Showing posts with label Predator. Show all posts
Showing posts with label Predator. Show all posts

Thursday, July 4, 2024

Bearfoot Bill, Backwoods Cartoon Baddie

Since I did a cartoon environment yesterday, I figure another cartoon villain is a good addition to the rest of the animated characters on the blog.

Bearfoot Bill, Backwoods Bandit

Bearfoot Bill ("It's joke, 'cause I'm a bear and I don't wear shoes anyhow!) is a character who appeared in the 1930's "Clown Town" theatrical cartoon series.  A stereotyped hillbilly bully who just happened to be a bear, he was a minor villain who appeared in half a dozen shorts as a bandit, bushwhacker, bank robber and bootlegger (dealing in fermented honey, of course).  Sometimes he worked alone and sometimes with a gang of smaller bear-bandits but either way he was inevitably sent running back to the hills after being bonked by the series' hero, KO Clown.  Some of his shorts were black & white, others were late enough for color.

The signature elements of Bill's character design were his enormous furry, clawed feet ("They just keep growin' when ya don't wear shoes, and I don't wear shoes 'cause I'm a bear!) and his shotgun, Old Faithful.  This double-barreled sawed-off boom stick was a bit character in and of itself, and sometimes argued with him about when to shoot and who to shoot at.  In some of his cartoons Bill was also able to conjure up jugs of fermented honey, and his empties would litter the ground around him.  

If you're running into him, you've either been pulled into his cinematic reality (using the term loosely) or there's a dimensional breach somewhere and cartoons are getting into the real world.  Thankfully, Old Faithful continues to follow the rules of its own setting no matter where it currently is, so its shells produce cosmetic damage and ink staining rather than horrific injuries.  If confronted with the effects of real firearms on real targets, even Bill will be appalled ("There's red ink and gizzards everywhere!") and Old Faithful will spit out its ammo and flatly refuse to be reloaded until he's had some time to think about what he's been doing with his life.

Description: A chubby anthropomorphic cartoon bear, dressed in worn denim overalls with a red handkerchief in one hip pocket and a battered straw hat on his head.  Carries a double-barreled sawn-off shotgun nicknamed Old Faithful, which speaks in a voice like a rusty hinge.  Often found with a big jug of fermented honey marked with an XXX, which he can conjure from nowhere when he wants a swig.  He speaks with a backwoods Appalachian accent in a gruff, growly voice.

Gender: Male     Age: Public Domain Character     Height: 6'6"     Eyes: Black

Fur: Brown       Skin: Covered In Fur       Build: Portly Cartoon Bear-Man

Approach: Bully                     Archetype: Predator

Health: 40 + (5 x H)

Powers: Old Faithful d10, Presence d8, Strength d8

Qualities: Banter d8, Cartoon Bandit-Bear d8, Imposing d8

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

Abilities:

Both Barrels (A) Attack two nearby targets using Old Faithful.  Use your Max die on the first target and your Mid + Min dice on the second.  If either target Defends against the Attack, that Defend works against both Attacks.

Don't You Try Nothin' Funny (A) Hinder one target using Presence.  Use your Max die.  The penalty created lasts until your next turn, and while it lasts the target cannot use reactions and cannot benefit from Defend actions. 

Scary Bear (A) Boost yourself using Presence.  If there are any heroes with Health in the Yellow zone, use your Mid + Min.  If there are any heroes with Health in the Red zone, use your Max + Mid + Min dice.

Take A Swig of Liquid Courage (A) Boost yourself using Banter.  Use your Max die.  This bonus is persistent and exclusive.  Defend yourself against all Attacks using your Mid die until the start of your next turn.

Upgrades & Masteries (optional):

Mook Squad +0 Health.  Gain Get In There, Boys! (A) Replenish your Bandit-Bear minions up to the number of heroes in the scene.

