Thursday, August 18, 2022

The Emerald Phantom, Sneaky Super-Thief

Some villains are in it for revenge, or power, or because they want to prove themselves against their peers.  This one just wants to feather his nest in peace and wishes the heroes would leave him alone while he's doing it.

The Emerald Phantom

Miles Green was a late Sixties and Seventies era super-thief known as the Green Ghost.  His son Junior was a minor league hero who went by the name of the Viridian Vigilante during the Eighties and Nineties.  Junior's son, Miles Green III, has taken after his grandfather and operates as the Emerald Phantom, a super-powered burglar and sneak thief.  

His powers are inherited, and appear to be the result of some questionable drugs taken back in grandad's hippie days.  Miles can phase through solid objects, walk (clumsily) on air molecules, and even exert himself to twist the molecular structure of other people or skip through the weave of spacetime itself.  He's also a lucky devil whose hunches turn out accurate more often than not and a quick thinker under pressure, possibly due to altered brain chemistry.  

Honestly, if he wasn't such a skilled thief he'd probably make a better living using his powers legally - but there's more money to be made and a certain thrill to emptying safes and (re)stealing already-stolen artwork from illicit collectors.  It certainly pays a lot better than his father's hero gig ever did.  Resentment for growing up poor and eventually losing his dad to a murderous supervillain pushed him down his current path in life.  Might still be redeemable if he lives long enough.  He certainly isn't a killer himself, but he's also awfully fragile to be playing supervillain, even at the shallow end of that pool.      

Description: Tall and rail-thin, he wears a tuxedo and tails as a costume, complete with a domino mask and top hat.  His skin is very faintly green, and glows softly when he's using his phantom powers.  When he teleports there's a bright flash of emerald light at both ends of the jump.  His outfit conceals a variety of small thieves' tools, although he honestly doesn't use them much.

Gender: Male          Age: 28         Height: 6'1"          Eyes: Dark Green

Hair: Shaved                                  Skin: Faintly Green                 Build: Scarecrow

Approach:  Prideful                  Archetype:  Fragile

Health:  20 + (5 x H)

Powers: Intangibility d10, Intuition d10, Teleportation d10, Lightning Calculator d8

Qualities: Finesse d10, Stealth d10, Close Combat d8, Investigation d8, Professional Burglar d8

Status: Green Zone Health - d10 / Yellow Zone Health - d8 / Red Zone health - d6

Abilities:

Destabilizing Attack (A) Attack using Intangibility.  Use your Max + Mid dice.  Hinder yourself with your Min die.

Hasty Displacement (I) Whenever your personal zone changes, you may move to anywhere else in the scene.

Molecular Disruption (A) Hinder using Intangibility.  Use your Max die.  The penalty is persistent and exclusive.

Unlucky Break (R) When a nearby hero rolls a 1 on one of their dice during their turn, roll your single Intuition die as an Attack against them. 

Upgrades & Masteries:

Mook Squad Gain Summon Backup (A) Replenish your Petty Criminal minions up to the number of heroes in the scene.

Master of Total Chaos (I) Automatically succeed at an Overcome when you throw out all the rules during a situation that is spiraling out of control.

Tactics:

The Emerald Phantom really isn't interested in fighting anyone, but he's also not keen on going to jail.  If it comes to a tussle, he uses Destabilizing Attack to try to put anyone blocking his escape down as fast as possible, stacking on more damage with Unlucky Break if he can.  Molecular Disruption lets him saddle a target with a nasty persistent penalty, which he'll use on pursuers to improve his chance of making a getaway.  Hasty Displacement will give him a head start on exiting the scene as well.  If he's got villainous allies he might stick around till he hits his Red zone to apply Hinders to whoever they're fighting, but if he's working alone he'll start looking for a way out the moment he hits Yellow.

With his upgrade he brings some backup with him and can call in more stooges at will.  His mastery usually involves seemingly crazy improvised escapes rather than his usual careful planning.

_________________________________________________________________

Petty Criminal d6 minions

Description: Nondescript henchmen who are more interested in loot than getting in a fight.

Perfect Fall Guy: You may sacrifice yourself to allow a villain or lieutenant to escape the scene.


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