[Supers20]: Bring on the bad guys!

Vigilance

Explorer
For now, Id write up a vampire as a normal super and avoid templating ANY supers20 character like the plague.

Being a vampire is just a special effect/origin, just like being a god is for Thor or being a robot for Vision.

None of them get anything extra for being what they are.

I say "for now" because I am going to throw up a Creatures of the Night campaign model at some point, with rules for Vampires, Zombies, Werewolves, Demons etc. For Werewolf by Night, Tomb of Dracula, Ghost Rider, Angel, etc.

Even then, expect what you've seen in previous campaign models. I will include Vampirism and Lycanthropy as new powers there.

But like all "Elemental Control" effects (Champions term), Vampirism wont be something you cant already do with the system.

Control Cold is an idea of what I mean by this. Control Cold is a handy power to quickly generate an Iceman or Blizzard type character, but you could do the same thing with existing powers and disadvantages, perhaps not as efficiently but still.
 

log in or register to remove this ad

mikelaff

Explorer
Here's a vampire I wrote up for Sixth Seal - an adventure I'm converting to Supers 20...A character like Blade would probably be a bit higher level than this.

Thomas Amber - Thomas Amber, the Elder Vampire in Centennial City has been living in the shadows and sewers of the city for 250 years. In his life, he was a wealthy and cultured Englishman who had the bad fortune to get bitten by a vampire while abroad in the miserable and backwards American colonies. He's rather tired of living in the shadows like a vagrant and thinks the current calamity gives him the perfect opportunity to operate in the open and maybe even rule this horrid little city. He's currently trying to build his own undead army.

Thomas Amber (Speedfreak 10): HD 10d8+30; HP 90; Init +6; Spd 40 ft, Fly 70 ft; Defense 26, flatfooted 20 (+6 Dex, +10 Class); BAB +7; Atk +13 melee (2d6+4, claws), or +13 melee (1d4+4, bite) or +13 ranged (by weapon); SQ Need for Speed; AL None; SV Fort +8, Ref +13, Will +4, Rec +6; Rep +9; Str 19, Dex 22, Con 16, Int 10, Wis 13, Cha 8.
Background: Dilettante
Occupation: Mastermind: Perks 3+2 power stunts (Multiple Targetsx2, Lighter than Air, Swinging; Darkvision, Enhanced Smell)
Hobby: Languages
Skills: Acrobatics 4 (+10), Athletics 13 (+14), Perception 4 (+5), Power Control 13 (+16), Read/ Write Language (English, German, Italian), Speak Language (English, German, Italian), Unarmed 13 (+14), Stealth 13 (+19), Vehicles 4 (+10)
Feats: Claws, Desolidification, Enhanced Senses, Mind Control, Power Level x7, Superhuman Dexterity, Superhuman Strength
Access/Contacts/Followers: 31 wealth,
Wealth: 10
Possessions: Ratty 17th century finery, coffin
Character Disadvantages: Addiction: Blood. (DSR 2), Allergic Reaction: Holy Weapons (DSR 3), Achilles Heel: Attacks to the heart (DSR 3) Any attack that rolls a natural 10, automatically hits the heart and does maximum damage
 
Last edited:

zerzix

First Post
Mike, I meant to tell you that I really liked the vampire! And not sure if you got my last email, but seriously any others - feel free to send them! hehe

ok, onto another villian of epic proportions....

(well, I wasn't sure what to do with his battlearmor he has in some comics. So I just wrote it up that its 10 lvl powerhouse added to him)



"Gods are selfish beings who fly around in little red capes and don't share their power with mankind."

