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Original Supervillain Groups -- Get Creative!


Matt Frisbee

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Re: Original Supervillain Groups -- Get Creative!

 

I have an underwater version of the SERPENT SOCIETY. They are called The SHARKMEN. The roster is as follows....

 

BLACK TIP and WHITE TIP: Atlantean twins who can project powerful sonar blasts seperatly and a huge killing AOE attack when joined. They are the leaders of the group who wish to overthrow the current regime and replace it with a more representitve government.

 

CARCHARIDON: The team's main brick, He is a real "wereshark" and goes berserk when blood is in the water.

 

THRESHER:A mercenary with an advanced dive suit with multiple capabilities. he is the most independent of the lot.

 

LEOPARD SHARK: An animal empath who can control an army of sharks to do his bidding.

 

HAMMERHEAD: A man turned into a human-shark hybrid by the government and is the least human of them all. He is the team's move through artist.

 

ANGELSHARK: A mutant human female who can run at hypersonic speeds on the ocean floor and has a soft spot for Hammerhead.

 

WOOBEGONG: An Atlantean who has underwater chameleonic ablities.

 

SAND TIGER: Another Atlantean with underwater "weather control" powers with a chaos streak to boot.

 

A buddy of mine is conteplating an insect themed villian group for players to take on at Origins and GenCon. The Sharkmen could take on Force Aquarius at Origins but that is still up in the air.

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Re: Original Supervillain Groups -- Get Creative!

 

There was a plot seed in Adventurer's Club years ago called "The Gilt Complex", about a crime gang who looked like supervillains, but had hopelessly inadequate defences - it was kinda supposed to make the PCs think twice about the level of damage, KAs etc they were throwing around.

 

I ran the scenario more or less as written, but jazzed up the baddies into C-class supers with one power each. Thus, The Bullion Bunch:

 

Gold Brick had superstrength

Gold Rush had superspeed

Gold Fever had, IIRC, some kind of NND based on increasing body temperature

Gold Digger had tunneling and was the getaway guy

 

There was fifth member that I've forgotten - could have been Gold Leaf, with plant control powers, but I doubt it.

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Re: Original Supervillain Groups -- Get Creative!

 

For the short lived teen champions game I started to run I had just introduced the Material Girls. They were an all female team similar to Grab from the CU.

 

The members:

 

Titanium Girl Powered armor and leader of the group

 

Rubber Stretching martial artist

 

Flint Mystical brick/energy projector

 

Freon Ice based Energy projector

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Re: Original Supervillain Groups -- Get Creative!

 

A few years ago, my SuperSquad America convention event featured an all-female team called the Beddy-Bye Brigade:

 

Nightfall -- a martial artist

Slumber -- the brick

Starlight and Starbright -- twin energy projectors who could combine their powers for greater effect

Dreamweaver -- illusionist

 

Also, there was Villainy International, a somewhat silly international group that included:

 

Colossal Gaul -- a very large gluttonous Frenchman

Aunt Arctica -- an old ice-based villainess

London Fog -- an Englishman with fog powers

Spanish Fly -- a spaniard with shrinking and flight

Roman Candle -- a teenage boy from Rome with fire powers and flight similar to Cannonball's

Rubber Czech -- a stretcher from the Czech Republic

The Ten Foot Pole -- a polish gentleman with growth

Black Russian -- a Russian with darkness powers

 

Other members named but not fully developed:

 

Turkish Delight

Finnish Lion

Ugly American

Maiden Japan

China Doll

Greek Fire

 

And then, of course, there were those that didn't make the cut:

 

English Muffin

Belgian Waffle -- could never deside whether or not to join

German Shepherd -- not much call for sheep control

Swedish Meatball

Norwegian Wood -- a horny guy from Norway

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Re: Original Supervillain Groups -- Get Creative!

 

I also used the acronym LUXURY

 

Leprachaun the teleporter

Untouchable a woman with an always on Damage Shield which for reasons unknown did not affect Leprachaun

Xerxes. The brick and a kind of Hercules type

Union. A man/woman who if you hit them hard enough turned into a woman/man. Fun with accidental change

Runner. Does exactly what it says on the tin

Yokohama. Former member of the Cherry Blossom Triad.

 

And the all women small team of COMA

Catastrophe. the leader

Omen. Energy power

Mercenary. Gun Bunny

Awesome. Brick

 

I have also done villain versions of the JLA, Avengers, X-Men, Legion of Superheroes and kept the Secret Society of Supervillains, Masters of Evil and the Legion of Supervillains as villains. That is complete line ups of these as per recent publications.

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Re: Original Supervillain Groups -- Get Creative!

 

Inded lad.

 

Grand Illusion is from the album Grand Illusion

Queen of Spades from the album Pieces of Eight

Fallen Angel from the Album Brave New World

Witchwolf from the album Man of Miracles

Mr. Roboto from the Album Kilroy was Here

Homewrecker from the album Edge of the Century

 

I like Styx as much as the next guy, but how about some song titles from this decade Enforcer??? Unless of course that is part of their gig...stuck in the past using lots of 70s lingo and rolling up in a tricked out 1972 Chevy Impala Convertable when they rob banks or trash modern record stores & radio stations. Either way, Rep for you (not that you need it)

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Re: Original Supervillain Groups -- Get Creative!

 

Okay, so who doesn't love Nazi villains??????

 

The New Reich!!!

 

Probably one of the most dangerous organizations existing in my campaign is a possible descendant of the Third Reich, one of the world’s greatest and most feared military institutions of the 20th century.

