More pre-campaign bits and pieces I distributed to the
players- this time VILLAINS! I
released a new "sheet" every couple of days leading up to the
campaign. I wanted to give the players something they could quickly and easily
read. More importantly I hoped these entries would give them names and ideas
they could play off of. They would know if they wanted to find out X thing,
they could talk to Y person. Note: some of these elements/characters are
reworkings from other sources (such as Dr. Simian who I use in everything).
Villains of Note: Technology
Coder: Originally an inventor with a passing
fascination with crime, Coder has become more dangerous as the world has come
to rely more and more on high-tech instruments and communications. His powers
apparently originate from a set of implants which allow him to see, hijack, and
reprogram nearly any higher level device. His skills have evolved from being
able to make simple alterations to his confirmed current ability to lay in
delayed programs and commands. He's also become a connoisseur of the latest
advanced weaponry, giving him a significant arsenal at his disposal. While his
skills and knowledge might have been employed usefully in the private sector is
has become apparent that his devices are intrusive and often cause long-term
permanent damage to those he interfaces with. While he is still at heart simply
a thief, the scale of his targets has increased significantly.
Fiend XIII: For a brief time in the late 1980's,
notorious villain Fate held command of a small island nation located in the
Pacific. Seized from a shadowy independent spy organization, Fate declared this
island to be his sovereign territory. He began to recruit, willingly or
otherwise, notable fringe scientists and super-villains to help him “reclaim”
his position as master of the world. For several years, the land of Fate,
became a hotpoint for elite organized criminal activity and a distribution
center for advanced weapons. However, Fate's plans came to an end in an incident
simply known as The Zero Point. Most of the population vanished as well as the
bulk of Fate's resources. Interpol's elite super group, Interguard, seized the
island shortly thereafter and returned control to democratically elected
officials. It would be several years before Fate would make his appearance
again.
However, a number of devices apparently created by Fate or
his scientists, began to turn up across the globe. Fiend XIII is one of these.
Originally intended to be a suit of powered armor, the device has developed a
higher level of understanding and an independent agenda. It can reduce itself
to a small size not unlike a robotic spider. It can operate in that form for
some time, but eventually due to some defect on the part of the device, it
requires a human “pilot”. Some have speculated that it feeds on the energy of
this pilot, recharging its very specific power source. Most pilots are
unwilling, but the Fiend has methods of unpleasant persuasion to convince them.
There have been some willing pilots (notably Fiend XI piloted by the
arch-villain Grimstar) but most are simply tools for the Fiend's plots.
Interestingly, though the destruction of the armor has usually been followed by
its managed to resurrect itself, the persona of the Fiend has shifted in each
incarnation-- as it the process of rebuilding also includes a reboot that
changes the monster.
The Sound and Fury: A team of villains utilizing
sonic based technology. While the membership has changed over the years, their
modus operandi has not. The effects they can manage has varied from simple
destructive vibrations to more complicated neurological attacks. At least three
current members are known: Bedlam, whose devices cause
disorientation, fatigue, and confusion (because his attacks actually resonate
with the target's own physique, armor and even hearing protection is
ineffective); Pierce, who can project deafening high intensity
beams of sound that can rip through objects when focused; and Mr. White who
seems to be able to actually convert his body into a sonic form, making him the
break-in master of the team.
Oubliette: The latest organization apparently devoted
to supplying advanced devices and weaponry to the criminal population. They
were founded by renegade agents of TRIAL, an organization that
had existed in one form or another since the Second World War. TRIAL had been
the prototypical international spy agency primarily affiliated with European
countries but drawing and operating across the globe. During the 1990's and the
rise of the EU, a series of public fiascoes derailed TRIAL and resulted in its
dismantlement. Oubliette arose out of one of those splinters, but did not
assume a real identity as a supplier of devices until after the millennium.
They took advantage of the recent destruction of two other groups, caught in
the post 9/11 cooperative environment and managed to seize control of many
assets in the former Soviet Union. Reports suggest that they have been
operating in the United States since the Sunder War.
