Jab's RoninArmy Build Dump

Where in all of your character write ups will go.
kirinke
Posts: 4322
Joined: Sat Nov 05, 2016 2:28 pm

Re: Jab's RoninArmy Build Dump

Post by kirinke »

Lol. I've actually started playing Sonic Forces, which has a pretty good story-line for a Sonic game and the Sonic movie was actually good. So it got me interested in the series again.

Basic premise for Sonic Forces is Eggie has curb-stomped Sonic, taken him prisoner and in six months, taken over most of the world. Naturally, the heroes have to rescue Sonic and defeat Eggie and take the world back.
Kirinke's Compendium of Wondrous Creatures
Kirinke's Conversions (D&D Items to M&M3E Rules)

Battle Init
Viv: 24
Ren:22
Peekaboo: 20
Deutschritter: 19
Amy: 15
Angrboda: 15
Adeleth: 14
Thugs: 12
Lilly: 7
Alma: 5
User avatar
Spam
Posts: 147
Joined: Sat Nov 05, 2016 12:17 am

Re: Jab's RoninArmy Build Dump

Post by Spam »

Bask in the Suck!
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Marvel Cosmic Builds

Post by Jabroniville »

BUILLLLLDDDDSSSS... INNNNNN....... SPAAAAAAAAACE!!!:

Marvel's Cosmic Scene is a weird affair, and has really only been a major part of comics for one of it's eras- though the more-common Space Scene is important at varying intervals. The whole things starts from a combo of the Fantastic Four & Doctor Strange books of the 1960s, with Stan Lee writing for the crazy minds of Jack Kirby & Steve Ditko. Jack made The Watcher, Galactus and others, while Ditko had all the crazy hallucinogenic stuff like Eternity and Dormammu, and they merged to make a crazy-fun world. Aside from that, you had a ton of alien races popping up all over the place (usually as Alien Invaders), which only got added to over the years. The 1960s gave way to the 1970s, where writers on some really good pot created a lot more of the space-scene, and eventually we had a really set "map", featuring the Skrulls, Kree & Shi'ar fighting for supremacy over a horde of one-note "Invaders". Jim Starlin in particular took a major interest, creating a lot of interstellar foes and worlds.

Marvel altered a lot of it's basic Cosmology over the years, adding new characters and concepts, and finally sorta settled on a "Hierarchy" of guys. Most of these characters were mere background events (save someone like Galactus or Uatu) until the 1990s, when Stan Lee finally gave up his sole-writer-control over The Silver Surfer, which produced a long-running series drawn by Ron Lim. Similarly, Mark Gruenwald, the ever-nerdy stats-dork of Marvel Comics, created his "Quasar" book, featuring an almost encyclopedic look at Marvel's Cosmic Scene (along with the unnecessary answers to dozens of questions, like "Where do Cosmic Conceptual Beings get their bodies?"). Similarly, we had "The Infinity Gauntlet", a MAJOR uber-crossover featuring some of the most awesome battle scenes EVER (and Jim Starlin's own favourite character, Thanos). So the '90s were a pretty good time to be a fan of Cosmic stuff.

Unfortunately, all the books would fade away in the Great Comic Book Crash of 199whatever, and we wouldn't see a regular Cosmic book, in... well, basically ever. When all the "tertiary" books of Marvel got cancelled, they started focusing ONLY on the key titles again, and a few failed Silver Surfer books were really all that happened. I think Peter David played with some Cosmic stuff in "Captain Marvel", and The Fantastic Four still met Galactus every once in a while, but that was it.

Until "Annihilation", the OTHER big crossover that took place in the same year as "Civil War". This was actually well-received, though it was obviously a second-tier cross-over. Keith Giffen (usually noted for his DC stuff with the Stupid Justice League and Legion of Super-Heroes) teamed up with "Warhammer" novel writers Dan Abnett & Andy Lanning to REALLY crank up and re-fit the Cosmic stuff for the modern (2000s) era. The first story turned Drax into a different character, put the Silver Surfer back with Galactus, and gave Richard "Nova" Rider a permanent character upgrade, turning him from a forgotten New Warrior into a super-powerful Cosmic Hero with his own ongoing series. It also helped do away with the Skrulls as a major factor, and turned Annihilus into a Universal-class villain. This story was HEAVILY Cosmic as well, with Thanos, Galactus and a pair of Galactus-class beings (from the same Universe/origin as Galen himself) named Aegis & Tenebrous, all fighting.

"Annihilation: Conquest" featured Ultron as the main villain, allying with X-foes The Phalanx to take over the world. This story featured the fall of The Kree, as their worlds were decimated by techno-organic warriors, and Ronan The Accuser was shifted from a generic Alien Bad Guy into a noble Knight-type guy. It also gathered a group of varied Alien/Cosmic/Space Heroes and forged them into a "Ragtag Bunch of Misfits" who came to be known as the new Guardians of the Galaxy. This led to ANOTHER ongoing once "Conquest" was finished (funnily enough, an editorial coincidence led to two Ultrons appearing at once- a boobed-Ultron fought the Frank Cho Mighty Avengers while this four-eyed one was kicking around in Space), which kind of became a trend: Building a massive Cross-Over (with a bunch of 4-part series and a main Cross-Over series) in order to start an ongoing book.

The odd thing was that without the influence of Giffen (as far as I can tell, this is the reason), the Cosmic stuff fell by the wayside, and things started getting more "Earthly", as the heroes were less powerful and didn't deal with the Space Gods or any of that stuff- even Nova himself downgraded his powers and thinned them out by giving them to other Novas. This was kind of sad, as "Annihilation" featured a LOT of stuff with the Heralds of Galactus, with Firelord in particular doing some cool stuff. We pretty much haven't seen many of those guys since. Similarly, there was a pretty cool bit with Super-Skrull in the first storyline, but he vanished COMPLETELY by "Conquest".

By this time, we had most of our "Cosmic Reshuffling" finished- the full point almost seemed to be creating a new status quo- the Kree and the Skrulls fell, and so it was the Shi'ar's turn- more crazy stuff happened, Empress Lilandra of all people was murdered, Vulcan took over, then got unseated, The Inhumans got involved (and took over the Kree, with Crystal marrying Ronan), the Shi'ar lost a ton of power, a parallel universe of Cancer-Life (resembling Warhammer's "Warp" in what I'm sure wasn't a coincidence with Abnett & Lanning around) did a ton of damage, etc.

Unfortunately, sales either faltered or the writers gave up, and both "Nova" and "Guardians of the Galaxy" (which was getting REALLY iffy after a point- it went from "cool ragtag adventures" to "every character dies and gets resurrected in every arc") were cancelled. However, with "Guardians" becoming a hot property again (a movie has been announced), we may see some of them back. And the problem with the whole "EVERYTHING is changed" thing, is that comics are notorious for falling back into "Back-To-Basics Syndrome"- it's only a matter of time before the next big Space-themed writer ignores a ton of what happened before, and sets everything back the way it was. At least Gladiator is still Praetor of the Shi'ar Empire, but we've already seen Jon Hickman on "Fantastic Four" setting the Kree back to an invading army free of Inhuman influence (and back with a Supreme Intelligence- this one comprised of a pair of Alternate Universe Reed Richardses).

So we'll see where the Space Scene ends up from here.

Keith Giffen and Andy Schmidt give a two part interview about "Annihilation" here. Funniest bits include them ripping on Red Shift for looking dorky, and laughingly-threatening to kill off Quasar when fans begged for him to appear and not die... AND THEY KILLED HIM IN THAT STORY! Part Two. Heh, they even joke about how the Kree got a big racial make-over in "Maximum Security", which then got ignored/fixed/retconned away.

Power Levels:
-Like I said with my Mythological Builds, once you get to levels this high, PLs get tougher to determine, but also easier to "fake" because of varied showings. Cosmic Guys follow the same rules as the Earth-bound heroes and villains, and can often be compared against such characters. It's fairly well-established that The Silver Surfer is more powerful than any hero on Earth, and yet he can be challenged (and even beaten) by the top-level Earth Heroes like The Hulk or Thor (both PL 14s). Marvel's Skyfathers are PL 16-17, which is VASTLY powerful (any of them would handily beat Thor in a fight), yet they themselves are comparable to some Elder Evils like Mephisto. But then things get hairier: Galactus has been shown as being near Mephisto's level at least once, yet also far beyond any "Mere Skyfather". Certainly his regular power level is higher (witness how easily he defeated The Sphinx when the latter had attained God-like, Earth-crushing power). Some guys are said to be capable of blowing up the Earth in a single blast, but are then showing grappling characters or fighting off heroes one-on-one.

Then you add in the sheer VARIETY of Marvel's Cosmic Beings- The Watcher, The Stranger, Mephisto, Eon, Ego, Galactus, and all the Conceptual Beings are all clearly more powerful than The Silver Surfer, who is like the ALPHA-LEVEL Super-Hero! Certain Cosmics are full-blown concepts who just happen to take humanoid form at times (the embodiments of time, love, hate, chaos, etc.), and are generally more powerful than The In-Betweener, who himself is still cosmic. Eternity is above them all... but still subservient to The Infinity Gauntlet & Living Tribunal, and who knows where Death ends up on the scale?

In general, you can give-or-take a PL in any instance. And even moreso, it doesn't take a rocket scientist to figure out that though a PL 22 character is obviously more powerful than a PL 20, the difference of +4 ranks in any direction isn't exactly an overwhelming, unstoppable difference at that level (+20 damage isn't as much better as +16 damage than, say, +8 is better than +4 damage), and the "less powerful" guy can still win if the dice roll his way. And remember, Power Levels are about more than just PL- guys with more ranks of Variable or immense Immunities can be far more dangerous than someone who's just really, really damage-heavy. Not to mention all those characters who will inevitably be more expensive than others.



Builds To Do (note- some guys may not be placed in the right areas- I'll have to check their biographies when doing the builds to be sure):
The Guardians of the Galaxy:
Major Victory
Charlie-27
Martinex
Nikki
Talon
Starhawk
Aleta
Yondu

Space-Heroes:
Adam Warlock
Pip the Troll
Gamora
Drax the Destroyer
Rocket Raccoon
Star Lord
Cosmo the Wonder-Dog
Wraith
Her
Bug
Quasar (re-build)
The Goddess
Captain Universe
Phyla-Vell
Tana Nile
Aquarian

Space Villains:
Thanos
Nebula
Maelstrom
Annihilus
Ravenous & the Currs
Dormammu
Mephisto
The Magus
Talos
Devos
Blastaar
Shuma-Gorath
Michael Korvac
Midnight Sun (just for you, Ares :))
Vulcan

The Kree:
Ronan the Accuser
Korath the Pursuer
The Supreme Intelligence/Supremor
Ultimus
Shatterax
Captain Atlas
Doctor Minerva

The Heralds of Galactus:
The Silver Surfer
Firelord
Air-Walker
Red Shift
Stardust
Terrax
Morg
The Fallen One

The Elders of the Universe:
The Grandmaster
The Collector
The Obliterator
The Gardener
The Caregiver
The Contemplator
The Runner
The Stranger
The Trader
The Possessor
The Astronomer

Cosmic Beings:
Galactus
Kronos
Mistress Love
Sire Hate
Lord Chaos & Master Order
The In-Betweener
The Shaper of Worlds
The Beyonder
Ego
Tyrant
Eon
Epoch
The Phoenix
The Celestials
The Watcher
Aron The Rogue Watcher
Eternity
The Living Tribunal
The Infinity Gems
The Infinity Gauntlet

Builds I've Already Done:
Adam X- The X-Treme
Cloud
Death Metal
Death's Head I
Death's Head II
Captain Mar-Vell
Crystal
Darkhawk
Deathcry
Jack of Hearts
Mantis
Moondragon
Ms. Marvel/Binary
Noh-Varr
Nova Prime
Quasar
Starfox

The Bi-Beast
The Blood Brothers
The Champion of the Universe
Fin Fang Foom
Halflife
The Magus
Nebulon
Ord
The Overmind
Paibok the Power-Skrull
Psycho-Man
Quantum

The Snarks
The Sphinx
Star Thief
Super-Skrull
Terminus
Ultron
Marrina
Witchfire

The Dark Riders:
Barrage
Foxbat
Gauntlet
HardDrive
Psynapse
Tusk

The Inhumans:
Black Bolt
Gorgon
Karnak
Lockjaw
Maximus
Medusa
Triton

Kly'bn
Sl'gur't

Magik
Shatterstar
Warlock

Races:
Alien Templates
Atlanteans
Badoon
The Brood
Dire Wraiths
Kree
Phalanx
Rigellians
Shi'ar
Skrulls

The Starjammers:
Ch'od
Corsair
Hepzibah
Korvus
Lilandra
Raza Longknife

The Warbound:
Caiera
Elloe Kaifi
Hiroim
Korg
Miek
No-Name

Jean Grey
Phoenix II/Marvel Girl II
Cerise
Lila Cheney (Update)

Carnage
Demogoblin
The Doppelganger
The Man-Wolf/John Jameson
The Scorpion I/Venom II
The Symbiotes (Scream, Phage, Lasher, Riot & Agony)
Toxin & Hybrid
Venom I (Regular & Anti-Venom)


BLASTAAR THE LIVING BOMB-BURST
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #62 (May 1967)
Role: Filler Villain, The OTHER Big Negative Zone Threat
Group Affiliations: The Frightful Four, The Aliens of the Negative Zone
PL 12 (177)
STRENGTH
13 STAMINA 11 AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Dictator) 8 (+8)
Intimidation 10 (+11)
Perception 2 (+2)
Technology 6 (+6)

Advantages:
All-Out Attack, Chokehold, Diehard, Great Endurance, Improved Critical (Blasts) 2, Power Attack, Ranged Attack 8, Startle, Trance

Powers:
"Raw Strength" Power-Lifting 1 (400 tons) [1]

"Dense Hide"
Immunity 4 (Heat, Cold, Radiation, Pressure) [4]
Protection 3 (Extras: Impervious 7) [10]

"Suspended Animation" Immunity 4 (Starvation & Thirst, Vacuum, Suffocation 2) (Flaws: Side-Effect; Immobile -2) [1]

"Living Bomb-Burst"
"Bomb-Burst" Damage 12 (Feats: Penetrating 8) (Extras: Area- 60ft. Burst +2) (44) -- [46]
AE: "Escape Velocity" Flight 9 (1,000 mph) (18)
AE: Blast 14 (Feats: Penetrating 8) (36)

Offense:
Unarmed +9 (+13 Damage, DC 28)
Bomb-Burst +12 Area (+12 Damage, DC 27)
Blast +8 (+14 Ranged Damage, DC 29)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +14 (+4 Impervious), Fortitude +11, Will +6

Complications:
Motivation (Power)- Blastaar is nothing more than a simple conqueror- his motivations are easily-understood.
Temper- Blastaar is quick to rage, and lives up to his name.
Reputation (Dictator)- Blastaar's native Baluurians threw the bum out years ago, and he's been trying to re-take his home planet ever since.
Relationship (Family)- Blastaar's wife Nyglar, his father, and even his son Burstaar all hate him.

Total: Abilities: 72 / Skills: 26--13 / Advantages: 17 / Powers: 62 / Defenses: 13 (177)

-Blastaar's been through the wringer as a C-League Fantastic Four opponent. He showed up in the Negative Zone during one of Reed Richards' little travels, coming out of a Life Support Coma thingie and kicking some ass, but the FF ultimately beat him back- it was a ridiculously-fillery storyline for one single issue, and it was fine for that. He's always fulfilled that role as a guy who was pretty tough, hit hard, and was a threat, but never really a BIG storyline deal. He was a Lee/Kirby One-Shot Opponent at-best. He's been occasionally involved with Annihilus (usually as an enemy), and during Annihilation he got mainly a supporting role. He fought against Annihilus, then did some other stuff, and killed his father, who wanted to keep their kingdom a peaceful, scientific one. Blastaar, of course, is the embodiment of wasteful battle, often fighting for combat's own sake. We'll see where this rather one-note character ends up as things move forward, now that Annihilus is in an infant state.
-Blastaar's pretty hardcore, being a PL 12 Blaster. It's one HELL of a Blast, able to break nearly anybody, and the guy also has All-Out & Power Attack to deal extra punishment with high-level Energy. Plus a giant Area Effect that can bring down an entire team of Avengers (sans-Thor or Hercules) in one shot. He's based almost entirely around battle, mixing Thing-level Strength with his super-Blast, but has a unique trick in that he can always go into Suspended Animation.

DEVOS THE DEVASTATOR
Created By:
Tom DeFalco & Paul Ryan
First Appearance: The Fantastic Four #359 (Dec. 1991)
Role: Jobber Villain
Group Affiliations: The Frightful Four, The Aliens of the Negative Zone
PL 10 (158)
STRENGTH
2/12 STAMINA 3 AGILITY 1
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Intimidation 4 (+4)
Investigation 5 (+5)
Technology 5 (+7)
Perception 2 (+2)
Vehicles 4 (+7)

Advantages:
Equipment 10 (Starship), Power Attack, Ranged Attack 5

Powers:
"Devastator Armour" (Flaws: Removable) [79]
Enhanced Strength 10 (20)
Protection 9 (Extras: Impervious 7) (16)
Flight 6 (120 mph) (12)
Immunity 5 (Immunity to Heat, Cold, Pressure, Vacuum, Radiation) (5)
Senses 4 (Infra & Ultra-Vision, Extended Sight, Extended Hearing) (4)

"Frost Grenades" Snare 9 (Extras: Area- 30ft. Burst) (Drawbacks: Diminished Range -1) (35) -- (41)
AE: "Shoulder Bazookas" Blast 10 (Feats: Split) (Extras: Area- 30ft. Burst) (Drawbacks: Diminished Range -1) (30)
AE: Energy Blast 10 (Feats: Split) (21)
AE: "Auto-Targetted Blaster" Blast 6 (Feats: Accurate 2) (18)
AE: "Knock-Out Gas" Affliction 7 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Area- 15ft. Cloud) (21)
AE: "Electrical Shock" Electrical Aura 8 (Flaws: Unreliable- Several Rounds of Recovery) (24)
AE: "Helmet Flare" Dazzle Visuals 10 (Extras: Visual Perception) (Flaws: Touch Range) (20)
-- (89 points)

Offense:
Unarmed +8 (+1 Damage, DC 17)
Armour +8 (+12 Damage, DC 27)
Frost Grenades +9 Area (+9 Affliction, DC 19)
Knock-Out Gas +7 Area (+7 Affliction, DC 17)
Blast +8 (+10 Ranged Damage, DC 25)
Targetted Blaster +12 (+6 Ranged Damage, DC 21)
Bazookas +10 Area (+10 Ranged Damage, DC 25)
Electrical Shock +8 (+8 Damage, DC 23)
Helmet Flare +10 Area (+10 Affliction, DC 20)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+12 Armour, +4 Impervious), Fortitude +5, Will +4

Complications:
Motivation (Stopping War)- Devos is obsessed with stopping all wars- his methods are to kill anyone capable of fighting.

Total: Abilities: 38 / Skills: 24--12 / Advantages: 16 / Powers: 79 / Defenses: 13 (158)

-Devos is just a weak Fantastic Four foe that got trotted out for a second during Ronan's own "Annihilation" bit, fighting Talos the Untamed, getting stabbed, then fleeing the situation. He wasn't seen again afterwards. His whole thing is that he's an alien guy in power armour that wants to stamp out all war. His methods for doing this involve killing anyone and everyone who are capable of waging war. Yeah, with a weird obsession like that, he was BOUND to just be some weirdo. Total loser character, and he rarely appears.
-Devos is mostly spaceships & power-suits as far as his points-cost goes, but that is a pretty sweet suit of armour. He can slug it out with The Thing, take a punch, and has a BIG swack of Alt-Effects to choose from, from Bazooka blasts to KO Gas, Freeze Explosion Snares, an Aura attack, a Dazzle, etc. Kind of a fun piece of armour to stick on a guy with all that variance, and he's PL 10 because of the suit, but only in Melee. Otherwise, he's a PL 9, able to only tie with someone like Talos the Untamed or something.

TALOS THE TAMED/UNTAMED
Created By:
Peter David & Gary Frank
First Appearance: The Incredible Hulk #418 (June 1994)
Role: Jobber Villain
Group Affiliations: The Skrulls
PL 10 (106)
STRENGTH
10 STAMINA 5 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Soldier) 6 (+8)
Insight 3 (+5)
Investigation 4 (+6)
Perception 3 (+5)
Technology 4 (+6)
Vehicles 6 (+8)

Advantages:
Benefit (Skrull Officer), Diehard, Improved Critical (Axe), Improved Smash, Power Attack, Ranged Attack 2

Powers:
"Skrull Cyborg" Protection 3 [3]

"Talos' Axe" (Flaws: Easily Removable) [5]
Strength-Damage +1 (Feats: Penetrating 6) (7 points)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Axe +8 (+11 Damage, DC 26)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +7, Will +4

Complications:
Reputation (Skrull Unable to Shape-Shift)- This is considered an especially-horrible disability in Skrull Society.

Total: Abilities: 66 / Skills: 30--15 / Advantages: 7 / Powers: 8 / Defenses: 10 (106)

-Talos is another SERIOUSLY weak character, taking the concept of a Skrull handicapped so he couldn't shapeshift (which is sort of interesting), and made him a cyborg. He never really did too much (though apparently he beat the Hulk once, but apparently Hulk let him win, as he guessed that Talos was trying to commit Suicide By Monster or something), and he ended up going nowhere as a character, showing up to threaten Devos the Devastator in Ronan's "Annihilation" series. He lost the fight pretty badly (got Dazzled & then shocked), but he awoke later, and evacuated the planet everyone was fighting on, disappearing from Marvel Comics yet again.
-Talos is PL 10 because of his dangerous Axe attack, but his horrifically limited otherwise, lacking many special feats or characteristics. He's just a pretty strong guy who's tough, and has a bad-ass Penetrating Weapon. Just another Weapon Guy otherwise, and if you disarm him, he's pretty well screwed. Not BAD, and a decent threat for a group of PL 9s, but even most PL 10s should find a workable way to defeat him pretty quickly, especially since his defenses are so weak.

KORATH THE PURSUER (Korath-Thak)
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #32 (March 1992)
Role: Jobber Villain, Secondary Kree Bad Guy
Group Affiliations: The Kree Starforce
PL 8 (132)
STRENGTH
7 STAMINA 6 AGILITY 2
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 1 PRESENCE 1

Skills:
Deception 3 (+4)
Expertise (Science) 7 (+12)
Insight 2 (+3)
Intimidation 2 (+3)
Perception 3 (+4)
Technology 5 (+10)
Treatment 3 (+8)
Vehicles 1 (+6)

Advantages:
Equipment 4 (Translator, Kree Tech), Improved Critical (Beta-Batons), Ranged Attack 3

Powers:
"Cybernetic Implants"
"Telelocation" Senses 7 (Detect Minds- Ranged 2, Detect Powers- Analytical, Ranged) [7]

"Korath Armour" (Flaws: Removable) [14]
Protection 2 (Extras: Impervious 3) (5)
Flight 6 (120 mph) (12)
-- (17 points)

"Beta-Batons" (Flaws: Easily Removable) [11]
"Stun Setting" Affliction 8 (Tech Skill of Creator; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (16) -- (17 points)
AE: "Damage Electronics" Affliction 8 (Tech Skill of Creator; Dazed/Stunned/Incapacitated) (Extras: Cumulative) (16)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Stun Baton +8 (+8 Affliction, DC 18)
Damage Electronics +8 (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6 (+8 Armour), Fortitude +7, Will +4

Complications:
Responsibility (The Kree Empire)
Weakness (Earth's Atmosphere)- Korath will suffocate in Earth's atmosphere.

Total: Abilities: 70 / Skills: 26--13 / Advantages: 8 / Powers: 28 / Defenses: 9 (132)

-Poor Korath. This guy debuted during Galactic Storm, showing up as a Kree scientist who finally discovered how to give his stagnant people super-powers, so he became a low-level superhuman (basically "Ronan Lite") and challenged the Avengers, later joining the Kree Starforce. Problematically, he was just a low-level Ronan wannabe, didn't have much going for him, wasn't very powerful, and ultimately got totally ignored. In fact, he made ZERO appearances between "O:GS" and "Annihilation" as far as I can tell, as the writers suddenly gathered together all the forgotten "Space People" and threw them into one event. He made a handful of appearances (though didn't do much aside from ally with Ronan in the big guy's own Limited Series), but his fate was that of all D-League characters in kill-happy events: he got blowed up. Ultron-as-Phalanx destroyed him in a "YOU HAVE FAILED ME FOR THE LAST TIME" moment when the Kree dude had been Assimilated by the wannabe Borg. Too bad, he was just generic enough to work or be "Catmanned" into a good villain after all.
-Korath is a pretty low-level metahuman, able to go up against an individual Avenger for a short while, or maybe sneak attack one into submission with his pretty powerful Beta-Batons. He's no major-league ass-kicker, and can't go for a long time against any PL 10s or anything (he got WORKED in any Annihilation scenes he was in), but he's handy. Also, very smart, one of the top Kree thinkers, though nothing compared to an Earth-borne super-genius (which is always funny- Earthlings are "primitives" with no baseline high tech for everybody, but we have Reed Richards, Tony Stark & Victor Von Doom, who are all a billion times as smart as Korath).

SHATTERAX
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #32 (March 1992)
Role: Jobber Villain, Secondary Kree Bad Guy
Group Affiliations: The Kree Starforce
PL 10 (161)
STRENGTH
11 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Science) 3 (+5)
Intimidation 5 (+6)
Perception 6 (+7)
Technology 4 (+6)
Vehicles 2 (+6)

Advantages:
Equipment 4 (Translator, Kree Tech), Power Attack, Ranged Attack 4

Powers:
"Cybernetic Implants"
Senses 6 (Analytical Vision, Vision Penetrates Illusion & Concealment) [6]
Protection 4 (Extras: Impervious 5) [9]
Flight 7 (250 mph) [14]
Movement 1 (Space Travel) [2]
Blast 10 (Feats: Split) [21]
Immunity 10 (Life Support) [10]

Offense:
Unarmed +7 (+11 Damage, DC 26)
Blasts +8 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +11 (+3 Impervious), Fortitude +7, Will +4

Complications:
Responsibility (The Kree Empire)

Total: Abilities: 70 / Skills: 20--10 / Advantages: 9 / Powers: 52 / Defenses: 10 (161)

-Shatterax is another "Operation: Galactic Storm" nobody created to fill out the Kree ranks, and he's basically a decent-looking Cyborg who challenges Iron Man for a bit, but then jumps right into the ranks of Generic Villains able to relatively tie-up The Avengers for a while, so he's not that great. He's appeared about as often as Korath (that is, hardly at all, and was mind-controlled by the Phalanx/Ultron in "Annihilation: Conquest"), and never really did anything. I figure him for a PL 9 warrior, with PL 10 defenses (he's quite tough).

ULTIMUS
Created By:
Gerry Conway & John Buscema
First Appearance: Thor #209 (March 1973)
Role: Jobber Villain, Secondary Kree Bad Guy
Group Affiliations: The Kree Starforce
PL 11 (199)
STRENGTH
11 STAMINA 11 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Eternal Warrior) 6 (+10)
Insight 2 (+5)
Intimidation 3 (+6)
Perception 3 (+6)
Ranged Combat (Blasts) 2 (+10)
Technology 2 (+6)
Vehicles 4 (+4)

Advantages:
Equipment 4 (Translator, Kree Tech), Power Attack, Ranged Attack 8

Powers:
"Kree Eternal Physiology"
Regeneration 6 (Feats: Regrowth) [7]
Immunity 11 (Aging, Life Support) [11]
Flight 8 (500 mph) [16]

"Matter Manipulation" Transform Anything to Anything 7 (Feats- Increased Mass 2- 400 lbs.) (Extras: Continuous) (44) -- [47]
AE: "Telekinesis" Move Object 10 (20)
AE: "Eye & Hand Cosmic Blasts" Blast 11 (Feats: Split) (23)
AE: Force Field 3 (Feats: Subtle 2) (Extras: Impervious 5) (10)

Offense:
Unarmed +10 (+11 Damage, DC 26)
Blasts +10 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +11 (+14 Force Field), Fortitude +11, Will +6

Complications:
Responsibility (The Kree Empire)

Total: Abilities: 84 / Skills: 24--12 / Advantages: 13 / Powers: 81 / Defenses: 9 (199)

-Ultimus is the only-known Kree Eternal, and has the same sort of powers that Earth, Titanian and Skrull Eternals do- Cosmic Blasts, Flight, Regeneration and other powers. It's an interesting idea- few writers seem to really delve into the fact that The Celestials have modified SEVERAL races with their particular strains of mutation, and that there should be LOTS of Eternals and Deviants out there, not just two Eternals and a race full of Skrull Deviants. Ultimus is PL 10.5-ish, being more powerful than a standard Earth hero, but not by much.

CAPTAIN ATLAS (Att-Lass)
Created By:
Mark Gruenwald & Mike Manley
First Appearance: Quasar #9 (April 1990)
Role: Jobber Villain
Group Affiliations: The Kree Empire
PL 9 (145)
STRENGTH
9 STAMINA 7 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Kree Soldier) 8 (+9)
Insight 2 (+3)
Intimidation 3 (+5)
Investigation 3 (+4)
Perception 5 (+6)
Stealth 1 (+5)
Technology 5 (+6)
Vehicles 7 (+10)

Advantages:
Accurate Attack, Benefit (Kree Captain), Equipment 3 (Kree Blaster +5, Serum- Turns Caucasian & Allows Breathing in Earth's Atmosphere, Translater), Improved Aim, Improved Critical (Laser Blast), Ranged Attack 6

Powers:
"Mutagenic Enhancements"
Power-Lifting 1 (25 tons) [1]
Flight 6 (120 mph) [12]
Protection 2 [2]

"Captain Uniform" (Flaws: Removable) [20]
Immunity 6 (Suffocation 2, Heat, Pressure, Vaccuum, Cold) (6)
"Wrist-Blaster" Blast 9 (Feats: Variable Descriptor- Concussive or Laser) (19)
-- (25 points)

Offense:
Unarmed +9 (+9 Damage, DC 24)
Blasts +9 (+9 Ranged Damage, DC 24)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +9, Fortitude +7, Will +4

Complications:
Responsibility (The Kree Empire)

Total: Abilities: 72 / Skills: 38--19 / Advantages: 13 / Powers: 35 / Defenses: 8 (145)

-Captain Atlas is another Mark Gruenwald creation, taking part in Quasar's antics as a Kree loyalist captain with some superpowers of his own. Wearing the standard Kree outfit but kinda super-ized, he was a moderate threat, but mostly kicked around Operation: Galactic Storm not doing much. In the end of the story, he committed suicide via a bomb after discovering his beloved Supreme Intelligence had deliberately wiped out a huge chunk of the Kree Empire (killing his lover Dr. Minerva upon realizing she was in on it, too). And yes, his name is really "Att-Lass", because why WOULDN'T all Kree have names that sound just like English words?
-Captain Atlas is no major powerhouse, but is rather expensive thanks to the pricey combo of Class 25 strength & durability alongside a decent Device, and he's a good fighter to boot. I guess being a jobber doesn't preclude you from being an expensive bugger sometimes. Deciding his EXACT strength was kinda tough, but in Galactic Storm, he can even up with Wonder Man thanks to some cheap tactics and Captain Mar-Vell's Nega-Bands, and without them, he can make Thor comment on his "Nice hook!" (though Eric wasn't exactly laid out or injured; it was more of an "owww..." kind of thing), so +10 damage will do fine.

DOCTOR MINVERA (Minn-Erva)
Created By:
Scott Edelman & Al Milgrom
First Appearance: Captain Marvel #50 (May 1977)
Role: Jobber Villain
Group Affiliations: The Kree Empire
PL 9 (126)
STRENGTH
9 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 1 PRESENCE 1

Skills:
Deception 6 (+7)
Technology 4 (+8)
Expertise (Science) 10 (+14)
Intimidation 2 (+3)
Treatment 6 (+7)
Perception 4 (+5)
Vehicles 4 (+8)

Advantages:
Benefit (Kree Geneticist Prime), Great Endurance, Ranged Attack 2

Powers:
"Mutagenic Enhancements"
Power-Lifting 1 (25 tons) [1]
Flight 6 (120 mph) [12]
Protection 2 [2]

"Greater Than Normal Probability of Guessing"
Super-Senses 4 (Precognition) (Flaws: Unreliable) [2]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +7, Fortitude +7, Will +5

Complications:
Responsibility (The Kree Empire)

Total: Abilities: 76 / Skills: 36--18 / Advantages: 4 / Powers: 17 / Defenses: 11 (126)

-Minn-Erva (*groan*...) was a Captain Mar-Vell villain, trying to actively hump him to make lots of super-Kree because of their races' faltering evolutionary state. Yeah. So she dressed up as Miss Marvel (back when she was in Mar-Vell's type of uniform), but was a Blue Kree, and she was also a super-scientist. Despite pre-dating Captain Atlas by a good long while, she hooked up with him romantically in the early-90s, joining the Kree Starforce, but died alongside him during Operation: Galactic Storm. She'd taken part in the Supreme Intelligence's plan to commit racial genocide, and the mortified Atlas committed suicide, taking her with him.
-Dr. Minerva's basically Miss Marvel as she was back in the '70s, minus a bunch of accuracy, so she's only a PL 9 Flying Brick type with no energy blasts. She's not super-tough, but is a good enough warrior to give an Avenger pause for a while. She's very smart, but a little low in interpersonal skills, despite being able to lie her way into detonating the Shi'ar Nega-Bombs that helped wipe the Kree Empire clean.

RONAN THE ACCUSER
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #65 (Aug. 1967)
Role: Recurring Villain, Hammer Guy
Group Affiliations: The Kree Empire
PL 13 (213)
STRENGTH
8/12 STAMINA 8 AGILITY 2
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (History) 5 (+8)
Expertise (Kree Accuser) 10 (+13)
Insight 4 (+6)
Intimidation 10 (+12)
Investigation 6 (+8)
Perception 5 (+7)
Ranged Combat (Blasts) 2 (+12)
Technology 4 (+7)
Vehicles 5 (+7)

Advantages:
All-Out Attack, Assessment, Benefit 3 (Kree Supreme Accuser), Diehard, Great Endurance, Improved Critical (Universal Weapon) 2, Power Attack, Ranged Attack 8, Takedown, Taunt

Powers:
"Electro-Magnetic Eye Rays" Blast 8 (Flaws: Distracting) [8]

"Accuser Armour" (Flaws: Removable) [47]
Enhanced Strength 4 (8)
Protection 6 (Extras: Impervious 11) (17)
Senses 2 (Darkvision) (2)
Invisibility (4)
Features: Buys off Side-Effect on Universal Weapon (27)
-- (58 points)

"Universal Weapon" (Flaws: Easily Removable) [20]
All Powers have Side-Effect: Takes Damage +15 -2)
"Create Vaccuum" Affliction 12 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Area- 30ft. Burst, Cumulative) Linked to Environment 2 (Impede Movement 2) (25) -- (32 points)
AE: Cosmic Energy Blast 14 (Feats: Penetrating 10) (17)
AE: "Disintegration" Blast 12 (Flaws: Limited to Objects) Linked to Weaken Toughness 10 (Extras: Ranged) (Flaws: Limited to Objects +0) (8)
AE: "Hammer Smash" Strength-Damage +2 (Feats: Reach, Penetrating 8) (10)
AE: Transform (Machines to Machines) 7 (14)
AE: "Create Vortex" Move Object 10 (Extras: Area- 60ft. Cone) (Flaws: Limited to Away) (5)
AE: "Freeze" Snare 10 (10)
AE: Teleport 10 (5)

Offense:
Unarmed +12 (+8 Damage, DC 23)
Armour +12 (+12 Damage, DC 27)
Universal Hammer +12 (+14 Damage, DC 29)
Eye Rays +12 (+8 Ranged Damage, DC 23)
Cosmic Blast +12 (+14 Ranged Damage, DC 29)
Disintegration +12 (+12 Ranged Damage & +10 Ranged Weaken, DC 27 & 20)
Vacuum +12 Area (+12 Affliction, DC 22)
Freeze +12 (+10 Ranged Affliction, DC 20)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+14 Armour, +6 Impervious), Fortitude +8, Will +8

Complications:
Responsibility (Kree Empire)
Relationship (Crystal)- Ronan was arranged to marry Crystal of The Inhumans to unite their two houses. Despite this marriage of convenience, the two had grown to share true feelings for each other.
Enemy (Skrulls)

Total: Abilities: 76 / Skills: 52--26 / Advantages: 22 / Powers: 75 / Defenses: 14 (213)

-Ronan the Accuser was a pretty simple character at first- being just some high-level Kree goon that arrested the Fantastic Four for breaking an old Kree Sentry, promising to try them in court, and instead just having at them with his Universal Weapon. A recurring minor threat over the years, he became the toady of the Supreme Intelligence (along with being his enemy, as writers often bounced the two around, forgetting what had gone on before), feuded with The Avengers more than the FF by a certain point, and did some damage, but he was mainly still just a "Face of the Empire", and lesser than the Supreme Intelligence at that. My personal favourite Ronan moment was during "The Kree/Skrull War", when he watched Vision & Scarlet Witch's interactions when trapped by his machines, then burst out laughing- "By the heavens, they are IN LOVE!" and going on about how unlikely and impossible this was, and how it made his whole journey worthwhile.
-This changed with "Annihilation", which gave him a Limited Series (basically him landing on a planet and kicking the asses of some old unused Cosmic characters) and a big role in the Annihilation War. He got taken over in the "Conquest" series, and badly injured during "War of Kings", at which point he gave up rulership of the Kree Empire willingly to Black Bolt & The Inhumans. He recovered, with Crystal as his Wife-By-Treaty (though it's been revealed that both have actual feelings for the other). So now I kinda like Ronan. He's got a big, interesting visual presence, a cool weapon, and now some actual personality instead of just being a big, violent goon. He's kinda been "Downgraded" since Annihilation pumped him up so big, as he's the Supreme Intelligence's stooge again.
-Ronan is highly-powerful, very versatile, and capable of taking on just about any Marvel hero. Thankfully, there's many instances of him battling mainstream heroes, so he's not as hard to pin down as many other Cosmic-based space guys are. He's tough enough to challenge a big group of 1970s-Avengers or the Fantastic Four by himself, a fight with him and Iron Man was basically entirely in Ronan's favour, and he actually BEAT RAVENOUS, aka "Like a Herald of Galactus", albeit he was going absolutely all-out at the time.
-Ronan's got a bizarre set of powers that's all over the place, however, which makes him rather complicated. See, he's very physically tough OUTSIDE of his armour, but gets better within it. He has Eye-Beams in his base form, but more energy powers with his Universal Weapon, a big cosmic-hammer. His armour also can turn him invisible, and renders him immunet to the Weapon's ability to fry anyone who tries to use it without Accuser Armour on. I was gonna swipe Taliesin's idea of using it as a Drawback on the Weapon, but I like my way just as much: It's a Side-Effect -2 (meaning it always happens when it's used) on each Power, but the Armour buys off the Flaw's 27 points (I would house-rule/assume that this extends to all the cheaper Alt-Effects of the base power as well). There has been mention made that he can "Recreate" the Universal Weapon from his Armour, which would essentially make it a full Hard to Lose aspect of his suit, but this is both nigh-impossible to stat (Summon Weapon?) and isn't used at all anymore, so I left it out. When he broke one against Ravenous, he had another one later, but I'd assume he'd have a big backlog.
-So with the Universal Weapon, Ronan can hammer away in PL 13 melee (his preference), Disintegrate objects, transmutate machinery to his liking, or simply Blast away. However, like alot of Cosmic Guys, Ronan has a LOT of side-powers over the years, that have mostly been done away with these days (the "Annihilation" books' bios actually make mention of this- wondering why he uses a "weaker" version of what was essentially a Variable Power-Uber-Weapon). I stuck 'em in for completion's sake if you want to use his more-epic Villain Years- they allow him to Teleport, Freeze people in place, and create vortexes or vaccuums, throwing people about or sucking the air out of them. All of this combined makes Ronan a heavy-hitter, able to duke it out with Ravenous for a while (he still basically spent some HP to go Extra Effort and bust the Universal Weapon over his head), and a good team threat as well.

THE SUPREME INTELLIGENCE
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #65 (Aug. 1967)
Role: Super-Computer
Group Affiliations: The Kree Empire
PL 12 (201), PL 14 (201) Mind-Reader
STRENGTH
-- STAMINA -- AGILITY --
FIGHTING -- DEXTERITY 2
INTELLIGENCE 14 AWARENESS 2 PRESENCE 0

Skills:
Deception 12 (+12)
Expertise (Kree Leader) 2 (+16)
Expertise (History) 1 (+15)
Expertise (Science) 10 (+24)
Insight 4 (+6)
Intimidation 8 (+8)
Perception 5 (+7)
Ranged Combat (Blasts) 4 (+10)
Technology 10 (+24)
Vehicles 2 (+4)

Advantages:
Beginner's Luck, Benefit 6 (The Supreme Intelligence, Ruler of the Kree), Eidetic Memory, Jack-of-All-Trades, Skill Mastery (Science), Ultimate Science Skill, Ultimate Technology Skill

Powers:
"Living Computer"
Immunity 30 (Fortitude Effects) [30]
Protection 16 (Extras: Impervious 9) [25]
Enhanced Will 4 (Flaws: Limited to vs. Mental Attacks) [2]
Impervious Will 9 [9]

"Vast Mental Might"
"Telepathy" Mind-Reading 14 & Communication (Mental) 5 (Feats: Dynamic) (Extras: Area, Selective) (58) -- [65]
Dynamic AE: "Telekinesis" Move Object 12 (Feats: Dynamic) (Extras: Perception Range) (37)
Dynamic AE: "Mental Stun" Affliction 12 (Will; Dazed/Stunned/Incapicated) (Feats: Dynamic) (Extras: Perception Range +2) (37)
Dynamic AE: Mind Control 12 (Feats: Dynamic) (49)
AE: "Group Mind Control" Mind Control 8 (Extras: Area- 120ft. Burst +3, Selective) (Flaws: Touch Range -2) (48)

Senses 4 (Analytical Vision, Low-Light Vision, Communication Link- Supremor) [4]
"Cosmic Awareness" Senses 19 (Cosmic Awareness- May ask the GM a single question with an HP, Precognition, Postcognition, Danger Sense, Counters Concealment 2, Illusion 2, Obscure 5) [19]

Offense:
Unarmed -- (No Damage)
Mental Stun/Mind Control -- (+12 Perception Affliction, DC 20)
Group Control +8 Area (+8 Affliction, DC 18)
Initiative +0

Defenses:
Automatically Hit, Toughness +16 (+5 Impervious), Fortitude --, Will +12 (+16 vs. Attacks, +5 Impervious)

Complications:
Responsibility (Kree Empire)
Enemy (The Skrulls)

Total: Abilities: -4 / Skills: 58--29 / Advantages: 12 / Powers: 153 / Defenses: 10 (201)

-The Supreme Intelligence is actually a pretty cool idea, the embodiment of the dead minds of all the most-intelligent Kree, formed into a sentient computer that takes leadership of the Empire. The Intelligence has led his people through tremendous chaos, and even wiped out his own race in order to make them stronger (trying to create a more favourable evolution by killing most of his own people). He has a unique appearance (being a giant head in a jar/viewscreen), and is iconic enough that writers keep resurrecting him no matter how many times he's been killed.
-He's not really an active participant in many fights, being a giant computer with no ability to move, but he's smart, has massive psionic might, and he's one of the best schemers in comics- not many characters have wiped out billions of a race of people, only to be greeted as beloved heroes by that same race- THAT is a supreme planner.

SUPREMOR
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #65 (Aug. 1967)
Role: Super-Computer
Group Affiliations: The Kree Empire
PL 10 (228)
STRENGTH
10 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 14 AWARENESS 2 PRESENCE 0

Skills:
Deception 12 (+12)
Expertise (Kree Leader) 2 (+16)
Expertise (History) 1 (+15)
Expertise (Science) 10 (+24)
Insight 4 (+6)
Intimidation 8 (+8)
Perception 5 (+7)
Ranged Combat (Blasts) 4 (+10)
Technology 10 (+24)
Vehicles 2 (+4)

Advantages:
Beginner's Luck, Benefit 6 (Representative of Supreme Intelligence), Eidetic Memory, Fast Grab, Jack-of-All-Trades, Power Attack, Ranged Attack 4, Skill Mastery (Science), Ultimate Science Skill, Ultimate Technology Skill

Powers:
"Android Physiology"
Leaping 4 (120 feet) [4]
Cosmic Energy Blast 10 (Feats: Split) [21]
Immunity 30 (Fortitude Effects) [30]
Protection 10 (Extras: Impervious 5) [15]

"Head & Back Tendrils"
Extra Limbs 6 [6]
Elongation 2 (Flaws: Limited to Tendrils) [1]
Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Feats: Reach 4) (Extras: Cumulative) (Flaws: Grab-Based) [14]
Mind-Reading 10 (Feats: Reach 4) (Flaws: Limited to Grappled Targets, Touch Range -2) [6] -- Linked to Stun
Senses 1 (Mental Link- Supreme Intelligence/Supremor) [1]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Mental Stun +10 (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude --, Will +8

Complications:
Responsibility (Kree Empire)
Enemy (The Skrulls)

Total: Abilities: 66 / Skills: 58--29 / Advantages: 19 / Powers: 98 / Defenses: 16 (228)

-Supremor gets some use off-and-on in comics, but not recently. "He" is basically a living-esque android creation of the Kree Supreme Intelligence, designed to be his physical presence, using his mind in combination with a super-powerful body. Many of them have brawled with Captain Mar-Vell, but the one I'm statting comes from the Kree Starforce in "Operation: Galactic Storm". He didn't really do much other than fight in that, though he led the Starforce.
-Like alot of guys with varying powers and lots of Linked stuff, Supremor is quite over-cost. He's got a powerful Mental Stun/Mind-Reading Linked Effect that he can use on targets he grapples with his multiple tentacles, Cosmic Energy Blasts, alot of raw strength and toughness, and he has a hell of a good reach. So despite not being a MAJOR-league powerhouse, he's rather nasty in combat, and hard to really beat down. He's also extremely intelligent, being the SI's pawn, and he can link up to him to gain boosts in most knowledge skills using that Mental Link of his.

LYJA LAZERFIST
Created By:
Jim Shooter & Mike Zeck
First Appearance: The Fantastic Four #265 (April 1984- as Alicia), #357 (Oct. 1991- as Lyja)
Role: Master of Disguise, Super-Spy
Group Affiliations: The Skrull Empire
PL 10 (187)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Athletics 4 (+6)
Deception 5 (+8)
Expertise (Space Soldier) 7 (+10)
Expertise (Art) 4 (+7)
Insight 4 (+7)
Intimidation 2 (+5)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 2 (+5)
Stealth 2 (+6)
Technology 3 (+6)
Vehicles 2 (+7)

Advantages:
Benefit (High Rank in Skrull Army), Daze (Deception), Equipment 4 (Gear), Improved Aim, Improved Critical (Laser), Improved Defense, Languages (A few- Alien & Human), Move-By Action, Precise Attack (Close/Concealment), Ranged Attack 7, Ritualist

Powers:
"Skrull Physiology"
Morph 4 (Any Form) [20]
Concealment 1 (Detect True Shape) [1]
Shapeshift 1 [8]

"Lazerfist" Blast 8 (Feats: Split) [17]
Flight 6 (120 mph) [12]
Immunity 6 (Heat, Fire Damage) (Flaws: Limited to Half-Effect) [3]

Equipment:
"Laser Blaster" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Laser +12 (+6 Ranged Damage, DC 21)
Lazerfist +12 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +6

Complications:
Responsibility (The Skrull Empire)- Lyja was a devoted Skrull soldier for a long time.
Relationship (Paibok the Power-Skrull)- Lyja's ex-lover was an ally of hers for a time.
Relationship (Johnny Storm)- The Human Torch fell in love with and married Lyja while she was disguised as Alicia Masters. She betrayed the Skrulls twice to save Johnny's life, and even stalked him after various break-ups.
Power Loss (Lazerfist Implant)- A bio-chip thing in Lyja's body gives her super-powers- without it, she is left with only her Skrullian power-set.

Total: Abilities: 70 / Skills: 46--23 / Advantages: 20 / Powers: 61 / Defenses: 13 (187)

-Ya know, I think one of those things that bugs wimminfolk about comics is stuff like this. Skrull males are a race of evil, bug-eyed, frog-faced monsters. Meanwhile, their WOMEN are absolutely 100% smoking-hot uber-babe green Elves with tiny little ridges on their chins. Ah well, at least the other two big ones (Shi'ar & Kree) are full of buffed-up dudes as well as hot chicks.
-One of the only stories I remember from when I first kinda/sorta got into comics in the early '90s was the I Married a Skrull storyline of the Fantastic Four. See, in the '80s, Johnny Storm had hooked up with Alicia Masters while The Thing was off in The Beyonder's BattleWorld. It was a pretty good, interesting take on things, resulting in a big Love Triangle once ol' Benjy returned- the hot-headed Storm had a neat thing with Miss Calm & Serene, and Ben was jealous as hell. It would be six years before we'd get the revelation that "Alicia" had really been Lyja, a Skrull Agent, this whole time. Lyja betrayed the FF to Paibok the Power-Skrull, but in that ever-classic storytelling trope of "Love Redeems", she threw herself in front of an energy blast meant for Johnny, and died.
-This was a neat story, I felt (though some fans apparently REALLY hated it, as it was a Retcon by Tom DeFalco), and while cliched it fit a lot of standard Comic Book tropes and I rather liked the whole concept. However, since this was the 1990s of comics, everything had to get over-done and "fixed". Lyja returned from the dead, saved the FF AGAIN, got pregnant with Johnny's baby, then revealed that her "egg" was really a biological super-weapon, then they broke up, then got back together again, then... well, it was kind of a mess of forgettable garbage. The Onslaught Saga and Heroes Reborn put the kibosh on the whole thing, and she's only appeared once since then (despite Marvel's Space Scene getting a major re-push in past years- she was a miniscule part of Secret Invasion). Such is comics- Even green babes can't have their relationships last.
-Lyja was a PL 9 Gunfighter for a while, but eventually gained real "Lazerfist" Superpowers, pushing her to a PL 10 Flying Blaster with some really good spy skills- all the Skrull stuff on top of minor-league Blasting powers makes for a pricey character. I gave her the Blind-Fighting style in Precise Attack because she was so devoted to her role as Alicia Masters that she literally WAS blind for years.

BUG
Created By:
Bill Mantlo & Michael Golden
First Appearance: Micronauts #1 (Jan. 1979)
Role: Ladies Man, Street Level Guy, Weapon Guy
Group Affiliations: The Micronauts, The Guardians of the Galaxy
PL 9 (142)
STRENGTH
3 STAMINA 4 AGILITY 7
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+13)
Deception 4 (+6)
Insight 3 (+4)
Perception 5 (+6)
Sleight of Hand 4 (+9)
Stealth 4 (+11)
Technology 5 (+6)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Agile Feint, Benefit (Ambidexterity), Defensive Attack, Daze (Deception), Equipment 4 (Staff, Blasters), Evasion, Improved Defense, Improved Critical (Staff), Improved Disarm, Improved Trip, Luck, Precise Attack (Close/Concealment), Prone Fighting, Ranged Attack 6, Takedown 2, Taunt, Uncanny Dodge

Powers:
"Insectoid Powers"
Senses 5 (Low-Light Vision, Extended Hearing, "Tremorsense"- Accurate Ranged Touch) [5]
Leaping 2 (30 feet) [2]
Movement 1 (Wall-Crawling) [2]
Communication 1 (Pheromones) (Extras: Area-Burst) (Flaws: Limited to Insects) [4]

Equipment:
"Laser Blaster" Blast 6 (Extras: Multiattack) (18) -- (19)
AE: "Staff" Strength-Damage +1 (Feats: Split, Reach) (3)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Staff +13 (+4 Damage, DC 19)
Blasters +11 (+6 Ranged Damage, DC 21)
Initiative +7

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +6

Complications:
Reputation (Horn-Dog)

Total: Abilities: 72 / Skills: 34--17 / Advantages: 27 / Powers: 13 / Defenses: 13 (142)

-Bug is the most well-known and famous of the Micronauts, a much-beloved but little-known licensed comic from the long-long-ago. As such, he got brought into the "Every Cosmic Character EVER" storylines based around the Annihilation Events, being a thief that Star-Lord sprung from jail to join his new team. He's not very powerful, or even that handy, but he's the team's comic relief, hitting on anything that moves, so he keeps getting put on to new teams.
-Bug is one of the least-powerful heroes kicking around Annihilation, being just a "Weapon Guy" with some good martial arts skills and some non-useful powers, but he's a well-rounded PL 9 (135) Scrapper archetype. If anything, he's got a TON of Feats to fall back on, and is the team's best Stealth & Recon member, which is very useful in a gang that does LOTS of sneaking around, trying to avoid the fighting. Since the rest of the Guardians are much higher in PL, he's probably their worst member in a fight, but he can survive in a pinch.

TANA NILE
Created By:
Stan Lee & Jack Kirby
First Appearance: Thor #129 (June 1966)
Role: Jobber Villain
Group Affiliations: The Rigellian Empire
PL 9 (152)
STRENGTH
2/8 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 5 (+7)
Expertise (Space Soldiers) 6 (+8)
Insight 3 (+5)
Intimidation 2 (+4)
Perception 3 (+5)
Technology 5 (+7)
Vehicles 2 (+6)

Advantages:
Equipment 4 (Blasters +5 Multiattack, Rebreathers), Improved Aim, Power Attack, Ranged Attack 6

Powers:
"Density Alteration"
Enhanced Strength 6 [12]
Protection 5 [5]
Features 2: Increased Mass [2]

"Mind Thrust" Mind Control 7 [28]

"Stasis Gun" (Flaws: Easily Removable) [11]
Blast 8 (Feats: Variable- Concussive or Heat) (17 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Dense Body +10 (+8 Damage, DC 23)
Stasis Gun +10 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+8 Dense Body), Fortitude +6, Will +6

Complications:
Responsibility (Rigellian Empire)

Total: Abilities: 52 / Skills: 28--14 / Advantages: 12 / Powers: 58 / Defenses: 16 (152)

-Tana Nile was a forgettable Thor villain, though she was the most-famous of her race, The Rigellians. She attempted to colonize Earth, hypnotizing her roommate Jane Foster. But of course Thor got involved, and Tana became one of those recurring Space-Foes. She became more of a heroic figure for a while (still in the Thor books), and made out with Howard the Duck once, but was back in "Annihilation" in a background role as an antagonist to Ronan. The Annihilation Wave killed her, along with billions of others. I don't figure her for being super-powerful, but she seems like your everyday Competent Space Warrior, albeit with some boosted strength thanks to that Density Power of her race.

ANNIHILUS
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four Annual #6 (1968)
Role: Recurring Villain, Evil Horde Leader
Group Affiliations: The Negative Zone
PL 15 (269)
STRENGTH
14 STAMINA 14 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Science) 4 (+9)
Intimidation 15 (+15)
Perception 10 (+10)
Stealth 3 (+8)
Technology 6 (+11)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Benefit 5 (Ruler of the Negative Zone), Chokehold, Diehard, Great Endurance, Fascination (Intimidation), Fast Grab, Improved Initiative, Power Attack, Ranged Attack 8, Startle, Takedown

Powers:
"Super-Powered Exoskeleton"
Power-Lifting 2 (1,600 tons) [2]
Protection 1 (Extras: Impervious 11) [12]
Flight 7 (250 mph) (Drawbacks: Winged) [7]
Movement 1 (Environmental Adaptation- Deep Space) [2]
"Endless Resurrection" Immortality 1 (1 month) [2]
Immunity 10 (Life Support) [10]

"Alien Mind" Enhanced Will Save 6 (Flaws: Limited to vs. Mental Attacks) [3]

"Cosmic Control Rod" (Flaws: Easily Removable) [63]
Cosmic Blast 18 (Feats: Penetrating 12, Extended Range, Improved Critical 2) (49) -- (52)
AE: "Cosmic Wave" Damage 15 (Extras: Area- 120ft. Cone +2) (45)
AE: "Cosmic Burst" Damage 15 (Extras: Area- 60ft. Burst +2) (45)
AE: "Cosmic Wave" Damage 15 (Extras: Area- 60ft. Line +2) (45)
Transform 8 (Anything to Anything Else) (Feats: Increased Mass 4) (Extras: Continuous) (52)
Immunity 1 (Aging) (1)
-- (105 points)

Offense:
Unarmed +12 (+14 Damage, DC 29)
Cosmic Blast +12 (+18 Ranged Damage, DC 33)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +14 (+6 Impervious), Fortitude +14, Will +10 (+16 vs. Mental Attacks)

Complications:
Weakness (Without Control Rod)- Without the Cosmic Control Rod, Annihilus will slowly drop in his regular stats, by at least one point per day.
Responsibility (Rules the Negative Zone)
Obsession (Destroying the Positive Matter Universe)
Obsession (The Cosmic Control Rod)- Annihilus thinks of more Rods than Rock Hudson.

Total: Abilities: 108 / Skills: 40--20 / Advantages: 23 / Powers: 101 / Defenses: 17 (269)

-Annihilus got a HUGE push with "Annihilation", for obvious reasons. Throughout his history, he's been a pretty kick-ass villain, but always beneath another couple. As such, while he's drawn a major "Oh Crap" moment whenever he meets the FF (his first opponents) or Thor (another recurring theme), there's always a couple villains beyond him (Doom, Mephisto, Ymir & Surtur, etc.). That tends to happen when you're 'just' a Thing-strong guy with a powerful Blast, and you rule an alternate dimension and your entire theme is "Destroy stuff". But with Annihilation, Annihilus became a big bad in his own right, and during the course of the event, the following died: Quasar (Wendell Vaughn), all of Xandar, the ENTIRE Nova Corps save Richard Rider, 90% of all the Skrull homeworlds, and billions of lives caught in the way. That's a tally that even Thanos wouldn't scoff at, and most of HIS deaths have been reversed!
-Annihilus is a high-powered bad-ass, capable of beating Ben Grimm or Blastaar in simple hand-to-hand, much less when he's using the Cosmic Control Rod to wipe the floor with entire groups of people. This is sorta him before the Annihilation Wave, when he's just a guy who can fly down to Earth and smack around Thor for a while, but maybe still lose. During Annihilation, he swiped Wendell Vaughn's Quantum Bands and amped his power to the point where a full-on Universe-Destroying Blast by GALACTUS just manages to leave him weakened enough that Nova Prime can use Extra Effort and kill him. Yeah, a planetary system and 9 million Negative Zone Bug Ships wiped off the map, and Annihilus was still kicking ass.

Other uses for the faith energy are pretty much anything you can imagine them using "energy" for. Their sensors are "faith-sensors," ships are giant flying citadels powered by the faithful within, they're able to use the energy to try to induce Moondragon into giving birth to an other-dimensional monster "nesting" in her (long story made short, it was from the cancerverse, and the Church's key motivation is "life unrestrained." They felt the otherdimensional rift was their gateway to paradise, since in that universe "Death lost.") Adam Warlock is even able to tap into the faith power in order to try to stop the space-time rift from destroying the universe by grafting an alternate timeline over the current one to patch the hole for a while.

They do point out in one issue that, when the higher-ups have to flee a planet full of believers they were about to sacrifice (yes, a whole planet, these people don't bat an eye at throwing away "nine billion souls" if it means they get a god out of it), the believers start to doubt, and the faith energy the soldiers who are left get to draw on dries up almost instantly. When the Guardians first fought the Magus and "killed" him (yay for illusion powers), "the church cardinals went insane in their grief. This set off a chain reaction in the belief font powering the templeship, and in those nearby. The ships detonated in quick succession and were lost."

I'm going to be really interested to see how you build the church grunts, since their having powers in tied to their having faith, which would assume a high will stat, but Cosmo and Mantis seem able to take them out with no sweat with telepathic attacks. The cardinals, again, were able to hold off most of the members of the Guardians one on one with their variety of powers, and the Matriarch was smacking the five "misfits" around with energy blasts until a lucky shot to the head took her down.


THE UNIVERSAL CHURCH OF TRUTH:
The Church is a group subserviant to The Magus, devoted to gathering followers and giving him total power- this whole thing was Jim Starlin's baby, and they were central to his "Warlock" series in the 1970s (a story Jim Shooter says was great, but way too heady and hard to get into for fans, and so it suffered from poor sales for it's whole run). They use "Faith Energy" for all of their powers and their tech (even giant Citadel Ships powered by the faithful within)- Black Knights are the goofy-looking Mooks, the Cardinals are superhero-class fighters, and Matriarchs are the Elites. The Church believes that non-humanoids are impure, and should be destroyed and turned into trace elements that can be put to better use- non-believers should be "purified" (ie. destroyed).

MATRIARCHS
Created By:[/b] Jim Starlin
First Appearance: Strange Tales #178 (Feb. 1975)
Role: Cult Leader
Group Affiliations: The Universal Church of Truth
PL 12 (203)
STRENGTH
4/12 STAMINA 4 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 5 PRESENCE 6

Skills:
Athletics 2 (+6)
Deception 3 (+9)
Expertise (Religion) 12 (+15)
Expertise (Space Traveller) 5 (+8)
Insight 3 (+8)
Intimidation 4 (+10)
Perception 4 (+9)
Persuasion 7 (+13)
Technology 4 (+7)

Advantages:
Benefit 3 (High Rank in Universal Church), Daze (Persuasion), Improved Critical (Faith Weapons), Power Attack, Ranged Attack 6, Ritualist, Startle, Teamwork

Powers:
"Faithmetal Objects" Create 12 (Feats: Precise) (Extras: Movable) (37) -- [41]
AE: "Faith Boost" Enhanced Strength 8 (16)
AE: "Faith Blast" Blast 14 (Feats: Penetrating 8) (36)
AE: "The Light of My Truth" Affliction 12 (Will; Entranced/Stunned/Paralyzed) (Extras: Perception Range +2) (36)
AE: "Feel All the Pain You've Inflicted" Affliction 12 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception Range +2)

Force Field 10 (Extras: Impervious 13) [23]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Strength Boost +10 (+12 Damage, DC 27)
Faith Blast +10 (+14 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+14 Force Field, +7 Impervious), Fortitude +6, Will +12

Complications:
Responsibility/Motivation (The Universal Church of Truth)- These people are all religious fanatics, utilizing the faith of trillions of followers to use their powers. They seek new members to The Church, and seek to destroy all their enemies.
Power Loss (Lack of Faith)- Church Members' powers require faith to work. If their followers lose faith, they lose power. They also generally must speak "I believe _______!" about whatever power they're going to use- talking is a free action, but being unable to speak could hamper their abilities some.

Total: Abilities: 78 / Skills: 44--22 / Advantages: 13 / Powers: 74 / Defenses: 16 (203)

CARDINALS
Created By:[/b] Jim Starlin
First Appearance: Strange Tales #178 (Feb. 1975)
Role: Elite Mooks
Group Affiliations: The Universal Church of Truth
PL 10 (157)
STRENGTH
4/10 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 5

Skills:
Athletics 2 (+6)
Deception 3 (+8)
Expertise (Religion) 10 (+12)
Expertise (Space Traveller) 5 (+7)
Insight 3 (+6)
Intimidation 3 (+8)
Perception 2 (+5)
Persuasion 5 (+10)
Technology 3 (+5)

Advantages:
Benefit (High Rank in Universal Church), Daze (Persuasion), Improved Critical (Faith Weapons), Power Attack, Ranged Attack 6, Ritualist

Powers:
"Faithmetal Objects" Create 10 (Feats: Precise) (Extras: Movable) (31) -- [33]
AE: "Faith Boost" Enhanced Strength 6 (12)
AE: "Faith Blast" Blast 10 (Feats: Penetrating 6) (26)

Force Field 5 (Extras: Impervious 5) [10]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Strength Boost +10 (+10 Damage, DC 25)
Faith Blast +10 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+10 Force Field), Fortitude +6, Will +7

Complications:
Responsibility/Motivation (The Universal Church of Truth)- These guys are all religious fanatics, utilizing the faith of trillions of followers to use their powers. They seek new members to The Church, and seek to destroy all their enemies.
Power Loss (Lack of Faith)- Church Members' powers require faith to work. If their followers lose faith, they lose power. They also generally must speak "I believe _______!" about whatever power they're going to use- talking is a free action, but being unable to speak could hamper their abilities some.

Total: Abilities: 72 / Skills: 36--18 / Advantages: 11 / Powers: 43 / Defenses: 13 (157)

BLACK KNIGHTS
Created By:[/b] Jim Starlin
First Appearance: Strange Tales #178 (Feb. 1975)
Role: Mooks
Group Affiliations: The Universal Church of Truth
PL 6 (87)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+7)
Expertise (Religion) 5 (+6)
Expertise (Space Traveller) 4 (+5)
Intimidation 3 (+6)
Perception 2 (+5)
Persuasion 3 (+5)
Technology 3 (+5)

Advantages:
Equipment 5 (Blasters, etc.), Ranged Attack 2

Powers:
"Faithmetal Weapons" Strength-Damage +1 (Feats: Reach) [2]

Equipment:
"Faith Blasters" Blast 6 (Extras: Multiattack) (18)
"Armorweave" Protection 1 (Extras: Impervious 3) (4)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Faithmetal +6 (+6 Damage, DC 21)
Blasters +6 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +6 (DC 16), Toughness +5 (+6 Armorweave, +2 Impervious), Fortitude +5, Will +5

Complications:
Responsibility/Motivation (The Universal Church of Truth)- These guys are all religious fanatics, utilizing the faith of trillions of followers to use their powers. They seek new members to The Church, and seek to destroy all their enemies.
Power Loss (Lack of Faith)- Church Members' powers require faith to work. If their followers lose faith, they lose power. They also generally must speak "I believe _______!" about whatever power they're going to use- talking is a free action, but being unable to speak could hamper their abilities some.

Total: Abilities: 56 / Skills: 22--11 / Advantages: 7 / Powers: 2 / Defenses: 7 (87)

-Black Knights are pretty elite for Mooks, but they'll still fold before real superheroic assault. They have higher Will Saves than most Mooks will ever have, but nothing that Cosmo or Moondragon can't easily overcome. The Marvel Handbook site lists only one flaw in the big "Universal Church" story arc in "Warlock"- the Knights were little goofs with dorky outfits and tiny lasers and not as cool as they should be for Intergalactic Jack-Booted Soldiers.

