Sunday, August 13, 2006

Red Skull for Blood and Vigilance

Red Skull (Charismatic Hero 10/Smart Hero 5/Mastermind 10): CR 25; Medium-size humanoid; HD 10d6+60 plus 5d6+30 plus 10d6+60; HP 238; Mas 23; Init +6; Spd 30 ft; Defense 32, touch 26, flatfooted 26 (+0 size, +6 Dex, +10 class, +6 equipment); BAB +12; Grap +20; Atk +18 melee (1d4+6, Combat Martial Arts), or +18 ranged (2d6+0, Beretta 93R); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL World Domination; SV Fort +19, Ref +17, Will +16; AP 12; Rep +14; Str 23, Dex 23, Con 23, Int 14, Wis 13, Cha 23.
Occupation: Military (Demolitions, Knowledge [Tactics])
Skills: Bluff +35, Computer Use +10, Craft (chemical) +15, Craft (electronic) +10, Craft (mechanical) +20, Craft (pharmaceutical) +10, Craft (structural) +12, Demolitions +26, Diplomacy +23, Disable Device +9, Disguise +35, Forgery +10, Gather Information +23, Intimidate +33, Knowledge (Arcane Lore) +15, Knowledge (Behavioral Sciences) +9, Knowledge (Business) +7, Knowledge (Streetwise) +5, Knowledge (Tactics) +18, Profession +2, Read/Write Language +5 (English, French, Italian, Russian, Chinese), Sense Motive +11, Speak Language +5 (English, French, Italian, Russian, Chinese)
Feats: Advanced Firearms Proficiency, Antithesis (bonus from Cap’s Nemesis disadvantage), Armor Proficiency (light), Armor Proficiency (medium), Burst Fire, Combat Expertise, Combat Martial Arts, Combat Throw, Deceptive, Defensive Martial Arts, Educated (Knowledge [Behavioral Sciences], Knowledge [Tactics]), Frightful Presence, Henchmen, Information Network, Iron Will, Lair, Lightning Reflexes, Personal Firearms Proficiency, Point Blank Shot, Renown, Sidekick, Simple Weapons Proficiency, Tactician, Teamwork (Specific Group), Windfall
Talents (Charismatic Hero): Coordinate, Inspiration, Greater Inspiration, Fast-Talk, Dazzle
Talents (Smart Hero): Savant (Craft [chemical]), Plan, Exploit Weakness
Talents (Mastermind): Dark Magnetism, Right Hand Man (Mother Night), Master Plan, Escape Plan, Cult of Personality

Powers: Superhuman Strength +12, Superhuman Dexterity +11, Superhuman Constitution +10, Superhuman Charisma +8, Magic Item +23 (Cosmic Cube), Super Feat +18: Commando Training, Hook, Choke Hold, Frenzy, Fury, Berserker Rage, Super Skill +5 (Disguise)

Power Stunts: +4 to all Charisma-based skill, +4 Fortitude saves
Possessions: Cosmic Cube (this device is capable of warping reality but things tend not to go as planned for the person using it), Tactical Vest (Advanced design), Combat Martial Arts, Beretta 93R, various other devices by Wealth (+16)

As before, this is strictly a non-profit fanboy-type activity. No challenge to anyone's IP is intended, in fact the opposite. This is a celebration of that IP (plus a chance to show off what my nifty game can do).

Continuity nit-speak: This is after Red Skull came to inhabit a cloned body of Steve Rogers, hence the stats.

Rules nit-speak: Since he came to occupy that body through a warping of reality, the fact that the three physical superhuman ability powers he took are not class powers for him has been hand-waved. They are trated as class powers.

No comments:

Night Ride Part 1

Night Ride Part 1 “Look, Pa, it’s my turn. Also, Nana is having one of her spells again and she has no idea who I am when she gets this w...