Very Hot Topic (More than 25 Replies) DC Villains for V&V (Read 28588 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 | 32 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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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.
  

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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 »  

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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 »  

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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 »  

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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.
  

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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 »  

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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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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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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.
  

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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 »  

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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 »  

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Re: DC characters for V&V
Reply #70 - Apr 30th, 2010 at 2:33pm
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I'm SLOWLY trying to flesh out the power descriptions so that people who aren't familiar with the characters, have better understanding of how their powers work. So, if you've got questions, feel free to ask. I'll either go back and rework the write-up, or try to answer them to the best of my ability.
« Last Edit: May 11th, 2010 at 10:17am by dsumner »  

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Re: DC characters for V&V
Reply #71 - Apr 30th, 2010 at 2:49pm
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Riot



Identity: Frederick von Frankenstein
Side: Evil 
Affiliation: Superman Revenge Squad     
Sex: Male
Age: ?          
Level: 3
Training: Agility

Powers:
1. Bio-Fission: Riot has the ability to create duplicates of himself at will, or upon impact (he's punched, falls down, smacks himself, etc.), up to a maximum of one duplicate per hit point he has left. He can reintegrate the duplicates whenever he chooses.  Each of the duplicates has one hit point. PR=1 per duplicated created per turn.
2. Body Power: Adhesion: Riot can stick to walls allowing him to move at his normal rate of speed.
3. Heightened Agility (A): +8.
4. Heightened Defense: -4 to be hit while conscious and mobile.
5. Natural Weaponry: +1 to hit, +2 damage.
6. Phobia/Psychosis: Insanity: Quite simply put, Riot is as nutty as a fruit cake.

S: 13
E: 16
I: 13
A: 25
C: 13

Origin/Background: Frederick von Frankenstein was the last in a long line of scientists from a prominent family. His father put tremendous pressure on him to succeed: in school, in the lab, etc. The sheer volume of work proved too much for one man, so Freddy used his uncle Hal's phase shifter to create duplicate copies of himself, trying to be the best at everything. During this time, he developed a means to allow himself to stick to virtually any surface. Unfortunately, the duplication process activated a metagene--eventually, Freddy realized he no longer needed the machine to create duplicates, and his face took on the appearance of a skeleton. Also, since he was no longer one person, he could no longer fall asleep. Sleep deprivation quickly drove him insane, and his father banished him from the lab. He turned to a life of crime and adopted the name Riot.
« Last Edit: May 10th, 2013 at 4:39pm by dsumner »  

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Re: DC characters for V&V
Reply #72 - Apr 30th, 2010 at 3:45pm
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Sinestro



Identity: Sinestro
Side: Evil   
Affiliation: Yellow Lanterns/Injustice League    
Sex: Male
Age: ?          
Level: 18
Training:

Powers:
1. Willpower (A): PR=1 per turn, or use as a defense.
2. Heightened Endurance (A): +8.
3. Special Weapon: Qwardian Power Ring: 200 charges.
a) Flight: PR=1 charge per hour of flight.
b) Solid Energy Illusions (B): Creation points = 2x current Charges.
c) Force Field: PR=1 charge per 2 points of damage blocked.
d) Power Blast: 1d20 damage, R=30", PR=1 charge per shot.
e) Telekinesis:
f) Life Support: PR=1 charge per hour.
g) Heightened Senses: 3x detect hidden
h) Light Control: 2d8 damage,
i) Absorption: Absorbed damage goes to recharge expended power. 
4. Heightened Expertise: +4 to hit w/Power Ring.
5. Special Requirement: Must recharge Power Ring from yellow power battery.

STR: 12
END: 16
AGL: 14
INT: 16
CHR: 19

Origin/Background: Sinestro of Korugar, custodian of space sector 1417, was regarded as an unparalleled Green Lantern, and selected to instruct Hal Jordan in the use and mastery of his power ring. Ironically, Korugar was a world oppressed by its own watchman as Sinestro felt order should be enforced with fear and intimidation. Seeing this, the Guardians of the Universe stripped Sinestro of his power ring and banished him to the antimatter universe of Qward.

Armed with a yellow power ring supplied by the Qwardian Weaponers, a vengeful Sinestro sowed destruction across the universe, becoming Hal Jordan's greatest foe.

Combat Tactics/M.O.:

Personality/Character Traits: Condescending.
« Last Edit: May 12th, 2013 at 1:03am by dsumner »  

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Re: DC characters for V&V
Reply #73 - May 3rd, 2010 at 9:56am
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THE DUMMY



Identity: ?                         
Side: Evil
Affiliation: Injustice Unlimited       
Sex: Male                        
Age: ?                              
Level: 8                           
Training: Accuracy

Powers/Training:
1. Special Weapon: Laser Cane: Attacks as Light Control. 2d8 damage. R=16". 12 charges.
2. Heightened Expertise: +4 to hit with Laser Cane.
3. Training: +3 to hit with pistol
4. Physical Handicap: Dwarfism: -2 strength, 0.5 x weight

Equipment/Weapons:
1. Automatic Pistol: +3 to hit, 1d8 damage, -1 per each additional shot, R=72". 8 rounds per magazine.

Weight:  100 lbs.            
Basic Hits: 2
Agility Mod: –                  
Strength: 9
Endurance: 10                  
Agility: 12
Intelligence: 16                  
Charisma: 16
Reactions from Good: -1/Evil: +1
Hit Mods: 1.56                  
Hit Points: 3
Healing Rate: 0.5
Power: 47      
Damage Mod.: +2            
Accuracy: +1                              
Carrying Capacity: 86 lbs.      
Basic HTH Damage: 1d3
Movement Rates: 31” ground
Detect Hidden: 12%            
Detect Danger: 16%
Inventing Points:  11.8            
Inventing: 42%

Origin/Background: Little has been revealed about the origins of The Dummy. He is a criminal genius who exactly resembles a ventriloquist’s dummy. Danny the Dummy, a pint-sized ventriloquist in a top hat and suit, has a hit act in which he plays the dummy to a normal sized "ventriloquist" Matt (who is revealed as the real dummy at the end of each show). But the fact that people invariably refer to Danny as "the Dummy" infuriates him, and inspires him to use dummies for crime to make dummies out of the law.

Combat Tactics/M.O.:

Personality and Character Traits:
« Last Edit: May 10th, 2013 at 4:45pm by dsumner »  

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Re: DC characters for V&V
Reply #74 - May 4th, 2010 at 4:06pm
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Owlman



Identity: Thomas Wayne Jr.
Side: The Crime Syndicate   
Sex: Male
Age: Early 30's                  
Level: 17
Training: Damage

Powers:
1. Heightened Intelligence (A): +8.
2. Heightened Defense: -4 to be hit while conscious and mobile.
3. Acrobatics:
a) Evasion can be performed with the cost of movement only at any part of a turn.
b) Knock Back Recovery: When knocked back from a hit, an Agility save allows Owlman to recover without taking damage.
c) Falling Recovery: When falling from a height of less than Ax2, an Agility save will result in Owlman's Agility score being subtracted from any damage taken. This is normally done only at A" in height for others at PR=3.
4. Willpower (A): PR=1 per turn, or per use as a defense.
5. Natural Weaponry Device (Claws): +3 to hit, +6 damage.
6. Heightened Expertise: +4 to hit with everything.
7. Special Weapon: Utility Belt:
a) Razorrangs: +2 to hit, HTH+1d2 damage, R=23".
b) Blood Seekers: +4 to hit (only if target is bleeding), HTH+1d2 damage, R=23".
c) Swing Line:
8. Training: +4 accuracy with HTH attacks.

Inventions/Weapons/Equipment:
1. Armored Costume: Provides him with 6 points of Invulnerability.
2. Glider Wings: Owlman has a set of wings that allow him to glide on air currents. 100" max glide speed.
3. Heightened Sense Device (Cowl): Night Vision: No penalties for darkness; 4x Detect Hidden/Danger.

S: 19
E: 19
A: 23
I: 23
C: 26

Origin/Background: Thomas Wayne Jr. is the son of Gotham City PD’s Commissioner Wayne. A policeman murdered his mother and brother Bruce when Thomas Jr. refused to accompany him for questioning. Thomas Jr. escaped the crime scene with the hoodlum Joe Chill, whom he considered his hero. Thomas Jr. blamed his father for the deaths of his mother and brother and seeks revenge on his father as well as working for Crime Boss Gordon as Owlman. He increased his own IQ with a drug-enhancer for his cerebral cortex and has a range of technological and physical skills.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: May 22nd, 2020 at 11:06pm by dsumner »  

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Re: DC characters for V&V
Reply #75 - May 4th, 2010 at 4:09pm
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Madame Rouge



Identity: Laura DeMille    
Side: Evil
Affiliation: Brotherhood of Evil    
Sex: Female                   
Age: ?                            
Level: 6                           
Training: Damage

Powers:
1. Transformation (C): Shapeshifter: (Disguise): The character can assume the appearance of any creature of relatively the same size and build. This may include physical abilities of shape assumed (body powers, wings, natural weaponry, etc.). The GM should inform the character whether he has picked up any pertinent abilities once the disguise is assumed. The character will probably be able to simulate the garb of whatever he changes into as well. It takes one action to change, with no power cost. Characters coming into contact with a disguised character are allowed one saving throw on percentile dice vs. their Intelligence score to see through the ruse, and an additional saving throw attempt whenever the impostor does something to give himself away (GM's decision as to when this occurs).
2. Stretching: Maximum length = 88". Maximum area is a square 44 inches on a side. Maximum cubic size is 22 inches in thickness. PR = 1 per use as a defense.
3. Regeneration: Can't heal damage from chemical attacks.
4. Training: +2 to hit, +1 damage in HTH
5. Phobia/Psychosis: Multiple Personality Disorder: Madame Rouge has two distinct personalities. The Evil Madame Rouge, and the Good Laura DeMille.

Weight:  120 lbs.            
Basic Hits: 3
Agility Mod: –                  
Strength: 14
Endurance: 14                  
Agility: 16
Intelligence: 14                  
Charisma: 16
Reactions from Good: -2 / Evil: +2
Hit Mods: 2.9568             
Hit Points:  9
Healing Rate: .9
Power: 58                              
Damage Mod.: +1                  
Accuracy: +2                              
Carrying Capacity: 249 lbs.      
Basic HTH Damage: 1d6
Movement Rates: 44” ground
Detect Hidden: 10%            
Detect Danger: 14%
Inventing Points:  8.4            
Inventing: 42%

Origin/Background: Young actress Laura DeMillie's career was ruined by a car accident that left her mentally unbalanced. Her schizophrenia attracted the attention of the sinister Brain and Monsieur Mallah. They used a ray device to suppress the positive side of her personality and unleash the evil half, which was named Madame Rogue. Together they formed the Brotherhood of Evil. Madame Rouge gained her super-powers after undergoing an experimental procedure performed by Brain and Mallah.

Combat Tactics/M.O: <<< PLACE HOLDER >>>

Personality and Character Traits: <<< PLACE HOLDER >>>
« Last Edit: Apr 4th, 2020 at 10:07am by dsumner »  

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Re: DC characters for V&V
Reply #76 - May 4th, 2010 at 4:13pm
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Killer Frost II



Identity: Dr. Louise Lincoln
Side: Evil      
Affiliation: Secret Society of Supervillains      
Sex: Female
Age: ?             
Level: 5
Training: Damage

Powers:
1. Absorption: Heat:
2. Ice Powers: 1d12 damage, Ice clings on a hit, no Ice Armor, Ice creations. See pg. 13 for complete description of this power.
3. Heightened Attack: +1 point damage, per level.
4. Speed Bonus: Ice Slides: +50" ground speed.

S: 14
E: 14
A: 16
I: 15
C: 12

Origin/Background: Dr. Louise Lincoln is the second woman to be known as Killer Frost. Lincoln assumed the abilities and appearance of this frigid femme fatale from Dr. Crystal Frost, Lincoln’s friend and colleague. Years earlier, the shy physicist Frost was locked inside an experimental thermofrost chamber that altered her body chemistry and transformed her into a coolly confident super-villain able to generate intense cold. As Killer Frost, Crystal Frost sought revenge against male scientists she believed were prejudiced against women, including fellow physicist Martin Stein, one half of the super hero Firestorm and Frost’s past paramour.

Louise Lincoln, believing that her tortured friend deserved to live more than she did, transferred the powers of Killer Frost to herself, becoming the second Killer Frost.
« Last Edit: May 10th, 2013 at 6:21pm by dsumner »  

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Re: DC characters for V&V
Reply #77 - May 4th, 2010 at 4:16pm
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Syonide



Identity: ?
Side: Evil             
Sex: Female
Age: ?                  
Level: 6
Training: Accuracy

Powers:
1. Special Weapon: Electro Whip: +3 to hit, HTH+1d12 damage from electrical charge.
2. Heightened Expertise: +4 to hit w/whips
3. Poison/Venom Device: Pistol: Fires one of two types of pellets:
a) Stun Pellets: Save vs. END on d100 or victim falls unconscious for 3d10 minutes.
b) Poison Rounds: Save vs. END on d100 or victim is effected as though they were hit with a Devitalization Ray attack.

S: 13
E: 16
A: 16
I: 12
C: 12

Origin/Background: Tobias Whale hired an unnamed woman to take the identity of Syonide after Syonide I proved to be overly emotional and committed suicide.

