Jump to content

Meet the Evil League Of Evil!


bigdamnhero

Recommended Posts

Awhile back, I did a convention game where the PCs were the "other" villains from the Evil League Of Evil. (Glimpsed briefly at the end of Dr. Horrible as well as the mock interviews on the DVD.) I stole some material from the Dr. Horrible comic they did a couple years ago, one issue of which focused on the ELE, but I also made up/changed a bunch. I never got around to actually creating Dr. Horrible or Bad Horse, since they didn't show up in the module. Anyway, I had a hoot creating the characters, so I thought I may as well share them here. Here's the blurb:

 

The Evil League Of Evil’s Evil Night Out…Of Evil!

Ever since this new villain Dr. Horrible became Bad Horse’s favorite, the rest of the Evil League Of Evil has been feeling unappreciated.  But they have a Cunning Plan that cannot fail to restore their reputations and show Bad Horse who are the real Worst Villains Ever!  Set in the world of Dr. Horrible’s Sing-Along Blog. Keywords: comic hijinks, PG-rated villainy – No singing!

 

Characters to follow. Hope you enjoy them!

Link to comment
Share on other sites

Dead Bowie

 

Val   Char   Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [2]

  18    DEX     16      13-      OCV:  7/DCV:  5

  18    CON     8       13-

  10    INT       0       11-      PER Roll 11-

  15    EGO      5       12-      ECV:  5 - 5

  20    PRE      10      13-      PRE Attack:  4d6

 

   7     OCV    20     

   5     DCV    10     

   5     OMCV  6      

   5     DMCV  6      

   4     SPD      20                 Phases:  3, 6, 9, 12

 

6+8   PD         4                  Total:  6/14 PD (0/8 rPD)

4+8   ED         2                  Total:  4/12 ED (0/8 rED)

   6     REC      2

  30    END      2

  13    BODY  3

  32    STUN    6       Total Characteristic Cost:  135

 

Movement:    Running:  12m/24m

                        Leaping:  4m/8m

                        Swimming:  4m/8m

 

Cost   Powers                                                                               END

10      Fangs:  Killing Attack - Hand-To-Hand 1d6, Penetrating (+½) (22 Active Points); No STR Bonus (-½), Limited Power Must Follow Grab (-½), Concentration (½ DCV; -¼)               2

4        Drink Blood:  Drain BODY 1d6, Constant (+½) (15 Active Points); Attack Versus Alternate Defense (Hardened/Impenetrable PD; All Or Nothing; -½), No Range (-½), Fangs Must Do BODY First (-½), Limited Power Must Hold Target Throughout (-½), Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), Conditional Power Only Against Targets With Blood (-¼)           1

23      Hypnotic Gaze:  (Total: 62 Active Cost, 23 Real Cost) Mind Control 6d6 (Human class of minds), Reduced Endurance (½ END; +¼) (37 Active Points); Eye Contact Required (-½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼) (Real Cost: 16) plus Mind Control 4d6 (Human class of minds), Reduced Endurance (½ END; +¼) (25 Active Points); Conditional Power Only vs. People He Has Bitten (-1 ½), Eye Contact Required (-½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼) (Real Cost: 7)                                                                                              2

16      Undead Body:  Resistant Protection (8 PD/8 ED) (24 Active Points); Conditional Power Does Not Work Against Silver/Holy Weapons (-½)                                          0

20      Physical Damage Reduction, Resistant, 50% (30 Active Points); Conditional Power Does Not Work Against Silver/Holy Weapons (-½)                                          0

11      Won't Stay Dead:  Regeneration (1 BODY per Day), Resurrection (24 Active Points); Resurrection Only (-½), Conditional Power Others can stop resurrection by burning the body, driving a stake through the vampire’s heart, or cutting off its head and filling its mouth with holy wafers (-½), Damage From Silver/Holy Weapons Heals 1 BODY per Week (-¼)             0

24      Undead Vitality:  Life Support  (Doesn't Need To Breathe; Immunity All terrestrial diseases; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat)           0

5        Vampire's Eyes:  Nightvision                                                  0

5        Offensive Strike                                                                     -2           +1           9d6 Strike

4        Claw Strike                                                                             -2           +0           HKA 2d6 +1

3        Hold                                                                                       -1           -1            Grab Two Limbs, 35 STR for holding on

4        Avoid Harm                                                                            --           +5           Dodge, Affects All Attacks, Abort

 

          Talents

3        Vaguely Androgynous Good Looks:  +1/+1d6 Striking Appearance (vs. all characters)

 

          Skills

6        +2 with Strike, Claw and Grab

 

3        Acting 13-

3        Charm 13-

3        Climbing 13-

3        Oratory 13-

3        Shadowing 11-

3        Stealth 13-

3        Streetwise 13-

 

3        PS: Rock Star 13-

3        KS: Music 11-

 

Total Powers & Skill Cost:  165

Total Cost:  300

 

300+ Matching Complications

10      Psychological Complication:  PG-13 Villain (Common; Moderate)

25      Susceptibility:  Direct Sunlight 1d6 damage per Phase (Very Common)

20      Susceptibility:  to holy objects and places 1d6 damage per Phase (Common)

5        Psychological Complication:  Aversion To Garlic (Uncommon; Moderate)

10      Enraged:  At the sight or smell of blood (Common), go 8-, recover 14-

10      Distinctive Features:  No Reflection (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15      Hunted:  The Council Of Champions Frequently (Mo Pow; Beat Up)

5        Hunted:  Bad Horse Infrequently (Mo Pow; Watching)

 

Total Complications Points:  300

 

Background/History: 

- You are the actual, original David Bowie, rock star.

