Showing posts with label Crime Syndicate. Show all posts
Showing posts with label Crime Syndicate. Show all posts

Alexander Luthor

Alexander Luthor
________________________________
Dex:   4   Str:   3   Body:    4
Int:  14   Will:  5   Mind:   12
Infl:  8   Aura:  5   Spirit:  5
Initiative: 26/42  Hero Pts: 160

Skills:
Gadgetry: 20
Scientist: 25
Vehicles: 11
Weaponry (Firearms, Exotic, Heavy): 11

Advantages:  Genius; Scholar (astronomy, biology, botany, chemistry, computer science, electronics, geology, history, mathematics, psychology, robotics)

Drawbacks: Authority Figure, Married (Lois Lane)

Alter Ego: None

Motivation: Upholding the Good
Occupation: Scientist
Wealth: 20

Equipment:

BIO-SUIT [Dex: 20, Str: 20, Body: 25, Energy Blast: 25, Flight: 20, Dispersal: 50] Bonus: Dispersal usable in others. Victims have their strength reduced by the APs of power, and being intangibles pass through materials.



Source: translated from DC Heroes RPG Wiki

foes: Crime Syndicate



Ed's Notes: This is the version of Luthor that tangled with the Crime Syndicate as Earth-3's lone Superhero. The source website for this writeup is in Portuguese, so this is a direct translation. (I made no changes.) The problem is... Even though he's a pre-crisis character, I'm not entirely sure if he's meant for 2nd/3rd edition as-I, in which case he can fair pretty well against Ultraman alone and hold his own against the entire Crime Syndicate, for a while, (which kind of makes sense,) OR, if this is meant to be a Silver Age representation, in which case he's no match for Ultraman, toe-to-toe. It's not even close. So I'll have to see if I can contact the webmasters and find out. (I think I know some of them on Facebook.)


First Appearance: DC Comic Presents Annual #1 (1982)
 

Superwoman

Superwoman   
________________________________
Dex:  13   Str:  16   Body:   13
Int:   9   Will: 12   Mind:   10
Infl: 10   Aura:  9   Spirit: 10
Initiative: 36  Hero Points: 150

Powers:
Directional Hearing: 4
Flight: 14
Running: 7
Swimming: 6
Telescopic Vision: 3

Skills:
Acrobatics: 11
Animal Handling: 8
Charisma (Persuasion): 12
Martial Artist: 12
Military Science (Tracking): 10
Weaponry: 13

Advantages:  Area Knowledge (Themyscira); Attractive; Connections: Crime Syndicate (High), Ultraman (High), Themyscira (High); Iron Nerves; Lightning Reflexes; Scholar (ancient Greek and Themysciran languages, Greek Mythology)

Drawbacks: Superwoman's RV drops to 4 against Killing Combat, but she may use Martial Artist to augment it as normal.


Alter Ego: Lois Lane

Motivation: Power Lust
Occupation: Queen, Super Villain
Wealth: n/a

Equipment:
Lasso of Submission [Str: 15, Body: 35, Animal Control: 15, Control: 15] Limitation: Control can only be used to place ensnared target into a trance and make them reveal their darkest secrets and desires; Animal Control can only ward off or corral or ward off beasts.

BRACELETS [Body: 30]

SANDALS OF HERMES [Str 8, Body: 8, Teleportation: 23] Limitation: Sandals can only Teleport to and from Paradise Island.

Tiara [Body: 12, EV: 7, Gliding: 1] Limitation: Automatically considered Killing Combat if thrown at a living target.



Source: Adapted from 3rd Edition Rulebook, page 165; Who's Who 3rd Edition; 2nd Edition Background/Roster book, page 47




Ed's Notes: The last of the Crime Syndicate adaptations. (For now. lol) I've mainly wanted to do the original five for some time now. So... good to get that out of my system. The stats above are third edition, with the exception of the Lasso which is 2nd Edition. (And which was nerfed in 3rd Edition, lowering the control to just 5?! Maybe that was a typo?) But since it works a bit differently anyway, I figured I'd bump it back up. (And now that I've looked at it, I'm not sure that the "5" in 3rd edition isn't a typo that should say "15!") I left her Connections to Themyscira intact, figuring she probably just conquered it. (Otherwise, she'd lose the Connection and gain the Forced Exile Drawback.)

