Monday, April 24, 2023

Environment Index

This is a sub-index covering all the environments that appear on this blog.  You can find links to all the other sub-indices on the main Blog Content Index page.


Environments

A Breach In Reality - "Haunted" locale, a soft spot in the fabric of the multiverse

Awakening Infrastructure - Building or urban area being transformed by a technoviral infection, spawning AI shells and producing dangerous architectural alterations

Bad Nineties Comic - A metatextual environment parodying the worst of the decade's failings

Battleground of Fools - A location set ablaze by otherworldy fire entities

Biggs' & Higgs' Wonderous Whirling Wheel - An amusement park ride that isn't all that amusing

Catastrophic Dimensional Conjunction - Impending dimensional overlap that might destroy reality if left unchecked

City In Peril - For situations where a whole city is taking massive collateral damage, whether from military action, kiaju attack, alien invasion or major natural disasters

Conquered By the Green Dimension - Region overrun by hostile vegetation

Doom Room - Superhero training chamber, safety protocols optional

Eerie Swampland - Creepy wetlands full of perils and pitfalls

Fiery Outbreak - Represents hazards when a location catches on fire during a scene

Hellish Environmental Twists - Diabolic twists that can add to another environment or be used alone

Impossible Pyramid - Ultra-tech mobile headquarters of the Evermind

Mean Streets - Dangerous urban gang turf

Mega-Wreckage Site - For scenes in the immediate aftermath of a serious act of destruction 

Moonbase M-Prime - Lunar lair of Doctor Mordecai Mentallax, mega-genius 

Secret Laboratory - Hidden science facility

Shopping District In December - Snowy weather, crowded streets, stressed shoppers, what could possibly go wrong?

SOS!  Ship In Distress - A sinking ship, can the heroes save it in time?

Stuck In An Old Cartoon - Getting caught inside a zany theatrical short full of animated shenanigans is just one of those things that happens to superheroes sometimes

Firebug & Torch-Girl, A Father-Daughter Dastardly Duo

More fire-themed villainy here, this one inspired by the injustice of heroes getting to do a bit of casual child endangerment with their sidekicks while villains are usually left out in the cold.  Whether your heroes can save his daughter from a life of crime is questionable, and she sure isn't asking for help. 

Firebug

Jerry Macklin is one of those baffling cases that recur again and again in the annals of super-villainy.  He's always displayed an incredible talent for engineering and tinkering with technology, but never even considered using it to earn an honest living.  Jerry started his criminal career in his late teens by robbing the local bank with a cheap costume and a home-made heat gun built out of parts from his parents' garage.  Within the year he'd turned his loot into a highly efficient suit of powered armor, built his signature thermo-projector gauntlets and made a name for himself as the reliable villain-for-hire Firebug.  He's been in prison a few times but never stays in long before he MacGyvers his way to an escape.  Outside of his suit he's got a bad case of "little man syndrome" and it shows even when he's working.

Surprisingly, Jerry found time to sire a daughter somewhere along the line, and while his relationship with her mother is long over he's stayed in the girl's life and (by his own weird standards) tried to be good father to her.  Jeanette grew up adoring the guy even once his criminal activities were clear, and at age 18 she insisted on following in his footsteps.  While she doesn't have anything like Jerry's knack for gadgetry she's enthusiastic, scrappy, and a fast learner.  Jerry's quite proud of his new sidekick Torch-Girl (a pet name from catching her playing with matches as a young child) and she tags along on most of his jobs.  

Firebug's allies are a little less enthused with the situation.  Your average super-crime isn't Bring Your Kid To Work Day and Jerry's protectiveness can throw him off his usual standard of professionalism.  This has led to some of the less dreadful supervillains keeping an eye on the kid in a fight, and while most of them would never admit to it she's become something of a mascot for them.

Description: A figure in a fire-engine red power suit, about six foot six with angular armor plating and jet thrusters beneath an armored dorsal carapace like a scarab's wing-cases.  Chunky charcoal gray forearm bracers conceal its signature thermo-projectors.  The torso sports a scarab beetle logo and its helmet has a stylized insectoid look, complete with mandibles, faceted optical sensors and articulated antennae.

His daughter wears a similar but smaller power suit with prominent energy booster arrays built into its shoulders.  Its own thermo-projectors have safety lockouts that only disengage in emergencies.    

Gender: Male               Age: 38                 Height: 5'8"                Eyes: Blue

Hair: Red          Skin: Heavily Freckled         Build: Wiry Little Guy

Approach:  Specialized                      Archetype:  Squad

Health:  25 + (5 x H)

Powers: Fire d10, Power Suit d8

Qualities: Technology d12, Acrobatics d8, Experienced Super-Crook d8

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

Abilities:

Arcing Flames (A) Attack using Technology.  Use your Max die against one target, your Mid die against a second target, and your Min die against a third target.

Curtain of Flame (A) Attack using Technology.  Use your Max die.  Defend all nearby allies using your Mid + Min dice until the start of your next turn.

FWOOOSH! (R) When another villain is Attacked, Defend against the Attack by rolling your single status die.  Boost yourself using the amount of damage reduced.