 

Believed by INSEC (Internal Security) to have been formed out of South Africa and containing many of the purist beliefs of the Nazi regime of World War 2, the New Reich has slowly built its powerful global foundation on horrific hate crimes and fear. The only difference between this New Reich and Hitler's military practices and beliefs is it's covert nature.

 

New Reich followers come in as many shapes and sizes as those they deem inferior. Within the U.S. organizations from the poles of society, including the reformed paramilitary group the Black Panthers, the revitalized Skinhead movement to the influentially backed "rich boy" and racially diverse organization called the SNT,s (Societies Next Threat) have all, at one time or another, been affiliated with the New Reich. The New Reich's ability to use the fears and prejudices, whatever they may be, of many different groups has allowed them to spread their influence across the globe in a very short time.

 

The New Reich's primary operatives still cling to the military garb of W.W.II, preferring the look of the insipid SS espionage divisions. Long black leather jackets hiding uniforms are common among local leaders and red Stormtrooper uniforms are worn by operatives in open battle. The New Reich has even adopted the three-pronged swastika as its symbol.

 

Little is know about the leadership of this organization, except that there is evidence that it was the pre-War brain child of living W.W.II Nazi survivors hiding in South Africa and that their offspring may finally be putting their plans into action.

 

The New Reich largest threat to the world is its incorporation of paranormals into its overt fighting force:

 

The New Reich -

 

Rommel: (Erich Rommel - assumed to be a direct descendant)

The leader of the US based New Reich. Rommel's primary responsibility is to act as decision maker and overseer of everything the New Reich does state side. Incredibly intelligent and devilishly clever he has concocted some of the most successful terrorist actions since the War itself. Rommel will never be found without his personal transportation device; comprised of unknown technology and assumed to have been made by enslaved paranormals the teleportation device has attained near relic stature and has saved Rommel's life on more than one occasion.

 

Swastika: (Heinrich Schmidt)

Believe it or not, he's only human. However, Swastika is perhaps the greatest field general alive. Combined with his superior martial and firearm abilities, covert operations skills and natural charisma this 6'2" blond haired, blue-eyed military expert is the most formidable villain of this age. (think: Captain Nazi)

 

Totenkopf:

Evil incarnate! It is rumored that Totenkopf is died during W.W.II Nazi chemical experimentation on death camp captives when the camp was destroyed and he buried alive. One of the worlds few true fliers, he sullies the sky, his death's head of bone frightening to glimpse. Totenkopf's powers are not as yet understood but it is known that, beyond his ability to fly, he is virtually impervious to harm and may bring to bear a dark force that may be directed at his victims, sapping them unto death. Totenkopf has no regard for life as he believes himself already dead.

 

Tiger:

Tiger is an ex-war creation of German construction. His entire sub-epidermal surface has been reinforced with polycarbonate armor plating, his size and strength increased through a series of operations and intense steroid therapy and his left hand amputated and replaced with a high intensity plasma mortar. His strength ranks in the top 5 percent of known beings.

 

Panzermensch: (Johan Grubner)

Johan Grubner is a great if misguided scientist. His knowledge of robotics and cybernetics is unsurpassed by any peer. He has developed one of the premier armored suits in existence. Wearing it and calling himself Panzermensch he works with the New Reich to achieve their shared goal of global purification.

The Panzermensch armor is a secret highly guarded by the paranoid Grubner. However, he has allowed New Reich leadership to incorporate several of his innovations into their shock troop's weaponry and is responsible for creating the armor worn by his teammates Sturmtrupper and Bismarck. While controlling the Panzermensch armor Grubner is able to bring to bear several abilities including assisted flight, an extremely damaging release of electricity (which he has learned how to direct at great distances and may be diverted to the epidermis of his armor causing grievous damage to anyone touching him), and heightened strength.

 

Bismarck:

The Bismarck armor has been worn by many different shock troopers and is considered, by Grubner, a work in progress. Huge, standing over 13' tall and impressive, the Bismarck armor is near impervious. It also wields a projectile firing mortar of incredible power. Unfortunately, the Bismarck armor is slow to the point of standing still and requires a full 30 seconds before refiring its weapon to prevent overheating. The strength of the Bismarck armor is in the top 1 percent of known paranormals. It is believed only Thunderfist (of Terror For Hire) is stronger.

 

Sturmtrupper:

Another creation of Grubner's the Sturmtrupper armor and weaponry is the highest rank to which a shock trooper might ascend.

 

Festung: (Hermann Mueller)

Never far from Rommel's side is his trusted bodyguard Festung. His ability to congeal ambient energy into impervious invisible walls of pure force makes him the best defense against almost any attempt against Rommel.

 

Holocaust:

A being of pure elemental fire and entropy! His power is off the scope! Luckily, he has never been seen within the United Stated and only rarely in Europe.

 

---

 

There is another group under the umbrella of the New Reich that has just recently arrived in the U.S. They are designated The Aces:

 

Mengele: (Frans Mengele)

Mengele's duties and skills are equivalent to his peer Rommel, with one exception. It appears that this apparent offspring of the "Angel of Death" has continued his grandfather's research on the Noma virus. Somehow, Mengele has created a tactile transference of an enhanced version of Noma, which immediately causes gangrene of the face and mouth of his victims. Mengele is newer at the New Reich game than Rommel but believes his elder peer should, shall we say, step down, leaving Mengele as sole leader of the new Reich.

