Proditor's Pad of Pop Culture and V&V. (NEW! Princess M'Krell and Singularity from Golden Heroes!)

Where in all of your character write ups will go.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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THE CREATURE (N/A)
Created By: Steve Crow
First Appearance: Terror by Night
Role: Android menace, Aquatic nightmare
Group Affiliations: Prest's Circus

PL 10 (79)
STRENGTH 6 STAMINA - AGILITY 1
FIGHTING 8 DEXTERITY 1
INTELLIGENCE - AWARENESS 0 PRESENCE -

Skills:
Close Combat: Claws 3 (+11)
Perception 1 (+1)

Advantages:
Favored Environment: Underwater, Power Attack

Powers:
Aquatic Adaptation (Advantages: Favored Environment: Underwater)
  • Immunity: Immunity 3 (Environmental Condition: Cold, Environmental Condition: High Pressure, Suffocation: Drowning)
  • Swimming: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
Clawed: Strength-based Damage 2 (DC 23; Penetrating 4)

Immunity to Fortitude Effects

Protection: Protection 9 (+9 Toughness), Impervious 6

Offense:
Clawed: Strength-based Damage 3, +11 (DC 24), Grab, +8 (DC Spec 16)
Initiative +1

Defenses:
Dodge 10 (DC 20), Parry 10 (DC 20), Fort Immune, Tou 9, Will Immune

Complications:
Disability: Half movement outside of the water, Agility and Dexterity are both -1.

Monstrous

Total: Abilities: 2 / Skills: 4--2 / Advantages: 1 / Powers: 63 / Defenses: 11 (79)

-This is one of the androids created by Prest/von Heinrich to test the heroes.

-The Creature is designed to rule it's environs, and it becomes a lot more vulnerable out of the water. Beyond that, it's got a balanced defense, and leans slightly more towards accuracy over damage. Power Attack can push him into some serious damage at DC 29.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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WEREWOLF (N/A)
Created By: Steve Crow
First Appearance: Terror by Night
Role: Agile skirmisher, Android menace
Group Affiliations: Prest's Circus

PL 10 (78)
STRENGTH 5 STAMINA - AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE - AWARENESS 0 PRESENCE -

Skills:
Acrobatics 4 (+8)
Close Combat: Claws 4 (+12)

Advantages:
Agile Feint, Evasion, Improved Trip, Move-by Action, Power Attack, Uncanny Dodge

Powers:
Claws and Fangs: Strength-based Damage 3 (DC 23)

Immunity to Fortitude Effects

Protection: Protection 8 (+8 Toughness)

Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense:
Claws and Fangs: Damage 8, +8 (DC 23), Grab, +8 (DC Spec 15)
Initiative +4

Defenses:
Dodge 12 (DC 22), Parry 12 (DC 22), Fort Immune, Tou 8, Will Immune

Complications:
Monstrous

Temper

Total: Abilities: 12 / Skills: 8--4 / Advantages: 6 / Powers: 44 / Defenses: 12 (78)

-This is one of the androids created by Prest/von Heinrich to test the heroes.

-Definitely designed to not be hit, and for accuracy, the werewolf android can modify his caps for greater damage. trip targets, or just do hit and run move-bys.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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FEMALE VAMPIRE (N/A)
Created By: Steve Crow
First Appearance: Terror by Night
Role: Android menace, Seductress, Hidden threat
Group Affiliations: Prest's Circus

PL 8 (73)
STRENGTH 5 STAMINA - AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE - AWARENESS 0 PRESENCE -

Skills:
Close Combat: Unarmed 4 (+10)

Advantages:
Attractive, Fast Grab, Improved Hold

Powers:
Immunity to Fortitude Effects

Protection: Protection 6 (+6 Toughness)

Vampiric Bite
  • Bite: Strength-based Damage 1 (Linked; DC 21; Penetrating 6)
  • Venom: Affliction 10 (Linked; 1st degree: Fatigued, Dazed, 2nd degree: Exhausted, Stunned, Resisted by: Fortitude, DC 20; Extra Condition; Limited Degree)
Offense:
Vampiric Bite: Strength-based Damage 1, +10 (DC 21) plus Venom: Affliction 10, +10 (DC Fort 20), Grab, +6 (DC Spec 15)
Initiative +3

Defenses:
Dodge 10 (DC 20), Parry 10 (DC 20), Fort Immune, Tou 6, Will Immune

Total: Abilities: 4 / Skills: 4--2 / Advantages: 3 / Powers: 53 / Defenses: 11 (73)

-This is one of the androids created by Prest/von Heinrich to test the heroes.

-Another android lower on the PL scale, the idea is supposed to be that players get suckered in by the pretty face, and then Bam, she starts drinking blood.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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FRANKENSTEIN'S MONSTER (N/A)
Created By: Steve Crow
First Appearance: Terror by Night
Role: Beatstick, Android menace
Group Affiliations: Prest's Circus

PL 11 (77)
STRENGTH 10 STAMINA - AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE - AWARENESS 0 PRESENCE -

Skills:
Close Combat: Massive Fists 2 (+10)

Advantages:
All-out Attack, Improved Smash, Power Attack, Weapon Break

Powers:
Immunity to Fortitude Effects

Protection: Protection 12 (+12 Toughness; Impervious)

Massive Fists: Strength based Damage 1 (DC 26)

Offense:
Massive Fists, +10 (DC 26), Grab, +8 (DC Spec 20)
Initiative +0

Defenses:
Dodge 9 (DC 19), Parry 10 (DC 20), Fort Immune, Tou 12, Will Immune

Complications:
Monstrous

Temper

Total: Abilities: 6 / Skills: 2--1 / Advantages: 4 / Powers: 55 / Defenses: 11 (77)

-This is one of the androids created by Prest/von Heinrich to test the heroes.

