Wednesday, November 1, 2023

The Masters Family, Superpowered Rulers of Herralund

My campaigns have been lacking in the kind of villain-led fictional nations that show up in comics - Doctor Doom's Latveria and Sentinels' own Mordengrad, for ex - so here's a lengthy fix for that.  Rather than go with a single super-dictator this place has a loosely-related family and a civilian population who are kept at least partially mollified by the possibility of their own children winning the genetic lottery and becoming part of the ruling elite themselves. 

The Masters Family

The Masters family are the de facto rulers of the Domain of Sovereign Herralund, a tiny island nation found off the coast of Iceland.  The history of the place is somewhat nebulous (there's a suggestion that it may not have existed prior to the 17th century, and it may not have always been exactly where it is now) but the UN recognized it as a sovereign state in 1950 after it was putatively granted independence by Norway (who seems to have been unaware they even had a claim to the place).  A minor player in international politics, the island's superhuman rulers give it more pull than it would otherwise have, and it has significant investments and interests abroad - some decidedly shady in nature.  With a population barely in the six digits, Herralund is a hypothetically direct democracy that that elects a ruling Council to manage its affairs.  Official languages are English and a local variant of Icelandic, with 91% of the population bilingual. 

That Council has consisted entirely of superpowered members of the Masters family for as long as the current system has existed, and any relative who manifests powers (usually in their late teens) will be inducted into the Council once they reach their majority at age 20.  The Council normally has six to ten members active at a time, making the current group the smallest and youngest in recorded history - a matter of some concern to its members.  The family tree is a sprawling convoluted mess, and most residents of the island can lay claim to some degree of relation at this point, with the attendant chance for their children to manifest powers.

The lineage shares a number of common traits, including superhuman durability, longevity, and the the ability to bend others to their will through sheer mental strength.  They also enjoy an inexplicable ability to twist local reality to serve their needs, particularly within the Domain they lord over.  This manifests largely as incredible good fortune that lets them avoid mishaps or even turn bad luck against their foes, and renders the weak-willed almost incapable of voluntarily harming them.  In dire situations they can extend this further to actively drain the life energies of those nearby to restore themselves, leaving victims enervated, comatose, or worse.

Individual Family members also manifest a personal ability to control some elements of their environment, ranging from the geography of the land itself, the region's climate, or even local flora and fauna.  These powers are strongest within their familial domain but remain quite potent even beyond those borders.  Under most circumstances such traits are unique but may recur in future generations, with only one "Holder" of each power active at a time.  Family records show two occasions where there was a duplication - once involving identical twins and another a pair of cousins who were born at exactly the same time.

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Majestra Masters

Majestra is the oldest member of the currently active Family member, and one of the most effective at manipulating Council politics in her favor.  She sees herself as a long-term planner, cautiously pursuing schemes to ensure the growing prosperity of Herralund and her own personal wealth and power.  Her unique Holding is Landheart, which grants her the ability to command the flora and fauna of the Masters Domain, which (along with her shared Family presence) lets her exert her will on every living thing on the island, although she rarely tests herself against her relatives.  Her Holding has also influenced her personal interest in biosciences and the nature of the Family's superhuman gifts, a subject she regularly collaborates with Magnus about.

Of her younger cousins, she's closest in temperament to Minerva who shares a similar Domain-first mindset.  Most of her time on the Council has been shared with Marcus and she has a soft spot for his blunt nature, but that doesn't stop her from reigning in his sledgehammer response to problems when she can.  Magnus may be the newest to join the Council but she acknowledges his talents, both political and technological.  As long as his recklessness is kept under control the Family will certainly benefit from his work, but the risks need to managed carefully.  Mordecai has always been a disappointment and she expects him to remain one, leading to a real coldness toward him even though she supports Minerva's efforts to find a use for the layabout.   

Description: A tall, dignified, regal woman in her late thirties.  She favors elaborate hairstyles and elegant gowns in black silks and velvet.  Radiating an aura of cold confidence and determination, she rarely needs to raise her delicate voice to command attention, even around her Family members.    

