Showing posts with label Inhibitor. Show all posts
Showing posts with label Inhibitor. Show all posts

Friday, May 24, 2024

The Un-Being, Endangering Reality Itself

Came up with this one due to Major Twist in an older campaign, and it's been trying to unmake my shared universe ever since. 

The Un-Being

The Un-Being is difficult to describe and impossible to fully understand.  What is clear is that the thing isn't part of reality and seems to damage and degrade its fabric simply by existing within it - if "existing" is even the right term.  Those who've studied the aftermath of its occasional appearances claim that it erases whole swathes of space-time if given enough time and freedom of action to do so.  Even when stopped before the process is complete it leaves scars in the form of dimensional breaches, unreliable local physics, and gross physical distortions of the environment.  Several supers have managed to briefly contain the Un-Being but neither communication nor greater understanding have resulted before its inevitable escape or return to whatever non-real state it originates from.  It's quite possible that the Un-Being is not a unique entity, but to date no more than a single specimen has been encountered at a time.    

Description: A wavering distortion in space roughly in the shape of a human being, visible as a sort of colorless, featureless silhouette that's painful to look at directly.  It doesn't seem to truly be part of reality, silently stalking through objects as though they weren't there as it goes about its inexplicable activities.  Anything its form overlaps for an extended period slows fades away, growing cold, colorless and brittle as it does so.  It does not or cannot speak, and telepathic probing reveals nothing but a hole in the universe. 

Gender: Uncertain        Age: Unknown        Height: Unstable        Eyes: Unseen

Hair: Uncut            Skin: Uncovered            Build: Unnatural

Approach: Dampening                      Archetype: Inhibitor

Health:  35 + (5 x H)

Powers: Unravel Reality d10, Intangibility d8, Remote Viewing d8 

Qualities: Otherworldly Mythos d10, Alertness d8, Conviction d8, Unmaker d8

Status: (# Heroes With Penalties) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Attacking Emptiness (R) When Attacked by someone with a penalty you created, Defend by rolling your single status die, and the Attacker suffers that much damage.

Bound To Nothingness (A) Hinder using Unravel Reality.  Use your Max die.  This penalty is persistent and exclusive.  As long as this penalty is on the target, reduce their highest power die of your choice by one die size.  Attack with your Mid die.

Gaze of the Abyss (A) Hinder multiple targets using Unravel Reality.  While a hero has this penalty, reduce all their power dice by one size.

Witness Your Mistakes (R) When a nearby hero you can see invokes a twist, roll your single Unravel Reality die to Hinder them.

Upgrades & Masteries (optional):

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

Master of 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

The Un-Being's goals are inscrutable and there's some doubt as to whether it's even sapient rather than some form of unnatural anomaly, but its actions are actively harmful to the fabric of reality and everyone within it.  Sufficient effort can disrupt the thing, causing it fray at its edges until it withers away to nothing - if it was truly there to begin with.  If interfered with it will first use Gaze of the Abyss to sweep the area with an eyeless glare, then spread Bound To Nothingness penalties around as many targets as possible - quite possibly including those who mistakenly believe it to be their allies.  It reacts to simple aggression with Attacking Emptiness while watching for openings to use Witness Your Mistakes.

Note that its Remote Viewing power represents the fact that objects, people, and even distance are largely meaningless to whatever passes for sight to the Un-Being.  Neither walls nor smoke nor darkness can hide you from the Gaze of the Abyss, and if you have its attention it can Witness Your Mistakes from almost any vantage point.

Its upgrade reflects its activities weakening the fabric of reality itself, while it mastery is the best reflection of its otherwise unknowable goals.

Design Notes

This thing (or possibly un-thing) was the result of a Major Twist coming up during a clash with the villainous group known as the Odds in my second-to-last campaign.  Specifically, the villain Vestige got hit with the Final Wrath ability, and while the damage did put her Out it wasn't long before the Un-Being manifested where she'd fallen.  While it was apparently hunting for her (she was being carted away to a supers detention facility at the time) it was doing immense damage as it did so and the heroes were forced to confront it.

The Un-Being made a couple of return appearances in the next campaign.  It was apparently hunting the former campaign's hero team, who made cameos as NPC lieutenants interacting with the new set of PC heroes.


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Friday, May 3, 2024

Tirade, A Villain Who Wants To Share the Real Truth With Everyone

Another villain that I've used in a few one-shots over the last few years.  He's pretty versatile in terms of who he might be found working with and what his immediate goals might be, and can vary a lot in terms of tone from borderline goofy to tragically deluded to downright sinister.  

Tirade

The demented villain known as Tirade gained his psycho-sonic powers at the same catastrophic Supersonic concert that empowered the Loud Crowd and many other supers.  Unlike most of those involved, he wasn't attending the show because he liked the band.  His sole interest was in making illicit live recordings that would let him prove that subliminal obedience messaging was layered under the songs.  To this day he's convinced the accident that created hundreds of (mostly) temporary supers was a botched assassination attempt aimed at him because he was getting too close - and he'll be happy to tell you that.  At length.

In fact, he's happy to tell you lots of things whether you want to hear them or not, and his powers make his rambling conspiracy theories actively harmful to listen to by most people, leaving them confused and uncertain and even potentially inflicting neurological damage from lengthy or concentrated exposure.  Tirade is largely devoted to his demented agenda of "spreading the truth" far and wide, but occasionally works with deluded followers to gather cash to fund his anti-conspiracy activities.  Other more rational villains find him easy to manipulate and useful as a temporary ally/sacrificial distraction as well.

It's worth noting that despite being arrested and briefly incarcerated on several occasions Tirade's true name remains unknown.  He refuses to give a civilian identity besides "John Smith" and seems to have made a major effort to stay "off the grid" even before gaining his powers.  This put him a leg up on many new supervillains, as he had a surprising number of bolt holes, safe houses and hideouts from word one, as well as connections with other criminally-minded conspiracy nuts.

Description: With his trench coat, conservative civilian clothing and unimpressive physique he could be confused for a innocent bystander - if it weren't for the snug, strange-looking silver helmet that he wears everywhere, which provides protection against orbital mind-control lasers and includes omnidirectional speakers that help amplify his message to the masses.  He has a hard time keeping his mouth shut (especially around crowds) and lapses into ranting about the secret conspiracies that manipulate the world with little or no provocation.  His voice has an ugly grating quality to it that makes it unfortunately hard to ignore him.

