The Fortress of Solid-Rules

The unofficial Supercrew fansite

Category Archives: Villains

Villains and Hazards for 1001 Arabian Nights

My group (4 players) uses the Supercrew rules for an 1001 Arabian Nights campaign. Below are a couple of typical villains and hazards that I created using BlackSheep’s Villain Points.

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Villains for The Impossible Club by Kaptain Kobold

Doctor Klockwerk
Maniacal Bavarian mechanic

Clockwork Mechanical Arm and Eye – 2
Clockwork Technology – 2
Preplanned Escape Device – 4 (one use)
Trick: Mechanical Genius (reroll, one use)
Toughness = 3

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Give me your typical scenes

Supercrew uses a very easy system to write up bad guys, hazards and threats. In the core book and on the fansite can be found write-ups for various hazards and threats, but maybe we can come up with a couple more. And we don’t need to limit ourselves to typical superhero scenes. Why not write up some typical scenes (from various genres)?

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Foes for the Elementals pt. 3 (BabbageCliologic)

Ambrose (Merlin Ambrose)
4: Super power: archmage
Tricks:
[_] Re-roll the Dice: appear less than he is!
[_] [_] Change the rolls to Effect 2: new magic!

Agent Porter Scott
2: Skill: federal agent
Tricks:
[_] [_] Re-roll the Dice: call for back-up!
[_] Change one roll to a 5: Dead shot!

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Foes for the Elementals Pt. 2 (BabbageCliologic)

Ratman (Edward Albert Fink)
2: Super power: were-rat
Tricks:
[_] Re-roll the Dice: berserk attack
[_] Change one roll to a 5: I smell him, he’s around here somewhere!
[_] [_] Change the roll to Effect 2: Only hurt by silver

Electrocutioner (name unknown)
2: Control: electricity
Tricks:
[_] Re-roll the Dice: recharge
[_] Change the roll to Effect 2: Chain lightning!

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