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:
Keep everything that makes the system the system. So no adding or removing bits.
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:
Dahlia Drake was heading for bed, rattling around the manse of her late grandmother alone, when her Fury phone chimed. A message from a contact; @devinegoil. It gave a name, the architect Spirit Deborah Planque, and an address, somewhere downtown. "White Knights hired to hit," it read "Tonight. Hurry." Dahlia sighed. Sleep would have to wait. The catsuit had wrapped itself around her like a shadow, before she'd even reached the garage. The Vincent Black Shadow throbbed into life between her thighs and she roared off into the night.
Yes I know. Ms. Fury is having her second Versus battle. Belladonna has had two too. Yes they are my favourite characters. Sorry; not sorry.
Well I am bereft of inspiration for this fight. So let's have a look at the random inspiration tables from page 73 of Heroes Unlimited Games Master Guide.
My first roll is for villains and gives me a 6 pack of two bit thugs. A whole dozen bits! I quickly generate them and add them to The Alpha's side. They are, by age and alphabet; Leo Duchamp (level 4 Thug, 35), Murray Adair (level 5 Thug, 35), Osbourne Sweeney (level 5 Thug, 28), Eveline Gallo (level 5 Thug, 28), Ivy Wynne (level 3 Thug, 20), and Topher Platt (level 1 Thug, 17). Then there's the 5 dogs/wolves... Uh; Adolf, Badulf, Cuan, Eadwulf, and Ylva.
The second roll is for the crime at hand and I get Murder/Killing. Yikes!
Third roll gives me the villain's reasons why the villains are up to no good. I get "Hired". So someone is paying him to do this.
Fourth roll is for Complications. I get Underground. Which is... okay I guess. The complication table is a bit swingy; there's as much chance of the authorities interfering as there is of being hurled into outer space.
I need a potential victim. A few rolls later I have Spirit Deborah Planque, a Master Gizmoteer.
This all seems a but much for Dahlia so I decide to keep Gargoyle in reserve. Just in case. And if things go too easy in the other direction I might be able to kill off use the Iron Goth as backup for the fash.
The address wasn't some swanky office building or posh store but a building site. Ms Fury stalked through the concrete pillars and slabs. Keen hearing picked up voices deep within the bowels of the unfinished structure. Fury descended down towards what would one day be a subbasement.
The dark room was lit by sweeping beams from about half a dozen flashlights. In them she could see a metal table that had been overturned, and blueprints scattered over the bare concrete floor. Most of the beams illuminated a concrete pillar behind which she was sure their intended victim was hiding.
She counted seven criminals, one of whom had shoulders wide enough to deserve their own postcode; no way that was natural. All armed with cricket bats. And 5 dogs; Dobermans. A clowder of cats, of equal numbers, had gathered themselves around her as they always seemed to when she was patrolling the night. Stray domestic cats were hardly a match one on one for a dog of that size, but she could get them to distract and confuse. She was wildly outnumbered, but if she kept moving and focused on the big guy she should be able to demoralise and break the group. All she needed to do was take him down fast. She stepped off the beam on which she was crouched and plunged towards her foes.
Round 0: Fury burns all her actions for the round to slam Alpha for 32 damage. He rolls 3 to dodge, so fails.
Alpha staggers under the impact, dropping his cricket bat, but doesn't fall.
Round 1: Initiative for the round: Alpha 14, Fury 22, Spirit 14, Mook #1 13, Mook #2 19, Mook #3 20, Mook #4 11, Mook #5 18, Mook #6 3. Dogs are out of play; waiting for instructions. Cats are weighting for the dogs to act.
First Action: Fury unleashes her claws and goes for Alpha's face. She rolls 24 (18+6) and does 30 points of damage. Alpha fails to dodge again, with a roll of 1.
Meanwhile Mooks #1 through #3 moves left to get eyes on their target. Mooks#4 through Mook#6 move right.
