Here, in one tidy location, is a picture directory of my miniatures supervillains. They are arranged in alphabetical order according to their respective pseudonyms (discounting titles like Doctor, General, The, etc.). Current total: 32
Name unknown
The Augur bears many mystical fortune-telling artifacts, like a deck of
cards, a crystal ball, a planchette, and more! He uses his powers of
foresight for evil, planning crimes for the most auspicious times.
Name unknown
An explosives and demolitions expert B-list supervillain.
Buckaroobot
Name classified
A rogue AI that inhabits a cute cowboy mascot robot body. When destroyed, Buckaroobot can just upload itself into a new body, but
it's hardwired to always take the same cowboy robot mascot form. It's a
bit more powerful under the hood than its outward appearance would
indicate.
Caldwell
Damon Caldwell
A brilliant but betrayed engineer seeking cold revenge. Caldwell's devices absorb heat from the target space, seeming to freeze
the air itself. He also has a pistol that fires frozen "bullets,"
similar to the weapons with which he arms his minions. He is also immune to the effects of
cold and cold environments.
Couture
Raschel Weaver
Fabric control powers.
Chiyo Kimura, PhD, MD
Dr. Chimera is a well-intentioned extremist who has seen first-hand the damage that humanity is capable of
doing to itself and its homeworld. When humanity wipes itself out
(whether by war, damaging the environment, or scientific accident), Dr.
Chimera and her creations will survive and adapt. She will see to it
that humanity survives, even if its form is completely different than it
is now. She sees herself as an ignored harbinger, and she believes this
justifies doing what she does; the rest of the world is short-sighted
and self-destructive.
Dr. Chimera is immensely intelligent and
resilient, can shapeshift to suit her needs, can regenerate, and
explicitly cannot be killed by any known means. She also has minor
psychic abilities, the most notable of which is a kind of hive mind with
her biological creations.
Claire Volante
Claire was born with tremendous psionic abilities. At a young age, she was kidnapped by possibly-rogue government scientists, whose experiments increased her powers tenfold. Since her escape, she's enacted revenge on those who she believes wronged her and turned into a destructive force leading an army of like-minded minions; they're like-minded because of all the mind control.
Name unknown
Devil Mayfair has tremendous powers of illusion and a devil-may-fair-care attitude. There are many rumors about Mayfair, most of which are contradictory. He or she may have been a talented West End actor, cursed for their hubris to forever stalk the shadows. Or perhaps Mayfair was a petty criminal, sentenced to death in Newgate Prison over a century ago, who made a dark pact by selling a soul (possibly someone else's) for power. Perhaps Mayfair is nothing more than a trickster, a gifted illusionist who only simulates the terrifying abilities attributed to the legend. Maybe Mayfair really is the devil. If anyone knows the truth, it's Devil Mayfair, and they don't seem keen to share.
Name unknown, a.k.a. The Brimstone Kid
This foul creature bedeviled
Dead Marshal
back in the wild west and has continued his evil from the old frontier
to the modern day. Aside from packing heat with his magic revolver, he
also packs heat in a more literal sense with his mystical control of
fire. A right charmer, he's willing to make deals with anyone--but he's
sure to come out ahead in the end.
Val Wyman
Draugr is a tough-as-nails supermercenary. Apart from tactical and combat skills developed as a special operations soldier, he also has the power of runic magic, stolen from his brother. Beyond merely enhancing his weapons and abilities, the energy of the runes powers his mechsuit, the Gorva. (The Gorva heavy battle armor was previously mothballed since its energy requirements were impossible for the designers to meet.)
Name unknown
Mid-level gang leader. While he has some super-strength and durability, his real powers are his inability to feel pain and his incredible regeneration (though the fact that teeth, nails, and hair take much longer to regenerate often leaves him without teeth, nails, and hair). His crew, the Fiasconauts, share his fashion sense but—thankfully—not his powers.
Name unknown
An old-school crimelord with an army of thugs and a long reach throughout the underworld.
Name unknown
A scrappy fighter with a grenade for a head. She can see, hear, smell, and somehow talk, even though she lacks the common
head-mounted sensory organs needed for these tasks. She also doesn't
need to eat or breathe, which are plusses. Aside from this, her only
real superpower is the fact that if she either dies or pulls the pin
from her head then she explodes. A little while later, she reappears
somewhere within a few miles no worse for wear.
Hactuary
Janie Pegg
Supercomputer brain.
Name unknown
A spooky supervillain with a scythe and a harvest-time theme.
