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Rechan

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  1. Re: Welcome to my parlor. Help needed. For reference, UNTIL will be joining the PCs and pretty much invading the upper floors of the base. I... doubt the local law enforcement will be assisting.
  2. I need ideas/designs for villains. All right. My PCs are planning to sneak into a very powerful villain's base, to steal/destroy certain equipment. The thing is, the villain has had a day's notice to partially prepare. The PCs can move around a lot (teleportation, speed, desol), which I can handle with a little bit of applied forcefields. But despite this, they can really put up a fight. What I'm looking for are some concepts for Powerful villains who fall into this category: 1) The villain prefers brains and subtlty to her crew. She might have a brick, or a heavy hitter, but this won't be a slugfest, but instead a game of cat and mouse. 2) Not just blatant 'mentalist'; the party has a mentalist, and I don't want to go the standard cliche route. 3) No mooks; they will be preoccupied with something. 4) Generally 4-5 villains, the master with around 5 to 600 points (loosely, don't worry about sheets), and possibly 400-50 point associates, and a lackey. 5) I want my PCs to feel like they've stepped into the big leagues, and have possibly bitten off more than they can chew. Unless they just run, try to outsmart, and keep out of the way, they should get stomped, and that's the feeling I want. 6) This villain is on another continent, so will have absolutely no knowledge of the heros themselves, or any influence over them. However, the leader IS influential in that area, with fingers in the political infrastructure and lots of blackmailed individuals on hand. I'm having trouble blending subtlty with, you know, putting the fear of hard defeat into the PCs. Any ideas?
  3. Re: Him, AGAIN? Assistance with Recurring Villain I had come up with a similar idea a while ago. Hivemind, who could create and program minions. He could create two reasonably powerful programs, four lesser powerful, so on so forth. The programs are human in every respect (It's like summoning or duplication), but all are mind-linked to him. He can program any of his creations with any number of skills or powers, etc etc, but he only has a certain 'pool' to work with and can't make more until the programs are destroyed or dissolve on their own.
  4. Re: Him, AGAIN? Assistance with Recurring Villain I would so use that trick! The problem is, one of the PCs is a mentalist, with mental defense. The illusion wouldn't work on her, and she would let everyone see him via the mind link. But a useful idea none the less. The energy tapping idea, though, is interesting.
  5. Re: Him, AGAIN? Assistance with Recurring Villain Thanks guys, for all the suggestions. More, MORE, I want MORE. Howsabout a guy with the ability to jump from body to body and has no actual material body to speak of ? 1) I have a PC who's a mentalist, who could likely shut this guy down. 2) I'm looking for a merger of tech/internal ability, not *just* physical/mental. 3) As a PC, I would find that incredibly annoying because it's just so hard to *bottle* the guy. That, and he could be anyone. That'd be incredibly annoying.
  6. I'm trying to create a recurring adversary. I'm looking for power ideas. Not power frameworks, point totals, etc etc. Here's what I'm looking for: A character with both interna, natural powers, and tech. He has to be able to withstand a single hit from an 80 point power. He has to be able to get out without being unheeded via normal means (teleportation, etc), because my players are all over movement powers, so escaping is real hard. Just explanations of powers, etc. Here's two ideas I've been batting around: A man with 'lightning body and mind'; his mind and body can move at enormous speeds. This allows him to build things fast, but due to a weak physiology his body can't withstand the friction/not strong enough to be useful otherwise. A mystic/tech combination. Who says magic and technology can't merge, or overlap?
  7. Okay. I need some assistance. I'm going to be doing a plot for a very Investigations/Detection/Mystery heavy group. They're stationed out of Millennium city. Recently, some really heavy hitters, recognized villains and or people in the underworld have been entering MC lately. The PCs are supposed to investigate why they're converging here. What ideas do you guys have as to why they've come? It doesn't matter who they are, etc, but what are the goals of an amassed group of nasty individuals? My thoughts are thus: Forming an organization and/or team/group. Coincidently several are meeting for various reasons, and it's just now. Testing (getting DNA samples of all these people, conveniently in one area). Please give me some ideas. I'm running tonight.
  8. it may not be. Considering I'm a Very big fan of Victorian era and Steampunk, not to mention a lover of English history and plan on going there, I'm just offering some elements of what I like. It's not just a randomly grabbed stereotype so much as an Archtype for me. And to me, it's just bringing up England's history as a theme for a super, just like a swashbuckling Musketeer. Sure, it's been Done to Death, but it's still done because it Works. And is fun. Glad I didn't bring up a Fox hunt character.