Boss Bandit (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

As a bandit Bearfoot Bill is mostly after valuables, although as a cartoon hillbilly bear his definition of "valuable" includes honey, moonshine, other folks' livestock, and pretty much anything in a bag with "swag" or a dollar sign on it.  He prefers bushwhacking lone victims when possible, but he's both greedy and a knucklehead so tackling a whole team of superheroes isn't out of the question.  He'll usually start a scene by using Take A Swig of Liquid Courage, which he'll repeat whenever the buzz wears off due to the persistent bonus being removed.  After that he'll try threatening a victim with Don't You Try Nothin' Funny (which sounds really menacing to his fellow cartoons) followed by unloading on them with his double-barreled sawed-off shotgun using Both Barrels.  Once his opponent(s) are worse for wear he'll use Scary Bear to Boost himself further, using bonuses for comedic Overcomes as the opportunity arises.

Bearfoot Bill sometimes shows up leading a band of fellow bear-bandits that help him on heists, which are represented by both his upgrade and mastery.

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Bandit-Bear d6 minion

Description: Cartoon bear-people dressed like hillbillies.  At bearly three feet tall they'd be kind of adorable if it weren't for the comedically oversized firearms they're brandishing menacingly.  Good thing they fire cartoon bullets, but the ink stains are hard on costumes.   

Way Too Much Gun For A Little Bear: Whenever you take an Attack action, gain a +2 bonus.  Then, reduce your die size by one.  If this would take you below d4, you are defeated.


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Monday, November 27, 2023

The Sire, the First True Vampire

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

The Sire

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

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

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

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

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

Approach: Ancient                     Archetype: Predator

Health: 45 + (5 x H)

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

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

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

Abilities:

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

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

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

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

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

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

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

Tactics

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

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


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Saturday, November 25, 2023

She-Gator, Hulking Hybrid Gator-Woman

Following up on a post from a couple of days back, because why not?

She-Gator

She-Gator is the product of a well-intentioned but ill-advised emergency blood transfusion from Florida Man (with the assistance a slightly drunken small-town doctor).  She'd been found out in the swamps, burning up with fever from an infected gunshot wound in her shoulder.  When questioned she claimed to be one Anne-Marie Pratt, on the run from her murderous husband.  It wasn't until after the transfusion that the sheriff showed up with news that cannibal serial killer May-Anne Trapp had busted out of the local women's prison.  By the time the state police arrived to identify her and cart her back to jail her unexpected transformation was complete and she'd escaped again, this time through a gator-woman shaped hole in the back wall of Doc's office.  If the agents hadn't immediately arrested Florida Man as an accomplice he might have gotten her back, but at this point he just wants to forget the whole incident.

May-Ann's mind is at least as scrambled as Florida Man's and she was pretty homicidal to start with, so it's no great surprise that she's more vicious and animalistic than he is.  Unlike him, she's perfectly happy biting people and looks forward to doing it a lot in the future.  With her new capabilities she's found a haven in the super-crime underworld as effective but temperamental muscle, and is nowhere near as interested in finding out who she was and how she got this way as Florida Man is.  Very much lives life in the moment, this one.       

Description: She looks almost identical to Florida Man, but a little taller with slightly narrower shoulders and a longer snout.  She wears a custom blue-green one-piece woman's swimsuit, which is surprisingly modest considering she's no longer even slightly mammalian and has nothing to cover up top.  Skips on the bracelets and boots (she doesn't care if her clawed feet wreck your carpets and scratch up the hardwood), but she does wear a similar black utility belt.   

Gender: Female     Age: 25     Height: 6'10"     Eyes: Reflective

Hair: None                  Skin: Alligator Hide         Build: Hulking Gator-Woman Hybrid

Approach: Adaptive                     Archetype: Predator

Health: 30 + (5 x H)

Powers: Vitality d10, Gator Jaws d8, Strength d8, Swimming d6

Qualities: Close Combat d10, Amphibious Ambush Predator d8, Fitness d8, Imposing d8

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

Abilities:

Amphibious Ambush (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.

Got A Taste Of You Now (I) On your turn, whenever you Attack a target you haven't already dealt damage too this scene, Boost yourself using your Max die.

I'm Predator, You're Prey (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.

Just Making Me Mad (R) When Attacked, Defend yourself by rolling your single Vitality die.  Boost yourself using that roll.

Riled Up But Good (A) Take 1d6 irreducible damage.  Increase the die size of all your powers until the end of the scene.

