Showing posts with label Super Hero. Show all posts
Showing posts with label Super Hero. Show all posts

Wednesday, November 2, 2022

Superhero Street Crime Generator


 

#

Crime

Culprits

1

Robbery

Street Criminals

2

Assault / Mugging

Mobsters

3

Kidnapping

Lunatics

4

Arson / Vandalism

Ninjas

5

Espionage / Fraud / Hacking

Robots / Minions

6

Terrorism / Hero-Trap

Supervillain


#

Target

1

Government Authority (Police Station, Monument, Elected Official)

2

Multinational Conglomerate (Server-Farm, Offices, Chairman)

3

City Services (Fire Dept., Bridge, Blue-Collar Workers)

4

Big Money (Bank, Vault, White-Collar Workers)

5

Scientific Community (Laboratory, Power-Station, Interns)

6

Esoteric (Antique-Shop, Old Statue, Aged Librarian)

7

Locals (Cafe, Park, Random Civilians)

8

True Victims (Orphanage, Heritage Site, Humanitarian Figure)

9

Superhero Related (Friend, Secret Identity, Love-Interest)

10

Part of a Larger Plot or Mystery


#

Criminals are...

1

Focused & Well Prepared

2

Well Prepared

3

Focused

4

Extra Belligerent

5

Nervous or Desperate

6

Unaware


#

Scene Complication

1

This is a Distraction (Roll for the real Crime)

2

Extra Hostages or Bystanders

3

Collateral Damage (Weapons or Events)

4

Inclement Weather / Bad Luck / You're Late

5

Rival or Henchman Interrupts

6

Superpower failure / Out of Ammo / Kryptonite

I also made a much nicer PDF version you can find here.

Sunday, September 22, 2019

UUUU- Super Hero Card Game Concept

This post is kind of silly. It's about an untested, unillustrated, untitled, and un-complete card game about super heroes. I've had the concept for this card game at least 5 to 10 years ago, and while it's not the most original thing in the world, I wanted to make a post about it to get it out of my head.

The Mission Board
In this game, both players play as super hero teams. Either competing teams, one player being more “hero” and one being more “villain”, or some other concept. Regardless, both players have a group of super heroes, gadgets, and other things as cards in their hands. In the middle of the board there is a small 'line' of missions. Each round, a new mission comes off the mission deck- and pushes them all by one space. If there is 5 missions already on the field, then the farthest mission ends and nobody gets the advantage for it. This basically gives each mission a soft time limit. Otherwise, each mission is pushed forward until the field is full.

Both players send their heroes in teams to defeat the missions. Each mission has 3 challenge ratings- they match the symbols on the player cards. These ratings are;

Travel- Represented by the Yellow Triangle. This is the level of how difficult it is to get to the mission. Only heroes with this number or higher for travelling can be sent to the mission, only they can “reach” the mission. For example, a drug den in a city would have a travel requirement of 1 where as a floating island of an evil mad scientist could be 5 or higher.

Scheme- Represented by the blue square. This indicates the complexity or intelligence needed to clear this mission. You need at least one hero with the necessary score to clear this mission. You can still send heroes to the mission to beat away your opponent and secure it for later, but they cannot make the mission “clear” and you cannot get the reward for it unless you have a hero with the score necessary to beat this mission. The mission may be something simple, like sending food shipments, which may have a score of 1 or 2. Some missions like disarming a nuclear bomb or decoding an alien transmission could have a 5 or 6 or higher.

Fighting- Represented by the red circle. This is the power level of the mission and the combat power you need to beat it. The total score of all your heroes fight must meet or exceed this score in order to secure this mission or complete it. You can send multiple weak heroes to accomplish this mission or one powerful one, either way works, as long as you have the score to defeat the defenses.

When two players send their heroes to a mission, they'd duke it out. The side with the highest combat gets to claim the mission space as their own; but only clears it if at least one hero has a high enough cleverness score. There could be a hidden betting mechanic with secondary fight cards or sacrificing gadgets to add their scores to the combat phase to let players not know the outcome until it happens, or it could be beneficial to let characters “lose” a combat phase so they can come back to their side of the board and be placed on new missions. Maybe heroes are stuck on a mission they are assigned to, and you can only “deploy” one per round to each mission? Maybe defeated heroes are knocked out for a round, unless the enemy has a “Killer” hero that knocks them out of the game permanently? Maybe the combat phase resolves before the other phases, meaning you could have all your smart heroes knocked out and then you cannot solve the mission?