 

Zeppelin:

A unique cellular structure allows Zeppelin to increase his size and strength at will. As he grows his body, strangely enough, produces a hydrogen byproduct. The result is that when he gets large enough he can float on air. When wearing his personal turbines he is able to maneuver through the skies, though sluggishly, over great distances. To once again achieve his regular, though extremely obese, stature Zeppelin must release his hydrogen byproduct. Exhalation is his preferred method. Zeppelin has been fitted with electrodes at either side of his mouth that will produce a small arch of electricity upon command. Normally harmless, this arch is the trigger to a gigantic gout of fire as Zeppelin exhales. Zeppelin's elastic cellular structure has reduced the possibility of personal damage to next to nothing.

 

Blitzkrieg:

His ability to fly and control great amounts of bioelectrical power make Blitzkrieg a very dangerous opponent. He's a little crazy.:nonp:

 

------------------

 

The Flying Aces Ascension Armor Project:

Each of these armor types was made to fill a hole in air support for the New Reich. They so mimicked the roles of W.W.II German war planes that they were given their names.

 

Messershmidt (FAAA Mark I):

Budabudabudabudabudabudabudabudabudabudabudabuda... Need I say more?

 

Stuka (FAAA Mark II):

Big, Big guns, big engines, anti tank! (It's a German A10 hog!)

 

Folke Wolfe (FAAA Mark III):

could do almost anything flying armor could be asked to do. Quick, Good sized gun, smaller autofire guns, etc.

 

Luftwaffe:

Actually begun as the next generation of the FAAA project the creation dubbed Luftwaffe soon evolved into it's own entity. Under normal circumstances this construct, for it is nothing more than a robot, looks very similar to the other FAAA successes. However, it is its ability to separate into 12 smaller attack vehicles that gives Luftwaffe its name.

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Re: Original Supervillain Groups -- Get Creative!

 

Okay, another one that seems dated... But you have to remember that I was using these guys (and the New Reich) in the late 80's, so I AM dated!!!:rolleyes:

 

The Birds Of Prey

 

As the only fully flight oriented organization and under the sway of Dark Eagle, the Birds of Prey turn the city's skies black with terror. Okay, the truth. The Birds of Prey are powerful, but far from being a threat to all humanity. Actually, they're an average powered group whose only real threat is Dark Eagle himself.

 

Dark Eagle:

Ex-archeologist Dr. Harlan Schultz became Dark Eagle when he discovered the Dark Eagle talisman in some American Indian ruins turned up during a terrorist bombing on the East St. Louis suburb of Cahokia. Upon placing the talisman around his neck Schultz was possessed by an ancient Indian demon. The minds of Schultz and the demon have merged to form a new entity; Dark Eagle. Dark Eagle retains the demon's ability to change a person's perception of reality (read massive mental illusion) and Schultz's inherent arrogance and need to be tops in his field. Dark Eagle's goal became clear immediately: global domination! Unfortunately he was on his own so he set out to convert a legion of minions. Dark Eagle can fly through mystical means. His wings are cosmetic.

 

Screech Owl:

Dr. Bo Draxel was a nice guy, lived in a nice home and had a great job... until Dark Eagle screwed up his mind. Dr. Draxel was a scientist working for Antares Corp. making groundbreaking leaps in the use of Sonics as non-lethal weapons. Now he is soaring the skies on a pair of artificial wings designed by Dr. James Hastings and using a vocal enhancer of his own design as sonic a weapon of massive power.

 

Gyrfalcon:

Dr. James Hastings was just like Bo Draxel except he had his doctorate in aeronautics. Dark Eagle enslaved him and used him to develop the flight suits worn by the Birds of Prey. Gyrfalcon is one of the fastest flying objects on the earth (or in it's atmosphere) able to reach speeds in excess of mach 8.

 

Shrike:

Thomas Skinner was a thug, a murder and a bit insane... Just the guy Dark Eagle was looking for. Fitted with a flight suit designed by Dr. Hastings, extendable razor sharp claws and an 18" beak made of an aluminum alloy and honed to perfection Shrike is able to perform the, well... less dignified duties of the Birds of Prey. Since Dark Eagle's intrusion into Skinner's mind mass murder has become one of his favorite hobbies.

 

Firebird:

Dark Eagle found a true mutant, though at the time he didn't know it.

Franklin Kemston was an average well-mannered, good-natured security guard at a local branch of the Templar Bank Savings and Loan division when his world went insane. Suddenly, he was in the bowels of Hell. Fire blew all around searing his flesh and burning his soul. To save himself his latent mutant physiology took over. In an instant it was he, not the bubbling pits surrounding him, which was the source of the gigantic flames. No longer did he feel the heat, now he reveled in it, it made him stronger.

Dark Eagle usually had an easy time securing funds. It was easy enough to simply barge into some bank and send everyone there on some mental journey to Hell...until he found Franklin Kemston. When it was all over many lie dead, burned to cinders, and Dark Eagle was badly wounded. Still he had his wits about him and immediately entered the mind of the frightened Kemston. Firebird would be an awesome example of his fury.

Firebird manifests huge wings of pure fire and is surrounded by a shimmering field of blue flame. As an attack he may regurgitate huge gouts of flame from his mouth.

