Sunday, August 25, 2024

Captain Brass and Corragioso, Clockwork Constructs

I'll be needing two new PCs for our planned October one-off games, and this oddball is the one I'll be using for what's supposed to be a more gonzo Golden Age-inspired story.  I suspect we'll be doing an homage to the old DC comics where Santa Claus needs saving so the holiday can go on, with the Great Pumpkin standing in for the Jolly Old Elf.  A character who's a literal toy of sorts seems like a decent fit for that.

Captain Brass

An enchanted toy crafted centuries ago to serve as companion and bodyguard to the oldest son of a Venetian noble, "Capitano Otone" has outlived his old master's bloodline and gone on to develop something at least approximating free will.  He still sees himself as a dashing champion and foe of evil - especially assassins and supernatural menaces - and has a reputation in the occult fringe community for being easily convinced to fight for a good cause.  Over the years he's partnered with a number of white wizards, exorcists, monster hunters, and similar do-gooders only to see them succumb to age while his own clockwork mechanisms keep ticking along eternally.  He's picked up a few magical tricks related to his own artificial nature in the process, letting him manipulate metals beyond merely repairing himself and his mount.

In the modern superheroic age, he goes by Captain Brass and spends his time wandering the world in search of worthy foes, occasionally assisting local heroes who find themselves confronting occult threats or getting entangled in international crimes or the schemes of old foes.  At least one criminal collector has made repeated attempts to "acquire" him for their collection of stolen art and antiquities.  He's also acquired enough technological savvy to establish an online identity as Giuseppe Otone, private investigator, which his friends and allies use to reach him in times of need.

Captain Brass is rarely seen off of his leonine mount Corragioso, which was built and enchanted with him as a part of a set.  The winged lion is oversized in 1/3 scale, standing almost 20" tall at the shoulder and 4' long, with a wingspread over 7'.  More of a machine than an animal and obeys Brass without pause, but has only limited "instincts" to act on when separated.  The two of them are much more dangerous combined, with absolutely amazing maneuverability even by superhero standards.  Brass and Corragioso share the same winding key, and both have a keyhole connected to their mainspring concealed beneath armor plates covering where an organic being's heart would be. 

Description: A clockwork construct in the form of a 15th century Venetian cavalryman wearing polished steel plate armor and carrying a long cavalry saber and small round shield.  He wears a large brazen key around his neck on a fine steel chain.  The heraldry on his shield and tabard mirrors his mount Corragioso, a fantastical lion with brass-feathered wings.  Both are roughly one-third scale and amazingly lifelike, right down to the intricate internal mechanisms that lets the cavalryman speak and even sing and the lion produce a powerful (if somewhat tinny) roar.           

Gender: Male     Age: Created In The 15th Century     Height: 2'2"     Eyes: Crystal Lenses

Hair: Fine Silver Wire     Skin: Brass, Mostly Covered In Steel Plate     Built: A Studio In Venice

Background: Created     Power Source: Genius     Archetype: Sorcerer

Personality: Stalwart     Health (G/Y/R):  28/21/10

Powers: Brass-Winged Lion d10, Clockwork Saber d10, Metal d10, Lightning Calculator d6 

Qualities: Acrobatics d12, Clockwork Knight d8, Magical Lore d8, Creativity d6, History d6, Technology d6

Status: Green (28-22) - d8 / Yellow (21-11) - d8 / Red (10-1) - d10

Abilities:

Green

Brazen Wings (A) Attack multiple targets using Brass-Winged Lion.  Use your Min die for each.

Principle of Immortality (A) Overcome in a situation involving your physical condition.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: You take the long view of things.  How does that cause you to be too slow to act?  Major twist: What important attachment must you shed?  RP: You do not age and will not be affected by mundane ailments.

Principle of Mastery (A) Overcome in a situation that uses your powers in a new way.  Use your Max die.  You and your allies gain each gain a Hero Point.  Minor twist: How did your powers fail you in the moment?  Major twist: What side effects are you suffering from your powers?  RP: You understand the metaphysics of your powers.

Stinging Jab (A) Hinder using Metal.  Use your Max die.  If you roll doubles, also Attack using your Mid die.

Yellow

Combined Assault (A) Attack using Brass-Winged Lion.  Then, if the target survived, also Attack that target with your Max die.  Otherwise, Recover Health equal to your Min die.

Masterful Parry (R) When you are Attacked, first roll your single Clockwork Saber die.  Use that roll to Defend yourself, then Boost yourself.

Winding Bindings (A) Destroy all mods on a target.  Then, Hinder that target using Metal.  Use your Max die.

Red

Animated Fragments (A) Use Metal to create a number of d6 minions equal to your Mid die.  Choose the one same basic action that they can each perform.  They all act at the start of your turn.

Mainspring Strike (A) Attack using Clockwork Saber and at least one bonus.  Use your Max + Mid + Min dice.  Destroy all of your bonuses, adding each of them to this Attack first even if they are exclusive.

Out

Loyal Fragments (A) Defend an ally by rolling your single Metal die.

Tactics

In Green, Brazen Wings gives Captain Brass a typical multi-target minion-sweeper option while Stinging Jab lets him inflict painful minor injuries, either with precise blows of his sabers, the claws of his mount, or by reshaping any metal his victims are carrying into pins and needles inserted in particularly uncomfortable locations.  He prefers not to spend his time on Overcomes while there are foes to face, but when he does his Principles are reasonably easy to apply.

 In Yellow, Combined Assault is his go-to single-target offensive move, delivering either very strong damage or some minor healing when dealing with weaker foes.  Masterful Parry is a very strong reactive defense and bonus generator, the latter of which will often be used to improve his next reaction or healing when he defeats a weak foe.  Winding Bindings is a more specialized move, stripping off enemy bonuses and then applying a strong penalty by wrapping foes in animated metal woven into wire bonds.

In Red, Mainspring Strike puts his damage output through the roof, and every round that his Yellow defensive reaction keeps him in the fight will power another blow.  Animated Fragments can be very potent, flooding the scene with minions made from metallic debris - including battered parts of his own body and his mount's.  It's unlikely to actually be used in the Red zone though, as taking a twist to use it earlier will almost always pay off better, especially with a bonus or two to throw into it to increase the number of minions created.

Even when Out, allies can still be protected by his magically animated Loyal Fragments.