Game Goal
The goal of the game is to complete missions. Each mission you complete is placed on your side of the field, and may also grant a reward. Completing a mission to stop the mad toymaker may let you play a single gadget for free, or a mission to stop a mind control scheme will let you “free” a hero from your deck. Depending on how morally gray the game could be, the missions could just be presented as generic installations and gaining the power and control over them is the only objective; you don't necessarily stop the death ray research, just capture it for yourself.

Additionally, to keep from snowballing, each mission completed may unlock new heroes to be played. Instead of mana or lands, the game's resource could just be based on “momentum”, and the limit of what kind of heroes and gadgets you can play may be limited by the total momentum of the highest score player. Thus, a person who is behind could start to make up lost ground since their powerful cards start to become online even if they're losing.

The game could feature a sort of time clock theme for its missions and cards. Like the “11th hour” is the final score resource- if one player has completed 11 missions then both players have their most powerful cards ready to go, since you need 12 to win. In this same way multiple genres and power levels of super heroes are represented. The first and second hour heroes are street level heroes- Kick Ass and Rorschach. The 10th and 11th hour heroes are heavy hitters- Justice League and Reality Warpers. Gives the game a nice ramp up, and in the fiction of the game it could represent the small actions of minor thugs and b-list heroes ramping up into global campaigns.

Card Mechanics
Cards may have a “Doom Clock” which is the score of the highest player in completing machines to be played. As for the actual mechancis of playing with the cards, I am unsure how to do it. Maybe you can only play one card a turn normally, but certain missions can let you play more then one? A valuable mission may be to let you play two gadgets a turn when you can normally only play one. Maybe you can play one of each card each turn; one gadget and one hero. There could also be a third kind of card. Special events? Modifiers added to missions that make them tougher or easier to mess with your opponents? Or does that fit better into gadgets? Do the heroes in your 'bench' count as a sort of pesudo space on the board, and certain cards could augment your “hideout”?

As for the physical cards itself, players could have their own decks of heroes and gadgets to play with, but standardized decks of “missions” would be sold and included in starter kits, and would be required to play to make a standard playing field. Two players could also agree to each make half of the mission cards each; and interesting concept from the physical side of the game would be to include a small white rectangle on each front of the mission cards so players can mark their name or colors on the mission cards to keep them apart. But once again, a standardized deck of mission cards is most suitable. Still, for tournament style play or Friday-Night Magic (but for this game instead of magic obviously); fun events could be had by switched up by changing the mission cards. Special event matches where every mission is really hard or really easy, etc.

Gadgets
Each gadget card may have a unique bonus to grant, perhaps a bonus to specific hero stats, granting or removing a special power, or protecting the hero from death or other status effects. Gadgets can be equipped to heroes, placed on missions, or whatever else the card says. They're more fit as the one time use expendable cards, where as Heroes are more your “creatures” or character cards.

Heroes
The Heroes are the meat of the game. Each hero card has 3 stats, their Travel potential, their Scheming or Cleverness or Intelligent- whatever the stat could be called, and finally their Power or combat power for a full name. Certain heroes are better at certain things obviously, there are objectively better heroes then others but they would have a higher clock requirement to be played, or have some negative power that makes them weaker in certain situations. From a design standpoint, certain combos emerge. Fit together high Intelligence characters along with strong heroes to act as bodyguards; have a few heroes with high traveling and the ability to bring along other heroes if they have that power to act as the designated drivers of the game, and so on.