 

Blackhawk:

Jonathan Blackhawk is a true Hamatsa. In American Indian legend a Hamatsa is a human who has been carried off by spirits to be devoured. But while in captivity he learns their ways. He then escapes filled with divine energy. However, there is a frenzy that goes along with the use of godly powers, for the human body is incapable of sustaining the incredible forces for long. - read berserker. (This stuff is true, look it up - real fun)

Blackhawk has real wings and is incredibly strong (top 20 percent). He can also bring to bear a magical bow of black energy, which shoots black energy arrows that paralyze their targets. It's the use of the "God's Bow" that can push Blackhawk over the edge.

Blackhawk recently met a Wakan (An Indian holy woman) from the West. She eliminated Dark Eagle's hold on him and persuaded him to leave St. Louis to join A.I.M. (The American Indian Movement). Dark Eagle wants him back and is hunting for him and that Indian witch!!!!

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Re: Original Supervillain Groups -- Get Creative!

 

I like Styx as much as the next guy' date=' but how about some song titles from this decade Enforcer??? Unless of course that is part of their gig...stuck in the past using lots of 70s lingo and rolling up in a tricked out 1972 Chevy Impala Convertable when they rob banks or trash modern record stores & radio stations. Either way, Rep for you (not that you need it)[/quote']

 

 

 

Edge of the Century and Brave New World are within this decade...not by much, but they were late 90's :)

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Re: Original Supervillain Groups -- Get Creative!

 

The PC's were all pulled together because they all answered an open audition call for heroes to serve as representatives for a company (Read: Corporate Superhero Stooges).

 

The first villian team they ran into? People who answered the call but weren't picked. They banded together under the title of 'The Rejected', and have made a few reappearances.

 

Members include:

 

Spiderkin - Half Spider body, able to control all manner of insects

Smoulderer - Not quite able to burst into flames...

Axehand - Psychopathic teenager who replaced his hands with cyber-axes

Behlgor the Unintelligible - Able to generate power sonic screams, so powerful he's blown his own tongue and teeth away

Excremental - A walking pile of sewage

Stone - Giant rock body, mind of a tiny pebble

Slick - Had a backpack assembly that let him shoot out streams of oil

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Re: Original Supervillain Groups -- Get Creative!

 

The Magnificent Seven.

 

Picture a group of megalomaniacal superscientists. They are ...not world beaters...they are...Dr. Bruce Alleyn, Dr Carl Mantonis, Dr Strangluff Draconis, and Dr. Adolph Kaiser. Madmen? Yup, Geniuses? Depends on whom you ask. Team Players? Ah...no. However, stripped of their followers, weapons, armor, and X-Energy disengaged, they were completely suitable for standard incarceration. They were put together mostly to torture eachother. It was assumed by a warden with a rather diabolical sense of irony, that they would try to kill eachother within hours of being forced together.

 

Funny thing happened on the way to the apocalypse. The four doctors got along. They got along smashingly. They didn't step on eachothers toes, they had differing area's of expertise, they all a sense of comradere. They were superior to the idiots around them. It wasn't immediately noticable, they ranted and raved and screamed at eachother, but they were actually excited to have others to bounce ideas off of. Dr. Draconis saw in Dr. Brutallus someone who might beable to help him create a living dragon. Dr Mantis had worked with Brutallus early in their careers. They had gotten along poorly but it was when they were finding their respective niches.

 

They might have happily sat out their jail terms attempting to find the answers to their various theorums and problems, if they hadn't been joined by three more "Mad Scientists"...

Clarinda O'Keefe, Corey MacMillan, and Frederick Rice.

It was at this point that fate, in the form of VIPER stepped in. VIPER who had issues with six of the seven incarcarated prisoners decided to take them all out in one fell swoop. (There issues with Clarinda O'Keefe had been a recent development)

VIPER infiltrated the prison and faked an escape, hoping to kill their enemies while their high tech weapons were no where to be found. Unfortunately for them, Rice, better known as Fenris, maintained his physical abilities even without his special uniform. Leading the other six to safety, they decided that it was easier to stick together, at least for the moment and made their way to one of Dr Draconis' safehouses. This turned out to be the formation of the Magnificent Seven. The seven brilliant minds who would lead humanity to an enlightened, if subserviant new era.

 

Shortly afterwards, they pooled resources and had a secret compound built in the wilds of northern Canada. Bouncing ideas off of one another, filling in holes in their research, the seven scientists began developing their original ideas to new heights, Dr. Brutallus created an advanced generation of his Brutalloids, Dr. Mantis spawned a small pack of giant mantis smarter and loyal to him only. Dr Kaiser, using Dr. O'Keefe's knowledge increased his control over the X-Dimensional energies, Frederick Rice and Dr. Brutallus developed a "human enhancement" gene treatment that improved their overall physical abilities. With Dr. Draconis, Dr. O'Keefe and MacMillan's expertise and O'Keefe's organizational skills, standardized sets of powered armor were developed for each of the seven (though Fenris refused the offer). Then each mastermind customized his armor. Fenris managed to develop and control his "Wolf" spirit. His abilities have increased tremendously, he has organized a pack of wild wolves that follow his every command. Dr. Draconis has finally developed (with the help of Fenris and Brutallus) his Dragons; one capable of breathing fire and one Ice, he calls them Fafnir and Shard. Dr. Mantis also outfit two followers with powered armor and the Magnificent Seven have a tremendous support group.

 

Dr Draconis: The Alpha Male of the "team". He is the smartest and most mental of the seven. A master of weapon design; he is the genius behind the powered armor suits; and a number of super weapons.

