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🎨 Creative [Chuubo's] Masters of Evil: The Seven Sins of Lord Entropy

FrivYeti

Yeti On The Lam!
RPGnet Member
Validated User
Yeah, me too. Feels appropriate, given the mood.

But speaking of sympathy! I'm still a week behind, so two updates this week. Our first update is...

Chuubo, the Student Council President
The Sinful Wish

So, looking back on the whole situation, you think maybe your big mistake was going into politics with the goal of making some new friends.

The actual campaigning process wasn’t so hard. You just promised everyone that you’d do everything they wanted you to, even the things that kind of contradicted the other things. You got a whole list of campaign promises together, and you ran, and there wasn’t anyone running against you (which should probably have been a warning sign) so you won handily.

Which led you to be seated at the head of the Student Council, where Lee Scathing patiently explained to you that as President your most important task was refereeing between the members of the Student Council in their drive to unseat the Principal and become the new face of evil for the world. And you looked at six masks looking back at you, and you realized that none of these people were particularly interested in being friends, or even friendly. They are, in fact, kind of terrible.

And you’re stuck with them.

It’s okay. It’s fine. You can roll with this. It’s just that you made an awful lot of promises in order to become student council president. People are starting to ask why the things you promised them haven’t happened yet, and you keep sort of calming them down by saying that you’re working on it, and meanwhile the swimming pool has been turned into a tar pit because Glass Spider is trying to kill the swim team because they helped Impious blow up the cafeteria, which is also why Owler tried to take over the barbeque pit that the Exultant was using to make roast griffon only Mourning brought the griffon back to make a mockery of Lee Scathing’s “no pets at School” rules…

It’s not just that they’re evil. They’re petty. They’re mopey. They’re teenagers.

You’ve got to believe that there’s a way to get through to them. You’ll have to make some compromises, make some sacrifices, and probably get to know the Student Council, but maybe you can help these people out. Maybe you can figure out which of them actually deserves to become the new Incarnation of Evil. Heck, maybe you can make sure that the person who gets it isn’t so bad after all!

Does it count as corruption if you use your political authority to manipulate events so that the person you like gets the job, but only because the job is about the fate of the universe and you’re pretty sure you can make that decision better than they can? Probably not, right?

Character Sheet
Arcs: Creature of Delirium 2, Spiritual 1
Emotion XP: Thumbs-Up

Skills:
  • Sincere 3: You’re just very honest in the moment.
  • Improvise 2: You don’t do long-term planning.
  • Student 2: You’re a pretty good student.
  • Superior Dreamer 1: You are aware in your dreams.
  • Listen -1: If you listened better, you wouldn’t be in this mess.
Perks:
  • Affliction: Student Council President (1). You are the Student Council President, and most miracles cannot remove your authority or deny your position.
  • Bond: “I am Kind (Variable).” Your kindness is sometimes valuable, and often gets you in trouble. It is tied to your Sickness rating; the darker things get, the harder you reach out for others.
  • Connection: The Voice of Evil (2). It whispers in your dreams.

Miraculous Powers

You’ve been roped into the schemes of Entropy, through your ability to sense impossible wishes. Your Experience is Wishes, the dreams and hopes that everyone has, but don’t think are possible, and the promises that you made in exchange for power. In addition, as the Student Council President you have become spiritually tied to the concept of Evil, which is now your Estate. And as long as you are Spiritual, you are Frantic (Chuubo’s, pg. 490) - you get in over your head and struggle to break free.

The Student Council President (Imperial): Everyone wants you to do things for them, and it’s kind of tiring. Wherever you go, within a few minutes you end up developing the Region Property: “Chuubo must learn people’s wishes.” It puts a lot of pressure on you.

Campaign Promises (Level 2 Miracle): You have made a lot of promises to people, and you can make more. Whenever you talk to someone, you can learn about their wishes - specific things that they hope or would like to happen - and you can write those wishes down, imbuing them with power. In doing so, you convince the person you are talking to that you’re going to resolve their wish for them, and so they stop wishing for it and sit back to let you take care of it.

You can only record one person’s wishes per chapter; if you want to do this a second or future time, it costs you 2 MP. With a good use of your Sincere Intention, you can record only a single wish, rather than all of a person’s wishes - this is usually what you do, honestly. It’s slightly less overwhelming.

Exchange of Favours (Level 2 Miracle): When you hold someone’s wish in your scrapbook, you can understand them, and get them to do things for you in exchange for you taking care of the wish. You can, at any time, overcome an Obstacle 2 to see through the eyes or command the actions of one of your contributors. You can spend 1 MP to waive this Obstacle for a scene.

While you hold a wish, you can draw on its magic or try to change it; the former allows you to take small steps to make it real, at Obstacle 2, and the latter modifies its nature. You can also ritually return it to the person you took it from, restoring their own drive to complete their wishes.

