Millennial Men

Many years ago I ran and played in a superheroes campaign with rotating GM's, using the Hero System / Champions. The focus was on a supergroup that came to be called the Millennial Men, due to being based out of the Champions RPG default superhero setting's Millennium City.

Later, several of the players from the campaign played the City of Heroes MMO. It became a thing where we made a Millennial Men supergroup and created characters from our ttrpg campaign in CoH. In some way, it allowed us to imagine the ongoing adventures of the group. As time went on, new characters joined the CoH supergroup and were incorporated into the cannon.

In the years when CoH was offline, there was some attempt to reboot and attempt the same on Champions Online but it never really took off. With Homecoming up and running, a few of us returned and thus a much diminished vestige of the idea remains.

The following are interpretations of characters from the various incarnations of the MillMen. Partially written up as nostalgic indulgence by me, but also with a dose of pragmatism. The MillMen had a diverse lineup with some really neat ability sets, particularly the Champions ttrpg versions of the characters. Thus, implementing some of them is a practical test of a superhero rpg to see how well it models certain concepts.

The Teams

As the Mill Men's scope of operations grew beyond their original founding city and their roster swelled, subgroups shaped up, informally at first but eventually in an organized manner. In that later era, the lineups were not set in stone. A given member might bounce around between the teams as convenient, or be asked to assist on something particularly in their wheelhouse, or just to fill in where necessary.

Red Team

The original core members were retroactively dubbed the Red Team as the supergroup grew, largely because it was led by War-Man and he shoots bright red energy beams. Things don't have to be complicated.

Blue Team

After an uptick in supervillainy ran rampant along the east coast of the US, the Millennial Men became involved. Most of the team returned to Millennium City after the initial efforts were successful, but a group of new joins in and around Paragon City remained and effectively formed a subgroup that was dubbed the Blue Team. Hype was able to bounce back and forth to wherever he was needed due to his incredible speed, but he tended to favor the Blue Team after it was founded. He and Cryolysis in particular got along very well, and over the years they developed tactics using both of their powers to maximum advantage.

Gold Team

A Millennial Men affiliate group started up on the west coast of the US in the 2010's, dubbed the Gold Team. It eventually unofficially went defunct and basically disbanded, but a little more than ten years later it abruptly started back up again. This team was and is notably edgier than the Red or Blue Teams.

Allies, Auxillary, and Former Members

Due to considerations for his mental age, Chitin was allowed to participate in a limited capacity under War-Man's direct supervision. Major Savage left the MillMen to join a high profile government agency, and formed up an elite unit of jump-packed armored Federal Agents known as the Icarus Agents. However, he was a strong ally to his former team and sometimes joined them in the field; it wasn't always clear if he was acting in an official capacity or as a private citizen.

The MillMen also had various allies that worked closely with them from time to time.

Home

Timeline

Following is a very sparse summary of specific high points taken from the Millennial Men's long history.

Millennium City Blues

The city's premier superhero group The Champions went missing nearly a year ago. No one seems to know where they went. Their base and other accoutrements were left in the care of Dr. Silverback via a preplanned contingency in the case of ther absence.

Other heroes, such as the street-level group Millenium City 8 aka the MC8 and solo heroes did their best to compensate. Federal Agent John Wrath, empowered with vast jurisdictional privileges to police superhuman and paranormal activity, was sent to the city to head up official interventions.

Nevertheless, supercrime was on a sharp rise, and more mundane crime followed with it. Times were tough for residents of the city, as out of control violence and property destruction became a regular occurrence.

GM Killer Shrike
Theme BioTech Smash & Grabs
Heroes Chitin, Gravitic, Green Knight, the Mod, Rook, John Wrath
Villains Dozer, The Fixxxer, Green Knight ?, Hardcharger, Hypnox, Incantrix, Wu, and Wulfen

Among the background noise of supercrime, a series of brutal raids on various biochem companies by a crack team of super-mercs eventually rose to top of the heap to be deemed the worst thing going on. John Wrath was tasked to investigate it. Over a series of days, an experienced hero originally from Texas and a handful of new heroes also got involved. A series of unlikely events occurred in short order and while they didn't really get fully to the bottom of the crime spree they did put a stop to it...for now.

Along the way, the supposed hero Green Knight went rogue committing supercrime around the city, and when his former allies chased him down to intervene proceeded to battle and nearly defeat the group. Finally defeated in a violent climax, 'he' was revealed to be a robot -- though it did seem like the one the group originally met and worked with was human. This mystery went unsolved, but over the years more Green Knight sightings recurred across the world now and then.

Additionally, John Wrath came under increasing scrutiny and heat from his higher ups due to his eratic performance and after a series of escalations was forcibly retired from his status as a Federal agent. After a drunken bender the old warhorse got back into the action, but stripped of his Federal privileges and his higher end gear including his beloved flying car "Matilda".

The group did not officially band together to form the Millennial Men, but this arc was the run up. Rook and Wrath in particular would go on to be core members of the eventual team, while Gravitic and Chitin would make regular appearances.

Millennial Men Mobilize!

About a month later, the city was in the midst of a mounting crime wave due to a lack of organized heroes and lack of Federal intervention due to Wrath's vacated position not being filled. The MC8, Rook, Chitin, Gravitic, John Wrath, and others did what they could. Additionally, the experienced sanctioned hero Hype came to the city to help out, as did War-Man and a few others. However, heroic efforts were sporadic and largely uncoordinated. It wasn't enough, and it was a time of mounting tensions in the city with supercrime continuing to escalate.

