Sunday, April 30, 2023

The Force Multipliers & Mister Machine

This is a "hard mode" villain team (and a new villain as their nominal leader) that's likely to require a bit more prep work than usual to run smoothly, and having am assistant GM wouldn't hurt.  You can scale them down to something less complex by leaving some individual baddies out, but they all punch above their weight thanks to group synergies.  If your PCs beat these villains they're certainly going to feel like they just took on an army and won, but don't be surprised if you wind up with a TPKO.   

The Force Multipliers

The irregular villain team known as the Force Multipliers has appeared on several occasions, usually organized by Mister Machine or (more rarely) Bodycount for a specific scheme and then splitting up again afterward.  Each villain on the team shares the ability to create duplicates of themselves, making the group a small army in terms of numbers.  When the full membership is present the group is a nightmare to deal with, leveraging synergistic effects of their similar power sets to overwhelm even powerful heroes with significant backup from the authorities.  Thankfully there are enough interpersonal tensions between individual members that they never stick together long, and it's pretty common for one or two villains to "sit out" a given plot entirely (occasionally because they're incarcerated).

The full roster of the Force Multipliers is as follows:

Mister Machine (see below) - Nominal team leader and usually responsible for organizing missions.  He frequently butts heads with Bodycount over specific details of a plan, but privately regards her as by far the most useful member of the group.  The others respect him for his decades of experience but he sees them as wholly expendable, with Horde being particularly unstable and not to be trusted without oversight.

Bodycount - Deputy leader, frequently organizes missions on her own, often without involving Mister Machine at all.  She finds him grating and thinks he's old-fashioned and over-cautious, but has to admit he's good at keeping the rest of the crew focused.  She's used to working with her favorite puppet Manpower and has been trying to manipulate The Brute Squad in the same way with modest success to date.  Horde leaves her a little baffled since he's not attracted to women and she hasn't found a lever that works on him, but he's also such a loose cannon she frequently just "forgets" to invite him along anyway. 

Manpower - Primarily Bodycount's stooge, he's secretly intimidated by Mister Machine's intellect and reputation and would have a hard time choosing between the two's orders if he had to.  He resents the Brute Squad for the attention Bodycount pays to him.  He's clueless and narrow-minded enough that he hasn't registered on Horde's sexual preferences, although if he ever does you can expect an ugly display of homophobia from the toxic jerk.  Manpower wins the "Most Likely To Be Left Behind If Things Go Wrong" contest hands down.     

The Brute Squad - He's not at his best when it comes to teamwork, but he's actually kind of flattered that a big name like Mister Machine wants to work with him.  The fact that the full team can stomp heroes that are way beyond his league normally doesn't hurt either.  He's trying to ignore Bodycount's rather obvious attempts at manipulation, partly because he knows Manpower is jealous but mostly because he's got a serious girlfriend that he's thinking about proposing to.  That Horde guy is a lunatic, and also thinks his education makes him better than an ex-football player, which is going to cause trouble sooner or later.

Horde - Horde's happy for the chance to see some real action alongside a veteran like Mister Machine, something he throws in his cousin's face whenever their paths cross.  He's also secretly a big fan of college football who thinks The Brute Squad got a raw deal (anti-mutant bias at its worst!) but he always seems to say the wrong thing around the guy.  Doesn't help that the Brute Squad is really good-looking but definitely straight.  Bodycount and Manpower are clearly a couple, which made her aborted attempt at flirting with Horde extra awkward.  Manpower himself is kind of an idiot but he's the only other team member who seems to really enjoy a good adrenaline rush the way Horde does.

As a GM I definitely would not use all of the potential drama going on with this dysfunctional group.  Picking an element or two of it all to factor in during a scene could be a good way to give the NPCs some personality while twisting some dials on the difficulty.  The full team can be insanely challenging even to PC groups that are good at minion-scrubbing, and toning them down a bit through imperfect cooperation is an answer to it.  

You can also consider using less than the full Force Multipliers team, adding friendly NPCs to the hero side  (maybe giving each PC a squad of soldiers or security minions or a minor superhero lieutenant ally), or using a more hero-friendly environment than usual - if you use one at all.  Full-team fights with these villains are going to be complex already, and adding more things to track won't help that.  If you can get an assistant GM for teh night it would be great.

You can also put out a call for dice to let you track all the minions more easily.  Ideally you'd want sets of suitably-sized dice with a different color for each baddie (eg red dice are always Mister Machine androids, orange dice are for Bodycount's quantum copies, Manpower gets yellow duplicate, etc.) but that's a big ask even when pulling from everyone's dice collections.  Just making index cards for each villain's pool of minions (and for The Brute Squad's lieutenants) will probably have to do.

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Mister Machine

The criminal genius known as Mister Machine has no known true name despite having been active for over 90 years now.  He's best known for his signature android minions, which are complex mechanisms covered in a layer of polymorphic gel that allows them to mold themselves into virtually any humanoid form.  Their default appearance is identical to Mister Machine himself, making confrontations with the villain a confusing affair.  This is further complicated by the fact that his own organic body was abandoned decades ago, with his living brain being transplanted into an identical android frame, making him nearly indistinguishable from his own minions without close examination.  He's also been known to use other, more powerful host bodies for specific schemes, but always seems to come back to a duplicate of his old organic form eventually.

Mister Machine's other specialty is what he calls broadcast vril manipulation, a poorly understood energy that he can tune to greatly enhance both organic and mechanical allies.  His ability to amp up all manner of allies makes him a popular figure in criminal circles, something he takes full advantage of.  Trading favors with other supervillains and shady organizations lets him recruit assistance for his own plans with ease, and he's owed a lot of favors by a lot of people.  He's even been know to work with some of the more morally flexible hero groups out there, and has been surprisingly reliable on such occasions - but he still expects reciprocal support if and when he calls in a hero's marker.    

Description: A slender, middle-aged white man with piercing blue eyes beneath bushy black eyebrows, sporting a neat goatee.  He wears a classic Howie lab coat over a dark suit and sturdy black boots.  His long black gloves stop just shy of his elbows, and are laced with metallic cabling and visible circuitry.  Speaks in a precise and pedantic fashion with a strangely flat intonation.  If badly damaged the true nature of his android body becomes obvious.   

Gender: Male         Age: Early 40s (Apparent)      Height: 5'9"          Eyes: Blue

Hair: Bald, Black Goatee            Skin: Caucasian, Hairless             Build: Lightly-Built

Approach:  Tactician                        Archetype:  Overlord

Health:  35 + (5 x H)

Powers: Inventions d8, Robotics d8, Lightning Calculator d6, Presence d6 

Qualities: Technology d10, Criminal Genius d8, Persuasion d8, Leadership d6                                      

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

Abilities:

Android Duplicates (R) Redirect an Attack to one of your minions.

