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Modern20/Supers20 Heroes N' Villians

zerzix

First Post
The Doctor is in...

I am not the monster.

Doctor Octopus “Otto Octavius”
(Brainiac 8 Powerhouse 8): HD 8d8+16 and 8d10+40; HP 140; Init +0; Spd 35 ft.; Defense 27, touch 24, flatfooted 22 (+0 Dex, +6 Int, +6 Class); BAB +14; Atk +20 melee (1d10+14, Tentacle), or +15 ranged (1d10+5, Tentacle), SQ Thinker; AL none; SV; Fort +11, Ref +6, Will +12, Rec +8; Rep +10;
Str 12 [21], Dex 10, Con 16, Int 22, Wis 18, Cha 8. Hgt: 5' 9" Wgt: 245lbs
Background: Academic
Occupation: Mastermind: Perks/Power Stunts (Gadgeteer, Flurry, Power Punch, Daddy Long Legs, Elongation, Long Strider, Wall-crawling)
Hobby: Crime

Skills: Academics (life sciences) 15 (+21), Academics (physical sciences) 15 (+21), Athletics 11 (+13/16), Chemistry 15 (+21), Computers 15 (+21), Crime 11 (+17), Engineering 16 (+22), Influence 11 (+10), Legal 4 (+7), Medicine 14 (+17), Outdoorsman 11 (+11), Perception 11 (+15/27), Power Control 23 (+26), Stealth 11 (+11), Streetwise 11 (+15), Unarmed 11 (+16), Vehicles 4 (+4), Weapons 4 (+9)

Feats: Awareness (Device PL+1), Book Learning, Claws (Device PL+1, Tentacles), Career Advancement, Critical Strike, Exploit Weakness, Improved Grab, Gadgetry, Smart Defense, Plasticity (Device PL+1), Weapon Focus (Tentacles), Superhuman Dexterity (Device PL+1, Tentacles), Superhuman Strength (Device PL+1), Power Level x8
Access/Contacts/Followers: Top Secret Access, Varies (4 points)
Wealth: 21
Disadvantage: Hideous Appearance (DSR5), Insane (DSR5)
Possessions: 4 Cybernetic Tentacles, Heavy Coat DR 3, Flash Goggles

I didn't build the Tentacles as sentient creatures. I see them as more of extensions of Otto's own personality and he can use their sensors to see and hear what they see and hear, but they're not sentient. Doc will talk to them, but he's simply insane and believes they speak back. They do act with incredible reaction time, defending him from attacks even when he's not necessarily aware of them. They react to his subconscious needs and desires. His additional limbs make him a monster in a Grapple. He can grapple up to 4 foes at once, and his extra limbs make him nearly impossible to trip.
 

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zerzix

First Post
Don't "joke" around..

Hello, Basty...


The Joker (Star 13, Brainiac 5)
HD 18d8+36; HP 140; Init +3; Spd 30 ft; Defense 33, flatfooted 13 (+3 Dex, +4 Int, +3 Chr, +13 Class); BAB +14; +16 melee (1d8+2, Unarmed), +17 melee (1d4+7, Knife) +17 melee (2d4+2, Beretta 93R), +17 (2d8+4, AK-47); SQ Friends in low (high) places; AL Belief system (Anarchy/Chaos) SV Fort +7, Ref +11, Will +12, Rec +5; Rep +15; Str 13, Dex 16, Con 15, Int 19, Wis 10, Cha 17.
Background: Criminal
Occupation: Mastermind: Perks 4+4 power stunts (Gadgeteer, Security systems, Professional Reputation
Hobby: Weapons
Skills: Academics (life sciences) 20 (+24), Acrobatics 14 (+17), Athletics 13 (+15), Chemistry 22 (+26), Computers 13 (+17), Crime 20 (+24), Engineering 10 (+14), Firearms 16 (+19), Influence 20 (+23), Leadership 20 (+23), Legal 14 (+18), Outdoorsman 14 (+14), Perception 15 (+15), Power Control 10 (+12), Read/Write: English, Stealth 15 (+18), Streetwise 20 (+24), Unarmed 14 (+15), Vehicles 17 (+24), Weapons 25 (+26)
Feats: Attack Focus (Knife), Banter, Dodge Focus, Entourage, Exploit Weakness, Fascinate, Feint, Followers, Master Plan, Power Level x7, Redirect, Smart Defense, Suggestion, Trick, Voice of Command
Access/Contacts/Followers: Harley Quinn, Thugs
Wealth: 15
Disadvantage: Psychotic (DSR 5), Hideous Appearance (DSR 3)
Possessions: Straight razor, Butter knife, Butcher knife, Switch blade, Lint,
Bag of Marbles – Grenades 4d6 10’ Save 18, Berreta 93-R, AK-47,
Lapel flower squirter - Acid Spray 3d6, HR 4, 2 rounds - Knockout Gas – cause exhaustion, Fort DC15, Laughing Gas - Nauseate Save DC 14
Razor Playing Cards – Shuriken 1d2,
Hand Buzzer – Taser 1d4
Headquarters: Abandoned Fun Park (Concealed, Garage, Holding Cells, Power Source, Workshop - Bright Lights - Dazzle DC10, - Loud Music DE- Concealed Explosives – Blast 4d6 DC15 - Rides - Super-Movement (Swinging) - Hall of Mirrors - Nauseate DC 10
 

