VILLAINS - Marvel Minions

Insight said:
I don't have the Annual as of yet, so if someone would be willing to post the new rules for Villain Points, it would be much appreciated!

the Annual has new rules for HERO Points.
I am rewriting them for Villains for our game... not changing a bunch just enough to make it work.

The difference is that Hero Points (in the Annual Rules) are NOT a constant resource. You get them as rewards for in-game play.
So... if you have a Gadgeteer you need to think about two things:
1. possibly taking extra Villain's Luck feat to have a VP or two on hand
2. you can "pre-set" your gadget at the beginning of the adventure to one item without having to spend a VP, when you change items it works as normal.

I'll be posting the "updated" rules soon.
PS. I am using this game as a sort of play-test for some things I'm working on.

-kev-
 

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Kevin Perrine said:
and how is that different than any other criminal?
hehe... just kidding......
Sure that COULD be a moderate Weakness, but to really be a weakness it needs to have a reprecussion that will come up now and then. Not holding a 9 to 5 isn't really an issue so much, he's a criminal...
If you can give me the reason that will make it a Weakness I'm cool with it.
Why is that a problem for him sometimes?

Heh, that's why I said "maybe." My main point was that, like the Joker (and to a lesser extent The Creeper), he's irredeemably insane; worse, Madcap's purposely trying to spread his insanity; even worse, he sees nothing at all wrong with it (in part b/c, at times, he seems to think everyone's as indestructible as himself).
It's the only possible Weakness I could think of that Madcap would have, and it seemed to fit (i.e. I'm really not looking for more points). How 'bout having it at the Minor (+2 point) level?

Kevin Perrine said:
I'd have to look at past representations of him to give an answer.
I have MOST of the characters talked about for play in versions of the Old TSR Marvel game, which is VERY handy in converting.

Check out Classic Marvel for a bunch o' Marvel Super Heroes RPG stats (including Madcap).
The Marvel Chronlogy Project is handy for looking up issues of character appearances; here's Madcap's appearances.

Kevin Perrine said:
I seem to remember Madcap just didn't feel pain from wounds. I don't recall him regenerating or anything. Although one would assume that he could heal somehow to avoid having holes all across his body..... he does where a full body costume though... ;)
He would also suffer from Knockback fairly easily on hits and doesn't just avoid damage... He TAKES it but just doesn't stop or feel it.
Sorta like Jason of the horror movies.

Oh, yeah, he's got Regeneration out the wazoo -- as you can see in the above link, he's got ShiftY/200 Regeneration & Recovery (Wolverine only had Monstrous/75 or Unearthly/100) -- he can be brought down to 0 Health and be regenerated back to full Health in 3 rounds. He has sawed off limbs just for fun, and he has been repeatedly beaten to death & come back from it (Daredevil heard his heart stop, then start back up again on its own); he's been burned beyond recognition and regenerated back from it just fine. The only thing it doesn't seem he can regenerate is the damage done to his nerves that prevents him from feeling pain (assuming that his immunity to pain is a wholly physical thing). It's also unknown what'd happen if he were decapitated (my money's on his body getting up, walking over, and re-attaching it). I tihnk pretty much the only way to permanently kill him would be to atomize him and spread the bits over a very wide area.
He was also immune to being Stunned -- if a hit would stun him, it would instead slam (i.e. do Knockback to) him. I don't see how that could be worked out in M&M, though...

Kevin Perrine said:
Damage Save might still be the best with the flaw of not detracting from knockback as normal.

no?

Actually, I don't think Damage Save has anything to do with Knockback, only Protection does; I think Knockback is determined by the DC of the attack, and Protection changes the DC, but AmSv/Dmg doesn't. But, I could be wrong, it's been ages since I've looked at the Knockback rules.

