MORE MARVEL BUILDS:
-Surprising as it may be, there are still PLENTY of Marvel characters I've never built! I mean, that Master List I keep swiping names from is getting smaller and smaller, and producing names with which even *I'M* entirely unfamiliar, but that's part of the fun of it. I'll probably have statted every Marvel character ever, just in time for Green Ronin to announce
Fourth Edition or something
. There's a handful of reasonably-big names left out of my build list too, oddly.
Of the 112 names I found missing, here's about one-fifth of them:
The Riot Squad
YETRIGAR
Created By: Doug Moench & Herb Trimpe
First Appearance: Godzilla #10 (May 1978)
Role: Unstoppable Monster
PL 15 (180)
STRENGTH 20
STAMINA 17
AGILITY -2
FIGHTING 10
DEXTERITY 0
INTELLIGENCE -4
AWARENESS 0
PRESENCE -2
Skills:
Expertise (Survival) 5 (+5)
Intimidation 13 (+11, +20 Size)
Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Startle, Takedown 2
Powers:
"Ape-Like Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Kaiju"
Growth 19 (Str & Sta +19, +19 Mass, +9 Intimidation, -9 Dodge/Parry, +4 Speed) -- (168 feet) (Feats: Innate) (Extras: Permanent +0) [39]
Protection 4 (Extras: Impervious 25) [29]
"Giant-Size Smash" Damage 15 (Extras: Area- 60ft. Burst +2) [45]
Offense:
Unarmed +7 (+2 Damage, DC 17)
Area Attacks +15 Area (+15 Damage, DC 30)
Initiative -2
Defenses:
Dodge +4 (DC 14), Parry +8 (DC 18), Toughness +21 (+13 Impervious), Fortitude +17, Will +4
Complications:
Disabled (Animal)- Yetrigar cannot speak, nor use his claws to easily manipulate objects.
Total: Abilities: 2 / Skills: 20--10 / Advantages: 23 / Powers: 119 / Defenses: 26 (180)
-Yetrigar is a Yeti-like monster created for Marvel's now-forgotten
Godzilla series (the same place Doctor Demonicus came from), and since the license went away, we now only see the side-characters Marvel created for it, and not the big monster himself. He's basically a member of a race of shaggy men who live in the Japanese mountains, but was exposed to some radiation, and this led to a giant Kaiji Battle with Godzilla himself. He's reappeared a few times since then, at one point fighting the entire West Coast Avengers, who were unable to harm him (Hank Pym had to build a device and expand it in Yetrigar's ear to knock him out).
-Its always handy to have a bunch of random, assorted builds in a backlog. Case in point: Add some Senses from the Apes I've built to the stats for the Showa-Era Godzilla I built, and BOOM- instant Giant Yeti. Powerful enough to handily fight the '80s Avengers-level teams (I mean, most of the team can't even break his Impervious Toughness, and Wonder Woman was a sissy back then), and enough to face GODZILLA HIMSELF and win.
BUSHMAN (Raoul Bushman)
Created By: Doug Moench
First Appearance: Moon Knight #1 (Nov. 1980)
Role: Cold-Hearted Mercenary
PL 8 (107)
STRENGTH 3
STAMINA 4
AGILITY 4
FIGHTING 11
DEXTERITY 5
INTELLIGENCE 2
AWARENESS 3
PRESENCE 3
Skills:
Acrobatics 2 (+6)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+12)
Deception 4 (+7)
Expertise (Mercenary) 8 (+10)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 3 (+6)
Perception 4 (+7)
Stealth 3 (+7)
Advantages:
Equipment 4 (Sharp Teeth +1, Guns), Ranged Attack 5, Tracking
Offense:
Unarmed +12 (+3 Damage, DC 18)
Metal Teeth +11 (+4 Damage, DC 19)
Guns +10 (+4-6 Ranged Damage, DC 19-21)
Initiative +4
Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +4
Complications:
Motivation (Greed)- Bushman's greed is so great, that he will stoop to murdering innocent people to steal.
Total: Abilities: 70 / Skills: 34--17 / Advantages: 10 / Powers: 0 / Defenses: 10 (107)
-Raoul Bushman is a mercenary leader who was Marc Spector's Boss in Marc's debut appearance- when Spector rejected Bushman's plan to murder two innocent people to steal an Egyptian relic, Bushman fatally wounds his best friend. This leads to Marc's deal with Khonshu and his origin as Moon Knight. He was largely unimportant, returning a few times in Marc's various solo books (Moon Knight has had a LOT of chances to make it big, but it rarely goes anywhere- his Rogues Gallery is REALLY small, and he's just not that interesting to most people), and was most-recently resurrected by The Hood. As a minor recurring nemesis to a Street-Level Hero, Bushman isn't anything great- just your standard PL 8 Merc.
MAN-ELEPHANT I (Manfred Ellsworth Haller, aka Behemoth)
Created By: David Anthony Kraft & Ed Hannigan
First Appearance: Savage She-Hulk #17 (June 1983)
Role: One-Shot Villain
PL 9 (68)
STRENGTH 1/12
STAMINA 1
AGILITY 0
FIGHTING 5
DEXTERITY 0
INTELLIGENCE 4
AWARENESS 1
PRESENCE 3
Skills:
Deception 3 (+6)
Expertise (Business) 4 (+8)
Insight 2 (+3)
Intimidation 1 (+4)
Advantages:
None
Powers:
"Man-Elephant Costume" (Flaws: Removable) [19]
Enhanced Strength 11 (22)
Protection 11 (Extras: Impervious 9) (20)
"Trunk" Extra Limb 1 (1)
-- (23 points)
Offense:
Unarmed +5 (+1 Damage, DC 26)
Man-Elephant Suit +5 (+12 Damage, DC 27)
Initiative +0
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1 (+12 Suit, +5 Impervious), Fortitude +3, Will +4
Complications:
Enemy (She-Hulk)
Total: Abilities: 30 / Skills: 10--5 / Advantages: 0 / Powers: 19 / Defenses: 14 (68)
BEHEMOTH (Manfred Ellsworth Haller, aka Man-Elephant I)
Created By: David Anthony Kraft & Ed Hannigan
First Appearance: Savage She-Hulk #17 (June 1983)
Role: Returned Villain, Powerhouse
PL 10 (117)
STRENGTH 13
STAMINA 13
AGILITY 0
FIGHTING 7
DEXTERITY 0
INTELLIGENCE 4
AWARENESS 1
PRESENCE 3
Skills:
Deception 3 (+6)
Expertise (Business) 4 (+8)
Insight 2 (+3)
Intimidation 1 (+4, +5 Size)
Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Grab, Improved Hold
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 Effect) [2]
"Trunk" Extra Limbs 1 [1]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Thick Layer of Skin" Impervious Toughness 13 [13]
Offense:
Unarmed +7 (+13 Damage, DC 28)
Initiative +0
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13 (+6 Impervious), Fortitude +13, Will +4
Complications:
Enemy (She-Hulk)
Total: Abilities: 70 / Skills: 10--5 / Advantages: 4 / Powers: 26 / Defenses: 12 (117)
-The original Man-Elephant was Haller, a wealthy business owner, wearing his new hydraulic-powered suit to capture She-Hulk- the man gives up the fight upon finding out that charges against Shulkie were false. Haller then goes travelling to India after Tony Stark kills his company, and gains a shard of Cyttorak, becoming Behemoth, who defends the locals from some rebels. He uses his powers to hunt down She-Hulk, but ends up fighting her Skrull pal Jazinda instead, capturing her. He then attacked She-Hulk properly, but was then beaten on by Thundra & She-Hulk, while Jazinda escaped. This latter story took place DECADES after the first one, essentially dragging a one-shot loser out of the woodwork.
-The second Man-Elephant is a generic criminal (well, a generic Funny Animal criminal) from an alternate universe who was using some machine to turn regular elephants into Elephant Men, but was captured and sent back to his own dimension.
-At first, Man-Elephant is just a guy in a suit, and holds his own with She-Hulk before backing down- with New Villain Stink, he's just a highly-powerful PL 9 character (one wonders why a businessman with NO FIGHTING EXPERIENCE is suddenly able to hold his own with a super-heroine- albeit a somewhat new one- just because he's in a strong Powersuit) with limited accuracy. Once upgraded in power, he's a Super-Heavyweight brawler with more actual proboscidian powers, requiring a GROUP of Super-Strong women to bring him down.
THE VANISHER (Telford Porter)
Created By: Stan Lee & Jack Kirby
First Appearance: The X-Men #2 (Nov. 1963)
Role: Cowardly Villain
PL 7 (167)
STRENGTH 1
STAMINA 2
AGILITY 3
FIGHTING 4
DEXTERITY 4
INTELLIGENCE 0
AWARENESS 1
PRESENCE 1
Skills:
Athletics 2 (+3)
Deception 4 (+5)
Expertise (Criminal) 5 (+5)
Insight 2 (+3)
Perception 2 (+3)
Stealth 1 (+4)
Advantages:
Equipment 4 (Guns- Shoot Blast 6 or Sleep Gas 6- Fatigued/Exhausted/Asleep- Cloud Area), Evasion 2, Ranged Attack 4
Powers:
"Mutant Powers: Teleportation"
Teleport 20 (Feats: Change Velocity & Direction, Increased Mass 5) (Extras: Accurate, Easy, Extended) [107]
Offense:
Unarmed +4 (+1 Damage, DC 16)
Guns +8 (+6 Ranged Damage, DC 21)
Sleep Gas +6 Area (+6 Affliction, DC 16)
Initiative +0
Defenses:
Dodge +8 (DC 18), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +4
Complications:
Responsibility (Coward)- The Vanisher's key stock in trade is to flee at a moment's notice, the second things get rough.
Total: Abilities: 32 / Skills: 16--8 / Advantages: 10 / Powers: 107 / Defenses: 10 (167)
-Can't believe I missed building this guy before- he just slipped right through the cracks! Very apt for a guy named THE VANISHER, in fact. The Vanisher, coincidentally named TELford PORTER is one of the X-Men's very first foes (their second, in fact), and was brainwashed by Professor X to prevent him from selling U.S. military secrets to the Commies (oh, SILVER AGE- Communism-bashing and immoral acts by supposed super-heroes all in one issue!). He later appears in Factor Three, a group of losers in the forgotten X-era. He became one of those guys that kind of shows up from time to time in the '80s (fighting The Champions & The Fantastic Four), before being a central character in Marvel's bizarre
Fallen Angels title that really didn't do anything for any of its stars.
-He actually got the biggest "push" of his career in recent years, being forced to team up with the new X-Force (Elixir gave him an inoperable brain tumor to blackmail him into helping them). He's frequently injured and assaulted, but Elixir DOES cure him of the tumor (but then reveals that he's deep into Stage 4 Syphilis). He is nonetheless targeted (along with many other Teleporters) by a group of bad guys, and is later revealed as a brainwashed member of The Marauders.
-A loser with no real combat ability, The Vanisher is primarily a thief and a coward, using his expensive, far-reaching Teleport ability to get in and out of places. He will disappear at the first sign of trouble.
STYGORR
Created By: Doug Moench & Bill Sienkiewicz
First Appearance: The Fantastic Four #231 (June 1981)
Role: Negative Zone Warlord
PL 9 (144)
STRENGTH 5
STAMINA 5
AGILITY 2
FIGHTING 8
DEXTERITY 4
INTELLIGENCE 1
AWARENESS 0
PRESENCE 2
Skills:
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+6)
Perception 2 (+2)
Advantages:
Beneift 2 (Negative Zone Warlord), Ranged Attack 4
Powers:
"Negative Zone Physiology" Immunity 10 (Life Support) [10]
Anti-Matter Blast 10 (Feats: Improved Critical, Split) (Extras: Penetrating 8) [30]
Senses 11 (Detect Energy- Ranged, Acute & Analytical, Detect Alterations in His Realm- Ranged 5) [11]
Flight 6 (500 mph) [12]
Offense:
Unarmed +10 (+5 Damage, DC 20)
Anti-Matter Blast +8 (+10 Ranged Damage, DC 25)
Initiative +2
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +8, Will +4
Complications:
Weakness (Contacting Solid Matter)- Stygorr turns into Anti-Matter while he is Blasting. If he touches some solid matter while doing so, he will be vaporized. Like say, if some dude touches him while he's using his powers.
Total: Abilities: 54 / Skills: 8--4 / Advantages: 6 / Powers: 63 / Defenses: 17 (144)
-I got a whole lot of Doug Moench-related builds in this set for some reason. Dude has created some eminently-forgettable Jobbers, that's for sure (Moench gave an interview saying that his editors banned him from using any of the "over-used" familiar FF foes for one full year, necessitating guys like Stygorr). Stygorr here is basically a goofy one-shot foe that threatened the FF when they were transporting the Baxter Building through space- a Negative Zone Warlord, he decided to attack them, and apparently gave a good accounting of himself until his Weakness came into play, and he was vaporized. That was one HELL of a big weakness. It's hard to extrapolate from such a one-shotter, so he's basically a Flying Blaster with a huge Achilles Heel.
THE SORCERER (Jonathan East)
Created By: Stan Lee & Ross Andru
First Appearance: Marvel Super-Heroes #14 (May 1968)
Role: Forgotten Character
PL 8 (108)
STRENGTH 5
STAMINA 5
AGILITY 2
FIGHTING 5
DEXTERITY 4
INTELLIGENCE 5
AWARENESS 2
PRESENCE 0
Skills:
Deception 5 (+5)
Expertise (Magic) 6 (+11)
Technology 3 (+8)
Advantages:
Equipment 4 (Psycho-Intensifier, Juju Dolls)
Powers:
"Magical Might"
"Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (Feats: Dynamic) (25) -- [34]
Dynamic AE: "ESP" Remote Senses (Hearing & Vision) 8 (Feats: Dynamic) (25)
Dynamic AE: "Telekinesis" Move Object 8 (Feats: Dynamic) (17)
Dynamic AE: "Sympathetic Magic" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative, Perception-Ranged +2) (Feats: Dynamic) (Flaws: Requires "Juju" Doll) (25)
Dynamic AE: Damage 4 (Extras: Perception-Ranged +2) (Feats: Dynamic) (Flaws: Requires "Juju" Doll) (13)
AE: "Clairvoyance" Senses 4 (Precognition) (4)
Offense:
Unarmed +10 (+5 Damage, DC 20)
Mind-Reading -- (+8, DC 18)
Juju Doll -- (+4 Ranged Damage, DC 19)
Sympathetic Magic -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +2
Defenses:
Dodge +5 (DC 5), Parry +5 (DC 15), Toughness +5, Fortitude +6, Will +5
Complications:
Weakness (Psycho-Intensifier)- The Sorcerer's Psycho-Intensifier is a very delicate instrument, and any variation in sound can set it off for unknown effects.
Total: Abilities: 56 / Skills: 14--7 / Advantages: 4 / Powers: 34 / Defenses: 7 (108)
-Sorcerer is one of Stan Lee's weaker creations- a late Silver Age dude who studied Extrasensory Perception religiously, and soon began trying to increase his own mental powers. He sought advice from Hindu, Buddhist & African "Juju" Magicians (was there not an interview process? "What are you intentions with these powers?" "To kill super-he-- I mean, to do good works"), then figured he'd test his newfound might by killing Spider-Man. Because OF COURSE. Using a "Juju Doll" to weaken Spidey (the Comics Code Authority disallowed "Voodoo"), and a Psycho-Intensifier to project his mind into a Synthetic Man, The Sorcerer nearly succeeded in killing Spider-Man, but the buzzer from his doorstep sounded off at an inopportune moment, creating a feedback that fried Sorcerer's brain. The Synthetic Man walked off a pier and disappeared forever. Stan wrote some REALLY weird stories when left to his own devices sometimes.
-Apparently a very fit guy, despite being an ugly old dude, The Sorcerer had some vague Magic powers, but mostly utilized that most dreaded of Power-Sets: "The Bathroom Psychic". Using a device of his own creation, he could project his mind into things, and his own ESP allowed him to see people from afar, which allowed him to use his Perception-Range "Juju Doll" stuff to basically mess up Spider-Man from an unknown distance away.
THE SYNTHETIC MAN
Role: Minion
PL 8 (59)
STRENGTH 10
STAMINA --
AGILITY -1
FIGHTING 6
DEXTERITY 0
INTELLIGENCE --
AWARENESS --
PRESENCE --
Skills:
None
Advantages:
Fast Grab, Improved Hold
Powers:
"Synthetic Man"
Immunity 30 (Fortitude Effects) [30]
Concussive Blast 10 [20]
Protection 10 [10]
Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative -1
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude --, Will --
Total: Abilities: -10 / Skills: 00--0 / Advantages: 2 / Powers: 60 / Defenses: 7 (59)
-The Synthetic Man is your standard Kill-O-Bot, though looks more like a Voodoo God than a robot. He's enough to REALLY hurt a 1960s Spider-Man (likely PL 8-9 at-best), especially when that Juju Magic was hampering him.
THE SUPER-ADAPTOID (aka The Adaptoid, Alessandro Brannex)
Created By: Stan Lee, Gene Colan & Jack Kirby
First Appearance: Tales of Suspense #82 (Oct. 1966)
Role: Power Mimic
Group Affiliations: Heavy Metal, A.I.M., The Phalanx
PL 9 (388), up to PL 19 (388) When Mimicking
STRENGTH 8
STAMINA --
AGILITY 2
FIGHTING 8
DEXTERITY 2
INTELLIGENCE 2
AWARENESS 0
PRESENCE 0
Skills:
Deception 8 (+8)
Advantages:
Ranged Attack 6
Powers:
"Android" Immunity 30 (Fortitude Effects) [30]
"Mimicry" Variable (Others' Powers & Abilities) 40 [280]
Morph 4 (Any Form) [20]
Offense:
Unarmed +8 (+8 Damage, DC 23)
Various Powers +?? (+1-16 Damage, DC 16-31)
Initiative +2
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4
Complications:
Weakness (Overloading)- Using too many powers at once can overload The Super-Adaptoid.
Weakness (Lack of Understanding The Human Condition)- The Super-Adaptoid has programming to conquer or kill others, but lacks a great deal of imagination, and does not truly "understand" sentient beings.
Total: Abilities: 34 / Skills: 8--4 / Advantages: 6 / Powers: 330 / Defenses: 14 (388)
-The Super-Adaptoid (originally just "The Adaptoid") is a weird case of a Silver Age character created by the best Marvel guys around who nonetheless ended up being very forgettable and forgotten- being a big rip-off of Amazo (I mean, an ANDROID that COPIES POWERS?) doesn't help. The Adaptoid was created by A.I.M. using the sliver of a Cosmic Cube in order to defeat Captain America, and left thinking it had succeeded. Later, he fought the X-Men and Mimic, who had a bit of a heroic turn in fighting him back. He was later blown up while fighting Iron Man, then reforms, and becomes a bit of a Captain Marvel foe. Though really, he's a bit of a Mercenary Villain, being one of those guys who just shows up in random books here and there and doesn't focus on any one character- sort of like the Jobbers from
Marvel Team-Up/Two-in-One.
-His biggest story was
Heavy Metal, part of the run of Roger Stern's
Avengers- he creates this labyrinthine plot involving various tech-characters (including a Kree Sentry, TESS-One and Machine Man), all in order to gain the powers of Kubik (aka the sentient Cosmic Cube) with his mimicking power. He effortlessly defeats The Avengers (it didn't help that Dr. Druid was actively bringing down Captain Marvel's leadership, and she wasn't doing too well anyways), but is beaten when Captain America pulls the old "convince the villain to lose" schtick by telling the Adaptoid that he ISN'T superior to humans, since they can do one thing he can't- DIE. Adaptoid is all "LOLwut?" and proves Cap wrong... by dying and falling to the floor. I mean, I like it when the heroes can out-strategize the villain, but that REALLY looks like Stern couldn't think of a way out of the story otherwise- he'd made the villain TOO unstoppable. Soon, it was back to being a Mercenary Villain, threatening various heroes but never really showing much personality.
-Like most Mimics, The Super-Adaptoid grows from a minor threat to a super-unstoppable death monster the more heroes he copies- give him access to Thor & Iron Man and he's ALREADY going to take on the entire Avengers and do alright, but add in EVERYONE'S powers and abilities? Then he'll finish anyone in moments. At one point, his powers are epic enough to steal those of a COSMIC BEING, which is more ranks of Mimic than is necessary for most versions of the character- Sentient Cosmic Cubes cost 825 points THEMSELVES- that level of Mimic would need almost 165 ranks!
PREDATOR X
Created By: Christopher Yost, Craig Kyle & Paco Medina
First Appearance: New X-Men #34 (2007)
Role: Ravenous Monster
Group Affiliations: The Weapon Plus Program
PL 8 (94)
STRENGTH 8
STAMINA 8
AGILITY 2
FIGHTING 8
DEXTERITY 2
INTELLIGENCE -3
AWARENESS 0
PRESENCE -3
Skills:
Intimidation 10 (+7)
Perception 8 (+8)
Advantages:
Improved Initiative, Improved Trip, Startle, Teamwork
Powers:
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Senses 6 (Detect Mutants- Ranged 4, Tracking) [6]
Regeneration 8 (Feats: Regrow Limbs) [9]
"Acidic Saliva" Damage 2 (Extras: Secondary Effect) Linked to Weaken Toughness 4 (Extras: Affects Objects) [12]
"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]
Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +2
Complications:
Motivation (Eating Mutants)- It's pretty much all they do. One even dug up the bodies of some of the unknown X-Bus Victims and ate them!
Total: Abilities: 24 / Skills: 18--9 / Advantages: 4 / Powers: 45 / Defenses: 12 (94)
-There were three "Predator X" monsters created by Weapon Plus to hunt down various X-people, but two were killed (one by a Sentinel O.N.E. trooper, one by X-23). The remaining one begins as a kind of Legacy Virus Incarnate, basically doing the disease's old job by killing off random background Mutants that Marvel wasn't using anymore (poor Peepers, we hardly knew ye), but was killed by Wolverine. Soon, even more are created, and they've gone on to become kind of a generic Background Jobber Monster thing.
-The Predators are naturally quite strong, fast, regenerative, and never tire, making them extremely effective hunters... but of course even WITH New Villain Stink they were never really able to kill anyone good, and the heroes are now capable of mowing them down pretty quickly- they might even settle into PL 6s one of these days!
REPTYL (aka Capt'n Reptyl)
Created By: Steve Englehart & Joe Staton
First Appearance: The Silver Surfer #11 (May 1988)
Role: Space Pirate
Group Affiliations: The Weapon Plus Program
PL 12 (191)
STRENGTH 9/13
STAMINA 9/13
AGILITY 4
FIGHTING 10
DEXTERITY 4
INTELLIGENCE 3
AWARENESS 2
PRESENCE 0
Skills:
Deception 5 (+5)
Expertise (Space Pirate) 7 (+10)
Insight 2 (+4)
Intimidation 6 (+6, +8 Size)
Advantages:
Equipment 2 (Pirate Stuff), Ranged Attack 6
Powers:
"Unfeeling Reptile" Immunity 10 (Emotion Effects) [10]
Regeneration 6 [6]
"Reptyl Prime Upgrades"
"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Impervious Toughness 11 [11]
Energy Blast 12 [24]
Immunity 10 (Life Support) [10]
Flight 6 (120 mph) (Flaws: Winged) [6]
"Laser Sword" (Flaws: Easily Removable) [7]
Deflect 10 (Extras: Reflect) (Flaws: Limited to Energy) (10)
AE: "Laser Slash" Strength-Damage +1 (1)
-- (11 points)
Offense:
Unarmed +10 (+9 Damage, DC 24)
Laser Sword +10 (+10 Damage, DC 25)
Reptyl Prime Unarmed +10 (+13 Damage, DC 28)
Energy Blast +10 (+12 Ranged Damage, DC 27)
Initiative +4
Defenses:
Dodge +10 (+8 Size, DC 18), Parry +10 (+8 Size, DC 18), Toughness +9 (+13 R. Prime), Fortitude +9 (+13 R. Prime), Will +6
Complications:
Hatred (Humanoids)
Total: Abilities: 82 / Skills: 20--10 / Advantages: 8 / Powers: 81 / Defenses: 10 (191)
-Cap'n Reptyl is a ruthless, emotionless reptilian Space Pirate created by the uber-druggie Steve Englehart. He teamed up with the Skrulls during the Kree/Skrull War, mangled The Super-Skrull badly, but was eventually killed by him. He was later reanimated into a more monstrous form, challenging The Silver Surfer, but was beaten and escaped, soon going back to Space Piracy. He turns up later in an older, more haggard appearance (comics are WEIRD), teaming with a clone of Thanos to do some stuff, and becomes The God of Pirates (comics are... wait, I just said that), but is soon defeated. I mainly know who he is because of the ads featuring him for that GOD-AWFUL
Silver Surfer NES game, one of the hardest Nintendo Hard games ever, which actually used NORRIN FREAKING RADD in a "One hit and you're dead" video game.
-Cap'n Reptyl is at first a PL 10 Space Pirate dude who feels no emotions (rendering him Immune to interaction effects or Starfox's Emotion Control ability), but later turns into both Reptyl Prime and The God of Pirates, both of which make him a PL 11.5 Powerhouse with an Energy Blast.
SPINNERETTE
Created By: John Byrne
First Appearance: The Fantastic Four #237 (Dec. 1981)
Role: Space Lady
Group Affiliations: The Solons
PL 8 (118)
STRENGTH 4
STAMINA 5
AGILITY 3
FIGHTING 5
DEXTERITY 4
INTELLIGENCE 3
AWARENESS 2
PRESENCE 2
Skills:
Expertise (Space Traveller) 4 (+7)
Investigation 2 (+4)
Perception 2 (+4)
Advantages:
Equipment 6 (Spaceship), Ranged Attack 4
Powers:
"Solon Physiology"
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Alter Gravity" Movement 1 (Environmental Adaptation- Zero Gravity) (Extras: Affects Others, Area- 60ft. Burst +2) [5]
"Mental Energy Beam- Vertigo Power" Affliction 8 (Will; Hindered & Impaired/Exhausted & Disabled/Incapacitated) (Extras: Ranged, Extra Condition, Cumulative) [32]
Offense:
Unarmed +5 (+4 Damage, DC 19)
Vertigo Beam +8 (+8 Ranged Affliction, DC 18)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +7, Will +4
Complications:
Weakness (High-Oxygen Atmospheres)- Solons fall into a drunken-like state when in high-oxygen atmospheres for too long.
Total: Abilities: 48 / Skills: 8--4 / Advantages: 10 / Powers: 42 / Defenses: 14 (118)
-Spinnerette is an alien female who ended up on Earth looking for indium to fix her spaceship, and was fooled into helping some hobos steal jewelry. The FF soon cured her drunk-like state and sent her home, from which she never returned. With her blue skin, eye things and leggings, she actually looks like more of a Dave Cockrum design than a John Byrne one, but it's unlikely the two would co-operate on anything, if you've ever read something by Cockrum on Byrne. She's a pretty simple character, and her solo appearance means she's light on Skills & Advantages- only being able to alter the gravity inside her spaceship (presumably the Area is enough to do so), and give people Vertigo as a ranged blast. She's quite strong and tough, coming from a race of 9-foot-tall people who breed like amoebas. Also, I have no idea why her name is Spinnerette.
QUASIMODO (Quasi-Motivational Destruct Organism)
Created By: Stan Lee & Jack Kirby
First Appearance: The Fantastic Four Annual #4 (Nov. 1966)
Role: Evil Computer
Group Affiliations: The Solons
PL 10 (149)
STRENGTH 10
STAMINA 12
AGILITY 0
FIGHTING 8
DEXTERITY 0
INTELLIGENCE 7
AWARENESS 2
PRESENCE 0
Skills:
Deception 4 (+4)
Expertise (Science) 2 (+9)
Intimidation 4 (+4)
Perception 2 (+4)
Technology 6 (+13)
Advantages:
Ranged Attack 8
Powers:
"Computer Link" Communication (Technology) 3 [12]
Eye Blast 12 (24) -- [25]
"Tech Control" Affliction 8 (Tech Skill of Creator; Entranced/Compelled/Controlled) (Extras: Cumulative, Perception-Ranged +2, Affects Objects Only +0) (Flaws: Limited to Technology) (24)
Regeneration 4 (Feats: Regrows Limbs) [5]
Offense:
Unarmed +8 (+10 Damage, DC 25)
Eye Beam +8 (+12 Ranged Damage, DC 27)
Tech Control -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +0
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +6
Complications:
Weakness (High-Oxygen Atmospheres)- Solons fall into a drunken-like state when in high-oxygen atmospheres for too long.
Total: Abilities: 78 / Skills: 18--9 / Advantages: 8 / Powers: 42 / Defenses: 12 (149)
-Quasimodo is one of those minor-league, forgotten Silver Age characters that just kind of got left behind. He's a sentient computer invented by The Mad Thinker, granted a partially-human body by a sympathetic Silver Surfer. Quasi of course acts like a dick about it, and fights the Surfer, being jealous of his awesomer body. He later becomes another Mercenary Villain, basically fighting everybody who has a spare "Filler" issue here or there- Hawkeye & Spider-Man, Captain Marvel, The Beast, The FF, Rom, etc. He disappears after Vision knocks his consciousness into space, and doesn't return until the
Dark Reign storyline, acting as an analyst for Norman Osborn.
NIMROD
Created By: Chris Claremont & John Romita, Jr.