Combat Tactics/M.O.:

Personality/Character Traits: The new Syonide is the polar opposite of her predecessor, cold-blooded and methodical; a perfect mercenary.
« Last Edit: May 10th, 2013 at 5:10pm by dsumner »  

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Re: DC characters for V&V
Reply #78 - May 4th, 2010 at 9:48pm
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Vandal Savage



Identity: Vandal Savage
Side: Evil                        
Sex: Male
Age: Immortal                  
Level: 22
Training: Accuracy

Powers:
1. Body Power: Immortality: In addition to never aging, he's completely immune to the effects of poison and disease.
2. Heightened Strength A: +8.
3. Heightened Endurance A: +8.
4. Willpower A: PR=1 per turn when used as a Defense.
5. Natural Weaponry: +3 to hit, +6 HTH damage.
6. Heightened Expertise: +4 to hit w/archaic weapons.
7. Special Requirement: Vandal Savage must regularly drink human blood to retain his powers and every so often must consume the bodily organs of his descendants in order to maintain his health and immortality.

S: 19
E: 19
A: 18
I: 23
C: 21

Origin/Background:
Roughly 50,000 years ago, Vandal Savage was a member of the Blood People, a tribe of Cro-Magnons. The young Vandal saw his father, the chieftain Vandar Adg, murdered by Rip Hunter, a time traveller from the 20th century. Hunter knew that Vandal Savage would become immortal and found the Illuminati, a secret society that would menace the Earth of his own time. Hunter killed Vandal Savage's father, thinking him to be Vandal Savage himself. But shortly afterward, Hunter realized his mistake: The chieftain's son would take the name Vandar Adg after his father's death and would succeed him as leader of the tribe. It was the son who would become Vandal Savage, master of the Illuminati.

Later, a strange fiery meteor fell from the sky and seemingly burst into flaming gases over the younger Vandar Adg's head. Vandar Adg collapsed and fell into a deep coma, from which he eventually awakened. As time passed, Vandar Adg realized that he had become immortal, for others around him grew old and died while he did not.

The man who became known as Vandal Savage embarked on a quest for power that has lasted throughout the millennia. Savage has spent centuries securing power, mostly from behind the scenes.

Personality/Character Traits: Vandal Savage is the very personification of cultured arrogance, but deep down still has the personality of a brutal tribal leader. He treats everyone as ephemeral and expendable, because to him they are. His greatest fear is infirmity
and death, and he will literally sacrifice anyone or anything to ensure his own survival.
« Last Edit: May 22nd, 2020 at 11:08pm by dsumner »  

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Re: DC characters for V&V
Reply #79 - May 4th, 2010 at 11:31pm
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Nice work, dsumner!

Cheers,
Tim
  
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Re: DC characters for V&V
Reply #80 - May 4th, 2010 at 11:58pm
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I like this batch of write-ups as well. Here's a quick question for DS: I notice that you give Willpower A a PR cost of 1 per hour or per use as a defense. The rulebook says Willpowr A has "a PR of one per turn" or per use as a defense.

Do you have a houserule that makes Willpower A last longer (an hour instead of a turn), or is it a translation caveat based on the way the DC characters seem to use Willpower? I'm just curious because it looked like a pattern with Blue Beetle and Hector Hammond.
« Last Edit: May 5th, 2010 at 12:38am by Mike »  
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Re: DC characters for V&V
Reply #81 - May 5th, 2010 at 12:42am
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Mike wrote on May 4th, 2010 at 11:58pm:
I like this batch of write-ups as well. Here's a quick question for DS: I notice that you give Willpower A a PR cost of 1 per hour or per use as a defense. The rulebook says Willpowr A has "a PR of one per turn" or per use as a defense.

Do you have a houserule that makes Willpower A last longer (an hour instead of a turn), or is it a translation caveat based on the way the DC characters seem to use Willpower? I'm just curious because it looked like a pattern with Blue Beetle and Hector Hammond.


Actually yes I do, and I'd been using it for so long that I'd actually forgotten about the actual rule.  Embarrassed  Now I've got to go through these and correct them Sad
  

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Re: DC characters for V&V
Reply #82 - May 5th, 2010 at 12:22pm
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Rag Doll



Identity: Peter Merkel
Side: Evil
Affiliation: Injustice Society                   
Sex: Male
Age: ?                   
Level: 7
Training: Defense

Powers:
1. Heightened Agility A: +10.
2. Heightened Charisma A: +12.
3. Heightened Defense: -4 to be hit.
4. Acrobatics: Evasion can be performed with the cost of movement
only at any part of a turn.
5. Natural Weaponry: +3 to hit, +6 damage.

S: 13
E: 14
A: 21
I: 14
C: 23

Origin/Background: Contortionist Peter Merkel was so flexible he was said to be “triple-jointed.” When the carnival he worked for went bankrupt, he decided to try his hand at theft. Disguised as a life-sized rag doll, he hid in a department store stock room until closing, then robbed it overnight. Having succeeded once, he embarked on a criminal career in Keystone City.

Personality/Character Traits:
« Last Edit: Apr 4th, 2020 at 10:09am by dsumner »  

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Re: DC characters for V&V
Reply #83 - May 10th, 2010 at 3:28am
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DARKSEID



Identity: Prince Uxas
Side: Evil   
Affiliation: New Gods
Base of Operations: Apokolips                     
Sex: Male
Age: Immortal                
Level: 22
Training: Endurance

Powers:
1. God Like: Darkseid is a New God who’s god like form grants him the following abilities:
a) Heightened Abilities: Strength=150, Endurance=75, 35 points of Invulnerability.
b) Increased Density: 4x normal weight.
2. Omega Beams: Omega Energy that can be used for one of the following effects:
a) Destructive Energy Beams from eyes. Attacks as Disintegration Ray. 2d20 damage, R=100", PR=2 per shot. The Omega Beams will home in on a target, bypassing objects in their path.
b) Teleportation: Darkseid can use his Omega Beams to teleport people against their will. PR=4, max. teleport range = Power x 1000
c) Revivification: Darkseid is able to resurrect any being destroyed by his Omega Beams. PR as per Revivification.
3. Willpower (A): PR=1 per turn, or when used as a defense.
4. Heightened Charisma (B): +20.
5. Heightened Intelligence (B): +20.
6. Dimensional Travel Device: Boom Tube:

Weight: 1000 lbs.                  
Basic Hits: 20
Agility Mod: -4                        
Strength: 150
Endurance: 75                        
Agility: 12
Intelligence: 38                      
Charisma: 35
Reactions from Good: -7 / Evil: +7
Hit Mods:
Hit Points:
Healing Rate: 32               
Power: 275 
Accuracy: +10                      
Damage Mod.: +10
Carrying Capacity: lbs.
Basic HTH Damage:         
Movement Rates: 212” ground
Detect Hidden: 26%                  
Detect Danger: 30%
Inventing Points:                     
Inventing: 114%

Origin/Background: Prince Uxas is the son of Queen Heggra of Apokolips, one of the two planets that are home to the race known as the New Gods. He planned to gain the throne at any cost. Second in line to the throne behind his brother Drax, Uxas created political upheaval while his brother attempted to make peace with the nearby world of New Genesis. When Drax attempted to claim the fabled Omega Force and assume godhood, Uxas murdered him and claimed the power for himself. Renaming himself Darkseid after the apocryphal god, Uxas assumed the throne and began a war with New Genesis.

Combat Tactics/M.O.:

Personality/Character Traits:

Notes: As you can see Darkseid is NASTY. If anything, I may have made him a little underpowered. He's capable of laying waste to most huge amounts of territory and taking on the entire JLA single handed. I'll flesh out the details on his Boom Tube later.
« Last Edit: Nov 28th, 2013 at 7:39am by dsumner »  

Darkseid.pdf ( 83 KB | 32 Downloads )

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Re: DC characters for V&V
Reply #84 - May 10th, 2010 at 4:29am
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Silver Banshee



Identity: Siobhan McDougal
Side: Evil                  
Sex: Female
Age: ?                     
Level: 5
Training: Accuracy

Powers:
1. Heightened Strength (B): +18.
2. Heightened Endurance (B): +13.
3. Heightened Agility: +8.
4. Speed Bonus: +100”.
5. Invulnerability: 15 Points.
6. Mystical Based Mutant Power: Banshee's Wail: Attacks as Sonic Abilities, requires (2) rolls to hit; one for the sonic attack, one for the Death Touch. The victim is affected as though struck with Death Touch. If the victim successfully makes both saving throws, they're only affected as though struck with a Sonic Abilities attack, and take 1d12 damage. If they fail (1) one saving throw, they take 1d12 damage, and are affected as though struck with a Devitalization Ray attack. If both saving throws fail, the victim is reduced to a desiccated husk and dies. See below for additional special requirement.
7. Teleportation:
8. Special Requirement: Silver Banshee’s wail can kill anyone as long as she can see her victim and knows the victim's true identity.

S: 28
E: 23
A: 19
I: 13
C: 16

Origin/Background: Siobhan McDougal was the first-born child of Garrett McDougal, the patriarch of an old Gaelic clan that has occupied an island midway between Scotland and Ireland for a thousand generations. On that island is Castle Broen, where first-born McDougals enter to undergo a ritual to prove themselves worthy to lead the clan. When Siobhan was young she travelled the world, only returning to Castle Broen when she heard of her father's death. Her uncle Seamus was determined that no woman would lead the clan, and intended her brother Bevan to become the new patriarch. She went ahead with the family ritual by herself, which involved calling on supernatural forces for power. Bevan interrupted her, and the distraction proved disastrous as she was dragged away into an infernal netherworld. An entity called "the Crone" granted her powers and the ability to return to Earth as the Silver Banshee, but demanded payment in the form of an occult book that belonged to her father. She found that her father's book collection had been shipped off for sale in the United States. Her quest brought her to Metropolis, and as she killed anyone that stood in the way of her search, she attracted the attention of Superman.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: May 10th, 2013 at 6:03pm by dsumner »  

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Re: DC characters for V&V
Reply #85 - May 10th, 2010 at 4:37am
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SOLOMON GRUNDY

"Grundy not like man with green ring, he hurt Grundy."



Identity: Cyrus Gold         
Side: Evil
Affiliation: Injustice Unlimited   
Sex: Male                        
Age: Immortal                  
Level: 11                           
Training: Damage

Powers:
1. Size Change: Larger: Permanent: Height Factor: 1.5, Weight Factor: 3.7
2. Heightened Endurance B: +30
3. Heightened Strength B: +30
4. Invulnerability: 30
5. Body Power: Resurrection: Grundy is a Zombie, and his body can be resurrected using the proper magics. 
6. Lowered Intelligence: -6

Weight: 840 lbs.                     
Basic Hits: 17
Agility Mod: -4                        
Strength: 50
Endurance: 45                        
Agility: 8
Intelligence: 7                        
Charisma: 8
Reactions from Good: - / Evil: -
Hit Mods:                              
Hit Points: 224   
Healing Rate: 23.8      
Power: 112                   
Damage Mod.: -1                              
Accuracy: -2                                                       
Carrying Capacity: 54,390 lbs.
Basic HTH Damage: 5d10      
Movement Rates: 105” ground
Detect Hidden: 6%                
Detect Danger: 11%
Inventing Points: 7                   
Inventing: 21%

Origin/Background: In 1894, the wealthy Cyrus Gold was attacked by a man named Jem, who wanted Gold's money. Jem's girlfriend Rachel Rykel, was a prostitute Gold had once bought services from, and the two had tried to blackmail Gold about it. When Gold refused to pay her, Jem severely injured him, took his money, and left the body to die in the murky heart of Gotham City's Slaughter Swamp. In the moment before sinking under the mud, Cyrus Gold cursed his murderers and swore to God, he would somehow be revenged. Since the event soon became a legend, there have been many other versions of this story, but the main content is the same: Gold was killed and his body sunk into the swamp.

Over the next fifty years, Gold's skeleton lay at the swamp's bottom, accumulating decaying leaves, rotting wood, and other debris, and gradually formed into a gigantic creature that somehow imitated a strange form of pseudo-life.

In 1944, this creature rose from the swamp, with tremendous strength and some dormant memories that for example allowed him to speak English, but not knowing what he was, and not remembering Cyrus Gold or his fate. Wandering throughout the swamp, he encountered two escaped criminals, killed them, and took their clothes. Shortly thereafter, he met a group of men in a hobo camp. When they asked him his name, he simply muttered that he had been born on Monday. Reminded of an old nursery rhyme about a man born on Monday, the thugs named the creature "Solomon Grundy", and impressed by his great strength, took him on a crime spree throughout Gotham City.

Combat Tactics: Grundy will usually focus his attention on one particular target, trying to pound that his opponent into submission. He'll rarely evade, and never saves an action.

Notes: Grundy's power levels vary wildly depending on who's writing him. In some cases Batman was able to take him down, while in others, he could go toe-to-toe with Superman.
« Last Edit: Mar 6th, 2022 at 8:06pm by dsumner »  

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Re: DC characters for V&V
Reply #86 - May 10th, 2010 at 5:11am
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Chemo



Identity: Chemo
Side: Evil    
Affiliation: None         
Sex: Male
Age: -                  
Level: 9
Training: Damage

Powers:
1. Robotic Body: 25% Human Appearance. +30 Strength. With the following built in powers: Size Change: Larger (modified): Permanent: Height Factor: 4; Weight Factor 64. No Agility reduction from weight increase. Chemo can alter his height from 25' to over 100'. PR=2 to grow.
2. Chemical Power: Permanent: Chemo's body is filled with swirling mass of highly toxic chemicals.
a) Chemo is capable of spewing corrosive acid. A hit inflicts 2d8 damage, and the target is affected as though it was hit by a Disintegration Ray attack. R=Ex2, PR=8 per attack.
b) Poison/Venom: Chemo can spew a brew of toxic chemicals, that have a number of effects on his victims:
I) Noxious Vapors: Victim is affected as though they were attacked with Devitalization Ray. 3d10 damage to Power. R=70", PR=3
II) Toxic Vapors: Victim must save vs. E or is affected as though they were hit by a Paralysis Ray attack. R=70", PR=7. Wake-up rolls to regain consciousness.
III) Poisonous Vapors: Victim is affected as though they were attacked with Death Touch: R=touch, PR=20. Normal saves apply.
3. Heightened Endurance: +30.
4. Invulnerability: 15 points.
5. Physical Handicap: Mute.
6. Reduced Intelligence: -6.

