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Tesla

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  1. I'm trying to set up a new team for my players to face, but I want to see if you guys have any ideas that would work, or any fixes to these Villains. The team is called "The Outcasts". They were all ordinary people who were cursed by a mage the team has already encountered, with all his points into transforms. He told them that if they wanted to return to their original state, they would each have to give him one million dollars. Unable to make the money themselves, they resort to robbing banks to regain their past lives. Each one has an effect that follows them around everywhere, an Area effect- Radius, Independent, 0 END, Always On. They have little control over their new-found abilities, but what they have is really strong. Each has basic armor they stole from a weapons lab earlier in the campaign. So far it looks like: Rage: High Ego Mentalist, her curse makes everyone around her go into fits of uncontrollable rage. (mind control only to make people go berserk) Interference: His curse makes electronics and other advanced machinery stop working within a certain radius, and can focus his powers to disrupt the nervous system as an attack The Weatherman: He has a giant storm that follows him everywhere, and is learning limited control of the weather. (Gusts of wind, lightning, etc.) Tombstone: Anything living that goes close enough to her starts to die. No one seems to know why. Loner: Whoever gets close enough to him is immediately teleported away randomly. He also has the ability to teleport himself, either a large distance, or with a lot of passengers. So what do you guys think? Any ideas? Remember, these are people that are supposed to be severely inconvenienced by their curses, even consider them a personal hell on earth. Or anything that doesn't seem to work for the villains, that would be wonderful.
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