Showing posts with label Bruiser. Show all posts
Showing posts with label Bruiser. Show all posts

Monday, June 9, 2025

OGRE & OGRESS, Super-Thug Power Couple

Going to be needing these loutish lovers for a future post, so here they are in all their dubious glory.  They usually work together (with or without other villains) but I've also included a solo version and a lieutenant writeup for times when they're not getting the spotlight.


OGRE is an homage to the identically-named villain from the combat example in Champions 1e all those years ago.

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The Loving Couple

OGRE

Description: A big green-skinned brute in a black wrestler's singlet and oversized combat boots.  His physique has a weird doughy look, but those lumpy muscles are impressively powerful.  Has a deep, rumbling voice and tends to shout a lot.  He's got a surprisingly good vocabulary when he feels like using it - usually to boast about his own might.

Gender: Male     Age: 33     Height: 7'2"     Eyes: Muddy Brown

Hair: Patchy Orange Spikes     Skin: Olive Green     Build: Muscularly Lumpy

Approach: Bully                   Archetype: Squad

Health:  30 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

Qualities: Banter d8, Imposing d8, Mercenary Super-Thug d8

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

Abilities:

One-On-One (A) Attack one target using Strength.  Use your Max die. Defend against all Attacks from the target until the start of your next turn with your Mid die. 

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

Two-Fisted Beatdown (A) Attack two nearby targets using Strength.  Use your Max die against one target and your Mid + Min dice against the other target.  If either target Defends against this Attack, both targets benefit from that Defend effect.

Watch It, You Dope! (R) When another villain is Attacked, Defend against that Attack by rolling your single status die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a Monster Trike d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When OGRE is Attacked, roll this vehicle's die.  If it rolls higher than OGRE's current Health, both OGRE and the vehicle escape the scene.  Sturdy (I) When making saving rolls against damage, add a +2 bonus.

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


OGRESS

Description: A big green-skinned woman in a black one-piece skinsuit and oversized combat boots.  Her physique has a weird doughy look, but those lumpy muscles are impressively powerful.  She has a low, gravelly voice and spends a lot of time complaining about whatever subject catches her fancy - often any other villain she's working with.  She's very creative about her insults, borrowing from other languages that she otherwise lacks any real knowledge of.

Gender: Female     Age: 32     Height: 7'1"     Eyes: Lusterless Blue

Hair: Scraggly Orange Mane     Skin: Olive Green     Build: Muscularly Lumpy

Approach: Bully                   Archetype: Squad

Health:  30 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

Qualities: Banter d8, Imposing d8, Mercenary Super-Thug d8

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

Abilities:

Get On With It Already! (A) One ally makes a basic action now.  Use their Max die and reroll all ones during this action.  

One-On-One (A) Attack one target using Strength.  Use your Max die. Defend against all Attacks from the target until the start of your next turn with your Mid die. 

Two-Fisted Beatdown (A) Attack two nearby targets using Strength.  Use your Max die against one target and your Mid + Min dice against the other target.  If either target Defends against this Attack, both targets benefit from that Defend effect.

Watch It, You Dope! (R) When another villain is Attacked, Defend against that Attack by rolling your single status die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a Monster Trike d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When OGRESS is Attacked, roll this vehicle's die.  If it rolls higher than OGRESS' current Health, both OGRESS and the vehicle escape the scene.  Sturdy (I) When making saving rolls against damage, add a +2 bonus.

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

Tactics

Not so much.  When working as a duo, they rely on Watch It, You Dope! to cover each other (and Boost themselves with "You Owe Me on" bonuses) while beating on foes two at a time with Two-Fisted Beatdown.  If that doesn't work, they'll pick the most annoying target and single them out for a little time One-On-One.  OGRE gets a little extra damage out of Showing Off, especially when working with lieutenants or other villains.  OGRESS prefers to order allies (particularly OGRE) around with Get On With It Already! instead.

Their upgrades are a pair of custom armored trikes with semi-AI autopilots, built-in weapons and manipulator tentacles, and an emergency Zoom Gate escape teleporter.  OGRE's is a reverse trike (two wheels up front) which OGRESS this is stupid-looking, so rides a traditional model (two wheels in back).  They're usually being paid by someone else for whatever havoc they're wreaking, hence their mastery.

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OGRE or OGRESS (Working Solo)

Description: They look just like their descriptions above, but there's just the one big brute.

Approach: Bully                   Archetype: Bruiser

Health:  45 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

Qualities: Banter d8, Imposing d8, Mercenary Super-Thug d8

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

Abilities:

Mocking Boast (A) Defend using Banter.  Use your Mid + Min dice.  Recover using your Max die.

One-On-One (A) Attack one target using Strength.  Use your Max die. Defend against all Attacks from the target until the start of your next turn with your Mid die.

That All You've Got? (R) When Attacked, use the amount of damage taken to Boost yourself.

