Showing posts with label rogues gallery. Show all posts
Showing posts with label rogues gallery. Show all posts

Pied Piper

Pied Piper
________________________________
Dex:   7   Str:   5   Body:    5
Int:   6   Will:  8   Mind:    6
Infl:  5   Aura:  4   Spirit:  3
Initiative: 18  Hero Points:  72

Skills:
Artist (Musician): 8
Weaponry: 4

Advantages: Connections: Underworld (High), Breedmore Institute (Low); Genius; Scholar (music)

Drawbacks: Catastrophic Irrational Hatred of the FlashCatastrophic Irrational 
Fear of the FlashCatastrophic Irrational Attraction to musical motifs.

Alter Ego: Hartley Rathaway
Motivation: Psychopath
Occupation: Criminal
Wealth: 6

Equipment:
Hypnotic Horn [Body: 1, Hypnotism: 10]

Hot Horn [Body: 1, Flame Project: 5]

Projection Horn [Body: 1, Illusion: 8]

Amnesia Horn [Body: 1, Mind Blank: 8] Bonus: Usable on others: Treat as Mental attack against Int/Mind. If RAP exceed the victim's mind, the victim suffers from total amnesia for that many AP's of time. Positive RAP's that don't exceed the victim's Mind give partial amnesia for that number of phases.

Spiritual Horn [Body 1, Magic Blast: 4]

10 AP ACD Omni-Horns (x12)



Source: adapted from 1st Edition King of Crime Module, page 10
foe of: Flash



Ed's Notes: Man, some of those 1st edition stats - even those at the lower levels - are just weird. There is NO WAY he should have a Str of 5. It should be 3, tops. (I mean... LOOK at the cover below! Str: 2 would be fair even!) There are times (like this one) that make me think they just didn't put a lot of thought into some of these 1st Edition characters. But I could be wrong.


First Appearance: The Flash #106 (May, 1959)

Watchmen & Minutemen Rogues Gallery

The follow villains tangled with either the Watchmen, the Minutemen or both:

Big Figure
Buzzbomb
Captain Axis
Captain Carnage
Moloch the Mystic
Screaming Skull
Twilight Lady
Underboss

Abra Kadabra

Abra Kadabra
________________________________
Dex:   5   Str:   3   Body:    4
Int:   8   Will:  5   Mind:    5
Infl:  5   Aura:  5   Spirit:  5
Initiative: 18  Hero Points:  75

Powers:
Matter-Manipulation: 11
Omni-Power: 7
Telepathy: 12
Telekinesis: 12

Skills:
Charisma: 6
Gadgetry: 7
Scientist: 15
Thief: 6

Advantages: Scholar (stage magic)

Alter Ego: None
Motivation: Mercenary
Occupation: Criminal
Wealth: 7



Source: Justice League Sourcebook, page 92
foe of: FlashJustice League
Affiliation(s): Injustice Gang



Ed's Notes: I guess being a stage magician in the 64th Century, and in a world where ACTUAL MAGIC exists would be a pretty tough gig.  Turns out it's not that much more impressive in the 20th century, because... well... ACTUAL MAGIC.  Odd that he has Omni-Power instead of Sorcery. He can use it at a higher AP level (Sorcery use over 4 would do Spiritual Damage) but he has to pay for all the powers. And then he still only gets them at 7. Not really JLA-caliber material there.

Fiddler

Fiddler
________________________________
Dex:   5    Str:   2  Body:    4
Int:   7    Will:  4  Mind:    6
Infl:  6    Aura:  5  Spirit:  4
Initiative: 16  Hero Points:  65

Skills: 
Artist (Musician): 8
Gadgetry: 5

Advantages: Connections: Injustice Unlimited (High), Underworld (Low); Scholar (Music)

Drawbacks: Age (old); Serious Irrational Attraction to music

Alter Ego: Isaac Bowens
Motivation: Mercenary
Occupation: Musician
Wealth: 6

Equipment:
Fiddle [Body: 3, Control: 10, Sonic Beam: 9, Force Field: 12] Limitation: All Powers can only be used while the fiddle is played.




