Friday, January 31, 2014

Great Caesar's Ghost-- What Was I Thinking?!?


At last, the end of my month-long celebration of 2014! I have written up stats for all of the classic JLA members, all the expanded members from the '90's roster, all the members of the Legion of Doom, both of Luthor's Injustice Gangs, and a few of the classic villains, classic supporting cast members, and people and pets. Oh, and I threw in 3 write ups of Conan the Barbarian, too! In total, I did 150 write ups in the month of January. 

I must have been high or something. Geeze. It's like having a second job! And the pay is even lousier!


I wanted to give anyone out there wanting to run DC Heroes a solid selection of characters to use in their game. I tried to offer in-depth looks at some characters that never seem to get all the crazy detail they need- Batman's utility belt and bat-garage, Superman's fortress and kryptonite, Wonder Woman's many accessories, and Green Arrow's trick arrows. I also tried to give important NPCs and major arch foes. All using my house rules. 

My aim was to show that my rules can work seamlessly into the game, even making things easier, like The General's defensive adaptation and The Lasso of Truth's ability to compel honesty. I hope that everyone liked what I did. Comments, suggestions, and requests are always welcome. If you did like what I did here, please go and share my blog with other fans of DC Heroes. My ultimate goal is to take over the world provide a place where fans of the World's Greatest RPG can come together and get solid stats for their favorites characters, look at astounding art from all over the web, behold cute girls in cute costumes, and generally, play.


Up next...
I don't know. I don't think I'll try to tackle 3-4 characters a day for an entire month, though. I am going to put some work in on the equipment list, generic NPC profiles, and monster manual, but those are all pretty sizable projects, so in the mean time, I'd like to keep putting up write ups. Maybe some folks from the House of Ideas. I'm open to suggestions, though... 
The Pretty Rabbit is picking out the Valentine's special event!

Write Ups: THE CRIME SYNDICATE OF AMERIKA!

31 Days of JLA!
DAY 31!



The last day of the celebration of all things JLA brings us to their deadliest villains of all-- themselves! Straight from Grant Morrison's masterpiece of his JLA run, JLA: Earth 2, here is the vile Crime Syndicate of Amerika!


johnny quick
DEX
7
STR
4
BODY
7
Alter Ego
INT
6
WILL
5
MIND
6
Johnny Chambers
INFL
4
AURA
4
SPIRIT
5
Motivation
INIT
46 (21)
WEALTH
10
HP
90
Thrill Seeker
SKILLS
Detective: 3, Gadgetry: 4, Scientist: 7
ADVANTAGES
Area Knowledge (Central City), Artist (Photographer), Insta-Change
CONNECTIONS
High- Crime Syndicate of Amerika
DRAWBACKS
Catastrophic Irrational Attraction to the Speed Juice, Secret Identity, Fatal Vulnerability: If using Superspeed at 20 APs or more for longer than 10 APs without break, Quick’s hypermetabolism will kill him, Loss Vulnerability: A wound that incapacitates his legs prevents Quick from using his Superspeed or any of its related powers, Catastrophic Phsyical Restriction: When the Speed Juice wears off, Quick suffers agonizing pain and moves, speaks, and thinks in slow motion- reduce all Action attributes to 1 and all Effect attributes to 2
EQUIPMENT
SPEED JUICE [Dispersal: 9*, Superspeed: 18 (Fatiguing when pushed), Time Limit: 15 APs] *Power Linked to Superspeed; Made from the blood of the antimatter universe’s Barry Allen
QUICK COSTUME [BODY: 6, Flame Immunity: 6].
CSA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other CSA members and the CSA Watchtower)]
 

power ring
DEX
6
STR
4
BODY
5
Alter Ego
INT
4
WILL
4
MIND
6
Harrolds
INFL
4
AURA
3
SPIRIT
3
Motivation
INIT
14
WEALTH
10
HP
50
Thrill Seeker
ADVANTAGES
Insta-Change, Indestructible Costume
CONNECTIONS
High- Crime Syndicate of Amerika
DRAWBACKS
Serious Psychological Instability (The Ring of Volthoom babbles inside the head of Power Ring, making him paranoid and distracted), Secret Identity
EQUIPMENT
RING OF VOLTHOOM [BODY: 25, INT: 10, WILL: 20, MIND: 12, INFL: 2, AURA: 1, SPIRIT: 1, Comprehend Languages: 20, Flight: 40, Force Field: 12 (Each AP of Force Field activated reduced Force Manipulation and Omni-Power by 1 AP) Force Manipulation: 20, Invulnerability: 8, Omni-Power: 10, Recall: 12, Regeneration: 4, Sealed Systems: 16, Geas: Once put on, the ring cannot be removed while the wearer is alive. Also, the ring incessantly babbles inside the head of the wearer.]
Notes:
*All powers are Mystic Linked. All powers are Power Linked to Force Manipulation. Thus, any limitation that affects Force Manipulation affects all other powers as well.
CSA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other CSA members and the CSA Watchtower)]
 