Their target, Spirit Planque, is dressed in what look like motorcycle leathers and remains in the shadows.
Alpha finally gets to punch his opponent.
He rolls 20 (18+2) for 13 damage. Fury uses her claws to parry with a 25 (17+8).
Second Action: Ms Fury goes for another slash. 17 (11+6) for 22 damage, 11(8+3) for a barehanded parry, followed by a Roll with Blow to reduce the impact; 21 (15+6) for half damage.
Mook#3 points their pistol at Spirit and lets off a shot. 8 (4+4), which in this system is enough to hits, for 10 damage. Oddly there's the sound of a ricochet.
Mook#2 is undeterred and rushes forward with their cricket bat raised.
Mooks #1 and #2
Spirit finger guns and a bolt of energy blasts out at Mook#3 from the tip of her right index finger and...
22 (18+4), hits for 12 damage. Ouch.
Mooks #4, #5, and #6 are closing in from Spirit's left. Mook#1 hangs back behind #3.
Alpha is trying to back away towards his bat. Taking his action as movement. "Will someone get this bitch off of me!" he growls, and then whistles to bring the dogs into play.
Third Action: Ms Fury stays with him. Slashing again. 15 (9+6) for 20 damage vs. 14 (11+3) for barehanded parry. Rolling with blow for 13 (7+6). He takes every point. He's at 94 SDC remaining, which is basically the mid point for him. He hasn't touched her.
Mook#3 pokes at his scorched clothes and the burned skin beneath before deciding to respond to his boss, and runs towards where he and Ms Fury are duking it out. He's hurting, but he's had worse. Cat#4 attacks Dog#4 before it can act. 15 (12+3) strike vs 20 (16+4) dodge. A miss.
Mooks #4 and #5
Mook#2 reaches Spirit and swings. Clunk. 10 (9+1) vs 5(1+4) parry for 5 damage.
Spirit responds by punching her. 18(16+2) vs 18(16+2) parry. But Mook#2 deflects her with the bat.
Mook#5 has come in from Spirit's left and swings. 23(20+3) vs 17(13+4) parry. For 8 damage Spirit reacts to the attack which should have blindsided her. Almost like she has some sort of enhanced perception. Or something.
Mooks #3 and #6
Dog#1 rushes forward and grabs Alpha's bat in it's jaws. Ready to deliver it. Dog#5 leaps at Ms Fury. 9(5+4) vs 13(5+8). Only to be pushed away. Dog#4 follows suit. 15(11+4) vs 15(7+8). To same effect.
Alpha grabs his bat from Dog#1 without so much as a "Good Dog".
Mook#1 reaches Ms Fury and takes a swing. 9(6+3) vs 9(1+8). More by instinct than skill her bat is deflected by the catsuit clad crimefighter.
Cat#2 lashes out at Dog#2 18(15+3) vs 8(6+2) for 5 damage.
Mook#4 goes for Spirit, but is parried. 16(15+1) vs 16(12+4).
Cat#5 follows after Dog#5 and Cat#1 follows after Dog#1. Dog#2 pounces at Ms Fury and grabs her arm in its jaws. 23(19+4) vs 18(10+8) for 7 damage. Dog#3 tries likewise. But is knocked aside. 12(8+4) vs 23(15+8). Cat#3 pounces at Dog#3. 22(18+4) vs 7(5+2), for 6 damage.
Finally Mook#6 draws a bead with his gun and gets a good look at his target. Suddenly he wishes he had a bigger gun than a Glock, as he gets a good look at his armoured opponent. He lets off a shot on spec. 7(3+4), a flat out miss (as ranged attacks need 8+ to hit).
Action 4: Ms. Fury... holy shit...
Look I'm down to... well action 3 took me a day to work through. I've already wasted two weeks when I forgot how many characters (at this stage 19) are involved in this fight and focused just on Fury and Alpha.
This system doesn't work well when it's just one person carrying the load.
