Showing posts with label Ninja. Show all posts
Showing posts with label Ninja. Show all posts

Monday, December 18, 2023

The Three Masters, They've Come From 69AD To Kick Some Butt

A trio of martial artist villains worthy of a Hong Kong action-fantasy movie.

The Three Masters

These three anachronistic martial artists originate from an alternate-timeline version of the Chinese empire in 69AD, which is secretly controlled by a conspiracy of sorcerous eunuchs who subtly dominate the Imperial court.  They've used magic rituals to come to the "future" of your campaign for some mysterious objective, and if the heroes don't stop them who knows what kind of temporal disruptions might take place?  All of them are decidedly villainous types, although they have their own unique approaches to evil and aren't equally committed to whatever they shared goal is.

Depending on how long they've been in the current time when the heroes first encounter them, they may or may not have made contacts within the criminal underworld.  If not they'll be working largely alone, although Master Fleeting Dream may be able to conjure up demonic or undead minions galore if he can perform the proper rituals.  They're all good at fitting in to the scum and villainy community and won't find it hard to recruit more modern help once they do make contact. 

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Master Fleeting Dream

Xiu Zhang is Master of the Fleeting Dream style, an accomplished sorcerer, and a proud (some would say egotistical) member of the conspiracy that secretly controls the Chinese empire in 69AD.  He serves as de facto leader of the Three Masters on their mysterious mission to the future, and his magical talents allow them to blend in to the world of 2023 as well as being their ticket back to the past.  As such, he expects the others to watch his back, obey his commands and remain loyal to him.  A pretentious, arrogant and evil-minded individual through and through, he might see two of those three expectations fulfilled if he's lucky.

His martial arts style uses a great deal of out-and-out magic in it, focusing on confounding opponents with illusion and trickery while he flits from victim to victim with enchanted blades flashing.  He also know how to scribe magical talismans (usually strips of paper with incantations written on them) to create good fortune and repel bad luck from whoever they're attached to.  These are usually used to enhance himself first and foremost, but he may deign to support his allies as well.  Given time and supplies (which may include a suitable sacrificial victim) he can manage many other feats of magic as well.

Description: A slightly plump, shaven-headed man with a striking Fu Manchu mustache, dressed in an expensive brocade robe in deep purple.  Often cloaked in sorcerous illusions to blend in better, or simply invisible to avoid attention.  His voice is surprising high and boyish.  He generally provides magical translation charms to all his allies in the modern day, which has the side effect of making their lips seem to be slightly out of synch with their words. 

Gender: Imperial Eunuch And Proud Of It     Age: Thirties     Height: 5'8"     Eyes: Green

Hair: Shaved Smooth     Skin: Light East Asian Tone     Build: Slightly Soft-Looking

Approach: Ninja                   Archetype: Inventor

Health:  30 + (5 x H)

Powers: Dream-Cutting Blades d10, Inventions d10, Illusions d8, Invisibility d8, Teleportation d6

Qualities: Magical Lore d10, Stealth d10, Criminal Underworld Info d8, Finesse d8, Master of Fleeting Dream Style d8

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

Abilities:

Fleeting Dream Onslaught (A) Attack multiple targets using Master of Fleeting Dream Style.  Then, end up wherever you want in the scene.

Inscribe Talismans (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.

Powerful Chi (I) Whenever you create a bonus, increase the value of that bonus by one.

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

Upgrades & Masteries (optional):

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

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

Tactics

Master Fleeting Dream relies on misdirection, illusion and trickery.  He usually avoids immediate conflict while using Inscribe Talismans supplemented by Powerful Chi to give lasting bonuses to himself and allies, relying on Vanishing Image to protect him from harm (and produce more bonuses, although these won't affect his status) while he does so.  Once his status die is maxed out and his allies have received whatever benefits he feels they deserve, he shifts to using Fleeting Dream Onslaught to repeatedly appear and disappear while striking as many foes as possible.

His upgrade expands his ability to alter foes' perception, trapping them in a dreamlike illusion.  His mastery lets him create powerful ritual magic effects when supplied with suitable tools, including the temporal passage that brought them to the modern day (or the heroes to the past) in the first place.