Ever Hero has powers. Powers are the special abilities of each card and hero. Some ideas for powers I've had in the past were-
Transporter- This hero can transport one hero along with them; using the Travel power of this hero over the transport power of the other hero.
Carrier- Can 'take along' as many heroes as you want, using the travel level of this hero. (better version of transporter)
Killer- When this hero is part of a winning team in a mission, they can kill one enemy hero with the lowest combat score(?)
Tinkerer- This hero gets +1 to their Scheme score for each gadget equipped to them.
Invulnerable- This hero cannot be killed.
Weakness- This hero is killed if an enemy is equipped with a magic stone item (kryptonite?)
Specialist- Hero gains X bonus to each stat if sent to a specific mission. For example, a Stealth+1 specialist may get +1 travel, +1 scheme, and +1 combat power if sent to a stealth mission.
Freeze- Given to ice or time control themed heroes. Win or lose, any enemy hero sent against this one is “knocked out” for one turn, benching them.
Sidekick- Can be attached to a Hero with a higher "Doom Clock" value as a piece of equipment.
Other- As varied and strange as superpowers could be. Could include counters, summoning disposable minions, "stealing" or suppressing the powers of other heroes, etc.

Wednesday, March 13, 2019

6 Super Power Origins & Enhancments

Super Power Origins – d6
[1] Science – Your power comes from super science. Usually an accident, or perhaps some sort of personal enhancement. Being exposed to radiation and developing a new super ability is a common source of a super hero's incredible powers.

[2] Technology – Your super power comes from technology. You may not have any super powers on your own, except for perhaps a skill and talent for invention. Your own power suite or special tools you use are what grant you your powers.

[3] Mutation – Your powers are genetic. If they come out in puberty, be part of a recessive gene bloodline, or be a once in a million fluke, you have some sort of innate super ability. Your powers may not necessarily be hereditary, but they are quite special.

[4] Magic – Your powers come from magic. Either magical items, magical knowledge, or magical boons granted by a God or spirit of great power. Your super abilities are more rooted in folklore and the supernatural then the tenuous connection to science.

[5] Natural – Your powers aren't special at all. Beyond perhaps a biological innate skill in this discipline, you don't have any powers. You've trained to become a master in your field, or in the case of some abilities it may just be the natural powers of one of your race.

[6] Inexplicable – Your powers are inexplicable. You have no idea how you got your abilities, and they may well be not tied to any sort of supernatural, magical, or known force in the universe. Your abilities seem to bend the rules of reality, or may well be a glimpse into other dimensions.

Super Power Enhancements Table – 1d4

Science-
[1] Unknown Element. Extremely radioactive element, glows green. Can be used in a machine experiment or combined with a person's super powers to make them more powerful.

[2] Chemical Y-23. It's a super powered acid that dissolves anything, but can be applied in a special way to accelerate super powers.

[3] Contained Wormhole. By using its power, you could strengthen your own super abilities or use it to gather rare and special materials, perhaps from other dimensions.

[4] Alien Reactor Waste. Special waste product created by alien engines and reactor cores. The waste product gives off energy similar to radiation, and could be used to empower your abilities in the same way regular radiation already has.

Technology-
[1] Cold War A.I. Artifical conciseness that has been reprogramming itself nonstop in a locked room constantly for the past few decades. If implanted into a machine will be so advanced and intelligent will greatly improve efficacy and super powered technological science.

[2] Energy Core. Alien battery, has massive amounts of energy equivalent to a star going supernova contained within a small, safe package. Requires a lot of research to unlock, but once you figure out how to tap into the power source you'll have essentially limitless power for your machines.

[3] Universal Armor. Danger comes in many forms; physical trauma, energetic blasts, psionic ablative process or direct mental attacks, radiation, dimensional shifting, and many more. Through many advances you've found a way to augment your technological protective gear to give you some protection against any kind of threat you can think of! Using this, you can improve your defensive capabilities or create better containment units for your own tools and many other practical applications.

[4] Plasmatic Interfacing. Using specially designed coils, you can contain and create closed loops of energy that act when turned on or off, “programming” free electrons in the air. While abstract, this could allow for technologies that greatly enhance your personal arsenal of gadgets.

Mutant-
[1] Gene Sculpting. This machine would let you specialize your own body's cells further; enhancing your natural mutant abilities and removing junk DNA to make room for the improvements.

[2] Nanobot Cancer-Killer. This experimental cure for cancer can be used by you instead; going through your body to detect and destroy cells without a strong mutation gene presence, or even improving the growth or cultivation of those cells and tissues.

[3] Hero X Blood Sample. Small vial of blood from the first or most mysterious and powerful super hero. Injecting their blood into your veins will strengthen your abilities.