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

She-Gator prefers to face enemies in a nice, watery environment where she can conceal herself just beneath the surface and then come lunging out for a hard-hitting initial strike.  If she can start in an Amphibious Ambush like this she'll spend time using Riled Up But Good and taking basic Boost actions to establish a bonus or two to double during her first rush.  On the round before she plans to spring her trap she might even do a basic Hinder with a mighty roar (Vitality + Amphibious Ambush Hunter) if it doesn't give away her exact position, which will further improve the damage from I'm Predator, You're Prey.

If she can't lurk in a body of water she'll simply use Riled Up But Good right away, then try to charge an isolated target and start ripping them apart.  She doesn't like being mobbed but unless there are four or more enemies in the scrum she'll usually just stay to fight it out.  She-Gator will only use Riled Up But Good a second time if seriously afraid or cornered.

Regardless of terrain, once she starts fighting she'll use Got A Taste Of You Now whenever she can, swapping between targets to maximize the bonuses it generates.  Attacks will be blocked by her Just Making Me Mad reaction, which gives her even more bonuses to play with.  These usually get rolled into extra damage, but she might save them for her reaction instead if feeling hard-pressed.

Her upgrade makes it easier to harvest bonuses from Got A Taste Of You Now while still concentrating on a key target, as well as upping her durability and damage output.  Her mastery represents the difficulty of predicting the behavior of an animalistic half-amnesiac gator-woman escaped convict.   


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Sunday, November 19, 2023

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

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

The Cogitator Supreme and His Mighty Mentomaton

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

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

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

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

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

Approach: Mastermind                     Archetype: Predator

Health: 35 + (5 x H)

Powers: Telepathy d12, Deduction d10, Teleportation d8

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

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

Abilities:

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

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

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

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

Upgrades & Masteries (optional):

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

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

Tactics

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

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

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The Mighty Mentomaton

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

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

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

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

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

Approach: Ancient                         Archetype: Guerrilla

Health:  50 + (5 x H)

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

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

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

Abilities:

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

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

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

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

Upgrades & Masteries (optional):

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

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

Tactics

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

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


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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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Thursday, November 2, 2023

Lash & Crash, More Agents of SIN

Two more supervillains from the labs of the Science Integration Network's SIN/NER division.  This pair aren't quite the successes that Rush and Crush were, but with those two they do round out a four-man supervillain team for larger operations.  I'm sure they'll shake down into a cohesive group eventually.

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Science Integration Network (SIN)

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

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

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Lash

An argumentative and sour individual, Mateo Abarca Villalobos was never a perfect fit as a SIN/NER agent, which eventually led to a disciplinary review.  When offered the choice between a chemical mind-wipe and permanent discharge from service or signing up for an empowerment program to "make something useful of himself" he grudgingly took the latter option.  Better than waking up in a gutter somewhere with no idea what he'd been doing for the last five years.  

He was one of the lucky ones, gaining the ability to project crackling whips of energy from both hands.  These could drain a wide spectrum of exotic radiations, weakening most "superpowers" and interfering with advanced technologies as well.  The absorbed energy was metabolically converted into vastly improved strength and durability or channeled back into targets to cause disruptive feedback.  He quickly learned to use his whips for acrobatic maneuvering and even fine manipulation at a distance as well, adding to his versatility.  He was also informed that he'd need regular treatment with the Q-radiation used to empower him to keep him from suffering a "catastrophic metabolic collapse" - ensuring his reluctant loyalty to SIN going forward.

SIN assigned Mateo the supranym Lash (which he quietly despises) and generally uses him alongside other success stories from the same series of experiments.  He'd rather work solo or in charge of regular agents so that he isn't constantly having to restrain himself from siphoning his unwanted allies' power, but his superiors rarely trust him that far.  Lash isn't a happy man, but that's pretty much his normal state of being anyway.

Description: A tall, broad shouldered man of Hispanic descent.  He wears a single-piece bodysuit that covers everything but his head, with the upper half in navy blue and the lower half in dark red, and will often be found puffing on a cigarette.  When his powers are active lashes of crackling yellow energy project from one or both hands, moving with impossible precision and extending several hundred feet at maximum. He has a raspy smoker's voice with a mild Costa Rican accent.

