Sunday, January 15, 2023

Gheel Enslaver, Alien Abductor From A Distant World

Your basic alien invader with a clearly sinister motive for visiting Earth.  Usually operates with a few supervillain allies and a slew of robotic minions who do all the real work.  The character isn't a unique individual but if you wanted to stage a fight on the mothership or in a hidden enclave planetside you'd probably want some variants rather than using multiples of this specialized writeup.  These aliens can fight just fine when they have to (which is why they haven't been exterminated yet) but they act differently when slave-raiding.  The Vampirobot is potentially one of their creations, depending on which origin you care to use for the thing.  

Gheel Enslaver

The alien Gheel are notorious throughout the galaxy as slavers, raiding poorly defended and primitive worlds for sentient beings to carry off to illicit galactic slave markets.  They've been visiting Earth intermittently for centuries, but the frequency and success of their raids have dropped off sharply with the growth of the local superhuman population.  Hopefully your heroes can make things even harder for them, but they've responded to changing situations by making alliances with various supervillains and shady organizations, trading alien technology and knowledge for assistance with collecting human slaves. 

Description: Hulking anthropoid alien in a midnight-blue suit of exotic power armor.  Its oddly bulging helmet sports a triangle of glowing red optic sensors, there are seven tentacular fingers on each gauntlet, and its legs end in armored caprine hooves.  It carries no external gear, but the suit conceals light energy weaponry, networked sensors and orbital-range communications devices linked to powerful teleporters on its mother ship far above. 

Gender: None          Age: Seven Great Cycles      Height: 7'2"       Eyes: Three Red

Hair: Writhing Blue Tendrils Thick As A Thumb         Skin: Pale Blue         Build: Apelike

Approach: Creator                     Archetype: Predator

Health: 30 + (5 x H)

Powers: Teleportation d10, Awareness d8, Power Suit d8, Telepathy d6                                       

Qualities: Technology d10, Alertness d8, Alien Slave-Taker d8, Close Combat d8, Ranged Combat d8

Status: (# of Enemies Engaged) 0-1 - d10 / 2-3 - d8 / 4+ - d6

Abilities:

Designate Target (A) Hinder using Power Suit.  Use your Max die.  That penalty lasts until your next turn, and while that penalty lasts the target cannot use reactions and cannot benefit from Defend actions.

Guided Teleport (A) Use Teleportation to create an number of minions equal to the value of your Max die.  The starting die size of those minions is the same as the size of your Min die.

Suicide Charges (R) When one of your minions is destroyed, roll its die and deal damage equal to that roll to another target.

Tune Sensors (A) Boost yourself using Technology.  Use your Max die.  This bonus is persistent and exclusive.  Defend yourself using your Mid die against all Attacks until the start of your next turn.

Upgrades & Masteries (optional):

Defense Shield (I) You cannot be damaged by anything except yourself until the defense shield is destroyed.  The shield has 40 Health, or can be deactivated with three Overcome successes.  If a hero takes a minor twist working on the shield, you can use a Reaction to Attack that hero by rolling your single Power Suit die.  Gain Reestablish Shield (A) Overcome using Power Suit.  Use your Max die.  On a success remove one success from the deactivation challenge.  Alternatively, instead of an Overcome, use your Max die to Recover that much of the shield's Health.  This ability cannot be used if the shield has been completely removed.

Master of Enforced Order (I) If you have complete control over your surroundings, automatically succeed in an Overcome to organize rabble to accomplish a task.

Tactics

A Gheel Enslaver has one primary goal when planetside - seizing as many local sentients as possible for transportation to the slave markets of the galactic underworld.  Despite their imposing bulk and intimidating armor they have little interest in personal combat, instead prioritizing their mission and acting as advance scouts designating prey for the automata they summon from their ship in orbit overhead.  They will often spend their initial turn scanning the area with Tune Sensors, then begin using Guided Teleport repeatedly to call down a tide of minions to do the real work.  If resistance is encountered the Gheel will activate Suicide Charges on their mechanical servants as often as possible and will use Designate Target on foes who demonstrate strong defenses, opening them up for massed attacks by slaver robots.

Its upgrade makes it much more resistant to damage, and its mastery reflects its ability to control its robotic minions efficiently.

Slaver robots will focus on capturing civilians and minions allied to the heroes until faced with opposition.  Once they start fighting, they preferentially target foes with penalties on them for Attacks, and if none are in play some of them will use Hinder actions to improve the damage of the rest.  If their Gheel Enslaver is being hard-pressed some of them may use Boost or Defend actions to aid the creature while others Hinder the most aggressive attackers.

Being defeated by a Slaver Robot will never kill or seriously injure a target, and most will recover fully when they regain consciousness.  A Gheel may or may not be this merciful.  They prefer live slaves to sell off, but they're also easily angered and regard human blood as a delicacy.

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Slaver Robot d6, d8 or d10 minion, depending on the roll for Guided Teleport

Description: Roughly humanoid (or Gheeloid) skeletal figures made of shining silvery metal.  Their forms are deceptively flimsy looking, belying their real strength.  They incorporate both ranged and close combat energy weapons optimized for taking organic life forms alive and relatively uninjured, and are quick to pounce on vulnerable targets. 

Capture Protocols: When you Attack a target that has one or more penalties, you gain a bonus equal to the value of the largest of those penalties.  If you defeat a target, both you and that target are immediately removed from the scene as you teleport back to your mothership.  Heroes can continue to use their Out ability in this case.


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