Broadcast Enhancements (A) Boost using Technology.  Use your Max die.  That bonus applies to every ally's actions until the beginning of your next turn.  

Copied Consciousness (A) Attack using Inventions.  Use your Max die.  Defend yourself against all Attacks made against you until the start of your next turn using the number of your minions.

Exploitation (I) As long as you have at least one nearby ally, you may reroll all ones on your dice.

Robotic Revelation (A) Use Technology to create a number of minions equal to the value of your Max die.  The starting die size of for those minions is the same as the size of your Min die.

Upgrades & Masteries (usually in play unless his Flying Arsenal has recently been destroyed):

Villainous Vehicle +15 Health.  Add a Flying Arsenal d12 Lieutenant with the following abilities to the scene:  Minion Deployment (A) Add minions to an existing group equal to half the vehicle's current die size.  These minions are of a size equal to the highest die size already in the group.  If the vehicle has a bonus or penalty adjust the number of minions by that amount and then remove that mod.  Sturdy (I) When making saving throws against damage, add +2 to the results.

Master of Mad Science (A) As long as you have access to materials, automatically succeed at an Overcome by using scientific principles and inventions.

Tactics

Mister Machine is first and foremost a mastermind and manipulator, relying on his allies and android minions to carry out his schemes whenever possible.  His preferred tactic is to use Broadcast Enhancements whenever possible, which massively improves the performance of all his allies in the scene.  He'll use Robotic Revelation as needed to maintain a high status die and fuel his Android Duplicates defensive reaction, as well as improving his protection if he opts to use Copied Consciousness to take a more personal hand in a fight.  Exploitation gives him rerolls as long as any allies (including minions) are nearby.

His upgrade gives him an armored VTOL fanjet the size of a semi truck, loaded with pre-prepped android minions ready to deploy via combat drops, while his mastery shows off how much of a criminal genius he really is.  His Flying Arsenal is yet another ally for him to work with, of course.

Conceptually, Mister Maker's Robotic Revelation can only add new minions to a scene if there's a source for them, which includes his Flying Arsenal vehicle but can also be civilians, police or security officers, or even other villain's minions that were disguised androids just now revealing their true nature.  It's even possible that those NPC superheroes you just rescued were actually androids... 

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Morphic Androids d8 minion (if purchased as a scene element, otherwise variable per Robotic Revelation above)

Description: The "default setting" look of Mister Machine's androids is identical to their creator, but the polymorphic gel than makes up their outer layers lets them ape the appearance of virtually any humanoid being of similar size, anywhere between 5'4" and 6'5" tall.  Imitations aren't particularly difficult to detect, but will generally suffice for short-term deceptions.

Polymorphic Gel:  You or Mister Machine may use an Overcome action to adopt the appearance of a different humanoid of generally similar size.  If attempting to duplicate a specific individual the effect die suffers a -2 penalty, with any twists generated indicating flaws in the imitation.  You can always revert to your default form for free, without using an action.


Designer Note

Mister Machine started out as Mister Maker to avoid duplicating an in-print villain name, but after due consideration I'm shifting back to my original (and much preferred) name for the guy.  The original Mister Machine was a creation of Jack "the King" Kirby in the pages of 2001: A Space Odyssey, and later had his name changed to Machine Man and continues to appear in Marvel Comics to this day.  While the two characters are very different, consider this an homage to the King, who'd I'd like to think would approve of my own efforts here.  


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Friday, April 28, 2023

Horde, Is That A Villain Or A Platoon Of Agents?

Another experiment with doing something different with villain approaches.  Focused villains usually rely on one very strong Energy/Element ability, with half their potential abilities revolving around E/E effects.  This guy?  He makes more of himself.  A lot more.  The only energy blasts are coming from all the zap pistols they're pointing at you.  

Horde

The man (men?) known as Horde was originally Jason Graham, an experimental physicist and cousin to Jamie Small, aka the villain Miniac.  Jason's own powers stem from him attempting to save his relative from a life of super-crime by inventing an "embiggening" device that would counteract the deleterious effects of Miniac's own technology.  Following in his cousin's footsteps he opted to test a prototype mechanism on himself, with disastrous results.  Rather than his space distortion device producing a growth effect as expected, it instead triggered a quantum duplication cascade, filling the lab with copies of himself whose psyches were linked on the subatomic level.  Jamie Small had been driven mad by resizing his own brain repeatedly.  Jason Graham lost his own mind by having it subdivided a thousand-fold in an instant.

Graham has since followed in the same trajectory as his older cousin, adopting the supranym Horde and building a reputation as a technically-skilled but somewhat unstable villain.  He's crossed paths with Miniac a few times but never worked with him, and relations between them are frosty.  Miniac thinks Horde was a fool for attempting to develop an embiggening device ("It obviously couldn't work, the science is ludicrous!) and Horde thinks his cousin is an ungrateful blowhard who refuses to admit the superiority of Graham's own scientific genius.

Horde's powers let him not only make stable duplicates of himself that can last hours or even days if produced in small numbers, he can also instantaneously manifest dozens, even hundreds of transient copies, which flicker in and out of existence when he uses Living Barricade or Massed Attacks.  His Duplication is now an innate power, having been baked into his subatomic structure during the initial accident.  He's also weaponized a variant of the technology, building his space-distortion pistols with their agonizing rays powered by Horde's own energies - which conveniently makes them useless to foes if he (or his duplicates) get disarmed.  If Horde was more mentally stable he'd be a terrifying menace, but he's easily distracted and far too quick to take chances to be an A tier threat despite his raw potential.       

Description: Tall, loose-limbed man in a bulky outfit that resembles a silver hazmat suit without the headgear, carrying a pair of strange-looking wide-mouthed energy pistols.  His boots, gauntlets, gun belt, holsters and inevitable equipment pouches are matte black.  He has a booming voice that trembles with excitement most of the time and a manic gleam in his eyes.  The more duplicates he has active the more hyperactive he becomes - and the worse his impulse control gets.     

Gender: Male                 Age: 35                 Height: 6'1"                Eyes: Brown, Wildly Staring

Hair: Black, Close-Cut Beard                      Skin: Caucasian                 Build: Gangly

Approach:  Focused                      Archetype:  Legion

Health:  10 + (5 x H)

Powers: Duplication d12, Inventions d8

Qualities: Leadership d10, Manic Criminal Scientist d8, Ranged Combat d8 

Status: (# of Legion Minions) 0 - d12 / 1-2 - d10 / 3-4 - d8 / 5-8 - d6 / 9+ - d4

Abilities:

Duplication Effect (A) Roll your single status die.  Deal yourself that much irreducible damage.  Create that many d6 Legion minions.

Energy Reverberation (R) When one of your minions is destroyed, roll its die and Recover that much Health.

Imperfect Teamwork (I) Whenever multiple Legion minions all take the same action against the same target, you must roll all their dice at once and use the lowest rolling die amongst them for each minion's result on that action.