Weight: 12,800lbs.                      
Basic Hits: 256
Agility Mod: -                               
Strength: 45
Endurance: 45                            
Agility: 6
Intelligence: 4                            
Charisma: 8
Reactions from Good: - / Evil: -
Hit Mods.:
Hit Points: 2,827   
Healing Rate: 358.4    
Power: 102                  
Damage Mod.: -1
Accuracy: -2
Carrying Capacity: 612,000lbs.
Basic HTH Damage: 9d10          
Movement Rates: 392” ground
Detect Hidden: 4%                     
Detect Danger: 10%
Inventing Points: 2.4                      
Inventing: 12%

Origin/Background: Professor Ramsey Norton was a highly ambitious scientist who hoped to find solutions to humanity's greatest problems, including famine and disease. He dumped the results of his unsuccessful experiments into a gigantic humanoid-shaped plastic mold that he named Chemo. Chemo represented Norton's failures, and was supposed to spur him towards success. After failing to develop a plant-growth chemical, he poured the results into Chemo, filling it to the very top. Through a miraculous chemical reaction Chemo was brought to life, possessing a mild intelligence and a great need to destroy. Chemo killed his horrified creator, and then went on a citywide rampage.

Combat Tactics: Chemo's tactics generally consist of picking a direction of travel, and destroying anything that gets in his path.

Personality/Character Traits: Chemo's primary trait seems to be wanted to inflict the maximum amount of damage and destruction as possible.

Notes: Chemo's another big brawler, who's capable of dishing out a lot of damage. With well over 2,000 hit points, he can soak up hits all day long, while his chemical powers allow him to perform a number of interesting feats. However his low intelligence and agility scores can be exploited by a group of heroes.
« Last Edit: Oct 23rd, 2020 at 4:53pm by dsumner »  

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Re: DC characters for V&V
Reply #87 - May 10th, 2010 at 11:36am
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I kind of liked Dr.Light from Identity Crisis. It made you think about issues like "Just because we can do something, should we?"

granted it's not V&V type heroes but it was a good story
  

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Re: DC characters for V&V
Reply #88 - May 10th, 2010 at 1:03pm
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Avatar wrote on May 10th, 2010 at 11:36am:
I kind of liked Dr.Light from Identity Crisis. It made you think about issues like "Just because we can do something, should we?"

granted it's not V&V type heroes but it was a good story



I've got a few beefs with Identity Crisis:

1. Retconning Dr. Light into a Rapist was, IHMO, silly. It didn't fit his background. They could have just as easily come up with a generic villain for the storyline.
2. Sexual Predators are the lowest form of life in the criminal world. When other criminals find out what type of crime they've committed, they try to kill them. So I can't see all the other villains banning behind their "buddy" Dr. Light to "avenge" him.
3. Mind Wipes? Come on, these guys routinely use mental abilities on each other. So what's all the noise about.
4. And most importantly, I don't want the JL to be a down and dirty super gritty crime drama. Save that for the Batman books.

As far as the new additions go, what do you guys think? they look OK? What do you think about Darkseid?
« Last Edit: May 10th, 2013 at 4:33pm by dsumner »  

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Re: DC characters for V&V
Reply #89 - May 10th, 2010 at 1:28pm
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Darkseid rocks.

Where did you find his actual name? I haven't been able to find it in any reference material

As for the dark gritty manner of Identity Crisis. I like to see dark on occasion. It just so happens I am into Batman heavily right now, still trying to beat Arkham Asylum on the hard difficulty level. Not doing so well
« Last Edit: May 10th, 2010 at 1:47pm by Avatar »  

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Re: DC characters for V&V
Reply #90 - May 10th, 2010 at 1:51pm
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dsumner wrote on May 10th, 2010 at 1:03pm:
As far as the new additions go, what do you guys think? they look OK? What do you think about Darkseid? 

One of the things I like best about your approach is that it seems like you're trying to capture the characters as you see them--without trying to point-buy them out like the munchkins do.

I've seen some translations where everyone has stats of 12, 15, 18, 21, etc. because "it would make sense" for them to train to their abilities to those thresholds in game terms--even if those stats don't match the feel of the published characters.

So again, I like that you're trying to match the spirit of the characters as you read them instead of trying to leverage numbers and rules rake them out.
  
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Re: DC characters for V&V
Reply #91 - May 10th, 2010 at 2:04pm
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Mike wrote on May 10th, 2010 at 1:51pm:
One of the things I like best about your approach is that it seems like you're trying to capture the characters as you see them--without trying to point-buy them out like the munchkins do.

I've seen some translations where everyone has stats of 12, 15, 18, 21, etc. because "it would make sense" for them to train to their abilities to those thresholds in game terms--even if those stats don't match the feel of the published characters.

So again, I like that you're trying to match the spirit of the characters as you read them instead of trying to leverage numbers and rules rake them out.


I try to keep a simple approach, that I think fits within V&V established parameters, and not reinvent the wheel every time I work someone up. Plus, several of you guys have given me suggestions that actually work better than what I come up with, and I incorporate them into the writeups.
  

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Re: DC characters for V&V
Reply #92 - May 11th, 2010 at 2:10am
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The Shade



Identity: Richard Swift
Side: Evil
Affiliation: Injustice Unlimited    
Sex: Male
Age: 270+                     
Level: 11
Training: Damage

Powers:
1. Darkness Control: 39" range, max. area is a sphere = 1/4 current power. PR=2 to create or reshape.
2. Dark Force Manipulation (Illusions B): Shadow Based energy constructs. Creation Points = Current Power x 2.
3. Teleportation: PR=4, max. range = Power x 1000.
4. Body Power: Retarded Aging: Shade ages at an incredibly slow rate.

Weight: 160
Basic Hits: 4
Agility Mod: -                              
Strength: 11
Endurance: 13
Agility: 13
Intelligence: 12
Charisma: 13
Reactions from Good: - / Evil: -
Hit Mods.:
Hit Points:   
Healing Rate:    
Power: 49
Damage Mod.:
Accuracy:
Carrying Capacity: 210lbs.
Basic HTH Damage:         
Movement Rates: 37” ground
Detect Hidden: %                     
Detect Danger: %
Inventing Points:                     
Inventing: 36%

Origin/Background: Richard Swift was an English gentleman present at an undetailed mystical tragedy. He (as well as the mysterious dwarf Culp) survived the event, but he was left linked to a reservoir of darkness, a man but also a monster of sorts, never aging and rarely feeling any pain or true connection to others. In Victorian London, he would make enemies of the corrupt Ludlow family, whose efforts to kill him would span 150.

As time passed, Swift would come to call himself the Shade, and move to the frontier town of Opal City in America. He would often play the rogue although never in Opal City itself but just as often play the hero, befriending Opal City's sheriff, Brian Savage. All the while, he would amass a personal fortune while rejecting conventional morality. When the age of costumed heroes began, the Shade sought combat for its own sake and challenged the new heroes.
« Last Edit: Oct 23rd, 2020 at 5:30pm by dsumner »  

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Re: DC characters for V&V
Reply #93 - May 11th, 2010 at 9:41am
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Gentleman Ghost



Identity: “Gentleman Jim” Craddock
Side: Evil
Affiliation: Injustice Unlimited
Sex: Male
Age: Immortal                  
Level: 7
Training: Damage

Powers:
1. Non-Corporalness (Permanent): PR=4 per hour to remain corporal.
2. Invisibility: PR=1 per hour. If detected, -1 to be hit and +1 to hit.
3. Special Weapon: Flintlock Pistol: 1d8 damage. R=AGL x 2
4. Heightened Expertise: +4 to hit with Flintlock Pistol
5. Dimensional Travel:
6. Animated Servant:
7. Vulnerability: Gentleman Ghost is unable to touch virgins.

Weapons:
Sword Cane:

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 11
Endurance: 13
Agility: 13
Intelligence: 14
Charisma: 14
Reactions from Good: -1 / Evil: +1
Hit Mods: (1)(1.4)(1.1)(1.3) = 2.002
Hit Points: 8
Healing Rate: 1.2
Power: 51
Accuracy: +1
Damage Mod.: +1
Carrying Capacity: 210 lbs.
Basic HTH Damage: 1d4
Movement Rates: 37” ground
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 9.8
Inventing: 42%

Origin/Background: “Gentleman Jim” Craddock was a notorious highwayman and robber who terrorized the good citizens of England. He journeyed to the U.S in the late 1800’s where he encountered the gunslingers Nighthawk and Cinnamon in the American West. The hotheaded Nighthawk captured the criminal and ended his life with a noose and gallows, but Craddock transcended death as a surprisingly cultured phantom.

The Gentleman Ghost would henceforth wander the Earth until the spirit of his killer moved onto the next plane of existence. Unfortunately for Craddock, Nighthawk and Cinnamon were reborn incarnations of Egyptian royals Prince Khufu and Chay-Ara, and thus their souls could not truly die. Both were eventually reincarnated as Hawkman and Hawkgirl, and the Gentleman Ghost became their recurring nemesis.

Combat Tactics/M.O.:

Personality/Character Traits:

Notes: This is the "original" ghost version of Gentleman Ghost. Over the years, new writers have added additional abilities to his bag of tricks, including the ability to teleport, travel to another dimension, render any body part coming into contact with him deathly cold (Body Power), summon a flame shooting spectral cane (Magical Special Weapon), and summon a fire breathing demon like black horse (Pet). GMs should feel free to tack on any of these additional abilities at will.
« Last Edit: May 22nd, 2020 at 11:13pm by dsumner »  

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Re: DC characters for V&V
Reply #94 - May 11th, 2010 at 11:30am
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The Dummy
Is this the same one seen in the Batman the animated series?
  

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Re: DC characters for V&V
Reply #95 - May 11th, 2010 at 5:07pm
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Avatar wrote on May 11th, 2010 at 11:30am:
The Dummy
Is this the same one seen in the Batman the animated series?


I think you might be thinking of "Scar Face". Here's a pic of him.

 

The pudgy middle aged guy is actually the one in charge of the Scar Face dummy. He's got a split personality, and voices his "evil" personality through the dummy sitting in his lap. Here's a quote on them.

"Scarface is the dominant evil personality of the ventriloquist Arnold Wesker. He communicates solely through a ventriloquist's dummy modeled after a Prohibition-Era gangster. Enemies of the Batman, they both first appeared in Detective Comics#583."
  

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Re: DC characters for V&V
Reply #96 - May 12th, 2010 at 6:54pm
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Great run of character write ups, DS.
  
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Re: DC characters for V&V
Reply #97 - May 13th, 2010 at 8:11am
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Doctor Foom wrote on May 12th, 2010 at 6:54pm:
Great run of character write ups, DS.


I'm still tinkering with their power sets, and fleshing out their details. I've got a few others I want to add, like Silver Banshee, but I need to work out how her abilities would transfer over to V&V.
  

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Re: DC characters for V&V
Reply #98 - May 13th, 2010 at 8:37am
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Magenta



Identity: Fances "Frankie" Kane
Side: Evil    
Affiliation: The Rouges                    
Sex: Female
Age: Early 20's                  
Level: 7
Training: Accuracy

Powers:
1. 2x Magnetic Powers: (doubles the range, and max. cap., reduces PR cost to 2). R=24", PR=2 per use per turn as a defense. Max. magnetic cap. = 7,200 lbs.
2. Flight: 168 mph, max. speed, PR=1 per hour.
3. Heightened Senses: By concentrating, Magenta can perceive the world around herself solely as patterns of magnetic energy.
4. Phobia/Psychosis: Multiple Personality Disorder.

S: 11
E: 14
A: 14
I: 12
C: 14

Origin/Background: Frances "Frankie" Kane grew up in Blue Valley, Nebraska and became a close friend of  Wally West, the third  Flash. Kane's power emerged one night while she, her father and brother were driving on a narrow mountain road. When her powers went out of control, the car fell off a cliff, and Kane's father and brother were killed.

Frances' superstitious mother believed her daughter was possessed by the devil and spurned her. With the help of Wally and the Teen Titans, Frances was able to gain some control over her powers, and the two became lovers in college.

Whenever Kane's powers emerged, however, she would "split" into a second, evil identity known as Magenta. Despite having helped the Teen Titans and the Flash in their fight against villainy. Magenta has fought the Flash as an enemy on more than one occasion.

Personality/Character Traits: Having since been forsaken by the Flash for another love, Magenta flutters between her good and evil nature.
« Last Edit: Apr 4th, 2020 at 10:12am by dsumner »  

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Re: DC characters for V&V
Reply #99 - May 13th, 2010 at 10:41am
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Doctor Light



Identity: Author Light
Side: Evil
Affiliation: Former member of the Fearsome Five      
Sex: Male
Age: Unknown
Level: 12
Training: Defense

Powers:
1. Light Control: R=22", 2d8 damage, with PR=1 per attack. Blinding flash radius = 22". One action to activate Light defense, PR = 1 per between turns thereafter.
2. Flight: PR=1 per hour. Max speed = 140 MPH.
3. Heightened Intelligence A: +11.
4. Illusions A/B: Holograms/Solid Energy Illusions: (creation points = current power x2) Range = 22”.
5. Invisibility: PR=1 per hour, see pg. 14 for full description.
6. Phobia: (See below)

Weight: 171 lbs.                
Basic Hits: 4
Agility Mod: -                     
Strength: 10
Endurance: 14                     
Agility: 11
Intelligence: 25                  
Charisma: 10
Reactions from Good: - / Evil: -
Hit Points: 12                     
Healing Rate: 1.2
Power: 59    
Damage Mod.: +2
Accuracy: -
Carrying Capacity: 204 lbs.
Basic HTH Damage: 1d4       
Movement Rates: 34” ground
Detect Hidden: 18%            
Detect Danger: 22%
Inventing Points: 25            
Inventing: 75%

Origin/Background: Dr. Arthur Light and Dr. Jacob Finlay both young scientists in the S.T.A.R. Labs Light Technology Department, were an inseparable pair. Jacob, far more than Arthur, was extremely protective of their research and insisted that it be used in the cause of good and morality. Unbeknownst to Jacob, Arthur had been illegally selling other S.T.A.R. secrets to a powerful corporate raider. One night, Arthur was caught pilfering further lab technology by a new superhero calling himself Dr. Light. Dr. Light tried to capture Arthur-and then, once he got a clear look at Arthur's face seemed to recognize him and mysteriously set him free.