 

Dr. Brutallus: A geneticist with his small army of Brutalloids. He has 40 of the first generation and 4 of his elite "2nd Generation". He developed their "Health Serum" and aided the others on their "Pet" Projects. He traded in his lame "Beast" armor on a state of the art Assault Battle gear designed by Draconis, Bolt, and Cold Drake. He looks like Dr Doom with a sculpted serpentine face and purple rather than green tappings.

 

Dr. Mantis: Wears an insect themed light battle armor with a back up forcefield. His armor commands his Termechs, his mantis tank and his new Mantoids. He also has two Bodyguards/Assistants: Firefly and Scarab both wear powered armor Firefly is a blaster, Scarab is a brick.

 

Bolt: Her electrically based armor has been overhauled and enhanced. It looks a bit different, gold with white trim rather than green with white. She has tremendous control over electrical energy capable from wielding and expelling it to transforming to an electric stream.

 

Cold Drake: A disciple of Draconis almost, his suit is based on cryogenic powers. He often works as a "second" to one of the more forceful personalities.

 

Mentallax: His connection to the so-called X-Dimension has been strengthened and he wears a light assault armored suit.

 

Fenris: His animalistic abilities have been drastically improved but he has managed to tame the beast inside him. Thought he's casual with his violence and enjoys hunting prey, he doesn't fly into uncontrolled rages.

 

Though not a "team" in the classic sense. The Magnificent Seven (a name Bolt gave them) work well together as a villainous think tank. Their combined wealth is considerable, so they need not "rob banks" or act like common criminals. Draconis, Mentallax, Mantis, and Brutallus aspire to be world beaters, but for now they are satisfied with respect and fear. Most of their activities involve taking petty revenge at those who they feel have affronted them, and stealing science or technology they feel would be better off in their "more capable" hands. They usually attack in groups of four (one fo the four Dr's, Bolt, Cold Drake, and Fenris, and whatever "followers" the Dr. in question has. They lack the obssession and sanity of a Dr. Destroyer, but they have all the trappings of a major player in the Supervillain world. Should they ever finalize on a plan of action they will be a force to reckon with.

A confrontation with all seven would be short and one sided unless the heroes involved are very powerful or numerous. Don't even get me started on a battle involving each Dr.'s minions....

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Re: Original Supervillain Groups -- Get Creative!

 

Terra Corp

 

In my campaign and Webcomic the most powerful Villain

group is the Terra Corp. They themselves consider

themselves good guys. Earth Needs protection. It

will take a heavy hand to protect it. Terra Corp

motto is "Loyality is NOT an option!" Every Ranking

Terra Corp'er has a chip attached to them under the

skin. High Ranking Terra Corp'ers know that the Chip

is directly attached to your Brain stem. Infomation

can be downloaded almost instantly from the chip to

the Brain. The Chips and Terra Corp computers are in

constant communication, while on Earth. People

within the Terra Corp call this unit "The Corps".

 

Photon, corporate owner of the Terra Corp.

Also possible the most powerful being on Earth.

Photon originally was 3 brothers. Each with PHD in

Genetics, Electronics and Computers. Through a Hyper

Space explosion while a Terra Corp team investigated a

Space Ship. The Brothers were Merged. After this

Photon learned he was able to control the very atoms

itself. His powers range from Teleportation, Creation

of objects, Energy Blasts, to Force Fields. His

weakness is he can not effect living matter, other

then himself. His body speed, strength, and

resilience has increased drastically. His memory also

has increased beyond what the 3 brothers had learned.

(This might be due to the increased infomation that he

has now.)

 

Electric Marshal, served on the Los Vegas Police

Department as Erik Marshal. After losing his arm in the

Great Invasion. He retired and retreated to his cabin in

the mountains. Photon, had searched for this man and

offered him a new arm and power armour to go along

with it. If he became Chief Operator of the Corps. His

abilities are ElectricalGeneration (which come from his

Arm) to the ability to drain speed and strength from

anyone (which come from his armour). He also has the

ability to Fly which comes from his armour. He also has

a hatred for Manchine. Which has not yet been explained.

 

Power Claw, the only female on the team. Has

two power gloves which give her Super Strength and

Claws. She was thrown out of the Marine Corps for

almost killing her Sergent. Extenuating,

circumstances allowed her not to be thrown in the

brig. She is pretty much a bully and knows it. Is

Terra Corp's best Fighter.

 

Marksmen, a mercenary Sharpshooter hired by

Terra Corp and promised an increase in his natural

abilities. Also the pay raise didn't hurt either.

Marksmen received a artificial eye. Which would allow

him to shoot far better then he has before. Pretty

much if he can see it he can shoot it. Terra Corp,

also gave him a specialized gun which is linked to his

eye. The gun itself seems to adapt to whatever

Marksmen needs.

 

Chainz, (not shown in webcomic yet) a biker

looking for bigger and better things. He was

approached by Photon due to his less then legal

contacts. Photon offered him a spot in the Terra

Corp and would back his biker gang with certain

untracable weapons. Chainz himself has the ability

to control a chain if he is touching it. Hecan add

mass to it increasing it length if need be. The chain

is very strong and can hold several tons of weight.

Chainz himself is super strong and resistant to most

forms of physical attacks.

 

Tank, a tank battlion Commander named,

Jonathan Grohen. During the Great Invasion he

lost his arms and legs in an attack. He survived but

his wife left him due to stress. As he was trying to

figure out how to commit suicide Terra Corp offered

him a second chance at life. Photon replaced his

arms and legs with robotic parts. Also seeing how

weak minded Tank was Photon created a helment to

protect his mind from psychic attacks. Tank who is

now totally devoted to Photon. Is part of the Terra

Corp.