-Designed to be tough and to hit very hard, he can modify his caps to top out at DC 31, though he's not all that accurate at that point
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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THE GOLEM (N/A)
Created By: Steve Crow
First Appearance: Terror by Night
Role: Android menace, Puzzle enemy
Group Affiliations: Prest's Circus

PL 10 (129)
STRENGTH 9 STAMINA - AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE - AWARENESS 0 PRESENCE -

Advantages:
Chokehold, Improved Grab, Improved Hold

Powers:
Immunity: Immunity 80 (Toughness Effects; Limited - Half Effect)

Massive Fists: Strength-based Damage 2 (DC 26)

Immunity to Fortitude Effects

Protection: Protection 10 (+10 Toughness; Impervious)

Snare: Cumulative Affliction 6 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 16; Cumulative, Extra Condition, Reaction 3: reaction; Limited: Only vs. attacks that strike the Golem, Limited Degree)

Offense:
Massive Fists, +8 (DC 26), Snare: Cumulative Affliction 6, +8 (DC Fort/Will 16), Grab, +8 (DC Spec 19)
Initiative +0

Defenses:
Dodge 6 (DC 16), Parry 8 (DC 18), Fort Immune, Tou 10/ Half Immune, Will Immune

Complications:
Monstrous

Mythic Weakness: Has Emeth written on his forehead, change Emeth to Meth, and the Golem instantly deactivates.


Total: Abilities: 4 / Skills: 0--0 / Advantages: 3 / Powers: 116 / Defenses: 6 (129)

-This is one of the androids created by Prest/von Heinrich to test the heroes.

-And here is the toughest guy in the book. With full or partial immunity to a ton of stuff, the ability to trap things that hit him, and a nasty grab, the Golem is one of those enemies that is easier to create once someone figures out the secret. Since this is the way the Golem of lore was deactivated, it might not be that hard for PCs to dope out. Otherwise, it's going to be a long fight.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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HEINRICH ANDROID (N/A)
Created By: Steve Crow
First Appearance: Terror by Night
Role: Yet another Red Herring, Android menace
Group Affiliations: Prest's Circus

PL 8 (70)
STRENGTH 6 STAMINA - AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE - AWARENESS 0 PRESENCE -

Skills:
Close Combat: Unarmed 2 (+10)
Perception 4 (+4)

Advantages:
Attractive, Power Attack, Takedown

Powers:
Immunity to Fortitude Effects

Protection: Protection 8 (+8 Toughness; Impervious)

Offense:
Unarmed, +10 (DC 21), Grab, +8 (DC Spec 16)
Initiative +4

Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort Immune, Tou 8, Will Immune

Complications:
Identity: Android copy of Prest

Total: Abilities: 14 / Skills: 6--3 / Advantages: 3 / Powers: 46 / Defenses: 4 (70)

-This is one of the androids created by Prest/von Heinrich to test the heroes.

-This is designed to be yet another one of those times when the heroes think they get to nab the bad guy, but nope, no soup for you. It'll put up a decent fight for a PL8 android in a PL10 world, but not much more than that. The limited programming of the android also means that if players try to do something other than just fight, it'll probably be seen as a fake pretty quickly.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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THOMAS P. PREST (Baron Victor von Heinrich)
Created By: Steve Crow
First Appearance: Terror by Night
Role: The Big Bad, Suave Vampire, Frank Langella on crack
Group Affiliations: Prest's Circus

PL 12 (333)
STRENGTH 7 STAMINA - AGILITY 5
FIGHTING 8/12 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 5

Skills:
Athletics 4 (+11)
Deception 8 (+14)
Expertise: Art 3 (+7)
Expertise: Business 6 (+10)
Expertise: Carnie life 5 (+9)
Expertise: Current Events 5 (+9)
Expertise: Dance 3 (+7)
Expertise: History 4 (+8)
Expertise: Magic 6 (+10)
Expertise: Music 4 (+8)
Expertise: Popular Culture 5 (+9)
Expertise: Streetwise 6 (+10)
Insight 5 (+9)
Intimidation 4 (+10)
Perception 4 (+8)
Persuasion 4 (+10)
Sleight of Hand 5 (+10)
Stealth 5 (+10)
Technology 6 (+10)
Treatment 4 (+8)

Advantages:
Accurate Attack, Attractive, Benefit, Alternate Identity: Thomas P. Prest, Benefit, Status 2: Baron, Benefit, Wealth 3 (millionare), Daze (Deception), Defensive Attack, Defensive Roll 2, Fascinate (Deception), Fast Grab, Improved Grab, Improved Hold, Languages 5, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Ritualist, Skill Mastery: Deception, Takedown, Taunt

Powers:
Children of the Night: Summon 2 (Horde, Mental Link, Multiple Minions 6: 64 minions, Notes: Bats, Rats, or Wolves)

Heightened Expertise: Enhanced Trait 14 (Traits: Fighting +4 (+12), Dodge +6 (+11))