Gender: Male     Age: Twenty-Something     Height: 6'0"          Eyes: Muddy Brown

Hair: Brown Buzzcut     Skin: Light Brown     Build: Broad-Shouldered

Approach:  Dampening               Archetype:  Loner

Health:  35 + (5 x H)

Powers: Absorption d10, Strength d8, Swinging d8

Qualities: Close Combat d10, Acrobatics d8, Finesse d8, Grumbler d8

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

Abilities:

Scourging Siphon (A) Hinder multiple targets using Absorption.  While a hero has this penalty, reduce all their power dice by one size.

Stroke of the Lash (R) When a nearby hero that you can see invokes a twist, Hinder them by rolling your single Absorption die.

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

Vicious Thrashing (A) Attack multiple targets using Absorption.  Hinder each target using your Max die.

Upgrades & Masteries (optional, rarely when when working with other villain allies):

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

Tactics:

Lash would really prefer to work without other powered allies around so that he doesn't have to restrain his energy-draining abilities to exclude them from the effects, but SIN often sends him out as part of a team whether he likes it or not.  Against heroes he'll usually alternate between Scourging Siphon to weaken their powers and Vicious Thrashing to harm and hamper them with painful feedback.  He'll use whichever reaction triggers each round as soon as possible, either making twists even worse with Stroke of the Lash or largely shrugging off Hinders or KO damage with Unimpressed.

On the rare occasions when he has his upgrade it will further weaken opposing heroes and might draw extra Stroke of the Lash reactions as heroes attempt to remove the field.  His mastery makes him a very efficient leader for teams of standard agents and "Deadly SIN" operatives.

Unique Optional Mechanic:  Lash frequently suffers from being a Loner forced to restrain his flailing multi-target abilities around allies, resulting in a low status die.  If his Health reaches the Red zone and he's still at a d6 status the GM can decide he's had all he's putting up with and have him cut loose.  If he does so, his status die becomes d10 until the end of the scene, his upgrade (if he has it active) now affects villains as well as heroes, and whenever he uses Scourging Siphon or Vicious Thrashing he automatically includes any eligible allied villains as targets of those abilities.  Friendly minions and lieutenants aren't affected unless the GM decides Lash has gone totally berserk, as their lower (or nonexistent) power levels don't interact with Lash's Absorption tricks as violently.  How his allies react to this is up to the GM, although they're likely to stay focused on their mission and deal Lash after the heroes.

Lash will suffer serious repercussions from his masters at SIN if this happens, and might wind up making a clean break and becoming a rogue villain rather than face the music.   

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Crash

Louis Balland was a SIN/NER agent before being recruited for the division's ongoing empowerment experiments.  He was thoroughly enthusiastic about the prospect of gaining super-powers, and while the physical changes that came with them were more severe than anyone expected there's no denying that he gotten some major power in exchange.  As Crash he's become a human rocket, capable of propelling himself at incredible speeds with fiery jets projected from his hands and feet and surviving full-speed collisions with even the hardest targets.  Those same jets can be used as impromptu weapons or tools as well, spraying blinding flames over a wide area as he spins overhead (the so-called "Gamera maneuver") or focusing down to cut like a blowtorch.  Like other successful products of this program he's absorbed a massive dose of Q-radiation that resonates in a positive feedback loop with similarly-empowered superbeings, and his personal charge is the strongest to date.

Description: A very tall man with strange proportions, seemingly stretched out vertically with over-long limbs and a cone-shaped head.  He wears a single-piece bodysuit that covers everything but his head, hands, and bare feet, with the upper half in dark red and the lower half in navy blue.  He has a slight Californian accent and tends to shout to make himself heard over his rather noisy powers.

Gender: Male     Age: Twenty-Something     Height: 6'8"     Eyes: Green

Hair: None     Skin: Ruddy Caucasian     Build: Distorted, Vertically Stretched

Approach: Overpowered                    Archetype: Predator

Health: 50 + (5 x H)

Powers: Flight d12, Momentum d10, Fire d10

Qualities: Human Rocket d8, Imposing d8, Alertness d6

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

Abilities:

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

Jink (R) When Attacked, Defend yourself by rolling your single Flight die.  Deal that much damage to a different nearby target.

