Showing posts with label Ancient. Show all posts
Showing posts with label Ancient. Show all posts

Sunday, May 19, 2024

Othar Kurst and His Devil's Dozen

An immortal villain who's grown tired of eternity, inspired by the protagonist of the dreadful Casca novel series mashed up with the Michael Moorcock's fallen Eternal Champion Prince Gaynor the Damned.

Othar Kurst

The man known today as Othar Kurst was once a bloody-handed reaver in a past so distant even he can't recall it clearly.  After leading a particularly egregious massacre he attracted the attention of something that passed for a god, resulting in being cursed to live a life of war until the final judgement arrived, never knowing peace and doomed to see all those around him age and die.  In the many centuries since then Othar has never found a way to escape his living damnation, but his attempts to do so have made him the plaything of even darker entities on many occasions.  These shadowy masters have granted him the ability to summon an arsenal of eldritch weaponry at will, taught him foul magics to supplement his fighting prowess, and given him the ability to cross the world through unnatural paths in service to their schemes, but never a hint of peace or hope.

Having fought in countless pointless conflicts, Othar the Curst has resigned himself to the futility of his existence.  In the modern day he plays at being a supervillain but his heart's rarely in it.  He fights mostly for money to fund the debaucheries that let him forget his woes for a few hours or days, but occasionally his unearthly masters will drive him to carry out more arcane tasks or make inexplicable alliances with other villains.  The only thing that might motivate him to show real enthusiasm is a hint of something that might break his curse - or a real possibility of the world itself ending and freeing him at last.

Description: Tall, dark and handsome, but exuding a palpable aura of menace that keeps most people at arm's length.  He's worn many uniforms over the years, and currently favors paramilitary gear suitable to his environment when in the field and tailored suits when "relaxing" or on covert ops.  Even in uniform he rarely carries weaponry, preferring to rely on conjured melee weapons and bolts of dark magic when need be.  His cold, deep voice is tinged with weariness and cynicism, and there seem to be few languages (living or dead) that he isn't familiar with.      

Gender: Male     Age: Centuries At Least     Height: Six Feet Exactly     Eyes: Dark

Hair: Raven Black     Skin: Swarthy, Weather-Beaten     Build: Muscular, Broad-Shouldered

Approach: Ancient                     Archetype: Squad

Health: 35 + (5 x H)

Powers: Vitality d12, Eldritch Arsenal d10, Teleportation d10, Infernal d8 

Qualities: Fitness d12, Imposing d12, History d10, Magical Lore d8, Eternal Warrior d8

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

Abilities:

Accursed Onslaught (A) Attack using Eternal Warrior.  Use your Max die.  Defend all nearby allies using your Mid + Min dice until the start of your next turn.

Bad Company (I) Increase the damage you deal by the number of nearby non-minion allies.

Living Damnation (I) If you would be reduced to zero Health and don't have a penalty, roll your single Vitality die and become that Health.

Unearthly Foresight (R) Take one irreducible damage to reroll the dice pool of someone Attacking or Hindering them.

Upgrades & Masteries (optional):

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die.

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

Tactics

Othar Kurst is quick to resort to violence but no longer finds much thrill in combat.  He'll try to remain close to any important allies (particularly his fellow Devil's Dozen lieutenants) so they can benefit from his curse drawing attention to him when he uses Accursed Onslaught and he can deal extra damage from Bad Company.  He tends to reserve his Unearthly Foresight reaction for Hinders that would apply a -3 or larger penalty, although any spiked roll is also likely to draw its use.  Keeping penalties off himself is important due to Living Damnation, but he'll rely on his allies to accomplish that most of the time rather than using his own actions doing basic Boost or Overcome actions.

His upgrade improves his durability and damage output, and represents a bout of unusual determination in pursuit of a grudge or outside supernatural forces empowering him.  Such forces often want something in exchange, which his mastery makes easier to accomplish.

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Othar Kurst is usually accompanied by a hand-picked cadre of veteran mercenaries with the best gear dirty money can buy.  He almost always has at least three of them with him, and there might be as many as a dozen if at full strength.  They're deadly fighters, and have been specially trained to help Othar (and other villainous allies) operate at the peak of their capabilities.


The Devil's Dozen d10 lieutenants (12 of them at maximum strength)

Description: Throughout his long life Othar Kurst has made a habit of surrounding himself with a coterie of hardened killers to serve with him on the battlefield.  He selects only the best of the worst, as it were, recruiting new warriors with promises of obscene wealth and the chance to indulge one's battle-lust without restraint.  None of them tend to last long, either dying in combat, through internecine strife and treachery, or deserting when confronted with the horrors their jaded employer takes for granted.  In the modern day Othar's "Devil's Dozen" are armed with the best military-grade gear and weaponry the black market can provide, a far cry from the disgraced knights and berserk raiders that once served him.

Best of the Worst: You gain a +2 bonus to Attack actions as long as at least one other Devil's Dozen lieutenant is nearby.  This increases to a +3 bonus if Othar Kurst is also nearby.

You!  Get Me Out Of This!: At the start of your turn, you may remove one penalty from a nearby villain target.  Reduce your die size by one step if you do so.

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Design Notes:  As tough as Othar Kurst and his allies are to deal with, this is actually the "restrained" version of the character, deliberately using sub-optimal die pools to represent his ennui and lack of enthusiasm for yet another meaningless fight.  If you want to see what he was like centuries ago when he was more motivated, change his powers, qualities and abilities as follows:

Powers: Eldritch Arsenal d12, Vitality d10, Infernal d10, Teleportation d8 

Qualities: Close Combat d12, Imposing d12, Fitness d10, Cursed Immortal d8, Magical Lore d8

Abilities:

Ancient Blades (A) Attack using Eldritch Arsenal.  Use your Max die.  Hinder a target dealt damage this way using your Max + Min.

Bad Company (I) Increase the damage you deal by the number of nearby non-minion allies.

Eternal Malice (A) Attack using Imposing.  Use your Max die.  Defend all nearby allies using your Mid + Min dice until the start of your next turn.

Living Damnation (I) If you would be reduced to zero Health and don't have a penalty, roll your single Vitality die and become that Health.


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Monday, November 27, 2023

The Sire, the First True Vampire

I've got a few vampires and vampire-adjacent villains on the blog already, but none that really equate to the "ancient ancestral bloodsucker" yet.  So here's a spin on that that isn't some Johnny-come-lately from Mesapotamia, much less a pathetic European infant with delusions of grandeur.  Vampire myths are as old as humanity, and so is this creature of the night.  This thing is old enough to have killed Abel, but it sure wasn't his brother.

The Sire

The first and by far the oldest of its kind, the Sire has almost completely forgotten its original humanity as well as whatever awful event that made it what it is.  Some few humans have reached a pale imitation of true vampirism through ritual or curse, but the most potent vampires were turned by this thing over its impossibly long lifespan, spawning their own "children" in turn during their few centuries or millennia of existence.  Most of its immediate descendants were created by accident - the Sire has always been careless with its kills - but every few centuries one mere mortal might attract enough interest to be infected deliberately.  What motivates such interest is never clear, but nothing as comprehensible as lust or hate or mercy seem to be involved.

The Sire has been known to stalk supers, and on rare occasions a daring hero (or team of heroes) might seek to turn the tables and hunt the hunter.  The best most can hope for is to drive off the oldest of vampires, and many simply vanish or, worse, return as pawns of the creature.  Like most predators, the Sire is intolerant of competition poaching on their hunting grounds, and an outbreak of lesser vampires may draw its attention, leading to crusading heroes finding something else is pursuing the blood-suckers besides them. 

Description: As a shapeshifter it can look like almost any species that fed its thirst in the past.  The traditional vampiric forms - wolves, bats, rats - are supplemented by stranger shapes, some long-extinct.  Its precision at imitating living humans is somewhat lacking, mostly due to sheer boredom and lack of need.  Still, its base shape remains a mostly-human ghoulish figure, lean, gray and hunched with traces of other things in the odd scattering of scale or fur or wolf-like eyes.  It rarely speaks, and when it does its dry croaking betrays a lack of recent practice.

Gender: Forgotten   Age: ~300,000 Years   Height: Base 5'10"   Eyes: Varies, Often Wolf-Like

Hair: Varies, Often None     Skin: Varies, Often Graying     Build: Varies, Often Humanoid

Approach: Ancient                     Archetype: Predator

Health: 45 + (5 x H)

Powers: Vampiric Savagery d12, Invisibility d10, Suggestion d10, Shapeshifting d8 

Qualities: Self-Discipline d12, Stealth d12, Close Combat d10, Finesse d8, The First Vampire d8

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

Abilities:

Cold, Calculated Perfection (A) Take a basic action using Self-Discipline.  Use your Max die.

Drink Deep (A) Attack using Vampiric Savagery.  Use your Max die.  Hinder a target dealt damage this way using your Max + Min dice.

Gone and Forgotten (A) Boost yourself using Stealth.  Use your Max die.  That bonus is persistent and exclusive.  Defend yourself against all Attacks until your next turn using your Mid die.

Lurking Presence (I) Double any mods of your choice involved with taking action against a target that is unaware of your presence or distracted from remembering you're still around.