Gender: Male            Age: 44           Height: 5'10"           Eyes: Brown

Hair: Dark Brown, Thinning        Skin: Slug-Belly White        Build: Scrawny, Large-Headed

Approach: Bully                   Archetype: Inhibitor

Health:  35 + (5 x H)

Powers: Weaponized Delusions d10, Gadgets d8, Sonic d8                                       

Qualities: Banter d8, Imposing d8, Deranged Conspiracy Theorist d8

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

Abilities:

Never Shuts Up (I) Whenever you or your nearby allies Hinder, increase the penalty created by 1.

Open Your Eyes, You Fool! (A) Attack using Weaponized Delusions.  Use your Max die.  Hinder the target using your Max + Min dice (if the target's status die is less than d8) or your Max die (if the target's status die is d8) or your Mid die (if the target's status die is greater than d8).

Wake Up, Sheeple! (A) Hinder multiple targets using Weaponized Delusions.  Use your Max die.  Attack one of those targets using your Mid die.

Your Truths Are Lies! (R) When Attacked by someone with a penalty you created, Defend by rolling your single status die and the Attacker suffers that amount of damage.

Upgrades & Masteries (optional):

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

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

Tirade's abilities revolve around using his super-powered voice to push his deranged conspiracy theories on those around him, which is distracting at best and downright dangerous to the sanity of the weak-willed.  Worse, he can focus on resistant targets to deal raw damage via psycho-sonic resonance.  If faced with multiple foes he'll rely on Wake Up, Sheeple! to hamper as many as possible, fueling his Your Truths Are Lies! defensive reaction.  Vulnerable targets and major threats will be singled out for Open Your Eyes, You Fool! whenever Tirade starts a turn with at least a d8 status die.  All the penalties he and his allies hand out are made worse because he Never Shuts Up.

His upgrade reflects getting some technological assistance in the form of an even bigger stupid-looking speaker-helmet and some other toys, usually bought on the black market or provided by a villainous ally.  This also lets him use his mastery with his signature Weaponized Delusions power.

Design Notes

The writeup above doesn't go into details on exactly what conspiracy theories Tirade is obsessed with, which leaves the GM free to use whatever suits their needs at the moment.  There's no particular reason for him to be consistent from one appearance to the next, although you can assume he's generally at least a vaguely anarchist, anti-status quo, antigovernment type and build from there.  Be careful what real-world conspiracies you use though.  It's one thing to jab at patently counterfactual stuff like Flat Earth Theory and faked Moon landings, but denying war crimes should be completely off limits.

 

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Tuesday, November 21, 2023

Despoiler, Supernatural City-Wrecker Stuck In A Gentleman Thief's Psyche

A gentleman thief who stole the wrong relic and wound up with an uninvited guest in his psyche.  Kind of like a supernatural Odd Couple, if Felix was a very polite burglar and Oscar wanted to cast down all of civilization.

Despoiler

Leopold Berrycloth-Jones is the favorite alias of a highly accomplished international art and antiquities thief, and might even be his real name.  He was a consummate professional with an excellent reputation for straight dealings - until he had the misfortune of "acquiring" the wrong ancient idol from a private collector.  The statue had been the prison for an inimical spirit entity for millennia, and Leo's touch had finally broken the ancient spell that contained it.  Leo found himself struggling for possession of his own body with the Despoiler, Ruiner of Cities, Sacker of Ran-Hannot, the Grasping Wild, etc., etc.  Really, the thing had more titles than His Royal Majesty.  Quite absurd, and certainly not something an Englishman with any pride would kowtow to.

The spiritual conflict ended with Leo victorious, but the Despoiler settled in a corner of his head waiting for an opportunity to seize temporary control.  The entity's drives were simple, albeit rather out of touch.  Apparently some manner of uncivilized nature spirit, it existed to overthrow civilization by casting down the cities of man, rending their very fabric and using their own strengths against them.  It didn't take Leo long to realize that his uninvited guest's abilities (used more subtly, of course) could be an enormous asset to him, and he's learned that he can draw upon them carefully while (mostly) keeping control.  True, there have been a few unfortunate incidents where a slight overreach wound up with him awakening days later in a landscape of ruins, but one can hardly be blamed for such things.

Since then, Leo has expanded his thefts to far more ambitious targets, and has made contacts within the super-crime community based on old clients from before he became host to the Despoiler.  These worthies include the haughty Angelo Nero, the delightful heiress Lilian Myers (half-sister of Fiona Donovan-Myers), and his old business associate, the importer Wilson Waterman.  He still prefers "working" with rare artwork and historical artifacts, but some so-called supervillains will offer simply ludicrous amounts for odd bits of scientific gimcrackery or trophies of fallen heroes.     

Description: An elegant man of Anglo-Irish descent, usually nattily dressed in stylish civilian garb suitable to his surroundings.  When "working" (such a gauche term) he's more likely to be garbed in a dark outfit with an array of burglary tools, carefully stowed so they don't produce unwanted noise as he moves stealthily about.  He speaks in a posh English accent with nary a trace of Eire to be heard, and seems like a charming and trustworthy fellow.  

Gender: Male           Age: 34           Height: 5'10"           Eyes: Glittering Green

Hair: Ginger with Neat Goatee & Beard        Skin: Pale        Build: Fashionably Trim

Approach: Creator                          Archetype: Inhibitor

Health:  25 + (5 x H)

Powers: Metal d10, Electricity d8, Stone d8, Plants d6                                       

Qualities: Finesse d10, Criminal Underworld Info d8, History d8, Stealth d8, Strange Headfellows d8

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

Abilities:

Agonizing Constriction (R) When Attacked by someone with a penalty you created, Defend by rolling your single status die.  Deal the Attacker that much damage as well.

Bonds of Steel (A) Hinder multiple targets using Metal.  Use your Max die.  Attack one of those targets using your Mid die.

Carve the Bones of Cities (A) Use Finesse 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 your Min die.

Wrath of the Despoiler (A) Attack using Electricity.  Use your Max die with a bonus equal to the number of minions you control.