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Saturday, August 10, 2024

Doctor October, Bringing Halloween With Him All Year Round

A seasonally-appropriate character for an upcoming occult/urban horror game in a couple months.  Inspired by watching a few too many noir detective films lately.  

Name: Doctor October

Origin: Hard-nosed private investigator Jackie Riordan keeps a lot of secrets, which is why he's respected and feared on both sides of the law...and on both sides of the Veil between the magical and mundane.  Most of those secrets belong to others, gathered over years of research and investigations.  The one he holds dearest is his own.  Jackie is the face behind the mask of Doctor October, the occult champion of [campaign city] responsible for ensuring the living, the dead, and those who aren't quite either receive the justice they've earned.  Touched by the spirits of Samhain and empowered to enact judgement on those beyond mortal law, Doctor October stalks the night punishing the guilty and protecting the innocent.

Of course, even mystic champions have to earn a living, and Jackie is far more pragmatic than some earlier holders of his arcane title.  He'll take cases from both spirits and mortals, collecting payment in the strange coins of occult wisdom and dire secrets as well as cold hard cash.  Once he's on the trail of a crime nothing can divert him, a fact some of his clients have learned to their regret.   

Description: Thick-set man with weathered features partially concealed by a salt-and-pepper beard and mustache, usually dressed in a dark brown suit and tie.  Clever green eyes glitter beneath a mop of unruly hair and his nose has clearly been broken at some point in the past.  In his heroic identity, his suit magically shifts to deep green, he loses the tie and adopts a snug, eyeless dark orange hood that completely covers his face and head except for a pair of catlike yellow eyes.  He speaks in a clear baritone as a civilian, or with a deep, hollow voice that seems to echo from beyond when in heroic form.

Gender: Male     Age: 32     Height: 5'11"      Eyes: Green / Catlike Yellow

Hair: Salt and Pepper     Skin: Weathered Caucasian     Build: Stocky

Background: Law Enforcement   Power Source: Supernatural   Archetype: Divided (Shadow)

Personality: Civilian - Analytical / Heroic - Stoic

Health (G/Y/R):  Civilian - 28/21/10 / Heroic - 32/24/11 

Powers: Shared - Deduction d10, Transmutation d10

Heroic - Illusions d8, Agility d6, Weather d6

Qualities: Shared - Conviction d10, Stealth d10, Occult Private Detective d8

Heroic - Finesse d10, Insight d8

Status: Civilian - Green (up to 6 damage) - d10 / Yellow (up to 17) - d8 / Red (up to 28) - d6

Heroic - Green (up to 7 damage) - d6 / Yellow (up to 21) - d8 / Red (up to 32) - d10

Abilities:

Green

Cunning Exploit (A) Attack using Stealth.  Remove one physical mod, Hinder a target using your Min die, or maneuver to a new location in your environment.

Face or Mask? (I) Your access to Powers and Qualities is restricted by your current identity, civilian or heroic.  See above for the specifics.  You may not use abilities tied to a Power or Quality you do not currently have access to.  Superhuman Precision is only usable in heroic form.

Principle of the Detective (A) Overcome to learn hidden information.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: What important clue did you miss?  Major twist: What major secret was just revealed that you would have liked to stay concealed?  RP:  You can always tell when important information is being overlooked, even though you may not know what it is.

Principle of the Underworld (A) Overcome a problem related to your knowledge of the criminal underworld or using one of your contacts.  Use your Max die.  You and your allies each gain a Hero Point.  Minor twist: What shady detail causes others to distrust you?  Major twist: Are you guilty of what you're being arrested for?  RP: You have a variety of contacts within the criminal underworld and organized crime.

Swallowed By Fog (A) Change from your civilian form to your heroic form, or vice versa.

Swirling Mists (R) When you would be dealt damage, roll a die based on your current GYRO zone.  Use a d4 in Green, a d6 in Yellow, and d8 in Red.  Reduce the damage you take by that roll, then Attack another target using the same roll.

Yellow

Drawn Into the Mist (R) When a nearby ally would be take damage, Defend that ally by rolling  your single status die, then move them elsewhere in the scene.

Empowering Fog (A) Boost yourself using Transmutation.  Use your Max die.  That bonus is persistent and exclusive.

Superhuman Precision (A) Attack or Overcome using Finesse.  Boost yourself using your Min die.

Red

Justice Will Triumph (A) Overcome using Conviction.  Use your Max + Min dice.  Hinder all nearby opponents using your Mid die.

October's Grasp (A) Hinder any number of targets in the scene using Transmutation.  Use your Max + Min dice.  If your roll doubles, also Attack each target using your Mid die.

Vortex of Mist (I) You can use any number of reactions during a round, but still no more than one per turn.  Each time you use a reaction after the first one in each round, take one irreducible damage or take a minor twist.

Out

Shrouding (A) Defend an ally by rolling your single Stealth die.

Tactics

Unlike some characters using the Divided archetype, there's no great pressure to transform to your heroic ID early on.  Only one Yellow ability is locked out in your civilian ID by Face or Mask? and your Green status die is much better as a civilian.  Once you hit Yellow status becomes a wash and your Health and power/quality access is better as a hero, so changing is probably wise when you can find a chance.  Swallowed By Fog wastes a turn doing nothing beyond minor self-improvement so don't bother rushing it unless it's vitally important your civilian form isn't seen on the scene.

On the plus side, your other Green abilities are better than just good.  Both Principles are broadly useful in the supers genre, Cunning Exploit is phenomenally versatile with great rider effects and not very dependent on bonus support to work well.  Swirling Mists is going to save you a lot of damage over the course of a scene while dealing out just as much, and a persistent bonus will make it all the better.

In Yellow Empowering Fog should be a priority for the lasting bonus, but that's a second turn dedicated to self-improvement now.  You also get your second reaction Drawn Into the Mist, which is your major contribution to team support and helps allies.  Deciding whether to reactively help yourself or an ally will be an important choice almost every turn.  In your heroic ID you also gain Superhuman Precision, which isn't a very strong Overcome but using it to accumulate small stackable bonuses while Attacking isn't a bad plan, and you should have a persistent bonus to pump into it each time to maximize what you're getting out of it.

