Well... now that we have had some time to look at and digest all the information in Chapter 5, I am curious as to what Villains people are planing to make for their games.
My first villain was originally developed in conjuction with a Hero I was working on a while back... and was meant to be the Hero's creator (the Hero was going to be the villain's bodyguard/enforcer/muscle). However, as I was bruilding the Villain with the information in Chapter 5, I am going to be going in a whole new direction with both Villain and Hero (I plan on rewriting/retconing the Hero to reflect the new insight I have after making the Villain). So now, without any further ado, here is my first Villain.
Diablerie
Health: 10 (30 if empowered by the Ritual of Char-Gon)
Alias: Unknown (Diablerie dosn't talk about its past much, thus no one has been able to deduce the name it used when it was alive).
Approach: Creator Archetype: Fragile
Backstory: The entity known as Diablerie was once a human occultist who, through divination, learned of the coming of OblivAeon over a decade ago and contacted other dimentional entities for the power to survive... in exchange for eternal obedience to those entities. Sadly, even with the power that Diablerie obtained, OblivAeon's appearance still lead to the occultist's death. Bound by the agrement, Diablerie is now an incorporeal ghost that haunts the world, bound to a jewel which allows it to create a frail vessel with which it can interact with the world (though the jewel is never a part of this vessel). Diablerie seeks to either bring its masters through to Earth or to escape its cursed fate... both of which usually involve creating vessels of power that can contain their mystical powers.
Powers: Infernal D10, Presence D8, Intangibility D8, Transmutation D6
Qualities: Magical Lore D10, Otherworldly Mythos D8, Imposing D8, Ranged Combat D8, Undead Occultist D8
Status (Health): Green Zone D10, Yellow Zone D8, Red Zone D6
Abilities
Summon Greater Elementals (Action): Diablerie can use Infernal to summon a Greater Elemental Lieutenant the same size as its Max die.
Create Lesser Elementals (Action): Diablerie can use Transmutation to infuse non-organic material with a semblence of life, transforming them into minor elemental creatures. Can create a number of minions equal to the value of the Max die of a size equal to the Min die.
Entropic Blast (Action): Diablerie fires a blast of Infernal energies and uses the Max die to deterimine damage. If Diablerie is at full Health, the damage is irreducible and can not be reacted to. If Diablerie is in the Green Zone, but not at full Health, Defend with the Min die. If Diablerie is in the Yellow Zone, Boost Diablerie with the Min die. If Diablerie is in the Red Zone, Diablerie regains Health with the Min die.
Time to Leave (Innate): Whenever Diablerie's personal zone changes, Diablerie can immediately move elsewhere in the scene (usually to escape)
Upgrade
Ritual of Char-Gon: Diablerie can temporarily increase its power through this lengthy ritual and channel a fragment of the power at its masters command. When successfully completed, Diableries powers are increased by 1 die size and the Health of its physical vessel is increased by 20. This empowerment lasts until Diablerie has completed a task its masters have given Diablerie or Diablerie's current physical vessel has been destroyed. This can only be done once per story arc/plot.
Mastery
Mastery of the Unfathomable (Innate): If Diablerie is involved with eldrich and disturbing forces, automatically succeed at an Overcome action to do the bidding of a being beyond human concerns.
Okay... given the nature of this villain, I am sure that you all can figure out that Diablerie created the Hero as a new, stronger vessel... supposedly to house the unfathomable power of the entities Diablerie serves, though in truth it was only meant for Diablerie to possess and possibly escape the control of those beings. The story of Soulsteel will have to wait for another day (and probably a different thread) however.
Regardless, this is one villain that even when not enhanced with an upgrade, can be difficult to capture, since Diablerie doesn't care about the well being of its physical vessel... it just becomes an incorporeal spirit and returns to the jewel it is bound to (usually in a hidden location) to begin creating a new vessel. Even though the ultimate fate of the vessel is unimportant to Diablerie, recreating a new physical vessel takes time, as does the empowerment ritual (which can only be atempted once per plot), so not letting it be destroyed by Heroes unless necessary is in Diablerie's best interests, especially if it has already been empowered by Diablerie's masters.
Now... lets see what other villainous creations you have to entertain the rest of us.