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Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Defenders Villains & Templates

Post by Jabroniville »

EVERY MAGIC VILLAIN EVER
Created By:
Any Writer Without A Better Idea
First Appearance: Various Comics (mostly filler)
Role: Villain Who Can Do Whatever
Group Affiliations: Probably Some Demon or Something (seriously, all these stories are similar)
PL 8-12 (124)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Magic) 6 (+10)
Perception 2 (+5)
Ranged Combat (Magic) 2 (+8)

Advantages:
Improved Critical (Magical Attacks), Ranged Attack 2, Ritualist

Powers:
"Magical Senses" Senses 5 (Detect Magic- Acute, Analytical & Ranged) [5]
"Whatever Powers The Write Tought Of- I Dunno, F*** Off" Variable 7 [49]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Magic Stuff +8 (+8-14 Damage, Probably Ranged, DC 23-29)
Other Magic Stuff +8 (Probably Afflictions and Junk)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (Probably Has a Force Field or Something Dumb), Fortitude +4, Will +6

Complications:
Enemy (Doctor Strange)- PROBABLY.
Responsibility (Some Demon)- PROBABLY.
Power Loss (Magic)- Casting magical spells requires some freedom of movement, and sometimes even speech. Binding a Wizard's hands, body or mouth may impede certain spells. Or not.

Total: Abilities: 46 / Skills: 14--7 / Advantages: 4 / Powers: 54 / Defenses: 13 (124)

-Statting up Magic Villains is such a raging pain in the ass. They combine the worst aspects of the use of Magic (varied Power Levels; random powers that come and go; half-assed ways of writing the villain's defeat) in comics together with them being generally less-used than other villains, making doing any kind of research annoying. Most of them have some kind of stupid, forgettable name like XAROX or CHANDU or CHONDU or something foreign-sounding, often with "The Mystic" tossed in. Their costume is usually a robe (male) or dress (female). They appear to throw some stuff at Doctor Strange, give him some trouble, and then be defeated because he did better next time... OR whatever hero they're fighting just found some Macguffin and defeated them. Seriously, outside of Morgan Le Fay or... Morgan Le Fay... these guys are pretty forgettable. I made mention of refusing to build any more of them, but this way might actually be more effective- just create a Generic Build for all of these losers. Then I can just throw guys I've researched onto here.
-Essentially all the same, these guys will use whatever power imaginable, at oddly-varied levels: sometimes they'll be mountain-shatteringly powerful, and at other times it only takes one solid shot to beat them. '70s characters tend to get the "Villain wins the first round; Hero wins the second" thing.

ARISEN TYRK: The ruler of Other-Realm, using a combination of magic and sorcery to do so. Desiring the Godstone that was then attached to John "Man-Wolf" Jameson, he teamed with Kraven the Hunter, but both lost. Trying to pursue Jameson, he was trapped in a portal, and split into numerous fragments, such as the Nilffim Riders, The Lunatiks (acrobatic spouters of pop culture- usually popular music and catchphrases like "Well, Ex-CUUUUUUSSSSSSE ME!!") and Harrison Turk. The Lunatiks engaged in rampant vigilantism during full moons (attacking murderers and litterbugs with equal aplomb), but The Defenders fought them. Eventually, Dr. Strange and the others managed to combined them all back into Arisen Tyrk... who attacked the team. He was rendered inert, and has yet to reappear. He was apparently rather powerful (moreso in Other-Realm), and strong enough to brawl with The Hulk.

CASIOLENA: Reputed to be "Equal to the Enchantress" as a sorceress (defeated her as part of her backstory), and teamed with Poppo as Ollerus's minion. Her fate is unknown. Has stronger Asgardian-based physiology.

CHANDU: Some Arabic mystic who allied with Prince John (from Robin Hood and Mordred (from King Arthur. His specialty was Animating Golems, and some Alchemy that messed-up The Vision. The Time-Travelling Defenders stopped him, but he showed up centuries later allied with other Mystics.

ELSPETH CROMWELL: Fantastic Four enemy who summoned Mephisto, but died in the process. She was powerful enough to easily break through Sue's Force Fields.

FRAGON: A goofy-ass Merlin look-alike in an actual, literal cone-hat with stars on it, Fragon blocked Dr. Strange's spells on their first meeting, but got his ass handed to him the second. I have no idea why he didn't just try to block the spells again- maybe because Magic Sucks?

KABALLA: A Hebrew wizard who fought Dr. Strange once, then showed up as part of The Conspiracy, attempting to gain control of the Bloodstone. He was killed by its energies.

MERLIN DEMONSPAWN (aka Mad Merlin, The Warlock, Maha Yogi): A weird Silver Age guy with Psionic-based Magic. Actually, MORE than one- it seems that Peter David felt the need to combine a few one-off "Wizard" types into one character, creating an imposter to Merlin. He was a European guy who gained the Bloodstone that later belonged to Ulysses, and impersonated Merlin. Ending up in suspended animation thanks to the REAL Merlin, he popped out in the Silver Age, fighting Thor as "The Mad Merlin". Then he became The Warlock and faced the original X-Men until Professor X rendered him comatose (trust me, the modern tales do NOT make Chuck more "dark" than he used to be- he was ALL ABOUT Mind-Wiping & Coma-Induction back in the day). He showed up again as Maha Yogi, losing to The Beast & Iceman, then spending 20 years on the shelf before fighting The Hulk and Doctor Druid (ah, THIS is when David first used him, and probably why he's the only modern writer to remember him). Later, he would reveal his "true" nature, and combined all of these losers into one character.

MORDRED: The son of King Arthur by Arthur's own sister Morgause- he generally just floats around in Morgan Le Fay stories, as she's a much-more important character tied to the same mythos. Generally does stuff involving The Defenders or The Black Knight (as the original, Sir Percy, was an Arthurian Knight). He died against Arthur, but was resurrected by "Evil Celtic Nether Gods" (whatever those are), then became Morgan Le Fay's lover.

NAGALA: A Lemurian Sorceress. Faced the infamous Busiek/Larsen Defenders, using a recreated Serpent Crown as a Macguffin, and The Fathom Five as her minions. Has a big ugly lizard-face to match the "Standard Wasp-Waisted, Balloon-Breasted Larsen Female Body", and was beaten by The Silver Surfer taking the oxygen away from the water surrounding her, allowing Strange to KO her. Also managed to show up in a Scarlet Witch solo book.

POPPO THE CUNNING: Marvel's Unofficial Appendix describes him as, I kid you not, "a sorcerer of unknown capabilities". He aided Casiolena under Ollerus The Unmerciful (some generic Evil General), and faced The Defenders. He was so minor it's not even known what became of him after Ollerus was cast into Nifelheim.

SHANZAR: A Hulk foe- The Sorcerer Supreme of "The Strange Matter Dimension", and tends to Possess powerful beings (his matter is so odd that Dr. Strange has a hard time affecting his spells). He tried to take over other dimensions using the Hulk's body, but he crossed over into Namor, Strange and the Surfer's Annuals in a 1990 Cross-Over that reunited the old Defenders. Shanzar proved powerful, but the heroes saw him off, and he eventually let them leave his dimension, promising a reappearance. This being twenty-five years ago, he's taking his sweet-ass time.

YTITNEDION: The Sorceror King of the Buzzard People, this goofily-named weirdo looks like a Skesis from The Dark Crystal, and gains power from The Unnameable, a being who can control anyone who learnts its name. The creature draws its power back from his subjects temporarily, but is then trapped in its realm, forever unable to escape. Ytitnedion, distraught over losing his power, commits suicide.

TAPPING TOMMY
Created By:
Bill Mantlo & Sam Grainger
First Appearance: The Defenders #30 (Dec. 1975)
Role: "WTF?" Mafia Don
Group Affiliations: The Maggia
PL 8 (79)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 6 (+8)
Deception 2 (+5)
Expertise (Dancing) 4 (+7)
Expertise (Criminal) 4 (+5)
Perception 2 (+4)

Advantages:
Equipment 5, Fascination (Dancing), Improved Critical (Cane)

Powers:
"Expert Tapdancer" Quickness 2 (Flaws: Limited to Feet) [1]

Equipment:
"Bladed Tapdancing Cane" Strength-Damage +2 (2)
"Gas Grenades" Affliction 8 (Fort; Dazed/Exhausted/Asleep) (Extras: Area- 30ft. Cloud +2, Ranged) (Diminished Range -1) (23)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Cane +7 (+4 Damage, DC 19)
Initiative +9

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +2

Complications:
Motivation (Greed)- Tommy also needs money in order to buy his way out of the Maggia.

Total: Abilities: 56 / Skills: 22--11 / Advantages: 7 / Powers: 1 / Defenses: 4 (79)

-Tapping Tommy is a former Maggia member who decided to become a professional kidnapper. Who tap-dances. He kidnapped Kyle Richmond, and ends up sending his ransom note to DOCTOR STRANGE. Shockingly, Tommy beats The Defenders (who've come to rescue Kyle, who's actuall Nighthawk) using GAS BOMBS and Robot Tapdancers (REALLY?). Hulk then headbutts Tommy into unconsciousness. He's never been seen since, despite being so entertainingly-horrible that he'd fit right alongside Turner D. Century.
-A generic Maggia goon, but with Gas Bombs that can apparently take out THE INCREDIBLE HULK? See, this is why I keep Fortitude Saves lower- guys are always going down to friggin' Knock-Out Gas. Unless the hero has a gas mask, that stuff has a 100% success rate. Barely PL 6 on offense otherwise, that gas apparently packs a punch.

YANDROTH
Created By:
Jim Lawrence & Dan Adkins
First Appearance: Strange Tales #164 (Jan. 1968)
Role: Evil Space Scientist
Group Affiliations: The Planet Yann
PL 7 (103)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 5
INTELLIGENCE 8 AWARENESS 2 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Science) 8 (+16)
Expertise (Magic) 1 (+9)
Perception 3 (+5)
Technology 8 (+16)
Vehicles 2 (+7)

Advantages:
Equipment 10 (Whatever He Needs), Ranged Attack 3, Ritualist

Powers:
"Minor Mystic"
"Stun Bolt" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (12) -- [13]
AE: "Levitation" Flight 2 (4)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Stun Bolt +8 (+6 Ranged Affliction, DC 16)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +5 (DC 15), Toughness +2, Fortitude +4, Will +4

Complications:
Motivation (Destruction & Power)- Yandroth first wants to be a conqueror, but later just wants to destroy Earth, then his homeworld.
Enemy (Dr. Strange, The Defenders)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 14 / Powers: 13 / Defenses: 12 (103)

-Yandroth is a creation for Strange Tales in the late '60s, and eventually became the impetus for the creation of The Defenders. He is the "Scientist Supreme" (wait, that term existed back THEN? Yandroth should SUE Pym!) of the planet Yann, and wanted to conquer various realms- Strange sent him falling forever through the Dimension of Dreams. However, this fall ends up giving him mystical knowledge (because of course it does), and his spirit possesses the "Omegatron" robot once he's killed in a traffic accident (REALLY). He attempts to trigger a worldwide nuclear explosion, but Strange (alongside the newly-formed Defenders) freezes him in time. The next several times he appears as a disembodied spirit, and possesses other hosts in attempts to destroy the world. The original Defenders reform to fight him, and he later curses them to remain together, despite the fact that they can barely stand each other. All in all, a pretty forgettable menace, despite world-conquering prospects- the goofy Generic Wizard Name isn't helping matters, nor is the goofy "Half-Assed Silver Age Design" of Generic Bald Guy in Green Outfit.
-Despite appearing to be a pretty minor menace statistically (he's a mere PL 7), Yandroth is to be considered an Epic-Level Threat, constantly forming schemes that risk the entire Planet- at one point, his plot involved KIDNAPPING GAEA through Super-Science or whatever. Basically, he tends to appear wielding a brand-new Super-Weapon or Kill-O-Bot or something, and THAT'S the threat- he himself doesn't pose much of one. But when it takes Namor, Norrin Radd, Stephen Strange & Bruce Banner combined to stop you, you've got some cred- he's probably PL 12 with some of his devices. As a Disembodied Spirit, he had the power of Possession (usually of lower-end people).

ELF WITH A GUN (Numerous Characters, Including Melf & Relf)
Created By:
Steve Gerber & Sal Buscema
First Appearance: The Defenders #25 (July 1975)
Role: Recurring Weird Character
Group Affiliations: None
PL 7 (65)
STRENGTH
0 STAMINA 2 AGILITY 4
FIGHTING 5 DEXTERITY 6
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 6 (+6)
Deception 4 (+4)
Expertise (Murderer) 5 (+5)
Insight 3 (+4)
Perception 2 (+3)
Stealth 4 (+8)

Advantages:
Equipment 2 (Pistol), Improved Aim, Improved Critical (Pistol), Ranged Attack 2

Offense:
Unarmed +5 (+0 Damage, DC 15)
Pistol +8 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +3

Complications:
Motivation (Chaos)- Closest answer you're gonna get- trust me. Some are agents of some Time Tribunal thing, though.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 6 / Powers: 0 / Defenses: 11 (65)

-Remember, Steve Gerber was the TEETOTALLER of his little group of Marvel writers. And he created THIS.
-The Elf With A Gun was a recurring element in The Defenders- he appeared at random, killing civilians while dressing like a Keibler Elf. He is killed by a moving truck while attempting to execute a child. He ends up in "The Land of the Lost", re-creating the Sixties alongside a horde of other pop culture icons like KISS, and casually escapes that realm at some point. Gerber only intended the character to be a "reflection of the chaotic nature of the universe" rather than any kind of serious thing- he was simply a running gag. In fact, it was Roger Slifer (later a major writer on the G.I. Joe and Jem cartoons) who killed the guy, as Gerber left The Defenders before explaining what the hell the Elf/Elves were all about.
-During the DeMatteis run on the book, he fires his gun at the original Defenders- Dr. Strange, The Hulk, The Silver Surfer & Namor! Here, the Defenders are teleported into a confrontation by an all-powerful "Tribunal" that declares that the four of them must split up, lest a prophecy come forth that they will destroy the Earth thanks to their intervention resulting in the death of an Alien Prince. All the while, the Elf (alongside another, identical one) snarks along, talking more or less like Jim Starlin's Pip The Troll does (I guess these guys all thought it was REALLY, REALLY FUNNY for short guys to talk like uncultured boors to more-powerful beings).
-Seven years later, Peter David would Retcon out that thing as a "Cosmic Hoax", but not explain much further (like, it was a one-panel explanation. Seriously). Years after THAT, Gerber would introduce Relf, the nephew of Melf (the original Elf, duh) in a Spider-Man Team-Up issue that also involved "Officer Dragon" and Destroyer Duck, thus becoming the second part of a crossover with Erik Larsen's Savage Dragon and his own Destroyer Duck (a character created for a "F*ck You, Marvel Comics"-themed book about Marvel's treatment of Gerber's Howard the Duck). Relf allies with the Circus of Crime for some mysterious purpose, but they're beaten by Peter Parker & Ben Reilly, and Relf decides to run off with Princess Python. He has never appeared again- Gerber being dead, we'll probably never know what Relf's true goal was.
-So yeah, some Elves are basically just agents for a Tribunal (the Living Tribunal, maybe?)- since a Cosmic Being can't jump through time and the physical world without causing problems, they use the Elves (some of their "killing" is actually teleporting beings away so that they won't enact the prophecy). Other Elves are just murderers with some bizarre, unknown goal in mind. These stats'll work for either one, though the Tribunal's agents use a "Time Displacement Gun" (Area Movement Attack- Dimensional/Time Travel- enough to grab all four original Defenders at once).

MANSLAUGHTER (Real Name Unknown)
Created By:
Peter B. Gillis & Don Perlin
First Appearance: The New Defenders #133 (July 1984)
Role: Crazed Assassin
Group Affiliations: The Defenders (Associate Member), Assassin Nation
PL 8 (117)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 7/11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+7)
Deception 4 (+4)
Expertise (Assassin) 4 (+6)
Intimidation 4 (+4)
Perception 6 (+6)
Stealth 5 (+10)
Technology 5 (+7)

Advantages:
Equipment 4 (Guns, Explosives), Hide in Plain Sight, Ranged Attack 3

Powers:
"Alter Peripheral Senses"
Concealment (Vision, Hearing) 3 (Flaws: Partial) [3]
Enhanced Fighting 4 [4]
Enhanced Dodge 4 [4]
Senses 4 (Mental Detection- Ranged 2, Tracking) [4]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Concealment +11 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +7 (+11 Concealment, DC 17-21), Parry +7 (+11 Concealment, DC 17-21), Toughness +4, Fortitude +5, Will +3

Complications:
Responsibility (Insane)

Total: Abilities: 72 / Skills: 32--16 / Advantages: 8 / Powers: 15 / Defenses: 6 (117)

-Manslaughter was a crazy assassin assigned to kill The Defenders, stalking and nearly-killing them in their Colorado base. However, he was defeated (having taunted the team beforehand about his intentions, they prepared for him, and set up several "fake deaths" to lull him into a false sense of security), after which he aided them against Moondragon and the Dragon of the Moon (being insane, he decided that he wanted to join a team tough enough to beat him)- he was turned to dust along with the team. He was resurrected alongside the others in a Doctor Strange tale, and vanished- his last known appearance is in the short-lived early '90s Cage solo book, where he teamed up with two other Jobbers in "Assassin Nation" (hee), kidnapping Luke Cage's dad, but being defeated. He hasn't appeared since, and given that this story was written in 1993, I think it's safe to say he died when the Corporation's building burned down.
-Manslaughter has the odd power to perceive and affect the autonomic nervous systems of other people- using it to alter their peripheral vision and hearing. He can be undetectable to people, so long as he's out of their direct line of sight and moves silently. He managed to take out Valkyrie using her own weapon (it was poisoned as well), so he's definitely no pushover, but of course thanks to New Villain Stink he's diminished a bit over time.

COLDFIRE (James Lucas, Jr.)
Created By:
Mark McLaurin & Scott Benediel
First Appearance: Cage #3 (June 1992)
Role: Angry Brother
Group Affiliations: The Corporation
PL 5 (88)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Assassin) 4 (+4)

Advantages:
Ranged Attack 2

Powers:
"Incendiary Protoplasm"
Summon Protoplasmic Creature 12 (Feats: Mental Link) (Extras: Heroic +2, Controlled) (Flaws: Physical Body is Defenseless) [49]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative +3

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

Complications:
Relationship (James & Carl Lucas)- James is a loyal son to his father, but hates Carl, aka the superhero Luke Cage.

Total: Abilities: 28 / Skills: 4--2 / Advantages: 2 / Powers: 49 / Defenses: 7 (88)

---

PROTOPLASMIC FORM
Role:
Powered Form
PL 8 (178)
STRENGTH
2 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Assassin) 4 (+4)
Intimidation 8 (+8)

Advantages:
Ranged Attack 2

Powers:
"Incendiary Protoplasm"
Immunity 30 (Fortitude Effect) [30]
Protection 4 [4]
Insubstantial 3 (Energy) [15]
Protoplasmic Aura 7 [28]

Protoplasmic Blast 8 (Feats: Accurate 2) (18) -- [19]
AE" "Protoplasmic Wave" Damage 8 (Extras: Area- 30ft. Cone +1/2) (12)

Summon Other Mini-Coldfires 7 (Extras: 4 Minions +4, Controlled) [49]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Protplasmic Aura +7 (+7 Damage, DC 22)
Protplasmic Blast +8 (+8 Ranged Damage, DC 23)
Protplasmic Wave +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude --, Will +3

Total: Abilities: 18 / Skills: 12--6 / Advantages: 2 / Powers: 145 / Defenses: 7 (178)

-Man, I didn't even know Luke Cage HAD a brother. Coldfire is James Lucas, Jr., the "Good Son" of James Sr. He hated Luke for all of the stuff he'd done in the past, and was introduced years after Cage's debut (for Cage's solo book in the '90s). Eventually, he was kidnapped along with James Sr., and turned into Coldfire by The Corporation (a generic evil group). Focusing on his hate for Luke to power the form, he ends up aiding his brother against the Corporation (after Karl Malus treatens their father), even refusing to give up when his physical body was threatened- he refused, and was killed by Malus. His Protoplasmic Form lingered, and destroyed the Corporation's Headquarters before makine peace with Luke.
-James Jr. has the odd power of creating a super-powered Protoplasmic Form. I had to think about it for a second, thinking of sticking the "Physical Body is Defenseless" thing on his most-expensive power or whatever, and then was like "Derp! SUMMON MINION!" That's sort of basically what he does- he falls unconscious, and his consciousness inhabits some Sentient Protoplasm that's all fiery and stuff. This "Coldfire" creature is basically James Jr. in all ways, but very dangerous thanks to the spread of "Living Energy" powers, PLUS the ability to Summon lesser-powered Coldfires! This is actually illegal (Summons can't Summon more Summons)... but that's how his power works, so suck it, Official Rulebook!

KICKBACK (Richard Yurocko)
Created By:
Mark McLaurin & Scott Benediel
First Appearance: Cage #2 (May 1992)
Role: Jobber Villain
Group Affiliations: The Corporation, Assassin Nation, The Untouchables
PL 7 (71)
STRENGTH
2/5 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Athletics 2 (+4, +9 Legs)
Deception 2 (+3)
Expertise (Assassin) 4 (+5)
Perception 3 (+4)
Stealth 1 (+4)

Advantages:
Equipment 3 (Guns), Ranged Attack 4

Powers:
"Super-Legs"
Enhanced Strength 3 (Flaws: Limited to Legs) [3]
"Kick Back in Time" Movement 1 (Time Travel 1- 3 Minutes in the Past) (2) -- [3]
AE: "Kick Forward in Time" Movement 1 (Time Travel 1- 3 Minutes in the Future) (2)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Legs +7 (+5 Damage, DC 20)
Guns +8 (+4-6 Ranged Damage, DC 19-21)
Initiative +3

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

Complications:
Motivation (Greed)- Richard kills for money.
Responsibility (Troubled Women)- Richard has a past with a troubled woman, and so is sympathetic to women in danger.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 7 / Powers: 6 / Defenses: 7 (71)

-A truly weird character, Kickback is allied with "The Untouchables", a group of super-villains (Tombstone & Nitro) working for Hardcore, then Luke Cage's Big Bad. When the group starts infighting, Kickback leaves with Hardcore, and joins up with The Corporation's Untouchables. His weird power includes Super-Strong Legs, and the ability to move forward or backwards in time by three minutes each. HOW he got these powers is not explained, but it's used in-story to showcase various characters being killed (like The Punisher, who was being included to shore up Cage's sales, as he was hugely-popular at the time), and Kickback going back in time to "fix" it. Eventually, he allies with Dakota North on a case (he's not particularly-evil or bloodthirsty for an assassin), but ends up being shot by her thanks to a mistake (he assumes that Hardcore shot her, and goes back in time to undo it- she is startled by him, and opens fire), then shot by THE PUNISHER for the same reason. He dies of his wounds, kind of looking like an idiot.
-Kickback is a simple Assassin build with a VERY cheap power that can actually be rather effective if you want to "fix" mistakes in-battle. His silly powers are probably why he was killed off.

CONTRACT (Real Name Unknown)
Created By:
Mark McLaurin & Scott Benediel
First Appearance: Cage #13 (April 1993)
Role: Jobber Villain
Group Affiliations: The Corporation, Assassin Nation
PL 7 (99)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+5)
Deception 4 (+4)
Expertise (Assassin) 4 (+5)
Perception 3 (+4)
Stealth 1 (+4)

Advantages:
Equipment 3 (Guns), Ranged Attack 3

Powers:
"Energy Rings"
Ring Blast 6 Linked to Snare 7 (33) -- [34]
AE: Force Field 3 (3)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Guns +7 (+4-6 Ranged Damage, DC 19-21)
Rings +7 (+6 Ranged Damage & +7 Ranged Affliction, DC 21 & 17)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+7 Ring Field), Fortitude +4, Will +3

Complications:
Motivation (Greed)- Contract kills for money.

Total: Abilities: 46 / Skills: 14--7 / Advantages: 6 / Powers: 34 / Defenses: 6 (99)

-Contract was an additional member of Assassin Nation, and the one with the least focus. He used little Energy Rings as shields and weapons (a Snare/Blast combination), and was presumed slain when the Corporation's headquarters was annihilated by Coldfire.

TROUBLESHOOTER (Real Name Unknown)
Created By:
Mark McLaurin & Scott Benediel
First Appearance: Cage #13 (April 1993)
Role: Jobber Villain
Group Affiliations: The Corporation, Assassin Nation
PL 7 (77)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+5)
Deception 4 (+4)
Expertise (Assassin) 4 (+5)
Perception 3 (+4)
Stealth 1 (+5)

Advantages:
Equipment 3 (Guns), Ranged Attack 3

Powers:
Generic Energy Blast 6 (Extras: Multiattack) [18]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Guns +7 (+4-6 Ranged Damage, DC 19-21)
Energy Blast +7 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +3

Complications:
Motivation (Greed)- Troubleshooter kills for money.

Total: Abilities: 38 / Skills: 14--7 / Advantages: 6 / Powers: 18 / Defenses: 8 (77)

-Good LORD, there was absolutely zero thought put into this character. She looks generic (that's barely even a COSTUME), she has Generic Energy Blasts, she receives no real name, and she dies soon after her debut. Seriously, this build took maybe a minute to put together from using Contract's as a Template.

DR. KARL MALUS
Created By:
Michael Fleisher & Steve Leialoha
First Appearance: Spider-Woman #30 (Sept. 1980)
Role: Forgotten Villain, Mad Scientist
Group Affiliations: The Corporation
PL 3 (59), PL 7 (59) Super-Scientist
STRENGTH
1 STAMINA 2 AGILITY 0
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 1 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Science) 10 (+17)
Insight 2 (+3)
Perception 2 (+3)
Persuasion 3 (+4)
Stealth 2 (+2)
Treatment 10 (+17)

Advantages:
Ranged Attack 4, Skill Mastery (Science), Ultimate Science Skill

Offense:
Unarmed +0 (+1 Damage, DC 16)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +2 (DC 12), Toughness +2, Fortitude +2, Will +4

Complications:
Motivation (Greed & Science)- Malus generally does stuff because he's being paid, or because he's weird and likes doing science.

Total: Abilities: 26 / Skills: 34--17 / Advantages: 6 / Powers: 0 / Defenses: 10 (59)

-Karl Malus debuted as a typical Mad Scientist, working for The Enforcer in a Spider-Woman story. He uses his expertise to turn one of Jessica Drew's allies into The Hornet, then turns him and Werewolf By Night against Drew. He later gave Erik Josten his Goliath powers, and Antonio Rodriguez into The Armadillo- it seems that writers used him as the generic "Go-To Guy" for super-villainous transformations. He even worked with The Power Broker on his Jobber Factory that gave people super-strength at great risk to their bodies. Many of these individuals (such as Sharon Ventura) joined the Unlimited Class Wrestling Federation (guess what was then a HUGE fad in America at the time?).
-He later worked for The Corporation and The Maggia, killing Luke Cage's brother. In order to get a reduced sentence in prison, he worked with The Avengers and Thunderbolts to defeat Count Nefaria. He was next seen during Dark Reign working for Quasimodo & Norman Osborn, then was eaten by Carnage. However, he mysteriously turned up alive fighting FalconCap, explaining that he'd pulled himself together from... Carnage Poop? Okay, then.
-Malus is more or less a high-end Scientist type with little else going for him, but he's elite enough to have a hand in creating SEVERAL super-villains, not just ONE. MOST Mad Scientists only create one thing and then nothing else, so this guy definitely ends up being unique.

THE OVERMIND (Grom)
Created By:
Stan Lee & John Buscema
First Appearance: The Fantastic Four #113 (Aug. 1971)
Role: Mind-Controller
Group Affiliations: The Squadron Supreme, The Defenders, The Thunderbolts
PL 14 (269)
STRENGTH
9 STAMINA 9 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 5 (+7)
Expertise (Science) 8 (+14)
Expertise (General) 4 (+10)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 4 (+6)
Technology 8 (+14)
Vehicles 5 (+5)

Advantages:
Ranged Attack 10

Powers:
"Alien Eternal Physiology"
Immunity 11 (Life Support, Aging) [11]

"Telepathy"
Mind-Reading 12 [24]
Communication (Mental) 3 [15]

Mind Control 14 (Extras: Continuous +3) (98) -- [102]
AE: "Group Control" Mind Control 13 (Extras: Area- 120ft. Burst +2, Continuous +3) (Flaws: Touch Range -2) (91)
AE: "Telekinesis" Move Object 11 (Extras: Perception Range) (33)
AE: Illusions (Visual & Auditory) 10 (30)
AE: "Psychokinetic Bolts" Blast 12 (24)

Offense:
Unarmed +8 (+9 Damage, DC 24)
Mind Control +14 Perception (+14 Perception Affliction, DC 24)
Mind Control +13 Area (+13 Area Affliction, DC 23)
PK Bolts +10 (+12 Ranged Damage, DC 27)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +9, Fortitude +12, Will +7

Complications:
Power Loss (Control)- The Overmind cannot control the minds of Eternals of any race. His abilities also weaken considerably if he gets very stressed.

Total: Abilities: 70 / Skills: 42--21 / Advantages: 10 / Powers: 152 / Defenses: 16 (269)

-The Overmind is a classic uninventive Marvel Villain design, as its drawn by the usually-awesome John Buscema ("The da Vinci of Marvel Comics"), yet looks pretty much like a Jack Kirby bargain-basement retread. This is a direct result of Jack leaving the Fantastic Four book only a short while beforehand, and proving just how important he was to that book, as all the energy and life was drawn out of it. Overmind... controls minds. That's about it. He takes over people and tries to create more interstellar wars, since all his own race died out and implanted themselves into his brain. He disappeared for a while before showing up in The Defenders, where the team broke his control over the Squadron Supreme's Earth (the aftermath of which led to Gruenwald's series). It's possible that, given how their whole universe was based around "Alternate Company Equivalents" of DC characters, that Overmind was meant to represent the tendency of the JLA to be Mind-Controlled by super-villains- this making him sort of like Starro or Despero.
-A group of seven Earth telepaths took him over after the Squadron storyline, and he was a Defender for a short while. He eventually returned to evil after their control wore off, and brainwashed the other Defenders into forgetting him (THIS explains why he just up and vanished for no reason in mid-TPB!). Subsequent stories have involved him as a pawn of The Purple Man or Baron Zemo's Thunderbolts army. An older Overmind joined the death toll in Squadron Supreme: Death of a Universe, but his current self is still around, being a boring, D-League villain who no overall purpose. Yeah, Overmind kinda sucks.
-Standard Eternal stuff, plus an Omega-Level Mind Controller. He can easily take over the entire FF at once, and his control is CONTINUOUS, meaning it's virtually impossible to break. Yeah, he once controlled THOUSANDS of people at once, simply taking over a new person every time he met them on the Squadron Earth, and they STAYED controlled until physically broken out of it.

SOLARR (Silas King)
Created By:
Steve Englehart & Sal Buscema
First Appearance: Captain America #160 (April 1973)
Role: Jobber Villain
Group Affiliations: The Emissaries of Evil
PL 8 (73)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Criminal) 5 (+5)
Insight 3 (+3)
Perception 3 (+3)
Ranged Combat (Solar Stuff) 3 (+8)

Advantages:
Ranged Attack 3

Powers:
"Mutant Powers: Solar Absorption" (All Have Flaws: Limited to At Daytime)
"Set Aflame" Blast 4 (Extras: Secondary Effect, Perception-Ranged) (12) -- [17]
AE: "Fiery Images" Create 1 (Feats: Precise) Linked to Heat Aura 2 (Extras: Ranged, Affects Others) (12)
AE: Solar Blast 8 (8)
AE: Dazzle Visuals 8 (Extras: Area- Visual Perception) (Flaws: Touch Range) (8)
AE: "Melt Things" Weaken Toughness 8 (Extras: Ranged, Affects Objects Only +0) (8)
AE: "Ride Heatwaves" Flight 4 (30 mph) (4)

"Solar Power Machine" (Flaws: Removable) [4]
Buys Off Flaws On Powers (4 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Solar Blast +8 (+8 Ranged Damage, DC 23)
Melt Things +8 (+8 Ranged Weaken, DC 18)
Set Flame -- (+4 Perception-Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +4

Complications:
Motivation (Greed)- Silas was a drug-runner even BEFORE he gained powers.

Total: Abilities: 30 / Skills: 14--7 / Advantages: 3 / Powers: 21 / Defenses: 12 (73)

-Silas King was a drug-runner who turned out to be a latent mutant when he was stranded in the Mojave Desert for several days- he ended up with the power to convert sunlight into Energy Blasts and stuff. It's stuff like THIS that lends credence to the old theory that Mutants didn't just gain "any" power- their mutations were often a manifestation of exactly what they needed or wanted at a certain moment (Sam Guthrie needed to escape a cave-in in Kentucky, and manifested a super-fast Blast Field that rocketed him free; Rahne Sinclair was taught she was a sinful child with a demon inside her, and manifested into a Wolfgirl who both reflected the evil she saw inside AND had the freedom she never enjoyed as a girl). In any case, an asshole with powers is still an asshole,a nd so he moved to New York and became a super-thief... which is a REALLY stupid idea, because THAT'S WHERE ALL THE HEROES LIVE. I mean, I know the reasons WHY all the stuff happens in NYC (so heroes can interact, and the villains will always have heroes around, duh), but having villains deliberately MOVE THERE seems extra-dumb.
-Solarr teamed up with Egghead's Emissaries of Evil, Klaw and others, taking on The Avengers (w/ Klaw), Alpha Flight and The Defenders (w/ the Emissaries) but always met defeat. He ended up killed in a weird, roundabout way, as an other-dimensional creature killed a guard at the Project Pegasus facility, Solarr incinerated the man (whom he hated), but the creature reanimated the corpse to kill SOLARR for some reason. It was in a Power Man and Iron Fist comic, of all things.
-A classic Jobber Villain, Solarr challenged Captain America in his first appearance (doing clever things like melting the sidewalk beneath Cap, affecting his ability to move around), but was undone by a fire hydrant. In all of his other stories, he does okay at first, but is quickly defeated once things turn against him, often via his Daytime Flaw.

THE PRESENCE (Sergei Krylov)
Created By:
David Anthony Kraft & Keith Giffen
First Appearance: The Defenders #52 (Oct. 1977)
Role: Crazy Super-Powerful Guy
Group Affiliations: None
PL 13 (270)
STRENGTH
12 STAMINA 12 AGILITY 1
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 2 (+5)
Expertise (Science) 10 (+17)
Intimidation 5 (+8)
Perception 4 (+6)
Ranged Attack 5 (+10)
Vehicles 2 (+3)

Advantages:
All-Out Attack, Improved Critical (Radiation), Inventor, Ranged Attack 3

Powers:
"Radiation Powers"
Mind Control 12 Linked to Enhanced Strength 2 (Extras: Affects Others Only +0, Perception-Ranged +2) (56) -- [62]
AE: Nuclear Blast 15 (Feats: Split) (Extras: Penetrating 8) (39)
AE: "Nuclear Stream" Damage 13 (Extras: Area- 30ft. Line) (26)
AE: "Nuclear Wave" Damage 13 (Extras: Area- 60ft. Cone) (26)
AE: "Nuclear Burst" Damage 13 (Extras: Area- 30ft. Burst) (26)
AE: "Living Energy" Insubstantial 3 (Energy) (15)
AE: Shrinking 8 (16)
"Subsists on Radioactive Decay" Immunity 11 (Life Support, Aging) [11]
Senses 4 (Radiation Sense- Acute, Ranged 2) [4]
Force Field 3 (Extras: Impervious 11) [14]
"Radioactive Environment" Weaken All Abilities 1 (Extras: Broad, Simultaneous, Reaction +3, Area- 60ft. Cloud +3) (Flaws: Permanent) [8]

"Telelocation" Senses 4 (Mental Detection- Acute, Ranged 2) [4]
Flight 18 (500,000 mph) [36]
Movement 2 (Space Travel 2) [4]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Radiation Area Attacks +13 (+13 Damage, DC 28)
Nuclear Blast +10 (+15 Ranged Damage, DC 30)
Mind Control -- (+12 Perception-Ranged Affliction, DC 22)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12 (+15 Force Field), Fortitude +12, Will +6

Complications:
Responsibility (Crazy)- The Presence has a tendency to reform in one issue, then appear crazy in the next, trying to take over the world.
Relationship (Tania Belinsky- Starlight)- The Presence mutated her to be his thrall, but she ended up leaving with him of her own free will. Sometimes, she controls him by threatening to leave him.

Total: Abilities: 90 / Skills: 28--14 / Advantages: 6 / Powers: 143 / Defenses: 17 (270)

-So when talking about the original "Red Guardian Character" (a name I picked up on because of a giant online rant about how awesome the female Red Guardian was), I refered to her disappearing with some guy named The Presence, and disappearing from comics for years. Well this'd be the guy.
-Sergei Krylov was a brilliant scientist from the Soviet Union, and his children were the powerful mutants Vanguard and Darkstar. However, despite his genius, he was also balls-crazy, and deliberately-created a nuclear disaster that turned Tania "Red Guardian" Belinsky into a super-powered thrall of his. He himself was also transformed, gaining Nuclear Powers. The two fought The Defenders when they came looking for Tania, their teammate, but Tania left him upon regaining her free will. Eventually, however, she decided she was OKAY with the whole "trying to make me his thrall" thing, and ran off with him. His children were sent to kill him, but rejected their mission (and their country) after discovering just who he was.
-He would show up from time-to-time, but only in random books like Quasar (where he was one of many un-used characters stuck on The Stranger's laboratory world). He resurrected Vanguard after he was killed, but then went crazier than before, and tried to turn the whole of Russia (no longer the Soviet Union) into zombie-like radioactive beings under his control. Eventually, Thor threatened to kill him, and Tania (now called Starlight) offered to leave with him (the two were forced to never leave each other's presence). In the Winter Guard Limited Series, he was destroyed permanently by the hero Powersurge, who sacrificed his life in the process- Starlight apparently wasn't too bummed, as she soon hooked up with Vanguard... WOW. I mean, Tania's a terrically-attractive woman, but she was banging his DAD, y'know? That's weird.
-The Presence is a highly-powerful individual who also has a penchant for Grand Plans that make him tough to GET TO, much less stop. He's PL 13 overall, and packs unusual things like Mind Control onto a typical Blaster Array, AND he's super-strong.

ELDER GOD/HELL-LORD TEMPLATE
Created By:
Various
Role: Elder Evil, Super-Powered Entity
PL 19 (620)
STRENGTH
24 STAMINA 24 AGILITY 0
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 5 PRESENCE 6

Skills:
Deception 9 (+15)
Expertise (History) 8 (+16)
Expertise (Magic) 16 (+24)
Expertise (God) 9 (+17)
Insight 6 (+11)
Intimidation 13 (+19)
Perception 5 (+10)
Persuasion 6 (+12)

Advantages:
All-Out Attack, Artificer, Daze (Intimidation), Diehard, Fearless, Improved Critical (Godly Blasts) 4, Improved Hold, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal God"
Immunity 16 (Aging, Life Support, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Senses 7 (Detect Magic- Ranged 3, Acute & Analytical, Tracking By Magic) [7]
"Elder Entity" Immunity 20 (Mental Effects) [20]
"Speaks All Languages" Comprehend 3 (Languages- Speak & Understand) [6]
Flight 14 (32,000 mph) [28]
Movement 1 (Space Travel) [2]

"Nigh-Unkillable"
Impervious Toughness 29 [29]
Regeneration 14 (Feats: Regrow Limbs) [15]

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 1 [1]

"Elder God"
Variable 17 (119) -- [123]
AE: "Godly Wave" Damage 18 (Extras: Area- 500ft. Cone +4) (90)
AE: "Godly Beam" Damage 18 (Extras: Area- 250ft. Line +4) (90)
AE: "Godly Storm" Damage 18 (Extras: Area- 250ft. Burst +4) (90)
AE: "Godly Blast" Blast 26 (Feats: Extended Range 4, Penetrating 14) (70)

"Empower Others" Variable 15 (Feats: Reversible) (Extras: Affects Others Only, Continuous) [121]

Offense:
Unarmed +12 (+24 Damage, DC 39)
Blast +12 (+26 Ranged Damage, DC 41)
God Attack Area +18 (+18 Damage, DC 33)
Initiative +0

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +24 (+15 Impervious), Fortitude +24, Will +14

Complications:
Motivation (Gathering Worshippers & Might)
Weakness (Trapped)- Almost all of the Elder Gods are trapped within their own dimensions, having been beaten years ago by The Demogorge. Despite their great power, they are usually bound to their dimensional boundaries.

Total: Abilities: 162 / Skills: 72--36 / Advantages: 26 / Powers: 365 / Defenses: 21 (620)

-Marvel actually has a hell of a lot of these guys, though Chthon (big dude) and Set (big snake) are by far the most common. The Juggernaut is empowered by Cyttorak, a God of Slaughter & Destruction. There's also Dr. Strange's allies The Vishanti, made up of three separate beings that always show up together. There's a TON of Satan-analogues as well, including beings like Satannish. Any one of these guys could probably beat Odin in a fair fight, but The Demogorge would annihilate them by virtue of his Immunity to most of their attacks (a bit cheesy, but effectively represents the dude).
-These stats effectively make Elder Gods capable of doing anything- which is effectively what Variable represents- Magic at it's highest and most-incomprehensible levels. Most of these guys can Variable some Illusions, Growth, Remote Sensing, and more. They can Empower Others, which is generally their most-common Power, as guys like Cain Marko & Doctor Strange can tell you ("The Crimson Bands of Cyttorak!").

ABYSS II
Created By:
Dan Abnett, Andy Lanning & Wellington Avies
First Appearance: Nova #8 (Jan. 2008)

-A generic Elder Evil that creates zombie-like followers with Energy Blasts.

BELATHAUZER (aka Balthazar)
Created By:
David Anthony Kraft & Ed Hannigan
First Appearance: The Defenders #59 (May 1976)

-A lesser-known Elder God, he wanted to cause a demon race to be reborn on Earth. He often faces the hero Devil-Slayer, attempting to manipulate or otherwise target him. He has been seemingly-slain a few times, but reappears often.

CHTHON
Created By:
Marv Wolfman & Bill Mantlo
First Appearance: Marvel Chillers #1 (Oct. 1975- as The Other), The Avengers #186 (July 1979- as Chthon)

-Chthon is most-famous for being the mind behind the Evil Book of Spells- The Darkhold. He is an offshoot of The Demiurge, and was birthed when the Earth was- he began the earliest study of magic. He and all of the other Elder Gods descended into violence, with only Gaea herself remaining good- when she mated with The Demiurge and birthed Atum the God-Eater, the wise Chthon abandoned this dimension, leaving The Darkhold behind to allow him a foothold. He birthed the demons known as the N'Garai, and various people were corrupted by The Darkhold over the centuries. It was also Chthon who placed part of his essence into the in-utero Wanda Maximoff, giving her great powers, and great craziness. A similar thing would happen to Vicki Montesi- the leader of The Darkhold Redeemers. Wanda would later become possessed and go nuts (this was the '80s, West Coast Avengers version, not the "No More Mutants" version... or the Axis version. Modred the Mystic is another recurring pawn, but Chthon is more of a manipulator who occasionally tries to take others over.

LUCIFER
Created By:
Ancient Religious-Minded Folks, I guess
First Appearance: Marvel Preview #7 (1976)

-Marvel frequently has trouble deciding on whether or not Lucifer, the Fallen Angel from the Bible, actually exists in-universe. The Son of Satan himself jumps around with various Hell-Lords as possible fathers, and Mephisto was meant to be The-Devil-But-Not-Really (Stan Lee was VERY careful to try and not piss off the wrong evangelists back in the '60s). But the ACTUAL Lucifer? This guy is occasionally-shown doing stuff, but apparently only rules a PORTION of Hell, and frequently attempts to turn Ghost Rider to the dark side.

MARDUK KURIOS
Created By:
Gary Friedrich & Herb Trimpe
First Appearance: Marvel Spotlight #13 (Jan. 1974)

-The first potential father of Daimon Hellstrom, he was first identified as "Satan". He isn't seen that often, however.

NULL THE LIVING DARKNESS
Created By:
J.M. DeMatteis & Don Perlin
First Appearance: The Defenders #103 (Jan. 1982)

-A generic tentacled-creature that faced The Defenders, allying with The Overmind. He was spawned by the alien S'raphh, whose desires for revenge on the cosmos manifested in the demon. A nihilist and destroyer, he possessed a few people, enabled Overmind to take over the Squadron Supreme's Earth, and the good parts of the S'raphh race was awakened, which caused Null to cease to exist. He was vaguely-powerful, but vulnerable to mystical powers like those of Ghost Rider & Gargoyle.

ELDER GOD/HELL-LORD TEMPLATE
Created By:
Various
Role: Elder Evil, Super-Powered Entity
PL 19 (620)
STRENGTH
24 STAMINA 24 AGILITY 0
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 5 PRESENCE 6

Skills:
Deception 9 (+15)
Expertise (History) 8 (+16)
Expertise (Magic) 16 (+24)
Expertise (God) 9 (+17)
Insight 6 (+11)
Intimidation 13 (+19)
Perception 5 (+10)
Persuasion 6 (+12)

Advantages:
All-Out Attack, Artificer, Daze (Intimidation), Diehard, Fearless, Improved Critical (Godly Blasts) 4, Improved Hold, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal God"
Immunity 16 (Aging, Life Support, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Senses 7 (Detect Magic- Ranged 3, Acute & Analytical, Tracking By Magic) [7]
"Elder Entity" Immunity 20 (Mental Effects) [20]
"Speaks All Languages" Comprehend 3 (Languages- Speak & Understand) [6]
Flight 14 (32,000 mph) [28]
Movement 1 (Space Travel) [2]

"Nigh-Unkillable"
Impervious Toughness 29 [29]
Regeneration 14 (Feats: Regrow Limbs) [15]

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 1 [1]

"Elder God"
Variable 17 (119) -- [123]
AE: "Godly Wave" Damage 18 (Extras: Area- 500ft. Cone +4) (90)
AE: "Godly Beam" Damage 18 (Extras: Area- 250ft. Line +4) (90)
AE: "Godly Storm" Damage 18 (Extras: Area- 250ft. Burst +4) (90)
AE: "Godly Blast" Blast 26 (Feats: Extended Range 4, Penetrating 14) (70)

"Empower Others" Variable 15 (Feats: Reversible) (Extras: Affects Others Only, Continuous) [121]

Offense:
Unarmed +12 (+24 Damage, DC 39)
Blast +12 (+26 Ranged Damage, DC 41)
God Attack Area +18 (+18 Damage, DC 33)
Initiative +0

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +24 (+15 Impervious), Fortitude +24, Will +14

Complications:
Motivation (Gathering Worshippers & Might)
Weakness (Trapped)- Almost all of the Elder Gods are trapped within their own dimensions, having been beaten years ago by The Demogorge. Despite their great power, they are usually bound to their dimensional boundaries.

Total: Abilities: 162 / Skills: 72--36 / Advantages: 26 / Powers: 365 / Defenses: 21 (620)

ABYSS II
Created By:
Dan Abnett, Andy Lanning & Wellington Avies
First Appearance: Nova #8 (Jan. 2008)

-A generic Elder Evil that creates zombie-like followers with Energy Blasts.
OLIVIER (aka Frank Costa)
Created By:
Tony DeZuniga & Archie Goodwin (Costa), Bernie Wrightson & Christopher Golden (Olivier)
First Appearance: Marvel Super-Action #1 (Jan. 1976- as Frank Costa), The Punisher #1 (Nov. 1998- as Olivier)

-Frank Costa was a generic Mobster, but was the one responsible for the infamous slaying of Frank Castle's innocent family when they walked in on a gangland slaying. Castle, as The Punisher, saw him having been off-panel. A comic from 1998 revealed that Costa was actually the human form of Olivier, a previously-unseen Hell-Lord who was once Prince of Archangels... this is during the "Angel-Punisher" years, I see. Oh God... it turns out he actually KNEW that Castle's family would walk in on the slaying, and thus Everything You Knew Was Wrong, that most-infamous and utterly-stupid of Comic Book Retcons. Why are writers so OBSESSED with that trope!?!
-So yeah, it turns out that he WANTED Castle to become The Punisher, because all of Castle's victims were to then become Olivier's slaves once his Costa form was done away with (he was only in that form because he was trapped by his rival Hell-Lords). He brainwashed Frank into killing himself, but Frank was resurrected by his Guardian Angel (oh god) who sent him on a war against Olivier's minions- the Angel Gadriel sacrificed his existence to stop Olivier, sending him into some... Hell Tentacles (this'd be the end of the "Angel Punisher" thing- the worst of the initial Marvel Knights run that was quickly-ignored). Olivier of course reappeared, working with the Demon Pazuzu in Lucifer's court, but Nightcrawler & Magik stopped them.

SATANNISH
Created By:
Roy Thomas & Gene Colan
First Appearance: Doctor Strange #174 (Nov. 1968)

-Satannish is one of the more "on-the-nose" Satanalogues in the Marvel Universe, and naturally was an opponent of Doctor Strange, who fights a lot of these guys. He has been called an agent and creation of The Dread Dormammu, but typically does his own thing. He has a cult, The Sons of Satannish, and frequently empowers humans to do his bidding, such as The Night Shift (a collection of horror-themed baddies). He had his life essence merged with Mehisto by Strange, after the two engaged in a huge battle, and appeared in Captain Britain & MI-13 imprisoned within Avalon (I assume he broke free from Mephisto)- Pete Wisdom freed him, and in payment, Satannish executed every single Skrull within the confines of the United Kingdom- he's laid low since then. He's most-known for his distinctive appearance, having a big face on his stomach, and his powers equal those of Mephisto.

SET
Created By:
Robert E. Howard & Roy Thomas
First Appearance: The Phoenix on the Sword- Weird Tales (Dec. 1932- novel), Sub-Mariner #9 (Jan. 1969- comics)

-Set was originally a creation of Robert E. Howard for his Conan the Barbarian stories- he was the chief deity of the Stygian people in the Hyborian Age. He is sort of an amalgam of the Egyptian Set, the monster Apep, and the Greek Hydra. He was later used in Marvel's Conan stories, and given more of a world-reaching influence as he was integrated into the greater Marvel Universe. An Elder God like Chthon & Gaea, he became the first to turn to evil, and was exiled with the others by The Demogorge. However, unlike the others, he was able to gain power quickly- feeding off the energies of the dinosaurs. Here, he was nearly-slain by The Demogorge (who ripped off several of his heads as they regrew, leaving him with seven) in a holocaust that it's claimed is the true source of the death of the dinosaurs, but escaped to plain his revenge.
-Set then created The Serpent Men to do his bidding, but they were negatively-judged by The Celestials, and King Kull (another Conan-type guy) wiped out msot of the rest. His minions eventually created The Serpent Crown, a recurring Macguffin in Marvel stories that greatly-empowers the wearers, but leaves them vessels for Set's will. His biggest appearance was easily during the Atlantis Attacks cross-over among all of Marvel's Annuals in 1989, when the Devaint priest Ghaur summoned him- Thor, taking control of The Demogorge, ripped off Set's heads and sent each one to a different dimension, causing Set's entire home dimension to implode- he has yet to return, eliminating his threat for centuries (or until the next crossover, whenever).

THOG THE NEVER-SPAWN, OVERMASTER OF SOMINUS
Created By:
Steve Gerber & Rich Buckler
First Appearance: Adventures into Fear #11 (Dec. 1972)

-Thog is a Steve Gerber creation, and spends most of his time thrashing the Giant-Size Man-Thing. Oftentimes, comic book writers (first Gerber, then Chris Claremont) are instrumental in defeating him, because writers are weird people.

ZARATHOS
Created By:
Roy Thomas & Gary Friedrich
First Appearance: Marvel Spotlight #5 (Aug. 1972)

-Zarathos is infamously the being that empowers Johnny Blaze, creating the Ghost Rider. He starts off as a vaguely-lesser demon, often controlled by Mephisto, who binds him to Blaze. He attempts to take control of Blaze several times, but is finally defeated and the hero is freed when the two compete, and another of Mephisto's minions gets involved (Centurious, an old enemy of Zarathos). He is used as a pawn of The Beyonder in a bet with Mephisto (he wanted to have Zarathos corrupt Spider-Man, and prevent him from saving The Kingpin from an assassin). He becomes a threat again in the '90s, but the Midnight Sons (his old vessel Johnny Blaze, plus the new Danny Ketch Ghost Rider). Blaze & Zarathos were later linked once more (but were more at peace with each other), and now he's currently possessing a new, lady Ghost Rider.

ZOM
Created By:
Stan Lee & Marie Severin
First Appearance: Strange Tales #156 (May 1967)

-Zom is a Stan creation, and exists only to destroy. It apparently once took the combined efforts of Dormammu and ETERNITY to banish him the first time! Doctor Strange, when forced to do battle with Dormammu's sexy sister Umar, had the insane idea to UNLEASH this thing, hoping that it would fight Umar and the two would counteract each other. Umar wisely fled, leaving the idiotic Strange to try and mop this thing up- it took The Living Tribunal to come down and banish Zom, preventing him from wiping out the multiverse. Yes, a LITERALY Deus Ex Machina ending. Weird, WEIRD story, featuring the supposedly-wise hero nearly killing everyone on Earth. Strange later invoked his essence to gain tremendous power during World War Hulk, but lost control, barely-able to restrain the Zom-side long enough for Hulk to KO him. He later possessed Iron Man's Hulkbuster Armor and nearly wreaked havoc, but Amadeus Cho tricked him into possessing HIS body, at which point The Angel knocked him out, and the threat was ended.

GREATER DEMON TEMPLATE
Created By:
Various
Role: Elder Evil, Super-Powered Entity
PL 15 (454)
STRENGTH
16 STAMINA 16 AGILITY 0
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 4 PRESENCE 5

Skills:
Deception 9 (+14)
Expertise (History) 8 (+14)
Expertise (Magic) 16 (+22)
Expertise (Demon) 9 (+15)
Insight 6 (+10)
Intimidation 10 (+15)
Perception 5 (+9)
Persuasion 7 (+12)

Advantages:
All-Out Attack, Artificer, Daze (Intimidation), Diehard, Fearless, Improved Critical (Blasts) 2, Improved Hold, Power Attack, Ranged Attack 8, Ritualist, Startle, Well-Informed

Powers:
"Immortal God"
Immunity 16 (Aging, Life Support, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Senses 7 (Detect Magic- Ranged 3, Acute & Analytical, Tracking By Magic) [7]
"Elder Entity" Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]
"Speaks All Languages" Comprehend 3 (Languages- Speak & Understand) [6]
Flight 12 (8,000 mph) [24]
Movement 1 (Space Travel) [2]

"Nigh-Unkillable"
Impervious Toughness 15 [15]
Regeneration 10 (Feats: Regrow Limbs) [11]

"Variable Size"
Features 2: Increased Mass 2 [2]
Elongation 1 [1]

"Elder God"
Variable 15 (98) -- [100]
AE: "Demonic Wave" Damage 15 (Extras: Area- 60ft. Cone) (30)
AE: "Demonic Blast" Blast 20 (Feats: Extended Range 4, Penetrating 10) (54)

"Empower Others" Variable 10 (Feats: Reversible) (Extras: Affects Others Only +0, Continuous) [81]

Offense:
Unarmed +12 (+16 Damage, DC 31)
Blast +10 (+20 Ranged Damage, DC 35)
Area Attacks +15 (+15 Damage, DC 30)
Initiative +0

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +16 (+8 Impervious), Fortitude +16, Will +12

Complications:
Motivation (Gathering Worshippers & Might)
Weakness (Trapped)- Almost all of the Elder Gods are trapped within their own dimensions, having been beaten years ago by The Demogorge. Despite their great power, they are usually bound to their dimensional boundaries.

Total: Abilities: 102 / Skills: 70--35 / Advantages: 20 / Powers: 277 / Defenses: 20 (454)

-Vaguely less-powerful than the Elder God/Hell-Lord Template, but with lots of weird stuff. Usually around PL 15-16.

HELLEYES:
Created By:
Doug Moensch & Gil Kane
First Appearance: Journey Into Fear #28 (June 1975)
-A giant, size-shifting Demon from his own dimension. He had numerous eyes all over his body, each one sending a victim to their own personal hell. He was killed when Morbius, in his own horror-themed book, managed to find his "weak eye".

IKTHALON
Created By:
Steve Gerber & Jim Mooney
First Appearance: Marvel Spotlight #14 (March 1974)

-A close analogue to the Lovecraftian entity "Ithaqua"- he faced Daimon Hellstrom, but only in a few other issues.

BAPHOMET
Created By:
Steve Gerber & Jim Mooney
First Appearance: Marvel Spotlight #15 (April 1974)

-Created to fight Daimon Hellstrom once. Allegedly behind all of the various Illuminati elements in modern music videos, at least according to insane YouTube commenters.

N'ASTIRH
Created By:
Louise Simonson & Jon Bogdanove
First Appearance: X-Factor #32 (Oct. 1988)

-N'Astirh is one of the brains behind Inferno, the late '80s X-Event that brought all the various characters together. He was a former servant of Belasco who went off on his own and gained power- it was HE who gave Jason Macendale his powers as the demonic Hobgoblin, and teams up with Cameron Hodge, giving him immortality. He teams up with Magik's old ally S'ym, and forges a demonic invasion of Earth. When this fails, he later becomse infected with the Transmode Virus, and nearly has the now-insane Madelyne Pryor sacrifice her son Nathan. He is ultimately destroyed when Storm creates a massive bolt of lightning. He later reappears, but acts more savage and animalistic for some reason- I'm thinking the writer just didn't realize how he used to be.

NECROMON
Created By:
Steve Parkhouse, John Stokes & Paul Neary
First Appearance: Hulk Comic #42 (Dec. 1979)

-A Hell Lord type of guy who fought Captain Britain, The Black Knight, Merlynn & King Arthur in Otherworld.

NGH THE UNSPEAKABLE
Created by:
Larry Hama & Paul Ryan
First Appearance: The Avengers #327 (Dec. 1990)

-Ngh, and his good counterpart Aah, were originally one: a composite being that split itself up as a "Great Experiment". Ngh was trapped in the Dimension of Exile by the Tetrarchs of Entropy until he tricked the Avengers into helping him escape. Using powers that allowed him to grow in might the more evil feeligs were thrown his way- he beat up the Tetrarchs and the Avengers for a while, until he was convinced to re-merge with Aah.

THE DARK-CRAWLER (aka The Night-Crawler)
Created By:
Roy Thomas & Herb Trimpe
First Appearance: The Incredible Hulk #126 (April 1970)

-First called the Night-Crawler, this guy was from "The Dark Dimension" (not Dormammu's), and later takes over The Undying Ones' dimension after defeating The Nameless One.

ASMODEUS
Created By:
Michael Fleisher & Don Perlin
First Appearance: Ghost Rider #53 (Feb. 1981)

-A subordinate of Mephisto, Asmodeus is pretty chunky, and tries to control Ghost Rider in order to use the power of Zarathos. He was destroyed by Mephisto for attempting to use Zarathos' power against the boss, but appeared in the background of Fear Itself, probably because the writer/artist forgot/didn't care that he was dead.

NEBULON, THE CELESTIAL MAN (Presumably has some alien real name)
Created By:
Len Wein & Sal Buscema
First Appearance: The Defenders #13 (May 1974)
Role: Recurring Foe (for The Defenders), Weird Alien, Cult Leader
Group Affiliations: The Ul'lula'ns
PL 10 (180)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Close Combat (Unarmed) 2 (+7)
Deception 3 (+7)
Expertise (Philosophy) 4 (+8)
Expertise (Extraterrestrial Traveler) 3 (+8)
Expertise (Science) 4 (+9)
Insight 2 (+6)
Perception 3 (+7)
Persuasion 4 (+8)
Technology 4 (+9)
Vehicles 3 (+5)

Advantages:
Equipment 5, Ranged Attack 6

Powers:
"Ul'lula'n Physiology"
"Underwater Creature"
Immunity 2 (Drowning, Pressure) [2]
Movement 1 (Environmental Adaptation- Underwater) [2]
Swimming 6 (30 mph) [6]
"Six Limbs" Extra Limbs 2 [2]
"10 foot Size" Elongation 3 [3]

"Energy Manipulation"
Blast 12 (Feats: Split) (25) -- [28]
AE: Create 12 (24)
AE: Movement 3 (Dimensional Travel 3) (6)
AE: Teleport 17 (500 miles) (Extras: Extended- 16,000 miles) (Flaws: Distracting, Standard Action) (17)

"Energy Shield" Force Field 4 (Extras: Impervious 10) (Flaws: Immobile -2) [11]
Morph 3 (Flaws: Tiring) [12]

Offense:
Unarmed +7 (+8 Damage, DC 23)
Blast +8 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8 (+12 Force Field), Fortitude +8, Will +5

Complications:
Motivation (Preparing Earth)- Nebulon's mission is to prepare Earth for a takeover by his Ul'lula'n people.
Involuntary Transformation (Human)- Nebulon will lose all of his powers if he is without contact with a biospheric energy source (ie. a planet) for a long period of time.

Total: Abilities: 78 / Skills: 32--16 / Advantages: 11 / Powers: 66 / Defenses: 9 (180)

-Nebulon (requested by Horsenhero long-ago for the old Think Tank forum) is a typically-strange Defenders villain- an alien squid-thing that took humanoid form, he showed up on Earth to terraform (well, aquaform, really) the planet to make it a suitable habitat for his people. Shapeshifting into a bizarre Golden God-type dealie, he did some stuff, and made multiple attempts at taking over the world, at one point using The Squadron Sinister as his allies. He ran through several issues- including some where he formed a cult based off of 1970s fad-religions after taking to heart some alien beings' advice to help others (in his cult, all men had to admit that "we're all bozos!" and wear clown masks). He ultimately faded away and died after fighting alongside the Avengers (in order to drain their energies to power his cult or whatevs), sacrificing himself to protect his mate Supernalia, who also died (she committed suicide because she felt it was bad to be manipulating The Defenders into fighting The Avengers to stop her husband). Just a bizarre case of Marvel in the 1970s being weird.
-Nebulon's a pricey PL 10. I had to ask Horsenhero which level he was seen to be at, and he defined him as "probably PL 10 in Jab write-ups" (hee-hee, I laugh at the sound of that- though Horsenhero says that it's better than some guys who build even Jobbers like the Wrecking Crew as PL 12s). He's enough to challenge The Defenders in his debut, and The Avengers (with some help) later on, and his Blasts are enough to "stagger the Hulk". He's got some of the benefits of Growth (namely Reach), but he doesn't really need the actual power, as it doesn't affect his stats either way (he's just as strong in his regular form).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Dr. Strange Builds

Post by Jabroniville »

DR. STRANGE BUILDS:

-As I've stated before, I don't like Doctor Strange. I think he looks dumb, he's always putting on airs and acting superior, his stories are goofy drug-addled nonsense, and his power-set is so awful and all-reaching taht it RUINS OTHER PEOPLE'S STORIES simply because he can wave his fingers around and do whatever he wants. Even without a comic book series, he's one of the most important guys in every Marvel Event Story beacuse of his high status, his knowledge and his power level. I hate him and I want him to die a horrible death.

-So now that we've established that I am 100% unbiased and not prejudiced against him, let's have a fun look at his Friends & Foes!


CLEA
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #126
Role: Magical Girlfriend, Love Interest
Group Affiliations: The Valkyrior
PL 12 (241)
STRENGTH
5 STAMINA 5 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Athletics 2 (+3)
Close Combat (Unarmed) 2 (+7)
Deception 2 (+6)
Expertise (Magic) 13 (+18)
Insight 2 (+6)
Perception 4 (+8)
Ranged Combat (Magic) 2 (+10)
Stealth 3 (+6)

Advantages:
Artificer, Benefit 2 (Sometime-Ruler of The Dark Dimension), Diehard, Improved Critical (Magical Attacks), Ranged Attack 4, Ritualist, Trance

Powers:
"Dark Dimensional Denizen" Immunity 2 (Aging, Disease) [2]
"Magical Senses" Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
"Faltinian Flight" Flight 4 (30 mph) [8]

Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79) -- [117]
Dynamic AE: "Transmutation" Transform Anything to Anything Else 14 (6 tons) (71)
Dynamic AE: "Eldritch Bolts" Blast 14 (Feats: Penetrating 6) (35)
Dynamic AE: "Eldritch Wave" Damage 12 (Extras: Penetrating 6, Area- 60ft. Cone) (31)
Dynamic AE: "Animate Beings" Summon 6 (Extras: Horde, 4 Minions +4, Active, Variable Type- Constructs) (Flaws: Requires Material) (49)
Dynamic AE: Summon Creature 6 (Extras: Active, Variable +2- Animal or Man) (31)
Dynamic AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
Dynamic AE: Move Object 12 (Extras: Perception Range) (37)
Dynamic AE: "Telepathy" Mind Reading 10 (20) & Mental Communication 5 (20) -- (41)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
Dynamic AE: Force Field 9 (Feats: Increased Mass 5) (Extras: Affects Others 12, Impervious 11) (38)
Dynamic AE: Mind Control 12 (49)
Dynamic AE: Illusion 12 (Visual & Audio) (37)
Dynamic AE: Immunity 10 (Life Support) (Extras: Affects Others) (Flaws: Sustained +0) (21)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (44)
Dynamic AE: "Sleep Spell" Sleep 12 (Extras: Cumulative, Progressive +2) (60)
Dynamic AE: Comprehend 3 (Animals, Languages, Spirits) (9)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: "Astral Form" Remote Sensing (Vision & Hearing) 15 (46)
Dynamic AE: "Frozen Hail" Environment 5 (Visibility, Cold 2, Impede Movement 2) (26)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Telepathy +10-14 (DC 20-24)
Eldritch Bolt +10 (+14 Ranged Damage, DC 29)
Eldritch Wave +12 Area (+12 Damage, DC 27)
Mind Control -- (+12 Perception Affliction, DC 22)
Sleep Spell +10 (+12 Ranged Affliction, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5 (+14 Force Field), Fortitude +7, Will +8

Complications:
Relationship/Enemy (Dormammu)- Clea's Uncle is often the ruler of The Dark Dimension, and frequently takes it over and tries to kill her.
Relationship (Umar)- Clea's mother rules The Dark Dimension as often as Dormammu does, and she's still pretty evil. The two are close enough that neither truly wishes the other harm, however.
Relationship (Stephen Strange)- The two were married, and were close for years- when she disappeared into The Dark Dimension, they basically separated, and she did not react well when she saw him with other women.
Power Loss (Magic)- Casting magical spells requires some freedom of movement, and sometimes even speech. Binding Clea's hands, body or mouth may impede certain spells.

