Sunday, June 4, 2023

Little Miss Big, A Third Generation Dynastic Supervillain

Villains can form dynasties too.  If super-crime had Bring Your Daughter To Work Day she could compare notes with Torch-Girl, although they have rather different relationships with their respective fathers. 

Little Miss Big

Fiona Donovan-Myers is the fifth daughter of super-criminal Tom Donovan, aka Mister Big Junior.  She's inherited his ability to generate a large volume of a luminous substance he called "ecto-powerplasm" to protect and empower herself, marking three generations of powered criminal in the family now.  Like her father she can surround herself with a huge humanoid shell of the stuff, granting her great size, strength and durability, but she's more adroit than he is and can also form it into cables, webs, and bubbles to restrain foes.  In a pinch she can even form "hardballs" of the stuff to use as impromptu projectiles, which are a bit more aerodynamic than just picking up a car and hucking it when dealing with flyers and snipers.

While Fiona has chosen to follow in the family tradition, she and her father don't get along well at all.  He divorced her mother well over a decade ago when she failed to give birth to a son, and Fiona was raised to despise her father while also resenting his relative wealth.  When her powers manifested she opted to become a super-criminal herself and outdo the "old man" at his own game.  She adopted her "Little Miss Big" supranym mock him for having been stuck as "Junior" all these years, as well as to make it clear to potential employers and allies that they'll be working with one of the "Big" criminal dynasty.  Fiona is quick to point out that she's the new, innovative generation of the family compared to her fossil of a father.  It's hard to deny she isn't more clever than he is about how she uses her powers, as well as better at making jobs turn a profit for everyone involved.

Description: A tall, long-legged young woman, dressed in a stylish black suit and black sunglasses.  Heroes will most often encounter her hovering in the core of a forty-foot tall construct made of brightly glowing yellow-orange energy in the shape of a slender humanoid with a wild mane of fiery "hair" that emulates that of its creator.    

Gender: Female            Age: 20        Height: 5'8" (usually 40' at peak)       Eyes: Blue

Hair: Red, Long, Straight     Skin: Lightly Freckled     Build: Leggy (Lean Shell)

Approach: Skilled

Archetype: Titan (Status Challenge: Get Cracking 00  Vent Power 0)

Health:  45 + (5 x H)

Powers: Powerplasm Manipulation d10, Strength d8, Vitality d6

Qualities: Close Combat d10, Creativity d10, Alertness d8, Banter d8, Ranged Combat d8, Crime Boss' Daughter d8

Status: Titan Challenge Start - d12 / Stage 1 Completed - d10 / Stage 2 Completed - d8

Abilities:

Bubble Trouble (A) Attack using Powerplasm Manipulation.  Use your Max die.  The target can either be Hindered using your Max + Mid + Min dice, or be unable to take actions other than using an Overcome to attempt to escape.

Hardened Powerplasm (I) Reduce all damage you take by 6 (at d12 status), 4 (at d10 status), or 2 (at d8 or less status).

Making Trouble (A) Activate one of the environment's twists in its current zone.

Plasmic Bonds (A) Hinder using Creativity.  Use your Max + Min dice.  The resulting penalty is persistent and exclusive.

WHAM! (A) Hinder multiple targets using Close Combat.  Use your Max die.  If you roll doubles, also Attack each target using your Mid die.

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 Powerplasm Manipulation die.  Gain Reestablish Shield (A) Overcome using Powerplasm Manipulation.  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 Profitability (I) If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who pays the price.

Tactics

Compared to her father, Little Miss Big is quite a bit better at manipulating the "ecto-powerplasm" they both surround themselves with and relies less on the sheer size of her construct.  She also tends to be less brutal in a fight, favoring Hindering effects over raw damage.  Her favorite trick is to use Plasmic Bonds (which works fine even at a distance, spinning coils of her plasm around them) on a victim to establish a lasting penalty, then following up with a full-envelopment Bubble Trouble to force them to Overcome their way to freedom while under that penalty.  She can also use her size with Making Trouble to trigger environment twists, and if outnumbered WHAM! lets her deliver a stomp or handclap that can affect a whole crowd with the shockwave.  Hardened Powerplasm greatly increases her overall durability.

Her upgrade makes her construct shell far more durable, while her mastery demonstrates her ruthless business savvy instead of relying on brute force like Mister Big Junior does.


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