And now Blogger's formatting has f-d up. I'm done with this for now. Palladium needs to be revised and I don't have the spoons or brain cycles spar to do it right now. I need a better system.
So join me next time when I look at other superhero systems.
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.
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...
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.
Gatekeeper can create a doorway/gateway on any surface and link it, or any pre-existing doorway/gateway to within any other doorway/gateway...
...Within Portals range...
...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.
They can focus and look through their doorways.
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)
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)
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)
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)
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.
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.
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.
It's easy being evil. Just act on your baser instincts. Be selfish, violent, greedy; embody the sins and forget virtue. It's... boring!
Goodness is harder. Empathy, virtue, compassion. It's a difficult path, made more so in that it's possible to do good for evil ends, and evil with good intentions.
With this epiphany the demon Zm'r'thn abandoned evil in favour of good. Painfully aware that choosing good over evil out of boredom was hardly the most noble of motivations he came to Earth; he chose to seek out evil souls and punish them in this life rather than the hereafter.
Now as Sam Arithon, proprietor of The Abyss nightclub, he fights evil as a dapper garbed masked vigilante. They call him "The Good Fellow".
.
This is the fifteenth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.
I'm just going to jump to the character you've been waiting for for something like 12 months.
Name: Sam Arithon Super Identity: The Good Fellow Level: 1 Heroic Hellion Height: 6'3", Weight: ? Alignment: Scrupulous IQ 20(10*), ME 21(10*), MA 22(11*), PS 39(19*), PP 21(10*), PE 26(13*), PB 22(11*), Spd 37(18*) Hit Points: 554 (277*), S.D.C: 454 (219*), P.P.E.: 260 (130*) 5/action, I.S.P.: 207 (103*). (*human form)
Greater Supernatural Being: Source: Long Winding Road to Redemption. Vulnerabilities: Mundane: Hawthorn wood.
Natural AR 12
Supernatural Strength & Endurance
Human-like Appearance
Demonic Aura; heals 3x faster, bio-regenerates for 1d6x10+20 once per day, lives for 2,300 years and can become more human while halving all attributes*.
Super Tough: HPx2, SDC+300.
Sense Magic.
Sense Supernatural Evil.
Enhancement: Transformative Power: Bio Armour. Psionics:
Astral Projection, Empathy, Intuitive Combat, Mind Block, See Invisible, Telepathy, Object Read, Precognition. Spells:
Blinding Flash, Globe of Daylight. Befuddle, Extinguish Fire, Levitation, Turn Undead. Breathe Without Air, Energy Bolt, Negate Poison. Fire Bolt, Magic Net, Seal. Heal Wounds. Fire Ball, Teleport Lesser, Tongues. Heal Self. Exorcism, Locate, Negate Magic. Skills:
Sense Enchantment 75%
Acrobatics, Boxing, Cardsharp, Detect Ambush, Find Contraband, Hand-to-Hand Basic, Intelligence, Interrogation, Prowl, Running, Seduction, Tracking, W.P.Chain, W.P. Paired Weapons, W.P. Revolver, W.P. Whip.
Combat: Initiative: +0 Attacks: 7+3 Strike: +4 Damage: +24 (+4*) Restrained Punch: 3d6 Full Power Punch: 6d6 Power Punch: 2d4x10 Parry: +5 Dodge: +5 Autododge: +0 Roll with Impact: +5 Pull Punch: +4
Benchmarks: Carry Capacity: 11,700 lbs (5,700 lbs*); Lifting: 19,500 lbs (9,500 lbs). Stamina: Carry Max 1040 minutes [17 hours, 20 minutes] (520 minutes [8 hours, 40 minutes]*); 520 minutes [8 hours, 40 minutes] (260 minutes [4 hours, 20 minutes]*) when running or fighting. Lifting for 230 rounds [57.5 minutes] (130 rounds [28.75 minutes]*). Ground Speed: 25.9 mph for 520 minutes [255 miles], (12.6 mph for 260 minutes [54.6 miles]*) Leaping Distance: 156 ft. high, 234 ft. broad with running start; 93.6 ft. high, 140.4 ft. broad with standing start. (76 ft. high, 114 ft. broad with running start; 45.6 ft. high, 68.4 ft. broad with standing start.*)
Background:
I've been looking at this character for a year now and I don't think I can invent a deeper background than their introduction at all. Which sucks.
