Fjur’s Environment Archive!

THE X-TREMEVERSE!!!
Annual Casualty Rate: Twice that of Universe 1
Most Popular Music Genre: Heavy Metal
Most Manufactured Products: Chains, spikes, pouches, guns, explosives

This is a reality different from Universe 1. A more X-TREME REALITY!

The world of the X-TREMEVERSE is indeed far different from the one you know. Here, everything is over-the-top in the most radical ways. Violence is prolific, and it appears that the world’s fashion, music, and culture have not moved on from the 1990’s.

This universe is home to the X-Treme States of America, much of which is a dusty wasteland crisscrossed by lonesome highways. The country’s largest city is the Neon City, which is a mega-city that definitely lives up to its name.


THE X-TREMEVERSE!!!
NINETIES AESTHETICS! :d8:
X-CESSIVE VIOLENCE! :d10:
X-TREME RESIDENTS! :d10:

Green
Minor Twists

  • VIOLENT REALITY: This universe is much more X-TREME than most! Roll the environment dice. Boost all targets with the Min die.
  • X-TREME CIVILIAN: A relatively normal civilian enters the fray for no discernible reason! Introduce 1 X-TREMEVERSE Civilian minion (see below) to the scene.

Major Twist

  • UN-X-PLAINABLE FIRES: For some reason, everything is one fire! Roll the environment dice. Attack one target with the Mid die and another target with the Min die.

Yellow
Minor Twists

  • RAT RAGE: Several of those sick Road Rats ride up to the fight! Roll the environment dice. Introduce a number of Road Rat minions (see below) to the scene equal to the Mid die.
  • WICKED FIGHTING: This reality is naturally suited to spectacle! Roll the environment dice. Boost all targets with the Mid die.

Major Twist

  • SPIKES EVERYWHERE: Why are there so many spikes? Roll the environment dice. Attack two targets using the Mid die.

Red
Minor Twists

  • X-PATRIETTE BIKERS: A gang of X-Patriette clones arrive at the battle! Roll the environment dice. Introduce a number of X-Patriette Biker Clone minions (see below) to the scene equal to the Max die.
  • X-TREME CULMINATION: The X-TREMEVERSE is an intrinsically AWESOME place! Boost all targets with the Max die.

Major Twist

  • IN-X-PLICABLE X-PLOSIONS: Everything is exploding! Roll the environment dice. Attack all targets in the scene with the Max+Min dice.

Road Rat
:d8: Minion

Description
These savage rodents inhabit the inhospitable wasteland that is much of the X.S.A.’s Midwest!

Abilities
GROUP FIGHTER: A Road Rat has +1 to Attack and Hinder actions while it has at least one nearby ally.

Tactics
The Road Rats prefer to do combat on the open road and in a group.

X-Patriette Biker Clone
:d10: Minion

Description
These clones of the ruthless X-Patriette prowl the sprawling Neon City.

Abilities
HECKA POWERFUL AMMO: X-Patriette Biker Clones have +3 to Boost actions targeting themselves.

Tactics
The X-Patriettes use their tricked-out guns, sharp aim, and grit against their opponents.

X-TREMEVERSE Civilian
:d8: Minion

Description
Even the normal Joes of the X-TREMEVERSE are X-TREME!

Abilities
X-TREME EVERYMAN: The X-TREMEVERSE Civilian has +2 to Attack actions and save rolls.

Tactics
An X-TREMEVERSE Civilian is likely to aid the heroes against their enemies.


Editor’s Notes

I may have gone a touch overboard with the CAPITALISATION, X’s, and X-CLAMATION POINTS!!! Oh well.

So, I do fear that this environment may be somewhat, well, bland. It was very tough thinking of ideas for twists. As you can see, each GYRO zone basically has an Attacking twist, a Boosting twist, and a minion-adding twist.

Oh, and if you have no idea what this environment is about, check this out.


Next Environment: Spirit Island

2 Likes

One might even say you’ve gone to X-TREMES there. :slight_smile:

Seems fine as a generic “somewhere in the X-TREMEVERSE” environment - the minions could be reskinned into something else easily enough if the scene is somewhere other than the XSA/Neon City. More specific locales (eg the sewer/underground raceways under Wreck City) would probably have different twists, but I rather like the idea of a set of amping up global Boosts throughout any scene to reflect the inherently over-the-top nature of the universe.

1 Like

Not possible! TURN IT UP PAST 11!!:boom: Heck yeah, mother hecker!!:boom:
:pray:t2: Prayers for the voice of the GM who leads a session in this environment. :speaking_head::right_anger_bubble:

2 Likes

Spirit Island
Area: ≈50,000 square kilometres
Spirit Population: Numerous and uncountable
Dahan Population: ≈3,600
Invader Population: ≈10,000
Invaders’ Arrival: 10 years ago

The Island has existed far longer than humans have lived there.

