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A Villainous Topic

21 posts · 604 views · started 2020-01-09 06:08 UTC
SH
Shadowstripe
2020-01-09 06:08 UTC
#1

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.

PL
PlatinumWarlock
2020-01-09 13:57 UTC
#2

*looks at the pinned 'The Big Villains Thread' from 2018*

*looks back at Shadowstripe*

Yup, I've got my villains ready...

CA
catDreaming
2020-01-09 17:22 UTC
#3

My first villain is, like many of my characters, adapted from an anime.

Incubator

Alias: Kyuubey

Approach: Dampening Archetype: Inhibitor

Health: 35 (65 with Grief Harvest and Bartering Table)

Backstory: Once, there was a species of aliens. They saw entropy ending the universe, and decided that they didn't like it. They spread far and wide across the universe, seeking out other intelligent races in an effort to uncover solutions, covert in their efforts. Upon discovery of earth, they discovered a tremendous source of energy: Teenage Human Emotions. Fostering human development behind the scenes, this race would select humans to make Contracts with, granting the wishes of this humans in exchange for rallying them to fight monsters called Witches. This went on for a long time, until a certain human changed the rules under which the system worked. Now, the Incubator Kyuubey seeks their vengeance on the human who outed the Incubator's plot to the public and stripped it of it's original powers. With it's original Contracting powers returned, all that remains to be seen is how it's vengeance will manifest.

Powers: d12 Suggestion, d10 Transmutation, d10 Deduction

Qualities: d10 Persuasion, d8 Medicine, d8 Deep Space Knowledge, d8 Cycle Of Contracts

Status(Heroes with at least one penalty): 3+: d10, 1-2: d8, 0: d6

Abilities:

Remember The Fine Print<Action>: Hinder using Suggestion and 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.

Allow Me To Explain<Action>: Attack using Banter and use your Max die. Hinder each opponent that can see or hear the target of your Attack using your Min die.

The Terms Are As Follows<Action>: Hinder using [power]. That penalty is persistent and exclusive. As long as that penalty is in play, reduce damage dealt to you by 1 and whenever you are dealt damage, the target with this penalty takes 1 irreducible damage.

Termination Clause<Action>: Each hero loses Health equal to the total penalties on them. Recover the same amount of Health. Remove those penalties.

Upgrades:

Grief Harvest(Power Upgrade): By harvesting negatively charged emotional energy from those who it makes Contracts with, Incubator can grant itself the ability to form weaker, but instantaneous Contracts with those around it. While active, all of Incubators powers are Rank Up (already reflected in above stats).

Bartering Table(Calming Aura): Incubator naturally speaks pleasantly and without malice, as well as appearing to be a fluffy animal. Together, this sets up an environment for calm and clear negotiations. While active, the heroes are treated as being in the Green zone for status die, access to abilities, and for the purposes of all abilities. They may remove this effect with three Overcome successes. If a hero takes a minor twist, Incubator may use a reaction to Hinder them by rolling the villain’s single Deduction die.

Mastery:

Master Of Superiority<Action>: As long as the villain is manifesting effects related to a power they have at , automatically succeed at an Overcome involving usage of those powers.

SH
Shadowstripe
2020-01-09 17:45 UTC
#4

Highlighted the important parts.

Besides, is there a rule that we can’t have more than one Villain thread?  I simply thought that since Chapter 5 had just come out, we might as well have a new Villain thread that focused on Villains created with the guidelines in that chapter.

 

P2
Powerhound_2000
2020-01-09 18:23 UTC
#5

I think the comment was more in jest that PlatinumWarlock already has a list of villains and not a case saying this new thread can't exist because he did one.  

PL
PlatinumWarlock
2020-01-09 21:42 UTC
#6

Precisely this.

I mean, I’ve already written up 350-odd villains here…I think I’m set for a while. :stuck_out_tongue:

RA
Rabit
2020-01-09 22:15 UTC
#7

But you didn't stat them out, PlatinumWarlock... ;-) 

ER
ErekLich
2020-01-10 00:50 UTC
#8

Cataclysm

Alias: Andrew Stromman

Approach: Overwhelming

Archetype: Domain

Upgrades: Quality Upgrade

Mastery: Mastery of Total Chaos

Bio:  Andrew is one of the very first supervillains in my homebrew universe, in which supers begain emerging around the turn of the millenium.  He developed power over any sort of natural disaster - but he could only make them worse, not better.  He was also one of the "strongest" villains for a very long time, and he's become somewhat of a figurehead for supervillains PR-wise.  His politics are the most toxic strain of identity politics and victimhood politics, claiming "solidarity in opression" with atypical groups throughout the ages, including shamans and witches.  This build is an "early" version of Cataclysm.  Later on he manages to steal a nuclear sub and becomes the leader of a Tortuga-esque floating city, but that'd be a different build.