So join me next time when I create an Imbued character. Woo. Exciting.
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 (dealing21 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.
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...!>
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
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:
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.
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...
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.
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.
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.
I thought I'd share some of the super teams from the Phenomenal Paragons setting. Starting at the top.
The August.
Every world seems to have an analog of the "Big Three" and/or "Big Seven". This one is no different. Although it was the Big Eight. All of them powerful and experienced mega-heroes.
The August (as in "distinguished" and "Exalted") was formed by August (as in the month) at the behest of The Magpie. The Magpie is a, supposedly, centuries old thief and assassin. The leader of an ancient society of killers that supposedly inspired Hasan ibn al-Sabbah to form his little merry band of murders; from whom we get the word "assassin". Nobody outside his society, the League of Shadows, had supposedly ever seen The Magpie and lived. They were a rumour, an urban legend, a shadow in the darkness. A mystery, wrapped in an enigma, sealed inside a puzzle box made of more complicated puzzle boxes, hidden within a secret room in the deepest darkest depths of a dimension composed entirely of riddles.
Then they pulled a bank job. Or rather they walked into a bank shrouded in a cloak of darkness, identified themselves, told everyone to lie and the floor and keep calm so they wouldn't get hurt, and then waited. The police turned up and were sent packing. The local heroes turned up and were also sent home, bloodied and bruised. But not seriously injured. just put beyond the ability to fight on. At no point did The Magpie resort to lethal force. Even when it was used against them. At every step they demanded that August be sent against them and eventually he arrived. As the most powerful being in the world walked in the front door the world's greatest assassin let their hostages escape out the fire exits. Had this all been a ruse? A plot to assassinate the world's greatest hero? For five minutes silence reigned then August left, The Magpie his prisoner. August paused long enough to explain that The Magpie had surrendered and then the two of them departed together.
Over the next three days there were glimpsed sightings of them around the world, battling shadowy foes. And every time they'd have a new recruit. From Paris, France, they recruited the sorcerer "Quintessence". From Greece the archaeologist Artemis Argyris. From Tel Aviv the mutant known as "The Everyman". In south east asia they found Kim-Hữu Long, The Immortal Dragon. From Australia the aboriginal mentalist known only as "The Dreamer". Finally, from Area 51 in Arizona, they rescued Cosmonaut Spartak Sobol; the enigmatic Black Knight. Soon they were eight strong, each member one of the most powerful superhumans on (or off) the planet. Then nothing. For two days they were completely incommunicado.
Then the League of Shadows attacked Rome.
A fell device appeared in St. Marks Square and shadow clad killers stalked the streets. Locals were taken prisoner and dragged to the park to await their fate. Local heroes were less powerless than simply overwhelmed. There was no hope in sight. Had this been The Magpie's plan? To remove the only people that could stop this dark deed?
As it turned out, quite the opposite. Because suddenly, when the first knife was set to fall, they were there. The eight appeared literally from thin air and set to work defeating the League of Shadows. After a battle of hours all the assassins were captured or killed, The Magpie able to take their mastery of shadows from them, and their hostages freed.
It was revealed that one of The Magpie's lieutenants had gone rogue with an insane scheme to murder 80% of the world's population with a magical ritual. The Magpie had attempted to prevent it but with only a handful of assassins still loyal to them, and those in hiding from their former associates, they had no other choice but to enact a ridiculous scheme to recruit the most powerful beings on the planet.
No charges were pressed against them; the damage to the bank was caused by the authorities and heroes. The Magpie hadn't actually held people as hostages; they'd just presumed that was what was happening and played along.
