FREAKS Playtest: Red Shadows – Session 1

The Setup

Our playtest of FREAKS: 80s/90s Teen Parahuman RPG launched the “Red Shadows” campaign, set in Fairfax County, Virginia in 1987. The cosmic Dark Energy transit has begun, and Soviet agents have a head start on recruiting America’s first generation of empowered teenagers.

Our players took on the roles of four high school students who had just manifested extraordinary abilities:

Sydney played Raven LeBeau – An agile gymnast with enhanced reflexes, senses, and the rare ability to duplicate others’ powers. A runaway taken in by her late mother’s friend, she works at a local bookstore but struggles with trust issues.

Larrett played Jimmy White – A crafty country kid who can create powerful purple energy constructs, but his glowing purple eyes make it impossible to hide when using his abilities. From a loving family with two younger brothers.

Josh played Tommy Oliver – An agile skater with super speed, regeneration, and the ability to nullify others’ powers. The “new kid” from a wealthy but absent family, working at the movie theater and looking for where he fits in.

Cassidy played Hope Beauchamp – A crafty wallflower artist who creates illusions and energy constructs, but her powers constantly “leak” at low levels. A dreamy single child from a wealthy family that keeps her background quiet.

The Dodge Ball Incident

Using FREAKS’ collaborative opening mechanic, the session began in medias res in Principal Morrison’s office. The players built the story together: during gym class dodge ball, Hope had been daydreaming when her power incontinence caused her illusion abilities to leak, creating the appearance of a fire in the boys’ locker room. By the time authorities arrived to investigate the “fire,” there was no evidence because it had never been real. Their cover story? “It was just a firework.”

This opening perfectly demonstrated one of FREAKS’ strengths – letting players establish both their powers and the complications those powers create through collaborative storytelling. Hope’s Power Incontinence quirk created the perfect accidental incident that draws unwanted attention.

Under Surveillance

After the incident, each teen noticed they were being followed by mysterious individuals – a clear sign that their manifestations hadn’t gone unnoticed by hostile forces. The paranoia of being watched added to the Cold War atmosphere as the characters tried to figure out who was tracking them and why.

The Soviet Trap

The next day, the substitute teacher “Mr. Petrov” had the teens serve detention for the disturbance. He led them to an old storage barn to “retrieve equipment” – where four Soviet agents attempted to capture them.

The combat showcased FREAKS’ streamlined system beautifully. With their 3 starting perks (we used the optional multiple starting perks rule), the characters felt immediately capable:

  • Jimmy’s Level 3 Energy Constructs created purple force barriers and weapons
  • Tommy’s Power Nullification shut down enemy abilities while his Super Speed kept him mobile
  • Hope’s Level 2 Illusions confused and misdirected attackers
  • Raven’s Power Duplication let her copy and support her teammates’ abilities

Interrogation and Revelation

After defeating the agents, they interrogated “Mr. Petrov,” who revealed the secret history: parahumans have existed throughout history in 50-year cycles, the Soviets predicted this wave and sent recruitment teams to America, and the cosmic forces are just beginning.

The players loaded the defeated agents (with Sydney coldly cutting their Achilles tendons to prevent escape) into the Soviets’ own van and headed to the one adult they could trust.

Enter the Mentor

Ritsy Wilcox, Raven’s guardian, is a WWII-generation parahuman with shapeshifting, size manipulation, enhanced reflexes, and regeneration. A former Allied operative who’s spent 40 years in hiding, she was horrified by what the teens had brought to her door:

“I spent forty years trying to forget what I was. Then you manifest and drag Soviet agents to my doorstep. Do you have any idea what you’ve done? The Shop will come next. They always do. When they realize the Soviets found you first, they’ll assume you’re compromised.”

The Iron Wolf Arrives

As if summoned by her words, Major Viktor “Iron Wolf” Volkov arrived – a WWII Soviet veteran with ice control, super strength, enhanced senses, and decades of Cold War experience. Ritsy recognized him immediately, adding personal history to the confrontation.

The ensuing battle was a masterclass in tactical teamwork:

  1. Jimmy immediately created a protective dome around the group
  2. Viktor cracked it with his strength and tried to lift it bodily
  3. Tommy nullified Viktor’s super strength through the exposed edges
  4. Raven duplicated the nullification to help
  5. They trapped Viktor with only fingertips exposed to maintain the power negation

Echoes of the Past

With Viktor trapped but able to speak, Ritsy addressed him directly. When he heard her voice, his eyes widened in recognition.

Viktor: “That voice… Rebecca? Rebecca Hartwell? I thought you died in Berlin.”

Ritsy: “Just hiding, Viktor. Like we all should have done.”

The conversation revealed fragments of their shared past – Allied and Soviet parahumans who had fought on the same side against Nazi forces, before the Cold War turned them into enemies. The teens watched as decades of history played out between two veterans who had once been allies.

Viktor: “You always were too clever for your own good. Even then, in the bunker beneath the Reich Chancellery.”

Ritsy: “And you were always too stubborn to know when to retreat. Some things never change.”

This exchange added layers of complexity to what could have been a simple confrontation, showing how the Cold War had turned former comrades into opposing forces.

The Test of Character

Before releasing Viktor, Hope used her illusions to test his intentions, making him believe he was free. In the illusion, he hugged Ritsy warmly and drove off with his men as promised. When released from the illusion and realizing he’d been tricked, he called Hope “sneaky” but honored his word anyway – hugging Ritsy for real and departing with the injured agents.

What Worked Well

Collaborative Storytelling: The opening mechanic got everyone invested immediately and established both powers and consequences organically.

Quirks Drive Story: Hope’s Power Incontinence quirk created the perfect accident that started everything, showing how character flaws become plot drivers.

Power Combinations: The 3 starting perks rule created immediately interesting tactical combinations and made characters feel capable from session one.

Surveillance Paranoia: The mysterious followers established the Cold War atmosphere and mounting tension perfectly.

Generational Conflict: The WWII veterans’ shared past added emotional weight and historical depth to the confrontation.

Moral Complexity: Viktor wasn’t a mustache-twirling villain but a veteran retrieving his people, creating interesting moral choices for the players.

System Notes

The Tricube Tales foundation worked smoothly with FREAKS’ modifications. The karma/resolve system encouraged players to use their quirks for both mechanical benefit and narrative interest. Power advancement felt meaningful, with clear choices between specialization and diversification.

The Urban Legends public awareness level perfectly captured the 80s conspiracy thriller vibe – weird stuff is happening, but it’s dismissed as tabloid nonsense.

Looking Forward

With Soviet agents defeated, their mentor revealed, and a WWII veteran aware of their existence, the stage is set for escalation. “The Shop” – America’s parahuman program – will likely make contact soon, forcing the characters to choose between competing government factions.

FREAKS delivered exactly what it promised: the coming-of-age superhero story set against Cold War paranoia, where the real question isn’t whether you’ll be discovered, but by whom.


FREAKS: 80s/90s Teen Parahuman RPG uses the Tricube Tales system and is in development. This playtest used early manuscript materials.

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