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VnV Rogues Gallery (Possible Spoiler for non GMs)

Posted by The GuardianFor group 0
The Guardian
GM, 9 posts
Thu 24 Nov 2011
at 16:47
  • msg #1

VnV Rogues Gallery (Possible Spoiler for non GMs)

A place for the bad guys.

I will at clean this thread up periodically leaving only the villians.
This message was last edited by the GM at 01:43, Mon 28 Nov 2011.
Shimakaze
player, 9 posts
Sun 27 Nov 2011
at 01:31
  • msg #2

Re: VnV Rogues Gallery

Character Name:	Black Fire		Secret ID: Dmitri Bushrek Andreivich

Level: 14th
XP: 115,000
Training: Endurance

Height:	6'1"		Weight: 190 lbs.

Physical Description: Dmitri is a tall, powerfully-built Russian with ice-blue eyes and
a close-cropped blonde flat-top.  His costume is a black bodysuit with a red star over
the left breast, and a navy blue cape, with gold boots and gloves.  He wears no mask;
his powers manifest themselves as crackling, roiling black energy.

STR	35		
END	23	Healing Rate:   2.4
INT	12	% DHO:	10%	% DD: 14%
AGL	37	DMG:	+5	ACC:   +6
CHA	20	Reaction Mod: -3/+3


Basic Hits:	4	Hit Points: 110
Movement: 95" ground; 3542" flight
Power: 107

Carrying Capacity: 4,291 lbs	HTH: 2d8

Inventing Points:	.3	Inventing %: 36%



Powers/Devices/Skills

HEIGHTENED AGILITY B: +21 to Agility

HEIGHTENED STRENGTH B: +22 to Strength

DISINTEGRATION RAY: R=35", D=1d20, PR=2.

INVULNERABILITY: 18 points/turn

NATURAL WEAPONRY (energy punch): +3 to hit, +6 damage HTH

ADAPTION: PR=1/hour or 1/use as defense

FLIGHT: 805 mph.  Hyperflight = Mach 8.05 or FTL.  PR=1/hour

Other Equipment

Character Notes/Origin/Personality/Description: Russian, Sports, and Military skills.
Result of exposure to chemicals which changed a young upcoming American hero "Razer",
while splicing of DNA further enhanced and modified powers.  Already a zealot and an
elite Soviet military combatant, these combined to create BLACK FIRE, Russia's
'greatest hero' (?).  Actually a brutal KGB pawn, Black Fire has all of Razer's powers
and more! 

Campaign Use: Obviously dated now, Black Fire was "the big bad Russian 'hero'" back in the days of the Cold War (circa 1987).  He would frequently have to take on an entire  hero team, so he was by default pretty dang tough. For imagery/character, he was  totally based after Ivan Drago from Rocky IV.  Yes, I was a teenager at the time, gimme a break. :)
This message was last edited by the player at 01:36, Sun 27 Nov 2011.
Magnette
player, 1 post
Pint sized Valkerie
with Attitude
Sun 27 Nov 2011
at 09:11
  • msg #3

Re: VnV Rogues Gallery

Heh. Nice.
He reminds me, also, of M Bison; the Big bad boss in Street Fighter ... hard, tough, with the flying and the glowing fist.
Tesla
player, 1 post
Electrical hero
Mon 28 Nov 2011
at 01:07
  • msg #4

Re: VnV Rogues Gallery

Well, it's not just villains, but if anyone needs some bad guys for their games, I posted up several characters on my blog earlier this year:

http://knightsky-alienshores.b...m/search/label/VandV
The Guardian
GM, 13 posts
Mon 28 Nov 2011
at 01:13
  • msg #5

Re: VnV Rogues Gallery

Why not post them here again. Looking to create a forum and useful content will aid us here.
Tesla
player, 3 posts
Electrical hero
Mon 28 Nov 2011
at 01:15
  • msg #6

Re: VnV Rogues Gallery

I probably will, given time.  The link is just a quicker way to make the characters available for those who would use them.

(also, at some point I need to re-write the stats for Odin - that was a first draft, and those numbers got changed around a bit when I worked out the first draft numbers for some of his superpowered followers)
Tesla
player, 4 posts
Electrical hero
Mon 28 Nov 2011
at 01:23
  • msg #7

Re: VnV Rogues Gallery

(note: my preferred method of writing up V&V characters differs slightly in format from the standard approach)

Character Name: Bouncing Betty     Secret ID: Betty Heyward      Side: Neutral
Gender: Female     Height: 5'11"     Weight: 160lbs     Age: 31

Physical Description: A tall black woman with a muscular build and short-cropped hair. When 'working' she favors military-style camo clothing.

