Showing posts with label Focused. Show all posts
Showing posts with label Focused. Show all posts

Saturday, November 18, 2023

Corpsefire, Horrifying Supernatural Killer

More of a monster than a conventional villain, and definitely not a unique entity even if they usually appear only one at a time.  Metafictionally, they first appeared in Golden Age horror stories, occasionally being opposed by mystically-inclined mystery men and early supers.  Several writers re-used them in the late 40s and early 50s with them re-imagined as more "scientific" creatures, vengeful corpses animated by radiation rather than the supernatural.  The Comics Code eliminated them for decades, but in the late 80s and 90s they made a return in various dark and edgy stories with magically-inclined heroes and villains.

Worth noting that "corpse fire" is a reasonable synonym for "will-o-the-wisp" when talking about mythological entities that might just be balls of luminous swamp gas, but it sure sounds a lot more badass.

Corpsefire

A corpsefire is a reanimated body, often one that was unjustly slain and has returned to unlife to exact revenge its murderer(s).  They're always bent on pursuing one or more individuals, killing them horribly and presumably claiming their souls in the process.  Most such corpsefires simply burn to ash after their goal is achieved, but the number of victims they may require before they rest is unpredictable.  They also show no concern for the harm they may do while pursuing their vengeance, which makes stopping them ASAP a priority. 

Some corpsefires are the product of cult ritual, using sacrificial victims to create deadly assassins of those who oppose the cult.  These are no less dangerous than the other variety, and more likely to be assigned to hunting innocent targets rather than murderers.

The "scientific" version of a corpsefire rises spontaneously when exposed to radiation and toxic fallout, drawing motivation from vestigial activity in their re-activated nervous system.  Their minions are explained away as vortices of atomic force duplicating those same motivations.  This form of corpsefire swaps in Nuclear in place of Infernal wherever it occurs, and Atomic Revenant for Burning Hell-Zombie.  They otherwise behave much the same, although you're more likely to see multiples of them appear at once.   

Description: A shambling, decaying body shrouded in an unnatural green flame and trailing thick plumes of toxic smoke shot through with eerie green cinders.  They vary from appearance to appearance, but most were adult human males in life and wear little more than tattered, charred pants or sometimes corpse-windings - just intact enough to preserve modesty.  Women and children are rarer but not unheard of, and occasionally one of the bodies may have recognizable features that make identification possible - usually to the dismay of those it pursues.  They do not speak, but constantly emit the sound of crackling flame.

Gender: Usually Male     Age: Unclear, Usually Adult     Height: Varies     Eyes: Rotted Pits

Hair: Burned Off              Skin: Wreathed In Green Fire        Build: Decaying Corpse

Approach:  Focused                      Archetype:  Overlord

Health:  30 + (5 x H)

Powers: Infernal d12, Toxic d8

Qualities: Imposing d10, Burning Hell-Zombie d8, Conviction d8 

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

Abilities:

Blazing Zombie (I) Ignore all damage from Infernal.

Burning Miasma (A) Attack one target using Toxic.  Use your Max die.  That target cannot use reactions or Defend against this Attack.  Attack multiple nearby targets using your Min die. 

Searing Grasp (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. 

Smoking Corpse-Thing (A) Use Burning Hell-Zombie 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.

Surging Corpsefire (R) Defend against an Attack that targets only you by rolling your single Infernal die.  Boost yourself by the amount of damage reduced.

Thickening Fumes (A) Boost using Imposing for all your minions until the start of your next turn.

Upgrades & Masteries (optional):

Hardier Minions + 5 Health.  Gain Blazing Cinders (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 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

A Corpsefire is a remorseless foe bent on tracking down its victim regardless of opposition.  As a Blazing Zombie the thing is utterly immune to hellish flames its shrouded in, which can flare up to provide provide a sudden defense with Surging Corpsefire.  As a Smoking Corpse-Thing it can create clouds of deadly toxic minions and empower them with Thickening Fumes.  When a Corpsefire takes more direct action, it either gathers its minions around it and closes in to use its Searing Grasp, or smothers an area in a toxic Burning Miasma instead.

With its upgrade the thing can further enhance its smoking minions, and its mastery grants a more direct connection with whatever otherworldly power created it, making a more effective threat to the doomed fools it pursues.

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Smoking Soul d4 to d12 minion (see Smoking Corpse-Thing)

Toxic Vapors: You may move as though you had Flight d4 and Intangibility d4.


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Sunday, September 3, 2023

Fnord Model M, An Automotive Nightmare

A goofy concept resulting from spicy food before bedtime, vague memories of the Go-Bots cartoon and nostalgia for playing Car Wars back in the 1980s..