First Appearance: The Uncanny X-Men #191 (March 1985)
Role: Super Future Sentinel
Group Affiliations: The Sentinels
PL 12 (290)
STRENGTH 13
STAMINA --
AGILITY 1
FIGHTING 10
DEXTERITY 0
INTELLIGENCE 4
AWARENESS 0
PRESENCE 0
Skills:
Deception 5 (+5)
Technology 8 (+12)
Intimidation 11 (+11)
Investigation 4 (+4)
Perception 10 (+10)
Advantages:
All-Out Attack, Fast Grab, Jack-of-All-Trades, Power Attack, Ranged Attack 10, Startle
Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 14 (Extras: Impervious 9) [23]
Regeneration 12 (Feats: Regrow Limbs & Pieces) [13]
Flight 7 (250 mph) [14]
Senses 7 (Detect Powers- Ranged 2, Acute & Analytical, Infravision) [7]
Communication 3 (Radio) [12]
Blast 13 (Feats: Split) (27) -- [31]
AE: Damage 12 (Extras: Area- 60ft. Cone) (24)
AE: Force Field 2 (Extras: Affects Others 8)
AE: "Magnetic Control" Move Object 12 (Extras: Perception Range) (Flaws: Limited to Metals) (24)
AE: Teleport 12 (24)
"Adaptation to Opponents" Variable 5 (Counts to Opponents' Powers) (Extras: Reaction +2) [45]
Morph 4 (Any Forms) [20]
Offense:
Unarmed +10 (+13 Damage, DC 28)
Blast +10 (+13 Ranged Damage, DC 28)
Area Blast +12 (+12 Damage, DC 27)
Initiative +1
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +14 (+5 Impervious), Fortitude --, Will +6
Complications:
Weakness (Magnetic & Electrical Attacks)- As a metal machine, Nimrod is more vulnerable to certain kinds of attacks.
Total: Abilities: 46 / Skills: 38--19 / Advantages: 15 / Powers: 195 / Defenses: 15 (290)
-Wooh. Nimrod is one hell of an X-Men opponent, so it's kinda funny that he's relatively forgotten to the annals of time compared to such luminaries as Magneto, Sinister & Apocalypse. The problem was, most of his stories just aren't quite as GOOD as most of the A-Listers', and he stuck around a lot longer, for more drawn-out storylines, as was Claremont's style in the '80s (in the '70s, it was REALLY fast- the whole Dark Phoenix thing took half a year at best). As a result, he's been brought back time and time again, but never really doing all that much. He's a major threat, sure (Rogue had to steal Nightcrawler AND Colossus' powers to beat him, by doing a 'port trick that Kurt could never have done with his durability level). He even looks pretty cool in some iterations (not the big pink blocky dude John Romita Jr drew, but the big red monster Tony Daniel did). But he just never quite hit the A-List.
-I think a big issue with Nimrod is the name- this is basically 100% an insult nowadays, regardless of the Biblical origins of the name. It's therefore the equivalent of calling your new Evil Robot character Douchenozzle, or Moron- it's just silly.
-Nimrod is a beast. As strong as Colossus, he's also got hugely powerful blasters, Adaptive powers like many Sentinels (the almighty "Nemesis" power), Morphing, Teleportation, high-level durability AND the ability to Regenerate better than Wolverine. It would (and did) take an entire team of X-Men, and possibly some of their villains, to bring him down, and once Cable had to convince him to shut down, rather than actually fight him.
ROCK (Samuel John LaRoquette)
Created By: John Byrne
First Appearance: The Incredible Hulk #317 (March 1986)
Role: Powerhouse
Group Affiliations: The Hulkbusters, S.H.I.E.L.D., The Assembly of Evil, The Riot Squad
PL 9 (138)
STRENGTH 2/11
STAMINA 3
AGILITY 3
FIGHTING 7
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Teacher) 4 (+6)
Intimidation 4 (+4)
Advantages:
Fast Grab, Startle
Powers:
"Malleable Exoskeleton"
Enhanced Strength 9 [18]
Protection 8 (Extras: Impervious 11) [19]
Morph 2 (Flaws: Limited to Simple Shapes, Limited to the Same Colour) [6]
"Malleable" Elongation 1 [1]
"Hand Spikes" Penetrating Strength Damage 8 [8]
"Body Spikes" Damage 4 (Extras: Reaction +3) [16]
Extra Limbs 4 [4]
Flight 4 (30 mph) [8]
Regeneration 4 [4]
Offense:
Unarmed +7 (+2 Damage, DC 17)
Hand Spikes +7 (+11 Damage, DC 26)
Body Spikes +7 (+4 Damage, DC 19)
Initiative +3
Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +11 (+6 Impervious), Fortitude +4, Will +2
Complications:
Motivation (Challenges)- Sam was an adventurous child, and longs for greater adventures and challenges in his life.
Temper- Sam tends to get into arguments, and punches out people who annoy him. This has cost him two jobs already.
Total: Abilities: 42 / Skills: 8--4 / Advantages: 2 / Powers: 84 / Defenses: 6 (138)
-An argumentative guy, Samuel LaRoquette was hired by Bruce Banner as part of Project Hulkbuster, but is later recruited by The Leader with his teammate Craig "Redeemer" Saunders- both failed Hulkbusters are turned into super-villains and set against The Hulk repeatedly. Rock is later recruited by The Jester to form a team of Avengers-beaters during
Acts of Vengeance, but sadly, a gang of Hydro-Man, The Fenris Twins, a robotic Hulk and Cloak & Dagger weren't up to the task. Rock's stone shell is shattered by Thor, but he's happy to be free of imprisonment... it's short-lived, however, as the rock re-forms and he is trapped once again.
-Rock's powers are actually quite cool and original- a Shapeshifting Stone Exoskeleton that gives him multiple powers- Stone Fists, Spikes, Elongation, Extra Limbs, etc. He's durable as hell, but obviously nobody Thor or the Hulk couldn't beat with enough time.
REDEEMER (Craig Saunders, Jr.)
Created By: John Byrne
First Appearance: The Incredible Hulk #317 (March 1986)
Role: Army Guy
Group Affiliations: The Hulkbusters, The Riot Squad
PL 9 (96)
STRENGTH 2
STAMINA 3
AGILITY 3
FIGHTING 8
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Explosives) 6 (+8)
Expertise (Soldier) 3 (+5)
Perception 3 (+3)
Advantages:
Ranged Attack 3
Powers:
"Redeemer Powered Armour" (Flaws: Removable) [36]
Protection 7 (Extras: Impervious 9) (16)
"Hand-Cannons" Blast 11 (Feats: Split, Improved Critical) (Extras: Penetrating 5) (29)
-- (45 points)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Hand-Cannons +8 (+11 Ranged Damage, DC 26)
Initiative +2
Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +3 (+10 Armour, +5 Impervious), Fortitude +4, Will +2
Complications:
Motivation (Atonement)- Craig ruined his career after killing a mother and her child while working on a bomb squad and accidentally triggering a device. He attempts to atone for his mistakes by joining The Hulkbusters.
Total: Abilities: 44 / Skills: 12--6 / Advantages: 3 / Powers: 36 / Defenses: 7 (96)
-A Bomb Squad operator who ruined everything after a mother and child were killed while he was one the job, Craig didn't have much luck as a Hulkbuster either, having accidentally shot down a teammate during a training excercise. The team was disbanded, but he then joined S.H.I.E.L.D.'s Hulkbusters, where he was captured by The Leader and transformed into Redeemer- a guy in a suit (was he brainwashed or something? Why was he evil now?). He was killed during the destruction of Middletown (??). Looking at the images on ComicVine, I can see that he was killed while fighting The Hulk, getting his head smooshed by a casual backhand (not sure how deliberate that was on the Grey Hulk's part).
THANE ECTOR
Created By: Bob Harras & Ron Lim
First Appearance: The Avengers #334 (June 1991)
Role: Space Conquerer
Group Affiliations: The Brethren
PL 10 (175)
STRENGTH 10
STAMINA 10
AGILITY 3
FIGHTING 10
DEXTERITY 4
INTELLIGENCE 3
AWARENESS 3
PRESENCE 4
Skills:
Expertise (Space Soldier) 6 (+9)
Insight 2 (+5)
Intimidation 2 (+6)
Perception 2 (+5)
Advantages:
Accurate Attack, Leadership, Ranged Attack 6
Powers:
Speed 10 (2,000 mph) [10]
Quickness 8 [8]
Eye Blasts 10 [20]
Morph 4 (Any Form) [20]
Offense:
Unarmed +10 (+10 Damage, DC 25)
Eye Blasts +10 (+10 Ranged Damage, DC 25)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +5
Complications:
Secret (The Brethren's Origin)- Thanes are meant to tell stories to their people about their legacy as great warriors- none are to know the truth of their history as living weapons of The Celestials.
Total: Abilities: 94 / Skills: 12--6 / Advantages: 8 / Powers: 58 / Defenses: 9 (175)
-Thane Ector is a member of The Brethren, a group introduced in Bob Harras' much-maligned "Leather Jacket Era"
Avengers (noted for its obvious attempts at mimicking the X-Men's success... by copying their fashion sense. The D-Team roster and weird, overly-complex storytelling left sales in tatters before Kurt Busiek rebooted the whole thing post-
Heroes Return). The Brethren were created by The Celestials, after the introduction of the Etnerals & Deviants on Earth- they were used as a living weapon by Arishem the Judge, sent to exterminate all life on the worlds that were "judged" unworthy. Eventually, they were abandoned by the Celestials and left to wander the universe, before being kidnapped by The Collector. Only the Thane and his brother are meant to know the truth (in their species, two sons are told the truth, and one becomes the new Thane, while the other goes mad from the revelation).
-Thane Ector frees his race from The Collector, and they immediately invade Earth, fabled as the first planet to fight off Galactus- Ector apparently easily defeated Captain America while his army saw off The Avengers (seriously- Earth heroes have beaten The Collector 50 times, yet an ENTIRE RACE he captured can now see them off in a straight-up fight?)- he told a captured Sersi of their origins, but it turns out that The Collector LET them escape, as he wanted them to destroy Earth so that he could collect the remainder of the species. He slew The Brethren, leaving the base bacteria from which they were created to fly around and destroy everything in their path. Sersi convinced the Thane and his mad brother The Fool to form a new Uni-Mind and fight The Collector- the resulting battle destroyed the entire species, and Thane Ector thanked Sersi with his dying breath. Weird, WEIRD story.
-As a one-shot villain, little is known of Thane Ector, but he beat Captain America in his first outing, and has vague levels of physical capabilities (including Super-Strength, and Speed enough to outrun an injured Quicksilver once). I chose to make him up as a balanced PL 10 Space Warrior, which is actually quite an effective character type.
ULTIMO
Created By: Stan Lee & Gene Colan
First Appearance: Tales of Suspense #76 (April 1966)
Role: Giant Robot
Group Affiliations: The Rajaki
PL 16 (202)
STRENGTH 18
STAMINA --
AGILITY 0
FIGHTING 10
DEXTERITY 0
INTELLIGENCE --
AWARENESS 0
PRESENCE --
Skills:
None
Advantages:
Fast Grab, Power Attack, Ranged Attack 8, Startle, Takedown 2
Powers:
"Giant Robot"
Immunity 30 (Fortitude Effects) [30]
"Adapted Defenses" Immunity 20 (Energy Effects) (Flaws: Limited to Attacks Which Have Beaten It Before) [10]
Regeneration 4 [4]
Protection 14 (Extras: Impervious 23) [37]
Speed 5 (120 mph) [5]
Growth 12 (Str & Toughness +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
"Disintegration Beam" Blast 12 Linked to Weaken Toughness 12 (Extras: Ranged, Affects Objects) (60) -- [61]
AE: Concussive Blast 20 (40)
Offense:
Unarmed +10 (+18 Damage, DC 33)
Blasts +8 (+20 Ranged Damage, DC 35)
Disintegration Beam +8 (+12 Ranged Damage & +12 Ranged Weaken, DC 27 & 22)
Initiative +0
Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +22 (+11 Impervious), Fortitude --, Will --
Complications:
Weakness (Being Thrown Into a Volcano)- While this would KILL most anything else, it merely shuts Ultimo off and renders him dormant once again. This has happened so far FOUR TIMES. He really needs to stop fighting people next to volcanos.
Total: Abilities: 2 / Skills: 00--0 / Advantages: 12 / Powers: 172 / Defenses: 16 (202)
-Ultimo's an odd one that always felt to me like he should have been a bigger deal, yet never was. Maybe it's because he debuted as a Giant Robot in a decade where that was the "Go-To" Minion for many baddies, resulting in him becoming a bit forgettable. Because only in comics can a millennia-old Giant Robot be deemed "forgettable". He was forged by aliens as a Weapon of Mutually-Assured Destruction, and promptly wiped them all out. He's also seen wiping out the planet Rajak, and it's last survivors successfully sent him to Earth in the 1840s, where he lay in stasis for a hundred or so years. He is reactivated by The Mandarin as an Iron Man-killer, but Tony usually manages to find a way to stop the 'bot (generally, super-heroes toss him into a volcano).
-During one story, Ultimo destroyed the Remote-Controlled Iron Man unit, rendering Tony (who was connected to it mentally) comatose. This left James Rhodes to form an "Iron Legion" of ex-Iron Man suit-wearers, wearing old versions of the armour in what I assume was a cool bit (one guy even wore the original GREY suit, while another wore The Silver Centurion armour). Tony eventually recovered during a disastrous fight, and one-shotted Ultimo with a lightning strike to its "central nervous system" with an all-new suit of armour. It is fought a couple more times (once one-shotted by The Tactigon, an alien weapon used by a teenage girl in
The Initiative), and was the centrepiece of a
War Machine story where its programming was used to make a Computer Virus/Steroid thing.
-Ultimo is physically very powerful- hitting PL 14 with its Concussive Blast, but the main trouble is the durability of the damn thing- +24 Toughness, +12 Impervious, and it'll also Regenerate from damage. This means that he can easily hold off an entire squad of Avengers near-endlessly (their best weapon, Thor's Hammer, only does +18 damage compared to that, which means that Ultimo will be unaffected more than 50% of the time!). Generally speaking, the only way to beat it is to change its programming (its an unthinking Kill-O-Bot with no real strategic thinking), or to throw it back into a volcano, where it'll go dormant. Ultimo has laid waste to entire planets before, mainly throw the insane durability and relentless attack pattern. Ultimo's height tends to vary, for reasons that are obvious to anyone familiar with the problems of drawing certain things to scale, but he's generally somewhere between 25 and 60 feet tall- and he's about the same level of power regardless, so it doesn't matter.
THE GREEN LIBERATION FRONT (aka The Credit Card Soldiers)
Created By: Walter Simonson
First Appearance: Thor #354 (April 1985)
Role: Anti-Money Mooks
Group Affiliations: The KGB
PL 7 (85)
STRENGTH 2/8
STAMINA 2
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 1
AWARENESS 1
PRESENCE 1
Skills:
Expertise (Soldier) 4 (+5)
Intimidation 3 (+4)
Perception 2 (+3)
Technology 3 (+4)
Advantages:
Equipment 4 (Blasters +6- Multiattack), Ranged Attack 6
Powers:
"Battle Armour" (Flaws: Removable) (Feats: Subtle- Credit Card-Sized) [33]
Enhanced Strength 6 (12)
Protection 6 (Extras: Impervious 5) (11)
Flight 6 (120 mph) (12)
"Sensors" Senses 2 (Infravision, Extended Hearing) (2)
Features 1: Increased Mass (1)
Reach 1 (1)
-- (39 points)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Battle Armour +6 (+8 Damage, DC 23)
Blasters +6 (+6 Ranged Damage, DC 21)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+8 Armour, +3 Impervious), Fortitude +3, Will +2
Complications:
Motivation (Destroying the American Economy)
Total: Abilities: 30 / Skills: 12--6 / Advantages: 10 / Powers: 33 / Defenses: 6 (85)
-The Green Liberation Front (forming an acronym even funnier than the Mutant Liberation Front these days) is an organization formed by The Titanium Man, a Russian agent, to help destroy the American economy. HOW this was to be done I'm not sure about, but they brawled with Thor for a while (and Beta-Ray Bill once), getting their asses handed to them eventually (I mean, that's some great armour they have on- but this is THOR we're talking about). The suits are actually REALLY BIG, but I didn't feel like adding Growth. In any case, they're PL 7 unarmed, and PL 6 with their Lasers (which seem just like standard-issue Useless Comic Lasers), which is enough to be a rough battle for a single PL 10 hero, especially if you don't use the Minion Rules for them.
HARNESS (Eliza Benton)
Created By: Fabian Nicieza & Guang Yap
First Appearance: The New Mutants Annual #7 (1991)
Role: One-Shot Villain, Bad Mom
Group Affiliations: A.I.M.
PL 10 (139)
STRENGTH 2/8
STAMINA 3
AGILITY 3
FIGHTING 7
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 1
PRESENCE 2
Skills:
Close Combat (Unarmed) 2 (+10)
Deception 2 (+4)
Expertise (Mercenary) 4 (+6)
Intimidation 2 (+4)
Perception 2 (+3)
Technology 2 (+4)
Advantages:
All-Out Attack, Close Attack, Ranged Attack 4
Powers:
"Mutant Powers: Energy Handcuffs"
Affliction 5 (Fort; Entranced/Compelled/Controlled) (Feats: Reach 3) (Extras: Cumulative, Concentration) [18]
"Battle Armour" (Flaws: Removable) [51]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 7) (17)
Enhanced Advantages 5: Improved Critical (Guns), Ranged Attack 4 (5)
Senses 3 (Detect Energy- Ranged 2) (3)
"Automatic Weapons" Blast 8 (Extras: Multiattack) (24) -- (26)
AE: Teleport 12 (24)
AE: "Energy Build-Up" Energy Aura 10 (Flaws: Restricted- 1 Use) (20)
-- (63 points)
Offense:
Unarmed +10 (+2 Damage, DC 17)
Battle Armour +10 (+8 Damage, DC 23)
Energy Build-Up +10 (+10 Damage, DC 25)
Automatic Weapons +12 (+8 Ranged Damage, DC 23)
Initiative +3
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+13 Armour, +4 Impervious), Fortitude +5, Will +4
Complications:
Motivation (Greed & Power)
Total: Abilities: 48 / Skills: 14--7 / Advantages: 6 / Powers: 69 / Defenses: 9 (139)
-One of my very first introductions to X-Force, and my first introduction to The New Warriors PERIOD, was the third part of an Annual storyline featuring the two teams gathering to stop Harness, an A.I.M. Operative, from reforming the deceased mutant Proteus. The story was pretty much the definition of "Comic Book Brawl", with the two teams (having already done the "they fight but then team up" thing and gotten it out of the way) coming to Muir Island to get Moira MacTaggert's help... only to have her and her "Islanders" (Jamie Madrox, Siryn, Super-Strong Polaris & Legion) start fighting them for no good reason. Then THEY team up, and we get what Speedball calls a "Crazy, half-baked pseudoscientific hero-plan thing!" that involves a group of heroes doing all this weird stuff to counter the absorption of Proteus' energies by Harness' son Gilbert, an Energy-Absorbing Mutant known as Piecemeal. At story's end, the power is too much, and Kevin ruptures, creating a combined being- Kevin MacTaggert & Gilbert Benson, using the emotions of both disadvantaged children (Proteus was a madman, twisted by years of necessary captivity; Gilbert was horribly abused by his mother, who called him "tubbo" and thought nothing of the torture inflicted upon him by the absorption process) to gain total power.
-It's a bit of a mess, but an entertaining one, featuring tons of super-brawling and some good art (Polaris looks QUITE fetching as a swimsuit-wearing Hot Amazon, and Firestar never looked better in her shiny yellow unitard), though Marvel Boy's Telekinesis looks kind of gross... like it's made out of internal organs or something- it's very BLOTCHY. Harness uses the term "I give up... NOT!" back when THAT was a current thing. It's meant to be hidden that Harness is a woman, though other issues make it pretty obvious (the armour goes from Samus-like to basically curvaceous). The whole plan is actually concocted by Gideon and THE TOAD of all people, but they mainly are in the background, playing chess as they oppose each other on friendly terms.
-I finally got the rest of the story years later. It's pretty decent (I remember hating the last part in my 20s, but now I kind of see the beauty & tragedy in it), though the art suffers a bit- the one I had featured all the cool fighting. The last story features X-Factor coming onto the scene as the Islanders, X-Force & New Warriors sit around uselessly in stasis. They do the classic "heroes debate the villains" thing, and convince the new Proteus to disperse himself once again and let everyone go, effectively giving Kevin & Gilbert the peace they never knew in life. Notably, Moira admits that she could never give Kevin the happiness he needed- then OR now. Which is delightfully depressing, as is the moment when Cable points out that everyone present is also a freak and an outcast like Proteus. It's kind of neat that Nicieza manages to make CABLE the "voice of reason", demanding the open-hand approach and trying to save Proteus, when even Jean Grey and Moira herself are willing to let him go- this is right at the beginning of the existence of X-Force, mind you- Liefeldian at its peak, yet Nicieza made sure that we knew Cable was more than just some simple soldier-boy. Harness was never seen again, presumaby being arrested at story's end.
-Harness is actually QUITE tough- she handles dozens of hits from superhumans, taking on a party that includes Cable, Siryn, Warpath, Polaris, Cannonball, Boom-Boom, Shatterstar, Silhouette, Nova, Namorita, Feral & Night Thrasher, all working together. Nova & Cannonball barely make a dent, and then she starts using Multiattack Stuff on her Power Armour to take out a half-dozen of them in one go (Shatty, Thrash, Boomer, Feral & Siryn). The heroes finally pile on one attack after another, more than I've seen almost ANYONE take, before a final shot from Warpath shatters her helmet and reveals a woman's face. She can also Teleport and hit others with an Energy Aura (only once, though)- she never really injures anyone of real durability (Shatterstar is KIND OF tough, though), but she can definitely take a beating.
-Piecemeal himself was just a personality and Living Macguffin rather than a statted-up character- he's a young boy who can absorb energy in his vicinity, which is what allows Harness to gather all of Proteus' power and reform him. Her plan of course would never have worked- the energy was too massive and Proteus was uncontrollable.
T.E.S.S.-ONE (Total Elimination of Super-Soldiers)
Created By: Mark Gruenwald & Mike Zeck
First Appearance: Captain America Annual #8 (1986)
Role: Adamantium Robot
Group Affiliations: The American Government
PL 12 (130)
STRENGTH 10
STAMINA --
AGILITY 0
FIGHTING 8
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE --
Skills:
Close Combat (Unarmed) 2 (+10)
Technology 4 (+4)
Advantages:
Ranged Attack 10
Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 18 (Extras: Impervious 17) [35]
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Flight 7 (250 mph) [14]
Energy Blast 10 (20) -- [21]
AE: "Machine Guns" Blast 6 (Feats: Accurate 2) (Extras: Multiattack) (20)
Offense:
Unarmed +10 (+10 Damage, DC 25)
Machine Guns +14 (+6 Ranged Damage, DC 21)
Energy Blast +10 (+10 Ranged Damage, DC 25)
Initiative +0
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +18 (+9 Impervious), Fortitude --, Will --
Complications:
Motivation (Killing Super-Soldiers)- T.E.S.S.-One was built to kill Captain America and other super-humans.
Total: Abilities: 0 / Skills: 6--3 / Advantages: 10 / Powers: 109 / Defenses: 8 (130)
-Yet another example of "The Government Is Evil" being an omnipresent trope in comics, T.E.S.S.-One was created in 1945 by the Gov't to bring down Captain America and other super-heroes should they turn rogue. The robot was reactivated in modern times by a Technopathic mutant named Overrider, requiring a team-up of Captain America & Wolverine (before he started teaming with EVERYBODY) to stop him- they managed to cut off its head because the joints were not made of Adamantium (this was when they started REALLY using that a lot), unlike the rest of its body. He was used as a minion by The Super-Adaptoid later on in the
Heavy Metal storyline, but basically disappeared before the end of the story, having merely been a distraction. In its last appearance, it was easily blown up by a Cosmically-Powered Spider-Man.
-Yet ANOTHER Kill-O-Bot in this set (I actually didn't even realize it at first, but having decided to build the characters of
Heavy Metal from Roger Stern's
Avengers run, it was inevitable), T.E.S.S.-One is similarly easy-ish to hit, but REALLY durable, and can only be brought down via a protracted effort. +18 Toughness is remarkably-tough (it IS made of Adamantium), but not so much that a lot of effort can break its joints down.
THE RIOT SQUAD
Created By: Peter David, Todd MacFarlane & Jeff Purves
First Appearance: The Incredible Hulk #345 (July 1988)
Role: Mook Team
-Y'know, never having read The Hulk's book growing up, I had no idea about most of his Rogues Gallery aside from the dudes who ended up on Marvel Cards- pretty much just The Leader and The Abomination. Both Gamma-Powered guys. But looking at all the Hulk Villains I've statted, I'm astonished at just HOW MANY of these guys have the same general origin. I mean, I thought Iron Man was bad for all the Evil Armour Guys he fights- Hulk practically ONLY fights Gamma-Powered mutates. Or just strong guys. This is probably why every
Hulk movie bombs, yet everyone loved him in
The Avengers- dude is GREAT, but only on a team as a Comic Relief/Power Feat guy.
The Riot Squad is a gang of Leader's Mooks, set out to fight The Hulk (the Grey Version). They were created when he detonated a Gamma Bomb in Arizona, destroying a town and killing many of its inhabitants, leading to various mutations as well. They'd become Leaders Minions & Guards, protecting his home, and once teamed up with The U-Foes to battle Hulk & The Pantheon. Soul Man was killed by HYDRA, while Omnibus became the new leader when Leader was thought-dead. However, he was revealed to be a massive prick, and so they left him to die in the Arctic. They haven't been seen in years, ever since David left the
Hulk series. All were pretty much Bystanders who gained fairly-large amounts of power, turning them into Green-Skinned Jobbers, who nonetheless would be annoying for a solo hero to fight.
HOTSHOT (Louis Lembert)
Role: Blaster
PL 8 (77)
STRENGTH 3
STAMINA 3
AGILITY 4
FIGHTING 5
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 3
Skills:
Acrobatics 2 (+6)
Athletics 4 (+7)
Advantages:
Ranged Attack 4
Powers:
Gamma Blast 10 [20]
Offense:
Unarmed +5 (+3 Damage, DC 18)
Gamma Blast +6 (+10 Ranged Damage, DC 25)
Initiative +4
Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +2
Complications:
Motivation (Guarding Freehold)
Relationship (Jailbait)
Total: Abilities: 40 / Skills: 6--3 / Advantages: 4 / Powers: 20 / Defenses: 10 (77)
-Hotshot is a High School Athlete and Jailbait's boyfriend- he has green hair and shoots Energy Blasts.
JAILBAIT (Jessie Harrison)
Role: Snare-er, Barrier Warrior
PL 8 (87)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 4
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 2
Skills:
Deception 2 (+4)
Advantages:
None
Powers:
"Energy Cage" Create 10 (Extras: Impervious 9) (29) -- [30]
AE: Force Field 8 (Extras: Impervious 9) (17)
Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+10 Force Field, +5 Impervious), Fortitude +4, Will +2
Complications:
Motivation (Guarding Freehold)
Relationship (Hotshot)
Total: Abilities: 26 / Skills: 2--1 / Advantages: 0 / Powers: 30 / Defenses: 10 (87)
-Jailbait is the oddly-named girlfriend of Hotshot, and creates Energy Cages around things- effectively a Create effect.
SOUL MAN (Jason McCall)
Role: Super-Powerful Guy
PL 5-12 (125)
STRENGTH 2
STAMINA 3
AGILITY 2
FIGHTING 4
DEXTERITY 2
INTELLIGENCE 2
AWARENESS 3
PRESENCE 2
Skills:
Expertise (Religion) 5 (+7)
Deception 3 (+5)
Advantages:
Ranged Attack 2
Powers:
"Near-Omnipotence" Variable 10 (70) -- [71]
AE: "Raise the Dead" Healing 10 (Extras: Resurrection) (Flaws: Limited to Others) (20)
Offense:
Unarmed +4 (+2 Damage, DC 17)
Near-Omnipotence +4 (+?? Damage, DC ??)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +3
Complications:
Motivation (Guarding Freehold)
Secret (Embezzler)- Jason stole funds from a church where he had worked.
Total: Abilities: 40 / Skills: 8--4 / Advantages: 2 / Powers: 71 / Defenses: 8 (125)
-Soul Man is a religious man who nonetheless embezzled funds from his church before the Gamma Bomb gave him super-powers. They're listed as Raising the Dead and... near-omnipotence? GODDAMMIT, BIO-SITES! What the Hell does THAT mean?!? Soul Man was killed in a battle with The Hulk and The Leader. And he gets Variable and likes it ("Near-Omnipotence"; Jesus CHRIST...).
OMNIBUS (Burt Horowitz)
Role: Smart Guy
PL 5 (67)
STRENGTH 2
STAMINA 3
AGILITY 1
FIGHTING 4
DEXTERITY 2
INTELLIGENCE 8
AWARENESS 1
PRESENCE 2
Skills:
Expertise (Salesman) 4 (+5)
Deception 3 (+5)
Persuasion 3 (+5)
Advantages:
Beginner's Luck, Eidetic Memory, Inventor
Powers:
"Super-Intelligence" Quickness 4 (Flaws: Limited to Mental Actions) [2]
Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +1
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +3
Complications:
Motivation (Destroying the World and Ruling the Remains)
Total: Abilities: 46 / Skills: 10--5 / Advantages: 3 / Powers: 2 / Defenses: 11 (67)
-Omnibus is a Traveling Encyclopedia Salesman who gained a Leader-like scalp and is Super-Intelligent. I'm going to assume by his name and career that he now knows lots of various things, though I don't think you can just learn science via Gamma Radiation.
