TEXT: ISSUE #3/4/5    RAGE UNENDING
  GAME MODERATOR ONLY
  
  1
  First Things First
   
  This issue is one of the three that can be played in 
  any order following Issue #2. If this issue is the first 
  one you’re playing after Issue #2, you can skip to 
  Issue Background below. However, if it’s the second 
  or third of the #3/4/5 issues that you’re playing, use 
  the following information to connect the stories.
       If playing this issue after      
       Prime Wardens #67
  The heroes met up with Tempest and a new Haka. 
  They might have also helped Insula Primalis become a 
  new Nexus of the Void. They encountered a good deal 
  of Baron Blade’s handiwork, but have no reason yet to 
  connect him to what’s going on in Megalopolis.
       If playing this issue after 
       Tome of the Bizarre #86
  The heroes have just dealt with Miss Information and 
  learned the truth of the false Tomb of Anubis. They know 
  that Miss Information was hired by someone to hinder 
  the Freedom Five, but they do not know the identity of 
  that someone. They have also met the new hero Anubis. 
  On their urging, he traveled to Megalopolis to work with 
  Argent Adept and Visionary. 
       If playing this after both 
  If the heroes have succeeded in the previous issues, have 
  gathered lots of information, and are actively attempting 
  to figure out who is behind this, they should be able to 
  figure out that Baron Blade is the ultimate foe by the end 
  of this issue. However, if they have been barely succeeding, 
  or are not working towards solving the mystery, they will 
  likely go into the final issue still unaware.
  Issue Background
  In the late 1980s, Soviet engineers built a secret nuclear 
  reactor deep in Russian Siberia, a hundred miles from the 
  city of Yakutsk. The Yakutsk Nuclear Plant’s reactor was of 
  a brand new, untested fusion design secretly provided to 
  them by Baron Blade himself. Soon after it was brought 
  online, it went unstable. The engineers were forced to 
  quickly shut it down to avoid a catastrophic explosion, 
  and the plant and its reactor have lain dormant—and 
  secret—ever since.
   It’s always bothered Baron Blade that the reactor 
  didn’t work—if he could just find the flaw, it would be 
  a source of nearly limitless energy. Realizing that the 
  reactor design would be perfect for an undersea base, 
  he decided it was time to make it work. Breaking into the 
  secret plant, he restarted the reactor, this time installing a 
  new power source: the OblivAeon Shard that originally 
  gave powers to the super-soldier known as Proletariat.
   
   Proletariat himself just happened to live nearby, having 
  retired to a cabin in the endless Siberian woods. When 
  the reactor initialized and drew on the power of the 
  Shard, Proletariat felt it in his very bones. He couldn’t 
  let Blade unleash this power on his home, so he headed 
  to the plant to stop the mad Baron. During the ensuing 
  confrontation, the reactor went critically unstable.
  Proletariat
  Aleksandr Tsarev was a Russian soldier who, just after 
  World War II, entered into a secret Soviet project to 
  create the perfect soldier. He was irradiated with 
  energy from an ancient shard of dangerous power and 
  miraculously survived. After recovering, he began to 
  display powers of self-duplication—he could copy himself 
  and control those copies. Each copy was still him, and the 
  more copies he made, the harder it was to control them, 
  let alone think. During the Cold War, he was literally put 
  on ice—cryogenically frozen to be thawed out in the 
  case of all out war. A war that never came. 
   Years later, Baron Blade found him and freed him. 
  Giving Tsarev the name Proletariat, Blade convinced the 
  soldier to fight on his villainous team against the capitalist 
  government lapdogs, the Freedom Five. Later, Proletariat 
  came to realize that Baron Blade was no champion of the 
  people, and Tsarev disappeared into the frozen Siberian 
  wastes to contemplate his existence.
   
