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Fjur's Villain Archive!

61 posts · 4673 views · started 2023-09-09 16:42 UTC
FJ
fjur
2023-09-09 16:42 UTC
#1

Greetings, friends and forumites!

I’ve had a thread where I’ve shared several environments that I’ve made for the SCRPG for some time now. Well, now I thought that it’s about time for me to branch out and share some villains as well!

Like with my Environment Archive, permission is granted for anyone to use, adapt, or remix any materials posted here for whatever purpose you like. Feel free to use the villains in your games, and if you do, I’d love to hear how it went!

Villain Index

  • A, the legacy leader of the twenty-six member Alphabet Gang
  • The Architect, a master creator of villainous lairs and cunning deathtraps
  • Captain Starbeard, an otherworldly immortal pirate captain
  • The Checkmate Gang, a coterie of chess-themed crooks
    • The King, a chess grandmaster and expert tactician and strategist
    • The Queen, an incredibly-powerful criminal speedster
    • The Bishop, a scientist overcome by a maddening otherworldly light
    • The Knight, an archaeologist unwillingly wielding the powerful Mace of Wayland
    • The Rook, an obedient stone golem without a will of its own
    • The Pawn, a disgraced military officer and literal one-woman-army
  • Doctor Shark, an extremist marine biologist and creator of destructive robotic sharks
  • Hench, a hyper-competent generalist underling
  • Lord Vulcanus, a power-hungry villain controlling an army of Magmarians
  • Miss Multitudes, viral-powered villain able to transform others into her form
  • Mistress Mystic, a chemist who disguises her scientific prowess as magical might
  • The Sharkolossus, Doctor Shark’s greatest invention
  • Sirrush the Warrior, an immortal spirit of battle incarnate
  • Windswept, an eco-radical inhabited by a spirit of elemental air
  • The Wrecko, a wise-cracking and wall-crawling demolitionist
FJ
fjur
2023-09-09 19:12 UTC
#2

To kick things off with a suitably inaugural villain, here’s the first villain I ever created for the SCRPG!


Doctor Shark

Alias: Dr. Salvadore “Sal” Achian
Approach: Creator
Archetype: Inventor

Health: 25 + (:h: × 5)

Powers
Inventions :d8:
Robotics :d10:
Shark-Lazer :d8:
Swimming :d6:

Qualities
Conviction :d10:
Fitness :d8:
Marine Biology :d8:
Science :d8:
Technology :d8:

Status: Inventions (Mods)
4+ Inventions :d12:
2-3 Inventions :d10:
1 Invention :d8:
0 Inventions :d6:

Abilities

  • :boost: :attack: Aquatic Genius (A): Boost using Inventions and use your Max die, also Boost with your Mid die, and either make one of those bonuses persistent and exclusive or Attack with your Min die.
  • :boost: :hinder: :attack: Selachian Versatility (A): Boost using Inventions. Hinder with your Max die. Attack with your Min die.
  • Sharkbots, Activate! (A): Use Robotics to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
  • :attack: Swarm Barrage (A): Attack using Shark-Lazer and use your Max die, with a bonus equal to the number of minions you control.
  • (U) Autonomous Mega-Shark (I): Doctor Shark occasionally constructs a much larger sharkbot than is usual: a :d10: Mega-Shark lieutenant with the following abilities. (When using this upgrade, Doctor Shark has 15 additional Health.)
    • :attack: Marine Bombardment (A): Attack all heroes with the Mega-Shark’s roll. Use this ability only if the Mega-Shark is below its starting die size or the scene is in the Red zone.
    • School Leader (I): When the Mega-Shark Boosts on its turn, roll twice and use the higher result.
    • Sturdy Frame (I): When rolling a damage save, add 2 to the result.
  • :overcome: (M) Master of Total Chaos (I): If you are in a situation where everything is spiraling out of control, automatically succeed in an Overcome to accomplish a task by throwing out the rules.

Doctor Shark
Alias: Dr. Salvadore “Sal” Achian
Gender: Male
Age: 20s
Height: 5’7"
Eyes: Grey
Hair: Black
Skin: Brown
Build: Fit
Costume/Equipment: Sea-blue, form-sitting top and pants underneath a white lab coat. His shark-lazer is a small, hand-held metallic device that resembles a shark’s head with a crimson glow emanating from the open maw and eyes.
Approach: Creator
Archetype: Inventor

Biography

Salvadore Achian—Sal to his friends—was born the heir to an international corporation. From a young age, he decided to dedicate himself to helping the creatures of the sea. Thus, he used his hereditary wealth to receive an expensive, world-class education in marine biology, and went to work caring for the ocean’s creatures. He held a particular fondness for sharks, as he greatly admired their powerful majesty.

However, as he become more and more engrossed in his work, Dr. Achian began to realise that the number-one threat to the sea life that he cared so deeply for was none other than humanity itself. Careless, reckless humans poisoned the sea with plastic and oil and mining, they destroyed the habitats of sea creatures, and overfished them until their numbers were pitiable low. Even his beloved sharks were hunted down by filthy humans for their fins. And worse still, when Sal went to plead with those who were harming his finny friends to stop this madness, they turned him away. Dr. Sal Achian was enraged. No one cared for the lives of the creatures of the sea! Taking the name of Doctor Shark, he vowed to even the score.

After constructing a army of robot sharks, Doctor Shark begin his crusade. He targeted power plants, oil rigs, undersea mining operations, and any other enterprises that were endangering the sea. Sure, some people got hurt, some killed, but that’s what they deserved. More rarely, he would simply openly attack cities or other population centres on wild rampages of revenge. Other times he would abduct government officials or other individuals of celebrity and hold then hostage until his demands were met, which were invariably something related to improving the lot of sea life.

Capabilities and Motivations

Doctor Shark used his share in his inherited company to finance his schemes. He built numerous robotic duplicates of sharks, and outfitted them with advanced laser weaponry and razor-sharp maws. Although they were most formidable in watery environs, Dr. Achian also gave them retractable legs for traversing land and miniature jet thrusters for manoeuvring in the air. For himself, he built a hand-held shark-lazer, along with other shark-themed gadgets and devices. Due to his work, Sal is also a very good swimmer. And, of course, he also constructed a floating headquarters for himself.

Upgrades

Doctor Shark’s standard sharkbots are usually around the height of a person. Occasionally, though, he builds a much larger Mega-Shark, up to 12 feet tall. Such Mega-Sharks usually act as commanders of his other robots, receiving intel from them and directing how they act via shortwave radio signals.


Doctor Shark’s Minions

Sharkbot
:d8: Minion

Description
They’re robot sharks with lasers that can walk on land and fly through the air.

Ability
Marine Menaces: While in water, Sharkbots have +1 to Attack actions and damage saves.

Tactics
Sharkbots either focus on completing their assigned objective—which is usually to destroy something—or on protecting their master and chomping on anyone who tries to get to close to him.


Editor’s Notes

Dr. Sal is not to be confused with this Doctor Shark, or with this board game of the same name.

I started out just wanting to make a shark-themed villain; the idea of him being an Green Aesop Eco-Terrorist Anti-Villain (i.e., Aquaman but a villain) just sorta evolved naturally from that starting point. Like so many other villains, his motivations are fairly understandable—he simply takes his convictions too far. I could undoubtedly see him teaming up with heroes for a short time to fight a common enemy who is harming sea life (or, ya’know, the whole planet).

Why Sal didn’t simply use his company’s resources to help sea life is a mystery.

And yes, he’s a marine biologist who also knows how to build robots and lasers and stuff. Hey, if Hank Pym can get away with it . . .

Oh, and Doc Shark is totally someone who would prefix all the names of his stuff with “shark-”.

I briefly flirted with the idea of him using actual shark as minions, before realising that he’d never but them in danger like that. Hence, robo-sharks.

FJ
fjur
2023-09-11 02:20 UTC
#3

And today we have Doctor Shark’s greatest invention!


The Sharkolossus

Alias: None
Approach: Generalist
Archetype: Indomitable

Health: 45 + (:h: × 5)

Powers
Flight :d6:
Shark-Lazers :d8:
Strength :d10:
Swimming :d8:

Qualities
Close Combat :d10:
Ranged Combat :d8:
Selachian Destroyer :d8:
Technology :d6:

Status: Constant
Always :d8:

Abilities

  • :attack: :hinder: Aquatic Havoc (A): Attack multiple targets using Ranged Combat. Hinder those targets using your Min die.
  • :attack: :recover: Chomp! (A): ​​Attack using Close Combat. Use your Max die. Recover Health equal to your Min die.
  • Ichthyoid Optimization (I): Whenever you roll a 1 on a die, reroll that die once.
  • :boost: Marine Upgrade (A): Boost yourself using Technology and use your Max die. That bonus is persistent and exclusive
  • Reinforced Exo-Shell (I): Reduce physical and energy damage dealt to you by 1 if the scene is in the Green zone, 2 in the Yellow zone, or 3 in the Red zone.
  • (U) Defence Shield (I): You cannot be damaged by anyone except yourself until the defence shield is destroyed. The defence shield has 40 Health, or can be deactivated with three Overcome successes. If a hero takes a minor twist working on the shield, you can make an Attack as a reaction by rolling your single Shark-Lazers die.
  • (U) Reestablish Shield (A): Overcome using Shark-Lazers. Use your Max die. On a success, remove one success from the deactivating challenge. Alternatively, instead of an Overcome, use the Max die to Recover that much of the defence shield’s Health. This ability cannot be used if the defence shield has been completely removed.
  • :overcome: (M) Master of Annihilation (I): If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.

The Sharkolossus
Alias: None
Gender: Inapplicable
Age: A few months
Height: Several stories
Eyes: Red, glowing
Hair: None
Skin: Metal
Build: Titanic
Costume/Equipment: None
Approach: Generalist
Archetype: Indomitable

Biography
The villainous Doctor Shark has had his plots foiled by heroes many times. Again and again, stalwart heroes have smashed his sharkbots and foiled his ingenious devices. Even his feared Mega-Sharks could not best them! And so the doctor set out on his most ambitious project yet: he resolved to build a gigantic robotic shark that could level entire cities! Then, once he let it loose on the land-dwellers, they would feel the vengeance of Doctor Shark, and cower in terror as the destruction that they had visited upon the animals of the sea, Doctor Shark’s mechanical monstrosity would mete out to them!

Capabilities and Motivations
Like Doctor Shark’s smaller sharkbots, the Sharkolossus is equipped with powerful laser weaponry and a gigantic toothed maw. Further, in addition to the robot’s aquatic capabilities, it can take to the air with jets and walk on the ground with towering legs. What’s more, the Sharkolossus’ exterior plating is reinforced with ultra-tough dura-steel. It is also capable of performing self-diagnostic checks and then reconfiguring or upgrading its software in the moment.

Upgrades
The Sharkolossus represents a vast investiture of wealth, resources, and time by Doctor Shark. Thus, to ensure that it is not hastily dismantled by any heroes who go up against it, Doctor Shark will often outfit the Sharkolossus with a protective energy shield. This shield is powered by the same transflux energy particles as the machine’s laser weaponry, and is fed from the same power banks. While the shield is active, the Sharkolossus is unable to strike with its maw, but it can still attack with its laser banks.


Editor’s Notes

One little observation that I forgot to share in Doc Shark’s post: Dr. Achian’s first name—Salvadore—can be variously translated from Spanish or Portuguese as saviour, which is very appropriate for how he sees himself in relation to the creatures of the deep. This was not at all intentional; 'tis just a great coincidence.

That’s all for Doctor Sal; the next villain I post won’t be related to him.

CR
Chief_Lackey_Rich
2023-09-11 20:59 UTC (in reply to #2)
#4

You have to be really careful assaulting those kinds of targets, they’re prone to leaking all manner of toxic crap into the ocean when damaged - even more than when they’re operating normally. Even just killing or frightening off all the workers can backfire terribly, you want to keep them around long enough to force them to safely shut everything down rather than risk some kind of catastrophic accident making things worse.

Now fishing fleets? Fishing fleets are easy prey, and boy do they deserve a visit from flying laser-armed robo-sharks. Just make sure you clean up all the nets, there are way too many of those loose in the seas already. You’ll also want some big jet-propelled robotic cephalopods capable of flying the emptied-out ships well inland so you can “scuttle” them on drylander cities. See how they like that kind of dumping.

One assumes that Doc has also wreaked his bloody revenge on Mike Myers and everyone else associated with the Austin Powers franchise for daring to mock his genius. Perhaps the Sharknado films were inspired by his attack on Hollywood when the 4th movie resumed production? :slight_smile:

FJ
fjur
2023-09-13 01:18 UTC (in reply to #4)
#5

Hmm, those are some good points that I hadn’t considered. I imagine that, some of the time, the comics would simply gloss over those issues, as all comic writers wouldn’t necessarily think of them. Otherwise, I’d think that Achian would be technologically savvy enough to shut everything down safely himself, if he doesn’t just do what you said and forces the workers to do so. I definitely see him as not the Baron Blade-type who doesn’t think through the consequences of plans; he cares to much for that. I could also see him hiring mercenaries to take care of all those tasks whilst his sharkbots run off the operators. On the other hand, though, it could be interesting for something to go wrong and Doctor Shark need to work with the heroes to stop some hazardous materials from getting released into the sea.

Ooh, good idea. Hmm, yeah, now that I’m thinking about it, it wouldn’t seem out of character for Doc Shark to use robotic imitations of other sea life; sure, sharks are his theme ‘cause they’re his favourites, but he’d be happy to utilize other types of sea creatures.

Heh, I considered making a sharknado joke in the post(s)—something about Sal using @FrivYeti’s Doctor Tarralok’s Terrible Hurricane Generator environment.

FJ
fjur
2023-09-19 18:27 UTC
#6

Today be bein’ International Talkin’ Like a Pirate Day, so in honour o’ this prestigious day, I be presentin’ a suitably nautical ne’er-do-well for ye maties to be enjoyin’.


Captain Starbeard

Alias: Edmund Thatch
Approach: Ancient
Archetype: Guerrilla

Health: 50 + (:h: × 5)

Powers
Cosmic :d10:
Presence :d10:
Sea Animal Control :d8:
Weather :d12:

Qualities
History :d8:
Imposing :d12:
Mysterious Swashbuckler :d8:
Otherworldly Mythos :d10:
Self-Discipline :d12:

Status: Engaged Opponents
4+ Engaged opponents :d10:
2-3 Engaged opponents :d8:
0-1 Engaged opponents :d6:

Abilities

  • :attack: :hinder: Astral Blade (A): Attack using Cosmic and use your Max die. Hinder a target dealt damage this way using your Max+Min dice.
  • :defend: Destructive Parry (R): Defend against an Attack by rolling your single status die. Deal that much damage to a different nearby target.
  • Otherworldly Retribution (I): At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.
  • :hinder: :attack: Wailing Maelstrom (A): Hinder using Weather against multiple targets and use your Max die. Attack each using your Mid+Min dice.
  • (U) Strength of the Stars (A): Choose one group of minions in the scene. Upgrade all their dice one size (maximum :d12:). (When using this upgrade, Captain Starbeard has 5 additional Health.)
  • :overcome: (M) Master of Profitability (I): If you have access to great wealth and other resources, automatically succeed at an Overcome to leverage those resources to get even richer, no matter who else pays the price.

Captain Starbeard
Alias: Edmund Thatch
Gender: Appears male
Age: Unknown
Height: 5’9"
Eyes: Solid gold
Hair: Purplish-black, dotted with star-specks; large, bushy beard
Skin: Light blue
Build: Burly
Costume/Equipment: Standard piratical attire in hues of dark blue and black, including a coat and wide-brimmed hat
Approach: Ancient
Archetype: Guerrila

Biography

The being calling itself Captain Starbeard first became infamous during the Golden Age of Piracy. He appeared out of nowhere, took command of a ship, and began a long career of piracy. The dread captain is decidedly inhuman, as evidenced by the queer hues of his eyes, beard, and skin, and by the various obviously-supernatural powers he’s demonstrated over the years. When asked for his real name, Captain Starbeard has said that it’s “Edmund Thatch.” No one quite knows whence Captain Starbeard came, though there exist many rumours about that quandary. Some say he’s the product of nautical sorcery, a sea spirit bound up with the light of the ocean’s night sky. Others claim he’s a being who journeyed here from strange, magical realms that exist beyond mortal ken. Still others believe that the captain is simply an entity hailing from the stars, a strange visitor who came to Earth from another world amidst the vast cosmos. Regardless of his origins, Captain Starbeard has never truly been defeated or killed, and remains active in the present day.