Metamorph: Morph 2 (+20 Deception checks to disguise; Narrow group; Metamorph 2)
  • AE - Body of Mist: Insubstantial 2 (Alternate; Gaseous)
Mind Control: Cumulative Affliction 8 (1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception; Sense-dependent: Vision)

Spider Climb: Movement 1 (Wall-crawling 1: -1 speed rank)

Undead Resilience
  • Immortality: Immortality 10 (Return after 1 hour; Limited: Not when staked or beheaded)
  • Immunity: Immunity 30 (Fortitude Effects)
  • Protection: Protection 10 (+10 Toughness; Impervious; Limited: Not vs. Blessed, Magical, or Silver Weapons)
  • Regeneration: Regeneration 10 (Every 1 round; Source: Blood)
Vampiric Bite: Weaken 9 (Affects: Stamina, Resisted by: Fortitude, DC 19; Grab-based, Limited: Can only drain one rank per round)

Weather Control
  • Dazzling Strike: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited: Visual And Auditory)
    • AE - Dense Fog: Burst Area Concealment Attack 4 ([0 active, 0/30 PP, 7/r], All Visual Senses, DC 14; Burst Area 4: 250 feet radius sphere, DC 14, Attack: Dodge, Selective)
    • AE - Down Draft: Burst Area Affliction 10 ([0 active, 0/30 PP, 3/r], 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged)
    • AE - Lightning Bolt: Damage 12 ([0 active, 0/30 PP, 2/r+5], DC 27; Accurate 2: +4, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction)
    • AE - Stormy Weather: Environment 10 ([0 active, 0/30 PP, 3/r], Cold, Impede Movement (1 rank), Visibility (-2), Radius: 2 miles)
Languages
Arabic, Chinese (Mandarin), English, French, German, Greek, Hungarian, Latin, Portuguese, Romanian, Russian, Spanish, Turkish

Offense:
Mind Control: Cumulative Affliction 8 (DC Will 18), Lightning Bolt: Damage 12, +12 (DC 27), Dazzling Strike: Cumulative Affliction 10, +8 (DC Fort 20), Dense Fog: Burst Area Concealment Attack 4 (DC Dog 14), Down Draft: Burst Area Affliction 10 (DC Fort 20), Grab, +12 (DC Spec 17), Unarmed, +12 (DC 22), Vampiric Bite: Weaken 9, +12 (DC Fort 19)
Initiative +5

Defenses:
Dodge 5/11 (DC 15/21), Parry 12 (DC 22), Fort Immune, Tou 10/12, Will 10

Complications:
Dependence: The Vampire must feed on blood or weaken.

Mythic Weakness: The Baron is a typical vampire; he can't cross running water unaided, Cannot shapeshift in the presence of garlic, casts no reflection, and is repelled by those of true faith wielding holy relics.

Power Loss: Loses access to everything listed under powers when in direct sunlilght.

Total: Abilities: 68 / Skills: 96--48 / Advantages: 31 / Powers: 180 / Defenses: 6 (333)

-Heinrich has been a vampire for 503 years as of 2015. Created in the 1500s by a Nosferatu looking to create his own group of vampires inside German aristocracy. The vampire's plans were foiled when he got a nasty case od dead, and Heinrich was free of his control. He went his own way for the next 200 years, and over that time developed a disdain for his brethren. By the mid 1700s, Heinrich bought a title and castle in the lands he'd ruled 200 years earlier, and "settled down" with a human wife. His rule was mostly benevolent, but his people and several nieghboring nobles discovered his secret, and put his wife to the flame before his eyes. Then they staked him, thinking that was the end of it. Forty years later, he was revived by a vagabond, and he set about getting his revenge. He destroyed the bloodlines of the people who had killed his wife and imprisoned him, and for the ruling lords of each family, he turned them into vampires, staked them, and buried so deep that none will ever find them. Once this was done, he harnessed his emotions and took up writing under a pen name (Thomas P Prest) and released the book Varney the Vampire or the Feast of Blood. Amused by his own little joke, he wandered the world to see what had changed during his slumber. Travelling under a variety of aliases, he was eventually discovered by a group of vampire hunters in 1916. Although his human agents prevented the hunters from completing their job, Heinrich was again knocked into torpor for almost the next one hundred years. More disoriented than the last time he woke, Heinrich quickly gathered new followers and wealth, and then tried to understand the new world around him. Superheroes seem to be his biggest obstacle, so Heinrich is now enacting his plan to understand this new world and its strange beings.

-So yeah...Heinrich is extremely powerful, in no small part because he has pretty much every traditional vampiric power. He can change shape, control the "Children of the Night", control weather, mesmerize the weak minded, and additionally, is a physical juggernaut with a vampiric bite. He is PL12 pretty much across the board, and can alter pretty much all of his caps. He has takedown if you bring numbers, and overall is just a straight up wrecking machine. This is good, because in V&V he could take on entire teams of all but the strongest heroes, and I think this build will do pretty much the same. His sheet alters a little bit when he changes form, and the alteration are covered below.