   Blade escaped unscathed. Proletariat was not so lucky. A 
  sudden burst of intense radiation divided Proletariat into 
  several pieces. This wasn't a life-threatening situation for 
  the former Soviet super-soldier, but it was inconvenient. 
  The more he’s divided, the more trouble Proletariat 
  has maintaining concentration and getting any individual 
  clone to perform detailed tasks. Now his increasing 
  number of clones were scrambling to shut down a highly 
  sophisticated experimental Blade tech fusion reactor. 
   That’s when Fanatic showed up.
  Fanatic and Ra
  At the end of the Multiverse, the hero Ra sacrificed 
  himself to destroy OblivAeon’s otherwise impenetrable 
  shield, and Fanatic witnessed his heroic end. Ra and Fanatic 
  had squabbled a good deal during their interactions as 
  heroes; after all, Ra was an incarnation of the Egyptian 
  God of the Sun, and Fanatic was an Angel of the Lord. 
  Their worldviews did not really line up. However, since 
  the death of Ra and his powerful dying words to Fanatic, “I 
  always had faith in you,” Fanatic has been in an alternating 
  state of grief and rage.
  
  2
    When the avenging angel flew over northern Siberia 
  and saw countless Proletariats swarm over the reactor’s 
  cooling tower, she saw an opportunity to vent her fury 
  and anguish, and also to punish an evil-doer. Assuming 
  Proletariat was responsible for all the trouble, Fanatic 
  drew her dark sword and waded into the Proletariat 
  clones, fueling her swings with her grief. Her fury is 
  terrifying to behold, but all it’s accomplishing is creating 
  even more Proletariat clones. This is not helping.
  Issue Structure
  This adventure is a race against time in two scenes, one 
  for each of the plant’s sections: above ground, and below 
  ground. The heroes need to shut the reactor down 
  before it blows, but first they must help Fanatic confront 
  her rage, and contain all the Proletariats.
   The Freedom Five can’t stabilize the reactor until 
  Proletariat is taken care of, as they’ll learn the moment 
  they try to access any of the reactor systems—his clones 
  are physically blocking them, and Fanatic just keeps 
  smiting until the heroes deal with her.
   They need to accomplish all of these tasks before the 
  scene tracker runs out of boxes and the reactor blows 
  its top. This adventure has no villain, 
  per se. All of the opposition
  is represented by the
  environment—the
  Yakutsk Nuclear
  Plant, which
  contains
  environmental hazards and two dangerous superhumans. 
  Expect combat (if explicit Attack actions define combat) 
  to play a very small role in this adventure.
   The same environment is used in both scenes. While 
  the heroes can’t confront Fanatic until they get to Scene 
  2, she might occasionally show up in Scene 1 twists. If she 
  does, have her disappear again before the heroes can 
  attempt to capture, attack, or even speak to her beyond 
  a couple of words. Some players might argue that this is 
  unfair—if someone is present, they should be fair game 
  to target, right? Not always. It’s a well-established genre 
  convention for a person who will play a bigger role later 
  to be able to melt away from the heroes before they can 
  confront her. Embrace the comic book logic!
  Blade’s Involvement
  Keep in mind that the heroes don’t know that Baron 
  Blade built the plant, or that he returned recently (and 
  left just hours ago). They think he’s still dead—last time 
  he was seen was during the OblivAeon event, and he 
  did not survive that. (OK, he faked his death. The players 
  might even know that. But the heroes do not!) Don’t spill 
  the beans! The heroes can analyze some of the reactor 
  equipment and might gain some clues for later issues.
  
