Showing posts with label Supervillain. Show all posts
Showing posts with label Supervillain. Show all posts

Monday, June 9, 2025

OGRE & OGRESS, Super-Thug Power Couple

Going to be needing these loutish lovers for a future post, so here they are in all their dubious glory.  They usually work together (with or without other villains) but I've also included a solo version and a lieutenant writeup for times when they're not getting the spotlight.


OGRE is an homage to the identically-named villain from the combat example in Champions 1e all those years ago.

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The Loving Couple

OGRE

Description: A big green-skinned brute in a black wrestler's singlet and oversized combat boots.  His physique has a weird doughy look, but those lumpy muscles are impressively powerful.  Has a deep, rumbling voice and tends to shout a lot.  He's got a surprisingly good vocabulary when he feels like using it - usually to boast about his own might.

Gender: Male     Age: 33     Height: 7'2"     Eyes: Muddy Brown

Hair: Patchy Orange Spikes     Skin: Olive Green     Build: Muscularly Lumpy

Approach: Bully                   Archetype: Squad

Health:  30 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

Qualities: Banter d8, Imposing d8, Mercenary Super-Thug d8

Status: (# of other Villains) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

One-On-One (A) Attack one target using Strength.  Use your Max die. Defend against all Attacks from the target until the start of your next turn with your Mid die. 

Showing Off (I) Increase the damage you deal by the number of nearby non-minion allies.

Two-Fisted Beatdown (A) Attack two nearby targets using Strength.  Use your Max die against one target and your Mid + Min dice against the other target.  If either target Defends against this Attack, both targets benefit from that Defend effect.

Watch It, You Dope! (R) When another villain is Attacked, Defend against that Attack by rolling your single status die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a Monster Trike d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When OGRE is Attacked, roll this vehicle's die.  If it rolls higher than OGRE's current Health, both OGRE and the vehicle escape the scene.  Sturdy (I) When making saving rolls against damage, add a +2 bonus.

Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome where your payment is at stake.


OGRESS

Description: A big green-skinned woman in a black one-piece skinsuit and oversized combat boots.  Her physique has a weird doughy look, but those lumpy muscles are impressively powerful.  She has a low, gravelly voice and spends a lot of time complaining about whatever subject catches her fancy - often any other villain she's working with.  She's very creative about her insults, borrowing from other languages that she otherwise lacks any real knowledge of.

Gender: Female     Age: 32     Height: 7'1"     Eyes: Lusterless Blue

Hair: Scraggly Orange Mane     Skin: Olive Green     Build: Muscularly Lumpy

Approach: Bully                   Archetype: Squad

Health:  30 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

Qualities: Banter d8, Imposing d8, Mercenary Super-Thug d8

Status: (# of other Villains) 3+ - d10 / 1-2 - d8 / 0 - d6

Abilities:

Get On With It Already! (A) One ally makes a basic action now.  Use their Max die and reroll all ones during this action.  

One-On-One (A) Attack one target using Strength.  Use your Max die. Defend against all Attacks from the target until the start of your next turn with your Mid die. 

Two-Fisted Beatdown (A) Attack two nearby targets using Strength.  Use your Max die against one target and your Mid + Min dice against the other target.  If either target Defends against this Attack, both targets benefit from that Defend effect.

Watch It, You Dope! (R) When another villain is Attacked, Defend against that Attack by rolling your single status die.  Boost yourself using the amount of damage reduced.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a Monster Trike d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When OGRESS is Attacked, roll this vehicle's die.  If it rolls higher than OGRESS' current Health, both OGRESS and the vehicle escape the scene.  Sturdy (I) When making saving rolls against damage, add a +2 bonus.

Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome where your payment is at stake.

Tactics

Not so much.  When working as a duo, they rely on Watch It, You Dope! to cover each other (and Boost themselves with "You Owe Me on" bonuses) while beating on foes two at a time with Two-Fisted Beatdown.  If that doesn't work, they'll pick the most annoying target and single them out for a little time One-On-One.  OGRE gets a little extra damage out of Showing Off, especially when working with lieutenants or other villains.  OGRESS prefers to order allies (particularly OGRE) around with Get On With It Already! instead.

Their upgrades are a pair of custom armored trikes with semi-AI autopilots, built-in weapons and manipulator tentacles, and an emergency Zoom Gate escape teleporter.  OGRE's is a reverse trike (two wheels up front) which OGRESS this is stupid-looking, so rides a traditional model (two wheels in back).  They're usually being paid by someone else for whatever havoc they're wreaking, hence their mastery.