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Master Five Venoms

Master Five Venoms' true name is unknown, possibly even to himself.  A master spy, assassin, and infiltrator, he works with the conspiracy controlling 69AD China but isn't fully trusted by them, which is something he admires about the organization.  Trust is for fools.  He (or sometimes she, as the mood takes them) adopts and abandons surface identities regularly, relying on practical disguise and acting skills rather than Master Fleeting Dreams' magical tricks an cunning enough that he can get along fairly well in 2023 even without such assistance.  It's quite possible he might choose to remain in the future after the Three Masters complete their mission, most likely faking his own death to do so.

The Five Venoms style includes a great deal of secret alchemical knowledge beyond mere poison making, including truth drugs, fast-acting medicinal substances, mind-altering vapors and powders, and artificial pheromones that can manipulate many types of animals.  It also offers near-immunity to most poisons and, some say, unnatural longevity or even immortality.  Masters of the style are invariably accompanied by swarms of venomous vermin, which they use both as alchemical components and as an army of chemically-controlled minions.  While each individual stinging scuttler, biting bug or slithering serpent is little threat to a wary human, they never appear as individuals, and many a foe has fallen screaming under a tide of tiny crawling horrors.  

Description: Wildly variable thanks to a talent for disguise, but most often an unassuming local civilian in loose fitting clothing.  At close range their unpleasant chemical scent may give the game away.  When fighting openly, they favor a loose green gi marked with ominous stains and acid burns.  Close observation will reveal they're crawling with vermin infesting their clothing and whatever wig they may be wearing.  They're excellent mimics and can imitate most human voices and some animals.   

Gender: Fluid   Age: Usually Seems Twenty-Something   Height: 5'9"   Eyes: Black

Hair: White (Black Wig)        Skin: Dark East Asian Tone        Build: Deceptively Fit

Approach:  Leech                      Archetype:  Overlord

Health:  30 + (5 x H)

Powers: Toxic d10, Animal Control d8, Wall-Crawling d6

Qualities: Criminal Underworld Info d8, Master of Five Venoms Style d8, Medicine d8, Stealth d8 

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

Abilities:

Alchemical Effusion (A) Boost using Medicine for all your minions until the start of your next turn.

Enduring Vermin (R) Reroll any number of minion saves against the same Attack.

Stinging Strike (A) Hinder using Toxic.  Use your Max + Min die.  Boost using your Mid die.

Toxic Powders (A) Hinder multiple targets using Toxic.  Recover Health equal to your Min die.  If you roll doubles, Attack one of the targets using your Max die. 

Venomous Little Friends (A) Use Master of Five Venoms Style 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.

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

Master Five Venoms prefers to toy with his foes in combat, leaving the actual killing work to his verminous minions.  He'll usually call on his Venomous Little Friends once or twice at the start of a conflict to establish a decent status die, with each use helping improve the size of minion generated by the next.  Repeat as needed to maintain at least a d8 status.  Multi-target minion sweeps will be met with an Enduring Vermin reaction, and he'll single out heroes with such abilities with Stinging Strike, often taking a twist to make the penalty last for two uses, representing hurling whole handfuls of poisonous insects onto the target.  If there are several heroes focusing on his minions he'll use Toxic Powders instead, spending any available bonuses wherever they seem most useful (healing, improving the penalties, possibly even on damage if he rolls doubles).  If he starts his turn with 5+ minions in play he'll usually switch to Alchemical Effusion rather than acting for himself, trying to deal out massive damage while he has the chance.

His upgrade improves his durability and all his powers, as well as enabling his mastery whenever one of his mods from a Toxic-keyed ability is in play.      

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Five Venoms Swarm d4 to d12 minion (see Venomous Little Friends)

Description: A miscellany of carefully-bred and venomous vermin, including spiders, centipedes, wasps, small serpents and scorpions, as well as less readily-identifiable creations of alchemical hybridization.  What prevents them from scattering or preying on one another is a mystery known only to masters of the Five Venoms Style.  The larger their current die size the denser the swarm is.  

Inescapable Swarm: When you Attack, one point of the damage you deal is irreducible.