Capabilities and Motivations
Captain Starbeard’s most notable ability is his command of the ocean’s weather. He can control the winds, rain, stormclouds, and the occasionally lightning strike of the sea. His power is greatly diminished while on dry land, although not completely absent. The captain is also capable of harnessing cosmic energies, which he often shapes into the form of a cutlass. Further, he has a limited ability to seize control of the minds of water-dwelling animals, and bend them to his will. This ability works best of native sea creatures, but it can also affect freshwater animals with some effort. Finally, Captain Starbeard possesses a great force of personality, and has been known to be able to intimidate the weak-willed into comply with his demands.

Upgrades
On the not-uncommon occasions when Captain Starbeard is working with a crew of fellow like-minded buccaneers, he can empower members of said crew with fractions of his own mysteries celestial power, greatly increasing the threat they pose.


Editor’s Notes

Hmm, I do realise that this is yet another ocean-themed baddie, following right after Doctor Shark and his Sharkolossus. : / That doubling up on themes surely wasn’t intentional, but when I noticed that it was Talk Like a Pirate Day, I just couldn’t resist. : )

CR
Chief_Lackey_Rich
2023-09-19 22:35 UTC (in reply to #6)
#7

Looks suitably piratical. Probably fell off a passing Spelljammer. :slight_smile:

I dropped all seven of these nitwits in the same post back in June, I think people will forgive you. :slight_smile:

Had forgotten about Pirate Day, maybe I can throw something together in time. I was actually working on an Ancient/Guerrilla villain myself, but he’s a rather different entity despite having some ability overlap.

FJ
fjur
2023-09-20 02:33 UTC
#8

Heh, yeah. I did recently purchase the 5e Spelljammer set and have been reading through it, so that likely did influence me a touch.

Sure, but those scoundrels were made together as a themed group, whereas my situation was pure happenstance.

CR
Chief_Lackey_Rich
2023-09-20 10:34 UTC (in reply to #8)
#9

Sure, sure, they were totally always a group and not a couple of random aqua-baddies that I decided to turn into a coalition of sea-villains because you don’t see a lot of undersea teams on either side of the white cape/black cape divide. Entirely pre-planned, absolutely. :slight_smile:

FJ
fjur
2023-09-22 01:45 UTC
#10

Today’s post brings us the first member—and leader—of the villainous Checkmate Gang!


The King
“I’m already ten moves ahead. You didn’t even know that we were playing. Make your move.”

Alias: Vasiliy Gasparov
Approach: Tactician
Archetype: Squad

Health: 25 + (:h: × 5)

Powers
Deduction :d8:
Inventions :d6:
Lightning Calculator :d8:
Presence :d6:

Qualities
Insight :d10:
Leadership :d8:
Technology :d6:
Ten Moves Ahead :d8:

Status: Other Villains
0 Other villains in the scene :d6:
1-2 Other villains in the scene :d8:
3+ Other villains in the scene :d10:

Abilities

  • :attack: :defend: Check and Mate (A): Attack using Ten Moves Ahead. Use your Max die. Defend all nearby allies with your Mid+Min dice until the start of your next turn.
  • :boost: Masterful Positioning (A): Boost using Ten Moves Ahead and use your Max die. That bonus applies to every ally’s action until the beginning of your next turn.
  • Superior Coordination (A): One ally makes a basic action now, using their Max die. They reroll all 1s they roll as part of this action.
  • Tactical Cooperation (I): As long as you have at least 1 nearby ally, you may reroll all 1s on your dice.
  • (U) Hired Thugs (A): Replenish your hired thug minions up to :h:.
  • :overcome: (M) Master Behind the Curtain (I): As long as you are not directly involved in the fray and are using your influence indirectly, automatically succeed at an Overcome to manipulate a situation.

The King
Alias: Vasiliy Gasparov
Gender: Male
Age: 30s
Height: 5’10”
Eyes: Blue
Hair: Black
Skin: Light
Build: Lean
Costume/Equipment: A black longcoat over black pants and a white shirt with a black chess king symbol on it, and a small earpiece.
Approach: Tactician
Archetype: Squad

Biography

From a young age, Vasiliy Gasparov was a chess prodigy. He became a FIDE Grandmaster at the age of 16. By adulthood, his skill at the game surpassed them all; there was no one left to challenge him. So Vasiliy turned his magnificent minds to other pursuits; he dabbled in mechanical engineering, but that, too, proved too easy for him, and posed little challenge. Then one day, Vasiliy was visiting the States for a tournament. After leaving the tournament building, Vasiliy witnessed a group of crooks fleeing from a bank they had just burglarised. The hoodlums saw Vasiliy too, and took him as a hostage at gunpoint. While the crooks were fleeing the police with their hostage, he observed their actions. He noticed that they were making some very large tactical errors in their flight, and helpfully provided corrections for their actions. With his help, the crooks escaped. Vasiliy was exhilarated by the experience, though, as he had finally found the one field that could provide a suitable challenge for his genius intellect—crime!

And so, taking inspiration for his new career of criminality from his lifelong passion, Vasiliy Gasparov has dubbed himself the King. But, of course, no king can accomplish anything without his army. Thus, the King swiftly went to work gathering allies to form his new criminal coterie: the Checkmate Gang.

Capabilities and Motivations

Vasiliy Gasparov is an intellectual giant. In addition to his considerable innate mental talent, he has honed his mind to the highest degree. Years of playing and studying the game of chess has taught him thousands of different tactical manoeuvres and strategic ploys. He is an expert at reading people, and is able to anticipate the actions and reactions of enemies almost unerringly. With that knowledge, the King can cut opponent’s movements off before they even make them. Further, Vasiliy has engineered a number of useful devices to aid him and his allies in his new pursuit of criminal capers.

The King is also competent at leading and organising others, which is a lucky thing for him, as despite his intellectual and technical capabilities, he is very lacking in the realm of physical confrontation. He does posses basic training in hand-to-hand combat, but is of only average strength. The King keeps in contact with his allies in the field via the use of a unobtrusive earpiece that he personally designed.

Upgrades

Even with the other five members of his Checkmate Gang, the King does realise that if he has the opportunity to gain more forces, it would be foolish to pass that opportunity up. Thus he often takes to recruiting low-level hired thugs to provide muscle for his endeavours. The King will often give such thugs monikers drawn from non-standard chess pieces, such as Alfil, Dabbabah, Ferz, and Wazir.


Editor’s Notes

Yeah, I know that there’s already at least one supervillain called “King” in comics (a member of DC’s Royal Flush Gang), and likely others, but that guy is card-themed, whereas my guy is chess-themed, so they’re totally different. ; )

I spent a long time on Vasiliy’s last name. My first idea was Kasparov, but I thought that was too on-the-nose. Then I considered Volodin and Zherdev, before ultimately settling on what you see.

Master of Conquest and Master of Enforced Order would both also fit the King’s M.O., but I felt that Behind the Curtain was the most on-theme.

Oh, and in case your chess knowledge is lacking . . .

And in case it isn’t obvious, the genesis for the King and the Checkmate Gang pretty much came from me thinking, “Can I make a whole villain team based on chess pieces?” Speaking of which, the Checkmate Gang has six members: the King, the Queen, the Bishop, the Knight, the Rook, and the Pawn, in case that, too, was not obvious. In the coming days I’ll try to post all of these folks relatively quickly, but it might take awhile. I also figured it would be better to spread them out over seperate posts, rather than clump them all in one huge mega-post.

CR
Chief_Lackey_Rich
2023-09-22 11:31 UTC (in reply to #10)
#11

Now I have this mental image of him sitting behind a chess board smirking when a luchador in a jaguar mask vaults across the board and puts him in head lock. He’s also neither Elvis Presley nor Jack Kirby. :slight_smile:

Nice mix of team support abilities there. Rerolling your ones ought to help a lot with those smaller die sizes.

FJ
fjur
2023-09-22 16:38 UTC
#12

Oh yeah, I hadn’t realised that connexion to Kirby, but I’m definitely glad to take the unintentional allusion. : )

Huh, yeah. Interesting. That, too, I had not realised yet. Good catch!

Yeah, I might’ve made him less effective than he could’ve been by keying both of his rolling abilities off of Ten Moves Ahead :d8: rather than Insight :d10: . . . On the flipside, though, with having five other villains that he routinely works with, the King’s status die should be :d10: for most of a scene.

GO
Godai
2023-09-22 16:53 UTC (in reply to #12)
#13

Already predicting one ability for the Pawn: “Google ‘En Passant’”: Reaction: When a nearby ally would be attacked, make yourself the target instead. Defend using (p/q), and deal the resulting damage to the attacker.

TH
Thunderbird
2023-09-22 17:01 UTC
#14

I don’t know how you’ll model the Pawn, but if you’re going for a dumb goofy mook it might be fun for them to have a dog named Checkers.

CR
Chief_Lackey_Rich
2023-09-22 18:01 UTC (in reply to #14)
#15

Bruiser Archetype and Generalist Approach villains both have bodyguard tricks IIRC, but there might be something to be said for the Legion Archetype for Pawn so there can be eight of him in play at once. :slight_smile:

CR
Chief_Lackey_Rich
2023-09-22 18:10 UTC (in reply to #12)
#16

It’s barely going to make a noticeable difference with Check & Mate where you’re using all your dice with ones rerolling anyway, but switching to Insight for Masterful Positioning is probably pretty meaningful. Without any mods in effect, it would increase your odds of getting a big +3 global ally bonus from 1/8 to 3/10 when its d10 is your Max die. With a d10 status (and the one rerolls) as well your odds of a +3 are quite good that way. Plus it gives him more Quality variation between abilities, which is always nice when you can manage it.

FJ
fjur
2023-09-22 20:40 UTC
#17

Hah, yeah, that is a good idea. Though, unfortunately, I don’t think Pawn will use any Approaches or Archetypes that grant access to such an ability. (And I’m not usually one to homebrew abilities.)

Hmm, I’d say that the personalities of the Checkmate Gang are all pretty serious, but then again, we are talking about a group of villains who are theming themselves after chess, so I feel like they could definitely be used in some goofy stories. As for the Pawn specifically, she is definitely a mook, of course, and I suppose she is only really used for muscle, not thinking. Although, to be honest, that’s pretty much true of all of them save the King.

Anyways, yeah, sure, Pawn having a dog named Checkers sounds like a fun idea, so I’ll say that’s canon. (For me, at least. If a GM uses these characters in one’s own game, they’re allowed to do anything they like.)

Squad also does. Curiously, though, a brief look through the villain section didn’t result in me finding any others. I guess villains are just more selfish than heroes! Also, I found the oddity of Indomitable and Guerrilla each having a reaction—Absorb Energy and Malicious Deflection, respectively—that just tell you to Defend, without specifying whether it’s referring to yourself, an ally, or either. The latter interpretation makes the most sense, I guess, but the vagueness still seems odd.

And no, Pawn won’t be a Legion, but I might as well just go on and reveal that she’ll be an Adaptive Overlord, most likely.

Hmm, you raise some very good points. I’ll definitely consider it, and mayhaps I’ll switch it out at some point in the future. We’ll see.

FJ
fjur
2023-09-22 21:19 UTC
#18

And now we have the second member of the Checkmate Gang!


The Queen
“I’m the biggest piece on the board, kid. There’s nowhere you can run from me.”

Alias: Jenn Victors
Approach: Overpowered
Archetype: Guerrilla

Health: 55 + (:h: × 5)

Powers
Fire :d10:
Invisibility :d10:
Speed :d12:

Qualities
Criminal Underworld Info :d6:
Imposing :d8:
Quick Queen :d8:

Status: Engaged Opponents
4+ Engaged opponents :d10:
2-3 Engaged opponents :d8:
0-1 Engaged opponents :d6:

Abilities

  • Deft Manoeuvring (I): If you are outnumbered by nearby opponents, reduce all damage dealt to you by 2.
  • :attack: :hinder: Destructive Dash (A): Attack multiple targets using Speed and use your Max die. Hinder each target using your Mid die.
  • :attack: Royal Burn (A): Attack using Fire. Use your Max+Mid+Min dice. Hinder yourself using your Max die. Take damage equal to your Mid+Min dice.
  • Smouldering Outrage (I): At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.
  • :attack: (U) Unstoppable Acceleration (I): When you take an action that lets you make an Attack, also make an Attack using your Mid die. (When using this upgrade, the Queen has 20 additional Health.)
  • :overcome: (M) Master of Superiority (I): As long as you are manifesting effects related to a power you have at :d12:, automatically succeed at an Overcome involving usage of those powers.

The Queen
Alias: Jenn Victors
Gender: Female
Age: 30s
Height: 5’7”
Eyes: Grey
Hair: Red
Skin: Light
Build: Athletic
Costume/Equipment: A white jacket over a form-fitting, black full-body costume with a white chess queen symbol on the chest.
Approach: Overpowered
Archetype: Guerrilla

Biography

Jenn Victors grew up in poverty in a crime-filled city. When she was a teenager, she fell in with a local street gang despite her parents’ wishes. Sure, she could’ve eked out a living in some low-paying job, but Jenn didn’t have the patience for that. She wanted to be at the top of the food chain, and crime seemed the most expeditious root to that end. In her neighbourhood, you either became a crook or a victim, and Jenn surely wasn’t planning on being the latter.

Unfortunately, Jenn’s gang would not last as long as she would’ve liked. A mole had infiltrated their ranks and revealed the location of their hideout to the authorities. A police raid a few nights later managed to round up all the members of the gang, save Jenn. She was cornered by half a dozen cops, and had nowhere to run. Then, suddenly, when she was at her most desperate, something inside of Jenn Victors changed. She raced past the cops. She didn’t know how, but somehow, she had managed to dash away from them without them loosing a single shot. Then she realised that she had run across town in an instant.

With her newfound power of superspeed, Jenn Victors became an even more prolific criminal. Now, she no longer needed a gang, and could commit any number of audacious heists all on her own. During one particularly daring break-in at a cutting-edge weapon manufacturing plant, Jenn Victors came across a man in a black long-coat with some kind of funny crown symbol on his shirt. Jenn soon learned that this man was also breaking into the same building on the exact same night. By then, the plant’s security had caught wind of foul play, and Jenn and the other guy—who introduced himself as Vasiliy Gasparov—realised that their only way out of the situation was to work together. Vasiliy provided tactical insights to Jenn, and she used her powers of swiftness to greater effect because of them, getting the two safely out of the facility.

Once out of danger, Vasiliy Gasparov told Jenn that he was a newly-minted supervillain calling himself the King, and that he wanted Jenn Victors to be the first member to join his new crew, the Checkmate Gang. Jenn thought that Vasiliy’s tactical aid could be useful, so she obliged, and he dubbed her the Queen.

Capabilities and Motivations

The Queen can move and act at a much higher rate than any normal human, which allows her to run great distances in the blink of an eye and dodge and strike with unprecedented accuracy and precision. In addition, the Queen’s superspeed allows her to attune her vibrations to the same wavelength as light, thus rending her invisible to all observers and visual sensors. She can also use her enormous velocity to generate copious amounts of friction, which she can then direct at her opponents in the form of blasts of heat and flame.

The relationship betwixt the Queen and the King began as a purely professional one, as they both saw the benefits to be gained from working together. However, over time, the two did begin a romance, which continues to the present.

Upgrades

At times, the Queen is able to accelerate herself quite a bit faster if she pushes herself hard enough, which enables her to land more and more blows in the amount of time it would take a normal fighter to throw even one.


Editor’s Notes

Of course the Queen has the Overpowered Approach—the queen’s the most powerful piece in chess. (Ditto for Master of Superiority.)

I chose the Queen’s surname because it is a form of the name Victoria—the name of a famous queen. And I chose her given name because it’s a diminutive of Jennifer, which is a cognate of the name of another famous queen—Guinevere.

I chose to make Jenn a speedster because, in chess, the queen piece has the option to move to more squares than any other piece—it can move about to the highest degree.

When selecting her other Powers, I wanted to give her something other than Speed that was still related to that central Power. I landed on Fire because I thought it was something that superspeed could logically create (well, logical for comics), and is in contrast to the fact that most of DC’s speedsters have Electricity instead. As for Invisibility, I got that from an old Jay Garrick comic in a Flash anthology I bought. I thought it was an interesting, alternate use of “vibrations” besides the more usual Intangibility—plus it fits the whole “crook” vibe nicely.

