I'm planning an Ascendant Rpg campaign crossing over with DC Heroes & the world of the Underground rpg. The universes collide in an incursion and the boosted vets begin moving into the other universe's locations. This blog entry picks right up from here on the blog Black Bat Pulp Hero As An NPC for The Ascendant RPG Including NPC Villains, Trophies, and more!
While you may have remembered her as the "Ghost of Tokyo," she is a lethal, high-tech assassin operating in the neon-drenched underworld of Hong Kong—a perfect fit for the Underground or Ascendant "Paramilitary/Street-Level" vibe.
The Character: Ghost of Hong Kong (Mae Ling)
In Steve Miller’s stories and Nuelow’s d20/Modern supplements, she is portrayed as one of the world's most elite assassins. If we translate her details from the Nuelow blog into the MEGS/Ascendant framework you’ve been using, she functions as a high-Agility "Ghost" archetype.
| Attribute | Ascendant Score (APs) | Notes |
| Might | 3 | Peak Human. She relies on technique and gear over raw strength. |
| Agility | 8 | Elite. Her primary defense; she is nearly impossible to hit in a firefight. |
| Valor | 7 | Expert Marksman. Specifically lethal with suppressed firearms and knives. |
| Resolve | 6 | Disciplined and cold. Hard to rattle or interrogate. |
| Insight | 7 | Professional "Cleaner." Expert in surveillance and bypassing security. |
| Influence | 4 | A shadow. She is famous in the underworld but keeps a low profile. |
Core Traits & Abilities (MEGS/Ascendant Style)
The "Ghost" Protocol: She possesses a high-tech "Optical Camouflage" suit. In Ascendant, this acts as Invisibility (Rank 5), though it can be disrupted by high-intensity EMPs or specific sensors.
Dramatic Slow-Motion Dive: (A specific feat Steve Miller highlighted on the Nuelow blog). This allows her to move and attack simultaneously without taking the standard "Multiple Action" penalties.
A View to a Kill: She often uses a custom-tuned sniper rifle with a VAL 7 damage rating and Range Rank 9, allowing her to eliminate targets from several city blocks away.
Integrating Her into Your Campaign
If you are running the Deathstroke vs. Tokyo/Hong Kong scenario:
The Contract: Slade is hired to eliminate a target in a Corporate Sovereign Zone, only to find the "Ghost" has already been paid to protect them.
The Clash of Styles: Deathstroke is a "Tank" (High Might/Protection), while the Ghost of Hong Kong is a "Dodge-Tank" (High Agility/Stealth). In the Ascendant 1d100 engine, this becomes a tense game of "Cat and Mouse" where the first person to land a solid hit usually wins.
The Nuelow Connection: Since Steve Miller’s Nuelow work often blends pulp horror with modern action, you could introduce a "Ghost" element where she isn't just a physical assassin, but someone using experimental "Astral Projection" tech (very Underground) to hit targets from the digital plane.
Since Deathstroke (Slade Wilson) is essentially the perfect middle ground between a DC Heroes powerhouse and an Underground "Boosted" soldier, he converts into Ascendant with terrifying precision.
In the MEGS (Mayfair Exponential Game System) logic, Slade usually sits in the 5 to 8 range for his physical attributes. This makes him peak-human to low-superhuman—exactly where the math is most stable.
Deathstroke: The Ascendant Conversion
Tier: High-End (Standard for professional mercenaries/assassins)
| Attribute | Score (APs) | Ascendant Equivalent | Notes |
| Might | 6 | Superhuman | Can lift about 1.5 tons. Equal to a DC Heroes STR 6. |
| Agility | 7 | Elite Superhuman | His reflexes allow him to dodge bullets and outmaneuver speedsters. |
| Valor | 8 | Master Combatant | This is his "to hit" stat. In Ascendant, 8 is world-class territory. |
| Resolve | 7 | Iron Will | High resistance to mental attacks and pain. |
| Insight | 7 | Tactical Genius | Represents his "90% brain capacity" utility. |
| Influence | 5 | Intimidating | He commands respect (and fear) in the underworld. |
Core Powers & Perks
To get the true "Deathstroke" feel in an Ascendant or Underground style game, you’d give him these specific mechanical traits:
Regeneration (Rank 4): He heals at an accelerated rate. In Ascendant, this would be a "Passive Recovery" power.
Adrenaline Surge: A limited-use power that boosts his Agility or Valor for one round, representing his tactical mind "overclocking" his body.
Signature Gear (Promethium Armor): This provides Protection (Rank 6), making him almost immune to small arms fire but still vulnerable to high-caliber rounds or anti-tank weaponry.
Combat Sense: He ignores penalties for being outnumbered or attacked from the "blind side."
Why He Fits the "Underground" Vibe
If you were playing in the Underground setting, Deathstroke would basically be a "Boosted" Vet who didn't lose his mind. You could use the Underground Stalking and Tactics skills directly with his Ascendant Insight score.
