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Very Hot Topic (More than 25 Replies) DC Villains for V&V (Read 28156 times)
dsumner
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DC Villains for V&V
Jun 2nd, 2009 at 8:58pm
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To make it easier to find stuff, I'm listing them in index.

Brotherhood of Evil

The Brain
Gemini
Houngan
Monsieur Mallah
Phobia
Plasmus
Warp

Court of Owls

Talon

Fearsome Five

Dr. Light
Gizmo
Jinx
Mammoth
Psimon
Shimmer

Injustice Unlimited/Injustice Gang

Artemis/Tigress
The Fiddler
Gambler
Gentleman Ghost
Harlequin II
Hazard
Icicle II
Rag Doll I
Shade
Solomon Grundy
The Dummy
The Wizard

The Killer Elite

Bolt
Chiller
Deadline
Deadshot
Merlyn

The Rogues
Captain Boomerang
Captain Cold
Pied Piper

Independent Villains

Black Bison
Black Manta
Blood Rose
Brainiac
Brimstone
Bolt
Chemo
Cheshire
Count Vertigo
Cupid
Darkseid
Death Angel
Deathstroke: The Terminator
Effigy
Fatality
Hector Hammond
Killer Frost II
Kobra & The Kobra Cult
Lady Shiva
Lady Vic
Lex Luthor
Lynx II
NKVDemon
Nox
Psycho Pirate II
Ravager I
Scarab II
Sensei
Shado
Shadow Pirate I
Shadow Pirate II
Silver Banshee
Silver Deer
Silver Swan
Sonar II
Sudden Death
Syonide
Talia al Ghul
« Last Edit: May 24th, 2020 at 12:47am by dsumner »  

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Re: DC characters for V&V
Reply #1 - Jun 3rd, 2009 at 11:35pm
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Funny, I am currently re reading the New Teen Titans.    I hated that he ended up killing Wintergreen.
  

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Re: DC characters for V&V
Reply #2 - Jun 5th, 2009 at 11:04am
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John wrote on Jun 3rd, 2009 at 11:35pm:
I hated that he ended up killing Wintergreen.


DC's completely changed the way Destroke acts. While he was a villain, he still had a certain moral code he followed, now his just another in a long line crazy killers. I much prefer his old personality to the new one.
  

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Re: DC characters for V&V
Reply #3 - Jun 5th, 2009 at 11:12am
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Deadline



Identity: Unknown
Side: Evil
Affiliation: The Killer Elite            
Sex: Male
Age: Unknown    
Level: 7
Training: Damage

Powers/Training:
1. Armor B: ADR=80 with the following functions:
a) Heightened Senses: IR Vision & Enhanced Hearing: 3x Detect Hidden.
b) Long Distance Radio
c)  Wrist Launcher:
i) Explosive Pellets: +2 to hit, 1d10 damage, R=AGLx3, 12 pellets.
ii) Gas Pellets: Attacks as Chemical Powers. Save vs E or fall asleep for 1d8 hours.
2. Heightened Endurance B: +12.
3. Heightened Agility B: +10.
4. Heightened Strength B: +6.
5. Heightened Expertise: +4 to hit with everything. 
6. Noncorporealness: PR=4 per hour.
7. Flight Device (Anti-Grav Discs): 150 MPH max flight speed. 15 hrs. max flight time.
8. body Power: Dense Skin: Provides 4 points Invulnerability per turn.
9. Invention: Plasma Rifle: +2 to hit, Attacks as Power Blast, 1d20 damage, R=AGLx2, 16 charges.
10. Invention: Cadmium Knife: +1 to hit, HTH+1d2 damage. Ignores the SR of matter up to SR 12.
11. +2 Accuracy from training.

Weapons:
Automatic Pistol: +3 to hit, 1d8 damage, R=Ax6, 15 shot magazine.

Weight: 205 lbs.
Basic Hits: 5
Agility Mod: -                      
Strength: 19
Endurance: 21                     
Agility: 21
Intelligence: 12                   
Charisma: 16
Reactions from Good: -2 / Evil: +2
Hit Mods: 8.6944
Hit Points: 43
Healing Rate: 3.0      
Power: 73
Damage Mod.: +2
Accuracy: +5 (+2) from training.
Carrying Capacity: 939 lbs.
Basic HTH Damage: 1d8      
Movement Rates: 61” ground; 105 (462") mph flight
Detect Hidden: 30%             
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.