Two-Fisted Beatdown (A) Attack two nearby targets using Strength.  Use your Max die against one target and your Mid + Min dice against the other target.  If either target Defends against this Attack, both targets benefit from that Defend effect.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a Monster Trike d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When Ogre is Attacked, roll this vehicle's die.  If it rolls higher than Ogre's current Health, both Ogre and the vehicle escape the scene.  Sturdy (I) When making saving rolls against damage, add a +2 bonus.

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

Tactics

Similar to when they're working together, start with Two-Fisted Beatdown and if that doesn't work, go One-On-One with the most irritating hero.  Supplement that with reactionary Boosts from That All You've Got? and take an occasional break to use Mocking Boast for Defense and some healing if you're starting to get low (about 5 x H).

Upgrade and masteries are the same as above.

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OGRE & OGRESS d10 (in a pair) or d12 (solo) lieutenants

Description: As above.

Tough As Nails: You gain a +2 bonus when rolling saves against damage.


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Sunday, August 4, 2024

Bludshed, Champion of Evil

A straightforward flying powerhouse villain with a bit of a Nineties feel, but can adjust that by just turning the "murderous brute" dial up and down as needed.  Maybe spell his name properly too, but I remind you that goofy spelling are not unique to that decade.  Angar the Screamer goes back to 1973, and Blastaar to 1967.

Bludshed

John Deville was a smuggler of stolen antiquities passing as a legitimate archeologist until the day he stumbled over the lost sanctum of some ancient diabolist, his splintered bones still protruding from under the gigantic block of fallen stone that ended his life.  In breaking the seals laid upon the place he drew the attention of the long-dead mage's otherworldly patrons.  Offered superhuman power and near-immortality in exchange for bringing death and destruction to the world, he was quick to speak the magic word MAZASH! and transform into Bludshed, Champion of Evil.  

Since then he's clashed with many heroes, sometimes triumphing and committing some new act of mass slaughter, more often being defeated and having his powers stripped for a time by his dark masters as punishment for failure.  To date he's eventually been restored to his powered state each time, in several cases during attempts to kill him in his mortal form.  No method seems to prevent this "insurance policy" effect, which is the primary reason he hasn't been executed for his crimes years ago.  "Don't try to kill John Deville" is a well-known adage in the superhuman community.

While prone to over-relying on his great powers and brute force, Bludshedd retains Deville's cunning and amoral personality.  He frequently surprises opponents with unexpected ploys during combat, and seemingly straightforward schemes that turn out to be much more convoluted than they first appear.  While he dislikes voluntarily abandoning his empowered form, he can do so when he wants to and sometimes passes as an ordinary civilian (sometimes in magical disguise) to achieve his masters' goals. 

Description: Tall, powerfully built figure with a literally devilish cast to his sharp features.  Wears nothing but a pair of black-and-purple striped pantaloons and shiny black boots, leaving the blood-red skin of his impressively muscled upper body exposed.  When he changes personal health zones he sprouts diabolic black horns - mere inches long in Yellow, growing to curved blades over a foot in length in Red - and shattering if he goes Out.  He speaks in a booming voice dripping with contempt for those around him.

His civilian form is a good eight inches shorter, with the gangling physique of a scarecrow and shaggy gray hair.  He needs powerful glasses to see anything beyond arm's reach and speaks with the ragged voice of the long-time smoker.

Gender: Male     Age: 39     Height: 6'3"     Eyes: Jet Black

Hair: None, Black Goatee & Moustache     Skin: Blood Red     Build: Absurdly Muscular

Approach:  Prideful                  Archetype:  Bruiser

Health:  45 + (5 x H)

Powers: Flight d10, Momentum d10, Strength d10, Vitality d8

Qualities: Close Combat d10, Imposing d10, Fitness d8, Much Smarter Than Expected d8, Otherworldly Mythos d8

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

Abilities:

Berserk Vitality (I) Reduce damage taken from physical or energy sources by 1/2/3 while you are in the Green/Yellow/Red zone.

Blood Rage (A) Attack using Strength.  If your current status is in the Green zone, use your Max die.  If your current status is in the Yellow zone, use your Max + Min dice.  If your current status is in the Red zone, use your Max + Min dice against one target and your Mid die against a different target.

Fearsome Might (A) Attack using Imposing.  Use your Max + Min dice.  If the Attack causes the target to change zones, Boost yourself with your Mid die.  This bonus is persistent and exclusive.

Heart-Stopping Dread (R) When a nearby hero rolls a one on any of their dice during their turn, Attack them by rolling your single Imposing die.

Upgrades & Masteries (optional):

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

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:

Bludshed is a brutal fighter who relies on strength, speed and raw aggression, augmented by his fearsome reputation as a casual killer.  He generally relies on Fearsome Might in the early stages of a combat, using whichever power seems likely to get the best effect at the moment and supplementing his damage output with Heart-Stopping Dread whenever he can.  Once he reaches Red status he'll generally switch to Blood Rage for the added damage, although he still keeps an eye out for opportunities to get an easy bonus from pushing a hero down a GYRO stage - including from Red  to Out.  While stacking exclusive bonuses doesn't help him much he'll continue to do so until he reaches a +4 through applying an earlier bonus to his Mid die.  Berserk Vitality makes him increasingly hard to damage as a battle continues and extends the period where he can use his improved status die.