  3
  Environment: The Yakutsk Nuclear Plant
  The action in this issue takes place at a long-defunct 
  and highly secret Soviet-built nuclear plant about one 
  hundred miles from the city of Yakutsk, deep in the 
  forests of Siberia. The plant’s reactor is threatening to 
  detonate in a catastrophic conflagration. 
   The plant is full of hidden dangers, but the main 
  obstacles are the human opponents the heroes will face: 
  Fanatic and Proletariat.
  The Yakutsk Nuclear Plant
  Malfunctioning Tech 
  Intense Radiation  
  A Mess of Fighting  
  green
  MINOR TWISTS
  Beta Flux: Suddenly, robotic machine guns, automated 
  SA-6 surface-to-air missile systems, and similar military 
  defenses activate. Add one 
   minion with a name 
  relating to what sort of device it is.
  Flanking Maneuvers: A number of Proletariat clones 
  charge at a hero and make nuisances of themselves. Roll 
  the environment’s dice pool and Hinder that hero with 
  the Mid die. The penalty can only be removed by an 
  Overcome success, as someone (the affected hero or 
  someone else) shoves dozens of Proletariat clones off 
  the swarmed hero.
  Chastise: Fanatic appears and orders the heroes to stand 
  down and not interfere with her dispensation of justice, 
  backed by immense power. Roll the environment’s dice 
  pool and Hinder the heroes with the Min die until the 
  environment’s next turn.
  MAJOR TWIST
  Control Room Electrical Failure: Major electrical 
  systems in the control room spark and fail. The reactor 
  controls are now completely nonfunctional. Before the 
  reactor can be stabilized, the heroes must complete an 
  additional multistage challenge to restore functionality to 
  the controls: 
    
   Access and activate the emergency generators 
  on the roof of the chiller building: Overcome
    
   Run power cables from the chiller building to 
  the control building: Overcome
   Alternatively, a hero with lightning powers can power 
  the control room equipment with a single Overcome 
  action—this charges emergency batteries and ensures 
  the control room won’t lose power again.
   
  Yellow
  MINOR TWISTS
  Steam Leak: A major pipe bursts, releasing clouds of 
  superheated steam everywhere. Roll the environment’s 
  dice pool and  use the Max die to Hinder all targets in 
  the same area. The penalty can only be removed by an 
  Overcome success to close the pipes.
  Overwhelm the Mighty: Proletariat clones manage 
  to coordinate enough to Attack the heroes. Roll the 
  environment’s dice pool. Attack all heroes with the Max 
  die. Hinder any hero that takes damage this way with the 
  Min die until the environment’s next turn.
  Zealous Offense: Fanatic’s sweeping attacks through the 
  waves of Proletariats create more and more clones which 
  get in the way of the heroes. Roll the environment’s dice 
  pool. Hinder one hero with the Min die. Hinder another 
  hero with the Max die. Attack another hero with the 
  Mid die.
  MAJOR TWIST
  Shard’s Radiation: A containment field failure releases 
  powerful radiation. Roll the environment’s dice pool and 
  Attack each target in the area with the Mid die. Hinder 
  one hero who suffers this exposure with the Max+Min 
  die (preferably one who has superpowers). The penalty 
  can only be removed by an Overcome success to 
  contain the leak.
  Red 
  MINOR TWISTS
  Neutron Burst: What engineers might call an 
  “uncontrolled transient event” occurs in the reactor, 
  releasing an intense burst of high-energy neutrons in all 
  directions. Roll the environment’s dice pool. Attack all 
  targets with the Max+Min die. Hinder all targets with the 
  Mid die until the environment’s next turn.
  Defensive Formation: Hundreds of Proletariat clones 
  block the way forward. Two Overcome action successes 
  are required to get through/past the clones before 
  anyone can progress.
  Brutal Censure: Fanatic has had enough of Freedom 
  Five’s meddling in her right and just combat. She castigates 
  them with holy wrath. Roll the environment’s dice pool. 
  Hinder all heroes with the Max+Min die until the Fanatic 
  challenge is completed.
  MAJOR TWIST
  Hydrogen Explosion: Dozens of cubic meters of 
  hydrogen leaking into the containment chamber go 
  kaboom. The reactor is still intact but the chamber is in 
  flames and crumbling. During the next environment turn, 
  accelerate the scene tracker 
  . If it reaches past the 
  end of the track, the results are not pretty.
  
  4
  Features of the Yakutsk Nuclear Plant
  This information about the above-ground features of the 
  plant is easily obtainable by a quick fly-over or a little 
  ground-based reconnoitering. Tell the players about 
  these features when they first arrive at the plant.
   
   •  Grounds: Scrubby trees and frozen earth surround 
  the facility. Proletariat’s pickup truck is parked here.
   •  Helipad: Weather-cracked concrete landing pad 
  suitable for helicopters or VTOL jets. Careful 
  examination of the pad reveals recent burns from 
  hot jet exhaust.
   •  Service Building: A large, rectangular building 
  containing the service sections of the plant. The roof 
  houses a big gasoline powered electrical generator, 
  which is in good working order.
   