Upgrades & Masteries (optional and erratic):

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

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.

If Leopold retains full control when upgraded, a more appropriate Upgrade/Mastery pairing would  be either of these (the latter is a homebrew that comes from this older post):

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

Master Infiltrator (I) If you've had the opportunity to properly study a security system, automatically succeed at an Overcome to bypass or otherwise manipulate that system without being detected.  Villains with this Mastery rarely remain in prison for very long unless special countermeasures are employed to prevent their escape.

Tactics

Despoiler's behavior varies depending on whether Leopold is in control or not.  If he's currently himself, he'll use his powers carefully with a clear objective in mind, either pursuing the goal of his current theft or escaping from meddling supers, both of which are likely to involve creative Overcomes and assistance from created minions.  If the Ruiner of Cities has taken over, common sense is out the window and it's all about the property damage with no concern for loss of life.  Either way, if it comes to a fight he'll rely on Bonds of Steel until he can time things to start his turn with a capped out status die, then create a mass of powerful minions with Carve the Bones of Cities.  He'll use Agonizing Constriction at every opportunity to protect himself.  Leopold dislikes personal violence, but his other half is quick to use Wrath of the Despoiler against anyone or anything that draws his ire.

His upgrade seems to appear at random, perhaps according to some ancient calendar.  While it gives him greater power and durability it also makes the Ruiner of Cities' influence harder to resist, as reflected by his mastery.

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Despoiler Icon d6-d12 minion (see Carve the Bones of Cities)

Description: Roughly humanoid masses of animated material pulled from nearby resources.  They vary considerably in size (height about equal to the value of their current die size) and move awkwardly but with implacable purpose.  In a city they'll mostly be composed of metal or stone, but may incorporate lumber and even still-living plants as well.

Ruiner of Cities: You gain a +2 bonus when taking Overcome actions to damage or destroy buildings and urban infrastructure.


Worth noting that unlike some summoned minions, these things just quietly fall apart if Despoiler is defeated, flees the scene or surrenders.  The latter two require Leopold's mentality to be in charge, the Despoiler itself being a fight-till-he-drops type.  It's only Leo's body getting beaten up, which doesn't hurt the spirit inside at all.


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Monday, November 20, 2023

Klass K, Trainee Villains On A Field Trip To Your Dimension

A long organizational post with some light worldbuilding sketched out.  Includes five supervillain writeups, a reason for them to work together, and an alternate universe where the most immediately noticeable difference is the total lack of a hard "c" in English.  "Kays" all the way down, folks. 

The Klassroom Program

The multiverse contains many realities, some very different from your campaign's.  One of them (let's be Terracentric and call it Earth-K) features a different world where super-being activity is more widespread and more organized than our own.  The heroes of that world work closely together on a global scale to oppose all manner of supervillainy, and those villains have grudgingly organized in return to avoid facing defeat in isolation.  This state of affairs has continued since their version of World War Two, although both groups have become much more internationally-minded and unwilling to serve as military assets to nation-states.  A de facto Cold War exists between the two sides in the conflict at this point, with small clashes largely staying below the radar of the masses of mundane humanity.  

Both meta-groups expend a great deal of effort tracking down and recruiting new super-beings to their cause.  The heroes have the advantage of recognition by most governments and law enforcement agencies, but they're limited by their own ethical standards.  The villains have to rely on more covert methods to find likely new prospects, but they can also be as ruthless as they like in the hunt, and think nothing of mentally indoctrinating particularly attractive candidates.

These new supers receive far more actual training than our own before they're fully recognized as a part of the greater community.  Heroes come up through actual academies as well as the old traditions of sidekicking and junior team affiliations.  Villains rely more upon the Klassroom Program, a worldwide covert recruitment, assessment and training program that also doubles as an introduction to the underground super-crime community and its major players.  

When they've mastered their powers and learned the unwritten rules that keep inter-villain conflict to a minimum, students are formed into groups to do some actual field work before "graduating" to independent status.  This used to be a risky stage of a villain's development since the odds of being captured on during such excursions were quite high and unproven villains were unlikely to be rescued by a organized jailbreak the way established supercriminals are.  Thankfully for the Klassroom Program, a neighboring reality was found with a far lower population of super-beings, especially heroes.  

While cosmic stresses made it impossible to remain in the other reality for long before being cast back to Earth-K, there was enough time to make short "field trips" with small groups of students and a single instructor/observer to assess their performance.  The relative rarity of super-heroes made for less punishing testing, and even when captured the students would soon be forced home anyway, vanishing from even the most inescapable prison cell.

The writeups below represent Klass K on a field exam to your campaign world.  They can be used as a one-shot, or might make up a collection's worth of story if their current test is a complex one.  The same group can recur multiple times until they finally graduate.  Their membership may change over repeat appearances as some studens move on or are "flunked out" (often directly into some mastermind's experimental labs) while others are held back.

If you feel ambitious, your heroes might find a way to follow a Klass back home, but they may not like what they find.  It would be disastrous if the legions of super-beings on Earth-K found a way to transit to your campaign world en masse and settle their differences where your PCs call home rather than wrecking their own planet.

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Klass K

Kommander Konquest

Quiriel zan vi Martiana has been a villain for a very, very long time by human standards, having first attacked Earth in 1939 under the title of Kommander Konquest.  While still in the prime of her life (only a few Terran centuries old), she's taking a break from interplanetary raiding to act as a senior instructor for the Klassroom Program, ensuring that the heroic opposition doesn't gain a numerical edge that might endanger established villains and their schemes.  The fact that it also lets her size up potential allies, catspaws, and competition before they've attained real power hasn't escaped her, of course.

In "field trip" mode she leaves behind her usual legions or Martian soldiers and war machines, relying on using her personal reality-bending cosmic powers to stay safe from any irritating local heroes who get past her students.  The Kommander can also casually warp the more pliable spacetime of your campaign's reality to complicate the tests she's putting her students through.  Unless very hard pressed (in which case her whole Klass is getting failing grades) she's unlikely to take much of a direct hand in a fight, and could reasonably be treated as a "powerful entity" twist menu instead of a full villain writeup if the GM likes.        