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Re: Original Supervillain Groups -- Get Creative!

 

The Deadly Sins

 

Pride Long-lost Brother of the team Gadgeteer, Pride always seeks to outdo and humiliate the PC Gadgeteer with his own gadget arsenal.

 

Greed Female Brick who channels the properties of diamonds, but destroys them in the process requiring an ever greater supply of them to attain superhuman powers.

 

Lust Male egoist with massive PRE who creates loyal servants of women by filling their hearts with lust for him and denying them his touch until they obey his requests.

 

Envy Symbiotic mutation unable to survive without a host.

 

Sloth Time controlling teenage boy who would rather play video games than fight heroes.

 

Wrath Neanderthal cavewoman given great battle prowess and immortality through a magical stone that fell from the sky.

 

Gluttony Emmaciated old man who survives on the energy of others, and who has more energy than supers?

 

Each of these characters is a formiddible villain (500 pts +/-) with a base of operations and minions called Mortal Sinners. The PCs should fight each individually and eventually discover that these 7 deadly foes were gathered by the will of a greater demon named Synn bent on using man's own vices against him. The PCs being pillars of virtue have come to Synn's attention and he wants to see them fall before him and his minions as an example that no one is above sin.

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Re: Original Supervillain Groups -- Get Creative!You know I can't go this long with out posting. Here's my "new and improved" Dr. Brutallus. The original appeared in Kingdom of Champions and is being used without permission so if there's any problems, I'll yank him. Dr BrutallusVal Char Cost Roll Notes15/50 STR 5 12- / 19- Lift 200.0kg/25.6tons; 3d6/10d6 [1/4]15/21 DEX 15 12- / 13- OCV: 5/7/DCV: 5/715/30 CON 10 12- / 15-15 BODY 10 12-23 INT 13 14- PER Roll 14-14 EGO 8 12- ECV: 515/35 PRE 5 12- / 16- PRE Attack: 3d6/7d610 COM 0 11-6/30 PD 3 Total: 6/30 PD (0/24 rPD)6/30 ED 3 Total: 6/30 ED (0/24 rED)3/5 SPD 5 Phases: 4, 8, 12/3, 5, 8, 10, 126/14 REC 030/80 END 031/56 STUN 0 Total Characteristic Cost: 75Movement: Running: 5"/10" Flight: 20"/40" Leaping: 3"/6" Swimming: 2"/4"Cost Powers END7 Needler Pistol: Killing Attack - Ranged 1d6+1 (20 Active Points); OAF (-1), Activation Roll 14- (-1/2), 8 Charges (-1/2) [8]71 Weapons Systems: Multipower, 106-point reserve, (106 Active Points); all slots OIF (-1/2)7u 1) Neutrino Blaster: Energy Blast 12d6, Reduced Endurance (1/2 END; +1/4), No Range Modifier (+1/2) (105 Active Points); OIF (-1/2) 47u 2) Plasma Burst: Energy Blast 17d6, Reduced Endurance (1/2 END; +1/4) (106 Active Points); OIF (-1/2) 4 Attribute Bonuses, all slots OIF (-1/2)13 1) Action Improvement: +2 SPD (20 Active Points); OIF (-1/2)11 2) Adrenal Stimulator: +8 REC (16 Active Points); OIF (-1/2)17 3) Impact Dispersal: +25 STUN (25 Active Points); OIF (-1/2)13 4) Intimidating Facade/Supreme Confidence: +20 PRE (20 Active Points); OIF (-1/2)17 5) Micro-Muscular Web: +35 STR (35 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) 39 6) Reaction Increase: +6 DEX (18 Active Points); No Figured Characteristics (-1/2), OIF (-1/2)15 7) Ultradermal Layer: +15 CON (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) Basic Sensor Suite, all slots OIF (-1/2)10 1) Heads Up Display Communication Suite: High Range Radio Perception (Radio Group), +1 to PER Roll, Concealed (-3 with High Range Radio Perception PER Rolls), Rapid: x10, Telescopic: +2 (20 Active Points); Sense Affected As More Than One Sense Sight & Hearing (-1/2), OIF (-1/2)3 2) Light Enhancement: Nightvision (5 Active Points); OIF (-1/2)8 3) Long Range Sensors: +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-1/2)7 4) MIcrosensors: Microscopic ( x100) with Hearing Group (10 Active Points); OIF (-1/2)10 5) Sonar Unit: Active Sonar (Hearing Group) (15 Active Points); OIF (-1/2)7 6) Thermal Vision : Infrared Perception (Sight Group), Tracking (10 Active Points); OIF (-1/2)3 7) Ultra-Spectral Vision: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2)2 8) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) Powered Armor Basics, all slots OIF (-1/2)60 1) Anti-Gravity Unit: Flight 20", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; +1) (90 Active Points); OIF (-1/2) 47 2) Atmosphere : Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2)17 3) Bio-Energy Conversion: +50 END (25 Active Points); OIF (-1/2)6 4) Environmental Defenses: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (-1/2)48 5) Heavy Assault Armor: Armor (24 PD/24 ED) (72 Active Points); OIF (-1/2)5 6) Protected Senses : Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)5 7) Protected Senses: Radio Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)5 8) Protected Senses: Sight Group Flash Defense (8 points) (8 Active Points); OIF (-1/2)Perks20 Complex Contribuition50 Followers: Brutalloids (Generation 1)40 Followers: Brutalloids (Generation 2)30 Followers: Human Agents35 Helicopter6 Money: Wealthy30 Van FleetTalents Onboard Computer, all slots OIF (-1/2)2 1) Range Finder: Absolute Range Sense (3 Active Points); OIF (-1/2)2 2) Atomic Clock Feed: Absolute Time Sense (3 Active Points); OIF (-1/2)2 3) GPS: Bump Of Direction (3 Active Points); OIF (-1/2)10 4) Combat Computer: Combat Sense (15 Active Points); OIF (-1/2) 14-3 5) Magnetic Memory: Eidetic Memory (5 Active Points); OIF (-1/2)2 6) CPU: Lightning Calculator (3 Active Points); OIF (-1/2)2 7) Combat Computer: Lightning Reflexes: +2 DEX to act first with All Actions (3 Active Points); OIF (-1/2)Skills16 +3 with All Combat (24 Active Points); OIF (Combat Computer; -1/2)3 Bribery 12- (16-)3 Bureaucratics 12- (16-)3 Computer Programming 14-3 Interrogation 12- (16-)3 KS: The Scientific World 14-3 KS: The Superhuman World 14-3 Paramedics 14-3 Scientist4 1) SS: Bio-Chemistry 16- (5 Active Points)2 2) SS: Biology 14- (3 Active Points)7 3) SS: Genetics 19- (8 Active Points)2 4) SS: Medicine 14- (3 Active Points)2 5) SS: Psychology 14- (3 Active Points)4 Systems Operation (Environmental Systems, Medical Systems) 14-2 WF: Small ArmsTotal Powers & Skill Cost: 687Total Cost: 762200+ Disadvantages5 Distinctive Features: Tendancy to rant and rave (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)10 Hunted: British Superteam 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)20 Hunted: UNTIL 8- (Mo Pow, NCI, Harshly Punish)20 Hunted: VIPER 8- (Mo Pow, NCI, Harshly Punish)10 Psychological Limitation: Enjoys Combat - Now. (Common, Moderate)10 Psychological Limitation: Enjoys causing fear and mayhem (Common, Moderate)20 Psychological Limitation: Megalomania (Common, Total)20 Psychological Limitation: Overconfidence (Very Common, Strong)15 Reputation: Ineffectual Criminal Mastermind, 11- (Extreme)15 Social Limitation: Public Identity (Frequently, Major)5 Unluck: 1d6412 Experience PointsTotal Disadvantage Points: 762Background/History: Dr. Bruce Alleyn is a brilliant UK-born geneticist and bio-chemist who slipped into megalomania when he managed to creat stupid but powerful humanoid clones - which go his work banned by the American University where he was employed at the time. A brief spell with VIPER ended in disagreement, since then he has returned to the UK, created the identity of Dr. Brutallus, and started a rather unsuccessful international criminal career.