Jets of Fire (A) Attack using Technology.  Use your Max + Min dice.  Defend yourself using your Mid die.

Primed For Ignition (I) Whenever you Attack a target that you have dealt damage to at least once already in this scene, gain a +1 persistent and exclusive bonus against that target.

Upgrades & Masteries (usually, unless Red Scarab has been defeated previously or she's got a date tonight):

Villainous "Vehicle" +15 Health.  Add a Torch-Girl d10 Lieutenant (see stats below) to the scene.

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

Tactics

Firebug is an old hand at the villainy-for-hire game and his fighting approach is cautious and professional, making him a popular team-mate.  He uses Curtain of Flame to cover his allies initially, switching to Jets of Fire against anyone who's pressing him while employing FWOOOSH! to reactively protect other villains.  If he's facing several foes he'll use Arcing Flames against them, which rapidly sets him up for bonuses from Primed For Ignition.

He almost always operates with his daughter/sidekick Torch-Girl these days, who's usually content to stick to the plan and support her father in action.  Anyone who Attacks her will not only draw attention from Firebug, they'll trigger retaliation from Torch-Girl herself using Bombard.  Firebug's mastery keeps him focused on the mission.  That tends to fall apart if his daughter is endangered, at which point he'll take Overcomes to let her escape the scene while staying behind to cover her getaway.

_________________________________________________________________

Torch-Girl d10 lieutenant (technically a Villainous "Vehicle" upgrade, trading carrying capacity for flight systems)

Description: Her suit is similar to her father's, but smaller at 5'11" and has a pair of big energy-boost arrays on its shoulder pauldrons and a slightly more curvy design overall.  Her chest armor bears a lit torch logo rather than a scarab beetle and her helmet abandons the insectoid look in favor of an ominous blank faceplate and a pair of anime-inspired "bunny ear" antennae.  Firebug can remotely override the suit in emergencies, which he's used in the past to get his daughter clear of danger whether she wants to go or not.

Bombard (A) Attack all heroes with your roll.  Use this ability only if below its starting die size or the scene is in the Red zone.  

Reliable (I) When you take a Boost action on your turn, roll twice and use the higher result.

Suit Thrusters (I) You may move as though you had Flight d6.

Sturdy (I) When rolling a damage save add 2 to the result.


Blog Content Index


Sunday, April 23, 2023

King Blaze, Pyromaniacal Lunatic

This year is taking forever to warm up, it's been raining buckets for days and I'm sick of it.  Let's warm things up with a fire themed villain. 

King Blaze

Martin Cross always did have problems with fire.  He played with matches as a child, accidentally burned a relative's barn to the ground while in high school, and became a fire-chaser after college, monitoring local fire department channels and racing the engines to spectate at fires.  It wasn't a healthy mind set to start with, but it didn't turn dark until a chance encounter with Infernovox the All-Consuming as the extradimensional entity was battling the local super-team over a nearby refinery.  While the blazing entity didn't seem to even register Martin's presence, something in him saw his destiny among the flames that night.  He reached out instinctively with hitherto-unsuspected powers and tore a fragment of the alien godling free, consuming it greedily and transforming himself into King Blaze, master of flames.

As a supervillain, Martin's pyromania has become an overwhelming obsession.  While King Blaze does engage is some "conventional" crime - usually arson-for-hire or protection rackets run by more mentally stable allies - he's unable to restrain himself for long when something appealingly flammable presents itself.  He has no long-term allies but does occasionally co-operate with other fire-themed villains, and has been chasing Redd Hott with an eye toward making her his "queen" and starting a dynasty.  She's given him the cold shoulder to date, and privately thinks he's mad as a hatter and a creeper to boot - but he is very easy to manipulate, which she's exploited in the past.

Given the chance, Infernovox would probably reclaim the mote of power King Blaze stole, but so far the two haven't crossed paths again. 

Description: A tall, powerfully built man wearing nothing but a pair of black shorts and boots.  He's wreathed in orange flames and dense black smoke while using his powers, with an intense yellow-white crown of fire guttering over his bald head.  His deep booming voice carries over the crackling of flames.

Gender: Male        Age: 39      Height: 6'2"      Eyes: Bloodshot Black

Hair: None        Skin: Caucasian, Many Burn Scars         Build: Powerful

Approach:  Creator

Archetype:  Formidable (Weakness: Things That Extinguish Fire)

Health:  40 + (5 x H)

Powers: Fire d10, Flight d8, Vitality d8, Toxic d6                              

Qualities: Fitness d10, Acrobatics d8, Criminal Underworld Info d8, Imposing d8, Pyromaniac d8

Status: No Weakness Mods - d12 / Both Bonuses and Penalties - d8 / Only Penalties - d4

Abilities:

Scorch (A) Destroy one of your bonuses.  Deal each opponent damage equal to the value of that bonus.

Sculpt (A) Use Fire to create a Fire Angel lieutenant of the same die size as your Max die.

Smoke (A) Use Toxic to create a number of Ash Cloud minions equal to the value of your Max die.  The starting die size for those minions is the same as the size of your Min die.  

