Sunday, June 11, 2023

Major Patriot, Nineties Edgelord Hero From Page 134

The subject of getting a Creative Process podcast episode around the unnamed characters in the SCRPG core book art came up on the Greater Than Games forums.  Having nominated the guy on page 134 as a candidate I figured I'd do some potential stats for him in the roleplaying game.  Entirely unofficial of course, and I'll leave a possible origin to Christopher and Adam, but here's the rest of it:

Name: Major Patriot

Origin: I'll leave that to the podcast, at least for now.

Description: He's the guy on page 134.  A picture is worth a thousand words.  Just look at that Nineties cheese.

Gender: Male          Age: Mid-Thirties          Height: 6'2"          Eyes: Blue

Hair: Black, Glorious Mustache          Skin: Caucasian          Build: Buff

Background: Tragic          Power Source: Tech Upgrades          Archetype: Marksman

Personality: Natural Leader                  Health (G/Y/R):  32/24/11

Powers: Arsenal of Freedom d10, Gadgets d10, Presence d10, Vitality d6

Qualities: Conviction d10, Fitness d8, History d8, Imposing d8, Patriotic Super-Soldier d8

Status: Green d6, Yellow d8, Red d10

Abilities:

Green

Bombastic Patriotism (A) Boost using Presence.  Assign your Max, Mid, and Min dice to create three different bonuses, one of which must be given to an enemy.

In My Sights (A) Boost yourself using Conviction.  Use your Max + Min dice.  This bonus can only be used against one chosen target, and is persistent and exclusive against that target until it leaves the scene.

No Avoiding Justice (A) Attack using Arsenal of Freedom.  Ignore any penalties on this Attack, ignore any Defend actions, and this Attack cannot be affected by Reactions.

Principle of the Veteran (A) Overcome a tactical challenge using knowledge of a previous conflict.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: What affected you emotionally about the current conflict?  Major twist: How are you withdrawing from the current conflict?  RP: You remain clear-headed during intense combat situations.

Principle of the Zealot (A) Overcome in a situation that tests your faith in America.  Use your Max die.  You and your allies gain each gain a Hero Point.  Minor twist: Who suffered extra because of your zealous persecution?  Major twist: What has your faith called on you to do that no one else will understand?  RP: Your will is indomitable, and your beliefs guide your actions.

Yellow

Liberty and Justice For All (A) Attack multiple targets using Arsenal of Freedom.  Use your Min die.

Made In America (R) When Attacked, treat the amount of damage you take as the result of a Boost action for yourself.

Special Forces Training (A) Use Patriotic Super-Soldier to Attack an environmental target or Overcome an environmental challenge.  Use your Max + Min dice.  If you roll doubles, take a minor twist.

United We Stand (A) Attack using Conviction.  Boost another hero using your Max die.

Red

Freedom Always Triumphs (A) Attack using Arsenal of Freedom and at least one bonus.  Use your Max + Mid + Min dice.  Destroy all of your bonuses, adding each of them to this Attack first even if they are exclusive.

Keep the Flag Flying (A) Hinder yourself using Vitality.  Use your Min die.  Recover Health equal to your Max + Mid dice.

MAD Doctrine (A) Attack multiple targets using Gadgets.  Use your Max + Min dice.  If you roll doubles, take a minor twist or damage equal to your Mid die.

Out

Bloody But Unbowed (A) Boost an ally by rolling your single Conviction die.

Tactics

In Green, Major Patriot will usually indulge in some Bombastic Patriotism to generate bonuses for himself and/or teammates who particularly benefit from having them, only resorting to In My Sights if some target looks like a serious menace.  He keeps an eye out for villains with nasty defenses and reactions for future uses of No Avoiding Justice but doesn't start using it until Yellow unless hard-pressed.  If he sees an opening to use either of his Principles early he'll take it, but really would rather concentrate on bonuses in Green.  If he's getting swamped by minions he'll probably twist to use Liberty and Justice For All with bonuses to sweep up as many as possible.

In Yellow his Made In America reaction comes online and lets him self-Boost when he takes damage, which he'll selectively use with Liberty and Justice For All to up the damage efficiently.  If an ally needs help or there aren't a lot of foes he'll switch to United We Stand, and he's quick to hop on any environmental targets or challenges with Special Forces Training, risk of twists be damned.  He might also twist to use a Red zone ability early if one seems appropriate, most likely the big heal from  Keep the Flag Flying so he can milk his reaction for more bonuses.

In Red he has the aforementioned big heal, a risky but very powerful multi-target Attack with MAD Doctrine, and the opportunity to deliver an absurdly big single-target Attack by burning all his bonus through Freedom Always Triumphs.

If he goes Out (usually because he got greedy about dealing damage) he'll keep right on Boosting from the sidelines with Bloody But Unbowed.

Design Notes 

Why a Tragic Background?  He's a Nineties Edgelord character.  It's practically mandatory.

Why Tech Upgrades as a Power Source?  Just look at the guy.  He's got some cyborg stuff going on there, but he's not a full-conversion brain-in-a-bot guy.  The Major would never give up that mustache.

Why Marksman as an Archetype?  It's partly the way the abilities are keyed.  By tying them to the right Powers/Qualities he can fight equally well in melee or at range all the time, which fits the art.  Wouldn't be any fun if he couldn't use those katanas as well as his guns.  

Why Natural Leader as a personality?  He's a take-charge kind of guy even when he shouldn't be.  Plus I liked the dice array for the way it works with his abilities and the slight bit of extra Health.  Even the Out ability fits with his overall theme of handing out bonuses like they were candy.

What about his Powers and Qualities?  Arsenal of Freedom is his Signature Weapon.  And yes, he calls his right-hand weapons Liberty-Gun and Liberty-Blade, his left-hand weapons Justice-Gun and Justice-Blade.  Together they're the Arsenal of Freedom, because of course they are.  They're all referenced in his ability names.  Note that he's a lefty when being precise with his attacks, as reflected in No Avoiding Justice.  

Gadgets represents his jet boots, various spy-fi communications and sabotage tools he has concealed on him, and a healthy supply of explosive excess for use with his MAD Doctrine ability.  Presence stems from his sheer pig-headed confidence and willpower, which is also reflected in Principle of the Zealot.  Fitness is just cause he's pretty buff naturally, and the tech-upgrades help with that.

His Conviction is his patriotism, and he honestly believes the USA is objectively the best country in human history, at least in principle.  Fitness comes from being in great shape physically, as already mentioned.  He's also a big-time History fan specializing in US and military history, the latter of which comes in handy for using Principle of the Tactician.  There's a historical database stored on his cyber-mods.  Imposing reflects his usual negotiating approach, preferring to speak softly and carry a big, obvious metaphorical stick.  Patriotic Super-Soldier gives him combat skills and can double for Leadership when dealing with military men, as well as defining his public image nicely.  He definitely doesn't do the secret identity thing and stands out in a crowd.


Blog Content Index

No comments:

Post a Comment

Sentinel Comics RPG Gameplay Overview Part 2: Putting A Session Together

The previous post in this series talked about the types of scenes that will make up most of session - Action, Montage, and Social.  This on...