Trinity

The Enemy Abounds

Building baddies your player characters will respect

By Kevin S. Taylor

Aberrants. Chromatics. Doyen. These words if mentioned by the right ST can bring fear into the heart of the most jaded Trinity player. So, you ask, how do I make these things feared by my players who have been playing the same character since the game came out in that old plastic wire bound tome?

Easy, you hit em where it hurts.

You make up new variants on the same old stuff. Nothing will scare and confuse players more when the Aberrant that they have been chasing all over Luna turns out to be 6 inches tall. What I hope this article does is help you make variants on villains and antagonists for your Trinity games.

This article focuses on Aberrants, but could also be adapted to other types. So, we'll start with the basics.


The Basics

Part 1 -- why?

I see a lot of good plots in movies, books, and games go to hell for this reason. They have a powerful villain, with a good plan, and not a stinking reason why. Contrary to popular belief, most Aberrants do not go breaking stuff and killing people just because they are "evil." This is the 21st century and we know that there is no black and white, only shades of gray.

So why does that Aberrant with four arms and warp gates keep raiding medical facilities? Maybe he has someone he cares about that is sick, and he can't help him or her. Or how about the one that keeps impersonating people in an attempt to get into the Chicago Cube? Maybe he's looking for answers instead of just out to kill someone?

And remember, as strange as it sounds, Aberrants have families too.

Part 2 -- when?

Yep. When. Not just, "We're gaming this Friday," but "The Aberrant in question was first sighted in the Blight in 2095." Knowing how long the enemy has been around can give great insight into how they think and why they do the things they do. Maybe the Aberrant that keeps destroying military facilities remembers the horrors of the Aberrant War and doesn't want anyone else to have to suffer that way. Sure, the FSA and Aeon make him seem bad, but when the players start digging into his past...

Part 3 -- where?

Just as important. Where IS the antagonist? Not likely waiting in plain sight with a neon sign that says, "Legionnaries can suck my [tentacle]." More than likely the smart Aberrant (and remember, mad or not, Mega-Intelligence goes a long way) is hiding behind a wall of followers, in a hard to hit place. Best place to hide from opponents with weapons of mass destruction is IN their population centers...

Part 4 -- what?

This is the fun part. What is the Aberrant in question? Is he an old one, from before the Aberrant War? Is he a newer one, still dealing with the use of his powers? Is he one who was "made" by others as cannon fodder, and doesn't like the idea? And most importantly, what powers does he/she/them/it have? Which leads us into the next part...


Building the Better Bad Ass

Now, after considering those above questions, how do I make the stats for the Aberrant(s) I want?

Well, depends on that answer to the "what" question. That will determine what basic "template" you want to use from this list. For this article, I categorize Aberrants into three basic classes, Veteran, Leader, and Fodder. The following table sums up how to figure out what type your Aberrant(s) falls under:

Leader Veteran Fodder
Age Was alive before 2047 Erupted post-Exodus Most recent Aberrants made/born
Taint Has moderate (6+) Taint due to controlling their power, but can be higher in some cases Has high (8+) Taint Has lowest (1-5) Taint
M.O. Usually leads others, but often works alone as well Sometimes leads raiding parties Likes to live to see the next battle
Notes Usually have long term plans and goals Often have other motives Being of the most recent generations looks least human and is most twisted by its taint

After you know what kind you want, then you get to make them.

Leaders

Often called "1st Caste" Aberrants, these are the movers and shakers, the ones that VARGs and other heavy weapons are needed to kill. When I make these, I use the Aberrant Core Book and make them from the ground up with these changes.

Veterans

These are the more common ones. For these I use the "normal" Trinity Template with adaptations from Battleground for the powers. Bullethead from Luna Rising would fit in this category. If you don't have Battleground, there are powers listed elsewhere that were made extra for the game. And now, you can get it cheap cause they are clearing it out.

Things to remember with Aberrants at this level:

Conversions are graphical estimates only. Feel free to alter, change, and or abuse these suggestions as you see fit. These are Aberrants after all.

Fodder

These are the most common Aberrants. Not that they are not threats, but compared to the other two, they are not nearly as bad. The guidelines for them are simple.


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