[4] Heritage. You learn about your mutant ancestors- some of them were great heroes or villains in the past. In your research into old faded photographs and dusty tomes, you learn about their deeds and in the purpose unlock new ways to use or strengthen your powers.

Magic-
[1] Prismatic Crystal. Splits actual light as a prism, but also splits magical and elemental energies into constitute parts. Using this could allow you to gather and create new powerful spells and magical abilities from a deeper understanding of light.

[2] Arcane Amplifier. Disturbing piece of technology with a human heart beating at its center. It can however boost the powers of magical spells in its area, and can be calibrated to only boost your own powers, helping to make your spellcraft reign supreme.

[3] Staff of the Five Elements. This powerful magical artifact will only its power to be used by one who has completed its five trials; each taking place in another dimension it creates specifically to test you. Only a master sorcerer can accomplish this feat, but will be rewarded with the most powerful magic staff; the elements will be at your whims and can be easily added into whatever magic you already know and have mastered.

[4] Spiraling Sigil. This complex magical glyph must be memorized and drawn with chalk or engraved in your arcane tools to be used, but its power is to “strengthen” your magic by elevating it to a new, higher level of authority that makes counter charms almost totally ineffective against it.

Natural-
[1] Blueprints. You've found new blueprints for a state of the art training room. It's a martial arts dojo or a breach-and-clear exercise or an olympic level athletic course. As long as you can get enough money, you can use this to train yourself to even higher levels of skill.

[2] Film Reels. Black and white recordings of ancient super beings and old fighting techniques; learning them could help you get the edge you need against them in today. These new kids just don't have the same dedication the old heroes had. The film is very faded and decaying, you'll need to find a way to preserve and restore it to usable quality.

[3] Super Foods. You have learned of a rare foreign fruit, like some sort of berry found only in high mountain villages in far off places or an expensive and one of a kind breed of kale grown in one small English village. Regardless of what they are, changing your diet and supplementing it with these foods will supercharge your natural talents and abilities; you will become healthier then a normal person and it will positively impact all of your powers.

[4] Unlocking the quirk. Your body has a minor quirk or highly specialized tissue group that, genetically, gives you an advantage in physical or mental contests. This isn't the same as being a mutant, as this ability is minor and natural among your species, but by learning of and practicing with it you can augment your talent with your innate advantage.

Inexplicable
[1] Lucky Coin. All 708 recorded times this coin has been flipped, it has always landed up on heads. No matter how many times you flip it, it lands up on heads again. There is nothing magical or physically special about the coin; statistically it just keeps defying the odds. Holding onto this will boost your own powers of improbability.

[2] Squared Circle. It's drawn on an old piece of parchment and dates back hundreds of years; a mathematical impossibility drawn and figured on paper. If you try to upload this onto a computer it just crashes. The math is very abnormal but it all checks out. This opens your mind to new ways of thinking, and lets you see past the paradigm of normal belief in physical reality, increasing your own powers of an otherwise impossible nature.

[3] Cursed Ring. This silver band was passed down through several noble families who all died of mysterious circumstances. It was later passed on to senators, wealthy businessmen, minor celebrities, all of whom died or suffered greatly. There is no such thing as curses, and yet the ring is so. The ring has a reputation, and as long as you don't wear it hopefully the effects of its curse won't manifest for you- keep it close to tap into its power.

[4] First Edition. You have in your possession a first edition comic for a famous superhero's autobiographical comic book from your world. The only problem is that the hero doesn't exist, or the hero in the comic was actually a villain in your world. Key details, like names and dates, are changed in your version. Everything about it seems real and true, it simply contradicts reality. This comic is from another, alternate dimension when things were different. Keeping it safe and maintained will grant you yet another bridge between what is and is not.

Saturday, February 2, 2019

8 Unusual Super Powers

[1] Snapping Snollygoster Transformation
This person has the power to transform into a Snapping Snollygoster. It's a dinosaur creature with a very furry body, bipedal, with a long snout and thick dragging tail. It is very colorful and is mostly green, yellow, and teal- It looks like something out of a children's book. By using this ability, the person gains enhanced strength, speed, and senses as well as a powerful bite and a hungry appetite, but also becomes predator and clumsy in equal measure, like a cutesy killing machine.

