Wednesday, November 29, 2023

White Steel, Martial Arts Monomaniac

An obsessive martial arts weapon master out to prove his skills against worthy foes - whether they like it or not.

White Steel

The man known as White Steel is a mystery to all but a few.  A martial artist and weapon master almost without peer, his only motivation seems to be testing his skills against those he deems worthy challenges.  This doesn't equate to him being an honorable duelist, merely an egotistical one.  He has no qualms about crippling or killing even the most unwilling of opponents, he won't take "no" for an answer, and other concerns (like an ongoing disaster or battle with a different villain) are no excuse to delay a contest of skill.

Worse, he's got a ace in the hole he holds in reserve at first.  While he proudly displays his teleportation and related weapon-summoning tricks at once, he'll let a fight go on long enough to give his foe some hope before revealing his trump.  He can conjure up a wave of what he calls essential energy (and what other practitioners might call chi) in an eyeblink to not only totally block a physical strike, it can then be congealed into a perfect duplicate of its creator.  These copies are capable of fighting on their own, and depending on how the fight has gone he may either have them stand clear and finish an interesting foe himself, or he may step back and let them deal with anyone he regards as a disappointment.  Many melee fighters will struggle to deal any damage against this ultimate defense, but it matters little to White Steel.  If they're too weak to challenge him properly, so be it.

Heroes that rely on their teammates for aid will earn White Steel's contempt, but they may suffice to drive him off temporarily.  He'll return again eventually to "chastise the cowards" by arranging to force his kind of fight by ambush, taking hostages, and/or recruiting villainous allies to occupy attention while he carves up his chosen prey.  Getting him to back off for good requires either defeating him and arranging for his imprisonment despite his teleportation abilities, or making the darker choice and killing him outright.

His powers let him teleport both himself and his collection of attuned melee weapons almost instantly, although each individual jump is limited to somewhere around 3-4 miles range.  He can travel farther,  but it takes much longer to focus for a long jump to one of a few similarly-attuned locations across the globe.  He can also use his "essence" to empower his strikes and throw up defensive shields that he can then form into independently-acting copies of himself.

Description: A lithely muscular man of uncertain ethnicity with pronounced albinism, barefoot and wearing only dark red hakama (the flowing pants favored for kendo practice, for the uninitiated).  He may appear unarmed, but his powers let him draw any of hundreds of attuned melee weapons from thin air in the blink of an eye, and banish them back to their arsenal just as easily.  He speaks proudly in precise, unaccented English, boasting of his fighting prowess and deriding foes who fail to impress him with their own - which is usually the case.    

Gender: Male        Age: 31        Height: 5'10"        Eyes: Very Pale Blue

Hair: White, Worn In A Short Queue     Skin: Very Pale     Build: Lean & Athletic

Approach:  Specialized                                Archetype:  Legion

Health:  15 + (5 x H)

Powers: Attuned Arsenal d10, Teleportation d8

Qualities: Close Combat d12, Acrobatics d8, Out To Prove Himself d8

Status: (# of Legion Minions) 0 - d12 / 1-2 - d10 / 3-4 - d8 / 5-8 - d6 / 9+ - d4

Abilities:

Divided Essence (I) Whenever multiple legion minions all take the same action against the same target, you must roll all their dice at once and use the lowest rolling die amongst them for each minion's result on that action.

Essential Defense (R) When you would take physical damage, prevent that damage and create a legion minion with a die size equal to your status die (after creating that minion).  You may use this reaction more than once per round, but each use after the first deals 1 irreducible damage to you.

Inescapable Edge Style (A) Attack one target using Close Combat.  Use your Max + Min dice.  The target cannot use reactions or Defend against this Attack.

Merciless Cut Style (A) Hinder one target using Close Combat.  Use your Max die.  Attack that target using your Mid die.

Reunited Essence (R) When one of your minions is destroyed, roll its die.  Recover that much Health.

Whirlwind Style (A) Attack up to three targets using Acrobatics.  Use your Max die against the first target, your Mid die against the second, and your Min die against the third.

Upgrades & Masteries (optional):

Hardier Minions + 5 Health.  Gain  Channel Essence (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 of Conquest (I) As long as you are in command of your own forces, automatically succeed at an Overcome to seize an area or capture civilians.

Tactics

White Steel is obsessed with defeating other talented close-combat fighters, preferably one-on-one but he's confident enough to tackle a whole group at once.  He actively avoids confronting "dishonorable" foes who rely on long-ranged shooting, mental powers, and exotic distance attacks, none of whom represent worthy opponents.  In a proper melee he'll test his prey's defenses with Whirlwind Style, then assault anyone with strong defenses using Inescapable Edge Style.  Hard-hitting foes will be hampered with Merciless Cut Style.  Any physical damage will be entirely prevented with Essential Defense, blinking out of harm's way while spawning a legion minion as well.  While his minions are limited by Divided Essence they also grant him healing through Reunited Essence.

If badly hurt or facing multiple enemies with energy and exotic attacks he may play cagey and vanish to safety, then damage himself to spawn a minions that he can feed into a fight and heal off of when destroyed, repeating this until he's restored enough to resume taking a firsthand role in things.  Note that his spawn reaction triggers on physical damage, not Attacks.  He could create multiple minions over a round in response to environmental damage, deliberately moving through dangerous terrain (eg diving through a plate glass window or falling five stories) as well as just cutting himself.  Given preparation time he'll also use this trick before combat, creating a starting supply of minions as support (which are "bought" as scene elements of their own, but should still be treated as legion minions for White Steel's abilities).  Note that his legion minions don't share his powers and are "just" very dangerous martial artists with pale imitations of his personal arsenal.  He can only maintain them for a short period, perhaps an hour at a stretch, but they'll certainly last long enough for any normal action scene.

His upgrade lets him Channel Essence to make a his minions more potent, while his mastery lets him use them more effectively to kidnap hostages and dominate an area so he can get fights on his terms.


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The Camera Crew, Bad Publicity For Good People

Proof positive that not all publicity is good publicity.

The Camera Crew 

The Camera Crew is a trio of de facto villains passing as a new, corporate-backed initiative to improve journalistic relations with the heroic community and provide better (and safer) news coverage to super-crises as they happen.  The pitch seems reasonable on the surface.  A crew of journalists equipped with protective power suits and advanced recording equipment?  Plus they can project defensive holograms for added safety, making them able to operate much closer to a super-fight or disaster than conventional reporters without needing protection from heroes and law enforcement?  The suits are equipped with jump jets and grapples for extra mobility, letting them reach optimal vantage points so the footage will be more useful for post-crime investigations?  Agreements with city and state governments and even federal agencies already in place, protecting against civil liability claims?  And their backers will provide public relations assistance to heroes who don't already have access to them?  What's not to like?

Well, lots of things, because the corporation behind these three has nefarious plans.  

Recordings of heroes in action will be collated and analyzed and then quietly offered for sale to select black market customers.  This will let villains study fighting styles and tactics for weaknesses.  The mechanical effect of this is the ability to gain significant bonuses against "studied" heroes when they trigger minor twists.  Their use will usually be accompanied by the villain quipping that they've seen that trick before or that the hero did that better in the video, which hints at what's going on.

Videos will also be carefully tampered with to make the heroes look careless or inept, and any actual mistakes will be exaggerated if possible.  Crisis actors will be seeded around dangerous situations to make things harder for the heroes, and "expendable" villains will be given covert support and nudged toward certain crimes at certain times when the Crew will be present.  This doctored footage and faked interview material will be "reluctantly" given to legit news outlets and government officials as evidence of heroic wrongdoing.

Ultimately the plan is to ruin not only the PCs' reputation and effectiveness as crimefighters, but to taint the public opinion of heroes as a whole.  The heroes might even find themselves outlawed and forced into true vigilantism, perhaps even hunted by their own former allies.

This probably won't come to pass in full. The players will likely smell something fishy and take proactive steps to investigate the Crew, or one of them (most likely Camera Two, who's the most unstable of the lot) will blow her cover and take the whole plot down with her.  But the Crew's real backers are insulated by layers of corporate ownership and legal fictions, and if everything does end in disaster they'll see it as a learning experience.  After a while they'll pick up the pieces and attempt another scheme, and they might even arrange for the Camera suits to wind up in the hands of criminals who can use them for more conventional villainy - perhaps even with their original operators, who are likely to have even more of a grudge against law and order than before.

Camera One

Koa Calimbas is a former indie film director who screwed up big time by releasing a documentary full of faked interviews and altered images that painted a popular hero team as violent thugs, apparently based on a personal grudge against them.  He avoided jail, but the civil suit and bad publicity left him nearly penniless and unemployable.  When he was offered a position on the Camera Crew he leapt at the opportunity, and has extended his previous dislike for a handful of heroes to the entire superhero community.  He's not great at concealing his enmity, but usually stays buttoned up in his suit where he won't be recognized and can remain more socially remote.  Koa is actually quite a competent filmmaker and really cares about the quality of his work, unlike his teammates.

His camera suit is optimized for projection, recording and sound effects, and he makes imaginative use of his illusions to mess with heroes and onlookers whenever he can get away with it.  If it comes to a fight he has a very potent sonic attack backing up his other abilities.

Description: Outside of his suit, a rather slovenly-dressed middle-aged man of Hawaiian ancestry with strangely familiar features.  Hey, is that the guy who directed that documentary about supers with all the faked footage?

In his suit, an anonymous figure in snug-fighting lightweight yellow power armor with a some black striping and a prominent black "ONE" printed vertically on the left side of the chest.  The helmet is an opaque ovoid with an array of holo-camera recorder/emitter lenses and microphone grills covering the faceplate.  A cluster of much larger lenses and mikes occupy the center of the chest and there are small mikes on the back of each gauntlet.  His voice is disguised behind a vocal masking effect that gives it a mechanical tone.  