STR: 33     END: 16     INT: 11     AGL: 14     CHA: 11

Level: 8th     XP: 39,412     Basic Hits: 4     Hit Points: 25     Healing Rate: 1.6/day
Movement: 63" (ground), 30" (leap)     Power: 74
Carrying Capacity: 3,003 lbs     HTH Damage: 1d12
Damage Modifier: +1     Accuracy: +1     Detect Hidden: 8%     Detect Danger: 12%
Inventing Points: 1.8     Inventing: 33%     Reaction Modifier: -/-     Training: Agility

Powers/Talents
Heightened Strength B: +19
Heightened Expertise: +4 to hit with military weapons
Mutant Power: Explosions - Betty can cause about 1 pound (1 ounce per pt of END, to be precise) of non-organic material to explode, sending fragments/shrapnel everywhere. Assuming that the material in question is of suitably hard material (i.e. brick, metal), it will attack as a HTH attack at +2, and cause 1d10 damage to everyone in a 2" (10 ft) radius that it successfully hits.  If she targets a non-moving area (i.e. a wall or a floor), she gains an extra +4 to hit.  Range is 16" (80 ft), and the PR=2 per attack.
Natural Weaponry: +2 to hit, +4 to damage in unarmed combat (martial arts training)

Equipment
Assault Rifle (+4 to hit, 1d10 damage, range 140")
Knife (+2 to hit, +1d2 damage, range 14")
Grenades (+2 to hit, 1d10 damage, blast radius 2")
Various military gear (walkie-talkies, Geiger counter, etc)

Areas of Knowledge
Sports, Military

Character Notes/Origin/Personality: Growing up a fairly average student, Betty Heyward hoped to get into college on an athletic scholarship, playing for both the girls' baseball and basketball teams.  However, she tended to rely more on strength than agility, and as a result was a benchwarmer for the most part.  Failing to get an athletic scholarship when she graduated from high school, and not able to afford to go to college otherwise, she instead enlisted in the Army.

She eventually saw action in the Gulf War, where she served honorably but without distinction.  Disillusioned with military service, upon mustering out she took a security position with a chemical firm called Ikol Enterprises.  This went reasonably well for about a year, until terrorists tried to hijack a shipment she was helping to guard.  Two different containers were punctured during the firefight, one containing an airborne biological agent, the other a liquid chemical reactant.  Those who were exposed to the airborne agent died fairly quickly.  Those that made contact with the liquid chemical took a few days to die.

Betty came into contact with both during the fight.  She quickly passed out, but unlike the others did not die as a result.  Several days later, she came to in an Ikol lab, and overheard the lab techs talking about how the two different chemicals had somehow mutated her DNA structure, and that they would have to perform a barrage of lengthy tests to see how to duplicate the results.  Not wanting to be a lab rat in a cage, Betty used her newfound powers to escape.

Using some of her old military connections, Betty re-invented herself as a superpowered mercenary.  Due to her ability to cause explosions, and her occasional tendency to use her superstrength to leap around while in combat, she picked up the nickname 'Bouncing Betty', after the landmine commonly used in WWII and Vietnam.  She will often be seen leading a group of non-powered mercenaries, but she has also at times signed on to work with other superhumans on various operations.  She will attempt to follow through on a given contract to the best of her ability, but once that contract is completed she has no particular loyalty to a former employee.  She prefers operations that are 'off the radar' for the most part, and prefers to avoid any media attention.  She has a great deal of animosity toward Ikol, and will sign up for operations against that company even if otherwise the price or the conditions would not be right.

Although her great strength and martial arts training make her a dangerous foe in hand-to-hand combat, she prefers to take out an opponent at a distance.  Unlike most high-strength types she is all-too-aware that she is just as vulnerable to various attacks as anyone else, and so prefers to attack from a position of cover.  She usually attacks with her rifle and regular grenades, saving her Explosions power for when it will do the most good, preferably as a surprise attack.  While no genius, she is highly experienced, and not prone to make stupid or suicidal mistakes during a firefight.

Campaign Use: The PCs might encounter Betty in any number of ways.  If they are in some third-world country, she might well be leading a merc group working for the local warlord.  A supervillain group might also hire her on as extra muscle.  A criminal organization might hire her to help train and lead their various soldiers/thugs/goons.  A wealthy superhero might actually hire her to assist with a specific task, or just pay her for information regarding one of her many past clients.

Of course, Ikol Enterprises has not forgotten about her, and might set a trap for Betty, while tipping off the PCs (through one of their many shell corporations) as to where Betty will be showing up at.  Once captured and imprisoned, Ikol will use their connections to reacquire Betty, and then perform their long-delayed tests on her, in hopes of finding out how to create more superhumans.
Tesla
player, 5 posts
Electrical hero
Mon 28 Nov 2011
at 01:31
  • msg #8

Re: VnV Rogues Gallery

Character Name: Chiller     Secret ID: Thea Norwood     Side: Evil
Gender: Female     Height: 5'6"     Weight: 120 lbs     Age: 17

Physical Description: An attractive teenaged female with shoulder length raven-black hair and piercing blue eyes. Her costume is mostly dark blue with silver-white icicles here and there. She used to wear a mask with her costume, but as her identity is well known to law enforcement agencies at this point, she doesn't bother with it any more. Out of costume, she favors blue jeans, black t-shirts, and leather jackets.

STR: 11     END: 14     INT: 12     AGL: 15     CHA: 16

Level: 4th     XP: 9,128     Basic Hits: 3     Hit Points: 8     Healing Rate: 0.9/day
Movement: 40" (ground), 80" (ice slide)     Power: 52
Carrying Capacity: 164 lbs     HTH Damage: 1d4
Damage Modifier: +1     Accuracy: +2     Detect Hidden: 10%     Detect Danger: 14%
Inventing Points: 1.8     Inventing: 36%     Reaction Modifier: -2 good/+2 evil
Training: Endurance

Powers/Talents
Heightened Expertise: +4 to hit with ice-based attacks
Heightened Senses: Infravision (can see heat patterns)
Ice Powers (1d12 dam, range 5", PR 5)
Heightened Speed: +40” ground movement (ice slide)

Areas of Knowledge
Crime

Character Notes/Origin/Personality: Even as a child, Thea Norwood was never up to any good. She was always more concerned about what she could get away with rather than any concepts of right and wrong, no matter how hard her parents tried to instill some basic values into her.

