I’ve got a good handle on hero creation now; I could keep making characters forever, but they don’t do anything without some opposition. So it’s time I look at the villain creation rules, and start building some random nonsense villains that don’t have anything to do with anything, before beginning to actually tailor one to my players.
I should probably roll a d20 and just reroll 19 or higher to pick a random Archetype, but I’m going to pretend I didn’t buy a d20 because the SCRPG doesn’t otherwise use one, so even though it produces a skew toward the middle of the range, I’ll roll 3d6. I get 5, 4, and 1, so that’s 10; I’m building a Mastermind. (Because we clearly don’t have enough of those in this universe.) To make it easy on myself I’ll take the suggestions: d12 Inventions, d10 Powered Suit, d8 Lightning Calculator, d10 Technology, d8 Science, Insight, Investigation, Creativity, and a roleplay quality. My abilities are Prepared for Anything and Villainous Monologue; every turn he can roll Technology to Boost himself, then hinder every hero in the scene with Technology and Boost himself again, then take a Defend action the following turn with that Boost, lather rinse repeat every two rounds. 20 health so far.
14 possible Archetypes; this time I’ll roll d10 and d4. I get 4 and 7, so I’m an Overlord; I spam Minions and have 35 total health. Since I have no concept at all in mind so far, I’ll just use the illustration on page 231, and call my guy the Anchorite. His new abilities are Form Up, Get Back In There, and Rapid Deployment; on the first turn of combat he gains his boost and spawns minions, then on the following round he declines the boost so that he has his reaction free, does a combination attack and defense, and protects all surviving minions against multi-attacks. Rapid Deployment can give him up to 10 minions with a great roll, and if he’s got a d12 status die and is defended by 10 against all attacks, the heroes are pretty screwed that round. So he has 35+5H health, three Action options, and one Reaction for between turns if he doesn’t take his other Reaction at the start of his turn (so if he generates a Boost with his action and that Boost isn’t destroyed, he then gets to protect his minions the whole following round).
Not bad for a first try, I’d say.