In Red you turn into a Hinder machine with the combination of October's Grasp for massive global penalties and Justice Will Triumph to let you make those vital last-minute Overcomes while also hampering multiple foes.  Your offense is still pretty lackluster and you probably won't last long, but Vortex of Mist multiples the effect of your reactions quite a lot, limited mainly by how much Health you have left and how many twists you're willing to take to pay for it.  Neither reaction provides really impenetrable defenses so don't be surprised if you or an ally goes out despite your best efforts due to massive incoming damage.

Your Out Shrouding provides good last-gasp defense for any ally still standing, adding some extra strength to an overall defensive play style.

Significant weaknesses are a lack of high damage output or multi-target abilities outside of Red, and even there it's all penalties rather than damage.  Your Green combat abilities do help make up for both of those, with a reaction that can degrade or KO a minion turn after turn and an Attack with such good riders that poking a single minion with it still feels like an okay use of your turn.

Design Notes 

This whole build arose from a vision of a hero who made his own Halloween noir environment around him at will.  Transmutation was key, turning the air into swirling mist and drifts of dead leaves for that October feel, even adding skulls and bones and other iconic paraphernalia when going all-out.  Add a dash of Weather for bleak rain and gusts of wind and moderate Illusions for suitable shadows and fleeting glimpses of horrible things and Doctor October is a mood machine worthy of his name.  Mostly just narrative effects, but many of his abilities revolve around the ever-present fog that he conjures up, which can have supernatural soporific or psychedelic effects at times.

Divided Shadow opened up a second Responsibility Principle for the super-thematic combo of Detective and Underworld.  I've also done the common Divided trick of having dual Personalities to get a d10 status die at both ends of the spectrum as long as you're in the right ID and almost minimized the number of locked-out abilities in civilian ID.  Even there I could have keyed Superhuman Precision to Stealth instead and had no lockouts at all, but I didn't like the idea of tying both my Attack powers to one quality.  It's risky to tie too much to any one thing in case you lose it to twists, especially certain upgrade twists.  

Does all that offset how bad Swallowed by Fog really is for your action efficiency?  Probably not, but I'll give it a shot.  Taking two turns every scene doing Empowering Fog and changing forms is a lot on a standard eight-round tracker, and if the environment or villains or challenges accelerate things even a turn or two your odds of timing out skyrocket.  


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Friday, August 9, 2024

Novia Aterradora, A Vengeful Spirit For October Gaming

My circle of players is planning on doing some horror-themed stories (probably two sessions each) in October.  I could use some pre-existing villain like Corpsefire as the centerpiece for my run but a couple of the people involved have already "met" them in the past so I'd rather do someone new.  Ought to able to make this lovely lady pretty scary and hand them some moral quandaries as well by having her own pre-death behavior not much better than her revenge targets.  Also taking the opportunity to settle some dangling plot threads with organized crime figures in my last campaign, who may or may not wind up horribly dead at the end of things.    

La Novia Aterradora

Maria Torres was a hard woman during her life, de facto head of one of California's major organized crime families after her father was killed and her grandfather reduced to a figurehead by age and infirmity.  Ruthless, thoroughly amoral and quick to punish any disrespect, her fearsome reputation kept her solidly in power but earned her many enemies in the criminal underworld.  A coalition of those foes chose to strike at her on her 30th birthday, which was also to be her wedding day.  Firebombs went off just after she and her spouse swore their vows, and their honeymoon was spent in the morgue.

That should have been the end of it, but Maria was a hard woman in death as well.  Refusing to go to Hell without a proper retinue, she was granted a chance to go collect the souls of her killers.  Risen into awful unlife, la Novia Aterradora roams the mortal world in search of her rightful prey.  Can your heroes stop her?  Considering who her killers were, do they even want to? 

Description: A spectral vision of a skeleton dressed in the rags and tatters of a scorched bridal gown.  She glides along soundlessly, hair and dress trailing wisps of smoke.  When using her powers she's often accompanied by unnatural shadows populated with horrifying phantoms, or wreathed in sulfurous yellow flame when thoroughly enraged.  On the rare occasions she does speak, her voice is cold and full of menace, echoing as though it comes from beyond the grave.   

Gender: Female     Age: Deceased     Height: 5'5"     Eyes: Burning Red

Hair: Ash Grey, Scraggly & Smoldering     Skin: None     Build: Skeletal Phantasm

Approach: Disruptive                         Archetype: Guerrilla

Health:  40 + (5 x H)

Powers: Illusions d10, Infernal d10, Intangibility d8, Flight d8

Qualities: Magical Lore d10, Alertness d8, Stealth d8, Vengeful Spirit d8

Status: (# of Enemies Engaged) 4+ - d10 / 2-3 - d8 / 0-1 -d6

Abilities:

Fleeting Phantasm (R) Defend against an Attack by rolling your single status die.  Deal that much damage to a different nearby target.

Spirit of Vengeance (I) At the start of your turn, gain a bonus with a value equal to the number of opponents that Attacked you since your last turn.

Vision of Horror (A) Attack using Illusions.  Use your Max die.  A target dealt damage this way Attacks an ally of your choice by rolling their single largest power die.

Wreathed In Hellfire (A) Hinder using Infernal.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  Increase all Power dice sizes by one (max d12).

Master of the Unfathomable (I) If you are in a situation involving otherworldly forces, automatically succeed at an Overcome to do the bidding of unknowable entities beyond our reality.

Tactics

La Novia Aterradora is a vengeful spirit, only half-real and shrouded in a web of illusion at all times.  In combat she relies on Vision of Horror to terrorize foes and turn them against their allies while intervening in Attacks on herself and her allies with Fleeting Phantasm.  She prefers to spread damage around multiple foes rather than concentrating on finishing one at a time, taunting them into Attacking her to maximize the benefits of Spirit of Vengeance.  When hard-pressed she'll call on the pact that animates her, becoming Wreathed In Hellfire to paralyze foes with fear while restoring her own vigor.

She rarely manifests her upgrade or mastery unless directly confronting someone directly involved in her death (of whom few will survive even a single encounter) or when being called upon to fulfill some arcane requirement of her pact.


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Wednesday, August 7, 2024

Supervillain Sub-Index A-D

This is an alphabetical listing of supervillains with supranyms starting from A through D (and numerical characters), broken off from the larger Supervillain sub-index.