I intentionally left the source of the Queen’s powers ambiguous. In the Sentinel Comics Universe, she’s an Omega. If you’re not playing there, then her powers can come from whatever the most common source of superpowers in your campaign world is, be that a metagene, mutations, dark matter, space rocks, cosmic rays, or whatever. The point is that the source of her powers isn’t super important to her character, so it doesn’t matter much.

CR
Chief_Lackey_Rich
2023-09-22 22:35 UTC (in reply to #17)
#19

I’d play them both as written, so “either” there. That makes them versatile, but they both have some catches. Absorb Energy has to reduce the damage to zero to get its Boost rider, and Malicious Deflection uses the Guerilla status die, which one of the easiest ones for heroes to manipulate - just let your best single PC tackle them while everyone else goes to do something else and they’re either stuck at d6 (with no targets to deflect to as well) or have to try to chase down more heroes and convince them to fight in a group.

Heroes have a few Red zone tricks that are similarly versatile, albeit a bit weaker like most hero abilities - Reactive Defense (Physical Q) and Heroic interruption (Mobility P) both let you defend yourself or allies at some risk to your own skin.

CR
Chief_Lackey_Rich
2023-09-22 22:50 UTC (in reply to #18)
#20

Heat/fire certainly works. Weather (in terms of wind control by fanning your arms or the ever-popular run in circles for a tornado vortex trick) is another common option. I’m a fan of Sonic Speedsters myself, as a side effect of moving fast enough to trigger sonic booms - even on tiny scales like snapping your fingers or clapping your hands.

Invisibility is often justified as moving so fast that you slip below the threshold of perception, although they rarely explain how folks don’t notice the noise and wind of you racing past at such speeds. Vibratory rate adjustment actually seems more plausible in this case, which is nice to see in a Golden Age book.

DC didn’t always associate speedsters with lightning, that’s pretty recent in the Flash’s overall history. I’m not even sure when that started or where it comes from. Probably the era when everything started being tied to the Speed Force, which is not a concept I’m overfond of.

FJ
fjur
2023-09-23 17:53 UTC
#21

Personally, I think that that would simply be an application of Speed, not Weather, but the delineation of Powers in the SCRPG is famously fuzzy. (Which is a good thing, in my humblest of opinions.) : D

Yeah, that’s probably the most plausible of the options discussed, as we definitely know that stuff moving very vast makes sonic booms.

Here’s a shot of the page I was referring to (from Flash Comics #89, 1947):

So, apparently his movement doesn’t make enough noise to give his location away, but him being dumb enough to talk does. : )

But yeah, especially in the Silver Age with Barry Allen, “vibrations” was just the magic word that they used to handwave all kinds of wacky nonsense.

Agreed, on both points. I remember reading when it was established somewhere on TV Tropes, but none of the lightning-related tropes mentioned it. Then I turned to ChatGPT, which of course just hallucinated that it was The Flash #163 (June '66), which is definitely way too early, and plus when I asked it to describe the stories in that issue, it failed horribly at that, so I think we can rule out that possibility. (Although that issue does contain a pretty wacky Silver Age story; apparently the Flash can disappear if people stop believing in him? : P Check out the link.) If I had to hazard a guess, I’d wager the lightning thing showed up somewhere around the end of the Wally West era when Barry Allen returned.

However, a poster on Quora says says that it first happened during the Wally West era, although it just seems to be a side-effect of him running rather than a controllable Power. (Also apparently Quora has installed ChatGPT to answer every question posed on there, which of course gave a much too early issue again, this time a different one—Flash #123, '61.) Come to think of it, though, I don’t know if I’ve actually seen any Flash use lightning as a Power (compared to just a visual thing) in the comics; only in the CW show.

Eh, I’m largely ambivalent towards it myself. I am definitely of the mind that all the crazy science accidents of the Golden and Silver Ages do not need to be retconed away as mystical destiny, but I feel that I really haven’t read enough issues featuring the idea’s execution to judge it sufficiently.

CR
Chief_Lackey_Rich
2023-09-23 19:59 UTC (in reply to #21)
#22

I can’t help but notice that his opponent there is using one of the countless functions of the other do-everything-the-writer-needs techniques of the olden days, notably spinning. Martian Manhunter was perhaps the foremost proponent of solving problems with creative applications of person rotation, but the occasional villain employed it as well.

J’onn was a versatile guy, he uses vibrations quite a bit too. Superior Martian sciences at work, no doubt.

I don’t hate the Speed Force, although it did inevitably lead to its own weird complications like the Slow Force, Savitar and his speed ninjas, etc. But as you said, it didn’t really need to exist, we’d already had a perfectly satisfactory time loop to explain Barry getting his powers by “accident” in place years beforehand. It’s like the “emotional spectrum” of the various Lanterns for me - something I could leave on the shelf without batting an eye.

FJ
fjur
2023-09-24 22:29 UTC
#23

And after a bit of a wait, here’s our third dastardly member of the Checkmate Gang.


The Bishop
“You live on a placid island of ignorance in the midst of black seas of infinity! Allow me to reveal to you the truth of the cosmos!”

Alias: Professor Jeremiah Crawford
Approach: Dampening
Archetype: Inhibitor

Health: 35 + (:h: × 5)

Powers
Intuition :d8:
Inventions :d8:
Radiant :d10:

Qualities
Otherworldly Mythos :d10:
Prophet of Madness :d8:
Science :d8:
Technology :d8:

Status: Heroes with Penalties
3+ Heroes with at least one penalty :d10:
1-2 Heroes with at least one penalty :d8:
0 Heroes with at least one penalty :d6:

Abilities

  • :hinder: :attack: Babbling from Beyond (A): Attack using Otherworldly Mythos and use your Max die. Hinder each opponent that can see or hear the target of your Attack using your Min die.
  • :attack: Maddening Clarity (A): Attack using Radiant. Reduce all the target’s quality dice by one size until your next turn.
  • :defend: Strained Mind (R): When Attacked by someone with a penalty you created, Defend by rolling your single status die, and the attacker also suffers that much damage.
  • :hinder: Tethered Radiance (A): Hinder using Radiant. That penalty is persistent and exclusive. As long as that penalty is in play, reduce damage dealt to you by 1 and whenever you are dealt damage, the target with this penalty takes 1 irreducible damage.
  • (U) Aura of the Unknowable (I): While the scene is in the Green zone, all heroes’ quality dice at :d8: or above are reduced one size. In the Yellow zone, all heroes’ quality dice at :d10: or above are reduced two die sizes. In the Red zone, all heroes’ quality dice are treated as if they are :d4:. (When using this upgrade, the Bishop has 10 additional Health.)
    • Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a quality entirely until this ability is removed. If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the maddened version of that hero.
  • :overcome: (M) Master of the Unfathomable (I): If you are in a situation involving eldritch and disturbing forces, automatically succeed at an Overcome to do the bidding of a being beyond human concerns.

The Bishop
Alias: Professor Jeremiah Crawford
Gender: Male
Age: 50s
Height: 5’5”
Eyes: Glowing white
Hair: Light grey
Skin: Pale
Build: Gaunt
Costume/Equipment: A white lab coat over white pants and a black shirt with a white chess bishop symbol on it.
Approach: Dampening
Archetype: Inhibitor

Biography

Prof. Jeremiah Crawford was a distinguished academic employed by the venerable Miskatonic University of Arkham, Massachusetts. An expert physicist, Prof. Crawford had achieved innumerable awards. But as the years grew on, he felt a gnawing feeling of unaccomplishement; there was still so much unknown about the workings of reality. Nonetheless, the professor continued with his work. His latest experiments concerned various optical anomalies; his research seemed to point to the conclusion that there existed something out there, beyond the visible spectra of light, beyond our notions of space and time. Crawford’s investigations culminated in his construction of a machine that he hoped would reveal to him the hidden secrets that he desired to uncover. But when he switched on the device, it made visible to him previously unseen spectra of light, colours that he had never seen before and that he ws unable to describe. The device opened up such terrifying vistas of reality, that he went mad from the revelation. Jeremiah Crawford’s mortal mind could not contain the breadth of knowledge that had been unveiled for him. There was only one thing that Professor Crawford could think of that would ease the mental agony that he then experienced—he would have to spread his madness to others.

And so Professor Crawford began to spread his madness to the other inhabitants of the ancient town of Arkham. His misdeeds were eventually uncovered by a professional investigator, though, and he was apprehended during a police raid on his Miskatonic University laboratory. The professor was jailed in the town’s sanitarium, and remained so incarcerated for several years. Then, one day, a group of five costumed individuals calling themselves the Checkmate Gang broke into the Arkham sanitarium and freed Crawford, on one stipulation: that he would join their gang. The professor agreed, and became the Bishop.

Capabilities and Motivations

Besides his not-inconsiderable scientific prowess, the Bishop’s exposure to his own strange machine filled his mind with arcane knowledge, and bestowed upon him the capability to release gouts of a maddening light whose colour is utterly alien and indescribable. This light fills those exposed to it with excesses of incomprehensible knowledge, harming their minds and impairing their actions.

The Bishop’s interactions with the rest of the Checkmate Gang are limited, as they usually leave him to his eerie tinkering anytime they don’t need him for a job. And when he does go out into the field, it takes considerable directing from the King and the others to keep him focused on their objective, and not simply go off the rails by spreading his maddening brilliance wantonly—although his chaotic style has been utilised intentionally by the King to cause a diversion more than once.

Upgrades

The Bishop’s strange light is truly infectious, and when he is at his strongest, he is able to emanate its mind-warping radiance so thoroughly that anyone who opposes him has a very difficult time thinking straight.


Editor’s Notes

Yeah, I know that there’s already a Marvel Bishop, but I have a sneaking suspicion that Marvel’s not going to sue me for this. : )

So, when I was first brainstorming what to do with the Bishop, I considered doing someone who’s actually religion-themed, but then decided to instead go the weird route and have him be associated with an indescribable, bizarre extradimensional entity/phenomenon. Speaking of which, I drew inspiration for this character from the H.P. Lovecraft short story “From Beyond,” and a bit from “The Colour Out of Space,” in addition to lifting a couple of lines from the opening of Lovecraft’s other story, “The Call of Cthulhu,” to be used for part of the Bishop’s quote and part of his bio.

If you’re using Prof. Crawford in the Sentinel Comics Universe, the strange light from which he draws power can be the realm of Clarity, whilst the investigator who stopped his first outing can be Thomas or Joe Diamond.

CR
Chief_Lackey_Rich
2023-09-25 00:08 UTC
#24

Nice. Very nasty how it largely gets around Radiant damage resistance/inversion abilities.

I did a “From Beyond/Color Out of Space” themed baddie back in Champions one time with a nasty mind-affecting aura that anyone who could see him was subject to. Didn’t think about the fact that one of the PC heroes was an entirely blind Daredevil-but-a-sniper type, another was a martial artist with stupidly good blind-fighting skills, and the third was a primitive android who could only see in monochrome B&W. I suppose technically I could have affected the android, but it felt mean to declare “black & white” suddenly included the part of the color spectrum that lies between nvxnmellow and gqvd - especially for a fairly crude AI mind. That silly limitation had actually been mattering way more often than expected.

“Cut the red wire!”
“Does not compute.”

“Oh no, it’s the Spectrum Men again! Focus fire on the red one!”
“Undefined term detected.”

Not the most (ahem) shining moment in my GMing career. :slight_smile:

FJ
fjur
2023-09-26 01:20 UTC
#25

And now, here’s the fourth Checkmate Gangster. (Hmm, I don’t know how I feel about that term.)


The Knight
“Your feeble power cannot withstand the might of the ancients!”

Alias: Doctor Joan K. Night
Approach: Prideful
Archetype: Bruiser

Health: 45 + (:h: × 5)

Powers
Leaping :d10:
The Mace of Wayland :d10:
Mechanical Steed :d10:
Power Suit :d8:

Qualities
Bounding Battler :d8:
Close Combat :d10:
Fitness :d8:
History :d10:
Magical Lore :d8:

Status: Health
Green zone :d6:
Yellow zone :d8:
Red zone :d10:
Calculate the Knight’s GYRO zones using the table on page 239 and her final health value, adjusted for :h:.

Abilities

  • :attack: :hinder: Airborne Swing (A): Attack using Leaping and use your Max die. Either Hinder that target with your Mid die or Attack another nearby target with your Mid die.
  • :attack: :boost: Glorious Strike (A): Attack one target using The Mace of Wayland and use your Max+Min dice. If that Attack causes the target to change zones, Boost using your Mid die. That bonus is persistent and exclusive.
  • Knight’s Armour (I): Reduce damage taken by physical and energy sources by 1 while in the Green zone, 2 in the Yellow zone, and 3 in the Red zone.
  • :attack: :defend: Mecha-Charge (A): Attack one target using Mechanical Steed. Use your Max+Min dice. Defend against all Attacks against you by all other targets until the start of your next turn with your Mid die.
  • (U) Ancient Power (I): Increase all of the Knight’s power dice by one size. (When using this upgrade, the Knight has 20 additional Health.)
  • :overcome: (M) Master of Mysticism (I): If you have access to proper materials, automatically succeed at an Overcome in a situation involving harnessing magical forces.

The Knight
Alias: Doctor Joan K. Night
Gender: Female
Age: 40s
Height: 5’6”
Eyes: Amber
Hair: Brown
Skin: Light
Build: Fit
Costume/Equipment: A suit of black and white techno-plate armour with a chess knight symbol on the breastplate.
Approach: Prideful
Archetype: Bruiser

Biography

Dr. Joan Night was an accomplished archaeologist. She had spent countless hours of work on her historical and anthropological studies, and was rewarded by numerous accolades. One day, while out at a dig site in Germany, Dr. Night uncovered a very peculiar artefact. It appeared to be the head of a mace, but it looked completely new, seemingly entirely unaffected by what must have been centuries buried in the earth! Mystified (and against her better judgement), the doctor grasped the mace head, and a voice as deep as the mountains and as ancient as the earth spoke to her mind. It said that this mace was crafted by the legendary smith Wayland, who had forged arms for the likes of Beowulf and Charlemagne. The mace told how it had lain dormant for centuries, and how it now demanded be wielded once more in battle!

The Mace of Wayland cause a handle for itself to materialise out of thin air, and Dr. Night took it up. It compelled her to go forth and find worthy opponents with which to do battle. So Joan went to the nearest town and cried out a challenge on the streets, daring anyone to confront her. Luckily, a heroic superhuman was nearby, who managed to defeat Joan and turn her into the authorities.

The Mace was separated from Joan, a fact that she was grateful for, as she despised being turned into an instrument for violence by it. However, even when separated, Joan could still hear its voice in her mind, coercing her to take it up again. A few months later, Dr. Night gave in again, and once again took up the Mace. Again she was defeated by heroes, and again she lived a time uninfluenced by the ancient weapon. Unfortunately for Joan Night, this cycle would continue for some time.

During one such outing, Dr. Night crossed paths with another super-criminal, an ambitious American speedster named Jenn Victors. Later, Jenn—now calling herself the Queen—would seek out a mace-influence Joan a second time with an offer to be the second member to join the Checkmate Gang, a criminal crew that she herself had recently joined. Joan, urged on by the Mace, gladly accepted the new opportunity to seek out and do battle with more foes. Thus she was dubbed the Knight. She also suggested another recruit for the gang: a fellow academic that she had worked with, who had also turned to villain after exposure to a strange phenomenon; a physicist named Prof. Jeremiah Crawford.

Capabilities and Motivations

The mystical Mace of Wayland conferred a number of extraordinary traits to Dr. Night. It granted her increased strength and toughness, the ability to leap great heights and distances, and knowledge of battle and of mystic matters.

After joining forces with the other members of the Checkmate Gang, the King constructed two pieces of technology for the Knight to augment her combat capabilities. The first was a suit of techno-plate armour, which could shield Joan from attacks and increase her strength. The second was a robotic horse, which served as the Knight’s mount during battle.

Upgrades

Normally, the Mace of Wayland only augments the Knight physically and mentally. However, in times of dire need, it can enhance her with a magical aspect, increasing her power and might tenfold.