owlman
DEX
10
STR
5
BODY
6
Alter Ego
INT
12
WILL
12
MIND
12
Thomas Wayne, Jr.
INFL
10
AURA
10
SPIRIT
10
Motivation
INIT
36
WEALTH
20
HP
150
Psychopathic
SKILLS (All Linked)
Acrobatics: 10*, Detective: 12*, Gadgetry: 12*, Martial Artist: 10*, Military Science: 12*, Scientist: 12*, Spy: 12*, Thief: 10*, Vehicles: 10*, Weaponry: 10*
ADVANTAGES
Area Knowledge (Gotham City), Connoisseur, Genius, Iron Nerves, Leadership, Lightning Reflexes, Sharp Eye, Weapon Specialization (Razorwing)
CONNECTIONS
High- Boss Gordon, Crime Syndicate of Amerika
DRAWBACKS
Arch Enemy (Police Commissioner Thomas Wayne), Serious Irrational Attraction to anarchy, Catastrophic Irrational Attraction to matching wits against Commissioner Wayne, Public Identity
EQUIPMENT
OWLSUIT WITH GLIDER CAPE [STR: 3, BODY: 6, Skin Armor: 4, Gliding: 8, Flame Immunity: 4, Cold Immunity: 4] OV CS for Trick Shots: -3
OWL HELMET [BODY: 6, Skin Armor: 2, Radio Communications: 18, Thermal Vision: 8, Ultra Vision: 8, X-Ray Vision: 5 (Power linked to Thermal Vision), R#2] Skin Armor only adds against Trick Shots to the head or on Devastating Attacks.
OWLMAN’S UTILITY BELT
Owlgrapple with Swingline [BODY: 6 (the gun’s BODY, not the line’s), Snare: 7 (No AV), Ammo: 1, R#3] Line is 4 APs long.
Razorwings (x2) [BODY: 7, Claws: 2] Can be thrown with the Diminishing and Half STR limitations..
Owlcuffs [STR: 9, BODY: 9] STR is only used to hold targets.
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Rebreather [BODY: 1, Sealed Systems: 12 (Provides air only), R#2] Acts as a gas mask and provides air if underwater.
Cutting Torch [BODY: 2, Heat Vision: 9 (No Range- only good for a few inches), R#5]
Mini-Digital Recorder [BODY: 1, Recall: 12 (Audio only for up to 12 APs of time), R#2] Range of 4 APs
Mini-Digital Camera [BODY: 1, Recall: 20 (Visual only), R#2] Range of 9 APs
Plastic Explosives [BODY: 3, Bomb: 8 (Full Force), R#3]
Poison Darts [BODY: 1, Poison Touch: 5 (Lethal), R#3]
Flash Pellets [BODY: 1, Flash: 5, R#2]
Smoke Pellets [BODY: 1, Fog: 5 (Full Force), R#2]
Nerve Gas Pellets [BODY: 1, Poison Touch: 6 (No AV, Gas Effect, Full Force), R#2]
ABD Omni-Gadgets: 10 (x3)
CSA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other CSA members and the CSA Watchtower)]
 

superwoman
DEX
14
STR
18
BODY
15
Alter Ego
INT
10
WILL
16
MIND
13
Lois Lane
INFL
10
AURA
14
SPIRIT
10
Motivation
INIT
38
WEALTH
18
HP
150
Psychopathic
POWERS
Comprehend Languages: 8, Directional Hearing: 4, Flight: 14, Heat Vision: 15, Running: 7, Swimming: 6, Telescopic Vision: 3
SKILLS
Acrobatics: 11, Animal Handling: 8, Martial Artist: 12, Military Science: 10, Vehicles: 12, Weaponry: 13
ADVANTAGES
Area Knowledge (Damnation Island), Artist (Journalism), Attractive, Buddy (Jimmy Olsen), Connoisseur, Immortal, Indestructible Costume, Iron Nerves, Lightning Reflexes, Weapon Specialization (Lasso of Inhibition)
CONNECTIONS
High- Crime Syndicate of Amerika, Daily Planet
DRAWBACKS
Altered Biology (Mystical), Secret Identity, Serious Rage, Catastrophic Psychological Instability (Superwoman is a sociopath)
EQUIPMENT
Lasso of Inhibition [BODY: 35, Snare: 19 (No AV, Does not count as BODY, Mystic Link; the target’s DEX/AURA acts as the OV/RV of the snare and the target’s AURA acts as the AV/EV of escape attempts), Broadcast Empathy: 16 (No Range, Mystic Link, Power Linked to Snare, Only causes snared targets to lose all inhibitions)]
CSA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other CSA members and the CSA Watchtower)]


