Showing posts with label Heroes Unlimited. Show all posts
Showing posts with label Heroes Unlimited. Show all posts

Saturday, 10 April 2021

Fixing Palladium

 Okay. Previously I stumbled and fell during my last Versus Battle. Hitting the Palladium/Megaverse system's major flaw in combat. Combat. With 19 characters in play, ten of them animals, it became impossible for me to keep track of who was doing what to whom, at the beginning of the fourth action of round 1. 

The actual problem I was having is that with actions and initiative. Normally after initiative is rolled for the round everyone goes through their first actions in initiative order. Then everyone goes through their second action and so on and so forth. Until everyone has had all of their actions for the round. Then you move onto the next round.

In Heroes Unlimited player characters start with 2 actions per round, but can quickly gain more through skills or powers. Most appear to have 4, at first level. The highest I've seen around first level is The Gargoyle, with 9 actions; a character I was planning on having turn up in later rounds of the versus battle in question.

Keep in mind that the combat round is 15 seconds long.

I remember from my teens having a great deal of fun playing this game. But then we were a small group of players and having more than a handful of foes was rare. When half the characters are being controlled by other people a lot of the weight of running combat is shared; Versus battles drop all that weight on my shoulders.

Someone must have had a similar problem to me. So I did some research, and yes. Lots of people. Looking at their solutions was not helpful. Most people just rewrite the system into another system and change things that I wanted to keep.

My self brief was thus:

  1. Keep everything that makes the system the system. So no adding or removing bits.
  2. Make it work.

I spoke to friends and people online, I wracked my brain for a solution for two weeks. Nothing. 

I tried looking at Actions as if they were Action Points, but that changed nothing. I tried looking at when an action would take place in a 15 second round. But that also didn't change anything and, if anything, added more complexity.

They, April 3rd I dozed off in front of the TV and dreamed of going through a box of books and folders that my poor parents are still storing for me. It was a battered blue folder which I once painted a streaking aura around a humanoid figure that caught my attention. The paint had almost immediately peeled off but in my dream it was whole. Inside was a system I had designed in my late teens; a super powered wrestling system. If you've ever seen a wrestling match, and I haven't been a fan since I was a kid (I loved Big Daddy and Giant Haystacks; I lost interest when they retired, which dates me) it has a pattern in which whoever "has initiative" inflicts their opponent with a chain of blows, bounces, throws and pins until something goes wrong. Then the tide turns and the initiative reverses. In this system I had created I had attempted to model this. It was simple. Whoever wins initiative does their stuff until they screw up and fail a roll. Then the other guy gets to do their thing until they screw up and then the round ends and initiative rerolls. I'd never figured out how to get it to work with more than two fighters but that's because I was asking the wrong question.

When I woke up I realised I had my solution. To both problems.

The solution to the Palladium problem is to change how Actions work in the round. Instead of everyone taking their first action in initiative order, and then everyone taking their second action, and so on and so forth. Now whoever wins initiative gets to use as many actions as they wish until...

  • They fail a roll.
  • Or they run out of Actions
  • Or they decide to stop for whatever reason.

At which point the next person in initiative gets to use their actions. And so on down the line.

When everyone has gone once, rinse and repeat until everyone is out of actions or nobody wants to act any more. Then the next round begins.

If someone has to dodge they lose a future action but the result of their dodge roll keeps until they either get to act or they are attacked again and choose to reroll. Which will cost another action.

And that's it. Simply reframing the combat sequence eases the burden. Or does it. Let's go to round 2 of that combat that confounded me and see what happens:

Saturday, 13 March 2021

Heroes Unlimited: Phenomenal Paragons: Experiment: The Alpha

 Dutch Lamb always knew he was destined for greatness. It just took a while to find him. He didn't just sit around like some loser waiting for it. No he went to university, read physics, got into extreme sports and fell into the wrong crowd. He didn't actually graduate but instead went into a life of crime, working for the mob. His destiny found him when he assisted another "mob scientist" with an experiment which intended to create mutant dogs as shock troops for the Mob. Something went wrong and Dutch was bathed in radiation. Which somehow resulted in him gaining super-abilities of his own. Now he works freelance as The Alpha.


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

This is the second character inspired by a recent (Feburary 2021) discussion on a friend's Discord regarding the Marvel characters of Snowflake and Safespace.

I've always seen the Experiment class as the default for Heroes Unlimited. If you're not any other class, then you go with Experiment. It shares a lot with Super Soldiers, and I thought I'd written up an Experiment already because of the number of times I've generated a super soldier for this project.

As with almost every other class there's a list of charts to roll against to help define the nature of the experiment and what it did to the character. 

  • My first roll is on the Nature of the experiment. Which is essentially what was being messed with when this happened. In this case it involved radiation/energy which the character was exposed to.
  • The second roll is on the Type of experiment. Which is essentially what were you trying to achieve when this happened? In this case it's an accident. As in they were trying to do something else and have no way of replicating it.
  • The third roll is for the number and type of super abilities. I go with 4 minor and 1 major. Because I can.
  • The fourth roll is for the side effects of the experiment. These are permanent. You get one roll and done. The chart in the main rules is kind of short and a bit boring so I use one expanded to include fan-made side-effects that I added to, to make up to 50 different options. It can be found here.
    I roll up "New Life Form" (43 on that chart). This gives me a random number of mutations and a roll on one of the tables for Aliens. I use the fan-made Mutations table from before and accidentally do the high average rather than the low average. I get Exceptionally Stocky and Broad which gives him superhuman strength and makes him weird looking; Predatory Instincts which makes him dangerous, and Angelic Face which makes him pretty.
    The roll on the table from the Aliens class gives me "High Gravity" worlder. Which gives him superhuman strength. 
  • The fifth roll is to identify the organisation that sponsored the experiment. I get one that is both secret and criminal.
  • The final roll is for the character's status with the sponsoring organisation. I get: "Allowed to leave on good terms".
For his major power I want something that says "leader of the pack" and so I pick Animal Abilities: Canine. This gives him a pack of 5 canines to lead. As well as a bunch of other things too.
This One

For his minor powers I go with Extraordinary Affinity and Extraordinary Beauty. Both of these make it far easier for him to manipulate people. Also he's built like Barret Wallace or that Rob Liefeld picture of Captain America. So he needs all the help he can get. 

Physical Perfection also makes people think he's more powerful than he actually is, on top of a bunch of other very useful bonuses.

I also pick Vocalisation as his final power. Not only can his voice be heard over half a mile, but it improves his ability to be command others. His bark is literally worse than his bite.

For his education I roll on the improved chart as normal and get 3 years of college and trade school. Unfortunately I immediately learn his trade is "Professional Thief".

Rounding out his character I roll for his alignment, getting "Anarchist". He's another misogynistic, racist, SoB. Perfect to lead (?) the White Knights. (I'm not saying all anarchists are misogynists and racists; just this character).

So putting this all together...

Name: Dutch Lamb
Super Identity: The Alpha
Team: White Knights
Level: 1 Experiment
Height: 6'4", Weight: 273 lbs, Age: 26.
Alignment: Anarchist
Disposition: Arrogant misogynist; looks down on everyone who isn't a Super. Or white. Or male.
IQ 11, ME 11, MA 29, PS 27*, PP 13, PE 15, PB 39, Spd. 178
Hit Points: 25, S.D.C.: 187, P.P.E.: 20.
(*Superhuman Strength)

Experimental Superpowers: 
Nature of Experiment: Radiation/Energy
Type of Empowerment: Accidental
Super Abilities: 4 minor, 1 major
Side Effects: New Life Form
 Mutation 1: Miscellaneous Mutation: *Stocky & Exceptionally Broad. 
 Mutation 2: Animal 2:Predatory Instincts.
 Mutation 3: Face: Angelic Face
 Physiological Modification: Heavy Gravity.
Sponsor: Secret. Criminal.
Status: Allowed to leave on good terms.

Animal Abilities: Canine:
Extraordinary Affinity: 
Extraordinary Beauty: 
Physical Perfection: 
Vocalisation: Amplify Voice range 1/2 mile, Wider Vocal Range & Command range 100', 

Skills: 
Natural Skills: 
Charm/Impress 98%, Mimic Sounds/Whistles 70%, Modulate Voice 86%, Recognise Personal Scent 56%, Recognise Scent 70%, Track 50%, Trust/Intimidate 96%.
Scholastic Skills: 
Advanced Maths, Athletics, Basic Maths, Body Building, Boxing, Chemistry, Climbing, Computer Ops, Demolitions, English Language, English Literacy, Hot Wiring, HTH Martial Arts, Locksmith, Mountaineering, Palming, Parachuting, Photography, Physics, Pickpocket, Pilot Automobile, Pilot Truck, Pilot Motorcycle, Prowl, Read Sensors, Running, Safe Cracking, Seduction, Streetwise, Surveillance Systems, Swimming, W.P. Pistol.
Secondary Skills: 
Breed/Train Dogs, Diplomacy, First Aid, Land Navigation, Navigation, Pilot Sailing, W.P. Blunt, W.P. Improvised, W.P. Knife, W.P. Shield.

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

Combat: 
Initiative: +4
Attacks per Round: 2+3
Strike: +2 (+3 w/thrown knife, +3 w/blunt weapons)
Damage: +12
 1d4 Athletic Strike
Parry: +3 (+4 w/blunt weapons; +1 additional w/shield)
Dodge: +2
Roll with Punch: +6
Pull Punch: +3
Critical: Nat. 20

Benchmarks: 
Carrying Capacity: 5,400 lbs (2.7 tons); Lifting: 8,100 lbs (4 tons).
Stamina: Carry Max 60 minutes, 30 minutes while running or fighting. Lifting 15 rounds (225 seconds; 3.75 minutes).
Ground Speed: 125 mph for 15 minutes. (31.25 miles)
Swimming Speed: 81 yards (243ft.) per round for 15 minutes. (2.76 miles)
Leaping Distance: 29' high and 58' broad with a running start. 17'5" high and 29' broad with a standing start.