If you possess a Main Character, they can resist you by taking Intentions to act against your control, in addition to the usual approach of simply taking Wounds to excise you or limit your influence. Because of this, you use this power sparingly.

Campaign Staff (Level 2 Miracle): A lot of people had wishes that they didn’t think they would be able to accomplish themselves, and they voted for you. At any time, you can declare that there are a few students around School (or wherever in Town you happen to be) who are voters and volunteers willing to help you out because they believe you’ll accomplish their wishes.

By spending 4 MP, you can instead announce a School Spirit Day or special event, calling up hundreds of students to do something that needs to get done. This riotous crowd waives the usual Obstacle 2 to act through them, grants their actions Cool 2 (hard to stop that many kids), and their actions can’t be challenged by mundane opposition. At the end of your ritual, the event ends and everyone heads off to their usual classes or activities.

Inspirational (Level 2 Miracle): Having someone in your corner can be very empowering. When you use a miracle on someone, including taking up one of their hopes, you can empower that miracle and either name an emotional burden you want to free them from, or an emotional high you want to help them achieve. They can either immediately, or at a dramatically appropriate moment, have that resolution and recover either 1 MP or 2 Will. You often use this power while taking a hope to help people understand that they didn’t really need it granted, or alternately help them understand why granting it is such a big deal.

You can use this power freely up to twice per book, in separate chapters; doing it more often than that costs you 2 MP per use, and doing it more than once per chapter costs 4 MP.

Faustian Pact (Level 2 Miracle): People will go a long way to accomplish a wish. When you hold someone’s Wish in your hands, you can banish that person to a faraway Region for one or two chapters, or else transform them physically or emotionally to better suit the wish that they have. This lasts until the end of the next chapter, at which point they either return, revert, or integrate these possible changes into their older self.

The Wish-Granting Engine (Level 2 Miracle): Oh, and also you have an engine that grants wishes. It’s not very strong, possibly because the gears are clogged with evil and there’s no living spirit to maintain them, but it gets the job done. By spending 4 MP, you can feed one of your wish-pages into the input slot of the machine, and develop the ability to actually make that wish come true. Any Intentions that you take to accomplish this wish becomes miraculous, perfectly overcoming mortal opposition and standing against weaker miracles.

The Understanding of Wrongness (Level 1 Miracle): You have an innate understanding of evil now that you’re in politics. By spending 1 MP, you can learn something about how Evil works or why someone is doing wrong. If you’re looking for tangential things, like what plots are currently underway, you instead get a +1 or +2 Tool bonus (depending on how tied to Evil the thing you’re looking for is) to your Intention.

For Love of Evil (Level 1 Miracle): Your connection to Evil allows you to make it grow, or push it back. You can speak directly to the concept of Evil, encouraging it to move from one person to another, to seek retribution instead of suffering, or otherwise try to interact with it as a person. This power also allows you to speak freely with Lord Entropy I even when he is not manifested.

Hope for Darker Days (Special): You are not meant to be opposed, exactly. You can invoke your Presidential authority to fight other miraculous beings - by spending 1 MP, you can give all of your miracles 1 Miraculous Edge for the rest of the scene, helping them to overcome equivalent miracles.

Corruption Grows (Level 1 Miracle): Once per chapter, you can invoke your powers to directly strengthen or empower Evil within a person or place. You can turn a situation dark, ensure that goodness doesn’t triumph, or allow a plot to succeed. This costs you 2 MP to use once per chapter, and 4 MP to use a second or future time, and… it’s not something you do a lot. Every time you do, you feel like that corruption is rooting in your soul, too.

Faith in Punishment (Level 1 Miracle): There is always an excuse not to do good. Once every few hours, you can invoke a sense that taking action would be dangerous or invite cruelty, and thus discourage people from doing it. If someone ignores their bad feelings and goes ahead anyway, you can’t really stop them. Using this power more than once every few hours costs 1 MP per use.

The Death of the Damned (Level 1 Miracle): As Student Council President, you are now attuned spiritually to the presence of evil. Whenever the concept of Evil is under threat, or one of the members of the Student Council is in danger of either winning or dying, you become aware of it.

Basic Quest: So Evil
15-XP Struggles Quest

You are a pretty good person, at heart, but you’re surrounded by people that you think are not. You want them to take you seriously, and they seem to think that you’re a bad guy. Fortunately, the universe lines up to help you out from time to time. When you do something, and the result is evil, you have a card to hold up. One side, facing the other players, just reads, “MUWHAHAHA”, as you gloat about doing wrong. The other side, facing you, says, “...maybe some good will come of this” in small letters. When you show this card, once per scene you can claim 1 XP towards this quest.

Completing this quest gives you a Recharge token.

