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Very Hot Topic (More than 25 Replies) DC Villains for V&V (Read 28157 times)
dsumner
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Re: DC characters for V&V
Reply #35 - Aug 23rd, 2009 at 11:16pm
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The Wizard



Identity: William I. Zard
Side: Evil   
Affiliation: Injustice Unlimited, Injustice Society, Secret Society of Supervillains          
Sex: Male
Age: 96                  
Level: 11      
Training: Endurance

Powers:
1. Magic Spells:
a) Flesh to Stone: Attacks as Transmutation. Victim must save vs. END, or be turned to stone. R=I x 2, PR=8.
b) Hypnosis:
c) Cast Illusion:
2. Willpower (A): PR = 1 per turn, or for each use as a defense.
3. Astral Projection:
4. Heightened Charisma (A): +8.
5. Dimensional Travel Device (The Key): Allows him to transport himself to "The Ghost Zone", an artificially created "pocket universe".
6. Body Power: Retarded Aging: Due to his exposure to mystical energies, the Wizard ages at a much slower rate than normal.

Weight: 160 lbs.                      
Basic Hits: 4
Agility Mod: -                         
Strength: 10
Endurance: 14                        
Agility: 12
Intelligence: 15                        
Charisma: 16
Reactions from Good: -2 / Evil: +2
Hit Mods:
Hit Points: 9
Healing Rate: 1.2   
Power: 51      
Accuracy: +1                         
Damage Mod.: +2
Carrying Capacity: 192 lbs.
Basic HTH Damage: 1d4         
Movement Rates: 36” ground
Detect Hidden: 12%                  
Detect Danger: 16%
Inventing Points: 16.5               
Inventing: 45%
Legal Status: US citizen, with an extensive criminal record

Origin/Background: Born in approximately 1913, William I. Zard grew up living a life of crime. As a gun man for various crime bosses, he ultimately ended up in jail. With the passage of time, he formulated a strategy to become a specialized kingpin. In order to accomplish this task, he moved to Tibet and trained under a proficient lama in the mystic arts of illusion and deception. Upon completion of his training, he proceeded to slay his master. Returning to the United States, he embarked on a career as a criminal magician.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: May 10th, 2013 at 4:54pm by dsumner »  

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Re: DC characters for V&V
Reply #36 - Aug 25th, 2009 at 2:18am
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ICICLE



Identity: Cameron Mahkent
Side: Evil
Affiliation: Injustice Unlimited
Sex: Male                        
Age: ?
Level: 9                           
Training: Accuracy

Powers:
1. Ice Powers: No Ice Armor generation. 1d12 damage, PR=5. Damage caused = cubic feet of clinging ice (doing extra damage between-turns; see pg. 13). Ice masses can be created at a rate of 2 cubic feet per an inch of movement spent.
2. Heightened Expertise: +4 to hit w/Ice Powers.

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: –
Strength: 13
Endurance: 16
Agility: 16
Intelligence: 13
Charisma: 14
Reactions from Good: -1/Evil: +1
Hit Mods: (1.2)(1.8)(1.1)(1.6) = 3.8016
Hit Points: 15
Healing Rate: 1.6
Power: 58
Accuracy: +1
Damage Mod.: +2
Carrying Capacity: 304 lbs.
Basic HTH Damage: 1d6
Movement Rates: 45” ground
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 9.1
Inventing: 39%

Origin/Background: Cameron Mahkent is the son of the original Icicle. Somehow possessing a biological version of the freezing powers of his father's cold-ray gun, Mahkent can freeze things with a touch.

Combat Tactics/M.O.:

Personality/Character Traits: An albino, shunned from society and by his own father, Cameron blames the JSA for his condition, both physical and emotional. He is particularly upset that his father left his inheritance to Wally West (a.k.a. the current Flash).
« Last Edit: May 10th, 2013 at 5:01pm by dsumner »  

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Re: DC characters for V&V
Reply #37 - Aug 25th, 2009 at 2:19am
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WARP



Identity: Emil LaSalle
Side: Evil 
Affiliation: The New Brotherhood of Evil               
Sex: Male
Age: Unknown
Level: 7      
Training: Endurance

Powers:
1. Flight: 168 MPH max flight speed, PR=1 per hour.
2. Teleportation (Modified): Teleportation Portals: Base power x 1000", PR=8* (see below).
3. Heightened Expertise: +4 to hit with Teleportation when used as an attack against an unwilling target.
4. Weakness: Use of his Teleportation power is extremely tiring, 2x normal PR cost. 

Weight: 134 lbs.
Basic Hits: 3
Agility Mod: -
Strength: 12
Endurance: 14
Agility: 12
Intelligence: 12
Charisma: 10
Reactions from Good: - / Evil: -
Hit Points: 10   
Healing Rate: 1.2 
Power: 50                      
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 210 lbs.
Basic HTH Damage: 1d4
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.).
« Last Edit: Mar 30th, 2021 at 2:06pm by dsumner »  

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Re: DC characters for V&V
Reply #38 - Aug 25th, 2009 at 2:54am
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Lex Luthor



Identity: Alexander "Lex" Jospeh Luthor
Side: Evil                        
Sex: Male                                          
Age: ?                           
Level: 20                                             
Training: Damage