Johnny Quick

Johnny Quick Crime Syndicate
________________________________
Dex:   7   Str:   4   Body:    7
Int:   4   Will:  4   Mind:    5
Infl:  6   Aura:  5   Spirit:  6
Initiative: 37  Hero Points:  85

Powers:
Dispersal: 8
Flight: 12
Superspeed: 18

Skills:
Acrobatics (Dodging): 11
Detective: 3

Advantages: Connections: Crime Syndicate (High); Lightning Reflexes

Alter Ego: Jonathan Allen
Motivation: Thrill Seeker
Occupation: Enforcer, Super Villain
Wealth: n/a



Source: adapted from 2nd Edition Background/Roster Book, page 346 World at War Sourcebook, pages 57-58




Ed's Notes: This one's a bit... weird. It's another Crime Syndicate adaptation, and one of my own write-ups.  Rather that make him like Barry Allen though, I used the stats from the Golden Age Johnny Quick.  This makes him the one member of the Crime Syndicate who is at a clear disadvantage when facing his Justice League Counterpart.  Maybe it would be more appropriate to use Barry Allen's stats, but I feel like this one is just a bit different, based on what (admittedly little) I've read about him. In any case, this is how I plan to use him, and as villains go, even if he IS the team's weak link... Superspeed of 18 is still pretty damn good!  (And if you're playing with Wally West/Flash III in your game, he's actually at a slight advantage.) Finally, right or wrong, I got rid of the "he has to shout stupid nonsense to turn his Powers on and off" Limitation. He's slower than the Flash. That's limitation enough. BUT... If I've screwed the pooch on this one, please let me know, OK?

Power Ring

Power Ring
________________________________
Dex:   8   Str:   4   Body: 10/4
Int:   8   Will: 25   Mind:    8
Infl:  6   Aura:  7   Spirit: 12
Initiative: 24  Hero Points: 150

Skills:
Martial Artist: 5
Scientist: 4
Vehicles: 10

Advantages:  Connections: Crime Syndicate (High); Iron Nerves


Alter Ego: Harold Jordan
Motivation: Mercenary
Occupation: Enforcer, Super Villain
Wealth: n/a

Equipment:

POWER RING [Body: 25, Int: 10, Comprehend Languages: 20, Flight: 40, Force Manipulation: 25, Invulnerability: 18, Life Sense: 40, Omni-Power: 12, Recall: 20, Regeneration: 4, Sealed Systems: 12, Skin Armor: 4, Spirit Travel: 50] Limitations: Life Sense can only detect other Lanterns. Ring loses 1 AP of Force Manipulation and Omni-Power for each AP of Skin Armor activated.



Source: adapted from Who's Who 3rd Edition

affiliation(s): Crime Syndicate



Ed's Notes: Another Crime Syndicate adaptation, based on using Hal Jordan's stats and a Green Version of Sinestro's Ring. He would serve as one of Ultraman's two main enforcers.


(And while I don't have ANY idea if it's cannon, he would be opposed by a Heroic Sinestro (named Gold Lantern, maybe?) who has the same stats as his villainous counterpart, but a Yellow version of the Lantern Ring that doesn't work against the Color Green. His only advantage would be that he'd have a Body of 12 instead of 10.)

Owlman

Owlman
________________________________
Dex:  10   Str:   5   Body:    6
Int:  12   Will: 12   Mind:   10
Infl: 10   Aura:  8   Spirit: 10
Initiative: 36  Hero Points: 150

Skills: *linked
Acrobatics: 10*
Artist (Actor):8
Charisma: 12
Detective: 12*
Gadgetry: 12*
Martial Artist: 10*
Military Science: 12*
Scientist: 12*
Thief: 10*
Vehicles: 10*
Weaponry: 10*

Advantages: Area Knowledge (Gotham City); Buddy (Alfred); Connections: Arkham Asylum (High), Crime Syndicate (High), Street (High), Ultraman (High); Connoisseur; Expansive Headquarters (Batcave); Intensive Training; Iron Nerves; Lightning Reflexes; Sharp Eye

DrawbacksCatastrophic Irrational Attraction to avenging Bruce's death by killing Thomas Wayne Sr;  Minor Irrational Attraction to Superwoman; Traumatic Flashbacks: Relives the deaths of his mother and younger brother, Bruce, whenever he is within Crime Alley

Bonus: If given the change to cast his owl-shadow down upon his adversaries before they are aware of his presence, he receives a -1 Column Shift bonus to the OV of the ensuing Intimidation attack.

Alter Ego: Thomas Wayne Jr.
Motivation: Psychopath
Occupation: Ultraman's Chief Spy, Super Villain
Wealth: n/a
Equipment:

Owlarang w/Line [Str: 7, Body: 8, Gliding: 2, EV: 3] Line is 4 AP's long

Owlcall [Body 4, Animal Summoning: 13, R#: 4] Limitations: Can only summon owls

Razorwings (x8) [Body: 6, EV: 2] Bonus: Can thrown up to four in a single phase and adds one to the final die roll for each addition Razorwing thrown after the first.

