Showing posts with label Enemies. Show all posts
Showing posts with label Enemies. Show all posts

Wednesday, March 6, 2019

3 Orc Captains

[1] Gristlehide (3 HD, +2 to hit, +5 AC from armor and shield, 1d6+1 shortsword, Ice Rod at 1d6 Frost Damage, Freezing Blood spell, Leadership +1)
Morale- 14

Gristlehide is a tough bastard of an orc. Beyond being tall, strong, and overweight as most orcs are, he is also a bit clever and knows how to use some magic unlike most male orc warriors. He holds his Ice Rod, which is forged in a lump spindly shape from underground metals, as a symbol of pride. He isn't the largest orc, but is still a powerful warrior.

Gristlehide uses his ice rod to intimidate his foes or rally his troops, and loses his leadership bonus (+1 to morale to orcs and squealers fighting under him) if the rod loses all charges or is lost. At range he will use it to fire standard ice bolts, but has also created a trick to finish off fallen or near-death foes. The Freezing Blood spell uses up 2 charges and requires an Ice Rod to cast, but creates an icy sheen by freezing the blood around a fallen combatant, which deals 1 cold damage to them per exploration turn until it is melted off at a warm fire. If a characters blood is frozen by this spell they also heal -2 less health whenever they are healed or a revive attempt is made.

[2] Tusklip (2 HD, +3 to hit with ranged, +3 AC from armor, 1d8 crossbow, 50% chance to see invisible, backup dagger at 1d4-1, tracker, automatically succeeds first save against the first spell)
Morale- 15

Tusklip is an old boar. Too old to command his own squad; as such he is acting as a secondary lieutenant for another, younger orc warrior. He is very old and wizened, so much so that he has two small tusks poking out from his bottom lips; this is a trait seen with a bit of mysticism but also disgust by other orcs, as it evokes a sort of wild outdoors that goes against their nature. Tusklip is a good shot and tracker, letting him track people through underbrush and areas where traces can be left, but due to his physical weakness and frailty he doesn't speak up around other orcs and avoids conflict with them. He would much prefer to die on the battlefield and is slowly losing his will to live.

Tusklip's primary means of attack is using his crossbow. In his advanced age and due to old war injuries, especially on his shoulders, he is physically feeble compared to most orcs and his melee abilities suffer. He only uses his dagger as an absolute last resort. However his experience in combat and general wiliness gives him a chance to detect invisible or transparent individuals or beings by using his surroundings. Secondly, the first spell cast against him he will automatically succeed his save as its one that he's seen before. This ability is nullified if the first spell cast against him is a newly invented spell or rare magic that is uncommon in the setting.

[3] Irontrotter (5 HD, +4 to hit, +7 AC from armor, 1d6+1 lance, unwavering stance, drinker, -2 to combat saves, slow)
Morale- 12

Irontrotter looks like a walking pile of armor- packing heavy plates of metal, his wobbly legs barely able to hold it all up. Irontrotter cannot be shoved back, his stance is too heavy to move, but he is easily tripped, blinded, disarmed, or otherwise disadvantaged in combat. He is quite a powerful and strong combatant, but his insistence on wearing the heaviest armor makes him slower and always losing ties on initiative.

This orc uses a powerful and heavy lance, dealing bonus damage against very large creatures like horses. Irontrotter cares more about his personal honor then his battle brothers, gaining no benefit to leadership, just telling his warband to attack and jumping into the fray himself. He is also addicted to most forms of drink, and if not attacked in melee he has a 50% chance to waste his turn pulling out a wineskin and drinking greedily from it- he'll even ignore arrows and minor spells coming his way.

Saturday, August 11, 2018

PoE Incursion Enemies

Each Vaal enemy is encountered in two versions; the living versions in Incursions, and the undead versions in present day when you find the location of the true temple. The undead versions are the same, but have the same strengths of the undead (immune to disease and poison, no morale, supernatural senses, etc.) and weaknesses of the undead (can be turned, holy magic weakness). Most enemies here are also designed to slow the party down as well as being a threat, to make Incursions more challenging with their time limit.

From Left to Right: Vaal Fallen, Fanatic, Architect, Zealot, Vaal Contruct
Vaal Servant (1 HD, +2 AC, doesn't attack, panicked screeching)
Morale- 0, runs immediately
Numbers- 1d6 per room

The Vaal sacrifices thousands of slaves, servants, conquests, and serfs to appease their gods and to power their arcane machines. These temple servants are no different. Due to both the cataclysm and these of low born standing, there is little paradox to be caused by slaughtering them. Their blood still extends the duration of the Vaal incursion spell- Their screams upon seeing armed strangers attract the Vaal's warriors to fight. In the present day, replace servants with standard Skeleton warriors.