How'd you feel about him having Protection (described as I did before, not bulletproof skin but the ability to instantly heal from 'lesser' wounds), with a Flaw that makes it so it does nothing to Knockback (or would that be enough of a flaw to truly be a Flaw)? Another reason I thought of this -- the bit about converting M&M to a more D20 game sez to treat AmSv/Dmg like extra hp's, and Protection like Damage Reduction. Extra hp's doesn't seem right, but Damage Reduction (which can be described as "immediate-healing wounds") does.

I'm planning to take off Super-Constitution, anyway -- I realized (with some help from Kenson) that Super-Con & Regen won't stack when regrowing limbs or resurrecting.
 
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Oddball is in our group?
That is sweet!!

Oddball showed up in the first ever Hawkeye limited series with Bombshell and Crossfire. The miniseries where Hawk meets up with Mockingbird and becomes deaf. He also showed up with a group in Captain America where Hawkeye and Cap had to trade weapons to beat them all.

Nice choice, Insight. That is if I am rambling on about the right character.

Nuke
 

I have almost finish the enforcers, but I got a problem. PL7 give me too much point for each. I've try to create them as near as possible from the Ultimate version, but they appear in two arcs and are the goons of the KingPin, so they are not always under the spot (anyway, that would make them more than C-tier villain).

So, if you know the enforcer from the standard Marvel Universe, and have some suggestion how to spend my last points, gfi, or I'll just devellop myself a bit on them, on what they have done up to now.

Code:
Name: Montana Bale

STR 14 +2
DEX 18 +4
CON 14 +2
INT 14 +2
WIS 14 +2
CHA 14 +2

DAM: +2
FOR: +4
REF: +9
WIL: +5

BAB 5
Melee: +9
Ranged: +9
Mental: +7

BDB 5
Defence: 19
Flat-Footed: 15
Mental: 17

FEATS:
Attack Focus (Armed)
Connected
Dodge
Evasion
Expertise
Improved Disarm
Improved Trip
Weapon Finesse

SKILLS:
Acrobatic 6/2
Craft (Leather Working) 4/2
Diplomacy 9/5
Drive 6/2
Gather Information 9/3
Intimdate 7/5
Listen 6/4
Perform 6/4
Sense Motive 7/5
Spot 6/4

POWERS:
Weapon(Whip) 7 [Science]
stunt: Extend Reach x2
stunt: Suffocation (Special: Reflex save, Flaw: Limited - One target)
stunt: Snare (Flaw: Limited - One target)

Amazing Save (Fortitude) 2 [Training]
Amazing Save (Reflex) 5 [Training]
Amazing Save (Will) 3 [Training]

COST:
Attributs: 28
BAB: 15
BDB: 10
Feats: 16
Skills: 18
Powers: 25
Weakness: -5
Total: 105

----

Name: "Fancy" Dan Rubinstein

STR 10 +0
DEX 18 +4
CON 12 +1
INT 12 +1
WIS 12 +1
CHA 16 +3

DAM: +1
FOR: +3
REF: +10
WIL: +3

BAB 4
Melee: +4
Ranged: +8
Mental: +5

BDB 5
Defence: 19
Flat-Footed: 15
Mental: 16

FEATS:
Ambidexterity
Attack Focus (Ranged Weapon)
Connected
Dodge
Evasion
Improved Two-Weapon Fithing
Multi-Shot
Precise Shot
Point Blank Shot
Quick Draw
Rapid Shot
Two-Weapon Fithing

SKILLS:
Bluff 9/6
Diplomacy 10/5
Disable Device 4/3
Drive 5/1
Gather Information 9/2
Innuendo 5/2
Intimidate 13/8
Listen 3/2
Open Lock 7/3
Sense Motive 4/3
Sleight-of-Hand 7/3
Spot 3/2

POWERS:
Weapon (Pistol) 5 [Science]
stunt: Penetrating attack
Weapon (Pistol) 5 [Science]
stunt: Penetrating attack

Amazing Save (Fortitude) 2 [Training]
Amazing Save (Reflex) 6 [Training]
Amazing Save (Will) 2 [Training]

