View Full Version : DC characters for V&V
DSumner
09-14-2008, 11:00 PM
HEROES
Dove II (Dawn Granger)
Hawk I (Hank Hall)
Jericho
Speedy (Roy Harper)
VILLAINS
Bolt
Brainiac (pre-crisis)
Cheshire
Dr. Light I
Deadline
Deadshot
Effigy
Hector Hammond
Lady Vic
Lex Luthor (w/warsuit)
DSumner
09-14-2008, 11:02 PM
Dr. Light
http://img.photobucket.com/albums/v26/DSumner/DoctorLight.jpg
Identity: Author Light
Side: Fearsome Five Sex: Male
Age: ? Level: 10
Training: Defense
Powers:
1. Light Control: R=20", 2d8 damage, PR=1
2. Flight: Max speed = 140 MPH
3. Heightened Intelligence (A): +15
4. Illusions A/B: Holograms/Solid Energy Illusions:
5. Invisibility: PR=1 per hour, see pg. 14 for full description.
6. Force Field: PR=1/2 the damage repulsed.
7. Phobia: (See below)
Weight: 170 lbs. Basic Hits: 4
Agility Mod: - Strength: 10
Endurance: 14 Agility: 10
Intelligence: 25 Charisma: 10
Reactions from Good: - Evil: -
Hit Points: (9) Damage Mod.: +2
Healing Rate: 0.3 Accuracy: -
Power: (59) Carrying Capacity: 204 lbs.
Basic HTH Damage: 1d4 Movement Rates: 56” ground
Detect Hidden: 18% Detect Danger: 22%
Inventing Points: 25 Inventing: 75%
Origin/Background: Dr. Arthur Light and Dr. Jacob Finlay both young scientists in the S.T.A.R. Labs Light Technology Department, were an inseparable pair. Jacob, far more than Arthur, was extremely protective of their research and insisted that it be used in the cause of good and morality. Unbeknownst to Jacob, Arthur had been illegally selling other S.T.A.R. secrets to a powerful corporate raider. One night, Arthur was caught pilfering further lab technology by a new superhero calling himself Dr. Light. Dr. Light tried to capture Arthur-and then, once he got a clear look at Arthur's face seemed to recognize him and mysteriously set him free.
Reflecting on the incident later that night, Arthur realized that Jacob was Dr. Light and that he had been helping himself to their technology in order to create a superhero Identity. Knowing Jacob's secret made Arthur even more reluctant to fulfill the new request of his corporate benefactor- who demanded that Arthur find and turn over the secret of Dr. Light's powers.
The next morning, in the shambles of the lab torn apart during his battle with Dr. Light, Arthur began to confront Jacob about their mutual situations when an electrical short in their equipment caused a laser to lash out toward Jacob, disintegrating him in a blinding flash. Arthur assumed that Jacob would no longer be a part of his life-an assumption that turned out to be anything but true when Jacob's ghost began haunting Arthur whenever the lights went out, blaming Arthur for his death. Arthur continued to be terrorized by the vengeful spirit of his former friend until he accidentally came across Jacob's Dr. Light outfit, hidden in the lab. In a panic, Arthur used its light-ray beams against Jacob's ghost. He immediately discovered that light, in any form, was his one defense against the spirit, and Arthur took the costume and weaponry for his own protection.
As Dr. Light, Arthur became intoxicated with his newfound power and decided to use it for personal gain.
*Notes* - This is Dr. Light before they went and turned him into a rapist in Identity Crisis. :3pissed:
Dr. Light originally drew his powers from a specially designed suit, but over the years, his powers became innate abilities. During the Underworld Unleashed mini series, he and several other villains, got MAJOR power boost, but the writers at DC seem to have either ignored, or forgotten about it. During the Identity Crisis mini, he and his abilities were retconned once again. Not long after IC he was shown taking on the entire membership of the Teen Titans, including Superboy. During the battle he displayed several new abilities, including being able to absorb light and energy. I've chosen to stick with the basics.
DSumner
09-14-2008, 11:02 PM
Brainiac
http://rapsheet.co.uk/Images/Gallery/Brainiac.jpg
Identity: Brainiac
Side: Evil Sex: N/A
Age: ? Level: 20
Training: Damage
Powers:
1.Robotic Body: 40% human appearance; Weight Factor 2; Heightened Strength: +30; 75% internal Repair Capacity
a) Free Ability: Machine Control: Brainiac may attempt to take control of electrical and electronic circuitry, as per Lightning Control (page 14)
This requires a successful special hit on the device, plus the following: To take control: PR=4 per attempt. Save vs. Intelligence on ld20
to gain control, plus save vs. Agility on ld20 to avoid mishap every time an attempt is made to make the device do something (this can be
ignored if the character becomes skilled in controlling that particular device). Range of control= 2 x E, and each use of the controlled device
may cost movement or an action (GM's option).
2. Computer Intellect (Heightened Intelligence): +30
3. Willpower (A): PR=1 per hour when used as a defense.
4. Power Blast: R=, PR=, 1d20 damage
5. Vehicle: Skull Ship: (See Below)
6. Weakness Detection:
7. Personality Transfer: Brainiac is capable of transferring his vast intellect into either intelligent lifeforms or machines as long as even the smallest part of his personality survives.
8. Psychosis: Megalomania: Brainiac believes that it is superior life form, and that other others should bow down to it's supreme intelligence.
Brainiac's Skull Ship
http://images.wikia.com/marvel_dc/images/e/ef/Brainiac%27s_Skull_Ship.jpg
DSumner
09-14-2008, 11:03 PM
Bolt
http://rapsheet.co.uk/Images/Characters/Bolt.jpg
Identity: Larry Bolatinsky
Side: Evil Sex: Male
Age: ? Level: 5
Training: Accuracy
Powers:
1. Flight Device (Costume):
2. Teleportation Device (Costume):
3. Lighting Bolts Device (Costume): Attacks as Electrical Control: 2d8 damage
4. Heightened Expertise: +4 to hit w/Lighting Bolt Device; +2 damage (training bonus)
Origin/Background: There are many superhuman assassins in the world today, but few are as mysterious as the man named Bolt. It is unclear just how he is contacted or what his fees are, but it is known that Bolt and the mercenary Deadline share places at the top of the pay scale.
Combat Tactics/M.O.: His usual modus operandi is to teleport to the location of the hit; electrocute his victim, and teleport away, all in the span of a minute.
Personality/Character Traits: Once contacted Bolt either accepts or declines a job, according to his personal preference. He will quit a job if he believes an employer to be lying to him, but he will remain loyal to a trusted employer even if captured.
DSumner
09-14-2008, 11:06 PM
Deadline
http://rapsheet.co.uk/Images/Characters/Deadline.jpg
Identity: ?
Side: Evil Sex: Male
Age: ? Level: 7
Training: Damage
Powers:
1. Armor: 80 ADR
a) Heightened Senses: IR Vision: No penalties for operating in Darkness; Enhanced Hearing: 4x Detect Hidden
2. Heightened Endurance (A): +12
3. Heightened Agility (A): +10
4. Heightened Strength (A): +10
5. Heightened Expertise: w/HTH weapons and firearms: +4 to hit
6. Flight Device (Anti-Grav Discs): 150 MPH
7. Non-Corporealness: PR=4 per hour.
Weapons/Inventions:
1. Plasma Rifle: +2 to hit, Attacks as power blast, 1d20 damage, R=AGL X2, 16 charges
2. Wrist launched Explosive Pellets: R=AGL x 3. 12 pellets
3. Gas Pellets: Attacks as Chemical Powers. Save vs. END or fall asleep for 1d8 hours.
4. Automatic Pistol: +3 to hit, 1d8 damage, Ax6 range, 15 shot magazine.
5. Combat Knife: +1 to hit, HTH + 1d2 damage
Weight: 205 lbs. Basic Hits: 5
Agility Mod: - Strength: 21
Endurance: 21 Agility: 20
Intelligence: 12 Charisma: 16
Reactions from Good: -2 Evil: +2
Hit Points: (49) Damage Mod.: +2
Healing Rate: 0.6 Accuracy: +3
Power: (74) Carrying Capacity: 1,179 lbs.
Basic HTH Damage: 1d10 Movement Rates: 62” ground; 302 mph flight
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 5.4 Inventing: 36%
Origin/Background: The man who would become the master assassin called Deadline began his life as a small time hitman for one of America’s organized crime families. While details of his upbringing and career are sketchy, his uncanny sense of aim has always made him a formidable foe.
When the alien invaders known as the Dominators unleashed a genebomb over Earth, the hitman who would soon take the name Deadline was a casualty, having his metagene activated. At first he grew extremely ill and thought he would die from the accident. Instead, he recovered and found that his body had bulked up and his skills and reflexes had dramatically improved. His skin also became extremely dense, making him impervious to pain. Topping off these new powers was his ability to phase himself or any object he touched through solid materials. Outfitting himself with high-tech gear, the hitman called himself Deadline and endeavored to establish himself as America’s premier assassin.
DSumner
09-14-2008, 11:07 PM
Psycho-Pirate
http://rapsheet.co.uk/Images/Characters/PsychoPirate.jpg
Identity: Roger Hayden
Side: Evil Sex: Male
Age: ? Level: 6
Training: Accuracy
Powers:
1. Empathy:
2. Emotion Control Device: Medusa Mask: 13” radius, causes any emotion he can think of. Characters under his influence cannot delay their actions. PR = 8 per attack. Attacks all targets in the radius.
3. Emotional Vampire (Absorption: Emotions): Psycho Pirate is an "emotional Vampire", who feeds off the emotions of others. He automatically absorbs two points of power per level from each Emotion Controlled victim on his first phase of each new turn; no action or Power cost. The absorbed Power is taken from the Victim and added to Psycho Pirate’s Power score.
Weight: 160 lbs. Basic Hits: 4
Agility Mod: - Strength: 10
Endurance: 14 Agility: 10
Intelligence: 13 Charisma: 16
Reactions from Good: -2 Evil: +2
Hit Points: (6) Damage Mod.: -
Healing Rate: 0.3 Accuracy: -
Power: (47) Carrying Capacity: 192 lbs.
Basic HTH Damage: 1d4 Movement Rates: 34” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 7.2 Inventing: 39%
Legal Status: US citizen, with an extensive criminal record
Origin/Background: Roger Hayden was a young man who was sentenced to a year in prison for attacking his emotionally abusive father and ended up as a cellmate to Charles Halstead (Psycho Pirate I). Halstead's dying wish was to have a legacy, this prompted him to tell Hayden of a secret which he had divined in his jail years, the existence of the Medusa Mask. This golden mask bestows upon the wearer the power to project emotions onto others. Hayden found the mask and used its powers to assume the Psycho Pirate identity.
DSumner
09-14-2008, 11:07 PM
Lady Vic
http://rapsheet.co.uk/Images/Characters/LadyVic.jpg
Identity: Lady Elaine Marsh-Morton
Side: Evil Sex: Female
Age: ? Level: 9
Training: Accuracy
Powers:
1. Heightened Expertise: +4 to hit w/antique weapons
2. Heightened Agility (A): +8
3. Heightened Endurance (A): +10
4. Natural Weaponry (Martial Arts training): +2 to hit, +4 damage
5. Heightened Defense: -4 to be hit
6. Psychosis: Obsessive Behavior: Lady Vic is obsessed with maintaining her family's wealth and status. This has caused to undertake a number of irrational actions, such as diving out of an aircraft, while in flight, without a parachute.