Powers/Inventions:
1. Kryptonite Powered Warsuit (Armor B): ADR =130; 100 charges in power supply
a) 2x Heightened Strength: +60
b) Life Support: 72 hours of continuous use. 
c) Power Blast: 1d20 damage, R=25", 1 charge per shot.
d) Flight: 350 MPH max speed, 1 charge per hour of flight.
e) Invulnerability Device (Force Screen): 25 points invulnerability. 1 charge is expended per turn
f) Sensor Array: 4x detect hidden
g) Computer Targeting Array: +4 to hit with armor weapons systems
2. Heightened Intelligence (A): +15
3. Photographic Memory: Remembers anything he's seen or read.
4. Willpower (A): PR=1 per turn, or when used a as a defense
5. Heightened Expertise: w/armor armors weapon systems: +4 to hit
6. Heightened Attack: +1 damage per level
7. Heightened Charisma (A): +12
8. Psychosis: Megalomania: See Below

Weapons/Inventions:
1. Wrist Mounted Micro Missile Launcher: +2 to hit, 1d10 damage, 2" blast radius, R = 200"
2. Kryptonite Powered Power Gauntlets: +3 to hit, +6 damage. 2x his max lifting cap., with no additional bonuses to damage.

Note: Luthor has made use of a wide range of weapons, everything from Kryptonite powered lasers, to heat missiles, 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 (73)
Endurance: 14                   
Agility: 12
Intelligence: 33                   
Charisma: 25
Reactions from Good: -4/Evil: +4
Hit Mods: ()()()() =
Hit Points:
Healing Rate: 1.5
Power: 72                   
Damage Mod.: +4      
Accuracy: +1                                     
Carrying Capacity: 369 lbs. (80,035lbs.)
Basic HTH Damage: 4d10      
Movement Rates: 39” (96”) ground; 350 MPH flight.
Detect Hidden: 24%             
Detect Danger: 28%
Inventing Points:            
Inventing: 99%
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: Luthor is a megalomaniac who believes his intellect makes him superior to others. He's condescending, and lord over those around him.

*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.
« Last Edit: May 10th, 2013 at 5:07pm by dsumner »  

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Re: DC characters for V&V
Reply #39 - Aug 25th, 2009 at 2:57am
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Phobia:



Identity: Angela Hawkins
Side: Evil
Affiliation: New Brotherhood of Evil      
Sex: Female
Age: Unknown
Level: 6
Training: Endurance

Powers:
1. Psionics: Mind Scan: Only to determine her victim's greatest fear.
2. Mental Illusions: Visual and Audible. 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.
3. Psychosis: Sadist: She gains sexual satisfaction from the fear she inflicts on her victims.

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 
Healing Rate: 0.75
Power: 43                      
Damage Mod.: -
Accuracy: -
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.
« Last Edit: Sep 17th, 2023 at 6:06pm by dsumner »  

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Re: DC characters for V&V
Reply #40 - Aug 25th, 2009 at 3:03am
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Plasmus



Identity: Otto Von Furth
Side:
Affiliation: New Brotherhood of Evil          
Sex: Male
Age: ?                                     
Level: 7
Training: Accuracy

Powers:
1. Chemical Power: Protoplasmic Form:
a) Protoplasmic Form: Plasmus' body is a semi-solid protoplasm like substance that's capable of passing through small openings, holes, etc. When he chooses to do so, solid objects, such as bullets, punches, etc. may pass harmlessly through him. PR=1 per hour, to maintain his solid form.
b) Corrosive Touch: Plasmus' radiation, and chemically, converted body gives him the ability to reduce any living matter to its protoplasmic state with a mere touch. R=Touch, 2d8 damage, target is affected as though they were hit by a Disintegration Ray attack. 
2. Heightened Strength: +10
3. 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  Mods.:
Hit Points: 13   
Healing Rate: 1.5                     
Power: 54                  
Damage Mod.: -
Accuracy: -                  
Carrying Capacity: 1,066 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.

Combat Tactics: Plasmus prefers to to get in close, where he can make the best use of his abilities. If possible, he'll try to grapple an opponent, slowly dissolving their form, and drawing them into his own.

Personality/Character Traits: Oafish and thug like.
« Last Edit: May 10th, 2013 at 5:04pm by dsumner »  

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Re: DC characters for V&V
Reply #41 - Aug 25th, 2009 at 3:10am
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Black Bison



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 Mods.:
Hit Points: 18 
Healing Rate: 1.6
Power: 65                      
Damage Mod.: +1
Accuracy: +2
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.
« Last Edit: May 10th, 2013 at 4:17pm by dsumner »  

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Re: DC characters for V&V
Reply #42 - Aug 25th, 2009 at 3:11am
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DEADSHOT



Identity: Floyd Lawton
Side: Evil
Affiliation: Suicide Squad, Secret Six
Sex: Male                  
Age: Unknown
Level: 11
Training: Accuracy

Powers:
1. Heightened Expertise: +4 to hit w/firearms.
2. Heightened Defense: -4 to be hit while conscious and mobile.
3. Heightened Senses (Device): IR targeting scope.
4. Special Weapon(s): Wrist Magnums: +4 to hit, 1d8 damage, R = Ax6. 20 shots per weapon.
5. Training: +3 Accuracy.
6. Psychosis: Death Wish.

Weight: 202 lbs.                        
Basic Hits: 5
Agility Mod: -                           
Strength: 14
Endurance: 16                           
Agility: 16
Intelligence: 14                         
Charisma: 14
Reactions from Good: -1/Evil: +1
Hit Mods.: (1.2)(1.4)(1.6)(1.1) = 2.9568
Hit Points: 15                        
Healing Rate: 1.6                      
Power: 60   
Damage Mod.: +1
Accuracy: +2                         
Carrying Capacity: 439 lbs.
Basic HTH Damage: 1d6            
Movement Rates: 46” ground
Detect Hidden: 10%                  
Detect Danger: 14%
Inventing Points: 15.4
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: Deadshot is an angry, abrasive loner with a strict code of honor, little scruples, and a flamboyant deathwish. Due to his deathwish, he routinely takes unnecessary risks and must take any chance to die in a spectacular fashion. His word is his bond, and Deadshot will always finish a job he has been paid to do.