Villains of Note: Parahuman
Night Jack: A villainous super-mercenary who
possesses a body seemingly made of a rubbery Kevlar. He's shown an amazing
resistance to damage, even energy based attacks such as Tasers or fire. He can
flatten his form, though not completely. He has limited stretching powers, his
form apparently snapping back into place fairly quickly. He can bounce,
entangle, and slingshot with enormous ease having honed his skills over the
years. He is also reportedly blindingly fast. While he has only rarely battled
superheroes, these incidents have mostly involved high-profile thefts or
kidnappings where his innate greed has gotten the better of his common sense.
He has yet to reveal a client, but is rumored to have dealt with some finality
to several who betrayed him. So far he has managed to escape from at least five
prison cells designed especially to hold him, including one located in the
original Block.
Fate: (alternately known as The Fate or The Word of
Fate). Fate first appeared in the mid-1970's as a potent recurring super
villain who struck in major metropolitan areas. His first several crime involved
attacks on superheroes-- and in fact he killed one notable hero of that day, Meta-Omega.
Fate became known as a dangerous, but ranting adversary. He seemed caught up in
some grand delusion about the nature of the world. After several battles, and
likewise several defeats, Fate vanished for several years. When he reappeared
he had amassed a sizable organization which he used in various attempts to
seize control of key locations, weapons and resources. It was during one of
these battles that the superteam Citadel discovered Fate's
apparent origin. He had come from the future where he had managed to seize
global control-- there he governed a world wholly under his iron fist. But,
apparently this empire had weaknesses his enemies had exploited and they had
managed to depose him. He had managed to escape back to this day. His first
crimes had been targeted at the ancestors of those who had opposed him.
Fate continued his battles through the 1980's when he
briefly seized control of an independent island nation and used it as the
center point of a vast criminal empire. The destruction of that base and Fate's
subsequent vanishing led to speculation of his death. He reappeared in the late
1990's, having disguised himself as the superhero Proximity and
infiltrated The Guard. Revealed, he reassumed his identity and
began conducting his grand plans again. Again, in battles with superheroes,
more details emerged about Fate's background. In his world, he'd had his empire
created and established by the millennium-- however many of the events which
had led to his rise had never occurred here. In fact, his apparent past-self
had gone over to the side of good in this world, becoming the hero, Tangent.
Whether this time stream had been so shaken by his actions or if he had never
come from this future in the first place, he'd determined to apparently not
wait on the Empire he'd hoped would rise and allow him to simply step into
control. His plans became larger up until the Second Sunder War. Many of his
operations were severely damaged by Sunder's assault and many of those he'd
recruited left to join one side or the other. Rumor has it that the death of
Tangent in New Orleans has further unbalanced him, but for now that is merely a
rumor among the criminal underground.
Fate's possesses several powers. He combines a
hyper-intelligence with a certain degree of probability control and limited
precognition. He's exhibited the ability to mimic the powers of some opponents
but also seems to have control over some gravitational energy. At times he's
seemingly internalized that power to grant him protection, super-strength and
the ability to fly. In fact, the one common factor in Fate's appearances has
been the shifts and changes in his power set. He is considered highly dangerous
and is at the top of the DHS most wanted paranormal terrorist list.
Dr. Simian: It remains unclear whether Dr. Simian is
a gorilla who gained the power of super-intelligence or a human mastermind
transformed into beast. Regardless, he is a dangerous foe who combines enhanced
brutal strength with a cunning intellect. His personal team of super-villains, The
Safari, has had a remarkable success rate. In fact, he might have a
greater success rate if if weren't for his great weakness-- a desire to outwit,
trick and trap superheroes. More than most current villains he falls into the
classic mode and revels in it. As he said in one prison interview, "I have
replaced by bestial bloodthirsty instincts with another instinct, the desire to
humiliate my opponents-- which would be better I remain unsure." Simian
steered clear of involvement in the Sunder War except for several actions to
rescue trapped animals from zoos and parks in the path of Sunder's armies.