OGRESS (Diana Davids)
Role: Strong Girl
PL 8 (84)
STRENGTH 12
STAMINA 12
AGILITY 0
FIGHTING 4
DEXTERITY 0
INTELLIGENCE 3
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Lawyer) 4 (+7)
Intimidation 6 (+6)
Advantages:
Fast Grab
Powers:
Impervious Toughness 9 [9]
Offense:
Unarmed +4 (+12 Damage, DC 27)
Initiative +1
Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +12, Fortitude +12, Will +3
Complications:
Motivation (Guarding Freehold)
Total: Abilities: 62 / Skills: 10--5 / Advantages: 1 / Powers: 9 / Defenses: 7 (84)
-Ogress is the Team Powerhouse- a female lawyer turned into a hideous, hairy green beast.
THE BROTHERHOOD OF EVIL MUTANTS/MUTANT FORCE/THE RESISTANTS:
-Just doing a handful of re-postings of stuff from my own thread- it was bothering me that four Brotherhood members still had "ATT" links, making the Brotherhood section of my Master List look weird. These guys were Magneto's secondary gang of Brotherhood guys, created by Jack Kirby upon his return to Marvel. He did some various stuff, including a
Captain America Annual where Magneto (then an unused villain, since the X-Men book had been cancelled... think about that) scrounged together a team of mutant scrubs. And I mean, these guys were AWFUL- so bad that Mags left them right after this story, and they ended up being goons of THE MANDRILL of all people, in a battle against The Defenders. Years later, they became The Resistants, opposing Mutant Registration and fighting John Walker when he was Captain America.
The initial five Brotherhood members were Burner, Lifter, Paralyzer, Slither and Peeper. The Resistants added Mentallo (now called "Think Tank"), plus a group of scrubs with no real personality or variability to them- Quill (one of FIVE quill-shooting Marvel characters), Rust (basically a Rust Monster in human form) and Mist Mistress. Pretty much every single one of them was De-Powered after M-Day (personally, I'm shocked none were killed by The Legacy Virus), save Mentallo and Peeper (who was killed and eaten by a Predator X).
BURNER (Byron Calley)
Created By: Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain, Elementalist
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants
PL 7 (92)
STRENGTH 2
STAMINA 2
AGILITY 2
FIGHTING 5
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 1
Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+5)
Intimidation 5 (+6)
Advantages:
All-Out Attack, Ranged Attack 6
Powers:
"Mutant Powers: Pyrokinesis"
Immunity 10 (Flame Effects) [10]
"Set Things Aflame" Damage 7 (Feats: Reversible) (Extras: Perception Range +2, Secondary Effect) (29) -- [33]
AE: "Fire Control" Move Object 8 (Extras: Perception Ranged) (Flaws: Limited to Fire- Use Volume Instead of Mass) (16)
AE: Fire Blast 8 (16)
AE: "Flamethrower Hands" Damage 7 (Feats: Split) (Extras: Area- 30ft. Line) (15)
AE: Nullify (All Fire Effects) 10 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (20)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Fire Blast +6 (+8 Ranged Damage, DC 23)
Fire Area Effects +7 (+7 Damage, DC 22)
Set Aflame +7 Perception (+7 Perception Damage, DC 22)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +2
Complications:
Motivation (Greed)
Total: Abilities: 24 / Skills: 12--6 / Advantages: 7 / Powers: 43 / Defenses: 12 (92)
-Burner's about as generic as they get for the most part, but has a Perception-Ranged Fire Attack (that causes Secondary Damage, since guys are actually set ON FIRE) to make him a little bit different. Still not INTERESTING, mind you, as he's just a PL 7 Fire Elementalist, but it's something.
PEEPER (Peter Quinn, aka "Occult", "Peepers")
Created By: Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain, Super-Sensory Guy
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants, The Secret Empire
PL 7 (78)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 5
DEXTERITY 0
INTELLIGENCE 1
AWARENESS 2
PRESENCE 1
Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+6)
Intimidation 3 (+2)
Advantages:
Improved Aim, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 7
Powers:
"Mutant Powers: Enhanced Eyes"
"Eye Blast" Blast 7 [14]
Senses 10 (Microvision, Extended Vision 4 -1 per 100,000 feet, Vision Counters Concealment 5) [10]
Offense:
Unarmed +5 (+1 Damage, DC 16)
Eye Blasts +7 (+7 Ranged Damage, DC 22)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +3
Complications:
Motivation (Greed)
Total: Abilities: 28 / Skills: 10--5 / Advantages: 10 / Powers: 24 / Defenses: 11 (78)
-Basically taking the role of "Toad" in the new Brotherhood (ie. the mewling short guy that Magneto frequently insulted and bullied), Peeper had super-vision like few others in the Marvel Universe, but also blasted stuff with his eyes. Surprisingly, he made it to the modern era, where he was occasionally seen in the backgrounds of post-Decimation stuff, but they finally killed him via Predator X. He's your standard weak PL 7 Blaster with some unique powers (Extended Vision is rarely-seen in FOUR ranks).
-His name makes me laugh, if only because of a childhood story. See, back when me and the cousins were all young enough to bathe or swim together in a backyard pool or what have you, my cousin Calvin and his sister Amy were playing out back at my grandparents' place. My brother and I were out at the front of the hosue, and all of a sudden we hear "MMMMMOOOOMMM!! You know what Amy did to my PEEPER??- She PULLED IT!" To this day, my brother and I can still crack each other up just by doing the "you know what Amy did to my Peeper?" part. So a guy walking around using that as his code-name is just awesome.
LIFTER (Ned Lanthrop, aka "Meteorite")
Created By: Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants
PL 7 (71)
STRENGTH 3/7
STAMINA 2
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 1
Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+5)
Intimidation 3 (+4)
Advantages:
Ranged Attack 6
Powers:
"Mutant Powers: Gravity Control"
"Cancelling Gravity" Power-Lifting 2 (12 tons) [2]
"Moving Objects By Touch" Move Object 8 (Flaws: Limited to Objects He's Touched) [8]
"Increasing Density"
Enhanced Strength 4 [8]
Protection 6 [6]
Offense:
Unarmed +6 (+3 Damage, DC 18)
Boosted Strength +6 (+7 Damage, DC 22)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+8 Density), Fortitude +4, Will +2
Complications:
Motivation (Greed)
Total: Abilities: 28 / Skills: 10--5 / Advantages: 6 / Powers: 24 / Defenses: 8 (71)
-Lifter (Seriously? LIFTER? THIS is what Jack Kirby creates without Stan? Puts Stan's crappier ideas in perspective, doesn't it?) was a telekinetic with a quirk- he can only lift stuff and use Move Object-type things on stuff he's TOUCHING, which basically gives him the Affects Others Only Extra, Limited to Objects. He's a bit of a piece of crap (and looks generic as hell), but at least he's unique in that regard. However, he was de-powered after M-Day. He could throw stuff, or just punch people, but is still PL 7 like his buddies.
PARALYZER (Randall Darby, aka "Shocker II")
Created By: Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain, Blaster
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants
PL 7 (94)
STRENGTH 2
STAMINA 3
AGILITY 2
FIGHTING 5
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+7)
Expertise (Criminal) 5 (+5)
Intimidation 4 (+4)
Ranged Combat (Blasts) 3 (+6)
Advantages:
Ranged Attack 3
Powers:
"Mutant Powers: Electrical Control & Funky Hands"
"Surrounding Electrical Field" Damage 7 (Extras: Area- 500ft. Shapeable +5) (42) -- [43]
AE: Blast 8 (Feats: Split) (17)
"Clawed Hands & Feet"
Enhanced Advantages 2: Fast Grab, Improved Hold [2]
Strength-Damage +1 [1]
Offense:
Unarmed +7 (+3 Damage, DC 18)
Claws +7 (+4 Damage, DC 19)
Blast +6 (+8 Damage, DC 23)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +2
Complications:
Motivation (Greed)
Total: Abilities: 24 / Skills: 16--8 / Advantages: 3 / Powers: 46 / Defenses: 13 (94)
-Paralyzer (aka "Shocker", though he's apparently never been named as such) is another classic jobber, packing a sad power-set including messed-up hands (at least they're still technically HANDS- unlike Barrage and Razorfist, who have similarly-crappy deformities, he can actually hold onto stuff) and Electrical Blasts. He also uses a unique ability- the power to form "Electrical Fields" around objects. I chose to stat this up as a REALLY wide-range Shapeable Damage power- it'd be expensive as hell if he wasn't PL 7 with it. His clawed hands give him extra grappling power and extra damage as well, but he's still a Jobber.
GENERIC RESISTANT
Created By: Mark Gruenwald
Role: Forgotten Villain
Group Affiliations: The Resistants
PL xx (40)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 5
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+6)
Intimidation 3 (+3)
Advantages:
Ranged Attack 5
Powers:
"Mutant Powers: xxxxxxxxx"
Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +3
Complications:
Motivation (Greed)
Total: Abilities: 20 / Skills: 10--5 / Advantages: 5 / Powers: 0 / Defenses: 10 (40)
-These guys are the losers that joined The Resistants, who were meant to LOOK like they were fighting The Mutant Registration Act, but were actually just terrorists hired by The Red Skull.
QUILL- PL 6 (56): "Quills" Blast 5 (Feats: Accurate) (Extras: Multiattack) [16]
MIST MISTRESS- PL 7 (69): Flight 2 (8 mph), "Acid" Weaken Toughness 6 (Extras: Area- 30ft. Shapeable, Secondary Effect, Affects Objects), AE: "Anesthetic" Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Shapeable, Cumulative) [29]
RUST- PL 8 (70): "Rust" Weaken Toughness 10 (Extras: Progressive +2, Affects Objects Only +0) (Flaws: Limited to Metals) [30]
MISTER HYDE (Calvin Zabo)
Created By: Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #99 (Dec. 1963)
Role: Recurring Background Villain
Group Affiliations: The Masters of Evil, The Lethal Legion
PL 10 (148)
STRENGTH 11
STAMINA 11
AGILITY 1
FIGHTING 7
DEXTERITY 0
INTELLIGENCE 6
AWARENESS 2
PRESENCE 0
Skills:
Expertise (Criminal) 2 (+8)
Expertise (Science) 8 (+14)
Insight 4 (+6)
Intimidation 10 (+10)
Investigation 3 (+5)
Perception 3 (+5)
Technology 4 (+10)
Treatment/Medicine 10 (+16)
Advantages:
All-Out Attack, Chokehold, Close Attack, Diehard, Equipment 3 (Lab), Fascinate (Intimidate), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Last Stand, Power Attack, Startle, Takedown, Ultimate Medicine Skill
Powers:
"Huge Size"
Reach 1 [1]
Features 1: Increased Mass 1 [1]
"Durability" Impervious Toughness 5 [5]
"Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) [13]
Offense:
Unarmed +9 (+11 Damage, DC 26)
Initiative +6
Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +11 (+2 Impervious), Fortitude +12, Will +6
Complications:
Motivation (Science)- Hyde cares for nothing else other than discovering new chemical processes, and ways to mutate the human body. He can rarely turn up the chance to experiment upon living beings.
Power Loss- When Hyde becomes brain-damaged or overly fatigued, he is prone to returning to his original form. Calvin Zabo's Abilities are STR 0, STA 0 & AGI 0.
Power Loss (Formula)- Calvin Zabo must regularly injest his "Mister Hyde" formula, or else lose the ability to transform.
Prejudice (Recognizable)- With his immense height and girth, Hyde is clearly not human, and his face stands out as particularly ugly. He is unlikely to be able to go undercover.
Relationship (The Cobra)- Zabo and Cobra used to partner together, fighting Thor in their early days.
Enemy (Thor)- Oddly, the Below-Class-50 Zabo used to be a regular sparring partner for THOR of all people.
Enemy (Daredevil)- Once Thor grew too powerful, Daredevil ended up being a regular foe.
Enemy (Spider-Man, Ghost Rider)- Hyde has had run-ins with both of these heroes as well.
Relationship (Daisy Johnson)- Daisy is an agent of S.H.I.E.L.D. and the daughter of a prostitute "business partner" of Zabo's. The two aren't close.
Total: Abilities: 76 / Skills: 44--22 / Advantages: 18 / Powers: 20 / Defenses: 12 (148)
-Mister Hyde's a pretty classic case of a throwaway 1960s villain. He's wearing green (seriously, count up all the olive-clad baddies in the '60s- it's insane), he's big and ugly, and he's designed to go a few rounds with the hero (in this case, Thor), and hold his own before eventually failing. A Doctor with an interest in potions & mutations, he got on the bad side of Dr. Donald Blake, and thus went after him. This obviously brought Thor into the equation, and they brawled off-and-on over the years, before Thor's very advanced case of Power Creep left Zabo by the wayside. Teaming up with The Cobra (later King Cobra of the Serpent Society), he started fighting less-powerful good guys like Spider-Man, Daredevil and whoever else needed a "filler villain" that week.
-He was the sadist responsible for torturing and nearly killed Jarvis during the Siege on Avengers Mansion as a part of The Masters of Evil, and was even responsible for destroying Captain America's original WWII Shield! Modern times have shown not much else for him, as he's still a minor-league guy- your classic "Mercenary Villain" who just fills space once in a while.
-Hyde's actually a bit cheaper in 3e than in 2e, despite having most of the same abilities. That's because 3rd Edition has REALLY shrank back the cost of Super-Strength and the Sciences (despite boosting the cost of Skillmonkey-types because of the cost-doubling of Skills in general, consolidation has turned five or six Science-related Skills into one), leaving Mister Hyde a dangerous PL 10 brawler that's just a bit short of full PC points. He COULD be PL 9 depending on the showing, but I think a guy who can challenge Spider-Man, take Daredevil to his limits, and beat a couple Serpent Society members like they were nothing (well, some of the good ones- Anaconda & Puff Adder) classifies as a "classic" PL 10-type villain. Plus, he used to fight THOR on a regular basis. But Thor used to be that type of guy- he'd be challenged by Mooks, but was still supposed to be the strongest hero around.
-So Hyde's very smart, very good at Medical-based stuff (ie. mutations), a strong brawler, reasonably good at fighting, etc. A good, generic Powerhouse with a +9/+11 trade-off, he can brawl with Class 100 guys OR Class 10 guys, and it generally turns into a solid brawl. There's actually fairly-few villains at this specific level of power, when you really think about it- most guys are much weaker or much stronger.
THE WRECKING CREW:
-The Wrecking Crew is a CLASSIC case of Marvel Jobber Villainy. What's funny is that they're jobbers to guys as elite as THOR, yet over time, have lost to pretty much every single character in the Marvel Universe. In
The Secret Wars, they were part of the official "Job Squad" that lost to everyone every time a hero needed a big feat of power (She-Hulk and Colossus both trounced them). They were a part of the "power section" of Baron Zemo's Masters of Evil when they invaded and destroyed Avengers Mansion, but Thor depowered the entire Crew. They fight Iron Man, Ghost Rider, Hercules, Alpha Flight, Captain America & Iron Fist, Spider-Man, Namor, Dr. Strange and even The Thunderbolts in one of their first brawls against their former supervillain compatriots. Unfortunately, recent years have seen the entire Crew reduced to "Background Guys" in many scenes- merely being used as the hired help of guys like The Hood, to the point where they're not even the key villain in a single issue.
-It's an interesting look at how endless jobbing can lose someone their credibility, as well as a look at how villain fights have changed in comics. Back in the 1970s & '80s, it was VERY COMMON to throw out an issue featuring a random villain who would create some scheme, fight the hero, get away, but lose the next fight. Particularly hack-ish writers tended to make EVERY issue this type, but even the greats would do it fairly often. And well into the 1990s, guys like the Crew would be set-up as an issue-long fight for, say, Busiek & Perez's Avengers. It would be a quick, easy issue, and often used as a backdrop to move the hero/es' personal lives along- this is the EXACT same thing most TV Adventure shows end up doing-
Buffy the Vampire Slayer, Angel, Star Trek, etc. Most long-running anime use these kinds of stories as Filler as well, especially to fill space when the manga is still coming out.
-But comics have since changed. Villain of the Week kind of stopped being a thing, and villains who lacked credibility were often simply used as background fodder. During many arcs featuring The Hood, the Crew and other Jobbers were even given FAKE POWER-UPS, stated to be power-ups in-comic, but the characters would immediately job, even FASTER than they'd used to.
THE WRECKER (Dirk Garthwaite)- Fighting Solo
Created By: Stan Lee & Jack Kirby
First Appearance: Thor #128 (Jan. 1968)
Role: Elite Jobber Villain, Thor Punching Bag
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 11 (144)
STRENGTH 12
STAMINA 13
AGILITY 2
FIGHTING 8
DEXTERITY 4
INTELLIGENCE -1
AWARENESS -1
PRESENCE 0
Skills:
Deception 4 (+4)
Expertise (Demolitions) 11 (+10)
Expertise (Criminal) 3 (+2)
Intimidation 9 (+9)
Ranged Combat (Throwing) 3 (+7)
Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Improved Critical (Crowbar) 2, Improved Smash, Power Attack, Startle, Takedown, Teamwork, Withstand Damage (trade defenses for toughness)
Powers:
Immunity 2 (Poison, Disease) [2]
Impervious Toughness 7 [7]
"Control the Holders of the Crowbar" Affliction 4 (Will; Entranced/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Limited to Holders of the Crowbar) [8]
"The Wrecker's Crowbar" (Feats: Restricted 2- Only Dirk) (Flaws: Easily Removable) [14]
"Club" Strength-Based Damage 2 (Extras: Penetrating 12) (14) -- (19 points)
AE: "Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (12.5)
AE: "Thrown & Returning Smash" Strength-Based Damage +0 (Extras: Ranged 12) (12)
AE: Force Field 5 (Extras: Impervious +5) (Flaws: Immobile -2) (6)
AE: Illusion (Visual) 5 (10)
AE: "Energy Absorption" Blast 12 (Feats: Variable 2- Any Energy) (Flaws: Requires Energy Effect) (14
Offense:
Unarmed +8 (+12 Damage, DC 27)
Crowbar +8 (+14 Damage, DC 29)
Thrown Crowbar +7 (+12 Damage, DC 27)
Illusion +5 (DC 15)
Earthquake +11 Area (+11 Trip, DC 21)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +13 (+18 Force Field, +4/+9 Impervious), Fortitude +13, Will +4
Complications:
Motivation (Greed & Destruction)- Dirk likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Weakness (Power Split Four Ways)- The Wrecker is one-quarter his strength level if he's sharing his power with his allies. He can rival Thor in his main form, but he'd need the entire Crew to do it if splitting power.
Total: Abilities: 74 / Skills: 30--15 / Advantages: 13 / Powers: 31 / Defenses: 11 (144)
THE WRECKER (Dirk Garthwaite)- Fighting Alongside the Wrecking Crew
Created By: Stan Lee & Jack Kirby
First Appearance: Thor #128 (Jan. 1968)
Role: Elite Jobber Villain, Thor Punching Bag
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 10 (123)
STRENGTH 10
STAMINA 11
AGILITY 2
FIGHTING 8
DEXTERITY 4
INTELLIGENCE -1
AWARENESS -1
PRESENCE 0
Skills:
Deception 4 (+4)
Expertise (Demolitions) 11 (+10)
Expertise (Criminal) 3 (+2)
Intimidation 9 (+9)
Ranged Combat (Throwing) 3 (+7)
Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Improved Critical (Crowbar) 2, Improved Smash, Power Attack, Startle, Takedown, Teamwork, Withstand Damage (trade defenses for toughness)
Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
Power-Lifting 1 (50 tons) [1]
"The Wrecker's Crowbar" 15 points (Feats: Restricted 2- Only Dirk) (Flaws: Easily Removable) [11]
Strength-Damage +2 (Extras: Penetrating 12) (14) -- (15 points)
AE: "Thrown & Returning Smash" Strength-Based Damage +0 (Extras: Ranged 10) (10)
Offense:
Unarmed +8 (+10 Damage, DC 25)
Crowbar +8 (+12 Damage, DC 27)
Thrown Crowbar +7 (+10 Damage, DC 25)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +11 (+2 Impervious), Fortitude +12, Will +4
Complications:
Motivation (Greed & Destruction)- Dirk likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Weakness (Power Split Four Ways)- The Wrecker is one-quarter his strength level if he's sharing his power with his allies.
Total: Abilities: 66 / Skills: 30--15 / Advantages: 13 / Powers: 17 / Defenses: 12 (123)
-Dirk's origin is pretty hilarious, as he's a common thief (a demolition-crew member who was fired for antisocial, violent tendencies) who KO'd Loki and stole his power-up, resulting in a super-powered guy who fought a weakened Thor to near-death (he knocked a building onto the Norse God, who was then saved by Sif). Why Loki never got revenge I have no idea, but this pretty throwaway guy got more power, and became a recurring Thor Jobber, until he hooked up with the rest of the Wrecking Crew in the pages of
The Defenders. Sensing kindred spirits, he bestowed a portion of his powers onto each of them (Dirk Garthwaite & Billy Batson humorously have the same altruistic character trait), resulting in one of the most elite crews of Mooks in Marvel history. Pretty much your standard Big Dumb Muscle, they've been see countless times over the years, and jobbed to nearly every hero in the Marvel Universe over time.
-Dirk is rarely seen without his buddies, despite the power-boost he gets solo, mainly because he enjoys the company. Recent years have apparently seen him gain full use of his powers without de-powering the others, so the first build could actually work for him at any point, now.
-With full power, Dirk is a heavy-duty PL 11, able to brawl around with the best of them. In that form, he's a match for She-Hulk, Colossus, The Thing, etc., but would still get trounced by a healthy Thor relatively easily. The Crowbar is immensely powerful, and can be Stunted for various effects (Energy Absorption is common enough, and he can do it with most any kind of energy), including Teleportation, Illusion-casting, creating Earthquakes (basically the old Groundstrike Power Feat of Super-Strength), a Force Field (Limited to him having to remain Immobile, thus being easily hit- just hard to hurt), a straight-up Blast (by throwing a returning Crowbar), or just smacking someone with it (unsurprisingly, he likes this one best).
-+14 Damage is nothing to sneeze at, especially since he loves All-Out & Power Attacking, so The Wrecker is definitely a heavy-hitter (at one point, he fights Wolverine, Cage, Spidey & Jessica Drew to a standstill). Even his heavily-weakened PL 10 version (lacking most of the Crowbar's Alternate Effects and hitting power) is pretty nasty- with the entire PL 9 Wrecking Crew backing him up, he could easily take out someone as good as Spider-Man or Captain America.
PILEDRIVER (Brian Philip Calusky)
Created By: Len Wein & Sal Buscema
First Appearance: The Defenders #17 (Dec. 1974)
Role: Elite Jobber Villain, Marvel Universe Punching Bag, Most Generic Costume Ever
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 9 (106)
STRENGTH 10
STAMINA 9
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE -1
AWARENESS -1
PRESENCE 0
Skills:
Deception 4 (+4)
Close Combat (Unarmed) 2 (+8)
Expertise (Criminal) 5 (+4)
Expertise (Farmhand) 5 (+4)
Intimidation 6 (+6)
Ranged Combat (Debris) 4 (+8)
Advantages:
All-Out Attack, Diehard, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Smash, Power Attack, Ranged Attack 4, Teamwork
Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Strength Feats"
AE: "Earthquake" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (12) -- [14]
AE: "Groundstrike" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Line) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Line) (Flaws: Limited to Objects) (13)
AE: "Shockwave" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (9)
Offense:
Unarmed +8 (+10 Damage, DC 25)
Groundstrike +9 Area (+9 Affliction, DC 19)
Shockwave +9 Area (+9 Damage, DC 24)
Initiative +2
Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +9 (+2 Impervious), Fortitude +10, Will +3
Complications:
Motivation (Greed & Destruction)- Brian likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Piledriver's standard Abilities are then STR 4, STA 4.
Relationship (Ricky- Son)- Piledriver's son joined the Crew for a short time as Excavator.
Total: Abilities: 50 / Skills: 26--13 / Advantages: 13 / Powers: 19 / Defenses: 11 (106)
-Piledriver must have some kind of record for the most generic guy in comics history. Look at that costume! Standard head-mask (showing hair), two-tone... just EVERYTHING about him is vanilla! And he's a common thief given super-strength (a generic power!). I mean, to STAND OUT as lame on a team of guys who are already totally lame... it just boggles the mind.
-Piledriver is a notable example of something funny about M&M's 3rd Edition. Despite having roughly the same powers, he's WAY cheaper than he was in 2nd Edition, dropping over 30 points! This is mainly because of the Super-Strength power being sucked away and replaced with mostly-baseline Strength as a stat, so Big Dumb Bricks tend to be way cheaper in this edition. He's a standard joke of a PL 9 brawler, hitting hard, but with only +8 accuracy, he's not hitting the Dexmonkeys. He's the best grappler of his team, and is notably the only one without a Device making him better, but he's still weak enough that he got KO'd by HAWKEYE with a normal arrow (as Hawk warned him, arrows at close-range hit harder than BULLETS, but Piledriver decided to move forward anyways, and got one through the shoulder).
THUNDERBALL (Dr. Eliot Franklin)
Created By: Len Wein & Sal Buscema
First Appearance: The Defenders #17 (Dec. 1974)
Role: Elite Jobber Villain, Marvel Universe Punching Bag
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 9 (124)
STRENGTH 10
STAMINA 9
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 6
AWARENESS 2
PRESENCE 1
Skills:
Deception 4 (+5)
Expertise (Sciences) 9 (+15)
Insight 2 (+4)
Intimidation 4 (+5)
Ranged Combat (Wrecking Ball) 4 (+8)
Perception 2 (+4)
Technology 9 (+15)
Advantages:
Diehard, Improved Critical (Wrecking Ball), Improved Smash, Power Attack, Ranged Attack 4, Set-Up, Teamwork
Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Mystically-Enchanted Wrecking Ball" (Flaws: Easily Removable) [11]
"Long Chain Reach" Strength-Damage +2 (Feats: Reach 3) (Extras: Penetrating 10) (15) -- (18 points)
AE: "Thrown" Strength-Damage +0 (Extras: Ranged 11) (Feats: Homing) (12)
AE: "Groundstrike" Affliction 8 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery) (4) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (10)
AE: Deflect 10 (10)
Offense:
Unarmed +6 (+10 Damage, DC 25)
Wrecking Ball +6 (+12 Damage, DC 27)
Wrecking Ball Toss +8 (+10 Damage, DC 24)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +9 (+2 Impervious), Fortitude +10, Will +4
Complications:
Motivation (Greed & Destruction)- Though less destructive at heart than his allies, Eliot loves to knock buildings over.He probably loves money more, though.
Motivation (Ego)- Eliot freaks out if not given proper due, and often things that he should be the leader of the Wrecking Crew, despite being notably less powerful than his boss, The Wrecker.
Rivalry (The Wrecker)- Eliot has attempted many times to steal the leadership and raw power of his boss. Dirk usually beats the hell out of him, but eventually invites him back into the group.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Thunderball's standard Abilities are then STR 3, STA 4.
Total: Abilities: 72 / Skills: 34--17 / Advantages: 10 / Powers: 16 / Defenses: 9 (124)
-Oh, Positive Discrimination, how I love you. It's the only explanation for the sheer number of black scientists in the comic book world, where they nearly outnumber the white ones (at least since the '60s heyday where EVERY villain was a bald, white scientist "showing them all!"), and have nearly 100 times the numbers of the Asian ones, which is SURELY inaccurate to the real world these days. I mean, there's Cyborg's parents, his girlfriend, her eventual husband, Vermin, Bumblebee, Black Goliath, God knows how many Wakandans, and countless other background characters, and then there's THUNDERBALL. Only in comics can the one black guy on a team comically made up of borderline retarded people end up being a genius nuclear physicist. That's about the extent of his character, however, as rather than actually build stuff most of the time (with a few exceptions), he acts like a big, dumb Brick anyways. Ah well, at least he's named after a James Bond movie.
-Eilot Franklin was a brilliant Gamma Radiation expert who was fired and had his boss steal his designs for a Gamma Bomb- jailed for trying to steal it, he met up with the rest of the Crew in jail and forged a plot to take it using their increased power.
-Thunderball is a Weapon-User guy like The Wrecker, but a PL lower. He's the team genius, which is a bit cheaper in this edition (only "Science" and "Technology" need to be bought), and his weapon is quite elite, capable of Deflecting and Groundstriking in addition to just plain doing a hell of a lot of damage (+11 on a guy who loves to Power Attack, and it's Penetrating). He's a notch worse than the rest of the Crew in terms of fighting (since they ONLY fight and he fights AND thinks, it makes sense thematically. Plus, I don't think he deserves to be PL 10
).
BULLDOZER (Henry Camp)
Created By: Len Wein & Sal Buscema
First Appearance: The Defenders #17 (Dec. 1974)
Role: Elite Jobber Villain, Marvel Universe Punching Bag, Juggernaut-Lite
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 9 (103)
STRENGTH 10
STAMINA 9
AGILITY 0
FIGHTING 6
DEXTERITY 0
INTELLIGENCE -1
AWARENESS -1
PRESENCE -1
Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Criminal) 5 (+4)
Expertise (Soldier) 5 (+4)
Intimidation 8 (+7)
Vehicles 2 (+2)
Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Critical (Headbutt) 2, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Startle, Takedown 2, Withstand Damage (trade defenses for toughness)
Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Immovable" Enhanced Strength 3 (Flaws: Limited to Resisting Being Moved) [3]
"Headbutt" Strength-Damage +2 [2]
"Bulldozer's Helmet" (Flaws: Removable) [13]
Adds Penetrating 10 to Headbutt (10)
Protection 1 (Extras: Impervious 3) (4)
Immunity 2 (Slam Damage) (2)
-- (16 points)
Offense:
Unarmed +8 (+10 Damage, DC 24)
Headbutt +6 (+12 Damage, DC 26)
Initiative +4
Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +9 (+2 Impervious, +10 Helmet, +3 Impervious), Fortitude +10, Will +4
Complications:
Motivation (Greed & Destruction)- Bulldozer likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Bulldozer's standard Abilities are then STR 3, STA 4.
