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Arch Enemy Template


Cassandra

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Arch Enemy

 

Male

 

Val Char Cost

15 STR 5

14 DEX 12

15 CON 10

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

10 COM 0

5 PD 2

3 ED 0

4 SPD 16

6 REC 0

30 END 0

28 STUN 0

Total Characteristics Cost: 75 Points

 

Female

 

Val Char Cost

10 STR 0

14 DEX 12

15 CON 10

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

4 PD 2

4 ED 1

4 SPD 16

5 REC 0

30 END 0

25 STUN 0

Total Characteristics Cost: 75 Points

 

Cost Skills

3 Bribery 13-

12 Combat Luck +6 rPD +6 rED

25 Followers: 4x 75 Points+

4 Killing Strike

4 Martial Disarm

4 Martial Strike

3 Martial Throw

5 Money: Well Off

4 Nerve Strike

5 Offensive Strike

3 Persuasion 13-

3 Streetwise 13-

Total Skills Cost: 75 Points

 

Cost Powers

20 Multipower (30 Points) OIF (-1/2)

1 u) EB 6d6, [16c] (-0), OAF (-1)

1 u) EB 3d6, NND [LS: Self Contained] (+1), [16c] (-0), OAF (-1)

1 u) Entangle 3d6, DEF 3, [16c] (-0), OAF (-1)

1 u) HA +4d6, HTH Attack (-1/2), No END (+1/2), OAF (-1)

1 u) RKA 2d6, [16c] (-0), OAF (-1)

25 Teleport 5", 8x Mass, Megascale [1 Km] (+1/4), Safe Blind Teleport (+1/4),

IAF (-1/2)

Total Powers Cost: 50 Points

 

Total Cost: 200 Points

 

150+ Disadvantage

10 Hunted: Crimefighter (As Powerful) 8-

20 NCM

20 PsyL: Compelled to Commit Theme Based Crimes (Very Common/Strong)

Total Disadvantages Cost: 200 Points

 

 

Design Notes

 

Arch Enemies tend to be intelligent and daring individuals who have a theme. Their abilities, however, tend to be same as other villains, just with different special effects.

 

The martial arts skills of the villain are the Dirty Infighting package. Any villain powerful enough to take on a superhero is going to have resources (Money) and the skills to use them (Bribery). They would be good liars (Persuasion), and know the criminal world (Streetwise). Being cowardly and superstitious, and facing superheroes who fight fair, they possess remarkable self-perservation skills (Combat Luck). The Teleport represents the Arch Enemy to get into places where they don't belong, and to have an escape plan. The Multipower represents various common Tools of the Trade.

 

Here is an example

 

The Joker

 

Characteristics 75

Skills 75 Points

Powers 50 Points

EB is a Joy Buzzer

EB NND is Joker Gas

Entangle is Party Streamers

HA is a Clown Hammer

RKA is a Pistol (He's used one from time to time)

 

20 Points are spent for Follower: 100+ [Harley Quinn]

30 Points are for a Sportscar [Clown Car]

 

His Crimefighter Hunted would be Batman

15 DF: Green Hair, White Skin, Ruby Lips, Evil Smile (Concealable/Extreme Reaction)

20 Hunted: Gotham City Police Department (More Powerful) 8-

15 SocL: Public Identity (Frequently/Major)

 

 

Harley Quinn is an Female Evil Minion (See Below)

She has Conversation, Persuasion, and Seduction (Former Psychologist)

In addition she has the following Skills

 

3 Acrobatics 13-

3 Acting 13-

3 Breakfall 13-

3 Disguise 13-

1 FB: Licensed Psychologist

4 Martial Arts DC +1

3 SS[iNT]: Psychology 13-

30 Sportscar

 

100+ Disadvantages

10 Hunted: Batgirl (As Powerful) 8-

15 Hunted: Batman (More Powerful) 8-

20 Hunted: Gotham City Police Department (More Powerful/NCI) 8-

20 NCM

20 PsyL: Loves The Joker (Very Common/Strong)

15 SocL: Secret Identity [Dr. Harlene Quinzell] (Frequently/Major)

Total Disadvantages Cost: 200 Points

 

The arch enemy has Evil Minions like those presented below.

 

Evil Minion

 

Same Characteristics as Arch Enemy 75 Points

 

Cost Skills

12 Combat Luck +6 rPD +6 rED

4 Killing Strike

4 Martial Disarm

4 Martial Strike

3 Martial Throw

4 Nerve Strike

5 Offensive Strike

3 Streetwise 13-

9 Three Skills from the Following [Acting, Bureaucratics, Computer Programming, Concealment, Conversation, Demolitions, Disguise, Forgery, High Society, Interrogation, Lockpicking, Mimicry, Persuasion, Security Systems, Seduction, Shadowing, Sleight of Hand, Stealth]

Total Skills Cost: 48 Points

 

Cost Powers

20 Multipower (30 Points) OIF: Tools of the Trade (-1/2)

1 u) EB 6d6, No Range (-1/2), [8c] (-1/2), OAF: Stun Gun (-1)

1 u) EB 3d6, NND [LS: Self Contained] (+1), No Range (-1/2), [8c] (-1/2),

OAF: Chloroform (-1)

1 u) Entangle 3d6, DEF 3, No Range (-1/2), [8c] (-1/2), OAF: Ropes (-1)

1 u) HA +4d6, HTH Attack (-1/2), No END (+1/2), OAF: Blackjack (-1)

1 u) RKA 2d6, [8c] (-1/2), OAF: Pistol (-1)

2 Running +1"

Total Powers Cost: 27 Points

 

Total Cost: 150 Points

 

75+ Disadvantages

20 Hunted: Law Enforcement (More Powerful/NCI) 8-

20 PsyL: Superstitious and Cowardly (Very Common/Strong)

20 SocL: Subject to Orders (Very Frequently/Major)

15 Unluck 3d6

Total Disadvantages Cost: 150 Points

 

The Evil Minion is a very powerful criminal who has not be able to become an Arch Enemy because of their bad luck. The Arch Enemy has provided them with less powerful versions of his own weapons out of fear they would turn on him at some point.

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Re: Arch Enemy Template

 

Just a nitpick' date=' but Harley should not have a secret ID as she has been captured and outed. Most Gothamites know her identity, maybe not when they see her in civvies, but when she is in her combat outfit.[/quote']

 

Maybe no ID related Disad/Comp at all then?

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