- You were killed by a vampire while on tour in 1980, and rose from the grave as a vampire.

- Of course, your record label covered up the whole thing and substituted some look-alike in your place. So everything after 1980 was this other guy. You tried to hunt him down and kill him once, but his handlers keep him surrounded by garlic and mirrors. Forget him!

- As a vampire, you have unnatural strength, speed and toughness, fangs, and a hypnotic gaze. You haven’t mastered the whole turn into a bat/fog thing yet.

- You were a cynical smart-ass even before you became a Walking Mockery Of Life, and you always have an insult or a wry comment at the ready.

- As supervillains go, you’re something of a slacker to be honest. True to your performer roots, your schemes tend to be about Making A Statement more than actually, you know, accomplishing anything.

 

Quote:  Oh yes, Fake Thomas Jefferson, tell us again about how you wrote the Declaration Of Independence on your slave girl’s backside. Riveting stuff. [snore] Seriously, even Professor Boring there is bored.

 

Campaign Use: 

Your Fellow Villains: 

Fake Thomas Jefferson: A knock-off clone that thinks he’s the original model. Stupid, pompous, and a total kiss-arse, he desperately wants to be Vice-President of the League. He’s handy in a fight, tho.

Professor Normal: Professor Boring, more like. Oh look at me, I have a metal arm! Yawn.

Fury Leika: A jilted bride who developed radiation powers and a hatred of all living men. Since you aren’t living, she tolerates you better than the other men. Beautiful, but scary.

Tie Die: A stupid hippie chick that can manipulate people’s emotions. A major killjoy, what with her pathological hatred of anyone happier than her, ie - everyone.

Snake Bite: Crazy snake woman. Probably the least pathetic member of the League besides yourself. Freaky-looking, but kindof sexy if you’re into that. (You could be into that…)

 

Notes:  On the DVD interview, Dead Bowie just says he has "the power of persuasion" but the team already has one mentalist (Tie-Die), so I made him a vampire. What with him being dead and all.

Link to comment
Share on other sites

Fake Thomas Jefferson

 

Val   Char   Cost    Roll     Notes

  35    STR      25      16-      Lift 3200.0kg; 7d6 [3]

  12    DEX      4       11-      OCV:  6/DCV:  4

  25    CON    15      14-

  13    INT       3       12-      PER Roll 12-

  20    EGO     10      13-      ECV:  3 - 3

  10    PRE       0       11-      PRE Attack:  2d6

 

   6     OCV    15     

   4     DCV     5      

   3     OMCV  0      

   3     DMCV  0      

   4     SPD      20                 Phases:  3, 6, 9, 12

 

10+10            PD     8           Total:  10/20 PD (0/10 rPD)

10+10            ED     8           Total:  10/20 ED (0/10 rED)

  12    REC      8

  40    END      4

  16    BODY  6

  60    STUN   20      Total Characteristic Cost:  158

 

Movement:    Running:  16m/32m

                        Leaping:  10m/20m

                        Swimming:  4m/8m

 

Cost   Powers                                                                               END

23      Brick Tricks:  Multipower, 52-point reserve,  (52 Active Points); all slots Requires A Brick Tricks Roll (Skill roll; -½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼)        

1f       1)  Crushing Grip:  Killing Attack - Ranged 1d6+1, Attack Versus Alternate Defense (any sort of rigid Resistant PD; All Or Nothing; +½), Does BODY (+1) (50 Active Points); Must Follow Grab (-½), No Range (-½), Requires A Brick Tricks Roll (Skill roll; -½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼)                                                                                 5

                                                 Notes:  Rounding changes price to 30

2f       2)  Crack The Whip:  Blast 7d6, Indirect (Source Point is always the character, but the path can alter [within limits, see text] to strike the target from one of several directions; +½) (52 Active Points); OIF (appropriate materials of opportunity; -½), Requires A Brick Tricks Roll (Skill roll; -½), Extra Time (Full Phase, -½), Only Versus Properly-Positioned Targets (-¼), Limited Range (limited to length of "whip"; -¼), Concentration (½ DCV; -¼), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)     5

1f       3)  Distance Punch:  Double Knockback (+½) for up to 60 Active Points of STR (30 Active Points); Increased Endurance Cost (x2 END; -½), Requires A Brick Tricks Roll (Skill roll; -½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼)                                 6

1f       4)  The Big Wrap-Up:  Entangle 5d6, 5 PD/5 ED (50 Active Points); OIF (appropriate materials of opportunity; -½), No Range (-½), Defense Depends On Materials Used (-½), Requires A Brick Tricks Roll (Skill roll; -½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼), Side Effects (Side Effect only affects the environment near the character; may cause considerable damage to the environment; -0)                                                                                                 5

1f       5)  Thunderclap:  Hearing Group Flash 8d6, Hole In The Middle (the 1m radius area the character stands in when he uses the power; +¼), Does Knockback (+¼), Area Of Effect (18m Radius Explosion; +½) (48 Active Points); Restrainable (-½), No Range (-½), Requires A Brick Tricks Roll (Skill roll; -½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼)               5