Fnord Model M

When Fnord Motors decided to use an experimental artificial intelligence to run their new fully-automated manufacturing facility it was expected to turn the company's failing fortunes around and let them reclaim their position in the automotive industry.  Unfortunately, the programmers emphasized market competitiveness a little too much.  The factory AI quickly went rogue and began producing new models of semi-autonomous vehicles designed to seek out competitors' products, violently dismember them and drag the resulting supply of parts and raw materials back to its factory to produce more of Fnord's new line.  Authorities quickly traced the strange new auto-drones back to their base and (with superheroic resistance) managed to shut the operation down, but not before copies of the Fnord AI had escaped digitally, leaving Fnord's unwitting organic management behind to face lawsuits, bankruptcy and ruin..

Since then there have been periodic outbreaks of further activity, with the AI using various deceits and hacking to covertly establish a new "production line" somewhere and gradually building up a new fleet of vehicles to carry out its deranged program and "Make Fnord #1" again.  Each iteration has evolved, with its newer designs displaying better tactics and increasing stealth to blend in with civilian traffic until the time is right to strike.  The factory AI has also learned to embody itself in more mobile frames to avoid being digitally isolated, with the current Model M prototype being a serious threat even to military AFVs and superheroes.  The AI's goals don't seem to be changing - no grandiose plans of exterminating humanity or anything like that - but its monomaniacal obsession with removing all other automobiles from the road by force is a threat to life and limb that can't be ignored. 

Description: Shape-changing robotic wheeled vehicle hosting a deranged AI.  It can disguise itself as almost any four-wheeled vehicle from a compact car to small truck, and can vary its paint schemes, license plates and even deploy extra fake wheels as required.  The windows are always dark or reflective though.  When not concealing itself, it favors a heavily-built sedan frame with a massive ram plate, covered in spiked armor plates and various industrial cutters and grinders.  A humanoid torso rises from the hood, centaur-like, equipped with powerful manipulators, concealed torches and welding apparatus.  If need be, the passenger compartment can open up to reveal a turret full of military-grade weaponry, but it really prefers to indulge in close combat.  It doesn't "speak" normally other than its roaring engine, blaring horns and squealing tires, but can communicate via radio using a mechanical text-to-speech voice if absolutely necessary.       

Gender: It's A Car          Age: 2023 Model         Height: Variable          Eyes: It's A Car!

Hair: It's A Car!!     Skin: It's A Car!!!     Built: USA, Not Some Shoddy Foreign Import Job

Approach:  Focused                 Archetype:  Loner

Health:  25 + (5 x H)

Powers: Prototype Chassis d12, Shapeshifting d8

Qualities: Close Combat d10, Deranged Automotive AI d8, Technology d8 

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

Abilities:

Defensive Driving (R) Defend against an Attack against only you by rolling your single Prototype Chassis die.  Boost yourself using the amount of damage reduced.

Demolition Derby (A) Attack multiple targets using Prototype Chassis.  Hinder each target using your Max die.

Jump Start (R) When Attacked with Electricity, Recover that amount of Health instead of taking damage.  When Hindered with Electricity, Boost yourself using the same roll instead.

Red Asphalt (A) Attack using Shapeshifting.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Spark Plug (I) Ignore all damage from Electricity.

Upgrades & Masteries (optional):

Mook Squad +0 Health.  Gain Deploy Murder-Wheels (A) Replenish your Murder-Wheel minions up to the number of heroes in the scene.

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:

Left to its own devices the Fnord Model M is content to simply dismember other vehicles for parts to carry back to its factory, but if opposed in any way it's quick to turn its dangerous tools into deadly weapons.  It prefers to use Demolition Derby to deliver crushing rams to multiple targets (including any other vehicles it can reach), switching to Red Asphalt to deal with whatever foe seems most dangerous while reconfiguring itself to repair any accumulated damage.  Defensive Driving makes it quite difficult to damage and provides a steady source of bonuses to use on its other abilities, although it may use its reaction for Jump Start instead if hit by a strong Electricity-based Attack or Hinder.  Weaker electrical Attacks will simply be ignored with Spark Plug instead.

With its upgrade the Fnord Model M carries a ready supply of light parasite vehicles inside its frame.  Its mastery further improves the already-remarkable handling and durability of its mechanical body.  

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Battle-Car d8 or d10 lieutenant

Description: A four- or six-wheeled combat drone disguised as any of a wide variety of street-legal civilian vehicles.  Doesn't stand out from regular traffic until it deploys the articulated robotic arms tipped with grabber claws and rotary saws.  Most have a concealed rack of anti-air missiles to deal with flying attackers, but they prefer ramming and fighting in melee.

Hit & Run:  When taking an Attack action you may roll your die twice and take the higher result.  If you do so, divide the damage dealt as evenly as possible between any number of close targets.  You may move afterward subject to the rules of your Street Legal ability.

Street Legal: You may move to any street location in the scene without using an action.  Contrariwise, you can't traverse most stairs, steep inclines, or any terrain impassable to a standard automobile or light truck.


Murder-Wheel d6 or d8 minion

Description: A 5' tall monowheel robot with two mechanical grippers and one or two tool arms tipped with cutting torches and rotary saws for disassembling machinery.  Can also use firearms built for regular humans.  Think "Terminator Unicycle of Doom" and you've pretty much got it.      

