Showing posts with label Belladonna. Show all posts
Showing posts with label Belladonna. Show all posts

Saturday, 6 June 2020

Heroes Unlimited: Phenomenal Paragons: Versus Special: The Techtite Heist, part one. The Sanctum Slugfest

We join the Belladonna Gang as they survey their new home; the disused Sanctum Hotel. Owned by the Strickland Mob, through a tangle of front companies it would take a diligent team of forensic accountants a week to navigate. Now made all the more complex by the insertion of Mooie Vrouw Acquisitions into the mix.
Penn Central Station, Detroit, makes a great substitute (from Wikipedia)
 "It's a shit hole!" Essa looked around at the musty, plaster dust strewn, halls.
 "It's been empty for more than a decade," said Lucky, defensively. "We're lucky that it still has power."
 "It was majestic once though." Keys said.
 "I think it's still majestic." Topaz smiled.
They stood in the grand reception, a room that rose three stories up the interior of the hotel. Previous occupants, ironically a demon-worshiping cult, had used it as a place for their rituals until The August had stopped them and their world-ending plot.

Now it was the scene of a photo-shoot. Belladonna looked like Athena stepped down from Mount Olympus, dressed in gleaming armour, a bow over her shoulder, a quiver of arrows at her hip, stood upon the infernal altar. A dozen models of all genders, and including Aditi as the thirteenth, gathered around her dressed in diaphanous gowns that left little to the imagination. At least half of them had already developed the dazed look of adoration that Lucky had begun to recognise as the effect of Belladonna's power. All she had said was "Join me."

That had mostly been for the benefit of Fern, Wei Ruzhu. Or was that Ruzhu Wei? She was Aditi's agent. They'd used her to organise the shoot, but she scared Lucky. He'd recognised her as one of the Ruzhu Wu, a tong that ran several successful businesses in Little Hong Kong, and had connections to a triad of the same name over in actual Hong Kong. Lucky didn't want Belladonna to abduct her and start a turf war with the triads.

But Belladonna had been looking daggers at the strangely metallic skinned Chinese woman ever since she'd declined the command. Possibly the self proclaimed goddess was annoyed she'd been told "No". Or possibly it was because of the two of them the Chinese born woman was the more attractive.

Lucky was distracted from his musings when Essa elbowed him in the ribs.
 "You're staring," she said, returning his scowl.
 "I was wondering how she makes her skin look like that."
 "You're interested in beauty tips? We can always go over and ask."
 "Maybe she's a mutant?" Keys suggested.
 "Tammie!" scolded Topaz, "You can't go throwing around the M-word like that! Just because someone looks weird it doesn't mean that they're mutated. I mean look at me."
 "I know that you're not babe, you had the test, but yeah weirdness usually goes hand in hand with being a mutant."
 "I bet you a tenner," Topaz glared at her friend, "She's not a mutant."

 "I'm a mutant," Wei replied in her heavily accented English. Topaz silently handed Keys a ten pound note. Wei held out her hand and thin splinters bloodlessly pierced through the skin of her palm, extruding out from within. They quickly merged and grew together until she held a chess pawn her hand. She passed it over to Lucky who examined it. It had the same metallic glint and colour as Wei's skin, had a texture like wood and was, in many ways, similar to bamboo in weight and density, even though it was solid.
 "That's an impressive ability," Lucky said.
 "So what's your friend's intentions towards my si-mui?"
 "Your what?"
 "Si-mui. It means little sister. We have the same sifu; martial arts teacher. Aditi is like a sister to me."
 "They're in love." Lucky said.
 "Are they? Because I felt that whatever your friend tried on me and I know about that bank job last week."
 "The mistress's divinity binds the weak willed." Lucky spoke without inflection, as if repeating something verbatim. Which wasn't too far off the truth. He was paraphrasing something Belladonna had said earlier regarding why Aditi now followed her around like a puppy. Wei's eyes narrowed to slits.
 "Aditi isn't weak willed. I know for a fact she can easily resist this sort of influence. It's part of our training."
 "People can be trained to resist mind control?" asked Topaz.
 "Yes. You would be surprised how many would subvert the free will of our sisters for their own gratifications."
 "Not really."
 "It is a shame we did not meet when you were younger. You could have learned much." Wei then stuck two fingers between her lips and whistled loudly. As people's eyes turned towards her she took a step forward, raising a hand to circle above her head. "That's a wrap!" she declared. "I'm not sure on the safety of the site. Everyone get your things. Come on! Let's go people!" She clapped her hands together for emphasis.
Slightly less than half the models had moved away from the altar, the rest gathering around Belladonna. Wei counted seven, and Aditi.
<Little sister, come over, we need to talk,> Wei said in her native Cantonese.
<We can talk in English, big sister,> Aditi replied. <My love understands all languages with ease.>
<You cannot love her.>
<I can't? Why not?>
<You've never shown any interest in women before. I would have noticed. She is controlling you.>
<Perhaps. To begin with. But I have chosen to accept these feelings she has gifted me with. Not be driven mad by them.>
"You are jealous," Belladonna said. "You want my pet for your own. Join in worship of me and she will warm your bed whenever she does not occupy mine." Aditi's eyes hardened for a brief moment before a warm smile spread across her face.
"A good offer," she said. Then in Cantonese, <You should leave now, while you can, or join us in worship.>
"No," said Wei, reverting to English. "Please, last chance Aditi; come with me now. Before I have to make you."Aditi shook her head. Wei winced against the savage earworm that had suddenly afflicted her.

A length of wood sprouted from Wei's hand and she grasped it before glancing back at Topaz. "I'm sorry."
"You will b..." Topaz began, raising her huge fists, before grunting as something like a hard finger poked her in the back of her right knee. Her whole leg went numb. A second poke at the base of her spine was followed by a third where her skull met her neck. "...eeeeee..." she sighed as she went cross-eyed, her mouth dropping open to drool, and she slowly folded to the dusty floor like a poorly erected deckchair. Lowered gently into the recovery position by four finger thick, wood patterned, glittering tentacles.
Aditi continued to smile as she picked up a length of wood and stepped forward to meet her friend. The last of the models not under Belladonna's sway fleeing the former hotel as the photographer stood by the door and began to shoot the unfolding scene.
Hey look at me. I'm a badass mighty female and I'm about to kick all your arses.
"Defend me!" Belladonna commanded.

The six seduced subjects gather around their new goddess and link arms. Forming a human wall  around her. Aditi stands between them and Wei. About 20 feet away from each. Topaz is essentially out cold for 6 minutes. She's conscious, but not able to move. The remaining three members of the gang are all standing within reach of Wei. Poor them.

Round 1, Initiative: Belladonna 23, Wei 16 (22 within 16'), Keys 16, Essa 13, Models 9, Aditi 8 (14 within 6'), Lucky 6.

Belladonna doesn't bother reaching for the quiver on her hip. Instead she just draws the bow and a bolt of lightning arcs between string and arrow rest. She looses the bolt and it flies the short distance between her and Wei. Wei sees it coming and dances aside, the lightning splashing on the ground. She lances out with one of her tentacles and strikes Lucky just below the left knee. He cries out in surprise as he's hit by one of Wei's tentacles. Even though his knee and lower leg is numb he remains standing, on his right leg. Keys and Essa both swing at Wei with their baseball bats. Keys swings wide as Wei's staff intercepts Essa's bat. One of the models starts singing "We will not be moved" but nobody else wants to take them up on it. Aditi moves forward, twirling her staff.  Wei parries her blow too. Lucky is rooting inside Topaz's jacket for something.

Belladonna shoulders her bow and draws her bullwhip. Wei tries to tentacle poke Essa, but she parries easily. Keys swings her bat but Wei parries once more. Same with Essa and Aditi. Looks like she can do this all day. But it's only been a few seconds. Lucky is still rooting.

Belladonna rushes from the stage to close to whipping range, her cadre of mind-controlled models following along like startled goslings. (She's something like two to three times faster than most of them). Wei smiles as all her major opponents are within her zone of perception. She tentacle pokes Belladonna (having rolled a 19 on her save versus Awe), causing her to drop her whip and lose the use of that hand for what should be the next 6 minutes. But since she recovers three times faster than any mortal I rule that it's only going to be 2. Keys miraculously catches Wei with the end of her bat as the other woman is twisting away. It's barely even a glancing blow. But it's still a hit. Essa and Aditi both miss again. Lucky has finally found what he's looking for, pulling a revolver from Topaz's jacket and aiming it at Wei.

Belladonna takes a few steps back, out of the range of Wei's tentacles, and fires of a one-handed energy bolt spell at Wei. It arcs around Aditi and strikes Wei from an unexpected angle (dealing 21 damage, as The Sanctum sits on one of the three main Ley Nexi on the island). Wei responds by tucking her  staff under one arm and raising the thus freed hand past Aditi's ear and launching a volley of arrows from her fingertips. All four strike Belladonna, all but one bypassing her armour (She takes 17 damage and the armour takes 4). She then returns to her dance with Keys, Essa and Aditi, parrying all their attacks. Lucky spoils it when he shoots her. Thankfully she's again turning and it does minimal damage (7 points) as it creases across her left arm.