GM Wily Quixote
Theme Supercrime / Magical Hijinks
Heroes Agent X, Chitin, Gravitic, Hype, Major Savage, War-Man, John Wrath
Villains Enforcers Inc mercs (Dozer, Highrise, Hypersonic, Pounder, Tideripper), TAKE (Carbonado, Hachidori, Chishiya), Papa Zombie, unidentified animal-man
The McGuffin Stick

The police put out a call for assistance at the Museum of Anthropology. The superthieving team called TAKE was on the scene, taking hostages to buy time for them to steal an ancient artifact that looked like an ordinary stick, but supposedly was an "anthropologically significant object" with "mythological relevance".

Hype and Gravitic responded to the call and worked together to free the hostages and deal with the density-brick Carbonado, who Gravitic accidentally hospitalized by overestimating how many G's she could shrug off (not 150 G's, it turns out). Hachidori, Chishiya, and a third person the heroes never got a good look at escaped with the stick via one of Chesire Cat's teleporation gates.

The (In)Famous Zoo Battle

A few days later a general call for help went out, the Large Mammal area of the MC Zoo was in the grip of a supervillain. The gargantuan Highrise was picking large animals out of their enclosures and releasing them into the populated park! Hype, War-Man, Agent X, and Gravitic each responded in their own particular ways, arriving on the scene in a staggered order. Unfortunately, several other villains revealed themselves as well and soon a full scale superbattle rampaged across the zoo as the heroes struggled against Highrise, Hypersonic, Pounder, and one other villain -- an unknown cat-like animal man with the stick stolen from the museum that scurried around mind-controlling animals to attack the heroes and civilians.

Media Controvery - Escalating Violence

It was a close run thing but the heroes triumphed in the zoo battle...however a lot of the battle was caught on camera by news helicopters which subsequently sparked controvery in the media about these new heroes coming to the city -- Hype in particular -- was replayed and disected on news shows and referenced in print media. Footage of the extreme violence employed by both sides but in particular the brutal tactics of the hyper-kinetic hero Hype.

Highlight reels later focused heavily on Hype punching the zoo's beloved temporaly-displaced wooly mammoth hard enough to knock the animal out and hurl it back into its enclosure, then later almost drowning the shrunk down to normal sized unconscious Highrise by callously tossing him into the hippo pool, and finally Hype's abrupt take down of the sniping Hypersonic via an unbelievable display of superhuman speed and aerial acrobatics. After the battle, Hypersonic was rushed to the ICU with many broken bones and internal injuries, echoing Carbonado after the Museum heist. Also, Highrise required resuscitation after being fished out of the water, and Bessie the mammoth had to be treated for a concussion. It didn't help that in later interviews Hype was dismissive and entirely unapologetic about his tactics, insisting they were justified by the circumstances.

The coverage brought a lot of attention to the nascent group due to the high quality and multiple points of view of the video footage, the incredible action on display, and the repeated citing of it by media on both sides of the argument.

Enforcers Inc

As the zoo battle was winding down, Hype and Gravitic questioned Pounder after stripping him out of his power armor (Hypersonic and Highrise were unconscious), and found out they had been hired via the supervillain-for-hire company Enforcers Incorporated, to set a trap for Hype and Gravitic as retaliation for their interference at the Museum. He did not know who the client was. Hype had heard about Enforcers Inc before, but had not knowingly encountered their mercs before.

Papa Zombie

Meanwhile, the stealthy Agent X spotted the unknown cat-man with the weird stick escaping into a convoy of panel vans along with a bunch of henchmen disguised as zoo maintenance workers. He infiltrated the group and departed with them. Independently War-Man's onboard comm suite picked up unusual hi-band frequencies coming from one of the vans and decided to follow from far above. Ultimately they ended up at a rural farm outside the city that turned out to be a hidden base for a Voodoo cult led by Papa Zombie, plotting some kind of heinous scheme. Eventually discovered, the duo fought bravely against zombies and cult members with strange powers, but were about to be overwhelmed.

Fortunately, War-Man was able to send out a distress signal which was answered first by Major Savage, and then by Hype. Together the four were able to destroy a bunch of zombies, most of the voudon, and cause Papa Zombie to flee with the magic stick stolen from the museum. Hype had faced Papa Zombie before, when he was part of the southern super team NewGen, and clued the rest of the group into what a serious threat he is. Agent X directed the groups attention to some plans he had discovered in the farm house during his infiltration, indicating a plot to attack a gala being held by a wealthy man in an upscale neighborhood of the city at the end of the week!

The heroes agreed to coordinate to attempt to foil Papa Zombie's plan, and War-Man radioed in the location of farmhouse and the team's discoveries to the authorities, and the group departed the rather disgusting aftermath of the farm after immolating any zombie parts they could find.

Millennial Men Mobilize!

The next day Gravitic and Hype responded to yet another call for assistance from the police. The supervillains Dozer and Tideripper were trying to steal something down at the docks. Hype kicked the brickish Dozer into a comma, and Gravitic countered Tideripper's water powers with the force of gravity and she ran away after her meatshield got bodied so easily.

The encounter was quickly contained, and in the aftermath reporters on the scene were able to corner the two heroes for an interview. Hype used the occasion to announce the founding of a new supergroup he called The Millennial Men and invited a list of heroes who had been active in the city recently. Gravitic didn't expect this but didn't miss a beat before endorsing the notion. Thus the two technically became the co-founders of the Millennial Men.