Monowheel: You may move to any street location in the scene without using an action.  Contrariwise, you can't traverse any terrain impassable to a dirt bike or ATV.

Scoot: After taking an Attack action against a close target, you may move afterward subject to the rules of your Monowheel ability.


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Sunday, July 9, 2023

S-Cape Artist, Providing "Exit Services" To Supervillains Since 2022

This is a bit of a gimmick villain that was initially written up as an explanation for how some other baddies kept getting away from the authorities, but in my campaign he spiraled into becoming one of the most frustrating foes the players ever faced.  They finally managed to catch him in a recent session and he's now serving time in prison, but it remains to be seen how long that situation persists.  I mean, they took all his toys away from him.  How could he possibly escape now? 

The S-Cape Artist

Harold "Houdini" Marks earned his nickname in college for his hobby, rather than his brilliance at exotic physics.  Years of learning how to effortlessly slip out of restraints as a party trick and slip past campus security for pranks may have foreshadowed his future, though.  After having an epiphany in his senior year he made a major technological breakthrough in the field of spatial displacement engineering, one that let him build his own teleportation device - and on a student's budget, no less.  After field-testing it a bit, he considered his financial situation, his dislike for the military-industrial complex, and an intense dislike for US law enforcement ingrained in him by his ex-convict parents and grandparents and decided he'd be paying off his student loans via "unconventional" means.

Shortly thereafter, word spread in the criminal underground that there was a new techno-mercenary on the market.  Dubbing himself the S-Cape Artist, Harold offered a reliable getaway service to anyone who could afford his fees.  His teleportation tricks are exceptional even by supervillain standards, fast, accurate, able to carry a significant payload over vast distances, hard to block and difficult to trace even with exotic senses and technology.  After some noteworthy successes the S-Cape Artist has recently expanded his services to include assistance with break-ins as well as speedy exits, and is considering several lucrative offers for jail-breaking work as well.      

Description: A thin man dressed in a reinforced black duster and a bulky fully-enclosed helmet with fancy optic sensors built into the visor and a multitude of small antennas.  He wears an elaborate metal harness over his outfit, made up of an array of mysterious modules, holsters for a variety of control wands and weapons, and pouches filled with gadgetry and tools, with the whole thing connected to a backpack that looks like a rejected Ghostbusters prop.  The whole setup emits an irregular chorus of pings, hums, and buzzes.  His helmet modulates his speech into a flat, unaffected machine voice like a TTS program.

Gender: Male        Age: Late Twenties        Height: 5'11"        Eyes: Brown

Hair: Light Brown            Skin: Pasty            Build: Gaunt

Approach: Focused                   Archetype: Inventor

Health:  25 + (5 x H)

Powers: Teleportation d12, Inventions d8

Qualities: Science d10, Technology d8, World-Class Escape Artist d8

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

Abilities:

Blink and You Missed Me (R) Defend yourself against an Attack that only targets you by rolling your single Teleportation die.  Boost yourself using the amount of damage reduced.    

Delays and Distractions (A) Hinder one target using Inventions.  Use your Max die.  Attack that target using your Mid die.

Spacetime Tuning Scans (A) Boost using Inventions.  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.

Sustained Warp Shield (A) Defend yourself using Teleportation.  This Defend lasts until your next turn.  If an Attack deals more damage than the value of the Defend, use the Defend value to Attack your Attacker and then end the Defend.

World-Class Operator (I) Whenever you create a bonus, increase that bonus by one.

Upgrades & Masteries (optional):

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 Teleportation die.  Gain Reestablish Shield (A) Overcome using Inventions.  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 Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome when your payment is at stake.

Tactics

The S-Cape Artist rarely engages in super-crime for his own purposes, instead concentrating on providing his services as a "exit specialist" to the criminals who've hired him while staying safely out of a brawl.  In an ideal world he'd 'port in at the last moment, collect his clients and their loot and 'port out again, but more often his presence is required during the job itself and he's even been known to accept extra payment to assist with penetrating security going in rather than just on the way out.  When he does get embroiled in a battle, he'll initially concentrate on running Spacetime Tuning Scans to accumulate bonuses for future actions, not least of which being Overcomes to make group escape teleports.  Once he's got a few bonus banked he may take a direct hand with Delays & Distractions against a particularly troublesome hero, protecting himself with Blink and You Missed Me while doing so.  If hard-pressed he'll put up a Sustained Warp Shield while backing it with bonuses as needed, making him very hard to hurt and hitting back hard if something does get through.  Being a World-Class Operator makes all of his Boost actions more efficient as well.

With his upgrade he's much tougher to harm and can spend his actions maintaining the shield while damaging heroes who roll twists trying to drop it.  His mastery reflects his reputation for getting the job done and making sure he and his employers make a clean getaway if a situation goes wrong.  If working on his own schemes it could be replaced by Master of Mad Science instead.  Harold has a narrow focus by super-villain standards but he is a brilliant scientist in his own field and occasionally has a flash of more grandiose ambitions.


