Monday, March 16, 2015

Super Villains III

Here are our last batch of villains from the Worlds in Peril game I ran for my local group. One formed the backbone of the story while the other turned out very different than expected in play.

L.O.T.U.S. agents

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Description: the bogeymen for superheroes and supervillains alike, these dark suited men and women claim to work for a secret government agency but are never clear on which one. Their silver glasses conceal computer interfaces, relaying orders and information from their hidden masters. Armed with the latest high-tech weaponry, L.O.T.U.S. has been known to hunt down and kidnap people with superpowers. Many are never seen again. Others come back changed.

Motives: to capture supers, to minimize exposure

Size: 2 (each point of size includes 2 agents)

Powers: All agents are equipped with needler guns [A], capable of firing hundreds of thin carbon fiber darts into opponents, and electrolaser pistols [A], which use lasers to create an ionized channel of gas to deliver powerful electric shocks. Needlers are used to take down weaker foes, deliver special tranquilizer rounds [A], and to immobilize regenerating superbeings. Working in teams of two or more they use focused zapping and highly skilled hand to hand attacks to incapacitate foes.

If that fails they call in backup.

In Play: L.O.T.U.S. (and the next villain) demonstrate the cyberpunk motif we gave our city.

L.O.T.U.S. came up as the bad guys hunting one of the PCs, Red Tempest. They wanted her for the powers in her blood. I diversified them by having them seek out other supers, specifically "freaks" who are genetic abnormalities with strange (and generally weak) powers. They were sending the freaks they grabbed to Iteration X, a freak with the ability to absorb the powers of others.

They managed to knock out one of the PCs, a freak named Chameleon, during downtime (though not before she managed to run to safety). In the final end battle however all four agents were taken out instantly when Red Tempest dropped a building on them (and opened a move in her drive book).

Agent 00111

Agent 00111
Description: this cyberpunk samurai works for L.O.T.U.S. but freelances on the side. Rebuilt with the latest cybernetics, he (or she?) wears a faceless mask adorned with only a glowing circle. Equipped with several vibroswords, blades capable of slicing steel, he helps defeat particularly tough super powered beings.

Motives: to complete the mission, to maintain honor

Condition Threshold: 3

Powers: Thanks to his cybernetic muscles and other enhancements, Agent 00111 possess super-human levels of strength and speed. He is capable of punching through brick walls and outrunning speeding cars. His helmet [A] provides him enhanced vision via a HUD, allowing him to see in low light conditions, into the infrared spectrum, and even via echolocation.

A master swordsman, he can use his blades [A] to cut through steel and flesh with equal ease.

As an insurance on his continued loyalty, L.O.T.U.S. has surgically placed a bomb in his cerebral cortex.

In Play: The joke in Agent 00111's name was picked up quickly (think binary) and in a surprise twist, one of the PCs, the Gravedigger, hired him to capture another villain by the name of Banshee using another PC's, Red Tempest, trust fund money (super villains make the best parents).

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