Wednesday, September 24, 2008

Hello, Basty...


The Joker (Star 13, Brainiac 5)
HD 18d8+36; HP 140; Init +3; Spd 30 ft; Defense 33, flatfooted 13 (+3 Dex, +4 Int, +3 Chr, +13 Class); BAB +14; +16 melee (1d8+2, Unarmed), +17 melee (1d4+7, Knife) +17 melee (2d4+2, Beretta 93R), +17 (2d8+4, AK-47); SQ Friends in low (high) places; AL Belief system (Anarchy/Chaos) SV Fort +7, Ref +11, Will +12, Rec +5; Rep +15; Str 13, Dex 16, Con 15, Int 19, Wis 10, Cha 17.
Background: Criminal
Occupation: Mastermind: Perks 4+4 power stunts (Gadgeteer, Security systems, Professional Reputation
Hobby: Weapons
Skills: Academics (life sciences) 20 (+24), Acrobatics 14 (+17), Athletics 13 (+15), Chemistry 22 (+26), Computers 13 (+17), Crime 20 (+24), Engineering 10 (+14), Firearms 16 (+19), Influence 20 (+23), Leadership 20 (+23), Legal 14 (+18), Outdoorsman 14 (+14), Perception 15 (+15), Power Control 10 (+12), Read/Write: English, Stealth 15 (+18), Streetwise 20 (+24), Unarmed 14 (+15), Vehicles 17 (+24), Weapons 25 (+26)
Feats: Attack Focus (Knife), Banter, Dodge Focus, Entourage, Exploit Weakness, Fascinate, Feint, Followers, Master Plan, Power Level x7, Redirect, Smart Defense, Suggestion, Trick, Voice of Command
Access/Contacts/Followers: Harley Quinn, Thugs
Wealth: 15
Disadvantage: Psychotic (DSR 5), Hideous Appearance (DSR 3)
Possessions: Straight razor, Butter knife, Butcher knife, Switch blade, Lint,
Bag of Marbles – Grenades 4d6 10’ Save 18, Berreta 93-R, AK-47,
Lapel flower squirter - Acid Spray 3d6, HR 4, 2 rounds - Knockout Gas – cause exhaustion, Fort DC15, Laughing Gas - Nauseate Save DC 14
Razor Playing Cards – Shuriken 1d2,
Hand Buzzer – Taser 1d4
Headquarters: Abandoned Fun Park (Concealed, Garage, Holding Cells, Power Source, Workshop - Bright Lights - Dazzle DC10, - Loud Music DE- Concealed Explosives – Blast 4d6 DC15 - Rides - Super-Movement (Swinging) - Hall of Mirrors - Nauseate DC 10

Modern20/Supers20 What a "Wreck"




The Wrecking Crew

We don’t just look stupid, we are stupid…






The Wrecking Crew consists of Wrecker and his minions, who each received a portion of Wrecker’s strength courtesy of the magic crowbar. Wrecker himself has managed to use his full strength and would theoretically become even stronger when he retrieves his imparted strength from his cronies.