Weapons:
Kukris: +1 to hit, HTH +1d2 damage
Bundi Daggers: +2 to hit, +1d4 damage
Zulu Asegai Spear: +3 to hit, HTH + 1d4 damage
Zulu Knobkerry: +3 to hit, HTH +1d6 damage
Webley-Fosberry 45 revolver: +2 to hit, 1d8 damage, R= AGL x 4 (72")
Weight: 130 lbs. Basic Hits: 3
Agility Mod: - Strength: 16
Endurance: 19 Agility: 18
Intelligence: 14 Charisma: 16
Reactions from Good: -2 Evil: +2
Hit Points: (19) Damage Mod.: +2
Healing Rate: 0.5 Accuracy: +3
Power: (57) Carrying Capacity: 390lbs.
Basic HTH Damage: 1d Movement Rates: 53” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 12.6 Inventing: 42%
Origin/Background: Lady Vic or "Lady Victim" is the alias of Lady Elaine Marsh-Morton, one of a long and distinguished line of British mercenaries extending back to her family's Norman roots. Aided and abetted by her valet Bivens and an arsenal of exotic weapons-all relics of her ancestors' military excursions-Lady Vic operates as a hired killer to prevent foreclosure on her family estate.
Personality/M.O.: Lady Vic will literally to almost anything to ensure she successfully completes a contract, and gain payment for her services. For example she has no qualms about killing children or innocent bystanders.
DSumner
09-14-2008, 11:08 PM
Shadow Thief
http://rapsheet.co.uk/Images/Characters/ShadowThief.jpg
Identity: Carl Sands
Side: Evil Sex: Male
Age: ? Level: 6
Training: Accuracy
Powers:
1. Natural Weaponry: Ninjitsu: +2 to hit, +4 damage
2. Heightened Expertise: +4 w/martial arts weapons
3. Darkness Control Device (Shadow Field Generator):
4. Non-Corporealness Device (Shadow Field Generator):
Weapons:
1. Katana: +2 to hit, HTH+1d6 damage
2. Shurikens: +3 to hit, HTH+1 damage, R=AGL
Origin/Background: Carl Sands, an American-born man raised in Japan, made himself a career as the notorious industrial ninja spy and assassin called the Shadow Thief. When he was hired by the alien villain Byth to steal the spacecraft of Hawkman and Hawkwoman, he was provided with a Thanagarian shadow field generator, which could transform him into a shadow-like, intangible, two-dimensional wraith.
DSumner
09-14-2008, 11:10 PM
Lex Luthor
http://images1.wikia.nocookie.net/marvel_dc/images/thumb/b/b4/Lex_Luthor_004.jpg/350px-Lex_Luthor_004.jpg
Identity: Alexander "Lex" Jospeh Luthor
Side: Evil Sex: Male
Age: ? Level: 18
Training: Damage
Powers:
1. Kryptonite Powered Warsuit (Armor B): 130 ADR
a) Heightened Strength: +25
b) Life Support: 72 hours of continuous use.
c) Power Blast: 1d20 damage, R=25", 25 charges
d) Flight: 350 MPH max speed
2. Force Field Device: 25 charges. I charge per an attack stopped.
3. Willpower (A): PR=1 per hour when used a as a defense
4. Heightened Intelligence (A): +15
5. Heightened Expertise: w/armor: +4 to hit
6. Heightened Attack: +1 damage per level
7. Heightened Charisma (A): +12
8. Psychosis: Megalomania:
Weapons/Inventions:
1. Wrist Mounted Micro Missile Launcher:
2. Kryptonite Powered Power Gauntlets: +3 to hit, +6 damage; They also allow Luthor to lift 10 times his normal lifting capacity.
Luthor has made use of a wide range of weapons, and GMs should feel free to use their imaginations when it comes to outfitting his armor with additional devices.
Weight: 205 lbs. Basic Hits: 5
Agility Mod: - Strength: 13 (38)
Endurance: 14 Agility: 12
Intelligence: 28 Charisma: 25
Reactions from Good: -4 Evil: +4
Hit Points: (18) Damage Mod.: +4 (+22)
Healing Rate: 0.3 Accuracy: +1 (+5)
Power: (67) Carrying Capacity: 369 lbs. (57,679 lbs.)
Basic HTH Damage: 4d10 Movement Rates: 39” (64”)ground; 350 MPH, air
Detect Hidden: 20% Detect Danger: 24%
Inventing Points: Inventing: 84%
Legal Status: US Citizen, with criminal record
Origin and Background:One glance at Luthor’s I.Q. test results convinced his parents that their little genius would make them rich. They were determined he should excel but their soul destroying “guidance” bred a sociopath who engineered their deaths to capitalize on their life insurance. A budding astrobiologist, Lex then spent years searching for evidence of extraterrestrial life. His hunt took him to Smallville when he was 18. Lex befriended another seemingly alienated young man, Clark Kent. He turned his back on Smallville when a fire destroyed his lab and his scientific achievements, as well as his foster father. Refusing to take responsibility for the accident, Lex blamed the town for “letting the Luthor’s burn”, and to this day refuses to admit he has ever set foot in Smallville.
Years later, Lex appeared in Metropolis and built his technology company, LexCorp, into a powerhouse. Financial success led to political power, and he was considered the city’s most powerful figure. Then came the day that Superman appeared in the skies above Metropolis and turned Lex’s world upside down. Superman openly accused Luthor of being a criminal mastermind rather than a benefactor of mankind. Unwilling or unable to link this “meddling alien” with the boy he had known a decade earlier, Luthor swore to bring down the last son of Krypton.
Combat Tactics/M.O.:
Personality/Character Traits:
*NOTES* I'm still tinkering with his final armor designs as I know he got a number of "upgrades" in the first few issues of Batman/Superman.
DSumner
09-14-2008, 11:11 PM
Deadshot
http://www.dynamicforces.com/images/deadshot1.jpg
Identity: Floyd Lawton
Side: Evil Sex: Male
Age: ? Level: 9
Training: Accuracy
Powers:
1. Heightened Expertise: +8 to hit w/firearms (+4 from training).-
2. Heightened Defense: -4 to be hit
3. Heightened Senses (Device): IR targeting scope: 4 x detect hidden, no penalties for darkness.
4. Special Weapon(s): Wrist Magnums: +4 to hit, 1d8 damage, R = Ax6, 30 shots per weapon.
5. Psychosis: Death Wish
Weight: 170 lbs. Basic Hits: 4
Agility Mod: - Strength: 14
Endurance: 16 Agility: 16
Intelligence: 14 Charisma: 16
Reactions from Good: -2 Evil: +2
Hit Points: (15) Damage Mod.: +1
Healing Rate: 0.4 Accuracy: +2
Power: (60) Carrying Capacity: 369 lbs.
Basic HTH Damage: 1d6 Movement Rates: 46” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: Inventing: 42%
Legal Status: US citizen, with an extensive criminal record
Origin/Background: The Lawton family was one of the oldest and most influential in a small mid- American town named, naturally, Lawton. Edward, George Lawton's oldest son, was a star school athlete and a ladies' man. When his brother Floyd reached high school, everyone expected the younger sibling to be like the older; instead, Floyd opted for the reverse and was nothing but trouble.
Genevieve Pitt Lawton hated her husband George and spent most of her time with her sons, sowing seeds of hatred against their father. She manipulated them into agreeing to shoot George, but Eddie decided he would do the deed without pressuring Floyd to help. Floyd, later rebelling against the planned murder was locked in the family boathouse while Eddie went to shoot his father: Floyd escaped and attempted to warn his father, but was too late. A shot from Eddie's gun went wild and permanently paralyzed George instead of killing him. Floyd tried to stop his brother, but an ensuing struggle left Eddie dead. This act destroyed whatever spirit Floyd had; he developed a death wish, which manifested itself in years to come.
George Lawton suppressed the criminal investigation into the shooting, then banished Genevieve to a small house on the outskirts of town and sustained her on a small pension. Since hatred continued to seethe between the couple, a disgruntled Floyd finally left town. He relocated in Gotham City and entered the jet set life, which provided little satisfaction. Their Floyd met and was briefly married to a young woman named Susan, and they had a son whom they named after Floyd's dead brother, Eddie.
Floyd soon decided that becoming a costumed figure might indulge his death wish, so he embarked on a career as the assassin Deadshot.
Combat Tactics/M.O.:
Personality.Character Traits: Floyd has a Death Wish and he routinely takes unnecessary risks.
DSumner
09-14-2008, 11:12 PM
Effigy
http://rapsheet.co.uk/Images/Characters/Effigy.jpg
Identity: Martyn Van Wyck
Side: Evil Sex: Male
Age: ? Level: 5
Training: Damage
Powers:
1. Flame Powers (B):
2. Adaptation: PR=1 per hour
3. Illusions (B): Flame based energy constructs (Creation Points = Current Energy x 2 ). R = A x 2
4. Heightened Expertise: +4 w/his powers
Origin/background: Raised in Seattle, Washington, by his alcoholic father after his mother had died, Martyn Van Wyck was a bitter and resentful man. He was continuously getting into trouble with authority figures and though he tried to make a career as a musician, he found he couldn't even get a menial job in the music industry.
One night, a female acquaintance kicked him out of her car after an argument. Left 54 miles outside of Seattle, he was about to start hitchhiking back when a bright, overpowering light appeared in the sky. Van Wyck only had vague images of being in a room with figures standing over him. He was on a table and had the impression the figures were going to hurt him. The figures were the Controllers, an alien race that had originated on Maltus and had split from the Guardians of the Universe some three billion years ago. They had experimented upon Van Wyck and other humans to create super powered beings to replace the Darkstars they had once empowered as space-based protectors.
Six days later, two men in a pickup truck found Van Wyck in the middle of the road. Van Wyck was naked and confused so the men took him to the nearest emergency room. The doctors could find nothing wrong with him except for his eyes had changed from blue to flickering orange flames.
Meeting with his friends, Van Wyck told them all he knew about his condition. When the owner of the coffee shop they were sitting in asked them to leave, Van Wyck responded with a beast made out of flame. He realized he could do anything he wanted with his newfound powers. Talking with his girlfriend, Trace, Van Wyck explained how he was sick of being "pushed around" by others and now that he had powers things would change. Van took the name Effigy. He was leaving Seattle and Trace as well. As far as he was concerned, his life as Martyn Van Wyck was over; he was now only Effigy.
DSumner
09-14-2008, 11:13 PM
Hector Hammond
http://rapsheet.co.uk/Images/Characters/HectorHammond.jpg
Identity: Hector Hammond
Side: Evil Sex: Male
Age: ? Level: 10
Training: Accuracy
Powers:
1. Heightened Intelligence (B): +15
2. Telepathy:
3. Mind Control:
4. Telekinesis:
5. Telekinetic Shield (Force Field):
6. Physical Handicap: Hammond is totally paralyzed and cannot move under his own power. He uses his Telekinesis to move himself in his chair.
Origin/Background: Hector Hammond was a petty criminal laying low in the California hills when he discovered a glowing meteorite that had evolved nearby plants into a form that would not exist for another 100,000 years. This meteorite fragment's other half landed in North America years ago and evolved the local apes into the scientific race that would found Gorilla City. Hector carried the meteorite back to his hideout, and then captured four prominent scientists and exposed them to the meteor. The scientists evolved into future-men who he forced to create fantastic inventions, allowing Hector to take credit for the work and become a celebrity. Eventually Hector exposed himself to the rays of the meteor, evolving himself into a future-man.