Combat Tactics/M.O.: Deadline prefers to use his flight discs to cover large distances, and get close to a target, using his Non-Corporalness to protect himself from attacks. Once he's in close he'll use one of his various weapons to soften up a target before finishing them off, at close range with either his pistol or knife.

Personality/Character Traits: Ruthless, and greedy.
« Last Edit: Aug 20th, 2023 at 8:26pm by dsumner »  

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Re: DC characters for V&V
Reply #4 - Jun 5th, 2009 at 11:15am
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Lady Vic



Identity: Lady Elaine Marsh-Morton
Side: Evil      
Affiliation: Former member of Tartarus        
Sex: Female
Age: Unknown
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 HTH damage.
5. Heightened Defense: -4 to be hit while conscious and mobile.
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=AGLx4 (72")

Weight: 120 lbs.                   
Basic Hits: 3
Agility Mod: -                   
Strength: 16
Endurance: 19                   
Agility: 18
Intelligence: 14                   
Charisma: 16
Reactions from Good: -2/Evil: +2
Hit Mods.: (1.4)(2.2)(1.1)(1.9) = 6.4372
Hit Points: 19
Healing Rate: 1.5
Power: 57                   
Damage Mod.: +2
Accuracy: +3
Carrying Capacity: 390 lbs.
Basic HTH Damage: 1d6             
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 do 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.
« Last Edit: Aug 20th, 2023 at 8:28pm by dsumner »  

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Re: DC characters for V&V
Reply #5 - Jun 5th, 2009 at 11:20am
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Ravager I



Identity: Grant Wilson
Side: Evil
Affiliation: 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: +4 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 5 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 Mods:. ()()()() =
Hit Points: 53                   
Healing Rate: 2.8
Power: 81
Damage Mod.: +2
Accuracy: +4
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.
« Last Edit: May 24th, 2020 at 12:30am by dsumner »  

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Re: DC characters for V&V
Reply #6 - Jun 9th, 2009 at 10:51pm
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So, any comments on the actual write-ups? I'd really like to hear some feedback on Deathstroke. And remember, it's supposed to portray him as he first appeared, way back in New Teen Titans #1.
  

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Re: DC characters for V&V
Reply #7 - Jun 9th, 2009 at 10:59pm
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Cheshire



Identity: Jade Nguyen
Side: Evil         
Sex: Female
Age: Unknown
Level: 9
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 while conscious and mobile.
4. Poison/Venom: Poisoned fingernails: HTH is carrier attack for poison attack. 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 Mod.:
Hit Points: 19
Healing Rate: 1.5
Power: 66                         
Damage Mod.: +2
Accuracy: +4
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.
« Last Edit: Jun 27th, 2023 at 10:10pm by dsumner »  

Cheshire.pdf ( 84 KB | 31 Downloads )

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Re: DC characters for V&V
Reply #8 - Jun 10th, 2009 at 6:54pm
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I don't know who Lady Vic is.  What comics is she from?


And I love that Chesire.  Spot on.
  

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Re: DC characters for V&V
Reply #9 - Jun 10th, 2009 at 6:57pm
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John wrote on Jun 10th, 2009 at 6:54pm:
I don't know who Lady Vic is.  What comics is she from?


She's a long time foe of Night Wing.
« Last Edit: Jun 10th, 2009 at 6:59pm by dsumner »  

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Re: DC characters for V&V
Reply #10 - Jun 10th, 2009 at 6:58pm
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dsumner wrote on Jun 10th, 2009 at 6:57pm:
John wrote on Jun 10th, 2009 at 6:54pm:
I don't know who Lady Vic is.  What comics is she from?


He's a long time foe of Night Wing. 


He has very impressive chest muscles!
  

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Re: DC characters for V&V
Reply #11 - Jun 10th, 2009 at 6:59pm
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John wrote on Jun 10th, 2009 at 6:58pm:
"He" has very impressive chest muscles!


Corrected now.
  

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Re: DC characters for V&V
Reply #12 - Jun 10th, 2009 at 7:37pm
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dsumner wrote on Jun 10th, 2009 at 6:59pm:
John wrote on Jun 10th, 2009 at 6:58pm:
"He" has very impressive chest muscles!


Corrected now.