Stoke (A) Boost yourself using Vitality.  Use your Max die.  Boost a nearby ally using your Mid die and Boost another nearby ally using your Min die.

Upgrades & Masteries:

Power Boost (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

King Blaze is an unimaginative combatant and easily distracted by dancing flames consuming his surroundings.  If he starts his turn with less than two Fire Angels in play he'll generally use Sculpt to create a new one as long as his status is d8 or d12.  If his status is d4 he'll use Smoke to cough up a few Ash Cloud minions instead.  Otherwise he'll use Stoke to Boost himself and his allies, alternating with Scorch to trade a bonus for some damage output.  He's also likely to take Overcome actions to set things on fire, starting a challenge (see below).

His upgrade increases his durability quite a bit and makes his fiery allies more powerful, while his mastery makes him much better at coordinating them to start new fires for him to revel in.   

_________________________________________________________________

Fire Angel d12 or d10 lieutenant (usually - see Sculpt)

Description: A winged humanoid form composed of bright, dancing flames.

Flyer: You may move as though you had Flight d4.

Living Flames:  If Attacked in melee, your Attacker takes Fire damage equal to your saving roll.  Attack and Hinder actions taken against you by effects that would douse flames gain a +2 bonus.


Ash Cloud d6 minion (usually - see Smoke)

Description: Sooty masses of swirling ash in a roughly humanoid shape that trails off into tendrils of smoke below the waist. 

Choking Ashes: You gain a +2 bonus when taking Hinder actions.

Flyer: You may move as though you had Flight d4.

_________________________________________________________________

Quell the Flames challenge (put into play through a successful Overcome)

Description:  King Blaze and his fiery lackeys have set part of the environment (a vehicle, a building, a mass of vegetation, etc.) on fire, which will be consumed in flames if the challenge isn't completed before the timer runs out or the scene ends.

Successes Needed:  0     Timer:  000     

Add one required success to the challenge whenever a timer box is checked off (max 3 successes needed).


Blog Content Index

Sunday, April 16, 2023

The Maiden In the Mystery Mirror, A Menace From Beyond Reality

This "villain" is a supernatural entity whose nature is so unclear that exactly who's the boss between the villain and their upgrade-linked lieutenant is hard to say.  They might even be facets of the same being.  They also offer a chance to get meta-textual about the "publishing company" side of things, which I don't do much.  Feel free to ignore it completely for your campaign, especially if you're running in a canonical Sentinel Comics game when it won't fit their elaborate fictional company at all well. 

Mystery Mirror Magazine

The Mystery Mirror Magazine comic book started out in 1950, dropping the "Magazine" part of the title on its fourth issue.  It was initially intended to get a piece of EC Comic's "weird tales" pie and ripped off their supernatural horror books shamelessly.  The book used a framing device where a host character known only as the Maiden In the Mirror would appear in the titular Mystery Mirror and introduce stories set in "strange reflections of your own comfortable world" to the readers.

Sales were good enough to keep the book going until the Comics Code was put in place a few years later, which forced a lot of changes to tame the book's content.  The new, less shocking material did not go over well, and by 1957 cancellation was looking unavoidable.  Then a junior editor had a brainstorm and was allowed to run with it to see if the book could be salvaged.  The book's "alternate worlds" motif was integrated with the company's booming superhero titles, becoming the place to run what other companies called "imaginary stories" and later Elseworlds and What If? titles.  The Maiden & Mirror framing device was retained, sometimes with the Maiden actually interacting with characters within the stories, something that wasn't done previously.   This worked well for years, and was used to test-market new characters in "parallel universes" before tweaking the most successful ones and introducing them to the main continuity.

Eventually Mystery Mirror was cancelled when the 1990s comics crash struck and forced major line contractions.  That wasn't the end, though.  In 2002 a nostalgic writer brought back the Mystery Mirror itself and the Maiden in main continuity crossover event story that sprawled over multiple supers titles.  They were now cast as supernatural remnants of a lost multiverse who were now bent on warping reality to match their former home.  The event ended with the Mirror being shattered while the Maiden was trapped within its shards, seeming a final end for the framing device characters.

To everyone's surprise, the fans loved the new take on these classic characters and the nod to their own "home book' being cancelled after so many years.  The "Broken Mirror" event was the most successful in years, and it wasn't long before the partially reformed Mystery Mirror and the shattered Maiden were revived for use in less ambitious stories, a status that continues to this day.

The Maiden In the Mirror

Mystics, sorcerers and dimension travelers all agree that the Mystery Mirror is some form of relic that transcends the known multiverse, with some insisting that it originates from beyond the fabled Fourth Wall.  There's some question as to whether the Maiden In the Mirror is the master of the Mystery Mirror or the other way around.  Perhaps both are facets of the same meta-entity.  

Both work together to flood reality with unnatural entities from alien dimensions and distorted reflections of alternate timelines.  Their goal is unclear.  Sometimes they simply seem to spread chaos, other times they actively attempt to damage soft spots in spacetime, and on some occasions they focus on terrifying individuals or small groups as though they were horror movie villains.  They've been foiled many times, and there are several reports of the being destroyed in the process, but they seem to re-form autonomously over time.  The best heroes can do is to try to minimize the harm they do and protect innocents whenever possible.

