Today’s Superhero Random Encounter – The Ghost In the Darkness

I am sure PCs could learn to hate this villain :-

Superhero Random Encounter Generator

A hunter that can shrink, phase and has a Mental Blast.

Superhero Random Encounters
Generating Random Encounter –
Human

1 – Human
– Road
2 – Perpetrator
– Super Villain
3 – VillainMotivation
– Survival
4 – Archetype
– Great White Hunter
5 – Origin
– Human
6 – Random Power Numbers
– 4 Powers
7 — Random Powers 1 : Shrinking
— Random Skill Numbers : 4 Skill
—- Random Skills 1 – : Forensics
—- Random Skills 2 – : Sewing and Tailoring
—- Random Skills 3 – : Parapsychology
—- Random Skills 4 – : Acoustics
7 — Random Powers 2 : Astral Detection
— Random Skill Numbers : 2 Skill
—- Random Skills 1 – : Martial Arts B
—- Random Skills 2 – : Electrical Engineering
7 — Random Powers 3 : Phasing
— Random Skill Numbers : 4 Skill
—- Random Skills 1 – : Martial Arts E
—- Random Skills 2 – : Martial Arts B
—- Random Skills 3 – : Video Games
—- Random Skills 4 – : Business/Finance
7 — Random Powers 4 : Mental Blast
— Random Skill Numbers : 4 Skill
—- Random Skills 1 – : Artist
—- Random Skills 2 – : Acrobatics
—- Random Skills 3 – : Forensics
—- Random Skills 4 – : Seismology

The FATE: of Rogue of the X-Men

Talking about MSH Rogue with Mike Lindsey on Google+ the other day so here’s my take at various stages of her career as far as a generic Fate Core game goes

Rogue – New to the X-Men

Reformed Evil Mutant power stealer
I can’t control mah power!
Not sure old baldy can really help me
My mother is a bad example
Mentally Unstable Dual Personality Immune to Takeover

+3 Deceive
+2 Athletics, Burglary, Physique
+1 Fight, Notice, Provoke, Stealth
-1 Lore, Will
3 Refresh

3 Physical Stress
1 Mental Stress
2 4 6 Consequences

Stunts

*Ms Marvel Array – Flight (+1), Body Armour (+3), Super Strength (+3)
Power Absorption (+5)
Catch : Cannot absorb artificial abilities like power armour or extra body parts

Rogue must touch a victim with her bare skin and make a successful Power Absorption roll to take all their Stunts/Skills/Powers giving the victim a one scene unconscious Consequence. If there are powers or abilities equal to or higher than her level she must make a Physique roll or similarly take a one scene unconscious Consequence. If hers are higher already she keeps her own. Mental Skills or powers are not able to be copied. The effects last for a scene unless she deliberately or is forced to keep contact longer. If this happens she must make a Will roll to prevent permanent power theft. Being Mentally Unstable and adding a third personality would lower her Will another rank and increase her Mind Control immunity. If a scene is long it is fictionally appropriate for the powers to wear off, perhaps with a compel.

Approaches

+0 Careful
+1 Clever
+1 Flashy
+3 Forceful
+2 Quick
+2 Sneaky

———-

Rogue – Experienced Adventurer

X-Men’s Southern charmer
I can’t control mah power!
Boy, I am really frustrated
Not talking to my mum
Mentally Unstable Dual Personality Completely Psychically Immune

+4 Stealth
+3 Investigate, Deceive, Lore
+2 Athletics, Burglary, Fight, Physique, Provoke,
+1 Contacts, Drive, Notice, Rapport, Empathy
-1 Will

3 Refresh
3 Physical Stress
1 Mental Stress
2 4 6 Consequences

Stunts

*Ms Marvel Array – Flight (+2), Body Armour (+3), Super Strength (+3), Super Notice (+3)

Power Absorption (+7)

Catch : Cannot absorb artificial abilities like power armour or affect energy beings. Those with +7 or better resistances to mental powers get a defense roll.

Rogue must touch a victim with her bare skin and make a successful Power Absorption roll to take all their Stunts/Skills/Powers giving the victim a one scene unconscious Consequence. If hers are higher already she keeps her own. If there are powers or abilities equal to or higher than her level she must make a Physique roll or similarly take a one scene unconscious Consequence. The effects last for a scene unless she deliberately or is forced to keep contact longer. If this happens she must make a Will roll to prevent permanent power theft. Being Mentally Unstable and adding a third personality would lower her Will another rank.

Approaches

+0 Careful
+3 Clever
+2 Flashy
+3 Forceful
+1 Quick
+3 Sneaky

———-

Rogue – Veteran Modern X-Man

Capable Team Leader Southern Belle
Finally I can control my power
Not talking to my mum
It is great to just be me again!
My thing for the bad boys is getting worse

+4 Stealth, Rapport, Empathy
+3 Athletics, Deceive, Fight, Investigate, Lore, Resources
+2 Burglary, Physique, Notice, Provoke, Contacts
+1 Drive, Shoot, Will

7 Refresh
3 Physical Stress
3 Mental Stress
2 4 6 Consequences

Stunts

Power Absorption (+9)

Catch : Cannot absorb artificial abilities like power armour. Those with +9 or better resistances to mental powers get a defense roll.

Rogue must touch a victim with her bare skin and make a successful Power Absorption roll to take all their Stunts/Skills/Powers giving the victim a one scene unconscious Consequence. If there are powers or abilities equal to or higher than her level she must make a Physique roll or similarly take a one scene unconscious Consequence. If hers are higher already she keeps her own. The effects last for a scene.

