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I've converted a number of 3e villains, mainly from Threat Report and Rogues Gallery, but until I feel like creating whole npc profiles for them, I can just as well share.

Some are more fleshed out than others, depending on what I've needed. Some are straight conversions, some have been changed based on what was needed.

 

I use most of these or have plans for them, so please ask before you use them, just to be sure there's no conflicts.

 

Index

New Young Freedom: Casanova, Chump, Bluebird, Toxin, Stinger/Ms. Scorpion

Princess Poison/Sportsman Family: Princess Poison, Sportsman I, Sportsman II, Ms. Scorpion

The Looking Glass Gang: White Rabbit, Bill the Lizard, Dormouse, Red Queen. Coming: Alice, the Hatter

 

coming eventually...

Scarlet Mist and Purple Haze

The Devil's Advocates

Edited by RocketLord
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The Looking Glass Gang

Threat report p. 143

 

The White Rabbit

Power Level: 12

Abilities: STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +1 (12), WIS: +2 (14), CHA: +4 (18)

Saves: Tou: +1/+7, Fort: +10, Ref: +12, Will: +13

Skills: Acrobatics 8 (+10), Bluff 12 (+14), Diplomacy 6 (+10), Notice 8 (+10), Sense Motive 12 (+14), Sleight of Hand 8 (+10), Stealth 8 (+10)

Feats: Attack Focus (melee) 3, Defensive Roll 3, Dodge Focus 9, Evasion 2, Fascinate (Bluff), Improved Initiative, Improved Trip, Redirect, Set-Up, Taunt

Powers:

  • Down The Rabbit Hole (Mind Control 12) (DC 22)
  • Mad, Mad Mind (Immunity 10) (mental effects)
  • Now You See Me... (Concealment 10) (all senses; Saving Throw (Will); Variable Descriptor (Narrow group - Illusions))
  • Wonderland (Illusion 12) (affects: all sense types, DC 21; Duration (sustained), Independent, Selective Attack; Progression, Area 9 (5000 ft. radius))

Attack Bonus: +4 (Ranged: +4, Melee: +7, Grapple: +7)

Attacks: Down The Rabbit Hole (Mind Control 12) (DC Will 22), Unarmed Attack, +7 (DC 15)

Defense: +17  (Flat-footed: +4), Knockback: -2

Initiative: +6

Complications
Escaped Government Experiment: He’s also not entirely wrong about THEM... 
Mad As a March Hare: White Rabbit is a delusional paranoid certain THEY are out to get him. 
Tea-Time Forever!:White Rabbit wants to bring down institutions to “free” people, whether they want to be or not

 

Dormouse
* = with Shrinking
Power Level: 10

Abilities: STR: +0/-1* (10/8*), DEX: +3 (16), CON: +0 (10), INT: +2 (14), WIS: +2 (14), CHA: +1 (12)

Saves: Tou: +0/+8, Fort: +8, Ref: +12, Will: +10

Skills: Acrobatics 9 (+12), Bluff 12 (+13), Knowledge [Technology] 9 (+11), Notice 9 (+10), Sense Motive 9 (+11), Sleight of Hand 12 (+15), Stealth 12 (+15/+19*)

Feats: Attack Focus [Melee] 4, Defensive Roll 4, Evasion 2, Hide In Plain Sight, Taunt

Powers:

  • Fey (Immunity 3 [Aging, Disease, Poison], Morph 4 [Any shape]
  • Mouse Door (Teleport 11, Accurate, Extended, Portal, Medium [Door or surface])
  • Run The Maze (Stun 11 resisted by Will)
  • Small (Shrinking 4, Continous duration)

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +8/+4*)

Attacks: Run The Maze +8/+9* (DC21 Will Save vs. Stun), Unarmed +8/+9* (DC14 TOU)

Defense: +11/+12*  (Flat-footed: +5), Knockback: -2

Initiative: +3

Complications
Fey: Dormouse is not of this world but of the world of faery.
Sleepy: Acquires teh Entranced condition when left with nothing to do for more than two rounds, asleep after ten rounds.

