Ivory Paladin
09-08-2008, 01:23 PM
Heres another of the baddies I use in my V&V campaign that I wanted to share with all of you - Vertigo.
She's actually a combination of Vertigo from Marvel Comics and Mirage from Most Wanted #1. My group has had a ton of fun dealing with her - hope you guys like her too.
http://media.comicvine.com/uploads/0/77/111648-61453-vertigo_large.jpg
VERTIGO
Name: Sylvia Hanover
Age: 21
Sex: Female
Side: Evil
Level: 8th
Powers
1. Heightened Defense ( Displacement ): Vertigo appears 1d4 feet away from where she actually is. All attacks against her are made at -4 whether he is aware of them or not, and she is +1 to hit when she attacks due to this effect.
2. Heightened Sense Of Reality: Vertigo automatically detects illusions, imposters, bluffs, lies, and similar such deceptions. This heightened sense of reality gives her an automatic Willpower Defense verse Mind Control and Emotion Control. Her Detect Hidden and Detect Danger rolls are 8x normal due to this ability as well.
3. Induce Vertigo: Sylvia can induce the sensation of vertigo in her opponents. Successfully hit opponents will suffer hallucinations that affect their ability to determine distance and spatial relations. Victims can see everything around them but the induced vertigo will cause everything to appear distorted and make attacks and movement very difficult. Range=36" ( C x 2 ), PR=2 to strike one individual or she can attack everyone in a 36" ( C x 2 ) radius for PR=4, attacks as Sonic Powers.
Everyone effected will be dizzy and nauseous and unable to tell left from right and up from down. Victims of this power may cause themselves injury if they do not use caution when moving about. A save vs. Agility on 1d20 is required whenever a character moves to avoid an accident causing 1d6 damage. Victims of this power will have a 5% cumulative chance per action they take of being too dizzy and nauseous to do anything and will lose that action. All attacks made by someone under the effects of this power are at -4 to hit.
Each successfully effected victim is allowed an Endurance save on d20 at the end of the round to shake off the effects of this power.
4. Phantom Pain: Vertigo can trick her opponent’s psyche into believing that they have been seriously injured. 18" ( C ) range, attacks as Force Field, 2d12 Devitalization damage, costs 20" of movement per use ( i.e. no Power or action cost ). Each successfully hit victim is allowed a Charisma save on d00 at the end of each round to see if they can successfully realize that the injuries created by this power are only in their minds. Anyone who succeeds on their saving throw will have all Power Points lost by this power returned to them.
5. Special Requirement: Vertigo must take one dose/day of the mind-altering drug which activated her powers. Or else she completely loses her sense of reality entirely.
Weight: 128 lbs.
Basic Hits: 3
Strength: 10
Endurance: 13
Agility: 15
Intelligence: 14
Charisma: 18
Reactions from: Good: -3 Evil: +3
Hit Points: 8
Power: 52
Healing Rate: .9
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 148 lbs.
Basic HTH Damage: 1d4
Movement Rates: 38" ground
Det. Hidden: 80%
Det. Danger: 112%
Inventing Points: 11.2
Inventing (%): 42%
Again - she's basically a remodeled version of Mirage and Vertigo, but I thought you guys might enjoy her as much as the folks in my group have :).
She's actually a combination of Vertigo from Marvel Comics and Mirage from Most Wanted #1. My group has had a ton of fun dealing with her - hope you guys like her too.
http://media.comicvine.com/uploads/0/77/111648-61453-vertigo_large.jpg
VERTIGO
Name: Sylvia Hanover
Age: 21
Sex: Female
Side: Evil
Level: 8th
Powers
1. Heightened Defense ( Displacement ): Vertigo appears 1d4 feet away from where she actually is. All attacks against her are made at -4 whether he is aware of them or not, and she is +1 to hit when she attacks due to this effect.
2. Heightened Sense Of Reality: Vertigo automatically detects illusions, imposters, bluffs, lies, and similar such deceptions. This heightened sense of reality gives her an automatic Willpower Defense verse Mind Control and Emotion Control. Her Detect Hidden and Detect Danger rolls are 8x normal due to this ability as well.
3. Induce Vertigo: Sylvia can induce the sensation of vertigo in her opponents. Successfully hit opponents will suffer hallucinations that affect their ability to determine distance and spatial relations. Victims can see everything around them but the induced vertigo will cause everything to appear distorted and make attacks and movement very difficult. Range=36" ( C x 2 ), PR=2 to strike one individual or she can attack everyone in a 36" ( C x 2 ) radius for PR=4, attacks as Sonic Powers.
Everyone effected will be dizzy and nauseous and unable to tell left from right and up from down. Victims of this power may cause themselves injury if they do not use caution when moving about. A save vs. Agility on 1d20 is required whenever a character moves to avoid an accident causing 1d6 damage. Victims of this power will have a 5% cumulative chance per action they take of being too dizzy and nauseous to do anything and will lose that action. All attacks made by someone under the effects of this power are at -4 to hit.
Each successfully effected victim is allowed an Endurance save on d20 at the end of the round to shake off the effects of this power.
4. Phantom Pain: Vertigo can trick her opponent’s psyche into believing that they have been seriously injured. 18" ( C ) range, attacks as Force Field, 2d12 Devitalization damage, costs 20" of movement per use ( i.e. no Power or action cost ). Each successfully hit victim is allowed a Charisma save on d00 at the end of each round to see if they can successfully realize that the injuries created by this power are only in their minds. Anyone who succeeds on their saving throw will have all Power Points lost by this power returned to them.
5. Special Requirement: Vertigo must take one dose/day of the mind-altering drug which activated her powers. Or else she completely loses her sense of reality entirely.
Weight: 128 lbs.
Basic Hits: 3
Strength: 10
Endurance: 13
Agility: 15
Intelligence: 14
Charisma: 18
Reactions from: Good: -3 Evil: +3
Hit Points: 8
Power: 52
Healing Rate: .9
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 148 lbs.
Basic HTH Damage: 1d4
Movement Rates: 38" ground
Det. Hidden: 80%
Det. Danger: 112%
Inventing Points: 11.2
Inventing (%): 42%
Again - she's basically a remodeled version of Mirage and Vertigo, but I thought you guys might enjoy her as much as the folks in my group have :).