Approaches

+2 Careful
+3 Clever
+2 Flashy
+2 Forceful
+2 Quick
+3 Sneaky

Shadow, Sword & Spell Character Creation Example with Conversion

Shadow, Sword and Spell

A straight out humanistic Sword & Sorcery game that you can easily FATEalise. It actually has Aspects and Fate Points directly…Hooks and Action Points. Hooks and Action Points get you additions to rolls, or rerolls.

Skills are based on the Abilities with a maximum of 12, as this is the 12 Degrees System after all. You get 35 Ability Points and 45 Skill Points (cost increasing at certain levels, first three cost 1). Skill are based on an Abilty and to get them as Trained costs the Base Rank, or the Ability.

Therefore, we’ll take a Hyborian age nogoodnik, a tall, womanly bruiser.
There is also a defined culture background element, and from Shadizar the Wicked? We’ll call that Civilised and Decadent.

Avera

Hooks

Background 1 : Ex-Shadizar thug
Background 2 : Duped out of everything by Davo
Background 3 : Run out of town on an ass
Previous Life : Human punching battery
Personality : Always cheerfully optimistic

Culture: Civilised (Bureaucracy, Diplomacy at Base Rank, +1 AP) and Decadent (Bureaucracy +1, Streetwise +1)

Abilities

07 Brawn
04 Quickness
11 Toughness
03 Wits
10 Will

45 Vitality = (Brawn + Toughness)/2*5
30 Resolve = (Wits + Will)/2*5
50 Sanity = Will * 5
03 Initiative Base = (Quickness + Wits)/2

06 Action Points

Skills

Free

04 Bureaucracy
11 Diplomacy

03 Athletics
10 Brawl
10 Intimidation
11 Defend

Fate Core

Avera

High Concept : Ex-Shadizar thug
Trouble : Duped out of everything by Davo
Aspect 1 : Run out of town on an ass
Aspect 2 : Human punching battery
Aspect 3 : Always cheerfully optimistic

+4 Physique
+3 Provoke, Will
+2 Contacts, Fight, Rapport
+1 Athletics, Burglary, Empathy, Lore

PH: 4 MH: 4 Refresh: 4

Approaches

+1 Careful
+0 Clever
+2 Flashy
+3 Forceful
+2 Quick
+1 Sneaky

Super Squadron sample character

The Fruit Bat

Abilities

02 Strength
32 Agility
03 Charisma
26 Intelligence
10 Stamina
11 Public Standing
11 Ego
00 Luck

Organic Powers (x4) – Fruit Bat

Enhanced Intelligence +11
Heightened Speed
Enhanced Agilty + 23
Ultraviolet Vision
Ultrasonic Hearing
Flight (extendable wings)
Bat Faced, small for a human

Looking at the Ability Modifier tables

Strength 02 is Puny, -1 HT (Hit Points), -3 DD (Hand to Hand Damage Mod)
Agility 32 is speedy, movement rate 80m, +05% Accuracy, +3 HT, +2 DD
Charisma 03 is Ugly, which Reaction to heroes is -10% and Villains, +10%
Intelligence 26 is Brilliant, +4 HT, +2 DD, +30% Accuracy, 9d8% to detect entrances and 8d10% to detect trap (3,6,8,6,7,3,7,2,5 = 47%) and (1,8,4,9,3,4,10,5 = 44%)
Ego 11 is Average Superbeing, 10% Compulsory Retreat (if you lose half HT or more) and 30% Willing retreat. +05 HP (hit probability) Retreating when not supposed to drops your ego and various successes/failures impact it.
Public Standing 11 is – Reaction DM

Hit Points

Formula is 1/2 * SA + 1d10 + LK + Exp + Modifiers (currently no Experience, need 40 points to get to Level 1)
So, 5 + 2 + (-1,+3,+4 = 6) = 13 HT

Action Potential

Formula is ST + 1/2 IQ + SA + 1/2 AG + LK + Exp
So, 2 + 13 + 10 + 16 = 31

Lords of Gossamer and Shadow Character Creation Example

Clement Hal

Mission_of_Gravity

A Mesklinite with a nom de plume, Clement Hal discovered a Door much to his scientific surprise. Alwys curious and intrigued he decided to take a look. Used to the crushing weight of 700 gravities at times he has found that other worlds while strange and scary and full of fantasy are not taxing in the slightest. And everybody generally seems to like him.

An optimistic explorer in search of education.

01 Psyche
02 Strength
51 Endurance
03 Warfare

Stuff

11 Good

Artifacts

Spaceship – The Lackland

4 Search Through Worlds
4 Able to Speak and Reason
4 Invulnerable to Conventional Weapons
4 Engine Speed
4 Deadly Damage
1 Combat Training
1 Psychic Resistance

Powers

10 Warden of the Grand Stair

ICONS Pistol Shrimp

Pistol Shrimp

Origin: Transformed

Background

A young pistol shrimp was unfortunate enough to grow up in the water near a major fast outlet. The toxic effluent released by this waste of space and calories changed him, making him stronger, smarter and much much bigger.

Description

Imagine Lobster Johnson as a shrimp-man and you have it exactly from costume to implacability. A two-fisted shrimp pistol wielder, his water abilities enable the focused blasting of cold, wet concussive force through his water weapons.

Catchphrase: Feel the claws that soak evil. Twice!

Abilities

6 Prowess
6 Coordination
6 Strength
2 Intellect
3 Awareness
6 Willpower

10 Stamina
1 Determination

Powers

4 Extra Body Parts: Claws
3 Invulnerability
3 Water Control
1 Alternate Form: Aquatic
1 Life Support [Cold]

Specialties

3 Claws Gun Master [Bubble Blast]
1 Underwater Combat

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