 

Bill The Lizard

Power Level: 10

Abilities: STR: +12 (10/34), DEX: +2 (14), CON: +12 (22/34), INT: +0 (10), WIS: +2 (14), CHA: +0 (10)

Saves: Tou: +12, Fort: +12, Ref: +8, Will: +8

Skills: Acrobatics 6 (+8), Intimidate 12 (+12), Notice 6 (+8), Sense Motive 9 (+11), Stealth 9 (+11)

Feats: All-Out Attack, Animal Empathy, Attack Focus (melee) 4, Improved Grapple, Improved Grab, Improved Pin, Improved Trip, Interpose, Power Attack, Takedown Attack 2

Powers:

  • Just a Little Lizard Array
    • BP: 
      • Enhanced Constitution 12 (Linked; +12 CON)
      • Enhanced Strength 24 (Linked; +24 STR)
    • AP: Shrinking 12 (Alternate; -12 STR, -3 size categories, 1/4 movement speed; Normal Toughness)
  • Scaly Hide (Impervious Toughness 😎
  • Snake-Eyes (Super-Senses 2) (infravision, low-light vision)
  • Tail (Additional Limbs 1) (1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple; Custom (Detactable), Innate)

Attack Bonus: +4 (Ranged: +4, Melee: +8, Grapple: +20)

Attacks: Unarmed Attack, +8 (DC 27)

Defense: +8  (Flat-footed: +4), Knockback: -9

Initiative: +2

Complications
Amnesiac: Bill doesn’t remember his life before the Gang. 
Cold-Blooded: Dazed in cold environments.
Lizard: Bill is strange-looking at best

 

Red Queen

Power Level: 11

Abilities: STR: +7 (24), DEX: +1 (12), CON: N/A, INT: +3 (16), WIS: +2 (14), CHA: +1 (12)

Saves: Tou: +8, Fort: Immune, Ref: +9, Will: +10

Skills: Knowledge (Cosmology) 12 (+15), Knowledge (Technology) 8 (+11), Notice 8 (+10), Sense Motive 8 (+10)

Feats: Eidetic Memory, Fearless

Powers:

  • Immunity 30 (Fortitude Saves)
  • Super-Senses (Detect Dimensional descriptor effects, Direction Sense, Distance Sense, Low-Light Vision, Time Sense, Tracking)
  • Enhanced Feats (Improved Initiative 2)
  • Comprehend (Languages 3 (Understand and be understood in any language))
  • Temporal Circuitry Array
    • BP: Accelerate Self
      • Enhanced Feats (Dodge Focus 6)
      • Quickness 8
      • Speed 8 (2500 mph, 25,000 ft/rnd)
    • AP: Decelerate Others
      • Stun 11 (Area [General Burst]; Extras: Alternate Save (Will), Selective, Insidious)

Attack Bonus: +8 (Grapple: +15)

Attacks: Unarmed: +8, DC23 Damage, - Deceleration: General Burst Area (DC21 Reflex) -> DC21 Will Save vs Stun

Defense: +14  (+8 without Dodge Focus, Flat-footed: +4), Knockback: -4

Initiative: +10

Complications
Alien: Robot from another dimension and time.
Amnesia: No recollections prior to recent arrival on Earth

 

Alice and The Hatter coming eventually.

Edited by RocketLord
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New Young Freedom

Casanova

Hero High 3e p. 155
Power Level : 12
*Abilities: STR: +0 (10), DEX: +2 (12), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +6 (22)
*Saves: TOU (+10), Fort (+10), Ref (+8), Will (+14)
*Skills: Bluff 6 (+12/+16), Intimidation 9 (+15), Notice 2 (+5), Sense Motive 12 (+15), Search +8
*Feats: Attack Focus [Ranged] 2, Attractive, Benefit (Wealth), Eidetic Memory, Fascinate 2 (Bluff, Intimidation), Luck 3 (Work it as more chances for HP to heroes)
*Powers
- Mind Control 12
-- Blast (Alternate Save [Will]) 10
-- Mind Control 8 (General Area) 
-- Dazzle (Alternate Save [Will], Perception Range) 10
- Super-Senses (Mental Awareness)
- Super-Senses (Psychic Blindsight)
- Device (Suit)
-- Protection 6
*Combat: Initiative +4, Defense +14 (flat +6), Ranged Attack +12, Melee Attack +8, Knockback -5
*Attacks
- Mind Control: DC22 Will, Perception
- Mind Blast: DC25 Will, +14
- Mind Control: DC18 Will, General Area Burst
- Dazzle: Choose one sense; DC22 Will, Perception, Will to overcome

 