Wrecker (Powerhouse 12, Star 2): HD 12d10+84 and 2d8+14; HP 182; Init
+2; Spd 35 ft; Defense 23, flatfooted 20 (+2 Dex, +1 Chr, +10 Class);
BAB +13; Atk +25 (8d4+1d10+15) or +20 melee (2d6+6, unarmed); SQ Melee Master, 8 DR physical; AL The Wrecking Crew;
SV Fort +15, Ref +8, Will +3, Rec +13; Rep +8;
Str 23, Dex 14, Con 24, Int 10, Wis 10, Cha 12. Height 6’3” Weight 320 lbs.
Background: Criminal
Occupation: Thug: Perks 2+2 power stunt (Followers, Flurry, Power Punch, Tremor)
Hobby: Crime
Skills: Athletics 15 (+21), Crime 4 (+4), Leadership 5 (+6), Perception 4 (+5), Power Control 15 (+22), Streetwise 5 (+5), Unarmed 15 (+21), Vehicles 4 (+6), Weapons 15 (+21)
Feats: Armor (Device PL+1), Attack Focus (Crowbar), Banter, Followers, Force Field (Device PL+1), Superhuman
Constitution (Device PL+1), Superhuman Strength (Device PL+1), Power Level x7, Teamwork (Wrecking Crew), Unique Weapon
Access/Contacts/Followers: Varies (6 points)
Wealth: 11
Possessions: "Crowbar" 1d10, Wrecker carries a 4-foot long steel crowbar that was also affected by Karnilla’s magical enchantment, becoming virtually indestructible. It is able to store and release the Wrecker's enchantment, enabling him to share it among the Wrecker and the rest of his Crew.
Character Disadvantages: Varies
Having been transformed by Asgardian magic, the Wrecker originally possessed power that made him the equivalent of an Asgardian god—vast superhuman strength and a high degree of invulnerability. He later shared this enchantment with three others, sacrificing some of his own power but remaining none the less formidable.







Bulldozer (Powerhouse 8, Tank 2): HD 8d10+40 and 2d12+10; HP 116;
Init +2; Spd 35 ft; Defense 19, flatfooted 17 (+2 Dex, +7
Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +17 Headbutt (7d4+8);
SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +14, Ref +6, Will +3, Rec +12; Rep +5;
Str 20, Dex 14, Con 20, Int 10, Wis 12, Cha 8. Height 6’4” Weight 325 lbs.
Background: Military
Occupation: Thug: Perks 2+1 power stunt (Flurry, Power Punch, Power Slam)
Hobby: Crime
Skills: Athletics 11 (+16), Crime 4 (+4), Perception 4
(+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles
4 (+6), Weapons 4 (+9), 11 unspent
Feats: All-out Attack, Armor, Attack Focus (Headbutt), Die Hard, Superhuman Constitution, Super Running, Superhuman
Strength, Power Level x7
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: "Helmet" Bulldozer’s costume has a heavily armored helmet, useful in his signature head-butting attacks.
Character Disadvantages: VariesBulldozer shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power.



Thunderball (Powerhouse 8, Brainiac 2): HD 8d10+40 and 2d8+10; HP 110;
Init +2; Spd 35 ft; Defense 21, flatfooted 16 (+2 Dex, +3 Int, +6
Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +15 Wrecking Ball (7d4+5);
SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +11, Ref +6, Will +6, Rec +9; Rep +5;
Str 20, Dex 16, Con 20, Int 18, Wis 14, Cha 10. Height 6’6” Weight 225 lbs.
Background: Academic
Occupation: Thug: Perks 2+1 power stunt (1 unspent)(Flurry, Power Punch)
Hobby: Crime
Skills: Acedemics (Physical Sciences) 15 (+19), Athletics 11 (+16), Chemistry 10 (+14), Computers 15 (+19), Crime 4 (+4), Engineering 10 (+14), Perception 4
(+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles
4 (+6), Weapons 4 (+9)
Feats: Armor, Attack Focus (Wrecking Ball), Gadgetry, Smart Defense, Superhuman Constitution, Superhuman Strength, Power Level x7
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: “Wrecking Ball” 10’ reach ball-and-chain. While not enchanted like the Wrecker’s crowbar, it has displayed similar indestructibility.
Character Disadvantages: Varies
By far the smartest member of the Wrecking Crew, Thunderball is more than just intelligent by comparison to his fellows; he is actually rather bright and a physicist of some stature.
Thunderball shares the Asgardian enchantment originally given to the Wrecker. He possesses vast superhuman strength and a high degree of invulnerability.

Eliot Franklin is an engineer and world-class scientist, specializing in physics and radiation.