Upgrades & Masteries (optional, depending on how motivated it feels there might be more than one upgrade):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' qualities of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' qualities of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, create a new friendly minion with a die size equal to the hero's largest power die to represent the brainwashed hero.

Master of Superiority (I) As long as you are manifesting an effect related to a power you have at d12, automatically succeed at an Overcome involving usage of those powers.

Tactics

The Sire is a hunter, out to feed their endless thirst rather than engage in anything like a fair fight.  If they do engage in combat, they rely on Cold, Calculated Perfection to use Overcomes to fade away from sight and memory, then Gone and Forgotten to prepare themselves.  When they strike, Lurking Presence will make their first use of Drink Deep even stronger.  If possible they prefer to repeat a two-round vanish-and-attack cycle as often as possible.  If their stealth tricks get countered through heroic Overcomes and they get ganged up on they'll use more Overcomes to divide up their enemies or escape the scene to return another night.

Their upgrade reflects them pushing their psychic domination of the lesser beings around them, making the hunt all the easier.  Their mastery makes concealment tricks far simpler as well. 


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Sunday, November 19, 2023

The Cogitator Supreme and His Mighty Mentomaton, Extensions of the Master Intellect

A nod to the Mad Thinker and his Awesome Android, Professor Ivo and Amazo, and all the other "Big Brain" villains out there with signature artificial henchmen - albeit with a creepy twist of their own..

The Cogitator Supreme and His Mighty Mentomaton

Wilson Waterman was once an important figure in the shadier part of the import/export field, specializing in obtaining artwork and historical artifacts of dubious provenance for private collectors.  That was before he first saw the diadem, supposedly an relic of a lost prehuman civilization that one of his agents had "acquired" on speculation.  Captivated by the thing, he placed it on his head - and found himself in direct contact with the Master Intellect, the combined mental essence that was the final evolution of that ancient species.  Wilson was transformed in a flash of psychic energy, becoming the Cogitator Supreme, a physical extension of that otherworldly gestalt on the material plane.

While Waterman retains some vestige of free will, he now exists primarily to serve the Master Intellect's interests.  The group entity seeks to harvest the mental energies of these newly-evolved "humans" to further empower itself, as well as seeking opportunities to satisfy its cold curiosity about these strange new "superhumans" that have appeared since the Intellect achieved their current form.  He can remove the diadem to revert to his original form while still retaining a partial connection, letting him use the resources of his civilian identity to track down other useful relics like the Mighty Mentomaton.  Even so, he prefers to spend his time as the Cogitator Supreme when possible, reveling in his augmented intellect and dreaming of full acceptance into the Master Intellect itself .  To date none of his grander schemes have come to fruition, but he's a slippery customer and it's only a matter of time before he returns to siphon the sapience out of an entire city for his inhuman controller.

Description: A scrawny figure with an enormously oversized, distorted cranium that almost conceals his facial features beneath its overhanging brows.  Usually dressed in a loose, pale blue robe that conceals conservative business attire.  A lightweight triple-tiered diadem made of some unknown pale yellow metal rests upon his oversized head.  He "speaks" using coldly superior and dismissive telepathic tones.

Gender: Male                   Age: Late Forties              Height: 5'7"              Eyes: Watery Blue

Hair: Balding Blonde              Skin: Spotty Caucasian              Build: Weedy, Macrocephalic

Approach: Mastermind                     Archetype: Predator

Health: 35 + (5 x H)

Powers: Telepathy d12, Deduction d10, Teleportation d8

Qualities: Conviction d10, Augmented Intellect d8, Criminal Underworld Info d8, History d8, Imposing d8, Otherworldly Mythos d8

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

Abilities:

Cold Confidence (A) Boost yourself using Conviction.  Use your Max die.  That bonus is persistent and exclusive.  Defend yourself against all Attacks until the start of your next turn using your Mid die.

Improbable Outcomes (R) Take one irreducible damage to reroll your dice pool on your turn or the dice pool of a hero Attacking or Hindering you.

Inhuman Intellect (A) Hinder all opponents that can see or hear you using Imposing.  Boost yourself using your Max die.

Mental Supremacy (A) Hinder multiple targets using Telepathy.  Use your Max die.  Attack any target that gains a penalty this way that already had one penalty from you using your Mid + Min dice.

Upgrades & Masteries (optional):

Quality Upgrade (I) +20 Health.  Increase the die size of each of your qualities except Augmented Intellect by one step (maximum of d12).

Extension of the Master Intellect (I) If you are in a situation involving an otherworldly mentality, automatically succeed at an Overcome to carry out its machinations.

Tactics

The Cogitator Supreme has no interest in conflict unless he's supported by allies, preferably including his mighty Mentomaton and any weak-willed minions or powered stooges available.  With others to protect his hide, he'll usually open by using Cold Confidence for a lasting bonus and some extra protection, then use Inhuman Intellect repeatedly to impair as many foes while analyzing their weaknesses.  Whenever he sees an opening to deal some damage with Mental Supremacy (usually requiring the turn order to go in his favor between two rounds) he'll switch to that instead.  As long as he's fairly healthy and his allies are keeping multiple opponents from focusing on him, he'll use his Improbable Outcome reaction on his turn if his dice go cold, otherwise he reserves it for heroes who spike a roll against him.

His upgrade makes that "supreme" in his name a lot more accurate as a result of a closer connection to the extradimensional Master Intellect that empowers the Cogitator.     

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The Mighty Mentomaton

The Mighty Mentomaton was "found" in a bogus archeological dig sponsored by "importer" Wilson Waterman.  An artificial servant/warrior created by the entities that became the Master Intellect, the ancient construct retains a connection to them even in their immaterial form.  It now serves as a potent protector of their mortal servant the Cogitator Supreme, Waterman's alter-ego.  The thing lacks true sapience and obeys commands from him and (more distantly) the Master Intellect itself without hesitation.  

A product of prehuman science that can't be re-created in the modern day, only one functional Mentomaton has been found so far, but there may be more out there awaiting discovery.  It's possible that the construct apes the long-abandoned physical form of the species that became the Master Intellect, although even the Cogitator Supreme is unsure about that.  His access to the gestalt is still fairly restricted until he proves himself further, something that galls what's left of his independent personality.

Description: A hulking anthropoid shape made of some coarse, dark gray substance.  Its head is a featureless cylinder sitting atop massive shoulders that lead down to ape-like arms, giving the thing a vaguely simian overall appearance.  When in combat it extrudes dozens of short metallic blaster barrels from its torso and arms, and may re-shape its four-digited hands into crushing bludgeons and hammer shapes.  

Gender: None        Age: Prehistoric        Height: 7'4"        Eyes: None?

Hair: None          Skin: Dark Grey, Rough          Build: Inhumanly Massive

Approach: Ancient                         Archetype: Guerrilla

Health:  50 + (5 x H)

Powers: Integrated Arsenal d12, Strength d10, Vitality d10, Teleportation d8

Qualities:  Close Combat d12, Ranged Combat d12, Imposing d10, Fitness d8, Synthetic Servant d8

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

Abilities:

Amplified Threat Response (I) At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.

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

Perfect Obedience (A) Take a basic action using Synthetic Servant.  Use your Max die.

Unrelenting Barrage (A) Hinder multiple targets using Integrated Arsenal.  Use your Max die.  Attack each target using your Mid + Min dice.

Upgrades & Masteries (optional):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' qualities of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' qualities of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, create a new friendly minion with a die size equal to the hero's largest power die to represent the brainwashed hero.

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

The Mighty Mentomaton will usually be found alongside the Cogitator Supreme, acting as bodyguard and a massively dangerous distraction.  It might be sent out on independent errands, but only with instructions to withdraw if faced with strong opposition.  The thing's tactics are very simple.  Blaze away with Unrelenting Barrage at every opportunity (sprouting some melee weapons as well as blasters if crowded in melee) while trying to draw Attacks to itself to improve its status die and benefit from Amplified Threat Response.  Only if it needs to accomplish something else (usually under orders) will it resort to Perfect Obedience instead.  The Mentomaton will try to use Compulsion to redirect a foe's strike once per round, either protecting itself or the Cogitator as need be.

Its upgrade vastly improves the vestigial connection to the Master Intellect that's normally represented by its Compulsion ability.  Master of Annihilation reflects its brute force approach to problem solving.


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Saturday, October 21, 2023

Brutallo & Brutalla, Violent Cosmo-God Twins

A pair of largely-identical spacefaring thugs, inspired by Kirby's Eternals and New Gods, various smugly superior alien beings from all across scifi, and a dash of the Wonder Twins as seen through a funhouse mirror (these two get weaker together, not stronger). 

Brutallo & Brutalla

The cosmo-gods are a pantheon of immortal starfaring beings who occasionally amuse themselves by toying with lowly mortals, even those with superpowers.  Some of them claim to embody universal physical principles, philosophical concepts, or moral imperatives.  None of this seem to make them any more compassionate or comprehensible to lesser beings, and their appearance frequently presages disaster.  