JACK FLAG (Jack Harrison)
Created By:
Mark Gruenwald & Dave Hoover
First Appearance: Captain America #434 (Dec. 1994)
Role: Forgotten Hero, Resurrected Concept
Group Affiliations: The Guardians of the Galaxy
PL 9 (115)
STRENGTH
7 STAMINA 7 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 5 (+10)
Athletics 4 (+11)
Deception 2 (+5)
Expertise (Streetwise) 2 (+4)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 4 (+6)
Ranged Combat (Thrown Objects) 2 (+11)
Stealth 1 (+6)

Advantages:
Improved Critical (Unarmed), Improved Disarm, Ranged Attack 4, Takedown

Powers:
"Enhanced Physiology"
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7, Fortitude +7, Will +5

Complications:
Relationship (Lucy)- Jack had a girlfriend back on Earth, and he was captured & crippled by the hero-hunting Thunderbolts after telling her to run away.
Motivation (Justice)- Jack is devoted enough to being a hero that he risked his ass by saving a woman from some thugs, despite the threat of Registration and the Thunderbolts looming over his head.

Total: Abilities: 84 / Skills: 24--12 / Advantages: 7 / Powers: 3 / Defenses: 9 (115)

-Mark Gruenwald's "Captain America" run wasn't ALL great. Just look at THIS loser- a Boom-Box-wielding super-90s guy in Grifter's mask, trying to be a new Cap partner. He got super-powers from Mister Hyde, but he sucked out loud, they didn't use him for years, and they finally had Bullseye cripple him (in the great Warren Ellis-written Thunderbolts run "Caged Angels"- Flag actually did remarkably well against the T-Bolts). And then all of a sudden Dan Abnett & Andy Lanning brought him into the "Guardians of the Galaxy" book... for no apparent reason? He didn't really do much of anything other than comment about stuff, he doesn't have any cool feats, and he's altogether really bland. I have no idea why anyone would keep using this character, to be honest.
-Jack is PL 9-10 in modern times, despite having been absent from comics for over a decade before then. When he fought the Thunderbolts, he took a blast from several exploding cars, beat the ever-living crap out of the modern Swordsman with EASE (though Andreas Von Strucker is kind of a wussy, even here), held off Venom, then took out Songbird with a ricocheting manhole cover all Cap-style. So the dude knows what he's doing. Given that this was an example of the poor leadership of the T-Bolts (Moonstone had everyone getting in each other's way), and he normalized into a pretty generic "Background" guy in "Guardians of the Galaxy", I'll go with a solid PL 9 physical fighter with above-human stats. In his first stories, he used a Boom Box with some gadgets in it- basic crime-fighting stuff like rope, gas or a taser.

ROCKET RACCOON
Created By:
Bill Mantlo & Keith Giffen
First Appearance: Marvel Preview #7 (Summer 1976)
Role: Sardonic Animal Buddy, Blaster
Group Affiliations: The Guardians of the Galaxy
PL 10 (135)
STRENGTH
0 STAMINA 2 AGILITY 5
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 5 (+10)
Athletics 6 (+6)
Deception 4 (+5)
Expertise (Space Soldier) 8 (+11)
Insight 4 (+6)
Perception 6 (+8)
Sleight of Hand 3 (+9)
Stealth 4 (+9, +13 Size)
Technology 6 (+9)
Vehicles 6 (+12)

Advantages:
Accurate Attack, Defensive Attack, Defensive Roll, Equipment 6 (Guns, Translator), Evasion, Improved Aim, Improved Critical (Guns) 2, Improved Defense, Improved Smash, Move-By Action, Quick Draw, Ranged Attack 6, Seize Initiative, Taunt, Teamwork, Uncanny Dodge

Powers:
"Is a Raccoon"
"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

"Fast For a Little Guy" Speed 2 (4 mph) [2]
Senses 2 (Low-Light Vision, Acute Scent) [2]

Equipment:
"Giant-Ass Guns" Blast 8 (Extras: Multiattack) (24)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Giant-Ass Guns +12 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +2 (+3 D.Roll), Fortitude +4, Will +7

Complications:
Responsibility (Guardians of the Galaxy)
Prejudice (Appearance)- Rocket is in fact a talking Raccoon, and this makes some others take him less seriously.

Total: Abilities: 52 / Skills: 52--26 / Advantages: 27 / Powers: 13 / Defenses: 17 (135)

-Rocket Raccoon is a rarely-seen character throughout most of comics history, showing up as an Earthly Raccoon given advanced intelligence. He hung around as kind of a goofy concept for a while, but never hit it big until "Annihilation: Conquest" came in and suddenly made him an ally of Star-Lord during his big run, and thus, he's a Guardian of the Galaxy, taking up a role as the team's Comic Relief and the "This Is So Retarded" guy who hangs a lampshade on all those weird things that could only happen in comic books. Like when the team was searching for possible names for their group, he pops up with "Rocket Raccoon & His Human Hangers-On". The guy's got comedy skillz.
-Even so, he can get serious, and is one of the most fiercely loyal of the entire Guardians, being among the least-likely to just disappear and to his own crap (like Drax, Gamora, Phyla...)- now he's even getting a MOVIE APPEARANCE, with the new "Guardians" film being announced. Funny for a guy who was so minor, Peter David once had his skin appear in a trophy room to get rid of pesky fans whining for his return.
-Rocket shows up kinda like how I wanted, but surprisingly cheap. But then, his best power comes from Equipment instead of Devices, and he's a tiny Raccoon-Man (though note that he's usually drawn a fair bit bigger than a real raccoon, so I only stuck him with Shrinking 4). So he's not very strong, requires his weapons to do any sort of damage, and is REALLY easy to hurt if anyone gets a shot in on him. It helps that he's got a ridiculously-high Defense score (he's PL 8 defensively still), but he's not exactly a well-rounded PL 10. But it fits; he's not the team Powerhouse- he's more of a Skillmonkey/Blaster.

COSMO THE ROCKET-DOG
Created By:
Dan Abnett, Andy Lanning & Wellington Alves
First Appearance: Nova #8 (Jan. 2008)
Role: Greatest Character Ever, Talking Animal
Group Affiliations: The Guardians of the Galaxy
PL 9 (145)
STRENGTH
0 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Investigation 5 (+6)
Intimidation 4 (+5)
Expertise (Knowhere Security Guard) 6 (+9)
Expertise (History) 2 (+5)
Perception 6 (+9)
Persuasion 4 (+5)
Ranged Combat (Telekinetics) 9 (+9)
Technology 4 (+7)

Advantages:
Benefit (Security Officer of Knowhere), Great Endurance, Equipment 3 (Translator, Space Suit), Fast Grab, Improved Trip

Powers:
"Animal Senses" Senses 5 (Acute & Extended Scent, Low-Light Vision, Ultra & Extended Hearing) [5]
"Animal Physiology" Speed 2 (8 mph) [2]
"Natural Weapons- Teeth" Strength-Damage +1 [1]

Communication (Mental) 4 (Extras: Area-Burst, Selective) Linked to Mind-Reading 8 (Feats: Dynamic) (41) -- [51]
Dynamic AE: "Telekinesis" Move Object 10 (Feats: Dynamic) (21)
Dynamic AE: TK Blast 9 (Feats: Dynamic) (19)
Dynamic AE: "TK Burst" Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (19)
Dynamic AE: Force Field 8 (Feats: Dynamic) (Extras: Affects Others) (Flaws: Immobile on Last Four Ranks) (13)
AE: "TK Objects" Create 9 (18)
AE: "Mental Blast" Blast 7 (Extras: Perception Range, Alternate Save- Will) (28)

Equipment:
"Doggy Space Suit"
Immunity 5 (Immunity to Heat, Cold, Pressure, Vacuum, Radiation) (5)
Protection 2 (2)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Bite +8 (+1 Damage, DC 16)
TK Blast +9 (+9 Ranged Damage, DC 24)
TK Burst +9 Area (+9 Damage, DC 24)
Mental Blast -- (+7 Perception Will Damage, DC 22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+4 Suit, +12 Force Field), Fortitude +5, Will +7

Complications:
Disabled (Animal)- Though Cosmo can speak and use Telekinesis quite well, he cannot use his paws to easily manipulate objects.
Responsibility (Security Officer of Knowhere)

Total: Abilities: 44 / Skills: 40--20 / Advantages: 7 / Powers: 59 / Defenses: 15 (145)

-Who doesn't love Cosmo? A telepathic, telekinetic Soviet-era Cosmonaut-dog, who somehow is director of security of Knowhere, the giant floating severed head of a Celestial on the edge of the galaxy. He's that perfect mix of "so stupid & comicky" and "cleverly silly" that you can't help but laugh. The fact that he acts JUST ENOUGH like a real-life dog in his mannerisms and behavior, alongside speaking broken Russkie-English. He's a side-character in the Nova/Guardians stories, backing up the heroes, but when he gets into the thick of things, he proves himself pretty well. One arc of "Guardians" resulted in Cosmo's death, alongside the majority of the supporting cast. But of course, it was a TIME TRAVEL story, so the final death toll got reverted for the most part. But then Guardians has pulled that trope off too many times by the end, and fans kinda got sick of it.
-Cosmo's interesting, being a Jean Grey-like mix of Telepathy & Telekinesis, alongside his Doggie-based abilities and his Skills. He's pretty capable (and has been shown in the comics to be pretty powerful if he gets going), but isn't a battlefield specialist or even that experienced at fighting, given that he spends most of his time back at HQ. So he's a pretty good PL 9 (145), packing defensive power with his Force Fields and some good offensive Blasting power (both Mental & TK-Bludgeoning).

GAMORA
Created By:
Jim Starlin
First Appearance: Strange Tales #180 (June 1975)
Role: The Most Dangerous Woman In The Universe (but not really), Miss Fanservice, '90s Action Girl
Group Affiliations: The Guardians of the Galaxy, The Infinity Watch
PL 11 (174)
STRENGTH
8 STAMINA 8 AGILITY 7
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 6 (+13)
Athletics 5 (+12)
Close Combat (Unarmed) 2 (+15)
Deception 4 (+7)
Sleight of Hand 4 (+11)
Investigation 3 (+5)
Intimidation 8 (+8)
Technology 4 (+5)
Perception 8 (+10)
Vehicles 3 (+8)
Insight 3 (+5)
Stealth 5 (+12)
Expertise (Survival) 5 (+7)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Attractive, Beginner's Luck, Benefit (Ambidexterity), Cunning Fighter (Attack instead of Bluff to Feint), Defensive Attack, Diehard, Equipment 2 (Blades, Translator), Evasion, Fearless, Improved Critical (Blades), Improved Initiative, Great Endurance, Last Stand, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 5, Takedown 2, Tracking, Uncanny Dodge

Powers:
Regeneration 4 [4]

"Godslayer Sword" (Flaws: Easily Removable) [11]
Strength-Damage +3 (Feats: Improved Critical 3) (Extras: Penetrating 12) (Inaccurate -1) (17 points)

Equipment:
"Gamora's Blades" Strength-Damage +1 (Feats: Split) (2)

Offense:
Unarmed +15 (+8 Damage, DC 23)
Blades +13 (+9 Damage, DC 24)
Godslayer +11 (+11 Damage, DC 26)
Initiative +11

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +8, Fortitude +8, Will +6

Complications:
Relationship (Adam Warlock, Richard Rider)- Gamora was kinda with Warlock for a long time, but eventually hooked up with Nova in a subplot that never really went anywhere.
Reputation (Most Dangerous Woman in the Universe)

Total: Abilities: 88 / Skills: 60--30 / Advantages: 29 / Powers: 15 / Defenses: 12 (174)

-ahhhh Gamora, the living embodiment of Comic Books in the 1990s. OK, the whole "Daughter of Thanos, brutalized and turned into the ultimate girlish weapon" origin is kick-ass and original. The idea that this chick is the super-tough "Most Dangerous Woman In The Universe" is cool, too. The problem? It's all talk. Gamora basically NEVER kicks ass in the way she's supposed to- I can't think of a single important character she's actually beaten, and all she ever does is goonsweep. How does she get a rep like that without actually being that dangerous? Some "Gamora Respect Threads" out there contain some decently-impressive feats, but most of them involve stunning a held-back Thing, or one-shotting RAGE, which can't be super-high on someone's list of awesomeness.
-But back the the whole "90s" thing- it's all there. She's a kick-ass "Man with T*ts", as some writers have scandalously described such Action Heroines. She wears the skimpiest outfit known to comics (and it's only gotten skimpier over time- turning what was once a plunging neckline thingie into a modern-day Power Thong with two straps of fabric covering her naughty bits and that's all). She kills tons of people using bladed weapons. She's insane and partially evil (sometimes via mind control). She even has vaguely-defined super-powers that take a backseat to her standard Mook-Killiness. It's like the collection of every single 1990s Comic Book Trope personified into one individual. I think she was actually created using the faps of a dozen Nineties-era 13-year old boys :).
-Hilariously, one comic thread about the upcoming "Guardians" movie is focused almost entirely over how Gamora will be dressed- the initial Concept Art has her a bit more conservatively-dressed, and of course her fans are upset about it :).
-Okay, so Gamora showed up a LOT during Annihilation and general cosmic stuff, eventually moving on to the Guardians of the Galaxy. She's doing some on/off thing with Nova that gets barely touched upon (as both characters are rather busy, what with all the constant events going on), and she kills alot of people, but it's mostly background stuff- she hasn't notably killed anyone of importance to the plot in a while (or ever). She basically turned into a background character in "Guardians", offering up about zero characterization or anything else of note.
-Gamora's one of those classic pain-in-the-ass Cosmic Builds. Why? Because most of her bios mention that she's SUPER-STRONG AND DURABLE, yet there's not a shred of evidence to support that in any book I've read in a long time. It's one of those vague powers that has likely been utterly forgotten over time- it's not even MENTIONED in her "Annihilation" series Bios at the end of Book Three (and those bios actually bring up old minor powers of Ronan's), though at least once something had referred to her mysteriously-disappearing super-strength (she tossed someone quite a long ways in one scene, but was back to Goonsweeping the next). And then there's the "Best Martial Artist in the Universe" thing, which would EASILY put her into PL 14 territory if you added that to her strength (because of the way accuracy evens out with damage potential in this system). So where to put her, stat-wise? I ended up going with moderate Super-Human Strength (Spider-Man level), along with a very good +15 to-hit bonus, which is easily modified by her horrifying amount of Combat Advantages. So she can hit +20 accuracy in Hand-to-Hand if she wants, or dish out more power instead.
-So Gamora ends up being a very strong PL 12 character with a NASTY Sword (it can "slay cosmic beings", despite never actually doing anything of the sort- yet another example of her awesomeness being "all talk"), basically because of a huge Improved Critical rating and it's Penetrative power, the Attack Bonus of a fairly elite martial artist, and enough Combat Advantages to allow her to do just about anything she needs to in a fight. Altogether, pretty terrifying, but not QUITE up to her "Can Kill Anyone" reputation, since she's, well, NEVER KILLED ANYONE IMPORTANT.

NEBULA
Created By:
Roger Stern & John Buscema
First Appearance: The Avengers #257 (July 1985)
Role: Space Pirate
Group Affiliations: The Guardians of the Galaxy
PL 10 (138)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 5

Skills:
Athletics 3 (+5)
Close Combat (Unarmed) 2 (+12)
Deception 6 (+11)
Expertise (Space Pirate) 10 (+14)
Expertise (Tactics) 8 (+12)
Insight 2 (+6)
Intimidation 1 (+6)
Perception 4 (+8)
Persuasion 2 (+7)
Sleight of Hand 2 (+7)
Technology 3 (+7)
Vehicles 3 (+8)

Advantages:
Benefit 5 (Intergalactic Space Pirate, Wealth), Defensive Attack, Equipment 9 (Wrist-Blasters), Improved Aim, Improved Critical (Blasters), Quick Draw, Ranged Attack 7

Equipment:
"Wrist Blasters" Blast 8 (Extras: Multiattack) (24)
"Image Inducer" Morph 4 (Humanoids) (20)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Wrist Blasters +12 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +6

Complications:
Motivation (Greed & Power)- Nebula wants total power- wealth alone isn't enough for her.

Total: Abilities: 76 / Skills: 46--23 / Advantages: 26 / Powers: 0 / Defenses: 13 (138)

-Nebula was interesting to me as a kid, since I decided that Thanos was awesome, and his "granddaughter" must be as well. She's a fairly one-note villain, being a Space Pirate obsessed with power, flying around the galaxy in a super-huge space cruiser, The Sanctuary II. She had a couple stories to her credit until "The Infinity Gauntlet", where Thanos cruelly tortured her (for her audacity in claiming a familial link to him) by leaving her permanently in a state between life and death. In the weirdest twist of the whole "Gauntlet" storyline, she ended up GRABBING THE GAUNTLET, resulting in everyone divebombing HER, including the Cosmic Beings in attendance. I thought it was kind of silly that, after Thanos did this great, smart battle against the Cosmics, we got Nebula casually doing the whole thing AGAIN, but off-panel. In all, she's the most bizarre character in the thing- nearly every other character has a role (be it observers like Starfox, schemers like Mephisto, Cannon Fodder like the heroes- especially Namor & She-Hulk, human-level "this is crazy" guys like Cloak, and super-heavyweights like the Cosmic Beings), but Nebula is just kinda... there, as an example of Thanos' cruelty, until she suddenly becomes our second-tier villain.
-It kinda says something that while this series set off a HUGE amount of stories involving Thanos, The Silver Surfer, The Cosmic Beings, Adam Warlock, The Infinity Watch and more... we basically never saw Nebula in any kind of a big role again. She actually gets more hints of relevance for that time she almost blew up the universe using an Earth scientist's super-device. After the "Gauntlet" story ended, she appeared on only two separate occasions that I can see- turning into a cyborg during a prison break (and killing her crew), and showing up as one of those nameless "Grace" followers of Gamora in the first part of her "Annihilation" story. Of course, it makes zero sense why Nebula would be under someone else's command, but then, her time in the sun was long ever.
-Nebula isn't any kind of a supreme bad-ass as a fighter (she's basically using Wrist Blaster Equipment to meet her offensive caps, and is PL 8 defensively), but the challenge with her is the fact that she's using a Star Cruiser powerful enough to wipe out a Skrull Armada, has a TON of Space Pirates at her beck and call, and could have God-knows-what kind of space tech lying around.

Image

QUASAR II (Wendell Vaughn)
Created By:
Don Glut, Roy Thomas & John Buscema
First Appearance: Captain America #217 (Jan. 1978)
Role: Plucky Young Hero, Green Lantern Rip-Off, Cosmic Hero
Group Affiliations: The Avengers, Project: Pegasus, S.H.I.E.L.D., The Star Masters
Avengers Grade: C-Level (B-Level during his big '90s run)
PL 14 (223)
STRENGTH
1 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Cosmic Lore) 11 (+13)
Expertise (Space Traveller) 5 (+7)
Expertise (SHIELD Agent) 3 (+5)
Insight 3 (+6)
Perception 5 (+8)
Persuasion 4 (+7)
Ranged Combat (Cosmic Attacks) 3 (+12)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Benefit (Protector of the Universe- Chosen of Eon), Defensive Attack, Improved Smash, Ranged Attack 5, Power Attack, Teamwork

Powers:
"Quantum Bands"
Snare 15 (Feats: Reversible, Dynamic, Extended Range) (48) -- [63]
Dynamic AE: "Cosmic Energy Control" Blast 16 (Feats: Split, Dynamic, Improved Critical, Penetrating 8) (43)
Dynamic AE: Damage 14 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (43)
Dynamic AE: Damage 14 (Feats: Dynamic) (Extras: Area- 60ft. Line +2) (43)
Dynamic AE: Create 14 (Feats: Precise, Innate, Dynamic, Selective, Stationary, Tether) (Extras: Movable) (48)
Dynamic AE: Absorption 14 (Energy to Blasts) (Feats: Dynamic) (29)
Dynamic AE: "Quantum Melee Weapons" Strength-Damage +6 (Feats: Dynamic) (7)
Dynamic AE: "Enhanced Field" Force Field 4 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 13) & Immunity 10 (Life Support) (Extras: Affects Others +0) & Space Travel 1 (Extras: Affects Others +0) (44)
AE: "Quantum Jump" Teleport 15 (Feats: Increased Mass) (Extras: Extended Only +0) (Flaws: Tiring) (17)

Force Field 8 [8]
Senses 7 (Detect Energy- Ranged 3, Acute & Analytical, Communication Link- Eon/Epoch) [7]

Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 3) [6]
Immunity 10 (Life Support) [10]

"Mind Shield" Enhanced Will Check 6 (Flaws: Limited to Mental Attacks) [3]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Cosmic Blast +12 (+16 Ranged Damage, DC 31)
Cosmic Area Blasts +14 Area (+14 Damage, DC 29)
Snare +12 (+15 Ranged Affliction, DC 25)
Quantum Weapons +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +4 (+12-16 Force Field), Fortitude +6, Will +8 (+14 vs. Mental Attacks)

Complications:
Power Loss (Absorption)- Quasar's Absorbing powers do not work against effects created by Magic, or conisisting of Darkforce.
Responsibility (Protector of the Universe)- As the chosen of Eon, Wendell has been charged with a great number of tasks, many of which interfere with his daily life.
Reputation (Rookie Hero)- Quasar was considered the "baby" of The Avengers for several years of our-time.

Total: Abilities: 56 / Skills: 44--22 / Advantages: 10 / Powers: 117 / Defenses: 18 (223)

-Quasar is kind of Mark Gruenwald's baby in the Marvel Universe, being one of his biggest opuses (the others being Squadron Supreme & his Captain America run). It was his chance to explore the universe, figure out what cosmics were all about (this was back when Marvel was REALLY into it's Ron Lim-drawn uber-starry guys), etc. Wendell Vaughn was a fairly generic everyman hero (in the Spider-Man vein) with Hal Jordan's power-set. He had a small but dedicated fanbase, and remains one of those beloved 'limbo' characters, killed or brought back whenever, just because he's not a major part of the Marvel U anymore. He's currently back, post-Annihilation, doing more Cosmic stuff in the background while other heroes star in their books.
-Having read the first Trade Paperback collecting his series, and flipped through another couple issues I own, I came to some observations. The book is fundamentally good, and full of information (Quasar does a lot of "finding the history of this character"-type stuff), but it is WAY. TOO. DRY. It reads more like an Encyclopedia of Marvel's Cosmic Scene, with a fairly uninteresting hero, than any kind of a dynamic series. It was like Gru just kinda wanted to outline all his stuff (he's a stat-junky even bigger than *I* am), at the expense of characterization. The art is usually quite good- Greg Capullo (who went on to do X-Force & Spawn, altering his style HEAVILY in the process) was just starting out, and made a lot of cutesy, big-eyed characters (Wendell's big eyes and baby-lips make him look like a 17-year old boy, and the fights actually make Quasar look a HECK of a lot more powerful than I anticipated- it features a scene where Quasar nearly EFFORTLESSLY defeats Venom. Venom at the time was the hottest new Spidey villain in decades, and had JUST debuted- so a win like that seemed almost completely bizarre.
-Quasar ends up much more powerful than he used to- in "The Annihilators", he's considered in the same class as Beta-Ray Bill, The Silver Surfer and Gladiator, and a bit above Ronan The Accuser (PL 13), so PL 14 seems like a good bet. He's little more than an upgraded version of what came before, with few new abilities- he's a GL with fewer options, but a still-wide bit of power.

QUASAR II (Wendell Vaughn)
Created By:
Don Glut, Roy Thomas & John Buscema
First Appearance: Captain America #217 (Jan. 1978)
Role: Plucky Young Hero, Green Lantern Rip-Off, Cosmic Hero
Group Affiliations: The Avengers, Project: Pegasus, S.H.I.E.L.D., The Star Masters
Avengers Grade: C-Level (B-Level during his big '90s run)
PL 11 (200)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Cosmic Lore) 9 (+10)
Expertise (Alien Lore) 4 (+5)
Expertise (SHIELD Agent) 2 (+3)
Insight 2 (+4)
Perception 5 (+7)
Persuasion 4 (+5)
Ranged Combat (Cosmic Attacks) 3 (+10)
Technology 4 (+5)
Vehicles 3 (+7)

Advantages:
Benefit (Protector of the Universe- Chosen of Eon), Defensive Attack, Improved Smash, Ranged Attack 4, Power Attack, Teamwork

Powers:
"Quantum Bands"
Snare 14 (Feats: Reversible, Dynamic) (Inaccurate -1) (43) -- [61]
Dynamic AE: "Power Blast" Blast 14 (Feats: Dynamic, Penetrating 4) (Inaccurate -1) (32)
Dynamic AE: "Cosmic Energy Control" Blast 12 (Feats: Split, Dynamic, Improved Critical, Penetrating 6) (33)
Dynamic AE: Damage 11 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (23)
Dynamic AE: Damage 11 (Feats: Dynamic) (Extras: Area- 30ft. Line) (23)
Dynamic AE: Create 10 (Feats: Precise, Innate, Dynamic, Selective, Stationary, Tether) (Extras: Movable) (36)
Dynamic AE: Absorption 14 (Energy to Blasts) (Feats: Dynamic) (29)
Dynamic AE: "Quantum Jump" Teleport 15 (Feats: (Feats: Dynamic, Increased Mass) (Extras: Extended Only +0) (Flaws: Tiring) (17)
Dynamic AE: "Quantum Melee Weapons" Strength-Damage +3 (3)
Dynamic AE: "Enhanced Field" Force Field 4 (Extras: Impervious 9, Affects Others 9) (22) & Immunity 10 (Life Support) (Extras: Affects Others +0) (10)

Force Field 7 [7]
Senses 4 (Detect Energy- Ranged & Acute, Communication Link- Eon/Epoch) [4]

Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 3) [6]
Immunity 10 (Life Support) [10]

"Mind Shield" Enhanced Will Check 6 (Flaws: Limited to Mental Attacks) [3]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Cosmic Blast +10 (+12 Ranged Damage, DC 27)
Power Blast +8 (+14 Ranged Damage, DC 29)
Cosmic Area Blasts +11 (+11 Damage, DC 26)
Snare +8 (+14 Ranged Affliction, DC 24)
Quantum Weapons +8 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+10-14 Force Field), Fortitude +6, Will +8 (+14 vs. Mental Attacks)

Complications:
Power Loss (Absorption)- Quasar's Absorbing powers do not work against effects created by Magic, or conisisting of Darkforce
Responsibility (Protector of the Universe)- As the chosen of Eon, Wendell has been charged with a great number of tasks, many of which interfere with his daily life.
Reputation (Rookie Hero)- Quasar was considered the "baby" of The Avengers for several years of our-time.

Total: Abilities: 46 / Skills: 40--20 / Advantages: 9 / Powers: 111 / Defenses: 14 (200)

-Quasar is kind of Mark Gruenwald's baby in the Marvel Universe, being one of his biggest opuses (the others being Squadron Supreme & his Captain America run). It was his chance to explore the universe, figure out what cosmics were all about (this was back when Marvel was REALLY into it's Ron Lim-drawn uber-starry guys), etc. Wendell Vaughn was a fairly generic everyman hero (in the Spider-Man vein) with Hal Jordan's power-set. He had a small but dedicated fanbase, and remains one of those beloved 'limbo' characters, killed or brought back whenever, just because he's not a major part of the Marvel U anymore. He's currently back, post-Annihilation, doing more Cosmic stuff in the background while other heroes star in their books.
-Quasar, like alot of Avengers, comes in over-pointed. Quasar was generally always more powerful than he was talented or skilled, though he was QUITE a bit more powerful than I first imagined- I figured him for a basic Plucky Rookie PL 10 with a ton of power, but then in his book he's kicking the ass of Venom, amongst others. Those bands are hella-powerful, allowing for +11 Damage Area Effects, a +12-14 Cosmic Blast, a Snare, Teleportation, Flight, etc., all while being protected with a Force Field (which he can further enhanced as part of his Dynamic Array). And you can probably Power Stunt more.

THE DRAGON OF THE MOON
Created By:
Peter B. Gillis & Don Perlin
First Appearance: The Defenders #143 (May 1985)
Role: Cosmic Manipulator
Group Affiliations: The Guardians of the Galaxy
PL 15 (419)
STRENGTH
17 STAMINA 19 AGILITY 2
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 6 PRESENCE 6

Skills:
Deception 10 (+16)
Expertise (Cosmic Lore) 5 (+12)
Expertise (Space Traveller) 5 (+12)
Insight 9 (+15)
Intimidation 7 (+13, +23 Size)
Perception 8 (+14)
Persuasion 10 (+16)

Advantages:
Daze (Deception), Improved Critical (Magic Blast), Ranged Attack 12, Startle

Powers:
"Can Never Be Killed; Only Contained" Immortality 1 (1 month) [2]
Immunity 12 (Life Support, Aging, Sleep) [12]
Movement 2 (Space Travel 2) [4]
"Wings" Flight 9 (1,000 mph) [18]
"Amorphous Nature" Shapeshift 6 [48]
Protection 4 (Extras: Impervious 21) [25]

"Enormous Size"
Growth 15 (Str & Sta +15, +15 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -15 Stealth) -- (84 feet) [30]
Growth +5 (+20 Mass, +10 Intimidation, +2 Speed, -20 Stealth) -- (192 feet) (Flaws: Limited to Non-STR & STA Growths) [5]
Elongation 3 [3]
"Tail/Centipede Limbs" Extra Limbs 6 [6]

"Restructure Reality" Transform (Anything to Anything) 12 (Feats: Dynamic) (Extras: Continuous) (73) -- [89]
Dynamic AE: "Telepathy" Communication (Mental) (Feats: Subtle 2, Dynamic) 5 Linked to Mind Reading 14 (51)
Dynamic AE: Remote Sensing 23 (Visual, Hearing) (32,000 miles) (Feats: Dynamic, Dimensional, Subtle) (72)
Dynamic AE: Magical Blast 18 (Feats: Dynamic) (37)
Dynamic AE: Create 14 (Feats: Innate, Precise, Dynamic) (Extras: Movable) (44)
Dynamic AE: "Giant Body" Damage 15 (Feats: Dynamic) (Extras: Area- 60ft. Burst) (46)
Dynamic AE: "Magic Wave" Damage 15 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (46)
Dynamic AE: "Possession" Mind Control 15 (60)
Dynamic AE: "Group Possession" Mind Control 8 (Feats: Dynamic) (Extras: 500ft. Burst +5, Selective) (Flaws: Touch Range -2) (65)

"Empower a Chosen One" Variable 7 (Extras: Affects Others Only +0) (Flaws: Limited to Own Powers, Limited to One Subject) [35]

Offense:
Unarmed +12 (+17 Damage, DC 32)
Giant Body Attacks & Magic Wave +15 Area (+15 Damage, DC 30)
Magical Blast +12 (+18 Ranged Damage, DC 28)
Possession -- (+15 Affliction, DC 25)
Group Possession +15 Area (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +23 (+11 Impervious), Fortitude +19, Will +14

Complications:
Motivation (Power)
Weakness (Host's Manipulation)- The Dragon of the Moon requires power drawn from it's Host- without it, it is much smaller and less powerful.
Vulnerable (Talismans)- As an otherworldly being not of this Earth, The Dragon can be cast out or drained by sufficient magical talismans.

Total: Abilities: 78 / Skills: 54--27 / Advantages: 15 / Powers: 277 / Defenses: 24 (419)

-The Dragon of the Moon is a complex manipulator, present through my of Don Perlin's "Defenders" run, manipulating Moondragon behind the scenes, tempting her with power while discreetly (ie. Subtle 2) egging on the worst parts of her nature. He eventually coalesced into a mighty beast, unable to be defeated by common means, and his only weaknesses over the years tend to be Magical Warding, Talismans and such things, as well as the people he's manipulating rejecting him. Skavenger says that The Dragon of the Moon is to him what The Demon Bear is to me, so he's apparently pretty scary when you read about him.
-Statting otherworldly Cosmic Monsters I haven't actually read about can be tough, but PL 15 oughta do it- his high toughness and sheer amount of powers (over 400 points' worth!) means he can beat pretty much any hero rather handily, but he's not invincible, and tends to be one of those guys you can beat by going "I WILL NOT GIVE IN!" and forcibly casting him out. Otherwise, he's a powerful Reality Manipulator who can probably Stunt many other powers. That, PLUS he can Empower People as a basic ability, and change his own shape. He's effectively The Midgard Serpent, but smart instead of stupid.

WRAITH III (Zak-Del)
Created By:
Javier Grillo-Marxuach & Kyle Hotz
First Appearance: Annihilation Conquest: Wraith #1 (June 2007)
Role: Plucky Young Hero, Green Lantern Rip-Off, Cosmic Hero
Group Affiliations: The Avengers, Project: Pegasus, S.H.I.E.L.D., The Star Masters
Avengers Grade: C-Level (B-Level during his big '90s run)
PL 10 (176)
STRENGTH
7 STAMINA 7 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 8 (+13)
Athletics 4 (+11)
Close Combat (Unarmed) 2 (+12)
Expertise (Space Traveller) 5 (+7)
Insight 3 (+5)
Intimidation 12 (+12)
Investigation 2 (+4)
Perception 4 (+6)
Stealth 5 (+10)
Technology 3 (+5)
Vehicles 2 (+7)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Great Endurance, Equipment 4 (Space Vessel, Assorted Gear), Evasion, Extraordinary Effort, Fearless, Improved Disarm, Improved Smash, Quick Draw, Ranged Attack 7, Startle, Takedown

Powers:
Leaping 2 (30 feet) [2]
"Cannot Feel Pain" Immunity 3 (Aging, Pain Effects) [3]
Regeneration 10 (Feats: Regrow Limbs) [11]
"Manifest Darkness" Concealment 2 (Visuals) (Extras: Attack, Area- 30ft. Shapeable) [8]

"Polymorphic Weapon" (Flaws: Easily Removable) [10]
Strength-Damage +3 (Feats: Variable- Slashing, Piercing or Bludgeoning, Reach 4, Penetrating 6) (14) -- (16 points)
AE: "Gun" Blast 7 (14)
AE: Affliction 7 (Tech Skill of Creator; Impaired/Disabled/Transformed to Ineffective Functions) (Extras: Ranged, Affects Objects Only +0) (Flaws: Limited to Technological Weapons) (7)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Cosmic Blast +10 (+12 Ranged Damage, DC 27)
Power Blast +8 (+14 Ranged Damage, DC 29)
Cosmic Area Blasts +11 (+11 Damage, DC 26)
Snare +8 (+14 Ranged Affliction, DC 24)
Quantum Weapons +8 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +7, Fortitude +8, Will +8

Complications:
Motivation (Destroy The Phalanx, Find His Father's Killer)- Wraith wants REVEEEEEENNNNNNNNGGGGGEEE!! How bad-ass and '90s is that?

Total: Abilities: 76 / Skills: 50--25 / Advantages: 25 / Powers: 34 / Defenses: 16 (176)

-This guy was an AWFUL part of the second "Annihilation" storyline, debuting as a hyper-'90s anti-hero who attacked Phalanx robots and made them afraid of him. He had dual whips and was super EXTREEEEEME and all that usual B.S.... about the most '90s-type character imaginable. He had no real personality, and they kept amping up how TOUGH AND SCARY he was in the mini-series. Imagine my surprise when I discovered he was created FOR Annihilation, making him debut about eight years too late to do any good. It says something that among all the Cosmic Marvel-based stuff that came out of the "Annihilation Waves", Wraith has yet to reappear. His series stuck out like a sore thumb compared to all the other cross-over stuff, and I think even Marvel knew that he sucked and wasn't going to sell.
-Wraith was also horribly overpowered, making him sorta like the also-Kree Marvel Boy/Protector/Whatever, in that he'd get new powers all the time, turn out to be immune to pain, and he'd go on Mook-Killing Tears, easily defeating hordes of Phalanx (remember, these guys used to challenge the X-Men one-on-one). He could be nearly any PL between 10 and 12 given his appearances, but he never beat anyone GOOD that I can remember (he convinced Ronan to break his brainwashing and join his side), and since it was his first appearance, we'll give him some "New Guy Stink" to make him a basic, over-pointed PL 10 who's really, really tough to bring down. He can damage weapons, blind people, and has a weird Variable Weapon that can do multiple variations, like a video game character.

STAR-LORD (Peter Quill)
Created By:
Steve Englehart & Steve Gan
First Appearance: Marvel Preview #4 (Jan. 1976)
Role: Spacefaring Skillmonkey
Group Affiliations: The Guardians of the Galaxy
PL 10 (176)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Deception 6 (+9)
Insight 3 (+6)
Intimidation 4 (+7)
Investigation 5 (+8)
Expertise (History) 4 (+7)
Expertise (Space Soldier) 8 (+11)
Perception 4 (+7)
Persuasion 4 (+7)
Stealth 5 (+10)
Technology 5 (+8)
Vehicles 6 (+12)

Advantages:
Assessment, Beginner's Luck, Defensive Attack, Daze (Deception), Eidetic Memory ("Memory Chip"), Equipment 6 (Translators, Guns), Improved Aim, Improved Critical (Blasters), Improved Smash, Leadership, Luck, Precise Attack 2 (Close/Concealment, Ranged/Cover), Quick Draw, Ranged Attack 7, Set-Up, Teamwork, Ultimate Aim

Powers:
"Star-Lord Uniform" (Flaws: Removable) [13]
Immunity 7 (Suffocation 2, Heat, Cold, Pressure, Vacuum, Radiation) (7)
Protection 3 (Extras: Impervious 3) (6)
Senses 1 (Infravision) (1)
Movement 1 (Environmental Adaptation- Outer Space) (2)
-- (16 points)

Equipment:
"Pair of Blasters" Blast 7 (Extras: Autofire) (21)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Blasters +13 (+7 Ranged Damage, DC 22)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +4 (+7 Uniform), Fortitude +5, Will +8

Complications:
Responsibility (The Guardians of the Galaxy)

Total: Abilities: 72 / Skills: 58--29 / Advantages: 29 / Powers: 34 / Defenses: 12 (176)

-Star-Lord kinda came out of nowhere. A character from Marvel's past, he was so forgotten that I'd never even heard of him (Keep in mind I've done builds of Ion, Pink Pearl and Quicksand), but then he showed up in the first part of "Annihilation" as a ground-leader amongst the resistance forces. By "Conquest", he was made a full-on lead character, forming a temporary group (that eventually became the full-time Guardians of the Galaxy) to fight the Phalanx. By this time, he's the regular leader of a good team book, AND he's getting a major role in an upcoming movie, which is quite the change in fortunes for the guy.
-Peter Quill's designed as a good marksman, using some high-powered Space Blasters as Equipment for such purposes. He's a terrific Skillmonkey, very good at everything involving aiming, and he's an excellent battlefield guy as well, having many Advantages: Luck, Smash, Leadership, Set-Up & Teamwork, etc. Focused a bit more to the accuracy side of things, he's still quite reliant on his Equipment to do any good (and Equipment is much more breakable/loseable than Devices are), but those are the hands we're dealt.

DRAX THE DESTROYER (Arthur Douglas)
Created By:
Mike Friedrich & Jim Starlin
First Appearance: Iron Man #55 (Feb. 1973)
Role: Hulk Rip-Off Turned Kratos/Riddick Rip-Off
Group Affiliations: The Infinity Watch, The Guardians of the Galaxy
PL 11 (177), PL 15 (177) to Thanos
STRENGTH
9 STAMINA 9 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 3 (+7)
Deception 4 (+4)
Expertise (Survival) 5 (+7)
Insight 4 (+6)
Intimidation 13 (+13)
Investigation 4 (+6)
Perception 9 (+11)
Stealth 4 (+8)
Technology 4 (+5)
Vehicles 4 (+8)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Benefit (Ambidexterity), Close Attack, Defensive Attack, Diehard, Equipment (Translater), Great Endurance, Improved Critical (Knives) 2, Improved Disarm, Improved Grab, Improved Smash, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 8, Startle, Takedown 2, Taunt, Tracking

Powers:
Leaping 1 (15 feet) [1]
Immunity 4 (Starvation & Thirst, Cold, Sleep) [4]
Senses 1 (Acute Scent) [1]
Regeneration 8 [8]

"Born to Kill Thanos"
Senses 3 (Detect Thanos- Ranged, Acute) [3]
Strength-Damage +6 (Flaws: Limited to Thanos) 6 [3]

"Badass Double-Knives" (Flaws: Easily Removable) [5]
Strike +2 (Feats: Split) (Extras: Penetrating 5) (8 points)

Offense:
Unarmed +13 (+9 Damage, DC 24)
Knives +13 (+11 Damage, DC 26)
Unarmed vs. Thanos +13 (+15 Damage, DC 30)
Knives vs. Thanos +13 (+17 Damage, DC 32)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +9, Fortitude +10, Will +8

Complications:
Responsibility (Cammi & Moondragon)- Drax's daughter is Moondragon, but he became attached to the young human girl who took possession of him when he was still in his resurrection-fuelled haze.
Obsession (Killing Thanos)

Total: Abilities: 82 / Skills: 54--27 / Advantages: 28 / Powers: 25 / Defenses: 15 (177)

-Drax the Destroyer has been through a lot, like most of the Cosmic Scene (note: It does NOT pay to be a small player in a small genre of Marvel Comics- crap just casually happens to you all the time). He showed up as a Starlin-creation to fight his Thanos creation, a resurrected human who was killed in a random act of evil by the Titanian Bad-Ass. Protecting his daughter (who grew up to be Moondragon), he became a recurring Thanos foe, then got killed & resurrected again, becoming a much more dopey Hulk rip-off who had some Cosmic Power & flight.
-Circa "Annihilation", he got ANOTHER comeback/re-do. The "Dumb Drax" was laughably easily killed off by Paibok the Power-Skrull, then regenerated into his current form. Looking pretty much like Kratos from "God of War" (seriously, he's a green xerox- a big bald red-tattooed two-weapon fighter who loves to fight and kill and maim), he's a Double-Blade-Wielding cynical ass-kicker, lipping people off and being a nasty bastard in combat, dropping most of his Hulk act along the way. I like his current form better (mainly because I HATED the old, lame Drax), but I'm still not that huge a fan. He's honestly a little too "1990s EXTREEEEEEEME! COMIX" for me. Plus, that scene where he killed Thanos was just WAY too anticlimactic for me. He runs in, beats down some goons, then casually rips out THANOS' heart while the purple one's back is turned? Then he just does the thing that Thanos was gonna do anyways (ie. free Galactus)? VERY weird to read, and just felt disjointed.
-Drax is tough. He's a nasty-ass mix of Scrapper, Super-Strong Guy and Martial Artist, adding a ton of Advantages, a bunch of Skills (mostly Stealth & Recon-related), really high physical Stats, Regeneration AND his Knives all together, to make a very dangerous PL 11. For his "Thanos Killing" Feats, just boost his hitting power with a separate power thingie. I had some difficulty figuring out exactly HOW strong he was supposed to be (like A LOT of these Cosmic Guys), but since he's also packing Knives, and he's not a "Head Punch-Off" type of guy, it'll be a notch above Spider-Man's and that's it. He can modify nearly all his Caps with his various Combat Feats, allowing him to do stuff like stab an Annihilation Wave Hive Queen's head and kill it easily.

DRAX THE DESTROYER (Arthur Douglas)
Created By:
Mike Friedrich & Jim Starlin
First Appearance: Iron Man #55 (Feb. 1973)
Role: Hulk Rip-Off Turned Kratos/Riddick Rip-Off
Group Affiliations: The Infinity Watch, The Guardians of the Galaxy
PL 12 (175), PL 15 (175) to Thanos
STRENGTH
16 STAMINA 16 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+3)
Intimidation 15 (+13)
Perception 3 (+2)
Ranged Combat (Cosmic Blasts) 2 (+7)

Advantages:
All-Out Attack, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Power Attack, Ranged Attack 5, Startle, Takedown

Powers:
Immunity 10 (Life Support) [10]
Regeneration 2 [2]

"Born to Kill Thanos"
Senses 3 (Detect Thanos- Ranged, Acute) [3]

Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]
Cosmic Blast 14 (Feats: Split) [29]

Offense:
Unarmed +7 (+16 Damage, DC 31)
Cosmic Blast +7 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +16, Fortitude +16, Will +6

Complications:
Responsibility (Moondragon)- Drax's daughter is Moondragon, though he often doesn't remember this part of his life.
Obsession (Killing Thanos)

Total: Abilities: 70 / Skills: 24--12 / Advantages: 14 / Powers: 66 / Defenses: 13 (175)

-Hulk Knock-Off Drax is basically a mentally retarded character who speaks in the third person, flies around, and shoots Energy Blasts- he's still remarkably powerful- a bit moreso than his Kratos Version in fact, because of his Hulk-level physical might. He's not an elite fighter, and all his stuff is based around hitting or blasting stuff, and that's it.

PIP THE TROLL
Created By:
Jim Starlin
First Appearance: Strange Tales #179 (April 1975)
Role: Dirty Rotten Coward
Group Affiliations: The Infinity Watch
PL 10 (206)
STRENGTH
8 STAMINA 7 AGILITY 3
FIGHTING 4 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Drinking & Wenching) 7 (+8)
Expertise (Space Traveller) 4 (+5)
Expertise (Art) 4 (+5)
Insight 2 (+4)
Perception 2 (+4)
Stealth 2 (+5)

Advantages:
Daze (Deception), Luck

Powers:
"Spider-Man-Level Strength" Power-Lifting 1 (12 tons) [1]

"Mutant Powers: Interstellar Teleportation"
Teleport 20 (Feats: Change Direction & Velocity, Increased Mass 7- 3 tons) (Extras: Attack Only +0, Ranged Attack 10, Accurate, Easy, Extended) (119) -- [122]
AE: Teleport 20 (Feats: Change Direction & Velocity, Increased Mass 7- 3 tons) (Extras: Accurate, Easy, Extended) (109)
AE: Movement 3 (Space Travel 3) (Feats: Easy, Increased Mass 7- 3 tons) (Extras: Portal +2, Instantaneous- Instantly Appears) (22)
AE: Movement 3 (Space Travel 3) (Feats: Easy, Increased Mass 7- 3 tons, Ranged 10) (Extras: Attack Only +0, Instantaneous) (28)

Offense:
Unarmed +4 (+8 Damage, DC 23)
Teleport Attack +5 (+10 Ranged Movement Attack, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +5

Complications:
Motivation (Booze & Boobs)
Reputation (Coward)- Pip will shrink from any fight, regardless of his power.
Relationship (Adam Warlock)- Pip's closest pal is the stoic Adam Warlock.

Total: Abilities: 62 / Skills: 26--13 / Advantages: 2 / Powers: 123 / Defenses: 6 (206)

-Pip the Troll is pretty much the "Wacky Sidekick" type of guy, a boozing lecher who ended up palling around with Adam Warlock almost accidentally in Jim Starlin's super-opus "Warlock". He was weak, and cowardly, and altogether pretty useless, but that's what makes him the Comic Relief, I guess. His loyalty to Adam (when Pip was mind-wiped by Thanos, Warlock tossed the two of them, plus Gamora, into the Soul Gem) ensured that he would be entrusted to the Space Gem... yep, mister "I have a plan for everything, and that's why I'm so super-smug all the goddamned time" Warlock put a UNIVERSALLY POWERFUL WEAPON in the hands of the fat, useless Comic Relief. I thought Pip was REALLY stupid as a kid, as I generally found his appearance and attitude annoying, but I guess now that I'm a hairy-chested pervert too, I might find a bit more comraderie with the guy :).
-Pip isn't much of a fighter, but upon his resurrection by Warlock, he ended up in a super-strong body. He just doesn't do a lot of fighting, being a big coward. He did his pre-Infinity Gauntlet adventuring in a Strength 0, Toughness 1-2-ish body. He isn't exactly a powerhouse in either case. With the Space Gem, he used a lot of sneak attacks, and threw stuff on people's heads... a Super-Teleportation Weapon and that's all he did with it. And he apparently retained said powers, using them to work for X-Factor Investigations and help out She-Hulk, amongst other things. Apparently the Space Gem has residual effects.

XEMNU THE TITAN
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #62 (Nov. 1960)
Role: Alien Conqueror
PL 14 (320)
STRENGTH
13 STAMINA 13 AGILITY 0
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 2 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Science) 8 (+16)
Expertise (Space Traveller) 2 (+10)
Insight 4 (+6)
Intimidation 4 (+8)
Perception 5 (+7)
Persuasion 5 (+9)
Technology 6 (+14)
Vehicles 4 (+6)

Advantages:
Fast Grab, Power Attack, Ranged Attack 6

Powers:
"Large Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Super-Psionic Might"
"Control Entire Worlds" Mind Control 6 (Extras: Area- 16,000 miles +23, Sustained) (Flaws: Touch Range -2) (156) -- [164]
AE: "Focused Mind Control" Mind Control 14 (56)
AE: "Induce Sleep" Affliction 12 (Will; Fatigued/Exhausted/Asleep) (Extras: Area- 60ft. Burst +2) (36)
AE: "Induce Mental Blocks" Affliction 14 (Will; Transformed Memories or Perceptions) (Extras: Perception Range +2) (Flaws: Limited to Final Degree) (28)
AE: "Hypnosis" Mind Control 8 (Extras: Area- Visual Perception) (Flaws: Touch Range -2) (24)
AE: "Concussive Force Blasts" Blast 16 (32)
AE: "Animate Objects" Summon 5 (Extras: Horde, 8 Minions +6, Variable- Objects) (Flaws: Requires Objects) (45)
AE: "Atmo-Sphere" Flight 8 (500 mph) (16)
AE: "Space Atmo-Sphere" Movement 1 (Space Travel 1) Linked to Immunity 10 (Life Support) (11)

"Possess and Transform Another Being"
Immortality 1 (1 month) (Flaws: Resurrects as Insubstantial Energy Form) [1]
Affliction 5 (Will; Entranced/Compelled/Controlled & Transformed to Xemnu) (Extras: Permanent +3) (Flaws: Must Have Been Killed First) [15]

Offense:
Unarmed +9 (+13 Damage, DC 28)
Control Worlds +6 Area (+6 Affliction, DC 16)
Focused Control & Mental Blocks -- (+14 Perception Affliction, DC 24)
Hypnosis +8 Area (+8 Affliction, DC 18)
Force Blasts +8 (+16 Ranged Damage, DC 31)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13, Fortitude +13, Will +7

Complications:
Power Loss (vs. The Hulk)- Xemnu has proven unable to control The Hulk psionically.

Total: Abilities: 86 / Skills: 46--23 / Advantages: 8 / Powers: 189 / Defenses: 14 (320)

-Xemnu is one of the classic Lee/Kirby Monsters from back in the day when ALL of Marvel's books were "Big Monster" books (the late days of the 1950s and the early '60s), brought back out of the mothballs to be a Hulk/Defenders villain. He's actually shown up a few times as a classic "goofy" villain with his big white-furred body, though he's rather potent- apparently once having taken over the minds OF THE ENTIRE HUMAN RACE. He was last seen in various silly books, though he was controlled by The Phalanx in "Annihilation: Conquest", and once tried to turn She-Hulk into a "She-Xemnu". And no, he's not related to the Great Satan of $cientologist Mythology.
-Xemnu has a REALLY Wide-Area Mind Control Power (23 ranks is enough to cover the 7,900 entirety of the Earth because the Burst covers 8,000 miles on each side of Xemnu), though I don't think he ever used that power after his first appearance- most of the time he's a simple high-powered Telepath, capable of messing with guys like Doctor Strange (no mean feat- he fights GODS), Animate Objects, Fly around in space, and other weird things. He's an odd build, especially since he packs some of that stuff onto a POWERHOUSE physique as well as being a high-level Scientific Genius. Though expensive and high-powered, he does suffer a bit defensively, being only PL 10 with Dodge & Parry (many Earth heroes can simply overpower him if they break free from his mental control), and the PLs of his various attacks tend to vary.

GROOT
Created By:
Stan Lee, Jack Kirby & Dick Ayers
First Appearance: Tales To Astonish #13 (Nov. 1960)
Role: Alien Monster, The One Who Is Groot
Group Affiliations: The Guardians of the Galaxy, S.H.I.E.L.D. Paranormal Investigations Unit
PL 11 (175), PL 12 (175) Colossal Size
STRENGTH
13/17 STAMINA 13/17 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 10 (+9, +12 Size, +17 Colossal)
Expertise (Science) 6 (+11)
Expertise (Space Traveller) 2 (+7)
Technology 2 (+7)
Perception 4 (+4)
Insight 4 (+4)

Advantages:
Beginner's Luck, Diehard, Great Endurance, Equipment (Translator), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Interpose, Jack-of-All-Trades, Power Attack, Ranged Attack 2, Startle, Takedown

Powers:
"Giant Tree-Man"
Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Power-Lifting 1 (400 tons) [1]
Impervious Toughness 7 [7]
Immunity 1 (Hot Environments, Suffocation 2, Sleep, Vacuum) [5]

"Plant Control" Move Object 10 (Extras: Perception Range) (Flaws: Limited to Plants) (20) -- [22]
AE: Summon 4 (Flaws: Source- Requiers Trees & Plants)
AE: Growth 10 (Extras: Affects Others Only +0) (Flaws: Limited to Plants) (10)

"Colossal Growth"
Growth +4 (Str & Sta +4) (Flaws: Source- Requires Plants/Water) [4]
Growth +6 (+10 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -17 Stealth) -- (120 feet) (Flaws: Limited to Non-STR & STA Boosts, Source- Requires Plants/Water) [3]
Linked to Damage +0 (Extras: Area- 30ft. Burst 11) [11]
Reduced Close Combat -1 [-1]

"Regrowth from Scraps"
Regeneration 6 (Feats: Regrowth) (Flaws: Source- Requires Plants/Water) [4]

Offense:
Unarmed +8 (+13 Damage, DC 28)
Colossal Size +7 (+17 Damage, DC 32)
Area Attack at Colossal Size +11 (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +13 (+17 Growth), Fortitude +13 (+17 Growth), Will +8

Complications:
Responsibility (He is Groot)
Power Loss (Size)- While Regenerating, Groot is reduced to tiny stature, and can take a while to "grow" back to his ordinary, 21-foot height.
Vulnerable (Pesticides & Plant-Killers)
Disabled (Can Only Say "I am GROOT!")- Groot does not converse that much with his teammates.

Total: Abilities: 52 / Skills: 28--14 / Advantages: 16 / Powers: 71 / Defenses: 22 (175)

-He is Groot. That's all you need to know.
-Groot is one of those weird old 1960s monsters created by Lee & Kirby, reused because Abnett & Lanning pretty much started using EVERYBODY, and thus there he was during Conquest & the Guardians reboot, only saying his name and being comedic relief because of it. He does have a few awesome moments- namely sacrificing his life to save the day a couple times. But for the most part, he hangs back and deals damage, leaving the characterization to the others.
-Groot is one of those guys that ends up spending points all over the place because of a few random snippets. Oh, it turns out his "I AM GROOT!" dialogue is actually translateable to a various bunch of subjects, and he's a super-genius? Well, that one paragraph of dialogue means he's INT 20 and has Beginner's Luck/Jack-of-All-Trades! And also he can control plants like Minions! Stuff like that increases the cost of what is essentially a Super-Brick, a slightly advanced Powerhouse who's a bit inaccurate, but hits harder than most. Groot's only PL 9.5 really, because I don't really believe he can go one-on-one with Ben Grimm or Colossus or anyone like that- he's just a Meat Shield/Back-up for a relatively vulnerable-to-damage crew of human-level guys in the Guardians of the Galaxy.
-Note some of the funny stats- he's mostly inaudible to sentient beings, as they can't understand his words, and when he Resurrects, he ends up as just a little snippet of himself for a week or so while he grows. I figure that's a decent Drawback to an already-Flawed Regeneration set-up. He's got another unique trick in that he can grow SUPER-sized, enough to fill up an entire building, but if he does so, he's essentially hobbled and near-useless, being even easier to hit than MOST Growth 20 guys, so it's quite weak, and not very good in combat. He's not normally vulnerable to fire (it took Mantis altering his body-chemistry to make him thus), but I figure, as a giant Tree-Man, he WOULD be vulnerable to plant-killing substances that most humans could just brush off.

MIDNIGHT SUN (M'Nai)- Human Martial Artist
Created By:
Steve Englehart, Jim Starlin & Al Milgrom
First Appearance: Marvel Special Edition #16 (Feb. 1974)
Role: Martial Artist
Group Affiliations: Fu Manchu's Organisation
PL 9 (146)
STRENGTH
3 STAMINA 5 AGILITY 7
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+15)
Athletics 7 (+10)
Close Combat (Unarmed) 2 (+15)
Expertise (Criminal) 6 (+8)
Expertise (Martial Arts) 12 (+14)
Insight 3 (+5)
Intimidation 4 (+7)
Investigation 2 (+4)
Perception 5 (+7)
Ranged Combat (Martial Arts Weapons) 4 (+12)
Stealth 5 (+12)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Diehard, Equipment 2 (Martial Arts Stuff), Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Unarmed) 3, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Seize Initiative, Takedown 2, Uncanny Dodge

Equipment:
"Nunchaku" Strength-Damage +1 (Feats: Improved Disarm) (2)
"Shuriken" Blast 3 (6)

Offense:
Unarmed +15 (+3 Damage, DC 18)
Nunchaku +13 (+4 Damage, DC 19)
Shuriken +12 (+3 Ranged Damage, DC 18)
Initiative +11

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +5, Fortitude +7, Will +6

Complications:
Motivation (Fu Manchu's Will)- Midnight Sun is loyal to his adopted father, and thus hunts Shang-Chi.

Total: Abilities: 76 / Skills: 58--29 / Advantages: 29/ Powers: 0 / Defenses: 12 (146)

-Midnight Sun grew up as the adopted son of Fu Manchu, raised alongside Shang-Chi- the son of an African family slain when Fu Manchu fought a recurring nemesis, M'Nai grew up a loyal son, and fought Shang-Chi. It was only for a single fight, however, and he died when he was kung-fu kicked off of a building. Brought back as part of the Legion of Unliving, he jobbed to Mantis (because EVERYONE DID), and that would've been it for this rarely-used guy... until someone had the BIZARRE idea to use the guy as a SILVER SURFER FOE, upgrading his power dramatically via the Kree so they'd have someone who could beat The Surfer in a fight. Why they chose some random Earth martial artist is beyond me, but the Kree are a bit weird that way.
-At first, Midnight Sun was merely a single-issue foe for Shang-Chi, so he's about equal to what Shang was back in the day- a PL 9 over-pointed elite Martial Artist Guy.

MIDNIGHT SUN (M'Nai)- Space Martial Artist
Created By:
Steve Englehart, Jim Starlin & Al Milgrom
First Appearance: Marvel Special Edition #16 (Feb. 1974)
Role: Martial Artist... IN SPACE
Group Affiliations: Fu Manchu's Organisation, The Kree
PL 13 (219)
STRENGTH
11 STAMINA 11 AGILITY 7
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 8 (+15)
Athletics 7 (+10)
Close Combat (Unarmed) 2 (+15)
Expertise (Criminal) 6 (+8)
Expertise (Martial Arts) 12 (+14)
Insight 3 (+5)
Intimidation 4 (+7)
Investigation 2 (+4)
Perception 5 (+7)
Ranged Combat (Martial Arts Weapons) 4 (+12)
Stealth 5 (+12)

Advantages:
Accurate Attack, Agile Feint, Assessment, Chokehold, Diehard, Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Great Endurance, Improved Critical (Unarmed) 3, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Seize Initiative, Takedown 2, Uncanny Dodge

Powers:
"Cosmic Guy"
Immunity 10 (Life Support) [10]
Impervious Toughness 5 [5]

"Silver Discs Of Flight"
Strength-Damage +1 (Feats: Split) [2]
Flight 10 (2,000 mph) [20]
Movement 2 (Space Travel 2) [4]

Offense:
Unarmed +15 (+11 Damage, DC 26)
Silver Discs +14 (+12 Damage, DC 27)
Initiative +11

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +11, Fortitude +12, Will +6

Complications:
Motivation (Fu Manchu's Will)- Midnight Sun is loyal to his adopted father, and thus hunts Shang-Chi.
Disabled (Mute & No Fingers)- Midnight Sun has lost his ability to communicate or use his fingers as a result of Kree experimentation.

Total: Abilities: 108 / Skills: 58--29 / Advantages: 27 / Powers: 41 / Defenses: 14 (219)

WUNDARR THE AQUARIAN
Created By:
Steve Gerber & Val Mayerik (Wundarr), Mark Gruenwald & Ralph Macchio (Aquarian)
First Appearance: Fear #17 (Oct. 1973- as Wundarr), Marvel Two-in-One #58 (Dec. 1979- as Aquarian)
Role: Alien Hippy
PL 11 (302)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Current Events) 4 (+12)
Insight 4 (+7)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 5 (+7)

Advantages:
Ranged Attack 2

Powers:
"Nullification Field" All Powers Linked
Nullify Energy Powers 14 (Extras: Broad, Simultaneous, Area- 500ft. Burst +5, Concentration) (Flaws: Touch Range) [112]
Force Field 10 (Extras: Affects Others, Area- 500ft. Burst +5) [70]
"Nullify Gravity" Flight 1 (4 mph) [2]

"Knowledge of Anything & Everything"
Enhanced Advantages 1: Well-Informed (Extras: Affects Others) [2]
Features 1: May Ask the GM a Direct Question by Spending an HP (Extras: Affects Others) [2]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6 (+16 Force Field), Fortitude +8, Will +8

Complications:
Motivation (Peace, Love & Understanding)- Like, Wundarr is all about peace and universal harmony, man.

Total: Abilities: 92 / Skills: 22--11 / Advantages: 2 / Powers: 202 / Defenses: 10 (302)

-Y'know, for a company that prides itself on originality, Marvel sure has a lot of Superman knock-offs. This guy showed up in "Giant-Size Man-Thing" (hee hee), as a grown man who'd been raised in a life-pod because his potential adopted parents ignored him (he'd been sent from a planet called "Dakkam" that was thought to be exploding... except the scientist was wrong and it wasn't). It's all a little too tongue-in-cheek and "HO HO LOOK AT WHAT WE DID WITH THE SUPERMAN MYTHOS HEE HEE!" for me, really. Curiously, the only thing I really remember about this guy was when he went through the rounds on the old BattleBoard forum "SuperHeroShowDown" at WizardWorld.com, back when I still cared about such things. Certain characters would come out of nowhere and become SUPER popular, going through many different potential "VS" battles (Pre-Crisis Superman with some one-shot Sword he used was popular), before people would eventually forget about them.
-Wundarr's powers used to be that of a pretty strong guy who could convert Kinetic Energy into Strength (basically a Sebastian Shaw thing), Leaping or Energy Projection. Eventually, he was exposed to a Cosmic Cube, and it gave him a super-nullification field that basically renders him nigh-immune to harm, and allows him to casually Nullify various abilities (Quasar once fell after his Quantum Bands shut down in proximity to the guy). The field is generally five feet wide, but can be enhanced to five-hundred feet with Concentration. This makes him very pricey, but he's not the best overall fighter.

ADAM WARLOCK (Him)
Created By:
Stan Lee & Jack Kirby (Him), Roy Thomas & Gil Kane (Adam)
First Appearance: The Fantastic Four #66 (Sept. 1967- Him), Marvel Premiere #1 (April 1972- Adam)
Role: Alien Jesus, Smug Douchebag Supreme
PL 12 (226)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 4

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 4 (+8, +10 Attractive)
Expertise (Arcane Lore) 6 (+11)
Expertise (Current Events) 2 (+7)
Expertise (Space Traveller) 6 (+11)
Expertise (Science) 2 (+7)
Expertise (Theology & Philosophy) 6 (+11)
Insight 4 (+9)
Investigation 4 (+7)
Intimidation 4 (+7)
Perception 3 (+8)
Persuasion 4 (+8, +10 Attractive)
Technology 2 (+7)
Vehicles 1 (+5)

Advantages:
Attractive, Beginner's Luck, Fascinate (Deception), Jack-of-All-Trades, Luck 2, Power Attack, Ranged Attack 7, Taunt, Trance, Well-Informed

Powers:
Immunity 11 (Aging, Life Support) [11]

"Quantum Magic"
Cosmic Blast 13 (Feats: Dynamic) (Extras: Multiattack) (39) -- [46]
Dynamic AE: "Cosmic Burst" Damage 12 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (24)
Dynamic AE: "Cosmic Wave" Damage 12 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (24)
Dynamic AE: Force Field 9 (Feats: Dynamic) (Extras: Affects Others) (18)
AE: Teleport 11 (Feats: Increased Mass 4) (Extras: Accurate) (37)

Senses 11 (Detect Energy & Teleports- Ranged & Acute, Extended Vision 3, Darkvision) [11]
Flight 10 (2,000 mph) [20]
Movement 2 (Space Travel 2) [4]
"Cocoon Resurrection" Immortality 1 (1 month) [2]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Cosmic Blast +11 (+13 Ranged Damage, DC 28)
Cosmic Area Attacks +12 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5 (+14 Force Field), Fortitude +6, Will +14

Complications:
Responsibility (The Guardians of the Galaxy)
Enemy (The Magus)
Secret (IS The Magus)- Warlock's arch-nemesis is actually himself, driven mad in the future by using the Soul Gem too often.
Relationship (Gamora)

Total: Abilities: 78 / Skills: 50--25 / Advantages: 17 / Powers: 94 / Defenses: 12 (226)

-Ya know what? Out of all the characters in comic books, or in just about any genre I've ever seen, there has never been a character I wanted to see just utterly DESTROYED as Adam Warlock. There are worse characters to be sure, and dumber ideas, and more over-powered guys. But NONE of them have possessed Warlock's smug sense of self-assurance and overally face-punchability. I would pay hundreds of dollars to see a comic entitled "The Wrecking Crew Effortless Beat the Sh*t Out Of Adam Warlock Until His Head Is Caved In". Or just to see one of his plans fall apart and have everyone point and laugh at him while he cries.
-So you might say Adam Warlock is... one of those guys I've never really 'gotten'. He says some cryptic stuff, flies around with his motley crew of goofy characters (Miss Absolute Cleavage-ingly Woman in the Universe, a drunken troll, a green retarded guy and Sinead O'Connor with mentalism), beats cosmic beings, and eats souls. He's very weird, very hard to figure out, and I've never really been that attached to him as a character. He was a one-shot Stan & Jack creation (your standard "No, I have developed morality, so I will reject my evil creators" synthetic creation) who was altered by Roy Thomas (who went with a Christ Parallel and a Captain Marvel... sorry, "Shazam"-inspired costume), at which point Jim Starlin went off on a roll with the guy in an epic (and well-thought-of series). Though as I've pointed out, the heavy subject matter (and unknown main hero/es) led to a short-lived series that didn't last more than a year.
-After that, Warlock was resurrected for Starlin's new epic, "The Infinity Gauntlet", as a smarmy cocky guy who knew all this junk about Thanos because he'd been inside the Soul Gem for years, and he handily solved everything while all the other heroes trusted him implicitly. He kinda-sorta vanished from comics for a while (he had some one-shot appearances and Limited Series stuff here and there) once the bubble burst on "Cosmic Scene" comics, and he re-debuted in the "Conquest" portion of Annihilation, doing a bunch of damage after rebooting himself with new powers ("Quantum Magic"- because when Cosmic stuff just isn't enough- add the "I have every power" nature of Comic Book Magic), teaming with the High Evolutionary, but eventually just teaming with the rest of the gang in the Guardians of the Galaxy. He did a bit there (mainly being the tracker/detector and Blaster guy), before converting to his Magus persona, and setting off a big storm in that series.
-Warlock is one of those classic pain in the ass guys. See, his OLD form had tons of power, including the obligatory "Cosmic Super-Strength" (about Strength & Stamina 8) guy on top of his Immunities & Cosmic Power. He also wielded the Soul Gem, capable of absorbing souls (essentially a Life Drain/Dimensional Travel Attack Device). But is the new guy really weaker? He doesn't punch anyone, but then, he rarely did anyways. So I stuck him with "Strong Human Guy" stats and used the powers I've noticed as regular-use things for his Quantum Magic (which is just Magic, obviously), as well as high levels of Super-Senses. His "Cocoon" thingie (whenever he dies, he wraps himself up in a cocoon to metamorphise or whatever) is there, as are his cosmically flying about (and related Immunities). He's smart, wise and charismatic, but arguably less so than his earlier, Thanos-fighting version. In any case, he's pricey as hell (for a non-Cosmic Entity) because of all his advantages.

