Newsgroups: rec.games.frp.super-heroes,rec.games.frp.gurps
From: [p--it--y] at [netcom.com] (Pee Kitty)
Subject: GURPS: Quick n'dirty villians file
Date: Sat, 28 Oct 1995 11:07:24 GMT

I wrote this file for a specific purpose: I'm currently running the 
classic "Someone is creating oodles of supercriminals all of a sudden" 
adventure. You know...someone invents a Bad Guy Creating Drug/Machine/ 
Ritual/Sponge-Mop/Whatever and suddenly every criminal in the city is a 
supercriminal. Not quite strong enough to take out our intrepid heroes in 
a one-on-one fight, but there are LOTS of them.

Then I realized that a lot of people might benefit from this file, by not 
having to do all the work themselves. So here it is: The Oodles of 
Badguys File. The thugs are built on 50 points, then we add the 100pt UB 
and 150pts of superpowers (15 points for DR 5, then 135 in one of the 
packages). At the end is the SUPER EVIL OHJEEZ BADGUY, who put himself 
through ALL of the treatments and gets ALL of the powers combined! He's a 
bad-ass...1600 points worth of bad-ass...but that's only as powerful as 3 
heroes put together, and a strong, well-rounded team really should be 
able to take him.

NOTE: These guys are built for my campaign, a 600pt campaign with a 100pt 
UB to be a Super. Without UBs, the thugs are 200pts, and the superbadguy 
is 1500pts. I also use the infamous Pee Kitty Supers Rules Changes, so it 
may seem that the packages cost too much or too little, and you may not 
understand what something is. If so, email me and ask. But, all in all, I 
think this file will help just about any GM running the type of adventure 
I'm running.

[bof]
SETUP: Someone is creating a LOT of mutants for their nefarious schemes.
TACTIC: Assign 2-3 "new mutants" for every hero. Use various packages, but
  some packages should be especially common (*) or especially rare (-).

Average New Mutant - 50 + 100 + 15 + 135 = 300 points

ST 12   DX 12   IQ 12   HT 12
Move 6 or 7 / Sequence 7.0 / Dodge 7 / Parry 10B or 9K
Damage: 1d-1 Thr, 1d+2 Sw, 1d-2 Punch (+1K), 2d+2 Gun

ADVANTAGES:
Combat Reflexes, High Pain Threshold, Luck (15), UB: Super

SUPER-ADVANTAGES:
DR 5

DISADVANTAGES:
Struggling, Greed, Bad Temper, Stubborn, Enemy (Police, 9-),
Dependency (Rare, Weekly, Lose powers)

SKILLS:
1) Flight-13  OR  Acrobatics-12
1) Running-10  OR  Jumping-12
2) Brawling-14 + Broadsword-13  OR  Karate-12 + Judo-12
1) Lockpicking-12  OR  Pickpocket-11
4) Streetwise-12, Stealth-11, Guns (Pistol)-14, Area Knowledge-12

*** PLUS ONE OF THE FOLLOWING PACKAGES ***

AERIAL ATTACK
Flight
Super-Flight x1  [Move 24]
Strafe Blast-16(5), Fan +5, Instantaneous  [10x6 cone]

BLASTER, ASSAULT(*)
Energy Ray-16(7), Area Effect, Increased Area x1, Armor-Piercing x2,
  Full Power Only

BLASTER, TACTICAL
Proton Beam-20(7), Accuracy +8, Instantaneous, Richochet (30%)
Telescopic Vision x2

BOMBER
Land Mine-15(6), Delay (1-10 sec), Doesn't Harm User, No Obvious Effect,
  Touch Only, Area Effect (Explosive), Increased Area x4 (Explosive),
  Reactive
Increased Move +5  [Move 11 or 12]

BRICK(*)
DR +11
Enhanced ST 27, No fatigue bonus  [3d-1 Thr, 5d+1 Sw, 3d-2 Punch (+1K)]
(Gigantism)

ESPER
Telepathy-(10)  [100 yards]
  Telesend-12, Telereceive-15, Mental Blow-13 (No fatigue), Mind Shield-12,
  Mindwipe-12, Sleep-12, Telescan-11, Psi Sense-11
Photokinesis-16(10), For invisibility only  [Roll 12 or less]