Reflecting on the incident later that night, Arthur realized that Jacob was Dr. Light and that he had been helping himself to their technology in order to create a superhero Identity. Knowing Jacob's secret made Arthur even more reluctant to fulfill the new request of his corporate benefactor- who demanded that Arthur find and turn over the secret of Dr. Light's powers.

The next morning, in the shambles of the lab torn apart during his battle with Dr. Light, Arthur began to confront Jacob about their mutual situations when an electrical short in their equipment caused a laser to lash out toward Jacob, disintegrating him in a blinding flash. Arthur assumed that Jacob would no longer be a part of his life-an assumption that turned out to be anything but true when Jacob's ghost began haunting Arthur whenever the lights went out, blaming Arthur for his death. Arthur continued to be terrorized by the vengeful spirit of his former friend until he accidentally came across Jacob's Dr. Light outfit, hidden in the lab. In a panic, Arthur used its light-ray beams against Jacob's ghost. He immediately discovered that light, in any form, was his one defense against the spirit, and Arthur took the costume and weaponry for his own protection.

As Dr. Light, Arthur became intoxicated with his new found power and decided to use it for personal gain.

*Notes* - This is Dr. Light before they went and turned him into a rapist in Identity Crisis. :3pissed:

Dr. Light originally drew his powers from a specially designed suit, but over the years, his powers became innate abilities. During the Underworld Unleashed mini series, he and several other villains, got MAJOR power boost, but the writers at DC seem to have either ignored, or forgotten about it. During the Identity Crisis mini, he and his abilities were retconned once again. Not long after IC he was shown taking on the entire membership of the Teen Titans, including Superboy. During the battle he displayed several new abilities, including being able to absorb light and energy. I've chosen to stick with the basics.
« Last Edit: Apr 8th, 2021 at 10:31am by dsumner »  

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Re: DC characters for V&V
Reply #100 - May 13th, 2010 at 9:27pm
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CIRCE



Identity: Circe                     
Side: Evil                           
Sex: Female                      
Age: Immortal                     
Level: 17                            
Training: Accuracy

Powers:
1. Body Power: Immortality: Circe doesn't age.
2. Body Power: Resurrection:
3. Heightened Senses: Mystical Awareness: 5x % chance to detect magical/mystical beings/creatures.
4. Magic Spells: Special Requirement: Requires the use of hand gestures. Power loss when unable to gesture.
a) Transformation: Transforms victims into animals. Victim must save as though they were attacked with Death Touch. R= CH+END/2, PR=8
b) Mystic Blast: Attacks as Power Blast. 1d20 Damage. R=CHR+END/2, PR=2.
c) Teleport. As per standard Teleportation power.
d) Healing: Heals 1 point of damage per point of power expended. PR=3 per point of damage healed, R=Touch.
e) Charm: Attacks as Mind Control. R=Sight. PR as per Mind Control.
f) Illusions: As per Illusions A: Visual. 
5. Transformation: Shape Change: Device: Mirror of Circe: Into any humanoid creature. 3 uses per day.
6. Willpower A: PR=1 per turn, or when used as a defense.
7. Vulnerability: Contact with the herb moly results in loss of magic spell abilities.

STR: 12
END: 19
AGL: 16
INT: 23
CHR: 23

Origin/Background:Circe was born the princess of Colchis, daughter of the legendary Hyperion and Perseis of ancient Greece. She studied sorcery and soon was feared by her subjects. When Circe killed her weak-willed husband, the people of Colchis seized the opportunity to exile the sorceress to a barren island. There, she used her spells to lure sailors to the island, enchanted them and ultimately put them to death. She was not satisfied with this, however, and she sought revenge against those who punished her. She prayed for vengeance, and Hecate answered her prayers.

Hecate the Crone was goddess of magic and the third part of the Trinity of the Moon, along with Artemis the Maiden, and Demeter the Mother. Unlike the rest of the gods, she was not an Olympian, but from the far more powerful line of Titans. Nevertheless, she aided Zeus in overthrowing the Titans and legitimising his reign. She also cast a great enchantment protecting the weakened gods, giving Olympus a chance to rebuild after the war against the Titans. Zeus was in awe of Hecate, but his wife, Hera, was jealous of the wise crone's power and worked to undermine her authority. Insulted by the gods she helped to enthrone, Hecate returned to Earth and answered the supplications of Circe.

The goddess infused her soul into Circe's body, ending her existence as Hecate and beginning a new one as a reborn Circe. But before she discorporated, Hecate left Circe with a prophecy: "Upon the death of Witch, and the birth of Witch, Hecate, by Name and Choice, shall repossess her soul."

Circe believes that Princess Diana of Themyscira, better known to the world at large as Wonder Woman, is the second witch of the prophecy and fears that on Wonder Woman's death, Hecate's soul will flee her body and inhabit Princess Diana's.

Combat Tactics and M.O.:

Personality and Character Traits: Circe is an ancient manipulator, she's vain, cruel, and sadistic. She enjoys inflicting pain and suffering on others. Using her magic to transform and enslave others to her whims, she take particular joy in transforming men into animals, and using them as her playthings, forcing them to do her bidding. She cares about no one save herself and her daughter by Ares, Lyta. Circe’s obsession is retaining her power and immortality and she is willing to do whatever is necessary to achieve those ends.
« Last Edit: Mar 8th, 2016 at 4:26am by dsumner »  

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Re: DC characters for V&V
Reply #101 - May 13th, 2010 at 11:55pm
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ARTEMIS



Identity: Artemis Crock    
Side:Evil
Affiliation: Injustice Unlimited   
Sex: Female                   
Age: ?                           
Level: 3                           
Training: Endurance

Powers:
1. Heightened Endurance (A): +8
2. Heightened Agility (A): +10
3. Heightened Expertise: +4 to hit w/Archaic Weapons.
4. Heightened Senses: Tracking Ability:
5. Natural Weaponry: Unarmed Combat Training: +3 to hit, +6 damage
6. Heightened Defense: -4 to be hit while conscious and mobile.
7. Training: +1 to hit in HTH.
8. Training: +1 to hit with her weapons.

Equipment/Weapons:
1. Crossbow: +5 to hit, HTH +1d3 damage, R=Ax4
2. Bolas: +3 to hit, HTH+1d3 damage, R=A
3. Dagger: +2 to hit, HTH+1d2 damage, R=A

Weight:  130 lbs.            
Basic Hits: 3
Agility Mod: –                  
Strength: 16
Endurance: 18                  
Agility: 23
Intelligence: 13                  
Charisma: 14
Reactions from Good: -1 / Evil: +1
Hit Mods: 7.4536             
Hit Points: 22      
Healing Rate: 1.5
Power: 70
Damage Mod.: +2                        
Accuracy: +4                                    
Carrying Capacity: 383 lbs.      
Basic HTH Damage: 1d6
Movement Rates: 57” ground
Detect Hidden: 10%            
Detect Danger: 14%
Inventing Points:  3.6            
Inventing: 39%

Origin/Background: The daughter of Sportsmaster and the original Tigress, Artemis Crock carries on her parents' tradition of plunder and murder with her crossbow and superhuman fighting skills.

Combat Tactics and M.O.: Artemis is ruthless and efficient in combat.

Personality and Character Traits:

Note: She and Icicle are lovers.
« Last Edit: Mar 8th, 2016 at 4:27am by dsumner »  

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Re: DC characters for V&V
Reply #102 - May 14th, 2010 at 6:00am
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Parasite



Identity: Rudy Jones
Side: Evil 
Affiliation: None                       
Sex: Male
Age: ?                             
Level: 9
Training: Accuracy

1. Absorption: Energy Absorption, Powers/Abilities, and Memories: R=Touch. Note: Absorbed powers fade after 24 hours (they gradually become weaker), but, he retains his victim's memories.
2. Absorption: Life Force Energy (Hit Points): Absorbed hit points go to boost his own.
3. Transformation: Shapeshifting: Linked to Absorption. Parasite can mimic his victims down to the genetic level.

Note: Absorbed powers fade after 24 hours (they gradually become weaker), but, he retains his victim's memories.

STR: 14
END: 14
AGL: 12
INT: 14
CHR: 12

Origin/Background: Originally a menial slacker, Rudy Jones was transformed while working as a janitorial laborer at a Pittsburgh's S.T.A.R. Labs facility. Thinking a waste container might have held something valuable he opened it and was exposed to strange radiation that changed his body. Jones now had the ability to absorb the life energy of other people leaving withered corpses. Eventually a scientist that was tending Rudy was tricked and ultimately absorbed into the Parasite. This joining was different than Rudy's others; he actually retained the scientist, Dr. Torval Freeman, as a part of his own mind.

Personality/Character Traits:
« Last Edit: Apr 4th, 2020 at 10:13am by dsumner »  

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Re: DC characters for V&V
Reply #103 - May 14th, 2010 at 10:47am
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Parasite, one of my favorite Superman villains
  

If something seems to good to be true, it's best to shoot it,just to be safe
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Re: DC characters for V&V
Reply #104 - May 23rd, 2010 at 5:33am
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Doctor Phosphorus



Identity: Alex Sartorius
Side: Evil                        
Sex: Male
Age: ?                            
Level: 5
Training: Accuracy

Powers:
1. Body Power: Dr. Phosphorus' body is composed of organic phosphorus that burns on contact with the air, emitting poisonous fumes and glowing with a radioactive flame. R=touch, 1d12 damage, PR=2 
2. Absorption:

Origin/Background: Dr. Sartorius was a wealthy member of Gotham City's exclusive Tobacconists' Club who invested his life savings in a private nuclear power plant being constructed at sea. The builders cut corners on the project, and when Sartorius inspected it he noticed a crack in the reactor core. As it exploded he dove behind a pile of sandbags, causing millions of red-hot sand grains to be driven through his body. The radiation changed the sand from silicon to phosphorus, and Sartorius' body was mutated into a pure phosphorus form. His mind became unhinged, and calling himself Dr. Phosphorus he began a campaign of terror against Gotham City.
« Last Edit: May 22nd, 2020 at 11:16pm by dsumner »  

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Re: DC characters for V&V
Reply #105 - May 24th, 2010 at 5:21am
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Just out of curiosity, is there any DC villain in particular you guys want to see? Just remember, that when it comes to people like Black Adam, I have to start "fudging" numbers to make them fit into the system, as V&V really isn't designed to handle guys of their power level.
  

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Re: DC characters for V&V
Reply #106 - May 24th, 2010 at 5:29am
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Anomaly



Identity: Floyd "Bullets" Barstow
Aliases: None
Sex: Male
Age: ?
Marital Status: Single
Known Relatives: None
Place of Birth: Metropolis
Side: Evil
Affiliation: Superman Revenge Squad, Intergang
Known Associates: None
Known Grudges: Superman
Base of Operations: Metropolis
Level: 3
Training: Strength

Powers:
1. Absorption: Anomaly can absorb, and mimic, the physical characteristics of any substance he comes into physical contact with. 
2. Heightened Strength: +20.
3. Natural Weaponry: Street Fighting: +2 to hit, +4 damage.

STR: 35
END: 18
AGL: 12
INT: 11
CHR: 10

Origin/Background: Floyd Barstow is a clone created by Project Cadmus, a large scientific "think tank" specializing in genetics research. His "clone-source" was a convicted murderer called "Bullets" Barstow. After a scuffle with a woman named Misa, Floyd noticed a few scratches on his right hand. These scratches appear to inflame and cause Floyd’s powers to manifest. It appears to Floyd that he’s inherited evil intent from his genetic source, and after escaping from Cadmus, he joins the Superman Revenge Squad where Superman defeats him. Intergang, a vast criminal organization, easily gets him out of prison and Anomaly begins working with the group. Intergang's mission to kill Cadmus' protector, Guardian, fails when Anomaly experiences a change of heart, and instead helped rescue him.  In return, Guardian took Anomaly back to Cadmus to see if he could be helped.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: Sep 16th, 2014 at 6:26pm by dsumner »  

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Re: DC characters for V&V
Reply #107 - May 24th, 2010 at 5:37pm
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Ultra-Humanite



Identity: ?
Side: Evil                     
Sex: Male
Age: ?                         
Level: 11
Training

Powers:
1. Heightened Intelligence (B): +15
2. Ape Powers:
a) Increased Mass: 3x normal weight
b) Heightened Strength: +12
c) Heightened Endurance: +10
d) Heightened Agility: +8
3. Telepathy:
4. Telekinesis:
5. Psionics: Mind Transfer: The Ultra-Humanite is able to transfer his brain to a new host body whenever it needs to.
6. Willpower A: PR=1 per turn when used as a defense.

STR: 25
END: 23
INT: 31
AGL: 18
CHR: 14

Origin/Background: He is the greatest adversary of the Justice Society of America, but little is known about the true origin of the Ultra-Humanite. It is speculated he was originally a male scientist who came into conflict with some of the mystery men of the 1940's, though no one can verify this. He was apparently killed at some point, with his still-living brain then transplanted into the body of kidnapped film actress Dolores Winters.