Gender: Male        Age: 35        Height: 5'10"        Eyes: Brown

Hair: Shaved Scalp        Skin: Hawaiian Tan        Build: Broad-Shouldered

Approach: Skilled                   Archetype: Inventor

Health: 25 + (5 x H)

Powers: Illusions d10, Sonic d8, Power Suit d6

Qualities: Creativity d10, Stealth d10, Criminal Underworld Info d8, Disgraced Documentary Filmmaker d8, Investigation d8, Technology d8

Status: ( # of inventions & mods) 4+ - d12 / 2-3 - d10 / 1 - d8 / 0 - d6

Abilities:

Final Sound Check (A) Attack using Sonic and at least one bonus.  Use your Max + Mid + Min dice and add all your bonuses to the total, destroying them.

Grand Artistic Vision (A) Hinder multiple targets using Creativity.  Use your Max die.  If you roll doubles, Attack each of those targets using your Mid die. 

One-Man Crew (A) Take any basic action.  Use your Max die.  Recover Health equal to your Mid die.

Set the Scene (A) Boost using Illusions.  Use your Max die.  Boost again using your Mid die, then either make one of those bonuses persistent and exclusive, or Attack with your Min die.

Upgrades & Masteries (optional):

Mook Squad +0 Health.  Gain Extras On Set (A) Replenish your minions up to the number of heroes in the scene.

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

Camera One is the auteur of the group and has the most skill at tweaking scenes to make the heroes look incompetent or overly violent.  If left alone he's as likely to spend actions on Overcomes to serve that purpose or (with his upgrade) order the extras around, usually starting with Set the Scene for a good persistent bonus on himself and a regular bonus to either keep or hand off to Camera Two.  If forced to fight, he'll rely on Grand Artistic Vision to confound (and possibly harm) foes at first, switching to One-Man Crew if injured.  At a dramatically appropriate moment he'll pick a particularly troublesome hero and single them out for a brutal Final Sound Check hit.

His upgrade gives him a steady supply of extras to use, and the mastery to get them to follow his directions flawlessly.  

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Camera Two

Kansas Washington (her middle name is City) is a former private investigator who lost her license and five years of freedom when she was caught running a blackmail scheme.  Thoroughly unethical and interested only in money, she only got on to the Camera Crew because she was a former cellmate of Janell Wittson (see below), who owed her some favors and appreciated the idea of having some muscle on the team just in case.  She doesn't have any particular beef with superheroes in general, but she's no great fan either and her short temper and borderline paranoia makes her the most likely person to break cover and start a real fight.  She never opens up her suit around outsiders if she can avoid it, and uses her PI skills to avoid tails and surveillance when in her civilian ID.  On the other hand, she's also the most likely Crew member to take a bribe to reveal what's really going on - if you haven't made her mad.

She doesn't use her suit as well as her teammates, but is good at sneaking in "accidental" hits that look like they came from some other source.  Her loadout is optimized for lighting effects, holo-projection and recording snap shots, which also makes it a walking arsenal of laser weaponry if a battle starts - whether Kansas starts it or not.     

Description: Outside of her suit, a powerfully built African-American woman with a cold look in her eyes and several small facial scars from past brawls.  She's fond of men's clothing (especially a noir PI look) and could easily be mistaken for a man at first glance, which is a great way to tick her off right from word one.

In her suit, an anonymous and androgynous figure in snug-fighting lightweight bright orange power armor with a some black striping and a prominent black "TWO" printed vertically on the left side of the chest.  The helmet is an opaque ovoid with an array of holo-camera recorder/emitter lenses covering the faceplate.  A single very large lens occupies the center of the chest and there are small lenses on the back of each gauntlet.  Her voice is disguised behind a vocal masking effect that gives it a mechanical tone, further increasing of misgendering her and getting on her bad side.  

Gender: Female        Age: 33        Height: 5'10"        Eyes: Brown

Hair: Deep Brown        Skin: Mahogany Brown        Build: Gym Gal

Approach: Leech                   Archetype: Inventor

Health: 25 + (5 x H)

Powers: Illusions d10, Radiant d8, Power Suit d6

Qualities: Creativity d8, Ex-Con Cellmate d8, Technology d8, Stealth d8 

Status: ( # of inventions & mods) 4+ - d12 / 2-3 - d10 / 1 - d8 / 0 - d6

Abilities:

Final Lighting Check (A) Attack using Radiant and at least one bonus.  Use your Max + Mid + Min dice and add all your bonuses to the total, destroying them.

Reaction Shot (R) When Attacked, Defend yourself by rolling your single Illusions die.  If this negates the Attack entirely, Hinder the Attacker and Boost yourself using the same roll.

Set the Scene (A) Boost using Illusions.  Use your Max die.  Boost again using your Mid die, then either make one of those bonuses persistent and exclusive, or Attack with your Min die.

Wide-Angle Shot (A) Hinder multiple targets using Illusions.  Recover Health equal to your Min die.  If you roll doubles, Attack one of those targets using your Max die. 

Upgrades & Masteries (optional):

Hardier Minions + 5 Health.  Gain Bonus Pay (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

Camera Two is the least interested team member when it comes to getting good footage, and the quickest to resort to obvious violence when threatened.  She'll try to use Set the Scene for bonuses (often sharing with Camera One) at least once before their cover is blown, then immediately use Final Lighting Check on the toughest foe.  She'll use Reaction Shot at every opportunity, hoping to trigger its strong rider effects and roll the bonus straight into another super-zap.  When hurt or outnumbered and currently lacking bonuses she resorts to Wide-Angle Shot to buy time and maybe get a lucky shot in.

Her upgrade lets her improve the performance of either simple thugs or actors, and is one of her go-to moves while still covert.  Her mastery reflects that fact that she's in this for the paycheck rather than the art.    

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Camera Three

Janell Wittson was sleazy publicity agent known for representing dodgy business and suspected criminal bigwigs.  This led to a three year interruption in her career when she was convicted for fraud after being a little too enthusiastic about lying for a corporate client with mob connections.  It was during her prison term that she met and more or less befriended Kansas Washington (see above).  Once Janell was at liberty again she set about restarting her career, only to be offered an "exciting new opportunity" as part of the Camera Crew.  The project seemed a bit risky, but she'd always been a bit of adrenaline junkie and her new employers had some...information from her former clients that made refusal unwise unless she wanted to return to jail for a much longer stay.  Janell managed to get Washington on to the Crew as well, and in a pinch expects more backup from her than she probably ought to.

Unlike her teammates Janell doesn't actively conceal her identity.  If confronted about her past, she can convincingly explain that she was young and had made some poor choices in business associates.  She served her time and learned her lesson, so what's the problem, hero?

Her suit carries the usual array of holo-recorder/projector gear optimized for close-up action shots, but it also mounts an extensive drone control system for coordinating small aerial remotes for coordinating multi-angle shots and big scenes.  These also double as a tactical comms and recon net, and she tends to work closely with her teammates if a fight breaks out.      

Description: Outside of her suit, an adult blonde woman with an expensively tailored wardrobe designed to favor her slightly stocky figure, something she's sensitive about.  She's always got a friendly smile on her face, even when she's shafting someone in a business deal.

In her suit, an anonymous figure in snug-fighting lightweight fire engine red power armor with a some black striping and a prominent black "THREE" printed vertically on the left side of the chest.  The helmet is an opaque ovoid with an array of holo-camera recorder/emitter lenses covering the faceplate and a crown of short drone-control antennae.  A small cluster of lenses occupies the center of the chest and there are small lenses on the back of each gauntlet.  Her voice can be disguised behind a vocal masking effect that gives it a mechanical tone, but she usually leaves it off so she sounds more personable.

Gender: Female        Age: 32        Height: 5'7"        Eyes: Cornflower Blue

Hair: Blonde, Short     Skin: Tanned Year Round     Build: A Little Stocky

Approach: Tactician                         Archetype: Guerrilla

Health: 40 + (5 x H)

Powers: Illusions d8, Remote Viewing d8, Awareness d6, Power Suit d6

Qualities:  Creativity d10, Technology d8, Unethical Publicist d8, Stealth d6

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

Abilities:

Good Under Pressure (I) At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.

Hard To Pin Down (I) If you are outnumbered by nearby opponents, reduce all damage dealt to you by two.

Scene Direction (A) Boost using Creativity.  Use your Max die.  That bonus applies to every ally's action until the start of your next turn.

Work With Me Here (A) Take a basic action using Technology.  Use your Max die.  One nearby ally takes the same basic action as their reaction.

Upgrades & Masteries (optional):

Shooting Permit (I) +10 Health.  The heroes act as being in the Green zone for status die, ability access, and all abilities.  Heroes may remove this ability with three Overcome successes.  If a hero takes a minor twist while attempting these Overcomes, you may use a reaction to Hinder them by rolling your single Illusions die. 

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

Camera Three is the oddball in the group, with a much more up-front style where she tries to add to the heroes' confusion while getting close-up footage, all while also monitoring the full scene with remote microdrones.  In a fight she still stays close and draws attention, hoping to get the most out of Good Under Pressure and Hard To Pin Down.  If she's got a lot of allies in play her go-to move is Scene Direction with Illusions or Remote Viewing, setting up a global bonus for everyone.  If their side's numbers are running low she'll switch to Work With Me Here in conjunction with a single ally for whatever needs doing most.  Worth noting that Camera Two hates having her reaction "stolen" for this ability, and the rider won't work on her at all if she's already used her own reaction ability. 