  9. I can't tell if you're upset with my suggestion or if you approve of it? Considering there are a lot of "stereotypical" characters on this thread. And given I've done my homework (to the point of nearly running a Steampunk game), I would think these are just as British as Arthurian suggestions.
  10. Naturally, you can always have a Robin Hood; a gadgeteer/weaponsmaster with lots of nifty arrows. Here's an idea: Merry men! A duplicating martial artist. The Hand: Dressed as the perfect Victorian Aristocrat with manners to boot, The Hand is a force manipulator (Think Green Lantern). Steamstress: A gadgeteer who creates robots/powered armor/etc that runs on steam power, or looks like Steampunk stuff.
  11. The necromancer is actually a socialite in the Trendy Paris district. Young women are being stolen and magically "skinned". Their skin is then used to keep supermodels healthy and fresh and young far past their due date. These skins could also be given to government officials, which allows the Necromancer to control the government by commanding power over the skin. These young women may be actual werewolves. Either normal women who are related to the pack (The human mates of the male werewolves) that work in the Real world for money to support the pack, or they could be female werewolves who havn't "awakened" yet, or descendants of a powerful werewolf, all of whom were in an orphanage together, which would be the tieing bind clue. The skin likely has regeneratory processes. The werewolves are either aware of the disappearances but Superemely worried, or have no idea. The Necromancer could be working with the pack (Their Pack Sorceror), their contact to the underworld or otherwise (You want something that we can't get? Go to the sorceror), or secretly be a werewolf or just posing as a powerful werewolf. Add in the fight between the Werewolves and some other rival thing. Possibly an ancient set of hunters that the Sorceror aids, a demonic force the Necromancer unleashed, etc. The PCs could help the werewolves tackle this. The necromancer is claiming the dead werewolves to make a suit of werewolf skin for himself. The skin, ocne put on, gives him the power of the Werewolf.
  12. Local villains the PCs are sent after are actually working with the Headmaster. Because the kids aren't tough enough to deal with Real villains who will not pull punches/not go for the kill, with mooks who use real bullets, etc, they make setups and send the PCs out on field experience that the PCs believe are real. Using the above, an Actual villain, or an actual crime (like a terrorist attack) happens during one of these field experiments. If the "villain" helps out the PCs, then the jig is up. A Very Popular/recognized Super or Mutant comes to give a speech on campus, but his Arch Nemesis actually shows up. One day everyone in the school wakes up and can't talk. They have lost their voice. Telepathic PCs will become like translators and human intercom systems. Local teen bullies want to show how better they are then these "Mutties" and intend on beating the crap out of someone who's powers can be restrained (projector who has to point, etc). They naturally get driven into the ground, which causes a stir in the community because the "Mutant kids are reckless!". A new kid with uncontrollable powers causes a stir (For instance, unaware they attract all the local girls, causing them to go crazy with "love", has a mental power that makes what other people think appear as mental illusions, etc). A trio of teens with a set of powers try to convince everyone the school is haunted (Illusions, telekinesis and such). A teen is getting addicted to using his powers; or other people get addicted to someone using powers on them. One class gives the kids a project: get into groups, and come up with a creative, non-destructive use of your powers. Mentalists/illusionists may do a play, agile/desols/teleporters might put on a gymnastic performance, etc.
  13. Ball and Chain A husband and wife team. Ball controls a floating orb which is a technological (or magical) weapon with various gizmos. Chain has telekinetic (or magic, whatever) chains extending from her wrists or back (ala Doc Oc or what have you).
  14. I remember that. That... was scarring.
  15. On a similar idea as Kitten, but expanded: Chairman Meow A genius, a mentalist, a mastermind behind the scenes. A tabby. Chairman Meow is a puppetmaster, a cat with ambition for power. The child of two test animals for a mind-expanding drug, Chairman Meow developed mind-effecting powers that enhance his cat-ness. Chairman Meow works by setting up a puppet "villain" to work as the face of his organization. He gets a low powered super or a skilled normal, brainwashes him into thinking he is a mastermind, and uses Telepathy/Mind control to send plans to the puppet, which his "Master" believes is original thought. Meow is always in the presence of his "Master", but also has different agents; clairvoyance or clairaudiance (Through other feline's senses) are one o fhis main ways of spying. His other powers include Mind control "Pet the kitty, Feed the kitty, take the kitty in and adore him", and an enormous PRE attack "You're so CUTE!".
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