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OGRE or OGRESS (Working Solo)

Description: They look just like their descriptions above, but there's just the one big brute.

Approach: Bully                   Archetype: Bruiser

Health:  45 + (5 x H)

Powers: Strength d10, Leaping d8, Vitality d8

Qualities: Banter d8, Imposing d8, Mercenary Super-Thug d8

Status: (Personal Health Zone) Green - d6 / Yellow - d8 / Red - d10

Abilities:

Mocking Boast (A) Defend using Banter.  Use your Mid + Min dice.  Recover using your Max die.

One-On-One (A) Attack one target using Strength.  Use your Max die. Defend against all Attacks from the target until the start of your next turn with your Mid die.

That All You've Got? (R) When Attacked, use the amount of damage taken to Boost yourself.

Two-Fisted Beatdown (A) Attack two nearby targets using Strength.  Use your Max die against one target and your Mid + Min dice against the other target.  If either target Defends against this Attack, both targets benefit from that Defend effect.

Upgrades & Masteries (optional):

Villainous Vehicle +15 Health.  Add a Monster Trike d12 Lieutenant with the following abilities to the scene:  Escape Plan (R) When Ogre is Attacked, roll this vehicle's die.  If it rolls higher than Ogre's current Health, both Ogre and the vehicle escape the scene.  Sturdy (I) When making saving rolls against damage, add a +2 bonus.

Master Mercenary (I) If you have a contract for a specific task, automatically succeed at an Overcome where your payment is at stake.

Tactics

Similar to when they're working together, start with Two-Fisted Beatdown and if that doesn't work, go One-On-One with the most irritating hero.  Supplement that with reactionary Boosts from That All You've Got? and take an occasional break to use Mocking Boast for Defense and some healing if you're starting to get low (about 5 x H).

Upgrade and masteries are the same as above.

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OGRE & OGRESS d10 (in a pair) or d12 (solo) lieutenants

Description: As above.

Tough As Nails: You gain a +2 bonus when rolling saves against damage.


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Friday, June 6, 2025

KILL-A-TON, Arms Dealer Who Loves Her Own Merchandise

A super-tech arms dealer who's definitely sampling her own wares.. 

KILL-A-TON

Cleo Akamai has loved firearms since she first handled her father's pistol at the tender age of five, and she's only become more enthusiastic over time.  Not content to simply fire them (although that is the fun part) she quickly moved on to use her super-genius intelligence to improve on the and then eventually design her own.  At some point after her college days the expenses for new material and repairs to her workspace exceeded her legitimate income.  Deciding to join the super-crime community was not a difficult decision for the young Miss Akamai.

In the ten years since she's established a reputation for reliability and built a well-paying clientele in the market for advanced weaponry and gadgetry.  Unlike some "tech head" villains she also takes irregular "road trips" operating under the supranym KILL-A-TON.  Her principle goal during these outings seems to be getting an opportunity to shoot her big-ass cannon conduct field testing on her latest upgrades, but she'll usually have some scheme in the works as well.  Whether she's looting exotic materials or technology she can't get otherwise, doing a favor for some villainous ally, or attempting to proactively eliminate some hero that's annoyed her somehow, she regularly varies her approach.  Sometimes it's just her a pack of robot minions or guns-for-hire (often being paid in her own weaponry), sometimes it's another villain, and once in a while she'll show up with a whole team made up of her customers.

KILL-A-TON's casual approach to mass destruction has many heroes looking for her, but she doesn't reciprocate their feelings and has no real nemesis.  The closest she gets to ongoing enemies are the agents of the Science Integration Network (SIN), who have repeatedly attempted to recruit or steal from her and continues to do so despite their failures and some fairly vigorous chastisement from KILL-A-TON.   

Description: Seen outside her power suit, she's a short, lightly built woman of native Hawaiian ancestry, including a slight Islands accent.  When working, all you'll see is a menacing anime-style battlesuit studded with thrusters and auxiliary equipment pods and holding a massive energy cannon that links to one shoulder via an articulated armature.  The gun glows and hums more and more ominously the more it builds up a charge.  The suit is all-concealing and modulates her voice into an obviously artificial tone. 