Total: Abilities: 44 / Skills: 22--11 / Advantages: 14 / Powers: 23 / Defenses: 11 (103)
-Bulldozer is pretty forgettable- they basically just took Juggernaut or Rhino and scaled them down to "Jobber" status. His big schtick is to just lower his head and go full-on with a Headbutt on guys, and yeah, that's pretty much the easiest attack on Earth to avoid. How many times do you figure he's completely missed and gone ass-over-teakettle into some debris or a wall or something? Like a billion.
-'Dozer is PL 9 like his buddies, either when just punching (standard +9/+9 non-trade-off), or ramming with his Headbutt (no Close Combat Skill to it, so it's only +7, but does +11 damage). He's also got the new "Immovable" Power (which is basically what it always was, I think- Strength bonused to resisting movement), and is a fair bit tougher than his buddies, but easier to hit, especially at Range. I figure guys like The Wrecking Crew were virtually DESIGNED to have more Parry than they did Dodge- they're melee fighters first and foremost, and are easily dealt with by ranged fighters.
BULLDOZER II (Marci Camp)
Created By: James Robinson & Leonard Kirk
First Appearance: The Fantastic Four #4 (July 2014)
Role: Legacy Villain
Group Affiliations: The Wrecking Crew, The Frightful Four
PL 8 (77)
STRENGTH 10
STAMINA 9
AGILITY 0
FIGHTING 5
DEXTERITY 0
INTELLIGENCE -1
AWARENESS -1
PRESENCE 0
Skills:
Close Combat (Unarmed) 1 (+6)
Expertise (Criminal) 1 (+0)
Advantages:
Improved Critical (Headbutt), Power Attack
Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Immovable" Enhanced Strength 3 (Flaws: Limited to Resisting Being Moved) [3]
"Headbutt" Strength-Damage +1 [1]
"Bulldozer's Helmet" (Flaws: Removable) [13]
Adds Penetrating 10 to Headbutt (10)
Protection 1 (Extras: Impervious 3) (4)
Immunity 2 (Slam Damage) (2)
-- (16 points)
Offense:
Unarmed +6 (+10 Damage, DC 24)
Headbutt +5 (+11 Damage, DC 26)
Initiative +4
Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +9 (+2 Impervious, +10 Helmet, +3 Impervious), Fortitude +9, Will +2
Complications:
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Marci's standard Abilities are then STR -1, STA 0.
Total: Abilities: 44 / Skills: 2--1 / Advantages: 2 / Powers: 22 / Defenses: 8 (77)
-Marci appeared in the recent
Fantastic Four, stating that the original Bulldozer "was my dad!", meaning he could be dead or missing. In any case, this was totally off-panel, so it's a rather odd bit of dialogue. In any case, she's as powerful as the old one, but also a little girl, so she's an inexperienced rookie.
EXCAVATOR (Ricky Calusky)
Created By: Brian K. Vaughn & Adrian Alphona
First Appearance: The Runaways #1 (April 2005)
Role: Elite Jobber Villain, Marvel Universe Punching Bag, Most Generic Costume Ever
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 7 (59)
STRENGTH 7
STAMINA 7
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE -1
AWARENESS -1
PRESENCE 0
Skills:
Deception 2 (+2)
Intimidation 2 (+2)
Advantages:
Ranged Attack 2
Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Enchanted Shovel" (Flaws: Easily Removable) [3]
Strength-Damage +1 (Extras: Penetrating 4) (5 points)
Offense:
Unarmed +6 (+7 Damage, DC 22)
Shovel +6 (+8 Damage, DC 23)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +7 (+2 Impervious), Fortitude +7, Will +2
Complications:
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Excavator's standard Abilities are then STR 0, STA 1.
Relationship (Piledriver- Father)
Total: Abilities: 40 / Skills: 4--2 / Advantages: 2 / Powers: 8 / Defenses: 7 (59)
-Excavator briefly joined his father's team in the first arc of Brian K. Vaughn's
Runaways, basically acting like a Joke Villain- he boatsed an "Enchanted Shovel", and thinned the Crew's powers even FURTHER, reducing all of their stats by a certain amount. He gets one shot- he breaks his Shovel over Molly Hayes' head, and is then one-punched down the street. This remains the Crew's single-biggest jobbing in histor, as they were demolished like a group of A.I.M. Bucketheads at the hands of a group of rank amateurs- even dividing their power FIVE ways shouldn't have done THAT.
-He's recently appeared in another book, so we'll see what becomes of him. As of now, he's still just a weak PL 7 Mini-Powerhouse.
EVILHAWK (Dargin Bokk)
Created By: Danny Fingeroth & Mike Manley
First Appearance: Darkhawk #20 (Oct. 1992)
Role: Mirror Image Villain
Group Affiliations: Some Alien Mob
PL 9 (150)
STRENGTH 2/7
STAMINA 4
AGILITY 2/5
FIGHTING 8
DEXTERITY 2
INTELLIGENCE 4
AWARENESS 3
PRESENCE 3
Skills:
Aerobatics 3 (+8)
Deception 4 (+7)
Expertise (Space Criminal) 4 (+8)
Intimidation 4 (+7)
Perception 5 (+8)
Ranged Combat (Chest Beam) 3 (+10)
Stealth 3 (+5/+8)
Advantages:
Benefit 4 (Space-Wealth), Evasion, Improved Defense, Power Attack, Ranged Attack 2
Powers:
"Darkhawk Replacement Body" (Activation -1) [-1]
Enhanced Strength 5 [10]
Enhanced Agility 3 [6]
Enhanced Advantages 4: Close Attack, Ranged Attack 3 [4]
"Armour" Protection 5 [5]
Senses 2 (Extended & Infravision) [2]
Flight 7 (250 mph) (Flaws: Winged) [7]
"Chest Beam" Blast 8 (16) -- [17]
AE: "Shield Generator" Enhanced Dodge & Parry 2 (Extras: Sustained +0) (4)
"Grappling Claw"
Movement 1 (Swinging) (2) -- [3]
AE: Strength-Damage +1 (1)
Offense:
Unarmed +9 (+7 Damage, DC 22)
Claw +9 (+8 Damage, DC 23)
Chest Beam +11 (+8 Ranged Damage, DC 23)
Initiative +3 (+5 Armor)
Defenses:
Dodge +8 (+10 Shield, DC 18-20), Parry +8 (+10 Shield, DC 18-20), Toughness +3 (+8 Armour), Fortitude +7, Will +5
Complications:
Motivation (Greed)
Enemy (Darkhawk)
Total: Abilities: 62 / Skills: 26--13 / Advantages: 9 / Powers: 56 / Defenses: 10 (150)
-A sure sign of half-assed writing? Making a Mirror Image Villain with the same powers and look as the hero... and just putting the word "evil" in his name. Evilhawk is an Alien Crimelord, creating Darkhawk androids for some scheme. When the scientists doing the work turned on him, he took control of one and watched as his original body died, trapping himself in "Evilhawk". When he learns that Chris Powell got some of the same tech, he came to Earth and fought Darkhawk- he was destroyed in the ensuing battle. He appeared later on the Astral Plane, but was unable to resurrect himself.
SAVAGE STEEL (Harry Lennox, Arthur Vale, Jimmy Zafar)
Created By: Danny Fingeroth & Mike Manley
First Appearance: Darkhawk #4 (June 1991)
Role: Powersuit Guy
Group Affiliations: The NYPD, The Cabal
PL 9 (120)
STRENGTH 2/11
STAMINA 2
AGILITY 2
FIGHTING 6
DEXTERITY 3
INTELLIGENCE 2
AWARENESS 2
PRESENCE 2
Skills:
Deception 2 (+4)
Expertise (Police Officer) 3 (+5)
Intimidation 2 (+4)
Investigation 3 (+5)
Advantages:
Benefit 1 (Cop), Ranged Attack 3
Powers:
"Savage Steel Suit" (Flaws: Removable) [62]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious 9) (17)
"Targetting Computer" Enhanced Advantages 2: Ranged Attack 2 (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited Supply- 1 Hour) (1)
"Boot Jets" Flight 6 (120 mph) (12)
Electrical Blast 8 (Extras: Multiattack) (24) -- (27)
AE: "Flares" Dazzle Visuals 8 (Extras: Area- Visual Perception) (Flaws: Touch Range) (16)
AE: "Sonic Weaponry" Dazzle Hearing 8 (Extras: Area- Hearing Perception) (Flaws: Touch Range) (16)
AE: "Gas Grenades" Affliction 7 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 15ft. Cloud, Ranged) (21)
-- (77 points)
Offense:
Unarmed +6 (+2 Damage, DC 17)
Savage Steel Suit +6 (+11 Damage, DC 26)
Electrical Blast +8 (+8 Ranged Damage, DC 23)
Dazzles +8 Area (+8 Affliction, DC 18)
Gas Grenades +7 Area (+7 Ranged Affliction, DC 17)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+10 Armor), Fortitude +4, Will +3
Complications:
Motivation (Justice)- Most men in the Savage Steel armor wish to punish and kill criminals who they feel are being left alone by a lenient justice system.
Total: Abilities: 42 / Skills: 10--5 / Advantages: 4 / Powers: 62 / Defenses: 7 (120)
-When a bunch of NYPD cops banded together to kill the criminals they felt were coddled by the weak justice system, they got a powersuit from Stane International- different members would wear the suit in a vigilante-style war on crime. He battles Darkhawk, then The Punisher, trying to kill the latter (naturally,
Darkhawk was desperate enough for sales to start trawling the MU for Spider-Man and The Punisher WAY EARLY in its run- most books actually wait a while before going for the obvious cash-in Crossover)- Savage Steel is beaten, and most of this "Cabal" is taken into custody. NYPD Driver Arthur Vale then steals the suit and fights Iron Man. Later, Jimmy Zafar breaks the two prior named-Steels, and fakes all their deaths. Zafar-as-Steel then allies with Darkhawk to fight terrorists and is considered a bit of a good guy. He hasn't been seen since- the Savage Steel suit has shown up once in a fight against a crazed Black Knight, but that's it.
-Savage Steel is a pretty dime-a-dozen Powersuit design, with the stats befitting its multiple wearers- all Low-Tier NYPD Cops in a strength-enhancing outfit. PL 8.5's just enough to be a challenge for some heroes (especially with his high level of strength), but not MUCH of one. A more elite warrior would no double be much more impressive in the suit.
LODESTONE (Andrea something)
Created By: Danny Fingeroth & Mike Manley
First Appearance: Darkhawk #7 (Sept. 1991)
Role: Jobber Villain, Magnetism User
Group Affiliations: The Masters of Evil
PL 8 (109)
STRENGTH 1
STAMINA 2
AGILITY 3
FIGHTING 5
DEXTERITY 2
INTELLIGENCE 1
AWARENESS 1
PRESENCE 2
Skills:
Aerobatics 3 (+6)
Close Combat (Unarmed) 1 (+6)
Deception 2 (+4)
Expertise (Criminal) 4 (+5)
Expertise (Science) 3 (+4)
Insight 2 (+3)
Intimidation 3 (+5)
Perception 2 (+3)
Stealth 1 (+4)
Technology 3 (+4)
Advantages:
Equipment (Costume, Protection +3), Improved Aim, Improved Disarm, Improved Smash, Ranged Attack 5
Powers:
"Magnetic Powers"
Flight 6 (120 mph) (Quirks: Requires Metal Costume -1) [11]
"Metal Trap" Snare 9 (Quirk: Requires Metals -2) (25) -- [30]
AE: "Metal Throw" Blast 9 (Quirk: Requires Metals -2) (16)
AE: "Magnetic Lifting" Move Object 9 (Feats: Precise, Increased Mass 2- 25 tons) (Extras: Perception Range) (Flaws: Limited to Metallics -7) (23)
AE: "Shape Metal" Transform Metals to Metals 8 (16)
AE: "Iron in the Bloodstream" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (24)
AE: "Metal Everywhere!" Environment 4 (Impede Movement 2) (8)
Offense:
Unarmed +6 (+1 Damage, DC 16)
Metal Trap +7 (+9 Ranged Affliction, DC 19)
Metal Throw +7 (+9 Ranged Damage, DC 24)
Initiative +3
Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2 (+5 Costume), Fortitude +5, Will +3
Complications:
Motivation (Greed)
Total: Abilities: 34 / Skills: 24--12 / Advantages: 8 / Powers: 41 / Defenses: 14 (109)
-Lodestone's some lady who was in Darkhawk, teaming up with a Generic Evil Crimeboss dude that was a recurring nemesis. She underwent some experimentation to get magnetic powers (how is this stuff THAT ridiculously common that even Jobbers can easily and deliberately gain super-powers? At least The Power Broker has a standard scientific process!), harassed Chris Powell (Darkhawk, not the "Invincible" supporting character) twice, and then teamed up with Crimson Cowl's crappy Masters of Evil team, like a true jobber.
-A relatively-powerful, but highly-limited PL 8, Lodestone falls apart defensively, and really couldn't handle anyone outside of Darkhawk's league for very long. She's basically a Mini-Magneto... a REALLY Mini-Magneto.
She's strong enough to throw piles of cars around (and can lift 200 lbs. of non-metallic stuff like people, in addition to the 25 tons of metals), but she's still a Jobby Jobber of Jobbing.
PORTAL (Charles Little Sky)
Created By: Danny Fingeroth & Rich Buckler
First Appearance: The Avengers #304 (June 1989)
Role: Writer's Favourite
Group Affiliations: A.R.M.O.R.
PL 10 (86)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 4
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Construction) 4 (+4)
Expertise (Alternate Dimensions) 8 (+8)
Expertise (Military) 6 (+6)
Advantages:
Equipment 10 (Various Gear), Ranged Attack 4
Powers:
"Mutant Powers: Opening Dimensional Rifts"
Movement 3 (Dimensional Travel 3) (Extras: Attack 10, Portal +2) (25) -- [26]
AE: "Short Hops" Teleport 6 (12)
"Home In On Teleporters" Senses 4 (Detect Former Teleport-ees- Ranged 3) [4]
Equipment:
"Energy Harpoon" Blast 10 (20)
"Hand Weapon" Snare 10 (20)
"Throwing Wheel" Blast 9 (Extras: Multiattack) (27)
"Darkhawk Armor" Protection 5 & Immunity 10 (Life Support) (10)
Offense:
Unarmed +6 (+7 Damage, DC 22)
Teleport Attack +10 (+10 Movement Attack, DC 20)
Wheel & Harpoons +6 (+9-10 Ranged Damage, DC 24-25)
Snare +6 (+10 Ranged Affliction, DC 20)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +3
Complications:
Motivation (Survival)
Responsibility (Mistrustful)- Charles mistrusts The White Man for what they did to his people, and is largely-amoral and thinks everyone is out to exploit his mutant powers.
Vulnerable (Over-Doing It)- Charles cannot Teleport long distances without trouble- there is a very good chance that he'll be teleported to a random dimension if he ever tries to use Extra Effort or Power Stunt his Teleport power.
Total: Abilities: 22 / Skills: 18--9 / Advantages: 14 / Powers: 30 / Defenses: 11 (86)
-Huh- so this weird guy from that
Avengers story I read wear the team meets Puma and fights The U-Foes actually showed up in more stuff. Actually, it's pretty obvious what happened- Danny Fingeroth wrote that issue AND Darkhawk, and so continued his little story in another book. This happens a LOT in the 1970s & '80s, as you'll find these little Jobber Villains or whomever, and they'll all of a sudden show up in another book... and it turns out both were written by the same guy.
-Charles Little Sky is a mutant from the same reservation as Thomas "Puma" Fireheart, and set off his powers during a brawl between Puma & The Avengers, which led to the U-Foes springing out of his portal and fighting EVERYONE. He escapes into another portal, and starts picking up a variety of weapons. The U-Foes find him again, but he is saved by Darkhawk, Captain America & Daredevil (wow, Powell teamed up with EVERYONE). He later got hypnotized by Sauron (on orders of The Brotherhood of Evil Mutants) into fighting Darkhawk, Spidey & Sleepwalker. He later appears a DECADE later as the head of A.R.M.O.R. (an offshoot of S.H.I.E.L.D., naturally), sending Jocasta & Machine Man to the
Marvel Zombies universe.
-Portal creates... well, portals, capable of sending people just about anywhere, though his accuracy sometimes falters. I don't know how skilled he really is, but he's apparently the head of the government's Inter-Dimensional Protection agency, which makes sense given his powers. I'm just surprised someone remembered he existed. He's got some good Gadgets on him, too.
JOHNNY GUITAR (Johnathan Logan)
Created By: Danny Fingeroth & Frank Springer
First Appearance: Dazzler #20 (Oct. 1982)
Role: Jobber Villain
Group Affiliations: Johnny Guitar & Dr. Sax
PL 6 (47)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 4
DEXTERITY 4
INTELLIGENCE -1
AWARENESS 0
PRESENCE 1
Skills:
Athletics 1 (+2)
Deception 2 (+3)
Expertise (Criminal) 2 (+1)
Expertise (Music) 3 (+4)
Advantages:
None
Powers:
"Wicked Guitar" (Flaws: Easily Removable) [10]
Sonic Blast 8 (16 points)
Offense:
Unarmed +6 (+7 Damage, DC 22)
Sonic Guitar +4 (+8 Ranged Damage, DC 23)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +1
Complications:
Motivation (Greed)
Addiction (Gambling)
Total: Abilities: 26 / Skills: 8--4 / Advantages: 0 / Powers: 10 / Defenses: 7 (47)
DOCTOR SAX (Johnathan Logan)
Created By: Danny Fingeroth & Frank Springer
First Appearance: Dazzler #20 (Oct. 1982)
Role: Jobber Villain
Group Affiliations: Johnny Guitar & Dr. Sax
PL 6 (49)
STRENGTH 1
STAMINA 2
AGILITY 2
FIGHTING 4
DEXTERITY 4
INTELLIGENCE -1
AWARENESS 0
PRESENCE 1
Skills:
Athletics 1 (+2)
Deception 2 (+3)
Expertise (Criminal) 2 (+1)
Expertise (Music) 3 (+4)
Advantages:
None
Powers:
"Crazy Sax" (Flaws: Easily Removable) [12]
Affliction 6 (Will; Entranced/Compelled/Transformed to Random Actions) (Extras: Area- Audio Perception, Selective) (18 points)
Offense:
Unarmed +6 (+7 Damage, DC 22)
Crazy Sax +6 Area (+6 Affliction, DC 16)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +1
Complications:
Motivation (Greed)
Disabled (Blind)- Sax cannot see anything without special goggles. Even with them, he can generally only make out shapes.
Relationship (Wife & Three Children)
Total: Abilities: 26 / Skills: 8--4 / Advantages: 0 / Powers: 12 / Defenses: 7 (49)
-Johnny Guitar & Dr. Sax are a pair of losers who started stealing to pay the bills when their musical careers failed to take off and satisfy their pregnant girlfriends. They were inspired to become super-villains by The Trapster, and got their tech from a more bush-league Tinkerer called The Techmaster. They got specialized musical instruments with super-powers, but were both easily defeated by DAZZLER of all people. They weren't seen until
The Initiative, which revealed what they'd been doing since then- they were mostly-jobless losers, and Johnny'd been dumped by his girl, and they attempted to get into various criminal gangs. Once rejected by The Circus of Crime (I repeat: REJECTED. By the CIRCUS OF CRIME), they hooked up with Osborn's Initiative of crooks. But, as a loser Jobber, they were chosen as part of the sacrificial squadron that was being sent into The Negative Zone prison.
-When Johnny discovered this, he deliberately-injured Dr. Sax's hand so he'd be spared in the ensuing onslaught, deciding that Sax's daughter needed a father in her life. Sax never knew why his friend had attacked him, but sure enough, Johnny was slain handily in battle.
-A couple of losers who would have to STUDY UP to be at the Jobber Level, neither guy is any better than say, Boomslang. They're not even THAT GOOD AT MUSIC.
THE HYPNO-HUSTLER (Antoine Desloin)
Created By: Bill Mantlo & Frank Springer
First Appearance: The Spectacular Spider-Man #24 (Nov. 1978)
Role: Jobber Villain
Group Affiliations: The Mercy Killers
PL 8 (102)
STRENGTH 2
STAMINA 3
AGILITY 3
FIGHTING 8
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 1
PRESENCE 4
Skills:
Acrobatics 2 (+5)
Athletics 2 (+4)
Deception 2 (+6)
Expertise (Criminal) 2 (+4)
Expertise (Musician) 4 (+8)
Perception 2 (+3)
Advantages:
Equipment (Bitching Guitar)
Powers:
"Hypnotic Hustling" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Area- Hearing Perception, Cumulative) (Flaws: Requires Bitching Guitar) [16]
"Fancy Boots" (Flaws: Removable) [16]
"Retractable Sole-Knives" Strength-Damage +1 (Feats: Improved Critical) (2)
"Knockout Gas" Affliction 6 (Fort; Dazed/Fatigued/Exhausted) (Extras: Area- 15ft. Cloud, Cumulative) (18)
-- (20 points)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Knives +8 (+3 Damage, DC 18)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +2
Complications:
Motivation (Greed)
Total: Abilities: 54 / Skills: 14--7 / Advantages: 1 / Powers: 32 / Defenses: 8 (102)
-The Hypno-Hustler was a band-leader who was also a thief who hypnotized his audience into giving up their belongings- pretty much just what The Ringmaster does, except THIS guy's an outdated 1970s archetype instead of an outdated Old-Timey Circus archetype. He robs the club owner who "took him off the streets", then proceeds to hypnotize the audience at the disco (it was 1978, remember)- naturally, Peter Parker has been dragged there by his buddies (even though he was trying to study), and is the only one there who can resist the siren song of bitching disco music. He soon webs up his ears to block it out, and changes into Spider-Man. He finds the Hustler to be a difficult opponent (naturally- Spidey has a weakness against debuting villains, no matter HOW silly their gimmicks are), but manages to yank off his headphones, which were all that was keeping his own hypnotic tunes (from his Mercy Killers bandmates, who themselves were hypnotized to keep on singing) from overpowering HIM as well. He then webs up the Hustler and covers the singing Mercy Killers' mouths, saving the day. Tragically, the Hypno-Hustler was never seen again until decades later, in
Spider-Man Unlimited as a joke background nobody.
-A not-half-bad fighter with a Hypnosis Gimmick, The Hypno-Hustler was a dangerous sort, but someone as clever as Petey can handle him.
CORONA (Dagny Forrester)
Created By: Kurt Busiek & Sal Buscema
First Appearance: The Spectacular Spider-Man #176 (May 1991)
Role: Jobber Villain
Group Affiliations: None
PL 8 (135)
STRENGTH 1
STAMINA 3
AGILITY 2
FIGHTING 6
DEXTERITY 2
INTELLIGENCE 4
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Science) 6 (+10)
Intimidation 4 (+4)
Ranged Combat (Force Blasts) 2 (+8)
Technology 2 (+6)
Advantages:
Ranged Attack 4
Powers:
"Bullet-Melting Aura"
Energy Aura 5 [20]
Immunity 10 (Bullets, Entrapment Effects) [10]
"Molecular Transmutation Blast" Transform Chemicals to Other Chemicals 6 (Extras: Ranged) [30]
Force Blast 8 [16]
Offense:
Unarmed +6 (+1 Damage, DC 16)
Aura +6 (+5 Damage, DC 20)
Force Blast +8 (+8 Ranged Damage, DC 23)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +3
Complications:
Motivation (Power)- Dagny wishes to have the ultimate power of the "Corona Process".
Total: Abilities: 36 / Skills: 12--6 / Advantages: 4 / Powers: 76 / Defenses: 13 (135)
-Dagny & Cedric Forrester were a pair of scientist siblings who developed a system to give people super-powers. Wealthy and arrogant, Dagny gladly volunteers, but her brother chickens out halfway through the dangerous experiment, leaving her with less than the full power she wanted. The chemicals from their experiment give the people of SoHo (including Peter Parker & Mary-Jane) a unique sickness, and Cedric tries to create an antidote- Dagny wants it in order to gain full power, but accidentally destroys it, shrivelling into an "old hag" as a result. Cedric & Harry Osborn eventually recreate it as Spidey saves Corona from committing suicide- Cedric gets a court order to retain custody of his sister, getting away scot-free to use his sister as a laboratory guinea pig. He wants to use her as a minion, but a common crook takes over the operation, at which point Spider-Man gets involved AGAIN, trouncing Cedric & the crook, and letting Corona go to find her destiny. Despite her pedigree (created by a very, VERY young Kurt Busiek), she's never reappeared.
-A standard Flying Blaster, Corona also has a Transmutation Effect (not sure exactly how it works), and an Energy Aura that'll stop bullets & webbing- Spider-Man is thus pretty much S.O.L. against her, and usually has to use her head.
FROST (Everett Donnelly)
Created By: Peter David & Dale Keown
First Appearance: The Incredible Hulk #395 (July 1992)
Role: Super-Enforcer
Group Affiliations: None
PL 9 (121)
STRENGTH 12
STAMINA --
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 1
PRESENCE 2
Skills:
Expertise (Criminal Enforcer) 5 (+5)
Intimidation 5 (+7)
Advantages:
Daze (Intimidation), Fast Grab, Improved Grab, Improved Hold, Ranged Attack 5
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]
Features 1: Removable Head [1]
"Frosting" Affliction 12 (Strength; Hindered & Vulnerable/Defenseless & Immobile/Paralyzed) (Extras: Extra Condition) (Flaws: Touch Range) [12]
Offense:
Unarmed +8 (+12 Damage, DC 27)
Frosting +8 (+12 Affliction, DC 22)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +12 (+5 Impervious), Fortitude --, Will +4
Complications:
Motivation (Power)- Dagny wishes to have the ultimate power of the "Corona Process".
Total: Abilities: 36 / Skills: 10--5 / Advantages: 9 / Powers: 64 / Defenses: 11 (121)
-Frost is a shortly-running Hulk opponent- like many/most Hulk nemeses, he was affected by Gamma Radiation. He managed to escape an experiment-minded Leader after being turned into an android, and ended up as an enforcer in Las Vegas for a crime family. When confronted by The Hulk, he initially got a good showing (Hulk couldn't break his grip, but the fight was called off), but the next time they met, Hulk ripped his head off (a trademark of this generation of "Gamma-Irradiated Leader Experiments"), and there was an explosion, with Frost nowhere to be seen.
-Frost is basically a high-powered nobody, a PL 10 because he had to fight THE HULK, though of course Jade Jaws fought through the Ice Snare effect (called "Frosting") and handily-beat him later.
VIXEN (Real Name Unknown)
Created By: Alan Moore & Alan Davis
First Appearance: Daredevils #9 (Sept. 1983)
Role: Crime Lord
Group Affiliations: None
PL 6 (72)
STRENGTH 1
STAMINA 3
AGILITY 3
FIGHTING 4
DEXTERITY 5
INTELLIGENCE 3
AWARENESS 4
PRESENCE 4
Skills:
Deception 2 (+6)
Expertise (Criminal) 7 (+10)
Insight 2 (+6)
Persuasion 1 (+5)
Vehicles 2 (+7)
Advantages:
Benefit 2 (Wealth), Equipment 2 (Pistol +5), Ranged Attack 2
Offense:
Unarmed +8 (+12 Damage, DC 27)
Pistol +7 (+5 Ranged Damage, DC 20)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +4
Complications:
Motivation (Greed)- Vixen is a crime boss.
Total: Abilities: 54 / Skills: 14--7 / Advantages: 6 / Powers: 0 / Defenses: 5 (72)
-Coming a couple years after DC's much-more well-known Vixen, Marvel's version is an Alan Moore creation for the Captain Britain stories featured in the Marvel UK brand. She allied with Mad Jim Jaspers- a nigh-omnipotent psychopath, and enabled him to imprison countless superhumans, but when she realized that Jaspers had to be stopped, she was turned into an actual fox while trying to kill him. It was on a mission to fight Vixen that Capt. Britain's sister Betsy "Psylocke" Braddock had her eyes gouged out by Slaymaster (Vixen's minion)- Slaymaster was killed by a vengeful Brian. She was last seen being turned back into a fox by Brian & Betsy's other sibling, Jamie (who had powers similar to Jaspers).
-A Crimelord of some repute, Vixen has access to borderline sci-fi gear such as Jetpacks and high-flying aircraft. She's a small-end combatant herself, but like most people in her position, she's best-off using schemes and minions (ofter numbered like "Number One", "Number Seven", etc.).
