• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[Supers20]: Bring on the bad guys!

Joker looks pretty good. Looks like you've got the Gadgeteer Power Stunt without having the Gadgetry Power Feat though. Other than that - looks good on a first scan.
 

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Nice Chuck! She rocks! Hows about Doc Doom or Juggernaut?

I'll do Doc Doom next. Juggernaut I would do in a rather straightforward manner. I wouldnt give him any Device limitation at all for the gem of Cyttorak or his armor, since the gem is basically buried in his chest (you'd probably have to kill him to get it) and the armor doesn't seem all that necessary.

I'm sure it helps, but I don't think he's suddenly vulnerable to gunfire without it or anything.

So what I would do is write him up normally, except for his Mind Shield power, which would have a limitation on it of Worn Device.
 

Well, I figured I'd throw out a few lower leveled guys to battle. If you guys see any typos or oops, let me know. My heroes are now in a nemisis situation with this group, having tangled with them twice now. lol I give you.....

The Wrecking Crew

We don’t just look stupid, we are stupid…


The Wrecking Crew consists of Wrecker and his minions, who each received a portion of Wrecker’s strength courtesy of the magic crowbar. Wrecker himself has managed to use his full strength and would theoretically become even stronger when he retrieves his imparted strength from his cronies.

Wrecker (Powerhouse 12, Star 2): HD 12d10+84 and 2d8+14; HP 182; Init

+2; Spd 35 ft; Defense 23, flatfooted 20 (+2 Dex, +1 Chr, +10 Class);
BAB +13; Atk +25 (8d4+1d10+15) or +20 melee (2d6+6, unarmed); SQ Melee Master, 8 DR physical; AL The Wrecking Crew;
SV Fort +15, Ref +8, Will +3, Rec +13; Rep +8;
Str 23, Dex 14, Con 24, Int 10, Wis 10, Cha 12. Height 6’3” Weight 320 lbs.
Background: Criminal
Occupation: Thug: Perks 2+2 power stunt (Followers, Flurry, Power Punch, Tremor)
Hobby: Crime
Skills: Athletics 15 (+21), Crime 4 (+4), Leadership 5 (+6), Perception 4 (+5), Power Control 15 (+22), Streetwise 5 (+5), Unarmed 15 (+21), Vehicles 4 (+6), Weapons 15 (+21)
Feats: Armor (Device PL+1), Attack Focus (Crowbar), Banter, Followers, Force Field (Device PL+1), Superhuman
Constitution (Device PL+1), Superhuman Strength (Device PL+1), Power Level x7, Teamwork (Wrecking Crew), Unique Weapon
Access/Contacts/Followers: Varies (6 points)
Wealth: 11
Possessions: "Crowbar" 1d10, Wrecker carries a 4-foot long steel crowbar that was also affected by Karnilla’s magical enchantment, becoming virtually indestructible. It is able to store and release the Wrecker's enchantment, enabling him to share it among the Wrecker and the rest of his Crew.
Character Disadvantages: Varies
Having been transformed by Asgardian magic, the Wrecker originally possessed power that made him the equivalent of an Asgardian god—vast superhuman strength and a high degree of invulnerability. He later shared this enchantment with three others, sacrificing some of his own power but remaining none the less formidable.



Bulldozer (Powerhouse 8, Tank 2): HD 8d10+40 and 2d12+10; HP 116;

Init +2; Spd 35 ft; Defense 19, flatfooted 17 (+2 Dex, +7
Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +17 Headbutt (7d4+8);
SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +14, Ref +6, Will +3, Rec +12; Rep +5;
Str 20, Dex 14, Con 20, Int 10, Wis 12, Cha 8. Height 6’4” Weight 325 lbs.
Background: Military
Occupation: Thug: Perks 2+1 power stunt (Flurry, Power Punch, Power Slam)
Hobby: Crime
Skills: Athletics 11 (+16), Crime 4 (+4), Perception 4
(+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles
4 (+6), Weapons 4 (+9), 11 unspent
Feats: All-out Attack, Armor, Attack Focus (Headbutt), Die Hard, Superhuman Constitution, Super Running, Superhuman
Strength, Power Level x7
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: "Helmet" Bulldozer’s costume has a heavily armored helmet, useful in his signature head-butting attacks.
Character Disadvantages: Varies
Bulldozer shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power.