Editor’s Notes

Yeah, I’m sure that there have been countless characters with the “K. Night” pun in their names, but, eh… Also, she’s called Joan after Joan of Arc, the first historical lady knight that I thought of.

Knight probably got the most reworked from her original design out of all the Checkmate Gang. I first had her as a Predator, not a Bruiser, on the basis that she did one-on-one duels with people, because that’s a knightly thing to do. But then, after writing the part about the mace compelling her to fight a bunch in her bio, I thought it odd that it would limit her to one foe at a time. So I changed it. (I also originally had her with the Power Dampening Field, not Power Upgrade.)

Hmm, there are a number of unintentional similarities betwixt the stories of the Knight and the Bishop. They’re both venerable academics who stumble upon some supernatural thingamajig, which then influences their behaviours in a way that causes them to start conflict. Again, none of this was intentional; it just kinda happened.

Relatedly, I’d view that both the Knight and the Bishop could fairly easily be redeemed—you just have to remove the supernatural influence from them. For the Bishop, it would be pretty tough to actually do that; meanwhile, for the Bishop, it’s easier to remove the mace from her (although I imagine that it would have to be kept separate for a little while for the influence to wear off), but the influence eventually calls back out to her, urging her to find and claim it again.

Also, I just noticed that half of these crooks have names that begin with the letter J: Jenn, Jeremiah, and Joan. Weird.

CR
Chief_Lackey_Rich
2023-09-26 12:31 UTC
#26

The first female knight that comes to mind for me is Britomart from Spenser (and the old AvHill game Mystic Wood) but that’s not exactly a common modern name compared to Joan. Still, it might explain why someone would become a historical anthropologist, although you’d probably go by “Brit” as a nickname. Or not. Maybe you’d insist on the full name all the time. Either way “Britomart Knight” would be stunningly on the nose. I’d give her a brother named Lancelot or Percival or something.

But Britomart would break the J theme, which clearly needs to continue. :slight_smile:

I had an old V&V baddie with a very similar origin, although he was a mild-mannered librarian who kept getting possessed by a generic sword & sorcery barbarian warrior after touching the wrong mysterious ancient battle-axe while dusting some display cases. Almost entirely the result of an old “Conan the Librarian” cartoon from…I think Bloom County? I liked the idea of a weedy little guy casually waving around a ludicrously huge fantasy great-axe. He was mostly a nuisance villain - really powerful but kind of dumb and lost all his powers the moment you got the axe away from him, so easy to beat when you knew what to do. Redid him later in Champions with everything tied to an OAF. In Sentinels…hmmm, maybe Bully/Formidable?

Speaking of Avalon Hill, Wayland the Smith is statted up in their old Lords of Creation RPG. IIRC he’s one of the most powerful NPCs in the game even among his fellow Lords of Creation (it’s a level title) and can casually defeat lesser entities like, say, Zeus or Tiamat if they get lippy with him. Pretty sure Britomart’s in the game too, albeit at a far less extreme power level. The game’s “Book of Foes” monster manual is a serious head trip in terms of genre mashups.

FJ
fjur
2023-09-28 03:25 UTC
#27

Well, the Rook doesn’t really have a name, Vasiliy already broke it, and the Pawn won’t follow it, so…

Or Focused / Fragile, mayhaps. The paltry 10 + (:h: × 5) health could just represent getting the axe away from him, rather than beating him unconscious. (And, of course, the :d12: power would be his axe.)

FJ
fjur
2023-09-28 03:25 UTC
#28

The Rook
“I obey.”

Alias: None
Approach: Generalist
Archetype: Formidable

Health: 50 + (:h: × 5)

Powers
Stone :d8:
Strength :d10:
Transmutation :d6:
Vitality :d8:

Qualities
Alchemical Guardian :d8:
Alertness :d6:
Close Combat :d8:
Conviction :d10:

Status: Mental or Magical Penalties
Any penalties and no bonuses :d4:
Some penalties and some bonuses :d8:
No penalties :d12:

Abilities

  • :boost: :defend: Castling (A): Boost using Stone. Use your Max die. Defend with your Mid die.
  • Dependable Servant (I): Whenever you roll a 1 on a die, reroll that die once.
  • Indomitable Loyalty (R): Ignore all penalties on you for your action. Take irreducible damage equal to the total of those penalties.
  • Skin of Stone (I): Reduce physical and energy damage dealt to you by 1 if the scene is in the Green zone, 2 in the Yellow zone, or 3 in the Red zone.
  • Versatile Servitor (A): Take any basic action and use your Max die.
  • (U) Enhanced Intellect (I): Increase all of the Rook’s quality dice by one size, except for Alchemical Guardian. (When using this upgrade, the Rook has 20 additional Health.)
  • :overcome: (M) Master Minion (I): If you have been given an order to perform a specific task, automatically succeed at an Overcome in a situation where the difference is accomplishing the task and failing to do so.

The Rook
Alias: None
Gender: None
Age: 124
Height: 9’0”
Eyes: Two glowing pinpricks of crimson light
Hair: None
Skin: Obsidian
Build: Massive
Costume/Equipment: The Rook wears nothing, save a white chess rook symbol that has been painted onto its chest.
Approach: Generalist
Archetype: Formidable

Biography

Over a century ago, a powerful alchemist crafted a servant for themself. The alchemist moulded clay, stone, and arcane reagents into the shape of a towering humanoid figure, before imbuing their creation with the breath of animation. This golem served the alchemist well, performing all tasks asked of it. Eventually, though, the alchemist’s time on Earth came to an end. But even after their passing, their creation remained animate. At first, the golem wandered the city where the alchemist had lived, but the folk there were fearful of it. Thus it eventually found its way into the catacombs beneath the city. There, in the catacombs, the golem remained, dormant, until the day in which it would be claimed by a new master.

In the present day, the nefarious Checkmate Gang had set up a temporary headquarters in those same catacombs while laying low and trying to avoid attention from the local police and superteam after a failed plot. While scouting around the area, the Queen stumbled upon the dormant golem. After she alerted her teammates, the Knight used the mystic powers of her mace to awaken the creature. Its eyes flared to life, but it remained perfectly still. Nothing the Checkmate Gang did could effect action in the stony being, until the King discovered an old inscription in Akkadian on a nearby stone. Quickly deciphering it, he spoke the words, and the golem moved for the first time in over a hundred years. In a deep, stony voice, the creature inquired what the King wished it to do. The King swiftly decided to make the golem the sixth member of his new criminal crew, dubbing it the Rook.

Capabilities and Motivations

Due to the Rook’s mineral composition, it possesses great strength and durability. In addition, it is able to call to the earth and stone around it, and reshape them to fit its needs. Further, remnants of the alchemical magicks that were used to create it still linger in its form, which it can harness to transmute substances.

The Rook is convicted to helping its master or masters, which it defines as anyone who has spoken its command phrase. However, the being’s rudimentary mind can be easily confused by magical, psychic, or particularly-compelling mundane mental attacks.

Upgrades

The King has ordered the Knight and the Bishop to use their mystic talents to work on improving the Rook’s capabilities. So far, they’ve managed to temporarily increase the cognitive and reasoning abilities of the golem, which in turn increase its skills and ability to perform tasks.


Editor’s Notes

The Rook is a golem made of stone because the rook in chess is represented by a stone tower. So there.

“Master Minion” is the first custom Mastery I’ve made. Master Mercenary was the base for it that I modified. I think it’s pretty okay; it may be a touch more flexible than Mercenary, or it may not.

The Rook’s bio doesn’t detail what happened to the original inscription that contained its activation phrase; presumably the King committed the string to memory before destroying the original, thus preventing anyone else from getting it. However, an interesting plot that could occur would be a psychic hero trying to wrest it from his mind.

Also, since the alchemist who created the Rook died, they obviously didn’t find / create the magnum opus / philosopher’s stone / elixir of life / panacea. (Alchemy sure did have lots of different names for alchemical immortality.)

CR
Chief_Lackey_Rich
2023-09-28 11:22 UTC (in reply to #28)
#29

It was either that or a robot, I suppose. Although a golem mode of ivory would be a pretty chess-like thing.

I think it’s fine. A Merc can and will be a lot more creative about getting their paycheck (which, amusingly, extends to collecting from a client at the end of the job), while the Minion can do practically anything but has to be ordered through it step by step rather than doing the problem solving themselves.

We can’t all be the Scholar. Or Guise, thank goodness. :slight_smile:

That said, they might also have had the Stone and decided not to use it, either immediately or after living long enough to grow tired of life (if you can buy into that old chestnut…I’ll believe eternal life and good health become insufferable when it happens to me and not one moment beforehand). Whether they did or not, there might well be a copy or two of the command phrase in the alchemist’s effects or correspondence with his fellow scholars, which could have wound up in a museum, some private collector’s private archives, or perhaps confiscated by the Catholic church and tucked away with other forbidden texts on magic.

Or, since “over a century ago” is now as late as 1922, by Europe’s other noted pillagers of occult knowledge, the Nazis during WW2. King could be in for an unpleasant surprise if he runs into some villainous holdout from Hitler’s regime who recognizes Rook from something he read in the old days and casually takes control of the big lug.

FJ
fjur
2023-09-29 22:48 UTC
#30

And now, here’s the final member of the Checkmate Gang.


The Pawn
“You’re outnumbered.”

Alias: Private Patricia Pond
Approach: Adaptive
Archetype: Overlord

Health: 30 + (:h: × 5)

Powers
Absorption :d8:
Duplication :d10:
Nuclear :d6:
Shapeshifting :d8:

Qualities
Army of One :d8:
Close Combat :d8:
Fitness :d8:
Self-Discipline :d10:

Status: Minions
9+ Minions :d12:
5-8 Minions :d10:
3-4 Minions :d8:
1-2 minions :d6:
0 Minions :d4:

Abilities

  • :boost: :attack: :defend: Atomic Power (A): Boost using Nuclear and use your Max die. Attack with your Mid die. Defend with your Min die.
  • :boost: :attack: Coordinated Charge (A): Roll all your minion dice and combine the result to Boost. Attack using Duplication and use that bonus.
  • Defensive Formation (R): Reroll any number of minion saves against the same Attack.
  • Instant Horde (A): Use Army of One to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
  • Polymorphic Promotion (A): Use an action ability of one of your allies.
  • Sacrificial Gambit (A): Take :d6: irreducible damage. Increase all your powers by one die size each until the end of the scene.
  • (U) Hivemind Expertise (A): Choose one group of minions in the scene. Upgrade all their dice one size (maximum :d12:). (When using this upgrade, the Pawn has 5 additional Health.)
  • :overcome: (M) Master of Conquest (I): As long as you are in command of your own forces, automatically succeed at an Overcome involving seizing an area or capturing civilians.

The Pawn
Alias: Private Patricia Pond
Gender: Female
Age: 20s
Height: 5’4”
Eyes: Green
Hair: Blonde
Skin: Light
Build: Athletic
Costume/Equipment: A black and white costume resembling army fatigues with a chess pawn symbol on its chest.
Approach: Adaptive
Archetype: Overlord

Biography

Patricia Pond enrolled in the United States Army when she was in her early twenties. She served in [the most recent war] as a private. She had a difficult relationship with her commander, as Pvt. Pond often acted recklessly and contrary to her commander’s orders. On one mission, Patricia and her squad raided an enemy laboratory. After driving out the enemy scientist, the squad fanned out to ensure that they had all fled or been killed. Pvt. Pond came across a strange-looking machine powered by a glowing blue orb. The machine certainly looked dangerous, so Patricia decided that she ought not let it fall back into enemy hands. So she opened fire on the device, which—as she really should’ve suspected—caused it to erupt in a massive explosion of energy.

Pvt. Pond was recovered from the explosion by her squadmates and taken to an infirmary. After regaining consciousness, she was told that her reckless destruction of the machine—which turned out to be an atomic reactor—had also injured a number of her fellow soldiers. After recovering, she was subjected to a court martial and then dishonourably discharged for unnecessarily endangering the lives of ally soldiers.

Once off duty, Patricia became restless. She missed the action and the fighting. So she found work as a mercenary, fighting for whoever had the deepest pockets. On her first job, she got surrounded by a group of heroic supers. She thought that she was done for, until—somehow—she split into a group of six identical duplicates of herself. With this newfound power, she fought off the supers and completed the job.

After several more years of working as a superpowered mercenary, Pond was contacted by an associate she had worked on a job with before—Jenn Victors. Jenn told Pond that she was now part of a team—the Checkmate Gang—and that she wanted her to join up. Patricia accepted, and was dubbed the Pawn.

Capabilities and Motivations

In addition to her military combat training, the Pawn possesses a number of fantastic powers that the King’s and the Bishop’s studies of her revealed to come from her exposure to atomic energy from the strange machine she destroyed.

The Pawn’s most-used power is her ability to split herself into identical duplicates of herself. The duplicates all share her knowledge, experience, and powers, and can communicate betwixt themselves via a telepathic hivemind. There is also no one “main” duplicate; the Pawn’s consciousness is evenly split betwixt them all. In most circumstances, the Pawn can only create eight duplicates at once, but she has gone over that threshold on the rarest of occasions.

Besides her power of duplication, the atomic explosion she was subjected to granted the Pawn other abilities as well. She can reshape her form to mimic that of others, and she can absorb and then re-emit any type of energy. Together, these abilities allow the Pawn to effectively copy the powers or abilities of anyone, whether they’re physiological or energy-based.

Lastly, the Pawn is able to direct the atomic energy stored inside of her, which she can use both offensively and to bolster her own physicality.

Upgrades

Every duplicate of the Pawn has access to her combat experience and skills, which can make each and every one of them a challenging opponent.


Editor’s Notes

I chose the Pawn’s surname just 'cause it kinda sounds like “Pawn,” but with an extra D at the end. And her given name just comes from me wanting her to have Added Alliterative Appeal. (Which is also where her rank of Private comes from.)

In her bio, I said that the Pawn “served in [the most recent war]”—this is an instance of Floating timeline / Comic-Book Time / Sliding Timescale, just like with Bunker.

Oh, and getting caught in an atomic explosion is totally a way to get superpowers, and definitely won’t kill you.

So, the order in which I posted the members of the gang isn’t actually the order in which they were recruited. This is confusing, I know, and I don’t really have any excuse besides “I wanted to post them based on where the pieces start on the chessboard.” So, here’s the actual chronology:

  1. The King is inspired to start the team.
  2. The King meets the Queen, and recruits her.
  3. The Queen contacts a fellow criminal, the Pawn, and recruits her.
  4. The Queen contacts another criminal, the Knight, and recruits her.
  5. The Knight contacts a former colleague, the Bishop, and recruits him.
  6. The team stumbles upon the Rook in the underground catacombs.

Well, there you have it. I’ve posted all six members of the Checkmate Gang here; I hope you’ve enjoyed this coterie of chess-themed crooks. Look forward to some more villains here sometime in the future!

CR
Chief_Lackey_Rich
2023-09-30 11:56 UTC (in reply to #30)
#31

Unless the setting has a very different history than real life in regards to women serving in frontline combat positions, she’s much more restricted in what wars those could be than Bunker would be. She could have enlisted in the army as early as 1948, but it took until 2013 for the “no women in ground combat” rules to finally be officially removed, and 2016 until female combat troops were fully integrated into their new units. Her origin pretty much restricts her to combat duty no earlier than the last seven to ten years, and not even that if she’s still just in her twenties.

Of course, you could tweak your history to be much less restrictive about women serving in the military, perhaps aided by some early supers. What if the first super-soldier serums were incompatible with owning a Y chromosome, eh? I like that idea a whole lot. “Get to safety, Private Rogers. The Ladies of Liberty will handle these Ratzis.”

Jumping Christmas, that’s a lot of options when the whole crew is present. She probably can’t make sensible pools for every ability (even using the owner’s fixed P/Q die, which I assume come with the ability like similar PC imitation tricks) but there’s still some good options on everyone, and as long as she keeps her minion count up her status die should be good-to-great. Standouts look like:

  • All of King’s action abilities, letting him do one of the ones Pawn didn’t and amping up the team support enormously
  • Both of Queen’s options, depending on whether Pawn needs single or multi-target damage
  • Bishop’s Clarity and Radiance are both solid, and Babbling is okay multitarget if Queen’s not around for that instead
  • Knight’s Glorious is an easy way to hit hard and get a free P+E bonus when timed right, and Mecha-Charge is good offense and global defense - if Pawn can narratively explain how she’s imitating a move that calls for riding a robotic horse :slight_smile:
  • Rook’s her worst partner overall, but he still lets her take Max die basic actions at will, which is real helpful for Overcomes when she can’t apply a Mastery instead

That’s a spicy meatball of choices there. Good thing she needs to keep spawning replacement minions to support her status die or it could really get out of hand. :slight_smile:

The timeline for recruitment makes me wonder if King was starting to get all OCD about finding a Rook for the team. Was there a point where he considered paying the Hippo to to work as a temp while wearing a stupid-looking castle parapet hat? :slight_smile:

Fun team overall, the theme comes through strongly while having more variety in styles and motivation than (say) the Wrecking Crew or Royal Flush Gang.

