Showing posts with label Squad. Show all posts
Showing posts with label Squad. Show all posts

Monday, June 9, 2025

OGRE & OGRESS, Super-Thug Power Couple

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


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

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The Loving Couple

OGRE

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

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

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

Approach: Bully                   Archetype: Squad

Health:  30 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

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

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

Abilities:

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

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

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

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

Upgrades & Masteries (optional):

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

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


OGRESS

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

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

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

Approach: Bully                   Archetype: Squad

Health:  30 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

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

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

Abilities:

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

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

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

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

Upgrades & Masteries (optional):

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

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

Tactics

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

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

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OGRE or OGRESS (Working Solo)

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

Approach: Bully                   Archetype: Bruiser

Health:  45 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

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

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

Abilities:

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

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

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

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

Upgrades & Masteries (optional):

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

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

Tactics

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

Upgrade and masteries are the same as above.

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

Description: As above.

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


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Friday, May 31, 2024

Go-Go Girl and the Groovy Gadget-Man, Swinging Sixties Super-Foes of Sorts

This hero and villain pairing were a direct result of filling in the background of another hero character I used in a one-shot last month.  They're an interesting non-couple but man, did he have some issues.

Go-Go Girl

Go-Go Girl was a Silver Age speedster hero active in the late 1960s and early 1970s.  Her powers were the result of exposure to radiation from US nuclear testing, with both her parents having been contaminated by fallout in separate tests and the whole family catching another dose shortly after her birth.  Rather than contracting cancer like her relatives eventually did, she was imbued with fantastic speed, agility and reaction times as well as an "atomic metabolism" that granted phenomenal endurance and the ability to heal rapidly from injuries.  Her career was a fairly brief one, spanning only seven years before dying heroically in 1974 while while rescuing an entire town from a disastrous dam collapse.  Go-Go Girl's civilian identity was never publicly revealed, although the US government is believed to have access to that information in the Top Secret files of the FBI's Superhuman Affairs section.

She generally worked as a solo hero with a focus on crimes and violence targeting members of the so-called "hippie" counterculture, as well as actively supporting the civil rights, women's rights, and anti-war movements of her day.  This earned Go-Go Girl considerable disapproval from some older, more established heroes but made her very popular with her younger peers who were starting to emerge from the Baby Boom in ever-greater numbers.  She also clashed with a number of peer supervillains, many of whom shared some of her beliefs but not her overall altruism and optimism.  The most notable of these was the techno-villainous heister known as the Groovy Gadget-Man, who would go on to create an artificial duplicate of her in later years as an homage to his favorite enemy from his youth.  

Description: A slender, athletic young woman who looks more than a bit like Anne Francis.  She favors a snug silver body suit with knee-high boots for active hero work and various "flower child" fashions otherwise, often accessorizing with peace symbol jewelry in either role - which double as a calling card left behind on baddies she's defeated.  She has a mezzo-soprano voice and can carry a tune almost as well as she dances.   

Gender: Female            Age: 18           Height: 5'3"            Eyes: Deep Blue

Hair: Honey Blonde                  Skin: Tanned Caucasian             Build: Svelte

Background: Performer     Power Source: Radiation     Archetype: Speedster

Personality: Cheerful                   Health (G/Y/R):  28/21/10

Powers: Agility d10, Speed d10, Momentum d8, Vitality d8

Qualities: Acrobatics d10, Creativity d8, Flower Child Superhero d8, Alertness d6, Finesse d6

Status: Green (28-22) - d10 / Yellow (21-11) - d8 / Red (10-1) - d6

Abilities:

Green

Good Karma (I) Whenever you roll a one on one or more dice, you may reroll those dice.  You must accept the results of the reroll.

Groovy Moves (A) Attack multiple targets using Acrobatics. Use your Min die.  Hinder each target using your Mid die.

Principle of Speed (I) When you successfully Overcome, you may end up anywhere in the current environment.  You and your allies each gain a Hero Point.  Minor twist: What physical drawbacks do you suffer from going too fast?  Major twist: What critical detail did you speed past earlier that is now coming back to haunt you?  RP: You're fast and don't like to waste time.  You like to keep moving.

