Marvel Multiverse: Templates

In its current form, the creation rules for villains and heroes is identical. While this isn’t necessarily a bad thing, it handcuffs a narrators ability to create new enemies since the narrator is now expected to run multiple characters just as complex as the player’s hero characters. To alleviate this somewhat I’ve designed two traits for super-villains and minions, and three templates.

Super-villain – Trait
The supervillain trait is designed to counteract the crippling effects control abilities in the game have against big bads while trying to keep the powers useful for players to use.

Trait Name: Super-villain
Requirement: Villainous tag, NPCs only
Effect: A super-villain is prepared to take on an entire team of heroes by themselves. A super-villain gains has a second turn each round at an initiative count of 10. At rank 5 they gain a third turn at an initiative of 0. Additionally, some conditions are less severe when applied to a super-villain. Instead of their usual effects Paralysis and Stunned cause the supervillain three trouble on all actions. At the start of each turn they can attempt a TN 18 Resilience check to end one condition currently applied to them.

Minion – Trait
The minion trait is designed to help create the fantasy of wading through faceless goons.

Trait Name: Minion
Requirement: Villainous tag, NPCs only
Effect: A minion cannot stand against the might of a hero. Instead of having health or focus, a minion is defeated whenever it takes any damage or are subject to any negative conditions. If a minion has a power which costs health or focus, they can use that power once per minute.

Goon Templates
The three templates below are made so that they can scale to any rank. To set a template to a particular rank don’t add additional powers or traits, simply replace any question marks (?) with the desired rank.
Some statistics have a base number such a 2+? which would equal 2 plus rank, or 5 for a rank 3 goon (2+3 = 5). While others written like this ?/ are divided in half, rounding up, so a rank 3 goon with an agility of ?/ has 2 agility (3 divided by 2 = 1.5, rounding up = 2).

Strong Goon – Template

M – 2+(?)A – 1R – 1+(?)V – 1E – (?)/L – 0
Health – 30 x (?)Focus – 30Run 5Health DR = (?)Reach 2
Damage – dM x (2+(?)) + Melee
Special Action – Throws an object and treats it as one size category larger than average per ?
Special Passive – Can use Melee defense against Agility attacks.

Fast Goon – Template

M – 1A – 2+(?)R – (?)/V – 2E – 0L – 1
Health – 20 x (?)Focus – 60Run 7Range 20
Damage – dM x (1+(?)) + Agility
Special Action – Throws a smoke grenade which then fill a 10 square wide cube. This smoke blocks all line of sight beyond 2 squares.
Special Passive – Characters they hit have trouble on all melee attacks for 1 round.

Weird Goon – Template

M – 0A – (?)/R – 0V – ?E – 2+(?)L – 1+(?)
Health – 10 x (?)Focus – 30 x (?)Run 5Range 10
Damage – dM x (?) + Ego
Special Action – Cost: 15 focus
Effect: Make a Logic attack against all opponents in a 3 square wide cube. For each success roll 1d6 and apply the corrisponding condition for 1 round. On a fantastic success roll twice and apply both conditions. 1 – Ablaze, 2 – Bleeding, 3 – Blinded, 4 – Deafened, 5 – Prone, 6 – No Condition
Special Passive – Can choose to target either thier opponents Ego or Logic defense with attacks.

Finally, we should be willing to edit these templates however we wish. Giving them specific powers or even applying the above traits are simple ways of doing that. No matter how you choose to do, it is best to consider these templates as starting points that you can expand upon where needed.

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