Others are underachievers.  Brutallo and his twin Brutalla are underachievers.  They're little more than bullies with a hunger for power and attention, coupled with terrible tempers and the attention span of a toddler.  Their plans usually involve violent intimidation for the sake of proving their raw power, followed by establishing themselves petty tyrants with an entourage of locally-recruited toughs and bullies.  They rarely work with actual peers including each other, although when one of them shows up to terrorize a world the other will often make an appearance shortly thereafter - usually to compete with their twin in displays of gratuitous violence.

Driving off these space thugs with violence can be difficult for non-supers, and even heroes will find them a challenge to capture since they tend to dissolve into raw cosmic energy when soundly defeated.  Fortunately they do get bored easily and are likely to depart of their own accord after they've broken everything interesting they can find and grown tired of being kowtowed too.  They'll happily accept (or demand) offerings of local valuables but have no actual interest in trophies and will usually destroy their accumulated hoard when departing - leaving their followers out of luck and on their own.   

Description: A tall, athletically proportioned human figure (male or female depending on which twin it is) dressed in a skintight white unitard that leaves only their face and hair exposed.  Both wear their flaming hair long, and Brutallo sports a wild flowing beard and mustache that contrasts sharply with his dark blue skin as well.  The twins are invariably surrounded by a aura of yellow-orange Kirby crackle that dims as they take damage.  They both speak bombastically in booming voices.     

Gender: Male (Female)     Age: Eternal     Height: 6'2"          Eyes: Blazing White Orbs

Hair: Flowing Locks of Orange Flame     Skin: Navy Blue     Build: Perfectly Sculpted Physique

Approach:  Ancient                 Archetype:  Loner

Health:  40 + (5 x H)

Powers: Cosmic d12, Agility d10, Strength d10, Flight d8

Qualities: Close Combat d12, Ranged Combat d12, Imposing d10, Conviction d8, Immortal Cosmo-God d8

Status: (# of Other Allied Villains) 0 - d10 / 1-2 - d8 / 3+ - d6

Abilities:

Above Mortal Concerns (R) When you would be Hindered, reduce the penalty to -1.  When an Attack would reduce you to zero Health, reduce the damage to one.

Cosmic Might (A) Hinder multiple targets using Cosmic.  Use your Max die.  Attack each target using your Mid + Min dice.

Immortal Nature (I) If you would be reduced to zero Health and don't have a penalty on you, roll your single Cosmic die and become that Health.

Triumphant Rage (A) Attack using Strength.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Upgrades & Masteries (usually active unless something has weakened them):

Cosmic Shield (I) You cannot be damaged by anything except yourself until the defense shield is destroyed.  The shield has 40 Health, or can be deactivated with three Overcome successes.  If a hero takes a minor twist working on the shield, you can use a Reaction to Attack that hero by rolling your single Cosmic die.  Gain Reestablish Shield (A) Overcome using Cosmic.  Use your Max die.  On a success remove one success from the deactivation challenge.  Alternatively, instead of an Overcome, use your Max die to Recover that much of the shield's Health.  This ability cannot be used if the shield has been completely removed.

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics:

Brutallo and his twin share the same straightforward, aggressive style in combat.  They rely on their Cosmic Might first and foremost, especially against multiple opponents, leaving them reeling and snared in bonds of searing cosmic energy.  If a single foe draws their ire by resisting, they'll employ Triumphant Rage against them, either battering them in melee or hurling projectiles and debris as the mood takes them.  As cosmo-gods they are Above Mortal Concerns and difficult to hamper or truly defeat, and their Immortal Nature makes winning even a temporary victory difficult.  Even if apparently destroyed they'll eventually reform from the background radiance of the universe.

Unless something has actively weakened them, cosmo-gods will usually be protected by an aura of cosmic power that must be overcome to even attempt to harm them.  Brutallo's true nature is reflected in his destructive mastery, and Brutalla is even meaner.

Trivia

In keeping with the tradition of silly hyphenated alien names in comics, their supranyms are actually mispronounced versions of their actual names, Bru-Tal-Lo and Bru-Tal-La.  It's remotely possible that one or both of these cosmic lunkheads might decide to be "clever" and adopt an alias using alien tech and cosmic power to alter their appearance for one reason or another.  This will almost invariably fall apart when they use their real name anyway, although they might be able to briefly fool a preschooler.  Canny heroes might decide to play along to figure out what they're up to, of course.

"Ambasador Bru-Tal-Lo of the Galactic Federation, you say?  And you've come to invite the world's leaders to a conference on the far side of this interstellar warp gate?  And they're welcome to bring all the superpowered bodyguards they'd like?  Well, let me just get to work sending out all the invitations, then."


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Sunday, October 1, 2023

Pharaoh Robo-Tet, Star of "The Curse of the Mechanical Mummy"

Celebrating the start of October with a cousin of the Hollywood Vampire, this time a cinematic villain from the camp scifi genre.

Pharaoh Robo-Tet

Pharaoh Robo-Tet is fictional even within the context of the game, being a character drawn from the cult classic 1951 B movie "Curse of the Mechanical Mummy!"  He's most likely the result of some mad scientist or a reality warper like Super-Fan, but however he's manifested the mad robot has a villainous script to follow and intends to carry it out - and he's got the raw power to do it if the heroes don't intervene.

Robo-Tet happily monolog about its origins to anyone who hasn't seen the film, explaining that he was built for planetary conquest on the planet Vulcan 65 million years ago.  Caught in its explosive destruction of his home planet during the final war with the Martians and thrown into space, he eventually fell to the primitive planet Earth and became trapped under countless tons of rock.  He was briefly awakened in 2580 BC by ancient Egyptians quarrying stone for the pyramids and immediately began his program of conquest, installing himself as Pharaoh Robo-Tet and beginning to train his new subjects as an army.  Sadly, the primitives were quick to learn the rudiments of his own pyramid-powered technology and managed to return him to stasis, entombing him like one of their inferior organic leaders.

But now his rest has been disturbed again by foolish modern scientists.  Pharaoh Robo-Tet has risen to claim rulership of the Earth again!   

Description: A thoroughly unconvincing robot, easily mistaken for a cheap costume and mostly concealed by a layer of sagging bandages like a mechanical mummy.  The top of its cylindrical head is pyramid shaped, and its face consists of a blank visor and speaking grill that flickers erratically with light when speaking.  Clearly native to a cheap black & white film, it has no color to it at all, only shades of gray.  Its voice buzzes with distortion but still manages a recognizable West Coast accent.     

Gender: Presents Male     Age: 65 Million Years     Height: 6'2"     Eyes: Blank "Metal" Visor

Hair: None     Skin: "Metal" Mostly Hidden By Mummy Wrappings     Built: On Vulcan

Approach: Ancient                   Archetype: Inventor

Health:  40 + (5 x H)

Powers: Inventions d12, Lightning Calculator d10, Teleportation d10, Robot Body ("Power Suit") d8

Qualities: Science d12, Technology d12, Deep Space Knowledge d10, History d8, World-Conquering Alien Robot d8

Status: ( # of inventions & mods) 4+ - d12 / 2-3 - d10 / 1 - d8 / 0 - d6

Abilities:

Computed Cunning (A) Boost using Lightning Calculator.  Use your Max die.  Boost again using your Mid die, then either make one of those bonuses persistent and exclusive, or Attack with your Min die.

Emergency Displacement (I) If you would be reduced to zero Health and don't have a penalty, roll your single Teleportation die and become that Health.

Sub-Atomic Curse Emitters (A) Hinder multiple targets using Inventions.  Use your Max die.  Attack each of those targets using your Mid + Min dice. 

Superior Alien Technology (R) Discard one of your bonuses to Defend yourself against all Attacks until your next turn, using the bonus value as the value of the Defend.

Upgrades & Masteries (optional):

Power Dampening Field (I) +10 Health.  While the scene is in the green zone, all heroes' powers of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' powers of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' power dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a power until this upgrade is removed.

Master of Mad Science (A) As long as you have access to materials, automatically succeed at an Overcome by using scientific principles and inventions.

Tactics

The Pharaoh Robo-Tet is a fictional alien automaton from a black & white 1950s monster movie, but that doesn't make him any less dangerous.  In a confrontation he relies heavily on cycling between Computed Cunning to generate bonuses to fuel his Superior Alien Technology reaction and his stunningly effective array of Sub-Atomic Curse Emitters for offense.  If saddled with lasting penalties he'll generate new bonuses to clear them as efficiently as possible, preserving his Emergency Displacement ability for a final defensive measure.  If defeated he usually self-destructs in a somewhat unconvincing special effect, but he might easily return in the future using another copy of his film.

Robo-Tet will only have his upgrade if he comes from an exceptionally good print of Mechanical Mummy, possibly a fan re-master.  In this form he gains a new passive means of hampering heroes, as well as more freedom to improvise with the script employing unused footage.

Design Notes

While fully as tongue-in-cheek as the Hollywood Vampire, Pharaoh Robo-Tet is a much greater threat even to a team of supers and needs to be taken more seriously.  He might show up in a scene with other celluloid menaces from his own movie or others.  Other likely elements include challenges representing his fictional but weirdly effective reality-warping technology, most of which has a vague Hollywood-Egyptian theme and a pyramid aesthetic.  Players might be able to weaken his hold on reality by confronting him with original props, film crew or actors from the movie - or Robo-Tet might be able to empower itself further by increasing the "view count" of both "Mechanical Mummy" and himself.  Rumor in the lost media community says there may be an uncompleted sequel out there.  What chaos might "Bride of the Mechanical Mummy" wreak upon the heroes' plans?   