.
« Last Edit: Mar 14th, 2021 at 9:41pm by dsumner »  

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Re: DC characters for V&V:
Reply #43 - Aug 25th, 2009 at 3:18am
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Does Plasmus levitate and float through walls with his non-corporealness? If not, it might just be the default defense type for his chemical power.
  
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Re: DC characters for V&V
Reply #44 - Aug 25th, 2009 at 3:23am
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Can Phobia instill fear on someone without scanning their mind first? How does the emotion control effect them in that case?
  
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Re: DC characters for V&V
Reply #45 - Aug 25th, 2009 at 3:29am
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Here are a few more questions, since from some of the characters I can't tell from the power titles what they do.

Could you say more about Psycho-Pirate's emotional absorption. Does he mimick others' emotions, take away their emotions, etc.?

You give Warp Heightened Expertise w/Teleportation. What does that mean? How does he attack w/teleportation? What is the attack type? What is the damage?
« Last Edit: Aug 25th, 2009 at 3:30am by SuperFriend »  
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Re: DC characters for V&V
Reply #46 - Aug 25th, 2009 at 10:15am
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DS,
These are great, especially Luthor.
Nice work!
  
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Re: DC characters for V&V
Reply #47 - Aug 25th, 2009 at 10:54am
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SuperFriend wrote on Aug 25th, 2009 at 3:29am:
Here are a few more questions, since from some of the characters I can't tell from the power titles what they do.

Could you say more about Psycho-Pirate's emotional absorption. Does he mimick others' emotions, take away their emotions, etc.?


Sorry about that, I'm still fleshing out their write-ups, so additional details will be coming along. Psycho-Pirate "feeds" off of other people's emotions, he's a psychic Vampire

SuperFriend wrote on Aug 25th, 2009 at 3:29am:
You give Warp Heightened Expertise w/Teleportation. What does that mean? How does he attack w/teleportation? What is the attack type? What is the damage?


Warp was always portrayed as being able to use his teleportation power to forcibly teleport people against their will. He could select individuals, and open warps to teleport them into space, under water, etc. I'll add more info on him over the next few days to explain it a little better.
« Last Edit: Aug 25th, 2009 at 10:54am by dsumner »  

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Re: DC characters for V&V
Reply #48 - Aug 25th, 2009 at 11:03am
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Wow these are so cool thanks! you have made my work day better!
  
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Re: DC characters for V&V
Reply #49 - Aug 25th, 2009 at 11:00pm
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I'm slowly fleshing out the details on these guys. I've gone back and added additional details to several of the character's write-ups, namely more detailed power descriptions. I'll be adding more info as the week goes on and/or the mode hits me. My plans are to do my favorite members of the Fearsome Five, The New Brotherhood of Evil, Injustice Unlimited, and few random/obscure villains like Killer Frost II, Plastique, Silver Deer and Black Bison.
« Last Edit: May 27th, 2010 at 9:23am by dsumner »  

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Re: DC characters for V&V
Reply #50 - Aug 25th, 2009 at 11:06pm
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Brainiac's Skull Ship



The ship is constructed from alien metal alloys that grant each 1" section a SR of 8. It has a number of inherent abilities, which are listed below:

Abilities: The Ship's power generation system is capable of generating the equivalent of 250 charges per turn. 
1. Life Support: The ship generates an artificial atmosphere capable of supporting the various life forms stored within. PR=5 charges per turn.
2. Flight:
3. Heightened Senses (Sensor Systems): 4x Detect Hidden; Advanced Targeting Array: +4 to hit with all onboard weapons systems. PR=1 charge turn.
4. Force Field: PR=1/2 of the damage stopped. If more than 250 points of damage is inflicted on a single 1" area of the field, that section will collapse, and will take approximately (1) one turn to reform.
5. Defense System: Various energy weapons: 1d20 damage. R=100".  20 shots per turn. PR=1 per shot, per weapon. Note that the weapons are designed for use against large targets, such as space craft, not man-sized ones. When targeting human sized targets, or smaller, they're at -4 to hit.
6. Animated Servants: Robotic Drones: The ship is capable of manufacturing what seems like an almost endless supply of robotic drones. Up to 25 drones per turn may be constructed. PR=10 per turn.

PLACE HOLDER FOR INFO ON DRONES.
« Last Edit: Aug 22nd, 2014 at 5:19pm by dsumner »  

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Re: DC characters for V&V
Reply #51 - Aug 27th, 2009 at 1:33am
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Psimon



Identity: Dr. Simon Jones
Side: Evil    
Affiliation: Fearsome Five               
Sex: Male
Age: Unknown                      
Level: 12
Training: Damage

Powers:
1. Heightened Intelligence B: +16.
2. Mind Control: Range= 72", PR=20 per success, see complete rules page p.15.
3. Telepathy: 300“ Range, Thought Scan 1 action. PR=1. Mental Switchboard: max. 30 minds at once, 1 action to establish, PR-1 per turn. Thought Tracking: PR=1 per hour, 1 action per turn. Mind Probe max strength = 142, PR=5 per attempt, Mind Control Attack takes 1d6 turns per attempt, Range =)”. See p. 17 for full description.
4. Telekinesis: Max TK capacity = 1,000 lbs., R=100”, attacks as HTH, damage = 1d10 with TK waves, moves objects at a maximum speed of 140” (+1d4 velocity damage with controlled objects). PR=1. TK defense requires one action an d one power point to set up, PR=1 for every attack repulsed.
5. Illusions (A): Visual and audible components, PR=2 per illusion per turn, one action per turn to maintain. Movement only to alter illusions.
6. Psionics: Mind Blast: Acts as Paralysis Ray. A successful hit causes unconsciousness in the target without hit point loss. Range= 28", PR=7 per shot. Once the victim is knocked out, normal wake-up rules apply (see 3.8).
7. Willpower (A): PR =1 per hour as a defense.

