Arcane Adversaries

From the Hero Games Website:
"SORCERERS, MONSTERS, AND FIENDS...

The Mystic World of the Champions Universe is peopled by some of the strangest — and often most evil — beings in the Multiverse. Arcane Adversaries describes some of the most fiendish of these denizens of the shadows for your Champions campaign. It includes:

—three dozen new supervillains, ranging in power from the likes of the imprisoned elder god Vulshoth and the Aztec deity Tezcatlipoca to physically frail human wizards who nevertheless command potent magics

—five mystic factions or villain groups — the Circle of the Scarlet Moon, the Devil's Advocates, the Kings of Edom, the Sylvestri family, and the Vandaleur clan — with information on their members, servants, goals, and tactics

—twelve solo villains, suitable for use as the main antagonist in an adventure or grouping into teams

—reference tables listing the villains by type and abilities so you can quickly find just the one you need

Even if your heroes are powerful enough to handle mundane supervillains without any problem, you'll find something eerie and macabre to challenge them among the Arcane Adversaries!"
 

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This is not a d20 book. Rather, Arcane Adversaries is an enemy book for Champions, the superhero rules for the Hero System (DoJ, Inc./Hero Games). Though not for d20, an inventive GM would find this as an invaluable resource that has much potential for conversion to their favorite system.
Enemy books are common for every system out there. D&D has the Monster Manuals I-III, d20 Modern has the Menace Manual and even Star Wars has Ultimate Adversaries. But no system has as much history with enemy books as the Hero System. Through the 20+ years of publication and several incarnations (as well as companies), the Hero System has seen a plethora of enemy books, starting with Enemies back in the early 80s and continuing with Arcane Adversaries.
Within this book, the GM/reader is introduced to over thirty super-villains, all with a supernatural or magical twist. Starting with the Circle of the Scarlet Moon, the author (Dean Shomshak, author of the Ultimate Super-Mage) has created an interesting group of villains that seem to have as many “real-life” goals as they do villainous goals. The idea that someone would use magic in conjunction with business/financial power is almost clichéd … but in a good way. Next up is a slight revamp of an old favorite, The Devil’s Advocates. Remade for the 5th edition Champions Universe, this organization is ran by the evil Demonologist and includes such characters as Gyre and Golem. As a side note here, the art for this particular chapter seems kind of hokey at best, but I like it … it reminds me of Jeff Dee’s old Villains and Vigilantes art from the ‘80s.
With a heavy nod to Lovecraft, The Kings of Edom detail a small group of transdimensional horrors that have their eyes (and tentacles) targeted on Earth. Though a bit zany, some of the creatures within have a lot of potential as foes for mystical players (or at least as a threat that must be stopped before they invade). With an obvious nod to some rebellious comic creators, The Sylvestri Clan depicts a group that almost seems like a mystical mafia. With characters named McFarlane and Liefield in the mix, one would wonder where the Lees, Larsons and Valentinos are. Another revamp that’s made it into this book is the Vandaleurs, a family of mystics that range from the evil to the slightly corrupt. Of all the organizations, this is the one that I liked the best … especially in regards to “The Toad.”
Finally, the reader is treated to a small horde of solo villains including Evil Eye, Bromion and Witchfinder (all of which are favorites of mine). Unlike many mystic books, the soloists range from the typical mage to the petty thief to true super-villainy. There’s even a supernatural hunter that could give most gun-toting vigilantes a run for their money. I would easily say that the last chapter was a selling point for me.
Overall, the book is a good read, especially for fans of mystical comics. The graphic design follows the uniform of typical Hero System books, with some good illustrations on the interior and a dramatic cover by Andrew Cremeans. I’ve always been fond of the “enemies” books, as I’ve found them full of great ideas … even if I don’t intend on using them right out of the package. I think my only regret of this book is not having more of the uber-mage characters or dimensional entities … but from what I understand, these will be seen in The Mystic World, a sourcebook on Champions’ mystic characters (and companion to Mr. Shomshak’s Ultimate Mystic, coming out soon).
 

Arcane Adversaries
Written by Dean Shomshak -128 pg Trade Paperback, Perfect Bound

This is rogues gallery type sourcebook for the Hero System detailing a wide variety of mystic villains. The book is best used in super heroic genres but with some modifications can make a good addition to a modern Dark Champions game or a fantasy campaign. This is a comp copy and was not playtested. Again, this is not a d20 book but is for use with the Hero System.