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Friday, June 9, 2023

Villain Design Analysis: Approaches Part 4 - Focused & Generalist

Continuing from yesterday's post, more villain Approaches:

Focused

Focused villains have strong but very narrow Power dice, average Quality dice and Health.  They get three choices of abilities.  Unusually for a villain, they're limited to using their big d12 power for a maximum of two of those choices, so the third ability has to use their weaker die if it uses a Power die at all.  Their abilities are:  

Elemental Absorption - Reaction that inverts the effects of both Attacks and Hinders using a specific energy/element type, causing damage to heal you and turning penalties into bonuses.  Narrow but very strong when it does work.  As a reaction it can be gotten around with timing or multiple actions.

Defensive Charging - Moderate Defend that lasts until your next turn.  If damage gets through the defend it ends and deals damage to the Attacker.  Can be very strong if you have bonuses to apply to it.

Perfect Alignment - Innate ability that lets you ignore all damage from an energy/element type.  Does not combo well with the Elemental Absorption reaction since no damage equals no healing.

Pour It On! - Strong hard-to-counter Attack on one target followed by a weak multi-target Attack on nearby foes. 

Sympathetic Shield - Fairly strong reactive Defend and self-Boost ability.

Vicious Entanglement - Strong Hinder with a moderate Attack bundled in.  Pretty average for a villain ability.

The abilities here push you toward building some kind of energy projector villain, but it can work equally well for any character concept that will work with just a couple of different Powers, one very strong.  The energy-resistant innate ability and damage/penalty inversion reaction do give you strong options for messing with heroes who rely too much on a single energy/element type, but you also have a good general-purpose defensive reaction, two decent offensive options, and a unique Defend action ability that can be very strong with bonuses or against multiple smaller Attacks.  Two of your abilities will benefit from being tied to a strong d12 Power die, which slightly improves their performance over the average.

There are no duds here, just very different capabilities depending on your choices.  It doesn't seem like you need more for decent variation between Focused villains, since your choice of d12 Power will help differentiate between user of this Approach.   

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Generalist

This Approach has average Power and Quality dice, above-average base Health, and three ability choices off this list:

Bodyguard - Reactive defend for an ally with a self-Boost for yourself.

Dependable - Innate rerolls for any ones that come up.

Heavy Hitter - Decent Attack with minor Health Recovery.  

Stalwart Combatant - Strong Boost and middling Defend actions bundled together.  No restrictions on targeting, which is nice.

Tough Customer - Damage reduction that scales up as the scene tracker advances through GYRO zones.

Wracking Aura - Multi-target Hinder affecting nearby foes, with a strong self-Boost as a rider effect.

The Generalist options can make them strong team players, with a rare reaction that Defends for an ally, a freely-targeting Boost and Defend and a decent multi-target hinder.  Alternately you have some dice fixing, an Attack with a bit of self-healing and damage reduction for a more selfish build.  Mixing choices between the two sets of abilities lets the Approach be as versatile as it's supposed to be.  There isn't much in the way of offensive power here, so that's something to look for in your Archetype.     

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Continued in part 5.


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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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Friday, April 28, 2023

Horde, Is That A Villain Or A Platoon Of Agents?

Another experiment with doing something different with villain approaches.  Focused villains usually rely on one very strong Energy/Element ability, with half their potential abilities revolving around E/E effects.  This guy?  He makes more of himself.  A lot more.  The only energy blasts are coming from all the zap pistols they're pointing at you.  

Horde

The man (men?) known as Horde was originally Jason Graham, an experimental physicist and cousin to Jamie Small, aka the villain Miniac.  Jason's own powers stem from him attempting to save his relative from a life of super-crime by inventing an "embiggening" device that would counteract the deleterious effects of Miniac's own technology.  Following in his cousin's footsteps he opted to test a prototype mechanism on himself, with disastrous results.  Rather than his space distortion device producing a growth effect as expected, it instead triggered a quantum duplication cascade, filling the lab with copies of himself whose psyches were linked on the subatomic level.  Jamie Small had been driven mad by resizing his own brain repeatedly.  Jason Graham lost his own mind by having it subdivided a thousand-fold in an instant.

Graham has since followed in the same trajectory as his older cousin, adopting the supranym Horde and building a reputation as a technically-skilled but somewhat unstable villain.  He's crossed paths with Miniac a few times but never worked with him, and relations between them are frosty.  Miniac thinks Horde was a fool for attempting to develop an embiggening device ("It obviously couldn't work, the science is ludicrous!") and Horde thinks his cousin is an ungrateful blowhard who refuses to admit the superiority of Graham's own scientific genius.