Powers: Weather d12, Stone d10, Presence d10

Qualities: Leadership d10, Conviction d8, Influencer d8

Status: d6/d8/d10 (0/1-2/3+ Environment things)

Abilities:

Symphony of Destruction: Action -  Attack multiple targets using Weather and use your Max. Hinder those targets with your Mid.

Sturm und Drang: Action - Activate an Environment Twist from this zone or one zone worse

Cry Havoc: Action - Roll any number of Environment minion dice. Attack every target in the scene other than yourself with those dice. Remove those minons.

Windswept: Reaction - When Attacked, Defend yourself with your single Weather die. Deal that much damage to a different nearby target.

Eye of the Storm: Inherent - Immune to damage from an environment source on the environment turn

Master of Chaos: Inherent - If in a situation where everything is spiraling out of control, automatically succeed in an Overcome to accomplish a task by throwing out the rules

PL
PlatinumWarlock
2020-01-10 00:58 UTC
#9

Yeahhh, don’t hold your breath on that one, chief! :stuck_out_tongue:

RA
Rabit
2020-01-10 17:39 UTC
#10

Yeah, didn’t figure. X-D

Make for a nice community project, though, don’tcha think? :smiley:

AN
Anubis
2020-01-10 20:29 UTC
#11

Grimmalkin is a 14 year old necromancer with Overlord and Creator archetypes he is a very dark character whose only goal is mass destruction. 

NE
nephilim1
2020-01-10 20:34 UTC
#12

One of the recurring antagonists in my campaign will be the Tenebrae, a cosmic terror from another realm that seeks to plunder and devour life in our own.  It cannot be defeated; it can only be walled off from our reality and kept at bay when it manages to intrude.  It is intelligent enough to act with subterfuge and deceit, and has the power to turn humans into its agents, although the results are somewhat obvious to those who know what to look for.

Here's an example of a villain that the heroes might find themselves tangling with during their struggle to keep the Tenebrae at bay: a Tenebral Emissary, which the Tenebrae use as both an agent and an ambassador of sorts to communicate with those who stand in its way (and to kill those who do not step aside).

Tenebral Emissary

Ancient Formidable Group Fighter

The emissary is a human infected with tenebral influence and selected to be an avatar of the Tenebrae on Earth.  It appears as a human with a thick, purplish tentacle coming out of the base of its skull that can lift the host up in the air and sway it around.  The human host itself is wearing only torn, shredded clothes (if anything) and their flesh is marbled with the terrible deep violet color of the Tenebral fluid.  Eyes are sunken and hidden in shadow, with single points of blazing violet as the pupils. Black ooze drips from the host's nose and mouth, and when it speaks, the Emissary sounds like a deep chorus of 20 or more people.  It uses archaic language ("thees and thous") and nearly all communication with it is one-way; it prefers to issue commands and cares little what the mortals have to say back to it. One exception might be a character who can speak to it in the ancient eldritch tongues, for it knows that arcane knowledge is both valuable and one of the few things which could thwart its plans.

It will of course prefer to conscript someone close to one of the heroes if possible, to produce the most pain, anger, and despair and make them hesitate to attack it directly, but any human chosen at random will do. The transformation to the Emissary is heralded by a blood-curdling scream followed by sickening gurgling sounds. The stench is terrible.

POWERS
    d12    Infernal
    d10    Awareness
    d10    Strength
    d8    Presence

QUALITIES
    d12    Magical Lore
    d12    Otherworldly Mythos
    d10    Alertness
    d8    Close Combat
    d8    Madness

HEALTH
    75 + 5 * (H)
    
STATUS
    d4    Villain has penalties related to their weakness and no bonus
    d8    Villain has both penalties and bonuses
    d12    Villain has no penalties related to their weakness

Weaknesses:  The "puppeteer" is the tenebral tentacle that erupts from a pool of violet darkness and embeds itself at the base of the emissary's skull.  The puppeteer is what turns the human host into the emissary, so targeting this tentacle is a weakness of the Tenebral Emissary that players can exploit. The tentacle will likely extend "offstage"; if the heroes follow it, they will find that it emerges from a pool of black and violet ichor – one of the gate rifts to the Tenebrae's realm.  This, too, can be affected as a weakness of the Emissary, although it is recommended that the environment make reaching the pool difficult; the Emissary will choose a spot to protect its escape route.  When the Emissary is slain, whatever is left of the puppeteer will slither back through the pool.