Description: A very typical Martian warrior queen from an alternate reality.  Tall, well-built humanoid with bright green skin and a slightly oversized head topped with a crown of six motile antennae.  She's garbed in ceremonial (and weirdly revealing) Martian armor that adds a good bit of height and bulk thanks to its stiletto heeled boots and impressive shoulder pads - all while leaving her midriff and thighs bare.  She rarely bothers to speak out loud, relying on natural telepathy instead. 

Gender: Female     Age: Gentlemen Don't Ask     Height: 5'11" (6'2" in armor)    Eyes: Black

Hair: Bald, Crown of Antennae        Skin: Vibrant Green                Build: Powerful

Approach: Generalist                   Archetype: Domain

Health:  55 + (5 x H)

Powers: Presence d10, Cosmic d8, Teleportation d8, Telepathy d6

Qualities: Imposing d10, Otherworldly Mythos d8, Veteran Villain d8, Deep Space Knowledge d6

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

Abilities:

Barely Worth Saving (R) When an ally is Attacked, Defend them by rolling your single Teleportation die.  Boost yourself using the same roll.

Beyond Your Reality (I) Ignore damage from environment sources during the environment's turn.

Careless, Hero, Very Careless (R) When Attacked, redirect the Attack to an environmental minion.

Toying With Your World (A) Activate one of the environment's twists in its current zone or one zone closer to the Red.

You Have My Attention (A) Attack using Veteran Villain.  Use your Max die.  Recover Health equal to your Min die.

You Insects Annoy Me (A) Hinder multiple nearby targets using Presence.  Boost yourself using your Max die.

Upgrades & Masteries (optional, usually only for the Final Exam):

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 Presence die.  Gain Reestablish Shield (A) Overcome using Cosmic.  Use your Max die.  On a success remove one success from the deactivation challenge.  Alternatively, instead of an Overcome, use your Max die to Recover that much of the shield's Health.  This ability cannot be used if the shield has been completely removed.

Master of Enforced Order (I) If you have complete control over your surroundings, automatically succeed in an Overcome to organize rabble to accomplish a task.

Tactics

Kommander Konquest is here as an observer and instructor for Klass K, not to get in pointless brawls with heroes she doesn't even know.  Given her druthers she's content to find a good vantage and leave the students to it, using Toying With Your World to create "interesting" situations.  She's far Beyond Your Reality so dangerous environmental effects (and local residents) mean nothing to her.  If pestered by heroes she'll discourage them with reactive teleports causing them to target innocent civilians using Careless, Hero, Very Careless.  She might also intervene to preserve a trainee villain with Barely Worth Saving, although she'll be quick to express her displeasure about it.  Only if seriously pressed by multiple heroes will she resort to using You Insects Annoy Me, while a single persistent nuisance might draw an actual Attack from You Have My Attention.  If things have gotten to that point and her students are still active she'll be quick to order them to get it together and deal with the local supers, otherwise she'll start planning a getaway herself.

She'll generally only have her upgrade and mastery for the final exam, at least while acting in a "schoolteacher" role.

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Kid Klotho

Kora Raphti inherited a talent for magic from her mother's family, a lineage that had produced low-tier villainous super-mages during the past World Wars and was already on the Klassroom Program's watch list.  Young Kora was quietly "collected" at the tender age of nine and proved to be an apt student over the course of her apprenticeship.  As Kid Klotho she serves as Klass K's expert in mystic matters and is one of the group's most ambitious members, with a knack for manipulating others that may well see her graduate at the head of the class.

Her unique magical style revolves around generating glowing blood-red strands of energy that she can use to bind victims on both a physical and metaphysical level.  Kid Klotho's threads can also be used more subtly to influence people's thoughts and emotions, as well as offering the physical mobility to avoid the worst melee threats.

Description: A young woman of Grecian descent, dressed in a medium-red bodysuit uniform under a  loose black tunic that bears a prominent yellow "k" on the left chest.  Her feet are usually bare, and her long, flowing hair is tied back with the same magical red threads that she uses for most of her magic.  More thread is wound loosely around her wrists and ankles, and stray loops and strands twitch and drift randomly around her even when the air is still.  She speaks slightly-accented English from her home dimension.

Gender: Female           Age: 18           Height: 5'7"           Eyes: Black

Hair: Flowing Black                Skin: Light Brown                 Build: Elegantly Slender

Approach: Tactician                          Archetype: Inhibitor

Health:  30 + (5 x H)

Powers: Agility d8, Swinging d8, Awareness d6, Suggestion d6                                        

Qualities: Magical Lore d10, Persuasion d8, Trainee Villain d8, Acrobatics d6

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

Abilities:

Interwoven Souls (A) Hinder using Swinging.  That penalty is persistent and exclusive.  As long as that penalty is in play, reduce damage dealt to you by one and whenever you are dealt damage, the target with this penalty takes one irreducible damage.

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

Puppetry (A) Take a basic action using Magical Lore.  Use your Max die.  One nearby ally also takes that same basic action as their reaction.

Red Threads (A) Hinder using Swinging.  Use you Max + Mid dice, or use your Max die and make that penalty persistent and exclusive.

Upgrades & Masteries (optional, usually when near Graduation Day):

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

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

Tactics

Kid Klotho is Klass K's mystic, relying on fate-weaving magics that manifest as luminous red threads of energy.  Her usual tactics involve binding as many heroes with Interwoven Souls as possible, then singling out the biggest threats with Red Threads - especially if they've shrugged off the previous penalty.  She also provides some support with her Pulling Strings reaction offering some dice-fixing to allies, and Puppetry letting her improve action economy for things outside the team's usual wheelhouse.  Of all the Klass she's the most likely to improvise with unexpected Overcomes and unusual dice pools.

Her upgrade and mastery both represent Kid Klotho growing into the full potential of her unique style of magic as Graduation Day approaches.

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Musclemind

The creature known as Musclemind was recruited for the Klassroom Program relatively late in life after an anonymous college undergraduate developed powers during a biochemical mass-casualty event of which he was the sole survivor.  Whoever this thing was originally is a moot point, with the new entity displaying one of the most stereotypical cases of supervillainous megalomania ever observed.  Powerful but deeply delusional, it's unclear if Musclemind even knows they're in training and their performance is under review, but (after some initial friction) they've adopted the rest of Klass K as their loyal henchmen while the rest have decided to simply humor him for the time being.