His upgrade increases his damage output to an alarming level, and reflects a "performance bonus" from the diabolical patrons behind his mastery.

Design Notes

This villain was going to be part of Nineties week as an example of a shameless ripoff character, but he wound up getting replaced by the bad Hulk imitation Ang-Gorr instead.  I belatedly realized that there are already so many evil versions of Captain Marvel (the Fawcett Comics original one that DC isn't allowed to use the real name for anymore, not all the other Captains Marvel who've stolen the supranym) that it's impossible to really rip the concept off any more.  The people who control the IP have beaten that horse to death.  It's not enough we've got Black Adam and family, there's Ibac, Sabbac, Bizarro Captain Marvel, and even Alexander Luthor cosplaying as a Mazash already.  And I've probably missed some others.

Still, no reason not to have my own version, which is kind of a mix of several of the others.  A ripoff  of a knockoff, as it were.  I am keeping the painfully Nineties name as a reminder of his roots, though.  You have to say it extreme, you know.  BLUDSHEDDD! 


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Monday, August 7, 2023

Commander Savage, SEVER Assault Leader

SEVER (Superhuman EValuation and ERadication) is a conspiratorial semi-secret organization dedicated to identifying and exploiting the weaknesses of superhuman beings with a long term goal of "freeing normal humanity from the menace of the superfreaks" by any means necessary.   It has international reach but concentrates a great deal of its activity in the United States, which has a disproportionate amount of superhuman activity within its borders.  SEVER has illicit ties to many national governments and law enforcement agencies, providing enough information on supervillains and rogue vigilantes to operate quietly most parts of the world.  Their more extreme work (the "eradication" part of their agenda) requires covert maneuvering and plausible deniability even in the most cooperative countries.  

Any superhuman is a potential target for SEVER, although they tend to prioritize dealing with weaker targets who avoid the media spotlight.  Direct assaults are always a possibility, but the organization is also adept at playing so-called "heroes" and "villains" against one another and mopping up the survivors when the opportunity arises.  SEVER dislikes media attention themselves, and try to remain behind the scenes even when aiding "allied" government agencies in dealing with unsanctioned supers.

Commander Savage

Rico Savage is a former US army captain, and might still be in the service if not for a personal tragedy.  His wife and two infant children were killed during a confrontation between a particularly ruthless supervillain and a team of vigilante "heroes" who chose to prioritize capturing their foe over saving her hostages.  The loss shattered him, and the day after the vigilantes were publicly commended for their actions by the US president he walked away from his former life and straight into the ranks of SEVER.  

His story wasn't terribly unusual in that organization's ranks, but the skills he brought with him were.  In the four years he's worked for SEVER he's risen swiftly through the ranks from mere agent to commander in charge of planning and executing most eradication operations.  He frequently accompanies strike forces to ensure the targeted superbeings are eliminated and minimize losses among his own troops.  If he has any doubts about what he's doing or SEVER Prime's ultimate plans there's no apparent sign of it.  Commander Savage has gone from a loving husband and family man to a cold, calculating machine whose life revolves around fulfilling his current mission as efficiently as possible.

Description: A sturdy, muscular man wearing a baggy olive-green uniform topped with a tactical harness covered in specialized gadgetry for dealing with super-beings and their freakish powers.  He carries a unique three-section staff with concealed multispectrum blasters in each end, which can also lock together and extend a retractable blade to act as a spear.  He has a powerful voice and a marked air of command. 

Gender: Male        Age: 31       Height: 5'11"       Eyes: Brown

Hair: Black, High & Tight     Skin: Weathered Caucasian     Build: Burly

Approach: Tactician                         Archetype: Bruiser

Health:  40 + (5 x H)

Powers: Gadgets d8, Three-Section Blast-Staff d8, Agility d6, Awareness d6

Qualities: Leadership d10, Self-Discipline d8. Veteran Cape-Hunter d8, Fitness d6

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

Abilities:

CQB Drill (A) Attack one target using Three-Section Blast-Staff.  Use your Max die.  Either Hinder that target using your Mid die, or Attack a second target using your Mid die.

Defensive Drill (A) Defend using Self-Discipline.  Use your Mid + Min dice.  Recover Health equal to your Max die.

Quick Command (R) Take one irreducible damage to reroll an ally's dice pool.

Teamwork Drill (A) Take a basic action using Leadership.  Use your Max die.  One nearby ally also takes that same basic action as their reaction.

Upgrades & Masteries (optional):

Mook Squad +0 Health.  Gain Reinforcements (A) Replenish your SEVER Agent minions up to the number of heroes in the scene.