Living Barricade (A) Defend yourself using Duplication.  This Defend lasts until your next turn.  If an Attack deals more damage than the value of the Defend, Attack the Attacker using the value of the Defend and then end the Defend.

Massed Attacks (A) Attack one target using Duplication.  Use your Max die.  That target cannot Defend or use reactions against this Attack.  Attack multiple other targets using your Min die.

Space-Distortion Ray (A) Hinder one target using Inventions.  Use your Max die.  Attack that target using your Mid die. 

Upgrades & Masteries (usually in play):

Power Boost (I) +20 Health.  Increase all Power dice sizes by one (max d12).  Add the following ability:  Resilient Duplicates (I) Whenever a Legion minion with a die size greater than d4 rolls a save against physical damage, instead of the normal effects if it succeeds it splits into two minions, each of one smaller die size, and you take 1 irreducible damage.  If it fails its save, it is only reduced one die size rather than being destroyed, and you take 1 irreducible damage.

Master of Superiority (I) As long as you are manifesting an effect related to a power you have at d12, automatically succeed at an Overcome involving usage of those powers.

Tactics

Horde is an enthusiastic (some would say manic) combatant, always happy for an excuse to duplicate himself and start blazing away with his space-distorter pistol.  He invariably starts by using Duplication Effect, repeating it whenever his minion count drops below half a dozen even when his Health is low.  His Legion minions are handicapped by Imperfect Teamwork but (with his upgrade in effect, which it usually is) made a bit more durable by Resilient Duplicates.  Horde inevitably uses his Energy Reverberation reaction at the first opportunity every round.  He should probably stay safe behind Living Barricade while his minions do the work, but if he gets excited he'll switch to Massed Attacks instead.  Enemies with strong multi-target abilities will be singled out for a targeted Space-Distortion Ray if possible - and if Horde is still fighting rationally.

His mastery works any time he has minions active, making him (them, really) very good at Overcomes.  His upgrade changes his minion tactics enormously.  Without it they want to divide each type of action around between targets to minimize Imperfect Teamwork's drawbacks.  With it, they can use Attack actions in pairs on each other, aiming to roll as low as possible so that the resulting saves split d6 minions into pairs of d4s instead.  Visually this looks like two of them grabbing a third and pulling until they split in half.  This can backfire occasionally but Horde's duplicates are as much danger junkies as he is so they'll often do this so their creator doesn't have to use Duplication Effect so often.  With their small die sizes they often focus on putting out lots of small mods through Boost and Hinder actions, which are minimally affected by taking the lowest roll if they need to stack up on one target.


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Tuesday, April 25, 2023

The Evermind, An Infinite Being

My stable of villains is a bit light on classic cosmic powerhouse types, so here's an example complete with their personal lair/environment and the time-displaced victims that serve as its playthings.

The Evermind

The Evermind is a cosmic entity that claims to possess an infinite existence, having access to all of time and space at will.  Its motivations are poorly understood at best and its scientific and technological skills are so advanced as to seem magical, but it maintains an inexplicable interest in the Earth and events in its history.  Any meddling with time has a chance to attract its attention and intervention, although it seems to be equally likely to act to destructively alter the known timeline as it is to maintain it.  Other appearances are completely unexplained although frequently associated with individuals or even small populations going missing from the vicinity during the event.  

When it does appear, the Evermind is often accompanied by its mobile headquarters, the Impossible Pyramid.  Even without the stronghold the fabric of spacetime seems to be strained by its mere presence, twisting more mundane environments to suit.  Several other powerful beings and time travelers have become associated with the Evermind over time, including Atomattack, Johnny Crisis, Carronade and 4-Cite.  The mad mega-genius Mordecai Mentallax claims that the Evermind is actually a future version of himself from an alternate timeline that he hasn't yet brought into being.  Mister Incredible is arrogant enough to make the same claim about himself, a source of contention between the two villainous inventors.  The cosmic being itself remains conspicuously silent on the subject.     

Description: A strange figure like some cosmic infant, with a massive egglike head that dwarfs the slender, sexless child-sized body that hangs below it.  It has a comparatively small, impassive face with three large, star-filled eyes, and its skin is gleaming silver.  The creature seems to ignore gravity, floating slowly but effortlessly.  A palpable aura of unnatural menace accompanies every word it speaks in its high, piping voice.

Gender: Beyond Such Concepts       Age: Ageless       Height: 8'2"       Eyes: Three Black Voids

Hair: None                           Skin: Silver                       Build: Enormously Macrocephalic 

Approach: Ancient                   Archetype: Domain

Health:  60 + (5 x H)

Powers: Cosmic d12, Postcognition d10, Precognition d10, Awareness d8

Qualities: Science d12, Technology d12, Imposing d10, Alertness d8, Infinite Being d8

Status: (# of Environmental targets/challenges) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Consume Timespan (A) Roll any number of environment minion dice and Recover that much Health.  Remove those minions.

Outside Infinity (I) Ignore damage from an environment source during the environment's turn.

Rejected Reality (R) Take 1 irreducible damage to reroll the dice pool of someone Attacking or Hindering you.

Twist Spacetime (A) Activate one of the environment's twists in its current zone or one zone closer to the Red.

Universal Entropy (A) Hinder multiple targets using Cosmic.  Use your Max die.  Attack each of those targets using your Mid + Min dice.

Upgrades & Masteries (always):

Defense Shield (I) You cannot be damaged by anything except yourself until the defense shield is destroyed.  The 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 use a Reaction to Attack that hero by rolling your single Absorption die.  Gain Reestablish Shield (A) Overcome using Cosmic.  Use your Max die.  On a success remove one success from the deactivation challenge.  Alternatively, instead of an Overcome, use your Max die to Recover that much of the shield's Health.  This ability cannot be used if the shield has been completely removed.

Master of Mad Science (A) As long as you have access to materials, automatically succeed at an Overcome by using scientific principles and inventions.

Tactics

The Evermind is contemptuous of mortal beings, and even most immortals don't impress it much.  If confronted with hostile inferiors it prefers to toy with them by using Twist Spacetime to use the environment against them, especially within its Impossible Pyramid lair.  It makes regular use of Rejected Reality to reset an opponent's personal timeline when threatened, knowing it can restore its own vitality using Consume Timeline if need be.  Outside Infinity makes it immune to most damage during the environment turn, albeit not from anything triggered during its own turn.  When angered or seriously damaged, the Evermind will make repeated uses of Universal Entropy to defeat its foes with the power of time itself.

Its upgrade is a shell of static time that makes it much harder to harm until dispersed, while its mastery represents its near-omniscient knowledge at work.   