As Winters, the Ultra-Humanite clashed with several prominent Golden Age heroes, including the Justice Society of America. Since then, his brain has been transplanted from body to body.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: May 8th, 2013 at 9:31pm by dsumner »  

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Charger & Deuce
Reply #108 - May 24th, 2010 at 5:53pm
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Charger



Identity: Unknown
Side: Evil
Affiliation: Fearsome Five, The Circle
Sex: Male
Age: Unknown                        
Level: 2

Powers:
1. Lightning Control: 2d8 damage
2. Absorption: Electricity:
3. Heightened Expertise" +4 to hit with Lightning Control.

Deuce



Identity: Unknown
Side: Evil 
Affiliation: Fearsome Five, The Circel
Sex: Female
Age: Unknown
Level: 2

Powers:
1. Psionics: Mental Illusions: Deuce has the ability to enter other people's minds, and produce telepathic illusions, usually the illusion that she is in multiple places at once, which she uses to confuse her opponents.
2. Heightened Expertise: Illusion Powers

Origin/Background: Little is known about the couple called Charger and Deuce, as their real names have never been revealed. The super-powered couple answered an ad placed in The Voice by the (at the time) three remaining members of The Fearsome Five, Shimmer, Mammoth and Gizmo, who had previously expelled two of their former teammates, their founder, Doctor Light, and Psimon, and after a third member, Neutron, had left the group. While other members of the Five had joined for reasons of wealth or power, Deuce and Charger joined out of animosity towards Superman, whom they hoped to kill. Deuce made allegations that Superman committed "crimes against her people" but what this meant is unclear, and has never been explained by her.

With the Fearsome Five, Charger and Deuce attempted to steal a jewel from a diamond expo in Metropolis, and later raided a luxury liner to rob its rich patrons. Both times, they were thwarted by Superman, and incarcerated, but they soon escaped police custody.

Charger and Deuce were revealed as being part of "the circle", who believed that Superman was their lost companion. Though Superman was not the lost one, he could use his energy to help the circle leave Earth.
« Last Edit: Oct 1st, 2020 at 2:37am by dsumner »  

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Re: DC characters for V&V
Reply #109 - May 27th, 2010 at 7:12am
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Tigress



Identity: Artemis Crock
Side: Evil
Affiliation: Injustice Society    
Sex: Female
Age: ?                         
Level: 11
Training:  Accuracy

Powers:
1. Heightened Endurance (A): +8.
2. Heightened Agility (A): +10.
3. Heightened Expertise: +4 to hit w/anything.
4. Heightened Senses: Tracking Ability:
5. Natural Weaponry: Unarmed Combat Training: +3 to hit, +6 damage.
6. Heightened Defense: -5 to be hit  while conscious and mobile (-1 from training).

Equipment/Weapons:
1. Hand-held laser sighted Crossbow: +5 to hit, HTH +1d3 damage, R=Ax4
2. Bolas: +3 to hit, HTH+1d3 damage, R=A
3. Dagger: +2 to hit, HTH+1d2 damage, R=A

S: 16
E: 19
A: 25
I: 13
C: 14

Origin/Background: Daughter of Sportsmaster and the original Tigress, Artemis Crock carries on her parents' tradition of plunder and murder with her crossbow and superhuman fighting skills.

Combat Tactics/M.O.:

Personality and Character Traits:

*NOTE* - Trigress is villainess Artemis' current criminal identity.
« Last Edit: May 22nd, 2020 at 11:17pm by dsumner »  

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Re: DC characters for V&V
Reply #110 - May 31st, 2010 at 8:10pm
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Okay, looking at "Black Bolt's" X-Men thread got me motivated, so I started converting some of these into PDF's for download. The first one is Darkseid, it's an attachment ot the bottom of each write up. Their PDF layout is the same style as Balck Bolt's. so it should look pretty familiar.
  

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Re: DC characters for V&V
Reply #111 - Jul 10th, 2010 at 2:31pm
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dsumner wrote on May 24th, 2010 at 5:21am:
Just out of curiosity, is there any DC villain in particular you guys want to see? Just remember, that when it comes to people like Black Adam, I have to start "fudging" numbers to make them fit into the system, as V&V really isn't designed to handle guys of their power level. 


I'd like to see more of the street level villains (Batman/ Flash) as they fit more into the V&V level of play.

And a few more villain teams...as that's what most V&V adventures end up with.

And I'd love to see the Legionnaires Era Fatal Five...
  
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Re: DC characters for V&V
Reply #112 - Jul 12th, 2010 at 12:32am
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Gigglestick wrote on Jul 10th, 2010 at 2:31pm:
I'd like to see more of the street level villains (Batman/ Flash) as they fit more into the V&V level of play.

And a few more villain teams...as that's what most V&V adventures end up with.

And I'd love to see the Legionnaires Era Fatal Five...


I'll see about getting around to knock out some of the "Rouges", as they should be relatively easy to whip up, and I'll have to check on the Fatal Five.
  

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Re: DC characters for V&V
Reply #113 - Jul 13th, 2010 at 10:45am
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Well, we can always use more villains of any stripe.

(We all have enough heroes...but we need more villains to beat down...erm...I mean arrest.)
  
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Re: DC characters for V&V
Reply #114 - Nov 29th, 2010 at 3:25am
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moved to another thread.
« Last Edit: Apr 1st, 2013 at 7:18am by dsumner »  

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Re: DC characters for V&V
Reply #115 - Jan 2nd, 2011 at 9:56pm
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Cupid



Identity: Carrie Cutter
Side: Evil
Sex: Female               
Age: ?
Level: 5                      
Training: Damage

Powers:
1. Natural Weaponry: Unarmed Combat Training: +2 to hit, +4 damage.
2. Heightened Expertise: +4 to hit with bows
3. Heightened Senses: 2x Detect hidden/Danger.
4. Training Bonus: +2 to hit in HTH.

Origin/Background: Carrie Cutter was a special ops soldier, working for a top secret program called Cobalt, who thought her husband Ross abandoned her. During a mission in Georgia she encountered something that deeply disturbed her. She volunteered for a program that would make her fearless. It also turns her emotions up to the extreme when it came to falling in love. Other effects included memory loss and increased strength. She fell off the radar for a long time. Years later, she found out that her husband Ross was still alive tracked him to Star City and killed him. Green Arrow thought that the unknown man was abusing his wife so he shot the arrow. Cupid picked up that arrow which began her obsession with Green Arrow.

Combat Tactics/M.O.:

Personality/Character Traits: Cupid is an obsessed admirer of Green Arrow, and has taken it upon herself to hunt down his enemies to prove her love to "her man". She nurses an extreme hatred for Black Canary.
« Last Edit: May 22nd, 2020 at 11:18pm by dsumner »  

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Re: DC characters for V&V
Reply #116 - Jan 17th, 2011 at 1:33pm
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Just to satisfy my curiosity, what do you guys think of the latest additions?
  

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Re: DC Villains for V&V
Reply #117 - Dec 31st, 2012 at 1:37am
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Silverback

"This is your last chance to prove yourselves. Fail again and I'll be there to clean up the mess."



Identity: ?
Aliases: None
Sex: Male
Age: ?
Marital Status: ?
Known Relatives: None
Place of Birth: ?
Side: Evil
Affiliation: Brotherhood of Evil
Known Associates: None
Known Grudges: Blue Beetle, La Dama
Base of Operations: Mobile
Level: 7
Training: Accuracy

Powers:
1. Robotic Body: 0% human Appearance; +20 STR; 4x weight
a) Bonus Ability: Computer Enhanced Reflexes: Act as Heightened Defense: -4 to be hit and add +10 to initiative rolls.
2. Ape Powers:
a) Natural Weaponry: +3 to hit, +6 damage; also grants him the ability to climb vertical surfaces, like walls, at 1/2 his normal movement rate.
b) Heightened Strength: +12.
c) Heightened Endurance: +12.
d) Heightened Agility: +12.
e) Speed Bonus: +50" running/doubles Leaping distance.
3. Heightened Expertise: +4 to hit with everything.

Weapons:
1. Machete: +2 to hit, HTH+d6 damage.
2. Mini-Gun: R=Ax10”, HTH+1 per bullet over one, 2d6 damage per bullet -1 per die per bullet over one; must fire in 5 round bursts. 50 rounds.
3. M-4 Rifle/M-203 40mm Grenade Launcher:  Rifle: +4 to hit, 1d10 damage, R=Ax10, 30 round magazine. Grenade Launcher: Damage varies depending on grenade type. R=Ax10", Minimum Range = 5".
4. Mossberg 500 Shotgun: +2 to hit, 2d6 damage, R=A, 7 shots.
5. HK UMP Sub-machinegun:

Weight: 800 lbs.
Basic Hits: 16
Agility Mod: -4
Strength: 44
Endurance: 26
Agility: 21
Intelligence: 13
Charisma: 14
Reactions from Good: -1 / Evil: +1
Hit Mods: (3.2)(3)(1.1)(2.2) = 23.232
Hit Points: 372
Healing Rate: 11.2
Power: 104
Damage Mod.:+2
Accuracy: +4
Carrying Capacity: 35,114 lbs.
Basic HTH Damage: 4d10
Movement Rates: 131” ground
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 9.1
Inventing: 36%
Legal Status: US Citizen, with an extensive criminal record

Origin and Background: Silverback is a human mind transferred into a powerful mechanical ape-like body. When Phobia, Plasmus, and Warp returned to Paris after failing to secure Blue Beetle’s scarab, they were met by Silverback who, the Brotherhood of Evil, had assigned to either ensure their success or eliminate them if they failed. During a battle with Blue Beetle, many of Silverback's systems were knocked offline. The other members of the Brotherhood abandoned Silverback in order to avoid being killed by him, at a later point in time. Silverback, pleaded with Blue Beetle for help, revealing that he wasn't a robot, but a human who’d downloaded his mind into a robotic body. And that if he didn’t transfer it back soon, his mind would become trapped in the body. But, Blue Beetle paid no heed to him, left him in a decrepit building.

Combat Tactics/M.O.:

Personality and Character Traits: Cruel, and authoritative.
« Last Edit: Aug 22nd, 2014 at 5:06pm by dsumner »  

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Re: DC Villains for V&V
Reply #118 - Mar 20th, 2013 at 9:22pm
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If I get time this weekend, and that's a big if, I've got a few more characters I'd like to post, namely some of the Rouges (Capt. Cold, Capt. Boomerang, Pied Piper), for your reading/viewing pleasure.
  

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Re: DC Villains for V&V
Reply #119 - Mar 21st, 2013 at 7:34pm
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Woot  Smiley

Good to see you got some free time pal. Enjoyed re-reading the whole thread. I was surprised I didn't see Joker or Ra's al Ghul in their somewhere ... or have you slipped those masterminds in another thread? Wink
  

aka Dracos aka DarkStar aka Star Guard
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Re: DC Villains for V&V
Reply #120 - Mar 28th, 2013 at 6:29pm
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IIRC, Justice posted a Joker write-up somewhere in the thread. I'll see what I can do about a Ra's write-up.
  

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Re: DC Villains for V&V
Reply #121 - May 10th, 2013 at 3:02pm
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I'm making a number of updates, as well as cleaning up the format of the write-ups, and fleshing out the stat blocks on several of the characters.
  

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Re: DC Villains for V&V
Reply #122 - May 10th, 2013 at 5:52pm
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Merlyn



Identity: Arthur King
Aliases: Dark Archer, Merlyn the Archer, Merlyn the Magnificent
Sex: Male
Age: ?
Place of Birth: ?
Marital Status: Single
Known Relatives:
Side: Evil
Affiliation: League of Assassins, Injustice League Unlimited, The Killer Elite
Known Associates:
Grudges: Green Arrow
Base of Operations: Mobile
Level: 13
Training: Accuracy

Powers:
1. Heightened Expertise: +4 to hit with bows.
2. Natural Weaponry (Unarmed Combat Training): +2 to hit, +4 damage.
3. Willpower B: Through intense training, and focus, he's honed his body to near peak physical performance (see stats below).
4. Willpower A (Modified): By focusing on a target, he gains a +4 to hit.
5. Heightened Defense: -4 to be hit while conscious and mobile.
5. Training: Accuracy: +4 to hit with bow.

Weapon: Long Bow: +4 to hit, HTH+1 damage with bow, R=Ax3 (54")

Weight: 160 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 16
Endurance: 18
Agility: 19
Intelligence: 14
Charisma: 14
Reactions from Good: -1 / Evil: +1
Hit Mods.: 6.4372
Hit Points: 26
Power: 67
Healing Rate: 2.0
Damage Mod.: +2
Accuracy: +3
Carrying Capacity: 472 lbs.
Basic HTH Damage: 1d6
Movement Rates: 53” ground
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 18.2
Inventing: 42%

Origin and Background: Years before Oliver Queen would become Green Arrow, he was inspired to take up archery by the amazing archer, "Merlyn the Magician". Once Green Arrow began to become famous, the two met again, as Merlyn challenged the hero to a public archery contest and defeated him. With that victory under his belt, Merlyn vanished for years, only to resurface as a member of the League of Assassins. Merlyn and Green Arrow faced again as Merlyn tried to fulfill a contract to assassinate Batman. Green Arrow was able to deflect one of Merlyn's arrows with an arrow of his own, saving Batman's life. Merlyn admitted that Green Arrow had become the better archer, but escaped before he could be captured. Unable to return to the League of Assassins, he became a freelance assassin.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: Sep 12th, 2014 at 6:31pm by dsumner »  

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Re: DC Villains for V&V
Reply #123 - May 11th, 2013 at 7:25pm
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Captain Cold



Identity: Leonard Snart
Side: Evil
Affiliation: The Rouges
Sex: Male
Age: ?
Level: 11
Training: Accuracy

Powers:
1. Special Weapon: Cold Gun: +3 to hit; Attacks as Ice Powers. 1d12 damage. Creates ice as per Ice Powers.
2. Heightened Expertise: +4 to hit with Cold Gun.
3. Training: +4 accuracy with Cold Gun.