BAT FORM
Strength 4, Stamina -, Agility 5, Dexterity 5, Fighting 8, Intellect 4, Awareness 4, Presence 6

Advantages loses access to many om this form, use the below list instead.
Accurate Attack, Daze (Deception), Defensive Attack, Defensive Roll 2, Fascinate (Deception), Fast Grab, Improved Hold, Move-by Action, Power Attack, Ranged Attack 3, Skill Mastery: Deception, Taunt

Skills revised totals for shrinking, everything else as main sheet.
Athletics +4
Stealth +22

Powers: As main sheet above, but add or change existing to the below
Senses: Senses 2 (Accurate: Hearing)

Shrinking: Shrinking 12 (-3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size categories, -1 speed ranks; Innate; Permanent)

Flight: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Wings)

Heightened Expertise: Enhanced Trait 4 (Traits: Dodge +4 (+15))

WOLF FORM
Abilities unchanged from main sheet

Advantages Use the list below instead
Accurate Attack, Attractive, Daze (Deception), Defensive Attack, Defensive Roll 2, Fascinate (Deception), Fast Grab, Improved Grab, Improved Hold, Improved Trip, Leadership, Move-by Action, Power Attack, Ranged Attack 3, Ritualist, Skill Mastery: Deception, Takedown, Taunt

Skills unchanged from main sheet.

Powers Add the following
Senses: Senses 3 (Acute: Scent, Low-light Vision, Tracking: Scent 1: -1 speed rank)
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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Death duel with the Destroyers

This is it. This is the module that got me to start playing V&V in the first place. It had the art that blew my mind, and the characters were evocative. Full confession time, I love Willingham's work. I've gone so far as to make custom heroclix of the Elementals, the Destroyers, and the Rapture because I knew I wasn't getting them any other way. Love, love, love Willingham. At the time this module came out, there was lirterally no one else making heroes and villains that looked this damn good. I have a certain fondness for Mark Williams art from the early days of Champions, but until we get to Glen Johnson in the Blood and Dr. McQuark, we really don't see credible high level comic book art over at the competition. A lot of the V&V guys went on to write or draw for the funny books: Jeff Dee (admittedly his own V&V comic for Dark Horse), Bill Willingham (Lots of DC stuff, especially Shadowpact, and of course, the Elementals), Patrick Zircher (Marvel mainly, on New Warriors, Iron Man, and Thunderbolts), Dan Panosian (Marvel and Image), and guys like James Holloway who were RPG veterans for companies like TSR, Avalon Hill, and Paranoia. While Champions arguably had the better system, V&V felt like a comic book, even when you had crap rolls and created walking monstrosties like one of my players did when he created Horro the magnificient. All of that is cool, but let's face it, the real lasting contribution to world of supers has got to be the Elementals. This is the first time we see a hint of them as Morningstar is taken out by Ratman. Admittedly, it's not the Jeanette we'll come to know and love, but the seeds are there. Anyway, on to the module.

The adventure starts with a prelude of bad weather slamming the Eastern seaboard for days, and bringing with it bad dreams, and feelings of paranoia and depression for those in the storm's area. It's not natural, and weather controllers can't affect more than a small area that always reverts when they stop control. By the day before the adventure starts, people are full on hallucinating things, but pretty much everyone can glimpse a shadowy caped form in the clouds mocking and laughing at the poor mortals below. Nothing works to stop the storm or contact the figure. On the day the adventure starts, the bad guy steps forward with a taped message, announces himself as Doctor Apocalypse, and demands that the US give him sovereignty over Manhattan within the next 9 days. Then they are to evacuate it within 30 days. After that, anyone on Manhattan will be executed. If they don;t turn over the island to him, he's going to destroy a major city every day until they do give him Manhattan. As a further demonstration, he says everyone best be out of Times Square tomorrow at noon, as he's going to put on a little show. The government of course contacts our heroes, and they are off to Times Square. The area has been evacuated as best as possible, and at precisely noon, a gigantic robot flies in and starts playing Godzilla. The heroes have to find a way to stop the marauding robot, and then interrogate the crew. (Brief sideline here. Unlike a lot of the later modules, this one provides outcomes if the players lose. There isn't a railroad assumption here that things will go as expected, which is nice) so the heroes start tracking down the clues they get and start zeroing in on the group that recruited and trained the robot operators. It's a powerful group of super villains called the Destroyers, and no, they have no idea who this Doctor Apocalypse guy might be. The feds ask the PCs to go after the Destroyers, and we cut to the Destroyer's HQ somewhere between Park and Madison in midtown. A battle ensues, and in the aftermath, we get ready for Part two...

So how does it hold up? Not bad. It's simple, and those usually stand the test of time better than convoluted plots that make a lot of "timely" references. There is a ton of backstory provided, and there are lot's of "So the players didn't do what you thought they would" sections. This became de riguer later, but it's kind of amazing to see it in one of the first Super RPG modules. The story and characters are all very good, and the art is amaze-balls. Highly recommended as a piece of Super RPG history if nothing else, but still a very playable module.