Horde's powers let him not only make stable duplicates of himself that can last hours or even days if produced in small numbers, he can also instantaneously manifest dozens, even hundreds of transient copies, which flicker in and out of existence when he uses Living Barricade or Massed Attacks.  His Duplication is now an innate power, having been baked into his subatomic structure during the initial accident.  He's also weaponized a variant of the technology, building his space-distortion pistols with their agonizing rays powered by Horde's own energies - which conveniently makes them useless to foes if he (or his duplicates) get disarmed.  If Horde was more mentally stable he'd be a terrifying menace, but he's easily distracted and far too quick to take chances to be an A tier threat despite his raw potential.       

Description: Tall, loose-limbed man in a bulky outfit that resembles a silver hazmat suit without the headgear, carrying a pair of strange-looking wide-mouthed energy pistols.  His boots, gauntlets, gun belt, holsters and inevitable equipment pouches are matte black.  He has a booming voice that trembles with excitement most of the time and a manic gleam in his eyes.  The more duplicates he has active the more hyperactive he becomes - and the worse his impulse control gets.     

Gender: Male                 Age: 35                 Height: 6'1"                Eyes: Brown, Lunatic Stare

Hair: Black, Close-Cut Beard                      Skin: Caucasian                 Build: Gangly

Approach:  Focused                      Archetype:  Legion

Health:  10 + (5 x H)

Powers: Duplication d12, Inventions d8

Qualities: Leadership d10, Manic Criminal Scientist d8, Ranged Combat d8 

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

Abilities:

Duplication Effect (A) Roll your single status die.  Deal yourself that much irreducible damage.  Create that many d6 Legion minions.

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

Imperfect Teamwork (I) Whenever multiple Legion minions all take the same action against the same target, you must roll all their dice at once and use the lowest rolling die amongst them for each minion's result on that action.

Living Barricade (A) Defend yourself using Duplication.  This Defend lasts until your next turn.  If an Attack deals more damage than the value of the Defend, Attack the Attacker using the value of the Defend and then end the Defend.

Massed Attacks (A) Attack one target using Duplication.  Use your Max die.  That target cannot Defend or use reactions against this Attack.  Attack multiple other targets using your Min die.

Space-Distortion Ray (A) Hinder one target using Inventions.  Use your Max die.  Attack that target using your Mid die. 

Upgrades & Masteries (usually in play):

Power Boost (I) +20 Health.  Increase all Power dice sizes by one (max d12).  Add the following ability:  Resilient Duplicates (I) Whenever a Legion minion with a die size greater than d4 rolls a save against physical damage, instead of the normal effects if it succeeds it splits into two minions, each of one smaller die size, and you take 1 irreducible damage.  If it fails its save, it is only reduced one die size rather than being destroyed, and you take 1 irreducible damage.

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

Horde is an enthusiastic (some would say manic) combatant, always happy for an excuse to duplicate himself and start blazing away with his space-distorter pistol.  He invariably starts by using Duplication Effect, repeating it whenever his minion count drops below half a dozen even when his Health is low.  His Legion minions are handicapped by Imperfect Teamwork but (with his upgrade in effect, which it usually is) made a bit more durable by Resilient Duplicates.  Horde inevitably uses his Energy Reverberation reaction at the first opportunity every round.  He should probably stay safe behind Living Barricade while his minions do the work, but if he gets excited he'll switch to Massed Attacks instead.  Enemies with strong multi-target abilities will be singled out for a targeted Space-Distortion Ray if possible - and if Horde is still fighting rationally.

His mastery works any time he has minions active, making him (them, really) very good at Overcomes.  His upgrade changes his minion tactics enormously.  Without it they want to divide each type of action around between targets to minimize Imperfect Teamwork's drawbacks.  With it, they can use Attack actions in pairs on each other, aiming to roll as low as possible so that the resulting saves split d6 minions into pairs of d4s instead.  Visually this looks like two of them grabbing a third and pulling until they split in half.  This can backfire occasionally but Horde's duplicates are as much danger junkies as he is so they'll often do this so their creator doesn't have to use Duplication Effect so often.  With their small die sizes they often focus on putting out lots of small mods through Boost and Hinder actions, which are minimally affected by taking the lowest roll if they need to stack up on one target.


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Tuesday, January 17, 2023

Tortoise and the Hare, A Villainous Odd Couple

A duo of villains with very different styles and powers.  Both of them are pretty much low-grade mercenaries and opportunistic heisters with a taste for money.  If they got more motivated they could come up with more elaborate schemes combining both magical and technological approaches, but what are the odds of that? 

Tortoise

Doctor Diane Martine is a genius, and quick to tell you so.  She's also a borderline sociopath, believing herself rightfully above the law due to her superior intellect.  She happily accepted a position with a company doing illicit research into super-technology shortly after getting her second doctorate, and was equally happy to betray them a few years later.  Making off with a newly completed experimental battle suit she set herself up as the mercenary supervillain Tortoise, taking care to conceal her true identity from both employers and enemies.  While she had some successes and avoided capture during her failures she soon came to the conclusion that she'd be more effective if she had better allies than the hired thugs and self-built automata she'd been relying on for backup.  

