Comic Book/Superhero Ideas
Sometimes when looking to create superhero worlds or adventures, all you need is an idea to run with. It could be a jumping-off point, a villain, a dead hero to draw the protagonist’s interest… just something that feels like it comes from a comicbook sensibility but (and this is the hard part) without being a direct ripoff or sharing a name with any character from mainstream comics.
So, here are a bunch.
I can’t claim they are all entirely original–many are intentionally based on existing tropes–or even that the names aren’t used in any comic/supers stories. But I developed them independently of other sources, and casual searches didn’t show parallel development of note.
These are designed for you home games or to spark new ideas original to you (though if you have some potential commercial use, feel free to drop me a line).
Aberzombie & Glitch.
Annoying, immoral preppy necromancer and technomancer who manipulate magic they barely understand, while stylishly dressed. Note that being shallow doesn;t automatically make these villains. they could be the kind of allies you avoid… until you absolutely need their help. Or even neutral to greater conflicts, and just sometimes dragged in on one side or the other.
A heavy weapons vigilante, mercenary, or assassin who uses an AK.
A villain. A terrorist who takes the unscientific belief that vaccines are dangerous and to be avoided to extremes by killing those who perform/promote vaccines, and tries to prove they are ineffectual by spreading deadly contagious diseases among vaccinated communities.
A woman with classic “brick” powers (high strength and resistance to damage) and no fucks to give about other people’s opinions. She could be a dauntless hero, a bitter villain, a self-interested mercenary, or anything in-between.
A penal superhero unit of convicted criminals who can cut time off their sentences by performing high-risk missions for the government. Run by Captain Cannon, a hardass patriotic supersolider with a cybergun arm who does as he is told and rules over the ‘Fodder’ with iron discipline.
The Fodder are run by the Combine, and operate out of a mobile secret base ship called The Trough. Cannon’s Fodder are often B- and C-grade villains (and occasionally antiheroes, vigilantes, and heroes who ended up on the wrong side of something), but are quite a dangerous force combined with the gear the Combine can arrange for them, and Cannon’s tactical acumen and willingness to sacrifice the lives of his Fodder if that’s the only way to get the mission done.
Thus while you can use noteworthy villains for your campaign’s Cannon’s Fodder, you can also just grab any terms or names you think of to be the “current” team, repurposing any write-ups you already have to represent the B List. (For example, the Feb 2019 team might include Bear Man, Deadnought, Killer Kaiman, Layaway, Punching Judy, Sister Sirocco, Spotlight, and Tigerdrake.)
A highly trained spy and combatant, who has luck that increases as the chance of failure goes up.
A team of 5 teens who can transform into powered, color-coded versions of themselves. Anywhere from Power Rangers to Sailor Scouts. Could be heroes, villains, or just an annoyance.
A berserker who gains size, strength, and resilience (including to mental powers) as he becomes angry. Most likely an antihero.
A rogue genius pharmacologist who gains massive psychic powers when high. could be an antihero, a villain, or just an unreliable hero.
A pulp-era-style detective or hit man who is happy to pit his/her skills and a single common handgun (the “gat”) against whatever superpowers foes have.
What if the Punisher had Batman’s training, resources, and skills?
That would be Hardcore.
The Knackerman, or Knacker, is a supernatural force who clears corpses from roadways and public spaces, and repurposes them as revenants. Usually the Knacker just gives abused animals a chance to return and punish their abusers, or sometimes save a beloved human in trouble. But sometimes Knacker brings back cars, or toys… or people.
Can slow down anyone or anything, so all actions and reactions take longer.
A mastermind crime boss, who is known to also have powerful connections to legitimate political authorities such as mayors, judges, and law enforcement–though no one knows exactly what those connections are. the combination of ruthless underworld agents and corrupt politicians and agents and moles makes him (or her, regardless of the name), well, untouchable.
A massively overweight werebear. Might be a cuddly hero, but might also be a bitter villain jaded from years of mockery and abuse.
Psychic Stripling Samurai Snakes.
Five sibling anthropomorphic snakes with mental powers and samurai training.
(Some of these ideas are less original than others.)
The world’s best detective, an unassuming pulp-era style investigator in a trench coat and fedora. QED can take apparently unrelated facts and use them to describe events that must have occurred to cause the known facts, thus revealing things that seemed unknown or unknowable.
A feared, immortal assassin. When you truly need someone to suffer, you Get Rekt.
The Shark Brothers.
Card Shark, Loan Shark, and Pool Shark, three mobster brothers with bites that can sever gun barrels, each with their own specialty in crime.
The idea of someone who neutralizes mutant/metahuman powers is fairly common. This idea puts a slight spin on that, as someone who neutralizes all forms of magic.
A “family” of superbeings who are evolved and sentient magic items from mythology. Some, such as the swords Durandal, Gram, and Nothung, and the rings Andvarinaut and Draupnir, were forged directly by the sorcerer/smith Weyland while others, such as Fragarach, Mjolnir, Nemean, and Tarnkappe, were reforged/rewoven by Weyland to grant them sapience, sentience, and human forms.
The Relics are reincarnated if slain, so while some have been active and alive for centuries, others are born as aparently normal humans, and then begin to gain powers of the reliquary nature sometime between their 12th and 18th years. Relics are not as a group entirely good or bad. Some, such as Durandal, appear to always be driven to work for justice. Others, such as Draupnir, seem to always seek power and wealth above all else.
And all sense that they exist to serve some great purpose in Weyland’s plans… which he refuses to talk about, though he calls them his “true children” and often aids them if they are in serious danger.
The ancient nordic sorcerer/smith of Germanic myth, though his origins are neolithic and he has survived to the modern era. Forged or reforged the Relics, causing them to be true living beings. Wayland is not evil, per se, and isn’t willing to see the world devastated, but his own plots and plans that take place over a scale of centuries, and mostly doesn’t care about “petty” issues like crime and justice.
Generally opposed by his equally immortal, but not quite as skilled, son Verlandsson, who mostly just hates his father and wants to stop the elder’s plans whatever they are, whatever the cost. Verlandsson is sometimes aided by his grandfather Vade, a giant and sorcerer/smith, who mostly just wants to be left alone.
Able to send and receive any broadcast signal. Makes an excellent “Overwatch/Quarterback/Ally in the chair” character, for good or ill, but could also be a badass in their own right with equipment and skills any superhero-level human can achieve, plus the WiFi power. Or, could have a swarm of drones. Or, all of the above.
In ancient Rome, someone who was banished from civilization was marked with the brand of the Wolf’s Head, meaning they could be hunted and killed as if a rogue wolf. One of those branded criminals turned it into a badge of honor, forming the Church of Crime and becoming the first popelike Wolfshead of All Crime.
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Posted on February 11, 2019, in Adventure Design, Adventure Sketch, Anachronistic Adventurers, Microsetting and tagged #Supers, gaming, Geekery, Worldbuilding. Bookmark the permalink. Leave a comment.