You know what makes great superhero settings like Marvel 616, DC Animated Universe and Invincible really feel "real"? Having a huge cast of characters. This is something I feel is often missing from film and television series, though the MCU and "Arrowverse" have done pretty well on this front, given the huge amount of time they've invested in world building (seriously, Human Target is in several episodes of Arrow, that's pretty cool). Although most of my own SS4 stuff revolves around my Equalisers team and/or Ulysses' adventures, I do work at some of the fringes of the setting to keep some verisimilitude where I can. For example, members of a defunct team "Counter Culture" can be found in my NewGen and Pendragon Security teams, as well as below, though I'll probably never run Counter Culture in a game; they having appeared in the Mutants and Masterminds game I ran over a decade ago which help spawn the entire setting.
Originally, the idea of having a pool of "solo" Villains was to work with the "Unexpected Ally" mechanic in SS4, and I'd put together a team of solo Heroes as well. The heroes have been delayed because of a lack of appropriate minis and the Villains have become more of, "Boss Monster[s]", I guess would be the best term. Although most of my SS4 characters come in at 85 Build Points, most of the villains here are at least 100. After all of these years, I still can't get SS4 to catch on at NWA, so I'm in the process of planning games in my own setting where I can provide the minis and get people playing. Hopefully you'll be seeing more AARs in the near future.
Villains menace the Earth! (from left to right) Bubblegum (its "Prime" form in the rear), the Ultraversal Umpire, Kiswah and Argon.
Bubblegum (D&D Miniature) and Bubblegum Prime (toy).
Bubblegum: One of the first enemies Alpha Section ever battled, before the Equalisers and birth of modern superhero teams, Bubblegum was an experiment intended to help people that went horribly wrong. An "intelligent" polymer designed for medical use, it was intended that the substance would "seek" injuries on a patient, sealing wounds and applying anesthetic. However, something went horribly wrong and the substance started absorbing and devouring test animals, gaining intelligence and becoming more dangerous as it did so. By the time the authorities were aware of the threat, the substance had killed several people and been dubbed "bubblegum" due to it's sickly-sweet odor. Alpha Section (then Wildcat, the Unknown Soldier, Fury, Sledge, Pearl Diver, Krakatoa and Tempest) were able to capture Bubblegum and place it in a deep freeze. A couple of times since, Bubblegum has escaped and gone on other rampages. When it absorbs enough intellects, Bubblegum reaches what has been dubbed it's "Prime" form, more humanoid and far stronger, but less destructive. It has been theorised that, should Bubblegum be able to absorb enough intellect, it may achieve true sentience.
The Ultraversal Umpire plans its next round of games (converted Reaper)
The Ultraversal Umpire: An enigmatic being from outside the known Omniverse, The Ultraversal Umpire is best known for using its seemingly-limitless power to draw super-powered beings into gladiatorial combat. A recurring foe for both Ulysses and The Champions of the Omniverse, The Ultraversal Umpire is so difficult a foe not only for its ability to open portals and cancel super-powers, but because of the seemingly endless supply of brainwashed superheroes at its beck and call. Of course, once these heroes realise that they've been duped, they tend to team up and defeat The Ultraversal Umpire, but these continual defeats never seem to put a stop to its machinations. Is this unknowable creature part of a larger scheme, or just a bored demigod looking for kicks? Only time will tell.
Kiswah (Eureka) and Argon (Heroscape).
Kiswah: His original name being long lost to time, the man known as Kiswah has been fighting for the Nation of Islam since the days of the PLO. Kiswah is in possession of a strange and haunting superpower; he cannot die. As a young man, full of the fire of jihad, Kiswah was lured by tales of glory and paradise, willingly giving everything for his cause as he detonated a bomb vest and awaited his reward; when he woke up days later, unharmed, his life began to change. Kiswah still passionately believes in removing Western influence from the Middle East, and that his people must be free to decide their own destiny, but as a veteran of the fight, he now questions the methods of his compatriots. Kiswah has seen too many young people go to their deaths for the cause, and has chosen to do all he can to prevent further loss of life. Under Kiswah's leadership, only he will wear a bomb vest, as the pain is something he can actually bear and return from.
Argon: Aaron Weber was doing time in Juvenile Detention for drug-related crimes, despite being 19 years of age, as his father's money and influence had kept him out of a State Prison. Weber ran a small gang of nere'do'wells, his age and natural charisma suiting him as a leader, but he wanted out so volunteered for an experiment that may kill him, but would reduce his sentence. Like all members of the original Counter Culture, Weber was granted amazing powers, in his case, the ability to control and project colourful plasma, which Weber felt clashed with the Goth aesthetic he modeled at the time. During a conflict with the Equalisers, Weber was seemingly killed, only to return moments later in a form of pure plasma, which was eventually captured by Wildcat and the Scarlet Blade. Weber was imprisoned at the Boomerang facility in Melbourne until it came under attack by Pendragon Security and he was able to escape. Since then, Argon has been a recurrent foe for heroes the world over, with his immense power making him a formidable opponent, though he often pursues petty goals with his strength.