The Gala

On the appointed day, Hype, Major Savage, Chitin, and John Wrath showed up at the mansion the gala was being held at to do their best to counter Papa Zombie. Things pretty quickly devolved as the plot unfolded...the rich man's son was involved with Papa Zombie's cult and the gala attendees were going to be sacrified to power up the stick Papa Zombie had acquired from the Museum at the start of the arc, which would then be used to raise a horde of zombie animals. Things got dicey for the heroes, but Wrath ultimately solved the problem by breaking the stick and killing Papa Zombie who discorporated into a pile of ash.

The remaining zombies dropped like puppets with the strings cut, the cat-man and a couple of remaining voudon fled, and that was that. In the aftermath a fussy officiant from the Museum arrived to recover the stick, going on about how it was supposedly some kind of priceless artifact, but Wrath cannily lied and said Papa Zombie broke it as part of the ritual.

Millennium Battlegrounds

With the threat of Papa Zombie silenced and a core group of heroes working together in a more coordinated fashion, the tide started to turn on the crime wave that had been overwhelming the city. The team settled in to a grove, and in particular War-Man quickly distinguished himself as the organizing force and leader of the team.

GM Killer Shrike
Theme Overcoming Escalating Threats
Heroes Chitin, Gravitic, Major Savage, Metis, Rook, War-Man, John Wrath
Villains Barb, Exigent, mutant killing giant robots, Stormcloud, Stygian Fool, stygian fooleries

The militant mutant supremacist called Exigent issued an ultimatum on national television treatening to destroy a new skyscraper being constructed in the city center. According to the villain, the building was being funded by an anti-mutant group and was intended to be used as a front for that organization.

The city authorities and feds took this threat very seriously, becuase Exigent is incredibly powerful, destructive, and lethal. Most who face him are hospitalized or killed. He's regarded as a global threat, powerful enough to take on nation-states. Only one person has faced the mutant menace and not only didn't get wrecked but succeeded in preventing Exigent from acheiving their objectives -- not just once but three times! That man was John Wrath...the guy who was forcibly retired by the gov a few months previously but who was still hanging around the city fighting supercrime.

Ultimately, Wrath's former boss gritted their teeth and reached out to ask Wrath for assistance. After some gloating and taking the opportunity to dunk on his former boss a bit, Wrath agreed and rallied his new allies to the cause. Additionally, a sanctioned hero from Boston named Metis was in the city working with the feds and volunteered to assist. The group gathered at the construction site ahead of Exigent's cut off time and did some investigation. Some efficient sleuthing pursued in various ways by the heroes turned up interesting facts -- Exigent was actually correct.

The building was being partially funded by a prominent anti-mutant group. Further, they uncovered secret architectual plans describing a hidden underground facility that was being built underneath it. While not all of the investors or planned tenants were in on the scheme, ultimately the skyscraper was indeed intended primarily as a secret base and legitimate business front. As mutants, Metis, Rook, and Gravitic were ambivalent about the situation but did agree that they couldn't allow a supervillain to just blow up buildings they didn't like. The heroes discussed a strategy, cleared the vicinity of civilians, and spread out to defend the area from Exigent.

The Promised Attack

As the ultimatum's deadline elapsed, a concealing storm and fog rolled in abruptly and Exigent descended from the clouds with powerful eyeblasts scorching the exposed structure of the partially built skyscraper. An intense and punishing superbattle evolved as the heroes did their best to hamper Exigent and his weather controlling ally Stormcloud and several less significant mutants. The nearly-unerring and lethal eyeblasts of Exigent sought out the heroes with punishing accuracy, forcing the less durable to hide and take defensive actions.

Rook, Mutant

Rook's powerful force field proved able to stand up to the lethal eye beams, though not entirely. The tactile telekinetic zipped around the superstructure of the building and flailed at the villain using construction materials and parts of the building ("I'll see your eye beams and raise you an I-beam -- to the face!"). Exigent recognized Rook as a mutant and started a running dialog with the hero, attempting to find mutant solidarity. Rook bantered, and indicated he was sympathetic but vowed the correct way to deal with the anti-mutant group was by exposing their plans and allowing the authorities to shut them down. Exigent called him naive.

Unending Wrath

Wrath demonstrated why he had such a remarkable track record against the mutant, dodging and deflecting the eye blasts, while keeping up a constant harrasment with his own incredible accuracy, weakness finding abilities, and trademark Wrath Fu. Exigent repeatedly expressed his dislike of Wrath and vowed "you've crossed me for the last time, human!", to which Wrath replied "Who are you again?". This infuriated Exigent further and he redoubled his efforts to zap Wrath, thus buying some time for the other heroes to recover.

Attrition

The other heroes dealt with the wave of mutant henchmen and started trying to deal with Stormcloud and contribute in the struggle with Exigent. But the fight was starting to turn against the heroes. Several of the heroes were knocked out or hunkered down just trying to survive. Rook was still in the fight but was getting worn down, Wrath was still in the fight and slowing Exigent down but without his high end gear he wasn't able to do more than that. Metis was hidden beneath a crane slowing worming his way through Exigent's mental barriers, concentrating hard. War-Man kept getting dropped, recovering to enter the battle again, only to be dropped again several times.