Painful Venoms: When you deal damage to a target, they gain a -1 exclusive "Stinging Pain" penalty.

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Master Shackled Fist

Wong Lo is undisputed Master of the Shackled Fist style and an all-around badass brawler.  Once a mere village bully, then an Imperial army levy, he soon deserted to join a mercenary company where he would be paid better for his talent for fighting.  He crossed paths with an aging Shackled Fist practitioner during the course of his adventures and quickly took to the new role of student until he'd surpassed his teacher.  At that point he killed the old man, stole his life savings, and went off to make a name for himself in the world of martial arts fighters, always pursuing any road to wealth that opened before him.  It wasn't long before the eunuch courtier conspiracy approached him to employ his brutal skills in their service, which has now led him to an unimagined future.

His Shackled Fist fighting style mixes savage close quarters techniques with deadly chain-fighting maneuvers that offer some reach and the ability to entangle and drag in elusive opponents.  It also trains endurance and fighting spirit to the limits of human ability, and perhaps a fair way beyond.  Generally seen as a simple style suitable only for thugs, Wong Lo has taken it beyond that stereotype.  He employs his own unique moves along with unexpected cunning to surprise foes who've taken him for merely being an over-muscled thug.

Description: A powerfully built brute of a man, wearing sandals and a white gi with the sleeves ripped off.  He has a steel circlet on his brow and carries a twelve foot length of chain with a hinged iron shackle on each end, donning one or both of them during combat as he performs various moves.

Gender: Male        Age: Thirties        Height: 6'0"        Eyes: Dark Brown

Hair: Shaved, Black Stubble     Skin: Medium East Asian Tone      Build: Ape-Like Brute

Approach: Skilled                         Archetype: Guerrilla

Health:  35 + (5 x H)

Powers: Fighting Chains d10, Vitality d8, Swinging d6

Qualities:  Close Combat d10, Fitness d10, Acrobatics d8, Criminal Underworld Info d8, Master of Shackled Fist Style d8, Self-Discipline d8 

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

Abilities:

Blur of Iron (I) If you are outnumbered by nearby opponents, reduce all damage dealt to you by two.

Entangling Chains (A) Attack one target using Master of Shackled Fist Style.  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.

Versatile Style (A) Take any basic action using your Max die.  Recover Health equal to your Mid die.

Whirling Chain Deflection (R) When Attacked, Defend yourself by rolling your single Close Combat die.  Deal that much damage to another target.

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

Tactics

Master Shackled Fist prefers to face his foes in a group, charging into their ranks to use their numbers against them with Entangling Chains and Blur of Iron while further protecting himself with Whirling Chain Deflection as needed.  More cunning than the simple brawler he appears to be, he's quick to use his Versatile Style for unexpected moves and some healing when injured.  Sudden Hinders, Boosts or Overcomes to start challenges or reposition foes are all popular choices.

His upgrade improves both damage output and base Health.  His mastery reflects his greed.  He's here for the pay offered by the Eaters of the Lotus and that alone.

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Design Notes

If it somehow wasn't obvious, the backstory of these three is taken straight from the Shadowfist card game and original Feng Shui RPG.  Not the first time I've done an homage to that superlatively strange setting.  Probably won't be the last.


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Saturday, December 2, 2023

General Tiger Devil and the Green Devil Army

A "generic" evil paramilitary group and their fanatical leader for use as needed.  They could be thuggish warlords operating out of a remote fortress stronghold, antigovernment rebels hiding out in the rural countryside, a narco-lord's personal army, a really well-armed urban gang, a covert group of traitors backed by a foreign power plotting a coup, or "just" dupes of a villainous mastermind.  Adjust to fit your campaign as desired.    