The Spirits of the Island are many and diverse: thronging wisps of breeze, strange half-seen shadows across still water, the sunbeam which forms perfect patterns even through tangled deadwood. Most do not fight the Invaders: the smaller Spirits are too weak; the greatest ones too slow or so strong they’d destroy the Island. Not every grove or gully has a Spirit — but there are certainly more Spirits than Dahan.

The Dahan were the first humans on the Island. They immigrated centuries ago. Their lore spoke of Spirits, and they expected their new home would have some, but were greatly surprised by the Spirits’ numbers, vitality, and intensity of manifestation.

The Invaders found Spirit Island a decade ago. Early coastal contact with the Dahan was fairly peaceful. The Dahan saw these new seafarers as analogues of their those-who travel, and offered them appropriate hospitality. The Invaders saw a fertile, sparsely-populated island, and brought word home of a land ripe for the taking.

The first colony ships arrived five years later, bringing both settlers and an onslaught of foreign diseases which tore through the Dahan. Spirit assistance helped many Dahan survive — but even so, they are just regaining their footing, mourning their dead, and discovering that these scourges were not the act of angry Spirits. They are divided on what to do: some see the Invaders as a menace to drive away, while others still think of them as “our new neighbors”, or are fascinated with their lifestyle, tools, and beliefs.

But the Invaders spread impossibly quickly, with more and more colony ships arriving each year. In the blink of an eye there were nearly as many Invaders as Dahan, methodically reshaping the land, destroying Spirit and Dahan alike in their heedless, swarming expansion . . .


Spirit Island
Dahan Clans :d8:
Foreign Invaders :d10:
Nature Spirits :d10:

Green
Minor Twists

  • Dahan Warrior: One brave Dahan villager steps forth to defend the island. Introduce one Dahan minion (see below) to the scene.
  • Treacherous Wilds: The island’s flora and terrain are far more difficult to traverse than is usual. Roll the environment dice. Hinder all targets with the Min die.

Major Twist

  • Exploring Invaders: Foreign explorers arrive at the scene. Roll the environment dice. Introduce a number of Invader minions (see below) equal to the Min die.

Yellow
Minor Twists

  • Savage Beasts: A pack of wild animals smell the blood of combat. Roll the environment dice. Introduce a number of Beast minions (see below) to the scene equal to the Min die.
  • Second Wave: Even more invaders arrive. Roll the environment dice. Introduce a number of Invader minions (see below) to the scene equal to the Mid die.

Major Twist

  • A Spirit Appears: A relatively weak Spirit manifests a physical form in order to protect the land. Introduce 1 Minor Spirit lieutenant to the scene.

Red
Minor Twists

  • Hazardous Badlands: The Spirits of the island have transformed it to be very deadly to humans.
    [ ] [ ] [ ] Remove the hazardous terrain
    Until the above challenge is completed, all Attack actions have a +1 bonus.
  • Wracking Diseases: A strange plague is cast upon the Invaders. Roll the environment dice. Hinder all Invader targets with the Mid die.

Major Twist

  • Devastating Ravage: The Invaders will stop at nothing. Roll the environment dice. Attack all non-Invader targets with the Max die.

Spirit Island Threats

:beast: Beast :beast:
:d10: Minion

Description
These creatures are nothing more than wild beasts, although they may have been commanded to fight on a Spirit’s behalf.

Abilities
Feral: While a Beast is smaller than a :d10:, it has +2 to Attack actions.

Tactics
Due to their low intelligence, Beasts mainly stick to chomping on targets until they’re dead.

:dahan: Dahan :dahan:
:d8: Minion

Description
These native islanders live in harmony with the land and the Spirits.

Abilities
Friends of the Spirits: Spirits have +1 to Boost, Defend, and Recover actions targeting Dahan, and vice versa.

Tactics
Dahan will fight desperately to protect their island home, even against the overwhelming odds posed by the Invaders.

:explorer: Invader :explorer:
:d8: Minion

Description
These newcomers to the island have no respect for it, the Dahan, or the Spirits, and only care about their own interest.

Abilities
Ravagers: Invaders have +2 to Attack actions and destructive Overcome actions.

Tactics
Invaders favour slash-and-burn strategies, and ruthlessly destroy any opposition.

:sacredsite: Minor Spirit :sacredsite:
:d12: Lieutenant

Description
This is but a relatively weak Spirit. There exist many larger and more powerful Spirits, but they are also much slower, and lack the precision needed to make a difference in a human-scale skirmish.

Abilities
Elemental Nature: The Minor Spirit has one of the following abilities:

  • Air: Whenever the Minor Spirit takes an action that targets itself or another character, it may move that target to another location.
  • Earth: The Minor Spirit has +3 to Defend actions.
  • Fire: The Minor Spirit has +3 to Attack actions.
  • Water: As an action, the Minor Spirit can roll its die. Either one nearby target Recovers that much Health, or that many nearby minions each increase their dice by one size, up to a maximum of their starting die sizes.
  • Plant: The Minor Spirit has +3 to Boosts actions.
  • Animal: As an action, the Minor Spirit can roll its die and add a number of Beast minions (see above) to the scene equal to half its die roll (rounded up).
  • Moon: As an action, the Minor Spirit can change any penalty into a bonus or vice versa.
  • Sun: When the Minor Spirit takes the Boost action, it may make the resulting bonus persistent and exclusive.