I was just teasing. Cheesy
  

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Re: DC characters for V&V
Reply #13 - Jun 10th, 2009 at 7:43pm
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John wrote on Jun 10th, 2009 at 7:37pm:
I was just teasing. Cheesy


I know, but I still wanted it fixed. Embarrassed
  

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Re: DC characters for V&V
Reply #14 - Jun 10th, 2009 at 9:40pm
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I thought it was some clever superpower used to distract the average male superhero. Cheesy
  

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Re: DC characters for V&V
Reply #15 - Jun 10th, 2009 at 9:46pm
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I actually had a Telepathic, shape-changing, Hermaphrodite assassin called Ecstasy. I used "her" in a couple of M&M games. Lets just say it made for some interesting situations.  Cheesy
  

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Re: DC characters for V&V
Reply #16 - Jun 10th, 2009 at 9:47pm
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I had a character called the Engima, a NPC.  It was a female cop that would transform into a male superhero.  She had power activation and no one could figure out her idendity.
  

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Re: DC characters for V&V
Reply #17 - Jun 10th, 2009 at 9:58pm
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Ecstasy was an Psychic Vampire, with telepathy, and a limited shape changing ability. "She" could use her abilities to determine someone's greatest sexual desire, and use it to get close to them. She'd then absorb there their psychic energies. She'd literally love you to death.
  

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Re: DC characters for V&V
Reply #18 - Jul 5th, 2009 at 10:07pm
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I'll start posting info on the Brotherhood of Evil over the next few days. I'm still tinkering with their final stats, and trying to find some decent artwork to go along with the write-ups. First up should be The Brain.
  

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Re: DC characters for V&V
Reply #19 - Jul 10th, 2009 at 6:36pm
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The Brain



Identity: Unknown
Aliases: None
Sex: Male
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: France
Base of Operations: Mobile
Side: Evil
Affiliation: The New Brotherhood of Evil
Known Associates: Monsieur Mallah
Known Grudges: The Chief/The Doom Patrol, Teen Titans
Level: 15
Training: Intelligence

Powers:
1. Robotic Body: 10% human appearance. Provides no Movement; no Carrying Capacity; no HTH ability or strength bonus. The body is composed of a SR=8 metal, and has an ADR=60. 
a) Life Support Device: Artificial containment system.
2. Heightened Intelligence B: +18.
3. Heightened Charisma A: +10.
4. Willpower A: PR=1 per turn, or when used as a defense.
5. Invention: Force Field: 1 charge per 2 points of damage blocked. 20 charges.
6. Invention: Wide Area Stun Blast: Anyone within the affected area is treated as as though they were struck with a Paralysis Ray attack. Radius = 10", PR=15.
7. Physical Handicap: The Brain is a bodiless brain encased in an artificial containment system. Without his life support systems his brain would die.

Weight: 105 lbs.
Basic Hits: 3
Agility Mod: -
Strength: 0
Endurance: 10
Agility: 0
Intelligence: 32
Charisma: 21
Reactions from Good: -4 / Evil: +4
Hit Mods: 0.034
Hit Points: 1
Healing Rate: 0.75
Power: 42
Damage Mod.: -
Accuracy: -8
Carrying Capacity: 0 lbs.
Basic HTH Damage: 0
Movement Rates: 0” ground
Detect Hidden: 22%
Detect Danger: 26%
Inventing Points: 46
Inventing: 96%
Legal Status: French citizen, with an extensive criminal record.
Knowledge Areas: Sciences and Medicine.

Origin/Background: As a scientist, the man who would one day become known as the Brain experimented on animals to raise their intelligence. One of his experiments was on a gorilla he captured and experimented on, raising its I.Q. to the genius-level of 178. He named the gorilla Monsieur Mallah and educated him for almost a decade before making him his personal assistant.

His colleague, Niles Caulder grew jealous of his work and arranged for the scientist to get caught in an explosion, which destroyed the scientist's body. Only the brain survived, and Caulder planned on putting his brain in a robot body. Mallah rescued the scientist, taking his brain and transferring it to a computer network that kept it functioning. Now known simply as the Brain, the scientist and Mallah gathered together the criminal organization known as the Brotherhood of Evil in hopes of conquering the world and getting revenge on Caulder.

Combat Tactics/M.O.: The Brain stays out of direct combat, orchestrating events from behind the scenes, the few times he's been forced into combat, he's had an escape plan to rapidly extract himself from the situation. 

Personality/Character Traits: A cold calculating sociopath with no empathy for the victims of his experiments.