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: -                            
Strength: 10
Endurance: 14                           
Agility: 10
Intelligence: 30                         
Charisma: 10
Reactions from Good: -1  / Evil: +1
Hit Mods:
Hit Points: 9                           
Healing Rate: 1.2
Power: 64      
Damage Mod.: +3
Accuracy: -
Carrying Capacity: 192 lbs.
Basic HTH Damage: 1d4            
Movement Rates: 34” ground
Detect Hidden: 24%                  
Detect Danger: 26%
Inventing Points: 36                   
Inventing: 90%
Legal Status: US Citizen, with an extensive criminal record

Origin/Background: Physicist Dr. Simon Jones was working on experiments in contacting other dimensions when he was contacted in turn by the demon Trigon the Terrible, the father of the superhero Teen Titan known as Raven. Trigon used his abilities to transform Jones into a powerful psychic with telepathic and telekinetic powers, and gave him the mission to destroy the Earth. Finding an ad by the psychopathic super villain Doctor Light in the Underworld Star, a criminal underground paper, Jones, now calling himself Psimon, joined Light’s new group, the Fearsome Five, hoping to full fill his mission.

Personality/M.O.: An arrogant, power-hungry sadist, Psimon does not always kill his victims, but prefers to instill his opponents with fear. He once attempted, for example, to fire a nuclear missile at Canada, simply because he thought it would terrify the world.

Combat Tactics/M.O.: Psimon isn't a hand-to-hand scrapper, and he knows it. He prefers to sit back, along the edge of the battle, utilizing his illusion generating and telepathic abilities to their fullest. He'll use his illusions to disorient and distract opponents; his mind control to take control of weak-willed individuals, and force them to do his bidding; His mind blast to stun; his telepathy to plant false information into his opponents minds.

Notes: Psimon is a character who's power level fluctuates wildly depending on who's writing him. It's varied from a fairly limited set of abilities, to god like levels. GMs who wish to make him tougher can use the following: Make his Psionics a variable power that allows him to use any of the powers listed on Magic/Psioncs table, but only one power at a time.
« Last Edit: Jul 9th, 2023 at 6:01pm by dsumner »  

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Re: DC characters for V&V
Reply #52 - Aug 27th, 2009 at 2:04am
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Shimmer



Identity: Selinda Flinders
Side: Evil      
Affiliation: Fearsome Five            
Sex: Female
Age: Unknown                   
Level: 9
Training: Accuracy

Powers:
1. Transmutation: Shimmer possesses the ability to transform any element or compound into another. Her transformations only last for a few minutes (1d4 turns), and she can only affect Items within three feet of herself.
2. Heightened Expertise: +4 with Transmutation powers.

Weight: 125 lbs.                      
Basic Hits: 3
Agility Mod: -                           
Strength: 9
Endurance: 13                         
Agility: 12
Intelligence: 12                        
Charisma: 10
Reactions from Good: -1 / Evil: +1
Hit Mods.: (1)(1.4)(1.1)(1.3)= 2.002
Hit Points: 6
Healing Rate: 0.9  
Power: 46                        
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 123 lbs.
Basic HTH Damage: 1d4            
Movement Rates: 34” ground
Detect Hidden: 10%                
Detect Danger: 14%
Inventing Points: 7.2               
Inventing: 36%
Legal Status: Australian citizen, with an extensive criminal record

Origin/Background: Selinda grew up in Australia with her brother Baran. Both of them possessed superhuman powers that set them apart from their schoolmates, who teased them mercilessly for being different. When the frustrated siblings used their powers against the local children, enraged and fearful adults tried to drive Selinda and Baran's entire family out of town. As a compromise, the children's father brought his two children to the renowned Markovian scientist Dr. Helga Jace. Jace helped the siblings understand and expand their powers, while' trying to instill a sense of morality in the two teenagers. Nevertheless, Selinda and Baran turned to crime and established criminal records as Shimmer and Mammoth.

Combat Tactics/M.O.: Shimmer has routinely demonstrated a preference for turning floors and/or walls into various poisonous gases, or a semi-solid glue like substance to ensnare her opponents.

*Note* When Winnick resurrected Shimmer, in the pages of The Outsiders, she suddenly had the ability to not only affect matter, but transform energy, and for much longer periods. She also suddenly gained a never before seen fighting ability (before her death she never engaged in actual physical combat). While other writers have ignored his revision of her powers, several have continued to depict her with her new found fighting prowess. If GMs feel that they want to depict her new fighting abilities, I'd suggest adding Natural Weaponry: +2 to hit, +4 damage in HTH.
« Last Edit: Apr 7th, 2021 at 9:35am by dsumner »  

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Re: DC characters for V&V
Reply #53 - Aug 27th, 2009 at 12:39pm
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Mammoth



Identity: Baran Flinders
Side: Evil   
Affiliation: Fearsome Five               
Sex: Male
Age: Unknown
Level: 7
Training: Damage

Powers:
1. Physical Mutation: 1.5 x Height Factor, 2x Weight Factor.
2. 2x Heightened Strength B: +35.
3. Heightened Endurance B: +15.
4. Invulnerability (Super Dense Skin): 15 points.
5. Lowered Intelligence: -3.