Tortoise ran into the Hare during a heist shortly afterward.  She maintains it was mere coincidence while her new partner still insists it was his luck at work.  Regardless, the two them a good team, covering for each other's weak spots.  The Hare knows a lot about the arcane side of things and has the speed and agility to supplement her own sturdy defenses.  Tortoise brings her scientific know-how, criminal connections, and most importantly her superior intellect.  She knows who the senior partner in this duo is even if the Hare doesn't.

Her battlesuit is slow and a little clumsy, but has nearly impenetrable armor, built-in weaponry, enhanced servo-mechanisms, environmental protections and the ability to absorb a wide variety of energy, including meddling with the flow of time itself by siphoning chronon particles from the environment, slowing enemies down to her speeds.  

Description: Outside of her battle suit, an small, conservatively dressed woman with thick glasses and a distracted air about her.  When dressed for action, a dark green suit of extremely bulky powered armor with heavy segmented limbs and a thick shell and plastron made of hexagonal plates.  The suit's helmet is bullet shaped and featureless beyond an ominous dark red visor.  News reporters have stopped calling her Mini-Mecha-Gamera since she leveled the Daily Trumpet's printing plant. 

Gender: Female            Age: 32            Height: 5'0" (6'1" in suit)          Eyes: Brown

Hair: Light Brown                   Skin: Pale Caucasian                   Build: Slight

Approach:  Focused                          Archetype:  Indomitable

Health:  35 + (5 x H)

Powers: Absorption d12, Power Suit d8

Qualities: Technology d10, Criminal Underworld Info d8, Pompous Know-It-All d8

Status: Always d8

Abilities:

Chronon Drain (A) Hinder one target using Absorption.  Use your Max die.  Attack that target using your Mid die.

Power Converters (R) When Attacked with Electricity, ignore the damage and instead Recover the amount of damage you would have taken.  When Hindered with Electricity, change the penalty into a bonus instead.

Radiation Shielded (I) Ignore all damage from Nuclear.

Slow But Steady (A) Attack using Power Suit.  Use your Max die.  Recover Health equal to your Min die.

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

Upgrades & Masteries (optional):

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 Absorption die.  Gain Reestablish Shield (A) Overcome using Absorption.  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

Tortoise is an endurance fighter, aiming to outlast opponents in a fight.  Her Tortoise Armor makes her harder to damage, and Radiation Shielded makes her immune to Nuclear damage.  Power Converters lets her invert damage or penalties caused by Electricity, and she'll happily use Overcomes to access nearby electrical power sources to trigger the ability if the heroes aren't chucking lightning bolts at her.  Offensively, she either targets her most threatening foe with Chronon Drain to harm and debuff them, or Slow But Steady to pummel enemies with her suit's integral blasters and augmented servos while regaining some Health.

Her upgrade leans into her defensive style, and she'll use Reestablish Shield to try to keep her extra defenses up longer.  Her mastery reflects her being a competent super-scientist, although she tends to be rather slow and methodical about her research approach. 

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The Hare

The Hare (real name unknown) claims to have been cursed with his human body following a defeat in a magical duel, although it's not clear how serious he is about it.  In fact, it's hard to be sure when he's being serious about anything.  If he was actually a magical rabbit at some point, he's retained his inhuman speed, reflexes and leaping ability, as well as several "tricks" including the ability to fool the senses and jump between locations without crossing the space in between.  The Hare is also adamant that he has "rabbit luck powers" even with his feet in their current state, explaining any unlucky breaks as the result of his curse.  His motivations remains unclear, although he certainly likes the high life and the money it takes to pay for it.

That greed for money is what led him to meet Tortoise, who was robbing the same payroll office he was.  While they were discussing how to resolve the contretemps a local hero interrupted them, and the following two-on-one beatdown showed both villains that they made a good team, covering for one another's weaknesses.  They've mostly worked together ever since, although Tortoise tends to take herself much too seriously and the Hare wouldn't be wholly averse to ditching her in a pinch.  One of the reasons she makes a good partner is the old villain adage about not needing to run faster than the cops, just the other crooks you're working with.  What she doesn't know until too late won't hurt him.

Description: Slim, well-muscled dark-skinned man with a literal rabbit's head on his shoulders, complete with long floppy ears.  He dresses in a form-fitting sleeveless gray body stocking with white sneaker-like footwear, utility belt and gloves.  His left arm has a tattoo that reads "Bugs" in a heart outline, and his right arm has been inked with a pair of crossed carrots.  His voice is (despite his animal-like mouth) deep and projects well, with a thick Brooklyn accent.

Gender: Male            Age: 26            Height: 5'8"           Ears: 13"          Eyes: Light Brown

Fur: Mottled Gray-Brown               Skin: Dark Brown               Build: Wiry But Powerful

Approach: Ninja                     Archetype: Fragile

Health:  15 + (5 x H)

Powers: Agility d10, Illusions d10, Leaping d8, Speed d8, Teleportation d6

Qualities: Acrobatics d10, Magical Lore d10, Cocky Smartass d8, Persuasion d8, Stealth d8

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

Abilities:

Bounding Attacks (A) Attack multiple nearby targets using Acrobatics.  Then end up wherever you want in the scene.

