Showing posts with label bird. Show all posts
Showing posts with label bird. Show all posts

Bird

Bird
________________________________
Dex:   5   Str:   3   Body:    4
Int:   5   Will:  4   Mind:    4
Infl:  4   Aura:  3   Spirit:  4
Initiative: 16  Hero Points:  15

Skills:
Animal Handling (Birds): 7
Artist (Actor): 2
Detective (Law): 4
Martial Artist: 6
Thief (Locks and Safes):  6
Vehicles (Land): 4
Weaponry (Firearms, Heavy): 5

Advantages: Area Knowledge (Gotham City, Pena Duro); Connections: Bane (High), Underworld (Low), Street (Low); Pet (falcon)

Alter Ego: Birdy Colossomo
Motivation: Mercenary
Occupation: Bane's Lieutenant
Wealth: 4

Equipment:
Tactical Radio Headset [Body: 1, Radio Communications: 6, R#2]

Submachine Gun [Body: 4, AV: 5, Ev: 5, Range: 5, Ammo: 4, R#: 3]

Falcon                                                              

Dex:   5   Str:   1   Body:    2
Int:   1   Will:  1   Mind:    1
Infl:  1   Aura:  0   Spirit:  2
Initiative:  9                  
Powers: Claws: 2, Flight: 6, Shrinking: 2, Telescopic Vision: 10
Advantages: Lightning Reflexes, Sharp Eye




Source: adapted from Writeups.org



Ed's Notes: One of Bane's three main henchmen. I made his Falcon based on the Stats for an Eagle in the 3rd Edition Rulebook, page 173. The Submachinegun also comes from the 3rd Edition Rulebook, page 123.


First Appearance: Vengeance of Bane #1 (January, 1993)

Bane

Bane
________________________________
Dex:   8   Str:   5   Body:    6
Int:  10   Will: 10   Mind:   10
Infl:  9   Aura:  8   Spirit:  9
Initiative: 29  Hero Points: 100

Skills: *linked
Acrobatics: 8*
Charisma (Intimidation, Interrogation): 9*
Detective (Clue Analysis): 10*
Gadgetry: 6
Martial Artist: 8*
Military Science: 10*
Thief (Escape Artist, Security Systems, Stealth):  8
Weaponry: 8

Bonuses: Physically Linked skills increase with Venom use.

Limitations: Mentally Linked skills decrease with Venom use.

Advantages: Area Knowledge (Gotham City); Buddies (Bird, Trogg & Zombie); Connections: Gotham City Underworld (High); Iron Nerves; Leadership; Sharp Eye

Drawbacks: Minor Physical Restriction: Venom Addiction. Bane Requires low doses of Venom for his body to function normally. +2 CS to OV/RV to all dice action if he is deprived of Venom. (He is eventually cured of this.); Serious Irrational Attraction to Destroying Batman

Alter Ego: Antonio Diego
Motivation: Power Lust
Occupation: Renegade
Wealth: 5

Equipment:
VENOM DISPENSER [BODY 03] Any damage to the dispenser will cut off Bane's supply of Venom. Hitting the Dispenser or the Tubing in the back of his head is considered a Difficult Trick Shot. (
+2 CS to OV/RV). The dispenser keeps a small dose of Venom in his system but, when activated, will bestow the additional benefits listed below.

VENOM [Power Reserve: 6, Mind Over Matter 2, Regeneration: 1] Limitations: Regeneration represents a 1-time recovery check that is used when the dosage of Venom is first increased. Power Reserve can only be used to add 2 AP's to each Physical Attribute, and Decreases Int by the same amount. This continues until the dosage is dialed back down. Drawbacks: Miscellaneous: Long term usage results in dependency as described above. Treatment is similar to that of Velocity-9 addiction, but with a +2 CS to OV/RV if the Doctor treating is not familiar with Venom.  This for of Venom must be injected or taken intravenously to be effective. Bestows Minor Rage during use.

Tactical Radio Headset [Body: 1, Radio Communications: 6, R#2]



Source: Original write-up, based on Oocities Archives, Writeups (#1), Writeups (#3); also Knightfall, Vengence of Bane #2, Contagion



Ed's Notes: I've been holding off on doing this one for awhile. After reading some other writeups for the character (links above) I've come up with my own version. A lot of people seem to want to MAX OUT his Physical Attributes. But that isn't right. Most of THAT comes from Venom. Of the drug, a healthy and rested Batman can beat him hand-to-hand. But... He's not slow or lumbering either - he beat the KGBeast in Combat without it, although the Beast was without either his left hand or his weaponized prosthetic at the time. So I feel that a 10/7/8 physical set, with 10 for Acrobatics and Martial Artist to go along with it is pretty fair for the 'Roided up version, while at 8/5/6 he can still beat all but the most finely honed human fighters. And he becomes pretty helpless without it, as evidenced by the curb-stomp he was handing Jean-Paul Valley (as Batman II) turning into a curb-stomp of BANE by JP almost immediately after cutting through the supply tubes. I also feel that this adequately represents what happened to the Riddler when, in the run up to Knightfall, Bane injected him with some and he was suddenly able to almost hold his own against Batman. His Gadgetry Skill was so he could build, repair and modify his Dispenser, and Detective was how he figured out Bruce Wayne was Batman, merely from comparing how the two moved. So I'm mainly using Knightfall, Vengeance of Bane #2 and Contagion as my reference points from the comic. Those are early on, but I feel like that was the version of the Character I'd most want to use.


First Appearance: Vengeance of Bane #1 (January, 1993)


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.)