Weight: 300 lbs.                         
Basic Hits: 6
Agility Mod: -2                           
Strength: 52
Endurance: 30                           
Agility: 8
Intelligence: 7                            
Charisma: 10
Reactions from Good: - / Evil: -
Hit Mods.: (3.8)(3.8)(.7)(.9) = 9.072
Hit Points: 55
Healing Rate: 8.1
Power: 97
Damage Mod.: -1                     
Accuracy: -2
Carrying Capacity: 21,541 lbs.
Basic HTH Damage: 3d10       
Movement Rates: 90” ground
Detect Hidden: 6%                     
Detect Danger: 11%
Inventing Points: 4.9                      
Inventing: 21%
Legal Status: Australian citizen, with an extensive criminal record

Origin/Background: Baran Flinders grew up in Australia with his sister Selinda. Both of them possessed superhuman powers that set them apart from their schoolmates, who teased them mercilessly for being different. When the frustrated siblings used their powers against the local children, enraged and fearful adults tried to drive Selinda and Baran's entire family out of town. As a compromise, the children's father brought his two children to the renowned Markovian scientist Dr. Helga Jace. Jace helped the siblings understand and expand their powers, while' trying to instill a sense of morality in the two teenagers. Nevertheless, Selinda and Baran turned to crime and established criminal records as Shimmer and Mammoth.

Personality/Character Traits: Baran is emotionally underdeveloped and has a very strong attachment to his sister. Anyone attacking his sister, may soon find themselves on the receiving end of one of Baran's fists.

Combat Tactics/M.O.: Being far from the brightest bulb in the bunch, and lacking any type of HTH combat skills, his primary tactic is to simply try to smash his opponents with his fists, or some type of large blunt object (telephone poles, I-beams, cars, etc.).
« Last Edit: Mar 16th, 2021 at 11:46am by dsumner »  

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Re: DC characters for V&V
Reply #54 - Aug 27th, 2009 at 4:15pm
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Jinx



Identity: ?
Side: Evil                   
Affiliation: Fearsome Five
Sex: Female
Age: ?                        
Level: 5
Training: Accuracy

Powers:
1. Magic Spells: Earth/Elemental based mystical abilities:
a) Mystic Bolt: Jinx is capable of projecting bolts of mystic energy from her hands. Attacks as Power Blast. R=28", 1d20 damage, PR=3.
b) Emerald Flames: When this spell is cast, mystical green flames erupt from Jinx's hand. Attacks as Flame Powers. R=15", 1d12 damage, PR=2.
c) Tremor: Generates Earth tremors in a 15" radius. 2d8 damage to any structures in the affected area. Attacks as Vibratory Powers; Anyone in contact with the ground must save vs. AGL to remain on their feet. PR=5.
d) Dissolve Matter: Jinx can project a beam of mystical energy capable of dissolving solid matter. Attacks as Disintegration Ray. 1d20 damage, R=15", PR=6.
e) Wind Burst: Attacks as Force Field. 1d12 damage. R=14" PR=2.
2. Willpower A: PR=1 per turn or when used as a defense.
3. Heightened Senses: Danger Sense: 3x Detect Danger.
4. Special Requirement: She must remain in direct contact with the Earth (as in solid ground) for her abilities to work.

Weight: 130 lbs.                      
Basic Hits: 3
Agility Mod: -                           
Strength: 10
Endurance: 14                         
Agility: 14
Intelligence: 14                        
Charisma: 16
Reactions from Good: -2 / Evil: +2
Hit Mods.:
Hit Points: 5                         
Healing Rate: .9                     
Power: 54
Accuracy: +1
Damage Mod.: +1                         
Carrying Capacity: 156 lbs.
Basic HTH Damage: 1d4            
Movement Rates: 40” ground.
Detect Hidden: 10%               
Detect Danger: 42%
Inventing Points: 7                  
Inventing: 42%
Legal Status: Indian citizen, with an extensive criminal record

Origin/Background: The East Indian sorceress Jinx was a student of an occult master. She murdered her teacher after learning his sorceress secrets. She was recruited by Gizmo to strengthen the Fearsome Five in their attempts to destroy the Teen Titans.

Personality/Character Traits:

Note: I'm still working on converting some of the other spells I've seen her use, so I'll be adding additional spells later.
« Last Edit: Sep 14th, 2020 at 3:24am by dsumner »  

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Re: DC characters for V&V
Reply #55 - Aug 27th, 2009 at 7:51pm
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Gizmo



Identity: Mikron O'Jeneus
Side: Evil                     
Affiliation: Fearsome Five
Sex: Male
Age: N/A                     
Level: 9
Training: Agility

Powers:
1. Heightened Intelligence A: +10.
2. Mechanic/Scientific Genius: Gizmo is a mechanical/scientific genius, who's capable of creating/manufacturing 1d4+2 single use devices out of common everyday objects (vacuum cleaners, toaster ovens, computer monitors, etc.), per day. The devices can be used to simulate powers, or any other function the GM chooses. Devices constructed using this ability, don't cost inventing points to build. More permanent devices follow the standard inventing point procedure. To successfully construct the device, Gizmo must expend and action and have access to raw materials, such as common household objects. 
3. Flight Device (Jet Pack): 225 mph max flight speed. 6 hours max flight time.
4. Physical Handicap: Dwarfism: -2 to Strength, 0.5 weight factor.