DSumner
09-14-2008, 11:14 PM
Golden Eagle
Identity: Charlie Parker
Side: Good/Teen Titans Sex: Male
Age: 19 Level: 6
Training: Accuracy
Powers:
1. Wings Device: +3 AGL
2. Armor (B): 65 ADR
3. Heightened Senses Device: 3x Detect Hidden
4. Natural Weaponry (Claws) Device: +2 to hit, +4 damage
Origin/Background:
DSumner
09-14-2008, 11:17 PM
Jericho
Identity: Joseph "Joey" Wilson
Side: Good/Teen Titans Sex: Male
Age: 19 Level: 4
Training:
Powers:
1. Possession: Attacks as Mind Control; must have visual contact with victim for attack to be successful; Victim must save vs. INT on d100 to resist attack; if attack is successful Jericho physically possesses victims body and can control his victim's physical actions, powers, and abilities (except their speech). If the person is unconscious when Jericho enters, he can also speak through them, but retains any speech patterns the person may have (such as an impediment, lisp or accent).
2. Natural Weaponry (HTH combat training): +1 to hit, +2 damage
3. Heightened Charisma (A): +8
4. Willpower (A): PR=1 per hour for use as a defense
5. Physical Handicap: Mute
DSumner
09-14-2008, 11:20 PM
Hawk I
Identity: Hank Hall
Side: Good/Teen Titans Sex: Male
Age: 19 Level: 8
Training: Accuracy
Powers:
1. Transformation: Into Hawk
2. Heightened Attack: +1 per level
3. Heightened Strength (B): +20
4. Heightened Agility (B): +8
5. Heightened Endurance (B): +10
6. Speed Bonus: +50"
7. Regeneration:
8. Low Self Control: Rage/Anger
Origin: Agent of the Lords of Chaos
DSumner
09-14-2008, 11:21 PM
Dove II
Identity: Dawn Granger
Side: Good/Teen Titans Sex: Female
Age: 19 Level: 4
Training: Defense
Powers:
1. Transformation: Into Dove
2. Heightened Defense: -4 to be hit
3. Heightened Strength (B): +12
4. Heightened Agility (B): +20
5. Speed Bonus: +50"
6. Willpower (A): 1 per hour when used as a defense
7. Flight:
Origin: Agent of the Lords of Order
Aj Woj
09-17-2008, 04:20 AM
I thought Luthor went toe to toe with Superman in that suit? Hardly looks like it could take Superman with those stats...
hidufel
09-17-2008, 11:47 AM
I thought Luthor went toe to toe with Superman in that suit? Hardly looks like it could take Superman with those stats...
Keep in mind... i believe that suit was kryptonite powered, weakening superman when close to him. (thus leveling the field even more...)
Aj Woj
09-17-2008, 05:07 PM
I guess we would have to see superman's stats and weakness in V&V to determine. :P
Chimaera
09-18-2008, 09:41 AM
Deathstroke The Terminator
http://www.comicbookreligion.com/img/d/Deathstroke_the_Terminator.jpg
Identity: Slade Wilson
Side: Evil
Level: 10 (at least)
Training: not sure yet
Powers:
1. Animal/Plant Powers -- Mammal (Augmented Human):
The military tested an experimental anti-truth serum formula on Slade, which, combined with a unique blood factor he possessed, enhanced him both physically and mentally.
a) Heightened Strength A: +20
b) Heightened Endurance A: +20
c) Heightened Agility A: +20
d) Heightened Intelligence A: +20
e) Heightened Charisma A: +20
f) Special - Heightened Reflexes: +15 to Initiative; Deathstroke also has a number of interrupt actions available per session equal to his Inventing Points total -- he can use these additional actions in addition to the actions per combat he gets due to his initiative, but they can only be used to act just before an opponent engaging him and only on that opponent, even if they are acting well before his first listed action (this helps simulate how he is consistently able to whup Wally West's ass).
2. Heightened Senses:
This represents Slade's enhanced cognitive abilities more than any superhuman sensory acuity -- he is a trained observer, especially in combat and his enhanced mind allows him to take in and process information far more rapidly than a normal human being. Also, his intuitive abilities almost verge on psychic -- 2x DH% and DD%
3. Heightened Expertise:
Slade Wilson was already an elite Spec-Ops soldier before the experiment that gave him his powers. He went on to receive yet further training in weapons, both modern and archaic, as well as martial arts, stealth and assassination -- +4 to hit with all weapons, including HTH.
4. Regeneration:
The level of his accelerated healing has varied in how it is depicted, but he has even been shown to come back to life after seemingly being killed.
5. Natural Weaponry:
He is a top-level, highly-skilled martial artist and hand-to-hand combatant. He does not have quite the same standing as, say, Batman or Lady Siva, relying on his natural (and unnatural) gifts as much as he does on his training -- +2 to hit, +4 to damage.
6. Special Weapon - Power Staff:
A tough, sometimes collapsible staff (but not indestructible) that can emit Power Blasts (he sometimes uses these to propel himself in a massive leap) -- +2 to hit, HTH+1d4 damage, 1d20 Power Blast, 5 charges.
Weaknesses:
One Eye (doesn't seem to have much in-game effect, but there it is).
Carries a grudge.
Egotism verging on megalomania.
Iron-clad sense of honour.
Weight: 220 lbs. Basic Hits: 5
Agility Mod: - Strength: (14) 34
Endurance: (15) 35 Agility: (13) 33
Intelligence: (12) 32 Charisma: (14) 34
Reactions from Good: -6 Evil: +6
Hit Points: (316) Damage Mod.: +6
Healing Rate: 5 Accuracy: +6
Power: (134) Carrying Capacity: 1,556.28 lbs.
Basic HTH Damage: 1d10 Movement Rates: 102” ground
Detect Hidden: 44% Detect Danger: 52%
Inventing Points: 3.2 per level Inventing: 75%
Origin/Background:
--coming up--
(Note: While I think my statting here reflects Slade's powers and abilities accurately, he ends up with monster hit points, which isn't an issue in my homebrew V&V variant, where Agility and Intelligence don't contribute to Hit Points and Basic Hits are on a table, rather than a flat one per 50lbs. of body mass)
http://media.comicvine.com/uploads/0/1812/107956-175864-deathstroke_super.jpg
AnotherSKip
09-18-2008, 09:58 AM
Wow! Nice!
bishoplogan
09-18-2008, 07:22 PM
Deathstroke The Terminator
http://www.comicbookreligion.com/img/d/Deathstroke_the_Terminator.jpg
Identity: Slade Wilson
Side: Evil
Level: 10 (at least)
Training: not sure yet
Powers:
1. Animal/Plant Powers -- Mammal (Augmented Human):
The military tested an experimental anti-truth serum formula on Slade, which, combined with a unique blood factor he possessed, enhanced him both physically and mentally.
a) Heightened Strength A: +20
b) Heightened Endurance A: +20
c) Heightened Agility A: +20
d) Heightened Intelligence A: +20
e) Heightened Charisma A: +20
f) Special - Heightened Reflexes: +15 to Initiative; Deathstroke also has a number of interrupt actions available per session equal to his Inventing Points total -- he can use these additional actions in addition to the actions per combat he gets due to his initiative, but they can only be used to act just before an opponent engaging him and only on that opponent, even if they are acting well before his first listed action (this helps simulate how he is consistently able to whup Wally West's ass).
2. Heightened Senses:
This represents Slade's enhanced cognitive abilities more than any superhuman sensory acuity -- he is a trained observer, especially in combat and his enhanced mind allows him to take in and process information far more rapidly than a normal human being. Also, his intuitive abilities almost verge on psychic -- 2x DH% and DD%
3. Heightened Expertise:
Slade Wilson was already an elite Spec-Ops soldier before the experiment that gave him his powers. He went on to receive yet further training in weapons, both modern and archaic, as well as martial arts, stealth and assassination -- +4 to hit with all weapons, including HTH.
4. Regeneration:
The level of his accelerated healing has varied in how it is depicted, but he has even been shown to come back to life after seemingly being killed.
5. Natural Weaponry:
He is a top-level, highly-skilled martial artist and hand-to-hand combatant. He does not have quite the same standing as, say, Batman or Lady Siva, relying on his natural (and unnatural) gifts as much as he does on his training -- +2 to hit, +4 to damage.
6. Special Weapon - Power Staff:
A tough, sometimes collapsible staff (but not indestructible) that can emit Power Blasts (he sometimes uses these to propel himself in a massive leap) -- +2 to hit, HTH+1d4 damage, 1d20 Power Blast, 5 charges.
Weaknesses:
One Eye (doesn't seem to have much in-game effect, but there it is).
Carries a grudge.
Egotism verging on megalomania.
Iron-clad sense of honour.
Weight: 220 lbs. Basic Hits: 5
Agility Mod: - Strength: (14) 34
Endurance: (15) 35 Agility: (13) 33
Intelligence: (12) 32 Charisma: (14) 34
Reactions from Good: -6 Evil: +6
Hit Points: (316) Damage Mod.: +6
Healing Rate: 5 Accuracy: +6
Power: (134) Carrying Capacity: 1,556.28 lbs.
Basic HTH Damage: 1d10 Movement Rates: 102” ground
Detect Hidden: 44% Detect Danger: 52%
Inventing Points: 3.2 per level Inventing: 75%
Origin/Background:
--coming up--
(Note: While I think my statting here reflects Slade's powers and abilities accurately, he ends up with monster hit points, which isn't an issue in my homebrew V&V variant, where Agility and Intelligence don't contribute to Hit Points and Basic Hits are on a table, rather than a flat one per 50lbs. of body mass)
http://media.comicvine.com/uploads/0/1812/107956-175864-deathstroke_super.jpg
I think he's int is way to high should be 15-19 range
I would have used willpower(b) to boost str,agil end also giving him its defense
Give him H.defense with level training boosting it to -7
Chr should be in mid 20's.
physical stats should'nt be over 30
and no Initiative boost.
the reason he beats Wally is Slade saves one action for the end, while Wally saves all his actions to the last few seconds of the round.
Wally misses his attacks, now Slade has that one saved he does'nt miss BAM Wally's out cold.
Move on to who evers left.
Remember Slade will take out energy blasters and flyers first.:th_dblthumb2:
Thats just my opinion.:sasmokin:
Chimaera
09-18-2008, 07:41 PM
Suffice it to say I disagree. Even with his stats where they are, his CC and HTH aren't quite where they should be. His Int should most certainly *not* be in the 15 to 19 range, he *explicitly* has superhuman cognition. The intiative power I gave him makes much more sense given how he's written and depicted -- simply saving an action would be insufficient to reflect a guy who is basically at a Spider-Man/Kraven the Hunter'ish power level and yet regularly takes on the Titans or the Justice League single-handedly and comes within a hair's breadth of winning, not mention pretty much always getting away. He needs every action he gets fighting 5 - 6 opponents at once, almost always including a powerful speedster. Giving him increased stats via Willpower B is certainly one way to do it, but that's ultimately an aesthetic decision, IMV.
bishoplogan
09-18-2008, 08:05 PM
Suffice it to say I disagree. Even with his stats where they are, his CC and HTH aren't quite where they should be. His Int should most certainly *not* be in the 15 to 19 range, he *explicitly* has superhuman cognition. The intiative power I gave him makes much more sense given how he's written and depicted -- simply saving an action would be insufficient to reflect a guy who is basically at a Spider-Man/Kraven the Hunter'ish power level and yet regularly takes on the Titans or the Justice League single-handedly and comes within a hair's breadth of winning, not mention pretty much always giving away. He needs every action he gets fighting 5 - 6 opponents at once, almost always including a powerful speedster. Giving him increased stats via Willpower B is certainly one way to do it, but that's ultimately an aesthetic decision, IMV.
the cognition can be an ability from willpower
nat weap gives you multi attack so you can get many attacks
I say all that about him is I remember the write up someone( i think jeff Dee) did on the Tatins in a different world mag ,and they were'nt that powerful
Chimaera
09-18-2008, 08:09 PM
the cognition can be an ability from willpower
nat weap gives you multi attack so you can get many attacks
I say all that about him is I remember the write up someone( i think jeff Dee) did on the Tatins in a different world mag ,and they were'nt that powerful
I remember those write-ups too. I don't recall Kid Flash being able to hit light-speed in them either. But that's what he was able to do in the comics. Diff'rent strokes, I guess. We all stat'em differently, I guess.
