I'm starting Origin tier game - and want to confront my players with some mortal enemies - like russian mob or esoterics archeologiests. I look for stats of those for Scion - or will make them if those are none existing.
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[2E] Mortal Antagonists
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[2E] Mortal Antagonists
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
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To build on that... Remember, your antagonists are as deadly as you need them to be. If you need a mortal antagonist to be Sid the Squid, the absolute D-tier mook, then you can stat him that way.
If you need a mortal antagonist to be goddamn John Wick and so tenacious and deadly that even Heroes know better than to take him lightly, you can give him the Villain archetype and some custom Flairs and Qualities to make him a legitimate threat.
Disclaimer: In favor of fun and enjoyment, but may speak up to warn you that you're gonna step on a metaphorical land mine
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Notice: I will edit each new Archetypes below when ending it’s write-up.
Mafia/Mob
I propose here typical Mafia hierarchy, based on this Italian kind – however most crime syndicates follow very similar structures. As Storyguide, add some cultural and local variants to possible traits those Archetypes have. Here is typical syndicate – called Family – structure:
MOOK – Mob ‘Soldier’
Soldiers are lowers ranked members of each Mafia. They are typical doing ‘convincing’ for smaller targets of Family - intimidation and extortion. They are also foot soldiers in times of gang wars between syndicates.
Archetype: Mook
Qualities: Group Tactics, Twitchy
Flairs: Dread Gaze ( Intimidation ). Spray n’ Pray (H&K submachine gun)
Drive: To fulfill command of Copo or Don
Primary Pool (5): Intimidation, Combat, Shooting
Secondary Pool (4): Athletics, Streetwise
Desperation Pool: 2
Defense: 2
Initiative: 4
Attacks:
H&K submachine gun – Enhancement 2, Ballistic, Ranged: Medium, Automatic, Quality 1
Fists – Enhancement 1 ( Close Combat Training )
PROFESSIONAL – Capo(regime)
Also known simply as Captain, it’s rank is marking him as veteran of Family operations. Is leader for each crew of Soldiers and has major social status and influence in the organization. He answers directly to Don ( Boss ) or an Underboss.
‘Capo has strength in his crew – in brackets are his stats when surrounded by his crew. He also rising his crews Defense, Enhancement and Health by 1.
Archetype: Professional
Qualities: A Cut Above (+1 Enhancement, Choose from: Combat/Intimidation/Shooting ), Group Tactics, Institutional Disbelief, Twitchy, Slothful Resilience ( Mob dedication )
Flairs: Dread Gaze ( Intimidation ). Spray n’ Pray (H&K submachine gun), Long Arm ( Boxing grip ), Inspiration ( Families Command ), Seeing Red
Drive: To fulfill command of Don
Primary Pool (7): Combat, Intimidation, Leadership, Shooting
Secondary Pool (5): Athletics, Streetwise
Desperation Pool: 3
Health: 2 (‘3)
Defense: 3 (‘4)
Initiative: 5 (+2e )
Attacks:
H&K submachine gun – Enhancement 1 (‘2), Ballistic, Ranged: Medium, Automatic, Quality 1
Pistol ( Desert Eagle ) – Enhancement 1 (‘2), Firearm (0), Lethal (0), Loud (-1), Piercing (2), Ranged (0)
Fists – Enhancement 1 (‘2), ( Close Combat Training )
VILLAIN – Assassin
VILLAIN – Don ( Boss )Last edited by wyrdhamster; 11-17-2020, 06:06 PM.
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
LGBT+ in CoD games
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First take on the Capo as Professional Archetype for Mob...
PROFESSIONAL – Capo(regime)
Also known simply as Captain, it’s rank is marking him as veteran of Family operations. Is leader for each crew of Soldiers and has major social status and influence in the organization. He answers directly to Don ( Boss ) or an Underboss.
‘Capo has strength in his crew – in brackets are his stats when surrounded by his crew. He also rising his crews Defense, Enhancement and Health by 1.
Archetype: Professional
Qualities: A Cut Above (+1 Enhancement, Choose from: Combat/Intimidation/Shooting ), Group Tactics, Institutional Disbelief, Twitchy, Slothful Resilience ( Mob dedication )
Flairs: Dread Gaze ( Intimidation ). Spray n’ Pray (H&K submachine gun), Long Arm ( Boxing grip ), Inspiration ( Families Command ), Seeing Red
Drive: To fulfill command of Don
Primary Pool (7): Combat, Intimidation, Leadership, Shooting
Secondary Pool (5): Athletics, Streetwise
Desperation Pool: 3
Health: 2 (‘3)
Defense: 3 (‘4)
Initiative: 5 (+2e )
Attacks:
H&K submachine gun – Enhancement 1 (‘2), Ballistic, Ranged: Medium, Automatic, Quality 1
Pistol ( Desert Eagle ) – Enhancement 1 (‘2), Firearm (0), Lethal (0), Loud (-1), Piercing (2), Ranged (0)
Fists – Enhancement 1 (‘2), ( Close Combat Training )Last edited by wyrdhamster; 11-17-2020, 06:05 PM.
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
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LGBT+ in CoD games
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Originally posted by Kyman201 View PostTo build on that... Remember, your antagonists are as deadly as you need them to be. If you need a mortal antagonist to be Sid the Squid, the absolute D-tier mook, then you can stat him that way.
If you need a mortal antagonist to be goddamn John Wick and so tenacious and deadly that even Heroes know better than to take him lightly, you can give him the Villain archetype and some custom Flairs and Qualities to make him a legitimate threat.
I’ve also played at my own table with Fatebound mortal npcs picking up qualities and flairs that fit their role (including as nemeses) as the tides of fate backs them up in that specific capacity.