Her upgrade represents the team doing extra prep work to seem legit, which can really leave heroes struggling.  Her mastery doesn't come up in combat often, although she's not above a little kleptomania when filming at a site with a lot of valuables.  

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The Camera Crew sometimes employs actual everyday thugs, but they prefer specially trained flunkies who know how to act harmless and mug to the cameras when there's an extra opportunity to make the heroes look bad.  They're being paid extremely well to keep their mouths shut if they do get caught out in any fakery, so they're not likely to provide any leads without using powers on them.


Crisis Actor d6 minion

Description: They're just regular people, right?  Right?  Heroes can't use excessive force on them no matter how much they get in the way.  The negative publicity would be terrible.

Faked Injuries: Any hero may take an Overcome action to remove you from play.  If they would generate a twist while doing so, roll your die, deal that much morale damage to the hero, and then you are removed from play.  This counts as the required twist, regardless of whether it was major or minor.

"Innocent" Bystanders: You may not be targeted by hero Attacks or take Attack actions yourself.  If you ever roll a zero or less on your die due to penalties you are removed from play without harm.

Please Move Along: NPC law enforcement officers may take an action to remove you from play automatically.


Everyday Thug d6 minion

Description: Petty criminals, but they are packing concealed heat courtesy of the Crew's backers.  They're not keen on fighting heroes but the pay (and promised legal services if arrested) makes them willing to give it a shot.  This is just day labor for them, they know nothing about any grander schemes.

Heart's Not Really In It: If you ever roll a zero or less on your die due to penalties you are removed from play without harm.

Playing Innocent, But Not Very Well: You may not be targeted by Attack actions until you've taken an action that targets anyone but yourself in the scene.


Camera One, Two, or Three d10 lieutenant 

Description: Any of the Camera Crew members as a lieutenant rather than a full villain, for use as needed.  They look just like their regular versions, of course.  When they use any of the abilities below, the source of the effect isn't immediately obvious and can only be detected by a hero succeeding at an Overcome, either during the scene or when reviewing events afterward. 

False Images: When you take an Overcome action to interact with a challenge, you gain a +2 bonus and you may choose to add an extra success to the total needed to complete the challenge rather than marking one off. 

Holo-Projectors: When you take a Hinder action you may Hinder multiple nearby targets.

Image Relays: When you Boost yourself, you may also Boost up to two allies.

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Campaign Notes

Who's behind this whole scheme is up to you and your campaign's established setting.  In my campaign their ultimate backers were the anti-supers group SEVER.  It could just as easily have been a carefully-concealed subsidiary of the corporation that funds Hothead instead if I'd wanted a smaller scope to things.  In the Sentinels setting, this could be a Glamour scheme, Baron Blade being unusually subtle, or (if you're running pre-Oblivaeon or an alternate future) the old villainous Revocorp.  The GM should also consider how long they want the Crew around before their cover is inevitably blown, and make allowances for the players derailing your plans and getting suspicious earlier.

If they're intended to be a simple one-and-done, the whole team can show up to film a minor crisis - a mundane bank robbery (maybe even using some of their minions as well) or a fight with a minor villain or two - and then more or less immediately betray themselves, turning the scene into a conventional brawl.  Consider adding a few rounds in Red depending on how long the Crew was pretending to be harmless photojournalists.  You could extend this to an issue or three by having them "play nice" for a few scenes before something gives them away, maybe gradually ramping up the number of "accidental" Hinders they take over time.

If you want them around for a collection or more, a slow burn approach where just a single Camera shows up for an action scene or two, then a pair of them, and finally the full team is a good approach.  Play them as helpful at first, let the players get used to them showing up often but not always.  In any scene where they're expected to remain "friendly" use the lieutenant version above, switching to the full villain writeup if their cover is blown and they start fighting for real.  If they took damage prior to such a switch, reduce their starting Health by 10 for each die step the lieutenant form lost from their starting d10.  If they do switch mid-scene, add at least one Red round to the scene tracker, two if in Yellow, and three if already in Red.

When playing the "long con" you'll need to work in some hints and clues for the heroes to investigate and there should be multiple opportunities for social scenes with Crew, either in uniform or (if they can be identified) in their civilian IDs.  Their personalities will influence how things go, and might very well lead to one or more of them betraying the rest.


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Monday, November 27, 2023

The Sire, the First True Vampire

I've got a few vampires and vampire-adjacent villains on the blog already, but none that really equate to the "ancient ancestral bloodsucker" yet.  So here's a spin on that that isn't some Johnny-come-lately from Mesapotamia, much less a pathetic European infant with delusions of grandeur.  Vampire myths are as old as humanity, and so is this creature of the night.  This thing is old enough to have killed Abel, but it sure wasn't his brother.

The Sire

The first and by far the oldest of its kind, the Sire has almost completely forgotten its original humanity as well as whatever awful event that made it what it is.  Some few humans have reached a pale imitation of true vampirism through ritual or curse, but the most potent vampires were turned by this thing over its impossibly long lifespan, spawning their own "children" in turn during their few centuries or millennia of existence.  Most of its immediate descendants were created by accident - the Sire has always been careless with its kills - but every few centuries one mere mortal might attract enough interest to be infected deliberately.  What motivates such interest is never clear, but nothing as comprehensible as lust or hate or mercy seem to be involved.

The Sire has been known to stalk supers, and on rare occasions a daring hero (or team of heroes) might seek to turn the tables and hunt the hunter.  The best most can hope for is to drive off the oldest of vampires, and many simply vanish or, worse, return as pawns of the creature.  Like most predators, the Sire is intolerant of competition poaching on their hunting grounds, and an outbreak of lesser vampires may draw its attention, leading to crusading heroes finding something else is pursuing the blood-suckers besides them. 

Description: As a shapeshifter it can look like almost any species that fed its thirst in the past.  The traditional vampiric forms - wolves, bats, rats - are supplemented by stranger shapes, some long-extinct.  Its precision at imitating living humans is somewhat lacking, mostly due to sheer boredom and lack of need.  Still, its base shape remains a mostly-human ghoulish figure, lean, gray and hunched with traces of other things in the odd scattering of scale or fur or wolf-like eyes.  It rarely speaks, and when it does its dry croaking betrays a lack of recent practice.

Gender: Forgotten   Age: ~300,000 Years   Height: Base 5'10"   Eyes: Varies, Often Wolf-Like

Hair: Varies, Often None     Skin: Varies, Often Graying     Build: Varies, Often Humanoid

Approach: Ancient                     Archetype: Predator

Health: 45 + (5 x H)

Powers: Vampiric Savagery d12, Invisibility d10, Suggestion d10, Shapeshifting d8 

Qualities: Self-Discipline d12, Stealth d12, Close Combat d10, Finesse d8, The First Vampire d8

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

Abilities:

Cold, Calculated Perfection (A) Take a basic action using Self-Discipline.  Use your Max die.

Drink Deep (A) Attack using Vampiric Savagery.  Use your Max die.  Hinder a target dealt damage this way using your Max + Min dice.

Gone and Forgotten (A) Boost yourself using Stealth.  Use your Max die.  That bonus is persistent and exclusive.  Defend yourself against all Attacks until your next turn using your Mid die.

Lurking Presence (I) Double any mods of your choice involved with taking action against a target that is unaware of your presence or distracted from remembering you're still around.

Upgrades & Masteries (optional, depending on how motivated it feels there might be more than one upgrade):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' qualities of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' qualities of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, create a new friendly minion with a die size equal to the hero's largest power die to represent the brainwashed hero.

Master of Superiority (I) As long as you are manifesting an effect related to a power you have at d12, automatically succeed at an Overcome involving usage of those powers.

Tactics

The Sire is a hunter, out to feed their endless thirst rather than engage in anything like a fair fight.  If they do engage in combat, they rely on Cold, Calculated Perfection to use Overcomes to fade away from sight and memory, then Gone and Forgotten to prepare themselves.  When they strike, Lurking Presence will make their first use of Drink Deep even stronger.  If possible they prefer to repeat a two-round vanish-and-attack cycle as often as possible.  If their stealth tricks get countered through heroic Overcomes and they get ganged up on they'll use more Overcomes to divide up their enemies or escape the scene to return another night.

Their upgrade reflects them pushing their psychic domination of the lesser beings around them, making the hunt all the easier.  Their mastery makes concealment tricks far simpler as well. 


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Saturday, November 25, 2023

She-Gator, Hulking Hybrid Gator-Woman

Following up on a post from a couple of days back, because why not?

She-Gator

She-Gator is the product of a well-intentioned but ill-advised emergency blood transfusion from Florida Man (with the assistance a slightly drunken small-town doctor).  She'd been found out in the swamps, burning up with fever from an infected gunshot wound in her shoulder.  When questioned she claimed to be one Anne-Marie Pratt, on the run from her murderous husband.  It wasn't until after the transfusion that the sheriff showed up with news that cannibal serial killer May-Anne Trapp had busted out of the local women's prison.  By the time the state police arrived to identify her and cart her back to jail her unexpected transformation was complete and she'd escaped again, this time through a gator-woman shaped hole in the back wall of Doc's office.  If the agents hadn't immediately arrested Florida Man as an accomplice he might have gotten her back, but at this point he just wants to forget the whole incident.

May-Ann's mind is at least as scrambled as Florida Man's and she was pretty homicidal to start with, so it's no great surprise that she's more vicious and animalistic than he is.  Unlike him, she's perfectly happy biting people and looks forward to doing it a lot in the future.  With her new capabilities she's found a haven in the super-crime underworld as effective but temperamental muscle, and is nowhere near as interested in finding out who she was and how she got this way as Florida Man is.  Very much lives life in the moment, this one.       

