Okay, still working on this thing. What started as a simple application has become a life-consuming leviathan in terms of all the stuff I'm tinkering with, but I think it's going to be worth it when it all goes up.
But just to make sure the thread doesn't die off between now and then, here's the Villain classes!
VILLAIN CLASSES:
OVERLORD:
The most imposing Villains, Overlords are able to bend others to their will by their sheer presence. They are well-rounded with most Stats, but stand out with their high Charisma. They find it much easier to terrify the masses before even beginning to enact their nefarious deeds. However, they are also the most haughty of all Villains, and this unchecked ego makes them vulnerable.
Stat Bonus: +1 Charisma per Level
Class Strength: Dread Presence
An Overlord instills an overwhelming sense of fear in those who are unprepared. This can lead to any potential Hero in his/her way to suffer great disadvantages in battle, or even flee altogether.
-A Hero with a Spirit that is 5+ points less than the Overlord will take a -2 penalty to his/her highest Stat.
-As long as the Overlord is conscious, a Champion can only use the effects of the Heroic Aura Strength on one Hero or Villain in the area.
Class Weakness: Arrogance
So sure are the Overlords in their fearsome personae that they give off, they often over-estimate their own abilities. This can often lead to an Overlord biting off more than he/she can chew and getting overwhelmed by opposing Heroes.
-An Overlord will not flee from a battle unless he/she is facing at least 2x as many Heroes as Villains, or a Hero at least 3 Levels higher.
Marauder:
Hot-headed and frighteningly aggressive, Marauders wreak havoc upon Millennium City by attacking Heroes wildly. They are vicious but narrow-minded, with a high Spirit and a low Wisdom. Unpredictable due to their tempers, Marauders are always Villains to keep an eye on, because there is very little telling what they will do next.
Stat Bonus: +1 Spirit per Level, -2 Wisdom (Penalty is reduced by 1 every 5 Levels)
Class Strength: Mean Streak
A Marauder gets a thrill from rendering his/her enemy helpless. The rush of battle can drive these Villains to extreme acts of cruelty, or keep them from going down.
-When attacking, a Marauder may choose to receive either a +1 Strength or Potency, or a +2 Spirit (NOTE: this works ONLY when the Marauder is on the attacking side, not defending)
Class Weakness: Seeing Red
Sometimes, a Marauders own aggression is his/her downfall. They are much more likely to attack Heroes even when there is very little chance of succeeding. Their hot-blooded nature can often get Marauders in over their heads.
-A Marauder is compelled to attack Heroes, even when it would be smarter to avoid a confrontation.
Mad Scientist:
Greedy or often demented, Mad Scientists use their amazing intellects for their own good, turning their inventions against the people of Millennium City. They have a high Intelligence, but low Strength. Be it volatile potions, giant robots, or crazy gadgets, the Mad Scientist can think of countless ways to wreak havoc. On the other hand, their relative frailty makes them fairly vulnerable if their catastrophic contraptions fail them.
Stat Bonus: +1 Intelligence per Level, -2 Intelligence (Penalty is reduced by 1 every 5 Levels)
Class Strength: Fiendish Intellect
Their minds constantly thinking up new ways to wreak havoc with technology, Mad Scientists find it much easier to invent their nefarious devices.
-Gadgets only cost ½ as many Ranks for a Mad Scientist
-Mad Scientists can invent new Gadgets and devices not found in the rulebook (pending approval from GM)
Class Weakness: Strong Mind, Weak Back
While they hold the advantage in terms of brains, Mad Scientists have little to offer in terms of brawn. Without their Gadgets at their disposal, they are extremely vulnerable.
-A Mad Scientist under Level 5 cannot possess Super-powers or use Magic Items
-Once the penalty has been reduced at Level 5, a Mad Scientist can use Super-powers or Magic Items at 2x the cost in Ranks.
Warlock:
Masters of the weird and supernatural, Warlocks attempt to achieve more power through mystical means. They have a high Potency with a low Strength. Their thirst for power may lead to bizarre rituals, hunting forbidden lore, digging up forgotten artifacts, and otherwise perverting the natural order of things. Unfortunately, their magic is all that protects a Warlock from opposition.
Stat Bonus: +1 Potency per Level, -2 Strength (Penalty reduced by 1 every 5 Levels)
Class Strength: Dark Artistry
By tapping into the ethereal planes, a Warlock can advance easily in the mystic arts.
