Wednesday, January 16, 2019

Datafiles: Brotherhood of Evil Mutants/AA #3 Notes

Adventure #3 was a investigative mission to find the Scarlet Witch at a mansion in Westchester County, NY that turned into a tussle with the X-Men then the Brotherhood of Evil (Mutants) (and not the only homage to Avengers Annual #10 that I’ll make). The Avengers were on one side fighting a slew of demons, while the X-Men (new players who came in after the adventure had started) were fighting the same demons, not knowing they were fighting each other, orchestrated by the illusions of Lady Mastermind. (If you ever have the chance of set your players fighting against each other, do it because it’s a blast, and something that can be conducted sensationally in a form like this where the players aren’t in direct contact with each other.)

Both teams also ran into the Brotherhood of Evil before and after encountering the illusions, leading up to an encounter with the big boss, Magneto, in the Danger Room, before Scarlet Witch’s great but unchecked power blew up the entire place. That final scene also held an early intention of this campaign, to make the White Queen a bad guy again. It always irked me that they made her into a hero in the comics, as it was a waste of a great villain when there aren’t always so many of those but plenty of X-Men. The focus veered from that substantially (though was originally an adventure that would have started before this campaign that would have had her as the main villain orchestrating everything) but it’s a start with her and this batch of bad guys. This adventure plants a seed that could grow later on in the campaign (as most of these adventures are intended to do).

There was also going to be a thing with telepaths but I couldn't find one that I liked. The White Queen was already going to be busy with the Scarlet Witch and I’ve established that Jean Grey is gone in this continuity. There actually aren’t many more telepaths than that in the Marvel Universe (save for one, and a villain and not a mutant, but I those plans elsewhere). I was going to stretch Karma’s powers to use her, and had set it up (there are some parts where the heroes got confused and took Mental Stress for no reason), but I forgot when the activity got busy and so I left it out (and the players didn't seem to notice).

These characters were generally popular enough to have easily-accessed stats, though I had to dig for some and had to hobble together a few and alter some that weren’t quite right. I generally tend toward classic versions rather than the most current iterations, which isn’t so much for feeding my nostalgia for how these characters were portrayed decades ago but making a stand in picking some version since there aren’t many characters that will be changed more than those in the X-Men world. This also shows the All-Star nature of this campaign and how we’re pulling characters from any point in the continuity without giving much concern to what’s happened in this comics, and just using the best versions of these characters as we see fit. And so, some notes about these builds:
* I’m still not entirely comfortable with Magneto’s build, which I put together from a few. Sure, he should have enough d12s to scare anyone, as well as energy manipulation (a tangential use of his magnetism, as noted in his original Marvel FASERIP stats). Something about his helmet seems wonky, too, but I see the point of it. The main villains usually have some intimidation ability that goes beyond Menace Master but I didn't make it more than that, which isn’t so much a concern except for leaving him vulnerable to be intimidated himself. I may alter this build before using him again.
* Destiny was the greatest challenge, and builds I found were never quite right. She should have some ability to manipulate the Doom Pool but the smallest amount can go a long way, so it was difficult to find a balance. As it is, there’s no power to see the future or, after a fashion, control luck (like FASERIP and HeroClix have). But she works best perhaps as a narrative character rather than one who mixes numbers into the action, though I would take any ideas about how to improve this build. Also, no reason a blind woman should have a crossbow.
* The Avalanche build came from material by the inestimable David White, if I recall.
* Juggernaut being present is enough to intimidate heroes, even when he’s not rolling dice. In this adventure, the heroes didn’t even try to stack up against him, and it would be unfair to throw him full-force against them. There was a reason he was being so cowardly at one point. Probably the best powerhouse villain around and perfect in this team and at Magneto’s side (enough that I never knew why they didn't put them together more in the comics).
* Pyro, Toad, and the Blob are just fodder, but they work well enough.
* I went a different route with playing Blob, as a mutant with the ability to control his liquefied body, and he became something far from a big, voluminous guy. I try to stick with a traditional version of a character and that got away from me with this one but it also shows the experimental nature of playing this stuff out. 
* Mystique was a blast to play, and should be in any campaign (regardless of world or system). The players are right to be concerned that any ally near them could be her in disguise. Even if she didn’t have those powers, she would be a great character to play (aided by the sexy picture in the X-Men sourcebook being its best description of her).
* This White Queen is the pre-Morrison version. I never cared for her having the diamond body (though I get the metaphor). She already has telepathic powers, which are more rare in the Marvel Universe than anyone would think, and more than enough to make her a challenge.
* Also the pre-House of M Quicksilver. Being a mimic or manipulating time doesn’t sit well with me when he can just be Marvel’s foremost speedster (and a great connection between the X-Men and the Avengers, even if I hadn’t originally had a plan for him). He wasn't a part of the action when he appeared in the climax of the adventure so his stats or state of powers was moot anyway.
* I avoided bringing the Scarlet Witch into the action directly so I didn't bother coming up with stats for her. Her powers are even more complex than Destiny's, and I side with giving her the ability to manipulate probability over witch magic, casting spells and such, which, again, was never defined by any official statement on her powers.
* The same with Lady Mastermind, since she was represented by her illusions, which were used mostly as Complications.