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

Commander Savage generally operates alongside an elite unit of lieutenant-grade agents, sometimes backed up with minions or battle suits.  He'll reserve his Quick Command reaction on the first ally who rolls poorly each round, helping offset the high variability of single-die henchman types.  Teamwork Drill is a versatile ability that improves the action economy of one of his soldiers, while Defensive Drill lets him protect himself or a key ally while also restoring health lost to damage or his own reaction.  He rarely resorts to CQB Drill unless caught without his supporting troops and he can't see a way to withdraw from the action to fight another day.

His upgrade gives him access to reinforcement troopers, which he'll call on when running low on allies.  His synergies still work pretty well on minions, and he needs some forces on the field to use his mastery. 

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SEVER Agents d10 lieutenants and d8 minions

Description: Ordinary humans in baggy olive-green boiler-suit uniforms with snug hoods that leave just their faces exposed.  They carry a variety of Kirby-tech weapons and wear black utility belts hung with gadgetry and restraints designed to deal with superhumans.  Their outfits have the organization's signature "struck-through S" logo on their left chest in white.  Lieutenants have fancier weapons and gear but are otherwise identical.

All Sever Agents have the following ability:

Specialized Restraint Gear: When you Hinder a superhuman target, you may make that penalty persistent and exclusive.

Lieutenants will also have one or two of the following additional abilities:

Call For Backup: Roll your status die and add that many SEVER Agent d8 minions (to a maximum of H new minions) to the scene nearby.  They have the Specialized Restraint Gear ability and cannot act until the next round.

Coordinated Takedown: When you Hinder a target, any number of SEVER Agent minions who haven't acted this round may also roll their die and add them to yours to determine the total for establishing a penalty.  Those minions cannot act until next round.

Rally: When you Boost you may target all nearby SEVER Agent minions, and you may increase each minion's die size by one (max d8).

Whatever It Takes: You may reroll your die when taking an action, but your die size decreases by one after the reroll.

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ACE Rigs d10 lieutenants

Description: Armored Combat Exoskeleton rigs are bulky 7' tall power assisted frames operated by elite SEVER agents and carrying heavy armor plating and oversized weaponry.  The machinery is an overall dark gray with some olive green accents.  ACE rigs are built for heavy combat against superhumans and are only used when remaining covert is no longer an option.

Heavy Duty: When you take an Attack action, you may also Defend yourself or a nearby ally with the same roll.


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Friday, July 28, 2023

Hell-Hawk and His Angels of SIN, Aerial Menaces

Continuing on from my earlier Agents of SIN post, this expands that organization a bit with a new villainous engineer and his personal task force of agents and robots.

Hell-Hawk

Arno Wells is an engineer, roboticist, and member of the Science Integration Network, whose technocratic goals align with his interests.  In addition to his technological talents, he also operates as the supervillain Hell-Hawk, engaging in missions for the organization and occasionally for his own purposes.  Most SIN researchers prefer to let others field-test their creations while remaining safely in the lab, but Arno is happy to get out there and see how his latest mecha-raptors perform - taking reasonable precautions against being captured himself, of course.

Wells' specialty ("obsession" might be more accurate) is recreating organic aviform flight with robotics, which translates to building mechanical birds and "angel wing" flight packs for human agents.  With access to SIN's resources he's made the technology reliable and effective, although it isn't really any more efficient than more conventional means of flight, much less super-tech like anti-grav impellers and reactionless thrusters, and his combat raptors aren't really any more effective than human operatives with advanced technology or biological augmentations.  His eccentricities are still seen as acceptable given how useful the SIN/OD division finds his more lifelike camouflaged robo-birds for espionage and recon work.  Nobody pays any attention to pigeons and seagulls, after all.

Arno's obsession with emulating avian flight with robotics stems from the plane crash that orphaned him and left him with his extensive burn scars.  The last thing he saw as the emergency services crew took him from the crash site was a hawk circling high overhead, leading to a lifelong focus on developing safer forms of flight than conventional aviation technologies.  Birds, as he's quick to point out, never fall out of the sky on fire.  The uncle who adopted him was happy to encourage the ten year old's interests, at first to keep him occupied and later, when it became clear the boy had a real genius, for practical reasons.  His uncle was a covert member of SIN, and introduced his talented nephew to the organization when he was still in his twenties.  He's since risen to become a respected (albeit eccentric) member of the organization.

Description: A tall, wide-shouldered figure wearing a streamlined suit of lightweight powered armor incorporating prominent angel-like wings.  The suit is a mix of bright reds and oranges, with bright yellow metallic feathers, and sports flame projectors and slashing blades on both forearms.  Its helmet is is shaped like a hawk's head and completely conceals the wearer's feature, with glowing blue optic sensors.  The integral voice modulator can emit a variety of birdlike shrieks as well as human speech with mechanical overtones.

