Necessary Evil Unlockables and Milestones

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EVENT MILESTONES:

Omega

1 xp when you discuss Omega plans and Doctor Despair 3 xp when you take trauma during an Omega cell operation 10 xp when you complete an Omega mission or quit the organization to go rogue Get Off Our Planet!

1 xp when you discuss why you want revenge on the alien invaders 3 xp when you first stress out a named alien in a combat scene 10 xp when you deal a decisive blow against the invasion or betray humanity and join the aliens

Repentance

1 xp when you discuss actions you regret you took part in as a super villain 3 xp when you protect an uninvolved person in an Action scene from injury or death 10 xp when you finally atone for your past misdeeds and become a superhero or throw away any chance at redemption and become a worse supervillain than ever

Protean Blood (This one's for a little later)

1 xp when you discuss the mysterious origin of your powers 3 xp when you learn a new piece of information about how your powers developed 10 xp when you either learn the secret of the Proteans or lose your chance forever

Keep your friends close and your enemies closer

1 xp when you discuss the “good old days” in competition with your nemesis 3 xp when you discover a major clue as to your nemesis' whereabouts or fate 10 xp when you find your nemesis and either free him to begin your rivalry anew, kill him so the aliens don't get the pleasure, or ally with them against the V'sori


UNLOCKABLES

-Prison Favor (5/10) – By spending 5 XP the player can unlock a friendly character from their prison cell to help for the following action scene. For 10 XP the character becomes grateful, sticking around for the next whole Act as a Watcher controlled ally character.

-House Call (5/10) – Despair is difficult to gain the trust of, but once he does he is a stalwart ally. For 5 XP it is a brief form of aid, a resource perhaps or a single action on their behalf. A favor at the very least. For 10 XP Despair himself shows up to do something important, appearing for at least an action scene and possibly more if the situation demands. He will usually appear with a 3d8 Team of Omega Soldiers. -Omega Tech (10/15) – Despair gives the characters a boost in their technology. For 10 XP they get to step two powers in their Power Set in exchange for a new Limit: Unreliable (step up any Doom Pool dice bought from opportunities) that lasts for the Act. For 15 XP this instead becomes a whole new Power Set with the Gear and the Unreliable Limits, but a permanent upgrade to the character's power.

-Omega Backup (5/10) - for 5 XP another team of Omegans donates a single member to help for one action scene, just enough to save your butt from the fire. For 10 XP they become a Watcher controlled ally for the rest of the Act. Omegans are usually ex-supervillains and so they can be an unpredictable and dangerous lot. Exercise this option with caution.

-Atlantean Heritage (5/10) – For 5 XP you learn you might have some family connections to the lost city of Atlantis and you find favour among the Atlanteans. For 10 XP you learn you are part of an Atlantean bloodline and gain this power-set:

HYBRID ATLANTEAN: Enhanced Strength d8, Enhanced Swimming d8, Enhanced Stamina d8, Psychic Resistance d6, Telepathy d6 SFX: Aquatic Adaptation – When fighting underwater, you can step down your Physical Stress and move it to the Doom Pool and then step up a HYBRID ATLANTEAN die for one action. LIMIT: Atlantean Heritage – Step up any Complications targeting Atlantean blood. Gain 1 PP whenever targeted by Atlantean specific magic or technology. -Media Darling (5/10) – For 5 XP a news reporter either runs a story about you or covers something up to protect you on your behalf. They will expect something out of the bargain. For 10 XP they do so willingly and with much greater effect; the character either becomes a champion of the people, a household name recognizable by anyone on Earth, or a false story about their death or capture is run and they become a ghost, presumed gone by everyone besides their closest allies (the Player Characters and Doctor Despair).

-Rogue Aliens (5/10) - For 5 XP you can declare an unnamed group of alien agents are pro-resistance and stand back, not engaging you or your Omega cell unless attacked. For 10 XP these pro-humans will actively aid the resistance or you can use the 5 XP unlockable on a named alien agent.

-V'sori Lockout Codes (5) - You gain access to backdoor V'sori computer codes. This acts like a new Limit you can apply on any target using V'sori or K'tharen technology which shuts down one of the villain's power-sets and adds a d6 to the Doom Pool (or steps up a die in the Doom Pool). This could also be used as a free d12 effect die that can eliminate a Complication or Asset based on alien technology. -Alien Technology (5/10) - The player gets access to a bunch of V'sori technology, defined in the following Power-Set. For 5 XP the power-set lasts until the Gear Limit is activated, and then it requires a V'sori scientist to fix. For 10 XP the Power-Set is a permanent upgrade to their abilities and they understand how to repair it themselves.

V'SORI EQUIPMENT: Plasma Blast d10, Flight d8, Enhanced Durability d8, Cyber-Senses d6 SFX: Hyper Advanced - Shutdown your highest rated V'SORI EQUIPMENT die to step up another V'SORI EQUIPMENT power. Activate an opportunity to recover or during a Transition Scene. Limit: Gear - Shutdown V'SORI EQUIPMENT and gain 1 PP. If 10 XP was spent, take an action vs the Doom Pool to recover.

-Home Sweet Hideout (5/10) – For 5 XP you character reveals he has a safehouse, a place where the aliens won't look for you. Besides being safe this place has no perks or benefits, just a dingy apartment or sewer hole somewhere. For 10 xp you can reveal your character has a well-stocked and impressive hideout (or if you already bought the 5 XP version you can “upgrade” your hideout for another 5 XP). These greater headquarters are large, comfortable, safe from the V'sori and also have a few other perks. The HQ counts as a permanent d10 resource useable whenever the players spend a transition scene in the HQ. This could represent a lab, magical materials, robot helpers, etc.