Total: Abilities: 70 / Skills: 30--15 / Advantages: 11 / Powers: 131 / Defenses: 14 (241)

-Clea was introduced as a "mysterious silver-haired girl" in the pages of Strange Tales, while Dr. Strange was fighting against Dormammu- it was years later when we discovered that she was actually the NEICE of Dread Dormammu himself! Strange helped her escape The Dark Dimension, and she soon lived with him on Earth as his girlfriend/student. Soon, she defeated her mother Umar in a magical battle, and proved herself worthy of being the regent of their otherdimensional plane, the beloved ruler of her people. She & Strange married, but then the old recurring issue of Back-To-Basics Syndrome reared its ugly head- no matter what happened, stuff needed to revert back to the way it was. And so, Dormammu and/or Umar would take the throne of The Dark Dimension time and again. She eventually left as a freedom fighter to save her homeland again, leaving Strange alone in the process.
-This leads to the big issue with Clea- as the supporting character/girlfriend of a guy without his own series, she is cast into an even bigger part of Marvel Limbo than HE was- as the pre-eminent sorcerer in Marvel Comics, Strange is ALWAYS at the forefront of every single Event Story. I mean, he's The Magic Guy! So EXTRA Magic-people are entirely superfluous to the story- you're lucky if you get Brother Voodoo or whoever. CLEA of course is such a lesser character that she basically gets forgotten for YEARS at a time. She recently reappeared in The Fearless Defenders as a magical assister to the team, helping form a spell that resurrected Annabelle Riggs into the body of Valkyrie, tying them together. And she asked Stephen for a divorce.
-Clea rivals Dr. Strange in power a bit, but is still "only" PL 12- she certainly didn't seem overwhelmingly-powerful in Fearless Defenders. As the ruler of The Dark Dimension, she had the Flames of Regency, which made her more powerful than Strange himself- probably the PL 16-17 territory where Dormammu himself derives. As you'd expect, an Immortal Sorceress rivalling Stephen Strange is an extremely expensive, variable sort who can do just about anything.

BARON MORDO (Karl Amadeus Mordo)
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #111 (Aug. 1963)
Role: Mirror Image Villain (to Doctor Strange)
Group Affiliations: The Offenders
PL 12 (214)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 6 AWARENESS 5 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 6 (+9)
Expertise (Magic) 12 (+18)
Investigation 1 (+6)
Intimidation 5 (+8)
Perception 2 (+7)

Advantages:
Artificer, Improved Critical (Magic) 2, Power Attack, Ranged Attack 5, Ritualist, Skill Mastery (Sorceror), Trance

Powers:
"Magical Might"
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

Teleport 10 (Feats: Increased Mass 6, Change Direction & Velocity) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (58) -- [100]
Dynamic AE: "Telepathy" Mind Reading 12 & Mental Communication 5 (44)
Dynamic AE: "Eldritch Bolts" Blast 14 (Feats: Penetrating 6) (26)
Dynamic AE: "Eldritch Wave" Damage 12 (Extras: Area- 60ft. Cone) (25)
Dynamic AE: "Astral Form" Remote Sensing 20 (8,000 miles) (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (43)
Dynamic AE: "Focused Mind Control" Mind Control 12 (Feats: Dynamic) (49)
Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (51)
Dynamic AE: "Mental Stun" Affliction 12 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (49)
Dynamic AE: "Focused Mental Blast" Damage 12 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (49)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 10 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (51)
Dynamic AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
Dynamic AE: Force Field 11 (Extras: Impervious) (23)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (44)
Dynamic AE: "Sleep Spell" Sleep 12 (Extras: Cumulative, Progressive +2) (53)
Dynamic AE: "Transmutation" Transform Anything to Anything Else 10 (51)
Dynamic AE: Move Object 12 (Extras: Perception Range) (37)
Dynamic AE: Comprehend 3 (Animals, Languages, Spirits) (10)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: Flight 6 (120 mph) (12)
Dynamic AE: Immunity 10 (Life Support) (Extras: Affects Others) (Flaws: Sustained +0) (21)
AE: "Area Mental Blast" Damage 10 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (50)
AE: "Brainwashing" Affliction 14 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (56)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Eldritch Bolt +10 (+14 Ranged Damage, DC 29)
Eldritch Wave +12 Area (+12 Damage, DC 27)
Mind Control, Mental Stun -- (+12 Perception Affliction, DC 22)
Sleep Spell +10 (+12 Ranged Affliction, DC 22)
Bands of Cyttorak +10 (+14 Ranged Affliction, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+14 Force Field), Fortitude +5, Will +8

Complications:
Motivation (Power)- Mordo is so power-crazed that he tried to kill his own teacher to gain his tricks.
Enemy (Doctor Strange)- Strange has been a thorn in Mordo's side ever since he helped stop him from killing The Ancient One. Mordo's entire super-villain career has consisted of loss after loss against the real Sorceror Supreme.
Responsibility (Dormammu's Will)- The Dread Dormammu is hardly anyone's idea of a good boss.

Total: Abilities: 70 / Skills: 28--14 / Advantages: 12 / Powers: 104 / Defenses: 14 (214)

-Baron Mordo is in that uncomfortable position of being the Arch-Rival to a guy who completely outclasses him. As powerful as Mordo can be, Doctor Strange is THE SORCEROR SUPREME, and is just so much better that all Mordo's stuff just involves scheming or getting his boss Dormammu to do the heavy lifting. For someone like Lex Luthor, having the hero be more powerful can work. But for Magic Guys? It just makes him look like Strange's own personal Jobber. Pretty much every single Mordo story is the same, too- Mordo comes up with a plan involving trickery, then Strange figures out his plot and beats him. He's often just a minion of Dormammu, which still doesn't help, as Dormammu constantly loses, too.
-Mordo has died about twice and been banished from Earth even more often, generally returning without explanation (he died of cancer, then appeared with The Offenders and fought X-Factor!), and he's even been revealed as DEAD again! Off-panel!
-Mordo is basically Doctor Strange Lite, and drops a bunch of side-powers, and lowers the level of generally everything. His specialty was basically the "Evil" side of magic, such as Summoning Demons (Ritualist- though if he pulled that off regularly it'd be a separate, very expensive Power), Hypnotism and Mind Control, and he was a pretty decent fighter, though Strange would trounce him in any fair fight.

THE FEAR LORDS:
-The Fear Lords are a collection of previously-unaffiliated fear-based Cosmic Entities/Demons that threatened various superheroes. This is a pretty-typical comic book storyline (ESPECIALLY in the more hack-ish early '90s, which seemed to feature one "Nightmare & D'Spayre Team Up" issue per month), which is generally all "Oh FACE YOUR FEARS, O HERO!" and the hero of course does just that. It's a hilariously-simple, predictable kind of story to tell, but pretty easy for a writer to fall back on just to the fans are REALLY, REALLY SURE what motivates and terrifies the guy (Spidey disappointing Uncle Ben, Reed ignoring his family, etc.).
-Most of these guys vanished afterwards, but did show up briefly during Matt Fraction's poorly-received Fear Itself event, which saw them fighting over who would "eat" the fear that resulted from The Serpent's return to Earth.

KKALLAKKU
Created By:
Roy Thomas, Jean-Marc Lofficier & Larry Alexander
First Appearance: Dr. Strange: Sorcerer Supreme #31 (July 1991)
Role: Low-End God
PL 11 (199)
STRENGTH
-- STAMINA 4 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 4 PRESENCE 2

Skills:
Close Combat (Hallucinations) 6 (+10)
Expertise (Demon) 6 (+10)
Intimidation 10 (+12)

Advantages:
Improved Initiative, Startle

Powers:
Immunity 11 (Aging, Life Support) [11]
Flight 5 (60 mph) [10]
Insubstantial 4 [20]
"Merging With Host" Concealment 2 (Visuals) [4]

"Hallucinations" Illusion (Vision & Hearing) 10 (Flaws: Limited to Greatest Fears) Linked to Affliction 12 (Will; Dazed/Stunned/Controlled) (Extras: Affects Corporeal, Sustained +2, Cumulative) (Flaws: Limited to Fearful Reactions) Linked to Weaken Awareness 6 (Extras: Affects Corporeal, Sustained +2) (92) -- [94]
AE: Movement 2 (Dimensional Travel 2) (4)
AE: Mind-Reading 12 (Flaws: Touch Range -2, Limited to Emotions) (3)

Offense:
Unarmed +4 (-- Damage, DC 00)
Hallucinations +10 (+10 Illusion, +12 Affliction & +6 Weaken, DC 20, 22 & 16)
Initiative +4

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

Complications:
Weakness (Lack of Feeding)- Kkallakku and his race will die of starvation if they have no eaten the fears of others for some time.

Total: Abilities: 30 / Skills: 24--12 / Advantages: 2 / Powers: 139 / Defenses: 16 (199)

-The Fear-Eaters debuted first, but Kkallakku is basically their master. Despite that, they don't really follow his orders if they actually detect some fear. His whole schtick is to climb inside someone's body and "eat" their fear, while terrifying them with hallucinations. This is high-level stuff, but typically the hero wins out in the end. He has no effective Strength, and middling Toughness, owing to something that can basically not be interacted with in the physical sense. His only weakness is that he'll eventually starve to death with no fear-sustenance.

THE FEAR-EATERS
Created By:
Al Milgrom
First Appearance: Marvel Comics Presents #1/4 (Sept. 1988)
Role: Low-End God
PL 8 (142)
STRENGTH
-- STAMINA 4 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Hallucinations) 2 (+6)
Expertise (Demon) 2 (+2)
Intimidation 6 (+6)

Advantages:
Improved Initiative, Startle

Powers:
Immunity 11 (Aging, Life Support) [11]
Flight 5 (60 mph) [10]
Insubstantial 4 [20]
"Merging With Host" Concealment 2 (Visuals) [4]

"Hallucinations" Illusion (Vision & Hearing) 8 (Flaws: Limited to Greatest Fears) Linked to Affliction 8 (Will; Dazed/Stunned/Controlled) (Extras: Affects Corporeal, Sustained +2, Cumulative) (Flaws: Limited to Fearful Reactions) Linked to Weaken Awareness 6 (Extras: Affects Corporeal, Sustained +2) (72) -- [74]
AE: Movement 2 (Dimensional Travel 2) (4)
AE: Mind-Reading 8 (Flaws: Touch Range -2, Limited to Emotions) (2)

Offense:
Unarmed +4 (-- Damage, DC 00)
Hallucinations +6 (+8 Illusion, +8 Affliction & +6 Weaken, DC 20, 18 & 16)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +4, Will +4

Complications:
Weakness (Lack of Feeding)- Kkallakku and his race will die of starvation if they have no eaten the fears of others for some time.

Total: Abilities: 6 / Skills: 10--5 / Advantages: 2 / Powers: 119 / Defenses: 10 (142)

-There are apparently large numbers of these things, and it was one of them that hunted after Silver Surfer, Captain America & The Thing in Marvel Comics Presents before being revealed to be a whole race of creatures under the command of Kkallakku. The plural for them is technically "Kkallakki".

NYX (aka Nox)
Created By:
Roy Thomas, Jean-Marc Lofficier & Larry Alexander
First Appearance: Dr. Strange: Sorcerer Supreme #32 (Aug. 1991)
Role: Primordial Goddess
PL 12 (262)
STRENGTH
10 STAMINA 12 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Expertise (God) 9 (+12)
Expertise (History) 6 (+10)
Expertise (Magic) 10 (+14)
Insight 4 (+8)
Intimidation 10 (+14)
Perception 6 (+10)
Ranged Combat (Soul Snare) 3 (+12)

Advantages:
Benefit (Status- God), Diehard, Great Endurance, Ranged Attack 7, Ritualist

Powers:
"Immortal God"
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 9 (Aging, Drowning, Suffocation, Starvation & Thirst, Heat, Cold, Pressure, Poison, Disease) [9]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Flight 6 (120 mph) [12]
Senses 3 (Darkvision- Extended) [3]

"Goddess of the Dark"
"Soul Strangle" Snare 12 Linked to Weaken Mental Abilities 8 (Extras: Simultaneous, Ranged, Progressive +2) (76) -- [80]
AE: Create 14 (Feats: Precise) (Extras: Movable) (43)
AE: Concealment (Visuals) 2 (Extras: Area- 500ft. Burst +5, Attack, Affects Others, Selective) (20)
AE: "Soul-Stealing Sword" Strength-Damage +2 (Extras: Penetrating 8) Linked to Weaken Mental Abilities 10 (Extras: Simultaneous) (30)
AE: Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (12)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Soul-Stealing Sword +10 (+12 Damage & +8 Weaken, DC 27 & 20)
Soul Strangle +12 (+12 Ranged Affliction & +8 Ranged Weaken, DC 22 & 18)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12, Fortitude +12, Will +8

Complications:
Responsibility (Goddess of the Night)
Motivation (Causing Fear & Ruling the World)
Weakness (Light Attacks)- As the Goddess of the Night, Nyx is more vulnerable attacks that are light-based, such as those of the Eye of Agamotto.

Total: Abilities: 98 / Skills: 48--24 / Advantages: 11 / Powers: 118 / Defenses: 11 (262)

-Nyx is one of the Primordial Greek Gods, and thus does not appear very much in Greek Myth. She is the daughter of Chaos itself (the Air), and with Darkness (Erebus) birthed Brightness, Day, Doom, Destruction, Death (Thanatos himself), Sleep (Hypnos), Dreams, Blame, Woe, Sunset, The Fates, Retribution (Nemesis), Deceit, Friendship, Old Age & Strife (Eris). So she's QUITE important, despite not having too many stories. It's been said that ZEUS HIMSELF feared her anger, and her son Hypnos once hid from his wrath at her side (he'd put Zeus to sleep to allow Hera to attack Herakles). The poems of Orpheus actually state that SHE is the birthplace of all creation. She was rarely the focus of cults, and has few statues based off of her, despite the omnipresent source of the night as a cause for fear in ancient cultures- her children get quite a bit more play (especially Hypnos, Thanatos and The Fates).
-Nyx is the Marvel Universe is naturally evil, since it's Marvel and The Goddess of Darkness is OF COURSE evil. In Marvel she's actually the mother of Ares' sons Phobos & Deimos (Fear & Terror), having disguised herself as Aphrodite to seduce him. She desired to control human fear, and use it to control the Earth, and thus teamed up with the other Fear-Lords- she soon fled when Dr. Strange figured out her Weakness to Light, and rescued his captured friends. Her sons, who'd been resurrected to fight for her, were killed in the melee. She'd take more than TEN YEARS to reappear, showing up to contest for the rulership of Olympia, using a being as powerful as NIGHTMARE as her champion, somehow.

DWELLER-IN-DARKNESS
Created By:
Gerry Conway & Rich Buckler
First Appearance: Thor #229 (Nov. 1974)
Role: Fear God
PL 14 (424)
STRENGTH
2/12 STAMINA 5/15 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Demon) 11 (+15)
Expertise (History) 6 (+10)
Expertise (Magic) 11 (+15)
Insight 2 (+6)
Intimidation 8 (+12, +17 Size)
Perception 6 (+11)

Advantages:
Diehard, Startle

Powers:
"Immortal Being"
Regeneration 10 (Feats: Regrow Limbs) [11]
Immunity 9 (Aging, Drowning, Suffocation, Starvation & Thirst, Heat, Cold, Pressure, Poison, Disease) [9]
Flight 6 (120 mph) [12]
Senses 6 (Detect Life- Extended 5) [6]

Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (36 feet) [20]

"Master of Fear" Affliction 14 (Will; Entranced/Compelled/Controlled) (Extras: 16,000 mile Burst +23) (Flaws: Limited to Fear, Requires Multiple Victims of Fear For Each Rank -2) [280]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Huge Size +8 (+12 Damage, DC 27)
Fear Effect +14 Area (+14 Affliction, DC 24)
Initiative -1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +5, Will +9
"Huge Size" Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +15, Fortitude +15, Will +9

Complications:
Motivation (Causing Fear)
Involuntary Transformation (Small Size)- The Dweller is actually just a head, and the body is some animated form. If he takes too much damage (fails by more than -15 or so), he will be reduced to just a head, with much lower physical stats.

Total: Abilities: 54 / Skills: 44--22 / Advantages: 2 / Powers: 338 / Defenses: 8 (424)

-The Dweller In Darkness was a Thor foe at first, but soon gathered together the other Fear-Lords as his minions, in order to make the entire Earth afraid. He gathered power until he was able to (with Nightmare) cover the ENTIRE EARTH with fear, but soon D'Spayre was able to trick both of the more-powerful Fear-Lords, who failed to realize that too much fear would lead to despair, which ended up empowering their minion instead. D'Spayre soon blew the Dweller apart, but it was revealed that his entire body was actually made up of the HEAD, and the body itself was just some animated construct. He ran away, and was later seen with the other Fear-Lords in a throwaway panel, never mattering again. He's basically a one-note guy, being a huge monstrous thing with enough ranks of Fear Control to cover the entire Earth (which is 8,000 miles-ish in diameter).

THE LURKING UNKNOWN
Created By:
Stan Lee & Jack Kirby
First Appearance: Thor #136 (Jan. 1967)
Role: Fear God
PL 12 (108)
STRENGTH
8/14 STAMINA 8/13 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 13 (+13, +14 Size)
Stealth 9 (+7, +6 Size)

Advantages:
Benefit (Ambidexterity), Fast Grab, Diehard, Improved Hold, Startle

Powers:
Immunity 9 (Aging, Drowning, Suffocation, Starvation & Thirst, Heat, Cold, Pressure, Poison, Disease) [9]
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Four Arms" Extra Limbs 2 [2]

"Fear God"
Enhanced Strength 6 (Flaws: Source- Fearful Enemies) [6]
Enhanced Stamina 5 (Flaws: Source- Fearful Enemies) [5]
Protection 4 (Extras: Impervious 15) (Flaws: Source- Fearful Enemies) [9]
"Flaming Fingers" Damage 4 [4]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Enhanced Strength +8 (+14 Damage, DC 29)
Flaming Fingers +8 (+4 Damage, DC 19)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8 (+17 Peak Fear, +8 Impervious), Fortitude +8 (+13 Peak), Will +6

Complications:
Motivation (Causing Fear)
Involuntary Transformation (Small Size)- The Lurking Unknown may shrink to tiny size if the enemy conquers its fear.

Total: Abilities: 36 / Skills: 22--11 / Advantages: 5 / Powers: 42 / Defenses: 14 (108)

-The Lurking Unknown was a means to an end in an old Stan 'n' Jack tale- Jane Foster failed the test to stay in Asgard by feeling fear for him, and I think that was the impetus to get rid of that failed "Hero's Girlfriend" character and hook Thor up with Lady Sif. Thor himself felt some fear for the guy, and started losing the fight, but (as is common with Fear-Causers) rallied himself and won. He would sit on the shelf for TWENTY-THREE YEARS, returning to join the Fear-Lords and avenge his one defeat (that on Asgard). While fighting Dr. Strange & Clea, he gained power and proved nigh-unstoppable, but (naturally) they started losing their fear (this time through anger), and he shrank into nothing.
-The Lurking Unknown is stealthier than you'd expect given his size, and enough to hold off Thor or Dr. Strange for an extended period of time, so long as somebody around him is a little bit afraid. He soon falters badly when they start passing a Will Save or two, and he can even SHRINK if they do it enough!

THE DARK MAN
Created By:
Stephen Grant & Greg LaRocque
First Appearance: Thor #323 (Aug. 1991)
Role: Unstoppable Foe
PL 15 (215)
STRENGTH
16 STAMINA 16 AGILITY 2
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 4 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (History) 2 (+2)
Insight 4 (+8)
Intimidation 14 (+16)
Perception 4 (+8)
Stealth 4 (+6)

Advantages:
Daze (Intimidation), Diehard, Great Endurance, Improved Critical (Axe) 2, Power Attack, Startle

Powers:
"Immortal Being of Fear"
Regeneration 16 (Feats: Regrow Limbs) [17]
Immortality 16 [32]
Immunity 11 (Aging, Life Support) [11]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Senses 3 (Darkvision- Extended) [3]

"Dark Man's Axe" (Flaws: Easily Removable) [8]
Strength-Damage +2 (Extras: Penetrating 10) (12 points)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Axe +12 (+18 Damage, DC 33)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +16, Fortitude +16, Will +8

Complications:
Motivation (Testing Others' Fear)- The Dark Man travels about, fighting and attempting to kill people- only if they refuse to give in to terror or childish emotions are they allowed to live.
Relationship (Desire- Wife)- The Dark Man's wife tests others' resolve against seduction, and tranforms the failures to stone.

Total: Abilities: 108 / Skills: 32--16 / Advantages: 7 / Powers: 74 / Defenses: 10 (215)

-The Dark Man is a one-shot Thor foe who was meant more as a "Test of Valor" kind of thing than a real villain- he'd threatened both Odin AND Thor in the past, attacking them and trying to kill them, in order to terrify them and test their resolve. When Thor refused to back down against his unstoppable foe (decapitation was a minor inconvenience), and merely wished that his father know that he died without begging for mercy, The Dark Man allowed him to live. Odin, remembering his own brush with The Dark Man, refused the guy's gift of a horse, not wishing to ever deal with him again. He apparently has no relation to The Fear-Lords- he's just some guy who's obsessed with Fear, and may be testing all people throughout their lives.

THE DREAD DORMAMMU
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #126 (Nov. 1964)
Role: Arch-Villain (to Dr. Strange)
PL 17 (437), PL 18 (437) Within The Dark Dimension
STRENGTH
7/18 STAMINA 14/25 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Deception 12 (+18)
Expertise (Hells) 15 (+21)
Expertise (Magic) 14 (+20)
Insight 8 (+14)
Intimidation 11 (+17)
Perception 8 (+14)
Persuasion 9 (+15)
Stealth 10 (+13)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 7 (Ruler of The Dark Dimension), Chokehold, Daze (Intimidation), Diehard, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Aim, Improved Critical (Magic) 4, Improved Hold, Improved Smash, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 22 (Aging, Life Support, Sleep, Heat & Flame Effects) [22]
Immortality 3 (1 week) [6]
Speed 2 (8 mph) [2]
Power-Lifting 6 (100,000 tons) [6]
Impervious Toughness 15 [15]
Flight 8 (500 mph) [16]
Senses 6 (Detect Magic- Ranged, Acute, Analytical, Counters Illusion) [6]
"Master of Tongues" Comprehend 4 (Languages 4) [8]

"Extra Power Within His Dimension" Damage +2 (Extras: Area- 250ft. Line +4) (Flaws: Limited to Within The Dark Dimension) [8]
Note: Every power in the Magic Array is boosted this way (by 1-2 ranks).

"Variable Size"
Growth 11 (Str & Sta +11, +11 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -11 Stealth) -- (42 feet) [22]
Enhanced StrengthFeatures 5: Increased Mass 5 [5]
Elongation 1 [1]

"God-Like Might"
"Magic Stream" Damage 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 250ft. Line +4) (88) -- [112]
Dynamic AE: "Magic Burst" Blast 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 60ft. Burst +2) (70)
Dynamic AE: "Magic Blast" Blast 22 (Feats: Dynamic, Variable 2- Any Magic, Extended Range 2, Indirect, Penetrating 14) (43)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic) (Extras: Effortless) Linked to Communication 5 (Mental) (Feats: Dimensional) (Extras: Area) (75)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Magical) 12 (84)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Healing 12 (Extras: Ranged, Resurrection) (36)
AE: "Alter Thoughts & Memories" Affliction 16 (Will; Dazed/Compelled/Transformed Thoughts) (Extras: Perception Range +2, Cumulative) (64)
AE: Mind Control 16 (64)
AE: "Group Mind Control" Mind Control 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (48)
AE: Move Object 14 (Extras: Perception Range) (42)
AE: "Molecular Transformation" Transform 12 (Anything to Anything) (Extras: Continuous) (60)
AE: Nullify Magical Effects 16 (Extras: Broad, Simultaneous, Perception Range) (81)
AE: "Body Transformation" Affliction 20 (Fort; Impaired/Disabled/Transformed) (Extras: Ranged, Progressive +2) (80)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Giant Size +8 (+16 Damage, DC 31)
Hell Attacks +17 Area (+17 Damage, DC 32)
Blast +12 (+22 Ranged Damage, DC 37)
Blast Within Hell +12 (+24 Ranged Damage, DC 39)
Area Attacks Within Hell +18 (+18 Damage, DC 33)
Mind Control -- (+16 Perception-Ranged Affliction, DC 26)
Body Transformation +12 (+20 Ranged Affliction, DC 30)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14 (+25 Size, +27 Force Field, +8 Impervious), Fortitude +16, Will +12

Complications:
Responsibility (Ego)- Dormammu is prone to bragging, lecturing, and chronically underestimating opponents, even if they have defeated him in the past.
Responsibility (Honour)- If Dormammu swears not to attack somebody or some planet, he will hold true to his word. But BOY will he ever try to sneak his way out of it.
Motivation (Power)
Relationship (Sister, Umar)- Dormammu and his sister are occasionally allies, and sometimes bitter foes for ultimate power.
Enemy (Doctor Strange)- Strange has countered Dormammu's plans countless times.
Power Loss (All Powers)- Dormammu has proven to lose power in environments that cannot fuel his Faltine Flames (ie. his head).

Total: Abilities: 104 / Skills: 88--44 / Advantages: 38 / Powers: 238 / Defenses: 13 (437)

-Dormammu is probably the key foe of Doctor Strange (Baron Mordo being more common, but weaker and obviously secondary as a mage to the good Doctor)- he's an otherdimensional entity with a flaming head and desire for universal power. However, he is readily-defeated again and again, frequently having to make deals with Dr. Strange because of all his losses. Hell, how many super-powered Cosmic Villains lose in FIST-FIGHTS to a WIZARD?
-Dormammu's overall Power Level is even harder to determine than many other guys. Just by virtue of fighting Eternity for ANY length of time assures him a place as a dominant powerhouse (and he & his sister Umar apparently once DEFEATED Eternity- a duo of PL 18s can possibly team up and do such a thing to a top-tier Cosmic, actually). He's supposed to be powerful enough to see off an Elder God, and he's a contemporary of the PL 17/18 Mephisto (ComicVine suggests that he is MUCH more powerful, though I can't see where THAT came from). And yet, he's lost to Dr. Strange countless times (once in melee combat, without powers other than his raw strength). So he's sort of like Mephisto (MANY of the same powers... basically I just added a couple, and took out a few others, plus changed names), but he's weaker physically unless he's taking a larger size.

MEPHISTO
Created By:
Stan Lee & John Buscema
First Appearance: The Silver Surfer #3 (Dec. 1968)
Role: Devil Analogue, Arch-Manipulator
Group Affiliations: The Hell-Lords
PL 17 (483), PL 18 (483) Within Hell
STRENGTH
16 STAMINA 18 AGILITY 3
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Deception 12 (+18)
Expertise (Hells) 15 (+21)
Expertise (Magic) 14 (+20)
Insight 8 (+14)
Intimidation 11 (+17)
Perception 8 (+14)
Persuasion 9 (+15)
Stealth 10 (+13)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 7 (King of One of the Hells), Chokehold, Daze (Intimidation), Diehard, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Aim, Improved Critical (Magic) 4, Improved Hold, Improved Smash, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 22 (Aging, Life Support, Sleep, Heat & Flame Effects) [22]
Immortality 3 (1 week) [6]
Speed 2 (8 mph) [2]
Power-Lifting 6 (100,000 tons) [6]
Impervious Toughness 15 [15]
Flight 10 (2,000 mph) [20]
Senses 6 (Detect Magic- Ranged, Acute, Analytical, Counters Illusion) [6]
"Master of Tongues" Comprehend 4 (Languages 4) [8]
"Demonic Shapeshifter" Morph 4 (Any Form) (Extras: Metamorph) [24]

"Extra Power Within His Dimension" Damage +2 (Extras: Area- 250ft. Line +4) (Flaws: Limited to Within Hell) [8]
Note: Every power in the Magic Array is boosted this way (by 1-2 ranks).

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 1 [1]

"Elder God Might"
"Hell Stream" Damage 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 250ft. Line +4) (88) -- [113]
Dynamic AE: "Hell Blast" Blast 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 60ft. Burst +2) (70)
Dynamic AE: "Hellfire Blast" Blast 22 (Feats: Dynamic, Variable 2- Any Magic, Extended Range 2, Indirect, Penetrating 14) (43)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic) (Extras: Effortless) Linked to Communication 5 (Mental) (Feats: Dimensional) (Extras: Area) (75)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Magical) 12 (84)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Healing 12 (Extras: Ranged, Resurrection) (36)
AE: "Alter Thoughts & Memories" Affliction 16 (Will; Dazed/Compelled/Transformed Thoughts) (Extras: Perception Range +2, Cumulative) (64)
AE: Mind Control 16 (64)
AE: "Group Mind Control" Mind Control 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (48)
AE: Move Object 14 (Extras: Perception Range) (42)
AE: "Molecular Transformation" Transform 12 (Anything to Anything) (Extras: Continuous) (60)
AE: "Alter Hell" Teleport 15 (Feats: Increased Mass 5) (Extras: Attack, Perception Ranged +2) (80)
AE: "Create Temptation" Create 15 (Feats: Innate, Precise) (Extras: Movable) (47)
AE: Nullify Magical Effects 15 (Extras: Broad, Simultaneous, Perception Range) (75)

Offense:
Unarmed +12 (+16 Damage, DC 31)
Hell Attacks +17 Area (+17 Damage, DC 32)
Blast +12 (+22 Ranged Damage, DC 37)
Blast Within Hell +12 (+24 Ranged Damage, DC 39)
Area Attacks Within Hell +18 (+18 Damage, DC 33)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +18 (+8 Impervious), Fortitude +18, Will +16

Complications:
Motivation (Gathering Souls & Power)- Mephisto judges success by the amount of souls he possesses- he desires the souls of sentient beings. The more virtuous and noble the being, the better.
Honor- Mephisto will uphold bargains and deals, but be wary of how he words them- he's a tricky one. He also let The New Mutants go when they accidentally made their way into his realm- there's no challenge there ('course, he finagled a date with Magma out of the deal).
Relationship (Amara Juliana Aquila)- Mephisto is rather taken with the hottest of The New Mutants, and actually acts like a bit of a normal person around her (if a bit of a hipster douchebag).
Enemy (The Silver Surfer)- Among the noblest and most incorruptible of souls, Norrin Radd constantly irks Mephisto, and exists as one of the few beings he can never take. This drives the dark one NUTS.
Enemy/Rival (Thog, Satan, Satannish, Zarathos)- Mephisto competes with other Demon Lords for mortal souls- he manipulated Zarathos into Johnny Blaze's control to get him out of the way.
Enemy (Blackheart)- Mephisto's son is a real chip off the old block, and wants daddy's power for himself.
Weakness (Purity)- Mephisto is vulnerable to souls of great power or purity- The Silver Surfer & Thor have both injured him by directly contacting his form with their good souls.

Total: Abilities: 138 / Skills: 88--44 / Advantages: 38 / Powers: 245 / Defenses: 19 (484)

-One of those weird signs of the complexity of comic book storytelling comes by way of Mephisto and his contemporaries- Marvel wasn't satisfied just having ONE Hell-Lord- they decide to make SEVERAL, except it's generally inconsistent as to who's doing WHAT, especially since Mephisto was initially a "Non-Copywrite" version of Satan himself, being obviously inspired by Satanic imagery, but he had the "out" that he wasn't Lucifer himself (probably meant to avoid controversy or excuse leaving out more Biblical text). The only problem was, Marvel not only added a bunch MORE guys just like Mephisto, but also introduced the REAL Satan later (in the 1970s), but at the same time revealing Mephisto as being the "Satan" who appeared before Ghost Rider and others. So have fun figuring out who was what- not that it matters, as really all you need to know is that they're all Soul-Gathering Evil Guys with Hellish lineage.
-As the biggest name in the Hell Scene at Marvel, Mephisto gets the most use, fighting The Silver Surfer first, then becoming a Dr. Strange villain- he's also fought the super-Catholic Daredevil. Plus he once stole Spider-Man's marriage, because happiness makes him mad. Especially the happiness of comic book readers, apparently.
-Mephisto, like most Hell-Lords, possesses a CRAZY amount of power, but it's unclear as to which Hell-Lords are the toughest- Elder Gods like Set & Chthon are allegedly powerful enough to easily destroy the entire planet unopposed if not for the influence of the Demogorge chasing them away, and the fact that they're trapped in their own dimensions semi-permanently. Mephisto rarely seems quite so tough (he was borne of the evil thoughts of sentient beings AFTER the Elder Gods were banished, and thus he is a contemporary of Satannish & Thog as a Class Two Demon- he & Satannish once brawled without a victor emerging, so I imagine they have similar PLs), but then he DID throw down with Galactus at one point. He's certainly more powerful than the mere Pantheonic characters like Hades & Hela, as neither of those could even sniff Galactus' fart without dying... except one time Thor managed to basically straight-up stalemate him one-on-one. Sigh...
-In any case, Mephisto is a better talker than any of them, getting really high ranks in many of his Skills. He's a regular enough character in the comics that he gets a SWACK of powers all to himself instead of the lazy old "yeah, tons of Variable should do it", as we've seen him do a lot of stuff. Mephisto is high-level enough to likely defeat Odin or Zeus in one-on-one combat, but it's still pretty close- Mephisto does not invade our realm or Asgard because even HIS great forces would be greatly diminished in such an assault. In this manner, the Great Powers keep each other in check. Note also that Mephisto can change size and form, not to mention "alter hell" (something Gazman used in his build, but with Dimensional Movement instead- essentially Mephisto is Teleporting people around instead of actually altering Hell itself). Like Poseidon & Hades, Mephisto is more powerful within his own Realm, making him a PL 18 guy there.

SHUMA-GORATH
Created By:
Robert E. Howard (name), Steve Englehart & Frank Brunner
First Appearance: Marvel Premiere #5 (Nov. 1972)
Role: Elder Evil, Why The Frick Is He In A Video Game?
PL 18 (516), PL 19 (516) Within His Dimension
STRENGTH
17 STAMINA 18 AGILITY 0
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 6 PRESENCE 5

Skills:
Deception 12 (+17)
Expertise (Dimensions & Space) 14 (+21)
Expertise (Magic) 14 (+21)
Insight 6 (+12)
Intimidation 13 (+18)
Perception 8 (+14)
Persuasion 7 (+12)

Advantages:
Beginner's Luck, Benefit 8 (Ambidextrous, Dimensional Hell-Lord), Daze (Intimidation), Diehard, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Aim, Improved Critical (Magic) 4, Improved Hold, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 12 (Aging, Life Support, Sleep) [12]
Immortality 1 (1 month) [2]
Speed 2 (8 mph) [2]
Power-Lifting 6 (100,000 tons) [6]
Impervious Toughness 15 [15]
Flight 10 (2,000 mph) [20]
Senses 6 (Detect Magic- Ranged, Acute, Analytical, Counters Illusion) [6]
"Master of Tongues" Comprehend 4 (Languages 4) [8]
"Demonic Shapeshifter" Morph 4 (Any Form) (Extras: Metamorph) [24]
"Anime Heroine's Worst Nightmare- Many Tentacles" Extra Limbs 10 [10]

"Extra Power Within His Dimension" Damage +2 (Extras: Area- 250ft. Line +4) (Flaws: Limited to Within His Dimension) [8]
Note: Every power in the Magic Array is boosted this way (by 1-2 ranks).

"Variable Size"
Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) [24]
Features 5: Increased Mass 5 [5]
Elongation 2 [2]

"Elder God Might"
"Magic Stream" Damage 18 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 250ft. Line +4) (93) -- [113]
Dynamic AE: "Magic Burst" Damage 18 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 250ft. Burst +4) (93)
Dynamic AE: "Magic Wave" Damage 18 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 500ft. Cone +4) (93)
Dynamic AE: "Magic Blast" Blast 22 (Feats: Dynamic, Variable 2- Any Magic, Extended Range 2, Indirect, Penetrating 14) (43)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic) (Extras: Effortless) Linked to Communication 5 (Mental) (Feats: Dimensional) (Extras: Area) (75)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Magical) 12 (84)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Healing 12 (Extras: Ranged, Resurrection) (36)
AE: "Alter Thoughts & Memories" Affliction 16 (Will; Dazed/Compelled/Transformed Thoughts) (Extras: Perception Range +2, Cumulative) (64)
AE: Mind Control 16 (64)
AE: "Group Mind Control" Mind Control 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (48)
AE: Move Object 16 (Extras: Perception Range) (48)
AE: "Molecular Transformation" Transform 12 (Anything to Anything) (Extras: Continuous) (60)
AE: "Teleport Others" Teleport 15 (Feats: Increased Mass 5) (Extras: Attack, Perception Ranged +2) (80)
AE: "Create Temptation" Create 15 (Feats: Innate, Precise) (Extras: Movable) (47)
AE: Nullify Magical Effects 15 (Extras: Broad, Simultaneous, Perception Range) (75)
AE: "Drain Magical Energy" Affliction 16 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Magical Beings) (32)

Summon Demons 5 (Extras: Horde, 8 Minions +6, Active, Variable- Demons) [55]

Offense:
Unarmed +12 (+17 Damage, DC 32)
Magic Attacks +18 Area (+18 Damage, DC 33)
Blast +12 (+22 Ranged Damage, DC 37)
Blast Within His Dimension +12 (+24 Ranged Damage, DC 39)
Area Attacks Within Hell +18 (+18 Damage, DC 33)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +18 (+20 Force Field, +8 Impervious), Fortitude +18, Will +16

Complications:
Motivation (Power)
Enemy (Doctor Strange)

Total: Abilities: 82 / Skills: 74--37 / Advantages: 36 / Powers: 329 / Defenses: 32 (516)

-Shuma-Gorath is by FAR most well-known for his out-of-nowhere appearance in Marvel Superheroes, the Capcom fighting game. This inclusion is probably the most bizarre single thing about any of those games- you could at least argue that the various X-Characters were famous enough, but this is a villain with less than two-dozen appearances in 30 years of existence, and he was chosen for a video game over Ultron, Kang, Mephisto, Red Skull, Dr. Octopus, Norman Osborn or ANY other villain they could've used in this role. I still don't get it, other than they wanted a token weird guy for the game. He's basically an Elder Evil Dr. Strange villain (you know, like pretty much ALL Dr. Strange villains), which makes it even weirder, because Strange was nowhere close to the Marvel fighting games (then again, nor were Blackheart's key rivals Ghost Rider & Daredevil).
-Shuma-Gorath is yet another Elder Evil, which basically means he ends up with Mephisto/Elder God stats. There's no real evidence for how powerful he is, as he claims that Mephisto & Satannish are way below him, yet neither of THOSE guys ever got solo-killed by Dr. Strange.
-Shuma-Gorath is also one of the Many-Angled Ones, a race of beings like himself- many limbs, eyes and mouths everywhere, etc. They came from The Fault- a "Cancerverse" Alternate Universe where Death held no power and everything grew out of control. Personally I felt this was around the time Abnett & Lanning had run out of cool ideas in the Cosmic scene, and it doesn't surprise me that the books died out right near the end of that arc. It was just kind of a messy, boring storyline by that point. These "Many-Angled Ones" are like lesser Shumas, packing PL 8 (jobbers) to PL 15-ish stats, with some potentially being even stronger. Their powers, intellects, etc. can be all over the place (they were shown jobbing to multiple Cosmic Beings like Galactus and The Celestials, though at least one was taken out after a constant assault), so an entire army of them is nasty.

NIGHTMARE
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #110 (July 1963)
Role: Super Demon, Master of Nightmares, Mephisto Lite
Group Affiliations: The Fear Lords
PL 16 (414)
STRENGTH
15/17 STAMINA 15/17 AGILITY 2
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 9 AWARENESS 6 PRESENCE 7

Skills:
Deception 8 (+15)
Expertise (Psychology) 11 (+20)
Expertise (Arcane Lore) 10 (+19)
Insight 6 (+13)
Intimidation 15 (+22)
Perception 7 (+13)
Persuasion 7 (+14)
Stealth 4 (+6)

Advantages:
Benefit 7 (King of The Nightmare Dimension Everinnye), Chokehold, Daze (Intimidation), Diehard, Fascinate (Intimidation), Great Endurance, Improved Critical (Magic) 2, Improved Hold, Last Stand, Power Attack, Ranged Attack 7, Ritualist, Startle, Well-Informed

Powers:
"Immortal Entity"
Regeneration 6 (Feats: Regrow Limbs) [7]
Immunity 12 (Aging, Life Support, Sleep) [12]
Immortality 3 (1 week) [6]
Speed 2 (8 mph) [2]
Impervious Toughness 13 [13]
Flight 7 (250 mph) [14]
Senses 6 (Detect Magic- Ranged, Acute, Analytical, Counters Illusion) [6]
"Master of Tongues" Comprehend 4 (Languages 4) [8]

"Variable Size"
Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) [4]
Growth +10 (+12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Flaws: Limited to Non-STR & STA Boosts) [10]

"Demonic Might: Within His Own Dimension"
Illusion (All Senses) 14 (Feats: Dynamic) (Extras: Area +2, Selective) (Flaws: Limited to Within Everinnye) (99) -- [116]
Dynamic AE: Magical Blast 16 (Feats: Dynamic) (Flaws: Limited to Within Everinnye) (17)
Dynamic AE: Teleport 15 (Feats: Dynamic, Increased Mass 5) (Extras: Extended, Accurate) (Flaws: Limited to Within Everinnye) (51)
Dynamic AE: Move Object 14 (Feats: Dynamic) (Extras: Perception Range) (Flaws: Limited to Within Everinnye) (29)
AE: "Nightmare Burst" Affliction 16 (Will; Entranced/Stunned/Paralyzed) (Extras: Area- 250ft. Burst +4) (Flaws: Limited to Within Everinnye) (64)
AE: "Nightmare Casting" Affliction 16 (Will; Entranced/Stunned/Paralyzed) (Extras: Perception Range +2, Cumulative) (Flaws: Limited to Within Everinnye) (48)
AE: "Alter Home Dimension" Transform (Anything to Anything) 14 (Extras: Continuous) (Flaws: Limited to Within Everinnye) (70)
AE: "Capable of Nearly Any Effect" Variable (Magical) 12 (Flaws: Limited to Within Everinnye) (72)
AE: Create 14 (Feats: Innate, Precise) (Extras: Movable) (Flaws: Limited to Within Everinnye) (30)

"Demonic Might- Useable Anywhere"
Dynamic AE: Insubstantial 4 (Feats: Subtle 2, Precise) (23)
AE: "Send to the Nightmare Realm" Movement 1 (Dimensional Travel- Everinnye) (Extras: Attack 12, Perception Range +2) (Flaws: Limited to Dreaming Victims) (37)
AE: Movement 3 (Dimensional Travel 3) (Feats: Increased Mass 5) (11)
AE: Mind Reading 16 (Extras: Effortless) (Flaws: Limited to Dreams) (32)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)

Offense:
Unarmed +10 (+15 Damage, DC 30)
Growth +10 (+17 Damage, DC 32)
Blast +12 (+16 Ranged Damage, DC 31)
Nightmare Burst +16 Area (+16 Affliction, DC 26)
Nightmare Casting -- (+16 Perception Ranged Affliction, DC 26)
Dimensional Attack +15 (+15 Movement Attack, DC 25)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +15 (+17 Growth, +8 Impervious), Fortitude +15 (+17 Growth), Will +13

Complications:
Motivation (Nightmare Power)- Nightmare craves the bad dreams and fears of sentient beings. Without them, he would lose all power and fade away (and with more, he can conquer the universe); but without HIM, humanity would go insane.
Power Loss (Nightmare Realm Travel Attack)- When Nightmare's victims overcome his powerful illusions and abilities within his home dimension, he loses power over them, and they generally immediately awaken in the "real world", none the worse for wear.

Total: Abilities: 138 / Skills: 68--34 / Advantages: 27 / Powers: 198 / Defenses: 17 (414)

-Nightmare is a guy I never really liked in the comics- his tall, lanky appearance, green tights, and white face doesn't exactly inspire fear in my- I thought his buddy & partner D'Spayre was infinitely more cool. And generally, every single Nightmare story is exactly the same- he threatens a hero in their dreams, tries to terrify them using innermost thoughts & junk, and the hero eventually takes control, goes all "Kill Freddie Krueger" on him, and wakes up. He's sorta like Arcade in that he's more of a way to get the hero to do some cool, unique stuff in a different place than anything else, as a bit of a throwaway gimmick.
-Othewise, Nightmare is mostly a Dr. Strange nemesis, and was once apparently going to be the father of the X-Man Nightcrawler. Chris Claremont was pushing for this to be Kurt Wagner's familial relation, only to be knocked down by then-Dr. Strange editor Roger Stern (can you imagine the DOCTOR STRANGE Editor having veto power over the X-Men writer today?), who didn't want his villain co-opted by another writer's book. Nowadays, Nightcrawler fans are probably like "If ONLY they'd made NIGHTMARE Nightcrawler's father, instead of the crap we got instead with the Demon Lord CHUCK AUSTEN came up with!" This would've given Nightmare some cred in this era, but otherwise, he's just a casual recurring Semi-Cosmic Nuisance, effectively Arcade on a grander scale.
-Nightmare has some Mephisto-type abilities, a ton of powers only useable in his home dimension, and more. He's a bit unique in that he can teleport sleeping victims to his Nightmare Realm (a Movement Attack), which is sort of an explanation for how he takes dreaming subjects into his world- he's not ACTUALLY physically taking them there, but the overall effect (they're in a world that he can control) is the same. Once they're in Everinnye, Nightmare can use Variable Power, Teleportation, Create Object, Transform Objects and more to mess with guy's heads, screw up their brains with living nightmares, and cast powerful Illusions. Effectively the whole shebang adds up to "he can control EVERYTHING in his entire realm". He's PL 16, as I've seen guys like Hercules just run up and punch him in the face to do damage (I don't see him at Skyfather level, but he can be tough), but usually he stands as an observer, letting his Minions do the dirty work, while he gains power from the heroes' fear. Really, a Nightmare-themed campaign/adventurer is more of a Battle Against Your Own Fears than a real fight against Nightmare himself, so his stats could be almost anything.
-There are actually a LOT of Fear Lords out there, many of whom are around this powerful or more, depending on whether or not their schemes have worked- Nightmare can even do random stuff and end up with power within our own world (such as when he feeds off the fear of Gods). Some, such as the Dweller in the Darkness (basically a gigantic Cthulhu rip-off- thank Goodness for Public Domain), are nearly Elder Gods (PL 18-19), while The Lurking Unknown can vary greatly in size and power after causing fear (merely beating him in a contest of wills makes him shrink and lose strength) and is around Nightmare's level as well. The Straw-Man is weaker than the others, but is actually a GOOD Fear Lord- he is the Lord of Delightful Fear, the kind you get from scary stories and movies.

D'SPAYRE
Created By:
Chris Claremont & John Byrne
First Appearance: Marvel Team-Up #68 (April 1978)
Role: Fear Monster, Manipulator
Group Affiliations: The Fear Lords
PL 13 (251)
STRENGTH
11 STAMINA 12 AGILITY 2
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 4 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Psychology) 9 (+14)
Expertise (Arcane Lore) 9 (+14)
Insight 7 (+11)
Intimidation 10 (+15)
Perception 7 (+11)
Persuasion 7 (+14)
Stealth 4 (+6)

Advantages:
Daze (Intimidation), Fascinate (Intimidation), Ranged Attack 5, Ritualist, Startle

Powers:
"Immortal Entity"
Immunity 12 (Aging, Life Support, Sleep) [12]
"Levitation" Flight 6 (120 mph) [12]

Illusions (All Senses) 11 (Feats: Dynamic) (Extras: Selective) (Flaws: Resistible By Will) (56) -- [62]
Dynamic AE: "Instill Fear" Affliction 13 (Will; Entranced & Vulnerable/Stunned & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Area- Auditory Perception, Cumulative) (40)
Dynamic AE: "Telepathy" Mind Reading 14 (Feats: Dynamic) (Extras: Effortless) (Flaws: Limited to Fears) (29)
AE: Movement 2 (Dimensional Travel 2) (4)
AE: Teleport 10 (Extras: Extended, Accurate) (40)

Offense:
Unarmed +9 (+11 Damage, DC 26)
Instill Fear +13 Area (+13 Affliction, DC 23)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +12, Fortitude +13, Will +12

Complications:
Motivation (Power)
Vulnerable/Weakness (Lack of Sustenance)- D'Spayre draws physical sustenance from the fear & despair of others- it's like food to him. He will weaken greatly without others feeling despair.

Total: Abilities: 106 / Skills: 60--30 / Advantages: 9 / Powers: 86 / Defenses: 20 (251)

-D'Spayre was the cooler half of a recurring duo in the comics of the '90s, alongside Nightmare. They tended to manipulate heroes in tandem, but initially, D'Spayre was a solo act, fighting The Giant-Size Man-Thing (hee hee) and Spider-Man. It was a pretty cool story, with D'Spayre repeatedly torturing Spidey with his "Fear Touch", making him cower, bawl his eyes out, and writhe in agony... until he recovered. You wanna see a pissed-off Spider-Man? Watch him break the Fear Touch, charge D'Spayre, and pound him into a quivering mass of jelly, SCREAMING about what a violation that was. Man-Thing's ally Jennifer Kale had to stay his hand and prevent an out-and-out murder. Lesson: Don't **** With Spider-Man.
-D'Spayre is PL 13, but lacks the raw physical power to beat the snot out of heroes. He's actually a GOOD deal less powerful than Nightmare (which is odd to me, given how they were partnered up in a few stories I read- not one being the minion of the other), able to be defeated through fisticuffs. As such, he's got a small degree of magical might and that's it- a wide-range Fear Effect (the deaf Echo was able to handily avoid it, as it's Perception that affects those with hearing), Teleportation, Fear-Reading, and Illusions.

SILVER DAGGER (Isaiah Curwen)
Created By:
Steve Englehart & Frank Brunner
First Appearance: Doctor Strange #1 (June 1974)
Role: Forgotten Villain
Group Affiliations: The Sword of the Lord, The Catholic Church
PL 10 (140)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Athletics 2 (+4)
Deception 2 (+6)
Expertise (Theology) 10 (+14)
Expertise (Magic) 8 (+12)
Intimidation 2 (+6)
Investigation 3 (+7)
Perception 3 (+7)
Persuasion 8 (+12)
Ranged Combat (Thrown Blades) 6 (+14)
Stealth 2 (+5)

Advantages:
Benefit (Cult Leader), Equipment 3 (Automatic Weapons, Thrown Blades), Improved Critical (Blades), Ranged Attack 4, Ritualist

Powers:
"The Eye of Agamotto" (Inserted into Eye-Hole)
"Silver Beams of Force" Blast 12 [24]

Equipment:
"Silver Blades in Holy Water" Strength-Damage +1 (Feats: Dipped in Holy Water) (Extras: Ranged 3) (5)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Silver Beam +8 (+12 Ranged Damage, DC 27)
Thrown Daggers +14 (+4 Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Killing Sinners)- Silver Dagger wishes to destroy sinners, demons and other unworthy types, all in the name of The Lord.
Disabled (One Eye)- For a while, Silver Dagger's eye had been put out, and replaced with the original Eye of Agamotto.

Total: Abilities: 68 / Skills: 52--26 / Advantages: 10 / Powers: 24 / Defenses: 12 (140)

-Silver Dagger is a pretty good concept- it's only natural that the "Witch Hunter/Religious Extremist" archetype would be used as a Dr. Strange enemy. He was a Catholic Cardinal who was driven mad after reading The Darkhold, and learned some Magic of his own in an attempt to destroy "wicked" creatures like wizards and stuff. He tried to kill both Strange & Clea on separate occasions, and conquered the dimension within The Orb of Agamotto. He fought Strange, Spider-Man and some other folks, then tried to slay Werewolf By Night and a werewolf biker gang (THAT EXISTS? IN A STORY I'VE NEVER READ? ISSUE NUMBERS DAMMIT!!!), but he generally ends up being thrown back into Agamotto's dimension as a prisoner/ruler guy.
-Silver Dagger's pretty dangerous with the Eye of Agamotto stuck in his eye-socket, and has some Magical ability, though he refuses to use it because it's "Satanic". He later lost the Eye upgrade, basically making him a generic Mercenary Bad-Guy with throwing knives- I question how such a guy would be a challenge for Dr. Strange, even WITH a ton of mercenaries as back-up, but I think he was always more of a schemer.

KALUU
Created By:
Denny O'Neil & Bill Everett
First Appearance: Strange Tales #147 (Aug. 1966)
Role: Forgotten Villain
PL 12 (191)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 6 AWARENESS 4 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Magic) 10 (+16)
Expertise (Business) 4 (+10)
Intimidation 2 (+5)
Perception 2 (+6)

Advantages:
Artificer, Benefit 3 (Wealth), Improved Critical (Magic), Power Attack, Ranged Attack 5, Ritualist, Skill Mastery (Sorceror), Trance

Powers:
"Magical Might"
"Ageless" Immunity 1 (Aging) [1]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

Teleport 10 (Feats: Increased Mass 6, Change Direction & Velocity) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (58) -- [81]
Dynamic AE: Flight 6 (120 mph) (12)
Dynamic AE: Create 6 (Feats: Precise, Innate) (Extras: Movable, Stationary +0) (22)
Dynamic AE: "Eldritch Bolts" Blast 14 (Feats: Penetrating 6) (26)
Dynamic AE: "Eldritch Wave" Damage 12 (Extras: Area- 60ft. Cone) (25)
Dynamic AE: "Transmutation" Transform Anything to Anything Else 10 (51)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 10 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (51)
Dynamic AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Attack 10, Portal +2) (29)
Dynamic AE: "Telepathy" Mind Reading 12 & Mental Communication 5 (44)
Dynamic AE: "Astral Form" Remote Sensing 20 (8,000 miles) (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (43)
Dynamic AE: "Focused Mind Control" Mind Control 12 (Feats: Dynamic) (49)
Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (51)
Dynamic AE: Force Field 7 (Extras: Impervious) (15)
AE: "Brainwashing" Affliction 14 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (56)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Eldritch Bolt +10 (+14 Ranged Damage, DC 29)
Eldritch Wave +12 Area (+12 Damage, DC 27)
Mind Control -- (+12 Perception Affliction, DC 22)
Initiative +3

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

Complications:
Motivation (Power)- Kaluu wished eternal power for his people and himself.
Enemy (The Ancient One)- Kaluu's feud with The Ancient One extended to his student, Dr. Stephen Strange.

Total: Abilities: 66 / Skills: 22--11 / Advantages: 14 / Powers: 86 / Defenses: 14 (191)

-Kaluu is a contemporary of The Ancient One, Dr. Strange's teacher, who fell into decadence after using his powers to take over his city and paralyzing The Ancient One (what'd they call him when he was still young? The Adolescent One?). He gets corrupted by the Book of the Darkhold, and returns after centuries in hiding to lose to Dr. Strange. He is later freed and becomes a wealthy businessman, and actually allies with Strange, teaching him black magic to fight Shuma-Gorath and others. He's even reappeared all of a sudden in The Mighty Avengers! Out of NOWHERE! I figure him for a Baron Mordo-level guy- a REALLY powerful Wizard, but not as much as Strange himself. He's unafraid of beckoning really dark forces to build power either- he frequently calls out Chthon & Satannish.

THE ANCIENT ONE (Yao)
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #110 (July 1963)
Role: The Mentor
PL 14 (304)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 6 AWARENESS 8 PRESENCE 3

Skills:
Deception 6 (+9)
Expertise (Sorceror Supreme) 18 (+24)
Insight 4 (+12)
Investigation 5 (+8)
Intimidation 3 (+6)
Notice 6 (+14)
Persuasion 4 (+7)
Treatment 2 (+8)

Advantages:
Artificer, Benefit 3 (Status as Sorceror Supreme, Magic Items), Improved Aim, Improved Critical (Magic) 2, Power Attack, Luck 2, Ranged Attack 9, Ritualist, Skill Mastery (Sorceror, Insight), Trance, Ultimate Save (Will), Ultimate Skill (Sorceror Supreme)

Powers:
"The Sorceror Supreme- Magical Might"
"Ancient" Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79) -- [115]
Dynamic AE: "Telepathy" Mind Reading 10 (20) & Mental Communication 5 (20) -- (41)
Dynamic AE: "Eldritch Bolts" Blast 16 (Feats: Penetrating 6) (30)
Dynamic AE: "Eldritch Wave" Damage 14 (Extras: Penetrating, Area- 60ft. Cone) (43)
Dynamic AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
Dynamic AE: "Resurrection" Healing 8 (Extras: Resurrection) (25)
Dynamic AE: Force Field 14 (Feats: Increased Mass 5) (Extras: Affects Others, Impervious) (47)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (44)
Dynamic AE: Mind Control 13 (Extras: Sustained +2) (79)
Dynamic AE: "Sleep Spell" Sleep 13 (Extras: Cumulative, Progressive +2) (66)
Dynamic AE: "Time Stop" Affliction 13 (Will; Hindered & Vulnerable/Defenseless & Restrained/Incapacitated) (Extras: Area- 30ft. Burst, Selective, Extra Degree) (53)
Dynamic AE: Illusion 12 (Visual & Audio) (37)
Dynamic AE: "Transmutation" Transform Anything to Anything Else 14 (6 tons) (71)
Dynamic AE: Move Object 14 (Extras: Perception Range) (42)
Dynamic AE: Comprehend 3 (Animals, Languages, Spirits) (9)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: Flight 4 (30 mph) (9)
Dynamic AE: Immunity 10 (Life Support) (Extras: Affects Others) (Flaws: Sustained +0) (21)

"The All-Seeing Eye of Agamotto" (Flaws: Removable) (Feats: Restricted- Pure Hearts, Indestructible) [41]
Enhanced Skills 8: Insight 8 (+17) (4)
Remote Sensing 19 (4,000 miles) (Feats: Subtle, Dimensional) (40) -- (44)
AE: "Searing Light of Disintegration" Blast 14 (Flaws: Tiring) Linked to Weaken Toughness 10 (Extras: Affects Objects, Ranged) (Flaws: Tiring) (34)
AE: Enhanced Mind Reading 4 (Extras: Area- 60ft. Burst +2) -- (total Reading 14) (26)
AE: Nullify Energy Effects 12 (Extras: Concentration, Broad) (48)
AE: "True Sight" Senses (Danger Sense, Counters Concealment 2, Illusion 2, Obscure 5) (10)
-- (48 points)

"The Cloak of Levitation" (Flaws: Removable) (Feats: Indestructible) [15]
"Speedier Flight" Flight 8 (500 mph) (16)
Extra Limbs (1) -- (17 points)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Telepathy +10-14 (DC 20-24)
Eldritch Bolt +12 (+16 Ranged Damage, DC 31)
Eldritch Wave +14 Area (+14 Damage, DC 29)
Mind Control +13 Perception (+13 Perception Affliction, DC 23)
Sleep Spell +12 (+13 Ranged Affliction, DC 23)
Time Stop +13 Area (+13 Affliction, DC 23)
Disintegration +12 (+14 Ranged Damage & +10 Ranged Weaken, DC 29 & 20)
Nullify +12 (DC 22)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +3 (+17 Force Field), Fortitude +6, Will +14

Complications:
Motivation (Protecting the Universe)

Total: Abilities: 78 / Skills: 48--24 / Advantages: 9 / Powers: 179 / Defenses: 14 (304)

-The Ancient One was Dr. Strange's teacher, showing up in his origin story as a wisened old asian dude- it turns out that he's an ancient (duh) Tibetan mystic who gained powers centuries ago, and was the first human being to meet Eternity himself, and even defeated Dormammu back in the day. He tested Dr. Strange's loyalty by letting him uncover Baron Mordo's (another student) deceptions, then teamed with Strange numerous times over the years in a mentorly role. He got victimized once or twice, and was thought dead, but willingly died to prevent his mind from being used as a gateway to bring the Elder God Shuma-Gorath to Earth. As he's now One With The Universe, he can still interact with the material plane as a low-level Cosmic Being, but he's mostly done.
-The Ancient One packs all of Dr. Strange's abilities on an even more ancient package, making him one of the greatest mages in Marvel history.

SILVER DAGGER (Isaiah Curwen)
Created By:
Steve Englehart & Frank Brunner
First Appearance: Doctor Strange #1 (June 1974)
Role: Forgotten Villain
Group Affiliations: The Sword of the Lord, The Catholic Church
PL 10 (140)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Athletics 2 (+4)
Deception 2 (+6)
Expertise (Theology) 10 (+14)
Expertise (Magic) 8 (+12)
Intimidation 2 (+6)
Investigation 3 (+7)
Perception 3 (+7)
Persuasion 8 (+12)
Ranged Combat (Thrown Blades) 6 (+14)
Stealth 2 (+5)

Advantages:
Benefit (Cult Leader), Equipment 3 (Automatic Weapons, Thrown Blades), Improved Critical (Blades), Ranged Attack 4, Ritualist

Powers:
"The Eye of Agamotto" (Inserted into Eye-Hole)
"Silver Beams of Force" Blast 12 [24]

Equipment:
"Silver Blades in Holy Water" Strength-Damage +1 (Feats: Dipped in Holy Water) (Extras: Ranged 3) (5)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Silver Beam +8 (+12 Ranged Damage, DC 27)
Thrown Daggers +14 (+4 Ranged Damage, DC 19)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Killing Sinners)- Silver Dagger wishes to destroy sinners, demons and other unworthy types, all in the name of The Lord.
Disabled (One Eye)- For a while, Silver Dagger's eye had been put out, and replaced with the original Eye of Agamotto.

Total: Abilities: 68 / Skills: 52--26 / Advantages: 10 / Powers: 24 / Defenses: 12 (140)

-Silver Dagger is a pretty good concept- it's only natural that the "Witch Hunter/Religious Extremist" archetype would be used as a Dr. Strange enemy. He was a Catholic Cardinal who was driven mad after reading The Darkhold, and learned some Magic of his own in an attempt to destroy "wicked" creatures like wizards and stuff. He tried to kill both Strange & Clea on separate occasions, and conquered the dimension within The Orb of Agamotto. He fought Strange, Spider-Man and some other folks, then tried to slay Werewolf By Night and a werewolf biker gang (THAT EXISTS? IN A STORY I'VE NEVER READ? ISSUE NUMBERS DAMMIT!!!), but he generally ends up being thrown back into Agamotto's dimension as a prisoner/ruler guy.
-Silver Dagger's pretty dangerous with the Eye of Agamotto stuck in his eye-socket, and has some Magical ability, though he refuses to use it because it's "Satanic". He later lost the Eye upgrade, basically making him a generic Mercenary Bad-Guy with throwing knives- I question how such a guy would be a challenge for Dr. Strange, even WITH a ton of mercenaries as back-up, but I think he was always more of a schemer.

UMAR
Created By:
Roy Thomas & Bill Everett
First Appearance: Strange Tales #150 (Nov. 1966)
Role: Hot Sexy Dormammu, Otherdimensional MILF
PL 17 (409), PL 18 (409) Within The Dark Dimension
STRENGTH
7/18 STAMINA 14/25 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 6 PRESENCE 6

Skills:
Deception 12 (+18)
Expertise (Hells) 15 (+21)
Expertise (Magic) 14 (+20)
Insight 8 (+14)
Intimidation 11 (+17)
Perception 8 (+14)
Persuasion 9 (+15)
Stealth 10 (+13)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 7 (Ruler of The Dark Dimension), Chokehold, Daze (Intimidation), Diehard, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Aim, Improved Critical (Magic) 4, Improved Hold, Improved Smash, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 22 (Aging, Life Support, Sleep, Heat & Flame Effects) [22]
Immortality 3 (1 week) [6]
Speed 2 (8 mph) [2]
Power-Lifting 6 (100,000 tons) [6]
Impervious Toughness 15 [15]
Flight 8 (500 mph) [16]
Senses 6 (Detect Magic- Ranged, Acute, Analytical, Counters Illusion) [6]
"Master of Tongues" Comprehend 4 (Languages 4) [8]

"Extra Power Within Her Dimension" Damage +2 (Extras: Area- 250ft. Line +4) (Flaws: Limited to Within The Dark Dimension) [8]
Note: Every power in the Magic Array is boosted this way (by 1-2 ranks).

"God-Level Might"
"Magic Stream" Damage 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 250ft. Line +4) (88) -- [112]
Dynamic AE: "Magic Burst" Blast 17 (Feats: Dynamic, Variable 2- Any Magic) (Extras: Area- 60ft. Burst +2) (70)
Dynamic AE: "Magic Blast" Blast 22 (Feats: Dynamic, Variable 2- Any Magic, Extended Range 2, Indirect, Penetrating 14) (43)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic) (Extras: Effortless) Linked to Communication 5 (Mental) (Feats: Dimensional) (Extras: Area) (75)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Magical) 12 (84)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Healing 12 (Extras: Ranged, Resurrection) (36)
AE: "Alter Thoughts & Memories" Affliction 16 (Will; Dazed/Compelled/Transformed Thoughts) (Extras: Perception Range +2, Cumulative) (64)
AE: Mind Control 16 (64)
AE: "Group Mind Control" Mind Control 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (48)
AE: Move Object 14 (Extras: Perception Range) (42)
AE: "Molecular Transformation" Transform 12 (Anything to Anything) (Extras: Continuous) (60)
AE: Nullify Magical Effects 16 (Extras: Broad, Simultaneous, Perception Range) (81)
AE: "Body Transformation" Affliction 20 (Fort; Impaired/Disabled/Transformed) (Extras: Ranged, Progressive +2) (80)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Giant Size +8 (+16 Damage, DC 31)
Hell Attacks +17 Area (+17 Damage, DC 32)
Blast +12 (+22 Ranged Damage, DC 37)
Blast Within Hell +12 (+24 Ranged Damage, DC 39)
Area Attacks Within Hell +18 (+18 Damage, DC 33)
Mind Control -- (+16 Perception-Ranged Affliction, DC 26)
Body Transformation +12 (+20 Ranged Affliction, DC 30)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14 (+25 Size, +27 Force Field, +8 Impervious), Fortitude +16, Will +12

Complications:
Relationship (Brother, Dormammu)- Umar and her brother are occasionally allies, and sometimes bitter foes for ultimate power.
Enemy (Doctor Strange)- Umar was faced Strange numerous times, often attempting vengeance for beating her brother.
Relationship (Clea)- Umar fights her daughter frequently, but has come to admit that she cannot truly slay her.