4-Cite - Precognitive nihilistic terrorist, surprisingly good at taking on teams

Abyss - Strong ally villain with energy manipulation and teleportation powers, but not so good solo

Admiral Phantom - Commander of a crew of drowned spirits, looking to add to their ranks 

Afterglow - Highly unstable radioactive villain undergoing continuous partial fission, one of the Odds

Angel Arrow - Winged cyborg archer and SIN operative

Ang-Gorr - He's big, green, angry and a shameless ripoff

Antarean Power-Sucker - Alien astrofauna and menace to stellar navigation

Arch-Tyrant Malakaust Azzat XII - Current overlord of Underland, masterful leader and savage duelist with the finest heirloom weaponry, never far from his faithful troops

Ascendant - Flying brick who duplicates when you punch her back

Atomattack - Time-traveling nuclear war survivor in radioactive power armor, bent on changing the past to prevent his own future

Atomic Infernovox - Otherworldy entity from a dimension of flame, temporarily drunk with power after consuming the energies of a nuclear reactor

Attercop - Paranoid cyborg vigilante, partner of Father Cobweb

Attuned Protoid - Adaptive biotech construct for rent

The Awesome Agglomerator - Mysterious alien robot made of an exotic super-metal

Baby Bear - Twisted bear-child thing with terrifying mental powers, prefers to toy with one victim at a time

Baron Bowman - High tech archer villain accompanied by his signature robot bowmen

Battle-Bore - Huge Underland drilling machine, used for combat and taking prisoners from the surface world 

Bearfoot Bill - Backwoods bandit, bushwhacker and bootlegger - and also a  cartoon bear

Beauregard Fortuna - Mutant powerhouse, bodyguard and right hand man to Lady Weiss

BG Gruff - Street-level super-muscle of unknown origins, don't call him Billy

Bigg Gunn - Bioengineered cyborg killing machine

Bigwig - Street gang leader with style and whole lot of nasty homemade gadgets

Black Ice - Ambitious young mutant assassin with cold-manipulation powers

Black Rabbit - Acrobatic young thief with luck-manipulation powers

Blacksand - Damaged ancient golem seeking to raise his vanished creators' works from the sea floor

Bludshedd - Flying physical powerhouse and Champion of Evil

Bodycount - Sociopathic genius who fights alongside an army of equally brilliant quantum clones

Bodycount (the Dead One) - Deceased diabolically-empowered serial killer

Bosun Grum - Space pirate master of discipline, a tough customer with strong physical and mental attacks

Brain-Buster - Bombastic sleazeball equipped with far-future power armor and a techno-staff that grants him hypnotic powers, one of the Brute Suit Boys

Brazen Idol - Magically animated statue in the service of DOOM

Breaker X - Monstrous physical powerhouse with energy-manipulation abilities, more willing to resort to extreme violence than his teammates

Brutallo & Brutalla - Twin cosmo-gods from beyond the stars, powerful but childish space thugs

The Brute Squad - Self-duplicating super-strong heister with a chip on his shoulder

Bughouse X - Determined young woman whose mutated form is a living hive full of swarms of symbiotic pseudo-insects she shares a consciousness with

Cacophony - Young villain with an array of hard-hitting sonic attacks and some light manipulation tricks

Caesar Meccanico - Android Julius Caesar duplicate, leader of the New Rome Movement

Camera One - Undercover tech-villain, the artsy member of the Camera Crew 

Camera Two - Undercover tech-villain, the pugnacious member of the Camera Crew

Camera Three - Undercover tech-villain, the mouthpiece of the Camera Crew

Captain Redstar - Legendary space pirate in potent power armor, proud of her absolute authority over her crew

Carronade - Time-traveling villain with technology from the year 5000, uses a huge energy cannon he charges up over time, leader of the Brute Suit Boys

Cataclysmo - Megalomaniac who conjures up (un)natural disasters

Cellblock - Former petty criminal wearing potent defensive power armor, one of the Brute Suit Boys

La Chatarerra - Ambitious young tech-villain with a knack for repurposing junk into killer robots, weapons and armor

Chorus - Creative villain who makes allies out of solid sound, has some good defensive tricks for both herself and her team

Cinnabar Red - Other-dimensional magic thief who uses animated tattoos to do battle

The Cogitator Supreme - Mentalist villain out to drain the minds of humanity to feed his otherworldly masters

The Colossal Z-Man - Golden Age German supervillain whose flight is tied to his amazing growth powers, equipped with customized weapons and carrying troops into battle 

Combustion - Fragile but incredibly hard-hitting fire projector, his flames are always alight

Commander Savage - Field commander of SEVER

Conflagration Infernovox - Otherwordly entity from a plane of flame, grown to enormous size after gorging on a major source of heat over an extended period

COPP Officer - Typical example of a corporate law-enforcement cyborg in a dystopian setting

Cornerstone - Tough strongman with many defensive tricks, a real team player

Corpsefire - Horrifying supernatural killer, when it isn't an atomic zombie instead

Crash - Human rocket, super-powered agent of SIN

Crossbolt - Weapon specialist with a variety of gimmick ammunition, has writeups for both lone wolf and team player modes

Crush - Powerhouse agent of SIN, brother of Rush

La Dama Sangre - When is a vampire not a vampire?

Dead-Beat - C-List Team Support Freelancer

Deadeye Mouse - An anthropomorphic cartoon mouse with a gun, what more can I say?

Deadface - Mob enforcer with a magical mask, tough and terrifying

Despoiler - Gentleman thief semi-possessed by an ancient city-wrecking spirit

Devil Diver - High-mobility super-strong smash-and-grab villain

Diminisher - Hunter from the microverse, accompanied by a menagerie of mind-controlled previous catches

Doctor Dreadnought - Armored conqueror out to establish his own undersea nation

Doctor Fallout - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Doctor Mordecai Mentallax - Kirby-style mega-genius techno-savant villain, real powerhouse

Doctor Robotico - Robot-obsessed mad scientist, lets his creations do his fighting

Doctor Whirligig - He spins, he makes you spin, and his health is color coded for your convenience

Downfall - Gravity-manipulating mercenary hero-killer, strong against teams

Dreadmorph - Shapeshifting things from another world 


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Supervillain Sub-Index E-L

This is an alphabetical listing of supervillains with supranyms starting from E through L, broken off from the larger Supervillain sub-index.