   When they enter the service building, the following 
  are the important rooms they encounter. Which room 
  the heroes enter first depends on how they get into 
  the plant—through the front door is a main hallway that 
  leads to the administrative offices. The freight entrance 
  leads to the storage/garage facility. Reveal a new room 
  each time a hero spends their turn exploring. Reveal the 
  elevator when you think they’ve gotten a good sense of 
  things and feel like it’s time to move on.
   •  Main Hallway: The wall sports a detailed map of the 
  underground reactor facility.
   •  Administrative offices: A couple of small offices. 
  Some years ago the roof developed a leak, and all 
  the papers and furniture in the offices were ruined 
  by water damage.
   •  Worker dormitories: Cots, lockers, kitchen, etc. 
  Facilities for a dozen or so workers.
    
  •  
  •  Storage room and garage facility: Industrial shelving 
  piled with materials, cables, tools, etc. There’s an old 
  GAZ utility truck in a corner. Also, several new things 
  rest near one of the dock doors: a half-dozen four-
  liter plastic petrol cans full of fuel, a cryogenic tank 
  of liquid helium, and a large sturdy steel case with a 
  grapefruit-sized hollow inside. Blade brought the fuel 
  in case he needed it to run the power generator, the 
  liquid helium was to replenish the reactor coolant, 
  and the case held the OblivAeon Shard.
   •  Machine shop: A large shop full of metalworking 
  tools like drill presses, lathes, welders, etc.
   •  Elevator: A large freight elevator that leads to the 
  reactor facility 50 feet underground.
    The plant’s underground features are hidden from 
  easy view. The reactor facility is 50 feet underground, so 
  the heroes won’t learn these details until they discover 
  the map on the wall of the main hallway.
   •  Laboratory: A very well-stocked high energy physics 
  and chemistry lab. Much of the chemical supply has 
  degraded over the decades, but some is still useful.
   •  Control Center: A room containing dozens of 
  glowing CRT computer displays, cutting edge 
  technology for the 1980s, with massive windows 
  overlooking the reactor containment chamber.
   •  Reactor Containment Chamber: A dome-roofed 
  concrete containment chamber housing the reactor 
  core. Only accessible through the control center.
  
  5
  The Plant (Above Ground)
  SCENE TRACKER
  The Situation
  The heroes learned from Visionary that there is some 
  sort of disturbance happening at a defunct nuclear plant 
  outside of Yakutsk. The heroes have multiple ways to 
  get there. They could approach the plant directly by air 
  using the Freedom Jet, or they could fly into the city 
  of Yakutsk and arrange ground transportation, or they 
  could manage to arrive in the wilderness further from 
  the plant and hike to the facility. The choice is up to them, 
  but if they're having trouble coming up with a plan, you 
  can present them with those options.
   In any case, they’ll face no opposition to their arrival 
  at the exterior of the plant and will be able to perform 
  some reconnaissance of the facility before entering. The 
  plant consists of two main sections—the above-ground 
  service and entry section, and the below-ground reactor 
  plant, both filled with hundreds of Proletariats.
   It’s immediately obvious to the heroes that their old 
  foe Proletariat is here—his clones are everywhere. As 
  the heroes approach the plant, the view is reminiscent  
  of an anthill, as the plant's coolant tower is swarming 
  with hundreds of mindless Proletariat clones.
  The Obstacles
  Two things must be completed before the heroes can 
  begin to solve this entire mess:
   • Getting Inside
   • Getting Downstairs
   As the heroes are navigating the complex, use the room 
  information on page 4 to create a sense of location, but 
  also feel free to create your own layout and descriptions. 
  The important part is that the complex feel large, old, 
  and largely decommissioned, except for rare hints of 
  more recent usage. And, of course, that ridiculous piles 
  of Proletariat clones block just about every move.
  Getting Inside
  The grounds of the nuclear plant are covered with 
  scrubby pine trees, mostly dead shrubbery, and frozen 
  earth covered in snow—clearly it’s been decades since 
  a groundskeeper has had anything to do with the place. 
  As the heroes approach the plant, they see hundreds, 
  maybe thousands of Proletariat’s clones swarming over 
  the grounds, service building, and coolant tower. 
   The large, rectangular building housing the plant’s 
  service section has two entrances: a main door like any 
  office complex, and a set of large raisable dock doors 
  like you see at industrial loading docks and warehouses 
  the world over. Both are blocked by the teeming mass of 
  Soviet super-soldiers trying to get inside.
   To make their way inside the plant, the heroes  have to 
  get past the mass of Proletariats, as detailed in the Get 
  Past Proletariats challenge on page 6.
  Getting Downstairs
  If the heroes get in through the main door, they wind up 
  in the administrative offices. If the heroes get in through 
  the warehouse doors, they come into the storage room/
  garage. In either case, to get downstairs they must find 
  their way to the main hall which leads to the elevator. 
  Each time a hero decides to explore, reveal a new room 
  to them from the list of rooms above—whichever room 
  makes sense to you. 
   