5        Bracing:  Knockback Resistance -8m (8 Active Points); Costs Endurance (-½)               1

30      Tough Skin:  Resistant Protection (10 PD/10 ED)                  0

5        Power Defense (5 points)                                                        0

4        Sight Group Flash Defense (4 points)                                     0

4        Punch                                                                                     +2           +0           11d6 Strike

3        Grab                                                                                        -1           -1            Grab Two Limbs, 55 STR for holding on

4        Bearhug I                                                                               +0           +0           13d6 Crush, Must Follow Grab

5        Fist-Grab                                                                               +1           +1           Grab One Limb, Block

4        Break Free                                                                             +0           +0           60 STR vs. Grabs

8        +2 HTH Damage Class(es)

 

          Skills

16      +2 with HTH Combat

 

3        Breakfall 11-

3        Bureaucratics 11-

3        High Society 11-

3        Oratory 11-

7        Brick Tricks:  Power 18-

 

2        PS: Politician 11-

2        KS: Government 11-

1        KS: Horticulture 8-

1        KS: Architecture 8-

 

Total Powers & Skill Cost:  142

Total Cost:  300

 

300+ Matching Complications

15      Psychological Complication:  PG-13 Villain (Common; Strong)

15      Physical Complication:  Thinks He's The Real Thomas Jefferson (Very Frequently; Barely Impairing)

10      Negative Reputation:  ...But Everyone Knows He's An Evil Clone, Very Frequently (Minor Effect)

10      Psychological Complication:  Desperately wants to be Bad Horse's Vice President (Uncommon; Strong)

10      Rivalry:  Professional (Other ELE Members; Rival is As Powerful; Rival is a Player Character; Seek to Outdo, Embarrass, or Upstage Rival; Rival Aware of Rivalry)

15      Hunted:  The Council Of Champions Frequently (Mo Pow; Beat Up)

5        Hunted:  Bad Horse Infrequently (Mo Pow; Watching)

 

Total Complications Points:  300

 

Background/History: 

- Everyone thinks you’re an evil clone of the 3rd US President, created 10 years ago by the Evil Brain.

- But you know you are the REAL Thomas Jefferson, brought forward through time!

- Your passage through the time vortex gave the strength of twelve men! (Or 15 slaves, depending on your unit of measurement…)

- You are disgusted by how far this country has fallen from the utopia you envisioned, and you’ve rejected Democracy and all those naive ideals. Clearly people cannot be trusted to govern themselves – they need a strong leader! Preferably someone with a previous leadership background…

- You respect Bad Horse’s leadership, but any effective leader needs a good second-in-command. A Vice President, if you will. Bad Horse has yet to see this wisdom, tho you’re the only one with the experience.

 

Quote:  Yes, I had a similar influence on the Second Continental Congress. Not to mention my key role in the Louisiana Purchase.  Now that is the sort of bold, decisive action we need here!

 

Campaign Use: 

Your Fellow Villains:

Dead Bowie: Supposedly once a well-known musician, now a vampire. An abrasive smart-ass who openly mocks you in front of the others. You only tolerate him because of Bad Horse, but someday….

Professor Normal: A modern-day Ben Franklin…only far less interesting. If he ever completes his cyborg body, he could be a threat; but at the rate he’s going that’ll take another 200 years.

Fury Leika: A jilted bride with powers of something called “radiation.” Beautiful, but a real man-hater; she barely speaks to you, which is probably just as well.

Tie Die: Dead Bowie says she’s a “hippie,” whatever that means. Her hatred of happy people knows no bounds. You’d love the opportunity to melt her cold heart, but she has so far resisted your charms.

Snake Bite: Crazy, freaky-looking snake woman! Of all your fellow villains, she scares you the most.

 

Notes: In the DVD interview, Fake Thomas Jefferson says he has "the strength of 3 men, or 5 slaves, depending on your unit of measurement." That makes for a pretty weak brick, obviously, so I kept the gag but raised the numbers.

Link to comment
Share on other sites

Fury Leika

 

Val   Char   Cost    Roll     Notes

  15    STR       5       12-      Lift 200.0kg; 3d6 [1]

  19    DEX     18      13-      OCV:  6/DCV:  5

  17    CON     7       12-

  10    INT       0       11-      PER Roll 11-

  13    EGO      3       12-      ECV:  3 - 5

  18    PRE       8       13-      PRE Attack:  3 ½d6

 

   6     OCV    15     

   5     DCV    10     

   3     OMCV  0      

   5     DMCV  6      

   4     SPD      20                 Phases:  3, 6, 9, 12

 

5+10 PD         3                  Total:  5/15 PD (0/10 rPD)

8+15 ED         6                  Total:  8/23 ED (0/15 rED)

   8     REC      4

  40    END      4

  12    BODY  2

  45    STUN   13      Total Characteristic Cost:  126

 

Movement:    Running:  14m/28m

                        Leaping:  4m/8m

                        Swimming:  4m/8m

 

Cost   Powers                                                                               END

45      Radioactive Powers:  Multipower, 45-point reserve                

2f       1)  Ball & Chain:  (Total: 37 Active Cost, 22 Real Cost) Hand-To-Hand Attack +7d6 (35 Active Points); OIF (-½), Hand-To-Hand Attack (-¼) (Real Cost: 20) plus Stretching 2m (Real Cost: 2)              4