Musclemind possesses staggering physical strength backed up by enormous psychic abilities but lacks the experience (and, some would argue, sanity) to fully utilize his great potential.  Whatever knowledge and specialized skills he had in his former life are gone, replaced by largely instinctual responses backed by an overwhelming sense of superiority.  He refuses to acknowledge any inconvenient facts that might get in his way.  What he makes of himself once he graduates Klassroom remains unclear, but he's powerful enough as-is that he's unlikely to wind up as a mere lackey of more established villains.    

Description: A hulking humanoid, almost as broad across the shoulders as they are tall and rippling with muscles.  They have almost no neck, with their bulging oversized head clearly showing elaborate cortical convolutions beneath their nigh-impenetrable skin.  That brain sprawls down the rear of their head and merges, hunchback-like, with the creature's upper spine.  Occasional sparks of purple-white energy crawl across its massive frame.  The thing wears nothing but a pair of oversized black shorts with a prominent yellow "k" on the front of the left thigh.  Their voice is a bellowing roar full of brag and bombast, and their telepathy is equally unsubtle.       

Gender: Male          Age: 21          Height: 7'0"          Eyes: Icy Blue

Hair: None        Skin: Purplish-Blue        Build: Inhumanly Massive and Over-Muscled 

Approach:  Mastermind                      Archetype:  Squad

Health:  25 + (5 x H)

Powers: Strength d12, Telepathy d10, Telekinesis d8

Qualities: Conviction d10, Awareness d8, Close Combat d8, Fitness d8, Ranged Combat d8, Trainee Villain d8

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

Abilities:

Behold My Awesome Power and Tremble! (A) Attack one hero using Conviction.  Hinder all heroes using your Max die.

Revel In My Invincible Might! (A) Boost using Conviction.  Boost another target using your Max die.  Use your Min die to Defend yourself against all Attacks until your next turn. 

That One Is Mine, Hero! (R) When another villain is Attacked, Defend them by rolling your single status die.  Boost yourself using the amount of damage reduced.

Your Efforts Amount To Nothing, Fool! (R) When Attacked, Boost yourself using the Attacker's Max die.

Upgrades & Masteries (optional, usually when near Graduation Day):

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 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

Musclemind is convinced that he's in charge and the rest of the Klass are merely his henchmen, which is delusional but at this point the rest of the group generally just humors him to save on arguments.  He'll mostly do whatever catches his fancy in a fight, which provides a good distraction once he starts in with Behold My Awesome Power and Tremble! if nothing else.  If he starts drawing a lot of attention he'll use Revel In My Invincible Might! (which at least helps out an ally in the process) and pump any handy bonuses into its Defend rider.  He prefers to use Your Efforts Amount To Nothing, Fool! to reactively Boost himself whenever possible, but he might deign to save an ally instead with That One Is Mine, Hero!  He tends to generate a lot of bonuses and spend them as fast as he gets them to grandstand.   

Musclemind is fond of building "creative" dice pools and making Overcomes that show off his incredible strength of mind and body, so basic actions are always a possibility.  His Conviction quality sees a lot of use, since it reflects his utter certainty that he can't fail against such inferior opposition.

His upgrade tunes his mental might up to the point where the weak-willed might believe he's as awesome as he thinks he is, while his mastery reflects a growing talent for bossing around minions.

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Troublemaker

Jo Torrant was only eleven years old when he gained modest electricity-generation powers during a freak thunderstorm that destroyed his family home and left him an orphan.  He was quickly swept up by recruiters for the Klassroom Program, and soon discovered an aptitude for science and engineering.  Assigned to Klass K as their primary tech-support operative, he's gotten a reputation for being a scrappy if somewhat overconfident fighter.  He's not great at taking orders until he's in over his head, at which case his cocky facade drops and he starts yelling for help.

His signature inventions to date interact with and amplify his personal energies.  They include a pair of hover-boots that let him "skate" over most surfaces and make short jet-assisted leaps, and a wide variety of small gadgets he calls "juicers."  These are designed to clip on to a target and feed them a spectrum of bio-electric energies to enhance or degrade performance.  Troublemaker can also short them out to drain all their power at once to produce some potent electrical discharges.

Description: A young African-American man wearing a medium-red bodysuit uniform under loose black trunks, with a prominent yellow "k" on the left chest.  He has odd metal boots with obvious thruster ports on them, and there are dozens of metal nodules clamped to his outfit and even in his hair, all vaguely beetle-like in appearance and varying from thumb-sized to others that would fill the palm of his hand.  His voice is a deep baritone with a faint but unfamiliar accent and an intermittent undertone of electrical buzzing. 

Gender: Male     Age: 19     Height: 6'0"     Eyes: Dark Brown With Flickering Sparks

Hair: Black Zigzag Cornrows        Skin: Medium Brown        Build: Lanky

Approach: Underpowered                   Archetype: Inventor

Health:  20 + (5 x H)

Powers: Inventions d8, Electricity d6, Leaping d6, Speed d6

Qualities: Science d10, Technology d8, Trainee Villain d8, Finesse d6 

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

Abilities:

Arcing Discharge (A) Attack using Electricity and at least one bonus.  If you have multiple bonuses, you may Attack a second target using your Min die and one other bonus, and may also Attack a third target using your Max die and a third bonus.

Gewgaws (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.

Gimcracks (R) When Attacked, Defend yourself by rolling your single Inventions die.  If your roll reduces the damage to exactly zero, use that roll to Recover that much Health, Boost yourself, and Hinder the Attacker.

Gimmicks (A) Boost using Science.  Use your Max die.  Hinder using your Mid die.  Attack using your Min die.

Self-Defibrillation (I) Whenever you would be reduced to zero or fewer Health, prevent that damage and reduce all of your power dice by one die size.  If this reduces any die below d4 you are knocked out.

Upgrades & Masteries (optional, usually when near Graduation Day):

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

Tactics

Troublemaker is Klass K's primary "tech guy" but isn't afraid to get mixed up in a super-fight.  He's pretty aggressive at first, relying on his Gimcracks reaction for defense and hoping to get a lucky roll to give him the big rider effects from it.  He'll alternate between Gewgaws and Gimmicks to Boost himself until he has three bonuses stacked up, then roll them all into a big Arcing Discharge move.  Jo continues with that pattern until he's forced to use Self-Defibrillation, after which he switches to more of a support roll and handing out bonuses to allies with his various abilities for the rest of the fight - or as long as he lasts, anyway.

