Showing posts with label villains. Show all posts
Showing posts with label villains. Show all posts

Mister Zsasz

Mister Zsasz
________________________________
Dex:   6   Str:   4   Body:    5
Int:   9   Will:  8   Mind:    5
Infl:  8   Aura:  7   Spirit:  6
Initiative: 27  Hero Points:  50

Skills:
Charisma: 8
Martial Artist: 5
Thief: 7
Vehicles: 6
Weaponry: 7

Advantages: Connection: Arkham Asylum (Low; High at one point); Lightning Reflexes; Scholar (psychology)

Drawbacks: Catastrophic Irrational attraction to keeping a count of his kills via carving tally marks into his skin; Catastrophic Psychological Instability


Alter Ego: Victor Zsasz 
Motivation: Psychopath
Occupation: Serial Killer
Wealth: 1

Equipment:
Knife [Body: 5, EV: 3]



Source: original write-up

Foe of: Batman



Ed's Notes: Zsasz is a frustrating yet intriguing character that I've been looking for a write-up for a LONG time now. So I figured I'd take a stab it him myself. One of the problems with him is that like most Batman villains, he's defined by his eccentricities rather than his Skills or Powers. He's more or less just a serial killer. Dangerous, yes, especially with a knife, but more so against ordinary people that against, say... Batman. Batman's main issue is figuring out where he will strike next as opposed to actually overpowering him. (Which... is the case with MOST Batman Villains.) That's FINE, but it doesn't always make for the most interesting write-ups.  I mostly tried to keep him in the same class as Joker, Riddle, Two-Face and Scarecrow, while not putting him quite at the top in any category.

Another frustrating thing about the Character was his "origin story." I HAVE his first appearance. I had just gotten into comics at the time, and Shadow of the Bat had just started up (coinciding with the release of the Batman Returns film.) And I'm reading SotB #1 and they're treating Zsasz like he was a long established character. There were expositional flash backs about his long history of killing, and his MO's: not only of carving the tally of his kills into his skin but of leaving his victims arranged in life-like poses, such as seated around a table eating dinner or relaxing in front of the television. And somehow, he had attracted the interest of the Head Doctor at Arkham who tried to use him in a Hannibal Lecter-like capacity, consulting on other patients and also on the Batman. And it ends up that Zsasz was the one manipulating him the entire time. It was a GOOD story, but I always wanted to see Zsasz IN ACTION!  I wanted to SEE all the stuff they were alluding to in the story! AND IT NEVER HAPPENED! He was assumed to be an established villains IN HIS FIRST APPEARANCE! So disappointing.

In more recent appearances, his seems to have gotten more violent... well, not MORE violent, but more like EXCLUSIVELY violent, at the expense of his more intelligent, manipulative style - much as they've done with Bane as well. In any case, this is my first, hot-take. I'm definitely open to suggestions and feedback to improve it.


First Appearance: Batman: Shadow of the Bat #1 (June, 1992)

Mr. 104

Mr. 104
________________________________
Dex:   6   Str:   3   Body:    5
Int:   6   Will:  4   Mind:    4
Infl:  3   Aura:  3   Spirit:  3
Initiative: 15  Hero Points:  50

Skills:
Molecular Chameleon: 10
Transmutation: 15

Skills:
Scientist: 6

Bonus: Does not need to touch a substance to use Molecular Chameleon to duplicate it.

Advantages: Connection: Task Force X (High); Scholar (molecular engineering)

Alter Ego: John Dubrovny
Motivation: Mercenary
Occupation: Engineer
Wealth: 8

Equipment:
Knife [Body: 5, EV: 3]



Source: 
adapted from 1st Edition Doom Patrol Sourcebook, pages 29
Foe of: Doom Patrol



Ed's Notes: Formerly known as Mr. 103. (Because of course he was.) Mr. 103 invented a machine that could transmute matter. And ONCE AGAIN, a "villain" who could MAKE GOLD AT WILL decided instead to DO CRIME. Smh. Motherfucker, WHY?! In any case, 103 was stopped the Doom Patrol, and later discovered that his machine had imparted it's power unto HIM. So now he's Mr. 104. And 103 was meant to stand for the 103 Elements. And yes, there are 118 elements, 94 of which occur naturally but as of 1965, when he first appeared, there were only 103 that had been discovered... wait a second... just looked it up... No, only 102. WTF? Nobelium was discovered in 1969, bringing the number to 103. So... That's weird. And what was the 104th element at that point? The element of SURPRISE?! 


