RPG

Super Kids: Supervillains, Henchmen, and Minions

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From publisher blurb: Capital City needs superheroes. The police are kept busy dealing with all sorts of problems. Criminals, monsters, aliens, and supervillains pose constant threats. This is a city that can use all the help it can get. That’s where super kids come in! Prepare for a boatload of "Muhahahaha!", a pinch of "Bow to your new master!" and a smattering of "All your base are belong to us!" Supervillains, with the aid of their henchmen and minions, are ready to bring Capital City to its knees... or at least become more than minor annoyances. This Super Kids expansion introduces the following 10 new supervillains, henchmen, and minions: Necrolose. The necromancer, Necrolose (not to be confused with the undead sweetener of the same name), is capable of zombifying the KO'd to create an army of minions. Zombie Thrall. Mostly unthinking minions, zombie thralls latch on to their targets and will take it up a notch to protect their maaasterrrrrr. Voodoo. Where people flee and voodoo dolls be, the vile Voodoo you can expect to spot. Voodoo's Doll. Voodoo's animated dolls try to "pin" adversaries in place, and they bestow a final blessing on their master when KO'd. Behemoth. An over-sized Sasquatch, Behemoth is at his meanest when the odds are stacked against him. Gremlin. Sasquatch's sidekick, Gremlin, is lightning fast, mucho sneaky, and carries a bag full of trickery. Retroman. Retroman - a supervillain blast from the past - is bent on downgrading all of Capital City, sending it back to his comfort zone: the 1980s. 8-Bit 2D-Zero. Retroman's droid sidekick, 8-Bit 2D-Zero, uses his tractor beam to bring targets in close so he can short their circuits. Double Trouble. Trouble can replicate himself and make Double. The result? Double Trouble. Hallucia. Hallucia, The Mistress of Illusion, creates illusory clones to battle and confuse her enemies.

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