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50 statessuper- villians


bubba smith

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Re: 50 statessuper- villians

 

It's no dumber than other reasons that supervillains get together, I suppose. I took ten minutes to brainstorm.

 

Redcoat- Massachusetts- some sort of Communist. Often teams up with Ursa Major, the talking Communist bear from Alaska, to subvert some things and vandalize others. Or maybe he wants to "give back" Massachusetts to England?

 

Gladhander- Mississippi- steals from the rich and gives to the government, but keeps a cut for himself. This would be fine for any of the states I guess.

 

The Chicago Machine- Illinois- ditto. Probably a robot or powered armor.

 

Boss Tweed- New York- a Mafia themed crime boss who employs supervillains as well as thugs. Wait, it's been done

 

Bayounus- Lousiana. Amphibious brick.

 

Toxica- altered human supervillainess, result of toxic waste accident. Radiation powers.

 

Space Shifter- Washington state. Teleporter with bionics. Plans to steal the Space Needle about three times a year.

 

Conquest- Florida- Conquistador themed armor.

 

Maverick- Texas- subversive cowboy-themed villain

 

The Waste- DC- the power to disintigrate people and equipment by sucking them into extradimensional portals he creates.

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Re: 50 statessuper- villians

 

Redcoat- Massachusetts- some sort of Communist. Often teams up with Ursa Major, the talking Communist bear from Alaska, to subvert some things and vandalize others. Or maybe he wants to "give back" Massachusetts to England?

 

except the redcoats were brits

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Re: 50 statessuper- villians

 

While those in the hero theme were based on state flags, some of my picks are based on state birds.

 

Alabama: Yellowhammer, a brick.

 

Alaska: Snowblind, mutant similar to the Marauders' Harpoon.

 

Arizona: Wren, hyper fast flier.

 

Arkansas: Mockingbird; Sonic based villain.

 

California: Gold Rush, another speedster type.

 

Florida: El Conquistador, as a former member of Ponce De Leon's expedition, he once drank from the fabled fountain of youth and became immortal. Now he leads one of the biggest drug cartels in Miami.

 

Georgia: Thrasher, violent brick with explosive energy blasts.

 

More to come.

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Re: 50 statessuper- villians

 

Alabama: Vanguard

 

Champion of the NSV (National Socialist Vanguard) he has been called the modern embodiment of the Übermensch. Near impervious to harm Vanguard's body exceeds the abilities of top athletes in every field. Although the source of his powers is unknown the NSV has promoted Vangard as the pinnacle result of selective breeding and the superiority of the white race.

Vangard has been called upon to help undo the damage of the current Golden Hammer in Alabama. Helping local movements, defending them from the totalitarian Golden Hammer who has lost her way forgetting the heritage of her people.

Selecting his targets carefully Vanguard fosters an image of being a savior of the people; namely whites living in economic areas. His activities often target institutions who staff primarily migrant workers or promote Affirmative Action and Diversification.

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Re: 50 statessuper- villians

 

I can see where you're coming from there has been a lot of posting on the USA 50. However, it's been a fun project and well I can't let it go until I've at least written the villainous counterpoint to my USA 50 submission. So hopefully I'll be able to let it go after this:

 

Vanguard

 

Val Char Cost Roll Notes

35 STR 25 16- Lift 3200.0kg; 7d6 [3]

30 DEX 60 15- OCV: 10/DCV: 10

35 CON 50 16-

35 BODY 50 16-

18 INT 8 13- PER Roll 13-

23 EGO 26 14- ECV: 8

20 PRE 10 13- PRE Attack: 4d6

24 COM 7 14-

 

7+23 PD 0 Total: 7/30 PD (7/30 rPD)

7+23 ED 0 Total: 7/30 ED (7/30 rED)

6 SPD 20 Phases: 2, 4, 6, 8, 10, 12

14 REC 0

70 END 0

71 STUN 0

Total Characteristic Cost: 256

 

Movement:

Running: 6"/12"

Leaping: 7"/14"

Swimming: 2"/4"

 

Cost Powers END

69 Transcendent Body : Armor (23 PD/23 ED) 0

7 Damage Resistance (7 PD/7 ED) 0

2 Regeneration: Healing 1 point (standard effect: 1 point), Reduced Endurance (0 END; +½), Persistent (+½) (6 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 ¼), Self Only (-½) 0

Notes: No Healing Max (see FREd p. 120).