Tactics
The Spirit’s tactics will differ greatly depending on which element it is attuned to.


Editor’s Notes

This environment is, of course, inspired by Greater Than Game’s fantastic cooperative board game of the same name, Spirit Island. And yes, I know that the Nexus of the Void is an already-existing Sentinel Comics environment that is also inspired by Spirit Island, but the Nexus is very loosely inspired by it, while my environment here is straight-up Spirit Island, complete with Invaders and Dahan.

I have no idea in what situation a GM would actually use this environment; Spirit Island is canonically set in the 1700s, so temporal shenanigans are likely to be involved. Beyond that, I assume that the overlap between SCRPG GMs and Spirit Island players is very small, so this environment is likely of little interest to most.

Nonetheless, I still made it, mainly because I really like the game. I bought and played Spirit Island years before Sentinels of the Multiverse, let alone the Sentinel Comics RPG. It is what led me to discover Sentinel Comics, so I would not be here without it.

The opening description for this environment is an edited version of lore found in the Spirit Island rulebook. The area measurement is based on a comment made by the game’s designer saying that it is around the size of Viti Levu. The Invader and Dahan populations are entirely baseless guesses.


Next Environment: [REDACTED]

3 Likes

Looks good. Love the roster of spirit power abilities.

I’ve had loads of functionally immortal PCs and villains in my games. Some of them could have “time-travelled” through the 1700s the way most people do - one day at a time in order. :slight_smile: I could use it in a flashback for an earlier encounter between folks like, say, FourEver and Ymum where 300 years is roughly equivalent to last week for mere mortals.

1 Like

OblivAeon
Height: Varies
Weight: Varies
Hair: None
Eyes: Varies, usually purple
Birthplace: The Destruction of Preservation and Entropy
Power Source: The Cosmos, The Shattering of the Timelines
Occupation: Singular Entity

“It’s Coming.”

The Heroes of Earth and beyond have fought against the effect of an unknown cosmic power for a long time, and each time they managed to prevail. However, other realities and timelines have not been so fortunate. The goal of this cosmic entity’s encroachment upon the Multiverse is the collapse of all realities and timelines into a singularity which will self-implode, leaving naught but OblivAeon, the true heir to nothingness.

OblivAeon itself has manifested on Earth in this timeline to put an end to the pitiful resistance. If it succeeds, everything will be destroyed. However, if the heroes are able to stop OblivAeon, the cracks which run through all realities will be repaired as the cosmic power that created them is destroyed, effectively cutting the timelines and realities off from each other.

One way or another the Multiverse, ends here.


OblivAeon
Destroyer of All :d12:
The End Has Come :d12:
Terminus of All Realities :d12:

Green
Minor Twists

  • Aeon Attack: OblivAeon conjures another squad of Aeon Men. Roll the environment dice. Introduce a number of Aeon Men minions (see below) to the scene equal to the Min die.
  • Disrupt Spacetime: OblivAeon tears a hole in reality and sends some heroes hurtling through it. Roll the environment dice. Attack two targets with the Mid die. Move those targets to another location.

Major Twist

  • Temporal Fractures: OblivAeon continues its ravaging of reality. Advance the scene tracker by one space.

Yellow
Minor Twists

  • Absorb Energy: ObilvAeon destroys some of its Aeon Men, reabsorbing their essence into itself. Destroy any number of Aeon Men minions.
  • Unbracing Smite: OblivAeon unleashes a focused blast of devastating energy. Roll the environment dice. Attack one target with the Max die. Destroy all bonuses on that target.

Major Twist

  • Focus of Power: ObilvAeon creates a crystalline conduit for its cosmic power, in order to further its plans of destruction.
    [ ] [ ] [ ] Destroy the Oblivion Engine
    [ ] [ ] [ ] Challenge Timer
    Triggered: Advance the scene tracker by one space. Then, roll the environment dice and Boost all Scion and Aeon Men targets with the Mid die.

Red
Minor Twist

  • Global Devastation: There is nowhere that OblivAeon’s power cannot reach. Roll the environment dice. Attack all targets in all locations in the scene with the Mid die. Destroy 1 bonus on each of those targets.
  • Impending Doom: OblivAeon prepares to unleash an annihilating attack of cataclysmic proportions.
    [ ] [ ] [ ] Disrupt the attack
    [ ] [ ] Challenge Timer
    Triggered: Roll the environment dice. Attack all non-Scion targets with the Max+Mid+Min dice.