1f       2)  Thrown Garter:  Entangle 6d6, 3 PD/3 ED (45 Active Points); 1 Recoverable Charge (-1 ¼), OIF (-½), Range Based On Strength (-¼), Concentration (½ DCV; Must Remove Garter From Leg; -¼)                                                                                          [1 rc]

1f       3)  Poisoned Flowers:  Drain STUN 4d6 (40 Active Points); 4 Charges (-1), OAF (-1), 1m Range (-½), Conditional Power Only Works On Living Targets (-¼)      [4]

1f       4)  Indendiary Rice:  RKA 2d6, Area Of Effect Accurate (1m Radius; +½) (45 Active Points); 3 Charges (-1 ¼), OIF (-½), No Knockback (-¼), Not Versus Targets In Or Under Water (-¼), Range Based On Strength (-¼)                                                                         [3]

2f       5)  Glare Of Radioactive Scorn:  Drain CON 4d6 (40 Active Points); Only Works On Living Males (-½), Eye Contact Required (-¼)                                                     4

1f       6)  "Hot" Bridesmaid 1 - Something Old:  Drain SPD 4 ½d6 (45 Active Points); 1 Charge (-2), Always Visible (-¼)                                                                           [1]

1f       7)  "Hot" Bridesmaid 2 - Something New:  Drain OCV 4 ½d6 (45 Active Points); 1 Charge (-2), Always Visible (-¼)                                                                           [1]

1f       8)  "Hot" Bridesmaid 3 - Something Borrowed:  Reflection (54 Active Points' worth), Reflect At Any Target (+¼) (45 Active Points); 1 Charge (-2), Always Visible (-¼)   [1]

1f       9)  "Hot" Bridesmaid 4 - Something Blue:  Mind Control 9d6 (45 Active Points); 1 Charge (-2), Limited Power Only To Make Target Sad (-1 ½), Always Visible (-¼) [1]

39      Radiation Shield:  Resistant Protection (10 PD/15 ED) (Protect Carried Items) (49 Active Points); Nonpersistent (-¼)                                                                   0

12      Radiation Sickness Field:  Drain CON 2d6, Area Of Effect (2m Radius; +¼), Personal Immunity (+¼), Persistent (+¼), Constant (+½), Reduced Endurance (0 END; +½) (55 Active Points); No Conscious Control (-2), Only Works On Living Males (-½), Always On (-½), No Range (-½), Linked (Radiation Shield; Greater Power is Constant or in use most or all of the time; -0)             0

6        Radiation Bastion:  Power Defense (10 points) (10 Active Points); Only Works Against Radiation (-¾)                                                                                                 0

10      Radiation Resistant:  Damage Negation (-4 DCs Energy) (20 Active Points); Only Works Against Radiation (-1)                                                                          0

2        Radiation Resistance:  Life Support  (Safe in High Radiation)           0

 

          Talents

6        Sexy Bride:  +2/+2d6 Striking Appearance (vs. all characters)

 

          Skills

15      +3 with Radiation Powers

 

3        Breakfall 13-

3        Contortionist 13-

3        Interrogation 13-

3        Oratory 13-

3        Persuasion 13-

3        Shadowing 11-

3        Stealth 13-

3        Tracking 11-

 

1        PS: Manicurist 8-

2        KS: Wedding Planning 11-

1        Science Skill:  Radiation 8-

 

Total Powers & Skill Cost:  175

Total Cost:  300

 

300+ Matching Complications

15      Psychological Complication:  PG-13 Villain (Common; Strong)

10      Psychological Complication:  Hatred Of Men (Barely Tolerates Her League-mates) (Common; Moderate)

10      Enraged:  Weddings (Common), go 8-, recover 14-

10      Vulnerability:  1 ½ x BODY Lead Weapons (Common)

10      Distinctive Features:  Distinctive Radiation Signature (Not Concealable; Causes Major Reaction; Detectable Only By Technology)

15      Hunted:  The Council Of Champions Frequently (Mo Pow; Beat Up)

5        Hunted:  Bad Horse Infrequently (Mo Pow; Watching)

 

Total Complications Points:  300

 

Background/History: 

- Originally a manicurist from Queens. Your life changed on March 28, 1979, in Harrisburg, PA. It was supposed to be your wedding day. But there was some fuss at the nearby Three Mile Island plant, and your fiancé, Ira Goldschitz, evacuated left you at the altar!

- Despondent and humiliated, you were then shat on by a radioactive dove, granting you strange radiation powers and an intense hatred of men – and weddings in particular. 

- Since that day, you’ve been followed by four female forms – some kind of energy constructs – who serve as your evil bridesmaids. (Each bridesmaid can activate their power once daily, but all 4 are always visible.)

- Note that lead dampens your radiation powers, which makes you more vulnerable to conventional bullets.

- Your crimes tend to be of the senseless-mayhem variety, especially against men. And you never pass up the opportunity to “object” to a wedding!

 

Quote:  You men are all alike, you lead a girl on, you act all warm and strong. But when it comes time to actually commit to something, it’s “Oh no, there’s a nuclear meltdown, have to run!” Pathetic. You remind me of my fiancé…

 

Campaign Use: 

Your Fellow Villains: 

Fake Thomas Jefferson: A sad clone that thinks he’s a real boy. Pompous jerk. He reminds you of Ira, and not in a good way! You only tolerate him because Bad Horse insists.

Dead Bowie: Former rock star turned vampire. He’s ok, for a man. Maybe it’s because he’s so androgynous? Or because he’s dead? For whatever reason, you get along all right. 