During periods of “intense” comfort and relaxation, the person may also inadvertently transform themselves instead, becoming like a huge living warm plush pillow. Using their newfound powers, this person could become a hero or villain.

[2] Extra Lives
Whenever you die, you respawn. There is a number tattoo'd on your forehead in black that shows you how many times you've died. So after you die for the first time, your blank forehead will now show a 1, then die again for a 2, etc. You have no other abilities, but remember everything from your past lives until a few minutes before you died; as you will not remember things that killed you. You don't have any special toughness or mental powers, you just simply reform after you die in a new body in a safe place. You still age and always reappear as your same age.

You have a hidden, fixed number of lives when you first get this power. The number of lives you have is 1d12+2 and you will not know when this life is your last.

[3]Number 26”
At any fast food chain, taco truck, or To-Go restaurant you can quietly ask the cashier for a “Number 26” and slide them a 20 dollar bill. From the other side of the counter the cashier will give you a bag containing the following items;
  • One hot food item (decoy, edible, changes based on establishment)
  • Loaded, untraceable Revolver with 6 rounds
  • Untraceable disposable flip phone with one battery charge
  • Pair of gloves
  • Print of most recent photograph and address of a Target (Variable)
  • Aspirin bottle containing one pill (Variable)
These items are always the same, but change slightly based on the store. Very old dives may give you a half rusted gun with a chance to misfire, where as a fancy coffee shop may give you a smart phone with a built in self destruct feature as your phone. The price of the 'bag' is always the same, and the person who handed you the bag and took the money will never have any recollection of it. They will only remember you as 'that weird guy who didn't order anything and left' and won't remember your name or face. This power also can only be used once you fully use or dispose of the last 'bag'.

There are two extra variations of this power. If you slide the cashier a 100 dollar bill, you can also write the name of a person on the dollar bill, which will grant you the address and photograph. Only their real name works, but a legal alias or a very well known nickname will also suffice. If you draw on the face of the president on the bill you slide, you will also get a pill depending on what you drew. If you drew swirly marks over the president's eyes, the pill bottle will contain a dose of a knockout drug. If you draw hearts it will be a dose of ecstasy or LSD. If you draw Xs, then the single pill will be a cyanide capsule.

For whatever reason, all items created by this power are extremely hard to track and cannot be traced. However, the dollar bill will remain at the store and drawing a name or face is more likely to catch attention to government authorities or those who may suspect of your strange ability.

[4] Mint Jam
By touching things, this person can smear on a strange mind flavored, bright green Jam. Everything they touch with this jam becomes more “aligned” to their purposes and goals as long as the Jam stays on. Creating thick piles of it and smearing it everywhere takes time, and the Jam can easily be removed by spraying water on the affected things. Regardless, the Jam gives a bonus to standard usage rolls, a sixth sense for who or what is interacting or stepping on the Jam-covered thing, and can even allow some supernatural means of motion, such as turning a gun sideways and firing through a wall if the gun is sufficiently covered in Jam. It takes 10 minutes to create as much jam as you would find in a standard jar for your use by squeezing and rubbing your hands together.

Anybody who eats the Jam can have their internal organs messed with, or deal internal damage like stab wounds with a knife or cause them to lose consciousnesses, the power of these being dependent on how much jam the victim ate.

[5] Snowfall Switch
Whenever it snows and you are present during snow fall or a blizzard, you can mentally change what is coming down. Snow is replaced with a similar white-powdery substance. Such as cocaine, detergent, baking soda as the obvious ones. But more abstract chemicals and substances can also be snowed out by you, such as a weak acidic powder or some sort of soft fabric down to land on.

Regardless of what this substance is, it will always melt back into water as though it was standard snow as it reaches above the freezing point in temperature. Being examined in the laboratory will show some strange chemical results as to how a complex molecule melts into pure water, but this is part of the power's overview.

[6] Machine Heart
Both a bit of a super power as well as a mechanical implant. Your heart isn't natural, it's a machine instead. The grinding gears and pumps that keeps your heart beating are more powerful then a normal heart, though most of the time it does its job normally. When you concentrate, you can make your heart pump faster, giving the rest of your body better bloodflow and nutrients making you stronger or faster for a short period of time.