Some notes on the conversions. The Destroyers hold a special place in V&V history, and they really are just absolute ass-wreckers. So the guideline for the conversion was that these guys were the creme de la creme of the villain world. In context, Annihilator, a flying Blaster, is arguably tougher than Bull, the Crusher's Brick. That means we're working from a PL, and going for feel. And the PL is 12. Buckle up, we're in for a bumpy ride.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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DOOMSDAY ROBOT (N/A)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: Small scale Godzilla, Puzzle monster
Group Affiliations: Destroyers

PL 13 (103)
STRENGTH 16 STAMINA - AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE - AWARENESS PRESENCE -

Skills:
Close Combat: Unarmed 6 (+10)
Perception 10 (+10)
Ranged Combat: Blasters: Damage 14 10 (+10)

Advantages:
Minions (Crew - see below)

Powers:
Blasters: Damage 14 (DC 29; Increased Range: ranged)

Field reinforced plating (Saving Throw: Toughness; Impervious [16 extra ranks])

Growth: Growth 16 (+16 STR, +16 Tough, +8 Intimidate, -16 Stealth, -8 active defenses, +4 size categories, +2 speed ran; Innate; Permanent)

Immunity to Fortitude Effects

Radio Array: Radio Area Communication 2 (Sense Type: Radio; Area)

Sensory Array: Senses 10 (Direction Sense, Distance Sense, Extended: Vision 2: x100, Extended: Hearing 2: x100, Infravision, Low-light Vision, Ultra-hearing, Ultravision)

Offense:
Blasters: Damage 14, +10 (DC 29), Grab, +4 (DC Spec 26), Throw, +0 (DC 31), Unarmed, +10 (DC 31)
Initiative +0

Defenses:
Dodge -8 (DC 2), Parry -4 (DC 6), Fort Immune, Tou 16, Will Immune

Complications:
Weakness: There are several weak points that can be exploited. One is the crew access door. It is only TOU 10 or Technology DC 25 to access the interior of the Robot.

Total: Abilities: -22 / Skills: 26--13 / Advantages: 1 / Powers: 111 / Defenses: 0 (103)

-The Doomsday Robot is basically a 60' tall Mecha created by Doctor Apocalypse to demonstrate his capabilities. It's only job is to cause a ton of damage, and then leave.

-Nothing like starting off the module with a nice little PL13 encounter, eh? Even though this thing is extremely tough, a decent group will probably take it out in a few turns, either through discovering its weaknesses, or coordinating attacks to punch through the very tough armor. It's hard to hurt, and invulnerable to pretty much anything short of a tank round, but it's very easy to hit, and if you can get inside, you only have the crew to deal with. Speaking of them...



Doomsday Crew - PL 7

Crew names: Caufield, Hawkins, Krajovic, Cavagnaro, Shanley, Martin, Philips, Neumeyer, Tiang, Gaugran, Androvich, Baker

Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 3, Intellect 0, Awareness 0, Presence 0

Advantages
Equipment 6

Skills
Athletics 4 (+5), Close Combat: Unarmed 2 (+5), Expertise: Soldier 4 (+4), Intimidation 2 (+2), Perception 4 (+4), Ranged Combat: Blaster Pistol 4 (+5), Technology 4 (+4), Vehicles 4 (+5)

Equipment
Blaster Pistol, Blaster Rifle, Bulletproof Vest

Offense
Blaster Pistol, +5 (DC 20), Blaster Rifle, +5 (DC 23), Unarmed, +5 (DC 16)
Initiative +1

Defense
Dodge 5, Parry 5, Fortitude 3, Toughness 5, Will 3

Power Points
Abilities 14 + Powers 0 + Advantages 6 + Skills 14 (28 ranks) + Defenses 11 = 45

-The Doomsday crew are really just soldiers with better guns.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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ANNIHILATOR (Zorbec Ar Torrester)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: Leader, Alien Blaster, Space Samurai
Group Affiliations: Destroyers

PL 12 (240)
STRENGTH 4 STAMINA 4 AGILITY 7
FIGHTING 10 DEXTERITY 7
INTELLIGENCE 2 AWARENESS 1 PRESENCE 5

Skills:
Acrobatics 4 (+11)
Athletics 2 (+6)
Close Combat: Unarmed 2 (+12)
Deception 4 (+9)
Expertise: Military 6 (+8)
Expertise: Tactics 8 (+10)
Insight 6 (+7)
Intimidation 6 (+11)
Perception 4 (+5)
Ranged Combat: Energy Blast Array 2 (+9)
Technology 4 (+6)
Vehicles 6 (+13)

Advantages:
Accurate Attack, Agile Feint, Assessment, Defensive Roll 3, Equipment 1, Evasion 2, Improved Aim, Improved Critical 2: Power Blast: Damage 14, Improved Initiative, Leadership, Move-by Action, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack, Takedown, Teamwork

Powers:
Energy Blasts Array
  • Deflect: Deflect 16
  • Disintegration Ray
    • Blast: Damage 10 (Linked; DC 25; Increased Range: ranged)
    • Weaken: Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects, Increased Range: ranged)
  • Power Blast: Damage 14 (DC 29; Increased Range: ranged, Penetrating 8)
Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)

Force Field: Protection 6 (+6 Toughness; Impervious, Sustained)

Regeneration: Regeneration 5 (Every 2 rounds)

Speed Bonus: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Equipment:
Cell Phone Commlink (Smartphone)

Offense:
Disintegration Ray: Damage 10, +10 (DC 25) and Weaken 10, +10 (DC Fort 20), Power Blast: Damage 14, +10 (DC 29), Unarmed, +12 (DC 19)
Initiative +11

Defenses:
Dodge 11 (DC 21), Parry 11 (DC 21), Fort 10, Tou 4/13, Will 10

Complications:
Honor: Zorbac operates under a code of honor similar to the Samurai. This still gives him a staggering amount of brutal leeway however.

Prejudice: Zorbac Ar Torrester is an obvious alien with purple skin, black eyes like a shark, and an aura that is just off.