Aj Woj
09-20-2008, 03:00 AM
Good job on Slade, that works very nicely for him. I like it. Can you post your basic hist table for us please?
bishoplogan
09-20-2008, 08:10 PM
I remember those write-ups too. I don't recall Kid Flash being able to hit light-speed in them either. But that's what he was able to do in the comics. Diff'rent strokes, I guess. We all stat'em differently, I guess.
true, so true.
keep it up its always good to see other people take on things:go:
DSumner
09-20-2008, 08:42 PM
Sorry for not posting sooner, I've been in transit for the past few days. I've got a version of DeathStroke, from the old boards, that I'll post later.
DSumner
09-20-2008, 10:51 PM
OK, here was my take on the Terminator when he originally appeared.
Deathstroke: The Terminator (Old School)
Identity: Slade Wildon
Side: Evil Sex: Male
Age: 39Level: 20
Training: Endurance
Powers:
1. Body Power: Enhanced Physique (+6 STR, +6 END, +6 AGL)
2. Heightened Defense: -8 to be hit (-4 from Heightened Defense, -4 from training) He’s just that hard to hit. In combat he’s all over the place, using his staff to block attacks, or firing blasts to dodge.
3. Heightened Expertise: +6 to hit with anything (+4 from Heightened Defense, +2 from training). Mr. Wilson is a beast in close combat with any number of firearms,
melee weapons, or anything he can get his well trained hands on.
4. Natural Weaponry: Martial Arts: +2 to hit, +4 Damage (he’s good but he’s not a Grand Master)
5. Willpower (A): This would cover his military training, and explain some of the feats he’s managed to pull off.
6. Power Blast Device: Power Staff: R= , 1d20 Damage, 20 Charges (This is a guess as I’ve never seen him use it more
than a few times during any particular battle).
7. Diminished Senses: Blind in one eye.
Equipment/Weapons:
1. Chainmail Armor: Provides 5 points invulnerability
2. Long Sword: +2 to hit, HTH +1d6 damage
3. Pistol: +3 to hit, 1d8 damage, R= 138”
4. Hand Grenades: +2 to hit, 1d10 damage, 2” blast radius.
Weight: 200 lbs. Basic Hits: 4
Agility Mod: - Strength: 18
Endurance: 23 Agility: 23
Intelligence: 16 Charisma: 25
Reactions from Good: -4 Evil:+4
Hit Points: 62 Damage Mod.: +3
Healing Rate: 0.7 Accuracy: +4
Power: (80) Carrying Capacity: 813lbs.
Basic HTH Damage: 1d8 Movement Rates: 64” ground speed
Detect Hidden: 12% Detect Danger: 16%
Inventing Points: 32 Inventing: 48%
Origin and Background: American military
Legal Status: US citizen with no criminal record.
Notes: I based his experience level on what was posted about him from Different World’s magazine. I compared him to the stats posted for the Titans, and “guessitmated” what I thought his stats would look like at that time.
I went back and looked at his early appearances, and if you look closely, he doesn't attack as much as you think. He lets his opponents come to him, and sets them up to either hit each other, dodge their attack, or get close enough for him to strike at point blank range. I'd suggest that the best way to simulate this would be for him to save as many actions as possible, and make his attacks AFTER his foes have conducted their actions. He'll also make special attacks (ricochet attacks with his Power Blast), after he's ensured he's in a position to strike.
Also, when he first appeared, the team wasn't used to working with each other. While Robin, Wonder Girl, Changling, and Kid Flash were all old hands, Raven, and Cyborg were new to superheroing. And Starfire was used to working by herself. Deathstroke used that against them, he also made extensive plans before hand, scouting out the area, and planning his possible escape routes well in advance of taking any action against the Titans. He'd hit them when it would be to his advantage to do so, not before.
If you want to make him tougher, bump his weight up to 205, which will increase his basic hits to "5".
LATE EDIT
I added a pic, and cleaned up his write-up slightly to bring it more inline with Jack Herman's Titan's write-ups.
bishoplogan
09-21-2008, 03:47 PM
OK, here was my take on the Terminator when he originally appeared.
Deathstroke: The Terminator (Old School)
Identity: Slade Wildon
Side: Evil Sex: Male
Age: 39Level: 20
Training: Endurance
Powers:
1. Body Power: Enhanced Physique (+6 STR, +6 END, +6 AGL)
2. 2x Heightened Defense: -8 to be hit (He’s just that hard to hit. In combat he’s all over the place, using his staff to block attacks, or firing blasts to dodge).
3. Heightened Expertise: +4 to hit with anything. Mr. Wilson is a beast in close combat with any number of firearms,
melee weapons, or anything he can get his well trained hands on.
4. Natural Weaponry: Martial Arts: +2 to hit, +4 Damage (he’s good but he’s not a Grand Master)
5. Willpower (A): This would cover his military training, and explain some of the feats he’s managed to pull off.
6. Power Blast Device: Power Staff: R= , 1d20 Damage, 20 Charges (This is a guess as I’ve never seen him use it more
than a few times during any particular battle).
7. Diminished Senses: Blind in one eye.
Equipment/Weapons:
1. Chainmail Armor: Provides 5 points invulnerability
2. Long Sword: +2 to hit, HTH +1d6 damage
3. Pistol: +3 to hit, 1d8 damage, R= 138”
4. Hand Grenades: +2 to hit, 1d10 damage, 2” blast radius.
Weight: 200 lbs. Basic Hits: 4
Agility Mod: - Strength: 18
Endurance: 23 Agility: 23
Intelligence: 16 Charisma: 25
Reactions from Good: -4 Evil:+4
Hit Points: 62 Damage Mod.: +3
Healing Rate: 0.7 Accuracy: +4
Power: (80) Carrying Capacity: 813lbs.
Basic HTH Damage: 1d8 Movement Rates: 64” ground speed
Detect Hidden: 12% Detect Danger: 16%
Inventing Points: 32 Inventing: 48%
Origin and Background: American military
Legal Status: US citizen with no criminal record.
Notes: I based his experience level on what was posted about him from Different World’s magazine. I compared him to the stats posted for the Titans, and “guessitmated” what I thought his stats his stats would look like at that time.
I went back and looked at his early appearances, and if you look closely, he doesn't attack as much as you think. He lets his opponents come to him, and sets them up to either hit each other, dodge their attack, or get close enough for him to strike at point blank range. I'd suggest that the best way to simulate this would be for him to save as many actions as possible, and make his attacks AFTER his foes have conducted their actions. He'll also make special attacks (ricochet attacks with his Power Blast), after he's ensured he's in a position to strike.
Also, when he first appeared, the team wasn't used to working with each other. While Robin, Wonder Girl, Changling, and Kid Flash were all old hands, Raven, and Cyborg were new to superheroing. And Starfire was used to working by herself. Deathstroke used that against them, he also made extensive plans before hand, scouting out the area, and planning his possible escape routes well in advance of taking any action against the Titans. He'd hit them when it would be to his advantage to do so, not before.
If you want to make him tougher, bump his weight up to 205, which will increase his basic hits to "5".
nice
At 20th level you could take off one of the h.defense and just add the extra -4(due to level training)
also maybe have the body power add some movement bonus,say +40 or +50
I havent made comicbook characters for V&V in about 15yrs,and the ones I did make have been lost over time.
Hopefully no one gets offended by my critique,its just my opinion.:thumbup:
I'm loving all the write ups you guys are doing:not_worthy:
please keep it up:clap:
:sagrin:
DSumner
09-21-2008, 04:11 PM
nice
At 20th level you could take off one of the h.defense and just add the extra -4(due to level training)
Actually I think I may have done that, as this was the original draft, and not the final one I posted. I based his Heightened Defense on the fact that you almost never see Deathstroke actually take a hit. It's vary rare for him to do so.
also maybe have the body power add some movement bonus,say +40 or +50
He's fast, but you have to remember that he's no longer in his prime, by the time he's introduced in the Titans, he's got to be at least in his very late 30's or early 40's (I took a wild guess at his age based on when he debuted in the comic and his backstory). In his younger years I would have bought it, but not now, but if you want to make that change for your own game, I say go for it.
Hopefully no one gets offended by my critique,its just my opinion.:thumbup:
No offense, it's fun to look at other people's interpretations of various characters, I don't always agree with them (you should have seen the thread I had going on Wolverine's stats), but they're still fun to look at.
DSumner
09-21-2008, 04:57 PM
I thought Luthor went toe to toe with Superman in that suit? Hardly looks like it could take Superman with those stats...
Oops..missed this the first time around, I updated and added some additional info on Luthor's Warsuit, it's still being tinkered with though.
bishoplogan
09-21-2008, 09:16 PM
He's fast, but you have to remember that he's no longer in his prime, by the time he's introduced in the Titans, he's got to be at least in his very late 30's or early 40's (I took a wild guess at his age based on when he debuted in the comic and his backstory). In his younger years I would have bought it, but not now, but if you want to make that change for your own game, I say go for it.
Even thu he's old I think he's DC version of Capt.America so with super solder serum in him he's still in his prime.
:sagrin:
DSumner
09-22-2008, 04:49 AM
Even thu he's old I think he's DC version of Capt.America so with super solder serum in him he's still in his prime.
:sagrin:
Considering he moves twice as fast as the "average person" in there prime, I think he's still moving at a pretty good rate of speed, but if you feel like he's not fast enough, tack the speed bonus on. I'm a big proponent of guys going with what works for them in their game. Think a character is to powerful, down grade his stats, not powerful enough for you, upgrade his level, through in some training bonuses, or modify his powers to your liking. While I'm at it, I'd like to see more guys take a crack posting their takes on characters. Be it for V&V, M&M, Champions, DC Heroes, etc. I really do like reading over the various write-ups and any notes you feel like posting.
AnotherSKip
09-22-2008, 09:53 AM
I generally don't post (or even write!) character conversions.
I do take interpertations of a character concept put my own twist and viola! you have a character but nothing like the original
Here is a homage to Hercules in Hero
Character Name: Deciyon
Campaign name: Den City
Alternate Identities: Ten Handed one
Genre:
Player name:
Gamemaster:
Characteristics
45 Str
20 Dex OCV: 7 DCV: 6
18 Con
20 Body
18 Int
17 Ego
25 Pre Pre Dice: 5 d6
20 Com
10 PD
10 ED
4 SPD
18 REC
52 End
60 Stn
10 Run
5 Swim 2"
4.5 VLeap
9 HLeap
Characteristics Total Cost: 200
Powers:
5 Blessings of the Father: Extra Limbs, Ten Arms total
10 Blessings of the Father II: LS, Immortality, Eating is necessary only once per week & Sleep is only necessary 8 hrs per week, Safe in High and Low Pressures.