COST:
Attributs: 20
BAB: 12
BDB: 10
Feats: 24
Skills: 20
Powers: 24
Weakness: -5
Total: 105

----

Name: Bruno Sanchez
Nickname: Ox

STR 20 +7
DEX 14 +2
CON 18 +4
INT 10 +0
WIS 12 +1
CHA 10 +0

DAM: +10
FOR: +8
REF: +4
WIL: +1

BAB 6
Melee: +11
Ranged: +8
Mental: +7

BDB 3
Defence: 15
Flat-Footed: 13
Mental: 14

FEATS:
Attack Focus (Unarmed)
Endurence
Improved Grapple
Improved Pin
Power Attack
Takedown Attack
Toughness

SKILLS:
Balance 7/5
Climb 11/4
Intimdate 12/5
Knowledge (Trivia) 4/4
Jump 11/4

POWERS:
Growth 2 [Mutation]
extra: Continious
flaw: Permanent

Immovability 3 [Mutation]

Amazing Save (Damage) 4 [Training]
Amazing Save (Fortitude) 4 [Training]
Amazing Save (Reflex) 2 [Training]

Strike 5 [Training]

COST:
Attributs: 24
BAB: 18
BDB: 6
Feats: 14
Skills: 7
Powers: 37
Weakness: -5
Total: 105

----
Weakness:
Clumsy Teammate
At least once per combat, when one of the enforcers will miss his action, his 
failure will turn into a mishap that will affect one of the other enforcer. A 
general effect is an attack missing his target will hit his teammate.
 
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Nuke261 said:
Oddball is in our group?
That is sweet!!

Oddball showed up in the first ever Hawkeye limited series with Bombshell and Crossfire. The miniseries where Hawk meets up with Mockingbird and becomes deaf. He also showed up with a group in Captain America where Hawkeye and Cap had to trade weapons to beat them all.

Nice choice, Insight. That is if I am rambling on about the right character.

Nuke

Yup I'm playing the mad juggler! Hawkeye's somewhat mortal enemy!
 

I just got this rough draft in... Looks to be pretty good. :) I would like to think hand for getting it done for me. :)

KP, when, if, you think this looks good I'll cut it over to that excel character sheet you like so much. :)

SPIDER-WOMAN [IV] (Charlotte Witter), PL 9 (135 points)
Str 12, Dex 20, Con 14, Int 12, Wis 14, Cha 12 [2+10+4+2+4+2=24]
Villain Points: 5
Initiative: +11 (+5 Dex, +6 Super-Dex)
Defense: 27 (10, +5 Base, +11 Dex), 20 flat-footed [10]
Mental Defense: 17 (10, +5 Base, +2 Wis) [-]
Speed: 30 feet
Melee Attack: +11 (+6 Base, +5 Dex [Attack Finesse]) [18]
Ranged Attack: +11 (+6 Base, +5 Dex) [-]
Mental Attack: +8 (+6 Base, +2 Wis) [-]
Damage: Unarmed Punch +7S, Bio-Electric Venom Blast +8L
Saves: Dmg +2, Fort +2, Ref +11, Will +2
Skills: Acrobatics +12 (1r, +11 Dex), Hide +11 (0r, +11 Dex), Move
Silently +11 (0r, +11 Dex), Profession/Fashion Designer +6 (5r, +1
Int). [6 skill ranks = 3 pp]
Feats: Attack Finesse, Dodge, Evasion, Rapid Strike. [8]
Super-Feats: Extra Limbs (four bony spider-like arms jutting from her
back). [2]
Powers: [6+26+48=80]
* Cling 6 Spider-Woman IV can cling to walls and ceiling and move across them at a speed of 30‘. [Source: Mutation; Cost: 1pp] [6]
* Snare 8 Charlotte can weave psionically-created webs, and use them to entangle others or to swing from building to building. She can also generate “Bio-Electric Venom Blasts“ that fry her victim‘s synapses. [Power Stunt: Energy Blast/Electricity; Extra: Swinging; Source:Psionic; Cost: 3pp] [24+2=26]