MAGNETO

Affiliations
Solo    d8
Buddy    d6
Team    d10

Distinctions
Holocaust Survivor
Mutant Supremacist
The Mutant Who Would Be King

Power Sets
MASTER OF MAGNETISM
Enhanced Senses    d8
Enhanced Stamina    d8
Enhanced Strength    d8
Godlike Durability    d12
Magnetic Supremacy    d12
Energy Supremacy    d12
Supersonic Flight    d8
SFX: Area Attack: Add a d6 and keep an additional effect die for each additional target.
SFX: Multipower: Use two or more Master of Magnetism powers in a single dice pool at -1 step for each additional power.
SFX: Versatile: Split Magnetic Supremacy into 2d10 or 3d8.
Limit: Mutant: Add a d6 to the Doom Pool when affected by mutant-specific complications or tech.
Limit: Exhausted: Shutdown any Master of Magnetism power to add a d6 to the Doom Pool. Activate an opportunity to recover the power.

HELMET
Psychic Resistance    d12
SFX: Psychic Immunity: Spend a d6 from the Doom Pool to ignore stress, trauma or complications from psychic attacks.
Limit: Gear: Add a d6 to the Doom Pool to Shutdown Helmet. Spend a d6 from the Doom Pool to recover.

Specilaities
Business Expert    d8 
Combat Expert    d8
Menace Expert    d10
Psyche Expert    d8
Vehicle Expert    d10


JUGGERNAUT

Affiliations
Solo    d8
Buddy    d10
Team    d6

Distinctions:
Unstoppable
Boisterous Bruiser
Hateful Mutant

Power Sets
Avatar of Cyttorak
Godlike Strength    d12
Godlike Stamina    d12
Godlike Durability    d12

SFX: Invulnerable. Spend 1 PP to ignore physical stress or trauma results unless caused by mystical attacks.
SFX: Mystical Healing. Spend 1 PP to recover your physical stress and step back your physical trauma by -1.
Limit: Soft Spot. Earn 1 PP and step up emotional stress caused by threats to friends or loved ones by +1.
Limit: Cyttorak is Displeased. Shut down any Avatar of Cyttorak power to gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Crimson Armor of Cyttorak
Psychic Resistance D12
SFX: Immunity. Spend 1 PP to ignore telepathy, mind control, or psychic stress or trauma results caused by psychic blasts.
Limit: I Lost My Helmet. Shut down Crimson Armor of Cyttorak power to gain 1 PP. Take an action vs. the doom pool to recover the helmet.

Specialties
Combat Expert    d8
Menace Master    d10


WHITE QUEEN

Affiliations  
Solo    d6
Buddy    d8
Team    d10

Distinctions
Hero No Longer
Icy Confidence
No Secrets From Me

OMEGA-CLASS TELEPATH
Enhanced Senses    d8
Mind Control    d10
Psychic Blast    d10
Psychic Resistance    d10
Telepathy    d12
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die.
SFX: Multipower. Add more than one Omega-Class Telepath power die to your pool. Step back each Omega-Class Telepath power die in your pool once for each die beyond the first.
SFX: Psychic Healing. When helping others recover stress, add Telepathy to your dice pool. Spend 1 pp to recover your own or another’s mental or emotional stress or step back your own or another’s mental or emotional trauma.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.

Specialties
Business Master    d10
Crime Expert    d8
Psych Master    d10
Science Expert    d8
Tech Expert    d8


DESTINY

Affiliations
Solo    d4
Buddy    d8
Team    d6

Distinctions
Mutant Terrorist
Blind Precognitive
Mother Figure

Power Sets
PRECOGNITION
Godlike Senses d12
SFX: I Know Where You Will Be. When using PRECOGNITION to create Complications, add a D6 and step up the effect die. 
SFX: Manipulate the Future. If her pool includes a PRECOGNITION power, spend a Doom die to reroll. 
SFX: Precognitive Assist. Spend a doom die to add a PRECOGNITION power to another character's dice pool before rolling. If that character takes physical stress, step back Godlike Senses. Activate an opportunity to recover Godlike Senses. 
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown PRECOGNITION. Recover that stress or wake up to recover PRECOGNITION. If mental trauma received, shutdown PRECOGNITION until trauma recovered.
Limit: Mutant. When affected by mutant-specific complications or tech, step up the lowest die in the doom pool or add a D6 doom die. 

Specialties
Crime Expert    d8
Psych Master    d10
Science Expert    d8
Tech Expert    d8


MYSTIQUE

Affiliations
Solo    d10
Buddy    d8
Team    d6

Distinctions
Adapt or Die
Fickle Deceiver
Older than She Looks

Mutant Metamorph
Enhanced Durability    d8
Enhanced Reflexes    d8
Shapeshifting    d8
Superhuman Stamina    d10
SFX: Immunity. Spend die from Doom Pool to ignore stress, trauma, or complications from toxins and disease.
SFX: Peerless Shifter. When using a Mutant Metamorph power to create assets, add a die from Doom Pool and step up your effect die.
SFX: Skin Deep. When taking an action to confuse, deceive, or threaten a target, step up or double Shapeshifting. Remove the highest rolling die and keep three dice for Total.
Limit: Emotional Scarring. Step up or double emotional stress or trauma used in an action or reaction against you to add d6 to Doom Pool. The stress returns to its original die rating after it is used against you.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 pp.

