TC's Minions

Name: The Guru
Purpose: Mini Boss
Nature: A man who was evil before TC'S corruption even set it. Wants to kill and revels in chaos, much like his master.
Description/History: An overly muscular man in an orange jumpsuit. Shaved head and tiny bit of stubble.
GM: Hankolijo
Uses: Main opponent in Stone Ocean, events on-site.
Recovery: First taken in barely alive after 'Stone Ocean'. Regenerated, broke out and was killed in 'Gone, Gone, Gone'.
Other: If he rolls PDef higher than the opponent he may still get a cosmetic wound.
Physical Health: 20
Mental Health: 8

Physical Defense: 8
Mental Defense: 6
Perception: 6
Agility: 6
Strength: 8

Melee: 10

Skills:
The Touch: When an enemy engages in melee combat, The Guru may roll agility against his opponent's. If the opponent's roll is lower than his, he may force the enemy's attack to head another way. If someone else is nearby, the attack will be directed towards them (Whether they're a friend, a foe or just an unlucky sailor), otherwise it'll simply equal a -2 malus. This is cumulative with The Prophet's clairvoyance.

Engagement Style: Little talk, lots of might. Doesn't dodge.

Name: The Queen
Purpose: Bitch- I mean main opponent.
Nature: Flirtatious and gropy. Gets weird with the cloaked figure, and apparently seeks to be with TC.
Description/History: An athletically built woman dressed in a tight pair of pants, blouse and pair of high-heeled leather boots. Her dark brown hair is done up in a bun, with few locks falling over her forehead. She wields The Glove.
GM: Hankolijo
Uses: Main opponent in Battle Tendency.
Recovery: Material from TC and The Guru, as well as parts of her body recovered from the rubble.
Other: Theme: https://www.youtube.com/watch?v=BHrFEnL9CfM

Physical Health: 10
Mental Health: 6

Physical Defense: 7
Mental Defense: 4
Perception: 3
Agility: 2
Strength: 4+8 from The Glove.

Melee: 3+8 from The Glove

Skills:
The Glove: If she manages to block an enemy's melee attack, her opponent must roll PDef against their own offensive roll.

Engagement Style: Like many other TCs minions, she will occasionally break out into a monologue, but otherwise fights head-on.

Name: The Prodigy
Purpose: Run Boss.
Nature: Broken. The powers TC granted her are immense, and have put her previously genius mind in shambles. Doesn't feel pain or remorse in any form.
Description/History: Similar features to The Queen, except her clothes are much more loose, no heels and her hair is longer, falling over her shoulder. Has less muscle, but bleeds corrosive liquid and has vampire teeth. She can't be killed by regular means.
GM: Hankolijo
Uses: Main opponent in Battle Tendency.
Recovery: Material from TC and The Guru, as well as the remnants of her being on her clothes recovered from the run.
Other: Theme: https://www.youtube.com/watch?v=HgzGwKwLmgM

Physical Health: NaN

Physical Defense: 6
Perception: 6
Agility: 1
Strength: 6

Melee: 12

Skills:
IMMORTALITY: The Prodigy is, in fact, immortal. Unless her limbs are severed entirely, she will regenerate any and all wounds. However, if exposed to sunlight, she will quickly succumb to any injuries.

Engagement Style: Doesn't talk, and instead goes for all-out attacks that leave herself exposed to retaliation.

Name: The Prophet
Purpose: Run Boss.
Nature: Calm and collected. Come to full terms with his own demise. Calculative and even manipulative in his actions.
Description/History: A tall, athletic man, not nearly as muscular as the artifact holders seen by Psi-7 before. Has short, blonde hair, and wears thin, rectangular glasses. His face is very angular, kind of like TC's, but he bears no fangs. Dressed in plain, loose clothing.
GM: Hankolijo
Uses: One of the opponents in Stone Ocean.
Recovery: Body recovered along with The Guru.
Other: Knows the ~fuuuture~.

Physical Health: 8
Mental Health: 16

Physical Defense: 6+6 while conscious.
Mental Defense: 12
Perception: 8
Agility: 5
Strength: 4

Melee: 6 +2 after an enemy fails an attack.

Skills:
Clairvoyance: The Prophet can see into the future, even if just slightly when it comes to specifics. This allows him to predict his opponents' moves. Any roll made in his presence suffers a malus of -2, the only exception being non-physical rolls (Such as perception, MDef, academics, science, so on and so forth.)

Engagement Style: Will try to leave the fighting to the others, but when attacked will quickly retaliate, using his clairvoyance to his advantage.

Name: The Swordsman
Purpose: Run Boss.
Nature: Cocky piece of shit that seeks only death and 'honor'. French.
Description/History: An overly muscular man in a loose shirt, with a pencil thin mustache. Wears tight pants and moves with grace.
GM: Hankolijo
Uses: Final opponent in 'Defend your Honor!'
Recovery: Body recovered from the train station.
Other: Fuck 'em.