Belladonna starts pulling arrows from her flesh. One at a time. Wei uses her neural atemi to disable Lucky's right hand (for 9 minutes) and he drops the gun. Aditi strikes at Wei, who parries her attack.

Belladonna removes the remaining two arrows while Wei uses her tentacle strikes to disable Lucky and remove him from play (for 6 minutes).

Round 2, Initiative: Wei 23, Belladonna 17, Essa 11, Aditi 7, Keys 5. Wei loses 1 hit point from her bullet wound, and Belladonna loses 3 from her arrow wounds.

Realising that she can't let Belladonna get off another energy blast Wei surges around Aditi and closes on the demi-goddess, striking at her other hand with her tentacles. Belladonna tries to evade but fails to do so(, losing the use of her off-hand for the next 10 rounds). Belladonna, who was about to cast Heal Self because bleeding is ungodly, instead performs an acrobatic kick. Wei tries to raise her staff to block the kick but fails to do so. (Belladonna rolls nat. 20; a critical strike. Despite rolling minimal damage she does 34 points of it. 22 points of it are soaked by Wei's remaining S.D.C. and the remaining 12 blow through to hit points. This is more than 10% of her hit points; actually 20%. Rolling on the Minor Wounds table I get a sprained shoulder; heavy dice. Wei takes a 3 point penalty to prowess, nixing her inherent strike and parry bonuses, and a further -2 to parry. It's going to take her 8 days to recover). Essa follows in with her bat but Wei parries with a tentacle (I'm not sure the penalty should apply, but even with it she'd successfully parry). Aditi goes for her friend and agent but swings wide. Keys also winds up and is also parried by a tentacle. The models finally catch up and surround Belladonna again.

Wei spends a few moments armouring up. Belladonna (having read the rules and found that there's nothing about needing to gesture to cast spells I decide that being unable to gesture halves the amount of P.P.E. she can channel) decides to get back to that healing spell (It'll take 2 actions to complete). Essa takes another swing and is parried, Aditi swings and misses, but Keys hits (and crits. 7 damage doubled bypasses armour and drops Wei past 50% hit points. She gets a head wound; -5% to all skills and -2 speed for the next... it doesn't say. I'm going to guess until it's healed), clocking Wei on the head just before her helm fully forms.

Head ringing Wei tentacle-pokes Belladonna in the face. She collapses (for 10 rounds again), her unfinished spell fizzing. Essa misses. Aditi hits. She narrowly bypasses both Wei's parry and armour, giving her a nasty bruise to the ribs. (Wei takes 5 damage after a successful roll with impact. That's still enough hit point damage to cause a minor wound. She's penalised another 3 points of speed, 1 point of prowess and 3 of strength.) Keys is deflected.

Wei then tentacle-pokes Keys, causing her to lose the use of her dominant hand (for 8 minutes). Essa and Aditi are both deflected. Keys, who tried to dodge Wei's tentacles, lost their last action in the process.

Wei turns her tentacles to Essa and disables her dominant hand (for 9 minutes) too. She also parries Aditi.

Now unchallenged for a few seconds Wei disarms Aditi and then grapples her while attempting to order the mesmerised models out of the hotel. I'll save you her indellicate language but due to her skill she is unchallenged and all 6 models start moving for the doors.

Round 3, Initiative: Wei & Aditi 13, Essa & Keys 1.

Wei, carrying Aditi in two tentacles, rises up on four and springs away, leaping over everyone's heads. She lands ninety feet away, near the door. Aditi tries to break free of the pseudopods binding her but passes out from her efforts (Wei rolled high enough in the contest to get a KO/Stun result). Essa and Keys are powerless to stop her. Combat ends.

Wei retracts her tentacles, puts Aditi into a fireman's lift over her good shoulder, and staggers over to the photographer. She puts out her hand for his camera.
"You work for me." she reminds him, "I see any recognisable pictures of me online or in the press? You never work in this town again!" He reluctantly turns the camera over to her and they all leave.

An hour later, at the Ruzhu Wu compound
Something like this
<You can't keep her prisoner Wei.> The speaker is May, Wei's mother, who looks twenty years younger than her actual age of 69.
<Mother! They were controlling her mind. They made her think she was in love with this Belladonna woman. I couldn't leave her!> Wei sits at the kitchen table, her head bandaged, her left arm in a sling. She winces as she turns to look at the third woman in the kitchen. <Deny it. Prove you've abandoned everything you've built for a life of crime out of your own free will!> Aditi lowers her cup of tea to the table and sighs.
"Okay, yeah," she says, switching to English. "At first I was, I don't know, ensorcelled or something. But then I got angry. Belladonna is an actual goddess. Stripped of her power and exiled here. Imagine that! It'd be like us being turned into ants. And then the first person she meets is Lucky Strickland! He's using her! They all are. They can use her powers and then get off scot-free by claiming she made them do it. They'll do the crime and she'll do the time! Imagine what would have happened if she'd met you first, Fern" Aditi said, using Wei's English forename. Wei hesitates; thinking.
<With her presence and voice? I'd give her a job of course. With the right skills she could be a singer, an actress, even a diplomat. She'd be a millionaire inside five years, just from the money she could make from modelling.>
"Exactly. That's why I need to go back. I can gather evidence from the inside and blow the whole scheme when the time comes."
<I don't like it, you don't have the skillset for undercover work.> This last speaker was Hope, Wei's sister-in-law, and detective in Guardian City Metropolitan Police Force. Aditi laughed.
"I'm an actor, detective, and I can take care of myself." She nodded at Wei who winced again and rubbed her bruised ribs.
<She can do it,> Wei confirmed, <I'm still not sure she should.> She sighed again. <You've twelve weeks then we're coming for you again. That should give you enough time to recover from the thrashing I'm going to give you, before your next big project.>
Aditi stood, bowed and gave the school's traditional salute.
<Big sisters,> she said, <Training Mother. I'll see you soon> With that she climbed out the nearest window. Behind her she heard Hope begin to chastise Wei.
<Can you not threaten...!>

Wednesday, 12 June 2019

Heroes Unlimited: Overwhelmed Onlookers: Aditi Rao

This is a new thing to go alongside Phenomenal Paragons and Callous Criminals. This is going to be highly varied, with specific characters, whole groups of NPCs and whatever takes my fancy. They're not criminals and they're not supers. They're regular people.

I created Aditi as a PC, stopping short of giving her a super power class, or any class. A class sort of happened anyway because I decided to experiment with an optional education chart, and skill programs, I found on the Palladium Books forum. This is more detailed and varied, giving access to already well thought out professions than I could assemble by hand. She's not a superhuman. But she's borderline.

I kind of wish she'd fought Belladonna.

Step One: The Usual.

Instead of flat 11's across the board I rolled as I would do with a PC. The dice were awesome. I haven't had rolls this good in a long time. A thing to remember is that when an attribute rolls a 16 or higher in Palladium an additional d6 is rolled and added to the attribute. Because that happened here. Twice.
IQ 15, ME 14, MA 22 (18+4), PS 13, PP 14, PE 14, PB 22 (16+6), Spd 13.
Now I'd already rolled for PB during the battle when I'd been looking to see if anyone would take Belladonna's fancy. I stopped here, 8 rolls in. I was unlikely to get a better roll.

Step Two: Hit Points, S.D.C. and P.P.E. 

Hit points are still based on PE, with +1d6 per level. I don't know what the final PE will be but I roll 1d6 all the same, as I've decided to make Aditi first level too. 6. I make a note.

S.D.C. for normal people starts at 20. I make a note of that too.

P.P.E. or regular people is 2d6, 6d6 for super people; I roll an 11.

Step Three: Education.