When her ice powers began to develop at the age of fourteen, Thea's only thoughts were regarding how she could use these new abilities to get what she wanted. When her parents eventually found out that she was a superhuman, they tried to talk to her, to convince her that such abilities should be used for the greater good, or failing that, at least not be used to the detriment of society.

Thea wasn't having any of it. The argument grew more and more heated, until eventually Thea lashed out at her father, killing him with an ice-dagger. After that, her mother wouldn't stop screaming and bawling, so Thea killed her too, just to shut her up.

Thea hit the road that night, never looking back. She started off using her abilities to commit robberies, but she eventually learned that working as a hitman for various crime bosses generally paid better, and that her abilities, combined with her youthful appearance, made her an effective assassin-for-hire. This eventually brought her into conflict with various superheroes. She has been captured and sent to jail twice in the past, but has never remained incarcerated for long. She prefers to work alone; while she has occasionally worked with other supervillains, she dislikes taking order, and doesn't play well with others. She prefers to accept contracts on non-superpowered targets, but isn't afraid to mix it up with superheroes in a fight if needed.

It would be a big mistake for a hero to underestimate Chiller, as she now calls herself, because of her age. Not only is she already an experienced combatant at this point in her young life, but more importantly she is a completely ruthless and unforgiving foe. It may be something of a cliché to call her 'cold-hearted', but it would not be untruthful. Even more so than some supervillains, Chiller can be described in clinical terms as a complete and utter sociopath.

Campaign Use: A traditional supervillain for the PCs to face. They may have to protect a target from her, if they find out she has been hired to kill someone. They may also encounter her as she commits the occasional robbery, perhaps on a whim, to acquire something that has caught her fancy. If the money is right, she also might hire on temporarily with a supervillain group, although that probably won't last very long.
Tesla
player, 6 posts
Electrical hero
Mon 28 Nov 2011
at 01:38
  • msg #9

Re: VnV Rogues Gallery

Character Name: Diogenes     Secret ID: Adam Hurst     Side: Evil
Gender: Male     Height: 6'0"     Weight: 190 lbs     Age: 27

Physical Description: An average looking male with short blond hair and brown eyes. His costume consists of a gray bodysuit and hooded cloak, with a gas mask over his face. As Adam Hurst, he dresses sharply in very nice, and rather expensive, three-piece suits.

STR: 12     END: 13     INT: 16     AGL: 12     CHA: 23

Level: 2nd     XP: 4,816     Basic Hits: 4     Hit Points: 11     Healing Rate: 1.2/day
Movement: 37" (ground)     Power: 53  Carrying Capacity: 257 lbs     HTH Damage: 1d6
Damage Modifier: +2     Accuracy: +1     Detect Hidden: 12%     Detect Danger: 16%
Inventing Points: 1.2     Inventing: 48%     Reaction Modifier: -4 good/+4 evil
Training: Combat accuracy w/ pistol

Powers/Talents
Heightened Charisma A: +11
Psionic ability: Truth Detection – Whenever someone lies to Diogenes, or tells a falsehood to someone else within his hearing, he automatically knows that they are lying, and more, he automatically knows what the truth is that they're not saying. This happens automatically, at no PR cost. A refusal to answer, or an answer that evades the question but does not tell a falsehood (“why should I tell you that?”) does not trigger this power. However, even a sarcastic or non-serious falsehood (“okay, under this mask, I'm really the clone of Abraham Lincoln!”) would allow him to know what would have been the truthful response. Diogenes must hear a person speak directly for this power to work; it doesn't activate when hearing someone speak over the television or radio, and someone speaking through a bullhorn would need to be inside his range (16”, based off of INT) for this power to activate.

Equipment
Gas mask (provides the Chemical Power defense against gas-based attacks)
Pistol (+3 to hit, 1d8 damage, range 72”)
Tear gas grenades (2d8 damage done directly against a victim's Power score, 3” radius, -4 to hit in, out, or through the gas due to obscurement)

Areas of Knowledge
Psychology, Fine Art

Character Notes/Origin/Personality: Even as a young child, Adam Hurst could tell when people were lying to him. He sometimes got into trouble when confronting people with their falsehoods (especially adults), so he eventually learned not to say anything directly about it. As one might expect, Adam grew up to be very, very cynical regarding human nature.

When he attended college, Adam pursued a degree in psychology, to better understand why people tell the lies that they do. Although a bright student, he found it relatively easy to blackmail his way through his classes, threatening to reveal various indiscretions by his professors. He carried this habit of blackmail past graduation; a beginning psychologist doesn't make that much money, and he had student loans to pay off. To avoid any repercussions of his crimes, he began using a masked identity to confront the targets of his blackmail. When asked who he was, he responded by calling himself Diogenes, and said that he was simply in search of an honest man... but that he hadn't found one yet.

