Monday, June 12, 2023

Villain Design Analysis: Approaches Part 7 - Prideful & Relentless

Continuing from yesterday's post, more villain Approaches:

Prideful

Prideful villains have a well above-average set of Power and Quality dice, above-average Health and the two ability choices from the following list:  

I Know Your Weakness - A rare reactive Attack ability triggered by a nearby hero rolling a one in their die pool.

I Will Deal With Rest of You Later - Strong single-target Attack that also Defends against everyone but the target until your next turn.  Quite strong against teams. 

My Greatness Cannot Be Denied - Strong single-target Attack bundled with a persistent bonus triggered if the damage causes the target to change GYRO zones.  The bonus can be applied to anyone, which is good for supporting allies who lack access to a persistent bonus of their own.

Sustained Mockery - Good solid persistent Hinder.

Unquestionable Might - Potent innate damage reduction.

You Cannot Survive - Reactive Hinder triggered when an opponent ends their turn nearby.

Prideful villains have two strong single-target Attack options, both of which have secondary effects that help protect them from damage.  There's also a quite reliable offensive reaction for dealing more damage, another reaction that hands out penalties just for standing near you, a solid damage reduction ability, and a strong persistent penalty generator.  They don't have any healing and their Boost and Hinder options are limited (but persistent, which helps) but overall it's a good, varied list that's helped out by solid dice arrays and good health.  

This doesn't really need homebrew help in my opinion.

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Relentless

Relentless villains have fairly average Power and Quality dice arrays, average Health, and two ability chosen from this list:

Dogged Pursuit - Reaction triggered if an opponent moves away from you, letting you follow and Hinder them.

Prey On the Weak - Bundled Attack and Hinder on a single target.  Variable based on target status die, ranging from quite strong to just okay.

Repeated Punishment - An unusual reaction that triggers when you make an Attack during your turn, adding your Mid die to the damage one target of that Attack suffers.  Basically trades your reaction for extra damage right away.

Too Close For Comfort - Unique innate ability that lets you remove your own bonuses or your Attacker's penalties to reduce the damage they deal by the mod's value.  As an innate it can be used repeatedly with multiple mods.  Raises a minor timing issue but it's pretty clear the penalties on an Attacker are applied before you opt to destroy them with this ability.  Quite strong defensive trick if you can keep putting out mods to fuel it.

Twist the Knife - Reaction triggered by an ally making an Attack, letting you add damage to their Attack.  Good for breaching defenses and damage reduction. 

Up in Your Face - Decent Attack that forces the target to Attack you on on their next turn or be Hindered by your Mid die.  Flavorful, but usual outshone by Prey On the Weak, which makes it a bit of a dud.  If you want it to be more attractive, adding "This penalty is persistent and exclusive." to the text to make opting to take the Hinder have more bite would probably do the job.

Relentless has a peculiar but very aggressive list, with three offensive reaction options, an innate that's effectively a strong but resource-hungry defense, and two Attack abilities, one pretty clearly better than the other most of the time.  I suggested a fix to the weaker of the Attack options above, but there's another homebrew ability to consider that leans into the "stay on one target till it drops" theme that's supposed to be going on here:

This One Is Mine (A) Attack using [Power].  Use your Max die.  Defend yourself using your Min die.  If you dealt damage to this target on your last turn, add your Mid die to the damage dealt and the value of the Defend.

This ability is a hard push toward hitting one target repeatedly until it drops, since you have to keep up the pressure to really benefit from it.  The requirement to deal damage means foes could "combo break" the effect with a strong Defend and/or Hindering you.  It also gives you a defensive ability that isn't tied to the single oddball innate on the list.

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Continued in part 8.


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