Background:
Dutch Lamb would like to think that he grew up on the streets and his powers were deserved and earned through his own hard work. But the truth is his family are just common upper middle class racists and he's a crook.

Dutch never had a holiday of adventure on the Blyghton Foundation's dime, and he's always felt robbed. (Some of them found buried treasure, and they kept it!) And he's never inherited anything as nice as a Spanish Quarter mansion, like that bitch he went to school with, Dahlia Drake. Although this isn't the reason he turned to criminality and, uh, social injustice.

He's just that sort of spoiled arsehole.

He leads the Ennor cell of the White Knights through force of personality rather than any real skill. But you know how the fash' are shallow and undiscerning when it comes to leadership. Show them a pretty face and a shouty voice and they get weak at the knees.

So join me next time when I out this joker up against my favourite hero so far. They'll be fighting like cats and dogs when... 

Ms. Fury Vs. The Alpha!

Saturday, 6 March 2021

Heroes Unlimited: Phenomenal Paragons: Imbued Hero: Gatekeeper

 While everyone believes themselves to be special as a child, most grow out of this by their teens. But not everyone. Jonty Clayton always thought he deserved better in life, despite being relatively well off, and was able to find like minded individuals online. Encouraged by these people he sought to take what he felt he deserved. Which resulted in him getting arrested and on a register. While in prison his cell mate hypnotised him. Surprisingly he unlocked super abilities. Now no cell can hold Jonty, no door can bar him; but he can bar others as The Gatekeeper.


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

This character was inspired by a recent (Feburary 2021) discussion on a friend's Discord regarding the Marvel characters of Snowflake and Safespace which were introduced to the New Warriors comic back in March of 2020. Snowflake and Safespace are "psychic-er" twins. One of whom is non-binary and a cryokinetic (Snowflake) and the other generates force-bubbles to defend others (Safespace). They're people of colour and pretty heavy handed LGBT representation. The discussion got around to what their villainous counterparts would be called. In the end we came up with the names and concepts of the "Gatekeeper" and "Alpha Male". Naturally this is my take on Gatekeeper with The Alpha coming next.

The Imbued Hero gets their powers from an imbuing agent. Like a drug or something. This gives the character a limited amount of time to get up to their super stuff. This being Palladium there are a number of d100 charts to role on to generate these aspects, Which are expressed as questions. Refreshingly it says I can just pick from them. So naturally I roll on them.

  • The first aspect is the nature of the imbuing agent. I roll Hypnotism/Brainwashing. Which is interesting. Somehow the character needs to post hypnotic trigger to go into power mode.
  • The second deals with how addictive it is. I roll the maximum. Which is to say "Debilitating and Deadly". So if the character doesn't have their fix (or use their power) at least once every day then they could die from "system shock". So in this case if they don't use their trigger at least once a day they could die. From what? Power build up?
  • The third question is who can use the imbuing agent to gain super abilities. In this case I get "...only the... hero". Which suggests the power is inherent to them, but either locked or controlled by post hypnotic triggers.
  • The fourth asks who can make the agent. I get "Only those instructed by the... hero". This tells me that while he knows his trigger, he can't use it on himself and has to teach it to others to access his powers. This makes him dependent on a team.
  • The fifth question asks how long each "dose" of agent lasts. I get 2 hours. 
  • The sixth asks how frequently the agent can be taken and I get "...As needed or desired".
  • The final step is how many super abilities and I get two major and two minor. Which is good as that's how many I need to do what I want to do with this character.
The crux of the gatekeeper power is this: I want the character to be able to link any door or gate to any others that are within range, or that they've been to. As long as they are linked either side is connected to the other and moving from one top the other will be just a matter of stepping through the door.
  • The minor power of Doorway allows a character to open a door through any wall they touch that's five foot thick or less.
  • The minor power of Window allows a character to look through one window and see out any other window within range.
  • The major power of Gateway permits a character to open a portal to anywhere in the world, as long as they have the location memorised.
  • The major power of Portals allows a character to open portals to anywhere within range, but nobody can see through the portals thus created.
By combining these four and changing things up a bit I can get what I want. 
  1. Gatekeeper can create a doorway/gateway on any surface and link it, or any pre-existing doorway/gateway to within any other doorway/gateway...
  2. ...Within Portals range...
  3. ...Or further to any one of (3 at first level) previously memorised locations. I choose their old prison cell (because being able to dump his opponents there is amusing), their base of operations, and I'll leave the third slot open for mission/adventure specific locations.
  4. They can focus and look through their doorways.
  5. Since I'm limiting both Gateways and Portals I give the character an ability to manipulate the locks on doors they touch. It's automatic but not instant.
Okay let's put things together.

Name: Jonty Tobin Clayton
Super Identity: The Gatekeeper
Team: White Knights
Level: 1 Imbued 'Hero'.
Height: 5'8", Weight: 200lbs, Age: 21
Alignment: Miscreant
IQ 11, ME 11, MA 11, PS 14, PP 11, PE 13, PB 12, Spd 14
Hit Points: 18, S.D.C.: 49, P.P.E.: 10

Imbuement: 
Nature of Imbuing Agent: Hypnotic Conditioning
Addiction: Debilitating: Must use at least once every 24 hours or suffer withdrawal. 10% chance of death by shock every time they go into withdrawal.
Who can use: Just Gatekeeper.
Who can make: Anyone instructed by Gatekeeper.
Dose Duration: 480 rounds/120 minutes/2 hours.
How Often: As often as needed.

Superpowers: 2 minor, 2 major
"Gatekeeping" (Doorways, Windows, Gateway, Portals)

  1. Can open a doorway in a wall by touching the wall, which can penetrate up to 5' of wall. Created doorways are up to 10' high and 4' wide. (Dur: lvl rnds; 1 action to activate. Must remain in contact)
  2. Can look through any doorway within sight and look out of any other doorway within range [100'+(lvl-1)x10'], as if they were the same doorway. (Dur: lvl min; all actions)
  3. Can connect any two doorways within [300'+(lvl-1)x30'], but can't look through them. Other side of doorway looks normal. Those who pass through without expecting it will be disorientated for 1d4+2 rounds. (Dur: 1d4 rnds, unless doorway ceases; 1 action)
  4. Can connect any two doorways on the planet, as long as they have been through at least one of them before. Can only recall [lvl+2] locations at any one time. Can also connect to any doorway within range as 2. or 3.
  5. Can automatically lock and unlock conventionally locked doors and gates with a touch.  No lock picking tools needed. Lockpicking/Locksmith/Safecracking skill for unconventional locks is considered 98% (1 action/rnd until lock picked)

Skills: 
Natural Skills:
Lockpicking 98%
Scholastic Skills: 
Advanced Maths, Art (Computer Graphics), Athletics, Basic Maths, Botany, Boxing, Business & Finance, Cardsharp, Computer Hacking, Computer Ops, Computer Programming, Dieting, English Language, English Literacy, History (General), HTH Expert, Law (Business), +Language, +Literacy, +Literacy, Pickpockets, Public Speaking, Research, Sport, Streetwise, Streetwise (Drugs), Writing.
Secondary Skills: 
Accounting, Business Management, Computer Repair, Entrepreneurship, Palming, Pilot (Automobile), Streetwise (Darkweb), W.P. Archery, W.P. Blunt, W.P. Bolas.

Saves: 
Coma/Death: +0%
Harmful Drugs/Toxins (15+): +7
Horror Factor: +0
Insanity: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +0
Poison (Lethal 14+, Non-Lethal 16+): +7
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +0
Attacks: 2+2
Strike: +0 (+1 Blunt)
Damage: +0
 1d4 Athletic Strike
 2d4 Bolas
Parry: +4
Dodge: +3
Roll with Punch: +6
Pull Punch: +0
Disarm: +0
Critical: Nat.20

Benchmarks: 
Carrying Capacity: 140 lbs; Lifting: 280 lbs.
Stamina: Carry Max 52 minutes, 26 minutes while running or fighting. Lifting for 13 rounds (195 seconds; 3.25 minutes).
Ground Speed: 9.8 mph for 13 minutes (2 miles)
Leaping Distance: 3'6" high, 7' broad with a running start. 2'1" high, 4'2" broad with a standing start.

Background: 

Jonty Clayton thought he deserved more than his privileged middleclass upbringing brought him. He fell in with a bad crowd online and ended up in the far-right undercultures of incels and white supremacy. Eventually he tried to act on his 'wants' and was caught, arrested and put on a register. Doing prison time his cell mate hypnotised him, awakening super abilities in the young man. The two escaped and Jonty found himself on Ennor. Getting in touch with contacts on the island he hooked up with the White Knights, a team of racist arseholes. 

While Jonty knows his trigger and can teach it to others, but can't use it on himself. He also can't remember who it was who implanted the trigger and escaped from prison with him.

Now wanted by the authorities Jonty has become an a terrorist and criminal with his fascist allies.


Join me next time when I finally present you The Experiment.

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...!>

Monday, 27 April 2020

Heroes Unlimited: Myriad Mutants: Ruzhu Wei-Wei

And this little piggy went... all the way home.

Born in 1989 Wei-Wei was obviously different from the outset, with a metallic glint to her skin. The full extent of her mutant abilities didn't become evident until her third year. The hide-and-seek incident was terrifying for her family. She vanished and then was found, apparently dead, in a cupboard. Only for her to suddenly awake with a giggle. The wood and tentacles were a surprise, but much less so.