STR: 11
END: 14
AGL: 12
INT: 14
CHR: 14

Origin and Background: Leonard Snart grew up in a trailer park outside of central city with his sister. His father was an alcoholic and his mother frequently left after the beatings his father handed her. His father would also regularly beat Leonard and his Sister. Their only respite was their Grand Father who was an ice deliveryman, who would take them with him on his rounds. However Leonard’s Grandfather died and with it all the good things in his life.

Years later he left his sister with his father and joined up with a gang of criminals. Their first robbery was foiled by the then Flash Barry Allen and Leonard was sent to prison. While incarcerated Leonard studied kinetic energy and thermal motion with a plan to face of against the Flash when he was released. On his release he stole some blue prints from a lab and created his cold gun. Adopting the identity Captain Cold he set out on his career of crime.

Combat Tactics/M.O.:

Personality/Character Traits: Captain Cold portrays himself as an cold-hearted, ice-cold criminal, but in reality he cares deeply for his fellow Rogues and just wants to earn a dishonest buck. Despite Bart Allen’s death, Leo is not a killer, he will go out of his way to immobilize rather than kill.

Note: Capt. Cold has a grudge against the villain Chillblaine.
« Last Edit: Mar 8th, 2016 at 4:32am by dsumner »  

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Re: DC characters for V&V
Reply #124 - May 14th, 2013 at 4:25pm
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dsumner wrote on Jul 21st, 2009 at 5:31pm:
Brainiac



Identity: Brainiac                
Side: Evil                           
Sex: Male                           
Age: ?
Level: 20                              
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 = 2 x E, and each use of the controlled device may cost movement or an action (GM's option).
2. Computer Intellect (Heightened Intelligence): +30
3. Willpower (A): PR=1 per 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. 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: 23                  
Agility: 16
Intelligence: 50                        
Charisma: 28
Reactions from Good: - 5 / Evil: +5
Hit Mods.:
Hit Points: 276
Power: 139
Healing Rate: 4.8               
Damage Mod.: +7
Accuracy: +2
Carrying Capacity: 25,460 lbs.
Basic HTH Damage: 3d10   Movement Rates: 89” ground
Detect Hidden: 34%          
Detect Danger: 38%
Inventing Points: 100            
Inventing: 150%

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.



Hey, I would think Brainiacs Intellegance would be a least 30 points higher. The guy has a least a 10 level intellect in the 20 cen and with his constant up grades and advancement make him one of the deadliest villains ever. Would like to see also a version of him when he is combined with lex Luthor. That would cool.
  
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Re: DC characters for V&V
Reply #125 - May 14th, 2013 at 4:55pm
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Thanoseid wrote on May 14th, 2013 at 4:25pm:
Hey, I would think Brainiacs Intellegance would be a least 30 points higher. The guy has a least a 10 level intellect in the 20 cen and with his constant up grades and advancement make him one of the deadliest villains ever. Would like to see also a version of him when he is combined with lex Luthor. That would cool.


Hmm...I might tinker with it a bit, and see what I can come up with.
  

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Re: DC Villains for V&V
Reply #126 - May 14th, 2013 at 6:49pm
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dsumner wrote on May 14th, 2013 at 4:55pm:
Thanoseid wrote on May 14th, 2013 at 4:25pm:
Hey, I would think Brainiacs Intellegance would be a least 30 points higher. The guy has a least a 10 level intellect in the 20 cen and with his constant up grades and advancement make him one of the deadliest villains ever. Would like to see also a version of him when he is combined with lex Luthor. That would cool.


Hmm...I might tinker with it a bit, and see what I can come up with.


Also, As you said you are going to boost Darkseid. Even tho he seems powerful there he still needs a little extra. His weakness is also to find the anti life equation. Right now I'm trying to right up a Thanos. Tough. Guy is super powerful
  
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Re: DC Villains for V&V
Reply #127 - May 14th, 2013 at 8:38pm
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John wrote on Jun 3rd, 2009 at 11:35pm:
Funny, I am currently re reading the New Teen Titans.    I hated that he ended up killing Wintergreen.

Wow, you mean Terminator killed him?! That's so out of character...at least it was back when I was reading New Teen Titans. Didn't Terminator have like a super code of honor he lived by, in fact so much so that it cost his son (Jericho) his voice when Terminator wouldn't give up a contract to save his own kid?
  
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Re: DC Villains for V&V
Reply #128 - May 14th, 2013 at 8:40pm
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Shoot, didn't realize I was replying to a comment 4 years old. Sorry.
  
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Re: DC Villains for V&V
Reply #129 - May 14th, 2013 at 10:22pm
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Matt wrote on May 14th, 2013 at 8:40pm:
Shoot, didn't realize I was replying to a comment 4 years old. Sorry.


No worries, the years before the reboot, a LOT of DC's characters went off the rails. Terminator was so different than how he'd previously been portrayed it wasn't even funny.
  

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Re: DC Villains for V&V
Reply #130 - May 15th, 2013 at 10:56am
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I have been out of the comic book scene for a long time aside from back issue bargain bins, but what I see on the new comics racks doesn't appeal to me. A lot of mutilation and blood spewing and women dressed as strippers. I guess ignorance is bliss in my case.

Too bad there's no line of V&V comics featuring class acts like Manta Ray and the other Crusaders.
  
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Re: DC Villains for V&V
Reply #131 - Aug 22nd, 2014 at 4:02pm
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Predator



Identity: Carol Ferris
Aliases: None
Sex: Male
Age: ?
Marital Status: Single
Known Relatives: None
Place of Birth: ?
Base of Operations: Mobile
Side: Evil
Affiliation: None
Known Associates: None
Known Grudges: Green Lantern (Hal Jordan)
Level: 7
Training: Agility

Powers/Training/Abilities:
1. Transformation: Power Activation: Transforms into the Predator.
2. Armor B: ADR=90.
a) Heightened Senses: Thermal Vision.
b) Glider Wings:
c) Natural Weaponry: Claws: +3 to hit, +6 HTH damage. Claws allow him to climb vertical surfaces with, at 1/2 normal movement rate, with a successful AGL save. PR= 1 per turn
2. Willpower A: PR=1 when used as a defense.
3. Heightened Agility: +13.
4. Heightened Defense: -4 to be hit when conscious and mobile.
5. Heightened Expertise: +4 to hit with everything.
6. Natural Weaponry: Unarmed Combat Skil: +3 to hit, +6 HTH Damage.
7. Acrobatics: Evasion can be performed with the cost of movement
only at any part of a turn.
a) Knock Back Recovery: When knocked back from a hit, an Agility save allows Predator to recover without taking damage.
d) Falling Recovery: When falling from a height of less than Ax2, an Agility save will result in Predator's Agility score being subtracted from any damage taken. This is normally done only at A" in height for others at PR=3
8. Phobia/Psychosis: Split Personality: Carol Ferris/Predator.

Weapons/Equipment:
1. Hand Axe: +1 to hit, HTH +1d6 damage, R=2xA".
2. Knife: +2 to hit, HTH +1d2 damge, R=A".
3. Swing Line: swinging speed of 78"

Weight: 185 lbs.
Basic Hits: 4
Agility Mod: -
Strength: 19
Endurance: 19
Agility: 26
Intelligence: 15
Charisma: 16
Reactions from Good: -2 / Evil: +2
Hit Mods: 10.56
Hit Points: 42
Healing Rate: 2.0
Power: 79
Damage Mod.: +4
Accuracy: +4
Carrying Capacity: 810 lbs.
Basic HTH Damage: 1d8
Movement Rates: 64” ground, 78" swinging
Detect Hidden: 12%
Detect Danger: 16%
Inventing Points: 10.5
Inventing: 45%
Legal Status: US Citizen, with an extensive criminal record
Knowledge Areas: Business, Finance

Origin and Background: The Predator was an odd manifestation of Carol Ferris powers, which happened after a long string of defeats in her business life (as she encountered strong opposition from Congressman Jason Bloch when she became the new head of Ferris Aircraft, after her father retired), love life (Hal Jordan had left Earth) and Star Sapphire life (as her evil, spiteful alter ego had been defeated numerous time, most often by Hal Jordan).

In some never-replicated incident, Ferris split into two beings: a more peaceful, happy Carol Ferris and the new, never seen before, Predator. Carol apparently manifested the Predator as she felt that, as a woman, she wasn’t strong, aggressive, direct and brutal enough to overcome all the problems she was struggling with; at any rate she regarded the Predator as the “masculine”, aggressive site of her personality. The Predator was going to make everything alright.

Most of the Predator’s wrath was directed at Congressman Jason Bloch, still trying to ruin Ferris Aircraft. Predator defeated Bloch’s agents, the Demolition Team, and killed him, before establishing a multinational corporation called Con-Trol in order to regain full ownership of Ferris. For a time, it seemed nothing could stop him: he defeated Eclipso when he attacked Ferris, fought Hal Jordan when he came back and started to court Carol Ferris (who was, in that state, too much in love with Jordan to his liking) before kidnapping her. When Jordan found the Predator and Ferris where she was abducted, they oddly merged together to become Ferris’ third persona, Star Sapphire. The Predator was not seen again for a while.

Combat Tactics/M.O.:

Personality/Character Traits: The Predator was a deadly, powerful and extremely agile fighter. He was ruthless, very intelligent, and had a great understanding of tactics, whether in the field, the courtroom or the boardroom.
« Last Edit: Apr 4th, 2020 at 10:15am by dsumner »  

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Re: DC Villains for V&V
Reply #132 - Aug 22nd, 2014 at 4:53pm
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I also modified Brainiac's write-up and will probably be doing the same to Deathstroke and Darkseid's as well.
  

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Re: DC Villains for V&V
Reply #133 - Sep 12th, 2014 at 6:17pm
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Hazard

"I feel a first class hot streak coming on."



Identity: Rebecca "Becky" Sharpe
Aliases: None
Sex: Female
Age: ?
Place of Birth: ?
Marital Status: Single
Known Relatives: Steven Sharpe III (AKA: The Gambler/Grand Father)
Side: Evil
Affiliation: Injustice Unlimited
Known Associates: None
Base of Operations: Mobile
Known Grudges: Justice Society, Infinity Inc.
Level: 3
Training: Accuracy

Powers:
1. Psionics: Probability Control: Hazard has psionic powers that she uses in conjunction with special dice to influence probability as she wishes. by expending and action, she can cause good luck or harmful "accidents" to befall someone. For every 2 points of Power she channels into this ability, he can alter a die roll by +1 or -1. When used as an attack, it attacks as  Transmutation. R=CHR.
2. Heightened Expertise: +4 to hit with her powers.
3. Special Requirement: Her powers must be used in conjunction with a special pair of dice.

STR:13
END: 14
AGL: 13
INT: 12
CHR: 14

Origin and Background: Rebecca (Becky) Sharpe's grandfather was the criminal known as the Gambler and was a member of the original Injustice Society of the World. After being recently paroled from prison, Stephen (the Gambler) Sharpe gambled at Seymour Taj's Taj Mahal Casino in Las Vegas, Nevada. However, the games were fixed to ensure that Taj could control the outcome. Although he was a master gambler, Stephen Sharpe gambled away all his money.

His spirit totally broken by his defeat, Sharpe fatally shot himself. Sharpe's granddaughter Rebecca was determined to avenge him. Somehow she had gained the psionic ability to influence luck and probability through the use of special dice.

She made her first public appearance as Hazard in the company of other members of the new incarnation of the Injustice Society, called Injustice, Unlimited. She had joined the group on the condition that the group refrain from committing murder. The group's leader, at the time, the Wizard, assented to her terms, although he had no intention of abiding by them.

Injustice Unlimited made a group of businessmen, attending an international trade conference in Calgary, Canada, their prisoners and held them for ransom. Members of the original Infinity In.c and Global Guardians were on hand to guard the conference, but felt compelled to do the bidding of Injustice Unlimited, who held Hourman II captive - and had also hypnotized the Global Guardian known as Ice Maiden.

Accompanied by Wildcat II and Tasmanian Devil, Hazard went to Taj's casino and used her powers to win games there - thereby avenging her grandfather's death by causing financial disaster to Taj. Hazard's conscience was troubled when Injustice Unlimited threatened an innocent; Mike Dugan, the young son of Infinity, Inc's mechanic, Stripesey. She refused to become a murderer and turned against her own team.

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

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Re: DC Villains for V&V
Reply #134 - Nov 21st, 2014 at 4:45pm
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I would argue Lex has a much higher Intelligence than 33, he has an IQ of 200 and is the smartest person in DC universe (Barely ahead of Bruce Wayne).

Other than that, these characters are all awesome!! Thanks guys!
  
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Re: DC Villains for V&V
Reply #135 - Nov 21st, 2014 at 5:35pm
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Thanks for the compliments. I'll eventually get around to fleshing everyone out, standardizing the layout, and updating the thread.
  

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Re: DC Villains for V&V
Reply #136 - Nov 24th, 2014 at 10:41pm
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Nemo_the_Clown wrote on Nov 21st, 2014 at 4:45pm:
I would argue Lex has a much higher Intelligence than 33, he has an IQ of 200 and is the smartest person in DC universe (Barely ahead of Bruce Wayne).

Other than that, these characters are all awesome!! Thanks guys!


Great to see you again, Nemo!  You should stick around.
  