Quest Miracles

Most of your quest miracles are rooted in the power of your position. These quests are normally Melodramatic; they involve you reacting to political maneuvers and listening to people’s wishes, and then making promises to fulfill them. In the process, they provide you with interesting plot hooks - learning information from political admirers, getting assistants who can use Skills on your behalf, or even developing miracles from school pledges and surveys that go away at the end of the story.

You can also wield your power long-term to usurp a social group or integrate yourself into someone’s life as an enemy or friend, gradually becoming closer and closer to them until you manifest fully in their lives, with a temporary Connection 2 to them (and them to you.)

Alternately, you can walk through your dreams to learn more about Evil, enter the dreams of the Student Council, or even walk through the memories of Lord Entropy. These quests are usually Lurid - you shift between fascination and fear or distaste for the evil people who surround you, and in doing so connect yourself to them even more closely.
 

Jeremy Kopczynski

Registered User
Validated User
This version of Chuubo is so glorious, so much out of place. I wondered how you were going to pull it off and you did, with style. I especially like the version of the wish granting engine that they get.
 

FrivYeti

Yeti On The Lam!
RPGnet Member
Validated User
I do like this Chuubo. It helped click as an organizing principle for the rest of the team. And speaking of the rest of the team...

Lord Entropy I
The Voice of Evil

You have always known that the world was doomed. From the moment that the first act of cruelty took place, and you grew from the blood dripping on the ground, you knew that the world was fatally flawed and destined to be destroyed. Love exists to be betrayed, and so much of the world depends on love to exist. The ultimate outcome was obvious.

You had a plan to save it. You had, in fact, several plans to save it. Your plans were complex and multifold, and they never relied on anything as foolish or unpredictable as love. Perhaps if they had, you might have survived them.

In the end, your nature as the ultimate incarnation of cruelty and evil and your fascination with the world and determination to save it clashed. You don’t remember exactly what happened to destroy you. You’ve heard rumours that your son finally had enough of you, took his chance, and overthrew you. You’ve heard whispers that you tried to stop the Headmaster, and He shattered you. You’ve heard stories that you went to try and stop Jade Irinka from making her ultimate mistake, and she destroyed you.

In the end, it doesn’t matter. You are gone. The world ended. But it has been reborn. Now it’s your turn.

You never would have embarked on a selfless mission without a backup plan. Your contradictory drives and beliefs shattered you, but they can be held by human souls. If one of them can grow to dominance, it can chain the rest and take precedence. When that happens, your Voice will return, and you will be reborn. You will merge once again with the vessel who best exemplifies the nature of Evil in this new world, and you will claim dominion over the universe as it reforms.

You have chosen a referee, and seeded your masks throughout School. You have watched as six chosen ones have come before you, each one so focused on their own goals and dreams that they don’t see what they truly are. In the end, one of them will take up your mantle, and lose themselves to you once and for all.

You are desperate for that day. The world has been reborn, but it is weak. It is a chick, struggling to breathe, and without a truly ruthless force to protect it, the treaty with the Riders will fail, and all of your work will have been for nothing. You are so determined to ensure that your successor rises that your Voice still whispers through the halls, stealing souls and corrupting everything it touches, ensuring that the Student Council will fight for dominance instead of joining together and weakening the cause.

Some might say that your plans are monstrous, to which you would reply: Yes. Obviously. You are, after all, the literal Voice of Evil, and as long as no new Evil is chosen, you will do everything in your power to enact your will.

Character Sheet

Arcs: Creature of Delirium 3
Emotion XP: Gasp of Shock

Skills:
  • Superior Formless Existence 3: You have no form in this world, but can exist without it.
  • Corrupt 2: You have the power to bring corruption to people and places.
  • Long-Term Planning 2: Your plans stretch out over eons.
  • Superior Dreamer 1: You can travel through the world of dreams.
  • Improvise -1: You don’t like to be outside your comfort zone.

Perks:
  • Affliction: Formless (3). You have no true body, and can manifest only as a hallucination or vision, or through your pawns.
  • Bond: I Am Shaped By My Shards (2). You are spiritually tied to all six of the Student Council’s masks, helping you understand them and helping them control you.
  • Connection: The Student Council President (2). They are your most important pawn.

Miraculous Powers

You are all that remains of the Lord of all Evil, his voice and drive seeking endlessly to complete his final purpose before fading into the long night. Your Experience is Integrity: your own certainty and vision are so clear that the vision and beliefs of all others must be subordinated to your own. But you are fading. As long as you are a Creature of Delirium, you are Sickly (Chuubo’s, pg. 489) - the world seeks to break you down.

A Goal Above Existence (Imperial): You are so driven by your goals, even your own fragmentation and destruction could not truly defeat you. Wherever you go, within a few minutes you end up developing the Region Property: “Entropy must act with integrity.” You hold to your word and cannot betray your goals.

