Showing posts with label Man. Show all posts
Showing posts with label Man. Show all posts

Animal-Vegetable-Mineral Man

Animal-Vegetable-Mineral Man
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Dex:   8   Str:  10   Body:    8
Int:   8   Will:  8   Mind:    6
Infl:  4   Aura:  2   Spirit:  3
Initiative: 20  Hero Points:  65

Powers:
Growth: 4
Molecular Chameleon: 17
Self Link (Plant Growth): 20
Shape Change: 20

Skills:
Gadgetry: 5
Scientist: 12

Bonus: Does not have to touch a substance to use his Molecular Chameleon Power to duplicate it.

Advantages: Connection: Scientific Community (Low) 

Drawbacks: Miscellaneous: When not in transformed state, all of his Physical Attributes are reduced to 2 AP's each.

Alter Ego Dr. Sven Larsen
Motivation: Psychopath
Occupation: Scientist
Wealth: 8



Source: adapted from 1st 
Edition Doom Patrol Sourcebook, pages 25-26
Foe of: Doom Patrol



Ed's Notes: Wow. THIS guy's pretty eff'ed up. How would accurately CAPTURE that - like in t picture love - in Gameplay?! I'll be honest: I have NO idea. But it would be EPIC! And ONLY the Doom Patrol could have an enemy with a NAME like that! lol

First Appearance: Doom Patrol #89 (August, 1964)

Death-Man

Death-Man
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Dex:   4   Str:   3   Body:    4
Int:   5   Will:  5   Mind:    5
Infl:  6   Aura:  4   Spirit:  5
Initiative: 15  Hero Points:  20

Powers:
Suspension: 5

Skills:
Vehicles (Land): 6
Weaponry (Firearms): 7 

BonusesSuspension is practically indistinguishable from death: OV/RV 06/06 Medicine (Medical Treatment) roll to detect it.

Advantages: Connections: Underworld (Low); Iron Nerves; Scholar (yoga)

Drawbacks: Strange Appearance (His costume is grafted onto him and cannot be removed.)

Alter Ego: unknown
Motivation: Power Lust
Occupation: Criminal
Wealth: 4

Equipment:

Colt M1911A1 .45 [Body: 3, EV: 4, Ammo: 7, Range: 5, R#: 2] Note: Always carries two extra magazines.

BLACK FUNERAL COACH [Str: 5,  Body: 8, Running: 06, R#02, Hardened Defenses]



Source: Adapted from Writeups.org

foe of: Batman



Ed's Notes: I like how the original version of the character could be dropped in as a crazy hitman, monster, crazy-dude killer, or pretty much whatever generic villain you want. The Wrietups entry includes some changes that the more modern version of the Character, which while they make the character 
stronger, but not necessarily better:

Powers: Regeneration: 5; Bonus: Regeneration works even after death, making him effectively immortal.

Drawbacks: Serious Irrational Attraction toward causing death, suffering and chaos. 


Motivation: Psychopath

Equipment:

1928 Thompson Submachinegun [Body: 4, AV: 5, EV: 5, Range: 5, Ammo: 10, R#03]

...And his hearse was replaced by a loud muscle car, while his henchmen drive sports convertibles following Lord Death-Man’s car.


First Appearance: Batman #180 (May, 1966)


Cave Man

Typical Cave Man
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Dex:   4    Str:   3  Body:    4
Int:   2    Will:  1  Mind:    3
Infl:  2    Aura:  2  Spirit:  2
Initiative:  8  Hero Points:   5

Skills:
Thief (Stealth): 5
Weaponry (Club, Spear): 5

Alter Ego: None
Motivation: Various
Occupation: Hunters, Gatherers
Wealth: n/a

Equipment:
Club [Body: 3, EV: 4]

Spear [Body: 3, EV: 4] Bonus: Can be thrown a distance equal to the thrower's Str.




Source: World at War Sourcebook, page 115




Ed's Notes: The average (~human) occupants of Dinosaur Island.