Principle of Youth (A) Overcome in a situation where your age or size is an asset.  Use your Max die.  You and your allies gain each gain a Hero Point.  Minor twist: Who has been put off by your overconfidence?  Major twist: What person that you would hate to let down is now very disappointed in you?  RP: Innocent and cheerful, you can slip into many situations that adults would have trouble with.

Put On A Show (A) Boost or Hinder using Agility.  Use your Max die.  If you roll doubles, Attack using your Mid die.

Yellow

Practiced Routine (R) After rolling during your turn, you may take one irreducible damage to reroll your entire pool.

Ram-O-Rama (A) Attack multiple targets using Momentum.  Use your Max die against one target and your Mid die against each other target.  If you roll doubles, take irreducible damage equal to your Mid die.

Take A Quick Breather (A) You may remove a penalty on yourself.  Then, Boost yourself using Agility.  If you didn't remove a penalty, Recover using your Min die.

Red

Atomic Metabolism (A) Hinder yourself using Vitality.  Use your Min die.  Recover Health equal to your Max + Mid dice.

Step Up The Pace (I) You have no limit to the number of Reactions you can take.  For each Reaction after the first you use in a round, take one irreducible damage or a minor twist.

Timely Heroics (R) When an opponent Attacks, you may become the target of that Attack and Defend yourself by rolling your single Acrobatics die.

Out

Watch Out! (A) Boost an ally by rolling your single Agility die.

Tactics

Go-Go Girl is a fairly basic speedster with the usual high mobility, some strong multi-target abilities and solid dice-fixing tricks, backed up by strong defensive and healing options in a crisis.  In Green she has access to a strong and versatile mod generator with Put On A Show, an offensive multi-target ability in Groovy Moves and die rerolls from Good Karma.  Principle of Speed makes her very mobile when taking Overcome actions as well as potentially earning two hero points at a time if she can also use her somewhat narrow Principle of Youth.

Yellow sees her add another dice fixing trick with her Practiced Routine Reaction.  Her Ram-O-Rama ability is her primary offensive move for dealing raw damage, and her dice manipulation reduces the risk of rolling doubles to harm herself.  Take A Quick Breather gives her a modest Boost option combined with good penalty removal or minor self-healing.

In Red Go-Go Robo she gains a very strong group defensive Reaction with Timely Heroics, which is made even better with Step Up The Pace.  This helps her stay in action until she can use her Atomic Metabolism to do a big Recovery and hopefully get back in the Yellow where she's more comfortable. 

When Out, her appropriately-named Watch Out! ability lets her provide a continuing source of bonuses to her team.

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The Groovy Gadget-Man

Roger Thomas Markson (aka the Groovy Gadget-Man) was a Silver Age villain mostly active in the late 1960s and early 1970s, dropping out of the supercrime scene to serve almost half a century of prison time starting in late 1973.  He was a child prodigy with a natural talent for miniaturized technology using light and sound to manipulate human senses and mental states.  He took to a life of crime after rejecting government attempts to recruit him as a weapons designer in his teens, cutting ties with his parents (who were insistent he take the offer) at the same time.  While active he specialized in heist jobs, robbing banks, payrolls, large chain stores and the occasional millionaire's mansion.  He was scrupulous about using non-lethal weaponry and gadgets, leaving his victims temporarily unconscious or in an altered mental state but physically unharmed.

As his supranym suggests, Markson was deeply involved with Sixties counterculture, with workshops hidden in communes across the country.  He was often accompanied by large numbers of his so-called "hippy heisters" during his thefts, most of whom held to his "no killing" code with a few ugly exceptions.  While it was never proven, the authorities suspect a large fraction of his total take was secretly donated to various progressive social movements of the day.  Even so, it would be a mistake to think he was some kind of Robin Hood character, and he never undertook a job unless there was money in the offing and plenty of it.