FJ
fjur
2023-10-01 22:14 UTC
#32

Hmm, yeah, I didn’t think of that. Stupid sexist army. I think I’ll just handwave it as Artistic License.

True, although I think that the whole crew being present wouldn’t really happen super often; there are six of them, and most hero teams don’t have six members, so the whole group would usually be at least a Hard scene, and that’s without any environments, challenges, or minions, which would be fairly dull. I think at least roughly half the time the gang would be faced in at least two waves of 2 and 4 or 3 and 3.

I assume the same. Although the Pawn’s Absorption and Shapeshifting powers (and to a lesser extent her Fitness and Self-Discipline qualities) are meant to be able to be used with her imitation ability, which should make it fairly flexible.

Hah, that’s fun. : ) Although I do wonder if the Hippo would be willing enough to forsake his own theming for that . . .

Thanks! Yeah, part of my goal was to make them each have a unique villainous identity independent of the team, instead of just being a bunch of unpowered faceless mooks in chess-themed costumes.

I imagine that the Checkmate Gang first appeared as fairly silly adversaries in the Silver Age, where they were much less fleshed out, before getting more serious stories later on that gave some details on their backstories and unique capabilities.

CR
Chief_Lackey_Rich
2023-10-01 23:39 UTC (in reply to #32)
#33

It is probably best to tweak it to much earlier for a comic book setting unless there’s a compelling story reason not to do so (like dealing with discrimination and sexual harassment in the services). It would be nice if a world full of superheroes was actually better than our own in some tangible ways - they ought to be doing something more than punching villains and saving the world, and encouraging more respect and equality for women is a fine option IMO.

This is true. Although you could do a difficult scene with a the highlight villain(s) as difficult elements (probably King if he’s there, and/or a couple of others) with their upgrades, and the rest as moderate elements with just their base stats. You get a 2:1 trade down that way, leaving some room for an environment and a challenge or something. Alternately, maybe do lieutenant-grade writeups for the team for those times when they’re playing a more minor role in the story.

Oh yeah, she could shapeshift into a mecha-horse, couldn’t she? Forgot about that.

Looking them up, I see the original gang is about two months older than I am, having come out in March 1966. They used the clubs suit for their first few outings, and were all childhood friends who decided to form a costumed gang after Amos Fortune (the original Ace) developed an energy source called “stellaration” which he used to charge up playing cards for everyone allowing luck-manipulation and limited mind control (I think - details hazy). He left the group shortly after their second defeat, whereupon they adopted spades as their suit and got a new Ace. Amos operated with other teams and solo for a while, then eventually came back and killed his old partners while fighting JL Detroit - only Jack escaped.

There have been at least two people behind each “card” over the years. It looks to me like their best stories have been in the DCAU rather than in print, particularly the revamp in Batman Beyond where they were multi-generational family of legacy villains using the the same motif with more grounded gadgetry - and Ace was now an android powerhouse - I think that used to be Ten in some iterations instead.

Oh, and in their debut appearance, they whup the JLA twice before the team decides to fight stellaration energy with stellaration energy and empowers Snapper Carr as “the one card that beats all others” - the Joker. So yeah, the Joker has canonically been the team sidekick of the JLA. Just not that Joker. Being beaten by Snapper is even more humiliating than losing to plain old Jimmy Olsen in one of those brief moments when he hasn’t manifested some gonzo superpower.

FJ
fjur
2023-10-02 22:38 UTC
#34

That becomes even more ironic when one recalls that the real Joker later brainwashed Snapper Carr and turned him against the League.

CR
Chief_Lackey_Rich
2023-10-02 23:42 UTC (in reply to #34)
#35

I think I actually had that issue - or has Joker used that John Dough alias elsewhere?

Returning to their base to try and figure out how to track down John Dough, they are taken by surprise when they find out that he’s been hiding out in their base the whole time.

That sounds like something straight out of Flaming Carrot, who eventually discovered his nemesis had been staying in his spare bedroom for months.

FJ
fjur
2023-10-08 23:50 UTC
#36

And now, after all that team-ery, here’s a solo villain for a change of pace.


Lord Vulcanus

Alias: Count Magnus Sethlans
Approach: Bully
Archetype: Legion

Health: 20 + (:h: × 5)

Powers
Magma :d8:
Magmarian Control :d10:
Presence :d8:

Qualities
Domineering Will :d8:
History :d8:
Insight :d8:

Status: Magmarian minions
9+ minions :d4:
5-8 minions :d6:
3-4 minions :d8:
1-2 minions :d10:
0 minions :d12:

Abilities

  • :boost: Arrogant Ego (A): Boost yourself using Presence. If there are any heroes with their Health in the Yellow zone, use your Mid+Min dice. If there are any heroes with their Health in the Red zone, use your Max+Mid+Min dice.
  • Incomplete Control (I): Whenever multiple of your Magmarian minions all take the same action against the same target, you must roll all of their dice at the same time and use the lowest rolling die amongst them for each minion’s result on that action.
  • :attack: :defend: Pyroclastic Gout (A): Attack using Magma and use your Max die. Defend against all Attacks from that target using your Mid die until the start of your next turn.
  • :recover: Steal Essence (A): Remove any number of your Magmarian minions. Roll their dice and Recover that much Health.
  • Summon Servitors (A): Add two Magmarian minions of size equal to one die size lower than your current status.
  • (U) Empowered Thralls (A): Choose one group of your Magmarian minions in the scene. Upgrade all their dice one size (maximum :d12:). (When using this upgrade, Lord Vulcanus has 5 additional Health.)
  • :overcome: (M) Master of Enforced Order (I): If you have complete control over your immediate surroundings, automatically succeed in an Overcome to organize rabble to accomplish a task.

Lord Vulcanus
Alias: Count Magnus Sethlans
Gender: Male
Age: 40s
Height: 5’9"
Eyes: Amber
Hair: Black
Skin: Light
Build: Staunch
Costume/Equipment: A bright-red set of fine, old-fashioned nobleman’s clothes, including breeches, a coat, and a bright-orange cravat. His Sceptre of Vulcan is wrought from black iron and surmounted by a glowing orange crystal.
Approach: Bully
Archetype: Legion

Biography

Magnus Sethlans was born to an incredibly wealthy family. At a young age, though, his parents taught him a very important lesson: riches alone would not guarantee people’s obedience—for that one must assert a dominating presence and rule through fear. Magnus took their teachings to heart and cultivated his force of personality till he possessed indomitable willpower. Thus Magnus Sethlans became a respected member of high society, even after his parents’ deaths. More recently when Count Sethlans was travelling through Europe, he discovered a ruined shrine dedicated to the ancient Roman God of Fire, Vulcan, on a small island near Sicily called Vulcano. Inside the shrine, he uncovered an ancient artefact of great power. Soon after he clutched the item, several Magmarians rose up from underground. Count Magnus Sethlans soon learned that the relic gave him dominion over the molten creatures. Now, with the control of these fiery underlings, Lord Vulcanus no longer needed to be satisfied with the power his heritage and his presence could afford him, for he could seize whatever he wanted!

Capabilities and Motivations

The Sceptre of Vulcan gives Lord Vulcanus mental control of all Magmarians near him, and the ability to send out a signal that can reach all the way down to the subterranean realm of Magmaria to summon Magmarians to him. The relic also enables him to melt stone into lava or magma and then manipulate the resulting material, which can provide an effective offensive attack. Further, the Lord’s force of personality is immense, and he is very adept at intimating, persuading, and leading others. He’s also learnèd in history, and skilled at discerning the emotional states of others.

Lord Vulcanus has ownership of his family’s hereditary manor, which coincidentally happens to be perched on the edge of an active volcano. And in addition to his Magmarian thralls, Count Magnus Sethlans certainly has the means to hire mundane muscle on occasion.

The plots of Lord Vulcanus vary; sometimes they consist of acquiring more wealth or burgling rare art objects, while other times they entail seizing control of entire cities or even larger areas, or perhaps simply retaliating at an upper-class acquaintance who slighted him in the past.

Upgrades

Occasionally, Lord Vulcanus can channel even more of the sceptre’s power into his Magmarian minions, greatly increasing their potency and strength.


Editor’s Notes

Ya know, I don’t think it’s ever really established where or what Magnus Sethlans is “Count” of. (Presumably if he was asked what he’s Lord of, he’d say something like "The entire world is my domain!")

His surname comes from Vulcan’s Etruscan counterpart.

I seriously considered listing his Magma power as Magma / Lava, simply to satisfy geology pedants, before deciding against it. : ) His Magmarian Control power is simply a more narrow version of the Suggestion psychic power.

See pages 411-412 and 426-427 of the core rulebook for more information on Magmarians, their home of Magmaria, and their minion stats. Magmarians added to the scene by Lord Vulcanus’s Summon Servitors ability will probably be Inner Core Tunnelers or Crystal Collectors, while those acting as scene elements can also be Seismic Defenders or Ember Shamans.

FJ
fjur
2023-10-13 16:54 UTC
#37

Lord Vulcanus has some pretty lofty ambitions, so here’s another villain whose goals are much more down-to-earth.


Hench
“I’m the best in the business, mate. If you want a minion, you can’t do better than me.”

Alias: Henry Hengstmann
Approach: Skilled
Archetype: Indomitable

Health: 35 + (:h: × 5)

Powers
Awareness :d6:
Deduction :d8:
Strength :d10:

Qualities
Alertness :d8:
Criminal Underworld Info :d10:
Fitness :d10:
Henchman Extraordinaire :d8:
Leadership :d8:
Technology :d8:

Status: Constant
Always :d8:

Abilities

  • :boost: Analytic Preparation (A): Boost yourself using Alertness and use your Max die. That bonus is persistent and exclusive.
  • :defend: Counterstrike (R): When Attacked, Defend yourself by rolling your single Fitness die. Deal that much damage to another target.
  • :recover: Jack of All Trades (A): Take any basic action using your Max die. Recover Health equal to your Mid die.
  • Tough Minion (I): Reduce damage dealt to you by 2.
  • (U) Criminal Associates (A): Replenish your minion squad up to :h:.
  • :overcome: (M) Master Mercenary (I): If you have been given a contract to perform a specific task, automatically succeed at an Overcome in a situation where the difference is getting paid and not getting paid.

Hench
Alias: Henry Hengstmann
Gender: Male
Age: 30s
Height: 6’1"
Eyes: Grey
Hair: Black
Skin: Light
Build: Muscular
Costume/Equipment: A black-and-white striped shirt, black trousers and suspenders, and a black bowler hat.
Approach: Skilled
Archetype: Indomitable

Biography

Henry Hengstmann started out his criminal career as a fresh-faced new recruit in a small-time street gang. Things started to go well for the gang, they pulled off a number of robberies, and Hengstmann started to climb the ranks of the gang. But that was all shattered when the gang was rounded up by police and jailed. After Hengstmann got out, he decided to start his own gang, with him as the boss. He reasoned that the only reason his old gang got caught was because the boss was incompetent. He wouldn’t make the same mistakes.

Hengstmann gathered several crooks, and his new gang began to take shape. Under Hengstmann’s leadership, they managed to pull a number of successful heists, and things were once again looking up. But being the leader of such a successful outfit put a target on Hengstmann’s back from both law enforcement and rival criminals. That mounting stress proved to be a hindrance to Hengstmann’s efficacy and made him paranoid. And his paranoia resulted in his gang getting taken apart by a rival gang. Only Hengstmann escaped.

Hengstmann had had enough of gang-work. It was too risky, being tied down to one place and one group like that. Plus he didn’t like having someone else be his boss and not let him go about operations the way he wanted to, and nor did like having to deal with all the stress of being a boss himself. So Henry Hengstmann turned to mercenary work, taking the moniker of Hench. This, being a henchman for hire, suited him far better. He could stay on the move, making him a hard target to catch, and he was free to go about jobs the way he wanted, and without worrying about being in charge.

Capabilities and Motivations

Hench is a consummate henchman. His skills are very versatile, and he is possessed of a muscled physique, a sharp mind, and alert senses. He is equally adept at breaking legs, hacking into automated security systems, leading groups of minions, and using his criminal underworld contacts to get anything his employer needs. This versatility is often his main selling-point for employers, as he is neither dumb muscle nor a frail genius, but the best of both.

Upgrades

Hench’s extended workings with the criminal underworld have caused him to make many associates and acquaintances, many of whom owe him. Hench doesn’t hesitate to call on these crooked acquaintances when his employer has tasked him with a particularly difficult job.


Editor’s Notes

Hench is designed to be the quintessential Genius Bruiser. That was pretty much my whole inspiration for him: he’s the best henchman ever 'cause he’s both strong and smart. His combat heuristic is fairly simply, at first glance:

  1. On the first round, use Analytic Preparation to get a big persistent bonus.
  2. Use Jack of All Trades every round thereafter.

(I suppose a possible exception would be if the heroes destroyed his persistent bonus, he might want to make another.)

But the complexity of Hench comes from which basic actions he decides to take, which will depend on his goal. Overcomes for stealing or infiltrating, Attacks for fighting, Defends for bodyguarding, Boosts for leading, etc.

CR
Chief_Lackey_Rich
2023-10-13 20:52 UTC (in reply to #37)
#38

Versatile baddie who could easily become a recurring villain the heroes get used to seeing, maybe even turning into a frenemy.

Comparing it to my own Skilled Indomitable villain, it says a lot about the system’s versatility that we share two of the four ability options and still wound up being pretty much completely different in terms of style.

FJ
fjur
2023-10-14 16:12 UTC
#39

Indeed. That is the nice thing about mercenary types; they are very easy to justify being in a story.

You’re talking about Shift X, right? Yeah, one’s a compelling shapeshifter, the other’s a tough-and-smart henchman.

CR
Chief_Lackey_Rich
2023-10-14 16:56 UTC (in reply to #39)
#40

Yep. In hindsight they’re a bit too close to Mystique in terms of concept, although I did try for a much more mysterious alien mindsight in their background fluff.

FJ
fjur
2023-10-18 16:17 UTC
#41

I mean, the parameters that you had to work within—mutant shapeshifter—were pretty narrow to begin with, so I don’t think anyone can really blame you. But I do think that the enigmatic and mysteriousness go a long way towards differentiating them from Mystique, as (despite being a shapeshifter) she’s really not that unknown; we know a fair bit about her background, motivations, and capabilities.

FJ
fjur
2023-10-22 01:48 UTC
#42

Sirrush the Warrior

“Ha ha ha! Your puny weapons can do nothing against the might of Sirrush!

Alias: The Destroyer of Sumer
Approach: Specialized
Archetype: Bruiser

Health: 40 + (:h: × 5)

Powers
The Blade of Ninazu :d10:
Vitality :d8:

Qualities
Close Combat :d12:
Otherworldly Mythos :d8:
Warrior Spirit :d8:

Status: Health
Green :d6:
Yellow :d8:
Red :d10:

(See page 239 of the Core Rulebook to determine Sirrush the Warrior’s GYRO zones based on his Health and the value of :h:.)

Abilities

  • :defend: Battle Incarnate (R): Defend against an Attack where you’re the only target by rolling your single Warrior Spirit die. One other nearby target takes an amount of damage equal to the damage reduced.
  • :attack: Primordial Cleave (A): Attack using Close Combat against one target with your Max die, another with your Mid die, and a third with your Min die.
  • Relentless Ravaging (I): Whenever you Attack a target that you have dealt damage to at least once already in this scene, gain a +1 persistent and exclusive bonus against that target.
  • :boost: Thrive on Battle (R): When Attacked, use the amount of damage taken by the Attack to Boost yourself.
  • :attack: Warrior’s Strike (A): Attack using The Blade of Ninazu. If you are Green status, use your Max die. If you are Yellow status, use the Max+Min dice. If you are Red status, use Max+Min against one target and Mid against another.
  • (U) :attack: Ancient Fighter (I): When you take an action that lets you make an Attack, also make an Attack using your Mid die. (When using this upgrade, Sirrush the Warrior has 20 additional Health.)
  • (M) :overcome: Master of Annihilation (I): If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.