Description: She looks almost identical to Florida Man, but a little taller with slightly narrower shoulders and a longer snout.  She wears a custom blue-green one-piece woman's swimsuit, which is surprisingly modest considering she's no longer even slightly mammalian and has nothing to cover up top.  Skips on the bracelets and boots (she doesn't care if her clawed feet wreck your carpets and scratch up the hardwood), but she does wear a similar black utility belt.   

Gender: Female     Age: 25     Height: 6'10"     Eyes: Reflective

Hair: None                  Skin: Alligator Hide         Build: Hulking Gator-Woman Hybrid

Approach: Adaptive                     Archetype: Predator

Health: 30 + (5 x H)

Powers: Vitality d10, Gator Jaws d8, Strength d8, Swimming d6

Qualities: Close Combat d10, Amphibious Ambush Predator d8, Fitness d8, Imposing d8

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

Abilities:

Amphibious Ambush (I) Double any mods of your choice involved with taking action against a target that is unaware of your presence or distracted from remembering you're still around.

Got A Taste Of You Now (I) On your turn, whenever you Attack a target you haven't already dealt damage too this scene, Boost yourself using your Max die.

I'm Predator, You're Prey (A) Attack using Close Combat.  Use your Max die.  If the target has a penalty you created or is in the Red zone, use your Max + Mid dice instead.

Just Making Me Mad (R) When Attacked, Defend yourself by rolling your single Vitality die.  Boost yourself using that roll.

Riled Up But Good (A) Take 1d6 irreducible damage.  Increase the die size of all your powers until the end of the scene.

Upgrades & Masteries (optional):

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 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

She-Gator prefers to face enemies in a nice, watery environment where she can conceal herself just beneath the surface and then come lunging out for a hard-hitting initial strike.  If she can start in an Amphibious Ambush like this she'll spend time using Riled Up But Good and taking basic Boost actions to establish a bonus or two to double during her first rush.  On the round before she plans to spring her trap she might even do a basic Hinder with a mighty roar (Vitality + Amphibious Ambush Hunter) if it doesn't give away her exact position, which will further improve the damage from I'm Predator, You're Prey.

If she can't lurk in a body of water she'll simply use Riled Up But Good right away, then try to charge an isolated target and start ripping them apart.  She doesn't like being mobbed but unless there are four or more enemies in the scrum she'll usually just stay to fight it out.  She-Gator will only use Riled Up But Good a second time if seriously afraid or cornered.

Regardless of terrain, once she starts fighting she'll use Got A Taste Of You Now whenever she can, swapping between targets to maximize the bonuses it generates.  Attacks will be blocked by her Just Making Me Mad reaction, which gives her even more bonuses to play with.  These usually get rolled into extra damage, but she might save them for her reaction instead if feeling hard-pressed.

Her upgrade makes it easier to harvest bonuses from Got A Taste Of You Now while still concentrating on a key target, as well as upping her durability and damage output.  Her mastery represents the difficulty of predicting the behavior of an animalistic half-amnesiac gator-woman ex-con.   


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Happenstance, She'd Like To Take You On A Trip That Will Blow Your Mind

A concept "villain" if that's even the right word for her.  Losing a scene to her often means you're going on an unexpected trip to someplace strange, and can be a good setup for major character rewrites and big shifts in campaign tone - from street level to cosmic, for ex - which is what I've used her for.  Don't throw her at players who obsess on getting definitive victories through beating down the main baddie, she'll be pretty frustrating for them.

Pretty sure I object to being called a villain.  Just doing my own thing here.

Happenstance

The entity that calls itself Happenstance is not what it appears at all.  It first appeared in 1967 where it became the center of a confusing crisis that led to chaotic dimensional rifts, extensive property damage and the disappearance of a San Francisco hero team, most of whom have never been seen again.  The few who eventually returned from wherever they were taken (they still won't talk about it) were radically altered.  Since that time "Happenstance Incidents" have occurred sporadically throughout the world, each following a similar general pattern of reality disruption, improbable coincidences, and unexplained disappearances of super-beings (both heroes and villains) who rarely return as they were when they vanished.  What triggers these appearances is unknown, and the only consistent warning that one may be coming is an apparently coincidental gathering of a statistically improbable number of redheads in an area.   

Thankfully these effects seem to be quite localized, disrupting a small city or even just a neighborhood rather than threatening the world or the universe.  On at least one occasion Johnny Crisis was sighted at an Incident, but upon being questioned he claimed it was his "day off" and he was "just here for the party" rather than heralding catastrophe as usual.  During another, the Reckoner attacked out of nowhere, only to be chastised by Happenstance for "being a downer" and "crashing" and summarily ejected from the scene.

If Happenstance has a comprehensible motivation it seems to be observing how various supers react to a sudden, unexplained crisis.  It's not clear if "failing" leads to punishment or reward, and some of those who've vanished when an Incident wraps up have returned saying they're much better off for the experiences they've had.  Others have been traumatized or simply amnesiac, and more than half never come back from the trip.  It seems to dislike those who resort to violence without thinking about the possible consequences, and whatever harm it wreaks always seems to be from environmental side effects or sheer bad luck rather than intent.  Civilian casualties during an Incident have been very low, and the few deaths have proven to have some kind of retributive fate aspect to them - sexual predators, abusive parents, and in one case a former Nazi concentration camp guard who'd be passing as a Jewish survivor for decades.

I'm not an "it" you jerks!  I'm a "she" and my name is Ginger.  Ginger Happenstance, thank you very much for asking.  

Some people just spoil my mood.   

Description: A slim young redhead in in civilian clothing.  She gives off a serious "hippie lovechild" vibe, preferring pastel colors, loads of beads and necklaces, a bit of body paint and enough peace symbols to cover a Volkswagen minibus.  She has a melodic voice and tends to speak mostly in questions. 

Gender: Female     Age: Unknown (Appears Mid-Twenties)     Height: 5'8"     Eyes: Green

Hair: Redheaded                    Skin: Well-Tanned Caucasian                Build: Slender

Approach: Dampening                   Archetype: Domain

Health:  55 + (5 x H)

Powers: Cosmic d10, Intuition d8, Precognition d8

Qualities: Magical Lore d10, Insight d8, Persuasion d8, Serious Weirdness Magnet d8 

Status: (# of Environmental targets/challenges) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Do You See What Your Violence Has Led To? (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

Strange How Things Work Out (A) Activate one of the environment's twists in its current zone or one zone closer to Red.

Terrible Accidents (A) Remove any number of environment-created bonuses.  For each bonus removed, you may Attack one target using your Mid die, using a different bonus against each. 

Tragic Happenstance (A) Attack one target using Magical Lore.  Use your Max die.  Hinder each opponent that can see or hear that target using your Min die.

Twist of Fortune (R) When Attacked by a hero with a penalty, ignore their damage and remove a penalty on that hero.

Upgrades & Masteries (optional):

Calming Aura (I) +10 Health.  The heroes act as being in the Green zone for status die, ability access, and all abilities.  Heroes may remove this ability with three Overcome successes.  If a hero takes a minor twist while attempting these Overcomes, you may use a reaction to Hinder them by rolling your single Infernal die.

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

To mundane senses Happenstance doesn't seem to be doing anything other than strolling casually through the scene while chaos breaks out around her.  More exotics forms of awareness will easily identify her as the nexus of that chaos.  Even when faced with violence she barely reacts beyond using Twist of Fortune to negate damage outright while asking the heroes if they really want to use force here.  Her actions are usually spent on triggering suitable twists to fuel other abilities with Strange How Things Work Out or hampering heroes' efforts through wholly coincidental Tragic Happenstance.  If the heroes seem to be benefiting from the environment they'll quickly suffer Terrible Accidents instead.  If she takes serious damage Do You See What Your Violence Has Led To? will restore her at the cost of various environment minions meeting messy fates instead.  

Her upgrade makes it much harder to be sure Happenstance is responsible for all of the chaos, and her mastery reflects her unpredictability, and will often be used to advance the scene tracker unexpectedly - or even move it backward a tick or two.

Happenstance is a weird villain and doesn't follow the usual rules for "winning" a scene.  Challenges (both environmental and pre-set) in the scene are often more important than she is.  If she's defeated she'll simply disappear without a trace, but that may or may not end the incident depending on what other challenges and characters are still in play.  Solving all challenges might end things, but if she's around she can often spawn new ones.  If the scene tracker runs out while she's still around and there are unfinished challenges the heroes are probably going for an involuntary trip.

Design Notes

The character concept was partly inspired by the fact that Domain archetypes don't tend to use their own dice pools for much, which plays in to the concept that stuff just sort of happens around her rather than being something she's willfully causing.  There was also weird dream about a redheaded hippie gal offering to take people on a trip they wouldn't forget...

Capital-T Trip there.  This guy's such a square it's kind of adorable.


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Thursday, November 23, 2023

Florida Man, A Hero Who Is Not From Egypt

This character was inspired entirely by the attached art piece.  My sincere thanks to Death Tribble over on the Hero Games forums for commissioning that art from Storn Cook in the first place, along with 150 or so other pieces.  Talk about a steady customer!