However to get August's help they'd agreed to suffer whatever punishment the hero felt fit. So August sentenced them to a lifetime of... community service at August's side. They accepted their punishment with what might have been a smile. August then extended an invitation to the others, suggesting that they join them to battle threats to the world. They agreed and The Everyman suggested The August as their collective name.
For years they fought side by side, global champions. Then three years ago August died. Not in battle but in their sleep. Slain by a villain that had learned the greatest hero's weakness; that when he slept he was powerless.
Fortunately, or unfortunately depending upon your point of view, the villain did not live long enough to make good on whatever scheme had inspired the murder. August's wife woke and slew the killer within moments; their reflexes and anguish betraying their better judgement. Because over the years the years the friendship between August and The Magpie had blossomed into love. They had secretly married under their civilian identities about a decade after meeting.
After August's death The Magpie chose to retire, leaving The August with a roster of only six active members. They've been seeking replacements ever since but their two founders are hard to replace.
Team Roster:
August (Deceased)
The Magpie (Retired)
Quintessence
Artemis Argyris
The Everyman
Kim-Hữu Long
The Dreamer
Black Knight
All be writing them all up for Heroes Unlimited and posting them here as and when.
The First Son of Argon came to Earth to conquer it and prove his right to the imperial throne of Argon. Unfortunately his information was two millennia out of date and instead of a primitive world under the rule of the Roman Empire he found a technologically advanced one. He challenged the person he believed to be the planet's monarch, the superhuman "August", and was immediately defeated. Now, years later and with August dead by another's hand, he has returned. His goal: conquest in the name of Perfidious Rex!
The fight went something like this.
This is the twelfth character in my Phenomenal Paragons series. The introduction to which is here. It is inspired by Jacob Pisson's World's Strongest series, here.
Okay this is our first, and hopefully only, alien. I don't want lots of aliens in my setting as I want to keep the focus on Earth. I have ideas for other planets and planes but I'm not ready to develop them yet. The character originates from playing City of Villains many years ago. The concept was "Anti-Superman", hence "First son of Argon" as opposed to "Last son of Krypton". Daughter didn't have the same beat and aliens; maybe they don't gender like we do.
Step 1: The Usual.
Elevens across the board. There's a note that future steps will change attributes and that all bonuses stack.
Step 2: Alien Appearance.
Now we get to a bunch of tables and sub-tables to roll on. Joy. I'm using the tables from the main rules as I've yet to find better.
I roll a Humanoid.
I'm told to make some rolls on the mutant table. I use the improved ones I found online. I get Strong Psychic Potential (+2 ME, +20 ISP, +2 save versus Psi, Mind Control and Possession), and Forearm Blades (optional +2 die damage to any punch attacks, +10 SDC, and +1 Horror Factor when popped) which are sword like blades that are roughly the length of the character's forearm and pop out when needed. I envision them folding out of their outside arm and extending from their wrists. I can't yet decide if they just fold out at ninety degree angles from just above the wrist or are jointed like an insect's limbs and extend forward like actual swords.
We also get a couple of rolls on cosmetic differences.We get pointed ears and purple skin.
Step 3: Physiological Changes due to Unearthly Environments.
Now we get to find out what sort of planet Argon is. I roll a Vegetation World. This is a fertile planet overgrown with plant life. Think Endor or Kashyyyk from Star Wars. A sub-table gives us no fear of heights, a +10% bonus to Acrobatics and climb as well as +2 to roll with impact.
We are 7 foot tall, 170 lbs.
All natives to vegetation worlds are natural acrobats, with a further +10% bonus. This gives us a further +2 to roll with impact. We also get the +1 to PS, PP and PE, as well as +3 SDC and a 2d4 acrobatic kick attack. We also get +10 SDC from being from a vegetation world.
Step 4: Determining Super Abilities.