Appellaxians

Typical Appellaxian
________________________________
Dex:   6   Str:   7   Body:    7
Int:   4   Will: 11   Mind:    4
Infl:  2   Aura:  2   Spirit:  4
Initiative: 12  Hero Points:  35

Powers:
Mind Blank: 8

Skills: 
Gadgetry: 6
Scientist: 6
Vehicles: 6
Weaponry: 6

Advantages: Scholar (earth heroes)

Motivation: Power Lust
Occupation: Alien Conquerors
Wealth: 10

Equipment (Battle Forms):
STONE MAN [Dex: 6, Str: 18, Body: 5, Growth: 15, Transmutation: 6, Control: 9] Limitations: Growth is Always On and already figured into his Str; Transmutation may only be used to turn living creatures into stone: resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned to stone and unable to move for a time equal to the RAP's earned; Control Power can only be used on creatures he has turned to stone; If knocked unconscious, all victims turned to stone return to normal.

MERCURY BLOB [Dex: 6, Str: 0, Body: 10, Transmutation: 10, Water Freedom: 8, Control: 9] Limitations: Transmutation may only be used to turn living creatures into mercury blobs: resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned into a mercury blob and unable to move for a time equal to the RAP's earned; Victims remain conscious, but are unable to use Physical Powers or make Physical Attacks; Each round, victim must make an Action Check using Dex/Dex vs. RAP's earned. If this check fails, then part of their body has broken off and they will become unconscious until the Transmutation wears off; Control Power can only be used on creatures he has turned to mercury; If knocked unconscious, all victims turned to mercury blobs return to normal.

GLASS MAN [Dex: 8, Str: 8, Body: 10, Transmutation: 8, Control: 9] Limitations: 
Transmutation may only be used to turn living creatures into glass: resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned to glass and unable to move for a time equal to the RAP's earned; Control Power can only be used on creatures he has turned to glass; If knocked unconscious, all victims turned to glass return to normal.

GIANT BIRD [Dex: 9, Str: 11, Body: 13, Claws: 8, Control: 8, Flight: 8, Transmutation: 12] Limitations: Transmutation may only be used to turn living creatures into birds: resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned into a bird for a time equal to the RAP's earned; The transformation takes two phases; Once complete, target gains Flight Power at 6 AP's and Mental and Mystical Attributes are reduced to 0 AP's; Transformed targets can take no action others than flying around and screeching; Control Power can only be used on creatures he has turned to birds; If knocked unconscious, all victims turned to birds return to normal. Note: Giant Bird and all of it's transformed targets are yellow, and thus immune to Green Lantern's Ring.

FIRE MAN [Dex: 7, Str: 8, Body: 11, Flame Being: 13, Transmutation: 8, Control: 8] Limitations: Transmutation may only be used to turn living creatures into beings composed of pure flame: resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned to flame and unable to move for a time equal to the RAP's earned; Control Power can only be used on creatures he has turned to flame; If knocked unconscious, all victims turned to flame return to normal.

WOOD MAN [Dex: 6, Str: 6, Body: 11, Transmutation: 15, Control: 9] Limitations: 
Transmutation may only be used to turn living creatures into "wood beings:" resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned to wood and unable to move for a time equal to the RAP's earned; Victims remain conscious, but are unable to use Physical Powers or make Physical Attacks; Control Power can only be used on creatures he has turned to wood; If knocked unconscious, all victims turned to wood return  to normal.

DIAMOND MAN [Dex: 5, Str: 15, Body: 16, Density Increase: 15, Transmutation: 8, Control: 9] Limitations: Density Increase is Always On; Transmutation may only be used to turn living creatures into "diamond beings:" resolve as Physical Attack and if RAP's equal or exceed the target's Body, the target is turned to diamond and unable to move for a time equal to the RAP's earned; Control Power can only be used on creatures he has turned to diamond; If knocked unconscious, all victims turned to diamond return  to normal.



Source: Justice League Sourcebook, pages 72-73




Ed's Notes: A good old-fashioned alien-gladiator, run-the-gauntlet type cosmic caper. The picture above is not a "typical" Appellaxian, but rather the "Wood King." The seven forms mentioned above are pictured below.  Basically one champion will inhabit a Battle Form for the Contest. They keep their Mental and Mystical Attributes, but take on the Physical Attributes and Powers of the Battle Form. Once knocked unconscious, their consciousness returns to their original bodies.  (No physical damage will carry over, but Mental and Mystical damage would.)



Patchwork Man

Patchwork Man
________________________________
Dex:   3    Str:   7  Body:   12
Int:   1    Will:  8  Mind:    3
Infl:  8    Aura:  2  Spirit:  9
Initiative: 12  Hero Points:  55

Powers:
Invulnerability: 16

Advantages: Iron Nerves (Only when his daughter Abigail is in trouble. This also boosts his Str to 8); Luck (Special: Whenever subjected to fatal circumstances (falling off a cliff, explosions, etc...) roll a die. Any result other than "0" means  that he miraculously survives and will resurface a few months later.)