   Whichever way the heroes go, their path is clogged and 
  blocked by Proletariat clones, requiring an Overcome 
  action. Once a room is discovered and cleared, it doesn’t 
  need to be again, unless the heroes are stalling for so 
  long that it refills with more new Proletariat clones.
   Eventually, the heroes will find the elevator. Then they'll 
  have to deal with the Going Down? challenge on page 6.
   
  Scene 1
  START
  END
  GREEN ZONE
  YELLOW ZONE
  RED ZONE
  
  6
  GET PAST PROLETARIATS
  Description
  To open an entryway, the heroes need to successfully get 
  3 groups of clones out of the way—physically moving 
  them, merging them, or however else they can think of 
  to get them out of the way.
  Action
  Until this challenge is dealt with, the heroes cannot enter 
  the plant at all.
  ResolutioN
     Deal with some clones! 3 Overcomes
   
  GOING DOWN?
  Description
  Once they locate the elevator, the heroes discover that 
  the elevator shaft is also clogged with clones. When the 
  shaft is cleared, they need to fix (or bypass!) the elevator 
  to get to the underground reactor facility.
  Action
  Until this challenge is dealt with, the heroes cannot 
  proceed to the underground level.
  ResolutioN
    
  Get to the elevator. Overcome, possibly more
    
  Clear the elevator shaft. Overcome
    
  Repair or bypass the elevator. Overcome
  Proletariat’s Clones
  Proletariat’s runaway cloning was initiated by a neutron 
  burst from the reactor during his confrontation with 
  Baron Blade, several hours ago. Initially several hundred 
  popped into existence, and the lingering effects of the 
  OblivAeon Shard prevented them from easily remerging. 
  Fanatic showing up and going to town with her sword 
  just made matters worse.
   When Proletariat makes a clone, he shares his 
  consciousness among all of the clones. The more clones 
  there are, the less any one of them can manage detailed 
  tasks. Right now, they’re little more than a mindless mob, 
  swarming over the building with no focus and no clear 
  goal. None of the individuals represent a threat of any 
  kind. And they can’t manage to merge again on their 
  own, as Proletariat has always been able to do before.
   Heroes might want to help them merge at some point. 
  There are any number of ways to do this. Encourage the 
  players to think outside the box—no, physically mashing 
  them together won’t do it, but perhaps getting one to 
  put their hand on another’s shoulder and making eye 
  contact? They’re susceptible to suggestion; would getting 
  them to stand up and perform synchronized calisthenics 
  or recite a nursery rhyme out loud together get some to 
  merge, as they unify in thought and action? Get people 
  thinking and reward creativity.
   Additionally, if the heroes can locate and destroy the 
  OblivAeon Shard that started this whole thing, Proletariat 
  will start merging himself on his own. But they'll have to 
  first deal with even more Proletariats...
  Scene 1
  
  7
  Scene 2
  The Plant (Underground)
  SCENE TRACKER 
  The Obstacles
  This scene consists of three separate obstacles: 
   • Find Fanatic
   • Neutralize Proletariat
   • Shut Down the Reactor
  These obstacles are explained on this page, and then 
  presented as challenges on this page and the next. 
   Continue using the Yakutsk Nuclear Plant environment, 
  but start the scene tracker over at the beginning.
   