Gender: Female        Age: 39        Height: 5'8"           Eyes: Ice Blue

Hair: Raven Black            Skin: Pale            Build: Statuesque

Approach: Disruptive                   Archetype: Domain

Health:  50 + (5 x H)

Powers: Plants d10, Presence d10, Animal Control d8, Vitality d8

Qualities: Leadership d10, Medicine d8, Science d8, Eldest Cousin d8

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

Abilities:

Interposition (A) Hinder multiple targets using Leadership.  You and any nearby allies Defend using your Max die.

Magnificent Indifference (I) Ignore damage from environment sources during the environment's turn.

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

Mortal Obligation (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

You Will Obey Me (A) Attack using Presence.  Use your Max die.  A target dealt damage this way Attacks an ally by rolling their single largest power die. 

Upgrades & Masteries (optional, usually in effect within the Family domain):

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

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

Majestra is a thoughtful but imperious combatant who habitually uses others to do the fighting for her.  Interposition is extremely versatile, and can be paired with Plants, Presence or Animal Control to hamper foes and protect herself and allies using whatever resource is most appropriate - animated greenery, loyal Companions and innocent bystanders, or swarms of wildlife.  You Will Obey Me crushes the psyche of one foe and uses their powers against another.  She also shares the family abilities of Magnificent Indifference (making her immune to environmental damage on the environment turn), Master the World (allowing her to trigger environmental twists at will), and Mortal Obligations (which lets her draw the life energy out of those nearby to restore herself).

Her upgrade amps up her power and durability considerably, especially within the Family domain, while her mastery reflects her casual control of all life around her. 

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Marcus Masters

Marcus is one of the most potent Holders of Storm in Family history, but he's come to rely on raw power over skill or creativity when employing his talents.  Bold, brash, and quick to resort to violence, he's a great asset in a fight but full of braggadocio and lacking the usual subtlety of a Council member.  He's considered a major national defense asset unto himself, which is often used as an excuse for keeping him from travelling abroad where there might be...incidents.  Majestra and Minerva both keep a cautious eye on his activities, especially when he's hanging around with Mordecai or Magnus.

Given the opportunity, Marcus will happily pick a fight with foreign supers to test himself against them.  He's fairly good natured about it even when losing (which is rare) and tries not to kill or seriously injure such foes, although his raw power can lead to unfortunate mistakes.  He's very good about sending flowers to the hospital or the funeral if things do go awry.  Actually beating him one on one in what he regards as a fair fight will earn his respect, which is not an easy thing to do otherwise.  

Description: Big, burly, and wind-blown, he looks more than a bit like a very muscular Count Dracula, especially in the black suits and flowing capes he favors.  His booming voice carries well even over the driving winds that usually accompany him, although it tends to be a bit alarming at formal receptions and quite dinners.

Gender: Male        Age: 34        Height: 6'4"        Eyes: Deep Blue

Hair: Black, Pronounced Widow's Peak   Skin: Weather-Beaten   Build: Muscular

Approach: Overpowered                   Archetype: Domain

Health:  65 + (5 x H)

Powers: Weather d12, Presence d10, Vitality d10

Qualities: Imposing d8, Living Tempest d8, Banter d6

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

Abilities:

Apocalyptic Whirlwind (A) Attack using Weather.  Use your Max + Mid + Min dice.  Hinder yourself using your Max die.  Take damage equal to your Mid + Min dice.

Magnificent Indifference (I) Ignore damage from environment sources during the environment's turn.

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

Mortal Obligation (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

Raging Storm (A) Attack multiple targets using Weather.  Use your Max die.  Hinder each target using your Mid die.

Upgrades & Masteries (optional, usually in effect within the Family domain):

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 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

Marcus is an blunt instrument in combat, throwing out vast amounts of damage with little regard for his own safety or those around him.  Raging Storm is his primary offense, and he's often careless about who he targets with it.  Anyone who draws his ire through particularly strong resistance or showing disrespect will be singled out for a strike from Apocalyptic Whirlwind, often followed by using Mortal Obligations to heal the self-damage inflicted.  He rarely uses Master the World unless a particularly destructive twist is available, or if he needs to add more environmental minions to fuel his healing trick.  Remember that Magnificent Indifference only prevents damage during the environment turn, although Marcus is likely to accept some harm from a twist on his turn if it will hurt his foes worse.