Overview: Arcane Adversaries is a good book overall but suffers from a lack of focus which seems odd considering that it only offers mystic villains. To elaborate a little, a large number of the books enemies do not fit within either the superheroic or the heroic power structures. Many of the villains fall right down in the middle but with some rough spots that make them difficult to use in either genre – typically DEF, SPD, & DEX are too high for modern games while attacks and powers are too low for superheroic. Now that that is out of the way, the book contains 37 detailed write-ups including five separate organizations. Many of the characters are new but several are updated from 4th ED. The groups all get ample treatment detailing their goals and membership. The backgrounds are well written and integrate well with the Champions Universe.

Layout & Design: Arcane Adversaries is adorned with the single best cover to date from Hero Games (IMO) and was done by Andrew Cremeans. The interior artwork is fair. Several pieces in this book are reused from previous Hero titles. One piece that I really liked was the Angler – a bizarre creature belonging to the Edom group. The layout is Hero System standard and the book seems densely packed with text, more so than usual for Hero Books and that makes it two in a row with super dense text.

What will you find under the great cover?

The Circle of the Scarlet Moon
Once a prime mover in the Champions Universe the group that helped kill the archmage is struggling in a world with superhero proliferation. This diverse group of black magicians who call themselves druids can be further fleshed out to fit in nearly any type of modern or fantasy type of game. Example characters include the Archdruid, the parents of Champions favorite witch, and the Wicker man (A construct that plays on the druidical sacrifices involving immolation).

The Devil’s Advocates
A true super-group the Devil’s Advocates are determined to usher in a new magical renaissance. Their plans, unfortunately, involve the destruction of technology. Each of the individual backgrounds are good reads and provide additional hooks to use the members as a whole or as solo villains.

The Kings of Edom
The indescribable horrors of the Kings of Edom always makes for an interesting read. Descending from the same stories that inspired H.P. Lovecraft, the Kings of Edom are dark, sanity-rattling beings. Thankfully, only a whisper of their power remains while they continue their eons long sleep. This section details two of the kings and several of their servants/minions.

The Sylvestri Clan
To my thinking, the Sylvestri’s are the first non-Asiatic servants of the elder being called the Dragon. Dark and foul, even the sacrifice of his own child caused less than a moments pause for the clan patriarch. The Sylvestri’s are easily ported into nearly any genre with only some mild tweaking of powers. Humorously, the three branches of the family are the Sylvestri, Liefield, and McFarlane brances – presumably after the gents of comic fame.

The Vandaleurs
Debauchery and deviltry at their finest is perhaps the gentlest way to describe this bunch of incestuous creeps. The family is less of a “team” concept and more of an umbrella under which several different independent black mages operate. The hedonistic twin sadists get close to the edge of rated R but they work fine for me.

Solo Villains
A good number of these are updated villains from previous editions of Champions but a few are real standouts.

Bromion, an Ordainer of the Lord of Order, is both intriguing and conceptually unique. He is a fallen cosmic entity of order that now struggles against chaos. He does retain a fondness for smithcrafting and millworks (I said unique didn’t I?)

Evil Eye is one of those unfortunates under the control of a powerful artifact and presents a real dilemma for players. Her powers are strong enough that if fought with kid gloves on she could possibly remove characters from game play for extended durations but she is also an innocent under the spell of evil magic.

Mother Gothel is the witch from fairy tales – she loves small children, even keeping all sorts of candy around for them. If asked, she will explain that it is to fatten them up.

Rounding out the chapter is Tezcatlipoca – a crazed Aztec god wondering where all his sacrifices went.

Summation

The Negative – as mentioned early on several of these characters need work to fit them in any genre other than an all mystic supers game.

The Neutral - there are several entries from previous editions which will turn some folks off but others will be happy to see the familiar faces.

The Good – The writing is engaging. Several of the groups can be taken with little “background” effort and plugged into a fantasy or modern setting. The mechanics would still need some work but the story and motivations would cause minimal fuss. The book is also full of ideas that can be used in any mystically based games. Finally, everybody in this book dislikes everyone else and they dislike the heroes even more - politics and intrigue with a heaping handful of magic sounds like sure winner for a campaign.

Randy Madden
Eosin the Red
 

Review Goals:
Arcane adversaries is a compilation of magically themed villains for Champions gaming.

Barring the monster guides for Fantasy Hero it has been quite some time since I picked up a Hero system “enemies” book. I should put in a disclaimer here – while I ran Champions as my super hero system of choice for nearly sixteen years I am not doing so at present. I do still use Hero, and I do still follow the super genre.