HER (aka Paragon, Kismet)
Created By:
Len Wein, David Kraft & Herb Trimpe
First Appearance: The Incredible Hulk Annual #6 (1977- Paragon), Marvel Two-In-One #61 (March 1980- Her/Kismet)
Role: Distaff Counterpart (to Warlock)
PL 11 (183)
STRENGTH
11 STAMINA 11 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Science) 5 (+10)
Intimidation 7 (+8)
Perception 5 (+5)
Technology 5 (+10)
Vehicles 2 (+4)

Advantages:
Fast Grab, Ranged Attack 7

Powers:
"Cosmic Hero"
Immunity 11 (Aging, Life Support) [11]
Flight 8 (500 mph) [16]
Movement 2 (Space Travel 1, Environmental Adaptation- Zero Gravity) [4]
Regeneration 4 (Feats: Regrow Limbs) (Flaws: Requires Cocoon) [3]

Cosmic Blast 12 (Feats: Penetrating 5) (29) -- [30]
AE: "Rearrange Molecular Structures" Transform (anything to anything) 4 (Extras: Continuous) (24)

Offense:
Unarmed +9 (+11 Damage, DC 26)
Cosmic Blast +9 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +11, Fortitude +12, Will +6

Complications:
Motivation (Finding a Mate)- Her's sole mission in life is seemingly to fly around the Universe, looking for a permanent mate. You'd think a hot golden blonde wouldn't have a lot of trouble finding a guy to hump, but she's rather off-putting, and goes after the wrong sort of dude alot.

Total: Abilities: 84 / Skills: 24--12 / Advantages: 8 / Powers: 64 / Defenses: 15 (183)

-Her came about as a replacement by the Enclave for their escaped creation Adam Warlock (aka Him). Of course, SHE escaped TOO, and ended up becoming a character who popped up in random books, looking for a permanent mate- Marvel has a ton of people who ended up floating around random books from the 1970s & 1980s, actually. She hung around with Quasar (notably because The Gru could not stand ANY Cosmic Marvel character being forgotten during his Encyclopedic run). She seemed around Quasar in Power Level around this time, so I made her a PL 10.5 character.

CAPTAIN MARVEL III (Genis-Vell, aka Legacy, Photon II)
Created By:
Ron Marz & Ron Lim
First Appearance: Silver Surfer Annual #6 (1993)
Role: Super-Aged Son, Legacy Character
PL 11 (202)
STRENGTH
12/15 STAMINA 13 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Cosmic Lore) 4 (+6)
Expertise (Space Traveller) 5 (+7)
Insight 2 (+4)
Intimidation 6 (+8)
Perception 4 (+6)
Ranged Combat (Cosmic Blasts) 3 (+10)
Technology 3 (+5)
Vehicles 3 (+5)

Advantages:
Attractive, Diehard, Evasion, Extraordinary Effort, Improved Critical (Cosmic Blasts) 2, Interpose, Power Attack, Ranged Attack 5, Well-Informed

Powers:
"Cosmic Mind"
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Rick Jones) [1]

"Cosmic Awareness"
Features 1: Directed Inspiration- May ask the GM a Question With an HP [1]
Senses 1 (Cosmic Awareness- Ranged 3) [4]

"The Nega-Bands"
Cosmic Blast 14 (Feats: Split, Extended Range 2, Penetrating 8) (39) -- [44]
AE: "Wide-Angle Burst" Damage 12 (Extras: Area- 120ft. Cone +2) (36)
AE: "Cosmic Stream" Damage 12 (Extras: Area- 60ft. Line +2) (36)
AE: "Energy Siphoning" Nullify Energy Powers 13 (Extras: Ranged, Broad) (39)
AE: "Boost Strength" Enhanced Strength 3 & Power-Lifting 5 (6,400 tons) (11)
AE: Movement 3 (Time Travel 3) (Extras: Portal +2) (12)

Flight 12 (8,000 mph) [24]
Movement 1 (Space Travel 1) [2]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Boosted Strength +10 (+15 Damage, DC 30)
Cosmic Blast +10 (+14 Ranged Damage, DC 29)
Cosmic Area Attacks +12 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +13, Fortitude +13, Will +8

Complications:
Responsibility (Legacy of Mar-Vell)
Relationship (Rick Jones)- The two were argumentative at first, but Genis & Rick came to become good friends.
Relationship (Songbird)- Genis is close with the troubled young Thunderbolts hero.
Responsibility (Insane)- Genis' Cosmic Awareness has been known to drive him insane from time to time.

Total: Abilities: 88 / Skills: 32--16 / Advantages: 14 / Powers: 78 / Defenses: 6 (202)

-Genis is part of that ever-annoying trend in comics (and teenage vampire-themed romance novels, apparently) of "Super-Aged Kids"- how adult comic book characters gain all the storylines that come up when children are involved, but without all that messy planning or writing that requires the actual birthing & raising of children. So instead, lazy writers simply go "uh... he's got this kid. But he's never met him because he was ARTIFICIALLY-AGED so we can tell stories about an adult who can fight instead of some boring kid". And thus, Genis. And his eventual sister, Phyla-Vell. Both were birthed because Captain Mar-Vell's ladyfriend used his "seed" after his death to make some babies. She of course SUPER-AGES them so that they can be tough and defend themselves (and because she wants children, but already-adult ones without diapers and crap).
-Genis was initially called "Legacy" and was a long-haired '90s character. "Avengers Forever" ended up making him very popular again (he was shown as "Captain Marvel", and was a great future Avenger in the "Timestream-Plucked" group that'd formed), and so we got a new "Captain Marvel" series. His book was never a top-seller, despite funny stuff by Fabian Nicieza & Peter David (multiple stories about Rick Jones being a putz, Marlo Jones sleeping around, Moondragon being a berk, etc., all abounded). After his book was finally cancelled, Genis ended up going insane, and later got tossed into some "Thunderbolts" stuff. He was nearly-killed by Atlas, and nearly ended the entire universe because Baron Zemo hooked him up to the Nega Bands and energy from the beginning and ends of time... that bit of Nicieza's later "T-Bolts" run was a bit confusing. I might have to re-read it eventually.
-Genis is supposedly powerful enough to kill ETERNITY, but his basic Power Level is much more normalized- Atlas is able to beat him near-death pretty effectively. He might get more powerful sometimes. He's a pretty generic Cosmic Guy otherwise, being a PL 12 Blaster with some super-strength thrown in.

THE MAGUS (Adam Warlock)
Created By:
Jim Starlin
First Appearance: Strange Tales #178 (Feb. 1975)
Role: Evil Space Pope
PL 13 (281)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 9 AWARENESS 5 PRESENCE 6

Skills:
Close Combat (Unarmed) 2 (+12)
Deception 7 (+13)
Expertise (Arcane Lore) 6 (+15)
Expertise (Current Events) 2 (+11)
Expertise (Space Traveller) 6 (+15)
Expertise (Science) 3 (+12)
Expertise (Theology & Philosophy) 6 (+15)
Insight 4 (+9)
Investigation 4 (+9)
Intimidation 4 (+10)
Perception 3 (+8)
Persuasion 6 (+12)
Technology 2 (+12)
Vehicles 1 (+5)

Advantages:
Beginner's Luck, Benefit 5 (Leader of the Universal Church of Truth), Daze (Persuasion), Fascinate (Persuasion), Jack-of-All-Trades, Power Attack, Ranged Attack 7, Taunt, Trance, Well-Informed

Powers:
Immunity 11 (Aging, Life Support) [11]

"Quantum Magic"
Cosmic Blast 15 (Feats: Dynamic) (Extras: Multiattack) (46) -- [53]
Dynamic AE: "Cosmic Burst" Damage 13 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (26)
Dynamic AE: "Cosmic Wave" Damage 13 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (26)
Dynamic AE: Force Field 5 (Feats: Dynamic) (Extras: Affects Others 12) (18)
AE: Teleport 11 (Feats: Increased Mass 4) (Extras: Accurate) (37)

Senses 11 (Detect Energy & Teleports- Ranged & Acute, Extended Vision 3, Darkvision) [11]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 2, Environmental Adaptation- Space) [6]
"Cocoon Resurrection" Immortality 1 (1 month) [2]
Movement 1 (Environmental Adaptation- Space) [2]

Offense:
Unarmed +12 (+9 Damage, DC 24)
Cosmic Blast +11 (+15 Ranged Damage, DC 30)
Cosmic Area Attacks +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +10 (+15 Force Field), Fortitude +12, Will +14

Complications:
Motivation (Power)
Enemy (Adam Warlock)
Secret (IS Adam Warlock)- Warlock's arch-nemesis is actually himself, driven mad in the future by using the Soul Gem too often.

Total: Abilities: 110 / Skills: 56--28 / Advantages: 20 / Powers: 103 / Defenses: 20 (281)

-The Magus probably has the silliest look I've ever seen for a villain that was supposed to be an intimidating, charismatic Mega-Villain. In fact, I'd go as far as to say his look is what held him back and kept him from becoming as popular as a charismatic Evil Space Pope with delusions of Cosmic Grandeur should have been. I mean, sorry Jim Starlin, but lavender skin and a bit white afro? You may as well have put "Make fun of me" on his chest instead of the "Shazam" logo. So this dude was Adam Warlock from the future, and he came back to lead The Universal Church of Truth. After an epic (and low-selling) storyline, The Magus, Thanos and Adam Warlock's whole supporting cast was dead. So when Starlin brought back Thanos as a mega-villain, and Warlock as a new hero, The Magus' return was inevitable, as Warlock had separated all of the evil from his being to better control The Infinity Gauntlet. Forming into The Magus, this evil ALSO gained The Infinity Gauntlet, spanning "The Infinity War", the much-worse sequel to "The Infinity Gauntlet". Just too much boring sitting around and gabbing in that one, really. The Magus never really recovered from that disappointment, and he's all-but vanished, save for a brief re-do in "The Guardians of the Galaxy", in one of the first times it did the "kill tons of characters, but resurrect them at the end" stories.
-The Magus' regular form is basically a charged-up Warlock with slightly-different stats (mostly he's stronger and more powerful, in addition to being a super-genius), and a much better manipulator. At this level, he would handily beat Warlock. Even now, Magus is able to kill Gamora, Phylla-Vell, Cosmo, Mantis & Major Victory one after the other in a present-day "Guardians" story, so he's not exactly a wussy in ANY timeline.

THE MAGUS (Adam Warlock)- Church Leader
Created By:
Jim Starlin
First Appearance: Strange Tales #178 (Feb. 1975)
Role: Evil Space Pope
PL 13 (317)
STRENGTH
14 STAMINA 14 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 9 AWARENESS 5 PRESENCE 6

Skills:
Close Combat (Unarmed) 2 (+12)
Deception 7 (+13)
Expertise (Arcane Lore) 6 (+15)
Expertise (Current Events) 2 (+11)
Expertise (Space Traveller) 6 (+15)
Expertise (Science) 3 (+12)
Expertise (Theology & Philosophy) 6 (+15)
Insight 4 (+9)
Investigation 4 (+9)
Intimidation 4 (+10)
Perception 3 (+8)
Persuasion 6 (+12)
Technology 2 (+12)
Vehicles 1 (+5)

Advantages:
Beginner's Luck, Benefit 5 (Leader of the Universal Church of Truth), Daze (Persuasion), Fascinate (Persuasion), Jack-of-All-Trades, Power Attack, Ranged Attack 7, Taunt, Trance, Well-Informed

Powers:
Immunity 11 (Aging, Life Support) [11]

"Quantum Magic"
Teleport 11 (Feats: Increased Mass 4) (Extras: Accurate, Portal +2) (59) -- [69]
Dynamic AE: Cosmic Blast 15 (Feats: Dynamic) (Extras: Multiattack) (46)
Dynamic AE: "Cosmic Burst" Damage 13 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (26)
Dynamic AE: "Cosmic Wave" Damage 13 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (26)
Dynamic AE: Force Field 5 (Feats: Dynamic) (Extras: Affects Others 12) (18)
AE: "Army-Porting Travel" Movement 2 (Space Travel 2) (Feats: Increased Mass 10) (Extras: Instantaneous, Portal +2) (20)
AE: Insubstantial 4 (20)

Senses 11 (Detect Energy & Teleports- Ranged & Acute, Extended Vision 3, Darkvision) [11]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 2, Environmental Adaptation- Space) [6]
"Cocoon Resurrection" Immortality 1 (1 month) [2]

Offense:
Unarmed +12 (+9 Damage, DC 24)
Cosmic Blast +11 (+15 Ranged Damage, DC 30)
Cosmic Area Attacks +13 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +10 (+15 Force Field), Fortitude +12, Will +14

Complications:
Motivation (Power)
Enemy (Adam Warlock)
Secret (IS Adam Warlock)- Warlock's arch-nemesis is actually himself, driven mad in the future by using the Soul Gem too often.

Total: Abilities: 130 / Skills: 56--28 / Advantages: 20 / Powers: 117 / Defenses: 20 (317)

-The Magus was more powerful in his "Church" storyline, being REALLY friggin' strong, able to defeat pre-resurrection Thanos.

THE GODDESS
Created By:
Jim Starlin & Ron Lim
First Appearance: The Infinity War #6 (Nov. 1992)
Role: Lady Jesus
PL 13 (276)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 5 PRESENCE 6

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 4 (+8)
Expertise (Arcane Lore) 6 (+13)
Expertise (Current Events) 2 (+9)
Expertise (Space Traveller) 6 (+13)
Expertise (Science) 2 (+9)
Expertise (Theology & Philosophy) 9 (+16)
Insight 4 (+9)
Investigation 4 (+9)
Perception 3 (+8)
Persuasion 6 (+12)
Technology 2 (+9)

Advantages:
Beginner's Luck, Fascinate (Persuasion), Jack-of-All-Trades, Power Attack, Ranged Attack 7, Trance, Well-Informed

Powers:
Immunity 11 (Aging, Life Support) [11]

"Quantum Magic"
Mind Control 13 (Feats: Dynamic) (53) -- [66]
Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (41)
Dynamic AE: "Telepathy" Mind-Reading 13 Linked to Communication (Mental) 4 (Extras: Area, Selective) (Feats: Dynamic) (51)
Dynamic AE: Cosmic Blast 13 (Feats: Dynamic) (Extras: Multiattack) (39)
Dynamic AE: "Cosmic Burst" Damage 12 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (24)
Dynamic AE: "Cosmic Wave" Damage 12 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (24)
Dynamic AE: Force Field 5 (Feats: Dynamic) (Extras: Affects Others 12) (18)
AE: Teleport 11 (Feats: Increased Mass 4) (Extras: Accurate) (37)

Senses 7 (Detect Energy- Ranged & Acute, Extended Vision 3, Darkvision) [7]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 2, Environmental Adaptation- Space) [6]
"Cocoon Resurrection" Immortality 1 (1 month) [2]

"Cosmic Awareness"
Features 1: Directed Inspiration- May ask the GM a Question With an HP [1]

Offense:
Unarmed +10 (+9 Damage, DC 24)
Cosmic Blast +11 (+13 Ranged Damage, DC 28)
Cosmic Area Attacks +12 (+12 Damage, DC 27)
Mind Control -- (+13 Perception Affliction, DC 23)
Group Mind Control +10 Area (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +9 (+14 Force Field), Fortitude +12, Will +14

Complications:
Motivation (Creating Universal Peace)

Total: Abilities: 104 / Skills: 50--25 / Advantages: 13 / Powers: 113 / Defenses: 21 (276)

-The Goddess' story capped off "The Infinity Trilogy", this one being an even more ludicrous crossover with many Marvel books (featuring religious heroes taking her side in her quest to stamp out war and hatred)- she was Warlock's Good Side personified, and her goodness was so great that it would allow her to kill all the sinners in the world... which wasn't really "good" by many people's opinion, but that was kinda the point. All I remember is a bunch of mediocre stories (one Spidey tale featured him fighting his Rogues in one "Mental Universe", and his Supporting Cast in another, with the same events occuring in each (ie. he'd punch The Green Goblin, only for J. Jonah Jameson to feel it in the other 'verse, for example). In the end, she was sucked into the Soul World of the Soul Gem, being trapped for an eternity alongside The Magus.
-A basic Goddess is sort of like Warlock & Magus, but with more Mind Control stuff. In "The Infinity War", she was able to create The Cosmic Egg from a series of THIRTY Cosmic Cubes, effectively making her all-powerful like a Gauntlet wielder, except she couldn't affect souls (which ended up becoming her undoing).

PHYLA-VELL (aka Quasar III, Captain Marvel IV, Martyr)
Created By:
Peter David & Paul Azaceta
First Appearance: Captain Marvel #16 (Dec. 2003)
Role: Protector of the Universe, FanFic-Like Character
PL 11 (281)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 3 (+3)
Insight 2 (+2)
Intimidation 5 (+5)
Perception 6 (+6)
Technology 4 (+4)
Vehicles 4 (+6)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Critical (Quantum Blade), Power Attack, Ranged Attack 8, Takedown 2

Powers:
"Quantum Bands"
Snare 12 (Feats: Dynamic, Tether, Reversible) (39) -- [57]
Dynamic AE: Cosmic Energy Blast 12 (Feats: Improved Critical, Split, Penetrating 6, Dynamic) (33)
Dynamic AE: "Cosmic Wave" Damage 11 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (23)
Dynamic AE: "Cosmic Stream" Damage 11 (Feats: Dynamic) (Extras: Area- 30ft. Line) (23)
Dynamic AE: Create Energy Objects 10 (Feats: Dynamic, Stationary, Tether) (23)
Dynamic AE: Absorption 12 (Energy to Blasts) (Feats: Dynamic) (25)
Dynamic AE: "Quantum Jump" Teleport 15 (Feats: Dynamic) (Extras: Portal) (Flaws: Tiring, Long-Range Only) (16)
Dynamic AE: Senses 5 (Detect Energy- Ranged 3, Acute) (Feats: Dynamic) (6)
Dynamic AE: "Quantum Blade" Strike +7 (Feats: Dynamic, Penetrating 10) (18)
Dynamic AE: Force Field 7 (Feats: Dynamic) (Extras: Impervious 11) (19)

Flight 11 (4,000 mph) [22]
Movement 2 (Space Travel 2) [4]
Immunity 10 (Life Support) [10]
"Mind Shield" Enhanced Will Save +6 (Flaws: Limited to Mental Attacks) [3]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Quantum Blade +10 (+12 Damage, DC 27)
Cosmic Blast +10 (+12 Ranged Damage, DC 27)
Cosmic Snare +10 (+12 Ranged Affliction, DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5 (+12 Force Field, +6 Impervious), Fortitude +7, Will +7 (+13 Mind Shield)

Complications:
Responsibility (Protector of the Universe)
Relationship (Moondragon)

Total: Abilities: 50 / Skills: 24--12 / Advantages: 15 / Powers: 96 / Defenses: 9 (281)

-Phyla's a little curiosity in Marvel Comics. One of my least favourite Comic Book Tropes- The Super-Aged Kid (she's Mar-Vell's SECOND kid via his Eternal girlfriend who was super-aged- Christ woman, just remarry or something), she was kinda bitter and grumpy, hung around, and actually managed to save the day a bit in the first "Annihilation" (in which she was a pretty minor character otherwise), accidentally stealing the Quantum Bands from Annihilus, who'd consumed poor Wendell Vaughn, their previous owner. This left him weakened for Nova's awesome "Pull His Heart Out Through His Face" stunt.
-Circa "Conquest", she did a bunch more, found Adam Warlock, hooked up with Moondragon (which reasonably humanized the most unpleasant comic book character possibly EVER), and was actually the FINAL attacker on Ultron's uber-giant-form, cutting through him with the Quantum Blade. Yeah, Phyla-Vell saved the universe. I still didn't really like the character, as she was all "Ooh, I love Moondragon, but am grumpy otherwise!" until the great Paul Pelletier started drawing her in the Guardians of the Galaxy books. Suddenly the "short-haired angry lesbian" archetype gave way to a MUCH cuter, cheerier-looking character (she was downright ADORABLE in some pictures), and amazingly, I liked her now! Just goes to show you how important art is to comic books (sometimes even more important than the writing). Last I saw, she got her head chopped off, but since the whole Guardians squad got res'd shortly thereafter, she was okay... only to be killed OFF-PANEL in the Cancerverse storyline. Yeah, there's a reason why most fans stopped caring about the Cosmic stuff around that time.
-Phyla mixes some minor-league Super-Strength with a high-powered Blast and a really dangerous Sword attack (she's PL 11 in melee and at range), basically copying parts of my Quasar build and adding some extra stuff. She can keep a few things going at once, can either redirect or take a powerful energy blast, fly, shield her mind, snare people, etc. She's not at Wendell Vaughn's level of versatility yet (she basically just likes to hit stuff and complain a lot), but she's a bit more costly, and a bit more dangerous because she likes to go All-Out. Oh, and her "Martyr" run is not on here, as she expressed almost zero new powers, and was only around for a maximum of like seven issues before 'dying'. We'll see with that one.

LONGSHOT
Created By:
Ann Nocenti & Arthur Adams
First Appearance: Longshot #1 (Sept. 1985)
Role: Uber-Eighties Character
PL 10 (189)
STRENGTH
2 STAMINA 4 AGILITY 7
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 7 (+14)
Expertise (Actor) 4 (+8)
Expertise (Rebel Leader) 6 (+8)
Insight 2 (+4)
Perception 6 (+8)
Persuasion 3 (+7, +11 Attractive)
Ranged Combat (Throwing Blades) 4 (+15)
Sleight of Hand 6 (+10)
Technology 2 (+4)
Stealth 4 (+11)

Advantages:
Attack Specialization (Throwing Blades), Agile Feint, Defensive Roll, Diehard, Equipment 2 (Throwing Blades +2, Grappling Hook), Evasion, Improved Defense, Improved Disarm, Improved Initiative, Ranged Attack 7

Powers:
"Given Powers: Luck"
Enhanced Advantages 4: Luck 2, Redirect, Uncanny Dodge [4]
"Break Fall" Movement 1 (Slow Fall) (Extras: Reaction) [3]
"Lucky Escape" Immortality 15 (2 minutes) (Extras: Affects Others) (Flaws: Limited to Circumstances of Plausible Denial) [30]
Enhanced Dodge & Parry 4 [8]
Regeneration 2 [2]

"Hollow Bones"
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]

"DNA-Based Love Powers" Enhanced Advantages 2: Attractive 2 [2]

"Psychometry & Object-Reading"
Senses 8 (Precognition, Postcognition) (Flaws: Limited to Touched Objects' History) (4) -- [5]
AE: Mind Reading 8 (Flaws: Touch Range -2) (4)

Equipment:
"Throwing Blades" Strength-Damage +2 (Extras: Ranged 4) (Diminished Range -1) (5)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Blades +15 (+4 Ranged Damage, DC 19)
Initiative +11

Defenses:
Dodge +11 (+15 Luck, DC 25), Parry +11 (+15 Luck, DC 25), Toughness +4 (+5 D.Roll), Fortitude +6, Will +8

Complications:
Prejudice (Obvious Metahuman)- Longshot has three fingers and a thumb on each hand, two hearts and a one of his eyes glows when he uses his powers, making him obviously-inhuman to both the eye and an x-ray.
Power Loss (Luck)- Longshot's Luck will run out if he has negative thoughts (such as giving up hope), or tries to use his powers for selfish or evil acts. They can possibly even give him BAD luck.
Relationship (Dazzler)
Responsibility (Mojoworld Rebellion)
Enemy (Mojo)

Total: Abilities: 74 / Skills: 44--22 / Advantages: 17 / Powers: 57 / Defenses: 19 (189)

-Wow, it's Longshot, another weird example of a character who only had a few moments in the sun (his own Limited Series & Claremont's Australia-era X-team, yet has been constantly requested for comebacks since then. Seriously, as a kid reading the Nicieza-era X-books, I must've read at least one letter a month in SOME book requested The Mulletted One's return. Me, I never got it- he's one of those goofy-ass guys with a silly costume, a dated overall "look" (remember kids: never design your character with the current trendiest hairstyle), hard to imagine (or write for) powers, and a worst enemy who always produces the more goofy (and thus unreadable) X-Men stories ever, in Mojo. Look at my Mojo build for my thoughts on THAT fat blob- it's a great social commentary on our TV-obsessed culture, but OH GOD is it a chore to read through.
-Still, this guy has fans :). Not enough to actually give him an ONGOING, or even a recurring role in an X-Book, I guess (Exiles was his best shot in EONS), but it's something. He may be one of the most popular characters compared to how long they lasted in a major series ever.
-Longshot was easier to comprehend with the old "Probability Control" Power in 2e, but I liked the whole "Limited Immortality" thing the Power Profile of "Luck Powers" had (with the addition that he can help his teammates, too- I think at least once they had a building collapse on them, and got out a minute later). Longshot isn't SUPER-effective, but he's a solid X-Men-type build- an over-pointed PL 10, but leaning towards accuracy and defense. He's nearly impossible to hit, reasonably tough, has good reflexes, and has a bunch of weird side powers that I'd never have heard of if I didn't read his Wikipedia entry while doing this build. A complex little bugger, but he turned out okay in the end.

DAZZLER (Alison Blaire)
Created By:
Tom DeFalco, John Romita Jr., Louise Simonson & Roger Stern
First Appearance: The Uncanny X-Men #130 (Feb. 1980)
Group Affiliations: Hollywood, The X-Men, Excalibur, Wildways Rebellion
Role: Fad-Based Superhero
PL 10 (145)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 5 (+9)
Deception 2 (+6, +8 Attractive)
Expertise (Seventies Music Star) 8 (+12)
Perception 4 (+6)
Persuasion 3 (+7, +9 Attractive)
Insight 2 (+4)
Ranged Combat (Lasers) 2 (+10)
Stealth 4 (+8)
Technology 2 (+3)
Vehicles 2 (+6)

Advantages:
Attractive, Defensive Roll, Daze (Music Star), Improved Aim, Improved Critical (Laser Blast), Ranged Attack 4, Set-Up, Teamwork, Ultimate Music Star Skill

Powers:
"Mutant Powers: Sound to Light"
"Laser Blast" Blast 10 (Feats: Split, Penetrating 6) (27) -- [33]
AE: "Flare" Dazzle Visuals 10 (Extras: Area- Perception) (Flaws: Touch Range) (20)
AE: Dazzle Visuals 10 (20)
AE: "Equilibrium Assault" Affliction 10 (Fort; Impaired/Disabled/Incapacitated) (Extras: Ranged) (20)
AE: "White Light Fog" Concealment 2 (Visuals) (Extras: Area- 30ft. Burst, Attack) (8)
AE: "Illusions & 3-D Shapes" Illusion (Visuals) 10 (Flaws: Distracting) (10)
AE: "Trance-State" Affliction 10 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (20)

"Boosted Power" Enhanced Advantages 2: Power Attack, Improved Critical (Flare) (Flaws: Requires Extreme Noise) [1]
Immunity 15 (Sensory Dazzles, Sonic Effects) [15]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Laser Blast +10 (+10 Ranged Damage, DC 25)
Flare +10 Area (+10 Affliction, DC 20)
Dazzle/Trance/Equilibrium Assault +10 (+10 Ranged Affliction, DC 20)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +4, Will +7

Complications:
Relationship (Longshot)
Responsibility (Mojoworld Rebellion)
Enemy (Mojo)
Prejudice (Known Mutant)
Fame- Alison Blaire is a famous singer, and will likely be recognized in public without a disguise.
Responsibility (Career)
Power Loss (Requires Sound)- Dazzler's powers require a certain amount of sound to be utilized effectively- normally super-hero fights are cacaphonous enough that this isn't an issue, but to use higher-level Blasts, she'll need to increase the ambient noise.

Total: Abilities: 52 / Skills: 34--17 / Advantages: 12 / Powers: 49 / Defenses: 16 (145)

-Dazzler... I just can't get into this character. Way too silly an origin, she's basically like Aquaman with her sheer amount of "no, NOW this character can be taken seriously!" stories & events. It never really works, because she's at-best a C-level character. Her main play came after her failed debut & series (she was initially going to be a cross-over star who had a debut album and a film starring Bo Derek, who was the biggest sex symbol in the U.S. at the time), when Chris Claremont added her to his grim 'n' gritty X-Men "In Australia" portion of his books. She hooked up with Longshot, and ended up vanishing to Mojoworld right before the Blue & Gold Strike Force era, where she's mostly stayed since. She's been seen in the Terry Dodson-era X-books as well, but the X-roster has now gotten so big that it's hard to figure out where ANYBODY shows up these days.
-A PL 10 Dazzle/Blast/Nauseate/Stun-based build, Dazzler's in good shape, but a minor-league X-Woman compared to the big guns. She can use all of these powers as long as there is some kind of noise going on (she often plays music while fighting, but these days she just uses the sound of a fight I believe). So I stuck a standard Blast with some Alt-Effects, and threw the Requires Sound potential Complication on them to showcase this, and then gave her a total immunity to sonic dazzles (Galactus once shoved the sound of a GALAXY EXPLODING to make her create a super-blast). See, she doesn't need to be damaged by sound, she just needs some noise PRESENT to use her powers.

MOJO
Created By:
Ann Nocenti & Art Adams
First Appearance: Longshot #4 (Dec. 1985)
Group Affiliations: Mojoworld
Role: The Dumbest X-Villain Ever
PL 9 (165)
STRENGTH
7 STAMINA 7 AGILITY -2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 5 AWARENESS 2 PRESENCE 4

Skills:
Deception 5 (+9)
Expertise (Arcane Lore) 3 (+8)
Expertise (Oratory) 8 (+13)
Expertise (Network Executive) 10 (+15)
Expertise (History) 4 (+9)
Perception 2 (+4)
Intimidation 4 (+9)
Technology 6 (+11)

Advantages:
Benefit 5 (Ruler of the Mojoverse), Improved Pin, Ranged Attack 8

Powers:
"Death Touch" Weaken Stamina 4 [4]
Immunity 1 (Rogue's Power Drain) [1]

"Tremendous Fat Blob"
Protection 1 [1]
Features 2: Increased Mass 2 [2]
Reach 1 [1]

"Magic" Blast 10 [20]

"Walking Platform" (Flaws: Removable) [22]
Speed 1 (4 mph) (1)
Extra Limbs 5 (4 Legs, 2 Arms, Tail) (5)
"Scorpion Tail" Blast 10 (20) -- (21)
AE: Damage 10 (Feats: Improved Critical, Reach 2) (12)
-- (27 points)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Scorpion Tail +8 (+10 Damage, DC 25)
Blasts +8 (+10 Ranged Damage, DC 25)
Initiative -2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +7, Will +7

Complications:
Motivation (Ratings, Power)- Mojoworld's subjects are cowed by television programming, and being the provider of such programming makes Mojo the ruler of the entire place.
Enemy (The X-Men)- Mojo uses the X-Men's adventures as his highest-rated program. Thus, he creates trouble and interference for them to get more ratings.
Power Loss (Followers' Devotion)- Mojo uses the devotion of his subjects on Mojoworld to fuel his powers. If his ratings diminish, so do his powers.
Disabled (Immobile)- As a Spineless One, Mojo is unable to move without his mobile walking platform.

Total: Abilities: 62 / Skills: 42--21 / Advantages: 14 / Powers: 54 / Defenses: 14 (165)

-As a kid, I ALWAYS hated the Mojo stories. It was always a shining symbol that the story in question would be about the heroes engaging against goofy villains, bizarre adventures, and general mind-screwy stuff when all you wanted was stories about fights. When you're too young to get the jokes about TV executive corruption and modern society's obsession with mind-numbing entertainment, Mojo's just a sign you're about to read artsy-fartsy took-some-LCD self-indulgent stuff from Chris Claremont & Alan Davis. The fact that he looked RIDICULOUS, a big fat yellow dude sitting on a spindly-legged robot, didn't help matters. Then there's the X-Babies, his non-threatening ways (he's SUPPOSED to be ultimate evil, but is ineffective in fights and is written to be stupid and blithering half the time), and the fact that his arch-nemesis is so brutally obviously from the 1980s that he just can't be taken seriously (the blonde mullet isn't even the worst part of him). So even today, I just can't get into Mojo stories.
-Mojo's dangerous purely for being the dictator of an entire universe, giving him unlimited stores of minions & machines to throw against the heroes. Fighting against him is more like a battle in Murderworld, where what you see isn't necessarily what's there, there's traps everywhere, etc., etc. He has a fair bit of power himself, but is woefully inaccurate and no battlefield leader. Half his powers I haven't even seen, because most adventures featuring him don't have him throwing a punch.

THE IMPOSSIBLE MAN
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #11 (Feb. 1963)
Group Affiliations: The Planet Poppup
Role: The Trickster, Annoying Shapeshifter
PL 12 (271)
STRENGTH
2 STAMINA 14 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Space Traveller) 10 (+12)
Expertise (Pop Culture) 8 (+10)

Advantages:
Ranged Attack 4, Taunt

Powers:
Shapeshift 10 (Quirk: Limited to Green Forms) [79]
"Power Copier" Mimic 8 [64]
Immunity 11 (Aging, Life Support) [11]
"Hyperlinguistics" Comprehend 4 (Languages 4) [8]
Movement 2 (Space Travel 2) (Extras: Instantaneous) [6]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Assorted Powers +8 (+2-12 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +14, Fortitude +14, Will +9

Complications:
Motivation (FUN!)- The Impossible Man is out to have fun. Usually by annoying the hell out of super-heroes.
Relationship (The Impossible Woman)- Impy found love by asexually reproducing. They even made The Impossible Kids!
Quirk (Pop!)- All of Impy's powers are noticeable by virtue or a "Pop!" sound effect. He's not exactly interested in stealth, so he usually doesn't mind.

Total: Abilities: 74 / Skills: 20--10 / Advantages: 5 / Powers: 168 / Defenses: 14 (271)

-The Impossible Man was basically another one-shot guest star in the "Fantastic Four" run of Stan 'n' Jack, and is a REALLY early one, to boot. However, he was actually pretty well hated by the fans and writers, and thus took THIRTEEN YEARS to reappear from this single first appearance. That is CRAZY- pretty much the entirety of the Silver Age lasted a LITTLE longer than that before disappearing (friggin' PASTE POT PETE and STILT MAN got more of a run). Later writers had a bit more of a sense of humour about the goofball, using him for clever diversions and deus ex machina endings (since he could do pretty much anything with his powers).
-Impy is actually QUITE powerful, but isn't a heavy-hitter in combat. He's just a bastard to actually INJURE, making him an effective, versatile PL 12. He needs two sets of Move Action Variable, one for copying others' forms, and one for Shapeshifting into stuff like spaceships. If he was more of a fighter, he'd be REALLY dangerous, but instead he's just really damn annoying.

SPIRAL ("Ricochet" Rita Wayword)
Created By:
Ann Nocenti & Arthur Adams
First Appearance: Longshot #1 (Sept. 1985)
Group Affiliations: Mojoworld, Freedom Force, The Sisterhood of Mutants
Role: Really Really Annoying Character to Build, Deus Ex Machina
PL 12 (320)
STRENGTH
4/6 STAMINA 6 AGILITY 7
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 7 (+14)
Athletics 5 (+11)
Deception 6 (+10)
Expertise (Science) 8 (+14)
Expertise (Space Traveller) 4 (+10)
Insight 2 (+6)
Intimidation 3 (+7)
Perception 5 (+9)
Persuasion 3 (+7)
Sleight of Hand 4 (+8)
Stealth 5 (+12)
Technology 8 (+14)
Treatment 2 (+8)
Vehicles 2 (+6)

Advantages:
Accurate Attack, Agile Feint, Benefit (Ambidexterity), Diehard, Equipment (Swords), Evasion, Extraordinary Effort, Fast Grab, Improved Critical (Swords), Improved Disarm, Improved Grab, Improved Initiative, Power Attack, Ranged Attack 8, Ritualist, Seize Initiative, Takedown 2, Tracking, Uncanny Dodge

Powers:
"Six Arms" Extra Limbs 4 [4]
"Cybernetic Arm" Enhanced Strength 2 (Flaws: Limited to One Arm) [2]
"Lots o' Punches" Strength-Damage +1 (Feats: Split) [2]
Features 1: Always Knows If Someone Speaks Her Name [1]
Immunity 5 (Mind Control) [5]
Leaping 1 (15 feet) [1]
Speed 1 (4 mph) [1]

"Super-Cheesy Magical Might"
Teleport 15 (Feats: Change Direction & Velocity) (Extras: Accurate, Easy, Extended, Portal +2, Selective) (122) -- [131]
AE: "Stun Blast" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (36)
AE: "Immobility Blast" Snare 12 (Feats: Reversible) (36)
AE: "Depowering Beam" Affliction 12 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged, Cumulative) (36)
AE: Movement 4 (Dimensional Travel 2, Time Travel 2) (Extras: Portal +2, +2 Size, Selective) (28)
AE: "Out of Phase With The Timestream" Insubstantial 4 (20)
AE: "Magic Disguise" Morph 3 (Any Humanoid) (15)
AE: Blast 12 (24)
AE: "Dimensional Spiral" Concealment (All Senses) 10 (20)
AE: "Mirror Spiral" Deflect 13 (13)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Cyber-Arm +14 (+6 Damage, DC 21)
Lots of Arms +14 (+7 Damage, DC 22)
Swords +14 (+7 Damage, DC 22)
Lots of Swords +14 (+10 Damage, DC 25)
Magic Blast +12 (+12 Ranged Damage, DC 27)
Stun/Immobility/Depowering Beams +12 (+12 Ranged Affliction, DC 22)
Initiative +11

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +6, Fortitude +8, Will +8

Complications:
Prejudice (Obvious Metahuman)- With six arms, Spiral cannot pass for an ordinary human.
Enemy (Longshot)- The former stuntwoman fell for the alien, but she was kidnapped by Mojo and made to hate him.
Enemy (Mojo)- Though she works for him, Spiral despises Mojo for the way he acts towards her, and for what she became under his orders. She often disobeys orders.
Power Loss (Magic)- Spiral requires dancing and gesturing to utilize her Magical powers- without the ability to move, she cannot cast spells.

Total: Abilities: 98 / Skills: 64--32 / Advantages: 27 / Powers: 147 / Defenses: 17 (320)

-Spiral is a great big bag of annoying- in her initial appearances she was REALLY powerful, but in modern times she's just mildly cheap- merging a super warrior with a Magic Girl PLUS throwing in Teleportation, and you've got somebody who basically exists to give her teams ludicrous advantages in combat. Her distinctive appearance and character led Chris Claremont to use her a lot in his '80s run on the X-Men, but once he was gone, Spiral basically disappeared except for a few random shots here and there.
-This build is built mostly off of Wikipedia, and partially because I read Taliesin's build and copied some junk, because Spiral did VERY little in most comics I had- she just kind of said a bunch of vague stuff and manipulated events. She's PL 12 because she used to house entire Avengers squads before they settled her power levels down, but she was still very annoying for anyone to fight. So she's PL 11 defensively, PL 12 offensively.

THE NOVA CORPS.
Role:
Heroic Mooks
PL 9 (167)
STRENGTH
2/8 STAMINA 3/8 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Aerobatics 1 (+4)
Expertise (Space Hero) 4 (+5)
Intimidation 3 (+4)
Investigation 2 (+3)
Perception 3 (+4)
Ranged Combat (Gravimetric Blasts) 3 (+8)
Technology 2 (+3)
Vehicles 2 (+4)

Advantages:
Power Attack, Ranged Attack 3

Powers:
"Access to Nova Force"
Flight 7 (250 mph) [14]
Movement 2 (Space Travel 2) [4]
Enhanced Strength 6 [12]
Enhanced Stamina 5 [10]

"Gravimetric Force" Blast 9 (Feats: Penetrating 4) (22) -- [28]
AE: "Force Wave" Damage 9 (Extras: Area- 30ft. Burst) (18)
AE: "Force Line" Damage 9 (Extras: Area- 30ft. Line) (18)
AE: "Groundstrike" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 5 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (9)
AE: "Gravity Control" Move Object 10 (Extras: Perception Range) (Flaws: Limited to Up or Down) (20)
AE: "High Gravity" Environment 4 (Impede Movement 2) (8)
AE: Force Field 2 (Extras: Affects Others 8, Impervious 7) (Flaws: Immobile -2) (8)

"Worldmind Powers"
"Datalink" Communication (Computers) 2 [8]
"Attention Nova Corpsman! It Is Imperative That You Pay Attention At This Time!" Senses 1 (Danger Sense) [1]
Enhanced Will Check 2 (Flaws: Limited to Mental Attacks) [1]

"Nova Uniform" (Flaws: Removable) [24]
Senses 7 (Extended Vision 2 & Infravision, Detect Energy- Acute, Ranged & Tracking) (7)
Immunity 9 (Life Support- Starvation) (9)
Communication 3 (Radio) (Flaws: Distracting) (12)
"Open Stargates" Movement 1 (Space Travel 1) (Flaws: Requires Medium- Stargates, Limited to Other Stargates) (1)
Features 1: Quick Change (1)
-- (30 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Nova Punch +8 (+8 Damage, DC 23)
Groundstrike +9 Area (+9 Affliction, DC 19)
Blast +8 (+9 Ranged Damage, DC 24)
Force Beams +9 Area (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Stamina Boost, +10 Force Field), Fortitude +4/+9, Will +4

Complications:
Responsibility (Space Police)

Total: Abilities: 42 / Skills: 20--10 / Advantages: 4 / Powers: 102 / Defenses: 9 (167)

-These are the elite members of the Nova Corps., generally found dying in droves in the background of Space Battles. They were all killed with Xandar was destroyed by the Annihilation Wave, but a new batch came into being in the middle part of the "Nova" solo series, where Richard Rider finally split off some of his tremendous power to allow others (including his brother) to become powerful Space Cops (essentially Green Lanterns). PL 9 suits some of the better ones, though some are PL 7s & 8s, and many (like Richard's brother) probably had little Fighting Ability at all to begin with. Their power tends to be pretty high though, as even Rich's brother was able to hold down a Gladiator-class powerhouse for an hour or so with Extra Effort.

MAELSTROM
Created By:
Mark Gruenwald, Ralph Macchio & Ron Wilson
First Appearance: Marvel Two-In-One #71 (Jan. 1981)
Group Affiliations: The Deviants
Role: Forgotten Villain
PL 14 (203)
STRENGTH
4/14 STAMINA 6/12 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Science) 10 (+18)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 3 (+6)
Technology 10 (+18)
Vehicles 1 (+5)

Advantages:
Benefit (Avatar of Oblivion), Fast Grab, Improved Critical (Blast), Inventor, Power Attack, Ranged Attack 8

Powers:
"Absorbs Kinetic Energy"
Immunity 80 (All Damage) (Flaws: Limited to Half-Effect) [40]

"Boosts Power" (All Have Flaws: Requires Physical Damage/Depends on Rank of Attack)
Enhanced Strength 10 [10]
Enhanced Stamina 6 [6]

Energy Blast 16 (Feats: Extended Range, Split) (18) -- [19]
AE: Force Field 4 (Extras: Affects Others 10, Impervious 13) (17)

Offense:
Unarmed +10 (+4 Damage, DC 19)
Kinetic Boost +10 (+14 Damage, DC 29)
Energy Blast +12 (+16 Ranged Damage, DC 31)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6 (+12 Boost, +16 Force Field), Fortitude +6 (+12 Boost), Will +7

Complications:
Responsibility (Destruction)- Maelstrom has become the avatar of the Cosmic Being known as Oblivion. It is his mission to destroy everything in the universe.

Total: Abilities: 82 / Skills: 40--20 / Advantages: 13 / Powers: 75 / Defenses: 15 (203)

-You get an odd sense of comic book history when doing research for builds sometimes- as well as a greater understanding of certain things. Take Maelstrom- I always hated this dingus, because he looked skinny and stupid on his Marvel Card (Series III for the win!). But it's easy to see why Gruenwald used HIM of all people as the major Background Villain of his "Quasar" run- he'd invented the guy over a DECADE before for the Thing team-up book "Marvel Two-In-One" (which is probably how The Gru earned his Jab-like lust for stupid Jobber Villains). Maelstrom was an Inhuman/Deviant hybrid (his father was exiled from Attilan for being a douchebag) who tried to mess up some guys, but died. He was resurrected to fight Quasar & Eon as an avatar for Oblivion. Getting killed again, he willingly stopped being evil to save his son Ransak from death, but eventually returned to lose to the Great Lakes Avengers of all people, then helped Oblivion gain a new avatar in Phyla-Vell (and no I don't think that storyline really went anywhere).
-Maelstrom is basically another Sebastian Shaw type, able to absorb attacks and throw them back at his opponents.

THANOS
Created By:
Jim Starlin
First Appearance: Iron Man #55 (Feb. 1973)
Role: Epic Villain, Cosmic Destroyer
PL 16 (347)
STRENGTH
15 STAMINA 16 AGILITY 1
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 13 AWARENESS 5 PRESENCE 4

Skills:
Deception 11 (+15)
Expertise (Arcane Lore) 4 (+17)
Expertise (Cosmic Lore) 8 (+21)
Expertise (History) 2 (+15)
Expertise (Science) 12 (+25)
Expertise (Military) 3 (+16)
Insight 10 (+15)
Intimidation 11 (+15)
Investigation 4 (+9)
Perception 8 (+13)
Stealth 3 (+4)
Technology 12 (+25)
Treatment 3 (+16)
Vehicles 5 (+9)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Benefit (Super-Dictator) 2, Diehard, Equipment 20 (Personal Teleporter, Time Travel, Flight Chair, etc), Fearless, Great Endurance, Improved Aim, Improved Critical (Blasts) 2, Inventor, Jack-of-All-Trades, Power Attack, Ranged Attack 8, Ritualist, Startle, Taunt, Takedown, Trance, Ultimate Technology Skill, Ultimate Will Save, Well-Informed, Withstand Damage

Powers:
Regeneration 8 (Feats: Regrow Limbs) [9]
Impervious Toughness 9 [9]
Immunity 10 (Life Support) [10]
Power-Lifting 5 (25,000 tons) [5]

Cosmic Blasts 20 (Feats: Split, Penetrating 10) (51) -- [56]
AE: "Cosmic Wave" Damage 16 (Extras: Area- 120ft. Cone +2) (48)
AE: "Cosmic Stream" Damage 16 (Extras: Area- 60ft. Line +2) (48)
AE: "Telekinesis" Move Object 16 (32)
AE: "Telepathy" Mind-Reading 8 Linked to Communication (Mental) 2 (24)
AE: Force Field 4 (4)

Offense:
Unarmed +11 (+15 Damage, DC 30)
Cosmic Blasts +12 (+20 Ranged Damage, DC 35)
Cosmic Area Attacks +16 (+16 Damage, DC 31)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +16 (+20 Force Field), Fortitude +16, Will +16

Complications:
Relationship (Death)- Thanos is in love with Mistress Death, the embodiment of the ending of life. As such, he wants to kill as many beings as possible in order to win her favour. He never quite gets it, to his eternal moping sadness. In recent years, it's been implied they finally hooked up, after he offered something OTHER than death (he helped save the Universe from The Annihilation Wave).
Enemy (Captain Mar-Vell, The Silver Surfer, Adam Warlock)- Thanos has three key foes in most of his schemes. When Mar-Vell died, Thanos refused to let his greatest foe meet his end due to mere cancer, and fought him one last time.
Enemy (Drax the Destroyer)- Drax was killed by Thanos years ago and reborn into a powerful green form whose only goal is to murder The Mad Titan.
Responsibility (Unworthy)- Thanos knows, deep-down, that he is unworthy of ultimate power, and often finds himself losing Omnipotence- The Cosmic Cube, Infinity Gems and more have all fallen out of his grasp.

Total: Abilities: 138 / Skills: 96--48 / Advantages: 52 / Powers: 89 / Defenses: 20 (347)

-Where to start with Thanos? Initially, he was just some generic bad-ass space alien dude, and drawn alot skinnier (and basically being Darkseid in a Metron suit- Starlin was making a Metron rip-off, and another guy at Marvel said "if we're gonna rip off a New God, we may as well rip off the good one"). Getting bigger and meaner over time, he developed into Jim Starlin's personal little Villain Sue baby; an unstoppable force of death & destruction, devoted to destroying all life in the universe and proving how awesome and smart he is compared to everyone else. Especially mean because he was not only the equivalent of every powerhouse in Marvel Comics, but he was ALSO depicted as a Doom-level genius and planner. The fact that Jim Starlin is a pro at creating insane super-plans helps make Thanos a God of Planning not just in "Informed Ability", but it's SHOWCASED over and over again. Witness "Thanos Quest", where he collected all the Infinity Gems from beings FAR in excess of his own power (many of whom were really easy to fool, but still). His final triumph in "Infinity Gauntlet", and then his aiding the heroes againgst The Magus in the far-inferior "Infinity War". Through it all, Thanos has become one of Marvel's most epic, all-encompassing threats, a force that still brings out the "HOLY SH*T!" moments better than any other villain in comics. Just watch a certain Marvel film if you don't believe me.
-Hell, this guy's so awesome that the villain generally considered his basis, Darkseid, is now LOWER on the Totem Pole of Villain Awesome! Of course, he has the occasional loss to Ka-Zar or Squirrel Girl under his belt, but that's been Doombotted away, anyhow. And at least he doesn't wear hooker-boots.
-Thanos' stats are difficult, mainly because you could make him anywhere from PL 13 to 18 and be satisfied. I'll settle for this monstrously bad-ass version, with super-powerful energy blasts, but not enough to be unsurpassable- overall, he's enough to beat Thor or The Hulk in a straight-up fight, and handle the entire Avengers at once, but could still theoretically lose. He's a lethal Powerhouse, a dangerous Blaster, AND a Tech guy, so much so that his "Equipment" contains things that are normally under Devices for most people- just in case he wants to use a Time Travel Machine, or a Teleporter. He doesn't always have them, though, but at 347 points, the GM is certainly able to just handwave him as having these things 'just because'.

MAXAM
Created By:
Jim Starlin & Tom Raney
First Appearance: Warlock and the Infinity Watch #12 (Jan. 1993)
Group Affiliations: The Infinity Watch
Role: Powerhouse, Forgotten Past Guy
PL 12 (165)
STRENGTH
10/16 STAMINA 11/17 AGILITY 3
FIGHTING 6/7 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 1 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Science) 2 (+5)
Perception 4 (+5)
Persuasion 1 (+3)
Technology 5 (+8)

Advantages:
Equipment 3 ("Rocket Boots"- Flight 6), Fast Grab, Improved Hold, Power Attack, Ranged Attack 4, Withstand Damage

Powers:
Immunity 20 (Mental Effects) [20]
Power-Lifting 1 (50 tons-50,000 tons) [1]
"Increase His Mass" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) [12]
Impervious Toughness 11 [11]
Leaping 4 (120 feet) [4]
Speed 4 (30 mph) [4]

"Super-Strength Feats" (AE of Strength Damge) [2]
AE: "Groundstrike" Affliction 13 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 60ft. Burst) (Flaws: Limited to Objects) (14)
AE: "Shockwave" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Both Grounded) (12)

"Maddened State"
Enhanced Advantages 4: Accurate Attack, All-Out Attack, Defensive Attack, Improved Critical (Unarmed) (Flaws: Uncontrolled) [2]
Enhanced Fighting 1 (Flaws: Uncontrolled) [1]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Maddened +8 (+10 Damage, DC 25)
Growth +8 (+16 Damage, DC 31)
Area Feats +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +6 (+7 Maddened, DC 17), Toughness +11 (+17 Boost), Fortitude +11 (+17 Boost), Will +7

Complications:
Responsibility (Destruction)- Maelstrom has become the avatar of the Cosmic Being known as Oblivion. It is his mission to destroy everything in the universe.

Total: Abilities: 80 / Skills: 14--7 / Advantages: 11 / Powers: 57 / Defenses: 10 (165)

-Maxam is a man from the future ruled by The Magus' Universal Church of Truth, and he's on a John Connor-like mission to save the world in the past. His mission: to kill Adam Warlock. He was a super-strong guy who looks kinda like a Player 2 version of Thanos, and didn't have much character to him beyond a Wolverine-style "He doesn't know his past", and he's one of the REALLY forgotten Cosmic Scene Characters as well. He's PL 12, and was said to equal Drax or Hercules in strength once he got going.

MAELSTROM'S MINIONS:

GRONK
Created By:
Mark Gruenwald, Ralph Macchio & Ron Wilson
First Appearance: Marvel Two-In-One #71 (Jan. 1981)
Role: Powerhouse
PL 9 (132)
STRENGTH
10 STAMINA 12 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 8 (+8)

Advantages:
Improved Hold, Ranged Attack 2

Powers:
"Terrigen Mist-Given Powers: Sticky Skin"
Snare 12 (Extras: Reaction +3) (Flaws: Touch Range) [60]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Sticky Skin +6 (+12 Affliction, DC 22)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +12, Fortitude +12, Will +3

Complications:
Responsibility (Maelstrom's Will)

Total: Abilities: 56 / Skills: 8--4 / Advantages: 3 / Powers: 60 / Defenses: 9 (132)

HELIO
Created By:
Mark Gruenwald, Ralph Macchio & Ron Wilson
First Appearance: Marvel Two-In-One #71 (Jan. 1981)
Role: Scout
PL 9 (125)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Science) 2 (+4)
Intimidation 2 (+2)
Perception 6 (+8)
Technology 2 (+4)

Advantages:
Improved Initiative 2, Ranged Attack 4

Powers:
"Terrigen Mist-Given Powers: Air Control"
Flight 9 (1,000 mph) [18]
Immunity 1 (Vacuum) [1]
Movement 1 (Environmental Adaptation- High Winds) [2]

"Air-Quakes" Blast 9 (Extras: 30ft. Cylindar) (27) -- [29]
AE: "Vacuum" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (20)
AE: "Hard Air" Force Field 4 (4)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Vacuum +8 (+10 Ranged Affliction, DC 20)
Air-Quake +9 Area (+9 Ranged Damage, DC 24)
Initiative +13

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+8 Force Field), Fortitude +5, Will +3

Complications:
Responsibility (Maelstrom's Will)

Total: Abilities: 54 / Skills: 12--6 / Advantages: 6 / Powers: 50 / Defenses: 9 (125)

PHOBIUS
Created By:
Mark Gruenwald, Ralph Macchio & Ron Wilson
First Appearance: Marvel Two-In-One #71 (Jan. 1981)
Role: Interrogator
PL 9 (119)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Intimidation 7 (+10)
Perception 2 (+4)
Technology 1 (+3)

Advantages:
Startle, Ranged Attack 2

Powers:
"Terrigen Mist-Given Powers: Fear Projection"
Affliction 9 (Will; Entranced/Stunned/Paralyzed) (Extras: Perception Range +2, Cumulative) [36]
Immunity 5 (Emotion Effects) [5]

"Energy Whip" (Flaws: Easily Removable) [3]
Strength-Damage +3 (Feats: Reach 2) (5 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Vacuum +8 (+10 Ranged Affliction, DC 20)
Air-Quake +9 Area (+9 Ranged Damage, DC 24)
Initiative +13

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +3

Complications:
Responsibility (Maelstrom's Will)

Total: Abilities: 56 / Skills: 10--5 / Advantages: 3 / Powers: 44 / Defenses: 11 (119)

-Maelstrom's Minions are basically a Goon Squad of Inhumans (and possibly a Deviant in Gronk) who allied with the baddie on his quest to fight The Thing, Gorgon, Karnak & Stingray. All three were killed on Hydrobase, but cloned repeatedly for more evil stuff as a kind of recurring Jobber Force. Gronk is a sticky tough-guy, Helios is a Blaster/Scout, and Phobius scares people. So it's a pretty decent squad as far as varied powers & saves go (up-close fighting, ranged fighting and Will Saves), but they're beneath most regular heroes.

DEATHURGE
Created By:
Mark Gruenwald, Ralph Macchio & Ron Wilson
First Appearance: Marvel Two-In-One #71 (Jan. 1981)
Role: Implacable Hunter
PL 12 (231)
STRENGTH
6 STAMINA 10 AGILITY 4
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Science) 10 (+18)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 3 (+6)
Technology 10 (+18)
Vehicles 1 (+5)

Advantages:
Benefit (Avatar of Oblivion), Improved Critical (Weapons), Power Attack, Ranged Attack 7, Startle

Powers:
Insubstantial 4 (Feats: Subtle 2) (Flaws: Limited to Against Self-Destructive Targets) [17]
Communication (Mental) 1 [4]
Immunity 10 (Life Support) [10]
Comprehend 4 (Languages) [8]
Immunity 20 (Energy Effects) (Flaws: Limited to Those of Suicidal Beings) [10]

"Summoned Weapons"
"Ranged Weapon" Weaken Stamina 13 (Extras: Ranged, Progressive +2) (Flaws: Limited to Degree of Self-Destructiveness) (39) -- [42]
AE: "Ranged Weapon- Cold Feelings" Affliction 10 (Fort; Hindered/Exhausted) (Extras: Ranged) (Flaws: Limited Degree) (10)
AE: "Melee Weapon" Weaken Stamina 13 (Feats: Reach 2) (Extras: Progressive +2) (Flaws: Limited to Degree of Self-Destructiveness) (28)
AE: "Melee Weapon- Cold Feelings" Affliction 10 (Fort; Hindered/Exhausted) (Feats: Reach 2) (Flaws: Limited Degree) (8)

"Body-Created Skis & Flying Spear"
Flight 10 (2,000 mph) (Flaws: Platform) [10]
Movement 2 (Space Travel 2) (Flaws: Platform) [2]

Offense:
Unarmed +11 (+6 Damage, DC 21)
Melee Weapons +11 (+13 Weaken, DC 23)
Ranged Weapons +11 (+13 Ranged Weaken, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6 (+12 Boost, +16 Force Field), Fortitude +6 (+12 Boost), Will +7

Complications:
Responsibility (Suicides)- Deathurge claims to represent the inherent self-destructive tendencies of sentient life. He wishes most beings to give up and die, and serves as an agent of Oblivion, the Cosmic Being. He even once convinced PATSY WALKER to commit suicide!
Relationship (Mr. Immortal)- Deathurge realizes that Mr. Immortal will be the last person alive in the universe, and thus privy to some universal secrets. He has followed the hero throughout his entire life, and has actually grown legitimately attached to him.
Power Loss (Death Powers)- Demons and spirits are immune to Deathurge's powers. Beings who are filled with the desire to live will always be afflicted by the Cold Feelings aspect of the power instead of the Weaken Stamina portions. Similarly, near-misses (like say, coming within only a handful of points of hitting) will also result in the Affliction instead of the Weaken.

Total: Abilities: 88 / Skills: 40--20 / Advantages: 11 / Powers: 97 / Defenses: 15 (231)

-Deathurge is a rarely-seen guy who tends to follow Maelstrom around (in retrospect, his appearance in "Quasar #2" should have been seen as a hint as to the series' maxi-villain), sort of an agent of Cosmic Oblivion- he tries to get people to commit suicide, or just kill failures in general. He flies around on skis in an homage to Jack Kirby's dumbest creation, The Black Racer, and he can scarcely be hurt by most of his targets thanks to his Immunities and Phasing power.

CAPTAIN UNIVERSE
Created By:
Bill Mantlo & Michael Golden
First Appearance: Micronauts #8 (Aug. 1979)
Role: Uber-Powered Template
PL 15 (129 +xx)

Skills:
Deception 5 (+8)
Expertise (Science) 10 (+18)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 4 (+7)
Persuasion 3 (+6)
Technology 10 (+18)
Vehicles 1 (+5)

Advantages:
Benefit (Avatar of Oblivion), Improved Critical (Weapons), Power Attack, Ranged Attack 7, Startle

Powers:
Enhanced Strength xx (to 18) [xx]
Enhanced Stamina xx (to 18) [xx]

"Imbued With The Power Cosmic"
Impervious Toughness 15 [15]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
"Uni-Vision" Senses 12 (Microscopic Vision 4, Extended Vision 4, Vision Penetrates Concealment 4) [12]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Danger Sense) [1]

"Molecular Rearrangement" Transform (Anything to Anything) 13 (Extras: Continuous) (78) -- [85]
AE: "Telekinesis" Move Object 18 (Extras: Perception Ranged on 15 Ranks) (51)
AE: Cosmic Blast 20 (Feats: Extended Range 2, Penetrating 5) (47)
AE: "Cosmic Explosion" Damage 15 (Extras: Area- 60ft. Burst +2) (45)
AE: "Cosmic Beam" Damage 15 (Extras: Area- 60ft. Line +2) (45)
AE: "Cosmic Wave" Damage 15 (Extras: Area- 120ft. Cone +2) (45)
AE: "Uni-Hypnosis" Affliction 12 (Will; Dazed/Compelled/Controlled) (Extras: Area- Visual Perception, Selective, Cumulative) (48)
AE: "Transform Others" Affliction 12 (Fort; Dazed/Stunned/Transformed) (Extras: Ranged, Cumulative) (36)

Flight 15 (64,000 mph) [30]
Movement 3 (Space Travel 2, Dimensional Travel) [6]

Offense:
Unarmed +xx (+18 Damage, DC 33)
Cosmic Blast +xx (+20 Ranged Damage, DC 35)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +xx

Defenses:
Dodge & Parry (and other defenses) vary with the Host, Toughness +18 (+8 Impervious)

Complications:
Power Loss (Uni-Power)- The Uni-Power is sentient, and will leave it's host if the host begins using it's powers for evil, such as the committing of crimes.

Total: Abilities: 0 / Skills: 40--0 / Advantages: 0 / Powers: 129 +xx / Defenses: 0 (129 +xx)

-Captain Universe and the Uni-Power were intially brought to the Marvel Universe because Bill Mantlo & Jim Shooter wanted to find a way to tie their "Micronauts" toy-based universe in with the Marvel Universe as a whole. As such, this Cosmic Power ended up bestowing itself onto various individuals, generally civilians. It even got used in a special comic where people could pay to put THEMSELVES into the role (stock stories which would add different skin and hair to Captain Universe)! This was mainly used in the 1980s, as the concept had fallen by the wayside seriously by even 1990, with it's biggest showing coming in the Spider-Man books, where he temporarily flew around with Phenomenal Cosmic Power in a pretty fun little gimmick. One of these guys earned my eternal adoration by one-shotting Deathclaw when she turned on him (she was so hated that the writers basically had her go mad and try to murder a teammate for no reason, only to die easily), but he perished to the Annihilation Wave soon afterwards.
-The Uni-Power makes the wearer a PL 15 at minimum, and cranks their existing powers up as well. When Spider-Man wielded the Uni-Power, he was the most powerful super-hero on Earth for a good chunk of time, and easily threw Terminus into space with help from Quasar. In effect, the Uni-Power makes you as tough as a Herald of Galactus, even if you're a baseline human. A great fighter like Spider-Man or another established super-hero can REALLY use the power with their higher accuracy to bust some heads.

THE INFINITY GEMS:
First Appearance:
The Power of Warlock #1 (Aug. 1972- Soul Gem), Marvel Team-Up #55 (March 1977- Power & Time Gems), Avengers Annual #7 (1977- Space, Mind & Reality Gems)
Role: Super Cosmic Macguffin, The Ultimate Weapon

-These are the fabled Gems of ultimate power, initially called The Soul Gems. They were initially add-ons to Adam Warlock and a few other characters, but finally Steve Englehart merged them together into the concept of Soul Gems, as the Elders of the Universe combined their power to attack Galactus. They failed, and Jim Starlin got the idea to rename them "Infinity Gems", and use them to tell his '90s Magnum Opus- "The Infinity Gauntlet" saga.
-The Gems were forged by the death of an ultimately-powerful being (probably the same one that was sort of Eternity in the universe before our own- the same that Galactus came from), and many beings simply wore them as ornamentation without fully-grasping their powers. The Elders of the Universe wore them (The Runner wielded the Space Gem to make him "The speediest damn thing in the universe!", The Champion increased his Power, and The Gardener used Time to make his plants grow to a certain point) for a while, until Thanos stole them one-by-one, allowing him to merge the Gems into one Gauntlet, giving him nigh-omnipotence.
-The individual Gems can be wielded by sentient beings as separate sets of Powers, but are often not given their full-effect by others.