His upgrade pumps up his damage output even more, and his mastery perfectly reflects his personality and general approach to any opposition.

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Minerva Masters

Minerva is the Family's intelligence expert, a traditional position for anyone inheriting her Holding of Demand.  An unusual gift in that it has no clear direct connection to the land itself, in theory it reflects the ruler's inherent right to call on the obedience of those who dwell within their domain.  In practice, it's more often used to manipulate foreigners these days, forcing them to speak the full truth when interrogated and forget that they've done so.  While any Family member can use their overwhelming presence to produce short-term obedience to some degree, Minerva is capable of much more precise and lasting effects when given time to properly condition subjects.  Even in the heat of battle she can make a single foe nearly unable to offer resistance or compel entire groups to hesitate or even turn against one another in ideal circumstances.

Her cunning and unique talent make Minerva a major power player in Council politics.  Fortunately for everyone, she has a more realistic (some would say paranoid) grasp of the potential dangers of the outside world and is the least likely member of the Family to put her own interests ahead of Herralund as a whole.  This causes her to come into conflict with the rest on occasion but she can usually justify her actions in hindsight, particularly when she prevents Marcus from doing something drastic or deflects the consequences of Magnus making an unwise alliance with some foreign super-villain.  If the Family Council were ever to fall, Minerva is the most likely to survive and rebuild a power base elsewhere. 

Description: A perfect china doll of a woman, easily mistaken for being a decade younger than she is.  She accentuates the effect with a wardrobe of rather girlish fashions (still black but less formal and severe than the Family norm) and a practiced school-girl speaking style that she only drops around the Family - or victims she doesn't plan to let live much longer.  She has the usual Family gift of presence, but her unique gift lets her dial the effect on individuals or small groups up or down considerably.      

Gender: Female           Age: 27            Height: 5'1"           Eyes: Pale Blue

Hair: Black, Very Long                Skin: Very Pale                 Build: Waifish

Approach: Skilled                   Archetype: Domain

Health:  45 + (5 x H)

Powers: Suggestion d10, Presence d8, Vitality d6

Qualities: Insight d10, Persuasion d10, Conviction d8, Espionage Training d8, History d8, Self-Discipline d8

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

Abilities:

Enduring Compulsions (A) Hinder using Suggestion.  Use your Max + Min dice.  That penalty is persistent and exclusive.

Magnificent Indifference (I) Ignore damage from environment sources during the environment's turn.

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

Mortal Obligation (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

Serve My Will (A) Hinder multiple targets using Suggestion.  Use your Max die.  If you roll doubles, also Attack each target using your Mid die. 

Upgrades & Masteries (optional, usually in effect within the Family domain):

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

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

Minerva's approach to combat revolves around getting into the heads of her foes and manipulating their actions.  While her kinfolk can produce similar short-term effects with Presence, her personal Suggestion power lets her embed Enduring Compulsions in a victim, as well as offering more precise control with Serve My Will turning foes against one another in ideal circumstances.  As with the rest of her family Magnificent Indifference protects her from environmental damage and Master the World lets her manipulate her surroundings, usually to bring more minions into play as fuel for Mortal Obligation.

Like most Masters, her upgrade makes her more durable and potent while in her homeland, and her mastery reflects her skill at manipulating the weak-willed.

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Mordecai Masters

Mordecai is the second youngest member of the Family Council, and by far the least respected.  This stems largely from his surprisingly weak powers, something that makes him something of a disappointment to his relatives.  He inherited the Holding of Stone, which has traditionally been a very potent part of the Family's superhuman arsenal with past Holders able to raise new land from the sea, move the island itself and perform similarly stunning feats.  Mordecai pales in comparison, although he can still crumble a (small) building, raise a modest hill with time and effort, or casually reshape small masses of stone and metal.  He actually earns the Family coffers quite a bit of money selling his sculptured artwork under an alias abroad.