SLAYMASTER (Real Name Unknown)
Created By: Alan Moore & Alan Davis
First Appearance: Super Spider-Man & Captain Britain #243
Role: Jobber Villain
Group Affiliations: None
PL 8 (94)
STRENGTH 3/8
STAMINA 4
AGILITY 4
FIGHTING 8
DEXTERITY 5
INTELLIGENCE 2
AWARENESS 3
PRESENCE 2
Skills:
Acrobatics 2 (+6)
Athletics 4 (+7, +12 Wristlets)
Deception 4 (+6)
Expertise (Assassin) 5 (+7)
Insight 2 (+5)
Intimidation 4 (+6)
Vehicles 2 (+7)
Advantages:
Equipment 3 (Neeldes- Blast 4- Multiattack), Improved Critical 2 (Needles, Unarmed), Ranged Attack 4
Powers:
"Atomic Wristlets" (Flaws: Removable) [8]
Enhanced Strength 5 (10 points)
Offense:
Unarmed +8 (+3 Damage, DC 18)
Atomic Wristlets +8 (+8 Damage, DC 23)
Needles +9 (+4 Ranged Damage, DC 19)
Initiative +4
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +4
Complications:
Motivation (Greed)- Slaymaster kills people for money.
Total: Abilities: 62 / Skills: 24--12 / Advantages: 9 / Powers: 0 / Defenses: 11 (94)
-Slaymaster was a common assassin who went up against Captain Britain a few times, and killed most of the psi-division of S.T.R.I.K.E. (an English spy agency). When Betsy Braddock went up against him, he gouges out her eyes in a pretty gruesome incident (which led to her getting cyborg-eyes from Mojoworld in a pecular '80s
X-Men storyline involving her being used as a "camerawoman" in order to broadcast the X-Men's missions throughout Mojo's empire). He soon learns the error in attempting Refrigerator Stuffings on those close to super-powered heroes, as an enraged, vengeful Brian Braddock crushes Slaymaster's head with a boulder. Thus endeth the threat of Slaymaster. He's your standard everyday assassin, but gained strength-enhancing weapons later on. Ultimately, though, he's no match for Captain Britain.
ZORBA (Prince Zorba of Latveria)
Created By: Marv Wolfman & Keith Pollard
First Appearance: The Fantastic Four #198 (Sept. 1978)
Role: Freedom Fighter
Group Affiliations: None
PL 9 (109)
STRENGTH 3
STAMINA 3
AGILITY 3
FIGHTING 7
DEXTERITY 4
INTELLIGENCE 3
AWARENESS 3
PRESENCE 3
Skills:
Deception 2 (+5)
Expertise (Politics) 1 (+4)
Insight 2 (+5)
Technology 3 (+6)
Advantages:
Benefit 4 (Ruler of Latveria), Leadership, Ranged Attack 3
Powers:
"Cybernetic Nega-Beam Eye" Blast 11 (Feats: Improved Critical) (Extras: Penetrating 6) [29]
Offense:
Unarmed +7 (+3 Damage, DC 18)
Nega-Beam +7 (+11 Ranged Damage, DC 26)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5
Complications:
Motivation (Latveria)- Zorba is the true heir to the Latverian throne, and seeks to take it back from Dr. Doom, and free his people with a series of reforms.
Responsibility (Mad)- Zorba, paranoid and anxious, soon loses control when he becomes unpopular. Eventually he sends Doombots to kill all of Latveria, and no longer trusts anyone.
Total: Abilities: 58 / Skills: 8--4 / Advantages: 8 / Powers: 29 / Defenses: 10 (109)
-As Doom has been the off-and-on dictator of Latveria since his debut, it's easy to forget there was a time when he WASN'T the leader of the country, and was in fact the child of nobody peasants. The true monarch was King Zorba, who was overthrown and slain by Doom- Prince Zorba here is his son. Captured and experimented upon on Doom's orders, he gained super-powers and escaped to lead a resistance against Doom. A couple storylines later, and he in fact SUCCEEDED, seeing Doom off after a plan to "pass power" to a man who was actually a controlled clone had failed. He was elected into power, but met with resistance over the taxes required to fund his various reforms- his revocation of Doom's horrible laws sent the country into poverty & crime, a sick foreshadowing of what happens in the REAL WORLD when things like this happen. Evil Dictators are awful as balls, but at least there's ORDER- the infamous quote "at least he made the trains run on time" is often well-founded in real life, sick as it is to see monsters take control of millions of people.
-Zorba, paranoid over traitors in his midst, fired his cabinet and had the Doombots acting as his personal secret police. Going mad, he sent them to kill everyone in Latveria- at this point, Doom escaped thanks toa n underground movement of loyalists, and executed Zorba, the only person in the way of Doom's claim to the throne.
-No great warrior, Zorba is a half-decent leader who isn't quite good enough at reforming government to change things for the better.
SPYDER
Created By: Louise Simonson
First Appearance: The New Mutants #66 (Aug. 1988)
Role: Intergalactic Slaver
Group Affiliations: None
PL 5 (88)
STRENGTH 2
STAMINA 3
AGILITY 3
FIGHTING 4
DEXTERITY 6
INTELLIGENCE 3
AWARENESS 3
PRESENCE 2
Skills:
Athletics 4 (+6)
Deception 6 (+8)
Expertise (Intergalactic Slaver) 7 (+10)
Insight 3 (+6)
Intimidation 2 (+4)
Perception 2 (+5)
Persuasion 3 (+5)
Technology 3 (+6)
Advantages:
Benefit 4 (Wealth & Resources)
Powers:
"Spider-Like Physiology"
"Four Arms" Extra Limbs 2 [2]
"Cannot Feel Emotions" Immunity 5 (Interaction Effects) [5]
Create Web 2 [4]
Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +3
Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +4
Complications:
Motivation (Greed)
Total: Abilities: 52 / Skills: 30--15 / Advantages: 4 / Powers: 11 / Defenses: 6 (88)
-Hahah, totally forgot about this guy when I read the name "Spyder" on that list of builds. This guy was an intergalactic slaver/criminal from the weaker part of
The New Mutants (generally, anything by Louise Simonson was mediocre at-best), and was the main antagonist behind the
Gossamyr arc. He captured Lila Cheney, the interstellar teleporter, in order to sell her into slavery- Lila apparently sacrifices her life to save the day by teleporting three males of Gossamyr's race (which could destroy whole worlds) into a star. Spyder has not been seen since, and didn't even really get his comeuppance, but Lila managed to turn up alive. I remember disliking the character, finding him a rather one-dimensional "snarling, smirking criminal" type.
-Not much is seen of the guy, and he usually has minions doing work for him. The most interesting aspect of his abilities is that his race apparently does not feel emotions- however, he can CHOOSE to do so if he wants to- keeping "Bottled-Up Emotions" for when he thinks it's preferable to show some.
NUKLO (Robert Frank, Jr.)
Created By: Roy Thomas & Rich Buckler
First Appearance: Giant-Size Avengers #1 (Aug. 1974)
Role: Giant Enemy
Group Affiliations: The V-Battalion
PL 11 (80)
STRENGTH 10
STAMINA 5
AGILITY 0
FIGHTING 6
DEXTERITY 0
INTELLIGENCE -1
AWARENESS -1
PRESENCE -1
Skills:
Intimidation 6 (+5)
Advantages:
Power Attack
Powers:
"Living Nuclear Energy"
"Force-Absorption Aura" Protection 10 (Extras: Impervious 13) [23]
"Emit Dangerous Radiation" Weaken Stamina 2 (Extras: Reaction +3, Area- 60ft. Cloud +2) (Flaws: Permanent) [10]
Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +0
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +5 (+15 Aura, +8 Impervious), Fortitude +5, Will +0
Complications:
Motivation (Destruction)- Unknowing and kept in a capsule for most of his life, Nuklo was left degraded in intelligence compared to someone of his comparative age. He often simply lashes out and destroys things.
Involuntary Transformation (Weird Powers)- One time he could make Duplicates. Another time, it was Energy Blasts. Sometimes, he's rather big. His power is Inconsistent Writing, basically.
Total: Abilities: 36 / Skills: 6--3 / Advantages: 1 / Powers: 33 / Defenses: 7 (80)
-Man, did Whizzer & Miss America ever get served a shit sandwich of a life in the Marvel Universe. All that heroism during World War II and their reward is to give birth to a toxic, radioactive Mutant Baby, then Miss America dies giving birth to a stillborn child, then Whizzer spends the rest of his life being a combination of bitter and crazy. Seriously, that's like "NuDCU" level GrimDark, but in a horrifyingly-different sort of way. Nuklo here is their first child- born radioactive, he was kept in a capsule by the government until it was accidentally-opened by The Avengers. Nuklo (artificially kept YOUNGER rather than older, which is unusual for the children of comic book characters) split into three beings but was stopped by his "sister", The Scarlet Witch (yes, the going origin for the Maximoff children at this point was that their birth parents were the Franks).
-Nuklo escaped once more, being stopped by his father. Later, an old enemy of The Whizzer's would siphon off some of Nuklo's radiation in order to gain revenge, and Robert Frank Sr. would die of a HEART ATTACK saving the day. So Nuklo was cured just in time to watch The Whizzer, his father, die. Yup- shit sandwich, right there. His last appearances are basically living a semi-normal life with an adopted family, and showing up in the background of the V-Battalion (a secret organization that really only ever showed up in
Thunderbolts).
-Nuklo is exceptionally-tough and hard to hurt (not even sure how The Whizzer managed to K.O. him one time, though you can really Power Attack and spend a Hero Point whenever to do exceptional things, especially considering he was definitely earning Complication-based HPs for that fight), but rather simplistic. But a Radiation Cloud Aura, Toughness +15 and (at one point) Summon Minion to create two MORE of him? Not someone to mess with.
Other powers he's shown (simply tack on at-will to make various Nuklos):
"Split Into Three" Summon Duplicates 6 (Extras: Heroic +2, 2 Minions +2, Horde, Controlled) [48]
Radiation Blast 12 (Feats: Accurate 4) (Extras: Penetrating 8) [36]
Growth 8 (Flaws: Source- Enemy Attacks, Limited to Non-ST & STA Growths) [4]
NECRODAMUS
Created By: Steve Englehart & Sal Buscema
First Appearance: Defenders #1 (Aug. 1972)
Role: Magical Minion
Group Affiliations: Various Masters
PL 5 (115), PL 10 (115) Powered-Up
STRENGTH 1/14
STAMINA 3/14
AGILITY 0
FIGHTING 6
DEXTERITY 4
INTELLIGENCE 2
AWARENESS 2
PRESENCE -1
Skills:
Expertise (Magic) 10 (+12)
Intimidation 4 (+3)
Perception 4 (+6)
Advantages:
Ritualist
Powers:
"Low-End Mage"
"Impenetrable Barrier" Create 12 (Extras: Impervious) (36) -- [38]
AE: Mind Control 7 (28)
AE: Teleport 10 (20)
"Youthful Form" (All Have Flaws: Must Sacrifice/Defeat Powerful Being First)
Enhanced Strength 13 [13]
Enhanced Stamina 11 [11]
Impervious Toughness 8 [4]
Offense:
Unarmed +6 (+1 Damage, DC 16)
Powered-Up +6 (+14 Damage, DC 30)
Initiative +0
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+14 Powered-Up), Fortitude +3 (+15 Powered-Up), Will +3
Complications:
Power Loss (Lack of Souls/Masters' Will)- Necrodamus depends on his masters- The Undying Ones- for his powers, and his ability to sacrifice souls to them.
Total: Abilities: 34 / Skills: 18--9 / Advantages: 1 / Powers: 64 / Defenses: 7 (115)
-Necrodamus is a pathetic worm of a man- a shriveled-up sort who slobbers over his great Godly masters in order to gain more power. A classic snivelling toady, he works for The Undying Ones, and a common schtick is to defeat a superhero and gain a youthful, powerful form as a result. One time, it was Namor, and another time it was Agatha Harkness. Both times, he was defeated (the Defenders held him off long enough for a spell's time to end, and The Scarlet Witch- then just a magical trainee- sent out a powerful Hex that swept him up in a maelstrom). Later, he appeared to fight Wanda and her husband, The Vision, forcing Vision to allow Necrodamus' spirit to inhabit his body- he burned his disgusting old one in response. However, this being a
Marvel Team-Up issue, Spider-Man got involved, and Wanda strengthened Vision's soul, forcing Necrodamus out- the villain chose to die rather than inhabit the next-closest being, a puppy.
-He would reappear as a minion of N'astirh (of
Inferno fame) in
Fantastic Four, kidnapping Mantis (yeah, in an FF story. Guess who was writing? Go on, try.), but the FF & Kang (??) forced the planet Mercury out of alignment with the others, ruining Necrodamus' spell and sending his soul into dissipation again.
-Necrodamus is a pretty weak goon most of the time, working in the shadows and taking on people in sneak attacks. However, on two occasions he's grown to a Hulk-like form that's much more dangerous (a PL 10 Powerhouse). Much of the time, though, he's just a go-between for more-powerful masters.
THE ALPHA PRIMITIVES
Created By: Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #47 (Feb. 1966)
Role: Slave Labor Force
Group Affiliations: Attilan
PL 4 (18)
STRENGTH 4
STAMINA 4
AGILITY 0
FIGHTING 4
DEXTERITY 0
INTELLIGENCE -3
AWARENESS -2
PRESENCE -3
Skills:
Expertise (Manual Labor) 8 (+5)
Advantages:
None
Offense:
Unarmed +4 (+4 Damage, DC 19)
Initiative +0
Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +4, Will +0
Complications:
Responsibility (Toil)- With no need of leisure, and only requiring six hours of sleep, the Alpha Primitives are best-used as a labor force, working eighteen-hour days without complaint.
Total: Abilities: 8 / Skills: 8--4 / Advantages: 0 / Powers: 0 / Defenses: 6 (18)
-I was hoping for more on these guys, but alas- they're basically a forgotten idea, and never really got used that much. The Alpha Primitives were a race of cloned, primitive, mentally-deficient slaves acting as the labor force of Attilan- the "WTF?" nature of this coming from a race of protagonists was thankfully-averted when Black Bolt freed them after one too many controlling schemes of Maximus the Mad, who frequently made use of them. Left to their own devices in the preserve underneath Attilan, they nonetheless proved incapable of self-governance. A former Inhuman King later revealed that of course EVERYTHING YOU KNOW IS WRONG, and that the Primitives are actually humans that were exposed to a Kree chemical weapon designed to protect Attilan from human invasion.
-Basically like less-intelligent Cavemen, the Primitives swarm enemies like ants when controlled, making them dangerous in numbers. Superheroes generally wade through them like ants, however, so they lack impressive fighting skills.
THE HEADSHOP
Created By: Peter David & Angel Medina
First Appearance: The Incredible Hulk #437 (Jan. 1996)
Role: Goofy Side-Characters
Group Affiliations: The Headshop
-Sharing an origin with Frost, these guys were gamma-irradiated civilians who were captured by The Leader, who placed their heads on android bodies. Escaping, the five formed The Headshop (a "Head Shop" is lingo for a store that sells marijuana paraphernalia- Peter David is attempting to be cute). Chief Largo, their leader, initially brawls with the Hulk, but soon comes to his aid when he's captured by the U.S. Army- he intends to ally with Jade Jaws in order to fight The Leader for transforming them. Alas, Leader was thought-dead by this point already, so the Headshop leaves unfulfilled, never to return.
THUNDERHEAD (Greg Herndon)
PL 8 (91)
STRENGTH 8
STAMINA --
AGILITY 0
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Intimidation 4 (+4)
Advantages:
Ranged Attack 4
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]
"Thunder Cannon" Blast 12 (Extras: Penetrating 8) (Flaws: Requires Massive Recharge) [20]
Offense:
Unarmed +6 (+8 Damage, DC 23)
Thunder Cannon +4 (+12 Ranged Damage, DC 27)
Initiative +0
Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +10, Fortitude --, Will +2
Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.
Total: Abilities: 18 / Skills: 4--2 / Advantages: 4 / Powers: 60 / Defenses: 7 (91)
-Thunderhead is a big guy with a beard and a huge built-in gun in his chest that requires a Recharge phase.
DEADHEAD (Rick Shea)
PL 7 (99)
STRENGTH 7
STAMINA --
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Rock 'n' Roll) 6 (+6)
Intimidation 4 (+4)
Advantages:
Ranged Attack 6
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
"Paired Guns" Blast 8 (Extras: Multiattack) [24]
Offense:
Unarmed +6 (+7 Damage, DC 22)
Paired Guns +6 (+8 Ranged Damage, DC 23)
Initiative +0
Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +8, Fortitude --, Will +2
Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.
Total: Abilities: 20 / Skills: 10--5 / Advantages: 6 / Powers: 62 / Defenses: 6 (99)
-Deadhead looks and talks like a rock star, sporting a skull-faced head and hands that turn into plasma guns.
HEADMISTRESS (Eileen Snakard)
PL 7 (80)
STRENGTH 7
STAMINA --
AGILITY 2
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE 0
Skills:
Intimidation 4 (+4)
Advantages:
Ranged Attack 3
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
"Hook & Chain" (Flaws: Easily Removable) [7]
Snare 6 (Feats: Reach 4) (Flaws: Limited to One Target, Touch Range) (10) -- (11 points)
AE: Strength-Damage +1 (Feats: Reach 4) (5)
Offense:
Unarmed +6 (+7 Damage, DC 22)
Hook & Chain +6 (+8 Damage, DC 23)
Snare +
Initiative +0
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +2
Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.
Total: Abilities: 20 / Skills: 4--2 / Advantages: 3 / Powers: 45 / Defenses: 12 (80)
-Headmistress is the Token Chick, using a hook on a chain as a weapon. I've decided this makes her the best fighter.
HEADGEAR (Dwaine Hess)
PL 6 (73)
STRENGTH 6
STAMINA --
AGILITY 2
FIGHTING 4
DEXTERITY 0
INTELLIGENCE 4
AWARENESS 0
PRESENCE 0
Skills:
Expertise (Science) 4 (+8)
Technology 6 (+10)
Advantages:
Ranged Attack 3
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Offense:
Unarmed +4 (+6 Damage, DC 21)
Initiative +2
Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +6, Fortitude --, Will +2
Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.
Total: Abilities: 22 / Skills: 10--5 / Advantages: 3 / Powers: 36 / Defenses: 7 (73)
-Headgear is our resident Tech-Head (hey, that's a WAY better name!), making up for his youth and lack of power with his smarts. He was the only member of the team who seemed to enjoy his new body, but went along with the others' revenge scheme.
CHIEF LARGO
PL 9 (95)
STRENGTH 9
STAMINA --
AGILITY 0
FIGHTING 8
DEXTERITY 0
INTELLIGENCE 2
AWARENESS 3
PRESENCE 2
Skills:
Expertise (Police Chief) 4 (+6)
Intimidation 4 (+6)
Perception 2 (+5)
Advantages:
Ranged Attack 5
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]
Offense:
Unarmed +8 (+9 Damage, DC 24)
Initiative +0
Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +10, Fortitude --, Will +4
Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.
Total: Abilities: 38 / Skills: 10--5 / Advantages: 5 / Powers: 40 / Defenses: 7 (95)
-Largo, a former Police Chief, leads The Headshop, and is also the voice of reason, aiding the Hulk when it turns out he's not a killer. He lacks gear, and is instead a better fighter with greater strength, making up the team's only PL 9.
ANDROID MAN (aka The Super-Android)
Created By: Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #79 (Oct. 1968)
Role: Kill-O-Bot
Group Affiliations: None
PL 8 (55)
STRENGTH 9
STAMINA --
AGILITY 0
FIGHTING 7
DEXTERITY 0
INTELLIGENCE -2
AWARENESS -2
PRESENCE -3
Skills:
Intimidation 6 (+3)
Advantages:
None
Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Offense:
Unarmed +7 (+9 Damage, DC 24)
Initiative +0
Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +7, Fortitude --, Will +0
Complications:
Motivation (Fighting)- Android Man simply fights- at first, his mission was to defeat The Wizard.
Total: Abilities: 8 / Skills: 6--3 / Advantages: 0 / Powers: 37 / Defenses: 7 (55)
-Android Man is a one-off Mad Thinker creation, meant as a fail-safe in case he was betrayed by his then-partner, The Wingless Wizard. Activating when placed at room temperature, the android went off to fight The Wizard, but as his parameters were to attack the owner of the Wonder Gloves, it attacked Ben Grimm while he was on a date with Alicia Masters, since Ben was carrying them around like a trophy (having already beaten The Wizard on an earlier adventure). Ben, in human form at the time, was warned by Reed that if he changed back into The Thing again, he would be trapped in that form permanently- naturally, the grand comics tradition dictated that Ben now HAD to change, in order to protect Alicia (who was now holding the Gloves) from Android Man. Ben, now empowered, incapacitated Android Man with only two blows.
-Some time later, he reactivated in the FF's building (Reed had apparently taken him to the Baxter Building for analysis), renamed The Super-Android. He held his own for a time, but The Invisible Girl was undergoing a Power Upgrade at the time, and created an invisible Force Bubble inside its body, expanding it outwards until it shattered.
-A pretty useless, boring character that was really just a means to an end, The Android Man is a simple melee fighter that's about Class 10-25, but no match for major super-heroes- even a late 1960s Ben Grimm (probably only PL 9-9.5 at that point) hands him his ass in a couple rounds.
THE FACELESS ONE
Created By: Stan Lee, Roy Thomas & Wally Wood
First Appearance: Astonishing Tales #2 (Oct. 1970)
Role: Alien Invader
Group Affiliations: The Kt'Kn
PL 8 (112)
STRENGTH -3
STAMINA 5
AGILITY 2
FIGHTING 0
DEXTERITY 0
INTELLIGENCE 6
AWARENESS 2
PRESENCE 3
Skills:
Close Combat (Venom) 8 (+8)
Deception 4 (+7)
Expertise (Science) 6 (+12)
Technology 8 (+14)
Advantages:
Equipment 10 (Spaceship, Weapons, Etc.), Ranged Attack 8
Powers:
"Kt'Kn Physiology"
"Telepathy" Communication (Mental) 1 [4]
Immunity 2 (Starvation & Thirst) [2]
"Six Legs" Extra Limbs 2 [2]
"Paralytic Venom" Affliction 12 (Fort; Fatigued/Exhausted/Paralyzed) (Extras: Cumulative) (24) -- [25]
AE: "Telekinesis" Move Object 2 (4)
Offense:
Unarmed +0 (-3 Damage, DC 12)
Venom +8 (+12 Affliction, DC 22)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +4, Will +5
Complications:
Motivation (Power & Invasion)- The Faceless One wishes to take over Earth, often using Latveria as a beachead.
Total: Abilities: 30 / Skills: 24--12 / Advantages: 18 / Powers: 33 / Defenses: 19 (112)
-A weird alien, The Faceless One was an accomplice to Prince Rudolfo, a would-be Latverian Usurper attempting to take the country from Doctor Doom- however, the alien has his own plans- he wishes to use Latveria as the beachhead to an invasion of Earth. Rudolfo kept the Latverian forces occupied, while the Faceless One challenged Doom himself, using a Doom-created Android (guess "Doombots" weren't a recurring thing yet) called "Doomsman"- however, Doom reverts its programming back, and the alien has to reveal his true identity- he's actually a six-limbed bug-thing and the glass dome head is actually his BODY- in order to escape. He later reappears controlling some robots against Doom, and Luke Cage gets involved (this is the source of the infamous issue where Cage travels to Latveria to DEMAND payment once Doom welshes on their deal- Doom had hired Cage to stop the 'bots). Cage allies with the Faceless One against Doom in order to get his payment, but unwilling to take part in a murder, Cage turns on the alien and collects his $200 from Doom.
-In his last appearance, The Faceless One fights a time-travelling band of Guardians of the Galaxy and Carol Danvers, but loses. Generally, all of his stories are sort of the same: attempt to grab power (why he's always going after DOCTOR DOOM is beyond me), get his true body revealed, and then eventually flee after taking damage.
-The Android Body the creature usually rides is pretty standard, but features a Force Field Generator that makes it Toughness 14 (enough to shrug off Doctor Doom's attacks), and a Laser Pistol +5. The Faceless One itself is a pretty ingenious critter with dangerous Venom (it takes out Carol Danverse handily), but more of a schemer than an all-out warrior, usually packing Minions and a ton of Sci-Fi Weaponry.
-Ya know what's weird? The more I look into the unknown Marvel characters I've yet to stat, the more I see the name "Peter David" pop up. It seems like there's an ABSURD number of background
Incredible Hulk characters that were both completely-unmemorable, and made zero impact on the rest of the Marvel Universe. Most guys' jobbers end up getting used SOMEWHERE, but it often feels like no other writer in comics was reading David's stuff. Even his Pantheon (essentially a powerful group of government agents with their fingers in a lot of pies) vanished without a trace, leaving no impact on other books. For a well-respected writer, it's a bit odd.
MERCY
Created By: Peter David & Todd MacFarlane
First Appearance: The Incredible Hulk #338 (Dec. 1987)
Role: Suicide-Assister
Group Affiliations: None
PL 9 (146), PL 10 (146) Mind-Reading
STRENGTH 6
STAMINA 8
AGILITY 3
FIGHTING 10
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE 2
Skills:
Deception 2 (+4)
Perception 8 (+8)
Advantages:
Ranged Attack 4
Powers:
Flight 6 (120 mph) [12]
Insubstantial 4 [20]
"Invisibility" Concealment 2 (Visuals) [4]
"Killing Spears" Weaken Stamina 12 (Feats: Split) (Extras: Ranged) (25) -- [28]
AE: Mind-Reading 10 (20)
AE: Teleport 12 (24)
AE: "Shapeshifting" Morph 3 (15)
Offense:
Unarmed +10 (+6 Damage, DC 21)
Killing Spears +6 (+12 Ranged Weaken, DC 22)
Mind-Reading -- (+10, DC 20)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +4
Complications:
Motivation (Delivering Mercy)- Mercy wishes to end the lives of those who seek death- or at least, whom she THINKS seeks death.
Total: Abilities: 62 / Skills: 10--5 / Advantages: 4 / Powers: 64 / Defenses: 11 (146)
-Mercy here is a
Hulk character of varied origins- she may be an alien, an angel, or a standard human who gained powers due to radiation therapy for brain cancer. Her schtick is that she kills those who do not have the strength to commit suicide- whether or not they seem to WANT to commit suicide! She is unable to kill The Hulk, as he possesses the will to keep fighting- at this point, she is put in jail and disappears for a decade. She is, more than two decades later, put on "Thunderbolt" Ross' Thunderbolts. But of course like all "Put teams of criminals together to do good", it backfired COMPLETELY, and she randomly started killing people during Thanos' invasion of Earth during
Infinity. Her teammates trap her in Mephisto's realm, where she happily puts her powers to work by exterminating the damned souls who seek oblivion.
-Mercy is a pretty standard-issue one-note character in some respects, but her powers are rather varied- she can fly, go insubstantial, shapeshift, read minds, Teleport, and Weaken Stamina with Ranged Energy Spears. This makes her pricey, but not exactly well-rounded on the Skills & Advantages.
PROTEUS (Kevin MacTaggert, aka Mutant X)
Created By: Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #125 (Dec. 1979)
Role: All-Powerful Menace
Group Affiliations: None
PL 18 (344)
STRENGTH --
STAMINA --
AGILITY 4
FIGHTING 10
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE -1
Skills:
Intimidation 8 (+7)
Perception 6 (+6)
Advantages:
Eidetic Memory
Powers:
“Living Energy”
Immunity 30 (Fortitude Effects) [30]
Protection 20 [20]
Insubstantial 3 [15]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]
“Vampiric Possession”
Mind Control 18 (Flaws: Touch Range, Possession) Linked to Weaken Stamina 18 (Extras: Progressive +2) (Flaws: Limited to 1 Rank Per Round, Permanent) [54]
Mind-Reading 14 (Flaws: Limited to Possessed Subjects) [14]
“Reality Warping”
Transform (Anything to Anything Else) 20 (Extras: Perception-Ranged +2, Affects Corporeal) (160) -- [165]
AE: “Warp Space Around Beings” Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Extras: Affects Corporeal, Area- 60ft. Burst +2) (56)
AE: “Transform People” Affliction 18 (Fort; Dazed & Impaired/Stunned & Disabled/Transformed & Paralyzed) (Extras: Affects Corporeal, Perception-Ranged +2) Linked to Damage 14 (Extras: Perception-Ranged +2, Affects Corporeal) (138)
AE: Nullify All Powers 18 (Extras: Affects Corporeal, Perception-Ranged, Broad, Simultaneous) (72)
AE: “Turn Things Into Summons” Summon 10 (Extras: Active) (Flaws: Requires Objects) (20)
AE: “Reverse Gravity” Move Object 18 (Extras: Affects Corporeal, Perception-Ranged) (72)
Offense:
Unarmed +0 (-- Damage, DC --)
Warp Space +14 Area (+14 Affliction, DC 24)
Transform -- (+18 Perception-Ranged Affliction & +14 Damage, DC 28 & 29)
Nullify Powers -- (+18 Nullify, DC 28)
Initiative +4
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +20, Fortitude --, Will +6
Complications:
Disabled (Burning Out)- Proteus' energy powers are so great that he will burn out the husks of whomever he is possessing at a rapid pace- uses of his power will only make this worse. As the bodies burn out, he loses focus and power.
Vulnerable (Metals)- Proteus has a violent aversion to metal- even bullets can send him off. He cannot possess Wolverine due to the Adamantium in his skeleton, and he is "dispersed" by the metallic hero Colossus. The touch is painful and effective while possessing another- it’s fatal when he’s in Energy Form.
Motivation (Switchings Hosts)- Kevin wishes for stronger and more durable hosts for his energy form.