Alexander “Lex” Luthor (Brainiac 12 Star 8): HD 20d8+40; HP 138; Init +2; Spd 30 ft; Defense 39, touch 25, flatfooted 16 (+2 Dex, +8 Int, +4 Cha, +15 Class); BAB +15; Atk +17 melee (2d6+2, Unarmed), or +17 ranged (2d4+4, Beretta 92F); SQ Thinker; AL none; SV Fort +8, Ref +12, Will +17, Rec +8; Rep +14; Str 15, Dex 15, Con 15, Int 26, Wis 16, Cha 18.
Background: Dilettante
Occupation: Mastermind: Perks (Electrical Engineering, Gadgeteer, Gadget Guru, Mechanical Engineering, Professional Reputation, Professional Reputation; Professional Salary, Tech Wizard)
Hobby: Weapons
Skills: Academics (life sciences) 15 (+23), Acrobatics 11 (+13), Chemistry 15
(+23), Computers 15 (+23), Crime 15 (+23), Engineering
15 (+23), Firearms 11 (+13), Influence 11 (+15), Leadership 11 (+15), Legal 7 (+15), Perception 11 (+14), Power Control 23 (+25), Streetwise 11 (+14), Unarmed 12 (+14), Vehicles 16 (+18), Weapons 12 (+14)
Feats: Armor Training, Attack Focus (Beretta 92F), Attack Focus (Unarmed) Book Learning, Critical Strike, Gadgetry, Exploit Weakness, Improved Book
Learning, Precise Shot, Pressure Strike, Smart Defense, Power Level x8, Smart Defense, Superhuman Intelligence, Banter, Endorsement Deal, Expert in your field (Perception), Feint, Followers, Lucky, Public Speaking, Renown, Voice of Command
Access/Contacts/Followers: Complete Access; 3rd Level
Followers (3); Skill Contact: Medicine 19 ranks

Mercy Graves (Powerhouse 8): HD 8d10+24; HP68; Init +1; Spd 35 ft. (25 ft. in armor); Defense 17, touch 17, flatfooted 16 (+1 Dex, +6 Class); BAB +8; Atk +14 melee (1d6+11, Unarmed), +9 ranged (HKMP5K), or +11 ranged (3d6+6, Colt Python); SQ Melee Master; AL Lex Luthor; SV Fort +9, Ref +3, Will +1, Rec +7; Rep +4;
Str 14, Dex 17, Con 16, Int 14, Wis 8, Cha 12.
Background: Criminal
Occupation: Mobster: Perks (Weapons- Aggressive Stance; Professional Salary)
Hobby: Crime
Skills: Athletics 11 (+15), Crime 4 (+4), Firearms 11 (+12), Influence 4 (+5), Perception 4 (+3), Streetwise 4 (+3), Unarmed 11 (+15), Weapons 11 (+15)
Feats: Attack Focus (Unarmed), Attack Focus (HKMP5K), Attack Focus (Colt Python, Greater (Unarmed), Attack Specialization (HKMP5K), Attack Specialization (Unarmed), Greater (Colt Python), Endurance Training, Move-By Action, Point Blank Shot, Strength Training
Access/Contacts/Followers: Confidential Access
Wealth: 15
Possessions: Knife, Colt Python, 18 rounds, HK MP5K, 60 rounds
Forced Entry Unit (9 DR)

Disadvantage: Obsession (DSR 5) Defeating Superman, Obsession (DSR 3) Power Hungry – World Domination
Wealth: 48
Possessions: Knife, Beretta 92F, Light Undercover Shirt (2 DR)
Kryptonite Powered Battlesuit Armor: The power armored Lex is a terror in combat. He relies heavily on his master plans to make up for his inaccurate attacks, but at the same time his already formidable skill as an inventor becomes even more of a problem because you never know what he’ll bring out next in a fight. Since Lex’s suit has relies so heavily on Kryptonite based attacks Superman is going to be in trouble from the moment he enters a fight.
Lex in LexCorp Battlesuit (Brainiac 12 Star 8 Powerhouse 10): HD 20d8+40 and 10d10+20; HP 230; Init +2; Spd 30 ft. (20 ft. in armor); Defense 39, touch 22, flatfooted 16 (+2 Dex, +8 Int, +4 Cha, +15 Class); BAB +6; Atk +7 melee (1d6+,Unarmed), or +8 ranged (11d4+0, energy blast); SV Fort +, Ref +, Will +, Rec +; Rep +22; Str 15 [26] (+), Dex 15, Con 15, Int 25, Wis 16, Cha 18.
Occupation: Mastermind: Perks (Area Effect Blast: 1 hex)
Skills: Firearms 11 (+12), Influence 11 (+15), Perception 11 (+26), Power Control 23 (+26), Streetwise 11 (+10), Unarmed 12 (+12/+17), Vehicles 16 (+18), Weapons 12 (+12/+17)
Feats: Blast - Energy (Worn Device PL +1), Flight (Worn Device PL +1), Force Field (Worn Device PL +1), Life Support (Worn Device PL +1), Power Level x10, Superhuman Strength (Worn Device PL +1)
 


Vigilance

Explorer
Ok, here's a very complex one I've been pondering for awhile now.