It should be noted that Adam usually doesn't blackmail the patients who go to him for counseling. In part, this is to avoid any connection between Adam Hurst and the criminal Diogenes. However, partially this is because Adam takes his work fairly seriously. Given his ability to discern lies from his patients (including the lies they tell themselves), he is actually an excellent counselor, and has an extremely high rate of success in his field. His preferred targets for blackmail are politicians; Adam Hurst has often been seen at various political rallies and speakings, ranging from local mayors to presidential candidates. Wealthy businessmen are another common target for Diogenes. Athletes and celebrities might also occasionally fall prey to his demands; anyone with a lot of money is a potential target for his schemes.

Diogenes is fairly non-violent as far as supervillains go. His pistol is primarily used to intimidate, and the tear gas grenades primarily for escape. However, if it looks like someone may be close to discovering his true identity, all bets are off.

Adam's main hobby is painting, something he has enjoyed since childhood. He's quite good, and has sold several pieces of work in the last couple of years. He's hoping to have a gallery showing any day now.

Campaign Use: A friend or ally of the PCs might find themselves being blackmailed by Diogenes over some indiscretion. It's even possible that the PCs themselves might be targeted, if they are not careful about what they speak of publicly (although Diogenes is smart enough to know that trying to blackmail a superhuman carries far more risk that his usual targets).

It's also possible that a former victim may pay an assassin (superpowered or otherwise) to kill Diogenes; the PCs might find themselves in the uncomfortable position of having to defend him from his would-be killers.

Finally, it's possible that, after his artwork takes off and becomes popular, several pieces of his work gets stolen from the gallery. PCs investigating the theft might become confused as to why the villain Diogenes is also in pursuit of the thief.
Tesla
player, 7 posts
Electrical hero
Mon 28 Nov 2011
at 01:48
  • msg #10

Re: VnV Rogues Gallery

Character Name: Emerald Eagle     Real Name: Samuel     Side: Evil
Gender: Male     Height: 5'3"     Weight: 130 lbs     Age: 16

Physical Description: A humanoid figure covered in feathers (the color scheme of the feathers match that of a bald eagle), with a pair of wings growing from his back. His head has his eyes on the side of his head, and he has a sharp curved beak on his mouth. His legs are long and skinny, with taloned feet. He also has (retractable) claws on his fingers. His 'costume' consists of gym shorts and a tank top, both of a deep green color.

STR: 9     END: 17     INT: 13     AGL: 27     CHA: 9

Level: 3rd     XP: 7,911     Basic Hits: 3     Hit Points: 17     Healing Rate: 1.2/day
Movement: 53" (ground), 716” (flight)     Power: 66
Carrying Capacity: 158 lbs     HTH Damage: 1d4
Damage Modifier: +3     Accuracy: +5     Detect Hidden: 10%     Detect Danger: 14%
Inventing Points: 1.9     Inventing: 39%     Reaction Modifier: -/-
Training: Endurance

Powers/Talents
Heightened Agility A: +10
Heightened Endurance A: +8
Heightened Senses: can see twice as far as a normal human can
Natural Weaponry: +2 to hit, +4 to damage (claws and talons)
Wings (162 mph)

Equipment
Auto-pistol (+3 to hit, 1d8 damage, 15 bullets/clip)

Drawbacks
Prejudice (partially for his appearance, partially because he is a created human/animal hybrid)

Areas of Knowledge
Computers, Electronics, Crime

Character Notes/Origin/Personality: The being now known as the Emerald Eagle was one of many unique beings created on the secret island base of Dr. Victoria Prendick, a brilliant but amoral scientist who had dedicated her life to the creation of new forms of humanity that incorporated grafting animal DNA onto a human base. A human/eagle hybrid, he was named Samuel by Dr. Prendick, but later picked up the nickname the 'Emerald Eagle' due to his love of the color green (the nickname amused Dr. Prendick, as there had been a WWII-era superhero by the same name). He had many 'brothers' and 'sisters', all of whom where also human-animal hybrids of different animal types. Samuel was reasonably bright in his studies, and quickly developed a knack for dealing with computers and electronics.

Samuel was more curious about the outside world than most of his brothers and sisters, and would occasionally (against Prendick's orders) fly off the island to covertly observe humanity. It was this curiosity that saved his life; he was on such an off-island excursion when, two years ago, CHESS launched a major raid on the island; Prendick died in the assault, and the various hybrids were all either captured or killed, as well. Samuel returned to the island as the last of the battles were dying down. He barely escaped with his life.

For the next year Samuel lived a meager existence, avoiding humanity for the most part, occasionally stealing what supplies he needed and technological equipment that he desired. He didn't bother stealing money or other forms of wealth – it's not like he would be able to walk into a store and spend it. Eventually he came to the attention of Intercrime, who made him an offer; in exchange for performing certain tasks for them, not only would they pay him, but they would also create an online identity for him that he could use to spend that wealth.

He has spent the last year doing various jobs for Intercrime, and as a result the Emerald Eagle (as he is publicly known) is wanted by various law enforcement agencies, although they know little about him (CHESS has its suspicions, but are keeping quiet about them for the moment). He now lives in an otherwise-abandoned loft, courtesy of Intercrime. He gets discreet deliveries of basic amenities, as well as whatever else he orders online. When not on a job, he is either watching television (he loves 'reality' TV shows), or he is online, conversing with various people via chatrooms, instant messaging, and message boards. These online conversations help somewhat with his need for companionship, but he is still very lonely. If he were offered membership into a supervillain group, he would probably accept, just to feel that he was once again part of a family.