Now we get to discover what sort of superpowers we get. we have multiple options, many of which just direct us to other classes. The only one unique to the alien class is racial superpowers. Which is what I should have selected. But I rolled and got Psionics.
I did this gag before too.
So I create another Natural Psionicist.
Yeah I know. Thankfully this one isn't a megahero. I checked.
So we get +5 ME, +2 MA, +70 ISP, and our save versus Psionics is 10+.
We get to pick 10 minor psionic powers and 3 super psionic powers.
Starting with the latter first I go for Telekinesis (super), Bio-Regeneration, Mind Block Auto Defense (which permanently reduces our ISP by 14 points).
For the lesser powers I pick Levitation, Resist Fatigue, Sense Magic, Telepathy, Intuitive Combat, Astral Projection, Ectoplasm, Telekinetic Leap, Telekinetic Punch, and Telekinetic Push.
Step 5: Determine Education and Skills.
Presented with another chart, aliens having different standards of education than humans, I'm told that there are more options in a book I don't own and have no intention of buying yet. Borrowing a copy I learn that it doesn't have much in the way of options; just a few new skills and packages that use them. I hard pass for now.
Back at the main rules I pick Combat Specialist. This gives us 4 physical skills, a hand-to-hand style, 6 weapon proficiencies, a piloting skill, and First Aid. All at +10%. We also get 6 secondary skills.
For our physical skills I pick Boxing (+1 attack per round, +2 parry and dodge, +1 roll with impact, +1 PE,+2 PS and +10 SDC), Wrestling (+1 roll with impact, +2 PS, +1 PE, +14 SDC and some other stuff I'll record elsewhere), Gymnastics (+2 roll with impact, +2 PS, +1 PP, +2 PE and +7 SDC), and Juggling (+1 initiative, +1 strike with thrown, +1 parry and thrown weapon rate of fire 4 per round).
For our hand-to-hand style I invent Argonian Sword Style (+10 SDC, +2 ME, +2 PP, +1 PE, +2 strike, +1 dodge, +1 roll with impact and a critical strike from behind), which is just Zanji Shinjinken-Ryu ("Samurai" style) from Ninja's and Superspies, but with the alignment requirements reversed and the martial arts powers removed. Well okay I give them the Warrior Spirit Kata, which is where a samurai stares at his opponent for a bit and then they strike. The other guy misses and blows a gasket.
Like this. They overpressured the system.
No but seriously the character using the kata gets to parry and dodge as normal for a round but can't attack. Meanwhile their MA gets boosted (to 20 in the case of this character) and they roll to intimidate. If they succeed then their opponent is at -4 to strike. As these things go it's a fairly minor ability.
For the weapon proficiencies I pick: Sword (+1 strike, +1 parry), Energy Pistol, Targeting: Thrown (+1 strike thrown), Small Thrown Weapon (+1 strike thrown) and Grenade.
For the piloting skill I pick Pilot: Hover, given the nature of most of the vehicles we can start with.
For our secondary skills I pick Body-Building (+2 PS, +10 SDC), Running (+1 PE, +10 Spd, +3 SDC), Basic Electronics, Basic Mechanics, Wilderness Survival, and Prowling.
Step 6: Reasons for Coming to Earth.
Another chart. It doesn't have conquest listed but it does have glory hound, which is similar.
Step 7: Familiarity With Earth.
Some. All of his information is 2000 local years out of date. We get three Earth languages and literacies at 90%. I choose Latin, Greek and English.
Step 8: Equipment.
Earth Clothes/Disguises:
None. Why should they hide? They're here to rule, not cower in fear!
Special Alien Weapons:
I have a choice to roll on the ranged or melee weapon charts. I can only pick one. I choose ranged, since his sword was broken, and get a melee weapon...
Apparently there's limit to the number of right justified reaction gifs I can use in one post.
Let me just check the melee weapons... Nope, no ranged weapons hidden there.