Tie Die: A silly hippie girl that manipulates people’s emotions, and hates anyone happier than her (ie - everyone). Too bad she doesn’t understand the patriarchy is the real problem!

Snake Bite: Crazy snake woman. You like her, but you don’t really understand her. Sometimes you catch her looking at you and the others like you’re food. Your money is on her to kill Fake Thomas Jefferson someday.

Professor Normal: Who? Oh him. Maybe once he finishes replacing his body with machines, he might be vaguely interesting. In the meantime, Bad Horse says you can’t kill him. 

 

Notes:  Ah, Liz Vassey! I took this almost entirely from her interview. I originally tried building her Bridesmaids as Followers, but decided it worked better to just make them Powers with the sfx of "creepy radiation construct." I did consider updating her origin to Chernobyl or Fukishima, but decided to stay canon.

Link to comment
Share on other sites

As a fan of Champions and a US History professor, it amuses me to see an archetypical Brick's super-strength measured in accordance with the Three-Fifth's Compromise.

 

Sadly, I don't know enough about the Dr. Horrible universe and the rest of these characters to contribute to a discussion very meaningfully.  They look awesome (and entertaining) so far, though, and give me a solid Venture Brothers sort of vibe, which is fun.  Nice work!

Link to comment
Share on other sites

Professor Normal

 

   Val     Char   Cost    Roll          Notes

10+15  STR       0       11- / 14-   Lift 100.0kg/800.0kg; 2d6/5d6

    15      DEX     10      12-            OCV:  6/DCV:  5

    15      CON     5       12-

    20      INT      10      13-            PER Roll 13-

    15      EGO      5       12-            ECV:  3 - 4

    10      PRE       0       11-            PRE Attack:  2d6

 

     6       OCV    15     

     5       DCV    10     

     3       OMCV  0      

     4       DMCV  3      

     4       SPD      20                      Phases:  3, 6, 9, 12

 

   5+8    PD         3                       Total:  5/13 PD (0/8 rPD)

   3+8    ED         1                       Total:  3/11 ED (0/8 rED)

     8       REC      4

    35      END      3

    12      BODY  2

    36      STUN    8       Total Characteristic Cost:  97

 

Movement:       Running:  12m/24m

                           Leaping:  4m/8m

 

Cost   Powers                                                                               END

10      Cybernetic Arm:  +15 STR (15 Active Points); Limited Power Left Arm Only (-½)        1

36      Cybernetic Attacks:  Multipower, 45-point reserve,  (45 Active Points); all slots Left Arm (-¼)    

4f       1)  Blaster Arm:  Blast 9d6 (45 Active Points); Left Arm (-¼)           4

3f       2)  Blaster Arm Multi-shot:  Blast 7d6, Autofire (3 shots; +¼) (44 Active Points); Left Arm (-¼)  4

1f       3)  Club-Hand:  Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½), Left Arm (-¼)                                                                                          2

2f       4)  Cyber-Jaw:  Killing Attack - Hand-To-Hand 2d6+1 (2 ½d6 / 3 ½d6 w/STR), Armor Piercing (+¼) (44 Active Points); Limited Power Target Must Be Grabbed (-1), No Knockback (-¼), Left Arm (-¼)                                                                                                 4

1f       5)  Claw-Hand Climbing:  Clinging (normal STR) (10 Active Points); Left Arm (-¼)     0

19      Cyber-Suit:  Resistant Protection (8 PD/8 ED) (24 Active Points); IIF (-¼)      0

9        Take It On The Jaw/Arm:  Resistant Protection (6 PD/6 ED) (18 Active Points); Requires A DEX Roll (Skill roll; -½), Restrainable (-½)                                             0

4        Cyber-Suit:  Power Defense (5 points) (5 Active Points); IIF (-¼)      0

10      Strong-Willed:  Mental Defense (10 points total)                    0

29      Gadget Pool:  Variable Power Pool (Gadget Pool), 20 base + 40 control cost,  (40 Active Points); Limited Class of Powers No Attack Powers (-1); all slots Variable Limitations (requires -½ worth of Limitations; All slots must have Focus; -¼)                                                 

 

          Talents

2        Right-Handed:  Partly Ambidexterity (-1 Off Hand penalty)

 

          Skills

20      +4 with Cybernetic Attacks

 

3        Analyze:  Technology 13-

3        Bugging 13-

3        Bureaucratics 11-

3        Computer Programming 13-

3        Electronics 13-

11      Inventor 17-

3        Mechanics 13-

3        Security Systems 13-

3        Stealth 12-

3        Systems Operation 13-

3        Weaponsmith 13-

3        +1 with Analyze, Electronics & Mechanics

 

3        Scientist

2        1)  Science Skill:  Cybernetics 13- (3 Active Points)

2        2)  Science Skill:  Mathmatics 13- (3 Active Points)

2        3)  Science Skill:  Physics 13- (3 Active Points)

 

Total Powers & Skill Cost:  203

Total Cost:  300

 

300+ Matching Complications

15      Psychological Complication:  PG-13 Villain (Common; Strong)

15      Susceptibility:  Water 1d6 damage Instant (Very Common)

10      Social Complication:  Boring Frequently, Minor

10      Distinctive Features:  Obvious Cybernetics (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10      Dependent NPC:  Wife, 2 Kids, Mortagage Infrequently (Normal)

15      Hunted:  The Council Of Champions Frequently (Mo Pow; Beat Up)

5        Hunted:  Bad Horse Infrequently (Mo Pow; Watching)

 

Total Complications Points:  300

 

Background/History: 

- You’re the poster-boy for the banality of evil. After your first robbery, a witness described you as “really normal-looking,” and you decided to embrace that.