Prep For Launch (A) Boost yourself using Human Rocket.  Use your Max die.  That bonus is persistent and exclusive.  Defend yourself against all Attacks using your Mid die until the start of your next turn.

Rocket-Propelled Ram (A) Attack using Momentum.  Use your Max + Mid + Min dice.  Hinder yourself using your Max die.  Deal Mid + Min dice damage to yourself.

Upgrades & Masteries (optional, usually in effect when working with Crush, Lash or Rush):

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

Master 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

Crash is a straightforward fighter, and an enthusiastic one.  He usually opens a scene with Prep For Launch to establish a lasting bonus for himself, then hurls himself at one target after another using Rocket-Propelled Ram until the fight is won or he KOs himself.  Jink gives him a very strong reactive defense that also throws out some non-Attack damage (making it harder to protect against).  He'll break from this pattern only if he sees an opening to go late in one round and early in the next, setting him up to use Blazing Jets back-to-back before the heroes can shed the penalties from the first usage, which can set him up to do a lot of damage and apply big penalties to multiple targets.

His upgrade amps up his damage and lets him spread it around a bit more, as well as letting him survive more rams.  His mastery reflects his talents perfectly.


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Tuesday, August 22, 2023

Bodycount, Deceased Serial Killer

This particular villain is extremely dead in my campaign continuity, having never even made an appearance in the game and existing solely as a reference in the post about the other Bodycount.  He doesn't fill a useful slot in my villain collection when I've got the Silent Harvester around, so I wasn't going to bother with going into more detail about him.  Still, villains don't always stay dead, time travel happens, and other folks might want a diabolically empowered serial killer, so here's a quickie writeup.

If he ever does come back, the woman who took his life and his supranym will be quick to hunt him down and vivisect him to figure out why killing him the first time didn't stick. Probably less painful being in actual Hell than dealing with Annabelle Grant's scientific method.

Bodycount

This Bodycount is a supernaturally-empowered serial killer who prefers to prey on mundane victims, particularly conventionally attractive young women.  He's an easily-overlooked nebbish until he strikes at his current prey, at which point he manifests the disturbing supernatural abilities granted to him by the diabolic entities that whisper commands in his head.  His powers let him manipulate shadowy infernal energies a little bit, blanketing a small area with hellish shapes and he can cling to surfaces like some great dark spider, but his signature weapon is the literal demon's tongue in his mouth.  Aside from honeying his words when need be, the thing can extend to absurd lengths, slice the most durable flesh like a razor and even grab and manipulate small objects or strangle a foe.  Not a real terror to supers under normal circumstances, but very dangerous when attacking a lone victim from ambush and far too much for mundane law enforcement to deal with.

What his origin or real name is, or why he was empowered, or what his diabolic masters really want is up to you.  In my games he's dead, and not answering questions.

Description: A blandly unobtrusive figure in civilian garb, barely worth a second glance except for an ever-so-slightly twisted posture.  If you catch him while hunting, he wreathes himself cloying shadow-shapes whose touch burns like acid, scuttles across walls and ceilings like a bizarre humanoid spider, and distends his jaw to unleash an eight foot long prehensile forked tongue.

Gender: Male                   Age: 38              Height: 5'10"              Eyes: Brown

Hair: Oily Brown        Skin: Caucasian        Build: Slightly Crooked

Approach: Leech                     Archetype: Predator

Health: 30 + (5 x H)

Powers: Demon's Tongue d10, Infernal d8, Wall-Crawling d6

Qualities: Fitness d8, Murderous Sociopath d8, Persuasion d8, Stealth d8

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

Abilities:

Cutting Word (R) When Attacked, Defend yourself by rolling your single Demon's Tongue die.  If this negates the Attack completely, use the same roll to Hinder the Attacker and Boost yourself.

Hellish Phantasms (A) Hinder multiple targets using Infernal.  Recover Health equal to your Min die.  If you roll doubles, also Attack one of those targets using your Max die.

Homicidal Instinct (A) Attack using Murderous Sociopath.  Use your Max die.  If the target has a penalty you created or is in the Red zone, use your Max + Mid dice instead.