Okay so reading deeper it's an energized weapon that can also emit energy blasts, like a blaster. As a melee weapon it does double damage. As a blaster it does 5d6 damage, has a range of 1000' and a rate of fire of 3 (1d4+1) per round.
Meanwhile over in the melee weapons there's an energy sword, like a lightsaber, that does 5d6 damage. I decide to combine them. After losing their sword to Saitama August, the character jury rigged their blaster into an energy sword. It still works as a blaster but the power supply is hingin' aff th' bracket. Every round it is used as a blaster it gets a random number of shots, 1d4+1.
Special Vehicles:
I choose the hover platform, to go with the pilot: hover skill. It holds 1-4, travels at 90 mph and floats between 3 foot and 300 foot. I can't decide if it's like the glider from "Nausicaa, Valley of the Wind," the hoverboard thing that the Green Goblin rides in Spiderman or the flying crane-lift thing I once built in Second Life.
This?
This?
Or this?
Money:
Money is like budget right, so £120,000 in precious metals and gems.
Step 9: Everything Else.
We have 20 base SDC and our alignment is... ...6, Miscreant.
Phew! I've been designing this guy as a villain from an authoritarian world. Imagine how embarrassing it'd be if I'd rolled them up as Principled, Anarchist or something. (hides first dice roll)
Okay so on with the character sheet.
Name: unknown
Super Identity: Perfidious Rex
Level: 1, Alien.
Height: 7', Weight: 170 lbs, Age: unknown, but juvenile or young adult.
Alignment: Miscreant.
Disposition: Authoritarian arsehole who expects everyone to do as they say.
IQ 11, ME 20, MA 13, PS 20, PP 15, PE 18, PB 11, Spd 21
Hit Points: 21, S.D.C.: 97, P.P.E.: 20, I.S.P.: 116.
Alien Traits:
Species: Argonian. Pointed ears, purple skin, strong psychic potential, forearm blades. No fear of heights and natural acrobat.
Homeworld: Argon. A vegetation world.
Reason for Coming to Earth: Conquest (Glory Hound).
Familiarity with Earth: Detailed records from last survey, which was roughly 2000 local years ago. So some.
Skills:
Natural Skills: Acrobatics (Sense of Balance 80%, High Wire 80%, Climb Rope 90%, Back-Flip 70%), Climbing 55% (Rappelling 55%)
Scholastic Skills:
Argonian Language, Argonian Literacy, Basic Maths, Boxing, English Language, English Literacy, First Aid, Greek Language, Greek Literacy, Gymnastics, Hand-to-Hand Argonian Sword Style, Juggling, Latin Language, Latin Literacy, Pilot: Hover, W.P. Energy Pistol, W.P. Grenade, W.P. Small Thrown Weapons, W.P. Sword, W.P. Targeting: Thrown, Wrestling
2d4+7 Knife Hand or other martial arts hand strike
3d4+7 Punch with Forearm Blade
5d4+7 Knife Hand with Forearm Blade
5d6 Energy Sword
Dodge: +3; +4 (intuitive)
Parry: +3; +1 (intuitive)
Roll with Impact: +5; +2 (intuitive)
Pull Punch: +0; +4 (intuitive)
Disarm: +0; +2 (intuitive)
Benchmarks:
Carry Capacity: 400 lbs; Lifting: 800 lbs.
Stamina: Carry Max 72 minutes, 36 minutes while running or fighting. Lifting for 18 rounds (270 seconds; 4.5 minutes).
Ground Speed: 14.7 mph for 18 minutes.
Swimming Speed: Can't swim.
Leaping Distance: 5 ft. high and 10 ft broad with a running start, 6 ft high and 3 ft broad from a standing start.
Background:
First son of Argon... yada yada... conquest of Earth... yada yada... picked a fight with the biggest and baddest assassin-fucker on the planet. And lost. Now, having recovered from their injuries and their opponent dead by another's hand they seek to rule the world. For Argon!
They are in complete denial that August is dead and actually really depressed.