With that in mind, I will be judging this book with a slightly different perspective than the average fanboy. I intend to look at its value for not just the Champions GM, but the genre as a whole as well. I'm less concerned about the numbers game, trusting at this point that Hero Games can get its numbers right for its house RPG. What I want to see here is if they can make interesting villains that will be likely to find use in play.


The first half – the groups:
The Scarlet brotherhood sets up the first entry – a loose confederation of covens devoted to more nefarious magics. We get the groups history, means of operation, and relations with some of the other forces present in the Champions Universe. What makes this group particularly interesting is that individual members are really not often all that potent—but they have some very effective methods of combining their magic and casting spells without ever 'being on scene.' While this can make them quite powerful, it also runs the risk in a campaign of making them no more than 'random wandering damage dice' from the point of view of the players. The the Brotherhood never messes up its normal means of operating will result in the players never even knowing there was anything going on. On the other hand, you can easily introduce them into a campaign by staging a mishap on their part, and then 'blaming' some past misfortunes of the PCs to secret Brotherhood interference down the road—the Marvel revisionist trick, where you say that that 'normal' NPC on the edge of the camera in panel 23 of issue 46 was really a major character who'd been around all along without the readers ever noticing... This is the group you use if you want a long running arcane mystery. The battle, when it comes, is likely to be easy for the PCs, but they may never actually get to that point with an enemy that operates so indirectly. I like this group myself—they're nasty in a strategic way, and looking at the plot seeds for them the first one on the list for the first sample NPC is going straight into my queue of upcoming plot lines.


Next are 'The Devil's Advocates,' a small band dedicated to the destruction of the technology paradigm. Think of the RPG Mage for a second, and the PCs in that game. Scale it down to a single team and you have this group. This group is a lot more 'supervillain' than the last, and can work as a more direct team challenge threat as well as for magical conspiracy plots. The group consists of a summoner, two strong guys, a gadgeteer, a varied spell caster, and an illusionist. The points on this team averages in the low 400s, and they are tough – so they're not ideal for an entry threat. On the other hand you could have them take down the PCs as a team, and then let clever tactics allow the PCs to rematch them in smaller groups and slowly deal with them. The real feature here, as with much of the book, is that you get plot seeds for the group, and then again for each individual member. Through those, I see a lot of ideas for 'mystical mayhem' (quoting from the book) with this team, and even grabbing those ideas for other magically themed antagonists.

That brings us to the 'Kings of Edom,' a section which can best be summed up as 'the top dogs in a Lovecraftian tale.' We get one sample King, one fragment of a king, and a series of minions and related horrors that operate for them. So it isn't really just the top, its the whole ladder. This group will be difficult in a four color game, but in a more modern style supers setting they would make a great backdrop for the 'what's really going on' part of the setup. Among the minions, I really liked the first two – a gentle albeit somewhat inbred millionaire with an evil Siamese twin, and a creature that exists in the corners and angles of reality. The section ends with something many Lovecraftian tales do not provide – a small bit on the forces that oppose these guys, the forces that originally locked them away.

Next comes a series of magical families, starting with the Sylvestries who work under the concept of a bloodline sworn over to demons, in particular one known as 'The Dragon'. This family centers around an immortal leader and his descendants – all of whom work in one way or another to bring about the fall of humanity. Of curious note in this family are the names of two of its branches – the McFarlanes and the Liefelds – names of two well known comic artists. There are some interesting characters among them, and the family is fractured enough that the bloodline could even creep into a few heroes.

Following them come the Vandaleurs, who are not much focused on evil as they are on hedonistic pursuits of personal power. They don't so much want to rule or destroy the world as have their way with it. These are the mystical Paris Hiltons with a mean streak added in – albeit unknown outside of mystical circles. If they play a role in a campaign, it is just as likely that the PCs will know a heroic one as a villainous one. The best trick to play with this family would be to 'underwhelm' the players with them – make them see just how 'useless and unconcerned' the family is by using the weaker members for a spell – until they cross one of them, and come to see just how powerful their magic runs.