Piledriver (Powerhouse 10): HD 10d10+50; HP 112;
Init +2; Spd 35 ft; Defense 19, flatfooted 16 (+2 Dex, +7
Class); BAB +8; Atk +11 melee (2d10+7, unarmed), or +12
ranged (by weapon); SQ Melee Master, 5 DR physical; AL
The Wrecking Crew; SV Fort +12, Ref +5, Will +1, Rec +9; Rep +4;
Str 20, Dex 14, Con 20, Int 8, Wis 8, Cha 10. Height 6’4” Weight 310 lbs.
Background: Athlete
Occupation: Thug: Perks 2+1 power stunt (Tremor, Shockwave, Power Punch)
Hobby: Crime
Skills: Athletics 11 (+16), Crime 9(+7), Perception 4 (+5), Power Control 11 (+16), Streetwise 14 (+12), Unarmed 15 (+20), Vehicles 4 (+6), Weapons 14 (+19)
Feats: Armor, Attack Focus (Unarmed), Attack Specialization (Unarmed), Combat Martial Arts, Prone Fighting, Superhuman Constitution, Superhuman
Strength, Power Level x7,
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: None
Character Disadvantages: VariesExcept for Wrecker himself, Piledriver is the most skilled fighter on the team with his boxing background. With his greater reach and huge hands, he can be a formidable grappler as well.

PowersPiledriver shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power, slightly less than an Asgardian god. He possesses vast superhuman strength and a high degree of invulnerability.

Saturday, August 30, 2008

Modern/Supers 2

Alrighty,

This is the second post of Super hero creation...onto another Human thats not so super human, but a super hero non-the-less. Captain America!

Captain America





We, the people


Captain America (Powerhouse 13, Speedfreak 5)
Real Name: Steve Rogers, Identity: Known to the US governmentHeight: 6'2", Weight: 240 lbs, Eyes: Blue, Hair: Blonde


HD 13d10+65, 5d8+25; HP 200; Init +; Spd 30 ft; Defense , flatfooted (+5 Dex, +2 Cha, +14 Class); BAB +16; Atk +22/22/18/13 melee (2d12+5, unarmed), or +23 ranged (12d+4+5, Shield); SQ Melee Master; AL The Avengers, SHIELD, America, SV Fort +11, Ref +8, Will +5, Rec +6; Rep +8; Str 20(+5), Dex 20(+5), Con 20(+5), Int 16(+3), Wis 16(+3), Cha 18(+4).
Background: Military
Occupation: Special Operator: Perks 2+3 power stunts (Point Blank Shot, Called Shot, and Precision Strike)
Hobby: Unarmed


Skills: Acrobatics 16 (+23), Athletics 15 (+), Perception 4 (+3), Power Control 19 (+24), Stealth 10 (+15), Unarmed 18 (+23), Weapons 18 (+23), Languages (French, German, Japanese, Russian; Base: English), Outdoorsman 10 (+13)


Feats: Acrobatic Defense, Agility Training, Attack Focus (Unarmed), Attack Focus (Shield), Deflection (Shield), Superhuman Dexterity, Combat Martial Arts, Defensive Roll, Elusive Target, Power Level x12, Teamwork (Avengers), Unique Weapon (Shield)
Access/Contacts/Followers: SHIELD, Complete Access (Avengers ID Card), Avengers (Wealth - Avengers Stipend)


Wealth: 11
Possessions: Indestructible Shield (+5 hit/dam, +1d6 Called Shot Damage, Ricochet strike a 2nd target at -5, Blast - 12d4+1d6+5), Chain Mail DR 3, Com-link, and Binoculars

Thursday, August 28, 2008

DC/Marvel Supers

Hello,


This is the first of what I hope to be an on going process of creation of DC and Marvel Heroes for the roleplaying game of Modern/Supers20. I am very new with the system, but my players really want a world that has all their favorite Toons running around in. I would love any feedback on facts and numbers of the Supers that will be posted. And so...onto the Supers!





I start with one of my favorite Super Heroes - with no super human powers, so he is mainly a high lvl Modern20's NPC - The Batman.