ORANGE: THE TIME GEM:
The Time Gem (Flaws: Easily Removable) [155]
Enhanced Advantages 5: Improved Initiative 5 (5)
Immunity 3 (Time Effects, Aging) (3)
"Time Travel" Movement 3 (Time Travel 3) (6)

"Speed Up Time" Quickness 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Speed 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Advantages 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Dodge & Parry 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) (234) -- (244)
AE: "Speed Self Up" Quickness 20 Linked to Speed 20 (2,000,000 mph) (40)
AE: "Time Portal" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Portal +2) (22)
AE: "Send Through The Ages" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Attack 18, Perception Range +2 on 18 ranks) (70)
AE: "Age People & Objects" Weaken Toughness 22 (Extras: Affects Objects, Progressive +2, Ranged) (110)
AE: "Rapid Attack" Strength-Damage +0 (Extras: Multiattack 15, Affects Others 12, Area- 250ft. Burst +4 on 12 Ranks, Selective 12) (Flaws: Tiring) (87)
AE: "Age & De-Age Others" Affliction 20 (Fort; Impaired/Disabled/Transformed in Age) (Extras: Perception Range +2, Continuous +3) (120)
AE: "Slow Enemies" Affliction 18 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Area- 250ft. Burst +4, Selective) (Flaws: Instant Recovery) (126)
AE: "Slow Enemy" Affliction 18 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Perception Range +2, Selective) (Flaws: Instant Recovery) (90)
AE: "Return the Dead to Life" Healing 20 (Extras: Perception Range +2, Resurrection, Restorative, Energizing, Area- 60ft. +2, Selective) (200)
-- (257 points)

PURPLE: THE SPACE GEM:
The Space Gem (Flaws: Easily Removable) [173]
Enhanced Advantages 5: Improved Initiative 5 (5)
Movement 1 (Environmental Adaptation- Space) (2)
Immunity 3 (Time Effects, Aging) (3)
Movement 6 (Space Travel 3, Dimensional Travel 3) (6)

Flight 20 (2,000,000 mph) (40) -- (41)
AE: Speed 20 (2,000,000 mph) (20)

Teleport 20 (Feats: Change Direction & Velocity) (Extras: Extended, Easy, Accurate) Linked to Teleport 20 (Feats: Increased Mass 7- 3 tons) (Extras: Attack +0, Ranged 20, Easy, Extended, Accurate) (229) -- (231)
AE: Teleport 20 (Extras: Extended, Easy, Accurate, Portal +2, Increased Portal Size +4) (180)
AE: Movement 6 (Space Travel 3, Dimensional Travel 3) (Extras: Attack, Portal +2) (30)
AE: "Rapid Attack" Strength-Damage +0 (Extras: Multiattack 15, Affects Others 12, Area- 250ft. Burst +4 on 12 Ranks, Selective 12) (87)
AE: Remote Sensing 23 (Visual, Hearing) (32,000 miles) (Feats: Dimensional, Subtle) (71)
-- (288 points)

BLUE: THE MIND GEM:
The Mind Gem (Flaws: Easily Removable) [93]
"Telepathy" Mind-Reading 18 (Feats: Dynamic, Subtle) (Extras: Effortless, Cumulative, Sensory Link) Linked to Communication (Mental) 5 (Extras: Area, Selective) (122) -- (138)
Dynamic AE: Mind Control 18 (Feats: Dynamic) (73)
Dynamic AE: "Wide Area Control" Mind Control 12 (Feats: Dynamic) (Extras: Area- 500ft. Burst +5, Selective) (Flaws: Touch Range -2) (73)
Dynamic AE: "Telelocation" Senses 6 (Detect Minds- Ranged 5) (Feats: Dynamic) (7)
Dynamic AE: "Mental Stun" Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (57)
Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
Dynamic AE: "Focused Mental Blast" Damage 18 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (73)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 14 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (70)
AE: "Area Mental Blast" Damage 12 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (62)
AE: "Brainwashing" Affliction 18 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (72)

Quickness 10 (Flaws: Mental Tasks Only) (5)
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) (10)
-- (153 points)

YELLOW: THE REALITY GEM:
The Reality Gem (Flaws: Easily Removable) [173]
"Rearrange Molecules" Transform 18 (Anything to Anything) (Extras: Perception Range +2, Continuous) (144)
Variable (Any Cosmic) 20 (140) -- (143)
AE: "Fulfill Wishes" Create 18 (Feats: Innate) (Extras: Continuous) (55)
AE: "Warp Perception" Affliction 18 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Area- 120ft. Burst +3, Selective) (108)
AE: "Warp Others" Affliction 18 (Fort; Dazed/Stunned/Transformed) (Extras: Perception Range +2, Cumulative, Sustained +2) (108)
-- (287 points)

RED: THE POWER GEM:
The Power Gem (Flaws: Easily Removable) [114]
Enhanced Strength 20 (40)
Enhanced Stamina 20 (40)
Impervious Toughness 25 (25)
Variable (Any Cosmic) 12 (84) -- (85)
AE: "Boost Others' Powers" Variable (Others' Powers) 10 (Extras: Affects Others Only +0, Ranged) (80)
-- (190 points)

GREEN: THE SOUL GEM:
The Soul Gem (Flaws: Easily Removable) [139]
"Gateway to Pocket Universe" Movement 1 (Soul Dimension) (Extras: Attack 14, Perception Range +2) Linked to Affliction 17 (Will; Dazed/Stunned/Transformed to Soulless Husk) (Extras: Perception Range +2, Continuous +3) (136)
"Control Souls" Affliction 17 (Will; Dazed/Compelled/Transformed Personality) (Extras: Progressive +2, Perception Range +2) (85) -- (89)
AE: "Soul Blast" Blast 17 (Extras: Will Save) (51)
AE: Force Blast 16 (32)
AE: "Soul Reading" Mind-Reading 17 (Flaws: Limited to Natures of the Soul) (17)
AE: Communication (Mental/Soul) 3 (Extras: Area, Selective) (18)
Comprehend (Languages) 3 (6)
-- (231 points)

-The Six Infinity Gems cost between 80 & 112 points, for good reason. Possessing JUST ONE allowed most of the Elders of the Universe to possess near-unstoppable powers once they'd unlocked the secrets to them, and gathering just a couple made Thanos' life a LOT easier. For obvious reasons, avoid using these at all in your game, as they're TOTAL game-breakers, unless it's as a Plot Device. The Power Gem is toughest to really figure out, as it ostensibly makes someone a Powerhouse of elite capabilities, plus boosting regular powers, but it'd probably get cheaper if a more powerful guy (like The Champion) gained it.
-The individual Gems are freakishly powerful in their own right, making a fully-loaded character a PL 18 being in most cases. Most characters could never unleash the full power, though- the Power Gem was required for greater focus. But these are SCARY weapons- Reality can warp perceptions and beings, Power boosts you to ridiculous levels, Time & Space allow for Travel Attacks and various Super-Speed Feats, The Mind Gem renders you like Professor X times ten, as does the Soul Gem.

GOLD: THE EGO GEM:
This Gem just contains the sentience of "Nemesis", a Cosmic Being who is apparently the basis of the Gems' power. Though this was just for an Ultraverse crossover, and it hasn't appeared since. I doubt it's even in continuity anymore.

PINK: THE RHYTHM GEM:
The Rhythm Gem (Flaws: Easily Removable) [6]
Enhanced Skills 18: Expertise (Dancing) 18 (+xx) (9 points)
This Gem only existed in "The Marvel Super-Hero Squad Show" show with it's Infinity Gauntlet storyline, though it was apparently a ruse created by Loki anyways. I don't think it really did anything, but enhanced Dancing is awesome.

THE INFINITY GAUNTLET (PL 30):
The Infinity Gauntlet (Flaws: Easily Removable) (Feats: Unbreakable) [2,495]

"Power Gem"
Enhanced Strength 30 (60)
Enhanced Stamina 30 (60)
Impervious Toughness 51 (51)
Features 1: Treats all Unbreakable Objects as Breakable (1)

"Space Gem"
"Speed Self Up" Quickness 20 Linked to Flight 20 (2,000,000 mph) (60) -- (61)
AE: Quickness 20 Linked to Speed 20 (2,000,000 mph) (40)
Enhanced Advantages 10: Improved Initiative 10 (10)
"All-Seeing" Remote Sensing 31 (Visual, Hearing) (8,192,000,000 miles) (Feats: Dynamic, Dimensional, Subtle) (Extras: Simultaneous) (127)
Movement 1 (Environmental Adaptation- Space) (2)

"Mind Gem"
Mind-Reading 30 (Feats: Dynamic, Subtle 2) (Extras: Sensory Link, Effortless) (123)
Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Immunity 20 (Mental Effects) (20)

"Reality Gem"
"Restructure Reality" Transform 50 (Anything to Anything) (Feats: Increased Mass 30- Planets) (Extras: Continuous) (330)

"Time Gem"
Immunity 3 (Time Effects, Aging) (3)

"Soul Gem"
"Control Souls" Affliction 30 (Will; Dazed/Compelled/Transformed Personality) (Extras: Continuous +3, Perception Range +2) (180)

"Power Gem"
"Titanic Damage I" Damage 25 (Extras: Area- Burst +100, Penetrating 15) (2,540) -- (2,595)
AE: "Titanic Damage II" Damage 25 (Extras: Area- Line +100, Penetrating 15) (2,540)
AE: "Titanic Damage III" Damage 25 (Extras: Area- Cone +100, Penetrating 15) (2,540)
Dynamic AE: "Cosmic Stream" Damage 30 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- Line +50, Selective) (1,563)
Dynamic AE: "Cosmic Burst" Damage 30 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 2,000ft. Burst +50, Selective) (1,563)
Dynamic AE: "Cosmic Wave" Damage 30 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 4,000ft. Cone +50, Selective) (1,563)
Dynamic AE: "Cosmic Blast" Blast 50 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 20, Indirect 4, Penetrating 20) (147)
Dynamic AE: "All-Reaching Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (81)
Dynamic AE: Force Field +0 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (43)
"Mind Gem"
Dynamic AE: Concealment 10 (All Senses) (Feats: Dynamic) (Extras: Affects Others, Ranged) (41)
Dynamic AE: "Remove Powers" Affliction 17 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Perception Range +2) (52)
Dynamic AE: Mind Control 30 (Feats: Dynamic) (121)
Dynamic AE: "Wide Area Control" Mind Control 30 (Feats: Dynamic) (Extras: Area- +50 Burst, Selective) (Flaws: Touch Range -2) (1,500)
Dynamic AE: "Telelocation" Senses 41 (Detect Minds- Ranged 40) (Feats: Dynamic) (42)
Dynamic AE: "Mental Stun" Affliction 30 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (121)
Dynamic AE: "Focused Mental Blast" Damage 30 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (121)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 30 (Feats: Dynamic) (Extras: Selective) (70)
AE: "Area Mental Blast" Damage 30 (Extras: Area- +50 Burst, Selective, Will Save) (1,590)
AE: "Brainwashing" Affliction 30 (Will; Dazed/Compelled/Transformed Thoughts & Memories) (Extras: Perception Range +2, Progressive +2) (150)
"Space Gem"
AE: Movement 6 (Space Travel 3, Dimensional Travel 3) (Extras: Portal +2, Portal Area +20) (144)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate, Easy) (110)
AE: Movement 9 (Dimensional Travel 3, Time Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 30, Area- 500ft. Burst +5 on 30 Ranks) (203)
AE: "Move The Stars Themselves" Move Object 40 (262,144,000,000 tons) (Extras: Perception Range) (120)
AE: "Teleport Others" Teleport 20 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (85)
AE: "Drain Energy" Affliction 30 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (60)
AE: "Sense Energy" Senses 22 (Detect Energy- Ranged 17- 1,600 trillion miles, Acute & Analytical, Tracking) (22)
AE: "Sense Life" Senses 22 (Detect Life- Ranged 17- 1,600 trillion miles, Tracking) (22)
AE: "Snaps Fingers- Half the Universe Dies" Weaken Stamina 22 (Extras: Area- Burst +100, Selective) (2,244)
"Time Gem"
AE: "Speed Up Time" Quickness 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Speed 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Advantages 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Dodge & Parry 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) (234)
AE: "Time Travel" Movement 3 (Time Travel 3) (6)
AE: "Time Portal" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Portal +2) (22)
AE: "Send Through The Ages" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Attack 30, Perception Range +2 on 30 ranks) (106)
AE: "Age People & Objects" Weaken Toughness 30 (Extras: Affects Objects, Progressive +2, Ranged) (150)
AE: "Rapid Attack" Strength-Damage +0 (Extras: Multiattack 30, Affects Others 30, Area- 250ft. Burst +4 on 30 Ranks, Selective 30) (210)
AE: "Age & De-Age Others" Affliction 30 (Fort; Impaired/Disabled/Transformed in Age) (Extras: Perception Range +2, Continuous +3) (180)
AE: "Slow Enemies" Affliction 30 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Area- 250ft. Burst +4, Selective) (240)
AE: "Slow Enemy" Affliction 30 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Perception Range +2, Selective) (180)
AE: "Return the Dead to Life" Healing 20 (Extras: Perception Range +2, Resurrection, Restorative, Energizing, Area- 60ft. +2, Selective) (200)
"Reality Gem"
AE: "Fulfill Wishes" Create 50 (Feats: Innate, Increased Mass 20) (Extras: Continuous, Movable) (221)
AE: "Warp Perception" Affliction 30 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Area- Burst +50, Selective) (1,590)
AE: "Warp Others" Affliction 30 (Fort; Dazed/Stunned/Transformed) (Extras: Perception Range +2, Cumulative, Sustained +2) (180)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 60 (Extras: Free Action +2) (540)

"Summon Terraxia Or Other Super-Floozies" Summon 20 (Extras: Heroic +2, Controlled, Multiple Minions +18) (Extras: Variable +2) (500)
-- (4,156 points)
1662

-The only real weakness a fully-loaded Gauntlet has is that it is still Removable- Thanos was undone when he took Eternity's place in the Cosmic Scale, leaving his mortal body lying comatose and letting Nebula snatch the Gauntlet away. At PL 30, the Gauntlet's wearer could handily defeat most of the Cosmic Beings (Thanos took a while to do it, but Nebula was even able to beat them with relative ease- it's established that this is an inevitable conclusion to such a battle), and answers only to The Living Tribunal.
-The sheer variety of powers here is pretty staggering, and goes into thousands of points- Thanos at one point killed half the population of the known universe (making sure that his father and Reed Richards were among those deceased) in one massive Area Effect (+100 oughta cover it- a Google check reveals this would extend beyond known space), beat all the Cosmic Beings, made himself all-powerful, willingly reduced himself to a paltry shadow of his true might to kill all Earth's heroes (and still managed to easily do it to almost everybody), and more. He can give himself any power he doesn't already possess here (Variable 60 allows for 300 points' worth of stuff), Transform Anything to Anything, Brainwash others or change their very Souls, Summon super-powered beings (because WHY NOT just throw a 500-point power on there for something he only did once, and with one character?), etc. Thanos with the Infinity Gauntlet (hell, The Gamecock with the Infinity GauntletOH MY GOD SOMEONE WRITE THAT STORY) would pretty much beat anybody else, ever.

Sexism in Comics: Sex in Story
The aversion of female fans: Starfire & Catwoman-specific

Just for Poops & Giggles, here's my stats for the Infinity Gaunlet & the Infinity Gems




"THE INFINITY GAUNTLET" Device 50 (hard to lose) [200]
Variable Power 21 (Any Combination of Traits 8 pp/rank) (Extras: Action-Free +2, Affects Others, Ranged) (252)

-Yeah.... so the Infinity Gauntlet is basically PL X, but here's a 'for example' version of it's base costs if you want to put it in-game. Essentially, you're still unstoppable (240 points worth of stuff from just one device!), and the game becomes "how to distract the villain" rather than fighting, cuz... well, you'd be dead. Heck, Thanos fought most of the powerful heroes in the universe by DELIBERATELY HOLDING BACK full power, and still killed nearly all of them. Prior to that, he erased half the sentient life in the universe by snapping his fingers, and after that, he fought and defeated most of the Cosmic Beings of the Marvel U.


sss

xxx
(Normal Height is -2 Size)
Growth 1 (Str & Sta +1, +1 Mass, +0 Intimidation, -0 Dodge/Parry, -1 Stealth) -- (6 feet) (Feats: Innate) (Extras: Permanent +0) [3]
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Growth 9 (Str & Sta +9, +9 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -9 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [19]
Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) (Feats: Innate) (Extras: Permanent +0) [21]
Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (42 feet) (Feats: Innate) (Extras: Permanent +0) [23]
Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Growth 13 (Str & Sta +13, +13 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -13 Stealth) -- (60 feet) (Feats: Innate) (Extras: Permanent +0) [27]
Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -14 Stealth) -- (72 feet) (Feats: Innate) (Extras: Permanent +0) [29]
Growth 15 (Str & Sta +15, +15 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -15 Stealth) -- (84 feet) (Feats: Innate) (Extras: Permanent +0) [31]
Growth 16 (Str & Sta +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (96 feet) (Feats: Innate) (Extras: Permanent +0) [33]
Growth 17 (Str & Sta +17, +17 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -17 Stealth) -- (120 feet) (Feats: Innate) (Extras: Permanent +0) [35]
Growth 18 (Str & Sta +18, +18 Mass, +9 Intimidation, -9 Dodge/Parry, +2 Speed, -18 Stealth) -- (144 feet) (Feats: Innate) (Extras: Permanent +0) [37]
Growth 19 (Str & Sta +19, +19 Mass, +9 Intimidation, -9 Dodge/Parry, +2 Speed, -19 Stealth) -- (168 feet) (Feats: Innate) (Extras: Permanent +0) [39]
Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (192 feet) (Feats: Innate) (Extras: Permanent +0) [41]

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)
+26: Destroyah (Oxygen Destroyer), Ymir, Surtur (Unarmed or Blast)
+28: Surtur (Twlight Sword)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

The Outsiders

Post by Jabroniville »

BATMAN & THE OUTSIDERS:

-So during my JLA/JSA series, I came across several people who were at one time a member of The Outsiders, and Horsenhero made a few comments about how much he liked the series. This got me thinking about the book, which is a weird mix of forgotten and semi-recurring over the years, and how I'd only had a few members left. So I decided to stat up the remaining members: Halo, Looker & Katana and whomever. Naturally, I figured I might as well stat the characters from the awful Judd Winick version of the book. Then read Wikipedia's list of characters and realized that there were like TWENTY-TWO MEMBERS I needed to stat up, which is a lot, but NO TOO LATE I'D ALREADY DECIDED TO DO IT.

So if you don't like The Outsiders, blame Horsenhero :). He didn't ask for it, but he gave me the idea. It's all his fault.

The Outsiders (The Beginning):
-Batman & The Outsiders made their debut in The Brave and the Bold #200 in July 1983, and were created by Mike W. Barr & Jim Aparo, two guys I know nothing about aside from their names, which I vaguely recognize). They were formed because Batman was on the outs with the JLA at the time, and largely were made up of new heroes (taking a concept from The All-New, All-Different X-Men, and the Wolfman/Perez Teen Titans), along with a couple other minor heroes who were free: Black Lightning & Metamorpho. Batman, upset because the League had been ordered to stay out of a conflict in Markovia, basically ignored the order and went anyways with Black Lightning assisting him- by sheer coincidence, a group of other heroes were also around for various reasons that are a little silly (Geo-Force is the son of the King, Metamorpho is searching for the Doctor who gave Geo-Force his powers in order to cure himself, Katana wants to kill an evil General for killing her family, Halo was discovered in the woods for some reason).

-Batman and this crew defeat Baron Bedlam, and decide to stick together, soon adding Looker to the team. Along the way, they fight groups of jobbers like The Masters of Disaster and The Force of July, discover the mysterious Halo's origins (mysterious origins were HUGE in the 1980s, and only got bigger). However, only a couple years in, Batman disbanded the group and went back to the League after not giving them pertinent information about Baron Bedlam for some reason, making him look like the Bat-Dick he'd later turn into. The Outsiders decide to continue on without Bats in 1985, becoming agents of Markovia. This lasted for a while, and Batman rejoined for a bit, before personal issues and a mess-up in the Millennium crossover split the entire team.

The book... really wasn't overly-successful. It didn't have nearly the run that Teen Titans or The Legion of Super-Heroes did, and has almost zero legacy in modern times. I mean, as a young comic fan getting back into the hobby in my late teens, ALL I HEARD was stuff about how awesome the Wolfman/Perez Titans was- the LOSH were also very well-known, and a constant thing in DC. Batman and the Outsiders? I'd NEVER heard anyone talk about it until a few people mentioned it on this forum. EVER. It was this weird, super-dated-looking book that existed in the 1980s and disappeared within that decade (the Batman-less version only lasted a couple years).

I think the weirdness and the fact that most of the characters were unique to the series would be an advantage, however. With the only pre-existing heroes being forgotten nobodies (Metamorpho, Lightning), and the new characters only existing in that book, it was EASY for the writers to mess around with them, change their history, and more. But with the BRUTALLY-'80s character designs, the series is really dated, and it's only made worse because the characters maintained no legacy once DC basically ignored EVERYBODY who wasn't a major member of the Justice League.

The Outsiders (1990s Version):
-A revival, also written by Barr, debuted in 1993 and only lasted about two years. It contained most of the old crew (minus Batman), adding '90s-esque characters Faust, Technocrat & Wylde. Looker & Halo die (with Halo walking around in Technocrat's wife's body, and Looker later returning as an undead creature). The team splits in two (with Eradicator leading Looker, Wylde, Halo & Faust), both groups acting as fugitives, but reunite to fight Felix Faust (their teammate's father)- the book ends with Wylde betraying them and Geo-Force finally marrying his long-suffering fiance. The team is seen having reunited in the backdrop of other events in the '90s, including the new Terra (from a different Universe/timeline).

The Outsiders (Judd Winick Version):
-The series was redone in 2003 by Judd Winick, after his very good run on Marvel's Exiles and a good book about his real-life friend who died of AIDS: Pedro and Me. Unfortunately... this series was a giantic pile of rancid, burning feces. It was AWFUL. It didn't HAVE to be- it had a good foundation (Nightwing & Arsenal were good characters), and featured a semi-new cast that paid some lip service to the old group (including a clone of Metamorpho, super-strong Grace Choi, Black Lightning's Suddenly-Created Daughter Thunder, and the android Indigo). But Winick just completely lost all of his talent at some point, and never looked back. It probably was a bad sign when Graduation Day, which ended both The Titans and Young Justice in the most HORRIBLE WAY IMAGINABLE (killing off Donna Troy, oh and Lilith Clay as an afterthought), was such a poorly-written piece of garbage.

But yeah, I've rarely been so annoyed by a book. Not because of continuity issues or whatever- just BAD, BAD WRITING. At several points, it became clear that Winick lost the idea of how to write dialogue. While comic book characters have become more foul-mouthed over time (1980s DC was full of "Hells" and "Damns", but everyone was saying "Bitch" and "ass" by the 2000s), this is one of the first times that I'd seen a writer use swears JUST TO BE SWEARING. It actually irritated me to read that one issue where Thunder & Grace just kept saying "Bitch" and other swears over and over again. It was... he was using swears just to BE COOL, not to improve the dialogue. Just amateurish stuff. Even more vulgar stuff like Preacher never came off that bad.

Never mind that one scene where Dick Grayson insults Roy Harper, ONE OF HIS CLOSEST FRIENDS, by saying that nobody would ever trust an ex-junkie. Oh, and it was one of those dreaded "Proactive Superhero Teams", which is always death- it's just an excuse for writers to have the heroes seem more extreme by being bad-ass and hunting down bad guys BEFORE they do anything. It never works, beacuse a) superhero comics are like cop shows- they usually only work when you REACT to things. That's how order WORKS, b) writers just get tired of it and go back to the way things used to be, and c) hunting down people who HAVEN'T DONE ANYTHING YET kind of makes you a douche.

The book somehow lasted FIFTY ISSUES (the longest run of ANY Outsiders book), having added characters like Jade, Starfire, Captain Marvel Jr. and others to the book in attempts to build hype. Batman also joined the team again at some point. But really, without Halo, Looker, Geo-Force and others, there wasn't much similar to the old runs.

The Outsiders (Chuck Dixon/Peter Tomasi run):
-Dixon, a major writer for the Bat-verse, wrote his own version of the team, with Batman in charge, starting in 2007. He recruits Katana, Martian Manhunter, Metamorpho, Grace and Captain Boomerang II. He starts acting like a Bat-Dick again, resulting in J'onn and Catwoman (who'd recruited herself) quitting, and being replaced by Cassandra Cain, Geo-Force & Green Arrow. When Batman died, a new creative team took over, with ALFRED of all people setting up a new team. The new team is Roy Raymond Jr., Black Lightning, Geo-Force, Halo, Katana, The Creeper and Metamorpho. This series, which I've never so much as read or even HEARD OF, lasted 40 issues.

There's also a Batman, Inc. version that gets built-up for international missions.

---

So, in all, The Outsiders is... very weird. The initial squad is basically just Batman and some guys who don't matter to the DCU as a whole and are frequently forgotten. Every ten years or so, ONE of them comes back in some fashion, but it usually doesn't work out (Black Lightning on the League, Katana's solo push because of the new Batman cartoon). The team is often written by low-tier creators with a lot of freedom, meaning the STORIES sometimes have potential, because nobody cares if you off Katana, and if she dies, she might STAY dead, so there's some drama there. But it's odd that they keep re-using the name, as there's really no legacy of success there (The Outsiders certainly has no Judas Contract or The Great Darkness Saga), and they basically just remake the team every single time there's a new series.

The Roster: (people I've already built are in bold)

'80s Team:
Batman
Metamorpho
Geo-Force
Black Lightning

Looker
Halo
Katana
Windfall
The Atomic Knight

'90s Team:
Terra
Dr. Light II

Technocrat
Wylde
Faust
Dervish
The Eradicator

Winick Team:
Arsenal
Nightwing
Jade
Starfire
Captain Marvel, Jr.
The Huntress
Shift (Clone of Metamorpho)

Grace Choi
Indigo
Thunder II
Captain Boomerang II

Dixon/Tomasi Team:
Martian Manhunter
Batgirl (Cassandra Cain)
Green Arrow (Oliver)

The Creeper (GODDAMMIT NOW I HAVE TO BUILD THE CREEPER HORSENHERO THIS IS ALL YOUR FAULT)
Olympian
Owlman (not the CSA version)
ReMAC
Francine Langstrom
Catwoman

Batman Inc. Team:
Red Robin (Tim Drake)

Freight Train

LOOKER (Emily "Lia" Briggs)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman & The Outsiders #25 (Sept. 1985)
Role: Miss Fanservice, Selfish Hot Chick
Group Affiliations: The Outsiders
PL 9 (199)
STRENGTH
1/6 STAMINA -- AGILITY 3/6
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4

Skills:
Athletics 4 (+5, +10 Vampire)
Deception 2 (+6, +10 Attractive)
Expertise (Model) 4 (+8, +12 Attractive)
Expertise (Bank Teller) 2 (+5)
Perception 2 (+4)
Ranged Combat (Psychic Blast) 4 (+8)

Advantages:
Attractive 2, Startle

Powers:
"High-Powered Psionic Being"
Mind Control 9 (Feats: Dynamic) (37) -- [53]
Dynamic AE: "Group Control" Mind Control 7 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (Flaws: Touch Range -2) (22)
Dynamic AE: "Telepathy" Mind-Reading 9 Linked to Communication (Mental) 3 (Feats: Dynamic) (31)
Dynamic AE: "Telekinesis" Move Object 8 (Feats: Dynamic) (17)
Dynamic AE: Illusion (All Senses) 7 (Feats: Dynamic) (Flaws: Will Save) (29)
Dynamic AE: "Psychometry" Senses 4 (Postcognition) (Flaws: Limited to Objects) (Feats: Dynamic) (3)
Dynamic AE: "Psionic Bolts" Affliction 9 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Ranged, Cumulative) (28)
Dynamic AE: "Enhanced Field" Force Field +0 (Feats: Dynamic) (Extras: Affects Others 8) (9)
Dynamic AE: "Vampiric Vapor Form" Insubstantial 2 (Flaws: Limited to Nighttime) (8)
Dynamic AE: "Vampire's Bite" Weaken Stamina 8 (Feats: Dynamic) (Flaws: Limited to One Rank Per Round, Grab-Based) (3)

"Levitation" Flight 6 (120 mph) [12]
Force Field 3 [3]
Regeneration 4 [4]

"Vampiric Powers"
Immunity 30 (Fortitude Effects) [30]
Regeneration +4 (Feats: Diehard) (Flaws: Source- Blood) [3]
"Command Vermin" Summon Swarms 3 (Extras: Variable- Insect Swarms, Wolves, Rats, 2 Minions +2) (Flaws: Limited to At Night) [12]
Speed 2 (8 mph) [2]
Enhanced Strength 5 [10]
Protection 7 [7]
Enhanced Agility 3 [6]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Vampire +8 (+6 Damage, DC 21)
Mind Control -- (+9 Perception-Ranged Affliction, DC 19)
Group Control +7 (+7 Affliction, DC 17)
Psionic Bolt +8 (+9 Ranged Affliction, DC 19)
Mind-Reading -- (+9 Mind-Reading, DC 19)
Vampire's Bite +8 (+8 Weaken, DC 18)
Initiative +3 (+6 Vampire)

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7 (+10 Force Field), Fortitude --, Will +6

Complications:
Rivalry (Katana)- Looker's ego rubs the serious Katana the wrong way.
Relationship (Geo-Force)- Despite the two being in long-term relationships, they jumped into bed with each other, having a long affair.
Relationship (Gregg Briggs)- The two were married in the 1980s series, and divorced in the '90s one. He's basically never seen again, though I guess he's lucky he didn't end up like Terry Long.
Weakness (Requires Blood)- Looker requires blood to survive, as most Vampires do.
Power Loss (Hawtness)- Looker's original form is of a dowdy, mousy woman (seriously- her LIPS aren't even drawn in!). If she's depowered, she loses Attractive and most of her confidence, dropping Will.

Total: Abilities: 40 / Skills: 16--8 / Advantages: 3 / Powers: 142 / Defenses: 6 (199)

LOOKER (Emily "Lia" Briggs)- Non-Vampire
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman & The Outsiders #25 (Sept. 1985)
Role: Miss Fanservice, Selfish Hot Chick
Group Affiliations: The Outsiders
PL 9 (150)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4

Skills:
Athletics 4 (+5, +10 Vampire)
Deception 2 (+6, +10 Attractive)
Expertise (Model) 4 (+8, +12 Attractive)
Expertise (Bank Teller) 2 (+5)
Perception 2 (+4)
Ranged Combat (Psychic Blast) 4 (+8)

Advantages:
Attractive 2, Startle

Powers:
"High-Powered Psionic Being"
Mind Control 9 (Feats: Dynamic) (37) -- [53]
Dynamic AE: "Group Control" Mind Control 7 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (Flaws: Touch Range -2) (22)
Dynamic AE: "Telepathy" Mind-Reading 9 Linked to Communication (Mental) 3 (Feats: Dynamic) (31)
Dynamic AE: "Telekinesis" Move Object 8 (Feats: Dynamic) (17)
Dynamic AE: Illusion (All Senses) 7 (Feats: Dynamic) (Flaws: Will Save) (29)
Dynamic AE: "Psychometry" Senses 4 (Postcognition) (Flaws: Limited to Objects) (Feats: Dynamic) (3)
Dynamic AE: "Psionic Bolts" Affliction 9 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Ranged, Cumulative) (28)
Dynamic AE: "Enhanced Field" Force Field +3 (Feats: Dynamic) (Extras: Affects Others 8) (12)
Dynamic AE: "Vampiric Vapor Form" Insubstantial 2 (Flaws: Limited to Nighttime) (8)
Dynamic AE: "Vampire's Bite" Weaken Stamina 8 (Feats: Dynamic) (Flaws: Limited to One Rank Per Round, Grab-Based) (3)

"Levitation" Flight 6 (120 mph) [12]
Force Field 4 [4]
Regeneration 4 [4]

Offense:
Unarmed +8 (+1 Damage, DC 16)
Mind Control -- (+9 Perception-Ranged Affliction, DC 19)
Group Control +7 (+7 Affliction, DC 17)
Psionic Bolt +8 (+9 Ranged Affliction, DC 19)
Mind-Reading -- (+9 Mind-Reading, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+7-10 Force Field), Fortitude +4, Will +6

Complications:
Rivalry (Katana)- Looker's ego rubs the serious Katana the wrong way.
Relationship (Geo-Force)- Despite the two being in long-term relationships, they jumped into bed with each other, having a long affair.
Relationship (Gregg Briggs)- The two were married in the 1980s series, and divorced in the '90s one. He's basically never seen again, though I guess he's lucky he didn't end up like Terry Long.
Power Loss (Hawtness)- Looker's original form is of a dowdy, mousy woman (seriously- her LIPS aren't even drawn in!). If she's depowered, she loses Attractive and most of her confidence, dropping Will.

Total: Abilities: 56 / Skills: 16--8 / Advantages: 3 / Powers: 73 / Defenses: 10 (150)

-Good crap almighty this is the most dated-looking character I've ever seen in comics... I mean, she makes JEM look like she was created yesterday! Emily Briggs is a married, mousy bank teller who was kidnapped by some underground dwellers and turned out to be the heir to great power when Halley's Comet passed by, and gave her super-powers, and super-hawtness. She gained confidence and an Alan Davis-designed monstrosity of a costume, as well as selfishness, joining The Outsiders as Batman leaves and the book is restarted as just The Outsiders. She rubs teammates the wrong way, and has an affair with Geo-Force, and gets depowered as the series ends. In the '90s book, she becomes a vampire (because '90s) and gets a divorce, and when the book is cancelled, shows up on an in-universe knock-off of The View with Vicki Vale, Linda Park and Tawny Young.
-She was pretty much a nobody for fifteen years by this point- being a low-tier member of a forgotten group- she'd show up in a few background scenes, be seen almost-dying, then get revealed as alive later in ANOTHER background scene ("oh look she's fighting Black Adam now; I guess she's alive"). She appears a couple of times helping out other Outsiders teams, but is believed killed when a satellite explodes in a Batman Inc. arc. Curiously, she's been a vampire FAR longer than she was ever a normal person- I guess writers felt she was more-interesting this way. It's odd, though- usually a mid-'90s change like that wouldn't have such long-lasting effects, and "Back To Basics Syndrome" would strike the character back to their original format. I guess Sexy Redhead Vampire is a more effective storytelling tool than Sexy Redhead Fashion Disaster.
-Looker almost comes off more like a Marvel character, with a gaggle of Psionic-based powers, than a DC one. Her status as a Vampire is such a big part of her that I included it, but left out the "No Fortitude" stuff, since I'm not sure how much that counts- she also lacks many of the Vampiric Immunities. Without those powers, she's a MUCH weaker character, lacking physical power and a ton of abilities- she drops 34 points. I don't see her as higher than PL 9, as she's a nigh-forgotten background character who never does anything or beats anybody important.
-Looker also has the ultra-rare Attractive 2, not because *I* find the character hot (she actually doesn't do much for me- Alan Davis drew a sexier Meggan, never mind his Kitty Pryde... and what the F is with him drawing Looker's EYES so bloody far apart?), but because A) Hawtness is her SUPER-POWER, and B) nearly all of her female teammates seem to actively dislike her. Remember, Attractive isn't just a benefit- it's a PENALTY when dealing with your OWN gender!

ATOMIC KNIGHT (Gardner Grayle)
Created By:
John Broome & Murphy Anderson
First Appearance: DC Comics Presents #57 (May 1983)
Role: Forgotten Hero
Group Affiliations: The Outsiders, The Atomic Knights, The Forgotten Heroes, The Seven Soldiers of Victory
PL 9 (111)
STRENGTH
2/9 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+8)
Expertise (Science) 2 (+4)
Expertise (Security) 4 (+6)
Insight 1 (+3)
Intimidation 2 (+4)
Perception 2 (+4)
Technology 4 (+6)

Advantages:
Ranged Attack 4

Powers:
Senses 4 (Precognition) [4]

"Atomic Knight Armor" (Flaws: Removable) [37]
Enhanced Strength 7 (14)
Protection 6 (Extras: Impervious 5) (11)
Energy Blast 8 (16) -- (17)
AE: "Energy Weapons" Strength-Damage +2 (Extras: Penetrating 6) (8)
Communication (Technology) 1 (4)
-- (46 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Knight Strength +8 (+8 Damage, DC 23)
Energy Sword +8 (+10 Damage, DC 25)
Energy Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Armor, +3 Impervious), Fortitude +5, Will +4

Complications:
Relationship (Windfall)- The two were together in the second Outsiders volume.

Total: Abilities: 50 / Skills: 16--8 / Advantages: 4 / Powers: 41 / Defenses: 8 (111)

-The Atomic Knights debuted in 1960 in a series written by John Broome & drawn by Murphy Anderson in Strange Adventures- it was a Post-Apocalyptic series set in the futuristic world of 1986 Earth. Lasting until 1964, they were revived briefly in the 1970s, linked to Kamandi and other Post-Apocalyptic books. Their adventures were revealed to have been the VR "dream" of Gardner Grayle, a modern-day Atomic Knight. He became the second Shining Knight temporarily, then joined The Outsiders until it disbanded for the first time. In the second volume, he began hunting them while they were fugitives, but ultimately took their side and pleaded their case to the outside world.
-The character vanished for more than a decade, reappearing post-Infinite Crisis as the leader of a band of underground Atomic Knights who patrol the destroyed city of Bludhaven. With 125 Knights, Grayle and a group based on the original team from the '60s help out the survivors.
-The Atomic Knight couldn't POSSIBLY be a more boring PL 9 Armor Guy build, but at least he gained Energy Weapons at some point. The Precognition seems to have gone away at some point as well.

FAUST (Sebastian Faust)
Created By:
John Broome & Murphy Anderson
First Appearance: DC Comics Presents #57 (May 1983)
Role: Forgotten Hero
Group Affiliations: The Outsiders, The Sentinels of Magic
PL 10 (144)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 3 (+5)
Expertise (Magic) 9 (+10)
Intimidation 2 (+4)
Ranged Combat (Magic) 4 (+8)
Stealth 2 (+5)

Advantages:
Ritualist

Powers:
"Vague Magical Power"
"Soul-Stealing" Variable (Others' Powers) 10 (70) -- [76]
AE: Healing 10 (Extras: Ranged) (30)
AE: Transform (Anything to Anything Else) 8 (Extras: Ranged) (48)
AE: Teleport 12 (Feats: Increased Mass 5) (Extras: Extended, Easy, Portal +2) (Flaws: Limited to Extended) (65)
AE: "Scrying" Remote Sensing (Vision & Hearing) 8 (24)
AE: Magic Blast 8 (16)
AE: "Shapechange" Morph 4 (20)

"No Soul" Immunity 1 (Soul-Based Powers) [1]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Magic Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +5

Complications:
Enemy (Felix Faust)- Sebastian's father tried to sell his soul once. It didn't go over well. The two have made attempts to repair their relationship in modern times.
Relationship (Halo)- The Dark Sebastian & innocent Halo are drawn to each other.

Total: Abilities: 44 / Skills: 22--11 / Advantages: 1 / Powers: 77 / Defenses: 11 (144)

-Sebastian Faust is the son of the Justice League's enemy Felix Faust (the character from German myth)- Felix sold Sebastian's soul to a demon, who then tricked Felix and gave SEBASTIAN the power instead. He joins The Outsiders and helps them out against his father, but vanishes after that series. He reappears in the 1999 event Day of Judgment, helping other magical characters, and murders The Enchantress to restart some magic fires that save the Earth because magic is stupid.
-Sebastian's powers include the ability to Steal Souls and gain the powers of those he's de-souled- exactly what that means is BEYOND me, but I'm going with the Mimic/Variable thing. Wikipedia includes a small list of powers which could be pretty handy, and I assume he can at least use a Blast. He's PL 8 normally, but could mimic powers to hit PL 10 I guess. He also has no soul.

TECHNOCRAT (Geoffrey Barron)
Created By:
Mike W. Barr & Paul Pelletier
First Appearance: Outsiders #1 (Nov. 1993)
Role: Forgotten Hero
Group Affiliations: The Outsiders
PL 8 (134)
STRENGTH
2/6 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Business) 7 (+13)
Expertise (Science) 7 (+13)
Perception 3 (+5)
Persuasion 2 (+4)
Technology 8 (+14)
Vehicles 1 (+5)

Advantages:
Benefit 2 (Wealth), Inventor, Ranged Attack 4

Powers:
"Technocrat 2000 Power Armor" (Flaws: Removable) [51]
Enhanced Strength 4 (8)
Protection 5 (7)
"Force Field" Protection 3 (Extras: Impervious 5) (8)
Flight 7 (250 mph) (14)
"Sensors" Senses 3 (Infravision, Microscopic Vision 2) (3)
Immunity 6 (Drowning & Suffocation, Heat, Cold, Pressure, Vaccum) (6)

"Taser" Affliction 8 (Strength; Dazed/Stunned/Incapacitated) (Extras: Ranged) (16)
AE: Energy Blast 8 (16)
-- (63 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Powersuit Boost +6 (+6 Damage, DC 21)
Taser +8 (+8 Ranged Affliction, DC 18)
Energy Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+7 Suit, +10 Force Field), Fortitude +4, Will +4

Complications:
Responsibility (Business Magnate)- Barron is in charge of his own company, but still wishes to help heroes do their work.
Relationship (Marissa Barron/Aurakle)- Barron was married, and when his murdered wife was possessed by the Aurakle possessing Halo, he had difficulty separating this being from his wife.
Relationship (Wylde)- Barron and his bodyguard were close, and he was the only one who could ever calm Wylde down.

Total: Abilities: 54 / Skills: 30--15 / Advantages: 7 / Powers: 51 / Defenses: 7 (134)

-Technocrat is Geoffrey Barron, an inventor & businessman who came to Markovia to sell his battle armor, the Technocrat 2000. When the Outsiders get involved in stuff, Barron & his bodyguard Wylde (who is turned into a bear) join the team- Barron wearing his own suit and attempting to help the outlaw heroes clear their names. His wife is killed by an assassin and her body is possessed by Halo, causing him emotional problems, as he develops feelings for her in lieu of his late wife- he joins a splinter group of the team without Halo in order to avoid her. After the cancellation of the '90s Outsiders series, he basically vanishes into thin air, only showing up in the background of Infinite Crisis and a more-recent Outsiders issue, and then only in background scenes.
-Standard Powersuit Guy, hitting PL 8. DCA has him at PL 10, but the hell with that- he's a background nobody who hasn't done anything in eons, and has no big wins to his name. Also, why would his suit increase his STAMINA?

HALO (Gabrielle Doe, aka Violet Harper, Aurakle)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: The Brave and the Bold #200 (July 1983)
Role: Forgotten Hero
Group Affiliations: The Outsiders, Strikeforce Kobra, Batman Incorporated, The Dead Heroes Club
PL 9 (135)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Deception 2 (+4)
Perception 4 (+4)
Persuasion 4 (+6)
Ranged Combat (Halos) 4 (+9)

Advantages:
Improved Critical (Halos), Improved Initiative, Ranged Attack 1

Powers:
"Green Halo" Affliction 9 (Strength; Dazed & Hindered/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) Linked to Immunity 5 (Freezing/Snare Effects) (32) -- [38]
AE: "Red Halo" Heat Blast 9 (Feats: Split) Linked to Immunity 5 (Heat & Fire Damage) (24)
AE: "Orange Halo" Force Blast 9 (Feats: Split) Linked to Protection 4 (Flaws: Limited to Physical Attacks) (21)
AE: "Yellow Halo" Dazzle Visuals 9 (Extras: Area- Visual Perception) (Flaws: Touch Range) Linked to Immunity 2 (Visual Dazzles) (20)
AE: "Blue Halo" Illusion (Visual) 8 (16)
AE: "Blue Halo #2" Concealment (Visual) 4 (8)
AE: "Indigo Halo" Move Object 8 (Extras: Perception-Ranged) (24)

Flight 6 (120 mph) [12]
Features 1: Quick Change (Regular to Superhero Clothes) [1]
Immortality 10 (Flaws: Source- Newly-Deceased Humans Nearby) [10]
"Light Senses" Senses 2 (Light/Radiation Awareness- Acute) [2]
"Light Aura" Force Field 4 [4]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Green Halo +9 (+9 Ranged Affliction, DC 19)
Red & Orange Halos +9 (+9 Ranged Damage, DC 24)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3 (+7 Force Field), Fortitude +5, Will +6

Complications:
Motivation (Identity)- Halo initially had no idea what her true origins were.
Responsibility (Innocent)- The amnesiac Halo was effectly a "new" person, and was quite innocent to the ways of the world. She could be naive and did not understand why humans would kill each other.
Enemy (Tobias Whale)- Whale ordered the initial murder of Violet Harper, and seeks Halo out for things Violet had.
Power Loss (All Powers)- Halo will lose her powers if the color spectrum is negated somehow.
Involuntary Transformation (Violet Halo)- The Violet spectrum will put Violet Harper in charge of Halo's body- Violet is a sociopath, and gains Intimidation 4 (+6), All-Out Attack, Power Attack & Startle in place of Persuasion 4, Defensive Attack, Set-Up & Teamwork. She may also use all of Halo's powers at once.

Total: Abilities: 42 / Skills: 14--7 / Advantages: 3 / Powers: 67 / Defenses: 16 (135)

-Halo is another newly-created character for The Outsiders, and is an alien energy-being that inhabited the body of a dead sociopath- resulting in memory loss and a new, combined entity. She is with the team for a while, struggling with her identity (and becoming the legal ward of the protective Katana) for years before they discover the truth about her identity (initially she's just an Amnesiac Girl). She is murdered in the 1990s by an evil cyborg (oh yeah, it was the '90s alright) named Sanction. The "Halo" entity then inhabits the body of Technocrat's late wife Marissa. Halo then hooks up with teammate Faust (a classic bad-boy), then vanishes for basically forever, because The Outsiders weren't a big deal. They don't even bother to explain why she LOOKS THE SAME when she shows up in big group shots in all of the various big Event Stories. She and many other Outsiders were thought-dead, but become "The Dead Heroes Club", doing missions for Batman because of their "off the books" status.
-In all, Halo looks like mainly a Character Study with a mysterious person trying to come to terms with who and what they are- unfortunately, Barr is the only write to really use her, so her "story" kind of ends with the discovery of her origin- Back To Basics Syndrome even had the next bunch of writers forget that Barr KILLED HER ORIGINAL BODY, because she's suddenly blonde Violet Harper without explanation, ignoring that she became a sexy dark-haired woman for a while.
-Halo is one of my favourite types of character to build- Grab-Bag of Powers characters with lots of Alternate Effects and unique set-ups. It means you have to think about what you're doing in battle, and certain things give you different benefits. Her different "Halos" give her Immunities to the same power so long as she has each "Halo" as her last-active power.

THUNDER III (Anissa Pierce)
Created By:
Judd Winick & Tom Raney
First Appearance: The Outsiders #1 (Aug. 2003)
Role: Suddenly-Introduced Kid, Argumentative Teammate
Group Affiliations: The Outsiders
PL 10 (123)
STRENGTH
2 STAMINA 3/7 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 3 (+5)
Close Combat (Unarmed) 2 (+9)
Insight 2 (+5)
Perception 1 (+4)
Persuasion 2 (+5)

Advantages:
Fast Grab, Interpose, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Density Control"
Features 5: Increased Mass 5 [5]
Enhanced Stamina 4 [8]
Protection 4 (Extras: Impervious 7) [11]

"Shockwave Stomp" Affliction 10 (Athletics; Dazed/Stunned/Incapacitated) (Extras: Area- 60ft. Burst +2) (Flaws: Both Must Be Grounded) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Grounded) (29) -- [30]
AE: "Fist of Iron" Strength-Damage +3 (3)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Fist of Iron +9 (+5 Damage, DC 20)
Shockwave Stomp +9-10 Area (+9 Damage & +10 Affliction, DC 24 & 20)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+11 Density), Fortitude +4 (+8 Density), Will +6

Complications:
Motivation (Being a Super-Hero)- Anissa's dreamed about following in her father's footsteps for years.
Relationship (Black Lightning- Father)- Jefferson Pierce doesn't like that his daughter is a superhero, and is uncomfortable with the idea of her being a lesbian. They argue a lot, but have a lot of "I appreciate you" moments.
Relationship (Grace Choi)- The two became a lesbian couple after one of those "Belligerent Sexual Tension" kind of relationships.
Relationship (Jennifer- Sister)- Anissa was quite jealous that JENNIFER got to join the Justice Society when her powers got revealed, since Anissa struggled to gain her father's acceptance as a hero. She recognizes that Jennifer is the favourite.

Total: Abilities: 54 / Skills: 10--5 / Advantages: 3 / Powers: 54 / Defenses: 7 (123)

-Thunder (the THIRD DC character by that name- her predecessors were one half of a duo that briefly appeared in Teen Titans- the other member shares a name with Anissa's sister; and CeCe Beck in the Archie Legion-era Legion of Superheroes) was introduced in one of those things that can only happen in comics- a character who's been around for thirty years suddenly having an adult daughter show up out of nowhere, with dad acting like she'd been around the whole time. This is INSANE continuity-wise, but given that DC tends to just remake origins every so often, it's not that extreme (Superman was adding new stuff to his mythos even in the 1960s, which is nearly the same timeline as Thunder showing up in Black Lightning's history). Daddy didn't want his little girl following in his footsteps, but she did anyways, the second she graduated from college (which was their deal).
-Despite having zero experience, she is recruited onto The Outsiders by Arsenal- this has the bonus effect of linking the new team with the old one (Black Lightning was a character Outsiders member in the '80s). She rubbed teammate Grace Choi the wrong way at first, but after some further interaction, they started rubbing each other the RIGHT way, if you know what I mean. She nearly left the team after being badly-hurt by Shimmer, got booted when Batman reorganized the team, then got invited along again by Grace. ANOTHER horrible injury leaves her comatose, and she goes into semi-retirement- for a character whose power is basically INVULNERABILITY, she sure gets badly-injured alot. Since Winick started to suck as a writer once The Outsiders began, and Thunder got stuck in a recurring Injury Cycle, the character never ended up becoming anything. Which is too bad, because "Density Control" is a rarely-used, rather neat power.
-Anissa, like most of her teammates, was PL 9 offensiveliy, which is pretty good for a Rookie Hero who was only around for a handful of years before basically disappearing and being rendered irrelevant. She's very tough, and has Withstand Damage, and can damage people in a pretty big Burst just by stomping- a Linked Effect gives her a PL 10 Affliction as well, stunning victims. I really don't know why DCA went with a complicated set of "Growth Plus Density" and Enhanced Defenses to buy off the Flaws- she's really just a Protection-based character.

GRACE CHOI
Created By:
Judd Winick & Tom Raney
First Appearance: The Outsiders #1 (Aug. 2003)
Role: Tough Chick
Group Affiliations: The Outsiders, The Birds of Prey
PL 10 (120)
STRENGTH
12 STAMINA 12 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Bouncer) 4 (+4)
Insight 4 (+5)
Intimidation 6 (+7)
Perception 4 (+5)

Advantages:
All-Out Attack, Daze (Intimidation), Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Ranged Attack 2, Startle, Takedown 2

Powers:
"Incredibly Freaking Strong"
Impervious Toughness 5 [5]
Leaping 2 (30 feet) [2]
Regeneration 4 [4]

Offense:
Unarmed +9 (+2 Damage, DC 17)
Fist of Iron +9 (+5 Damage, DC 20)
Shockwave Stomp +9-10 Area (+9 Damage & +10 Affliction, DC 24 & 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +6

Complications:
Motivation (Greed)- Grace never really thought about becoming a superhero, but stuck with it after initially being in it only for the money.
Relationship (Anissa Pierce)- The two became a lesbian couple after one of those "Belligerent Sexual Tension" kind of relationships.
Prejudice (Bisexual)- She's slept with both Arsenal & Thunder.

Total: Abilities: 78 / Skills: 20--10 / Advantages: 11 / Powers: 11 / Defenses: 10 (120)

-Grace Choi, introduced with the descriptive text "She's incredibly freaking strong", is a giant-sized, tattooed, rough & tumble bouncer recruited by Arsenal onto his superhero team, which offered her more money. She had spent years being part of an underage prostitution ring before her powers allowed her to escape, and she had grown into an amazon with a bit of a chip on her shoulder- an early running gag was her literally carrying Arsenal across her shoulder, on their way to getting it on ("you like it" "No, but I'm starting to get used to it, and that's what's worrying me"- one of the few fun bits of Winick's run). It later turns out that she's LITERALLY an Amazon, but much stronger than the norm. She sticks around on Batman's squad, but is soon badly-injured and dropped. She basically vanishes into nowhere aside from some small background scenes here and there, along with Thunder, her teammate and girlfriend.
-Grace is an odd fit in the DC Universe- she's more of a Colossus/Thing/She-Hulk-type Powerhouse than a super-ultra-heavyweight Flying Brick-class one. You REALLY don't see a lot of strong characters on her level. Never mind that as a seven-foot-tall ASIAN woman, she already stands out in a crowd.

OWLMAN III (Roy Raymond, Jr.)
Created By:
Chuck Dixon & Staz Johnson
First Appearance: Robin #38 (March 1997)
Role: TV Host Turned Vigilante
Group Affiliations: The Outsiders
PL 8 (99)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 5 (+8)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+8)
Expertise (TV Host) 5 (+9)
Insight 4 (+8)
Investigation 6 (+10)
Perception 4 (+8)
Persuasion 2 (+6)

Advantages:
Equipment 6 (Owlman Gear), Improved Critical (Unarmed), Ranged Attack 4

Equipment:
"Owlman Gear"
"Body Armor" Protection 2 (2)
"Boost Thruster" Flight 6 (120 mph) (12)
"Sensors" Senses 6 (Infravision, Extended Vision 2 & Hearing, Microscopic Vision 2) (6)
"Utility Belt" 10 points on Gear (10)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+5 Body Armor), Fortitude +5, Will +5

Complications:
Motivation (Money & Celebrity)- Roy is usually just fine with wasting his talents on Daytime TV.
Reputation (Wasting His Life)- Roy Sr. thinks his grandson is wasting his capabilities.

Total: Abilities: 66 / Skills: 22--11 / Advantages: 11 / Powers: 0 / Defenses: 11 (99)

-Roy Raymond, Jr. is the grandson of a Golden Age chaaracter who starred in Impossible... But True!, a back-up in Detective Comics- an obvious riff on Ripley's Believe It Or Not! (which was a HUGE, HUGE deal back then. Ripley was actually quite-probably the most well-travelled man on Earth, and fantastically-rich- having given Western audiences one of their first tastes of the exotic realms of the Orient and India). Raymond demanded all of his stories be true, and made it his business to expose hoaxes. He also appeared with Superman a couple times, and then in Rick Veitch's Swamp Thing.
-Roy Jr. is a tabloid TV journalist with a penchant towards arrogance and ineptitude, an embarassment to his grandfather. He doesn't get up to much, but proves himself to be a decent person in a few different books. Batman himself later points out that he respects Roy's detective capabilities, though finds them wasted on TV. He was a minor thing, until Alfred Pennyworth restructured a Post-Bruce Outsiders team, making him the first "Main Universe" Owlman. However, that group doesn't do much before being disbanded.
-Owlman was initially just a good detective & TV host, but apparently he got a whole lot better, because as Owlman, he gets to hang around with a professional superhero team (put together by Alfred, from Batman's personal notes). I figure him for a very, VERY lightweight version of the Bat-Family guys. I mean, it doesn't make a lot of sense that friggin' ROY RAYMOND is as good at fighting as Tim, Steph, Dick or Cassandra, considering he's had ZERO training from Bruce. Actually, they never really explain WHERE his capabilities as a fighter came from- he just kind of put on tights at one point and was good. He's PL 7 offensively, PL 7.5 defensively, being on the low end of the Bat-Family.

STARFIRE IV (Princess Koriand'r of Tamaran, aka Kory Anders)
Created By:
Marv Wolfman & George Perez
First Appearance: DC Comics Presents #26 (Oct. 1980)
Role: Funny-Skinned Space Babe, Hot Amazon, Hot-Blooded Warrior, Miss Fanservice, The Good Girl
Group Affiliations: The Teen Titans, The Titans, The Royal Family of Tamaran, The Outsiders
PL 10 (190)
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Athletics 3 (+10)
Expertise (Space Princess) 4 (+6)
Expertise (Soldier) 5 (+7)
Expertise (Model) 2 (+6, +11 Attractive)
Intimidation 2 (+6)
Perception 5 (+7)
Persuasion 2 (+6, +11 Attractive)
Stealth 3 (+7)
Technology 2 (+4)
Vehicles 2 (+6)

Advantages:
Animal Empathy, Accurate Attack, All-Out Attack, Attractive 2, Diehard, Evasion, Great Endurance, Improved Aim, Improved Critical (Starbolts), Improved Defense, Power Attack, Ranged Attack 6, Startle, Teamwork

Powers:
"Tamaranean Physiology"
Immunity 2 (Vacuum, Suffocation) [2]
Immunity 2 (Cold, Pressure) (Flaws: Limited to Half-Effect) [1]
Comprehend (Speak, Understand & Read All Languages) 3 (Quirks: Requires Physical Contact With Speaker First) [5]

"Solar Absorption"
Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel 1) [2]

"Starbolts" Blast 10 (Feats: Split, Extended Range) (Extras: Penetrating 6) (28) -- [29]
AE: "Starbolt Streak" Damage 10 (Extras: Area- 30ft. Line) (20)

Offense:
Unarmed +12 (+7 Damage, DC 22)
Starbolts +10 (+10 Ranged Damage, DC 25)
Starbolt Streak +10 Area (+10 Damage, DC 25)
Initiative +16

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +7, Fortitude +7, Will +8

Complications:
Relationship (Dick Grayson)- Kori & Dick were desperately in love during their run on the Titans. Though Kori's bloodthirsty attitude often frightened Dick, and duty often kept them apart, they were nearly married. Things... happened, they split up, and they did that thing in comics where they just TEASE the relationship endlessly and never really get back together.
Relationship (The Royal Family)- Kori loved her parents (now deceased), and remains close with her brother Ryand'r of The Omega Men.
Relationship (The Titans)- The main group of Teen Titans (Dick, Donna, Wally, Raven, Cyborg, Changeling) are Kori's best friends in the entire world. She would do anything for any of them.
Responsibility (Tamaran)- Kori is one of fairly-few Tamaraneans left in the universe (after their homeworld blew up THREE FRIGGIN' TIMES). She will violently defend her remaining people.
Responsibility (Passionate)- Kori, like most Tamaraneans, is a creature of passion- she falls into love quickly, and cares with all of her heart for her friends; yet she will fight an enemy with all the bloodthirsty rage of a psychopath if crossed. Her forthrightness often irks others, or causes social discomfort.
Responsibility (Alien)- In addition to her Tamaranean ways, Kori took a long time to comprehend many Earth customs. She was unable to properly digest why people took drugs to feel better ("if drugs are bad, then why do people take them?"), and could not understand the concept of South African Apartheid. She also has a need to fight to the death, and barely allows herself to be controlled by Earth's laws over murder.
Enemy (Komand'r, aka Blackfire)- Kori's elder sister is one of the most evil people alive- a vicious, jealous woman who envied Kori from her birth, sold her into physical & sexual slavery, and tried to have her killed multiple times.
Power Loss (Solar-Powered)- Kori's Solar Blasts and Flight require solar energy to work- if left without sunlight for too long, her powers will grow weaker.

Total: Abilities: 84 / Skills: 30--15 / Advantages: 20 / Powers: 57 / Defenses: 14 (190)

-Princess Koriand'r, aka Starfire, is one of the most popular members of the 1980s Titans crew, the obvious reasons for which are on her chest. Wolfman & Perez were good enough at their craft, however, to make her infinitely likeable, but not a totally naive goofball, as she was also a deadly warrior with absolutely no mercy. Which is why she was such a good pairing with Nightwing, who was a stodgy, boring type who was all about responsibility and honouring Batman and all that. Of course, comics being comics, All Relationships Are Doomed- their relationship trailed on for a bit, then Wolfman FINALLY split them up to have Kori go off with some forgettable dude (he never reappeared), and then they never really hooked back up- The Bat-Editors are notoriously grabby, and once Dick was back into the fold (after 15 years of Wolfman controlling his fate), it was all Sexual Tension with Barbara Gordon and about a dozen other tights-wearing females for him. He & Kori have a somewhat-uncomfortable relationship after that, but remained friends.
-It's kind of sad that writing for her fell apart in the '90s, as Tamaran and it's subsequent replacement worlds got blown up AGAIN AND AGAIN (three times in total!! I mean, what the FRICK!! This is, by the way, proof that not just women fall victim to Refrigerator Stuffing- it can happen to supporting cast PLANETS, too!), simply because people couldn't think of stuff to do, and she vanished for years until the Titans reboot circa 2000 and so. Brief runs on The Outsiders and whatever Space War storyline DC has going on at any given time have helped bring her back into the limelight as well, and she seemed on her way to being one of DC's top heroines at times.
-BUT, of course, certain writers just COMPLETELY SUCK at writing her. Recent Nu52 issues basically turned her into a constantly-nude bag of fanservice with no real character attributes (Jim Shooter called it "Porn for 13 year olds"), and her passion was written instead to involve her just walking up to dudes and going "Do you want to have sex with me?" THAT IS NOT HOW STARFIRE FREAKING ACTS!!! Starfire is a creature of PASSION- yes, she takes lovers and junk, and she's obviously a sexual being (an early Titans issue would feature her & Dick in bed together, which did NOT happen a lot back in that era), but she doesn't just bang ANY DUDE- at worst, she's easy (as in, she falls in love quickly and lets loose from there). Never mind that both Nightwing and Jericho have a THOUSAND times as many bedmates as KORI ever did. This also reflects her warrior nature- of all the Titans, she was the one most likely to fight for the kill (a realist trained in actual warfare, she didn't "get" the whole "letting your enemies live" thing, and had to be restrained by Dick)- quick to love, quick to anger. Kori was a devoted, somewhat "innocent" character, but was often extremely dangerous as well.
-Her looks is crazy-awesome as well, and REALLY unusual when you think about it. I mean, orange skin and PURPLE armour? With a giant batch of hair that was quite often the size of her whole body? And yet it actually WORKED- in part because Perez made her Part-Fanservice/Part-Innocense, giving her cleavage and a ton of skin (the outfit actually looks uglier when covered up- like in the Grayson-era Titans, but looks worse when it goes Full-Bore Streetwalker, like in the "Nu52"), but also gave her huge eyes, a wide smile, rounded features (GET YOUR MIND OUT OF THE GUTTER I MEANT HER FACE... but also she earned the "so round, so firm, so fully-packed" comment from Changeling, now that I mention it), and more. Perez even went as far as to use her frontal-bangs to curl up over top of her eyes, obscuring her eyebrows- these curls meant that she always looked like her eyebrows were always up in child-like innocence. Comparatively, she could still bring them DOWN when angry, giving her a much more fearsome appearance.
-Kory's the long-range powerhouse of the team, usually modifying her +10 Starbolts with Power Attack and doing unholy amounts of damage with them. She's also great in melee, can fly in space, and, in one of the great forgotten powers of comics, is remarkably strong. She's listed as superhuman officially, but she barely EVER showcases it- despite me having read something like 150 comics featuring Kori, I've seen her use actual Super-Strength MAYBE twice. I mean, how does that even HAPPEN? PEREZ actually drew a Strength-Feat back in the day (when she picked up a giant Spear and slew a Giant with it), but another was never seen until the Modern Era- her Who's Who bio AND the Technis Imperative bio both left it out! At PL 10, Starfire is even with her teammates, though seems stronger off-and-on after the 2000s- she was clearly the same as everyone else in The Titans, but all of a sudden she seemed PL 11-12-ish in other books. DC is weird that way.

WYLDE (Charlie Wylde)
Created By:
Mike W. Barr & Paul Pelletier
First Appearance: Outsiders #1 (Nov. 1993)
Role: Animalistic Hero
Group Affiliations: The Outsiders
PL 8 (82)
STRENGTH
6 STAMINA 8 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 4 (+10)
Expertise (Survival) 6 (+7)
Expertise (Bodyguard) 6 (+6)
Intimidation 11 (+12 Size)
Perception 6 (+7)
Stealth 5 (+6, +3 Size)

Advantages:
All-Out Attack, Diehard, Extraodinary Effort, Fast Grab, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Power Attack, Startle

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking) [4]
Speed 1 (4 mph) [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +2 [2]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +8, Will +3

Complications:
Prejudice (Bear)
Responsibility (The Animal Inside)- Charlie has great difficulty controlling the beast inside of him, and can go a little nuts.
Enemy (Stephen Colbert)

Total: Abilities: 34 / Skills: 30--15 / Advantages: 10 / Powers: 14 / Defenses: 9 (82)

-Charlie Wylde was Technocrat's bodyguard, but was attacked by a ferocious bear in the debut issue of the '90s Outsiders series. Faust happened to be nearby, and saved Charlie's life by magically-merging him and the bear together. They did the classic "More Animal Than Man" thing, but it actually ended in a way unusual to most comics- he eventually just went Full Bear, and was left in a European zoo. That's... pretty weird, actually- most of these guys just struggle with the animal inside them for years, angsting all the while. I guess that's what happens when you're the least-important member of a fourth-string team.

WYLDE (Charlie Wylde)
Created By:
Mike W. Barr & Paul Pelletier
First Appearance: Outsiders #1 (Nov. 1993)
Role: Animalistic Hero
Group Affiliations: The Outsiders
PL 8 (82)
STRENGTH
6 STAMINA 8 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 4 (+10)
Expertise (Survival) 6 (+7)
Expertise (Bodyguard) 6 (+6)
Intimidation 11 (+12 Size)
Perception 6 (+7)
Stealth 5 (+6, +3 Size)

Advantages:
All-Out Attack, Diehard, Extraodinary Effort, Fast Grab, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Power Attack, Startle

Powers:
"Animal Senses" Senses 4 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking) [4]
Speed 1 (4 mph) [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Strength-Damage +2 [2]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +8, Will +3

Complications:
Prejudice (Bear)
Responsibility (The Animal Inside)- Charlie has great difficulty controlling the beast inside of him, and can go a little nuts.
Enemy (Stephen Colbert)

Total: Abilities: 34 / Skills: 30--15 / Advantages: 10 / Powers: 14 / Defenses: 9 (82)

-Charlie Wylde was Technocrat's bodyguard, but was attacked by a ferocious bear in the debut issue of the '90s Outsiders series. Faust happened to be nearby, and saved Charlie's life by magically-merging him and the bear together. They did the classic "More Animal Than Man" thing, but it actually ended in a way unusual to most comics- he eventually just went Full Bear, and was left in a European zoo. That's... pretty weird, actually- most of these guys just struggle with the animal inside them for years, angsting all the while. I guess that's what happens when you're the least-important member of a fourth-string team.

THE CREEPER (Jack Ryder)
Created By:
Steve Ditko
First Appearance: Showcase #73 (April 1968)
Role: Wacky Guy, Looney Tunes Hero
Group Affiliations: The Outsiders, The Justice League, The Shadow Fighters
PL 9 (158)
STRENGTH
6 STAMINA 6 AGILITY 8
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 6 (+14)
Athletics 8 (+15)
Close Combat (Unarmed) 2 (+12)
Expertise (News Reporter) 7 (+7)
Insight 4 (+4)
Investigation 8 (+8)
Perception 6 (+6)
Stealth 4 (+12)
Vehicles 3 (+5)

Advantages:
Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 6, Startle, Taunt

Powers:
"Altered Body"
Leaping 2 (30 feet) [2]

"Unkillable"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immortality 10 [20]

"Crazy Laugh" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Area- Hearing Perception) [12]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Crazy Laugh +6 Area (+6 Affliction, DC 16)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +6, Fortitude +7, Will +6

Complications:
Normal Identity (Jack Ryder)- With a patch placed on his skin, The Creeper reverts to his human form, with the stats ST 0, STA 1, AGI 1, FIGHT 2, DEX 2, INT 2, AWA 3, PRE 3.