Florida Man

The product of a botched supersoldier program using retroviral treatments to empower "volunteers" with animalistic capabilities, Florida Man is largely amnesiac about his previous life (much like fellow test subject the Mighty Bullfrog) and only answers to his supranym.  He's acted a shades-of-gray hero or antihero (and occasionally a villainous dupe) over the last few years as he seeks to learn more about himself and the scientists who transformed him.  As you might expect, he has superhuman strength and durability, jaws that can bite through a steel I-beam, can hold his breath for absurd periods of time, see in the dark, and is remarkably stealthy for his size, at least in the water.  His blood also contains powerful antiviral and antibiotic properties and for unknown reasons doesn't trigger immune responses in most humans, making transfusions a viable cure for many infections as well as promoting regenerative healing - with only the smallest risk of passing along his "condition" and creating a new gator-human hybrid with scrambled memories.  Honest, it's probably perfectly safe when properly screened.  Don't ask about She-Gator.

 

Florida Man is quick to take offense when mistaken for anything even vaguely Egyptian, and insists he's a US citizen who was born in Tampa (he thinks...) despite lack of proper ID.  Other things that annoy him are luggage jokes, asking him if he eats his meat raw ("Gross, I don't even like sushi."), and people assuming he's an idiot.  His altered physique still hasn't managed to completely obliterate that Floridian accent, although he hisses more than he used to.  He does not, in fact, like biting people at all ("You all taste terrible.  What, do you think I don't have taste buds?") and usually sticks to chomping inanimate objects as a show of force.  Cold temperatures (below freezing) make him increasingly torpid, and he'll eventually lapse into complete inactivity if exposed for long enough.  He also doesn't like salt water much, although he's not as sensitive to it as actual alligators are.

 

Those are loose swimming trunks he's wearing, not some weird foreign skirt, and lots of supers wear utility belts.  How else is he supposed to keep his phone dry?  The boots are custom jobs designed to handle his mass and amphibian lifestyle, and the weighted wristbands add a little something extra to his punches.  He might bundle up in the largest trench coat he can find if trying to go incognito or if it's cold out, which works about as badly as you'd expect.  If he's working with technically-minded allies they'll usually try to find him a holo-projector disguise gadget and/or some kind of personal heating field as needed, but he tends to break such things pretty quickly during brawls.

Description: An image is worth a thousand words.


Gender: Male     Age: Unsure - Maybe 24?     Height: 6'7"     Eyes: Reflective

Hair: None                  Skin: Alligator             Build: Hulking Gator-Man Hybrid

Background: Blank Slate     Power Source: Nature (Retroviral Animal DNA)     

Archetype: Physical Powerhouse

Personality: Sarcastic                   Health (G/Y/R):  30/22/11

Powers: Strength d10, Vitality d10, Gator Jaws d8, Swimming d8

Qualities: Close Combat d10, Amnesiac Gator-Man Hybrid d8, Banter d8, Fitness d8, Stealth d8

Status: Green (30-23) - d8 / Yellow (22-12) - d8 / Red (11-1) - d8

Abilities:

Green

Hard Hitting (A) Attack using Strength.  Use your Max die.

Gator Hide (I) Reduce any physical or energy damage dealt to you by 1, 2, or 3 in the Green, Yellow, or Red zone.

Get A Grip (A) Attack one target using Close Combat.  That target must take an Attack action against you on its next turn if possible.

Principle of Ambition (A) Overcome a situation where someone else has given you a bonus from a Boost.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: How is the pursuit of your goals getting in the way of being a hero in this situation?  Major twist: What did you just miss or pass up that could have helped you achieve your biggest goal at last?  RP: You want your past back, and to know who's responsible for transforming you into a superfreak no matter the cost.  You see paths to success that no one else will.  

Principle of Strength (A) Overcome a challenge using brute force.  Use your Max die.  You and your allies gain each gain a Hero Point.  Minor twist: What just broke?  Major twist: Who just broke?  RP: You do not need to roll to perform mundane feats of great strength.

Yellow

I Didn't Bite Him, I Swear (R) When you defeat a minion with an Attack using Strength, Recover Health equal to your Min die.

I Win, You Lose (R) When you defeat a minion, roll that minion's die to Boost yourself.  Use the resulting bonus on your next action.

Riled Up (A) Attack one target using Strength.  Use your Max + Min dice.  Boost yourself and the target using your Mid die.

Red

Fine, I'll Bite Him Then (A) Attack using Gator Jaws and at least one bonus.  Use your Max + Mid + Min dice and add all of your bonuses even if they're exclusive, destroying them.

Still Going Strong Here (I) When you use an action ability, you may also perform a basic action using your Mid die on the same roll.

Unexpected Burst of Speed (R) When an opponent Attacks, you may become the target of that Attack and Defend yourself by rolling your single Close Combat die.

Out

You Think That Hurt? (A) Hinder an opponent by rolling your single Banter die.

Tactics

Florida Man is all about the single-target melee thing, although in an emergency he can always throw big heavy stuff for very mediocre ranged attacks.  He starts off with a Max die Attack ability, moves on to a Max + Min with a strong (if slightly double-edged) Boost rider, and winds up with a Max + Mid + Min hit that gets all his bonuses sacrificed to it to boot.  Couple that with solid damage reduction, a strong full-party defensive reaction when it's most needed, and a taunt option to limit enemy actions and you've got a pretty good tank.  If he's forced to deal with minions he has two different reaction that trigger when he defeats one, letting him choose between getting free bonuses or healing.  His high damage lets him reliably tackle the toughest minions he can find to maximize the benefits, while in Red he gains a free basic action almost every turn that lets him slap down a minion while still hitting a more suitable target.  That's a really good choice to upgrade to Yellow with four Hero Points when the narrator lets you.  He's also just generally good at solving problems with sheer force, and even the smallest bonus from an ally makes his other Principle very versatile.

Design Notes

I've very deliberately not taken Principle of Amnesia on a Blank Slate background because A) it's too bloody obvious and B) Principle of Ambition has a lot more roleplaying potential for driving him down a "gray" hero path as he tries to regain his memories and maybe take revenge on whoever made him what he is.  Gives off a sort of original run Swamp Thing vibe, that. 


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Wednesday, November 22, 2023

Hexxus Alpha, Self-Replicating Alien Bioweapons

A general type of high-end alien bioweapon rather than a singular villain, these things can fill the general role of "weird space monster" as well.  If you have Thorathians in your game they'd also make a nice new breed of genebound for your heroes to deal with.  And yes, their physical form was loosely inspired by Worsel the Velantian of Lensmen fame, although even these critters fall far short of the capabilities of a Second Stage Lensman.

Hexxus Alpha

Hexxus Alpha (plural and singular) are the adult form of a engineered bioweapon used by a number of galactic powers as self-perpetuating shock assault troops.  They're built to operate in a wide variety of environmental conditions, from toxic high-gravity hell worlds to hard vacuum and microgravity, and can significantly alter their size through tissue expansion and contraction to fit into (and fight within) most structures or vessels.  Strictly close-combat fighters at their best in the thick of a fight, they have the speed, agility and durability to close the distance even through a storm of advanced weapons fire.

The greatest strength of the Hexxus bioweapons line is their self-sustaining nature.  While individuals are have short active service lives, once they reach adulthood (a matter of days) they can parthenogenically reproduce themselves at fearful speeds.  Hexxus are fully capable of spawning a new generation of reinforcements during combat, with their newborns experiencing explosive growth rates that make them capable combatants within a minute of hatching.  The more stress a Hexxus is under the faster its metabolism works, making it vital to kill them as quickly as possible.

Hexxus are true wonder of bioengineering, rivalling even the most deadly naturally evolved species like the fearsome Dreadmorphs.  Rumors of them developing true sapience following exposure to unusual radiations or telepathic stimuli are just that, mere rumors, and as such can be safely ignored by potential users.

Description: A six-legged alien like serpentine lizard with a pair of slender but powerful dragon-like wings and a long whip-like tail.  Its head is mostly a narrow crocodilian snout with jaws that open horizontally rather than vertically, ringed by half a dozen glittering black eyes.  Each limb ends in four oversized crystalline talons, and the tail sports yet another sword-like blade.  Dozens of translucent crystal nodules cover the creature's back like barnacles, each containing a tightly-coiled unborn duplicate of the creature awaiting release.  The things are silent, and even telepathy detects little beyond aggressive instinct at play.  

Gender: Parthenogenic     Age: Under Two Years     Height: Varies, ~10' Base     Eyes: Six

Hair: Scattered Violet Tufts     Skin: Deep Green, Scaled     Build: Winged Serpent/Lizard

Approach: Creator                         Archetype: Guerrilla

Health:  35 + (5 x H)

Powers: Vitality d10, Flight d8, Natural Arsenal d8, Size-Changing d6

Qualities:  Fitness d10, Acrobatics d8, Alertness d8, Close Combat d8, Engineered Bioweapon d8

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

Abilities:

Hyper-Metabolism (I) At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.

Opportunistic Cannibalism (R) When one of your minions is defeated, roll its die and Recover that much Health.

Spawning Surge (A) Use Fitness to create a number of minions equal to the value of your Max die.  The starting die size of those minions is the same as your Min die.

Whirlwind of Monocrystal Claws (A) Attack using Natural Arsenal.  Use your Max die against one target, your Mid die against a second target, and your Min die against a third target.  If you Attack three targets the damage is irreducible.

Upgrades & Masteries (optional):

Quality Upgrade (I) +20 Health.  Increase all Quality dice sizes except Engineered Bioweapon by one (max d12).

Master of Conquest (I) As long as you are in command of your own forces, automatically succeed at an Overcome to seize an area or capture civilians.