FLAMER
DR +4, Only in Body of Fire
Body of Fire x10  [DR +10 vs Fire, DR +5 vs Bullets, 2d to all in hex,
  3d+1 Punch (+1K)]
Flame Flash-14(6), Touch Only, Area Effect, Instantaneous, Increased Area x2,
  Doesn't Harm User, Only in Body of Fire, Full Power Only

GHOST(-)
Invisibility, Switchable, Also to Infravision, Motion Detectors
Insubstantiality, Costs 1 fatigue per minute
+2 to Stealth skill

HAND-TO-HAND FIGHTER(*)
DR +3, Crystalline, Only in Body of Metal
Body of Metal x9  [PD 3, DR +9, Ferrous, Crystalline, Move -1]
Short Claws, +4d Sharpening  [5d+1 cut punch (+1K)]
+2 to Brawling OR Karate skill  [+1 Parry]

INCAPACITATOR
Bind-14(7)
Disintegrate-14(7)
Flash-14(6)

SCREAMER
Instill Fear-16(9), Area Effect, Increased Area x4, Leaves Mental Signature,
  Nuisance Effect (Loud, gutteral scream)
Aural Stab-20(20), Reduced Range x4, Physical Effect, Nuisance Effect
  (Loud, shrill scream), Useless against ear covering  [Based on Mental
  Stab: 1d damage (4d on crit), Mind Shields subtract from skill]

SLAMMER(-)
Bouncing x10  [PD 2, DR +10 vs Crushing, JUMP: 17'4" by 72' (24y) (Move 14)]
Extra Hit Points +5

WIND BLASTER(-)
Wind Blast-16(5), Accuracy +1, Jet, Increased Knockback x7
Flight, Move is not doubled  [Move 6]

Super Bad Guy Mutant - 340+155+(-100)+26+568+611 = 1600 points

ST 30/30   DX 15   IQ 15   HT 14/20

Move 13 (BoM: 12) (Flight 48) (Jump 15)
Sequence 8.5 / Dodge 8 / Parry 11
Damage: 3d Thr, 5d+2 Sw, 2d to all in hex (BoF)
Punch: (3d+1) (Claws: 7d+1 cut) (BoF: 6d) (C/BoF: 10d cut) (BoM: +2 to above)
Def: (PD 1, DR 15) (BoF: DR 25 vs Fire, DR 20 vs Bullets) (BoM: PD +3, DR +9)

In battle, uses Body of Fire over Body of Metal, with Claws out, Invisible
Battle Form: Move 12, Punch 10d+2, PD 4, DR 24 (29 vs Bullets, 34 vs Fire)

ADVANTAGES:
Combat Reflexes, High Pain Threshold, Luck (30), UB: Super

DISADVANTAGES:
Megalomania, Jealousy, Bully, Bad Temper, Dependency (Rare/Daily/Lose Powers)

SKILLS:
Flight-16, Acrobatics-15, Running-12, Jumping-16, Karate-15, Judo-14,
Streetwise-16, Stealth-15, Guns (Pistol)-17, Area Knowledge-15, Tactics-13

SUPER-ADVANTAGES:
Body of Fire x10
Body of Metal x9
Bouncing x10  [JUMP: 33'4" by 136' (45y)]
DR 5
DR +10, Cutting/Impaling
Extra Hit Points +6
Flight
Increased Move +5
Insubstantiality, Costs 1 fatigue per minute
Invisibility, Switchable, Also to: Infravision, Motion Detectors
Short Claws, +4d Sharpening
Super-Flight x1
Telescopic Vision x2

SUPER-POWERS:
Aural Stab-20(20), Reduced Range x4, Physical Effect, Nuisance Effect
  (Loud, shrill scream), Useless against ear covering  [see Screamer]
Bind-16(8)
Disintegrate-16(10)
Energy Beam-20(8), Accuracy +6, Area Effect, Increased Area x1, Armor-
  Piercing x2, Instantaneous, Doesn't Harm User, Delay (1-10)
Flash-16(6)
Instill Fear-18(9), Area Effect, Increased Area x4, Leaves Mental Signature,
  Nuisance Effect (Loud, gutteral scream)
Telepathy-(10)  [100 yards]
  Telesend-16, Telereceive-20, Mental Blow-20 (No fatigue), Mind Shield-15,
  Mindwipe-16, Sleep-16, Telescan-15, Psi Sense-15
[eof]
-- 

Rev. Pee Kitty, of the order Malkavian-Dobbsian
                                                                Meow!

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