While these two often work alone, they do occasionally appear as apparent allies to some of the stranger entities in the supervillain community.  Noted examples include the bizarre Three Bears family, the mysterious Silent Harvester, the doom-saying Reckoner, and the inscrutable Johnny Crisis.

Description: A swirling mass of palm-sized shards from a shattered mirror, floating in mid-air on defiance of gravity and sometimes seeming to stutter in and out of reality.  There seems to be a young woman in a sleeveless red shift dress reflected within them, although it's hard to make her out properly among the ever-moving fragments.  Her cold blue eyes stand out the most, radiating a mad hatred toward the world.  She never speaks, but the clashing shards give off a constant low chiming sound.

The Mystery Mirror itself is a much larger single pane of glass, over eight feet tall and three feet wide and somehow reflective from both sides.  Its edges are all jaggedly broken and several cracks run across its surface.  Reflections within are distorted and often show terrible things that aren't present in reality - yet.  It glides silently through the air, occasionally "blinking" short distances without passing through the space between.

Gender: Female           Age: Early Twenties (Apparent)        Height: 5'7"          Eyes: Ice Blue

Hair: Jet Black             Skin: Porcelain White               Build: Willowy

Approach: Creator                    Archetype: Fragile

Health:  10 + (5 x H)

Powers: Teleport d10, Awareness d8, Presence d8, Flight d6

Qualities: Otherworldly Mythos d10, Acrobatics d8, Alertness d8, Broken Mind d8, Magical Lore d8

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

Abilities:

Devour Fragments (R) When one of your minions is destroyed, roll its die and you Recover that much health.

Kaleidoscopic Image (I) Whenever your personal zone changes, you may immediately move elsewhere in the scene.

Mirrored Terrors (A) Use Teleport 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 the size of your Min die.

Reflected Infinities (A) Attack using Otherworldly Mythos.  Use your Max die.  Defend yourself against all Attacks against you with your Min die until the start of your next turn.

Upgrades & Masteries (usually in use unless the Mystery Mirror has been destroyed earlier):

Villainous Vehicle +15 Health  Include a Mystery Mirror d12 lieutenant with the following abilities in the scene.  Escape Plan (R) If the Villain is Attacked roll this vehicle's die.  If it rolls higher than the villain's current Health, both the villain and the vehicle escape the scene.  Minion Deployment (A) Add minions to an existing group equal to half the vehicle's current die size.  These minions are of a size equal to the highest die size already in the group.  If the vehicle has a bonus or penalty adjust the number of minions by that amount and then remove that mod.    

Master of the Unfathomable (I) If you are in a situation involving eldritch forces, automatically succeed at an Overcome to do the bidding of eldritch entities beyond human concerns.

Tactics

The Maiden In the Mirror relies heavily on her minions and her upgrade for effectiveness, and is usually easily dealt with once the Mystery Mirror has been destroyed.  She generally opens a battle by summoning a swarm of extradimensional minions with Mirrored Terrors, reusing it if all her minions are wiped out.  After that she uses Reflected Infinities against whatever target seems to be the greatest threat, rending their mind with impossible visions and protecting herself by distorting space and time around herself.  She repositions herself to safety with Kaleidoscopic Image when damaged (her low health makes it easy to trigger), and uses it again whenever her Devour Fragments reaction heals her back into a higher zone.

Her Mystery Mirror relies on Minion Deployment to reinforce the Maiden's minion groups, and will employ its Escape Plan reaction to teleport them both out of any fight that seems to be going against them, usually leaving a mob of minions behind to deal with.  One minion will use its action to Defend the Mystery Mirror at all times, and others will Boost the Maiden (who puts the mod onto her Min die when using Reflected Infinities) and/or her mirror (making Escape Plan easier or adding to the number of minions deployed).  Minions not providing support will mostly Attack foes, although anyone displaying strong multi-target abilities will be hit with Hinders as well.

___________________________________________________________________

Terrifying Reflection usually a d10 minion, although d8 or d6 are possible too if created while the Maiden is in her Yellow or Red personal zone

Description: These can look like anything from across the infinite dimensions reflected in the mystery Mirror's depths, but they've always got an aura of indefinable wrongness to them.  Most will be blatantly monstrous or jarringly unnatural, violating reality through their mere presence. 

Unnatural Demise: When you fail to save against damage from an Attack, roll your die and Hinder the Attacker before you are defeated.


Blog Content Index

Sunday, March 26, 2023

You'll Pay For This, Hero! : Nemesis House Rules

The Sentinels of the Multiverse card game has mechanics for some heroes and villains being each other's nemeses thanks to long-standing enmities between them built up over time.  Nemesis status is reciprocal, and makes both more effective at opposing one another.  The SCRPG currently lacks anything similar, but people do keep asking about it so here's a set of suggested house rule to emulate the card game mechanic.  I've had to be a bit wordy to cover all the possibilities but the basic mechanic is very simple - nemeses each generate a free bonus each round that they can only use to mess with each other.

How Do I Get A Nemesis?