Markson crossed paths with several superheroes during his career, but his recurring nemesis was the speedster Go-Go Girl.  The two had a complicated relationship in many senses which ended when she died in the spring of 1974, just a few months after capturing the Groovy Gadget-Man for the last time.  He was just starting a lengthy prison sentence at the time and to everyone's surprise, chose to serve it quietly for almost 50 years before eventually being released in the early 2020s.  A few years later he resurfaced one last time, staging a classic bank heist that was quickly foiled by a new superhero - Go-Go Robo, a gynoid automaton that he'd built himself and equipped with the memories of his old foe.  Markson died peacefully of cancer while in custody awaiting trial, but his homage to an old frenemy is still carrying on her legacy in 2024.

Description: A thin young man with a deep tan, dressed in sandals, tan bell-bottoms and a wild paisley vest without a shirt.  Always wears oversized glasses whose lenses are marked with dollar signs that glow and/or shift to a hypno-spiral when he's using his powers.  He's festooned in New Age and hippie jewelry that conceal his numerous gadgets.  Often has one or two brightly-colored plastic energy pistols worn on a cowboy-style gun belt - examples of his non-lethal "love gun" technology.  His strong baritone has a slight Californian accent and he tends to mix Sixties slang with abstruse technical terms.  

Gender: Male              Age: 23                Height: 5'8"                Eyes: Brown

Hair: Light Brown, Worn Long        Skin: Suntanned Caucasian        Build: Slender

Approach: Dampening                   Archetype: Inventor

Health:  35 + (5 x H)

Powers: Inventions d10, Presence d8, Remote Viewing d8

Qualities: Science d10, Creativity d8, Silver-Tongued Super-Crook d8, Technology d8 

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

Abilities:

Groovy Gadgets (A) Boost using Inventions.  Hinder using your Max die.  Attack using your Min die.

Jive Talk (A) Attack one target using Silver-Tongued Super-Crook.  Use your Max die.  Hinder each opponent that can see or hear your target using your Min die.

Negative Waves (R) When a nearby hero that you can see invokes a twist, roll your single Inventions die to Hinder them.

Positive Waves (R) Discard one of your bonuses and use its value to Defend against all Attacks against you until the start of your next turn.

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 Profitability (I) If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who pays the price.

Tactics

The Groovy Gadget-Man is in it for the cash and prefers to avoid violence, using non-lethal inventions that leave targets confused, confounded or just plain tripping out rather than physically harmed.  Against crowds his go-to maneuver is to use Jive Talk to single out the biggest threat and send them reeling with psycho-sonics and hypno-shades while spreading some soothing vibes across their allies.  He also has a wide variety of other Groovy Gadgets with versatile effects that he can use as needed, usually Boosting himself to fuel his defensive Positive Waves reaction.  If he sees an opening to use Negative Waves he's quick to take it, and you bet he takes advantage of his Remote Viewing to do so.

His upgrade seeds the area with aerosol "recreational" chemicals and hypno-projectors, leaving people half out of it to start with.  His mastery reflects his monetary motivations.

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The Groovy Gadget-Man occasionally works with other like-minded supervillains but prefers to rely on a mob of his relatively good-natured minions for support.

Hippie Heisters d8 minion

Description: They look like flower children, they act like crooks.  Most rely on non-lethal "love guns" provided by the Gadget-Man, leaving their victims peacefully blissed-out while they make off with the boodle.  A few know some kung fu.  Once in a while their ranks will include some cycle gang members who've crashed the scene with less painless weaponry and much worse intentions, which is a real bummer but what can you do?

Pick one or two abilities from the selection below for each minion group.  Only one ability can be used per turn.

Cheerleader: You gain a +2 bonus to Boost actions.  If you Boost the Groovy Gadget-Man, that bonus increases to +3 instead.

Hell's Angel: You gain a +2 bonus to Attack actions but can never take a Boost or Defend action.

Kung Fu Fighting: If you Attack or Hinder a close target, you gain a +2 bonus.

Love Gun, Baby: When you Attack a target, also Hinder them using the same roll.  When using this ability your Attacks never inflict physical harm and are strictly non-lethal.


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Thursday, May 23, 2024

Paycheck, Trust Fund Villain

Proud offspring of some of the worst people to come out late-stage capitalism, the only redeeming feature this villain has is that he's too disinterested to have political aspirations.

