Friday, June 29, 2012

Mister Zsasz

And now for one of the truly depraved:

VICTOR ZSASZ
Male Human Maniac* Strong 6/Fast 2/Dedicated 1; CR 10
Medium-size Humanoid (height 5’ 9”, weight 155 lb.); Age mid 30s
* See Menace Manual

Init +6; Senses (core) Listen +0, Search +3, Spot +3; Senses (house) Listen/Spot +10, Search +3
Languages English

Defense 20, touch 20, flat-footed 18; Defense (house) 20, touch 16, flat-footed 18; (+2 Dex, +8 class)
hp 90 (9 HD); Mas 20; DR 5/—
Fort +9 (+14 vs. massive damage), Ref +6, Will +3
Action Points 17

Speed 35 ft.
Melee unarmed +11/+6 (1d6+5 lethal/nonlethal, 20) or
Melee slam +11 (1d6+5, 20) or
Melee knife +11/+6 (1d4+5, 19-20) or
Melee by weapon +10/+5 or
Ranged by weapon +9/+4
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +7; Grp +15
Atk Options Precise Strike, Streetfighting
Special Qualities ability surge 1/day, freak traits, immune to mind-affecting effects, maniac traits

Abilities Str 16 (12), Dex 14 (13), Con 17 (13), Int 16 (15), Wis 10, Cha 12
'(-)' indicate original ability scores.
Allegiances cutting, chaos, evil, blood; Rep +3; San –10
          Note: Zsasz suffers from a particularly virile strain of indefinite amok psychotic disorder and exhibitionism.
Feats Brawl, Combat Martial Arts, Improved Damage Threshold, Improved Grapple (see Urban Arcana), Improved Initiative, Precise Strike (see Urban Arcana), Simple Weapons Proficiency, Stealthy, Streetfighting, Toughness, Weapon Focus (knife)
Skills (core) Bluff +8 (+1 after 1 min. study), Climb +10, Gamble +4, Hide +9, Intimidate +8 (+1 after 1 min. study), Jump +7, Knowledge (business) +5, Knowledge (streetwise) +5, Knowledge (tactics) +6, Move Silently +9, Profession (businessman) +2, Read/Write English, Sense Motive +7 (+8 after 1 min. study), Sleight of Hand +8, Speak English, Spot +3
Skills (house) Athletics +15, Gamble +4, Knowledge (business) +6, Knowledge (streetwise) +7, Knowledge (tactics) +8, Perceive +10 (+1 on Sense Motive after 1 min. study), Persuade +13 (+1 on Bluff, Intimidate after 1 min. study), Profession (businessman) +2, Read/Write English, Sneak +14 (+2 on Hide, Move Silently), Speak English
Talents (Strong) Improved Melee Smash, Melee Smash
Talents (Fast) Increased Speed
Talents (Dedicated) Empathy
Starting Occupation (core) Entrepreneur (Bluff, Gamble as permanent class skills)
Starting Occupation (house) Entrepreneur (Gamble, Persuade as permanent class skills)
Possessions casual outfit (prison attire; 2 lb.), knife (1 lb.), various personal items
Wealth Bonus +1

The Roman

A major player featured in Year One, The Long Halloween, and Batman Begins:

CARMINE “THE ROMAN” FALCONE
Male Human Charismatic 4/Gangster* 6; CR 10
Medium-size Humanoid (height 5’ 11”, weight 185 lb.); Age late 50s
* See Past

Init –1; Senses Listen +2, Search +2, Spot +2
Languages English, Italian, Portuguese (speak only), Spanish (speak only)

Defense (core) 13, touch 13, flat-footed 13; Defense (house) 13, touch 10, flat-footed 13; (–1 Dex, +4 class)
hp 50 (10 HD); Mas 13
Fort +6, Ref +6, Will +7
Action Points 6

Speed 30 ft.
Melee unarmed strike +8/+3 (1d6+1 nonlethal, 20)
Melee by weapon +7/+2
Ranged Berreta pistol +5/+0 (2d6 ballistic, 20, 40 ft., S, 15 box)
Ranged by weapon +5/+0
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Atk Options Point Blank Shot, Sneak Attack +2d6
Special Qualities street traits