While his relatives largely see him as something of a court jester and rarely listen to his advice or desires, Mordecai is secretly as prideful as any of them, perhaps more so.  He seethes with rage about his status but conceals it quite well most of the time, and when it does boil over he's careful to direct it at his inferiors (like mundane humans) rather than any of his relatives.  Only Minerva suspects his real feelings, and she's careful about not letting him get her alone in a position where he might have the advantage.  She also sees more potential in him than the others, and often arranges for him to have a (carefully monitored) role in Family diplomatic and economic endeavors where his knack for being entertaining and affable provides a useful distraction.  Mordecai is a little too self-absorbed to realize she's acting as a de facto patron for him, for better or worse.

Description: A very short, slightly built young man, badly in need of a shave and a decent haircut.  He wears the same conservative, formal black outfits favored by the rest of the Family but somehow it always looks rumpled and ill-fitting on him.  He's still strangely likeable in a raffish sort of way and usually tries to act like an affable joker, but you might catch a gleam of real hatred in his eyes if you catch him at the right moment - usually when looking at one of his relatives.  He has a pleasant baritone voice and is an accomplished singer and musician.

Gender: Male           Age: 25            Height: 5'2"          Eyes: Watery Blue

Hair: Black, Scruffy             Skin: Spotty Caucasian               Build: Weedy

Approach: Underpowered                   Archetype: Domain

Health:  40 + (5 x H)

Powers: Stone d8, Metal d6, Presence d6, Vitality d6

Qualities: Creativity d10, Banter d8, Secretly Furious All the Time d8, Acrobatics d6

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

Abilities:

Magnificent Indifference (I) Ignore damage from environment sources during the environment's turn.

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

Mortal Obligation (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

Taking Chances (A) Attack using Stone.  If you roll doubles, add that value to your Attack.  If you roll triples, add all three dice to your Attack.

Unleashed Rage (A) Attack multiple targets using Secretly Furious All the Time.  Defend yourself against all Attacks until your next turn using your Min die. 

Versatility Over Power (A) Boost using Creativity.  Use your Max die.  Hinder using your Mid die.  Attack using your Min die.

Upgrades & Masteries (optional, usually in effect within the Family domain):

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

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

Mordecai prefers to avoid violence unless he's confident that he's gotten the upper hand through scheming or treachery.  If forced into combat he'll usually be looking to escape as soon as possible, using Master the World to trigger any twists that might help with that and Magnificent Indifference to avoid harm from damaging environmental effects.  If cornered by multiple enemies he'll react with Unleashed Rage out of desperation.  Against single targets he might use Taking Chances to try for a lucky KO but he prefers to use Versatility Over Power to set up bonuses to use on Overcomes for escape attempts or further distractions.  If hurt he'll resort to Mortal Obligations without a second thought for its effects on bystanders, showing that weak or not he's as ruthless as his relatives.

His upgrade and mastery do a great deal to improve his capabilities, and encourage him not to travel abroad without finding a way to retain his "home turf" advantage.  

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Magnus Masters

The youngest member of the Family Council, Magnus is also the least traditional and most openly ambitious.  Unlike his siblings he has a broad interest in science and technology and relies less on his innate powers, perhaps because his unique Holding of the Mist is regarded as one of the weakest inheritances.  He has a bond with the fogs that often blanket the land, allowing him to dissolve into an insubstantial grayish haze at will, something that really doesn't further his desire to drag Herralund into the modern day very well.  To compensate, he's managed to employ obscure scientific principles not only to augment his power levels but to briefly copy the Holdings of any other relatives nearby.  He's also got far more solid ties to the broader world of supercrime than anyone else on the Council, although to his chagrin he's regarded as a bit of a dabbler within the mad science subcommunity. 

The rest of the Family is rather nonplussed by Magnus and his behavior.  Majestra regards him as something of an upstart, although she concedes having a Family member with real technological skills is extremely useful.  Marcus sees his "toys" as an amusing novelty, a typical miscalculation on his part that Magnus is happy to take advantage of.  Minerva keeps a very close eye on his activities, particularly in regard to any dangers his criminal connections (some of which she quietly shares) may bring to Council operations.  Mordecai plays at being his friend, a fellow "young blood" in the Council ranks, but his real hope is that Marcus will offer him similar improvements on his own fairly weak powers.