The Lychgate of St. Anthony's Cemetery
Saint Anthony's Cemetery is the largest graveyard in the city. It was
sprawling, even in the 18th century, when bodysnatchers and graverobbers
were something of an epidemic. According to the legend, those disturbed
spirits interred in St. Anthony's had enough. Ghost stories are common
enough in the city, but in this case, it wasn't one ghost or a dozen;
the spirit was of the cemetery itself. They say the Lychgate makes no
sound—on the contrary, it is known for the utter silence and stillness
that its very presence imparts. Appearing from nowhere, it is a creature
created to guard those hallowed grounds, seemingly built of gravestones
and monuments, with great bronze gates sprouting as wings from its
back. Those who would rob the dead of Saint Anthony's face its
unyielding wrath; they and any who spill violent blood in the cemetery
are interred by the Lychgate among the graves. Not everyone believes the
stories, of course, but it's said that criminals especially are a
cowardly and superstitious lot. There are whispers that sometimes the
Lychgate can be compelled to leave the cemetery, driven by manipulative
forces to do their bidding.
Name unknown
A thug with a crowbar and a painted face.
John Nox
Nox is a walking plague factory whose very breath is virulent/toxic. Military trained.
Odyllic
Name unknown
Odyllic is a master mentalist with incredible telepathic powers.
Luca Porchia
The result of a WWII super-soldier program, the Sergeant is a hulking mercenary with super-strength and nigh-invulnerability. He is known to work frequently with the Anachronists.
Miranda Pioggia
Poppet's partner. Very polite, but murderous. They commit crimes based around puppetry, nursery rhymes, and other "kid stuff."
Joan Pulcini
Parasol's partner. Very polite, but murderous. They commit crimes based around puppetry, nursery rhymes, and other "kid stuff."
John Quentin Payne
A teleporter and former government secret agent. He's the ultimate getaway
Name unknown
A sports-themed supervillainess involved in racketeering.
Richard Welles
Redcoat is a dashing supervillain dressed like a Napoleonic-era British officer in some slightly non-regulation colors. He's a gangleader (his Chosen Men) and highly trained solder, equipped with solid weaponry like his favored M4 carbine with 100-round casket magazine.
Simius the Immortal
Empowered by a Roman alchemist's potion, Simius gained intellect, size,
strength, and immortality. After a brief tenure as a gladiator, then a
general, Simius liberated himself from his Roman masters and has spent
the last 1800 years studying the arts of war and alchemy. While he's
been unable to replicate the potion that created him, he's had limited
success in uplifting other apes with lesser versions of his own powers.
Minions: Uplifted apes Formido and Pavor
Dr. Varad Singh
A brilliant scientist with a powerful blaster and an array of gadgets.
Snake Eyes
Name unknown
Snake Eyes is a dice-themed villain with a number of dice-related gadgets and weapons. He may also have minor luck-based powers, but his luck always balances out in the long run.
Name unknown
Southpaw the Luddite Cyborg was a former cyborg super-agent. He became disillusioned and was swayed
by a group of luddite terrorists. He joined them, but they figured they
could use a superstrong cyborg in their quest to destroy technology, so
they told him to keep his massive power-claw arm, cyber-eyes, and
grenades as a matter of practicality.
Name unknown
Spectral Sword has the power to summon spectral swords. She
can also fly, create spooky mists, and possibly do minor teleports
within the mists.
Veinglory
Flynn Harkon
Blood-themed martial artist who targets prideful people who have unearned status or things.
Name unknown
White Hat is a cowboy-themed supervillian who started out his career by pretending to be a hero (a white hat). He's a sharpshooter and has been known to take jobs as an sniper and assassin on the side. During his time masquerading as a hero, he utilized a number of trick bullets, but as a villain he's just as likely to use normal bullets.
Lord Xeno the Eyeless, a.k.a. The Blind Stranger, a.k.a. The Seer
Xeno the Eyeless is an ancient, twisted creature. Though blind, Xeno's magic allows him to see--and see beyond the mortal realm. His powers are vast, but it is his knowledge that makes him a true threat.
Villainous Organizations
Anachronists
Punks that dress up in garb from various eras, but use decidedly modern weapons.
Embers of Alexandria
The Embers are an ancient cult that has persisted for millennia. In 48 BC, Julius Caesar burned part of the library of Alexandria.
Historically, it is believed this was an accident, but the Embers
maintain that it was intentional, destroying a tremendous store of
forbidden knowledge that Caesar feared would fall into his enemies’
hands. In vengeance, the Embers salvaged what they could and
successfully conspired with allies in Rome to assassinate Caesar. For
the next several centuries, the Embers functioned as a mystery cult
across the Roman world. In the dark ages, they hoarded knowledge in
faux-monasteries paying lip service to the Catholic church. In the age
of exploration, after a series of purges, the Embers spread across the
world, in search of new knowledge or ways to bring their tremendous
arcane power to bear for revenge or profit. The Embers have split into
several factions in modern history, and each faction has differing and
sometimes conflicting aims.
Henchmen
Green jumpsuited and domino-masked criminals.
Generic, old school thugs.