-Magical Items cost only ½ as many Ranks for a Warlock.
Class Weakness: Magical Decay
Delving deeply into the supernatural realm may enhance a Warlocks powers, but it leaves his/her physical shell weakened. This leaves Warlocks vulnerable when their magic fails them.
-Warlocks under Level 5 cannot possess Super-powers or use Gadgets
-Once the penalty has been reduced at Level 5, a Warlock can use Gadgets and Super-powers at 2x the cost in Ranks
Brute:
Hulking engines of destruction, Brutes terrify the populace by smashing anything and everything in their paths. They typically have a very high Strength with a low Intelligence. A Brute is about as subtle as a freight train, attempting to mow down anyone who opposes them. Unfortunately, this also makes them easy to outmaneuver and outsmart.
Stat Bonus: +1 Strength per Level, -2 Intelligence (Penalty reduced by 1 every 5 Levels)
Class Strength: Frenzy
When a Brute is confronted with multiple Heroes, the phrase bull in a China shop comes to mind. They receive a massive rush, making them even more dangerous and unpredictable.
-A Brute, when facing at least 2x as many Heroes as Villains present, can triple his/her Strength for 1 turn or use 1 Strength-related Super-power that he/she does not currently possess (NOTE: This can only be done once per battle.)
Class Weakness: Mindless Rampage
Although the sudden surge in power makes a Frenzied Brute far stronger, the increased aggression means that the Brute also loses control of his/her actions. This can leave him/her open for counter-attack.
-After using Frenzy, a Brute will black out for a turn, meaning the player loses control of the character. With the players permission, the character may be used as an NPC for another player or utilized by the GM for 1 post. This can lead to dire consequences depending on the situation.
Speed Demon:
Moving at break-neck speed, these Villains use their incredible velocity and lightning-fast reflexes to avoid justice. They typically have a high Speed but a low Spirit. Too fast for many Heroes to handle, Speed Demons can outmaneuver virtually anything coming their way. However, theyre also known to be the first to run out of steam.
Stat Bonus: +1 Speed per Level, -2 Spirit (Penalty reduced by 1 every 5 Levels)
Class Strength: Acceleration
Loving a challenge, Speed Demons get an extra rush when squaring off against Heroes, especially Speedster.
-When facing a Hero at least 2 Levels higher or a Speedster within 3 Levels higher or lower to his/her own, a Speed Demon may triple his/her Speed for 1 turn or use 1 Speed-related power that he/she does not currently possess (NOTE: this can only be used once per battle)
-Class Weakness: Burnout
The burst of Acceleration may greatly boost a Speed Demons abilities, but the Villain quickly runs out of fuel. This leaves him/her vulnerable for counter-attack.
-After using the Acceleration Strength, the Speed Demon will be drained of energy and immobilized for 1 turn.
Mastermind:
At the heart of countless evil plots lurks a Mastermind, a Villain whose keen mind is always at work towards his/her maniacal goals. They are known for their high Wisdom but low Charisma. Masterminds know what they want, how to get it, and how to crush those capable of stopping them, with every detail meticulously planned in advanced. However, this leads to other Villains distrusting them, and can cause rifts in any possible Villain team-up.
Stat Bonus: +1 Wisdom per Level, -2 Charisma (Penalty reduced by 1 every 5 Levels)
Class Strength: Master Plan
Very little escapes the Masterminds plots, including Heroes that may stand in the way. Calculating possible interference, a Mastermind may catch his/her enemies off-guard with a carefully hidden secret weapon or trap, putting the Heroes in even more peril.
-If a Mastermind knows what Hero he/she may be facing in advance, then he/she may enact a Deus ex machina device to cripple that particular Hero in the middle of a battle. This plan does not need to be disclosed in earlier posts, but requires approval from the GM first.
Class Weakness: Off-putting
They say there is no honor among thieves, and that goes double for Super-Villains. Masterminds may organize and command Villain team-ups, but their perfectionist attitudes can lead to other Villains distrusting them, so they may often have trouble keeping the rank and file in line.
-A Mastermind under Level 5 takes a -4 Charisma Penalty when in a leadership position.
-When the penalty is reduced at Level 5, the Mastermind still takes a -3 Charisma penalty when leading a Villain team-up. This can be reduced by 1 by making examples out of troublemakers or by other means (which require approval from the GM)