Subordination of Will (Level 3 Miracle): Your voice can whisper into the darkness crevices of the soul, stealing away the Integrity of your enemies to force them to serve you. In your wake, they become craven and cruel, betraying everything they believed in on your behalf. When you steal someone’s integrity, you swallow the wisps of their soul in the form of a sparkling human shape that you take into yourself. You can wield these fragments using your Superior Formless Existence, aligning your own integrity to the personal rules of those you have stolen from to maintain your existence, or make slight alterations to them to change the souls of those you have attacked. You can also steal a fragment of someone’s soul, taking a single personal rule or limit away from them, with your Corrupt skill.

You can only steal one soul per chapter; if you want to do this a second or future time, it costs you 2 MP. You may use your Formless Existence to return someone’s soul to them at a future time.

Minions of Evil (Level 3 Miracle): When you steal someone’s soul, you leave a piece of yourself behind to puppet them. You can, at any time, overcome an Obstacle 2 to see through the eyes or command the actions of one of your puppets. You can spend 1 MP to waive this Obstacle for a scene. While you are possessing someone, you are spiritually present and can be targeted by miracles or, say, exorcists.

If you possess a Main Character, they can resist you by taking Intentions to act against your control, in addition to the usual approach of simply taking Wounds to excise you or limit your influence. On the other hand, they probably did this when you stole their soul.

Absolution (Level 3 Miracle): The advantage of having one’s soul taken by evil is that it forces your victims to confront the darkness within, and potentially overcome it. When you use a miracle on someone, including stealing their soul, you can empower that miracle and either name an emotional burden you want to free them from, or an emotional high you want to help them achieve. They can either immediately, or at a dramatically appropriate moment, have that resolution and recover either 1 MP or 2 Will.

You can use this power freely up to twice per book, in separate chapters; doing it more often than that costs you 2 MP per use, and doing it more than once per chapter costs 4 MP.

Evil Surrounds Us (Level 3 Miracle): School is filled with those who have already sold their integrity, given up on their dreams in exchange for immediate desires. You can reach out and send tendrils of your power into such people, drawing them to your cause. At any time, you can declare that there are a few students or faculty present you can act through.

By spending 4 MP, you can instead draw up hordes of craven and cruel people to do what you will, in the belief that you will grant them rewards. These dark cultists will do whatever you want, waiving the usual Obstacle 2 to act through them, granting their actions Cool 2 (hard to stop that many kids), and causes their actions to be unchallengable by mundane opposition. At the end of your ritual, the event ends and everyone claims their rewards or departs disappointed.

The Hell Within (Level 3 Miracle): Your power is corrosive and destructive, eating away at those you command. When you hold someone’s Integrity in your hands, you can banish that person to a faraway Region for one or two chapters, or else transform them physically or emotionally into a demonic shape appropriate to their nature. This lasts until the end of the next chapter, at which point they either return, revert, or integrate these possible changes into their older self.

The Honour of Evil (Level 3 Miracle): Your most terrible power is to corrupt and co-opt the integrity of others, using it to your advantage. By spending 2 MP, you can merge with one of the souls that you hold, allowing you to miraculously hold to their ideals and promises. Any Intentions that you take to stand by those personal laws become miraculous, perfectly overcoming mortal opposition and standing against weaker miracles, and you gain 3 Edge in any otherwise fair contests involving it.

Journey Through The Night (Special, Bleak): When you activate one of your miracles, you can transform the experience into a surreal, lengthy transformation or corrosive interlude. This transforms your miracle into a Bleak miracle, and allows the target to take a Fairy Tale XP Action as part of it, and if they do they will gain an MP. Doing this more than once per chapter increases the cost of the attached miracle by 2.

Fate of the Fallen (Imperial): It is within your power to name a fate for those you are in command of, forever controlling their destiny. You may spend 4 MP, name a fate that someone whose soul you command must face, and then wish for them to either meet that fate, or struggle against it. Once you have named someone’s fate, not even you can stop or change their destiny, unless they cast off the fate you have named for them.

Anyone interacting with your victim may spend 4 MP to break them from their fate, or free them as part of resolving an Issue.

Basic Quest: A Shapeless Darkness
15-XP Setting Quest

You have no true presence in the world, but you still strive to impose your will upon it. At times, when something important or emotional happens, you can forget yourself and feel the pressure of the body you no longer possess filling you. Once per scene, when you feel the world express itself around you, you may take a moment to mourn the loss of your physicality, and claim 1 XP towards this quest.

Completing this quest gives you a Recharge token.

Quest Miracles

Most of your quest miracles are rooted in your nature as a voice of Evil. These quests are normally Melodramatic; they involve you reacting to the drives and beliefs of others, and stepping in to corrupt or uphold their goals. In the process, they provide you with interesting plot hooks - learning information from those you make deals with, seeing into people’s souls and borrowing thier Skills, or developing miraculous gifts on behalf of others that last for the story.