As I said, I used an optional education chart I found on the game's forums. Using it I discovered that Aditi spent the equivalent of three years in college and did a trade school. Specifically she's a dedicated martial artist. 
To start she gets some basic skills:
 Native LiteracyNative Language, going with English as native.
 Basic MathsAdvanced Maths.
She then gets the pick of an exclusive martial arts style from Ninjas & Superspies and possibly a second martial arts style or some of the more esoteric abilities from the first style. Given that different styles don't stack I thought focusing on the one style would be best. Although I thought that Tai Chi might be a good second style. For her Exclusive style I went for Wui Wing Chun as it's a good all-round style. It's also really exclusive as it is taught only to women. So how did an Ennor born, to Sikh parents, girl learn a rare women-only Chinese martial arts style? Patience, I'll get to it.
Wui Wing Chun gives +10 Chi (yes Chi, again I'll get to it), +3 MA, +2 PS, +1 PP; +3 Attacks, +2 roll with impact, +1 parry, +1 dodge, +1 strike, and critical strike from behind. We also get some skills.
 Climbing,  Gymnastics, +2 rol with impact, +2 PS, +1 PP, +2 PE, +12 SDC.
 Language - CantoneseProwlSwimmingPhilosophy - Taoist (Feminist)W.P. ArcheryW.P. Bo-StaffW.P. KnivesW.P. Paired Knives
We also get a pick of two Martial Arts 'Powers' (techniques, katas, &etc). They're more like "feats" or "talents". I pick:
 Martial Arts Awareness, which is similar to the technique that Zatoichi uses; the ability to sense the Chi of nearby opponents. This gives us +6 initiative, +2 parry, +4 dodge against anyone within 6 foot. This area grows by 2 foot per level. We don't get this bonus against invisible foes but neither are we penalised against them.
 Kata of Five Principles. A kata takes a whole round to run through but for that round you get the bonuses from the kata. In this case we get +2 automatic circular/multiple parry, and +2 automatic multi-dodge. We also get to add our regular dodge and parry bonuses to them too.
Now I have the choice between a second martial arts style, the "Special Martial Arts Bonus", or the "Special Abilities of the Master". Since the special abilities are superpowers, and I've already chosen not to take a second style, I go for the bonus. This gives me an additional martial arts 'power' at level 1 (and 6, and 10). I choose Body Chi from the Chi Mastery list. This allows the character to temporary boost some of their attributes. Specifically ME, MA, PS, PP, and Spd.
Because we have a Chi Mastery ability we also get the three default abilities from Chi Mastery; Chi Awareness, which makes the character sensitive to chi around her. Chi Relaxation, which accelerates the recovery of chi and grants additional 'will power' to a character for specific things. In theory she can resist her sorcery-created affections for Belladonna, if she wants. Unless her chi drops below 10, at which point she can't fight it any more. Finally there's Chi Defense, which is used to protect the character from Chi attacks.
Next we get to pick a basic skill program. I choose Basic: Screen Acting. With a focus on Bollywood.
 Plyometrics, +2 PP, +2 PS, Spd+2.
 DisguiseActingImpersonationResearchDancing.

For secondary skills:
 Literacy: ChineseLanguage: Hindi, her parent's native language.
 Literacy: Hindi,  Running, +1 PE, +12 Spd, +6 SDC. (The dice still love me)
 First AidBodybuilding & Weight Lifting, +2 PS, +10 SDC.
 Computer OpsSingingQi Gong, a specific sort of exercises from China; +1 all saves, 2x Chi.
 Tai Chi, the exercises, not the martial arts; +12 Chi, +2 maintain balance, grab/throw, +1 roll with impact.

This is the point I'd normally be rolling for super powers. But not this time.

Step Four: Alignment.

I roll an 8 on my d10; our first Taoist. Which is appropriate.

Step Five: Chi.

Chi equal PE plus any bonuses and times any multipliers. So ((14+2+1)+10+12)x2=78.

Now to the character sheet.

Aditi Rao

Height: 5'10", Weight: 150 lbs. Age: 24.
Alignment: Taoist
Disposition: Quiet and thoughtful. Pushes herself too hard to do right by those she loves.

IQ 15, ME 15, MA 25, PS 19, PP 17, PE 17, PB 22, Spd 27.
Hit Points: 23, S.D.C.: 68, P.P.E: 11, Chi: 78.

Skills:
Natural Skills:
Charm/Impress 60%, Trust/Intimidate 84%.
Scholastic Skills:
Acting 65%, Advanced Maths 70%, Basic Maths 70%, Cantonese Language 65%, Climbing 70% (Rappelling 60%), Dancing 55%, Disguise 50%, English Language 98%, English Literacy 75%, Gymnastics (Back Flip 92%, Climb Rope 82%, Sense of Balance 73%, Work Bars and Rings 83%), Impersonation 64%/44%, Philosophy - Taoist (Feminist) 62%, Plyometrics, Prowl 55%, Research 60%, Swimming 75%.
Combat Skills:
W.P. Archery, W.P. Bo-Staff, W.P. Knives, W.P. Paired Knives, Wui Wing Chun Kung Fu.
Martial Arts Skills:
Body Chi, Chi Awareness, Chi Defense, Chi Relaxation, Kata of Five Principles, Martial Arts Awareness, Special Martial Arts Bonus.
Secondary Skills:
Body Building, Cantonese Literacy 35%, Computer Operations 45%, First Aid 50%, Hindi Language 55%, Hindi Literacy 55%, Qi Gong, Running, Singing 40%, Tai Chi.

Saves: 
Coma/Death: +5%
Harmful Drugs/Toxins (15+): +1
Horror Factor: +0
Insanity: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +1
Poison (Lethal 14+, Non-Lethal 16+): +1
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0 (+6 within 6')
Attacks/Round: 2+3
Strike: +2 (+3 Knife)
Damage: +4
 Punch: 1d4+4
 Knife Hand: 1d6+1
 Double Knuckle Fist: 1d8+4
 Power Punch: 1d10+4
 Backhand: 1d4+4
 Palm Strike: 1d6+4
 Kick: 1d8+4
 Trip/Leg Hook: 0, Knock down.
 Snap Kick: 1d6+4
 Backwards Sweep: 0, Knock down. 
 Knee: 1d6+4
 Elbow: 1d4+4
 Forearm: 1d4+4
Parry: +2 (+4 within 6')
 Automatic Circular/Multiple Parry +4 (+6 within 6') Kata.
Dodge: +2 (+6 within 6')
 Automatic/Multiple Dodge +4 (+8 within 6') Kata.
Roll with Impact: +3
Maintain Balance: +2
Death Blow: +0
Special Attacks:
 Combo Strike/Parry: 1 action.
 Combo Grab/Kick: Critical damage. 1 action.
 Combo Hand Hold/Strike. +3 damage. 2 actions
 Leap Attack: Critical damage. 1 action; only attack in round.
 Reverse Turning Kick (Combo Dodge/Kick): No bonuses. 1 action.
Pull Punch:  +0
Knock Out/Stun: +0
Critical (x2 damage): 20
 Critical from rear: Automatic if rear.

Benchmarks:
Carrying Capacity: 380 lbs, Lifting: 760 lbs.
Stamina: Carry Max 68 minutes, 34 minutes while running and fighting. Lifting for 17 rounds (255 seconds; 4.25 minutes).
Ground Speed: 18.9 mph for 17 minutes.
Swimming Speed: 57 yards (171 ft.) per round for 17 minutes.
Leaping Distance: 4.75 ft. high and 9.5 ft. broad from a running start. 2.85 ft. high and 5.7 ft. broad from a standing start.

Background:
The eldest daughter of sikh parents, Aditi spent her formative years living in a tenement on the edge of Bangertown, where it presses up against Little Hong Kong. At quite an early age she met and befriended neighbouring children from "across the way".

Pretty soon she persuaded her parent's to let her join the Xiǎo gōngnǚ shèhuì, the little princess society, where she developed her interests in kung fu and Taoism. In her teens, while visiting family in India, she was spotted practicing her forms and qi gong by a talent scout. She began her Bollywood career as an action actor not long after.

Although quite famous in Bollywood and Hong Kong she is little known in her hometown and frequently comes back to enjoy some modicum of anonymity.

Unfortunately this brought her under the sorcerous influence of Belladonna.

Wednesday, 5 June 2019

Heroes Unlimited: Callous Criminals: The Belladonna Gang

This is going to be the start of an infrequent thing of non-super characters for my Heroes Unlimited campaign, Phenomenal Paragons. Specifically criminals.

Instead of doing my usual rambling explanation of my creations I'm going to cut straight to the characters. They're built from charts in the Gamesmaster's Guide, so no great complexities there. The only thing to note is that they are all level 1 and their default attribute score is 9 rather than the 11 I usually use for NPCs. Otherwise the rules are the same; average rolls for random bonuses. I'm also going to give skill scores since I noted them during creation. Said rules can be found here.

Here we go.

"Lucky" Strickland found his grandfather and all the customers of OSTERIA DEI MASCALZONI feeding a beautiful woman when he arrived for his dinner. After his parent's had married and settled on Ennor his mother had brought her parents over and they'd opened the restaurant as a legit front for the family's criminal activities. It had been years since, since his grandmother's death, that he'd heard nonno  speak his native Italian, yet here he was "Belladonna, bella donna"; pretty woman. She smiled as she made eye contact with him. A smile that made his heart race and his loins clench. He had to remind himself that his Janessa would not take any infidelity kindly.

Hours later, after they'd closed up shop for the night, he challenged this "Belladonna".
"What's the con, lady?" he said, trying his best to sound like a TV mafioso.
"No deceptions," she said in her strange accent. "I just want to reclaim what was taken from me."
"We don't have nothing of yours here,"he said, thinking for a moment. "I might be able to help you find it, for a price. What is it you've lost?"
"Power, glory, worship, godhood."
"I got some of that," his grandfather interjected.
"Nonno, no!"
"What? It's just sitting in a bank vault gathering dust. You're too scared of it to use it Lucky, and I'm too old. So why not give the Hand of Glory to the Belladonna?" Lucky sat for a moment, metaphorical wheels spinning in his head. Suddenly he smiled as an idea condensed in his mind. He grabbed up his phone and hit speed dial.
"Essa!" he said when his girlfriend picked up. "Call in the girls for tomorrow! I've got an idea for a job!"

