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Font of Heroes Story Seeds: Origami Girl, The Adversary

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  • John McMullen
    Okay, for my two characters:   ORIGAMI GIRL The Origin   A gang of criminals seems to have stepped up their game so that they are prepared for anything that
    Message 1 of 1 , Oct 26, 2012
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      Okay, for my two characters:
       
      ORIGAMI GIRL
      The Origin
       
      A gang of criminals seems to have stepped up their game so that they are prepared for anything that the heroes throw at them, and have managed to escape every time, usually with the loot or something valuable (intel about the heroes, for instance). A vision from a mystically-inclined hero (or Miss Tikal, if you haven't got a mystically-inclined hero who is appropriate) lets them know: A page has fallen from the Book of Fate, a book which contains all that will happen in the world. (Unless you want it to, the book doesn't actually belong to Fate--it merely has to be a powerful mystical artifact.) Naturally, now that the news is out (and it has taken weeks), every mystical villain in the world is interested.
       
      Choose villains as you please.
      From the main rulebook, Baron Kriminel thinks it will tell him who his succesor is, and provide forewarning of hero attacks on his criminal empire;  the Serpent Sphinx believes it has Egyptian connections; Recluse thinks (in his sane moments) that the page will actually reveal how to turn him back; the Troll wants it because he's afraid that the page will show how to turn him back. Rex Mundi is curious, and Dr. Sin might be willing to use it or broker it.
       
      From Villainomicon, the Warlock wants it because it's a powerful mystical artifact and therefore belongs to him, while Drusilla thinks it will protect her and her kind, Paper Tiger wants it because it's paper, and Lord Kisin thinks it will make a lovely addition to the Collar of Eyes. (Harlequin, as a guaranteed whacky guy, thinks it will make a great cootie-catcher, if you want to bring him in.)
       
      The gangmembers will use the paper as a shield, and it will get caught in the crossfire of magics, rendering it into something--someone--else. Origami Girl. But whose side is she on?
       
      They Fight Crime!
       
      Origami Girl has decided to be a crime fighter. She has great support powers, delivers a heck of a paper cut, and is terrible at taking a blow. But she's aided by her friend Meredith (who will in future be known as Meredith, The Girl Hostage) and she keeps showing up at crime scenes, sometimes before the PCs, sometimes with, sometimes late in the fight (depends on traffic and whether Meredith can get away). (It's possible that all of this is Meredith's idea and Origami Girl just went along with it....in which case, Meredith should have some obvious reason why she can't fight crime: she's blind, she's on crutches, she has a husband and kid, she's too old or out of shape, she freezes up at any sign of personal danger.)
       
      While Origami Girl is useful (and she is almost guaranteed to take offense at whatever the PCs say), how can she be convinced to stay off the front lines?
       
      It's Only a Paper Moon
       
      The PCs wake up as two-dimensional images of themselves on a featureless landscape. It eventually becomes apparent that they are the images a villain is *going* to create with a 2D flattening ray, but they are superimposed on Origami Girl as precognitive images. How do they (a) get her attention and (b) prevent the act that will put future transformed them on a piece of burning paper? Complications: If Origami Girl becomes human, she can't see them; and Origami Girl won't go near open flame..
       
      THE ADVERSARY
       
      Introducing: The Adversary
       
      The PCs learn that a supposed villain seems to have changed his or her tune, wiping the floor with a known other villain--but after the fight, they both disappeared. Curious. If one of them decides to investigate, they get a little one-on-one battle time with the "missing" villain. Unless circumstances really prevent it, they'll see a young man at the edge of the fight.
       
      Then an NPC (hero or villain) goes missing, and the PCs are called upon to find him. They do...but the NPC insists on fighting them. The NPC can be anyone, but if the PCs are together, they will probably win...unfairly, in the eyes of the Adversary, and so he decides to get back his avatar.
       
      Player Versus Player
       
      The Aversary has beaten half of your PCs and sucked them into his Monster Ball. And now he's releasing them, under his control, to fight the other half of the PCs. This is just an excuse for a PC versus PC brawl...though the PCs who haven't yet been captured do need to convince the Adversary to let the captured ones go.
       
      A Sense of Honour
       
      One of the PCs or an dependent NPC has a rare problem, one that can only be solved by another NPC, one who got chosen as an avatar by the Adversary just recently (perhaps on the way to help the DNPC). The players have to figure out what is going on, where the person has gone, and where the Adversary is. Then they have to convince him to release the person. The Adversary is honourable, but figuring that out might take a while.
       
      Adversary, Meet Karnifex
       
      Karnifex is looking for a champion; the Adversary is looking for a set of champions. Now that the PCs have met the Adversary, one of them (or their associates) might think of some way to get them to each other, and let them slug it out. The Adversary thinks they're playing the same game; Karnifex is fighting for his empire. There's no way that kind of misunderstanding, one that starts with battle and only gets worse, could go wrong....
       
      John McMullen (Searching for a .sig)
      jhmcmullen@...
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