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Re: DC Villains for V&V
Reply #137 - Dec 16th, 2014 at 12:29pm
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Psi



Identity: Gail Marsh
Aliases: None
Sex: Female
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Chicago, Illinois
Side: Evil
Affiliation: None
Known Associates: None
Known Grudges: Supergirl
Base of Operations: Metropolis
Level: 3
Training: Endurance

Powers:
1. Telepathy:
2. Telekinesis (Modified):
3. Illusions A:
4. Psionics: Empathy:
5. Invulnerability:
6. Psionics: Mind Blast: Attacks as Mind Control, victim affected as through struck with Paralysis Ray. Normal wake-up rolls apply. R=C inches. PR=3 per a shot.
7. Teleportation:

Origin and Background: Born in Chicago, Gayle Marsh had a fairly normal and undistinguished childhood. At the age of 12, however, the child began to display the signs of extraordinary psychic power. Her parents were frightened by the powers that Gayle was displaying and so they consulted the family doctor. He recommended that Gayle be turned over to the more experienced hands at the Institute of Higher Psychokinetic Study, a Chicago based research facility specializing in the study of such extra sensory phenomena.

The researchers at the institute were excited at the prospect of examining Gayle, finding her telekinetic powers to be some of the most powerful ever recorded. One researcher, Daniel Penderghast, seemed to find Gayle's powers particularly fascinating and a friendship quickly developed between him and his young subject.

Initially Gayle was only meant to be at the Institute for a week or so, but during her stay there, her parents were killed in a road accident. As Gayle had no other family to take her in, Pendeghast petitioned the courts and was made her legal guardian.

Under Penderghast's supervision, Gayle was taught how to use and develop her great powers. Penderghast had plans for Gayle to help him fight a grave menace he believed held the world in its sway. He saw something called "decay" affecting everything and everybody - stripping the world of order and anything that was good. In Gayle he saw a warrior capable of fighting these forces of decay.

By the time Gayle entered college at Chicago's Lake Shore University, her powers had reached their peak and Penderghast decided that it was time for the battle with decay to be joined. Yet Gayle was hesitant to take up the fight, fearing the emotional backlash from her victims would be too painful for her to handle, due to her being a "sensitive" - a receiver of emotions from others.

Gayle was unleashed upon Chicago after a frightening encounter on the campus of Lake Shore University, when she sensed the presence and power of Supergirl and mistook her as an ally of the decay.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: May 10th, 2021 at 4:17pm by dsumner »  

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Re: DC Villains for V&V
Reply #138 - Dec 18th, 2014 at 11:01am
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These are cool to read - the way you modify the powers to fit the character is really ingenious.  Instead of re-inventing the wheel each time with "Mutant Power", you just clip an existing power.  Very cool.

Some of the bio info reminds me how cheeseball comics can get.  LOL.
  
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Re: DC Villains for V&V
Reply #139 - Dec 18th, 2014 at 12:38pm
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Interesting takes on fairly powerful villains.

I agree about Brainiac's intelligence though.

Ultra humanite's real name is Gerald Shugel a mad scientist and technically the first super villain of Superman. Predating Luthor.

I have only looked at the last page so I will have to go back and view the rest here when I get a chance.
  

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Re: DC Villains for V&V
Reply #140 - Mar 8th, 2016 at 4:43am
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Bumping this up, as I'm feeling the urge to do some updates and/or new additions.
  

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Re: DC Villains for V&V
Reply #141 - Mar 8th, 2016 at 9:28pm
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Threads like this are one of my favorite things about this forum... thank you for all the hard work!
  
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Re: DC Villains for V&V
Reply #142 - Mar 9th, 2016 at 2:10am
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You're welcome. Glad you're enjoying this stuff, and I hope you get some use out of it.
  

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Re: DC Villains for V&V
Reply #143 - Mar 9th, 2016 at 10:56am
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How about some writeups for the Fatal Five of the DC's 30th Century~ the recurring villains of the Legion of Super Heroes?

Mano, Nyuen Chun Ti {The Persuader}, Ray Sah {Flare},
Sarya {The Emerald Empress}, Chi Tsan (Caress), Tharok,
and OF COURSE - Validus!

« Last Edit: Mar 9th, 2016 at 11:09am by Thunderbolt »  

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Re: DC Villains for V&V
Reply #144 - Mar 11th, 2016 at 12:42am
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I have no idea who any of them are, but Alan Davis art means they look awesome!  Cool
  
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Re: DC Villains for V&V
Reply #145 - Mar 13th, 2016 at 6:02am
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That's the Fatal Five from the Legion of Supervillains. I'll see what I can work up for them next week.
  

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Re: DC Villains for V&V
Reply #146 - Apr 4th, 2020 at 9:51am
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Bumping this up, as I'll be making a few additions.
  

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Re: DC Villains for V&V
Reply #147 - May 2nd, 2020 at 5:22pm
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I went to my storage unit and found a stack of Legion of Super Heroes comics I haven’t read yet.
  

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Re: DC Villains for V&V
Reply #148 - May 4th, 2020 at 12:59am
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John wrote on May 2nd, 2020 at 5:22pm:
I went to my storage unit and found a stack of Legion of Super Heroes comics I haven’t read yet.


Which version of the Legion?
  

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Re: DC Villains for V&V
Reply #149 - May 14th, 2020 at 9:37am
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Scarab II



Identity: Maat Shadid
Aliases: None
Sex: Male
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Egypt
Side: Evil
Affiliation: Covenant Of Ka, Daughters of Acheron
Known Associates: None
Known Grudges:
Base of Operations: Cairo
Level: 5
Training: Strength

Powers:
1. Armor B: ADR=80.
a) Flight:
b) Power Blast: R=**, 1d20 damage, 16 charges
c) Heightened Strength: +14.
d) Heightened Agility: +6.
2. Natural Weaponry (Unarmed Combat Training): +2 to hit, +4 damage.

Weight: .                  
Basic Hits:
Agility Mod: -                     
Strength:
Endurance:
Agility:
Intelligence:                  
Charisma:
Reactions from Good:  / Evil:
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power:
Damage Mod.:
Accuracy:
Carrying Capacity: lbs.
Basic HTH Damage:
Movement Rates:
Detect Hidden:            
Detect Danger:
Inventing Points:            
Inventing: %

Origin/Background: Scarab is an Assassin for hire who was first contracted by Johnny Warlock to kill Red Robin. Scarab is unlike other villains who follow a code of only killing people that she was paid to kill. She is a woman from Egytian descent. She is highly respected by many people, and was paid by Detectives Marcus Wise and Ramon Cavallo, two crooked cops who wanted Tim Drake dead because he evidence of their corruption.

Combat Tactics/M.O.:

Personality/Character Traits:
« Last Edit: Mar 13th, 2021 at 2:21am by dsumner »  

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Re: DC Villains for V&V
Reply #150 - May 18th, 2020 at 5:09pm
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Lynx



Identity: Unknown
Aliases: None
Sex: Female
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Hong Kong, China
Side: Evil
Affiliation: Golden Dragon Tong
Known Associates: None
Known Grudges: None
Base of Operations: Gotham City & Hong Kong
Level: 7
Training: Agility

Powers:
1. Heightened Agility A: +8.
2. Heightened Defense: -4 to be hit while conscious and mobile.
3. Natural Weaponry (Martial Arts): +2 to hit, +4 HTH damage.
4. Heightened Expertise: +4 w/martial arts swords.
5. Acrobatics:
a) Evasion can be performed with the cost of movement only at any part of a turn.
b) Knock Back Recovery: When knocked back from a hit, an Agility save allows her to recover without taking damage.
c) Falling Recovery: When falling from a height of less than Ax2, an Agility save will result in her Agility score being subtracted from any damage taken. This is normally done only at A" in height for others at PR=3.

Weapons:
Sword:
Dagger:
Claws: +1 to hit, +2 HTH damage.

Weight: .                  
Basic Hits:
Agility Mod: -                     
Strength:
Endurance:
Agility:
Intelligence:                  
Charisma:
Reactions from Good:  / Evil:
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power:
Damage Mod.:
Accuracy:
Carrying Capacity: lbs.
Basic HTH Damage:
Movement Rates:
Detect Hidden:            
Detect Danger:
Inventing Points:            
Inventing: %

Origin/Background: Lynx II joined The Network after Batman's death and helped fight the street gangs in Gotham. During one of these fights, she was outnumbered and had to be saved by Man-Bat.

Personality/Character Traits:

Combat Tactics/M.O.:
« Last Edit: Mar 13th, 2021 at 2:22am by dsumner »  

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Re: DC Villains for V&V
Reply #151 - May 22nd, 2020 at 9:46pm
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Harkker wrote on Mar 8th, 2016 at 9:28pm:
Threads like this are one of my favorite things about this forum... thank you for all the hard work!


I second that. Great work! Smiley
  
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Re: DC Villains for V&V
Reply #152 - May 22nd, 2020 at 10:04pm
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StrikeForce wrote on May 22nd, 2020 at 9:46pm:
Harkker wrote on Mar 8th, 2016 at 9:28pm:
Threads like this are one of my favorite things about this forum... thank you for all the hard work!


I second that. Great work! Smiley


Thanks. I'm slowly tinkering around and adding info.
  

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Re: DC Villains for V&V
Reply #153 - May 22nd, 2020 at 10:48pm
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Kobra



Identity: Lord Naga
Aliases: None
Sex: Male
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: The Himalayas
Side: Evil
Affiliation: Kobra Cult
Known Associates: None
Known Grudges:
Base of Operations:
Level: 15
Training: Agility

Powers:
1. Heightened Charisma A: +8.
2. Willpower A/B: PR=1 per turn or when used as a defense. Through sheer force of will he's honed his body to near peak human performance: +6 to STR, END, AGL.
3. Heightened Intelligence A: +8.
4. Heightened Defense: -4 to be hit conscious and mobile.
5. Natural Weaponry (Unarmed Combat Training): +3 to hit, +6 HTH damage.
7. Invulnerability Device: Armored Costume: 6 points per turn. 
8. Psychosis: Megalomania

Weight: 190 lbs.                  
Basic Hits: 4
Agility Mod: -                      
Strength: 18
Endurance: 18               
Agility: 26
Intelligence: 23                  
Charisma: 19
Reactions from Good:  / Evil:
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power: 85
Damage Mod.:
Accuracy:
Carrying Capacity: 649 lbs.
Basic HTH Damage: 1d10
Movement Rates: 62”
Detect Hidden:             
Detect Danger:
Inventing Points:            
Inventing: 69%

Origin/Background: A key prophecy of the India-based Cobra Cult concerns the birth of a man who would lead them and the world through the Kali Yuga, the fourth age of the world in which the forces of Chaos would win against those of Order. This savior was to be one of a pair of Siamese twins. A vacationing American couple gave birth to conjoined twins in New Delhi, then had the twins surgically separated. The cult kidnapped one of the infants and began training him to conquer the world.  Kobra’s schemes are always spectacular; he manipulates hundreds of individuals to do his bidding, scouring the planet for objects of power to assist him in his bid to bring about Kali Yuga.
« Last Edit: Mar 12th, 2021 at 11:14pm by dsumner »  

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Re: DC Villains for V&V
Reply #154 - May 22nd, 2020 at 10:49pm
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Kobra Cult Cultist



Identity: N/A
Aliases: None
Sex: Male/Female
Age: Unknown
Marital Status: varies
Known Relatives: varies
Place of Birth: Varies
Side: Evil
Affiliation: Kobra Cult
Known Associates: N/A
Known Grudges: N/A
Base of Operations: Mobile
Level: 4
Training: Agility

Weight: 170 lbs
Basic Hits:4
Agility Mod: -                     
Strength: 12
Endurance: 11
Agility: 10
Intelligence: 10
Charisma: 9
Reactions from Good: -  / Evil: -
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power: 43
Damage Mod.:
Accuracy:
Carrying Capacity: lbs.
Basic HTH Damage:
Movement Rates:
Detect Hidden:            
Detect Danger:
Inventing Points: 4          
Inventing: 30%

History: Originally a cult in India, Kobra had a prophecy that one day someone would lead them to greatness. Finding this someone as one of a set of twins, they selected one at random and took him to be raised by them. This baby, named Jeffrey Burr by his parents, grew to be a formidable warrior and a criminal mastermind. As he took control of the organization, he was awarded the title "Naga Naga".

Under Burr, Kobra began using cutting-edge science and terrorist tactics to fulfil it’s ultimate goal of bringing about the Kali Yuga - the Age of Chaos, in which the imperfect world will be swept away by a divinely-inspired, better version.

Kobra's members are religious fanatics that will fight to the death, and will commit suicide rather than be captured. As a result the organization has been able to maintain a veil of secrecy for decades - possibly centuries.
« Last Edit: Mar 13th, 2021 at 2:57am by dsumner »  

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Re: DC Villains for V&V
Reply #155 - May 22nd, 2020 at 10:50pm
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Knockout



Identity: Kay
Aliases: None
Sex: Female
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Apokolips
Side: Evil
Affiliation: Female Furies, Secret Six
Known Associates: Scandal Savage
Known Grudges: Superboy
Base of Operations: Mobile
Level: 5
Training: Agility

Powers:
1. Heightened Strength B: +25.
2. Heightened Endurance B: +18.
3. Natural Weaponry: +3 to Hit, +6 HTH damage.