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

Upgrades & Masteries (optional):

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

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

Tactics

Bodycount prefers to prey on mundane victims, but occasionally his diabolic patrons demands he hunt more dangerous targets.  He's uncomfortable facing multiple foes, and will try to find a way to ambush an isolated foe.  Stalking Killer lets him set up for such opportunities, and when he finds an opening he'll launch his assault with Homicidal Instinct, which he usually uses with Demon's Tongue in the pool but works fine with Infernal or even d4 mundane weapons.  If possible he'll try to establish a penalty beforehand with Hellish Phantasms to enhance his damage, which is also his ability of choice when forced to deal with more than one enemy at a time.  Cutting Word gives him a very strong defensive reaction as long as it completely blocks all damage, so he may accept a strong hit and hope for a weaker one later to maximize the utility of the reaction.

In my continuity this Bodycount was killed before getting an upgrade, but he might have earned one eventually through doing his masters' bidding.  If he was returned from the dead by them they might even grant him the added boon in the process.  His mastery would reflect him meeting the ever-increasing demands of those who empower him.

Even with an upgrade, the other Bodycount will kick his ass reliably.  Her abilities make a laughably bad matchup for him even with a mass Hinder to more than halve the minion damage she'll be dealing out to him.


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Wednesday, June 28, 2023

Villain Design Analysis: Archetypes Part 5 - Predator, Squad & Titan

Continuing this series with a look at the last three villain Archetypes.

Predator

Predator villains have a 6/8/10 status die spread that decreases the more opponents they're engaged with.  Much like Guerrillas, this causes some issues because "engaged" is never clearly defined in the rules, and it's unclear whether hostile lieutenants and minions should be counted as well.  If you just count opponents in the same location Predators might maintain a d8 status, but getting to a d10 really requires isolating a single foe, something none of your abilities really allow you to do.  They have an average Health bonus, and get the usual two ability choices from this list:

Surprise Trap - Reaction that uses your status die to Hinder an Attacker and deals damage to them equal to the value of the penalty.  As villain defensive reactions this is really quite bad, in large part because you'll rarely get better than -2 penalty out thanks to your dreadful status die mechanic.  That is a very puny damage debuff and poor payback damage compared to similar reactions.  

Hazardous Terrain - Solid multi-target Hinder that also does decent damage to any target that already had a penalty from you on them.  You don't have any abilities that produce truly persistent penalties so the only way to get the damage to happen is to manage to exploit the turn sequence to use this twice over two rounds before the heroes get to go, or possibly take a twist when creating a penalty to make it last for two uses. 

Hidden Hunter - Innate ability that doubles the value of any mods of your choice involved with taking action against a target that's unaware of your presence in the scene, or has forgotten you're still there.  Very, very dependent on GM fiat or Overcome actions to conceal yourself and/or trick foes into thinking you've fled.

Hunt the Weak - Solid Attack that becomes very strong if the target has a penalty from you or is already in the Red zone.  The lack of an persistent penalty creation hampers the utility of this ability as well, and it's almost overkill if the target is already in their Red Health zone.

Stealth Approach - Solid self-Boost that creates a persistent and exclusive bonus, bundled with a moderate self-Defend that lasts until your next turn. 

Track My Prey - Solid Hinder that lasts until your next turn, so could potentially be used several times depending on timing and target reactions.  While the target has this penalty it cannot use reactions or benefit from Defend actions.  This is potentially very strong for your allies, but doesn't really benefit you.

This Archetype has issues with its abilities, some of which can be patched through taking the right Approach while others need more work.  Any ability that can apply persistent penalties helps make two of the Predator choices much better, and anything that grants you some mobility to reposition and avoid being engaged by too many foes will help improve your status die.  You could also opt to take minor twists when creating key penalties to have them last for two uses, but that's a steep price to pay.  If you took Hidden Hunter all mods are more useful in theory, although it would help to have a "take any basic action using your Max die" ability to Overcome your way into concealment or a faked retreat as well.

There are still several things I'd advise altering as house rules.  Surprise Trap should be reworded as follows:

Surprise Trap (R) When Attacked, roll your single status die.  Deal the Attacker that much damage, and Hinder the Attacker using the same roll.  The resulting penalty is persistent and exclusive.

