Showing posts with label Superman. Show all posts
Showing posts with label Superman. Show all posts

Livewire

Livewire
________________________________
Dex:   5   Str:   3   Body:    4
Int:   4   Will:  5   Mind:    4
Infl:  4   Aura:  3   Spirit:  3
Initiative: 13  Hero Points:  30

Powers:
Energy Absorption: 15
Electric Being: 12
Electrical Control: 12
Lightning: 10
Magnetic Control: 0
Power Reserve: 15
Self Link (Lightning): 10
Teleportation: 22

Bonus: Energy Absorption feeds Power Reserve; Power Reserve increases Lightning, Magnetic Control and Electric Being.

Limitations: Energy Absorption only absorbs electrical energy; Power Reserve must be powered by Energy Absorption; Self Link (Lightning) can only be used in conjunction with Teleportation; Teleportation is contingent upon Self Link (Lightning) and only allows her to "arc" to a conductive surface, or to ground, and to travel through conductive materials, such as Power Lines.

Advantages: Scholar (radio broadcasting)

Drawbacks: Serious Irrational Attraction to defaming Superman; Serious Psychological Instability; Fatal and Loss Vulnerability: Contact with water.

Alter Ego: Leslie Willis
Motivation: Nihilist
Occupation: former Shock Jock
Wealth: 5



Source: 
Adapted from DC Heroes RPG Wiki
foe of: Superman



Ed's Notes: So I guess she's like an anti-villain now, but this is meant to be her as she originally appeared: as a straight up villain. With regard to her Powers, I don't usually use Blood of Heroes material, but in this case they were just too perfect, and DCH doesn't really have equivalent powers. (Sure, one could substitute Self Link (Lightning) for 
Electric Being, and the DCH RPG Wiki used Self Link (Electrical Control) instead, but Electrical Being, IMHO is really what's going on here.) And Electrical Control is basically like Flame Control, only for Electricity, so again: Basically perfect. I've included Write-Ups for each Power so that people who don't have BoH can still see what they're all about. Again... I do NOT plan to make a habit of this, but in this case they just fit too perfectly not to.

(EDIT: On the other hand, combining Self-Link (Lightning) and Teleportation, along with a Limitation similar to the Atom's is also pretty perfect. So I've added all that to the write-up anyway.)

And just to verify, YES, the comic below came out BEFORE the Episode of the Superman Animated Series that she first appeared in. So this IS her First Appearance.


First Appearance: Superman Adventures #5 (March, 1997)

Lord Satanis

Lord Satanis
________________________________
Dex:  11   Str:   5   Body:   16
Int:  15   Will: 17   Mind:   20
Infl: 15   Aura: 22   Spirit: 21
Initiative: 41  Hero Points: 150

Powers:
Magic Sense: 15
Magic Blast: 18
Magic Shield: 10
Sorcery: 36
Spirit Travel: 18

Skills:
Charisma: 11
Occultist: 15

Advantages: Area Knowledge (Ambra); Scholar (Mystic Lore)

Drawbacks: Serious Irrational Attraction to destroying Syrene

Alter Ego: unknown
Motivation: Power Lust
Occupation: Wizard
Wealth: 20


Source: 
Adapted from 1st Edition Superman Sourcebook, page 60, with additional help from DC Heroes RPG Wiki
foe of: Superman



Ed's Notes: Crap, this guy's powerful. BTW... This is Lord Satanis, who conquered the planet Ambra, and then traveled back in time to conquer Earth, all the while battling with Syrene. (If you're looking for the one that rules Hell alongside his sister,Blaze, that's Satanus.)



First Appearance: Action Comics #527 (January, 1982)


Lady Syrene

Lady Syrene
________________________________
Dex:   9   Str:   4   Body:   14
Int:  14   Will: 15   Mind:   20
Infl: 15   Aura: 22   Spirit: 21
Initiative: 38  Hero Points: 150

Powers:
Magic Sense: 15
Magic Blast: 18
Magic Shield: 10
Sorcery: 36
Spirit Travel: 18

Skills:
Charisma: 13
Occultist: 15

Advantages: Area Knowledge (Ambra); Scholar (Mystic Lore)

Drawbacks: Serious Irrational Attraction to destroying Satanis

Alter Ego: unknown
Motivation: Power Lust
Occupation: Witch
Wealth: 20

Equipment:
Runestone of Merlin [Body: 10, Spirit: 15, Mystic Link (Power Reserve): 15] Limitation: Power Reserve only increases Mystical Attributes and Powers by up to 3 AP's each.