Total: Abilities: 104 / Skills: 88--44 / Advantages: 38 / Powers: 210 / Defenses: 13 (409)

-Since Clea was the neice of The Dread Dormammu, I suppose it was inevitable that someone ask the question "hey- just who is Dormammu's SISTER, anyways?" Oddly, I myself never really asked this- but then, I was raised on comic strips where the hero always had parent-free nephews running around. Umar & Dormammu are twins who slew their father Sinifer (hee), cannibalizing his body so that they could take physical form- they are exiled from The Faltine Dimension and enter The Dark Dimension, which they quickly take over (Umar is weakened, and thus forced to be subservient to her brother). She has a tryst with some guy, producing Clea.
-In modern times, Umar is banished by Dormammu, but still tries to avenge him against Doctor Strange. She became a bit of a recurring foe, but almost always taking a secondary role to others, especially since her bro was way more famous. What's funny is that Umar could actually be a terrific recurring villain if used right- she's got the dramatic power levels to be a MAJOR threat, a good look (rowr), and is that always-rare thing: A Powerful Female Super-Villain. That alone makes her highly-unique in a world based more around ripped dudes punching each other. Unfortunately, she'll pretty much always be secondary to the semi-major Dormammu, and Morgan Le Fay also takes up the same role. But really, can you ever have enough Super-Powered Cosmic MILFs in the world?
-Umar is pretty much on the level of Dormammu as far as I can tell, but doesn't appear to grow super-big all the time (Probably for the best- she's ALREADY a super-powerful evil MILF. Too much more awesomeness would be overwhelming).

XANDU
Created By:
Stan Lee & Steve Ditko
First Appearance: The Amazing Spider-Man Annual #2 (Jan. 1965)
Role: Evil Wizard
Group Affiliations: None
PL 14 (185)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 2 (+4)
Expertise (Magic) 4 (+7)
Perception 3 (+6)
Stealth 3 (+5)

Advantages:
Ranged Attack 2

Powers:
"Hypnosis" Mind Control 11 [44]

"The Wand of Watoomb" (Flaws: Easily Removable) [72]
"Blow Up Anything, Anywhere" Blast 14 (Extras: Perception-Ranged) (42) -- (46)
AE: Movement 3 (Dimensional Travel 3) (Extras: Portal +2, Attack 11) (26)
AE: Movement 3 (Time Travel 3) (Extras: Portal +2) (15)
AE: "Winds of Watoomb" Wind Aura 10 (40)
AE: Healing 10 (20)

Remote Sensing (Vision) 20 (40)
Senses 14 (Mental Detection- Acute, Ranged 12) (14)
Force Field 10 (10)
"Mystic Shield" Immunity 20 (Magical Effects) (Flaws: Limited to Half-Effect) (10)
-- (120 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Blow Up Anything -- (+14 Perception-Ranged Damage, DC 29)
Wind of Watoomb +5 (+10 Damage, DC 25)
Hypnosis -- (+11 Perception-Ranged Affliction, DC 21)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (Power)- Xandu wishes to use the Wand of Watoomb to rule the world.

Total: Abilities: 48 / Skills: 14--7 / Advantages: 2 / Powers: 116 / Defenses: 12 (185)

-Xandu's some Evil Magical Asshole who generally has one schtick: he grabs The Wand of the Watoomb, goes to some random dimension, and then tries to conquer the world. He's actually a SPIDER-MAN foe first, having been created by The Stan & Steve Duo, but ended up becoming more of a Dr. Strange enemy. The only time I saw him, he was fighting Strange, Spidey, Scarlet Witch & Captain America in The Secret Defenders, the Random Team-Up book. Again, he was stealing the Wand, and doing some stuff in a weird dimension.
-Xandu has a nasty Aura (Spidey couldn't get close to him once), Hypnosis (outside of the Device), and a Blast that can hit anyone, anywhere. This makes him a PL 14 threat with the Wand, and he tends to also use otherdimensional minions.

THE MINDLESS ONES
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #127 (Dec. 1964)
Role: Mooks
Group Affiliations: None
PL 7 (36)
STRENGTH
7 STAMINA 7 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -- PRESENCE --

Skills:
None

Advantages:
Close Attack, Fast Grab

Powers:
Energy Blast 8 (Feats: Accurate 3) [19]

Offense:
Unarmed +6 (+7 Damage, DC 22)
Energy Blast +6 (+7 Ranged Damage, DC 22)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +8, Fortitude +8, Will --

Complications:
None

Total: Abilities: 10 / Skills: 00--0 / Advantages: 2 / Powers: 19 / Defenses: 5 (36)

-The Mindless Ones are otherdimensional, brainless monsters that basically invade and destroy under the control of some baddie or another- they're basically the Mooks of Dormammu himself, but villains like Dr. Doom have used them as well. They're enormously stupid, but hit like a ton of bricks, and fit as PL 6.5 Mooks.

WONG
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #110 (July 1963)
Role: Ethnic Helper
Group Affiliations: None
PL 8 (105)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 5 (+11)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Magic) 8 (+11)
Expertise (Manservant) 6 (+9)
Insight 2 (+5)
Investigation 2 (+5)
Perception 5 (+8)

Advantages:
Agile Feint, Close Attack, Defensive Attack, Ranged Attack

Offense:
Unarmed +12 (+3 Damage, DC 18)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +6

Complications:
Responsibility (Dr. Strange's Employ)- Wong is devoted, as all firstborne males in his family are, to the service of good- chiefly The Sorceror Supreme of Earth.
Relationship (Sara Wolfe, Imei Chang)- Wong was attracted to Dr. Strange's secretary, but broke it off when his arranged bride came of age. Imei was later killed, sending Wong into a maddened state for a while.
Relationship (Dr. Strange)- The two are close friends, but have had their differences- Wong was a savage enemy after Strange was responsible for Imei's death (it was save her, or save several more people).

Total: Abilities: 72 / Skills: 38--19 / Advantages: 4 / Powers: 0 / Defenses: 10 (105)

-Wong is part of the classic old fiction trope, which kind of hit its peak between the Newspaper Comic Strip and Comic Book Silver Age Eras- the Ethnic Helper character. Mandrake the Magician had Lothar, The Green Hornet had Kato, and TONS of guys had, uh... controversial-looking black buddies- sometimes the characters are for gags, and sometimes they're there to add a sense of mysticism or "the old ways" to a character. And so it was a Genre Convention that Dr. Strange would have an Asian-looking helper character named Wong as his assistant.
-Wong is a solid PL 7.5 fighter, being more of a capable Assistant than a major fighter on his own (I mean, he does ALRIGHT, but the Professional Super-Heroes are likely out of his league- it's not like the dude gets to spar all the time).

DOCTOR STRANGER YET
Created By:
Jim Starlin & Al Milgrom
First Appearance: Doctor Strange #25 (Oct. 1977)
Role: Proof that 1970s Comics Were Made On Drogs
Group Affiliations: The Creators (minion)
PL 12 (303)
STRENGTH
4/6 STAMINA 3/5 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 6 AWARENESS 5 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+7)
Deception 5 (+8)
Expertise (Sorceror Supreme) 16 (+22)
Expertise (Current Events) 2 (+8)
Insight 4 (+9)
Investigation 5 (+8)
Intimidation 4 (+7)
Notice 9 (+14)
Persuasion 4 (+7)
Treatment 7 (+13)

Advantages:
Artificer, Benefit 4 (Wealth, Status as Sorceror Supreme, Magic Items), Improved Aim, Improved Critical (Magic) 2, Power Attack, Luck 2, Ranged Attack 8, Ritualist, Skill Mastery (Sorceror, Insight), Trance, Ultimate Save (Will), Ultimate Skill (Sorceror Supreme)

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Animal Physiology" Speed 2 [2]

"Natural Weapons- Tusks" Strength-Damage +1 [1]

"Swine Rage" (All Powers- Flaws: Fades)
Enhanced Strength 2 [2]
Enhanced Stamina 2 [2]

"The Sorceror Supreme- Magical Might"
Immunity 2 (Aging, Disease) [2]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

Teleport 12 (Feats: Increased Mass 6, Change Direction & Velocity) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (69) -- [97]
Dynamic AE: "Telepathy" Mind Reading 10 (20) & Mental Communication 5 (20) (Feats: Dynamic) -- (41)
Dynamic AE: "Eldritch Bolts" Blast 13 (Feats: Penetrating 6) (32)
Dynamic AE: "Eldritch Wave" Damage 12 (Feats: Penetrating 4) (Extras: Area- 60ft. Cone) (28)
Dynamic AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
Dynamic AE: Create 10 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (43)
Dynamic AE: Force Field 8 (Feats: Increased Mass 5) (Extras: Affects Others, Impervious) (30)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (44)
Dynamic AE: Mind Control 12 (49)
Dynamic AE: Illusion 12 (Visual & Audio) (37)
Dynamic AE: "Transmutation" Transform Anything to Anything Else 12 (71)
Dynamic AE: Move Object 12 (Extras: Perception Range) (37)
Dynamic AE: Concealment (All Senses) 10 (21)
Dynamic AE: Flight 4 (30 mph) (9)
Dynamic AE: Immunity 10 (Life Support) (Extras: Affects Others) (Flaws: Sustained +0) (21)

"The All-Seeing Eye of Agamotto" (Flaws: Removable) (Feats: Restricted- Pure Hearts, Indestructible) [41]
Enhanced Skills 8: Insight 8 (+17) (4)
Remote Sensing 19 (4,000 miles) (Feats: Subtle, Dimensional) (40) -- (44)
AE: "Searing Light of Disintegration" Blast 13 (Flaws: Tiring) Linked to Weaken Toughness 10 (Extras: Affects Objects, Ranged) (Flaws: Tiring) (33)
AE: Enhanced Mind Reading 4 (Extras: Area- 60ft. Burst +2) -- (total Reading 14) (26)
AE: Nullify Energy Effects 12 (Extras: Concentration, Broad) (48)
AE: "True Sight" Senses (Danger Sense, Counters Concealment 2, Illusion 2, Obscure 5) (10)
-- (48 points)

"The Cloak of Levitation" (Flaws: Removable) (Feats: Indestructible) [15]
"Speedier Flight" Flight 8 (500 mph) (16)
Extra Limbs (1) -- (17 points)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Telepathy +10-14 (DC 20-24)
Eldritch Bolt +11 (+13 Ranged Damage, DC 31)
Eldritch Wave +12 Area (+12 Damage, DC 29)
Mind Control +12 Perception (+12 Perception Affliction, DC 22)
Disintegration +11 (+14 Ranged Damage & +10 Ranged Weaken, DC 29 & 20)
Nullify +11 (DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+5 Raging, 12-14 Force Field), Fortitude +7 (+9 Raging), Will +13

Complications:
Power Loss (Magic)- Magical spells are dependent upon verbal components and hand-movements. If Dr. Stranger Yet is tied up, bound, snared or anything else, he will be unable to cast spells.

Total: Abilities: 62 / Skills: 58--29 / Advantages: 25 / Powers: 166 / Defenses: 21 (303)

-I am shocked- SHOCKED- to find out that some comic book writers in the 1970s were using dangerous, illegal, mind-expanding drugs in the process of creating their stories! Who would have ever guessed that such plain stories as Doctor Strange encountering an alternate Earth version of himself who was also a Warthog Man was produced by a writer who would later admit to using drugs? DISGUSTING. He was summoned by The Creators, a group of ancient Wizards who were trying to harness the power of the stars to turn them INTO stars, thus making them extremely powerful and star-shaped (SHOCKED THAT DRUGS WERE INVOLVED HERE).
-Doctor Stranger Yet is basically Doctor Strange as a Warthog, giving him some superior physical capabilities. I figure '70s Strange for a PL 12 mystic type (he's more PL 13-14 now), and this guy required both Strange AND Clea to stop him.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Elders of the Universe

Post by Jabroniville »

THE ELDERS OF THE UNIVERSE:

I actually really like the concept of The Elders of the Universe. They're effectively a group comprised of the remnants of the last sentient races in the known universe- the original beings to sprout up after The Big Bang (or Horrendous Space Kablooey, if you prefer). These uniformly-humanoid creatures were able to survive as their fellows died around them, all because each of them had found one particular aspect of life to focus on above all others- one became a collector of rarities and oddities, one a trader of the same, one a destroyer, and one a martial combatant. This has left them a group of Immortal beings of tremendous power, each one being much more dangerous than your everyday superhero. Not all are malevolent, and others are mere "shades of grey" characters. Some have even proven to be great heroes and allies.

The chief Elders have always been The Grandmaster and The Collector, both of whom have threatened The Avengers- Roy Thomas created both guys in his Avengers run. Next up is likely The Champion of the Universe, a Cosmic Space Butt-hole who threatened to destroy the Earth if The Thing and others didn't fight. After that, we have The Stranger, a totally forgettable nobody of a 1960s Cosmic Being who lacks much charm or innovation- he was a dime-a-dozen even in the '60s. After that we have The Gardener & Runner, and behind THEM is a whole squad of relatively-unknown guys.

I find it odd that all of them but one are male humanoids- is this some kind of Old Boys Club?

The Elders weren't usually seen assembled- the Grandmaster & Collector didn't show up in the same story until Contest of Champions, in which the former tries to finagle the resurrection of the latter. In the end, Death is so aggravated that she decrees that all Elders are banned from her domain- effectively making them all SUPER Immortal! Later, eleven Elders united on Ego the Living Planet, and created a scheme to kill Galactus- this would end the universe, and they believe that their immortality would allow them to survive the experience and live into the next one with ultimate power. The Silver Surfer & Nova thwart this scheme, and five Elders (Champion, Collector, Gardener, Grandmaster and Runner) are devoured alive by Galactus when he finds out. The five consumed Elders survive within the Devourer, and give him a case of "cosmic indigestion", then make a deal with the resurrected In-Betweener, who later betrays the group and has Death vaporize three survivors- Astronomer, Trader & Possessor. The five consumed Elders are then released by Master Order & Lord Chaos, and convinced to aid Galactus in the subsequent battle against the In-Betweener. The survivors grab some "Soul Gems" (as they were called then) and travel far away from a vengeful Galactus.

Later, the five Elders are hunted down one-by-one by Thanos, who seeks their Soul Gems (he renames them "Infinity Gems")- here, in Thanos Quest, the Mad Titan pretty-easily outsmarts the lot of them. Sure, the Runner & Champion are easily-fooled doofuses, but guys like the Grandmaster and Collector should have some proper tech. At least Thanos was using Death's Magic Well of Whatever to discover the Gems's true power, which gave him an unfair advantage. In the end, Thanos gains omnipotence and threatens the entire universe, and the Elders are merely a means to an end (The Gardener is killed).

Mark Gruenwald (of course) would later deal more with them, and point out that there are a "thousand or so" Elders, though we only meet three more (The Architect, Explorer & Judicator). After this, it's just some more random stories for the characters, and they have only teamed up as recently as a couple of months ago, as of this writing.

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

There's a few that are only mentioned, but not given substantial appearances or bios: The Architect, The Explorer (Zamanathan Rambunazeth- a blue guy) and The Judicator (who looks like an old lady with '50s hair and glasses). One can only guess as to who has which focus. Ego is also considered a technical Elder, but I'll build him later once I get a handle on the lower-tier guys. One thing I notice while building these guys is that many of them tend to be more or less like my Olympians & Asgardians- high PL and VERY expensive, as in the upper 200s and lower 300s- that surprised me a bit, but it's actually quite fitting- Elders of the Universe are effectively Gods, and should almost be MORE powerful than they're portrayed. Yet very few of these guys are anywhere near Skyfather Level- most of them have Human-level stats as their baseline, in fact.


THE COLLECTOR (Taneleer Tivan)
Created By:
Stan Lee & Don Heck
First Appearance: The Avengers #28 (May 1966)
Role: Parody of Fanboy Collectors, Collector of Oddities
Group Affiliations: The Elders of the Universe
PL 14 (241)
STRENGTH
5 STAMINA 8 AGILITY 0
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 7 AWARENESS 3 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Science) 6 (+13)
Expertise (Cosmic Lore) 3 (+10)
Expertise (Space Traveller) 7 (+14)
Expertise (History) 4 (+11)
Expertise (Collecting) 17 (+24)
Insight 3 (+6)
Intimidation 3 (+5)
Perception 5 (+8)
Persuasion 5 (+7)
Technology 10 (+17)
Vehicles 2 (+7)

Advantages:
Beginner's Luck, Benefit (Elder of the Universe), Diehard, Eidetic Memory, Equipment 25 (Starship), Jack-of-All Trades, Quick Draw, Ranged Attack 7, Skill Mastery (Collecting), Ultimate Collecting Skill, Well-Informed

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 4 (Precognition) (Flaws: Uncontrolled) [2]
Senses 1 (Communication Link- Other Elders) [1]

Cosmic Blast 12 (Flaws: Unreliable- 5 Uses) [12]

"The Collector's Gadgets" (Flaws: Easily Removable) [34]

Variable (Technological Powers) 8 (56 points)
Sample Powers:
"Vandarian Power Wand" Blast 18 (Drawbacks: Inaccurate -1) (36)
"Biogram Image" Illusion (Visuals) 10 (20)
"Stasis Beam" Snare 16 (39)
"Vandorian Force Field" Force Field 6 (Extras: Impervious 15) (21)
"Incendiary Capsules" Damage 8 (Extras: Area- 30ft. Burst, Sustained +2) (Flaws: Limited to Grounded Targets, Fades) (16)
"Magic Beans" Summon Giant 8 (Extras: Heroic +2) (32)
"Vegan Box 1" Weaken Strength 10 (Extras: Ranged) (20)
"Vegan Box 2" Affliction 12 (Fort; Dazed/Stunned/Transformed to Insane- Random Actions) (Extras: Ranged, Cumulative) (36)
"Kymellian Translator" Comprehend (Languages) 4 (8)
"Flying Carpet or Cape" Flight 7 (14)

Equipment:
Awesome Size (6), Toughness 22 (8), Features: Communications, Computer, Concealed, Defense System, Deathtraps, Dimensional Portal, Dock, Fire Prevention System, Garage, Hangar, Holding Cells, Isolated, Laboratory, Library, Living Space, Personell, Power System, Sealed, Security System, Workshop

Powers: Variable 10 (70)
"Dergosian Armour Freezing Gas" Snare 13 (Extras: Multiattack) (Flaws: Limited to Machines) (39)
"Temporal Assimilator" Movement 3 (Time Travel 3) (Extras: Portal +2) (12)
Other stuff: A Poison powerful enough to supercede even THOR's stamina (but not Firebird's, oddly enough). A dozen electrical warriors. A zoo containing untold thousands of animals, monsters and sentient beings.

Offense:
Unarmed +8 (+5 Damage, DC 20)
Cosmic Blast +12 (+12 Ranged Damage, DC 27)
Power Wand +10 (+18 Ranged Damage, DC 33)
Stasis Beam +12 (+16 Ranged Affliction, DC 26)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8 (+14 Field, +8 Impervious), Fortitude +13, Will +10

Complications:
Obsession (Collecting)- The Collector first gained a hobby to help stave off boredom and find the will to live (after his wife had lost hers and simply disappeared), and in part to keep a historical record of things that existed should Thanos or Korvac destroy the universe. In truth, he is now patholigically-obsessed with collecting rarities and curiosities, including unwilling sentient life, particularly superhuman ones. He has no morality here, and no ethical standards- he has kidnapped children and refused to give them back.
Relationship (Wife & Daughter)- His wife lost the will to live millennia ago (inspiring Taneleer's hobby), and his daughter committed suicide after the death of her beloved- Michael Korvac.

Total: Abilities: 76 / Skills: 70--35 / Advantages: 41 / Powers: 69 / Defenses: 20 (241)

-The Collector is a phenomenal idea, and I wish comics would kind of use him more often, but really- there's one kind of Collector story: He wants to collect the heroes, they don't WANT to be collected, and they fight him off (in this, he's rather similar to Arcade, Nightmare and D'Spayre). The first Elder of the Universe met, he's an immortal collector of curiosities, generally spending his time collecting rare things or super-heroes. The Collector would stand as a good example of obsessive comic book fans, actually- The Simpsons used the same concept (minus the Cosmic stuff) for a Comic Book Guy persona in their Treehouse of Horror series. However, comic book geeks have become less "Collectors" over time (Trades have replaced "spending money on old issues" for the most part- I don't know a lot of nerds who do that), and more obsessive about tiny details and aspects of characters, or just naughty pictures of comic book ladies. Well, they could still play up the "rarities and flawed bits" aspect of it for the Toy Collector crowd.
-He usually ends up fighting the Avengers, like in his first appearance. He also battles Iron Man, the Hulk and tries to get his hands on the Giant-Size Man-Thing. He features prominently in The Korvac Saga, this time having a more beneficial role- he was collecting the team and trying to kill Michael Korvac before the mortal man attained Godlike power- it didn't quite work, as Hawkeye of all people defeated him (after Thor, Iron Man & the others failed against an array of gadgets), his own daughter betrayed him to Korvac, Korvac killed him while he was in another dimension, and then Korvac & his daughter died willingly after failing to hide themselves from certain powerful cosmic influences. Then Collector got resurrected by The Grandmaster during The Contest of Champions.
-He conspired to kill Galactus and was himself devoured, but escaped and got his hands on an Infinity Gem, which Thanos later took after revealing to him the full power of the Reality Gem- a horrified Collector just whimpered "I had it all this time, and had no idea- TAKE IT AWAY!!"). Then he got beaten up by the Runner, after having traded the Reality Gem for the infantilized Elder- the infantilization (via the Time Gem) wore off, and the infuriated Runner exacted some revenge on Tivan for trying to "collect" him. His storyline appearances since then have all been largely-minor, though he is pretty friendly with the Grandmaster. There's a great set of issues of X-23 where he tries to gather Franklin & Valeria Richards, and a bickering X-23 and Hellion (her on/off boyfriend) have to rescue them. She manages to slice him up pretty good, but a great shot shows him smirking at her while she's executing him, reminding her that he's an immortal and he'll ALWAYS come back...
-The Collector is actually the weenie of his people- he lacks the raw power to deal with teams of super-heroes unless he's carrying his weapons. If encountered on his ship, he's EXTREMELY dangerous, and can bring down a whole squad of Avengers by switching weapons with his "Variable" effects, including nasty stuff specifically aimed at taking individuals out (a tiny net for The Wasp, programmed to K.O. her once she tears out of it; a barrage of Armour-Freezing Pellets for Iron Man; etc.). However, once disarmed (like by a certain Archer's arrow), he falls apart pretty quickly- he lacks the raw toughness to fighting ability to go up against a whole team- Hawkeye basically owned him single-handedly. He has The Power Primordial, but at lower levels than other Elders- he's weak enough to fall to X-23 once his toys are taken away (though in a creepy moment, he smiled at her while she cut him to ribbons, explaining that he can't be REALLY killed, and he'd be back). He can't even use his Cosmic Blasts easily enough- he explained to Hawkeye that he hadn't used them in millennia, and was out of practice. And I left out the "Turns into a Giant" thing because as Gazman noted in HIS build, that's dumb. Maybe he just had a Gadget on 'im that let him do it :). He's worn a Strength-enhancing Flying Power-suit before as well.
-Skill Explanation: "Collecting" is essentially a form of Super-Archaeology/Paleontology, making him an expert on all things created by all races. Such a thing is normally way beyond the limits of most, but TWENTY-FOUR RANKS total in such a Skill means that Taneleer can probably figure out exactly what the deal is with nearly any item or species he comes across. Think of what we dorks know about stuff, but for actually useful things, not whether or not Thor can breathe in space or what Spider-Man's peak Strength Showing was.

THE TRADER (Cort Zo Tinnus)
Created By:
Steve Englehart & Marshall Rogers
First Appearance: Silver Surfer #5 (Nov. 1987)
Role: Cosmic Trader
Group Affiliations: The Elders of the Universe
PL 14 (232)
STRENGTH
5 STAMINA 10 AGILITY 1
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 5 PRESENCE 5

Skills:
Expertise (Science) 3 (+10)
Expertise (Cosmic Lore) 2 (+9)
Expertise (Space Traveller) 7 (+14)
Expertise (History) 4 (+11)
Expertise (Trading) 17 (+24)
Insight 8 (+13)
Perception 5 (+10)
Persuasion 10 (+15)

Advantages:
Benefit (Elder of the Universe), Diehard, Eidetic Memory, Ranged Attack 8, Skill Mastery (Trading), Ultimate Trading Skill, Well-Informed

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]

"Emotion Control" Affliction 14 (Will; Impaired Insight/Compelled) (Extras: Perception Range +2, Cumulative, Sustained +2) (Flaws: Limited Degree) (70) -- [72]
AE: Cosmic Blast 12 (24)
AE: Mind-Reading 12 (24)

Offense:
Unarmed +4 (+5 Damage, DC 20)
Cosmic Blast +10 (+12 Ranged Damage, DC 27)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude +13, Will +10

Complications:
Obsession (Trading)- The Trader is obsessed with trading for profit or other mysterious goals. He's good enough at it that he's attained two Infinity Gems by trade.

Total: Abilities: 78 / Skills: 56--28 / Advantages: 14 / Powers: 93 / Defenses: 19 (232)

-The Trader is basically a cosmic buyer and seller of people, planets and objects- he shows up mostly in background segments, and has never been the most important character in any given story. He onlky appears in the Englehart "Attack on Galactus" story, and he's vaporized by the In-Betweener- he never reappears, despite Death's vow to prevent any Elders from entering her domain. Like Caregiver, his true powers and levels are a mystery, but the Marvel SAGA RPG states that he has Emotion Control-type powers, which I choose to stat up more as a "Compelled" than "Controlled", since it allows him to utilize his unnatural Skills of Persuasion to benefit (ie. he can't just MAKE someone accept his deals- he CAN, however, make his deals seem like the best possible idea).

THE CAREGIVER (Rubanna Lagenris Quormo)
Created By:
Mark Gruenwald & Greg Capullo
First Appearance: Quasar #37 (Aug. 1992)
Role: Cosmic Medic
Group Affiliations: The Elders of the Universe
PL 9 (231), PL 14 (231) Healer
STRENGTH
5 STAMINA 10 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 5 PRESENCE 4

Skills:
Expertise (Science) 3 (+10)
Expertise (Cosmic Lore) 6 (+13)
Expertise (Space Traveller) 7 (+14)
Expertise (History) 4 (+11)
Insight 3 (+8)
Perception 3 (+8)
Persuasion 5 (+7)
Treatment 17 (+24)

Advantages:
Benefit (Elder of the Universe), Diehard, Skill Mastery (Treatment), Ultimate Treatment Skill, Well-Informed

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]

Healing 18 (Feats: Persistent, Stabilize) (Extras: Restorative, Resurrection) [74]
Movement 3 (Space Travel 3) (Extras: Portal +2, Instantaneous- Instantly Appears) [15]

Offense:
Unarmed +4 (+5 Damage, DC 20)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude +13, Will +11

Complications:
Obsession (Healing)- The Caregiver's lot in life is to care for and heal beings of "Cosmological Significance", though it is unclear as to whether or not she CAN heal regular beings- just chooses not to. In any case, a nascent Cosmic Being (Origin) and Quasar have both been healed of fatal injuries by her touch, but she stated that she could not help Quasar's own mother.

Total: Abilities: 72 / Skills: 48--24 / Advantages: 5 / Powers: 110 / Defenses: 20 (231)

-The Caregiver is a random Elder introduced on Mark Gruenwald's Quasar run, a woman who appeared to have three breasts and a "Gaea- Earth Mother" physique, and healed a dying Cosmic Fetus (which later became Origin) from injury. She later attended to Origin's safety in its youth, and once saved Quasar after his Life Support failed. However, she was unwilling to rescue Quasar's mother from cancer- she explained to him that his mother was simply not significant enough- and she only interferes in cases of "cosmic significance".
-The Caregiver was mostly-enigmatic, but I felt her interesting enough (ie. she has three boobs) to stat out. She certainly has the highest ranks in Healing of any character in comics, as far as I can tell. She's appeared so rarely (ie. never outside of Gru's book, and he's been dead for more than a decade) that I have no idea which powers she has, or if she's any stronger than a normal person, but I went with "Over Peak Human" and left it there.

THE RUNNER
Created By:
Peter B. Gillis & Don Perlin
First Appearance: The Defenders #143 (May 1985)
Role: Cosmic Flash-Type Guy
Group Affiliations: The Elders of the Universe
PL 15 (353)
STRENGTH
13 STAMINA 16 AGILITY 7
FIGHTING 14 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 1 PRESENCE 5

Skills:
Athletics 2 (+13)
Deception 4 (+6)
Expertise (Science) 2 (+8)
Expertise (Cosmic Lore) 7 (+13)
Expertise (Space Traveller) 14 (+20)
Expertise (History) 4 (+10)
Intimidation 3 (+8)
Perception 5 (+6)
Persuasion 5 (+10)
Technology 4 (+10)

Advantages:
Agile Feint, Benefit (Elder of the Universe), Close Attack, Defensive Attack, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Move-By Action, Power Attack, Ranged Attack 9, Redirect, Seize Initiative, Takedown 2

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]
Movement 3 (Space Travel 3) [6]
Impervious Toughness 15 [15]

"Likeability Field" Affliction 6 (Will; Impaired Attacks/Compelled) (Extras: Area- 30ft. Burst, Reaction +3) (Flaws: Limited Degree) [24]

"Speediest Damn Thing in the Universe"
Flight 20 (2,000,000 mph) (40) -- [41]
AE: Speed 20 (2,000,000 mph) (20)

Quickness 15 [15]
Enhanced Advantages 5: Enhanced Initiative 5 [5]

"Speed Feats"
Movement 3 (Wall-Crawling 2, Water-Walking) (Flaws: Limited to While Running) [3]
Cosmic Blast 17 (34) -- [44]
AE: "Knockdown Whirlwind" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Line +2) (Flaws: Limited Degree, Instant Recovery) Linked to Damage 6 (Extras: Area- 60ft. Line +2) (30)
AE: "Suffocating Whirlwind" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cylindar) (24)
AE: "Move Debris" Move Object 12 (Extras: 60ft. Cylindar +2) (Flaws: Touch Range) (24)
AE: "Rapid Attack" Strength-Damage +2 (Extras: Multiattack 15) (17)
AE: "Hit Everyone in Range" Strength-Damage +2 (Extras: Area- 60ft. Burst +2 for 13 ranks) (28)
AE: "Throw Debris" Blast 8 (Extras: Multiattack) (Quirks: Requires Debris -1) (23)
AE: "Spin Attack" Affliction 14 (Fort; Impaired & Dazed/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition) (Flaws: Grab-Based) (14)
AE: Deflect 15 (15)
AE: "Invisibility" Concealment (Visuals) 2 (4)
AE: "Phasing" Insubstantial 4 (20)
AE: "Restructure Matter" Transform 7 (Anything to Anything) (Feats: Increased Mass 5- 3,200 lbs.) (Extras: Continuous) (Flaws: Distracting, Unreliable- 5 Uses) (33)

Offense:
Unarmed +15 (+13 Damage, DC 28)
Rapid Attack +15 (+15 Damage, DC 30)
Hit Everyone +13 Area (+13 Damage, DC 28)
Spin Attack +15 (+14 Affliction, DC 24)
Suffocation +12 Area (+12 Affliction, DC 22)
Cosmic Blast +13 (+17 Ranged Damage, DC 27)
Initiative +32

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +16 (+8 Impervious), Fortitude +16, Will +9

Complications:
Obsession (Running & Travelling)- The Runner wishes to see the Universe, and he does this by running his whole way through it.
Motivation (Hedonism)- The Runner enjoys life, and typically does not engage in violent acts. Except for when he does, which is a lot, actually.

Total: Abilities: 132 / Skills: 50--25 / Advantages: 23 / Powers: 159 / Defenses: 14 (353)

-The Runner is one of the cooler-looking Elders, being a high-level Golden-Skinned God-type, and he makes his due being the generally fastest guy in the entire Marvel Universe. He's supposedly a hedonist out for pleasure and fun, but he sure seems to get into an awful lot of fights, including taking part in a plot to kill Galactus, and threatening to beat Thanos to death at Light Speed with the help of his Space Gem- it can only be assumed that later writers basically changed his characterization in order to justify various fight scenes. And this guy is one of the few beings around to hold an EASY victory over The Silver Surfer, pounding him into the dirt at super-luminal speeds while Norrin could only sit there and take it.
-His most-notable appearance is probably in that Quasar issue where Mark Gruenwald had all of the fastest runners in the Marvel Universe engage in a race to find the fastest- The Runner ran the thing as a project. The winner ended up being a traveler in torn red clothing from another universe- this "Buried Alien" appeared shocked to even be there, then disappeared to await his fate in The Crisis on Infinite Earths. So the whole thing was basically Continuity Wank by Gru, then a final tribute to a DC character he wanted to write- good ol' Gru :). A running arc in Quasar sees Makkari (of the Eternals) attempt to surpass the Runner in speed. Eventually, he succeeds, and refuses a new contest, having "nothing left to prove".
-The Runner's stats are truly-frightening: He's basically Flash combined with The Hulk, bashing people to smithereens at super-speed while being super-resistant to harm himself. PL 15 is basically putting him at the Surfer's level (implying that it'd be more even if Norrin was read for him- hell, that same storyline he got tripped up by MANTIS, and Steve Englehart wasn't even writing... oh wait, OF COURSE HE WAS, so she might as well have been PL 20 at the time). And he's not just high-powered- he's EXPENSIVE, costing a ridiculous amount of points (easy to see why, given all the Templates he sticks over himself- hell, he even has a weird Aura of Likeability that makes people more likely to agree with and like him, even if he's betrayed them in the past!).
-The Runner's stats and Advantages means that he can alter many of his caps at-will, including being more defensive than normal (common for Speedsters- his durability means he isn't as dodge-focused comparatively as a scaled-up Speedster would normally be). He can use The Power Primordial for a stunning array of effects, considering he normally just fights like a Speedster does- he can rearrange stuff, phase through solid objects, go invisible, etc. (the latter stuff is from Marvel SAGA RPG, so I'm not sure if that's ever REALLY shown up or is just conjecture, but whatever, it's not like I was out to crib on points here).
-The Space Gem would make him even TOUGHER, probably boosting him to PL 16-17, enough to EASILY defeat Thanos just by using hand-to-hand. At those speeds, his punches were virtually Perception-Ranged attacks.

THE ASTRONOMER
Created By:
Steve Englehart & Marshall Rogers
First Appearance: Silver Surfer #4 (Oct. 1987)
Role: Cosmic Cartographer
Group Affiliations: The Elders of the Universe
PL 12 (292), PL 14 (292) Astronomer
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 10 AWARENESS 5 PRESENCE 0

Skills:
Deception 5 (+8)
Expertise (Science) 9 (+19)
Expertise (Cosmic Lore) 7 (+17)
Expertise (Space Traveller) 14 (+24)
Expertise (History) 4 (+14)
Insight 3 (+8)
Perception 11 (+16)
Technology 9 (+19)
Vehicles 6 (+10)

Advantages:
Beginner's Luck, Benefit (Elder of the Universe), Diehard, Great Endurance, Jack-of-All-Trades, Ranged Attack 7, Tracking, Ultimate Space Traveller Skill, Trance

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]
Movement 2 (Space Travel 2) [4]
Senses 15 (Sense Distance, Detect Energy- Ranged 10, Acute & Analytical, Tracking) [15]

"Far-Seeing Eyepiece" (Flaws: Removable) [8]
Senses 9 (Low-Light Vision, Extended Vision 8- 1 billion miles) (9 points)

Teleport 15 (Extras: Extended, Accurate) (60) -- [61]
AE: "Hand Lasers" Blast 13 (Feats: Extended Range 2- x400 ft., Split, Penetrating 8) (37)

Offense:
Unarmed +5 (+4 Damage, DC 19)
Hand Lasers +11 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +10 (+12 Leaves, DC 20-22), Parry +8 (+10 Leaves, DC 18-20), Toughness +5 (+9 Leaf Shield), Fortitude +10, Will +13

Complications:
Obsession (Astronomy)- The Astronomer has devoted his millennia-old existence to cataloguing the entire cosmos and all it's splendor- he rarely deals with individual beings.
Power Loss (Barren Worlds)- Though he wields incredible power, The Gardener cannot create something from nothing- without first seeding a world, or having plant material available to him, he has little power.

Total: Abilities: 70 / Skills: 68--34 / Advantages: 15 / Powers: 109 / Defenses: 23 (292)

-The Astronomer is a bit less of a recurrer than his Brothers, but he's one of the smartest Elders. He's less of a powerhouse, though (a measly PL 12), but he's mastered a ton of alien technology, and he's the best planner- it was HIS schemes that allowed the Elders to confound and nearly-kill Galactus (they'd have succeeded if not for the Surfer & Nova), despite recognizing that the death of Galactus would mean the destruction of the universe as well. His plan nearly succeeds, but the In-Betweener soon turns on his Elder allies, forces Death to remove her protection from the group, then vaporizes Astronomer with two of his "brothers".
-The Fantastic Four book from the Marvel SAGA System outlines other powers for this guy, including Gravity, Light & Radiation Control, none of which are listed anywhere else, so I'm not sure where that comes from.

THE GARDENER (Ord Zyonyz)
Created By:
Bill Mantlo & John Byrne
First Appearance: Marvel Team-Up #55 (March 1977)
Role: Cosmic Botanist
Group Affiliations: The Elders of the Universe
PL 14 (292)
STRENGTH
4 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 5 PRESENCE 3

Skills:
Deception 2 (+4)
Expertise (Science) 4 (+11)
Expertise (Cosmic Lore) 6 (+13)
Expertise (Space Traveller) 6 (+13)
Expertise (History) 4 (+11)
Expertise (Botany) 17 (+24)
Insight 4 (+9)
Perception 6 (+11)
Technology 3 (+10)

Advantages:
Benefit (Elder of the Universe), Diehard, Great Endurance, Jack-of-All-Trades, Ranged Attack 7, Ultimate Horticulture Skill, Trance

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]
Movement 2 (Space Travel 2) [4]

"Master of Botany"
Movement 1 (Environmental Adaptation- Plant Matter) [2]
"Long Winter" Weaken Stamina 2 (Extras: Area- 500 mile Burst +18, Continuous +3) (Flaws: Limited to Plants) [40]
Comprehend Plants 2 [4]

"Leaf Shield"
Force Field 4 (Extras: Affects Others 10) [14]
Enhanced Dodge & Parry 2 [4]

"Vine Snare" Snare 14 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (Flaws: Touch Range) (57) -- [71]
AE: "Vine Snare" Snare 15 (Feats: Reversible) (45)
AE: "Tree Attack" Blast 14 (Feats: Accurate) (25)
AE: "Tree Storm" Damage 13 (Extras: Area- 60ft. Cone) (27)
AE: "Tree Strike" Damage 13 (Extras: Area- 30ft. Line) (27)
AE: "Leaf Storm" Dazzle Visuals 14 (Extras: Area- 30ft. Burst) (42)
AE: "Tree Growth" Growth 20 (Extras: Affects Others Only +0) (Flaws: Limited to Trees) (40)
AE: "Summon Insect Swarm With Plant Pheromones" Summon 2 (4)
AE: "Nauseating Pollen" Affliction 12 (Fort; Impaired/Disabled/Incapacitated) (Extras: 30ft. Cloud +2) (36)
AE: "Poison Ivy" Affliction 14 (Fort; Dazed & Impaired/Stunned & Disabled/Paralyzed) (Extras: Area- 30ft. Burst, Selective, Ranged) (56)
AE: "Vine Barrage" Environment 4 (250 feet) (Impede Movement 2) (8)
AE: "Multiple Vine Stabs" Blast 13 (Extras: Multiattack) (39)
AE: "Vines Tear the Earth" Affliction 14 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (14)
AE: "Plant Control" Move Object 14 (Extras: Perception) (Flaws: Limited to Plants) (28)
AE: "Plant Monsters" Summon Plants 6 (Extras: 4 Minions +4, Horde) (42)

Offense:
Unarmed +5 (+4 Damage, DC 19)
Tree Attack +13 (+14 Ranged Damage, DC 29)
Tree Area Attacks +13 (+13 Damage, DC 28)
Vine Barrage +11 (+13 Ranged Damage, DC 28)
Vine Snare +11 (+15 Ranged Affliction, DC 25)
Vines, Poison Ivy, Tear Earth & Leaf Storm +14 Area (+14 Affliction, DC 24)
Pollen +12 Area (+12 Affliction, DC 22)
Initiative +2

Defenses:
Dodge +10 (+12 Leaves, DC 20-22), Parry +8 (+10 Leaves, DC 18-20), Toughness +5 (+9 Leaf Shield), Fortitude +10, Will +13

Complications:
Obsession (Gardening, Peace)- Ord Zyonyz has devoted his millennia-long existence to botany, and spends eons attending his numerous gardens and seeding barren worlds. He prefers peace and solitude, and once fled a battle upon realizing he was using his abilities for violence.
Power Loss (Barren Worlds)- Though he wields incredible power, The Gardener cannot create something from nothing- without first seeding a world, or having plant material available to him, he has little power.

Total: Abilities: 70 / Skills: 52--26 / Advantages: 13 / Powers: 160 / Defenses: 23 (292)

-The Gardener (actually the FIRST comic book alien named "Ord") is a bit of a neat idea- a Cosmic Botanist who tends to gigantic, spectacular gardens instead of using his powers to beat the snot out of people. He ended up in a battle against his will when Spider-Man & Adam Warlock ended up tangling with The Stranger in his neighborhood, and the brawl caused him to drop his "Soul Gem"- later on, he fought the Hulk when he attempted to create a new garden. He even faced the Beyonder, alongside a great number of actual COSMIC BEINGS, and later was devoured (and vomited out) by Galactus when the Elders conspired against the Big G.
-He later gained the Soul Gem that controlled Time itself (Thanos had by then renamed them Infinity Gems). He used this Gem to grow his flowers to their most-beautiful stage, then would freeze them permanently, leaving his garden in permanent bloom. Of course, Thanos came calling, used his Power Gem to overwhelm The Gardener's Time Gem, and the plants overran the Elder, killing him by growing through his head and stuff in a pretty gory demise. Well, at least Thanos felt bad about it, upon watching the Eternal Garden decay and die. The Gardener has never returned.
-The Gardener is sorta like my Demeter Build for my "Greek Gods", except he's a recurring character and not a hypothetical one based off of background pictures that I made for fun. At least it took the leg-work out of making this guy's build :). Gardener is REALLY powerful, able to hold off any one of Earth's Heroes by himself using his mastery of plant matter. Curiously however, he lacks major defensive powers- he's got some low Defense for a guy at his level, and except for his Regeneration, he's pretty vulnerable. That and he's a poor, inexperienced fighter- for all his power and varying abilities (plus a Soul/Infinity Gem), The Hulk could still beat him. In various appearances, he has utilized the Time or Mind Gems to gain other powers, such as Animal Control, greater Summoning Powers, etc.

THE CHAMPION OF THE UNIVERSE (Tryco Slatterus)
Created By:
Tom DeFalco & Ron Wilson
First Appearance: Marvel Two-In-One Annual #7 (1982)
Role: Supreme Space Asshole, Battle-Seeker
Group Affiliations: The Elders of the Universe
PL 15 (265)
STRENGTH
18 STAMINA 16 AGILITY 3
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (History) 6 (+6)
Expertise (Technology) 6 (+6)
Intimidation 12 (+14)
Perception 2 (+2)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Benefit (Ambidexterity), Chokehold, Crushing Pin, Cunning Fighter, Defensive Attack, Defensive Strike, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed) 3, Improved Grab, Improved Initiative, Improved Hold, Improved Throw, Improved Trip, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 7, Startle, Takedown 2, Taunt, Ultimate Strength Check, Withstand Damage

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

"The Power Primordial"
Immunity 16 (Tiring Effects, Aging, Life Support) [16]
Power-Lifting 3 (50,000 tons) [3]
Protection 2 (Extras: Impervious 17) [19]
Regeneration 4 (Feats: Regrowth) [5]
Immortality 2 [4]
Leaping 11 (2 miles) [11]

"Super-Strength Feats"
"Thunderclap" Dazzle Hearing 12 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range, Distracting) (24) -- [29]
AE: "Groundstrike" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Burst +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (22)
AE: "Groundstrike Line" Affliction 12 (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) (22)
AE: "Shockwave" Damage 12 (Extras: Area- 60ft. Burst +2) (Flaws: Both Grounded) (24)
AE: "Super-Breath" Move Object 12 (Extras: Area- 120ft. Cone +2) (Flaws: Limited to One Direction) (24)
AE: Penetrating Strength Damage 15 (15)

Offense:
Unarmed +12 (+18 Damage, DC 33)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +18 (+9 Impervious), Fortitude +16, Will +10

Complications:
Obsession (Fightin' Round the World)- The Battle is all that matters to The Champion- he will traverse the universe in search of good fights, and grows bored quickly without something to hit.
Reputation (Blowhard)
Honor (Won't Fight Women, Beasts or "Cheaters")

Total: Abilities: 104 / Skills: 26--13 / Advantages: 35 / Powers: 96 / Defenses: 17 (265)

-The Champion of the Universe is probably the Elder with the most-iconic appearance in comics- like his brothers, he is obsessed with one thing and one thing only... but that one thing is KICKING ASS. A brutish arsehole, he travels to Earth in a Marvel Two-In-One Annual to challenge "Earth's mightiest heroes". And in this story, we find the eternal Crowning Moment of Awesome for Benjamin J. Grimm.
-The Champion puts out the challenge to Earth's heroes, and threatens to blow up the entire planet if the heroes refuse the call. Of course, given that this is the THING's story, the few characters stronger or more-powerful than him are disqualified under total B.S. reasoning (Namor refuses to train; Thor uses a weapon; the Hulk loses his temper and Champion declares that "I don't fight beasts"; Wonder Man breaks their fighting arena)- both are sent away. Sasquatch and Colossus, but around Grimm's level, are challenged fairly, but fall easily under the Champion's incredible strength in a single round each. Next up? The Thing.
-And it's a one-sided HELL of a beat-down. The Thing is beaten from pillar to post in a massive brawl that sees the Champion quickly overwhelm him with not only superior strength, but a more-practiced FIGHTING STYLE (he's been fighting for millions and millions of years). Things get so bad that the Thing breaks his arm, then his jaw, and pretty much every part of him is sore. But the trick? He DOES NOT GO DOWN. Every time the Champion knocks him on his ass, he struggles his way back up, eggs him on some more, and the FIGHT'S BACK ON. Round after round, Ben refuses to drop and give up, because the whole world is at stake. Finally, in the end, the Champion, himself bruised and shocked at the fact that the outmatched Thing is still fighting, GIVES UP, declaring the bout a draw. He confesses that he could beat and kill the man, but he could NEVER defeat the Thing's spirit ("YOU are the opponent I have been seeking all this time!"). Ben's courage, fighting spirit and willpower is thus cemented in the minds of comic fans for all time, in the greatest way possible, and we even get a super-manly moment of respect between two powerhouses in the end.
-This glorious story not only gave the Thing one of the most bad-ass reps around, and eternal respect, but gave Marvel a high-end new villain to trot out any time they wanted their powerhouses to look good. First, he was defeated by Steve Englehart's Silver Surfer (his first defeat ever). He is devoured by Galactus along with his Elder brothers (the first time he interacts with them). Then he grabs the Power Gem, and uses it to demolish a planet's military, and then is challenged by Thanos of Titan. Here, the Champion proves himself more powerful than his opponent, but Thanos is crafty and Slatterus is stupid- Thanos merely pisses him off to a high level, and then moves out of the way when the Champion unleashes a planet-breaking punch. The planet indeed shatters, and the unfortunate Champion is left floating in a newly-created meteor field. Thanos convinces him to give up the Power Gem in order to find a way to a planet, lest he float around for millennia.
-Later, he regains the Power Gem post-Infinity Gauntlet, and loses to Adam Warlock's Soul Gem. However, he loses to SHE-HULK, who trains herself for months in her "Jennifer Walters" form, which beefs up her She-Hulk form considerably. Apparently. A vengeful Champion later gives his Power Gem to Titania (having promised never to use it again if Jen beat him), but she herself jobs to Shulkie. And later, he's trapped on a planet by the Deadpool Corps.
-Oddly, pretty much every one of these fights ignores the sort-of nobility the character possessed in his debut- most of the latter appearances are incongruous with a guy who would give up a fight rather than slay an opponent with an unkillable spirit. In the later stories, he's just some brutish asshole. Granted, in his first comic, he threatens to kill five billion people if he's not allowed to punch people, but still.
-The Champion is a supremely-hardcore PL 15, able to modify every one of his caps with advanced Combat Advantages. He's also completely immortal (Death won't even allow the Elders into her domain), unstoppable, super-strong (+18 Unarmed Damage; 50,000 ton lifting strength), has most of The Hulk's powers, and is more accurate in combat. How hardcore is this guy? His list of opponents that he's defeated is basically a "who's who" of the most bad-ass super-heavyweights in comics: Sasquatch, Colossus, Beta-Ray Bill, frickin' GLADIATOR, The Thing (well Thing wasn't WINNING that fight, really) and the SILVER SURFER. Of course, for a lot of those, he was wielding the Power Gem (of the Infinity Gems fame), which would boost him even further (to PL 16-18 range and possibly higher, as he once BROKE A PLANET by hitting it using full power and anger). Without it, he lost to the She-Hulk, who was given a MASSIVE power-boost that she soon pretty much lost.
-He's kind of a moron, though. I mean, the guy's 5 billion years old, give or take, and he only spends 14 points on Skills, despite having accumulated them over millennia? What the F?

THE OBLITERATOR (Maht Pacle)
Created By:
Steve Englehart & Marshall Rogers
First Appearance: Silver Surfer #4 (Oct. 1987)
Role: Cosmic Muchkin Roleplayer
Group Affiliations: The Elders of the Universe
PL 14 (229)
STRENGTH
13 STAMINA 15 AGILITY 1
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Science) 4 (+4)
Expertise (Cosmic Lore) 4 (+4)
Expertise (Space Traveller) 7 (+7)
Expertise (History) 4 (+4)
Expertise (Soldier) 7 (+7)
Intimidation 13 (+13)
Perception 4 (+4)
Technology 5 (+5)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Benefit (Elder of the Universe), Diehard, Equipment 11 (Space-Glider), Quick Draw, Power Attack, Ranged Attack 6, Startle

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]

"The Obliterator's Space Weapons" (Flaws: Removable) [59]
Blast 18 (Feats: Extended Range 2- x400 ft., Split, Penetrating 14) (Extras: Multiattack) (71) -- (73 points)
AE: "Wide Angle Beam" Damage 14 (Extras: Area- 120ft. Cone +2) (42)
AE: "Explosive Blast" Blast 14 (Feats: Extended Range 2- x400 ft.) (Extras: Area- 30ft. Burst) (30)

Equipment:
"Space Glider" Toughness 12 (3), Flight 12 (24), Space Travel 2 (4), Weapons- Blast 12 (24)

Offense:
Unarmed +10 (+13 Damage, DC 28)
Space Weapons +10 (+18 Ranged Damage, DC 33)
Area Attacks +14 (+14 Damage, DC 29)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +15, Fortitude +15, Will +8

Complications:
Obsession (Destruction)- Offended by the existence of other life in the universe, The Obliterator is devoted to wiping it all out. He killed his entire world when he discovered his immortality.

Total: Abilities: 86 / Skills: 50--25 / Advantages: 23 / Powers: 78 / Defenses: 15 (229)

-The Obliterator is what would happen if The Champion dropped all that pesky characterization and just became a one-note fighter... well, MORE of a one-note fighter. The Obliterator is one of those "I killed my entire race out of boredom" guys (yes, comics has more than one), having killed twenty BILLION people out of his desire to hunt and kill others. He fought The Silver Surfer until ol' Norrin transmuted his guns into harmless nothing and abandoned him on a lifeless world to prevent him from killing anyone else. He later fought Thunderstrike and Quasar when he tried to kill the infant Cosmic Being "Origin". Once again, the flightless being was merely dumped somewhere. The dude's strong as hell, but his gun-backpack thingie (Removable and not Easily Removable) is still his best weapon.

THE POSSESSOR (Kamo Tharnn)
Created By:
Gerry Conway & John Buscema
First Appearance: Thor #235 (May 1975)
Role: Cosmic Villain
Group Affiliations: The Elders of the Universe
PL 14 (433), PL 16 (433) Super-Genius
STRENGTH
12/16 STAMINA 13/17 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 16 AWARENESS 6 PRESENCE 4

Skills:
Deception 5 (+9)
Expertise (Science) 10 (+26)
Expertise (Cosmic Lore) 9 (+25)
Expertise (Space Traveller) 7 (+23)
Expertise (History) 10 (+26)
Expertise (Current Events) 8 (+24)
Insight 6 (+12)
Intimidation 4 (+8)
Investigation 10 (+16)
Perception 10 (+16)
Persuasion 4 (+8)
Technology 10 (+26)

Advantages:
Beginner's Luck, Benefit (Elder of the Universe), Diehard, Eidetic Memory, Great Endurance, Jack-of-All-Trades, Ranged Attack 8, Well-Informed

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]
Movement 2 (Space Travel 2) [4]
"Sight Without Sight" Senses 5 (Spatial Sense- Ranged, Accurate, Radius) [5]

Growth 4 (Str & Sta +4, +4 Mass, +4 Intimidation, -2 Dodge/Parry, +1 Speed, -8 Stealth) -- (12 feet) [8]
Growth +4 (Str & Sta +4, +8 Mass, +4 Intimidation, -2 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Flaws: Limited to Non-STR & STA Growths) [4]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 9 (Extended Vision 4, Analytical Vision, Precognition) [9]
Movement 1 (Environmental Adaptation- Space) [2]
"Mental Detection" Senses 5 (Mental Awareness- Ranged 2, Radius, Acute) [5]

Cosmic Blast 16 (Feats: Penetrating 8) [40]

"Runestaff" (Flaws: Easily Removable) [112]
"Suck Into Pocket Dimension" Movement 1 (Dimensional Travel 1) (Extras: Attack 12, Selective 12, Area- 16 miles +13 on 12 ranks) (182) -- (186 points)
AE: "Pocket Dimension" Movement 3 (Dimensional Travel 3) (Extras: Portal +2) (12)
AE: Healing 14 (Extras: Ranged) (42)
AE: "Emotion Control" Affliction 14 (Will; Entranced/Compelled/Controlled Emotions) (Extras: Perception Range +2, Cumulative) (56)
AE: Teleport 15 (Extras: Extended, Accurate) (60)

Offense:
Unarmed +10 (+12 Damage, DC 27)
Growth +10 (+16 Damage, DC 31)
Cosmic Blast +12 (+16 Ranged Damage, DC 31)
Emotion Control -- (+14 Perception Ranged Affliction, DC 24)
Dimensional Attack +12 Area (DC 22 Travel Effect)
Initiative +3

Defenses:
Dodge +10 (+8 Size, DC 20-18), Parry +10 (+8 Size, DC 20-18), Toughness +13 (+17 Size), Fortitude +13 (+17 Size), Will +16

Complications:
Obsession (Possessing Knowledge)- The Possessor staves off boredom and death by collecting all the information in the universe.
Responsibility (Insane)- The Possessor's first use of his Runestaff drove him mad. He is prone to odd behaviors.
Disabled (Blind)- The Possessor is technically blind after using his Runestaff for the first time. However, this does not seem to aversely affect him in any way.

Total: Abilities: 136 / Skills: 90--45 / Advantages: 15 / Powers: 218 / Defenses: 17 (433)

-The Possessor is a difficult build to do, because I have very little foreknowledge of the character- he shows up quite rarely, and seems unique amongst the Elders. He was a Thor foe first, gathering a ton of information in the universe (he's the "Possessor" in terms of possessing knowledge, I guess), then faced the Champions, but soon aided the Elders in taking on Galactus, where he hasn't been seen since the Devourer vaporized him.
-Okay, so I think this makes sense, but I'm not sure if it's the full breadth of the guy's abilities- he can do a bunch of stuff with his Runestaff (include Teleporting huge swaths of people into the Pocket Dimension within- the first use of it's power threw an entire world in there, but I figure it's "base" power level is slightly lower at a mere 16 mile radius), he knows a ton of stuff about everything, and he's one of the smartest guys in the entire universe. Just HOW smart, and how much of that is the Runestaff (said to contain all knowledge, though others who used it didn't become Super Geniuses, so I figure most of it is Tharnn's own knowledge) is up for debate. Plus he can Blast, Control Emotions, Teleport or Heal beings. Plus there's also the question of just HOW smart the guy is- I assume four full ranks higher than Mr. Fantastic or Doctor Doom should cut it, as he's just a guy who "knows lots of stuff", rather than a Scientist/Technician most of the time.

THE CONTEMPLATOR (Tath Ki)
Created By:
Jack Kirby
First Appearance: Marvel Treasury Special #1 (1976)
Role: Cosmic Sensei
Group Affiliations: The Elders of the Universe
PL 15 (331)
STRENGTH
4/10 STAMINA 5/11 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 7 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Athletics 4 (+8)
Deception 2 (+4)
Expertise (Science) 2 (+10)
Expertise (Cosmic Lore) 10 (+18)
Expertise (Space Traveller) 9 (+17)
Expertise (History) 4 (+12)
Expertise (Philosophy) 6 (+14)
Insight 8 (+15)
Perception 10 (+17)
Technology 2 (+10)

Advantages:
Accurate Attack, Assessment, Benefit (Elder of the Universe), Defensive Attack, Diehard, Eidetic Memory, Fearless, Great Endurance, Jack-of-All-Trades, Ranged Attack 7, Ritualist, Trance, Well-Informed

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 2 (Feats: Regrow Limbs) [3]
Senses 1 (Communication Link- Other Elders) [1]
Movement 2 (Space Travel 2) (Extras: Instantaneous Teleportation) [6]
"Self-Levitation" Flight 6 (120 mph) [12]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 9 (Extended Vision 4, Analytical Vision, Precognition) [9]
Movement 1 (Environmental Adaptation- Space) [2]
"Mental Detection" Senses 5 (Mental Awareness- Ranged 2, Radius, Acute) [5]

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

Mind-Reading 15 (Feats: Dynamic, Dimensional) (Feats: Subtle 2) (Extras: Effortless, Cumulative, Sensory Link) (79) -- [99]
Dynamic AE: Mental Communication 5 (Feats: Dynamic, Subtle) (Extras: Area, Selective) (32)
Dynamic AE: "Focused Mind Control" Mind Control 15 (Feats: Dynamic) (61)
Dynamic AE: "Group Mind Control" Mind Control 10 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (51)
Dynamic AE: "Mental Stun" Affliction 15 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic, Subtle) (Extras: Perception Range +2, Cumulative) (62)
Dynamic AE: "Astral Form" Remote Sensing 32 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (66)
Dynamic AE: "Focused Mental Blast" Damage 15 (Feats: Dynamic, Subtle) (Extras: Perception Range +2, Will Save) (62)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 12 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (60)
Dynamic AE: "Psychokinesis" Move Object 12 (Feats: Dynamic) (Extras: Perception Range) (37)
AE: Cosmic Blast 12 (24)
AE: "Boost Abilities" Enhanced Strength & Stamina 6 (24)
AE: "Area Mental Blast" Damage 10 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (50)
AE: "Brainwashing" Affliction 14 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (56)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Boosted +12 (+10 Damage, DC 25)
Mind-Reading -- (+15, DC 25)
Mind Control -- (+15 Affliction, DC 25)
Group Control +10 Area (+10 Affliction, DC 20)
Mental Blast -- (+15 Perception Affliction, DC 25)
Cosmic Blast +11 (+12 Ranged Damage, DC 27)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +5 (+11 Boosted), Fortitude +10, Will +15

Complications:
Obsession (Contemplation)- Tath Ki has devoted himself to floating about the universe thinking about stuff. He knows a lot about everything.
Enemy (Skrull Impersonator)- A Skrull impersonated The Contemplator for years- basically taking part in all the "out of character" stories, like when Contemplator helped try to kill Galactus.
Responsibility (Pacifist)- Tath Ki avoids using his powers for violent ends.

Total: Abilities: 94 / Skills: 62--32 / Advantages: 19 / Powers: 167 / Defenses: 19 (331)

-The Contemplator is sorta like a mystical Space Buddha who goes around informing others about stuff, and he's generally one of the kindest and most-noble of The Elders, rarely fighting anyone. He's helped out Captain America and Quasar on their quests (Tath Ki took Cap on a journey throughout America's history to teach him about both his country and himself), and he's an all-around nice dude. He was part of the Elders' plan to kill Galactus, but that was revealed to have been a Skrull, for reasons unknown- he attempted to gain protection from Captain Reptyl... who later tired of him and devoured his body (his decapitated head was left floating in space as a warning to others, but he was still alive, and later attempted to destroy Kree & Skrull alike).
-I'm sensing most of that was a Retcon by Mark Gruenwald, as the "true" Contemplator showed up in Quasar after this. The false Contemplator attempts to steal Quasar's Quantum Bands, but he is captured by the Judicator (another Elder) and sent before the real one. He disappears for at least ten years before acting as the "Guiding Hand" of the "Every Cap Ever" Limited Series, featuring all of the various Captain Americas throughout history (Cap, U.S. Agent, American Dream, etc.) to fight against Superia, who has replaced Cap in history.
-Power-wise, he sort of combines an Elder of the Universe with Professor Xavier, becoming a PL 15 Cosmic Mind-Controller with extreme distance on his Mental Communication (basically Universe-wide), an assortment of Alt-Effects (including Psychokinesis, Boosting his physical abilities, Cosmic Blasts, and more). He goes PL 11-14 all over the place with varying attacks, and is one of the most powerful telepaths in the universe. It's a good thing he's a good guy, because that points-cost is NUTS, and dangerous on a heroic character.

THE GRANDMASTER (En Dwi Gast)
Created By:
Roy Thomas & John Buscema
First Appearance: The Avengers #69 (Oct. 1969)
Role: Cosmic Gamesmaster
Group Affiliations: The Elders of the Universe
PL 17 (451)
STRENGTH
4/8 STAMINA 4/8 AGILITY 3
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 16 AWARENESS 6 PRESENCE 5

Skills:
Deception 11 (+16)
Expertise (Science) 12 (+28)
Expertise (Cosmic Lore) 9 (+25)
Expertise (Space Traveller) 6 (+22)
Expertise (Current Events) 8 (+24)
Expertise (History) 4 (+20)
Expertise (Games) 12 (+28)
Insight 6 (+12)
Intimidation 7 (+12)
Investigation 8 (+14)
Perception 10 (+16)
Persuasion 11 (+16)
Technology 12 (+28)
Vehicles 4 (+9)

Advantages:
Assessment, Beginner's Luck, Benefit (Elder of the Universe), Defensive Attack, Diehard, Eidetic Memory, Equipment 20 (Space Fortress, Weird Weapons & Game Equipment), Great Endurance, Improved Aim, Improved Critical (Cosmic Blast), Jack-of-All-Trades, Power Attack, Ranged Attack 8, Ultimate Technology Skill, Ultimate Science Skill, Well-Informed

Powers:
"The Power Primordial"
Immunity 11 (Aging, Life Support) [11]
Immortality 3 (1 week) [6]
Regeneration 6 (Feats: Regrow Limbs) [13]
Senses 1 (Communication Link- Other Elders) [1]
Force Field 14 (Extras: Impervious 13, Affects Others, Selective, Area- 30ft. Burst) [69]
Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
"Sense Energy" Senses 11 (Detect Energy- Ranged 6, Acute & Analytical, Tracking) [11]
Quickness 16 (Flaws: Limited to Mental Tasks) [8]

"Impressive Size" Growth 4 (Str & Sta +4, +4 Mass, +4 Intimidation, -2 Dodge/Parry, +1 Speed, -4 Stealth) -- (12 feet) [8]

"Restructure Matter" Transform 12 (Anything to Anything) (Feats: Increased Mass 5- 25 tons) (Extras: Continuous) (Flaws: Distracting) (65) -- [70]
AE: Cosmic Blast 21 (Feats: Penetrating 10, Split) (53)
AE: Movement 7 (Dimensional Travel 3, Space Travel +2, Time Travel 2) (Extras: Portal +2) (28)
AE: Healing 13 (Extras: Ranged, Resurrection) (52)
AE: Teleport 15 (Extras: Extended, Accurate) (60)
AE: "Will Death on Another" Weaken Stamina 15 (Extras: Perception Range +2) (45)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Growth +11 (+8 Damage, DC 23)
Cosmic Blast +13 (+21 Ranged Damage, DC 36)
Will Death -- (+15 Perception Ranged Weaken, DC 25)
Initiative +3

Defenses:
Dodge +12 (+10 Size, DC 22-20), Parry +12 (+10 Size, DC 22-20), Toughness +4 (+8 Size, +22 Force Field), Fortitude +13 (+17 Size), Will +16

Complications:
Obsession (Games)- The Grandmaster is pretty much straight-up obsessed with gaming- ANY AND ALL GAMES are big things for him. He once risked (and lost) ultimate power because Hawkeye wanted to play a game of "Draw Straws". He will generally only do things if it involves a game of some kind.
Relationship (The Elders)- The Grandmaster takes the role of an Elder more seriously than the others- he is a leader of sorts. He once sacrificed his life (though it was part of a plan) for The Collector's.