Tactics

A Hexxus Alpha is a bioweapon programmed to eliminate anything that isn't on its "safe" list.  If need be it can be put into torpor or target selection can be modified with suitable electromagnetic or telepathic key-codes, but the creatures are designed to be largely autonomous and self-sustaining.  In combat they rely on using a Whirlwind of Monocrystal Claws against as many foes as possible while accumulating bonuses from Hyper-Metabolism.  Once low on Health they'll try to maximize their status die and then pause to use Spawning Surge with all their bonuses to produce a flood of minions.  Once that's done they'll go back on the offensive while reactively feasting on any fallen minions with Opportunistic Cannibalism.

Few Hexxus Alphas last beyond a battle or two, but those who do gain their upgrade and become Hexxus Omegas, the ultimate evolution of the bioweapon form.  Their mastery reflects a greater ability to coordinate the younger Hexxus forms.

__________________________________________________________________________

Hexxus Newborn d6, d8 or d10 minion (see Spawning Surge)

Description: "Infant" versions of the adult Hexxus, about six feet long and lacking functional wings.  

Monocrystal Claws: You may only Attack targets in melee, but you may reroll ones when you do so. 


Hexxus Juvenile d10 lieutenant

Description: Almost full-grown versions of the adult Hexxus, about eight feet long and capable of flight.  They lack the adult form's signature spawning nodules.

Flurry of Monocrystal Claws: You may only Attack targets in melee, but you may reroll your die when you do so.

Winged: You may move as though you had Flight d8.


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Tuesday, November 21, 2023

Despoiler, Supernatural City-Wrecker Stuck In A Gentleman Thief's Psyche

A gentleman thief who stole the wrong relic and wound up with an uninvited guest in his psyche.  Kind of like a supernatural Odd Couple, if Felix was a very polite burglar and Oscar wanted to cast down all of civilization.

Despoiler

Leopold Berrycloth-Jones is the favorite alias of a highly accomplished international art and antiquities thief, and might even be his real name.  He was a consummate professional with an excellent reputation for straight dealings - until he had the misfortune of "acquiring" a the wrong ancient idol from a private collector.  The statue had been a prison for an inimical spirit entity for millennia, and Leo's touch had finally broken the ancient spell that contained it.  Leo found himself struggling for possession of his own body with the Despoiler, Ruiner of Cities, Sacker of Ran-Hannot, etc., etc.  Really, the thing had more titles than His Royal Majesty.  Quite absurd, and certainly not something an Englishman with any pride would kowtow to.

The spiritual conflict ended with Leo victorious, but the Despoiler settled in a corner of his head waiting for an opportunity to seize temporary control.  The entity's drives were simple, albeit rather out of touch.  Apparently some uncivilized nature spirit, it existed to overthrow civilization by casting down the cities of man, rending their very fabric and using their own strengths against them.  It didn't take Leo long to realize that his uninvited guest's abilities (used more subtly, of course) could be an enormous asset to him, and he's learned that he can draw upon them carefully while (mostly) keeping control.  True, there have been a few unfortunate incidents where a slight overreach wound up with him awakening days later in a landscape of ruins, but one can hardly be blamed for such things.

Since then, Leo has expanded his thefts to far more ambitious targets, and has made contacts within the super-crime community based on old clients from before he became host to the Despoiler.  These worthies include the haughty Angelo Nero, the delightful heiress Lilian Myers (half-sister of Fiona Donovan-Myers), and his old business associate, the importer Wilson Waterman.  He still prefers "working" with rare artwork and historical artifacts, but some so-called supervillains will offer simply ludicrous amounts for odd bits of scientific gimcrackery or trophies of fallen heroes.     

Description: An elegant man of Anglo-Irish descent, usually nattily dressed in stylish civilian garb suitable to his surroundings.  When "working" (such a gauche term) he's more likely to be garbed in a dark outfit with an array of burglary tools, carefully stowed so they don't produce unwanted noise as he moves stealthily about.  He speaks in a posh English accent with nary a trace of Eire to be heard, and seems like a charming and trustworthy fellow.  

Gender: Male           Age: 34           Height: 5'10"           Eyes: Glittering Green

Hair: Ginger with Neat Goatee & Beard        Skin: Pale        Build: Fashionably Trim

Approach: Creator                          Archetype: Inhibitor

Health:  25 + (5 x H)

Powers: Metal d10, Electricity d8, Stone d8, Plants d6                                       

Qualities: Finesse d10, Criminal Underworld Info d8, History d8, Ruiner of Cities d8, Stealth d8

Status: (# of heroes with penalties) 0 - d6 / 1-2 - d8 / 3+ - d10

Abilities:

Agonizing Constriction (R) When Attacked by someone with a penalty you created, Defend by rolling your single status die.  Deal the Attacker that much damage as well.

Bonds of Steel (A) Hinder multiple targets using Metal.  Use your Max die.  Attack one of those targets using your Mid die.

Carve the Bones of Cities (A) Use Finesse to create a number of minions equal to the value of your Max die.  The starting die size of those minions is the same as your Min die.

Wrath of the Despoiler (A) Attack using Electricity.  Use your Max die with a bonus equal to the number of minions you control.

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  Increase all power dice sizes by one (max d12).

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

Despoiler's behavior varies depending on whether Leopold is in control or not.  If he's currently himself, he'll use his powers carefully with a clear objective in mind, either pursuing the goal of his current theft or escaping from meddling supers, both of which are likely to involve creative Overcomes.  If the Ruiner of Cities has taken over, common sense is out the window and it's all about the property damage with no concern for loss of life.  Either way, if it comes to a fight he'll rely on Bonds of Steel until he can time things to start his turn with a capped out status die, then create a mass of powerful minions with Carve the Bones of Cities.  He'll use Agonizing Constriction at every opportunity to protect himself.  Leopold dislikes personal violence, but his other half is quick to use Wrath of the Despoiler against anyone or anything that draws his ire.

His upgrade seems to appear at random, perhaps according to some ancient calendar.  While it gives him greater power and durability it also makes the Ruiner of Cities' influence harder to resist, as reflected by his mastery.

If Leopold does retain full control when upgraded, a more appropriate Upgrade/Mastery pairing would  be either of these (the latter is a homebrew that comes from this older post):

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 Infiltrator (I) If you've had the opportunity to properly study a security system, automatically succeed at an Overcome to bypass or otherwise manipulate that system without being detected.  Villains with this Mastery rarely remain in prison for very long unless special countermeasures are employed to prevent their escape.

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Despoiler Icon d6-d12 minion (see Carve the Bones of Cities)

Description: Roughly humanoid masses of animated material pulled from nearby resources.  They vary considerably in size (height about equal to the value of their current die size) and move awkwardly but with implacable purpose.  In a city they'll mostly be composed of metal or stone, but may incorporate lumber and even still-living plants as well.

Ruiner of Cities: You gain a +2 bonus when taking Overcome actions to damage or destroy buildings and urban infrastructure.


Worth noting that unlike some summoned minions, these things just quietly fall apart if Despoiler is defeated, flees the scene or surrenders.  The latter two require Leopold's mentality to be in charge, the Despoiler itself being a fight-till-he-drops type.  It's only Leo's body getting beaten up, which doesn't hurt the spirit inside at all.


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Monday, November 20, 2023

Klass K, Trainee Villains On A Field Trip To Your Dimension

A long organizational post with some light worldbuilding sketched out.  Includes five supervillain writeups, a reason for them to work together, and an alternate universe where the most immediately noticeable difference is the total lack of a hard "c" in English.  "Kays" all the way down, folks. 

The Klassroom Program

The multiverse contains many realities, some very different from your campaign's.  One of them (let's be Terracentric and call it Earth-K) features a different world where super-being activity is more widespread and more organized than our own.  The heroes of that world work closely together on a global scale to oppose all manner of supervillainy, and those villains have grudgingly organized in return to avoid facing defeat in isolation.  This state of affairs has continued since their version of World War Two, although both groups have become much more internationally-minded and unwilling to serve as military assets to nation-states.  A de facto Cold War exists between the two sides in the conflict at this point, with small clashes largely staying below the radar of the masses of mundane humanity.  

Both meta-groups expend a great deal of effort tracking down and recruiting new super-beings to their cause.  The heroes have the advantage of recognition by most governments and law enforcement agencies, but they're limited by their own ethical standards.  The villains have to rely on more covert methods to find likely new prospects, but they can also be as ruthless as they like in the hunt, and think nothing of mentally indoctrinating particularly attractive candidates.

These new supers receive far more actual training than our own before they're fully recognized as a part of the greater community.  Heroes come up through actual academies as well as the old traditions of sidekicking and junior team affiliations.  Villains rely more upon the Klassroom Program, a worldwide covert recruitment, assessment and training program that also doubles as an introduction to the underground super-crime community and its major players.  

When they've mastered their powers and learned the unwritten rules that keep inter-villain conflict to a minimum, students are formed into groups to do some actual field work before "graduating" to independent status.  This used to be a risky stage of a villain's development since the odds of being captured on during such excursions were quite high and unproven villains were unlikely to be rescued by a organized jailbreak the way established supercriminals are.  Thankfully for the Klassroom Program, a neighboring reality was found with a far lower population of super-beings, especially heroes.  

While cosmic stresses made it impossible to remain in the other reality for long before being cast back to Earth-K, there was enough time to make short "field trips" with small groups of students and a single instructor/observer to assess their performance.  The relative rarity of super-heroes made for less punishing testing, and even when captured the students would soon be forced home anyway, vanishing from even the most inescapable prison cell.

The writeups below represent Klass K on a field exam to your campaign world.  They can be used as a one-shot, or might make up a collection's worth of story if their current test is a complex one.  The same group can recur multiple times until they finally graduate.  Their membership may change over repeat appearances as some student move on or are "flunked out" (often directly into some masterminds experimental labs) while others are held back.