His upgrade does wonders for his damage output since his three action abilities all potentially benefit from it, while his mastery reflects growing tech-expertise.  You might even swap Leaping for Flight at that point as he improves his jet-boots for sustained output.

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Twofold

Jon-Jak Morven was born with an extremely atypical neurological structure, almost as though two brains had been physically conjoined within a single skull.  As a child they suffered from a variety of mental health issues that were misdiagnosed as a schizophrenic disorder that developed into a an entirely separate personality over time.  This lead to their father (their mother having died in childbirth) to abandon them to the care of a pediatric asylum.  

When their somato-psionic powers manifested at age 13 it became apparent that Jon-Jak was not only two people sharing the same body, they were capable of modifying that body to better suit their needs.  The Klassroom Program had contacts within the psychiatric facility and were quick to spirit the child away for their own purposes, barely escaping ahead of a mob of "anti-superfreak" bigots bent on killing the youth.  Jon-Jak now prefers to remain in their more powerful four-armed form, although they can revert to their original humanoid body when need be while both personalities remain in joint control.

Twofold's role in Klass K is as a frontline fighter, with low-level superhuman strength, speed and durability combined with perfect coordination between all four limbs and extensive close quarters combat training.  Both Jon and Jak are stereotypical gym bros in terms of interests.  They're very competitive with each other and even more so with others, eager to prove their physical superiority and perfectly willing to resort to violence to do so.

Description: In their "combat" form, a very tall, well-muscled semi-humanoid.  They have four powerful arms and a broad chest and shoulders, making them look rather top heavy.  Their head sports two sets of eyes (alternating blue, green, blue, green) as though the strangely distorted face divided in two just above the nose.  The outlandish figure wears a medium-red bodysuit uniform under loose black trunks, with a prominent yellow "k" on the left chest.  They accessorize with two pairs of fingerless leather gloves with metal-studded knuckles and steel-toed spiked boots.  Their voice is a powerful bass with a faint, unfamiliar accent and sometimes seems to have a faint echo as though a second person were speaking.  

Their civilian form is about five inches shorter and somewhat less athletic, and the lack of extra arms and eyes make it hard to see the connection between the two identities.

Gender: Male (Plural)        Age: 19        Height: 6'4"        Eyes: Blue-Green Heterochromia

Hair: Buzzcut Blonde                Skin: Caucasian                 Build: Variable, Always Very Fit

Approach: Underpowered                   Archetype: Guerrilla

Health:  30 + (5 x H)

Powers: Morphic Physiology d8, Speed d6, Strength d6, Vitality d6 

Qualities: Close Combat d10, Fitness d8, Trainee Villain d8, Alertness d6

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

Abilities:

Comeback Kid (I) Whenever you would be reduced to zero or fewer Health, prevent that damage and reduce all of your power dice by one die size.  If this reduces any die below d4 you are knocked out.

Four-Fist Boxing (A) Attack multiple targets using Close Combat.  Defend yourself against all Attacks until your next turn using your Min die.  

Infighting Tricks (I) If you are outnumbered by nearby opponents, reduce all damage dealt to you by two.

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

Windmill Wallop (A) Attack using Morphic Physiology.  If you roll doubles, add that value to your Attack.  If you roll triples, add all three dice to your Attack.

Upgrades & Masteries (optional, usually when near Graduation Day):

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 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

Twofold is a brawler, plain and simple.  Their Morphic Physiology's ability to swap to a mundane form is occasionally useful for schemes and scams, but mostly they act as a distraction and lightweight muscle for the rest of the Klassroom.  In a fight they'll try to crowd in on multiple opponents to use Four-Fist Boxing, their Slip That Hit reaction (which can redirect Attacks on allies if need be) and Infighting Tricks to their best.  If facing a single very tough opponent they'll gamble on Windmill Wallop instead.  Comeback Kid will save them from their first KO and pushes them toward going outright berserk.

Their upgrade improves their damage output and durability a fair bit.  Their mastery reflects how unpredictable they can be when a plan falls apart and they're pushed to the wall.  They might even snap out of it and make a getaway, perhaps by slipping out of sight and adopting their "civilian" form to play at being an innocent bystander.


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Monday, October 23, 2023

Father Cobweb and Attercop, Ruthless Vigilantes With A Paranoid Streak

A pair of ruthless vigilante antiheroes who've recently come to your campaign setting.  They might seem like useful allies against supervillain and mundane criminals at first, but their extreme methods and willingness to kill will likely see them clashing with both the law and your player characters before long.  They're also deeply paranoid and will target the heroes if them show even the slightest signs of potential betrayal.   

Father Cobweb

Nothing definite is known about the origins or true identity of the man called Father Cobweb, although there are suggestions that he may actually have been a member of the clergy at some point rather than merely disguising himself as one.  A ruthless vigilante antihero with a particular hatred for street gangs and mobsters, he isn't shy about resorting to terror tactics backed by deadly force, a viewpoint shared by his partner Attercop.  What he does when not hunting criminals is unknown, and it's quite possible he's obsessive enough that his vigilantism is his life.

The origins of his powers are equally unclear, but they're most likely some kind of natural or experimentally-induced mutation.  His unique metabolism gives him superhuman reaction time and great strength, but his signature power is the ability to exude organic webbing from his skin at will and in great quantities.  This webbing is extremely tough and versatile, and Father Cobweb can swiftly stretch and weave it into a variety of shapes for various uses, varying its adhesion and density as desired.  It's most commonly formed into impromptu nets, lashes, whips and snares, imprisoning shrouds or thrown grappling lines that let him swing around urban areas and attach himself to vertical surfaces with ease.  He can create webbing that has caustic effects on living tissue, causing great pain to those who come in contact with the stuff.       

Description: A tall, thin bald man wearing a traditional Catholic clerical garb - conservative black shirt, shoes and trousers with a priest's collar.  When "working" his head will be tightly wrapped in his own webbing, leaving only his eyes and mouth exposed.  Damaging his clothing will reveal similar wrappings over his whole body, serving as light body armor.  He has a deep, commanding voice with a slight Midwestern US accent and no sense of humor at all.  

