Thursday, August 18, 2022

King Kockroach, Master of Cockroaches

King Kockroach

King Kockroach claims he was abandoned as an infant and raised by friendly cockroaches, although it's not clear if that's reality or delusion.  Most likely it's a bit of both.  He appears to be a mutant of some kind, but whether he was born that way or had his DNA partially overwritten in his childhood is also unclear.  His earliest clear memories are filtered through compound eyes, so he's been a hybrid for most of his life at least.  

The King grew up in the urban jungle, living in abandoned building and within the guts of the city's infrastructure.  He learned to speak through overheard conversations and watching television through other folks' windows, and eventually taught himself to read using books left behind in a derelict school building.  He's surprisingly fluent and well-informed in some fields, perhaps thanks to some kind of low-grade passive telepathy, or maybe just due to innate genius.  Again, most likely it's a bit of both.  Kockroach is unduly fond of "geek culture" and spends a lot of time dumpster-diving around comic shops, book stores, and newsstands for reading material, and has made it to a few conventions under the guise of being an uncommonly convincing cosplayer.

Kockroach has gradually developed a serious persecution complex based on what few interactions he's had with "normal" people, made worse by the fact that even the radical Just X mutant rights organization doesn't want anything to do with him.  This has led him to commit various crimes in response to perceived slights, insults and threats, and he's pretty much at war with the the local street criminals around his current lair.  More than a few gang members have disappeared because of the King, and stories about his victims turning up skeletonized by vermin are starting to spread.  

Eventually the buzz is going to reach the ears of some actual superheroes.  What they do about it will probably decide the trajectory of King Kockroach's life going forward.  Does he evolve into a full-blown supervillain, wind up as a lab specimen somewhere, get treated like a person for what might be the first time in his life, or something else? 

Description: A small, hunched creature that seems to be a hybrid of man and cockroach.  His head is human-like except for its black compound eyes and the long antennae springing from his temples.  Two stunted insectoid limbs sprout from his belly, and his nearly translucent skin is partially covered by segmented chitinous plating.  Generally goes barefoot and shirtless, wearing filthy jeans and a stained, loose fitting trench coat.  He is invariably crawling with vermin, and keeps at least two ill-maintained pistols concealed on his person at all times even though he rarely uses them.  

Gender: Male            Age: Unknown           Height: 5'4"           Eyes: Black

Hair: Black Stubble             Skin: Translucent with Chitinous Segments          Build: Stooped

Approach: Relentless                         Archetype: Overlord

Health:  35 + (5 x H)

Powers: Size-Changing d10, Animal Control d8, Wall-Crawling d6                                

Qualities: Leadership d10, Creepy Little Weirdo d8, Stealth d8, Fitness d6

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

Abilities:

Countless Distractions (I) Whenever a nearby opponent would Attack you, you may destroy a bonus on yourself or a penalty on that opponent to reduce the damage of that Attack by the value of the destroyed mod.

Forward, My Legions! (A) Attack using Animal Control.  Use your Max die.  Defend against all Attacks against you until the start of your next turn using the number of your Overlord minions.

Hard To Kill (R) Reroll any number of minion saves against the same Attack.

No Escape (R) When an opponent moves away from you, you may follow them and roll your single status die to Hinder them.

Scuttling Tide (A) Use Leadership to create a number of minions equal to the value of your Max die.  The starting die size of those minions is the same as your Min die.

Upgrades & Masteries (optional):

Villain Vehicle (I) +15 Health.  Add a Truly Monstrous Cockroach d12 Lieutenant with the following abilities to the scene:  Size-Changing Getaway (R) When King Blatto is Attacked, roll this vehicle's die.  If it rolls higher than his current Health, both the villain and this lieutenant escape the scene.  Spread Vermin (A) Add a number of minions equal to half the die size of this lieutenant to an existing minion group.  The dies size of these minions is equal to the largest die size in the group.  If this lieutenant has a mod applied to this action, increase or decrease the number of minions created with the value of that mod. 

Master of Total Chaos (I) Automatically succeed at an Overcome when you throw out all the rules during a situation that is spiraling out of control.

Tactics

King Kockroach creates giant bugs ranging from dog- to bear-sized horrors using Scuttling Tide, always trying to keep at least a dozen of them in play.  He then uses Forward, My Legions! to personally direct their onslaught while being shielded from retaliation with Countless Distractions.  Those attempting to withdraw from melee will find there's No Escape from him, or he can use his reaction to show that his servants are truly Hard To Kill.  If he has his upgrades he'll be riding a cockroach the size of a small elephant that makes more minions with Spread Vermin, and they'll both suddenly shrink and vanish in the swarm of other bugs if it uses Size-Changing Getaway to avoid defeat.

In narrative terms, each of his minions represents a single giant insect (usually a cockroach, he likes those best) created with Size-Changing, accompanied by a swarm of smaller flying and crawling bugs.  He'll direct most of them to split their actions between Hindering foes and Boosting him to make Countless Distraction easier to use, with only the largest minions making direct Attacks on their own.  He likes to keep his "legions" near him, which makes it easy to target them with multiple-target attacks - but anyone displaying such an ability will get continuous Hinders applied to them if possible.

Outside of a fight, he's very sneaky, surprisingly good at planning and organization, and quite a bit tougher than he looks.  He has a knack for creeping people out, often while displaying an encyclopedic knowledge of trivia about entomology, horror movies, anatomy, and conspiracy theories.  His Size-Changing power lets him make insects and similar vermin (but not himself) significantly larger, and he can shrink himself down to the size of a ant with little effort.  Not that he likes ants, they're all serious A-type personalities and he hates that.

