Tuesday, May 23, 2023

Rush & Crush, Agents of SIN

Two partnered villains and the secretive organization that created them.  Hell-Hawk is another member of the conspiracy, with his own unique minions and lieutenant.

Science Integration Network (SIN)

The Science Integration Network maintains a low-profile front as a global initiative to share scientific research data for the good of humanity, but its true nature is much darker and better fitted to their SIN acronym.  A largely secretive conspiracy of would-be technocrats and fringe scientists, their ultimate goal is to dominate the world through the power of superior technology and free researchers from the stifling bonds of ethics, morality and other superstitions.  Their goals are appealing to many technically-oriented super-geniuses, although most of them are too megalomaniacal to cooperate with others long enough to advance SIN's agenda much.

The organization has two main divisions, the Operations Directive and the Novel Engineering Research branch.  The SIN/OD specializes in industrial espionage, internal and external security, and direct action against rivals.  They employ cutting edge military-grade equipment when secrecy isn't a priority, and spy-fi gadgetry when remaining covert.  SIN/NER concentrates on developing and testing new technology, including conducting research into the nature of super powers of all kinds.  Most often found field testing experimental devices as part of the organization's overall goals, SIN/NER agents have also been known to hunt supers (both heroes and villains) for use as experimental specimens and test subjects.       

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Agent of SIN d8 minion

Description: Colorfully-garbed human operatives carrying a variety of scifi "blaster" weaponry, powered restraint auto-lashes and humming shock batons.  SIN/OD agents wear navy blue jumpsuits with snug red hoods, gloves and boots, while SIN/NER agents wear identical garb with the colors reversed.

Agents have the following ability by default:

Sidearms & Shockers: You gain a +1 bonus to Attack and Hinder actions.

Optionally, about one agent per group of H minions will replace their default ability with one of the following abilities based on their division:

SIN/OD Plasma Jet: Target up to three nearby enemies whenever you make an Attack action.  If you roll an even number, one nearby ally is also targeted by the Attack.  

SIN/OD Bunker Blaster: When taking Attack actions you gain a +2 bonus and ignore Defend effects.

SIN/NER Auto-Lashes: When taking Hinder actions the penalty you create is persistent and exclusive.

SIN/NER Dazzlers:  When you take a Hinder action, Boost yourself with the same die roll.


"Deadly SIN" Operative d10 or d12 lieutenant

Description: They share the overall look of lesser agents, but their uniforms are quartered between the blue/red color scheme, with contrasting boots and gloves and the hoods vertically divided to contrast with the bodysuit's shoulders.  The more eccentric of them skip the hoods altogether and go bare-headed.

All operatives have the following ability:

Operational Commander: Nearby Agent of SIN minions gain a +1 bonus to all actions as long your current die size is at least as large as theirs.

Many operatives will also have one of the optional abilities available to regular agents, or one of the following abilities:

Call In Backup: Roll your status die and add that many d8 minions (to a maximum of H new minions) to the scene nearby.  They have the Sidearms & Shockers ability and cannot act until the next round.

Prideful: Whenever you roll a save against damage, use the result of the save to Boost yourself whether you pass or fail.

Wrathful: When you take an Attack action, also Hinder the target using the same die roll. 


= the number of heroes in the scene.

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Rush

Raymond Maxwell and his brother Jason were once mere foot soldiers in the service of SIN, recruited straight out of college.  After volunteering for a surprisingly successful empowerment program they've become two of the organization's more reliable superpowered operatives.  Ray (now operating as "Rush") gained phenomenal reaction time and running speed as well as general metabolic improvements.  He's learned to leverage his speed to produce short-ranged sonic booms with finger snaps, and is a deadly shot with the small osmium balls he uses as signature ranged weapons.  He can also share power with others to accelerate their own reactions for brief periods.  The exotic Q-radiation that he and his brother were exposed to seem to have set up a permanent resonance between the two, and both of them are at their best when in proximity to each other.  Part of their loyalty to SIN stems from an honest belief in the vision of a technocratic world, but they've also been told that regular doses of Q-radiation are required to stabilize their powers.  How they might react if that turns out to be untrue remains unclear.

Description: A handsome, athletically-built man with a shaved head and a thin blonde mustache.  He wears a snug single-piece bodysuit that covers everything but his head, the left side in navy blue and the right side in dark red.  He has a tenor voice with and speaks with a pronounced New Jersey accent. 

Gender: Male             Age: Twenty-Something           Height: 5'10"              Eyes: Blue

Hair: Shaved, Blonde Mustache          Skin: Caucasian          Build: Trimly Athletic

Approach:  Ninja                      Archetype:  Squad

Health:  25 + (5 x H)

Powers: Agility d10, Speed d10, Speedballs d8, Sonic d8, Vitality d6

Qualities: Close Combat d10, Ranged Combat d10, Alertness d8, Crush's Partner d8, Science d8

Status: (# of other Villains) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Accelerated Ally (A) One ally makes a basic action now using their Max die.  They may reroll all ones they roll as part of this action.

