Does the book measure the height and angle of the reader's forehead to help determine racial purity of its readers? And why only white males...women loved Hitler.
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Subplot...the neo-nazi camp comes across a book written by the ghostly hand of Chamberlin. They pass this book onto the PCs and suddenly our heros find themselves make all kinds of compromises.
As it is right now, it is mostly a list of names and unbeatable superpowers. Not much use as it is. I would try giving each one a 2 or 3 paragraph backstory to say how he came to be that way and how he uses his powers. Try to include things about why he is that way. My players *love* to do an end-run on me and convert or otherwise neutralize my badguy. I think they like that even better than taking him down. You don't want that to be easy (unless it is part of a continuing scenario-arc), but if they discover that it is possible, they will try really hard to make it happen, with all kinds of roleplaying stuff going on, and everyone has fun.
Also, be sure that he is not too powerful. Of course, that depends on the power level of your players, but a samurai that removes 95% of a hero's health in one shot is pretty damn powerful. Or the rat that can not be harmed- arm him with a knitting needle and he'd eventually be able to kill anyone. Or the hunter with a powerful gun that always rolls criticals?
To my way of thinking, a villain should be 1) very hard to take down, 2) do enough damage to make the hero worry, and 3) have some weakness that can be discovered through roleplaying and/or research. In my experience, an unstoppable villain, or one with a blow-them-away attack will not be any fun for your gamers. They want a challenge, not an unstoppable tank or a Monty Python rinky-dink.