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Scuttling Vermin variable, usually d6, d8, or d10 minions

Description: A single giant insect ranging from the size of a small dog up to bear-sized, accompanied by a swarm of lesser bugs.

Hard To Kill: You may reroll any ones rolled for saves against damage.


Blog Content Index

Neandro the Mighty and the Alien Space Gladiators

The lead "villain" here isn't really a bad guy as such, but he's looking for recruits to join his interstellar fight club and doesn't like to take no for an answer.  Plus he's a bit cranky about the mammoths (and his species)  being extinct.  Galactic geneering tech could probably fix the extinction thing, though.  Maybe he should pick up some mammoth DNA while he's visiting Earth.

The other writeups in this post are less good-natured space gladiators who might show up with Neandro or as a separate threat unto themselves.  They're going to be pretty contemptuous of Earthlings initially, although a few sound drubbings by local superheroes will change that right quick.  Imagine them as crass, sneering tourists with a penchant for bullying the locals and you've got them about right.

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Neandro

It's been almost 50,000 years since the aliens recruited a cocky young Neanderthal to fight in the Galactic Gladiatorial Circuit (Primitives Division) and Neandro's enjoyed just about every minute of it.  Didn't hurt that his contract included the usual "revivification after loss" clause and his manager chipped in for some genetic retro-therapy to toughen him up far beyond his native capabilities.  Neandro gradually worked his way up through the ranks and really made a name for himself after a passing cosmic entity decided to amp up their favorite new gladiator up with cosmic energy powers that have made him a match for even the nastiest xenospecies out there.

FTL travel times and galactic distances being what they are, he's had a lot of time to pick up on how interstellar civilization works in between bouts, and knows more about the broader universe than all of NASA put together.  Eventually he got curious about his old home world and hunted up the place's co-ordinates.  Now he's come to check the place out while he's waiting on his next championship defense, with an eye toward recruiting some local talent and seeing if the mammoth is still as good as he remembers it being.  His manager Procurator Zad (see below) is thinking about setting up a "Terra Invitational" event as a novelty show while they're here.  That big ice continent on one pole of the place looks like a decent venue, hardly any locals using it anyway.     

Description: A (relatively) tall and very powerfully built Neanderthal wearing silver trunks, big furry boots and fingerless hide gloves.  When using his powers his exposed skin displays circuit-like patterns that pulse with deep orange light.  

Gender: Male          Age: ~49,000 (looks about 20)          Height: 5'10"          Eyes: Brilliant Blue

Hair: Bushy Black With A Mountain Man Beard             Skin: Weathered              Build: Robust

Approach:  Prideful                  Archetype:  Loner

Health:  35 + (5 x H)

Powers: Cosmic d10, Strength d10, Vitality d10, Flight d8

Qualities: Close Combat d10, Ranged Combat d10, Deep Space Knowledge d8, (Alien) Technology d8, Galactic Gladiator d8

Status: # of Other Allied Villains 0 - d10 / 1-2 - d8 / 3+ - d6

Abilities:

Personal Challenge (A) Attack one target using Close Combat.  Use your Max + Min dice.  Defend yourself against all Attacks from anyone but the target until the start of your next turn with your Mid die.

Stellar Charge-Up (A) Attack using Cosmic.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Unflagging Fighter (R) When you would be Hindered or when an Attack would reduce you to zero Health, reduce the penalty to -1 or reduce the damage to 1.

Well Nigh Invincible (I) Reduce all damage dealt to you by 2.

Upgrades & Masteries (optional):

Power Boost (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:

Neandro has spent almost fifty thousand years putting on gladiatorial exhibitions across the not-so-civilized galaxy, and regards every fight as a chance to stage a show whether he's winning or losing.  Now that he's back on his old home turf he welcomes the opportunity to try out the local talent.  He's pretty good-natured about things unless someone makes him look bad by refusing to fight, or worse, by suggesting he might need their help to win.  His preferred move is to pick the most interesting or enthusiastic opponent and use Personal Challenge while largely ignoring anyone else in the fight with the move's inherent Defend, Well Nigh Invincible and Unflagging Fighter.  If he needs a second wind or his opponent insists on staying at a distance he'll use Stellar Charge-Up.  He'll happily do an Overcome if he sees a chance to do something flashy.  Play him like a cross between a caveman pro wrestler and an alien gladiator (which is what he is) and you're using him right.

He'll turn on his upgrade if it looks like he's got some serious competition (like a handful of heroes who won't agree to fight him one at a time), which also unlocks his mastery for those showy Overcomes.

Note that while he's picked up a d8 in Technology over the years, he's only familiar with alien tech from galactic civilization.  Everyday 21st century Earth tech is bafflingly crude by comparison, and he's literally more familiar with stone axes and fire-sharpened spears than a smart phone or automobile.  Not that he uses stone axes as anything but props these days.  He's long since graduated from the Primitives Division.

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Alien Space Gladiators

The following are a collection of alien space gladiators from the same Galactic Gladiator Circuit that Neandro is part of.  Unlike him, they're definitely not from around here, here being Terra.  They vary quite a lot in power, from serious contenders for the championship belt (full-on villains) to run-of-the-mill second-string fighters (lieutenants) to mooks (minions) kept around to make the rest look good.  I'm sure they all have backstories as nuanced and involved as Neandro does, but since their main interactions with the heroes are going to involve beatdowns I'll leave it to someone else to develop them.