COWL [Body: 4, Radio Communications: 8, Thermal Vision: 8, Artist (Actor): 16] Limitation: Actor only usable to prevent voice from being recognized as Bruce Wayne's

Cutting Torch [Body: 2, Heat Vision: 9, R#: 5] Limitations:  Range is 0 AP's and if used on another character, the user automatically enters Killing Combat

Miniature Camera and Recorder [Body: 2, Recall: 12, R#: 2] Camera has range of 9 AP's, Recorder has range of 4 AP's

Plastic Explosives (x2) [Body: 1, Bomb: 8] Limitation: If used on another character, the user automatically enters Killing Combat

Rebreather [Body:1, Sealed Systems: 8, R#: 2]

Smoke Pellets (x6) [Body: 1, Fog: 10]

OWLMOBILE [Str: 7, Body: 9, Flame Immunity: 8, Fog: 7, Heat Vision: 7, Military Science (Tracking): 10, Radio Communications: 17, Recall: 12, Running: 7, Security Systems: 10, Skin Armor: 5, Thief (Stealth): 8, Vehicles (Land): 5, R#: 2]

10 AP ABCD Omni-Gadget



Source: Adapted from 3rd Edition Rule Book, page 161, 183; 2nd Edition Background/Roster Book, page 40; Batman Sourcebook, page 8
affiliation(s): Crime Syndicate



Ed's Notes: This is another one of my own write-ups. He's based on using 2nd Edition Stats, with 3rd Edition gadgets, and based on what I know and have read about Owlman.  He may have Powered Armor, but for now I'm leaving him as a mirror-image of Batman, but having just the slightest advantage, should the two go toe-to-toe. His chief use to Ultraman, IMHO would be a spymaster, and kind of Chief of Secret Police, since he lack the raw power of the other to act as an enforcer, but would be gifted at infiltration and manipulation.  His two distractions from this job are the desire for vengeance he has against his Father, Gotham Police Commissioner Thomas Wayne Sr., for the deaths of his brother, Bruce and mother, Martha; and the affair he is having with Superwoman - something that would get him quickly and brutally murdered by Ultraman, if he ever found out about it. 

Crime Syndicate

The follow characters are members of the Crime Syndicate:

Johnny Quick
Owlman
Power Ring
Superwoman
Ultraman



foes of: Alexander Luthor

Ultraman

Ultraman  
________________________________
Dex:  15   Str:  25   Body:   18
Int:  11   Will: 20   Mind:   15
Infl: 10   Aura: 10   Spirit: 20
Initiative: 49  Hero Points: 200

Powers:
Directional Hearing: 8
Extended Hearing: 8
Flight: 18
Heat Vision: 15
Invulnerability: 22
Microscopic Vision: 15
Recall: 20
Sealed Systems: 11
Super Breath: 12
Super Hearing: 8
Superspeed: 11
Systematic Antidote: 18
Telescopic Vision: 13
Thermal Vision: 13
X-Ray Vision: 13

Skills:

Charisma (Intimidation): 15
Scientist: 10

Advantages:  Connections: Owlman (High), Crime Syndicate (High); Expansive Headquarters (Fortress of Solitude); Lightning Reflexes; Sharp Eye


Drawbacks: Loss Vulnerability: Lack of exposure to Kryptonite, Range of 2 AP's; Loss Vulnerability: Magic, Range of 0 AP's; Loss Vulnerability: Lack of yellow Sun Radiation, Range of 0 AP's (Note: All Loss Vulnerabilities affect all Attributes and Powers); Serious Rage; Catastrophic Irrational Attraction: Is extremely jealous and is both possessive and protective of Lois Lane (Superwoman.)


Alter Ego: Kal-Il

Motivation: Power Lust
Occupation: Despot, Super Villain
Wealth: n/a

Equipment:
Belt [Body: 7] Note: The inside of the belt and buckle is laced with Kryptonite, keeping him powered up.  Taking the Belt away from him is a trick shot, with a +2 CS OV Penalty in addition to the normal Take Away Maneuver penalties. (+2 CS OV, +1 CS RV) 



Source: Adapted from Who's Who 3rd Edition

affiliation(s): Crime Syndicate


Ed's Notes: Yeah... admittedly I've still got so much published material to go through that it is WAY premature to be messing around with my own write-ups.  But there is just something about the original Crime Syndicate that intrigues me, so I'm going to do a few of these here and there.  At some point I will plot out an adventure that uses them, and include that here, but that's a WAYS away. He was adapted from the 3rd Edition Superman, based on what I know and what more I've been able to find out about Ultraman. He's easy enough to beat, IF players know about the belt. Barring that, all of Superman's powers disappear in his presence.  (BTW, I made up the part about the Belt. If that's real, then it's pure coincidence. I just figured he needed a place to keep his Kryptonite handy, and wanted to give the heroes a fighting chance, IF they are paying attention.) And some of the other details in the other write-ups are also things that I'm adding, based partly on how I would use the character, but also on how I am interpreting what I've read.