10 Big and Heavy: Knock Back Resistance: 5”
20 You Will Fall to My Blows: Find weakness with all HTH Combat 11- (See Analyze)
22 Ten Handed One: Auto fire up to Five attacks (+1/2) on Strength.
10 Mind of a Hero: 10 Pts Mental Defense
10 Inherently Godlike: 10 pts Power Defense
24 Blessing of the Gods: Combat Luck: 12RPD 12 RED, Hardened, Luck Based, Non-Persistent.
5 Toughness of a Hero: Damage resistance on 5 PD & ED.
15 Ancient Athlete: 50% Damage Reduction, only vs. Grabs and Entangles (-1)
28 Sense the Extraordinary: Mystical Spatial Awareness (Targeting Sense, Detect Physical Objects, Sense, passive, Rapid x100)
24 Appreciation of the Gods: 2d6 Absorption from Physical Attacks to Favors of the Gods Contact, +20 to Maximum Effect (+10), Recovery Rate (Recovery Per Month or as Healed +1) (60 Active), only for Body in Excess of Defenses (-1), only as long as behaves in an appreciable fashion to the Gods (-1/2). Deciyon is considered interesting to the Gods, he gains sympathy (and an increase in the contact roll) the more he is injured, especially in combat; fading as he is ‘cured’ thusly becoming less interesting.
Total Powers Cost: 183
Skills, Perks and Talents:
10 Accurate & Rapid Auto fire Skills with Strength
33 Analyze Combat Technique 24+(I/5) or less (use as complimentary for Find Weakness)
9 Ambidexterity
3 Acrobatics
3 Breakfall
3 Climbing
(0) Ancient Greek
3 English With an Archaic Accent
3 Oratory
3 Persuasion
3 Stealth
3 Teamwork
12 I am my own Team: +4 With Strike, Grab and Analyze
9 Trained by the Gods Themselves: +3 w/ all decathlete related rolls
2 +1 to hearing perception rolls
3 Pow S: Strength Tricks 18-
2 AK: Ancient Greece 11-
2 AK: EU Europe 11-
1 KS: Decathletes & Competitions 11-
1 KS: Greek History 11-
1 KS: Spirit Magic * 11-
1 KS: Medicinal Herbs 11-
1 KS: Woodworking 11-
1 KS: Alliances of Europe 11-
1 KS: Comedies and tragedies 11-
1 KS: Instruction Techniques 11-
1 KS: Theater 11-
2 PS: Instructor
2 PS: Thespian
2 PS: Greek Hero
2 PS: Leader
2 PS: Decathlete
3 Scholar
3 Jack of All Trades
4 WF Common Ancient Greek Missile Weapons & Common Ancient Greek HTH Weapons
15 Favors of the Gods, Contact 8- (1), Extremely Useful (+3), Significant Contacts of own (+1), Access to Major Institutions (+1), Long Lasting (+2), Good relationship (+2) Organization Contact (x3), Side effects (Negative Attention of the Gods, -1). Deciyon is considered an ‘interesting’ member to the Gods of Olympus, as such he may be able to call upon their help in certain situations, a failure can set off any one of a myriad of problems that will annoy not only himself but possibly the entire team. Note that the Contacts may do all sorts of things from healing and even resurrection to calling him away or even inflicting various curses.
Total Skills, Perks and Talents Cost: 150
Disadvantages:
15 Big and Heavy: 1,600 Kg Wt, -1 DCV and +1 Per Rolls against
15 Larger than Life: Distinctive Features, Visibly denser than ‘mere mortals’ as well as having 5 pairs of hands he is unlikely to be disguisable.
10 Greek Hero & Media Star: Public Id
15 Son of a God: PSL: Overconfident
20 Ancient Greek Ideology: PSL Male Chauvinist:
10 Brawling Drunkard: Reputation 11- Acts as a socially inept idiot in the modern society.
15 Obviously A Doctrinal Challenge: Watched by religions of the World
15 A Rival: Watched by Other Gods.
Other Notes: A recently born Godling, Child of one of Zeus’s hundred handed Brothers and a mortal woman, Deciyon is highly skilled in the ancient world which plus his godlike abilities puts him at the really high end for combat purposes. A skilled Decathlete, he cannot compete (because of his godlike physique) but he does train others.
Combat: Analysis then Find Weakness (+1/1 Roll is made by, see pg 32 plus other bennies)
Continue with Find weakness every round when possible until end of combat or law of diminishing returns kicks in or have something better to do in combat.
Quotes: “Hark! Here is how I hurl a Shot-put, and a Javelin and a Discus!” (While tossing agents around like a blender set on Puree)
Decathlete Competition notes: 100 m run, long jump, shot put, high jump, and 400 m run on the first day; 110 m hurdles, discus, pole vault, javelin, and 1500 m run on the 2nd day.
Epimetheus Brother of Prometheus
Mouser
09-22-2008, 10:08 AM
Who's gonna stat out Lois Lane?
Jimmy Olsen?
Paris Hilton?
Justice
09-22-2008, 01:44 PM
OK, here was my take on the Terminator when he originally appeared.
Deathstroke: The Terminator (Old School)
Identity: Slade Wildon
Side: Evil Sex: Male
Age: 39Level: 20
Training: Endurance
Powers:
1. Body Power: Enhanced Physique (+6 STR, +6 END, +6 AGL)
2. Heightened Defense: -8 to be hi (-4 from Heightened Defense, -4 from training) He’s just that hard to hit. In combat he’s all over the place, using his staff to block attacks, or firing blasts to dodge.
3. Heightened Expertise: +6 to hit with anything (+4 from Heightened Defense, +2 from training). Mr. Wilson is a beast in close combat with any number of firearms,
melee weapons, or anything he can get his well trained hands on.
4. Natural Weaponry: Martial Arts: +2 to hit, +4 Damage (he’s good but he’s not a Grand Master)
5. Willpower (A): This would cover his military training, and explain some of the feats he’s managed to pull off.
6. Power Blast Device: Power Staff: R= , 1d20 Damage, 20 Charges (This is a guess as I’ve never seen him use it more
than a few times during any particular battle).
7. Diminished Senses: Blind in one eye.
Equipment/Weapons:
1. Chainmail Armor: Provides 5 points invulnerability
2. Long Sword: +2 to hit, HTH +1d6 damage
3. Pistol: +3 to hit, 1d8 damage, R= 138”
4. Hand Grenades: +2 to hit, 1d10 damage, 2” blast radius.
Weight: 200 lbs. Basic Hits: 4
Agility Mod: - Strength: 18
Endurance: 23 Agility: 23
Intelligence: 16 Charisma: 25
Reactions from Good: -4 Evil:+4
Hit Points: 62 Damage Mod.: +3
Healing Rate: 0.7 Accuracy: +4
Power: (80) Carrying Capacity: 813lbs.
Basic HTH Damage: 1d8 Movement Rates: 64” ground speed
Detect Hidden: 12% Detect Danger: 16%
Inventing Points: 32 Inventing: 48%
Origin and Background: American military
Legal Status: US citizen with no criminal record.
Notes: I based his experience level on what was posted about him from Different World’s magazine. I compared him to the stats posted for the Titans, and “guessitmated” what I thought his stats his stats would look like at that time.
I went back and looked at his early appearances, and if you look closely, he doesn't attack as much as you think. He lets his opponents come to him, and sets them up to either hit each other, dodge their attack, or get close enough for him to strike at point blank range. I'd suggest that the best way to simulate this would be for him to save as many actions as possible, and make his attacks AFTER his foes have conducted their actions. He'll also make special attacks (ricochet attacks with his Power Blast), after he's ensured he's in a position to strike.
Also, when he first appeared, the team wasn't used to working with each other. While Robin, Wonder Girl, Changling, and Kid Flash were all old hands, Raven, and Cyborg were new to superheroing. And Starfire was used to working by herself. Deathstroke used that against them, he also made extensive plans before hand, scouting out the area, and planning his possible escape routes well in advance of taking any action against the Titans. He'd hit them when it would be to his advantage to do so, not before.
If you want to make him tougher, bump his weight up to 205, which will increase his basic hits to "5".
LATE EDIT
I added a pic, and cleaned up his write-up slightly to bring it more inline with Jack Herman's Titan's write-ups.
Dom,
As much as I like to see them scary powerful, as Chim shows, I think I agree with your write-up a bit more.
I'd drop the Level to 13-15 though, put the hits to 5 - 'cause I think his weight should be 225 or so - and push his Strength to 20.
I would also be very very tempted to give him Ht. Attack variant - where he gets a +1 to hit every level instead of damage and can use that as a MINUS to be hit if he has a Move Action saved. (This would replace the Ht. Defense and would be more exciting in actual play.)
But I like - I like.
(Funny how the really dangerous combatants in HtoH have so many ways of writing up. Cap, f'rinstance...)
Kudos!
Chimaera
09-22-2008, 01:49 PM
I don't know, guys... strength of 10 men? Superhuman intelligence and cognition? Superhuman reflexes and agility? Healing factor that includes retarded aging? Taking on the entire New Teen Titans at the same time and whupping ass? All the time? Taking on Green Lantern, Flash, Zatanna, Elongated Man, Hawkman and Green Arrow all at once and nearly doing them all in? I can see shaving the totals on mine down --reducing the bonuses from the Heightened Stats B -- I tend to like'em tough and to get happy with the stats. But I don't know that I can get behind a write-up that has a guy leaping around like Spider-Man lifting 800 lbs. Or one that doesn't give him superhuman intelligence.
Justice
09-22-2008, 01:56 PM
Ah -to be fair Chim, he's gotten tougher over 20 years of publishing like Spidey has.
I did not know about the Strength of 10 men. Hmmm. Point.
Well, we've got Slade I and Slade II now.
Let's read the Wiki shall we?
Skipping past the convoluted horrors of his family life.... ahhhh
"Dysfunctional the Interminable" :D
Deathstroke possesses various enhanced abilities.
These include the strength of ten men and heightened speed, agility, stamina, and reflexes.
He has the capacity to use up to 90% of his brain making him a combat skills and tactical genius, making him adept at turning opponents' own abilities against them, stemming from his years in the military and combat with various heroes.
Deathstroke also possesses a healing factor in his blood that enables him to heal from physical injury much faster than a normal person. With limitations as he could not heal his eye and cannot regenerate entire limbs. This enables him to recover from what would otherwise be fatal injuries, though recovering from what would be these kinds of injuries renders him insane and animalistic for a short period.
He is also a highly formidable opponent in physical combat to the point that even Batman can only fight him to a stalemate (and only succeeded in defeating him with the aid of his sidekicks, in Infinite Crisis).
Green Arrow #66 claims that an assassin known as Natas (Reading the name backwards makes for the name Satan) taught Deathstroke "almost everything he knows" (a retcon of his origin in Judas Contract, where his future wife Adeline Kane trained him while Slade was in the military). There has been argument over how good of a martial artist Deathstroke is. While he has defeated multiple opponents in hand-to-hand combat and has even been acknowledged by Cassandra Cain as "toying with me, he is holding back", he is not considered one of the DCU's greatest martial artists despite his impressive record, due to his enhanced capabilities and artificial enhancements providing him with an unfair advantage.
Deathstroke is also skilled in the use of many weapons ranging from guns, rifles, and swords, which are usually among his current weapons of choice.
His signature weapon is a power staff that fires lethal and non-lethal energy blasts from both ends. The staff can also be used to strike using energy at each end.
His body armor is composed of a mesh-woven, kevlar, chainlink mail, capable of stopping small arms fire. Most of the metal he wears and uses are made out of Promethium.
In the animated series, Slade has superior physical strength and fighting skills that surpass Robin's, and also possibly Batman's. He is a bona-fide genius, with great knowledge in robotics,as well as military, political and subversive strategy.
He seems to possess some knowledge of ceremonial magic (as seen in Forces of Nature). He appears to have access to extremely advanced technology and various secret hideouts,nearly unlimited resources, and a vast army of robot minions.
