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V&V Dreadknight

DREADKNIGHT

Identity: Bram Velsing

Group Affiliation: Masters of Evil

Base of Operations: Mobile

First Appearance: IRON MAN #101 (Aug 1977)

Side: Evil

Sex: Male

Age: 32

Height: 5' 8"

Hair: None

Eyes: Red

Level: 7th

Experience: 27,000

Training: +1 Agility


POWERS:

1. Armour - Type B (Electrically-Insulated Steel-Alloy Chain Mail): ADR 100. The armour also provides Adaptation Defense (at zero cost) against Lightning Control (electrical) attacks.

2. Heightened Endurance A +8

3. Heightened Intelligence A +15

4. Heightened Expertise: +4 to hit with all attack modes of the Power-Lance

5. Pet: Dreadknight rides a black, bat-winged horse he calls Hellhorse. This steed originally belonged to Nathan Garrett, the first Black Knight of the Twentieth Century, and was mutated by Victoria Frankenstein.

HELLHORSE
    Weight: 1200 lbs.
    Agility: 12
    Ferocity: 14
    Hits: 17
    Accuracy: +1
    Damage: 1d12+1
    Power: 40
    Movement: 147" ground, 220" flying

6. Special Weapon (CO2 Gun): This pistol emits a concentrated nerve gas. The pistol's magazine holds four capsules of the nerve gas. Attacks as Chemical Power, Range 1". A successful hit causes unconsciousness in the target without hit point loss. Once the victim is knocked out, normal wake-up rules apply (see 3.8).
        Two or more doses of the nerve agent can prove to be fatal. If the second (or greater) dose hits the victim, then two Endurance saving throws (on d20) are required to avoid being killed outright. If the victim succeeds with only one saving throw, he isn't killed but suffers 1d20 damage to both HP and Power. If he succeeds with both saving throws, he suffers only 1d20 damage to Power instead.

7. Special Weapon (Power-Lance): The Dreadknight's power-lance can be used as a regular lance (+2 to hit, HTH +1d6 Damage), but its built-in offensive technological devices makes this weapon truly dangerous. The power-lance has a total of 18 charges.
        a. Twin Force-Blast Pods: Attacks as Force Field, Range 20", +2 to hit (Training Bonus), 2d10+2 Damage, PR 2/blast.
        b. Conductive Cable: The power-lance can also fire a conductive cable from the centre shaft of the lance. Attacks as HTH, +1 to Hit (Training Bonus), Range 10", it costs only an action (no PR) to fire the cable. On a successful attack, the cable will wrap itself around the target. The cable does no damage, but the victim must make a Strength check to see if he is grappled (roll victim's Basic HTH Damage vs the cable's Basic HTH Damage of 1d12. The victor is the one with the highest damage total). If grappled, Dreadknight can activate an electrical charge that runs through the cable. It hits automatically and causes 2d12 damage. PR cost 3/electrical charge.
        c. Twin "Penetro-Shell" Launchers: The power-lance has four 3-inch long solid-fuel rocket-propelled projectiles that are shot from its hilt. Attacks as HTH, Range 20", +3 to Hit, 1d20 Damage, Blast Radius 3".

4. Weakness (Physical Handicap): Dreadknight's mask has been "bio-fused" (micro-surgically attached) to his face and cannot be removed.


CHARACTER DATA:

Weight: 160 lbs. Basic Hits: 4 Agility Mod: Nil
Strength: 15 Endurance: 22
Agility: 14 Intelligence: 26
Charisma: 13 Reactions from:   Good: -1     Evil: +1
Hit Mod. (1.4) (2.6) (1.3) (1.5) = 7.098 Hit Points: 29
Damage Mod.: +3 Healing Rate: 2.4
Accuracy: +1 Power: 77
Carrying Capacity: 446 lbs. Basic HTH Damage: 1d6
Movement Rates: 51" ground.
Det. Hidden: 18% Det. Danger: 22%
Inventing Points: 15.6 Inventing (78%):

Areas of Interest: Research/Technology & Scientist (Engineering)

Origin and Background: (Latverian) Bram Velsing was a brilliant scientist in Latveria, who was not content to simply execute the technological schemes of his evil monarch, Doctor Doom. Learning of Velsing's rebellious ambitions, Doom had a mask permanently fused to Velsing's face so that, like Doom's, his features were hidden for all time. Anguished and humiliated, Velsing fled Latveria, and eventually fell under the care of the Children, the genetic creations of Dr. Victor Frankenstein, tended by Frankenstein's great-granddaughter, Victoria. While being nursed back to health at her castle, Velsing encountered the winged horse of the criminal Black Knight, which Victoria Frankenstein had tried to restore to normal, but had only succeeded in further mutating.
        Brain Velsing decided to use the horse, his scientific intellect, and terrifying visage to seek revenge against Doom, under a new identify, the Dreadknight. When the Dreadknight sought to steal the secret notebooks of Victor Frankenstein, Victoria Frankenstein thwarted his plan with the aid of Frankenstein's Monster and Iron Man who had landed in Yugoslavia en route to America. Though the Dreadknight was left in the care of the Children after his defeat, his current whereabouts are unknown.
        Note: Origin and Background text is from "The Official Handbook of the Marvel Universe #4" (Deluxe Edition) and is used without permission.

Legal Status: Exiled citizen of Latveria.

Training Bonuses:
    2nd Level:  +1 Damage with Power-Lance's Twin Force-Blast Pods
    3rd Level:  +1 Accuracy with Power-Lance's Twin Force-Blast Pods
    4th Level:  +1 Damage with Power-Lance's Twin Force-Blast Pods
    5th Level:  +1 Accuracy with Power-Lance's Twin Force-Blast Pods
    6th Level:  +1 Accuracy with Power-Lance's Conductive Cable Attack
    7th Level:  +1 Accuracy with Power-Lance's Twin Force-Blast Pods

Notes: Dreadknight hates Doctor Doom and will do anything to facilitate his downfall. It was Doctor Doom who "bio-fused" the mask to Dreadknight's face.


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