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Sunday, August 6, 2023

Effigy of the God-King Nurom-Ghat-Gaton

One of the classic tropes of the "monster/weird horror" books that Marvel and other publishers used to do in their early days was the "museum display that's actually a slumbering menace" story.  These mostly predated the superhero boom of the Silver Age but overlapped it to some degree, and it still shows up now and then even in modern cape comics.  This villain's a nod to those old tropes.  With some tweaking to its backstory it could appear almost anywhere - superheroes are remarkably prone to stumbling over the remnants of lost civilizations, and villains are prone to collecting strange artifacts that might be better left alone.

Effigy of the God-King Nurom-Ghat-Gahon

The Effigy of the God-King was originally part of a stunning architectural find discovered in thawing Canadian permafrost.  Surveyors found the ruins of a massive stone complex that seemed to be some kind of palace or temple, belonging to no known civilization and dating back to an almost impossible ten thousand years.  The structures were mostly empty, but one chamber contained a shockingly lifelike statue made of an unknown metal alloy, toppled and apparently damaged.  Where the face should have been was simply a void into the hollow interior of the sculpture.  After several years of further excavation and exploration a few more artifacts were found - damaged ornaments, strange coins or tokens, a broken scepter, and an elaborate death mask, all made of the same strange metal.

The whole lot were eventually assembled into displays for a global museum tour to raise funds for further digs on the sprawling site, but it wasn't until the artifacts went on display in [museum in your campaign city] that the true nature of the statue was revealed.  A museum staffer with a touch of true mystic sensitivity fell under the control of the death mask, used its power to bypass the security measures and replaced the mask on the statue, returning the Effigy of the God-King Nurom-Ghat-Gaton to "life" for the first time in millennia.

The re-animated Effigy immediately took steps to alter its surrounding to recreate its antediluvian court, mentally transforming civilian bystanders into properly worshipful subjects and beginning to alter the museum building itself.  Local superheroes managed to stop the wave of change before it spread too far and battered the Effigy into torpor again, eventually separating the mask and statue from one another and leaving both seemingly powerless.  The two have been contained for further study - but the God-King sleeps uneasily now, and soon the Effigy will rise to walk again...

Description: A powerfully-built male figure wearing nothing but a short wraparound kilt in a vaguely Egyptian style.  It wears an elaborate mask sculpted to resemble an impassive, sharp-featured face with a third eye upon its forehead.  The whole thing, clothing, mask and all, is made of some strange golden-bronze alloy despite its graceful organic movements.  Its voice is cold, commanding and stentorian.    

Gender: Male        Age: Unknown       Height: 6'1"      Eyes: Orichalcum

Hair: Flowing Orichalcum Locks         Skin: Orichalcum         Build: Heroically Muscled

Approach:  Ancient                                Archetype:  Indomitable

Health:  50 + (5 x H)

Powers: Suggestion d12, Strength d10, Vitality d10, Transmutation d8

Qualities: Conviction d12, Imposing d12, Magical Lore d10, Forgotten God-King d8, History d8

Status: Always d8

Abilities:

Certainty of the Godhead (A) Boost yourself using Conviction.  Use your Max die.  That bonus is persistent and exclusive.

Divine Word (A) Take a basic action using Magical Lore.  Use your Max die.

Enchanted Orichalcum (I) Reduce damage dealt to you by two.

Kneel Before the God-King (A) Hinder multiple targets using Suggestion.  Use your Max die.  Attack each target using your Mid + Min dice.

Upgrades & Masteries (optional, but often in effect):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' qualities of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' qualities of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, create a new friendly minion with a die size equal to the hero's largest power die to represent the brainwashed hero.

Master of Mysticism (I) If you have access to proper materials, automatically succeed at an Overcome in a situation involving harnessing magical forces.

Tactics

The Effigy regards itself as a god-on-Earth, inherently superior to any mere mortal and unaccustomed to being opposed in any meaningful way.  As such, it tends to be unsubtle in the extreme, relying on Kneel Before the God-King to crush opponents' wills and convert them into fawning sycophants.  If that fails to do the job immediately it will employ Certainty of the Godhead and repeat its efforts, relying on Enchanted Orichalcum and a large Health pool to outlast any persistent foes.  Divine Word is used only when the Effigy wants to do something unusual, generally an Overcome to create a Challenge, forcibly transform some NPC into one of its followers, or alter the environment to suits its tastes better.

With its upgrade, foes are even further handicapped by its undeniable might and risk becoming mind-controlled pawns when defeated.  Its mastery makes Divine Word Overcomes much more reliable, letting the Effigy change reality on a grander scale.

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Mask-Bearer d12 lieutenant

Description: A normal human being carrying the death mask of the inactive Effigy.  Most often a hapless museum worker, archeologist, or security guard, but it could be would-be thief or just an unlucky bystander as well.  Mentally dominated by the mask and mostly interested in finding the Effigy's inanimate body and reuniting the mask with it.

Special:  This lieutenant cannot be in the same scene as the active form of the Effigy of the God-King.  The Mask-Bearer is literally carrying the Effigy's face around trying to re-attach it to its body. 

Arise, My God-King!:  If you are within arm's reach of the Effigy's inactive statue form, you may use your action to reunite it with the its death mask.  Roll your die to Overcome.  If your result is 4+ add the villain form of the Effigy of the God-King to the scene at full Health, add a single Devout Subject minion to the scene (representing your disempowered form) then remove yourself from the scene.    

Godlike Stride: At the end of your turn, you may move to any location in the scene, ignoring any intervening obstacles.  Treat this as a combination of teleportation and flight as needed. 

Will of the God-King:  You may use your action to force a nearby hero to temporarily act as your bodyguard.  When you do so, roll your die and the target hero rolls their status die.  If you roll higher, you may force that hero to Defend you against all Attacks until the start of their next turn by rolling their single highest power die.  All damage prevented by that Defend is dealt to the hero instead of you.


Devout Subject d6 minion

Description: Normal everyday human beings transformed into loyal worshippers of the God-King.  They're mostly focused on chanting prayers to Nurom-Ghat-Gaton and violently chastising unbelievers, but if you give them time they may get up to something really unpleasant like arranging human sacrifices.

Freed From Control: Heroes can take an Overcome action to break the Effigy's mental control over you.  If they succeed, roll your die and Boost all nearby heroes using that roll, then you escape to safety and are removed from the scene.

Mentally Enslaved Victims: You gain a +2 bonus to saves against damage from Attacks by heroes who are using non-lethal methods to subdue you.  Heroes can opt to use potentially lethal force to avoid that bonus, but they'll probably regret it in the long run.

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Design Notes:  The Mask-Bearer lieutenant above is included if you want to give the heroes a chance to stop the Effigy from getting animated in the first place, and should generally show up only in scenes where the static statue form is present.  You could certainly use him more independently in a scene where he's trying to locate the stature if it's been hidden away in storage somewhere, or even stolen by some other villain.  A d12 lieutenant is still a pretty respectable threat, and he could bring along a bunch of Devout Subject minions or other suitable allies if it fits your story.  His Godlike Stride ability makes it easy to justify him escaping a scene after he's found whatever clues to the statue's location he might be after.

If you want to make things much more difficult for your heroes, you could have a Devout Subject minion grab the death mask when the Effigy is defeated, transforming into a Mask-Bearer and forcing the heroes to keep him away from the fallen statue form or have to defeat the Effigy all over again.  Players probably won't let that happen, but if it does they'll certainly learn to free/eliminate all the minions first in the future.  If you really want to add insult to injury, a hero who wound up getting turned into a minion by Brainwashing Zone could absolutely be turned into a Mask-Bearer if the timing is right.


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Tuesday, June 6, 2023

Villain Design Analysis: Approaches Part 1 - Adaptive & Ancient

This is the first in a series of posts focusing on designing your own supervillains, so mostly aimed at folks running the SCRPG rather than players.  After building nearly two hundred of them myself (at time of writing) it seems like it would be useful to share some insights on the process and results you can expect.  As I've said elsewhere, villains are not created equal and their effectiveness in an action scene can vary wildly.  Knowing what you can expect out of an untested villain is kind of important when you're trying to tune the difficulty of a scene.

The first and most important part of creating a villain is to have a character concept in mind, whether it's something fairly detailed ("the monstrous product of a covert government super-soldier project gone horribly awry") or quite abstract ("big tough brawler").  Once you've got that you can proceed to the mechanical end of things.  You may find yourself revising your concept as you look at the mechanics, which is fine.  Your choice of abilities can do a lot to further inform you about the nature of the villain you're making.

Mechanically, villain design is much simpler than hero design is, consisting of two mandatory elements and a couple of optional ones.  Every villain is a combination of Approach and Archetype, and many will also opt for an Upgrade and Mastery as well.  I'm going to tackle each of these elements in detail over the course of the series, starting with Approaches - and the first Approach is:

Adaptive

This Approach offers slightly above-average Power and Quality dice and slightly below-average base Health, and is one of relatively few options that give you three choices of abilities instead of just two.  Its six abilities are:

Adapt & Thrive - This is a strong defensive reaction with an attached Boost, which is just plain pretty great.