Chump

Hero High 3e p. 15
*Power Level: 10
*Abilities: STR: +15* (4,*), DEX: +3 (16), CON: +15 (34), INT: +2 (14), WIS: +2 (14), CHA: +0 (10)
*Saves: TOU (+15), Fort (+15), Ref (+8), Will (+4)
*Skills: Climb 6 (+15/+17), Swim 6 (+15/+17), Knowledge [Popular Culture] 3 (+5), Knowledge [Technology] 1 (+3), Computers 3 (+5), Notice 3 (+5), Stealth 2 (+5), Intimidate 10 (+10)
*Feats: All-Out Attack*, Attack Focus [Melee] 2, Diehard, Fearless*, Improved Critical 2 [Unarmed]*, Improved Grab, Takedown Attack 2*, Ultimate Effort [Toughness]*
*Powers
- Invulnerability
-- Enhanced Feat 1 (Ultimate Effort [Toughness])
-- Immunity 8 (Cold, Disease, Heat, High Pressure, Poison, Radiation, Vacuum, Suffocation [Must hold breath])
-- Impervious Toughness 10
-- Regeneration 1 (Bruised 1/r)    
- Super-Strength 6 (Feats: Groundstrike, Shockwave, Thunderclap)
*Combat: Initiative +3, Defense +5 (flat +2), Attack +3, Ranged Attack +3, Melee Attack +5, Knockback -13, Grapple +26
*Attacks
- Unarmed: DC31, +5
- Groundstrike: Trip vs. +9/+11* Strength in General Burst Area at DC19/21 Reflex
- Shockwave: DC24/26 Cone Area Strength damage at DC19/21 Reflex
- Thunderclap: DC19/21 General Burst Area Auditory Dazzle at DC19/21 Reflex

 

Toxin

Hero High 3e p. 156
*Power Level: 10
*Abilities: STR: +0 (10), DEX: +2 (14), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +1 (12)
*Saves: TOU (+12), Fort (+10), Ref (+8), Will (+5)
*Skills: Bluff 4 (+5), Perform [Acting] 4 (+5), Notice 5 (+5)
*Feats: Attack Focus [Melee] 4
*Powers
- Immunity 2 (Poison, Disease)
- Stun 10
-- Damage 10 (Extras: Secondary Effect) 
-- Fatigue 10
-- Nauseate 10
-- Drain TOU/FORT 10
- Device (Protective Suit) - Damaging the suit means a constant Area Damage effect
-- Protection 3
*Combat: Initiative +2, Defense +8 (flat +3), Attack +4, Ranged Attack +6, Melee Attack +8, Knockback -4
*Attacks
- Stun: DC20 Fort, +10
- Damage: DC25 TOU, +10
- Fatigue: DC20 Fort, +10 
- Nauseate: DC20 Fort, +10
- Drain TOU/FORT: DC20 Fort, +10, Drain TOU or FORT

 

Bluebird

Hero High 3e p. 155
*Power Level: 8
*Abilities: STR: +0 (10), DEX: +4 (18), CON: +2 (14), INT: +1 (12), WIS: +1 (12), CHA: +0 (10)
*Saves: TOU (+8), Fort (+6), Ref (+6), Will (+6)
*Skills: Acrobatics 6 (+10), Climb 5 (+5), Swimming 5 (+5), Bluff 5 (+5), Knowledge [Current Events] 4 (+5), Knowledge [Popular Culture] 4 (+5), Notice 9 (+10), Stealth 6 (+10), Medicine 4 (+5)
*Feats: Connected, Evasion 2, Improved Initiative 1, Move-By Action
*Powers
- Move Object 8 (Extras: Damaging; Feats Accurate 2)
- Flight 6 (120 mph; Feats: Subtle 2)
-- Flight 4 (Extras: Area, Affect Others, Selective; Feats Subtle 2)
- Force Field 8 (Impervious Sustained)
*Combat: Initiative +8, Defense +8 (flat +4), Attack +6, Ranged Attack +6, Melee Attack +6, Knockback -8
*Attacks
- Move Object Throw/Damage: DC21, +10
- Move Object Grapple: +16

 