If you swallow down nuts and bolts, screws, washers, or other small objects that work with machines- your heart is enhanced. This power grants you no protection against the damage to your throat or digestive system eating metal would do, but it will make your heart stronger. Each handful of these you eat makes your heart capable of giving you a superhuman burst of adrenaline once a day.

[7] Air-Pocket Bile
Your vomit isn't normal. If you vomit, either by chance or by choice, you spew up a bubble instead that slowly grows from your mouth. The bubble is filled with unusually strong lighter then air gas, and if you continued to vomit without popping or removing the bubble, you could eventually create a balloon large enough to fly away with.

Unfortunately, there is no way for you to automatically get back down, but you can remove the vomit-bubbles at any size and scoop them out of your mouth without them popping. By doing this you can attach them to another object to have it fly away. The vomit bubble also acts as a shield that can absorb one bullet or attack; the gas escaping from the puncture wound tends to disperse fire and energy pretty well at the point of impact, making the chance of a penetrating attack that can go through the whole bubble to hit you very unlikely.

[8] Wind-Up Whippet
You have an incredible sense of machinery and resourcefulness for the specific purpose of creating mechanical dogs. You can turn paper and plastic into legs or flanks, metal or glass shards into teeth, any springs or electronic parts into the power core. These dogs are like giant wind-up toys and are powered by cranking their tail- each dog can be built for only one specific purpose. Each dog “unit” is still much more intricate and intelligent then any actual machine like them would be, but nothing about your machine units necessarily makes them supernatural on their own. Your dogs look like machines made of their junked or spare parts, much like moving scrap sculpture.

Dogs are built of specific purposes- dogs can be told to search an area and bark if they find a specific purpose or thing, in which case the dog gives off a low-quality mechanical bark. The dog can be made to sic people, chasing them down and biting them once with their sharp metal teeth, after that they latch on like a bear trap. Dogs can also be built to point or guard and area in the same vein as above. Machine dogs can also be built to emulate real dogs or pretend to be hurt/wounded before detonating a bomb hidden in their chest cavity, etc.

Wednesday, August 9, 2017

Super Villain Plot Generator

The Man-Worm and Captain Green fight a super villain walker

Super Villain Plot Generator
This will not help you make a super villain. But it will help you figure out what they're trying to accomplish. Roll once on each table.

What they're going to do to the target (1d6)
[1] Destroy/Demolish/Kill
[2] Replace with fake copy/Sabotage to have an 'accident'
[3] Steal/Gain control of
[4] Hijack/Capture (and use as leverage for huge ransom)
[5] Experiment on/Research
[6] Politically manipulate/slander local leaders about

Who they Sent (1d10)
[1] Low powered super henchmen and 2d6 lackeys
[2] 1d6 lackeys who hired 3d6 street gang members for backup.
[3] 1d6 lackeys with 1d8 flying battledroids for backup
[4] 3 Extremely strong, mutant, humanoid animals. Breaking their collars frees them of control.
[5] 1d6 naked super men. Don't use weapons, can punch through steel and deflect bullets.
[6] Hypnotized local politician/rich celebrity, using leverage instead of direct force.
[7] 2d6 highly trained tacticool mercenaries
[8] Sprung 1d4 super villains from jail party defeated before. May have learned new tricks.
[9] 2d6 lackeys with a fucking tank, helicopter, or submarine.
[10] If you want something done right, you've got to do it yourself.

Secret Weapon to make sure plan succeeds (1d12)
[1] Skin-tight bio suit grants regeneration and fast reflexes. Given to the 'leader' of each squad.
[2] Villain has hacked nearby security cameras and is transmitting footage to minions.
[3] Schoolbus full of kids for hostages.
[4] Sniper mercenary, in a tower over a mile away. Never misses a shot.
[5] Hologram technology. Super Villain appears there but is not.
[6] One of those sent has the weakness of one of the super heroes up his sleeve.
[7] Experimental stomping war mech. Has a stupid mechanical oversight, like can't go backwards.
[8] One family member or love interest of a random super hero on the team.
[9] One of those sent is a blanker. Can temporarily neutralize the powers of one random super hero.
[10] Local police have been paid off or distracted, can't help at all.
[11] Blocks easy transport; super heroes won't be able to get there in time if they take normal route.
[12] Experimental laser guns given to each minion. If they hit a reflective surface the gun explodes.