Abilities Str 12 (13), Dex 9 (10), Con 13 (14), Int 15 (14), Wis 15 (14), Cha 18 (15)
'(-)' indicate original ability scores.
          Note: Carmine has age penalties and bonuses due to middle age.
Allegiances the Falcone family, Gotham City, money, law, evil; Rep +8; San 65
Feats Brawl, Confident, Iron Will, Minions (Leader score: 22; see Past), Personal Firearms Proficiency, Point Blank Shot, Renown, Simple Weapons Proficiency, Trustworthy, Windfall
Skills (core) Bluff +12 (+6 toward women), Diplomacy +18 (+6 toward women), Disguise +9 (+6 toward women), Drive +4, Forgery +10, Gamble +12, Gather Information +15 (+6 toward women), Hide +4, Intimidate +13 (+6 toward women), Knowledge (art) +6, Knowledge (business) +5, Knowledge (current events) +9, Knowledge (streetwise) +10, Move Silently +4, Perform (keyboards) +7 (+6 toward women), Profession (businessman) +7, Read/Write English, Read/Write Italian, Sense Motive +14, Speak English, Speak Italian, Speak Portuguese, Speak Spanish
Skills (house) Disguise +9 (+6 toward women), Drive +4, Forgery +15, Gamble +12, Gather Information +16 (+6 toward women), Knowledge (art) +6, Knowledge (business) +7, Knowledge (current events) +11, Knowledge (streetwise) +10, Perform (keyboards) +7 (+6 toward women), Perceive +14, Persuade +17 (+6 on Bluff toward women, +2 on Diplomacy, Intimidate [+8 toward women, both]), Profession (businessman) +11, Read/Write English, Read/Write Italian, Sneak +9, Speak English, Speak Italian, Speak Portuguese, Speak Spanish
Talents (Charismatic) Charm (females), Favor
Talents (Gangster) Infamy, Opportunist, Sneak Attack (+2d6), Underworld Contacts (3 total)
Starting Occupation Criminal & Entrepreneur (Forgery as permanent class skill, +1 on Knowledge [current events]; Brawl)
Possessions (carried weight 6 lb.) formal outfit (tuxedo; 3 lb.), gold-studded ring (fitted with poisonous barb that, after priming the ring with a twist, automatically injects fer-de-lance venom [Fort DC 14, initial effect 1d6 Con, secondary effect 1d6 hp] into a victim with whom he shakes hands), Beretta 92FS (3 lb.)
          Note: As a prominent leader of one of the major criminal syndicates in Gotham, the Roman has access to many restricted and illegal resources, and almost never lacks for access to any common items.
Wealth Bonus +22

More on the way!

Thursday, June 21, 2012

The Master of Fear

Another d20 look at a villain populating the Nolan films.

The SCARECROW, PROFESSOR JONATHAN CRANE, PhD
Male Human Fast 2/Smart 4/Field Scientist 5/Pharmer* 3; CR 14
Medium-size Humanoid (height 6’, weight 140 lb.); Age late 40s
*See Future Pharma

Init +1; Senses (core) Listen +2, Search +10, Spot +6; Senses (house) Listen/Spot +13, Search +14
Languages Akkadian (read/write only), Algonkin (read/write only), English, German, Hungarian (read/write only), Latin

Defense 24, touch 24, flat-footed 19; Defensive Martial Arts, Dodge (+2 Dex, +3 Int, +9 class)
hp 61 (14 HD); Mas 11
Fort +7 (+4 vs. addiction), Ref +8, Will +9 (+4 vs. addiction)
Action Points 18

Speed 30 ft.
Melee unarmed strike +5/+0 (1d4–1 lethal/nonlethal, 20) or
Melee by weapon +5/+0
Ranged atomizer +9/+4 (see below) or
Ranged by weapon +8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +6; Grp +5
Atk Options none
Special Qualities freak traits, immune to fear effects**

** Dr. Crane’s extensive experiments with chemical fear inducers and pharmaceutical fear blockers have inured him to any further effects of most forms of natural fear. This was achieved only through embracing an irrational case of chiroptophobia (fear of bats) brought on by his own methods and obsession with the Batman, resulting in his current state of insanity.