The Green Devil Army

The Green Devil Army is intended to be an archetype rather than a specific organization, letting you plug it into your campaign as needed regardless of time period, geographical location or other factors.  As such, the details of the force should be adjusted to suit your campaign's use of them, including weaponry, uniform colors, total numbers, ethnicities of the troops and the languages they use.  There might be enough of them to seriously threaten even a superhero team, or they might be a relatively minor threat that relies on cunning, ruthlessness and possibly supervillain allies to provide a challenge for the PCs.  They do share a few traits regardless of when and where they appear, those being:

  • They are a paramilitary militia force, possibly legal but probably not, and are always opposed to the local government to some degree.  They are not heroic freedom fighters, and civilians in their areas of operation will regularly be terrorized, bullied and robbed by Green Devil troopers.
  • Their armaments are military grade but far from cutting edge, and they rely on foot troops and guerrilla fighting styles rather than being line infantry.  If suitable, they might have some vehicular support, either outdated or captured military vehicles or home-built technicals.
  • Unless on a covert mission, they wear uniforms as a sign of pride, although they're often rather shabby and ragged compared to real military forces.  Body armor is rare or unheard of.
  • The entire unit wears decorative face paint, using shades of green camo to make themselves up in frightening devil faces.  If the climate is suitable, they might use balaclavas with devil faces printed on them instead, which are faster to put on or remove when wanting to conceal themselves.
  • They are quite fanatical about whatever cause fits them, including just plain "we're a bad-ass militia that no one can tell what to do" at the most basic level.  This doesn't really make up for generally poor training and equipment, but they certainly think it does.
  • They are always lead by General Tiger Devil, who acts as a focus for the group and makes most of the decisions for it.  As much a cult leader as a paramilitary commander, this a is a position, not an individual, and different people may hold it over time.  It's even possible for one Tiger Devil to be struck down in the heat of combat only for a nearby trooper to take up the General's signature blade and declare themselves the new leader on the spot.     

General Tiger Devil

Description: He (or she, in some cases) will look much like his men, carrying similar gear and wearing the same style of uniform.  He stands out mostly due to to being prodigiously muscled, wearing more elaborate tiger striped face paint (or a similarly-decorated balaclava) and carrying a much-used but well-maintained officer's sword, the Green Devil Army's symbol of command.  He's also equipped with an array of gadgetry ranging from simple IEDs and demolition charges to black-market super-tech - whatever fits the overall narrative.

Gender: Usually Male     Age: Mid-Thirties     Height: Varies, Usually Tall     Eyes: Varies

Hair: Varies                      Skin: Varies                           Build: Powerfully Muscled

Approach:  Ninja                      Archetype:  Overlord

Health:  35 + (5 x H)

Powers: Presence d10, Tiger Devil Sword d10, Intuition d8, Gadgets d8, Strength d6

Qualities: Imposing d10, Leadership d10, Close Combat d8, Fanatical Militia Commander d8, Ranged Combat d8

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

Abilities:

Fierce Glare (R) When Attacked, Defend yourself by rolling your single Imposing die.  Boost yourself using the amount of damage reduced.

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

Green Devil Army (A) Use Fanatical Militia Commander 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.

Lead From the Front (A) Attack using Tiger Devil Sword.  Use your Max die.  Defend yourself against all Attacks until the start of your next turn using the number of your minions. 

Lost In the Ranks (I) If you take an action during your turn that does not include an Attack or Hinder, also use your Min die to Defend against all Attacks against you until your next turn.

Upgrades & Masteries (optional):

Hardier Minions + 5 Health.  Gain Fervent Speech (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

General Tiger Devil is, at the end of the day, a normal human and not here to fight superheroes directly.  He's here to lead their paramilitary troops, motivating them the way only a true fanatic can.  He'll rely heavily on on General's Commands when there are five or more troopers nearby and Green Devil Army to summon more forces when their numbers dip below that threshold.  When doing this he benefits from Lost In the Ranks, and can get further protection from Fierce Glare when faced with a powerful foe.  If victory seems close or defeat inevitable, the General with gather his troops and launch a glorious personal assault using Lead From the Front.

With an upgrade he can issue a Fervent Speech that improves the performance of even the greenest troopers, while their mastery displays their full military genius.

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Green Devil Army Trooper d4 to d12 minion (see Green Devil Army ability above), usually d8

Description: Paramilitary militia soldier in a shabby uniform with a mix of civilian and slightly outdated military weaponry.  Noteworthy mostly for their fancy "devil mask" green face paint and fanatical morale. 