You can also wield your power long-term to usurp a social group or integrate yourself into someone’s life as a numious guide or worshipped being, gradually becoming closer and closer to them until you manifest fully in their lives, with a temporary Connection 2 to them (and them to you.)

Finally, you can work directly as a cathartic or corrosive force in someone’s life, transforming or remaking them without first stealing their soul, or putting them into a position to become one of your puppets.
 

FrivYeti

Yeti On The Lam!
RPGnet Member
Validated User
Now that we have our cast, why not have some advice on what to do with them?

Masters of Evil, Part 10: HG Advice

As the HG for Masters of Evil, you have set yourself up for a complicated story. Ultimately, this game largely involves characters plotting against each other using a system that encourages player interaction and cooperation.

This means that you’re going to have a lot of work cut out for you. Here are a few suggestions for how to help things go smoothly.

Running an Antagonistic Game

In the long run, Masters of Evil is a game intensely based on the interactions and counter-plots of its main cast. The six members of the Student Council feud against each other. Entropy pits them against one another, and Chuubo is drawn farther and farther into the darkness with each meeting.

It is not important that you know who is going to ‘win’ at the game’s outset. Likely, no one is. The victory is a trap, set by Entropy I, and the Student Council is being drawn in. But that still means that in any given session, half your players are likely to be plotting against the other half. You’re going to have more than the usual level of work deciding how competing miracles interact.

Three things are particularly important in this campaign. The first is talking to players about synching up their quests and goals, so that when one player is trying to have their character win another is working to lose. The second is to really double down on Emotion XP - make sure the players are paying attention to each other, rewarding each other, and cheering for each other.

In a pinch, provide larger antagonists to focus their rage. NPC members of the Student Council can be excellent foils to force the PCs to temporarily align. The Principal or important faculty members can cause trouble. Would-be heroes can force the whole council to join forces. And, of course, Chuubo can step in as a referee when things get entirely out of hand (at least at first…) Whenever the in-fighting gets too bad, give a situation to push players back together. When things start to get too co-operative, find ways to drive the characters apart.

Finally, pay attention to the comfort level of the players. We suggest a conversation ahead of time about how dark the stories will get – the campaign assumes that things will get a bit serious, but the range of tone could go from a nearly slapstick comedy of errors through to a grim, vicious story of very real suffering and abuse. It is important to keep the tone that the players are generally expecting, and for them to be able to say if something is crossing a line.

The Main Characters

We advise running this game for 3-5 players, and honestly more than four is probably going to be a lot of work. With so many individual plots, it will be hard for players to easily be in each others’ scenes.

One thing that would help with scene pacing is for each player to be able to take on the role of a minion of one or two of the other players. These minions won’t have Will or Intentions, but can provide social foils and interaction in otherwise solo scenes, letting the players fill out each others’ supporting casts and taking some pressure off the HG. It will also help with the antagonism issue, above - playing multiple sides of the conflict helps the players to be playing the story, rather than getting too personal.

With this in mind, it’s likely that half the Student Council will be played by NPCs. This is alright. As HG, you can have a Council member absent from any given meeting, and can have another one being unusually quiet, to focus on the one or two who are being a big problem for this chapter. If no one is playing Chuubo, they will only step in during emergencies. If no one is playing Entropy I, He will only be present in the background.

The biggest challenge could be if you end up with three players, one playing Chuubo, one playing Entropy, and one playing a lone member of the Council. In this case, the campaign is likely to shift to being largely about one Council Member’s plots, how Entropy manipulates them, and how Chuubo is drawn in. This helps avoid the problem of competing Council members, though!

Campaign Properties

There are three core campaign properties in Masters of Evil. Feel free to use them to help maintain the themes and style of the game, as follows:

Masks are very effective disguises. This campaign property has two effects. The first is that the Student Council never know who to trust. They can’t peer past one anothers’ masks to learn their true identities (aside from Chuubo’s, of course.) If someone disguises themselves to cause trouble, the Council won’t know. If a Sin disguises themselves to enact a plan, how will you know? But the second property is that the Council each feel safe. Their masks are a protection against one another, and their lives are safe from each other. As the campaign goes on, this may prove to be a mistaken belief, but early on, it at least encourages ambition.

The Seven Sins cannot be imitated. While the Sins have difficulty finding someone who doesn’t want to be found, they can at least recognize one another. No one can reasonably put together a Glass Spider mask and try to steal funding, or disguise themselves as Lee Scathing to throw a rival in detention. When the Sins walk openly, they are both certain to be recognized, and force to take the blame for their actions.