Sirrush the Warrior
Alias: The Destroyer of Sumer
Gender: Male
Age: 8,000 years
Height: 8’2"
Eyes: Solid orange
Hair: None
Skin: Varies from blue, to purple, to red
Build: Massively muscular
Costume/Equipment: A brown skirt with blue and red detailing is the only clothing that Sirrush wears. The Blade of Ninazu is a bronze scimitar set with crimson gemstones in the handle.
Approach: Specialized
Archetype: Bruiser

Biography

Sirrush the Warrior is an ancient battle-spirit that hails from the earliest human civilisations of Mesopotamia. Not even the most learned of sages know his origin, though several possible explanations have been offered; he could be an otherworldly daemon or a once-mortal warrior; he could have been a servant of a war god such as Nergal or Ishtar, or the creation of a powerful mortal mage. But what is known is that Sirrush is a being of battle incarnate. He is also effectively immortal; he does not age, and on the rare occasions when when his physical form is somehow destroyed, his essence retreats back into his weapon, the Blade of Ninazu. Then, the next time the sword is touched by a living being, Sirrush consumes that being’s lifeforce (slaying it in the process) and uses the energy to recreate his form.

Thusly, Sirrush has existed throughout most of human history. In his lifetime, he’s fought countless foes, including Mongols, samurai, centurions, an immortal Maori, knights, and modern-day superhuman champions. He’s also taken part in numerous wars, including the Crusades, the Hundred Years War, the World Wars, and the Thorathian Invasion of Earth.

Capabilities and Motivations

As Sirrush is a being whose very essence is conflict, it is difficult to defeat him with physical violence alone. The more that Sirrush is attacked, the stronger he becomes. If he’s damaged enough, he can destroyed, but not before gravely wounding his foes. Finding a way to mystically trap his essence in his blade, or restrain him in some other way, are always viable alternatives.

Sirrush’s Blade of Ninazu is a vicious weapon in his hands, able of cleaving through stone, steel, and durasteel with equal ease. Sirrush’s durability is also remarkable, as it takes a very significant amount of force to vanquish him. Further, Sirrush is a master combatant, having millennia of experience in battle — his skill is almost unparalleled in this field. Also, Sirrush seems to possess knowledge of otherworldly planes and powerful magical beings.

Sirrush’s hide’s default colouration is that of a dark azure. However, when he becomes more wounded in battle (and thus more powerful), his skin shifts to a purple colour. Finally, when he is at his most damaged and most powerful, his hide becomes a menacing crimson hue.

Sirrush the Warrior’s motives have never been entirely clear. All that is known is that his only goal seems to be to fight. To what ends, though, it is likely only he knows.

Upgrades

As mentioned, Sirrush the Warrior is a paragon of battle. When he strikes, he strikes hard, and fast, and with singularly unstoppable might.


Editor’s Notes

The name of “Sirrush” comes from Mesopotamian mythology, as does “Ninazu.” However, as is often done in comics, those actual mythological beings have practically nothing in common with this character here; the names have just been ripped by a comic writer.

The genesis of this guy came from a pretty simple seed of an idea — some kind of daemon-monster thing that gets stronger the more you fight it. The Bruiser Archetype — and the Thrive on Battle / Bring It On! ability specifically — are both really great for this kind of thing. And he’s Specialized because he’s just really good at fighting.

Although Sirrush’s description mentions some things specific to the Sentinel Comics Universe — such as Haka, Thorathians, and durasteel — he can of course be used in your homemade setting with no difficulty.

CR
Chief_Lackey_Rich
2023-10-22 02:40 UTC (in reply to #42)
#43

Good straightforward iconic character design, and he could even be used as a (very dangerous and untrustworthy) ally of convenience. Plenty of villains out there can offer him a good fight too, after all. The dual reactions work well with one another, giving you something to use whether you’re facing multi-target Attacks or not. Also like the fact his current health is color-coded. :slight_smile:

Once again interesting that your Specialized Bruiser build is so focused on unrelenting offense, where mine wound up being a more defensive bodyguard type. Interesting how much variation you can with just a 6x6 matrix of abilities to choose from.

FJ
fjur
2023-10-22 17:39 UTC
#44

Certainly! You know, the more that I think about him, the more that Sirrush seems like an Evil Haka. They’re both immortal warriors who’ve existed throughout history and enjoy fighting, but Haka fights to stop innocents from getting hurt, whereas Sirrush fights just to hurt people.

Heh, yeah. I was originally just going to give him a red complexion, but then I started considering other colours, before getting the idea to link it to his GYRO, as he is all about getting stronger the more hurt he gets.

Yeah, it is certainly a dramatic juxtaposition. : ) The Villain building blocks are really fantastic in this way; you can have the same Approach-Archetype combo but with entirely different playstyles. This kinda makes me want to intentionally try to build two different villains with the same A-A and make them as completely different as possible.

CR
Chief_Lackey_Rich
2023-10-22 18:44 UTC (in reply to #44)
#45

I suppose it might be a little too on-the-nose to have a villain who literally glows in stoplight colors and goes dark when they drop, but I’m still going to have to make one someday. :slight_smile:

I’ve got another 52 pairings to go before I start playing around with that, but it would be an entertaining project.

FJ
fjur
2023-12-01 21:16 UTC
#46

Er, ahem, uhm . . . is this thing on? Alright — I’m back!

So, uhm, as I’m sure you’ve noticed, I’ve not posted in this thread for a couple of months. Sorry 'bout that. Real Life stuff got busy, and well, it kind of got away from me, and before I knew it it had been two months.

But I’m back now, and should be posting more regularly. So, let’s get back into it!


Mistress Mystic

“No longer shall you plebeians be free to govern yourselves — for you are now under the mystical rule of Mistress Mystic!

Alias: Dr. Mary Morgause
Approach: Disruptive
Archetype: Inventor

Health: 30 + (:h: × 5)

Powers
Fire :d10:
Gadgets :d8:
Lightning Calculator :d8:
Toxic :d10:

Qualities
Banter :d8:
Creativity :d8:
Magical Facade :d8:
Science :d10:

Status: Inventions & Mods
4+ Inventions or mods :d12:
2-3 Inventions or mods :d10:
1 Invention or mod :d8:
0 Inventions or mods :d6:

Abilities

  • :attack: :hinder: Caustic Burst (A): Attack multiple targets using Science. Use your Min die. Hinder each target with your Max die. If one of those targets rolls doubles on their next turn, they take damage equal to the penalty.
  • :boost: :hinder: :attack: Chemical Weaponry (A): Boost using Gadgets. Hinder with your Max die. Attack with your Min die.
  • :attack: Corrosive Conflagration (A): Attack using Fire and at least one bonus. If you have multiple bonuses, you may also Attack another target using the Min die and one other bonus, and may also Attack a third target using the Max die and a third bonus.
  • :hinder: Preemptive Splash (R): Whenever a target takes a Hinder action against you, you may first roll your Toxic die as a Hinder on them.
  • (U) Weakening Fumes (I): While the scene is in the Green zone, all heroes’ power dice at :d8: or above are reduced one size. In the Yellow zone, all heroes’ power dice at :d10: or above are reduced two die sizes. In the Red zone, all heroes’ power dice are treated as if they are :d4:.
    • Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a power entirely until this ability is removed. (When using this upgrade, Mistress Mystic has 10 additional Health.)
  • (M) :overcome: Master of Mad Science (I): As long as you have access to materials, you can automatically succeed when Overcoming a challenge by using scientific principles and inventions.

Mistress Mystic
Alias: Dr. Mary Morgause
Gender: Female
Age: 50s
Height: 5’5"
Eyes: Green
Hair: Greying brown
Skin: Light
Build: Average
Costume/Equipment: A green dress with purple accents and a tall, wide-brimmed hat in similar colours.
Approach: Disruptive
Archetype: Inventor

Biography

Mary Morgause was a chemist. And yet, despite her vast knowledge of the workings of the materials of reality, she didn’t get the respect that she felt was her due. She was treated like just any other person by those around her, not like someone who could control the very building blocks of matter!

To remedy this grave injustice, Dr. Morgause decided to don a supervillainous alter-ego to inspire terror and respect in the laypeople. Taking the name Doctor Materia, she kidnapped the mayor of the city and declared herself its new ruler. However, a group of heroes easily defeated her, as they quickly concocted an antidote to the caustic gas that she was using the threaten the city.

After escaping her subsequent incarceration, Dr. Morgause went to work on her next nefarious scheme. She had learned that being just another mad scientist supervillain wouldn’t get her the abject terror and obedience that she craved; another pesky hero would always come along and out-think her.

Thus Dr. Morgause hit upon the idea to veil her scientific prowess behind the facade of magic! The appearance of such supernatural power would be sure to cow the common masses into submissive veneration, and would make it more difficult for heroes to come up with their own scientific solutions to her chemical genius. And so, Mistress Mystic was prepared to act!

Capabilities and Motivations

Mistress Mystic uses various chemical substances to imitate acts of magic. She can release bursts of caustic gas that harms and debilitates, fling vials of corrosive “potions,” and “summon” blasts of chemically-created flame.

The main method with which she dispenses her hazardous gases, liquids, and fires is via a discrete mechanical delivery system of tubes and sprayers that she wears concealed by her costume. She can use it to eject her harmful substances from wrist-mounted nozzles, so that it appears she summons them with magical gestures.

Mistress Mystic is also rather quick-witted and excels in science, particularly chemistry, her chosen field of study. She is fairly arrogant and immensely hubristic, and firmly believes in the idea that the most intelligent (i.e. the most scientifically-adept) should rule the rest of society. Due to her own pride, she isn’t too eager to work with other villains, but has done so on occasion with other masterminds of an intellectual bent, though their teamwork could be generously described as teeth-clenched. However, she is always glad to take on subservient underlings, and usually dresses them in faux-magical garb like her own.

Upgrades

Oftentimes, Mistress Mystic will outfit her lairs with an eerie green gas that subtly saps the strength and power of her foes.


Editor’s Notes

Miss M. was partly inspired by an episode of the old 1966 Adam West Batman television program, in which the villainess was aided by an elderly relation who was a chemist but also dressed as a witch for no discernable reason. So, it was that bit of Silver Age silliness that I aimed to capture here.

Also, I think that Miss Mystic likely tries to invoke and weaponise the Arbitrary Skepticism trope; despite comic-book “science” doing such patently impossible things, it seems like supers still get more shaken when they have to deal with “magical” stuff for some reason, so she uses that to her advantage.

Oh, and in case you didn’t know, her surname comes from a famous mythical sorceress.

CR
Chief_Lackey_Rich
2023-12-01 22:31 UTC (in reply to #46)
#47

Fun concept.

This calls for a rival villain who started out in particle physics.

“Molecular chemistry? Mere clumsy parlor tricks compared to the ability to manipulate the fundamental forces of the universe!” - Doctor Strange Quark, the Sorcerer Subatomic

FJ
fjur
2023-12-02 21:50 UTC
#48

If you want a good-quality secret lair or inescapable deathtrap, this guy is who you go to.


The Architect

“Yes! This deathtrap shall be my grandest yet!”

Alias: Archibald Tetch
Approach: Mastermind
Archetype: Domain

Health: 50 + (:h: × 5)

Powers
Inventions :d12:
Remote Viewing :d8:
Robotics :d10:

Qualities
Architecture :d8:
Creativity :d10:
Criminal Underworld Info :d8:
Finesse :d8:
Science :d8:
Technology :d8:

Status: The Environment
3+ environment minions, lieutenants, or challenges :d10:
1-2 environment minions, lieutenants, or challenges :d8:
0 environment minions, lieutenants, or challenges :d6:

Abilities

  • :attack: :hinder: Deadly Architecture (A): Attack one hero using Technology. Hinder all heroes using your Max die.
  • Desperate Adjustment (R): Take 1 irreducible damage to reroll your dice pool on your turn or the dice pool of a hero Attacking or Hindering you.
  • :attack: Explosive Automatons (A): Roll any number of environment minion dice. Attack every target in the scene (other than yourself) with those dice. Remove those minions.
  • Insidious Activation (A): Activate one of the environment’s twists in its current zone or one zone closer to red.
  • Necessary Sacrifice (R): When Attacked, redirect the Attack to an environment minion.
  • (U) Sequestered Control Room (I): You cannot be damaged by anyone except yourself until your control room is breached. The room’s defences have 40 Health, or can be deactivated with three Overcome successes. If a hero takes a minor twist working on it, you can make an Attack as a reaction by rolling your single Inventions die.
  • (U) Reestablish Defences (A): Overcome using Inventions. Use your Max die. On a success, remove one success from the deactivating challenge. Alternatively, instead of an Overcome, use the Max die to Recover that much of the defences’ Health. This ability cannot be used if the control room has already been completely breached.
  • (M) :overcome: Master Behind the Curtain (I): As long as you are not directly involved in the fray and are using your influence indirectly, automatically succeed at an Overcome to manipulate a situation.

The Architect
Alias: Archibald Tetch
Gender: Male
Age: 50s
Height: 5’10"
Eyes: Blue
Hair: White
Skin: Pale
Build: Slight
Costume/Equipment: A grey three-piece suit complete with tailcoat.
Approach: Mastermind
Archetype: Domain

Biography

Archibald Tetch, the world-class architect, had become tired of the challenges that mundane architectural design could afford him. He had mastered the art, and looked for new, novel applications of his craft. He found it one morning when he was reading the paper, and his eyes alighted on an item on a recent supervillain attack. His mind wandered on the subject for a while, before it struck him: supervillains, like anyone else, need someplace to live, and the needs of their abodes are far more challenging to design than normal structures, as they must be able to repel invasion by heroes.

So, calling himself The Architect — a simple alias, he’ll be the first to admit — Archie Tetch offered his services to the super-criminal underworld.

Capabilities and Motivations

The Architect is a master of the craft of architecture, as his moniker implies. Since he’s turned his unique talents to providing for supervillains, he’s designed mainly two types of projects: lairs and deathtraps, although some projects combine features of both.

In addition to various traps, hazards, defences, and robots installed within his creations, the Architect also usually outfits every room with hidden cameras, allowing himself or his client to monitor all the happenings that transpire within the structure.

Upgrades

Often, the Architect will construct a special concealed control room in the complex, from which he can observe the heroes’ futile struggles and control the various functions of his creation. From within this room, he is completely safe from attack, so heroes must breach its defences before taking him on directly.


Associated Environment: Lair of the Architect


Editor’s Notes

The Architect was partly inspired by the Mad Architect, a Golden Age Charlton villain that I read about in the excellent League of Regrettable Supervillains book by Jon Morris. Unsurprisingly, the Mad Architect was an architect who went around murdering critics of his work with, I think, mundane weapons like a gun or a knife. I was pretty disappointed by this execution, as I thought it was a waste to have a villainous architect who didn’t even use his architectural prowess for villainy! So here we are.

Due to the way the villain creation system works, I was kind of forced to give the Architect a huge Health total, with him having 70 Health at :h: = 4, which I think is a touch too much for an entirely-unpowered, frail old man. I suppose I could have had his Health total simply represent tearing down his building or locating his control room, but the Defence Shield upgrade just felt so right for that. So, I suppose, when he’s being used without any upgrade, his Health total can represent that, and when he does have an upgrade, his Health total can be, oh, I dunno, some kind of Indestructible Clear Plastic Box that he hides in during a scene while controlling the functions of his structure.

I’ll admit that the “expert in some field who becomes tired of the challenges that field offers and so becomes a supervillain” angle has already been done by me with the King, but eh, motivations are hard.

Incidentally, Archie Tetch here has absolutely no relation to another supervillain of the same name.

And yeah, “the Architect” is a pretty prosaic name, but I think it works for a Golden or Silver Age baddie.

Oh, and in case it wasn’t clear, his Remote Viewing power is simply his extensive network of cameras; he ain’t a psychic.