Major Twists

  • Summon Scion: OblivAeon summons another one of its servants to the battlefield. Introduce 1 Scion villain (without Upgrades or Masteries) to the scene.

OblivAeon Threats

Aeon Man
:d8: Minion

Description
Aeon Men are the mindless thralls and vassals of OblivAeon. They form from the excess Aeon energy that constantly leaks out of OblivAeon’s form.

Abilities
Aeon Energy: If OblivAeon destroys an Aeon Man, first roll its die. Boost, Recover, or Attack one target with that roll.
Cosmic Warrior: Aeon Men have +1 to Attack actions.

Tactics
Aeon Men are essentially mindless automatons, and know only the most basic strategy. They are most often encountered in groups.


Editor’s Notes

That’s right, it’s OBLIVAEON!

I really like that :d12: :d12: :d12: dice pool. : )

The infobox and environment description were taken from OblivAeon’s wiki page.

Okay, so I may have made some of these twists a little bit more powerful the the book suggests, but hey, it’s OblivAeon. If anything deserves to be overpowered, it’s him.

Part of my inspiration for creating this “environment” was that the Bullpen chapter of the rulebook states that environments can be used to represent truly massive, powerful entities in addition to locations.

Now, obviously this “environment” is of negligible usefulness to anyone, as I doubt anyone will be running the OblivAeon Event any time soon. Regardless, here’s my advice for doing just that:

Due to the epicness and sheer scale, I would recommend using a scene tracker that is some mix of Prolonged and Epic trackers. Something like 2 Green spaces, 4 Yellow spaces, and 5 Red spaces.

This environment represents OblivAeon protected by his shield. Thus, he lacks a Health rating, so the heroes cannot damage him. So, of course, you’ll need a hefty challenge (likely 5 boxes) to let the heroes disable OblivAeon’s shield, which will then transform him from environment stats to villain stats (likely with many Upgrades). Alternatively, one could just use one (or several) Defence Shield Upgrades to represent his shield, but then you wouldn’t be using this environment at all.

There would, of course, also be many Aeon Men minions, Scion villains, and, to help the heroes out with all of this, Mission challenges.

Oh, and by the way, this is the penultimate environment.


Next Environment: [REDACTED]

1 Like

Looks good. I kind of doubt the Scion from the Red Major Twist is going to get much time to act before scene end, and activating that twist might actually be a merciful choice for the GM compared to starting Impending Doom or Global Devastation.

Just to confirm, is the intent on Global Devastation is that any Aeon Men destroyed by it are being done in by OblivAeon and therefore trigger their Aeon Energy ability? Or does that only happen with Absorb Energy?

1 Like

Yeah, OblivAeon and things on a similar power level are probably better as a combination of environment and multiple challenges than a villain, even a very powerful one like a multiple-upgrade Ancient Titan or something. I haven’t tried anything quite that potent yet - the ultimate form of Infernovox is as close as I’ve come to date, and even it’s a long way short of a reality ender on its own. Perfectly content to just loaf around wearing the sun like an old pair of pajamas.

1 Like

Fair enough. I do see your point, but using a non-standard scene tracker that has more red spaces than usual (like I mentioned above) would increase the Scion’s length of stay.

Correct. Aeon Energy is triggered whenever an Aeon Man is destroyed by OblivAeon, wether it happens from a “destroy Aeon Men” effect or damage from an Attack from OblivAeon. Impending Doom would also count.

I would like to take this opportunity to say that all the different forms of Infernovox you made are, in my opinion, quite cool. : )

1 Like

Why thank you, sir. I suspect the villain in question would object to being called “cool” though. Makes Heat Miser look like a piker.

They were among the first few villains I created way back when I first started seriously messing around with the creation system. Actually yet to use the radioactive version, although all the others have seen outings. The ultimate one only cropped up in a one-shot where the main goal of the scene was nabbing a time travelling villain who was in negotiations with Infernovox about granting it timeline access in exchange for limitless energy and then getting the heck out of dodge (and their own future) before they got fried. So that one’s also yet to be defeated, although it certainly isn’t impossible to do so. Maybe not so much with a four-hero zero-collections team though. :slight_smile:

The blog post itself is a bit of a text wall, though.

1 Like

Behold — Orbo, the living planet!


Orbo
Location: Orbiting the Enclave of the Endlings
Species: Satellan
Diameter: Approximately that of Earth’s Moon
Crust: Crimson
Eyes: Orange
Tentacles: Numerous, never counted

“Orbo hungers . . . He cannot be trusted. I preserve him as I do all Endlings, but a time will come in which he will surely betray us.”
— Jansa Vi Dero, the Terminarch

Orbo is a living planet, the Last Satellan, and a consummate jerk.