Gender: Male        Age: Thirties?        Height: 6'2"        Eyes: Black, Red-Rimmed 

Hair: None, Usually Covered in Webbing     Skin: Caucasian     Build: Slender

Approach: Adaptive                           Archetype: Inhibitor

Health:  25 + (5 x H)

Powers: Swinging d10, Agility d8, Wall-Crawling d8, Strength d6                         

Qualities: Close Combat d10, Acrobatics d8, Frightening Vigilante Antihero d8, Stealth d8

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

Abilities:

Blinding Webs (A) Hinder multiple targets using Swinging.  Use your Max die.  Attack one of those targets using your Mid die.

Inhuman Speed (R) When Attacked, Defend yourself by rolling your single Agility die.  Also Boost yourself using that roll.

Practiced Trickery (A) Use an action ability of one of your allies.

Prey On Vulnerability (A) Each hero loses Health equal to the total penalties on them.  Recover the same amount of Health.  Remove those penalties.

Stalking Hunter (I) On your turn, whenever you Attack a target that you haven't dealt damage to yet this scene, also Boost yourself using your Max die.

Upgrades & Masteries (optional):

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

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

Father Cobweb favors a mobile, acrobatic combat style that concentrates on hampering foes with his caustic webbing.  He tries to Attack a new foe each round to maximize the benefits of Stalking Hunter, using the resulting bonuses in as cunning a way as possible.  When facing multiple enemies or fighting alone he relies heavily on Blinding Webs, although he may use Practiced Trickery to imitate Attercop's Caught In My Grip ability using his webs instead.  When facing a single target, Practiced Trickery also gives him access to her Weaving Limbs ability, again using his webbing in place of her cyborg limbs.  Once injured or if his foes are smothered in penalties he'll use Prey On Vulnerability to harm all of them at once while healing himself at the cost of all the penalties in play.  His Inhuman Speed reaction makes him hard to hurt and harder to stop.

His upgrade improves his dice pools considerably, amplifying his Hinders quite a bit while also helping his mobility and durability.  When using the core book's masteries he revels in being a unpredictable foe.  If using the homebrew masteries below he's equally likely to have either of them, usually the same one as Attercop.   

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Attercop

Nothing definite is known of Attercop's origin, although she's most likely the product of some mad science experiment or perhaps an illicit super-soldier program.  She certainly reserves her greatest hatred for tech-villains, but no criminal is safe from her and she's quick to resort to lethal force even against mundane thugs and petty crooks.  Her closest human connection seems to be her partner Father Cobweb and they usually "patrol" together when stalking evildoers.  If she has a life beyond "the hunt" it's a complete mystery.

A partial-conversion cyborg, she can just barely disguise herself as a normal human with loose, full coverage clothing and some kind of head covering, and even that ruse fails on close inspection.  Her head and torso sport extensive dermal armor, her eyes have been replaced with clusters of camera lenses, and both legs are braced and reinforced with metallic struts and musculature that run up her spine as well.  Both her organic arms and shoulder have been removed completely, replaced with two complex arrays of four multi-jointed spider-like limbs on each side.  These limbs are deceptively strong and tough, and each of them ends in a three digits that can grip with bone-crushing force or link together and revolve at high speeds like an impromptu drill.  Even more remarkably, she can use all eight of her deadly arms simultaneously with inhuman speed and precision.      

Description: When disguised, she favors a modified Catholic nun's habit that conceals as much of her features as possible, worn over black workout clothing and oversized combat boots.  If she keeps her head lowered you might even miss her cybernetic eyes at a distance.  When revealed (usually after her habit has been shredded) she's clearly a cyborg, hairless and sporting heavy dermal plating.  Her arms have been replaced with eight over-long, vaguely insectoid limbs tipped with triple gripping claws, which move restlessly with inhuman grace.  She uses concealed speakers and an obviously artificial machine-voice program, never moving her lips or jaw to speak.

Gender: Female        Age: Thirties?        Height: 5'10"        Eyes: Mechanical Red Lenses

Hair: None        Skin: Pale, Large Plates of Dermal Armor        Build: Cyborg

Approach: Ninja                         Archetype: Guerrilla

Health:  40 + (5 x H)

Powers: Bionic Upgrades d10, Vitality d10, Agility d8, Leaping d8, Speed d6

Qualities:  Close Combat d10, Conviction d10, Acrobatics d8, Frightening Vigilante Antihero d8, Stealth d8

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

Abilities:

Caught In My Grip (A) Attack one target using Close Combat.  Use your Max + Min die.  Defend against all Attacks from targets other than that target with your Mid die until your next turn.  All Defended damage is dealt to the target of your Attack instead.

Cyborg Augmentations (R) When Attacked, Defend yourself by rolling your single Vitality die.  Also Boost yourself using that roll.

Too Many Eyes, Too Many Limbs (I) If you are outnumbered by nearby opponents, reduce all damage dealt to you by two.

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

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 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

Attercop is a frighteningly effective close quarters fighter, relying on her extensive Cyborg Augmentations and Too Many Eyes, Too Many Limbs for defense.  She's at her best in the thick of a fight, picking off one foe after another using Caught In My Grip to protect against her victim's allies.  When facing a single foe she pins them down with her Weaving Limbs instead, greatly hampering their counterattacks.

Her upgrade increases her durability and damage output considerably.  If sticking with core book masteries she exploits her unpredictable nature to gain the upper hand.  If not, she's equally likely to use either of the homebrew masteries below.

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As mentioned above, these two villains are likely to share the same mastery when upgraded, with several options to reflect their current plans in your campaign.  Master of Chaos is from the core book, while the other two below come an earlier post here on the blog.  Master Infiltrator is most appropriate when they're facing off against a criminal's stronghold, or planning to "discourage" your heroes by ambushing them in their headquarters or homes.  Master of Terror suits best when they've been allowed to carry out their ruthless vigilante activities for too long, turning even the most law-abiding citizens' opinions against costumed supers and the violence that accompanies them so often.


Master Infiltrator (I) If you've had the opportunity to properly study a security system, automatically succeed at an Overcome to bypass or otherwise manipulate that system without being detected.  Villains with this Mastery rarely remain in prison for very long unless special countermeasures are employed to prevent their escape.