Total: Abilities: 6 / Skills: 14--7 / Advantages: 1 / Powers: 308 / Defenses: 22 (344)
-Proteus was a great, semi-early sign of the greatness of the Claremont/Byrne era of
X-Men- we'd only recently been introduced to Moira MacTaggert, an ex-girlfriend of Charley's who was an expert geneticist. And now it turned out that she had a Mutant SON who was being kept in containment due to his dangerous powers. Annnnnnnnnd of course we discover this because in ANOTHER story, the X-Men had saved the day, but accidentally damaged whatever was keeping Kevin MacTaggert contained. And so he frees himself- this trapped, forced-into-seclusion young boy- and immediately goes on a rampage. And Proteus is CRAZY-powerful- so much so that Wolverine himself is left emotionally-shattered by the reality warps Proteus unleashes, and can't bring himself to continue the fight. Kevin possesses numerous people before settling on his rotten, wife-abusing father Joseph. In the end, his "anathema" to metal (he flees from it frequently during the battle, being all-powerful otherwise) is his undoing, as he burns out his father's corpse, and is struck by the metal-formed Colossus, which disperses him into the atmosphere- a fatal blow.
-This story was more used as Character Development for the other X-People than anything for Proteus, who was a rather one-note "Destroyer of Worlds" (being trapped in a cell for a huge chunk of his life had basically left him a little crazy). From him we learned that Moira MacTaggert carried a tremendous sense of failure, and a raison-d'etre for her existence: she was an expert on Mutants because her SON was one, and she'd failed to cure him of his condition. She always felt terrible beacuse she'd failed her son, both as a doctor and as a mother (she was forced to trap him for his own good, but the seclusion drove him insane)- this sense of darkness informs a lot of her later decisions, and her sense of duty. Killing Proteus forced the peaceful farmboy Colossus to sort of realize just what he'd recently gotten himself into- though it had to be done (Proteus was MUCH too dangerous to be allowed to live one more minute), it's a bit of a rude awakening for the gentle soul. And it was a great character moment for Wolverine, who was usually a smirking jackass until this point- his terror and shock and being turned inside-out by the reality-warper kind of humanized him a bit.
-Best moment, however, was when Cyclops, realizing that his team was falling apart mentally at the idea of fighting Proteus, basically decided to act like the LEADER he was supposed to be, and so he snapped them all back into shape. Watching a shuddering Logan, he insulted the teammate who'd been annoying him for months, calling him a coward, and taunting him to do something about it. When the other X-Men interjected, Scott allowed things to devolve into a full-on BRAWL- but that was the IDEA. Logan, now "killin' mad", unfurls the claws and goes in for a fatality, but Cyke effortlessly-trounces him (in MELEE, too!), then starts bouncing Optic Blasts around, knocking the whole team for a loop. The result? Everyone snaps back to reality and gets back into fighting shape rather than quaking in their boots. Even Logan is impressed- complimenting Cyke for getting them back on track. Great moment for the team.
-Proteus would go on to appear in a couple more stories- A.I.M. attempts to recreate him using Harness and her son Piecemeal- they absorb the dispersed energy, but Piecemeal (himself an abused child) cannot hold all that power, and explodes- merging together with Proteus. And so the two lost boys combined power and “re-make” reality in a big cross-over involving numerous teams (it ran during the
New Warriors, New Mutants, Uncanny X-Men and
X-Factor Annuals one summer- featuring the New Warriors, the newly-rechristened X-Force, X-Factor, and Moira’s “Muir Island X-Men” of assorted un-used characters). Eventually, the two are convinced by Jean Grey (and, surprisingly, Cable- who to this point had never seemed so sentimental or philosophical- Fabian Nicieza was working hard to give the guy some personality sans-Liefeld) to give up their mission of revenge against their mothers, and told to leave reality alone. Proteus & Piecemeal then voluntarily dispersed themselves again, “committing suicide”.
-Proteus would return in and odd way- during the
House of M Alternate Reality Cross-Over, we’re shown that in the reality ruled by Magneto, Kevin had never been killed, and instead becomes a serial killer. Here, he is confronted by the reality-hopping Exiles during the point when I stopped caring about that book. Realizing that they hold the secret to true freedom, Proteus becomes a REALITY-HOPPING serial killer, blowing through different realities. In
Exiles, he manages to kill off long-time fan-favorite Mimic, and isn’t stopped until he takes over the body of MORPH- a Mind-Controlling Collar allows Morph to reassert control (sort of; Kevin now thinks he IS Morph, and acts accordingly), and the day is saved.
-Later, Morph is able to reassert control, and finds the good in Proteus, who accepts the pair working together in harmony inside the same body. In the Claremont era of
Exiles, he went nuts again, merging with Destiny (YUP, CLAREMONT WAS WRITING ALRIGHT), possessing a whole squad of X-Men at once, and more- Magneto successfuly disperses him this time.
-Proteus is essentially an unkillable form of Energy, though can be successfully dispersed, generally by metals. His main thing is to warp reality around his enemies, alter their forms (which is painful as well as disconcerting), turn cars into bees, etc. He’s got Affects Corporeal on EVERYTHING, is Insubstantial (his Host Bodies can be damaged, but this only renders him more vulnerable to metals), and more. Oh, and he can “turn off” your Mutant Powers at-will, and easily-possess anybody who comes to close, slowly destroying their body over time. In-all, he’s a PL 18 terror, and generally has to be beaten by figuring out his weakness and how to exploit it (making him one of the more easily-handled Reality Warpers in comics, actually).
VICTORIUS (Victor Conrad)
Created By: Mike Friedrich & Dan Adkins
First Appearance: Astonishing Tales #18 (June 1973)
Role: Forgotten Villain
Group Affiliations: A.I.M., The Cult of Entropy
PL 8 (115)
STRENGTH 4
STAMINA 5
AGILITY 5
FIGHTING 8
DEXTERITY 3
INTELLIGENCE 5
AWARENESS 1
PRESENCE 3
Skills:
Acrobatics 3 (+8)
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+10)
Deception 6 (+8)
Expertise (Science) 7 (+12)
Insight 3 (+4)
Intimidation 2 (+5)
Perception 4 (+5)
Persuasion 3 (+6)
Technology 5 (+10)
Vehicles 1 (+4)
Advantages:
Diehard, Inventor, Ranged Attack 3
Powers:
"The Super-Soldier Serum- Absolute Peak Human"
“Heavy-Hitter” Strength-Damage +1 [1]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
Immunity 2 (Poison, Disease) (Flaws: Limited to Half-Effect) [1]
Regeneration 2 [2]
Offense:
Unarmed +10 (+5 Damage, DC 20)
Initiative +5
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +8, Will +4
Complications:
Motivation (Power)- The only thing Victorius can think to do with his Cap-level stats is to try and take over various criminal organizations.
Total: Abilities: 68 / Skills: 42--21 / Advantages: 5 / Powers: 8 / Defenses: 13 (115)
-Victorius is an A.I.M. Scientist who successfuly duplicated the Super-Soldier Serum (AGAIN with someone copying that! And this was *1973*!! Comics has been going back to that for decades!). He of course DRANK IT, then tried to take over A.I.M. Failing that, he joined a death-worshipping cult and became the leader of THAT instead. He later stole the Cosmic Cube and tried to spread destruction by creating “Jude the Entropic Man”, but he & Jude were transformed into radiant crystal after touching The Giant-Sized Man-Thing (remind me never to put my hands on a Giant-Sized Man-Thing).
-Victorius is an interesting look at what happens when a guy has Cap-Level Stats, but none of the major capabilities in using them. He’s just a big, strong, fast guy who was smart enough to recreate the Serum, but never make another set (and, you know, SELL IT and make billions). Also, he ain’t so good at spelling.
PSYKLOP
Created By: Harlan Ellison, Roy Thomas & Sal Buscema
First Appearance: The Avengers #88 (1971)
Role: Forgotten Villain
Group Affiliations: The Dark Gods
PL 9 (146)
STRENGTH 8
STAMINA 8
AGILITY 4
FIGHTING 5
DEXTERITY 2
INTELLIGENCE 8
AWARENESS 1
PRESENCE 3
Skills:
Deception 5 (+8)
Expertise (Science) 4 (+12)
Insight 2 (+3)
Persuasion 4 (+7)
Technology 7 (+15)
Advantages:
Equipment 10 (Any High-Tech Gear), Inventor, Ranged Attack 6
Powers:
“Insectoid Physiology”
Power-Lifting 2 (25 tons) [2]
“Hypnosis” Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Ranged, Cumulative) (30) -- [31]
AE: Eye Blast 10 (20)
Equipment:
“Sci-Fi Hardware”
“Ray Gun” Blast 10 (20)
“Spasm-Ray” Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (20)
Teleport 10 (20)
Offense:
Unarmed +5 (+8 Damage, DC 23)
Ray Gun +8 (+10 Ranged Damage, DC 25)
Spasm-Ray +8 (+10 Ranged Affliction, DC 20)
Eye Beams +8 (+10 Ranged Damage, DC 25)
Hypnosis +8 (+10 Ranged Affliction, DC 20)
Initiative +5
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +4
Complications:
Motivation (Power)- Psyklop wishes for great power, and institutes himself as the God of the sub-atomic world of Kai.
Responsibility (The Dark Gods)- Psyklop’s Dark Gods are his true masters, and even when they forsake him, he goes out of his way to seek their approval.
Prejudice (Obvious Alien)- Psyklop is insectoid and single-eyed.
Total: Abilities: 78 / Skills: 22--11 / Advantages: 17 / Powers: 33 / Defenses: 7 (146)
-Psyklop is the last survivor of an intelligent insectoid race that apparently once DOMINATED EARTH during Prehistoric times. However, they ran afoul of the Dark Gods they worshipped, and were put into hibernation. Psyklop was awakened in order to find a new power source for his masters, at which point the Dark Gods would allow him to lead his race in re-conquering Earth. Psyklop shrinks the Hulk and sends him to a sub-atomic world, but ends up running afoul of the guy again, and is trapped there when his Gods forsake him. Years later, the trapped Psyklop, now leading the people of sub-atomic Kai as a God, is attacked by The Hulk & Jarella- he is consumed alive by the spirits of Kaians that had died during his reign of terror. He has never appeared again.
-Psyklop is a pretty good PL 9 fighter/Blaster, and a great Inventor, but most missions against him are against his schemes and minions- one particular trick is to Shrink the hero and send him to a strange sub-atomic world. He also uses Giant Robots, Slug Monsters, Earthquake-Creating Machines, and more.
THE WRAITH I (Brian DeWolff)
Created By: Bill Mantlo & Sal Buscema
First Appearance: Marvel Team-Up #48 (Aug. 1976)
Role: Mind-Controller, Supporting Cast-Turned-Bad Guy
Group Affiliations: None
PL 9 (123)
STRENGTH 2
STAMINA 3
AGILITY 3
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 1
AWARENESS 2
PRESENCE 2
Skills:
Close Combat (Unarmed) 2 (+8)
Deception 4 (+6)
Expertise (Police Officer) 5 (+6)
Insight 2 (+4)
Intimidation 3 (+5)
Perception 2 (+4)
Ranged Combat (Telekinesis) 2 (+8)
Stealth 2 (+5)
Vehicles 2 (+2)
Advantages:
Equipment 2 (Smoke Pistol), Ranged Attack 6
Powers:
"Mental Powers"
"Mental Pain" Affliction 9 (Will; Impaired/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (37) -- [47]
Dynamic AE: "Telekinesis" Move Object 8 (17)
Dynamic AE: Mind Control 9 (Flaws: Limited to One Subject at a Time) (28)
Dynamic AE: "Mentally-Cast Illusions" Illusion (Visual, Hearing) 8 (Flaws: Resisted by Will) (17)
Dynamic AE: "Invisibility" Concealment (Visuals, Hearing) 3 (Flaws: Resisted by Will) (4)
Dynamic AE: Mind Reading 8 (17)
"Immune to Spider-Sense" Concealment (Spider-Sense) 1 (Extras: Sustained) [2]
Offense:
Unarmed +8 (+2 Damage, DC 17)
Telekinesis +8 (+8 Ranged Damage, DC 23)
Mental Pain & Control -- (+9 Perception Affliction, DC 19)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +2, Fortitude +5, Will +4
Complications:
Motivation (Justice)
Total: Abilities: 38 / Skills: 24--12 / Advantages: 8 / Powers: 49 / Defenses: 15 (123)
-The Wraith is one of those bizarre things in the Spider-verse of Marvel Comics- part of the endless supply of background characters and supporting cast members who somehow became either a super-hero or a super-villain. Brian DeWolff, brother of Police Captain Jean DeWolff (an ally of Spidey's), was taken over psionically by the siblings' evil father Phillip and sent against various heroes as a murderous vigilante, and was eventually freed. He even became a SUPER-HERO, allying with Spidey, Iron Man and others!
-Then all of a sudden he goes crazy when Jean is murdered by the Sin-Eater, and he puts on the costume again to murder some cops (blaming them for Jean's death, as The Sin-Eater was a police detective)... at which point Scourge shoots him. Seriously, that was his whole story- Scourge either shot him because of his mind-controlled antics before, or because he somehow predicted DeWolff's actual mental change. Truly weird stuff. Though I get the distinct impression that he was offed by Scourge because the writers were told they HAD to kill a villain (most Marvel books in the months before the big
Captain America: The Scourge of the Underworld story had featured one Jobber Villain getting executed by the villain-hunting vigilante), and so they used a guy they weren't planning on using.
-He would reappear years later, having transferred his mind into another's body, but this time he was killed by Morbius. He was one of seventeen Scourge victims resurrected by The Hood to fight The Punisher, but like most of them, he was entertainingly-murdered by Frank- he thanked The Punisher with his last breath (having been shot through the chest by an arrow), grateful for being "released".
-Wraith is an odd combo of stuff- mostly Will-based mental tricks like Illusion, Mind Control and Mind Reading, but there's also a nasty Mental Pain trick, as well as Concealment from Spidey's Spider-Sense, which I've noted drops Peter's PL by a notch or two (recent Spidey books have him losing it for a good while, and it's made him REALLY weak on defense in-universe). Despite that, he's no toughie, and can't take a hit, like most Scourge victims.
OVERKILL (aka Taserface)
Created By: Jim Valentino
First Appearance: The Guardians of the Galaxy #1 (June 1990)
Role: Alien Race Representative
Group Affiliations: The Stark
PL 12 (182)
STRENGTH 13
STAMINA 14
AGILITY 3
FIGHTING 8
DEXTERITY 2
INTELLIGENCE 2
AWARENESS 2
PRESENCE 2
Skills:
Expertise (Space Soldier) 6 (+8)
Intimidation 6 (+8)
Technology 6 (+8)
Advantages:
Close Attack, Ranged Attack 6, Startle
Powers:
"Neutralizes Energy"
Nullify Energy Attacks 14 (Extras: Broad, Ranged) Linked to Affliction 14 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged, Cumulative) (Flaws: Limited to Energy Powers) (60) -- [61]
AE: Energy Blast 16 (Feats: Variable 2- Any Energy) (Extras: Penetrating 8, Multiattack) (58)
"Radar" Senses 4 (Ranged Radius Radio Vision, Infravision) [4]
Offense:
Unarmed +9 (+11 Damage, DC 26)
Energy Blast +8 (+16 Ranged Damage, DC 31)
Neutralizing +8 (+14 Nullify & Affliction, DC 24 & 24)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude +14, Will +5
Complications:
Motivation (Conquest)- The Stark wish to take over the galaxy and spread the word of their God, Tony Stark.
Enemy (The Guardians of the Galaxy)- Overkill is humiliated by his loss at the Guardians' hand, and wants revenge.
Total: Abilities: 92 / Skills: 18--9 / Advantages: 8 / Powers: 65 / Defenses: 8 (182)
-"The Stark" were an enemy found in the early issues of Jim Valentino's
Guardians of the Galaxy series in the early '90s- the idea being that they are the end result of an alien race finding a huge cache of Tony Stark's weapons technology. The Stark adopted Tony as their personal "Cargo Cult"-style God (so... they're Marvel's Advertising Department?), and began worshipping the weapons he sent over, turning themselves into a cybernetic race. Depleting their homeworld of resources, they became a conquering army. Taserface was one of their advance agents (the others appear without stats basically everywhere I can find them), and the exception to the rule of the matriarchal species. Upon losing to the Guardians, he dropped one of the worst names in comic book history, adopting the cool, but generic, "Overkill" as his nom-de-guerre- his Queen allowed him to improve his form by cybernetic means. In this format, he fights and nearly takes out FIRELORD of all people, but in a later battle, he commits suicide with a Self-Destruct device once he finds himself losing to Hollywood (an aged, more-powerful Simon "Wonder Man" Williams)- Williams survives.
-The guy's pretty hopelessly '90s, featuring hideous colours, metallic bits, spikes and assorted weaponry. Jim Valentino's Guardians series is well-liked, but WOW.
-At his "Taserface" level, the guy was probably about PL 9-10- able to fend off the Guardians of the Galaxy (mostly PL 9s) for a bit, but ultimately be driven back. As Overkill, he manages to defeat FIRELORD in open combat! This could put him anywhere from PL 12 to PL 15, but with some "New Villain Stink" and the fact that Firelord isn't QUITE as powerful as The Silver Surfer, I went a bit lower. I mean, look at this guy- my personal bias against his goofy-ass '90s appearance ALONE would prevent him from hitting PL 13
. And his history kind of matches up with this, as he later fights Hollywood and is eventually beaten handily enough that he blows himself up. A powerful Energy Blast and the ability to Nullify the Energy Powers of anyone he fights can make him pretty dangerous, even to a Herald of Galactus.
NECROM
Created By: Alan Davis
First Appearance: Excalibur #46 (January, 1992)
Role: Evil Wizard
Group Affiliations: None
PL 15 (411)
STRENGTH 3
STAMINA 8
AGILITY 3
FIGHTING 8
DEXTERITY 4
INTELLIGENCE 5
AWARENESS 5
PRESENCE 5
Skills:
Deception 10 (+15)
Expertise (Magic) 15 (+20)
Expertise (History) 10 (+15)
Insight 3 (+8)
Intimidation 8 (+13)
Perception 6 (+11)
Persuasion 8 (+13)
Ranged Combat (Magic) 8 (+12)
Advantages:
Artificer, Daze (Intimidation), Power Attack, Ritualist, Well-Informed
Powers:
"Immortal"
Immunity 1 (Aging) [1]
"Magical Might"
Flight 7 (250 mph) [14]
Force Field 6 [6]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
Morph 4 (Any Form) [20]
"Stretchy Limbs" Elongation 4 [4]
Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79) -- [107]
Dynamic AE: "Telepathy" Mind Reading 10 (20) & Mental Communication 5 (20) -- (41)
Dynamic AE: Mind Control 14 (Feats: Dyamic) (57)
Dynamic AE: "Astral Projection" Remote Sensing (Vision & Hearing) 16 (Feats: Dynamic, Subtle) (50)
Dynamic AE: Eldritch Blast 18 (Feats: Improved Critical 2, Dynamic, Affects Insubstantial, Affects Astral Plane Travellers) (Extras: Penetrating 10) (51)
Dynamic AE: "Eldritch Wave" Damage 15 (Feats: Dynamic) (Extras: Penetrating, Area- 60ft. Cone) (45)
Dynamic AE: Illusion (Vision & Hearing) 14 (Feats: Dynamic) (43)
Dynamic AE: "Improved Field" Force Field +4 (Feats: Dynamic) (Extras: Impervious 15) (20)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (72)
Dynamic AE: Move Object 14 (Extras: Perception Range) (42)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
AE: Healing 16 (Extras: Restorative) (48)
AE: Movement 3 (Time Travel 3) (6)
AE: "Transmutation" Transform Anything to Anything Else 14 (6 tons) (70)
AE: Nullify Energy Effects 12 (Extras: Concentration, Broad) (48)
AE: "Energy Vampire" Weaken All Abilities 13 (Extras: Broad, Simultaneous) (36)
"Raise the Dead" Summon Undead 8 (Extras: 16 Minions +8, Horde, Heroic +2, Variable +2- Any Type) (Flaws: Source- Corpses) [112]
Offense:
Unarmed +8 (+3 Damage, DC 18)
Mind Control -- (+14 Perception-Ranged Affliction, DC 24)
Blast +12 (+18 Ranged Damage, DC 33)
Eldtritch Wave +15 Area (+15 Damage, DC 30)
Crimson Bands +14 Area (+14 Ranged Affliction, DC 24)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+14-18 Force Field), Fortitude +13, Will +11
Complications:
Motivation (Power)
Enemy (Merlyn, Roma, Excalibur)
Vulnerable (Magical Attacks)- Kylun's swords could leave a permanent scar on Necrom's face, despite his power.
Total: Abilities: 84 / Skills: 68--34 / Advantages: 5 / Powers: 268 / Defenses: 20 (411)
-Necrom is an Alan Davis creation, formed in the middle, Claremont-less years of
Excalibur in an attempt to create a Big Bad for them. He had a lot of potential: The Sorcerer Supreme of an Alternate Reality Earth, he'd gained vast powers, trained MERLYN HIMSELF as his Apprentice, and absorbed part The Phoenix Force itself in order to gain power and take over the universe! A really bad, bad dude, right? The only issue of course becomes that HE LOOKS STUPID. Seriously- a world-conquering Omniversal Threat and THAT'S the look you go with? A scrawny green big-headed guy with a red robe? It's both plain AND hideous. I can get the whole "Appearances can be deceiving" thing, and how that there's a deliberate contrast here, but this is COMIC BOOKS. The MEGA-villains need to look dangerous and bad-ass.
-So Necrom was Merlyn's teacher for years, but eventually made a power-grab, gaining a piece of The Phoenix Force. Merlyn managed to fend him off, then spent years making plans against Necrom's return, including forming Excalibur and the entire Captain Britain Corps. When Necrom finally returns, he gathers the power of "The Anti-Phoenix" (a piece of the Force that he'd buried beneath the Earth for centuries). Using his full power, Necrom attempted to compress all of the Alternate Earths into a singularity- Rachel Summers, the current host of The Phoenix Force, assaulted him, and teleported the two of them to a different solar system, which was destroyed by the sheer force of their battle. Realizing that neither she nor Necrom could handle the powers they were wielding, Rachel tricked him into touching her and attempting his Energy Drain- the infintite power of The Phoenix Force destroyed him utterly.
-Necrom, despite his great power, has never appeared again. I think his fairly generic concept (Evil Wizard) and goofy appearance, combined with the relative lack of focus & respect
Excalibur got as a book (it's certainly not HATED, but there's a reason that every other X-Book has had multiple chances at reboots and this one hasn't), is what holds him back. Because seriously- Omniversal Phoenix Force-Empowered Lethal Bad-Ass? Kind of an epic deal.
-Necrom is statistically about the same as Merlyn- a World-Conquering PL 15 threat. He's got a few unique tricks- an Energy Drain, Stretchy Limbs and Necromancy- the ability to Summon Minions. This is potentially limitless, but I went with sixteen and at 8 Ranks. Definitely no Immortality, though.
With the powers of The Anti-Phoenix Force, Necrom becomes the following:
NECROM- ANTI-PHOENIX
Created By: Alan Davis
First Appearance: Excalibur #46 (January, 1992)
Role: Evil Wizard
Group Affiliations: None
PL 18 (550)
STRENGTH 3
STAMINA 8
AGILITY 3
FIGHTING 8
DEXTERITY 4
INTELLIGENCE 5
AWARENESS 5
PRESENCE 5
Skills:
Deception 10 (+15)
Expertise (Magic) 15 (+20)
Expertise (History) 10 (+15)
Insight 3 (+8)
Intimidation 8 (+13)
Perception 6 (+11)
Persuasion 8 (+13)
Ranged Combat (Magic) 8 (+12)
Advantages:
Artificer, Daze (Intimidation), Power Attack, Ritualist, Well-Informed
Powers:
"Cosmic Being"
Immunity 12 (Aging, Life Support, Sleep) [12]
"Returns From The Ashes" Immortality 15 [30]
Flight 14 (32,000 mph) [28]
Movement 2 (Space Travel 2) [4]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 500ft. Bursts) [1]
"Magical Might"
Force Field 8 (Extras: Impervious 13) [21]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
Morph 4 (Any Form) [20]
"Stretchy Limbs" Elongation 4 [4]
"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
Quickness 12 (Flaws: Limited to Mental Tasks) [6]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]
Mind-Reading 18 (Feats: Dynamic) (Extras: Effortless) Linked to Mental Communication 5 (Feats: Subtle) (Extras: Area, Selective) (86) -- [145]
Dynamic AE: "Focused Mind Control" Mind Control 18 (Feats: Dynamic) (73)
Dynamic AE: "Group Mind Control" Mind Control 13 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (66)
Dynamic AE: "Mental Detection" Senses 4 (Feats: Dynamic) (Mental Awareness, Radius, Extended, Acute) (5)
Dynamic AE: "Show One The Totality of the Cosmos" Affliction 16 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative, Progressive +2) (Flaws: Distracting) (81)
Dynamic AE: "Astral Form" Remote Sensing 20 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (62)
Dynamic AE: "Mental Blast" Damage 16 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (65)
Dynamic AE: Healing 16 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 30ft. Burst) (Flaws: Limited to Others, Distracting) (47)
Dynamic AE: Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79)
Dynamic AE: Teleport 18 (Feats: Increased Mass 10- 25 tons) (Extras: Extended, Accurate) (82)
Dynamic AE: Eldritch Blast 18 (Feats: Improved Critical 2, Dynamic, Affects Insubstantial, Affects Astral Plane Travellers) (Extras: Penetrating 10) (51)
Dynamic AE: "Eldritch Wave" Damage 15 (Feats: Dynamic) (Extras: Penetrating, Area- 60ft. Cone) (45)
Dynamic AE: Illusion (Vision & Hearing) 14 (Feats: Dynamic) (43)
Dynamic AE: "Improved Field" Force Field +4 (Feats: Dynamic) (Extras: Impervious 15) (20)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (72)
Dynamic AE: Move Object 14 (Extras: Perception Range) (42)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
Dynamic AE: "TK Wave" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 250ft. Cone +3) (83) -- [96]
Dynamic AE: "TK Burst" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 120ft. Burst +3) (83)
Dynamic AE: "TK Ram" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 120ft. Line +3) (83)
Dynamic AE: "Enhanced Field" Force Field +4 (Feats: Dynamic, Increased Mass 4) (Extras: Affects Others 15, Impervious 18) (42)
Dynamic AE: "TK Attack" Blast 25 (Feats: Dynamic) (51)
Dynamic AE: "Telekinesis" Move Object 22 (Feats: Dynamic, Precise) (Extras: Perception Range) (68)
Dynamic AE: Deflect 15 (Feats: Dynamic) (31)
AE: "Devour Stars" Damage 26 (Extras: Affects Objects Only +0, Limited to Planets, Distracting) Linked to Weaken Toughness 26 (Flaws: Affects Objects Only +0, Limited to Stars, Distracting) (13)
AE: Movement 7 (Dimensional Travel 3, Space Travel +2, Time Travel 2) (Extras: Portal +2) (28)
AE: Movement 6 (Dimensional Travel 2, Space Travel +2, Time Travel 2) (Extras: Attack 16, Ranged 16) (44)
AE: Movement 6 (Dimensional Travel 2, Space Travel +2, Time Travel 2) (Extras: Affects Others, Perception Range +2) (30)
AE: Healing 16 (Extras: Restorative) (48)
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: Movement 3 (Time Travel 3) (6)
AE: "Transmutation" Transform Anything to Anything Else 14 (6 tons) (70)
AE: Nullify Energy Effects 12 (Extras: Concentration, Broad) (48)
AE: "Energy Vampire" Weaken All Abilities 13 (Extras: Broad, Simultaneous) (36)
"Raise the Dead" Summon Undead 8 (Extras: 16 Minions +8, Horde, Heroic +2, Variable +2- Any Type) (Flaws: Source- Corpses) [112]
Offense:
Unarmed +8 (+3 Damage, DC 18)
Mind Control -- (+14 Perception-Ranged Affliction, DC 24)
Blast +12 (+18 Ranged Damage, DC 33)
Eldtritch Wave +15 Area (+15 Damage, DC 30)
Crimson Bands +14 Area (+14 Ranged Affliction, DC 24)
Mind-Reading +18 (DC 28)
Mental Attacks -- (+16-18 Perception Affliction, DC 26-28)
TK Area Attacks +18 (+18 Damage, DC 33)
TK Blast +11 (+25 Ranged Damage, DC 30)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+16-20 Force Field), Fortitude +13, Will +11
Complications:
Motivation (Power)
Enemy (Merlyn, Roma, Excalibur)
Vulnerable (Magical Attacks)- Kylun's swords could leave a permanent scar on Necrom's face, despite his power.
Total: Abilities: 84 / Skills: 68--34 / Advantages: 5 / Powers: 407 / Defenses: 20 (550)
-So, um, vastly powerful. Rachel had to go "Full Phoenix" (something she normally didn't do- her base form was much lower) to try and stop him- the damage wrecked a SOLAR SYSTEM. If Rachel did that kind of thing NORMALLY, she'd probably scour the Earth clean.