Orbo is the last of his race, and because of this, he was taken by Jansa Vi Dero, the Last Varusiod, and preserved in the extraterrestrial Enclave of the Endlings. All the members of Orbo’s ill-fated species were titanically large organisms — creatures the size of planets. However, their immense size necessitated that they consume vast amounts of sustenance. Orbo is no exception, and will take any opportunity to feed, including devouring any hapless intelligents that he finds on his surface.


Orbo
The Last Satellan :d10:
Living Planet :d12:
Orbo Hungers :d10:

Green
Minor Twists

  • Bludgeoning Tentacle: Orbo slams one of his tentacles at a potential meal. Roll the environment dice. Attack one target with the Mid die.
  • Ensnaring Tentacle: Orbo grabs someone with one of his tentacles. Roll the environment dice. Hinder one target with the Mid die.

Major Twist

  • Ensnared Spacecraft: Orbo has grabbed a spacecraft full of innocent aliens, and is pulling it towards his maw!
    [ ] Free the spacecraft from Orbo’s grasp
    [ ] [ ] Challenge Timer
    Triggered: In addition to the alien passengers of the spacecraft being devoured, their ship explodes when Orbo’s maw tears it apart! Roll the environment dice, and Attack all targets with the Min die.

Yellow
Minor Twists

  • Tentacles!: Several of Orbo’s tentacles writhe forth to menace the heroes. Roll the environment dice. Introduce a number of Satellan Tentacle minions (see below) to the scene equal to the Mid die.
  • Unflinching Grasp: Orbo wraps his tentacles around two targets, and this time he’s not letting go. Roll the environment dice. Hinder two targets with the Min die. Those penalties are persistent and exclusive.

Major Twist

  • Growing Hunger: Orbo’s hunger grows. Advance the scene tracker by one space.

Red
Minor Twists

  • Inescapable Grapple: Orbo is very determined not to let this meal get away. Select one target.
    [ ] [ ] Free the target from Orbo’s tentacles
    The selected target has a persistent penalty equal to the above challenge’s number of unchecked boxes. Additionally, at the start of each environment turn until the challenge is completed, roll the environment dice and Attack that target with the Mid die.
    If the scene tracker reaches its end before this challenge is completed, the target is swallowed by Orbo! Their allies will have to venture into the belly of the beast in order to retrieve them.
  • Powerful Grasp: Orbo grips two targets with his tentacles, both restraining and constricting them. Roll the environment dice. Hinder two targets with the Mid die and Attack them with the Min die.

Major Twist

  • The Maw of Orbo: Orbo’s maw gapes open, attempting to devour anything near it. Introduce 1 Satellan Maw lieutenant (see below) to the scene. Then, roll the environment dice and attack one target near the maw with the Max die.

Orbo Threats

Satellan Maw
:d10: Lieutenant

Description
The maw of Orbo is brimming with gigantic teeth, and is eager to devour any who stray too near.

Abilities
Biological Feedback: When the Satellan Maw is destroyed, the Orbo environment receives a persistent -3 penalty on all its future rolls.
Insatiable Hunger: The Satellan Maw has +3 to Attack actions. If it destroys or incapacitates a target, that target is swallowed by Orbo, and their allies will have to venture into the belly of the beast in order to retrieve them.

Tactics
The maw does not hesitate to feed on any targets within its reach.

Satellan Tentacle
:d8: Minion

Description
The tentacles of Orbo are many. They range in thickness from less than a meter to several dozen.

Abilities
Alien Strength: Satellan Tentacles have +1 to Hinder actions.
Biological Feedback: Whenever a Satellan Tentacle is destroyed, the Orbo environment receives a -1 penalty on its next roll.

Tactics
The tentacles of Orbo grab any targets they can reach and drag them towards his awaiting maw.


Editor’s Notes

Those hacks Christopher and Adam couldn’t make a living planet environment, but I could!

Yep, the entire reason I made this environment is because of that joke. C&A said in one of the podcast episodes that, back when they were still working on Sentinels of the Multiverse, they were running out of environment ideas. They tried to make a living planet environment deck, but it didn’t work out. They eventually got the concept out of their systems by making Orbo a single card in the Enclave of the Endlings environment deck, from which Jansa’s quote is taken.

Anyway, I made a whole Orbo environment and they didn’t. :stuck_out_tongue: (Yeah, the SCRPG is a different game than SotM, but my point still stands.)

I think that it’s a testament to this system’s flexibility (and my own skills, but I don’t mean to brag) that I was able to get seven whole twists just from “tentacles.” I think that they are all pretty distinct; there’s Attacks, Hinders, Challenges, and Minions.

I say that the allies of anyone swallowed by Orbo will have to retrieve them, but really, the swallowed target could escape on its own. The point of that twist and ability is really just that the target’s escape will require another scene, if not a whole issue.

I quite like the Biological Feedback abilities of the maw and the tentacles. They give some extra incentive to defeat them. I know that penalising an environment’s actions is something that nothing else in the rules does, but I think there’s not anything wrong with it.