1999 was the year Hong Kong was due to be handed back to China, and China's attitude towards mutants was well known. Not wanting their daughter taken and enslaved, the family made the difficult decision to split up. Wei-Wei and her mother, Mei-Mei, moved away to Ennor on the eve of the handover. Before her tenth birthday Wei-Wei found herself uprooted to a new country, a new island, and a new city, without her father and brothers. It was less traumatic than expected. The old fashioned Chinese buildings of Little Hong Kong made the neighbourhood feel quaint and homely. The great-aunt with the ailing restaurant business was kind and welcoming. The cousins less so, after Mei-Mei took over and rescued the restaurant. But the community backed her up, especially after she created the "Little Princesses Club".

Wei-Wei had already begun her training in Wui Wing-Chun but some of her new friends expressed an interest in learning. Her mother encourage the interest and what started as mother and daughter's after-school practice became an after-school club for girls of all ages in the neighbourhood. Beyond, even, when a Hindi family from Banger Town enrolled their daughter, Aditi, into the club; forming a bond between the two communities that blossoms to this day.

When she was 16 Wei-Wei was headhunted by a modelling agency. She didn't like how toxic the industry was but persevered through the five years she was in-vogue for. After 'retiring' at the age of 22 she started up her own agency, vowing that the people she represents will be treated well. Many of her clients are alumni of the Little Princesses Club, including Bollywood actress Aditi Rao.

The following year two of her brothers, Happy and Piggy, moved to Ennor with their families. Happy took over running the restaurant, Piggy and his wife, Sandi, opened a burlesque club in an adjoining building already owned by the family.

Then the person her brothers had come to Ennor to evade caught up with them, dragging a secret niece and the girl's mother, along with her. This Deidre "Dye-Daii" Long; literally the "Big-Bad Wolf"; abducted the Ruzhu family and held them hostage until Lucky and Red surrendered to her. Long's first action after capturing the entire Ruzhu family was to murder the abducted girl's mother. Both the girl and Red erupted with power at the shock. She, Wei-Yu, became a winged phantom sylph while Red transformed into a molten scarlet, demonic, figure of fire. As Red rushed Long and Wei-Yu wailed over the body of her mother. Wei-Wei took the opportunity to free herself and her family, each joining the fight in turn. Long, and her minions, were a match for the smaller group of mutants but the tide was turned when local masked vigilantes, guided by the Little Princesses, arrived in force.

Long was quickly overwhelmed and captured. Then imprisoned. Everything went back to what passes as normal for the Ruzhu family. At least for the next seven years or so.

Name: Ruzhu "Fern" Wei-Wei
Super Identity: Bamboo
Level: 6, Mutant
Height: 5'9", Weight: 120 lbs, Age: 30.
Alignment: Taoist.
Disposition: .
IQ 24, ME 21, MA 18, PS 19 (29*), PP 17, PE 23, PB 33, Spd 25
Hit Points 48, S.D.C. 52, P.P.E. 25, Chi 38.
(*Tentacles; Supernatural strength)

Mutation:
Age of Awakening: 3 (Although most of her mutant characteristics were evident from birth)
Cause of Mutation: Genetic Aberration.
Mutant Characteristics: Broad Mutation (4 random, 3 cosmetic)
Eyes: Independent Eyes.
Animal 1: Hibernation: Only needs 10% oxygen when hibernating; no food nor water required. Appears dead except to medical examination.
  1. Level 1 Hibernation: Takes 2 actions and lasts for up to 23 hours. She is completely aware and can leave hibernation at any time for the cost of no actions.
  2. Level 2 Hibernation: Tales 4d6 minutes to enter from level 1 and lasts up to 11.5 months. Takes 5d6 minutes to leave. She is completely unaware for duration and must decide how long hibernation will last when she enters it.
Neural: Extraordinary IQ.
Combat: Retractable Knee & Elbow Spikes. +1d6 damage to knee & elbow strikes. +1 Horror Factor when extended.
Skin: Sunproof Skin: Half damage from Light
Face: Angelic Face:
Skin: Metallic (but otherwise normal complexion)

Superpowers: 2 major
Matter Expulsion: Wood: +10% climbing wooden structures.
  • Shoot Wooden Arrows from finger tips: range of 600'. 1 to 4 arrows per action, doing 1d8 damage each.
  • Splinter Blast: Generates 3d6+10 splinters in a foot wide cone with a range of 25'. Does only 1d6 damage to bare  skin. However splinters also cause -1 to initiative, attack and parry rolls due to pain. Also penalise skills use by -10%; -30% if using affected area. Each splinter takes 1 action to remove.
  • Create Wooden Object: Can create up to 19 lbs of wood for 1 action. Remains for 1d4 minutes after being discarded. Weapons created in this manner do normal damage. Effective against vampires and some other supernatural creatures.
  • Create Wooden Armour: Can wrap herself (only) in wooden armour with an AR of 12 and 125 S.D.C.. Floats on water.
Prodigious Multiple Arms: 6 Tentacles: Each tentacle has a supernatural PS of 29 and length of up to 10 feet. Climbing with tentacles grants a Superior Climbing Skill. Each pair of tentacles used in combat grants an extra action. Each individual tentacle grants a +1 to strike, parry and entangle. Each tentacle is finger thick and appears to  be made out of segmented wood/bamboo.

Skills:
Natural Skills:
Charm/Impress 98%, Superior Climbing 97%, Trust/Intimidate 50%.
Scholastic Skills:
Aerobics, Basic Maths 98%, Business & Finance 98%, Cantonese Language 98%, Cantonese Literacy 98%, Climbing 98% (Rappelling 95%), Command +70%/+105%, Computer Ops 98%, Confidence Talking 98%, Contacts 56%, Disguise 98%, English Language 98%, Fasting 98%, Gymnastics (Balance 98%, Bars & Rings 98%, Climb Rope 98%, Back Flip 98%), Mandarin Language 98%, Philosophy: Taoism (Feminist) 98%, Prowl 95%, Research 98%, Swimming 98%,
Combat Skills:
Ch'in-na (Secondary Martial Arts), W.P. Archery, W.P. Knives, W.P. Paired Weapons, W.P. Staff, W.P. Naginata, Wui Wing-Chun Kung Fu (Primary Martial Arts).
Martial Arts Skills: (All Atemi are derived from Ch'in-na; all Katas from Wui Wing-Chun)
Art of Disguise 98%, Blood Flow Atemi, Body Chi, Chi Mastery (Chi Awareness, Chi Combat, Chi Relaxation), Grasping Atemi, Healing Atemi, Kata of Five Principles, Neural Atemi, Martial Arts Awareness, Special Martial Arts Bonus, Windmill Kata.
Secondary Skills:
Art (Make Up) 75%, Carpentry 65%, English Literacy 70%, First Aid 75%, Juggling 75%, Marathon, Running, W.P. Blunt, W.P. Shield, W.P. Spear, W.P. Throwing.

Saves:
Coma/Death: +16%
Harmful Drugs/Toxins (15+): +4
Horror Factor: +0
Insanity: +4
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +4
Poison (Lethal 14+, Non-Lethal 16+): +4
Psionics (15+): +3
Possession: +0

Combat:
Initiative: +0; +1 Thrown, +6 within 16', +7 Thrown within 16'.
Attacks per Round: 2+1; (+3 Ch'in-na), (+5 Wui Wing-Chun); +1 per 2 tentacles.
Strike: +1; +3 Blunt (+6 Thrown), +2 Ch'in-na, +4 Knife (+9 Thrown Knife), +4 spear (+8 Thrown), +3 Staff (+6 Thrown), +2 Shield (+4 Thrown), +2 Wui Wing Chun; +1 per tentacle.
Damage: +4 (+9 Ch'in-na; +6 Wui wing Chun); +28 with tentacles.
 1 Fingertip Strike (Ch'in-na).
 1d4 Backhand (Wui Wing-Chun).
 1d4 Crush (Wui Wing-Chun).
 1d4 Forearm (Wui Wing-Chun).
 1d4 Punch (Ch'in-na & Wui Wing-Chun).
 1d6 Claw Hand (Ch'in-na).
 1d6 Knife Hand (Wui Wing-Chun).
 1d6 Palm Strike (Wui Wing-Chun).
 1d6 Tonfa
 1d8 Double Knuckle Fist (Wui Wing-Chun).
2d4 Gymnastic Kick.
 1d10 Power Punch (Wui Wing-Chun).
 1d10 Flying Jump Kick (Wui Wing-Chun).
 1d4+1d6 Elbow (Wui Wing-Chun).
 2d6 Knee (Wui Wing-Chun).
 2d6 Staff
Parry: +3; +5 Blunt, +5 Ch'in-na, +6 Knife, +6 Shield, +5 Staff, +6 Wui Wing-Chun; additional +1 per tentacle; additional +2 within 16'.
Dodge: +1; +3 Ch'in-na, +4 Wui Wing-Chun; additional +4 within 16'.
Automatic Parry: Additional +2 vs. multiple attackers only. Kata of Five Principles.
 Automatically deflects all muscle-powered ranged attacks. Windmill Kata.
Automatic Dodge: Additional +2 vs. multiple attackers only. Kata of Five Principles.
Special Attacks:
 Blood Flow Atemi: Any fingertip attack of 9< which hits does 1d8 damage (only; no damage bonus), straight to hit points. (Ch'in-na)
 Crush/Squeeze: (Ch'in-na)
 Grab/Knee: Roll to grab opponent with both hands. Upon success roll to strike with knee for double damage. (Wui Wing-Chun)
 Grasping Atemi: Any hold of joint lock attack does 2d6+3 damage. (Ch'in-na)
 Hand Hold/Strike: Two handed strike, requiring two rolls. First to grab opponent's hand and the second to strike. Does an additional +3 damage but prevents dodges and parries for rest of round. (Wui Wing-Chun)
 Neural Atemi: Successful (Ch'in-na) attack can paralyze a limb for 2d6 minutes. on the third successful paralysis attack against the same opponent they suffer full body paralysis for 2d6 minutes. Breathing and heartbeat are unaffected. (Ch'in-na)
 Parry/Strike: Once per round may parry a single opponent and then immediately attack them with zero bonuses to strike. (Wui Wing-Chun)
 Pin/Incapacitate: 18+ (Ch'in-na)
Roll with Punch: +3 (+4 with Wood Armour); +5 (+6) Ch'in-na, +7 (+8) Wui Wing-Chun.
Pull Punch: +0 (+3 with tentacles)
Disarm: +0 (+3 with tentacles)
Balance: +0; +1 Ch'in-na, +3 (Wui Wing-Chun)
Critical: 18+ Auto from behind; (Ch'in-na & Wui Wing-Chun)
KO/Stun: Nat. 20 (Ch'in-na), Nat. 19+ (Wui Wing-Chun)
Killing Blow: Nat. 20 (Ch'in-na)