Campaign Use: Intercrime often uses the Emerald Eagle for dangerous robberies of expensive and unusual items, and that is how the PCs will most likely encounter him. Samuel has a burning hatred for CHESS, and will gladly take on any mission that hurts and humiliates them, so if the PCs have ties to CHESS, they will eventually encounter him, probably at a time and place of his choosing and advantage.

It's also possible that a descendant of the original Emerald Eagle might take offense at a criminal besmirching the hero's good name, and wishes to confront the villain in one-on-one combat. The descendant seeks out the PCs, asking for help in tracking down the avian adversary, and in helping to deal with any allies that Samuel might have. The would-be hero has access to the original Emerald Eagle's equipment, is in fairly good shape, and has some unarmed combat training... but is probably not a match for Samuel in a straight-up fight. The PCs may wish to covertly aid the would-be hero during their fight, without letting either combatant know that they are doing so.

(more villains to follow)
Tesla
player, 8 posts
Electrical hero
"New Dawn"
Mon 5 Dec 2011
at 02:27
  • msg #11

Re: VnV Rogues Gallery

Character Name: Fortunata    Real Name: Melissa Bianchi     Side: Evil
Gender: Female     Height: 5'9"     Weight: 120 lbs     Age: 24

Physical Description: An tall, thin, attractive woman with pale skin and long, black hair.  She wears black - lots of black - and generally dresses in what might be considered a goth-like fashion.

STR: 10     END: 15     INT: 19     AGL: 13     CHA: 17

Level: 6th     XP: 20,833     Basic Hits: 3     Hit Points: 10     Healing Rate: 1.2/day
Movement: 38"      Power: 57     Carrying Capacity: 150 lbs     HTH Damage: 1d4
Damage Modifier: +2     Accuracy: +1     Detect Hidden: 14%     Detect Danger: 18%
Inventing Points: 2.4     Inventing: 57%     Reaction Modifier: -2 Good/+2 Evil
Training: Charisma

Powers/Talents/Spells
Animal Control (Ravens)
Astral Projection
Combat Accuracy: gains a +1 to hit (cumulative) with any powers or spells for each of the following conditions met – knows target's true name; has drawn up a detailed horoscope on the target; has something of emotional importance, or something otherwise connected to the target
Darkness Control
Emotion Control (love, single target)
Heightened Charisma A: +8
Heightened Intelligence A: +9
Heightened Senses: Magic Awareness (17” range, automatically works in most cases (unless somehow shielded), PR 1)
Illusions (type A, visual/audible/odor/taste, PR 4)
Magical Spell – Curse: Attacks as Mind Control, PR 20, if successful a random calamity happens to the victim every 1d100 hours (roll anew after each such occurrence), usually requiring an AGL roll to avoid, damage dependent on circumstances and environment (i.e. brakes failing on car, roof collapsing in, etc). Also, victim is +4 to be hit by all opposing attacks. Lasts indefinitely until curse is lifted or countered (GM's discretion).
Magical Spell – Eldritch Bolt: Damage and range as per Power Blast, but attacks as per Paralysis Ray
Magical Spell – Eldritch Shield: Acts as the Force Screen aspect of the Force Field ability; 1” radius circle, range 1”
Psionic Ability – Trance: Slows down the body's need for food, water, air, etc (about 1/10 normal) while slipping into an unconscious state. PR 5 to activate, and PR 1 per 8 hours while in trance.

Drawbacks
Phobia (claustrophobia)

Area of Knowledge

Occult, Crime

Character Notes/Origin/Personality: As a child, Melissa had the misfortune of being trapped underneath the wreckage of her parents' house after it had collapsed, after an earthquake had hit the area.  It was over a week later that workers digging through the rubble found her; at first they thought she was dead, and were shocked when she came to.

Her parents had died during the earthquake, and so she went to live with her aunt Sonja, a practitioner of various magical arts.  Sonja held the theory that Melissa had somehow instinctively put herself into a trance, allowing her to survive under conditions that would have otherwise almost certainly killed her.  Sonja began teaching Melissa the basics of magical theory.

Melissa advanced faster in her arcane studies than anyone could have anticipated.  Sonja was pleased with her niece's rapid progress, although she worried about the girl's lack of concern regarding the ethical ramifications of magic.  As Melissa's disregard for ethics increased, Sonja found she had no choice but to discontinue her niece's teachings.  Melissa accepted this with a surprising amount of grace.

A few months later, shortly after Melissa's birthday, Sonja died in what can only be described as a freak auto accident.  By all accounts, the car shouldn't have swerved off the road the way it did.  No one could explain it.  After all the paperwork was done with, Melissa collected the inheritance from her aunt, and then continued her magical studies, probing deeper into the tomes that Sonja had seen fit not to show her. She also used the money to track down various tomes to increase her magical knowledge.

Burning through the inheritance money fairly quickly, she used her magical abilities to charm various wealthy men and women into giving her the money she needed. This worked well for Fortunata, as she now liked to call herself (the name is a variation of the Edgar Allen Poe character from The Cask of Amontillado who was buried alive) for a few years, until a local coven of magicians discovered her actions. The subsequent battle was bloody, and not all of the coven survived, but by the time it was over, Fortunata's victims were now free of her control, and she was now wanted by the local law enforcement agencies.