CR
Chief_Lackey_Rich
2023-12-02 22:42 UTC (in reply to #48)
#49

As they’re so fond of saying on the podcast (or were, back when SCRPG questions were more common), Health means lots of things, not all of which is grounds for calling a personal injury lawyer. Like you said a lot of it could just be having to tear holes in the place to even get near him, with Archie nervously assessing the number of red “critical damage - system offline” lights on his master controls as his GYRO zone gets worse. Perhaps he’s also fond of scattering convincing decoys (holograms, androids, trick mirrors even) around the place that the heroes can mistakenly hurl Attacks at, which can lower his huge Health as they eliminate one more defense and ruin his work. You can sell the harm they’re doing by having him complain more and more about how they’re just a bunch of vandals and not even pausing to appreciate his art and do you know how much that cost to install, you ungrateful thugs?!? :slight_smile:

Literally no one in a supers universe should ever get anything but a “satisfactory” on their performance reviews. If you tell them they suck, they’ll turn villainous and come looking for revenge for the slight, and if you tell them they’re awesome they get bored and become villains out of sheer ennui. Only declarations of mediocrity have any chance of retaining personnel in the long term, and even then you really have to lean into workplace microaggression sensitivity training or you’ll have someone deciding everyone’s laughing at them and showing up at the office with a death ray.

FJ
fjur
2023-12-03 19:14 UTC
#50

Yeah, it’s unfortunate that they’ve stopped addressing mechanical inquiries of all sorts. At least it’s fair, as I believe they’ve also stopped answering questions on SotM. And it does make some sense; the Letters Page has always billed itself as explaining the lore of the games, not the games themselves, and I’m sure there are at least some folks who listen to it but don’t play any of the games, and many folks who listen and only play the card game or the RPG, not both.

I know that Christopher and all the rest of the GTG folks have a whole lot on their plates already, but it would be nice if he and/or some other designers could sit down like, every month or two and answer mechanical questions on any/all of their games, either in audio form or just in like, a newsletter or blog-type thing. And they could use the same submitting-questions-via-electronic-form thing they use for the podcast.

Or, ya know, they could just set up those FAQs they’ve been promising forever. Maybe if a bunch of folks petition them all at once? : (

Very good points, all of these. : )

Plus, the availability of such death rays is just alarming.

FJ
fjur
2023-12-03 20:08 UTC
#51

And now, behold a villain born entirely out of a dumb portmanteau name! ; )


The Wrecko

“Ah, destruction — my favorite pastime!”

Alias: Gene Gekkota
Approach: Disruptive
Archetype: Fragile

Health: 15 + (:h: × 5)

Powers
Agility :d8:
Awareness :d8:
Explosives :d10:
Wall-Crawling :d10:

Qualities
Acrobatics :d10:
Alertness :d8:
Banter :d8:
Demolitionist :d8:

Status: Health
Green :d10:
Yellow :d8:
Red :d6:

See page 239 of the Core Rulebook to determine the Wrecko’s GYRO zones based on his Health and the value of :h:.

Abilities

  • :defend: Acrobatic Dodge (R): When Attacked, Defend yourself by rolling your single status die. If the damage is reduced to 0, you may move to anywhere else in the scene.
  • :attack: :hinder: Chaotic Detonations (A): Attack multiple targets using Demolitionist. Use your Min die. Hinder each target with your Max die. If one of those targets rolls doubles on their next turn, they take damage equal to the penalty.
  • :attack: :defend: Evasive Strike (A): Attack using Acrobatics and use your Max die. Defend against all Attacks against you with your Min die until the start of your next turn.
  • Opportunistic Jab (R): When Attacked by a hero with a penalty, that hero takes damage equal to the size of that penalty.
  • (U) Quality Upgrade (I): Increase all of the Wrecko’s quality dice by one size, except for Demolitionist. (When using this upgrade, the Wrecko has 20 additional Health.)
  • (M) :overcome: Master of Annihilation (I): If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome where a show of overwhelming force can solve the problem.

The Wrecko
Alias: Gene Gekkota
Gender: Male
Age: 20s
Height: 5’8"
Eyes: Brown
Hair: Black
Skin: Brown
Build: Lithe
Costume/Equipment: Form-fitting green and black bodysuit that leaves only his face bare, green-tinted nightvision goggles, and black belt with many pouches and compartments for explosives.
Approach: Disruptive
Archetype: Fragile

Biography

Even from a young age, Gene Gekkota enjoyed destroying things. It simple gave him a rush that nothing else could. A vandal and a pyromaniac, he was a very undisciplined youngster. This behaviour of his greatly contrasted with that of his parents, who were both rather stalwart types, plus his father was a strict Army Major. Once he became an adult, Gene left home with his father’s Army keycard. He used it to sneak into a nearby Military supply depot and pilfer cutting-edge explosives. He soon found that he could turn his penchant for demolition into a source of income, and hired himself out as a The Wrecko, a freelance mercenary who specialised in the utter annihilation of buildings and other structures.

Capabilities and Motivations

The Wrecko is naturally both very agile and very observant. He has sharp eyes and ears, and is capable of performing all sorts of acrobatic manoeuvres. He also has a quick tongue and a cutting wit.

The Wrecko utilises two main forms of technology in his capers. The first is a variety of high-tech explosive devices that he’s pilfered from various manufacturers, laboratories, and other places. The second is a bleeding-edge grav-suit, outfitted with special mechanisms that allow the wearer’s hands and feet to adhere to any surface, enabling him to effortlessly climb on vertical walls and upside down on ceilings. This added mobility, combined with the Wrecko’s own innate athleticism, makes him a tricky target to pin down, and allows him to lob explosives at heroes without fear of reprisal.

The Wrecko has no particular qualms against working with other ne’er-do-wells, as they can serve as excellent distractions while he goes about his demolitions work, but that is essentially the limit of his cooperation.

Upgrades

Occasionally, the Wrecko’s acrobatics training can heighten his skills and alertness.


Editor’s Notes

Yes, the entire reason this character exists is because I came up with the name, which is merely a portmanteau of wreck and gecko, hence his penchant for destruction and his wall-crawling ability. That, and his agility, banter, and reliance on tech kind of make he seem like an evil Spider-Man.

Oh, also, gekkota.

In general, the Wrecko will use Chaotic Detonations to lob bombs at the heroes, alternating with Evasive Strike to land a particularly big blow on a particularly troublesome opponent. He increases the frequency of his usage of Evasive Strike the more damaged he gets, however. Further, he’ll likely respond to any but the puniest of Attacks with Acrobatic Dodge, only using Opportunistic Jab if he’s at or near his full Health.

The Wrecko is a Fragile villain, and certainly does live up to that description, usually having about the same Health as a single hero. Hopefully, this is mitigated somewhat by the Defends from Acrobatic Dodge and Evasive Strike, as well as the penalties produced by Chaotic Detonations. Further, scenes involving him will likely feature challenges or an environment to represent the havoc his explosions cause, or other foes that he’s working with to distract the heroes from him.

If you want to have him set up some really big bombs that the heroes need to defuse (or chuck into space), I’d recommend modelling them as challenges to be Overcome; I could see them either having their own timers, or just detonating if the scene tracker runs out. In either case, the Wrecko’s job would primarily be stopping the heroes from defusing them, likely making heavy use out of the Hinder from Chaotic Detonations.

Unfortunately, Gene’s Quality Upgrade doesn’t affect his Demolitionist quality, which is one of the two qualities he uses most. Also, I very well could have simply made him a Master Mercenary, but nah, Master of Annihilation is so much more on-point.

CR
Chief_Lackey_Rich
2023-12-03 21:00 UTC (in reply to #51)
#52

Amusing, right up until he blows up your secret headquarters. Definitely one to use with some free-standing challenges, and he might consider using Overcomes to create some lesser disarm challenges during play.

Consistently takes first place in the Most Likely To Vanish In A “No One Could Survive That!” Explosion category of the annual Villainous “Deaths” competition, which really pisses Nitro off no end. :slight_smile:

FJ
fjur
2023-12-05 16:30 UTC
#53

Oh absolutely, on the challenges. And yeah, he doesn’t present that formidable-seeming of a threat, as he’s just a quippy guy who jumps around in a green supersuit, but he can certainly be very destructive if left unchecked.

Semi-relatedly, I do think that he only gets a thrill out of blowing stuff up, not people. He’s fine fighting supers, and definitely doesn’t check if buildings he demolishes are evacuated, but he’s not gonna hurl a bomb into the middle of a crowd or pull a gun on an innocent.

CR
Chief_Lackey_Rich
2023-12-05 16:44 UTC (in reply to #53)
#54

Yeah, that would be mean.

FJ
fjur
2023-12-14 01:26 UTC
#55

It seems like it’s getting windier and chillier every day now 'round these parts. So here’s a villain inspired by that.


Windswept

“Face the wind, and despair.”

Alias: Gale Zephyrs
Approach: Focused
Archetype: Guerrilla

Health: 35 + (:h: × 5)

Powers
Cold :d8:
Weather :d12:

Qualities
Chosen of the Tempest :d8:
Conviction :d10:
Magical Lore :d8:

Status: Engaged Opponents
4+ Engaged opponents :d10:
2-3 Engaged opponents :d8:
0-1 Engaged opponents :d6:

Abilities

  • :defend: Bulwark of Wind (A): Defend yourself using Weather. This Defend lasts until your next turn. If an Attack deals more damage than the Defend’s value, end the Defend and Attack the attacker equal to the Defend.
  • Chill Essence (I): Ignore all damage from Cold.
  • :hinder: :attack: Hammering Squall (A): Hinder one target using Weather. Use your Max die. Attack that target using your Mid die.
  • Nature’s Fury (I): At the start of your turn, gain a bonus equal to the number of opponents that Attacked you since your last turn.
  • :attack: Vicious Gusts (A): Attack using Conviction, using the Max die against one target, Mid die against a different target, and the Min die against a third target. If you Attack three different targets, the damage is irreducible.
  • (U) Recruit the Faithful (A): Replenish your Followers of the Wind minions up to :h:.
  • (M) :overcome: Master of Total Chaos (I): If you are in a situation where everything is spiralling out of control, automatically succeed in an Overcome to accomplish a task by throwing out the rules.

Windswept
Alias: Gale Zephyrs
Gender: Agender
Age: 20s
Height: 5’7"
Eyes: Extraordinarily bright blue
Hair: Bluish white
Skin: Pale
Build: Slim, androgynous
Costume/Equipment: Flowing blue robes.
Approach: Focused
Archetype: Guerrilla

Biography

Gale Zephyrs was a radical young environmentalist. They were immensely frustrated by the world’s governments’ failures to protect the natural world, and by their own inability to effect change. Sure, they could “petition their representatives,” but they knew that that wouldn’t really accomplish anything. Those in power were too stubborn and lazy to make the radical changes that were necessary to change the planet. And Gale was helpless to do anything else.

Or so they thought. One day they stumbled upon an ancient tome at the local public library that described the existence of natural entities composed of pure elemental essence. Beings of the earth, of fire, of plantlife, of water, and of the wind. Gale spent months researching these entities, and ultimately developed a plan to try to contact them.

They hiked to the tallest peak in the area during a raging thunderstorm, and called out to the spirits of air and sky. They pled for the spirits to visit vengeance upon those who’ve despoiled the natural world. The spirits heard their entreaties, and took heed. One wind elemental revealed itself to Gale Zephyrs, and offered them power. They accepted, and the two bonded together. Now, with the power of the skies at their command, Windswept strikes out at despoilers of all kinds!

Capabilities and Motivations

Windswept can control wind. This ability allows them to summon forth high-speed gusts that can batter heroes about like leaves, damage and sometimes even destroy buildings and other structures, and form a protective barrier of air around themself. Windswept can’t create any weather effects besides wind, like rain, hail, snow, lightning, or thunder, however — but if such phenomena are already present, they can seize control of them and increase or decrease their magnitude and force.

Further, Windswept has a limited control over cold, being immune to the harmful effects of even the lowest temperatures and able to decrease the temperature of their area at will. Additionally, Windswept’s research has resulted in them acquiring a fair amount of arcane lore, and they’ve become moderately familiar with the magical community.

Windswept is immensely dedicated to their cause; they will go to great lengths to protect the natural world, even if that means straight-up attacking towns and cities due to their belief that their mere presence is deleterious to nature.

Upgrades

Windswept is able to spread the essence of the wind elemental that inhabits them to others. Soon after gaining their new powers, Windswept reached out to other like-minded eco-radicals and granted them a measure of their power. Furthermore, they’re capable of forcibly taking over weak-willed innocents by flooding them with the elemental’s essence.


Windswept’s Threats

Followers of the Wind
:d8: Minions

Description
These are are ordinary people who have been overcome by the Essence of Wind, and now aid Windswept’s cause. They all have a hollow look in their eyes.

Ability
Craft the Maelstrom: Followers of the Wind have +1 to Attacks for each other close Acolyte (maximum +3).

Tactics
The Followers can Attack and Hinder by summoning mighty gusts of wind; Boost by channelling their power; or Defend by creating shields of wind.

Acolytes of the Wind
:d8: Lieutenants

Description
These are other likeminded eco-radicals who have willingly thrown their lot in with Windswept’s movement. As such, they retain their personalities, unlike those forced into the cause.

Ability
Leaders of the Storm: When an Acolyte of the Wind Boosts, they may roll their die twice and use the lower result to Boost up to three nearby Followers of the Wind.
Potent Powers: Acolytes of the Wind have +2 to Attack actions.

Tactics
The Acolytes can Attack and Hinder by summoning mighty gusts of wind; Boost by channelling their power; or Defend by creating shields of wind.


Editor’s Notes

Is the name wind-swept or winds-wept? OoOoOoh . . .

Huh, Meaningful Name? I’ve no idea what you’re talking about . . .

I did consider choosing Overlord instead of Guerrilla for Windswept’s Archetype, as I liked the idea of them leading a throng of their acolytes. But I also wanted them to be a valid threat on their own. I could definitely see making an alternate build for them that was more minion-focused, though.

The “chill” in Chill Essence is meant to mean cold, not calm.

Windswept’s go-to move is to use Vicious Gusts. They’ll only switch to Hammering Squall if there is one particularly annoying opponent, or Bulwark of the Wind if they have some need to lie low for a round or reposition. Alternatively, Windy could open with Bulwark if they’re accompanied by a cadre of minions, and only break out the Gusts once the heroes prove that they’re a significant threat, likely by taking out a significant portion of their minions, breaking Bulwark’s Defend, or Overcoming a Challenge that Windswept had set up.

This is, coincidentally enough, my second eco-villain after Doctor Shark. I guess I have a type. Of course, I’m not saying that all environmentalists are bad — just those who go around wrecking towns and endangering folks. Windswept is very much an extremist; they could become a temporary ally for heroes for a time, but their disregard for human life would get in the way of a fully-heroic career.

And yeah, I’ll admit that I was kind of inspired a bit by Spirit Island for this one. : D

FJ
fjur
2024-02-14 19:03 UTC
#56

Aaand two months later, we’re back. Things have (evidently) been busy with me lately, with autumn term ending and winter term beginning, so I’m not making any promises about how frequently I’ll be putting things up here, but I do enjoy it, so, yeah.

Anywho, after making a supervillain team themed around chess, I thought to myself, what other motifs can I turn into silly Silver Age-style supervillain gangs? The answer: the English alphabet.


A

“Not even heroes as powerful as yourselves can hope to stand up to the combined might of all twenty-six letters of the alphabet!

Alias: Varies
Approach: Underpowered
Archetype: Overlord

Health: 25 + (:h: × 5)

Powers
Intuition :d6:
Presence :d8:
Strength :d6:
Vitality :d6:

Qualities
Criminal Underworld Info :d10:
Leadership :d6:
Mediocre Fighter :d8:
Persuasion :d8:

Status: Minions & Lieutenants
9+ Minions :d12:
5-8 Minions :d10:
3-4 Minions :d8:
1-2 Minions :d6:
0 Minions :d4:

Abilities

  • :boost: :hinder: :attack: Bark Orders (A): Boost using Leadership. Use your Max die. Hinder using your Mid die. Attack using your Min die.
  • Chutzpah (I): Whenever you would be reduced to 0 or fewer Health, prevent that damage and reduce all your power dice by one size. If this reduces any dice to below a :d4:, you are knocked out.
  • Extensive Outfit (A): Use Criminal Underworld Info to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
  • :attack: :defend: Lead from the Back (A): Attack using Presence and use your Max die. Defend against all Attacks against you until the start of your next turn using the number of your minions.
  • Sacrificial Dodge (R): Redirect an Attack to one of your minions.
  • :attack: Unwise Offensive (A): Attack using Strength. Use your Max+Mid dice. Take irreducible damage equal to your Min die. If you roll doubles, you cannot use this ability again for the rest of the scene.
  • (U) Power Upgrade (I): Increase all of A’s power dice by one size. (When using this upgrade, A has 20 additional Health.)
  • (M) :overcome: Master of Enforced Order (I): If you have complete control over your immediate surroundings, automatically succeed in an Overcome to organize rabble to accomplish a task.