Because Ascendant uses a 1d100 Challenge Table, a Valor of 8 against a standard soldier (Agility 3) means Slade is going to hit nearly 95% of the time, often with "Critical" effects. It perfectly captures that "one man vs. an army" feel from the comics.
Since Deathstroke’s gear is just as iconic as his enhanced biology, let's look at how his signature arsenal scales in Ascendant.
In this system, damage is measured in VAL (Value). Because the math is exponential, a VAL 5 hit is twice as powerful as a VAL 4.
1. The Promethium Sword
This isn't just a blade; it’s a high-tech cutting tool capable of slicing through tank armor and magical constructs.
Damage (VAL): 7 (Lethal)
Properties: * Penetrating: It ignores Protection below Rank 5. In Underground terms, this would bypass standard "Boosted" skin-weave.
Indestructible: It cannot be broken by physical force of Rank 10 or less.
Tactics: Combined with Slade’s Valor (8), he’s almost guaranteed a "Maximal" success, meaning he can aim for weak points (like neck joints in power armor) with ease.
2. The Energy Staff (The Bo-Staff)
This is his versatile "problem solver," combining reach with high-energy blasts.
Melee Mode: VAL 6 (Stun/Blunt). Great for taking down targets alive.
Blast Mode (Ranged): VAL 8 (Energy).
Range: Approximately 500 yards (Rank 8 on the Distance Chart).
Area Effect: He can "flare" the staff to create a Rank 4 flash-bang effect, blinding everyone in a 10-yard radius.
3. Promethium Mesh Armor
Slade’s suit is a mix of Kevlar and Promethium, designed for mobility rather than being a "tank."
Protection (VAL): 6
Properties: * Lightweight: Does not penalize Agility or stealth checks (unlike the heavy "Exos" in Underground).
Ballistic Reinforcement: Increases Protection to Rank 8 specifically against bullets/shrapnel.
Mixing the Systems: A "Quick-Start" Combat Rule
If you are running a scene where Deathstroke fights a squad of Underground mercenaries:
The Roll: Use the Ascendant 1d100 Challenge Table.
The Math: Compare Slade’s Valor (8) against the Mercs' Agility (usually 3).
The Result: On the table, an 8 vs 3 is a +5 Column Shift. He will hit on a roll of 21 or higher. If he rolls a 70+, he achieves a Super-Heroic success, likely cutting a soldier in half or destroying a vehicle in one swing.
MISSION BRIEFING: OPERATION “ORANGE CRUSH”
CLIENT: Ares Industrial / G.L.O.B.A.L. Security TARGET: The Slum-King of Precinct 7 (Ex-Boosted General “Tank” Henderson) LOCATION: The Meat-Grinder District (Lower Los Angeles)
THE SITUATION
A group of rogue Boosted veterans has seized a decommissioned pharmaceutical plant. They are refining "Liquid Courage"—a combat drug that turns civilians into twitchy, hyper-aggressive rioters. Ares Industrial wants the facility neutralized, the formula erased, and Henderson’s head on a platter.
THE LOADOUT (Ascendant/Underground Hybrid Stats)
Since you are playing Deathstroke, your stats are "Off the Charts" compared to local gang members.
Tactical Advantage: Because of your Insight (7) and Combat Sense, you gain a +2 Column Shift on the Ascendant Challenge Table for the first 3 rounds of any ambush.
The Promethium Edge: Your sword treats any Body/Protection score of 5 or less as 0. You aren't just hitting them; you are ignoring their armor.
ENCOUNTER TABLE (D20)
Use this to simulate the chaos of the Slums as Slade makes his way to the plant.
| D20 | Event | Mechanical Check (Ascendant) |
| 1-5 | Pre-Op Snipers: Two "Long-Shot" Boosted vets on a rooftop. | Agility (7) vs. Valor (4) to dodge. |
| 6-10 | The Ripper Mob: 50 "Liquid Courage" addicts block the street. | Influence (5) to intimidate OR Valor (8) to carve a path. |
| 11-15 | Automated Turrets: Ares' own tech turned against you. | Insight (7) to hack the terminal OR Protection (6) to tank it. |
| 16-19 | The "Slammer" Dog: A genetically altered pit bull with STR 6. | Might (6) check to keep your arm. |
| 20 | The General: Henderson arrives in a Power Suit (Prot 9). | Valor (8) vs. Agility (5) for the killing blow. |
THE "REWARD" PARAMETERS
In the Underground system, your success changes the world. If you complete this mission:
Safety Parameter: +2 (The neighborhood is quieter... for now).
Take-Home Pay: 50,000 Lira (Use this to upgrade your Energy Staff or buy "Intel" on the Justice League).
The Catch: Ares Industrial now has your DNA on file. That’s a Complication (Rank 5) for future sessions.
HOW IT PLAYS OUT
If Slade uses his Energy Staff in Blast Mode (VAL 8) against a standard brick wall (Protection 4), the logarithmic math says he does +4 net damage. On the Ascendant table, that's enough to vaporize a 5-foot hole instantly. He doesn't need to pick the lock; he is the key.
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