Paycheck

Nigel Wake is the scion and sole heir of four generations of highly successful white collar criminals, each of whom added to the family fortune through embezzlement, tax evasion, and a bewildering variety of fraudulent dealings, all without ever serving more than a few years now and then in the most comfortable of prisons.  It was expected that young Nigel would follow their footsteps, but once he inherited his trust fund at 21 he decided to pursue a different path, one more suited to his tastes than sitting in an office manipulating the books in his favor.  He would become a supervillain, and simply steal a new fortune.  Thus Paycheck was born.

Of course, there was no reason not to take advantage of his resources to do so, nor does a gentleman of his social standing do the grunt work.  No, he invested wisely in some defensive gear while exploiting family contacts in the criminal underworld to hire a team of the most reliable villainous allies money could rent before staging his first heist.  That success led to more, and while his contracted crime spree was eventually stopped and most of his hirelings arrested, Nigel himself got away scot free.  Covert legal assistance kept his temporary allies' jail time to a minimum and left Paycheck with a reputation in the supervillain community as a reliable employer and uncommonly rational mastermind type.

Nigel doesn't feel pressed to "work" more often than his (expensive) lifestyle calls for, but when he does Paycheck will recruit a new team, launch another series of financially lucrative crimes, then fade away again to enjoy the fruits of others' labor.  

Description: An anonymous male figure in a sleek suit of fully-enclosed black-and-gold battle armor.  While stylish and visually impressive the suit doesn't seem to actually do much, lacking integral weapons, mobility aids, or heavy armor.  It provides good environmental regulation, modest personal protection and seems to have a potent communication array, while also supporting a bandolier of minor gadgets - none of which, oddly enough, are technically illegal, although some of the self-defense chemical sprays and flashbangs tread pretty close to the line.  The helmet includes a voice modulator and amplifier, usually producing a powerful baritone when ordering around his allies.  

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

Hair: Medium Brown, Curly     Skin: Perfectly Tanned Caucasian     Build: Lithely Athletic

Approach:  Tactician                     Archetype:  Squad

Health:  25 + (5 x H)

Powers: Enormous Wealth d8, Presence d8, Gadgets d6, Power Suit d6

Qualities: Persuasion d10, Criminal Underworld Info d8, Dilettante Supervillain d8, Insight d6

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

Abilities:

Exploitive (I) As long as you have at least one ally nearby, you may reroll all ones on your dice.

I'm Management, Not Labor (A) One ally takes a basic action now, using their Max die and rerolling all ones rolled during that action.

Time To Earn Those Bonuses (A) Boost using Persuasion.  Use your Max die.  That bonus applies to every ally's action until the start of your next turn.

You Owe Me One (R) When another villain is Attacked, Defend them by rolling your single status die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional, but usually in effect if there's any plausible way for his vehicle to be present - walking to a heist is for the poor):

Villainous Vehicle +15 Health.  Add a Chauffeured Getaway Vehicle d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When Paycheck is Attacked, roll this vehicle's die.  If it rolls higher than Paycheck's current Health, both he and the vehicle escape the scene.  Recovery (A) Roll the vehicle's die.  Paycheck Recovers that much health.

Master of Profitability (I) If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who pays the price.

Tactics

Paycheck's not interested in getting his own hands dirty during a job, and rarely takes direct action against heroes himself.  He tends to rely on motivating his villainous "contractors" with Time To Earn Those Bonuses at first, selectively switching to I'm Management, Not Labor to grant extra actions to key personnel (or the last ally still standing) when the time seems right.  You Owe Me One helps keep other villains (but not minions or lieutenants) in action longer while rewarding Paycheck with bonuses of his own, while Exploitive offers some dice fixing as long as he has some assistants nearby.  If he finds himself alone in a scene he'll usually simply surrender, expecting his high-power lawyers to keep him from ever seeing the inside of a prison.

His upgrade will be in effect unless there's absolutely no way for him to have an escape vehicle along, and since he can afford super-tech equipment like flying cars, personal submersibles, and even spacecraft he has a lot of options there.  Regardless of its exact form, its abilities play an important part in keeping Paycheck safe and it will usually concentrate on healing or protecting him when possible.  His mastery reflects his skill at picking lucrative targets for villainy, upholding the family tradition of accumulating obscene wealth by shady means.