Mutant Killing Robots

In the pivotal moments, Stormcloud exploded into pink mist and the fog immediately dissapated as three giant mutant killing robots descended upon the construction site. The robots proceeded to attack all mutants, including Metis, Gravitic, and Rook. It seemed like Metis was killed, but he actually created an illusion and dove under some heavy machinery to hide. Gravitic was knocked out. Rook, already battered, was further whittled down. Without coordination, Exigent and the heroes paused their battle and all turned on the robots, destroying them with a vengeance. Afterwards, a pause in the action developed as Exigent and the heroes sized each other up. Exigent attempted to negotiate with the heroes to let him destroy the building and leave.

Desperate Finish

Finally giving up on attempting to reach an accord finally, Exigent renewed his attack. With no more distractions or fog, all of the heroes minus Metis gave it their best but were dropped one by one as Exigent focused on them in turn. War Man, Rook, and Savage went down, then Chitin, and finally Exigent landed a hit on Wrath and put him down. Meanwhile, still hidden and thought to be dead Metis had been telepathically worming his way through Exigent's mental barriers. With the other heroes defeated, Exigent turned his attention to burning through the foundations of the building with his deadly eye beams, Metis finally broke through. Thinking quickly implanted a mental suggestion making Exigent believe he blasted the building again and successfully wrecked it. Satisfied, the tricked Exigent made a final proclamation and flew away.

Not Done Yet

Unfortunately for the heroes, Exigent was not the only villain at play on that day. As the heroes recovered consciousness, War-Man awoke to a priority communique...many criminals had seized the distraction of Exigent's ultimatum. Other heroes from around the city including Hype and the MC8 were fighting villains all around the city, but worst of all the Stygian Fool had seized control of the grand opening of the Ultima World Amusement Park outside the city proper, and the heroes were needed to save the thousands of innocents there!

Deadly Shadows

Though some of the heroes were faster to recover, several were in bad shape and none were totally ok. But they rose to the challenge and made their way to Ultima World, minus Major Savage who was too injured to continue and Gravitic who was badly knocked out and was receiving medical attention. Arriving at the scene approximately 20 minutes later, the heroes were forced to immediately plunge into the action to save civilians being terrorized by strange shadowy minions that were macabre dark interpretations of the various characters from the extensive stable of Ultima intellectual properties. Metis was killed almost immediately, his mental powers failing to affect the shadowy figments. Initially the other heroes thought it was another illusion, like Metis had done in the fight against Exigent, and fought on. But later, it was revealed that it was not an illusion after all and the Boston hero was actually dead.

Chitin, badly injured already, was knocked out. Also in bad shape, Rook and War-Man focused on saving civilians. Notably, War-Man struggled mightly sustaining life-threatening damage to halt an out of control rollercoaster. Wrath proceeded to go on a rampage, tearing through Stygian Fool's figments and deadly traps, finding weakness and Wrath Fu-ing his way through minions and lieutenants. Chitin regained consciousness and joined War-Man in an attempt to take the theme park's central tower, where they believed the big boss to be. Meanwhile, Rook heard screams from a moutain themed rollercoaster and dashed in to investigate, finding a damsel-in-distress trap which he successfully dealt with but at the expense of collapsing the "mountain" on top of himself.

Storming the Tower

Chitin, War-Man, Wrath, and Rook were all very badly injured and moving forward on sheer grit. Rook managed to pull himself out of the wreckage, while Wrath continued tearing his way through minions moving ever inward towards the central tower. Meeting mounting resistance from increasingly durable minions and lieutenants, the heroes eventually had to accept that they were too damaged to continue. War-Man radioed it in that they needed relief. Gravitic had woken up and shaken off the medics to rejoin the group and arrived on the scene but was wobbly. He was quickly overcome by the weird shadowy minions and forced to retreat. Soon, four members of the MC8 appeared. Luckily, the Millennial Men had overcome most of the threats but the final cleanup and dealing with the Stygian Fool remained.

Clearing the remaining threats, the replacement heroes cornered the Stygian Fool and worked together to triumph. Though many lives had been lost, the MillMen and MC8 managed to bring an end to the villain's sick reign of terror.

Millennium Interludes

In the aftermath of Exigent, Ultima World, and the wave of miscellaneous other criminal activity, the city cooled off a bit. Rook took a break to do some missionary work and Gravitic returned to L.A. to deal with some personal business. A few weeks passed with no major events, but then Wrath received word from a former informant that an arms deal was going to go down in the city. More significantly, according to the informant the materiel was from none other than Talon Industries, purveyors of the highest of high tech weaponry and gadgetry for the discerning supervillain. If true, this was bad news and would certainly attract dangerous potential buyers to the city.

GM Dr. Lucky
Theme Mutants & Arms Dealers
Heroes Chitin, Major Savage, War-Man, John Wrath, White Dwarf
Villains Archoninator, Photovoltaic, Talon Industries, Warboss, Warbride, Warmadillo

Wrath, War-Man, Major Savage, and Chitin worked together to determine if there was any truth to the supposed Talon Industries deal, which led them to a supposedly abandoned warehouse not that far away from the biochem factory where the original group of heroes started off. There was something there alright, but it was an ambush by Warbride, Warmadillo, Photovoltaic, and a bunch of henchmen. They wanted War-Man and Major Savage's tech, and wouldn't say no to Wrath's cybereye either.