Benchmarks:
Carry Capacity: 380 (5,800*) lbs; Lifting: 760 (8,700*) lbs.
Stamina: Carry Max 92 minutes, 46 minutes while running or fighting. Lifting for 23 rounds (345 seconds; 5.75 minutes)
Ground Speed: 17.5 mph for 23 minutes. (6.7 miles)
Swimming Speed: 57 yrds (171ft.) per round for 23 minutes. (2.9 miles)
Leaping Distance: 4.75ft. (58ft.*) high; 9.5ft. (174ft.*) broad from a running start. 3.85ft. (34.8ft.*) high; 5.7ft. (104.4ft.*) broad from a standing start.


Monday, 20 April 2020

Heroes Unlimited: Myriad Minutes: Ruzhu Seiyu

This little piggy had none

Ruzhu Seiyu, "Piggy" to his friends, is now a well regarded Ennor business man, husband and father. But it wasn't always like this. You see Piggy was born under a curse, as the fourth son of the Ruzhu family. His twin, Happy, is only older by a few minutes, but that made all the difference between a lifetime of joy and one of sorrow.

But he didn't let superstition define him. He worked hard to overcome the perceived disadvantages  of his birth. By the time he was a young man he had a degree in philosophy, an offer of a teaching position at the university, and had met Xun Li Zhou. She was his first true love. Beautiful, intelligent, independent. She didn't need a man. That she chose to fall in love with him too was a blessing. They were young and successful; engaged to be married. So of course that's when the curse caught up to him.

On the way home from the family teahouse they were forced into an alley at gunpoint. Robbed. But when the man tried to take the engagement ring Li Zhou snapped and lashed out. The gun went off and... Li Zhou died in that alley, cradled in arms of her beloved, surrounded by filth.

Piggy tried to get on with his life. but every sleepless night he'd find himself wandering the streets, drawn inevitably to that alley. To the place where his love died. One day he never left. He abandoned career, home, family and life. Choosing to live, instead, on the street.

He expected to waste away and join his love in death. But the curse was not done with him. Instead he grew stronger, faster, tougher. Deep within him long dormant instincts woke. He changed on the outside too, becoming slightly more porcine in appearance. He used these new found strengths to help Hong Kong's other homeless. Soon rumours of a "pigman defender" spread.

Of course many discounted the stories as urban legend. Among these was a pimp who dragged one of his girls into a certain alley to "deal with" her and leave her corpse as a warning to the rest. Only he was confronted by a wall of muscle and rage. The pimp was the second person to leave that alley on a stretcher. When he came out of his coma, three years later, he was a transformed man. But that's another story.

The girl called herself "Sandi Soy" of all things. She decided that she owed Piggy her life. He dismissed such nonsense. He had thought, on some level, she was Li Zhou; that he had a second chance to save her. Or maybe she was trying to save him.

Sandi was an exotic dancer forced into prostitution by her 'agent'. Now that he was out of the picture she went back to her dancing. And she was very, very, good at it. Within the year one of the buildings beside the alley had opened into a high-end burlesque club, "The Naked Blade", and Piggy found himself unwillingly 'employed' as the stagedoor man. Protecting Sandi and the other dancers from overly amorous clients. As Sandi put it "You're out there anyway. Might as well help out."

Then Piggy's father was murdered and the brothers were brought back together. At first they thought Mr Long was responsible, but eventually realised that it was his adopted daughter Dye-Daii who was  behind the plot. They burned down her warehouse and destroyed her drug running operation. She clawed her way out of the ashes and came at the family again, destroying the tea house, Happy's home and The Naked Blade. In the end the brothers hunt her down to the abandoned Cheung Sha Wan abattoir. Leaving her for dead.

Piggy and Sandi had married and moved together above the club but after it had been trashed they sold it to Red, Joining with Happy and his family in moving to Ennor. There they opened up a new Naked Blade club. Sandi was expecting their daughter; Yi-Jing, "Joy".

The following year Dye-Daii came back from the dead and started abducting members of the family. Lucky and Red came to Ennor from Hong Kong, attempting to rescue Red's ex-girlfriend and their daughter, Wei-Yun, from Long. Unfortunately the family was reunited only briefly when Long murdered Wei-Yun's mother in front of Hung and the girl. The grief caused the mutant powers of both to erupt dramatically. Freeing the rest of the family, they collectively battled Long and her lackys in the disused gasometer she was using as a base. The conflict drew the attention of the local Mask community; Long was captured and sent to prison for murder. Where she languishes to this day.

Happy adopted Wei-Yun.

Name: Ruzhu "Piggy" Seiyu
Super Identity: Piggy
Level: 6, Mutant
Height: 5'10", Weight: 225 lbs, Age: 42.
Alignment: Taoist.
Disposition: .
IQ 13, ME 15, MA 23, PS 68, PP 26, PE 27, PB 24, Spd 148
Hit Points 45, S.D.C. 213, P.P.E. 23, Chi 208.

Mutation:
Age of Awakening: 29.
Cause of Mutation: Genetic Aberration.
Mutant Characteristics: Freaky Mutations.
Skin: Leathery.
Oversized: Torso.
Body: Stocky.
Animal 2: Prey Instincts.
Hands: Ambidextrous.
Neural: Extraordinary Reflexes.
Combat: Knee & Elbow Spikes.
Misc: Modified Legs,


Superpowers:
Animal Abilities: Hoofed; Pig.
Healing Factor.
Superhuman Strength.
Iron Will.

Skills:
Natural Skills:
Charm/Impress 70%, Horror Factor 2, Trust/Intimidate 75%
Scholastic Skills:
Advanced Maths 98%, Athletics, Basic Maths 98%, Bodybuilding, Boxing, Cantonese Language 98%, Cantonese Literacy 98%, Classical Chinese Studies 98%, Climbing 98%, Computer Ops 98%, Cryptography 85%, Dieting, English Language 98%, English Literacy 90%, Fashion Tools & Weapons 80%, Hand-to-Hand Martial Arts: Tai Chi Ch'uan, History: China 98%, Intelligence 87%, Law (Chinese) 85%, Law(General) 85%, Lore: Chinese Myth: Buddhism 95%, Lore: Chinese Myth: Taoist 95%, Mandarin language 98%, Mandarin Literacy 90%, Maoism 98%, Meditation 50%, Outdoorsmanship, Philosophy 98%, Philosophy: Taoism 98%, Physical Labour, Public Speaking 85%, Research 98%, Running, Streetwise 75%, Tai Chi, Teaching 85%, Wilderness Survival 90%, Winter Survival 98%, Writing 85%.
Secondary Skills:
Basic Electronics 75%, Basic Mechanics 55%, Begging 40%, Business & Finance 60%, First Aid 70%, General Repairs & Maintenance 60%, Prowl 65%, Qi Gong, W.P. Staff, W.P. Throwing.
Martial Art 'Skills':
Chi Mastery (Chi Awareness, Chi Combat Chi Relaxation), Body Chi, Dragon Chi, Calm Minds.

Saves:
Coma/Death: +64%
Harmful Drugs/Toxins (15+): +4
Horror Factor: +6
Insanity: +4
Disease: +4
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +7
Poison (Lethal 14+, Non-Lethal 16+): +4
Psionics (12+): +4
Possession: +8
Mind Control: +7
Illusion: +6

Combat:
Initiative: +1
Attacks per Round: 2+4
Strike: +6; +1 Grab/Throw,
Damage: +53
1d4 Punch
 1d6 Backhand
 1d6 Push Hands (knockback, Chi feet)
 1d6 Palm Strike
 2d4 Martial Arts Punch
 2d4 Spiked Elbow Strike
 2d6 Spiked Knee Strike
 2d6 Snap Kick
 2d4+1d6 Kick
 1d10+1d6 Crescent kick
 3d6 Porcine Kick
Parry: +11;
Dodge: +14;
Automatic Dodge: +7
Roll with Punch: +5
Pull Punch: +0
Disarm: +0
Critical: 19+

Benchmarks:
Carry Capacity: 13,600 lbs; Lifting: 20,400 lbs
Ground Speed: 103.8 mph
Leaping Distance: 94 ft. high; 166 ft. broad from a running start. 56.8 ft. high; 111.6 ft. broad from a standing start.


Monday, 13 April 2020

Heroes Unlimited: Myriad Mutants: Ruzhu Hung

This little piggy had roast beef

Ruzhu Hung, or "Red" Ruzhu to his friends, is Mountain Man of the Ruzhu Wu Triad in Hong Kong. He is also a rebel and freedom fighter, at least to his allies; a criminal and terrorist to the Chinese authorities. Although they only know him as the Hóng Lóng; the Red Dragon of Hong Kong.

