The Clown from ACE's Super Mystery Comics can be created in the Survive This!! Vigilante City RPG by using the game's classless system and focusing on his unique chemical enhancements and specialized gadgets. As a major villain, he would be a "Boss" tier character with customized powers and high Health.
A malevolent psychopath who seems to work for himself at times and other times for Adolf Hitler. He was a skilled swordsman and an inventor of various brain-washing devices. The Clown's background was never revealed, but his debut story hinted that he was not an American. He was decked out in face-paint and wore a clown outfit. This villain fought Magno the Magnetic Man and Davey on multiple occasions.
The Clown: Master Criminal & Chemist
Origin: The Clown's background is a mystery, only hinted to be non-American. He is a genius chemist and criminal mastermind, utilizing a costume and face-paint while orchestrating elaborate crimes against society and the hero Magno.
Stats (Using Vigilante City/ICRPG system)
- Health: 100 (Boss Tier)
- Defense/Armor: 40 (Implies high damage reduction, perhaps via agility)
- Damage: 4d6 (Base for his rapier/hand-to-hand with enhanced strength)
- Abilities/Skills:
- Brilliant Chemist: The Clown is a genius-level intellect and can create or identify any chemical substance with an Intelligence check.
- Criminal Mastermind: Master tactician and organizer; can plan complex heists and manage a network of minions with ease (Personality/Intelligence checks for planning/persuasion).
- Expert Fighter: Highly agile and a skilled swordsman (uses a concealed rapier).
Powers & Equipment
The Clown's powers come from his self-invented serums and gadgets.
Chemical Enhancements
- Enhanced Physiology: The Clown has a self-created formula that provides enhanced Strength, Speed, and Agility, making him a formidable physical combatant capable of matching superheroes.
- Mechanic: Grant advantage (or a +2 bonus) on all Strength, Agility, and Stamina checks related to physical feats and combat.
- "Degravitating Solvent": A fluid that, when applied to himself, allows him to leap up to 40 feet in the air, even while carrying a person.
- Mechanic: Treat as a Flight (Leaping) ability for movement purposes; allows vertical movement up to 40ft/round with no falling damage.
Gadgets and Weapons
- Mind Control Belt: A device worn on his person that allows him to control a human mind.
- Mechanic: Requires a successful Targeting roll. The victim must pass a difficult Willpower save (GM determined target number) or fall under his control. The effect is ongoing as long as the victim is within range and the belt is active.
- Magnetic-Bonding Blocker Fluid: A fluid that blocks magnetic attraction. (Used specifically against Magno, potentially useful against other magnetic heroes).
- Mechanic: Can be thrown or applied. Requires an Agility check to apply successfully. Once active, it nullifies magnetic powers or effects in a small area for a limited time (e.g., 1d4 rounds).
- Specialty Weapons/Poisons:
- Rapier: Concealed, standard damage (above).
- "Laughing Powder": High explosives mixed with a powder that causes victims to laugh to death.
- Gas Wand: Releases clouds of knock-out gas or a smoke screen.
Weaknesses
- Arrogance: His genius often leads to overconfidence in his elaborate deathtraps and plans, which can be his downfall.
- Homicidal Rage: While usually a meticulous planner, he can sometimes act in a sudden, homicidal rage, leading to tactical errors.
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