Now on the run, Fortunata's tactics haven't changed that much. She tries to find someone wealthy that she can control, and lays low while bleeding the victim dry, using their money to continue her search for more magical power.

Campaign Use: Fortunata is a controller; a wealthy ally or acquaintance of the PCs falling under her control is an easy way for her to come into conflict with the PCs. She might briefly work with other supervillains, as long as it somehow advances her goals, but it is unlikely she would join such a group on a permanent basis – unless they acknowledged her as leader, of course.
This message was last edited by the player at 02:34, Mon 05 Dec 2011.
Tesla
player, 9 posts
Electrical hero
"New Dawn"
Mon 5 Dec 2011
at 02:34
  • msg #12

Re: VnV Rogues Gallery

Character Name: Grendel    Real Name: n/a     Side: Neutral
Gender: ???     Height: 42'    Weight: 218,633 lbs     Age: ???

Physical Description: A gigantic reptilian-looking creature in a vaguely humanoid shape, covered in pale-green scales. It's head has something of a toad-like appearance.  The claws on its hands are relatively small – they're only somewhat larger than short swords.

STR: 30     END: 26     INT: 0     AGL: 9     CHA: 15

Level: 4th     XP: 9,000     Basic Hits: 4,374     Hit Points: 31,493
Healing Rate: 3,062/day     Movement: 455"      Power: 65
Carrying Capacity: 3,236,212 lbs     HTH Damage: 10d10
Damage Modifier: -     Accuracy: -     Detect Hidden: 0%     Detect Danger: 30%
Inventing Points: 0     Inventing: 0%     Reaction Modifier: -2 from all (and that's being generous!)     Training: n/a

Powers
Armor: 125 (x3.75 weight)
Heightened Agility B: +18
Heightened Endurance A: +15
Heightened Strength A: +19
Natural Weaponry: +3 to hit, +6 damage (claws)
Size Change – larger, permanent (x7 height, x343 weight, -20 AGL)
Water Breathing A: PR 1 per hour to breath air

Drawbacks
Lowered Intelligence: -11 (animal intelligence)
Physical Handicap – Hibernation (goes 1d100 months between attacks on the surface, spends the rest of the time in a hibernative state at its lair on the ocean floor – if attacked during this time, it is sluggish, attacking at -4 , and only doing half damage on successful attacks)

Character Notes/Origin: No one knows what the creature is, or where it came from.

It first showed a couple of decades ago, attacking a major city on the seaboard. It has since attacked different cities along the seaboard several times; occasionally there are only a few months between attacks, more often it's a a few years. A reporter (who apparently had managed to stay awake in Mythology 101 class during their freshman year in college) dubbed the creature Grendel, and that's how most people still refer to it.

Even superheroes have had little effect in deterring the creature; most simply aren't powerful enough to seriously hurt the creature. The best that can usually be accomplished is to distract the creature and keep it busy while the civilian populace get out of the way. The creature will continue to fight until either its Power score or Hit Points are reduced by half (remember, it's spending 1 point of Power per hour while out of the ocean; also, it won't bother 'rolling with the punch', as its Power score would otherwise be depleted early, and it has more than enough hit points to burn), at which point it will retreat into the oceans, not to be seen again until it comes out of its hibernative state.

(note – despite its somewhat reptilian appearance, most scientists speculate that the creature is more amphibian than reptilian)

Campaign Use: Sometimes, you just want a big, ugly monster to show up and wreak all sorts of havoc, and that's exactly what Grendel does. Unless they are exceptionally powerful, or have a specialized attack that can somehow affect it, the best that most superhero groups can hope for is to keep it busy until it tires out, rescuing people in danger and trying to keep property damage to a minimum.

Especially powerful and/or ambitious superhumans may wish, if they have the right powers or access to the proper technology, to track Grendel down to its lair and confront it there. If they do so, they just might find some clues to how the creature came to be.

A supervillain with the right set of powers (such as Animal Control: Aquatic Life) might be able to control the creature and make it do his or her bidding; needless to say, this would be a bad, bad thing...
Tesla
player, 10 posts
Electrical hero
"New Dawn"
Mon 5 Dec 2011
at 02:41
  • msg #13

Re: VnV Rogues Gallery

Character Name: Holocaust    Real Name: Adam Millar     Side: Evil
Gender: Male     Height: 6'2”     Weight: 240 lbs     Age: 26

Physical Description: A tall, extremely muscular white male with short-cut blond hair and blue eyes. He wears a white bodysuit with dark blue gloves, boots, and belt.