At the end of any session where a hero defeated or was defeated by a villain, the GM and the player involved may agree that the defeat has started a Nemesis relationship between the two.  This is entirely optional and should be reserved for particularly galling or humiliating losses, particularly ones where some major scheme was thwarted or mortal insults exchanged.  Both the GM and player can unilaterally veto the proposed relationship, never force someone to engage with these mechanics if they don't want to.  While there are mechanical effects the main goal of having a nemesis is to offer more narrative roleplaying opportunities in future stories.

Once a Nemesis relationship is agreed to, it should be recorded on both the hero and villain character sheets, starting at a +1 Nemesis bonus.  

For ex, after Doctor Atomico delivers a particularly humiliating drubbing to Shatterfist the super-mobster swears vengeance on him, vowing to pay him back tenfold and adding Nemesis (Doctor Atomico) +1 to his sheet.  Our nuclear hero begins to take a personal interest in the villain's future schemes and likewise adds Nemesis (Shatterfist) +1 to his sheet.  

What Does A Nemesis Bonus Do? 

In any action scene where both nemeses are present and active, each of them generates a Nemesis bonus for free at the start of each of their turns as long as they don't currently one.  This prevents you from stacking up several of them over multiple turns.  

If interacting with your nemesis outside of an action scene where you don't use the scene clock, simply apply Nemesis bonuses to any Overcomes you make that are directly involved with your opposite number, as per the rules below.  It's very common for fights to break out between nemeses during social or even montage scenes, starting an action scene on the spot. 

Nemesis bonuses can be applied to the effect dice of any Attack or Hinder targeting the nemesis.  If an Attack or Hinder includes multiple targets, the Nemesis bonus will only apply to the nemesis target while the rest are affected normally.

Overcomes that the GM agrees are directly affecting the nemesis or foiling their current efforts can also benefit from a Nemesis bonus.  In general it should apply to things like dealing with a challenge caused by the foe, such as escaping from one of their deathtraps or disabling some mechanism that's key to their goals in the scene, but not to environmental challenges, challenges created by allies of the nemesis and similar complications.

A character stops generating Nemeses bonuses if their opposite is defeated or leaves the scene.  Incapacitated heroes do still get their bonus if their nemesis is still present and active, which can be used only to augment their Out ability.  This gives heroes a slight edge over villains, who lack Out abilities.

How Many Nemeses Can I Have?

A hero can have multiple Nemesis relationships, each of which is tracked separately.  I'd strongly recommend limiting them to a maximum of one per collection, representing more veteran heroes gradually building up more villainous grudges over time and developing their own Rogues' Gallery of recurring villains.  Villains don't have limitations on how many heroic nemeses they may have ta the same time.  Some exceptionally vindictive villains may consider an entire opposing team to be nemeses, but they track the relationship with each hero independently. 

If a hero or villain has multiple nemeses in the scene, track each one's bonuses separately.

How Do Nemesis Relationships Change? 

After each session in which a nemeses pairing faced off against one another at least once, increase the relationship bonus by +1 to a maximum of +5.  This doesn't have to be in an action scene, although fights do tend to break out between nemeses easily so pure social scenes are rare.

If both player and GM agree that a Nemesis relationship is getting stale or starting to matter less over time, reduce the bonus by one instead, removing the relationship entirely if it would drop below +1.  Sometimes what looked like a fun story idea just doesn't work out, and "breaking up" with an old nemesis makes room for a new one.

If a villainous nemesis dies, switches sides from villain to hero or leaves the campaign entirely, the relationship ceases to count against the maximum number allowed to their heroic counterpart.  If (as often happens in comics) the former nemesis reappears as a villain, the relationship can be reactivated if both GM and player agree it would still make for a good story.  If not, simply remove the relationship altogether, as the radical changes involved mitigate the usual "cooling down" period above.

If a hero undergoes death, retirement, or otherwise ceases to be an active PC their villainous counterpart generally erases the Nemesis relationship.  If both the player(s) involved and the GM think there's a good story to be had they might instead shift the relationship to a new hero, perhaps either a teammate of the departed nemesis or a new hero connected to their legacy.

Design Notes

Always remember that the main purpose of having a Nemesis relationship is to add narrative opportunities to the game.  While the bonuses involved are meaningful they also balance each other out, and aren't something to chase after just for power.  These rules are meant to create stronger connections between heroes and villainous NPCs and help build a roster of returning foes the players can invest some emotion in foiling at every turn.


Blog Content Index

Sunday, March 19, 2023

The Glomp In the Swamp, Zombie Plague Vector

 A mysterious swamp monster that conceals a biological menace in the form of a strain of psychic viruses.

The Glomp In the Swamp

"Heck, I don't know what it is!  We've had stories about the Glomp in the swamp for generations, but I never knew anyone who'd actually seen the thing for real...until the zombies started showing up.  Those are my kinfolk and my neighbors out there.  You gotta save 'em!"