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Impossible Pyramid environment

The mobile stronghold of the Evermind is a flying inverted pyramid whose four faces are composed of Penrose triangles, and the interior is even less comprehensible to denizens of linear time and three-dimensional space.  Visitors (voluntary or otherwise) will confronted with time-displaced entities from across infinity, strange fluctuations in personal timestreams, and exotic energies that defy conventional physical laws.  Simply navigating the shifting spaces of the place can be a challenge to heroes. 

Infinite Energies d12, Disrupted Realities d10, Temporal Portals d10

Green Zone

(Minor Twists - all of these scale up in effect as the scene tracker advances)

Strange Phenomena: Roll the environment dice.  Hinder and Defend all hero targets.  Use the Min die if the scene tracker is in the Green zone, the Mid die if in Yellow, and the Max die if in Red.

Time Warp: Roll the environment dice.  If the effect die is even, use it to Boost all environment targets until the start of the next environment turn.  If the effect die is odd, use it to Hinder all environment targets until the start of the next environment turn.   Use the Min die if the scene tracker is in the Green zone, the Mid die if in Yellow, and the Max die if in Red.

Unnatural Acceleration: Roll the environment dice.  Attack and Boost all heroes and villains.  Use the Min die if the scene tracker is in the Green zone, the Mid die if in Yellow, and the Max die if in Red.

(Major Twist)

Baffling Distortions: Roll a d4 for each hero that has not completed the Achieve Understanding challenge (see below) and move that hero to location that matches the result.

Yellow Zone

(Minor Twists)

Portals To Infinity: Roll the environment dice.  Add Mid die Time-Lost Warrior minions (see below) to the scene.

Threat From Beyond: Add a single Menace From Infinity lieutenant to the scene.

(Major Twist)

Temporal Pulsation: Trigger two different Green or Yellow environmental twists, one after another.

Red Zone

(Minor Twist)

Forever War: Roll the environment dice.  Add Max die Time-Lost Warrior minions (see below) to the scene.

(Major Twist)

Temporal Exploit: Roll the environment dice.  Increase the die size of all environment minions and lieutenants by one size (max d12).  All villain targets recover Health equal to the Max die.  Add a number of Red zone boxes to the scene tracker equal to the result of the Min die (max 3 extra boxes).

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Scene Layout

The interior of the Impossible Pyramid contains five discrete locations, each of which is a dimensionally confusing Escher-esque space filled with bizarre machinery and large enough for characters to seek cover, maneuver for advantage, forcibly reposition foes, etc.  Moving between locations is difficult without first completing the challenge below, which can be attempted in any location.

Achieve Understanding 0

Each hero must Overcome this challenge independently.  Until they have, moving to a new location by any means takes that hero to a random location other than the Sanctum, which can include the one they were trying to leave (roll ad4 to determine where they wind up).  Once a hero has Overcome this challenge they can move anywhere in the environment on their turn without using their action, bringing along any other willing heroes that start in the same location for free if desired.

Villain and environment targets move between locations via the normal rules, although the Evermind moves for free (it rarely leaves the Sanctum unless pursuing fleeing heroes).

1: First Facet Access Portals - This is the starting location for heroes when the scene begins.  You may take an Overcome action to use the exotic mechanisms found here to trigger a Temporal Purge in this location.  If successful, all environment targets in this location are removed from the scene and all hero targets in this location lose Health equal to your Mid die.

2: Second Facet Augmentation Chambers - If you take a Boost action targeting yourself in this location, you may use the strange technology found here add a +2 bonus to an effect die but lose Health equal to your Min die.

3: Third Facet Space Folding Labyrinth - Overcome actions taken in the Achieve Understanding challenge in this location suffer a -2 penalty.  Defend actions taken in this location receive a +2 bonus. 

4: Fourth Facet Entropy Engines - Attack actions taken in this location receive a +2 bonus.  Any Health Recovery in this location is reduced by 2. 

5: The Sanctum - Can only be moved to by a hero who has completed the Achieve Understanding challenge, possibly leading other heroes there at the same time.  Heroes in this location can attempt the following challenge: Temporal Reset 000  When completed, roll the environment dice.  Remove all environment targets from the scene.  Deal damage equal to the Max die to all targets in the scene.  Then reset the scene tracker to the first space in the Yellow zone.  This challenge can only be completed once per scene.

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Time-Lost Warrior d8 minion

Description: Drawn from across all of infinity, these a wild mix of soldiers from countless wars, violent criminals, primitive hunter-gathers, hostile aliens, dangerous predatory animals, killer robots, post-apocalyptic mutants and stranger things.  Utterly confused by their current situation, they're functioning on blind instinct at this point.  While they aren't individually powerful, they are dangerous in numbers - and their numbers are infinite.

Hostile to Everyone: You may only take Attack actions, and treat all targets outside of your minion group as enemies.  

Wild Attacks: Whenever you roll an odd result on your die during your turn, reduce the die size of one nearby enemy minion by one (minimum d4).  Whenever you roll the maximum possible result on your die during your turn reduce the die size of one nearby enemy lieutenant by one (minimum d4).

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Menace From Infinity d10 lieutenant

Description: Any of a variety of more dangerous threats from all across time and space, from dinosaurs, armored vehicles and alien beasts to military-grade mecha, bio-engineered monstrosities and cyborg super-soldiers.  Each is serious danger by itself, and as unremittingly hostile as other time-lost warriors.

Counterattack: When you fail a save against damage from an Attack, the Attacker takes damage equal to your save result.

Indiscriminate Aggression: You may only take Attack actions, and treat all other targets as enemies.  When you Attack, you may roll your dice twice and use the lower of the two rolls to Attack all nearby enemy targets.

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Design Notes

This is an uncommonly tough villain and a complex environment and the scene locations have a number of further complications for the heroes to deal with.  Just what's written here should count as about four medium or two difficult scene elements, so unless you have a large group adding more villains or other threats might be overkill.  There are several things that may alter the way the scene tracker usually advances, so don't be surprised if the heroes wind up with more time to work with than usual - and a lot of it in the Red zone.


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Monday, April 24, 2023

House Rules & Maunderings Index

This is a sub-index covering all the house rules and other general maunderings that appear on this blog.  You can find links to all the other sub-indices on the main Blog Content Index page.