There is an exception here. Lord Entropy’s ability to appear as hallucinations or visions is powerful enough to overwhelm this campaign property. (Technically, all of the Voice’s miracles can overwhelm campaign properties, but this particular case is appropriate.) As such, Entropy can potentially fool members of the Council into believing they are having visions of one another, pushing them towards confrontation...

Nothing is truly pure. The cast of Masters of Evil are mired in darkness. Even those who think that they command it can’t really escape it. This Convention is an excuse to ensure that anyone who is good or kind in this world has a dark secret, a hidden desire, or some other inclination that can be used against them. It may never have to be invoked, but if something or someone truly good enters the story, well… nothing like that survives exposure to the Seven Sins.
 

FrivYeti

Yeti On The Lam!
RPGnet Member
Validated User
Thanks! I am also a fan (obviously, I guess.) Going to start posting quest sets up here soon. This is always the part where I slow down usually, so I'm hoping to be able to keep focused!
 

Patkin

ougikawa
Validated User
So, I'm not always clear on these Chuubo creative threads, but... if there's a Lord Entropy I, there's implicitly a Lord Entropy II somewhere in the background of events, right?

edit: Actually, never mind, I just reviewed the first post.
 

FrivYeti

Yeti On The Lam!
RPGnet Member
Validated User
So, I'm not always clear on these Chuubo creative threads, but... if there's a Lord Entropy I, there's implicitly a Lord Entropy II somewhere in the background of events, right?

edit: Actually, never mind, I just reviewed the first post.
No worries!

The slightly longer explanation than is in the opening post, which does sort of assume a familiarity with School, at least to the level of the core book, is as follows:

Lord Entropy was the God of Evil, both in Nobilis and in Chuubo's. In Chuubo's, Entropy had a son with the Goddess of Time. His son is Entropy II.

Depending on which version of events you believe, one of three things then happened:
1. Entropy took an action so opposed to his nature that he shattered and died, leaving his son in charge.
2. Entropy left the world in order to further his plans, leaving his son in charge until his return.
3. Entropy II murdered his father, and usurped his position, either because he is evil or because he is less evil than his father and considered it justice.

If you're playing the Glass-Maker's Dragon, Entropy II himself is not clear on what really happened the day his father left / died.

Whatever the reason, the Student Council all believe that they deserve to replace Entropy I, rather than having his son do it. If you play in a game in which Entropy II is a main character, they are thus generally obstacles to be overcome. Obviously, in this campaign, things unfolded a little bit differently.

And speaking of things unfolding! Let's start putting up quest sets.

To Know The Unrighteous
The Quests of Lee Scathing

As Lee Scathing, you are trapped between his desire to eradicate evil, and his drive to be evil. As this quest set continues, you will be pulled in two directions, torn between your own dreams and the power that consumes you. In the end, you will have to choose whether the path of darkness is actually worth what you’ll have to give up, and whether the sacrifices that you’ve made along the way were worthwhile.

Starting Quest: Delinquents
25-XP Shepherd Quest

You have a dream of a better world, but your plans are being derailed. Specifically, there are delinquents that must be opposed at every step, and you’re pretty sure that they’re in the process of undermining your system - possibly with the help of another Council member!
Your attempts to stomp out delinquency have been generally stymied by the fact that School demands delinquents, but that doesn’t mean you’re going to give up. You’ll keep at it until you win…

Major Quest Triggers (5 XP)
  • You try to stop a gang of delinquents from pranking a major event, and accidentally make things much more chaotic and awful.
  • You recruit a Delinquent to your cause.
You may claim each of these Quest triggers once, for a total of 10 XP.

Quest Flavour

Once per chapter, you may claim 1 XP when one of the following happens:
  • You throw someone in detention.
  • Someone pranks you.
  • You get in trouble because you won’t break a rule.
  • You deliver an impassioned monologue about the corrosive nature of rule-breaking.
At the end of this quest, you have definitely not solved the delinquent problem. It’s more likely that you’ve had a minor breakdown and given up on trying to wipe them out immediately. Instead, you have a new strategy.

What this usually does mechanically is give you a Perk that increases your “Let’s Coordinate” Bond to 3, but you might develop a Level 2 Connection to a particularly important delinquent.

Quest 2: Keeping An Eye Out
35-XP Shepherd Quest

If you can’t save everyone, you can at least save someone. As you scheme and plot with the rest of the Student Council, you have come across a kind-hearted student in danger of drifting into delinquency. You want to save them. You want them to remain innocent. But it’s hard to do that when your every action draws them deeper into sin.
This quest involves a Protege - a new student on your radar who you want to protect and help. They should be what they seem, at least at first. They’re not a plot to destroy you or secretly evil. They’re just a good kid, maybe someone you care for romantically, maybe someone you feel a sibling-like affection for. And you can’t help but try to be there for them.