If you feel ambitious, your heroes might find a away to follow a Klass back home, but they may not like what they find.  It would be disastrous if the legions of super-beings on Earth-K found a way to transit to your campaign world en masse and settle their differences where your PCs call home rather than wrecking their own planet.

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Klass K

Kommander Konquest

Quiriel zan vi Martiana has been a villain for a very, very long time by human standards, having first attacked Earth in 1939 under the title of Kommander Konquest.  While still in the prime of her life (only a few Terran centuries old), she's taking a break from interplanetary raiding to act as a senior instructor for the Klassroom Program, ensuring that the heroic opposition doesn't gain a numerical edge that might endanger established villains and their schemes.  The fact that it also lets her size up potential allies, catspaws, and competition before they've attained real power hasn't escaped her, of course.

In "field trip" mode she leaves behind her usual legions or Martian soldiers and war machines, relying on using her personal reality-bending cosmic powers to stay safe from any irritating local heroes who get past her students.  The Kommander can also casually warp the more pliable spacetime of your campaign's reality to complicate the tests she's putting her students through.  Unless very hard pressed (in which case her whole Klass is getting failing grades) she's unlikely to take much of a direct hand in a fight, and could reasonably be treated as a "powerful entity" twist menu instead of a full villain writeup if the GM likes.        

Description: A very typical Martian warrior queen from an alternate reality.  Tall, well-built humanoid with bright green skin and a slightly oversized head topped with a crown of six to eight motile antennae.  She's garbed in ceremonial (and weirdly revealing) Martian armor that adds a good bit of height and bulk thanks to its stiletto heeled boots and impressive shoulder pads - all while leaving her midriff and thighs bare.  She rarely bothers to speak out loud, relying on natural telepathy instead. 

Gender: Female     Age: Gentlemen Don't Ask     Height: 5'11" (6'2" in armor)    Eyes: Black

Hair: Bald, Crown of Antennae        Skin: Vibrant Green                Build: Powerful

Approach: Generalist                   Archetype: Domain

Health:  55 + (5 x H)

Powers: Presence d10, Cosmic d8, Teleportation d8, Telepathy d6

Qualities: Imposing d10, Otherworldly Mythos d8, Veteran Villain d8, Deep Space Knowledge d6

Status: (# of Environmental targets/challenges) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Barely Worth Saving (R) When an ally is Attacked, Defend them by rolling your single Teleportation die.  Boost yourself using the same roll.

Beyond Your Reality (I) Ignore damage from environment sources during the environment's turn.

Careless, Hero, Very Careless (R) When Attacked, redirect the Attack to an environmental minion.

Toying With Your World (A) Activate one of the environment's twists in its current zone or one zone closer to the Red.

You Have My Attention (A) Attack using Veteran Villain.  Use your Max die.  Recover Health equal to your Min die.

You Insects Annoy Me (A) Hinder multiple nearby targets using Presence.  Boost yourself using your Max die.

Upgrades & Masteries (optional, usually only for the Final Exam):

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 Presence die.  Gain Reestablish Shield (A) Overcome using Cosmic.  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

Kommander Konquest is here as an observer and instructor for Klass K, not to get in pointless brawls with heroes she doesn't even know.  Given her druthers she's content to find a good vantage and leave the students to it, using Toying With Your World to create "interesting" situations.  She's far Beyond Your Reality so dangerous environmental effects (and local residents) mean nothing to her.  If pestered by heroes she'll discourage them with reactive teleports causing them to target innocent civilians using Careless, Hero, Very Careless.  She might also intervene to preserve a trainee villain with Barely Worth Saving, although she'll be quick to express her displeasure about it.  Only if seriously pressed by multiple heroes will she resort to using You Insects Annoy Me, while a single persistent nuisance might draw an actual Attack from You Have My Attention.  If things have gotten to that point and her students are still active she'll be quick to order them to get it together and deal with the local supers, otherwise she'll start planning a getaway herself.

She'll generally only have her upgrade and mastery for the final exam, at least while acting in a "schoolteacher" role.

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Kid Klotho

Kora Raphti inherited a talent for magic from her mother's family, a lineage that had produced low-tier villainous super-mages during the past World Wars and was already on the Klassroom Program's watch list.  Young Kora was quietly "collected" at the tender age of nine and proved to be an apt student over the course of her apprenticeship.  As Kid Klotho she serves as Klass K's expert in mystic matters and is one of the group's most ambitious members, with a knack for manipulating others that may well see her graduate at the head of the class.

Her unique magical style revolves around generating glowing blood-red strands of energy that she can use to bind victims on both a physical and metaphysical level.  Kid Klotho's threads can also be used more subtly to influence people's thoughts and emotions, as well as offering the physical mobility to avoid the worst melee threats.

Description: A young woman of Grecian descent, dressed in a medium-red bodysuit uniform under a  loose black tunic that bears a prominent yellow "k" on the left chest.  Her feet are usually bare, and her long, flowing hair is tied back with the same magical red threads that she uses for most of her magic.  More thread is wound loosely around her wrists and ankles, and stray loops and strands twitch and drift randomly around her even when the air is still.  She speaks slightly-accented English from her home dimension.

Gender: Female           Age: 18           Height: 5'7"           Eyes: Black

Hair: Flowing Black                Skin: Light Brown                 Build: Elegantly Slender

Approach: Tactician                          Archetype: Inhibitor

Health:  30 + (5 x H)

Powers: Agility d8, Swinging d8, Awareness d6, Suggestion d6                                        

Qualities: Magical Lore d10, Persuasion d8, Trainee Villain d8, Acrobatics d6

Status: (# of heroes with penalties) 0 - d6 / 1-2 - d8 / 3+ - d10

Abilities:

Interwoven Souls (A) Hinder using Swinging.  That penalty is persistent and exclusive.  As long as that penalty is in play, reduce damage dealt to you by one and whenever you are dealt damage, the target with this penalty takes one irreducible damage.

Pulling Strings (R) Take one irreducible damage to reroll an ally's dice pool.

Puppetry (A) Take a basic action using Magical Lore.  Use your Max die.  One nearby ally also takes that same basic action as their reaction.

Red Threads (A) Hinder using Swinging.  Use you Max + Mid dice, or use your Max die and make that penalty persistent and exclusive.

Upgrades & Masteries (optional, usually when near Graduation Day):

Quality Upgrade (I) +20 Health.  Increase all Quality dice sizes except Trainee Villain by one (max d12).

Master of Mysticism (I) If you have access to proper materials, automatically succeed at an Overcome in a situation involving harnessing magical forces.

Tactics

Kid Klotho is Klass K's mystic, relying on fate-weaving magics that manifest as luminous red threads of energy.  Her usual tactics involve binding as many heroes with Interwoven Souls as possible, then singling out the biggest threats with Red Threads - especially if they've shrugged off the previous penalty.  She also provides some support with her Pulling Strings reaction offering some dice-fixing to allies, and Puppetry letting her improve action economy for things outside the team's usual wheelhouse.  Of all the Klass she's the most likely to improvise with unexpected Overcomes and unusual dice pools.

Her upgrade and mastery both represent Kid Klotho growing into the full potential of her unique style of magic as Graduation Day approaches.

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Musclemind

The creature known as Musclemind was recruited for the Klassroom Program relatively late in life after an anonymous college undergraduate developed powers during a biochemical mass-casualty event of which he was the sole survivor.  Whoever this thing was originally is a moot point, with the new entity displaying one of the most stereotypical cases of supervillainous megalomania ever observed.  Powerful but deeply delusional, it's unclear if Musclemind even knows they're in training and their performance is under review, but (after some initial friction) they've adopted the rest of Klass K as their loyal henchmen while the rest have decided to simply humor him for the time being.

Musclemind possesses staggering physical strength backed up by enormous psychic abilities but lacks the experience (and, some would argue, sanity) to fully utilize his great potential.  Whatever knowledge and specialized skills he had in his former life are gone, replaced by largely instinctual responses backed by an overwhelming sense of superiority.  He refuses to acknowledge any inconvenient facts that might get in his way.  What he makes of himself once he graduates Klassroom remains unclear, but he's powerful enough as-is that he's unlikely to wind up as a mere lackey of more established villains.    

Description: A hulking humanoid, almost as broad across the shoulders as they are tall and rippling with muscles.  They have almost no neck, with their bulging oversized head clearly showing elaborate cortical convolutions beneath their nigh-impenetrable skin.  That brain sprawls down the rear of their head and merges, hunchback-like, with the creature's upper spine.  Occasional sparks of purple-white energy crawl across its massive frame.  The thing wears nothing but a pair of oversized black shorts with a prominent yellow "k" on the front of the left thigh.  Their voice is a bellowing roar full of brag and bombast, and their telepathy is equally unsubtle.       

Gender: Male          Age: 21          Height: 7'0"          Eyes: Icy Blue

Hair: None        Skin: Purplish-Blue        Build: Inhumanly Massive and Over-Muscled 

Approach:  Mastermind                      Archetype:  Squad

Health:  25 + (5 x H)

Powers: Strength d12, Telepathy d10, Telekinesis d8

Qualities: Conviction d10, Awareness d8, Close Combat d8, Fitness d8, Ranged Combat d8, Trainee Villain d8

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

Abilities:

Behold My Awesome Power and Tremble! (A) Attack one hero using Conviction.  Hinder all heroes using your Max die.

Revel In My Invincible Might! (A) Boost using Conviction.  Boost another target using your Max die.  Use your Min die to Defend yourself against all Attacks until your next turn. 

That One Is Mine, Hero! (R) When another villain is Attacked, Defend them by rolling your single status die.  Boost yourself using the amount of damage reduced.