Gender: Female     Age: 30     Height: 5'2" (6'9" suited up)     Eyes: Dark Brown

Hair: Black, Cut Short      Skin: Golden Tan     Build: Slim

Approach: Mastermind     Archetype: Inventor

Health:  30 + (5 x H)

Powers: Mk. 25 Doom-Cannon d12, Inventions d10, Power Suit d8

Qualities: Ranged Combat d10, Criminal Underworld Information d8, Gun-Crazy Schemer d8, Imposing d8, Science d8, Technology d8

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

Abilities:

Intimidation Ploy (A) Attack one hero using using Technology.  Hinder all heroes using your Max die.

Overcharger (R) At the start of your turn, if you have no bonuses in play, roll your single Science die to Boost yourself.

Warning Shot (A) Boost using Mk. 25 Doom-Cannon.  Hinder using your Max die.  Attack using your Min die.

You Were Warned (A) Attack using Mk. 25 Doom-Cannon and at least one bonus.  Use your Max + Mid + Min dice.  Add all your bonuses to the Attack, destroying them.

Upgrades & Masteries (optional):

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 Mk. 25 Doom-Cannon die.  Gain Reestablish Shield (A) Overcome using Inventions.  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 Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

Unless KILL-A-TON has a strong reason to be subtle about things, she'll happily spend her time cutting loose with her ridiculous powerful energy cannon turn after turn.  That said, she's a decent tactician and does everything she can to make every shot count.  When possible she spends her bonuses as fast as they come so she can get all the mileage possible out of Overcharger.  She often opens a fight with an Intimidation Ploy (using the bonus from her reaction, of course), loosing brilliant, noisy and  confusing micro-pulses while building up her status die with the penalties handed out.  She'll then take a Warning Shot at whatever the greatest threat appears to be, which can generate more mods for status effects if she uses Science or Technology instead of Ranged Combat.  KILL-A-TON follows that up with her signature move, a full-power shot using You Were Warned on the same target, repeating until they've learned their lesson.

Her upgrade significantly improves her durability, either through blocking damage or costing the heroes time doing Overcome actions, the latter of which may also grant her a chance to take a few snap-shots if her reaction is available (in which case she'll at least be less focused on exploiting Overcharger since it's a reaction too).  She has zero qualms about using her mastery when it might help, and is overall pretty casual about killing or seriously injuring innocents and heroes alike.

Trivia

Almost all of the bonuses she generates will be "Ominous Hum" with the number of m's at the end equal to the size of the bonus.  Yes, this is a Schlock Mercenary reference.

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KILL-O-BOT Minion d8 minions

Description: Basic humanoid automaton, not fancy (and certainly not smart) but well equipped and programmed for mayhem.  KILL-A-TON doesn't put much effort into these things, robots aren't really her passion.  They do get issued with her usual high-quality guns, though.

Made Them Myself: Each group of H (or fraction thereof) of these minions counts as an invention for purposes of KILL-O-TON's status die.  You can only take Attack and Defend actions.

Only the Finest In Zap Guns: When you Attack, any rolls of one can be rerolled once.


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Saturday, May 17, 2025

Omegavolt, A Self-Defeating Dynamo

A specialist villain today, this one quite deliberately built to be a fearsome threat but prone to overloading himself so badly he practically defeats himself with self-inflicted damage.  If your heroes can hold out long enough he becomes a pushover to finish off, but he hits mighty hard until then.

Omegavolt

Ramon DaSilva was an unremarkable lab assistant in the OmegaCorp High-Energy Testing Facility until the accident that left him supercharged.  Possibly unhinged by the incident, or perhaps just greedy and amoral, he was quick to adopt the villainous persona of Omegavolt and go on a spree of robberies until confronted by a team of heroes who tricked him into overloading himself.  He's proven to be difficult to contain long-term, and has repeatedly broken out of prison to repeat his crimes, often with more tactically-minded allies.

As Omegavolt he displays remarkably potent control over electricity, which he can also leverage to create stunning blasts of thunder or propel himself through the sky by "riding" lightning bolts.  He's surprisingly vulnerable to the same kind of energies, although he can (and usually will) simply power his way through such hindrances with a costly display of his own might.  His impulsive personality and hot temper are even more of a drawback, and many of his defeats have effectively been self-inflicted.  

Description: Muscular man of Hispanic descent, wearing a matte-black bodysuit with only his hands and head exposed.  His costume is covered in metallic cabling that helps him direct his powers, and he sports a short black half-cape with an omega symbol on it.  Has a powerful baritone voice and likes to use it to deride anyone who gets on his bad side.    