Stinger/Ms. Scorpion

Hero High 3e p. 156
*Power Level: 10
*Abilities: STR: +4 (18), DEX: +7 (24), CON: +5 (20), INT: +2 (14), WIS: +5 (20), CHA: +5 (20)
*Saves: TOU (+8), Fort (+8), Ref (+11), Will (+10)
*Skills: Acrobatics 8 (+15), Bluff 5 (+10), Climb 8 (+10), Swim 8 (+10), Bluff 10 (+15), Intimidation 10 (+15), Investigation 8 (+10), Notice 5(+10), Sleight of Hand 3 (+10), Stealth 3 (+10), Sense Motive 3 (+10)
*Feats: All-Out Attack, Attack Focus [Melee] 4, Chokehold*, Defensive Attack, Evasion 2, Endurance, Hide in Plain Sight, Improved Disarm*, Improved Grab*, Improved Trip*, Instant Up, Skill Mastery 1 (Bluff, Stealth, Intimidation, Notice), Taunt, Well-Informed
*Powers
- Device (Scorpion Sting Whip)
-- Enhanced Feat (Chokehold, Improved Disarm, Improved Grab, Improved Trip)
-- Adds (Feats Extended Reach 3 [15 ft.] to Strength-based Damage
-- Damage 2 (Feats: Extended Reach 3 [15 ft.], Linked to Toxin Whip Array, Mighty)
-- Toxin Whip Array (Extras: Linked to Damage)
--- Dazzle 6 (Visual; Alternate Save [Fort]; Feats: Extended Reach 3)
--- Stun 6 (Feats: Extended Reach 3 [15 ft.])
--- Paralyze 6 (Extras: Alternate Save [Fort]; Feats: Extended Reach 3 [15 ft.])
- Device (Suit)
-- Super-Senses (Darkvision, others as needed)
-- Impervious Toughness 8
*Combat: Initiative +7, Defense +12 (flat +6), Attack +6, Ranged Attack +6, Melee Attack +12, Knockback -5 , Grapple +16 (normal)
*Attacks
- Grapple +16 (3 ft.)
- Dazzle: DC18 Fort vs. Visual Dazzle, DC21 TOU vs Damage, +10
- Stun: DC18 Fort vs. Stun, DC21 TOU vs Damage, +10
- Paralyze: DC18 Fort vs. Visual Dazzle, DC21 TOU vs Damage, +10
 

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  • RocketLord changed the title to Rogues & Threats

Sportsman/Princess Poison Family

 

Sportsman I

3E Rogues  p. Gallery 161
*PL11
*Abilities: STR: +3 (16), DEX: +6 (22), CON: +4 (18), INT: +5 (20), WIS: +5 (20), CHA: +5 (20)
*Saves: TOU (+11), Fort (+12), Ref (+12), Will (+9)
*Skills: Acrobatics 14 (+20), Climb 9 (+12), Swim 9 (+12), Stealth 9 (+15), Craft [Technology] 5 (+10), Knowledge [Technology] 5 (+10), Knowledge [Popular Culture] 5 (+10), Escape Artist 9 (+15)
*Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] 4, Chokehold, Defensive Attack, Evasion, Hide in Plain Sight, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved trip, Inventor, Power Attack, Takedown Attack, Teamwork 3, Weapon Bind
*Powers

  • Device (Jet Ski)
    • Flight 3 (50 mph)
  • Device (Protective Gear)
    • Protection 7
  • Device (Gimmick Sports Equipment)
    • Gimmick Sports Array
      • Snare 10 (Extras: Area [General Line]) - Goal Net 
      • Blast 10 (Extras: Area [General Burst], Ricochet 4) - Exploding Balls
      • Damage 7 (Feats: Mighty, Variable Descriptor 1 (Weapons, Bludgeoning or Piercing damage) - Baseball Bat / Golf Club / Fencing Sword / Hockey Stick
      • Blast 7 (Extras: Penetrating 5; Feats: Accurate 4, Mighty 3, Precise, Split Attack, Subtle 1) - Bow & Arrows
      • Adds (Feats Extended Reach 16 [80 ft.] to Strength-based Damage), Damage 4 (Feats: Might, Linked (Strength based damage) - Fishing Rod & Reel
      • Blast 11 (Extras: Area [General Line]; Feats: Triggered 2) - Giant Expanding Bowling Balls

*Combat: Initiative +10, Defense +11 (flat +5), Attack +6, Ranged Attack +6, Melee Attack +14, Knockback -5 , Grapple +17 (normal)
*Attacks

  • Goal Net: DC20 REF vs. Area, DC25/20 TOU vs. Damage
  • Exploding Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage
  • Baseball Bat, etc.: DC25 TOU vs. Damage, +12
  • Bow & Arrows: DC25 TOU vs. Damage, Penetrating 5, Subtle, +12
  • Fishing Rod & Reel: 80 ft. reach, Grapple +17, DC22 TOU vs. Damage, +12
  • Giant Expanding Bowling Balls: DC21 REF vs. Area, DC26/21 TOU vs. Damage

 