Echo - Penalty-focused villain with sonic and energy absorption powers, has some potent self-healing

Effigy of the God-King - Antediluvian artifact that thinks it's a god on Earth

The Emerald Phantom - Stealthy super-burglar, just in it for the money and thrills

Empowered Protoid - Gigantic biotech construct

Ettin-class Mega-Mutate Original Form - Genetically-engineered atomic kaiju 

Ettin-class Mega-Mutate Refit Alpha - Newly repaired atomic cyborg kaiju, symbiotic partner with Intellect Alpha

The Evermind - Infinite cosmic being, possibly a time traveling version of another villain

Fat Man - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Father Cobweb - Paranoid vigilante antihero, partner of Attercop

Fever Dream - Mind-scrambling manipulator, partner of Redd Hott

Firebug - Mercenary tech villain with signature flame projectors, usually accompanied by his daughter

First Mate Iblis - Notorious space pirate with a powerful energy cutlass, a lethal duelist one-on-one

Fist of Shadows - Master ninja assassin, prefers to work alone or with a few expendable genin

Flashbang - Seriously overconfident D-List teleporter

Fnord Model M - Prototype auto-bot hosting a deranged AI

FTL - Homicidally impatient speedster

Gadfly - Malicious fey trickster-imp

Game-Changer - Capricious meddling godling, loaded with illusory and transformative debuffs

General Tiger Devil - A title, not a name, the leader of the Green Devil Army

Gheel Enslaver - Alien abductor hunting for sapient life to sell on the galactic slave markets

The Glomp In the Swamp - Monstrous vector for a psychic zombie plague

Glutton - Power hungry monster that preys on supers, friend to no one 

Gorgiza - Archetypical giant radioactive kaiju

Grand Marshal Grakko - Mecha-piloting mutant warlord from a post-apocalyptic alternate future

Grandfather Hunger - Extra-dimensional fish-man predator looking to sate himself on worthy prey

The Green Queen - Floral tyrant from another dimension with genocidal plans

The Groovy Gadget-Man - 1960s hippie techno-villain

Gryla - Mythological child-eating troll-witch from Iceland

Happenstance - Hippie reality warper who'd like to take you on a far-out Trip

The Hare - Elusive magical rabbit cursed with a human body, often works Tortoise

Headache - Narrowly focused but potent telepath who likes to toy with his victims

Hell-Hawk - Avian-obsessed roboticist and member of SIN

Die Hexenkonigin - Neo-Nazi demonologist and spellcaster, not a good team player

Hexxus Alpha - Self-replicating alien bioweapon

The Hollywood Vampire - Classic vampire from a black & white Hollywood B movie

The Homunculoid - Escaped bio-construct, half-mad or more, one of the Odds

Horde - Self-duplicating villain and cousin of Miniac

The Horror Within - Magical kaiju WMD, starts as a parasitic extradimensional spore 

Hothead - Treacherous scene-stealing "hero" and corporate shill

Hugo Hellbinder - Doomed fool and temporary super-mage, unwitting host to the Horror Within

Infernovox the All-Consuming - Otherworldy entity from a plane of flame, supremely arrogant and devoted to feeding on our dimension's energies to help spread its own fires everywhere

Intellect Alpha - Cyber-psychic symbiote of the Ettin Refit Alpha atomic kaiju

Irradiant X - Dangerously radioactive young woman with a durable transhuman physiology, strong healing powers and a draining but overwhelmingly powerful energy attack

Jailbreaker - Vicious in-your-face street fighter equipped with far-future power armor and a powerful mace-cannon, one of the Brute Suit Boys

Johnny Crisis - If he shows up, reality is headed for disaster

Judas Progenitor - Psychic who creates "evil twin" psychic constructs based on his foes

Karkinos - Hulking crab/man hybrid and mercenary muscle

Karrion Klone - Nineties villain obsessed with cloning other superhumans, where have we seen that before?

Kid Coppertop - Very young villain with low-level electrical powers, a "villain sidekick" to Shootout

Kid Klotho - Sorcerous young villain with fatebinding magic treads, part of Klass K

Kid Pistol - Young hired gun with a variety of customized gear and a fondness for dogging his target

King Blaze - Pyromaniacal madman and sculptor of living flame

King Kockroach - Cockroach overlord with a sideline in other vermin

Kommander Konquest - Golden Age Martian warrior queen taking time off to bring a team of trainee villains on a field exam, instructor of Klass K

Krude - Living toxic oil spill, dangerously flammable

Lady Weiss - Ruthless corporate heiress and director of her own PMC

Larva Vesparum - Sapient magical mask, often used by DOOM

Lash - Power-dampening agent of SIN

Leppaludi - Lazy gluttonous troll who'd really rather be sleeping

Libertine - Agile brawler with a deceptive style and mental/sensory manipulation powers

Life-Ender - Psionically elusive hitman

Little Boy - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Little Miss Big - Titanic legacy villain, out to show up her father Mister Big Junior

Lummox - White supremacist super-bully

Luna-C - Cyborg werewolf pack leader...on the Moon!


Blog Content Index

Supervillain Sub-Index M-R

This is an alphabetical listing of supervillains with supranyms starting from M through R, broken off from the larger Supervillain sub-index.


The Malevolent Machinator - Mastermind-for-hire

Mad Lad - Masochistic but surprisingly durable brawler, good at intercepting attacks

Magnus Masters - Mad science dabbler, super-powered oligarch

The Maiden In the Mirror - Unnatural entity bent on warping reality

Majestra Masters - Eldest of the Masters Family, super-powered oligarch

Malicien - Shapeshifting actual demon, brings a little bit of Hell along wherever it goes

Mama Bear - Berserk bear-woman chimera, strong, tough, and good against groups

Manpower - Lunkheaded macho thug who can create an army equally inept quantum clones

Marcus Masters - Powerhouse protector of Herralund, super-powered oligarch

Master Five Venoms - Toxic martial artist assassin and spy from 69AD, one of the Three Masters

Master Fleeting Dream - Sinister sorcerous martial artist from 69AD, one of the Three Masters

Master Gunner OkO - Space pirate with a huge boarding cannon, ranged combat specialist

Master Maximum - Strong, tough, fast, and a greedy self-absorbed jerk to boot

Master-Rat - An unpleasantly real urban myth

Master Shackled Fist - Brutal chain-fighting martial artist from 69AD, one of the Three Masters

Mature Hive Embodiment - Building-sized robot embodying a rogue technoviral AI, bent on reaching new sites to spread the infection