Fortunato "Lucky" Strickland.
Height: 5' 11", Weight: 160 lbs. Age: 28.
Class: Con Artist.
Alignment: Aberrant.
Disposition: Schemer; gambler. Likes to take chances. Distrustful of reliance on magic or superpowers.
IQ 13, ME 9, MA 9, PS 14, PP 11, PE 9, PB 16, Spd 12.
Hit Points: 12, S.D.C.: 30, P.P.E.: 5.

Skills:
Charm/Intimidate 30%
Art 40%, Athletics, Basic Electronics 45%, Basic Maths 77%, Business & Finance 40%, Computer Operation 60%, Concealment 44%, Disguise 40%, Forgery 45%, Hand-to-Hand Basic, Literacy 98%, Palming 40%, Pick Pocket 45%, Pilot Automobile 62%, Prowl 30%, Seduction 23%, W.P. Knife.

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks per Round: 2+2
Strike: +0; +1 (Knife)
Damage: +0
 1d4+0 punch
 1d6+0 knife
 2d4+0 baseball bat
Parry: +1
Dodge: +1
Roll with Punch: +3
Pull Punch: +2

Benchmarks:
Normal Carry Capacity: 140 lbs; Lifting: 280 lbs.
Normal Stamina: Carry Max 36 minutes, 18 minutes while running or fighting. Lifting for 9 rounds (135 seconds; 2.25 minutes).
Ground Speed: 8.4 mph for 9 minutes.
Swimming Speed: 42 yards (126 ft.) per round for 9 minutes/36 rounds.
Leaping Distance: 3.5 ft. high; 7 ft. broad, from a running start. 2.1 ft. high; 4.2 ft. broad, from a standing start.

"So she can make people want do what she says." Janessa Quincy eyed Lucky over the kitchen table of the flat they shared together. Belladonna was in the bathroom having a cleansing soak.
"I don't know how I feel about that."
"Sorry babe. I could hardly leave her to take advantage of my Nonno, like that."
"So we bought her here to take advantage of us instead."
Belladonna hadn't wanted to sleep in the bed in the guest room but instead share the bed in the master bedroom. And share the occupants. Sleep and sex, it seemed, was something new and exciting to her.
"Sorry," Lucky repeated, lowering his head,
"It won't happen again." said Essa.
"It will," Lucky said sadly, "Whenever she wants it to." Essa sighed.
"I guess," she said. "It's not like it wasn't fun. I would have just rather have had a choice in it."
They sat quietly for a minute.
"You realise she's a Mask, right?" Essa said. Lucky nodded.
"In more ways than one," he smiled at her.
"It's just that I thought you didn't like them."
"I don't like people with powers, its true. They're cheating; living life on easy mode. And I don't like people who are dependent on other people with powers. People like my dad. But Belladonna." He lowered his voice to a whisper. "She might have power but she's dependent on us. We'll let her play at leading our gang, but she's our Mask. She's our henchman. We'll get rich and pay her off with trinkets of power."
"No way we can lose?"
"None at all."

Janessa "Essa" Quincy
Height: 5' 9", Weight: . Age: 24.
Class: Getaway Driver.
Alignment: Aberrant.
Disposition: Shy and timid. Only trusts a small circle of friends and family.
IQ 9, ME 9, MA 9, PS 16, PP 13, PE 10, PB 17, Spd 22.
Hit Points: 13, S.D.C.: 48, P.P.E: 4

Skills:
Charm/Impress 35%
Athletics, Automotive Mechanics 50%, Basic Maths 50%, Body Building, Concealment 24%, Hand-to-Hand Basic, Literacy 55%, Pilot Automobile 82%, Pilot Motor Boat 60%, Pilot Motorcycle 76%, Pilot Race Car 73%, Prowl 30%, Running, Streetwise 24%, W.P. Blunt, W.P. Knife.

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks per Round: 2+2
Strike: +0; +1 (Blunt, Knife)
Damage: +1
 1d4+1 punch
 1d6+1 knife
 2d4+1 baseball bat
Parry: +1
Dodge: +1
Roll with Punch: +3
Pull Punch: +2

Benchmarks:
Normal Carry Capacity: 160 lbs; Lifting: 320 lbs.
Normal Stamina: Carry Max 40 minutes, 20 minutes while running or fighting. Lifting for 10 rounds (150 seconds; 2.5 minutes).
Ground Speed: 15.4 mph for 10 minutes
Swimming Speed: 48 yards (144 ft.) per round for 10 minutes/40 rounds.
Leaping Distance: 4 ft. high; 8 ft. broad, from a running start. 2.4 ft. high; 4.8 ft. broad, from a standing start.

They had just finished breakfast when there came a pounding on the front door. Peering though the security peephole revealed only darkness.
"Topaz!" Essa smiled as she threw open the door.
Topaz Davis loomed in the hallway, her six-two frame casting a shadow against her smaller, yet older, cousin. It was hard to believe that Topaz was only 17; the school uniform looked odd on her.

"Topaz this is Belladonna," Lucky made introductions, "Belladonna, this is Topaz. Essa's second cousin. Despite her size and mature appearance she is only a child. Do not fuck her."
"I'd break her," Topaz grinned.
"I am stronger than I look, child." Belladonna smiled demurely. The pause before the word child being insultingly long.
Lucky looked between the two and realised that despite Topaz being the taller of the two, it wasn't by much.
"Big words pretty lady," Topaz growled, her eyes narrowed, "Prove it."

Topaz and Belladonna sat across the kitchen table from each other, elbows on the table and right hands clasped. Arm wrestling. For a long moment they sat in deadlock. Topaz's arm muscles bulging like corded ropes as Belladonna quietly pushed against it. Then slowly, almost imperceptibly, Topaz's arm began to creep back. Topaz gritted her teeth and groaned, the table creaked. But the creeping did not halt. Belladonna looked almost bored as the back of Topaz's hand crashed to the tabletop.
"Jeebus Crust lady! How much do you lift?" Topaz had jumped from her chair the moment her hand was released, flexing her fingers as if checking that they still worked. Belladonna hadn't moved.
"One of those stink belching wagon's you travel around in," she said.
"A car?" Essa looked from Belladonna to Topaz and then Lucky."
"Jeebus Crust!" Topaz repeated.

Topaz Davis 
Height: 6' 2", Weight: 180 lbs. Age: 17
Class: Enforcer
Alignment: Anarchist
Disposition: Hot headed, quick tempered, emotional but essentially nice.
IQ 9, ME 9, MA 9, PS 27, PP 11, PE 11, PB 17, Spd 22.
Hit Points: 14, S.D.C.: 91, P.P.E.: 10.

Skills: 
Charm/Impress 35%
Athletics, Basic Maths 60%, Body Building, Boxing, Cooking 40%, Dancing 35%, Hand-to-Hand Martial Arts, Literacy 55%, Pilot Automobile 72%, Pilot Truck 54%, Prowl 35%, Running, Streetwise 29%, W.P. Blunt, W.P. Revolver, W.P. Targeting, Wrestling.

Saves: 
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +2
Attacks per Round: 2+3
Strike: +0; +1 (Blunt, Throwing)
Damage: +12
 1d4+12 punch
 1d6+12 knife
 2d4+12 baseball bat
 3d6 revolver
Parry: +2
Dodge: +2
Roll with Punch: +5
Pull Punch: +3

Benchmarks:
Normal Carry Capacity: 540 lbs; Lifting: 1080 lbs.
Normal Stamina: Carry Max 44 minutes, 22 minutes while running or fighting. Lifting for 11 rounds (165 seconds; 2.75 minutes).
Ground Speed: 15.4 mph for 11 minutes
Swimming Speed: 42 yards (126 ft.) per round for 72 rounds.
Leaping Distance: 3.5 ft. high; 7 ft. broad, from a running start. 2.1 ft. high; 4.2 ft. broad, from a standing start.

They were still standing there when Tammie arrived. She was a tiny bit above average height and on the slim side of average build. She looked like she'd missed more than a few meals in her life. She was in many ways medium brown. Brown skin and wild brown hair. Her youthful beauty only marred by the scattering of early-onset vitiligo spots up the left side of her face. She too wore a school uniform; the same school as Topaz.



Tammie Keys 
Height: 5'7", Weights: 125 lbs. Age: 17.
Class: Thief.
Alignment: Anarchist.
Disposition: Nervous and fidgety. A bit of a worry wart.
IQ 9, ME 9, MA 9, PS 13, PP 15, PE 9, PB 14, Spd 9.
Hit Points: 12, S.D.C.: 35, P.P.E.: 7

Skills:
Basic Electronics 50%, Basic Maths 60%, Basic Mechanics 45%, Card Sharp 32%, Climbing 60% (Rappelling 50%), Hand-to-Hand Basic, Literacy 65%, Palming 30%, Pick Locks 60%, Pick Pockets 55%, Pilot Automobile 72%, Prowl 45%, Safe Cracking 29%, Streetwise 29%, W.P. Blunt, W.P. Knife, W.P. Targeting (Knife).