 

That all changed when he met the other scientists of the Magnificent Seven. Sure, he and Dr. Mantis had worked poorly together in the past, but they had grown. There was a kinship now. For too long they had suffered the indignity of being mocked by genetic freaks and smug inventors. Now with their new allies. Dr. Brutallus was overjoyed to see such brilliant men and women take his work so seriously. He and Fenris developed the "Health Serum" that made them physically capable, not superhumanly so, but more than a match for the thugs they had often hired as muscle. Bolt, Mentallax and Draconis had worked with him to further their designs. They required his genius to make sure they didn't harm themselves. He and Draconis cloned two live dragons! After mere months together Draconis called the others together and presented each with a suit of powered armor, enough armament and defenses so that each could destroy entire teams of superheroes single handedly! It was with these peers he created the advanced generation Brutalloids. Fewer but more powerful and MUCH smarter. Personality/Motivation: World conquest, respect. Not necessarily in that order. Quote: "Quail in fear of my mighty minions!"Powers/Tactics: Used to stand and rave while his Brutalloids attacked. Some time after gaining his powered armor, he developed a taste for mixing it up. He still sends his Brutalloids first, but now follows up with his plasma blast or neutrino beam. He carries his needler for old times sake. Campaign Use: A Mastermind on a team of masterminds. He can act independantly of his fello "Seven" or with a few of them or all of them, but that's a brawl of epic proportions. Appearance: Wherase he was once average height and slightly overweight, he is now almost six feet tall, lean, and has perfect vision. He dresses better than he used to as well, getting tips from Bolt and Cold Drake. His powered armor is a silver heavy assault suit with an archaic look. Over this he wears a royal purple tabbard with golden pauldrons at his shoulders. the Pauldrons are connected to a golden torc that depicts a snarling beast of some sort something akin to a demonic lion. His helmet is round, and is shaped like a serpent with its mouth agape. In the mouth he has an opaque black face plate. He wears a purple hood and cloak over this. The armor gives him an intimidating bulk and height. topping out at 6'5'' and it adds an additionall 115 lbs.

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Re: Original Supervillain Groups -- Get Creative!

 

 

Shrike:

Thomas Skinner was a thug, a murder and a bit insane... Just the guy Dark Eagle was looking for. Fitted with a flight suit designed by Dr. Hastings, extendable razor sharp claws and an 18" beak made of an aluminum alloy and honed to perfection Shrike is able to perform the, well... less dignified duties of the Birds of Prey. Since Dark Eagle's intrusion into Skinner's mind mass murder has become one of his favorite hobbies.

 

 

I wonder if its a coincidence that my real name is Hastings?

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Re: Original Supervillain Groups -- Get Creative!