Their most obvious use is as part of Neandro's story arc when he visits Earth, perhaps as participants in the Antarctic Invitational Tourney if that happens, or as hangers-on who've come to along to see his old homeworld.  They could also be encountered by heroes who operate out in the wider galaxy, or by "alien abduction" victims roped into arena fights, or as escapees from the GGC or various space law organizations that come to Earth to hide out for a while.  You could also re-skin them into low-grade alien invader types bent on taking over the Earth or shipwreck victims sought by villainous (or government) types interested in their technology.

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Voon the Savage

Description: A graceful blue-skinned humanoid with a slender prehensile tail.  His sharp-featured face has four shark-like eyes, which glow with white light when using his energy leeching powers.  His only garments are a snug pair of "biker" shorts, low boots and gloves on his four-fingered hands, all made of metallic silver smart fabric.

Gender: Male               Age: 45 Space Years          Height: 6'6" (Tail adds another 6')

Eyes: Dead Black         Hair: None         Skin: Cyan Blue        Build: Long-tailed Humanoid

Approach:  Prideful                  Archetype:  Predator

Health:  40 + (5 x H)

Powers: Absorption d10, Strength d10, Vitality d10, Flight d8                                       

Qualities: Close Combat d10, Conviction d10, Fitness d8, Imposing d8, Space Gladiator d8

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

Abilities:

Display Supremacy (A) Boost yourself using Conviction.  Use your Max die.  The bonus is persistent and exclusive.  Defend yourself against all Attacks until the start of your next turn with your Mid die. 

Enervating Aura (R) When an opponent ends their turn near you, you may roll your single Absorption die as a Hinder against them.

Life Leech (A) Hinder using Conviction.  Use your Max die.  The penalty is persistent and exclusive.

Vicious Attack (A) Attack using Close Combat.  Use your Max die.  If the target has a penalty created by you or is in the Red zone, use your Max + Mid dice instead.

Upgrades & Masteries (optional):

Skillful Fighter (I) +20 Health.  Increase all Quality die sizes except Space Gladiator 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 an overwhelming show of force will solve the problem.

Tactics:

Voon is a showman in combat, playing up his prowess for any onlookers even outside of an arena.  He usually opens with Display Supremacy, then uses either Enervating Aura or Life Leech to make an opening for a Vicious Attack with improved damage.  He's not as canny as he thinks he is and definitely likes attention, so it's not too hard to sucker him into leaving himself open while showing off.  Outside of a fight he's vain and aloof, especially towards primitives from backwater planets.

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Umma the Unstoppable

Description: Powerfully built young woman, remarkably human-looking except for her green skin, brilliant orange eyes and four muscular arms.  Well, that and she's usually twenty feet tall.  Wears an unadorned black singlet that shows off her physique to its best advantage.  She almost always has a grin on her face, especially in a fight and when talking down her opponent's fighting skills.    

Gender: Female          Age: Young Adult          Height: Varies, between 5-20'      Eyes: Bright Orange

Hair: Jet Black             Skin: Pale Green              Build: Athletic Four-Armed Pseudo-Humanoid

Approach:  Prideful                  Archetype:  Indomitable

Health:  45 + (5 x H)

Powers: Size-Changing d10, Strength d10, Vitality d10, Leaping d8

Qualities: Close Combat d10, Fitness d10, Banter d8, Self-Discipline d8, Space Gladiator d8

Status: Always d8

Abilities:

Immense Durability (I) Reduce damage dealt to you by 2.

Mighty Grasp (A) Attack using Strength.  Either Hinder the target with your Max die, or Defend yourself with your Min die and you and the target end up elsewhere in the scene. 

Reach Advantage (R) When a nearby hero rolls a 1 on one of their dice during their turn, you may roll your single Size-Changing die as an Attack against them.

Untiring Fury (A) Attack using Vitality.  Use your Max die.  Recover Health equal to your Min die.

Upgrades & Masteries (optional):

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also Attack with your Mid die.

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

Tactics:

Umma prefers to remain at her twenty foot height unless there's a real need (or advantage) to being smaller, in which case she can compact herself down to about five feet tall.  She exploits her variable size with Height Advantage to punish any mistake an enemy makes, while relying on her Immense Durability and Untiring Fury to keep her in the fight longer than most can manage.  Her favored maneuver is to use Mighty Grasp to drag smaller foes around or subject them to painful holds or takedowns.  She's a pleasant but snarky person outside of a fight, although she can't hold her alcohol well and tends to look for a good fight when drunk.

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Octrox the Eightfold Menace

Description: A 5' diameter spherical alien with eight tentacles evenly spaced around its surface.  The surface of the sphere is studded with dozens of compound eyes but otherwise featureless.  The limbs split into four flexible tendrils at their ends, which can form bludgeoning fists or act as clumsy manipulators.  Each tentacle can extend to as much as 10' long or contract into the body so that only the "hand" is showing.  The creature's only garment is a harness of silver fabric that encircles the root of each tentacle and forms an open web that leaves its many eyes clear.  Its telepathic "voice" is remarkably loud and tends toward the bombastic.     

