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Supreme Serpent

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Everything posted by Supreme Serpent

  1. Yup, just adjust for your game. If you don't want UNTIL having a few dozen powerful suits of armor, they don't have them. Besides, UNTIL battlesuits have a long history in Champions of ending up in the hands of villains. Heck, you could even use their high power as a plot idea. Unbeknownst to UNTIL, the real brain behind their design is none other than Dr. Destroyer! He decided to help UNTIL have enough firepower to keep his rivals for world domination under control, so he fed them the designs through several intermediaries. If they ever try to use them against him, well, their targeting computers will be off ever so slightly, they will have unexplained power failures, or DD can just go *click* and turn them all off if he needs to. Or make them go on a rampage through UNTIL HQ/UN/NYC as a distraction while he does something else.
  2. Heh, I used to actually have a villain like that - "the Golf Pro" - lots of trick clubs and balls, rode around in a tricked-out golf cart...may have to break him out for a few more rounds someday...
  3. Or you could do the Great Super-Villain Contest as a reality show, with cameras following the villains around, and the heroes are "challenges"...
  4. You could go another angle with it. Instead of being in some remote location, put it in a major city, and make the challenges more appropriate: "Find the VIPER Nest and be the one to catch the Nest Leader" "Put out the fire at the abandoned warehouse across town" "Find and retrieve the 'alien spacecraft' at the bottom of the lake" Follow everyone around with tiny flying robotic cameras so you don't put cameramen in harm's way, and let 'er rip!
  5. Every so often your posts get siphoned off to Foxbat to help build *his* rating.
  6. I think you're thinking of the Man-Beast. (Think I have the name right) Don't know about him being Hate-Monger though.
  7. Foxbat's great. I've always had a fondness for Armadillo and Pulsar.
  8. Yeah, I've teamed up Bulldozer, Piledriver & Sledge along with a homegrown "Jackhammer". Later on they were added to a group of EP's (Fire and Ice plus several homegrown) and became the "Masters of Disaster". Players liked them both ways.
  9. Variety of ways to do it. I like unified theme groups a lot, so that's what I usually make. Easier to make five variations on one theme than come up with five completely unique ideas. Collection of arch-enemies. Sinister Six, Injustice League, folks like that. All foes of particular hero or group of heroes, band together. Cool, but harder to do in a campaign unless you get a lot of solo-play time to really set up the individual nemesis for each hero. Collection by leader. Most of the Champions groups fall into this category, and various of the Masters of Evil, Frightful Four, etc incarnations as well. Leader-type or master villain gets specific villains or whoever he can get his hands on to join the group. What I like seeing in villain groups is: -Interesting leader. If the one in charge bores me, it's hard for the rest to make up for it. Even if the one in charge is a dork, if he has cool plots, it may save it. -Mix of personalities/secondary motivations. If they all act the same, it's boring. -More unusual powers, esp. powers that really require a team to be effective - wouldn't function well as a solo villain. Few villains in groups should be well-rounded.
  10. Hey man, it's your world, do what you want, more power to you. I already put my vote in. However...DC universe is too complex as is, so your solution is to bolt on Buffyverse, SG-1, and other stuff on top of it? Sorry, just didn't sound right to me.
  11. Yup, that's got Wungadore written all over it. I've gone in and out of Marvel comics over the years, but in my memory I don't remember the "Wungadorians" venturing out much. IIRC the Knights of Wungadore just hung around making sure Cthon didn't get out of the mountain.
  12. While a lot of these ideas are fun, I don't think that superhuman, or at least mutant, genetics really works this way most of the time. In Marvel anyways. Sue and Reed Richards' kids didn't become invisible stretching force-field makers. Rachel Summers got Jean Grey's telepathy, but no TK, and certainly no optic blasts. All the Rasputin kids had pretty different powers. Nightcrawler (depending on the storyline/author) is related closely (sometimes son of) to Mystique, but she doesn't teleport, and he doesn't shapeshift.
  13. Well, with the right promotions and plans, you can usually get them for free.
  14. Eh, I'm not worried - he's on the payroll. He's ACTUALLY really a VIPER hitman, taking out criminals who don't fall in line.
  15. Yep, in 5e Dark Champions, it's revealed that HOJ is really Seeker. That's why he isn't in the Champions anymore.
  16. He needs time to do things uninterrupted, right? And doesn't know for sure how many heroes are after him? Leave a message gloating that the captured heroes will be sacrificed in X time. Take them to a secret location OTHER than his main base, and leave them trapped with a magic talisman that blocks mind scan/mind link. Then go off and get pefect vessel, perform ritual, etc. Heroes track downt their fellows, but now are behind schedule and have to rush to stop BP in time.
  17. Enhanced Senses guy Ego Attack sniper dude Flying person Healer Teleport "FOLM" - the Five Overall Level Man!
  18. I always got a laugh out of that cover. The "martial artist hero" in green and yellow, with the big V on his costume...VIPER infiltrator, anyone?
  19. Agents are an interesting type of opponent for supers, and have their place. They can be a good change of pace, and should be mixed in, along with powerful single villains, villain groups, giant monsters, and other types of threats characters face. Variety can be a good thing. Problems can come up with agents depending on how they are used. If they show up occaisionally and aren't part of larger parts of the campaign, then the faceless nameless agents are fine - they are variety, a diversion from the normal opponents of the campaign. If they are going to show up often and/or have a major part in the campaign, some more depth is needed. There should be named individuals involved, some special agents that may get away and trouble the heroes again. With names, personalities, and a personal history with these folks, players won't mind the encounters as much - they may even look forward to them. Instead of video-game style nameless opponents, they have someone "real" to interact with. "What? Hydra Group Captain Johannsen again? That's the guy that led the raid on Fort Knox last month! Get him - we may be able to get a lead on Baron Strucker with him in our hands!" If the villains are characters that just happen to be classified as agents, I think they're a good thing as an important part of the campaign. If they're just groups of stats and weapons, they should not be important, and will quickly become boring and/or frustrating if they are constantly present as the main opponents.
  20. From games I've run in the past, it depends. Depends on who chose the fight. If the agent group has the drop on the heroes, either through ambush, attacking base, etc. then they will give the heroes a rough time. Weapons and tactics designed to exploit known or expected weaknesses, limit heroes' effectiveness, etc. Unexpected hero on the scene can throw their plan out of whack pretty easily. If the heroes don't rally well and quickly, they could be in trouble. If it's only one hero on his own, he should probably concentrate on escape, not winning. If the heroes get the drop on the agents - hitting a Nest for example, agents are in trouble. They will have some surprises, but unlikely to ever have enough firepower in one place long enough to really stop the heroes. Delay and escape are the likely goals for the agents. If the heroes and agents run into each other unexpectedly, heroes will likely win the fight, but agents may accomplish at least part of their mission goals.
  21. Perhaps as a rationale for getting left alone by killer villains? "Ah, Spider-Man is finally dead! Now I can fly to the water plant and release the Goblin formula! No one can stop me now!" Exit Green Goblin, stage left. Spidey now recovers, breaks free, and heads off to the water plant...
  22. Sorceror and Gadgeteer - REALLLLLLLY able to help cover each other's "blind spots". Magic wards on the gadgeteer's power suit, blasters enchanted to affect desolid/ghosts etc. Sorceror packs some gadgets along for when magic gets negated. "Aha, Dr. Strange, I have cut you off from the mystic arts! Thou art powerless!" "Schlick-schlack" (pulls out and cocks negablaster) "Uh-oh"
  23. Gadgeteer and cyborg/robot? Water powers / Cold&Ice powers? Growth and Shrinking? Density powers and Gravity Powers?
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