This makes an underperforming reaction considerably stronger, as well as providing a way to create a persistent penalty to make your other choices more viable.  It still isn't providing much immediate defense, but at least it stings more now and will debuff future Attacks while the penalty remains.

I'd also suggest altering Track My Prey to add some mobility so it has better utility outside of teams:

Track My Prey (A) Hinder using [power].  Use your Max die.  The penalty lasts until your next turn, and while a hero has this penalty they cannot use reactions or benefit from Defend actions.  Then you may move to any location in the scene.

Mobility of any kind helps avoid status die disasters and makes Hidden Hunter a little easier to use.

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Squad

Squad villains have a 6/8/10 status die spread that gets smaller the fewer allied villains are in the scene.  Their status isn't affected by lieutenants and minions.  They have a very low Health bonus and two ability choices: 

On My Mark - Action ability that lets an ally take an immediate basic action, using their Max die and rerolling any ones that come up.  Strongest when used on allies with better dice pools than your own.  

My Allies Are My Strength - Innate damage increase for you based on the number of nearby non-minion allies.

Press the Advantage - Solid single target Attack, and if you pass the turn to the target they must Attack you on their turn if possible.  If you can take the damage this can be very good.  Restricting enemy choices is usually potent, especially if they were needed for Overcomes or Boost support.

Protect My Allies - A rare defensive reaction that protects an allied villain using your status die, and you get to self-Boost as a reward.  Really quite good for villain teams but doesn't protect mere henchmen.

Stay In Formation! - Boost any two targets and get a weak self-Defend that applies to all Attacks until your next turn.  A solid support option that uses all three of your dice efficiently, and can be used to self-Boost if desired.

Take Point - Solid Attack that provides a good Defend to all your nearby allies until your next turn.  Hugely effective team defense move, although it leaves you wide open and you'll likely draw some fire so you can't just spam this move.  Does call for your allies to stay rather bunched up though, so beware of multi-target Attacks with enough damage to breach the Defend.

A very versatile list that can provide just about anything, but really needs allies (and particularly other villains) to function well.  Depending on your selections you can take a direct hand as a damage dealer while also protecting allies, or as a support character handing out improved basic actions and bonuses, and there's also a very solid defensive reaction to cover for allies.  When considering Approaches something with healing might be helpful (it is one thing the list can't provide), but just about anything can work based on what Archetype abilities you focus on. 

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Titan

Titans have an 8/10/12 status dice spread that decreases as the heroes Overcome the custom Titan challenge each has, with status dropping to d10 after two successes and d8 after a third.  They're tied for the highest Health bonus of any Archetype and can choose three abilities from this list:

Crush All Underfoot - Moderate multi-target Attack bundled with a weak Hinder on each target.

Down the Hatch - Solid Attack bundled with the option either apply an all-three-dice Hinder, or render the target unable to take actions at all until a successful Overcome frees them.  Uniquely restrictive, and can be spammed for an almost a guaranteed victory against a single hero unless they escape immediately or have allies to Overcome for them. 

Foolish Insect - Reaction that uses your status die to deal damage to a hero that takes a minor twist in your Titan's challenge, in addition to the twist effect.

You Are But Gnats To Me - Insanely high damage reduction that decreases to merely very good as your status die degrades.  Practically forces the heroes to Overcome your Titan's challenge in order to do damage to you.   

I Will Not Be Defeated So Easily - Reaction that triggers when Attacked with a roll that includes doubles, letting you remove a success from you Titan's challenge, which helps keep you status die up. 

The Land Quakes Underfoot - Action ability that lets you trigger an environmental twist in its current zone, no roll required from you.  Still restricted to just one use of each Major Twist per scene.  Domain villains are better at this trick, but it can still be very disruptive and unpredictable.

The list includes a decent multi-target Attack and Hinder bundle, a single target Attack that either Hinder or apply a unique and very powerful restriction on the victim, two reactions that both interact with the Archetype's unique status die mechanic, incredible damage reduction, and the rare ability to manipulate the environment in your favor.  It's very powerful, but benefits greatly from an Approach that offers either a bit more variety (eg Boosts, healing, a real defensive reaction, other ally support tricks) or that leans into whatever Titan abilities you've chosen (eg stacking even more damage reduction or stronger raw-damage Attacks).  Titans can be remarkably frustrating for some teams to deal with, and their built-in challenge practically requires spending at least three hero actions, especially if you've taken the damage reduction option.  With both offensive options including Hinder riders passing Overcomes on that challenge is much harder as well.