Gender: Maybe?          Age: Unknown          Height: Varies, ~6' to 9'          Eyes: Neon Green

Hair: None             Skin: Dark Red              Build: Profoundly Alien

Approach:  Prideful                  Archetype:  Bruiser

Health:  45 + (5 x H)

Powers: Flight d10, Strength d10, Telepathy d10, Elasticity d8

Qualities: Acrobatics d10, Close Combat d10, Alertness d8, Imposing d8, Space Gladiator d8

Status: Current Health Zone Green - d6 / Yellow -d8 / Red - d10

Abilities:

Agile Onslaught (A) Attack one target using Acrobatics.  Use your Max + Min dice.  Defend against all Attacks against you by all other targets until the start of your next turn with your Mid die.

Mighty Tentacles (A) Attack one target using Strength.  Use your Max die.  Either Hinder the target with your Mid die, or Attack another nearby target with your Mid die.

Threat Response (R) When Attacked, use the amount of damage taken to Boost yourself.

Triumphant Hit (A) Attack using Close Combat.  Use your Max + Min dice.  If the Attack causes the target to change zones, Boost yourself with your Mid die.  This bonus is persistent and exclusive.

Upgrades & Masteries (optional):

Lashing Limbs (I) +20 Health.  When you take an action that lets you make an Attack, also Attack with your Mid die.

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

Tactics:

Octrox relies on strength, agility and raw aggression in a fight, as well the advantages its alien physique and many flexible and perfectly coordinated tentacles given it against more humanoid foes.  It prefers to focus on dishing out damage as fast as possible by switching between Agile Onslaught and Triumphant Hit.  Threat Response lets it benefit from taking damage, and Mighty Tentacles can either deal with a second foe or seriously impair a single enemy.  In or out of the arena Octrox is an arrogant jerk who's particular contemptuous of humanoid species, and his "loud" telepathy makes him especially grating to "listen" to.

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Medu-Ssa the Merciless

Description: A humanoid torso, arms and head atop a serpentine lower body, adorned with a mass of fanged serpents as "hair" running down the full length of the spine and forking out to form a "tuft" of snakes at the end of the tail.  The face is more snakelike than human with prominent fangs and slit-pupiled yellow eyes, features shared by the countless lesser serpents.  Legion minions are temporarily shed serpents acting on their own, which can be swiftly regrown if lost before they reconnect.      

Gender: Female?          Age: Unknown          Height: ~6' Tall, 22' Long          Eyes: Ochre Yellow

Hair: Coiling Serpents           Skin: Deep Green              Build: Androgynous, Serpentine

Approach:  Prideful                  Archetype:  Legion

Health:  20 + (5 x H)

Powers: Agility d10, Part Detachment d10, Vitality d10, Strength d8 

Qualities: Close Combat d10, Finesse d10, Alertness d8, Ranged Combat d8, Space Gladiator d8

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

Abilities:

Flashing Strike (A) Attack using Agility.  Use your Max + Min dice.  If the Attack causes the target to change zones, Boost yourself with your Mid die.  This bonus is persistent and exclusive.

Invulnerability (I) Reduce all damage dealt to you by 2.

Reclaim Vitality (A) Remove any number of Legion minions from play.  Roll their dice and Recover that much Health.

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

Tangled Coils (I) Whenever multiple Legion minions take the same action against the same target, you must roll all their dice at the same time and use the lowest result amongst them as each minion's result on that action.

Upgrades & Masteries (optional):

A Multitude of Coils (I) +20 Health.  When you take an action that lets you make an Attack, also Attack with your Mid die.

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

Tactics:

Medu-Ssa relies on playing a balancing act between putting out minions with Spawn Serpents and regaining Health and improving her status die with Reclaim Energy.  She'll generally use her minions to perform a wide variety of actions on different targets (including herself and any allies for Boost and Defend actions) while reabsorbing any excess ones and keeping their numbers down around four to eight deployed at once.  When pressed or her status die is d8 or better she'll strike directly with Flashing Strike, relying on Invulnerability to keep her from taking too much damage.  Medu-Ssa is cool and calculating at all times, preferring to keep silent and remain watchful for any advantage she might garner.

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Procurator Zad, Sleazy Chickladorian Manager d10 lieutenant

Description: A humanoid all in shades of pink (skin, hair, teeth, triangular eyes and all), dressed in whatever the locals use as natty business attire, so three-piece power suits on Earth most of the time and a sleek silver body glove out among the stars.  If he winds up in a fight he's likely to tear his outfit off the reveal a black wrestler's singlet and an impressively muscular physique, but he generally prefers to stay out of direct combat.

Teleport Access: As an action, roll your die and add a number of Mooks & Jobbers minions (see below) to the scene equal to the result.  They cannot take actions until next round.

Teleport Egress: As an action, roll your die.  You may remove yourself and a number of nearby allied villains equal to the result from scene.

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Second String Gladiators d10 lieutenants

Description: A motley collection of alien arena fighters.  Some are nearly human except for unearthly skin, hair and eye colors.  Most are broadly humanoid with various added features like tails, tentacles, extra arms, more or fewer eyes than Terran norms, and other anatomical quirks.  A few are more radically alien types with exotic body plans.  About half of them carry melee weapons and a few wear impractical looking armor, while the rest rely on their inhuman physiology for both offense and defense.  Many have flashy but not especially potent energy projection powers.  All prefer to fight one on one when they can, and tend to showboat in combat even without an appreciative audience. 