Medu-Ssa the Merciless - Alien space gladiator, serpent spawning super-naga

Mega-Roach - Your basic giant mutant insect

The Mighty Bullfrog - Amphibian super-thug, mercenary bodyguard

The Mighty Mentomaton - Powerful construct servant/warrior of a prehuman species, now bodyguard of the Cogitator Supreme

Minerva Masters - Mindbending intelligence director, super-powered oligarch

Miniac - Sneaky shrinking tech-villain, plays around with mods a lot

Mister Big Junior - Towering super-mobster who's inherited his father's business

Mister Incredible - Arrogant genius inventor with excellent team support abilities, team leader

Mister Kong - Psychic super-gorilla heist artist

Mister Machine - Criminal genius with a multitude of robotic duplicates

Mister Mean - Animated cartoon villain from the 1930s, full of ludicrous "criminal" schemes

Mongrel X - Canid mutant, strong, fast and with very keen senses, a good team defender and solid melee fighter

Mordecai Masters - Runt of the Family, but still a super-powered oligarch

The Multi-Mobster - 1940s super-powered mob boss back in circulation in the modern day, a self-duplicating one man gang

Musclemind - Severely delusional mental and physical powerhouse, part of Klass K

Musclemind Maximus - Powered-up version of Musclemind, bigger and more powerful than ever but just as mentally unstable

Neandro the Mighty - Cosmic-powered Neanderthal space gladiator champion

Negator - Merciless vigilante cape-hunter

La Novia Aterradora - Vengeful spirit hunting her killers

Nowhere Man - Hard to even tell he's there, but he brings his team some potent healing and Boost support as well as being a nigh-undetectable infiltrator and spy

Octoshocker - Techno-pirate with a unique and powerful signature vehicle

Octrox the Eightfold Menace - Alien space gladiator, many-tentacled weirdo

Oddment - Full-conversion cyborg scientist, one of the Odds

Onslaughter - Powerful anarchist with metallokinesis powers reinforcing his physical might

Orb-Master - Criminal with flashy telekinetic powers and a big mouth

Othar Kurst - World-weary undying champion of evil, leader of the Devil's Dozen

Overdrive X - Young woman with versatile mental powers and the ability to copy her teammates' abilities, nominal cell leader

Papa Bear - Hulking man-bear chimera, strong, tough, and sporting a fearsome bite

The Parallel Man - Possibly-infinite villain who exists across multiple alternate timelines, comes in two distinct forms, Infinite and Isolated

Paycheck - Wealthy villain who hires others to do the dirty work that makes him richer still

Pharaoh Robo-Tet - Mechanical alien mummy escaped from a 1950s B movie

Plurality - Psychic mutant who divides his consciousness between psychoplasmic clones and victims whose minds he overwrites

Professor Peril - Rogue AI instructor operating a deadly training facility, with a second writeup for "field trips"

Professor Pusher - Unsubtle PSA messaging villain, an homage to Steve Perrin and his Superworld RPG.

Psyber-Master - Enhanced psychic team coordinator, pure support character

Pulverizer - Simple legbreaker equipped with tough far-future power armor, one of the Brute Suit Boys 

The Purple Gang - Mercenaries in stolen low-end power armor, good at squad tactics, basically interchangeable except for their personalities and drives

The Purple Picaroon - Delusional illusion-projecting stage-show pirate

Rabid Wulf - Super-powered neo-Nazi drug dealer

The Reckoner - Immortal herald of doom with a powerful magical artifact, his bell definitely tolls for the heroes

Red Colossus - Giant Soviet strategic war robot from an alternate timeline

Red Vendetta - Mystical anarchist assassin with a knack for stealth

Redd Hott - Talented fire-throwing blaster, partner of Fever Dream

Reeker - Tough, regenerating toxic ecoterrorist with a grudge against his creators

ReMake.exe - Rogue technoviral AI bent on transforming its environment into a hive factory to produce more robotic shells for itself

The Renaissance Man - Megalomaniacal polymath who can conjure his mental creations directly into existence

Reverb - Penalty-focused villain with sonic and illusion powers and a nasty hero-control trick, hypothetical team leader

Rockpile - Usually a hulking physical powerhouse with limited energy absorption and shapeshifting abilities, she's fond of playing dumb in her monstrous form 

Ro-Man Invasion Saucer - You basic space invader mothership, loaded with robotic troops and war machines

Roughhouse - Psionic mutant brawler

Rush - Speedster agent of SIN, brother of Crush


Blog Content Index

Supervillain Sub-Index S-Z

This is an alphabetical listing of supervillains with supranyms starting from S to Z, broken off from the larger Supervillain sub-index.


Saitetsu - Sole master of an ancient martial art, filled with immortal spite and determined to recover his stolen secrets

Samuel Hakes, the Black Miasma - Giant amorphous murder-cloud that was once a man

Savager - Edgy Nineties metamorphic villain

Savant - Masterful engineer with a serious dislike of the supernatural

Savior RSRD - Search & rescue drone coordinator with some security issues

S-Cape Artist - Teleporting mercenary specialized in providing "exit services" to other criminals

Sea Raven - Amphibious flyer, former villainous identity of the hero Cormorant

Sergeant Armageddon - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Series-7 Peacekeeper - High-end guard robot for super-prisoners

Seventh Envy - Extremely versatile adaptive villain, can be a physical, mental, or mobility powerhouse but only one at a time

SEVER Prime - Head of SEVER, a specialist at impairing other super-beings' powers

ShadowPyre - Flying energy blaster with dark ties to a mysterious otherworldly master

Shaggom the Unyielding - Demon warden of the Court of Entropy

Shatterfist - Crystalline mob enforcer who spawns minions out of his fragments, slowly going mad

She-Gator - The reason why Florida Man doesn't like giving blood transfusions any more

Shift X - Slippery shapeshifter with mind-influencing abilities, very good at deception and infiltration

Shootout - Dangerous young villain with invisible "imaginary gun" psionic constructs, a little embarrassed by his lack of killer instinct

The Silent Harvester - Archetypical slasher flick villain, best at stalking single victims

Sir Needler - Septuagenarian knight of the netherworld

The Sire - Ancestral vampire, as old as humanity

Slammer - Possibly-clever thug equipped with far-future power armor and an energized rocket-hammer, one of the Brute Suit Boys