Total: Abilities: 80 / Skills: 54--27 / Advantages: 21 / Powers: 92 / Defenses: 20 (240)

-Zorbac Ar Torrestar was an extraterrestrial General of the Zorn, a star spanning empire in the center of the Milky Way galaxy. After a failed attempt to overthrow the current emperor, he was banished to one of the primitive worlds of the galaxy's edge; Earth. Once here, he struck a bargain with Doctor Apocalypse to recruit and train a group of super-villains in exchange for help constructing a new starship to take him back to the Zorn empire. So Zorbac Ar Torrestar became Annihilator, leader of The Destroyers.

-Annihilator is that warrior race alien trope we see from...all over comics and sci-fi really; Starfire, Hawkman, the Kree, the Skrulls, etc. In terms of combat, he's a beast. His ranged attacks are simply devastating. You can really ruin someone's day by starting off with his disintegration ray and then hitting them with the Power Blast. On top of that, he's very hard to hurt, can fly, and has regen, because fuck you, that's why. He had a long history in my games of being one of the last guys standing, and being one of the first ones to come back later looking for some payback. In the comic, Annihilator is some sort of Nazi general, and really, I like the alien space samurai a lot better.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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BEHEMOTH (Hyram Forbes)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: Brick, Hulk.Thing Analouge
Group Affiliations: Destroyers

PL 12 (139)
STRENGTH 14 STAMINA 14 AGILITY 1
FIGHTING 8 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+18)
Deception 2 (+4)
Expertise: Criminal 8 (+8)
Expertise: Streetwise 8 (+8)
Intimidation 8 (+10)
Perception 2 (+2)

Advantages:
All-out Attack, Close Attack 2, Diehard, Equipment 1, Improved Smash, Startle, Teamwork

Powers:
Invulnerability: Protection 2 (+2 Toughness; Impervious [14 extra ranks])

Speed Bonus: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Equipment:
Cell Phone Commlink (Smartphone)

Offense:
Grab, +10 (DC Spec 24), Throw, +1 (DC 29), Unarmed, +10 (DC 29)
Initiative +1

Defenses:
Dodge 8 (DC 18), Parry 8 (DC 18), Fort 14, Tou 16, Will 7

Complications:
Disability: His size and strength require special furniture and equipment.

Motivation: Greed: Hyram is a simple man, motivated by simple urges.

Prejudice: Hyram is a 7 foot tall, 500 pound muscular bright pink monstrosity. He cannot remotely pass as a normal human.

Total: Abilities: 80 / Skills: 32--16 / Advantages: 8 / Powers: 21 / Defenses: 14 (139)

-Hyram Forbes has pretty much been a loser all of his life. After getting dishonorably discharged from the army at the age of eighteen, he's spent his life in and out of prison. During his last stretch in Ryker's Island prison three years ago, he underwent a weird transformation that was a long delayed effect of some nuclear tests he volunteered for while in the Ft. Leavenworth army prison. Hyram transformed into the grotesque monster that is now called Behemoth. The prison cell could no longer contain him, and since then no prison has.

-Behemoth is an undercost beatstick. There's no subtlety here, he hits things until they stop moving. He's hard to hurt, and hits hard, and that's about it. Willingham drew him as a muscle-bound gargantua in the module, but that changed by the time Hyram made it into the Elementals comic. There he looks more like a giant day-glo pink version of Blob. Which is awesome, and additionally, one of the easiest Heroclix conversions I've ever made.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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ELECTROCUTIONER (Carlton Path)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: That one annoying guy, Sadistic Blaster
Group Affiliations: Destroyers

PL 12 (231)
STRENGTH 3 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 6 (+6)
Expertise: Anthropology 8 (+8)
Expertise: Theology 6 (+6)
Perception 4 (+4)
Ranged Combat: Lightning Control 2 (+5)
Technology 6 (+6)

Advantages:
Move-by Action, Ranged Attack 5, Teamwork

Powers:
Born from Electricitiy: Immunity 5 (Damage Effect: Electricitiy)

Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round)

Lightning Control: Damage 14 (DC 29; Increased Range: ranged)
  • AE - Control Machinery: Move Object 14 (Alternate; 400 tons, DC 29; Damaging; Limited: Can only do as much damage as the weight value of the the controlled object, Limited Material: Electronics)
  • AE - Lightning Fists: Strength-based Damage 11 (Alternate; DC 29)
Lightning Shield
  • Energy Aura: Damage 10 (DC 25; Reaction 3: reaction)
  • Force Field: Protection 10 (+10 Toughness; Sustained)
Teleportation: Teleport 8 (1 mile in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 250 miles in 2 move actions, Turnabout)

Equipment:
Cell Phone Commlink (Smartphone)

Offense:
Control Machinery: Move Object 14, +8 (DC 29), Energy Aura: Damage 10, +10 (DC 25), Lightning Control: Damage 14, +10 (DC 29), Lightning Fists: Strength-based Damage 11, +10 (DC 29), Unarmed, +10 (DC 18)
Initiative +4

Defenses:
Dodge 11 (DC 21), Parry 11 (DC 21), Fort 8, Tou 3/13, Will 7

Complications:
Motivation: Recognition: Wants to be regarded as a strong villain, not the weenie of the Destroyers.

Power Loss: Can be grounded out via rubber, insulation, etc.

Quirk: For all of his power, Carlton is a weenie and afraid of gettng beaten. Even if he's just seperated from the rest of the Destroyers, he'll figure he's the only one left and just surrender.