Design Notes

Of the villains currently on this blog, likely villainous "contractors" for Paycheck to sign up include Ascendant, the Brute Squad, Dead-Beat, Firebug (with or without his daughter in tow), the Mighty Bullfrog, Orb-Master, the Purple Gang, Southpaw, Strongarm, Ultrashock, possibly the Hooligans Three (if they can convince him they're not too young for the job), and the duo Hare & Tortoise.  Paycheck rarely uses mere minions or lieutenants, preferring quality over quantity.


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Sunday, May 19, 2024

Othar Kurst and His Devil's Dozen

An immortal villain who's grown tired of eternity, inspired by the protagonist of the dreadful Casca novel series mashed up with the Michael Moorcock's fallen Eternal Champion Prince Gaynor the Damned.

Othar Kurst

The man known today as Othar Kurst was once a bloody-handed reaver in a past so distant even he can't recall it clearly.  After leading a particularly egregious massacre he attracted the attention of something that passed for a god, resulting in being cursed to live a life of war until the final judgement arrived, never knowing peace and doomed to see all those around him age and die.  In the many centuries since then Othar has never found a way to escape his living damnation, but his attempts to do so have made him the plaything of even darker entities on many occasions.  These shadowy masters have granted him the ability to summon an arsenal of eldritch weaponry at will, taught him foul magics to supplement his fighting prowess, and given him the ability to cross the world through unnatural paths in service to their schemes, but never a hint of peace or hope.

Having fought in countless pointless conflicts, Othar the Curst has resigned himself to the futility of his existence.  In the modern day he plays at being a supervillain but his heart's rarely in it.  He fights mostly for money to fund the debaucheries that let him forget his woes for a few hours or days, but occasionally his unearthly masters will drive him to carry out more arcane tasks or make inexplicable alliances with other villains.  The only thing that might motivate him to show real enthusiasm is a hint of something that might break his curse - or a real possibility of the world itself ending and freeing him at last.

Description: Tall, dark and handsome, but exuding a palpable aura of menace that keeps most people at arm's length.  He's worn many uniforms over the years, and currently favors paramilitary gear suitable to his environment when in the field and tailored suits when "relaxing" or on covert ops.  Even in uniform he rarely carries weaponry, preferring to rely on conjured melee weapons and bolts of dark magic when need be.  His cold, deep voice is tinged with weariness and cynicism, and there seem to be few languages (living or dead) that he isn't familiar with.      

Gender: Male     Age: Centuries At Least     Height: Six Feet Exactly     Eyes: Dark

Hair: Raven Black     Skin: Swarthy, Weather-Beaten     Build: Muscular, Broad-Shouldered

Approach: Ancient                     Archetype: Squad

Health: 35 + (5 x H)

Powers: Vitality d12, Eldritch Arsenal d10, Teleportation d10, Infernal d8 

Qualities: Fitness d12, Imposing d12, History d10, Magical Lore d8, Eternal Warrior d8

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

Abilities:

Accursed Onslaught (A) Attack using Eternal Warrior.  Use your Max die.  Defend all nearby allies using your Mid + Min dice until the start of your next turn.

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

Living Damnation (I) If you would be reduced to zero Health and don't have a penalty, roll your single Vitality die and become that Health.

Unearthly Foresight (R) Take one irreducible damage to reroll the dice pool of someone Attacking or Hindering them.

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 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

Othar Kurst is quick to resort to violence but no longer finds much thrill in combat.  He'll try to remain close to any important allies (particularly his fellow Devil's Dozen lieutenants) so they can benefit from his curse drawing attention to him when he uses Accursed Onslaught and he can deal extra damage from Bad Company.  He tends to reserve his Unearthly Foresight reaction for Hinders that would apply a -3 or larger penalty, although any spiked roll is also likely to draw its use.  Keeping penalties off himself is important due to Living Damnation, but he'll rely on his allies to accomplish that most of the time rather than using his own actions doing basic Boost or Overcome actions.

His upgrade improves his durability and damage output, and represents a bout of unusual determination in pursuit of a grudge or outside supernatural forces empowering him.  Such forces often want something in exchange, which his mastery makes easier to accomplish.