Batman

There is something out there in the darkness, something terrifying, something that will not stop until it gets revenge... Me


Batman (Powerhouse 18, Speed Freak 2, Brainiac 2): HD 18d10+72, 4d8+16; HP 280; Init +4; Spd 30 ft. (25 ft. in armor); Defense 37, touch , flatfooted (+4 Dex,+7 Int +16 Class); BAB +20; Atk +26/26/22/17 melee (2d12+8, Unarmed), or +26 ranged (1d6+14, Batarang); SQ Melee Master; AL Moral Philosophy, Justice League; SV Fort +13, Ref +11, Will +9, Rec +8; Rep +11;

Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 24 (+7), Wis 18 (+4), Cha 18 (+4). 6'2" 210lb

Background: Dilettante

Occupation: Philanthropist-Vigilante: Perks (Weapons- Precision Strike)

Hobby: Martial Arts 4

Skills: Academics (life sciences) 20 (+27), Acrobatics 20 (+24), Athletics 20 (+24), Chemistry 15 (+22), Computers 13 (+20), Crime 10 (+17), Engineering 9 (+16), Influence 10 (+14), Legal 14 (+21), Outdoorsman 20 (+ 24), Perception 20 (+24), Power Control 20 (+24), Read/Write: Chinese, French, English, German, Japanese, Russian, Stealth 23 (+27), Streetwise 20 (+24), Unarmed 30 (+34), Vehicles 17 (+24), Weapons 25 (+32)

Feats: Awareness, Accurate Attack, Advanced Strength Training, Armed Defense (46 Defense against melee when not flat-footed), Attack Focus (Batarang), Attack Focus (Grappling Gun), Attack Focus (Unarmed), Attack Specialization (Batarang), Attack Specialization (Unarmed), Blind Fight, Cleave, Combat Martial Arts, Crippling Strike, Defensive Martial Arts, Defensive Roll, Endurance Training, Evasion, Evasive Maneuvers, Exploit Weakness, Improved Disarm, Improved Agility Training, Improved Uncanny Dodge, Improved Initiative, Improved Strength Training, Greater Attack Focus (Unarmed), Greater Attack Specialization (Batarang), Precise shot, Point Blank Shot, Power Level x5, Prone Fighting, Quick Draw, Smart Defense, Superhuman Dexterity (Gliding, Swinging), Uncanny Dodge, Unique Vehicle

Wealth Access/Contacts/Followers: Confidential Access, 9th Level Robin, 5th Level Follower Alfred

Wealth: 46

Character Disadvantages: Code - Will not kill (DSR 4), Enemies - Joker, Penguin, Two-Face, Bane, Mr. Freeze, Ras Al Ghul, Riddler (DSR 5)

Possessions: Bat Suit - Modified Nomex Survival Suit DR 5, Cape and Cowl: Extra Long Cape (Cat's Landing Feat), Utility Belt: Batarangs, Bat Bolos (Snare), Grappling Gun [Swinging], Exploding Batarangs (Blast Extra: 4d6), Commlink, Night Vision (Night Vision Feat), Gas Mask/Rebreather, Camera, Flashlight, Forensics kit, Handcuffs, Lockpicks, Medical kit, Flash-Bangs, Smoke pellets (pg 70), Tear-gas pellets, Cutting torch, Sleep gas pellets, Thermite Det Cord 2d6, Binoculars, Digital Audio Recorder, Handcuffs, Micro-camera, Mini-Tracer

Headquarters: Batcave: Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop

Vehicles: Batmobile (Modified Tumbler, Crew 1, Pass 2, Top Speed 220mph (22), Armor, Alarm, Missle system, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smoke Screen

Batwing (Modified F-22: Crew 1, Pass 2, Cargo lb. Top Speed 1140mph (110) without afterburn - 1700mph (170) with AB, Machine Guns, Rockets, Remote Control, Cloaking (Radar)