House Rules

Villain Design Analysis: Approaches Part 1 - Start of a series, covers Adaptive and Ancient Approaches

Villain Design Analysis: Approaches Part 2 - Covers the Bully and Creator Approaches

Villain Design Analysis: Approaches Part 3 - Covers Dampening and Disruptive Approaches

Villain Design Analysis: Approaches Part 4 - Covers Focused and Generalist Approaches

Villain Design Analysis: Approaches Part 5 - Covers Leech and Mastermind Approaches

Villain Design Analysis: Approaches Part 6 - Covers Ninja and Overpowered Approaches

Villain Design Analysis: Approaches Part 7 - Covers Prideful and Relentless Approaches

Villain Design Analysis: Approaches Part 8 - Covers Skilled and Specialized Approaches

Villain Design Analysis: Approaches Part 9 - Covers Tactician and Underpowered Approaches

Villain Design Analysis: Archetypes Part 1 - Covers Bruiser and Domain Archetypes

Villain Design Analysis: Archetypes Part 2 - Covers Formidable, Fragile and Guerrilla Archetypes

Villain Design Analysis: Archetypes Part 3 - Covers Indomitable, Inhibitor and Inventor Archetypes

Villain Design Analysis: Archetypes Part 4 - Covers Legion, Loner and Overlord Archetypes

Villain Design Analysis: Archetypes Part 5 - Covers Predator, Squad and Titan Archetypes

Villain Design Analysis: Upgrades - Covers all Upgrades, including a pair of homebrew ideas

Villain Design Analysis: Masteries - Covers Masteries and adds a few new suggestions

Villain Design Analysis: Final Thoughts - Wrapping up this lengthy series of posts

You'll Pay For This, Hero! - Nemesis house rules


Maunderings

A Musing On Powers - Discussion of why Tunneling isn't in the game, and why it might not really need to be

Designing An Action Scene, Part 1 - An overview of my process for designing and prepping an action scene, completed in the second part

Designing An Action Scene, Part 2 - The crunchy mechanical half of my scene prep along with some after-action commentary

More Maunderings: Types of Scene Elements - A look at what each of the five types of scene elements contribute to an action scene

The Other Kind of Character Advancement: Hero Points And Their Uses -  Also includes some suggested house rules for modifying the way some of the alternate reward s function

The Sentinel Comics RPG Advancement System Is Seriously Misunderstood - How characters grow and change over time in the game

Twists In the Sentinel Comics RPG - Discussion of the many uses for twists and why you shouldn't be afraid to take them

Urban History And Your Roleplaying Campaign - Adding more character to your campaign's home city

Villain Design Analysis: Approaches Part 1 - Start of a series, covers Adaptive and Ancient Approaches

Villain Design Analysis: Approaches Part 2 - Covers the Bully and Creator Approaches

Villain Design Analysis: Approaches Part 3 - Covers Dampening and Disruptive Approaches

Villain Design Analysis: Approaches Part 4 - Covers Focused and Generalist Approaches

Villain Design Analysis: Approaches Part 5 - Covers Leech and Mastermind Approaches

Villain Design Analysis: Approaches Part 6 - Covers Ninja and Overpowered Approaches

Villain Design Analysis: Approaches Part 7 - Covers Prideful and Relentless Approaches

Villain Design Analysis: Approaches Part 8 - Covers Skilled and Specialized Approaches

Villain Design Analysis: Approaches Part 9 - Covers Tactician and Underpowered Approaches

Villain Design Analysis: Archetypes Part 1 - Covers Bruiser and Domain Archetypes

Villain Design Analysis: Archetypes Part 2 - Covers Formidable, Fragile and Guerrilla Archetypes

Villain Design Analysis: Archetypes Part 3 - Covers Indomitable, Inhibitor and Inventor Archetypes

Villain Design Analysis: Archetypes Part 4 - Covers Legion, Loner and Overlord Archetypes

Villain Design Analysis: Archetypes Part 5 - Covers Predator, Squad and Titan Archetypes

Villain Design Analysis: Upgrades - Covers all Upgrades, including a pair of homebrew ideas

Villain Design Analysis: Masteries - Covers Masteries and adds a few new suggestions

Villain Design Analysis: Final Thoughts - Wrapping up this lengthy series of posts

Villains: More Than The Sum Of Their Abilities - Things your villains can do in an action scene beyond their usual abilities

Villainy Unpublished: A Blog Introduction - The one that started it all


Superheroes Index

This is a sub-index covering all the superheroes that appear on this blog.  You can find links to all the other sub-indices on the main Blog Content Index page.


Superheroes

AA Jane - Amnesiac alien abductee and technological expert

Agent Augur - Telepathic espionage agent, team leader of the Syracuse Seven

Alchemetron the Astounding - Magical robot and master of science magic!

Big MAC - Power armored hero from an apocalyptic alternate timeline

Doc Paragon - Peak physical specimen and scholar of the bizarre

Doctor Atomico - Two different versions of the same nuclear-powered hero

Emo G - Young gangbuster with a complex Divided Form-Changer build

Florida Man - Whatever you're expecting is probably wrong

Go-Go Robo - Hippie fembot super-speedster

Jack Doyle, the Chronologist - Ex-supercriminal with the ability to see through time

FourEver - Elementally-themed mystical form-changer

Justifier - Mysterious shapeshifting crimefighter, member of the Syracuse Seven

Knack - Genius drone creator hero, wife of Longhair and mother of Leaping Lizard

KO Clown - Animated cartoon clown from the 1930s, now fighting crime in the 2020s, member of the Syracuse Seven

Leaping Lizard - Young genius who turned himself into an anthropomorphic lizard to fight crime better, member of the Syracuse Seven

Longhair - Genius gadgeteer tech-hero, husband of Knack and father of Leaping Lizard 

Major Patriot - Nineties edgelord hero based on the art from page 134 of the core book.

The Malleable Man - He's not stretching, he's just warping the fabric of spacetime

Marshal Starblaze - Boringly efficient healer and defender that's none too bad at offense either

Meteoric - Multi-role speedster, flyer, and super-strong brick all rolled into one, member of the Syracuse Seven

Midas - Newborn AI minion-maker haunted by a legion of ghosts

The Mighty Bullfrog - Original & retconned heroic versions of the reformed villain

Mister Corundum - Quick-thinking alien brick and tactical expert, member of the Syracuse Seven

Mister Maximum - Bombastic Golden Age strongman who's returned to the hero business in the modern day after a long stretch where he'd lost his powers

Scintillator - Slightly supernatural blaster with some tech-tricks up her non-existent sleeves, member of the Syracuse Seven

Sergeant Adamant - Patriotic ex-military bionic hero

Sister Maximum - Inheritor to Mister Maximum's powers, once a hippy activist, now a cosmic hero

Stalwart - Size-changing strong-woman with a few tricks up her sleeves

Storm Howler - Time-displaced werewolf warlock

Stormseer - Mysterious supermage with a magical artifact filling one eye socket

The Tourist From Yuggoth - Metamorphing alien visitor to Earth

Troubleshooter - Super-intelligent alien firearm and the guy who carries it

Upshift - Heroic mutant speedster and web content creator

Vigilante Z - Young Gangbuster and Master Detective

Supervillains Index

This is a sub-index covering all the supervillains that appear on this blog.  You can find links to all the other sub-indices on the main Blog Content Index page.  FWIW, this is by far the longest single sub-index.