Business Expert    d8
Combat Expert    d8
Covert Master    d10
Crime Master    d10
Menace Expert    d8
Psych Master    d10
Tech Expert    d8


AVALANCHE

Affiliations
Solo    d4
Buddy d6
Team d8

Distinctions
Mutant Mercenary
Destructive
Coward

Power Sets
SEISMIC WAVE GENERATOR
Earth Mastery    d10
SFX: Area Attack. Add a d6 and keep an additional effect die for each additional target.
SFX: Constructs. Add a d6 and step up your effect die by +1 when using SEISMIC WAVE GENERATOR to create Assets.
SFX: Dangerous: Add a d6 to your dice pool for an attack action and step back highest die in pool by 1. Step up physical Stress inflicted by 1.
Limit: Mutant. Earn 1 PP when affected by mutant-specific Milestones and tech.

Specialties
Crime Expert    d8
Science Expert d8


BLOB

Affiliations
Solo    d4
Buddy    d8
Team    d6

Distinctions
Former Carnival Strongman
Immovable
Mutant Mercenary

Power Set
THE MUTANT WHO CAN’T BE MOVED
Godlike Durability    d12
Superhuman Stamina    d10
Superhuman Strength    d10
SFX: Body Fat Expansion. When targeting any ensnarement or entangling type complications, add a d6 and step up your effect die.
SFX: Try and Move Me! Spend a d6 or greater from the Doom Pool to ignore stress, trauma, or complications from blunt or concussive force, or any attempt to move the Blob from where he is standing.
Limit: Massively Obese. When in confined locations or situations where enhanced weight would make a difference, change any THE MUTANT WHO CAN’T BE MOVED power into a complication to add a d6 or step up the lowest die in the doom pool. Activate an opportunity or remove the complication to recover the power.
Limit: Mutant - When affected by mutant-specific complication or tech, step up the lowest die in the doom pool or add a d6 doom die.

Specialties
Combat Expert    d8
Crime Expert    d8
Menace Expert    d8


PYRO

Affiliations
Solo    d4
Buddy    d6
Team    d8

Distinctions
Evil Mutant
Former Journalist
Overconfident Lackey

Power Sets
PYROKINETIC MUTATION
Fire Control    d10
Flame Thrower    d8
SFX: Area Attack. Against multiple targets, for each additional target add a d6 and keep an additional effect die. 
SFX: If I Can See It. On a successful reaction against a fire-based attack action, convert opponent's effect die into a Pyrokinetic Mutation stunt or step up a Pyrokinetic Mutation power until used in an action. If opponent's action succeeds, spend a doom die to use this SFX.
SFX: Pyromaniac. When creating fire-based assets and complications, add a d6 and step up the effect die. 
Limit: Mutant. When affected by mutant-specific complications or tech, step up the lowest die in the doom pool or add a D6 doom die. 
Limit: No Match, No Flame. Shutdown Pyrokinetic Mutation to step up the lowest die in the doom pool or add a D6 doom die. Spend a doom die to recover that power. 

Specialties
Crime Expert    d8
Combat Expert    d8
Menace Expert    d8
Psyche Expert    d8


TOAD

Solo    d4
Buddy    d6
Team    d8

Distinctions
Cunning
Not A Hero
Rejected By Humanity

Power Set
TOAD MUTATION
Amphibian Control    d10
Enhanced Reflexes    d8
Enhanced Strength    d8
Leaping    d10
Stretching    d6
SFX: Tongue. When inflicting a restraint complication on a target using Stretching, add a d6 and step up the effect die.
SFX: Multipower. Add more than one Toad Mutation power die to a pool. Step back each Toad Mutation power die in that pool once for each die beyond the first.
Limit: Mutant. When affected by mutant-specific complication or tech, step up the lowest die in the doom pool or add a d6 doom die.
Limit: Vulnerability. Step up emotional stress from low self-esteem to step up the lowest die in the doom pool or add a d6 doom die.

Acrobatics Master    d10
Combat Expert    d8
Tech Expert    d8


QUICKSILVER

Affiliations  
Solo    d8
Buddy    d6
Team    d10

Distinctions
Smugly Arrogant
Son Of Magnus
Reserve Avenger

Power Set 
SPEED
Superhuman Reflexes    d10
Enhanced Senses    d8
Godlike Speed    d12
SFX: Area Attack: Add a d6 and keep an additional effect die for each additional target.
SFX: Multipower: Use two or more Master of Magnetism powers in a single dice pool at -1 step for each additional power.
Limit: Mutant. When affected by mutant-specific complications or tech, step up the lowest die in the doom pool or add a D6 doom die. 

Specialties
Acrobatics Expert    d8
Combat Expert    d8
Psych Master    d8
Menace Expert    d8

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