Diversity Through Adversity - An inherent ability that lets you self-Boost every single time you Attack a target on your turn that you haven't already dealt damage to this scene.  This is a terrific source of bonuses, and I would actually recommend not allowing to function on when Attacking minions because of how fast it can stack a huge pile of bonuses when combined with multi-target attacks from your Archetype.  Other than that it's quite good despite only triggering a pretty limited number of times per scene.

Efficient Reconfiguration - One of two abilities that let you change your Power die sizes during a scene, a unique feature of this Approach that makes their starting Power dice much better than they look.  It lets you trade two Powers down a die size to change a third to a d12, then take a basic action with the newly-maximized Power.  This is actually pretty complex for a villain ability and can add some unwanted record keeping for the GM, so think carefully about using villains with it in a big complex scene.

Initiate Upgrade Procedure - Probably the most "normal" action ability this Approach has, this lets you Boost, Attack and Defend all at once.  Like any villain ability that uses all three of your dice it's pretty efficient.

Powerful Imitation - This lets you imitate an ally's action ability, which (according to the podcast) uses the "owner's" dice pool - although I'd be inclined to only use their Power and Quality dice for these sort of tricks and stick to the Adaptive villain's status die.  It's a versatile trick for a team villain, but best avoided for someone who normally operates alone.

The Pain of Perfection - The other Power dice-changing ability on the list, this one's a bit simpler.  You trade some minor damage to increase all your Power dies sizes by one for the scene.  Pretty inefficient in terms of action economy, and becomes more so if used twice or even three times as more and more Powers reach the d12 cap.  It does make a good opening move in a scene, though.

As you can see, there's not much raw offense here, but you have a strong defensive option and quite a lot of potential self-Boosting, some nice versatility (especially on a team), and uniquely, two ways to improve your Power dice during play.  You'll have half of the list available to you, which can make multiple Adaptive villains feel a little similar over time.  So here's a couple of homebrew abilities you could try adding to your options for more variety:

Adaptive Response (R) After taking damage from a type of energy/element, any further damage dealt to you of that type is reduced to zero until the start of your next turn.  This reaction can affect a different energy/element type each time you use it after suffering damage from that type.

Continuous Adaptation (I) At the start of your turn, you may remove one penalty on you.

That gives you another strong reaction to consider as an alternative, and a reliable way to remove penalties that seems appropriate for the "adaptive" theme.

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Ancient

Ancient provides a first-rate array of Power and Quality dice backed up with very high base Health.  It offers the usual two choices out of its ability list, which goes as follows:

Behold My Immortal Glory - Very strong multi-target Hinder and Attack combination that uses all three of your dice.

From Before Space and Time - Reactive forced die pool reroll when you are Attacked or Hindered, with a trivial Health cost.

Immortal Vitality - Innate "last chance" ability to avoid defeat if you would be reduced to zero Health, works as long as you don't have a penalty on you.

Ideal Action - Versatile ability that lets you take a Max die basic action of your choice.

Out of Time - Surprisingly weak self-Boost.  Gets better if any heroes are in Yellow or Red status, but it's never really efficient.  If you want a reason to actually choose this one, consider adding "This bonus is persistent and exclusive." to the text of the ability as a homebrew variation.

Unknowable Pain - Strong single target Attack and Hinder, one of the only abilities in the game that lets you use your Max twice in one action.  I'd think it was a typo but the ability honestly needs it to even begin to compete with the multi-target alternative.

This gives you two extremely strong Attack + Hinder combination abilities, one of which is multi-target to boot.  The sole reaction is a bit hit-or-miss defensively, but you have access a unique and quite powerful "last chance' ability that makes staying clear of penalties important.  There's also a Max die basic action option for improved versatility.  The archetype has only one Boost ability, which would be absolutely terrible if it weren't for your large die sizes and isn't very good even with them.  If you want to scrub off penalties for your "last chance" trick there are almost always going to be better ways to do it than relying on this ability.

With a bit of a dud ability on the list I'll include another pair of suggested homebrew abilities for more variety again:

Ancient Curse (R) When you take damage from an Attack, roll your single [Power] die.  Your Attacker loses that much Health.

Font of Power (I) Whenever you Boost yourself, increase the value of the bonus by one.

Adds an aggressive reaction that doesn't outshine the existing option, and makes spending actions Boosting more efficient and therefore helps keep penalties off you.

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Continued in part 2.


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Thursday, June 1, 2023

The Seven Sea-Masters, A Shoal of Aquatic Villains

This is my largest collection of villains in a single post to date, although all of them will work fine as solo baddies too.  Their only real team synergy is everyone being good in and under the water, either by actually having Swimming d8 or higher or Octoshock's signature vehicle.  More of support network than a proper team, it would be pretty rare for all seven of them to be involved in the same scheme at the same time but running into 2-4 at a time is very likely.  While aquatically themed none of them actually bad on dry land, although it would deprive them of a likely mobility advantage.  No legless mermen or living waterspouts or whatever in this lot.

The Seven Sea-Masters

There are nowhere near as many ocean-dwelling supers as there are on land, but heroes still turn up to interfere with villainous schemes often enough to be a nuisance.  After one particularly galling incident Doctor Dreadnought decided he'd had enough and took a page from his more numerous shoreside peers.  Seeking out as many of his fellow sea-going villains as he could locate (breaking a few out of prison in the process), he proposed they form a mutual assistance pact.  By aiding each others' schemes when called on they could overwhelm the lone heroes that made up what few aquatic heroes there were, and even resist "landlubber" hero teams who chose to meddle in something that was none of their business.  It took some time to talk the others around to his point of view, but in the end a half-dozen other villains saw the potential benefits and the Seven Sea-Masters were formed.

Calling them a team would be an exaggeration.  Their goals are diverse enough that it's rare for all seven to be involved in a single plot, but even operating as a loose coalition they've been more effective than they ever were solo.  A "normal" Seven Sea-Masters story might involve anywhere from 2-6 of the individual villains, often carrying out multiple steps of a scheme in different locations.  The members "sitting out" a given plan are expected to help free any of the rest of the group that wind up imprisoned if things go awry, providing some insurance against defeat for everyone.

Strengths & Personal Goals

Each "Sea-Master" has their own specialties and motivations, the diversity of which actually helps them work together since they aren't as likely to bicker about overlapping goals.

Doctor Dreadnought brings advanced technology and an elite corps of loyal followers to the table.  He dreams of establishing himself as the autocratic head of a true undersea nation, perhaps eventually leveraging that into rule of all the world's oceans.

Octoshocker is also skilled at super-engineering, with an eye toward using it to steal even more tech secrets to improve his current designs.  He's also a bit of an adrenalin junky and a glory hound who looks to prove himself against powerful heroes.

Spearfisher is a genius weaponsmith, good at planning heists at sea and has more connections to the broader criminal underworld than the rest of the group.  As a modern-day pirate and hijacker his motivations are purely monetary.  He's by far the most likely to do "work for hire" as a mercenary, or to hire other supers from outside the group for a job.

Grandfather Hunger provides raw physical power and intimidation, as well as a surprising amount of knowledge about nearby dimensions that could be exploited by more intelligent villains.  His only real interest is food but he's developed a taste for super-powered prey and may tag along on a mission simply for the chance to hunt any heroes who show up to interfere.  He's generally seen as the least reliable of the Seven Seas, but also the easiest to manipulate.

Slaughterfish is a savage fighter in and out of melee, as well as being a talented fringe biochemist and physician.  His dream of remaking humanity into fish-men like himself is worrying even to most of his peers but he's clever enough to downplay exactly how grandiose his plans really are - which might work out very badly if he somehow accomplishes it.  He's regarded as just barely more reliable than Grandfather Hunger, in part because he tends to go berserk in a fight.

Blacksand has a variety of powers that make him the group's intrusion and stealth expert, as well as being exceptionally good at hampering enemies during combat.   He lacks true personal goals and his own ancient programming has been somewhat corrupted by time and damage to his systems.  His innate tendency to obey commands where they don't contradict his lost masters' mandates makes it easy to convince him to assist his fellow Sea-Masters.  When he does recall the location of some ancient site, mechanism or relic his schemes tend to be big ones with side effects that a canny ally could easily benefit from.

Admiral Phantom offers some real magical talent to the group, but his main contribution is a seemingly endless army of undead spirits, giving him access to large numbers of truly expendable minions.  His goal is simple: expand his power base by drowning as many of the living as possible.  If he had his way the whole world would be a storm-wracked ocean - which isn't entirely a bad idea in the eyes of some of his peers.

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Doctor Dreadnought

Multi-billionaire and genius polymath Horatio Waterman comes from a wealthy English family with distant ties to the Tudor dynasty, which seems to have inspired an unhealthy hunger for power in the man.  He considers himself a realist though, acknowledging that the days of colonization and conquest of the seven continents is long past.  The seven seas are another matter entirely.  Waterman dreams of establishing an undersea nation of his own and becoming a major player in world politics.  To date he's had no success following legitimate channels, with even his wealth being unable to buy approval and recognition from the UN.