Supervillains

4-Cite - Precognitive nihilistic terrorist, surprisingly good at taking on teams

Abyss - Strong ally villain with energy manipulation and teleportation powers, but not so good solo

Admiral Phantom - Commander of a crew of drowned spirits, looking to add to their ranks 

Afterglow - Highly unstable radioactive villain undergoing continuous partial fission, one of the Odds

Angel Arrow - Winged cyborg archer and SIN operative

Antarean Power-Sucker - Alien astrofauna and menace to stellar navigation

Arch-Tyrant Malakaust Azzat XII - Current overlord of Underland, masterful leader and savage duelist with the finest heirloom weaponry, never far from his faithful troops

Ascendant - Flying brick who duplicates when you punch her back

Atomattack - Time-traveling nuclear war survivor in radioactive power armor, bent on changing the past to prevent his own future

Atomic Infernovox - Otherworldy entity from a dimension of flame, temporarily drunk with power after consuming the energies of a nuclear reactor

Attercop - Paranoid cyborg vigilante, partner of Father Cobweb

Attuned Protoid - Adaptive biotech construct for rent

The Awesome Agglomerator - Mysterious alien robot made of an exotic super-metal

Baby Bear - Twisted bear-child thing with terrifying mental powers, prefers to toy with one victim at a time

Baron Bowman - High tech archer villain accompanied by his signature robot bowmen

Battle-Bore - Huge Underland drilling machine, used for combat and taking prisoners from the surface world 

Beauregard Fortuna - Mutant powerhouse, bodyguard and right hand man to Lady Weiss

BG Gruff - Street-level super-muscle of unknown origins, don't call him Billy

Bigg Gunn - Bioengineered cyborg killing machine

Bigwig - Street gang leader with style and whole lot of nasty homemade gadgets

Black Ice - Ambitious young mutant assassin with cold-manipulation powers

Black Rabbit - Acrobatic young thief with luck-manipulation powers

Blacksand - Damaged ancient golem seeking to raise his vanished creators' works from the sea floor

Bodycount - Sociopathic genius who fights alongside an army of equally brilliant quantum clones

Bodycount (the Dead One) - Deceased diabolically-empowered serial killer

Bosun Grum - Space pirate master of discipline, a tough customer with strong physical and mental attacks

Brain-Buster - Bombastic sleazeball equipped with far-future power armor and a techno-staff that grants him hypnotic powers, one of the Brute Suit Boys

Breaker X - Monstrous physical powerhouse with energy-manipulation abilities, more willing to resort to extreme violence than his teammates

Brutallo & Brutalla - Twin cosmo-gods from beyond the stars, powerful but childish space thugs

The Brute Squad - Self-duplicating super-strong heister with a chip on his shoulder

Bughouse X - Determined young woman whose mutated form is a living hive full of swarms of symbiotic pseudo-insects she shares a consciousness with

Cacophony - Young villain with an array of hard-hitting sonic attacks and some light manipulation tricks

Caesar Meccanico - Android Julius Caesar duplicate, leader of the New Rome Movement

Camera One - Undercover tech-villain, the artsy member of the Camera Crew 

Camera Two - Undercover tech-villain, the pugnacious member of the Camera Crew

Camera Three - Undercover tech-villain, the mouthpiece of the Camera Crew

Captain Redstar - Legendary space pirate in potent power armor, proud of her absolute authority over her crew

Carronade - Time-traveling villain with technology from the year 5000, uses a huge energy cannon he charges up over time, leader of the Brute Suit Boys

Cataclysmo - Megalomaniac who conjures up (un)natural disasters

Cellblock - Former petty criminal wearing potent defensive power armor, one of the Brute Suit Boys

La Chatarerra - Ambitious young tech-villain with a knack for repurposing junk into killer robots, weapons and armor

Chorus - Creative villain who makes allies out of solid sound, has some good defensive tricks for both herself and her team

Cinnabar Red - Other-dimensional magic thief who uses animated tattoos to do battle

The Cogitator Supreme - Mentalist villain out to drain the minds of humanity to feed his otherworldly masters

The Colossal Z-Man - Golden Age German supervillain whose flight is tied to his amazing growth powers, equipped with customized weapons and carrying troops into battle 

Combustion - Fragile but incredibly hard-hitting fire projector, his flames are always alight

Commander Savage - Field commander of SEVER

Conflagration Infernovox - Otherwordly entity from a plane of flame, grown to enormous size after gorging on a major source of heat over an extended period

Cornerstone - Tough strongman with many defensive tricks, a real team player

Corpsefire - Horrifying supernatural killer, when it isn't an atomic zombie instead

Crash - Human rocket, super-powered agent of SIN

Crossbolt - Weapon specialist with a variety of gimmick ammunition, has writeups for both lone wolf and team player modes

Crush - Powerhouse agent of SIN, brother of Rush

La Dama Sangre - When is a vampire not a vampire?

Dead-Beat - C-List Team Support Freelancer

Deadeye Mouse - An anthropomorphic cartoon mouse with a gun, what more can I say?

Deadface - Mob enforcer with a magical mask, tough and terrifying

Despoiler - Gentleman thief semi-possessed by an ancient city-wrecking spirit

Devil Diver - High-mobility super-strong smash-and-grab villain

Diminisher - Hunter from the microverse, accompanied by a menagerie of mind-controlled previous catches

Doctor Dreadnought - Armored conqueror out to establish his own undersea nation

Doctor Fallout - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Doctor Mordecai Mentallax - Kirby-style mega-genius techno-savant villain, real powerhouse

Doctor Robotico - Robot-obsessed mad scientist, lets his creations do his fighting

Doctor Whirligig - He spins, he makes you spin, and his health is color coded for your convenience

Downfall - Gravity-manipulating mercenary hero-killer, strong against teams

Dreadmorph - Shapeshifting things from another world 

Echo - Penalty-focused villain with sonic and energy absorption powers, has some potent self-healing

Effigy of the God-King - Antediluvian artifact that thinks it's a god on Earth

The Emerald Phantom - Stealthy super-burglar, just in it for the money and thrills

Empowered Protoid - Gigantic biotech construct

Ettin-class Mega-Mutate Original Form - Genetically-engineered atomic kaiju 

Ettin-class Mega-Mutate Refit Alpha - Newly repaired atomic cyborg kaiju, symbiotic partner with Intellect Alpha

The Evermind - Infinite cosmic being, possibly a time traveling version of another villain

Fat Man - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Father Cobweb - Paranoid vigilante antihero, partner of Attercop

Fever Dream - Mind-scrambling manipulator, partner of Redd Hott

Firebug - Mercenary tech villain with signature flame projectors, usually accompanied by his daughter

First Mate Iblis - Notorious space pirate with a powerful energy cutlass, a lethal duelist one-on-one

Fist of Shadows - Master ninja assassin, prefers to work alone or with a few expendable genin

Flashbang - Seriously overconfident D-List teleporter

Fnord Model M - Prototype auto-bot hosting a deranged AI

FTL - Homicidally impatient speedster

Gadfly - Malicious fey trickster-imp

Game-Changer - Capricious meddling godling, loaded with illusory and transformative debuffs