The Single Villains:
After this we get to move on to solo villains, and I can't well cover them all individually, so let me give some basic information on them. You get eleven of them:
  • A werewolf in the body of an unwilling student of karate. Victim of a blackmailer's plot – if the PCs ever caught the villain behind the blackmail, they might very well unleash something worse.
  • A cosmic 'ordainer' gone mad with the idea of perfect order.
  • A doctor turned voodoo necromancer vigilante (and one of the typos in the book, as from page 97 to 98 there seems to be a missing bit of text).
  • A woman with a possessed glass eye given to her by a dead man, an eye that forces her to kill.
  • A force-propelling mercenary super villainous unaware of her demonic origin.
  • A mercenary harpy – a woman hard on her luck forced into a life of villainy to secure a better future for her daughter.
  • A man on a quest for revenge, with his soul in the bargain if he fails.
  • A figure behind the man villain, who drives his puppet of a master into greater and greater heights of atrocity.
  • The witch from Hansel and Gretel.
  • An Aztec god seeking the sacrifice of superhumans to fuel him on to greater power, and the cultists who serve him.
  • A vigilante bent on killing all the magical horrors of the world – including the mystically themed Pcs.

Each of these characters comes with a list of plot seeds to get them into your game. Quite a number of them are easily workable into any modern or darker themed supers game, and several can form a handy bridge into bringing in more and more mystical themes.

Finally, the book ends with a reference and summary chart. The reference chart tells you handy bits like whether or not the villain is a mercenary, metamorph, master villain, and so on, ending with total points. The summary chart gives some key statistics for combat comparisons. Together these can be used to quickly pick the villain of the hour for an upcoming scenario you have in mind.

Overall:

The book is full of interesting and useful ideas, albeit not many that are original in concept. Several of them remind me of entries from past editions of Champions, such as the mystical family 'The Blood' seeming a bit like these two new families. That said, they are well built and still quite entertaining.

The tone is a bit dark in the book, not one of these is the sort of mystical villain one would find on 'Teen Titans Go,' but they are the sort you might find in the Titans comic book.

I'm currently using a different super hero RPG, and I still expect to get value out of this book, adopting the concepts and characters over.

For Substance I'll give this book a four. The concepts are solid, and the write ups are well done. The plot seeds for each character are invaluable. The only flaw is that we have seen many of these concepts in the past. Still, if you don't want to convert old edition material or make a well known concept yourself – the book does a great job of it for you. As well, these concepts are known because they work, and Champions 5th edition needed to cover them at some point or it would be missing something. In a second volume of Arcane Adversaries a criticism on new interpretations of old themes would be valid, but in this first book that is pretty much what we expect to find and need to get for the genre to be fully covered. So while it might be a flaw, it is a minor one at best.

Modern printing demands books be printed in unusual page number divisions, and 128 is one of the magic numbers. This book's content ends on page 123. The remaining pages are filled with blanks headed by 'Notes' and two pages of advertisements for Hero Products in general and then Hudson City in particular. I feel these pages could have been put to better use with an extra villain, some generic cultists, or something along those lines. This forms a second reason for a 4 rating rather than a 5.


For Style it takes a little more analysis. The book format is the same of any Hero Games book these days, and by the time you get to buying this book you are so inside the Hero brand that familiarity is a plus – it makes the book flow into your collection seamlessly. As a result while I have held that design against Hero books in past, in this case it becomes a plus as a practical choice. The cover is nice, though it makes the book the sort you hide on the shelf when your evangelical friends visit... It features a cult summoning up a demon after all. That demon is not to be found in this book by the way, though the cult might very well be one of the groups in the first half of the book.


The interior art is nothing special. None of the pictures really grabbed me as they have in some of the genre books. People are saying Hero's art quality has been going down, but I disagree. While the book did not grab me, it also did not negatively push me away. It was just sort of normal par material. That is a disappointment only in that magical themes are my favorite in the supers genre (unfortunately the same can not be said of my players – which just means I will get even further use out of hitting them hard with the ideas in this book).

All of that said, the style is average, so I'll give it a three on a scale of one to five.

Combined Rating:
If I sum up the two ratings and look at which holds greater weight for judging the value of getting this book, I'd go with an overall rating of four out of five stars. It is a good buy, well worth adding to your shelf, you might almost even be able to say that a Champions collection would have a hole if it was missing something to cover the themes in this book, it just isn't perfect.
 

"Next comes a series of magical families, starting with the Sylvestries who work under the concept of a bloodline sworn over to demons, in particular one known as 'The Dragon'....Of curious note in this family are the names of two of its branches – the McFarlanes and the Liefelds – names of two well known comic artists."

Marc Silvestri is also a well known comic artist, and I believe all three worked for Image Comics, which published a title called 'Savage Dragon'. I'll leave any more to those geekier than I in comicbookdom...
 

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