Not one to let that sort of roadblock stop him, Horatio has covertly adopted the identity of Doctor Dreadnought, a power-armored supervillain bent on taking his corner of the sea (or possibly all of them) by any means required.  As Dreadnought he employs a sizeable force of well-equipped minions, maintains multiple secret bases and a small fleet of combat submersibles.  He generally seeks to weaken the naval forces of the "landlubber" powers while supplementing his own resources with piracy and hijacking, all while scheming for an eventual campaign of nautical conquest.   

Description: Out of his armor, a heavyset Caucasian man in an unflattering snug blue bodysuit.  When armored up, a massive figure of thick blue-gray metal, humanoid but much thicker around the torso and with disproportionately long arms.  The operator's arms are held within the chest, with the oversized arms and hands being entirely mechanical.  The bucket-liked helmet is featureless aside from two short horizontal fins, but the huge shoulders and forearms are studded with weapon ports.  Its lower legs mount powerful thrusters that drive it through both water and air at startling speed.  

Gender: Male        Age: 35        Height: 5'6" (7'2" In Suit)        Eyes: Gray     

Hair: Thinning, Mousy Brown        Skin: Pale        Build: Stout (Massive In Suit)

Approach:  Mastermind                           Archetype:  Indomitable

Health:  40 + (5 x H)

Powers: Power Suit d12, Swimming d10, Flying d8

Qualities: Self-Discipline d10, Aquatic Conqueror d8, Imposing d8, Leadership d8, Science d8, Technology d8

Status: Always d8

Abilities:

Dreadnought Armor (I) Reduce damage dealt to you by two.

Grip Of Steel (A) Attack using Power Suit.  Either Hinder that target using your Max die, or Defend yourself using your Min die and you and that target end up elsewhere in the scene.

Implacable (R) When Attacked, Boost yourself using the Attacker's Max die.

Staggering Barrage (A) Attack one hero using Technology.  Hinder all heroes using your Max die.

Upgrades & Masteries (usually in effect):

Defense Shield (I) You cannot be damaged by anything except yourself until the defense shield is destroyed.  The shield has 40 Health, or can be deactivated with three Overcome successes.  If a hero takes a minor twist working on the shield, you can use a Reaction to Attack that hero by rolling your single Power Suit die.  Gain Reestablish Shield (A) Overcome using Power Suit.  Use your Max die.  On a success remove one success from the deactivation challenge.  Alternatively, instead of an Overcome, use your Max die to Recover that much of the shield's Health.  This ability cannot be used if the shield has been completely removed.

Master of Mad Science (A) As long as you have access to materials, automatically succeed at an Overcome by using scientific principles and inventions.

Tactics

Doctor Dreadnaught is a fairly straightforward foe in a fight, relying on his tank-like battle suit for its brute strength and integral weaponry and fighting defensively while lackeys and allies deal out damage.  He favors Staggering Barrage for offense, singling out hero for direct Attack while sending the rest reeling with shock charges and subsonics.  Grip of Steel lets him seize a foe and drag them away from sensitive machinery or challenges they're attempting to deal with, as well as offering him more defense that stacks with Dreadnought ArmorImplacable lets him turn enemy blows into bonuses, the stronger the better.  The suit also offers strong mobility options both above and below the waves, which he'll be quick to use for escape if need be.

His upgrade makes him even more durable, and emphasizes his scientific and technological genius.

Doctor Dreadnought's followers are a variation on the generic "Science Crime" Operatives with snazzy high-tech diving gear and the ability to operate underwater as well as they do on land.  His combat subs vary in size and power from small one-man "fighter" subs that can be treated as lieutenants all the way up to submersible battleships that can contain multiple scenes worth of action. 

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Octoshocker

Terrence Clark stumbled into his super-villainous career completely by accident.  A petty thief, he broke into a storage unit in Corpus Christi and literally found his signature vehicle waiting for him under a tarp, along with the "educator helmet" that forcibly implanted full working knowledge of how to maintain, operate and even improve upon the thing.  Whether that info also skewed his sense of morality or he just grabbed for the chance to become remove the "petty" qualifier from his resume is unclear.  Regardless, he's spent the last few years establishing himself as competent technology-focused villain, specializing in ocean-going piracy that exploits the strengths of his bizarre ride.  He's unusually enthusiastic about scrapping with heroes who get in his way even when outnumbered, making him a popular ally when working with other villains who are looking for some muscle.

Terrence himself is a mundane human (albeit with some artificially-implanted skills and knowledge), but his Octoshocker vehicle is a marvel of strange super-science.  The thing is durable, incredibly fast in the water with no known dive limitations, and has fully sealed perpetual life support.  Add a sophisticated self-repair system, the ability to channel electricity through its hull or project it at range, and of course its distinctive array of multifunctional tentacular limbs and it's quite a marvel.  An "educated" pilot can effortlessly use all eight limbs at once, multitasking with an ease that suggests there may be some neural re-wiring involved in the process.  To date its creator remains a mystery and no one has stepped forward to try to reclaim the thing from Terrence, and he has no intention of letting it go if that does happen.      

Description: A short, sunburned fireplug of a man in a wetsuit riding in the bubble canopy of a bizarre machine.  The thing is strange blend of mini-sub and mechanical octopus, with eight armored tentacles ending in pods containing a mix of tools, grippers and thrusters.  It moves with a disturbing alien grace and smells of ozone when powered up.  You can hear the pilot hooting and hollering like a rowdy sports fan over the external loudspeakers during a fight.

Gender: Male        Age: Mid-Twenties         Height: 5'5"           Eyes: Brown

Hair: Dark Brown     Skin: Sunburned Caucasian     Build: Heavily Muscled

Approach: Focused                         Archetype: Guerrilla

Health:  35 + (5 x H)

Powers: Octoshocker d12, Electricity d8

Qualities:  Technology d10, Banter d8, Techno-Pirate d8

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

Abilities:

Eight-Way Onslaught (A) Attack multiple close targets using Technology.  Hinder each target using your Min die.

Insulated (I) Ignore all Electricity damage dealt to you.

Into The Scrum (I) If you are outnumbered by nearby opponents, reduce all damage dealt to you by two.

Octoblock (R) Defend against an Attack against only you by rolling your single Octoshocker die.  Boost yourself using amount of damage reduced.

Too Many Tentacles (A) Attack one target using Octoshocker.  Use your Max die.  That target cannot Defend or use reactions against this Attack.  Attack multiple other nearby targets using your Min die.

Upgrades & Masteries (optional, mostly depends on his potential paycheck):

Power Boost (I) +20 Health.  Increase all Power dice sizes by one (max d12).  Add the following ability:  Responsive Controls (I) At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.

Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome when your payment is at stake.

Tactics

Octoshocker is kind of manic and loves throwing himself into the heart of a fight, using Eight-Way Onslaught when he's up against brawlers or Too Many Tentacles if there are more mid-range fighters.  His Octoblock reaction makes him harder to damage and pumps him up as well, so he'll use it as soon a she can each round.  The machine is thoroughly Insulated against electricity, which he'll sometimes exploit with clever Overcomes, especially when underwater.  Into the Scrum makes him pretty tough when facing multiple foes.

His upgrade makes him even better when outnumbered thanks to the Octoshocker's Responsive Controls, and his mastery shows off his monetary motivation.    

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Spearfisher

Formerly employed by BAE Systems as an assistant naval weapons engineer, Mason Jameson was officially declared dead eight years ago, lost at sea during a tragic testing accident.  In actuality, he faked his death, absconded with the prototype equipment being tested, and began a lucrative career as the mysterious supervillain Spearfisher.  Primarily an aquatic menace, he mostly pulls his heists at sea but has been known to launch raids on the coast, in upriver cities or near major lakes.  Anyplace where he can make an approach and escape by water is potential target.  He really prefers striking at cruise ships, yachts, and the occasional cargo ship known to be hauling interesting tech gear.

Spearfisher uses a variety of gear for his villainy, foremost among them his customized spear launcher and its wide variety of ammunition.  His thruster pack gives him excellent speed and buoyancy underwater and some aerial mobility as well, the latter of which makes boarding a lot easier as well as enabling penthouse robberies ashore.

Description: A lean, athletically-built man in a fancy navy blue diving suit with pale green detailing and a streamlined finned helmet that wholly conceals his features.  He seems burdened down with gear: a huge spear-cannon with a rotary ammunition clip, an oversized thruster pack flanked by twin quivers loaded with short spears, and twin bandoliers loaded with various custom warheads.  Despite all this he still moves nimbly in the water, and his boot-fins are made of configurable smart-plastic that can be retracted to let him walk in them normally on dry land - or the deck of a ship he's boarding.  His natural voice is harsh and grating with a strong Boston accent, but his helmet includes a voice-changer that speaks with flat mechanical tones.