Thunderball (Powerhouse 8, Brainiac 2): HD 8d10+40 and 2d8+10; HP 110;

Init +2; Spd 35 ft; Defense 21, flatfooted 16 (+2 Dex, +3 Int, +6
Class); BAB +9; Atk +14 melee (1d10+5, unarmed), or +15 Wrecking Ball (7d4+5);
SQ Melee Master, 5 DR physical; AL The Wrecking Crew; SV Fort +11, Ref +6, Will +6, Rec +9; Rep +5;
Str 20, Dex 16, Con 20, Int 18, Wis 14, Cha 10. Height 6’6” Weight 225 lbs.
Background: Academic
Occupation: Thug: Perks 2+1 power stunt (1 unspent)(Flurry, Power Punch)
Hobby: Crime
Skills: Acedemics (Physical Sciences) 15 (+19), Athletics 11 (+16), Chemistry 10 (+14), Computers 15 (+19), Crime 4 (+4), Engineering 10 (+14), Perception 4
(+5), Power Control 11 (+16), Unarmed 11 (+16), Vehicles
4 (+6), Weapons 4 (+9)
Feats: Armor, Attack Focus (Wrecking Ball), Gadgetry, Smart Defense, Superhuman Constitution, Superhuman Strength, Power Level x7
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: “Wrecking Ball” 10’ reach ball-and-chain. While not enchanted like the Wrecker’s crowbar, it has displayed similar indestructibility.
Character Disadvantages: Varies
By far the smartest member of the Wrecking Crew, Thunderball is more than just intelligent by comparison to his fellows; he is actually rather bright and a physicist of some stature.


Thunderball shares the Asgardian enchantment originally given to the Wrecker. He possesses vast superhuman strength and a high degree of invulnerability.

Eliot Franklin is an engineer and world-class scientist, specializing in physics and radiation.


Piledriver (Powerhouse 10): HD 10d10+50; HP 112;
Init +2; Spd 35 ft; Defense 19, flatfooted 16 (+2 Dex, +7
Class); BAB +8; Atk +11 melee (2d10+7, unarmed), or +12
ranged (by weapon); SQ Melee Master, 5 DR physical; AL
The Wrecking Crew; SV Fort +12, Ref +5, Will +1, Rec +9; Rep +4;
Str 20, Dex 14, Con 20, Int 8, Wis 8, Cha 10. Height 6’4” Weight 310 lbs.
Background: Athlete
Occupation: Thug: Perks 2+1 power stunt (Tremor, Shockwave, Power Punch)
Hobby: Crime
Skills: Athletics 11 (+16), Crime 9(+7), Perception 4 (+5), Power Control 11 (+16), Streetwise 14 (+12), Unarmed 15 (+20), Vehicles 4 (+6), Weapons 14 (+19)
Feats: Armor, Attack Focus (Unarmed), Attack Specialization (Unarmed), Combat Martial Arts, Prone Fighting, Superhuman Constitution, Superhuman
Strength, Power Level x7,
Access/Contacts/Followers: Varies (4 points)
Wealth: 9
Possessions: None
Character Disadvantages: Varies
Except for Wrecker himself, Piledriver is the most skilled fighter on the team with his boxing background. With his greater reach and huge hands, he can be a formidable grappler as well.


Powers
Piledriver shares the Asgardian enchantment originally given to the Wrecker, becoming transformed into a being of superhuman power, slightly less than an Asgardian god. He possesses vast superhuman strength and a high degree of invulnerability.
 


Doctor Doom (Star 20/Brainiac 10): HD 30d8+120; HP 300; Init +1; Spd 30 ft; Defense 52, flatfooted 32 (+1 Dex, +9 Int, +10 Cha, +22 Class); BAB +22; Atk +30 melee (2d12+8 NL, unarmed), or +23 ranged (17d4+0, energy blast); SQ Friends in High Places, 17 DR physical, 17 DR energy, 30 DR psychic; AL World Domination; SV Fort +13, Ref +15, Will +27, Rec +13; Rep +29; Str 26, Dex 12, Con 18, Int 29, Wis 26, Cha 30.
Background: Dilettante
Occupation: Mastermind: Perks 6+4 power stunts (Bulletproof, Environmental Seal, Eyes and Ears, Gadgeteer, Gadget Guru, Mystic, Robotic Followers, Super Followers, Tech Wizard, Wizard)
Hobby: Languages
Skills: Academics (astrophysics) 23 (+32), Academics (cosmic energy) 23 (+32), Academics (demonology) 23 (+32), Academics (history) 23 (+32), Academics (multi-dimensional physics) 23 (+32), Academics (robotics) 23 (+32), Academics (temporal physics) 23 (+32), Academics (quantum mechanics) 23 (+32), Business 23 (+33), Chemistry 23 (+32), Computers 23 (+32), Engineering 23 (+32), Influence 23 (+33), Leadership 23 (+33), Legal 23 (+32), Magic 23 (+33), Medicine 23 (+31), Perception 23 (+31), Power Control 23 (+27), Read/Write Language (Cantonese, English, Farsi, French, German, Hebrew, Hindi, Hungarian, Japanese, Korean, Latin, Lithuanian, Mandarin, Polish, Russian, Sherpa, Spanish, Tibetan, Turkish), Speak Language (Cantonese, English, Farsi, French, German, Hebrew, Hindi, Hungarian, Japanese, Korean, Latin, Lithuanian, Mandarin, Polish, Russian, Sherpa, Spanish, Tibetan, Turkish), Unarmed 23 (+31), Vehicles 23 (+24)
Feats: Absorption (PL +2 worn device), Armor (PL +2 worn device), Banter, Blast (PL +2 worn device), Brains over Brawn, Career Advancement x2, Endorsement Deal, Followers, Gadgetry, Mind Shield, Power Level x15, Reciprocity, Smart Defense, Sorcery, Superhuman Charisma, Superhuman Intelligence, Superhuman Strength (PL +2 worn device), Superhuman Wisdom
Access/Contacts/Followers: Complete Access, Diplomatic Immunity, 36 RP followers (Doombots- can have super-powers)
Wealth: 45
Possessions: Doom Armor
Character Disadvantages: Code: Arrogant (DSR 5), Obsession: Defeat Reed Richards (DSR 5), Obsession: World Domination (DSR 5)
Quote: “Kneel before Doom!”