Total: Abilities: 108 / Skills: 120--60 / Advantages: 42 / Powers: 232 / Defenses: 10 (451)

-The Grandmaster is the most important of The Elders, and their leader as well. A big blue man, he has one of the greatest concepts in comic book history- a Cosmic Gamesman, devoted to perfecting and winning all the contests the world has to offer. This... is... AMAZING- it offers up an infinite number of potential storylines, all with the easy explanation of "It's the Grandmaster being an asshole again". Heck, it's like stories with Arcade's Murderworld, but amplified to a cosmic scale. You can even get heroes fighting each other, heroes fighting cosmic beings, and all sorts of manipulative nonsense, all at The Grandmaster's hands.
-He debuted by creating the Squadron Sinister (an obvious riff on DC's Justice League- it later inspired the Squadron Supreme in the actual comics, though the villains were said to be "inspired" by the heroes), then moved on to the Defenders in their book. He was the central character in Contest of Champions, this time the Excuse Plot being that EVERY HERO EVER was assembled under one roof to play a game that may allow him to resurrect his "brother" The Collector. The story, which was largely an excuse to showcase heroes of many nations as part of a tie-in to the Olympics (true story: the U.S. boycotted the games and thus the comic was cancelled... but nobody told the inker, a foreigner who'd finished all of his work and showed up one day to hand it in! Editorial quickly scrambled and released it anyways, albeit with some last-minute art changes because some people had switched costumes! And then someone bungled the finish, but stating the wrong person won!). The Grandmaster won (in actuality, he tied, but nobody caught the mistake at the time of printing) and thus died to take his sibling's place (because Death pulled a secret end of the deal that required a life force to be sacrificed to save his brother), but this played into his hands anyhow, as he later took control of Death's Domain and forced both teams of Avengers to fight for another chance at resurrection.
-The Grandmaster has a brilliant moment at the end, as he sends the Avengers after never-ending hordes of their dead enemies and allies... but Hawkeye stones him with a request for a simple game of chance: a game of "draw straws". Both Cap (the only other survivor on the heroic side) and the Grandmaster are like "you ARE insane", but Hawk plays to the extremes of the Grandmaster's obsessive personality- sure, he COULD easily defeat the heroes and conquer the universe using his current plan... OR, he could risk everything on a single dealt hand! What was the constant game-player to do? Well, he sweated, bit his lip... and REACHED FOR IT!! And thus the universe was saved, if only because Hawkeye CHEATED (also: Greatest Clint Moment Ever). And it all made perfect sense: he COULDN'T pass that opportunity up! And it's not like he HAD to honor the deal- but the distraction his losing caused allowed Death to break free and banish the Elders from her domain forever (which was actually the Grandmaster's Plan B all along, so he STILL WINS).
-Later, he leads the ten other Elders against Galactus, is eaten, then expelled- though beaten, he retains the Mind Gem, until later, he's confronted by Thanos. The two agree upon a game for the last Gem, but Thanos notes in his narration that the Grandmaster has wisely cheated and made all of his "pretend" shots killing ones. But since Thanos had already amassed the five OTHER Gems, he easily broke the rules of the game and wins.
-He gets another fine moment in JLA/Avengers- when the DC villain Krona comes calling and nearly destroys the Marvel Universe, the Grandmaster stalls him by creating a "Cosmic Game" using their respective universe's greatest heroes. A brilliant move, as it not only staves off oblivion, but puts the heroes (ones who've repeatedly beaten him, mind you) on the case. He and Galactus are annihilated by Krona's superior firepower, but the twelve items in the "Scavenger Hunt" game allow him the power to trap and stall Krona AGAIN, which allows the heroes to make a final charge that defeats him. In essence, En Dwi Gast has saved the Omniverse, all without breaking character.
-His later appearances are more-minor: creating a new Squadron Sinister to fight Baron Zemo's Thunderbolts, but Zemo managed to kill him using the powers of the Universal Wellspring. Naturally, he came back, this time playing against the Hulk- promising the resurrection of his long-lost lady-love, Jarella. He creates the "Offenders", made up of the enemies of Hulk's allies the original Defenders (Hulk, Dr. Strange, Namor & Silver Surfer's enemies the Red Hulk, Baron Mordo, Tiger Shark & Terrax), but this series was largely part of the early Wankfest that was Jeph Loeb's "Red Hulk Push". The Grandmaster is killed by the Red Hulk, and Jarella remains dead- he of course later returns to bother Dazzler (acting much-more immature and having a crush on her- it seems the writer wanted to make him out to be more of a Geeky GM or something), and is still around in the post-Battleworld Earth.
-But yeah, The Grandmaster is a fantastic character. The ultimate creator of Excuse Plots, and he's been part of fairly-few BAD stories. He has the power to do almost anything he wants, but almost never DOES, as he wants to watch the little people fight for him- a great concept that keeps him fairly-consistent. And his obsession can be used AGAINST him (as Hawkeye proved), and his by-the-book nature makes him relatively-easy to befuddle for such a powerful being. Phenomenal Cosmic Power always works best if you have an "out".
-The Grandmaster is also the highest-powered Elder, able to defeat guys like The Silver Surfer by himself, and even cast a powerful enough something-or-other to hold DEATH at bay until his concentration was broken. I have no idea what the hell THAT was, but it was certainly impressive. He's a pretty good fighter (his own games require a lot of shooting & fighting at times), and dishes out a hell of a lot of power with his Cosmic Energy- hitting PL 17 altogether. He can handily kill people at Perception Range, Heat them, transform stuff like a Herald, think at astonishing speeds, grow a little, detect stuff, fly, and use super-powerful Force Fields to make up for his own lower durability (and note he can still Regenerate).

THE STRANGER
Created By:
Stan Lee & Jack Kirby
First Appearance: The Uncanny X-Men #11 (May 1965)
Role: Half-Assed Cosmic Being
Group Affiliations: The Elders of the Universe
PL 18 (447)
STRENGTH
19 STAMINA 20 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 16 AWARENESS 6 PRESENCE 5

Skills:
Deception 7 (+12)
Expertise (Science) 12 (+28)
Expertise (Cosmic Lore) 10 (+26)
Expertise (Space Traveller) 10 (+26)
Expertise (Current Events) 4 (+20)
Expertise (History) 5 (+21)
Insight 6 (+12)
Intimidation 7 (+12)
Investigation 8 (+14)
Perception 10 (+16)
Persuasion 7 (+12)
Technology 12 (+28)
Vehicles 6 (+10)

Advantages:
Accurate Attack, Assessment, Beginner's Luck, Benefit (Elder of the Universe), Daze (Intimidation), Diehard, Eidetic Memory, Equipment 10 (Space Fortress, Assorted Gear), Extraordinary Effort, Fast Grab, Great Endurance, Improved Aim, Improved Critical (Cosmic Blast) 3, Jack-of-All-Trades, Power Attack, Ranged Attack 8, Tracking, Ultimate Technology Skill, Ultimate Science Skill, Well-Informed, Withstand Damage

Powers:
"The Power Primordial"
Immunity 12 (Aging, Life Support, Sleep) [12]
Immortality 3 (1 week) [6]
Regeneration 6 (Feats: Regrow Limbs) [13]
Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]
Impervious Toughness 19 [19]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
"Sense Energy" Senses 11 (Detect Energy- Ranged 6, Acute & Analytical, Tracking) [11]
Quickness 14 (Flaws: Limited to Mental Tasks) [7]

"Impressive Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Wields The Power Cosmic"
"Variety of Powers" Variable 12 (Cosmic Powers) (84) -- [107]
Dynamic AE: "Cosmic Wave" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 250ft. Cone +3) (83)
Dynamic AE: "Cosmic Stream" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 120ft. Line +3) (83)
Dynamic AE: Cosmic Blast 24 (Feats: Dynamic, Accurate, Affects Insubstantial, Penetrating 12, Extended Range 6- x6,400 ft., Split, Variable Descriptor 2) (72)
Dynamic AE: Force Field 2 (Extras: Impervious 8, Affects Others 13, Selective 13, Area- 30ft. Burst 13) (49)
Dynamic AE: Move Object 16 (Feats: Dynamic, Subtle, Precise) (Extras: Perception Range) (59)
Dynamic AE: Healing 12 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 30ft. Burst) (Flaws: Limited to Others, Distracting) (31)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic, Subtle) (Extras: Sensory Link) (50)
Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
AE: "Remove Powers" Affliction 14 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Ranged) (52)
AE: Teleport 17 (Feats: Increased Mass 10- 25 tons) (Extras: Extended, Accurate) (78)
AE: Insubstantial 4 (Feats: Precise) (21)
AE: "Restructure Matter" Transform 12 (Anything to Anything) (Feats: Increased Mass 4- 25 tons) (Extras: Continuous) (Flaws: Distracting) (64)
AE: Movement 6 (Dimensional Travel 2, Space Travel +2, Time Travel 2) (Extras: Portal +2) (24)
AE: Mind Control 14 (56)
AE: Illusion (All Senses) 14 (70)

Equipment:
"Space Fortress" Awesome Size (6), Toughness 24 (9), Features: Communications, Computer, Concealed, Defense System, Deathtraps, Dimensional Portal, Dock, Fire Prevention System, Garage, Hangar, Holding Cells, Isolated, Laboratory, Library, Living Space, Personell, Power System, Sealed, Security System, Workshop (35)

Offense:
Unarmed +11 (+19 Damage, DC 34)
Cosmic Blast +12 (+24 Ranged Damage, DC 39)
Cosmic Waves +18 Area (+18 Damage, DC 33)
Mind Control -- (+14 Perception Affliction, DC 24)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +20 (+22 Force Field, +10-14 Impervious), Fortitude +20, Will +16

Complications:
Secret (Everything)- The Stranger almost never reveals his purpose in anything, choosing to remain mysterious in his actions.

Total: Abilities: 136 / Skills: 104--52 / Advantages: 39 / Powers: 213 / Defenses: 25 (447)

-*sigh*... just a silly little cosmic dude in a generic outfit, with a boring appearance (some old guy in a GeneriKirby Suit with a weird skirt thing)- his only real purpose was to be a weird Mysterious Observer who got Magneto out of the Uncanny X-Men Title for a while. See, Mags was kind of an overwhelming character to Stan & Jack's bottom-tier book; showing up way too often and taking control of nearly every storyline. So he was quickly tossed out, then later reappeared when few of the other villains were much good. After Magneto escaped him, he reappears in Tales to Astonish, having decided to blow up the Earth because he figured that humans sucked. Here, Bruce Banner convinces him not to... but he reappears again WITH THE SAME PLAN, only this time his "Null-Life Bomb" is destroyed by the sacrifice of a mortal man- the Stranger, having battled the Silver Surfer, learns of this, and agrees to leave.
-The Stranger later appears to aid the FF against the Overmind, then watches his servant (the Abomination) battle Thor in another book. In Marvel Team-Up, he attempts to wrest the Soul Gem from Adam Warlock's brow, and is foiled by a save from Spider-Man. He REALLYS acts as a "Journeyman" character thoughout this time period, passing from book to book, doing some vague stuff and generally just being opposed and beaten by, or aided by, some Earth hero- he shows up in Champions to help destroy the Null-Life Bomb now that it's been reactivated, and has the Thing & the Hulk take on Pluto (the Olympian God of the Dead) in Marvel Two-In-One. He helps the Avengers fight Nebula, and Quasar & the Watchers seeks his aid to halt a telepathic virus that is killing the Watchers (who now believe that their mere EXISTENCE counts as "interference" with other races). The day is saved, and Quasar takes the opportunity to save many "specimens" in the Stranger's lab- of course they're all obscure characters that only Mark Gruenwald would remember.
-The past couple of decades have seen him mostly-vanish- he's a mere add-on to the rest of the Cosmic Beings in The Infinity Gauntlet, and his '60s-style outfit makes him look by far the lamest of the assembled guys. He later helps merge the New Universe & Marvel Universe in some book I've never heard of
-I never cared for the guy's concept, though I guess in theory it's cool to have a guy who doesn't offer any answers kicking around, especially if he's super-powerful- it opens up a lot of potential stories. But he never really offers much in the way of characterization or concept after FORTY YEARS of time? I prefer my Cosmic Beings to have some sense of purpose or being- this guy's just THERE. The only stories I have featuring him involve the Infinity Gauntlet (he was one of the assembled Cosmics up against Thanos) and the time Quasar helped him convince all the Watchers not to commit Astral Suicide. The Living Tribunal has stated that The Stranger COULD be a form of itself, split off to act on the real world in order to not be utterly separated from it.
-The Stranger is highly-powerful, but not totally beyond reality: He typically requires human assistance to accomplish major events, and uses technology to counter-act things instead of just waving his arms. He belongs in the Cosmic Pantheon, but in the bottom tier of it, and as such, he makes PL 18 in my book- more powerful than any other Elder of the Universe (I'm not sure how linked he is to the group since he never encounters them, but a couple sources say he is), but less powerful than a Celestial or Galactus. He's one notch higher than a Skyfather as well, making him EXCEEDINGLY dangerous for a group of mortals to fight.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Fantastic Four Part 1

Post by Jabroniville »

THE FANTASTIC FOUR:

* I'd built these guys a couple of years ago, but I wanted to post up many affiliated characters as well, and include some modifications of the original four. So, with some all-new commentary, here's the FF Revisited!

-Odd as it may seem, this was EASILY Marvels biggest book during the majority of the 1960s, and Stan & Jack's favourite as well. It's rather clear if you've actually read most of the Silver Age stuff- THIS was their A-Game Material, and it shows. The Avengers was often rather half-assed and haphazard by comparison, Daredevil had the absolute bottom-tier stuff, and Spider-Man and Doctor Strange packed a lot more of Steve Ditko in them than ol' Stan. THIS was the true highlight- every issue I've read of that era is just NON-STOP ACTION, with things constantly happening, new twists throwing themselves in the way, and the characters always at edge with each other. There were no "sit around at home and debate" issues here- it was just a never-ending mass of events, with even the creators seemingly never knowing where they were going next (a perfect example is the legendary arc that debuted Galactus: it comes almost out of nowhere).

A HUGE portion of the Marvel Universe is dependent on what happened in these issues. You've got the main four, obviously. The return of the Sub-Mariner. The first important black super-hero. DOCTOR DOOM- one of comics' greatest and most influential villains. The creation of Galactus, THE Cosmic Threat. The Watcher. The Silver Surfer (who, while a Jack creation, became Stan's favourite character). Hell, pretty much the ENTIRE IDEA that conflict between teammates could drive a super-book was created here- before this, 95% of Comic Book Team-Ups involved basically eight dudes with the same personality discussing things at a round-table. Here, the grouchy, cantankerous Thing bounced against the stuffy, arrogant Reed, the whiny Sue and the immature Torch.

The Fantastic Four started out as a bit of a riff on Kirby's Challengers of the Unknown (Kirby admits that "the uniforms, they're the same", and that he just used his old idea)- since Marvel (then Timely Comics) wasn't really "doing" Super-Books at the time (it was the era of Westerns, Monsters and Teen Romance books at Timely- only DC was bringing back their Super-Books with the Silver Age Flash & Green Lantern debuting a few years earlier), they appeared not wearing real costumes for the first two issues. Other stories say that Martin Goodman, Timely's Editor/Owner, was listening to DC Execs brag about the sales of their team books, and instructed Stan to write one, and Stan wrote the "kind of book that I'd want to read"- characters with foibles and real personality.

Regardless of these origins, the book was an immediate hit, and soon spread its success around, as Timely introduced hero after hero, creating a whole world of hits. And all of it stems from this weird little book that looks like more of a Monster Book than anything (the iconic image of one of the Mole Man's Monsters on the very first cover), with an ugly rock dude, a stretchy guy scientist, an Invisible Girl, and a new version of The Human Torch in it. I mean, it's not like the ENTIRE book holds up to reading nowadays (Sue's depiction seems REALLY SEXIST by any standards- at one point, she nearly screws up a mission because she's pouty that nobody noticed her "new hairdo"; she generally spends a lot of time being weepy or otherwise upset), but for the most part, this is the best of the Silver Age. Keep in mind how utterly-unreadable some of DC's crap was around this time (I've read Green Arrow stories where he flies through time on a TIME ARROW), and you'll see why Marvel was then though of as the "edgy, smart" alternative to DC's kiddie fare (oddly enough, *DC* would be the edgy one by the '80s, and Marvel would skew much-younger and be more popular). Marvel's subversiveness (aka "Hippie Stuff from Stan") made it pretty cool to like as a college student, from what I understand.

An early idea was that the team were explorers (just like The Challengers), but it usually got sidetracked with some villain or another attacking them- I can't find very many issues from this time period that are actually part of that concept. Really, it was just a never-ending creative frenzy, with new characters always coming out of the woodwork, and with a greater ratio of Awesome-To-Suck than you'll find in any other book. It didn't last forever, though... Jack would leave Marvel in 1970, killing a huge part of the book's creativity (I mean, it was 102 issues of Stan & Jack!). Spider-Man had since eclipsed FF as Marvel's top-seller in the meantime, and the ensuing decade would see The Uncanny X-Men become the industry best-seller and most-influential book. Runs by other creators (Roy Thomas, Gerry Conway & others- most notably a very acclaimed run by John Byrne during the 1980s) would prove successful, but nothing to quite match their 1970s success.

Perhaps what is most impressive about the book is the fact that its cast has been relatively stable for all this time- The Justice League has gone from a "Top-Selling Heroes" book to "book of stupid loser jokes" to "Top-Selling Heroes" to "Some Top Guys plus some side characters the writer likes" repeatedly, and The Avengers often drops popular characters for untested newbies as well. But the FF? It's always Reed, Sue, Johnny & Ben. Hell, they'd change the roster OCCASIONALLY (I mean, it's been running for over fifty years- they HAVE TO shake it up once in a while, throwing in She-Hulk or Crystal for an arc), but for the most part, it's always the original Four:

Reed "Mister Fantastic" Richards- an obsessive scientist always with the big words, but not so good with the emotions. Always the Team Leader, and pretty much one of the two smartest people on the face of the Earth. Was initially just a bit ignorant of the feelings of others, but has now shifted into a kind of dark asshole figure.
Sue "The Invisible Girl/Woman" Storm-Richards- Reed's weepy girlfriend and peace-maker of the team, soon turning into his wife. Grows in confidence and power over the years (she used to JUST TURN INVISIBLE), eventually becoming a Top-Tier Powerhouse and Team Mom for the ages.
Johnny "The Human Torch" Storm- A hot-headed youngster and sort of a "Wannabe Self-Insert" for the young fans, who would probably think his high-flying, Hot Rod-driving, girl-dating ways were awesome. Headstrong and quick to act, he sets off a lot of the arguments and the fights.
Ben "The Thing" Grimm- A grouchy, monstrous-looking dude, Ben is one of the first truly UGLY Super-Heroes, and his near-constant disgust and/or dislike for his teammates starts a lot of team drama. Stan based a lot of Ben's dialogue off of Jack Kirby, and having listened to him once or twice, I can see the comparison.

Reed & Sue were married early- I think the fact that this happened during the Stan & Jack years (and only a handful of years into the run) is the only reason that writers haven't just split them up and wrote in a divorce. EVERY OTHER RELATIONSHIP IN COMICS gets torn apart, retconned or otherwise disappears, but aside from a few bumps in the road, Reed & Sue are still together, I think because no writer has the balls to mess with the "classic" couple. Hell, they even HAD A KID, and then went on to show why no other comic book writer should ever try to write a baby into a comic book story, because they aged him up, aged him down, teleported him away, moved him through time, and otherwise buggered with Franklin for YEARS, simply because nobody wants to write a child in an ongoing comic book. A few characters spun off, notably Thing & Torch in solo stories in Anthology/Two-Pack titles (like Strange Tales or later, Marvel Two-In-One).

Following the lauded Byrne run, there were a series of writers, and the book struggled. Steve Englehart tried to shake things up by having Reed & Sue retire, but it didn't work out (fan & editorial demand led to him undoing that, and he took his name off the book in protest). Walt Simonson took the job, but got screwed around with Reed & Sue joining, then being dumped from, The Avengers. Tom DeFalco went on a controversial run (revealing Johnny's wife Alicia Masters as a Skrull), Reed & Doom apparently died (leading to Sue dressing like a stripper for a year), and then everyone died during Onslaught, leading to a Jim Lee-drawn revamp in Heroes Reborn. Chris Claremont became the writer once they'd all returned, going on a... pretty forgettable run, but at least they felt FRESH again after years of stagnation.

The biggest run in recent years was Jonathan Hickman's SUPER-Arc that went on for years (with Dale Eaglesham & Steve Epting on art). I have it, and it's quite good, and full of fascinating stuff and great characters moments. Though I can't help but agree with the fans who continuously wrote in with comments like "It's a GREAT BOOK... I only wish I could understand what was going on!" This is pretty much a recurring thing with Hickman (just check his 907-part Avengers storyline running currently), as all his Big Ideas end up kind of jumbling together, with plot points that have been hinted at five years earlier and stuff. Matt Fraction wrote the next bit, which ended up being weird, because I found his main Fantastic Four book to be pretty bad (and Mark Bagley oddly seemed to lose it on art at the same time), but I enjoyed his work on FF for being so delightfully weird and humorous (though many fans didn't agree- it sold poorly and I've read a lot of online hate for it). J.M. Strascynski most-recently was working on an arc that I found to be pretty mediocre, with the occasional neat bit. However, it was cancelled in the last year thanks to falling sales, and partially due to the issue with Fox owning the movie rights (and utterly bungling the franchise in the process)- Marvel began "de-pushing" the FF on their merchandise (the BIG money-maker), and sent Reed & Sue off to fix the new, post-Secret Wars Multiverse. The Thing & Johnny Storm are still around in other team books, however. And let's face it- the FF will be back. Maybe their disappearance will freshen up the team.

As a book that was once a HUGE deal, and is still considered pretty important, The FF has spun off into other media at times. There was a really awful 1960s cartoon, an awful 1970s cartoon, and a forgettable '90s one (with some SHOCKINGLY-bad animation in the episodes I've seen, as well as bad voice acting). Plus a 2000s one with Manga-inspired animation and a very plain, uninteresting re-telling of many characters' origins. Oh, and some VERY BAD live-action films, notable mainly for trying really hard to make Jessica Alba look 100% white & blonde (while at the same time she lost the curves that made her famous, thus making her look like Just Some Hollywood Chick and meaning men basically forgot all about her even while women's magazines were now hyping her as some sort of feminine ideal), and for Chris Evans appearing as a super-hero before he hit big as Captain America.

As I statted up the FF a couple of years ago, their "core" builds will be unchanged. However, I'll throw in a couple of secondary builds of the FF in different eras, plus post more of the Supporting Cast with updated commentary.

The Builds (Re-Posts new to this version of the thread, but with new Commentary):
Mr. Fantastic, The Thing, The Human Torch II, The Invisible Woman (this time, with era-specific versions, including '60s Versions, Malice, and more!)
Darla Deering
The Watcher
Agatha Harkness
Thundra
Darkoth the Death-Demon
The Impossible Man
Ms. Marvel/She-Thing

Enemies:
The Mole Man
The Trapster
The Wizard
Dr. Doom
Kristoff Von Doom
The Red Ghost & His Super-Apes
Diablo
Hyperstorm
The Mad Thinker
Devos
Paibok the Power-Skrull
Super-Skrull
Blastaar
Annihilus
Volcana
The Molecule Man
Aron the Rogue Watcher
Psycho-Man
Terminus

The Inhumans:
Black Bolt
Medusa
Gorgon
Triton
Karnak
Lockjaw
Maximus

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

New Builds:
Nathaniel Richards
Maximus's Minions: Leonus, Timberius, Falcona & Stallior
Abraxas

Characters I've built recently enough to not require re-posting:
Lyja Lazerfist
Franklin Richards
Valeria Richards
Wyatt Wingfoot
She-Hulk



MISTER FANTASTIC (Reed Richards)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Brain, The Boring One
Group Affiliations: The Fantastic Four, The Avengers, The Illuminati
PL 10 (199), PL 12 (199) With Skills
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 12 AWARENESS 4 PRESENCE 2

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+8)
Close Combat (Hammer Fists) 3 (+9)
Deception 5 (+7)
Expertise (Current Events) 2 (+14)
Expertise (Explorer) 8 (+20)
Expertise (History) 2 (+14)
Expertise (Science) 10 (+22)
Expertise (Tactics) 2 (+14)
Insight 4 (+8)
Investigation 4 (+8)
Perception 4 (+8)
Persuasion 5 (+7)
Stealth 3 (+6)
Technology 10 (+22)
Treatment/Medicine 2 (+14)
Vehicles 4 (+8)

Advantages:
Assessment, Beginner's Luck, Benefit (Wealth), Chokehold, Damaging Escape, Eidetic Memory, Equipment 5 (Sweet Lab), Fast Grab, Improved Disarm, Improved Grab, Improved Trip, Interpose, Inventor, Jack-of-All-Trades, Languages (Various), Leadership, Ranged Attack 4, Set-Up 2, Skill Mastery (Science, Technology) 2, Takedown, Teamwork, Ultimate Science Skill, Ultimate Technology Skill, Well-Informed, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Elastic Body"
Elongation 6 (500 feet) [6]
Immunity 5 (Falling Damage) [5]
Protection 2 [2]
Protection 6 (Extras: Impervious 11) (Flaws: Limited to Physical Impacts) [14]

"Elongation Tricks"
"Complex Lifting Structure" Enhanced Strength 7 (Flaws: Limited to Lifting) (7) -- [11]
AE: "Form Shapes" Morph (Shapes) 2 (Flaws: Limited to Simple Shapes) (Quirk: Retains Colours -1) (4)
AE: "Flat Sheet" Flight 2 (Flaws: Gliding) (2)
AE: "Malleable Form" Insubstantial 1 (Feats: Precise) (6)
AE: "Hammer/Ball Fists" Strength-Damage +4 (4)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Hammer Fists +9 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +5 (+11 to Physical Impacts), Fortitude +7, Will +10

Complications:
Motivation (Fixing Everything)- Reed's true desire is to solve every problem in the world- every issue has a potential solution, and he endeavors constantly to find out just what that situation is.
Relationship (Sue & The Children)- Though a bit ignorant of them at times, Reed is intensely devoted to his family, and will stop at nothing to save them should they be endangered.
Relationship (Ben Grimm)- Reed and Ben are old friends, and Reed respects Ben more than any other man, though he finds his gruff attitude and old angry attitude upsetting.
Relationship (Johnny Storm)- Reed views Johnny as a younger brother/son, and though he has moments where his respect is in doubt, he considers Johnny family.
Enemy (Victor Von Doom)- Though Reed never considered young Victor a hated rival in school, he is constantly tormented by the current Doctor Doom, being attacked by him at least once a year (in the comics- more in real life).
Rival (Many)- Being considered the smartest man in the world seems like a cool thing, but it's left Reed the target for dozens and dozens of jealous Mad Scientists with their own ego at stake- he is frequently attacked just out of a sense of rivalry.
Motivation (Guilt)- Reed could be a very egotistical man... but the knowledge that he caused Ben's deformity all those years back is a constant source of guilt for him. As such, hubris will never be an issue for the man.
Reputation (Stick In The Mud)- Reed is a very boring, analytical man, rarely getting overly passionate about anything other than science. This annoys the crap out of his family, and causes many fights.
Obsession (SCIENCE!)- Reed is easily driven to distraction by scientific principles.
Secret (The Illuminati)- Reed is/was a member of a secret cabal of individuals that tried to clandestinly alter the course of the world.
Rivalry (Namor the Sub-Mariner)- Reed and Namor were rivals for Sue's love at first, and maintain a healthy respect/distrust for each other.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general populace.

Total: Abilities: 72 / Skills: 72--36 / Advantages: 34 / Powers: 38 / Defenses: 19 (199)

-Reed Richards has pretty much since Day One been the fuddy-duddy boring-guy of the FF. A fantastic leader and a brilliant scientist, but he'd sooner fix his latest Negative Zone gadget than pay attention to his blazing-hot wife or annoying family members. It's kinda his thing, and that's how Stan & Jack made the FF team dynamic work back in the day- by making EVERYONE argumentative and kind of hard to live with. And seriously, imagine someone pitching a team of FOUR GUYS these days. Teams of six are practically understaffed (hell, check out Geoff Johns's JSA). And with only ONE girl, and a guy who's power is only STRETCHING.
-In the old days, Reed was noticeably more-bossy than he is today, frequently ordering everyone around like he's the King of High-Horse Mountain. He treated Johnny like he was an idiot (okay, a BIGGER idiot), and acted like the most chauvinistic arsehole in history to his wife (who, of course, was pretty flighty and over-emotional). Some of the stuff in those books comes off as hilariously-sexist today, and you'd NEVER catch some of that "1960s Chauvinist" stuff in a modern comic, played straight. Nowadays, he's pretty much just the "Stodgy Science Guy", shown ignoring his wife and family so that he can tinker with stuff in his lab (granted, this is usually IMPORTANT stuff, but still- he's ignoring SUSAN RICHARDS). And occasionally doing morally-questionable things, such as sending the Hulk off-world, helping build a clone of Thor, and a prison for super-humans in the NEGATIVE ZONE- stuff like this makes him rather antagonistic, and somewhat-contrary to the more noble Reed seen in Hickman's FF run, where he's shown as turning down the offer of the "Multiversal Reeds", who warn him that the cost of "Solving Everything" is losing his family (who will abandon him as he ignores them further), and taking a great deal of control.
-A particularly favourite Mr. Fantastic moment of mine is from an old Marvel Team-Up where he temporarily loses his INTELLIGENCE. Becoming a "normal guy" for him was emotionally crippling, as he states that his elastic powers were the ones he considered just an 'extra', and he was a smart guy first and foremost. Kind of shows you what you need to know about the character. And what hero is smarter? Freaking NO ONE. Reed has consistently been depicted as Absolute #1 Science Guy on the heroic side in comics- his only real rivals on the villainous side are of course DOOM & Lex Luthor. Reed is SO GOOD at science that it's more or less impossible for any other hero to be seen as his superior- he's got a Permanent #1 status. Guys like The Atom and Iron Man are specialists. Batman is a detective who minors in creating tiny gadgets. Mister Fantastic outshines them all, WITH EASE. My Essential collection has at least two occasions where all he has to do to beat the uber-villain of the day is find his laboratory, where he's got some thing he whipped up while bored that is PERFECT for just that situation.
-Mr. Fantastic goes up in cost by a ways from his 180-point version in my 2e Builds, thanks to a few things. He costs just a bit more at nearly everything (especially Defenses), and it adds up. This Reed is as skilled as a PL 12 can get- all the sciences are down to one skill, but I felt like putting in points for "Expertise- Explorer" as well. Reed's as smart as they get in the Marvel Universe- he's not as skilled as DCA's Luthor, but then I'd probably knock Luthor down a peg anyways- Reed is WAY smarter than him, to the point where I'd argue it isn't even close. Lex hasn't built nearly as much crap as Reed has- in the 60s, Reed may as well have had Variable Power with all his Gadgets and stuff.
-Note, though, that Reed is only PL 10 in all combat respects, lacking the hitting power or accuracy of his allies- he can't even use his main damaging tactics (the Hammer Fists) at PL 10 level- he's stuck to having that as his Defensive PL. This is perfectly fitting for me, as Reed was never really a fighter- he was the team's assister, the inventor (duh), and the thinker/strategist. Everybody else does the heavy-hitting, Reed tells them where to hit. He's Skilled as hell, and has both Skill Mastery & Ultimate Skill for both Science & Technology. He also has Ranged Attack, because most of his hastily-built Gadgets require blasting at something.

Image

HHAHAHAAHAHAH -- Oh, Silver Age.

MISTER FANTASTIC (Reed Richards)- SILVER & BRONZE AGE
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Brain, The Boring One
Group Affiliations: The Fantastic Four, The Avengers, The Illuminati
PL 9 (186), PL 10 (186) With Skills
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 12 AWARENESS 4 PRESENCE 2

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 1 (+7)
Close Combat (Hammer Fists) 2 (+8)
Deception 5 (+7)
Expertise (Current Events) 2 (+14)
Expertise (Explorer) 4 (+16)
Expertise (History) 2 (+14)
Expertise (Science) 8 (+20)
Insight 4 (+8)
Investigation 4 (+8)
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), Chokehold, Damaging Escape, Eidetic Memory, Equipment 5 (Sweet Lab), Fast Grab, Improved Disarm, Improved Grab, Improved Trip, Interpose, Inventor, Jack-of-All-Trades, Languages (Various), Leadership, Ranged Attack 4, Set-Up 2, Skill Mastery (Science, Technology) 2, Takedown, Teamwork, Ultimate Science Skill, Ultimate Technology Skill, Well-Informed, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Elastic Body"
Elongation 6 (500 feet) [6]
Immunity 5 (Falling Damage) [5]
Protection 2 [2]
Protection 4 (Extras: Impervious 9) (Flaws: Limited to Physical Impacts) [11]

"Elongation Tricks"
"Complex Lifting Structure" Enhanced Strength 7 (Flaws: Limited to Lifting) (7) -- [11]
AE: "Form Shapes" Morph (Shapes) 2 (Flaws: Limited to Simple Shapes) (Quirk: Retains Colours -1) (4)
AE: "Flat Sheet" Flight 2 (Flaws: Gliding) (2)
AE: "Malleable Form" Insubstantial 1 (Feats: Precise) (6)
AE: "Hammer/Ball Fists" Strength-Damage +4 (4)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Hammer Fists +8 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5 (+9 to Physical Impacts), Fortitude +7, Will +8

Complications:
Motivation (Fixing Everything)- Reed's true desire is to solve every problem in the world- every issue has a potential solution, and he endeavors constantly to find out just what that situation is.
Relationship (Sue & The Children)- Though a bit ignorant of them at times, Reed is intensely devoted to his family, and will stop at nothing to save them should they be endangered.
Relationship (Ben Grimm)- Reed and Ben are old friends, and Reed respects Ben more than any other man, though he finds his gruff attitude and old angry attitude upsetting.
Relationship (Johnny Storm)- Reed views Johnny as a younger brother/son, and though he has moments where his respect is in doubt, he considers Johnny family.
Enemy (Victor Von Doom)- Though Reed never considered young Victor a hated rival in school, he is constantly tormented by the current Doctor Doom, being attacked by him at least once a year (in the comics- more in real life).
Rival (Many)- Being considered the smartest man in the world seems like a cool thing, but it's left Reed the target for dozens and dozens of jealous Mad Scientists with their own ego at stake- he is frequently attacked just out of a sense of rivalry.
Motivation (Guilt)- Reed could be a very egotistical man... but the knowledge that he caused Ben's deformity all those years back is a constant source of guilt for him. As such, hubris will never be an issue for the man.
Reputation (Stick In The Mud)- Reed is a very boring, analytical man, rarely getting overly passionate about anything other than science. This annoys the crap out of his family, and causes many fights.
Obsession (SCIENCE!)- Reed is easily driven to distraction by scientific principles.
Secret (The Illuminati)- Reed is/was a member of a secret cabal of individuals that tried to clandestinly alter the course of the world.
Rivalry (Namor the Sub-Mariner)- Reed and Namor were rivals for Sue's love at first, and maintain a healthy respect/distrust for each other.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general populace.

Total: Abilities: 72 / Skills: 60--30 / Advantages: 34 / Powers: 35 / Defenses: 15 (186)

-The Silver Age Reed is a lot lower in power, and drops to PL 10 with his Skills- he's a great guy for a team to have, but really not that great in a scrap- he's only PL 7 offensively!

THE RED GHOST (Igor Kragoff)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #13 (April 1963)
Role: Evil Counterpart (to Reed Richards), Evil Communist
Group Affiliations: The Super-Apes, The Intelligencia
PL 7 (176)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 3 PRESENCE 2

Skills:
Deception 7 (+9)
Expertise (Animal Handling) 4 (+6)
Expertise (Science) 7 (+15)
Expertise (Communist) 5 (+13)
Insight 4 (+7)
Intimidation 5 (+7)
Perception 5 (+8)
Technology 8 (+16)
Treatment 1 (+9)
Vehicles 8 (+10)

Advantages:
Daze (Deception), Equipment 8 (Various Tech), Power Attack, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Cosmic Radiation Powers"
Insubstantial 4 (Feats: Selective) (Extras: Attack, Ranged) [29]
"Air-Walking" Flight 1 (4 mph) (Feats: Subtle) (Flaws: Limited to While Phased) [2]
Immunity 4 (Drowning, Suffocation, Thirst & Starvation) (Flaws: Limited to While Phased) [2]
"Invisibility" Concealment 4 (All Visual Senses) [8]

"Leave Object Inside Something" Damage 8 (Feats: Penetrating 8) (Extras: Affects Corporeal) (Flaws: Limited to Size of the Object) (Inaccurate -1) [15]

Offense:
Unarmed +8 (+1 Damage, 16)
Leaving Objects +6 (+8 Damage, DC 23)
Laser Blaster or Something +8 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +6, Will +5

Complications:
Motivation (Ego, Power)

Total: Abilities: 62 / Skills: 54--27 / Advantages: 16 / Powers: 56 / Defenses: 15 (176)

-The Red Ghost is a rarely-seen villain, and a total relic of the Silver Age. I mean, a Red Communist in a parka (using a "Jack Kirby is Half-Assing It" Ugly Scientist Face) who leads a team of super-powered Apes? How is that NOT dated as all hell? That same datedness is what made him a relatively minor villain during the past dozens of years, but could easily lead to a big comeback now that it's kind of kitzchy to have something so blatantly "Sixties" in a modern comic book. It hasn't quite taken, despite a more recent FF appearance, though.
-The Ghost himself is an evil Commie scientist who saw Mr. Fantastic's voyage into space, and thus copied it, giving he & his apes (apes & monkeys were often used in tests for Outer Space travel, as most everyone should know) superhuman powers, with which he decided to... I dunno, kick some ass and stuff. He was really kind of a Mr. Fantastic wannabe (in an era where nearly EVERY major threat to the team was a Mr. Fantastic wannabe), was pretty good at science himself, and didn't have too much success overall. He just kind of popped up between major arcs here or there, threatening the team (sometimes with the Apes, sometimes without). He died fairly recently, but was resurrected almost immediatley by the other members of the "Intelligencia", a gang of evil super-geniuses. So yes, even the RED GHOST can cheapen death in comics.
-Red Ghost is expensive, and can be quite deadly, but is generally under-pointed and needs to have plans in place to do damage. His Internal Attack is quite powerful, but it's not that accurate, and he's only PL 7 even with that. He falls into that ever-common "Super-Genius, but less than Mr. Fantastic" category where he knows a ton of stuff, but not enough to really RIVAL Stretcho or anything. It's expensive to have all those Skills, to be sure. Most of his pointage is either spent there, on his Internal Attack, or on his Attack/Ranged Insubstantial, which can be put to great use, especially in team battles.

IGOR THE BABOON
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #13 (April 1963)
Role: Talking Monkey, Shapeshifter
Group Affiliations: The Super-Apes
PL 9 (151)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE -1

Skills:
Acrobatics 4 (+7)
Athletics 6 (+8)
Expertise (Survival) 5 (+6)
Insight 3 (+4)
Intimidation 11 (+7 Size)
Perception 7 (+8)
Stealth 3 (+7)
Vehicles 3 (+5)

Advantages:
All-Out Attack, Chokehold, Defensive Attack, Diehard, Fast Grab, Favoured Enemy (Fantastic Four), Improved Critical (Bite), Improved Disarm, Improved Hold, Improved Initiative, Power Attack, Ranged Attack 8, Startle, Takedown 2, Teamwork

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Simian Anatomy" Enhanced Athletics 4 (+12) (Flaws: Limited to Climbing) [1]
Speed 2 (4 mph) [2]
"Baboon Teeth" Strength-Damage +1 [1]

"Cosmic Radiation Powers"
Shapeshift 5 [40]
(Typical Powers: Growth 6, Elongation, Extended Reach 4 Strength-Damage +2, Protection, Morph, "Arms as Guns" Blast 8- Multiattack)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Teeth +12 (+3 Damage, DC 18)
Shapeshifting +12 (+5 Damage, DC 20)
Arm-Guns +10 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3, Fortitude +6, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 46 / Skills: 42--21 / Advantages: 23 / Powers: 47 / Defenses: 16 (151)

-Misnomer time: Though a member of the Super-Apes, Igor here is a Baboon, which is an Old World Monkey, NOT an Ape (if it has a tail, it's a monkey). Though in the 1960s, I would hardly imagine a couple of born & bred New Yorkers without Animal Planet or the Discovery Channel knowing that. Igor shares many traits with his fellow Super-Apes- they're all hyper-intelligent (though not much smarter than normal people from what I've read- they do seem rather eloquent at times, though, which I'm guessing is a bit of randomness on the part of the writers) simians with one solid Super-Power backing them up. Actually, they're rather tough, especially when they fight in a group.
-Igor's a Shapeshifter, and is stated to be rather powerful- he can grow Large, deflect gunfire by turning into a metal sheet, turn his arms to Blasting Guns, morph into other forms, elongate/stretch like Mr. Fantastic, etc. Surprisingly, he & the other Apes are PL 9 to 9.5-ish characters, despite the fact that they regularly combat the PL 11 Fantastic Four, as they're kind of jobbers. OK, so he's only PL 9, and only with certain power sub-sets- ie. he can't be balanced on offense & defense simultaneously. But I decided to give them a bit of a bonus to their "chosen enemies", the F.F., so the Super-Apes all get Favored Enemy to boost their PL a notch when they fight Mr. Fantastic & crew. Seems to make a bit of sense. So he's got weaknesses. As a Baboon, he's pretty weak in base form, being right on the borderline between Normal Size & Small (but if Dogs & Wolves are Normal Size, a potentially 90-lb. Baboon should be as well), but he's still fairly tough.

PEOTOR THE ORANGUTAN
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #13 (April 1963)
Role: Magnetic Villain, Talking Ape
Group Affiliations: The Super-Apes
PL 9 (174)
STRENGTH 5 STAMINA 5 AGILITY 3
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 4 (+9)
Close Combat (Unarmed) 2 (+11)
Deception 2 (+2)
Expertise (Survival) 6 (+7)
Expertise (Science) 5 (+7)
Insight 3 (+4)
Intimidation 7 (+7)
Perception 4 (+5)
Ranged Combat (Powers) 2 (+9)
Technology 5 (+7)
Vehicles 3 (+6)

Advantages:
All-Out Attack, Chokehold, Defensive Attack, Diehard, Extraordinary Effort, Fast Grab, Favored Enemy (Fantastic Four), Improved Disarm, Improved Initiative, Improved Hold, Power Attack, Ranged Attack 4, Startle, Takedown, Teamwork

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Apelike Body" Enhanced Skill 4: Athletics 4 (+11) (Flaws: Limited to Climbing) [1]
"Tremendous Arm Length" Strength-Damage +1 (Feats: Reach) [2]
Protection 1 [1]
Features 1: May Use Feet as Hands [1]

"Cosmic Radiation Powers"
"Gravity Control" Affliction 9 (Strength; Impaired, Hindered & Vulnerable/Disabled, Restrained & Defenseless/Paralyzed) (Extras: Area- 30ft. Burst, Ranged, Selective, Extra Condition +2) (Flaws: Instant Recovery) (45) -- [53]
AE: "Magnetic Control" Move Object 12 (Extras: Perception Range) (Flaws: Limited to Metals) (24) -- [34]
AE: "Attract/Repel" Move Object 10 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (20)
AE: "Throw Metal" Blast 9 (18)
AE: "Metal Bullets" Blast 7 (Extras: Multiattack) (21)
AE: "Shape Metal" Transform (Metal to Metal) 6 (Extras: Continuous) (24)
AE: "Magnetic Snare" Snare 9 (Feats: Reversible, Chokehold) (29)
AE: "Strange Gravity" Environment 5 (250 feet) (Impede Movement 2) (10)
AE: Move Object 10 (20)

Offense:
Unarmed +11 (+6 Damage, DC 21)
Throw Metal +9 (+9 Ranged Damage, DC 24)
Metal Bullets +9 (+7 Ranged Damage, DC 22)
Snare +9 (+9 Ranged Affliction, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +8, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 56 / Skills: 46--23 / Advantages: 18 / Powers: 61 / Defenses: 16 (174)

-Peotor is one of the few Orangutan-based characters in comic books. Usually, writers stick to the popular Chimps and Gorillas because of their familiarity and non-gawky frames, whereas the bright orange Orangs are REALLY long-limbed, have long hair all over, and have those big cheek pouches on the males, rendering them kind of hard to draw. Writers over the years have differed over exactly what his powers are- Magnetism & Gravity Control have been used seemingly at random in the days before the internet. Coming out in FF #13, he's likely one of the very first characters to show EITHER power, though he's pre-dated by The Legion of Super-Heroes's Cosmic Boy by a ways.
-Peotor's a Blaster with a good amount of Alt-Effects, and a fair bit of strength. A notch stronger than the strongest of all humans, he's not pushover in melee either, so don't assume he's a weakling. I decided to just go with Gravity AND Magnetic Control, giving Peotor a handful of Alt-Effects for all of them- Environmental stuff, TK, Snares, Shaping Metal, and a few Blasts. His sheer lifting power is a little more advanced, but he's still capped at PL 9, so he can't do any more than +9 damage, even if he's lifting +12 worth of stuff (100 tons).

MIKHLO THE GORILLA
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #13 (April 1963)
Role: Powerhouse, Talking Monkey
Group Affiliations: The Super-Apes
PL 10 (147)
STRENGTH 13 STAMINA 12 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE -1

Skills:
Expertise (Survival) 4 (+5)
Investigation 3 (+4)
Intimidation 10 (+10)
Perception 4 (+5)
Vehicles 7 (+9)

Advantages:
All-Out Attack, Benefit (Ambidexterity), Chokehold, Diehard, Great Endurance, Fast Grab, Favored Enemy (Fantastic Four), Improved Critical (Unarmed), Improved Initiative, Improved Grab, Improved Hold, Improved Smash, Power Attack, Ranged Attack 3, Startle, Takedown 2, Teamwork

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Ape Arms" Strength-Damage +0 (Feats: Reach) [1]
Power-Lifting 1 (400 tons) [1]

"Dense Hide"
Protection 1 (Extras: Impervious 7) [8]

"Super-Strength Feats"
"Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (16) -- [18]
AE: "Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (10)
AE: "Sonic Slam" Affliction 10 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (10)

Offense:
Unarmed +7 (+13 Damage, DC 28)
Initiative +6

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13, Fortitude +12, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 74 / Skills: 28--14 / Advantages: 20 / Powers: 31 / Defenses: 8 (147)

-Mikhlo rounds out the Super-Apes, and is the resident Strongape, appropriate for a Gorilla-themed character. Despite seemingly being the most bad-ass member of his team, Mikhlo is the only one to have died in action, being killed by the Red Hulk in a recent story. Too bad- I always like the Team Strongman archetype, and now the Super-Apes are just two fuzzy, talking primates who aren't much good in that formation. My guess is we'll be seeing a "replacement" Gorilla come in soon enough, once somebody else gets the idea to use this group. Edit- and yup, for me 3e build, research says they got some Baby Gorilla and amped it up.
-Mikhlo is actually PL 10 against ALL threats (well, more like PL 9.5), being that he needs to be a Brick strong enough to go up against The Thing for long enough to survive, and PL 9 guys with +12 damage bonus (that's my official standard for the Class 75-100 range) tend to be REALLY inaccurate, to the point where they can't hit anything. He makes up for being a PL higher than his buddies by being the lowest-pointed of them, with the fewest options. He's basically just a really strong melee fighter, with tons of Grapple-themed stuff, Takedown Attack 2, Rage, and general Toughness going for him.

THE MOLE MAN (Harvey Rupert Elder)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #1 (Nov. 1961)
Role: Monster Leader
Group Affiliations: Subterranea
PL 8 (136)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 2 PRESENCE -1

Skills:
Athletics 6 (+7)
Deception 5 (+4)
Expertise (Science) 7 (+13)
Expertise (Explorer) 6 (+12)
Expertise (King of Subterranea) 6 (+12)
Insight 1 (+3)
Intimidation 3 (+2)
Perception 4 (+6)
Stealth 4 (+7)
Technology 8 (+14)
Vehicles 2 (+4)

Advantages:
Benefit 3 (King of Subterranea), Evasion, Improved Critical (Staff) 2, Improved Defense, Power Attack, Ranged Attack 6

Powers:
"Low-Level Radar Sense" Senses 5 (Ranged Accurate Radius Radio Sense) [5]
Senses 2 (Extended Hearing & Scent) [2]

"Blaster Staff" (Flaws: Easily Removable) [21]
Blast 8 (Feats: Variable 2- Fire, Electricity, Vibro-Charge, Laser) (18) -- (19)
AE: "Staff Strike" Strength-Damage +2 (Feats: Reach) (3)
Damage 8 (Extras: Reaction +3) (Flaws: Limited to Those Who Pick Up His Staves -2) (16)
-- (35 points)

Offense:
Unarmed +11 (+1 Damage, DC 16)
Staff +11 (+3 Damage, DC 18)
Staff Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +6

Complications:
Motivation (The Protection of Subterranea)- The Mole Man wants nothing more than the protection of his people.
Disabled (Poor Eyesight)- The Mole Man has great difficulty with near-sightedness, and can be easily dazzled by even normal illumination. Thus, he requires specialized goggles at all times.
Prejudice (Outcast)- Dwarflike and hideous, Harvey is beyond caring about society.
Relationship (Kala)- Kala was the Mole Man's consort, herself the ruler of a Subterranean kingdom. Except for the times when she's running off with Tyrannus.
Enemy (Tyrannus)- Another Subterranean warlord, Tyrannus has opposed the Mole Man several times.

Total: Abilities: 54 / Skills: 52--26 / Advantages: 14 / Powers: 28 / Defenses: 14 (136)

-The Mole Man is a classic Marvel villain, though tragically one-note, to the point where he's arguably the single biggest sufferer from "Back-To-Basics Syndrome" in comics. As the token "Ruler of Misfit Monsters", he always ends up being the head of some invasion or other, despite countless attempts by writers to give him new aspects or a new storyline (such as being merely a protector of his creatures). It's like he does some nice stuff, and then all of a sudden it's ANOTHER GIANT MONSTER ATTACKING NEW YORK CITY or something. It kinda sucks being the premier Monster Leader in the world.
-Let's look at his history, shall we? He was famously the very first opponent the new Fantastic Four ever fought (it's one of HIS monsters that graces the cover of Fantastic Four #1). His origin is that he was an ugly, dwarfish man who was shunned by his fellow explorers for both his looks and his "crackpot" theories, which led him to exile himself underground. There, he encountered numerous monsters of all shapes and sizes, and decided to use them to enact his revenge on the surface world. The Fantastic Four fought him in their debut as a team, and would become recurring enemies. He makes numerous appearances throughout the Silver Age- he and the Red Ghost allied against the Avengers, he attacked Reed & Sue's wedding, and more. He even warred against fellow underworlder Tyrannus, using the X-Men as pawns against him.
-He eventually teamed up, and fell in love, with Kala, the ruler of the Subterranean Netherworld. However, she betrayed him to Tyrannus... but then married Mole Man later on. He befirended the Thing, but was stopped by the FF from raising a new continent (at risk of sinking California), then tried (and failed) to bring peace to Subterranea. He even allies with Tyrannus against some Deviants! Then he's back to attacking the surface world, interacting with the West Coast Avengers and New Fantastic Four. It was at this point that he attempted to reform, making his realm a sanctuary for others who'd been rejected by the surface world- he even lets the Infinity Watch have their base on Monster Island. He was relatively good-natured for a while...
-Until modern times, where he just pops back as a bad guy, assaulting New York with monsters and getting beaten back by the Mighty Avengers and Sexy Lady Ultron. He threatens the FF, The Runaways and more. He joins forces with the Mandarin (taking control of one of the Ten Rings), but abandons the ring after the other ring wielders are defeated. And now he's warring with his son (??), the Mole Monster. So really, it's just a never-ending thing with him- various writers will try different things, have him war with Tyrannus or whatever... and then the next writer will ignore it because Giant Monsters Attacking New York must always constantly be a thing. And really, it's hard to argue that it should totally be a thing, but it's usually at the sacrifice of any potential Character Development for the Mole Man. Hell, his freakin' WIFE, Kala, hasn't appeared since the days of West Coast Avengers and Fantastic Four Unlimited, possibly being dead, but never having been stated as such.
-Mole Man's no elite fighter on his own, despite being pretty handy with a Staff. He's pretty much a Monster Leader and that's it, because most of his enemies (the FF in particular) are way, WAY beyond him physically.

MOLOIDS
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #1 (Nov. 1961)
Role: Mooks
Group Affiliations: Subterranea
PL 3 (17)
STRENGTH
1 STAMINA 2 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -3

Skills:
Athletics 5 (+6)
Intimidation 4 (+1)
Stealth 3 (+4)

Advantages:
Fast Grab, Teamwork

Powers:
Senses 2 (Extended Hearing & Scent) [2]
Movement 1 (Environmental Adaptation- Underground) [2]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +2, Will +0

Complications:
Prejudice (Ugly Weaklings)

Total: Abilities: 0 / Skills: 12--6 / Advantages: 2 / Powers: 4 / Defenses: 5 (17)

-Moloids are just Mooks, plain and simple. They don't talk and they fight like crap.

MOLE MAN MONSTERS
Role:
Giant Monster
PL 12 (88)
STRENGTH
12 STAMINA 13 AGILITY -1
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 4 (+4)
Intimidation 13 (+10, +16 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Natural Weapons) 2, Improved Grab, Power Attack, Startle, Takedown

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]

"Natural Size" Growth 12 (Str & Sta +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]
Strength-Damage +2 [2]
"Natural Weapons" Strength-Damage +1 [1]
"Thick Layer of Skin" Protection 2 (Extras: Impervious 11) [13]

Offense:
Unarmed +9 (+14 Damage, DC 29)
Natural Weapons +9 (+15 Damage, DC 30)
Initiative -1

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +15 (+6 Impervious), Fortitude +13, Will +4

Complications:
Disabled (Animal)- Monsters cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 4 / Skills: 20--10 / Advantages: 11 / Powers: 44 / Defenses: 19 (88)

-The Mole Man's Monsters are nearly always team-level threats, requiring the entire FF or X-Men to bring them down. Sometimes he gets caught up using more minor-league ones, so feel free to downgrade these to PL 11 or even PL 10 if you need weaker mooks- just reduce Strength (their Defensive PLs are usually rather low). A good selection is found with my Deviant Mutates & Monsters builds- most of the big ones quickly got utilized by the Mole Man.

FRANKLIN RICHARDS (aka Tattletale)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four Annual #6 (Summer 1968)
Role: The Innocent Child, The Baby
Group Affiliations: Power Pack, The Fantastic Four, Fantastic Force
PL 4 (47)
STRENGTH
-4 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 1
INTELLIGENCE -2 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Persuasion 5 (+5)
Stealth 3 (+4, +8 Size)

Advantages:
Benefit (Kymellian Smartship- Friday), Equipment 3 (Friday), Set-Up, Teamwork

Powers:
"Child-Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [5]
(-4 Strength, -2 Movement, +2 Dodge/Parry, -2 Intimidation)

"Dream-Senses" Senses 4 (Precognition) (Flaws: Limited to While Asleep) [2]
"Dream Self" Illusion (Visuals) 5 (Flaws: Limited to a Self-Image) Linked to Remote Senses 4 (Extras: Simultaneous) (Quirk: Noticeable- Franklin Image) [16]

"Power Pack Costume" 5 points (Flaws: Removable) [4]
Movement (Dimension- Elsewhere) (2)
Senses (Communication Link- Friday) (1)
Morph 1 (Clothes to Costume) (1)
Protection 1 (1)

Offense:
Unarmed +0 (-4 Damage, DC 11)
Initiative +0

Defenses:
Dodge +7 (+9 Size) (DC 15), Parry +6 (+8 Size) (DC 19), Toughness -1 (+0 Costume), Fortitude +0, Will +2

Complications:
Prejudice (Child)- Franklin is practically a baby, and will not be overly trusted or believed by most adults.
Relationship (Parents)- Franklin loves his parents, but frequently feels abandoned by them. As one of the premier super-couples in the world, their time is valuable and they cannot always be there for him.
Secret (Omega-Level Mutant)- Franklin may be the most powerful super-being to ever live, in the entire universe. Though his power is mostly held-back, such might is a tremendous responsibility, and may draw the absolute worst kind of attention.

Total: Abilities: -6 / Skills: 12--6 / Advantages: 6 / Powers: 25 / Defenses: 16 (47)

-Oh man, I don't even know where to start. So few people in comics have kids, so Franklin stands out as a special case. Hell, he's probably the reason nobody ELSE in comics has kids! It was a great, noble idea- Reed & Sue having babies and all that. The Marvel Universe moved constantly forward, and characterization did as well, to limits yet unseen in the comic book medium, so it made perfect sense for the loving, married couple to have offspring. But writers just couldn't leave it alone- he gained Super-Jesus powers as a toddler, got left alone by his parents a lot (the 80s was a really angsty time for comic book characters, even children), got kidnapped and sent to be raised in the future by his anti-hero grandfather, sent back as a super-powered adult, had a future-baby with Rachel Summers that turned out to be an evil Demi-God, then came back as a kid again, and his age is all over the map... he's pretty much the embodiment of messed-up continuity.
-With Power Pack, Franklin had good friends, though. While his parents were busy being Avengers or something, he hunt out with the Power kids and had some death-defying adventures that no parent would willingly allow their young children to go through, ever. With "Power Pack" ending as a series, he was free to go back to the FF's comic, where the next writer apparently felt like using him more.
-Deciding the power level of a guy who was at one point PL 20 with Variable Power out the yin-yang is pretty tough but with Power Pack, Franklin only had two powers, both of which were more strategic than fight-worthy- allowing him to predict what was going to happen, and to trick and confuse enemies into thinking his "Dream Self" (a combo of Remote Senses because the Self can see, and Illusion because enemies think Franklin is there) is really him. Otherwise, he's a helpless little kid, and in serious trouble against a real threat.

VALERIA RICHARDS (aka Valeria Von Doom)
Created By:
Chris Claremont & Salvador Larocca
First Appearance: The Fantastic Four #15 (March 1999)
Role: Future Megalomaniac, Smart-Ass Child
Group Affiliations: The Future Foundation
PL 3 (74), PL 8 (74) Scientist
STRENGTH
-3 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 10 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+0)
Deception 7 (+7)
Expertise (Explorer) 2 (+12)
Expertise (History) 2 (+12)
Expertise (Science) 8 (+18)
Insight 2 (+2)
Investigation 4 (+4)
Perception 2 (+2)
Persuasion 3 (+3)
Technology 8 (+18)
Treatment/Medicine 2 (+12)
Vehicles 1 (+5)

Advantages:
None

Powers:
"Child-Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [5]
(-4 Strength, -2 Movement, +2 Dodge/Parry, -2 Intimidation)

Offense:
Unarmed +0 (-4 Damage, DC 11)
Initiative +0

Defenses:
Dodge +4 (+6 Size) (DC 1615), Parry +4 (+6 Size) (DC 16), Toughness -1 (+0 Costume), Fortitude +0, Will +4

Complications:
Prejudice (Child)- Valeria is practically a baby, and will not be overly trusted or believed by most adults.
Relationship (Parents)- Valeria cares for her parents, but her genius distances herself from them. She is often unthruthful, and a bit rebellious.
Relationship (Doctor Doom)- "Uncle Doom" may be the man Valeria admires most- she worries for him and they have a rapport. This concerns pretty much everyone.

Total: Abilities: 28 / Skills: 44--22 / Advantages: 0 / Powers: 5 / Defenses: 13 (74)

-A character whose origin is so bizarre and confusing I can barely even make sense of it, Valeria was initially a mystery Future Daughter of The Invisible Woman and DOCTOR DOOM, but was eventually revealed as the miscarried daughter Sue was pregnant with years before. Franklin, her older brother, uses Roma's guidance to save the child, depositing her into a place where she could be raised by ANOTHER Sue (who married a heroic Doom). This Valeria is used by Roma to team up with Franklin in order to stop a Generic Cosmic Menace named Abraxas, at which point she is regressed into a fetus and placed into Sue's womb once again (from this, I can only ascertain that Franklin knocked up his own mother).
-When the birthing proves difficult, Doctor Doom is summoned to save the child, and as payment, he demands to be allowed to name her, as well as being a godfather of sorts. She ages up rapidly (since this is comics, and WRITING BABIES IS HARD), and ends up developing Reed-like Intelligence at a young age, becoming a little miss smartypants in the meantime. Thankfully they keep her from being TOO annoying, since she's delightfully amoral, and brings out a nurturing side in DOCTOR DOOM of all people. Because MAN could a character like this become annoying after a point.
-The "future version" had Invisible Woman-like powers (often using them to mimic Super-Strength power punches), and could also neutralize Franklin's powers, and "dance" through time. The more well-known version is just a little girl, but a SUPER-Genius who rivals her own father's intellect, even NOW. She's apparently supposed to be SMARTER, but she hasn't built nearly enough stuff to truly justify that at this point- give her a few years and we'll see.

DRAGON MAN
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #35 (Feb. 1965)
Role: Powerhouse, Animalistic Monster, Occasional Ally
Group Affiliations: The Frightful Four, The X-Men (mascot), The Future Foundation
PL 11 (145)
STRENGTH
12 STAMINA -- AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -1 PRESENCE -3

Skills:
Intimidation 13 (+10, +13 Size)
Perception 3 (+2)
Investigation 3 (+2)
Ranged Combat (Methane Blast) 9 (+9)

Advantages:
All-Out Attack, Diehard, Improved Critical (Unarmed), Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Takedown 2

Powers:
"Android Design"
Immunity 30 (Fortitude Effects) [30]
Protection 8 (Extras: Impervious 13) [21]

"Groundstrike" (Based off of Strength Damage) [1]
AE: Affliction 10 (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)

"Dragon Implements"
Flight 3 (16 mph) (Flaws: Winged) [3]
"Tail" Extra Limbs 1 [1]
"Methane Blast" Blast 13 (Extras: Penetrating) (39) -- [41]
AE: "Methane Cone" Damage 11 (Extras: Penetrating, Area- 60ft. Cone) (33)
AE: "Methane Breath" Damage 11 (Extras: Penetrating, Area- 60ft. Line) (33)
"Natural Size"
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Reach 1 [1]
Enhanced Skills 2: Close Combat (Unarmed) 2 (+10) [1]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Methane Breath +11 Area (+11 Damage, DC 26)
Methane Blast +9 (+13 Ranged Damage, DC 28)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +14 (+7 Impervious), Fortitude --, Will +3

Complications:
Responsibility (Pretty Ladies)- Dragon Man has always had a thing for pretty ladies, and will generally fawn over and not attack the females of any super-team (since they're ALWAYS pretty ladies).
Reputation (Mindless Brute)- Always the pawn of other villains, Dragon Man has little mind of his own.
Weakness- Dragon Man's robotic nature leaves him vulnerable to cold-based attacks, and high-pitched sonics. Both will do extra damage or flat-out disable him at higher levels.

Total: Abilities: -6 / Skills: 28--14 / Advantages: 10 / Powers: 112 / Defenses: 15 (145)

-Dragon Man's one of those crazy '60s Kirby designs that's held up rather well in a goofy sort of way, but the poor guy's never been much of a contender. He generally gets revived by some sort of villain, who then pushes him into an animalistic frenzy where he attacks the story's heroes (generally the FF, sometimes Hercules or The Hulk), and he eventually gets beaten down or shut down or something. Just a "Goon" type villain, but a rather effective one. He's more often used as a joke or as something sad to watch (because he goes all King Kong around the ladies), but has always been shown as a team-level threat or annoyance. Recent years have seen him become intelligent, and join The Future Foundation, acting as a caretaker of sorts to all of the kids, as he's turned into more of a dorky, bespectacled Henry McCoy-type.
-Dragon Man is a curious mix of stupidity and extremely high power. His Methane Breath dishes out PL 11 Blasts or Area Effects, making him a pretty big threat, and he is strong enough to brawl it out with guys like The Thing and Hercules for a while. He's big, and much more accurate than his size would imply (like most Growth-guys, I give him boosted accuracy beyond "clumsy ape" to showcase his ability to nail people because his hands are so big that they're hard to dodge). As an android built totally mechanically (and by magic), he's a no-Stamina creature, though with him you could argue for him being KO'd alot so it's tough to really say. With his hitting power and Blast he's a team-level threat who can be kind of handled by solo heroes, but they're hard-pressed to break down his Impervious Toughness (I've seen him handle Sub-Mariner & She-Hulk with ease until they hit his Armpit Button).
-Nowadays, he's likely INT 4 or something, and has actual Mental Abilities of a reasonably-smart person.

H.E.R.B.I.E. (Humanoid Experimental Robot, B-Type, Integrated Electronics)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four (1978 cartoon series), Fantastic Four #209 (Aug. 1979- comics)
Role: Helper Robot, Cute Sidekick
Group Affiliations: The Fantastic Four
PL 6 (94)
STRENGTH
-1 STAMINA -- AGILITY 0
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Science) 2 (+4)
Technology 4 (+6)

Advantages:
Equipment 2 (Various Tools), Ranged Attack 2

Powers:
"Tiny Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]
Flight 2 (8 mph) [4]

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

"Laser" Blast 6 [12]
"CommLink" Communication 2 (Technology) [8]

Offense:
Unarmed +4 (-1 Damage, DC 14)
Laser +6 (+6 Ranged Damage, DC 21)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude --, Will +4

Complications:
Vulnerable (Electrical & Magnetic Attacks)- As a robot made of metal, H.E.R.B.I.E. is highly-vulnerable to certain types of attack.

Total: Abilities: 12 / Skills: 6--3 / Advantages: 4 / Powers: 67 / Defenses: 8 (94)

-When the new Fantastic Four animated series was developed in the late 1970s, a problem arose- The Human Torch had been optioned for a solo movie (which never materialized- Stan's attempts at turning Marvel productions into other forms of media was a failure for the most part), and so he was unable to be used (note: It was NOT because they were afraid of kids setting themselves on fire in order to emulate the Torch). Therefore, Stan & Jack had to scramble to create a new "fourth" for the titular team. They settled on that omnipresent trope in 1970s fiction- The Cute Sidekick. Designed by Jack Kirby himself (after Dave Cockrum, who hated the character idea, was replaced), H.E.R.B.I.E. was voiced by omnipresent voice actor Frank Welker, and basically said cute and/or funny things while bickering with The Thing.
-H.E.R.B.I.E. even got used in the comics at the time, with the sneaky reasoning that the Torch wasn't available to sign the contract for the new Animated Series, and so they scrambled and added the robot Reed had built with the Xandarian Master Xar. Very "Meta". The little robot was taken over by Doctor Sun and became a "mole" of sorts in the FF, but Sun soon invaded the Baxter Building's Main Computer. When Sun is locked out of the computer system, H.E.R.B.I.E., realizing that Sun can simply transfer back to him, sacrifices himself by committing suicide, thus ending Sun's threat. Subsequent years often show other H.E.R.B.I.E. robots, but only as a cute "aside" assistant 'bot or a wink to continuity and the old cartoon. There's even a parody of him on The Venture Brothers- H.E.L.P.eR.!
-H.E.R.B.I.E. isn't a terribly-effective combatant, but is a little more hardcore than you'd think with that Laser (I've seen him blast Mr. Fantastic with it pretty good). He's only PL 4 defensively, so don't expect him to hold up to even rudimentary attacks for very long.
Last edited by Jabroniville on Fri Jul 03, 2020 5:50 am, edited 3 times in total.
Jabroniville
Posts: 24689
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Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

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

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

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

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

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

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

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

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

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

-Devos is just a weak Fantastic Four foe that went nowhere- he was an alien vigilante who acts as "peacekeeper" by murdering anyone he deems a threat to peace and security- ie. anyone capable of fighting. He hunted the FF at first, but his starship got destroyed- after that, he teamed up with Paibok the Power-Skrull. He apparently destroyed the Skrull Throneworld, throwing that empire into chaos, but hasn't done much since. He appeared once in Maximum Security (a forgotton Mini-Event that saw Earth be used as a penal colony for Intergalactic Menaces), and got trotted out for a second during Ronan's own Annihilation bit, fighting Talos the Untamed, getting stabbed, then fleeing the situation. He wasn't seen again afterwards. A total loser character, and he rarely appears.
-Devos is mostly spaceships & power-suits as far as his points-cost goes, but that is a pretty sweet suit of armour. He can slug it out with The Thing, take a punch, and has a BIG swack of Alt-Effects to choose from, from Bazooka blasts to KO Gas, Freeze Explosion Snares, an Aura attack, a Dazzle, etc. Kind of a fun piece of armour to stick on a guy with all that variance, and he's PL 10 because of the suit, but only in Melee. Otherwise, he's a PL 9, able to only tie with someone like Talos the Untamed or something.