Gender: Male        Age: 30-Something        Height: 6'1" (12' Wingspan)       Eyes: Blue

Hair: Shaved            Skin: Pale, Extensive Burn Scars            Build: Broad-Shouldered

Approach: Creator                         Archetype: Bruiser

Health:  35 + (5 x H)

Powers: Robotics d10, Fire d8, Flight d8, Power Suit d6

Qualities: Technology d10, Acrobatics d8, Criminal Underworld Info d8, Imposing d8, Obsessive Mecha-Ornithologist d8 

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

Abilities:

Call the Raptors (A) Use Robotics to create a number of minions equal to the value of your Max die.  The starting die size of those minions is the same as the die size of your Min die. 

Fierce Flyers (A) Attack using Technology.  Use your Max die with a bonus equal to the number of minions you control.

Invigorating Flight (A) Defend using Acrobatics.  Use your Mid + Min dice.  Recover Health equal to your Max die.

Pain Makes Me Stronger (R) When Attacked, use the amount of damage taken from the Attack to Boost yourself.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a War-Eagle d8 Lieutenant with the following abilities to the scene:  Bombard (A) Attack all heroes with this vehicle's roll.  Use this ability only if the vehicle is below its starting die size or the scene is in the Red zone.  Distance Attack (I) In order to Attack this vehicle, the hero must make an Overcome action in order to get close enough to it.  Escape Plan (R) When Hell-Hawk is Attacked, roll this vehicle's die.  If it rolls higher than Hell-Hawk's current Health, both he and the vehicle escape the scene.  Minion Deployment (A) Add minions to an existing group equal to half the vehicle's current die size.  These minions are of a size equal to the highest die size already in the group.  If the vehicle has a bonus or penalty adjust the number of minions by that amount and then remove that mod.

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

Hell-Hawk is a mobile and enthusiastic combatant, soaring wildly around the battlefield while his mechanical hawks distract and confuse the foe.  He gleefully exploits Attacks to gain the benefits of Pain Makes Me Stronger and then channels the resulting bonuses into flooding the scene with more minions using Call the Raptors.  Once he has a sufficient number of them in play or hits d8 status from damage, he'll shift Attacking with their aid using Fierce Flyers and his integral weapons.  Only when badly battered will he break off the assault to use Invigorating Flight the restore himself for more action, although he will pause to summon more mecha-hawks if their numbers are sufficiently depleted.

If his upgrade is available he brings a high-flying War-Eagle flying arsenal to the battle, which can provide a variety of benefits, deploying more mecha-hawks, bombarding foes with its payload of munitions, acting as a distraction and offering a quick escape.  His mastery makes his fleet of flying robots even more dangerous than normal.

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Science Integration Network (SIN)

The Science Integration Network maintains a low-profile front as a global initiative to share scientific research data for the good of humanity, but its true nature is much darker and better fitted to their SIN acronym.  A largely secretive conspiracy of would-be technocrats and fringe scientists, their ultimate goal is to dominate the world through the power of superior technology and free researchers from the stifling bonds of ethics, morality and other superstitions.  Their goals are appealing to many technically-oriented super-geniuses, although most of them are too megalomaniacal to cooperate with others long enough to advance SIN's agenda much.

The organization has two main divisions, the Operations Directive and the Novel Engineering Research branch.  The SIN/OD specializes in industrial espionage, internal and external security, and direct action against rivals.  They employ cutting edge military-grade equipment when secrecy isn't a priority, and spy-fi gadgetry when remaining covert.  SIN/NER concentrates on developing and testing new technology, including conducting research into the nature of super powers of all kinds.  Most often found field testing experimental devices as part of the organization's overall goals, SIN/NER agents have also been known to hunt supers (both heroes and villains) for use as experimental specimens and test subjects.

Hell-Hawk has worked with both divisions on occasion, and has his own specialized flight-capable "Angels of Sin" squads available to him, led by "Fallen Angel" lieutenants.  He prefers to rely on his own mecha-raptors for combat duties, but having some minions with actual hands along to carry captives and loot does come in handy.       

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Mecha-Raptors d6, d8 or d10 minion (see Call the Raptors)

Description: Obviously mechanical birds of prey in a variety of sizes and "species" modeled after real hawks, falcons, eagles, etc.  Armed with sharp claws, beaks and wing-blades, with many incorporating small flame projectors as well.

Robotic Aviforms:  You may move as though you had Flight equal to your current die size.


Angels of SIN d8 minion

Description: Colorfully-garbed human operatives with birdlike mechanical wing harnesses and carrying a variety of scifi "blaster" weaponry and humming shock batons.  Their jumpsuits are bright red and their signature SIN hoods are flame orange, foregoing the usual blue tones. 

Wing Harnesses:  You may move as though you had Flight d6.  While flying, you gain a +1 bonus to saves against damage.


"Fallen Angel" Operative d10 lieutenant

Description: They share the overall look of the lesser Angel agents, but their wings are larger and more powerful.

Aerial Ace:  You may move as though you had Flight d8.  While flying, you gain a +1 bonus to saves against damage.

Ground Attack Run:  You may make an Attack action against multiple targets that aren't flying.  