Abilities Str 9 (10), Dex 14, Con 11 (12), Int 17 (16), Wis 14 (12), Cha 14 (12)
'(-)' indicate original ability scores.
          Note: Professor Crane has age penalties and bonuses due to middle age.
Allegiances fear, the human mind, evil; Rep +4 (+2 toward those with at least 1 rank in Knowledge [behavioral sciences]); San 15
          Note: Dr. Crane suffers from indefinite anitsocial, avoidant, and compulsive personality disorders.
Feats Cautious, Chemical Youth (see Future Pharma), Chemically Attuned (hallucinogens; see Future Pharma), Combat Martial Arts, Defensive Martial Arts, Dodge, Educated (Knowledge [behavioral sciences, earth and life sciences]), Exotic Weapon Proficiency (atomizer), Far Shot, Simple Weapons Proficiency, Weapon Focus (atomizer)
Skills (core) Bluff +6, Computer Use +10, Concentration +4, Craft (chemical) +12, Craft (pharmaceutical) +22, Decipher Script +7, Demolitions +9, Disable Device +9, Disguise +6, Hide +6, Intimidate +7, Knowledge (arcane lore) +10, Knowledge (behavioral sciences) +15, Knowledge (earth and life sciences) +12, Knowledge (streetwise) +10, Knowledge (technology) +9, Knowledge (theology and philosophy) +10, Move Silently +7, Profession (teacher) +6, Read/Write Akkadian, Read/Write Algonkin, Read/Write English, Read/Write German, Read/Write Hungarian, Read/Write Latin, Research +14, Search +10, Sense Motive +9, Sleight of Hand +7, Speak English, Speak German, Speak Latin, Spot +6
Skills (house) Computer Use +10, Control +7, Craft (chemical) +12, Craft (pharmaceutical) +22, Deduce +14, Demolitions +9, Disable Device +9, Disguise +6, Knowledge (arcane lore) +10, Knowledge (behavioral sciences) +15, Knowledge (earth and life sciences) +12, Knowledge (streetwise) +10, Knowledge (technology) +9, Knowledge (theology and philosophy) +10, Persuade +11, Perceive +13, Profession (teacher) +6, Read/Write Akkadian, Read/Write Algonkin, Read/Write English, Read/Write German, Read/Write Hungarian, Read/Write Latin, Research +14, Sneak +13, Speak English, Speak German, Speak Latin
Talents (Fast) Evasion
Talents (Smart) Exploit Weakness, Savant (Craft [pharmaceutical])
Talents (Field Scientist) Minor Breakthrough (behavioral sciences), Scientific Improvisation, Skill Mastery (Computer Use, Craft [chemical], Craft [pharmaceutical], Demolitions, Disable Device, Knowledge [behavioral sciences]), Smart Defense
Talents (Pharmer) Better Living Through Chemistry (+1), Increased Absorption Rate, One Man’s Poison
Starting Occupation Academic (+1 on Knowledge [behavioral sciences], Knowledge [earth and life sciences], Research)
Possessions scarecrow-themed outfit (2.5 lb.), skull-shaped atomizer (2-shot cartridge expels “fear gas”; has two attack modes: [A] a spray that requires a ranged touch attack affecting all creatures on a line [provokes AoO, 10 ft. increment., max range 50 ft., though this attack mode reduces the toxic potency by –2 on the save DC], or [B] a cloud as an area attack [does not provoke AoO, fills one adjacent 5-ft square]), 3d4 doses of fear toxin (see below), 2d4 doses of fear-inhibitor (see below)
Wealth Bonus +13

NEW Poison Fear Toxin
Delivery Method: inhaled (or injury); Effect: initial effect panicked, secondary effect panicked (if already panicked, the target instead suffers 1d3 Wisdom damage and must make a Will save DC 20 or experience a relapse of the toxin’s effects again 1 minute later; subjects whose Wisdom score is reduced to 0 by the effects of this toxin die immediately of fright); Save DC: Fort 20; Craft DC: 31 (or 26); Purchase DC: 15 (or 12); Time: 16 hours (or 8 hours) [1d4 doses]

This fear-inducing toxin consists of synthetic adreno-cortical secretions and strong hallucinogens which prompt neuromuscular spasms, cardiac arrhythmia, panic attacks, and potentially death.
          Note: Fear toxin is a specially concocted poison that Crane has mastered through pharmaceutical means, as opposed to most poisons (i.e. made by use of Craft [chemical]). Crane may make this poison using Craft (pharmaceutical) instead, but he must also succeed on a DC 20 Craft (chemical) check after each period of creation, otherwise his fear toxin takes on an effective shelf life of 1 week.

NEW Drug Fear-Inhibitor “Fear No More”
Potency: 5 (6); Effect(s): Hallucinogenic (6); Saving Throw: Will negates (harmless; see description); Drawback(s): Acute Side-Effects, Reduced Shelf Life; Duration: Varies (see description); Side-Effect(s): Ability Damage (1d6 Wis, Fort halves), Memory Loss (Will negates); Method of Use: Inhaled (8-round onset); Shelf Life: 3 months (D); Craft DC: 30; Purchase DC: 24 (Illegal); Time: 4 hours (1d4 doses)

A precursor and base drug used to derive his fear toxin, Crane’s “Fear No More” formula negates the user’s normal cautionary reaction to danger and instills a nearly suicidal level of uninhibited fearlessness. Users are immune to all mind-affecting fear effects (including use of Intimidate), are immune to the cowering, panicked, and shaken conditions, and receive a +6 bonus against all other mind-affecting effects. Users are also compelled to do things they might otherwise not (e.g. seek out dangerous thrills, take risks against enemies, gamble on their own lives); for each hour not engaged in such daring activity, the user suffers a cumulative –1 on all other checks (maximum –12) until the drug wears off.

The drug lasts only 6 hours if the user is impaired or kept immobile, but can last up to until the user’s Wisdom ability damage has completely healed or until the user drops unconscious from damage. Users may attempt a DC 21 Will save to ignore all the drug's primary (harmless) effects, though a separate save must still be made to ignore the drug's side-effects.

Stay tuned!