Name: Kiswah
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BP: 85
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Affiliation: None
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AP: 4
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Strike: 1
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Strength: 3
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Dodge: 4
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Sense: 2
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Toughness: 5 (1)
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Mind: 3
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Resolve: 6
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Damage: 3/9 (3)
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Powers
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Lone
Wolf – Does not gain nor grant Bonuses in Close Combat. May not benefit from
Tactician Boon.
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Regeneration
– End of turn, roll 1D, heal 1 for each Goal, may not be re-rolled.
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Hard
to Kill – 4AP to Cuff or Ace Kiswah
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Detonation
– 3 Vitality, 9” AOE, 9 (3) Damage, one use only.
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Super
Toughness 1
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Name: The Psychevore
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BP: 130
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Affiliation: None
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AP: 12
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Strike: 2
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Strength: 2
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Dodge: 2
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Sense: 6
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Toughness: 10
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Mind: 10
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Resolve: 9
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Damage: 2/9 (1)
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Powers
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Soulless
– Immune to Mind-based attacks and Healing. Automatically fails KO
Checks
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Telekinesis
– 2AP hovers 24” in the air until start of next turn, Immune to falling
damage
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Density
Decrease (Always On) – Immune to Damage rolled against Toughness
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Mind
Attack 9, Super 1
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Massive
3 - +3D to attacks against this Model
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Slow
Footed – Model cannot Charge
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Name: Ultraversal Umpire
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BP: 165
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Affiliation: None
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AP: 20
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Strike: 4
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Strength: 4
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Dodge: 6
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Sense: 7
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Toughness: 6
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Mind: 12 (4)
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Resolve: 8
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Damage: 4/6
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Powers
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Dispel
– 4AP 15” Range, Mind vs Power Dice, turns off Active Powers
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Supress – Can target Attributes and constant effect Powers. Attributes lose
super and drop to 2D
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Telekinesis
– 2AP hovers 40” in the air until start of next turn, Immune to falling
damage
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Force
Dome 6D – 3AP 7”AOE Physical attacks hit dome first, modes get +2D Toughness
when active
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Mind
Attack 6D – hits Mind resisted by Resolve, Ignores Cover
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Super
Mind 4 (Second Sight) – May use Mind for Initiative, target Mind Attack
without LOS
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Name: Argon
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BP: 85
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Affiliation: None
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AP: 11
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Strike: 6 (1)
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Strength: 3
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Dodge: 6 (1)
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Sense: 3
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Toughness: 3
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Mind: 5
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Resolve: 3
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Damage: 3
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Powers
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Density
Decrease – 3AP, Immune to Damage rolled against Toughness, Cannot make melee
attacks, may move through terrain, immune to fall damage, Cannot be Knocked
Down
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Reflection
– 3AP Ranged Strikes missing by 2+ Goals can be reflected to Short Range
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Flight
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Lone
Wolf – Does not gain Friends in Combat bonus or Tactician
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Super-Strike
1 – May use Strike for Initiative Rolls
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Super-Dodge
1 - +1D to resist fall damage
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Name: Bubble Gum
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BP: 100
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Affiliation: None
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AP: 7
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Strike: 5
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Strength: 4
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Dodge: 3
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Sense: 4
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Toughness: 8 (2)
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Mind: 2
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Resolve: 2
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Damage: 4
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Powers
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Elasticity
- +2D to Grab rolls, 15” Melee attacks @ +2AP
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Parachute – immune to Fall Damage
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Drain
5D – 2AP, Max 2 per Stat per turn, Restores Vitality
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Regeneration
– End of turn, roll 2D, heal 1 for each Goal, may not be re-rolled.
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Soulless
– Immune to Mind-based attacks and Healing. Automatically fails KO
Checks
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Linked
Power Framework
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Name: Bubble Gum Prime
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BP: 100
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Affiliation: None
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AP: 7
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Strike: 5
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Strength: 4
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Dodge: 3
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Sense: 4
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Toughness: 8 (2)
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Mind: 2
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Resolve: 2
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Damage: 4
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Powers
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Elasticity
- +2D to Grab rolls, 15” Melee attacks @ +2AP
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Parachute – immune to Fall Damage
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Drain
5D – 2AP, Max 2 per Stat per turn, Restores Vitality
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Regeneration
– End of turn, roll 2D, heal 1 for each Goal, may not be re-rolled.
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Soulless
– Immune to Mind-based attacks and Healing. Automatically fails KO
Checks
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Density
Increase (Always On) - +3D Toughness, +1 Super Strength + Toughness, All
Attacks cost +1AP, Counts as a Class A Object
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Massive
2 - +4D to target this model
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Linked
Power Framework
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KO
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