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.