Weight: 87 lbs.                        
Basic Hits: 2
Agility Mod: -                           
Strength: 12
Endurance: 12                         
Agility: 12
Intelligence: 25                        
Charisma: 11
Reactions from Good: - / Evil: -
Hit Mods.: (1.2)(1.4)(1.5)(1.3) = 3.276
Hit Points: 7                      
Healing Rate: 0.9
Power: 56
Damage Mod.: +3
Accuracy: +2
Carrying Capacity: 129 lbs.
Basic HTH Damage: 1d3            
Movement Rates: 34” ground, 225 MPH flight speed
Detect Hidden: 18%                  
Detect Danger: 22%
Inventing Points: 22.5
Inventing: 75%
Legal Status: US citizen, with an extensive criminal record

Origin/Background: Little information is known about Gizmo’s past, other than he answered an advertisement placed by the criminal Dr. Light and joined his new criminal organization, the Fearsome Five. His first case with the Five brought him into conflict with the New Teen Titans.

Notes: Gizmo can literally build a laser cannon out of old junk. GMs should feel free to be creative when coming up with new and deadly devices for him construct.
« Last Edit: Apr 7th, 2021 at 9:59am by dsumner »  

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Re: DC characters for V&V
Reply #56 - Aug 27th, 2009 at 8:12pm
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Thank you. These are fun to read! I especially like the characters with more unusual powers, like Jynx, to see how they adapt in the game.
  
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Re: DC characters for V&V
Reply #57 - Aug 27th, 2009 at 8:31pm
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Houngan



Identity: Jean-Louis Droo
Side: Evil
Affiliation: New Brotherhood of Evil   
Sex: Male
Age: ?                                  
Level: 6
Training: Accuracy

Powers:
1. Heightened Intelligence A: +8.
2. Special Weapon: Gris-Gris Technofetish: +3 to hit, R=200". Attacks as Emotion Control. 15 charges, each attempted attack drains 1 charge. A success hit inflicts excruciating pain on victim, draining 3d6 power, and all of the victim's actions suffer a -4 (20%) penalty for 1d4 turns. While the Power drain is cumulative, the -4 to 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.

Weight: 160 lbs.                           
Basic Hits: 4
Agility Mod: -                              
Strength: 13
Endurance: 14                            
Agility: 12
Intelligence: 14                           
Charisma: 14
Reactions from Good: -1 / Evil: +1
Hit Mods.:
Hit Points: 10
Healing Rate: 1.2 
Power: 53                              
Damage Mod.: +1
Accuracy: +1
Carrying Capacity: 288 lbs.
Basic HTH Damage: 1d6
Movement Rates: 39” ground
Detect Hidden: 10%                     
Detect Danger: 14%
Inventing Points:                        
Inventing: 42%
Legal Status: Haitian citizen, with an extensive criminal record

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:
« Last Edit: Nov 28th, 2013 at 6:16am by dsumner »  

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Re: DC characters for V&V
Reply #58 - Aug 27th, 2009 at 9:00pm
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GEMINI



Identity: Gemini De Mille
Side: Evil
Affiliation: New Brotherhood of Evil
Sex: Female
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 an animal shape, she also adopts the physical capabilities of that animal, including enhanced strength, flight, etc. In addition, Gemini can also perfectly mimic the voice of anyone, who's shape she's taken. 
2. Stretching:
3. Natural Weaponry: Unarmed Combat Training: +1 to hit, +2 damage
4. Vulnerability: 2x damage from fire

Weight: 120 lbs.                        
Basic Hits: 3
Agility Mod: -                            
Strength: 12
Endurance: 14                           
Agility: 16
Intelligence: 13                         
Charisma: 13
Reactions from Good:  -1 / Evil: +1
Hit Mods.: (1.2)(1.4)(1.1)(1.6) = 2.9568
Hit Points: 9   
Healing Rate: 0.9
Power: 55                           
Damage Mod.: +2
Accuracy: +2                         
Carrying Capacity: 188 lbs.
Basic HTH Damage: 1d4          
Movement Rates: 42” ground
Detect Hidden: 10%                   
Detect Danger: 14%
Inventing Points: 3.9                
Inventing: 39%

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. Se attempted to frame Beast Boy/Changling for the murders of his former cast members in an old TV show. Following in her mother's footstep's, she's become a member of the Brotherhood of Evil.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: May 10th, 2013 at 5:06pm by dsumner »  

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Re: DC characters for V&V
Reply #59 - Aug 27th, 2009 at 9:00pm
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Silver Swan



Identity: Valerie Beaudry
Side: Evil
Sex: Female
Age: ?
Level: 3
Training: Endurance

Powers:
1. Sonic Abilities: R=S, 1d12 damage, PR=1
2. Force Field: Defensive Field Only: PR=1/2 damage blocked.
3. Wings Device: +3 Agility, Max Flight speed = 70" per turn.

S: 9
E: 12
A: 13
I: 10
C: 10

Origin/Background: Valerie Beaudry’s parents were exposed to radiation from nuclear tests; as a result Valerie was born with latent sonic powers and a horribly deformed face and body. A withdrawn child who shied away from children, Valerie’s only friend throughout her youth was her pen pal, Maxine Sterenbuch and Valerie was forced to end even that relationship when Maxine, unaware of Valerie’s physical deformities and shyness, paid Valerie a surprise visit, hoping to meet with her in person.