3 Likes

And thus ends my initial nine-environment lineup! I’ve had fun, and I hope that folks have found these useful. If I ever make more environments for any reason, I’m very likely to post them here. And sometime in the future, I want to make a Villain Archive. Until then, keep on saving the Multiverse!

2 Likes

Looks good as always.

The omniverse really needs a crossover where Orbo, Ego, Unicron and Mogo meet up. Maybe they could watch Star Wars and criticize the Death Star(s) for being wimps.

“Hmmph. Never see me getting blown up because I left a clear path open to my core.”

2 Likes

“That’s not what K.N.Y.F.E. said…”

4 Likes

wheeze.jpg

I’m dusting off the ol’ Archive for this special day. Below you’ll find an environment that I hope will make fools out of your players.


Lair of Trickery

Many villains of the Multiverse are masters of trickery, misdirection, and deceit—Miss Information, Glamour, Biomancer, Apostate, and others have confounded brave heroes with their fiendish wiles time and time again. This environment is designed as a lair for such devious masters of deception. This perilous locale features all manner of devious deceptions, ranging from a familiar face with a hidden agenda to a twisting labyrinth of reflections. Whether it’s used as a headquarters for a villain’s nefarious schemes or a death-trap to lure the heroes into, this environ will surely baffle and bewilder any costumed do-gooders foolhardy enough to enter.


Lair of Trickery
Can You Trust Your Own Eyes? :d8:
Subtle Misdirection :d8:
Twisting Layout :d6:

GREEN
Minor Twists

  • Bewildering Distractions: Raucous lights and noises impede the heroes’ efforts. Roll the environment dice. Hinder all heroes with the Min die.
  • Tempting Treasure: One hero finds a useful-looking item that is secretly rigged to backfire after being used. Roll the environment dice. Boost one hero with the Mid die. After that hero uses the resulting bonus, they gain a penalty and take damage equal to the value of the bonus.

Major Twist

  • A False Ally: A good, trusted friend of the heroes appears, claiming to have either been abducted by a villain or come to aid the heroes. This “friend” is actually a facsimile loyal to the heroes’ enemies. Introduce 1 False Friend lieutenant (see below) to the scene.

YELLOW
Minor Twists

  • What Do You Fear?: The heroes’ greatest fears materialise in front of them. Roll the environment dice. Hinder each hero with the Min die. The resulting penalties are persistent, and can only be removed by the completion of the below challenge.
    [ ] Face your fears
    Each hero must Overcome this challenge individually, and doing so removes that hero’s penalty.
  • Why Don’t You and Them Fight?: Be it through visual illusion or mental compulsion, two heroes are tricked into clashing against each-other. Two heroes each roll their highest power die as an Attack against each-other.

Major Twist

  • Maze of Mirrors: One or more villains have taken refuge in a maze of reflections. Until the below challenge is completed, heroes cannot Attack or Hinder those villains.
    [ ] [ ] Smash the mirrors
    -OR-
    [ ] Detect which villains are the real ones
    Overcome actions taken to complete the second option take a -2 penalty.

RED
Minor Twists

  • Foes from the Past: Replicas of enemies the heroes have previously faced appear to menace them. Roll the environment dice. Introduce a number of Facsimile Foes to the scene equal to the Max die.
  • Obscuring Architecture: The villains use the lair’s baffling features as cover. Defend all villains with the Max die.

Major Twist

  • A Decoy All Along: It turns out that the heroes have only been fighting a decoy of a villain the whole time, and when the decoy is defeated, the real one makes itself known. Note one villain’s current health. When that villain is reduced to 0 health, restore it to the noted health value.

Lair of Trickery Threats

Facsimile Foe
:d10: Minion

Description
These all appear to be enemies that the heroes have faced before.

Ability
Replica: The Facsimile Foe has +2 to Attack actions, but -1 to save rolls.

Tactics
These foes attempt to swamp the heroes with their numbers.

False Friend
:d8: Lieutenant

Description
This person appears to be a trusted friend of the heroes, but is actually an agent of villainy.

Abilities
Deceptively Helpful: The False Friend has +1 to Boost actions targeting heroes.
Shocking Betrayal: On the first Attack action that the False Friend takes against any hero, it rolls its die twice and uses the higher roll. The False Friend then Hinders all heroes with the lower roll.

Tactics
The False Friend comes along with the heroes, aiding them in their endeavours. However, at a suitably dramatic moment, it will reveal its true allegiance by attacking the heroes.


Editor’s Notes

My intent for the False Friend lieutenant is that it is added early in the scene (likely in the Green zone), and stays with the heroes for most of it (likely ‘til Red or the end of Yellow), before revealing its true colours. Also, the Hinder from its Shocking Betrayal ability is meant to represent, well, the heroes’ shock at its betrayal.