Physical Health: 12
Mental Health: 12

Physical Defense: 8 +6 against melee.
Mental Defense: 8
Perception: 6
Agility: 5
Strength: 5

Melee: 6 +6 from The Blade

Skills:
The Blade: May utilize the blade even if disarmed, the blade rolling an independent 4df+6 attack/block.

Engagement Style: Goes in for melee charges only disrupted by arrogant monologues.

Name: The Conductor
Purpose: Exposition and miniboss.
Nature: Clearly psychotic, rambling and fidgety. Won't attack Psi-7 until he figures out who they are.
Description/History: A man in his mid thirties, with unkempt, blonde hair going in every direction. Has a gleam in his eye and a massive grin, though not pointy or crooked. Dressed in a fancy, grey suit.
GM: Hankolijo
Uses: Final boss in 'Federation Farce'.
Recovery: Body recovered from concert hall.
Other: Has telekinetic abilities, and is made tougher by THE CREATOR'S magic.

Physical Health: 8
Mental Health:12

Physical Defense:4
Mental Defense:8
Perception:6
Agility:4
Strength:4

Melee: 5
Ranged: 6 (Also rolled for telekinetic attacks.)

Academics: 10
Science: 3

Skills:

  • TELEKINESIS: Essentially, the ability to throw things around and manipulate them at a distance. He may even go as far as to use this ability on his opponents' weapons.

Engagement Style: Doesn't really go into melee range, and will at some point try to produce The Cross to deter opponents.

Name: The Martyr
Purpose: Pseudo-boss.
Nature: Kindhearted. Won't actually try to hurt anything, but can not stand open violence.
Description/History: A young woman wearing a black niqab. Hiding behind it, she doesn't reveal any feature outside of her pale-grey, blind eyes.
GM: Hankolijo
Uses: Sacrifice in 'The Heat of The Sun'.
Recovery: Body recovered from the souk.
Other: [MC Hammer intensifies]

Physical Health: 6
Mental Health: 20

Physical Defense: 4
Mental Defense: 10

Skills:
Awe: Whenever an opponent attempts to strike her, they'll need to roll a perception check. A roll above 8 ensures that the attack goes through, and that no negative effect occurs to the attacker. 6-8 means the attacker is temporarily blinded by light after the attack, 4-6 means they're blinded and fail the attack, a roll below 4 means they are blinded /permanently/ until The Martyr dies.

Engagement Style: Won't attack.

Name: The Merchant (Tier 1)
Purpose: Tiered Boss.
Nature: Sleazy, scheming, two-sided.
Description/History: A Muslim man in his forties, wearing a turban. Has an impressive, black beard.
GM: Hankolijo
Uses: Final boss in 'The Heat of The Sun'
Recovery: Body recovered from the souk.
Other: When he or The Martyr reaches 0 PHealth will go to Tier 2.

Physical Health: 15
Mental Health: 15

Physical Defense: 6
Mental Defense: 10
Perception: 6
Agility: 4
Strength: 5

Persuasion: 7
Bluff: 8

Melee: 8
Ranged: 6

Skills:

  • The Shield - A sturdy iron round shield encrusted with various gems on its sides. In the middle of the shield is an Eye of Horus. Anyone attacking the wielder will find themselves striking directly at the shield as instead, provided that they see the eye. (Makes any attacker roll an MDef check. To get a hit on the opponent you need to roll an 8 for melee or a 6 for a ranged attack. Rolling 4 or lower results in the attacker being briefly blinded by light. )
  • Molten Metal - Can melt metal by grasping it. He can grab opponents' weapons with a PDef+Strength roll, and otherwise uses coins as molten ranged weapons.

Engagement Style: Will take cover behind his shield and flick molten metal at his foes. Shield bashes in melee.

Name: The Merchant (Tier 2)
Purpose: Tiered Boss.
Nature: Sleazy, scheming, two-sided.
Description/History: A Muslim man in his forties, wearing a turban. Has an impressive, black beard. His eyes now glow a fiery red, and his body radiates heat.
GM: Hankolijo
Uses: Final boss in 'The Heat of The Sun'
Recovery: Body recovered from the souk.
Other: boi

Physical Health: 20
Mental Health: 15

Physical Defense: 9
Mental Defense: 12
Perception: 7
Agility: 4
Strength: 8

Melee: 9
Ranged: 9

Skills:

  • The Shield - A sturdy iron round shield encrusted with various gems on its sides. In the middle of the shield is an Eye of Horus. Anyone attacking the wielder will find themselves striking directly at the shield as instead, provided that they see the eye. (Makes any attacker roll an MDef check. To get a hit on the opponent you need to roll an 8 for melee or a 6 for a ranged attack. Rolling 4 or lower results in the attacker being briefly blinded by light. )
  • Pyromancy - Has the ability to create and control fire, as well as heat things up in general. Uses fireballs as weapons, blocks attacks with walls of flame and will destroy nearby stalls in rage. Uses fire both for melee and ranged attacks. May roll ranged for an attack which does damage to everyone in the area not behind cover.

Engagement Style: Will try to get his opponents via collateral damage.

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