* Super-Dexterity 6 Charlotte is amazingly agile and incredibly strong, and can leap vast distances in a single bound. [Extra: Leaping, Super-Strength; Source: Mutation; Cost: 8pp] [48]


Weakness: [+10]

* Disturbing, Moderate The four bony spider-like arms jutting from her back, combined with the constant predatory glare she gives people (since, ultimately, all they are is food to her) give Witter a -5 penalty on Bluff and Diplomacy checks (and possibly to Disguise). [+5]

* Susceptible (Hunger), Moderate Witter must regularly replenish her ebbing energies with those of Metahumans. Failing that, she’ll drain a normal human completely dry, much like any other spider. [+5]

24+10+18+3+8+2+80-10 = 135 (PL 9)

History:
Charlotte Witter, the latest woman to bear the title of "Spider-Woman", started out as nothing more than a wealthy fashion designer, until she was taken by Dr. Otto Octavius, better known as the sinister scientist Dr. Octopus, for his experiments in gene manipulation, which transformed her into a human/spider hybrid. Able to absorb the powers of the previous Spider-woman, and then ultimately, destroy Spider-man. Doc Octopus created a costumed identity for her
role as the new Spider-Woman, and he bade her to systematically attack the former heroes of that same name.

As Spider-Woman, Charlotte attacked and drained the powers of the original Spider-Woman, Jessica Drew, and her successor, Julia Carpenter. Mattie Franklin teamed up with the now-powerless Spider-Women, Julia Carpenter and Jessica Drew, and the mysterious psychic Madame Web, and was able to take some of Witter's power away, into herself. Franklin now had some of Witter's powers, and the unconscious and defeated Charlotte was taken into the care of the now
youthful Madame Web, who was in fact Witter's grandmother!

A short time later, Witter awoke from her comatose state and took away Madame Web's youth as a means of repowering herself. Witter then returned to her original objective: Eliminating Spider-Man. Spider-Man and the new/old Spiderwoman Mattie Franklin were able to stop Spider-Woman's threat, though barely.

Since her repowering and the escape after her last encounter with Spider-Man, Charlotte has not been seen, but is likely she will continue her revenge plots.
 
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Here's my first pass at Batroc. Comments and suggestions are welcome

BATROC THE LEAPER, PL: 9, , Name: Georges Batroc, Male, Size: Medium; INIT: +8, DEF 23/18; SPEED 30; MELEE +11, RANGED +11, MENTAL +7, SV: DMG +6, FORT +2, REF +15, WILL 0; STR 14, DEX 18, CON 14, INT 10, WIS 10, CHA 14.

SKILLS: Acrobatics* +11/5, Balance +8/2, Bluff +7/5, Climb +7/5, Diplomacy +4/0, Disable Dev* +4/4, Drive* +6/2, Gather Info +4/2, Hide +6/2, Intimidate +4/0, Jump +9/5, Move Silent +6/2, Pilot* +6/2, Sense Motive +4/4, Sleight/Hand* +8/2, Taunt +9/5.

FEATS: Attack Finesse (use dex mod. for melee attacks), Dodge (+1 def, or +2 def to one opponent), Evasion (use ref save instead of dmg save), Expertise ((- attack), (+ def), 5 max), Imp. Initiative (+4 to initiative), Imp. Trip (when tripping, can immediately attack), Instant Stand (standing up is a free action), Lightning Reflexes (+2 ref saves), Power Attack ((- attack), (+ dmg bonus), 5 max), Surprise Strike ( +1 dmg/2 pls if target flat), Takedown Attack (make add'tl attack if you stun), Arch-Nemesis (+2 attacks & saves vs. nemesis).