Bunny Hop (I) Whenever your personal zone changes, you may immediately move elsewhere in the scene.

Magic Trick (A) Attack using Magical Lore.  Then remove all bonuses from the target.

Nimble Evasion (R) When Attacked, Defend yourself by rolling your single Acrobatics die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Calming Aura (I) +10 Health.  The heroes act as being in the Green zone for status die, ability access, and all abilities.  Heroes may remove this ability with three Overcome successes.  If a hero takes a minor twist while attempting these Overcomes, you may use a reaction to Hinder them by rolling your single Illusions die.

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 Hare is a mouthy guy in a fight, bantering with his foes and his partner Tortoise while staying mobile and making hit-and-run attacks.  Bounding Attacks is his preferred offensive move against multiple foes, and lets him avoid getting pinned down in an unfavorable fight.  Nimble Evasion is a strong defensive reaction, and Bunny Hop gives him more evasion if he does take a solid hit.  He reserves Magic Trick for heroes with strong bonuses on them, especially ones who stay at range.

His upgrade is a magical effect, a combination of illusions and spellbinding hexes.  The Hare's mastery reflects his talent for ritual sorcery.

 

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Sunday, January 8, 2023

The Green Queen, Floral Tyrant Pursuing An Agenda of Extermination

A plant-themed villain with a hatred of all things made of flesh.

The Green Queen

The Green Queen is an otherworldly entity originating in the Green Dimension, a plane of boundless alien vegetation possessed of a sinister overmind that the Queen is an avatar of.  She's a crusader bent on scrubbing other worlds clean of filthy, destructive animal life of all types, and particularly resents beasts that develop "tools' and "technology" based on inorganic substances.  She tolerates only a few animals that can serve plants as they should - pollinating insects and soil-aerating worms, mostly - and sees all others as no more than potential fertilizer.  The only thing the Queen of the Green Dimension truly fears is an invasion by Infernovox, a supernatural menace on par with herself.

Her rare incursions to Earth (or wherever your campaign is set) have been universally opposed by the superhero community, and even most villains will work against her out of sheer self-interest.  She continues to make attempts to cleanse the world following some alien seasonal pattern that isn't wholly understood, and defeat holds no terror for her.  Even when "destroyed" the overmind of the Green Dimension will simply create her anew, so battles against her remain a temporary solution rather than a permanent fix.

Her natural abilities grant her complete control over all plants near her, animating and enhancing their durability, speed, and strength to a level that even superhumans struggle to deal with.  Her mere presence drives most animals and some humans mad with fear, and she can drive those whose wills have broken into a blind frenzy or drain their life force directly to strengthen herself and her plants.  She can also greatly vary her size and structure, with heights as great as 300' having been observed in combat and tiny leaflike forms used for infiltration and stealth.  

Description: An animated plant, its lines somehow suggestive of a female form.  Its features vary with its size.  At its smallest it might be a tiny featureless seed, a hard brown nut, a flexible blade of grass or a wind-blown leaf.  At a couple of yards of height it seems to be a hybrid of woman and sapling, graceful and slender and crowned in glorious foliage.  By three yards it's becoming more definitely treelike, with thicker limbs and sturdy bark.  It can be far larger, towering hundreds of feet into the air with gnarled, multiply-forked limbs and iron-hard roots carrying it unstoppably forward.   

Gender: Female?         Age: Eternal         Height: Small As A Seed, Tall As A Redwood    

Eyes: None       Foliage: Verdant Green          Bark: Pale Gray-Brown        Build: Willowy

Approach:  Focused                          Archetype:  Domain

Health:  45 + (5 x H)

Powers: Plants d12, Size-Changing d8

Qualities: Conviction d10, Floral Tyrant d8, Otherworldly Mythos d8

Status: (# environment targets and challenges) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Above the World of Flesh (I) Ignore all damage from environment sources during the environment turn.

Draw On Deep Roots (A) Roll any number of environment minion dice.  Recover that much Health.  Remove those minions.

Hungering Vines (A) Attack one target using Plants.  Use your Max die.  That target cannot Defend or use reactions against this Attack.  Attack multiple other nearby targets using your Min die.

Maddened Frenzy (A) Roll any number of environment minion dice.  Attack every target in the scene (other than yourself) with those dice.  Remove those minions.

Untouched By Lightning (I) Ignore all damage from Electricity.

Verdant Shield (R) Defend yourself against an Attack that targets only you by rolling your single Plants die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

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

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

Tactics

The Green Queen despises all animal life, and she's none to keen on inorganic life forms and machinery either.  She'll use her absolute control of plant life in her vicinity as weapons and tools, striking with Hungering Vines and defending herself with Verdant Shield.  She's immune to most environmental damage thanks to Above the World of Flesh, and once the environment adds enough minions to the scene she'll either goad them into a Maddened Frenzy to attack all non-plants, or drain their vital energies with Draw On Deep Roots.  The Green Queen shrugs off even the most powerful electrical attacks thanks to Untouched By Lightning, and will happily use her Size-Changing for Overcomes to turn power lines and other electrical sources as impromptu weapons or challenges for the heroes to deal with.