  Special Hindrance: Too Many Proletariats
  By the time the heroes arrive, Proletariat has hundreds 
  of clones around the facility. In some places, such as 
  the control room, there are so many that the heroes 
  can’t even move around effectively. Until Proletariat is 
  neutralized, whenever a hero wants to perform an action 
  that requires precisely accessing equipment in tight 
  quarters, roll the environment’s dice pool and Hinder 
  that hero’s action with the Mid die.
  Find Fanatic
  The first obstacle the heroes must deal with is locating 
  Fanatic within this underground complex and convincing 
  her, one way or another, to halt her assault on all of the 
  Proletariats. Her powerful attacks keep making additional 
  Proletariat clones, and also prevent him from properly 
  reconstituting himself. 
  Neutralize Proletariat
  The second obstacle is a mass of clones that has merged 
  into a horrifying conjoined pile of Proletariats. To 
  recover and destroy the OblivAeon Shard that is making 
  Proletariat's powers so unstable, the Shard must be dealt 
  with first. Once the Shard is destroyed, Proletariat will be 
  able to begin reabsorbing his clones. Until then, physically 
  accessing the vital equipment in the plant is impossible. 
  There are far too many people—or, rather, copies of the 
  same person—in the way. 
  Shut Down the Reactor
  The third obstacle is the reactor itself, which is in the 
  process of going critical. Baron Blade reactivated the 
  reactor at the Yakutsk plant to observe its behavior, take 
  measurements, and determine the utility of the OblivAeon 
  Shard as a power source. He quickly determined that the 
  Shard was far too unstable and high-tailed it out of here. 
  Now, the reactor is about to blow, even if the Shard is 
  destroyed. The chain reaction has already begun, and the 
  massive explosion will be cataclysmic.
  Here are those obstacles, presented as challenges:
   
  FURIOUS FANATIC
  Description
  Fanatic is in a towering rage over losing her friend Ra, 
  and is taking it out on Proletariat. She’s beyond reason 
  and rationality, and won’t stop until a fellow hero can talk 
  her down.
  (You might say that she’s… seeing red! Get it? ‘Seeing 
  red?’ … Because Proletariat is a Soviet soldier who wears 
  red… and she’s angry… Sorry.)
   She’s mindlessly attacking and cleaving through 
  innumerable Proletariat clones, which would be an 
  effective tactic against almost any adversary except 
  Proletariat. With each mighty cleave, she creates far 
  more Proletariat clones than she dispatches. It’s up to 
  the heroes to convince her to stop.
  Resolution
  Resolve this as a multipart challenge. These are the 
  suggested parts, each achieved with an Overcome action:
    
   Get to Fanatic (she’s probably in a control room, 
  fighting many Proletariat clones): Overcome
    
   Get Fanatic to stop fighting for long enough to 
  actually listen to you: Overcome
    
   Convince Fanatic to stop fighting and fall back: 
  Overcome
  START
  END
  GREEN ZONE
  YELLOW ZONE
  RED ZONE
  
  8
  PILE OF PROLETARIATS
  Description
  Proletariat did not escape unscathed from his recent 
  confrontation with Baron Blade—he was divided 
  hundreds of times over by a sudden neutron burst from 
  the reactor. Hundreds of clones sprang into existence, 
  swarming through the reactor plant like a red tide. 
  That’s when Fanatic arrived, who began attacking the 
  Proletariats with her mighty sword, creating even more 
  Proletariat clones with every swing.
   In the reactor containment chamber, several clones 
  tried to remerge around the OblivAeon Shard, but the 
  power of the Shard interfered—leading to the formation 
  of a huge pile of semi-merged Proletariat… uh, stuff. It’s 
  a hideous ten foot tall mass of Proletariat, arms and legs 
  and heads sticking out at weird angles—we’ll call this 
  Mega-Tariat. The heroes need to fix this, which will allow 
  the rest of the clones in the underground reactor plant 
  to remerge on their own.
  Action
  The heroes can’t even begin to tackle this task if Fanatic 
  is still attacking Proletariat clones in the control room.
  Resolution
    