THE MAD THINKER (Real Name Unknown)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #15 (June 1963)
Role: The Mad Scientist's Mad Scientist
Group Affiliations: The Maggia, The Intelligencia, The Triumvirate of Terror
PL 8 (156)
STRENGTH
1 STAMINA 2 AGILITY 1
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 10 AWARENESS 4 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Science) 10 (+20)
Expertise (History) 2 (+12)
Insight 4 (+8)
Intimidation 3 (+5)
Investigation 5 (+9)
Perception 4 (+8)
Technology 10 (+20)
Treatment 1 (+11)
Vehicles 4 (+8)

Advantages:
Beginner's Luck, Defensive Attack, Eidetic Memory, Equipment 15 (Base, Computers, Flying Hover-Thingie, Weapons, etc.), Jack-of-All-Trades, Ranged Combat 6, Skill Mastery 2 (Technology & Science), Ultimate Skill (Technology), Well-Informed

Powers:
"Surgically-Implanted Radio Projector"
Remote Sensing 16 (Hearing & Sight) (Flaws: Limited to His Own Robots) [32]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Ray Gun +10 (+6 Ranged Damage, DC 21)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +6

Complications:
Enemy (Reed Richards)- Like most early Fantastic Four enemies, The Mad Thinker is obsessed with proving himself to be smarter than Reed Richards.
Reputation (Mad)- He prefers to be called "The Thinker", but the other appelation stuck.
Responsibility (Code of Conduct)- Despite being an evil douche, the Thinker will not willfully endanger the lives of children. He once broke up a partnership with The Wizard because it would likely kill Franklin Richards.
Responsibility (The X-Factor)- A master planner, the Thinker's plans are often foiled by some random "x-factor" forcing it's way onto the scene. He once had a plan ruined because Spider-Man happened to come upon him, and after capturing The Avengers, he was foiled by Hercules, who had just recently become a member (after the Thinker came up with his plan).

Total: Abilities: 58 / Skills: 48--24 / Advantages: 29 / Powers: 32 / Defenses: 13 (156)

-The Thinker (or Mad Thinker, as everyone else calls him) is an old-school FF villain, so much so that he's just a generic mad scientist and that's it. No tragic past (we don't even KNOW his past), nothing else to him; he's just a mean, vicious, rival scientist who messes stuff up and tries to steal Reed Richards' inventions. And actually, he had a TON of appearances in his day- rather than just over-use Dr. Doom all the time, the FF book used him as pretty much the token "HERE'S my new plan!" nemesis, with appearances in countless books). He pretty much rarely gets used these days, though, as the Mad Scientist was virtually a dead trope, but he's started showing up again as a background villain, and years of insight have given me new realizations about a guy I once dismissed as a "lame", forgettable villain. Kind of a classic, with his ugly Jack Kirby design and crazed persona, so I don't mind him these days.
-His early schtick was that he was a brilliant planner, able to accomplish just about anything thanks to a predictive ability that bordered on precognition... but that he would always be undone by some human "X-Factor" that threw a fork into his plans. For example: in his debut, he trapped the FF within their own building, but was foiled when Willie Lumpkin, the mailman for the Baxter Building, rang the doorbell, thus activated the circuit breaker Reed had built into all of his devices. He teamed up with the Puppet Master a few times, created the computer "Quasimodo", and even faced the Avengers. Several times, he was sent to prison, but this never bothered him: he could easily act using the Awesome Android as his proxy, and was perfectly-happy to watch his plans unfold while imprisoned. Over the years, he's become more and more of a "Journeyman Villain", fighting the FF a little less, and appearing in a LOT of other books as a "Generic Schemer" who simply opposes a different book's star every once in a while.
-The Mad Thinker is one of the few characters who comes close to Reed Richards & Dr. Doom in sheer intellect, INT 10 to their INT 12s. Less of an inventive genius than Reed (note the lack of Inventor for such a brilliant mind), he often swipes other people's concepts and inventions, but he makes up for it with a near-Precognitive level of planning genius (often thrown into disorder by a single x-factor like Spider-Man wandering into a battleground, or something), understanding of the most complex principles, and his Awesome Android. He can also project his consciousness into his own robots, which I choose to stat up as more of a Remote Sensing than a Mind Switch/Affliction thing (since his robots automatically let him take control). Like most super-geniuses, he's not a real combatant, and needs his Robots & Androids to fight for him.

THE AWESOME ANDROID (Awesome Andy)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #15 (June 1963)
Role: Android Mook
Group Affiliations: Goodman, Lieber, Kurtzberg & Holliway
PL 12 (180)
STRENGTH
10 STAMINA -- AGILITY 1
FIGHTING 8 DEXTERITY 4
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Computers) 6 (+4)
Expertise (Civics) 4 (+2)
Expertise (Office Worker) 4 (+2)
Intimidation 10 (+8, +10 Size)
Perception 4 (+2)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Grapple, Improved Hold, Improved Initiative, Interpose, Power Attack, Ranged Attack 2, Startle, Takedown 2, Ultimate Toughness Save

Powers:
"Android Body"
Immunity 40 (Fortitude, Mental Effects) [40]
Growth 4 (Str & Toughness +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Protection 8 (Extras: Impervious 11) [19]
Power-Lifting 1 (50 tons) [1]
Regeneration 4 (Feats: Regrow Limbs) [5]
"Gale-Force Wind" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Cone) (Flaws: Limited Degree, Instant Recovery) Linked to Damage 6 (Extras: Area- 60ft. Cone) [17]

"Mimicking One Power"
Variable 3 (Multiple Body-Based Powers) (Extras: Reaction +3) (Flaws: Limited to Those Touched) [27]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Boosted Strength From The Thing +10 (+13 Damage, DC 28)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude --, Will +4

Complications:
Disabled (Mute)
Involuntary Transformation (Immobile)- Awesome Andy shuts down when a switch in his left armpit is switched.

Total: Abilities: 16 / Skills: 30--15 / Advantages: 14 / Powers: 118 / Defenses: 17 (180)

-The Mad Thinker created his Awesome Android (back when "awesome" was a standard positive word to add to make something sound impressive- not Surfer Slang) to fight the Fantastic Four, and it did some mimicking, and beat them around for a bit, before ultimately being beaten. He showed up a handful of times over the years but, being more dated than even the Thinker himself, he became one of those villains that nobody ever really thought about anymore, and vanished. More recent She-Hulk stories using a lot of old goofy Marvel concepts re-introduced him as Awesome Andy, having gained a level of sentience. This lasted a few years, but he eventually left the book, and lo, there he is again, under the thumb of the Mad Thinker. Again. See, this is why it doesn't pay to give old-school little-seen characters power or personality upgrades. You know how many damn times I've seen Electro gain power-ups over the years? Same thing.
-The Awesome Android is PL 9 in his base form as a super-sized dumb Powerhouse, but upon touching Ben Grimm or somebody, he can Mimic a few properties, and gain in PL, eventually becoming PL 12. I'm pretty sure Strength 10 is where he sits normally- upon Mimicking The Thing he can go higher. The Mimic doesn't go very far, and is limited to only 15 Power Points, but it's Action is all the way up to Reaction, allowing him to steal powers just by being punched. He's pretty dumb (and is even worse without sentience- he loses Int & Cha entirely), and is quite cheap, but he's about as good as you can get for a Robot Minion. Since I don't think he has much discernable anatomy, or be KO'd, I think the Android is a Fortitude-Immune non-living entity, though others have built him with a Con score.

DARKOTH, THE DEATH DEMON (Major Desmond Pitt)
Created By:
Gerry Conway & Rick Buckler
First Appearance: The Fantastic Four #142 (Jan. 1974)
Role: Forgotten D-Plot Character
Group Affiliations: NASA, The U.S. Air Force
PL 11 (173)
STRENGTH
11 STAMINA 10 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Science) 4 (+6)
Expertise (Soldier) 4 (+6)
Expertise (Astronaut) 4 (+6)
Insight 3 (+6)
Intimidation 6 (+8)
Perception 2 (+5)
Stealth 3 (+3)
Technology 3 (+6)
Vehicles 8 (+10)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Great Endurance, Improved Aim, Power Attack, Ranged Attack 8, Startle

Powers:
"Wings" Flight 6 (120 mph) (Flaws: Winged) [6]
"Tail" Extra Limb 1 [1]
Strength-Damage +0 (Feats: Reach) [1]
Immunity 10 (Life Support) [10]
Movement 1 (Wall-Crawling 1) [2]
Protection 2 [2]

"Fatigue Ray" Affliction 11 (Fort; Fatigued/Exhausted/Paralyzed) (Extras: Ranged, Cumulative) (Flaws: Tiring) (22)-- [26]
AE: Insubstantial 4 (20)
AE: "Energy Rays" Blast 11 (Feats: Variable- Fire or Concussive Force) (Flaws: Tiring) (12)
AE: "Insanity Ray" Affliction 10 (Will; Entranced/Compelled/Transformed to Random Acts) (Flaws: Tiring) (5)
AE: "Poisoned Talons" Weaken Strength 6 (Extras: Progressive +2) (18)

Offense:
Unarmed +9 (+11 Damage, DC 26)
Fatigue or Insanity Rays +10 (+11 Ranged Affliction, DC 21)
Energy Rays +10 (+11 Ranged Damage, DC 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +12, Fortitude +10, Will +5

Complications:
Prejudice (Freak)- Darkoth is all purple and winged and stuff. He can't pass for normal.
Reputation (Mind-Controlled Guy)- He has this happen to him a lot.
Relationship (Ben Grimm)- They're old Air Force buddies.

Total: Abilities: 82 / Skills: 42--21 / Advantages: 15 / Powers: 48 / Defenses: 7 (173)

-Darkoth the Death Demon is a weird little story, and yet another example of that 1970s period of randomly-introduced failed characters in Marvel Comics. He was Major Desmond Pitt, an old friend of Ben Grimm's from the Air Force (this was around when comics started introducing new characters to heroes' backgrounds that inevitably turned into super-villains or died- witness the Spider-books from this time period), and he was pretending to be a spy to infiltrate Dr. Doom's Latverian spy ring. Then he screwed up and got caught. Bad idea. Doom had him tortured and transformed into a slave, but Darkoth rebelled and aided the FF, dying in the process.
-Diablo revived him, and again he betrayed his boss and died. A third story featured him being used by Mephisto (seriously? This happens THREE TIMES?) against Thor, as a Hell-bound demon. Finally, he regains his personality and defeats S'ym in Otherplace (which is the same as Limbo, as is either ruled by Magik, Belasco or N'astirh depending on the era... I'd ask more questions, but when dealing with Claremont, Excalibur comics AND Limbo it's best to just ignore logic and assume he was dropping some KILLER acid at the time). I think that's it for him, as last we saw, he was ruling Otherplace with the Soulsword (which has now found it's place with Magik again- no sign of Darkoth whatsoever).
-Darkoth is a good PL 11, since he's supposed to be tough enough to take over Limbo/Otherplace and fight Thor for over an hour. He's a Class 50 Powerhouse with extra powers constantly being added in every story (Diablo gave him Insubstantial & greater strength, for example), leaving him with tons of options in combat, Poisoned Claws, a Tail, Life Support, Flight, a Confusion Beam, a Fatigue Ray, a Blast, and phasing abilities. I mean, seriously, that is a BUTT-LOAD of powers, and thus he's going to be dangerous no matter what (these powers were often rarely-used, implying that they're Tiring or something).

DARLA DEERING (aka Miss Thing)
Created By:
Matt Fraction & Mike Allred
First Appearance: The Fantastic Four #2 (Dec. 2012)
Role: Pop Star-Turned-Superhero
PL 8 (79)
STRENGTH
1/12 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Expertise (Pop Singer) 5 (+5)
Insight 2 (+3)

Advantages:
Benefit 1 (Fame)

Powers:
"Thing Robot Suit" (Flaws: Removable) [30]
Enhanced Strength 11 (22)
Protection 10 (Extras: Impervious 5) (15)
-- (37 points)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Thing Suit +4 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2 (+12 Thing Suit), Fortitude +3, Will +5

Complications:
Normal Identity (Darla Deering- "Thing Rings Do Your Thing!")- Darla requires a pair of Thing Rings to form the Thing Exoskeleton around her.
Responsibility (Fame)- Darla is a world-famous pop star, and will get recognized anywhere she goes. She doesn't even wear a mask in her Thing Suit.

Total: Abilities: 32 / Skills: 20--10 / Advantages: 1 / Powers: 30 / Defenses: 6 (79)

-It's funny- I never really "got" Mike Allred, or liked his work at first. I'd never read Madman, but his X-Force run rubbed me the wrong way with it's "HAW-HAW THIS CHARACTER IS NAMED U-GO GIRL AND THE TEAM MEMBERS KEEP DYING AND THERE'S A GUY NAMED DOOP!" kind of silly humor (reminds me too much of Claremont's deliberate silliness on Excalibur). Plus his art was a weird combination of being super-dated and being REALLY, REALLY STIFF, with these awkward characters standing with their limbs out all askew. So when I found out that he was being brought on to a secondary Fantastic Four book that was focusing on goofiness, while MARK BAGLEY was now drawing the main book, I was pretty much unimpressed and figured the other one'd be the one to watch.
-So IMAGINE MY SURPRISE when not only do I enjoy the book, but I like it WAY more than the main book, and not only that, but it became my FAVOURITE ONGOING SERIES at the same time. Seriously, the way they played all the silly characters off of each other, admitting the inherent goofiness of comic books while also telling some real personal stories at the same time... it was a fantastic book, and it's too bad that #16 was the last issue. And Allred's art has only improved with time- the people are still stiff and look rather same-y (SameFace is the most-common mistake every artist makes- George Perez is the only comic artist I can think of who doesn't do it ALL THE TIME; but it's even more noticeable since Allred's style is so distinctive), but the whole weird RetroModern thing just WORKS. And oddly, I find that the people who like Allred's art tend to be artists- it's the less-inclined that hate him. I'm not sure WHY that is, but it seems to be so.
-Regarding the quality of FF, it helps that Matt Fraction writes some REALLY funny bits (I loved it when the Foundation kids elaborate to The Impossible Kid that The Impossible Man MUST be a bad guy because he is wearing "secondary colours- green and purple" like Annihilus, Doom, Kang and The Hulk, and not primary colours like Spider-Man, Iron Man and The Fantastic Four). Plus that time Dragon Man accidentally busted in on the ladies bathing because Bentley (LOVE that character) had drilled a hole in the wall to sell for peeps ("Right, like I want to see my mom naked", replies the disgusted Ahura- the mostly-forgotten son of Medusa), and Draggy was trying to put a stop to it. Of course, my tastes weren't everyone's- the book's sales kind of sucked ass (a continuing trend for the FF as a whole), and things were soon combined together for a... mostly-forgettable run by J.M. Straczynski.
-Alas, Darla and most of the other girls didn't really end up being that important to the overall story- she's a Katy Perry-like character who was made a temporary FF member because Johnny Storm wasn't taking it seriously (the FF was supposed to be gone for a few minutes and wanted a temporary replacement team, but instead vanished for months; Johnny forgot and asked his latest fling at the last second). Medusa & She-Hulk also ended up just kind of standing around making comments while Scott Lang and the kids got all the interesting stuff to say and do. As a pop star, she was a big deal, and ended up having feelings for Scott by story's end, though this was largely-dropped for Scott Lang's All-New, All-Different solo book.
-Darla herself never really turned into a bad-ass or a full-blown super-hero... there just wasn't any time. She sparred with She-Hulk for a bit, so I assume she's fightier than your average Autotuned Starlet, but only by a bit. Even so, with that Thing Suit (which does a solid job at equaling Ben's old 1960s stats) she's a full PL 8, focusing on durability.

AGATHA HARKNESS
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #94 (Jan. 1970)
Role: Heroic Witch
PL 10 (146)
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 2 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Magic) 10 (+15)
Expertise (History) 5 (+10)
Insight 3 (+8)
Intimidation 2 (+6)
Perception 4 (+9)
Persuasion 2 (+6)

Advantages:
Artificer, Ranged Attack 4, Ritualist

Powers:
"Magical Might"
Senses 4 (Detect Magic- Ranged 2 & Acute) [4]

Teleport 10 (Extras: Extended, Portal +2, Accurate) (60) -- [66]
AE: "Astral Form" Remote Sensing 10 (Sight & Hearing) (Flaws: Physical Body is Defenseless) (20)
AE: "Mind-Wiping" Affliction 8 (Will; Entranced/Compelled/Transformed Memories) (Extras: Progressive +2) (24)
AE: "Magical Energy" Blast 11 (22)
AE: "Magical Wave" Damage 10 (Extras: Area- 30ft. Burst) (20)
AE: Illusion 10 (Vision & Hearing) (30)
AE: "Telepathy" Communication (Mental) 3 Linked to Mind-Reading 8 (31)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Magical Wave +10 Area (+10 Damage, DC 25)
Magical Blast +8 (+11 Ranged Damage, DC 26)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +4 (DC 14), Toughness +1, Fortitude +3, Will +8

Complications:
Relationship (Nicholas Scratch)- The evil warlock is in fact Agatha's own son from New Salem. When he "dies", she mourns him truly, despite his evil.
Weakness (Age)- As an elderly woman, Agatha tires quickly and cannot hold up to repeated strenuous activity, nor can she heal quickly.

Total: Abilities: 42 / Skills: 30--15 / Advantages: 6 / Powers: 70 / Defenses: 13 (146)

-Agatha Harkness (who apparently is the inspiration for Jack Harkness' name on Torchwood) was a Stan 'n' Jack creation for the Fantastic Four book, being the caretaker/governess of young Franklin Richards. She was almost immediately thrown into a story featuring her son Nicholas Scratch and Salem's Seven, and underwent a few more stories, but was largely an afterthought at Marvel, save for stories involving The Scarlet Witch. Agatha took Wanda on as a student in the mystic arts, leading to various stories (such as when she was kidnapped by Immortus, who thought she might be the Celestial Madonna that turned out to be Mantis).
-Marvel has killed her off on two separate occasions- in the first, she was burned at the stake by the Seven, and haunted them as a ghost in The Vision and the Scarlet Witch (an awful, ultra-boring Limited Series). She returned without explanation when Wanda's children were revealed as mystically-created effigies and not real beings- this led to Wanda's going insane in Avengers West Coast. Agatha eventually brainwashed Wanda to have no memory of her children, and Marvel gladly ignored that whole bit... until years later, when it was used to set off Decimation- Wanda, now remembering her children, confronted and murdered Harkness off-panel. Nick Fury, who discovered the body, commented that she had been dead for a "long time". She has since been seen as a ghost once more, confirming her death at Wanda's hands.
-A woman far past her physical prime, Agatha is nonetheless dangerous in a fight thanks to her great Magical Power, making her PL 10 despite a frail body. There is also probably some stupid magic stuff regarding her and her cat being linked at the soul or some stuff.

EBONY
PL 7 (100), Sidekick Rank 20
Normal Version:
PL 4-6
STRENGTH 4 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 3 (+8)
Athletics 6 (+10)
Expertise (Survival) 7 (+8)
Intimidation 6 (+4)
Perception 7 (+8)
Stealth 3 (+8)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Fast Grab, Great Endurance, Improved Critical (Natural Weapons), Improved Hold, Improved Initiative, Prone Fighting, Seize Initiative, Uncanny Dodge (Hearing)

Powers:
"Housecat Form"
Morph 1 (Small Black Cat) [5]
"Small Size" Shrinking 8 (Flaws: Lowers Toughness as Well) [8]

"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]

"Cat Agility"
"Climbing Skills" Enhanced Skills 8: Athletics 8 (+14) (Flaws: Limited to Climbing) [2]
Leaping 2 [2]

"Spotted Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dense plants or undergrowth) [1]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Claws & Teeth +8 (+6 Damage, DC 21)
Initiative +9

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

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 32 / Skills: 32--16 / Advantages: 11 / Powers: 28 / Defenses: 13 (100)

-Ebony is Agatha Harkness' familiar, a small black housecat who can transform into a large, dangerous Panther. This is basically a Leopard build with some Cat-Morphing thrown in (and a cheaper Shrinking, since this reduces Toughness as well as size & strength).

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Two kids, and she STILL shames every other woman in the Marvel Universe!

THE INVISIBLE WOMAN (Susan Storm-Richards)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Chick (early on), Team Mom, The Most Powerful One
Group Affiliations: The Fantastic Four, The Avengers, Lady Liberators
PL 12 (201)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 3 (+6)
Athletics 4 (+4)
Close Combat (Unarmed) 2 (+8)
Deception 3 (+6, +8 Attractive)
Expertise (Acting) 3 (+6)
Expertise (Mom) 8 (+11) -- Half-Rank Cost
Expertise (Current Events) 2 (+5)
Expertise (Science) 2 (+5)
Insight 4 (+8)
Intimidation 4 (+7)
Investigation 2 (+6)
Perception 4 (+8)
Persuasion 4 (+7, +9 Attractive)
Ranged Combat (Invisible Energy) 6 (+10)
Stealth 10 (+13)
Technology 2 (+5)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Attractive, Extraordinary Effort, Fearless, Improved Aim, Improved Critical (Invisible Energy) 2, Improved Initiative, Inspire, Leadership, Power Attack, Set-Up 2, Teamwork, Ultimate Will Defense

Powers:
"Invisibility"
Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Ranged) (Flaws: Affects Others is Distracting -2) (14) -- [15]
AE: Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Area- 30ft. Burst) (Flaws: Affects Others is Distracting -2) (14)

"Invisible Energy"
Create 14 (Feats: Dynamic, Subtle 2) (Extras: Impervious, Movable) (59) -- [69]
Dynamic AE: "Invisible Field" Protection 12 (Feats: Dynamic, Selective, Subtle 2) (Extras: Sustained +0, Affects Others, Ranged, Impervious) (52)
Dynamic AE: "Invisible Force Ram" Blast 14 (Feats: Dynamic, Subtle 2) (Extras: Penetrating) (45)
Dynamic AE: "Shapeable Invisible Force Ram" Blast 12 (Feats: Dynamic, Subtle 2) (Extras: Area- 30ft. Shapeable) (39)
Dynamic AE: "Invisible Force Bullets" Blast 12 (Feats: Dynamic, Subtle 2) (Extras: Multiattack) (39)
Dynamic AE: Move Object 13 (Feats: Dynamic, Subtle 2) (29)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Force Ram +10 (+14 Ranged Damage, DC 29)
Shapeable Ram +12 Area (+12 Damage, DC 27)
Force Bullets +10 (+12 Ranged Damage, DC 27)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+14 Force Field), Fortitude +5, Will +12

Complications:
Relationship (Reed & The Children)- Susan is extremely devoted to her family, and threatening any one of them (especially the kids) is arguably the surest way to get your ass thoroughly kicked in the entire Marvel Universe. Seriously, it's like Spider-Man's "Aunt May Mode", but in a body that can hand Doctor Doom his ass if she pushes herself. Don't try it.
Relationship (Ben Grimm)- Sue loves Ben like a brother, and is usually the first to sternly lecture him, and the first one he'll listen to.
Relationship (Johnny Storm)- Sue is the wise older sister to her sometimes-bone-headed sibling, and she mothers him to an insane degree. She worries about him more than the others by a ways.
Relationship (Namor the Sub-Mariner)- Sue shared a mutual attraction with the Prince of Atlantis for years, and there is still sexual tension to this day.
Weakness- Though not possessing the Feedback Flaw, Sue has occasionally felt great amounts of pain or strain when her Created Objects were utterly smashed by a single hit.
Reputation (Powerhouse)- Sue is recognized by many as the most powerful member of the Fantastic Four, and is thus often the first one attacked, or otherwise dealt with.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general populace.

Total: Abilities: 50 / Skills: 60--30 / Advantages: 15 / Powers: 83 / Defenses: 23 (201)

-Sue Storm started out a pretty sexist concept, really. A girl more obsessed with haircuts than the latest crime, she pouted when Reed wouldn't pay attention to her, and wilted in the arms of super-villains and half-naked seamen. Once, she even risked the entire team's lives by turning invisible in a dangerous area just to get them to pay attention to her new hairdo (this really happened)! It got progressively better as time went on, especially once she started developing her powers beyond "make stuff invisible", until John Byrne (perhaps taking a bit of the fetish for strong women from his X-Men co-writer) finalized it, by terming her the Invisible WOMAN, and amping her force field powers into basically an invisible Green Lantern Ring. Suddenly, she became a super-powerful den mother, unafraid to absolutely SCHOOL the villains of the day. It's pretty much well-established these days that Sue is BY FAR the most powerful and useful member of the team, and the very LAST one that you want to piss off. And thus, she got about a billion times hotter.
-Sue in the early days could be a bit intolerable, and was seen as Reed's much-younger girlfriend (he seemed to be in his thirties or forties- she was probably barely twenty). She gained powers with the others, but was pretty useless- all she could do was turn INVISIBLE. Not the worst power ever (and handy to get out of trouble), but given that her teammates were a Flying Blaster, a Super-Strong behemoth, and the smartest man in the world, the "girl who turns invisible" wasn't really standing out. Over time, various writers would give her new abilities, such as the power to make OTHER things turn invisible, and finally some "Invisible Force Fields" (this was in 1964 at least, so it's definitely not a RECENT adaptation), because I guess her power is derived from... some place where invisible energy is totally solid. Soon, after her father's tragic death saving the team, she is married to Reed in a fantastic wedding ceremony (of course a ton of super-villains showed up to fight every Marvel hero at the time), and soon becomes pregnant.
-And yes, that wedding happening under Stan & Jack's watch is probably why they're still together- let NO MAN tear asunder what Marvel's two Gods joined as one. Let every OTHER Comic Book Relationship end up in "Will They/Won't They" Hell, having the Devil split them up because the Editor loves the "Swingin' Bachelor" hero archetype, or having one of them die to make the other miserable. Reed & Sue are basically untouchable, save the minor hiccup here and there. Of course, young Franklin caused a mess in various ways, and Reed & Sue were frequently estranged (like when Reed put Franklin into a coma to prevent destruction due to his powers; Sue didn't take it well).
-Sue matured a LOT in the 1970s- she's basically unrecognizable from her '60s self. I have a Marvel Team-Up issue where she angrily pulls a "Mom Lecture" on SPIDER-MAN (naturally, she is actually "Backseat Driving", screaming at Peter to "change gears! Do you want to strip the tires?!" Poor Spidey later admits that "I... I can't drive..."), and she soon begins routinely scolding Ben & Johnny for their immaturity. At this point, she comes off like she's a lot older than most of her contemporaries- she's probably only a handful of years older than Johnny, Spider-Man and the original X-Men, but she ACTS like she's a mature, together, Adult Woman.
-It was John Byrne that gave her more and more power, establishing her as the team's TRUE powerhouse. He also had her get possessed and skanked-out, replicating his old "Dark Phoenix" plot when Malice overtook Sue's personality. And yes, he finally changed her name to the Invisible WOMAN- after all, she had a young child, and the hips to prove it- no more of that GIRL stuff. When Reed was thought-dead, Sue took over the FF and started wearing the infamous "4-Bikini" costume, which is so insanely out of character that it's become somewhat of an emblem of '90s Excess and over-sexualization of female costumes at the time (and yeah, it's pretty awful... but HOMINAHOMINAHOMINAHOMINA... no, no, I am calm.... *drool*...).
-Eventually, in more-modern times, it would be revealed that Franklin had protected Sue's second child from a miscarriage, and re-implanted her in his mother's womb (so yes, Franklin Richards did in fact impregnate his own mother. Think about THAT for a second!)- this resulted in the birth of Valeria Richards, the super-brilliant daughter of Reed & Sue... who of course became a walking, talking smart-assed little girl in no time at all. She briefly leaves her husband when he gets mixed up in the dark side of the Civil War (though the reconnect after she nearly murders the Taskmaster for hurting her husband- Reed takes a shot meant for Sue), and then supports Reed during the various story arcs afterwards.
-Sue was the initial uber-pin-up babe of the Silver Age of Marvel Comics, and that's something that occasionally gets dropped by the wayside. I guess it had to happen, in the era of swimsuit costumes and Anglo-Asian Ninja Lady super-heroines, but every once in a while, they remind you that she's supposed to be attractive, drop-dead style. The "Reed is Dead, So I Guess I'll Wear a Super-Bikini" era is a good example of that, but it's usually the protective Mama Bear thing that pulls off "teh sexay" these days. Hey, Moms can be hot too, dammit. Especially when being all protective and angry (remember what she did to Taskmaster when he hurt Reed in Civil War? Yowza- hottest Marvel-lady ever).
-Sue is a LOT more expensive in my 3rd Edition build of her, and it's unsurprising, thanks to the way points work now. In particular, I decided to just not hold back: Ben & Johnny are PL 11s, more powerful than the common super-hero (and way more powerful than my 'basic' starter-characters, who are PL 8-9), but Sue is PL 12 in combat, being able to take out nearly anybody. What's really scary is that she can MODIFY this, either doing Power or Accurate Attack (she usually leans towards the latter, preferring accuracy to just pounding the bejeezus out of someone).
-Her "Invisibility" power is the two variants of Affects Others Concealment, allowing her to either turn one guy Invisible at range, or make a whole Area Invisible. For her GL Ring-like powers, she has a more simplistic array than they do, but it's still quite powerful. A DC 29 Penetrating Blast, a Shapeable Blast, a Multiattack Blast, Move Object and Create Object, all at high ranks. All are both Dynamic, and have two ranks of Subtle, reflecting the fact that they can't be seen ("Create" has this explicitly in it's Extras list, basically going "*psssst!* this is how you design Sue!"). In addition to this, she's a great athlete, fast, smart (not as high Tech as Reed, but she can hold her own), and has quite a few useful Advantages, being Attractive as well as packing Extraordinary Effort & Ultimate Will, to reflect that she's one of the toughest people around MENTALLY as well as with her powers. A +12 Will Defense is nothing to sneeze at either.
-She's even had an assortment of side-powers and Alt.Effects over the years that can be better reflected by Extra Effort and the like- things she rarely uses. Some examples: Nullify Concealment, Suffocation (blocking off windpipes with Force Fields), Blindsight, and a partial Immunity to Mental Effects. Her power levels have varied enough that her Force Fields have covered SKYSCRAPERS and she's made scaffolding up to the top of the Empire State Building- stuff that would cost a TON of points if statted up. She's pretty much a standard example of "don't stat EVERYthing they've been shown doing".

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THE INVISIBLE WOMAN (Susan Storm-Richards)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Chick (early on), Team Mom, The Most Powerful One
Group Affiliations: The Fantastic Four, The Avengers, Lady Liberators
PL 11 (192)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 3 (+6)
Athletics 4 (+4)
Close Combat (Unarmed) 2 (+8)
Deception 3 (+6, +8 Attractive)
Expertise (Acting) 3 (+6)
Expertise (Mom) 4 (+7) -- Half-Rank Cost
Expertise (Current Events) 2 (+5)
Expertise (Science) 2 (+5)
Insight 4 (+8)
Intimidation 4 (+7)
Investigation 2 (+6)
Perception 4 (+8)
Persuasion 4 (+7, +9 Attractive)
Ranged Combat (Invisible Energy) 6 (+10)
Stealth 10 (+13)
Technology 2 (+5)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Attractive, Extraordinary Effort, Fearless, Improved Aim, Improved Critical (Invisible Energy) 2, Improved Initiative, Inspire, Leadership, Power Attack, Set-Up 2, Teamwork, Ultimate Will Defense

Powers:
"Invisibility"
Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Ranged) (Flaws: Affects Others is Distracting -2) (14) -- [15]
AE: Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Area- 30ft. Burst) (Flaws: Affects Others is Distracting -2) (14)

"Invisible Energy"
Create 12 (Feats: Dynamic, Subtle 2) (Extras: Impervious, Movable) (51) -- [61]
Dynamic AE: "Invisible Field" Protection 11 (Feats: Dynamic, Selective, Subtle 2) (Extras: Sustained +0, Affects Others, Ranged, Impervious) (48)
Dynamic AE: "Invisible Force Ram" Blast 12 (Feats: Dynamic, Subtle 2) (Extras: Penetrating) (39)
Dynamic AE: "Shapeable Invisible Force Ram" Blast 11 (Feats: Dynamic, Subtle 2) (Extras: Area- 30ft. Shapeable) (36)
Dynamic AE: "Invisible Force Bullets" Blast 11 (Feats: Dynamic, Subtle 2) (Extras: Multiattack) (36)
Dynamic AE: Move Object 12 (Feats: Dynamic, Subtle 2) (27)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Force Ram +10 (+12 Ranged Damage, DC 27)
Shapeable Ram +11 Area (+11 Damage, DC 26)
Force Bullets +10 (+11 Ranged Damage, DC 26)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+13 Force Field), Fortitude +5, Will +12

Complications:
Relationship (Reed & The Children)- Susan is extremely devoted to her family, and threatening any one of them (especially the kids) is arguably the surest way to get your ass thoroughly kicked in the entire Marvel Universe.
Relationship (Ben Grimm)- Sue loves Ben like a brother, and is usually the first to sternly lecture him, and the first one he'll listen to.
Relationship (Johnny Storm)- Sue is the wise older sister to her sometimes-bone-headed sibling, and she mothers him to an insane degree. She worries about him more than the others by a ways.
Relationship (Namor the Sub-Mariner)- Sue shared a mutual attraction with the Prince of Atlantis for years, and there is still sexual tension to this day.
Weakness- Though not possessing the Feedback Flaw, Sue has occasionally felt great amounts of pain or strain when her Created Objects were utterly smashed by a single hit.
Reputation (Powerhouse)- Sue is recognized by many as the most powerful member of the Fantastic Four, and is thus often the first one attacked, or otherwise dealt with.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general populace.

Total: Abilities: 50 / Skills: 62--31 / Advantages: 15 / Powers: 76 / Defenses: 20 (192)

-Here's a more scaled-back Sue Storm, fitting a PL 11 status like Ben & Johnny. She's still powerful, but a bit easier to hit (Sue doesn't do a lot of moving out of the way anyways), and drops 2 points of Damage on her main attacks. Putting her down to a PL 11 (165) PC status would drop so much stuff that it isn't really an effective representation of Sue anymore, but that's fine. The new system kind of requires that "Pro" super-heroes are much better than standard PC start-up characters anyways.

THE INVISIBLE WOMAN (Susan Storm-Richards)- 1970s Version
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Chick (early on), Team Mom
Group Affiliations: The Fantastic Four
PL 10 (154)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 4 (+4)
Close Combat (Unarmed) 1 (+7)
Deception 2 (+5, +7 Attractive)
Expertise (Acting) 3 (+6)
Expertise (Mom) 4 (+6) -- Half-Rank Cost
Insight 2 (+5)
Investigation 1 (+4)
Perception 2 (+5)
Persuasion 3 (+6, +8 Attractive)
Ranged Combat (Invisible Energy) 6 (+10)
Stealth 7 (+10)
Technology 2 (+5)
Vehicles 1 (+5)

Advantages:
Attractive, Improved Aim, Improved Critical (Invisible Energy), Improved Initiative, Inspire, Set-Up 2, Teamwork

Powers:
"Invisibility"
Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Ranged) (Flaws: Affects Others is Distracting -2) (14) -- [15]
AE: Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Area- 30ft. Burst) (Flaws: Affects Others is Distracting -2) (14)

"Invisible Energy"
Create 10 (Feats: Dynamic, Subtle 2) (Extras: Impervious, Movable) (43) -- [49]
Dynamic AE: "Invisible Field" Protection 8 (Feats: Dynamic, Selective, Subtle 2) (Extras: Sustained +0, Affects Others, Ranged, Impervious) (36)
Dynamic AE: "Invisible Force Ram" Blast 10 (Feats: Dynamic, Subtle 2) (Extras: Penetrating 6) (29)
Dynamic AE: Move Object 12 (Feats: Dynamic, Subtle 2) (27)

Offense:
Unarmed +7 (+0 Damage, DC 15)
Force Ram +10 (+10 Ranged Damage, DC 25)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2 (+10 Force Field), Fortitude +5, Will +8

Complications:
Relationship (Reed & Franklin)- Susan is extremely devoted to her family, and threatening any one of them (especially the kid) is arguably the surest way to get your ass thoroughly kicked in the entire Marvel Universe.
Relationship (Ben Grimm)- Sue loves Ben like a brother, and is usually the first to sternly lecture him, and the first one he'll listen to.
Relationship (Johnny Storm)- Sue is the wise older sister to her sometimes-bone-headed sibling, and she mothers him to an insane degree. She worries about him more than the others by a ways.
Relationship (Namor the Sub-Mariner)- Sue shared a mutual attraction with the Prince of Atlantis for years, and there is still sexual tension to this day.
Weakness- Though not possessing the Feedback Flaw, Sue has occasionally felt great amounts of pain or strain when her Created Objects were utterly smashed by a single hit.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general populace.

Total: Abilities: 46 / Skills: 38--19 / Advantages: 9 / Powers: 64 / Defenses: 16 (154)

-1970s Sue takes a HUGE step back from her PL 11 & 12 versions- her Force Fields are less-powerful, her Will Save drops, and she's even less Skilled- Sue was a great team player back then, but was absolutely a step below what she'd become under John Byrne's pen.

THE INVISIBLE WOMAN (Susan Storm-Richards)- 1960s Version
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Chick (early on), The Whiner
Group Affiliations: The Fantastic Four
PL 8 (123)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 1 (+4)
Athletics 4 (+4)
Close Combat (Unarmed) 1 (+6)
Deception 2 (+5, +7 Attractive)
Expertise (Acting) 3 (+6)
Insight 2 (+4)
Investigation 1 (+3)
Perception 2 (+4)
Persuasion 3 (+6, +8 Attractive)
Ranged Combat (Invisible Energy) 4 (+8)
Stealth 5 (+8)

Advantages:
Attractive, Inspire, Set-Up 2, Teamwork

Powers:
"Invisibility"
Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Ranged) (Flaws: Affects Others is Distracting -2) (14) -- [15]
AE: Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Area- 30ft. Burst) (Flaws: Affects Others is Distracting -2) (14)

"Invisible Energy"
"Invisible Field" Protection 6 (Feats: Dynamic, Selective, Subtle 2) (Extras: Sustained +0, Affects Others, Ranged, Impervious) (30) -- [36]
Dynamic AE: Create 8 (Feats: Dynamic, Subtle 2) (Extras: Movable) (27)
Dynamic AE: "Invisible Force Ram" Blast 8 (Feats: Dynamic, Subtle 2) (19)
Dynamic AE: Move Object 6 (Feats: Dynamic, Subtle 2) (15)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Force Ram +8 (+8 Ranged Damage, DC 23)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2 (+8 Force Field), Fortitude +5, Will +6

Complications:
Relationship (Reed & Franklin)- Susan is extremely devoted to her family, and threatening any one of them (especially the kid) is arguably the surest way to get your ass thoroughly kicked in the entire Marvel Universe.
Relationship (Ben Grimm)- Sue loves Ben like a brother, and is usually the first to sternly lecture him, and the first one he'll listen to.
Relationship (Johnny Storm)- Sue is the wise older sister to her sometimes-bone-headed sibling, and she mothers him to an insane degree. She worries about him more than the others by a ways.
Relationship (Namor the Sub-Mariner)- Sue shared a mutual attraction with the Prince of Atlantis for years, and there is still sexual tension to this day.
Weakness- Though not possessing the Feedback Flaw, Sue has occasionally felt great amounts of pain or strain when her Created Objects were utterly smashed by a single hit.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general populace.

Total: Abilities: 40 / Skills: 28--14 / Advantages: 5 / Powers: 51 / Defenses: 13 (123)

-The Sue of the 1960s was rather pathetic comparatively, but turned out okay once she gained some Force Fields and stuff a couple years into the run. PL 8 with a slightly-higher-than-P.C. points-cost isn't too bad.

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

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

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

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

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

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

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

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

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

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

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

-Blastaar's been through the wringer as a C-League Fantastic Four opponent. He showed up in the Negative Zone during one of Reed Richards' little travels, coming out of a Life Support Coma thingie and kicking some ass, but the FF ultimately beat him back- it was a ridiculously-fillery storyline for one single issue, and it was fine for that. He's always fulfilled that role as a guy who was pretty tough, hit hard, and was a threat, but never really a BIG storyline deal- he just kind of gets trotted out here and there for a one-off. He was a Lee/Kirby One-Shot Opponent at-best.
-He's been occasionally involved with Annihilus (usually as an enemy), and during Annihilation he got mainly a supporting role. He fought against Annihilus, then did some other stuff, and killed his own father, who wanted to keep their kingdom a peaceful, scientific one. Blastaar, of course, is the embodiment of wasteful battle, often fighting for combat's own sake. With Annihilus reduced to an infant state, Blastaar instead tried to conquer the regular universe, but again got his ass kicked numerous times, most-recently by the Annihilators (aka the team of characters so powerful that RONAN THE ACCUSER was the weakling of the group).
-Blastaar's pretty hardcore, being a PL 12 Blaster. It's one HELL of a Blast, able to break nearly anybody, and the guy also has All-Out & Power Attack to deal extra punishment with high-level Energy. Plus a giant Area Effect that can bring down an entire team of Avengers (sans-Thor or Hercules) in one shot. He's based almost entirely around battle, mixing Thing-level Strength with his super-Blast, but has a unique trick in that he can always go into Suspended Animation.

TERMINUS
Created By:
John Byrne
First Appearance: The Fantastic Four #269 (Aug. 1984)
Role: Galactus Lite, Cosmic Destroyer
PL 17 (317)
STRENGTH
20 STAMINA 20 AGILITY -2
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 12 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Science) 7 (+19)
Expertise (History) 2 (+14)
Expertise (Space Traveller) 2 (+14)
Intimidation 10 (+10, +20 Size)
Perception 4 (+4)
Technology 8 (+20)

Advantages:
Power Attack, Ranged Attack 7, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Organic Metal Body"
Growth 24 (Str & Sta +24, +24 Mass, +12 Intimidation, -12 Dodge/Parry, +2 Speed, -24 Stealth) -- (500 feet) (Feats: Innate) (Extras: Permanent +0) [49]
Regeneration 10 (Feats: Regrow Limbs, Diehard) [12]
Immunity 16 (Life Support, Heat Effects, Aging) [16]

"Terminus' Lance" (Flaws: Easily Removable) (Feats: Restricted to Huge Beings) [73]
"Cosmic Beam" Damage 17 (Extras: Area- 250ft. Line +4) (85) -- (88)
AE: "Planet-Cracker" Blast 24 (Feats: Improved Range 15, Penetrating 13) (76)
AE: "Atomic Storm" Energy Aura 15 (60)
AE: "Energy Drain" Affliction 20 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged, Cumulative) (Flaws: Limited to Energy Powers) (40)
Flight 14 (32,000 mph) (28)
Movement 2 (Space Travel 2) (4)
-- (120 points)

"Terminus' Armour" (Flaws: Removable) (Feats: Restricted to Huge Beings) [81]
Protection 5 (Extras: Impervious 19) (24)
Features 10: Summons Lance to His Side From Anywhere (10)
"Human-Sized Antibodies"
Summon 7 (Extras: Horde, Variable +1- Metal Bug Things & Humanoids, 8 Minions +6) (Flaws: Limited to When Armour is Penetrated) (63)
Healing 10 (Flaws: Affects Objects Only +0, Limited to Lance, Distracting) (4)
-- (101 points)

Offense:
Unarmed +10 (+20 Damage, DC 35)
Atomic Storm +10 (+15 Damage, DC 30)
Blast +10 (+24 Ranged Damage, DC 39)
Cosmic Beam +17 Area (+17 Damage, DC 27)
Energy Drain +10 (+20 Ranged Affliction, DC 30)
Initiative +4

Defenses:
Dodge +2 (DC 12), Parry +4 (DC 14), Toughness +20 (+25 Armour, +10 Impervious), Fortitude +20, Will +8

Complications:
Weakness (Begins to Weaken if Lance is Removed)
Motivation (Greed)- Terminus is out to destroy planets, and sell their materials to the highest bidder. He doesn't care who he kills in the process.

Total: Abilities: 30 / Skills: 34--17 / Advantages: 9 / Powers: 231 / Defenses: 30 (317)

-Terminus is a John Byrne creation, and ended up becoming a semi-recurring threat over the years- he even got a whole Summer's worth of Avengers Annuals as the main villain. He's basically a less-dangerous version of Galactus- less dangerous meaning he can take on the entire Avengers at once, and it takes the biggest strokes of luck possible to allow them to defeat him. How powerful is he? In his debut, he basically wrote "This planet belongs to me- Terminus" in GIANT FLAMING LETTERS... on EARTH. From 100 light years away! All with his Lance. This makes him a problematic, alpha-level threat, requiring entire teams to stop. Because of this, he doesn't show up often, but when he DOES, it's a big deal.
-Terminus is the result of an alien race that was mostly wiped out by the Celestials- their remnants went through a four-stage life cycle that congealed what were once thousands of "Termini" into a titanic being. His goal- to "scavenge" worlds, destroying them by taking their resources. He claims to have done so to HUNDREDS of worlds upon his debut, but was written very-mysteriously- John Byrne eventually left FF, resulting in many later writers adding their own bits to his mythos (such as the whole "Life Cycle" thing). Reed was only able to stop him by driving him into the core of another planet using an "Acceleration Device" and burying him under millions of tons of rock.
-After his debut, he appears next in the Savage Land, confronting the X-Men- after that, he's seen in a few scattered books, such as Captain America, where he's being controlled by A.I.M.'s scientists. It seems that Mark Gruenwald took charge in most of his later appearances. A large number of "Termini" merge into a SECOND Terminus, resulting in a massive brawl between the two giants- the original was victorious, and consumed his foe to become the ultra-rare ULTERMINUS (so silly...)- it takes the arrival of two teams of Avengers and the Great Lakes Avengers team to stop him, as they cast him into space without his Lance. After this, he appears only in his original form, where he's shown up a couple more times, but in smaller stories. Most-notably, he faced the Justice League of America in the early parts of JLA/Avengers.
-Terminus is PL 17, and with +25 Toughness and Withstand Damage, he can be nearly impossible to injure- he requires entire TEAMS of guys just to handle him, from The Avengers to The Justice League of America, and according to John Byrne's hyperbole in the guy's debut, his raw might rivals that of Galactus. He has antibodies living inside his armour, a Blast so powerful it can hit things from outer space and do +24 damage, he Regenerates from damage, and he can Fly. Your best hope is to disarm the Lance and break it (though he can still Summon it using his Armour, which I stuck as "Features" instead of some weird Affects Others Limited to Lance Reverse-Teleport because it's easier and neater that way) or use overwhelming force to crack the armour enough to get some better shots in. Quasar & Captain Universe-Powered Spider-Man once beat him via the age-old "Throw Him Into Space" trick, though I'm not sure why he didn't just fly back.

MALICE III (Susan Storm-Richards)
Created By:
John Byrne

-That John Byrne sure loved to retread his old Dark Phoenix Saga story-arc. Generally, it followed the same plan- Female Character gets empowered, becomes more evil and crazy, and can only be stopped through being de-powered. It's an oddly-specific type of story to write, but he avoided the Shooter-Ordered death of the heroine in both of his latter cases- the Scarlet Witch & Invisible Woman both survived, having been given an "out" for their evil.
-Susan Richards was turned evil after the Psycho-Man manipulated her emotions following her miscarriage to what would have been her second child. As "Malice, Mistress of Hate", she became extremely aggressive, using her powers to create explosions and "Force Spikes". And wearing a REALLY Skankatronic costume (which, will ultra-showy and skin-baring, honestly comes off as less sexy than it should. I'd say it's "too over-the-top", but Selene & Emma Frost both dress showier, and it doesn't diminish THEM. Maybe it's because Sue's more of a "Good Girl", so it feels inappropes. I dunno.). Initially, the FF didn't even realize who she was, but when Daredevil noticed a "blob" around her (due to her Force Field), they figured it out, and Reed managed to break Psycho-Man's control by creating legitimate anger in Sue, which offset the emotional balance the Psycho-Man required for his control. This was the moment that led to Sue changing her name to "The Invisible Woman" instead of "Girl"- she gained a measure of confidence, but still knew that Malice lurked within her. Circa the Infinity War conflict, she got possessed again following an incident with the Soul Gem and defeating a "Magus-Clone" named Malice by absorbing her into Sue's own body. Later, Franklin managed to force Malice out of his mother, but she ended up possessing HIM- thankfully, they were then able to transfer it to... an insane alternate universe version of Mr. Fantastic (oh, comics). This Reed, the "Dark Raider", later died in the Negative Zone. Malice then vanished for years, being mentioned only briefly in a modern arc, when "The Quiet Man", a mysterious figure who crushed on Sue before she got married, called upon the Psycho-Man to re-do his science stuff, causing Sue to act uncharacteristically violent and thus lose custody of her children (one incident saw her basically beat the hell out of the full roster of the Avengers; the next saw her beat the hell out of DOCTOR DOOM and half of the Latverian Air Force!)- Sue then used Malice to her advantage, threatening to use that anger on the Psycho-Man. He quickly capitulated and removed that influence.
-Malice is basically the same as Sue at whichever point she is- only evil. This means a LOT of Power Attack. She also replaces Accurate Attack with All-Out Attack, and her "Shapeable Force Ram" switches to a "Burst-Area Blast". As Sue by this point was already more-powerful than her teammates, this made her a really troublesome opponent.

MS. MARVEL II (Sharon Ventura, aka The She-Thing)
Created By:
Mike Carlin & Ron Wilson
First Appearance: The Thing #27 (Sept. 1985)
Role: The Rival, The Freak, The Girlfriend
Group Affiliations: The Fantastic Four, The Grapplers, The Frightful Four
PL 10 (133)
STRENGTH
11/13 STAMINA 10 AGILITY 2
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 5 (+7)
Expertise (Soldier) 5 (+6)
Expertise (Stuntwoman/Thrill-Seeker) 6 (+9)
Intimidation 5 (+7)
Investigation 3 (+4)
Perception 2 (+3)
Persuasion 2 (+4)
Ranged Combat (Guns) 7 (+10)
Technology 2 (+3)
Vehicles 7 (+10)

Advantages:
Fast Grab, Great Endurance, Improved Grab, Improved Hold, Power Attack

Powers:
"Rock Body Enhancements"
Enhanced Strength 2 [4]

"Dense Hide"
Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, Poison, Disease) [7]
Protection 3 (Extras: Impervious 7) (Noticeable -1) [9]

"Super-Strength Feats" (AEs of Strength Damage) [3]
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 Objects) (13)
AE: "Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Both She & Target Must Be Touching Ground) (10)
AE: "Sonic Slam" Affliction 10 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (10)

Offense:
Unarmed +7 (+11 Damage, DC 26)
She-Thing +7 (+13 Damage, DC 28)
Groundstrike +10 Area (+10 Affliction & Damage, DC 20-25)
Shockwave +10 Area (+10 Damage, DC 25)
Sonic Slam +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +10 (+13 Rocky Hide), Fortitude +12, Will +4

Complications:
Relationship (Ben Grimm)- Sharon

Total: Abilities: 54 / Skills: 44--22 / Advantages: 5 / Powers: 50 / Defenses: 10 (133)

-Sharon Ventura was a semi-recurring FF character for a while, joining the team during one of it's many periodic roster-shuffles to keep the book 'new and interesting' during the period when it fell from second-most-popular (after Spidey), to FAR from that level once the 80s hit. Thing's girlfriend from his UWF wrestling phase, she was imbued with the same Cosmic Rays that befell Ben- this changed her from a sexy Amazonian Babe into a feminine version of his original comics form- a lumpy orange humanoid instead of a pure rock-being. With breasts. She didn't appreciate the change, though the two were still together despite all that. She appears a LOT in the late '80s, early '90s FF books. She briefly joined Dr. Doom so he'd help Ben change back to human or something- and disappeared for good after re-joining the team for a while. Doom mutated her into an even WORSE creature- a recent FF comic featured her in prison, having had her life largely fall-apart since her split with Ben- she was largely seen as a relic by that point, not having been mentioned in AGES. The idea of a "She-Thing" being rather silly, I can sort of see why, but it was almost sweet in a way. But really... I've gone into this before, but Ugly Female Super-Heroines just NEVER SEEMS TO WORK. Nobody of any gender seems to like such characters.
-Basically a much lower-level Ben Grimm, with worse accuracy and Advantages & Skills, in spite of equal power. So she's a weak PL 10- capable, but not overly fantastic or anything. She's got some different Skills thanks to a Military background, but that's about it.

THE HUMAN TORCH II (Johnny Storm)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Kid, Audience Avatar (in the 60s), The Hot-Shot, The Dunce
Group Affiliations: The Fantastic Four, Fantastic Force
PL 11 (194)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 2 (+6)
Close Combat (Unarmed) 2 (+8)
Expertise (Pop Culture) 5 (+5)
Expertise (Race Car Driver & Mechanic) 6 (+6)
Intimidation 4 (+8)
Perception 2 (+3)
Persuasion 3 (+7, +9 Attractive)
Ranged Combat (Fire) 5 (+10)
Vehicles 1 (+6)
Vehicles 8 (+14) -- Limited to Cars

Advantages:
All-Out Attack, Attractive, Defensive Roll 2, Extraordinary Effort, Improved Critical (Fire) 2, Improved Initiative, Improved Smash, Move-By Action, Power Attack, Startle, Teamwork

Powers:
Flame Aura 4 (Feats: Precise) [17]
"Fire-Assisted Flight" Flight 8 (500 mph) [16]
"Fire Being" Immunity 6 (Fire Damage, Heat) [6]
"Super-Hot Bullet Shield" Immunity 5 (Bullets) (Extras: Sustained +0) [5]

"Power Blast" Fire Blast 12 (Feats: Dynamic, Split) (Extras: Penetrating) (38) -- [50]
Dynamic AE: "Cone Blast" Damage 11 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (34)
Dynamic AE: "Line Blast" Damage 11 (Feats: Dynamic) (Extras: Area- 60ft. Line +2) (34)
Dynamic AE: "Fireball" Blast 11 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (34)
Dynamic AE: "Fire Control" Element Control 12 (Feats: Dynamic) (25)
Dynamic AE: "Advanced Flame Aura" Flame Aura 7 (Total 11) (Feats: Dynamic) (29)
AE: "Fire Shapes" Create Object 5 Linked to Flame Aura 2 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to Shapes) (18)
AE: "Nova Flame!" Damage 11 (Extras: Area- 60ft. Burst +2) (33)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Fire Blast +10 (+12 Ranged Damage, DC 27)
Fire Cone +11 Area (+11 Damage, DC 26)
Fire Line +11 Area (+11 Damage, DC 26)
Fireball +11 Area (+11 Damage, DC 26)
Flame Aura +8 (+4 Damage, DC 19)
Advanced Flame Aura +8 (+11 Damage, DC 26)
Nova Flame +11 Area (+11 Damage, DC 26)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3 (+5 D.Roll), Fortitude +6, Will +7

Complications:
Relationship (Reed Richards)- Johnny looks up to Reed, but is usually just annoyed and bored by him.
Relationship (Ben Grimm)- Johnny loves to tease Ben relentlessly, but deep-down he respects him and depends on him.
Relationship (Susan Storm-Richards)- Johnny looks up to his older sister, but tires under her protectiveness and worrying.
Motivation (Quick to Love)- Johnny falls in love at first sight on a fairly regular basis, and gets extremely obsessed very quickly. He'd decided Crystal was the girl for him after about a minute of interaction.
Relationship (Dozens of Women)- Crystal, Namorita, Alicia Masters (Lyja in Disguise), among others.
Motivation (Thrills)- Johnny's a thrill-seeker first and foremost, and loves to take the biggest risk possible.
Temper- Johnny is quick to anger, and takes things personally very quickly. This is well-known in the heroic community.
Power Loss- Johnny's powers will not work in a vacuum, or under much pressure from water or other fire-retardant substances.
Responsibility (Firepower)- Johnny appears to be happy-go-lucky and without care, but his powers require constant control- if let out on their own, he could ignite his entire environment.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 50 / Skills: 34--17 / Advantages: 13 / Powers: 94 / Defenses: 19 (194)

-Johnny Storm has "wannabe idol of young boys" all over him. Think about it: older but not so old as to be an ADULT, handsome, rich, a RACE CAR DRIVER, a mechanic, hot girls chasing him- it's like he was designed to be the symbol of what young men are supposed to be like. But Stan 'n' Jack were clever; they ALSO made him a giant tool; an enormous, egotistical pain in the ass and troublemaker- basically being the Reggie Mantle of the Marvel Universe. This made him a thorn in Ben's side, something to make Sue worry over, and a distraction for Reed, again showing the familial nature of the FF and how everyone works perfectly against each other. His crush on Crystal was always hilarious to me- they're together for all of a minute or two, and Johnny's fully CONVINCED that he's in love with her, and that they must be inseparable- and he goes into conniptions when they're forced apart. Then again, he was frickin' sixteen- Truth in Storytelling?
-I should point out that in a field FULL of "Energy Blaster Guy"-types, Johnny is by FAR the most well-known, popular and successful, which is definitely saying something. When "Fire Guy" has become one of the most generic and copied archetype of all for super-tights types, there's one that everyone knows above all others... Johnny almost seems to have regressed over time, being even more of a prima-donna these days, but it all depends on the writer with him.
-Johnny was arguably the biggest star of the FF book at the beginning- he was a High School student (just a little bit older than the target audience- probably enticing for young kids who couldn't yet drive or stay out late) and even had his own solo stories in Strange Tales. There, he would face some future FF baddies in their debuts like Paste-Pot Pete and The Wingless Wizard. Eventually, he would meet Spider-Man- the two would become rivals at first, but eventually shifted into good friends. By the mid-'60s, he'd moved on to College along with Spidey and the X-Men (curious how the old stories consistently moved-forwards, before the whole industry seemed to "stop" in the 1970s), befriended Wyatt Wingfoot, and fell in love with Crystal of the Inhumans (his "Generic High-School Relationship" with Dorrie Evans ending by that point). He and Crystal weren't long for the world, as she ran off and married Quicksilver (and cheated on him with a normal dude), leaving Johnny to date a chick who became a Herald of Galactus (Frankie Raye/Nova), then romance and marry... ALICIA MASTERS?? This great twist, showing a maturation of Johnny, and turning the group dynamic of the FF on its head, was undone when Alicia was famously revealed to have been a Skrull named Lyja Laserfist.
-Johnny somewhat-regressed as a character after this point, as comics started having fun with portraying him as a bit of a braying jackass and Man-Whore, jumping from girl to girl. To be fair, he was ALWAYS immature and hot-headed- it was kind of the source of conflict with him. But it became a kind of running gag after a point, with Johnny living in a state of constant adolescence, while his contemporaries all moved on and matured (he's the same age as Peter Parker, Scott Summers & Hank McCoy, for example).
-His most-recent big story was of course his 2011 death fighting the hordes of Annihilus- this one was almost self-consciously temporary, as it was clearly done just to start off a new FF series featuring Spider-Man as part of the "Future Foundation" along with dozens of juvenile geniuses and weirdos, before a sales-popping "Big Resurrection"- this became BEYOND cliche after a point, to the level where death is an even bigger joke now than it was when Joe Quesada pulled his "No More Resurrections" edict soon after he became the Editor-In-Chief. But sure enough, it turned out that Annihilus was resurrecting him over and over again to see him die in the arenas, but Johnny fought his way out with a group of freedom fighters, then took over the Negative Zone upon Annihilus's death. When the rioting Zoners requested "Free Elections", they staged a massive write-in campaign that allowed a resurrected Annihilus-Baby to return to power... but Johnny kept the source of his power- the Cosmic Control Rod. Now, in a world without the Fantastic Four, he's still appearing in two books as a supporting character and teammate.
-Johnny's an expensive, all-out kind of Blaster, doing a ton of damage, and having various Alt.Effects based off of his powers. He's got Area, Line & Burst Blasts (one which is the basis for his "Nova Flame"- simply add Penetrating or extra ranks to make it an Extra Effort and you've got it), a standard Penetrating one, Fire Shapes & Pyrokinesis, and the option to boosted his standard +4 Flame Aura to a +11 one. The whole deal is Dynamic, making him extra-useful. He's also got Immunity to Fire, Heat & Bullets (the Aura melts them) and can fly at the speed of sound. He's very, VERY good at what he does, but like most Blasters, he's a bit of a Glass Cannon- only PL 7.5-8 Defensively, he can't take damage nearly as well as he can dish it out.

THE HUMAN TORCH II (Johnny Storm)- 1980s Version
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Kid, Audience Avatar (in the 60s), The Hot-Shot, The Dunce
Group Affiliations: The Fantastic Four, Fantastic Force
PL 10 (181)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 2 (+6)
Close Combat (Unarmed) 2 (+8)
Expertise (Pop Culture) 5 (+5)
Expertise (Race Car Driver & Mechanic) 6 (+6)
Intimidation 4 (+8)
Perception 2 (+3)
Persuasion 1 (+5, +7 Attractive)
Ranged Combat (Fire) 5 (+10)
Vehicles 1 (+6)
Vehicles 8 (+14) -- Limited to Cars

Advantages:
All-Out Attack, Attractive, Defensive Roll 2, Extraordinary Effort, Improved Critical (Fire), Improved Initiative, Improved Smash, Move-By Action, Power Attack, Startle, Teamwork

Powers:
Flame Aura 4 (Feats: Precise) [17]
"Fire-Assisted Flight" Flight 7 (250 mph) [14]
"Fire Being" Immunity 6 (Fire Damage, Heat) [6]
"Super-Hot Bullet Shield" Immunity 5 (Bullets) (Extras: Sustained +0) [5]

"Power Blast" Fire Blast 10 (Feats: Dynamic, Split) (Extras: Penetrating) (32) -- [44]
Dynamic AE: "Cone Blast" Damage 10 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (31)
Dynamic AE: "Line Blast" Damage 10 (Feats: Dynamic) (Extras: Area- 60ft. Line +2) (31)
Dynamic AE: "Fireball" Blast 10 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (31)
Dynamic AE: "Fire Control" Element Control 10 (Feats: Dynamic) (21)
Dynamic AE: "Advanced Flame Aura" Flame Aura 7 (Total 11) (Feats: Dynamic) (29)
AE: "Fire Shapes" Create Object 5 Linked to Flame Aura 2 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to Shapes) (18)
AE: "Nova Flame!" Damage 10 (Extras: Area- 60ft. Burst +2) (30)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Fire Blast +10 (+10 Ranged Damage, DC 25)
Fire Cone +10 Area (+10 Damage, DC 25)
Fire Line +10 Area (+10 Damage, DC 25)
Fireball +10 Area (+10 Damage, DC 25)
Flame Aura +8 (+4 Damage, DC 19)
Advanced Flame Aura +8 (+11 Damage, DC 26)
Nova Flame +10 Area (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+5 D.Roll), Fortitude +6, Will +6

Complications:
Relationship (Reed Richards)- Johnny looks up to Reed, but is usually just annoyed and bored by him.
Relationship (Ben Grimm)- Johnny loves to tease Ben relentlessly, but deep-down he respects him and depends on him.
Relationship (Susan Storm-Richards)- Johnny looks up to his older sister, but tires under her protectiveness and worrying.
Motivation (Quick to Love)- Johnny falls in love at first sight on a fairly regular basis, and gets extremely obsessed very quickly. He'd decided Crystal was the girl for him after about a minute of interaction.
Relationship (Dozens of Women)- Crystal, Alicia Masters (Lyja in Disguise), among others.
Motivation (Thrills)- Johnny's a thrill-seeker first and foremost, and loves to take the biggest risk possible.
Temper- Johnny is quick to anger, and takes things personally very quickly. This is well-known in the heroic community.
Power Loss- Johnny's powers will not work in a vacuum, or under much pressure from water or other fire-retardant substances.
Responsibility (Firepower)- Johnny appears to be happy-go-lucky and without care, but his powers require constant control- if let out on their own, he could ignite his entire environment.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 50 / Skills: 32--16 / Advantages: 12 / Powers: 86 / Defenses: 17 (181)

-Johnny in the '80s was more of a "Standard-Issue Hero", and didn't appear to be overly-tough. Still pricey, however.