Saves:
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +0
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +0
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks per Round: 2+2
Strike: +0; +1 (Knife, Blunt)
Damage: +0
 1d4+0 punch
 1d6+0 knife
 2d4+0 baseball bat
Parry: +1
Dodge: +1
Roll with Punch: +3
Pull Punch: +2

Benchmarks:
Normal Carry Capacity: 130 lbs; Lifting: 260 lbs.
Normal Stamina: Carry Max 36 minutes, 18 minutes while running or fighting. Lifting for 9 rounds (135 seconds; 2.25 minutes).
Ground Speed: 6.3 mph for 9 minutes
Swimming Speed: 39 yards (117 ft.) per round for 9 minutes/36 rounds.
Leaping Distance: 3.25 ft. high; 6.5 ft. broad, from a running start. 1.95 ft. high; 3.9 ft. broad, from a standing start.

"No masks?" Tammie fidgeted as they all sat together in the living room. Her hands played with her keys.
"No masks. It looks premeditated," Lucky confirmed.
"So people can recognise us?" Topaz looked unsure.
"Belladonna is our mask," Lucky repeated. "People do what she tells them, whether they want to or not. If any of us are caught we just claim that she made us do it.  As far as the law is concerned we're her victims."
"Oh yeah. You can't be held responsible for your actions if you're mind controlled." Essa smiled.
"That's right. But you have to be able to show that you were controlled. So we go into the bank, Belladonna uses her power on the cashiers and customers to get cash and valuables. Then we 'steal' the Hand of Glory from Nonno's deposit box. Essa will be parked out back of the bank. 
"If what Nonno says is true we can use the hand to exit out through the back wall. But before we go Belladonna will use it to look for more magic in the bank. We leave as soon as we have as much as she wants."
"I want it all." Belladonna sat cross-legged on an armchair, regarding them all hungrily.
"Which brings me to another thing. Belladonna is boss but you all go through me..."
"You are high priest" Belladonna purred. "Until I tire of you." 
"So any questions?" Lucky sighed.
"What do we do afterwards?" Topaz asked. "The pigs will be after us, mind control or not."
"She made me do it" Essa quoted.
"I was thinking a summer long crime spree," Lucky said. "If you want." Topaz shrugged and looked over a Tammie, who nodded.
"Yeah. Whatever," she said.

Saturday, 25 May 2019

Heroes Unlimited: Phenomenal Paragons: Ms. Fury Versus Belladonna

Dahlia Drake looked at her watch and tutted. She'd rather be sniffing out rumours of new masks active in the city than queuing at her local branch of Bastards Bank over what was everyone's lunch break. She had terrible timing. She was almost at the front of the queue when the door opened and in walked three women and a man. Dahlia wouldn't have even noticed them had the atmosphere in the bank not changed. From the awkward silence and shuffling to a suddenly enegerised wave of muttering. The man behind her in the queue said "A-dang!" quite loudly causing her to turn and look.

Hannah Rutherford (YouTuber) as Dahlia Drake
It had to be some sort of celebrity and her entourage. They all had looks Dahlia would be tempted to envy, even the big muscular woman at the back who looked like she was a body-guard or something. The man had the look of a manager or PR guy. But it was the woman who led them that drew the eye. She was truly beautiful, in a way that no one should be. She was a mass of contradictions; strong yet fragile, tall yet somehow small, confident yet unsure. The big woman and a companion stood back by the doors while the man and the last woman, Dahlia could only think of her as "The Starlet", approached and bypassed the queue; heading straight for the row of counters and the bank tellers behind their glass screens. Nobody objected as they walked right up to the teller furthest from where Dahlia stood.
         
Related image
Elle Fanning (Actor) as Belladonna
"Hello," the starlet said, her accent strange and beyond Dahlia's ability to place. "I am Belladonna. I have come to make a..." she paused for a moment as she searched for the word and then snapped her fingers at her male companion. He bobbed his head.
"Withdrawal," he said.
"Yes. A withdrawal."
"And how much would you like to withdraw?" the bank teller asked.
"Everything!" Belladonna said with a radiant smile.
"Everything?" the bank teller seemed unsure as to what they were hearing.
"I am withdrawal all of your money," Belladonna said, "Give Me All Your Wealth." The words carried an inhuman compulsion and for a brief moment Dahlia fought the urge to hand over the contents of her purse. Will only just beating the beautiful woman's domination. Many around her were not so successful. Soon a pile of purses, wallets watches, jewelry and other valuables piled at Belladonna's feet. The bankers stuffed money into sacks provided by Belladonna's henchmen. All three of them had reached into duffle bags they had slug over their shoulders and were pointing them at people as if they contained shotguns or something.
"This is a robbery!" the man said to the customers. "Everyone down on the floor!"
"Better yet," Belladonna smiled, "Kneel, in Worship of Me!"
The bank customers knelt as one. But not Dahlia. Because where Dahlia had stood a black clad figure crouched, coiled like a jungle cat. Ms. Fury.
"Mask!" the male henchman yelled.

Dahlia made two saving throws versus Psionics; the first rolled a 15, only just passing, while the second was a 20. Unfortunately her roll versus Belladonna's Awe was only a 9+2, or 11. She automatically loses initiative versus the villains, loses an action and doesn't get any parry or dodge versus their first action this round.

Belladonna has 4 henchman with her, one is the getaway driver and is waiting outside. One is "Keys", a safecracker/locksmith who has just locked the doors of the bank. The second is "Topaz", the big muscular woman. The guy is "Lucky", a con artist who has attached himself to Belladonna. The getaway driver is "Essa". I used the Quick Villains rules from the GM Guide to generate them. They are all armed with baseball bats and knives. Topaz is also packing a revolver. They don't have any powers. These aren't the mindlessly loyal fanatics from Belladonna's power. But if this job succeeds their loyalty will certainly increase. Belladonna is unarmed and unarmoured; she left her bow and a whip in the getaway car.

There are thirty other people, customers and staff, in the bank.

Ms Fury doesn't roll for initiative. Belladonna rolls 24 (20+4), Keys rolls 8 (8+0), Topaz 20 (18+2), and Lucky rolls 12 (12+0). Essa is only going to come into play if the fight leaves the bank.


Words of magic spill from Belladonna's lips and she is covered in shimmering spectral plate mail. Ms Fury crouches confused by what she's seeing, not truly believing her eyes. Briefly finding it impossible to attack the beauty before her. A shot rings out from Topaz by the doorway, creasing Fury's shoulder. But she just stands there as if in a daze. Lucky and Keys draw baseball bats from their bags.

Because she failed her Awe/Horror save Ms. Fury literally loses her first action and must stand there as Belladonna casts Armour of Ithan on herself (AR18 and 170 SDC) and Topaz shoots her (2+4 for aimed shot =6; a hit, just, for 8 damage).

Belladonna casts another spell; a bolt of energy springs from her hands and splashes against Fury, seemingly shaking her from her confusion. But not before another shot rings out, again grazing her.. Lucky raises his bat between Fury and Belladonna as Keys charges across the bank. Fury leaps for Belladonna, across the kneeling customers, slipping past Lucky's bat to land on the piled wallets and purses, to scatter them.

For her second action Belladonna casts Energy Bolt, Magic Missile with the serial numbers filed off, at Ms. Fury. Energy bolt can only be defended against by a dodge roll of 18+, but since Fury can't dodge this round she just has to take it. This is bad news for Fury as Belladonna gets three more actions a round than her. That's 3 sure hits of between 4 and 24 points of damage 12 to 72 damage a round. Fury has to take her down and quick. Not that she knows that yet. She takes 18 damage from the bolt.

Topaz shoots again (6+4=10, a hit for 9 damage. Lucky basically holds action until Fury closes while Keys closes the distance between herself and the mask. Fury does the same, leaping across the gap between her and Belladonna. Lucky swings to hit (15+0=15, a hit), but his bat is deflected by Ms. Fury (15+8=23, a parry).

Belladonna attempts to evade Fury's coming attack. Topaz draws her bat out of the bag rather than shoot into melee. Lucky continues to defend his mistress while Keys joins him in swinging a bat at Ms. Fury. Keys misses while Lucky finds his bat deflected by Fury's claws. Those same claws slash at Belladonna, slipping through the gaps in her armour, tearing at clothing, scratching the skin beneath.

Belladonna declares her dodge on Fury; (11+6=17). Lucky and Keys swing to attack; (7+0=7, a hit) and (3+0, a miss) respectively. Fury parry's Lucky (3+8, a success by 1) and then slashes at Belladonna (19+6=25, a hit and above the AR of her armour) for 21 points of damage. Having found the 'Knockback' rules at long last, there's a 20% chance for Belladonna to be knocked off her feet. I roll 31 and she remains standing. Both Ms. Fury and Belladonna, between their strength, and in Belladonna's case, experience knock over 1 in 5 of anyone they hit. In Fury's case, however, due to her raw ability to take an impact (SDC) it takes twice as much force to push her over.

