retreiving the kidnapped politicians, sending the PC's to stop the Minutemen from launching the nukes.
The location of the Juggernaut to be overherd or followed to can be underground, under the ocean, or in space; either under, near, or above the hero's city, which is why the Minutemen were meeting there. The Juggernaut is an impenetrable fortress, but Justice has left all the doors open behind him, now just in a mad rush to activate the nukes. This should be a tense situation in which every second matters to the PC's.
When the PC's finally confront Justice in the control they might try to talk him down, or just get in all out brawl. Even if the second is the case the combat should be interspersed with the veritable manifesto of Justice and his reasoning and motivation for launching the nukes. He truly beleives himself to be a patriot, and is also one of the most powerful superhumans on earth, this shouldnt be a run of the mill brawl. Justice will not just try to win the fight, his only goal is the launch the nukes. If he can do that at some point during the combat, he will. After that he will give himself up, certain, listless, and releived in the completion of his mission. He will just give up. Now it is up to the PC's to do the impossible, to stop the apocalypse.
The rest of the situation shouldnt be beyond the capabilities of you, the GM. Wether missiles are intercepted, the Juggernaut main computer hacked into and shut down, or whatever, the PC's should be able to prevent or at least avert the nuclear missile launch. After this wether the public becomes aware and the PC's are lauded, or wether it is all kept under wraps is up to you as well.
for reference, the Minutemen are:
Justice, the leader and square jawed t/k flying brick
The (Killing) Joke, a psychic hallucination projecting commando
US Law, a regenerating psycotic captain america type
Nightwatcher, a batman type that has transmutation powers, often during the environment into other materials rather than transmuting his foes directly.
The American Glory troopers shold be guntoting thugs, weak powersuits, or even American-commando ninjas, whatever kind of mooks you need.

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). I think the plot would be more usable if you had those villains as opposed to the Minutemen. After all, until your post, I had never heard of the Minutemen you described, and I'm pretty sure every Champions GM knows of Eurostar.
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