- You are a brilliant scientific mind and inventor! Well, you’re above-average anyway.

- Your main area of expertise is cybernetics. Your goal is to be full-on cyborg by 2010 2014 2020. So far, you’ve managed to replace your jaw, mutton chops, and – most recently – your left arm.

- You are right-handed, so you had to replace your left arm first. Unfortunately, that means most of your attacks are with your off-hand, but you’re learning to compensate.

- Most of your crimes tend towards stealing money or resources to further your work.

 

Quote:  I am, as you can see, completely normal.  I have a wife, two kids, a house in the suburbs. The cybernetic mutton chops are a work-in-progress. Now kindly put the money in the bag – I have a mortgage to pay off.

 

Campaign Use: 

Your Fellow Villains: 

Dead Bowie: Former rock star turned vampire. An abrasive smart-ass who calls you Professor Boring, as if that were an insult! A shame his feeble mind cannot comprehend your genius. 

Fake Thomas Jefferson: A clone that thinks he’s the original model. Too bad he didn’t get any of Jefferson’s intellect – it would’ve been nice to have someone intelligent to talk to. 

Fury Leika: A jilted bride who developed radiation powers and a hatred of all living men, she barely tolerates you. A shame her feeble mind cannot see that your genius puts you above mere men…

Tie Die: A stupid hippie girl that manipulates people’s emotions and hates anyone happier than her (ie - everyone). Her feeble mind cannot see that your genius puts you above such concepts as “happiness.”

Snake Bite: Crazy, freaky-looking snake woman. [shudder] You have no idea what goes on in that head. Note to self: remember to include an anti-venom auto-injector in your next cybernetic upgrade.

 

Notes:  In the DVD interview, he only has the cybernetic mutton chops, but the comic gave him one cyber arm which is considerably less pathetic.

Link to comment
Share on other sites

Snake Bite

 

Val   Char   Cost    Roll     Notes

  18    STR       8       13-      Lift 303.1kg; 3 ½d6 [2]

  17    DEX     14      12-      OCV:  6/DCV:  6

  15    CON     5       12-

  13    INT       3       12-      PER Roll 12-/14-

  13    EGO      3       12-      ECV:  3 - 5

  15    PRE       5       12-      PRE Attack:  3d6

 

   6     OCV    15     

   6     DCV    15     

   3     OMCV  0      

   5     DMCV  6      

   5     SPD      30                 Phases:  3, 5, 8, 10, 12

 

  19    PD         7                  Total:  19 PD (10 rPD)

  14    ED         5                  Total:  14 ED (7 rED)

   6     REC      2

  30    END      2

  12    BODY  2

  42    STUN   11      Total Characteristic Cost:  136

 

Movement:    Running:  12m/24m

                        Leaping:  8m/16m

                        Swimming:  6m/12m

 

Cost   Powers                                                                               END

21      Staff of Serpents:  Multipower, 42-point reserve,  (42 Active Points); all slots OAF (Staff; -1)      

1f       1)  Staff Strike:  Hand-To-Hand Attack +4d6 (20 Active Points); OAF (Staff; -1), Hand-To-Hand Attack (-¼)                                                                                          2

2f       2)  Cobra's Fangs:  Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OAF (Staff; -1)                                                                                              4

2f       3)  Constrictor:  Telekinesis (18 STR), Reduced Endurance (½ END; +¼), Indirect (Source Point is the same for every use, path is from Source Point to target; +¼) (40 Active Points); OAF (Staff; -1), Limited Power Grab, Squeeze, Throw Only (-¼), No Knockback (-¼) 1

1f       4)  Blinding Venom:  Sight Group Flash 6d6, Reduced Endurance (½ END; +¼) (37 Active Points); OAF (Staff; -1), Can Be Deflected (-¼), Does Not Work Against Desolidified Characters (-¼), Limited Range (12m; -¼)                                                                                 1

1f       5)  Serpents' Call:  Summon 16 40-point Snakes, Loyal (+½) (42 Active Points); OAF (Staff; -1), Arrives Under Own Power (-½), Summoned Being Must Inhabit Locale (-½), Extra Time (Full Phase, -½), Concentration (½ DCV; -¼)                                                    4

13      Cobra's Venom:  Drain CON & STUN 2d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset; Cobra's Fangs Must Do 1 Body; +¼), Expanded Effect (x2 Characteristics or Powers simultaneously) (+½), Constant (+½) (45 Active Points); OAF (Staff; -1), One Use At A Time (-1), 4 Continuing Charges lasting 1 Turn each (-½)   [4 cc]

4        Tail:  Extra Limb (1) (5 Active Points); Limited Manipulation (-¼)    0

27      Snake Skin:  Resistant Protection (10 PD/7 ED)                     0

4        Eye Membranes:  Sight Group Flash Defense (4 points)        0

1        Photosynthetic Skin:  Life Support  (Eating: Character only has to eat once per week); Requires Direct Sunlight (-½), Nonpersistent (-¼)                                            0