And the Target (1d50)
[1] First self-aware AI robot
[2] Great 'first wave' super hero, in stasis inside a cyropod
[3] Experimental Cure for incurable disease
[4] Nuclear missile in decommissioned silo
[5] Last remaining tissue samples of thwarted alien invaders from a few decades ago
[6] Hyper advanced prosthetic. Works better then flesh and blood.
[7] Secret recipe of global fast food chain.
[8] The Terrafloppy disk- holds all internet data in physical form in case of massive server wipe.
[9] Hydro-electric dam; provides power to millions, breaking it will cause massive flood.
[10] Airplane with experimental weather control device mounted on it.
[11] Area 51
[12] Corporate office, contains trillions of dollars worth of classified data.
[13] Source code for government security systems. Could shut down a whole region's mega-shield.
[14] The only zombie. It's bite could still infect people.
[15] Hyper-car, police could never catch it. Bright neon lights and doors that go up.
[16] Prop from a beloved classic movie.
[17] All of the “Best in Show” dogs from the past 15 years.
[18] Innocent young teenage girl who can read minds. Not a super hero or villain yet.
[19] The DNA of the most evil super villain of all time.
[20] Magic 'indestructible' knight armor from middle ages.
[21] Magic red candle. If lit and bible is read backwards, opens portal to hell.
[22] Molecule assembler. Can mass produce anything, like gold or anthrax.
[23] Elevator to Earth's core.
[24] The almost completed space elevator.
[25] The only sample of Unobtainium 12 on Earth.
[26] Dinosaur DNA, trapped in amber.
[27] First brain uploader. Anyone uploaded to the internet could bypass any security.
[28] Time-Paradox baby clone of one of the super heroes. Could be molded to evil.
[29] Super acid. Can melt through anything except special container with squirt nozzle.
[30] CIA registry of every super heroes secret identity.
[31] Shrink ray.
[32] Ultra rare marble quarry. Rich people make floors with it.
[33] Power booster. Extends range of any super power to a mile OR doubles its effect.
[34] Invisibility material, whatever it covers is invisible. Enough to make a single body suit.
[35] Portal to alternate dimension where super powers never happened.
[36] Statue of selfless super hero who sacrificed themselves to save the city.
[37] Island resort hotel.
[38] The president's sex toys. Locked in special discrete briefcase.
[39] Ancient tablet containing records of the world's first ever language.
[40] Fishing vessel. It caught the real Loch Ness monster.
[41] Secret documents of massive conspiracy. Moon landing faked, holocaust never happened, etc.
[42] Genetically modified, elephant sized pig. Has like a hundred blue ribbons.
[43] The preserved brain of a super scientist. Could invent almost anything.
[44] Perpetual motion machine.
[45] Gallon jug of super fuel. Could blow up a city, or power a rocket ship to light speed.
[46] Scroll of an Egyptian philosopher. The meaning of life is written on it.
[47] The lost city of Atlantis.
[48] Unreleased episode of an old cartoon. Watching it makes people kill themselves.
[49] Controls to secret rocket thrusters put on the moon.
[50] Golden telephone. If you wait on hold for one hour you can talk to God on the other end.

Saturday, July 22, 2017

6 Random Super Villians

[1] Melting Point
Youthful man with a bad temper. Has arsonist tendencies as a kid, enjoyed burning ants with a magnifying glass. Was taken into therapy and disciplined to control these tendencies, until now they come all boiling out.

Powers
Can make any part of his skin burn and melt things on touch as though his hand was a glowing hot stove. Can use this at a short range, but requires concentration and time to heat things up. His spit and blood is literally boiling too. This last one is unintentional, and if he is ever prodded with a needle steam escapes, so he avoids doctors who might discover his secret identity. Cutting or punching him really hard in close range will surely get you burned. Total immunity to heat and fire.

Weakness
All cold damage he takes is increased by one stage/die size/severity.

Master Plan
Go to the north or south pole, everyone better pay ransom of millions or the ice caps get melted.

