Bold Costumes, Black Hearts

*Bold Costumes, Black Hearts* offers 65 original, fully-statted villains for use with *Deeds Not Words.* In addition to ten Variable Villains representing classic villain archetypes, the book also offers five complete super-villain teams, including the wayward miscreant New York Dolls, the mutant terrorist Zero Sum Gang, the night-loving Nocturne, the mercenary War Saints, and the timelessly stylish Midnight League.
 

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The Basics: Bold Costumes, Black Hearts is a supplement for Cryptosnark's superhero game Deeds Not Words. It is a book of stats and back stories for supervillains, suitable for use with any campaign. It's sort of a Monster Manual for superhero games. There is no specific Cryptosnark Universe or "continuity" so these villains be plugged into virtually any game.

The book is divided into three sections. The first contains examples of particular villainous archetypes, fleshed out with individual stats, personalities and back-stories. There is, for example, a giant, super-strong thug, a super-thief who commits crimes out of boredom, an alien invader from another dimension, a probability-manipulating psychopath with no goals beyond getting rich and being left alone, a Doctor-Doom style world-conquering Arch-Villain, and so forth. There's even a Batman-style lunatic with no superpowers and a costume based around a weird obsession (he even leaves clues for the heroes to follow, just like most of the Caped Crusader's foes) The reader is encouraged to use these archetypal characters as inspiration for creating their own villains.

Although these are generic villains in one sense, and it would be easy to customize any of them and give them names of your own, they are all superbly well realized NPCs, at least as good as anything I might ever be able to dream up myself, and you'll probably want to use them as-is, right out of the book. They all have completely different goals, styles, objectives and methods. You could find antagonists for a grim and gritty game, a lighthearted four-color romp or anything in between.

The next section contains six supervillain teams, organized in increasing order of toughness and lethality. The first one is a colorful but non-superpowered girl gang, who are a lot like Charlie's Angels or the Dirty Pair gone horribly wrong. The last, most terrible group is a hilarious cabal of aged villains from the 1930s, who while old and feeble, have so much experience and so many levels that they can give the toughest imaginable group of PCs a tough time (that's a fantastic, original idea, by the way, and one the author uses for all its worth).

The third section of the book contains write-ups for solo villains who don't really fit the archetypes listed above. They're a mixed bag of character concepts, at all different levels of power. You have to pick through the material more carefully here-these extra characters aren't listed in any particular order of strength, but there's lots of good stuff here for just about any campaign.

In addition to listing stats and personalities for about 70 evil NPC antagonists, the book contains some new character classes for villainous NPCs only (this works really well in a class/level based system like Deeds Not Words). There is also a (hilarious) chart for generating random henchmen, notes on Evil Schemes and a collection of villainous quotes out of literature.

What I Liked: Priced at $6, this book is far bigger and far, far better than it has any right to be. I have come to expect a high level of quality and economic prices from Cryptosnark Games, but this one is still a real find. All of the NPCs in this book are distinctive, intriguing and cleverly thought out. The Archetypal characters are properly Iconic, but cleverly individualized. Even Bulkington, the super-huge, super-strong thug is memorable and unique. Doctor Deadline, the Batman-style obsessive villain, is the freshest and most interesting version of this tired old archetype I have ever seen in a role playing game.

It's a great idea to organize the supervillain teams in ascending order of lethality. I've never seen this dome before, and it really gives it the kind of structure that so many collections or supervillains lack.. The teams themselves are all built around strong unifying concepts, and all of them but the "War Saints" are highly original as well. They all have utterly distinct flavors, motives and styles. The best two teams are probably the clique of elderly jazz-era villains who commit crimes to relieve the boredom of retirement and the creepy, ghoulish "Nocturne". The individual team members are, by and large, as well fleshed out as the solo villains and could easily be adapted for use on their own. This book would have been worth twice the price for the section on teams alone.

It is a wise choice to give us "plug and play" NPCs who aren't the product of any particular campaign background. Most Superhero GMs have their own game worlds and are looking for materials they can smoothly integrate. The book is also much better organized than most published collections of villains. By looking at the names of the archetypes, you can easily find the right NPC for the sort of plot you have in mind.

The writing style is clear, literate and witty. The author can be very funny when he wants to, but doesn't get carried away with it. He seems to be widely read, but isn't a snob about superhero comics. He clearly loves and respects the genre and knows what makes it tick. The list of villainous quotes is a great touch and it also shows the depth of the author's understanding.

What I didn't like: some of the extra villains in the third section seem a little rushed and under-written, and there aren't any illustrations for them. Not that they aren't well-thought out-in fact every one of them is a strong concept. They're just brief. I understand that a scrappy little game company like Cryptosnark can't always afford as much art as they'd like (in fact the low production values are part of Cryptosnark's charm) but it still would have been great to see character portraits on one or two of them.

In Conclusion: Bold Costumes, Black Hearts is one of the best supplements of its kind that I have ever seen. It would be amazing coming from one of the major houses, at four times the price. Coming from tiny little Cryptosnark, at a mere $5, it's nothing short of astounding. At this price, the question is whether you can afford n
 


Bold Costumes, Black Hearts is a book of pre-generated villains for the unjustly obscure D20 superhero game Deeds Not Words. Like all of Cryptosnark Games’ products, it was written exclusively by Scott Lynch. The book is large, at 148 pages long, and it’s available only in .pdf form, either at RPGNow.com or the author’s web site at www.minasithil.com/cryptosnarkgames The book is in landscape format, optimized for viewing on a monitor.