POWERS: AMAZING SAVE (REFLEX) [+9], AMAZING SAVE (DAMAGE) [+4], LEAPING (TRAINING) [+4], Extra: Super-Leap [+4], Extra: Bouncing [+4], STRIKE (SAVATE) [+3].

COST: abilities 20, combat 37, skills 23, feats 24, powers 31, weakness 0, total 135.
 
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More Madcap Musings
ooo
Since Madcap has been beaten to death by a group of more-or-less normal Mook Thugs (numerous times, in fact), it seems Amazing Save/Damage would indeed be the better way to go, rather than Protection, since the effects of Amazing Save/Damage would decrease as the number of hits he suffers increases (not so with Protection). Thus, he could still be beaten to death by a gang of thugs, given enough time (especially if they get in a few critical hits).
ooo
And, with his Regen 9 w/ Resurrection, he'll eventually get back up again [DC 20 Constitution check to resurrect, per the Annual, with a bonus equal to your ranks in Regen added; with his Con of 18 (+4), all he needs to roll is a 7 or better, which can easily be done with a VP if needed]. Since Super-Constitution & Regen stack for purposes of the Regrowth & Resurrection check (since both are Powers), and since Madcap doesn't really possess any type of superhuman constitution, I'm nixing the Super-Con, and will just have Amazing Save/Damage as an Extra on his Regeneration.
ooo
Which gives me 9 more pp to spend... 11 more if I get that Minor Weakness ;)
 

Hand of Vecna said:
More Madcap Musings
Which gives me 9 more pp to spend... 11 more if I get that Minor Weakness ;)

I don't know if psychotic, would apply as the weakness. But maybe the fact he takes nothing seriously, and thinks life is a game? I mean, I doubt if he going out of his way to save anyone. Ally or not, afterall to his mind, thier liable to get right back up. I don't think he realizes that he is unique in that regard. As far as that goes, he won't be careful of himself either, regardless of the risk. He's likely to walk into an active nuclear reactor. Its all meaningless.
 

Here's my first effort at the Porcupine:


PORCUPINE
PL: 9
Veteran super criminal

Name: Alex Gentry
Size: Medium
Gender: male
Age: 38
Height: 6'1"
Weight: 255 lbs (305 in suit)
Hair: brown
Eyes: blue-grey
Occupation: professional criminal

Base of Ops: mobile


"PORCUPINE, PL: 9, Veteran super criminal, Name: Alex Gentry, male, Size: Medium; INIT: +2, DEF 17/15; SPEED 30, FLIGHT 25; MELEE +9, RANGED +9, MENTAL +8, SV: DMG +3, FORT +3, REF +2, WILL +2; STR 16, DEX 14, CON 16, INT 14, WIS 14, CHA 14.

SKILLS: Bluff +2, Computers* +2, weapons +8, Diplomacy +2, Intimidate +3, Sense Motive +2.

FEATS: Accurate Attack ( (- dmg bonus), (+ attack roll), 5 max), Attack Focus ( +1 attack (ranged), All-Out Attack ((-dodge), (+attack), 5 max), Leadership (+1 to all rolls directing others), Point Blank Shot (+1 to hit/dmg ranged attacks in 30 ft), Precise Shot (no penalty attacking targets in melee ), Villain's Luck (+1 villain point).

POWERS: BATTLESUIT (ARMOR) [+9], Extra: Energy field (quills) [+6], Extra: Flight (jet boots) [+5], Extra: Energy blast (Concussion bombs) [+9], Extra: Multifire [+9], Extra Autofire [+9], Stunt: Snare (liquid cement) [+9], Stunt: Fatigue (knock-out gas quills) [+9], Stunt: Obscure (smoke screen) [+9], Stunt: Mind control (hypnotic wheels) [+9], Stunt: Darkvision (nightvision lenses), Stunt: Immunity -Suffocation (oxygen), Extra: Super STR (exoskeleton) [+1].

COST: abilities 28, combat 28, skills 9, feats 14, powers 56, weakness 0, total 135.
"
 

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