You've probably already heard the story by now. How a distant ancestor of the Ruzhu family was a mutant pig. While that's certainly true of poor cursed Seiyu; Red suspects that, looking at his own mutations, there might have been a dragon in the mix too.

As the eldest brother Red had always expected to take over the family business. Said business being organised crime. Lucky as the accountant, Happy to run the tea house, and Seiyu to... well he was unplanned. Of course nothing went to plan. Lucky was head hunted by the stock exchange. Happy got married, to a frigging cop, and became a stay-at-home dad. And Seiyu... poor tragic Seiyu.

Red had always expected to take over, but when Pei-Pei retired he put his associate Mr Long in charge. Long brought in his adopted daughter, Dye-daii; a huge Eurasian freak, scarred and mute by an animal attack as a child that had killed both her parents. Red might have felt sorry for her in any other situation. But now she stood closer to what he saw as his rightful place than he did. After Long took over Red saw a change in the Triad, a change he didn't like. Although it had never been the tightest of ships; pigs after all. Now more members were being ejected for dabbling in drugs, jobs were getting more violent and the food at the tea house had gotten worse.

Then Pei-Pei was murdered. First Red and his brothers suspected a rival tong. Then Mr Long. But eventually they discovered that it was Dye-daii who was behind it. Behind all of it. They discovered that she was running drugs through a warehouse. They tracked it down and burnt it to the ground; Dye-daii inside it.

Of course she came back and destroyed the tea house, the nightclub Piggy was living at, and Happy's home. Red was able to track her down to the derelict Cheung Sha Wan abattoir and the four brothers fought her and her minions. Red himself left her hanging with a meat hook in her back and the chain wrapped around her neck.

It took Dye-daii a few years to come back from that one. But when she did she tracked down one of Red's old girlfriends, Li Zan Hsu, and their daughter Wei-Yun; abducting them both and letting him know she had done so. Teaming up with Lucky, Red tracked her down to Ennor. She had abducted the rest of the family and was threatening to kill them if Red and Lucky didn't turn themselves over to her. Which they did. It was the first  time Red had met his daughter. Gloating, Dye-daii murdered Li Zan. The shock caused both Red and Wei-Yun to erupt. In his case he became a demonic-looking creature of lava and fire, while Wei-Yun was transformed into an ethereal winged being of cloud. Freeing the rest of the family they again fought Dye-daii and, with the assistance of local masks, she was arrested and imprisoned.

But Red was forever transformed; now a red-skinned, golden haired (and horned) person. His mutation obvious to everyone. Lucky was able to get his brother back home, but Red was no longer able to be the public face of the Triad. Instead, pulling strings behind the scenes. He became Hóng Lóng; the Red Dragon of Hong Kong. The government came for him and he resisted. Resistance spread and now he has gone from the leader of a criminal gang to the figurehead of a counter-revolution.

Name: Ruzhu "Red" Hung
Super Identity: Red Dragon (Hóng Lóng)
Level: 6, Mutant
Height: 6'5" (including horns), Weight: 180 (360*) lbs, Age: 47.
Alignment: Anarchist.
Disposition: .
IQ 12, ME 12, MA 21, PS 32 (42*), PP 24, PE 27, PB 28, Spd 30 (15*)
Hit Points 51, S.D.C. 114 (184*, 154**, 234 ***), P.P.E. 30, I.S.P. ##, Chi ##.
(*lava form, **flying, ***flying in lava form)

Mutation:
Age of Eruption: 41.
Cause of Mutation: Genetic Aberration.
Mutant Characteristics: Broad Mutation (2 random and 3 cosmetic)
Hands: Ambidextrous.
Animal Traits II: Predatory Instincts.
Cosmetic: Metallic red skin, golden hair and nails.
Cosmetic: Angelic Face
Cosmetic: 7" Horns.

Superpowers:
Unstable Powers: (1 major and 2 minor) An additional Altered Physical State power activates when character is in an extreme emotional state or forced to fight on when at 0 S.D.C. and 20 or less Hit Points.
APS Lava:
  • Limited Invulnerability: Body melts most physical attacks (arrows, bullets, knives, swords and similar) within a few seconds. These attacks do zero damage. Attacker takes 3d6 damage, and 2d6 damage per round for 1d4 rounds. Takes no damage from any fire, plasma of fire based magic.
  • Superhuman Strength.
  • Flowing Body: Body can flow like lava, melting through most materials at a rate of 6" every 7 seconds. Denser materials such as stone take 1" per minute. Can control heat output so that they can handle most things other than highly flammable materials such as paper and cardboard. Worn, M.D.C. and magical items are unaffected. Body can spread out into a river 20' wide, 30' long and 3' deep. Does 1d4x10(+6d6) damage per round to everything in its path. Speedsters take 1d4x10 damage per round when moving through the area. Anything enveloped has a 75% chance to be trapped, needing 50 strength (half if superhuman or supernatural) to escape.
  • Shoot Lava Jet: 180' range, 6d6 damage. Half damage per round for 1d4 rounds. 1 action.
  • Bonuses and Limitations: +70 S.D.C. Speed is halved while transformed. Takes double damage from cold or water (and speed is halved again after attack). Takes 2d4x10 damage from immersion in water or ice. Explosions do half damage. Horror Factor 13.
Control Elemental Force: Fire:
  • Ignite: Range 30'. 1 action.
  • Extinguish: 120' radius within range of 300'. Once every 2 rounds taking 2 actions.
  • Flame Growth: 4x fire area. 120 radius within 300'. Duration of 4 minutes. 1 action.
  • Smoke Cloud: Drawing smoke from all sources within 300', fills 30' cube with impenetrable smoke, within 100; for 4 minutes. Takes 2 actions. All combat actions through smoke are -8.
  • Fire Burst: range pf 150', 4d6+12 damage. 1 action, +2 to strike.
  • Fire Wall: drawing from flame sources within 60' can create a 60' long wall of any shape, within 60'. Duration of 10 mins. 2 actions to create, but only once per round.
  • Fire Invulnerability: Invulnerable to all fire, heat, smoke, and plasma. Even magical. 
  • Temperature Sense: Know any temperature above zero within +/- d6 degrees.
Indestructible Bones: +1d6 HtH damage. Halve fall damage.
Wingless Flight: 320 mph flight. +40 S.D.C. while in flight.

Skills:
Natural Skills:
Climbing 75%
Scholastic Skills:
Acrobatics (Balance 98%, Tightrope 98%, Climb Rope 98%, Back Flip 98%,), Advanced Maths 95%, Athletics, Armoury (Field) 95%, Basic Electronics 85%, Basic Maths 95%, Basic Mechanics 85%, Boxing, Business & Finance 85%, Cantonese Language 98%, Cantonese Literacy 98%, Computer Ops 95%, Detect Ambush 80%, Dieting, Disguise 85%, English language 98%, English Literacy 98%, General Repair 90%, Gymnastics (Balance 98%, Bars & Rings 98%, Climb Rope 98%, Back Flip 98%), Hand-to-Hand Martial Arts, Intelligence 82%, Law (General) 75%, Pilot Automobile 98%, Prowl 98%, Running, Sniper, Streetwise: Organised Crime 70%, Toxicology 95%, Tracking 80%, W.P. Automatic Pistol, W.P. Automatic Rifle, W.P. Bolt-Action Rifle, W.P. Chain, W.P. Knife, W.P. Revolver, W.P. Shotgun, W.P. Sub-Machine Gun, Wrestling.
Secondary Skills:
Bodybuilding, Dancing, Musical Instrument: Saxophone, Palming, Pick Locks, Pick Pockets, Pilot Motorcycle, Research, Seduction, Singing.

Saves:
Coma/Death: +24%
Harmful Drugs/Toxins (15+): +7
Horror Factor: +0
Insanity: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +6
Poison (Lethal 14+, Non-Lethal 16+): +7
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +3
Attacks per Round: 2+5(+6 flying)
Strike: +8; +10 (flying)
Damage: +17 (+27*), +4 each additional 20mph of flying speed.
1d6 Backwards Leg Sweep 1d4+1d6 Punch 1d4+1d6 Crush
 2d4+1d6 Acrobatic/Gymnastic Kick
 2d6 Martial Arts Punch
 2d6 Snap Kick
 3d6 Axe Kick
 3d6 Karate Kick
 4d6 Roundhouse Kick
Parry: +11; (+13 flying)
Dodge: +10; (+14 flying slower than 80mph; +16 flying faster)
Automatic Dodge: NA
Roll with Punch: +10
Pull Punch: +4
Disarm: +2
Pin: 18+
Critical: 18+

Benchmarks:
Carry Capacity: 640 (8,400) lbs; Lifting: 1,280 (12,600) lbs
Stamina: Carry Max 108 (216*) minutes, 54 (108*) minutes while running or fighting. Lifting for 27 rounds (405 seconds; 6 minutes, 45 seconds)
Ground Speed: 21 mph for 27 minutes (9.45 miles)
Flying Speed: 320 mph for 27 minutes (144 miles)
Leaping Distance: 8 (42*) ft. high; 16 (84*) ft. broad from a running start. 5.8 (25.2*) ft. high; 9.6 (50.4*) ft. broad from a standing start

Monday, 20 January 2020

Heroes Unlimited: Myriad Mutants: Ruzhu Hoisum "Happy"

This little piggy stayed at home

Ruzhu Hoisum , or "Happy" Ruzhu to his friends and family, never had any ambitions outside of the kitchen. Now he's succeeded beyond his wildest dreams; a minor celebrity and successful businessman, running Ennor's ever popular Happy Pig restaurant. Other than through his brother, Hung, he has no connection to organised crime. Indeed his wife Xi is a police detective.

