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[2E] Mortal Antagonists

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  • wyrdhamster
    started a topic [2E] Mortal Antagonists

    [2E] Mortal Antagonists

    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.

  • wyrdhamster
    replied
    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 )

    Leave a comment:


  • PXGentleman
    replied
    I would steer far away from using Nazi or Nazi-like antagonists in Scion unless they were portrayed as ineffectual and pathetic, for reasons described in the now closed "God and the Alt-Right" thread.

    Leave a comment:


  • Aristarkos
    replied
    Originally posted by CTPhipps View Post
    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.
    They are considered a heroic group because their founders used to be active Nazis and now profess to be deeply ashamed of that, so they strive to stop something like Nazi Germany to happen again while hunting for monsters and forbidden lore. Of course, they probably have their own dark secrets too, at the discretion of the game group.

    Leave a comment:


  • CTPhipps
    replied
    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.

    Leave a comment:


  • wyrdhamster
    replied
    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 Thule
    Thule 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.

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  • glamourweaver
    replied
    Originally posted by Kyman201 View Post
    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.
    S&M will likely expand on the diegetic setting niche of Saints as “Mortals who punch above their weight class”. Not disagreeing on the use of qualities and flairs for mortal antagonists, I just know some people get hung up on setting verisimilitude and may feel they need more justification for a mortal being able to hold their own with a Scion, and I think Saints are going to help fill in that niche.

    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.

    Leave a comment:


  • wyrdhamster
    replied
    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.

    Leave a comment:


  • wyrdhamster
    replied
    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.

    Leave a comment:


  • Kyman201
    replied
    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.

    Leave a comment:


  • Aristarkos
    replied
    On Origin page 144-145 you have antagonist archetypes. The Mook, Professional, VIllain and Monster. Just use them as references and flesh them out a little if you need to.

    Leave a comment:

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