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Othar Kurst is usually accompanied by a hand-picked cadre of veteran mercenaries with the best gear dirty money can buy.  He almost always has at least three of them with him, and there might be as many as a dozen if at full strength.  They're deadly fighters, and have been specially trained to help Othar (and other villainous allies) operate at the peak of their capabilities.


The Devil's Dozen d10 lieutenants (12 of them at maximum strength)

Description: Throughout his long life Othar Kurst has made a habit of surrounding himself with a coterie of hardened killers to serve with him on the battlefield.  He selects only the best of the worst, as it were, recruiting new warriors with promises of obscene wealth and the chance to indulge one's battle-lust without restraint.  None of them tend to last long, either dying in combat, through internecine strife and treachery, or deserting when confronted with the horrors their jaded employer takes for granted.  In the modern day Othar's "Devil's Dozen" are armed with the best military-grade gear and weaponry the black market can provide, a far cry from the disgraced knights and berserk raiders that once served him.

Best of the Worst: You gain a +2 bonus to Attack actions as long as at least one other Devil's Dozen lieutenant is nearby.  This increases to a +3 bonus if Othar Kurst is also nearby.

You!  Get Me Out Of This!: At the start of your turn, you may remove one penalty from a nearby villain target.  Reduce your die size by one step if you do so.

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Design Notes:  As tough as Othar Kurst and his allies are to deal with, this is actually the "restrained" version of the character, deliberately using sub-optimal die pools to represent his ennui and lack of enthusiasm for yet another meaningless fight.  If you want to see what he was like centuries ago when he was more motivated, change his powers, qualities and abilities as follows:

Powers: Eldritch Arsenal d12, Vitality d10, Infernal d10, Teleportation d8 

Qualities: Close Combat d12, Imposing d12, Fitness d10, Cursed Immortal d8, Magical Lore d8

Abilities:

Ancient Blades (A) Attack using Eldritch Arsenal.  Use your Max die.  Hinder a target dealt damage this way using your Max + Min.

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

Eternal Malice (A) Attack using Imposing.  Use your Max die.  Defend all nearby allies using your Mid + Min dice until the start of your next turn.

Living Damnation (I) If you would be reduced to zero Health and don't have a penalty, roll your single Vitality die and become that Health.


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Monday, November 20, 2023

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

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

The Klassroom Program

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

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

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

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

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

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

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

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Klass K

Kommander Konquest

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

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

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

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

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

Approach: Generalist                   Archetype: Domain

Health:  55 + (5 x H)

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

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

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

Abilities:

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

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

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

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

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

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

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

Defense Shield (I) You cannot be damaged by anything except yourself until the defense shield is destroyed.  The shield has 40 Health, or can be deactivated with three Overcome successes.  If a hero takes a minor twist working on the shield, you can use a Reaction to Attack that hero by rolling your single Presence die.  Gain Reestablish Shield (A) Overcome using Cosmic.  Use your Max die.  On a success remove one success from the deactivation challenge.  Alternatively, instead of an Overcome, use your Max die to Recover that much of the shield's Health.  This ability cannot be used if the shield has been completely removed.

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

Tactics

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

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

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Kid Klotho

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

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

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

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

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

Approach: Tactician                          Archetype: Inhibitor

Health:  30 + (5 x H)

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

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

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

Abilities:

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

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

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

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

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

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

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

Tactics

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

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

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Musclemind

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

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

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

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

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

Approach:  Mastermind                      Archetype:  Squad

Health:  25 + (5 x H)

Powers: Strength d12, Telepathy d10, Telekinesis d8

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

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

Abilities:

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

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

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

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

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

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

Master of Conquest (I) As long as you are in command of your own forces, automatically succeed at an Overcome to seize an area or capture civilians.

Tactics

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

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

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

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Troublemaker

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

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

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

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

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

Approach: Underpowered                   Archetype: Inventor

Health:  20 + (5 x H)

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

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

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

Abilities:

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

Gewgaws (A) Boost using Inventions.  Use your Max die.  Boost again using your Mid die, then either make one of those bonuses persistent and exclusive, or Attack with your Min die.