Your Efforts Amount To Nothing, Fool! (R) When Attacked, Boost yourself using the Attacker's Max die.

Upgrades & Masteries (optional, usually when near Graduation Day):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' qualities of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' qualities of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, create a new friendly minion with a die size equal to the hero's largest power die to represent the brainwashed hero.

Master of Conquest (I) As long as you are in command of your own forces, automatically succeed at an Overcome to seize an area or capture civilians.

Tactics

Musclemind is convinced that he's in charge and the rest of the Klass are merely his henchmen, which is delusional but at this point the rest of the group generally just humors him to save on arguments.  He'll mostly do whatever catches his fancy in a fight, which provides a good distraction once he starts in with Behold My Awesome Power and Tremble! if nothing else.  If he starts drawing a lot of attention he'll use Revel In My Invincible Might! (which at least helps out an ally in the process) and pump any handy bonuses into its Defend rider.  He prefers to use Your Efforts Amount To Nothing, Fool! to reactively Boost himself whenever possible, but he might deign to save an ally instead with That One Is Mine, Hero!  He tends to generate a lot of bonuses and spend them as fast as he gets them to grandstand.   

Musclemind is fond of building "creative" dice pools and making Overcomes that show off his incredible strength of mind and body, so basic actions are always a possibility.  His Conviction quality sees a lot of use, since it reflects his utter certainty that he can't fail against such inferior opposition.

His upgrade tunes his mental might up to the point where the weak-willed might believe he's as awesome as he thinks he is, while his mastery reflects a growing talent for bossing around minions.

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Troublemaker

Jo Torrant was only eleven years old when he gained modest electricity-generation powers during a freak thunderstorm that destroyed his family home and left him an orphan.  He was quickly swept up by recruiters for the Klassroom Program, and soon discovered an aptitude for science and engineering.  Assigned to Klass K as their primary tech-support operative, he's gotten a reputation for being a scrappy if somewhat overconfident fighter who's not great at taking orders until he's in over his head, at which case his cocky facade drops and he starts yelling for help.

His signature inventions to date interact with and amplify his personal energies.  They include a pair of hover-boots that let him "skate" over most surfaces and make short jet-assisted leaps, and a wide variety of small gadgets he calls "juicers."  These are designed to clip on to a target and feed them a spectrum of bio-electric energies to enhance or degrade performance.  Troublemaker can also short them out to drain all their power at once to produce some potent electrical discharges.

Description: A young African-American man wearing a medium-red bodysuit uniform under loose black trunks, with a prominent yellow "k" on the left chest.  He has odd metal boots with obvious thruster ports on them, and there are dozens of metal nodules clamped to his outfit and even in his hair, all vaguely beetle-like in appearance and varying from thumb-sized to others that would fill the palm of his hand.  His voice is a deep baritone with a faint but unfamiliar accent and an intermittent undertone of electrical buzzing. 

Gender: Male     Age: 19     Height: 6'0"     Eyes: Dark Brown With Flickering Sparks

Hair: Black Zigzag Cornrows        Skin: Medium Brown        Build: Lanky

Approach: Underpowered                   Archetype: Inventor

Health:  20 + (5 x H)

Powers: Inventions d8, Electricity d6, Leaping d6, Speed d6

Qualities: Science d10, Technology d8, Trainee Villain d8, Finesse d6 

Status: ( # of inventions & mods) 4+ - d12 / 2-3 - d10 / 1 - d8 / 0 - d6

Abilities:

Arcing Discharge (A) Attack using Electricity and at least one bonus.  If you have multiple bonuses, you may Attack a second target using your Min die and one other bonus, and may also Attack a third target using your Max die and a third bonus.

Gewgaws (A) Boost using Inventions.  Use your Max die.  Boost again using your Mid die, then either make one of those bonuses persistent and exclusive, or Attack with your Min die.

Gimcracks (R) When Attacked, Defend yourself by rolling your single Inventions die.  If your roll reduces the damage to exactly zero, use that roll to Recover that much Health, Boost yourself, and Hinder the Attacker.

Gimmicks (A) Boost using Science.  Use your Max die.  Hinder using your Mid die.  Attack using your Min die.

Self-Defibrillation (I) Whenever you would be reduced to zero or fewer Health, prevent that damage and reduce all of your power dice by one die size.  If this reduces any die below d4 you are knocked out.

Upgrades & Masteries (optional, usually when near Graduation Day):

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 of Mad Science (A) As long as you have access to materials, automatically succeed at an Overcome by using scientific principles and inventions.

Tactics

Troublemaker is Klass K's primary "tech guy" but isn't afraid to get mixed up in a super-fight.  He's pretty aggressive at first, relying on his Gimcracks reaction for defense and hoping to get a lucky roll to give him the big rider effects from it.  He'll alternate between Gewgaws and Gimmicks to Boost himself until he has three bonuses stacked up, then roll them all into a big Arcing Discharge move.  Jo continues with that pattern until he's forced to use Self-Defibrillation, after which he switches to more of a support roll and handing out bonuses to allies with his various abilities for the rest of the fight - or as long as he lasts, anyway.

His upgrade does wonders for his damage output since his three action abilities all potentially benefit from it, while his mastery reflects growing tech-expertise.  You might even swap Leaping for Flight at that point as he improves his jet-boots for sustained output.

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Twofold

Jon-Jak Morven was born with an extremely atypical neurological structure, almost as though two brains had been physically conjoined within a single skull.  As a child they suffered from a variety of mental health issues that were misdiagnosed as a schizophrenic disorder that developed into a an entirely separate personality over time.  This quickly lead to their father (their mother having died in childbirth) to abandon them to the care of a pediatric asylum.  

When their somato-psionic powers manifested at age 13 it became apparent that Jon-Jak was not only two people sharing the same body, they were capable of modifying that body to better suit their needs.  The Klassroom Program had contacts within the facility and were quick to spirit the child away for their own purposes, barely escaping ahead of a mob of "anti-superfreak" bigots bent on killing the youth.  Jon-Jak now prefers to remain in their more powerful four-armed form, although they can revert to their original humanoid body when need be while both personalities remain in joint control.

Twofold's role in Klass K is as a frontline fighter, with low-level superhuman strength, speed and durability combined with perfect coordination between all four limbs and extensive close quarters combat training.  Both Jon and Jak are stereotypical gym bros in terms of interests.  They're very competitive with each other and even more so with others, eager to prove their physical superiority and perfectly willing to resort to violence to do so.

Description: In their "combat" form, a very tall, well-muscled semi-humanoid.  They have four powerful arms and a broad chest and shoulders, making them look rather top heavy.  Their head sports two sets of eyes (alternating blue, green, blue, green) as though the strangely distorted face divided in two just above the nose.  The outlandish figure wears a medium-red bodysuit uniform under loose black trunks, with a prominent yellow "k" on the left chest.  They accessorize with two pairs of fingerless leather gloves with metal-studded knuckles and steel-toed spiked boots.  Their voice is a powerful bass with a faint, unfamiliar accent and sometimes seems to have a faint echo as though a second person were speaking.  

Their civilian form is about five inches shorter and somewhat less athletic, and the lack of extra arms and eyes make it hard to see the connection between the two identities.

Gender: Male (Plural)        Age: 19        Height: 6'4"        Eyes: Blue-Green Heterochromia

Hair: Buzzcut Blonde                Skin: Caucasian                 Build: Variable, Always Very Fit

Approach: Underpowered                   Archetype: Guerrilla

Health:  30 + (5 x H)

Powers: Morphic Physiology d8, Speed d6, Strength d6, Vitality d6 

Qualities: Close Combat d10, Fitness d8, Trainee Villain d8, Alertness d6

Status: ( # of inventions & mods) 4+ - d12 / 2-3 - d10 / 1 - d8 / 0 - d6

Abilities:

Comeback Kid (I) Whenever you would be reduced to zero or fewer Health, prevent that damage and reduce all of your power dice by one die size.  If this reduces any die below d4 you are knocked out.

Four-Fist Boxing (A) Attack multiple targets using Close Combat.  Defend yourself against all Attacks until your next turn using your Min die.  

Infighting Tricks (I) If you are outnumbered by nearby opponents, reduce all damage dealt to you by two.

Slip That Hit (R) Defend against an Attack by rolling your single status die.  Deal that much damage to a different nearby target.

Windmill Wallop (A) Attack using Morphic Physiology.  If you roll doubles, add that value to your Attack.  If you roll triples, add all three dice to your Attack.

Upgrades & Masteries (optional, usually when near Graduation Day):

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 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

Twofold is a brawler, plain and simple.  Their Morphic Physiology's ability to swap to a mundane form is occasionally useful for schemes and scams, but mostly they act as a distraction and lightweight muscle for the rest of the Klassroom.  In a fight they'll try to crowd in on multiple opponents to use Four-Fist Boxing, their Slip That Hit reaction (which can redirect Attacks on allies if need be) and Infighting Tricks to their best.  If facing a single very tough opponent they'll gamble on Windmill Wallop instead.  Comeback Kid will save them from their first KO and pushes them toward going outright berserk.

Their upgrade improves their damage output and durability a fair bit.  Their mastery reflects how unpredictable they can be when a plan falls apart and they're pushed to the wall.  They might even snap out of it and make a getaway, perhaps by slipping out of sight and adopting their "civilian" form to play at being an innocent bystander.


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Go-Go Robo, Hippie Fembot Super-Speedster

New hero PC for a one-shot last weekend.  Nice to get some play time in again. Go-Go Robo Go-Go Robo is a gynoid duplicate of the Silver Age...