Gender: Male               Age: 33                Height: 5'8"                Eyes: Blue

Hair: Thin Blonde Fuzz        Skin: Deeply Tanned        Build: Trim

Approach: Relentless                   Archetype: Inventor

Health:  30 + (5 x H)

Powers: Inventions d10, Swimming d8, Flight d6

Qualities: Science d10, Aquatic Raider d8, Technology d8, Criminal Underworld Info d6

Status: ( # of inventions & mods) 4+ - d12 / 2-3 - d10 / 1 - d8 / 0 - d6

Abilities:

Disruptor Warhead (A) Attack and Hinder one target using Inventions.  If target status is d4 or d6, use your Max + Min dice  If target status is d8, use your Max die.  If target status is d10 or d12, use your Mid die.

Overcharged Shot (A) Attack using Inventions and at least one bonus.  Use your Max + Mid + Min dice and add all of your bonuses, destroying them.

Tandem Charges (R) After making an Attack on your turn, use your Mid die to make another Attack against one target of the initial Attack.

Versatile Ammunition (A) Boost using Inventions.  Hinder using your Max die.  Attack using your Min die.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health  Include a Getaway Aquajet d10 lieutenant with the following abilities in the scene.  Distance Attack (I) To Attack this vehicle a hero must make an Overcome action to be able to reach it. Escape Plan (R) If the Villain is Attacked roll this vehicle's die.  If it rolls higher than the villain's current Health, both the villain and the vehicle escape the scene.  Sturdy (I) When rolling a damage save, add +2 to the result.

Master of Mad Science (A) As long as you have access to materials, automatically succeed at an Overcome by using scientific principles and inventions.

Tactics

Spearfisher is all about piling on the offense with his harpoon cannon and its countless custom warheads, although in a melee he's been known to manually attach them to a target.  He employs Versatile Ammunition initially to build up a bonus and impair dangerous foes, then expends that bonus for Overcharged Shot as often as possible.  His Tandem Charges reaction lets him eke out extra damage on a chosen target.  Disruptor Warheads are reserved for vulnerable targets with smaller status dice, although they're still quite effective even against d8 status targets.

His upgrade gives him a reliable way to escape and haul away his loot.  His Aquajet is a sleek rocket sub with a decided Flash Gordon style to it, fins and all.  His mastery reflects his considerable talent for technological innovation, especially when it involves weaponry.  

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Grandfather Hunger

The monstrous entity that mystics call Grandfather Hunger is an extradimensional predator from some nightmare world where evolution followed a very different path.  Seemingly derived from prehistory's dunkleosteus, the thing is a humanoid man-fish hybrid with incredible physical strength and durability coupled with an endless hunger and lust for blood.  It shows little interest in communicating but admits that it "swam" to our reality from a place it had depleted of suitable prey, all in search of better hunting.  Worryingly, despite being driven off in several clashes with superbeings it seems to regard our Earth as a perfectly suitable new home and shows no indication of moving on or returning to where it came from.  Thankfully it prefers to hunt prey at sea, which at least limits the threat it poses to civilians ashore.

The thing has a very alien intelligence and cannot easily be reasoned with, although it isn't hard to distract, trick or confuse.  Some villains have managed to reach working agreements with it, which raises the concerning possibility that it may be accustomed to hunting in groups - which would mean there may be more of them out there.

Description: A massive humanoid, covered in dull silver-gray scales and dark plates of bone over its head and torso.  It has a short stub of a tail, oversized webbed hands and feet, and nightmarish head flanked by small gills that rises directly from its powerful shoulders.  Two goggling eyes adorn the sides of its armored head and its powerful jaws scissor together like metal shears.  It has a limited vocabulary and its voice is a deep rumble bubbling up from its broad chest. 

Gender: Male             Age: Inconceivable           Height: 7'4"              Eyes: Black

Hair: None                  Skin: Scaled & Plated               Build: Hulking

Approach: Ancient                         Archetype: Bruiser

Health:  50 + (5 x H)

Powers: Savage Jaws d12, Strength d10, Vitality d10, Swimming d8

Qualities: Close Combat d12, Imposing d12, Fitness d10, Instinctive Carnivore d8, Otherworldly Mythos d8

Status: Green Zone Health - d6 / Yellow Zone Health - d8 / Red Zone Health - d10

Abilities:

Crippling Bite (A) Attack using Savage Jaws.  Use your Max die.  Hinder a target dealt damage this way using your Max + Min.

Feast On Violence (R) When Attacked, use the amount of damage you take to Boost yourself.

Still Hungry (I) If you would be reduced to zero Health and you don't have a penalty, roll your single Vitality die and become that Health.

Thrashing Fury (A) Attack using Strength.  Use your Max die.  Either Hinder that target with your Mid die or Attack another nearby target using your Mid die.

Upgrades & Masteries (optional):

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die. 

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

Grandfather Hunger is a predictable but savage combatant, fighting harder the more its prey resists.  It prefers to maul a single victim with Crippling Bite, but if faced with two or more foes it switches to Thrashing Fury to increase its damage output.  The bonuses it earns from Feast On Violence are usually channeled into even more damage, but it may use them to scrub off any persistent penalties it suffers so that it's more likely to be able to use Still Hungry if need be.

Its upgrade helps both offense and defense, while its mastery reflects its berserk destructive fury.

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Slaughterfish

Daniel Brooks made a name for himself in the field of marine biology while fresh out of Boston University, eventually returning to his native Jamaica to work for a subsidiary of Edge Biotechnologies.  He was accidentally exposed to a mutagenic compound that destabilized his DNA and wreaked havoc on both body and mind, leading him transforming into a crazed aquatic hybrid creature.  The press named the thing Slaughterfish after it went on a killing spree in a local resort.  Daniel eventually reverted to his human form with only distorted memories of what he'd done, but he was also saddled with a second, decidedly inhuman personality that shared his body and increasingly dominated his actions.  He lived several months of a sort of Jekyll & Hyde existence before eventually succumbing entirely to the monster within.

Slaughterfish now wears his old human face only to allay suspicions and conduct research pursuing his obsession.  He strives to re-create the process that made him and dreams of transforming all of humanity into his kind.  To date he's had no success, although he has managed to mutate and "improve" a number of aquatic species.  His metabolism has altered enough that he can control his transformations at will without chemical assistance, and eventually he hopes to begin secreting mutagens of his own to hasten his plans.      

Description: In human form, a thin African-American man, usually dressed in lab clothing or a wetsuit.  When transformed, a naked human-piscine hybrid covered in sharp scales and sporting a profusion of blade-like arm and leg fins.  He sports a maw full of needle-sharp fangs in a powerful set of distended jaws, with flaring pinkish-red gills along his short, thick neck.  Remarkably, he retains a thick Jamaican accent even in his fish-man form.       

Gender: Male        Age: Mid-Thirties        Height: 5'10" (6'4")        Eyes: Brown (Black)

Hair: Dark Brown (None)     Skin: Brown (Blue-Green-Yellow)     Build: Scrawny (Monstrous)

Approach: Dampening                     Archetype: Predator

Health: 40 + (5 x H)

Powers: Razor-Sharp Claws, Teeth, Fins & Scales d10, Agility d8, Swimming d8

Qualities: Close Combat d10, Deranged Marine Biologist d8, Medicine d8, Ranged Combat d8

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

Abilities:

Bloodthirsty Strike (A) Attack using Close Combat.  Use your Max die.  If the target has a penalty you created or is in the Red zone, use your Max + Mid dice instead.

Crippling Wound (A) Hinder using Razor-Sharp Claws, Teeth, Fins & Scales.  Use your Max die.  That penalty is persistent and exclusive.  As long as that penalty is on the target, reduce their highest power die of your choice by one die size.  Attack using your Mid die.

Slashing Frenzy (A) Hinder multiple targets using Agility.  Use your Max die.  Use your Mid + Min dice to Attack any target that gains a penalty this way that already had a penalty from you. 

Sudden Cut (R) When a nearby hero that you can see invokes a twist, roll your single Razor-Sharp Claws, Teeth, Fins & Scales die to Hinder them.

Upgrades & Masteries (always when in an aquatic scene, never otherwise):

Mook Squad +0 Health.  Gain Call Neo-Sharks (A) Replenish your Neo-Shark minions up to the number of heroes in the scene.

Master of Total Chaos (I) Automatically succeed at an Overcome when you throw out all the rules during a situation that is spiraling out of control.

Tactics

Slaughterfish generally opens a fight with Crippling Wound to apply lasting penalties, then exploits the resulting weakness with Bloodthirsty Strike.  He uses the Sudden Cut reaction whenever possible, and whenever he starts his turn with two or more targets that have penalties from him he'll employ Slashing Frenzy to maximize his effectiveness.  If possible he'll try to exploit the initiative to use Slashing Frenzy again before affected heroes can act and shed the penalties from the first usage, producing a large damage spike and heavy stacked penalties to them all.  While he prefers to stay in melee, he can make ranged attacks by prying off and hurling his own sharp scales at foes, something he can do with any of his abilities except Bloodthirsty Strike

With his upgrade he can summon a school of his dangerous Neo-Shark minions at will, which help him exploit his mastery of confused and dangerous situations. 

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Neo-Shark d10 minion

Description: Man-sized sharks, augmented with greater speed, strength, hardiness and intelligence.