Select a mix of one or two different abilities for them from the list below, with most having only a single choice.  If you're using a lot of second-stringers, try to give them distinctive names/appearances so it's easier to remember which abilities belong to each.

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

Desperation: +4 to saves against damage when your die size is d4.

Erratic Luck: Roll your die twice when taking an action or saving against damage.  If you roll doubles, add both dice together for your result, otherwise use the higher of the two.  For each die that rolled a one or two, reduce your die size by one (minimum d4).

Outmaneuver: Attack or Hinder a single target, then you and the target move to somewhere nearby in the scene.

Pain-Driven Fury: +2 to Attack actions when your die size is smaller than d10.

Punishing: Attack a single target, then Hinder that target with the damage inflicted on it after any damage reduction or redirection effects, eg Defend actions, Reactions, etc.

Regenerating:  If you roll the maximum result on your die for an action or a save against damage, increase your die size by one (max d10). 

Sense Victory: +2 to Attack any hero in the Red zone.

Showy Moves: Boost yourself, then Attack a single target using that bonus.

Tricky: As an action, Defend yourself and Hinder a single target with the same die roll.  

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Mooks & Jobbers d8 minions

Description: Much like the second-stringers above, but less imposing to look at and thoroughly interchangeable.  Even the most unusual of them manages to feel generic somehow, and they rarely have translators so what little dialog they might get is pure alien gibberish to Terrans.  They're used to losing fights, and take pride in being able to do so with style.  Interestingly, the Wilhelm Scream appears to be a universal constant regardless of language or culture.

These chumps don't really need other abilities, but if you want a couple of very appropriate ones are shown below.  I'd recommend using Tag In sparingly, but any mook can Go Out With Style if you want.  It's written to prevent heroes from accidentally killing themselves with multi-target minion-sweeping abilities.

Go Out With Style: When defeated by an Attack that only targeted you, your Attacker takes damage equal to your failed save roll.

Tag In: Sacrifice yourself to prevent a single Attack from damaging a nearby villain.


Blog Content Index

Master Maximum, Musclebound Jerk

Incredibly strong, fast and tough, if this guy wasn't such a jerk he'd be a great person to have around.  As it is, he's a dreadful person, but just barely useful enough that other supers tolerate him.  Sometimes.

Master Maximum

"Call me Master!"

Maxwell Jones used to be a vain, greedy, arrogant West Coast investment banker with about as much empathy as a brick.  After being granted an incredible superhuman physique by a capricious otherworldly entity, he's become a vain, greedy, arrogant superhuman with even less empathy and a chip on his beefy shoulder.  He really doesn't have anything going for him aside from almost impossible strength, speed, and toughness, but that hasn't shaken his certainty that he's the most powerful human being that ever lived.

Other villains find him pretty close to intolerable to work with, but his ability to rip open or carry off entire bank vaults occasionally comes in handy.  He's also easily aggravated by "heroes" who get in the way of him collecting some cash to support his luxurious lifestyle, so it's easy to egg him into a fight that will provide a distraction while smarter villains take the loot and leg it.  Any time he deigns to co-operate with anyone on a scheme "Master Maximum" has either been promised a fortune or been tricked/conned/mind-controlled...again.  The latter happens a lot.

Description: Tall and handsome, with incredible muscles even by superhuman standards.  He wears a skin-tight white wrestler's leotard that shows off his chiseled physique to perfection, with a wide black belt sporting a large golden "M" as a buckle and sturdy knee-high boots.  

Gender: Male            Age: 37 (Claims he's 30)            Height: 6'4"           Eyes: Hazel

Hair: Light Brown                           Skin: Bronzed                   Build: Ripped

Approach: Overpowered                   Archetype: Loner

Health:  45 + (5 x H)

Powers: Strength d12, Speed d10, Vitality d10                                  

Qualities: Criminal Underworld Info d8, Supreme Physical Specimen d8, Conviction d6

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

Abilities:

Brush Off (R) When Attacked, Defend yourself by rolling your single Strength die, and deal that much damage to a nearby target other than the Attacker.

Maximum Effort (A) Attack using Strength.  Use your Max + Mid + Min dice.  Hinder yourself using your Max die.  Take damage equal to your Mid + Min dice.

Perfect Punch (A) Attack using Strength.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Strong AND Fast (A) Attack multiple targets using Speed.  Hinder each target using your Max die.

Upgrades & Masteries (optional):

Power Upgrade (I) +20 Health.  All your power dice increase in size by 1 step (max d12).  Gain Try Harder (R) When you would be Hindered or when an Attack would reduce you to zero Health, reduce the penalty to -1 or reduce the damage to 1 instead.

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

Master Maximum is all about proving he's better than anyone else, for certain values of "better" anyway.  He mostly accomplishes that by punching things very hard and lifting heavy things, all while shrugging off attacks and occasionally putting on a daunting show of speed.  He usually opens with Strong AND Fast, after which Perfect Punch is his go-to maneuver.  Brush Off is good for casually swatting aside attacks with a supersonic slap.  If someone manages to really annoy him they get his Maximum Effort, which can KO many heroes from the Yellow zone.

His upgrade makes all his power dice d12s and adds a reaction for dealing Hinder attempts against or let him ignore a finishing blow.  His mastery dovetails with all those d12s quite nicely for auto-success on many physical Overcomes.