White Dwarf

A desperate battle broke out, and the three heroes were hard pressed, but unexpected reinforcements arrived in the form of White Dwarf -- a mutant with the strange ability to compact his own body becoming stronger and denser as he shrinks. White Dwarf had come to the city eager to feel out if the Millennial Men might be allies or a source of recruits for the militant mutant group known as M-Force. The group's more or less successful opposition to both Exigent and the giant mutant killing robots seemed promising to M-Force as they also oppose both. It was just good luck that White Dwarf had been following War-Man around observing whatever he could before making contact. The timely involvement of the powerful mutant turned the tide, and the remaining ambushers were forced to run away or be captured.

STABLE-tech Platform

The hero's investigation continued, and they eventually figured out there was no arms deal but there was a plot...the supervillainous mercenary Warboss was planning to steal a new power armor weapons platform referred to as STABLE-tech secretly under development in the city. Along the way, the heroes encountered various automated defense systems, and several encounters with power armored and tech based villains. It wasn't always clear who was working for or with whom, but something was definitely afoot. In the end, the STABLE-tech platform was successfully stolen, but the heroes were able to more or less steal it back directly from the flying fortress of the Warboss.

Summer Sojourns

In the aftermath, White Dwarf departed having made a good impression with the Millennial Men and laying the ground work for future alliance. In particular, in the years to come Rook would quietly help the beleaguered mutant group from time to time, under the pretense of doing more missionary work.

Soon thereafter, War-Man went offline for a bit and privately returned to Chicago in his civilian identity to deal with family matters. Meanwhile, John Wrath was on the road pursuing some grudges of his own, and returned home to Mississippi...where he and his extended family ended up in a shoot out with a SNAKE hit squad sent to execute Wrath. And Chitin was incommunicado as well for reasons unknown to the rest of the group...in his civilian identity he's just a teenager and his family went on a vacation.

ICARUS Agenda

The same agency that Wrath used to work for had become interested in recruiting Major Savage and had made various overtures over the weeks. Savage was offered a commission and charged with standing up a squad of elite agents equipped with approximations of his own primary equipment.

He ultimately decided to take the job offer and recruited the first handful of agents for his squad. This initiative was given the code name ICARUS Agenda.

GM Killer Shrike
Theme New Supervillain Origin Story
Heroes Alliage, Gravitic, Major Savage (cameo), Rook
Villains Ricochet / Dr. Robert Zuckert, T.H.U.G.s (Tactical Heuristic Uniform Grunts)
A Day In The Park

Rook came home from his missionary work in Africa, Gravitic returned from L.A., and a new young superheroine named Alliage moved to the city from France. One fine Saturday, the three ended up dealing with what appeared to be a viral / nerve agent bomb placed in the center of Memorial Park. They failed to disarm the bomb, and it appeared to dispurse its deadly payload, but it eventually turned out that instead of the expected lethal effects the bomb instead released a mildly radioactively charged ionized gas field. It seemed...harmless?

It was later revealed that the radioactivity acted as a trackable marker for those affected by it. The trio repeatedly came under attack over the next few days even when in their alternate identies by a new kind of robot, T.H.U.G.'s *Tactical Heuristic Uniform Grunts) and a particularly annoying supervillain named Ricochet who actually proved to be a foil for the otherwise nigh-invulnerable Rook. Making many small but recurring attacks that ricochet around to strike multiple times, the small and nimble supervillain was able to quickly nickle and dime Rook with the equivalent of death of a thousand cuts. Knocked out in their initial encounter, Rook was saved by the quick thinking of Alliage.

ICARUS Agents Take Flight

Savage mobilized the first handful of ICARUS Agents to respond to the Memorial Park bomb, marking their first official non-training mission. Though still early days, Rook noticed the increased efficiency and effectiveness of the federal responders under Major Savage's command. Rook appreciated the increased competence but wasn't yet sure how to feel about a teammate basically jumping ship. This ambivalance colored Rook's interactions with Savage and the ICARUS Agents for some time.

Falling Down

Rook, Alliage, and Gravitic followed various leads and revealed that Ricochet is a new on the scene gadgeteer, inventor, and weapons manufacturer named Dr. Robert Zuckert. A genius when it comes to advanced tech and an idiot when it comes to everything else, Dr. Zuckert is an irracible man prone to drastic actions at the slightest provocation. When his revolutionary work on a perfect robotic self-teaching soldier/servitor project was budget-cut by the government the agitated Dr. Zuckert took his work underground and was soon looking for funding on the darker side of the street.

A potential business partner eventually reached out, but required a practical proof of concept before committing. Being very familiar with the recent doings of the Millennial Men, Zuckert decided to set a trap for a few of them to show off what his tech...even in its current state...could do. He had studied news footage on the heroes, hatched a plan, built the Ricochet suit and the bomb, and took to the field along with a handful of working T.H.U.G. prototypes to lay his trap. Even a harsh critic would have to agree that his tech performed well in the ensuing altercation.

The heroes tracked Zuckert to a secret workshop, and upon arrival were set upon by various prototype and variant T.H.U.G. units and other robots and drones, but Zuckert and the bulk of his materiels was long gone. The heroes were hard pressed by the tough robots, but Alliage was able to use her alchemical magics to figure out a way to temporarily shut them down. Then the lab exploded. The heroes survived but between the bots and the bomb they were battered and rattled. Major Savage and the ICARUS unit showed up to take statements and secure the remnants of the workshop, and the heroes departed.