Source: 
Adapted from 1st Edition Superman Sourcebook, page 60, with additional help from DC Heroes RPG Wiki
foe of: Superman



Ed's Notes: Crap, she's  powerful. How did Satanis BEAT her?! Christ, how did Superman?!



First Appearance: Action Comics #527 (January, 1982)

Galactic Golem

Galactic Golem
________________________________
Dex:  12   Str:  26   Body:   25
Int:   1   Will:  0   Mind:    0
Infl:  0   Aura:  0   Spirit:  0
Initiative: 13  Hero Points: 100

Powers:
Running: 4
Sealed Systems: 16
Systematic Antidote: 18

Drawbacks: Miscellaneous: Loss Vulnerability: For every 7 AP's of time without a dose of "hyperstellar energy," loses 1 AP of Str and Body, to a minimum of 16 AP's each.

Alter Ego: none
Motivation: Nihilist
Occupation: Golem
Wealth: n/a



Source: 
Adapted from 1st Edition Superman Sourcebook, page 42
foe of: Superman



Ed's Notes: A silver age creation of Lex Luthor that I've scaled down for use in 3rd Edition.  Basically his numbers were reduce proportionately to Superman's own. This is the ORIGINAL version. There is a more recent version that's like... 100' tall. I might need to take a look at that one some time. Lol.


As a artificial construct, it makes sense that he wouldn't have Mystical Attributes, and thus be immune to any Magic affecting one's Spirit. (Just as any Gadget would be.) I'm a little less clear on why he would have no Mental attributes, beyond his Int of 1. Is he immune or super-susceptible? GM's discretion I guess. In any case, he's a pretty good drop-in anytime the GM needs a random thing that can physically compete with Superman.

Also... Not sure why he (or anyone, for that matter) needs a running of 4. Anyone with a Dex of 4 or higher can already run at a speed of 4 AP's. But Mayfair included it, so I've done the same. 1st Edition was weird sometimes.


First Appearance: Superman #248 (February, 1972)


J. Wilbur Wolfingham

J. Wilbur Wolfingham
________________________________
Dex:   3   Str:   2   Body:    2
Int:   4   Will:  2   Mind:    3
Infl:  2   Aura:  2   Spirit:  2
Initiative:  9  Hero Points:  15

Skills:
Charisma (Persuasion): 6
Detective (Law): 8

Advantages: Scholar (scams)

Alter Ego: none
Motivation: Mercenary
Occupation: Confidence Man
Wealth: 1



Source: Adapted from 1st Edition Superman Sourcebook, page 55

foe of: Superman



Ed's Notes: A con-man who could make an interesting antagonist that the PC's can't stop by punching. I could see as anything from a slum lord, to a real estate swindler to a used car salesman, to an identity thief, to just about any kind of scam artist. Hell, they might first encounter him behind a three-card monty table. 
At some point he could blackmail the PC's to avoid evicting them. (That would be cool! Lol) In any case, the PC's need to fins a way to thwart him that doesn't involve beating him up. And you always need an antagonist like that. Someone who's merely an inconvenience, as opposed to a global or galactic threat.

First Appearance: Superman #341 (November, 1979)

Blackbriar Thorn

Blackbriar Thorn
________________________________
Dex:   5   Str:   4   Body:    9
Int:  11   Will: 14   Mind:   11
Infl: 13   Aura: 17   Spirit: 16
Initiative: 29  Hero Points: 135

Powers: *Mystic Linked
Air Control: 14*
Earth Control: 14*
Flame Control: 14*
Flame Immunity: 6
Flame Project: 7*
Fog: 16*
Illusion: 12*
Magic Sense: 5
Lightning: 7*
Plant Control: 14
Plant Growth: 17
Skin Armor: 9
Suspension: 35*
Water Control: 14*
Weather Control: 17

Skills:
Charisma (Intimidation): 6
Occultist (Identity Object): 8

Drawbacks: Loss Vulnerability: All Powers require contact with the Earth; Miscellaneous: Unfamiliarity with the 20th Century

Alter Ego: none

Motivation: Power Lust
Occupation: Druid
Wealth: n/a



Source: Adapted from 1st Edition Superman Sourcebook, pages 52-53

foe of: Superman, Etrigan



Ed's Notes: A druid from the time of the Roman Empire that was resurrected (or at least awoken from his eternal slumber) in 20th Century Gotham. This attracted the attention of Superman (even though...) and Jason Blood. He's pretty tough already, and I've made him a bit more so, Mystic Linking most of his Powers, as I saw fit. The one questionable stat in terms of Scale was hid Body of 9 combined with a Skin Armor of 9. This gives him an RV equal to 
Superman's, but I didn't feel that it really needed to be scaled down.  In 1st Edition, his RV is about a column or two below Metallo's RV in 1st Ed. (20) and his Body & Skin Armor add up to about the same amount in 3rd Edition (23), so I figure BT could remain as he was as well. He will be tough, yes, but still less so than Metallo, just as an example.