Major Quest Triggers (5 XP)
  • You hurt someone that the Protege cares deeply about.
  • Your Protege attempts to overthrow or destroy you.
  • You have an unexpectedly honest and vulnerable conversation with another member of the Student Council.
  • You try to send the Protege away from School forever.
You may claim three of these Quest triggers, for a total of 15 XP.

Quest Flavour
Once per chapter, you may claim 1 XP when one of the following happens:
  • You spend time interacting with the Protege.
  • You hurt someone who is trying to hurt or corrupt the Protege.
  • Someone uses the Protege against you.
  • You talk to someone about how they remind you of yourself.
  • You successfully do something unambiguously good.
This quest may end with you saving the Protege in some way. It may also end with the Protege saving you in some way. But it will definitely end with your budding relationship with them fractured or destroyed, or with them leaving School forever. Regardless of what happens, you’re feeling even more alone and uncertain. Are you on the right path?
Usually, this uncertainty represents itself with a simple Perk that gives you +1 to your Alert Skill.

Quest 3: Blood Is Thicker Than Water
25-XP Shepherd Quest

And here is the end. You’re still scheming to keep control over the other Sins, theorizing that as they burn out you will end up on top. You haven’t lost in a big way. But it feels more hollow than it used to - you understand what’s wrong with the world, but you have no idea how to fix it, and you’re starting to wonder if the dedication is worthwhile.
Into the middle of this comes a family crisis. One of your family members is in trouble. Maybe it’s an older brother, getting in trouble in Arcadia. Maybe your father has had a health scare. Maybe your parents are getting divorced. It could be a lot of things.

But it’s totally different from what’s going on at School, it’s taking time away from your duties, and worst of all… it’s something that you care about. If you were truly evil, you would take the hard decision and ignore the suffering of a few people in the name of the world.

Maybe you aren’t that evil after all.

Major Quest Triggers (5 XP)
  • You abandon a student council meeting in order to take care of family.
  • Another Sin learns your true name.
  • You try to speed up your ascension by challenging another Sin to a winner-take-all battle.
You may claim two of these Quest triggers, for a total of 10 XP.

Quest Flavour
Once per chapter, you may claim 1 XP when one of the following happens:
  • You spend time helping a family member.
  • You compare a troublemaker at School to trouble in your home life.
  • You study a potential successor for your Mask.
  • Someone accuses you of being a heartless monster.
  • One of your family members is drawn into another Sin’s plots.
At the end of this quest, you must make a choice - whether to seize the Crown of Lord Entropy, pitting yourself against whatever other Sins remain once and for all, or whether to sacrifice the mask of Lee Scathing forever, leaving the seat of Evil to another, and turn your attention to the people you care for. If you do the former, you are probably going to lose.

Just throwing that out there. You have the zeal, but you’ve been distracted, and good deeds do not prepare one for a life of evil. But hey, it’s your campaign, maybe your brand of evil will win out after all.

If you choose to stand aside, you may still become a very effective second in command to another Sin, helping them to complete their quests and achieve their goals, or you might become an anti-Sin zealot committed to destroying Evil forever. You could also leave School for good, to focus on your family and try to hold the pieces together. Either way, your personal story is over. You will have to wait to see where the other Main Characters’ roads lead.

Mechanically, what you probably get out of this is a brand new Affliction related to your new role in the story.
 

FrivYeti

Yeti On The Lam!
RPGnet Member
Validated User
And look what I haven't done - continued updating this over here! Well, let's get a move on. There are seven more quest sets and a conclusion to do! I'm going to try for daily updates as long as I remember. ;)

(By the way, second and final Patreon plug in the middle here - I'm in the middle of letting patrons vote on what the next Chuubo's campaign I do will be; it's a classic adventure fantasy using one of three non-Town settings and styles. Only $1 to have a say! Okay, back to your regularly scheduled free stuff.)

Wow, that has me feeling wicked. And conveniently, wickedness is to be embraced, because it's time...

To Glory In Wickedness
The Quests of the Exultant

This is the story of the Sin who is least interested in power, and most interested in entertainment. As the Sin of Love, you have the potential to become the next Lord of Evil, and the only person really in a position to stop you… is you. If the world was as light-hearted as you are, you’d be a shoe-in, but things are more serious than you want to admit. Over the course of this Arc, you will be confronted with the real costs of your fun, and whether the pain is worth the joy.

Starting Quest: Taking It Slow
25-XP Quest

You are theoretically interested in becoming the new incarnation of Evil, but you don’t have any particular plans for seizing it. If anything, what you’re more interested in doing as this story begins is messing with the other Sins. Evil is more of a hobby for you than a dream. It’s a way of blowing off steam, making friends who also like seeing disasters unfold in a sleek, fancy way, and generally having a good time.

The problem is, just because you don’t care doesn’t mean you aren’t involved. The other Sins aren’t going to ignore you, and neither are the arcane rules of School. You may want to just chill out and be a delinquent Evil, but the world has other ideas...