The Glomp's origin is unknown, but it only went from legend to reality recently.  Seemingly an animated mass of swamp debris, it actually serves as the locus of a psychic viral intelligence bent on spreading itself to as many hosts as possible, overwriting its unwilling hosts' minds in the process.  The more complex an organism is the more attractive a host it is for the viral Overmind, which makes humans prime targets for infection.  Heroes may be able to free victims from this mental domination using suitable powers, super-science cures, magical rituals or stranger means, but they'll need to do so without harming innocent victims of the Overmind.

"What?  Because that's how it gets you, that's why.  You drop your guard in the swamp and BAM, it glomps right on to you and drags you off and no one ever sees you again.  At least that's the legend.  Looks like the last part was wrong, anyway."

Description: A mass of stinking mud, swamp vegetation, waterlogged branches and rotting animal carcasses, all bound together in a roughly humanoid form.  Its consistency varies from nearly liquid to a disgustingly thick and clinging stew of corruption.  It has no voice, unless that gurgling and sloshing is meant to convey meaning.

Gender: None           Age: Unknown            Height: 6'5"          Eyes: Clusters of Frog Eggs

"Hair": Rotting Weeds & Sticks     "Skin": Greenish-Brown       Build: Oozing Muck

Approach: Dampening                   Archetype: Indomitable

Health:  45 + (5 x H)

Powers: Suggestion d10, Density Control d8, Strength d8

Qualities: Conviction d10, Close Combat d8, Fitness d8, Unearthly Muck Monster d8

Status: Always d8

Abilities:

Flailing Blows (A) Attack using Strength.  Use your Max die.  Recover Health equal to your Min die.

Focus Overmind (A) Boost yourself using Conviction.  Use your Max die.  The bonus is persistent and exclusive.

Mental Entanglement (A) Hinder using Suggestion.  Use your Max die.  The penalty is persistent and exclusive.  As long as that penalty is on the target, reduce the highest power die of your choice by one die size.  Attack using your Mid die.

Overmind Infection (R) When a nearby hero you can see invokes a twist, roll your single Suggestion die as a Hinder against them.

Upgrades & Masteries (optional):

Overmind Compulsion 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 the Unfathomable (I) If you are in a situation involving eldritch forces, automatically succeed at an Overcome to do the bidding of eldritch entities beyond human concerns.

Tactics

The Glomp's goal is to infect others with its Overmind's mental plague, transforming them into mindless zombies that spread the psychic infection further.  It usually uses Focus Overmind to augment its abilities, then concentrates on spreading Mental Entanglement penalties around either in melee or at range.  Resistant targets (anyone who sheds their persistent penalty) suffer Flailing Blows instead.  Any twists an opponent invokes draw an Overmind Infection reaction as it concentrates it compulsions in a moment of weakness.

With its upgrade the Glomp is much better at handicapping its foes and drawing out more twists, while its mastery lets it perform the bidding of the Overmind more efficiently.  Additionally, any hero who's defeated while the upgrade is still active will become a mind-controlled puppet.

In scenes where the Overmind's malefic presence is felt most twists should be focused on representing its influence.  A minor twist might reduce a hero's highest quality die by one size till the end of the scene, or force them to take an immediate free basic action of the Overmind's choice by rolling one of their power dice.  A major twist might reduce a quality die directly to d4, or make the hero incapable of taking reactions or actions other than attempting an Overcome to free their mind.  Such an Overcome can also be attempted by an ally.   

___________________________________________________________________________

Glomp Zombie d8 minions

Description: Unarmed human victims of the Overmind's psychic plague, with a sickly greenish tinge to their skins, vacant staring eyes, and spattered with mud and rotting vegetation.  Their movements are jerky but they have incredible strength.

Curable: Heroes can take an Overcome action to free your will.  On a success you are removed from the the scene, either fleeing to safety or collapsing from the strain of your experience.

Innocent Victims: Heroes suffer a -4 penalty to Attack actions targeting you.


Glomp Gator d10 lieutenants

Description: Alligators, boa constrictors or other dangerous animals controlled by the Overmind's psychic plague.  They've been heavily parasitized by moss and fungus, and are wracked with spasmodic twitching.

Plague Vector: If your Attack action causes a hero's personal Health zone to change, reduce the die size of one of their qualities by one until the end of the scene.  This effect can be removed with a suitable Overcome action.

___________________________________________________________________________

Eerie Swampland 

The kind of wetland that features in horror movies, not nature documentaries.  The twists below assume the Glomp and its Overmind are influencing the area, but you can modify it for use in other situations by swapping in different minions and lieutenants.  You might use natural animals, mundane criminals hiding out in the marsh, agents of some sinister organization (no doubt with a secret base concealed therein), supernatural menaces, or something even stranger. 

Disturbing Silence d6, Drifting Fog d8, Treacherous Footing d10

Green Zone

(Minor Twists)

Impenetrable Fog: Roll the environment dice.  Start a challenge.  Clear the Fog 0  Defend all non-hero targets against all Attacks with the Min die until this challenge is Overcome.

This Place Is Creepy: Roll the environment dice.  Start challenge.  Keep It Together 0  Hinder all heroes with the Min die until this challenge is Overcome.

(Major Twist)

Really Creepy!: Each environmental challenge in play requires one extra success to Overcome.  