As an adult, Valerie fell in with multi-millionaire industrialist Henry Cobb Armbruster, who learned of her latent mutant powers and subjected her to an experiment code-named “Silver Swan”. The process conducted by a research scientist named Buchman further mutated Valerie, giving her superhuman abilities as well as making her beautiful. However, Buchman died in an accident at the end of the experiment.

Armbuster, pleased with the results of the process, manipulated Valerie’s fragile emotions, causing her to fall in love with him so he could further exploit her abilities. He gave her a special costume, complete with wings that enabled her to control her ability to fly, and forced her to use her sonic powers to commit crimes of theft and industrial espionage.
« Last Edit: Mar 8th, 2016 at 2:36am by dsumner »  

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Re: DC characters for V&V
Reply #60 - Aug 27th, 2009 at 9:39pm
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Brimstone



Identity: N/A
Side: Evil
Affiliation: Servant of Darkseid      
Sex: N/A
Age: N/A
Level: 5
Training: Damage

Powers:
1. Size Change A: Larger (Permanent): Height Factor: 7, Weight Factor: 343.
2. Flame Powers (B): R=S+E, 1d12 damage, PR=2.
3. Heightened Strength B: +30.
4. Heightened Endurance B: +20.
5. Absorption: Fire/Heat:
6. Lowered Intelligence: -6.

S: 45
E: 30
A: 8
I: 8
C: 10

Origin/Background: The giant engine of destruction named Brimstone was created by Darkseid when the members of the New Gods attempted to decimate all of Earth’s Heroes. Darkseid’s chief scientist Desaad planted a technoseed in the heart of an experimental generator at S.T.A.R. Labs in New York City. When the generator exploded, Brimstone emerged and began a rampage throughout the city.
« Last Edit: Mar 8th, 2016 at 2:38am by dsumner »  

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Re: DC characters for V&V
Reply #61 - Aug 27th, 2009 at 10:53pm
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CHEETAH



Identity: Barbara Ann Minerva
Side: Evil         
Sex: Female
Age: ?         
Level: 9
Training: Accuracy

Powers:
1. Feline Powers:
a) Heightened Agility: +12.
b) Heightened Strength: +8.
c) Heightened Endurance: +8.
d) Natural Weaponry: Claws: +3 to hit, +6 Damage.
e) Heightened Senses: 3x Detect Hidden/Danger.
f) Speed Bonus: +60" running.
2. Regeneration: 1 action to heal at maximum rate.
3. Heightened Defense: -4 to be hit while conscious and mobile.

Weight: 120 lbs.                        
Basic Hits: 3
Agility Mod: -                           
Strength: 21
Endurance: 21
Agility: 23
Intelligence: 14
Charisma: 13
Reactions from Good:  -1 / Evil:
Hit Mods.: ()()()() =
Hit Points:
Healing Rate:
Power: 79                         
Damage Mod.:
Accuracy: +
Carrying Capacity: 682 lbs.
Basic HTH Damage:
Movement Rates: 125” ground
Detect Hidden: %                   
Detect Danger: %
Inventing Points: 12.6
Inventing: 42%

Origin/Background: Barbara Ann Minerva had carved out a reputation as an archaeologist and treasure hunter, but at a great cost. On the one hand, she was responsible for countless important historical finds; on the other, her predatory ruthlessness made her willing to use any means at her disposal to achieve her goals.

Her final expedition took her through Africa toward the lost temple of Urzkartaga, home of a legendary tribe who reportedly worshipped a mystic cat-goddess who took the form of a human cheetah. Unbeknownst to Minerva her companion, Dr. Leavens, the native priest who served as her guide had led the expeditionary party into a trap. Minerva’s party was attacked by people of Urzkartaga, who planned to use the explorers as blood sacrifices for the cat-god. Despite overwhelming odds, Minerva and Leavens escaped the ambush and later returned to the temple under cover of darkness. From their vantage point, they saw the sacrificial ceremony that revived and resuscitated Urzkartaga’s cat-god, when, suddenly, another group of natives, a band armed with semi-automatic weapons burst from the jungle to massacre the Urzkartagans, whose sacrifices had taken the lives of many of their own people. In the melee, the cat-god was killed and the temple razed, and Minerva found herself trapped within the temple’s ruins along with the native priest, Chuma and the slain cat-god.

At Minerva’s command, Chuma explained the ritual and history of the cat-god. Minerva, wishing to command the cat-god’s power, demanded to be subjected to the ritual herself, even though part of the ritual required her to kill Leavens and drink his blood. Painted with sacred designs and dressed in the skin of the cat-god, she took the potion and became the Cheetah.

Combat Tactics/M.O.:

Personality/Character Traits: Cheetah is haughty, vicious, greedy, and petty. Initially she was interested solely in using her power to acquire things of value, but defeat at the hands of Wonder Woman gave her a thirst for vengeance against the Amazon Princess
as well.
« Last Edit: Sep 14th, 2020 at 3:31am by dsumner »  

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Re: DC characters for V&V
Reply #62 - Aug 29th, 2009 at 12:24am
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So, what do you guys think of the new additions?
  

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Dr. wierd
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Re: DC characters for V&V
Reply #63 - Aug 29th, 2009 at 4:38pm
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these are great Grin
  
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Re: DC characters for V&V
Reply #64 - Aug 29th, 2009 at 4:51pm
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Dr. wierd wrote on Aug 29th, 2009 at 4:38pm:
these are great Grin


Thanks for the compliments, I'll be fleshing out their stats over the next few days, as well as adding a few more of my Marvel conversions.
  