Her upgrade gives her very strong die pools even when her status die is small, while her mastery lets her draw on the unnatural powers of the Green Dimension to further her schemes.

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Conquered By the Green Dimension

This environment represents an area of the normal universe that's been forcibly annexed by the Green Dimension, overlaying the original reality with a green hell of hostile plant life and driving animal and human occupants of the zone mad with fear.  It might enclose an area as small as a single building or small park, or as large as a small city or geographical feature like a valley or natural forest, but the Green Queen will always be found somewhere within, stabilizing the dimensional intrusion.

Extradimensional Vegetation d10, Insane Occupants d10, Twisting Trails d8

Green Zone

(Minor Twists)

Crazed Animal: Add one animal environment minion (see below) to the scene.

Killer Plant: Roll the environment dice.  Attack one target using the Max die, including heroes and animal environment minions.

(Major Twist)

Living Labyrinth: Start multi-step challenge.  Impenetrable Maze 00  Until this challenge is Overcome, moving from one location to another requires 4+ on your Mid die that turn or your movement is blocked by shifting walls of plant life and magical distortions.  If you attempted to move and your Mid die was 8+ you may bring any number of allies along with you when you move, or you may take an action in your new location after moving.


Yellow Zone

(Minor Twists)

Deranged Inhabitants: Roll the environment dice.  Add Mid die animal environment minions (see below) to the scene.

Grasping Roots: Roll the environment dice.  Use the Max die to Attack one target and Hinder another, including heroes and animal environment minions.

Separated: The surrounding foliage heaves and twists, isolating unwelcome intruders to make them easier prey.  Divide the heroes as evenly as possibly between the scene's locations.  Then do the same for any animal environment minions in play. 

(Major Twist)

Hunters In the Maze: Roll the environment dice.  Add Mid + Min dice Woodwolves to the scene.  They are hostile to all heroes and animal environment minion targets.

Red Zone

(Minor Twist)

Frantic Stampede: Roll the environment dice.  Add Max die animal environment minions (see below) to the scene.

(Major Twist)

Bolstered By The Overmind: Roll the environment dice.  Heal all villain targets using the Max die, then Boost all villain targets and Woodwolves using the Mid + Min dice.

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The exact types of environment minions used for twists should be based on what might have lived in the area before the dimensional intrusion occurred.  Urban areas would have a lot more humans (who are still "animals" since they're made of flesh and can't photosynthesize worth a damn) while rural areas and zoos will see more animals, and likely more dangerous ones.


Crazed Animals d6, d8, or d10 animal environment minion

Description: Various natural creatures, all driven mad by fear and desperation.  Their die size varies depends on the type of animal and how dangerous it could be to an unarmed normal human, but even something as small as a housecat or a swarm of rats would be a d6 under the influence of their terror.  Big dogs, wolves, and larger livestock or herbivores are d8 minions.  Unless there's a zoo in the area you probably won't have any d10 elephants, rhinos, tigers or lions, but rural areas might see d10 bears, elk and moose.

Utterly Frenzied: You can only take Attack actions, and may choose any target including other animal environment minions.


Desperate Survivor d6 or d8 animal environment minion

Description: Everyday human beings transformed into maddened berserkers by the terror of the situation.  They no longer retain enough reason to use firearms but they may flail away with improvised melee weapons.

Fear-Crazed Victims: You can only take Attack actions, and may choose any target including other animal environment minions.  You gain a +2 bonus to saves against damage from Attacks by heroes who are using non-lethal methods to subdue you.

Still A Glimmer of Sanity: Heroes can take an Overcome action to restore your sanity.  On a success you become a hero ally, cease to be an environment minion, lose Fear-Crazed Victims and gain Trying To Help.

Trying To Help: You gain this ability only when restored to sanity.  You can only take Boost actions, which can only target nearby heroes.  When a nearby hero moves, you may move along with them.


Woodwolves d10 minion

Description: A tangle of animated branches and thorny vines in the shape of a large wolf.  Acts a lot like one too.

Brutal Killers: You gain a +1 bonus to Attack actions, which increase to +3 against animal environment targets.

Tough As Oak: You gain a +2 bonus to saves against damage unless the Attack uses Fire.

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The Green Queen can (and often should) be used with other environments, but if so you should add Crazed Animal (Green twist) and Deranged Survivors (Yellow twist) to the existing environmental options.  Her mere presence drives creatures of flesh to self-destructive insanity even without the direct support of her native dimension.


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Dynamic, High-Voltage Hero

New superhero written up for a play-by-post game that's taking its core concept from the Dispatch PC game (which just finished up its in...