General Tiger Devil - A title, not a name, the leader of the Green Devil Army

Gheel Enslaver - Alien abductor hunting for sapient life to sell on the galactic slave markets

The Glomp In the Swamp - Monstrous vector for a psychic zombie plague

Glutton - Power hungry monster that preys on supers, friend to no one 

Gorgiza - Archetypical giant radioactive kaiju

Grand Marshal Grakko - Mecha-piloting mutant warlord from a post-apocalyptic alternate future

Grandfather Hunger - Extra-dimensional fish-man predator looking to sate himself on worthy prey

The Green Queen - Floral tyrant from another dimension with genocidal plans

Gryla - Mythological child-eating troll-witch from Iceland

Happenstance - Hippie reality warper who'd like to take you on a far-out Trip

The Hare - Elusive magical rabbit cursed with a human body, often works Tortoise

Headache - Narrowly focused but potent telepath who likes to toy with his victims

Hell-Hawk - Avian-obsessed roboticist and member of SIN

Die Hexenkonigin - Neo-Nazi demonologist and spellcaster, not a good team player

Hexxus Alpha - Self-replicating alien bioweapon

The Hollywood Vampire - Classic vampire from a black & white Hollywood B movie

The Homunculoid - Escaped bio-construct, half-mad or more, one of the Odds

Horde - Self-duplicating villain and cousin of Miniac

Hothead - Treacherous scene-stealing "hero" and corporate shill

Infernovox the All-Consuming - Otherworldy entity from a plane of flame, supremely arrogant and devoted to feeding on our dimension's energies to help spread its own fires everywhere

Intellect Alpha - Cyber-psychic symbiote of the Ettin Refit Alpha atomic kaiju

Irradiant X - Dangerously radioactive young woman with a durable transhuman physiology, strong healing powers and a draining but overwhelmingly powerful energy attack

Jailbreaker - Vicious in-your-face street fighter equipped with far-future power armor and a powerful mace-cannon, one of the Brute Suit Boys

Johnny Crisis - If he shows up, reality is headed for disaster

Judas Progenitor - Psychic who creates "evil twin" psychic constructs based on his foes

Karkinos - Hulking crab/man hybrid and mercenary muscle

Kid Coppertop - Very young villain with low-level electrical powers, a "villain sidekick" to Shootout

Kid Klotho - Sorcerous young villain with fatebinding magic treads, part of Klass K

Kid Pistol - Young hired gun with a variety of customized gear and a fondness for dogging his target

King Blaze - Pyromaniacal madman and sculptor of living flame

King Kockroach - Cockroach overlord with a sideline in other vermin

Kommander Konquest - Golden Age Martian warrior queen taking time off to bring a team of trainee villains on a field exam, instructor of Klass K

Krude - Living toxic oil spill, dangerously flammable

Lady Weiss - Ruthless corporate heiress and director of her own PMC

Lash - Power-dampening agent of SIN

Leppaludi - Lazy gluttonous troll who'd really rather be sleeping

Libertine - Agile brawler with a deceptive style and mental/sensory manipulation powers

Life-Ender - Psionically elusive hitman

Little Boy - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Little Miss Big - Titanic legacy villain, out to show up her father Mister Big Junior

Lummox - White supremacist super-bully

Luna-C - Cyborg werewolf pack leader...on the Moon!

The Malevolent Machinator - Mastermind-for-hire

Mad Lad - Masochistic but surprisingly durable brawler, good at intercepting attacks

Magnus Masters - Mad science dabbler, super-powered oligarch

The Maiden In the Mirror - Unnatural entity bent on warping reality

Majestra Masters - Eldest of the Masters Family, super-powered oligarch

Malicien - Shapeshifting actual demon, brings a little bit of Hell along wherever it goes

Mama Bear - Berserk bear-woman chimera, strong, tough, and good against groups

Manpower - Lunkheaded macho thug who can create an army equally inept quantum clones

Marcus Masters - Powerhouse protector of Herralund, super-powered oligarch

Master Five Venoms - Toxic martial artist assassin and spy from 69AD, one of the Three Masters

Master Fleeting Dream - Sinister sorcerous martial artist from 69AD, one of the Three Masters

Master Gunner OkO - Space pirate with a huge boarding cannon, ranged combat specialist

Master Maximum - Strong, tough, fast, and a greedy self-absorbed jerk to boot

Master-Rat - An unpleasantly real urban myth

Master Shackled Fist - Brutal chain-fighting martial artist from 69AD, one of the Three Masters

Mature Hive Embodiment - Building-sized robot embodying a rogue technoviral AI, bent on reaching new sites to spread the infection

Medu-Ssa the Merciless - Alien space gladiator, serpent spawning super-naga

Mega-Roach - Your basic giant mutant insect

The Mighty Bullfrog - Amphibian super-thug, mercenary bodyguard

The Mighty Mentomaton - Powerful construct servant/warrior of a prehuman species, now bodyguard of the Cogitator Supreme

Minerva Masters - Mindbending intelligence director, super-powered oligarch

Miniac - Sneaky shrinking tech-villain, plays around with mods a lot

Mister Big Junior - Towering super-mobster who's inherited his father's business

Mister Incredible - Arrogant genius inventor with excellent team support abilities, team leader

Mister Kong - Psychic super-gorilla heist artist

Mister Machine - Criminal genius with a multitude of robotic duplicates

Mister Mean - Animated cartoon villain from the 1930s, full of ludicrous "criminal" schemes

Mongrel X - Canid mutant, strong, fast and with very keen senses, a good team defender and solid melee fighter

Mordecai Masters - Runt of the Family, but still a super-powered oligarch

The Multi-Mobster - 1940s super-powered mob boss back in circulation in the modern day, a self-duplicating one man gang

Musclemind - Severely delusional mental and physical powerhouse, part of Klass K

Neandro the Mighty - Cosmic-powered Neanderthal space gladiator champion

Negator - Merciless vigilante cape-hunter

Nowhere Man - Hard to even tell he's there, but he brings his team some potent healing and Boost support as well as being a nigh-undetectable infiltrator and spy

Octoshocker - Techno-pirate with a unique and powerful signature vehicle

Octrox the Eightfold Menace - Alien space gladiator, many-tentacled weirdo

Oddment - Full-conversion cyborg scientist, one of the Odds

Onslaughter - Powerful anarchist with metallokinesis powers reinforcing his physical might

Orb-Master - Criminal with flashy telekinetic powers and a big mouth

Overdrive X - Young woman with versatile mental powers and the ability to copy her teammates' abilities, nominal cell leader

Papa Bear - Hulking man-bear chimera, strong, tough, and sporting a fearsome bite

The Parallel Man - Possibly-infinite villain who exists across multiple alternate timelines, comes in two distinct forms, Infinite and Isolated

Pharaoh Robo-Tet - Mechanical alien mummy escaped from a 1950s B movie

Plurality - Psychic mutant who divides his consciousness between psychoplasmic clones and victims whose minds he overwrites

Professor Peril - Rogue AI instructor operating a deadly training facility, with a second writeup for "field trips"

Professor Pusher - Unsubtle PSA messaging villain, an homage to Steve Perrin and his Superworld RPG.