10      Wallcrawling:  Clinging (normal STR)                                    0

4        Snakes' Senses:  +2 PER with Smell/Taste Group                   0

5        Tracking with Normal Smell                                                    0

4        Martial Strike                                                                         +0           +2           5 ½d6 Strike

4        Claw Strike                                                                             -2           +0           HKA 1 ½d6

3        Takedown                                                                              +1           +1           3 ½d6 Strike; Target Falls

4        Squeeze                                                                                 +0           +0           7 ½d6 Crush, Must Follow Grab

4        Martial Block                                                                         +2           +2           Block, Abort

2        Weapon Element:  Staff, Telekinesis

 

          Talents

4        Double Jointed

3        Sexy Snake Woman:  +2/+2d6 Striking Appearance (vs. all characters) (6 Active Points); Only With Guys That Are Into That (8- roll; -1 ¼)

 

          Skills

10      +2 with Staff MP

5        +1 with Martial Arts

 

3        Acrobatics 12-

4        Animal Handler (Snakes) 13-

3        Breakfall 12-

3        Climbing 12-

3        Contortionist 12-

3        Shadowing 12-

3        Stealth 12-

3        +1 with Acrobatics, Breakfall & Contortionist

 

Total Powers & Skill Cost:  164

Total Cost:  300

 

300+ Matching Complications

15      Psychological Complication:  PG-13 Villain (Common; Strong)

10      Psychological Complication:  Borderline Sociopath (Common; Moderate)

10      Vulnerability:  Cold Powers (Common)

20      Physical Limitation:  Cold-Blooded (Frequently; Greatly Impairing)

               Notes:  -1 SPD in Cold Weather

15      Hunted:  The Council Of Champions Frequently (Mo Pow; Beat Up)

5        Hunted:  Bad Horse Infrequently (Mo Pow; Watching)

 

Total Complications Points:  300

 

Background/History: 

- As a college student majoring in reptile biology, you volunteered to take part in a research study on the effects of snake DNA on humans. (Hey, $50 is $50.)

- For some reason, the snake DNA bonded to your own, giving you enhanced strength and reflexes. It also gave you scales, claws, and a tail!

- The cops didn’t understand why you killed the Professor running the experiment, so you left school and began your career as a supervillain. Mostly you steal shiny things & torment weak mammals (ie - humans).

- A few years later, you stole an ancient Egyptian staff of serpents, boosting your offensive powers.

- Most people think you look pretty freaky, tho some guys are into that. You have little interest in mammals either way. 

 

Quote:  All you mammals are the same with your fur and your soft little underbellies! You think you’re superior just because your blood is warm? Let’s spill a little and see how fast it cools off!

 

Campaign Use: 

Your Fellow Villains: 

Dead Bowie: Former rock star turned vampire. Sexy, in an androgynous kindof way. He seems to insult you slightly less than the other villains – does that mean he likes you?

Fake Thomas Jefferson: A pathetic clone that thinks he’s a real boy. It’s obvious you freak him out, and you enjoy pushing that button.

Fury Leika: Jilted bride who still hasn’t gotten over being left at the altar 30 years ago. Get over it already! And those radioactive “bridesmaids” creep even you out.

Professor Normal: He’s supposed to be some genius inventor, but he’s been working on this cyborg thing for years, and all he’s got to show for it is one metal arm and a robo-jaw. Bored now.

Tie Die: A sad little hippie girl, who manipulates people’s emotions to make them more miserable than she is. You’re not exactly BFFs, and you’re still not sure how she got into the League, but whatever.

 

Notes:  Snake Bite didn't give an interview, so this one's all me!

Link to comment
Share on other sites

Tie-Die

 

Val   Char   Cost    Roll     Notes

  10    STR       0       11-      Lift 100.0kg; 2d6

  14    DEX      8       12-      OCV:  3/DCV:  6

  12    CON     2       11-

  13    INT       3       12-      PER Roll 12-

  20    EGO     10      13-      ECV:  6 - 6

  20    PRE      10      13-      PRE Attack:  4d6

 

   3     OCV     0      

   6     DCV    15     

   6     OMCV  9      

   6     DMCV  9      

   4     SPD      20                 Phases:  3, 6, 9, 12

 

4+8   PD         2                  Total:  4/12 PD (0/8 rPD)

4+8   ED         2                  Total:  4/12 ED (0/8 rED)

   6     REC      2

  50    END      6

  10    BODY  0

  30    STUN    5       Total Characteristic Cost:  105

 

Movement:    Running:  12m/24m

                        Leaping:  6m/12m

                        Swimming:  6m/12m

 

Cost   Powers                                                                               END

42      Emotion Manipulation:  Multipower, 52-point reserve,  (52 Active Points); all slots Unified Power (-¼)                                                                                                  

3f       1)  Emotion Reading:  Telepathy 10d6 (50 Active Points); Empathy All Emotions (-½), Unified Power (-¼)                                                                                             5

3f       2)  Read The Crowds:  Telepathy 6d6, Area Of Effect (16m Radius; +¾) (52 Active Points); Empathy All Emotions (-½), Unified Power (-¼)                                  5

3f       3)  Empathic Manipulation:  Mind Control 10d6 (50 Active Points); Limited Power Emotions Only (-½), Unified Power (-¼)                                                                 5

3f       4)  Empathic Manipulation:  Mind Control 6d6, Area Of Effect (16m Radius; +¾) (52 Active Points); Limited Power Emotions Only (-½), Unified Power (-¼)      5