Gender: Male     Age: 27     Height: 5'11"     Eyes: Brown, Full of Sparks

Hair: Black     Skin: Dark Hispanic Tone, Crawling With Lightning     Build: Burly

Approach:  Overpowered

Archetype:  Formidable (Weakness: Electrical or Sonic penalties, including his own)

Health:  60 + (5 x H)

Powers: Electricity d12, Flight d10, Sonic d10

Qualities: Arrogant Powerhouse d8, Imposing d8, Science d6

Status: No Weakness Penalties - d12 / Both Penalties & Bonuses - d8 / Only Weakness Penalties - d4

Abilities:

Beyond All Hindrances (R) Ignore all penalties on you for your action.  Take irreducible damage equal to the total of those penalties.

Crashing Thunder (A) Attack multiple targets using Sonic.  Use your Max die.  Hinder each target using your Mid die.

There Is Nothing Beyond My Power! (A) Take any basic action using your Max die.

UNLIMITED POWER! (A) Attack using Electricity.  Use your Max + Mid + Min dice.  Hinder yourself using your Max die.  Take damage equal to your Mid + Min dice.

Upgrades & Masteries (optional):

Quality Upgrade (I) +20 Health.  Increase all Quality dice sizes except Arrogant Powerhouse by one (max d12).

Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.

Tactics

Omegavolt is tremendously powerful, but he's held back by his own overconfidence, impatience and lack of restraint.  He always intends to fight intelligently, taking some time Boost himself with There Is Nothing Beyond My Power! and then softening up multiple foes with repeated uses of Crashing Thunder before finishing them off one by one but that never happens.  Someone will Attack him, put a penalty on him, or just make him angry by being disrespectful (possibly by not bothering to Attack or Hinder him) and BAM!, he'll immediately use Beyond All Hindrances and UNLIMITED POWER! to teach them a lesson, and then continue to use his reaction over and over rather than letting his accumulating penalties bleed off naturally.  This results in a death spiral of mounting damage exacerbated by his own hardest-hitting ability.

He just doesn't have the self-control to play smart, and will wind up draining himself to the point of collapse far quicker than he ought to.  Doesn't mean he won't take a hero or three down with him, but he does tend to underperform for his Approach/Archetype combination.

Omegavolt's upgrade isn't much help (it won't improve Arrogant Powerhouse any, which he uses for most offensive abilities) either, although the added Health might buy him another round or two in action.  His mastery reflects his hot-headedness, and rarely gets used for anything really productive unless his allies can get him to stick to some kind of plan.

Trivia

For unknown reasons, Ramon deeply objects to being called "Sparky" and tends to fly off the handle if taunted with that nickname,  This has led to several "incidents" with fellow supervillains.


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Saturday, January 11, 2025

Gruj, Kidnapper For Hire

Another super-thug, but this one's a bit of specialist for when a villain wants a hero captured relatively intact.  He's surprisingly tough to beat one-on-one, and with a little support even teams may have trouble stopping him from making off with his target.  His employer usually provides transport to retrieve Gruj and his victim when the job's done, although he's pretty fast and hard to stop if he has to lug an unconscious hero off by himself. 

Gruj

The brutish lout known as Gruj is a well-known mercenary super-thug, most often employed to confront a troublesome hero, beat them senseless and then abduct them for their current employer.  He's pretty good at that kind of work, with a fine sense of how much damage a target can take without lasting harm.  While he's not squeamish about crippling or killing people either, Gruj doesn't do so deliberately and won't take assassination work.  If questioned about his stance on the subject, he'll just grunt and snarl that killing makes more trouble that it's worth in the long run.

Gruj's origins are a mystery, but his questionably-human physiology suggests some explanations.  He might be some kind of geneered human-animal hybrid like Karkinos, the Mighty Bullfrog, or Florida Man, or something less explicable like the Three Bears.  He doesn't work long-term for villains or on any established teams, and what he does on his time off is mostly unknown.  The notable exception is the occasional pub crawl with the similarly cryptic villain BG Gruff.  Gruj has also made a couple of appearances at gaming conventions in the past, entering cosplay contests as a "Proper Old-School Orc" with foam weaponry and armor.           

Description: A hulking humanoid figure with mottled bluish-green skin and rather porcine features - you could almost call that a snout if you aren't afraid of a beating.  Usually barefoot (are those pig's feet?) and dressed in nothing but dirty gray coveralls and a a soiled baseball cap with a shamrock on it.  Smells about as bad as he looks, and speaking mostly in grunts and curses.  Tends to laugh a lot while delivering a beatdown.