"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 #65 - Sep 3rd, 2009 at 5:45pm
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Deathstroke: The Terminator (Old School)

Identity: Slade Wilson
Side: Evil   
Affiliation: Independant Villain
Base of Operations: Mobile
Sex: Male
Age: 42          
Level: 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=35", 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: 19
Endurance: 23                  
Agility: 26
Intelligence: 16               
Charisma: 19
Reactions from Good: - /Evil:+
Hit Mods:
Hit Points:
Healing Rate: 2.8
Power: 83
Damage Mod.: +3
Accuracy: +4
Carrying Capacity:  lbs.
Basic HTH Damage: 1d8   
Movement Rates: 68” ground
Detect Hidden: 12%         
Detect Danger: 16%
Inventing Points: 32         
Inventing: 48%
Origin and Background: American; military
Legal Status: US citizen with no criminal record.

Origin and Background: At 16, Slade Wilson lied about his age to enter the army, making a name for himself while serving in Korea. Becoming a legend in the army, Wilson was on a tour of duty in Vietnam when he volunteered for an experimental treatment to increase soldiers’ resistance to truth serum. Unfortunately, Wilson reacted adversely to the process and he began losing the ability to walk and talk. After being sent home, he realised that his strength and reflexes were improving every day, but the effect was unstable. He would have super powers one day and be virtually catatonic the next. Eventually the process stabilised and Wilson’s heightened abilities remained intact. He used his abilities to become the mercenary known as Deathstroke: The Terminator.

Personality/Character Traits: Deathstroke’s personality is as grim and mercenary as the work he does. He conducts himself with calculated confidence. Deathstroke tends to apply his tactical mind to relationships as well as combat, constantly manipulating everyone around him. As a stone-cold killer, he shows little emotion or regret. On rare occasions he lets his guard down enough to show fleeting glimpses of love or remorse regarding his shattered family, but swiftly regains his killer’s composure.


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".
« Last Edit: Feb 10th, 2017 at 9:52pm 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 #66 - Dec 29th, 2009 at 11:28pm
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Has anyone taken a crack at Booster Gold, I'm thinking about whipping up a write-up for him, over the weekend. And, I may also try to knock out the Ted Kord version of Blue Beetle.
  

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Re: DC characters for V&V
Reply #67 - Dec 30th, 2009 at 2:11am
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dsumner wrote on Dec 29th, 2009 at 11:28pm:
Has anyone taken a crack at Booster Gold, I'm thinking about whipping up a write-up for him, over the weekend. And, I may also try to knock out the Ted Kord version of Blue Beetle.

I'd enjoy seeing these guys. I loved the "we're not gay" subtext of the DeMatteis run on the duo, and the recurring theme of Ted's compulsive overeating disorder. Even though it ran largely for gags, it was handled reasonably well. Ted was at his best when Dan Jurgens was writing him. Smart. Not too goofy. And with a slightly supicious streak. I never figured out why he spent so much time with B.G., who was just a hair brighter than Guy.
« Last Edit: Dec 30th, 2009 at 2:11am by copperman »  
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Re: DC characters for V&V
Reply #68 - Apr 30th, 2010 at 1:58pm
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Hector Hammond



Identity: Hector Hammond
Side: Evil            
Sex: Male
Age: ?                  
Level: 10
Training: Accuracy

Powers:
1. Heightened Intelligence (B): +15
2. Telepathy:
3. Mind Control: PR=20, see pg. 15 for full details.
4. Telekinesis (Modified): Max TK cap. based on Endurance, not Strength.
5. Telekinetic Shield (Force Field): PR=1/2 the damage blocked.
6. Willpower (A): PR=1 per turn, or for each use a defense
7. Physical Handicap: Hammond is totally paralyzed and cannot move under his own power. He uses his Telekinesis to move himself in his chair. (His reduced movement ability is reflected in his Agility Score)

S: 4
E: 12
A: 6
I: 28
C: 18

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.
« Last Edit: May 10th, 2013 at 4:24pm by dsumner »  

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Re: DC characters for V&V
Reply #69 - Apr 30th, 2010 at 2:24pm
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Fatality



Identity: Yrra Cynril
Side: Evil         
Sex: Female
Age: ?          
Level: 5
Training: Damage

Powers:
1. Heightened Strength: +12.
2. Heightened Endurance: +15.
3. Heightened Agility: +10.
4. Heightened Defense: -4 to be hit while conscious and mobile.
5. Natural Weaponry (HTH Combat Training): +3 to hit, +6 damage.
6. Heightened Expertise: +4 to hit with anything.
7. Flight Device: Jet Boots: 225 mph, 12 hour maximum.
8. Phobia/Psychosis: Insane hatred of all Green Lanterns.

Weapons/Equipment:
1. Power Staff: +3 to hit, 1d12 damage, R=Ax5, 12 charges.
a) When used for HTH: +2 to hit, +1d6 damage.
2. Energy Pistol: +2 to hit, 1d10 damage, R=Ax3, 12 charges.

S: 23
E: 28
A: 23
I: 13
C: 16

Origin/Background: The eldest child of the planet Xanshi's ruling family, the girl who would one day call herself Fatality was sent off world to be educated by the fabled Warlords of Okaara. When Xanshi was destroyed due to a miscalculation by Green Lantern John Stewart, she became her world's sole survivor. Learning of Xanshi's fate, and that a Green Lantern was responsible, she left Okaara and dedicated herself to becoming the deadliest warrior in the entire universe. Remaining ignorant of Stewart's identity, she swore vengeance on all Green Lanterns, hunting down members of the Green Lantern Corps.
« Last Edit: Mar 8th, 2016 at 2:42am by dsumner »  

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

"Nemo me impune lacessit"
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