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Saturday, June 24, 2023

Villain Design Analysis: Archetypes Part 1 - Bruiser & Domain

Continuing this series with a look at villain Archetypes, the second mandatory element of building a villain.  Archetypes define how the villain's status dice are determined, provide a modifier to Health that's combined with the base number from your Approach, and add another two or three choices of abilities from the Archetype's list of options.

Bruiser

Bruisers have a 6/8/10 status die spread that scales upward as their Health drops through the GYRO zones, fighting harder the more damage they've taken.  They have a solid Health bonus that lets them take quite a beating and two abilities from the following list:

Bring It On! - Reaction that Boosts you using the damage of an Attack against you.  A bit more useful for villains than heroes owing to having more Health to start with.

Feel No Pain - Innate damage reduction scaling based on your current GYRO zone.

Grin and Bear It - Bundled Defend and healing, both quite strong.

Lash Out - Single-target Attack ability that starts okay and scales up as based on your current GYRO zone, adding a second target in Red.

Living Wall - Reaction that lets you become the target of an Attack against an ally.  Can be used more than once per round with extra uses costing a tiny amount of Health.

Toss Hero - Solid Attack ability that lets you choose to Hinder the victim or hit another target.

Despite the Archetype's name, this list is actually somewhat defensive in nature, with strong options for damage reduction and healing.  It also has two solid offensive abilities, but the real standouts are its two reactions, one of which rewards you for taking damage and the other provides a rare "bodyguard" option that lets you take hits for allies, and the only villain reaction that can be used multiple times per turn.  It's a fairly versatile list that lets you build a villain capable of operating independently or as part of a team, and can be paired with most Approaches with decent synergy.  

One notable weakness to the Archetype is that its status is based solely on their personal Health zone.  If the heroes don't damage them they can stay at a d6 indefinitely, only to be suddenly put down in a flurry of strong Attacks late in the scene when PCs have access to strong Red abilities.  This can be gotten around with the Living Wall ability, but without it an "avoidance strategy" can leave four of your five other abilities underperforming, so you'll want to think hard about taking Approach abilities that are less damage-dependent.

That said, there doesn't seem to be a real need for homebrew abilities here.  

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Domain

Domain villains have a 6/8/10 status die spread that increases the more environment targets and challenges are in play.  Their Health modifier is tied for the highest of all Archetypes, and they gain three abilities from this list:

Ascend From My Realm - Innate ability that makes you immune to damage from environmental source, but only during the environment turn.

The Earth Trembles Around You - Lets you destroy any number of environment minions to Attack every target in the scene except yourself by rolling all their combined dice.  You might as well destroy all of them, because they any you don't use are going to die anyway.  This can easily lead to a total defeat for the heroes in a single action if they haven't managed to keep environment minion numbers under control, so be very careful about using this one on teams that can't sweep minions efficiently.   

Power Heeds My Call in All Forms - Strange ability that lets you remove any number of environmental bonuses in the scene to Attack that many targets for medium damage with a different bonus used on each.  Kind of hard to use effectively unless the environment has twists with multi-target Boosts.

This Place Is Mine To Command - Lets you activate your choice of environmental twist in the scene's current GYRO zone or the next one closer to Red.  Still can't use any single major twist more than once per scene.  Effects are obviously going to be wildly variable based on what twists are available. 

To Me, My Minions - Lets you destroy any number of environmental minions, rolling all their dice and healing that much damage.  This can produce some enormous swings if the heroes have let too many environment minions get into play, especially given the high Health many Domain villains have.

The World Moves to Defend Me - Reaction ability that lets you redirect an Attack on you to an environment minion. 

No other Archetype interacts with the environment to the degree Domain does, and it's essentially mandatory to include an environment in any scene that uses a Domain villain.  You may even need a custom environment built for the villain for narrative and/or mechanical reasons, and if you're using a generic environment it may be a good idea to write up a few extra twists tailored to the villain's impact on their surrounding - for ex, a magical villain might have twists involving supernatural effects or being that get "overlaid" on a mundane urban environ or scifi space station.

This Place Is Mine To Command is almost mandatory for a Domain villain, giving them the ability to accelerate environment twists to bring out the mods, targets and challenges needed to fuel their status die and other abilities.  Three of the those abilities require environment minions to be present, and all of those destroy or at least degrade the minion(s) being used.  One ability eats up environment bonuses for extra Attacks, which can be stolen from hero targets if a twist gave them some.  The last ability keeps you from taking damage from environment sources during its turn, which means you'll still at risk if you trigger a damaging twist on your turn, limiting your options. 

All of this tends to push Domain villains into gameplay that resembles more conventional minion-creation villains that use the Creator Approach or Legion/Overlord Archetypes.  Players who can effectively control the number of environment minions and challenges will generally have an easy time of it, while others will struggle.  There's also no interactivity at all with any environment lieutenants that appear, and no resistance to environment penalties, only damage.

With that in mind, here are a few homebrew abilities to add a bit more variation in what frequently feels like a very narrow and swingy Archetype:

Advantageous Circumstances (I) Whenever you would gain a bonus from an environment twist, target or challenge increase the size of that bonus by one.  Whenever you would gain a penalty from an environment twist, target or challenge, ignore that penalty entirely. 