Enchante's Entanglements

Overlapping with the Dr. Zuckert affair, a coverage about a series of murders with ritualistic / occult overtones had been stacking up bodies of women with some amount of French ancestry. The city police were trying to keep it under wraps, but there was increasing media speculation about a possible serial killer, or a dark cult, or some other sensational cause.

Fitting the profile of a potential victim, Alliage was drawn to get to the bottom of it and involved herself in the investigation but murder mysteries is outside her core competencies. Fortunately the mystical hero Legend had felt a premonition of a serious mystical threat brewing and had come to the city to look into it. The two agreed to work together, after which events accelerated rapidly and soon a big crew of Millennial Men and new allies were on the case.

GM Killer Shrike & OddHat
Theme Magic and Mirrorverses
Heroes Alliage, Blackjack, Legend, Rook, Turbofist, War-Man, John Wrath
Mirror Match Fente (Alliage), One-Eyed Jack (Blackjack), Epitaph (Legend), Shriver (Rook), Chop Chop (Turbofist), BattleMech (War-Man), and Rick Angst (John Wrath)
Villains Antipaladin, Black Alice, Enchante, Gryphon, OCCULT, Periapt
The (Un)Usual Suspects

Initially several of the heroes were looking in to the matter individuallay and in smaller groups, without coordination. Alliage and Legend suspected the involvement of OCCULT, a supervillainous group of...well...occultists who practice the darker varieties of magic. Wrath checked his sources and determined that the supervillains Periapt and Antipaladin had escaped from prison just a bit before the first murder, which made them the top suspects in his book.

Meanwhile, the young new hero Turbofist was looking into the disappearance of Anh Xuan, a party girl from the Vietnamese community, who according to her mother had recently been in a relationship with a rich sleazeball called Blackjack, known to frequent a popular club downtown. Considering Anh's partial French heritage, she fit the profile for the killings and Turbofist was determined to find her before it was too late.

The Club

Through a series of hunches, jumped to conclusions, assumptions, and half baked plans the heroes all ended up at the same club. Alliage was dressed up and drawing attention to her French accent as a sort of murder victim honey pot while Legend and Rook blended in nearby as part of the sting and War-Man flew around outside as air cover. Blackjack was present and did indeed come over to hit on the cute young thing at the bar.

About that time, Turbofist impetuously charged in with the intent to save the damsel from what he thought was a serial killer, but found himself entangled by Rook's telekinetic grip. Meanwhile, Wrath assumed the entire club was compromised and under the control of Periapt, so he snuck in through the roof and was going room to room in the back office disabling staff and looking for Pariapt and Antipaladin. When Turbofist burst into the club and events started to go sideways, Wrath made his way to the action.

After the initial confusion, the situation deescalated, and they heroes retired to Blackjack's penthouse to discuss their business. The group agreed to work together, even Blackjack who revealed that he and Anh hadn't been serious, he didn't know she had gone missing, but was willing to help find her "to clear his rep".

Danse at the Manse

With the honey pot / sting plan busted and the Periapt / Antipaladin theory having not played out, Rook called his detective contact and updated him on the new information about Ahn. After awhile got a call back. Officers had questioned the girl's sister, who revealed she had seen her sister getting into an expensive car the previous night at a different nightclub. The police were able to get a license plate from security cams, and identified the owner of the vehicle by name.

Legend recognized the name as the leader of the local sect of OCCULT, and knew that he had an estate in an upscale area outside the city proper. The heroes decided to go there, and they departed via there various means of travel. Arriving at the mansion they soon discovered that it was a font of dark and ancient evils. They were attacked by huge Gryphons and OCCULT cultists! Eventually overcoming these threats, the group was drawn to the basement by Legend's mystic senses. Opening a doorway at the bottom of the basement stairs, the seven heroes found themselves staring into what looked like a pastoral French countryside....outdoors!

The Mirror Match

Bemused, the seven moved into the strange setting and were somewhat dismayed when the door closed behind them, leaving them stranded. Off in the distance they could see the spires of a dark castle so they made their way towards it. En route to the castle they were set upon suddenly by seven counterparts that appeared to be supervillainous versions of themselves!

Surprisingly, the heroes were easily defeated by their counterparts with even Rook finally succumbing to combined attacks after all six of his comrades had fallen. While basically identical, their mirror matches were ruthless and tactically coordinated. While the fight was epic, the heroes spent the whole of it on their back foot. The heroes awoke to find themselves imprisoned in what appeared to be individual medieval dungeon cells, but attempts to escape were fruitless.

After a period of solitude the inner wall of the cells turned transparent, to display each of their counterparts on the other side facing into their cell, Periapt standing behind them all in the center of the circle. Each hero was harassed by their double through the cell door to various degrees, while Periapt chanted some ritual and brandishing a wicked looking dagger. "I told ya'll she was behind this!", Wrath said gruffly. At the culmination of the incantation, each counterpart stepped forward and suddenly the heroes were displaced to a strange, polluted, otherworld of metal and decaying industry.

Hegemony of Vinland Dimension

In fact, they were in a containment perimeter and immediately came under attack by what appeared to be Major Savage, plus a wing of similarly suited agents and more prosaic foot troops. Responding quickly, despite the incoming rounds of capture foam and miscellaneous rifle shots, the heroes scrambled. Rook and War Man gladly took the fight directly to the enemy, while Wrath scaled a sniper tower and wreaked his usual chaos.