Major Quest Triggers (5 XP)
  • You end up in a direct competition against another Sin.
  • You spend time trying to solve a problem, and then it is solved without your input.
You may claim each of these Quest triggers once, for a total of 10 XP.

Quest Flavour

Once per chapter, you may claim 1 XP when one of the following happens:
  • You embarrass or humiliate someone.
  • You are (or at least appear to be) killed.
  • You foist one of your Travel Committee duties onto someone else.
  • You help someone evade the consequences of their actions.
At the end of this quest, you’ve found a new rhythm - a way to move ahead with your plans without giving up on your ideals. You’re a little more dedicated to evil, probably, but it’s possible that you’re a little less dedicated to winning. Mechanically, you pick up a Perk that gives you +1 Cool.

But then something happens...

Quest 2: The Cost
25-XP Quest

As you’re starting to settle into dealing with the problems ramping up around here, you’re going to be confronted with a problem. One of your plots is going to hurt someone you didn’t mean to hurt. Badly. They’re going to be dramatically affected in a way you can’t really fix, and they’re someone you actually kind of like.

Now you’re faced with what it actually means for you to be evil. Is it worth having fun if there are people being hurt who don’t deserve it? Should you be refocusing your actions and be more careful about how you affect others? For now, you’re sort of trying to make amends without actually changing, but that’s not really sustainable.

This quest includes a Victim - an innocent person that you hurt. They should be someone you like, especially someone who was around during your first quest but not heavily involved.

Major Quest Triggers (5 XP)
  • You take on a major, unpleasant responsibility of the Victim’s because they can’t.
  • One of the Victim’s close friends comes after you for revenge.
You may claim each of these Quest triggers once, for a total of 10 XP.

Quest Flavour

Once per chapter, you may claim 1 XP when one of the following happens:
  • You pass on doing evil because you’re worried about the consequences.
  • You deliberately do something bad to someone as a way of delivering ironic justice.
  • You have an argument with another Sin about why evil is important.
  • You lurk on a rooftop or in a tree, watching people.
  • You do a favour or deliver a present to the Victim.
The end of this quest probably sees the Victim recover, and you making a decision about whether to double down on the love of wickedness, or whether to become more carefully about what sort of wickedness you approve of. You’ll still love a stylish act of evil, but you might decide that there needs to be a much stricter list of acceptable targets. The alternative is that you’ll find the whole experience harrowing enough that you decide to abandon all care about who gets hurt and commit yourself to not caring about anyone.

Most likely, this Quest will give you a new Affliction, related to what evil means to you, and which helps to define how your powers affect people.

Quest 3: Stealing From The Gods
35-XP Quest

You’ve made your decision about the kind of Lord of Evil that you want to be, and you have the stakes decided. Now it’s time for the grand finale - a plot worthy of proving who you are. You’re going to do a heist!

Specifically, you’ve decided on a Target, and you’re going to literally steal the evil out of them. Your target is another member of the Student Council. Ideally, it should be an NPC who is still in the game, but it can be another PC if they’re okay with it. You’re going to steal their mask, steal its power, and prove that you are the cooler member of the Student Council - and then you’ll use that to gain mastery over Evil itself!

At least, that’s the plan. Things are going to get chaotic. You need to play it cool until the time is right. This is going to be stressful, and difficult. But it’s going to be fun, too.

Major Quest Triggers (5 XP)
  • You successfully recruit another PC to be part of the Evil Heist.
  • A massive obstacle crops up hours before the heist, throwing your plans into chaos.
  • The Target launches a major attack on you, either before you make the theft or in retaliation for it.
You may claim each of these Quest triggers once, for a total of 15 XP.

Quest Flavour

Once per chapter, you may claim 1 XP when one of the following happens:
  • You recruit a new agent for your heist.
  • You successfully sideline or destroy one of the Target’s minions.
  • You spend time diligently researching the Target and their powers.
  • You and the Target have a tense or playfully adversarial meeting.
  • Someone on your team is killed or hurt enough to have to quit.
This quest probably ends with you succeeding in the heist and then bringing the power of it to stand for the new Lord of Evil. There’s a good chance that the actual resolution of that is going to be a bit shattering! But that’s not the point. The point is that you’ve found a way to use your power that excites and entertains you, and you’re pretty comfortable with who you are.

Now it’s time to sit back. If this is the end, there’s probably a Lord of Evil-esque finale coming up. If not, you’ll want to stick to your guns as everyone’s story comes unspooled. Either way, it’s time to focus on other stories than you own for a little bit.

This quest also probably ends with you gaining a new miracle, one that echoes the tricks of whichever Council member you stole a mask from. You don’t get their whole thing, but you get one of their defining miraculous features!
 
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