Skip to main content

The A-to-Z Blogging Challenge: 26 Villains for the Ultimate Hero!

This all began in 2015 when I went to KantCon and had a chance to play The Ultimate Hero, a sci-fi/superhero RPG created by Paragon Notion.  It was a lot of fun and it was interesting to play in a game run by its creators as the game itself was in its Beta phase.  At the end of the session I happened to win the hardcopy of the rules which I've been picking my way through ever since.



There is not a lot of supplementary material out there for the game, including any supervillains with which the PC's can come into conflict, so I thought for the April A-to-Z Blogging Challenge I'd try to come with 26 villains, including backstory and stats, from A to Z.

The background of The Ultimate Hero is that it is the year 2135.  There have been superhumans thoughout history, rare individuals who became the stuff of legend and mythology.  In the latter half of the 20th Century there was a boom in superhumans fueled by human mutation, followed by the appearance of typical "superheroes" and "supervillains."  World War III happened in 2020, the first publicly recognized alien contact by 2040, and another pan-global war in 2059.  By 2135 there are FTL starships, Mars and several moons of Jupiter have been terraformed, and humanity has become part of a coalition of sentient beings including the lynx-like Kasen, the militaristic Tarken, and the Xeros (who look like the aliens from Close Encounters of the Third Kind).  All along there have been humans with superpowers, psionics, and cybernetics, as well as a healthy dose of magic thrown into the mix.  The organization created by the Earth's governments to deal with superhuman threats is called DOSHI (the Department Of Super Human Investigation), which is the likely tentpole group of any campaign.

So, The Ultimate Hero is science fiction and superheroes with a vaguely Iron Age and anime vibe, but it needs villains, and that's what this challenge will be all about.  One note, though.  I'm a passable artist but will likely not have time to come up with illustrations for the characters.  If someone wants to help me out on this, please let me know!

Comments

  1. This is a cool theme! I do love RPGs, and I also love player created content. Especially good villains and mobs. I am looking forward to this! :)
    Happy A to Z!

    @TarkabarkaHolgy from
    The Multicolored Diary
    MopDog

    ReplyDelete
  2. I'm a somewhat decent artist and enjoy what I've read of UH in the past. I will help out.

    ReplyDelete
  3. Huh...interesting that I only just today picked up a copy of the UH Beta from drivethrurpg. Is it a system you've been using for your own games?

    ReplyDelete

Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...