Sunday, June 11, 2023

Villain Design Analysis: Approaches Part 6 - Ninja & Overpowered

Continuing from yesterday's post, more villain Approaches:

Ninja

This Approach has an incredible mix of Power and Quality dice with both strong dice and plenty of them, average Health and the usual two ability choices.  Their abilities are:  

Deadly Blink - Multi-target Attack that lets you reposition to anywhere in the scene.  An excellent mobility trick.

Defensive Dash - Solid defensive reaction with a self-Boost bundled in.  Not unique but quite useful.

Fade From Sight - Innate ability that gives you a Min Defend against everything for a whole round if didn't Attack or Hinder on your turn.

Rising Winds, Crashing Waves Strong Attack that uses all your dice to hit two or three targets depending on how you divide them. 

Sever the Tendons - Mediocre Attack with a strong same-target Hinder.

Shadow's Blade - Decent Attack with a Mid die self-Defend that lasts until your next turn.

With four Attack ability options the Ninja has plenty of offense, and three of them also have some way to protect yourself through positioning, penalties or actual Defense to boot.  There's also a good defensive reaction available if they want.  Their innate defensive ability has terrible synergy with the rest of the list, making it hard to use unless your Archetype has some non-Attack, non-Hinder abilities, at which point it becomes pretty handy.  The list is very much about hurting foes and getting hurt less yourself, with very little help for allies or healing and the only self-Boost being tied to a reaction.

The one thing I could see adding as a homebrew is some ability that meshes with Fade From Sight so it isn't wholly dependent on having the right Archetype to even use it.  Something like this:

Marked Target (A) Hinder one target using [Quality].  Boost yourself using your Max die.  This bonus is persistent and exclusive but may only be used against the target of this ability.

Not bad without the innate ability, but with it you're also getting a quite efficient defense.

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Overpowered

This Approach has very strong Power dice, the worst Quality dice in the game, the highest base Health of any Approach, and two ability choices off this list:

Do Not Dare to Touch Me - Strong defensive reaction that also damages a nearby target.  Your big die sizes make this better than many similar abilities.

Face My Full Might - Incredible Attack that uses all your dice on one target, but also applies a serious self-Hinder and damages you.

Fear My Overwhelming Power - Efficient Attack and Hinder ability that uses all three of your dice.

Raw Power - Innate ability that provides basic die fixing, lets you reroll ones.  Good for preventing whiffs, but it struggles to stand out on this list.

Rejoice, My Followers - Boost plus big healing for you, minor healing for villain allies, and die size restoration for damaged minions and lieutenants.  Encourages your allies to stay nearby.  One of very few ways to restore lost die steps to minions and lieutenants.  

You Are Not Worthy of My Power - Strong multi-target Attack and Hinder combo, very good at taking on teams.

Overpowered villains are aptly named not just for their big Power dice (which are partly offset by their poor Quality dice) but for the sheer potency of their ability options.  Their innate die-fixer and defensive reaction are the closest things to average abilities on the list.  They're backed up with three excellent Attack abilities, one with incredible single-target damage and the other two combing strong Attack and Hinder bundles - including a multi-target version.  There's also a unique Boost and healing ability that's immensely good at supporting lesser allies.  If the list has a problem, it's how hard it is to only choose two of these options.

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Continued in part 7.


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