Coordinated Offense (A) Attack one target using [Power/Quality].  One nearby environment lieutenant or minion rolls their die and adds the result to the Attack's damage. 

So an option that protects you from environment penalties while making bonuses better on you (which slightly discourages expending minions on other abilities when they could be Boosting you), and an ability that interacts with environment all types of environment targets - both of which could be some kind of mind control or trickery if cooperative environment minions don't make narrative sense.  

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Continued in Archetypes part 2.


Blog Content Index

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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Tuesday, May 23, 2023

Rush & Crush, Agents of SIN

Two partnered villains and the secretive organization that created them.  Hell-Hawk is another member of the conspiracy, with his own unique minions and lieutenant.

Science Integration Network (SIN)

The Science Integration Network maintains a low-profile front as a global initiative to share scientific research data for the good of humanity, but its true nature is much darker and better fitted to their SIN acronym.  A largely secretive conspiracy of would-be technocrats and fringe scientists, their ultimate goal is to dominate the world through the power of superior technology and free researchers from the stifling bonds of ethics, morality and other superstitions.  Their goals are appealing to many technically-oriented super-geniuses, although most of them are too megalomaniacal to cooperate with others long enough to advance SIN's agenda much.

The organization has two main divisions, the Operations Directive and the Novel Engineering Research branch.  The SIN/OD specializes in industrial espionage, internal and external security, and direct action against rivals.  They employ cutting edge military-grade equipment when secrecy isn't a priority, and spy-fi gadgetry when remaining covert.  SIN/NER concentrates on developing and testing new technology, including conducting research into the nature of super powers of all kinds.  Most often found field testing experimental devices as part of the organization's overall goals, SIN/NER agents have also been known to hunt supers (both heroes and villains) for use as experimental specimens and test subjects.       

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Agent of SIN d8 minion

Description: Colorfully-garbed human operatives carrying a variety of scifi "blaster" weaponry, powered restraint auto-lashes and humming shock batons.  SIN/OD agents wear navy blue jumpsuits with snug red hoods, gloves and boots, while SIN/NER agents wear identical garb with the colors reversed.

Agents have the following ability by default:

Sidearms & Shockers: You gain a +1 bonus to Attack and Hinder actions.

Optionally, about one agent per group of H minions will replace their default ability with one of the following abilities based on their division:

SIN/OD Plasma Jet: Target up to three nearby enemies whenever you make an Attack action.  If you roll an even number, one nearby ally is also targeted by the Attack.  

SIN/OD Bunker Blaster: When taking Attack actions you gain a +2 bonus and ignore Defend effects.

SIN/NER Auto-Lashes: When taking Hinder actions the penalty you create is persistent and exclusive.

SIN/NER Dazzlers:  When you take a Hinder action, Boost yourself with the same die roll.


"Deadly SIN" Operative d10 or d12 lieutenant

Description: They share the overall look of lesser agents, but their uniforms are quartered between the blue/red color scheme, with contrasting boots and gloves and the hoods vertically divided to contrast with the bodysuit's shoulders.  The more eccentric of them skip the hoods altogether and go bare-headed.

All operatives have the following ability:

Operational Commander: Nearby Agent of SIN minions gain a +1 bonus to all actions as long your current die size is at least as large as theirs.

Many operatives will also have one of the optional abilities available to regular agents, or one of the following abilities:

Call In Backup: Roll your status die and add that many d8 minions (to a maximum of H new minions) to the scene nearby.  They have the Sidearms & Shockers ability and cannot act until the next round.

Prideful: Whenever you roll a save against damage, use the result of the save to Boost yourself whether you pass or fail.

Wrathful: When you take an Attack action, also Hinder the target using the same die roll. 


= the number of heroes in the scene.

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Rush

Raymond Maxwell and his brother Jason were once mere foot soldiers in the service of SIN, recruited straight out of college.  After volunteering for a surprisingly successful empowerment program they've become two of the organization's more reliable superpowered operatives.  Ray (now operating as "Rush") gained phenomenal reaction time and running speed as well as general metabolic improvements.  He's learned to leverage his speed to produce short-ranged sonic booms with finger snaps, and is a deadly shot with the small osmium balls he uses as signature ranged weapons.  He can also share power with others to accelerate their own reactions for brief periods.  The exotic Q-radiation that he and his brother were exposed to seem to have set up a permanent resonance between the two, and both of them are at their best when in proximity to each other.  Part of their loyalty to SIN stems from an honest belief in the vision of a technocratic world, but they've also been told that regular doses of Q-radiation are required to stabilize their powers.  How they might react if that turns out to be untrue remains unclear.

Description: A handsome, athletically-built man with a shaved head and a thin blonde mustache.  He wears a snug single-piece bodysuit that covers everything but his head, the left side in navy blue and the right side in dark red.  He has a tenor voice with and speaks with a pronounced New Jersey accent. 