Don't Disappoint the General: When saving against damage, you gain a +1 bonus if General Tiger Devil is nearby.


Run-Down or Homemade Combat Vehicle d8 lieutenant 

Description: Either a home-built "technical" with some improvised armor and weaponry bolted to a civilian vehicle, or a badly-maintained and outdated military vehicle that may still show signs of battle damage from previous actions.  

Junkheap: When saving against damage, if you roll a one you are removed from play regardless of your current die size.


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Tuesday, November 7, 2023

Zero Justice, Cold-Hearted High-Tech Sniper

A hired assassin with a real hate for the legal system, but weirdly prone to take the law into his own hands when that system fails to deliver justice.  Also, cryo-guns.  Lots of cryo-guns.

Zero Justice

The hired killer known only as Zero Justice employs a variety of high-end super-science gear on his jobs, which seem to have been acquired from a variety of sources - SIN and Savant foremost, although his signature cryo-guns are rumored to have come from SEVER in exchange for several assassinations.  Where he got the money to start his career is still unknown, but he certainly doesn't have problems earning a healthy income now.  He's an ambush sniper by preference, using a potent cloaking device to achieve near-perfect invisibility along with a stealth flight pack and climbing claws to reach the perfect firing position unnoticed.  His cryo-guns project silent, invisible heat-cancelling beams than can be adjusted to cause anything from crippling chills (useful for the occasional "take them alive to be interrogated" job) to instant frostbite to literally freezing a human body solid.  His arsenal also includes several traps and "cryo-grenades" using similar principles.  Zero Justice is also smart, wealthy and connected enough to hire other villains-for-hire for backup, acting as distractions while he focuses on getting the kill. 

He specializes in disposing of witnesses, whistleblowers and turncoats before they can testify in court, including super-heroic types (for an suitable extra fee, of course).  Zero Justice has an apparent grudge against the legal system in general (one of the few things you might get him ranting about during a job) and will happily take the rare contract on DAs, judges, and police officers, especially ones with a hint of corruption about them.  Weirdly, he's also been known to do "charity work" by taking token payment in exchange for eliminating or "punishing" (usually with limbs lost to frostbite or worse) those he sees as having escaped justice.  Legal trickery, privilege, botched investigations, corruption and especially qualified immunity preventing bad cops from facing the law all make him very, very angry.  It's not clear if he'd treat a former employer this way if push came to shove, but it might make an interesting story if he had to make that choice.

Worth noting that he regularly demonstrates familiarity with law enforcement procedures, suggesting he may be a former policeman gone very, very bad.

Description: If he was ever seen out of costume, he'd be revealed as a man of Hispanic descent, in good shape but otherwise rather average aside from a shaved scalp that reveals a nasty scar starting just above his right eyebrow.  In costume, he's completely unseen a lot of the time thanks to his light-refraction cloaking web, but you might catch a glimpse of a black-clad figure in an unmarked paramilitary uniform hung with webbing loaded down with various gadgets.  He wears a balaclava mask with integrated visor, gloves and boots with retractable climbing claws, a compact whisper-silent flight pack, and a pair of holstered cryo-pistols as backups for his much larger sniper cryo-rifle. 

Gender: Male                   Age: Mid-Thirties              Height: 5'11"              Eyes: Brown

Hair: Shaved                    Skin: Light Brown                Build: Leanly Muscular

Approach: Ninja                     Archetype: Predator

Health: 35 + (5 x H)

Powers: Cryo-gun Arsenal d10, Invisibility d10, Gadgets d8, Flight d8, Wall-Crawling d6

Qualities: Ranged Combat d10, Stealth d10, Alertness d8, Hired Killer With An Agenda d8, Investigation d8

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

Abilities:

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

Chilling Shot (A) Attack using Ranged Combat.  Hinder the target using your Max + Min dice.

Finishing Shot (A) Attack using Ranged 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.