3f       5)  Crippling Depression:  Entangle 2d6, 3 PD/2 ED, Alternate Combat Value (uses OMCV against DMCV; +¼), Works Against EGO, Not STR (+¼), Takes No Damage From Physical Attacks (+¾) (51 Active Points); Mental Defense Adds To EGO (-½), Unified Power (-¼)        5

1f       6)  Emotion Sculpting:  Major Transform 2d6 (alter, remove, or add Psychological Complications related to or reflecting emotional states, heals back normally [or through repeated applications of this power, character's choice at purchase]), Attack Versus Alternate Defense (Mental Defense; +0), Alternate Combat Value (uses OMCV against DMCV; +¼), Works Against EGO, not BODY (+¼) (30 Active Points); Limited Target (; mental "objects" pertaining to emotions in the minds of sentient beings; -½), No Range (-½), Unified Power (-¼)                                             3

1f       7)  Empathic Psychometry:  Retrocognitive Clairsentience (Mental Group) (40 Active Points); Emotions Only (-1), Retrocognition Only (-1), No Range (-½), Time Modifiers (-½), Unified Power (-¼)    4

16      Padded Costume:  Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½)         0

34      The Defense Of Apathy:  Mind Control 8d6, Telepathic (+¼), Reduced Endurance (0 END; +½), Area Of Effect (32m Radius; +1) (110 Active Points); Set Effect (Attack Someone Else; -1), No Range (-½), Stops Working If Mentalist Is Stunned (-½), Unified Power (-¼)      0

24      My Mind's Made Up:  (Total: 30 Active Cost, 24 Real Cost) +10 Mental Defense (10 points total) (Real Cost: 10) plus +10 EGO (10 Active Points); Limited Power Only To Resist PRE Attacks, Mind Control, etc (-½) (Real Cost: 7) plus +10 PRE (10 Active Points); Limited Power Only To Resist PRE Attacks, Mind Control, etc (-½) (Real Cost: 7)                                     0

 

          Talents

3        Cute Hippy Chick:  +1/+1d6 Striking Appearance (vs. all characters)

 

          Skills

18      +3 with all Mental Powers

 

3        Acrobatics 12-

3        Breakfall 12-

3        Bribery 13-

3        Charm 13-

3        Concealment 12-

3        Contortionist 12-

3        Conversation 13-

3        Interrogation 13-

3        Persuasion 13-

3        Shadowing 12-

3        Stealth 12-

3        Streetwise 13-

 

2        PS: Organic Farming 11-

5        KS: 1960s Pop Culture 14-

 

Total Powers & Skill Cost:  197

Total Cost:  302

 

300+ Matching Complications

15      Psychological Complication:  PG-13 Villain (Common; Strong)

15      Psychological Complication:  Hatred of the 21st Century (Common; Strong)

10      Social Complication:  Doesn't Understand Modern Customs, Slang, etc. Frequently, Minor

10      Enraged:  When Anyone Insults The `60s (Uncommon), go 11-, recover 14-

5        Dependence:  mixture of patchouli and ylang-ylang oils Powers, Gain 11- Activation Roll (Easy To Obtain; 6 Hours)

15      Hunted:  The Council Of Champions Frequently (Mo Pow; Beat Up)

5        Hunted:  Bad Horse Infrequently (Mo Pow; Watching)

2        Experience Points

 

Total Complications Points:  302

 

Background/History: 

- Once you were a happy, clueless hippy chick. Life was all organic vegan herbs & aromatherapy.

- Then one Saturday Market, the patchouli and ylang-ylang oils you were mixing formed a strange chemical reaction. Suddenly, you could feel the emotions of everyone around you. And they felt…awful!

- Ever since you have had an unbearable hatred of happy people.

- You eventually learned how to not only read people’s emotions, but actually influence them. Now you don’t have to put up with the dippy happy sheeple any more!

- Your eventual goal is to overturn the social order and, like, redistribute power to the masses. But in the meantime, you just try to enlighten people as to just how miserable this world really is!

 

Quote:  The 60s were humanity’s last chance at true happiness, you know? But we rejected it in favor of materialism. Like, disco and polyester, right? Now everything is all [air quotes] “iPods” and “Reality TV.” Anyone who can look at the world today and claim to be [air quotes] “happy” is a brainwashed corporate drone. Happiness is a lie sold to us by The Man, man! So stop crying and give me the damn diamonds!

 

Campaign Use: 

Your Fellow Villains: 

Dead Bowie: Former rock star turned vampire. He represents most of what you hate about the 70s. And for a brooding creature-of-the-night, he’s way too cheerful. Cute tho.

Fake Thomas Jefferson: A clone that thinks he’s a real boy. You’ve tried to introduce him to 60s culture, but he’s so 18th Century. Seriously, what’s with the triangle hat?

Fury Leika: She would be your best friend, if the whole idea of a “best friend” wasn’t so naïve and limiting, right?  She blames men for all the problems of the world, but at least she’s sour and bitter about it!

Professor Normal: He’s a pretty smart guy, but replacing your body with machines is just so…unnatural, you know? Apparently he’s happily married, but he has the decency not to talk about it.

Snake Bite: Crazy snake woman. You like her, but you don’t really understand her, and she’s kinda scary.

 

Notes:  I may or may not have known someone like this when I lived in Boulder, so this one pretty-much wrote itself.

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...