Again Belladonna attempts to evade, at the same time Topaz rushes across the bank, bat raised. Lucky and Keys swing again but Fury deflects them both, knocking Lucky's bat into Keys's, while still managing to slash at their boss. Belladonna fires off three bolts of energy in quick succession which strikes our hapless heroine. Topaz swings and misses.

Belladonna dodges again (14+6=20). Lucky and Keys both attack Ms Fury (8+0=8), (10+1=11) but she parries both (18+8 and 18+8; 26 for both). This raises a question for me as to how many attacks a character can parry in a single action. Searching the forums I learn that in Rifts a character can parry up to 3 attacks per action, but 4 or more can only be dodged.  Seems reasonable. The next question is, should I roll to parry separately for each parry or just once per action? 

Fury then attacks Belladonna again (19+6=25), slipping through gaps in the armour again to do 11 points of damage.

This leaves everyone but Belladonna and Topaz out of actions. Topaz gets her last shot in (2+0=2, a miss) and Belladonna gets to fire off three energy bolts to round the round off. Belladonna ends the round down 32 SDC while Ms. Fury is down 35 SDC. To put this into perspective Ms. Fury has lost just under 15% of her SDC while Belladonna is down by just over 25%. Fury is quite the rough'em-tough'em kinda gal. 

Round two begins with initiative. Ms. Fury rolls 14 (9+5), Belladonna rolls 22 (18+4), Keys 13 (13+0), Topaz 5 (3+2) and Lucky 9 (9+0). Sequence is Belladonna, Ms. Fury, Keys, Lucky and then Topaz.


Belladonna decides to withdraw to heal herself and evades Ms. Fury as she does so. The cat clothed vigilante attempts an acrobatic kick but misses. She lands on her feet and parries the cudgel blows of the others with her claws.

Belladonna rolls 17 (11+6) to dodge and Fury only manages a 14 (9+5) with her kick. Keys (5+0=5), Lucky (18+0=18) and Topaz (6+1=7) all attack. Ms. Fury's parry with her claws is +8, which means she automatically parries any attack roll of 9 or less. I won't even bother rolling to parry them. Rolling to parry Lucky's blow gives me (19+8=27), a success.

Belladonna casts a spell on herself and some of the scratches she suffered at Ms. Fury's claws begin to close up, but not completely,  Fury attempts an acrobatic kick against Topaz, who is currently the  most immediate threat to her. But the muscled woman twists out of the way, evading the strike. Keys bat almost catches the heroine but is defected by her claws while Lucky swings wide.


Belladonna casts Heal Self at a cost of 20 PPE and heals 17 SDC. Ms. Fury rolls (7+5=12) to kick Topaz but the criminal rolls (11+2=13) to dodge, using up this action. Keys attacks (13+0=13) but is deflected (12+8=20). Lucky just flat out misses (4+0=4, which is below the minimum of 5 to hit).

Belladonna keeps healing herself while Ms. Fury goes back from kick to claws, slashing at Topaz in an attempt to reduce the number of opponents she has to fight. Topaz tries to parry with her bat but the vigilante reaches around it to cut her left shoulder with enough force to throw her to the floor. Keys swings at Ms. Fury who deftly parries her. "Okay, you're next." she purrs. Again Lucky's swing goes wide.


Belladonna regains another 13 SDC, leaving her only 2 points down. Fury hits Topaz with (17+6=23) versus a parry of (15+2=17). She does 17 SDC damage, which is basically minimum damage. 16 to 29 points of damage in enough to give a 20% chance of knocking Topaz over. I roll 01. She falls. She loses her attack and must spend her next action standing. Key rolls (17+0=17) but is parried with (13+8=21). Lucky rolls (3+0=3).


Belladonna fires another energy bolt at Ms. Fury who bent out of the way. It splashed against a far wall, leaving a scorch mark. Keys and Lucky again find their blows deflected by Ms. Fury's claws. Topaz recovers her bat and stands. She swings at Fury, who parries once more. Another energy bolt follows. Belladonna grabs a fancy red silk rope from  the queue line and whips it at Ms. Fury, who slashes it with her claws, cutting it below a useful length.

Ms. Fury rolls a dodge of (14+6=20), which beats the 18 needed to evade the energy bolt. Keys rolls a (5+0=5) and Lucky (7+0=7), both below the 9 minimum of Fury's clawed parry. Again only Topaz and Belladonna have actions left. I remember that Roll with Impact is a thing and so I roll for it; (19+3=22). This also beats 18 so I half the 17 damage down to 8. Topaz rolls (15+1=16) for her attack but Fury's parry roll is (19+8=27). Belladonna has used more than half of her PPE and so tries to get inventive and uses a rope as an improvised whip (I decide on -2 strike due to length and unwieldiness, but +1 damage from the weight and brass hook at the end). Her attack roll is (9+6-2=13), whereas Ms. Fury's parry is (9+8=17). I decide that the rope is cut because the claws minimum damage is greater than the rope's SDC. I haven't found rules for damaging weapons 

Round 3 begins with initiative again. Fury rolls 23 (18+5), Belladonna rolls 20 (16+4), Keys rolls 18 (18+0), Topaz rolls 14 (12+2) and Lucky 8 (8+0). And that's the sequence for the round.

Ms. Fury continues her assault of Topaz, who parry's the claw strike with her bat. Belladonna drops the end of the rope. She points to the most attractive customer and begins to cast a spell. Keys tries to batter Ms. Fury again but misses. Topaz throws her bat at Ms. Fury who knocks it aside. But in the process she leaves herself open to Lucky who clocks her with a solid hit.


Ms. Fury rolls (4+6=10) but Topaz parries with (13+1=14). Belladonna picks out the most attractive customer in the bank a woman with P.B. 22 and begins to cast Love Charm on her. Keys's attack is (3+0=3). Topaz throws her bat at Fury (18+1=19) but it is deflected (19+8=27). However Lucky's attack (17+0=17) is not as Ms. Fury only rolls (4+8=12) to parry. She takes 8 SDC damage.


Ms. Fury claws at Topaz who attempts to deflect the blow with a forearm against the vigilante's wrist but fails, getting raked across the arm for her troubles. Belladonna finishes her spell and the woman she cast it upon blushes and squirms. Keys and Lucky both swing wildly as Topaz twists her wrist and turns the block into a grab...

Ms. Fury hits with a (19+6=25) while Topaz's parry is only (3+1). Topaz isn't knocked over. Neither Keys nor Lucky roll over Fury's minimum parry. I'm not entirely sure how wrestling works. However it says that someone with the skill can pin an opponent on a roll of 18 or higher. I roll a natural 20.


Neelam Gill (Model) as Aditi
Ms. Fury attempts to break free of Topaz's grip as her opponent seeks to restrict her movement further by grabbing her other wrist. 
 "Fill the bags with the offerings," Belladonna says to her newly enslaved hostage, "And bring as many as you can once you're done." The woman, who we shall call Aditi, nods.
 "Anything for you, my love," she sighs and gets to work.
Keys has abandoned the attack to instead approach the door to the deposit box vault, pulling some keys from her jacket pocket. Lucky takes the opportunity presented by his foe's restricted movement to hit her with the bat. She barely reacts as she uses her feline flexibility to pull free from Topaz.

Okay so it says that each party who are wrestling one another roll 1d20 and add P.P.. That's (8+24=32) for Ms. Fury and (17+11=28) for Topaz. I think Topaz only has somewhere in the region of 35% chance to successfully grapple Ms. Fury. Also I think I've done wrestling wrong. Luck hits with a (13) and does 5 SDC damage.

Ms. Fury responds with an acrobatic kick, which hits Topaz causing her to stagger but not fall. Belladonna absentmindedly waits while Key unlocks the vault door, shooting off an energy bolt at Ms. Fury almost to amuse herself. Lucky's bat fails to connect again.

Belladonna takes a deposit box key from Key and enters the vault. Finding the box she wants immediately. She opens it and grins at its contents.

Ms. Fury's kick connects with an (11+5=16) against Topaz's dodge of (8+2=10). She does 18 damage but fails to floor Topaz by a couple of percent. The energy bolt she takes only does 6 damage, pushing her over 100 SDC taken. Topaz's grapple attempt took 2 actions meaning that she doesn't get to do anything further this round.

Initiative for round four goes thus; Ms. Fury 12 (7+5), Belladonna 13 (9+4), Topaz 7 (5+2), Keys 20 (20+0), and Lucky 14 (14+0). Sequence is Keys, Lucky, Belladonna, Ms. Fury, and Topaz.

Keys begins gathering the filled bags of money from the bank tellers as Lucky takes another swing at Ms. Fury and his bat is turned away at the last moment by her claws. Belladonna exits the vault, her eyes glowing with an unearthly light. As is the mummified human left hand she's holding in hers. Ms. Fury slashes at Topaz, who evades.

Belladonna shakes the glowing hand at Ms. Fury and dust flies from it to settle on the vigilante who shakes her head and stumbles. Topaz punches her and Ms. Fury falls, her eyes heavy. As they close she sees a glowing doorway open in  the outside wall of the bank, revealing a back alley and an idling white van. She hears Belladonna command "Sleep" and she falls into a dreamless slumber.