Vaal Fallen (2 HD, +2 AC, -2 to hit, 1d8 huge sword, slow)
Morale- N/A
Numbers- 1d6 per room

Vaal Fallen are humanoid constructs made of armor. They are tough but very slow, and their attacks are easy to dodge. They always go last in initiative.

Vaal Fanatic (1 HD, -2 AC, 1d4 dagger, +2 initiative, self sacrifice)
Morale- 15
Numbers- 1d4 per room

Fanatics do not wear armor and simply run at enemies and intruders, they are made up of bloodletters and self mutilators who praise the Vaal Gods. Fanatics will step in the way of spells, attacks, or projectiles targeting Vaal Architects.

Vaal Zealot (2 HD, +1 to hit, 1d6 spear, flaming bolt spell)
Morale- 12
Numbers- 1d4 per room

The Zealot is armed with a spear and the powers of fire. Instead of attacking for a round, the Zealot can hold up their hand and channel a flaming bolt spell. Players can choose to either evacuate, which means they avoid the slow targeted bolts, or they can press on and continue to fight, in which case they must save or take 1d6 fire damage. Each Zealot only casts one bolt spell.

Vaal Construct (1 HD, +1 AC, fire 1d4 magic bolts)
Morale- N/A
Numbers- 1d8

Tube like construct that fires green bolts of energy. The bolts can hit multiple party members if adjacent, but cannot penetrate through them. This encourages party members to spread out, but makes them more likely to get overwhelmed.

Serpantine Construct (2 HD, +2 AC, +2 to hit, 1d4 tail whip attack, 1d4 constriction, slows movement if constricted- save to break free)
Morale- N/A
Numbers- 1d4

Snake-like construct that aims to stun and capture instead of kill. Very fast for a machine; uses tail whips and entangles prey. Cannot tail whip when entangled, instead slows the movement and attacks of the entangled person unless they manage to make a save to break free.

Vaal Architect (3 HD, 1d6+1 magic blast, special abilities, leadership +2)
Morale- 16
Numbers- 2 per room, once one is killed the other fades into Paradox space

Each Vaal architect has a theme that grants them a different magic blast and special ability. Each Architect also has plans for the room they are located in in the Incursion; killing one makes the other one the sole inheritor of the room and in the present day will have changed it to suite his desires. For instance, if the Architect of Treasures and the Architect of Toxins are in a room together, and you slay the Architect of Toxins, the Architect of Treasures will have inherited the room and it will have become a treasure trove in the present day, still patrolled by the undead Architect you left behind.

Architect Theme Table- 1d6
[1] Fire element blast; casts a 2x version of the Zealot's flame blast.
[2] Lightning elemental blast; creates a storm that deals 1d4 damage to all enemies within 15 feet
[3] Void/Arcane elemental blast; creates a breach that summons 1d4 Breach Monsters
[4] Death elemental blast; casts a screaming skull spell- target must save or take -1d4 level drain
[5] Toxin/Poison elemental blast; releases cloud of poison when hit, save vs posion or take 1d4 poison damage per round for the rest of the incursion or until cured.
[6] Physical blast; Whistles to conjure spinning blades and traps, save vs devices if you try to attack him next rond. Fail and take 2d6 damage.

Tuesday, June 19, 2018

Super Combat Bros d6 Generator

Outfit Coordination1d6
[1] Same outfit, different insignia
[2] Different outfits, same insignia
[3] Different outfits, matching accessory/weapon
[4] Same outfits, radical difference in size
[5] Both wear full body cloaks displaying their designs; exact same height.
[6] Same face, heterochromia; each bro having swapped eyes with the other.