Even without an upgrade, I'd expect almost any Titan to be as hard to deal with as a difficult scene element.  They really are a step above the other Archetypes.   

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Continued in Upgrades.


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Monday, June 12, 2023

Villain Design Analysis: Approaches Part 7 - Prideful & Relentless

Continuing from yesterday's post, more villain Approaches:

Prideful

Prideful villains have a well above-average set of Power and Quality dice, above-average Health and the two ability choices from the following list:  

I Know Your Weakness - A rare reactive Attack ability triggered by a nearby hero rolling a one in their die pool.

I Will Deal With Rest of You Later - Strong single-target Attack that also Defends against everyone but the target until your next turn.  Quite strong against teams. 

My Greatness Cannot Be Denied - Strong single-target Attack bundled with a persistent bonus triggered if the damage causes the target to change GYRO zones.  The bonus can be applied to anyone, which is good for supporting allies who lack access to a persistent bonus of their own.

Sustained Mockery - Good solid persistent Hinder.

Unquestionable Might - Potent innate damage reduction.

You Cannot Survive - Reactive Hinder triggered when an opponent ends their turn nearby.

Prideful villains have two strong single-target Attack options, both of which have secondary effects that help protect them from damage.  There's also a quite reliable offensive reaction for dealing more damage, another reaction that hands out penalties just for standing near you, a solid damage reduction ability, and a strong persistent penalty generator.  They don't have any healing and their Boost and Hinder options are limited (but persistent, which helps) but overall it's a good, varied list that's helped out by solid dice arrays and good health.  

This doesn't really need homebrew help in my opinion.

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Relentless

Relentless villains have fairly average Power and Quality dice arrays, average Health, and two ability chosen from this list:

Dogged Pursuit - Reaction triggered if an opponent moves away from you, letting you follow and Hinder them.

Prey On the Weak - Bundled Attack and Hinder on a single target.  Variable based on target status die, ranging from quite strong to just okay.

Repeated Punishment - An unusual reaction that triggers when you make an Attack during your turn, adding your Mid die to the damage one target of that Attack suffers.  Basically trades your reaction for extra damage right away.

Too Close For Comfort - Unique innate ability that lets you remove your own bonuses or your Attacker's penalties to reduce the damage they deal by the mod's value.  As an innate it can be used repeatedly with multiple mods.  Raises a minor timing issue but it's pretty clear the penalties on an Attacker are applied before you opt to destroy them with this ability.  Quite strong defensive trick if you can keep putting out mods to fuel it.

Twist the Knife - Reaction triggered by an ally making an Attack, letting you add damage to their Attack.  Good for breaching defenses and damage reduction. 

Up in Your Face - Decent Attack that forces the target to Attack you on on their next turn or be Hindered by your Mid die.  Flavorful, but usual outshone by Prey On the Weak, which makes it a bit of a dud.  If you want it to be more attractive, adding "This penalty is persistent and exclusive." to the text to make opting to take the Hinder have more bite would probably do the job.

Relentless has a peculiar but very aggressive list, with three offensive reaction options, an innate that's effectively a strong but resource-hungry defense, and two Attack abilities, one pretty clearly better than the other most of the time.  I suggested a fix to the weaker of the Attack options above, but there's another homebrew ability to consider that leans into the "stay on one target till it drops" theme that's supposed to be going on here:

This One Is Mine (A) Attack using [Power].  Use your Max die.  Defend yourself using your Min die.  If you dealt damage to this target on your last turn, add your Mid die to the damage dealt and the value of the Defend.

This ability is a hard push toward hitting one target repeatedly until it drops, since you have to keep up the pressure to really benefit from it.  The requirement to deal damage means foes could "combo break" the effect with a strong Defend and/or Hindering you.  It also gives you a defensive ability that isn't tied to the single oddball innate on the list.

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Continued in part 8.


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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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