The actual means by which the various deceptions and misdirections of this environment come to be depend very much upon which villain or group of villains has constructed it. The False Friend, Facsimile Foes, and Villain Decoy could be robots, illusions, shapeshifters, energy constructs, mystic golems, just really good disguises, or any of many other possibilities—but it’s a good idea to figure out which one. Likewise, the What Do You Fear? and Why Don’t You and Them Fight? twists could be magical, chemical, technological, psionic or something else in nature.

That’s all. I hope you’ve enjoyed this, and have a good (and safe!) April Fools’ Day!

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Looks great. Could easily be tweaked into Murderworld with a few more deathtrap twists or set challenges.

Even outside of the environment I’d be tempted to use some False Friends as fill-ins for PCs whose players have missed the session, letting the players who did show up run them (without seeing the Shocking Betrayal ability) until their, well, shocking betrayal. Clearly the PC hero was a fleshchild all along, or a Mirror Universe baddie who was smart enough to conceal their anomalous facial hair, or an android/gynoid/LMD or something.

Maybe run the “absentee” players through a similar routine before your next regular session, then have both sets of players meet up and try to figure out if they can trust one another now…

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In celebration of Earth Day, here’s a thematically-appropriate environment! (Yes, I know that Earth Day was yesterday; I meant to post it then, but things happened.)


Polluted Fey-Realm

The realm that contains Earth is but one of a multitude of planes that exist alongside one another. The mortal realm of Earth is one of crossroads; beyond it, though, there exist realms of emotion and apathy, of torment and madness, of the unknowable and of endless destruction. There also exists the Realm of the Fey.

Home to the monarchs of the fey, the Dagda and the Morrigan, as well as their trusted advisors and numerous courtiers, the Fey-Realm is a place of both unbridled nature and and deceptive danger. The realm contains many idyllic glades and sylvan woods, but its inhabitants are as powerful as they are cunning. You would do well to avoid it altogether, but sometimes fate is not kind enough to provide that option.

Dr. Benjamin Garner was a brilliant scientist who wanted nothing more than to solve Earth’s energy crisis. A series of unfortunate events, however, led to his transformation into a grim reaper of death known only as Necrosis. Necrosis possessed the unique ability to harvest the very life-force from creatures, drawing it into himself and leaving his victims mindless husks.

If Necrosis somehow managed to come to the Fey-Realm and begin harvesting the vitae of its native inhabitants, the energy he would reap would be great, and the husks created powerful. Unfortunately, that is precisely what has happened.


Polluted Fey-Realm
Fey Inhabitants :d8:
Sylvan Realm :d10:
Vile Pollution :d10:

GREEN
Minor Twists

  • Otherworldly Flora: The terrain of the Fey-Realm is both enchanting and hazardous. Roll the environment dice. Hinder one target with the Mid die.
  • Primeval Courtiers: A group of fey appear to protect their realm from any interlopers. Roll the environment dice. Introduce a number of Fey-Courtier minions to the scene equal to the Min die.

Major Twist

  • Bonds of Power and Servitude: The heroes are offered the chance to enter into a bargain with powerful fey. This deal will provide you with power now, but at what cost? Roll the environment dice. Boost any willing heroes with the Mid die. These bonuses are persistent and exclusive.

YELLOW
Minor Twists

  • Necrotic Husks: Husks created by Necrosis shamble into view. Roll the environment dice. Introduce a number Husk minions to the scene equal to the Mid die.
  • Oppressive Smog: A choking haze fills the air, making acting difficult. Hinder all targets that need to breath with the Min die.

Major Twist

  • Helpful Advisor: One of the Fey-Monarchs’ advisors appears to either give advice or engage in battle. Introduce 1 Fey-Advisor lieutenant to the scene.

RED
Minor Twists

  • Corrosive Waste: Necrosis’s assault on this realm has brought acidic materials that burn like fire at the slightest touch. Roll the environment dice. Attack all targets with the Mid die.
  • Repulsive Sludge: Muck produced as a byproduct from Necrosis’s actions hinders movement. Roll the environment dice. Hinder all targets with the Mid die.

Major Twist

  • Payments Exacted: The time to repay the fey’s generosity has come. Roll the environment dice. Hinder or Attack each target with a bonus from the Bonds of Power and Servitude twist using the Max die.

Polluted Fey-Realm Threats

Fey-Advisor
:d10: Lieutenant

Description
Elder Ogma, Champion Lugh, and Trickster Puck are all advisors to the monarchs of the fey, but they are also willing to aid the heroes . . . for a price. Choose one of the below abilities for the Fey-Advisor.

Abilities
Lugh’s Might: As an action, the Fey-Advisor Attacks a willing hero at -2, then Boosts that hero at +2.
Ogma’s Wisdom: As an action, the Fey-Advisor destroys one bonus on a willing hero, then Boosts that hero at +2.
Puck’s Caprice: As an action, the Fey-Advisor rolls its die. On an even result, it Boosts a hero target, and on an odd result, it Hinders a hero target.

Tactics
When not striking bargains, a Fey-Advisor will likely defend its home alongside its kin.