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Reeker, Toxic Ecoterrorist

This villain is a riff on the "monster ecowarrior" trope that you see with Swamp Thing, Man-Thing, and the Toxic Avenger.  He's also a mechanical experiment in making a villain that relies on constant regeneration for durability rather than damage resistance, defensive reactions or just extremely high health. 

Reeker

The creature called Reeker was first seen in the late 1970s when it attacked an illegal toxic waste dumping operation by REDACTED, killing the workers and apparently ingesting most of the waste material.  It launched similar attacks over the next few years, eventually being captured in 1980 while assaulting a nuclear power plant.  During the legal proceedings that followed, Reeker claimed to have been REDACTED, an employee of REDACTED.  After attempting to blow the whistle on REDACTED's illegal handling and disposal procedures, he claimed operatives of the REDACTED arrested him and then turned him over to his employers, where he was tortured, experimented on, and then left for dead.  REDACTED survived, but the procedures performed on him transformed him into his current monstrous shape.  This was vehemently denied by the lawyers of REDACTED and agents of REDACTED, both of whom presented records indicating that the person Reeker was claiming to be had died in a workplace accident years before.  

Proceedings ground to halt - and that's where the available records end.  The trial was never completed, and there's still no clear explanation for the cover-up.  Reeker definitely hasn't served jail time, and has cropped up on and off for years, almost always in connection with environmentalist or anarchist causes.  His uncontrolled toxic aura makes him dangerous to friends and foe alike, which limits Reeker's ability to aid the causes he supports - but for quick jobs he's an excellent source of muscle. 

Description: A monstrous troll-like humanoid, stooped so far over that its over-long arms drag upon the ground.  The fingers of its right hand have partially fused, leaving it with three digits.  Its face is a mask of livid warts, with snaggle-toothed maw pulled into a permanent snarl.  It wears the tattered, faded remnants of a pair of cut-off jeans and a rusted chain necklace with a tarnished silver peace symbol on it.  A ghastly scent precedes it  everywhere, a sickly chemical stink with undertones of rotting flesh.         

Gender: Male           Age: Unknown            Height: 6'8"           Eyes: Deep Purple

Hair: Greasy Black                          Skin: Putrid Green                   Build: Hunched

Approach: Leech                       Archetype: Bruiser

Health:  35 + (5 x H)

Powers: Toxic d10, Vitality d8, Transmutation d8                                     

Qualities: Close Combat d8, Conviction d8, Imposing d8, Monstrous Ecowarrior d8

Status: Green Zone Health - d6 / Yellow Zone Health - d8 / Red Zone health - d10

Abilities:

Deadly Secretions (A) Attack using Toxic.  Use your Max die.  Hinder that target with your Mid die.  Recover Health equal to your Min die.

Metabolic Overdrive (A) Defend using Monstrous Ecowarrior.  Use your Mid + Min dice.  Recover Health equal to your Max die.

Pain Response (R) When Attacked, use the amount of damage taken to Boost yourself.

Sickening Exhalations (A) Hinder multiple targets using Toxic.  Recover Health equal to your Min die.  If you roll doubles, also Attack one of those targets using your Max die.

Upgrades & Masteries (optional):

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die.

Master of Total Chaos (I) Automatically succeed at an Overcome when you throw out all the rules during a situation that is spiraling out of control.

Tactics

Use Deadly Secretions or Sickening Exhalations to Attack and Hinder while healing a bit each time, applying any bonuses from Pain Response to the healing if needed - bonuses really help with Min die effects.  If you're really getting beat down, Metabolic Overdrive can provide a big swing by blocking most or all of one hit and healing with your Max die, which is almost unheard of.

Reeker's backstory might make him a semi-sympathetic villain, or could lead to complications with the company responsible for his (unintentional) creation looking to silence him before he gets to trial - or to the media.  Heroes who listen to his claims are likely to wind up on the hit list too.


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Doctor Mordecai Mentallax, Mad Mega-Genius

This villain is inspired by Jack Kirby's many scientifically-oriented villains, using the power of their genius inventions to make trouble for our heroes.

Doctor Mordecai Mentallax

Something of a legend in the ranks of supervillainy, Mordecai Mentallax is a real mad scientist's mad scientist, with no one field of study.  Genetic engineering to produce his own super-servitors?  Check.  Cybernetic augmentations for his lackeys?  You bet.  Exotic mind control techniques?  Comes in handy.  Chemical concoctions for every purpose?  Sure.  Integrating alien technology with his own ingenious mechanisms?  Yes, please.  Breaching the barriers of time and space in the name of science?  Can do.  Building the occasional doomsday device just to prove a theory?  Absolutely!  You name it, if it's mad science Mordecai has probably done it.  He usually stays clear of supernatural entanglements, but as he's proven in the past any sufficiently advanced technology is superior to any mumbling magic user.

Most of the time Mentallax is busy with his own obsessions so heroes (and other villains) are more likely to interact with his flunkies than the man-machine himself.  When he does get involved personally it's usually because some do-gooders are assaulting one of his many secret research installations, or because he's taken a serious interest in collecting some new technology that's cropped up recently and his minions have already failed to do the job.  Once in a long while he'll even get to feeling nostalgic and organize a proper legion of supervillains for something really grandiose, but that sort of thing isn't as much fun as it once was.  Sometimes that works out for him, sometimes not - he's "died" a dozen times, but it never seems to take.  