[2] The Bicep
Middle aged skinny nerd who managed to inject one arm with a self contained super body serum, but it only works once and only changed one arm. Now he is the Bicep. His gigantic gray arm hands to his side always, forever bound to his smaller frame.

Powers
Has a huge gray arm. Extremely strong, capable of lifting cars and picking up street lights and swinging them around like a huge club. Arm is also nearly indestructible, hold it up to run at you like a shield. He can fling himself up the side of the building with his arm.

Weakness
All his power is in his super arm. Very difficult to disguise himself. Masturbation jokes.

Master Plan
Steal incredibly rare drugs and machines used in a top hospital to treat super cancer, needs it to make the rest of his body as powerful as his super arm.

[3] Highrise
Elderly office worker who committed suicide and fell to his 'death' in huge skyscraper elevator shaft. Got 'stuck' halfway down, and is now a powerful manifested spirit. The skyscraper itself is also part of his power, but his mind and personality controls it.

Powers
Can create holes in skyscraper floor to drop people a floor or many floors. Can rearrange cubicles to create mazes, can animate office supplies to make them attack. Fires electric bolts from office lights, can flatten stairs and make people slide down into pile of sharp objects placed at bottom. Hurting his body makes him disappear in a puff of smoke and disables his powers until he has time to manifest again in 1d6x10 minutes. The skyscraper can disguise itself on the outside and can 'teleport' from city to city, meaning it's not just bound to one location. Has 2d6 spirit flunkies, mostly suicidal old office workers who fight as well as an untrained flunky would.

Weakness
Cannot leave the skyscraper. If anyone finds his skeleton in the central elevators and shows him his own bones, he'll scream and disappear forever.

Master Plan
People who die by falling down the central elevator end up as spirits in the skyscraper under his control. Highrise wants rich and famous people to die in the tower so he can influence the world.
[4] Wheelie
Daredevil stunt pilot and mechanic. Invented an incredible new form of transport of super efficient transport involving a huge single-wheel motorbike with locking center seat; the monowheel. Younger daredevil used the device but piloted it incorrectly and ruined its reputation despite it being safe, making Wheelie conspire to bring it into the public conscious by crime and villainy.

Powers
Rides in huge mono-wheel bike. Can climb up walls and buildings, go for miles without running out of power, turn on a dime, etc. Wears heavy armor and motorcycle helmet to obscure face. His wheel is also customized with weapons like rockets, taser cannons, self driving AI that will return to him if separated from it and self destruct feature.

Weakness
Just a normal human outside of his tricked out motorwheel. It must be fed an expensive coolant or overheating could happen and must be recharged occasionally.

Master Plan
Destroy car factories, perform acts of terror, demonstrate superiority of mono-wheel transport so everyone will use them instead of lame cars.
[5] Apotheosis
College age egotistical jerk who found out that he has a divine spark. The more people worship him, the more powerful he becomes. Often dresses in white robes and cult of followers around him. Acts openly in the public, but in isolated communities.

Powers
General sense of 'power' and magnetism increases the more followers he gains. Capable of performing small magical feats, like turning water into wine and conjuring candle flames. Can rally his followers into an angry mob, or can chant prayers to make him much more powerful for a short period of time. About as strong, fast, and tough as 2-3 people put together. Immortal, but heals slowly. If body is destroyed, held in a cell too long or mangled he will just disappear and be recreated by his followers.

Weakness
All his power is relied upon by his followers. If people stop praying to him, he'll cease to exist.

Master Plan
Become God by spreading size of cult.

[6] Man-Boa
Mexican gangster who enjoys getting his hands dirty. Random burst of radiation fused him with his pet snake, meaning he can now transform part or all of himself into a massive 50ft long giant snake.

Powers
Can turn part of his body into a constrictor snake to gain its abilities in that area. Turn legs into snake tail for tail whip and faster movement, turn head into snake to bite and sense heat. Can turn entire body into snake at once to become a massive beast.

Weakness
Snake takes over the more of him is turned into a snake. Once fully a snake, he no longer has control until the snake calms down enough to be transformed back into a human. If kept in the snake's natural habitat the snake may never be able to transform back.

Master Plan
Crush and squeeze the life out of enemies of his cartel. Bribe the police, leave snake-skin purses on people's doorsteps as threats. Assassinate his boss and become leader of his cartel.