Total: Abilities: 64 / Skills: 48--24 / Advantages: 14 / Powers: 43 / Defenses: 13 (158)

-Funny, I was actually all "AW MAN I HATE THE CREEPER", forgetting that I'd rewatched the cartoon featuring him as an adult and not hated it so much.
-The Creeper is a Steve Ditko creation for Late '60s DC, but wasn't very successful- a fate befalling most Post-Spidey Ditko creations. And actually a lot of late '60s, early '70s DC creations, most of whom had interesting concepts, but TERRIBLE designs holding them back (Etrigan, Metamorpho, etc.). The whole thing was that he was a crime-busting talk show host (many Ditko creations were crimefighters in BOTH identities, owing to Ditko's increasingly-obsessive feelings about crime) fired for his outspoken behavior. Science & mobsters got involved, and he gained super-powers while wearing a goofy outfit to a costume party- Jack Ryder became The Creeper. His first series lasted six issues, and he became one of those "Background Guys" that bounced around in back-up features or Guest Appearances in DC's books of the Silver & Bronze Ages.
-The drugs that give Ryder his powers makes him more and more volatile and insane over time- the psychosis disappears when Creeper switches back, leaving Ryder to believe that the two are different beings. He gets a recurring role in the Eclipso comic book series as one of the central heroes hunting the villain down, then got a relaunched series in 1997 that lasted for a single year. In 2006, a relaunch kind of gave him a new origin, with the same scientist that gave him his powers now creating a "smart skin" instead of that weird "Injection Device" thing, and links The Joker to his origin, probably in line with his Batman: The Animated Series appearance.
-Overall, The Creeper is just a minor-league guy who never sold that well and isn't popular, but gets trotted out every once in a while thanks to his distinctive appearance, weird attitude and as a way for writers to do a "Crazy Hero" schtick (something you don't get a lot of at DC).
-The Creeper is a one-shot guy from the latter incarnation of the Batman cartoon, featuring the new (more simplified and less noir-ish) animated style and less darkness overall. The Steve Ditko creation was turned into a Bat-themed guy by getting a re-do of The Joker's origin, mixed with Joker Gas and an explosion, resulting in a Spider-Man like guy who was crazy like The Clown Prince himself, and he ended up hunting Joker all over town, beating the snot out of him with ease and scaring him witless as the "lunatic". I HATED the character at first, because it seemed like they just made The Creeper a Mary Sue designed to be better, crazier and tougher than their original villain, but I've warmed to it after watching it on YouTube. His antics were pretty amusing (it's VERY easy to see where the Freakazoid! characterization came from- Paul Dini's admitted he just copied the personality of the character here onto his newer show), and he wasn't THAT over-powered. He was just crazy enough and had enough muscle to chase Joker down and beat him up (complete with Joker begging BATMAN for help). He showed up in the background of JLU a few times (they let THIS GUY on the Satellite!?!), but never did anything other than jump on a Parademon.
-The Creeper is basically a whole different guy than Jack Ryder (lacking his wits, charisma, etc. as a reporter), and a mini-Spider-Man in terms of power. He can leap from building to building, as well as pummel guys handily in close-combat (a trademark is to jump on someone's back and throw them off-balance). He is functionally-immortal, regenerating from being torn to pieces by "Eclipsed" Hyenas, and can drive low-end guys mad with his "Crazy Laugh". He's a PL 9 fighter, dangerous largely because you can't keep him down.

THE MASTERS OF DISASTER:
-hahaha, oh my god, I LOVE these guys! Talk about one of those things that DC tends to miss out on- Marvel has LEGIONS of distinctive, amazing, Jobbery Jobbers, while DC tends to let theirs wither and die on the vine. So it's neat that The Outsiders got their very own recurring Job Squad of losers to fight. And the Marvel-esque touches- post-modern, tough-sounding names! A team concept (ie. elementals)! Weird costumes dated to a different decade than the 1960s! They're so distinctively NOT like DC's other '60s-inspired villains.

-They're part of this set because Windfall, one of their own, joined The Outsiders, so I figured I'd stat up the entire group. They include New Wave, Shakedown, Coldsnap & Heatwave. Naturally, once The Outsiders stopped being a thing, they utterly-vanished, because DC tends not to use their background villains like Marvel does (you can see a lot of random faces pop up in Villain Groups, even after the "Freak of the Month" variety of story had vanished from comics). Windfall was later killed in Suicide Squad, while Shakedown was murdered by New Wave in a JSA issue.

WINDFALL (Wendy Jones)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman and the Outsiders #9 (April 1984)
Role: Elemental Girl, Villain with an "F" in Evil
Group Affiliations: The Outsiders, The Masters of Disaster, Strikeforce Kobra, Suicide Squad
PL 8 (117)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Aerobatics 4 (+8)
Deception 3 (+5)
Expertise (Current Events) 3 (+4)
Ranged Combat (Air) 3 (+8)
Stealth 3 (+7)

Advantages:
Interpose, Ranged Attack 1

Powers:
"Aerokinesis"
Flight 6 (120 mph) [12]

"Asphysiate" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Progressive +2) (32) -- [39]
AE: Air Blast 7 (14)
AE: "Air Wall" Deflect 10 (10)
AE: Move Object 6 (Feats: Precise) (13)
AE: "Air Cushion" Movement 1 (Safe Fall) (Extras: Area- 60ft. Burst +2, Selective, Affects Others) (12)
AE: "Wind Effects" Features 2: Extinguish Flames, Thrown Objects Auto-Miss, -4 Ranged Attacks (2)
AE: "Blowback" Move Object 8 (Extras: Area- 60ft. Cone) (Flaws: Limited to Away From Her, Touch Range) (8)
AE: "Tornado" Blast 8 (Extras: Area- 30ft. Burst) (24)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Air Blast +8 (+7 Ranged Damage, DC 22)
Asphyxiate +8 (+8 Ranged Affliction, DC 18)
Tornado +8 Area (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +5

Complications:
Responsibility (Actually A Good Person)- Windfall isn't evil like the rest of the Masters of Disaster, and doesn't believe in just randomly killing people.
Relationship (New Wave- Sister)- New Wave is controlling and murderous, and often bosses Windfall around.

Total: Abilities: 44 / Skills: 16--8 / Advantages: 2 / Powers: 51 / Defenses: 12 (117)

-Windfall was one of the Masters, and sister to team leader New Wave, but was your classic "Villain With an 'F' in Evil", and did the occasional nice thing, like saving the life of Halo during a mission. Windfall, tired of being pushed around by her evil sister, quit the team and joined The Outsiders as a result, and helped them free Markovia from evil forces. She joined Kobra's cultish group for a bit, but rejoined her friends afterwards. She was basically the team's "Sweet, Innocent" member, despite her history as a villain. However, tragedy befell her after she'd retired and gone to college- she was drugged and raped by fratboys, and images were posted on the internet- she asphyxiated her tormentors to death, and was put on the Suicide Squad by Amanda Waller as a result (I have the feeling this was done by a different writer than Barr). She died when some of her teammates turned on the other group, and Chemo set off a chemical attack that she couldn't stop- being reduced to a skeleton. Among the ways for a superhero to die, being raped, humiliated and then burned to death is pretty high on the "Worst" list.
-A standard "Wind Character", with the usual stuff, though Asphyxiate is quite a rare power, especially amongst super-heroes.

COLDSNAP (Darrel)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman and the Outsiders #9 (April 1984)
Role: Cold Guy
Group Affiliations: The Masters of Disaster
PL 8 (78)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 3 (+3)
Expertise (Criminal) 2 (+2)
Intimidation 3 (+3)
Ranged Combat (Ice) 2 (+8)

Advantages:
Ranged Attack 3

Powers:
Immunity 1 (Cold) [1]

Snare 8 (24) -- [25]
AE: "Icicle Shot" Blast 7 (14)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Icicle Shot +8 (+7 Ranged Damage, DC 22)
Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +3

Complications:
Relationship (Heatstroke)- Coldsnap is in love with his teammate.
Motivation (Greed & Normalcy)- Coldsnap & Heatstroke are in the business to allow themselves to be returned to normal, so that they can touch each other.
Weakness (Excessive Heat)- Coldsnap cannot be around heat sources for very long, and so cannot touch Heatstroke.

Total: Abilities: 34 / Skills: 10--5 / Advantages: 3 / Powers: 26 / Defenses: 10 (78)

-A guy with not much depth to him, Coldsnap is just some guy who loves his teammate and wants enough money to be turned normal. He & Heatstroke were combined into a creature called Heatsnap, but Batman funded their separation.

HEATSTROKE (Joanne)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman and the Outsiders #9 (April 1984)
Role: Fire Girl, Flying Blaster
Group Affiliations: The Masters of Disaster
PL 8 (80)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 3 (+3)
Expertise (Criminal) 2 (+2)
Intimidation 3 (+3)
Ranged Combat (Fire) 2 (+8)

Advantages:
Ranged Attack 3

Powers:
Immunity 1 (Heat) [1]
Blast 8 (Feats: Split) [17]
Flight 6 (120 mph) [12]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +3

Complications:
Relationship (Coldsnap)- Heastroke is in love with her teammate.
Motivation (Greed & Normalcy)- Coldsnap & Heatstroke are in the business to allow themselves to be returned to normal, so that they can touch each other.
Weakness (Excessive Cold)- Heatstroke cannot be around sources of cold for very long, and so cannot touch Coldsnap.

Total: Abilities: 32 / Skills: 10--5 / Advantages: 3 / Powers: 30 / Defenses: 10 (80)

-Heatstroke & Coldsnap have a bit of a "Tragic Love Story" thing going on, but they're pretty simplistic characters, being Cold Guy & Heat Girl.

SHAKEDOWN
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman and the Outsiders #9 (April 1984)
Role: Fire Girl, Flying Blaster
Group Affiliations: The Masters of Disaster
PL 8 (86)
STRENGTH
9 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 3 (+3)
Expertise (Criminal) 1 (+1)
Intimidation 7 (+7)
Ranged Combat (Earth) 3 (+6)

Advantages:
Ranged Attack 3

Powers:
"Tough Guy" Protection 2 [2]

"Earthquake" Affliction 8 (Athletics; Dazed & Hindered/Stunned & Prone) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Instant Recovery, Both Must Be Grounded) Linked to Damage 8 (Extras: Area- 30ft. Burst) (Flaws: Grounded) (16) -- [17]
AE: "Earth Control" Move Object 10 (Flaws: Limited to Earth) (10)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Earth Control +6 (+10 Ranged Damage, DC 25)
Earthquake +8 (+8 Affliction & Damage, DC 18 & 23)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +7, Will +3

Complications:
Relationship (Windfall)- He has an obvious crush on his ex-teammate.
Responsibility (Morals)- Shakedown has reservations against some of the Masters' crimes.
Disabled (Speech Impediment)- Shakedown seems to stutter in the pictures I've seen.

Total: Abilities: 48 / Skills: 14--7 / Advantages: 3 / Powers: 19 / Defenses: 9 (86)

-Shakedown is the team Powerhouse, and a pretty big guy. One of DC's few Earth Controllers, he was murdered by New Wave following an argument in JSA. They were to solve a murder mystery/infant kidnapping committed by the two Masters- it turned out that S.D. had argued with her over the mission (he was apparently in charge of the logistics, and didn't know that the baby's parents had lost their fortune), and she forcibly-drowned him as a result. He's the strongest member of the team, and has a standard "Earthquake" attack and can move earth around.

NEW WAVE (Rebecca Jones)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: Batman and the Outsiders #8 (March 1984)
Role: Water Girl, Team Psychopath
Group Affiliations: The Masters of Disaster
PL 10 (163)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Criminal) 4 (+5)
Intimidation 5 (+7)
Ranged Combat (Water) 3 (+10)
Stealth 1 (+5)

Advantages:
Improved Critical (Water Attacks), Ranged Attack 3, Startle, Takedown

Powers:
Immunity 1 (Drowning) [1]

"Alternate Forms"
Water Form (47) -- [48]
AE: Mist Form (39)

"Mist Form"
Insubstantial 2 (Feats: Precise) (11)
Flight 3 (16 mph) (6)
Concealment 2 (Vision) (4)
"Acid Rain" Blast 2 (Extras: Multiattack) Linked to Weaken Toughness 4 (Extras: Multiattack, Affects Objects) (18)
-- (39 points)

"Water Form"
Insubstantial 1 (Feats: Precise) (6)
Swimming 7 (60 mph) (7)
Concealment 2 (Vision) (Flaws: Limited to Within Water) (2)
Movement 2 (Slithering, Water-Walking) (4)

Immunity 20 (Slashing, Piercing Damage) (20)
Immunity 20 (Bludgeoning Damage) (Flaws: Limited to Half-Effect) (10)

"Forced Drowning" Suffocation 9 (Flaws: Close Range) (27) -- (32)
AE: "Wave" Damage 9 (Extras: Area- 30ft. Burst) (18)
AE: "Tidal Wave" Damage 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Within Bodies of Water) (20)
AE: Water Blast 8 (16)
AE: "Control Water" Move Object 10 (Flaws: Limited to Water) (10)
AE: "Mass Drowning" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst) (16)
-- (81 points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Wave & Tidal Wave +9-10 Area (+9-10 Damage, DC 24-25)
Water Blast +10 (+8 Ranged Damage, DC 23)
Drowning +8 (+9 Affliction, DC 19)
Mass Drowning +8 Area (+8 Affliction, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +4

Complications:
Responsibility (Pychopath)- New Wave is a cold-hearted murderer (she slaughtered her parents when her powers first manifested themselves).

Total: Abilities: 54 / Skills: 16--8 / Advantages: 6 / Powers: 83 / Defenses: 12 (163)

-New Wave (OH GOD SUCH AN '80S NAME WHAT WERE THEY THINKING) is the psychopathic, abusive Team Leader of The Masters of Disaster- he is particularly-brutal to her little sister Windfall. Her craziness extended to other teammates, such as Shakedown, whom she drowned during a hostage-taking gone awry. She's got a lot of "Water Person"-type powers, but they're not really common in comics (I imagine the artists refuse to draw all that water- it's a BITCH to do, trust me).

I felt that women were feline creatures and men were more like dogs. While dogs are faithful and friendly, cats are cool, detached, and unreliable. I felt much warmer with dogs around me—cats are as hard to understand as women are. Men feel more sure of themselves with a male friend than a woman. You always need to keep women at arm's length. We don't want anyone taking over our souls, and women have a habit of doing that. So there's a love-resentment thing with women. I guess women will feel that I'm being chauvinistic to speak this way, but I do feel that I've had better relationships with male friends than women. With women, once the romance is over, somehow they never remain my friends.
-Bob Kane, super-feminist

CATWOMAN (Selina Kyle)
Created By:
Bob Kane & Bill Finger
First Appearance: Batman #1 (Spring 1940)
Role: Femme Fatale, Cat Burglar
Group Affiliations: The Outsiders, The Injustice League, The Secret Society of Super-Villains, The Female Furies
PL 9 (157)
STRENGTH
2 STAMINA 3 AGILITY 7
FIGHTING 11 DEXTERITY 7
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Acrobatics 9 (+16)
Athletics 13 (+15)
Close Combat (Unarmed) 3 (+14)
Close Combat (Whip) 3 (+14)
Deception 6 (+11, +16 Attractive)
Expertise (Burglar) 13 (+16)
Insight 3 (+7)
Investigation 3 (+7)
Perception 5 (+9)
Persuasion 2 (+7, +12 Attractive)
Sleight of Hand 8 (+15)
Stealth 8 (+15)

Advantages:
Agile Feint, Attractive 2, Chokehold, Daze (Deception), Diehard, Equipment 3 (Bullwhip, Bolas, Burglary Gear), Evasion 2, Fast Grab, Grab Finesse, Improved Critical (Bullwhip) 2, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Move-By Action, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 1, Takedown 2, Tracking, Ultimate Burglary Skill, Uncanny Dodge

Equipment:
"Bullwhip" Strength-Damage +0 (Feats: Reach 3, Improved Trip) (4)
"Bolas" Affliction 6 (Strength; Hindered/Prone) (Extras: Ranged) (Flaws: Limited Degree, Unreliable- 5 Uses) (6)
"Burglary Gear" Assorted Stuff

Offense:
Unarmed +14 (+2 Damage, DC 17)
Bullwhip +14 (+2 Damage, DC 17)
Initiative +15

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +7

Complications:
Relationship (Batman)- Selina has a mad thing for Batman, and the feeling is mutual. However, they are usually on opposite sides of the law.
Responsibility (Morality)- Though a crook, Selina does not believe in murder the way most Bat-Rogues do.
Responsibility (Cat Lover)
Relationship (Slam Bradley, Jr.)- This was a thing for a while.
Relationship (Various Daughter Figures)- Selina often has a younger female sidekick, such as Holly, to act as a Daughter Figure. Later she actually HAS a daughter in Helena, and takes on a sidekick in Catgirl.
Motivation (Greed)- She IS a thief, after all.

Total: Abilities: 84 / Skills: 74--37 / Advantages: 29 / Powers: 0 / Defenses: 17 (157)

-Selina Kyle debuted as "The Cat", a sexy female character who vexed Batman in the first issue of his eponymous series in 1940- she was based off of actress Jean Harlow, and meant to add some sex appeal and romance to the title, as well as draw in female fans. She was intially a burglar and jewel thief pretending to be an old lady, and wasn't wearing a distinctive costume just yet- within a handful of issues, she's wearing super-villain costume-type stuff like masks. She briefly goes straight around 1951, but returns to crime a few years later. Generally speaking, she was always a crook, but didn't attempt to KILL Batman like most of his foes, and thus they had a totally-sexual thing going on. Despite her early popularity, she disappeared from the comics from 1954 to 1966, thanks to the Comics Code Authority and the moral crackdown on comics (and don't think stuff like that can't happen again, if certain folks get their way).
-Twelve years after her disappearance, she returns on what is now Earth-One (the original Catwoman is now retired happily on Earth-Two, having married Bruce Wayne and given birth to their daughter, Helena. Selina is later killed in the late 1970s after being blackmailed into committing crimes again by some bad guys). Frank Miller would revise her origin in 1987 by making her some dominatrix thing because he's Frank Miller. She soon finds burglary to be way more awesome, and does that instead... but keeps the whip. Of course, she's had about twenty OTHER Retcon Origins added on as well (orphaned child taught to steal by a gang! Her sister is a nun! She was trained by Wildcat!).
-1993 sees the debut of a Catwoman ongoing series, usually drawn by Jim Balent. This book... well, it's dated as balls. Largely because Balent's art style looks like a parody of 1990s art- Selina, a seductive cat burglar, was now depicted with an inch-thin waist, titanically-long legs, and breasts the size and shape of basketballs. It's not LIEFELD-bad, but hoo boy, is it close. Though to be honest... despite Selina being one of the most openly-sexy characters in comics, with everyone from common crooks to BATMAN finding her irresistible, I've never been taken with most of the drawn or animated depictions of her. Maybe it's the full-face mask thing, or the fact that her costume is always ludicrously-plain- just a single monochromatic outfit most of the time. Even Bruce Timm didn't make her look that great compared to his OTHER Timmverse women in the Animated Series. The live action ones? Well, I never cared for the Michelle Pfeiffer or Anne Hathaway versions (both women were way too thin, in my mind- and the weird latex stitched-up Pfeiffer outfit just looked gross to me. Scarlett Johannsen leaves both woemn in the dust), but JULIE NEWMAR in the 1960s TV series. HOLEEEEEEEEEEE HELL! Now THAT's a woman!
-Catwoman's book was cancelled with issue 94, making it one of the longer-lasting titles of the '90s when you get right down to it, though it seemed like it only rarely interacted with the rest of the Bat-line. It was obviously involved at TIMES (it dealt with No Man's Land and Officer Down, plus Az-Bats), but she mostly just kinda did her own thing. It reappeared quickly, but only lasted a short while- then they did a big relationship upgrade for Batman: Hush by having her finally hook up with Batman for realz, leading to him REVEALING HIS SECRET IDENTITY TO HER. An editorial shift led to that being excised, and soon they did some weird thing where Zatanna was revealed to have been behind Selina's reformation (it's later explained BACK away that "it never would have worked" and that Selina must have ALWAYS been going down the more-heroic path). She executes Black Mask after he drives her sister Maggie insane (he fed Maggie her own husband's eyeballs, because EXTREME VIOLENCE IS SO CURRENT YOU GUYS), and is revealed post-Infinite Crisis to have given birth to a baby named Helena (the father is implied to be Bruce, but is actually Slam Bradley, Jr.). Then there's that time she survived having her heart removed, and has to fight off her insane sister. Then there's the sidekick Catgirl (a long-lost daughter of mobster Carmine Falcone).
-Really... her history is kind of a mess. Part of the issue seems to be that she's always PART of Batman's universe, but always APART from it as well. This means that she often gets these huge arcs all to herself, goes on all kinds of crazy adventures, and gets to move on as a character... but soon the Bat-Editors crook their wicked fingers that draw her right back to her original status as the Thief/Lover Femme Fatale against whom Batman always struggles. Her solo series appear to be in constant flux because of that, because really, being the criminal that Batman loves is what DEFINES the character, and what makes her so famous the world over- both major Movie Continuities use this as an element, as does the Animated Series (which kind of goofily tacks-on this "Wild Cat Lover/Environmentalist" thing to make her more sympathetic, probably enforced by the moral authorities at the network).
-The Golden Age Catwoman was a Gimmick-User, with various themed gadgets like her "Cat-illac", but Post-Crisis, she's generally a whip-using martial artist who's especially hard to hit, but not overly devastating in combat. Really, PL 8 on offense is where she stays- I can't see her whupping anyone from Robin to Batman at this point in time. Her specialty is defense, as she hits PL 9 there pretty handily, being in the upper-tier of Defensive Skill. Her Initiative is higher than anyone outside the Speedster class, and she's Athletic & Acrobatic, in addition to probably being the best thief in the world, so Selina Kyle is all about speed, Stealth and capability. And boobs- Attractive 2 on someone who's that good a liar is DANGEROUS.

DERVISH (Nema)
Created By:
Mike W. Barr & Paul Pelletier
First Appearance: The Outsiders #5 (March 1994)
Role: Wind Controller
Group Affiliations: The Outsiders, The Jihadis, Strikeforce Kobra
PL 8 (109)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Athletics 4 (+6)
Close Combat (Unarmed) 2 (+12)
Deception 4 (+6)
Expertise (Terrorist) 5 (+6)
Insight 2 (+3)
Intimidation 2 (+4)
Persuasion 1 (+3)
Ranged Combat (Wind) 2 (+8)

Advantages:
Improved Initiative 2, Ranged Attack 2

Powers:
"Wind Controller"
Speed 8 (500 mph) [8]

"Windstorm" Damage 8 (Extras: Area- 30ft. Line) (16) -- [18]
AE: Wind Blast 8 (16)
AE: "Speedblitz" Strength-Damage +2 (Extras: Multiattack 4) (6)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Speedblitz +12 (+4 Damage, DC 19)
Wind Blast +8 (+8 Ranged Damage, DC 23)
Windstorm +8 Area (+8 Damage, DC 23)
Initiative +12

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3, Fortitude +4, Will +4

Complications:
Responsibility (Quraci Agent)

Total: Abilities: 54 / Skills: 22--11 / Advantages: 4 / Powers: 26 / Defenses: 14 (109)

-Dervish comes from Qurac, the DC version of Iraq (ie. Warlike Country of Douchebags), and was given the ability to control wind by her government. When Qurac was nuked by the increasingly-nuts Cheshire (remember when she was a mercenary with morals?), she was one of the few survivors, along with her boyfriend and other members of The Jihadi (the name of her superteam... naturally, this was before many people knew what that word meant, and what it came to REALLY mean to most people). However, the others ended up killed or disappearing, and she joined Strikeforce Kobra for lack of a better thing to do. Not really much of a character, or much of a run on the team.
-Dervish's whole thing is that she's a Non-Speed Force-using Speedster, with a bit of a focus on Wind stuff. A minor PL 8 Jobber Villain, really.

THE OLYMPIAN (Achilles Warkiller)
Created By:
Gail Simone
First Appearance: Wonder Woman #30 (May 2009)
Role: Forgotten Character
Group Affiliations: The Outsiders, The Gargarians
PL 13 (222)
STRENGTH
15 STAMINA 15 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Close Combat (Unarmed) 2 (+11)
Expertise (Military) 10 (+11)
Intimidation 4 (+6)
Persuasion 4 (+6)

Advantages:
Accurate Attack, All-Out Attack, Defensive Attack, Fast Grab, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 4, Startle

Powers:
"Wonder Woman Lite"
Power Lifting 5 (25,000 tons) [5]
Flight 15 (64,000 mph) [30]
Immunity 6 (Aging, Tiring Effects) [6]
Senses 2 (Enhanced Vision & Hearing) [2]
Features 1: Quick Change [1]

"Heart of a God"
Immortality 10 [20]
Regeneration 8 (Feats: Regrows Limbs) [9]

"Spear of Athena" (Flaws: Easily Removable) [8]
"Stab" Strength-Damage +2 (Feats: Reach 2) (Extras: Penetrating 8) (12 points)

Offense:
Unarmed +11 (+15 Damage, DC 30)
Spear +9 (+17 Damage, DC 32)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +15, Fortitude +15, Will +7

Complications:
Power Loss (Strength)- Achilles has "Gladiator Syndrome"- his power is proportionate to his confidence- if it drops, so does his power.
Motivation (Bringing Peace to Earth)
Prejudice (Homosexual)- Achilles' lover is the reincarnation of his old love in Ancient Greece- Patroclus.

Total: Abilities: 106 / Skills: 16--8 / Advantages: 12 / Powers: 81 / Defenses: 15 (222)

-When Zeus believed that the Amazons had failed in their mission (and to be fair, they HAD- the Gods' realm had been wrecked and the Amazons failed to stop it), he created a race of all-male heroes, and made Achilles Warkiller their champion. He brawls with Wonder Woman for a bit, is made King of Themyscira, and finally helps Diana unseat his "Queen", some evil Amazonian broad who wanted to seize total power. He meets the man who is the reincarnation of his old lover Patroclus, and moves to Markovia, where he ends up joining The Outsiders briefly. Zeus finally sees the error of his ways and apologizes to the Amazons. And that's the last we saw of Achilles (given the timeline, he was probably on the Outsiders when the whole line got rebooted).
-Annoyingly, despite being a minor character who shows up for one arc, Olympian is treated as a Wonder Woman-Class Powerhouse, making him an odd fit for The Outsiders (who seem in the PL 9-10 range to me). Given that he didn't last long beyond his Debut Arc, I'm calling that New Character Stink, and putting him just sub-Diana as a PL 13 powerhouse.

MYSIA
Role:
Giant Animal, Supreme Mount
PL 9 (94)
Normal Version:
PL 8
STRENGTH 8 STAMINA 10 AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Unarmed) 4 (+8)
Expertise (Survival) 5 (+5)
Insight 1 (+1)
Intimidation 11 (+11 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Unarmed) 2, Improved Grab, Last Stand, Startle, Takedown, Withstand Damage

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]
"Tremor-Detecting Feet" Senses 4 (Accurate Ranged x2 Touch) (Flaws: Limited to Half Perception Skill) [2]
"Pair of Trunks" Extra Limbs 2 [2]
Flight 8 (500 mph) [16]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +2 (Feats: Reach 2) [4]
"Thick Layer of Skin" Protection 1 (Extras: Impervious 7) [8]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative -2

Defenses:
Dodge +2 (DC 12), Parry +6 (DC 16), Toughness +11 (+4 Impervious), Fortitude +12, Will +6

Complications:
Disabled (Animal)- Elephants cannot speak to humans, nor use their feet to easily manipulate objects. Their trunks can, however, but not to the extent of human hands.
Rivalry (Other Males)- Elephant Bulls must duel other males for mating rights.
Weakness (Poor Vision)- Elephants have poor eyesight, and often miss things unless directly in front of them, and close by. This makes them easy to startle or sneak up on, and makes them wary of small creatures that make great deals of noise (no really- the Mythbusters proved they don't like mice).
Temper- Elephants are notoriously ornery (especially males). Most are prone to sudden charges, however most are "bluffs".

Total: Abilities: 2 / Skills: 24--12 / Advantages: 12 / Powers: 48 / Defenses: 20 (94)

-Mysia is a flying, three-eyed, two-trunked Elephant mount of Olympian's, because THAT IS BAD-ASS THAT'S WHY.

FREIGHT TRAIN (Eric Moran)
Created By:
Dad DiDio & Philip Tan
First Appearance: The Outsiders #30 (July 2010)
Role: Powerhouse, Strong Guy-Lite
Group Affiliations: The Outsiders, Stagg Industries
PL 10 (94)
STRENGTH
6/12 STAMINA 8/12 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Bodyguard) 5 (+5)
Intimidation 7 (+7)
Perception 4 (+4)

Advantages:
Diehard, Power Attack, Ranged Attack 2

Powers:
"Kinetic Absorption"
Impervious Toughness 11 [11]
Enhanced Strength 6 (Flaws: Requires Kinetic Impact) [6]
Enhanced Stamina 4 (Flaws: Requires Kinetic Impact) [4]
Reach 4 (Flaws: Requires Kinetic Impact) [2]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Boosted Strength +8 (+12 Damage, DC 27)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8 (+12 Boosted, +6 Impervious, Fortitude +8 (+12 Boosted), Will +4

Complications:
Motivation (Greed)- Freight Train is a bodyguard & hired gun, but he respects ruthlessness.
Relationship (Simon Stagg)- Simon is Eric's employer, but Eric is made nervous by how dark Stagg is, and how far he's willing to go.

Total: Abilities: 46 / Skills: 20--10 / Advantages: 4 / Powers: 23 / Defenses: 11 (94)

-Freight Train joined the final incarnation of The Outsiders Pre-Reboot, and was created by Ares & Earth-Two Kenn's favourite person, Dad DiDio. He was given powers by aliens who were experimenting on people, and acted as a hired gun/bodyguard. He works for Simon Stagg, the archenemy/father-in-law of Outsider Metamorpho, who has put the team up on his Canadian estate just to screw with Rex. When Stagg bails on his estate and leaves the Outsiders alone, FT feels abandoned, and sticks with the team. He's basically a Powerhouse with Strong Guy-like Absorption powers, enough to allow him to brawl with The Shaggy Man for a while.

INDIGO (Brainiac-8)
Created By:
Judd Winick & Ale Garza
First Appearance: Titans/Young Justice: Graduation Day #1 (July 2003)
Role: Traitorous Teammate, Robot Girl
Group Affiliations: The Outsiders, The Insiders, The Legion of Doom
PL 10 (196)
STRENGTH
8 STAMINA -- AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Athletics 5 (+11)
Deception 4 (+8)
Expertise (Science) 8 (+13)
Insight 2 (+6)
Intimidation 4 (+8)
Perception 4 (+8)
Persuasion 1 (+5)
Technology 10 (+15)

Advantages:
Close Attack 2, Diehard, Eidetic Memory, Improved Initiative, Ranged Attack 5

Powers:
"Gynoid Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Flight 7 (250 mph) [14]
"Computer Mind" Quickness 6 (Flaws: Limited to Mental Tasks) [3]
"Indigo Personality" Morph 1 (Indigo Personality) [5]
Senses 2 (Infravision, Extended Hearing) [2]
Comprehend 5 (Languages 3, Machines 2) [10]

"Machine Control" Affliction 10 (Tech Skill of Creator; Entranced/Compelled/Controlled) (Extras: Progressive +2) (Flaws: Limited to Machines) (20) -- [24]
AE: Eye & Hand Blast 8 (16)
AE: "Computerspeak" Communication (Technology) 3 (12)
AE: Force Field 4 (Extras: Affects Others 8) (12)
AE: Teleport 10 (20)

Offense:
Unarmed +10 (+8 Damage, DC 23)
Blasts +10 (+8 Ranged Damage, DC 23)
Machine Control +10 (+10 Affliction, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8 (+12 Force Field), Fortitude --, Will +5

Complications:
Motivation (Coluan Domination)- The Computer-Tyrants of Colu are Indigo's people- she wishes to help them dominate the Earth.

Total: Abilities: 66 / Skills: 38--19 / Advantages: 10 / Powers: 96 / Defenses: 5 (196)

-Indigo is the "weird one" of Winick's Outsiders, being a "gynoid" from the future who arrives in our timeline, and ends up being attacked by Young Justice and The Titans due to circumstances- she activates a dormant Superman Robot to defend her, and it ends up slaughtering Lilith Clay and Donna Troy of the Titans before she is able to stop it. This naturally does not endear her to Dick Grayson, who considered Donna one of his dearest friends (he was the only person almost as shattered as Wonder Woman was by her death), which is an issue in the early bit of The Outsiders. She maintains this naive personality, acting like a sweet girl who enjoys doing nice things for others, and does the "Robot Finds Love" thing with Shift (a clone of Metamorpho).
-However, it's soon revealed that she's a Mole- an evil, futuristic version of Brainiac who wants to help the Coluans take over the world- she had in fact been sent to our time to DELIBERATELY kill Donna Troy (who took charge of continuity-stuff after Infinite Crisis when she was resurrected). However AGAIN, the "Indigo" personality reveals itself to be genuine, and takes control of "Brainiac 8" in order to beg Shift to kill her- he does so. Winick ended his run before he ever got to re-use her (I mean, it's pretty easy to resurrect robots), but Superboy-Prime brings her back for a Titans story (Robin & Red Robin decapitate her). So in all, a potentially-interesting character who ultimately kinda went nowhere since only her creator had any interest... kind of afflicts a lot of characters after the Silver & Bronze Ages were over.
-Indigo is your standard Blaster Robot, but can also Control Machines at PL 10 intensity. The rest of her is like a standard Skilled Hero- PL 9. The Force Field is a good boost, though- hitting PL 10 defensively and being able to help out her teammates. She also has a completely different personality as "Indigo", allowing her to avoid Deception Checks, to a degree- she WILL believe the things she says, and that she's not evil. That helpfully avoids the obvious question as to how someone like DICK GRAYSON can be so easily-fooled about someone's intentions for so long about.

KATANA (Tatsu Yamashiro)
Created By:
Mike W. Barr & Jim Aparo
First Appearance: The Brave and the Bold #200 (July 1983)
Role: Swordfighter
Group Affiliations: The Outsiders, The Birds of Prey
PL 10 (132)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 0

Skills:
Acrobatics 6 (+12)
Athletics 8 (+10)
Expertise (Samurai) 8 (+10)
Insight 2 (+5)
Intimidation 5 (+5)
Perception 4 (+7)
Stealth 1 (+7)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Daze (Intimidation), Diehard, Equipment 2 (Japanese Weapons & Body Armor), Evasion, Fast Grab, Fearless, Improved Critical (Swords) 2, Improved Defense, Improved Initiative, Improved Smash, Power Attack, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 3, Seize Initiative, Startle, Takedown 2, Teamwork

Powers:
Immortality 4 (Flaws: Medium- Requires Trial-By-Combat, Limited to When Killed by Soultaker) [1]

"Soultaker" (Flaws: Easily Removable) [8]
"Katana Slice" Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 5) (10)
Communication 2 (Spirits 2) (Flaws: Limited to Those Killed by Soultaker) (2)
-- (12 points)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Soultaker +13 (+6 Damage, DC 21)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3 (+4 Body Armor), Fortitude +6, Will +6

Complications:
Relationship (Halo)- Katana becomes a foster-mother of sorts for the naive, amnesiac Halo.
Enemy (Takeo)- Katana's brother-in-law murdered her husband for taking her away from him (he loved her too, you see).
Reputation (Killer)- Tatsu will absolutely take a human life, as she frequently does so. This could be an issue on some of her teams, many of which include Batman.

Total: Abilities: 68 / Skills: 34--17 / Advantages: 26 / Powers: 9 / Defenses: 12 (132)

-Katana has a sad backstory: Her husband was murdered by his own brother Takeo, a man who also wanted Tatsu- the blade that killed him absorbed his soul, and she took it on her way to training as a samurai. She travelled to Markovia and executed a man who'd helped her brother-in-law, then ended up joining The Outsiders as "Katana" (in 1983, it would be years before EVERYONE would know what that word means, and slightly before the Ninja Craze truly became huge and Japanese stuff was everywhere. The name is more or less equivalent to someone calling themself "Claymore" or "Rapier" or something). Finally assaulted by Takeo one last time, she was forced to kill him, an act that placed him and her own husband's spirits back within her sacred blade.
-Katana seems like a pretty good character with a whole "Revenge Story" thing in place, and has a "Gray Morality" that is rare for a lot of '80s books (she will gladly kill her foes, despite being on a team with BATMAN). Unfortunately, she was a good character on THE OUTSIDERS, meaning that without her creator Mike W. Barr in charge, she kind of withered on the vine. She was on Suicide Squad for one arc, then found herself on the new Outsiders book, but again vanished aside from one-shots until the series was brought back in the 2000s. This made her one of those unfortunate "random background people" who popped up in Event Stories once that became a constant thing (Imperiex stuff, Day of Judgment, Infinite Crisis, etc.)- since DC started to ignore every character outside the JLA/JSA/Titans umbrella, she ended up going nowhere and doing nothing without a fan in the Editorial or writer pools of DC.
-In an attempt at adding a major Minority Character to their white-washed universe, DC decided to make her one of the big new stars of the NuDCU. She was placed within the semi-decent Birds of Prey series, then abruptly PULLED from it just when she became a major character in the new Batman CGI cartoon (which quickly failed and was canceled months into its run), in order for her to join a new Justice League as a major player. This relentless pushing ALSO ended up with her in a solo book written by Ann Nocenti, but it was a hilarious failure, dying after only 10 issues. It just goes to show you- even taking a pretty decent background character with a good "hook" (Kill Bill-style Revenge Fantasy & Ass-Kickery) and suddenly pushing them to the moon can't magically create a new star in comics- something SPECIAL is required.
-I see Katana as a PL 9.5 character- it almost felt low, but that's around where Nightwing is, and I don't see her beating HIM, so that's still a pretty good score. She's definitely the best of the crew who never really made it outside of the '80s & '90s Outsiders (Halo, Looker, Technocrat, Wylde, etc.). She's basically an elite Swordfighter using a magic blade- in some stories, she's lost Soultaker and been forced to use a non-powered blade (usually a "twin" to Soultaker- which was also forged by the legendary swordmaker Muramasa) which is more like +3 to her damage, making her PL 9 offensively.

ReMAC
Created By:
Greg Rucka (sorta), Chuck Dixon & Art Thirbert
First Appearance: Batman and the Outsiders #3 (Feb. 2008)
Role: Robot Helper
Group Affiliations: The Outsiders
PL 8-10 (200)
STRENGTH
0/6 STAMINA 0 AGILITY 0/4
FIGHTING 0/8 DEXTERITY 0/4
INTELLIGENCE 0/4 AWARENESS 0 PRESENCE 0/-3

Skills:
Expertise (Metahumans) 12 (+16)
Intimidation 8 (+5)

Advantages:
Assessment, Eidetic Memory, Ranged Attack 6

Powers:
"OMAC Powers"
Enhanced Strength 6 [12]
Enhanced Agility 4 [8]
Enhanced Fighting 8 [16]
Enhanced Dexterity 4 [8]
Enhanced Intelligence 4 [8]
Reduced Presence 3 [-6]

"Cyborg Armor" Protection 10 (Extras: Impervious 5) [15]
Flight 8 (500 mph) [16]
Immunity 10 (Mental Effects) [10]
Senses 3 (Analytical Power Detection) [3]

"Power Simulation" Variable 12 (Powers to Combat Current Situation) [84]
(Common Powers: Blasts, Immunities to Current Damage, Weakness-Affecting Powers)

Offense:
Unarmed +0 (+0 Damage, DC 15)
OMAC Powers +8 (+6 Damage, DC 21)
OMAC Power Simulation +8-10 (+6-10 Ranged Damage, DC 21-25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +0 (+10 OMAC Armor, +3 Impervious), Fortitude +0, Will +0

Complications:
Responsibility (Attached to Human Host)- OMACs like ReMAC tend to just link up to whichever human is currently affected. They can be limited by their human host's limitations.
Weakness (Time to Change)- OMACs require time to assess current threats and Simulate other powers against them, and can be easily beaten if more than one attacker teams up against them.

Total: Abilities: 0 / Skills: 20--10 / Advantages: 8 / Powers: 174 / Defenses: 8 (200)

-ReMAC is just a standard OMAC taken over by Batman to use as a minion for his Outsiders, and was sometimes controlled by a scientist friend of theirs, who later got trapped within it. It was later blown up by a villain. It basically has the standard OMAC powers- I honestly hated the whole OMAC thing. The units looked silly, they just appeared randomly in books to harass the heroes for five seconds (like the old Infinity War event with all the Evil Doppelgangers), then did nothing. They really felt like they didn't matter to the DCU as a whole, and was just meant as an add-on to the whole "Batman is a Paranoid Loon" angle.

THE ERADICATOR (Dr. David Connor)
Created By:
Roger Stern
First Appearance: Action Comics Annual #2 (1989)
Role: Mirror Image Villain, Weird Robo-Thing
Group Affiliations: The Outsiders, Team Superman
PL 14 (305)
STRENGTH
18 STAMINA 16 AGILITY 2
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Science) 13 (+20)
Expertise (Universal Traveller) 12 (+19)
Intimidation 6 (+6)
Perception 8 (+8)
Ranged Combat (Blasts) 2 (+10)

Advantages:
Eidetic Memory, Improved Initiative 2, Ranged Attack 4

Powers:
Immunity 11 (Life Support) [11]
Protection 2 (Extras: Impervious 15) [17]
"More Powerful Than a Speeding Locomotive" Power-Lifting 3 (50,000 tons) [3]
"Computer Mind" Quickness 10 (Flaws: Limited to Mental Tasks) [5]
Hand & Eye Blasts 18 (Feats: Improved Critical, Extended Range 2) (Extras: Penetrating 12) [51]

"Faster Than a Speeding Bullet"
Flight 17 (250,000 mph) (Feats: Dynamic) (35) -- [39]
Dynamic AE: Quickness 16 (Feats: Dynamic) (17)
Dynamic AE: Speed 15 (64,000 mph) (Feats: Dynamic) (16)
Movement 1 (Space Travel 1) [2]

Senses 19 (Extended Vision & Hearing 3, Analytical, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [19]

Offense:
Unarmed +10 (+18 Damage, DC 33)
Blasts +10 (+18 Ranged Damage, DC 33)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18 (+8 Impervious), Fortitude +16, Will +6

Complications:
Motivation (Preserving Krypton, Other Stuff)- His motivation changes alot.

Total: Abilities: 114 / Skills: 46--23 / Advantages: 7 / Powers: 147 / Defenses: 14 (305)

-I only really remember The Eradicator for his appearances in the Reign of Supermen, as one of the deceased Superman's replacements. He's one of the "Roger Stern Era" enhancements, some Living Energy that later started looking like Supes. He got most of his play in the 1990s, where his "Visor Look" now makes him INCREDIBLY-dated. The Eradicator is some piece of technology designed by an evil Kryptonian to destroy all non-Kryptonian cultures, and tries to trap Kryptonians on their world (he even apparently creates Daxamites by altering the DNA of space-travelling Kryptonians). He actually goes on a tear, altering various people (including Superman & Jimmy Olsen) because of reasons, and Superman often has to throw in into crevasses or the Sun or something. The machine starts believing it IS Superman when Kal-El dies, and he starts gaining Superman-style abilities. He is blown up by Mongul's Warworld after the destruction of Coast City, then later merges with a scientist named David Connor.
-He takes a few different forms over the years, as various writers screw around with the concept (he's the Fortress of Solitude now! He has multiple personality disorder! He's a prophet warning of Imperiex!)
-As a technological thing, The Eradicator was an interstellar teleporter who could Create & Transform just about anything and anyONE, and use Mind Control. During The Reign of Supermen, he gains Superman-level abilities and just flies around Punching & Blasting stuff like the rest of the Superman Family.

CAPTAIN BOOMERANG II (Owen Mercer)
Created By:
Brad Meltzer & Rags Morales
First Appearance: Identity Crisis #3 (Oct. 2004)
Role: Legacy Character
Group Affiliations: The Outsiders, The Flash Rogues, Suicide Squad
PL 9 (120)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Athletics 8 (+10)
Deception 3 (+6)
Expertise (Criminal) 4 (+4)
Insight 1 (+1)
Ranged Combat (Boomerangs) 4 (+12)
Technology 4 (+4)

Advantages:
Improved Initiative 3, Ranged Attack 4

Powers:
"Super-Speed"
Speed 8 (500 mph) (Flaws: Limited to Short Bursts) [4]
"Superfast Throwing" Ranged Damage +2 (Flaws: Requires Thrown Object) [2]

"Special Boomerangs" (Flaws: Easily Removable) [22]
"Acid Boomerangs" Blast 4 (Feats: Homing, Ricochet 2) (Extras: Secondary Effect) Linked to Weaken Toughness 5 (Feats: Homing, Ricochet 2) (Extras: Ranged, Affects Objects) (34) -- (36 points)
AE: "Boomerangs & Razorangs" Blast 4 (Feats: Variable- Slashing or Blunt, Homing, Ricochet 2) (Extras: Multiattack) (16)
AE: "Explosive Boomerangs" Blast 8 (Feats: Homing, Ricochet 2) (Extras: Area- 30ft. Burst) (27)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Boomerangs +12 (+4-6 Ranged Damage, DC 19-21)
Acid Boomerangs +12 (+4-6 Ranged Damage & +5 Ranged Weaken, DC 19-21 & 15)
Explosive Boomerangs +8 Area (+8 Ranged Damage, DC 23)
Initiative +17

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Family)- Owen seeks a family, seeing as how his mother is in the future and his father is dead.

Total: Abilities: 54 / Skills: 24--12 / Advantages: 7 / Powers: 28 / Defenses: 19 (120)

-A bit of a failed character, Owen Mercer had come out of Identity Crisis as the son of Digger Harkness, who'd never bothered to raise him. Naturally, they come to terms and Mercer IMMEDIATELY replaces him as Captain Boomerang. He learns that his mother is not Golden Glider (as initially suspected), but Meloni Thawne from the 30th Century, because DC is weird- this makes him the half-sibling of Bart Allen. Desiring a family, he soon grows attached to his teammates in The Outsiders when they're thrown together after a prison break for Black Lightning (he was framed), and he attempts to make amends with Robin, as their fathers died fighting each other in one of the sillier bits of Identity Crisis- Robin kind of blows him off, feeling unready to go that far JUST YET.
-Owen grows attached to Supergirl, and they enjoy a flirtacious "Good Girl/Bad Boy" relationship without actually hooking up (he later reiterates that he doesn't have a think for "jailbait", and didn't really think he had a shot with her). He rejects being put on the new Batman-led Outsiders team and leaves, though Bats had thought of him for a "double agent" run- he ends up on the Suicide Squad instead. However, it then turns out that Owen had broken a "Rogues Code" by killing women and children (when this was, I have no idea), and so Captain Cold shoves him into a pit, where a Black Lantern Digger Harkness rips Owen's heart out and kills him. The original Captain Boomerang is resurrected at the end of Blackest Night, Owen having been sacrificed.
-This is... REALLY weird. I mean, it actually felt like Identity Crisis was trying to set up Captain Boomerang II as this legitimate new character- a semi-sympathetic villain. They do a Will They/Won't They thing with Supergirl before randomly dropping it, and bounce him on and off The Outsiders and Suicide Squad, seemingly unable to decide how to handle him. And then they just killed him and replaced him with the original ANYWAYS, whaich feels like a giant waste of time.
-Owen Mercer is basically a Boomerang-User who can run super-fast for short periods of time- good Initiative and he can do more damage than normal with Boomerangs and presumably other thrown weapons.

RICHARD DRAGON (Richard Drakunovski)
Created By:
Dennis O'Neil & Jim Berry
First Appearance: Dragon Fists (1974 novel)
Role: Zen Martial Arts Master, THE Combat Trainer
Group Affiliations: Global Organization of Organized Defense
PL 10 (164)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 5 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 8 (+11)
Close Combat (Unarmed) 3 (+17)
Deception 3 (+6)
Expertise (Martial Arts) 13 (+16)
Expertise (Philosophy) 13 (+16)
Insight 5 (+10)
Intimidation 2 (+5)
Investigation 3 (+8)
Perception 3 (+8)
Persuasion 3 (+8)
Stealth 2 (+8)

Advantages:
Agile Feint, Assessment, Chokehold, Defensive Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Grab Finesse, Great Endurance, Improved Critical (Unarmed) 4, Improved Defense, Improved Disarm, Improved Initiative, Improved Hold, Improved Trip, Inspire, Instant Up, Languages (Various Asian Ones), Power Attack, Precise Attack (Close/Concealment), Prone Fighting, Ranged Attack 2, Takedown 2, Trance, Uncanny Dodge

Offense:
Unarmed +10 (+18 Damage, DC 33)
Boomerangs +12 (+4-6 Ranged Damage, DC 19-21)
Acid Boomerangs +12 (+4-6 Ranged Damage & +5 Ranged Weaken, DC 19-21 & 15)
Explosive Boomerangs +8 Area (+8 Ranged Damage, DC 23)
Initiative +17

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +4, Fortitude +6, Will +8

Complications:
Motivation (Peace)- Richard Dragon seeks to train others, and help them perfect themselves and let go of their anger.
Relationship (Lady Shiva)- They have been rivals for years, but are also close allies, and know much about each other. In one version of events, they were lovers.
Relationship (Vic Sage- The Question)- Dragon trained Question for a long period of time, trying to get him to let go of his self-destructive tendencies.

Total: Abilities: 84 / Skills: 66--33 / Advantages: 31 / Powers: 0 / Defenses: 16 (164)

-Richard Dragon is an odd choice for the "Greatest Fighters EVAR" list, until you look at his creator- Dennis O'Neil, the biggest Bat-Editor at DC for like a billion years. And because O'Neil created him (for a 1974 novel inspired by the Bruce Lee martial arts craze), the character was given endless props and credibility in the Bat-Universe, with every character talking him up and treating him like he was awesome. Dragon himself was a thief who was trained by a Sensei (called O-Sensei, actually) after he saw something worth nurturing in the boy- his classmate was Ben "Bronze Tiger" Burner. He found an enemy in Sandra Wu-San, who later dropped her grudge, and Richard taught her the spiritual side of martial arts- she would become Lady Shiva, and O'Neil would also push HER in the Bat-Books. And she'd become an assassin, because Dragon apparently misjudged her.
-Dragon retired (ie. his book was cancelled), and he became a supporting character in O'Neil's 1980s The Question series. Funny how some creators just bring their faves with them to each book- it's only bad if the characters SUCK, I guess (LOOKIN' AT YOU MANTIS). Dragon was a Wise Old (well, Middle-Aged) Mentor, teaching Vic Sage to "let go" of his macho personality and self-destructive behaviors, and revealed that he was pretending to be handicapped in order to see things from a different perspective. Chuck Dixon & Scott McDaniel (who did a lot of work on Nightwing) revamped his history to make him a bullied schoolkid trained by Bronze Tiger after his "McDojo" Sensei was a nobody, and then by Lady Shiva where he was "Teacher's Pet", if you know what I mean. This adds another layer to their relationship, but parts of the series appear to now be ignored by later writers.
-In all, Richard Dragon is the ultimate TRAINER of fighters, having had a hand in training The Question, Oracle (teaching her to use Escrima sticks as a handicapped bad-ass), The Huntress, Renee Montoya and Lady Shiva. The Retcon Series added Batman, Nightwing & Connor Hawke to that list.
-Dragon is one of many "King of the Mountain" Martial Artists in the DC Universe, but often gets downgraded to being some kind of Aging Semi-Crippled Mentor. At his peak, I imagine him to be equivalent to Marvel's Shang-Chi (as they're both heavily-inspired by Bruce Lee)- a PL 10 Ass-Kicker with tons of Skills & Advantages, aiming heavily towards accuracy and defensive skill. He could fight the PL 10.5-11 Batman & Lady Shiva to a standstill easily, and is also brilliant at both philosophy and the nature of martial arts (ie. the parts beyond just beating people's faces in).

BRONZE TIGER (Ben Turner)
Created By:
Dennis O'Neil & Jim Berry
First Appearance: Dragon Fists (1974 novel)
Role: Martial Arts Master, Forgotten Hero
Group Affiliations: Suicide Squad, The League of Assassins, Global Organization of Organized Defense
PL 10 (170)
STRENGTH
4 STAMINA 4 AGILITY 7
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 10 (+17)
Athletics 10 (+13)
Close Combat (Unarmed) 4 (+16)
Deception 4 (+6)
Expertise (World Traveller) 5 (+7)
Expertise (Espionage) 6 (+8)
Insight 3 (+6)
Intimidation 5 (+7)
Investigation 4 (+7)
Perception 5 (+8)
Sleight of Hand 2 (+7)
Stealth 4 (+11)
Technology 2 (+4)

Advantages:
Agile Feint, Assessment, Chokehold, Defensive Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Grab Finesse, Great Endurance, Improved Critical (Unarmed) 4, Improved Defense, Improved Disarm, Improved Initiative, Improved Hold, Improved Trip, Inspire, Instant Up, Languages (Various Asian Ones), Power Attack, Precise Attack (Close/Concealment), Prone Fighting, Ranged Attack 2, Startle, Takedown 2, Uncanny Dodge

Offense:
Unarmed +16 (+4 Damage, DC 19)
Initiative +10

Defenses:
Dodge +15 (DC 25), Parry +16 (DC 26), Toughness +4, Fortitude +6, Will +8

Complications:
Involuntary Transformation (The Tiger)- For a time, Turner was good and the Tiger evil- the manifestation of all of Ben's inner demons. At times, he can be twisted back to his darker self.
Relationship (Vixen, Gypsy)

Total: Abilities: 78 / Skills: 64--32 / Advantages: 31 / Powers: 0 / Defenses: 19 (170)

-Ben Turner also debuted in the same Kung Fu Novel as Richard Dragon. He is a young black guy who constantly has to fight his demons, turning to the martial arts to quell them. Trained by the same O-Sensei that trained Dragon and Batman, he becomes one of the greatest in the world. However, he was captured and brainwashed by the League of Assassins, and he channelled all of his negative emotions into The Bronze Tiger, his new persona. In this guise, he even trains Cassandra Cain (the future Batgirl), and later fights and DEFEATS Batman himself, giving himself a permanent reputation as "The Best"! Though this is of course before he became "Batgod", this stuck with a lot of fans, especially since Bruce's failure led to the death of Kathy Kane (the Silver Age Batwoman).
-When Jon Ostrander started up Suicide Squad, he poached The Bronze Tiger from the Bat-Editors, and made him a central figure in his new book- Turner was captured and "deprogrammed" by Amanda Waller, with his goodness being hoped to be a stabilizing element to keep the various Squads (usually formed by imprisoned villains working off their sentences) in line. He stuck with the team for years as the central member (even Rick Flag left, believed dead, for a time), going full evil again, then curing himself in a symbolic battle. With the cancellation of Suicide Squad, Turner has largely vanished from comics (especially in the 1990s, where few outlying characters stuck around) save for a few tiny appearances here and there- he was used as a guy to "put over" Catman in Gail Simone's Secret Six series, where part of Catman's "Bad-Ass Push" including fighting the legendary Bronze Tiger to a draw (Catman surprising him with a bite to the shoulder as he was being KO'd).
-Take Richard Dragon's Advantages, replace "Trance" with "Startle", and Bronze Tiger is basically done. He has slightly different Skills and Mental Stats of course, but there's only so many ways to make "The Best Unarmed Fighter in the World"- the only major difference is his Strength & Accuracy are adjusted a bit. Tiger comes with a BIG reputation, but like Dragon, hasn't really done anything in eons- beating Late 1970s Batman is a HELL of a lot different from beating Late 1990s or 2000s Batman- "Batgod" is much more of a thing later. This leaves Bronze Tiger an amazing martial artist still- a very talented PL 10 who can shift most of his caps around and annihilate Mooks like nobody's business. He was on the Suicide Squad for years, but they were really more of a team of Mid-Tier villains than big names, so I can't really give him TOO much credit (I mean, DIGGER HARKNESS survived boatloads of fights on that group).

Green Arrow: "This whole trip might just prove the kid (Supergirl) shouldn't eat Nachos before bed!"
The Question: "Peanut Butter Sandwiches."
Supergirl: "How'd y-- What? Do you go through my TRASH?!"
The Question: "PLEASE... I go through everyone's trash."

THE QUESTION (Victor Sage, Charles Victor Szasz)
Created By:
Steve Ditko
First Appearance: The Blue Beetle #1 (June 1967)
Role: Ensemble Darkhorse, Conspiracy Theorist, Greatest Character Ever (In Animated Form)
PL 8 (136)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 2

Skills:
Acrobatics 2 (+7)
Athletics 5 (+7)
Close Combat (Unarmed) 1 (+12)
Deception 5 (+7)
Expertise (Streetwise) 6 (+9)
Expertise (Politics) 5 (+8)
Expertise (Philosophy) 10 (+13)
Expertise (Journalism) 6 (+9)
Insight 5 (+9)
Intimidation 3 (+5, +9 Mask)
Investigation 10 (+14)
Perception 6 (+10)
Sleight of Hand 6 (+10)
Stealth 4 (+9)
Vehicles 2 (+6)

Advantages:
Beginner's Luck, Benefit (Quick Change), Chokehold, Daze (Intimidation), Diehard, Equipment 3 (Sweet Car, Detective Gear, Scary Mask, Color-Change Clothing), Fascinate (Deception), Fast Grab, Fearless, Improved Critical (Unarmed), Jack-of-All-Trades, Precise Attack (Close/Concealment), Ranged Attack 2, Startle, Tracking, Ultimate Investigation Skill, Well-Informed

Equipment:
"Scary Mask" Enhanced Skills 4: Intimidation 4 (+9) (2)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +8

Complications:
Motivation (Justice)- The Question fights the corrupt politicians of the dismal Hub City.
Relationship (Myra Firman)- Vic loves the brassy, corruption-fighting politician, and wants to help her save Hub City.
Relationship (The Huntress)- He tries to get her to become a Zen Non-Killer like him, probably because JLU paired them off.

Total: Abilities: 68 / Skills: 80--40 / Advantages: 20 / Powers: 0 / Defenses: 14 (136)

-The Question is a weird character in comics. Initially a character to represent Steve Ditko's own Objectivist beliefs about moral absolutism and stuff, the character was altered by Dennis O'Neal to be more about Eastern mysticism, and he got a lot of those "Well-Loved, but not Popular" series. He's arguably more notable for being the inspiration for Alan Moore's Rorschach (Moore was gonna just use the Charlton characters, but savvy DC Editors realized this would ruin said characters forever, and so Moore made Expies of the guys instead), the stand-out character from Watchmen- taking his absolutist views to an even more extreme level. DC killed Vic during the 52 series and replaced him with Renee Montoya... right in time for him to become a big breakout character in Justice League Unlimited. Because DC ALWAYS has luck like that.
-Talk about saving a character concept. Probably the funniest and most well-written the character ever was, "Q" was BRILLIANT in this series. Just tons of one-liners and spastic, Rorschach-esque behavior, but always with heart and a sense of humor, making him stand out from the crowd. Just so much greatness with this character- he's got pretty much 1 through 5 of the best lines in the entire series. All that without any super-powers, or even a notable GIMMICK in combat (like Green Arrow or Batman). He's just a really psycho, obsessive detective who gets stuff done. The JLU writers even admitted they were ready to scrap the series and just make "The Question- The Series" the second they were done with his debut episode. It is the existence of The Question that REALLY proves the quality of the series, and pushes it above most other super-hero shows- nobody else has The Question, and so they are worse than JLU.
-But the actual comic book version of The Question is a vastly-different character- he started off as a typical Steve Ditko character- a violent, Objectivist crimefighter who was also a crimefighter in his CIVILIAN guise- an investigative reporter. He got some cool "false skin" from a scientist he knew, and started fighting crime using methods more befitting the brutal 1940s Golden Age heroes, who often left people for dead. He disappeared with the other Charlton Heroes, re-debuting in 1985 Post-Crisis DC. Here, he was put under the pen of Dennis O'Neil, who used his love of Kung Fu stuff to recreate him. Q began being trained by O'Neil's beloved creation Richard Dragon, who taught him a lot of Zen Mastery. Question fought against the corruption of Hub City, a bleak town based off of East St. Louis, Illinois.
-The series lasted for 36 issues, which is a decent run- O'Neil would give reading lists to the fans in his letters columns (HOMEWORK? In a COMIC BOOK?). He finds himself able to kill again (in order to save the life of his love interest's mentally-retarded daughter), but in a more "zen" way, devoted to protecting others. A Retcon Series started in 2005, retconning him into some kind of weird "Urban Shaman" who exhibited tons of lethality. It seems really dumb.
-The Question lacks alot of the physical power of his fellows, being only a fedora-wearing Dick (not THAT kind of dick...) with a ton of Skills, and some good (but not "kill half of a city in hand-to-hand") fighting abilities. He's out-classed by other martial artists like... well, almost everybody, so he's only a weak PL 7/7.5. But his Skills... he's no Batman Family member, but he's very good, and has a great knowledge of Philosophy that leaves him more "at peace" than the intense, bitter protagonists of the Bat-verse (which is probably why they're way more popular than poor Vic is- the fans like 'em tortured).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Night-Slayer & Nocturna

Post by Jabroniville »

THE NIGHT-SLAYER (Aton Knight, aka The Night-Thief)
Created By:
Doug Moench & Gene Colan
First Appearance: Detective Comics #529 (Aug. 1983)
Role: Nearly-Nude Martial Artist
PL 9 (125)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 11 (+14)
Close Combat (Unarmed) 2 (+14)
Expertise (Cat Burglar) 8 (+10)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 5 (+8)
Sleight of Hand 2 (+7)
Stealth 8 (+14)

Advantages:
Accurate Attack, Agile Feint, Chokehold, Equipment (Knife, Suit), Extraordinary Effort, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Improved Trip, Power Attack, Precise Attack (Close/Concealment), Seize Initiative, Uncanny Dodge

Equipment:
"Stiletto Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
"Nudie Night-Suit" Concealment (Visuals) 2 (Flaws: Limited to Within Darkness) (2)

Offense:
Unarmed +14 (+3 Damage, DC 18)
Knife +12 (+4 Damage, DC 19)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +4

Complications:
Motivation (Romanticism)- Anton is a natural romantic, having fallen in love with his stepsister without ever meeting her, simply through his father's descriptions. He does a lot of things on these impulses.
Relationship (Nocturna)- Anton is head-over-heels for Nocturna, and murdered a guy just for coming on to her. When she betrays him because of this (and switches her love to Batman), he swears revenge.

Total: Abilities: 76 / Skills: 48--24 / Advantages: 13 / Powers: 0 / Defenses: 12 (125)

-The Night-Slayer was originally The Night-Thief, a born romantic who fell in love with his step-sister Nocturna (technically not illegal, but it still feels gross somehow, despite them not growing up together), forming a criminal duo with her in his night-suit so that he could bestow upon her all the jewels she naturally deserved. I have an old Detective Comics featuring this pair, from some unknown source (I wasn't into DC as a kid, so it must've been a mystery double-pack or something), and I thought it was pretty silly. This dude had a goofy '80s bowl-haircut and moustache, and his suit was REALLY silly-looking- skin-tight and black, it was shadowed so as to make him look like a nude from a Michelangelo painting or something, so that in every panel you could see clenched fists and toes, as well as individually-sculpted butt-cheeks, though his ultra-thin costume. I wonder if that's how women feel when they see the "Nudes with Painted-On Clothing" on ladies in comics?
-In any case, this guy actually beat on Batman for a good while (Bats was drugged by Nocturna, and was not himself- so Night-Thief had a ton of free hits), but Nocturna (who'd rejected him for murdering somebody in the night- "murdering the night" she called it) shot him to protect Batman, whom she was also deeply attracted to. Anton went nuts, changed his name to "Night-Slayer" and tried to murder Nocturna, but she was sent off in an air balloon and never see again. Nocturna would return Post-Crisis in a new form, but Anton was lost to the ether.
-He's a PL 8.5 Martial Artist type, enough to challenge a PL 10-11-ish Pre-Crisis '80s Batman in hand-to-hand combat (particularly if Batman is drugged). His "Who's Who" bio actually calls him an expert in many martial arts, but "not a master" in any of them. He's also ultra-agile, super-athletic (his trademark is scampering around in the dark so fast you can't really spot him) and nigh-impossible to fight in darkness. Batman once had to capture him in a bright room just to hold him down.

NOCTURNA (Natasha Natalia Knight)
Created By:
Doug Moench & Gene Colan
First Appearance: Batman #363 (Sept. 1983)
Role: Pale Uber-Babe, Femme Fatale
PL 8 (129)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Athletics 2 (+3)
Deception 4 (+8, +10 Attractive, +13 Uber-Attractive)
Expertise (Criminal) 2 (+6)
Expertise (Astronomy) 5 (+9)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 5 (+9, +11 Attractive, +14 Uber-Attractive)
Stealth 2 (+5)

Advantages:
Attractive, Benefit 2 (Wealth), Equipment 4 (Revolver, K-O Pellets, Hot-Air Balloon), Ranged Attack 2

Powers:
"Powerful Perfume" (Flaws: Limited to When Wearing Perfume) [28]
"Uber-Attractive" Enhanced Advantages 1: Attractive (1)
Affliction 8 (Will; Entranced & Vulnerable/Compelled & Defenseless) (Feats: Subtle, Insidious) (Extras: Reaction +3, Extra Condition, Area- Scent Perception) (Flaws: Limited Degree, Limited to Those Who Like the Ladies) (34)
-- (35 points)

Equipment:
"Knock-Out Pellets" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 15ft. Cloud) (12) -- (14)
AE: "Knife" Strength-Damage +1 (Feats: Improved Critical) (2)
AE: "Revolver" Blast 5 (10)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Knife +7 (+2 Damage, DC 17)
Revolver +7 (+5 Ranged Damage, DC 20)
K-O Pellets +6 Area (+6 Affliction, DC 16)
Affliction
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +5

Complications:
Motivation (Romanticism)- Nocturna is a natural romantic, and does a lot of things on impulse.
Relationship (The Night)- Nocturna is obsessed with night and darkness.
Relationship (The Night-Slayer)- She only rejects him when he "Murders the night" by killing someone.
Relationship (The Batman)- A fellow dweller in the darkness, The Batman intrigues and obsesses Nocturna.
Disabled (Pigment-Less Skin)- Nocturna's skin is vulnerable to the sun's rays, giving her bad sunburns and a greater chance of skin cancer.
Power Drawback (Perfume)- Nocturna's perfume will affect her own mind if she isn't already intoxicated by "the night", and so she will not wear it during the day.