There is something squirrely, or rather piggy, in the Ruzhu family tree; Hoisum's daughter , Wei-Lu, has discovered that a distant ancestor was a mutant pig. Nobody is entirely sure how that works but the evidence is in the DNA. It certainly explains the youngest Ruzhu brother and Hoisum's twin, Seiyu, who seems to have reverted to a more porcine nature after his years living on the streets.

 Never comfortable with his father's criminal activities Hoisum set his ambitions on becoming a chef. Pei-pei, for all his faults, was never one to hold his loved ones back and instead used his wealth to send his son to some of the best cooking schools in the world. When not travelling the world learning his trade Hoisum worked in the Greedy Pig teahouse. He still tells of the time that his father arrived at the teashop and found him sweeping and cleaning. Pei-pei was incandescent with rage until Hoisum explained that this is how it worked, even in the kitchen; starting at the bottom and working up to the top.

When Hoisum married Xi she was welcomed with open arms even though having a cop in the family caused all sorts of problems. When she fell pregnant soon afterwards and Hoisum decided to become a full-time homemaker so that his wife could continue working, Pei-pei gifted the new family with a professional grade kitchen.

When poor Seiyu's tragedy struck Hoisum did everything in his power to help his twin while Pei-pei and Xi hunted the killer from opposite directions. But their efforts clashed, the killer escaped and Seiyu abandoned his life to live on the streets.

Ironically it was Pei-pei's own death that reunited the brothers.

Initially suspecting Pei-pei's old friend, and then Mountain Man of the Ruzhu Wu, Mr Long of the murder it eventually transpired that it was his adopted daughter Deirdre Daisy, or "Dye-Daai", Long who was responsible. The four brothers destroyed her drug operation and believed her dead in the conflagration.

Hoisum and his kids, Joey and Wei-Lu, finally managed to lift Seiyu out of the gutter with the help of his friend the burlesque dance Sandi Soy. Sandi and Seiyu quickly marry.

Just as soon as the family begin to settle D.D. Long resurfaces, destroying first the family teahouse, and then Sandi's nightclub. When Long's "wolf pack" attacks Hoisum in his home he is able to fight them off long enough for Xi and the kids to escape but is unable to escape himself before an explosion levels the property.

Miraculously Hoisum walks from the burning wreckage unharmed, a man of silver nigh impervious to harm. His mutant powers having erupted and saved his life.

Given China's attitude towards mutants and superhuman's at the time Hoisum, Xi and their children decided to leave Hong Kong and travel to the UK and Ennor. Seiyu and Sandi chose to join them. On Ennor Hoisum was reunited with his mother and accepted her invitation to become head chef of her restaurant. Eventually he took over more and more of the day to day running while she had more free time to just be Grandma. Of course retirement didn't slow her down. Xi leveraged her experience as a detective in Hong Kong to join the Guardian City Metropolitan Police Force.

Not long after moving to Ennor Hoisum's youngest, Lu, reveals that she has psychic powers. A few months later his eldest, Joey, awakens to his own mutant abilities.

The next year D.D. Long returns, smuggling a Chinese woman and child into Ennor. She tracks down the family and begins abducting them one by one. Zing and Hung turned up just in time to be captured themselves.

The family are reunited within a disused gasometer. There Long introduces them to the girl, Hung's long lost daughter Wei-Yun, and her mother; his ex-girlfriend. Long then murders the mother causing both Hung and Wei-Yun to erupt. Literally in Hung's case.

Together the family were able to battle Long and her allies. With the assistance of Ennor's superhuman vigilantes she was captured and brought to justice. She remains a resident of HMP Bishop's Rock, at Her Majesty's pleasure, to this day.

Afterwards Happy adopted Wei-Yun. His son Joey decides that he wants to join the army so he can better protect people. His daughter, Wei-Lu, her intellect amplified by her mutation, decides to study mutations and super powers. She excelled at school and just got her doctorate, at the age of 18.

Happy continues to run his restaurant and the adjacent meeting hall. His mother runs her Little Princess Club and martial arts school. Hope is still a kick arse detective. Wei-Yun is the teenaged hero Cloud, working closely with her aunt and the Paranormal Resources and Tactics Squad.

Name: Ruzhu "Happy" Hoisum
Super Identity: Stirling
"Team": The Ruzhu Wu
Level: 6, Mutant.
Height: 5' 10", Weight: 160 (800*) lbs, Age: 42.
Alignment: Principled.
Disposition: Cheerful and sunny.
IQ 13, ME 17, MA 23, PS 22 (44*), PP 25, PE 32, PB 24, Spd 30 (15*)
Hit Points 82, S.D.C. 173 (550*), P.P.E. 25, Chi 94
(*Silver body; superhuman strength)

Mutation:
Age of Eruption: 37
Cause of Mutation: Genetic Aberration
Mutant Characteristics: Broad Mutation
Neural: Extraordinary Reflexes.
Combat: Retractable Knee & Elbow Spikes: +1 die damage to knee & elbow strikes; +1 Horror Factor when extended.
Hands: Ambidextrous.

Superpowers:
Continuous Mutation. 1 Major power @ level 1, 1 Minor power @ level 2, 1 Major power @ level 4, 1 Minor power @ level 6. Additional powers at levels 8, 12 & 14.
Metal Manipulation:
  • Mold Metals: 
  • Melt and Cool Metals: 
  • Harden & Weaken Metals: 
  • Sharpen: 
  • Restore Metals: 
  • Shoot Metal: 
  • Metal Invulnerability: 
  • Sense Metal: 
Mechanical Awareness: 250' range
Alter Physical Structure: Silver: AR16, Horror Factor 13, 17 versus creatures vulnerable to silver.
Extraordinary Physical Endurance.

Skills: (Worldly Martial Artist)
Natural Skills
Alloy Metals 75%, Appraise Metals 80%, Charm/Impress 70%, Mold Metals 85%, Recognise Weapon Quality 90%, Trust/Intimidate 75%.
Scholastic Skills
Advanced Maths 85%, Art (Culinary) 90%, Basic Maths 95%, Biology 70%, Botany 65%, Business & Finance 75%, Cantonese Language 95%, Cantonese Literacy 75%, Computer Ops 80%, Cook (Profesional) 98%, Dietician, Law (General) 65%, Mandarin Language 95%, Philosophy: Taoism, Research 90%, Tai-Chi Ch'uan Martial Arts, Zoology 80%.
Martial Arts Skills
Body Chi, Calm Minds, Chi Mastery (Chi Awareness, Chi Combat, Chi Awareness), Chi Healing, Dragon Chi.
Secondary Skills
Athletics, Climbing 65%, English Language 80%, English Literacy 60%, Pilot Automobile 70%, Running, Swimming 75%, W.P. Knife, W.P. Pistol, W.P. Throwing Knife.

Saves:
Coma/Death: +32%
Harmful Drugs/Toxins (15+): +#
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +8
Poison (Lethal 14+, Non-Lethal 16+): +8
Psionics (15+): +1
Possession: +0

Combat:
Initiative: +1
Attacks per Round: 2+4
Strike: +5;
Damage: +7/+29
 1d4 Backhand
 1d6 Cold Metal
 1d6 Push Hands (Moves opponent PS feet)
 1d6 Palm Strike
 1d6 Snap Kick
 1d8 Kick
 2d4 Spiked Elbow Strike
 1d10 Crescent Kick
 2d6 Spiked Knee Strike
 2d6 Shoot Metal (per pellet; 1-4 pellets per action)
 3d6 Mold Metals (vs Metals)
 4d6 Hot Metal
Parry: +10;
Dodge: +11;
Automatic Dodge: +1
Roll with Punch: +4
Pull Punch: +0
Disarm: +0
Critical: 19+
Balance: +2

Benchmarks:
Carry Capacity: 440 (8,800*) lbs; Lifting: 880 (13,200*)lbs
Stamina: Carry Max 2,560 minutes (42 hours and 40 minutes), 1,280 minutes (21 hours and 20 minutes) while running or fighting. Lifting for 640 rounds (9,600 seconds; 160 minutes; 2 hours and 40 minutes)
Ground Speed: 21 (10.5*) mph for 1,280 minutes
Swimming Speed: 66 yrds (198ft.) per round. Not buoyant in silver form.
Leaping Distance: 5.5ft. (44ft.*) high; 11ft. (88ft.*) broad from a running start. 3.3ft. (26.4ft.*) high; 6.6ft. (52.8ft.*) broad from a standing start.



Saturday, 11 January 2020

Heroes Unlimited: Phenomenal Paragons: Captain Valiant

When Victor Valiant joined the British army he never thought he'd be suitable for Project Broomstick, Britain's supersoldier program. Now as Captain Valiant he has been assigned as government liaison to the Guardian City Metropolitan Police Force's Paranormal Resources And Tactics Squad.


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

It's been a while since I've done one of these so excuse me if things are a little different this time.

I've previously created a super-cop in the form of Jade "Swift" Justice. This is much the same only an actual soldier this time. So I'm not going onto as much detail this time around. Especially as the differences are rather minor.

So in that case, straight onto the character.