Master of Terror (I) Automatically succeed at an Overcome to spread fear in a community and weaken the morale of those who oppose you as long as you've made an example of a victim recently.  This primarily affects NPCs, although heroes may suffer indirectly as frightened civilians refuse to co-operate or blame them for failing to stop the villain sooner.


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Monday, June 26, 2023

Villain Design Analysis: Archetypes Part 3 - Indomitable, Inhibitor & Inventor

Continuing this series with a look at three more villain Archetypes.

Indomitable

Indomitable villains have a d8 status die under all circumstances.  They have an average Health bonus and choose two abilities from this list:

Absorb Energy - Defensive reaction that uses your d8 status die, also Boosts you if the damage is completely prevented.

Grab and Drag - Moderate Attack that also lets you choose between a strong Hinder, or a weak self-Defend combined with moving your and the target elsewhere in the scene.

Heavy Duty - Consistent innate damage reduction.

Prepare for the Worst - Strong self-Boost with a persistent and exclusive bonus.

Suppressive Fire - Moderate multi-target Attack bundled with a weak Hinder against the same targets.

Unflagging - Solid Attack bundled with minor healing.

A fairly defensive list with options for damage reduction, a defensive reaction, and three Attack abilities that combine with Hinders or minor Defend or healing options.  Also has a strong persistent self-Boost choice that can help make up for the middle-of-the-road status die.  Not really missing anything, and it has a unique choice that lets you damage a foe and then drag them to a new location in the scene, which can be very disruptive, especially when combined with mobility powers.  Can be combined with any Approach, although probably best for something looking for more durability or one that has a stronger Attack option or two since Indomitable abilities don't have stellar damage output. 

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Inhibitor

Inhibitor villains use a 6/8/10 status die spread that increases very quickly the more heroes have penalties on them.  This often means their status die varies from round to round, bouncing from d10 back down to d6 them climbing back again.  The source of the penalties doesn't matter, which makes ally Hinder actions very useful to an Inhibitor.  They well below-average Health bonus, and select two abilities from the following menu: 

Area Suppression - Strong multi-target Hinder bundled with a moderate single target Attack.

Overwhelming Syphon - Sacrifices all the penalties in play on heroes to deal them damage equal to the mods' values, while you heal equal to the all those penalties.  Can be very strong but wrecks your status die for next round.

Targeted Drain - Either a very strong single-target Hinder, or a slightly less strong one with a persistent and exclusive penalty.

Tethered Life - Moderate single-target Hinder with persistent and exclusive.  While the penalty is in play you gain one damage reduction and the target suffers one irreducible damage for each instance of damage.  The rider effect stacks and damage reduction is cumulative even if there are multiple heroes with these penalties.  Note that mods (especially persistent ones) don't just disappear when a character goes Out, so the damage reduction may still be effect even if the irreducible damage doesn't matter - and many Out abilities suffer from penalties, adding insult to injury.   

Twisted Fate - Lets you either invert all bonuses on a nearby target into penalties, or move one penalty from that target to someone else you can see.

Upper Handed Strike - Nasty defensive reaction useable only against someone with a penalty you created, using your status die to both prevent damage and harm the Attacker.  This is the only ability that specifically requires you to have created the penalty personally, so allies can't help out with this one.

This list includes three very good Hinder options, another ability that transforms bonuses into penalties or moves penalties around, a defensive reaction that relies on having one of your penalties on the Attacker, and an unusual ability that trades off al the penalties on foes to deal damage to them and heal yourself.  In short, it's all about the penalties, particularly spreading around the persistent ones.  Inhibitors lack solid offensive options and Boosts.  They have no direct defense beyond their reaction, but penalties will debuff Attacks just fine so they effectively get some benefit from there.

When considering Approach combos, remember that Inhibitors need to keep 1-3 penalties in play on different heroes to maintain a solid status die.  Persistent penalties help with this, but even they'll get removed and need reapplication now and then.  This makes the inhibitor rather action-hungry, so looking for other abilities that combine Hinders with Attacks, Boosts or healing would be helpful, as well as innate abilities or better reaction options.  Self-Boosts can be particularly helpful, since they can often let you create larger penalties.

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Inventor

Inventors have a very wide 6/8/10/12 status die spread that increases based on the number of inventions and mods in the scene that they or their minions, lieutenants or twists have created.  It's usually quite easy to maintain a high status die if they have any henchmen along, and only slightly more difficult if they're the only one adding to the tally.  They have a well below-average Health bonus and two ability choices from the following list.

Capable Creator - Innate ability that increases the size of every bonus you create

Cut Both Ways - Efficient multi-purpose ability that Boosts, Hinders, and makes a weak Attack using all three of your dice.

Empowered Destruction - Requires at least one bonus to use.  Insanely strong single-target Attack that uses all your dice and burns all your bonuses to add even more damage, exclusive or not.  Players will immediately recognize this as Charged-Up Blast with a different name, and it's just as nasty when a villain uses it, maybe more so since hero Health is generally lower and you could easily get a one-shot KO with hot dice and a handful of bonuses.

Leverage Advantage - Requires at least one bonus to use.  Unusual Attack that can target one, two or three foes if you have at least that many bonuses, each target using one of your dice.  Very efficient with three bonuses (and targets) but much less so with only one or two.

To Serve their Maker - Unusual defensive reaction that destroys one of your bonuses to use its value to self-Defend against all Attacks until your next turn.

Variable Creating - Double Boost with the option to make one persistent and exclusive or add a weak Attack instead.  One of very few ways to put a persistent bonus on another character.  

This list has two ways to create bonuses (one of which also Hinders a target) to feed your status die, but it also has two very strong Attack options and a potent defensive reaction that all eat through bonuses when used.  There's also an innate option that increases the size of all your bonuses, letting you potentially reach +5 and making +3 quite easy to achieve.  Approaches that offer more mod creation through Boosts and Hinders will help prop up your status die, as would Creator's minion/lieutenant creation abilities.  Alternately, anything with damage reduction or healing would help with your fragility, and it might be worth grabbing a less expensive-to-use Attack ability and use the Inventor list's other options.

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Continued in Archetypes part 4.


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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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