Psyber-Master - Enhanced psychic team coordinator, pure support character

Pulverizer - Simple legbreaker equipped with tough far-future power armor, one of the Brute Suit Boys 

The Purple Gang - Mercenaries in stolen low-end power armor, good at squad tactics, basically interchangeable except for their personalities and drives

The Purple Picaroon - Delusional illusion-projecting stage-show pirate

Rabid Wulf - Super-powered neo-Nazi drug dealer

The Reckoner - Immortal herald of doom with a powerful magical artifact, his bell definitely tolls for the heroes

Red Colossus - Giant Soviet strategic war robot from an alternate timeline

Red Vendetta - Mystical anarchist assassin with a knack for stealth

Redd Hott - Talented fire-throwing blaster, partner of Fever Dream

Reeker - Tough, regenerating toxic ecoterrorist with a grudge against his creators

ReMake.exe - Rogue technoviral AI bent on transforming its environment into a hive factory to produce more robotic shells for itself

The Renaissance Man - Megalomaniacal polymath who can conjure his mental creations directly into existence

Reverb - Penalty-focused villain with sonic and illusion powers and a nasty hero-control trick, hypothetical team leader

Rockpile - Usually a hulking physical powerhouse with limited energy absorption and shapeshifting abilities, she's fond of playing dumb in her monstrous form 

Ro-Man Invasion Saucer - You basic space invader mothership, loaded with robotic troops and war machines

Roughhouse - Psionic mutant brawler

Rush - Speedster agent of SIN, brother of Crush

Saitetsu - Sole master of an ancient martial art, filled with immortal spite and determined to recover his stolen secrets

Samuel Hakes, the Black Miasma - giant amorphous murder-cloud that was once a man

Savant - Masterful engineer with a serious dislike of the supernatural

Savior RSRD - Search & rescue drone coordinator with some security issues

S-Cape Artist - Teleporting mercenary specialized in providing "exit services" to other criminals

Sergeant Armageddon - Radioactive mercenary-turned-supervillain, part of Fireteam Firestorm

Series-7 Peacekeeper - High-end guard robot for super-prisoners

Seventh Envy - Extremely versatile adaptive villain, can be a physical, mental, or mobility powerhouse but only one at a time

SEVER Prime - Head of SEVER, a specialist at impairing other super-beings' powers

ShadowPyre - Flying energy blaster with dark ties to a mysterious otherworldly master

Shaggom the Unyielding - Demon warden of the Court of Entropy

Shatterfist - Crystalline mob enforcer who spawns minions out of his fragments, slowly going mad

She-Gator - The reason why Florida Man doesn't like giving blood transfusions any more

Shift X - Slippery shapeshifter with mind-influencing abilities, very good at deception and infiltration

Shootout - Dangerous young villain with invisible "imaginary gun" psionic constructs, a little embarrassed by his lack of killer instinct

The Silent Harvester - Archetypical slasher flick villain, best at stalking single victims

Sir Needler - Septuagenarian knight of the netherworld

The Sire - Ancestral vampire, as old as humanity

Slammer - Possibly-clever thug equipped with far-future power armor and an energized rocket-hammer, one of the Brute Suit Boys

Slaughterfish - Transformed man-fish bent on making more of his kind

Southpaw - A relatively amiable pugilist super-thug, strong and fast

Spearfisher - Villainous weapon-maker and heist artist with an aquatic theme

Spearhead ACE - Prototype government power armor stolen by its test pilot 

Strain Zeta Gestalt - Seething mass of giant flesh-eating protozoa

Streetwise - Sociopathic gang leader with potent telepathic powers

Strongarm - Two-fisted cyborg mercenary with some confidence issues

Subject Ten - Brainwashed experimental subject with dangerous living metal implants, versatile melee fighter

Super-Fan - Annoying otherworldy imp who's here to make the heroes' lives more "interesting"

Synchron Supremacy Marshal - "Diplomatic" alien warlord and conqueror

Syzygy - Masterful otherworldly mystic with a weakness to the mysterious "arts" of science 

Tempo - Archetypical speedster with some positional control tricks and the ability to amplify his own powers

The Terrible Tinkertoy - Deranged android tech-villain with an "evil toymaker" theme

Throne of Entropy - Animated demonic servant of the Court of Entropy 

Tik Toxic - Dangerously poisonous street fighter with moderate super strength

Timetripper - Temporally discombobulated villain who fights alongside himself

Tortoise - Power armored villain with a wide array of defensive technology, often works with the Hare

Triggerman - Frightening gun-fu fighter who likes to be in the thick of the fight, with a knack for vanishing if things go south

El Tronido - Super-strong brawler with a sideline in disruptive sonic effects and defending allies

Troublemaker - Tech-villain with personal electricity-generation abilities, part of Klass K

Twofold - Scrappy four-armed brawler, part of Klass K

Ultimate Infernovox - Otherworldly entity from a plane of flame, parasitizing an entire star as the ultimate extension of its form

UltraShock - Lightning-throwing adrenaline junkie, in it for the kicks as much as the cash

Umma the Unstoppable - Alien space gladiator, four-armed giantess brawler

Urakk the Unmaker - Demon sage of the Court of Entropy

Vampirobot - Blood-sucking automaton, servant to a mysterious master

Vestige - Accident victim turned predator who feasts on reality itself, one of the Odds

The Visitant - Ghostly gestalt predator from Beyond

Voon the Savage - Alien space gladiator, prefers to fight one-on-one

Vorrin the Frozen-Hearted - Demon spymaster of the Court of Entropy

War-Wolves - Archetypical synthetic werewolf super-soldiers

The Watcher At the Breach - Environment manipulator, guards a breach in reality with a horde of otherworldy minions

White Lightning - White supremacist speedster

White Steel - Martial arts weapons master out to prove his superiority against worthwhile foes

Yann-Gannoth the Nadir King - Demon ruler of the Court of Entropy

Ymum the Undying - Legendary arch-lich from the dawn of time, overlord of the undead, a real powerhouse with a lot of dangerous servitors

The Yule Cat - Mythological man-eating black cat bigger than a house

Zero Justice - Hired killer with an array of high tech gear and an arsenal of cryo-guns

Go-Go Robo, Hippie Fembot Super-Speedster

New hero PC for a one-shot last weekend.  Nice to get some play time in again. Go-Go Robo Go-Go Robo is a gynoid duplicate of the Silver Age...