Black King a.k.a. Sebastian Shaw (Powerhouse 10/Star 10): HD 10d10+40 plus 10d8+40; HP 210; Init +2; Spd 30 ft; Defense 26, flatfooted 24 (+2 Dex, +14 Class); BAB +17; Atk +19 melee (2d12+2 NL, unarmed), or +18 ranged (by weapon); SQ Melee Master, 15 DR vs. physical, +7 saves vs. Heat and Electricity); AL Emma Frost; SV Fort +14, Ref +10, Will +9, Rec +12; Rep +38; Str 15 (49/32/23), Dex 14 (48/31/22), Con 18, Int 10, Wis 8, Cha 12.
Background: Entrepreneur
Occupation: Business Executive: Perks 5+3 Power Stunts (Professional Reputation x4, Aggressive Stance; Bulletproof, Resist Heat, Resist Electricity)
Hobby: Leadership
Skills: Business 23 (+24), Crime 2 (+2), Influence 23 (+24), Leadership 11 (+12), Legal 6 (+6), Perception 8 (+7), Power Control 18 (+22), Unarmed 23 (+25)
Feats: Ability Enhancement (Dexterity): Trigger: physical damage (PL +2), Ability Enhancement (Strength): Trigger: physical damage (PL +2), Armor, Career Advancement x3, Endorsement Deal, Linked Power: Ability Enhancement (Dexterity and Strength), Power Level x15
Access/Contacts/Followers: Complete Access, varies
Wealth: 67
Possessions: Varies
Character Disadvantages: Code: World Domination (DSR 5)


First Ability Enhancement Use Black King a.k.a. Sebastian Shaw (Powerhouse 10/Star 10): HD 10d10+40 plus 10d8+40; HP 210; Init +19; Spd 30 ft; Defense 43, flatfooted 24 (+19 Dex, +14 Class); BAB +17; Atk +36 melee (2d12+19 NL, unarmed), or +36 ranged (by weapon); SQ Melee Master, 15 DR vs. physical, +7 saves vs. Heat and Electricity; AL Emma Frost; SV Fort +14, Ref +27, Will +9, Rec +12; Rep +38; Str 49, Dex 48, Con 18, Int 10, Wis 8, Cha 12.

Second Ability Enhancement Use Black King a.k.a. Sebastian Shaw (Powerhouse 10/Star 10): HD 10d10+40 plus 10d8+40; HP 210; Init +10; Spd 30 ft; Defense 34, flatfooted 24 (+10 Dex, +14 Class); BAB +17; Atk +28 melee (2d12+11 NL, unarmed), or +27 ranged (by weapon); SQ Melee Master, 15 DR vs. physical, +7 saves vs. Heat and Electricity; AL Emma Frost; SV Fort +14, Ref +18, Will +9, Rec +12; Rep +38; Str 32, Dex 31, Con 18, Int 10, Wis 8, Cha 12.

Third Use Ability Enhancement Black King a.k.a. Sebastian Shaw (Powerhouse 10/Star 10): HD 10d10+40 plus 10d8+40; HP 210; Init +6; Spd 30 ft; Defense 30, flatfooted 24 (+6 Dex, +14 Class); BAB +17; Atk +23 melee (2d12+6 NL, unarmed), or +23 ranged (by weapon); SQ Melee Master, 15 DR vs. physical, +7 saves vs. Heat and Electricity; AL Emma Frost; SV Fort +14, Ref +14, Will +9, Rec +12; Rep +38; Str 23, Dex 22, Con 18, Int 10, Wis 8, Cha 12.
 




Vigilance

Explorer
Holy Duling statisticians! Are you guys taking requests?

Regards,
Walt

Lol, sure. Might take me awhile to get to one cause Im always writing other stuff though.

I had that Sebastian Shaw in my head for awhile, I had a really clear idea of how he'd work.
 

zerzix

First Post
Anyone up for some pie? or some 'octa'pi? lol ok, bad pun...

I am not the monster.

Doctor Octpus “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.
 
Last edited:

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top