Note: Over the years, the Brain has constructed/invented a wide variety of weapons and defense systems to include Lasers, Power Blasters, Force Fields, Electrification Fields, Stun Beams (Paralysis Ray), Power Dampers, and more. GM s should use their imagination and get creative.
« Last Edit: Aug 20th, 2023 at 9:16pm by dsumner »  

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Re: DC characters for V&V
Reply #20 - Jul 10th, 2009 at 7:17pm
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Wouldn't the Brain have the weakness Physical handicaped; no body.  This leads to no movement rate, no carrying and no HTH?
  

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Re: DC characters for V&V
Reply #21 - Jul 10th, 2009 at 7:36pm
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John wrote on Jul 10th, 2009 at 7:17pm:
Wouldn't the Brain have the weakness Physical handicaped; no body.  This leads to no movement rate, no carrying and no HTH?


I thought about that, and also thought about giving him Robotic Body (with life support as it's special ability). I may make some modifications to him later.
  

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Re: DC characters for V&V
Reply #22 - Jul 10th, 2009 at 7:57pm
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And would Monsieur Mallah be The Brain's Pet?
  

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Re: DC characters for V&V
Reply #23 - Jul 10th, 2009 at 8:01pm
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John wrote on Jul 10th, 2009 at 7:57pm:
And would Monsieur Mallah be The Brain's Pet?


Nope, I made him a completely separate character, and he's up next. Just as soon as I get finished with my revised Brain write-up.
  

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Re: DC characters for V&V
Reply #24 - Jul 10th, 2009 at 9:52pm
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Nice Brain!
Thanks for posting it.
  
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dsumner
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Re: DC characters for V&V
Reply #25 - Jul 11th, 2009 at 5:18am
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Taking John's suggestions, I've posted a revised version of The Brain.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: DC characters for V&V
Reply #26 - Jul 11th, 2009 at 10:09pm
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Monsieur Mallah



Identity: Mallah
Aliases: None
Sex: Male
Age: Unknown
Martial Status: N/A
Known Relatives: N/A  
Place of Birth: Unknown
Side: Evil
Affiliation: New Brotherhood of Evil   
Base of Operations: Mobile
Known Associates: The Brain
Known Grudges: Superman                           
Level: 11
Training: Accuracy

Powers:
1. Ape Powers:
a) Speed Bonus: +30" ground movement.
b) Heightened Strength: +10.
c) Heightened Agility: +12.
d) Increased weight: 3 x normal weight.
e) Natural Weaponry: +2 to hit, +4 damage.
2. Heightened Intelligence B: +13.
3. Heightened Expertise: +4 to hit w/firearms (he's good, but he's no Deadshot)

Weapons:
1. Sub-machinegun: +3 to hit (+1 per bullet), 1d12 damage (-1 per bullet), R=Ax8

Weight: 800lbs.                  
Basic Hits: 16
Agility Mod: -4                     
Strength: 23
Endurance: 18                     
Agility: 21
Intelligence: 18                   
Charisma: 10
Reactions from Good: - / Evil: -
Hit Mods.:
Hit Points: 153 
Healing Rate: 8 
Power: 87                   
Damage Mod.: +3
Accuracy: +4
Carrying Capacity: 5, 587 lbs.
Basic HTH Damage: 2d8      
Movement Rates:  99” ground
Detect Hidden: 14%             
Detect Danger: 18%
Inventing Points: 19.8            
Inventing: 54%

Background/Origin: Ten Years before his own death, a French scientist, whose name remains unrevealed, experimented upon a large gorilla that was stronger and more agile than most others of it’s species. Through a constant combination of secret teaching methods, shock treatments and other experimental methods, the gorilla’s I.Q. was raised to178. The gorilla learned to speak English and French, among other languages and took the name Monsieur Mallah.

Combat Tactics/M.O.:

Personality/Character Traits: Mallah fiercely loyal to the Brain.
« Last Edit: Feb 10th, 2017 at 8:25pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: DC characters for V&V
Reply #27 - Jul 21st, 2009 at 5:31pm
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Brainiac



Identity: Brainiac 
Aliases: None
Sex: Male                           
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Colu
Base of Operations: Brianiac's Skull Ship
Side: Evil
Affiliation: None
Known Associates: None
Known Grudges: Superman                        
Level: 22                              
Training: Damage

Powers:
1.Robotic Body: 60% human appearance; Weight Factor 2; Heightened Strength: +30; 100% 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 1d20 to gain control, plus save vs. Agility on 1d20 to avoid mishap every time an attempt is made to make the device do something (this can be ignored if he becomes skilled in controlling that particular device). Range of control = 2xE, and each use of the controlled device may cost movement or an action (GM's option).
2. Computer Intellect (2x Heightened Intelligence): +60.
3. Willpower A: PR=1 per turn, or when used as a defense.
4. Disintegration Ray: R=50", PR=2, 1d20 damage.
5. Vehicle: Skull Ship: See Below.
6. Weakness Detection: R=1".
7. Psionics: 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 beings should bow down to its supreme intelligence.