However, Slade's most notable quality is that he is a master of manipulation and psychology, allowing him to get his foes to do almost anything he wants through shrewd manipulation.
Alrighty, then. I'll try my hand on this later, stealing liberally and unethically from Dom and Chim.
Who are probably Deathstroke's two long-lost siblings. :D :D :D
Chimaera
09-22-2008, 01:59 PM
His enhanced cognition was a defining feature from day one. About the only feature that I think was added later was his healing factor, which was de rigeur for a while for all the grim n' gritty killing machine types.
Justice
09-22-2008, 02:18 PM
yes - I do remember that. Would you permit this little variant?
Willpower A: Slade Wilson has the unique ability to use nearly 90% of his brain capacity, granting him superhuman abilities for limited periods. To emulate this, and the resultant stress and trauma it can cause, points are taken from Wilson's INT to boost any physical stat he wishes.
STR - rarely used, since another 1000 lbs of lifting only adds a few points in HtoH damage.
AGI - often used, esp. to garner the first action and interrupt actions of opponents.
END - grants himself an amazing healing factor, akin to Regeneration at 1/4 speed. For every minute (4 turns) Wilson focuses his willpower, he receives his Healing Rate. However, he recovers that INT used at 1 pt. per minute. So if he uses a lot of INT to save his life, he will be very animalistic and brutal until his brain recovers.
How's that, Chim?
Chimaera
09-22-2008, 02:27 PM
Not my cup of tea, really, as I don't see it being consistent with the *any* of the iterations of Slade I've seen in the comics, but as people have said, it really is a matter of taste -- it's not my place to permit or not permit. I can see that people don't cotton too much to my write-up -- that's cool enough. We just see things differently, is all.
EDIT -- I *do* think it's a cool power, mind you; I just don't think it models Slade well, is all.
Chimaera
09-22-2008, 02:44 PM
Also, the wiki doesn't make reference to the fight between Batman and Deathstroke in Deathstroke's comic (issue 6 or 7, I can't remember exactly), where he actually beats Batman, despite a good showing on Batman's part. IMV, the only reason that the fight was as close as it was is that Deathstroke generally doesn't kill for free and it's harder to fight to disable without killing or permanent injury. He was sort of handling Bats with kid-gloves.
Chimaera
09-22-2008, 02:47 PM
I could certainly see Deathstrokes stats being in the 20's as opposed to the 30's -- I have old personal benchmarks in my head from back in the day, so statting out a single character tends to suffer from the lack of context of seeing how other characters stack up as well. Also, I do stat reflexively from the perspective of my homebrew, which is significantly different at this point from canonical V&V. This gives me a thread idea...
Justice
09-22-2008, 02:51 PM
Well, I base that INT -> END -> Regeneration on the Wiki write-up - he seems to lose his mind.
Alrighty, the J-Man breakdown goes as follows:
Deathstroke possesses various enhanced abilities.
Ya think?
These include the strength of ten men and heightened speed, agility, stamina, and reflexes.
Body Power: Perfect human - S, E, & A are maxed to 25 each, total points spent not to exceed 30. Original S, E, A all around 15. This might be low in some estimations, but it honors V&V's style and it does get his CC into a "10 men" range.
He has the capacity to use up to 90% of his brain making him a combat skills and tactical genius, making him adept at turning opponents' own abilities against them, stemming from his years in the military and combat with various heroes.
Psionics (full mind usage):
a) Ht. Int A: +15
b) Willpower A: Slade may use his INT to boost any natural ability on a 1-to-1 basis, PR=boost/turn.
c) Weakness Detection: as per rules.
Deathstroke also possesses a healing factor in his blood that enables him to heal from physical injury much faster than a normal person. With limitations as he could not heal his eye and cannot regenerate entire limbs. This enables him to recover from what would otherwise be fatal injuries, though recovering from what would be these kinds of injuries renders him insane and animalistic for a short period.
Willpower B: Regeneration 1/4 OR Willpower A above used on END. (GM's choice)
He is also a highly formidable opponent in physical combat to the point that even Batman can only fight him to a stalemate (and only succeeded in defeating him with the aid of his sidekicks, in Infinite Crisis).
Green Arrow #66 claims that an assassin known as Natas (Reading the name backwards makes for the name Satan) taught Deathstroke "almost everything he knows" (a retcon of his origin in Judas Contract, where his future wife Adeline Kane trained him while Slade was in the military). There has been argument over how good of a martial artist Deathstroke is. While he has defeated multiple opponents in hand-to-hand combat and has even been acknowledged by Cassandra Cain as "toying with me, he is holding back", he is not considered one of the DCU's greatest martial artists despite his impressive record, due to his enhanced capabilities and artificial enhancements providing him with an unfair advantage.
Deathstroke is also skilled in the use of many weapons ranging from guns, rifles, and swords, which are usually among his current weapons of choice.
Ht. Expertise: ALL weapons +8 to hit (+4 additional from Training)
Natural Weaponry: +2, +4 (agreed with Dom)
His signature weapon is a power staff that fires lethal and non-lethal energy blasts from both ends. The staff can also be used to strike using energy at each end.
Special Weapon: Power Blast bo-staff.
His body armor is composed of a mesh-woven, kevlar, chainlink mail, capable of stopping small arms fire. Most of the metal he wears and uses are made out of Promethium.
Invulnerability Device: 17 points (as per rules) OR Armor B: ADR 75.
In the animated series, Slade has superior physical strength and fighting skills that surpass Robin's, and also possibly Batman's. He is a bona-fide genius, with great knowledge in robotics,as well as military, political and subversive strategy.
He seems to possess some knowledge of ceremonial magic (as seen in Forces of Nature). He appears to have access to extremely advanced technology and various secret hideouts,nearly unlimited resources, and a vast army of robot minions.
However, Slade's most notable quality is that he is a master of manipulation and psychology, allowing him to get his foes to do almost anything he wants through shrewd manipulation.
Back to top - add Magic (novice) and Psychology (master) in skills.
Chimaera
09-22-2008, 02:56 PM
I like that better. :)
I feel like it captures m... I mean Slade, more accurately. ;)
DSumner
09-22-2008, 04:37 PM
I'd drop the Level to 13-15 though, put the hits to 5 - 'cause I think his weight should be 225 or so - and push his Strength to 20.
I based his level on Jack Herman's Teen Titans write-ups from Different Worlds Magazine, Robin and Wonder Girl were up there in levels and old Slade's been at the game a lot longer than either one of them.
I would also be very very tempted to give him Ht. Attack variant - where he gets a +1 to hit every level instead of damage and can use that as a MINUS to be hit if he has a Move Action saved. (This would replace the Ht. Defense and would be more exciting in actual play.)
Sounds reasonable to me. I've been using a variant of Heightened Attack that allows you to get a +1 to hit, for years. I've also used a variant of Heightened Senses, called Combat Sense, that allows you to take either a +1 to hit, +1 to damage, or a -1 to be hit, per level.
Oh, and one thing I forgot to mention about my write-up. It's my take on Deathstroke when he first appeared, way back in New Teen Titans. Over the years he seemed to get more powerful, and more brutal. When he first appeared he had a distinctive personal code of honor, lately, with a few rare exceptions, he's portrayed as nothing more than a ruthless killer. Either way, feel free to keep posting, I just may take a crack at posting a "modern" version of him that includes his healing ability.
bishoplogan
09-22-2008, 07:27 PM
I like all the variations
But dont forget an int of 19 is equal to 190 IQ190
so if he has a 19 -21 int thats super genuis
Willpower(A) The character has the ability to control his own bodily and mental functions through sheerforce of will.Thus,he is able to ignore pain,withstand torture,hold his breath for extended periods of time,remember small details,maintain intense concentration,ignore distractions,etc. This counts as a defense on the combat table if the charater is currently using his Willpower in a relevent manner(GM's option). The character is able to do any of these things as often as he wants,at a PR of one per turn(GM's option to charge an action or movment only to perform any particular feat.)
what they give to Willpower
thats what Deathstroke can do with 90% of his brain
:sagrin:
Chimaera
09-22-2008, 07:48 PM
I like all the variations
But dont forget an int of 19 is equal to 190 IQ190
so if he has a 19 -21 int thats super genuis
:sagrin:
According to whom? I may be mistaken, but that isn't actually specified. If you work with the frequency distribution of 3d6 to approximate a normal distribution, 18 - 19 isn't nearly that high. IQ has a mean of 100 and a standard deviation of 15, putting the vast majority of the population between 85 and 115. At present, IQs between 120 and 129 are termed "superior" and 130 and up are considered "very superior" (this used to be the "genius" threshold, but not longer. Anyhow, 130 is two standard deviations above the mean and ranks one in the 98th percentile. 135 puts one in the 99th percentile, 140 at 99.8 and 145 (z-score of +3, or 3 standard deviations above the mean) at 99.9.
bishoplogan
09-22-2008, 08:00 PM
According to whom? I may be mistaken, but that isn't actually specified. If you work with the frequency distribution of 3d6 to approximate a normal distribution, 18 - 19 isn't nearly that high. IQ has a mean of 100 and a standard deviation of 15, putting the vast majority of the population between 85 and 115. At present, IQs between 120 and 129 are termed "superior" and 130 and up are considered "very superior" (this used to be the "genius" threshold, but not longer. Anyhow, 130 is two standard deviations above the mean and ranks one in the 98th percentile. 135 puts one in the 99th percentile, 140 at 99.8 and 145 (z-score of +3, or 3 standard deviations above the mean) at 99.9.wow thats a good question.
I thought it was in the rules so I went looking, but could'nt find it.
It might just be house rules I've been playing with for so long that I just thought it came from the rule book (Int x 10 = IQ).
DARN YOU Chimaera:grin:
:sacool:
Justice
09-23-2008, 03:07 AM
That was from AD&D 2nd ed. IIRC
85-115 = Normal (8.5 - 11.5 when divided by 10, so 9-12 = Normal Int)
Problem is, Chim knows too many onery facts in this area.
I refuse to believe I have a one-in-a-thousand Int. :o
Chim, what's the highest IQ recorded? Isn't it over 200?
Ah - here from http://onemansblog.com/2007/11/08/the-massive-list-of-genius-people-with-the-highest-iq/
* Physicist / Engineer Kim Ung-yong has a verified IQ of 210
* Bouncer Christopher Michael Langan has a verified IQ of 195
* Engineer Philip Emeagwali is alleged to have an IQ of 190
* World Chess Champion Garry Kasparov is alleged to have an IQ of 190
* Author Marilyn Vos Savant has a verified IQ of 186
* Actor James Woods is alleged to have an IQ of 180
* Politician John H. Sununu is alleged to have an IQ of 180
* Prime Minister Benjamin Netanyahu is alleged to have an IQ of 180
* Mathematician Andrew Wiles is alleged to have an IQ of 170
* World Chess Champion Judith Polgar is alleged to have an IQ of 170
* Chess Grandmaster Robert Byrne is alleged to have an IQ of 170
* World Chess Champion Bobby Fischer is alleged to have an IQ of 167
* Mathematician / Physicist Stephen W. Hawking is alleged to have an IQ of over 160
* Microsoft Founder Paul Allen is alleged to have an IQ of over 160
* Actress Sharon Stone is alleged to have an IQ of 154
Even cooler are these of long dead people of smarts...
In 1926, psychologist Dr. Catherine Morris Cox - who had been assisted by Dr. Lewis M. Terman, Dr. Florence L. Goodenaugh, and Dr. Kate Gordon - published a study “of the most eminent men and women” who had lived between 1450 and 1850 to estimate what their IQs might have been. Data from that study as well as other sources around the net were compiled to form the following list. Please drop me a comment if you have additions or corrections (make sure and cite sources).