Complimentary Bro Designs – 1d6
[1] Red and Green
[2] Blue and Orange
[3] Yellow and Purple
[4] Black and White
[5] Vertical Stripes and Horizontal Stripes
[6] Xs and Os

Bro Combat Style – 1d6
[1] Heavily armored warrior and supportive caster
[2] Lightly armored warrior and destructive caster
[3] Supportive caster and Destructive caster
[4] Two lightly armored warriors
[5] Heavily armored warrior and archer
[6] Two archers

Bro Special Cooperative Move 1d6
[1] Bro Resilience. Bros must be defeated simultaneously, during the same round. Else the standing Bro will revive the fallen Bro back to 1 hit point.
[2] Super Bro Attack. Battlefield-wide special attack/spell/move that must be charged up for a round. The Bros will loudly announce it and you have one round to brace for impact.
[3] Super Bro Defense. Bros will defend each other and raise their collective AC to 20, plus deflecting projectiles and getting advantage on all magic saving throws. Lasts one round.
[4] Super Bro Slam. Single target move where the Bros perform a powerful combo. If you are hit by it and survive, you take massive damage and are stunned for 1d4 rounds.
[5] Bro Buff. The Bros will buff each other with an extremely powerful temporary boost to all their stats and abilities OR they will combine into one super being. Lasts 3 rounds.
[6] Super Bro Vengeance. When the first bro falls, the other bro is permanently empowered with rage, gaining increased power, speed, and aggression to avenge their fallen bro.

Tuesday, August 22, 2017

50 Strains of Vampirism

Hydra Vampire [24]
 50 Strains of Vampirism
For OSR Adventures

[1] Gothak Vampirism. Exclusive to orcs/goblins/greenskins. Their skin sheds constantly, leaving them lime green like an orc baby. They lose much of their physical strength (scary for orcs), but darkness near them is supernaturally inky and cannot be penetrated by dark vision. (also scary for orcs.)

[2] Rigorak Vampirism. Can control rigor mortis in corpses, letting them bend corpses into different poses, as mannequins, or even furniture. Hands become horribly inflexible, giving -2 to all lockpicking attempts and cannot make certain hand signs.

[3] Gnoll Vampirism. Gnoll Vampires are sometimes called 'Bouda'. Their bodies are hunched and must move on 4 legs, but their insatiable hunger lets them drive after prey for miles and imitate voices. If your Gnolls could already imitate voices, Bouda can shapeshift to look like other people too as long as they imitate their voice.

[4] Melivel Vampirism. They count all their stats as -3 modifier in the presence of anti-magical devices and spells, but can 'drink' a spellbook's ink like blood. Can cast any spell they drink once.

[5] Day-Walker Vampirism. Weak strain of vampirism that has no trouble in the sunlight, but only has one or two of the vampire powers.

[6] Feral Vampirism. The newly turned vampire, over the course of 10 years become totally feral regardless of how much blood they feed upon. Over the next few centuries they slowly morph into a bat like creature with extremely high AC and damage, an unending thirst for blood.

[7] Noble Vampirism. Vampires retain all morality upon being turned, prefer to feast on animal blood or have willing partners to donate blood to. Still treated with scorn and will probably be killed if secret is revealed to normal folk.

[8] Dust Vampirism. Instead of having thralls, these vampires creates dust wraiths to guard their tombs and hideouts. Double weakness to fire.

[9] Genetic Vampirism. Usually manifests later in life, or automatically 'replaces' any other strain of vampirism the person catches. Roll one random stat, that stat is treated as a 20 once you fully turn and are fed with blood.

[10] Merchant Vampirism. Must stop to count small objects, like beans or stones, if spread across an area they are hunting. They can also command coins and can smell gold and silver.

[11] Morakath Vampirism. This vampire grows huge scaly plates on their chest and back, granting +3 AC, but heavy and lumbering footsteps make them unable to be very sneaky.

[12] Demonic Vampirism. This vampire grows horns and can sign magic contracts with mortals. They are doubly effected by Turn Undead and holy water.

[13] Animal Vampirism. Lets certain animals, like dogs or horses, become vampires if infected. Humans cannot catch it, but can be carriers, so if you're bitten by a wolf you could accidentally give it vampirism.

[14] Righteous Vampirism. Those infected with this become devoutly religious to whatever local religion is most prominent in their area, and will constantly pray and atone for the sin of being a vampire. Anyone they drink blood from recovers from the blood loss twice as quickly as normal, and they cannot be turned like other undead.

[15] Cyclopean Vampirism. Painful first years of transformation as one eye swells to take up center of face while the other slowly shrinks and is consumed by the skull. Single unblinking eye requires a damp lair, but can see extremely far and well in the night, and gets +2 AC from projectile attacks come from directly in front of it. Horrible peripheral vision means it is easy to flank and sneak past if you keep to its sides.

[16] Wine Vampirism. Vampires must drink blood mixed with wine that is fermented in their lairs, but are extremely intelligent and can trick most people into doing what they wish.