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

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  Increase the die size of each of your powers by one step (maximum of 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

Zero Justice prefers to ambush targets while they're alone and off guard, but if he's forced into a less unfair fight he'll try to stay on the fringes and snipe while his allies provide a noisy, obvious distraction for him.  He'll open with Chilling Shot, then either repeat it next round or switch to Finishing Shot if his victim hasn't shed the penalty yet.  Note that he's very likely to take a minor twist to get two uses out of penalties from Chilling Shot so he has more chances to use his other abilities to full effect.  Once a target drops into Red he'll just hammer away with Finishing Shot until they drop, then move on to new prey.  He'll protect himself with Vanish & Reposition, saving the resulting bonuses for when he can increase their effects with Ambush Hunter.  If pressed by more than one hero at close range they'll use movement and Stealth Overcomes to slip away and go into hiding again, trying to re-establish a good ambush position.

His upgrade makes him much more effective all around, as well as enabling his mastery so that he can automatically succeed at slipping back into hiding.


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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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Wednesday, June 28, 2023

Syzygy, A Supernatural Contradiction

A mystical foe in the form of an other dimensional user of magic, one who doesn't follow quite the same rules as most home-grown wizardly types.

Syzygy

Syzygy may be a personal name, a description, or a rank in some incomprehensible hierarchy, but the entity who uses it as an identifier refuses to clarify the situation.  Obviously inhuman and definitely otherworldy, the thing seems to employ opposing principles of magic and draw on conflicting dimensional planes for its powers, baffling even other mystics and sorcerers.  Its interests seem equally divided, apparently serving many masters with wildly differing goals while seeking to seize ever greater power for itself.  Syzygy seems to have an special interest in artifacts and places imbued with mystical power.  This has led to it either clashing or cooperating with beings like the Watcher At the Breach and the Maiden In the Mirror as well as mystical heroes.  It's also been seen with noted magical thief Cinnabar Red and mysterious chimerical creatures like BG Gruff and the Three Bears, sometimes as an ally and sometimes as a foe.  In short, Syzygy is a mystic weirdness magnet who might appear almost anytime the supernatural is involved, with no fixed allegiance to anyone or anything.

An uncommonly versatile user of magic, Syzygy can conjure up both searing radiance and chilling darkness at will, open rifts to unnatural realms whose energies can rend a mortal's sanity, perceive the weave of time and manage all manner of lesser feats.  It's particularly fond of bending reality to create dangerous distractions while it goes about its business - in game terms, creating a challenge by using an Overcome action with Unpredictable.  While very potent against other supernatural opponents, Syzygy does have a pronounced weakness to the "alien arts" of science and technology, as well as struggling against truly strong-willed and single-minded opponents.  Penalties created with with Science, Technology, Self-Discipline, Conviction and Technological powers all trigger its vulnerabilities, and players might be able to leverage suitable Principles and role-playing qualities as well with GM approval.

Description: A strange, semi-abstract humanoid figure hovering in mid-air.  Its surface is mottled in black and white patterns.  The slender limbs, hands, head and torso aren't directly connected to one another, merely hanging in close proximity like a psychedelic parody of the human form.  Its face is an impassive mask quartered in white and black, and it speaks with a high, piping voice sprinkled with incomprehensible alien phrases and sounds.    

Gender: None        Age: Unknown       Height: 6'0"      Eyes: One Black, One White

Hair: None                  Skin: Irregular Black and White                  Build: Abstract

Approach:  Ninja                                

Archetype:  Formidable (Weakness: Technology, Scientific Principles, Single-Mindedness)

Health:  45 + (5 x H)

Powers: Infernal d10, Radiant d10, Flight d8, Precognition d8, Awareness d6

Qualities: Otherworldly Mythos d10, Magical Lore d10, Imposing d8, Persuasion d8, Supernatural Contradiction d8

Status: No Weakness Mods - d12 / Both Bonuses and Penalties - d8 / Only Penalties - d4

Abilities:

Dread Revelation (A) Attack using Otherworldly Mythos.  Hinder that target using your Max + Min dice.

Eternity Foreseen (A) Boost using Precognition.  Use your Max + Min dice.  Remove all penalties on yourself.

Lashing Energies (A) Attack using Magical Lore.  Use your Max die versus one target, your Mid die versus a second target, and your Min die versus any target.

Unpredictable (A) Take any basic action.  Use your Max die.