   Shield Mega-Tariat from radiation: Overcome
    
   Push Mega-Tariat into merging: Overcome
    
   Lead the rest of the clones from the control 
  room and laboratory into merging: Overcome 
  Outcome
  Once the heroes accomplish this, the OblivAeon 
  Shard falls to the ground, no longer trapped in a mass 
  of Proletariats. The one remaining Proletariat himself is 
  barely conscious—he’s completely exhausted and in no 
  shape to fight anyone. However, he is the most aware 
  and cognizant Proletariat the heroes have encountered 
  so far. If the heroes try to question him, he can only say 
  “Reactor…Explode…Tsar Bomba, Tunguska, boom!… 
  Please, stop reactor, da?”
  The OblivAeon Shard
  OblivAeon Shards are rare bits of OblivAeon’s power, 
  and now that OblivAeon itself has been destroyed, they 
  are all that’s left of the cosmic entity. This OblivAeon 
  Shard came to this planet hundreds of year ago, and was 
  used only decades ago to give Proletariat powers. All it 
  is capable of doing now is messing with those powers. 
   A hero might try to use the Shard to gain power, but 
  doing so only hurts them. Any attempts to use the Shard 
  on themselves result in that hero rolling their highest 
  power die and taking that much damage. Additionally, as 
  long as the Shard is near any Proletariat, they will be far 
  more likely to split into multiple Proletariats. Any hero 
  holding the Shard is aware of that fact, and knows the 
  only way to stop that effect is to break the Shard. 
   It is not easy to destroy the Shard, but the heroes are 
  very powerful and capable. Any player who describes a 
  reasonable way for them to shatter, dissolve, or otherwise 
  destroy the Shard can attempt to do so with an Overcome 
  action. Doing so will not remove Proletariat’s power, but 
  it will allow Proletariat to begin merging his clones back 
  into himself on his own. Once this happens, describe any 
  groups of Proletariats as slowly pulling themselves back 
  together and passing out. No Proletariat is left available 
  for conversation or interrogation. However, there is still a 
  major threat left!
   
  REACTOR REACTIONS
  Description
  The reactor’s status is critical and it will explode soon 
  unless it’s stabilized and shut down.
  Action
  Until Proletariat is neutralized, the heroes can’t begin to 
  resolve this obstacle. 
  Resolution
  This is a multipart challenge. Below are suggested parts, 
  though you can come up with other actions the heroes 
  have to complete in order to save the reactor, so long as 
  each is achieved with an Overcome action:
    
   Restore supply of supercooled helium to the 
  reactor, contained in a tank in the storage room 
  in the service building: Overcome
    
   Restart the levitated dipole containment system 
  in the reactor containment chamber: Overcome
    
   Shut down the muon generator in the control 
  room: Overcome
  Scene 2
  
  9
  Things to Discover
  The heroes might want to look around, get additional 
  information, etc. Heroes who take a moment to examine 
  gear, look closely at the technology, or investigate in some 
  other way can learn:
   • The reactor was restarted recently
   •  Certain important bits of gear were scavenged and 
  removed
   •  This reactor is closely related to early Blade tech 
  they’ve seen in the past
  If The Heroes Fail...
  If the scene tracker runs out of slots before the reactor is 
  stabilized, it explodes in a gigantic fireball bigger than the 
  Tunguska event in destructive power. Dozens of people 
  in the surrounding hills and woods are killed, and it 
  would have been far more had the plant been closer to 
  Yakutsk. Abject devastation spreads for miles. Windows 
  for hundreds of miles are shattered. Every seismograph 
  and nuclear detonation detection system on the planet 
  lights up like a Vegas marquee.
   
   Any ordinary person at the facility when it blows 
  would be killed immediately—but the heroes are not 
  ordinary people. If any character is still there, roll the 
  environment’s dice—that character is dealt damage 
  equal to Min+Mid+Max.
   