First Appearance: DC Comics Presents #66 (February, 1984)

Silver Age Superman

Silver Age Superman
________________________________
Dex:  26   Str:  50   Body:   40
Int:  13   Will: 22   Mind:   15
Infl: 10   Aura: 10   Spirit:  4
Initiative: 74  Hero Points: 210

Powers:
Directional Hearing: 10
Extended Hearing: 10
Flight: 45
Heat Vision: 30
Invulnerability: 50
Microscopic Vision: 15
Recall: 30
Sealed Systems: 20
Solar Sustenance: 50
Super Breath: 20
Super Hearing: 10
Superspeed: 25
Super Ventriloquism: 15
Systematic Antidote: 20
Telescopic Vision: 15
Thermal Vision: 15
X-Ray Vision: 20

Skills:

Charisma (Persuasion): 20
Detective: 5
Gadgetry: 8
Scientist: 15

Advantages: Connections: 
Metropolis (High), Metropolis Prison (High), Pentagon (High), Press (High), United Nations (High), White House (High); Scholar (All human languages, Literature, Psychology, History, Sociology)

Drawbacks: Secret Identity; Fatal (and Loss) Vulnerability: Green Kryptonite, Range of 3 AP's, 
Loss Vulnerability: Gold Kryptonite, range of 3 AP's, permanent; Miscellaneous: Red Kryptonite causes bizarre changes (GM's Discretion); Loss Vulnerability: Magic, all Powers Skills and Attributes against Magic (Mystical Powers or objects) are 4.

Alter Ego: Clark Kent, Kal-El

Motivation: Upholding the Good
Occupation: Journalist
Wealth: 5



Source: Adapted from 1st Edition Gamemaster's Manual, page 79; 1st Edition Superman Sourcebook, page 15

also see: Golden Age, Modern Age



Ed's Notes: Just including this entry as a reference, and to show how ridiculously over-powered some of the 1st edition Characters were. Obviously, this one is far and away the worst offender. I don't plan to do this with everyone, as I don't see this as a character that can actually be USED. I mean... MAYBE if there's some centuries old version that's been soaking in Solar Energy forever, but really. Come on. 


In case it's not clear, this character is shown as-is from 1st edition, unscaled, with the only changes being made to bring him into compliance with 2nd/3rd Edition RULES. I've added and removed nothing. (Wait... That's not true. I added the Secret Identity Drawback, as it didn't exist in 1st Edition but, since his is arguably one of the two most famous in Comic Book History, it really needs to be there.) And in fairness, one could add on more, giving him the various Advantages he had in 2nd/3rd edition that didn't exist yet in 1st: Area Knowledge (Metropolis), Expansive Headquarters (Fortress of Solitude), Free Access, Lightning Reflexes, Popularity, Sharp Eye... but WHY?! What would be the point when he's already so stupidly over powered?!

BTW... This was back when Supermen would say/do things like THIS:


Yeah... Post-Crisis Superman couldn't move the Earth around anymore. Maybe they've upped his power level in the years since 3rd Edition, but if you can MOVE THE EARTH... I mean... Seriously... What's the point of writing for or playing this character?! As he is (in 3rd Ed.) he's already basically omnipotent and indestructible, why take it to THESE LENGTHS?

In any case, yeah... DON'T EVER USE this version of the Character! He's only here as a reference and for fun.


First Appearance: Action Comics #1 (June, 1938)

Blackrock

Blackrock
________________________________
Dex:   4   Str:   3   Body:    4
Int:   7   Will:  5   Mind:    5
Infl:  5   Aura:  4   Spirit:  4
Initiative: 12  Hero Points:  20

Skills:
Gadgetry: 7
Scientist: 7

Advantages: Genius

Alter Ego: Dr. Peter Silverstone
Motivation: Power Lust
Occupation: Scientist
Wealth: 5

Equipment:

Power Stone [Body: 3, Illusion: 7, Force Field: 8, Energy Blast: 10, Neutralize: 12, Teleportation: 20] Limitation: Neutralize may only be used on communications devices; Teleportation may only be used on himself and anything he is carrying. Drawback: Miscellaneous: Does not function in the absence of broadcast signals.