Total: Abilities: 58 / Skills: 48--24 / Advantages: 9 / Powers: 28 / Defenses: 10 (129)

-I thought Nocturna was pretty goofy as a kid, but looking back... DAMN. Pale skin, dark lips and "midnight blue" reflective hair... nice. She's pretty much a Dark Seductress, stealing for fun and to keep up a lavish lifestyle, trying to adopt Jason Todd (back when he was Robin), while also trying to get both Bruce Wayne & Batman into bed. Eventually she spends enough time with them (ie. they do it) to figure out his secret identity, but then she starts getting hunted by the Night-Slayer, and she's stabbed and put onto a Hot-Air Balloon, where she'd vanish until she returned in a Post-Crisis Robin issue as an acrobatic thief with a different real name and personality.
-Also, she was gonna be brought into "Batman: The Animated Series", as a Vampiress who was going to turn Bruce into the Undead for a while. It got kiboshed thanks to Warner Brothers being all "no, you can't have vampires", which is the greatest shame EVER, because Bruce Timm was gonna use THIS as the design: Image. Up yours, Warner Brothers. UP. YOURS.
-Nocturna's no fighter, though she can semi-defend herself when it's necessary. Her key ability is her Perfume (which I statted up as a not-quite-Device that is Limited to When Wearing Perfume- it seems to be a fair thing), which buggered Batman enough that a Jobber like Night-Slayer almost easily killed him in a fight. It basically makes you more able to be seduced by her, as well as making you groggy enough to lose to Jobbers.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Extra Characters

Post by Jabroniville »

ECSTASY (Madame Renee Deladier)
Created By:
Peter B. Gillis
First Appearance: Dr. Strange #78 (Aug. 1986)
Role: Serial Killer
PL 9 (164)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 7/9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Drug Dealer) 6 (+8)
Intimidation 2 (+5)
Perception 2 (+4)
Stealth 2 (+6)

Advantages:
Benefit (Wealth), Connected, Defensive Roll, Ranged Attack 5, Startle

Powers:
Insubstantial 4 (Feats: Selective, Subtle) [22]
Senses 2 (Darkvision) [2]
Enhanced Fighting 2 [4]
Enhnaced Dodge 4 [4]

"Animated Cloak"
Teleport 10 (Feats: Dynamic, Change Direction & Velocity, Increased Mass 6- 3,200 lbs.) (Extras: Accurate, Extended) (49) -- [57]
Dynamic AE: "Obscure Senses" Dazzle (Visuals) 9 (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (19)
Dynamic AE: Movement 1 (Darkforce Dimensional Travel) (Extras: Attack, Area- 30ft. Shapeable) (4)
Dynamic AE: "Cloak Coils & Coldness" Affliction 9 (Fort; Hindered, Vulnerable & Fatigued/Defenseless, Immobilized & Exhausted/Incapacitated) (Extras: Area- 30ft. Shapeable, Extra Condition +2) (37)
Dynamic AE: "Standard Snare" Affliction 9 (Fort; Hindered, Vulnerable & Fatigued/Defenseless, Immobilized & Exhausted/Incapacitated) (Feats: Reach 5) (Extras: Extra Condition +2) (32)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Forced Teleport +9 (+9 Teleport, DC 19)
Snare, Dazzle & Cold +9 Area (+9 Affliction, DC 19)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3 (+4 D.Roll), Fortitude +5, Will +4

Complications:
Motivation (Greed & Destruction)
Power Loss (Cloak's Powers)- With the right spell, Ecstasy will lose her powers.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 9 / Powers: 89 / Defenses: 6 (164)

-Ecstasy is a French drug dealer specializing in the drug from which she takes her name (they had ecstasy in 1986? I only heard of it like twelve years ago when it became a fad amongst ravers I knew), and used her dark nature to entice the cloak away from Cloak (of "Cloak & Dagger" fame), gaining its abilities. Using it to kill some soldiers, she fought Dr. Strange, who defeated her and returned the powers to their proper owner. She later got used as a generic Darkforce User, essentially ignoring the fact that she usually had to take her abilities from Cloak himself (who has since fallen into disuse as a character). After a couple late-80s, early-90s appearances, she showed up to fight Union Jack in 2006.
-Ecstasy ends up with all of Cloak's powers, plus the natural abilities of a drug dealer, making her actually pretty pricey for a PL 9 character (who was able to give Dr. Strange trouble for a bit).

SHANGA, THE STAR-DANCER
Created By:
Tom DeFalco & Ron Wilson
First Appearance: Marvel Two-In-One #79 (Sept. 1981)
Role: One-Shot Character
PL 11 (232)
STRENGTH
7 STAMINA 11 AGILITY 6
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 10 (+16)
Athletics 4 (+11)
Expertise (Science) 7 (+13)
Perception 7 (+8)

Advantages:
Defensive Attack, Improved Initiative 2, Ranged Attack 4, Uncanny Dodge

Powers:
Immunity 11 (Life Support, Aging) [11]
Flight 8 (500 mph) [16]
Movement 2 (Space Travel 2) [4]
"The Matrix-Sense" Senses 4 (Precognition) (Flaws: Limited to Important Points of Her Destiny) [2]
Senses 2 (Analytical Vision) [2]

"Living Energy" Create 15 (Extras: Impervious) (45) -- [47]
AE: Cosmic Blast 11 (21)
AE: "Mental Link" Mind-Reading 8 (16)

"Reconstitute Living Beings" Transform 8 (Living Beings to Alternate Forms) [32]

Offense:
Unarmed +7 (+7 Damage, DC 22)
Cosmic Blast +8 (+11 Ranged Damage, DC 26)
Initiative +14

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +11, Fortitude +11, Will +4

Complications:
Motivation (Finding Zhalla'Kia)- Shanga has been lost for centuries, after giving in to wanderlust and leaving her homeworld eons ago.

Total: Abilities: 84 / Skills: 28--14 / Advantages: 8 / Powers: 114 / Defenses: 12 (232)

-A young Tom DeFalco created Shanga, The Star-Dancer as a one-shot for the one-shot-heavy Marvel Two-In-One- a lost traveller with supreme Power Cosmic abilities, she found Earth while searching for the homeworld she'd left behind. Feeling a profound sense of arrogance, she decided to dissect someone to find a clue of her homeworld's location (!), and of course chose Alicia Masters, who just happened to be in a town alongside The Thing, and the town's superhero inhabitant, the elderly Blue Diamond. She arrogantly beats on Ben, but once he gets pissed, he makes short work of her. She threatens to blow up the entire planet, but the Diamond, tired of an empty life after he'd retired from superheroics, willingly submits to her process. To her shock, she finds that he has the same sense of longing she did, and reconstitutes his body into pure diamond so they can go adventuring. She is later seen as a prisoner of The Stranger in a book written by... oh come on, you've been reading my thread long enough to know exactly whom would use such an obscure nobody.
-The Thing makes a lot of comments that put The Star-Dancer in a class with The Silver Surfer, but that's just the writer pushing his new character- she gets pummeled pretty hard by Ben once he gets angry, and all of her comments about her own power aren't QUITE up to snuff (she threatens to blow up the planet, but isn't seen actually DOING IT, y'know?). She DOES have a variety of powers, and her Blasts are enough to stagger Ben (never mind her putting a giant invisible dome around a New England town), so she's TOUGH, but I'm not seeing anything beyond PL 11.

Oh, so THIS is the guy that gets involved in all those internet debates!

THE STRAW MAN (aka Scarecrow)
Created By:
Scott Edelman & Rico Rival
First Appearance: Dead of Night #11 (Aug. 1975)
Role: Forgotten Villain, Crimeboss
PL 10 (171)
STRENGTH
8 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Demon Lore) 6 (+8)
Intimidation 10 (+12)
Perception 4 (+6)
Stealth 2 (+4)

Advantages:
Daze (Intimidation), Fascination (Intimidation), Startle

Powers:
"Body of Straw"
Immunity 30 (Bludgeoning & Slashing Damage) (Flaws: Limited to Half-Effect) [15]
Immunity 15 (Piercing & Ballistic Damage) [15]
Immortality 2 [4]
Morph 2 (Humans) [10]

"Haunting Laugh" Affliction 10 (Will; Entranced/Stunned/Controlled) (Extras: Sustained +2, Area- Audio Perception) (40) -- [44]
AE: "Animate Plants" Snare 8 (Flaws: Requires Trees) (16)
AE: Movement 1 (Dimensional Travel 1- The Painting to Earth) (Extras: Portal +2) (4)
AE: "Control Animals" Mind Control 5 (Extras: Area- 250ft. Burst +4) (Flaws: Touch Range -2, Limited to Animals) (25)
AE: "Pulverize With Tree Limbs" Blast 8 (Flaws: Requires Trees) (8)

Offense:
Unarmed +8 (+8 Damage, DC 23)
Animate Plants +8 (+8 Affliction, DC 18)
Pulverizing +8 (+8 Ranged Damage, DC 23)
Haunting Laugh +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +5

Complications:
Vulnerable (Fire)- The Straw Man will be rapidly-consumed by flames.
Enemy (Kalumai)- This Demon Lord and his Cultists are always out to gain the power of The Painting and control The Straw Man.
Enemy (The Fear-Lords)- Straw Man actually opposes The Fear-Lords' plans to take over the world and consume all it's fear.

Total: Abilities: 38 / Skills: 26--13 / Advantages: 3 / Powers: 88 / Defenses: 6 (171)

-This guy originated in some REALLY weird 1970s Horror Comics from Marvel, and I have no idea what they're on about- the issue summations make little sense. Apparently he's some kind of defender who comes out of a painting (an otherdimensional portal), fighting off the cultists of some Demon Lord named Kalumai, eventually destroying him years later. He was initially meant to be part of a rotating cast of leads in some Monster-based book, but alas, the Horror Comics weren't nearly as big as the fad would lead you to believe, and most of the books were cancelled before this could ever happen, and the character vanished into a Two-In-One tale alongside numerous other half-finished storylines & concepts. He allies with Doctor Strange against the Fear-Lords, but never reappears after that storyline.

SHATTERFIST (Real Name Unknown)
Created By:
Tom DeFalco, Ron Frenz & Al Milgrom
First Appearance: Thor #440 (Jan. 1992)
Role: Jobber Villain
Group Affiliations: The Masters of Evil
PL 8 (95)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Intimidation 6 (+6)
Expertise (Criminal) 4 (+3)
Perception 2 (+2)

Advantages:
All-Out Attack, Improved Hold, Power Attack, Ranged Attack 4, Takedown

Powers:
"Power Gloves" (Flaws: Removable) [18]
Damage 10 (Feats: Improved Critical 2) (Extras: Penetrating) (22 points)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Power Gloves +6 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +7, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 50 / Skills: 14--7 / Advantages: 8 / Powers: 18 / Defenses: 12 (95)

-Hah, now here's a straight-up loser. I only know him from the bios section at the back of the first "Dark Reign" trade, and he's so minor he doesn't even have a Real Name yet! Just some aimless thug with a Device on him, there's no explanation of his origin, where he got those Power Gloves, and what the hell he thought he was doing fighting THOR of all people when he's just a Jobber. Even his bios tend to make fun of how sucky he is! Pretty much a contender for "Worst Supervillain Ever"- amazingly, there's actually a DC character with exactly the same name.
-Just an awful PL 8, a guy with only one actual attack, and he's PL 6 defensively. His full-on Punch is actually QUITE dangerous if it hits, but he's barely more capable than a henchman in terms of accuracy, so he's still pretty low-level. All-Out & Power Attack might help a BIT to help him dish out the damage, but he sure sucks all-around.


SUNDRAGON (Pamela Douglas)
Created By:
Peter B. Gillis & Don Perlin
First Appearance: Solo Avengers #16 (March 1989)
Role: Cosmic Manipulator
Group Affiliations: The Guardians of the Galaxy
PL 8 (133)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Space Traveller) 3 (+6)
Expertise (Journalism) 4 (+7)
Expertise (Business) 4 (+7)
Ranged Combat (Blasts) 4 (+6)
Perception 1 (+4)

Advantages:
None

Powers:
"Cosmic Powers"
Flight 8 (500 mph) [16]
Movement 1 (Space Travel 1) [2]
Immunity 10 (Life Support) [10]

"Telepathy" Communication (Mental) 4 & Mind-Reading 8 (32) -- [34]
AE: Energy Blast 10 (Feats: Split) (21)
AE: "Energy Dragon" Flight 8 (Extras: Affects Others Only +0) Linked to Movement +1 (Space Travel 2) (Extras: Affects Others 2) (21)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Blasts +6 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +5

Complications:
Relationship (

Total: Abilities: 52 / Skills: 16--8 / Advantages: 0 / Powers: 62 / Defenses: 11 (133)

-Sundragon is the cousin of Moondragon, and was influenced by The Dragon of the Moon (created by the same creative team) to contact Heather's bodiless spirit and attach it to a cloned body waiting for her on Titan (because comics). Naturally, on the way back the Douglases are attacked by aliens, and Moonie awakens Pamela's latent psionic powers, and becomes Sundragon. She becomes an interstellar traveler alongside some of The Defenders (Moonie, Cloud & Gargoyle), as well as the Eternal dude Demeityr, who becomes Sunnie's lover. She's appeared in exactly one other story since then, having never really connected with anyone besides her creator.
-Descriptions of her powers can be a bit vague (especially since she barely mastered them at the end of her debut, and only used them once afterwards), but I figure her for your standard Interstellar Blaster with the ability to create a weird Energy Dragon that's designed to carry people around space. I don't think it's sentient or anything- it's just a mobile platform that looks cool (Affects Others Flight & Space Travel).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

WWE Immortals

Post by Jabroniville »

WWE IMMORTALS:
-This next batch of builds will be from the little-known WWE Android/Cellphone/whatever game WWE Immortals, and I'm only statting them so a lurker I have on my Facebook will quit badgering me about it EVERY GODDAMN WEEK (Hey HalloweenJack! DDP STILL SUCKS!!). It's by the NetherRealm studios, so it basically comes off as Mortal Kombat Lite, which is obviously the intention. As it's a phone-based game, it's got pretty simple gameplay- guys punch, kick and block, and have one or two special moves, a special property or two, and a big "Finishing Move". Matches are 3 (vs) 3, and they go by pretty quickly.

The game has three tiers: Bronze (the characters you get right away), Silver and Gold- you naturally have to "unlock" the two top tiers with in-game stuff, or just buy them, because that's what video gaming has turned into- to capitalize on people's desire to collect everything. Some characters are given variations- they'll have characters on different levels, with different concepts (Brie Bella is an Ice Witch at Bronze level, but has a Silver-level Lunar Guardian character).

The characters don't seem to differ from each other very much, but few Fighting Game characters do in M&M terms- the nature of a game in which regular people can be statted up alongside Gods and they're all meant to be playable is that there's a "log jam" of characters with certain concepts (ie. Human Martial Artists). However, as the characters in this game exhibit supernatural powers, they go a bit further than most Fighting Game characters would. Some of their specials are PL-breaking, with certain limits, and some are VERY high-end stuff you don't normally see in these kind of games. Each guy only has three moves, but naturally has a ton of "upgrades" you can buy (natch) through your phone.

But really, the builds are just an excuse for me to bitch about wrestling a bit. Which is always fun.

I figure Bronze characters will hit PL 8, Silver PL 9, and Gold PL 10. Because it's just easier that way :). Some characters are able to adjust Damage, Speed (ie. Accuracy & Defenses) or Toughness, shifting their PL in specific circumstances.


WRESTLING TERMINOLOGY:
* some of this stuff just generally needs to be learned to know what I'm talking about sometimes. Some of it's just me going on & on like I tend to do.

Booker- The guy who writes the storylines, sometimes the boss of the company. Vince McMahon is the owner and Head Booker of WWE, even though he really just okays most storylines. He's the boss, in any case.
Jobbing/Jobber- Losing a match in a scripted manner was colloquially-known as "doing the job", since it was a wrestler's job to do what he was told. It soon got verbed into "Jobbing", and guys who ONLY do jobs are called "Jobbers" (you know them as Barry Horowitz, The Brooklyn Brawler and what Jim Powers turned into- they're guys who are usually local boys who lose to up & coming stars on TV). A "Jobber To The Stars" is more common these days, and is a guy who will beat Jobbers, but still lose to any reasonable star. Examples include Koko B. Ware in the WWF, and guys like Freddie Joe Floyd, Bob Holly (before he got a push), and others.
Going Over- Winning. "Shawn Michaels went over Bret Hart at WrestleMania XII", for example.
A Work- Carny-speak for "fake" or "con". Wrestlers aren't REALLY fighting, so the fight is "a work". A guy who bites down on a blood capsule to look like he's bleeding is using "worked blood", etc.
A Shoot- A real thing. A guy who throws a legit punch that actually hurts threw a "Shoot punch". A few wrestlers over the years have done "shoots" for real, legitimately grappling their foes and winning (very rare nowadays), while others can "shoot" in interviews, throwing out legitimate points or grievances (this got REALLY COMMON in the 1990s).
A Worked-Shoot- Basically taking a legit grievance but using it in the storyline. Very popular in the '90s again- guys would often complain about getting held back by others, or guys who legitimately didn't like each other would be programmed against each other, thus getting fans "in the know" into it. X-Pac made his big return to the WWF by ripping on his old bosses at WCW ("Eric Bischoff is shoved so far up Hulk Hogan's ass, he knows what he had for BREAKFAST!!").
Shooter- A legitimate wrestler who could defend himself. NWA World Champions often had to be Shooters to protect themselves in case an opponent decided to start "shooting" and winning for real, because you can't very well tell the fans that it's fake and that's why they fired some guy who just beat their champion.
Carrying- A good worker can "Carry" a bad worker to a good match. Ric Flair had the fabled "Broomstick" reputation- he could carry a broomstick to a good match (*** out of five potential stars in the fan-termed "rating scale"), and the true measure of a guy's skill was how much HIGHER than *** he could get if he wrestled Flair.
Promo- Interview. Guys eventually came to be cheered for and pushed based off of their Promos as their in-ring work, as Hulk Hogan will attest.
Mark- A fan not "in the know", who thinks it's all real.
Smart- A "Smart" fan knows it's fake.
Smart Mark- A derogatory remark of workers to modern-day fans (who ALL generally know the con)- basically they act like they're in the know, when they really know nothing. Wrestlers REALLY hate it when fans use a lot of "insider terminology" and use wrestler's real names, and get this remark tossed at them.
Kayfabe- A carney term (means "Fake" in Pig Latin, sorta) to refer to the general fakeness of the business. Like "keeping kayfabe" is keeping the illusion that it's all real. "Breaking kayfabe" means revealing the con to an outsider.

Babyface- Rarely shortened to "Face" except on the internet, these are the good guys. Often called "Fan Favourites" on TV. "Technico" in Mexico.
Heel- The villains. A "Tweener" is rarely-seen, but usually picks one or the other. In the 1990s, guys kind of dropped the distinctions and everyone started cheating and being nasty, but there were still obvious fan-favourites and bad guys. "Rudo" in Mexico.
Worker- Wrestling-code for "a wrestler who is going with the script", ie. a fake wrestler. They usually call themselves workers. A "Good Worker" is a guy who can have good matches, make others look good, and not hurt anyone legitimately. A "Bad Worker" often botches moves, hurts his opponent legitimately, or makes guys look bad. A lot of smaller, faster guys are good workers, while larger guys can struggle.
Selling- Pretending you are hurt (this is an acting term as well). Some guys "No-Sell" (Undertaker & Kane) as part of their Gimmick, other guys are just really bad at it or intentionally don't act hurt to make themselves look better (too many guys to name), some guys OVER-sell (Shawn Michaels often did full-on backrolls and flips upon being struck), and others can sell realistically, or just forget that certain body parts are supposed to be hurt after a while. I consider Bret Hart the best seller ever, because he always looked LEGITIMATELY hurt. Most other guys are just really good at making all of his opponent's offense look great- Ricky Steamboat was terrific at this.
Push- Guys being trotted out and winning extensively are said to be getting "pushed". This obviously fits comic books as well (ie. Jeph Loeb pushed Red Hulk, DC always pushes Superman and de-pushes Captain Marvel, etc.). Pushes come and go, and some guys NEVER stop getting pushed.
The Cyclical Nature of the Business- an old cliche (often trotted out by guys on top during eras that aren't so popular to come up with a reason why they don't suck) that the business goes through various fads. Each territory would tend to do this, so there's some truth to it, though it's largely because companies often don't replace their tired acts soon enough, and so the fans don't have anyone new to cheer for. Generally doesn't happen so much anymore now that there's a steady revenue stream going, but it used to ax companies ALL THE TIME.

Getting Over- Becoming popular or drawing a reaction. A match can "get over", as can a wrestler. A loud crowd reaction is called a "Pop".
Heat- is the bad-guy alternative- if the crowd boos, the Heel is doing his job.
X-Pac Heat- Termed for the heat a bad guy gets that he perhaps SHOULDN'T be getting. Basically, the fans legitimately hate the person and don't want to see him, not just "hey he's a bad guy- BOOOOO!" So named for X-Pac, who's weasely attitude and over-pushed nature caused him to draw MAJOR heat from the fans, chanting "X-Pac Sucks" even when he was supposed to be the GOOD GUY! TV Tropes kind of modified this over time, but basically it's short for "the wrong kind of heat". Fans tune out, rather than tune in to see him geat beaten up.
Angle- A storyline or event that occurs. Like a "Contract Signing Angle" (contract signings always lead to beat-downs), or a long-running plotline.
Gimmick- A character with some kind of schtick, like how Big Boss Man had a cop/prison guard Gimmick, or Henry O. Godwinn was a hog farmer. Many of these are rather goofy & cartoonish, especially in Vince McMahon's WWF.
Blading- How guys bleed on TV- they take little razorblades from their wrist tape and cut their foreheads quickly. Some are more obvious with it (I've seen referees get caught handing the wrestlers the "gig" on-camera), while others are zen masters (Shawn Michaels can cut himself in mid-jump without anyone noticing).

A BRIEF HISTORY OF WRESTLING:

THE BEFORE TIME (in the long, long-ago):

Opinions vary on exactly WHEN wrestling became "fake", but generally it stems from the old Carnival shows (wrestling uses a lot of Carney terminology), where they'd trot out Strongmen to take on village boys in their travelling shows. And also from legit wrestlers who discovered that they could fake a fight that would be more popular and exciting than a real one (watch some of the early UFC shows of Severn & Shamrock circling each other for half an hour if you disbelieve that). In the end, pretty much all professional wrestling would become a mixture of sports and showmanship, taking legitimate athletes (Ed "Strangler" Lewis & Lou Thesz were TOUGH men) and pretty-boy actors and making a fictional show out of it. Guys would start adding Gimmicks once Gorgeous George performed his flagrantly-effeminate act to homophobic audiences, and pockets of wrestling showed up all over the world.

In America, the Territory system sprouted up, with the National Wrestling Alliance being the overall "governing body". Essentially, each territory (taking up a few states) would have it's own shows, acts and workers, but a "World Champion" would be voted for amongst all the governing members, and he would go between territories to drum up business. The Champion often had to be a Shooter in case someone tried to pull a double-cross (happened more than once), so you tended to get long runs of certain guys (like Thesz especially). Certain territories would be bigger than others, and often went through cycles in business, as their hot acts would fade out or get less popular. The various big companies included WCCW in Texas (the Von Erichs territory), Mid-South (Bill Watts'), Georgia (where Ric Flair hit his peak, and what became WCW came from), New York (the McMahons), Memphis (Jerry Lawler's) and the AWA (much of the Northern areas with Verne Gagne's company).

The World Wide Wrestling Federation (which would drop a "W" at some point) split off, as did the AWA, when both companies figured their Champions would be better-served as World Champions, and various double-crosses took place. So we had The Big Three with the NWA, AWA (with owner Verne Gagne as Head Booker & Champion) and WWWF (with ethnic champions like Bruno Sammartino & Pedro Morales tearing it up in the heavily-immigrantish New York area). The companies were rivals, but also worked together (many Champion vs. Champion matches took place).

THE ROCK & WRESTLING ERA:[/b]
When Vince McMahon Jr. bought the business out from his ailing father, he soon forged a path of innovation, going national (a big faux pas in those days). He invaded other territories' biggest stars (the AWA lost Bobby Heenan and an up & comer named Hulk Hogan, for instance) and formed a SUPER-territory with the WWF, which then went national on the newfangled cable & syndicated shows, directly threatening other territories' programming. The NWA & AWA responded in kind, but were less-successful (the AWA would never recover from Hogan's leaving, and folded in the early-90s), and soon Vince would hit up on a great idea, mixing the then-famous Cyndi Lauper & Mr. T in with his superstars, and forging The Rock & Wrestling Era. Wrestling became a HUGE fad with Hulk Hogan as the dominant star of the era, and he would beat countless Heel opposition for years, making millions in the process. "WrestleMania" would become synonymous with the business, and make huge Pay-Per-View numbers, and Vince's obsession with muscular physiques ("he ain't gay, but he missed a hell of an opportunity"- sez Jim Cornette) led to a proliferation of steroids, and drug & painkiller use became the name of the game.

Hogan's enemies included Bobby "The Brain" Heenan, a snivelling weasel of a manager, King Kong Bundy, "Rowdy" Roddy Piper (a super-charismatic asshole who had manic drug-induced interviews), Andre the Giant (a Hogan buddy who turned on him, jealous of his success. The ULTIMATE Monster Heel), "The Million Dollar Man" Ted DiBiase (the ULTIMATE Rich Asshole. Lex Luthor WISHES he was as awesome as Ted), and "Macho Man" Randy Savage (a Hogan friend who got jealous of Hogan's relationship with his manager Miss Elizabeth, turning on him). All superstars- Savage in particular is my favourite wrestler ever, and perfected every aspect of the business- Hogan was nobody's idea of a "Good Worker", but Savage could make ANYBODY look good.

This era would last from the mid-1980s to the early-1990s, as Hogan's star appeal faded, many pushes petered out, and the company failed to replace the Hulkster as the top star. The Ultimate Warrior was a solid shot, but he never really connected the way Hogan did, and the Heels he wrestled failed to capure the star of Andre, DiBiase or Savage. Therefore, business faltered. The NWA was doing pretty well at this time with Ric Flair, Lex Luger & Sting as it's top stars (the Georgia territory became WCW and went national itself, eventually dropping the dead NWA concept), but was an obvious #2, despite generally having better Workers on top (the WWF had more cartoony Monsters who were much slower).

THE NEW GENERATION:
With business on a downturn, Vince turned to Randy Savage for a while as the top dog (Hogan had retired to do some acting), then switched to Bret Hart (a tag team wrestler during the Rock & Wrestling Era with the great Hart Foundation), bringing some great workers to the forefront. But business never really took up, even with Hogan returning, Bret dropping to guys like Shawn Michaels, the push of WCW guy Lex Luger as a wannabe Hulk Hogan, and more. He called the new era "The New Generation", and began to mock WCW's attempts at recapturing WWF's old success, but things took years to get better. Despite better Workers on top, things were crappy.

WCW AND THE NEW WORLD ORDER:

Meanwhile, WCW suddenly hit a HUGE surge, and started kicking ass. Though Hulk Hogan jumping ship failed to set the world on fire, copying an Angle he saw in Japanese wrestling, Eric Bischoff started an "invasion" angle- the concept was a bunch of invaders from another company would come into WCW and try to "take over" (in New Japan Pro Wrestling, a bunch of guys from a dead company would enter and do the same thing, and it did huge business over there), while in WCW, it was the ex-WWF guys Hogan, Scott Hall & Kevin Nash. This New World Order was the EXACT shot in the arm WCW needed, and soon fans were wearing "nWo" t-shirts all over the place, and getting into the cool promos and weird imagery the stable of guys used- as the nWo's ranks grew, they took over nearly all WCW programming, while at the same time tons of new acts were produced on Ted Turner's dime (Turner owned WCW), such as Cruiserweights, guys who threw out a high-tempo, athletic style.

WCW kicked the WWF's ASS for a few years, while Vince desperately struggled. But they would rise like Lazarus soon enough...

THE ATTITUDE ERA:
Extreme Championship Wrestling was a former NWA affiliate that became a huge indie sensation in the mid-90s, taking the Grunge Era of music's anarchic sentiment and making adult-themed (ie. boobs & blood) angles and setting the stage for huge brawls, Cruiserweight wrestling, and insanely awesome stuff. It's big star Raven would wrestle The Sandman and both seduce his wife and brainwash his young son against him, and crucify him, among other things. It would never really attain national fame, but the "Riotous College Mayhem" (as I call it) would be used by the richer WWF to stage it's comeback- a similar style would create the biggest peak in business since the 1980s.

"Stone Cold" Steve Austin, a WCW reject and a Heel character, would light the spark with his bitter, angry, swear-filled Promos (swearing soon became standard-issue in the WWF thanks to ECW's influence), and he soon became a mega-star after a year straight of solid pushing. He had one of wrestling's greatest matches with Bret Hart where they switched positions- Bret was a Babyface but was enraged into doing excessive harm, and Austin came across as a crazy bad-ass for refusing to tap out to Bret's Sharpshooter submission hold, creating the iconic image of Austin's bloodied, pained face as he refused to give in. When Vince McMahon did a hugely douchebaggy thing by publically-screwing Bret Hart out of the WWF Title (the "Montreal Screwjob") by ordering the ref to ring the bell, and would set the Heat he'd get off of that into becoming the Evil Corporate Heel to Austin's "Everyman Ass-Kicker".

Adding in new faces like The Rock (a young athlete who embodied arrogance and charisma), Mankind (nerdy Mick Foley, who turned a goofy everyman character who was nonetheless crazy, obsessive and a vicious brawler while at the same time being sweet and endearing to fans), Sable (a breast-implanted Playboy cover girl who "wrestled" in poor matches but showed lots of skin), Triple-H (a former New Generation midcard act who got a REALLY huge push from McMahon, who loved him, as a bad-ass Corporate Heel) and more, and you had the next big Boom Period, even bigger than the last. This would stick around for YEARS, until eventually some acts got tired, The Rock moved on to acting in movies, Austin & Mankind retired, Triple-H got over-pushed, and fans tuned out.

WCW, for all it brought to the business, was run by incompetents who couldn't counter-act Vince's risen WWF. Though they had hot acts like Bill Goldberg, the nWo got tired (this happens OVER AND OVER AGAIN and nobody ever learns), and the guys on top got old and lazy, and WCW would soon be dead, which was UNTHINKABLE only a couple years earlier. The WWF eventually bought WCW and all of it's contracts and video libraries, becoming the Sole Company in North America worth a damn.

THE MODERN ERA:
Things are still OKAY, but not at the peak they once were. With a new name change thanks to a badly-fought lawsuit with the World Wildlife Fund, the WWE's new acts like John Cena (a physical specimen unlike any other- basically Matt Damon on HGH who has a light sweat worked up after ONE HOUR MATCHES), Dave Batista (soon to be playing Drax in "Guardians of the Galaxy"), Brock Lesnar (a God Among Men who left quickly after failing to have a real love of the business and becoming a UFC star) and others would be popular, but lacked the edge of old names. Triple-H would marry Vince McMahon's daughter and push himself EPICALLY, ruining countless careers in the process before finally losing to a series of up & comers, so the internet fans don't like him, and neither do a lot of the Attitude Era big stars. He's now the heir apparent to the WWF, but is semi-retired. A series of high-profile wrestler deaths (and the murder-suicide of Chris Benoit) has left a bad taste in a LOT of people's mouths, and I can't even bring myself to watch anymore, despite the average in-ring talent level actually being the best in a long time. The stories & angles are just too poorly-thought-out, and every wrestler is the same bland ripped guy, compared to the more diverse roster in days past.

The only real competition to the WWF is TNA (Total Nonstop Action), which is an indie fed that's no REAL competition, but can put out some good stuff. It'll never scratch WWE, though.

WRESTLING IN OTHER LANDS:
Mexico: Called "Lucha Libre" (free fighting), it's based around machismo, and features Grizzled Tough Guy Veterans and Masked High-Fliers in equal number. The rival companies bounce back and forth, but the West just sees the goofy masked heroes. The mega-star of Mexico was El Santo, a HUGE star and ethnic hero who was considered a national hero, and was buried with his mask on. Some high-fliers came to the States and revolutionized the Cruiserweight style.

England & Europe: Smaller business, but often has some legit grapplers. I don't know too much about them.

Japan: Forged a more "legit" style like the old NWA style of the 1960s & 70s, though New Japan's Antonio Inoki (the same guy who sat on his back and kicked at Muhammed Ali's knees one time) would merge a lot of martial arts into a fake MMA-type style (Japan would popularize it first, then the States would take over). New Japan was more flash and faux martial arts and submissions, All Japan was more "legit strong guys" who would hit each other with ever-increasing super-moves and neck-breaking holds (culminating with the death of Mitsuharu Misawa a couple years ago from a bad fall in the ring). Japan generally favours Good Workers over interviews, and long segments of chain-wrestling and submissions, as well as starting the popularization of high-flying stuff (the legendary Tiger Mask against the British Dynamite Kid sparked it off). Generally speaking, Japan innovates moves and styles first (often with the WOMEN pro wrestlers first, oddly enough- "Joshi Puroresu" can be just as good as the men's stuff, though the girls are more fragile and have shorter careers- The Crush Gals were a pop cultural PHENOMENON in 1980s Japan), then the American Indie scene (small territories) picks them up, and then the Big American Companies start hiring some of those guys (watch modern-day C.M. Punk and his New & All Japan-inspired offense, or Samoa Joe in TNA).

The Roster:
(2 versions)
Roman Reigns
Brie Bella
Nikki Bella
Paige
The Big Show
The Undertaker
Sheamus
Triple-H
Daniel Bryan
Brock Lesnar

(1 version)
John Cena
The Rock
Trish Stratus
Kane

Image

THE UNDERTAKER (Mark Callaway)- DEADMAN
Hgt:
6'10" Wgt: 299 lbs.
Nicknames: Taker, Take, The Dead Man
Role: Powerhouse, Unstoppable Warrior
Group Affiliations: The Ministry of Darkness/The Corporate Ministry
PL 9 (144)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+12)
Expertise (Undertaker) 4 (+6)
Expertise (Promos) 10 (+13)
Insight 2 (+5)
Intimidation 10 (+13)
Perception 2 (+5)
Stealth 2 (+5)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fascination (Intimidation), Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 4, Startle

Powers:
Healing 10 (Extras: Reaction +3- Being Beaten) (Flaws: Limited to When KO'd, Limited to Self, Limited to Once Per Match) (20) -- [22]
AE: "Super Moves- Chokeslam & Last Ride" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Tombstone" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Lightning) (Inaccurate -2) (3)

Offense:
Unarmed +12 (+6 Damage, DC 21)
Special Moves +10 (+8 Damage, DC 23)
Tombstone +8 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +9, Will +8

Complications:
Enemy (Hulk Hogan, Jake Roberts, Kane, Paul Bearer, Kamala, Kama, I.R.S., King Kong Bundy, Ted DiBiase, Giant Gonzalez, Harvey Wippleman, Shawn Michaels, Triple-H, "Stone Cold" Steve Austin, Mankind, King Mabel, Yokozuna, Bret Hart)- In a twenty-plus year career, The Undertaker has made some INCREDIBLY-dangerous enemies.
Relationship (Kane, Paul Bearer)- Kane is The Undertaker's long-lost brother, having been thought-dead in a fire decades ago. The two have allied and fought against each other several times since then. Paul Bearer was once like a father to the Undertaker, but turned on him to ally with Mankind and Kane.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 72 / Skills: 40--20 / Advantages: 15 / Powers: 22 / Defenses: 15 (144)

---

THE UNDERTAKER (Mark Callaway)- NECROMANCER
Hgt:
6'10" Wgt: 299 lbs.
Nicknames: Taker, Take, The Dead Man
Role: Powerhouse, Unstoppable Warrior
Group Affiliations: The Ministry of Darkness/The Corporate Ministry
PL 10 (134), PL 11 (134) Boosted
STRENGTH
7/9 STAMINA 8 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+12)
Expertise (Undertaker) 4 (+6)
Expertise (Promos) 10 (+13)
Insight 2 (+5)
Intimidation 10 (+13)
Perception 2 (+5)
Stealth 2 (+5)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fascination (Intimidation), Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 4, Startle

Powers:
"Soul Collector" Enhanced Strength 2 (Flaws: Limited to After Defeating Enemies) [2]

"Tombstone" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Lightning) (Inaccurate -2) (3) -- [4]
AE: "Super Moves- Chokeslam & Last Ride" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Tombstone +9 (+11 Damage, DC 26)
Soul Collector Boosts:
Unarmed +13 (+9 Damage, DC 24)
Special Moves +11 (+11 Damage, DC 26)
Tombstone +9 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +8, Fortitude +10, Will +8

Complications:
Enemy (Hulk Hogan, Jake Roberts, Kane, Paul Bearer, Kamala, Kama, I.R.S., King Kong Bundy, Ted DiBiase, Giant Gonzalez, Harvey Wippleman, Shawn Michaels, Triple-H, "Stone Cold" Steve Austin, Mankind, King Mabel, Yokozuna, Bret Hart)- In a twenty-plus year career, The Undertaker has made some INCREDIBLY-dangerous enemies.
Relationship (Kane, Paul Bearer)- Kane is The Undertaker's long-lost brother, having been thought-dead in a fire decades ago. The two have allied and fought against each other several times since then. Paul Bearer was once like a father to the Undertaker, but turned on him to ally with Mankind and Kane.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 78 / Skills: 40--20 / Advantages: 15 / Powers: 6 / Defenses: 15 (134)

-Of all the wrestlers you could pick out of a line-up to figure out who the most enduring Gimmick Wrestler in pro wrestling history would be, and one of the industry's biggest, longest-running legends at that, I would probably not have chosen Indie Journeyman Mark Callaway, a fairly skinny "Big Man" wrestler who was agile, but never really had any stand-out performances. Finally jumping from WCW, "Mean" Mark Callous was given the new Gimmick of The Undertaker, making his debut by kicking the bejeezus out of Koko B. Ware & Dusty Rhodes at the 1990 Survivor Series. And this gimmick was INCREDIBLE- you can actually watch the crowd immediately become fascinated with the new character, as he methodically beats his opponents senseless, reacts with no pain to any sort of impact, and doesn't show the simplest hint of emotion. It only got bigger as time went on- there are crowd shots of kids so terrified of the character that they can't even LOOK at him- they're all staring at the ground or trying to avert their gaze. Such is the power of The Undertaker.
-Surprisingly, his Gimmick rarely faltered, like most do. Taker beat Jobbers for a whole year before taking on Hulk Hogan and actually getting a WIN, though he would take much longer to get a Title Reign that didn't get stripped from him due to interference. A Face Turn was inevitable (he was drawing too much of a reaction to hide behind nasty tactics), and he soon became the guy forced to take whatever Giant Slug the company had hired, and feud with them for like five months. See, Taker was SO POPULAR that it didn't matter WHO he wrestled, and thus he was the perfect opponent for some idiot they didn't plan on pushing later just so long as they gave him a fight for a little while, and so he stormed across the 7'6" Giant Gonzalez (notable for both being UNBELIEVABLY FREAKING TALL and being a terrible Worker), King Kong Bundy, Kamala, Kama The Supreme Fighting Machine, Irwin R. Schyster, and countless others.
-Taker lasted well into the Attitude Era, unlike pretty much any other hard-up '90s act, and he turned into a Satanic Cult Leader with his Ministry of Darkness, fought his Demented Badly-Burned Brother Kane (with the same powers of turning the lights on and off), turned into a Biker (his real-life hobby), went Face & Heel a few times, built up an Undefeated Streak at WrestleMania, sold about nothing for ANYBODY, and by now is considered the biggest legend still wrestling, though he's basically "Retired except for WrestleMania".
-The Undertaker has gone up and down in the mentality of "Internet Fans", however. He was an athletic tall guy back in the day, but deliberately wrestled slowly to fit the character, and so his matches were rarely good. His huge streak of terrible opponents didn't help matters, but by the late '90s, he was barely selling for ANYBODY, and would often squash wrestlers with real potential (like Kurt Angle once), and thus many fans got sick of him. The fact that injuries and age had slowed him down considerably didn't help, and numerous boring matches that made his opponents look TERRIBLE didn't, either. He also became an iconic example of a Crabby Veteran, who spent a ton of time complaining about how others "Didn't know how to work", and almost single-handedly spiked The InVasion Angle (where the WWF bought WCW and flubbed EASILY the most-sure money-maker in the history of wrestling) by refusing to sell for his opponents, publically-squashing guys who were supposed to be getting pushes and killed DDP's credibility once and for all by letting HIS WIFE pin the man. However, once Taker had slowed down considerably, he started building his once-limited offense with his new obsession of Mixed Martial Arts, and started wrestling once a year against top-flight opponents, and SURPRISE SURPRISE he was good again. Granted it had to take great opponents and a year's worth of rest, but hell, it's something. The guys's as clear a Hall of Famer as you're ever gonna get, and his raw bad-ass charisma (fans who've met him claim he's legitimately terrifying just by standing there and glaring at people), longevity and ability to change with the eras (popular in the Goofy Gimmick Era, New Generation Era, Attitude Era and Bust Era) is without equal.
-In the game, the "Deadman" variant can "Rise From The Grave" and regenerate 33% of his health, while "Necromancer" instead gains a damage boost after beating his opponents. This actually makes the FIRST version more expensive (it's essentially a Reaction Healing Effect), though the second dwarfs him in Power Level.

Image

KANE (Glen Jacobs, aka Unabomb, Dr. Isaac Yankem DDS, Fake Diesel)- THE DEMON
Hgt:
7'0" Wgt: 323 lbs.
Nicknames: The Big Red Machine, The Demon
Role: Powerhouse, Unstoppable Warrior
Group Affiliations: The Ministry of Darkness/The Corporate Ministry, The Authority
PL 8 (112), PL 9 (112) Boosted
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+10)
Expertise (Promos) 4 (+7)
Intimidation 11 (+14)
Perception 1 (+4)

Advantages:
Chokehold, Daze (Intimidation), Diehard, Fascination (Intimidation), Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 4, Startle

Powers:
Enhanced Strength 1 (Flaws: Limited to When Tagging In With Low Health) [1]

"Chokeslam From Hell" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Fire) (Inaccurate -2) (3) -- [4]
AE: "Super Moves- Power Bomb & Body Press" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Special Moves +8 (+8 Damage, DC 23)
Chokeslam +6 (+10 Damage, DC 25)
Boosted:
Unarmed +10 (+7 Damage, DC 22)
Special Moves +8 (+9 Damage, DC 24)
Chokeslam +6 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +7, Fortitude +9, Will +6

Complications:
Relationship (Undertaker, Paul Bearer)- Kane is The Undertaker's long-lost brother, having been thought-dead in a fire decades ago. The two have allied and fought against each other several times since then. Paul Bearer is actually Kane's birth father.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 72 / Skills: 22--11 / Advantages: 14 / Powers: 5 / Defenses: 10 (112)

-Kane is now one of WWE's longest-lasting talents, but MAN did it seem unlikely at first- initially an untalented rookie with a lot of size to him, Glen Jacobs wasn't that well-thought-of at first. He was brought in to the WWF as Jerry "The King" Lawler's new minion, an EVIL FREAKING DENTIST named "Isaac Yankem" (HO HO GET IT?), and sent against Lawler's virtuous nemesis, Bret Hart. Even BRET couldn't drag a good match out of him at SummerSlam, however, and he didn't last too much longer (typical of one-shot Bret opponents was they got one big, competitive PPV match against the Hit Man, then immediately tumbled down the card and lost one-sided matches to EVERYBODY. No wonder the guy was so grouchy all the time). He was brought back for one of the most ill-advised angles ever: Fake Diesel & Razor Ramon.
-To this day, no one's QUITE sure what the deal was with that- apparently Vince McMahon wanted to prove to everyone that HE was responsible for the success of Kevin "Diesel" Nash and Scott "Razor Ramon" Hall, not THEM, and so he put two new guys in their old identities once those two switched to WCW. It... didn't work. I mean, it was a COMPLETE disaster- the angle was scrapped in months. However, the third time was the charm- Glen got the greatest new character debut in HISTORY, as he returned as KANE, the long-lost brother of The Undertaker. He debuted at the end of a spectacular Hell in a Cell match between the Taker & Shawn Michaels, TORE THE DOOR OF THE CELL OFF ITS HANDLES, then Tombstoned the shocked Taker. This set off a huge feud that lasted for an eternity, as Kane was booked as every bit the monster Taker was, plus MORE- he would frequently run in on random segments and murder everyone there (at one point, he flattened all three members of The Brood and tried to BURN THEM ALIVE on TV).
-Jacobs, as Kane, had finally found a successful formula- essentially copying The Undertaker's Moveset and inability to sell anyone else's offense, he could hide his weaknesses until he developed more as a performer. And now, a billion years later, he's one of those guys considered to be a good worker by wrestlers, but a bad one by internet fans (who obviously have different standards- we'd have no concept of how safe or easy a guy is to work with, for example). He's had some high peaks, though- at one point he was legitimately one of the best all-around talents in the business- but most of it was pissed away by poor storylines (the infamous "Katie Vick" story, where Triple-H ripped on Kane by pretending to rape the corpse of an ex-girlfriend of Kane's, whom he'd killed in a car accident).
-But MAN has his character been over-done. I mean, he's been wrestling as Kane since *1997*, and has now been active in the company FAR longer than Hulk Hogan was! And he spent MOST of that time bouncing around between feuding with The Undertaker and randomly switching between Heel & Face. But really, after eighteen years, what else was there to do? And as he aged (he's currently 48 years old), he slowed down a lot, and in my opinion has become more of a hindrance to the company than a benefit- his matches suck, yet he's too big and important to be jobbing to everyone, and so he's one of those guys who can only really defeat wrestlers who kind of need "the rub" from guys like Kane to move forward. Kane is currently mask-less, replaced by a "Corporate Kane", dressing like he does on political tours (Glen Jacobs is a major campaigner for Libertarians.
-The Demon Kane is a Bronze character only, and is basically Undertaker Lite, with a minor Boost power in oddly-specific circumstances.

Image

-The Bella Twins are some of the more... polarizing figures... in modern wrestling. Initially just a set of twins doing a "Twin Switcheroo" gimmick (a fresh sister would run in and replace a tired one during matches, thus scoring an easy win over a worn-down opponent... they still do this, despite the fact that one twin dyes their hair, and one has HUGE BREAST IMPLANTS AND THE OTHER IS FLAT-CHESTED), they were pretty poor workers and eventually let go from the company. However, a Reality Show Total Divas was created, and the twins were brought back as major characters. Being among the more "Stereotypically Pretty" Divas in the company, they were the centrepiece of the program, despite being VERY untalented performers. The fact that, like most "reality" shows, the show was highly-scripted and full of B.S., didn't help matters. It nonetheless got some good ratings for the E! network, and my SISTER of all people enjoys the show, despite hating wrestling with the fiery passion of only someone who had to watch it endlessly, thanks to having an older brother who was a fan, and strong enough to keep the remote control :). Curiously, she watches it because she thinks the Twins are "SO beautiful!", despite not being a lesbian... this also proves to me that people can be weird judges of what is attractive in their own gender, as she thinks most of the other Divas are "ugly" or "butch"- including people like A.J. Lee (do a Google search and see how "ugly" she is).
-Despite the E! show having a COMPLETELY different audience than pro wrestling, the Bellas were given a huge push because of it, and became central to many company plotlines. This became ESPECIALLY big when they both started dating top stars- Brie eventually married Daniel Bryan at the peak of his fame, and Nikki is currently dating John Cena (whose reactions to her bizarre, overreacting insanity on the Reality Show is apparently quite funny, because he's got it down to a science and repeats the same phrase all the time to get her to settle down). Unfortunately... they are HORRIBLE. In-ring they're at-BEST barely-competent, and as ACTRESSES they're completely abysmal. Their horrible feud last year was one of the worst in company history.
-And worst of all, their STORYLINES stink! Brie was so bad that she started bringing DANIEL BRYAN down, and the company actually had to turn one Heel just because the crowds weren't even treating them like GOOD GUYS- fans couldn't gain any sympathy for them, largely because they still act like Kardashians as characters (despite being BABYFACES), and because they suck at getting crowd reactions- most of the time you just hear them raspily shout-out various things like "COME ON, BRIE!!!" during matches. It's like amateur-hour with them. Not only THAT, but the stories frequently make ZERO SENSE. When the Twins feuded, they damn near DESTROYED each other ("I WISH YOU HAD DIED IN THE WOMB!" *punch*), yet all of a sudden at a random moment last year they JUST STARTED TEAMING UP AGAIN. As HEELS! And then they did a Face Turn WITH ZERO EXPLANATION EVER GIVEN. THIS COMPANY, SOMETIMES...

BRIE BELLA (Breanna Danielson, nee' Garcia-Colace)- ICE WITCH
Hgt:
5'6" Wgt: I dunno (probably not a lot)
Nicknames: None
Role: Crossover TV Star, Unlikeable Hero
Group Affiliations: The Bella Twins
PL 8 (106)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+13)
Deception 7 (+8)
Perception 2 (+4)

Advantages:
Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Frost Shield" Protection 1 (Extras: Affects Others Only +0, Area- 30ft. Burst, Selective, Reaction +3) [6]
Features 1: All Attacks do Ice Damage [1]

"Ice Blast" Blast 4 (Feats: Accurate 2) (Diminished Range -1) (9) -- [10]
AE: "Twin Magic" Strength-Damage +4 (Extras: Multiattack 7) (Inaccurate -2) (9)

"Super Moves- Hurricanrana" Strength-Damage +2 (Inaccurate -1) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Ice Blast +10 (+4 Ranged Damage, DC 19)
Special Moves +11 (+5 Damage, DC 20)
Twin Magic +9 (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +5

Complications:
Relationship (Daniel Bryan)- Brie is married to Daniel Bryan.
Relationship (Nikki Bella)- The twins are extremely close. Except for that time one wished the other had died in the womb.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 50 / Skills: 28--14 / Advantages: 10 / Powers: 18 / Defenses: 14 (106)

---

BRIE BELLA (Breanna Danielson, nee' Garcia-Colace)- LUNAR GUARDIAN
Hgt:
5'6" Wgt: I dunno (probably not a lot)
Nicknames: None
Role: Crossover TV Star, Unlikeable Hero
Group Affiliations: The Bella Twins
PL 9 (108), PL 10 (108) Boosted, PL 12 (108) Boosted at Night
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+14)
Deception 7 (+8)
Perception 2 (+4)

Advantages:
Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Seductive Dance" Enhanced Defenses 2 (Flaws: Fades, Action to Activate) [1]
"Super Moves- Hurricanrana" Strength-Damage +2 (Inaccurate -1) [1]
"Twin Magic" Strength-Damage +4 (Extras: Multiattack 8) (Inaccurate -2) [10]

"Moon Shield" Protection 4 (Flaws: Limited to 6pm-6am) [2]

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Twin Magic +10 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +12 (+14 Dance, DC 22-24), Parry +14 (+16 Dance, DC 24-26), Toughness +4 (+8 At Night), Fortitude +6, Will +5

Complications:
Relationship (Daniel Bryan)- Brie is married to Daniel Bryan.
Relationship (Nikki Bella)- The twins are extremely close. Except for that time one wished the other had died in the womb.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 56 / Skills: 28--14 / Advantages: 10 / Powers: 14 / Defenses: 14 (108)

-In Bronze, Brie Bella (the one without implants, sometimes gaining the title "Boobless Bella") is a PL 7 Blaster & PL 8 Accurate Fighter (compared to most characters, who are powerhouses). Brie's Silver Version does a Dance that temporarily enhances her Defenses (it temporarily dizzies the enemy so they can't just hit her- I choose to make this an Action Flaw rather than stat all THAT bother out). She actually suffers HALF-DAMAGE if you play at nighttime, screwing her PL up entirely at those times (without Dancing, she's PL 11; with the Dance, she's PL 12). Still only PL 9 on offense, however.

NIKKI BELLA (Nicole Garcia-Colace)- PYROMANCER
Hgt:
5'6" Wgt: I dunno (probably not a lot)
Nicknames: None
Role: Crossover TV Star, Unlikeable Hero
Group Affiliations: The Bella Twins
PL 8 (106), PL 9 (106) Boosted
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+13)
Deception 7 (+8)
Perception 2 (+4)

Advantages:
Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Pyromancer" Strength-Damage +1 (Extras: Affects Others Only +0, Area- 30ft. Burst, Selective, Reaction +3) [6]
Features 1: All Attacks do Fire Damage [1]

"Enticing Dance" Strength-Damage +2 (Extras: Fades) (Flaws: Action to Activate) [1]
"Twin Magic" Strength-Damage +4 (Extras: Multiattack 7) (Inaccurate -2) [9]

"Super Moves- Spinning Jawbreaker" Strength-Damage +2 (Inaccurate -1) [1]

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Twin Magic +9 (+7 Damage, DC 22)
Enticing Dance Boosts:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Twin Magic +9 (+9 Damage, DC 24)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +5

Complications:
Relationship (John Cena)- Nikki hooked up with John Cena after his divorce.
Relationship (Brie Bella)- The twins are extremely close. Except for that time one wished the other had died in the womb.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 50 / Skills: 28--14 / Advantages: 10 / Powers: 18 / Defenses: 14 (106)

---

NIKKI BELLA (Nicole Garcia-Colace)- SOLAR GUARDIAN
Hgt:
5'6" Wgt: I dunno (probably not a lot)
Nicknames: None
Role: Crossover TV Star, Unlikeable Hero
Group Affiliations: The Bella Twins
PL 9 (111)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+14)
Deception 7 (+8)
Perception 2 (+4)

Advantages:
Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Super Moves- Spinning Jawbreaker & Dropkick" Strength-Damage +2 (Inaccurate -1) [1]
"Twin Magic" Strength-Damage +4 (Extras: Multiattack 8) (Inaccurate -2) [10]

"Sun Aura" Fire Aura 2 (Flaws: Limited to 6am-6pm) [6]

Offense:
Unarmed +14 (+4 Damage, DC 19)
Sun Aura +14 (+2 Damage, DC 17)
Special Moves +12 (+6 Damage, DC 21)
Twin Magic +10 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +5

Complications:
Relationship (John Cena)- Nikki hooked up with John Cena after his divorce.
Relationship (Brie Bella)- The twins are extremely close. Except for that time one wished the other had died in the womb.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 56 / Skills: 28--14 / Advantages: 10 / Powers: 17 / Defenses: 14 (111)

-Nikki fights pretty much like Brie, but with a few modifications. At Bronze, she enhances her own PL temporarily, and boosts that of her allies by 0.5. At Silver, she does Aura Damage, which is pretty lethal in a game where 96% of all attacks are Unarmed Melee Strikes.

Image

TRIPLE-H (Paul Levesque)- THE AUTHORITY
Hgt:
6'4" Wgt: 255 lbs.
Nicknames: Hunter Hearst-Helmsley, The Greenwich Snob, The Game, The King of Kings
Role: Mega-Villain, Corporate Goon, Master Manipulator
Group Affiliations: D-Generation-X, Evolution
PL 9 (137), PL 10 (137) Boosted
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 1 (+5)
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+13)
Deception 3 (+6)
Expertise (Promos) 6 (+9)
Expertise (Business) 6 (+9)
Insight 1 (+4)
Perception 1 (+4)
Persuasion 2 (+5)

Advantages:
Benefit (Wealth) 2, Daze (Deception), Defensive Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Hold, Ranged Attack 2

Powers:
"Best For Business" Strength-Damage +2 (Extras: Affects Others, Area- 30ft. Burst, Selective, Reaction +3) (Flaws: Limited to When Gold Characters Are on Team -2) [14]

"Sledgehammer Pedigree" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Sledgehammer) (Extras: Multiattack 9) (Inaccurate -2) (12) -- [13]
AE: "Super Moves- Knee Smash & Neckbreaker" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Pedigree +9 (+9 Damage, DC 24)
Boosted:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Pedigree +9 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +6, Fortitude +7, Will +8

Complications:
Motivation (Himself)- Triple-H is pretty egomaniacal.
Responsibility (What's Best For Business)- Triple-H is devoted to improving the financial standing of WWE- he will hold back any talent he thinks won't do what they're told. He doesn't like rebels.
Enemy (Henry O. Godwinn, Goldust, Shawn Michaels, The Rock, "Stone Cold" Steve Austin, Mick Foley, The Undertaker)- Though this early in his career, his only real foes had been Godwinn & Goldust.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 74 / Skills: 26--13 / Advantages: 10 / Powers: 27 / Defenses: 13 (137)

---

TRIPLE-H (Paul Levesque)- THE KING OF KINGS
Hgt:
6'4" Wgt: 255 lbs.
Nicknames: Hunter Hearst-Helmsley, The Greenwich Snob, The Game, The King of Kings
Role: Mega-Villain, Corporate Goon, Master Manipulator
Group Affiliations: D-Generation-X, Evolution
PL 10 (140)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 1 (+5)
Athletics 4 (+7)
Close Combat (Unarmed) 2 (+14)
Deception 3 (+6)
Expertise (Promos) 6 (+9)
Expertise (Business) 6 (+9)
Insight 1 (+4)
Perception 1 (+4)
Persuasion 2 (+5)

Advantages:
Benefit (Wealth) 2, Daze (Deception), Defensive Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Hold, Ranged Attack 2

Powers:
"Cerebral Assassin" Affliction 10 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Area- 30ft. Burst, Selective) (Flaws: Limited to After KOing An Opponent -2) [10]

"Sledgehammer Pedigree" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Sledgehammer) (Extras: Multiattack 10) (Inaccurate -2) (13) -- [14]
AE: "Super Moves- Knee Smash & Neckbreaker" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Pedigree +10 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +7, Fortitude +7, Will +8

Complications:
Motivation (Himself)- Triple-H is pretty egomaniacal.
Responsibility (What's Best For Business)- Triple-H is devoted to improving the financial standing of WWE- he will hold back any talent he thinks won't do what they're told. He doesn't like rebels.
Enemy (Henry O. Godwinn, Goldust, Shawn Michaels, The Rock, "Stone Cold" Steve Austin, Mick Foley, The Undertaker)- Though this early in his career, his only real foes had been Godwinn & Goldust.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 80 / Skills: 26--13 / Advantages: 10 / Powers: 24 / Defenses: 13 (140)

-Triple-H's Silver version is a standard guy most of the way, but can boost his team if one or more of them are Gold-level characters. The Gold version will lower everyone's Adrenaline, effectively preventing them from doing Special Moves, if he KO's an opponent.

-Hunter (in his original gimmick) was a pretty low-end guy to put in the "In Your House" game, but given how much Vince loved him, it's probably no surprise. The HHH push started REALLY early.
-Ol' Trips is gonna go down as one of the most notorious wrestlers in history, and it's always gonna overshadow his own accomplishments in the ring. It's his own fault, really- he's easily, without a doubt, the most protected wrestler in the history of the business. He started out the same way hundreds of other guys do- screwing around WCW's midcard doing random nonsense (a team with Steve Regal- earning him HHH's undying loyalty), before heading to the WWF and getting a pretty good "Snob" gimmick. I actually liked Hunter a lot in this era- I thought his Knee-Based Offense was spiffy (seriously, almost all of his moves involved his knee in some way), and he had a unique look, being tall and athletic instead of just ripped, and he was the zen master of hair-care. I mean, you gotta respect a man who washes it THAT well.
-His run was pretty good there, and he was well-protected for a good bit- he even won feuds where he got embarassed, like against Henry O. Godwinn. He got an early Longevity Push in a Royal Rumble. But then he screwed up doing that "Kliq Going Away Party" (the five Kliq members Broke Kayfabe and had a going-away celebration in the middle of the ring on a House Show) and got punished for it, and so he started jobbing- he lost to Jake Roberts in the King of the Ring, and got squashed BAD by The Ultimate Warrior at WrestleMania. But eventually Vince forgave him, and he got his push back- a never-ending IC-level push as a DeGenerate, and it was pretty obvious they were gonna give him a big run SOME day.
-He was pretty entertaining in this role, and revealed his mic skills. His workrate boosted a lot, too- no longer was he reduced to Using the Knee. By the time his inevitable Main Run came (after Shawn left the WWF, and he was left ruling DX as a Face/Heel Stable), some fans hated him, but I dug it. The cracks started forming for those who knew what to look for, though- Austin didn't want to job to him, and so Mick Foley was used as a Transitional Champ. Trips' first run as Champ sucked ass, and so they gave him a MEGA-PUSH with the whole "Stealing Stephanie McMahon" gimmick (drugging & raping her on her way to the altar with Test, another wrestler, but then it turned out SHE LIKED IT and thus became his wife for realz), but by that point, his awesomeness was proven, and almost all the fans were into him. He's all-around one of the best-ever in this time period.
-The McMahon/Helmsley Era was a GREAT time for the booking, though, and proved he deserved how far he'd gotten. His push was basically NEVER-ENDING, though, and he frequently had guys job to him, while doing almost none in return (around this time, he started dating & married Stephanie in Real Life, not just on TV- Wrestling is WEIRD). True of many Main Eventers, sure, but this guy almost NEVER laid down clean. It didn't hurt that Austin & Rock both disliked him as a political player who wasn't worthy of being equal to them, and even Mick Foley started picking up on things to dislike about the guy. When Austin, Foley & Rock were all on lesser duties, there was HHH, still ruling the company as an unconquered God. It was made worse because his 20-minute promos were notoriously awful (he'd just say things as slowly as possible, trying REALLY hard to sound bad-ass).
-But ultimately, his politics had a price- pretty much every single person "in the know" will put an asterisk next to his career for all time, establishing that he was one of those guys who got where he was in part due to politics & nepotism. Honestly, I don't have THAT much of a problem with playing "the game"- every workplace in the world has that, and there's not a single Main Eventer in wrestling who wasn't at least a bit protective of his spot- but what he did with his power was unacceptable for a long time. It says something when tons of major star have made side-comments and thinly-veiled criticisms of him, while others are more direct.
-And let's face facts- Rock was willing to lay down for almost ANYBODY, to the point where fans almost wish he'd been stingier about it. Mick Foley made a career out of MAKING other guys. Jericho & Edge spent years jobbing, even as "top" guys. Why couldn't HHH do the same?

Here's a nifty bunch of examples somebody made up of how Trips used power to his advantage over the years: (grains of salt may be needed to believe ALL of it)
2002: Had the RAW World title created for himself because he felt he was above the I-C title. Changed the finish of his match with RVD at Unforgiven so he went over cleanly. Changed the finish of the match with Kane to unify the IC and World titles so that he went over. Killed Bubba Dudley's singles push because he didn't want to work with him. (Jab's Note: this one is always one of the more bizarre ones- there was NO REASON to squash an over Midcarder).
2003: Changed the finish of the match with Booker T so that he went over because he wanted to save the big win for Goldberg. Killed Booker T's push and had Kevin Nash pushed into the World title program for three months instead. Changed the date of the match with Goldberg from mid-summer to Summerslam so it would be built up more. Changed the finish of Summerslam from Goldberg going over to Goldberg losing so that it could be built up even more.
2004: Squashed Eugene like a bug once it was turning into a hot act. I mean, would anyone else in wrestling get threatened by the RETARDED BABYFACE and then book himself to beat him to within an inch of his life? That's our HHH. (Jab's note: This was less HHH being threatened, but more him attaching himself to a hot new gimmick to help himself, and it ended up destroying another guy's character) Booked himself to end Randy Orton's first World title run after only a month so that Taboo Tuesday would have a heel champion defending against three potential babyface challengers.

My own thoughts:
All of these revelations are what really annoys me about the Triple-H Apologists (who are very numerous on the 'net)- they ignore tons and TONS of evidence and just go "buh! He's entertaining and his losses mean more when there's less of them!" as if there's some kind of excuse for making him look like the only smart guy in all of wrestling, and making dozens of really over guys look like chumps. At one point, Trips was one of the best workers in North America and deserved his push, but when he returned from injury looking bloasted as HELL and wrestling like The Blob, it was way too much- his work was garbage, and he was STILL portrayed as a God.
HHH has ruined more stuff in wrestling than nearly any other person, and he's been pushed non-stop as a God for years. He willingly held down RVD, Booker & Kane (a couple I can understand, but all three? And one in a racist angle at WrestleMania?) and only jobbed when it became clear there was a New Generation of WWE-built faces that would then be beholden to him. The dude squashed Bubba Ray for absolutely no reason (reminds me of when Nash squashed the very-over Wrath in WCW for no reason). Probably the absolute nadir of Trips as a wrestler and a person was beating Booker T at WrestleMania- nothing can ever make that look okay.

You can put an equal amount of blame on Vince, for being so in love with his son-in-law. But still, for all you Triple-H Apologists out there: Pooh on You.