Legend blindly teleported away and then started sending mystic missiles tracking various foes unerringly. Turbofist fled the area, blinded by flashbangs. Alliage was comatose, so Blackjack dragged her out of direct line of fire and just kept her safe...though the sheer number of jammed guns and malfunctioning equipment of the attacking agents may not have been a total coincidence.

Finally, the heroes won free and were helped by a mysterious woman that turned out to look just like Periapt, but called herself Pendant! She took them to a safe house and over a period of exposition and rest, the heroes discovered they were in a world similar to their own, but like a negative image. Instead of the USA, the reigning world power was the Hegemony of Vinland; and they were in the ruins of Old Mill City, which was destroyed by the Conquerors in an attempt to kill the greatest paragon of freedom and liberty in the world -- Doctor Democracy.

Mirror Manse

Putting their noggins together, the heroes decided that if the mansion they went to in their dimension was a gateway to other planes, then maybe there would be a similar gate at the same place in this dimension. Worth a shot anyway. They managed to sneak out of the ruins of the city and discovered the mansion, where they met members of a group calling themselves ANGEL that were using it as a safe house. But there was no dimensional gate.

Hunkering down for a bit to figure out next steps, Legend started to meditate. After a while, he snapped out of it with a realization...the seemingly comatose Alliage was really someone else hidden by a sophisticated illusion.

Using his advanced knowledge of the mystic arts, Legend intuited that Periapt cast the spell that forced the heroes into this dark world while presumably pushing their counterparts into their own dimension. He suspected that Periapt must have held on to Alliage as a better subject for whatever dark magics she had been subjecting the previous victims too, and put a spell on Ahn to make her as similar to Alliage as possible to satisfy the Law of Symmetry.

Acting on his hunch Legend dispelled the illusion of Alliage, revealing Ahn. With a wrench, the heroes were gated back into the strange French purgatory realm they had been in before.

Alliage In Shadow

Meanwhile the real Alliage was stuck in the clutches of Periapt and Antipaladin, but it was quickly revealed that Periapt was in fact being possessed by the evil spirit of Enchante...the dark witch from Antipaladin's past. Periapt/Enchante instructed Alliage in the use of her mystic powers, while maintaining a ruse that her and Antipaladin were really good people that had been persecuted by the evil warlord Lancelot. Actually, the ancient evil psyche was priming Alliage to be the perfect host for her.

Alliage learned much about her powers in a condensed period of time and made large breakthroughs in her ability to use them, but no matter how gilded her cage she was definitely a prisoner. Alliage befriended one of her guards, a strange fey creature called Hob, and it eventually helped her to escape. But having escaped from the castle, Alliage realized the entire purgatory realm was just a bigger prison. She was pursued by an evil and unspeakable plant thing called the Black Alice, and there were no safe havens.

Mirror Match Round 2

When the heroes broke the spell and were wrenched back into the shadow realm, their counterparts and Alliage were as well. The seven heroes and their seven counterparts found themselves reset to when the heroes had originally entered the shadow realm. This time, the sadder but wiser heroes seized the initiative and triumphed over their counterparts.

Even as the heroes fought against their counterparts, the pocket realm was beginning to fall apart at the seams as Enchante drew more and more power to fuel her dark magics. The heroes rallied together and sped back to the castle at high speed, where they fought Black Alice and Antipaladin. They were able to destroy Black Alice, but Antipaladin teleported away.

End of Enchante?

Searching the castle compound, the heroes soon made their way to a small chapel in a vestibule around the backside of the castle, as lighting started pelting down from the sky with merciless fury as the skies roiled and shredded into void. Wasting no time the heroes charged the chapel, and became locked in one of the most desperate battles they had ever seen versus Enchante and a reinvigorated Antipaladin.

Almost every hero was grievously wounded, and it was only by each giving their all that they were able to defeat the two fearsome opponents. In the aftermath, Legend gathered his strength and cut a rift back to the city.

Wrath picked up the comatose Periapt, Enchante having been exorcised from her, and carried the villainess through the rift. The other heroes followed, leaving the defeated Antipaladin behind. It is unknown what happened to the terrifying villain afterwards.

Second Millennium Interludes

When the heroes returned from Enchante's other realm, they discovered that their mirror selves had been loose in their dimension for three days. They had used that time to attempt to lay the ground work for a dimensional incursion, and had insinuated themselves in various ways. The ones that looked too obviously different laid low, which mitigated the damage, but there was some fallout that had to be overcome.

Most tellingly, the heroes found their previously cozy relationship with the feds cooled a bit...though that later turned out to not entirely be due to this situation. In the aftermath of all of this, the Millennial Men scattered a bit and pursued smaller personalized concerns for a while.

GM Killer Shrike
Theme Serpents Teeth / Unlocking the Speedzone
Heroes Hype, Turbofist, John Wrath
Villains Asp-X, SNAKE cultists and Asian gangs

Surprisingly, both Hype and Wrath -- generally not very chummy individuals -- each took Turbofist under their wings. Hype appreciated having someone fast to patrol with and mentored the younger speedster, and Wrath enjoyed having a sparring partner who could actually make him work for it. Also, Wrath ended up getting along great with Turbofist's father Nguyen, and the two of them would often drink Ba Muoi Ba and talk about 'Nam. Though they hadn't crossed paths during the war, it turned out they had been in some of the same places doing similar things...just at different times. They knew some of the same people, and had experienced a lot of the same bs.