Lucky's attack is (16+0) but Ms. furry parries with (12+8=20). Ms. Fury's attack is (6+6=12) versus Topaz's dodge of (14+2=16). Then Belladonna uses the Sleep Dust power from the Hand of Glory. Ms. Fury has to save versus magic versus 14. She rolls (5+2=7), only half of what she needed and falls asleep while the criminals escape.

 "Miss? Miss?" Dahlia Drake opens her eyes to see Guardian Angel standing over her, smiling. She starts into full wakefulness. "It's alright miss. You're safe. They've gone." Dahlia realises that she's not in costume and relaxes a little. "Can you remember what happened?"
 "There were four of them," Dahlia begins, "Three women and a man. Their leader called herself Belladonna..."


So this fight was a bit more rough around the edges than before. Testing poorly explained/understood sub-systems. In hindsight Wrestling seems to involve a normal barehanded strike followed by a grappling roll with an 18+ meaning an automatic pin. The grappling roll happens every action it's contested. 

The Hand of Glory will get a short write up later. Belladonna and her gang will also return. I have plans. Speaking of which Aditi wasn't planned. But with the crook's plans disrupted they were going to need an extra pair of hands. Belladonna would only charm the first attractive person she saw. Unfortunately there's a chance that when the Love Charm spell wears off (in 35 minutes in this case) it's effects either warp the victim's mind or become permanent. For Aditi it's become permanent. Since running this fight I've gone back and created Aditi as an NPC. Since the GM guide only has rules for creating criminals and not bystanders I made her using the rules for PC, just didn't apply a powerset class. I also used an expanded education chart which I found on the forums and recompiled for my own use. It's interesting. Aditi is a Bollywood and Hong Kong actress; she's a martial artist who has borderline superhuman abilities, without powers. I think I might start a line of posting criminals and bystanders.

So, uh, join me next week for... 59... 

The Super Soldier!

Get your flags ready.

Saturday, 18 May 2019

Heroes Unlimited: Phenomenal Paragons: Belladonna (Immortal)

Her crimes too terrible and endowing to list she was stripped of her name, her portfolio and most of her power. Cast beyond the realms known and unknown she found herself washed up upon some lost world beyond the annals of her kind. A world called Earth. Now if she is to reclaim what was seized from her she must make a new name for herself among these prattling mortals. Bending them to her will so that they may raise new temples dedicated to her majesty.

They will call her Belladonna.

Belladonna


This is the sixth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.

So this is our second immortal. As promised she is neither a ghost nor astral entity. She's far more interesting.

Step One: The Usual.

Elevens across the board.

Step Two: Hit points & S.D.C.

Still not useful.

Step Three: Super Abilities & Immortality.

We start off again with P.P.E. We start with 30, plus our eventual P.E., whatever that might be.
Next level. There's that break between heroes and villains again so I roll for alignment: 6, Miscreant. Another baddie. Villains start at level 1d6+4, 7 in our case.

1. Nature of Immortality.

Fallen Godling.
A deity deliberately punished or accidentally cast down into a permanently human, if immortal, form. They get a bunch of  random bonuses, to every attribute. In our case these resolve to:  +2 I.Q., +3 M.A., +1 M.E., +3 P.S., +1 P.P, +1 P.E., +3 P.B., +20 Hit Points, 40 base SDC, +14 P.P.E, +1 initiative, +2 pull punch, +2 roll with impact, +2 save versus magic, +3 save versus possession, +4 save versus poison & disease, +2 save versus horror. Heals 3 times faster than a mortal, strength is considered Extraordinary. They have perfect and keen, but normal, senses.

2. Super Abilities & Other Powers of Immortals.

Super Abilities and Magic: The have 1 major ability, 1 minor ability and a bunch of spells. They also get +70 P.P.E.
For their major power I decide on Divine Aura.
This literally grants the character an aura of divinity. The clue is in the name. This is the last vestige of their divine power and the tool through which they intend to reclaim what they lost.
They have an Awe/Horror Factor of 14. Awe/Horror Factor is a fear/awe effect that can prevent opponents attacking a character during the first round of an encounter because the character appears too scary, or are supernaturally beautiful, or have an air of otherworldliness. In this case it's because they have a literally aura of the divine.
They get a single loyal follower per level of experience. So in this case 7 fanatically loyal followers. They're of a minion level of quality; not bright, willful nor charismatic. if a fanatic dies they're quickly replaced. The character also gets less fanatical followers but there's no details as to how many.
They can command those around them. Once every 3 rounds or so they can issue a single simple verbal command, no more than a single sentence, and everyone who hears it will feel compelled to comply, losing an attack in the process. They must save versus psionics to resist. Their loyal followers get +1 initiative, strike, parry, dodge and an additional attack from such commands.
They can amplify their voice, varying the volume and range out to 1,600 ft. It takes no action and does not interfere with any of their other abilities or powers.
They can create the illusion of being twice as tall, increasing their awe/horror factor by +2.
Finally they get a few random bonuses to some attributes. We get +5 M.A., +5 M.E., +3 P.B., and +20 SDC.
For their minor power I decide on Physical Perfection. I discussed it a bit in the Ms Fury writeup. One of the things it does is cause the character to draw attention.
It gives us +2 M.A., +4 Spd., +7 P.B., +1 P.E., +1 P.P., +2P.S., +17 SDC, +7 Hit Points, +5% save versus coma.
I get to choose a bunch of spells. Overall I get 13.
I pick: Decipher Magic, Mystic Alarm, Armour of Ithan, Energy Bolt, Trance, Eyes of Thoth, Heal Wounds, Tongues, Animate & Control Undead, Fly As The Eagle, Heal Self, Love Charm and Havoc.
I'm aware that few to none of those mean much to anyone not familiar with the game. Some are descriptive enough to give some idea as to what they do, other less so.

Now onto a thing that is new for me; P.P.E. Channeling. It's an optional rule first published in The Rifter #21, Palladium's in-house magazine. Although I first read it Best of The Rifter, which I got as part of some charity pack from DriveThruRPG a long time ago. Usually when it comes to casting spells the caster is limited as to how quickly they can cast by the level of the spell. This can limit their utility in combat meaning a high level spellcaster is vulnerable to a couple of low level thugs with sticks. That's not a problem in most games but in some, superheroes especially, they are expected to be able to handle some street thugs by themselves. This is where P.P.E. Channelling comes in. Instead of the normal method casters can channel their P.P.E. at a set rate, based upon their level and ability, per action/attack during combat. This means that more combat able casters and more powerful, which is to say "higher level", casters can get their spells off better in a fight.

Our character can channel up to 35 P.P.E. per action, which is a lot. There's only a couple of their spells that they can't get off in one action. Which feels about right, to be honest.

3. Reasons for Being on Earth.

Seeking to reclaim their godhood.
They have no familiarity with Earth and its many cultures.

Step Four: Education & Skills.

Not being native to Earth, our character doesn't get the usual options but instead rolls on another chart. I go with Eclectic Scholar because it gives the best skills and doesn't nail to a particular path, although there are no bonuses to their skills. That said we know that they are a villain. So I select programs that will aid her in a career as a criminal.
We get 5 scholastic programs, 12 secondary skills with an additional 2 for level.
Starting with the free Basic program:
Horsemanship, replaces Pilot Automobile.
Basic Maths,
Speak Native Language, No idea what language though.
Native Literacy.
Moving on I choose the Espionage program:
Assassin Hand-to-Hand, replaces Martial Arts; they're evil after all. +4 attacks/round, +4 damage, +3 disarm, +3 initiative, +3 roll with impact, +2 strike, +3 parry, +3 dodge, +3 body flip/throw, +5 pull punch.
Detect Ambush,
Intelligence,
Wilderness Survival,
Escape Artist,
Interrogation.
Then I go for the Physical program and pick the big 4:
Acrobatics, Kick attack for 2d4 damage, +2 roll with impact, +1 P.S., +1 P.P., +1 P.E., +3 SDC.
Boxing, +1 attack per round, +2 parry & dodge, +1 roll with impact, +2 P.S., +10 SDC.
Gymnastics, +2 roll with impact, +2 P.S., +1 P.P., +2 P.E., +7 SDC.
Wrestling, Body block/tackle 1d4 damage, Pin 18+, Crush attack for 1d4 damage, +1 roll with impact, +2 P.S., +1 P.E., +14 SDC.
For the next two I pick the Professional Thief program:
Locksmith,
Prowl,
Climbing,
Surveillance Systems,
Card Sharp,
Concealment,
Palming,
Seduction,
Streetwise.
Finally, at a bit of a loss I pick the Science program:
Computer Operations, I know this makes no sense but it's in the program. Maybe they understand networking so intuitively it applies to computers too.
Advanced Maths,
Chemistry, possibly "al-chemistry".
Anthropology,
Analytical Chemistry,
Archaeology.