Gender: Male     Age: 24     Height: 6'2"     Eyes: Muddy Brown

Hair: None, Cranial Scars     Skin: Sickly Bluish-Green     Build: Apelike

Approach: Bully                  Archetype: Indomitable

Health:  45 + (5 x H)

Powers: Momentum d10, Speed d8, Strength d8

Qualities: Close Combat d10, Fitness d8, Vindictive Super-Thug d8                                     

Status: Always d8

Abilities:

Brutalize (A) Attack one target using Strength.  Use your Max die.  Until the start of your next turn, use your Mid die to Defend against all Attacks from that target.

Manhandle (A) Attack one target using Momentum.  Either Hinder that target using your Max die, or Defend yourself using your Min die and you and the target end up elsewhere in the scene.

Pig-Headed (I) Reduce all damage dealt to you by 2.

Soak It Up (R) Defend by rolling your single status die.  If that Defend reduces the damage to zero,  Boost yourself using the amount of damage prevented.

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  Increase all Power dice sizes by one (max d12).

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

Gruj has all the subtlety of a wrecking ball when it comes to a fight.  He'll single out one designated target and use Brutalize on them repeatedly until they're knocked out, then either carry them off as a prisoner or start on a new foe.  Attempts to intervene will largely be shrugged off by Durable and judicious use of Soak It Up.  If sufficiently harassed (usually with Hinders or high-damage attacks) by other heroes attempting to intervene, he uses Manhandle to drag his victim off to someplace more private, crashing through obstacles at speed before resuming the one-on-one beating.  While he could theoretically play bodyguard using his reaction, Gruj only does so when explicitly ordered to - and even then only when someone's keeping a close eye on him to ensure he doesn't "forget" in the heat of action.

He rarely has an upgrade unless working for a very powerful mastermind villain who can augment him to greater power levels, usually in order to take multiple heroes prisoner at once.


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Friday, August 9, 2024

Novia Aterradora, A Vengeful Spirit For October Gaming

My circle of players is planning on doing some horror-themed stories (probably two sessions each) in October.  I could use some pre-existing villain like Corpsefire as the centerpiece for my run but a couple of the people involved have already "met" them in the past so I'd rather do someone new.  Ought to able to make this lovely lady pretty scary and hand them some moral quandaries as well by having her own pre-death behavior not much better than her revenge targets.  Also taking the opportunity to settle some dangling plot threads with organized crime figures in my last campaign, who may or may not wind up horribly dead at the end of things.    

La Novia Aterradora

Maria Torres was a hard woman during her life, de facto head of one of California's major organized crime families after her father was killed and her grandfather reduced to a figurehead by age and infirmity.  Ruthless, thoroughly amoral and quick to punish any disrespect, her fearsome reputation kept her solidly in power but earned her many enemies in the criminal underworld.  A coalition of those foes chose to strike at her on her 30th birthday, which was also to be her wedding day.  Firebombs went off just after she and her spouse swore their vows, and their honeymoon was spent in the morgue.

That should have been the end of it, but Maria was a hard woman in death as well.  Refusing to go to Hell without a proper retinue, she was granted a chance to go collect the souls of her killers.  Risen into awful unlife, la Novia Aterradora roams the mortal world in search of her rightful prey.  Can your heroes stop her?  Considering who her killers were, do they even want to? 

Description: A spectral vision of a skeleton dressed in the rags and tatters of a scorched bridal gown.  She glides along soundlessly, hair and dress trailing wisps of smoke.  When using her powers she's often accompanied by unnatural shadows populated with horrifying phantoms, or wreathed in sulfurous yellow flame when thoroughly enraged.  On the rare occasions she does speak, her voice is cold and full of menace, echoing as though it comes from beyond the grave.   

Gender: Female     Age: Deceased     Height: 5'5"     Eyes: Burning Red

Hair: Ash Grey, Scraggly & Smoldering     Skin: None     Build: Skeletal Phantasm

Approach: Disruptive                         Archetype: Guerrilla

Health:  40 + (5 x H)

Powers: Illusions d10, Infernal d10, Intangibility d8, Flight d8

Qualities: Magical Lore d10, Alertness d8, Stealth d8, Vengeful Spirit d8

Status: (# of Enemies Engaged) 4+ - d10 / 2-3 - d8 / 0-1 -d6

Abilities:

Fleeting Phantasm (R) Defend against an Attack by rolling your single status die.  Deal that much damage to a different nearby target.