Description: More machine than man, what little humanity shows beneath the cyborg parts is aged and sickly looking.  His head is hugely out of proportion where it sits atop thin shoulders, all but the cold black eyes concealed beneath golden metallic plating.  Armored cabling like a parody of human hair trails back to connect to a bulky secondary mechanical brain on the ungainly figure's upper back and hunched shoulders.  In combat Mentallax thrums with power, surrounded by an intense aura of Kirby crackle.   

Gender: Male            Age: 202 (looks about 75)       Height: 5'10"                Eyes: Black

Hair: Armored Cabling       Skin: Pallid Flesh, Golden Plating        Build: Hunched, Macrocephalic

Approach:  Adaptive                          Archetype:  Inventor

Health:  25 + (5 x H)

Powers: Inventions d10, Deduction d8, Power Suit d8, Lightning Calculator d6

Qualities: Tecchnology d10, Conviction d8, Mega-Genius Scientist d8, Ranged Combat d8

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

Abilities:

Hyper-Capacity Accumulators (A) Boost using Inventions.  Use Max die.  Then Boost with your Mid die.  Either make one of those bonuses persistent and exclusive, or Attack with your Min die.

Meta-Function Mechanisms (A) Boost using Inventions.  Use your Max die.  Attack with your Mid die.  Defend with your Min die.

Omni-Energy Converters (R) When you are Attacked, Defend yourself by rolling your single Inventions die.  Then Boost yourself with the result of that die.

Psycho-Technological Overdrive (A) Take 1d6 irreducible damage.  Increase all your powers by one die size each until the end of the scene.

Supreme Ultra-Scientist (I) Whenever you create a bonus, increase that bonus by 1.

Upgrades & Mastery (Counts as 4 difficult scene elements with all upgrades)

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 Inventions 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.

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die.

Power Dampening Field (I) +10 Health.  While the scene is in the green zone, all heroes' powers of d8 or higher are reduced by one die size.  In the Yellow zone all of the heroes powers of d10 or higher are reduced by one additional step (two die sizes total).  In the Red zone, all heroes' power dice are treated as d4.  Heroes can remove this upgrade with three overcome successes.  If a hero takes a minor twist while taking these Overcomes, they lose access to a power until this upgrade is removed.

Villainous Vehicle +15 Health.  Include an Armed Excursion Pod d12 lieutenant with the following abilities in the scene.  Recovery (A) Roll the vehicle's die.  The villain Recovers that much Health.  Escape Plan (R) If the Villain is Attacked roll this vehicle's die.  If it rolls higher than the villain's current Health, both the villain and the vehicle escape the scene.

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

Mordecai generally opens with Psycho-Technological Overdrive to boost his powers, then alternates between Multi-Function Mechanisms and Hyper-Capacity Accumulators to simultaneously Boost and Attack, using his bonuses judiciously to keep his status die up and resist Hinders.  When Attacked use Omni-Energy Converters to limit damage and Boost further as a reaction.  Supreme Ultra-Scientist makes every bonus larger, and everything he does beyond basic actions Boosts something.

With his full suite of upgrades Mentallax is a match for many superteams by himself, in part because they'll need to chew through his defensive fields, shields, and supporting vehicle or face a serious uphill struggle.  Consider Boosting the pod vehicle as needed to make it harder to demolish - he's generating plenty of bonuses and can spare a few.

For a less overwhelming Mentallax, trim off some of the upgrades in whatever order you like, while adding other scene elements in their place.  Lieutenants are particularly appropriate for him, representing both lesser villains working for him and larger robotic or cyborg fighting machines he's constructed.  He's arrogant enough to consider mere minion-grade flunkies something only lesser villains would resort to employing.


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The Brute Squad, Multiplying Muscular Menace

A one-man heist gang with a real chip on his/their shoulders.

The Brute Squad

Roger Dreyfus is a former Penn State football star whose sports career came to a crashing halt when he was caught in a game-rigging scandal and then, when confronted, manifested his mutant duplication powers and inhuman strength under stress.  He's gone on to become a fairly well-known minor-league supervillain who specializes in sports-related crimes, particularly robbing the box offices of soccer events ("It's phony football!").  Roger usually works "alone" except for a team of duplicates, although with sufficient motivation he'll work with other villains for short jobs.  Definitely not at his best as a team player, though.  His connections to organized crime date back to the cheating scandal, and he'll sometimes work as super-powered muscle when the price is right, in which case he might show up alongside some mundane gangers or family soldiers.    

Description: A tall, heavily-built man wearing two-toned black and blue bodysuit with red gloves and boots.  If you give him a a few minutes there'll be a whole bunch of him. 

Gender: Male            Age: 34           Height: 6'3"           Eyes: Brown

Hair: Brown Buzzcut            Skin: Tanned Caucasian          Build: Defensive Tackle

Approach: Creator                   Archetype: Loner

Health:  25 + (5 x H)

Powers: Strength d10, Momentum d8, Vitality d8, Duplication d6                                       

Qualities: Fitness d10, Alertness d8, Conviction d8, Criminal Underworld Info d8, Disgraced Football Jock d8

Status:  (# of allied villains in scene)  0 - d10 / 1-2 - d8 / 3+ - d6

Abilities:

Blitz (A) Attack using Strength.  Use your Max die.  Recover Health equal to your Mid + Min dice.

Make Another Brute (A) Use Duplication to create a lieutenant of the same die size as your Max die.

Need Some Extra Hands (A) Use Duplication to create a number of minions equal to the value of your Max die.  The starting die size of these minions is the same as the die size of your Min die.  