HELLCOW (Bessie, aka Bovine, Blood-Beast, Cowled Cow, Farm Killer, Recreant Ruminant)
Created By: Steve Gerber & Frank Brunner
First Appearance: Giant-Size Man-Thing #5 (1975)
Role: Joke Character
Group Affiliations: None
PL 7 (101)
STRENGTH 8
STAMINA --
AGILITY 1
FIGHTING 6
DEXTERITY 0
INTELLIGENCE -4
AWARENESS 0
PRESENCE -3
Skills:
Expertise (Survival) 2 (+2)
Intimidation 7 (+6 Size)
Perception 3 (+3)
Advantages:
All-Out Attack, Diehard, Fearless, Improved Critical (Horns), Improved Initiative, Last Stand (Ignore All Damage For 1 Round With HP Spent)
Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision) [3]
Speed 2 (8 mph) [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Super-Strong Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Impervious Toughness 10 (Flaws: Not versus Wood, Fire, Silver or Holy Weapons) [5]
Regeneration 10 (Feats: Regrow Limbs) (Flaws: Source- Blood) [6]
Immortality 4 (Flaws: Not if Staked, Beheaded or Dealt With in Mystical Ways) [4]
Senses (Low-Light Vision, Acute Scent) [2]
"Mist Form" Insubstantial 1 Linked to Concealment (Visuals) 2 [9]
"The Vampire's Bite" Strength-Damage +0 Linked to Weaken Stamina 6 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) Linked to Affliction 8 (Fort; Entranced/Compelled/Transformed to Vampire) (Extras: Cumulative) (Flaws: Grab-Based) [10]
"Flying Cape" (Flaws: Easily Removable) [3]
Flight 5 (60 mph) (Flaws: Winged) (5 points)
Offense:
Unarmed +6 (+8 Damage, DC 23)
Horns +6 (+8 Damage, DC 24)
Vampire's Bite +6 (+8 Damage, +6 Weaken & +8 Affliction, DC 24, 16 & 18)
Initiative +5
Defenses:
Dodge +3 (DC 13), Parry +6 (DC 16), Toughness +7, Fortitude --, Will +3
Complications:
Disabled (Animal)- Bulls cannot speak to humans, nor use their hooves to easily manipulate objects.
Weakness (Garlic, Sunlight)- Both are anathema to vampires, and will cause horrible pain. Direct sunlight will kill a vampire of any power level.
Weakness (Holy Symbols)- Witnessing or touching a Holy Symbol is painful to vampires, but only if the wearer belives. Wolverine wielding a cross caused Dracula no pain, but Nightcrawler definitely did. Kitty Pryde's Star of David also burned his had when he grabbed her.
Weakness (Lack of Blood, Home Soil)- Though Immune to Fortitude Effects, Hellcow can effectively starve to death if deprived of blood- she is even addicted to the substance. Hellcow must also presumably spend some amount of time in contact with her native soil.
Quirk (No Reflection)- Vampires do not cast reflections in any mirrored surface.
Total: Abilities: -4 / Skills: 12--6 / Advantages: 6 / Powers: 86 / Defenses: 7 (101)
-Hellcow is the creation of the sick mind of Steve Gerber, who wanted to write about what he thought would happen if Dracula bit a COW instead of a normal human being. A bit more beef than I want in my
Giant-Size Man-Thing, Hellcow was slain by Howard the Duck, until (naturally)
Deadpool revived her. An insane scientist, Dr. Kilgore, had brought her back in order to collect her "vampire milk", which he thinks will cure his tuberculosis. Hellcow & Deadpool (who'd also been railroaded into helping the doctor) join forces and kill the Doctor. Hellcow is unfortunately disintegrated by sunlight as soon as they travel outside, but Deadpool manages to go back to the previous comic book panel and "revive" her.
-Hellcow is mightier and faster than the average Bovine, and packs a few Vampiric powers on top of the standard "Bull" Template, but isn't enough of a threat that Howard the Duck cannot defeat her.
MAHKIZMO, THE NUCLEAR MAN
Created By: Gerry Conway & Rich Buckler
First Appearance: Fantastic Four #151 (Oct. 1974)
Role: Forgotten Villain
Group Affiliations: Machus
PL 11 (119)
STRENGTH 13
STAMINA 3
AGILITY 1
FIGHTING 7
DEXTERITY 0
INTELLIGENCE -1
AWARENESS -1
PRESENCE 0
Skills:
Expertise (World Ruler) 6 (+5)
Intimidation 6 (+6)
Perception 2 (+1)
Advantages:
Chokehold, Diehard, Fast Grab, Improved Critical 2 (Unarmed, Blast), Power Attack, Ranged Attack 4, Startle
Powers:
"Omni-Directional Wave" Damage 11 (Extras: Area- 60ft. Burst) (33) -- [34]
AE: "Nuclear Punch" Strength-Damage +2 (Extras: Penetrating 10) (Inaccurate -1) (11)
Force Field 10 [10]
Offense:
Unarmed +7 (+13 Damage, DC 28)
Nuclear Punch +5 (+15 Damage, DC 30)
Omni-Directional Wave +11 Area (+11 Damage, DC 26)
Initiative +1
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+13 Force Field), Fortitude +6, Will +3
Complications:
Motivation (Extreme Chauvinist)- Mahkizmo wishes to ensure that his future, in which all women are enslaved by men, will come to pass.
Enemy (Thundra)- As the ruler of the female-dominated Femizonia, Thundra is Mahkizmo's natural enemy.
Responsibility (Not "Book Smart")- Mahkizmo apparently has no idea where babies come from.
Total: Abilities: 44 / Skills: 14--7 / Advantages: 11 / Powers: 44 / Defenses: 13 (119)
-With Thundra proving popular with her odd brand of extreme female-superiority, it was perhaps inevitable that she'd be opposed by a SUPER-chauvinist. Hence, Mahkizmo. He hails from a future Earth in which women are enslaved by the men of Machus (contrasting Thundra's Femizonia, where women rule)- Thundra in fact came to Earth's past to prevent the rise of Machus. Mahkizmo travels back in time to STOP her. The FF come to the rescue when he kidnaps Thundra, everyone ends up in Machus, but Mahkizmo beats them all and claims Medusa (then an FF member) as his prize. When Thundra & the FF are sentenced to death in the gladatorial arena (because of course), Medusa escapes and arrives with the Femizons- in a pitched battle, The Thing & Thundra punch Mahkizmo at once- the resulting energy implosion destroys him. This causes the barriers between the alternate futures of Machus & Femizonia to dissolve, and the Earth Futures fuse together.
-Mahkizmo, now an intangible cloud of atoms, is furious at this world of men and women living together in harmony- he possesses and transforms one of the men and travels back to the 20th century to KILL EVERY WOMAN ON EARTH, thus preventing that future (which... would prevent ANY future, really). Shot by Cupid's arrow (I guess this was an Olympian cross-over??), he falls in love with She-Hulk and takes her to Machus to be his bride. He is beaten by She-Hulk & The Thing. This last bit was written by John Byrne, who exaggerated his goofy oafishness and made him sillier (he is actually unaware of the end result of eliminating all women)... but come on- the guy's name was MAHKIZMO. Dude was only ever gonna be taken SO seriously... His modern appearances are few, and basically just cameos.
-Mahkizmo is powerful enough to defeat the mid-'70s Fantastic Four in his debut, but has on two separate occasions quickly been defeated by a team-up of Ben Grimm and a female of comparable strength (Thundra & She-Hulk). His "Nuclear Punch" can level small buildings, or be released in a powerful Energy Wave. This, to me, indicates a PL 10- the FF of that era were probably PL 10 at-best, and he had New Villain Stink going for him. PL 11 with his Energy Wave, he's a good match for any Thing-Level Powerhouse, but can be beaten quickly when the heroes team up. He has a Force Field over regular durability because while he's able to brawl with Ben Grimm and not die, he is KO'd at one point by Medusa carrying a wine-flask. This indicates a lack of ability when he's not focused on actively using powers.
THE HIGHWAYMAN (Jefferson Hercules Archer)
Created By: Al Milgrom & Herb Trimpe
First Appearance: U.S. 1 #1 (May 1983)
Role: Fad-Inspired Superhuman, Evil Brother
Group Affiliation: Satan's Legion
PL 8 (111)
STRENGTH 1/7
STAMINA 3/7
AGILITY 3
FIGHTING 4/8
DEXTERITY 4
INTELLIGENCE 1
AWARENESS 1
PRESENCE 0
Skills:
Expertise (Trucker) 4 (+5)
Expertise (Demon) 4 (+5)
Intimidation 8 (+8)
Perception 2 (+3)
Advantages:
Chokehold, Diehard, Equipment 7 (Blackrig- "Bessie"), Power Attack, Ranged Attack 4, Startle
Powers:
"Demonic Powers"
Enhanced Strength 6 [12]
Enhanced Stamina 4 [8]
Enhanced Fighting 4 [8]
Immunity 10 (Life Support) [10]
Regeneration 6 (Feats: Regrows Limbs) [7]
Immortality 1 [2]
Equipment:
"Blackrig"
(Gargantuan Size, Strength 13, Speed 7, Defenses 8, Toughness 12, Movement 1- Wall-Crawling)
(Features: Regeneration 6, Sentient)
-- (31 points)
Offense:
Unarmed +4 (+1 Damage, DC 16)
Demonic +8 (+7 Damage, DC 22)
Initiative +3
Defenses:
Dodge +7 (DC 17), Parry +4 (+8 Demon, DC 14-18), Toughness +3 (+7 Demon), Fortitude +3 (+7 Demon), Will +3
Complications:
Enemy (U.S. Archer- Brother)- Jefferson resents US for being better than him at everything, and for being the reason Jefferson had to become a trucker.
Total: Abilities: 34 / Skills: 18--9 / Advantages: 15 / Powers: 47 / Defenses: 6 (111)
-U.S. Archer's brother and arch-nemesis, Jefferson invents the story of being a demonic "Highwayman" in order to scare people while he robs people all over the country. Resentful of his brother for both being better, and for Jefferson having to become a trucker in order to support the family (and US's academic career), he tries to beat, then kill, his little bro. In the end of the series, he crashed his "Blackrig" on the Moon, and his fate was left unknown. It was Jason Aaron, the mad genius writer of
Scalped and
Wolverine and the X-Men, who turned him into a demon in the pages of
Ghost Rider, brilliantly copying his made-up origin into a REAL THING this time- Jefferson had made up stories about becoming a demon, but now literally WAS ONE, collecting heads to feed to demons in his new Blackrig, thus powering it. He smashed up Ghost Rider a couple of times, but GR soon overpowered him by getting through the rig's defenses, then burned both demon and truck. Jefferson would quickly reappear in
Deadpool Team-Up, fighting U.S. Archer and ol' Wade.
-A pretty standard guy at first, The Highwayman was left in the dust by his little brother. As a Demon, he's now PL 7.5- enough to challenge a superhero while in his powerful vehicle (which has both sentience and Regeneration- unusual stuff for Equipment. I COULD just build it as a Minion, I SUPPOSE, but this way's easier), but he'll fall apart without it.
MAD JIM JASPERS (Sir James Jaspers)
Created By: Dave Thorpe & Alan Davis
First Appearance: Marvel Superheroes #377 (Sept. 1981)
Role: All-Powerful Enemy
Group Affiliations: British Parliament
PL 20 (587)
STRENGTH 0
STAMINA 0
AGILITY 0
FIGHTING 0
DEXTERITY 0
INTELLIGENCE 3
AWARENESS 2
PRESENCE 4
Skills:
Deception 8 (+12)
Expertise (Politics) 8 (+11)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 8 (+12)
Advantages:
Power Attack, Startle
Powers:
"Cosmic Force"
Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]
"Create Monsters" Summon 9 (Extras: 32 Minions +10, Horde, Active, Variable +2) [144]
"Take Different Forms" Shapeshift 8 [64]
"Phenomenal Cosmic Power!"
"Restructure Reality" Transform 55 (Anything to Anything) (Extras: Continuous) (275) -- [297]
Dynamic AE: "Cosmic Stream" Damage 20 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5, Selective) (142)
Dynamic AE: "Cosmic Burst" Damage 20 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5, Selective) (142)
Dynamic AE: "Cosmic Wave" Damage 20 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5, Selective) (142)
Dynamic AE: "Cosmic Blast" Blast 28 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Accurate 4, Penetrating 14) (82)
Dynamic AE: "All-Reaching Blast" Blast 20 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (78)
Dynamic AE: Force Field +0 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (43)
AE: "Create Stuff" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Movable, Continuous) (121)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 30 (210)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate) (90)
AE: Movement 9 (Dimensional Travel 3, Time Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 20, Area- 500ft. Burst +5 on 20 Ranks) (23)
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: "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: "Resurrect the Dead" Healing 20 (Extras: Resurrection) (60)
AE: "Warp Others" Affliction 20 (Fort; Dazed/Stunned/Transformed) (Extras: Area- 2,000ft. Burst +7) (160)
Offense:
Unarmed +6 (+20 Damage, DC 35)
Cosmic Blast +8 (+28 Ranged Damage, DC 43)
Cosmic Waves +20 Area (+20 Damage, DC 35)
Warp Others -- (+20 Perception-Ranged Affliction, DC 30)
Initiative +0
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +0, Fortitude +2, Will +5
Complications:
Responsibility (Insane)- Jaspers' powers have quickly driven him insane, and it only gets worse the more he uses them.
Motivation (Destruction & Power)- Jaspers wishes to eliminate all superhumans, so that he may dominate the world alone.
Power Loss (No Reality)- Jaspers' powers require a Reality to Warp.
Total: Abilities: 18 / Skills: 30--15 / Advantages: 2 / Powers: 527 / Defenses: 25 (587)
-One of the big stories of the early
Captain Britain comics was the tale of Mad Jim Jaspers. A member of Parliament, Jaspers was initially met in an alternate universe as "The Hatter" of The Crazy Gang, and a politician who had outlawed superheroes in order to get away with all sorts of mayhem. He used an android called The Fury to wipe out the remaining heroes, and slew Captain Britain, who was resurrected by Merlyn and sent back to our Earth. When Jaspers set off a "Jaspers Warp" of immense reality-warping, his entire reality was wiped out by Saturnyne, The Omniversal Majestrix.
-So imagine Brian Braddock's horror when he revived on Earth-616, and immediately saw ANOTHER Jim Jaspers, this time from the MAIN Marvel Earth, leading an anti-superhero campaign of his very own (such scum was he that his allies were HENRY GYRICH and SEBASTIAN SHAW). Becoming Prime Minister on his Anti-Super platform, he creates his own Jaspers Warp above London. Luckily, The Fury, assigned to kill all superhumans save Jaspers himself, did not recognize THIS Jaspers, and teleported the two of them outside the universe. Jaspers had no reality to control, and was thus powerless. Saturnyne took a sample of Jaspers' DNA in order to clone him, but Merlyn's daughter Roma wisely prevented this by destroying it. Most of this was written by Alan Moore, who at that time was the fairly-new writer of the
Captain Britain stories... and really, that ending kind of feels half-assed and "Oh crap- I made him too powerful with no weaknesses. Time to write my way out of this corner."
-Jaspers maintained a bit of a legacy- he appeared as an anti-mutant prosecutor during the
Trial of Magneto over in Claremont's
X-Men (Claremont had taken over the
Britain book at one point, too), but this has never been explained since. A large-scale reality warp returned Jaspers & The Fury to Earth in a merged form, but nothing has been heard from either since. ANOTHER Alternate Reality Jaspers showed up on Earth, but was killed in his sleep by an African leader to prevent another large-scale power surge. The Jaspers Warp was also known to create a number of "Warpies", mutated children with odd powers.
-Personally, I like the idea of "The All-Powerful Enemy", but generally I like to see more weaknesses in them than this. Teleporting someone outside of the universe is a bit extreme in terms of solutions- I kind of prefer it to be more-standard problems: Proteus in the
X-Men had a vulnerability to metal that could be exploited if the situation was right; Michael Korvac was still growing in power, and thus still vulnerable to REALLY powerful beings; Thanos could attain tons of power, but always sabotaged himself in the end, and had a trademark egotism and obsession with a woman that could lead him astray. Some of these could be half-assed in their own way (especially if done again and again), but at least it was something.
-An extremely-powerful Reality Warper, Jim Jaspers is basically an adult, evil Franklin Richards, and way too much for any regular superhero to take on. A LESS POWERFUL Earth-238 Jaspers was able to warp his entire universe beyond recognition, necessitated its destruction. Earth-616 Jaspers was apparently mightier, and his power would only grow. Really, in dealing with a character like this, any Power Level could fit, but PL 20 seems like enough. His "Warp Others" power could potentially be global in scope- a massive +17-ish Area Effect. I don't know if it's ever explained or shown how he'd hold up against an actual Cosmic Being- it's a plot point in
The Korvac Saga that Michael Korvac's growing power is a liability should any high-end Cosmics find out, and he commits suicide when he uses too much power, thus awakening Galactus, Mephisto and others to the potential threat he poses. The much-more-dangerous Jaspers should likely draw a similar reaction, unless the Cosmics are perhaps too afraid to face him. However, given the time period, it's likely Moore just didn't want to get into the Continuity Handcuffs of that sort of thing, and wanted to write his own story.
THE FURY
Created By: Dave Thorpe & Alan Davis
First Appearance: Marvel Superheroes #387 (July 1982)
Role: Implacable Foe
Group Affiliations: Jim Jaspers' Employ
PL 15 (509)
STRENGTH 10
STAMINA --
AGILITY 5
FIGHTING 12
DEXTERITY 2
INTELLIGENCE 0
AWARENESS 0
PRESENCE --
Skills:
Expertise (Superhumans) 10 (+10)
Perception 12 (+12)
Advantages:
Power Attack, Ranged Attack 10, Startle
Powers:
"Cybiote Physiology"
Immunity 30 [30]
Protection 15 (Extras: Impervious) [30]
Flight 15 (64,000 mph) [30]
Movement 3 (Space Travel 3) [6]
"Superhuman-Killer" Senses 8 (Detect Powers- Ranged 4, Analytical, Acute) [8]
"Reactive Adaptations"
Variable (Any Power to React to Any Situation) 30 (Extras: Continuous, Reaction +3) [330]
(Sample Powers: Blast 18- Penetrating 10, Weaken Stamina 12- Ranged & Progressive +2)
Regeneration 10 (Feats: Regrows Limbs) [11]
Offense:
Unarmed +12 (+10 Damage, DC 25)
Assorted Powers +12 (+18 Damage, DC 33)
Initiative +5
Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +15 (+8 Impervious), Fortitude --, Will --
Complications:
Motivation (Killing Every Superhuman Alive)
Weakness (Interdimensional Travel)- This is nearly-fatal to The Fury, and it often requires "genetic material" to recover.
Total: Abilities: 34 / Skills: 22--11 / Advantages: 12 / Powers: 445 / Defenses: 7 (509)
-The Fury is a "Cybiote", a robotic creation of The Mad Jim Jaspers of Earth-238, and meant to kill that world's superhuman population. It succeeded, wiping out everyone but Captain UK (a female Captain Britain Corps member). It was deactivated until Captain Britain and his pal Jackdaw appeared on Earth-238, and it murdered the two of them- Britain was revived, however. An Adapting creature, Fury followed Brian to Earth-616, killed several more of his allies, and then targeted Mad Jim Jaspers (616 version), not recognizing him as his creature (whom it'd been ordered not to destroy). The Fury teleported the two of them to Earth-238's Universe, and a powerless Jaspers had his brain incinerated. Oddly, this mass-murderer had saved all existence. Its payment was being exterminated by Captains Britain and UK while it was weakened from the experience.
-The Fury reappeared decades later, having been created by Jamie Braddock, beating down Captain Britain and the visiting X-Men (naturally, Claremont was writing). It takes over Sage's mind, but they're defeated by Storm & Rachel Summers, who creates a black hole inside its body, collapsing it into a singularity (because comics). In another
X-Men story, The Fury & Jaspers are returned to existence in a merged form, and Jaspers creates more Furies- most of the Captain Britain Corps is slain, but Fury takes control of Jaspers, and is then destroyed.
-The Fury is exceptionally-dangerous, largely because it's a nasty combination of Nemesis Kid & Doomsday's Powers with a Mass-Murderer's viewpoint- it's just out there to kill every metahuman it finds, and can react to any situation, coming back stronger and stronger with each defeat. Its Regeneration means that it tends to pop back up fairly quickly. It has a Continuous Reaction Variable effect, which is so outright cheap and broken that no Player Character should ever be allowed to use it, which makes it perfect for a super-villain.
JACK O'DIAMONDS (Jack Winters, aka The Living Diamond)
Created By: Roy Thomas & Werner Roth
First Appearance: The X-Men #39 (Dec. 1967)
Role: Forgotten Villain
Group Affiliations: The X-Humed
PL 7 (101)
STRENGTH 8
STAMINA 8
AGILITY 0
FIGHTING 6
DEXTERITY 2
INTELLIGENCE 3
AWARENESS 0
PRESENCE 0
Skills:
Deception 2 (+2)
Expertise (Science) 4 (+7)
Technology 2 (+5)
Advantages:
None
Powers:
"Mutant Powers: Telepathy"
"Telelocation" Senses 4 (Sentient Awareness- Ranged 2, Radius) [4]
Mind Control 7 (28) -- [29]
AE: Teleport 10 (Feats: Increased Mass 2) (22)
Enhanced Will Save 4 (Flaws: Limited to vs. Telepathic Attacks) [2]
Offense:
Unarmed +6 (+8 Damage, DC 23)
Mind Control -- (+7 Perception-Ranged Affliction, DC 17)
Initiative +0
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +2
Complications:
Motivation (Greed)
Total: Abilities: 54 / Skills: 8--4 / Advantages: 0 / Powers: 35 / Defenses: 8 (101)
-Visually based off of Jack Nicholson is a forgotten villain of the Roy Thomas-era
X-Men; a Mutant who gained powers from atomic radiation, thus earning TWO power-sets! In a Retcon of sorts, he tried to brainwash a young Cyclops into helping him commit crimes, but Charles Xavier comes to the rescue, and the two defeat Jack. This is the first meeting of the two heroes, and Scott thus becomes an X-Man. YEARS later, he was turned into a zombie (apparently he was dead) and fought She-Hulk at the bidding of the zombie-controlling Black Talon (CHICKEN HEAD!!!), alongside The Changeling, Harry Leland and Scaleface (of The Tunnellers).
-A forgotten one-off, Jack is no powerhouse, but oddly-versatile- you really don't see a lot of Mutants out there who add MORE powers to themselves via the typical superhuman means. I wonder if Thomas, an old-school Comics Fanboy, came to one of those "Hey, what if...?" conclusions as a young fan, and decided to do a random story about what would happen if the two origins merged together. You don't see a lot of Super-Strong Telepaths, either. His powers are also humorously-similar to Cyclops' bed-mate, Emma Frost.
THUNDERSWORD (Stewart Cadwell)
Created By: Jim Shooter & Al Milgrom
First Appearance: Secret Wars II #1 (
Role: Forgotten Villain
Group Affiliations: None
PL 11 (117)
STRENGTH 12
STAMINA 12
AGILITY 3
FIGHTING 6
DEXTERITY 0
INTELLIGENCE 0
AWARENESS 0
PRESENCE -1
Skills:
Expertise (Writer) 2 (+2)
Ranged Combat (Blast) 2 (+8)
Advantages:
Power Attack, Ranged Attack 6
Powers:
"Lightning Sword" (Flaws: Easily Removable) [18]
Deflect 14 (Extras: Reflect) (28) -- (30 points)
AE: Electrical Blast 14 (28)
AE: Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 10) (15)
Summon Boromir the Flying Horse 4 [8]
Protection 4 (Extras: Impervious 9) [13]
Offense:
Unarmed +6 (+12 Damage, DC 27)
Lightning Sword +6 (+16 Damage, DC 31)
Electrical Blast +6 (+14 Ranged Damage, DC 29)
Initiative +3
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +16 (+5 Impervious), Fortitude +12, Will +2
Complications:
Motivation (Power)- Stewart is an unsuccessful man, and was jealous of the power of The Beyonder. When left to his own devices, he just attacks people whom he feels have victimized him.
Obsession (Ranting & Raving)- Stewart hates "dreck" and excessive violence without consequences in media targeted at children. He also just likes carrying on and ranting against authority for minor infractions.
Secret (Hypocrite)- Despite his ranting, Stewart himself writes some of the same consequence-less violence he decries.
Normal Identity- Stewart's base form is 0s across the board, and he has no Advantages either.
Total: Abilities: 64 / Skills: 4--2 / Advantages: 7 / Powers: 39 / Defenses: 5 (117)
-Thundersword, looking hilariously like the Thunderers from DC Comics, is a goofy character from the much-hated
Secret Wars II (aka the story where Jim Shooter pissed away any possible goodwill from the first
Secret Wars, which was great dumb fun). He was a TV writer who was granted power by the returning Beyonder, who wanted to learn more about humanity. Thundersword blew up his workplaces, but was beaten by The X-Men, New Mutants, Iron Man & Captain America (well, he was disarmed of his Sword and was changed back to normal). He would reappear in
Iron Man, realizing that his powers were internalized, not the result of a trophy given by The Beyonder. He beat Iron Man (Rhodey, not Tony), but Rhodey was given advice from Tony, went to a nuclear power plant, and absorbed some more power into his armor. Rhodey one-punched Thundersword using this uber-boost, and he was never seen again.
-Made clear
here, Stewart Cadwell is a huge parody of Steve Gerber, who at the time was publicly-railing against Marvel (of which Jim Shooter was the Editor-In-Chief) for what he saw was glorification of violence without consequences. And also because they owned his beloved Howard the Duck (this was during the huge push towards Creator Rights). Despite vowing to be better than the heroes and "purveyors of dreck", he clearly acts exactly like what he hates (Gerber worked on stories like
Thundarr the Barbarian and
G.I. Joe, both of which were just as guilty as Marvel at what Gerber was describing. Cadwell even looks exactly like Gerber. To complete the metaphor, Cadwell ends up destroying the places he'd once worked in his quest to fix things. HOW AMAZINGLY SUBTLE, SHOOTER.
-Despite being an idiot and a loser, Thundersword is so powerful that he basically trounces Iron Man with ease (the Lightning Sword one-shots Rhodey), and requires two full teams of heroes to defeat him the first time he appears. He can Blast, Deflect, Strike, and even summon his flying horse (thematically named after a
Lord of the Rings hero, like Valkyrie's steed). Still being cheap on points, he's a great example of what happens when you hand any idiot otherworldly power- he's PL 11, enough to beat up '80s James Rhodes (who was probably around PL 10-11 at the time), but if he returned today, he's probably be a lot easier to beat. His power is great, but his accuracy isn't.
THE BRUTE I (Reed Richards)
Created By: Roy Thomas & Gil Kane
First Appearance: Marvel Premiere #2 (May 1972)
Role: Alternate Universe Bad Guy
Group Affiliations: The Frightful Four
PL 11 (221)
STRENGTH 2/14
STAMINA 3/14
AGILITY 3
FIGHTING 6
DEXTERITY 4
INTELLIGENCE 12
AWARENESS 4
PRESENCE 2
Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+8)
Deception 5 (+7)
Expertise (Current Events) 2 (+14)
Expertise (Explorer) 6 (+18)
Expertise (History) 2 (+14)
Expertise (Science) 8 (+20)
Expertise (Tactics) 2 (+14)
Insight 4 (+8)
Investigation 4 (+8)
Intimidation 7 (+9, +11 Size)
Perception 4 (+8)
Persuasion 5 (+7)
Stealth 3 (+6)
Technology 8 (+20)
Treatment/Medicine 2 (+14)
Vehicles 4 (+8)
Advantages:
Assessment, Beginner's Luck, Benefit (Wealth), Eidetic Memory, Equipment 5 (Sweet Lab), Fast Grab, Improved Grab, Interpose, Inventor, Jack-of-All-Trades, Languages (Various), Leadership, Ranged Attack 4, Set-Up 2, Skill Mastery (Science, Technology) 2, Takedown, Ultimate Science Skill, Ultimate Technology Skill, Well-Informed, Withstand Damage (Trade Defenses For Toughness)
Powers:
"Big Purple Monster"
Enhanced Strength 6 [12]
Enhanced Stamina 5 [10]
"Large Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Power-Lifting 1 (3,200 tons) [1]
Leaping 6 (250 feet) [6]
Impervious Toughness 11 [11]
"Super-Strength Feats"
"Thunderclap" Dazzle Hearing 11 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) (22) -- [25]
AE: "Groundstrike" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Burst +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (20)
AE: "Groundstrike Line" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Line +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (20)
AE: "Shockwave" Damage 11 (Extras: Area- 60ft. Burst +2) (Flaws: Both Grounded) (22)
Offense:
Unarmed +8 (+2 Damage, DC 17)
Super-Strong +8 (+14 Damage, DC 29)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+14 as Brute), Fortitude +4 (+15 as Brute), Will +6
Complications:
Obsession (SCIENCE!)- Reed is easily driven to distraction by scientific principles.
Motivation (Power)- This Counter-Earth Reed turned evil because something bonked his head, and how he wants to rule the world and some stuff.
Total: Abilities: 72 / Skills: 72--36 / Advantages: 29 / Powers: 74 / Defenses: 10 (221)
-Brute is the Reed Richards of Counter-Earth, the Earth created by The High Evolutionary- the Cosmic Rays of his version of the FF gave him Hulk-like powers instead of elasticity, and his teammates basically were nothing (Sue was rendered comatose, Ben & Johnny were unaffected). He turned evil after being hit in the head by a metal cynlinder (REALLY, Thomas? THAT was the best thing you could come up with?), then took over Mr. Fantastic's role after transfering Main Reed in the Negative Zone. He stoon sent The Thing & Torch there as well, but the three FF members allied with Annihilus (!) and returned. After watching Reed's selfless dedication to his wife, The Brute's mind was cured, and he sacrificed himself in order to keep Mr. F's promise to return the Cosmic Rod to Annihilus (I guess that was part of the deal). However, he would return from the Negative Zone, totally evil again and using some aliens as minions, but was KO'd by The Thing after fighting the FF once more.