  Proletariat Villain Stats
  Most likely, the heroes won’t be dealing with Proletariat 
  in a coherent fashion, nor is he interested in fighting the 
  heroes. However, if events take a specific turn, the heroes 
  might go up against an assembled and angry Proletariat. 
  If so, use the villain stats below for him.
   
  Abilities
  * Proletariat has trouble splitting his consciousness 
  too much, and so the more duplicates he has in play, 
  the weaker he is individually. 
  Strike One Down... (Reaction): Whenever 
  Proletariat would take damage,  ignore that 
  damage and create a clone minion (listed 
  below) with a die size equal to his current 
  status die (counting the new clone). 
  Proletariat may use this reaction more than 
  once a turn, but each time he uses this reaction each 
  turn after the first time, he takes 1 damage.
  Absorb Duplicate (Action): Remove any number of 
  Proletariat clones. Roll their dice and recover that 
  much Health.
  Clone Minion Abilities
  ...And Two More Take His Place (Inherent): 
  Whenever a Proletariat clone rolls a save, if he rolls 
  equal or below the damage taken, he instead splits 
  into two dice of one smaller size, and Proletariat 
  takes 1 damage. If he rolls above the damage, the 
  minion is reduced one die size.
  Coordination Issues (Inherent): If multiple clones 
  take the same action against the same target, roll all 
  of their dice at once, and use the lowest rolling die 
  among them for each roll. 
  PROLETARIAT
         Starting Health: 16
         Current Health: 
  Powers
  qualities
  status*
  Strength 
  Vitality 
  Hammer 
  Conviction 
  Close Combat 
  Leadership 
  Cold Warrior 
  9+ Clones 
  5-8 Clones 
  3-4 Clones 
  1-2 Clones 
  0 Clones 
  Scene 2
  
  10
  Epilogue
  Regardless of whether the heroes succeeded in 
  stopping the explosion of the reactor, a man named 
  Pavlo Yemelin—a blogger known for fantastically 
  paranoid and nationalistic reporting, with connections 
  to extreme right-wing elements across the world—
  begins writing about the reactor overload incident. He 
  publishes a “shocking exposé” blaming the Freedom Five 
  for the entire incident. This might become extremely 
  inconvenient for the Freedom Five at a later time, as it 
  could turn a significant number of people against them, 
  and not just Russians. Conspiracy theories have a way of 
  growing without regard for borders. But that’s a story for 
  another collection.
   Depending on how they got through to Fanatic, she 
  either flies off, still enraged and not dealing well with her 
  grief, or she agrees to talk to them. If she’s been calmed 
  successfully and the Freedom Five tell her about what’s 
  going on in Megalopolis, she sees an opportunity to make 
  something right in the world again, and to reconnect with 
  her friends and teammates. With a parting, “Continue to 
  fight in the light, stalwart companions of justice,” she flies 
  off to Megalopolis.
  Epilogue
  Now, the heroes are either off to one of the other missions 
  that Visionary gave them, or they’re about to return to Megalopolis.
  
  RAGE UNENDING
  Writers
  Christopher Badell & Clark Valentine
  Artist
  Adam Rebottaro
  Graphic Designer
  Jennifer Closson
  Editor
  Amanda Valentine
  Developer
  Dave Chalker
  Producer
  Cam Banks
  Editor-in-Chief
  Christopher Badell
  Publisher
  Paul Bender
  Sentinel Comics created by
  Christopher Badell and Adam Rebottaro
  © 2017 Greater Than Games, LLC. All rights reserved. 
  All characters in this issue and the distinctive names 
  and likenesses thereof, and all related indicia are 
  property of Sentinel Comics. No similarity between 
  any of the names, characters, persons, and/or 
  institutions in this issue with those of any living or 
  dead person or institution is intended, and any such 
  similarity which may exist is purely coincidental.
  
SOURCE: textdata/thevault/Sentinel Comics RPG/Issues/SC - Issue 3-4-5 - Justice Comics #740.pdf