* 190 - Ludwig Wittgenstein
* 190 - Sir Isaac Newton
* 190 - Francois-Marie Arouet (Voltaire)
* 180 - Leonardo da Vinci
* 180 - David Hume
* 180 - Buonarroti Michelangelo
* 179 - Johann Wolfgang von Goethe
* 176 - Emanuel Swedenborg
* 176 - Gottfried Wilhelm von Leibniz
* 175 - Johannes Kepler
* 175 - Edmund Spenser
* 175 - Baruch Spinoza
* 174 - John Stuart Mill
* 171 - Blaise Pascal
* 170 - Michael Faraday
* 170 - George Friedrich Händel
* 170 - Antoine Lavoisier
* 170 - Martin Luther
* 165 - Galileo Galilei
* 165 - Charlotte Bronte'
* 165 - Johann Sebastian Bach
* 165 - Thomas Hobbes
* 165 - Carl von Linné
* 165 - John Locke
* 165 - Joseph Priestley
* 165 - Ludwig van Beethoven
* 165 - Samuel Johnson
* 162 - Rene' Descartes
* 162 - Madame De Stael
* 160 - Albert Einstein
* 160 - Robert Boyle
* 160 - Benjamin Franklin
* 159 - Immanuel Kant
* 156 - Linus Carl Pauling
* 156 - Sofia Kovalevskaya
* 156 - Thomas Chatterton
* 156 - Olof Palme
* 155 - Rembrandt van Rijn
* 155 - Miguel de Cervantes
* 155 - Jonathan Swift
* 153 - Charles Darwin
* 153 - Wolfgang Amadeus Mozart
* 150 - George Eliot (Mary Ann Evans)
* 150 - Nicolaus Copernicus
* 150 - Abraham Lincoln
* 145 - Napoleon Bonaparte
* 145 - Anna Lindh
* 143 - George Sand (Aurore Dupin)
* 140 - George Washington
* 130 - Ulysses S. Grant
* 130 - Sir Francis Drake
Hmmmmmmmmmm......
Food for thought.
bishoplogan - I would keep the INT x 10 = IQ rule for one simple reason: our notable heroes do fit in with these memorable characters and personages of ages past.
In other words - context is everything. Esp in RPGs.
:thumbup:
Justice
09-23-2008, 03:13 AM
Entry two from above - Bouncer Christopher Michael Langan - I heartily believe is Doc Savage!!! ;)
Here's his Wiki link: http://en.wikipedia.org/wiki/Christopher_Michael_Langan
I think you'd like this guy, Chim.
AnotherSKip
09-23-2008, 10:32 AM
According to whom? I may be mistaken, but that isn't actually specified. If you work with the frequency distribution of 3d6 to approximate a normal distribution, 18 - 19 isn't nearly that high. IQ has a mean of 100 and a standard deviation of 15, putting the vast majority of the population between 85 and 115. At present, IQs between 120 and 129 are termed "superior" and 130 and up are considered "very superior" (this used to be the "genius" threshold, but not longer. Anyhow, 130 is two standard deviations above the mean and ranks one in the 98th percentile. 135 puts one in the 99th percentile, 140 at 99.8 and 145 (z-score of +3, or 3 standard deviations above the mean) at 99.9.
Actually two things, dnd1st had Ix10= IQ
and how does the % scale match up with 215 IQ (The Highest recorded)
Chimaera
09-23-2008, 10:43 AM
Those estimates are off by a more modern scale, Justice, at least those last ones are. Once upon a time, the scale was such that 145 was "genius". It has since been re-scaled, so that point is at 130 now. The actual number isn't relevant, in a sense, but rather the position on the curve.
AnotherSkip -- I don't have my tables on-hand, but I did in fact (yes, I know, ubergeek) plot out IQ-equivalents for scores. I'm getting my crap sorted out to possibly run a game, so when I get it together, I'll be posting the details of the modified system here, including benchmarks.
Chimaera
09-23-2008, 10:45 AM
Entry two from above - Bouncer Christopher Michael Langan - I heartily believe is Doc Savage!!! ;)
Here's his Wiki link: http://en.wikipedia.org/wiki/Christopher_Michael_Langan
I think you'd like this guy, Chim.
I'll check him out. I notice he's a proponent of ID -- I wonder if he's gotten around the Bayesian issues there or if he's refined Dembski's rather poor plausibility argument into something a little more rigourous.
DSumner
09-25-2008, 06:11 AM
The Brotherhood of Evil
http://images.wikia.com/marvel_dc/images/3/3c/Brotherhood_of_Evil_1.jpg
The Brain
Identity: ?
Side: New Brotherhood of Evil Sex: Male
Age: ? Level:
Training:
Powers:
1. Life Support:
2. Heightened Intelligence (B): +25
3. Heightened Charisma (A): +10
4. Willpower (A): PR=1 per hour when used as a defense.
5. Psychosis: Megalomania:
Monsieur Mallah
Identity: Mallah
Side: New Brotherhood of Evil Sex: Male
Age: ? Level:
Training:
Powers:
1. Ape Powers:
a) Speed Bonus:
b) Heightened Strength: +15
c) Heightened Agility: +12
d) Increased weight: 3x normal weight
3) Natural Weaponry: +2 to hit, +4 damage
2. Heightened Intelligence (B): +15
3. Heightened Expertise: w/firearms: +2 to hit, +4 damage (he's good, but he's no Deadshot)
DSumner
09-25-2008, 06:12 AM
Phobia:
http://media.comicvine.com/uploads/0/77/159300-91659-phobia_super.jpg
Identity: Angela Hawkins
Side: New Brotherhood of Evil Sex:Female
Age: ? Level: 7
Training: Endurance
Powers:
1. Mind Scan: Only to determine her victim's greatest fear.
2. Illusions (A): Visual and audible components, PR=2 per illusion per turn, one action per turn to maintain. Movement only to alter illusions. She's limited in that she can only manifest images of her victim's greatest fear. Carrier attack for Emotion Control - Fear. She scans her victim's mind to determine their greatest fear, then projects realistic illusions, of that fear, into their mind. The victim see's his/her greatest fear, and panics.
4. Psychosis: Sadist
Weight: 130 lbs. Basic Hits: 3
Agility Mod: - Strength: 9
Endurance: 10 Agility: 10
Intelligence: 14 Charisma: 16
Reactions from Good: -2 Evil: +2
Hit Points: (3) Damage Mod.: -
Healing Rate: 0.25 Accuracy: -
Power: (43) Carrying Capacity: 130 lbs.
Basic HTH Damage: 1d3 Movement Rates: 29” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: Inventing: 42%
Legal Status: UK citizen, with an extensive criminal record
Origin/Background: Angela Hawkins III grew up a spoiled British aristocrat, and at an early age she discovered that she was a mutant with the ability to cause unreasoning fear in others. Lacking any moral sensibilities, she used her powers to make sure her every whim was fulfilled. She grew bored with life, and jumped at the chance to join the Brotherhood of Evil when the Brain came asking for her help.
Combat Tactics/M.O.:
Personality/Character Traits: Phobia is a sadist. She becomes sexually aroused by the fear and anguish she inflicts on her victims.
DSumner
09-25-2008, 06:13 AM
Warp
http://rapsheet.co.uk/Images/Characters/Warp.jpg
Identity: Emil LaSalle
Side: Evil Sex: Male
Age: ? Level: 7
Training: Endurance
Powers:
1. Flight: 168 MPH max flight speed, PR=1 per hour
2. Teleportation: Portals: Base power x 1000", PR=8* (see below).
3. Heightened Expertise: +4 to hit w/Teleporation when used as an attack against an unwilling target
4. Weakness: Use of his Teleportation power is extremely tiring; 2x normal PR cost.
Weight: 170 lbs. Basic Hits: 4
Agility Mod: - Strength: 12
Endurance: 14 Agility: 12
Intelligence: 12 Charisma: 10
Reactions from Good: - Evil: -
Hit Points: (10) Damage Mod.: +1
Healing Rate: 0.3 Accuracy: +1
Power: (50) Carrying Capacity: 385 lbs.
Basic HTH Damage: 1d6 Movement Rates: 40” ground, 168 MPH max flight speed
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 8.4 Inventing: 36%
Legal Status: French citizen, with an extensive criminal record
Origin/Background: Driven by hatred, Frenchman Emil LaSalle is a dangerous enemy with the extraordinary ability to teleport himself anywhere in the world. For unknown reasons, he nursed a grudge against Madame Rouge, even joining the New Brotherhood of Evil to help them track down Rouge after she betrayed their organization. Following Rouge’s death Warp remained with the organization.
Combat Tactics/M.O.: Warp's preferred tactic is to open one of his warp portals directly under, or beside a target, and teleport them to away, preferably to a much less friendly environment (underwater, into a space, etc.).
Personality/Character Traits:
DSumner
09-25-2008, 06:14 AM
Plasmus
http://media.comicvine.com/uploads/0/229/97789-54292-plasmus.jpg
Identity: Otto Von Furth
Side: New Brotherhood of Evil Sex: Male
Age:? Level: 7
Training: Accuracy
Powers:
1. Chemical Power: Corrosive Touch: R=Touch, 2d8 damage, target is affected as though they were hit by a Disintegration Ray attack.
2. Non-corporealness: Plasmus' body is a semi-solid like substance that's capable of passing through small openings, holes, etc. When he chooses to do so, solid objects, such as bullets, etc. may pass harmlessly through him. PR=4 per hour.
3. Heightened Strength: +10
4. Reduced Agility: -4
Weight: 205 lbs. Basic Hits: 5
Agility Mod: - Strength: 21
Endurance: 14 Agility: 9
Intelligence: 10 Charisma: 9
Reactions from Good: - Evil: -
Hit Points: (13) Damage Mod.: -
Healing Rate: 0.3 Accuracy: -
Power: (54) Carrying Capacity: 1066 lbs.
Basic HTH Damage: 1d10 Movement Rates: 44” ground
Detect Hidden: 8% Detect Danger: 12%
Inventing Points: 7 Inventing: 30%
Legal Status: German national, with an extensive criminal record.
Origin/Background: While excavating deadly radium, miner Otto Von Furth was trapped in a cave for seven days. During this time he was exposed to lethal levels of radiation, which killed his co-workers and left Von Furth highly radioactive. While recovering in hospital, Von Furth was kidnapped by ex-nazi scientist General Zahl, whose cruel experiments mutated the mineworker into a blob-like, protoplasmic monster with a deadly disintegrating touch.
Dubbed “Plasmus”, Von Furth joined Zahl in a villainous team known as the Brotherhood Of Evil.
DSumner
09-25-2008, 06:14 AM
Houngan
http://rapsheet.co.uk/Images/Characters/Houngan.jpg
Identity: Jean-Louis Droo
Side: New Brotherhood of Evil Sex: Male
Age: ? Level: 6
Training: Accuracy
Powers:
1. Heightened Intelligence (A): +8
2. Special Weapon: Voodoo Fetish: +3 to hit, R=200". Attacks as Emotion Control. Charges. A success hit inflicts excruciating pain on victim, draining 3d6 power, and all of the victim's actions suffer a -4 (20%) penalty for 1d6 hours. Power drain is cumulative, -4 actions is a one time penalty.
3. Special Requirement: Houngan's Voodoo Fetish requires the DNA of the victim from a sample of blood, skin, or hair to work properly.