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

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

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

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

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

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

Tactics

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

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

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Twofold

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

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

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

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

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

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

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

Approach: Underpowered                   Archetype: Guerrilla

Health:  30 + (5 x H)

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

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

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

Abilities:

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

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

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

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

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

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

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

Master of Total Chaos (I) Automatically succeed at an Overcome when you throw out all the rules during a situation that is spiraling out of control.

Tactics

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

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


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Saturday, November 18, 2023

Dead-Beat, C-List Freelance Team-Support Villain

A basic team-support villain, about one step beyond being a D-lister thanks to decent ability synergies.

Dead-Beat

Nick Wackerhut is one of a surprising number of former henchmen who gained powers as the result of accidental exposure to strange radiations during a fight between supers, and has gone on to a modestly successful career as a minor villain under the self-chosen supranym Dead-Beat.  Yes, he chose that name.  Nick is not the sharpest tool in the shed, but his experience at henching did instill a healthy respect for powered heroes and he has surprisingly realistic expectations about him winning any one-on-one fights with other supers.  He'll almost always be found as part of an ad-hoc team of other villains, and has a good reputation for being reliable and easy to work with (by villain standards, anyway).

As Dead-Beat, he's got moderate-to-strong super-strength and (after some practice that involved smacking face-first into walls and pavement for a while) knows how to use it for unexpected mobility.  His greatest power is general-purpose broad-spectrum energy manipulation, making him very good at absorbing, dampening, and redirecting all manner of attacks, including purely kinetic energy and even psychic powers - at least when he can detect them.  Dead-Beat can also re-purpose absorbed energy to enhance himself and his allies and provide some limited self-healing.

He's more of a defensive support guy than an offensive powerhouse, but most groups of villains can find a spot for him on a job.  Just don't count on him to do any planning.  He works best with clear instructions and predetermined objectives.

Description: A young man, perhaps of Middle Eastern or Mediterranean descent, rather average looking if wearing sunglasses and civilian clothing.  If dressed for "work" he has snug black bodysuit with white cuffs, collar and rectangular white panels on the limbs and torso, accessorized with white boots and loose trunks.  His head is left bare, revealing both his unnatural black eyes and his glorious mullet.  Speaks with a slight Northeastern US accent in a strong baritone.  Thinks he can get by in Spanish almost as well as English, but he's wrong.

Gender: Male        Age: Mid-Twenties        Height: 5'9"        Eyes: Black Voids

Hair: Black Mullet        Skin: Olive        Build: Average, Well-Defined Muscles 

Approach:  Leech                      Archetype:  Squad

Health:  20 + (5 x H)

Powers: Absorption d10, Strength d8, Leaping d6

Qualities: Fitness d8, Close Combat d8, Criminal Underworld Info d8, Energy Manipulator d8

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

Abilities:

Dead-Beatdown!  (A) Attack one target using Strength.  Use your Max die.  Hinder that target using your Mid die.  Recovery Health equal to your Min die.

Energy Rerouting (R) When another villain is Attacked, Defend them by rolling your single status die.  Boost yourself using the amount of damage reduced.

Power Tap (R) When Attacked, Defend yourself by rolling your single Absorption die.  If this entirely negates the Attack, use the same roll to Hinder the Attacker and Boost yourself.

Reverse the Polarity (A) Boost using Energy Manipulator.  Boost another target using your Max die.  Defend yourself against all Attacks until your next turn using your Min die.

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

Dead-Beat really isn't interested in fighting other supers without some villainous allies along, and will concentrate on making a getaway if caught alone or if his partners have been KO'd or bailed.  With backup he's a pretty good team player, using Reverse the Polarity regularly to hand bonuses to more aggressive villains and his Energy Rerouting reaction to protect his allies.  If directly Attacked Power Tap gives him a very strong self-defense reaction, and he'll usually respond by giving his Attacker a Dead-Beatdown! in return.  He always tries to use one of his reactions every round, and tends to use the bonuses he racks up as fast as he gains them - frequently by rolling them into the next reaction or the healing rider on his one offensive move.

He'll usually only have his upgrade if he was just glutted with absorbed energy recently, which also gives him a mastery that functions with any of his Absorption-based bonuses.


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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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