Source: 2nd Edition  Background/Roster Book, page 81
also see: Golden Age
Foe of: Flash II



Ed's Notes: *sigh* You know... some Flash villains... I'll go so far as to say most Flash villains, outside of Gorilla Grodd and the Reverse Flash... really, REALLY suck. This is one of those villains. There is a Golden age version who tangled with the first Flash as well. He's a similar character, but has been fleshed out with more skills and different being more extensive equipment, so I'm going to make him a separate entry.

Doctor Alchemy

Doctor Alchemy
________________________________
Dex:   5    Str:   3  Body:    5
Int:   6    Will:  4  Mind:    4
Infl:  5    Aura:  4  Spirit:  4
Initiative: 16  Hero Points:  65

Skills:
Gadgetry: 6
Occultist: 6

Advantages: Area Knowledge (Central City); Connections: Flash's Rogues Gallery (High)

Drawbacks: Unluck

Alter Ego: Alvin Desmond
Motivation: Mercenary
Occupation: Alchemist
Wealth: 4

Equipment:
Philosopher's Stone [Body: 9, Telekinesis: 6, Transmutation: 16]



2nd Edition  Background/Roster Book, page 80
foe of: Flash


Ed's Notes: Well, Doctor DOOM he's NOT. Lol. Another Flash villain who's little more than a common hood with a fancy gadget or two. But seriously, how bad does this guy SUCK... He's an ALCHEMIST, with the PHILOSOPHER'S STONE... And he's got a wealth of 4?!  Why should he even NEED to do crime?! Why isn't he just sitting somewhere making ENDLESS SUPPLIES OF GOLD?!  Anyway, D.r Alchemy is heads and shoulders above his original shtick, Dr. Element... Who stole only... Elements... (yeah) and didn't stupid shit like "only breathing pure oxygen" (which will KILL you, actually) and dumb, gimmicky (and expensive?! lol) shit like that.

Rath and Ghast

Abgenazar, Rath & Ghast
________________________________
Dex:   6    Str:   7  Body:   10
Int:   6    Will:  6  Mind:    7
Infl:  7    Aura:  8  Spirit:  6
Initiative: 15  Hero Points:  85

Powers: *Mystic Link
Animate Object: 7*
Awareness: 0
Energy Blast: 8*
Matter Manipulation: 8*
Magic Sense: 5
Sorcery: 9

Skills: 
Occultist: 10

Advantages: Area Knowledge (Hell); Connections: Felix Faust (Low), Hell (Low), Wotan (Low); Iron Nerves; Scholar (demon lore)

Alter Ego: None
Motivation: Nihilist(s)
Occupation: Predead Demons
Wealth: n/a



Source: Who's Who, 3rd Edition; Magic Sourcebook, page 93

alse see: Abgenazar, Rath & Ghast (full trio, full power)

Ed's Notes: This entry represents what happens when one of the Demons Three is killed. (In this case it was Abgenazar, who was killed by Dr. Fate in the comics.)  It's is stunning just how far the other two fall in terms on power level - shells of their former selves, from a trio that could challenge the original Justice League to a pair that could challenge just Batman or Aquaman and probably do no better than a stalemate, on a good day.

Abgenazar, Rath & Ghast

Abgenazar, Rath & Ghast
________________________________
Dex:   7    Str:  13  Body:   16
Int:   9    Will: 10  Mind:   12
Infl: 11    Aura: 15  Spirit: 13
Initiative: 27  Hero Points:  85

Powers: *Mystic Link
Animate Object: 16*
Awareness: 8
Energy Blast: 15*
Matter Manipulation: 18*
Magic Sense: 8
Sorcery: 22

Skills: 
Occultist: 10

Advantages: Area Knowledge (Hell); Connections: Felix Faust (Low), Hell (Low), Wotan (Low); Iron Nerves; Scholar (demon lore)

Alter Ego: None
Motivation: Nihilist(s)
Occupation: Predead Demons
Wealth: n/a

Equipment:
Silver Wheel of Nyorlath [Body: 25, Spitir: 25, Dimension Travel: 65] 
Green Bell of Uthool [Body: 25, Spitir: 25, Dimension Travel: 65]
Red Jar of Calythos [Body: 25, Spirit: 25, Dimension Travel: 65]
* These are magical talismans that allow the demons to return to earth, when used in the appropriate ritual [Dimension Travel 15, Casting Time: 7, Cost: 6, Hero Points: 680] - see Who's Who entry for more information.