First Appearance: Doom Patrol #98 (September, 1965)

Kalki

Kalki
________________________________
Dex:   7   Str:   4   Body:    5
Int:  12   Will: 10   Mind:   12
Infl:  9   Aura:  9   Spirit:  8
Initiative: 28  Hero Points:  85

Powers:
Dimension Travel: 20

Skills:
Charisma: 7
Gadgetry: 10
Medicine: 8
Occultist: 4
Scientist: 15

Limitation: Dimension Travel is limited to sending it's target to the "demon dimension."

Advantages: Connection: Medical Community (Low), Religious fanatics (High); Scholar (biology)


Drawbacks: Serious Irrational Hatred of superheroes; Miscellaneous: If his Containment Suit is destroyed, he is automatically sent to the "demon dimension." 

Alter Ego: Dr. Ashok Desi 
Motivation: Psychopath
Occupation: Would-be God of Death
Wealth: 8

Equipment:
CONTAINMENT SUIT [Body: 9, Claws: 6, Energy Blast: 9, Magnetic Control: 10, R#: 2]

FLIGHT CHAIR [Str: 7, Body: 9, Energy Blast: 11, Flight: 9]

7 AP ABC Omni-Gadgets (x2)

Source: adapted from 1st 
Edition Doom Patrol Sourcebook, pages 28
Foe of: Doom Patrol



Ed's Notes: Yup. The Doom Patrol gets the weird ones. Lol.

I'm not sure what to do with his Charisma skill. 1st Edition rates it as above, lower than his Infl and Aura. I mean... I could bump it up to 10, but that seems... excessive? Alternatively I could make it 9, which would still be useless unless I lower his Infl and/or Aura. SO... Not sure what to do, so for now I'm leaving it. Chalk it up to more first edition weirdness.


First Appearance: Doom Patrol Vol 2 #1 (October, 1987)

Dr. Sebastian Goodman

Dr. Sebastian Goodman
________________________________
Dex:   2   Str:   2   Body:    2
Int:   5   Will:  4   Mind:    4
Infl:  4   Aura:  3   Spirit:  2
Initiative: 11  Hero Points:  20

Skills:
Gadgetry: 5
Medicine: 6
Scientist: 7

Advantages: Connection: U.S. Government (Low), Underworld (Low); Scholar (psychology)


Drawbacks: Serious Irrational Hatred of superheroes

Alter Ego: none
Motivation: Psychopath
Occupation: Psychiatrist, College Professor
Wealth: 8



Source: adapted from 1st 
Edition Doom Patrol Sourcebook, pages 28
Foe of: Doom Patrol



Ed's Notes: A one time friend and associate of Niles Caulder. When his wife dies in a battle between Green Lantern and Major Disaster he developed a hatred of superheroes. Using am, old, Top-Secret paper Caulder had written about the public perception of superheroes, Goodman sought to use this information to turn the public against them, using artificially powered (and mentally unstable) patients of his to do this by posing as them. (Yeah, so he's basically Syndrome, only with Psychiatry and mental patients rather than engineering, tech and robots.)

I cannot find ANY reference to this character ANYWHERE. I don't believe he was created by Mayfair, as he was in the DP Sourcebook, rather than the Moonshot module, but... nothing. Not a picture, not a first appearance. No idea. if anyone can help me out with this, please let me know, because I'm coming up blank. Thanks!

Nicholas Galtry

Nicholas Galtry
________________________________
Dex:   2   Str:   2   Body:    2
Int:   5   Will:  4   Mind:    4
Infl:  4   Aura:  3   Spirit:  2
Initiative: 11  Hero Points:  20

Skills:
Detective (Law): 3
Scientist: 3

Advantages: Connection: Underworld (Low); Scholar (business)


Alter Ego: Arsenal II
Motivation: Mercenary
Occupation: Crooked Attorney
Wealth: 8

Equipment:
Arsenal Battlesuit II [Dex: 4, Str: 9, Body: 13, Digging: 6, Omni-Arm: 5, Skin Armor: 4, Flight: 6, Fog: 5, Poison Touch: 5, Projectile Weapons: 5, Weaponry: 6, R#: 2] Limitations: Omni-Arm can only be used as grappling cables or a net. Fog and Poison Touch are always used together (poison gas). The APs of Fog are the AV, Poison Touch the EV. 



Source: adapted from 1st 
Edition Doom Patrol Sourcebook, pages 25
Foe of: Doom Patrol, Beast Boy



Ed's Notes: A crooked lawyer, who could add some diversity to the standard array of super-villain defense lawyers (which in my world is basically G. Gordon Godfrey) if you chose to use him that way. Once disgraced, he can come back as an armored villain in a diverse, but not over-power battlesuit.