Villains of Note: Supernatural
Ghostborne: Apparently born with the natural ability
to see and speak with the spirits around us, Ghostborne for many years
attempted to help the spirits to finish out their desires and move on. However
he did this at great cost to himself, becoming institutionalized and arrested
several times. By the time he'd become an adult, he'd had enough of it and he
turned his energies to finding a way to control this power and master the
spirits around him. Somehow he did, whether through the intercession of an evil
spirit or through the powers of a magical instructor, he learned to channel his
gifts into a form of necromancy.
Already deeply broken by his experiences growing up, he turn
to a life of crime and, as his powers grew, he became a super villain. He can
summon spirits and bind their strength to his own, allowing him to become
stronger and faster than a normal human. By commanding ghosts he can force them
to expend their energy to hold the living or drain a person's strength.
Additionally he seems to be able to see the spirits surrounding a person's past
and be able to draw out information about them. Two years ago he manage to
uncover the identity of a minor supernatural super vexing him by these means.
Ghostborne then struck at the hero's loved ones, forcing him to flee the city.
The Changeling: The world of Empyre possesses certain
kinds of magic, but they are strictly regulated and assigned to the interests
of the Imperial Seelie Masters. More often they rely on certain kinds of
supplemental technology rather than outright spellcasting-- magical items,
improbable vehicles, and weird machines. Before they closed their gates, one of
the real weaknesses of the Empyre was that this combination of technology and
complex magic often failed when brought over to other worlds. This combined
with the hidebound strictures of the Imperials themselves meant that any
attempts made by them against our own world failed in execution.
In this world of strict regulation, there existed some who
managed to cling to old ways and elder magics. However these magics were dark,
dangerous and stained with blood. One of these practitioners turned his magic
to striking against the Imperials at first, but latter against anyone and
everyone. Some of his strength came from the ignorance of the populace-- once
there had been methods to turn away his dangerous visitations, but they'd been
forgotten or kept only in the hands of the authorities. Eventually this bloody
trickster drew enough attention to warrant pursuit and the Officers of the Wild
Hunt were sent upon him. To make his escape, this criminal manage to break
through a sealed gate, appearing on our world. Here he found a people even less
prepared to deal with his brand of mayhem. Drawing from our own legends-- said
by some to the misreadings or reinterpretations of the rules of Empyre-- he
called himself The Changeling.
His method is regular and without obvious purpose beyond
causing harm and creating chaos. He finds a family and takes the place of the
child, using his magic to disguise himself completely. Then he sets to work.
Sometimes his goal is simply to disrupt their lives, to turn loved ones against
one another. But often his works are more bloody, pushing his victims with
subtle illusions and mind control into psychotic fits, breakdowns and murderous
rages. At time his works have infected whole neighborhood, schools and
communities. He prefers to prey on isolated places or those already weakened
and more easily victimized, as in the case of one of several siblings dying.
The Changeling has not been seen in some months, but it is only a matter of
time before he reappears again.
Lost Dawn:This organization may trace its roots back
to one of the older magical orders-- The Templars, the Golden Dawn, the Masons,
but no one has ever been sure. Certainly they would be a fringe splinter group,
likely driven out because of their own strange and dangerous beliefs.
Historical evidence suggests that they have existed for many years-- references
exist in certain heroic memoirs that point to the Lost Dawn having been active
and established in the 1920's and 30's. Other evidence suggests that they have
many highly placed members and a great deal of wealth held internationally.
Some have suggested they assisted Hitler's Thule group, others that they
supplied certain special items to crazed figures like Idi Amin.
The Lost Dawn's goal seems to be nothing less than opening
the way and heralding the coming of a group of Dark Elder Gods. They may be the
ones spoken of by the founder of the FBI's Paranormal Investigation Office,
Director Lovecraft. It is unclear whether they are nihilists, corrupted by dark
forces or actually believe that they will survive the coming of these
creatures. That may be a topic of debate among their own numbers. Regardless,
they have access to magical knowledge, vast wealth, and agents with few
compunctions. They seem to work towards causing great harm or tragedies perhaps
as a way of generating psychic trauma for energy. This way be a cover for
other, more nefarious plans.
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