Weight: 400 lbs.            
Basic Hits: 8
Agility Mod: -                         
Strength: 50
Endurance: 28                 
Agility: 23
Intelligence: 80                        
Charisma: 28
Reactions from Good: -5 / Evil: +5
Hit Mods.: (3.6)(3.4)(3.3)(2.2) = 88.8624
Hit Points: 711
Power: 181
Healing Rate: 6.4               
Damage Mod.: +13
Accuracy: +4
Carrying Capacity: 25,460 lbs.
Basic HTH Damage: 3d10   
Movement Rates: 89” ground
Detect Hidden: 54%          
Detect Danger: 58%
Inventing Points: 176           
Inventing: 240%

Origin/Background: Vril Dox was once a scientist on the planet Colu. Because of his genius, Dox was allowed to serve the planet's computerized tyrants. Attempting to overthrow the tyrants and rule Colu himself, Dox had invented a teleporter. Discovering his plan, the tyrants used the teleporter on Dox, apparently killing him. Dox's mind survived and traveled thousands of light years to earth. Using his vast telepathic and psychokinetic powers, Dox possessed the body of a sideshow mentalist called the Amazing Brainiac (Milton Fine) to become the power hungry villain known as Brainiac. Only Superman has stood in the way of Brainiac’s many ingenious schemes.

Combat Tactics/M.O.:

Personality/Character Traits: Cold, mechanical, and machine like, Brainiac seeks to conquer the Earth and destroy Superman. His eventual goal is the assimilation of all knowledge. His obsession with knowledge has led him to shrink down many cities to bottle size for transportation on his Skull Ship, including Kandor on Krypton.
« Last Edit: May 22nd, 2020 at 11:48pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: DC characters for V&V
Reply #28 - Jul 21st, 2009 at 5:33pm
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Bolt



Identity:Lawrence "Larry" Peter Bolatinsky
Side: Evil               
Affiliation: Killer Elite   
Sex: Male
Age: ?                  
Level: 5
Training: Accuracy

Powers:
1. Flight Device (Costume): 225 MPH max flight speed. 1 charge per hour of flight. 6 hour max flight time.
2. Teleportation Device (Costume): 10 charges. R=current charges x 100. PR=1 charge per teleport. 
3. Lighting Bolts Device (Costume): Attacks as Electrical Control: 2d8 damage, R=32", 1 charge per an attack. 16 charges.
4. Heightened Expertise: +4 to hit w/Lighting Bolt Device; +2 damage (training bonus).

Weight: 220 lbs.                  
Basic Hits: 4
Agility Mod: –                  
Strength: 14
Endurance: 14                  
Agility: 16
Intelligence: 13                  
Charisma: 14
Reactions from Good: -1/Evil: +1
Hit Mods: 2.112                  
Hit Points:  8
Healing Rate:  1.2
Power: 57                  
Damage Mod.: +1            
Accuracy: +2                              
Carrying Capacity: 456 lbs.      
Basic HTH Damage: 1d6
Movement Rates: 53” ground, 225 mph flight
Detect Hidden: 10%            
Detect Danger: 14%
Inventing Points: 9.1            
Inventing: 42%

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: 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.

Notes: Bolt is the father of the Terror Titan Dreadbolt.
« Last Edit: Mar 10th, 2021 at 4:34pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: DC characters for V&V
Reply #29 - Jul 21st, 2009 at 5:51pm
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SHADOW THIEF



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): Range = 48 inches, maximum area of effect is a sphere with a 16" radius. Creating or reshaping the area of darkness requires one charge, and an action per round to maintain the effect. The device has 22 charges.
4. Non-Corporealness Device (Shadow Field Generator): 1 charge per hour to maintain "shadow form".
5. Heightened Agility A: +12.

