| Green Abilities |
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Green Abilities: Action
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Name |
Type |
Game Text |
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Harsh Judgment |
R |
After you or a nearby ally are attacked, Hinder the attacker using Vengeance!. The penalty is persistent and exclusive. |
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Implacable Grit |
I |
Whenever you roll a 1 on any dice you may reroll those dice. You must accept the result of the reroll. |
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Sowing |
A |
Attack using The Scythe. Hinder the same target using your Min die. |
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Buried Rage |
A |
Overcome a challenge by refusing to give in to your rage. Use your Max die. You and each of your allies gains a hero point. |
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Whispers |
A |
Overcome a challenge by temporarily giving in to the Spirit of Vengeance. Use your Max die. You and each of your allies gains a hero point. |
| Yellow Abilities |
| Yellow Abilities: Action |
Name |
Type |
Game Text |
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Fearless Deflection |
I |
Reduce all damage you take by 1. |
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Grim Resolve |
I |
When a nearby living target is taken out, you Recover 1. |
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Reaping |
I |
When you deal damage to a target Hindered by you, you may remove all of those penalties to deal additional damage equal to the sum of the removed penalties. |
| Red Abilities |
| Red Abilities: Action |
Name |
Type |
Game Text |
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Deadly Focus |
A |
Overcome using Conviction. Use your Max + Min die. If you succeed beyond expectations you gain a persistent +1 bonus, and then you may Attack or Hinder using the Mid die. |
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Swathe of Doom |
A |
Attack multiple nearby minions using The Scythe. Apply the Massive Damage rule to those minions and use your Max + Mid dice. If you take out 3 or more minions, Boost yourself using your Min die. |
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| Biography |
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Vengeful spirits come in different flavors and origins, but a common theme is they work through a mortal to inflict their vengeance upon the world. Most such spirits are very specific in their intent, which is to say they seek vengeance against some specific person or group and once that has been acheived they go away. However a few such spirits cast a wider net, and might not ever be fully satisfied...they are effectively eternal unless cast out or destroyed by supernatural means. |
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One such spirit known by many names (such as Ah Puch, Angau, Ankou, or Anub) has been kicking around possessing willing hosts for centuries, with intermittent gaps of time in between. With a hate on for criminals, thugs, and immoral people, the spirit empowers individuals with a personal grudge, allowing them to wreak havoc upon those they feel have wronged them. In return, the person then serves as a host for the spirit for a number of years it feels appropriate to repay the debt. In a symbiotic relationship, the host and the spirit then act as a scourge upon the unworthy of the world. In the modern era, there have been three vigilantes referred to as Scything by media (but never by themselves), all possessed by this same spirit. |
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In the 70's and 80's a black suited skull-faced avenger of the night hunted the seamy underbelly of Harbor City pursuing a personal vendetta, then terrorized the Inverted Triangle Crime Syndicate and it's various shadowy endeavors, then proceeded to wage a violent and deadly assault upon the wicked in all sorts of places. Known to mysteriously appear to take part in various super-battles against dark forces and powerful evils, and then fade away when the work was done. On multiple occasions he aided Justice Incorporated and the team's later successor NewGen to fight against Incantrix, the Vereux Vaudau, and Revelations Awakening. This incarnation started off very violent and slowy escalated into full on nightmare fuel as the years went by, increasingly ran afoul of non-lethal heroes and law enforcement, and came to be considered a menace by the mainstream. |
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Starting in 2006 a similar figure appeared in the midst of a super battle against the Hellsworn Motorcycle Club, wearing black biker leathers, sporting a luminous red skull for a head, and swinging a vicious scythe. Though never formally inducted, this version of Scything showed up for many bleak battles faced by the Millennial Men, causing the media and general public to falsely assume he was an official member. Notably less ultra-violent than their predecessor, this incarnation was verifiably active for less than a decade and only within the United States. A few later isolated reports of a similar figure in the intervening years may have been him, or not. |
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Then last year a tall black clad figure with a full on white skull for a head appeared in Rook City, fighting against the minions of the Chairman and the machinations of the Cult of Gloom with a massive scythe. This incarnation has coincidentally shown up to several situations where various new heroes and vigilantes patroling the mean streets of Rook City were also present, but always departed as soon has the action was over with no interest in discussion or planning. According to observers this latest Scything is mostly silent, and thus far has not exhibited the excesses of the 70's era version. However he exercises precise lethality upon his targets, seemingly without mercy or remorse. |
| Capabilities and Motivations |
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Powered by a Spirit of Vengeance, Scything is possessed of supernatural resilience and is able to will into existence a fearsome bladed weapon...usually in the shape of a wicked looking scythe. This weapon is magical and can 'cut' through things both literally and esoterically. Scything is also able to inflict fear, strip away protections, and shrug off attempts to interfere with him. |
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In short, Scything is a terrifying manifestation of the popular notion of a grim reaper. Implacable and nigh-unstoppable when seeking to impose a final judgment. |
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