Source: Who's Who, 3rd Edition; Justice League Sourcebook, page 83, Magic Sourcebook, page 93

also see: Rath and Gast (2 of the 3)



Ed's Notes: Wow. I can see why Faust wanted to bind these guys. Dang.  Still... 
Powers augmented by Demons... Sounds like there should be a lesson in there somewhere!

The Justice League Source Book rates their Matter Manipulation at 8 and their Magic Sense at 18. I believe that's in error, as the magic sourcebook matches the Who's Who.  The JL Sourcebook is the only one one that give Stats (shown above) for the Talismans.

Speed Demon

Speed Demon
________________________________
Dex:   3   Str:   8   Body:    7
Int:   7   Will:  5   Mind:    3
Infl:  4   Aura:  2   Spirit:  4
Initiative: 20  Hero Points:  25

Powers:
Superspeed: 7

Skills:
Gadgetry: 7
Medicine: 7
Scientist: 7

Advantages: Scholar (genetics)

Drawbacks: Married; Serious Psychological Instability; Serious Rage; Strange appearance; Serious Irrational Attraction to steroids

Alter Ego: Dr. Jerry "Speed" McGee
Motivation: Psychopath
Occupation: Scientist
Wealth: 7

Equipment
SPEED COSTUME [Body: 7] Note: Costume automatic injects McGee with the steroids that give him powers at regular intervals.


Source: Who's Who, 3rd Edition
foe of: The Flash





Ed's Notes: The Hyde to Dr. Jerry McGee's Jekyll.  Can athletes take his steroids?

Weather Wizard

Weather Wizard
________________________________
Dex:   4   Str:   3   Body:    4
Int:   5   Will:  4   Mind:    3
Infl:  3   Aura:  3   Spirit:  4
Initiative: 12  Hero Points:  50

Skills:
Gadgetry: 5

Thief: 7

Advantages: Connection: Flash's Rogues Gallery (High); Scholar (weather science)


Alter Ego: Mark Mardon

Motivation: Mecenary
Occupation: Criminal 
Wealth: 4

Equipment:

Weather Wand [Body: 5, Air Control: 14, Flight: 8, Fog: 25, Ice Production: 14, Lightning: 14, Water Control: 14, Weather Control: 16]



Source: Who's Who, 3rd Edition

foe of: The Flash





Ed's Notes: How did the Flash end up with all the villains who are basically ordinary guys with crazy powerful weapons?  BTW, the Who's Who lists several weather effects that are not listed in the 2nd or 3rd edition Rulebooks with the Weather Control Power:

Rain: Visibility is impaired; Ranged attacks suffer -1 CS to AV. Verhicle Skill Checks suffer -2 CS to AV.

Monsoon:  Visibility is impaired; Ranged attacks suffer -3 CS to AV. Vehicle Skill Checks suffer -4 CS to AV


Record Cold: All unprotected characters attack with -1 CS to AV.  All unprotected character are attack physically (AV/EV of 2/2)after each new AP of time passes. (At 0, 1, 2, 3, etc... AP's of time.)


Record Heat: All unprotected characters attack with -1 CS to AV.  All unprotected character are attack physically (AV/EV of 2/2)after each new AP of time passes. (At 0, 1, 2, 3, etc... AP's of time.)


Tornado/Gale: see 3rd Edition Rulebook, page 64. Size of Tornado or Hurricane (Gale) is equal to the RAP's earned on the Weather Control Action Check, from minimum of 7 to maximum of 15. Adjust up or down if RAP's don't fall within that range.