THE HUMAN TORCH II (Johnny Storm)- 1970s Version
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Kid, Audience Avatar (in the 60s), The Hot-Shot, The Dunce
Group Affiliations: The Fantastic Four, Fantastic Force
PL 9 (172)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Close Combat (Unarmed) 2 (+8)
Expertise (Pop Culture) 5 (+5)
Expertise (Race Car Driver & Mechanic) 6 (+6)
Intimidation 4 (+7)
Perception 2 (+3)
Persuasion 1 (+4, +6 Attractive)
Ranged Combat (Fire) 4 (+9)
Vehicles 8 (+13) -- Limited to Cars

Advantages:
All-Out Attack, Defensive Roll, Improved Critical (Fire), Improved Initiative, Improved Smash, Move-By Action, Power Attack, Teamwork

Powers:
Flame Aura 4 (Feats: Precise) [17]
"Fire-Assisted Flight" Flight 7 (250 mph) [14]
"Fire Being" Immunity 6 (Fire Damage, Heat) [6]
"Super-Hot Bullet Shield" Immunity 5 (Bullets) (Extras: Sustained +0) [5]

"Power Blast" Fire Blast 9 (Feats: Dynamic, Split) (Extras: Penetrating) (29) -- [41]
Dynamic AE: "Cone Blast" Damage 9 (Feats: Dynamic) (Extras: Area- 60ft. Cone) (19)
Dynamic AE: "Line Blast" Damage 9 (Feats: Dynamic) (Extras: Area- 30ft. Line) (19)
Dynamic AE: "Fireball" Blast 9 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (28)
Dynamic AE: "Fire Control" Element Control 10 (Feats: Dynamic) (21)
Dynamic AE: "Advanced Flame Aura" Flame Aura 5 (Total 9) (Feats: Dynamic) (26)
AE: "Fire Shapes" Create Object 5 Linked to Flame Aura 2 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to Shapes) (18)
AE: "Nova Flame!" Damage 9 (Extras: Area- 30ft. Burst +2) (27)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Fire Blast +9 (+9 Ranged Damage, DC 24)
Fire Cone +9 Area (+9 Damage, DC 24)
Fire Line +9 Area (+9 Damage, DC 24)
Fireball +9 Area (+9 Damage, DC 24)
Flame Aura +8 (+4 Damage, DC 19)
Advanced Flame Aura +8 (+9 Damage, DC 24)
Nova Flame +9 Area (+9 Damage, DC 24)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Relationship (Reed Richards)- Johnny looks up to Reed, but is usually just annoyed and bored by him.
Relationship (Ben Grimm)- Johnny loves to tease Ben relentlessly, but deep-down he respects him and depends on him.
Relationship (Susan Storm-Richards)- Johnny looks up to his older sister, but tires under her protectiveness and worrying.
Motivation (Quick to Love)- Johnny falls in love at first sight on a fairly regular basis, and gets extremely obsessed very quickly. He'd decided Crystal was the girl for him after about a minute of interaction.
Relationship (Dozens of Women)- Crystal, Alicia Masters (Lyja in Disguise), among others.
Motivation (Thrills)- Johnny's a thrill-seeker first and foremost, and loves to take the biggest risk possible.
Temper- Johnny is quick to anger, and takes things personally very quickly. This is well-known in the heroic community.
Power Loss- Johnny's powers will not work in a vacuum, or under much pressure from water or other fire-retardant substances.
Responsibility (Firepower)- Johnny appears to be happy-go-lucky and without care, but his powers require constant control- if let out on their own, he could ignite his entire environment.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 48 / Skills: 30--15 / Advantages: 9 / Powers: 83 / Defenses: 17 (172)

-1970s-era Johnny was a bit worse still, losing some Advantages. Notably, almost 50% of his cost is taken up by his Powers.

THE HUMAN TORCH II (Johnny Storm)- 1960s Version
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Kid, Audience Avatar (in the 60s), The Hot-Shot, The Dunce
Group Affiliations: The Fantastic Four, Fantastic Force
PL 8 (141)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+7)
Expertise (Pop Culture) 5 (+5)
Expertise (Race Car Driver & Mechanic) 6 (+6)
Intimidation 4 (+5)
Perception 1 (+1)
Ranged Combat (Fire) 4 (+8)
Vehicles 6 (+10) -- Limited to Cars

Advantages:
All-Out Attack, Improved Initiative, Improved Smash, Move-By Action

Powers:
Flame Aura 4 (Feats: Precise) [17]
"Fire-Assisted Flight" Flight 6 (120 mph) [12]
"Fire Being" Immunity 6 (Fire Damage, Heat) [6]
"Super-Hot Bullet Shield" Immunity 5 (Bullets) (Extras: Sustained +0) [5]

"Power Blast" Fire Blast 8 (Feats: Dynamic, Split) (Extras: Penetrating) (26) -- [34]
Dynamic AE: "Line Blast" Damage 8 (Feats: Dynamic) (Extras: Area- 30ft. Line) (16)
Dynamic AE: "Fire Control" Element Control 8 (Feats: Dynamic) (17)
Dynamic AE: "Advanced Flame Aura" Flame Aura 4 (Total 8) (Feats: Dynamic) (17)
AE: "Fire Shapes" Create Object 5 Linked to Flame Aura 2 (Extras: Affects Others Only +0, Ranged) (Flaws: Limited to Shapes) (18)
AE: "Nova Flame!" Damage 8 (Extras: Area- 30ft. Burst +2) (24)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Fire Cone +8 Area (+8 Damage, DC 23)
Fire Line +8 Area (+8 Damage, DC 23)
Fireball +8 Area (+8 Damage, DC 23)
Flame Aura +7 (+4 Damage, DC 19)
Advanced Flame Aura +8 (+9 Damage, DC 24)
Nova Flame +8 Area (+8 Damage, DC 23)
Initiative +7

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

Complications:
Relationship (Reed Richards)- Johnny looks up to Reed, but is usually just annoyed and bored by him.
Relationship (Ben Grimm)- Johnny loves to tease Ben relentlessly, but deep-down he respects him and depends on him.
Relationship (Susan Storm-Richards)- Johnny looks up to his older sister, but tires under her protectiveness and worrying.
Motivation (Quick to Love)- Johnny falls in love at first sight on a fairly regular basis, and gets extremely obsessed very quickly. He'd decided Crystal was the girl for him after about a minute of interaction.
Motivation (Thrills)- Johnny's a thrill-seeker first and foremost, and loves to take the biggest risk possible.
Temper- Johnny is quick to anger, and takes things personally very quickly. This is well-known in the heroic community.
Power Loss- Johnny's powers will not work in a vacuum, or under much pressure from water or other fire-retardant substances.
Responsibility (Firepower)- Johnny appears to be happy-go-lucky and without care, but his powers require constant control- if let out on their own, he could ignite his entire environment.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 4 / Powers: 74 / Defenses: 14 (141)

-Johnny in his early days was a hot-tempered, aggressive moron who rarely thought about anything- his PL 8 stats are still quite impressive for such a low-end character, however. While about as effective as a Serpent Society Jobber at fighting, he is MUCH more versatile and capable.

LUCIA VON BARDAS
Created By:
Brian Michael Bendis & Gabrielle Dell'Otto
First Appearance: Secret War #1 (Feb. 2004)
Role: Newbie (ish) Character
Group Affiliations: The Fantastic Four, Fantastic Force
PL 8 (141)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+7)
Expertise (Pop Culture) 5 (+5)
Expertise (Race Car Driver & Mechanic) 6 (+6)
Secret War #1 (February 2004)
Created by Brian Michael Bendis and Gabriele Dell'Otto
In-story information
Alter ego Lucia von Bardas
Abilities Skilled diplomatPerception 1 (+1)
Ranged Combat (Fire) 4 (+8)
Vehicles 6 (+10) -- Limited to Cars

Advantages:
All-Out Attack, Improved Initiative, Improved Smash, Move-By Action

Powers:
"Cyborg Body"
Protection 3 [3]
Flight 7 (250 mph) [14]
Force Field 4 [4]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Fire Cone +8 Area (+8 Damage, DC 23)
Fire Line +8 Area (+8 Damage, DC 23)
Fireball +8 Area (+8 Damage, DC 23)
Flame Aura +7 (+4 Damage, DC 19)
Advanced Flame Aura +8 (+9 Damage, DC 24)
Nova Flame +8 Area (+8 Damage, DC 23)
Initiative +7

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

Complications:
Relationship (Reed Richards)- Johnny looks up to Reed, but is usually just annoyed and bored by him.
Relationship (Ben Grimm)- Johnny loves to tease Ben relentlessly, but deep-down he respects him and depends on him.
Relationship (Susan Storm-Richards)- Johnny looks up to his older sister, but tires under her protectiveness and worrying.
Motivation (Quick to Love)- Johnny falls in love at first sight on a fairly regular basis, and gets extremely obsessed very quickly. He'd decided Crystal was the girl for him after about a minute of interaction.
Motivation (Thrills)- Johnny's a thrill-seeker first and foremost, and loves to take the biggest risk possible.
Temper- Johnny is quick to anger, and takes things personally very quickly. This is well-known in the heroic community.
Power Loss- Johnny's powers will not work in a vacuum, or under much pressure from water or other fire-retardant substances.
Responsibility (Firepower)- Johnny appears to be happy-go-lucky and without care, but his powers require constant control- if let out on their own, he could ignite his entire environment.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 4 / Powers: 74 / Defenses: 14 (141)

-Lucia Von Bardas came out of nowhere in an early 2000s Bendis comic called Secret War that apparently has a lot of after-effects on his later work, though I myself have never read nor even HEARD much about it! She's a Latverian woman who gets elected Prime Minister after Doctor Doom is deposed- while seemingly kind-hearted, she is acutally funding the Tinkerer and an army of tech-based bad guys. Nick Fury gathers together an elite group of... Bendis's favorite characters (Cap, Luke Cage, Spidey, Daredevil- plus Black Widow, Wolverine and newbie Daisy "Quake" Johnson) to assassinate her, once he discovers that the U.S. President has no intentions of messing up his relations with the new Latveria by taking action. Quake manages to bring down her castle, but Von Bardas reappears as a hideous cyborg- mauling Cage, but being beaten again by Quake. She's been last-seen aiding the Red Ghost on a quest to frame Dr. Doom for something.
Jabroniville
Posts: 24689
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Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

PSYCHO MAN (in our world)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four Annual #5 (Nov. 1967)
Role: Mind Controller
Group Affiliations: The Microverse
PL 13 (180)
STRENGTH
10 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Science) 9 (+15)
Intimidation 3 (+6)
Perception 3 (+5)
Technology 10 (+16)
Vehicles 2 (+6)

Advantages:
Equipment 10 (Space Vehicles, etc.), Inventor, Ranged Attack 4

Powers:
"Control-Box" (Flaws: Easily Removable) [30]
Mind Control 13 (Quirks: Fear, Doubt & Hate Only -2) (50 points)

Protection 11 (Extras: Impervious 9) [20]
Immunity 30 (Fortitude Effects) [30]

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

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +11 (+5 Impervious), Fortitude --, Will +6

Complications:
Motivation (Power)- Psycho-Man wishes to take over either the Microverse, or our world.
Involuntary Transformation (Microverese)- When he appears in our world, Psycho-Man is merely a tiny man in a large android body approximating our size. If the android body is disabled, Psycho-Man can't do much.

Total: Abilities: 56 / Skills: 30--15 / Advantages: 15 / Powers: 80 / Defenses: 14 (180)

---

PSYCHO MAN (in The Microverse)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four Annual #5 (Nov. 1967)
Role: Mind Controller
Group Affiliations: The Microverse
PL 13 (175)
STRENGTH
3/10 STAMINA 4 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Science) 9 (+15)
Intimidation 3 (+6, +9 Size)
Perception 3 (+5)
Technology 10 (+16)
Vehicles 2 (+6)

Advantages:
Equipment 10 (Space Vehicles, etc.), Inventor, Ranged Attack 4

Powers:
"Control-Box" (Flaws: Easily Removable) [30]
Mind Control 13 (Quirks: Fear, Doubt & Hate Only -2) (50 points)

"Psycho-Man Armour" (Flaws: Removable) [34]
Protection 7 (Extras: Impervious 9) (16)
Enhanced Strength 7 (14)
Growth 6 (Str & Stamina +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (12)
-- (42 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Armour +8 (+10 Damage, DC 25)
Size +8 (+16 Damage, DC 31)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+11 Armour, +16 Growth, +5 Impervious), Fortitude +7, Will +6

Complications:
Motivation (Power)- Psycho-Man wishes to take over either the Microverse, or our world.
Involuntary Transformation (Microverese)- When he appears in our world, Psycho-Man is merely a tiny man in a large android body approximating our size. If the android body is disabled, Psycho-Man can't do much.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 15 / Powers: 64 / Defenses: 17 (175)

-Psycho-Man is another strange Silver Age villain, being a would-be dictator from The Microverse that can inhabit an android body in the "Big World", and control minds with a Control-Box. He's yet another "Mind Control" villain, you see- an easy way to explain "Hero (vs) Hero" plot devices, as well as a good-old-fashioned four-colour villain trope. Usually, he gets stopped by members and allies of the Fantastic Four- in one appearance, he leads to the creation of "Malice", causing Susan Richards to become the Invisible WOMAN. He later faces Spider-Man, then spends a long time on the shelf before he meets Genis-Vell during his Captain Marvel era- after that, he kind of becomes a bit of a Journeyman Villain, facing various characters like the Black Panther, Red Hulk, the Avengers Academy and others. We even meet his daughter, the Psycho-Woman- she was controlling Johnny Storm, but things went south when he "Flamed On", incinerating her while she was inside his body.
-His stats are a bit problematic, as he's normally mini-sized, but can "grow" into our Universe using a separate body- I chose to explain this away as an Android build with a Complication that puts a tiny guy "inside" of it- effectively a Transformation effect if you beat the Android. In the Microverse itself, his Armour takes on Size-Altering powers, making him more powerful in that universe. Personally, if he can build a robot 8,000 times his own size, I'm not sure why he didn't just make it super-big in OUR world, too.

THE WATCHER (Uatu)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #13 (April 1963)
Role: Cosmic Peeping Tom, The Chronicler of the World
Group Affiliations: The Watchers
PL 17 (481)
STRENGTH
14 STAMINA 17 AGILITY 0
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 15 AWARENESS 8 PRESENCE 3

Skills:
Deception 9 (+12)
Expertise (Science) 13 (+28)
Expertise (Cosmic Lore) 9 (+24)
Expertise (Space Traveller) 5 (+20)
Expertise (Current Events) 9 (+24)
Expertise (History) 11 (+26)
Insight 11 (+19)
Investigation 11 (+19)
Perception 16 (+24)
Persuasion 9 (+12)
Technology 11 (+26)

Advantages:
Accurate Attack, Assessment, Beginner's Luck, Benefit (Watcher), Diehard, Eidetic Memory, Equipment 10 (Moon Fortress, Assorted Gear), Extraordinary Effort, Great Endurance, Jack-of-All-Trades, Ranged Attack 7, Tracking, Ultimate Perception Skill, Ultimate History Skill, Well-Informed, Withstand Damage

Powers:
"Watcher Physiology"
Immunity 12 (Aging, Life Support, Sleep) [12]
Regeneration 2 (Feats: Regrow Limbs) [3]
Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel 1) [2]
Impervious Toughness 15 [15]
"Watching But Not Interfering" Concealment (All Senses) 10 (Feats: Precise) [21]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
"Cosmic Sight" Senses 9 (Extended Vision 4, Analytical Vision, Precognition) [9]
"Mental Detection" Senses 5 (Mental Awareness- Ranged 2, Radius, Acute) [5]
Immunity 20 (Mental Effects) (Extras: Affects Others, Ranged) (Flaws: Limited to Half-Effect) [30]

"Cosmic Awareness"
Features 1: Directed Inspiration- May ask the GM a Question With an HP [1]
Senses 1 (Cosmic Awareness- Ranged 3) [4]
Quickness 14 (Flaws: Limited to Mental Tasks) [7]

"Impressive Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Wields The Power Cosmic"
Remote Sensing 30 (Visual, Hearing) (4 million miles) (Feats: Dynamic, Dimensional, Subtle) (93) -- [108]
Dynamic AE: Cosmic Blast 23 (Feats: Dynamic, Accurate, Affects Insubstantial, Penetrating 12, Extended Range 5- x3,200 ft., Split) (62)
Dynamic AE: Move Object 15 (Feats: Dynamic, Subtle, Precise) (Extras: Perception Range) (56)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic, Subtle) (Extras: Sensory Link) (50)
Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Dynamic AE: Force Field 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area 13, Selective 13) (33)
AE: Teleport 15 (Feats: Increased Mass 5- 3 tons) (Extras: Extended, Accurate, Attack) (80)
AE: Insubstantial 4 (Feats: Precise) (21)
AE: Movement 7 (Dimensional Travel 2, Space Travel +2, Time Travel 3) (Extras: Portal +2) (28)
AE: Mind Control 15 (60)
AE: Illusion (All Senses) 14 (70)

Offense:
Unarmed +4 (+14 Damage, DC 19)
Cosmic Blast +11 (+23 Ranged Damage, DC 38)
Mind Control -- (+14 Perception Affliction, DC 24)
Initiative +0

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +17 (+22 Force Field, +8 Impervious), Fortitude +17, Will +15

Complications:
Motivation (Watching)- The Watcher is devoted to eternally watching, and never interfering. The more important the event, the more likely it is he will be watching.
Secret (Always Interferes)- Seriously, Uatu does this ALL THE TIME. He was instrumental in saving the Earth from Galactus the first time, then saved it again in the "Sphinx" battle. He even helped Spider-Man save a girl's life in "Marvel Team-Up" one time. The other Watchers apparently never notice this.
Relationship (Ulana)- Uatu and Ulana, a fellow Watcher, form a partnership, and later produce an offspring together.

Total: Abilities: 98 / Skills: 114--57 / Advantages: 31 / Powers: 262 / Defenses: 34 (482)

-Uatu is one of the neater concepts out there- an Eternal Chronicler of the Ages, always watching and recording stuff he sees, for an entire race of guys with tons of raw Cosmic Might, but no desire to use it (and actual RULES against doing so). And of course because it's a Stan Lee story, you've got to have this great dichotomy of character- the guy devoted to non-interference who is always interfering because he loves humanity so much. It's great for what it is, really, especially because he was introduced good and early, and was thus able to chronicle some standard stuff (in his debut, the FF stumble into his home, and he allows them to leave) until finally GALACTUS showed up. He later led us through the What IF? part of the Marvel Universe. I find it interesting that he started out as kind of a big-headed guy, but slowly got bigger and fatter over time- he was downright pudgy in The Coming of Galactus. It was John Byrne who decided that the... wait for it... the BACK TO BASICS approach was needed- and Uatu became known as a big skinny guy with a huge bobble-head again.
-Uatu aids the FF on several occasions- most-notably when Galactus arrived, and he basically took Johnny Storm by the hand and led him right to the exact weapon they needed to win- a bit of a Deus Ex Machina, but in a sense DELIBERATELY SO- it told you that the heroes were basically NOTHING before what we'd just witnessed. Later, he acts as Mr. Fantastic's lawyer when Reed is put on trial by the Shi'ar for a later adventure, in which he actually SAVED the Devourer's life- his testimony (that Galactus is actually necessary to the survival of the universe) saves Reed's life. During the "Cosmic Stories" of the '90s, he appeared much more often as an observer (despite the world being much MORE at risk than when it was just Galactus trying to chow down on Earth)- a "grounding" influence on a world that was full of crazy Super-Powerful Cosmic Beings.
-Modern times saw a bunch of embarrassing stuff, as the Red Hulk once KO'd him and took his powers (oh, Loeb). There was some fun stuff in Matt Fraction's FF run where he kind of responded to a lot of silliness ("The three quickest forms of communication- telepathy, teleportation, and tell a human"), and his base was used by Scott Lang as a means to find a lot of info and cheat like hell in his battle against Doctor Doom. And he made time with Ulana, a Sexy Lady Watcher, even having their "date" interrupted by the heroes. Alas, Uatu was then murdered in the Original Sin Event Story (which had a positive START, especially using the ORB of all people as a Surprise Reveal... but later turned to garbage, especially the whole "Nick Fury is an undercover defender of the Earth against alien threats... and does so by standing on a Space Bike and sniping single individuals in outer space" thing), his eyes being removed from his head, and used to reveal hidden truths about various Marvel characters.
-Though the whole "He keeps interfering" thing got silly after a point, I always found it great how his appearance could STILL be used as a "Shit just got REAL" moment in pretty much any book. There's a great moment in the Hickman FF run, where Reed and many of his enemies have shown up in one room to debate a problem, at the behest of his daughter Valeria. Reed looks at the assembled names, and then turns to see UATU in the room, staring at the proceedings. "The Watcher. Valeria... what have you done?"
-Uatu is surprisingly-powerful, and is generally given as being in the Low Cosmic Class- around the Odin/Zeus level of power, but below Galactus and probably The Stranger too. He's strong enough that he can pull a "WTF? Get out of my house" on The Red Ghost by Teleporting him outside of his home casually, and he has some unique attributes- near-total Concealment (including an Insubstantial in his Cosmic Array), much more vast Remote Sensing (to the point where it's his most-pricey Power), AND the ability to render others semi-invulnerable to Mental Stuff. Uatu is no fighter (his Fighting Ability is really low, though like a lot of big Cosmic Guys it's pretty hard to actually get in and hit the guy), but if he was absolutely forced to do battle, he would handily trounce just about anybody on Earth in a fight.

ARON THE RENEGADE WATCHER
Created By:
Steve Englehart & Al Milgrom
First Appearance: Captain Marvel #39 (July 1975)
Role: Cosmic Fan-Fiction Writer, Cosmic Manipulator, One Evil Member of a Good Race
Group Affiliations: The Watchers
PL 17 (450)
STRENGTH
14 STAMINA 17 AGILITY 0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 14 AWARENESS 6 PRESENCE 4

Skills:
Deception 11 (+15)
Expertise (Science) 11 (+25)
Expertise (Cosmic Lore) 5 (+19)
Expertise (Space Traveller) 4 (+18)
Expertise (Current Events) 9 (+24)
Expertise (History) 11 (+26)
Insight 4 (+10)
Intimidation 8 (+12)
Investigation 10 (+16)
Perception 9 (+15)
Persuasion 7 (+11)
Technology 11 (+25)

Advantages:
Beginner's Luck, Diehard, Eidetic Memory, Equipment 10 (Weird Gear), Extraordinary Effort, Great Endurance, Jack-of-All-Trades, Ranged Attack 7, Ultimate Technology Skill, Withstand Damage

Powers:
"Watcher Physiology"
Immunity 12 (Aging, Life Support, Sleep) [12]
Regeneration 2 (Feats: Regrow Limbs) [3]
Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel 1) [2]
Impervious Toughness 15 [15]
"Watching But Not Interfering" Concealment (All Senses) 10 (Feats: Precise) [21]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
"Cosmic Sight" Senses 9 (Extended Vision 4, Analytical Vision, Precognition) [9]
"Mental Detection" Senses 5 (Mental Awareness- Ranged 2, Radius, Acute) [5]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]

"Cosmic Awareness"
Features 1: Directed Inspiration- May ask the GM a Question With an HP [1]
Senses 1 (Cosmic Awareness- Ranged 3) [4]
Quickness 14 (Flaws: Limited to Mental Tasks) [7]

"Impressive Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Wields The Power Cosmic"
Remote Sensing 30 (Visual, Hearing) (4 million miles) (Feats: Dynamic, Dimensional, Subtle) (93) -- [111]
Dynamic AE: Cosmic Blast 23 (Feats: Dynamic, Accurate, Affects Insubstantial, Penetrating 12, Extended Range 5- x3,200 ft., Split) (62)
Dynamic AE: Move Object 15 (Feats: Dynamic, Subtle, Precise) (Extras: Perception Range) (56)
Dynamic AE: Mind-Reading 16 (Feats: Dynamic, Subtle) (Extras: Sensory Link) (50)
Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Dynamic AE: Force Field 6 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area 13, Selective 13) (33)
AE: Teleport 15 (Feats: Increased Mass 5- 3 tons) (Extras: Extended, Accurate, Attack) (80)
AE: Insubstantial 4 (Feats: Precise) (21)
AE: Movement 7 (Dimensional Travel 2, Space Travel +2, Time Travel 3) (Extras: Portal +2) (28)
AE: Mind Control 15 (60)
AE: "Brainwashing" Affliction 14 (Will; Entranced/Compelled/Transformed Memories) (Extras: Perception Range +2, Cumulative) (56)
AE: Illusion (All Senses) 14 (70)
AE: Healing 14 (Extras: Ranged) (42)
AE: "Restructure Matter" Transform 12 (Anything to Anything) (Feats: Increased Mass 4- 25 tons) (Extras: Continuous) (Flaws: Distracting) (64)

Offense:
Unarmed +6 (+14 Damage, DC 19)
Cosmic Blast +11 (+23 Ranged Damage, DC 38)
Mind Control & Brainwashing -- (+14 Perception Affliction, DC 24)
Initiative +0

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +17 (+23 Force Field, +8 Impervious), Fortitude +17, Will +13

Complications:
Motivation (Manipulation)- Aron has rejected The Watchers' oath, and takes a direct influence on the affairs of sentient beings so that he can enjoy their "stories". He has directly-manipulated the lives of The Fantastic Four, and once tried to throw the Earth into a Pocket Dimension.

Total: Abilities: 98 / Skills: 100--50 / Advantages: 25 / Powers: 245 / Defenses: 32 (450)

-Aron struck me as a pretty interesting character idea- The Watchers are a race of super-powerful Cosmic Beings of vast intelligence who are devoted to non-interference, right? So what would happen if one of them were to turn evil? Aron was the equivalent of a Watcher Teenager, soon rejecting Uncle Uatu's guidance and becoming a grand manipulator. He started out a little bit overbearing, but eventually just turned into a royal ass. He fought the Fantastic Four and his Uncle a couple of times, and even cloned the FF to use for his own personal "stories" (is this an early reference to Fan Fiction?), but was eventually vaporized by Earth's Watcher himself (Uatu was kicked out of The Watchers for it, but eventually got reinstated).
-Aron is as freakishly powerful as Uatu is, but packs a different set of traits in some categories- he's a better fighter, has a couple of powers Uatu lacks (Healing & Restructuring Matter- I don't think Uatu has shown either), and he packs some Intimidation to make up for lower Intelligence & some other Skills. This younger Watcher is a full-blown bad-ass though, easily capable of beating any super-hero team out there.

THE THING (Benjamin J. Grimm)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Strong Guy, The Heart of the Team, The Freak
Group Affiliations: The Fantastic Four, The Avengers, The Yancy Street Gang
PL 11 (180), PL 12 (180) Saves
STRENGTH
3/13 STAMINA 4/10 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+9)
Deception 4 (+5)
Expertise (Astronaut/Marine) 9 (+10)
Expertise (Streetwise) 4 (+5)
Insight 5 (+7)
Intimidation 10 (+11)
Investigation 2 (+4)
Perception 4 (+6)
Ranged Combat (Throwing) 6 (+8)
Technology 4 (+5)
Vehicles 2 (+4)
Vehicles 8 (+14) -- Limited to Ships

Advantages:
Accurate Attack, All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Smash, Improvised Weapon, Interpose, Last Stand (Ignore All Damage For 1 Round w/ HP Spent), Power Attack, Takedown, Teamwork, Ultimate Strength Check, Ultimate Will Defense, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Rock Body Enhancements"
Enhanced Strength 10 [20]
Enhanced Stamina 6 [12]
Power-Lifting 1 (400 tons) [1]

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

"Super-Strength Feats"
"Groundstrike" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (17) -- [19]
AE: "Shockwave" Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (11)
AE: "Sonic Slam" Affliction 11 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (11)

Offense:
Unarmed +9 (+4 Damage, DC 19)
The Thing Unarmed +9 (+13 Damage, DC 28)
Groundstrike +11 Area (+11 Affliction & Damage, DC 21-26)
Shockwave +11 Area (+11 Damage, DC 26)
Sonic Slam +11 Area (+11 Affliction, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4 (+13 Rocky Hide), Fortitude +6 (+12 Rocky Hide), Will +11

Complications:
Relationship (Reed Richards)- Ben has resented Reed greatly in the past for causing the accident that gave him his freakish appearance- it still flares up from time to time. He respects Reed, but tires of his overly-intellectual ways, and they frequently bicker.
Relationship (Johnny Storm)- Johnny teases Ben constantly, and Ben reacts right back. The two are very close, but it's very vitriolic.
Relationship (Susan Storm-Richards)- Ben views "Susie" as a sister, and is very protective of her.
Rivalry (The Yancy Street Gang)- Ben used to lead the gang in his youth (his brother was killed while fighting for them), but quit- they have harassed him and pelted him with garbage ever since.
Rivalry (The Incredible Hulk)- As the two resident Powerhouses of the Silver Age, they opposed one another frequently.
Motivation (This Man, This Monster)- Ben is tortured by his hideous appearance at times, and strives to prove his own worth when he's not wallowing in his own self-pity. He has the "Soul of a Prince" (as Rogue put it), but hides behind a gruff exterior.
Relationship (Alicia Masters)- Ben has been off-and-on with Alicia Masters for years. He loves the quiet, peaceful, strong-willed young woman, and she loves his prince-like soul.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 44 / Skills: 56--28 / Advantages: 20 / Powers: 69 / Defenses: 19 (180)

-My favourite FF member and yours, it's The Thing! Surprisingly, the ugly, cranky Benjamin J. Grimm came across as the most "human" of a team of stereotypes (super-scientist, flouncy broad & hot-rodding teen goof-off), and that dichotomy (the ugliest & weirdest being the most emotional and human) carried the character for years. The fact that he was strong, but not THAT strong, defined an entire STYLE of Marvel hero (Thor & Hulk were in the thousands of tons range- but The Thing led to a legion of others in the "Class 50-100" ton range instead). Think about it: Warpath, Strong Guy, Colossus- pretty much all the minor-level "Team Strong Guy" types owe a TON to Ben, along with Blok of the LOSH, and the various other sub-par strong types that DC's used over the years.
-And hell, how can you beat This Man, This Monster? One of the most pathos-inducing comics ever, and one not even prone to the usual goofy-ass '60s writing of Stan The Man. THAT comic is a picture-perfect example of Stan 'n' Jack at their individual finest, uniting into a combo never matched. The poor guy gets turned human finally (because an evil scientist wants to mimic his powers and appearance in order to murder his rival, Reed Richards), but just before he visits the woman he loves with a REAL body, he gets turned back. The evil scientist tries to murder Reed, but upon realizing Reed's nobility and strength, he instead dooms himself, rescuing Reed and sending him back- he's left in his final moments to contemplate how he's wasted his life, and hope that this makes up for it. That and various other instances (losing various girlfriends to supervillains & cosmic naked dudes, always being the lesser to The Hulk in their fights, getting his face slashed uber-'90s style by Wolverine) have made him one of Marvel's most popular Team Guys. Though unable to carry his own series for extended periods (excepting Marvel Two-In-One, his Team-Up book featuring an alternating partner, which lasted for over a hundred issues in the early '80s), Ben remains one of the top faces in Marvel, which has always relied more on Team Books & family dynamics to sell than the more "Big Name" DC solo characters.
-The Thing is a picture-perfect example of the standardized Marvel Powerhouse character in many respects- he's a bit ahead of his time, being a guy who was JUST tough and strong, while most other Super-Strong guys were standard Superman rip-offs. Come the '90s, EVERY team would have a guy around Benjy's power levels, and the same general concept. But with Ben, it's a bit more advanced- he's better than Colossus, Warpath, Strong Guy, and all the Image guys who rip the concept off. He's PL 11 because he's elite, but not SO elite- he's easily beaten by the Thors, Hulks and Gladiators of the Marvel world, but still a tough nut to crack. Beings as powerful as The Champion of the Universe have failed to bring him down, despite repeated shots that nearly kill him. This is in and of itself another famous story, as the Champion makes sure that he disqualifies anyone who could ACTUALLY beat him through various dumb rules, then KO's Sasquatch (who is stronger than Ben at this point). But when it comes time for Ben to fight for the fate of the planet, he won't be broken. He can be BEATEN, sure- Champion straight up ANNIHILATES him in the fight, whupping his ass all over the place. But every damn time he does it, Ben just hauls his carcass right back up and says "Is that all ya got?" The Champion, exhausted and now with a broken friggin' arm, confesses that Ben's strength of will and courage has shamed him, and that he shall now spare the Earth his wrath ("I can kill you, but I cannot break you!").
-His history is rather straightforward, though of course repeats similar stories occasionally (he's fifty friggin' years old, whattaya want?). Initially, he was a HUGE grouch, as opposed to merely cantankerous, causing a lot of strife on the team his his argumentative nature and short temper. However, he became merely lovably-snarly as time went on (there's a LOT of Jack Kirby in Ben's behavior- Jack has said this was intentional, and you can bet your life that Stan included some "Jack-isms" in Ben's dialogue). A recurring theme was the idea of Reed trying to cure Ben of his condition- temporary cures notably were VERY common, but things would always occur to brings us back to the status quo (one time, Ben deliberately underwent the transformation again so that he could save Alicia Masters's life from a Kill-O-Bot). There's a nice bit in X-Men (vs) The Fantastic Four where it looks like Reed had deliberately caused the accident that gave the team their powers- while Johnny & Sue are furious with him, Ben is merely... disappointed and betrayed, solemnly walking off ("makes sense" he figures- Reed was always one to take risks for science- why NOT risk his best friend? The Claremont-written series also makes it quite clear that Ben can't "be a MAN" while in his rocky form, if you know what I mean).
-After a span of a long-running "Team-Up" book and a short-lived solo series, it's a long series of things involving the FF and other Marvel heroes in Company-Wide Crossovers: he leaves the country during Civil War, jobs during World War Hulk, aids various Avengers teams during the Heroic Age, turns into a destructive monster during Fear Itself, and more. Most-recently, he's appearing on the Guardians of the Galaxy, now that the FF book's been sidelined.
-Ben, through all of these eras, has maintained an aura of respect. Most other heroes seem to like him and his grouchy personality, and his experience has earned him a reputation. His feud with the Hulk was an ongoing thing, but unfortunately it's kind of flatlined since the '60s, where the brawl was a little more equal ("Equal" in the sense of "Ben can last for hours, but never really win"). Nowadays, Power Creep has seen the Hulk climb so high that this fight is little more than a joke- when Johnny Storm died a couple years ago, Ben freaked out and threw a fit, brawling with the Hulk out of grief. What were once damaging punches were by this point so weak that Hulk was able to just stand there while Ben poured out his grief and dealt with it (Hulk even waved off help from Thor, all "nah he's just gotta work this out").
-Regarding Ben's strength, this caused a little debate in Taliesin's thread, because Ben used to be in Marvel's "Class 100" official range, at less than 100 tons. This of course was silly because a TON of guys were in there (Thor? Who lifts the Midgard Serpent? Hercules? Who pulls all of Manhattan on a chain?), but Thing is still significantly weaker than those guys. 80 ton-ish is a good benchmark for him, especially in early '80s tales... except that most writers have no idea what objects actually WEIGH that much, so you have stuff like Ben bracing a falling BUILDING and putting it back in its place (less strength to brace things than lift them, but that's 30,000 tons regardless...), or holding back a Subway train as it's trying to pull away (no idea what that weighs), but then struggling with 200-ton weights a bit later. I think a happy medium is perfect- Ben can't normally lift into the thousands of tons, but four-hundred? That seems about right. Anything else, and you can EASILY use his Ultimate Strength Advantage, Extra Effort, Hero Points, whatever, to showcase his highest power levels. After all, the stats aren't meant to represent their maximum Power Feat in history- that's what Extra Effort is for.
-Ben has plenty of other advantages aside from raw strength. He's actually got Accurate Attack, which is rare for Powerhouses, because he's been shown as a competent wrestler, boxer, etc., and so he can modify MANY of his caps at-will. His Advantages are full of great stuff- Improvised Weapon (few heroes use battlefield debris or light posts in melee as much as Ben), the grapple-based ones, and more. In addition, BEN WILL NOT DIE. His Will Defense is ridiculous, he's Fearless, and he's got Ultimate Will- this is a guy who, when getting the living HELL kicked out of him by The Champion of the Universe (who'd just KO'd Sasquatch with ease), REFUSED to give up, taking massive internal injuries, got a few lucky power-shots in, and kept fighting, despite being near-death. The Champion was so moved, and realized that he could NEVER break Ben's spirit no matter what, and so spared the Earth in his cosmic game. This is who Ben Grimm is. Not the strongest, not the toughest, hardly the most powerful (just ask The Hulk), and prone to having very few "Good Showings" in terms of raw power, but his will? Unquestionable.

THE THING (Benjamin J. Grimm)- Spikey Form
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Strong Guy, The Heart of the Team, The Freak
Group Affiliations: The Fantastic Four, The Avengers, The Yancy Street Gang
PL 12 (196)
STRENGTH
4/15 STAMINA 4/12 AGILITY 0
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+9)
Deception 4 (+5)
Expertise (Astronaut/Marine) 9 (+10)
Expertise (Streetwise) 4 (+5)
Insight 5 (+7)
Intimidation 10 (+11)
Investigation 2 (+4)
Perception 4 (+6)
Ranged Combat (Throwing) 8 (+8)
Technology 4 (+5)
Vehicles 2 (+4)
Vehicles 8 (+14) -- Limited to Ships

Advantages:
Accurate Attack, All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Smash, Improvised Weapon, Interpose, Last Stand (Ignore All Damage For 1 Round w/ HP Spent), Power Attack, Takedown, Teamwork, Ultimate Strength Check, Ultimate Will Defense, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Rock Body Enhancements"
Enhanced Strength 11 [22]
Enhanced Stamina 8 [16]
Power-Lifting 5 (25,000 tons) [5]

"Dense Hide"
Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, Poison, Disease) [7]
Protection 3 (Extras: Impervious 12) [15]

"Super-Strength Feats"
"Groundstrike" Affliction 12 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (18) -- [20]
AE: "Shockwave" Damage 12 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (12)
AE: "Sonic Slam" Affliction 12 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (12)

Offense:
Unarmed +9 (+4 Damage, DC 19)
The Thing Unarmed +9 (+15 Damage, DC 30)
Groundstrike +12 Area (+12 Affliction & Damage, DC 22-27)
Shockwave +12 Area (+12 Damage, DC 27)
Sonic Slam +12 Area (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4 (+15 Rocky Hide), Fortitude +8 (+12 Rocky Hide), Will +11

Complications:
Relationship (Reed Richards)- Ben has resented Reed greatly in the past for causing the accident that gave him his freakish appearance- it still flares up from time to time. He respects Reed, but tires of his overly-intellectual ways, and they frequently bicker.
Relationship (Johnny Storm)- Johnny teases Ben constantly, and Ben reacts right back. The two are very close, but it's very vitriolic.
Relationship (Susan Storm-Richards)- Ben views "Susie" as a sister, and is very protective of her.
Rivalry (The Yancy Street Gang)- Ben used to lead the gang in his youth (his brother was killed while fighting for them), but quit- they have harassed him and pelted him with garbage ever since.
Rivalry (The Incredible Hulk)- As the two resident Powerhouses of the Silver Age, they opposed one another frequently.
Motivation (This Man, This Monster)- Ben is tortured by his hideous appearance at times, and strives to prove his own worth when he's not wallowing in his own self-pity. He has the "Soul of a Prince" (as Rogue put it), but hides behind a gruff exterior.
Relationship (Alicia Masters)- Ben has been off-and-on with Alicia Masters for years. He loves the quiet, peaceful, strong-willed young woman, and she loves his prince-like soul.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 42 / Skills: 58--29 / Advantages: 20 / Powers: 85 / Defenses: 20 (196)

-For a brief time, Ben gained extra power when he and girlfriend Sharon Ventura went through ANOTHER Cosmic Storm- she mutated just like Ben had, but Ben gained ADDITIONAL power when he went through a second time- his form grew, he gained "spikey" rock formations all over his body, and his strength became much more vast. This boosts him to PL 12 (197), and makes him much more dangerous. I recall hearing of a fight with the weaker Grey Hulk, where Hulk had to use "Thing" tactics to pull out a win, using speed, dodging and the area to his advantage.

THE THING (Benjamin J. Grimm)- 1970s & '80s
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Strong Guy, The Heart of the Team, The Freak
Group Affiliations: The Fantastic Four, The Avengers, The Yancy Street Gang
PL 10 (168), PL 11 (168) Saves
STRENGTH
3/12 STAMINA 4/10 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 4 (+5)
Expertise (Astronaut/Marine) 8 (+9)
Expertise (Streetwise) 4 (+5)
Insight 5 (+7)
Intimidation 8 (+9)
Investigation 2 (+4)
Perception 4 (+6)
Ranged Combat (Throwing) 6 (+8)
Technology 4 (+5)
Vehicles 2 (+4)
Vehicles 8 (+14) -- Limited to Ships

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Smash, Improvised Weapon, Interpose, Last Stand (Ignore All Damage For 1 Round w/ HP Spent), Power Attack, Takedown, Teamwork, Ultimate Strength Check, Ultimate Will Defense

Powers:
"Rock Body Enhancements"
Enhanced Strength 9 [18]
Enhanced Stamina 6 [12]
Power-Lifting 1 (400 tons) [1]

"Dense Hide"
Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, Poison, Disease) [7]
Protection 2 (Extras: Impervious 7) [9]

"Super-Strength Feats"
"Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (15) -- [17]
AE: "Shockwave" Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (10)
AE: "Sonic Slam" Affliction 10 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (10)

Offense:
Unarmed +8 (+3 Damage, DC 18)
The Thing Unarmed +8 (+12 Damage, DC 27)
Groundstrike +10 Area (+10 Affliction & Damage, DC 20-25)
Shockwave +10 Area (+10 Damage, DC 25)
Sonic Slam +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+12 Rocky Hide), Fortitude +6 (+12 Rocky Hide), Will +10

Complications:
Relationship (Reed Richards)- Ben has resented Reed greatly in the past for causing the accident that gave him his freakish appearance- it still flares up from time to time. He respects Reed, but tires of his overly-intellectual ways, and they frequently bicker.
Relationship (Johnny Storm)- Johnny teases Ben constantly, and Ben reacts right back. The two are very close, but it's very vitriolic.
Relationship (Susan Storm-Richards)- Ben views "Susie" as a sister, and is very protective of her.
Rivalry (The Yancy Street Gang)- Ben used to lead the gang in his youth (his brother was killed while fighting for them), but quit- they have harassed him and pelted him with garbage ever since.
Rivalry (The Incredible Hulk)- As the two resident Powerhouses of the Silver Age, they opposed one another frequently.
Motivation (This Man, This Monster)- Ben is tortured by his hideous appearance at times, and strives to prove his own worth when he's not wallowing in his own self-pity. He has the "Soul of a Prince" (as Rogue put it), but hides behind a gruff exterior.
Relationship (Alicia Masters)- Ben has been off-and-on with Alicia Masters for years. He loves the quiet, peaceful, strong-willed young woman, and she loves his prince-like soul.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 44 / Skills: 52--26 / Advantages: 19 / Powers: 64 / Defenses: 15 (168)

-By the 1970s, Ben had eclipsed the Torch as the team's most-popular member by a LONG ways- appearing in Marvel Two-In-One for years (a bit of a companion book to Marvel Team-Up, featuring Ben in the lead instead of Spider-Man, and with the same concept- getting roped into a team-up with some other random Marvel hero, usually against a Jobber Villain). Ben is oddly perfectly-suited to such adventures, as like Spider-Man, he's powerful but not TOO powerful (chances are, someone like the Hulk or Thor would overshadow a partner- Ben can somehow team up with guys like Daredevil & Shang-Chi and not render them totally worthless).
-One-hundred issues of that later, and he appeared in The Thing for three years- it mostly dealt with him getting involved with super-powered professional wrestling (the WWF was then a HUGE fad thanks to Hulk Hogan, Vince McMahon, and boatloads of cocaine-fueled promos). Later, Ben opted to stay on the Beyonder's "Battleworld" upon realizing that he could transform between Ben Grimm and The Thing at-will on the planet. He hooks up with supporting character Ms. Marvel (Sharon Ventura), and then, when Reed & Sue leave the FF, he includes Sharon on the team (along with Crystal of the Inhumans). Alas, he & Sharon are irradiated while in outer space, and he becomes the "Spikey Thing" for a time (then got de-powered and had to wear a "Thing Suit" that later went to Darla Deering). Eventually, he and Sharon split up.
-This version of Ben is the one typically-seen in his Marvel Two-In-One days- powerful, but not so overwhelming. Keep in mind that in the 1970s, most Marvel characters were less powerful than they are today (this is reflected in my "Era-Specific" builds of guys like Daredevil and Spider-Man).

THE THING (Benjamin J. Grimm)- 1960s
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #1 (Nov. 1961)
Role: The Strong Guy, The Heart of the Team, The Freak
Group Affiliations: The Fantastic Four, The Avengers, The Yancy Street Gang
PL 9 (145)
STRENGTH
3/12 STAMINA 4/9 AGILITY 1
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Astronaut/Marine) 8 (+9)
Expertise (Streetwise) 4 (+5)
Insight 5 (+7)
Intimidation 8 (+8)
Investigation 2 (+4)
Perception 2 (+4)
Ranged Combat (Throwing) 5 (+7)
Technology 4 (+5)
Vehicles 8 (+10) -- Limited to Ships

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improvised Weapon, Power Attack, Takedown, Teamwork

Powers:
"Rock Body Enhancements"
Enhanced Strength 9 [18]
Enhanced Stamina 5 [10]

"Dense Hide"
Immunity 7 (Cold, Heat, Pressure, Radiation, Vacuum, Poison, Disease) [7]
Protection 2 (Extras: Impervious 5) [7]

"Super-Strength Feats"
"Groundstrike" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (14) -- [16]
AE: "Shockwave" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (9)
AE: "Sonic Slam" Affliction 9 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (9)

Offense:
Unarmed +6 (+3 Damage, DC 18)
The Thing Unarmed +6 (+12 Damage, DC 27)
Groundstrike +9 Area (+9 Affliction & Damage, DC 19-24)
Shockwave +9 Area (+9 Damage, DC 24)
Sonic Slam +9 Area (+9 Affliction, DC 19)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+11 Rocky Hide), Fortitude +6 (+10 Rocky Hide), Will +7

Complications:
Relationship (Reed Richards)- Ben has resented Reed greatly in the past for causing the accident that gave him his freakish appearance- it still flares up from time to time. He respects Reed, but tires of his overly-intellectual ways, and they frequently bicker.
Relationship (Johnny Storm)- Johnny teases Ben constantly, and Ben reacts right back. The two are very close, but it's very vitriolic.
Relationship (Susan Storm-Richards)- Ben views "Susie" as a sister, and is very protective of her.
Rivalry (The Yancy Street Gang)- Ben used to lead the gang in his youth (his brother was killed while fighting for them), but quit- they have harassed him and pelted him with garbage ever since.
Rivalry (The Incredible Hulk)- As the two resident Powerhouses of the Silver Age, they opposed one another frequently.
Motivation (This Man, This Monster)- Ben is tortured by his hideous appearance at times, and strives to prove his own worth when he's not wallowing in his own self-pity. He has the "Soul of a Prince" (as Rogue put it), but hides behind a gruff exterior.
Relationship (Alicia Masters)- Ben has been off-and-on with Alicia Masters for years. He loves the quiet, peaceful, strong-willed young woman, and she loves his prince-like soul.
Fame- The Fantastic Four's identities are public, and they are recognizable to the general public.

Total: Abilities: 38 / Skills: 46--23 / Advantages: 12 / Powers: 58 / Defenses: 14 (145)

-Ben was a high-pointed PL 9 in the '60s, where the Power Feats were a lot less common.

KRISTOFF VON DOOM (Kristoff Vernard)
Created By:
John Byrne
First Appearance: Fantastic Four #247 (Oct. 1982)
Role: Replacement Mega-Villain, Heir Apparent
PL 11 (212)
STRENGTH
3/9 STAMINA 4 AGILITY 2
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 3 (+10)
Deception 8 (+11)
Expertise (Business) 2 (+10)
Expertise (Current Events) 3 (+11)
Expertise (History) 3 (+11)
Expertise (Politics) 2 (+10)
Expertise (Science) 7 (+15)
Insight 6 (+9)
Intimidation 6 (+9)
Investigation 2 (+5)
Perception 5 (+8)
Persuasion 5 (+8)
Technology 7 (+15)
Vehicles 1 (+4)

Advantages:
All-Out Attack, Benefit 3 (Heir of Latveria), Fascinate (Intimidation), Fearless, Improved Critical (Blast), Jack-of-All-Trades, Languages (Various), Power Attack, Ranged Attack 7, Startle

Powers:
"Doom-Lite Armour" (Flaws: Removable) [80]
Enhanced Strength 6 (12)
"Armour" Protection 8 (Extras: Impervious) (16)
"Rocket Boots" Flight 7 (250 mph) (14)
Immunity 10 (Life Support) (10)
"Sensors" Senses 9 (Extended & Infravision, Accurate Radio Sense, Analytical Chemical Sense) (9)

Electrical Aura 9 (36) -- (39)
AE: Blast 12 (Extras: Penetrating 8) (20)
AE: Damage 11 (Extras: Area- 60ft. Line +2) (33)
AE: "Telekinesis" Move Object 12 (24)
-- (100 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Doom Armour +10 (+9 Damage, DC 24)
Blast +10 (+12 Damage, DC 27)
Line Blast +11 Area (+11 Damage, DC 26)
Electrical Aura +10 (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+12 Armour), Fortitude +6, Will +8

Complications:
Relationship (Victor Von Doom)- Kristoff is one of the few people alive on good terms with Doom. Doom was present when Kristoff's mother was killed by a usurper to the throne, and thus took the boy as an heir.

Total: Abilities: 66 / Skills: 60--30 / Advantages: 18 / Powers: 80 / Defenses: 18 (212)

-Kristoff is part of a weird Byrne story in the early days of his FF run- a boy orphaned in close proximity to Doctor Doom; the dictator took pity on the boy and decided to raise him as an heir. However, when Doom was thought dead, his Doombots brainwashed Kristoff into thinking he WAS Doom, and gave him Doom's skills and brain to boot! Doom eventually took back Latveria and Kristoff died, but he was revived by Nathaniel Richards and became a Fantastic Four member for a short while. This was during the "Reed Is Dead" era that also saw Namor wear a ponytail and stubble, while Susan Richards dressed in a one-piece bikini with the "4" on her chest cut out to show off her cleavage, in case you forgot that little part of history. He left on semi-friendly terms with the FF (in particular Cassie Lang), but soon just turned into a regular bad guy who tried to take Latveria by force. In more recent stories, he's a loyal Doom subserviant, and still the heir- I'm not sure what happened to change their relationship.
-In some of his incarnations (usually when channelling Doom's exact personality), Kristoff is basically EXACTLY like Doom himself, keeping the exact same stats (minus the Magic, since that wasn't as big a deal for Doom back in the day). Later on, it SEEMS like he kept going being as smart as Doom, but they never really SHOWED it, and thus it's pretty much canon that he's just not as good as Doom anymore. Every story I've seen featuring him (mostly recent ones, to be fair) pretty much have him as a back-up Doom guy in Latveria doing Doom-Lite stuff and generally not mattering too much. A full-blown Doctor Doom is PL 13 and much more well-rounded, while Kristoff apparently just has a SORT-OF Doom Skillset that doesn't accomplish as much (compare Doom's inventive genius to Kristoff basically never inventing anything).

THE TRAPSTER (Peter Petruski)
Created By:
Stan Lee & Jack Kirby
First Appearance: Strange Tales #34 (June 1963)
Role: Joke Villain
Group Affiliations: The Frightful Four, The Sinister Six
PL 9 (121)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 1 (+4)
Athletics 3 (+5)
Close Combat (Unarmed) 2 (+8)
Deception 7 (+7)
Expertise (Science) 2 (+6)
Expertise (Science) 8 (+12) -- Flaws: Limited to Chemistry
Expertise (Science) 4 (+16) -- Flaws: Limited to Pastes
Expertise (Criminal) 1 (+5)
Perception 3 (+3)
Ranged Combat (Paste-Gun) 3 (+7)
Stealth 2 (+5)
Technology 3 (+7)

Advantages:
Equipment (Solvents for Glue), Improved Aim, Improved Critical (Paste), Teamwork, Ultimate Pastes Skill

Powers:
"Trapster Costume" (Flaws: Removable) [44]
Protection 1 (1)
"Sticky Hands" Movement 1 (Wall-Crawling) (2)
"Solvents" Immunity 5 (Entrapment Effects) (5)
"Paste Shot" Snare 11 (Feats: Split) (Extras: Contagious) (44) -- (47)
AE: "Create Paste Objects" Create 5 (Extras: Continuous) (15)
AE: "Constricting Paste" Affliction 8 (Dodge; Dazed, Hindered & Vulnerable/Stunned, Defenseless & Immobile/Incapacitated) (Extras: Ranged, Progressive +2, Extra Condition +2) (42)
AE: "Glue Line" Movement 1 (Swinging) (2)
-- (55 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Paste Shot +7 (+11 Ranged Affliction, DC 21)
Constricting Paste +7 (+8 Ranged Affliction, DC 18)
Initiative +3

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

Complications:
Reputation (Joke Villain)- When reminded of his past as Paste-Pot Pete, The Trapster will go nuts.
Motivation (Greed)

Total: Abilities: 44 / Skills: 32--16 / Advantages: 5 / Powers: 44 / Defenses: 12 (121)

-Poor Trapster. Such a pedigree of creators, and such an era to be born in (full of Marvel`s most iconic characters)... but they gave him the name PASTE-POT PETE, and that was that. Even a later renaming couldn`t save him, and it became a running gag, with heroes of all stripes making fun of him for his prior name, even while he was actively threatening them. A classic jobber, he's proven dangerous enough times, and his Glue is NASTY, but he`s still a goof, and he`s at-best a team villain.
-Paste-Pot Pete debuted threatening the Human Torch in his solo adventures, and later formed a partnership alongside the Wizard. He soon changes his name to "The Trapster", as even SILVER AGE comics were too serious to justify someone going around calling himself "Paste-Pot" anything. He and the Wizard teamed up again, this time creating the Frightful Four alongside the Sandman (now transfered to the FF book as a villain, compete with a Kirby-esque costume) and Medusa, before she was revealed as a good guy. Since then, he's largely appeared with Wziard's evil version of the FF, and the two are the only constants in the squad- he also acts as a bit of a Journeyman Villain, being seen fighting Spider-Man, The Rangers, Captain America and others.
-How do I justifty giving a classic Joke Villain a relatively-high PL of 9? It's simple- that Snare is NASTY, among the best in the Marvel Universe, and even nastier than Spider-Man's. It can hold Benjamin J. Grimm himself trapped for a period of time AND is Contagious (anyone who touches the victim becomes ensnared as well). This makes it pricey, but since he's a One-Trick Pony, it's acceptable. And his PL 9 status belies his weaknesses elsewhere- the standard Paste Shot is his ONLY PL 9 aspect, and the entire rest of him is lesser-tricks, like Movement, Immunity to Entrapment, a Constricting Paste (Suffocation + Snare at a lower level), and low defenses. At only PL 6 defensively, ol' Paste-Pot Pete had better HOPE the enemy doesn't get the jump on him (with an Initiative of 3, it's not much of a hope), and strong Dexmonkeys are his worst nightmare.

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The combined multiverse does not contain enough "HELL YEAH!" to describe this woman.

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THUNDRA
Created By:
Roy Thomas & Gerry Conway
First Appearance: The Fantastic Four #129 (Dec. 1972)
Role: The Hottest of Hot Amazons, Man-Hater, Super-Feminist
Group Affiliations: The Femizons, The Grapplers, The Frightful Four, Roxxon Oil
PL 12 (178)
STRENGTH
13 STAMINA 13 AGILITY 4
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Deception 4 (+6)
Expertise (Femizon Warrior) 7 (+9)
Expertise (Technology) 5 (+7)
Intimidation 8 (+10)
Investigation 2 (+4)
Perception 4 (+6)
Persuasion 3 (+5)
Stealth 2 (+7)
Vehicles 5 (+7)

Advantages:
Accurate Attack, All-Out Attack, Beginner's Luck, Benefit (Queen of Femizonia), Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Critical (Chain) 2, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Quick Draw, Ranged Attack 6, Takedown 2

Powers:
"Super-Amazon Physiology"
Impervious Toughness 11 [11]
Leaping 3 (60 feet) [3]

"Super-Strength Feats" (AEs of Strength Damage) [3]
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 Objects) (13)
AE: "Shockwave" Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Both He & Target Must Be Touching Ground) (11)
AE: "Sonic Slam" Affliction 11 (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (11)

"Thundra's Chain" (Flaws: Easily Removable) (Feats: Restricted- Super-Strength Required) [4]
Strength-Damage +0 (Feats: Reach 3, Improved Disarm & Trip) (5 points)

Offense:
Unarmed +11 (+13 Damage, DC 28)
Chain +11 (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +13, Fortitude +13, Will +9

Complications:
Responsibility (Femizonia)
Responsibility (Loves Arkon or The Thing)- Thundra was into Ben's power for a while, but she eventually hooked up with Lord Arkon on account of his sheer manliness. Seriously- they were fighting, then went all "wait, you respect me?" and started making out right then and there.
Obsession (Female Superiority)

Total: Abilities: 98 / Skills: 44--22 / Advantages: 24 / Powers: 21 / Defenses: 13 (178)

-Always liked Thundra. I mean, what's not to love? A giant, amazonian redhead who beats the snot out of men and brags about how useless they are. What is she, the living embodiment of everything I've ever wanted in a woman? The cool design (mixing sex appeal with ACTUAL muscle mass- unlike Wonder Woman- alongside a red single-strap outfit, long pants and a giant chain) adds to it to make a memorable Fantastic Four supporting character.
-Thundra debuted, announcing herself as the leader of the future society of (I swear to God) "Femizonia"- a world ruled by an elite council of super-tall, amazonian female overlords. Enhanced by elite training and genetic engineering,l she is her race's finest warrior, and is sent back to the Fantastic Four's time to fight The Thing. Her reasoning? He has been determined to be the strongest male of all time (their... history is imprecise), and so the misandrist Thundra must beat the snot out of him in order to prove the superiority of women to the evil males who rule the planet Machus, thus ending the war between Machus and Femizonia. Ben is naturally COMPLETELY dumbfounded by this entire thing, and so many laughs are had. She ends up getting roped into the Frightful Four's latest incarnation, but switched sides to the heroes, as she herself is not evil.
-The whole thing is of course a kind of gag on the then-nascent "Women's Lib" movement, as feminism was increasingly a subject in those times. And what better way to comment on it than by having a gigantic woman pound the daylights out of men while proclaiming their worthlessness? She reappeared a few more times, eventually falling in LOVE with the Ever-Lovin', Blue-Eyed Thing (who naturally only had eyes for Alicia Masters), and then it was revealed that she was also attempting to ensure that the male-dominated society of Machus never came into being. Subsequent appearances, often featuring her coming back from the future, get REALLY convoluted at times, as the history and appearance of Femizonia changes repeatedly (at one point, it's merged with Machus via dimensional interface).
-Eventually, by the late '80s, she actually hooked up with the Machan leader, Arkon the Thunderer, in a goofy story that sees the West Coast Avengers & Fantastic Four gathered together on different sides of the Femizonia/Machus War, the two leaders begin a one-on-one contest for total victory... and get so turned on by their mutual strength that they basically stop fighting and hit second base in front of their massed armies. Everyone returns in equal parts amusement and confusion (especially poor Ben, who was all "I can only imagine what they're doin' right now..." and one of the women on the team is like "BENJAMIN J. GRIMM!!!" and points out the immediate proximity of the young children of Susan Richards and Julia Carpenter present- Ben quickly has to change gears. Like I said, it's a silly story.
-After hooking up with Arkon, Thundra largely vanishes from comics- she was a bit specifically-"Silver/Bronze Age" for the bad-ass, violent, "serious" world of the 1990s, who of course have characters that look even SILLIER today. You only see a couple of shots here and there (she and Arkon fall in the early moments of JLA/Avengers, for example). It wasn't until the modern generation of "Good Girl Artists" like Frank Cho came about that somebody went "Hey, does anyone remember that seven-foot tall, ultra-chesty, male-hating Super-Amazon?" and suddenly Thundra started APPEARING again! This time, comics were more willing to accept the somewhat-silly nature of her character, having fun with her casual misandry (she even helps She-Hulk & Valkyrie beat up the Red Hulk), and how serious she takes herself. In a bizarre twist, some Alternate Future Thundra showed up, boinked the Hulk, and gave birth to the 889th Hulk spin-off (Lyra), but that was more a means to an end.
-Now, with Arkon largely-gone, Thundra still appears at random, spending an awful lot of time here considering that she actually RULES her own future time period. Currently, she can be found as part of the modern "Squadron Supreme" (now reimagined as a group of disparate characters from other worlds that were erased by the Crisis on Infinite Marvel Earths), packing a... completely-different personality than she's ever had before, using modern slang and acting kind of happy-go-lucky. But really, Thundra is awesome. Not only for the super-sexiness of a gigantic misandrist being out there, but because her whole concept is just SO comics. Like seriously, she's the super-strong future ruler of FEMIZONIA, a female-dominated world of giantesses, living in a world that's part Conan the Barbarian and part Warlord of Mars? And she totally disregards men as inferior, but finds herself attracted to THE THING, all because of his bravery and fighting spirit? She's basically She-Hulk with a stick up her butt, and that's rad. Thundra is the only non-Avenger on my "Avengers Dream Team", largely because she can play SO WELL off of any other character. She'd be condescending and rude to her male colleagues, but this wannabe "Power Sister" to other women on the squad, causing all sorts of conflict. It'd be hilarious.
-Thundra's a powerhouse akin to Ben Grimm, and stats out as such, but she's considerably better at fighting (Ben could NEVER manage to defeat her in all their fights), making her a PL 12 heavyweight. More than a PL 10 can handle, she's strong as hell, fast, a great fighter (MANY Advantages designed to alter all of her caps around), has a pretty good weapon (she's so strong that it doesn't boost her strength, but its range & Power Feats are a big help), and can take some heavy punishment. She's enough to go one-on-one with The Thing, Abomination or even the Hulk for a few rounds. She lacks much in the way of interpersonal skills sadly, and most of her interactions with men consist of (*drool*...) punching them and insulting their gender, so no "Attractive" or any of that this time (including it before was just my own personal bias).

NATHANIEL RICHARDS
Created By:
John Byrne
First Appearance: The Fantastic Four #272 (Nov. 1984)
Role: Disappeared Dad
Group Affiliations: None
PL 5 (110), PL 11 (110) Historian
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 11 AWARENESS 4 PRESENCE 4

Skills:
Deception 6 (+10)
Expertise (Science) 9 (+20)
Expertise (History) 10 (+21)
Insight 4 (+8)
Investigation 4 (+8)
Perception 2 (+6)
Persuasion 4 (+8)
Technology 9 (+20)

Advantages:
Equipment 5 (Lab, Gear), Inventor, Ranged Attack 2

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +7

Complications:
Relationship (The Richards Family)- Nathaniel is somewhat distant with his son Reed, but is quite close with Franklin, his grandson.

Total: Abilities: 70 / Skills: 48--24 / Advantages: 8 / Powers: 0 / Defenses: 8 (110)

-It's a bit odd that we apparently never knew much about Reed Richards's father until the EIGHTIES, but comics kind of made less of a big deal out of "backstory" back in the day. And of course it's funny that John Byrne, who criticized how comic book writers always made sure that NOBODY was ever "normal", by giving them insane, convoluted backstories involving all kinds of weird stuff (something I actually agree with)... gave Reed Richards a weird Time-Traveling Super-Genius of a father.
-Nathaniel Richards disappeared when Reed was a teenager, having fallen into another dimension, where he fell in love and married one of the women there (his first wife, Evelyn, had died when Reed was a boy). Nathaniel's new wife conspired against him, and the Fantastic Four had to arrive and save his life from his subjects. The FF had left him there, but he returned under the worst possible circumstances, basically abducting Franklin into the future, to prevent some horrible chain of events from coming to pass. Franklin later returned, Nathaniel got mixed up with the Celestials and Watchers (he invaded the body of Exitar of the Celestials, but was expelled), and he vanished again.
-Generally speaking, Reed's dad doesn't get used much (he tends to complicate everything, what with inolving family relations AND time travel), but writers who are unafraid to complicate everything will use him- he's since been revealed as the possible father of KANG THE CONQUEROR, got involved with Immortus, who ordered the "Great Hunt" that involved every cross-time version of Nathaniel trying to kill all the other versions. Naturally, he became the last one standing, after the FF and Doctor Doom got involved fighting his insane counterpart- the final other Nathaniel remaining. Doomed killed this one (called "The Beast"), and he began teaming up with the Hickman-era "Future Foundation". This naturally involved Hickman's beloved "Convoluted Cosmic Mess" style of storytelling, as Reed's dad acted as a sort of "Chessmaster", with plans within plans, that led to Reed surviving an invasion by the three Mad Celestials. He has since disappeared once more.
-Nathaniel is a genius like his son, but not quite on the same level as an inventor- his main focus is careful planning, having seen so many different futures. This allows him to manipulate events constantly, always ensuring the favorable outcome. He's nowhere near on the FF's level as a frontline fighter, however.