[17] Imp-Lord Vampirism. Vampires of this are only made through dark magic. When they bite and turn someone else, they become a lowly imp instead. When the vampire lord dies, the strongest imp becomes the new Imp-Lord and rules the other vampire imps. Imps are notoriously untrustworthy and plot against their vampire master constantly.

[18] Sword Vampirism. This vampire is normally in the form of a magic sword, with +1 bonus per 100 years they have been a vampire. Can whisper to anyone holding it to feed it blood by killing people with it, which feeds the vampire. Can make the sword move or take on temporary bat/wolf form but makes them very hungry and tired. Sword is not damaged by the sun but grants no magic bonus during daylight hours.

[19] Impaler Vampire. Instead of drinking blood, this vampire needs to impale people instead, draining their life force as they slowly die. Can conjure stone spikes beneath foes as a magic attack, immune to piercing damage.

[20] Black Vampire. Skin turns black as the abyss as they age, all light hurts them but they move twice as fast in the darkness as normal vampires, they gain knowledge of black magic, and can drain your blood just by touching you.

[21] Psychic Vampire. This vampire absorbs psychic lifeforce instead of physical, meaning anyone who touches them loses all charisma bonus for a time and becomes listless and boring. Can once per night per hundred years as a vampire blast people with psychic energy, dealing 1d6 damage.

[22] Obese Vampirism. This vampire still feels the need to eat food though undead, and grows swollen with rotten food in its belly. Can eject noxious cloud of gas that stuns, paralyzes, or causes minor damage once per night.

[23] Golafan Vampirism. This vampire can hide in the 'skin' of any animal or person it touches, only to jump out at an opportune time to drink blood. Anything with the vampire hidden inside them tends to have cramps and weird pimples growing on them, hinting at the hidden vampire inside.

[24] Hydra Vampirism. Grows an extra identical head once every 100 years they've spent as a vampire. All of their heads can sprout bat wings and fly around, swooping in to drink blood. But if the body is destroyed or heart is staked all their heads will perish in a puff of flame.

[25] Undergrowth Vampirism. This vampire must live in the woods, and can move freely through plants and brush. They control armies of ticks to drink blood for them, which they mash up into bread once the tick is fat on blood. Must sleep under huge piles of fallen wood and leaves during the day. They can also weave talismans of twigs and leaves that scare people from investigating their lairs. These vampires are scared of humans and very weak in a fight.

[26] White Vampire. These vampires can only drink blood from willing sacrifices and are invisible to most people except who they were directly related to in life. Tend to keep to themselves but will try to protect their descendants using vampire powers and secret wisdom.

[27] Feline Vampire. This vampire grows cat ears, tail, and red cat eyes. Incredible agility and senses, but a dog's bark has the same effect as a Turn Undead effect on them, where the Turn Undead level is equal to the number of dogs they hear.

[28] Fog Vampires. Cannot take physical form except as a fog when weather conditions allow. Everyone within the red fog takes 1 damage every turn, but they cannot be hurt by physical means.

[29] Zommethel Vampirism. Once turned they shrink and grow huge, calloused hands. They can repair magical equipment and almost anything else but will only do so with a payment for blood. Mostly feed on rats and livestock, too busy crafting and repairing items to hunt humans.

[30] Thorny Vampirism. Painfully grows spikes all over its body, cannot wear armor or clothing. Any blood drawn by the spikes is automatically absorbed by the vampire.

[31] Clan Vampirism. Can tell when other vampires who turned them or who they turned are in danger and get +2 to all actions to aid them. When once of them dies, the others in their clan have a 1 in 6 chance to be stunned for a round from the pain.

[32] Stoic Vampirism. Once turned, these vampires cannot speak, but do not need to eat blood. They will however find a lair and slay anyone who tires to enter it like normal vampires however. They spend all their time not kill intruders sitting silently and doing nothing.

[33] Taskmaster Vampirism. Cruel vampire with long hair that can be used as a whip. Lords over weaker creatures with less HD then it has, letting them gain advantage on morale checks as he whips them to keep them obedient. If hair is cut off the vampire loses all vampire powers until it grows back, which could take decades.

[34] Ruthless Vampirism. These vampires have increased physical strength, the ability to glide, and have tough skin that grants +2 AC. They can only feed off one random person they can sense within a mile radius and must hunt them down and drink their blood before they can get a new target to feed upon.

[35] Tempest Vampirism. These vampires are immune to lightning damage and have metal fangs. They can conjure a storm with a ritual that spans 1d6 nights, and during a storm they can come out in the daytime, as long as the sun is covered up by black and roiling clouds.