Name: Captain Victor Valiant
Super Identity: Captain Valiant
Team: P.R.A.T. Squad
Level: 1 Super Soldier
Height: 6', Weight: 180lbs
Alignment: Scrupulous.
IQ 11, ME 11, MA 11, PS 48, PP 18, PE 32, PB 14, Spd 39
Hit Points.: 55, S.D.C.: 131, P.P.E.: 20

Supersoldier Programme
Sponsor: H.M. Armed Forces
Motive: Combat
Procedure: Project Broomstick
Subject: Mutant (Genetic Aberration)
  • Flame red hair
  • Ambidextrous
Status: Active (£150,000 PA) Replication: Success. 1 supersoldier can be created a month, with minor variations between them. Process is secret and expensive.
Super Soldier Enhancements:
  • Physical Transformation.: Strength becomes Extraordinary.
  • Bionic Implants.: Impervious to exhaustion for first 2 hours of physical activity out of 24 and then after fatigues at half rate. However eats thrice as much and suffers from chronic headaches
  • Uncanny Targeting & Throwing.: Can throw anything that can be thrown (with weight considerations), over twice its normal distance. Suffers no penalties to shoot or throw due to motion. Can target two foes with one action but with no bonuses to hit. Can dodge or parry ranged attacks with a maximum of +2 to do so.
  • Increased Leaping.: Broad jumping distance is increased by 30', with an additional 5' per level. High jump is half that. Dropping is twice broad distance. Kicks do an additional 2d6 damage and are +2 to strike and disarm.
Super Abilities:
  • Superstrength.: Strength is Super. Fatigue at half rate.
  • Healing Factor.: Recovers 3 S.D.C. every 10 minutes (18/hour); 1 hit point every 15 minutes (4/hour). Can also instantly recover 4d6 points twice daily. Broken bones heal ten times faster than normal.
  • Extraordinary Physical Prowess.
  • Manipulate Kinetic Energy.: Can generate a field around himself that manipulates the kinetic energy of anything passing through it. This means that, as long as it's activated, any incoming kinetic based attacks (bullets, fists, swords, &etc) do half damage, while other attacks (fire, lasers, telepathy, &etc) do their normal damage. It costs one action per round to activate/maintain the field. Further all of their thrown attacks can do double damage or have double range but at -2 to strike. They can also redirect any item they've thrown at the cost of an action. Finally they can deflect incoming ranged attacks, gaining a +4 to parry them at the cost of an action.

Skills:
Acrobatics (Balance 95%, Tightrope 95%, Climb Rope 98%, Back Flip 85%) Advanced Maths, Armourer (Field), Athletics, Basic Maths, Boxing, Camouflage, Climbing 95%, Demolitions, Demolitions Disposal, Detect Concealment, English Language, English Literacy, Gymnastics (Balance 85%, Bars/Rings 95%, Climb Rope 85%, Backflip 98%), Hand-to-Hand Martial Arts, Intelligence, Interrogation, Land Navigation, Military Etiquette, N.B.C. Warfare, Night Fighting, Parachuting, Performance, Prowl 70%, Public Speaking, Running, SCUBA, Strategy & Tactics, Swimming, Trap/Mine Detection, TV/Video, Underwater Demolitions, W.P. Assault Rifle, W.P. Grenades, W.P. Knife, W.P. Pistol, W.P. S.M.G., Wrestling, Writing.
Secondary Skills:
Law (General), Pilot Automobile, Pilot Motorcycle, Research, Streetwise, W.P. Blunt, W.P. Shield, W.P. Throwing.

Saves:
Coma/Death: +52%
Harmful Drugs/Toxins (15+): +2
Horror Factor: +0
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +2
Poison (Lethal 14+, Non-Lethal 16+): +2
Psionics (15+): +0
Possession: +0

Combat:
Initiative: +3
Attacks per Round: 2+4
Strike: +2; (+3 aimed, +1 Burst, +2 Thrown, +2 Called Shot, +1 Blunts, +2 Thrown Knives, +1 Thrown Weapons)
Damage: +33
1d4 Punch
2d4 Martial Arts Punch
2d4+2d6 Acrobatic Kick
Parry: +5; (+4 Kinetic Block, +1 Blunts, +1 Shield)
Dodge: +6;
Automatic Dodge: +3
Roll with Punch: +9
Pull Punch: +3
Disarm: +0
Pin: 18+

Benchmarks:
Carry Capacity: 9,600 lbs; Lifting: 14,400 lbs
Stamina: Carry Max 512 minutes (@8.5 hours), 256 minutes (@4 hours, 20 minutes) while running or fighting. Lifting for 128 rounds (1,920 seconds; 32 minutes)
Ground Speed: 27.3 mph for 128 minutes.
Swimming Speed: 144 yrds (432ft.) per round.
Leaping Distance: 39ft. high; 78ft. broad from a running start. 23.4ft. high; 46.8ft. broad from a standing start.

Background:
Project Broomstick was one of the UK's numerous super soldier programs during the second world war. Its goal was to create super soldiers with the power of flight. It failed. But only in the flight part. Through methods still classified, and much trial and error, the Ennor based research group was able to reliably create multiple super soldiers with only minimal variations. During the attempted invasion of Ennor in 1942 both the successes and the failures were instrumental in the island's defence. Although not without loses.

Broomstick wasn't the only successful super soldier programme. Britain also had Project Snowflake, Project Fruitcake, and Project Firework all of which were successful. Although Firework was discontinued due to the process being expensive and the short life expectancy of the program's subjects. The exact number of failed programs are still classified, although the disasters of  Project Black Moon and Project Minerva were declassified in the 1990's.

Ennor born Victor Valiant grew up on tales of the war and decided at quite a young age that he wanted to be a soldier. When he discovered that he was suitable for the Broomstick process he jumped to volunteer. Now instead of going to war he is attached to the police as their government liaison.

Join us next time for the, uh...

Heroic Hellion

Saturday, 20 July 2019

Heroes Unlimited: Phenomenal Paragon: The Gargoyle

The parents of Murielle Devine were members of a now defunct infernalist cult. After their world-ending schemes were stopped by The August, Murielle was left to pick up the pieces of her life. She was driven into hiding from mob debt collectors. In an old cult safehouse she found a demon lord bound and imprisoned. It offered her power in exchange for its freedom and, raging against those that hounded her, she accepted. Now marked and transformed into knight of hell she seeks to turn her dark powers to defend the unjustly persecuted as The Gargoyle.

Related image

This is the thirteenth 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 I shelled out for Armageddon Unlimited book when all the Heroes Unlimited books were on sale earlier this year. It's the Heroes Unlimited sourcebook for the blood war Minion Wars. Which definitely isn't Palladium's version of D&D's Blood War. No. Certainly not. Whatever gave you that idea. Look they're totally different.

The Blood War is an eternal conflict between the Demons of the Abyss and the Devils of the Nine Hells It is an extension of the ancient conflict between Chaos and Order. The fate of the whole multiverse hangs in the balance, but both sides are so equally matched there will probably never be a resolution.

On the other hand the Minion War is a recent conflict between the Demons of Hades and the Deevils (not a typo) of Dyval. Each side seeks to destroy the other. The prize is dominion over the whole Megaverse. The conquest of any one world could tip the balance either way.

See. Totally different. Deevil is spelt with two "e"!

Since Phenomenal Paragons is its own thing, definitely not set in the Megaverse (I'm just using the system for my own amusement), and I'd never be able say the word "deevil" with a straight face, it's of limited use to me. The bits that are useful, the new superpowers and character classes are more than enough what I paid for the book. It also inspires some worldbuilding thoughts.

One of these thoughts is that while there are demons and deevils in this setting they are not as advertised; there are many different "Hells" out there in the multiverse. Some of them are a lot like the versions of Hell as depicted by various popular religions. Indeed there are caverns in the valley of Gehenna, near Jerusalem, that lead to a Hell world that was abandoned around two millennia ago. Indeed until relatively recently it was used by mutants escaping persecution. The natives of these hell worlds are typically powerful supernatural beings with moral and spiritual natures antithetical to the natives of Earth. That said, there are also worlds out there which would classify the Earth of the Phenomenal Paragons to be a hell world.

So. Anyway. The Gargoyle.

The new character classes from Armageddon Unlimited includes a bunch of mystical bestowals, including from demons and devils. Of course no hero would make a pact with an infernal sponsor for power, right? And those two classes are flagged as being only suitable for villains. Except. There's the Corrupted Hero 'class' where a good-aligned character makes a deal for power with a fiendish source out of desperation or by accident.

This is one of two ways of getting a 'good' aligned character with demonic powers. The other is the "Heroic Hellion", which is a redeemed fiend. We'll get one of those some other time.

Since this is not one of those classes that holds hands I'm going to blast through character creation.

Attributes: 11's across the board.

Alignment: 10 - Non-Conformist.

Education: 3 years of college and a trade school. They're an information broker. This gives them: Native Language, Native Literacy Basic Maths, Advanced Maths as default skills.
They get Espionage: Information Broker as their starting program. This has another Literacy, Computer Ops, Computer Programming, Cryptography, Basic Radio, Radio Scramblers, Computer Hacking, Intelligence, Research.
They also get 4 basic programs.
The first of these is Basic: Cultist which is how they encountered  demon in the first place. This gives them Lore: Demons & Monsters with +10% because of their patron, Lore: Magic, Lore: Geomancy & Ley Lines, Lore; Cults & Sects, W.P. Knife.
For the next two  I decide that they are an alumni of the Blyghton Foundation's Summer Scholarship (which I really must finish writing up) This means that the second is Basic: Adventure/Tomb Raiding. This gives them Archaeology, Climbing, Horsemanship, a +10% to Research, and Wilderness Survival.
 The third is Basic: Explorer. This grants a +10% bonus to Climbing, the Dowsing skill, Land Navigation, Mountaineering (+1 PS, +1 PE, +10 SDC, +10% all climbing skills),  Prospecting, Spelunking, Swimming, and a +10% to Wilderness Survival.
The fourth and final basic program is Basic: Professional Athlete. This gives them Athletics (+1 parry/dodge, +1 roll with impact, +1 PS, +3 Spd, +5 SDC), Dieting (+2 HP, +1 PE, +1 PB), Running (+1 PE, +10 Spd, +3 SDC), Acrobatics (2d4 acrobatic kick, +2 roll with impact, +1 PS, +1 PP, +1 PE, +3 SDC), Boxing (+1 attack, +2 parry/dodge, +2 PS, +1 roll with impact, +10 SDC), Wrestling (pin on 18+, 1d4 crush, +1 roll with impact, +2 PS, +1 PE, +14 SDC).
Finally there's 12 secondary skills. The first 3 I spend of Hand-to-Hand Martial Arts, they I choose Pilot Automobile, Pilot Motorcycle, W.P. Archery, First Aid, Lore: Conspiracy, Play Musical Instrument: Guitar, Cooking, Bodybuilding (+2 PS, +10 SDC), and Streetwise.