The Only One That Matters (R) When a non-minion ally in this scene is defeated, roll your single Conviction die to Boost yourself.

Upgrades & Masteries (use whenever he's a solo villain):

Group Fighter (I) +20 Health.  When you take an action that lets you make an Attack, also make an Attack using your Mid die.

Master of Conquest (I) As long as you are in command of your own forces, automatically succeed at an Overcome to seize an area or capture civilians.

Tactics

The Brute Squad prefers to sit on the sidelines (sometimes hidden out of sight, even) using Make Another Brute over and over again to slowly fill the scene with tough duplicates of himself.  As they get knocked out he'll Boost himself with The Only One That Matters, usually stacking bonuses up for use with Blitz if he needs to get personally involved.  If seriously pressed he'll use Need Some Extra Hands to create a bunch of less-potent duplicates all at once, but they usually come out all weedy looking and he hates seeing his other selves like that so he tries to avoid using the ability.  When operating without other villains he should have his Group Fighter upgrade and Master of Conquest mastery (which uses his duplicates as "forces" there).  If involved in a team up he usually lacks either.

His lieutenants are usually exact copies of himself and seem to share his thoughts and senses, while his minions are frequently much smaller and more lightly built, with d6 minions being about 5'6" and weighing around a hundred pounds.  Without at least one other self in play his Alertness should drop to a d4 since he lacks the extra eyes and ears.

He usually pairs Fitness with Duplication and Strength when building die pools, since his copies draw on his life energies and his fighting style relies on his powerful physique rather than grace or skill.  His Disgraced Football Jock RP quality gets used for making throwing attacks, intimidating people, quoting sports statistics, and finding old contacts whether they really want to talk to him or not.  His Conviction is that he'd have been the best football player in history if things had gone differently, that soccer sucks, and that at the end of the day he's the only person that really matters in the world.  Quite the sociopathic narcissist, really.


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4-Cite, Precognitive Nihilist

The problem with seeing the future is knowing you can't change everything that needs to be changed.

4-Cite

4-Cite (her real name remains a mystery) has been a legend on the darker parts of the internet for twelve years now, ever since her powers manifested in full and made her one of the biggest names in the gray ops field almost overnight.  At first she was content to just play around with hacktivism and digging up dirt on people that got on her list, but it wasn't too long before she branched out into bigger things.  These days she's a gleefully disruptive anarchist who's very much into tearing down Western civilization before it falls apart on its own - something she sees happening more clearly every day.  If it's all going to ruins anyway, she figures she might as well light some of the matches herself.  

Once in a while her projects turn out to be firebreaks, like wrecking some scumbag politician's career early before he gets big enough to commit some serious fascist BS later on.  As her precognition has grown stronger she's started taking a more direct hand in things rather than staying behind a keyboard.  She knows she can't be stopped, not as long as she's paying attention.  And there are certainly people that would be better off dead - or at least the world around them would be better off.

She'll be happy to tell any meddling hero what the end of the world looks like.  Most of them don't want to know, but she's used to that.  

Description: Cheerful-looking young woman dressed in casual clothing.  Doesn't stand out from a crowd at all, unless you notice she never bumps into anyone, never gets delayed as she's walking, and doesn't even break stride when avoiding bullets from a drive-by-shooting or laser beams from a supervillain attack.  She'd probably be walking between the raindrops if she didn't know exactly when to go out without getting caught in bad weather.   

Gender: Female            Age: 24            Height: 5'2"           Eyes: Blue

Hair: Dyed Black                          Skin: Freckled                   Build: Healthy

Approach: Specialized                       Archetype: Guerrilla

Health:  40 + (5 x H)

Powers: Precognition d10, Awareness d8                                      

Qualities: Alertness d12, Insight d8, Irritating Know-It-All d8                                       

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

Abilities:

Baffling Flurry (A) Attack multiple close targets using Alertness.  Hinder those targets using your Min die.

Exploit Confusion (A) Attack one target using Alertness.  Use you Max + Min die.  Defend against all Attacks from sources other than that target with your Mid die until your next turn.  All Defended damage is dealt to the target of your Attack instead.

Foresee And Forestall (R) Defend against an Attack where you're the only target by rolling your single Alertness die.  One other nearby target takes damage equal to the damage reduced.

Observed Weakness (I) Whenever you Attack a target that you have dealt damage to before in this scene, gain a +1 persistent and exclusive bonus against that target.

Obvious Opening (A) Attack one target using Alertness.  Use your Max + Min dice.  That target cannot Defend or use reactions against this Attack.

Upgrades & Masteries (optional):

Power Boost (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

4-Cite relies on a combination of prescience and superhuman sensory abilities in combat, seeing every opening, every mistake, every hesitation her enemies make - often before they even make them.  She rarely goes armed herself, preferring to use whatever improvised weapon comes to hand or disarming an unwary enemy and using their own tools against them.  In a pinch she can even inflict agonizing damage with precision barehanded strikes, and her lack of formal fighting technique tends to confuse experienced brawlers.  She's actually at her best when tussling with multiple opponents at once, using Exploit Confusion and Baffling Flurry, building up bonuses with Observed Weakness and using Foresee And Forestall to redirect Attacks to another target.  If she runs into a situation where she needs to slip in a good hit no matter what Obvious Opening will let her find a weakness in even the best defenses.

Her upgrade pushes her precognition to cosmic power levels and enables mastery Overcomes based on it.


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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...