STR: 33     END: 30     INT: 12     AGL: 15     CHA: 16

Level: 4th     XP: 13,095     Basic Hits: 5     Hit Points: 80     Healing Rate: 4.5/day
Movement: 78"     Power: 90     Carrying Capacity: 4,672 lbs     HTH Damage: 2d8
Damage Modifier: +1     Accuracy: +1     Detect Hidden: 10%     Detect Danger: 14%
Inventing Points: 1.8     Inventing: 36%     Reaction Modifier: -2 Good/+2 Evil
Training: Heightened Expertise with HTH attacks

Powers/Talents
Flame Power: range 63”, 1d12 damage, PR 2, defense PR 3 to activate, PR 3 per attack, damage added to successful HTH attacks if defense is up, no flight ability
Heightened Endurance B: +15
Heightened Expertise: +3 to hit with Flame Power (from training)
Heightened Strength B: +17
Invulnerability: 16 pt
Natural Weaponry: +1 to hit, +2 damage (martial arts)

Drawbacks
Bigot - Hates everyone who is not a heterosexual white protestant (he's also not too crazy about 'uppity women', for that matter), and may have to make an INT roll if taunted or attacked by a minority (a d20 roll if taunted, a d100 roll if he takes damage) to avoid attacking  that person directly. He also suffers a -4 reaction roll penalty from most people who do not share his views.

Areas of Knowledge
Agriculture, Military, Hate Groups

Character Notes/Origin/Personality: Adam always hated those who were different.

The Jews who owned the banks and tried to foreclose on the family farm. The Catholics with their heathen rites. The homosexuals with their deviant lifestyles. The Muslims who were trying to destroy America. The atheists who were trying to deny Americans the ability to worship God. The Mexicans who were trying to invade the country through illegal immigration. The blacks, the Asians, the liberal elite... all trying to destroy what was righteous and good about America.

Adam joined the Army, in hopes of “killing some towel-heads,” and to try to take the fight to those who would destroy America. He did see combat in Afghanistan, where his lack of self-control eventually led him to firing on civilians, killing them. Adam was tried for his crimes by a military tribunal, and was found guilty. He was court-martialed, and sent to a military prison.

While in prison he was chosen for an secret government experiment, one attempting to alter the DNA so that the test subject is less susceptible to pain, and able to go for extended of periods of time without rest, while magnifying the adrenal boost that ties in to feats of strength. In Adam's case, the experiment exceeded all expectations, triggering his inherent meta-human abilities. Not only did he gain superhuman strength and endurance, as well as the ability to ignore large amounts of damage, but his latent pyrokinetic abilities kicked in, as well.

Using his newfound powers to escape from the military prison, Adam eventually took shelter with a nearby White Supremacist group. Now calling himself Holocaust, it wasn't long before he rose to a position of authority within the organization. Eventually, he managed to convince the group to rename themselves the Purifiers. Now he tries to use the Purifiers, and his own superhuman abilities, to incite a race war and purge America of all the undesirable elements.

In a fight, Holocaust is not stupid, but neither is he terribly subtle. He prefers to injure and weaken opponents from a distance with his flame powers, and then close in and use his great strength for the coup de grace.

Campaign Use: Some villains are so nasty that even most other villains want nothing to do with them – Holocaust is such a character. Any number of friends and allies of the PCs might find themselves targeted by the Purifiers for whatever reason. Many plans that Holocaust will try to set in motion will involve framing a minority – perhaps an acquaintance of the PC's, or even one of the PC's themselves - for some hideous and violent crime, in the hopes of inciting racial violence. The PCs should have no lack of reasons for confronting Holocaust and his followers.
Tesla
player, 11 posts
Electrical hero
"New Dawn"
Mon 5 Dec 2011
at 02:47
  • msg #14

Re: VnV Rogues Gallery

Character Name: Inertia     Secret ID: David Chandler     Side: Evil
Gender: Male     Height: 5'10"     Weight: 175 lbs     Age: 25

Physical Description: An average looking male with short brown hair and brown eyes. His costume consists of a light blue bodysuit with dark blue boots, gloves, and belt, along with a dark blue domino mask. In his civilian identity he tends toward 'business casual' clothes.

STR: 11     END: 15     INT: 12     AGL: 13     CHA: 10

Level: 2nd     XP: 2,983     Basic Hits: 4     Hit Points: 11     Healing Rate: 1.6/day
Movement: 39"     Power: 51  Carrying Capacity: 248 lbs     HTH Damage: 1d6
Damage Modifier: +1     Accuracy: +1     Detect Hidden: 10%     Detect Danger: 14%
Inventing Points: 2.4     Inventing: 36%     Reaction Modifier: -/-     Training: Strength

Powers/Talents
Heightened Defense: -4 to be hit
Heightened Expertise: +1 to hit with energy pistol (from training)
Psionic Ability: Inertia Dampening – Attacks as Paralysis Ray, PR=5 per attack, range 30” (E x 2). A successful attack subtracts 2d6 from the target's Initiative score, and x3 that amount in game inches from the target's movement rate. The victim of the attack is also -2 to hit with all physical attacks, and +2 to be hit by physical attacks, while under the effect of this power.  To maintain this effect on an already affected target requires PR =1 and 3” of movement, but does not count as an action or attack otherwise.

Equipment
Energy Pistol (+2 to hit, 1d10 damage, range 39”)

Areas of Knowledge
Accounting, Gamer, Crime

Character Notes/Origin/Personality: David's mutant power manifested fairly late compared to most; he was out of college and in his first year at an accounting firm when he discovered that he had the ability to temporarily slow people's speed and reaction time down considerably with the power of his mind. Up until this point the most criminal thing he had ever done was to excessively abuse the office printer to print out copies of various RPG PDF files. However, as soon as he realized he had a unique form of power, he took to the idea of being a supervillain like a duck to water.