For the Secondary Skills I go with:
Art,
Athletics, +1 parry/dodge, +1 roll with impact, +1 P.S., +4 Spd., +5 SDC.
Body Building, +2 P.S., +10 SDC.
Dancing,
Musical Instrument, not sure which one. Yet.
Research,
Running, +1 P.E., +10 Spd., +3 SDC.
Singing,
Swimming,
W.P. Archery (Longbow), +140', +1 parry, +3 strike, Rate of Fire 6.
W.P. Staff, +3 strike, +1 strike thrown, +2 parry.
W.P. Whip, +4 strike, +1 damage, +2 entangle.
For the extra secondary skills, the first at level 3 and the second at level 6, I select:
English Language,
English Literacy. Which is not to say that the character has been on Earth since at least 3rd level, only that she's a fast learner who has picked up language since arriving. However brief that might be.

Step Five: Alignment.

Already done. Miscreant.

Step Six: Money, Equipment & Rounding Out.

They've £14,000 in trade goods, and have acquired £7,000 in currency through trade and theft.
Their wardrobe is outdated and the look like they got their clothes in a charity shop.
Their battle dress/costume comes from 5 sets of ancient armour.
Their personal weapon is a long bow that shoots lightning, without an arrow, out to 600' for 4d6 damage, and otherwise does 5d6 damage with ammunition.

I realise that I still don't know the character's gender. Being an alien deity squished into a human form they could be anything. So I grab some d6's. 1-2 is male, 3-4 in non-binary/intersex, and 5-6 is female. Rolling 4 dice as a deadlock breaker I get 1, 4, 6, and 6. She's female.

Suddenly I know the perfect theme for her.

Name: Belladonna
Super Identity: Belladonna
Level: 7, Immortal, Fallen Godling.
Height: 6', Weight: 150 lbs.
Alignment: Miscreant.
Disposition: Believes herself a goddess and behaves appropriately at all times, even when alone and scared.
I.Q. 13, M.E. 17, M.A. 21, P.S. 26, P.P. 15, P.E. 18, P.B. 32, Spd. 32.
Hit Points: 49, S.D.C.: 126, P.P.E.: 156 (35/action).

Superpowers:
Fallen Godling: Heals 3x faster, Extraordinary Strength, perfect and keen senses.
Divine Aura.
Physical Perfection.

Spells: (P.P.E. cost)
Decipher Magic (4),
Mystic Alarm (5),
Armour of Ithan (10),
Energy Bolt (5),
Trance (10),
Eyes of Thoth (8),
Heal Wounds (10),
Tongues (12),
Animate and Control Undead (20),
Fly as the Eagle (25),
Heal Self (20),
Love Charm (40),
Havoc (50).

Skills:
Natural Skills:
Charm/Impress 96%, Trust/Intimidate 65%.
Scholastic Skills:
Acrobatics (Balance 74%, Tightrope 81%, Climb Rope 84%, Back Flip 85%), Advanced Maths 80%, Analytical Chemistry 60%, Anthropology 55%, Archaeology 60%, Assassin Hand-to-Hand, Basic Maths 80%, Boxing, Card Sharp 56%, Chemistry 65%, Climbing 95% (Rappelling 85%), Computer Operations 75%, Concealment 48%, Detect Ambush 65%, Escape Artist 65%, Gymnastics (Balance 71%, Bars & Rings 81%, Climb Rope 74%, Back Flip 84%), Horsemanship 78%, Intelligence 50%, Interrogation 75%, Locksmith 60%, Native Language, Native Literacy, Palming 55%, Prowl 70%, Seduction 49%, Streetwise 48%, Surveillance Systems 65%, Wilderness Survival 65%, Wrestling.
Secondary Skills:
Art 70%, Athletics, Body Building, Dancing 65%, English Language 70%, English Literacy 40%, Musical Instrument 70%, Research 85%, Running, Singing 70%, Swimming 85%, W.P. Archery (Longbow), W.P. Staff, W.P. Whip.

Saves:
Coma/Death: +11%
Harmful Drugs/Toxins (15+): +2
Horror Factor: +2
Insanity: +1
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +4
Poison (Lethal 14+, Non-Lethal 16+): +6
Psionics (15+): +1
Possession: +3

Combat:
Initiative: +4.
Attacks per Round: 2+5.
Strike: +2, +5 (Archery), +5 (Staff), +3 (Thrown Staff), +6 (Whip).
Damage: +15.
 Punch 1d4+15.
 Body Tackle/Crush 1d4+15
 Acrobatic/Gymnastic Kick 2d4+15.
 Longbow (Archery) 5d6+15.
 Cat O' Ninetails (Whip) 1d6+16.
 Bullwhip (Whip) 2d4+16.
 Bo Staff (Staff) 2d6+15.
Dodge: +6
Parry: +6, +7 (Archery), +8 (Staff).
Pull Punch: +7
Roll with Impact: +12
Disarm: +3
Entangle: +2 (Whip).
Death Blow.
Body Flip/Throw: +3
Pin/Crush: 18+

Benchmarks:
Carry Capacity: 2,600 lbs; Lifting: 5,200 lbs
Stamina: Carry Max 72 minutes, 36 minutes while running or fighting. Lifting for 18 rounds (270 seconds; 4.5 minutes)
Ground Speed: 22 mph for 18 minutes
Swimming Speed: 78 yrds (234 ft.) per round for 18 minutes.
Leaping Distance: 6.5 ft. high; 13 ft. broad. 26 ft drop.

Background:
The nature of the crimes she had committed to earn such a terrible punishment was stricken from her, as that in itself could sustain her godhood. They took from her name and portfolio, her very nature and power, before casting her beyond the voices of any surviving worshipers. Her fate was to have  her remaining essence dissolve in the raw chaos that bounds the multiversal rim. To return back to whence she came.

But evidently that did not come to pass. Perhaps one of her executioners had foolishly chosen to commute her sentence. Or, far more likely, she had taken precautions against her possible destruction. She has no way to know. Instead she found herself washed ashore upon a world unknown to her ilk. A world she soon learned was called Earth.

She awoke to find herself lying naked on a bed formed of wooden boxes of a dimly lit chill room filled with clutter. She felt tiny, barely substantial. Her form, a physical form no less, resembled that of a mortal humanoid. She found a reflective surface among the boxes and containers. Examining herself she looked... "hu-man". The knowledge percolated up from somewhere. "Fe-male". Well at least that was right. A fear she barely recognised faded from her. She examined herself further. She was attractive, no more than that. Beautiful, sexy. A strange urge to procreate with herself welled up. She pushed it down and giggled, a sound like it was raining chimes. There would be time to explore that later.

It was followed by an urge to cover herself. Her brows arched in surprise. A nudity taboo? Of all the things she didn't want. She looked around more. There were what she took to be garments hanging from racks and in papery boxes around the room. They were a little dusty but wearable. There were some other containers in the center of the room. They had formed her bed when she had awoken. She recognised them. They were hers? They opened to her touch, revealing their contents: suits of armour, precious gems and a long bow. She strung the bow and for a brief moment she was worried it would be beyond her strength but once strung it sung with lightning. Like her it was greatly diminished in power but could still be devastating. She smiled and unstrung it. Something else for later. She picked a few garments off their racks and dressed as best she could in the unfamiliar clothing. She's need a local to explain a few things, an idea that filled her with revulsion; being dependent upon another.

Once clothed in a simple dress and sandals she explored the two doorways out of the room she had woken in. The first revealed a large darkened chamber, filled with more garment racks and shelves. The far wall was mostly glazed and looked out over an area cobbled in large stone slabs. A few people moved by in the light of a setting sun. They did not see her in the shadows. She realised that she was taller than many of the women who had walked past. In the... win-dow... there was a notice adhered, the light casting the lettering as shadows upon the back of the paper. She cast a spell to translate it. "Salvation Army," she read although it was reversed, "Closing Down Sale". An army of salvation that ran an unsuccessful clothing store? The whole concept was laughable. What manner of world had she arrived upon?

Returning to the "Storeroom. Staff Only"; there had been a sign on the door as she turned, she went to the other door. It was locked. But there were keys in the lock. She realised that she knew how to manipulate such mechanisms as to unseal them. But she had no need. She unlocked the door and slipped outside. The air was wrong, foul, alien. Perhaps because of the many strange metal carriages and wagons that rolled around belching noxious fumes in their wake. It was not long before her belly began to growl. To add insult to injury, this body required sustenance!

She let her sense of smell lead her to a nearby establishment, from where came the scent of cooked food. The words "OSTERIA DEI MASCALZONI" were emblazoned above the door; "The Tavern of Rogues" her magic translated. It seemed appropriate. She entered and found herself surrounded by diners seated at tables in groups of two to four. The room went quiet. All eyes turning to regard her. She quickly cast a translation spell so that she could communicate with them. An elderly gentleman carrying a ceramic plate piled high with stringy noodles under a scarlet meat and vegetable sauce spoke first, moments before her spell was complete.
"Bella donna," he said.
"Feed me," she commanded. He smiled and passed the plate to her. Around her everyone stood, each to present their own meals to her. She grinned in response.
It was a start.


Okay. So next week is another break from characters. Time for another Versus battle I think. Try a bit of mass combat maybe? Any way tune in for:

Ms. Fury versus Belladonna!

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