Yellow Zone

(Minor Twists)

Impenetrable Fog: Roll the environment dice.  Start a challenge.  Clear the Fog 00  Defend all non-hero targets against all Attacks with the Min die until this challenge is Overcome.

Stuck In the Muck: Roll the environment dice.  Hinder a number of non-flying heroes equal to the Min die with the Max die.  These heroes cannot move until the start of the next environment turn.

Swampwalkers!: Roll the environment dice.  Add Mid die Glomp Zombie minions to the scene.  They cannot act until next round.

That Is Not A Log: Add one Glomp Gator d10 lieutenant to the scene.  It cannot act until next round.

(Major Twist)

Snakebit!: Roll the environment dice.  Attack and Hinder one hero using the Mid die.  The penalty is persistent and exclusive.

Red Zone

(Minor Twist)

Amphibious Ambush: Roll the environment dice.  Add one Glomp Gator d10 lieutenant to the scene and Boost it using the Min die.  It takes its turn immediately, making an Attack action against one non-flying hero.

Dark Portents: Roll the environment dice.  Boost all non-hero targets using the Mid die.

(Major Twist)

Oppressive Presence: Roll the environment dice.  Attack and Hinder all heroes using the Max die.


Blog Content Index

Monday, March 6, 2023

Luna-C, Brainwashed Cyborg Werewolf Pack Leader

My players recent suffered a TPKO (total party knock-out, that is) that resulted in them being captured and waking up in a mad scientist's secret moonbase lab.  They managed to break out of their restraint cells before their captor had decided what horrible experiments he wanted to put them through, but fighting past the base security to steal a spaceship to get back to Earth proved to be a challenge.  The automated defenses weren't too bad, but they were backed up by this tragic villain and her pack of specially-adapted artificial werewolves who put up much more of a fight.  My players did escape in the end, but most of them got bitten and their rocket ship was damaged thanks to multiple overcome twists.  I'm sure none of that will cause any problems at all next session.  

Luna-C

Allison Lee was a NASA astronaut before the Phoenix-4 moon mission came to grief, crashing on the lunar surface after an unexplained thruster failure.  She and two of her crew survived with severe injuries, and would certainly have died if they hadn't been rescued from the wreck.  Their salvation came from a most unexpected source - a squad of war-wolves in the service of mad scientist Doctor Mordecai Mentallax, whose current moonbase was concealed in a crater near the crash site.

Mentallax was no good Samaritan though.  His medical super-science stabilized the three survivors so that he could interrogate them to be sure his secret base was, indeed, still secret.  After assuring himself that the Phoenix-4 crash had been a simple accident, he decided to put all through astronauts through a series of radical experiments combining cybernetic upgrades to replace the massive damage to their organic bodies with a deliberate infection with his own customized strain of synthetic lycanthropy.  Lee's two crewmates failed to survive, which might have been a mercy.  She technically lived through the process, emerging as a heavily-enhanced cyborg werewolf, but her former personality and memories are gone, buried beneath her new identity as Experiment Luna-C, brainwashed pack leader of Mentallax's war-wolf security force.

Both Luna-C and her pack can operate on the lunar surface just fine without any protective gear, as their lycanthropy is supercharged to the point where the low gravity, hard radiation, temperature extremes and hard vacuum mean nothing to them.  Even off the moon they can endure the harsh conditions of outer space as long as Luna is visible, or if they've brought along chunks of moon rock as "life support" gear. 

Description: A wolf-like humanoid with heavy cybernetic augmentations.  She has a pronounced muzzle with powerful jaws and prominent metal teeth.  Her legs are digitigrade prosthetics, and most of her torso, all of her left arm, and the left side of her head are obvious cyberware as well, with one eye replaced by an artificial sensor.  She eschews clothing entirely, even in the vacuum of the lunar surface.  Her voice is wholly mechanical and lacking in inflection, and sounds like a text-to-speech program.

Gender: Female       Age: 28         Height: 6'0"       Eyes: Reflective Yellow, Glowing Red Implant

Hair/Fur: Gray-White          Skin: Pale, Silvery Cyber-Armor          Build: Digitigrade Cyborg

Approach: Mastermind                         Archetype: Bruiser

Health:  40 + (5 x H)

Powers: Cybernetic Upgrades d12, Synthetic Lycanthropy d10, Awareness d8

Qualities: Close Combat d10, Alertness d8, Cyborg Werewolf Astronaut d8, Imposing d8, Leadership d8, Technology d8

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

Abilities:

Adrenaline Injectors (R) When Attacked, Boost yourself using your Attacker's Max die.

Lycanthropic Toughness (I) Reduce damage taken from physical or energy sources by 1/2/3 while your Health is in the Green/Yellow/Red zone.

Fury Emulation (A) Attack using Cybernetic Upgrades.  If your current status is in the Green zone, use your Max die.  If your current status is in the Yellow zone, use your Max + Min dice.  If your current is in the Red zone, use your Max + Min dice against one target and your Mid die against a different target.

Threat Display (A) Attack one hero using Close Combat.  Hinder all heroes using your Max die.