After taking some time to track down how to contact such people, he began to offer his talents as 'support personnel' to various supervillain groups. While it was highly unlikely that Inertia, as he called himself, could defeat any superhero by himself, what he could do was affect those heroes while they were duking it out with the villain group, giving the villains the edge they might need to claim victory against their hated foes.

After a successful 'test run' with a local supervillain group, where Inertia's powers helped make the difference between defeat and victory, word got out that Inertia's talents could be hired for a split of the take. He will act in a support role, trying to avoid direct combat whenever possible; he views the serious use of his energy pistol (stolen from a downed CHESS agent) as a last-ditch tactic, although he may use it as much for misdirection, so that opponents don't wonder why the costumed foe isn't making any obvious attacks. He prefers to not be tied to any one team, but instead acts as a freelancer. He also prefers not to be a full-time supervillain, as he enjoys having a normal life separate from superpowered battles.

As an aside, for those supervillains with legitimate business and financial holdings, David also offers his talents as an accountant to help with their taxes and financial holdings, and how to keep everything looking above board, no questions asked. His rates are quite reasonable.

Campaign Use: As noted above, Inertia is a team player, even if the team may vary from job to job. He prefers to work with villains whose primary motivation is monetary, as opposed to ideological. If the target to be robbed is a single area that has a certain degree of public access (such as a bank), he may instead show up in civilian clothes, and affect any superheroes who show up without giving himself away (this tactic is especially preferred if he is working with a lone villain or smaller group).

As David Chandler, it's always possible that he works at the same business firm as one of the PCs, or he may even be their personal accountant. If their hobbies are so inclined, he might even be in one of the PCs local gaming group!
Star Master
player, 1 post
Thu 8 Dec 2011
at 21:01
  • msg #15

VnV Rogues Gallery - Antdroid

IdentityANTDROIDSideEvil
NamenoneSexindeterminate
Experience0Level1Agen/a
Weight420Basic Hits9Agility Mod-2

Strength23
Endurance20
Agility20
Intelligence12
Charisma11

Hit Mod(1.8)(2.2)(1.9)(1.1) = 8.2764
Hit Points75Power75
Healing Rate 4.5
Reaction Mod0Carrying Capacity2975.07
Damage Mod2Basic HTH Damage1d12
Accuracy4
Standard Movement63
Detect Hidden10Detect Danger14



Powers
Android Body
Adds 10 to Endurance, plus one body power (listed below), 62% human appearance
can repair 45% of damage internally, must have exterior repair of the remainder
Android Body Power – electrified skin surface will perform a lightning control attack when
the android is struck, each such attack has a PR of 1, but requires no action, attacks do
1D10 damage
Animal/Plant Powers
Insect – specifically, ant, Powers
  • type A Armor, 70 points, weight multiplied by 2.1
  • Heightened Strength A (+8)
  • Heightened Agility A (+9)
  • Natural Weaponry – ant-like claws on the ends of his arms give +2 to hit, and +4 to damage
    hth, the android may also opt to bite with its mandible for +8 damage (but no bonus to hit)

Body Power
The android is actually composed of numerous miniature ant-robots. They achieve sentience
through a sort of hive-mind, and therefore require a certain threshold number of connections
to continue to function as a humanoid whole. When a roll indicates a system malfunction (the
same as a roll of unconsciousness) the entire creature disperses into small mechanical ants.
These ant-robots will scurry away, and re-form elsewhere in the time indicated by normal
wake-up rules. If the character is incapacitated, the ant-robots have been dispersed. They
will burrow into the ground, and re-build, such re-building will be complete when 45% of
the Antdroid's hit points have healed, at which time the Antdroid will have to complete the
repairs as a whole.


Background
The creator of the miniature ant-robots is unknown, but they are apparently intended to appear
to be ants. It isn't known just how or why the ant-robots clustered together and achieved some
form of sentience, and it is thought by many who have researched the creature that it was not
the original intent of their creator.
Antdroid ignores humanity as anything but a source for raw materials most of the time. He was
first encountered after he had transformed most of the equipment in a warehouse into duplicates
of himself. Many of the local police force had been injured attempting to arrest the Antdroids
(who were being arrested for felony theft as the contents of the warehouse were owned by someone
else).
The nearest SWAT team got involved, and and had little trouble defeating the naïve but numerous
insectoid constructs. Apparently, some of the ant-robots escaped and have built another Antdroid.
This one have a better understanding of combat and law and order, but should remain naïve as it
will only be the second time an Antdroid has attempted to accomplish anything.
Ebony Reaper
player, 6 posts
HP 64 / 64
PR 81 / 90
Tue 20 Dec 2011
at 07:53
  • msg #16

Re: VnV Rogues Gallery - Antdroid

Didn't we encounter the Antdroid?
Was pretty cool, but we didn't get much interaction after laying him out.
Right?  Or am I confused...?
Lightray
player, 13 posts
Alien teenage hero
Living lightbulb
Tue 20 Dec 2011
at 16:59
  • msg #17

Re: VnV Rogues Gallery - Antdroid

You can't be confused ER, that's my job!
Star Master
player, 5 posts
Tue 20 Dec 2011
at 18:15
  • msg #18

Re: VnV Rogues Gallery - Antdroid

The fact that no one noticed the remaining antbots burrow away through the sand means nothing.
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