First Appearance: Doom Patrol #100 (December, 1965)


Animal-Vegetable-Mineral Man

Animal-Vegetable-Mineral Man
________________________________
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)

Mr. Morden

Mr. Morden
________________________________
Dex:   4   Str:   4   Body:    4
Int:   6   Will:  4   Mind:    3
Infl:  3   Aura:  2   Spirit:  3
Initiative: 13  Hero Points:  15

Skills:
Charisma: 3
Gadgetry: 5
Thief: 6
Weaponry: 5

Advantages: Connection: Brotherhood of Evil (Low), French Underworld (High); Connoisseur

Alter Ego: Eric Morden (later, Mr. Nobody)
Motivation: Mercenary
Occupation: International Thief
Wealth: 5

Equipment:
ROG Robot [Dex: 8, Str: 18, Body: 17, Growth 4, Sealed Systems: 10, Claws: 5] Limitations: Growth is Always On and already figured into its Physical Attributes.



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



Ed's Notes: This version of Eric Morden was based on a one-off, single appearance he had with the Brotherhood of Evil. He stole them the giant, ROG Robot but then got them all caught b the Doom Patrol and, fearing Brain's wrath, fled France for South America. He was brought back DECADES later (in real world time) as the much more interesting Mr. Nobody, leader of the Brotherhood of Dada.


First Appearance: Doom Patrol #86 (March, 1964)

Typical Red Dragon Tong

Typical Red Dragon Tong
________________________________
Dex:   4   Str:   3   Body:    3
Int:   2   Will:  2   Mind:    2
Infl:  2   Aura:  2   Spirit:  2
Initiative:  8  Hero Points:  10

Skills:
Martial Artist: 5
Thief (Stealth): 3
Weaponry: 4

Alter Ego: varies
Motivation: Thrill Seeker
Occupation: Hoodlums
Wealth: 2

Equipment:
.38 Pistol [Body: 4, EV: 3, Ammo: 6, R#: 3]

Butterfly Knife [Body: 4, EV: 3]

Nun-chucks [Body: 3 , EV: 4] Bonus: The AV of an attack with the Nun-Chucks is the user's AP's of the Weaponry Skill. The EV of the Nun-Chucks are added to the user's AP's of Martial Artist Skill to determine the EV of the attack made with them. If the user does not possess the Martial Artist Skill, the Nun-Chucks  cannot be used.

Shuriken (x4) [Body: 3 , EV: 4] Range is user's Str



Source: 
 2nd Edition In Hot Pursuit Module, page 29
also see: Dragon
foes of: Huntress



Ed's Notes: From all I can tell, these are an original creation for the 2nd Edition DCH Hot Pursuit module. But they're a pretty cool example of a street-level martial arts gang. They are very comparable to the Ghost Dragons. One thing that makes them potentially a greater threat that he normally would be would be is how they interpret the EV on the Nun-Chucks.  A net EV of 9 is WAY above Mook Level. They should probably also all have:


Advantages: Connections: Dragon Tong Gang (Low)


First Appearance: 2nd Edition In Hot Pursuit Module (1990)

Dragon

Dragon
________________________________
Dex:   6   Str:   3   Body:    4
Int:   5   Will:  5   Mind:    3
Infl:  4   Aura:  2   Spirit:  2
Initiative: 17  Hero Points:  35

Powers:
Broadcast Empath: 10
Hypnotism: 7

Skills: *linked
Charisma: 6
Martial Artist: 6*
Thief: 6*
Weaponry: 6*

Advantages: Connections: Street (Low); Lightning Reflexes

Alter Ego: Jimmy Sen
Motivation: Power Lust
Occupation: Gang Leader
Wealth: 2

Equipment:
Nun-chucks [Body: 3 , EV: 4] Bonus: The AV of an attack with the Nun-Chucks is the user's AP's of the Weaponry Skill. The EV of the Nun-Chucks are added to the user's AP's of Martial Artist Skill to determine the EV of the attack made with them. If the user does not possess the Martial Artist Skill, the Nun-Chucks  cannot be used.

Shuriken (x4) [Body: 3 , EV: 4] Range is user's Str



Source: 
 2nd Edition In Hot Pursuit Module, pages 28-29
foe of: Huntress



Ed's Notes: From all I can tell, this is an original character created for the 2nd Edition DCH Hot Pursuit module. But he's another cool example of a street-level gang leader. One thing that makes his potentially a greater threat that he normally would be would be is how they interpret the EV on the Nun-Chucks.  A net EV of 10 is WAY above Street Level. He should probably also have:


Advantages: Connections: Red Dragon Tong Gang (High), 
...and maybe Leadership.


First Appearance: 2nd Edition In Hot Pursuit Module (1990)


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)