-The Brute is basically Reed Richards with Powerhouse abilities- he drops a few points in Skills owing to the fact that '70s Reed wasn't as smart as Current Reed. He's JUST notable enough to break my rule about not building "Alternate Universe" versions of characters (seriously- it's just cutting & pasting abilities most of the time).
THE MAD PHARAOH (Hatap)
Created By: Stan Lee & Don Heck
First Appearance: Tales of Suspence #44 (Aug. 1963)
Role: One-Shot Villain
Group Affiliations: Egypt
PL 8 (82)
STRENGTH 1
STAMINA 1
AGILITY 1
FIGHTING 2
DEXTERITY 0
INTELLIGENCE 3
AWARENESS 2
PRESENCE 3
Skills:
Expertise (Pharaoh) 4 (+7)
Expertise (Magic) 6 (+9)
Advantages:
Artificer, Ritualist
Powers:
"The Chariot of Time" (Flaws: Easily Removable) [3]
Movement 2 (Time Travel 2) (4 points)
"Disease Spell" Weaken Stamina 8 (Extras: Area- 30ft. Burst, Progressive +2, Contagious) [40]
Offense:
Unarmed +2 (+1 Damage, DC 16)
Disease Spell +8 Area (+8 Weaken, DC 18)
Initiative +3
Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +1, Fortitude +2, Will +4
Complications:
Motivation (Power)
Enemy (Cleopatra)
Total: Abilities: 26 / Skills: 10--5 / Advantages: 2 / Powers: 43 / Defenses: 6 (82)
-The Mad Pharaoh isn't notable in the slightest, save as a perfect example of the kind of goofy stuff Stan Lee creates on a second-tier book when he doesn't have Kirby, Romita or Ditko with him. Pharaoh Hatap is a somewhat-mystically-inclined bad guy who stages a rebellion against Cleopatra, and puts himself into suspended animation for 2,000 years in order to evade capture. He awakens in "Hatap's Tomb", threatening an archaeologist and his good friend, Tony Stark, which naturally draws the attention of Iron Man. Hatap casts a Disease Spell that threatens everyone on Earth, and forces Tony to come back in time with him to defeat Cleopatra. Tony comes along, but changes back into Iron Man, confusing the villain. Then he teams up with Cleopatra and stomps Hatap's forces. Hatap, desperate to return back to the future, dives for his Time-Traveling Device, but lands on an upturned sword. Tony politely turns down Cleopatra's desire to bone him for the rest of their lives, and returns to his proper point in time.
-The Mad Pharaoh has one magical power seen, and is otherwise a military leader.
SPEEDFREAK (Joss Shappe)
Created By: Peter David & Dale Keown
First Appearance: The Incredible Hulk #388 (Dec. 1991)
Role: Forgotten Villain
Group Affiliations: None
PL 8 (77)
STRENGTH 2
STAMINA 2
AGILITY 3
FIGHTING 6/8/10
DEXTERITY 0
INTELLIGENCE 0
AWARENESS -1
PRESENCE 0
Skills:
Expertise (Hitman) 4 (+4)
Intimidation 4 (+4)
Perception 4 (+3)
Advantages:
Equipment (Holographic Imager), Ranged Attack 4
Powers:
"Snap-Given Powers"
Speed 2 (8 mph) [2]
Enhanced Advantages 2: Improved Initiative 2 [2]
Enhanced Fighting 2 [4]
Enhanced Dodge 4 [4]
"Speedfreak Suit" (Feats: Restricted To Those With Super-Speed) (Flaws: Removable) [21]
Speed 5 (250 mph) (5)
Enhanced Fighting 2 (4)
Enhanced Advantages 2: Improved Initiative 2 (2)
Protection 4 (4)
"Adamantium-Tipped Forearm Swords" Strength-Damage +4 (Extras: Penetrating 6) (10)
-- (25 points)
"Special Weapons" (Flaws: Easily Removable) [3]
Strength-Damage +3 (Feats: Reach 2) (5 points)
Offense:
Unarmed +6 (+1 Damage, DC 16)
On Snap +8 (+1 Damage, DC 16)
In Suit & On Snap +10 (+1 Damage, DC 16)
Weapons +10 (+4-5 Damage, DC 19-20)
Initiative +3 (+11 On Snap, +19 In Suit)
Defenses:
Dodge +6 (+10 On Snap, DC 16-20), Parry +6 (+10 on Snap, DC 16-20), Toughness +2 (+6 Suit), Fortitude +4, Will +2
Complications:
Motivation (Drugs)- Speedfreak kills for money to feed his habit.
Addiction ("Snap")- Speedfreak is addicted to a super-speed inducing drug called Snap.
Total: Abilities: 24 / Skills: 12--6 / Advantages: 5 / Powers: 36 / Defenses: 8 (77)
-Speedfreak is an uber-'90s hitman wearing a suit of armor, trying to kill a man who'd inflicted another with AIDS. Next, he was seen grieving over his daughter, who was shot as she was leaving an abortion clinic- he attempted to gain revenge with The Hulk, but Hulk and a bystander stopped him, scarring his face with battery acid in the process. Like most of Peter David's Hulk villains, he basically vanished from comics but for later cameos, being seen during
Civil War hiding out with Coldheart, Nitro & Cobalt Man... this of course being the Stamford Incident that set the whole thing OFF. The three villains with Nitro were among the two New Warriors and 600 bystanders killed.
-A pretty useless guy in terms of Abilities & Skills (I mean, he's a DRUG ADDICT. Not the best thing for proper decision-making or focus-requiring skills), Speedfreak only hits PL 8 thanks to a combination of his drug use and his Super-Suit, which allows him to become a low-end Speedster. He's also one of dozens of new, nobody characters to acquire Adamantium Weapons in the 1990s, using them against The Hulk (who generally easily-handled this guy- David's Hulk ends up against a LOT of foes with no hope of victory like that).
MISTER ZODIAC (Astro)
Created By: George S. Elrik
First Appearance: Spider-Man Zaps Mr. Zodiac (1975)
Role: One-Shot Villain
Group Affiliations: None
PL 12 (157)
STRENGTH 0/16
STAMINA 0/16
AGILITY 2
FIGHTING 8
DEXTERITY 0
INTELLIGENCE 2
AWARENESS 0
PRESENCE 2
Skills:
Expertise (Astrology) 10 (+12)
Intimidation 2 (+4, +16 Huge Size)
Advantages:
Fast Grab, Power Attack
Powers:
"The Forms of the Zodiac"
"Scorpion Form"
Growth 16 (Str & Sta +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (120 feet) [32]
"Stinger" Strength-Damage +0 Linked to Weaken Stamina 13 (Extras: Progressive +2) [39]
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Impervious Toughness 13 [13]
"Scorpion Form" Morph 1 (Extras: Metamorph) (6) -- [17]
AE: "Libra Form" Flying Scales: Flight 6 (120 mph)
AE: "Leo Form" Giant Lion: Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing
AE: "Pisces Form" Giant Shark: Swimming 8, Penetrating Damage 10 on Strength, Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision, "Lateral Lines" Ranged Touch, "Electrolocation" Detect Electrical Signals- Acute, Accurate & Ranged
AE: "Sagittarius Form" Giant Archer: Blast 16- Penetrating 6, Accurate 4
AE: "Virgo Form" Jane Virgo: Ordinary Woman with Presence 4 & Attractive
AE: "Taurus Form" Giant Bull: Acute Scent, Low-Light Vision, Penetrating Damage 10 on Strength
AE: "Aries Form" Giant Goat: Acute Scent, Low-Light Vision
AE: "Capricorn Form" Giant Goat: Acute Scent, Low-Light Vision
AE: "Gemini Form" Strength 10/Stamina 10 "Kung-Fu Wrestler" with Improved Hold & Critical, Summon Heroic Minion With Same
AE: "Cancer Form" Giant Crab: Penetrating 10 on Strength, Immunity 1 (Drowning)
AE: "Aquarius Form" Giant Man With Bucket: Create Water 15 (Feats: Innate)
Offense:
Unarmed +8 (+0 Damage, DC 15)
Giant Size +8 (+16 Damage, DC 31)
Archer's Bow +8 (+16 Ranged Damage, DC 31)
Initiative +2
Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +0, Fortitude +0, Will +4
"Large Animals" Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +16 (+7 Impervious), Fortitude +16, Will +4
Complications:
Weakness (Must Change Every Twelve Hours)- Mr. Zodiac must change forms every twelve hours, or disintegrate thanks to becoming his true age once again. This change requires concentration.
Total: Abilities: 28 / Skills: 14--7 / Advantages: 2 / Powers: 106 / Defenses: 14 (157)
-A funny character from a one-shot Children's Book from the 1970s, Mr. Zodiac is actually remarkably-powerful. He's a Mesopotamian kid frozen in suspended animation for centuries, and coming out with the ability to transform into the creatures of the Zodiac. GIANT versions of these creatures, in fact. As "Jane Virgo", he was the Daily Bugle's sexy Astrologist, and would hang out with Peter Parker, while fighting Spider-Man at night in one of a few Zodiac forms. Peter eventually makes the connection after pulling off one of Aries' horns, then seeing Jane with a headache and a band-aid on her head the next day. Realizing that the villain needed to concentrate in order to change forms, Spidey arranges for Zodiac's hostage, a young boy named Ben, to distract Zodiac with a recitation of the multiplication table, and this allows Spidey to web Zodiac up. He disintegrates into dust seconds later.
-Mr. Zodiac is extremely powerful, and able to turn into various Giant Monsters. Most are pretty similar, but a couple have some differences (Aquarius floods New York; Sagittarius can fire Giant Arrows)- you could go with a Limited Variable, but it's much cheaper to go with a Metamorph Power with eleven Alternate Effects, one for each extra form.
JAMIE BRADDOCK (James Braddock, Jr.)
Created By: Chris Claremont & Herb Trimpe
First Appearance: Captain Britain Weekly #9 (Dec. 1976)
Role: Insane Cosmic Powerhouse
Group Affiliations: The Hellfire Club
PL 18 (207)
STRENGTH 1
STAMINA 4
AGILITY 2
FIGHTING 4
DEXTERITY 0
INTELLIGENCE -2
AWARENESS -2
PRESENCE -2
Skills:
Intimidation 6 (+4)
Advantages:
Power Attack, Startle
Powers:
"Mutant Powers: Pulling The Quantum Strings"
"Bestow Powers" Variable 8 (Extras: Affects Others Only +0) [56]
"Pull Quantum Strings"
"Restructure Reality" Transform 15 (Anything to Anything) (Extras: Continuous, Ranged) (105) -- [121]
Dynamic AE: "Quantum Stream" Damage 18 (Feats: Dynamic) (Extras: Area- 120ft. Line +3) (73)
Dynamic AE: "Quantum Burst" Damage 18 (Feats: Dynamic) (Extras: Area- 120ft. Burst +3) (73)
Dynamic AE: "Quantum Wave" Damage 18 (Feats: Dynamic) (Extras: Area- 250ft. Cone +3, Selective) (73)
Dynamic AE: "Quantum Blast" Blast 20 (Feats: Dynamic, Extended Range 6, Accurate 4, Penetrating 10) (61)
AE: "Create Stuff" Create 18 (Feats: Innate, Precise, Increased Mass 15) (Extras: Movable, Continuous) (89)
AE: "Many Effects" Variable (Cosmic) 10 (70)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate) (90)
AE: Movement 9 (Dimensional Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 20, Area- 500ft. Burst +5 on 20 Ranks) (23)
AE: "Move Stuff Around" Move Object 14 (100 tons) (Extras: Perception Range) (42)
AE: "Teleport Others" Teleport 18 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (77)
AE: "Resurrect the Dead" Healing 20 (Extras: Resurrection) (60)
AE: "Warp Others" Affliction 18 (Fort; Dazed/Stunned/Transformed) (Extras: Perception-Ranged, Progressive +2) (72)
Offense:
Unarmed +4 (+1 Damage, DC 16)
Cosmic Blast +8 (+20 Ranged Damage, DC 35)
Quantum Waves +18 Area (+18 Damage, DC 33)
Warp Others -- (+18 Perception-Ranged Affliction, DC 28)
Initiative +2
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +2
Complications:
Responsibility (Insane)- Jamie's mind broke as a result of extended torture. Before this point, his Mental Abilities were INT 3, AWA 2, PRE 3, and he had 10 ranks of Expertise (Business).
Total: Abilities: 10 / Skills: 6--3 / Advantages: 2 / Powers: 177 / Defenses: 15 (207)
-UGGGGGGGGGGGHHHHHHHHH this character was f***ing annoying. Seriously, the absolute WORST part of the Claremont/Davis
Excalibur was the constant stream of cameos from a drooling, wide-eyed, insane Jamie Braddock. The older brother of Brian & Betsy Braddock, Jamie was schizophrenic and completely nutbar, but had world-breaking Reality Warping powers. This made him uncomfortably-similar to previous
Britain villain Jim Jaspers (they even have the same FIRST NAME). The fact that he was wandering around in his underpants with a stupid grin on his face made him STUPID in addition to overpowered.
-He started off as a successful businessman, but fell into a life of crime after some bad gambling debts piled up. Kidnapped by Doctor Crocodile over some dealings with slave-traders in Africa, he was abandoned to his fate by his furious brother Brian- the torture inflicted upon him fractured his mind and awakened his latent mutant powers. Jamie, now crazy, attacked and defeated both Crocodile and the Crazy Gang (who were sent to free him by Sat-Yr-9, but turned on him after discovering his crimes), then got manipulated Sat-Yr-9 into doing her bidding. He kidnapped Excalibur, but Psylocke (now Asian and a ninja) Psychic-Bladed him after Meggan neutralized his powers, and stopped him. He was rendered catatonic after this, and disappeared for years.
-Naturally, Claremont was the only one to remember him, and used him to resurrect his beloved Betsy when she was killed during
X-Treme X-Men (Claremont had wanted to rez her sooner, but Quesada had instituted the "Dead Means Dead" policy right at the onset of the story arc, which prevented that until Marvel let the policy go). Some Generic Cosmic Whatevers were causing some nonsense, and so Jamie rez'd her and gave her Immunity to Psionics, Magic & Reality Warping (Psylocke? Gaining New Powers in a confusing manner? YOU DON'T SAY) in order to stop them, but sacrificed himself in her stead to save the universe from these "Foursaken" and their master, the First Fallen. He seemingly-reappeares, but it's an alternate future version that got corrupted (oh good, more confusing Braddock Family Backstory), and Psylocke psionically forces Captain Britain to kill this Jamie.
-Jamie Braddock is basically Mad Jim Jaspers are a lower, more-personal level. He can't break the universe by accident, but he can "Pull Quantum Strings" or whatever, and alter reality to his whims. One speciality is turning people into animals (Dr. Crocodile and Vixen are permanently changed into a crocodile and a female fox, respectively). He's not a great physical specimen, but at PL 18, any super-team you can name is gonna be hard-pressed against him. You pretty much have to catch him napping.
CAPTAIN HERO (Bobby Wright, aka Kl'rt, The Super-Skrull)
Created By: Christopher Priest & Greg LaRocque
First Appearance: Power Man & Iron Fist #111 (Nov. 1984)
Role: Captain Marvel Homage
Group Affiliations: The Skrull Empire
PL 9 (109)
STRENGTH 11
STAMINA 11
AGILITY 1
FIGHTING 7
DEXTERITY 2
INTELLIGENCE -1
AWARENESS -1
PRESENCE -1
Skills:
Deception 4 (+3)
Advantages:
None
Powers:
Flight 7 (250 mph) [14]
Insubstantial 4 (Feats: Subtle) (21) -- [23]
AE: Morph 2 (10)
AE: "Invisibility" Concealment 2 (Visuals) (4)
Offense:
Unarmed +7 (+11 Damage, DC 26)
Initiative +1
Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11, Fortitude +11, Will +1
Complications:
Normal Identity (Bobby Wright)
Secret (Actually the Super-Skrull)- Dying of a disease, Kl'rt imagines himself to be Bobby Wright.
Total: Abilities: 62 / Skills: 4--2 / Advantages: 0 / Powers: 37 / Defenses: 8 (109)
-This goofy-ass character is pretty clearly deliberately-silly, being an obvious Captain Marvel analogue (a young orphaned boy given the power to turn into a Flying Brick with a cape- though he more clearly resembles Superman, owing to the "CH" chest insignia). However, he lacked maturity, and when given super-human powers by a meteor, he often throws temper tantrums when he doesn't get his way (like when Power Man & Iron Fist reject him for membership in Heroes For Hire). Discovering that his powers were killing him, he nonetheless got taken in by the HoH, where he became a minor supporting character living at Project Pegasus.
-However, 14 issues later, in the final issue of
Power Man and Iron Fist, he is given the ignominious role of killing off Danny Rand- as the series was ending, Christopher Priest figured he'd just kill off one of the main heroes. Exactly HOW this decision was reached, I could not tell you- all I can tell you is that it was short-sighted, dumb, and worst of all, poorly-written. Danny did not die a hero- he was pummelled to death WHILE HE WAS ASLEEP, by a tantrum-tossing Capt. Hero!
-This was so retarded that John Byrne, on his
Namor writing assignment four years later, decided to Retcon basically the entire last year of
PM & IF. First off, Danny was never dead- oh no, that was a sentient PLANT that just LOOKEd like Danny Rand! Oh yeah! And Captain Hero/Bobby Wright was never a real person! That was SUPER-SKRULL, who had lost his memory! Never mind that some of the powers didn't match up! Oh, and some OTHER side character in that book was ALSO in disguise! This was clumsy and stupid and really pointless, of course, and COMPLETELY irrelevant to a book starring friggin' NAMOR THE SUB-MARINER, but absolutely everyone had zero problem accepting it, because it successfully-erased all the stupidity of even a D-List Marvel Hero being taken out of the sandbox thanks to something that dumb. Now, the whole "Iron Fist Died" thing is a mere eyeblink in history- the hallmark of a successful, if clumsy, Retcon.
-Some of Captain Hero's powers match up pretty well with Super-Skrull, which makes it a solid Retcon... but it doesn't explain Insubstantial. Oh well, there's some radiation thing involved, so let's say that's what did it. Captain Hero is a low-end, unskilled Brick, with the maturity of a child.
COBALT MAN (Ralph Roberts)
Created By: Roy Thomas & Werner Roth
First Appearance: X-Men #31 (April 1967)
Role: Jobber Villain
Group Affiliations: The Emissaries of Evil
PL 8 (108)
STRENGTH 1/10
STAMINA 2
AGILITY 1
FIGHTING 5
DEXTERITY 2
INTELLIGENCE 6
AWARENESS 0
PRESENCE 0
Skills:
Deception 2 (+2)
Expertise (Science) 2 (+8)
Intimidation 3 (+3)
Technology 5 (+11)
Advantages:
Inventor, Ranged Attack 4
Powers:
"Cobalt Man Armor" (Flaws: Removable) [52]
Enhanced Strength 9 (18)
Protection 8 (8)
Flight 7 (250 mph) (14)
Immunity 4 (Suffocation, Drowning, Vacuum, Pressure) (4)
"Recoil Beams" Blast 10 (Feats: Split) (21)
-- (65 points)
Offense:
Unarmed +5 (+1 Damage, DC 16)
Cobalt Man Armor +5 (+10 Damage, DC 25)
Recoil Beams +6 (+10 Ranged Damage, DC 25)
Initiative +1
Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+10 Armor), Fortitude +3, Will +3
Complications:
Involuntary Transformation (Crazy, Gigantic)- Ralph suffers from radiation poisoning that can make the ordinary inventor turn erratic, evil or even a Giant in one instance.
Total: Abilities: 34 / Skills: 14--7 / Advantages: 5 / Powers: 52 / Defenses: 10 (108)
-Cobalt Man is a mostly-forgotten bad guy from the "Roy Thomas" years of
X-Men, appearing a couple of times in that book- he's your standard "Inventor Who Builds One Thing"- he creates a suit of Power Armor in order to study nuclear radiation. His brother Ted begins dating Jean Grey, but Ralph goes crazy and attacks Ted, Jean & Cyclops. He decides the suit is too unstable to use and intends to retire it, but the villain Tyrannus forces him to use it once more. Later on, he grows to gigantic size due to radiation and fights the Hulk in a story from the '70s, and shows up on Egghead's Emissaries of Evil (that's a good stream of horrible villainous names, right there), dying. Like a few other "dead" guys, he shows up escaping from The Raft in the first arc of Bendis'
Avengers- he's also part of Nitro's gang in
Civil War, dying with Speedfreak, Night Thrasher & Microbe when Nitro melts down and explodes in Stamford.
-A Skrull imposter is seen during
Secret Invasion, and Tony Stark wears the suit to disguise himself once. And in a THIRD instance of the identity being re-used, a group of men in Cobalt Man armor fight Speedball and some trainee Avengers, but are easily-beaten by the former New Warrior. Seems like very few people ever actually cared about this guy, as his appearances were usually YEARS apart, and then he got casually-killed in
Civil War, only to be copied by imposters THREE SEPARATE TIMES in the comics. He actually has almost as many "imposter" appearances as ACTUAL ones- now THAT'S sad.
-Pretty much Iron Man Lite (by design- the suit was copied from Tony's), Cobalt Man is tough and deals some damage, but his mediocre stats mean he's still only PL 8 with the suit.
TYRAK
Created By: Gerry Conway & George Perez
First Appearance: The Avengers #154 (Dec. 1976)
Role: Growing Guy
Group Affiliations: Atlantis
PL 10 (110)
STRENGTH 6/12
STAMINA 6/12
AGILITY 3
FIGHTING 8
DEXTERITY 3
INTELLIGENCE 0
AWARENESS 1
PRESENCE 1
Skills:
Deception 2 (+6)
Expertise (Atlantean Warrior) 4 (+7)
Intimidation 2 (+3, +8 Size)
Stealth 2 (+5)
Vehicles 4 (+7)
Advantages:
Fast Grab, Startle, Ranged Attack 2
Powers:
"Atlantean Physiology"
Swimming 8 (120 mph) [8]
Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]
Power-Lifting 1 (50 tons) [1]
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) [12]
Growth +4 (+10 Mass, +5 Intimidation, +2 Speed, -10 Stealth) -- (42 feet) (Flaws: Limited to Non-ST & STA Boosts) [8]
Offense:
Unarmed +8 (+6 Damage, DC 21)
Large Size +8 (+12 Damage, DC 27)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +4
"Full Size" Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +12, Fortitude +12, Will +4
Complications:
Responsibility (Attuma's Army)- Tyrak is a loyal minion.
Weakness (Lack of Water)- If left without water, Atlanteans will grow progressively weaker. After a long period of time, Tyrak will becoming Fatigued, Impaired, Disabled, Stunned, etc. (in addition to dropping Strength & Stamina consistently).
Enemy (Namor)
Total: Abilities: 56 / Skills: 14--7 / Advantages: 4 / Powers: 35 / Defenses: 8 (110)
-A Namor villain I forgot (he must not appear on some online lists of his foes, because I statted losers as bad as Doctor Dorcas!), he's basically a generic thug who stands behind Attuma a lot of the time. As Attuma himself is a pretty one-dimensional bad guy with no interesting qualities, his GOONS aren't really a big deal, either- Tyrak's only big thing is that he can grow to 40 feet tall. Generally-speaking, he always shows up, challenges The Avengers... then just basically loses, because he's not that good. He even shows up in that Avengers/Alpha Flight/People's Protectorate story
The Crossing Guard, which makes me even MORE curious as to why I never statted him!
-Tyrak is a generic goon, but can hit Thing-level Strength just about, making PL 10. It's enough to take on some Avengers for a short time, but the trademark defensive issues with Giants will usually do him in at the end of the scrap.
RAVONNA (Ravonna Lexus Renslayer, aka The Terminatrix)
Created By: Stan Lee & Don Heck
First Appearance: The Avengers #23 (Dec. 1965)
Role: The Villain's Lady, Odd Backstory Lady, Sorta-Conqueror
Group Affiliations: The Council of Cross-Time Kangs
PL 10 (110)
STRENGTH 2
STAMINA 5
AGILITY 3
FIGHTING 12
DEXTERITY 2
INTELLIGENCE 4
AWARENESS 3
PRESENCE 3
Skills:
Athletics 2 (+4)
Deception 5 (+8)
Expertise (History) 4 (+8)
Expertise (Queen) 4 (+8)
Perception 2 (+5)
Technology 6 (+10)
Vehicles 5 (+7)
Advantages:
Benefit 4 (Ruler of Cross-Time Stuff), Equipment 6 (Future Tech), Ranged Attack 8
Offense:
Unarmed +10 (+2 Damage, DC 17)
Vibro-Weapons +12 (+6 Damage, DC 21)
Future Guns +10 (+6-8 Ranged Damage, DC 21-23)
Initiative +3
Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5 (+8 Special Armor), Fortitude +6, Will +5
Complications:
Relationship (Kang)- At first she hates him, then she loves him. When she revives from a death-like state, she hates him again. Then she takes over his Kingdom, and becomes his lover again. Then she dies.
Total: Abilities: 68 / Skills: 28--14 / Advantages: 18 / Powers: 0 / Defenses: 10 (110)
-Ravonna, like anyone related to Kang, has a bit of a complex history. It was a classic Stan Lee tale, given that the whole thing rests on irony and tortured souls- Kang loved Ravonna, but Ravonna hated Kang for conquering her father's Kingdom as part of his empire-building. The Avengers got involved (Kang initially wanted them there to... watch his triumph? Weird, weird man), one of Kang's generals betrayed him in disgust after watching Kang spare Ravonna (unlike all of the other rulers he'd executed), and Kang & the Avengers had to team up against this "Baltag" doofus. Kang rescues Ravonna, thus proving himself, but Ravonna, revealing that SHE now loves KANG, throws herself in the way of a blast meant for the Time-Conqueror, and dies. This has Stan written all OVER it.
-Ravonna is preserved in stasis for a time- Kang attempts to resurrect her by competing against The Grandmaster, but gives it up in order to kill The Avengers (they succeed, because Grandmaster had only given Kang the power to kill The Avengers... not The Black Knight, who was helping them). A temporal counterpart (oh god it begins) of Ravonna ends up Kang's consort, but she's an agent of Immortus (who you'll of course remember is Kang's future self, who hates and schemes against Kang), and turns on him. The real Ravonna is revived by The Grandmaster and told of Kang's decision to let her remain dead- she now swears revenge. Disguising herself as Nebula and allying with Doctor Druid, she infiltrates the Council of Cross-Time Kangs, subjugates Druid to grab control of the Avengers, but she & Druid are tossed into a timestorm.
-She attempts to get the Fantastic Four to free her, but fails, and when she finally breaks loose, she's beaten by Dr. Druid. Later, she becomes The Terminatrix, engaging in open war with Kang, who sacrifices himself to save her life, in a reflection of how she once did the same for him. Ravonna now controls Chronopolis. She revives him on two separate occasions (on the first, she kills him for some reason), and they become consorts for realz, but Kang gets bored and leaves to reassume his "Rama-Tut" identity and battle his younger self (because that's a thing that people do). Last heard, she was deceased, slain in Chronopolis during
Avengers Forever.
-Kind of a messy little tale, kind of hurting the simple beauty of Stan's early adventure. All the resurrections and call-backs mess with things, and her run as the "Terminatrix" was one of those 1990s "Annual Cross-Over" tales (called
The Terminatrix Objective) that generally turned out to be more trouble than they were worth. It says something when the ultimate Continuity Nerd, Kurt Busiek, basically off-handedly kills her because he finds her unworthy to the narrative of Kang.
-Ravonna, like a lot of "Conqueror" types, is typically a "Scheme-Based" villain, but has access to lots of futuristic gear. In general, though, she'll avoid a drawn-out fight.
SAT-YR-9 (Opal Lun Sat-Yr-9)
Created By: Alan Davis
First Appearance: Captain Britain Monthly #3 (1984)
Role: Dictator
Group Affiliation: The Hellfire Club
PL 8 (122)
STRENGTH 2
STAMINA 4
AGILITY 3
FIGHTING 6
DEXTERITY 4
INTELLIGENCE 3
AWARENESS 4
PRESENCE 4
Skills:
Deception 10 (+14, +16 Attractive)
Expertise (Dictator) 9 (+12)
Insight 2 (+6)
Perception 1 (+5)
Persuasion 2 (+5, +7 Attractive)
Advantages:
Attractive, Ranged Attack 6
Powers:
Mind Control 8 [32]
Offense:
Unarmed +6 (+2 Damage, DC 17)
Mind Control -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3
Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +6
Complications:
Responsibility (The Omniverse)- Saturnyne is entrusted by Roma & Merlyn to protect all existence. She will sacrifice anything and anyone in order to make it so.
Total: Abilities: 60 / Skills: 24--12 / Advantages: 7 / Powers: 32 / Defenses: 11 (122)
-An evil, sexy bitch from Earth-839, desposed by Captain UK, Sat-Yr-9 fled to the main Earth, where she killed Courtney Ross and took her place, in an issue that basically went unadressed during all of the first 20-30 issues I have. It bugged the CRAP out of me, because it seemed like Courtney died for no apparent reason. Eventually, she attempted to form a rift between Captain Britain and Meggan, and utilize Jamie Braddock as a weapon. She finally revealed herself to Excalibur with her new power-base (including removing Vixen from power in the English underworld), but she fled when the team stopped Jamie. Brian, angry over Courtney's death, swore to track her down, but she never reappeared under Claremont or Davis. She was eventually seen MANY years later joining The Hellfire Club as "Courtney Ross' again. She was trying to pass herself off as the real Courtney Ross, but Captain Britain was unconvinced.
-Sat-Yr-9 is more of a generic dictator without major powers aside from low-end Mind Control.
xxx