SUPER-SKRULL (Kl'rt)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #18 (Sept. 1963)
Role: The FF's Personal Punching Bag, All-Your-Powers-Combined Villain
Group Affiliations: The Secret Defenders, The United Front
PL 13 (325)
STRENGTH
13 STAMINA 10 AGILITY 3
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+12)
Deception 8 (+9)
Expertise (Skrull Soldier) 8 (+11)
Insight 3 (+5)
Intimidation 11 (+12)
Investigation 2 (+4)
Perception 6 (+8)
Stealth 6 (+9)
Technology 4 (+7)
Vehicles 5 (+8)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical 2 (Unarmed, Fire), Improved Disarm, Improved Grab, Improved Initiative, Improved Hold, Improved Smash, Improved Trip, Move-By Action, Power Attack, Ranged Attack 9, Startle, Takedown 2, Withstand Damage

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

"Reed Richards' Elastic Body"
Elongation 6 (500 feet) [6]
Immunity 5 (Falling Damage) [5]

"Johnny Storm's Flames"
Immunity 6 (Fire Damage, Heat) [6]
"Fire-Assisted Flight" Flight 8 (500 mph) [16]

"Ben Grimm's Dense Hide"
Immunity 6 (Cold, Pressure, Radiation, Vacuum, Poison, Disease) [6]
Protection 3 (Extras: Impervious 7) [10]
Power-Lifting 1 (400 tons) [1]

"Sue Storm's Invisibility"
Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Ranged) (Flaws: Affects Others is Distracting -2) (14) -- [15]
AE: Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Area- 30ft. Burst) (Flaws: Affects Others is Distracting -2) (14)

"The Combined Powers of the Fantastic Four, plus Hypnosis"
"Invisible Objects" Create 12 (Feats: Dynamic, Subtle 2) (Extras: Impervious 11, Movable) (50) -- [77]
Dynamic AE: "Invisible Field" Force Field 2 (Feats: Dynamic, Selective, Subtle 2) (Extras: Sustained +0, Affects Others 12, Ranged 12, Impervious 11) (41)
Dynamic AE: "Invisible Force Ram" Blast 14 (Feats: Dynamic, Subtle 2, Penetrating 4) (35)
Dynamic AE: Move Object 13 (Feats: Dynamic, Subtle 2) (29)
Dynamic AE: "Malleable Form" Insubstantial 1 (Feats: Precise) (7)
Dynamic AE: "Groundstrike" Affliction 11 (Dodge; Hindered/Prone) (Feats: Dynamic) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (18)
Dynamic AE: "Sonic Slam" Affliction 11 (Feats: Dynamic) (Fort; Dazed/Stunned) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (12)
Dynamic AE: "Power Blast" Fire Blast 12 (Feats: Dynamic, Split, Penetrating 6) (32)
Dynamic AE: "Cone Blast" Damage 11 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (34)
Dynamic AE: "Line Blast" Damage 11 (Feats: Dynamic) (Extras: Area- 60ft. Line +2) (34)
Dynamic AE: "Fireball" Blast 11 (Feats: Dynamic) (Extras: Area- 30ft. Burst) (34)
Dynamic AE: "Fire Control" Element Control 12 (Feats: Dynamic) (25)
Dynamic AE: "Advanced Flame Aura" Flame Aura 11 (Feats: Dynamic) (45)
Dynamic AE: "Hypnosis" Affliction 9 (Will; Entranced/Compelled/Controlled) (Feats: Dynamic) (Extras: Area- Visual Perception, Cumulative) (28)
AE: "Nova Flame!" Damage 11 (Extras: Area- 60ft. Burst +2) (33)

Offense:
Unarmed +12 (+13 Damage, DC 28)
Flame Aura +12 (+11 Damage, DC 26)
Force Ram +12 (+14 Ranged Damage, DC 29)
Super-Strength Feats +11 Area (+11 Affliction, DC 21)
Power Blast +12 (+12 Ranged Damage, DC 27)
Area Blasts +11 Area (+11 Damage, DC 26)
Hypnosis +9 Area (+9 Affliction, DC 19)
Initiative +7

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +13 (+15 Force Field, +4-9 Impervious), Fortitude +13, Will +8

Complications:
Reputation (Failure in Assaulting Earth)- The Skrulls have a tendency to view Kl'rt as a failure, since he has repeatedly lost to the very people he was created to fight. He is also a scapegoat for the repeated failed invasions of Earth.
Enemy (Kree, Shi'ar)- As a Skrull, Kl'rt has a natural enmity with the two other super-powerful races in the universe.
Enemy (The Fantastic Four)- Kl'rt was created to fight the FF, and his failure to do so still irks him.

Total: Abilities: 92 / Skills: 54--26 / Advantages: 27 / Powers: 163 / Defenses: 17 (325)

-I always thought the Super-Skrull was an amazingly cool idea. Like Mimic and Amazo, it's always awesome to see what happens when the heroes have to fight someone who matches ALL of their super-powers on an even level. Super-Strength, Durability, Blasts, Auras & Invisibility are all pain in the ass powers that can still be overcome. But ALL AT ONCE? Try fighting an Invisible powerhouse who can blast you with Fire, Invisible Battering Rams and also hit your ass from a dozen metres away.
His initial origin has him SUPERIOR to the FF in any of their respective abilities, and he's beaten only once Reed discovers that his powers come via an interstellar beam sent from the Skrull Homeworld- they're not internalized. In his second appearance, he tries to kill the FF again, but he's stopped by Sue & Johnny's father Franklin Storm, who dies in the process. After this, his sense of menace is somewhat-diminished- though he's still a fearsome opponent, he instead becomes a bit of a high-end "Jobber For Hire", being sent back to Earth time and time again to lose to a variety of high-profile superheroes, such as Thor and Captain Mar-Vell. So while he wasn't quite "Wrecking Crew" level, he was still a Journeyman Villain there for one-off stories. He's temporarily trapped in the Van Allen Belt after a Marvel Team-Up shot against Spider-Man & Ms. Marvel (a storyline notable for the great Claremont/Byrne team working on it, and the established fact that he is WAY too much for either hero to take on).
-Later, he's freed and, after a temporary brush with cancer, he goes right back to Jobbing Through the Universe, fighting Alpha Flight's Sasquatch, Iron Fist and others- he's even brainwashed into thinking he's an Earth boy named Bobby Wright, who "transforms" into the super-powered Captain Hero, and kills Iron Fist (this stupid, STUPID death is later undone by John Byrne, who used a ton of his Namor run to undo Christopher Priest's Power Man & Iron Fist ending). The whole "Captain Hero" thing was, in fact, a retcon meant to do away with Bobby Wright anyways, and fans were so glad to have the stupid "Iron Fist is killed by being pummelled to death while asleep" thing undone that they were totally willing to accept this, even if Super-Skrull's powers didn't match up totally to Captain Hero's.
-In any case, he does some other stuff (including teaming up with S'Byll, a claimant to the Skrull throne)- he doesn't do much else in the '90s, but comes back in a BIG way during Annihilation, where he becomes the face of the Skrull Empire, fighting against the Annihilation Wave. He gets his own Limited Series, a robotic love interest, and more- he was seriously getting a REALLY big push. He sacrificed his life temporarily, and began teaming up with RONAN of all people, this time saving the Kree Empire (the Skrulls' most-ancient enemies) from the Phalanx Invasion. By this point, the war hero was so well-done as a character that he did a Face Turn, turning against his own people during the Secret Invasion story arc. Unfortunately, he falls a bit by the wayside (he was noticeably less-important after the first Annihilation Event had ended- they even offed his girlfriend), to the point where him finally being crowned SKRULL EMPEROR is mostly in the backdrop to Hickman's huge Infinity 9,000-part story. He still sits on that throne to this day. Not bad for the guy whose sole job was "Elite Jobber To The Stars".
-You want excessive power, and tons of annoying math in mid-round? Kl'rt's your guy. He has Mandarin-level complexity in combat, being able to switch amongst FIFTEEN fairly unique powers each round, mixing-and-matching at will (fighting a high-powered Blaster? Throw up Ben's Durability with Sue's Force Shield! Fighting a high-durability guy? Use the Penetrating Fire Blast! Surrounded? Use Flame Aura or Nova Flame! In a tight spot with little escape? Plastic-like Insubstantial!). Most of the powers are Dynamic, those that are tougher to use are simple Alt-Effects he can only use sparingly, one at a time. Add all that to a lot of Skills, some fighting talent, and more, and you've got one of the scariest guys ever to touch down to Earth and slug it out. He's missing a bunch of Fantastic Four side-tricks, but hey, he's only packing their powers at the time they were copied (plus a bit extra), and you can't even de-power him now that they've dropped that whole "A satellite empowers him" part. Generally speaking, he'd make a mess out of almost any Earth-bound hero.
-Kl'rt is truly mighty with his Power Level as well- PL 12.5 unarmed (he's a better fighter than Ben), PL 11.5 Flame Aura, PL 13 Force Ram, PL 12 Fire, some Hypnosis, and various Immunities. With the Force Field (he doesn't always use it- preferring the Blasts) he reaches PL 13 Defensively as well. He's enough to beat the entire FF in his opening salvo, but not enough to beat them if they're fighting smart, and all at once ("Every Power At Once" guys can be tricky to pull off in M&M, as numbers REALLY work to the outnumbering side's advantage). As expected, he's pricey as all hell- you can't have this amount of versatility and expect to stay within any kind of affordable range.

PAIBOK THE POWER-SKRULL
Created By:
Tom DeFalco & Paul Ryan
First Appearance: The Fantastic Four #358 (Nov. 1991)
Role: Super-Skrull's Lamer Cousin
Group Affiliations: The Fearsome Foursome, The Annihilation Wave
PL 11 (247)
STRENGTH
12 STAMINA 9 AGILITY 3
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

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

Advantages:
All-Out Attack, Chokehold, Diehard, Fast Grab, Great Endurance, Improved Grab, Power Attack, Ranged Attack 8, Startle

Powers:
"Skrull Physiology"
Morph 4 (Any Form) [20]
Concealment 1 (Detect True Shape) [1]
Shapeshift 1 (Flaws: Limited to Personal Range Powers) [7]

"Colossus' Powers"
Protection 3 (Extras: Impervious 7) [9]
Power-Lifting 1 (200 tons) [1]

Flight 6 (120 mph) [12]
Immunity 1 (Own Powers) [1]

"The Powers of Iceman, Electro & Storm"
"Ice Bonds" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Ranged) (41) -- [57]
Dynamic AE: "Ice Wave" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (41)
Dynamic AE: "Ice Stream" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 30ft. Line) (41)
Dynamic AE: Environmental 4 (120 feet) (Feats: Dynamic) (Impede Movement 2, Cold 2) (17)
Dynamic AE: Create Ice 8 (Feats: Dynamic, Innate, Precise) (Extras: Continuous) (27)
Dynamic AE: "Electro's Powers" Electrical Blast 11 (Feats: Dynamic, Split) (24)
Dynamic AE: "Storm's Powers" Move Object 11 (Feats: Dynamic) (23)
Dynamic AE: "Hypnosis" Affliction 9 (Will; Entranced/Compelled/Controlled) (Feats: Dynamic) (Extras: Area- Visual Perception, Cumulative) (28)
AE: "Cold Wave" Damage 10 (Extras: Area- 60ft. Cone, Fortitude Save) (30)
AE: "Make Brittle" Weaken Toughness 8 (Extras: Ranged, Affects Objects Only +0) (16)

Offense:
Unarmed +10 (+12 Damage, DC 27)
Ice Bonds +11 (+10 Ranged Affliction, DC 20)
Ice Area Attacks +10 (+10 Affliction, DC 20)
Electric Blast +11 (+11 Ranged Damage, DC 26)
Hypnosis +9 Area (+9 Affliction, DC 19)
Cold Wave +10 Area (+10 Fortitude Damage, DC 25)
Initiative +3

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

Complications:
Responsibility (Skrull Empire)

Total: Abilities: 90 / Skills: 42--21 / Advantages: 16 / Powers: 109 / Defenses: 11 (247)

-Paibok was kind of a cool idea, and made perfect sense: the Skrulls invented Super-Skrull to fight the Fantastic Four, but he failed. Clearly they had the power to make ONE -- So why not create MORE of him? This would be taken to great extremes during Secret Invasion, which I thought was cool. Paibok was the mastermind behind the whole "Alicia Masters is a Skrull" arc that DEFINED alot of the early-'90s FF (I'm not sure how well that storyline is looked at in retrospect, though)- he was left beaten and bruised once Lyja had sacrificed herself to save Johnny Storm's life. He didn't really do a whole lot after that, unfortunately- he was kind of a little-used Jobber Villain, seeing as how anytime a future writer wanted to use a big, bad Skrull with super-powers, there was always a WAY more famous one in the original.
-So Paibok farted around doing little of note for years, like forming an alliance with the loser Devos the Devastator and resurrecting Lyja in yet another "let's make death meaningless" twist. He formed the Fearsome Foursome with Devos, Klaw and Huntara, but this was super '90s and was mostly-forgotten. He ultimately captured the FF, but when he arrived at the Skrull Throneworld, Devos revealed a ruse: he sent his warship against Throneworld and tried to destroy it! Paibok was "rewarded" with exile and a death sentence. He was thus a very minor character (appearing in only one other story) until Annihilation, like most of the other side-Cosmic types. Of course, he did very little in THAT storyline, either- he took command of the alien prisoners marooned on Earth, killed Drax (necessitating his resurrection into a new form), then got taken over by Annihilus' forces using Mind Control Bugs. He was a minor villain at that point- not really dealing out major hits, and then he got freed at the end, allying with Terrax to kill an evil overlord.
-As expected, anyone who combines FOUR characters' powers into one build is gonna be an expensive bastard, and he's 40 full points more pricey in 3e than 2e. Paibok can go toe-to-toe with any member of the FF at their own game (fisticuffs, energy blasts, etc.), but would have trouble with the whole group. He's powerful enough to kill the Powerhouse version of Drax (though that guy was a dumbass), but falters against the MAJOR heavyweights out there. His versions of Iceman, Storm & Electro's powers are very limited- he can basically just fire out blasts, freeze things, or blow things away, and that's it for him. Though really, he mixes +11 Blasts with a +12 Unarmed Powerhouse character, so he doesn't NEED all those extra Alt-Effects and Aura Blasts and crap the others have.
-Note the "Concealment" Power he gets. This allows him- and most high-level Skrull characters, to avoid the common methods of detection while in their disguises. They can still screw up by failing a Bluff check or doing something the original wouldn't do, but they're REALLY hard to detect.

THE WIZARD (Bentley Wittman, aka The Wingless Wizard)
Created By:
Stan Lee, Larry Leiber & Jack Kirby
First Appearance: Strange Tales #102 (Nov. 1962)
Role: Failed Mega-Villain, Mad Scientist, Failed Rival (to Reed Richards)
Group Affiliations: The Frightful Four, The Intelligencia
PL 10 (175)
STRENGTH
1/10 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+7)
Deception 8 (+11)
Expertise (Science) 8 (+16)
Insight 5 (+8)
Intimidation 4 (+7)
Perception 5 (+8)
Persuasion 4 (+7)
Sleight of Hand 6 (+6)
Technology 8 (+16)
Vehicles 6 (+6)

Advantages:
Beginner's Luck, Contacts, Equipment 5, Inventor, Jack-of-All-Trades, Ranged Attack 10, Skill Mastery 2 (Science, Technology), Ultimate Science Skill, Ultimate Technology Skill

Powers:
"Wizard Costume" (Flaws: Removable) [57]
"Armour" Protection 8 (Extras: Impervious 7) (15)
"Anti-Gravity Discs" Flight 6 (120 mph) (Extras: Affects Others) (18)

"Gravity Control" Move Object 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Away or Towards Earth) (30) -- (38)
AE: "Gravitic Force" Affliction 10 (Strength; Hindered/Prone/Paralyzed) (Extras: Area- 60ft. Burst +2, Concentration) (Flaws: Instant Recovery) (30)
AE: Move Object 5 (10)
AE: "Mind Control Helmet" Mind Control 5 (Extras: Area- 30ft. Burst) (Flaws: Touch Range -2) (15)
AE: Mind Control 7 (28)
Dynamic AE: "Wonder Gloves" Electrical Blast 10 (Feats: Dynamic) (21)
Dynamic AE: "Wonder Gloves- Directed Gravitational Fields" Enhanced Strength 9 (Feats: Dynamic) (19)
-- (71 points)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Wonder Gloves +7 (+10 Damage, DC 25)
Glove Blast +10 (+10 Ranged Damage, DC 25)
Gravitic Force +10 Area (+10 Affliction, DC 20)
Mind Control +5 Area (+5 Affliction, DC 15)
Mind Control +7 (+7 Affliction, DC 17)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +2 (+10 Armour), Fortitude +5, Will +7

Complications:
Obsession (Defeating Reed Richards)- Bentley Wittman is obsessed with proving himself the better of Reed Richards. Hence all the iterations of The Frightful Four over the years.

Total: Abilities: 48 / Skills: 56--28 / Advantages: 23 / Powers: 57 / Defenses: 19 (175)

-The Wizard is a peculiar case in Marvel Comics- he's effectively a third-tier "Super-Genius" type who acts as a kind of Recurring Jobber To The Stars (ie. just above a Jobber) figure, yet every once in a while gets treated like he actually matters. He's low-rent compared to say, any REALLY major villain, but he's a step above "One-Off Adventures" like those against the Red Ghost or Mad Thinker, usually because unless most of those guys, Wizard knows how to make strong allies. Though YE GADS, that stupid dome-headed helmet made him look like a goof.
-Bentley Wittman, like a lot of early FF opponents, is a genius inventor, having gotten rich selling his gear to wealthy people, and setting up a "Stage Magician" act (hence his codename)- however, the bored genius instead decides to become a criminal, and attacks the new rookie Human Torch in Johnny's solo adventures. He initially pulled a "Chameleon Act" by imitating Johnny committing crimes, but he was soon captured once the ruse was uncovered. However, when he reappeared, he started using many MORE inventions, and thus became a bigger threat- soon, he was allying with Paste-Pot Pete (a recurring trend). Eventually, he would threaten the entire Fantastic Four, having formed the first of many groups under his control that called themselves the Frightful Four- essentially giving our heroes their first set of Evil Counterparts. Initially, it was Wizard, Trapster, The Sandman, and Medusa. The Wizard, now utilizing Anti-Gravity Discs as his primary weapon of choice, actually had a LOT of success with this group at first, thanks to their planning, teamwork, and surprising amount of power (Trapster's snares combined with Sandman & Medusa's power was REALLY dangerous).
-It actually took numerous adventures to capture the Frightful Four at first- generally, Wittman's appearances were always with his own FF. When Medusa left to rejoin the Inhumans, Thundra replaced her, but she too quit the team and betrayed them. After this, Wittman's stock fell greatly- he became a bit of a Journeyman Villain, often fighting Spider-Man and other guys he'd teamed up with (the Torch, Namor). He formed alliances with The Brute (a parallel Earth Reed Richards), The Mad Thinker, The Puppet Master and others. But really, he was a minor-leaguer by this point- his cred was shot. Which made it all the weirder that HE of all people got to join in on the months-long event Acts of Vengeance, which featured a band of Marvel's most-elite villains forming a partnership to destroy the Earth's heroes- most of their plans involved switching up the villains that each hero fought. But seriously, that roster: Loki. The Red Skull. Doctor Doom. Magneto. The Kingpin of Crime. The Mandarin. And... THE WIZARD??.... REALLY? Dude stuck out like a sore thumb on that squad- he wasn't the least-powerful (the Skull & Kingpin were both human beings without real powers), but come on- his cred was nowhere NEAR on their level.
-The Wizard dropped considerably post AoV, though. He spent most of the '90s on the shelf (in a Canadian giveaway issue, he and his Frightful Four- Wizard, Trapster, Dreadknight & Man-Bull, jobbed to Spider-Man, a crippled girl in a flying wheelchair, and a bunch of juvenile bicycle-safety enthusiasts), but got a bit of a re-push later on, as he formed a new Four with his ex-wife. However, she turns on him once he reveals he was only interested in her once she showcased superhuman powers. He became a member of the anti-Hulk "Intelligencia", and threatened Lyra a few times, but was beaten down by the She-Hulk. Matt Fraction's FF used him a bit, and he got a hilarious bit where he declared that his "Cisgendered" version of a family (which included a mind-controlled woman) was superior to Scott Lang's weird group. His latest thing is having a young clone of himself made- "Bentley 23", a kid who's become kind of a hoot, since he shows many blatantly "Young Supervillain" beginnings, but is fiercely loyal to his adoptive Fantastic family (they gained custody since the Wizard was, y'know, a SUPER-VILLAIN, and B-23 rejected his father's attempts at hurting Franklin Richards- Bentley's friend)- effectively making him a snotty little brat in the best possible way. The Wizard even accepted his son's betrayal, understanding that this was perhaps how he himself might have turned out, had he grown up with a more-loving family.
-The Wizard is sometimes a joke (especially in the purple giant-head costume), sometimes a real threat, but is generally built up as a kind of Anti-Reed Richards, leading the Frightful Four. Of course, Reed already HAS an Anti-Reed in Doom, so The Wizard's much more C-League as a result. His threats are usually at-best a mini-arc or minor inconvenience before a REAL threat comes into play, or because he actually makes some pretty strong allies- the Frightful Four are rarely mere Jobbers (Trapster's a goof, but his paste is NASTY and make him a perfect team-player, and guys like the Sandman are no joke). And there's still that bizarre Acts of Vegeance issue in which he's hit by a SNEAK ATTACK from Wonder Man of all people, and not only shrugs it off, but soon DEFEATS the guy! Like straight-up whups on a guy who's supposedly "just under Thor" in power.
-Wizard's mini-Reed stats make him interesting, but not a huge battlefield guy. He doesn't make his defensive caps with Parry, and he's usually depending on devices and trickery to get the big win. His Anti-Gravity Discs can be annoying, tossing people all ove the place, and he's got several weird tricks like Mind Control & Blasts in addition to an Alt-Effect Strength boost (normally not my favourite type of power as it's cheesy, but it fits since he can do one or the other most times), in addition to being hard to hurt. So he's a half-decent team villain for heroes to face off with.

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

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

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

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

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

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

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

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

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

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

-Annihilus was kind of an odd choice for a Mega-Event Villain, all things considered- he'd mainly been a Fantastic Four villain before that, and wasn't really known for major stories, either. He was just kinda some otherworldly threat. But WOW, was he ever one of Marvel's Big Dogs after Annihilation gave him a huge push. He debuted on the tail end of the "Stan 'n' Jack" era of the FF's book, in an Annual of all things- he and his people inhabit the "Negative Zone" and, since Reed's crew were still technically explorers in addition to being super-heroes, the FF came visiting. They stole his "Cosmic Control Rod", siphoned off some anti-particles to soothe Susan Richards's Cosmic-Pregnancy Complications, and then returned it- that was that!
-Afterwards, however, Annihilus became a recurring threat from beyond the veil- generally popping in for short stories, and he was usually just sent back through a portal or whatever. He was POWERFUL for certain, and rarely got beaten down, but his credibility wasn't at some major level from what I can tell. At various times, he teamed up or fought with Blastaar the Living Bomb-Burst (a fellow denizen of the Negative Zone), and he even fought the Avengers on a couple of occasions.
-It was in the 2000s that Annihilus hit big- Annihilation, a mega-event that focused on the Cosmic/Intergalactic scene at Marvel (while the rest of the MU was wrapped up in the stupid, but game-changing, Civil War event). Annihilus had gathered all of his troops and, rather than just go through a portal and fight Earth in small numbers, they formed a "Wave" that annihilated entire WORLDS. Their first target resulted in the destruction of the planet Xandar and the entire Nova Corps. along with it, and soon afterwards dozens of other worlds were destroyed. Quasar was slain, along with a few Heralds of Galactus and most of the Skrull Empire, and it took nothing less than Firelord breaking his limits just to take out one of Annihilus's QUEENS. Cripes, even GALACTUS was beaten, as Annihilus's horde soon grew to include Thanos and a pair of Cosmic Beings who were contemporaries of Galactus himself. In the end, Annihilus was stopped in his quest to destroy everything in the universe (save himself) by Richard Rider, the last remaining Nova, who pulled the monster's heart out through his mouth, capping off one hell of a story.
-Annihilus returned, as it became established that he always resurrected into an infant form. And in this form he's stayed for quite some time, even killing Johnny Storm with another horde of bugs, then resurrecting him repeatedly and forcing him to die in an arena for his amusement. By this point, he'd become a "Hickman" character, for his own FF book- he is eventually deposed by Johnny, who is later forced to deposit him back on the throne after some free elections are called (Annihilus wins a massive landslide "write-in" vote, as all of his hordes are still loyal)- Johnny acquiesces, but keeps the Control Rod for himself, negating the monste'rs power.
-Annihilus is a high-powered bad-ass, capable of beating Ben Grimm or Blastaar in simple hand-to-hand, much less when he's using the Cosmic Control Rod to wipe the floor with entire groups of people. This is sorta him before the Annihilation Wave, when he's just a guy who can fly down to Earth and smack around Thor for a while, but maybe still lose. During Annihilation, he swiped Wendell Vaughn's Quantum Bands and amped his power to the point where a full-on Universe-Destroying Blast by GALACTUS just manages to leave him weakened enough that Nova Prime can use Extra Effort and kill him. Yeah, a planetary system and 9 million Negative Zone Bug Ships wiped off the map, and Annihilus was still kicking ass.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

Image

If they were aiming for "slightly overweight", they kinda missed the mark.

VOLCANA (Marsha Rosenberg)
Created By:
Jim Shooter & Mike Zeck
First Appearance: Secret Wars #3 (July 1984)
Role: Blaster, Weepy Woman
PL 10 (132)
STRENGTH
2/11 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Day Care Worker) 4 (+4)
Insight 4 (+3)
Intimidation 5 (+4)
Perception 4 (+3)
Persuasion 4 (+3)
Vehicles 1 (+3)

Advantages:
Power Attack, Ranged Attack 6

Powers:
Alternate Form 1 (Magma) (75) -- [77]
AE: Alternate Form 2 (Volcanic Ash) (53)
AE: Alternate Form 3 (Volcanic Basalt) (47)

"Magma Form"
"Volcanic Blast" Blast 12 (Feats: Dynamic, Improved Critical 2, Penetrating 8) (40) -- (44)
Dynamic AE: "Volcanic Stream" Damage 10 (Feats: Dynamic) (Extras: Area- 30ft. Line) (21)
Dynamic AE: Magma Aura 6 (total 10) (25)
Magma Aura 4 (16)
"Magma Shield" Force Field 6 (Extras: Impervious 3) (9)
Immunity 6 (Fire & Heat Damage, Heat) (6)
-- (75 points)

"Volcanic Ash Form"
Insubstantial 2 (10)
Immunity 8 (Fire & Heat Damage, Heat, Suffocation 2) (8)
Flight 2 (8 mph) (4)
"Suffocation" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Progressive +2, Area- 30ft Cloud +2) (50)
AE: Concealment (Visuals) 2 (Extras: Area- 30ft. Cloud +2, Attack) (10)
-- (53 points)

"Volcanic Basalt Form"
"High Density" Enhanced Strength 9 (18)
Protection 7 (Extras: Impervious 5) (13)
Features 3: Increased Mass 3 (3)
Immunity 13 (Fire & Heat Effects, Heat, Suffocation 2) (13)
-- (47 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Basalt Form +7 (+11 Damage, DC 26)
Volcanic Blast +8 (+12 Ranged Damage, DC 27)
Volcanic Stream +10 Area (+10 Damage, DC 25)
Magma Aura +7 (+4-10 Damage, DC 19-25)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+10 Basalt, +9 Magma Shield), Fortitude +6, Will +3

Complications:
Relationship (Owen Reece, The Molecule Man)- The two formed a codependent, wimpy partnership, but broke up years ago.

Total: Abilities: 28 / Skills: 24--12 / Advantages: 7 / Powers: 77 / Defenses: 8 (132)

-Volcana's a character that debuted in Secret Wars (alongside Spider-Woman II & Titania), but unlike the others, she never really stuck around as a major character. In fact, I'd never even heard of the character until I went on my first mass-purchase of old "classic" TPBs (there were none of those books around when I first got into comics, so I could only hear about them reverently in Wizard Magazine until my adulthood), and saw her in it. It's rather sad, because I kinda liked this character. Instead of your usual bodacious, arrogant babe, you had a weak-willed, mousy girl who was always nervous (ie. dork bait), hooking up with the nerdiest, skinniest guy around (again, a total dork-bait storyline), and she was a classic case of a "Villain who was secretly good". They could've gone places with this, but instead Marvel jerked Molecule Man between life & death a few times, Marsha broke up with him, and we never really saw much of her again.
-Volcana debuted with Titania as a pair of normal women empowered by Doctor Doom, who was seeking more allies in the "Secret War" on the Beyonder's Battleworld (a section of Denver, Colorado was left there). She fought on Doom's side, faced the cruel put-downs of the Wrecking Crew (who took her barrel-chested, zaftig physique for being cow-like, though the artists really just made her shaped like Christina Hendricks, rather than even your standard BBW), and grew closer with the wimpy, nervous Owen "Molecule Man" Reese. The two were a bit co-dependent, but it was kind of cute watching these two wimps coo over each other. She returned to Earth with the others, but was left behind when Reese merged with the Beyonder inside a Cosmic Cube. She later does some superhero stuff, but once the Molecule Man returns, she breaks up with him- unable to deal with his "dark side".
-Her body just makes me laugh, though. Her own shyness, and comments from other characters, imply that she's supposed to be somewhat overweight. The artist clearly tried to "show" this... by giving her huge breasts and super-wide hips, but giving her an identical waistline to all the other women. So instead of a slightly chubby girl, we have a super-tall Amazon with INCREDIBLE proportions, along with a perfect exaggerated hourglass figure. Yeah... that's not exactly what a "chubby girl" looks like in real life.
-Volcana's a fun little Alternate Form build. Her basic, most common form is her basic Magma Form, allowing her to be a Blaster-type with a really powerful Energy Aura. Two other Alternate Forms allow her to choke people or block their vision (Ash Form), or just be a PL 9 super-strong Brick (Basalt Form). She's far better off just sticking to her best power, though- a +12 Penetrating Blast is nothing to sneeze at.

DIABLO (Esteban Corezon de Ablo)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #30 (Sept. 1964)
Role: Recurring Minor Foe
PL 11 (178)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Science) 7 (+12)
Expertise (Arcane Lore) 6 (+11)
Insight 4 (+7)
Intimidation 2 (+5)
Perception 5 (+8)
Sleight of Hand 5 (+10)
Stealth 2 (+4)

Advantages:
Artificer, Beginner's Luck, Precise Attack (Close/Concealment), Defensive Roll, Improved Defense, Ranged Attack 5, Startle

Powers:
Immunity 1 (Aging) [1]
"Suspended Animation" Immunity 10 (Life Support) (Flaws: Immobile -2) [3]

"Master of Alchemy"
"Alchemical Gadgets" (Flaws: Easily Removable) [74]
Variable 9 (Alchemical Tricks) (63)

(Common Powers)
Blast 11 (22)
"Water-Breathing Elixir" Immunity (Drowning, Pressure) (Extras: Affects Others) (4)
"Hallucinogenic Bomb" Affliction 11 (Fort; Dazed/Compelled/Transformed to Random Actions) (Extras: Cumulative, Area- 30ft. Cloud +2) (44)
Transform (Any Element to Another) 8 (32)
"Acid Potion" Damage 7 (Feats: Accurate 2, Reach 2) Linked to Weaken 10 (Feats: Accurate 2, Reach 2) (23)
"Deflatable Body" Insubstantial 2 (10)
"Ice Cloud" Snare 10 (Extras: Area- 30ft. Cloud +2) (Flaws: Touch Range) (40)
"Healing Potion" Healing 10 (20)
"Muscle Relaxant" Affliction 11 (Fort; Fatigued/Exhausted/Paralyzed) (Extras: Ranged, Cumulative) (33)
"Suspended Animation Bomb" Immunity 10 (Life Support) (Extras: Affects Others +0, Area- 30ft. Cloud +2) (Flaws: Immobile -2) Linked to Affliction 6 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Area- 30ft. Cloud +2, Progressive +2 (45)

"Potions of Animation" Summon Animated Creatures 6 (Extras: Horde, 8 Minions +6, Active) (60)
-- (123 points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Blast +10 (+11 Ranged Damage, DC 26)
Hallucinogenic Bomb +11 Area (+11 Affliction, DC 21)
Acid Potion +10 (+7 Damage & +10 Weaken, DC 22 & 20)
Ice Cloud +10 Area (+10 Affliction, DC 20)
Muscle Relaxant +10 (+11 Ranged Affliction, DC 21)
Suspended Animation Bomb +6 Area (+6 Affliction, DC 16)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +6, Will +6

Complications:
Motivation (Power)
Enemy (The Fantastic Four)- Diablo was first revived by the FF, and has fought them ever since. He only rarely confronts other heroes.

Total: Abilities: 54 / Skills: 36--18 / Advantages: 11 / Powers: 78 / Defenses: 19 (178)

-Diablo's a minor Fantastic Four villain, known as less of a powerhouse and more as a trickster, though he's certainly very unique as far as powers go. Using Alchemy and Immortality he gained from Mephiso, he's replicated tons of other powers from within his costume, from summoning minions to do his dirty work, to creating acid, sleep gas, etc. It's too bad he's so hard to write for (and has such a goofy-ass Kirby costume), because otherwise he'd be a terrific recurring villain. I've really only seen him a couple times, and one was in a backdrop issue set of Spider-Man (full of half-issues to make up for Erik Larsen losing his house in a fire and being delayed with his issues). Stan Lee calls Diablo his "greatest regret"- "When you create a character, you should feel you know him"- Stan can't remember the character, who he is, or why he did what he did.
-Diablo is an old Spaniard who sold his soul to Mephisto for power- using alchemy, he horrified the populace, who sealed him in a well for over a hundred years- the Thing accidentally sprung him. He conned Ben into working for him (in order to win a formula that would return him to human form), but all of his alchemical miracles were temporary, causing Ben to turn on him. Diablo was re-sealed in his prison, but later escaped, threatening the team a few more times. He also clashed with the Avengers and even Doctor friggin' Doom himself, but is generally always a Fantastic Four enemy, thrown out for a few short stories here and there.
-Essentially, Diablo acts like a Wizard, but more with the Gadgets power than the Magic one- he can replicate just about any effect, as long as he has his potion & elixir-filled costume, and it takes him relatively little time to switch out one power for another. He's got a huge list of things he can do (it's basically Variable Power, really), at a pretty good level of effectiveness, though he's still rather cheap for someone who threatens the ENTIRE Fantastic Four on occasion. I suppose that's because he's more of a planner and "Minion Guy" that real powerhouse- he can hold the FF down with his Snares, and burn them with his Acids, but he's not a good enough fighter to beat them in a straight-up brawl (like most Mages, he's a Glass Cannon that can't take a punch, and needs that Summon Animated Object power of his).

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

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

Advantages:
Ranged Attack 4, Taunt

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

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

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

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

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

-The Impossible Man was basically another one-shot guest star in the Fantastic Four run of Stan 'n' Jack, and is a REALLY early one, to boot. However, he was actually pretty well hated by the fans and writers, and thus took THIRTEEN YEARS to reappear after this single first appearance. That is CRAZY- pretty much the entirety of the Silver Age lasted a LITTLE longer than that before disappearing (friggin' PASTE-POT PETE and STILT MAN got more of a run). Later writers had a bit more of a sense of humour about the goofball, using him for clever diversions and deus ex machina endings (since he could do pretty much anything with his powers).
-His kind of stories are generally ideal for "one-offs" that largely feature the character annoying the main characters- he's bothered almost every Marvel hero after a point, generally by engaging in Jar-Jar Binksian "Wacky Antics" while making Pop Culture References. He acts as a deus ex machina to save Earth from Galactus, by offering up his planet of Poppup to the Devourer of Worlds. Then he annoys the FF in three or four different stories before he decides to split in two, creating the Impossible Woman- the two repopulate his race with Impossible Kids. Then he appears in a New Mutants Annual, competing with Warlock in a Shapeshifting contest while stealing various pop culture paraphernalia. Generally speaking, every "Impossible Man" story is exactly the same- he has a lot in common with villainous types like Nightmare & D'Spayre, and Arcade, in this regard- a lot of "One-Off" arcs that really more explore the character or give him something weird to do for an issue.
-Impy is actually QUITE powerful, but isn't a heavy-hitter in combat. He's just a bastard to actually INJURE, making him an effective, versatile PL 12. He needs two sets of Move Action Variable, one for copying others' forms, and one for Shapeshifting into stuff like spaceships. If he was more of a fighter, he'd be REALLY dangerous, but instead he's just really damn annoying.

HYPERSTORM (Jonathan Richards)
Created By:
Tom DeFalco & Paul Ryan
First Appearance: The Fantastic Four #406 (Nov. 1995)
Group Affiliations: None
Role: Future Villain, Reality Warper
PL 20 (450)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 5 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Science) 4 (+10)
Expertise (History) 10 (+16)
Intimidation 4 (+8)
Perception 6 (+10)
Technology 4 (+10)

Advantages:
Benefit 6 (Future Dictator), Power Attack, Ranged Attack 4

Powers:
"Cosmic Force"
Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Cosmic Sight" Senses 7 (Extended Vision 4, Microvision, Analytical Vision) [7]
Senses 4 (Precognition) [4]
Immunity 10 (Life Support) [10]

"Phenomenal Cosmic Power!"
"Restructure Reality" Transform 55 (Anything to Anything) (Extras: Continuous) (275) -- [283]
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, Indirect 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 15 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (58)
AE: "Create Worlds" 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)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Cosmic Blast +8 (+28 Ranged Damage, DC 43)
Cosmic Waves +20 Area (+20 Damage, DC 35)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+19 Force Field), Fortitude +8, Will +8

Complications:
Motivation (Power)

Total: Abilities: 74 / Skills: 32--16 / Advantages: 11 / Powers: 333 / Defenses: 16 (450)

-Hyperstorm is a villain from the future- a bad guy who was the son of Franklin Richards & Rachel Summers (who were husband and wife in the Days of Future Past story). He has the ability to alter reality and use psionics, so he's basically a composite of his parents. He is the reason why Nathaniel Richards abducted Franklin and took him into the future- so that he could never sire Hyperstorm. Eventually, Hyperstorm was all "NUH-uh!" and took the FF captive, but they and Doctor Doom teamed up to stop him, but he easily stopped them and basically said "I knew you were gonna try that, but I let you anyways- I can stop you any time I want." In the end, the FF tried to ally with Galactus to stop Hyperstorm- he arrived back in the FF's time to stop them, but Galactus awoke and began to use Hyperstorm as a source of power to consume. Galactus & Hyperstorm were thus sent into a pocket dimension in order to seal away their power... Galactus has obviously returned since then, but Hyperstorm's fate has never been explained (ie. the writers switched and the next guy didn't care).
-He also has one of the most awful, generic "Evil Conqueror" villain designs in history- it seems like there were a billion of these areseholes in 1990s comics- every one of them packing the same big, flowing cape, alongside a weird mask and a penchant for idiotic posing.
-Hyperstorm is basically an Evil Franklin Richards, which... is basically pretty terrifying. He's powerful enough that only GALACTUS could stop him, and his being from the future meant that you could also never surprise him. He throws out PL 18 Cosmic Blasts, PL 20 Area Effects, and is PL 15 defensively- theoretically beatable by groups of Earth heroes (a LOT of them, at high levels), but he's almost guaranteed to walk away with the win.

WHY DOOM RULES:
-Where to start with DOOM? Marvel's ultimate villain, created in the fifth issue of Fantastic Four, he's got so much about him that's been later copied, it's ridiculous. The greatest "Power Armor Guy" villain design in all of comics (Kirby deliberately made him resemble the figure of Death- hood and all- with armor standing in for a skeleton), and pretty much the iconic "Villain Attitude" (it's been replicated and ripped-off more times than I could possibly mention, by virtually every comic book company), one of the greatest personalities in terms of sheer egotism, and a villain you could almost cheer for when he goes up against impossible odds and comes out on top. Pretty much every writer in comics considers him one of the "dream guys" to get to write, and one of the shining examples of the fact that Marvel just plain has WAY more cool villains than DC ever has, or ever will. The guy's pretty much a cooler-looking, more powerful Lex Luthor, with a more varied skillset and more outstanding personality. Though he occasionally delves into "Villain Sue" status (getting too powerful, or going too far with the planning, beyond all reason- the "Doombot" explanation for all his losses is just poor excuses from protective writers), Doom is still the best. Hell, Stan & Jack even did a bit in one of their issues where they moped about having outdone themselves so much with Doom, that all their other villains feel second-rate. Doom is so good that he's basically the fifth characer in The Fantastic Four.
-I mean, he's in EVERY Fantastic Four arc ever, but STILL manages to avoid becoming stale and tiresome! Every writer has their own "Doom Story", but unlike everyone's big "Superman Story", it doesn't suck ass. On one hand, his megalomaniacal ranting is great comedy ("Bah! Doom finds you pretentious and overrated!" *vaporizes painter*), and a lot of characters (mostly Spidey & Thing) get off on deliberately antagonizing him. But as a villain, he still commands respect (that Spider-Man issue where Doom just easily kicks his ass and only some careful begging by Spidey saves his own life). He's so awesome that even OTHER VILLAINS are intimidated by him (when Doom gives Dracula himself a "gift" in Captain Britain & M.I. 13, Vlad about shits his pants and runs screaming to find out what Doom did, because it will inevitably be the source of Drac's own downfall. And he was right- it totally was.). His Prep-Time Feats speak for themselves (stealing the Silver Surfer's power, stealing GALACTUS' power, stealing THE BEYONDER'S power... hell, in one Super-Villain Team-Up he actually TOOK OVER THE WORLD for reals, just to see if Magneto could stop him), and it comes across as more awesome than Power-Geeky when he does it (it helps that he generally bites off more than he can chew). Doom can have positive moments with a bit of caring, mainly when he's going all Oedipal about his beloved mother, or acting like a father-figure to Valeria Richards, the only living person he gives a damn about- but for the most part he's an utter arsehole, incapable of feeling or caring anything for other people.
-I think it says something that Doom is probably the one guy whose biggest, most self-parodying bout of egotism ("I was a God, Valeria. I found it... BENEATH ME.") just comes across as awesome instead of stupid and silly. How many other characters can say that they're so awesome, you CAN'T EVEN MAKE THEM INTO JOKES?
-And amazingly, unlike all of the easily-broken "unbreakable" metals, easily-overpowered "most-powerful" characters, and easily-beaten "best fighters ever", Doctor Doom failed to become "that guy who jobs so that somebody else can look good". Though he suffers the occasional set-back (like, pretty much all of his schemes result in his losing to the FF- usually because Reed outsmarts him), Doom almost NEVER suffers humiliation. I think it says something that one of his worst beat-downs- a protracted loss to Scott Lang in FF, whose daughter Doom had murdered- only happened because Lang cheated (using The Watcher's gear to observe things he shouldn't have been able to see), used the entire Future Foundation as a weapon of his grief, and gathered together a huge group of other characters to counter every possible Doom-Event. And Doom is STILL usually the "Main Bad Guy" in the Marvel Universe- he stands so far above every other villain in comics that he's basically an untouchable menace. Other bad guys might be more powerful... but none may stand up to DOOM.
-A cool thing, though, is that Doom is a slave to his own personality flaws, same as every good Marvel character. He's the most brilliant man on Earth, and has the best willpower, the coolest gear, etc... but he's a relentless egotist, completely unwilling to share anything with others, frequently bites off more than he can chew, and is so vain that Kirby's theory that he wore a mask to cover a teensy little scar on his face is actually 100% believable, as is the "he put the mask on too quickly because he was impatient" one. Even the new Secret Wars kind of pulled it off, by having Doom successfully take over the entire universe, outliving every Cosmic Being and Marvel hero... only to build kind of a crappy world as "God Doom".

THE TOP TEN MOST-BOSS DOOM MOMENTS:
1) Takes control of The Purple Man, broadcasting his emotion-controlling power so that he literally takes over the entire world. Only the immune Wonder Man is able to break some Avengers out of it, and so they arrive at Doom's base to stop him. Doom's finger hovers over the trigger that could kill them all... but hesitates. Why? Because ruling the world is kind of a pain in the ass. So Doom not only rules the world for a month (creating world peace in the process), but CHOOSES to lose control because he's annoyed by the paperwork and micromanaging, and because he feels poorly that he's only in charge of the world because people have no choice but to follow him- he doesn't even have their FEAR.

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2) In that same story, when Killgrave calls him a coward who hides behind his tech, what does Doom do? He takes off his protective gear, dares Killgrave to manipulate him, and makes sure to prove to Killgrave that he has the willpower to make him a purple little bitch any time he wants to.
3) Blackmails/forces Doctor Strange into helping him rescue his mother's soul from Mephisto. And it works. When Strange asks why Doom didn't merely ASK him for help (because he probably would've done it anyways), Doom just says "I will bear any ordeal, Strange, but Doctor Doom does not BEG."
4) During the Secret Wars, uses the power of Klaw (who was trapped within Galactus's base for months) to usurp the power to Galactus temporarily, and uses THAT as a backdoor into usurping the power of the BEYONDER.

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6) Takes over the entire universe, killing the Beyonders and outliving Eternity, The Celestials and the Living Tribunal at the same time. Then one-shots Thanos.
7) Successfully wins his mother's soul back from Mephisto's realm. Possibly by deliberately betting that she would refuse to allow Doctor Strange to be sacrificed in her stead, thus earning salvation.
8) Doom agrees to hold off three mad Celestials to buy the Future Foundation time against them. When Latveria warns him that she's tricked him into dying, he merely says "Foolish girl, you think this could be the end of me? I am DOOM- Destroyer of Worlds. What Gods dare stand against me?" Then he buys them the time they need.
9) In an "All Ages" comic book, he concocts an elaborate scheme that allows him to ask one free wish- everyone present assumes he'll wish for total power, or for the death of Reed Richards. Instead... he asks to remain "Free of guilt" for the rest of his days. See, he believes that only his CONSCIENCE holds him back, and that he can simply grab victory ANYWAYS, without any silly magic wish to do it.
10) A conversation with Spider-Man: "YOU BLEW UP A WALL!!" "Yes. That is how DOOM enters a room. How do YOU do it?" "Um, through the DOOR?" "The DOOR? Like a PEASANT?"

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DOCTOR DOOM (Victor Von Doom)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #5 (July 1962)
Role: Mega-Villain, Memetic Bad-Ass, Crazy Prepared Guy, Scene-Stealer, Large Ham
Group Affiliations: The Cabal, The Terrible Trio
PL 13 (317)
STRENGTH
3/9 STAMINA 4 AGILITY 2
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 12 AWARENESS 5 PRESENCE 5

Skills:
Close Combat (Unarmed) 3 (+10)
Deception 8 (+13)
Expertise (Business) 2 (+14)
Expertise (Current Events) 3 (+15)
Expertise (History) 3 (+15)
Expertise (Magic) 5 (+17)
Expertise (Politics) 2 (+14)
Expertise (Science) 10 (+22)
Insight 7 (+12)
Intimidation 8 (+13)
Investigation 2 (+7)
Perception 7 (+12)
Persuasion 7 (+12)
Technology 10 (+22)
Vehicles 1 (+6)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 5 (Ruler of Latveria), Diehard, Eidetic Memory, Equipment 15 (Lab, Castle, Time Machine), Extraordinary Effort, Fascinate (Intimidation), Fearless, Improved Critical (Blast) 2, Inventor, Jack-of-All-Trades, Languages (Various), Last Stand, Luck 2, Power Attack, Ranged Attack 9, Ritualist, Skill Mastery (Science), Skill Mastery (Technology), Startle, Ultimate Science Skill, Ultimate Technology Skill, Ultimate Will Defense, Well-Informed

Powers:
"The Armor of DOOM!" (Flaws: Removable) [92]
Enhanced Strength 6 (12)
"Armour" Protection 8 (Extras: Impervious) (16)
"Rocket Boots" Flight 7 (250 mph) (14)
Immunity 10 (Life Support) (10)
"Sensors" Senses 9 (Extended & Infravision, Accurate Radio Sense, Analytical Chemical Sense) (9)

Force Field 4 (Extras: Impervious) (8)

Blast 14 (Extras: Penetrating) (42) -- (45)
AE: Damage 13 (Extras: Area- 60ft. Line +2) (39)
AE: Electrical Aura 9 (36)
AE: "Telekinesis" Move Object 12 (24)
-- (114 points)

"The Mystical Might of DOOM!"
Magic 13 (26) -- [28]
AE: Summon Minions 5 (Extras: Horde, Multiple Minions +2) (25)
AE: Movement 2 (Dimensional Travel) (Extras: Affects Others) (6)
AE: "Mystical Bands" Snare 8 (Extras: Alternate Save: Will +0) (24)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Doom Armour +10 (+9 Damage, DC 24)
Blast +12 (+14 Damage, DC 29)
Line Blast +13 Area (+13 Damage, DC 28)
Electrical Aura +10 (+9 Damage, DC 24)
Magic Blast +12 (+13 Damage, DC 28)
Mystical Bands +12 (+8 Affliction, DC 26)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+12 Armour, +16 Force Field), Fortitude +8, Will +14

Complications:
Enemy (RRRIIICHAAAAAAAAAAARDS!!!!)- The fool Richards is responsible for Doom's facial scarring, and is a jealous imbecile who envies Doom's work, and so must be destroyed.
Motivation (Power)- Doom is obsessed with power and the gaining of it.
Responsibility (Latveria)
Relationship (Mother)- Doom is obsessed with his mother to Oedipal levels, and strove for years to save her soul from Mephisto.
Relationship (Valeria)- About the only living human Doom cares about is Valeria, whom he admires and protects.
Responsibility (Ego)- Appealing to Doom's vanity almost always works. He is epically prideful and self-centred, and demands to be taken seriously. His ego and vanity means that he refuses to ever seek assistance, he won't admit to his own wrongdoing, and it almost always means the end of his schemes.

Total: Abilities: 82 / Skills: 78--39 / Advantages: 53 / Powers: 120 / Defenses: 23 (317)

-Doom's history is pretty well-known- he was a brilliant Romani boy who had his face scarred during a lab accident (that Reed Richards warned him about). Swearing vengeance on the one person who tried to help him (out of vanity and ego as much as anything), Doom ran off, forging a suit of armor and gaining even MORE skill, eventually becoming Doctor Doom. He finally attacks Richards and his new group- the Fantastic Four- and becomes their recurring villain. Throughout the 1960s, you see him every handful of issues. And, through his takeover of Latveria (an Eastern European homeland that has this combination of worship & fear of Doom, as writers can't really agree on how beloved he is by his people), he has a great back-up- you can BEAT Doom, but you cannot DEFEAT him- he always has a country to go back to and rule. As such, he retains an aura of menace and respect, no matter how many times his schemes fail (such as when he usurped the Silver Surfer's Power Cosmic- he easily beat all who opposed him... but then flew into space, accidentally hitting the barrier which Galactus placed around the Earth to prevent the Surfer from escaping).
-In the 1970s, Doom became used in many more books- manipulating and using characters like the Hulk, Luke Cage (who invades Latveria just to get a pittance that Doom owed him), Iron Man and others. During John Byrne's run in the '80s, a lot of the menace of the character returns, though Byrne got a bit defensive, starting the running gag that every time something bad happens to do, "It Was A Doombot" (he even did this for a Claremont story in which Arcade strikes a match using Doom's armor- Byrne was SO FURIOUS that he write it in as being a Doombot, and had Doom destroy the robot in a rage that he allowed such an indignity). But had added a lot of humanity to the character, giving him an adopted son in Kristoff Vernard, and revealing bits of conscience to him. In the '90s, he was temporarily-killed during the "Onslaught" thing, but returned with all the dead heroes- later, he saves Susan Richards's life during her difficult pregnancy, and this results in the birth of Valeria (named, as Doom's payment, for his long-lost love). Mark Waid decided to amp-up Doom's evil, having revealed that Doom SLAUGHTERED said "long-lost love" in order to gain power.
-The modern era has resulted in a LOT of varied "Doom Stories", often independent of the FF book, as Bendis took control of a lot of the Marvel Universe for his various Event Stories. He was revealed to have been sleeping with Morgan Le Fay via time travel, got imprisoned in The Raft, joined the Dark Illuminati, got assaulted by the Intelligencia, tried to gain the Scarlet Witch's powers- killing Cassie Lang in the process, got brain-damaged, got cured of it by the Future Foundation, JOINED the Future Foundation (because Valeria asked him to), and help defeat the "Council of Reeds" (slightly-amoral alternate Reeds). AXIS sees him turn good temporarily, and he uses the Scarlet Witch's power to resurrect Cassie Lang instead of undoing his facial scarring or resurrecting his beloved mother. And finally, upon learning of the "Incursions" plaguing Marvel titles in Jonathan Hickman's 1,752-part series, Doom successfully uses the Molecule Man's power to undo The Beyonders, and absorbs their power so that be becomes GOD OF EVERYTHING, forging a new world that he rules with an iron fist. This sets off the Secret Wars mega-event that culminated with a few universe-crossing heroes (after a few months of writers basically coming up with their best "Elseworlds" stuff), and finally Doom is undone when his own flaws are made apparent even to him, and Reed Richards thus depowers him and sets things right.
-Doom is one expensive bastard, but it's for good reason. He's an EPIC sorceror, scientist, warrior AND "Armour Guy" all rolled into one. He's got several different ways to hurt people (from PL 12.5 Penetrating Blasts to PL 13 Area Effects, and some magic stuff), is as smart as Reed Richards himself in the sciences (there's stuff Reed does better, but Doom has his own TIME MACHINE). But really, this is a guy who's stolen the powers of the Silver Surfer AND The Beyonder, screwed Galactus out of a meal and lived to talk about it, fooled Mephisto, fooled Dr. Strange, and can deal with things like being vivisected alive without whining. Doom is an epic-level threat, more powerful via his plans than his combat skills (where he's still tough enough to fight the entire FF for short periods).

OCCULUS, THE UNFORGIVING ONE
Created By:
Tom DeFalco & Paul Ryan
First Appearance: Fantastic Four #363 (April 1992)
Role: Forgotten '90s Villain
Group Affiliation: The Gem Guild
PL 11 (149)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Close Combat (Unarmed) 1 (+11)
Deception 2 (+6)
Expertise (Inniverse Ruler) 7 (+10)
Intimidation 2 (+6)
Perception 4 (+7)
Technology 2 (+5)

Advantages:
Benefit 5 (Inniverse Ruler), Improved Critical (Blasts) 2, Power Attack, Ranged Attack 5

Powers:
"Gem-Based Powers" (All Have Flaws: Limited By Number of Gems Possessed)
Force Field 6 (Extras: Impervious 7) [10]
Force Blast 13 (Feats: Variable 2- Nearly Any Energy, Penetrating 6) [21]
"Levitation" Flight 6 (120 mph) [6]
"Perceives The Invisible" Senses 2 (Vision Counters Concealment) [1]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Force Blast +9 (+13 Ranged Damage, DC 28)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+12 Force Field, +4 Impervious), Fortitude +6, Will +5

Complications:
Motivation (Power)
Enemy (The Wildblood, The Fantastic Four)

Total: Abilities: 78 / Skills: 18--9 / Advantages: 13 / Powers: 38 / Defenses: 11 (149)

-Occulus is an alien from the "Inniverse", who was found to have an inborn power to utilize the Gems that float about the Inniverse's skies. He eventually gained tons of power from them, and while chasing after someone called The Wildblood, he ended up on Marvel Earth where he got involved with the Fantastic Four after bringing Sue & Franklin Richards back with him. Occulus beat the entire FF handily a few times, but Reed was able to rig up a device that produced an opposite charge to "The Unforgiving One". He was more of a one-shot DeFalco villain, but reappeared later to fight the Torch & Spider-Man, and once got casually captured by the FF and takent to the Negative Zone Prison. So not much of a run for this guy, despite earning himself a "Current Character" Marvel Card in the Series IV set.
-Occulus is powerful enough to beat the ENTIRE Fantastic Four (in the '90s, this was basically a squad of PL 10/11s) in his first appearance, and given the nature of New Villain Stink, this sets him up at about PL 11-12 now (PL 11 until he makes a comeback where he can beat the entire team again :)). He's still fairly cheap thanks to his Limitation (disarming all his Gems effectively leaves him powerless), but at one point, he even received a boost from Franklin Richards' powers, turning him into an effective Flying Brick in addition to boosting his Blasts (likely making him PL 13-14 as well).

THE MOLECULE MAN (Owen Reece)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #20 (Nov. 1963)
Role: Wimpy God
PL 19 (334)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 8 (+7)
Expertise (Science) 4 (+4)
Perception 2 (+2)

Advantages:
Power Attack, Ranged Attack 4

Powers:
"Molecular Control"
Force Field 15 (Extras: Impervious 9) [24]
"Reconstitution" Immortality 1 (1 month) [2]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]

Transform (Anything to Anything Else) 20 (Extras: Continuous) [120]

"Contains Massive Cosmic Energy"
Variable (Cosmic) 16 (Feats: Dynamic) (113) -- [137]
Dynamic AE: "Disintegration" Blast 23 (Feats: Variable 2- Any Energy, Extended Range 4, Indirect, Penetrating 8) Linked to Weaken Toughness 16 (Extras: Ranged, Affects Objects) (109)
Dynamic AE: "Power Beam" Blast 28 (Feats: Accurate, Variable 2- Any Energy, Extended Range 4, Indirect, Penetrating 8) (72)
Dynamic AE: Flight 15 (64,000 mph) (Feats: Dynamic) (31)
Dynamic AE: Movement 2 (Space Travel 2) (Feats: Dynamic, Increased Mass 20) (Extras: Affects Others) (27)
Dynamic AE: Move Object 25 (800,000 tons) (Feats: Dynamic) (Extras: Perception-Ranged) (76)
Dynamic AE: Force Field 10 (Feats: Dynamic) (Extras: Impervious 14, Affects Others 10) (35)
Dynamic AE: Create 25 (Feats: Dynamic) (Extras: Movable, Continuous) (101)
Dynamic AE: Alter Others 20 (Fort; Dazed/Stunned/Transformed Form or Mind) (Feats: Dynamic) (Extras: Perception Range +2) (61)
Dynamic AE: "Energy Stream" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5) (98)
Dynamic AE: "Energy Burst" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5) (93)
Dynamic AE: "Energy Wave" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5) (93)
Dynamic AE: "All-Reaching Blast" Blast 19 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Disintegration +6 (+23 Ranged Damage & +16 Ranged Weaken, DC 38 & 26)
Power Beam +8 (+28 Ranged Damage, DC 43)
Alter Others +6 (+20 Ranged Affliction, DC 30)
Area Blasts +19 (+19 Damage, DC 34)
All-Reaching Blast -- (+19 Perception-Ranged Damage, DC 34)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1 (+16 Force Field, +26 Full Field, +5-12 Impervious), Fortitude +2, Will +5

Complications:
Relationship (Marsha Rosenberg, aka Volcana)- The two formed a codependent, wimpy partnership, but broke up years ago.

Total: Abilities: 20 / Skills: 14--7 / Advantages: 5 / Powers: 292 / Defenses: 10 (334)

-The Molecule Man was actually crazy minor for a character that is so overwhelmingly powerful- I think his nebbish personality has held him back, given that he's as powerful as many Cosmic Beings and more powerful than any Godly Pantheon's character. And he's an early one, too- Fantastic Four #20! He was vastly powerful, and TALK about the Super-Power Lottery- the bastard got MOLECULAR CONTROL. This means he can literally do anything he wants, with any THING he wants, and nobody can really stop him. All that from a simple lab accident? You'd think everyone in the UNIVERSE would be trying to replicate it after THAT. The fact that he was a wimpy, weak-willed Mama's Boy who felt angry at the world after his mother's death of course gave him the trademark "Stan Lee Touch".
-And of course, as a Lee/Kirby creation, he had a dozen Achilles Heels, such as a focus on a Wand for his power, and an inability to affect organic matter, but these all got dropped years later as a "Power Creep" set in and characters got increasingly-powerful. In his first appearance, he tried to kill his old boss for firing him, and The Watcher contacted the Fantastic Four as to the dire threat Reece's powers posed. He easily defeated the FF, and created a massive barrier around Long Island, but they outsmarted him- realizing that he could not affect organic materials, they disguised themselves as statues in Alicia Masters's studio, and when he found himself unable to affect them, he dropped his Wand in shock and was beaten.
-Reece disappeared for a number of years (actually an entire decade, pretty much), having been imprisoned within another dimension by the Watcher. He later "died", transfoerring his consciousness and powers into the Want an artificial "son" carried. When the wand was taken from him during a fight with The Thing & Man-Thing (I'm sensing this was a Marvel Two-In-One story), he disintegrated. This later led to the Wand itself carrying massive powers, as Reece could take over the minds of anyone who touched it- such as a woman who found it and then fought Iron Man. Eventually, in the 1980s, Reece reconstituted himself, but was convinced by Tigra to give up and seek psychiatric help rather than destroy the world. He was ready to reform... but then ended up transported to Battleworld during Secret Wars. Here, he was easily-led by the charismatic, forceful Doctor Doom, who used Owen as his primary minion. He also hooked up with Volcana for an adorably-co-dependent relationship, argued a bit with his bull-headed teammates (though they started cheering him on when he showcased his raw power), and started throwing out some CRAZY Power Feats. Y'know that giant mountain range that Hulk famously held off, rescuing the assembled heroes trapped beneath it? Guess who THREW IT AT THEM?
-Though Reece feels betrayed by Doom, the monarch convinces him to overcome his weaknesses (his barrier against affecting organics is now gone) and he simply flees Battleworld with the various super-villains. Later, in Secret Wars II, he helped out the heroes against The Beyonder, but failed- he nearly died saving the planet from a massive Cosmic Blast. He later fixed parts of the planet wrecked by the villain after he was defeated- he pretended his powers were nullified and retired to the suburbs with his beloved Volcana.
-He was largely-absent for all of the '90s books I read, but apparently showed up a bit- he was once merged with the Beyonder in order to create a new Cosmic Cube, broke up with Volcana, and was beaten by Aron the Rogue Watcher. By this point, he was largely-benevolent, but could still unleash his dark side. However, he was one of NUMEROUS continuity-breaking characters who showed up without explanation in The Raft in New Avengers #1, showing up in modern times at last. He shows up living in seclusion, but is killed by the Sentry after first blowing the guy up (Sentry, of course, reforms quickly). This was it for Reece for a while... but he has also recently shown up in the NEW Secret Wars, having been the secret method by which Doctor Doom defeated the Beyonders (who were attempting to destroy the Multiverse). It was revealed that the Molecule Man of each reality acts as a "bomb" that can wipe out that entire Universe- he and Doom kill the Beyonders and set up God Emperor Doom as the ruler of the new "Battleworld". Reece, now mentally-deranged thanks to all of the multiversal shenanigans, but with power enough to basically do anything, was instrumental in Doom's defeat- he reduced Doom's powers against Reed Richards during their personal battle, and when Doom found himself forced to admit that Reed Richards would have been a better "God" than he, Reece nullified Doom's powers ENTIRELY, and bestowed them upon Reed, who used them to remake the old universe. The Molecule Man's final act in the story was to give Miles Morales and his family a spot in the new Earth-616- saying "I owe you one" after Miles was the only person to give him some food while he was stuck in his chamber of whatever. I found that a neat little touch- all this Cosmic Nonsense going on, and Miles gives the guy a burger and gets reality re-written in his favor- the most casual way of "Retconing" someone's past ever.
-A nigh-Cosmic character, Molecule Man is a PL 19 with all kinds of damage effects, Area-based and otherwise. How powerful is he? He apparently once disintegrated CAPTAIN AMERICA'S SHIELD. And Silver Surfer's Board. And Mjolnir. And Iron Man's Armour. He's THAT powerful. He's pretty much PL X at times (the DEFINITION of it, in fact), but like I said with the Cosmic Builds- PL X is for QUITTERS. He's got a big structure of powers based off of his key Blast, but also has Variable Power since he can do whatever he wants on that front anyways. He's virtually unkillable, but his base Stats are so meek and useless that anyone could get a lucky shot if he wasn't paying attention, and totally do away with him. Unless he unlocks his full power, at which point he's basically a Cosmic Cube. By Secret Wars, he could basically do anything, ever.

ABRAXAS
Created By:
Jeph Loeb & Carlos Pacheco
First Appearance: The Fantastic Four Annual #31 (2001)
Role: Cosmic Destroyer
PL 24 (1,160)
STRENGTH
25 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 25 AWARENESS 12 PRESENCE 8

Skills:
Deception 5 (+13)
Expertise (Cosmic Lore) 9 (+34)
Expertise (Science) 8 (+33)
Expertise (Space Travellier) 9 (+34)
Expertise (History) 2 (+27)
Insight 2 (+14)
Intimidation 12 (+20, +28 Size)
Investigation 2 (+14)
Perception 8 (+20)
Persuasion 4 (+12)
Technology 7 (+32)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 6 (Cosmic Status- Is The Universe), Daze (Intimidation), Diehard, Eidetic Memory, Fascinate (Intimidation), Fearless, Improved Aim, Improved Critical (Cosmic Blasts) 4, Improved Initiative, Improved Smash, Jack-of-All-Trades, Last Stand, Power Attack, Ranged Attack 9, Ritualist, Startle, Takedown, Trance, Ultimate Cosmic Lore Skill, Ultimate Science Skill, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Immortality 3 (1 week) [6]
Regeneration 14 (Feats: Regrow Limbs) [15]

"Untouchable Substance"
Insubstantial 4 (Feats: Selective, Subtle 2) [23]
Immunity 30 (Fortitude Effects) [30]
Protection 14 (Extras: Impervious 35) [49]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 4,000ft. Bursts) [1]

"Cosmic Force"
Flight 20 (2,000,000 mph) (40) -- [41]
AE: Speed 20 (2,000,000 mph) (20)
Quickness 20 [20]
Movement 3 (Space Travel 3) (Extras: Instantaneous) [9]
Movement 1 (Environmental Adaptation- Space) [2]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Knows All Languages" Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
"All-Seeing" Remote Sensing 31 (Visual, Hearing) (8,192,000,000 miles) (Feats: Dynamic, Dimensional, Subtle) (Extras: Simultaneous) [127]

"Huge Size" Growth 16 (Str & Toughness +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (96 feet) [32]

"Like Eternity Because F*** It I'm Lazy"
"Titanic Damage I" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Burst +51, Penetrating 10) (496) -- [537]
AE: "Titanic Damage II" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Line +51, Penetrating 10) (496)
AE: "Titanic Damage III" Damage 18 (Extras: Area- 16,777,216,000 trillion miles Cone +51, Penetrating 10) (496)
Dynamic AE: "Cosmic Stream" Damage 24 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 2,000ft. Line +7, Selective) (219)
Dynamic AE: "Cosmic Burst" Damage 24 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 2,000ft. Burst +7, Selective) (219)
Dynamic AE: "Cosmic Wave" Damage 24 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 4,000ft. Cone +7, Selective) (219)
Dynamic AE: "Cosmic Blast" Blast 32 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect 4, Penetrating 14) (79)
Dynamic AE: "All-Reaching Blast" Blast 24 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field +0 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (43)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Healing 20 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 60ft. Burst +2) (Flaws: Limited to Others) (121)
Dynamic AE: Mind-Reading 20 (Feats: Dynamic, Subtle) (Extras: Sensory Link, Effortless) (82)
Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Dynamic AE: Concealment 10 (All Senses) (Feats: Dynamic) (Extras: Affects Others, Ranged) (41)
Dynamic AE: "Remove Powers" Affliction 17 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Perception Range +2) (52)
AE: "Brainwashing" Affliction 18 (Will; Dazed/Compelled/Transformed Thoughts & Memories) (Extras: Perception Range +2, Progressive +2) (90)
AE: "Create Worlds" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Movable, Continuous) (121)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 30 (210)
AE: "Restructure Reality" Transform 25 (Anything to Anything) (Feats: Increased Mass 30- Planets) (Extras: Continuous) (180)
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: "Drain Energy" Affliction 20 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (40)
AE: "Bestow Cosmic Awareness" Features 1: Directed Inspiration- May ask the GM a Question With an HP (Extras: Affects Others +0, Area- 120ft. Burst +3) Linked to Senses 4 (Cosmic Awareness- Ranged 3) (Extras: Affects Others +0, Area- 120ft. Burst +3) (20)
AE: Movement 4 (Dimensional Travel 2, Space Travel +0, Time Travel 2) (Extras: Attack 20, Ranged 20) (48)
AE: Movement 4 (Dimensional Travel 2, Space Travel +0, Time Travel 2) (Extras: Affects Others 20, Perception Range +2) (30)
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)

Offense:
Unarmed +10 (+25 Damage, DC 40)
Cosmic Blast +14 (+32 Ranged Damage, DC 47)
Cosmic Waves +24 Area (+24 Damage, DC 39)
Remove Powers +17 Area (+17 Affliction, DC 27)
Mind-Reading -- (+20 Mind-Reading, DC 30)
Portals +20 (+20 Movement Attack, DC 30)
Drain Energy -- (+20 Perception Ranged Affliction, DC 30)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +30 (+18 Impervious), Fortitude --, Will +22

Complications:
Motivation (Universal Destruction)
Enemy (Galactus)
Weakness (The Ultimate Nullifier)- The Nullifier is why Abraxas fears Galactus.