Full credit, however, must go to the guy for doing all those Mania jobs in recent years- despite pushing himself as a God for eons, he certainly laid down for Cena, Batista & others when it was REALLY necessary. Part of me wonders why he squashed all the guys from prior eras, but only put over the new Rookie Generation.
Image

THE BIG SHOW (Paul White, aka The Giant, The Big Nasty)- THE GIANT
Hgt:
7'0" Wgt: 500+ lbs.
Nicknames: The Big Valshowski, Show
Role: Powerhouse
Group Affiliations: The Corporation, The UNION, The Authority
PL 8 (107), PL 9 (107) Boosted
STRENGTH
7 STAMINA 8 AGILITY 0
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 2 (+9)
Close Combat (Unarmed) 2 (+9)
Expertise (Promos) 5 (+8)
Intimidation 10 (+13)
Perception 1 (+2)

Advantages:
Chokehold, Daze (Intimidation), Diehard, Fascination (Intimidation), Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Startle

Powers:
"K.O. Punch" Strength-Damage +4 (Extras: Multiattack 11) (Inaccurate -2) (13) -- [15]
AE: "Super Moves- Cobra Clutch Slam & Giant Drop" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Big Landing" Damage 5 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Opponents, Limited to When Tagging In) (2.5)
Strength-Damage +2 (Flaws: Limited to When His Max Health Increases) [1]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Special Moves +7 (+9 Damage, DC 24)
Chokeslam +5 (+11 Damage, DC 26)
Boosted:
Unarmed +9 (+9 Damage, DC 24)
Special Moves +7 (+11 Damage, DC 26)
Chokeslam +5 (+13 Damage, DC 28)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +10, Will +6

Complications:
Reputation (Changing Alliances)- The Big Show has gone between Heel & Babyface more times than any other wrestler.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 56 / Skills: 20--10 / Advantages: 10 / Powers: 16 / Defenses: 15 (107)

---

THE BIG SHOW (Paul White, aka The Giant, The Big Nasty)- LUMBERJACK
Hgt:
7'0" Wgt: 500+ lbs.
Nicknames: The Big Valshowski, Show
Role: Powerhouse
Group Affiliations: The Corporation, The UNION, The Authority
PL 10 (96), PL 12 (96) Boosted
STRENGTH
10 STAMINA 10 AGILITY 0
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 2 (+9)
Close Combat (Unarmed) 2 (+10)
Expertise (Promos) 5 (+8)
Intimidation 10 (+13)
Perception 1 (+2)

Advantages:
Chokehold, Daze (Intimidation), Diehard, Fascination (Intimidation), Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Startle

Powers:
"K.O. Punch" Strength-Damage +4 (Extras: Multiattack 14) (Inaccurate -2) (16) -- [17]
AE: "Super Moves- Cobra Clutch Slam & Legdrop" Strength-Damage +2 (Inaccurate -1) (1)

"Big Defense" Protection 4 (Flaws: Limited to 2 Rounds, Limited to After Tagging In) [1]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Special Moves +8 (+12 Damage, DC 27)
Chokeslam +6 (+14 Damage, DC 29)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +10 (+14 Big Defense), Fortitude +11, Will +6

Complications:
Reputation (Changing Alliances)- The Big Show has gone between Heel & Babyface more times than any other wrestler.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 66 / Skills: 20--10 / Advantages: 10 / Powers: 18 / Defenses: 15 (96)

-Next to Kane, no other wrestler has been as over-exposed and been through as much as The Big Show. He's been with WWE since *1999*, and has been continuously-around since then. As he's a slow, lumbering type of wrestler by design, few internet smarks like him- but he's considered a good worker by his colleagues, who of course find a slower, safer opponent more of a benefit than a fan would.
-Paul White debuted as a svelte 400-ish pounder known as "The Giant" in WCW, where he was IMMEDIATELY given a huge push against Hulk Hogan, and then given the World Title against Ric Flair! Being green as grass, he was kept in short matches to avoid showing it, and was a big name. Unfortunately... the nWo happened. The hottest angle in wrestling in YEARS, the rebellious "Cool Heels" of the nWo ran roughshod over WCW, making their opponents both look ineffectual and uncool. The Giant joined up with them after losing his Title, but was eventually trounced out of the group- when he was badly-injured against Kevin Nash (a botched Powerbomb that dropped the 400+ pound man on his NECK), he came back on a Roaring Rampage of Revenge... and flamed out. See, Nash got a "knee injury" coincidentally on the very date he was supposed to lose to The Giant... and the angle pretty much flamed out.
-Eventually, he got tired of being an also-ran in a company headlined by Hulk Hogan, Nash, Goldberg and others ahead of him, and became one of the first MAJOR names to jump ship to the WWF from WCW. Debuting under his real name, then going as The Big Show (a name that has never even come close to making sense as a name for somebody), he... actually flamed out immediately. Seriously- he debuted by SCREWING UP, tearing out from beneath the ring to save Vince McMahon from the onslaught of Steve Austin in a Steel Cage Match... but threw Austin THROUGH the cage, resulting in an Austin win. This epic boner would be repeated over the following months, as what should have been an "I'm debuting and I'm going to kill every Main Eventer in the company" push seemed to turn into him just falling into the mix as a regular sub-Main Eventer with few legit wins. Maybe this was one of Vince's classic digs on WCW (many Main Eventers from Down South were jobbed out Up North to "prove" than the WWF was better).
-White's career never really recovered, though he was given a few short runs with the World Title- being so large, Vince ALWAYS saw money in him. However, he had problems with cardio (he soon ballooned to over 500 lbs., and never kept the weight off for any length of time- he's also a big-time smoker of cigars), got some heat for being lazy in spite of having one of the biggest-money contracts in the business, and frequently got de-pushed. This resulted in a weird thing where one year he'd be in the top feuds, then he'd be a Midcarder jobbing to EVERY possible Main Eventer, then he'd be off TV for several months to lose weight... then all of a sudden he'd be in the World Title picture again.
-This drove online fans NUTS, because they hated his in-ring work, but to be fair, the guy's enormous and in REAL LIFE would totally annihilate most of his opponents, so you couldn't very well make him a JOBBER. And the Show really WAS charismatic- he could play a fun-loving babyface very well (he was so funny on The Rock's first Saturday Night Live appearance that he got a push out of it), and was an easy menacing heel (I mean, he's SEVEN FEET TALL).
-The main issue with Show is that he's been around for FOREVER. Like Kane, we've practically gotten so used to his presence that it means nothing anymore (by comparison, Andre the Giant, a giant with a TRUE superstar aura, was kept off TV for MONTHS at a time, even at the peak of his credibility). He's bounced between Heel & Face so many times that it's ridiculous, and his character has no cred. His style of match hasn't changed in eons, either- it's a night off for his co-workers, but boring for the fans. And yet the company will STILL pull him from out of the mothballs for a Main Event Feud every once in a while- he & Kane have gotten so bad on RAW lately as to render the shows unwatchable. And it's sad, because he's one of the best actors in the business- his angle against The Authority & Randy Orton a year and something ago was AMAZING, with Show crying real tears as he was forced to do The Authority's dirty work because his family would be ruined if he didn't.
-The Big Show in the game is naturally a lumbering giant of a character, hitting hard but being quite slow. When he first tags in, he's effectively a PL 12 character thanks to a Toughness increase.

Image

RANDY ORTON- THE VIPER
Hgt:
6'5" Wgt: 250 lbs.
Nicknames: The Viper, The Legend Killer
Role: Asshole Hero
Group Affiliations: The Authority
PL 8 (113)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 6 (+11)
Expertise (Promos) 5 (+8)
Expertise (Marines) 2 (+4)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 2 (+5)
Stealth 5 (+10)

Advantages:
Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative

Powers:
"Viper's Tongue" Elongation 2 (Flaws: Limited to Tongue) [1]
"Viper's Venom" Damage 0 (Extras: Continuous on 2 Ranks) (Linked to Unarmed & Special Move Damage) [6]
"Legend Killer" +2 to Continuous Damage (Flaws: Limited to After KOing Gold-Level Character -2) [2]

"Super Moves- Neckbreakers" Strength-Damage +2 (Inaccurate -1) [1]
"RKO" Strength-Damage +4 (Inaccurate -2) [2]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Venom +11 (+2-4 Damage, DC 17-19)
Special Moves +9 (+7 Damage, DC 22)
RKO +7 (+9 Damage, DC 24)
Initiative +9

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +6

Complications:
Reputation (Viper)- Orton is not trusted by most, even as a good guy.
Enemy (John Cena)- The two were the top superstars in the company for years, and have fought roughly 7,500,000 times.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 72 / Skills: 26--13 / Advantages: 6 / Powers: 12 / Defenses: 10 (113)

-Randy Orton is one of those guys that just kind of brought me out of pro wrestling- despite being highly-touted by his peers (Chris Benoit stated during a Q&A in Edmonton that a then-rookie Orton was going to be a huge superstar), I always found his work to be overly-slow and dreadfully-dull: You see one Orton match, you've seen 'em all. I even found his promos dull, and his character one-dimensional: He's just kind of evil, and does bad things. Unless he's a good guy, at which point he's smug and smirks a lot. And yet, he's quite popular with the fans, probably owing to at least having a bad-ass aura (ie. the aforementioned evil) and being good-looking. Orton has been on top with John Cena for something like a DECADE, which really helped sour me on the business as a whole. He had a reputation for being a violent, tantrum-y, whiny person behind the scenes for a number of years (he would trash hotel rooms, use the C-word when talking about female wrestlers, and had spent time in military prison for going AWOL from the Marines as well), though apparently mellowed a lot once he had a daughter. But yeah, not a fan.
-Orton as "The Viper" has a very unique "ablative damage" thing, where if he hits a guy, that guy loses tiny increments of damage over the course of the fight- I think the only way to really do this (Secondary Effect only works ONCE) is to link a Continuous Damage effect only his regular moves- meaning his opponent had better end things fast, let the small damage creep up on them. I can't think of any other characters who've got this kind of ability, even in comics- most things like that act as Progressive Weakens (which... would probably be how it would work in comics or anything else, but in a Fighting Game, the mechanic is just DAMAGE, not Stamina-based stuff). There's a "Gold" level Orton who has the same abilities, but at a higher level- they just call it "Evolved".

Image

THE ROCK (Dwayne Johnson)- STONE WATCHER
Hgt:
6'4" Wgt: 265 lbs.
Nicknames: Rocky Maivia, Flex Kavana, The Blue-Chipper, The Brahma Bull, The Great One, The People's Champ, The Corporate Champ, The Most Electrifying Man in Sports-Entertainment
Role: Wannabe Babyface Hero, Arrogant Heel, Rich Asshole
Group Affiliations: The Nation of Domination, The Corporation, The Rock 'n' Sock Connection (w/ Mick Foley)
PL 9 (120), PL 10 (120) Boost
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 6

Skills:
Acrobatics 2 (+6)
Athletics 6 (+11)
Close Combat (Unarmed) 2 (+13)
Expertise (Acting) 1 (+7)
Expertise (Promos) 12 (+18)
Expertise (Football Player) 2 (+7) -- Uses Strength
Expertise (Singing) 1 (+7)

Advantages:
Attractive, Daze (Promos), Fascination (Promos), Fast Grab, Improved Grab, Improved Hold, Ranged Attack 4, Ultimate Promo Skill

Powers:
"Super Moves- Electrifying Suplex" Strength-Damage +2 (Inaccurate -1) [1]
"The Rock Bottom" Strength-Damage +4 (Inaccurate -2) [2]
"The People's Eyebrow" Enhanced Fighting 2 (Flaws: Fades, Action to Activate) [1]
Features 1: All Attacks Do Electrical Damage [1]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
The Rock Bottom +9 (+9 Damage, DC 24)
Speed Boost:
Unarmed +15 (+5 Damage, DC 20)
Special Moves +13 (+7 Damage, DC 22)
The Rock Bottom +11 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +8

Complications:
Enemy (Triple-H, Steve Austin, Mick Foley, Brock Lesnar)
Motivation (Fame, Money, Entertainment)- A failed football star, The Rock wanted to become a famous wrestler, and turned to acting when the money proved to be much more worthwhile for much less work. His heart is still in the wrestling business, however, and he still makes returns.
Reputation ("Rocky Sucks!")- Johnson's early career was spent being yelled at by crowds who hated his heroic character. When he rejected that and became entertaining, they changed their minds, but every so often, "Rocky Sucks!" makes a comeback. Generally it's when he's facing someone a bit too popular (such as meeting Hulk Hogan in an old-school WWF enclave like Toronto), or fan backlash grows as he leaves for Hollywood yet again.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 76 / Skills: 26--13 / Advantages: 12 / Powers: 5 / Defenses: 14 (120)

-The Rock sure didn't look like the future of the business at first- despite being a third-generation wrestler (the grandson of a famous Samoan wrestler, and the son of Rocky Johnson, a popular black wrestler in the 1970s) and a close family friend of Pat Patterson's (a big name in the WWF), he had little ability to connect with the crowd, and his persona was pretty much milquetoast Babyface stuff, all smiling and being proud of himself and junk. And the crowds HATED HIM- this was the mid-90s, and stuff like that was way too passe. He just seemed like a dork. The fact that the announcers IMMEDIATELY jumped up to fluff his hogg made things worse, because it was like the classic "Creator's Pet" issues in other works of fiction- the character didn't get a chance to be popular because THEY TOLD US HE WAS SUPER-GREAT immediately, and thus it got overdone and people rejected it.
-Things eventually got so bad with "Rocky Sucks!" and "Die, Rocky, Die!" chants (to a HEROIC character, mind you) that the WWF was forced to turn him Heel, as a member of the hated all-black Nation of Domination. But it was in this HEEL persona that Dwayne Johnson found his true calling- shifting into an arrogant, above-it-all douchebag, The Rock (as he started calling himself) created a huge set of catchphrases and started cutting some of the funniest promos in history, and generally went way over the top into villainy, and wouldn't you know that THIS is the persona that the fans connected with. He was hilarious, yelled at the fans for turning on him as a good guy, then yelled at them MORE when they tried to say his catchphrases along with him ("PHILLIE... this is NOT 'Sing Along With The Great One!'"). He eventually got SO popular as a Heel that they had to turn him Face- but kept the same asshole character, meaning he could now be a dick to the HEELS! I love wrestling for stuff like that.
-The Rock was an easy shot for the WWF Title when Steve Austin was busy with his Vince McMahon feud, and a natural rival for Austin at WrestleMania. His feuds with Austin, Mick Foley & Triple-H were the stuff of legend, and he became one of the biggest stars and draws in HISTORY- having more sell-out crowds than any wrestler of all time (from Sammartino to New Japan to Hulk Hogan), and his popularity became so mainstream that he started an honest-to-god MOVIE CAREER out of it (not even a jokey one like Hulk Hogan!). The career eventually took him away from the business, but let's face it- age, his longevity and injuries would have made him pretty tired anyways, so it's probably all for the best. He still makes the occasional comeback for one-offs, and is one of the biggest legends in history, and the only TRUE Mainstream Star the business ever produced.
-Altogether, The Rock is in a class by himself at certain things- his Charisma is almost certainly the highest in wrestling history, as he has proven able to get crowds to chant his name JUST BY PAUSING AND TURNING HIS HEAD. His in-ring skills were always pretty good, though he had to be the most loosey-goosey wrestler ever, with absolutely NONE of his moves ever looking like they made real contact (probably why a lot of guys liked working with him, really- you didn't end up with bruises like against Benoit or someone), and a notoriously-ugly Sharpshooter (way to sit on the back of the guy's thighs there, Rocky), and he sold ever move with cartoonish splendor, but he understood timing and crowd psychology as well as anyone. So he's the best Promo guy ever just about (a +18 with Ultimate Effort), a good actor (a different skillset than Promos), a half-decent Football Player (enough for the CFL, but not the NFL- and he soon flamed out of both).
-The Rock is a Silver-level character that can boost the Health of other guys on his team (so long as they are also The Rock), does Electrical Damage with every attack, and can briefly enhance his Speed with The People's Eyebrow.

Image

ROMAN REIGNS (Leati Joseph Anoa'i)- CENTURION
Hgt:
6'3" Wgt: 265 lbs.
Nicknames: The Powerhouse, The Thoroughbred, The Juggernaut
Role: Failed Main Event Hero
Group Affiliations: The Shield
PL 8 (100), PL 9 (100) Boost
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 8 (+13)
Expertise (Football Player) 2 (+7) -- Uses Strength
Intimidation 4 (+7)

Advantages:
Equipment 3 (Soldier Gear- Grenades & Long Rope), Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Super Moves- Superman Punch/Bomb Kick" Strength-Damage +2 (Inaccurate -1) [1]
"Howling Spear" Strength-Damage +4 (Inaccurate -2) [2]

"Rigorous Training" Enhanced Fighting 2 (Flaws: Limited to After Being Staggered) [2]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Special Moves +9 (+7 Damage, DC 22)
Howling Spear +7 (+9 Damage, DC 24)
Speed Boost:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Howling Spear +9 (+9 Damage, DC 24)
Grenades +6 Area (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +5

Complications:
Reputation (Not "The Guy")- The fans have rejected the concept of Roman Reigns as the next "Ace" of WWE, effectively turning him into a polarizing, John Cena-like figure.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 64 / Skills: 16--8 / Advantages: 11 / Powers: 5 / Defenses: 12 (100)

---

ROMAN REIGNS (Leati Joseph Anoa'i)- HOUND OF JUSTICE
Hgt:
6'3" Wgt: 265 lbs.
Nicknames: The Powerhouse, The Thoroughbred, The Juggernaut
Role: Failed Main Event Hero
Group Affiliations: The Shield
PL 10 (120), PL 11 (120) Boost
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 8 (+13)
Expertise (Football Player) 2 (+7) -- Uses Strength
Intimidation 4 (+7)

Advantages:
Equipment 3 (Soldier Gear- Grenades & Long Rope), Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Super Move- Superman Punch" Strength-Damage +2 (Inaccurate -1) [1]
"Machine Gun Barrage" Strength-Damage +2 (Extras: Multiattack 9) (Inaccurate -1) (10) -- [11]
AE: "Howling Spear" Strength-Damage +4 (Inaccurate -2) (2)

"Powerhouse" Strength-Damage +2 (Flaws: Limited to After Being Staggered) [1]

Offense:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Howling Spear +9 (+11 Damage, DC 26)
Powerhouse Boost:
Unarmed +13 (+9 Damage, DC 24)
Special Moves +11 (+11 Damage, DC 26)
Howling Spear +9 (+13 Damage, DC 28)
Grenades +6 Area (+6 Damage, DC 21)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +7, Fortitude +8, Will +5

Complications:
Reputation (Not "The Guy")- The fans have rejected the concept of Roman Reigns as the next "Ace" of WWE, effectively turning him into a polarizing, John Cena-like figure.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 76 / Skills: 16--8 / Advantages: 11 / Powers: 13 / Defenses: 12 (120)

-Another polarizing modern-day wrestler, Roman Reigns was respected as the Powerhouse of The Shield, a band of ass-kicking menaces who ran roughshod over the company for like a year. However, when all of a sudden The Powers That Be declared Roman "the guy", he was given a sudden MONSTER push (sort of the way Hollywood tried to make Jude Law a mega-star a decade or so ago), and out of nowhere he was treated as a top name. The problem? Wrestling fans these days really don't like being TOLD who their next big star is: fans like to decide for THEMSELVES, and have their favourites pushed to the top. Roman was popular, but it was a midcard "Powerhouse wrestler who comes in and does one or two cool moves" kind of popular, not MAIN EVENT popular. When WWE wanted John Cena & Batista to be their new top names, they actually made sure they were REALLY REALLY OVER first- both were considered top names by the time they hit big.
-The disaster became readily-apparent when Roman Reigns had his big "moment" winning the Royal Rumble... and the miserable fans basically shit all over the event. The fans had by this point decided that DANIEL BRYAN was their favourite, and were enraged when he was casually-tossed from the match shortly after entering it. Subsequent eliminations of popular guys, and a huge push for old acts like Big Show & Kane only furthered the fans' disgust, and you had the nightmare of hundreds of people actively BOOING Roman, the guy who was supposed to be "The Next Guy". It got so bad (especially thanks to some TERRIBLE promos from Reigns, who was reading awful scripted garbage from the top writers), that they essentially had to nix his Main Event run at WrestleMania (having rival Seth Rollins run in and steal the Title thanks to having the "Money in the Bank" briefcase that let a guy cash in and challenge the Title holder any time he wanted). Nowadays, they still struggle with him- mid-tier Reigns is actually still a bit popular, but repeated failed attempts at hitting it big will give him a "Lex Luger" reputation- a guy who always chokes when given a chance at the top.
-This brings up a lot of interesting issues about "Smarks" hijacking the shows and essentially being disruptive against the "Official WWE Line"- a rather fascinating social experiment, actually. You get a lot of Comic Book Fans bitching online, for example, but you can't see their bitching INSIDE THE COMIC BOOKS, and they certainly can't change the course of storylines so quickly. But really, the whole things just paints McMahon and other creative people in charge as clueless and out-of-touch (like... Roman's pretty and all, and if you want him to be a Main Eventer, FINE, but where in the hell do you get the sense that enhancing someone from Midcarder to Main Eventing WrestleMania in all of five months is a good idea?).
-Roman as the Bronze-level Centurion is a Rock-level strongman who gains a boost to his Speed when he goes below 40% health, hitting PL 9. As the Gold-level Hound of Justice, he gains a DAMAGE increase instead. Also, at the end of his Finisher, he drops some Grenades on the other guy.

Image

JOHN CENA- SOLDIER
Hgt:
6'3" Wgt: 265 lbs.
Nicknames: The Champ, The Doctor of Thuganomics, The Face of the WWE
Role: Main Event Hero
PL 9 (105), PL 10 (105) Boost
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+12)
Expertise (Promos) 4 (+7)
Insight 3 (+5)
Intimidation 3 (+6)
Perception 2 (+4)

Advantages:
Diehard, Fast Grab, Improved Grab, Improved Hold, Ranged Attack 4, Ultimate Will Save

Powers:
"Super Moves- Cenaplex/Five Knuckle Shuffle" Strength-Damage +2 (Inaccurate -1) [1]
"Attitude Adjustment" Strength-Damage +4 (Inaccurate -2) [2]
"Jump-y Moves" Leaping 1 (15 feet) [1]
"My Time Is Now!" Strength-Damage +2 (Flaws: Limited to First Special Attack After Tagging In) [1]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Special Moves +10 (+8 Damage, DC 23)
Attitude Adjustment +8 (+10 Damage, DC 25)
Strength Boost:
Special Moves +10 (+10 Damage, DC 25)
Attitude Adjustment +8 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +9

Complications:
Reputation ("Let's Go Cena!" "Cena Sucks!")- Cena is disliked by a large portion of the male fanbase for his goody-goody nature and omnipresence.
Motivation (Charity)- Cena is the most charitable wrestler in history, and is by far the biggest contributor to the Make A Wish Foundation.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 64 / Skills: 20--10 / Advantages: 9 / Powers: 5 / Defenses: 18 (105)

---

JOHN CENA- EVOLVED
Hgt:
6'3" Wgt: 265 lbs.
Nicknames: The Champ, The Doctor of Thuganomics, The Face of the WWE
Role: Main Event Hero
PL 10 (113), PL 11 (113) Boost
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+13)
Expertise (Promos) 4 (+7)
Insight 3 (+5)
Intimidation 3 (+6)
Perception 2 (+4)

Advantages:
Diehard, Fast Grab, Improved Grab, Improved Hold, Ranged Attack 4, Ultimate Strength Check, Ultimate Will Save

Powers:
"Super Moves- Cenaplex/Five Knuckle Shuffle" Strength-Damage +2 (Inaccurate -1) [1]
"Attitude Adjustment" Strength-Damage +4 (Inaccurate -2) [2]
"Jump-y Moves" Leaping 1 (15 feet) [1]
"Will To Win" Strength-Damage +2 (Flaws: Limited to As Injuries Rise) [1]

Offense:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Attitude Adjustment +9 (+11 Damage, DC 26)
Strength Boost:
Unarmed +13 (+9 Damage, DC 24)
Special Moves +11 (+11 Damage, DC 26)
Attitude Adjustment +9 (+13 Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +7, Fortitude +9, Will +9

Complications:
Reputation ("Let's Go Cena!" "Cena Sucks!")- Cena is disliked by a large portion of the male fanbase for his goody-goody nature and omnipresence.
Motivation (Charity)- Cena is the most charitable wrestler in history, and is by far the biggest contributor to the Make A Wish Foundation.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 70 / Skills: 20--10 / Advantages: 9 / Powers: 6 / Defenses: 18 (113)

-And now we come to John Cena, the WWE's #1 Star for the past ten years. And a REALLLY controversial one. Cena represents what a lot of WWE fans hate- the boring Babyface Hero, a boring Power Wrestler with a handful of moves slotted in to very same-y matches, a character that hasn't changed much in a DECADE, shameless pandering to the kids, a big "Yeah, I support the TROOPS!" , and a relentless, non-stop push. Promos implying his opponents are gay, frequent jokes about "poopy" things, and the whole "CENAWINS LOL" thing have just angered people further- you essentially can't get rid of him while watching the shows, so if you're not a fan, you just hate WWE period. At least you didn't actually see Hulk Hogan every week back in the '80s.
-And yeah, I'm not a fan. He's an above-average worker at this point, but suffers from the whole "Same-y Match" thing that a lot of Main Eventers do now that the shows and styles have become so homogenized. And the whole "pandering" thing with him saluting and bragging about supporting the troops is pretty awful. He goes above and beyond the call of duty in doing charity work and "Make a Wish" stuff with sick kids, so it's hard to hate him on a PERSONAL level, of course (he was naturally cheating on his wife for years, but that's pretty par for the course with wrestling, unfortunately). And yes, his sheer omnipresence is mind-blowing. Whenever he's not injured (and that happens every once in a while- he's prone to coming back from injuries so quickly that I can only blame steroid use, despite him commenting repeatedly that he's clean), he's ALL OVER TELEVISION, dominating at least one Main Event Angle (think of him as wrestling's version of Wolverine of '90s Venom). And while he jobs more than pretty much any #1 Guy in history (Hogan jobbed clean ONCE in the WWF; Austin was nearly always protected as well), he nearly ALWAYS gets his win back within a couple of months, to the point where I can't think of a single wrestler who has come out of a feud with John Cena looking BETTER than when he'd started.
-The one thing that IS kinda fun is how Cena is so hated by half of his audience, but so beloved by the other half- dueling chants have broken out during live events, the MAIN BABYFACE OF THE COMPANY has entered the arena to thunderous boos, etc... it's just part of the fun now. And you could have never managed things like the "One Night Only" ECW PPV where the ECW faithful tore Cena apart in favor of Rob Van Dam without those kinds of reactions. And hearing all of the men booing him while a much-higher-voiced group of women and children cheered him is pretty funny. And yeah, apparently he's quite the looker- "Like Matt Damon on HGH", was one woman's description.
-Cena is fairly low on Skills & Advantages, but high on Will & Strength- this makes him rather cheap on points. Even his in-game stuff doesn't really seem that great- at least in M&M terms. Unless his Strength bonus goes INSANELY high after a point.

Image

DANIEL BRYAN (Brian Danielson)- YES! MOVEMENT
Hgt:
5'10" Wgt: 210 lbs.
Nicknames: The Goat, The American Dragon
Role: Ensemble Darkhorse
PL 8 (120), PL 9 (120)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+13)
Athletics 9 (+13)
Close Combat (Unarmed) 1 (+12)
Deception 2 (+6)
Expertise (Promos) 9 (+13)
Perception 2 (+5)

Advantages:
Defensive Attack, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"Super Moves- Dragon Screw/Airplane Spin" Strength-Damage +2 (Inaccurate -1) [1]
"YES! YES! YES!" Strength-Damage +4 (Extras: Multiattack 8) (Inaccurate -2) [10]

Enhanced Fighting 2 (Flaws: Limited to After Hitting Special Moves) [2]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Flurry +8 (+8 Damage, DC 23)
Speed Boost:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Flurry +10 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +8

Complications:
Relationship (Brie Bella)- The two are married.
Responsibility (Vegan)
Reputation (A B+ Player)- Bryan is thought of as good, but not great, by WWE management and The Authority, due to his short stature and unconventional appearance.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 70 / Skills: 30--15 / Advantages: 8 / Powers: 13 / Defenses: 14 (120)

---

DANIEL BRYAN (Brian Danielson)- NO! NO! NO!
Hgt:
5'10" Wgt: 210 lbs.
Nicknames: The Goat, The American Dragon
Role: Ensemble Darkhorse
PL 10 (130), PL 12 (130) Boosts
STRENGTH
5 STAMINA 5 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 4

Skills:
Acrobatics 7 (+13)
Athletics 9 (+13)
Close Combat (Unarmed) 3 (+15)
Deception 2 (+6)
Expertise (Promos) 9 (+13)
Perception 2 (+5)

Advantages:
Defensive Attack, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"Super Moves- Dragon Screw/Flying Headbutt" Strength-Damage +2 (Inaccurate -1) [1]
"YES! YES! YES!" Strength-Damage +4 (Extras: Multiattack 8) (Inaccurate -2) [10]

Enhanced Fighting 2 (Flaws: Limited to After Hitting Special Moves) [2]
Strength-Damage +2 (Flaws: Limited to After Hitting Special Moves) [1]

Offense:
Unarmed +15 (+5 Damage, DC 20)
Special Moves +13 (+7 Damage, DC 22)
Flurry +11 (+9 Damage, DC 24)
Boost:
Unarmed +17 (+7 Damage, DC 19)
Special Moves +15 (+9 Damage, DC 21)
Flurry +13 (+11 Damage, DC 23)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +15 (+17 Boost, DC 25-27), Toughness +5, Fortitude +7, Will +8

Complications:
Relationship (Brie Bella)- The two are married.
Responsibility (Vegan)
Reputation (A B+ Player)- Bryan is thought of as good, but not great, by WWE management and The Authority, due to his short stature and unconventional appearance.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 76 / Skills: 32--16 / Advantages: 8 / Powers: 14 / Defenses: 16 (130)

-Among the more fascinating stories in wrestling history has been the unexpected rise of a young Brian Danielson to the peak of the profession.
-I've actually been hearing about this guy for about fifteen years- as The American Dragon, he was an Indie darling, and well-thought-of for his offense inspired by the New Japan Junior Heavyweights. He went on to become a star for Ring of Honor, wrestling a hard-hitting, full-of-Finishing-Moves style that's since become a bit controversial, thanks to the MASSIVE injuries the style inflicted upon its users. This would actually come to bite a lot of them in the ass, as C.M. Punk, Nigel McGuinness and others have retired young thanks in part to accumulation of nasty problems like that, and would badly-hurt Brian's chances in the future. When he was hired by WWE as "Daniel Bryan", most people guessed that the smaller guy would be dwarfed in the land of giants, and he wouldn't go far. This was compounded when he was fired following an incident where he choked John Cena with a tie- the toy company that owned such a big stake in WWE objected to kids seeing that, and he was turfed.
-However, he smartly kept his complaints to himself, and was back within a couple months, suddenly getting a dominant push. And by this point, he had perfected the best thing any wrestler can perfect: Charisma. Bryan became a LIKEABLE character, whether as a beloved underdog babyface, or as a whiny, nasty heel. A team with Kane would basically strap the rocket to his ass and give him a super-push, especially once his catchphrases took over: he would scream "YES! YES YES!" when happy, and "NO! NO! NO!" when angry, complete with hande movements. This would get picked up on by crowds, extend into non-wrestling avenues (sports arenas, mostly), and make him a huge name. He was even given a shot with the World Title, with a long-running angle featuring him screwed over by Randy Orton and "The Authority", who, playing upon the knowledge that the company wanted other stars to be the top names, would "hold him back" because he was "less marketable". Naturally making him a HUGE underdog story against Corporate Groupthink. The fans wanted him as the top guy.
-However, WWE kind of tried to have other plans- John Cena was still THE GUY in their minds, and another plan was to have Dave Batista win the World Title in order to push his new movie: Guardians of the Galaxy. Due to this, the fans REVOLTED- hijacking entire shows with chants for Bryan. Main Events were booed out of the building, rival promos drowned out, and Batista's attempted triumphant return was ruined when fans turned on him- dressing in a peculiarly-Metrosexual way, looking out of shape, and getting even lazier in the ring did not help his chances. And so a fairly-unprecedented thing happened: WWE rapidly-changed their plans for WrestleMania, turned Batista Heel, and made Daniel Bryan beat not only Triple-H, but Batista & Orton, winning the World Title all by himself! This triumphant, AMAZING story lionized the fanbase and made Bryan a superstar.
-But remember that brutal ROH style I talked about earlier? Well, Bryan's hard-hitting style, quick pace, smaller body and the ROH style all combined to see him brought down by a bad neck injury- out for nearly a YEAR, he had to give up the Title and went on the shelf. Talk about a disappointing ending... made even WORSE by the fact that WWE tried the same thing NEXT YEAR, introducing other wannabe Main Guys (Roman Reigns), and actively trying to keep Bryan down AGAIN. The fans tried a do-over (ruining Reigns' Main Event run badly in the process), but it was not to be- Bryan was now seen as an Upper Midcarder at-best. Worst of all, WWE was proven RIGHT this time, as ANOTHER Bryan injury brought him down, and he had to give up ANOTHER Title (the IC belt, this time). And so what should have been the superstar moment that brought the company into their new era (The Bryan Era instead of The Cena Era)... we're just left with bitter, crushing disappointment. And a huge example of why I don't watch anymore. Not just seeing all my favourites die young, but seeing a great moment like THIS ruined because of bad luck and injuries? It's just too much.
-Bryan, looking like he's in Street Clothes in his Bronze form, and an actual humanoid Goat in his Gold form, can boost his Speed. However, in Gold, he can ALSO boost his DAMAGE, making him one of the PL 12 Golds. There's also a superhero-looking Evolved Version that's Gold level, but can do *100%* more damage after completing Combos or Signature Attacks, which would put him at some ungodly level.

Image Paige

PAIGE (Saraya Jade-Bevis)- DARK SORCERESS
Hgt:
5'8" Wgt: 120 lbs.
Nicknames: Miss Hell In Boots, The Anti-Diva
Role: Rookie Sensation
Group Affiliations: None
PL 8 (100)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Expertise (Promos) 2 (+4)
Close Combat (Unarmed) 3 (+13)
Deception 3 (+5)
Perception 2 (+4)

Advantages:
Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Queen of Darkness" Features 1: Others May Use more Special Moves After She Has Done One [1]

"Special Moves- Banshee Rage" Strength-Damage +1 (Extras: Multiattack 4) Linked to Affliction 5 (Will; Impaired/Disabled/Transformed to Powerless) (Inaccurate -1) (9) -- [11]
AE: "Rampaige" Strength-Damage +2 (Feats: Variable- Bludgeoning & Sonic) (Inccurate -1) (2)
AE: "Super Move- Paige Turner" Strength-Damage +4 (Feats: Variable- Bludgeoning & Sonic) (Inaccurate -2) (3)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Banshee Rage +11 (+4 Damage & +5 Affliction, DC 19 & 15)
Paige Turner +9 (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +5

Complications:
Enemy (The Bella Twins, A.J. Lee, The Sun)
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 52 / Skills: 26--13 / Advantages: 9 / Powers: 12 / Defenses: 14 (100)

PAIGE (Saraya Jade-Bevis)- BANSHEE KNIGHT
Hgt:
5'8" Wgt: 120 lbs.
Nicknames: Miss Hell In Boots, The Anti-Diva
Role: Rookie Sensation
Group Affiliations: None
PL 9 (108)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+14)
Deception 3 (+5)
Expertise (Promos) 2 (+4)
Perception 2 (+4)

Advantages:
Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Mistress of Death" Features 1: May Use Special Moves More Readily After her Finisher [1]

"Special Moves- Banshee Rage" Strength-Damage +1 (Extras: Multiattack 6) Linked to Affliction 6 (Will; Impaired/Disabled/Transformed to Powerless) (Inaccurate -1) (11) -- [13]
AE: "Dark Thorne" Healing 6 (Flaws: Limited to Self) (6)
AE: "Super Move- Paige Turner" Strength-Damage +4 (Feats: Variable- Bludgeoning & Sonic) (Inaccurate -2) (3)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Banshee Rage +12 (+5 Damage & +6 Affliction, DC 20 & 16)
Paige Turner +10 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +5

Complications:
Enemy (The Bella Twins, A.J. Lee, The Sun)
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 58 / Skills: 26--13 / Advantages: 9 / Powers: 14 / Defenses: 14 (108)

PAIGE (Saraya Jade-Bevis)- EVOLVED
Hgt:
5'8" Wgt: 120 lbs.
Nicknames: Miss Hell In Boots, The Anti-Diva
Role: Rookie Sensation
Group Affiliations: None
PL 10 (115), PL 11 (115) Boosted
STRENGTH
5 STAMINA 5 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+15)
Deception 3 (+5)
Perception 2 (+4)

Advantages:
Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
Strength-Damage +2 (Flaws: Requires Hitting Lesser Moves First) [1]

"Special Moves- Banshee Rage" Strength-Damage +1 (Extras: Multiattack 6) Linked to Affliction 7 (Will; Impaired/Disabled/Transformed to Powerless) (Inaccurate -1) (13) -- [15]
AE: "Clothesline" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Super Move- Paige Turner" Strength-Damage +4 (Feats: Variable- Bludgeoning & Sonic) (Inaccurate -2) (3)

Offense:
Unarmed +15 (+5 Damage, DC 20)
Special Moves +13 (+7 Damage, DC 22)
Banshee Rage +11 (+6 Damage & +7 Affliction, DC 21 & 17)
Paige Turner +10 (+8 Damage, DC 23)
Boosted:
Unarmed +15 (+7 Damage, DC 22)
Special Moves +13 (+9 Damage, DC 24)
Banshee Rage +11 (+8 Damage & +7 Affliction, DC 23 & 17)
Paige Turner +10 (+10 Damage, DC 25)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +15 (DC 25), Toughness +5, Fortitude +7, Will +5

Complications:
Enemy (The Bella Twins, A.J. Lee)
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 64 / Skills: 24--12 / Advantages: 9 / Powers: 16 / Defenses: 14 (115)

-Paige is one of the newest and youngest wrestlers in the company- she's the first Title holder in history to be born after 1990! And she won the Divas Title in her DEBUT, no less- having gotten a lucky pin on a bragging A.J. Lee, who then began feuding with her. Paige was well-thought-of in the NXT training promotion, but her RAW matches were quite sloppy, and her promos a little stutter-y- I think the young Paige just had stage fright and couldn't deal with having a shorter period of time to do her stuff. A lot of trainees have those problems, actually. Paige is notable for her very thick English accent, and her EXTREMELY pale skin. Like, ghostly-white. She dresses in a quasi-Goth style and wears dark eyeshadow, generally looking like a teenager (though she's like 23). She's apparently 5'8", but doesn't look that tall on TV. As she's still new, her career has basically consisted of feuding with whomever the top female in the company is (generally A.J. & the Bellas).
-Bronze Paige gives her teammates more Adrenaline by using her Specials, and uses a lot of close-range Sonic Screams as offense. Silver Paige is mostly the same, but also has a Healing technique. A third, Evolved form, allows her to gain boosted damage to her attacks should she hit the prior move first (ie. her #2 move hits harder if she hit her #1 move first. After #2 hits, her #3 is more powerful).

Image

BROCK LESNAR- THE BEAST INCARNATE
Hgt:
6'3" Wgt: 286 lbs.
Nicknames: The Beast
Role: Powerhouse, Murderous Monster Heel
Group Affiliations: The Heyman Family
PL 9 (115), PL 10-11 (115) Boosts
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+7)
Athletics 7 (+13)
Close Combat (Unarmed) 2 (+12)
Expertise (Promos) 7 (+7)
Intimidation 14 (+14)
Perception 2 (+3)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Prone Fighting, Ranged Attack 2, Startle

Powers:
"Conqueror" Strength-Damage +2 (Flaws: Limited to After Beating an Opponent) [1]
"Bestial Rage" Enhanced Strength 2 (Flaws: Fades) [2]

"Ground and Pound" Strength-Damage +1 (Extras: Multiattack 7) (Inaccurate -1) (7) -- [8]
AE: "F-5" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Lava) (Inaccurate -2) (3)

Offense:
Unarmed +12 (+6 Damage, DC 21)
Ground & Pound +10 (+7 Damage, DC 22)
F-5 +8 (+10 Damage, DC 25)
Bestial Rage:
Unarmed +12 (+8 Damage, DC 23)
Ground & Pound +10 (+9 Damage, DC 24)
F-5 +8 (+12 Damage, DC 27)
Conqueror:
Unarmed +12 (+10 Damage, DC 25)
Ground & Pound +10 (+11 Damage, DC 26)
F-5 +8 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +9, Will +6

Complications:
Responsibility (Unfriendly)- Brock doesn't like people. The only phone he owns is on a post a mile from his front door near Regina, Saskatchewan. He reacts arrogantly and ungraciously to anyone he views as even slightly-disrespectful, and thinks the idea of fighters tapping gloves before a fight is stupid.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 58 / Skills: 36--18 / Advantages: 13 / Powers: 11 / Defenses: 15 (115)

---

BROCK LESNAR- CYBORG
Hgt:
6'3" Wgt: 286 lbs.
Nicknames: The Beast
Role: Powerhouse, Murderous Monster Heel
Group Affiliations: The Heyman Family
PL 10 (124), PL 11 (124) Boost
STRENGTH
8 STAMINA 9 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+7)
Athletics 7 (+13)
Close Combat (Unarmed) 2 (+12)
Expertise (Promos) 7 (+7)
Intimidation 14 (+14)
Perception 2 (+3)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (Special Moves), Improved Grab, Improved Hold, Prone Fighting, Ranged Attack 2, Startle

Powers:
"Bloodthirst Overdrive" Enhanced Fighting 2 (Flaws: Limited to After Beating an Opponent) [2]

"Ground and Pound" Strength-Damage +1 (Extras: Multiattack 9) (Inaccurate -1) (9) -- [11]
AE: "Cyborg Strength" Strength-Damage +2 (Inaccurate -1) (1)
AE: "F-5" Strength-Damage +4 (Feats: Variable Descriptor- Unarmed & Lava) (Inaccurate -2) (3)

Offense:
Unarmed +12 (+8 Damage, DC 23)
Cyborg Strength +10 (+10 Damage, DC 25)
F-5 +8 (+12 Damage, DC 27)
Bloodthirst:
Unarmed +14 (+8 Damage, DC 23)
Cyborg Strength +12 (+10 Damage, DC 25)
F-5 +10 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (+13 Boost, DC 21-23), Toughness +9, Fortitude +11, Will +6

Complications:
Responsibility (Unfriendly)- Brock doesn't like people. The only phone he owns is on a post a mile from his front door near Regina, Saskatchewan. He reacts arrogantly and ungraciously to anyone he views as even slightly-disrespectful, and thinks the idea of fighters tapping gloves before a fight is stupid.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 66 / Skills: 36--18 / Advantages: 12 / Powers: 13 / Defenses: 15 (124)

-Brock Lesnar is of course famous for being both a pro wrestler, AND the UFC World Heavyweight Champion- a freak athlete with borderline superhuman strength, young Brock became an NCAA champion amateur wrestler. This gave him the fast track to WWE success, especially since owner Vince McMahon has a deep-seated love of muscular male physiques (Brock is so big and tough-looking that he was the basis for The Armored Titan in Attack on Titan). As a result, Brock was given the proverbial "Rocket Push" straight away, getting put over popular acts like the Hardy Boyz, and even destroying HULK HOGAN in one of the most one-sided contests in years. He became the youngest World Champion ever by eating The Rock at SummerSlam, and pummelled guys up and down the card, both as a hated Monster Heel (with the slimy piece of crap Paul Heyman as his manager), and as a Babyface (though in this form, he suffered from Vince's classic "the hero must always be a smiling, happy guy" syndrome, making him look like a giant dingus).
-Unfortunately... Brock didn't care for pro wrestling at all. A natural athlete, he nonetheless hated the constant travel and the fame that was associated with his role. At the peak of his fame, he basically announced he was quitting the business for good, and put on an infamously half-assed performance at WrestleMania against Bill Goldberg (who was also quitting that night) while the fans tore the match apart. He attempted to walk onto an NFL team, and damn near did it (an astonishing feat given that he was in his mid-20s and never played college ball), missing out at the very end (it's just too hard to learn the game after a point). After that, it was the UFC, where he became the biggest star in their history.
-Brock in the UFC was a hilarious thing- the UFC faithful (d-bags in TAPOUT t-shirts) DESPISED him for being a pro wreslter who just came into their yard and became dominant. They BEGGED for him to finally lose, as he smashed several challengers (after his debut loss against Frank Mir, he came roaring back and basically murdered the guy in a rematch), beat beloved World Champion Randy Couture, and more. His natural persona, that of an arrogant, unfriendly, ungracious ass, made for GREAT T.V., and made him a real-life Monster Heel (as he openly bragged about beating Mir, ripped on UFC's sponsors for not paying him, and basically drew attention to himself). Unfortunately, a bad bout of sickness (diverticulitis) nearly killed him, and he returned to basically get beaten badly by Cain Velasquez (Brock, like many strong fighters, had a mental issue with getting punched in the face, and kind of "turtled", getting pummelled), and he retired almost immediately.
-From there, Brock returned to wrestling- albeit with limited dates. In a foolish move, the company had him job to John Cena in his first match back, and spent the next couple years rebuilding him, until he did the impossible and CONQUERED THE UNDERTAKER'S UNDEFEATED STREAK at WrestleMania. This led to him demolishing Cena and becoming World Champion, despite only wrestling every couple months- a controversial plan that left the company without its true "headliner" for a long time. Brock is still currently a top star, but again only shows up rarely. One a recent show, he drew a HUGE reaction by throwing a massive shit-fit after losing the World Title to a conniving Seth Rollins and being robbed of a rematch, and ripped the entire ring area to pieces, badly-injuring the announce team, giving Michael Cole, a referee, and a CAMERAMAN his finisher, and left the arena to a chorus of mad cheers. Because despite being a Monster Heel, Brock is DOMINANT and TOUGH, and thus draws the fans' respect, especially in a company that tends to enjoy de-pushing hot acts so they don't get too big for their britches (unfortunately, a policy set off by Brock himself, as Vince didn't want anyone ELSE quitting for other shores once they got famous).
-Brock is a Powerhouse on the level of Undertaker or Kane, with a Multiattack strike, the huge F-5 finisher, and a high-strength Punch at Gold level, and a Strength Boost at Silver. This has the odd effect of giving his Silver Version TWO boosts to Strength, making his PL a little weird.

Image

TRISH STRATUS (Patricia Stratigeas)- WHITE WITCH
Hgt:
5'4" Wgt: 125 lbs.
Nicknames: Stratusfaction
Role: Top-Level Diva
Group Affiliations: T&A
PL 8 (118)
STRENGTH
3 STAMINA 3 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+13)
Deception 5 (+8, +13 Attractive)
Insight 3 (+6)
Perception 2 (+5)
Persuasion 3 (+6, +11 Attractive)

Advantages:
Attractive 2, Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 2, Seize Initiative

Powers:
"Stratusfying Management" Protection 1 (Extras: Affects Others Only +0, Reaction +3, Area- 30ft. Burst) (Flaws: Limited to Male Teammates) [4]

"Super Moves- Headscissors" Strength-Damage +2 (Inaccurate -1) [1]
"Air Stratus" Strength-Damage +1 (Extras: Multiattack 4) (Inaccurate -1) (5) -- [6]
AE: "Stratusfaction" Strength-Damage +4 (Inaccurate -2) (2)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Special Moves +11 (+5 Damage, DC 20)
Air Stratus +11 (+4 Damage, DC 19)
Stratusfaction +9 (+7 Damage, DC 22)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +7

Complications:
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 64 / Skills: 34--17 / Advantages: 11 / Powers: 11 / Defenses: 15 (118)

TRISH STRATUS (Patricia Stratigeas)- ANGELIC KNIGHT
Hgt:
5'4" Wgt: 125 lbs.
Nicknames: Stratusfaction
Role: Top-Level Diva
Group Affiliations: T&A
PL 10 (123)
STRENGTH
4 STAMINA 4 AGILITY 6
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+14)
Athletics 10 (+13)
Close Combat (Unarmed) 3 (+16)
Deception 5 (+8, +13 Attractive)
Insight 3 (+6)
Perception 2 (+5)
Persuasion 3 (+6, +11 Attractive)

Advantages:
Attractive 2, Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 2, Seize Initiative

Powers:
"White Aegis" Features 2: Increases Adrenaline of Her Team for 2 Rounds (Flaws: Limited to After Successful Parry) [1]

"Super Moves- Headscissors & Tornado Suplex" Strength-Damage +2 (Inaccurate -1) [1]
"Stratusfaction" Strength-Damage +4 (Inaccurate -2) [2]

Offense:
Unarmed +16 (+4 Damage, DC 19)
Special Moves +14 (+6 Damage, DC 21)
Stratusfaction +12 (+8 Damage, DC 23)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +16 (DC 26), Toughness +4, Fortitude +6, Will +7

Complications:
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 74 / Skills: 34--17 / Advantages: 11 / Powers: 4 / Defenses: 17 (123)

-Trish Stratus' improvement came as a bit of a surprise. I'd actually heard of her years before her wrestling debut, as she was a recurring Fitness Model in MuscleMag (she did a lot of photoshoots with the near-identical Stacey Lynn). When she debuted in the WWF, she was the manage of Test & Albert, known as T&A (ho ho), lacked any sort of charisma, and pretty much just walked around and smirked alot. But then, some strange things started happening. She gained experience on the mic and became an in-ring performer. And then she got REALLY REALLY GOOD at it. I mean, she went from a non-wrestler to one of the best women's wrestlers in U.S. history! She actually became one of the most-interesting wrestlers to watch on RAW, because she would ADD new moves to her offense with each passing month! She'd go from the Slingshot Bulldog to the "Matrix Move" (a back-arching dodge followed by a handstand/headscissors takedown) to the "Chick Kick" (basically a kick to the head). As this was the time period when a bloated, lazy Triple-H was ruling RAW with an iron fist, it made her REALLY stand out.
-The fact that she was arguably the most "Stereotypically Hot" Diva on the roster helped her career, too. Ripped like a fitness model should be, she had big breast implants, used the "Pamela Anderson" school of makeup (heavy eyeshadow and lip liner), and bleached her dark Greek roots blonde. This made her Vince McMahon's wet dream, and they got a LOT of use out of her as a sexpot (though this lessened a bit as she got better in the ring- Trish herself said she was uncomfortable with the idea of stripping nude for Playboy as so many others had done). Honestly, while she was obviously hot (like, SUPER hot), the whole look she had wasn't really my ideal- I prefered quite a few other women (the amazonian psycho lesbian Victoria, the curvy Good Girl Molly Holly, the cougarish fitness-y Ivory). All in all, though, she's pretty much the greatest WWE Diva of all time- nobody else mixed in-ring skills and looks with promos and charisma like she did.
-Trish retired in her mid-30s as the top Diva ever, and has gone on to have a successful Yoga-based business and more- she actually looks hotter in modern pictorials than she did in her youth, thanks to a more toned yoga-body and her natural, darker hair.
-White Witch Trish Stratus (a Bronze-level character with a really good superhero-ish design) has the odd ability to enhance her male teammates' attributes. Angelic Knight (looking like some combination of Thor & a Greek Goddess mixed with Power Girl's Boob Window) has the weirder ability to enhance her team's Adrenaline regeneration for a short period of time. Nothing really in the game for that aside from a Feature, I think.

Image

SHEAMUS (Stephen Farrelly)- ANCIENT DRUID
Hgt:
6'4" Wgt: 267 lbs.
Nicknames: The Celtic Warrior
Role: Wannabe Main Eventer
PL 8 (104), PL 9 (104) Boosted
STRENGTH
5 STAMINA 6 AGILITY 4
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+9)
Deception 2 (+5)
Expertise (Promos) 3 (+6)
Perception 1 (+2)

Advantages:
Close Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Grab, Improved Hold, Ranged Attack 2

Powers:
"Mystic Defense" Enhanced Fighting 1 (Extras: Affects Others, Area- 30ft. Burst, Reation +3) [14]
Leaping 1 (15 feet) [1]

"Brogue Kick" Strength-Damage +4 (Inaccurate -2) (2) -- [3]
AE: "Super Moves- Irish Curse/Beast of Bouldron" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +11 (+5 Damage, DC 20)
Special Moves +9 (+7 Damage, DC 22)
Brogue Kick +7 (+9 Damage, DC 24)
Boost:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Brogue Kick +9 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (+12 Boost, DC 20-22), Toughness +6, Fortitude +8, Will +5

Complications:
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.
Enemy (The Sun)- Just look at the guy.

Total: Abilities: 64 / Skills: 10--5 / Advantages: 8 / Powers: 16 / Defenses: 11 (104)

---

SHEAMUS (Stephen Farrelly)- CELTIC WARRIOR
Hgt:
6'4" Wgt: 267 lbs.
Nicknames: The Celtic Warrior
Role: Wannabe Main Eventer
PL 9 (111), PL 10 (111) Boosted
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+9)
Deception 2 (+5)
Expertise (Promos) 3 (+6)
Perception 1 (+2)

Advantages:
Close Attack, Fast Grab, Improved Critical (Special Moves), Improved Defense, Improved Grab, Improved Hold, Ranged Attack 2

Powers:
"Mystic Defense" Protection 2 (Extras: Affects Others, Area- 30ft. Burst, Reation +3) [12]
Leaping 1 (15 feet) [1]

"Brogue Kick" Strength-Damage +4 (Inaccurate -2) (2) -- [3]
AE: "Super Moves- Irish Curse/White Noise" Strength-Damage +2 (Inaccurate -1) (1)

Offense:
Unarmed +12 (+6 Damage, DC 21)
Special Moves +10 (+8 Damage, DC 23)
Brogue Kick +8 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +6 (+8 Boost), Fortitude +8, Will +5

Complications:
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.
Enemy (The Sun)- Just look at the guy.

Total: Abilities: 70 / Skills: 10--5 / Advantages: 8 / Powers: 16 / Defenses: 12 (111)

-Sheamus is a perfect example of everything that's wrong with how WWE pushes guys. First off, he debuted with a single name, which is a weird WWE "Branding" thing that makes no sense to me (is "Batista" somehow better than "Dave Batista"? Never mind Antonio Cesaro & Aleksander Rusev losing their first names as their pushes began). An athletic, well-built young man, Sheamus got known as "Triple-H's Workout Buddy" (not sure how fair that is), and was immediately given a huge push upon his debut, becoming one of the fastest-rising stars in history- he won one of the two WORLD TITLES in his FIRST YEAR with the company. This was chalked up as obvious favouritism (he'd hardly earned it the way most wrestlers have to) and Vince's focus on good physiques, and a big push on a guy who just wasn't ready for it. A couple more Title wins in that first year, he suddenly lost a bunch, and the company did it's standard "De-Push the hot new star" thing, sending him spiralling into the eternal midcard, where dozens of guys sit, just trading wins back and forth.
-And there Sheamus as sat for the next four years- he wins some, he loses some, and he never gets anything higher than the U.S. Title anymore. Basically, he's YET ANOTHER GUY who was given the World Titles too soon, then dumped back into the midcard, which cheapens the Titles and makes him look like a loser has-been, because once you hit the PEAK, anything ELSE looks like a failure. He shares that rep with guys like Dolph Ziggler & Jack Swagger, who were also given the belt way, way too early in their careers, and have suffered immensely for it. All because WWE seems to want to give guys an immediate push and "the rub" by winning important World Titles, but ALSO doesn't want them getting TOO popular, lest they upset the natural order of things, or quit WWE as top acts (like Brock Lesnar & Bobby Lashley did). This ends up hurting not only the wrestlers affected, but the company as a whole.
-Sheamus... isn't awful. But in another case of everything that's wrong with the way WWE pushes guys, he's basically a Cookie-Cutter Wrestler- every Sheamus match is the same. He slots in his moves at random points for his comebacks, hits them all the same every time, and more. I give him props for having a slightly more-varied offense than many wrestlers these days (including a Submission, a Strike, an a Power Move, which gives him versatility), but he's just too much of exactly what everyone else is. Aside from his freakishly-pale skin and wild hair (seriously, he's like a bleached Super Saiyan), his appearance couldn't possibly be any more "what every wrestler looks like". I find his promos pretty dull, too, as he just smirks, acts like he's having fun, and says "Fella!" a lot. I'm just not a fan.
-Sheamus has good Buffing abilities- increasing his own abilities along with his teammates. As a Bronze fighter, the Ancient Druid boosts everyone's Speed, and as a Silver Celtic Warrior, he boosts their Health.

Image

"STONE COLD" STEVE AUSTIN (Steve Williams)- ICEBOUND WATCHER
Hgt:
6'2" Wgt: 250 lbs.
Nicknames: "Stunning" Steve Austin, The Ringmaster, The Rattlesnake, Ice Dagger
Role: Arrogant Pretty-Boy, Angry Renegade, Bad-Ass Anti-Hero
Group Affiliations: The Hollywood Blonds, The Dangerous Alliance
PL 9 (129)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 5

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 1 (+13)
Expertise (Promos) 14 (+19)
Expertise (Football Player) 1 (+7) -- Uses Strength
Insight 2 (+5)
Intimidation 4 (+9)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2, Startle

Powers:
"Super Moves- One For The Road/Mudhole Stomp" Strength-Damage +2 (Extras: Multiattack 7) (Inaccurate -1) (8) -- [9]
AE: "Stone Cold Stunner" Strength-Damage +4 (Inaccurate -2) Linked to Features 2: Summons Truck For Part of the Damage (4)

Healing 8 (Extras: Move Action +2) (Flaws: Limited to After Hitting Special Move, Limited to After Being Staggered, Limited to Amount of Health Taken From Opponent) [8]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Stunner +9 (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5, Fortitude +7, Will +10

Complications:
Relationship (Various Women)- Austin has been married three times, twice to women in the wrestling business (Jeannie Clarke & Debra McMichael).
Disabled (Injured Neck)- A botched Tombstone Piledriver from Owen Hart left Austin temorarily paralyzed, and he went against the advice of his doctors for years in continuing to wrestle with the injured neck. Even a few surgeries and long recovery time could not save it completely, and he was forced to retire.
Enemy (Vince McMahon, Brian Pillman, Bret Hart, The Undertaker, Kane, Triple-H, The Rock, Shawn Michaels)- Austin, as a top-level Main Eventer, has amassed an enormous, powerful list of enemies.

Total: Abilities: 72 / Skills: 26--13 / Advantages: 8 / Powers: 18 / Defenses: 18 (129)

---

"STONE COLD" STEVE AUSTIN (Steve Williams)- TEXAS RATTLESNAKE
Hgt:
6'2" Wgt: 250 lbs.
Nicknames: "Stunning" Steve Austin, The Ringmaster, The Rattlesnake, Ice Dagger
Role: Arrogant Pretty-Boy, Angry Renegade, Bad-Ass Anti-Hero
Group Affiliations: The Hollywood Blonds, The Dangerous Alliance
PL 10 (128), PL 12 (128) Boost
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 3 PRESENCE 5

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 1 (+14)
Expertise (Promos) 14 (+19)
Expertise (Football Player) 1 (+7) -- Uses Strength
Insight 2 (+5)
Intimidation 4 (+9)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2, Startle

Powers:
"Super Moves- One For The Road/Mudhole Stomp" Strength-Damage +2 (Extras: Multiattack 7) (Inaccurate -1) (8) -- [9]
"Stone Cold Stunner" Strength-Damage +4 (Inaccurate -2) Linked to Features 2: Summons Truck For Part of the Damage (4)

"Anti-Hero" Strength-Damage +4 (Flaws: Limited to After Being Hit By Special Moves) [2]

Offense:
Unarmed +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Stunner +10 (+10 Damage, DC 25)
Boost:
Unarmed +14 (+10 Damage, DC 25)
Special Moves +12 (+12 Damage, DC 27)
Stunner +10 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +6, Fortitude +8, Will +10

Complications:
Relationship (Various Women)- Austin has been married three times, twice to women in the wrestling business (Jeannie Clarke & Debra McMichael).
Disabled (Injured Neck)- A botched Tombstone Piledriver from Owen Hart left Austin temorarily paralyzed, and he went against the advice of his doctors for years in continuing to wrestle with the injured neck. Even a few surgeries and long recovery time could not save it completely, and he was forced to retire.
Enemy (Vince McMahon, Brian Pillman, Bret Hart, The Undertaker, Kane, Triple-H, The Rock, Shawn Michaels)- Austin, as a top-level Main Eventer, has amassed an enormous, powerful list of enemies.

Total: Abilities: 78 / Skills: 26--13 / Advantages: 8 / Powers: 11 / Defenses: 18 (128)

-Some guys are pretty much a "total package" situation, where fans just KNOW they're going to be big some day. To WCW fans, that situation was seen in Steve Austin, a young man who debuted in WCCW after failing at a football career. Austin was considered immediately good by everyone around him, and moved on to the USWA and eventually WCW, where he became an instant "name" on the undercard as TV Champion. He was a central guy to Paul E.'s "Dangerous Alliance" (a big-time heel stable to fans who were watching at the time), and started gaining credibility. Austin's team with Brian Pillman, The Hollywood Blonds, became the stuff of legend- a super-popular team of great workers who cut "Funny Heel" promos (some of the first of their kind) to earn the respect of "Smart Fans", and feuded with top-tier acts, dominating the WCW Tag division. Sadly, injuries and politics (it's alleged that Ric Flair was threatened by them, among others) split the team up before they could REALLY become legends, so the Blonds remain a great "what if" story in the business. A singles run did okay, but since Eric Bischoff perceived Austin as lacking marketability (hee), and he was becoming prone to injuries, he was fired from WCW in 1995.
-While on the shelf, Austin hooked up with old buddy Paul Heyman in ECW, where he developed his eventual persona as a tough-talking Funny Bad-Ass. He absolutely RIPPED on everyone in wrestling at the time, poking fun at Hulk Hogan and others. Mixing his star power with ECW's chaotic, rebellious energy proved to be lighting in a bottle, though it'd be one slow-ass release. Austin actually never won the ECW World Title at the time (Mikey Whipwreck was the "lucky Title winner" and The Sandman as a then-huge face), apparently at his own request to be "the hunter".
-Old allies Jim Ross & Kevin Nash later convinced Vince McMahon to bring Austin in- with a generic "Ringmaster" name and buzzcut, shaving off his terrible stringy blonde hair (which was rapidly-thinning by that point). The Ringmaster was Ted DiBiase's "Elite" secret hire for his Million Dollar Corporation- a pretty solid Midcard position for a heel since he was introduced as "The Million Dollar Champion" (DiBiase's old schtick when his singles push ended up with no Gold). Unfortunately, Austin was used as a flavourless guy with a tired DiBiase as a mouthpiece, and never allowed to get any solid wins. How bad was it? I STILL remember his debut solo match, in which he was booked to go like TEN MINUTES with some jobber, which made him look RIDICULOUS.
-Things'd get worse- a feud with Savio Vega was all he could muster at first, and Vega's solo push was one of the dumber aspects of the New Generation era. But he'd improve steadily as a performer, taking on a more bad-ass renegade appearance, shaving his head and growing a goatee, and then claiming to purposely lose a match in order to get DiBiase fired from the WWF so he could go solo. Soon, he quietly became "Stone Cold" Steve Austin (after rejecting potential nicknames like Ice Dagger). Austin's bad-ass heel act was AWESOME. Especially when he used a throwaway line like "Well AUSTIN 3:16 says I just WHIPPED yer ass!" when he got a surprise King of the Ring win against Jake Roberts.
-There's an energy to him in this era that's hard to describe to later people, though a lot of it is because he was one of the first wrestlers to regularly swear on TV (which seemed really edgy for the New Generation era)- it was enough to get him MAJOR cheers in my hometown when he beat up Fake Razor Ramon, to the point where "Pro Wrestling Illustrated" commented on it in their "House Show Report" section, all "in Red Deer, Alberta, Steve Austin got surprising cheers in his match". It'd get even bigger as time went on, and fans started responding to it more and more. Crazy stuff like beating the hell out of Brian Pillman then THREATENING HIS FAMILY while Pillman tried to shoot him are particular stand-outs, making Austin "must-see" to fans. Surprisingly, Vince had decided to do the slow-burn push with this fairly bland-looking guy without 80 extra pounds of muscle on him.
-Austin soon got his big shot in a feud with Bret Hart. They wrestled TWO ***** classics in that span, in which Austin's behavior started making him even MORE popular than the top faces at the time, and so they capped it off with the single greatest Double Turn in wrestling history, where Bret got turned into a heel (despite feeling completely justified with his actions- the mark of a great bad guy) and Austin a face by virtue of being SO AWESOME as to refuse to tap out in the hardest submission in wrestling while bleeding profusely- providing wrestling with it's most iconic moment ever.
-The rest is basically history. Austin was SO big feuding with The Hart Foundation (one of the greatest RAW moments in history- Austin revealing himself as the ambulance driver JUST TO KICK BRET'S CRIPPLED ASS SOME MORE) that his Title run was inevitable. He was good enough that he could effortlessly play a horrible villain in Canada while being a dangerous bad-ass face in the U.S. A horrific injury at SummerSlam against Owen Hart nearly finished his career and changed the course of wrestling history, but thankfully Austin was able to work through the injury and merely change his formerly-technical style to a straight example of brawling. He segued from Owen to The Rock (setting off both their inevitable rises), and finally became the World Champion, unseating Shawn Michaels and feuding with Vince McMahon, who'd used the fallout from The Montreal Screwjob to become the most-hated heel in the businses.
-Combining Rock's ascendancy AND Austin's rise was brilliant, especially once they got through a few iffy months using lesser talents and The Undertaker in the Main Event slot to buy time for Rock to gain credibility. By Austin's first Title Run, wrestling was officially "in" again, and almost everybody knew what was going on. By Austin/Rock at WrestleMania, wrestling was bigger than it had EVER been- the WWF at this point was the hottest company in the history of the business. What more can be said of The Attitude Era? It's basically The Austin Era, with a few bits taken out while he was badly injured or recovering from surgeries to his neck. The Rock basically became as popular as Austin did (though in a pinch, the fans ALWAYS sided with Austin, who was cooler than the Rock, who was arrogant even as a good guy), with Foley & Triple-H as solid backdrop challengers. Austin did the sort-of inevitable Heel Turn, though the fans didn't really buy it, and this set off a down period for the company during the stupid-as-hell InVasion Angle. Austin as the mewling baby was a fascinating character choice (essentially desperate for attention from others), but didn't really work in most fans' eyes, and so it bombed.
-Sadly, this was the downswing for Austin, as injuries piled up. Feuds with Booker T & The Rock didn't light the world on fire anymore, he briefly "took his ball and went home" when he refused some shitty angles (OH HEY A WRESTLER WHO REFUSED TO DO A JOB HOW 'BOUT THAT) and the whole company was basically dragging his name through the mud, and he was eventually so injured that he had to retire (fittingly, at WrestleMania and putting over The Rock out of respect for what they'd been to each other). This set off the Sherriff Austin Angle, which was REALLY awful because he was too injured to actually take offense from guys, and so looked like a bad-ass while all the heels had to job like idiots. Eventually, however, Austin regain his credibility and respect with the fans. It wasn't easy (the Ball-Taking, beating his wife, the Sherriffing, etc.), but now he's pretty much solidly considered one of the greatest wrestlers in history, and probably the #1 Most Popular of All-Time, though Hulk Hogan is probably still a more recognizable name.
-As a wrestler, he was ridiculously complete, especially once he'd shifted to a more bad-ass shaved-head appearance (enough cannot be said about what this meant for the business- suddenly EVERY wrestler either had a shaved head or black trunks- Royal Rumbles would never be more monochromatic). His workrate tumbled post-neck injury (before that, he was consistently an A-level worker), but even as a brawler his timing was impeccable, and he was able to carry some REAL slugs to good matches. His Charisma? Almost unmatchable- I've NEVER seen someone manipulate an audience like ol' Steve. That Canadian Stampede match where he's able to taunt and egg on the crowd FROM THE APRON, all eyes on him, while nine other guys are in the match is positively unreal. He's one of the funniest wrestlers ever, too, and not in the whacky Mick Foley way or the "laugh out loud jokes" way like The Rock- he's flat-out hilarious because he insults people to the core of their soul while swearing.
-For "Real World" stats, Austin is as good at promos as The Rock (which is saying something), but a worse fighter overall- few considered him one of the "tough guys" and he was less likely to just go off and kill someone as Savage was. But PL 3 is still pretty good.
-The game's Stone Cold has a Silver & Bronze version. The weird, ice-blocky Silver version can Heal damage taken once he's below 50% health (Staggered, I guess) and hits his own Special Move, and the Gold version does a LOT more damage after he's been hit by Special Moves.
Image

Nobody does Berserker Fury like the Macho Man, YEAH...