Evasive Volley (A) Attack multiple nearby targets using Ranged Combat.  Then end up anywhere in the scene.

Hyper-Speed Brawler (A) Attack using Close Combat.  Use your Max die.  Use your Mid die to Defend yourself against all Attacks until the start of your next turn.

Shared Acceleration (A) Boost using Alertness.  Boost another target using your Max die.  Use your Min die to Defend yourself against all Attacks until the start of your next turn.

Upgrades & Masteries (optional, only when working with Crash, Crush or Lash):

Hardier Minions + 5 Health.  Gain Accelerate the Gang (A) Upgrade a number of your minions equal to the number of heroes in the scene by increasing their die size by one (max d12).

Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome when your payment is at stake.

Tactics

Rush is used to working with Crush and is a lot less confident if caught without him as backup, usually trying to escape rather than staying to fight.  When Crush is present he'll usually open by Boosting both of them with Shared Acceleration, then alternating between Hyper-Speed Brawler and Evasive Volley to dish out damage while avoiding as much return punishment as he can.  If he starts getting low on Health he'll switch to letting Crush take extra actions using Accelerated Ally, which he can do from a safe vantage point.

If he has his upgrade (which he usually will in a fight) he may also use Accelerate the Gang to augment any minions still active in the scene.  He and Crush make good, reliable muscle-for-hire thanks to their shared mastery but don't perform so well alone.

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Crush

Jason Maxwell and his brother Raymond were once mere foot soldiers in the service of SIN, recruited straight out of college.  After volunteering for a surprisingly successful empowerment program they've become two of the organization's more reliable superpowered operatives.  Jay (now operating as "Crush") has become a physical powerhouse, strong, tough and nearly unstoppable.  His accelerated metabolism lets him heal quickly from any harm he does suffer, and he happily blocks hits for more fragile allies, particularly his speedy partner.  He's capable of leaping vast distances and can produce potent shockwaves with a handclap.  The exotic Q-radiation that he and his brother were exposed to seem to have set up a permanent resonance between the two, and both of them are at their best when in proximity to each other.  Part of their loyalty to SIN stems from an honest belief in the vision of a technocratic world, but they've also been told that regular doses of Q-radiation are required to stabilize their powers.  How they might react if that turns out to be untrue remains unclear.  

Description: Tall, very muscular man with a long fringe of blonde hair and a small scar over his left eye.  He wears a snug single-piece bodysuit that covers everything but his head, the left side in dark red and the right side in navy blue.  He has a booming voice and speaks with a very slight lisp that he's downright touchy about.

Gender: Male             Age: Twenty-Something           Height: 6'1"              Eyes: Blue

Hair: Balding Blonde, Worn Long          Skin: Caucasian          Build: Weightlifter Physique

Approach: Ninja                         Archetype: Bruiser

Health:  40 + (5 x H)

Powers: Strength d10, Vitality d10, Leaping d8, Momentum d8, Sonic d6

Qualities: Close Combat d10, Fitness d10, Ranged Combat d8, Rush's Partner d8, Technology d8

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

Abilities:

Stay Behind Me (R) When a nearby ally would be Attacked, you may become the target of that Attack instead.  You may use this reaction any number of times in a round by taking 1 irreducible damage for each time past the first.

Swinging Fists (A) Attack using Close Combat.  Use your Max die against one target, your Mid die against a second target, and your Min die against any target.

Tank That Hit (R) When Attacked, Defend yourself by rolling your single Vitality die.  Boost yourself using the amount of damage reduced.

Tough As It Gets (A) Defend using Fitness.  Use your Mid + Min dice.  Recover Health equal to your Max die.

Upgrades & Masteries (optional, only when working with Crash, Lash, Rush):

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die. 

Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome when your payment is at stake.

Tactics

Crush doesn't like fighting without Rush around for backup, and will generally try to escape the scene by leaping or smashing through buildings if caught without his partner.  When the two are fighting together he covers for Rush and other allies using Stay Behind Me, resorting to Tough As It Gets if he starts getting beaten up too rapidly.  If directly Attacked Tank That Hit gives him a strong defensive reaction.  He's an effective but inelegant fighter who relies on Swinging Fists to brawl with multiple foes at once.  Crush isn't half bad at making basic throwing Attacks if he has to but prefers to leave ranged enemies to his allies.

His upgrade ramps up his damage output a fair bit, and like Rush his mastery represents the two of them being more reliable paid super-thugs than either is alone.


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