BTW- time for this NPC was still less than 30 minutes lol.
 

Wowzes, Doom shall kick some bo0tay! Ok...here is another "Doom"

Not sure if I represented his powers correctly? And I "made" up a couple powers - adaptation and resurrection. But I give thee - Doomsday!

Doomsday (Tank 20, Powerhouse 5): HD 20d12+300 and 5d10+75; HP 560; Init +3; Spd 30 ft; Defense 21, flatfooted 18 (+3 Dex, -1 Size, +18 Class); BAB +20; Atk +28 melee (2d12+26, unarmed), +23 ranged (8d4+10, thrown object – usually a car); SQ Resilience; DR 17 phys, AL None; SV Fort +16, Ref +10, Will +7, Rec +15; Rep +12;
Str 30 (+10), Dex 16 (+3), Con 40 (+15), Int 10, Wis 10, Cha 8 (-1). Hgt:10’ Wgt: 900lbs
Background: Test Subject
Occupation: Thug-Destroyer: Perks 2+4 power stunts (Darkvision, Shockwave, Tremor, Enhanced Hearing, Mind Shield – Deflection/Reflection)
Hobby: Unarmed
Skills: Athletics 23 (+33), Influence 20 (+19), Perception 23 (+23), Power Control 23 (+38), Unarmed 23 (+33)
Feats: Armor, Attack Focus (Unarmed), Aura (Physical – Boney Growths), Claws, Enhanced Senses, Force Field, Life Support, Power Level x16, Regeneration, Super Leaping, Superhuman Constitution, Superhuman Dexterity, Superhuman Strength, Growth (Medium), Adaptation, Resurrection
Access/Contacts/Followers: Complete Access
Wealth: NA
Possessions: None
Character Disadvantages: Obsession (Destroy every living thing – DSR5), Hideous Appearance (DSR 5)
He’s pretty much an unstoppable engine of destruction, anyone attempting to harm him in melee risks getting cut by his aura, meanwhile anyone attempting to mentally blast him gets one in return. He’s nearly impossible to truly kill, and if you get lucky enough to take him down, odds are it won’t happen twice. Attacks that have killed him before have their saves reduced by half once he resurrects.

 
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Interesting.

So the adaptation only kicks in when he's killed by something and then resurrects?

Yeah, I was thinking of making it a "Linked Power" maybe? His bio basically states that he was subject as a test tube infant to Krypton's harsh landscape and its savage, hungry denizens, using the best of the surviving genes to improve his natural abilities; the harsh process was repeated over and over endlessly, in a mockery of natural evolution. Doomsday was intended to be a perfect being, and to live forever using induced evolution to defy death. Bertron the scientist succeeded in altering Doomsday's (The Ultimate Lifeform's) DNA so that the creature could regenerate each time he was killed and that he would then evolve a resistance or immunity to whatever caused his death.
 

yeah - I'd say it's a build that accurately depicts Doomsday (at least going by his wikipedia article).

As a GM - I would rule that Adaptation and Resurrection were NPC powers only. But - that's just MHO. YMMV
 

yeah - I'd say it's a build that accurately depicts Doomsday (at least going by his wikipedia article).

As a GM - I would rule that Adaptation and Resurrection were NPC powers only. But - that's just MHO. YMMV

lol i pretty much wasn't even going to tell my players what he could do or how he could do it. but yeah, I'll prob make it an NPC power only or make it cost so much for a player to do it they would take a different direction entirely.

Ok..I have a "super" favor to ask of Chuck.... I was in the process of making up Blade. And started thinking of vampires in supers20 - was curious if you could throw out a general Vampire template - maybe one that could be added to any "normal" pc - modern character?
 

Into the Woods

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