Spirit of Vengeance (I) At the start of your turn, gain a bonus with a value equal to the number of opponents that Attacked you since your last turn.

Vision of Horror (A) Attack using Illusions.  Use your Max die.  A target dealt damage this way Attacks an ally of your choice by rolling their single largest power die.

Wreathed In Hellfire (A) Hinder using Infernal.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  Increase all Power dice sizes by one (max d12).

Master of the Unfathomable (I) If you are in a situation involving otherworldly forces, automatically succeed at an Overcome to do the bidding of unknowable entities beyond our reality.

Tactics

La Novia Aterradora is a vengeful spirit, only half-real and shrouded in a web of illusion at all times.  In combat she relies on Vision of Horror to terrorize foes and turn them against their allies while intervening in Attacks on herself and her allies with Fleeting Phantasm.  She prefers to spread damage around multiple foes rather than concentrating on finishing one at a time, taunting them into Attacking her to maximize the benefits of Spirit of Vengeance.  When hard-pressed she'll call on the pact that animates her, becoming Wreathed In Hellfire to paralyze foes with fear while restoring her own vigor.

She rarely manifests her upgrade or mastery unless directly confronting someone directly involved in her death (of whom few will survive even a single encounter) or when being called upon to fulfill some arcane requirement of her pact.


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Wednesday, August 7, 2024

Supervillain Sub-Index A-D

This is an alphabetical listing of supervillains with supranyms starting from A through D (and numerical characters), broken off from the larger Supervillain sub-index.


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

Ang-Gorr - He's big, green, angry and a shameless ripoff

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 

Bearfoot Bill - Backwoods bandit, bushwhacker and bootlegger - and also a  cartoon bear

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

Bludshedd - Flying physical powerhouse and Champion of Evil

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

Brazen Idol - Magically animated statue in the service of DOOM

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

COPP Officer - Typical example of a corporate law-enforcement cyborg in a dystopian setting

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 


Blog Content Index

Supervillain Sub-Index E-L

This is an alphabetical listing of supervillains with supranyms starting from E through L, broken off from the larger Supervillain sub-index.


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

The Groovy Gadget-Man - 1960s hippie techno-villain

Gruj - Brutish superthug with a specialty in kidnapping

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

The Horror Within - Magical kaiju WMD, starts as a parasitic extradimensional spore 

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

Hugo Hellbinder - Doomed fool and temporary super-mage, unwitting host to the Horror Within

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

Karrion Klone - Nineties villain obsessed with cloning other superhumans, where have we seen that before?

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

KILL-A-TON - Supertech villain with a serious gun fetish

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

Larva Vesparum - Sapient magical mask, often used by DOOM

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!


Blog Content Index

Supervillain Sub-Index M-R

This is an alphabetical listing of supervillains with supranyms starting from M through R, broken off from the larger Supervillain sub-index.


The Macronaut - Explorer From Overspace

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

Musclemind Maximus - Powered-up version of Musclemind, bigger and more powerful than ever but just as mentally unstable

Neandro the Mighty - Cosmic-powered Neanderthal space gladiator champion

Negator - Merciless vigilante cape-hunter

La Novia Aterradora - Vengeful spirit hunting her killers

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

OGRE & OGRESS - Super-thug power couple, complete with solo version

Omegavolt - Self-defeating dynamo

Onslaughter - Powerful anarchist with metallokinesis powers reinforcing his physical might

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

Othar Kurst - World-weary undying champion of evil, leader of the Devil's Dozen

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

Paycheck - Wealthy villain who hires others to do the dirty work that makes him richer still

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 - Your basic space invader mothership, loaded with robotic troops and war machines

Roughhouse - Psionic mutant brawler

Rush - Speedster agent of SIN, brother of Crush


Blog Content Index

Supervillain Sub-Index S-Z

This is an alphabetical listing of supervillains with supranyms starting from S to Z, broken off from the larger Supervillain sub-index.


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

Savager - Edgy Nineties metamorphic villain

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

Sea Raven - Amphibious flyer, former villainous identity of the hero Cormorant

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

Slink - Skilled intrusion and espionage expert for hire

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

Tirade - Deranged conspiracy theorist turned demagogue supervillain

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

The Un-Being - Bizarre menace threatening reality itself, one piece at a time

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


Blog Content Index

Dynamic, High-Voltage Hero

New superhero written up for a play-by-post game that's taking its core concept from the Dispatch PC game (which just finished up its in...