Slaughterfish - Transformed man-fish bent on making more of his kind

Slink - Skilled intrusion and espionage expert for hire

Southpaw - A relatively amiable pugilist super-thug, strong and fast

Spearfisher - Villainous weapon-maker and heist artist with an aquatic theme

Spearhead ACE - Prototype government power armor stolen by its test pilot 

Strain Zeta Gestalt - Seething mass of giant flesh-eating protozoa

Streetwise - Sociopathic gang leader with potent telepathic powers

Strongarm - Two-fisted cyborg mercenary with some confidence issues

Subject Ten - Brainwashed experimental subject with dangerous living metal implants, versatile melee fighter

Super-Fan - Annoying otherworldy imp who's here to make the heroes' lives more "interesting"

Synchron Supremacy Marshal - "Diplomatic" alien warlord and conqueror

Syzygy - Masterful otherworldly mystic with a weakness to the mysterious "arts" of science 

Tempo - Archetypical speedster with some positional control tricks and the ability to amplify his own powers

The Terrible Tinkertoy - Deranged android tech-villain with an "evil toymaker" theme

Throne of Entropy - Animated demonic servant of the Court of Entropy 

Tik Toxic - Dangerously poisonous street fighter with moderate super strength

Timetripper - Temporally discombobulated villain who fights alongside himself

Tirade - Deranged conspiracy theorist turned demagogue supervillain

Tortoise - Power armored villain with a wide array of defensive technology, often works with the Hare

Triggerman - Frightening gun-fu fighter who likes to be in the thick of the fight, with a knack for vanishing if things go south

El Tronido - Super-strong brawler with a sideline in disruptive sonic effects and defending allies

Troublemaker - Tech-villain with personal electricity-generation abilities, part of Klass K

Twofold - Scrappy four-armed brawler, part of Klass K

Ultimate Infernovox - Otherworldly entity from a plane of flame, parasitizing an entire star as the ultimate extension of its form

UltraShock - Lightning-throwing adrenaline junkie, in it for the kicks as much as the cash

Umma the Unstoppable - Alien space gladiator, four-armed giantess brawler

The Un-Being - Bizarre menace threatening reality itself, one piece at a time

Urakk the Unmaker - Demon sage of the Court of Entropy

Vampirobot - Blood-sucking automaton, servant to a mysterious master

Vestige - Accident victim turned predator who feasts on reality itself, one of the Odds

The Visitant - Ghostly gestalt predator from Beyond

Voon the Savage - Alien space gladiator, prefers to fight one-on-one

Vorrin the Frozen-Hearted - Demon spymaster of the Court of Entropy

War-Wolves - Archetypical synthetic werewolf super-soldiers

The Watcher At the Breach - Environment manipulator, guards a breach in reality with a horde of otherworldy minions

White Lightning - White supremacist speedster

White Steel - Martial arts weapons master out to prove his superiority against worthwhile foes

Yann-Gannoth the Nadir King - Demon ruler of the Court of Entropy

Ymum the Undying - Legendary arch-lich from the dawn of time, overlord of the undead, a real powerhouse with a lot of dangerous servitors

The Yule Cat - Mythological man-eating black cat bigger than a house

Zero Justice - Hired killer with an array of high tech gear and an arsenal of cryo-guns


Blog Content Index

Tuesday, August 6, 2024

SOS! Ship In Distress Environment

Continuing from yesterday's theme with a maritime disaster in the making, combining a versatile environment with a central challenge to save a sinking ship.  This should be pretty adaptable and easily re-purposed for many different potential stories - although they all open with a desperate SOS.

Overview

This environment assumes the ship its focused on is in grave danger of sinking in the near future.  What caused the situation is up to your campaign's needs, but some likely possibilities include sabotage, severe weather (which could add further complications if the storm is still ongoing), supervillain attack, a hijacking gone horribly wrong, a passing encounter with a kaiju, or the catastrophic failure of some exotic device.  Regardless of why, the damage is beyond the ship's crew to repair or even contain for long and the whole vessel is in dire need of superheroic assistance.  

The situation also features the following challenge, which counts as a separate difficult scene element unto itself.  If the scene tracker runs out before the challenge is completed the ship will sink, although the players may be able to mitigate the disaster by finishing the separate Assist Evacuation environmental challenge when it comes up. 

Completing the core challenge before then saves the ship, but villains (not their lieutenants or minions) can (and usually will) add boxes to the challenge through Overcomes, potentially "reactivating" it even if it had been completed.  To triumph in this scene, all villains must have fled or been defeated and both the Save Our Ship and any Fire! challenge the environment produced must be finished before the scene tracker runs out.

Save Our Ship difficult timed challenge  The ship is doomed - unless the heroes can save it!

Requires H successes (min 3, max 6) 000+

Timer expires when the scene tracker reaches the Red zone.

Special: Villains (not lieutenants or minions) may add one extra success required for completion of this challenge by taking a successful Overcome action.


As always, players must be able to describe what they're doing to perform an Overcome that helps keep the ship afloat, justifying their die pools in the fiction.  They may need to be in specific scene locations to perform certain types of Overcomes, eg patching a breach in the hull to reduce flooding probably calls for being Below Decks or overboard in the sea, and twists generated while doing so might involve drowning risks, electrical shocks from shorting cables, attacks sea life - or a friendly NPC being winding up in the sea and needing a rescue.  A fair bit of the scene's narrative stems from Overcome twists and the whole table should collaborate to keep things interesting.    

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Locations

Shipboard locations should be tweaked to fit your game, but in general terms they should include the following:

  • Bridge - Controls where the ship is going, among many other functions.  Substitute Helm for actual sailing ships.
  • Engine Room - Controls whether the ship is going anywhere at all.  Substitute Rigging for actual sailing ships.
  • On Deck - Topside, exposed to the weather.  Some cargo ships will have stacks of containers here.  For military ships this is where most of the weapons are, as well as any flight deck they might have.  Passenger ships often have swimming pools and other attractions.  Science vessels often have sensor and communication arrays, as well as small exploration craft and/or helipads.
  • Below Deck - Everything else within the hull structure.  Cargo holds, arsenals, black powder gun decks (on sailing ships), infirmaries, mess halls and dining rooms, staterooms, crew quarters, laboratories, specimen tanks and whatever else is needed for the ship's functions.

There's also the sky overhead and the sea itself, which is where you wind up if you go overboard.