ABILITIES

Behold My Immortal Glory - A - The emissary throws its arms wide and bellows an otherworldly syllable that causes nausea, intense headaches, and loud tinnitus.  Hinder using Infernal against multiple targets and use your Max die. Attack each using your Mid+Min die.

Unknowable Pain - A - The emissary's body sprouts tentacles that grip the target and attach tooth-ringed suckers to their flesh.  Attack using Strength and use your Max die. Hinder a target dealt damage this way using Max+Min dice.

Channel Greatness - A - The emissary utters an infernal canticle that draws life force from the target's body, which is corrupted and used to surround the Emissary with an unholy nimbus.  Boost using Presence and use your Max die. That bonus is persistent and exclusive. Also attack with your Mid die.

Cleansing Elevation - A - More tentacles burst from the base of the Emissary's skull, and lift the Emissary up, away from the heroes' reach.  Infernal power coruscates along the tentacles and strengthens the Emissary, whose eyes glow with a firey violet.  Boost using Strength and use your Max+Min dice. Remove all penalties on yourself.

Extra Attack - I - The Emissary is unnaturally nimble, moving faster than humanly possible (sometimes breaking the host's own bones in the process, though it does not seem to affect it). When you take an action that lets you make an Attack, also make an Attack using your Mid die.

Master of Mysticism - I - The Emissary's natural domain is that of arcana and mysticism, and it knows how to perform forgotten and forbidden rituals that are lost to even the most learned sorcerers and scholars on Earth.  If the Emissary has access to the proper materials, automatically succeed at an Overcome in a situation harnessing magical forces.

SH
Shadowstripe
2020-01-11 02:36 UTC
#13

Sweet… especially the picture. Would be nice to have full stats when you can get around to it (so we can see what Powers, Qualities and Abilities you feel are the best fit for him.

AN
Anubis
2020-01-11 08:41 UTC
#14

Here ya go.

SH
Shadowstripe
2020-01-11 20:08 UTC
#15

Impressive, though I am curious about the Dirt power you created... guessing it would be a Material Power similar to Metal or Stone but focusing on the soil and possibly used in creation of his minions or such (since you are using the Otherworldly Mythos quality in creating them (actually thinking about changing the summoning of Diablerie's Lieutantants and minions to Magical Lore or Otherworldly Mythos).

Would love to hear this character's background and what drove him to such a dark place.

AN
Anubis
2020-01-12 19:42 UTC
#16

Eh he’s more or less a serial kiler in a kid’s body. My only ‘justification’ for having a child supervillain is you just never see that unless the heroes are also kids so.

SH
Shadowstripe
2020-01-13 22:57 UTC
#17

To be honest, that is a rather weak justification for doing so.  So much potential here... just seems a waste to put so little effort into fleshing it out.  Hope your players have fun fighting him.

CA
catDreaming
2020-02-23 01:38 UTC
#18

Behold, the powers of my thread Necromancy!

 

Serenity

Health: 25

Alias: N/A

Approach: Focused     Archetype: Dampening

Powers: Presence d12, Intangibility d8

Qualities: Conviction d10, Self Discipline d8, Mother's Mercy d8

Status (Health): 3+Heroes w/ Penalties D10, 1-2 Heroes w/ Penalties D8, 0 Heroes w/Penalties Zone D6

Abilities

You Will Wait Your Turns (Action): Defend yourself using Intangibility. This Defend lasts until your next turn. If an Attack deals more damage than the Defend's value, end the Defend and Attack the attacker equal to the Defend.

A Mother's Rage (Action): Attack one target using Presence. Use your Max die. That target cannot Defend or use reactions against this Attack. Attack multiple other nearby targets using your Min die.

I Can Wait (Reaction): Defend against an Attack against only you by rolling your single Presence die. Boost yourself by the damage reduced.

You Disappoint Me (Action): Hinder using Presence. That penalty is persistent and exclusive. As long as that penalty is in play, reduce damage dealt to you by 1 and whenever you are dealt damage, the target with this penalty takes 1 irreducible damage.

Did No One Teach You To Share? (Action): Select a nearby target. Transform all bonuses on that target into penalties of the same size, or move a penalty from that target to another nearby target.

AR
aramis
2020-02-24 23:09 UTC
#19

I can see it for a subversion of the standard tropes, and making the PC’s think maybe he’s a victim… until he (say, at start of the yellow) decides to lay into the PC’s…

RI
rickjonzz
2020-03-22 15:42 UTC
#20

Question - has anyone made a shape changing supervillain? I knew there wasn't a Modular archetype for villains but I figured I could just make a shapeshifter. But that's not one of the listed archetypes. Just checking to see if anyone's already done it before I try to hack one myself. 

CA
catDreaming
2020-03-22 20:01 UTC
#21

You could go with the Adaptive approach.