Origin/Background: Jean-Louis Droo, Haitian-born but schooled in America., worked as a computer scientist for a large Silicon Valley computer company until the news of his father's impending death brought the young scientist back to the land of his birth. Once home, Droo found modem medicine was unable to aid his father and that the only hope was a local "houngan"-a voodoo master.
Droo watched in fascination as the houngan completely cured his father's illness. Soon Droo became a virtual voodoo fanatic, devoting every waking hour to learning all there was to know about this most ancient art.
Within two years Droo became a voodoo master, but unlike his teachers, Droo merged the ancient voodoo rituals with modem computer science. Today Droo, who now calls himself Houngan, uses an electronic needle-stylus and a computerized voodoo doll to create terrors the old voodoo houngans could never have imagined.
Combat Tactics/M.O.: Houngan is not a physical fighter, preferring to use his science and sorcery to overcome his victims.
Personality/Character Traits:
DSumner
09-25-2008, 06:15 AM
Gemini
http://www.comicbookreligion.com/img/g/Gemini_De_Mille.jpg
Identity: Gemini De Mille
Side: New Brotherhood of Evil Sex: Male
Age: ? Level: 3
Training: Endurance
Powers:
1. Transformation: Shape Change: Gemini can reconfigure her body to resemble any person or animal of her choosing. When she morphs into a different animal shape, she also adopts the physical capabilities specific to each animal, including enhanced strength, flight, etc. In addition to her shape shifting powers, Gemini can also perfectly mimic the voice of anyone, who's shape she's taken.
2. Stretching:
3. Vulnerability: 2x damage from fire
Origin/Background: Gemini de Mille is the daughter of the villain Madame Rouge, she's seeking revenge on her mother's killer, Beast Boy/Changling of the Teen Titans. Following in her mother's footstep's, she's become a member of the Brotherhood of Evil.
Combat Tactics/M.O.:
Personality/Character Traits:
DSumner
09-25-2008, 06:17 AM
Owl Man
http://rapsheet.co.uk/Images/Gallery/Owlman2.jpg
Identity: Thomas Wayne Jr.
Side: Crime Syndicate/Evil Sex: Male
Age: ? Level: 10
Training: Accuracy
Powers:
1. Heightened Defense: -4 to be hit
2. Heightened Intelligence (A): +10
3. Natural Weaponry (Martial Arts): +2 to hit, +4 damage
4. Heightened Agility (A): +8
5. Heightened Endurance (A): +10
6. Special Requirement: Owlman uses performance enhancing drugs to boost his intelligence and keep his mind working at peak efficiency .
Inventions:
1. Armored bodysuit: Provides him with 5 points invulnerability
2. Claws: +3 to hit, +6 damage
3. Razorrangs: +2 to hit, HTH+3 damage, R=AGLx2
4. Glider Cape: Acts as a limited version of flight, allows him to glide Ax3" per turn.
Weight: 200 lbs. Basic Hits: 4
Agility Mod: - Strength: 18
Endurance: 18 Agility: 21
Intelligence: 23 Charisma: 18
Reactions from Good: -3 Evil: +3
Hit Points: (43) Damage Mod.: +4 (+6 HTH)
Healing Rate: 0.5 Accuracy: +6 (2 levels training)
Power: (70) Carrying Capacity: 763 lbs.
Basic HTH Damage: 1d8 Movement Rates: 56” ground; 63” air (gliding)
Detect Hidden: 16% Detect Danger: 20%
Inventing Points: 19.3 Inventing: 69%
Origin and Background: Thomas Wayne Jr. is the son of Gotham City PD’s Commissioner Wayne. A policeman murdered his mother and brother Bruce when Thomas Jr. refused to accompany him for questioning. Thomas Jr. escaped the crime scene with the hoodlum Joe Chill, whom he considered his hero. Thomas Jr. blamed his father for the deaths of his mother and brother and seeks revenge on his father as well as working for Crime Boss Gordon as Owlman. He increased his own IQ with a drug-enhancer for his cerebral cortex and has a range of technological and physical skills.
Combat Tactics/M.O.:
Personality/Character Traits:
DSumner
09-25-2008, 06:19 AM
Ravager I
http://rapsheet.co.uk/Images/Characters/Ravager1.jpg
Identity: Grant Wilson
Side: Evil/ Agent of H.I.V.E. Sex: Male
Age: ? Level: 1
Training: Accuracy
Powers:
1. Heightened Agility (B): +10
2. Heightened Endurance (B): +10
3. Heightened Strength (B): +10
4. Natural Weaponry (Martial Arts Training): +1 to hit, +2 damage
5. Heightened Expertise: w/firearms and explosives
6. Low Self Control: Ravager’s powers are to much for his body to handle, and eventually kill him. Every turn that Ravager expends more than 10 Power, he’ll take 1 HP worth of damage.
Weapons:
1. Assault Rifle: +4 to hit, 1d10 damage, R=200"
2. Automatic Pistol: +3 to hit, 1d8 damage, R=120"
3. Sword: +2 to hit, HTH + 1d8 damage
Weight: 180 lbs. Basic Hits: 4
Agility Mod: - Strength: 26
Endurance: 23 Agility: 22
Intelligence: 10 Charisma: 12
Reactions from Good: - Evil: -
Hit Points: (53) Damage Mod.: +2
Healing Rate: 0.7 Accuracy: +4
Power: (81) Carrying Capacity: 1,789 lbs.
Basic HTH Damage: 1d Movement Rates: 62” ground
Detect Hidden: 8% Detect Danger: 12%
Inventing Points: 1 Inventing: 30%
Origin/Background: Grant Wilson is the son of Slade Wilson (Deathstroke: The Terminator) and Adeline Kane Wilson. The couple met while in service in the United States Army (Adeline had been Slade's instructor in guerrilla warfare). Sparks ignited immediately between the two, and they quickly fell in love and wed. Shortly thereafter, Adeline gave birth to a son, Grant and later Joseph Wilson.
When Grant became a young man, he moved to New York City's East Village, where he fell in with the H.I.V.E. It was Grant's apartment that Starfire crashed into as she escaped her Gordanian captors. His apartment suffered even more damage as the New Teen Titans entered the scene. Grant demanded compensation for damages, but was refused. A bitter and angry man to begin with, Grant's rage toward the Titans festered. The H.I.V.E. offered to amplify Grant's natural abilities artificially and sent him after the Titans. Grant received powers and a costume reminiscent of his father's and named himself the Ravager.
Ravager eventually died in his father's arms, as his powers proved too taxing for his body.
DSumner
09-25-2008, 06:23 AM
Black Bison
http://rapsheet.co.uk/Images/Characters/BlackBison.jpg
Identity: John Ravenhair
Side: Evil Sex: Male
Age: ? Level: 5
Training: Accuracy
Powers:
1. Transformation Device (Magic Talisman): Power Activation: Allows him to transform into Black Bison
2. Magical Spells Device: Staff:
a) Animate Objects:
b) Wind Storm: Attacks as Force Field
c) Cloud Burst: Attacks as Weather Control:
3. Willpower (A): PR=1 per hour for use as a defense.
Weight: 180 lbs. Basic Hits: 4
Agility Mod: - Strength: 16
Endurance: 16 Agility: 16
Intelligence: 14 Charisma: 14
Reactions from Good: -2 Evil: +2
Hit Points: (18) Damage Mod.: +1
Healing Rate: 0.4 Accuracy: +2
Power: (65) Carrying Capacity: 512 lbs.
Basic HTH Damage: 1d6 Movement Rates: 51” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: Inventing: 42%
Legal Status: US citizen, with an extensive criminal record
Origin/Background: John Ravenhair was given a talisman by his great-grandfather, who was once shaman of the legendary Bison Cult. When his great-grandfather was slain by muggers he found himself possessed by the old man's spirit. Now calling himself Black Bison he sent out to avenge social injustice perpetrated against Native Americans.
DSumner
08-27-2009, 09:52 PM
Silver Deer
Place Holder
DSumner
08-27-2009, 09:53 PM
Killer Frost
http://rapsheet.co.uk/Images/Characters/KillerFrost2.jpg
Identity: Dr. Louise Lincoln
Side: Evil Sex: Female
Age: ? Level: 5
Training: Damage
Powers:
1. Absorption: Heat:
2. Ice Powers: See pg. 13 for complete description
Origin/Background: Dr. Louise Lincoln is the second woman to be known as Killer Frost. Lincoln assumed the abilities and appearance of this frigid femme fatale from Dr. Crystal Frost, Lincoln’s friend and colleague. Years earlier, the shy physicist Frost was locked inside an experimental thermofrost chamber that altered her body chemistry and transformed her into a coolly confident super-villain able to generate intense cold. As Killer Frost, Crystal Frost sought revenge against male scientists she believed were prejudiced against women, including fellow physicist Martin Stein, one half of the super hero Firestorm and Frost’s past paramour.
Louise Lincoln, believing that her tortured friend deserved to live more than she did, transferred the powers of Killer Frost to herself, becoming the second Killer Frost.
DSumner
08-27-2009, 09:57 PM
Syonide
http://rapsheet.co.uk/Images/Characters/Syonide.jpg
Identity: ?
Side: Evil Sex: Female
Age: ? Level: 6
Training: Accuracy
Powers:
1. Special Weapon: Electro Whip: +3 to hit, HTH+1d12 electrical damage
2. Heightened Expertise: +2 to hit, +4 damage w/whips
3. Poison/Venom Device: Pistol: Fires one of two types of pellets:
a) Stun Pellets: Save vs. END on d100 or victim falls unconscious for 3d10 minutes.
b) Poison Rounds: Save vs. END on d100 or victim is effected as though they were hit with a Devitalyzation Ray attack.
Origin/Background: Tobias Whale hired an unnamed woman to take the identity of Syonide after Syonide I proved to be overly emotional and committed suicide.
Personality/Character Traits: The new Syonide is the polar opposite of her predecessor, cold-blooded and methodical; a perfect mercenary.
DSumner
08-27-2009, 09:58 PM
Cheshire
http://rapsheet.co.uk/Images/Characters/Cheshire.jpg
Identity: Jade Nguyen
Side: Evil Sex: female
Age: ? Level: 7
Training: Accuracy
Powers:
1. Natural Weaponry (Martial Arts): +2 to hit, +4 damage
2. Heightened Agility (A): +8
3. Heightened Defense: -4 to be hit
4. Poison/Venom: Poisoned fingernails; HTH is carrier attack for poison attack. a) Victim must save vs. END on d100 or is affected as though they were hit by a Paralysis Ray.
Weight: 120 lbs. Basic Hits: 3
Agility Mod: - Strength: 14
Endurance: 18 Agility: 21
Intelligence: 13 Charisma: 16
Reactions from Good: -2 Evil: +2
Hit Points: (19) Damage Mod.: +2
Healing Rate: 0.5 Accuracy: +4
Power: (66) Carrying Capacity: 273 lbs.
Basic HTH Damage: 1d6 Movement Rates: 53” ground
Detect Hidden: 10% Detect Danger: 14%
Inventing Points: 9.1 Inventing: 39%
Origin/Background: Born allegedly, to a French father and a Vietnamese mother, she had an unhappy childhood and was sold into slavery. The trauma of this made her psychotic, and paved her way into becoming one of the world's most ruthless mercenaries.
After killing her master, Jade was informally adopted by Chinese freedom fighter Weng Chan, who taught her all he knew about guerrilla fighting. She acquired a knowledge of poisons from Kruen Musenda, a famed African assassin known as the "Spitting Cobra" and to whom she married when she was just 16. Following Mussenda’s death, Jade became the successful hired killer Cheshire.
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.