Source: 2nd Edition World in the Balance Module, page 21

foe of: Superman
affiliation: Injustice Gang International



Ed's Notes: I feel like this guy's been nerfed a bit since the Silver Age/1st Edition, because there's really no way he can take on Superman with that... Oh my god... I just looked up his 1st edition stats... The Rock has Force Field: 35 and Lightning: 36. LMFAO. Ok, YEAH, that would work against Superman! Although... Don't forget that 1st Edition also gave Silver Age Supes a Str of 50 and a Body of 40, so... even then, maybe not. In any case, he's a bit of a classic, and he appears in the World In The Balance module, which is 2nd Edition, so here he is, with no need for me to scale him. Would make an interesting additional to most villainous teams, but he's really decidedly MID-level (at best) at this point, so don't use him with the intention of going toe-to-toe with Big Blue. Lol.



First Appearance: Action Comics #458 (April, 1976)

Agent Liberty

Agent Liberty
________________________________
Dex:   8   Str:   5   Body:    5
Int:   4   Will:  5   Mind:    4
Infl:  5   Aura:  5   Spirit:  4
Initiative: 21  Hero Points:  50

Skills: *linked
Acrobatics: 6
Charisma (Interrogation): 5*
Detective: 4*
Gadgetry: 2
Martial Artist: 8*
Military Science: 10
Thief: 8*
Vehicles: 8*
Weaponry: 8*

Advantages: Connections: Sons of Liberty (High), Superman (High), CIA (Low); Intensive Training; Iron nerves; Lightning Reflexes

Drawbacks: Serious Irrational Attraction to blind patriotism

Alter Ego: Benjamin Lockwood
Motivation: Seeking Justice
Occupation: Soldier of Fortune
Wealth: 5

Equipment:
BATTLE SUIT [Body: 6, Claws: 7, Flame Immunity: 5, Flight: 7, Force Shield: 7, R#: 2]

.45 Automatic [Body: 4, EV: 4, Ammo: 7, R#: 3]

4 AP ACD Omni-Gadget




Source: Siskoid's Collection



Ed's Notes: It's not often I take another sources's adaption straight up without changing or adapting anything, but what can I say: IMHO, Siskoid NAILED it! So, all credit where it's due: This is all HIS work. Be sure to go and check out his site, because there are a LOT more characters on there, so many that he's adapted and created than haven't been published elsewhere!


First Appearance: Superman Vol 2 #60 (October, 1991)


Jax-Ur

Jax-Ur
________________________________
Dex:  12   Str:  24   Body:   16
Int:   8   Will:  7   Mind:   11
Infl:  6   Aura:  3   Spirit: 10
Initiative: 45  Hero Points:  80

Powers:
Directional Hearing: 8
Extended hearing: 8
Flight: 18
Heat Vision: 15
Invulnerability: 20
Sealed Systems: 11
Super Breath: 12
Super Hearing: 8
Superspeed: 10
Systematic Antidote: 18
Telescopic Vision: 13
Thermal Vision: 13
X-Ray Vision: 13

Skills:

Gadgetry: 13
Scientist: 17

Advantages:  Connections: Kryptonian Military (High), Phantom Zone Prisoners (High); Genius; Lightning Reflexes; Scholar (Astrophysics)

Drawbacks: Fatal (and Loss) Vulnerability: 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); 


Alter Ego: None

Motivation: Mercenary
Occupation: Scientist
Wealth: n/a



Source: Adapted from 1st Edition Superman Sourcebook, page 60

foe of: Superman



Ed's Notes: General Zod's Chief Science Officer and Scientific adviser.

This version has been scaled down to place him approximately where he would be relative to the 3rd Edition Superman (and my previously adapted Supergirl and other Phantom Zoners scale in a similar fashion.) This goes for Power and Attributes. His vulnerabilities were matched to the 3rd edition as well. I left the skills where the were, though they seems really high relative to their Link Attribute, Int. (Which should be... higher? IDK.)

Oh, one more thing... The 1st edition didn't include Motivations for the Phantom Zoners. And while he's a rogue Scientist (though not necessarily a MAD scientist) he's also basically a Zod loyalist now, so I went with Mercenary. I feel this is generally consistent with  Mackenzie Gray's portrayal in Man of Steel, though their are shades of Psychopath as well.


First Appearance: Adventure Comics #289 (October, 1961)