Key features (eg the mad scientist's doomsday cannon) may be their own separate sub-location (hopefully On Deck if he plans on firing it) as needed, but don't go overboard subdividing things.  Six locations is usually plenty for a scene and this game runs best on fairly abstract positional play.

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SOS!  Ship In Distress environment

Major Damage d10, Ongoing Flooding d8, Custom Hazard (see Variations below)

Green Zone

(Minor Twists)

Panicky VIP: Too important to ignore but calming them down wastes precious time.  Roll the environment dice.  Hinder one hero using the Mid die.

Welcomed Aboard: Everyone's glad to see heroes show up in a crisis.  Roll the environment dice.  Boost all heroes using the Min die.

(Major Twist)

Jumpy Criminals: No one really cares about whatever crimes they've committed right now, but try telling them that.  Roll the environment dice.  Add Min die Maritime Malefactor environment minions to the scene. 

Yellow Zone

(Minor Twists)

Captain On Deck: Master and commander.  Add one Ship's Captain environment lieutenant to the scene.

Rolling Deck: Not quite capsizing but it sure feels like it.  Roll the environment dice.  Attack two targets using the Mid die as they're hurled around or struck by shifting cargo.  Until the next environment turn, any target Above Deck that rolls a one on any of their dice involuntarily goes Overboard at the end of their turn.    

Shifting Debris and Structural Failures: This ship's in bad shape and getting worse.  Roll the environment dice.  Attack one target using the Mid die.  Hinder the same target using the Min die.  If they were on deck, move them to a Below Deck location as it collapses beneath them.

Where's That Smoke Coming From?: As the old saying goes...  Roll the environment dice.  Start a timed challenge.  Until this challenge is completed, Hinder all targets using the current Min die.  Locate Source of Smoke 00  Timer 00  Timer Clocks Out: Start a Fire! challenge (see below).  If there's already an active Fire! challenge, add two to the number of successes needed to complete it instead.

(Major Twist)

Fire!: Dangerous even with all that water around.  Roll the environment dice.  Start a challenge.  Until this challenge is completed, Hinder all targets using the current Min die.  Extinguish Flames 000  Outcome:  If this challenge has not been completed by the end of the scene, the ship, its contents, and anyone who didn't abandon ship are lost in a raging conflagration.

Red Zone

(Minor Twist)

Assist Evacuation:  Too late to save her, but the passengers and crew might still survive.  Start challenge.  All Hands Abandon Ship 000  Outcome: If this challenge hasn't been completed by the time the ship sinks, there are significant casualties as much of the crew goes down with the ship.

Wracked By Explosions: Whether it's fuel, ammunition, volatile cargo or dangerous technology, something is going BOOM!  Roll the environment dice.  Remove all minions from the scene, then Attack all targets onboard ship using the Mid die.

(Major Twist)

Outside Intervention: International Rescue?  An orbital tractor beam?  Random gravity inversion?  Neptune himself taking a hand?  Whatever it was, it bought you some time.  Add one more box to the Red zone.

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Ship's Captain d8 environment lieutenant

Description: The ship's top officer, busy directing his crew to deal with the crisis as best they can.  A powerful ally for the heroes - and an obvious target for those attacking his vessel.  

Command Responsibilities: You may not take actions, although you can move between locations normally or be brought along with a hero as they move.

Master and Commander: Allies in your location gain a +3 bonus to all actions.  If you are defeated, add one to the number of successes needed to complete each challenge in the scene.


Maritime Malefactor d6 environment minion

Description: They might be passengers, they might be crew, they might even be stowaways, but one way or the other they've gotten their hands on a mix of things to hit people with and maybe a few pistols and plan on using them to avoid arrest.  The fact that no one was actually trying to arrest them doesn't really matter at this point.  Superheroes make them jumpy.

More Desperate Than Determined: If you roll a zero or less at any point, you surrender and are removed from the scene.

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Variations

The above environment is a generic template of twists that can be used for any type of oceangoing vessel, but its intended to be customized with one of the following subtypes.  Each includes its own hazard die which are added the two above and a unique special rules or twist option.


Cargo Ship  Hazard: Hazardous Cargo d6, d8, or d10 (varies by cargo)

(Special Rule) Valuable Goods: No one wants to miss out on their share of the booty.  Any villain target in the below deck cargo hold location may use an action to Boost themselves with a basic action and gain a Loot token as well as the usual bonus.  Any villain target that doesn't have a Loot token suffers a -1 penalty to all actions (not saves versus damage or reactions).  A hero can take a Loot token from a target carrying one by Hindering that target and taking a minor twist, or by using an Overcome action to do so.    


Passenger Ship  Hazard: Panicking Passengers d8

(Special Rule) Potential Hostages: Easy hunting ground for the villains to take advantage of.  Any villain or villainous lieutenant in an on deck or below deck location may use a basic Defend action to gain a Hostage token as well as the usual defense effect.  While a target has a Hostage token all Attack and Hinder actions taken against them suffer a -2 penalty.  A hero can remove a Hostage token from the scene by taking an Overcome action to free them and help them escape to safety.  


Military Ship  Hazard: Volatile Weaponry d12

(Yellow Minor Twist) Damage Control Parties: Military crews are well-trained to deal with damage and fires onboard.  Roll the environment dice.  Mark a number of successes on any number of challenges in the scene equal to the Min die.  


Science Vessel  Hazard: Dangerous Technology d10

(Yellow Minor Twist) Exotic Equipment: The wonders of Science! at work.  Roll the environment dice.  Remove a number of mods from the scene equal to the Mid die, starting with the ones that have the largest values.

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Design Notes

The GM has a lot of dials they can turn to make this play out differently, so think about which twists to introduce and when to do so and be ready to adjust on the fly.  Several environmental twists can be actively beneficial to the heroes and many are neutral in terms of who they target.  Challenges that apply a penalty until completed can be very nasty since they will stack and leave the ship shrouded in smoke - but letting them time out makes for a raging fire instead.  There can be a lot of pressure on the heroes' actions to keep up with challenges, but there are at least two scene elements spent on the central Save Our Ship challenge and environment.  The actual combat opposition should be a little lighter than normal, and villains are tempted to tie themselves up with Overcomes to batter the ship further.       


Blog Content Index

Captain Brass and Corragioso, Clockwork Constructs

I'll be needing two new PCs for our planned October one-off games, and this oddball is the one I'll be using for what's supposed...