Total: Abilities: 46 / Skills: 32--16 / Advantages: 7 / Powers: 142 / Defenses: 20 (231)

-Carlton Path was an anthropology student studying the Tseltal Indians of Mexico, when he participated in one of their weird cultic rituals. They began chanting his name in a plea to discover his Totem. This went on until the usual nightly lightning storm broke out. At this time, the Tseltal Shamen began to proclaim that the lightning was their white guest's Totem, calling the lightning down to embrace him. The lightning did as it was told and Carlton Path died. Only by the time Path's body was finally returned to his family, he was alive again, with powers and abilities far beyond those of ordinary men. He was the Electrocutioner.

-Okay, as Blaster's go, this guy is powerful. If he is prepared, he's tough, and very powerful. Catch him unawares, and he's a weenie with powers and a distinct lack of intestinal fortitude. The character changes not one whit between the module and comic, where his shining moment is accidentally killing the guard team that was trying to help him beat Fathom. Yeah. It's also telling that the best pic I could get of him involves him getting hit in the face.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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IRON MAIDEN (Agatha Stark)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: Miss Fanservice, Armored warrior
Group Affiliations: Destroyers

PL 12 (143)
STRENGTH 0/5 STAMINA 0 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+7)
Close Combat: Power Staff 2 (+10)
Deception 4 (+6)
Expertise: Criminal 2 (+7)
Expertise: Military 4 (+9)
Expertise: Science 8 (+13)
Perception 2 (+4)
Stealth 4 (+7)
Technology 8 (+13)
Vehicles 4 (+7)

Advantages:
Attractive 2, Close Attack 4, Defensive Roll 2, Equipment 1, Evasion, Improved Trip, Improvised Tools, Inventor, Power Attack, Skill Mastery: Technology, Teamwork, Uncanny Dodge

Powers:
Battlesuit (Removable)
  • Armored: Protection 10 (+10 Toughness; Impervious)
  • Battle Computer: Enhanced Trait 22 (Traits: Dodge +9 (+12), Parry +4 (+12), Advantages: Close Attack 4, Defensive Roll 2, Evasion, Power Attack, Uncanny Dodge)
  • Exoskeleton: Enhanced Strength 5 (+5 STR)
  • Exotic Defenses: Enhanced Trait 12 (Traits: Fortitude +6 (+10), Will +6 (+10))
  • Jump Boots: Leaping 7 (Leap 900 feet at 250 miles/hour)
Power Staff: Strength-based Damage 5 (Easily Removable, DC 25; Reach (melee) 2: 10 ft.)

Equipment:
Cell Phone Commlink (Smartphone)

Offense:
Power Staff: Strength-based Damage 5, +14 (DC 25), Unarmed, +12 (DC 20)
Initiative +3

Defenses:
Dodge 3/12 (DC 13/22), Parry 8/12 (DC 18/22), Fort 4/10, Tou 0/2/10/12, Will 4/10

Complications:
Identity: Agatha Stark, disgraced NATO Scientist

Motivation: Recognition: As Iron Maiden, Agatha wants recognition for her scientific prowess and her super-powered capabilities.

Quirk: Terrified of the suit being destroyed. If Iron Maiden suffers a fair amount of damage to the suit, or is knocked to staggered, she's going to flee the battle if possible. DC 25 WILL save to avoid.

Total: Abilities: 46 / Skills: 42--21 / Advantages: 8 / Powers: 62 / Defenses: 6 (143)

-Agatha Stark, an Irish immigrant to the United States, is a former NATO scientist specializing in cybernetics. While competent, she lacked imagination which resulted in her being laid off during budget cuts. Shortly afterwards, she was recruited by Doctor Apocalypse to work on the Doomsday Robot project. During this time, she designed and built the suit of powered armor that earned her a place in The Destroyers.

-When I got this module, I was all of fifteen years old. And as I scanned through the pages, I came upon the artwork for Iron Maiden, and decided then and there that Bill Willingham was a $%^&ing Picasso as far as I was concerned. The picture below may have influenced this view. As to the character, I had to upgrade her stats a bit as her INT was originally below average. Yup, the NATO scientist who invented jump capable power armor, apparently wasn't too bright. After that, I did some minor tweaks to bring her inline with the rest of the crew in terms of power and capability. She doesn't exist at all in the comic, replaced by honestly, the far cooler Chrysalis.

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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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RATMAN (Edward M. Fink)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: Melee Specialist, Sneak attack master
Group Affiliations: Destroyers

PL 12 (207)
STRENGTH 6 STAMINA 4 AGILITY 7
FIGHTING 12 DEXTERITY 7
INTELLIGENCE 4 AWARENESS 6 PRESENCE 3

Skills:
Acrobatics 8 (+15)
Athletics 4 (+10)
Deception 6 (+9)
Expertise: Medicine 6 (+10)
Expertise: Science 6 (+10)
Perception 2 (+14/+8)
Stealth 8 (+15)
Technology 6 (+10)
Treatment 6 (+10)
Vehicles 2 (+9)

Advantages:
Agile Feint, Defensive Attack, Defensive Roll 4, Equipment 1, Evasion 2, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative 2, Improved Trip, Instant Up, Luck 2, Move-by Action, Seize Initiative, Takedown 2, Taunt, Teamwork, Uncanny Dodge