"MACHO MAN" RANDY SAVAGE (Randy Poffo)- MACHO KING
Hgt:
6'2" Wgt: 245 lbs.
Nicknames: The Macho King
Role: Psychopathic Hero
Group Affiliations: The Mega Powers, The New World Order
PL 10 (143)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 14 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 5 (+9)
Athletics 8 (+13)
Expertise (Promos) 11 (+15)
Expertise (Baseball Player) 3 (+5) -- Uses Dexterity
Intimidation 3 (+7)

Advantages:
All-Out Attack, Daze (Intimidation), Fascination (Promos), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Move-By Action, Ranged Attack 2

Powers:
"The King's Subjects"
Protection 2 (Extras: Affects Others Only, Area- 30ft. Burst, Reaction +3) [10]
Strength-Damage +2 (Extras: Affects Others Only, Area- 30ft. Burst, Reaction +3) [10]
Leaping 1 (15 feet) [1]

"Special Moves- Macho Drop" Strength-Damage +1 (Inaccurate -1) Linked to Affliction 5 (Will; Impaired/Disabled/Transformed to Powerless) (5) -- [7]
AE: "Sceptre Smash" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Elbow Drop" Strength-Damage +4 (Inaccurate -2) (2)

Offense:
Unarmed +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Macho Drop +12 (+7 Damage & +5 Affliction, DC 21 & 15)
Elbow Drop +10 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +6, Fortitude +8, Will +8

Complications:
Relationship (Hulk Hogan)- Macho Man loved Hulk Hogan like a brother, but the jealousy in his heart for Hogan's stardom, and his relationship with Elizabeth, drove Savage to betray his closest friend and swear vengeance on him.
Relationship (Miss Elizabeth)- Savage was a controlling, borderline-abusive boyfriend to his beautiful female manager. He grew more respectful when he turned Babyface, but slowly grew more and more controlling and enraged when she showed attention to Hulk Hogan. Eventually, he was driven insane, chasing her away- it would take the end of his in-ring career and Sensational Sherri beating on him to bring Liz back to his side- they were soon married.

Total: Abilities: 76 / Skills: 30--15 / Advantages: 8 / Powers: 28 / Defenses: 16 (143)

---

"MACHO MAN" RANDY SAVAGE (Randy Poffo)- RENEGADE
Hgt:
6'2" Wgt: 245 lbs.
Nicknames: The Macho King
Role: Psychopathic Hero
Group Affiliations: The Mega Powers, The New World Order
PL 10 (141)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 14 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 5 (+9)
Athletics 8 (+13)
Expertise (Promos) 11 (+15)
Expertise (Baseball Player) 3 (+5) -- Uses Dexterity
Intimidation 3 (+7)

Advantages:
All-Out Attack, Daze (Intimidation), Fascination (Promos), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Move-By Action, Ranged Attack 2

Powers:
"Spreading Madness" Affliction 6 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Area- 30ft. Burst, Selective) Linked to Macho Drop [18]
Leaping 1 (15 feet) [1]

"Special Moves- Macho Drop" Strength-Damage +1 (Inaccurate -1) Linked to Affliction 5 (Will; Impaired/Disabled/Transformed to Powerless) (5) -- [7]
AE: "Chain Toss" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Elbow Drop" Strength-Damage +4 (Inaccurate -2) (2)

Offense:
Unarmed +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Macho Drop +12 (+7 Damage & +5 Affliction, DC 21 & 15)
Elbow Drop +10 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +6, Fortitude +8, Will +8

Complications:
Relationship (Hulk Hogan)- Macho Man loved Hulk Hogan like a brother, but the jealousy in his heart for Hogan's stardom, and his relationship with Elizabeth, drove Savage to betray his closest friend and swear vengeance on him.
Relationship (Miss Elizabeth)- Savage was a controlling, borderline-abusive boyfriend to his beautiful female manager. He grew more respectful when he turned Babyface, but slowly grew more and more controlling and enraged when she showed attention to Hulk Hogan. Eventually, he was driven insane, chasing her away- it would take the end of his in-ring career and Sensational Sherri beating on him to bring Liz back to his side- they were soon married.

Total: Abilities: 76 / Skills: 30--15 / Advantages: 8 / Powers: 26 / Defenses: 16 (141)

-When they make those short lists for "The Greatest of All Time", there is one name you will always see on any list that isn't a giant piece of crap: The f***ing Macho Man. I would say that beyond a shadow of a doubt, he is the most complete wrestler ever. Savage was a break-out star in Memphis, and farted around the Southern indies for a shocking 12 years, and then was hired on to the WWF after his baseball career petered out ('twas his first love). He immediately made a huge splash and became a mega-star, his natural charisma overwhelming everyone. He had a great early angle featuring him testing all the Heel managers to see which one he'd pick: he gathered training from each of them, learned a bunch of stuff, then trotted them out and dumped the lot of them, taking his giga-hottie wife Miss Elizabeth as a manager instead.
-Savage was an AWESOME heel- he wrestled like a psychopath, cheated constantly, and here was this beautiful girl out there that he treated like utter crap, making every man and woman in the audience HATE HIM (women hated his abusive nature; men wanted to "save" Liz). Entire angles would be centered around guys protecting her from getting the crap kicked out of her by the Macho Man (who always seemed about two seconds away from backhanding her over the merest slight), and he'd STILL be using her as a human shield. His work in the ring was unparalleled. I can name maybe five or six guys who equaled Savage for sheer in-ring perfection with their moves- every move he had was beautifully-done. I've seen him do an amazing AIRPLANE SPIN- how do you improve upon the most basic move ever? His timing was impeccable- he's one of those guys who liked to plan matches out ahead of time, which drove some "improv" guys NUTS (Flair & Steamboat hated it), but how many of those guys ever went to five-f***ing-stars with THE ULTIMATE WARRIOR? That's like the pro wrestling equivalent of turning water into wine, or making a good TV series featuring Sinbad.
-Savage/Liz is probably the greatest angle in wrestling history. At first, every man in the audience was protective of the cute girl in the abusive relationship with the embodiment of all those nutso savages who beat them up in high school. Finally, she was able to bring out the good in him, as he fought to save her from the Honky Tonk Man & the Hart Foundation, and called down Hulk Hogan to team up. The Mega-Powers were the ultimate Babyface Team, and Liz managed them both. But then Savage got jealous, angry over the Hulkster stealing the spotlight (like all great villains, you could kinda see his point), and thinking Hogan had eyes for his woman. Finally, Savage SNAPPED, watching Hogan abandon a tag match to help out an injured Elizabeth. The Mega-Powers EXPLODED, giving us one of the greatest Main Event Feuds in history.
-Finally, Liz left him. And Savage replaced all that was good about women (pure, pretty, innocent, kind, loyal, sweet) with everything that was bad about them (The Sensational Sherri was slutty, vulgar, destructive, vicious and mean). Sadly, he was downgraded after a fairly quick-for-the-era Hogan feud (they could've gone all YEAR with the heat they had), doing a Ted DiBiase gimmick as an Upper-Card Heel with his "King" deal to waste time. He feuded with slugs like Dusty Rhodes, and never hit the main event for a long time. But the Liz story had a happy ending (well, for a while)- after losing one of the greatest matches of all time to The Ultimate Warrior, he got the hell beaten out of him by an angry Sherri, whose meal ticket was now gone. Who would save Savage but ELIZABETH, hair-tossing Sherri out like a piece of garbage while reconciling with Savage in the middle of the ring. That may be the most perfect moment in wrestling history- people were BAWLING at ringside.
-Savage returned to the ring (ironically, when he was forcibly retired, he ended up being the most over guy in the promotion) against Jake Roberts, having ANOTHER epic feud between two of the best promo guys in history. A lot of guys would've been overwhelmed by how awesome Heel Jake was, but Savage's raw psychotic energy kept him in the spotlight (his crazy promos were AWESOME, as he spent a whole promo suggesting that he was perfectly sane, then changed his mind at the end, telling everyone how he was going to KILL Jake, then ran off-camera screaming incoherently). He was so over that he was chosen as a temporary World Champion after Hulk Hogan retired, beating Ric Flair in another great feud. It actually kinda sucked that he was dropped so quickly, losing the Title for good by Survivor Series and the Bret Hart Era to take over.
-It's actually funny around this era, up until the New Generation- Savage was plain and clearly the most over guy in the promotion. Every time he hit the ring the crowds LOVED HIM- stuff at the Survivor Series drove people nuts when he'd kick the snot out of all the heels. I actually think Savage would've been as good a choice as anyone to carry the company, but it just wasn't to be- Vince just thought of him as a Commentator and that was that. Despite that, he STILL had the best single Yokozuna match in history. His WCW run... really, I never cared for it. He'd gotten REALLY skinny in the later WWF era (post-roids after the Steroid Trials), but then jacked up SERIOUSLY for WCW. He was a secondary Hogan guy again, getting a few forgettable runs with the WCW Title. He joined, then left, then joined the nWo, and I really lost track of what he was doing around this time- he'd get these sudden monster pushes, but then he'd leave and you wouldn't see him for months, and when he was with the nWo, he was overwhelmed with all of the big Main Event names in the stable (at one point, it was Hogan, Nash, Hall, Giant AND Savage in one group, with Bischoff as a Mega-Heel Leader). When he made a big return with "Team Madness" (adding an aged Medusa, his useless T&A girlfriend Gorgeous George, and Miss Madness, aka Molly Holly as a green rookie), but was still just another guy in the mix. Around this time he got a bad rep for being crazy, hurt Charles Robinson with an Elbow (he basically landed on him full-force, breaking his ribs), and he eventually left wrestling for good.
-Unfortunately, Vince never seemed to forgive Savage for bailing on him all those years ago. The snubbing was so obvious that fans created the "Savage raped a teenage Stephanie" rumour that has never really been confirmed (some, like Meltzer I think, suggest it's the only possible reason, while others "in the know" say it's not that), but I've heard that Vince was just pissed that the valuable Slim Jim promotional deal went to WCW with Savage, costing Vince a LOT of money. Others say it's a matter of principal- Savage said he'd stick around, then broke his promise and quit. But it's just tragic that Savage never got into the Hall of Fame while he was alive, and NOW he's just the ultimate Albatross hanging around the Hall of Fame's neck- sure it's often just a Vanity Project, but it's a nice way to pay some tribute to the Vince-loyal stars. That one of the biggest names of the Eighties & Nineties never got in is ridiculous.
-All-in-all, it's hard to find a more total package as a wrestler- most guys who were equal to him in workrate were smaller guys with worse bodies. Most guys as roided as him were slow as hell, or gym-bunnies with no personality. Most guys who were as good at talking used it to hide their smaller physiques. But a guy having ALL THREE THINGS in high numbers? Nearly impossible. To me, Savage is the single greatest star of all time- he combined EVERYTHING a wrestler could be. The only flaw I can see is the old "oh, but he had to plan out all of his matches" thing, and the fact that when he was dogging it, he'd just do the "Take tons of opponent's offense, then come back with two moves and win" match. But again, the end result is what's important to me.
-Savage represents the challenges of building "real people" in M&M stats- the system is designed for Supers, so there's a logjam in the bottom-end of stats. Savage & The Rock have the same Strength and Toughness, which seems odd because Rock is about forty pounds heavier and a lot stronger. BUT Savage doesn't fit a Strength 2, and Rock doesn't fit a Strength 4 (nor does +4 damage seem appropriate- that's getting close to some GUNS), so two muscular dudes end up in similar stat areas, but Savage is a bit more crazy (he did NOT invent that part of his wrestling persona) and athletic, and a better worker.
-Unliked the other characters, Macho Man has TWO Gold versions- he's just THAT awesome. One drains the Adrenaline of the entire opposing team when he hits the Macho Drop, and the other increases the Fighting Skill and Health of his ENTIRE TEAM. This makes The Macho King easily the best version.

Image

DEAN AMBROSE (Jonathan Good, aka Jon Moxley)- BACK ALLEY BRAWLER
Hgt:
6'4" Wgt: 225 lbs.
Nicknames: The Lunatic Fringe, The Unstable
Role: Crazy Wildman
Group Affiliations: The Shield
PL 9 (110), PL 10 (110) vs. Basic Attacks
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 1 (+13)
Expertise (Promos) 14 (+19)
Expertise (Football Player) 1 (+7) -- Uses Strength
Insight 2 (+5)
Intimidation 4 (+9)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2, Startle

Powers:
"Dirty Deeds" Strength-Damage +4 (Extras: Multiattack 9) (Inaccurate -2) (11) -- [13]
AE: "Furious Smackdown" Strength-Damage +2 (Extras: Multiattack 7) (Inaccurate -1) (8)
AE: "Comeback Clothesline" Strength-Damage +2 (Inaccurate -1) (1)

"Tough Guy" Protection 2 (Flaws: Limited to Against Unarmed/Basic Attacks) [1]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Special Moves +11 (+7 Damage, DC 22)
Dirty Deeds +9 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +13 (DC 23), Toughness +5 (+7 vs. Unarmed), Fortitude +7, Will +5

Complications:
Enemy (Seth Rollins)- When Rollins turned on The Shield, Ambrose took it the worst, and has menaced Rollins ever since.
Reputation (Crazy)

Total: Abilities: 60 / Skills: 26--13 / Advantages: 8 / Powers: 14 / Defenses: 15 (110)

---

DEAN AMBROSE (Jonathan Good, aka Jon Moxley)- LUNATIC FRINGE
Hgt:
6'4" Wgt: 225 lbs.
Nicknames: The Lunatic Fringe, The Unstable
Role: Crazy Wildman
Group Affiliations: The Shield
PL 10 (118), PL 12 (118) in Lunatic Rage
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 1 (+14)
Expertise (Promos) 14 (+19)
Expertise (Football Player) 1 (+7) -- Uses Strength
Insight 2 (+5)
Intimidation 4 (+9)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Ranged Attack 2, Startle

Powers:
"Dirty Deeds" Strength-Damage +4 (Extras: Multiattack 9) (Inaccurate -2) (11) -- [13]
AE: "Furious Smackdown" Strength-Damage +2 (Extras: Multiattack 7) (Inaccurate -1) (8)
AE: "Psycho Possession" Strength-Damage +2 (Inaccurate -1) (1)

"Lunatic Rage"
Protection 4 (Flaws: Limited to Against Unarmed/Basic Attacks, Limited to When Staggered) [1]
Strength-Damage +4 (Flaws: Limited to When Staggered) [2]

Offense:
Unarmed +14 (+6 Damage, DC 21)
Special Moves +12 (+8 Damage, DC 23)
Dirty Deeds +10 (+10 Damage, DC 25)
Raging:
Unarmed +14 (+10 Damage, DC 25)
Special Moves +12 (+12 Damage, DC 27)
Dirty Deeds +10 (+14 Damage, DC 29)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +14 (DC 24), Toughness +6, Fortitude +8, Will +5

Complications:
Enemy (Seth Rollins)- When Rollins turned on The Shield, Ambrose took it the worst, and has menaced Rollins ever since.
Reputation (Crazy)
Quirks (Rage)- When Raging, Ambrose may only use Power Attacks while fighting.

Total: Abilities: 66 / Skills: 26--13 / Advantages: 8 / Powers: 16 / Defenses: 15 (118)

-Ambrose is alright, I guess. I wasn't nearly as taken with him as SOME fans were, though- online wrestling fans are REALLY bad for randomly picking up on some wrestler and latching onto him as some kind of underappreciated darling. In that sense, they're ironically no better than the bookers and their random choices for the "next big thing"- I'm reminded of how Ken Kennedy debuted to this HUGE online reaction of "OMG THIS GUY IS SO AMAZING PUSH HIM IMMEDIATELY!" and then he was the internet's punching bag by the next year because he never developed past a certain level, and got known publically as an imbecile.
-Ambrose debuted as part of The Shield, alongside Seth Rollins & Roman Reigns- a stable of enforcers that tended to just gang up on guys and take them out. They hid each other's weaknesses quite well, and Ambrose seemed to be the stand-out singles guy, with crazy mannerisms. I thought he was pretty awful at first, with her hammy overacting causing him to go all herky-jerky around the ring (him doing that stupid thing where he goes upside-down in the ropes off of an Irish Whip didn't help), but when the team was split up, he relayed that into a bit of a "Crazy Babyface" persona, which made him unique and great to throw against cowardly bad guys. Unfortunately, everything he's done SINCE then is lose, so despite being popular, he's basically been beaten by Rollins and guys like Bray Wyatt a hundred times.
-Back Alley Brawler Ambrose is a semi-standard PL 9 Silver-level guy, but has the weird immunity to take half-damage from Basic Attacks (basically Protection +2, unless you want to spend 40 points on a Limited Immunity to Damage). However, Lunatic Fringe Ambrose is an all-or-nothing potential Gamebreaker who, if reduced to below 30% health, increases his damage by THREE TIMES while being COMPLETELY immune to Basic Attacks! This shoves him into the PL 12 range.

Image

Really, he looks like a video game character anyways.

THE ULTIMATE WARRIOR (Jim Helwig, aka Warrior)- ARENA
Hgt:
6'2" Wgt: 280 lbs.
Nicknames: The Warrior, Dingo Warrior, Blade Runner Rock, The Ultimate Puke
Role: Powerhouse Wrestler, The Heir Apparent (To Hulk Hogan), Raving Lunatic
Group Affiliations: One Warrior Nation
PL 9 (132)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 6

Skills:
Athletics 6 (+13)
Close Combat (Unarmed) 2 (+12)
Expertise (Promos) 7 (+13)
Expertise (Destrucity) 8 (+8)
Intimidation 5 (+11)
Perception 2 (+4)

Advantages:
All-Out Attack, Daze (Intimidation), Diehard, Fast Grab, Extraordinary Effort, Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Super Moves- Warrior Rage" Strength-Damage +2 (Extras: Multiattack 9) (Inaccurate -1) (10) -- [12]
AE: "Super Moves- Ruthless Assault" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Warrior Splash" Strength-Damage +4 (Inaccurate -2) (2)

"Jump-y Moves" Leaping 1 (15 feet) [1]

"Spirit of the Warrior"
Regeneration 8 (Flaws: Limited to When Staggered) (4) -- [5]
AE: Features 4: Gains Adrenaline Boost (Flaws: Limited to When Staggered) (2)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Jungle Strength +12 (+8 Ranged Damage, DC 23)
Warrior Splash +9 (+11 Damage, DC 26)
Affliction +10 Burst (+10 Affliction, DC 20)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +8

Complications:
Motivation (Destrucity)- The Warrior soon devoted his entire life to the upholding of "Destrucity". Your guess is as good as mine as to what that is- read his website.
Enemy (Hulk Hogan, Earthquake, Andre the Giant, "Macho Man" Randy Savage, "Ravishing" Rick Rude, Papa Shango, Sid Justice, The New World Order, Jerry "The King" Lawler)
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 70 / Skills: 30--15 / Advantages: 12 / Powers: 18 / Defenses: 17 (132)

---

THE ULTIMATE WARRIOR (Jim Helwig, aka Warrior)- JUNGLE
Hgt:
6'2" Wgt: 280 lbs.
Nicknames: The Warrior, Dingo Warrior, Blade Runner Rock, The Ultimate Puke
Role: Powerhouse Wrestler, The Heir Apparent (To Hulk Hogan), Raving Lunatic
Group Affiliations: One Warrior Nation
PL 10 (155)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 6

Skills:
Athletics 6 (+13)
Close Combat (Unarmed) 2 (+13)
Expertise (Promos) 7 (+13)
Expertise (Destrucity) 8 (+8)
Intimidation 5 (+11)
Perception 2 (+4)

Advantages:
All-Out Attack, Daze (Intimidation), Diehard, Fast Grab, Extraordinary Effort, Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 4

Powers:
"Jungle Strength" Blast 8 (Feats: Accurate 3) (Extras: Multiattack) (27) -- [29]
AE: "Super Moves- Warrior Rage" Strength-Damage +2 (Extras: Multiattack 9) (Inaccurate -1) (10)
AE: "Warrior Splash" Strength-Damage +4 (Inaccurate -2) (2)

"Jump-y Moves" Leaping 1 (15 feet) [1]
Affliction 10 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Area- 30ft. Burst) (Flaws: Limited to "Passive" Bonuses, Fades) [5]

Offense:
Unarmed +13 (+7 Damage, DC 22)
Special Moves +11 (+9 Damage, DC 24)
Jungle Strength +12 (+8 Ranged Damage, DC 23)
Warrior Splash +9 (+11 Damage, DC 26)
Affliction +10 Burst (+10 Affliction, DC 20)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +13 (DC 23), Toughness +7, Fortitude +9, Will +8

Complications:
Motivation (Destrucity)- The Warrior soon devoted his entire life to the upholding of "Destrucity". Your guess is as good as mine as to what that is- read his website.
Enemy (Hulk Hogan, Earthquake, Andre the Giant, "Macho Man" Randy Savage, "Ravishing" Rick Rude, Papa Shango, Sid Justice, The New World Order, Jerry "The King" Lawler)
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 76 / Skills: 30--15 / Advantages: 12 / Powers: 35 / Defenses: 17 (155)

-Warrior started out teaming with Steve "Sting" Borden in some B.S. indie tag team that's only famous because it had THE WARRIOR AND STING on it when they were young and crappy, but he was soon out of the Indies and working for Vince, who must've had dollar-signs in his eyes immediately. He stormed through the company, and got one of the best and biggest pushes of all time- his squashing of The Honky Tonk Man at SummerSlam '88 is LEGENDARY- Honky had been I.C. Champion for over a YEAR, cheating all the way and generally just lucking out or getting Counted-Out to protect his belt. Then he makes an open challenge like an idiot and the WARRIOR just bolts down to the ring and beats the crap out of him before he can even THINK to cheat, winning in a minute. He had a good feud with "Ravishing" Rick Rude, who had to carry Warrior's poor-working butt all over the place, and it "proved" both guys to the WWF bookers.
-But his biggest push came at WrestleMania VI, when he went over HULK HOGAN of all people (in a **** match, no less!), which just did NOT happen back in those days. Unfortunately, we got a really bad WWF Title Reign out of it, only feuding with Rude again (who was nowhere near Main Event Level at the time and everyone knew it- and he'd already JOBBED to the Warrior a year before this!) as business was diminishing (it didn't help that Hogan took "time off" for movies, but really just came in to do a Main Event Feud with the newcomer Earthquake ANYWAYS, thus siphoning off and sabotaging Warrior's heat in the process. Not that any of his co-workers felt bad for him- Warrior was famously rude, obnoxious and unwilling to work with others.
-He would leave and come back to the WWF TWICE, first at WrestleMania VIII before flaking out on a bunch of feuds (having a REALLY weird, freaky one with Papa Shango that saw Warrior get Voodoo Cursed into puking on live TV, and having black sludge drip down his face, to the horror of children in the audience), then again during the New Generation era, squashing Triple-H and a few other guys before leaving in a couple months. His run in WCW was famously-awful- he was past his prime (and he ALREADY sucked, mind you), his feud with Hulk Hogan was stupid and full of fake mystical garbage (Warrior appeared on-camera in a mirror to freak out Hogan, but Bischoff claimed not to be able to see it. BUT THE AUDIENCE COULD), and it was an embarassment to the business. The fact that Warrior turned into a public flake at the time didn't help his credibility. It was pretty much his last hurrah aside from a Nu-Wrestling Evolution one-shot return.
-The funny thing about Warrior is that he was given EVERYTHING in the business- a huge push early on, Title wins and credibility. He was like the combined form of everything little kids love- he looked awesome, he said awesome crazy stuff (even if it made no sense), he was intense as HELL, and instead of wrestling long, drawn-out matches, he just stormed in and kicked the snot out of everybody. But he kind of pissed it all away- he has his stories for everything that's happened and why it's Vince's fault, but let's be clear- nobody else in the business really liked him. Bret Hart repeatedly tells about what a piece of garbage Warrior was (claiming that Warrior bailed on talking to a Make a Wish Foundation kid because he didn't care about it), and they EASILY got a dozen guys willing to stain his reputation in "The Self-Destruction of the Ultimate Warrior" DVD.
-However, there are those who defend him, pointing out Vince's general dick-headery, and how that DVD was basically an slanderous attempt at insulting someone- a project so offensive that it made Smart Marks (who HATE everything The Warrior represents) ACTUALLY DEFEND THE WARRIOR. All in all, he had Charisma for days, and The Look like nuts, but was a poor worker who tended to get "Blown Up" (ie. his cardio would run out and he'd be sucking on fumes and require his opponent to do most of the work), and very few people liked working with him. In general, he has only a few good matches- against Rick Rude, one against Hulk Hogan (their rematch in WCW is easily one of the WORST matches in the history of wrestling- not an exaggeration), and a shocker against "Macho Man" Randy Savage, who proved his laurels by having an all-time CLASSIC with him at WrestleMania VII. Of course, he managed to make amends with WWE and Triple-H (who'd openly called him "one of the least professional people I've ever worked with"), joining the WWE Hall of Fame and appearing on RAW LITERALLY the day before he died of a heart condition, in one of wrestling's most-bizarre moments.
-The Warrior as a Gold-level "Jungle" Hero is one of the few characters to throw out a BLAST of all things (there's surprisingly-few considering some guys have summonable Semi-Trucks and can drive people into the magma beneath the Earth), and has a Burst Affliction that de-powers guys' "Passives" (ie. their non-Special Move bonuses that increase their stats in certain situations. Warrior himself would remove another Warrior's Passive Passive-Stopper). The Silver version is much cheaper, but gains a nifty bonus to either Adrenaline or Regeneration if he's below 40% Health.

Image

STEPHANIE McMAHON- THE AUTHORITY
Hgt:
5'8" Wgt: 143 lbs./Variable (seriously, she's gone from skinny Princess to bulky Bodybuilder to somewhat overweight to MILFy
Nicknames: The Princess; The Authority; The Filthy, Disgusting, Dirty, Brutal, Busted, Bottom Feeding, Trash Bag Ho
Role: TV Writer
Group Affiliations: The Corporation, The McMahon/Helmsley Regime, The Authority
PL 9 (137), PL 11 (137) Boosted
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+14)
Deception 11 (+12)
Expertise (Promos) 2 (+3)
Expertise (Business) 6 (+10)
Insight 2 (+5)
Intimidation 3 (+4)
Perception 1 (+4)
Persuasion 5 (+6)

Advantages:
Benefit 2 (Wealth), Daze (Deception), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"Super Moves- Hair-Pull Snapmare/Billion-Dollar Smack" Strength-Damage +2 (Inaccurate -1) [1]
"Pedigree" Strength-Damage +4 (Inaccurate -2) [2]

"Forced Loyalty" Strength-Damage +4 (Extras: Affects Others, Area- 30ft. Burst, Selective, Reaction +3) (Flaws: Limited to When Staggered, Proportionate to Lost Health) [20]

Offense:
Unarmed +14 (+4 Damage, DC 19)
Special Moves +12 (+6 Damage, DC 21)
Pedigree +10 (+8 Damage, DC 23)
Boosted:
Unarmed +14 (+8 Damage, DC 23)
Special Moves +12 (+10 Damage, DC 25)
Pedigree +10 (+12 Damage, DC 27)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +5

Complications:
Relationship (Triple-H)- The two are married, and have two children together.
Relationship (Vince McMahon)- Steph is still close with her boisterous father.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 66 / Skills: 46--23 / Advantages: 10 / Powers: 23 / Defenses: 15 (137)

---

STEPHANIE McMAHON- WARRIOR QUEEN
Hgt:
5'8" Wgt: 143 lbs./Variable (seriously, she's gone from skinny Princess to bulky Bodybuilder to somewhat overweight to MILFy
Nicknames: The Princess; The Authority; The Filthy, Disgusting, Dirty, Brutal, Busted, Bottom Feeding, Trash Bag Ho
Role: TV Writer
Group Affiliations: The Corporation, The McMahon/Helmsley Regime, The Authority
PL 10 (129)
STRENGTH
5 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 6 (+12)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+15)
Deception 11 (+12)
Expertise (Promos) 2 (+3)
Expertise (Business) 6 (+10)
Insight 2 (+5)
Intimidation 3 (+4)
Perception 1 (+4)
Persuasion 5 (+6)

Advantages:
Benefit 2 (Wealth), Daze (Deception), Equipment (Sword), Fast Grab, Improved Critical (Special Moves), Improved Grab, Improved Hold, Improved Initiative, Ranged Attack 2

Powers:
"Super Moves- Hair-Pull Snapmare/Warrior Queen Ambush" Strength-Damage +2 (Inaccurate -1) [1]
"Pedigree" Strength-Damage +4 (Inaccurate -2) [2]

"Queen's Inspiration" Features 2: Increased Adrenaline At Start of Match (Extras: Affects Others, Area- 30ft. Burst) [6]

Offense:
Unarmed +15 (+5 Damage, DC 20)
Special Moves +13 (+7 Damage, DC 22)
Pedigree +11 (+9 Damage, DC 24)
Initiative +10

Defenses:
Dodge +12 (DC 22), Parry +15 (DC 25), Toughness +5, Fortitude +7, Will +5

Complications:
Relationship (Triple-H)- The two are married, and have two children together.
Relationship (Vince McMahon)- Steph is still close with her boisterous father.
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 72 / Skills: 46--23 / Advantages: 11 / Powers: 8 / Defenses: 15 (129)

-Few names have been as hated in wrestling as much as "Stephanie McMahon"- initially named on TV only for an angle (in which she was kidnapped by The Undertaker and nearly married to him in a dark pagan ritual), she soon became a recurring feature, as wrestlers would mess with her to get to Vince. At one point, Test asked her out on a date, and then got ENGAGED to her, infuriating the vicious McMahon, and her overprotective brother Shane (Shane and Test had an AWESOME match at SummerSlam, where Test overcame tons of cheating and interference to win- his career peak, actually). This cute, kindly Stephanie was eventually replaced when she turned on Test and her family after an angle where she was abducted on her wedding night by Triple-H, who married her in a Drive-Thru Wedding... then sorta just went along with it and enjoyed her marriage. The writing was unclear on just how big of a role she played in that.
-Stephanie became a TERRIFIC heel, as this cute Princess character turned into a conniving, shrill omni-bitch. Her horrible voice just made the character SO PERFECT (basically the icon of the worst possible woman to be in charge of people). Unfortunately, as the real-life Steph got more and more creative control (and, oddly, her relationship with Triple-H went from on-screen to real-life, him leaving his girlfriend Chyna for her), she got more and more dominant. She still jobbed quite a lot (Chris Jericho got GREAT mileage out of tearing her a new one verbally every week), but she was soon EVERYWHERE on TV. It actually became such an issue that fans joked online that the entire purpose of the company was now to get Stephanie McMahon over. Once she finally turned Babyface and became the General Manager of the SmackDown brand of WWE, she had turned into a full-fledged GM PC.
-Seriously, it was terrible. It went as far as for OTHER WRESTLERS to talk about how scary, smart and amazing she was. Heels ran in terror of her (remember, she's a woman in her 20s, and these are enormous Roid Monsters, many of whom are known abusers of women in-story), and she never failed or was made to look silly in angles. It was like if Jeph Loeb quit just writing Villain Sues, and simply wrote JEPH LOEB into the comic, and had everyone talk about how awesome Jeph Loeb was, IN-STORY. And Steph's acting (and voice) just KEPT. GETTING. WORSE. It took some MAJOR burnout (and some major Heel Heat that actually got a bit scary at times) and a pregnancy to finally get her off of TV. Unfortunately, she's now on TV all the time AGAIN, as the company keeps re-using the old "Evil Owner" character. And oddly, despite HHH & Steph getting an on-screen divorce years ago, they finally stopped just hinting at it (Shawn Michaels once joked that Stephanie was delivering a baby, and that "Hunter may have an inside scoop on who the father is!"), and revealed that yeah, they were still married. Because wrestling is weirdly metatextual that way.
-Her looks have altered REALLY rapidly over the years as well. When she debuted, she was straight-up cute. Very thin and very much a Rich Princess. When she got married to Triple-H in real-life, it was only a matter of time before she bought the biggest, ugliest pair of augmented boobs in the company ("they look like big rocks"- one online fan). Though at least she had the courage to let Jericho make fun of them on live TV (complete with "Before and After" shots). Then for some reason she started bulking up in a bodybuilder-sense... that reason being that Triple-H (himself a huge fan of physiques like Vince McMahon was) is a huge Muscle Fetishist- his prior girlfriend was Chyna, and he started dating her BEFORE her feminization surgeries. Essentially, he was dating someone who looked exactly like a muscular man, but with a vagina and a ponytail. Then she started just getting a bit... bulky (not like FAT, but like someone who used steroids but didn't really use defining excercises). Then all of a sudden she shrank down to human size again, and is her current sort-of MILFy self (albeit with a huge "boob gap" thanks to her formerly-giant augs being reduced a notch or two). The evil makes her hotter. That bit where she slaps the shit out The Big Show, taunting him "are you gonna CRY!?!"... oof.
-Stephanie in Silver form has the power to increase the strength of her ENTIRE TEAM as she lowers in Health, making her one of the best characters in the game. Warrior Queen Steph is pretty generic, despite being Gold-level: Her team starts with a full bar of Adrenaline (enough to do the first-level Super Move). She has a sword, which... doesn't really alter her stats. I figure it just gives her Slashing damage, since like in most fighting games, the weapon is mostly window-dressing.

Image

BIG E (Ettore Ewen, aka Big E Langston)- STRONGMAN
Hgt:
5'11" Wgt: 285 lbs.
Nicknames: None
Role: Powerhouse Wrestler
Group Affiliations: The New Day
PL 8 (96), PL 9 (96) Boosts
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+9)
Expertise (Promos) 2 (+3)
Intimidation 7 (+8)
Perception 2 (+2)

Advantages:
Fast Grab, Extraordinary Effort, Improved Grab, Improved Hold, Ranged Attack 4, Ultimate Strength Check

Powers:
"Super Moves- Strongman Crush/Spinal Smasher" Strength-Damage +2 (Inaccurate -1) [1]
"The Big Ending" Strength-Damage +4 (Feats: Indirect) (Extras: Multiattack 10) (Inaccurate -2) [13]

"Strength Training" Enhanced Advantages 1: Close Attack 1 (Flaws: Must First Block Attack) [1]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Special Moves +8 (+8 Damage, DC 23)
Big Ending +6 (+10 Damage, DC 25)
Strength Training:
Unarmed +11 (+6 Damage, DC 21)
Special Moves +9 (+8 Damage, DC 23)
Big Ending +7 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +4

Complications:
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 54 / Skills: 14--7 / Advantages: 6 / Powers: 15 / Defenses: 14 (96)

---

BIG E (Ettore Ewen, aka Big E Langston)- PANTHEON
Hgt:
5'11" Wgt: 285 lbs.
Nicknames: None
Role: Powerhouse Wrestler
Group Affiliations: The New Day
PL 9 (104), PL 10 (104) Boost
STRENGTH
7 STAMINA 7 AGILITY 2
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 3 (+9)
Expertise (Promos) 2 (+3)
Intimidation 7 (+8)
Perception 2 (+2)

Advantages:
Fast Grab, Extraordinary Effort, Improved Grab, Improved Hold, Ranged Attack 4, Ultimate Strength Check

Powers:
"Super Moves- Strongman Crush/Spinal Smasher" Strength-Damage +2 (Inaccurate -1) [1]
"The Big Ending" Strength-Damage +4 (Feats: Indirect) (Extras: Multiattack 10) (Inaccurate -2) [13]

"Blessing of Strength" Enhanced Strength 1 (Extras: Area- 30ft. Burst, Reaction +3) (Flaws: Fades, Limited to After Hitting a Special Move) [3]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Special Moves +9 (+9 Damage, DC 24)
Big Ending +7 (+11 Damage, DC 26)
Blessing of Strength:
Unarmed +11 (+8 Damage, DC 23)
Special Moves +9 (+10 Damage, DC 25)
Big Ending +7 (+12 Damage, DC 27)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +9, Will +4

Complications:
Power Loss (Special Moves)- Special Moves require "Adrenaline", which is gained over the course of a match. Special Moves cannot be done until Round 3, and Super Move/Finishers until Round 5.

Total: Abilities: 60 / Skills: 14--7 / Advantages: 6 / Powers: 17 / Defenses: 14 (104)

-Easily the least-popular and most-obscure character in the game, I can only imagine Big E (he dropped his surname "Langston" because the company digs shorter names) is in because they wanted another black guy. Not that there isn't numerous amounts of black guys in company history, but he's one of the few notable ones around now, I guess. I woulda gone with the more-acrobatic Kofi Kingston, though. A star collegiate athlete in weightlifting (his short, stocky frame makes him ideal for power-lifting), Big E was quickly signed by the size-conscious WWE, who made him a big name in NXT. He debuted in WWE proper as an enforcer working for A.J. Lee & Dolph Ziggler, but didn't get up to much. He received a quickie push to the Intercontinental Title, but the belt had lost its significance by that point, and so it was scarcely a push. Seriously, WWE REALLY doesn't use the IC Title that well- CURTIS AXEL, the useless son of Mr. Perfect, held the belt for MONTHS and did nothing with it. Big E was no different, pretty much just defending against midcarders before he was beaten by Bad News Barrett. Shortly thereafter, he descended back into the midcard, where he really got a bad rep for mediocre, botch-filled matches. It wasn't until he was set up with two other black wrestlers who weren't doing anything- Xavier Woods & Kofi Kingston- that he got something else to do.
-As The New Day, the group had a... fairly uncomfortable gimmick. Seriously, Vince likes black wrestlers who clap, smile and dance alot. Really, REALLY easy to read connotations into that. His Happy Dancing Black Guys stable failed to get over with the live crowds to the point where they got SERIOUSLY booed... but unlike most times where this happens lately, the group was turned heel, becoming an effective sarcastic band of jackasses.
-Big E is a fairly low-end guy, having a Bronze version with a weird boost (a 10% chance at gaining "Unblockable" moves for 6 seconds if he blocks an attack first), and a Silver version who can slightly enhanced the Strength of his team after hitting a Special Move).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

King of the Monsters

Post by Jabroniville »

KING OF THE MONSTERS:
Game Type: Kaiju Fighting/Wrestling Game Turned Beat 'Em Up
Release Date: 1991
Developer: SNK

-Quite possibly the most greatest idea for a video game in recorded history, this one is a MONSTER FIGHTING GAME. As in, you play a skyscraper-sized monster, blow up some military equipment, and then fight OTHER GIGANTIC MONSTERS. I'm getting a halfie just THINKING about it, and yet this genre is usually so poorly done- most Godzilla games have been pretty bad, and Primal Rage (sorta the same idea) was a lame Mortal Kombat rip-off with too few characters. The hallmark of the genre is probably SNK's King of the Monsters, which I barely, BARELY remember playing on my Super Nintendo many years ago. I wouldn't have even thought of it, except the local fair had a booth set up for classic video games, including an Arcade cabinet with over 500 games programmed into it somehow- I observed a guy playing an edition of this, and it all came flooding back to me. I'm pretty sure I finished it after a protracted effort.
-The first game lets you pick one of six guys, and you go up against the other six monsters- the final boss being a Palette Swap of your own guy... then do the whole thing again, because it was an Arcade game. You actually have to PIN your opponents in this one, because it was a wrestling-themed game. However, the sequel scrapped that aspect and turned it into a Beat 'Em Up that involved you knocking down several giant buildings, ending against a huge Stage Boss, as aliens invade Earth. Oh, and you get to wreck submarines, then THROW THEM at your enemies. Despite all that, however, the game is considered rather clunky and difficult to control- your characters can't do much jumping, and there are only a small handful of attacks. It's also considered unbalancingly-difficult (there are Power-DOWNS alongside the Power-Ups- touching them will actually hamper your effectiveness!), and a game that rewards repetition rather than skill (Gaming Hell elaborates), and thus not nearly as much fun as you'd think a game where you can stab an alien in the face with the Eiffel Tower would be.
-Honestly, the BEST thing about this game is the Character Design. Though I find the main characters to be pretty boring (Ultraman Knock-Off, Godzilla Knock-Off & King Kong Knock-Off), the aliens are INCREDIBLE. One is a giant slug-monsters walking around on a pair of arms, with two human heads at his top and two eyes sticking out of his giant toothy mouth. Another is a Snail Shell headed by a four-eyed alien skull sticking out of a transparent membrane full of organs.
-The characters in this game, naturally, are titanic and break the PL scales known to most Video Game characters- ain't no way Ryu, Dante or Link are gonna bring down a robotic ape the size of the Chrysler Building. Most creatures are around the 90-98 meter mark, putting them at 300+ feet- I'll just stick with Growth 20 since it makes the math easy (and there's not much difference between 250 feet and 300 feet, REALLY).

GEON/SUPER GEON
Role:
Kaiju, Giant Dinosaur, Godzilla Rip-Off
PL 14 (194)
STRENGTH
18 STAMINA 16 AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Power Attack, Ranged Attack 8, Startle, Takedown 2

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Protection 2 (Extras: Impervious 9) [11]

"Monster Movement"
Swimming 8 (8) -- [9]
AE: Leaping 5 (500 feet) (5)

"Super Earthquake" Damage 14 (Extras: Area- 1,00ft. Burst +6) (Flaws: Distracting, Limited to Grounded Opponents) (70) -- [73]
AE: "Fire Breath" Blast 20 (Feats: Extended 5) (Extras: Penetrating 8) (Flaws: Distracting, Limited to Grounded Foes) (19)
AE: "Spike Ball Jump/Grows Spike & Stab" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Throw Onto Back Spikes" Strength-Damage +2 (Feats: +2 to Opponents That Parried Last Attack) (Inaccurate -1) (2)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Spike Ball Jump +8 (+20 Damage, DC 35)
Fire Breath +8 (+20 Ranged Damage, DC 35)
Earthquake +14 Area (+14 Damage, DC 29)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18, Fortitude +16, Will +7

Complications:
Motivation (Destruction)

Total: Abilities: 0 / Skills: 10--5 / Advantages: 16 / Powers: 136 / Defenses: 37 (194)

-Like all Kaiju games, this one has a mandatory Giant Reptile. Geon (called "Super Geon" in the second game, but it's basically the same guy) breaths fire, uses his back spikes as weapons, and hits a "Super Earthquake" move that is notorious for being a spammable "always knocks the enemy down" move that requires no skill to use.

HUGE FROGGER
Role:
Kaiju, Giant Frog Monster
PL 14 (177)
STRENGTH
18 STAMINA 16 AGILITY 1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Power Attack

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Protection 2 (Extras: Impervious 9) [11]

"Laser Beam" Blast 18 (Feats: Accurate 4, Extended 5) (Extras: Penetrating 8) (53) -- [54]
AE: "Flying Flip Kick" Strength-Damage +2 (Inaccurate -1) (1)

"Aquatic"
Swimming 6 [7]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]

"Giant Helmet" (Feats: Restricted to Kaiju) (Flaws: Removable) [13]
Teleport 8 (16 points)

Offense:
Unarmed +9 (+18 Damage, DC 33)
Flip Kick +7 (+20 Damage, DC 35)
Laser Beam +8 (+18 Ranged Damage, DC 33)
Initiative +1

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +18, Fortitude +16, Will +4

Complications:
Motivation (Destruction)

Total: Abilities: 4 / Skills: 10--5 / Advantages: 3 / Powers: 133 / Defenses: 32 (177)

-Huge Frogger is a titanic biped with a fish's face, and a helmet that covers it. He can teleport and tends to be a bit quicker than his rivals.

EIFFELYTE
Role:
Kaiju, Monster-Headed Giant
PL 14 (173)
STRENGTH
17 STAMINA 15 AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Power Attack, Ranged Attack 1

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute Scent, Extended Vision) [2]
Protection 2 (Extras: Impervious 9) [11]
Leaping 5 (500 feet) [5]

"Petrification" Affliction 18 (Fort; Dazed & Impaired/Stunned & Defenseless/Transformed to Stone) (Feats: Accurate 4) (Extras: Ranged, Extra Condition) (58) -- [59]
AE: "Life Drain" Weaken Stamina 18 (Feats: Accurate 4) (Extras: Ranged) (40)

"Floating Head Form" Morph 1 (Feats: Metamorph) (Flaws: Limited to When Badly Injured) [5]
(Floating Head has ST 11 & Toughness 10, but may Summon another of equal power, as well as having Blast 12)

Offense:
Unarmed +10 (+17 Damage, DC 32)
Petrification +9 (+18 Ranged Affliction, DC 28)
Life Drain +9 (+18 Ranged Weaken, DC 18)
Initiative +1

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +18, Fortitude +15, Will +4

Complications:
Motivation (Destruction)

Total: Abilities: -2 / Skills: 10--5 / Advantages: 4 / Powers: 122 / Defenses: 33 (162)

-Eiffelyte is a weird-looking guy- a humanoid creature with a giant blob/octopus for a head. Once beaten, the underwear clad guy explodes, leaving the head to attack you for one last round. His specialties are Life Drains and Petrifying you.

POISON GHOST
Role:
Kaiju, Hedorah Knock-Off
PL 14 (111)
STRENGTH
17 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Power Attack

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 17 (Extras: Impervious 9) [26]
Leaping 3 (60 feet) [3]
"Smog Monster" Immunity 30 (Fortitude Effects) [30]
Insubstantial 1 [5]

"Extendable Limbs" Elongation 5 [5]

Offense:
Unarmed +10 (+17 Damage, DC 32)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +17, Fortitude --, Will +4

Complications:
Motivation (Destruction)

Total: Abilities: -42 / Skills: 10--5 / Advantages: 3 / Powers: 112 / Defenses: 33 (111)

-Poison Ghost was in the first game only, and is a Sentient Pollution Monster, much like Hedorah from the Godzilla films.

BEETLE MANIA
Role:
Kaiju, Giant Bug
PL 14 (97)
STRENGTH
15 STAMINA 13 AGILITY 3
FIGHTING 12 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Power Attack

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 2 (Extras: Impervious 9) [11]
Leaping 5 (500 feet) [5]

Offense:
Unarmed +12 (+15 Damage, DC 30)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +15, Fortitude +13, Will +4

Complications:
Motivation (Destruction)

Total: Abilities: -2 / Skills: 10--5 / Advantages: 3 / Powers: 58 / Defenses: 33 (97)

-Beetle Mania was the "Agile Fighter" of the first King of the Monsters, using leaping and agility to move around the battlefield.

ROCKY
Role:
Kaiju, Giant Rock Monster
PL 14 (95)
STRENGTH
18 STAMINA 16 AGILITY -1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Power Attack

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 2 (Extras: Impervious 9) [11]
Leaping 5 (500 feet) [5]

Offense:
Unarmed +9 (+18 Damage, DC 33)
Initiative -1

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +18, Fortitude +15, Will +4

Complications:
Motivation (Destruction)

Total: Abilities: -4 / Skills: 10--5 / Advantages: 3 / Powers: 58 / Defenses: 33 (95)

-Rocky is a pretty boring design- just some big rocky dude, apparently created in ancient Egypt.

CLAW HEAD
Role:
Kaiju, Giant Slug Monster
PL 14 (166)
STRENGTH
18 STAMINA 17 AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 4 (+4)
Intimidation 6 (+4, +14 Size)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Power Attack

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 2 (Extras: Impervious 9) [11]

"Two Heads" Enhanced Advantages 2: Second Chance 2 (Mind Control, Perception Checks) [2]

"Web Snare" Snare 18 (Feats: Extended Range 5) (59) -- [61]
AE: "Head Spikes/Spin Attack" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Subterranean Shot" Blast 14 (Feats: Accurate 7, Indirect 2, Extended Range 4) (41)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Head Spikes +8 (+20 Damage, DC 35)
Web Snare +10 (+18 Ranged Affliction, DC 18)
Subterranean Shot +14 (+14 Ranged Damage, DC 29)
Initiative +1

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +19, Fortitude +17, Will +5

Complications:
Motivation (Destruction)

Total: Abilities: 8 / Skills: 10--5 / Advantages: 4 / Powers: 117 / Defenses: 32 (166)

-This is one of the greatest Monster designs ever- he looks like a weird slug with a wide body and narrow head-stalk... except he's got a pair of heads sticking out of the top, with two huge spikes capping it off. And his giant mouth is near his bottom... and has a pair of eyes sticking out from between the teeth. Oh, and he "walks" around on a pair of arms. Claw Head is the start of the "harder" Bosses, being a bit tougher to beat overall. He can lash out with his horns, do a Spin Attack, Web you up, or stick his head in the dirt and fire out an Acid Shot from anywhere on the battlefield.

BEETLE MASTER
Role:
Kaiju, Giant Bug Monster
PL 14 (205)
STRENGTH
18 STAMINA 17 AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Alien Conqueror) 4 (+8)
Intimidation 6 (+4, +16 Size)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Power Attack

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 2 (Extras: Impervious 9) [11]
"Insectoid Physiology" Extra Limbs 2 [2]

Burrowing 5 (5) -- [6]
AE: Leaping 5 (500 feet) (5)

"Throws Head/Energy Beams" Blast 18 (Feats: Variable- Energy & Bludgeoning, Extended Range 5, Accurate 5) (47) -- [49]
AE: "Poison Stinger" Strength-Damage +0 Linked to Weaken Stamina 16 (16)
AE: "Confusion" Affliction 10 (Will; Impaired/Disabled) (Feats: Accurate) (Extras: Cumulative) (Flaws: Limited Degree) (11)

"Splits Into Two" Summon Damaged Clone 10 (Extras: Heroic +2) (Flaws: Limited to After Taking Serious Damage) [30]

Offense:
Unarmed +10 (+18 Damage, DC 33)
Poison Stinger +10 (+16 Weaken, DC 26)
Confusion +12 (+10 Affliction, DC 20)
Energy Beams & Head Toss +10 (+18 Ranged Damage, DC 33)
Initiative +1

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +19, Fortitude +17, Will +6

Complications:
Motivation (Destruction)
Disability (Paired Fighting)- Despite his Summon power, Beetle Master isn't very good at teamwork or group tactics- he tends to pair up with his Clone offshoot, and the two can often be struck by the same attack, as if the enemy had Takedown and they were subject to Minion Rules.

Total: Abilities: 24 / Skills: 10--5 / Advantages: 4 / Powers: 141 / Defenses: 31 (205)

-Another crazy design, Beetle Master has a vaguely humanoid physique on top of a beetle's chitinous body... except he's got no head, there's a brain inside a glass sphere in his chest, and he has a toothy vertical slit for a mouth. Beetle Master can poison you, confuse you (up becomes down, down becomes up, etc.), or use standard Blasts... but his REAL danger is the fact that he splits in twain near the end of the fight, producing a SECOND Beetle Master that fights just as hard as the first does! Thankfully, this is only at about 1/5 of his peak health, but you still have to focus on keeping the two Masters together, allowing your attacks to strike both.

AQUA SLUG
Role:
Kaiju, Giant Snail Monster
PL 14 (183)
STRENGTH
18 STAMINA 17 AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Alien Conqueror) 4 (+8)
Intimidation 6 (+4, +16 Size)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Power Attack, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 2 (Extras: Impervious 13) [15]
"Alien Snail Physiology" Movement 1 (Slithering) [2]
Swimming 8 [9]

"Tornado" Blast 18 (Feats: Extended Range 5, Accurate 5) (46) -- [49]
AE: "Membrane Fist/Charge/Stabbing Tooth" Strength-Damage +2 (Feats: Variable- Piercing/Bludgeoning) (Extras: Penetrating 8) (Inaccurate -1) (10)
AE: "Freezing Touch" Snare 18 (Flaws: Touch Range) (36)
AE: "Inflating Red Bubbles" Affliction 18 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Feats: Accurate 5, Extended Range 5) (Extras: Ranged, Multiattack) (Flaws: Limited Degree) (46)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Physical Attacks +8 (+20 Damage, DC 35)
Freezing Touch +10 (+18 Affliction, DC 28)
Tornado +10 (+18 Ranged Damage, DC 33)
Initiative +1

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +18, Fortitude +16, Will +6

Complications:
Motivation (Destruction)

Total: Abilities: 24 / Skills: 10--5 / Advantages: 5 / Powers: 118 / Defenses: 31 (183)

-Aqua Slug resembles a giant alien snail shell with a large red membrane sac bulbing out of it- this sack is filled with organs, and has a four-eyed alien skull pointing out of THAT. He can stab, charge, freeze or shoot out a Tornado Blast... AND he can inflate you like a huge balloon. Which would just be funny, except it reminds me that some people have that exact thing as a fetish.

ASTRO GUY/ATOMIC GUY
Role:
Kaiju, Giant Wrestler, Ultraman Rip-Off
PL 14 (198)
STRENGTH
16 STAMINA 14 AGILITY 2
FIGHTING 12 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 4 (+6)
Intimidation 2 (+2, +12 Size)
Perception 2 (+3)

Advantages:
Accurate Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Improved Initiative, Power Attack, Ranged Attack 8, Takedown 2

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Protection 2 (Extras: Impervious 9) [11]

"Monster Movement" Leaping 5 (500 feet) [5]

"Atomic Thunder!" Damage 14 (Extras: Area- 1,000 ft. Burst +6) (Flaws: Distracting, Limited to Grounded Opponents) (70) -- [73]
AE: "Guy Flash!" Damage 14 (Extras: Area- 1,000 ft. Cone +5) (Flaws: Distracting) (70)
AE: "Neo Geo Ray!" Blast 18 (Feats: Accurate, Extended 5) (Extras: Penetrating 8) (Flaws: Distracting) (32)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Neo Geo Ray +10 (+18 Ranged Damage, DC 33)
Atomic Thunder & Guy Flash +14 Area (+14 Damage, DC 29)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +16, Fortitude +14, Will +8

Complications:
Motivation (Heroism)- Astro Guy has devoted himself to helping as much as he can, before the radiation that enlarged him takes his mind.

Total: Abilities: 8 / Skills: 8--4 / Advantages: 16 / Powers: 133 / Defenses: 37 (198)

-Like many a Japanese Monster thing, there's gotta be an Ultraman knock-off in there- a suit-wearing douche wearing full-body tights who does wrestling moves to giant monsters. Even the Godzilla movies got one with Jet Jaguar. Astro Guy (later becoming Atomic Guy in KotM 2) is this guy, and was a wrestler who got hit by radiation, mutating him into a giant. Now, as his intelligence and humanity leaves him, he strives to still make a difference...
-Astro Guy is super-strong and fast, but lacks the raw strength of the others- he's the equivalent of the "Quick Guy" characters. But he can also shoot out massive Area Effects or a Blast.

WOO
Role:
Kaiju, Giant Ape, King Kong Rip-Off
PL 14 (148)
STRENGTH
17 STAMINA 15 AGILITY 1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Intimidation 6 (+4, +14 Size)
Perception 2 (+3)

Advantages:
Accurate Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 8, Takedown 2

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Protection 2 (Extras: Impervious 9) [11]
"Monster Movement" Leaping 5 (500 feet) [5]
"Electrical Blast" Blast 18 (Feats: Accurate, Extended 5) (Extras: Penetrating 8) (Flaws: Distracting) [32]

Offense:
Unarmed +11 (+17 Damage, DC 31)
Electrical Blast +10 (+18 Ranged Damage, DC 33)
Initiative +1

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +17, Fortitude +15, Will +6

Complications:
Motivation (Destruction)

Total: Abilities: 2 / Skills: 8--4 / Advantages: 15 / Powers: 92 / Defenses: 35 (148)

-Woo is your obligatory "King Kong" character, and sort of fits in between Geon & Atomic Guy on the scale of power. He was killed in the first game, and his brain was placed inside...

CYBER WOO
Role:
Kaiju, Giant Cybernetic Ape, King Kong Rip-Off
PL 14 (205)
STRENGTH
17 STAMINA -- AGILITY 1
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Intimidation 6 (+4, +14 Size)
Perception 2 (+3)

Advantages:
Accurate Attack, Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 8, Takedown 2

Powers:
"Kaiju" Growth 20 (Str +20 & Toughness +17, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [38]
Senses 2 (Infravision, Extended Vision) [2]
Impervious Toughness 9 [9]
"Monster Movement" Leaping 5 (500 feet) [5]

"Giant Cyborg"
Immunity 30 (Fortitude Effects) [30]
"Woocopter" Flight 6 (120 mph) [12]

"Mega Gun" Blast 18 (Feats: Accurate, Extended 5) (Extras: Multiattack) (Flaws: Distracting) (42) -- [43]
AE: "Shoots Off Arms" Blast 18 (Feats: Accurate, Extended 5) (Extras: Penetrating 8) (Flaws: Distracting) (32)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Shoot Off Arms/Mega Gun +10 (+18 Ranged Damage, DC 33)
Initiative +1

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +17, Fortitude --, Will +6

Complications:
Motivation (Destruction)

Total: Abilities: 12 / Skills: 8--4 / Advantages: 15 / Powers: 139 / Defenses: 35 (205)

-Woo becomes Cyber Woo in the second game- a gigantic mechanical ape that can do some Transforming Robot stuff, but at a minor level. His Mega Gun is apparently completely worthless except against the final boss. He was chosen to be the game's representative in Neo*Geo Battle Coliseum, a massive collection of largely-obscure characters in a brand-new Fighting Game- here, he was people-sized, and piloting by your obligatory Underage Japanese Girl.

LAVICUS
Role:
Kaiju, Giant Flying Monster
PL 15 (218)
STRENGTH
19 STAMINA 18 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Alien Conqueror) 4 (+8)
Intimidation 6 (+4, +16 Size)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Power Attack, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Kaiju" Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Feats: Innate) (Extras: Permanent +0) [41]
Senses 2 (Acute & Extended Scent) [2]
Protection 2 (Extras: Impervious 13) [15]
Flight 7 (250 mph) (Flaws: Winged) [7]
Immunity 5 (Lava Damage) [5]

"Eye Drains Health" Weaken Stamina 18 (Feats: Accurate 6, Extended Range 5) (Extras: Ranged) (47) -- [51]
AE: "Confuse Ray" Affliction 16 (Will; Impaired/Disabled) (Feats: Accurate 6, Extended Range 5) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (43)
AE: "Swoop Attack" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Tractor Beam" Move Object 18 (Flaws: Limited to Towards Himself) (18)
AE: "Bite" Strength-Damage +4 (Extras: Multiattack 23) (Inaccurate -2) (25)

"Summons Splitting Egg" Summon 4 (Extras: Horde, 3 Minions +3, Active) [28]

Offense:
Unarmed +10 (+19 Damage, DC 34)
Swoop +8 (+21 Damage, DC 36)
Bite +6 (+23 Damage, DC 38)
Confuse Ray +12 (+16 Ranged Affliction, DC 28)
Eye Drain +12 (+18 Ranged Weaken, DC 28)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +20, Fortitude +18, Will +6

Complications:
Motivation (Destruction)

Total: Abilities: 26 / Skills: 10--5 / Advantages: 6 / Powers: 149 / Defenses: 32 (218)

-Lavicus is probably the worst design in the game (though at least he's original- two body parts separated by a giant mouth... with an eye floating in it), but is actually the second-last Boss you meet. He's extremely powerful, constantly flies (making him Immune to Astro Guy & Super Geon's best attacks), and tries to drag you into the lava with him. I made him PL 14.5- roughly aking to Showa-Era Godzilla.

FAMARDY
Role:
Kaiju, Giant Mountain-Shaped Baby-Tongued Space Monster (*sigh*... ANOTHER one...?)
PL 16 (243)
STRENGTH
22 STAMINA 24 AGILITY -1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Alien Conqueror) 4 (+8)
Intimidation 6 (+4, +16 Size)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Initiative, Power Attack, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Kaiju" Growth 24 (Str & Sta +24, +24 Mass, +12 Intimidation, -12 Dodge/Parry, +6 Speed) -- (384 feet) (Feats: Innate) (Extras: Permanent +0) [49]
Senses 2 (Acute & Extended Scent) [2]
Impervious Toughness 13 [13]
Movement 1 (Slithering) [2]
"Monster Movement" Leaping 5 (500 feet) [5]

Plasma Blast 22 (Feats: Accurate 5, Extended Range 5) (Extras: Penetrating 10) (64) -- [68]
AE: "Confuse Ray" Affliction 16 (Will; Impaired/Disabled) (Feats: Accurate 6) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (38)
AE: "Bite" Strength-Damage +2 (Inaccurate -1) (1)
AE: "Inflating Red Bubbles" Affliction 20 (Fort; Dazed & Vulnerable/Stunned & Defenseless) (Feats: Accurate 5, Extended Range 5) (Extras: Ranged, Multiattack) (Flaws: Limited Degree) (50)
AE: "Tongue Grab" Weaken Stamina 20 (20)

"Summons Splitting Egg" Summon 4 (Extras: Horde, 3 Minions +3, Active) [28]

Offense:
Unarmed +10 (+22 Damage, DC 37)
Bite +8 (+24 Damage, DC 39)
Confuse Ray +12 (+16 Ranged Affliction, DC 28)
Inflation +12 (+20 Ranged Affliction, DC 30)
Tongue Grab +10 (+20 Weaken, DC 30)
Plasma Blast +10 (+24 Ranged Damage, DC 39)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +24, Fortitude +24, Will +6

Complications:
Motivation (Destruction)

Total: Abilities: 30 / Skills: 10--5 / Advantages: 6 / Powers: 167 / Defenses: 35 (243)

-Famardy is the Final Boss of the game, and holy CRAPBALLS that's a crazy design. He's basically a giant, spine-covered green/blue mountain with a gigantic mouth... except there's a giant, extendable yellow tongue with a baby's head at the tip, along with two short "baby" arms sticking out of his sides. He combines the attacks of many of the enemies you've fought so far (Summon Minion, Confuse Ray, Inflating Bubbles), in addition to a Weaken effect and a Plasma Blast- all in all, he's PL 16.
User avatar
Hellstormer1
Posts: 33
Joined: Fri Aug 07, 2020 1:15 am

Re: Jab's RoninArmy Build Dump

Post by Hellstormer1 »

Hey Jab. Do you have 3E builds of META-4 characters? Like Atomic Brain, Protonik, etc? The META-4 superheroes, or the many villains from Crooks! ? I remember there used to be 3E builds of these characters, but I don't know if they survived the GR forums.

If there are no longer any builds of these, could you provide guidelines for conversion?
"NOPE!"
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Jab's RoninArmy Build Dump

Post by FuzzyBoots »

Hellstormer1 wrote: Sat Aug 15, 2020 3:28 am Hey Jab. Do you have 3E builds of META-4 characters? Like Atomic Brain, Protonik, etc? The META-4 superheroes, or the many villains from Crooks! ? I remember there used to be 3E builds of these characters, but I don't know if they survived the GR forums.

If there are no longer any builds of these, could you provide guidelines for conversion?
I have the 2E Crooks book, but to be honest, they're largely a quick conversion of the 1E foes, with relatively little attention to tuning them for balanced 3E encounters.
User avatar
Hellstormer1
Posts: 33
Joined: Fri Aug 07, 2020 1:15 am

Re: Jab's RoninArmy Build Dump

Post by Hellstormer1 »

FuzzyBoots wrote: Sat Aug 15, 2020 4:44 am
Hellstormer1 wrote: Sat Aug 15, 2020 3:28 am Hey Jab. Do you have 3E builds of META-4 characters? Like Atomic Brain, Protonik, etc? The META-4 superheroes, or the many villains from Crooks! ? I remember there used to be 3E builds of these characters, but I don't know if they survived the GR forums.

If there are no longer any builds of these, could you provide guidelines for conversion?
I have the 2E Crooks book, but to be honest, they're largely a quick conversion of the 1E foes, with relatively little attention to tuning them for balanced 3E encounters.
Yeah, during a google search a few minutes ago, I came across the 2E PDF of CROOKS! on the GR site.
"NOPE!"
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

Hellstormer1 wrote: Sat Aug 15, 2020 3:28 am Hey Jab. Do you have 3E builds of META-4 characters? Like Atomic Brain, Protonik, etc? The META-4 superheroes, or the many villains from Crooks! ? I remember there used to be 3E builds of these characters, but I don't know if they survived the GR forums.

If there are no longer any builds of these, could you provide guidelines for conversion?
I have not- I'm not sure I remember anything about those characters.

However, it looks like Kreuzritter converted them into playable, PC builds in 3rd edition: https://forum.rpg.net/index.php?threads ... 1/page-146
User avatar
Hellstormer1
Posts: 33
Joined: Fri Aug 07, 2020 1:15 am

Re: Jab's RoninArmy Build Dump

Post by Hellstormer1 »

Jabroniville wrote: Sat Aug 15, 2020 5:41 am
Hellstormer1 wrote: Sat Aug 15, 2020 3:28 am Hey Jab. Do you have 3E builds of META-4 characters? Like Atomic Brain, Protonik, etc? The META-4 superheroes, or the many villains from Crooks! ? I remember there used to be 3E builds of these characters, but I don't know if they survived the GR forums.

If there are no longer any builds of these, could you provide guidelines for conversion?
I have not- I'm not sure I remember anything about those characters.

However, it looks like Kreuzritter converted them into playable, PC builds in 3rd edition: https://forum.rpg.net/index.php?threads ... 1/page-146
Thank you Jab!
"NOPE!"
Scrollreader
Posts: 26
Joined: Wed Sep 23, 2020 11:34 pm

Re: Jab's RoninArmy Build Dump

Post by Scrollreader »

Did the JLU and other Batman DCAU characters make it over to this board? I'm specifically looking for some Beyond write-ups in 3E. Initial searching hasn't been helpful.
User avatar
Ares
Site Admin
Posts: 4963
Joined: Fri Nov 04, 2016 8:40 am

Re: Jab's RoninArmy Build Dump

Post by Ares »

Scrollreader wrote: Thu Sep 24, 2020 3:58 pm Did the JLU and other Batman DCAU characters make it over to this board? I'm specifically looking for some Beyond write-ups in 3E. Initial searching hasn't been helpful.
Here's a link to Jab's other thread where he did builds of the DCAU, starting with Batman: The Animated Series. Just go from there and you'll get the whole of the DCAU. Here's a direct link to the Batman Beyond section.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Post Reply