Weapons:
1. Katana: +2 to hit, HTH+1d6 damage
2. Shurikens: +3 to hit, HTH+1 damage, R = AGL (23")

Weight: 170 lbs.                      
Basic Hits: 4
Agility Mod: -                           
Strength: 16
Endurance: 16                        
Agility: 26
Intelligence: 13                        
Charisma: 12
Reactions from Good: -1 / Evil: +1
Hit Mods.:
Hit Points: 28                         
Healing Rate: 1.6
Power: 71      
Damage Mod.: +3
Accuracy: +4
Carrying Capacity:  484 lbs.
Basic HTH Damage: 1d8         
Movement Rates: 58” ground
Detect Hidden: 10%               
Detect Danger: 14%
Inventing Points: 7.8               
Inventing: 39%

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.

Combat Tactics/M.O.:

Personality/Character Traits: Sand's is a thief with no concern for the welfare of anyone he doesn’t see in the mirror in the morning, He's reserved, generally antisocial, and intensely private. Sands’ long-term exposure to the energies of the Dimensiometer has affected his mind and weakened his grasp on reality, to the extent that he sometimes engages in long conversations with the inanimate Dimensiometer itself.
« Last Edit: Feb 10th, 2017 at 9:00pm by dsumner »  

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Re: DC characters for V&V
Reply #30 - Jul 21st, 2009 at 6:53pm
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Nice Brainiac. I wish I knew the other two guys better.
  
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Re: DC characters for V&V
Reply #31 - Jul 22nd, 2009 at 9:49am
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Doctor Foom wrote on Jul 21st, 2009 at 6:53pm:
Nice Brainiac. I wish I knew the other two guys better.


I'm still working on Brainiac's stats, as he's supposed to have Super level strength, and his body is pretty resistant to harm. So he may either end up with some form of invulnerability, or I'll give the metal he's constructed out of a high Structural Rating. I also need to work on the stats for his skull ship.
  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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Re: DC characters for V&V
Reply #32 - Jul 22nd, 2009 at 10:50am
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The Doom Patrol villains are great! If you have more, please post em!
  
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Re: DC characters for V&V
Reply #33 - Jul 22nd, 2009 at 8:32pm
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Effigy



Identity: Martyn Van Wyck
Side: Evil                        
Sex: Male
Age: Unknown
Level: 5
Training: Damage

Powers:
1. 2x Flame Powers (B): PR=3 to activate; attack does 2d12 damage, R = S+ E", PR=3; maximum speed is MPH, PR=1 per hour of flight.
2. Adaption: PR=1 per hour.
3. Illusions (B): Flame based energy constructs (Creation Points = Current Power x 2 ). R=Ax2.
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.

Personality/M.O.:
« Last Edit: Aug 24th, 2023 at 6:43pm by dsumner »  

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Re: DC characters for V&V
Reply #34 - Jul 22nd, 2009 at 8:41pm
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Psycho-Pirate



Identity: Roger Hayden
Side: Evil                  
Sex: Male
Age: : Unknown
Level: 9
Training: Accuracy

Powers:
1. Empathy: As per Telepathy, but can only be used to sense/feel the emotions of others.
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 up to his normal maximum.
4. Phobia/Psychosis: Psycho-Pirate is addicted to his powers, and the more he uses them, the stronger his addition becomes. 

Weight: 180 lbs.                      
Basic Hits: 4
Agility Mod: -                           
Strength: 10
Endurance: 14                         
Agility: 10
Intelligence: 13
Charisma: 16
Reactions from Good: -2 / Evil: +2
Hit Mods: (1)(1.4)(1)(1.1) =
Hit Points: 6
Healing Rate: 1.2
Power: 47 
Accuracy: -               
Damage Mod.: -                                       
Carrying Capacity: 216 lbs.    
Basic HTH Damage: 1d6
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 and 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.

Personality/M.O.: Roger Hayden is an abuse victim who's grown into an abuser, and when using the Medusa Mask he thrives on the emotional charge he feels from forcing emotions on others that he himself has suppressed. Because his home universe no longer exists, he slips in and out of lucidity, appearing delusional because he isn’t always interacting with the reality surrounding him.

Note: At one point in time Psycho-Pirate's over use of his powers drive him insane, forcing him to be housed in a mental institution, as it become increasingly harder for him to tell fantasy from reality.
« Last Edit: Mar 14th, 2021 at 9:33pm by dsumner »  

"There is no such things as a dangerous weapon, only dangerous men."

"Nemo me impune lacessit"
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