Hype started the process of teaching Turbofist how to increase his speed, and trained him in a variety of speed tricks. Wrath gruffly sparred with Turbofist, teaching him all sorts of maneuvers, and though he wouldn't admit learned a thing or two himself. For his part, Turbofist's enthusiasm and energy was endless, and he learned everything he could from his new mentors.

While hanging out with Nguyen, John Wrath noticed some local gang members with a snake motif. Suspicious, he clocked it and doubled back later to investigate it. His instincts were correct, the Serpents Teeth gang was yet another head of the snake cult Wrath had been fighting for decades. He enlisted Turbofist and thus by extension Hype to root them out. After the heroes rampaged through the gang they started to encounter more powerful members of the snake cult including a face-shifting martial artist called Asp-X, who despite appearing to be one of the bad guys might have actually been subtly helping the heroes by allowing them to follow him to the villains' lair. Hype, remembering Agent X, was kind of like...hey...? But Asp-X slipped away in the confusion of the final battle before Hype could act on his suspicion.

Hype and Wrath had previously not gotten along and started off at odds, but by the end of this escapade Turbofist had managed to bridge the gap and the two got to a point where they could work together...perhaps even respect each other.


GM Killer Shrike
Theme Enforcement Issues
Heroes Blackjack, Rook
Villains Enforcers Inc (Bronto, Gauntlet, Jackhammer, Unger, Ricochet), the Gamboni crime family

After an uneasy quiet, a new wave of threats began to emerge from the criminal underworld, putting two heroes with complicated pasts into a reluctant alliance. It was Detective Marlowe who had first caught wind of the escalating situation and put Rook and Blackjack on the case. The detective, known for his no-nonsense approach, revealed that the local mafia was expanding its operations by hiring super-powered thugs, a sure sign that traditional crime was blending with superhuman threats. The two heroes had contrasting personalities, but surprisingly got along well underneath a constant back and forth of tough-guy banter from Rook and witty comebacks and one-liners from Blackjack.

The heroes' investigation resulted in a deep dive into the city's criminal underbelly, forcing both to confront ghosts from their pasts. They discovered that the mafia had enlisted the super-mercenary outfit, Enforcers Inc., to counter them. Additionally, one of the Enforcers they ran afoul of was Bronto, who was also a former mob enforcer that Rook had worked with back in the day, forcing Rook to revisit shadows of his past. To make matters worse, Ricochet got involved and proved to still be an effective foil for Rook. Luckily, with Blackjack around, Rook seemed to do better against his foe than in their previous engagment.

In the end, Rook and Blackjack defeated several Enforcers and effectively broke up the powerbase of Don Gamboni, the mafia boss who had hired the supervillainous mercenaries. The heroes reckoned with their own shadowy histories, navigated a treacherous landscape of betrayals and brutal violence, and learned to trust one another despite their wildly different backgrounds. Their limits and commitment to justice were tested, but they triumphed.


GM Killer Shrike
Theme Métal et Magie / Abraxas Abetment
Heroes Alliage, Legend, Major Savage, War-Man
Villains Alex Abraxas, federal flunkies

An unsettling rot had begun to fester within the federal agency responsible for superheroic and supernatural affairs. What began as a subtle shift in policy and attitude toward heroes quickly grew into a series of baffling setbacks for War-Man and Major Savage, two heroes with long-standing ties to the organization. Their usual allies and contacts within the agency became distant and unhelpful, and key information they relied on suddenly went missing or was intentionally obstructed. The bureaucratic stonewalling was confusing at first, but the heroes' instincts told them it was no accident. As they dug deeper, the pieces of a complex conspiracy began to fall into place, leading them to suspect something far more insidious than simple political maneuvering. This was confirmed when a thumbdrive of stolen internal communiques and other evidence was delivered to War-Man by none other than Agent X. This evidence revealed that the head of station in the city, the same civilian politico who had spearheaded Wrath's forced retirement, was behind their recent difficulties...but was receiving instruction from someone else.

Meanwhile, Legend was mentoring Alliage. During a teaching session on mystical fundamentals, a powerful premonition struck Legend. He caught a glimpse of a shadow of corruption, emanating from his old rival the eldritch occultist Alex Abraxas. Recognizing the opportunity to expand his apprentice's skills, Legend guided Alliage through deeper mystical meditations and scrying rituals in an attempt to gain more prophetic clarity. As they worked, they uncovered the extent of Abraxas's malevolent influence: a combination of mind-controlling magic and more mundane schemes involving graft, blackmail, and deception. The powerful Greek industrialist had used his position within the villainous group OCCULT to compromise the very foundations of the federal agency from within.

The paths of the two heroic duos finally converged when their separate investigations pointed toward the same source of corruption. War-Man and Major Savage, using their tactical and tech-based skills, had meticulously gathered evidence of the institutional rot. Legend and Alliage, equipped with their mystical insights, had uncovered the magical component of the conspiracy. Together, the four heroes launched a two-pronged assault: exposing the institutional corruption to the public while simultaneously working to break Abraxas's mind-controlling spells. The combined effort proved to be a powerful check on Abraxas's power over the agency and bringing many corrupt dealings to light.

While the heroes succeeded in undermining Abraxas, a nagging uncertainty remained. The insidious nature of his influence meant that they could not be entirely sure they had fully purged his corruption. Some of his power might still lurk in the dark corners of the agency, waiting for an opportunity to resurface. The heroes, now bound by their shared experience, made a solemn vow to stay vigilant. They knew that Abraxas would not give up easily and that they would need to be ready to strike again should the shadow of his influence return.


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