Gender: Male             Age: Twenty-Something           Height: 5'10"              Eyes: Blue

Hair: Shaved, Blonde Mustache          Skin: Caucasian          Build: Trimly Athletic

Approach:  Ninja                      Archetype:  Squad

Health:  25 + (5 x H)

Powers: Agility d10, Speed d10, Speedballs d8, Sonic d8, Vitality d6

Qualities: Close Combat d10, Ranged Combat d10, Alertness d8, Crush's Partner d8, Science d8

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

Abilities:

Accelerated Ally (A) One ally makes a basic action now using their Max die.  They may reroll all ones they roll as part of this action.

Evasive Volley (A) Attack multiple nearby targets using Ranged Combat.  Then end up anywhere in the scene.

Hyper-Speed Brawler (A) Attack using Close Combat.  Use your Max die.  Use your Mid die to Defend yourself against all Attacks until the start of your next turn.

Shared Acceleration (A) Boost using Alertness.  Boost another target using your Max die.  Use your Min die to Defend yourself against all Attacks until the start of your next turn.

Upgrades & Masteries (optional, only when working with Crash, Crush or Lash):

Hardier Minions + 5 Health.  Gain Accelerate the Gang (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 Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome when your payment is at stake.

Tactics

Rush is used to working with Crush and is a lot less confident if caught without him as backup, usually trying to escape rather than staying to fight.  When Crush is present he'll usually open by Boosting both of them with Shared Acceleration, then alternating between Hyper-Speed Brawler and Evasive Volley to dish out damage while avoiding as much return punishment as he can.  If he starts getting low on Health he'll switch to letting Crush take extra actions using Accelerated Ally, which he can do from a safe vantage point.

If he has his upgrade (which he usually will in a fight) he may also use Accelerate the Gang to augment any minions still active in the scene.  He and Crush make good, reliable muscle-for-hire thanks to their shared mastery but don't perform so well alone.

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Crush

Jason Maxwell and his brother Raymond were once mere foot soldiers in the service of SIN, recruited straight out of college.  After volunteering for a surprisingly successful empowerment program they've become two of the organization's more reliable superpowered operatives.  Jay (now operating as "Crush") has become a physical powerhouse, strong, tough and nearly unstoppable.  His accelerated metabolism lets him heal quickly from any harm he does suffer, and he happily blocks hits for more fragile allies, particularly his speedy partner.  He's capable of leaping vast distances and can produce potent shockwaves with a handclap.  The exotic Q-radiation that he and his brother were exposed to seem to have set up a permanent resonance between the two, and both of them are at their best when in proximity to each other.  Part of their loyalty to SIN stems from an honest belief in the vision of a technocratic world, but they've also been told that regular doses of Q-radiation are required to stabilize their powers.  How they might react if that turns out to be untrue remains unclear.  

Description: Tall, very muscular man with a long fringe of blonde hair and a small scar over his left eye.  He wears a snug single-piece bodysuit that covers everything but his head, the left side in dark red and the right side in navy blue.  He has a booming voice and speaks with a very slight lisp that he's downright touchy about.

Gender: Male             Age: Twenty-Something           Height: 6'1"              Eyes: Blue

Hair: Balding Blonde, Worn Long          Skin: Caucasian          Build: Weightlifter Physique

Approach: Ninja                         Archetype: Bruiser

Health:  40 + (5 x H)

Powers: Strength d10, Vitality d10, Leaping d8, Momentum d8, Sonic d6

Qualities: Close Combat d10, Fitness d10, Ranged Combat d8, Rush's Partner d8, Technology d8

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

Abilities:

Stay Behind Me (R) When a nearby ally would be Attacked, you may become the target of that Attack instead.  You may use this reaction any number of times in a round by taking 1 irreducible damage for each time past the first.

Swinging Fists (A) Attack using Close Combat.  Use your Max die against one target, your Mid die against a second target, and your Min die against any target.

Tank That Hit (R) When Attacked, Defend yourself by rolling your single Vitality die.  Boost yourself using the amount of damage reduced.

Tough As It Gets (A) Defend using Fitness.  Use your Mid + Min dice.  Recover Health equal to your Max die.

Upgrades & Masteries (optional, only when working with Crash, Lash, Rush):

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

Tactics

Crush doesn't like fighting without Rush around for backup, and will generally try to escape the scene by leaping or smashing through buildings if caught without his partner.  When the two are fighting together he covers for Rush and other allies using Stay Behind Me, resorting to Tough As It Gets if he starts getting beaten up too rapidly.  If directly Attacked Tank That Hit gives him a strong defensive reaction.  He's an effective but inelegant fighter who relies on Swinging Fists to brawl with multiple foes at once.  Crush isn't half bad at making basic throwing Attacks if he has to but prefers to leave ranged enemies to his allies.

His upgrade ramps up his damage output a fair bit, and like Rush his mastery represents the two of them being more reliable paid super-thugs than either is alone.


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