Upgrades & Masteries (optional):

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

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

Tactics

Syzygy generally opens a conflict with Unpredictable to perform a Max die Overcome that uses some element of the environment to cause problems, eg starting a Challenge of some kind.  If possible they'll keep doing this sort of thing until someone actually harms or Hinders them.  At that point they'll shed any penalties with Eternity Foreseen, then begin alternating between Dread Revelation against whatever single target draws their ire and Lashing Energies against whichever two or three foes seem most vulnerable.

If Syzygy has their upgrade they'll use it to buff up any friendly minions available, spending the action for it early in the scene in place of or in addition to Overcomes to create Challenges.  They don't have a way to innately create minions, so either budget for a group or two of them when creating the scene or have an ally who can make them.  Their mastery reflects their improbable connections to a whole spectrum of unearthly supernatural beings.


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Sunday, June 11, 2023

Villain Design Analysis: Approaches Part 6 - Ninja & Overpowered

Continuing from yesterday's post, more villain Approaches:

Ninja

This Approach has an incredible mix of Power and Quality dice with both strong dice and plenty of them, average Health and the usual two ability choices.  Their abilities are:  

Deadly Blink - Multi-target Attack that lets you reposition to anywhere in the scene.  An excellent mobility trick.

Defensive Dash - Solid defensive reaction with a self-Boost bundled in.  Not unique but quite useful.

Fade From Sight - Innate ability that gives you a Min Defend against everything for a whole round if didn't Attack or Hinder on your turn.

Rising Winds, Crashing Waves Strong Attack that uses all your dice to hit two or three targets depending on how you divide them. 

Sever the Tendons - Mediocre Attack with a strong same-target Hinder.

Shadow's Blade - Decent Attack with a Mid die self-Defend that lasts until your next turn.

With four Attack ability options the Ninja has plenty of offense, and three of them also have some way to protect yourself through positioning, penalties or actual Defense to boot.  There's also a good defensive reaction available if they want.  Their innate defensive ability has terrible synergy with the rest of the list, making it hard to use unless your Archetype has some non-Attack, non-Hinder abilities, at which point it becomes pretty handy.  The list is very much about hurting foes and getting hurt less yourself, with very little help for allies or healing and the only self-Boost being tied to a reaction.

The one thing I could see adding as a homebrew is some ability that meshes with Fade From Sight so it isn't wholly dependent on having the right Archetype to even use it.  Something like this:

Marked Target (A) Hinder one target using [Quality].  Boost yourself using your Max die.  This bonus is persistent and exclusive but may only be used against the target of this ability.

Not bad without the innate ability, but with it you're also getting a quite efficient defense.

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Overpowered

This Approach has very strong Power dice, the worst Quality dice in the game, the highest base Health of any Approach, and two ability choices off this list:

Do Not Dare to Touch Me - Strong defensive reaction that also damages a nearby target.  Your big die sizes make this better than many similar abilities.

Face My Full Might - Incredible Attack that uses all your dice on one target, but also applies a serious self-Hinder and damages you.

Fear My Overwhelming Power - Efficient Attack and Hinder ability that uses all three of your dice.

Raw Power - Innate ability that provides basic die fixing, lets you reroll ones.  Good for preventing whiffs, but it struggles to stand out on this list.

Rejoice, My Followers - Boost plus big healing for you, minor healing for villain allies, and die size restoration for damaged minions and lieutenants.  Encourages your allies to stay nearby.  One of very few ways to restore lost die steps to minions and lieutenants.  

You Are Not Worthy of My Power - Strong multi-target Attack and Hinder combo, very good at taking on teams.

Overpowered villains are aptly named not just for their big Power dice (which are partly offset by their poor Quality dice) but for the sheer potency of their ability options.  Their innate die-fixer and defensive reaction are the closest things to average abilities on the list.  They're backed up with three excellent Attack abilities, one with incredible single-target damage and the other two combing strong Attack and Hinder bundles - including a multi-target version.  There's also a unique Boost and healing ability that's immensely good at supporting lesser allies.  If the list has a problem, it's how hard it is to only choose two of these options.

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Continued in part 7.


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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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