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 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

Luna-C functions much like a standard War-Wolf, but is even more dangerous.  She generally opens with her intimidating Threat Display ability to hamper her foes, shifting to Fury Emulation once she's reached Yellow status for greater damage output.  Lycanthropic Toughness reduces the damage she takes from most blows, and she'll use her Adrenaline Injectors to augment herself reactively.

With her upgrade she puts out even more damage and is much harder to take out.  Her mastery represents a combination of cybernetic tactical augmentations and supernatural pack instinct.

Her Synthetic Lycanthropy power grants her dangerous natural weapons, super-strength, enhanced speed, senses and endurance, while her top-notch Cybernetic Upgrades enhance them even further and add integral energy weapons and jump jets for low-gee maneuvering.  Unlike "normal" War-Wolves she's incapable of even limited shapeshifting and is permanently locked in her bestial "wolf-woman" form by her cyborg parts.  Forcing her to revert to her human form would result in a grisly demise, but that would be nearly impossible as long as she's actually on the Moon itself, or in possession of a piece of moon rock (most likely concealed within her cybernetics).

___________________________________________________________________

The lesser war-wolves that Luna-C leads also have some minor cybernetic enhancements, mostly integrated communications devices and metal claws that don't restrict their limited shapeshifting abilities.  Reduce their die size to d10 when not operating on or near Luna itself.

Lunar War-Wolves d12 lieutenants

Description: They're wolf-men and wolf-women, all with minor cybernetic implants.  Unlike Luna-C they wear black singlets with a full moon symbol on them and carry holstered blaster pistols.

Cull the Weak: When you make an Attack action, also Hinder that target with the same die roll.  You receive a +1 bonus to the roll if the target has a d8 status die, or a +2 bonus if the target has a d6 status die.

Supernatural Allergies: If you are Hindered by silver, wolfsbane, or magical effects specifically tailored to lycanthropes, increase the resulting penalty by 1.  If Attacked by any of these, you are also Hindered using the same die roll with the same increased penalty effect.

___________________________________________________________________

Moonbase M-Prime 

This environment could be used for any high-security lunar base, perhaps one that's performing such potentially dangerous experiments that self-destruction as an ultimate containment procedure is an acceptable option.  With a bit of reskinning it could also be an extraterrestrial super-prison or the base of a covert alien invasion force. 

Automated Security d8, Dangerous Mechanisms d10, Fragile Life Support d10

Green Zone

(Minor Twists)

HALT!  RETURN TO YOUR CELLS!: Roll the environment dice.  Hinder all hero targets in one location using the Min die.  Add one Security Robot minion to that location.  It cannot act until next turn.

Shifting Walls and Floors: Roll the environment dice.  Move Mid die heroes to any new locations of your choice.

(Major Twist)

Lockdown Protocol: Until the scene ends, moving between locations requires a successful Overcome to gain access.  Once access is achieved that path remains passable thereafter.

Yellow Zone

(Minor Twists)

Bio-support System Failures: Roll the environment dice.  Hinder all hero targets within the moonbase using the Min die.  The penalty is persistent and exclusive.

Mobilize Security: Roll the environment dice.  Add Mid die Security Robot minions to the scene.  They cannot act until next round. 

Overloading Gadgetry: Start a timed challenge in one location.  Emergency Shutdown 0 Timer 0  If the timer runs out, Attack all targets in the location using the Max die and Hinder all targets in the scene using the Min die.

YELLOW ALERT!: Roll the environment dice.  Boost all environment minions using the Mid die.

(Major Twist)

RED ALERT!: Advance the scene tracker by one.

Red Zone

(Minor Twist)

Catastrophic Overloads: Roll the environment dice.  Attack all targets in the moonbase using the Max die.

Self-Destruct Countdown: Start multi-step challenge with two Overcome paths.

Remote Approach (Overcomes can be performed from anywhere in the moonbase) Bypass Security Lockouts 00  Deactivate Self-Destruct 00

Hands-On Approach (Overcomes can only be performed in the Power Core location) Locate Mechanism 0 Just Break The Thing Already 0

Successes on one path don't affect the other, but only one must be completed to resolve the challenge.  If the scene ends while this challenge is unresolved, the moonbase will self-destruct.  Heroes or villains might still survive by evacuating on a spaceship, employing emergency escape pods, using their own powers or through some story twist.

(Major Twist)

Outside Intervention:  Someone or something new will intervene in ongoing events if the scene tracker runs out.  It might be a NASA search & rescue mission investigating the Phoenix-4 crash.  It might be another spacefaring superbeing or team, heroic or villainous.  It might be aliens.

___________________________________________________________________

Security Robot d8 minions

Description: These come in a variety of shapes and sizes, although most are roughly human-sized and bipedal with four or more upper limbs ending in various manipulators and integrated energy weapons.  Their blasters and shock weapons can be adjusted for lethal or non-lethal output as desired.   

Coordinated Restraint Programming: When two or more Security Robots Hinder the same target, roll all their dice at once and use the highest single result rolled for each of them.


Blog Content Index

Dynamic, High-Voltage Hero

New superhero written up for a play-by-post game that's taking its core concept from the Dispatch PC game (which just finished up its in...