Still A Fish: You move as though you had Swimming d8, but cannot voluntarily leave the water.  When taking actions against targets not in the water with you, you take a -4 penalty.  You may not make saving rolls against damage unless you're in the water.

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Blacksand

This strange creature was originally mistaken for an inert statue found during an underseas archeology dig.  When brought ashore the subsequent examination awoke the thing, which proved to be an automaton created by some unknown prehistoric (and possibly inhuman) culture.  Dubbed "Obsidiman" by its discoverers, the thing attempted to follow its ancient programming by killing or driving off the human intruders, then returned to the submerged dig site and activating mechanisms that would have destabilized to local tectonics to raise a large area of the sea floor to the surface.  A team of heroes stepped in to prevent the massive loss of life and property damage that would have followed, eventually being forced to shatter the Obsidman into powdered fragments to stop it.

That was assumed to be the end of it, but within months the recovered remains of the golem had mysteriously disappeared from the lab that was investigating them.  Shortly thereafter the creature made another attempt to restore the mechanisms in another heretofore unknown site deep beneath the Pacific ocean, endangering the Hawaiian Islands in the process.  The thing was stopped again, but had undergone an unexpected transformation.  Rather than repairing itself into its former statue-like Obsidiman form, it was now a mass of coarse black particles operating much like a nanite swarm in semi-human form.  Calling itself Blacksand, it proved impossible to capture, issuing a few final threats before flowing away through the shadowed deeps seas like a cloud of sentient ink.

The thing's motivations seem to be wholly preprogrammed directives to protect and restore its creators' old installations, regardless of the effects that restoration might have on the planet's current residents.  Thankfully the damage it suffered when defeated as Obsidiman seems to have partially scrambled its memories, but Blacksand still reappears regularly pursuing some destructive scheme.  

Description: A naked, sexless and powerfully built figure, seemingly made of rough black sandstone.  The creature struggles to maintain its regular proportions, slumping and distorting unnaturally when moving.  It can dissolve into flowing sand, briefly harden itself into a form like crudely chiseled stone, and stretch itself into dark snaking coils that strike with crushing force.  Its voice is the sound of grating stone, alien and cold.

Gender: None     Age: Many Millennia     Height: Variable, Usually 7-8'     Eyes: Black

Hair: None     Skin: Like Coarse Black Sand     Build: Variable, Muscular In Humanoid Form 

Approach: Ninja                   Archetype: Inhibitor

Health:  30 + (5 x H)

Powers: Density Control d10, Elasticity d10, Swimming d8, Wall-Crawling d8, Toxic d6

Qualities: Close Combat d10, Stealth d10, Finesse d8, Fitness d8, Shattered Inhuman Golem d8

Status: (# of heroes with penalties) 0 - d6 / 1-2 - d8 / 3+ - d10

Abilities:

Agonizing Blow (A) Attack using Close Combat.  Hinder that target using your Max + Min dice.

Blacksand Shroud (A) Hinder using Density Control.  This penalty is persistent and exclusive.  As long as this penalty is in play, reduce damage dealt to you by one and whenever you are dealt damage, the target of this penalty takes one irreducible damage.

Blacksand Storm (A) Hinder multiple targets using Elasticity.  Use your Max die.  Attack one of those targets using your Mid die. 

Slip Away (R) When Attacked, Defend yourself by rolling your single Stealth die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Brainwashing Zone (I) +10 Health.  While the scene is in the green zone, all heroes' qualities of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes' qualities of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' quality dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a quality entirely until this upgrade is removed.  If a hero is knocked out while this ability is active, create a new friendly minion with a die size equal to the hero's largest power die to represent the brainwashed hero.

Master of the Unfathomable (I) If you are in a situation involving ancient forces, automatically succeed at an Overcome to follow your ancient programming despite your damaged state.

Tactics

Blacksand uses its flowing form in combat, varying its consistency and shape to attack and defend.  Agonizing Blow is its most straightforward Attack, and can be delivered in its stony form, a lashing whip of abrasive sand or a choking toxic cloud.  Blacksand Shroud lowers its density enough to drive a subcutaneous lair of particles into its victim, establishing a lasting link with their life force.  It can dissolve into a cloud of particles with Slip Away when pressed, and deal with multiple foes using Blacksand Storm to stretch itself over a broad area for a brief period.

With its upgrade the creature can surround itself with a haze of its own substance, which acts as a psychoactive hallucinogen to most organic lifeforms.  It mastery lets it fulfill the orders of its long-vanished creators more effectively.

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Admiral Phantom

The otherworldly entity known as Admiral Phantom claims to be the spirit of a pirate "admiral" who perished in the late 17th century, going down with his ship while battling against the English navy.  No historical records of the events he's described have been found, but arguing with the unquiet dead is an exercise in futility even for superheroes.  The Admiral was stirred from his watery slumber during World War Two and has remained active intermittently ever since then, pirating ships of all kinds, pillaging isolated coastal communities, and even occasionally sailing upriver in pursuit of nautically-themed treasures of mystical origin.

Admiral Phantom has demonstrated the ability to summon the spirits of those who've drowned at sea to obey his commands, potentially manifesting dozens or even hundreds of them.  His powers are strongest at sea, diminishing on shore and falling off greatly the farther inland he travels.  He also commands dark magics that let him meddle with the fabric of reality.  While generally interested in plunder and spreading fear, he has occasionally attempted more ambitious schemes.  He has access to ritual magic that could submerge entire islands or coastal cities, something that would bolster his powers and the ranks of his drowned crew considerably if he succeeded.   

Description: Ghostly apparition of an Age of Sail pirate captain, dressed in a ragged and bloodstained English officer's coat.  His hawk-like features are partly concealed by his long dark hair, seemingly blown in a spectral wind.  The figure is festooned with black powder pistols and carries a long cutlass which blazes with pale flame when brandished in combat.  His voice is hollow and mournful, nearly drowned out by the sound of sea and storm.  

Gender: Male               Age: Died Late 1600s            Height: 6'4"           Eyes: Glowing White

Hair: Black, Wind-Tossed           Skin: Deathly Pallor           Build: Wispy Ectoplasm

Approach:  Creator                     Archetype:  Overlord

Health:  30 + (5 x H)

Powers: Infernal d10, Intangibility d8, Swimming d8, Flight d6

Qualities: Magical Lore d10, History d8, Leadership d8, Officer of the Unquiet Armada d8, Otherworldly Mythos d8

Status:  (# of Minions & Lieutenants) 9+ - d12 / 5-8 - d10 / 3-4 - d8 / 1-2 - d6 / 0 - d4

Abilities:

Admiral's Orders (A) Boost using Leadership for all your minions until the start of your next turn.

Commander & Crew (A) Attack using Infernal.  Use your Max die.  Defend yourself against all Attacks until the start of your next turn using the number of your minions.

General Quarters (A) Use Magical Lore to create a number of minions equal to the value of your Max die.  The starting die size of for those minions is the same as the size of your Min die.

Lieutenant On Deck  (A) Use Magical Lore to create a lieutenant of the same die size as your Max die.

Reclaim the Fallen (R) When one of your minions is destroyed, roll its die and Recover that much Health.

Upgrades & Masteries (optional, usually in effect if at sea):

Hardier Minions + 5 Health.  Gain Supernatural Promotion (A) Upgrade a number of your minions equal to the number of heroes in the scene by increasing their die size by one (max d12).

Master of Conquest (I) As long as you are in command of your own forces, automatically succeed at an Overcome to seize an area or capture civilians.

Tactics

Admiral Phantom relies on his crew of drowned spirits for his effectiveness, supporting them as they support him.  He can conjure up ghostly sailors in large numbers with General Quarters or a fellow officer with Lieutenant On DeckAdmiral's Orders makes his minions far more effective and he can Reclaim the Fallen as they take losses to restore his own energies.  When forced to take a direct hand in a fight he relies on backup from Commander & Crew for protection.

With his upgrade he can issue a Supernatural Promotion to sailors who merit a reward.  His mastery lets him coordinate them flawlessly when it comes to looting, plundering and seizing other ships by force.

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Seaman's Spirit variable minion, often d8 or d10 (see General Quarters and Supernatural Promotion)

Description: Spectral sailors from throughout history, the majority stemming from the Age of Sail.  Many are armed with ghostly weapons native to their time period and the rest can conjure up phantom cutlasses, belaying pins and the like at need.  They seem to be trying to speak but only faint moaning and sounds of wind and sea can be heard.   

Ghosts of the Drowned: You are immune to drowning and may move as though you had Flight d4, Intangibility d4 and Swimming d6.


Phantom Officer variable lieutenant, usually d10 (see General Quarters)

Description: Ghostly naval officers from throughout history, most from the Age of Sail.  Better dressed and equipped than regular seamen, they wear their tattered uniforms even in the afterlife.  Many are armed with ectoplasmic swords and pistols, and the rest can summon whatever weapons they're comfortable with at will.  Like their lesser brethren they're accompanied by the sound of storm and high seas, although one can faintly hear them shouting commands from the Great Beyond.

Ghosts of the Drowned: You are immune to drowning and may move as though you had Flight d4, Intangibility d4, Swimming d6.

No Malingering!: Nearby Seaman's Spirits minions may reroll any die rolls of one.


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