Princess Poison

3E Rogues Gallery p. 162
*PL12
*Abilities: STR: +0 (10), DEX: +6 (22), CON: +4 (18), INT: +4 (18), WIS: +5 (20), CHA: +5 (20)
*Saves: TOU (+10), Fort (+12), Ref (+10), Will (+9)
*Skills: Acrobatics 10 (+15), Bluff 10 (+15), (+10), Intimidation 10 (+15), Notice 5(+10), Sleight of Hand 3 (+10), Stealth 5 (+10), Sense Motive 5 (+10)
*Feats: Attractive 2, Attack Focus [Melee] 4, Defensive Roll 2, Distract [Bluff], Set-Up, Skill Mastery [Acrobatics , Bluff, Sleight of Hand, Stealth], Teamwork 3, Well-Informed
*Powers

  • Immunity 1 (Poisons)
  • Toxic Touch Array
    • Mind Control 10 (Touch Range; Extras: Contagious, Alternate Save [Fort])
    • Stun 10 (Touch Range; Extras: Contagious)
    • Damage 10 (Touch Range; Extras: Contagious, Secondary Effect)
    • Paralyze 10 (Touch Range; Extras: Contagious, ALternate Save [Fort])

*Combat: Initiative +5, Defense +14 (flat +7), Attack +6, Ranged Attack +6, Melee Attack +14, Knockback -2 , Grapple +14 (normal)
*Attacks

  • Damage: DC25 TOU vs. Damage, Contagious, +12
  • Stun: DC20 Fort vs. Stun, Contagious, +12
  • Paralyze: DC20 Fort vs. Paralyze, Contagious, +12
  • Mind Control: DC20 Fort vs. Mind Control, Contagious, +12

 

Sportsman II

3E Rogues Gallery 119
*PL10
*Abilities: STR: +5 (20), DEX: +5 (20), CON: +5 (20), INT: +3 (16), WIS: +0 (10), CHA: +1 (12)
*Saves: TOU (+12), Fort (+12), Ref (+8), Will (+7)
*Skills: Acrobatics 14 (+20), Climb 13 (+18), Swim 13 (+18), Stealth 13 (+18), Craft [Technology] 5 (+8), Knowledge [Technology] 5 (+8), Knowledge [Popular Culture] 7 (+10), Bluff 14 (+15)
*Feats: Accurate Attack, All-Out Attack, Attack Focus [Melee] 1, Challenge [Fast Feint], Chokehold, Defensive Attack, Evasion 2, Hide in Plain Sight, Improved Aim, Improved Defense, Improved Disarm, Improved Grab, Improved Initiative, Improved trip, Inventor, Power Attack, Takedown Attack, Teamwork 3, Weapon Bind
*Powers

  • Container (Trained and Enhanced)
    • Super-Strength 4
    • Super-Movement 6 (Environmental Adaption [Urban], Slow Fall, Sure-Footed 2, Wall-Crawling 2)
    • Leaping 2
    • Swimming 1
    • Speed 1
  • Device (Skates)
    • Flight 4 (100 mph)
  • Device (Protective Gear)
    • Protection 5
    • Impervious TOU 10
  • Device (Gimmick Sports Equipment)
    • Gimmick Sports Array
      • Snare 10 (Extras: Area [General Line]) - Goal Net 
      • Blast 10 (Extras: Area [General Burst], Ricochet 4) - Exploding Balls
      • Damage 7 (Feats: Mighty, Variable Descriptor 1 (Weapons, Bludgeoning or Piercing damage) - Baseball Bat / Golf Club / Fencing Sword / Hockey Stick
      • Adds (Feats Extended Reach 16 [80 ft.] to Strength-based Damage), Damage 7 (Feats: Might, Linked (Strength based damage) - Fishing Rod & Reel
      • Blast 10 (Extras: Area [General Line]; Feats: Triggered 2) - Giant Expanding Bowling Balls
      • Stun 12 - Hard Blow

*Combat: Initiative +9, Defense +8 (flat +4), Attack +6, Ranged Attack +6, Melee Attack +8, Knockback -7 , Grapple +17 (normal)
*Attacks

  • Goal Net: DC20 REF vs. Area, DC25/20 TOU vs. Damage
  • Exploding Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage
  • Baseball Bat, etc.: DC27 TOU vs. Damage, +8
  • Fishing Rod & Reel: 80 ft. reach, Grapple +17, DC27 TOU vs. Damage, +8
  • Giant Expanding Bowling Balls: DC20 REF vs. Area, DC25/20 TOU vs. Damage
  • Hard Blow: DC22 Fort vs. Stun, +8

 

Ms. Scorpion

See New Young Freedom

Edited by RocketLord
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