45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0

16 +4 HTH Damage Class(es)

4 Choke Hold -2 +0 Grab One Limb; 4d6 NND

5 Defensive Block +1 +3 Block, Abort

5 Joint Break -1 -2 Grab One Limb; HKA 2 ½d6 , Disable

4 Joint Lock/Throw +1 +0 Grab One Limb; 3d6 NND ; Target Falls

4 Killing Strike -2 +0 HKA 2 ½d6

3 Martial Grab -1 -1 Grab Two Limbs, 65 STR for holding on

5 Offensive Strike -2 +1 15d6 Strike

3 Takedown +1 +1 11d6 Strike; Target Falls

 

Perks

10 Reputation: Neo-Nazi Poster Boy (A medium-sized group) 14-, +5/+5d6

5 Money: Well Off

48 Contact: NSV (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (48 Active Points) 18-

45 Neo-Nazi's : Follower

Notes: Vanguard's followers number in the thousands, this represents how many may be on hand at a given moment.

 

Skills

9 Martial Training: +3 with Martial Maneuvers

0 PRE Skills

3 1) Bureaucratics 13-

3 2) High Society 13-

3 3) Interrogation 13-

3 4) Persuasion 13-

3 5) Seduction 13-

6 6) +3 with single Characteristic Roll

3 Acrobatics 15-

3 Breakfall 15-

6 Language: German (imitate dialects; literate)

3 Scholar

2 1) KS: Criminal Law (3 Active Points) 13-

2 2) KS: Dirty Politics (3 Active Points) 13-

2 3) KS: Drug Trafficking (3 Active Points) 13-

2 4) KS: Marketing (3 Active Points) 13-

4 5) KS: Nazi History (5 Active Points) 15-

2 6) KS: Organized Crime (3 Active Points) 13-

2 7) KS: Street Gangs (3 Active Points) 13-

3 Tactics 13-

 

Total Powers & Skill Cost: 344

Total Cost: 600

 

450+ Disadvantages

5 Dependence: Prima Vorstellung Erweitern Powers Gain 11- Activation Roll (Difficult To Obtain, 1 Day)

15 Enraged: Being Insulted (Uncommon), go 14-, recover 14-

20 Hunted: Law Enforcement 14- (Less Pow, NCI, Harshly Punish)

15 Psychological Limitation: Bound By Duty (Common, Strong)

10 Psychological Limitation: Overconfidence (Common, Moderate)

10 Psychological Limitation: Perfectionist (Common, Moderate)

20 Psychological Limitation: Racist (Common, Total)

15 Rivalry: Professional (Golden Hammer; Rival is As Powerful; Rival is a Player Character; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe

20 Social Limitation: Harmful Secret (Frequently, Severe)

Notes: The source of Vanguard's powers.

 

Total Disadvantage Points: 600

 

Background/History: Champion of the NSV (National Socialist Vanguard) he has been called the modern embodiment of the Übermensch. Near impervious to harm Vanguard's body exceeds the abilities of top athletes in every field. Although the source of his powers is unknown the NSV has promoted Vanguard as the pinnacle result of selective breeding and the superiority of the white race.

Vanguard has been called upon to help undo the damage of the current Golden Hammer in Alabama. Helping local movements, defending them from the totalitarian Golden Hammer who has lost her way forgetting the heritage of her people.

Selecting his targets carefully Vanguard fosters an image of being a savior of the people; namely whites living in economic areas. His activities often target institutions who staff primarily migrant workers or promote Affirmative Action and Diversification.

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Re: 50 statessuper- villians

 

Back in the mountain "hollars" of north Georgia, it seems time has stood still, or is running an ever-repeating loop. They live as they did 300 years ago. Few leave for the big outside world.

 

Edna Sayum did. They called her a witch, they called her worse, and she fled for her life. Because what only seemed true of the hollars, is true of her. She can loop time, make things happen all over again. The ones she sends back, including her, are aware of what happened the first time through, and can change what they do.

 

The big outside world was strange, but she's adapted. Very well, in fact. Once she learned that anyone can do whatever they can get away with, she was happy as a pig in slop---her power lets her keep trying till she gets it right. Emotionally abused back home, she's taking out her frustrations in Campaign City. And satisfying her hunger for The Good Things In Life .

 

How do you catch a crook who's motto is "Practice makes perfect, and I can practice all I want"? Especially since she can send you back in time if that's to her advantage?

 

Game Mech.: She has XDM, Time, Backwards Only, to limited group of times (1 second ago, 1 Phase ago, 1 Turn ago, 1 Minute ago, 1 Hour ago, only), AOE Radius, Selective, Mentality Only. IOW, she can send her mind back in time a limited number of distances, and/or anyone in her radius of effect. The "Mentality Only" means her body changes to the condition it was "back then" and there's no "two of me at once" effect. The same's true of anyone she sends back.

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