Vandal Savage

Vandal Savage
________________________________
Dex:   7   Str:   9   Body:    9
Int:  10   Will: 10   Mind:    8
Infl:  9   Aura:  7   Spirit:  8
Initiative: 28  Hero Points: 110

Powers:
Dimension Travel: 8
Invulnerability: 16
Systematic Antidote: 15

Skills:
Charisma: 8
Detective: 9
Gadgetry: 7
Martial Artist: 8
Military Science: 10
Occultist: 7
Scientist: 7
Weaponry: 6

Advantages: Connection: Business Community (high), Illuminati (High); Connoisseur; Genius; Omni-Connection; Scholar (business, history, political science); Sharp Eye

Drawbacks: Minor Irrational Attraction to destroying the Flash

Alter Ego: Vandar Adg
Motivation: Power Lust
Occupation: Drug Dealer
Wealth: 16

Equipment:
Velocity-9 [Superspeed: 9] Limitations: Anyone taking the V-9 drug must make an Action Check using Will/Will vs. 9/9. Failure results in a Catastrophic Irrational Attraction to taking the Drug, and a Fatal Vulnerability to going 48 hours without it.  Addiction can be treated over the course of a month, in hospital, using the Medicine Skill against an OV/RV of 6/6.




Source: Who's Who, 3rd Edition; 2nd Edition Background/Roster Book, page 89
Foe of: Flash
affiliation(s): Injustice Society of the World



Ed's Notes: Super cool guy, not easy to translate much of how he's depicted into game terms.  The problem with immortals is that they can't just wait for their foes to DIE. Which... Doesn't make for a very exciting game. This one could be tough to FIND,m for example, but you'd have to really amp him up (adding gadgets, rituals, etc...) to make him a real, direct threat to anyone in the JLA, let alone someone like the Flash.  Although... a bunch of mooks hopped up on Velocity-9? Hmmm......

2nd Edition represents a slightly nerfed version, with a Str of 4, Body of 8 and Occultist: 6. Also missing are his Dimension Travel and Systematic Antidote Powers.  3rd edition includes notes that should be (but aren't) included as as the following:

Drawback: Power Loss Vulnerability: Must drink human blood at least once per month, or his Str will drop to 4, and he will not be able to use his Dimension Travel Power.


First Appearance: Green Lantern #10 (Winter, 1943)

Steddy

Steddy
________________________________
Dex:   4   Str:   5   Body:    7
Int:   3   Will:  2   Mind:    3
Infl:  3   Aura:  2   Spirit:  2
Initiative: 12  Hero Points:  15

Powers:
Lightning: 7

Skills:
Charisma (Intimidation): 5
Martial Artist: 5
Weaponry: 4

Limitations: Lightning has No Range

Advantages: Connection: Turtle (High)

Alter Ego: Frederick Steddy
Motivation: Mecenary
Occupation: Criminal
Wealth: 4



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



Ed's Notes: *sigh* Sloe and Steddy? Really? And this guy is Frederick Steddy? or Steddy Freddie? Ugh.

Sloe

Sloe
________________________________
Dex:   6   Str:   4   Body:    6
Int:   4   Will:  3   Mind:    3
Infl:  4   Aura:  3   Spirit:  2
Initiative: 16  Hero Points:  15

Powers:
Lightning: 7

Skills:
Martial Artist: 6
Thief: 3
Weaponry: 5

Limitations: Lightning has No Range

Advantages: Connection: Turtle (High)

Alter Ego: Jonas Sloe
Motivation: Mecenary
Occupation: Criminal
Wealth: 4



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


Ed's Notes: Again... This guy is supposed to help with the FLASH?!

Mr. Sprynt

Mr. Sprynt
________________________________
Dex:   5   Str:   4   Body:    5
Int:   2   Will:  2   Mind:    3
Infl:  2   Aura:  2   Spirit:  3
Initiative:11/14 Hero Points: 20

Skills:
Weaponry: 6

Advantages: Connection: Turtle (High); Lightning Reflexes

Alter Ego: Unknown
Motivation: Psychopath
Occupation: Criminal
Wealth: 4

Equipment:
EXO-ARMOR [Dex: 8, Str: 8, Body: 8, Lightning: 9] Limitation: Lightning has No Range.



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



Ed's Notes: Um... This guy is supposed to help with the FLASH?!