Powers:
Claws: Strength-based Damage 2 (DC 23)

Cybernetic Tail
  • Tail Whip
    • Damage: Strength-based Damage 4 (Linked; DC 25; Reach (melee) 2: 10 ft.)
    • Nullifier: Affliction 12 (Linked; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 22; Reach (melee) 2: 10 ft.)
  • Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Heightened Senses
  • Enhanced Trait: Enhanced Trait 3 (Traits: Perception +6 (+14))
  • Senses: Senses 3 (Extended: Scent 1: x10, Extended: Vision 1: x10, Extended: Hearing 1: x10)
Rat Powers
  • Animal agility: Movement 2 (Sure-footed 1, Wall-crawling 1: -1 speed rank)
  • Skittering speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Equipment:
Cell Phone Commlink (Smartphone)

Offense:
Claws: Strength-based Damage 2, +12 (DC 23), Tail: Strength-based Damage 4, +12 (DC 25) plus Nullifier: Affliction 12, +12 (DC Fort 22), Unarmed, +12 (DC 21)
Initiative +15

Defenses:
Dodge 16 (DC 26), Parry 16 (DC 26), Fort 9, Tou 4/8, Will 9

Complications:
Hatred: The Hospital which black listed him after the experimentation.

Motivation: Thrills: Eddie sees an upside to being a disgraced Doctor, and it's using his powers to stomp pretty much everyone.

Total: Abilities: 98 / Skills: 54--27 / Advantages: 24 / Powers: 37 / Defenses: 21 (207)

-Edward M. Fink became Ratman as a result of some illegal research he did with RNA extracts from laboratory mice while he was a medical intern in a Boston hospital. Since his experimentation was secret, he used himself for a guinea pig and obtained the proportional strengths and abilities of a rat. His clandestine research was discovered by his superiors, and he was run out of the medical profession.

-Extremely hard to hit, very mobile, and with a nasty combo-attack in the tail, Ratman is a melee monster. He prefers to attack via Stealth and from unexpected angles like walls or the ceiling. In the comic, Eddie changes a lot. Not cybernetic tail, and he's now a were-rat! He was insanely popular back in the day, and even had a small mini-series at one point.
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Re: Proditor's Pad of Pop Culture and V&V. (Massively under construction)

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SHAPESHIFTER (Sandra Montuori)
Created By: Bill Willingham
First Appearance: Death Duel with the Destroyers
Role: Wild Card, Plot device
Group Affiliations: Destroyers

PL 12 (258)
STRENGTH 2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 4

Skills:
Athletics 4 (+6)
Deception 8 (+12)
Expertise: Art 4 (+9)
Expertise: Business 4 (+9)
Expertise: Criminal 4 (+9)
Expertise: Current Events 4 (+9)
Expertise: Music 4 (+9)
Expertise: Politics 2 (+7)
Expertise: Popular Culture 2 (+7)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 6 (+10)
Stealth 4 (+8)

Advantages:
All-out Attack, Benefit, Wealth 3 (millionare), Chokehold, Equipment 1, Fast Grab, Improved Grab, Improved Hold, Improved Trip, Languages 4, Luck 2, Move-by Action, Power Attack, Takedown 2, Teamwork

Powers:
Inhuman: Immunity 4 (Aging, Critical Hits, Disease)

Invulnerability: Protection 6 (+6 Toughness; Impervious)

Shapeshift: Variable 11 (Action: move, Notes: Usually picks from mythological shapes or blends them with real world animals.)

Stretching Powers
  • Bouncy: Movement 1 (Safe Fall)
  • Elongation: Elongation 6 (Elongation: 500 feet, +6 to grab)
  • Quick movement: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
  • Resilient: Protection 4 (+4 Toughness)
Equipment:
Cell Phone Commlink (Smartphone)

Languages
English, French, Greek, Italian, Latin, Romanian, Spanish

Offense:
Grab, +16 (DC Spec 18), Unarmed, +10 (DC 17)
Initiative +4

Defenses:
Dodge 10 (DC 20), Parry 10 (DC 20), Fort 12, Tou 14, Will 10

Complications:
Motivation: Greed: Sandra has a taste for the finer things in life.

Motivation: Thrills: The contest and challenge keeps her from becoming bored as the centuries pile on.

Quirk: Sadist.

Total: Abilities: 70 / Skills: 52--26 / Advantages: 21 / Powers: 119 / Defenses: 22 (258)

-Sandra Montuori spent most of her adult life in Europe acquiring good taste, money, and stolen paintings. She is now the head of one of the world's largest trade and industrial corporations. While setting up her first industrial plant on Long Island, she was caught in the center of an accidental explosion of an unstable experimental isotope. From this accident she got her shape changing powers and became Shapeshifter. In addition to her stretching powers, she likes to use her transformation abilities to become the most fearsome creatures she can imagine. She especially enjoys adopting the likenesses of beasts from classical mythology, tending towards those with fangs and claws.

-Ah, Shapeshifter. This is the one character that should plague your PCs for like, ever. She's mean, smart, and vindictive, and has the ability to look like anyone or anything. Her ability to make your PCs life a living hell is almost unlimited. Changes in the comic include a much longer backstory making her basically one of the first creatures to walk on dry land, and eventually taking the form of humans since we seemed to be winning the evolutionary race.
Last edited by proditor on Wed Feb 08, 2017 10:01 pm, edited 1 time in total.
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