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General schema of Loyalists of Thule as Antagonists group. I will edit the post when preparing stats for those archetypes.
Notice: This is antagonistic version of Hunter: The Vigil group, adapted as Antagonists for the Scion games. For more information on Loyalists, see HtV corebook 1st or 2nd Edition.
Esoterica Hunters – Loyalists of ThuleThule Gehellschaft (Thule Society) was German occult group that started in 1918, resolving around research into nations mystical origins – and to uncover all the secrets of the World. It quickly evolved, taking more and more political ideas into it, springing into German National Socialist party, a.k.a. the Nazis. Thule still existed, but only as esoteric arm of the party – until it was officially banned with other lodges and societies in 1937. Unofficially, Thule members still worked, sometimes for Nazis in World War 2, sometimes on their own hand. After War, Thule separated it clearly from day-to-day politics, going totally underground, double down on it’s esoteric goals, starting their chapter houses where they can. Today, Loyalists are renown artifacts hunters and occult scientist – they only have problem with sticking with bad people to get to their researches.
MOOK – Thule Researcher
Singular researcher, expert on some <Occult topic> – and getting it.
Archetype: Mook
Drive: To uncover secrets of <Occult topic>
Qualities: Cross-Training, Helpless Fascination ( <Occult topic> )
Primary Pool (5): Occult, Academics
Secondary Pool (4): Shooting, Persuasion
Desperation Pool: 2
Health: 1
Defense: 1
Initiative: 3
Attacks:
Fists – Enhancement 1 ( Close Combat Training )
Pistol – Enhancement 1, Firearm (0), Lethal (0), Piercing (2), Ranged (0), Reset (-1)
MOOK – ‘Far-Right’ Muscle
Thule is independent from day-to-day politics – but still likes to employ strength of those that sympathize with ‘Far-Right’ in nowadays. If they give themselves to be used - why not use them. Most researchers still need good muscle guys to cover their backs.
Archetype: Mook
Drive: To help ‘great and in-danger empire’ / white race / etc.
Qualities: Stand Tall, Improvised Weapon ( +1 Enhancement for Improvised Weapons, counted below )
Flairs: Seeing Red, Selfless Shield
Primary Pool (5): Combat, Intimidation,
Secondary Pool (4): Athletics, Streetwise, Politics
Desperation Pool: 2
Health: 1
Defense: 1
Initiative: 3
Attacks:
Improvised Weapon ( Club, knife, etc. ) – Enhancement 1, Delicate ( On attack roll with any 1s, weapon is destroyed and need new one be created )
Metal Chain – Enhancement 1, Bashing (0), Melee (0), Reach (1)
Fists – Enhancement 1 ( Close Combat Training )
PROFESSIONAL – Chapter Leader
Leader of researchers in region, master of experts in some particular occult field – but, also, good coordinator of others works.
PROFESSIONAL – Special Units / like Neo-Nazis Flame Throwers? /
Expert ‘direct’ units to disarm monsters. Legacy of Nazis experiments groups, many times as Super Soldiers.
VILLAIN – Leading Archeologist
Expert of experts in some particular occult field. Living only to uncover knowledge. At all costs!
MONSTERS – Many 😉Last edited by wyrdhamster; 11-29-2020, 12:28 PM.
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
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The Thule Society are a official Vigil so I don't see a problem here. Mind you, I always felt it was weird that they were a heroic group in the first place.
Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.
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Originally posted by CTPhipps View PostThe Thule Society are a official Vigil so I don't see a problem here. Mind you, I always felt it was weird that they were a heroic group in the first place.
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PXGentleman - Great for your table, those write-ups are for people wanting to use 'dark Thule' in their games.
Drafts of Thule Researcher and 'Far-Right' Muscle to talk about.
MOOK – Thule Researcher
Singular researcher, expert on some <Occult topic> – and getting it.
Archetype: Mook
Drive: To uncover secrets of <Occult topic>
Qualities: Cross-Training, Helpless Fascination ( <Occult topic> )
Primary Pool (5): Occult, Academics
Secondary Pool (4): Shooting, Persuasion
Desperation Pool: 2
Health: 1
Defense: 1
Initiative: 3
Attacks:
Fists – Enhancement 1 ( Close Combat Training )
Pistol – Enhancement 1, Firearm (0), Lethal (0), Piercing (2), Ranged (0), Reset (-1)
MOOK – ‘Far-Right’ Muscle
Thule is independent from day-to-day politics – but still likes to employ strength of those that sympathize with ‘Far-Right’ in nowadays. If they give themselves to be used - why not use them. Most researchers still need good muscle guys to cover their backs.
Archetype: Mook
Drive: To help ‘great and in-danger empire’ / white race / etc.
Qualities: Stand Tall, Improvised Weapon ( +1 Enhancement for Improvised Weapons, counted below )
Flairs: Seeing Red, Selfless Shield
Primary Pool (5): Combat, Intimidation,
Secondary Pool (4): Athletics, Streetwise, Politics
Desperation Pool: 2
Health: 1
Defense: 1
Initiative: 3
Attacks:
Improvised Weapon ( Club, knife, etc. ) – Enhancement 1, Delicate ( On attack roll with any 1s, weapon is destroyed and need new one be created )
Metal Chain – Enhancement 1, Bashing (0), Melee (0), Reach (1)
Fists – Enhancement 1 ( Close Combat Training )
My stuff for Realms of Pugmire, Scion 2E, CoD Contagion, Dark Eras, VtR 2E, WtF 2E, MtAw 2E, MtC 2E & BtP
LGBT+ through Ages
LGBT+ in CoD games
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