<<< PLACE HOLDER >>

Origin/Background: Knockout is a former trainee of the Female Furies on Apokolips. However Granny Goodness didn't like her lack of respect and obedience so she sentenced Knockout to inner-circle solitary, which meant she was to be chained to the walls of a fire-pit. During her time in the fire-pit she was approached by Himon, who told her that she could choose her own destiny, before he vanished into the fire-pit. Knockout thought that what she had seen was a fever-dream and didn't think more of it. Having survived her time in inner-circle solitary Knockout earned Granny Goodness' forgiveness and was allowed to complete her special powers training and become a Fury. When Big Barda, whom Knockout respected like no other, escaped, she began to question being a Female Fury and was once again sent to inner-circle solitary. This time however, Knockout struggled to get free of the chains and when she eventually did she remembered her fever-dream and leapt into the fire-pit. As she entered the pit a Boom Tube opened below her and sent her to the rim of the Kilauea Volcano in Hawaii. There she became an exotic dancer and tried her best to keep a low profile. That all changed when she saw Superboy on the news. Desperately wanting to meet him she stole the Spear of Lono to get his attention. Shortly after Superboy showed up and they began to fight.
« Last Edit: May 24th, 2020 at 9:51pm by dsumner »  

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Re: DC Villains for V&V
Reply #156 - May 22nd, 2020 at 10:51pm
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Chiller

“Cool your jets, Director. I’m the best hit man money can buy Your pigeons are tough marks - but I’ll take ’em out easy !”



Identity: Unknown
Aliases: None
Sex: Male
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Unknown
Side: Evil
Affiliation: Former member of the 1000, Killer Elite
Known Associates: None
Known Grudges: Booster Gold
Base of Operations: Metropolis
Level: 7
Training: Agility

Powers/Training:
1. Transformation; Shape Change (Impersonation): Requires one action,  molding his head with both hands, and must be done with access to the person to be copied or extensive photographic documentation.  Can not be maintained for long periods without a special freezing fluid.
2. Body Power: Acidic Skin: Anyone coming into contact with his skin suffers 1d4 damage.
3. Armor B: ADR = 70. The armor's high, rigid collar includes built-in nozzles spraying his head with his freezing compound.
a) Duress Signal Locater: Emits a signal to call in reinforcements, by allowing them to home in on his position.
b) Teleportation: 100 mile range to a predetermined location. 1 charge. Activated by "panic button".
4. Special Weapon: Acid Gun: +3 to hit, Attacks as HTH. Inflicts 1d8 damage. 8 charges.
5. Heightened Expertise: +4 with everything.
6. +2 Accuracy from training.

Inventions/Weapons:
1. Knife: +1 to hit, HTH+1d2 damage.
2. Energy Pistol: Attacks as HTH, 1d12 damage. 12 charges.
3. Shock Grenades: 1d6 damage. 2" Blast Radius. (2) carried.

Weight: 165 lbs.                  
Basic Hits: 4
Agility Mod: -                     
Strength: 14
Endurance: 16               
Agility: 16
Intelligence: 12
Charisma: 12
Reactions from Good: +1/ Evil:-1
Hit Mods: 3.8016
Hit Points: 15
Healing Rate: 1.6
Power: 58
Damage Mod.: +1
Accuracy: +2
Carrying Capacity: 348 lbs.
Basic HTH Damage: 1d6
Movement Rates: 46”
Detect Hidden: 10%
Detect Danger: 14%
Inventing Points: 5.4
Inventing: 36%

Origin/Background: Nothing is known about the super-powered mercenary named Chiller. He is a high-paid killer and disguise expert wanted by police agencies around the world. Chiller was hired by the 1000 to assassinate President Ronald Reagan and Vice-President George Bush.

Personality/Character Traits: An overconfident, fearless cowboy and psycho-killer who loves his job. He sees himself as the capricious rock star of assassination. In his eyes Chiller is a super competent, unstoppable macho wonder boy of murder.

His temper is terrible and he’s a fairly casual killer, reasoning that it bolsters his rep in any case. What he craves is rep and fame.

Though he’s overconfident, his daring serves him pretty well. With it, he can pull fairly impressive stunts. He’s mentally quick on his feet, and he’s quite aware of how flexible and useful his impersonation power is.

Chiller has a sick sense of humor, bantering with people who know he’s going to kill them

Combat Tactics/M.O.: <<< PLACE HOLDER >>>
« Last Edit: Sep 22nd, 2023 at 5:09pm by dsumner »  

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Re: DC Villains for V&V
Reply #157 - May 22nd, 2020 at 10:52pm
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Capt. Boomerang



Identity: George "Digger" Harkness
Aliases: George Green
Sex: Male
Age: Unknown
Marital Status: Single
Known Relatives: None
Place of Birth: Kurrumburra, Australia
Side: Evil
Affiliation: The Rogues, Secret Society of Super Villains, Suicide Squad
Known Associates:
Known Grudges: The Flash
Base of Operations: Central City, Missouri
Level: 11
Training: Accuracy

Powers:
1. Special Weapon; Boomerangs:
<<< PLACE HOLDER >>>
2. Heightened Expertise; +4 with boomerangs.

<<< PLACE HOLDER >>>

Origin/Background: Australian born George Harkness is the illegitimate son of an American toy-maker W.W. Wiggins. He was a troubled teenager always getting into scrapes with the law. His presumed father always resented him because of his mother's affair with Wiggins, and after one of George's capers led to a particularly nasty family fight, his mother sent him to the United States, arranging with Wiggins to give him a job in Central City. "Captain Boomerang" was created as a gimmick to create interest in boomerangs.
One day, after a particularly lousy performance, Boomerang tried to pick someone's pocket. He was spotted by the Flash, but Digger threw a boomerang at him and flattened him. Realizing what he could do, he began his criminal career as Captain Boomerang.
« Last Edit: May 24th, 2020 at 11:54pm by dsumner »  

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Re: DC Villains for V&V
Reply #158 - May 22nd, 2020 at 11:22pm
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The Gambler



  

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Re: DC Villains for V&V
Reply #159 - May 22nd, 2020 at 11:23pm
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Shado

  

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Re: DC Villains for V&V
Reply #160 - May 22nd, 2020 at 11:25pm
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Talia Al Ghul



  

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Re: DC Villains for V&V
Reply #161 - May 22nd, 2020 at 11:41pm
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Blood Rose



  

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Re: DC Villains for V&V
Reply #162 - May 22nd, 2020 at 11:42pm
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Lady Shiva

  

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

"Nemo me impune lacessit"
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Re: DC Villains for V&V
Reply #163 - May 22nd, 2020 at 11:44pm
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Black Manta

  

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"Nemo me impune lacessit"
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Re: DC Villains for V&V
Reply #164 - May 22nd, 2020 at 11:51pm
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Deuce

  

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Re: DC Villains for V&V
Reply #165 - May 22nd, 2020 at 11:53pm
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Death Angel



  

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Re: DC Villains for V&V
Reply #166 - May 23rd, 2020 at 1:40am
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Harlequin

  

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Re: DC Villains for V&V
Reply #167 - May 23rd, 2020 at 1:41am
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Fiddler

  

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Re: DC Villains for V&V
Reply #168 - May 23rd, 2020 at 2:07am
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NKVDemon


  

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Re: DC Villains for V&V
Reply #169 - May 23rd, 2020 at 2:08am
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Nox

  

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Re: DC Villains for V&V
Reply #170 - May 23rd, 2020 at 2:26am
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Sensei

« Last Edit: May 23rd, 2020 at 2:27am by dsumner »  

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

"Nemo me impune lacessit"
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Re: DC Villains for V&V
Reply #171 - May 23rd, 2020 at 2:39am
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Shadow-Thief II



  

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Re: DC Villains for V&V
Reply #172 - May 23rd, 2020 at 2:41am
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Sonar

  

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Re: DC Villains for V&V
Reply #173 - May 23rd, 2020 at 2:44am
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Sudden Death

  

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Re: DC Villains for V&V
Reply #174 - May 23rd, 2020 at 2:49am
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Talon



  

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Re: DC Villains for V&V
Reply #175 - May 23rd, 2020 at 2:58am
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Pied Piper



Identity: Hartley Rathaway
Side: Evil
Affiliation: The Rouges          
Sex: Male
Age: Unknown   
Level: 7
Training: Damage

Powers:
1. Special Weapon: Flute:
a) Mind Control:
b) Animal
c) Sonic Abilities:
2. Bionics: Ocular Implants: Allow hearing in the ultrasonic range. 3x Detect Hidden.
3. Deaf:

Weight: .                  
Basic Hits:
Agility Mod: -                     
Strength:
Endurance:
Agility:
Intelligence:                  
Charisma:
Reactions from Good:  / Evil:
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power:
Damage Mod.:
Accuracy:
Carrying Capacity: lbs.
Basic HTH Damage:
Movement Rates:
Detect Hidden:            
Detect Danger:
Inventing Points:            
Inventing: %

Origin/Background: Hartley Rathaway was born into a wealthy family in Central City. It took his parents almost two years to realize that he was nearly completely deaf. Unable to accept that they could have an imperfect child his parents spent millions trying to fix his hearing. Eventually a doctor replaced his cochlea with artificial micro-robotics giving him amazing hearing. Falling in love with music Hartley tried to learn instruments but discovered he was better at listening than playing. Having studied Sonics since the age of nine he decided to use his enhanced hearing to design better instruments. After designing a flute he quickly discovered that his instruments and music allowed him to control others. Adopting the identity the Pied Piper he set out on a life of crime.
« Last Edit: Oct 6th, 2023 at 10:21pm by dsumner »  

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Re: DC Villains for V&V
Reply #176 - May 23rd, 2020 at 10:28pm
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I am SLOWLY adding info on these guys. One thing I can't figure out is why these images are showing up so large.
  

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Re: DC Villains for V&V
Reply #177 - May 24th, 2020 at 12:38am
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Cat-Man



Identity: Thomas Blake
Side: Evil
Affiliation: Secret Six
Sex: Male
Age: Unknown   
Level: 7
Training: Accuracy

Powers:
1. Heightened Agility A: +8.
2. Heightened Defense: -4 to be hit while conscious and mobile.
3. Heightened Endurance A: +8.
4.  Natural Weaponry (Unarmed Combat): +2 to hit, +4 damage.

Weapons/Equipment:
1. Claws: Cat-Man wears razor-tipped gauntlets. +1 to hit, +2 HTH damage.
2. Catarangs:

Weight: .                  
Basic Hits:
Agility Mod: -                     
Strength:
Endurance:
Agility:
Intelligence:                  
Charisma:
Reactions from Good:  / Evil:
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power:
Damage Mod.:
Accuracy:
Carrying Capacity: lbs.
Basic HTH Damage:
Movement Rates:
Detect Hidden:            
Detect Danger:
Inventing Points:            
Inventing: %

Origin/Background: Tom Blake was a big game hunter who specialized in stalking and trapping leopards, tigers, and other members of the cat family. He made his money by selling certain cats to zoos and circuses around the world, but because Blake was an inveterate gambler, he threw away his fortune several times over. Blake eventually grew tired of the profit and loss cycle into which his life had fallen and, returning home to Gotham City, decided to turn his back on jungle expeditions in favor of urban adventure. Toying briefly with the notion of becoming a crimefighter, he instead decided to indulge in a life of crime instead. He did this for two reasons: first, it would make it far easier to regain his lost fortune; and second, it would allow him to pit his vast hunting skills and sharp wits against Gotham's Dark Knight Defender - the Batman. Also, it allowed him to maintain the life of danger and excitement he had come to love. To that end, taking his cue from his life-long obsession with cats, Blake became the Cat-Man, a criminal who, like Catwoman, became known for his cat-oriented crimes.
« Last Edit: Jan 28th, 2022 at 11:22pm by dsumner »  

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Re: DC Villains for V&V
Reply #178 - May 24th, 2020 at 1:22am
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Hatchet



Identity: Barry Hackett
Side: Evil
Affiliation: None
Sex: Male
Age: Unknown   
Level: 5
Training: Accuracy

Powers:
1. Armor B: ADR=75
2. Special Weapon:

  <<< PLACE HOLDER >>>

Weight: .                  
Basic Hits:
Agility Mod: -                     
Strength:
Endurance:
Agility:
Intelligence:                  
Charisma:
Reactions from Good:  / Evil:
Hit Mods: ()()()() =
Hit Points:
Healing Rate:   
Power:
Damage Mod.:
Accuracy:
Carrying Capacity: lbs.
Basic HTH Damage:
Movement Rates:
Detect Hidden:            
Detect Danger:
Inventing Points:            
Inventing: %

Origin/Background:
« Last Edit: Jan 28th, 2022 at 11:54pm by dsumner »  

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Re: DC Villains for V&V
Reply #179 - Mar 8th, 2021 at 6:51pm
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I'll be going back and modifying some of these, as I've found out the old Who's Who in the DC universe has published weights for the characters that appeared in print.
  

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Re: DC Villains for V&V
Reply #180 - Jun 27th, 2023 at 10:11pm
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A lot of the art I had posted is gone, so I'll slowly be going back and adding new images over time.
  

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Re: DC Villains for V&V
Reply #181 - Sep 21st, 2023 at 7:00pm
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Just out of curiosity, would any of you guys be interested in a PDF version of these guys?
  

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Re: DC Villains for V&V
Reply #182 - Sep 21st, 2023 at 10:35pm
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Why not just attach the pdf to your posts? Im sure people would download them.

  

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Re: DC Villains for V&V
Reply #183 - Sep 22nd, 2023 at 5:06pm
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Paul wrote on Sep 21st, 2023 at 10:35pm:
Why not just attach the pdf to your posts? Im sure people would download them.



I can do that as well.
  

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Re: DC Villains for V&V
Reply #184 - Oct 6th, 2023 at 1:58pm
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I love these.  Thank you.
  

I am scary, very, very scary.
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Re: DC Villains for V&V
Reply #185 - Oct 6th, 2023 at 10:19pm
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John wrote on Oct 6th, 2023 at 1:58pm:
I love these.  Thank you.


You're welcome. I need to get around to adding a few more.
  

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