 

Here's a group I've been working on creating sheets for ... next time a player jonkingly utters the phrase "I attack the Darkness" give 'em this:

 

The Darkness

Black Knight - brick, leader (big black knight...)

Blackball - energy projector (surrounded by black spheres for various things)

Black Witch - magic weilder (classic mage type)

Black Light - mentalist, teleporter

Black Hole - speedster, semi brick

Black Out - another energy projector type

 

I think there were two more, but I can't find my notes at the moment.

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Re: Original Supervillain Groups -- Get Creative!

 

Great stuff, everyone! Here's another one of mine:

 

Stormfront

This group of weather-themed supervillains were all part of the same chain gang when they were caught off-guard in an intense thunderstorm mixed with the emergence of a chaos storm from another dimension. Each absorbed some of the power of the storm and the group broke free with their newly aquired powers. Later they discovered that none of their powers would work unless they were within 100 meters or so of their fellow supervillains! Together, they are a force of chaos and destruction bent on making themselves rich.

 

Membership:

Deluge -- A water-themed energy projector with the ability to telekinetically manipulate water as well. He can also create fog to obscure the group's activities when stealth is in order.

Hailstone -- The team's resident brick has a frosty appearence when his power manifests which offers protection from damage. He also has the ability to fire off fist-sized chunks of ice at great velocity.

Microburst -- A telekinetic able to manipulate objects with blasts of wind. He also can fly and has multiple energy blasts of wind which can destroy structures and knock people off of their feet.

Stormrider -- The mysterious stranger who joined the group during the storm who has mentalist powers. The others are beginning to suspect that she is a creature of the dimension from where the chaos storm originated.

Thunderstike -- A martial artist with teleportation power who never seems to strike twice in the same place. Is also able to fire off blinding and deafening bolts of lightning from his hands.

 

All of the characters of this group have the disadvantage that their powers will not work when any of them is more than 100 meters (50 game inches) from the others.

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Re: Original Supervillain Groups -- Get Creative!

 

The Supremes

 

A bunch of Z-list hoods who gained superpowers due to an accident ... and became a group of Z-list supervillains.

 

It was the first session of a Champions campaign and I wanted to throw together a threat for the disparate heroes to come together and fight, and then remain together and form a team. Hence the Supremes. They gained their powers when the police van that was carting them off to jail crashed into a building where Viper had stored a mystical mcguffin that had been stolen. One burst of energy later and a bunch of losers have superpowers, but are still a bunch of losers.

 

They had enough power to be credible threat, but no cohesion, experience or strategy - which enabled the heroes to beat their much-tougher opponents by working as a team. And laugh at them.

 

Heatstroke - Gained flame powers. Utter psycho. Was horribly burned when his flame blast backfired (gotta love those 18's eh?) and was last seen being carted off to Stronghold's ICU.

Absolute Zero - Gained ice powers. Bit of a weasel. Busted loose from prison by Demon who turned him into their pet gimp.

Reflex - Became a speedster. Overconfient incompetent who really regretted trying to do a high-speed move through on the superheavy brick... Whereabouts unknown.

Alchemy - Became a metal-based brick. Only one who actually wanted out of the game. Managed to build himself a new life under a fake ID and give up crime.

 

The amusing thing was that the mystical artifact was simply meant to be a quick plot device to empower their opponents. but the PCs devoted so much time into investigating it that it became a major part of the campaign.

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Re: Original Supervillain Groups -- Get Creative!

 

The amusing thing was that the mystical artifact was simply meant to be a quick plot device to empower their opponents. but the PCs devoted so much time into investigating it that it became a major part of the campaign.

 

 

I just love how simple things can change a plot so easily.

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Re: Original Supervillain Groups -- Get Creative!

 

Arachnaphobia - Still a work in progress.

 

Dr. Spider - Magician who possesses a Spider Amulet that provides telekinetic arms to hold components and foci for his spells. Nominal team leader.

 

Black Widow - Rich debutante mutant telepath, enjoys using her powers to make opponents stab each other in the back. Only four limbs, but wears a black costume with a red hourglass on her stomach.

 

Tarantula - The brick. Human sized spider thing who's either one of the Dr's experiments or from another dimension. Thinks pinkskins are tasty, and often has to be forcefully controlled by Black Widow.

 

Fang - Teleporting martial artist, his signature is a katar - or rather several of them tuned to his opponents weaknesses when possible (VSFX HKA).

 

Arachnos - Wears a harness of eight extendable tentacles ending in blades. Might be combined with Fang into a single character depending on points.

 

Spinner - Newest recruit to the team, highschool cheerleader who emits a sticky substance from her fingers. Can store this up and expel it as powerful entangles.

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Re: Original Supervillain Groups -- Get Creative!

 

Imperial Guard

 

The Jade Emperor Warrior / Sorceror who wants to return Japan to it's rightful place as the most powerful nation on earth.

 

Fuji Able to make himself as large as a mountain, Fuji is Emperor's storngman.

 

Snow Monkey Ancient Totem Spirit awakened by the Emperor. It has martial arts mastery as well as ice/snow powers.

 

Tatsu Loyal servant of the Emperor given the wings and fiery breath of a dragon as a gift for service.

 

Tokyo Pop Teenage technomancer. The newest member and least loyal to the Emperor of the Guard. The Emperor plans to sacrifice her in the near future as part of one of his plans.

 

Oda Nobunaga Wearing an enchanted suit of Samurai Armor, Oda Nobunaga has all the powers of the most advanced technological powered armors coupled with a firce loyalty to the Emperor.

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