Monday, August 29, 2022

FourEver, A Mystical Hero

Taking a break from villainy to do a sample hero build using the Form-changer archetype, which is one of SCRPG's more complex options.  It was built for a one-shot using the constructed method, but has had a couple of other outings since.  Seems fairly effective without being overwhelming, and has a nice range of mobility and self-control powers spread over its four forms.

FourEver, aka Fourfold Everness, Eternal Guardian of the World

Origin:  An immortal incarnation of all four mystic elements in a single entity, bent on protecting the world from any who would threaten it.  Has existed since the before the planet cooled enough to permit life, and has taken many forms over the long eons in pursuit of their duties.  In the modern day they find a human seeming convenient, in large part because the greatest threats to the planet stem from human (or at least human-like) supers, with alien invaders and other-dimensional horrors close behind.  Doesn't like to admit it but they've gotten rather fond of humanity, who have been a lot more interesting than than most of the other life forms that have infested what was once a nice, clean, lifeless planet.  Accordingly, they've expanded their guardianship beyond "keep the planet reasonably intact" to showing some concern for the current crop of organic things dwelling there.  That might change with time, but for right now humans are still novel enough that they're worth the effort of preserving just for the entertainment value.  Despite this FourEver is reluctant to get close to any individual human, as their mayfly lifespans have led to heartbreak in centuries past.

Description: As a potent shape-changer, FourEver can look like anything or anyone, although they do have some limits (see below under Powers).  They generally stick to humanoid shapes even when manifesting a particular elemental form, favoring a red-haired, green-eyed, long-nosed, big-eared seeming when passing as a human, often dressed in styles decades or centuries out of date.

Gender: Androgynous      Age: As Old As the World        Height: Varies (Usually ~5'8")

Eyes: Usually Glowing   Hair: Elemental (Flame Orange, Sea Green, Earthy Brown, Sky Blue)

Skin: Varies (Usually Nut Brown)            Build: Slender

Background: Tragic          Power Source: Nature             Archetype: Form-changer   

Personality: Stoic                                     Health (G/Y/R):  30/22/11

Powers (Base Form): Fire d10, Shapeshifting d10, Intangibility d8, Leaping d8, Transmutation d6

Qualities: Close Combat d10, Magical Lore d10, Self-Discipline d8, Eternal Guardian d8

Status: Green (30-23) - d6 / Yellow (22-12) - d8 / Red (11-1) - d10

Abilities:

Green (All Forms)

Elemental Might (A) Attack using Shapeshifting.  Use your Max die.

Principle of Great Power (A) Overcome in a situation using one of your highest rated powers.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: How do you restrain from unleashing your full power?  Major twist: What major damage do you inflict in the process of saving the day?  RP: Your powers are so strong they scare even you sometimes, but you work hard to control them.  You can wield those powers to intimidate others.

Principle of Immortality (A) Overcome in a situation involving your physical condition.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: You take the long view of things.  How does that cause you to be too slow to act?  Major twist: What important attachment must you shed?  RP: You do not age and will not be affected by mundane ailments.

Rekindled Flames (A) Attack using Shapeshifting and Recover Health equal to your Min die.  Then adopt your base form.

Transformation (A) Take a basic action using Shapeshifting, then adopt any available form.

Yellow (All Forms)

Awaken Elemental Mote (A) Gain a d8 minion.  It takes its turn before yours, and vanishes at the end of the scene.  You may only have one such minion in play at a time.

Elemental Fury (A) Attack using Shapeshifting.  Use your Max + Min dice.  Then Boost yourself and the target of the Attack with your Mid die.

Red (All Forms)

Draw On the World's Power (A) Hinder yourself using Shapeshifting.  Use your Min die.  Recover Health equal to your Max + Mid dice.

Immortal Ward (R) When you are Attacked, Defend against that Attack and Boost yourself using your single Shapeshifting die.

Sudden Shift (R) When attacked change to any available form before resolving the Attack.  Take a minor twist.

Undying Guardian (I) Once per issue, if you would go to zero Health, roll Shapeshifting + Magical Lore + Red status die.  Your health becomes that number.

Out (A) Defend an ally by rolling your single Magical Lore die.

Alternate Form Powers (base form is Flame)

Green

Sea Form (R) When an opponent would Attack you in close combat while you are in this form, you may Attack or Hinder them first by rolling your single Momentum die.  Powers: Momentum d10, Shapeshifting d10, Elasticity d8, Swimming d8, Strength d6

Stone Form (I) Reduce physical and energy damage you take by 1/2/3 while you are in the Green/Yellow/Red zone.  Powers: Strength d10, Shapeshifting d10, Density Control d8, Size-Changing d8, Wall-Crawling d6

Yellow

Sky Form (A) Attack multiple targets using Flight.  Powers: Flight d12, Intangibility d10, Shapeshifting d10, Invisibility d8, Elasticity d6

Powers

Fourfold Everness has a lot of different powers between their four forms, some of which merit further explanation.  Their version of Shapeshifting lets them adopt more-or-less normal natural forms but they're always kind of generic looking, individual people or animals or plants don't register enough to copycat them.  They can also manifest their true elemental nature with it, with tongues of flame, howling winds, jets of water or stony fists.

In the base Flame form, FourEver can throw fire around, become as intangible as a flickering flame, leap from place to place with inhuman speed, and eventually turn just about anything to ash or slag with Transmutation.

Stone form is highly resistant to most types of damage, very strong, and can alter its size and density from a living monolith of the hardest stone to a modest pile of sand and gravel.  Its limited Wall-Crawling ability works by partially melding into stone, steel, concrete or even glass, but won't function on wood or alien metals.

The Sea form is strong, builds up tremendous inertia as its waves crash over foes, can suddenly lash out in response to attacks, and is predictably swift in and below the water.  Its Elasticity lets it reach up onto the shore or the deck of a ship with ease.

Sky form flies with great speed and can expand or contract itself, pass through most barriers, and become unseen at will.  Pretty much ideal for infiltration and evasion, plus it can spread itself wide to attack multiple foes at once and hits shockingly hard, mostly by throwing debris or slamming foes into obstacles at high speed.

All of the forms can do significant damage with Elemental Might and Elemental Fury, with the narrative effects and appearance of the attack based on their current elemental manifestation.  Any minion they create will also reflect their current form's element.


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