In my last review I raved about how good Plain Brown Wrapper Games’ supervillain supplement The Bad Guys is. I’m embarrassed to say that I actually like this one better. It has many of the same plusses that made The Bad Guys so much fun, but without the drawbacks. It’s reasonably priced at $8.95, it’s funny, witty and clever (although without the edginess of the Bad Guys), the villains aren’t quite as original but they are certainly well written and well thought out. It’s even produced by another tiny little company that nobody has ever heard of. At the same time, even though this was done on the cheap, the art and layout are so good that you don’t have to be embarrassed by them. The illustrations are in black and white, less than half of the villains get character portraits, none of the pictures are spectacularly good, but they’re all good enough.

We begin with a set of quotes from famous literary villains. A few of them are stuffy and dry, but some are utterly spot-on brilliant. Then we have a fairly long and entertaining introduction, in which the author talks at some length about what makes an effective motivation for an antagonist, how to play villains, the different things a villain might want. Next we have a kind of random plot seed generator. Next we have about ten pages worth of special NPC villain Classes, Prestige Classes and Feats.

This transitions smoothly into a list of archetypal villains, each with a different villainous motive, each made to fill a particular niche in a comic book world. We have Bulkington, a giant super-strong criminal who isn’t as dumb as you expect him to be; Malice, a cyborg mercenary who works best as a master-villain’s second-in-command; the Rani, a powerful psychic dedicated to protecting mutants from persecution; Baron Azathoth, a world-conquering arch-fiend with vast technical and magical resources at his disposal; Doctor Deadline, a non-super-powered maniac who is obsessed with time and likes to put heroes in death-traps (holy holistic hotpants, Ratman!) There are many others as well, including a few real surprises like an obsessed former KGB colonel with his own nuclear submarine and a few obvious ones, like an extradimensional invader who constantly makes speeches about how unstoppable he is. All of them are solid, carefully crafted and humorously written. Every one comes with no less than four stat blocks, each depicting them at a different level of power so as to make them easier to fit into your campaign.

Next we have a list of six supervillain teams, organized from the least to the most powerful. First up, we have the New York Dolls, a trio of riot grrrls who bear a suspicious resemblance to some of the characters in the movie Kill Bill, until you notice that this book was written years before that movie came out! Loud, sassy, in love with theft and havoc, these little ladies are on a cross-country spree of destruction that only the PCs can stop.

Next up we have the Zero Sum Gang, a trio of low-powered sneaky anarchists at war with corporate America. They’re interesting and sympathetic, and surprisingly effective despite their low Threat Level.

Next we have the Nocturne, a horrible goth gang of vampires, sorcerers and evil mutants. While only moderately powerful, they’re extremely ruthless and evil, routinely using lethal force against meddling heroes. They aren’t as well fleshed out as the members of the zero sum gang, but the strength of the team’s overall concept gets past this.

Then we have the War Saints, an international mercenary team run by the mysterious Marquise. While they’re impressively tough and evil, there isn’t enough space to give the individual members of the team as much depth or detail as you might like. This is the only entry in the book that feels a little thin. The Marquise herself is interesting, the group’s illustration is good and I liked the description of how the unit’s rules function, but overall the team could have benefited from a lengthier treatment.

The final team is the Midnight League, my favorite group of the bunch. They’re a group of Golden Age villains who are still pursuing a life of crime in their twilight years. Ancient and evil, with a particularly Golden Age feel to each of them, they may not be in their prime anymore, but they have so much more skill and experience than almost any conceivable group of PCs that they’re incredibly dangerous. My favorite of the group is the Voice of Fear, who used to appear on the radio back in the 1930s and use his evil voice to give people nightmares and psychological ailments. Occasionally he used his power to force radio listeners to mail him money, but for the most part he just liked to do people harm. Tee hee!

This is followed by a list of fifty-two briefly sketched in solo villains. The author doesn’t waste much ink on any of them and none of them have character portraits. They’re each about three or four hundred words long, not counting stat blocks. Nonetheless, all fifty-two concepts are strong. It would have been nice to give each one more individual attention, but of course we can only demand so much from poor Scott Lynch for our nine bucks.

The fifty-two supplemental villains are arranged in order of Threat Level, from the least to the most powerful. My personal favorite is the very last one, Autonomous Destruction Device 13. This cute and fluffy fellow is here to destroy our world, and he’s just about tough enough to rip it in two with his adorable furry little hands. However, he’s also wildly distractible and easily entranced by cute things. It’s a very funny concept and it’s handled pretty well, in the limited space the author has.

After the lists of villains and teams, we have two extra goodies. A clever and funny random goon generator and the unnecessary but undeniably amusing Random Ninja generator.

Go ahead and buy this one. You’ll get a lot of product for your money and it’s all great stuff. If you don’t play Deeds Not Words you will still love this book. And anyway you should start playing it if you don’t already. It’s a great game and you’d really enjoy it.
 

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