ultraman
DEX
15 (5)
STR
22 (5)
BODY
18 (6)
Alter Ego
INT
8
WILL
16
MIND
14
Clark Kent/Kal-El
INFL
10
AURA
14
SPIRIT
10
Motivation
INIT
45 (25)
WEALTH
25
HP
200
Power Lust
POWERS
Directional Hearing: 8, Extended Hearing: 8, Flight: 15, Heat Vision: 15, Invulnerability: 18, Microscopic Vision: 15 (This is fine enough to see radio waves and light particles, allowing Superman to see radar and sonar), Regeneration: 15 (Only works if exposed to Anti-Kryptonite), Sealed Systems: 11, Solar Sustenance: 11, Super Breath: 12 (Super Cold), Super Hearing: 8, Superspeed: 10, Systemic Antidote: 18, Telescopic Vision: 13, Thermal Vision: 13, X-Ray Vision: 13
ULTRAMAN’S POWER STUNTS
Ultraman can Power Stunt his Strength to create the Shockwave power by stomping his foot or clapping his hands. This costs 1 HP per AP and does not cause a Burnout.
Ultraman can also Power Stunt Superspeed to create the Digging power by spinning like a drill. This costs 1 HP per AP and does not cause a Burnout.
Ultraman can Power Stunt his Flight to create the Air Control power. This costs 1 HP per AP and does not cause a Burnout.
Combining Superspeed and Flight (for a total of 29 APs),
SKILLS
Gadgetry: 8, Scientist: 8, Vehicles: 5
ADVANTAGES
Area Knowledge (Metropolis), Expansive Headquarters (The Fortress of Solitude- see below), Insta-Change (Ultraman changes so quickly it is as good as instant), Iron Nerves, Leadership, Lightning Reflexes, Longevity, Sharp Eye
CONNECTIONS
High- Crime Syndicate of Amerika; Low- NASA
DRAWBACKS
Altered Biology (Near Human), Arch Enemy (Alexander Luthor), Serious Rage, Secret Identity
VULNERABILITIES
Loss Vulnerability (Without Anti-Kryptonite, Ultraman’s powers and Physical attributes slowly diminish- at 12 hours (14 APs) all powers and physical attributes are at half (round up) APs; at 24 hours (15 APs) all powers are gone and all physical attibrutes are at their parenthetical values)
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Ultraman suffers a +4 CS to all OV/RV)
Loss Vulnerability (Within 1 AP of Blue Kryptonite, Physical Attributes and all powers are reduced to 1 and Ultraman suffers agonizing pain so great that he cannot even stand. He may make an action check with his DEX/STR of 1/1 against an OV/RV of 2 to drag himself out of the way or to throw the rock out of distance. HPs cannot be spent on this attempt.)
Fatal Vulnerability (Within 1 AP of Blue Kryptonite, It causes 1 AP of killing damage each phase, killing Ultraman in 6 APs of time. Luckily, he can still spend HPs to heal damage, staving off death)
EQUIPMENT
THE FORTRESS OF SOLITUDE [BODY: 18, Lab: 10, Security: 16, Flight: 5, Air Walking: 13 (Always On)]
FORTRESS COMPUTER [BODY: 8, INT: 18, WILL: 16, MIND: 13, INFL: 8, AURA: 7, SPIRIT: 9, Gadgetry: 16, Medicine: 12, Scientist: 18, Personality Transfer: 3 (Only places part of the Brainiac sentience into the Milton Fine clones), Recall: 18, Radio Communications: 24, R#2] The Fortress Computer is the disembodied brain of Brainiac. Its skills cannot be used to enhance its users' skills.
MILTON FINE CLONE [DEX: 3, STR: 2, BODY: 7, INIT: 29] Uses the powers, Mental, and Mystical attributes of Brainiac.  
CSA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other CSA members and the CSA Watchtower)]