Drawbacks: Catastrophic Physical Restriction: Cannot speak and his long-term memory functions only sporadically.


Alter Ego: Gregori Arcane

Motivation: Unwanted Power
Occupation: None
Wealth: 0



Source: Who's Who, 3rd Edition

also see: 2nd Edition



Ed's Notes:
So... If you want to make a poor man's Solomon Grundy (or an Anton Arcane's Frankenstein's Monster) you need a dead body, and a successful Medicine (Surgery) action check against 16/16, with an additional 2 CS Penalty (22/22) if you have not spent your life studying how to do this, or don't have Anton Arcane's notes.  If the attempt's RAP's exceed the RV, then the subject is revivicated with no ill effects. If the attempt RAP equal or exceed half the RV (but not the full RV) then the subject is revivicated but their Int drops to 1 and they deteriorate at the rate of -1 AP of Dex every two years and -1 AP of Str and Body every Year, until they die. If the attempt receives RAP's, but that do not equal of exceed half the RV, the subject is revivicated, but dies with the hours. And in any case,  all revivicated subject recieve a Str of 7 and Body of 12.


Revivicated. 

Turtle Man

Turtle Man
________________________________
Dex:   1   Str:   1   Body:    2
Int:   8   Will:  3   Mind:    2
Infl:  2   Aura:  3   Spirit:  2
Initiative: 11  Hero Points:  10

Skills:
Gadgetry: 8
Scientist: 8

Advantages: Connection: Turtle (High); Genius

Drawbacks: Catastrophic Physical Restriction: Can only move using his floating chair; Minor Psychological Instability; Serious Irrational Attraction to becoming a famous Super-Villain

Alter Ego: Unknown
Motivation: Mercenary
Occupation: Criminal
Wealth: 8

Equipment:
FLOATING CHAIR [Body: 10, Flight: 2]



Source: Who's Who, 3rd Edition 
Foe of: Flash



Ed's Notes: Fresh from the Department of Redundancy Department, we've got the Turtle's main sidekick... Turtle Man?!  REALLY?! Anyway, this is where that ugly mutant on the other page gets his cool toys I guess.

Cat-Man

Cat-Man
________________________________
Dex:  10   Str:   5   Body:    6
Int:   7   Will:  5   Mind:    5
Infl:  7   Aura:  6   Spirit:  7
Initiative: 28  Hero Points:  75

Skills:
Acrobatics: 10
Animal Handling: 5
Gadgetry: 7
Martial Artist: 8
Military Science (Tracking): 7
Thief: 10
Weaponry: 6

Advantages: Area Knowledge (Gotham City); Connections: Underworld (Low); Lightning Reflexes; Luck; Pets (several big cats); Scholar (big cats)

Drawbacks: Serious Irrational Attraction to gambling and taking risks; Miscellaneous: Believe he is invulnerable when hi si wearing his costume.


Alter Ego: Thomas Blake

Motivation: Mercenary
Occupation: Criminal
Wealth: 8

Equipment:
CATAPULT BOOTS [Body: 3, Jumping: 3, Ammo: 1]

Catarang  w/Rope[Str: 7, Body: 7, Claws: 4, Gliding: 2] Rope is 4 AP's long

Cat Claws [Body: 4,Claws: 5]



Source: Who's Who, 3rd Edition; Batman Sourcebook, page 66; Batman RPG, page 141
Foe of: Batman


Ed's Notes: I have always felt that this game overpowers this character. He is a bad-ass normal, fine, but his Dex of 10 is higher than BATMAN'S! It's also higher than Catwoman's (who's pwned him in the comics), Nightwing, the K.G.Beast, LADY SHIVA... MANY characters that should be more dangerous than Blake. (Hell, his Dex/Str/Body of 10/5/6, puts him above the Bronze Tiger's 10/4/6, excepting their Martial Arts Skills anyway.) So, to me, 7 or an 8 seems more appropriate, based on what I've seen of him in the comics, which admittedly is very little.


2nd Edition leaves out his Animal Handling Skill and his big cat pets. Batman RPG leaves off his Acrobatics skill as well.