[36] Toad Vampirism. Warty, can hop long distances, and has a very long tongue that sucks blood like a proboscis. They can feed off people through their windows without entering their houses, or can attack from a range with their tongue. If kissed by a beautiful person of the opposite sex, they turn into a toad permanently.

[37] Ridge Vampirism. This vampire needs to suck out bone marrow instead of blood, but is physically weak except for incredible climbing ability. Can conjure lights and create ghostly howls at night, lures and scares travelers off cliff to fall to the ground below so they can suck their broken bloody bones.

[38] Uterus Vampirism. When a fetus is somehow infected with vampirism, it dies and becomes a spirit that infects women who are impregnated, feeding off their life force while a stillborn child grows inside them. Can be cured with a few different magical methods, or by the women having sex with a priest.

[39] Puddle Vampirism. This vampire is purely a liquid, any blood spilled in it feeds the vampire. Can resist gravity and flow where it wants to, and can split up its body into many small puddles and pools. It usually sets itself up under traps, or into drinks where if it is drunk deals 1d4 damage internally to the person who drank them. In the sunlight, this liquid evaporates in seconds.

[40] Bereaved Vampirism. This vampire attends funerals, slowly draining the blood from the corpse simply by proximity, can even do this once the person is lowered into the ground and buried, but once they leave the site they cannot drink blood from a buried corpse instead. Usually pretty harmless, but if they get hungry they may start murdering people to cause more funerals.

[41] Bedbug Vampirism. Vampires that can turn into swarms of bugs. Usually invade people's houses to live in their mattresses and feed on them while they sleep. Weak to fire, and if the mattress is burned while they are in it they cannot escape.

[42] Oxalath Vamprisim. These vampires grow a few inches in height and their bones turn hard as iron, making them incredibly strong. If they fall into water they cannot swim. Cannot be hurt by bludgeoning weapons.

[43] Chromatic Vampirism. These vampires victims turn white temporarily, and they can conjure blinding rainbow lights once per night.

[44] Warden Vampirism. These vampires can only feed of the blood of poorly treated prisoners, and often capture humans to keep in cages and beat mercilessly. Whenever they are wounded they can sprout iron chains from the wound that can wrap around and disable their foes.

[45] Jingaal Vampirism. Cruel vampires skilled in dark magic. Once per night per 100 years as a vampire; they can reduce a target's maximun health by -1d6 points. If you hold a “lucky” item, like a horseshoe or rabbit foot, you get advantage on the saving throw vs magic.

[46] Frozen Vampirism. These vampires are unnaturally cold and ice forms on them when they sleep during the day in their coffins; granting them +3 AC until melted off by a fire spell. They are not actually weak to fire, but any symbol of spring like a flower or butterfly causes them to flee in panic.

[47] Leech Vampirism. Bottom half of vampire becomes a fat slug body, making them unable to go up stairs faster then a snail's pace but move faster through muck and slime. They can crush people even in plate armor and suffocate them if they get on top of them with their slug parts.

[48] Cosmic Vampirism. Vampires that come from another dimension entirely, inhabiting the bodies of dead mortals. They barely understand how our bodies move, making them very uncoordinated and unable to use weapons, but can conjure powerful elements and blasts from the stars, give you mind-shattering visions from other worlds and can teleport 10ft each round instead of their usual hobbling walk. If enough vampires of this type die at the same time, it may rip a hole big enough for something far worse to come through.

[49] Kofic Vampirism. These vampires spend the first 5 years of their undeath drinking huge amounts of blood and spewing it out in tiny, shiny round red orbs. They are too feral in the early years to keep these with them, and just leave the orbs around. These orbs are mildly magical, and are tied to the vampire's strength and life force. After 5 years they 'wake up' and must quest to find their blood orbs lest they fall into enemy hands.

[50] Tyrant Vampirism. The most potent and powerful kind of vampires; it is believed that only those who have done 3 great deeds of evil, or 666 minor deeds of evil in life can become a Tyrant Vampire, and can only be created through a special ritual performed by lesser vampires or from another Tyrant Vampire. Tyrant vampires only take 1 point of damage from non magical weapons, they can animate bodies drained of blood into husks that act like zombies, and they are treated as two HD higher for the effects of Turn Undead. Tyrant vampires are also known to control many other lesser clans and strains of vampirism to accomplish their goals.

Tyrant vampires are terrified of and cannot act against children. The giggling of children stuns them in place and the touch of a baby turns them to dust and destroys them instantly.

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.