Fey-Courtier
:d6: Minion

Description
Salamanders, will-o’-the-wisps, leprechauns, pixies, and many other sorts of beings call the Fey-Realm home.

Abilities
Emissary of the Fey: A Fey-Courtier has +2 to Boost actions targeting a target with a bonus from the Bonds of Power and Servitude environmental twist.

Tactics
Fey-Courtiers usually refrain from acting against anyone who has struck a bargain with the fey, but they will likely regard any other strangers as enemies.

Husk
:d8: Minion

Description
These shambling forms are what remain of Necrosis’s victims after he’s drained them of all vitality.

Abilities
Putrefying Demise: When a Husk is defeated by damage from itself, Necrosis, or the Corrosive Wastes environmental twist, it first Attacks at +2 or Hinders, making the resulting penalty persistent and exclusive.
Unstable Underling: When a Husk Attacks a hero target, it also Hinders that target at -2 and Attacks itself.

Tactics
Husks follow Necrosis’s subconscious demands unerringly, although they lack the intelligence needed to do any relatively complex tasks.


Editor’s Notes

For anyone who’s not already aware of these characters:

When I first decided that I wanted to do an Earth Day environment, my first idea was simply “Wilderness taken over by Akash’Bhuta.” I though that that was a touch too predictable, though—plus Akash’Bhuta isn’t even around anymore in the RPG Era.

I also thought about simply making the environment be “The Wilderness,” but that’s not exactly exciting, is it? I then thought of, individually, the ideas to make a Necrosis-caused-pollution environment and a Fey-Realm environment, so I decided to combine the two!

I quite like how I’ve worked the Bond mechanic into the environment, really; there may’ve been a better way to do it, but I think mine’s quite adequate.

I didn’t originally plan on giving each of the canonical advisors their own ability, but, in the end, I did. Speaking of which, though, Puck’s was rather tough to decide on. One of my other ideas for it was to have him swap mods betwixt two characters. I’m also not sure whether I’m happy with the one I ended up with.

I do realise that the environment does seem—to me, at any rate—like the seed for an adventure issue. I may get around to writing that sometime in the future. We’ll see.

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Looks good. Necrosis getting into the Fey Realm would likely be a disaster for everyone involved, lot of power to harvest there that probably isn’t quite as safe against his abilities as the Court might like to believe. Some thoughts:

Puck appears to be the only one who doesn’t care if the hero is willing to play along or not. Assume that’s intentional. The way the even/odd split works should bias the results to be more beneficial to the target than not - and could get really interestingly twisted if a hero chose to Boost Puck before they get capricious.

The Husks are really nasty. If one Attacks a hero, they could roll 8 damage, Hinder for -2, most likely melt itself and then immediately deal another potential 10 damage or add another -2 penalty with P+E. That’s a lot, even if it’s pretty unlikely and removes the Husk from play. More average result would be 4-5 damage, a -1 penalty, and if it kills itself (a bit under 40% of the time) 6-7 more damage and another -2 P+E penalty. The heroes really need to kill those things before they get to act or they’ll be hurting badly.

At least they’ll be struggling with a possible Hinder from Oppressive Fog some of the time. :slight_smile:

I think the Bond and Payment mechanic ought to work out well. Does the P+E bonus from Bond remain in play after the Payment comes due? I suppose the Hinder option might offset it anyway, and there’s only going to be a turn or two where it matter under normal circumstances.

What are your thoughts on Necrosis as a villain writeup? He could be very nasty with this environment as a Domain approach baddie who can selectively trigger twists in his favor. Or a Titan I suppose, if he’s had a serious growth spurt from devouring half of Elfland.

Also I’m kicking myself for not using the Green Queen as a villain for Earth Day, we actually ran yesterday and everything. Oh well, maybe next year. Or Arbor Day.

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Yes, that’s very much the point. If the heroes ignore the Husks in order to focus on other threats, the Husks will eventually take care of themselves, but at great cost to the heroes. But if the heroes spare some time and effort to defeat the Husks before they self-destruct, they’ll be in much better shape.

Yes, it does. My thinking is that the bonus is what the heroes get out of the bargain, and the Hinder and/or Attack is what they have to pay for it. As an analogy, I wouldn’t sell you something and then demand the thing right back after you pay for it.

(However, I suppose that one could see it more in terms of a bank loan: the fey loan the heroes power, and then demand it back with interest. Either interpretation is logical; the first is simply the one I’ve chosen to use.)

Hmm, Necrosis. I think his Approach would likely be one of Creator, Dampening, or Leech, and his Archetype could be Inhibitor, Overlord, or—as you mention—Domain or Titan. The latter two likely wouldn’t work for his standard operating procedure, but I think they make sense for this situation. I do like the idea of him becoming some sort of gigantic pollution-monster powered by fey-magic, and his status challenge could even represent the heroes siphoning that energy away from him.

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