A
Alias: Varies
Gender: Varies
Age: Varies
Height: Varies
Eyes: Varies
Hair: Varies
Skin: Varies
Build: Varies
Costume/Equipment: Varies. The garb of the individuals who have held this mantle over the years has ranged from traditional gangster suits to formfitting supersuits.
Approach: Underpowered
Archetype: Overlord

Biography

The mantle of “A” does not refer to just one person. Rather, it is always the name of the leader of the low-level street organisation known as the Alphabet Gang.

The first person to hold this position was Abe Andrews, a small-time crook who had nonetheless acquired an extensive familiarity with the criminal underworld. He used those connexions to gather twenty-five other professional criminals and form the first iteration of the Alphabet Gang. Under A’s leadership, the gang managed to pull of some fairly respectable heists — though they were still far from the level of supervillainy that most dedicated to the occupation achieve.

After a while, though, the law — and its superheroic allies — finally caught up with them, and A and the rest of the Alphabet Gang were caught and jailed. Abe Andrews did eventually escape and form a second iteration of the outfit with some of the same members and some new blood, but was again defeated.

Years later, the Alphabet Gang resurfaced, this time with all new members, including a new A: a man named Alexander Adams. After some capers under Adams’ guidance — some successful, some not so — the gang faded away again.

This pattern would continue over the years — a new A would gather a new Alphabet Gang, who would perform some criminal activities, before eventually either being captured or simply disappearing into obscurity to be replaced by a new holder of the mantle. Over the years, those who have called themselves A in addition to the first two have included Alison Armstrong, Ali Aziz, and Alejandra Alvarez.

Capabilities and Motivations

All of those who have held the mantle of A have shared some similar characteristics — namely, they’ve been charismatic and well-connected in the criminal underworld, and have had middling physical prowess and tactical skills.

Their real strength, though, comes from their Alphabet Gang, which always consists of 26 competent malcontents of varying skillsets, each one assigned a codename consisting of one letter of the English alphabet. Whenever they are confronted by costumed do-gooders or mundane law enforcement, A relies on the sheer numbers of their underlings to overcome the opposition. A usually hangs back in such altercations, placing their allies betwixt themselves and their foes. Granted, that usually leads to a number of their members being taken into custody, but as long as A gets away, they can refill the ranks.

Upgrades

A does occasionally get access to some superscience tech or other valuable loot that boosts their capabilities and resilience.


Alphabet Gang Threats

B
:d8: or :d10: Lieutenant

Description
The individual called B is always A’s second in command, and is invariably a crook with considerable physical might to supplement A’s charisma and the gang’s numbers. The first B was “Brawny” Bob Braunstein, who was succeeded in the position by Benny Brockenheimer, Bogdan Babushkin, and Beth Bradley.

Abilities
Consummate Number Two: When B is Boosted by A, the resulting bonus is persistent and exclusive.
Tough Brute: When B makes a damage save, they roll twice and take the higher result.

Tactics
B does whatever A directs them to do, which is usually either guarding A with Defends or dealing with any meddling heroes with Attacks and Hinders.

Alphabet Gangsters
:d6: or :d8: Minions

Description
Assorted crooks who’ve been rounded up by A to form the newest iteration of the Alphabet Gang. Their skill levels tend to vary — sometimes they’re professional heisters, othertimes they’re little more than your average street thugs.

Ability
Strength in Numbers: An Alphabet Gangster has +1 to an action if at least two nearby allies are taking the same action.

Tactics
Their solution to any obstacle is always elegantly simple: overwhelm it with sheer numbers.


Editor’s Notes

Frankly, it’s not a real appearance of the Alphabet Gang if all twenty-six members don’t appear over the course of the story arc. I believe that all of them could feasibly appear in one scene, but a scene that’s only opponents (or even just mostly opponents), can be dull, tedious, and / or overwhelming for the heroes, so one could certainly split all twenty-six of them across two or more scenes.

The variable die sizes for B and the gangsters are there to show that the competency of the gang’s members have varied over the incarnations.

Also, I imagine that there has been at least one iteration of the group that wore monogrammed shirts which prominently displayed each member’s letter in big type right there on the chest, like all those henchmen from the 1966 Batman show.

CR
Chief_Lackey_Rich
2024-02-14 19:57 UTC (in reply to #56)
#57

Back in my Villains & Vigilantes days I did something similar with a gang called the Devil’s Dozen, who had thirteen members because of course they were cheating, they’re criminals. You’re clearly twice as ambitious as I was.

Goofy theme gangs are too good not to include in a supers game.

SE
Sea-Envy
2024-02-15 11:44 UTC
#58

I have a group called the Jurr-E (E for Execution) a squad of 12 vigilantes with weapons based on methods of execution (except for “Life” who is the medic)
Of course, they are the type of “Vigilantes” that are more like serial killers with some justification.

and then there is my private boarding school for super villainesses where there are all addressed formally as Miss (codename)

FJ
fjur
2024-02-17 03:36 UTC
#59

Quite right!

Oh yeah, I remember them!

FJ
fjur
2024-02-17 03:36 UTC
#60

Anyways, in contrast, here’s a villain who works alone . . . well, sort of.


Miss Multitudes

“When everyone is me, I’ll have whatever I want! Ha ha ha ha!”

Alias: Valerie Martins
Approach: Disruptive
Archetype: Inhibitor

Health: 30 + (:h: × 5)

Powers
Agility :d8:
Duplication :d10:
Suggestion :d8:
Telepathy :d10:

Qualities
Acrobatics :d10:
Human Virus :d8:
Science :d8:
Self-Discipline :d8:

Status: Penalised Heroes
3+ Heroes with at least one penalty :d10:
1-2 Heroes with at least one penalty :d8:
0 Heroes with at least one penalty :d6:

Abilities

  • :attack: Momentary Control (A): Attack using Suggestion. Use your Max die. A target dealt damage this way Attacks an ally by rolling their single largest power die.
  • :defend: Psychic Feedback (R): When Attacked by someone with a penalty you created, Defend by rolling your single status die, and the attacker also suffers that much damage.
  • :hinder: :recover: Siphon Vigour (A): Hinder using Telepathy. Use your Max die. Recover using your Min+Mid dice.
  • :hinder: Viral Conversion (A): Hinder using Duplication. That penalty is persistent and exclusive. As long as that penalty is in play, reduce damage dealt to you by 1 and whenever you are dealt damage, the target with this penalty takes 1 irreducible damage.
  • (U) Airborne Contagion (I): While the scene is in the Green zone, all heroes’ quality dice at :d8: or above are reduced one size. In the Yellow zone, all heroes’ quality dice at :d10: or above are reduced two die sizes. In the Red zone, all heroes’ quality dice are treated as if they are :d4:. (When using this upgrade, Miss Multitudes has 10 additional Health.)
    • Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a quality entirely until this ability is removed.
    • If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the controlled version of that hero.
  • (M) :overcome: Master of Total Chaos (I): If you are in a situation where everything is spiralling out of control, automatically succeed in an Overcome to accomplish a task by throwing out the rules.

Miss Multitudes
Alias: Valerie Martins
Gender: Female
Age: 20s
Height: 5’6"
Eyes: Brown
Hair: Blonde
Skin: Light
Build: Thin
Costume/Equipment: Red crop top, shorts, and thigh-high boots.
Approach: Disruptive
Archetype: Inhibitor

Biography

Valerie Martins was a new intern at a local bioscience lab. However, one night when she was working late, a faulty containment unit malfunctioned and released a virulent supervirus which Valerie was exposed to. Collapsing instantly from the infection, she was found an hour later by the other lab researchers. There was no known cure for the virus, so, as a last-ditch effort, the scientists administered an unstable, experimental new miracle cure that the lab had been developing, in the hopes that it could save her. It did immunise Valerie to the virus, but it also imprinted her DNA patterns onto the supervirus, transforming her into a living contagion. Not one to let an opportunity pass her by, she decided to use her newfound abilities to acquire the wealth and power that she craved.

Capabilities and Motivations

Miss Multitudes’ physiology is altered so that her cells constantly produce her supervirus, which is transmitted via touch. It takes effect almost immediately after infection, and overwrites the genetic code of any infected individuals, transforming them into exact physical duplicates of Valerie Martins, though they do retain their minds, and, in most cases, any superhuman abilities that they possess, though such powers are usually dampened by the genetic overwrite.

However, the process does create a psychic link betwixt Miss Multitudes and the transformed, allowing her to launch psionic attacks at them and to momentary take control of their actions — though only very briefly. Also due to the link, whenever Miss Multitudes is harmed, a fraction of her pain is transferred to those she has transformed. She can also draw mental energy from her victims and use it to revitalise herself.

Those who have been transformed carry the virus themselves, and thus can infect others if they touch them. Over the numerous times that Miss Multitudes has surfaced, scientifically-inclined heroes have practically always been able to concoct antidotes to her contagion; however, the virus evolves fast enough that any old antidotes usually prove ineffective when she makes her next appearance.

Upgrades

Miss Multitudes can use her limited scientific knowhow to upgrade her supervirus, making it contagious through air, rather than relying merely on touch to spread her contagion.


Miss Multitudes, Empowered

Alias: Valerie Martins
Approach: Creator
Archetype: Overlord

Health: 30 + (:h: × 5)

Powers
Agility :d6:
Duplication :d10:
Suggestion :d8:
Telepathy :d8:

Qualities
Acrobatics :d10:
Human Virus :d8:
Persuasion :d8:
Science :d8:
Self-Discipline :d8:

Status: Minions
9+ Minions :d12:
5-8 Minions :d10:
3-4 Minions :d8:
1-2 Minions :d6:
0 Minions :d4:

Abilities

  • :attack: :defend: Barrier of Innocents (A): Attack using Suggestion and use your Max die. Defend against all Attacks against you until the start of your next turn using the number of your minions.
  • Infected Mob (A): Use Duplication to create a number of minions equal to the value of your Max die. The starting die size for those minions is the same as the size of your Min die.
  • :attack: Overwhelming Horde (A): Attack using Suggestion and use your Max die, with a bonus equal to the number of minions you control.
  • Resilient Servitors (R): Reroll any number of minion saves against the same Attack.
  • “Why Should I Care About Them?” (R): Redirect an Attack to one of your minions.
  • (U) Airborne Contagion (I): While the scene is in the Green zone, all heroes’ quality dice at :d8: or above are reduced one size. In the Yellow zone, all heroes’ quality dice at :d10: or above are reduced two die sizes. In the Red zone, all heroes’ quality dice are treated as if they are :d4:. (When using this upgrade, Miss Multitudes has 10 additional Health.)
    • Heroes may remove this ability with three Overcome successes. If a hero takes a minor twist, the hero must lose access to a quality entirely until this ability is removed.
    • If a hero is knocked out while this ability is active, you may create a new minion using the hero’s highest power die to represent the controlled version of that hero.
  • (M) :overcome: Master of Conquest (I): As long as you are in command of your own forces, automatically succeed at an Overcome involving seizing an area or capturing civilians.

Capabilities and Motivations

On occasion, Miss Multitudes has created or stolen biotechnology that increases the strength of her viral prowess, and allows her to exert her will over those infected by her, controlling their actions like puppets. Those with strong wills, like many costumed heroes, can resist her influence. Most are not so fortunate, however, as Miss Multitudes can create vast crowds of servitors, which any heroes hoping to confront her must wade through, taking care not to harm the victims of her treachery.


Miss Multitudes’ Threats

Miss Multitudes has access to these minions and lieutenants only when using her Empowered build.

Converted Civilians
:d6: Minions

Description
These are simply assorted bystanders who have been transformed by Miss Multitudes into duplicates of her, and are now under her mental control.

Ability
Infectious: Whenever a Converted Civilian takes an action that makes it come into physical contact with another living target, or when it makes a damage save against such an attacker that made contact with it, it also Hinders that target with the same roll.

Tactics
As they lack minds of their own, theses minions simply do whatever Miss Multitudes orders them to, often in a haphazard and disorganised fashion, as her mental manipulations lack finesse.

Converted Super
:d10: Lieutenant

Description
This is a superhuman — either a villain, a hero, or somebody else — who has been transformed and controlled by Miss Multitudes.

Abilities
Infectious: Whenever the Converted Super takes an action that makes it come into physical contact with another living target, or when it makes a damage save against such an attacker that made contact with it, it also Hinders that target with the same roll.
Super-Schtick: The Converted Super has +2 to damage saves and to [one type of basic action].

Tactics
As a super is a much more valuable minion than a mere civilian, Miss Multitudes often gives them much more autonomy, placing a psionic construct of her own psyche in their mind.


Editor’s Notes

I imagine that whether one’s clothing is also transformed when affected by Miss M. was something that was portrayed inconsistently across her appearances.

My original plan for her build was either Disruptive + Overlord or Creator + Inhibitor, so she’d have both Hindering and minion-making. But after some thought, I decided that she should instead focus solely on the hampering — partly because I figured that there are already scores of mind-controlling villains. But I still wanted her to be able to have crowds of minions at times; hence the two builds. (It was simply a happy accident that both builds ended up with the same health.)

Also, I originally hadn’t planned on her having the lieutenants, but after striking upon that idea I figured that it could create some neat moments when enemies or allies show up under her control.

Fun Fact: Martinus Beijerinck was a founder of virology, co-discoverer of viruses, and kinda-namer of them, and his first name is where I got Val Martins’ surname from.

None of the default powers in the SCRPG really encapsulate Miss M.‘s abilities super well. Transmutation isn’t right, as she doesn’t change anybody’s material composition. Shapeshifting kind of fits; she changes others’ shapes into her own, but she can’t alter herself, and Shapeshifting is a Self-Control power. I settled on Duplication, as she can “make copies of [herself]” — the copies just used to be other people, instead of appearing out of thin air like most duplicators do. (Yay for obeying the law of conservation of mass somewhat more than most supers!)

CR
Chief_Lackey_Rich
2024-02-17 12:29 UTC (in reply to #60)
#61

I’d comment on the fact that being a science intern rather than, say, a law student or poli sci major is a poor route to wealth and power, but this is a superhero setting. Anyone with the least bit genre awareness interns at a lab solely in the hopes of gaining superpowers at random. It’s probably mentioned right there on the standard hiring forms these days.

“Following recent class action suits, we are legally required to inform you that working at UNethiCo Labs does not guarantee you will gain metahuman abilities during your employment, and we cannot be held responsible if you fail to do so. Also, please keep in mind that deliberate self-irradiation or willful consumption of bio-reactive substances are firing offenses as well as voiding your health insurance policy.”

Both builds look quite solid, with strong A/A pairings that play very differently. Failing to foil her first form could easily lead to having a rematch with her second later on.

I had a somewhat similar villain who temporarily overwrote your mind with a copy of his own using Suggestion, with the added flavor of being able to create psychosomatic physical changes in people who were subjected to the effect long term or taken out of action. He used the same Brainwashing Zone upgrade you’ve got here, unsurprisingly - it’s good for that sort of transform.

One of my former GMs did the “polymorpher” trope with a djinn-like villain and gave him a hallmark power called Metamorphosis that was essentially Shapeshifting but only on other living beings. He also had Transmutation and actual Shapeshifting, so by the time he was done nothing and no one was left the way it started. Mechanically it was all still tied to his abilities, although he also did a fair few Overcomes (usually Risky for added effects, sacrificing minions to pay the twist) for annoying improv effects.

I think I liked his approach best, but I’m not sure it’d work so well for a PC hero. Bit strong to alter others’ forms regularly, and using it creatively with Overcomes requires a lot of GM oversight that a villain doesn’t need so much.

Also, I am embarrassed to admit I knew the name Beijerinck from the lunar crater named after him, but had no idea who it was named for until today. One of our old scifi RPG one-shots had the PCs exploring the Gagarin plain looking for a crashed ship, and the crater was up at the edge of our search zone.