zerzix

First Post
Going Batty

One of my favorite Super Heroes - with no super human powers, so he is mainly a high lvl Modern20's NPC - The Batman.



Batman
batmanss.jpg


There is something out there in the darkness, something terrifying, something that will not stop until it gets revenge... Me

Batman (Powerhouse 18, Speed Freak 2, Brainiac 2): HD 18d10+72, 4d8+16; HP 280; Init +4; Spd 30 ft. (25 ft. in armor); Defense 37, touch , flatfooted (+4 Dex,+7 Int +16 Class); BAB +20; Atk +26/26/22/17 melee (2d12+8, Unarmed), or +26 ranged (1d6+14, Batarang); SQ Melee Master; AL Moral Philosophy, Justice League; SV Fort +13, Ref +11, Will +9, Rec +8; Rep +11;
Str 18 (+4), Dex 18 (+4), Con 18 (+4), Int 24 (+7), Wis 18 (+4), Cha 18 (+4). 6'2" 210lb
Background: Dilettante
Occupation: Philanthropist-Vigilante: Perks (Weapons- Precision Strike)
Hobby: Martial Arts 4

Skills: Academics (life sciences) 20 (+27), Acrobatics 20 (+24), Athletics 20 (+24), Chemistry 15 (+22), Computers 13 (+20), Crime 10 (+17), Engineering 9 (+16), Influence 10 (+14), Legal 14 (+21), Outdoorsman 20 (+ 24), Perception 20 (+24), Power Control 20 (+24), Read/Write: Chinese, French, English, German, Japanese, Russian, Stealth 23 (+27), Streetwise 20 (+24), Unarmed 30 (+34), Vehicles 17 (+24), Weapons 25 (+32)

Feats: Awareness, Accurate Attack, Advanced Strength Training, Armed Defense (46 Defense against melee when not flat-footed), Attack Focus (Batarang), Attack Focus (Grappling Gun), Attack Focus (Unarmed), Attack Specialization (Batarang), Attack Specialization (Unarmed), Blind Fight, Cleave, Combat Martial Arts, Crippling Strike, Defensive Martial Arts, Defensive Roll, Endurance Training, Evasion, Evasive Maneuvers, Exploit Weakness, Improved Disarm, Improved Agility Training, Improved Uncanny Dodge, Improved Initiative, Improved Strength Training, Greater Attack Focus (Unarmed), Greater Attack Specialization (Batarang), Precise shot, Point Blank Shot, Power Level x5, Prone Fighting, Quick Draw, Smart Defense, Superhuman Dexterity (Gliding, Swinging), Uncanny Dodge, Unique Vehicle
Wealth Access/Contacts/Followers: Confidential Access, Robin, Alfred
Wealth: 46
Character Disadvantages: Code - Will not kill (DSR 4), Enemies - Joker, Penguin, Two-Face, Bane, Mr. Freeze, Ras Al Ghul, Riddler (DSR 5)
Possessions: Bat Suit - Modified Nomex Survival Suit DR 5, Cape and Cowl: Extra Long Cape (Cat's Landing Feat), Utility Belt: Batarangs, Bat Bolos (Snare), Grappling Gun [Swinging], Exploding Batarangs (Blast Extra: 4d6), Commlink, Night Vision (Night Vision Feat), Gas Mask/Rebreather, Camera, Flashlight, Forensics kit, Handcuffs, Lockpicks, Medical kit, Flash-Bangs, Smoke pellets (pg 70), Tear-gas pellets, Cutting torch, Sleep gas pellets, Thermite Det Cord 2d6, Binoculars, Digital Audio Recorder, Handcuffs, Micro-camera, Mini-Tracer
Headquarters: Batcave: Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop
Vehicles: Batmobile (Modified Tumbler, Crew 1, Pass 2, Top Speed 220mph (22), Armor, Alarm, Missle system, Caltrops, Hidden Compartments, Navigation System, Oil Slick, Remote Control, Smoke Screen
Batwing (Modified F-22: Crew 1, Pass 2, Cargo lb. Top Speed 1140mph (110) without afterburn - 1700mph (170) with AB, Machine Guns, Rockets, Remote Control, Cloaking (Radar)
 

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