Reason for Pact: Anger.
They were angry enough at something in the world that making a pact with an infernal entity seemed like a reasonable decision. Although it doesn't say so in the rules I've decided that that anger is inherently tied to their powers. Not in a Hulk-like they get angry and lose control of their powers. No quite the opposite. Whenever they use their powers the experience that original wrath all over again. This means that they're liable to lash out with their powers and, to some school of thought, means that any use of their powers in inherently sinful.

Empowered By: Demon Lord.
Their powers came from a demon. This gives them a Horror factor of 12, +1 save versus possession, +4 save versus Horror, +1 initiative, +1 strike, +1 parry, and +1 dodge. They have +3 MA (with a minimum of 16), +9 PS (with a minimum of 22), +3 PP (with a minimum of 18), +7 Spd, +20 Hit Points and +55 SDC when transformed into their demonic form.
They are vulnerable to holy and silver weapons, which cause double damage, as well as demon slaying weapons. They have an obvious demon mark somewhere on their body (a brand-like scar on their left breast) and the demon that empowered them knows their true name.
They have the rank of Demonic Knight (actually "task master" but that's a bit bleh) which grants them command over sub and lesser demons. At 6th level they are promoted to Demonic General (actually "master" but, y'know) and assigned a cadre of 1d4 lesser and 1 greater demon.

They get 2 demonic abilities. I roll:
Fire Resistance: Half damage from all fire.
Demonic Physique: +3 PS, +1 PP, +1 PE, +30 SDC, +2' height and +100 lbs. weight.

Our Superpower is Brute Strength.
This gives us +20 Hit Points and +30 SDC.
It also gives us Supernatural Strength (+37 PS; carry x300 lbs, lift 500 lbs, fatigue at 1/10th normal rate, +2 pull punch) and two other Major powers associated with physical strength and power.
For my first I pick Mega Wings. This is winged flight, only MEGA.  They grant winged flight at 360 mph with an additional 40 mph per level. They have a maximum altitude of 30,000 ft. They also grant +2 PB, +1 attack, +2 initiative, +2 parry with the wings, +2 dodge in flight below 90 mph and +6 dodge at faster speeds; they get +4 damage for every 20 mph of flight. The wings have AR 16 and 330 SDC each. The wings recover 1d6x10 SDC per hour. when harmed The character can hold their breath for 8 minutes, are unaffected by altitude and can accelerate to top speed with 1 action. They cam form  a wing cocoon around themselves or someone adjacent, granting them an AR of 17. Any attacks made with a wing do +1d6 damage and have a range of 8'.
For the second I consider APS: Stone but that would just negate all the sweet bonus SDC we've been getting. So instead I pick Massive Damage Capacity. This gives an AR 9, which will improve as we level. We also get +70 HP (+10/level) and +300 SDC (+100/level). we regen 1 point of damage every 2 minutes (30 per hour), fatigue at 1/3rd normal, get +2 PE and +10% save versus Coma/Death.

Okay. So let's put this all together.

Name: Murielle Roshanak Devine
Identity: The Gargoyle
Team: The Furies
Level: 1, Mystical Bestowal: Demonic (Corrupted Good)
Height: 6'5" (8'5"), Weight: 275 lbs (375 lbs), Age: 21
Alignment: Non-Conformist
Disposition: Hot headed and angry. Quick tempered and emotional but fundamentally a nice person.
IQ 11, ME 11, MA 11(16), PS 20(69), PP 12(19), PE 16(19), PB 12(14), Spd 24(31)
Hit Points: 21 (134), S.D.C.: 85 (500; 330 wings), P.P.E.: 20

Demonic Attributes:
Demonic Form: Transforms into demonic form to use powers. All attribute scores in parenthesis are for demonic form. Demonic Form has Horror factor of 12.
Vulnerabilities: 2x damage from holy and silver weapons. Vulnerable to demon slaying weapons.
Obvious Demon Mark: Rune-like branding scar on left bosom, over heart. Recognisable as such on a successful roll against Lore: Demons & Monsters. Further demon lord patron knows character's true name.
Demonic Knight: Can command demons of sub and lesser types.
Demonic Physique: Demonic form is 2' taller and 100 lbs heavier.
Fire Resistance: Half damage from  all forms of fire, heat and flame.
Brute Strength. Demonic form's super powers are strength themed.

Superpowers:
Supernatural Strength.
Mega Wings. AR 16/17 wings
Massive Damage Capacity. AR 9 body

Skills:
Natural Skills:
Trust/Intimidate 40% (demonic form only)
Scholastic Skills:
Acrobatics (), Advanced Maths, Archaeology, Athletics, Basic Maths, Basic Radio, Boxing, Climbing (Rappelling), Coding Literacy, Computer Hacking, Computer Ops, Computer Programming, Cryptography, Dieting, Dowsing, English Language, English Literacy, Horsemanship, Intelligence, Land Navigation, Lore: cults & Sects, Lore: Demons & Monsters, Lore; Geomancy & Ley Lines, Lore; Magic, Mountaineering, Prospecting, Radio Scramblers, Research, Running, Spelunking, Swimming, Wilderness Survival, W.P. Knife, Wrestling.
Secondary Skills:
Bodybuilding, Cooking, First Aid, Hand-to-Hand Martial Arts, Lore: Conspiracy, Pilot Automobile, Pilot Motorcycle, Play Musical Instrument: Guitar, Streetwise, W.P. Archery.

Saves:
Coma/Death: +4% (+18%)
Harmful Drugs/Toxins: +1 (+2)
Horror Factor: +4
Magic (Spells 12+, Circles/Wards 13+, Ritual 16+): +1 (+2)
Poison (Lethal 14+, Non-Lethal 16+): +1 (+2)
Psionics (15+): +0
Possession: +1

Combat:
Attacks: 2+3 (+4 demonic form)
Initiative: +2 (+3 demonic form; +5 flying)
Strike: +0 (+3 demonic form)
Damage: +5 (+54 demonic form; +1d6 wing strike)
 1d4+5 Punch
 2d4+5 Acrobatic Kick
 (5d6+54 Restrained Strike)
 (2d4x10+54 Strike)
 (3d6x10+54 Power Strike [2atk])
Dodge: +3 (+6 demonic form; +10 flying below 90 mph; +12 flying faster than 90 mph)
Parry: +3 (+6 demonic form; +8 with wings)
Pull Punch: +4 (+6 demonic form)
Roll with Impact: +8

Benchmarks:
Carry Capacity: 400 lbs. (20,700 lbs.); Lifting: 800 lbs. (34,500 lbs)
Stamina: Carry for 64 minutes. Carry maximum for 32 minutes. Lift for 16 rounds.
     (Carry for 2,280 minutes; 38 hours (1 day and 14 hours). Carry maximum for 1,140 minutes; 19 hours. Lift for 570 rounds; 8,550 seconds; 142.5 minutes (2 hours, 22 minutes and 30 seconds.)
Ground Speed: 16.8 mph for 16 minutes. (21.7 mph for 570 minutes; 9.5 hours).
(Air Speed: 400 mph for 570 minutes; 9.5 hours)
Swimming Speed: 60 yards (180 ft.) per round for 16 minutes. (207 yards (621 ft.) per round for 570 minutes (9.5 hours).)
Leaping Distance: 5 ft. high and 10 ft. broad from a running start. 3 ft. high and 6 ft. broad from a standing start. (276 ft. high and 414 ft. broad from a running start. 165.6 ft. high and 248.4 ft. broad from a standing start.)

Background:
Murielle Devine thought that having parents with secret religions was normal. She spent most of her early years at one boarding school or another. The time she did spend with her parents was usually for some dark ritual or another. She was ten when their final ritual was stopped dead by The August raiding their temple at The Sanctum Hotel. Murielle never saw her parents again. She did not have a happy childhood, her education provided by her missing parents wealth.

The best time she did have was on the four, yes four, summer scholarships with the Blyghton Foundation. She was among the group that found The Wreck of The Content, filled with golden treasure, and entombed in the dunes of Arizona. She found the secret door during The Mystery Of The Thirteenth Attic, helped expose Ridgestar Lab's crimes, and dig out Valentina Graves from a landslide, during The Case Of The Forbidden Spire, and was even able to use the occult lore she'd learned from her parents to resolve the puzzle central to The Secret At Dannity Island. On these adventures she made friends that persist to this day such a the journalist Dahlia Drake.

When she turned 18 everything went to shit. She came into her inheritance and the Strickland mob came looking for money they claimed her parents owed them. After they were done with her all she had left of her fortune was a small former cult safehouse out in the Guardian City suburbs. So of course she found a demon lord bound in the safe room.

It promised her power, it promised her wealth, it promised her vengeance. In return for its freedom. She was angry at the great injustice she'd suffered and more so with having this monster in her home. So she agreed. She'd release it in exchange for a portion of its power. It would never further interfere with her and she in turn would never interfere with it.

Not long after the Blyghton Foundation sent her a check for her share of The Content treasure. Able to afford university after all she studied information technology for three years before deciding to use her talents to become a freelance information broker.

Every now and then she'll uncover some evil deed that has gone unpunished, or someone unjustly persecuted, and she'll let her darker side out to prowl the night.