Description: A short fireplug of a man, quite young and with the same magnetic personality his whole family shares.  Usually dressed in sedate black clothing unless he's working in his lab, in which case he adopts more traditional mad science garb.  All of his outfits feature a lot of carefully-concealed pockets filled with a variety of his inventions.  One of his eyes has been replaced with a red-lensed mechanical implant, and he has the faintest of scars around that eye socket.  When distracted he tends to manifest his personal talent, partially blurring into a pale, cold mist around the edges.   He has a commanding voice and a real knack for monologuing.

Gender: Male      Age: 22      Height: 5'4"      Eyes: Left Penetrating Blue, Right Cybernetic

Hair: Close-Cropped Black             Skin: Artificially Tanned               Build: Sturdy

Approach: Adaptive                   Archetype: Domain

Health:  45 + (5 x H)

Powers: Inventions d10, Intangibility d8, Presence d8, Vitality d6

Qualities: Criminal Underworld Info d10, Imposing d8, Megalomaniacal Mad Scientist d8, Stealth d8

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

Abilities:

Emulation (A) Use an action ability of one of your allies.

Fine-Tuning (A) Take 1d6 irreducible damage.  Increase all your power dice by one size until the end of the scene.

Magnificent Indifference (I) Ignore damage from environment sources during the environment's turn.

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

Mortal Obligation (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

Wonderful Toys (A) Boost using Inventions.  Use your Max die.  Attack using your Mid die.  Defend using your Min die.

Upgrades & Masteries (optional, usually in effect with access to Family resources and backing):

Quality Upgrade (I) +20 Health.  Increase all Quality dice sizes except Megalomaniac Mad Scientist by one (max d12).

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

Magnus is the family's outlier, relying more on his scientific discoveries than his own innate power to dissolve into eerie mist.  At their most basic, his personal arsenal of Wonderful Toys give him a versatile combat option.  He can also use Fine-Tuning to improve all his powers, making him increasingly potent as time goes by at the cost of time and energy - energy he often callously restores with Mortal Obligation.  He's also developed a way to scientifically augment his blood ties and employ the abilities of his relatives with Emulation, giving him incredible potential when fighting alongside the rest of the family.  Like all Masters, he shares their immunity to environmental damage through Magnificent Indifference, and can manipulate nearby events using Master the World.

His upgrade is notably different than most of his relatives, reflecting the ability to draw on diplomatic connections, social pull and simple wealth rather than a raw power increase that Fine-Tuning already provides him.  Similarly, his mastery reflects his personal "hobby" and technological proclivities.

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Like most VIPs, no member of the Masters family goes anywhere without a security detail.  In their homeland, these "Companions" act as uniformed military personnel, who may also make an appearance on diplomatic outings.  Almost all Companions are also trained to operate as covert operatives when a less obtrusive presence is called for, and these will invariably be nearby awaiting the call to action.  Supremely loyal thanks to lifelong exposure to the family's commanding Presence, they're happy to lay down their lives - which is fortunate, given how quick the family is to use Mortal Obligation when facing real danger.

To reflect this, add the following minor twist option to any environment where a group of cleverly disguised security guards could conceivably make a sudden appearance, remembering that comic logic often makes the impossible possible.

Call the Companions!: Roll the environment dice.  Add a number of Companion Guard environment minions to the scene based on the current scene tracker (even if activated with Master the World).  Use the Min die in Green, Mid die in Yellow, and Max die in Red.  These minions are allied to any Masters family villains in the scene and prioritize protecting them and following their orders.


Companion Guard d8 environment minion

Description: When operating openly, they appear to be a military honor guard in stylish dress uniforms and carrying energy rifles and pistols (no doubt tuned to stun, of course).  When maintaining a low profile they're nearly indistinguishable from local civilians until you get close enough to notice the concealed weapons, commo rigs and vaguely Scandinavian accents.    

Trained Protectors: You gain a +2 bonus to Defend actions targeting members of the Masters family. 


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