Total: Abilities: 130 / Skills: 68--34 / Advantages: 40 / Powers: 920 / Defenses: 36 (1,160)

-Jesus- I was all ready to blame Chris Claremont's FF run on this one- turns out its yet another lame comic book story infected with the stink of LOEB. Though apparently the whole story is Carlos Pacheco's idea, and Loeb merely added words. Abraxas is a "Generic Cosmic Being"- one of countless guys just added to the Great Cosmic Roster over the years. He is the counterpart of Eternity, and the embodiment of destruction (keeping pretty much the same role as Oblivion, really). With Galactus deceased (as of Galactus: The Devourer), Abraxas awoke, as the Big G was the only being who could keep him in stasis (apparently Galactus devours worlds in part to keep the energies holding Abraxas intact). Abraxas began attempting to destroy all existence in the Multiverse, and slew ten "Galacti". His own agent, a version of Frankie "Nova" Raye, helped fight the FF and stole the Ultimate Nullifier from them- it took Franklin Richards & Valeria Von Doom (an alternate world's Doom's daughter) to discover that Galactus was alive within the heart of Eternity. Galactus then swiped the Nullifier from Abraxas, and it fell into Mr. Fantastic's hands- Reed then used the Nullifier on ALL EXISTENCE in order to "reboot" everything in a more-preferable way. This caused Franklin to become depowered again, Valeria disappeared and was converted into a fetus inside the Invisible Woman (oh, so REED impregnated his wife- that ruins my joke about Franklin doing it- I was misinformed), and Abraxas was gone.
-This story is only really notable to me for the fact that it proved to me that YOU SHOULD NEVER GET ANGRY AT THE HALF-WAY POINT OF A STORY. See, during one of the issues of this arc, the Silver Surfer flew into a cloud of Whatever Energy and was killed. And fans FREAKED. I read some long-winded diatribe by some fan going "this is NOT how the Silver Surfer dies!", as if it were some grievous injustice. Which of course, was true. Or it WOULD have been, had that ACTUALLY BEEN THE DEATH OF THE SILVER SURFER. See, one or two issues later, Reed does that "Cosmic Reset Button" thing, and sure enough, Abraxas goes away and all of his stuff is altered- Norrin Radd merely passes harmlessly through the same energy thing he did before, none the worse for wear. Lesson Learned: Wait until after the story is OVER before you get angry over something that happened within.
-Abraxas is the "Opposite Number" of Eternity, and powerful enough to kill several Galacti, so he's clearly enormously-powerful. So I just copied Eternity, because why would I do all that work of statting him TWICE?

THE U-FOES:
Next up- The U-Foes! A foursome of villains who basically set out to copy the Fantastic Four's abilities, and would have died had Bruce Banner not saved their lives (being the resident expert on radiation). Instead, they were turned into permanent monsters- none of them even seemed to be pissed at Utrecht for it, instead blaming Banner for "ruining things" and bringing them back before they could get even MORE powerful. They each got altered chemically, becoming rather powerful in the meantime. Apparently their name was a pun on both Utrecht's name, and the original pronunciation of "U.F.O.s", befitting their space-based origins.

Despite being tailor-made to fight the FF (they even have an invisible chick and a super-strong guy who was a pilot!), they ended up as recurring Hulk foes, mainly because Banner was always in dire need of real threats, and the FF already HAD a "Foursome of Evil" threat in the Frightful Four. They made the most of teamwork to be recurring B-Level threats to the guy, but in the end, they've always been jobbers. They tend to start out well, but then their powers go out of control and they screw it up somehow. Eventually by the '90s, they ended up in that "Wrecking Crew" position- essentially low-level villains with powers who are used as henchmen by other, bigger name villains (like The Leader), and they act as "Journeymen", fighting various other characters (like the Avengers). They act as one of the government-operated teams in The Fifty-State Initiative because SURE WHY NOT TRUST THE U-FOES TO ACT AS SUPER-HEROES, and later, Norman Osborn sends them against Volstagg to set off Siege.

They're rather powerful, but are pretty much NEVER seen solo- it's always team stuff with them. Despite their Jobber status, I actually see them as PL 10s, because they both fight THE HULK on a regular basis, and generally take entire teams of guys to bring down otherwise.

IRONCLAD (Michael Steel)
Created By:
Bill Mantlo & Sal Buscema
First Appearance: The Incredible Hulk #254 (Dec. 1980)
Role: Powerhouse, Villain Filler
Group Affiliations: The U-Foes, The Thunderbolts
PL 10 (123)
STRENGTH
11 STAMINA 2 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Close Combat 2 (+8)
Deception 4 (+4)
Expertise (Science) 8 (+11)
Insight 2 (+2)
Intimidation 7 (+7)
Perception 2 (+2)
Technology 8 (+11)
Vehicles 4 (+4)
Vehicles 6 (+10) -- Flaws: Limited to Air

Advantages:
Crushing Pin, Fast Grab, Improved Critical (Unarmed), Improved Grapple, Improved Hold, Power Attack, Withstand Damage

Powers:
"Iron Body"
Protection 11 (Extras: Impervious 9) (20) -- [21]
AE: "Lowered Density" Flight 2 (4 mph) (Flaws: Limited to Hovering) (2)

"Iron Limbs" Strength-Damage +1 [1]
Features 7: Increased Mass 7 [7]
Immunity 10 (Life Support) [10]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +13 (+5 Impervious), Fortitude +6, Will +3

Complications:
Enemy (The Hulk)
Prejudice (Obvious Super-Villain)- Ironclad is huge and made of metal, and could not pass for an ordinary human.
Involuntary Transformation (High Density)- Ironclad's powers can go out of whack, and overwhelm him. One time, he sank straight into the Earth.

Total: Abilities: 44 / Skills: 40--20 / Advantages: 7 / Powers: 39 / Defenses: 13 (123)

-Ironclad here is pretty generic- just a big Brick to slug it out with the Green One until he got REALLY mad and started putting him to sleep. Then again, he's also brighter than your typical Brick, being the team's engineer.
-Standard Brick build, using Density-related stuff as the key to most of his powers. He has an Alt-Effect that allows him to float somewhat, but he's mainly just your everyday Powerhouse build, plus Life Support. Hard to hurt, hits like The Thing, and is a low-pointed PL 10 overall. He's quite skilled as I mentioned above, and can increase his Density to higher than even The Vision can. He can only life 50 tons or so, but his Iron Fists hit as hard as a Class 100 guy regardless. Note his low defense, particularly in Dodge. He's the type of guy who just sits there and eats damage, not avoid it.

VAPOR (Ann Darnell)
Created By:
Bill Mantlo & Sal Buscema
First Appearance: The Incredible Hulk #254 (Dec. 1980)
Role: Status Affecter, Villain Filler
Group Affiliations: The U-Foes, The Thunderbolts
PL 10 (150)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Computers) 4 (+7)
Expertise (Life Support Systems) 4 (+7)
Insight 3 (+3)
Intimidation 4 (+4)
Perception 4 (+4)
Technology 5 (+8)
Stealth 8 (+10)

Advantages:
Set-Up

Powers:
"Gaseous Forms"
Flight 2 (8 mph) [4]
Insubstantial 2 (Feats: Innate) (Extras: Continuous) (Flaws: Permanent Without Concentration -1/2) [14]
Immunity 11 (Life Support, Own Methane Blast) [11]

"Mustard Gas" Affliction 10 (Fort; Impaired/Disabled/Incapacitated) (Feats: Reach 4) (Extras: Cumulative, Area- 30ft. Cloud) Linked to Damage 7 (Feats: Reach 4) (Extras: Area- 30ft. Shapeable, Fortitude Save) (59) -- [68]
AE: "Carbon Monoxide" Suffocation 10 (Feats: Reach 4) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (44)
AE: "Acidic Gas" Damage 10 (Feats: Reach 4) (Extras: Area- 30ft. Cloud, Secondary Effect) Linked to Weaken Toughness 6 (Feats: Reach 4) (Extras: Affects Objects, Area- 30ft. Shapeable) (56)
AE: "Methane Gas" Damage 10 (Extras: Penetrating, Area- 60ft. Burst +2) (Flaws: Source- Open Flame/Spark) (30)
AE: "Smoke" Concealment 3 (Visuals & Scent) (Feats: Reach 4) (Extras: Attack, Area- 60ft. Shapeable +2) (19)
AE: "Ether Gas" Affliction 10 (Fort; Fatigued/Exhausted/Asleep) (Feats: Reach 4) (Extras: Area- 30ft. Shapeable, Cumulative) (34)
AE: "Radon Gas" Weaken Stamina 10 (Feats: Reach 4) (Extras: Area- 30ft. Shapeable, Disease +2) (44)
AE: "Hydrogen Sulphide" Affliction 10 (Fort; Dazed/Stunned/Paralyzed) (Feats: Reach 4) (Extras: Area- 30ft. Shapeable, Cumulative) (34)
AE: "Ammonia" Dazzle Visuals 10 (Feats: Reach 4) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range -2) (24)
AE: "Invisible Gas" Concealment 4 (Visual Senses, Scent & Hearing) (8)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Various Gases +10 Area (+10 Affliction, DC 20)
Acidic Gas +10 Area (+10 Damage & +6 Weaken, DC 25 & 16)
Mustard Gas +10 Area (+10 Affliction & +7 Damage, DC 20 & 22)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1, Fortitude +4, Will +3

Complications:
Enemy (The Hulk)
Prejudice (Obvious Super-Villain)- Unless she concentrates, Vapor is clearly a swirl of gases in human form, and would not pass for an ordinary human.
Involuntary Transformation (Gases)- Her abilities are various, but Vapor is often badly affected by the forms she chooses to take. The Hulk once threw oxygen at her while she was in Hydrogen form, and it turned her into mere water.
Vulnerable (Wind)- High-level winds will spread Vapor out dramatically.

Total: Abilities: 24 / Skills: 32--16 / Advantages: 1 / Powers: 97 / Defenses: 12 (150)

-Vapor is the "Team Chick", having a pretty original power, the ability to turn into nearly any type of gas imaginable. It's rare, of course, because figuring out how to beat her would be a pain in the ass, and it's rather undynamic for most action scenes to feature "Choking/Suffocation"-based powers. The all-green outfit probably doesn't help, so we're unlikely to see this character developed much further.
-Thanks go out to Tattooed Man, who did some great U-Foes builds for 2e, or I'd have nowhere to start with what she's capable of, as most bio sites I see don't mention much of what she can do. It was a simple matter to transfer my 2e build to 3e, but she goes up in cost once I got that Mustard Gas caused both Affliction AND Damage (the DCA book has a helpful section on "real world" status affecters). For the rest, I went to Google and typed in "Deadly gases" and typed in some possible effects for those (Disease on Radon is particularly sneaky). All the powers have an Area Effect (Shapeable) to reflect her sentient control over the gases she gives off, in addition to being limited to her Touch Range- which of course is twenty feet out from her, as a dispersed gas, giving her slightly more range on them than normal. And yeah, she's vulnerable to alot of wind, and most energy attacks will affect her also.

VECTOR (Simon Utrecht)
Created By:
Bill Mantlo & Sal Buscema
First Appearance: The Incredible Hulk #254 (Dec. 1980)
Role: Evil Businessman, Blaster, Villain Filler
Group Affiliations: The U-Foes, The Thunderbolts
PL 10 (157)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+6)
Deception 5 (+7)
Persuasion 5 (+7)
Investigation 4 (+6)
Intimidation 4 (+6)
Expertise (Business) 8 (+11)
Expertise (Current Events) 3 (+6)
Perception 4 (+6)
Insight 4 (+6)

Advantages:
Benefit (Wealth) 2, Daze (Deception), Leadership, Power Attack, Ranged Attack 7, Set-Up, Teamwork

Powers:
"Telekinetically Repel & Attract Matter"
Flight 7 (250 mph) [14]
Immunity 10 (Life Support) [10]
Enhanced Advantages 4: Defensive Attack, Evasion 2, Withstand Damage [4]

"Telekinetic Field" Force Field 12 (Feats: Dynamic, Increased Mass 5) (Extras: Impervious, Affects Others) (42) -- [54]
Dynamic AE: "Reflection Field" Deflect 13 (Extras: Area- 30ft. Burst) (27)
Dynamic AE: "Telekinesis" Move Object 12 (Extras: Psychokinesis 10) (Flaws: Limited to Attracting or Repelling Objects) (23)
Dynamic AE: "Repel Objects" Blast 11 (Extras: Multiattack) (Quirk: Requires Objects) (33)
Dynamic AE: "Repelling Storm" Damage 10 (Extras: Area- 60ft. Burst +2) (Quirk: Requires Objects) (30)
Dynamic AE: "Power Blast" Blast 13 (Feats: Split) (Extras: Penetrating) (41)
Dynamic AE: "Repelling Trip" Affliction 10 (Strength or Athletics; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery) (11)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Blasts +7 (+11-13 Ranged Damage, DC 26-28)
Repelling Storm +10 Area (+10 Damage, DC 25)
Repelling Trip +10 Area (+10 Affliction, DC 20)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+14 Force Field), Fortitude +4, Will +3

Complications:
Enemy (The Hulk)
Prejudice (Obvious Super-Villain)- Vector is covered in all sorts of weird "Cosmic Backdrop" designs, and could not pass for an ordinary human.
Involuntary Transformation (Vectoring Away)- If given a boost of Cosmic Radiation, Utrecht may "Vector" to another world, get deflected off the planet, etc.

Total: Abilities: 34 / Skills: 38--19 / Advantages: 14 / Powers: 82 / Defenses: 8 (157)

-Utrecht, aka "Vector", is the team's founder and leader, and oddly the others don't quite blame him for RUINING THEIR LIVES by turning them into permanent monstrosities (oh sure, they think it was because of Bruce Banner leading the ship back- but who PAID for the whole mission?). He's pretty much your everyday generic Evil Businessman, but with a pretty original power- attracting & repelling objects, which is used to Blast away, lift stuff up, and deflect things.
-Vector's pretty nasty, being able to rip the actual FLESH off of The Hulk with one of his Power Blasts, and he's got a few varied other effects as well. Most of his powers are in a single Dynamic Array, but they're doozies- a +13 Power Blast, a +11 Multiattack Blast, a Burst Damage & Trip, a Deflect Power (good for teamwork) and a super Force Field that gives him Toughness beyond most Bricks & Powerhouses (The Hulk has to push himself just to get through it). Of course, he has to drop part of the Field to enable his powerful attacks, but he doesn't always need to be Affecting Others, or require an Impervious Field, so he's got options.

X-RAY (James Darnell)
Created By:
Bill Mantlo & Sal Buscema
First Appearance: The Incredible Hulk #254 (Dec. 1980)
Role: Blaster, Villain Filler
Group Affiliations: The U-Foes, The Thunderbolts
PL 10 (139)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Close Combat (Unarmed) 2 (+7)
Expertise (Computers) 2 (+5)
Expertise (Science) 5 (+8)
Expertise (Science- Propulsion Fuels) 2 (+10) -- Half-Price
Intimidation 5 (+5)
Perception 2 (+2)
Ranged Combat (Blasts) 2 (+8)

Advantages:
Daze (Intimidation), Improved Aim, Power Attack, Ranged Attack 6

Powers:
"X-Ray Radiation Body"
Flight 6 (120 mph) [12]
Immunity 10 (Life Support) [10]

"Radiation Control" Blast 12 (Feats: Split, Improved Critical 2, Variable- Any Radiation Descriptor) (Extras: Penetrating) (41) -- [53]
Dynamic AE: "Radiation Poisoning" Weaken Stamina 10 (Feats: Dynamic) (Extras: Ranged, Progressive +2) (41)
Dynamic AE: "Suck out the Radiation" Nullify Radiation Effects 12 (Extras: Concentration) (25)
Dynamic AE: "Invisibility" Concealment 2 (Visual Senses) (4)
Dynamic AE: "Melt" Weaken Toughness 10 (Extras: Ranged) (Flaws: Limited to Objects) (20)
Dynamic AE: "Nauseate" Affliction 11 (Fort; Impaired/Disabled/Incapacitated) (Extras: Ranged, Cumulative) (33)
Dynamic AE: "Energy Form" Insubstantial 3 (Quirk- Not to Lead or Vibranium) (14)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Blast +8 (+12 Ranged Damage, DC 27)
Nullify +8 (+12 Nullify, DC 22)
Poison, Melt & Nauseate +8 (+10-11 Weakens, DC 20-21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +3

Complications:
Enemy (The Hulk)
Prejudice (Obvious Super-Villain)- Vector is all red and glow-y, and could not pass for an ordinary human.
Vulnerable (Energy Drains)

Total: Abilities: 30 / Skills: 22--11 / Advantages: 9 / Powers: 75 / Defenses: 14 (139)

-X-Ray is a hot-headed moron of a villain (despite having an Engineering Degree and being the resident chemical expert of the team; INT & AWARENESS are different abilities, after all), tending to be the first member of the U-Foes to go sailing into battle without any kind of plan or strategy. Therefore, he gets KO'd a lot.
-With some stuff I got from Tattooed Man, and my own observations on stuff I've read about this character, I came up with the Generic Blaster of the team. He can go Intangible, but can only use it with his other powers in a Dynamic Array (since that's just dirty pool, and as T.Man said, he's interacted with the world regularly enough). He can also Fly, blast a horrendous amount of Radiation (enough to injure The Hulk), along with a few other Radiation/Heat-based Alt-Effects. A rather powerful character, but again, limited by his accuracy and general stupidity.

THE PUPPET MASTER (Phillip Masters)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #8 (Nov. 1962)
Role: Mind Controller
PL 14 (71)
STRENGTH
0 STAMINA 0 AGILITY 1
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 2

Skills:
Deception 6 (+8)
Expertise (Science) 7 (+12)
Expertise (Art) 8 (+13)
Insight 2 (+6)
Persuasion 1 (+5)

Advantages:
Luck 2

Powers:
"Mental Control Via Puppets Sculped From Radioactive Clay"
Affliction 14 (Will; Entranced/Compelled/Controlled) (Extras: Cumulative, Perception-Ranged +2) (Flaws: Requires Puppet Sculpted From Radioactive Clay, Instant Recovery, Distracting, Limited to One Person at a Time) [7]
Senses 4 (Detect Puppets' Subjects, Ranged 3) [4]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +0, Fortitude +1, Will +6

Complications:
Relationship (Alicia Masters)- Alicia and her mother were the only positive influences in Phillip Masters' life, and he is still devoted to her. The thought of her marrying a Fantastic Four member turns his skin.
Enemy (The Fantastic Four)- Phillip has confounded the team again and again, frequently teaming with The Mad Thinker to destroy them.

Total: Abilities: 40 / Skills: 24--12 / Advantages: 2 / Powers: 11 / Defenses: 6 (71)

-The Puppet Master is a recurring FF foe who shows up less and less these days, since he's rather goofy (a long-eyelashed bald man who controls people like puppets to stop boys from dating his stepdaughter). He's a particularly nasty case of "Back To Basics Syndrome" as well, as he's repeatedly reformed, died, and undergone a new "status quo", only to return to his status as a villainous character no matter what. He's generally a one-shot foe, and a handy way to make the heroes fight each other (something that Civil War made a heck of a lot easier), which happened about fifty-thousand times (Torch (vs) Thing! FF (vs) X-Men! Thor (vs) FF!), though there's been some nice moments with Alicia Masters and him, as they really do have affection for each other. I particularly like the time he, The Wizard and The Mad Thinker teamed up to ruin the wedding of Johnny & Alicia; when he saw how happy Alicia truly was with Johnny, he turned on his partners by controlling The Dragon-Man against them; his wedding present to Alicia.
-Phillip is a minor threat except for his Mind Controlling Puppets, though there's so many limitations on it (Distracting, Limited, Requires Puppets) that it's super-cheap. It does allow him further reach with Mind Control than most characters have, as he has more sensory power (though even that has limits). Still, PL 14 is PL 14- Mind Control-based characters are often rather high in Power Level, since the heroes almost NEVER break the control until the story's climax. I also threw in some Luck for his nigh-magical ability to come back from ANYTHING- you could almost give him a Longshot-like Immortality Power from it, if that wasn't so common among SO MANY villains. His Clay is notably unique- in comes from a mountain near Wundagore in Transia, site of the prison of the Elder God Chthon- it's unclear as to whether or not ONLY Phillip can utilize the clay.

ALICIA MASTERS
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #8 (Nov. 1962)
Role: Blind Girl, Moral Example
PL 0 (29), PL 4 (29) Defenses
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Art) 10 (+12)
Insight 4 (+7)
Persuasion 4 (+7)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +5

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +6

Complications:
Relationship (Ben Grimm)- Alicia fell in love with the good soul inside The Thing's monstrous exterior.
Relationship (The Silver Surfer)- Years ago, Alicia's kindness led directly to Norrin Radd's decision to turn against his master and fight on behalf of the Earth. Later, they grew closer, and she became his companion as he travelled across the stars.
Relationship (Phillip Masters- The Puppet Master)- Alicia's stepfather is basically a father to her, and the fact that he is an evil madman twists in her.
Disabled (Blind)- Alicia is completely blind, ever since her stepfather's Radioactive Clay exploded in her presence years ago.

Total: Abilities: 16 / Skills: 18--9 / Advantages: 0 / Powers: 0 / Defenses: 4 (29)

-Alicia Masters was a great addition to the FF back in the day- a standard Damsel in Distress, she was nonetheless unique because of her blindness, which also made her a bit of an example of morality, as she could see through Ben Grimm's Thing-y exterior and see the man inside. This story basically went on for YEARS back in the day, as Ben often felt guilty about sticking her with his ugly form (or being afraid to change back to human, thinking Alicia might not like "plain Ben Grimm"), before they were finally split up when Ben stayed on Battleworld (post-Secret Wars)- she eventually fell for his teammate, Johnny Storm. This led to a REALLY nasty greeting when Ben finally returned, but Thing finally gave his blessing (though he was still sour about it) for the two's marriage. Thankfully, this is the world of comics, and she was a Skrull the whole time. Man, if does NOT pay to hook up with a superhuman in a romantic manner- you are ALWAYS getting kidnapped, put into suspended animation, stuffed into household appliances, raped or otherwise tortured. Just RESIST THE URGE TO SLEEP WITH THE PERSON IN TIGHTS, PEOPLE!!
-One of the nicer moments of Hickman's run on the book was during one of Ben's "One Day as Ben Grimm" instances (Franklin & Valeria had set up a pill for him, that would allow him the occasional foray as a human being again), when he calmly walks up to Alicia's apartment, she figures out something's different about him, and they embrace silently while Johnny congratulates them from afar.
-Alicia is no battlefield agent, and is really just a Bystander with exceptionally-good People Skills and artistic talent. I mean, she convinced the SILVER SURFER to turn on a being of Godlike Power after a single conversation. That is one HELL of a Natural 20 on your Persuasion Check.

FRANKLIN RICHARDS (aka Tattletale)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four Annual #6 (Summer 1968)
Role: All-Powerful Child
Group Affiliations: Power Pack, The Fantastic Four, Fantastic Force
PL 20 (351)
STRENGTH
-2 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 1
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Persuasion 5 (+5)
Stealth 3 (+4, +8 Size)

Advantages:
Equipment (FF Costume +1 Protection), Set-Up, Teamwork

Powers:
"Cosmic Force"
Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Cosmic Sight" Senses 7 (Extended Vision 4, Microvision, Analytical Vision) [7]
Senses 4 (Precognition) [4]

"Phenomenal Cosmic Power!"
"Restructure Reality" Transform 55 (Anything to Anything) (Extras: Continuous) (275) -- [294]
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, Indirect 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 Worlds" 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)

Offense:
Unarmed +6 (+20 Damage, DC 35)
Cosmic Blast +0 (+28 Ranged Damage, DC 43)
Cosmic Waves +20 Area (+20 Damage, DC 35)
Initiative +0

Offense:
Unarmed +0 (-2 Damage, DC 13)
Initiative +0

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness -1 (+0 Costume), Fortitude +1, Will +5

Complications:
Prejudice (Child)- Franklin is practically a baby, and will not be overly trusted or believed by most adults.
Relationship (Parents)- Franklin loves his parents, but frequently feels abandoned by them. As one of the premier super-couples in the world, their time is valuable and they cannot always be there for him.
Secret (Omega-Level Mutant)- Franklin may be the most powerful super-being to ever live, in the entire universe. Though his power is mostly held-back, such might is a tremendous responsibility, and may draw the absolute worst kind of attention.
Power Loss (All Powers)- Franklin is randomly-subject to Mental Blocks on his powers.

Total: Abilities: -8 / Skills: 12--6 / Advantages: 3 / Powers: 332 / Defenses: 14 (351)

-Oh man, I don't even know where to start. So few people in comics have kids (in the old days, heroes were meant to be as sexless as possible, so they often had some token "Girlfriend" character around- even cartoon characters only had NEPHEWS so we'd never think they'd actually had sex), so Franklin stands out as a special case. Hell, he's probably the reason nobody ELSE in comics has kids! It was a great, noble idea- Reed & Sue having babies and all that. The Marvel Universe moved constantly forward, and characterization did as well, to limits yet unseen in the comic book medium, so it made perfect sense for the loving, married couple to have offspring. But writers just couldn't leave it alone- he gained Super-Jesus powers as a toddler, got left alone by his parents a lot (the '80s was a really angsty time for comic book characters, even children), got kidnapped and sent to be raised in the future by his anti-hero grandfather, sent back as a super-powered adult, had a future-baby with Rachel Summers that turned out to be an evil Demi-God, then came back as a kid again, and his age is all over the map... he's pretty much the embodiment of messed-up continuity.
-With Power Pack, Franklin had good friends, though. While his parents were busy being Avengers or something, he hunt out with the Power kids and had some death-defying adventures that no parent would willingly allow their young children to go through, ever. With Power Pack ending as a series, he was free to go back to the FF's comic, where the next writer apparently felt like using him more. Currently, he's not a toddler anymore, and looks about ten years old or something. And his powers still keep coming and going.
-Franklin's powers are basically scaled-down from some other Cosmic Beings- he may one day be their equal, but not quite yet. ADULT Franklin has recently come to the modern timeline and proven himself more powerful than a gang of Celestials, but the younger version is weaker, and is prone to random de-powerings (or sometimes just having Uncontrolled Powers). Arguably his greatest feat was an instance of creating an entire WORLD that he carried around in the form of a ball- the source of Heroes Reborn.

TATTLETALE (Franklin Richards)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four Annual #6 (Summer 1968)
Role: The Innocent Child, The Baby
Group Affiliations: Power Pack, The Fantastic Four, Fantastic Force
PL 4 (42)
STRENGTH
-4 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 1
INTELLIGENCE -2 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Persuasion 5 (+5)
Stealth 3 (+4, +8 Size)

Advantages:
Benefit (Kymellian Smartship- Friday), Equipment 3 (Friday), Set-Up, Teamwork

Powers:
"Child-Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [5]
(-4 Strength, -2 Movement, +2 Dodge/Parry, -2 Intimidation)

"Dream-Senses" Senses 4 (Precognition) (Flaws: Limited to While Asleep) [2]
"Dream Self" Illusion (Visuals) 5 (Flaws: Limited to a Self-Image) Linked to Remote Senses 4 (Extras: Simultaneous) (Quirk: Noticeable- Franklin Image) [16]

"Power Pack Costume" 5 points (Flaws: Removable) [4]
Movement (Dimension- Elsewhere) (2)
Senses (Communication Link- Friday) (1)
Morph 1 (Clothes to Costume) (1)
Protection 1 (1)

Offense:
Unarmed +0 (-4 Damage, DC 11)
Initiative +0

Defenses:
Dodge +4 (+6 Size) (DC 16), Parry +4 (+6 Size) (DC 16), Toughness -1 (+0 Costume), Fortitude +0, Will +2

Complications:
Prejudice (Child)- Franklin is practically a baby, and will not be overly trusted or believed by most adults.
Relationship (Parents)- Franklin loves his parents, but frequently feels abandoned by them. As one of the premier super-couples in the world, their time is valuable and they cannot always be there for him.
Secret (Omega-Level Mutant)- Franklin may be the most powerful super-being to ever live, in the entire universe. Though his power is mostly held-back, such might is a tremendous responsibility, and may draw the absolute worst kind of attention.

Total: Abilities: -6 / Skills: 12--6 / Advantages: 6 / Powers: 25 / Defenses: 11 (42)

-Deciding the power level of a guy who was at one point PL 20 with Variable Power out the yin-yang is pretty tough but with Power Pack, Franklin only had two powers, both of which were more strategic than fight-worthy- allowing him to predict what was going to happen, and to trick and confuse enemies into thinking his "Dream Self" (a combo of Remote Senses because the Self can see, and Illusion because enemies think Franklin is there) is really him. Otherwise, he's a helpless little kid, and in serious trouble against a real threat.

VALERIA RICHARDS (aka Valeria Von Doom)
Created By:
Chris Claremont & Salvador Larocca
First Appearance: The Fantastic Four #15 (March 1999)
Role: Future Megalomaniac, Smart-Ass Child
Group Affiliations: The Future Foundation
PL 3 (74), PL 8 (74) Scientist
STRENGTH
-3 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 10 AWARENESS 0 PRESENCE 0

Skills:
Athletics 3 (+0)
Deception 7 (+7)
Expertise (Explorer) 2 (+12)
Expertise (History) 2 (+12)
Expertise (Science) 8 (+18)
Insight 2 (+2)
Investigation 4 (+4)
Perception 2 (+2)
Persuasion 3 (+3)
Technology 8 (+18)
Treatment/Medicine 2 (+12)
Vehicles 1 (+5)

Advantages:
None

Powers:
"Child-Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [5]
(-4 Strength, -2 Movement, +2 Dodge/Parry, -2 Intimidation)

Offense:
Unarmed +0 (-4 Damage, DC 11)
Initiative +0

Defenses:
Dodge +4 (+6 Size) (DC 1615), Parry +4 (+6 Size) (DC 16), Toughness -1 (+0 Costume), Fortitude +0, Will +4

Complications:
Prejudice (Child)- Valeria is practically a baby, and will not be overly trusted or believed by most adults.
Relationship (Parents)- Valeria cares for her parents, but her genius distances herself from them. She is often unthruthful, and a bit rebellious.
Relationship (Doctor Doom)- "Uncle Doom" may be the man Valeria admires most- she worries for him and they have a rapport. This concerns pretty much everyone.

Total: Abilities: 28 / Skills: 44--22 / Advantages: 0 / Powers: 5 / Defenses: 13 (74)

-A character whose origin is so bizarre and confusing I can barely even make sense of it, Valeria was initially a mystery Future Daughter of The Invisible Woman and DOCTOR DOOM, but was eventually revealed as the miscarried daughter Sue was pregnant with years before. Franklin, her older brother, uses Roma's guidance to save the child, depositing her into a place where she could be raised by ANOTHER Sue (who married a heroic Doom). This Valeria is used by Roma to team up with Franklin in order to stop a Generic Cosmic Menace named Abraxas, at which point she is regressed into a fetus and placed into Sue's womb once again (from this, I can only ascertain that Franklin knocked up his own mother).
-When the birthing proves difficult, Doctor Doom is summoned to save the child, and as payment, he demands to be allowed to name her, as well as being a godfather of sorts. She ages up rapidly (since this is comics, and WRITING BABIES IS HARD), and ends up developing Reed-like Intelligence at a young age, becoming a little miss smartypants in the meantime. Thankfully they keep her from being TOO annoying, since she's delightfully amoral, and brings out a nurturing side in DOCTOR DOOM of all people. Because MAN could a character like this become annoying after a point.
-The "future version" had Invisible Woman-like powers (often using them to mimic Super-Strength power punches), and could also neutralize Franklin's powers, and "dance" through time. The more well-known version is just a little girl, but a SUPER-Genius who rivals her own father's intellect, even NOW. She's apparently supposed to be SMARTER, but she hasn't built nearly enough stuff to truly justify that at this point- give her a few years and we'll see.

DRAGON MAN
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #35 (Feb. 1965)
Role: Powerhouse, Animalistic Monster, Occasional Ally
Group Affiliations: The Frightful Four, The X-Men (mascot), The Future Foundation
PL 11 (145)
STRENGTH
12 STAMINA -- AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -1 PRESENCE -3

Skills:
Intimidation 13 (+10, +13 Size)
Perception 3 (+2)
Investigation 3 (+2)
Ranged Combat (Methane Blast) 9 (+9)

Advantages:
All-Out Attack, Diehard, Improved Critical (Unarmed), Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Takedown 2

Powers:
"Android Design"
Immunity 30 (Fortitude Effects) [30]
Protection 8 (Extras: Impervious 13) [21]

"Groundstrike" (Based off of Strength Damage) [1]
AE: Affliction 10 (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)

"Dragon Implements"
Flight 3 (16 mph) (Flaws: Winged) [3]
"Tail" Extra Limbs 1 [1]
"Methane Blast" Blast 13 (Extras: Penetrating) (39) -- [41]
AE: "Methane Cone" Damage 11 (Extras: Penetrating, Area- 60ft. Cone) (33)
AE: "Methane Breath" Damage 11 (Extras: Penetrating, Area- 60ft. Line) (33)
"Natural Size"
Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Reach 1 [1]
Enhanced Skills 2: Close Combat (Unarmed) 2 (+10) [1]

Offense:
Unarmed +10 (+12 Damage, DC 27)
Methane Breath +11 Area (+11 Damage, DC 26)
Methane Blast +9 (+13 Ranged Damage, DC 28)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +14 (+7 Impervious), Fortitude --, Will +3

Complications:
Responsibility (Pretty Ladies)- Dragon Man has always had a thing for pretty ladies, and will generally fawn over and not attack the females of any super-team (since they're ALWAYS pretty ladies).
Reputation (Mindless Brute)- Always the pawn of other villains, Dragon Man has little mind of his own.
Weakness- Dragon Man's robotic nature leaves him vulnerable to cold-based attacks, and high-pitched sonics. Both will do extra damage or flat-out disable him at higher levels.

Total: Abilities: -6 / Skills: 28--14 / Advantages: 10 / Powers: 112 / Defenses: 15 (145)

-Dragon Man's one of those crazy '60s Kirby designs that's held up rather well in a goofy sort of way, but the poor guy's never been much of a contender. He generally gets revived by some sort of villain, who then pushes him into an animalistic frenzy where he attacks the story's heroes (generally the FF, sometimes Hercules or The Hulk), and he eventually gets beaten down or shut down or something. Just a "Goon" type villain, but a rather effective one. He's more often used as a joke or as something sad to watch (because he goes all King Kong around the ladies), but has always been shown as a team-level threat or annoyance. Recent years have seen him become intelligent, and join The Future Foundation, acting as a caretaker of sorts to all of the kids, as he's turned into more of a dorky, bespectacled Henry McCoy-type.
-Dragon Man is a curious mix of stupidity and extremely high power. His Methane Breath dishes out PL 11 Blasts or Area Effects, making him a pretty big threat, and he is strong enough to brawl it out with guys like The Thing and Hercules for a while. He's big, and much more accurate than his size would imply (like most Growth-guys, I give him boosted accuracy beyond "clumsy ape" to showcase his ability to nail people because his hands are so big that they're hard to dodge). As an android built totally mechanically (and by magic), he's a no-Stamina creature, though with him you could argue for him being KO'd alot so it's tough to really say. With his hitting power and Blast he's a team-level threat who can be kind of handled by solo heroes, but they're hard-pressed to break down his Impervious Toughness (I've seen him handle Sub-Mariner & She-Hulk with ease until they hit his Armpit Button).
-Nowadays, he's likely INT 4 or something, and has actual Mental Abilities of a reasonably-smart person.

WYATT WINGFOOT
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #50 (May 1966)
Role: Human Buddy, Background Character
PL 6 (90)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 9 (+12)
Expertise (Survival) 6 (+9)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 4 (+7)
Stealth 3 (+7)
Vehicles 2 (+5)

Advantages:
Fast Grab, Ranged Attack 3

Powers:
"Power Hitter" Strength-Damage +1 [1]

Offense:
Unarmed +6 (+20 Damage, DC 35)
Cosmic Blast +0 (+28 Ranged Damage, DC 43)
Cosmic Waves +20 Area (+20 Damage, DC 35)
Initiative +0

Offense:
Unarmed +8 (+3 Damage, DC 13)
Initiative +0

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

Complications:
Relationship (Johnny Storm)- The two are old pals, though rarely interact these days.
Relationship (The She-Hulk)- Wyatt is truly the greatest hero in the Marvel Universe- he nearly TAMED THE SHE-HULK, having been engaged to Jen in the past.

Total: Abilities: 60 / Skills: 32--16 / Advantages: 4 / Powers: 1 / Defenses: 9 (90)

-Wyatt Wingfoot was interesting, in that he was a random buddy introduced for Johnny Storm- a natural athlete who was a fellow student at "Metro College" with Johnny. He proved instrumental in defeating The Black Panther (T'Challa had lured the FF to his home country and attacked them to "test them", but didn't account for Wyatt, who'd tagged along), and then showed up for the occasional adventure. He's also an interesting look into how Stan would include minorities in 1960s comics- there's actually fairly little stereotypical about him, and he's really just Johnny's buddy who HAPPENS to be a Native American, having met him at school and being the son of "the greatest decathlete the world has ever seen" (I'm not sure if they ever followed up on that storyline where the College Football Coach tried to recruit Wyatt). Sure, he was attacked by demons and stuff, and is a superb tracker, but he doesn't even have any shaman powers or Animal Abilities!
-Wyatt's basically a normal human who is a natural athlete, and highly-competent at most everything, making him a PL 6 (90) P.C.-type build, which I wasn't expecting. Nothing that a super-villain can't handle, but he's strong enough to bring someone down if he gets a lucky shot.
Last edited by Jabroniville on Thu Jul 02, 2020 8:54 pm, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Guardians of the Galaxy

Post by Jabroniville »

THE GUARDIANS OF THE GALAXY:

The original Guardians is a team I've never really read in detail, and I never really had a desire to. They were around for fifteen YEARS before they ever got their own solo series (apparently they were a sorta-popular '70s back-up-story type of team, but in the era where Marvel almost went bankrupt, they probably didn't get a lot of chances), they were a bizarre assortment of heroes living in the 31st Century, fighting off the evil alien Badoon. They made a handful of appearances in Marvel during the 1970s and '80s (they debuted in 1969, but went unused for six years after first showing up in a rotating feature book), but didn't get their own series until 1990. Y'know, that era where EVERYTHING got it's own series. You had Night Thrasher, Moon Knight, Darkhawk, Sleepwalker, Hellstorm, The Darkhold Redeemers, the NightStalkers and even frickin' TERROR INC. carrying their own series back then, so you know just about ANYTHING would be produced back then.

So the series farted around for about five years, being cancelled with #61. I've yet to see ONE online fan raise a stink over how the "Guardians got screwed!", and I've seen fans for EVERY possible kind of character! And yet... there's still a group that's CRAZY into them- fans who were OUTRAGED that the Guardians of the Galaxy film featured none of them but a vastly-different Yondu. Honestly, I couldn't possibly get into this group of weirdos. They're a bizarre assortment of ridiculous designs (some of which look VERY "Seventies" in origin) and even WORSE codenames (CHARLIE-27!?!?!), making for the dumbest-sounding super-hero team in history. Seriously, I've read people saying that Marvel Studios/Disney should have made the film based off of THESE douches! A movie featuring a big blocky guy, a girl with fire hair and Martinex? Sounds like a perfect plan to lose all the money ever.

The team would be "resurrected" slightly in modern times, with the current GOTG series featuring a modern-day cast of reasonably-cool characters that pays a bit of lip service to the original by including the book's main hero, Major Victory. And occasionally some guest appearances by the original team.

The Guardians' Story:
The Guardians are active in the 31st Century, after Earth has been conquered by The Brotherhood of the Badoon (generic lizard space baddies). They're comprised of members from worlds conquered by the Badoon (each the last of their own species- Martinex, Charlie-27 & Yondu), plus Vance Astro, an Earthman from out time who got sent into suspended animation and showed up there. Eventually, they gather up Starhawk & Aleta, plus Nikki (just... Nikki). They defeat the Badoon eventually, but them face the man called Michael Korvac- they ally with Thor to defeat him, but he moves on to Earth in our timeline, becoming a Universe-threatening force requiring the full Avengers & Guardians rosters to defeat. This was the legendary Korvac Saga, which is the only time I've seen most of the Guardians- they acted like a bland bunch of bozos, except for Starhawk, who had some very annoying catchphrases, and acted like a tool- trust the word of ONE WHO KNOWS!

Though that story was more or less Jim Shooter telling his favourite kind of story- "The ultra-wise, noble and mighty ruler who would have been GREAT... if ONLY the little people beneath him had simply accepted him and his rule!" He did this with Korvac AND The Beyonder- the insight into Jim Shooter's own personality here is priceless :).

http://www.imagecomics.com/messageboard ... .php?t=144 (here's a LONG set of posts by series writer Jim Valentino about working on the book, which is considered a bit of a forgotten classic by a few.)


NIKKI (Nicholette Gold)
Created By:
Steve Gerber & Al Milgrom
First Appearance: Marvel Presents #4 (April 1976)
Role: Team Slut
Group Affiliations: The Guardians of the Galaxy
PL 9 (142)
STRENGTH
1 STAMINA 2 AGILITY 6
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 5 (+11)
Athletics 6 (+7)
Deception 4 (+6)
Expertise (Space Hero) 4 (+5)
Insight 2 (+2)
Intimidation 1 (+3)
Technology 4 (+5)
Perception 5 (+5)
Persuasion 3 (+5)
Sleight of Hand 4 (+9)
Vehicles 2 (+8)
Stealth 4 (+10)

Advantages:
Defensive Roll 2, Daze (Deception), Equipment 3 (Stun Gun, Lasers), Improved Aim, Improved Critical (Stun Gun), Improved Defense, Improved Smash, Luck, Precise Attack (Ranged/Cover), Ranged Attack 6, Set-Up, Taunt, Teamwork

Powers:
"Adapted for Super-Heated Conditions"
Immunity 17 (Visual Dazzles, Heat Effects, Radiation Damage) [17]

Heat Aura 1 [4]

Equipment:
"Stun Gun" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (12) -- (13)
AE: "Laser Pistol" Blast 6 (12)

Offense:
Unarmed +10 (+1 Damage, DC 17)
Stun Gun +11 (+6 Ranged Affliction, DC 16)
Laser Pistol +11 (+6 Ranged Damage, DC 21)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +2 (+4 D.Roll), Fortitude +4, Will +5

Complications:
Reputation (Flirt & Man-Chaser)- Nikki's first reaction upon meeting a remotely-attractive male is to flirt with him, and she fawns over pretty much every guy.

Total: Abilities: 54 / Skills: 44--22 / Advantages: 22 / Powers: 21 / Defenses: 14 (142)

-Nikki's kinda hard to figure out. I mean, she was the obvious Team Bimbo (long-term sexual relationship with Charlie-27, then proceeded to fawn over Talon & Firelord), but in combat? She was the Sharpshooter, I guess, which is rare for superhero teams (unless you count Image), with some heat immunities that were odd and didn't have alot of combat use. Out of the whole team, she seemed lightest on big feats and plot changes. In addition, she was probably the dumbest member of the team to an outsider's point of view, and I often hold her up as an example of why I didn't read the series- I mean, her super-hero name is NIKKI. That's IT. And her power is that her HAIR IS ON FIRE.
-Nikki's not a super-effective build, but I think it's accurate. Her "Heat Aura" isn't actually LISTED as a power in any site I've seen, but descriptions of events clearly show her singing people she kisses or burning the clothes off of others, so I'll go with a VERY low-level Aura power. She's adapted for Heat, making her immune to various things, which would come in handy if fighting the Human Torch or something I guess, but really, it's all about shooting stuff with her. Not many characters make PL only via Equipment (her Stun Gun is her best weapon, but as Equipment, it's easier to break & replace than normal Devices) and at range, so she's fairly limited, and vulnerable to harm (+4 Toughness, and that's only when not flat-footed).

MARTINEX (Martinex T'Naga)
Created By:
Arnold Drake & Gene Colan
First Appearance: Marvel Super-Heroes #18 (Jan. 1969)
Role: The Science Guy
Group Affiliations: The Guardians of the Galaxy
PL 9 (145)
STRENGTH
8 STAMINA 5 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 5 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Science) 8 (+13)
Expertise (Space Hero) 4 (+9)
Technology 9 (+14)
Perception 3 (+5)
Vehicles 4 (+6)

Advantages:
Great Endurance, Equipment (Tech Gear), Improved Aim, Improved Initiative, Ranged Attack 6, Skill Mastery 2 (Science, Technology), Teamwork

Powers:
"Pluvian Biology"
"Silicon Coating" Protection 6 [6]
Immunity 10 (Heat & Cold Damage) [10]

"Infrared Heat Energy" Blast 9 (Feats: Penetrating 9) (27) -- [30]
AE: "Internal Heating" Blast 9 (Extras: Fortitude Save +0) (18)
AE: "Reducing Thermal Energy" Environment 3 (Cold) (6)
AE: "Ice Beam" Snare 9 (27)

Offense:
Unarmed +7 (+8 Damage, DC 23)
Infra-Blast +8 (+9 Ranged Damage, DC 24)
Internal Heating +8 (+9 Ranged Fortitude Damage, DC 24)
Snare +8 (+9 Ranged Affliction, DC 19)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11, Fortitude +5, Will +6

Complications:
Responsibility (The Last Pluvian Alive)- Martinex is the sole-survivor of his race.
Enemy (The Badoon)- The Badoon exterminated Martinex's people.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 13 / Powers: 46 / Defenses: 8 (145)

-Martinex is pretty dull, but puts a whole bunch of concepts together into one build; he's a semi-armored guy with Hot & Cold powers from his hands (wow! Another guy like that! Between Crux and the other buncha guys I've learned about while doing this thread, that's actually a pretty sizeable amount of guys that have both powers! And here I thought it was rare!) who's also the team's resident techno-genius. Martinex hails from Pluto, from a variant of humans genetically-engineered to live on the ice planet. When the Badoon exterminated his entire race (he was on Charon, Pluto's Moon), he joined the Guardians to fight against them. He pretty much just acted as the team's least-emotional member- also a tech-head- before his crystalline outer shell was shattered while fighting some people called "Force". His revealed a newer, spiffier crystalline form, and formed a new Guardians team called The Galactic Guardians, with future versions of characters like Wonder Man, Firelord, The Vision, Phoenix & Ghost Rider- they even got their own Limited Series!
-Martinex is a bit expensive for a PL 9 because of all his various powers. Not alot of "Brick" types end up getting a bunch of Ranged Powers on top of it, in addition to being a genius and having a bunch of Skills. What ends up happening is that he's pretty mediocre despite it all, having a Blast variant and it's Alt-Effects, but not a lot to do with it. The Infrared quality of it allows him to heat things (and people) up from the inside, which is quite powerful, but he lacks Improved Critical, Power Attack and various other Blaster effects, and he's not good enough in melee to get the most out of his Super-Strength either.

MAJOR VICTORY (Vance Astrovik)
Created By:
Arnold Drake & Gene Colan
First Appearance: Marvel Super-Heroes #18 (Jan. 1969)
Role: The Leader, The Angsty One
Group Affiliations: The Guardians of the Galaxy (Both Versions)
PL 10 (175)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+8)
Acrobatics 2 (+6)
Expertise (Science) 4 (+8)
Expertise (US Air Force/Astronaut) 9 (+13)
Insight 4 (+6)
Perception 5 (+7)
Technology 4 (+8)
Stealth 1 (+5)
Vehicles 5 (+9)

Advantages:
Accurate Attack, Close Attack, Defensive Attack, Inspire, Leadership, Power Attack, Ranged Attack 6, Set-Up, Teamwork

Powers:
"Mutant Powers: Telepathic Telekinetic"
"Psyche-Blasts" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative, Ranged) (30) -- [33]
AE: "Telekinesis" Move Object 6 (12)
AE: "TK Burst" Damage 8 (Extras: Area- 30ft. Burst) (16)
AE: Create 8 (16)

"Copper Alloy Bodysuit" (Flaws: Removable) [8]
Protection 3 (Extras: Impervious 5) (8)
Immunity 1 (Aging) (1)
-- (9 points)

"Captain America's Mighty Shield" (Feats: Restricted to Those Trained, Indestructible) (Flaws: Easily Removable) [18]
Enhanced Advantages 2: Evasion, Withstand Damage (2)
"Telekinetic Shield Toss" Strength-Damage +4 (Feats: Dynamic, Ricochet 5, Split 2) (Feats: Accurate) (Extras: Ranged 8) (Diminished Range -1) (21) -- (27)
Dynamic AE:"Telekinetic Bouncing Shield" Strength-Damage +4 (Feats: Dynamic) (Extras: Area- 30ft. Shapeable 8, Selective 8) (21)
Dynamic AE: "Shield Bash" Strength-Damage +3 (Extras: Penetrating 3) (7)
Dynamic AE: Enhanced Dodge 2 & Parry 2 (Extras: Sustained +0) Linked to Enhanced Strength 5 (Flaws: Limited to Resisting Movement) (9)
-- (29 points)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Shield Bash +11 (+7 Damage, DC 22)
Shield Toss +12 (+8 Ranged Damage, DC 23)
Area Toss +8 Area (+8 Damage, DC 23)
TK Burst +8 Area (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (+12 Shield, DC 20-22), Parry +10 (+12 Shield, DC 20-22), Toughness +5 (+8 Costume), Fortitude +7, Will +8

Complications:
Responsibility (Man Out of Time)- Vance is from the 20th Century, and is out of his place in the Guardians' world in the 31st.
Relationship (Aleta)- Vance loves his teammate- the ex-wife of his other teammate Starhawk.
Responsibility (Captain America's Shield & Legacy)
Weakness (Torn Suit)- Major Victory's youth in the future depends on wearing his specially-sealed costume. If the suit is damaged, he will immediately start taking damage and Weaken effects over his physical stats, and he will die if the suit is removed.
Power Loss (Telekinesis)- Without the Telekinesis to assist it, the Shield moves much more slowly, doing less damage (+6 maximum), and probably loses some accuracy due to lack of practise.
Enemy (The Badoon)

Total: Abilities: 70 / Skills: 38--19 / Advantages: 14 / Powers: 58 / Defenses: 14 (175)

-Vance Astro/Major Victory is the key character of the Guardians, being iconic enough to take part in the modern incarnation of the team as well. He's an astronaut from our time (the adult version of Marvel Boy/Justice of the New Warriors/Avengers/Initiative... who later got convinced not to become an astronaut after all, thus creating a classic case of comic book weirdness) who was sent into the future in suspended animation to terraform some faraway planet, only to discover a war-torn future ruled by The Badoon. Forming the initial band of four, he led the team into the '90s, with a pretty cool costume, and a unique form of Psychokinetic powers (especially when combined with Captain America's lost Shield).
-Vance hooked up with Aleta (the ex-wife of teammate Starhawk), put on a SUPER-'90s costume that was a variant of Captain America's look, and was later discovered frozen in ice by the modern-day Guardians of the Galaxy. Seeing a unique coincidence, linked to The Avengers discovering a frozen Captain America the same way (complete with Shield in both versions), the new Guardians are lionized and rally around Vance (who is nonetheless not the team leader in this version). He eventually leaves the group just in time for the movie to come out- as "Time-Displaced Earth Astronaut" apparently didn't fit into the squad they envisioned.
-Victory's a little weird to stat out, as he's a Telekinetic who somehow fires brain neurons like a Psychic does, alongside carrying the best Shield in all of comics (which he Ricochets via Telepathy instead of actual throwing skill, but I figure it's mostly the same stats either way with a Complictaion- I like 3e for the ability to do things like that without trying to configure points-costs), and has a Bodysuit that protects him, but would cost him his life if it was removed. Over the years, he's had tons of power-ups and power-downs, so this is the most generic possible build, set in a general sort of era (I know the current book features this variant). There's another version that removes the Bodysuit and also the Weakness on it.

YONDU (Yondu Udonta)
Created By:
Arnold Drake & Gene Colan
First Appearance: Marvel Super-Heroes #18 (Jan. 1969)
Role: The Archer, The Noble Savage
Group Affiliations: The Guardians of the Galaxy
PL 9 (147)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 4 PRESENCE 1

Skills:
Acrobatics 4 (+10)
Expertise (Animal Handling) 10 (+11)
Expertise (Centaurian Native) 10 (+10)
Expertise (Space Hero) 4 (+4)
Intimidation 5 (+6)
Perception 5 (+9)
Ranged Attack (Archery) 2 (+14)
Stealth 4 (+10)

Advantages:
Accurate Attack, Defensive Attack, Diehard, Great Endurance, Equipment 2 (Yaka Bow & Arrows), Improved Aim, Improved Critical (Arrow) 2, Improved Smash, Power Attack, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 6, Set-Up, Trance, Ultimate Centaurian Native Skill, Uncanny Dodge

Powers:
"Centaurian Biology"
Mind-Reading 4 (Flaws: Limited to Emotions) [4]
Mind-Reading +6 (Flaws: Limited to Emotions, Limited to Animals) [3]
Regeneration 4 (Flaws: Limited to While Within Trance) [2]
Senses 7 (Magic Awareness, Foreign Element Awareness- Ranged, Detect Elements- Ranged 2 & Acute) [7]

"Yaka Arrow Control"
Blast +0 (Feats: Homing 3, Increased Range 2, Ricochet 2, Split) (Flaws: Requires Bow & Arrow) [4]

Equipment:
"Yaka Arrows" Blast 4 (Feats: Split) (9)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Yaka Arrows +14 (+4 Ranged Damage, DC 19)
Initiative +6

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +8

Complications:
Power Loss (Arrow Control)- Yondu must make whistling noises in order to control his Yaka Arrows- if unable to make a sound, they will behave like regular arrows.
Quirk (Low-Tech)- Centaurians are very anti-technology, and Yondu is often mistrustful of it.
Enemy (The Badoon)- The Badoon exterminated Yondu's people.

Total: Abilities: 68 / Skills: 44--22 / Advantages: 23 / Powers: 20 / Defenses: 14 (147)

-Yondu's one of the most recognizable members of the original team, and one of the coolest looking, being a blue guy with a big red mohawk (and he was created in an era long before that was part of regular fashion). He was kind of the "Noble Savage" of the team (from a race of people obviously-similar to Native Americans), being a Centaurian native with a lot of survival skills, who was disconcerted and untrusting of modern technology. He never really ended up doing much, but he was neat-looking. He joins the first band of four Guardians, and is central to the team from then on. He lost a hand in the '90s series, but got a bionic one, then discovered a tiny enclave of his people had survived the Badoon's extermination campaign. In the end, the team regrew him a flesh & blood hand, more in line with his anti-technology beliefes.
-Yondu is the only original Guardian to show up in the feature film... much to the enraging of it's small group of fans- the Yondu in the film is ALSO a blue guy with a red mohawk who can control his arrows by whistling... but that's about all they have in common. MOVIE Yondu isn't anything like a Noble Savage or a Native American- he's a Southern accented thief & bounty hunter/pirate/whatever who apparently abducted & raised Peter Quill, and is a greedy sumbitch. Overall a fun character, and you can tell they only used him because of the cool "Arrow Trick" and his distinct visual appearance (the movie was CRAZY into "weird-skin colours on aliens" as a general concept).
-Yondu's fun to stat, because he's got a bizarre Super-Power, the ability to "Whistle" his Arrows from their fired path, allowing him to move them through entire crowds of people without hitting one of them, and even returning to his hand! This gives him a bunch of Power Feats that make him a very unique "Archer" build. Since he can only do this with his specialty arrows (but nobody could ever do the Feats without being a Centaurian- but they COULD use the regular arrows as normal), I went with a set of Feats with a Flaw (which is really all that a Device is). Otherwise, he's very much the team Survival guy, able to detect the emotions of creatures (and to a lesser extent, humans, done by applying a Flaw to 6 of his Mind-Reading ranks), foreign elements in substances, and find a single type of plant in an entire forest just by "speaking" to it. The latter power is basically Cosmic Awareness that's been Extended, but Limited to Planets themselves.
-Like I said, a really fun build. He's got at least THREE abilities that no other comic book character I can think of has. Power-wise, he's only a PL 9, costing five points over his caps, but he's still a pretty good addition to his team.

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

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

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

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

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

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

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

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

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

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

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

TALON
Created By:
Jim Valentino
First Appearance: Guardians of the Galaxy #18 (Nov. 1991)
Role: Team Fun Guy, Claw Guy
Group Affiliations: The Guardians of the Galaxy
PL 9 (147)
STRENGTH
7 STAMINA 7 AGILITY 7
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 5 (+12)
Athletics 3 (+10)
Close Combat (Unarmed) 1 (+8)
Deception 4 (+6)
Expertise (Arcane Lore) 4 (+4)
Expertise (Survival) 4 (+4)
Intimidation 4 (+6)
Perception 5 (+5)
Persuasion 5 (+7)
Ranged Combat (Talons) 2 (+10)
Stealth 3 (+10)
Vehicles 2 (+7)

Advantages:
Agile Feint, All-Out Attack, Diehard, Fast Grab, Great Endurance, Improved Critical (Claws & Teeth), Ranged Attack 3, Takedown, Taunt

Powers:
"Inhuman Powers: Feline Anatomy"
"Claws & Teeth"
"Regrowing Talon Shot" Blast 5 (10) -- [11]
AE: Strength-Damage +1 (Feats: Split) (2)

"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Leaping 2 (30 feet) [2]
Speed 2 (8 mph) [1]
"Tail" Extra Limb 1 [1]

"Low-Level Magical Might"
Blast 7 (Flaws: Unreliable) (7) -- [8]
AE: Flight 3 (16 mph) (6)

Offense:
Unarmed +11 (+7 Damage, DC 21)
Claws +10 (+8 Damage, DC 23)
Talon Shot +10 (+5 Ranged Damage, DC 20)
Magical Blast +8 (+7 Ranged Damage, DC 21)
Initiative +7

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

Complications:
Reputation (Failed Screw-Up)
Prejudice (Cat-Man)- Talon is orange and covered with fur- he stands out in a crowd.

Total: Abilities: 78 / Skills: 42--21 / Advantages: 10 / Powers: 28 / Defenses: 10 (147)

-Talon is one of the later additions to the Guardians of the Galaxy (he was a "Rookie Card" in the Marvel Cards Series III set), coming about because X-Editor Bob Harras nixed the planned use of a three-thousand year-old Wolverine in a story Jim Valentino (the book's main writer) was working on, reasoning that he didn't want to set in stone that Wolvie could live THAT long. Basically, Talon's a rip-off of every OTHER Cat-type clawed super-hero going around at that time, but he's given a personality more akin to The Beast's devil-may-care attitude, alongside a weird Magic-schtick as a protege of a Sorceror Supreme. He's also one of The Inhumans, who've survived to the 31st Century. An Inhuman? Acting as a replacement in-story for the role Mutants normally play? .... NAHHHHHHHHHHHH...
-Big Surprise: The character is so unknown he doesn't even show up in stories referring to the Guardians, and he vanished alongside most of the other Wolverine clones of the era. He wasn't BAD as far as those archetypes go, adding many original things to it, but he hardly seems like a fascinating character. He's pretty much just forgotten, as even the Cross-Overs with the MODERN Guardians tend to not include him.
-Talon's your every-day Claw Guy build at PL 9, but with some varied things to make him stand out. He's got a weak Magic power, usable for only one ability, but he can spend Hero Points for something else if need be. Unusually, his Claws can also fire out (and immediately regrow), but I don't think they were as powerful as if he'd just gone and slashed somebody. An odd little set-up.

STARHAWK (Stakar of the House of Ogord)
Created By:
Steve Gerber & Sal Buscema
First Appearance: The Defenders #27 (Sept. 1975)
Role: The Spock, The Blaster
Group Affiliations: The Guardians of the Galaxy, The House of Ogord
PL 13 (222)
STRENGTH
8/14 STAMINA 7 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE -1

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 5 (+4)
Expertise (Arcane Lore) 4 (+6)
Expertise (Science) 5 (+7)
Expertise (History) 10 (+12)
Expertise (Space Hero) 8 (+10)
Intimidation 6 (+5)
Ranged Combat (Blasts) 2 (+10)
Perception 10 (+11)

Advantages:
Diehard, Great Endurance, Improved Aim, Power Attack, Ranged Attack 4

Powers:
"Photonic Energy" Blast 16 (Feats: Split, Improved Critical, Variable Descriptor- Heat or Light, Dynamic) (36) -- [39]
Dynamic AE: "Photonic Bolstering" Enhanced Strength 6 & Protection 2 (Feats: Dynamic) (15)
AE: "Photonic Objects" Create 10 (Extras: Movable) (30)

Protection 5 [5]
Flight 14 (32,000 mph) [28]
Movement 3 (Space Travel 3) [6]
Immunity 11 (Aging, Life Support) [11]
Senses 11 (Extended Sight 4 & Hearing 4, Detect Energy- Ranged 4, Radius, Acute, Analytical, Tracking 2) (Flaws: Tracking Limited to Energy) [18]
"The One Who Knows" Senses 4 (Precognition) (Flaws: Unreliable) [2]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Photonic Bolstering +10 (+14 Damage, DC 29)
Photonic Blast +10 (+16 Ranged Damage, DC 31)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12 (+14 Bolstering), Fortitude +7, Will +7

Complications:
Reputation (Kind of a Tool)- Starhawk is pretty unemotional and egotistical. Trust the word of one who knows.

Total: Abilities: 64 / Skills: 52--26 / Advantages: 8 / Powers: 109 / Defenses: 15 (222)

-Starhawk is one of the coolest looking "Cosmic" comic book designs I've ever seen. I mean, he's got it all- the starfield design (always a classic), big wing things that look unique, etc. A fantastic concept. This has pretty much carried him his whole career, as most people probably didn't even know he was the unemotional, somewhat egotistical Spock of the team, providing cold logic and a self-satisfied "I know all" attitude to the others. His history is confusing (he has precognition because he's remembering the last cycle of his life... oh, and he was merged to his ex-wife but now kinda isn't), so they helpfully ignored it when he showed up in the modern-day Guardians of the Galaxy's series.
-Starhawk was born to Quasar and Kismet (aka "Her") on an Alternate Universe's Earth. Given extraordinary power along with his adopted sister Aleta by awakening a dormant God, the two were merged together (sorta), occupying the same space and allowing only one to take control. Then they were split for a while, falling in love and having three children together from a semi-incestual union. Starhawk revealed himself to the Guardians of the Galaxy, joining them as their fifth member, and was revealed to having been behind the Guardians' forming in the first place somehow. His children were killed beacuse of Stakar's adoptive father, and Aleta blamed him for it- their union never recovered.
-Starhawk appeared with The Defenders, The Avengers and Thor, always with the same high-and-mighty personality and talking about how everyone should "Trust the word of one WHO KNOWS!" He went sort of "Dark" and evil, resulting in Aleta taking over, and she sent him back in time to be reborn. He returned all aged-up (GAWWWWDDDDDD...), then they were permanently-split. Most-recently, Starhawk appeared to face the modern Guardians of the Galaxy, turned into a woman at one point, but eventually realized they weren't the cause of a time disturbance after all (Black Bolt was), and let them be. Starhawk sacrifices "her" life to let the Guardians survive.
-A weird guy to stat, Starhawks' a Flying Brick/Blaster combo, but a fair bit more powerful than the common hero by a ways. I boosted him up to a PL 13 (reading an old "Avengers: The Korvac Saga" story reveals a dude just below Thor in Power, who was enough to brawl with a Godlike Michael Korvac for several pages in a metaphysical/real-life battle), and he has the rare Blaster Alt-Effected with some boosted strength. Now normally I don't do that kind of thing as I think it's cheap and a points-shaving method for Super-Bricks who SHOULD cost a ton of points anyways, but it's explicitly laid out with this guy that he has to actually bolster his base strength with his photonic might, so I put it in there as kind of a multi-Power Container that's part of his pretty expensive Blast Array. He's a very expensive Blaster, and doesn't make full caps exactly (PL 13 with his Blasts, PL 12 Unarmed and Defensively), and doesn't have that many Combat Advantages either, but he'll do OK considering he's on a fairly weak team. He's far and away the most powerful guy on his team.

Image
Image

Every picture of her on the internet looks like these.

ALETA (Aleta Ogord)
Created By:
Steve Gerber & Sal Buscema
First Appearance: The Defenders #29 (Nov. 1975)
Role: The Chick, '90s Costume Design Character
Group Affiliations: The Guardians of the Galaxy, The House of Ogord
PL 11 (166)
STRENGTH
11 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Space Hero) 4 (+4)
Intimidation 8 (+9)
Perception 4 (+4)
Ranged Combat (Blasts) 2 (+8)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Diehard, Great Endurance, Power Attack, Ranged Attack 2

Powers:
"Acturan Biology"
Protection 4 [4]

"Photonic Objects" Create 10 (Extras: Movable) (30) -- [32]
AE: "Photonic Energy Battering Ram" Blast 14 (Feats: Variable Descriptor- Heat or Light) (29)
AE: Force Field 4 (Extras: Impervious 9, Affects Others 10) (Flaws: Immobile after +2 Bonus) (15)

Flight 10 (2,000 mph) (Flaws: Platform) [10]
Movement 3 (Space Travel 3) [6]
Immunity 3 (Aging, Poison, Disease) [3]
Senses 11 (Extended Sight 4 & Hearing 4, Detect Energy- Ranged 4, Radius, Acute, Analytical, Tracking 2) (Flaws: Tracking Limited to Energy) [18]
"The One Who Knows" Senses 4 (Precognition) (Flaws: Unreliable) [2]

Offense:
Unarmed +8 (+11 Damage, DC 26)
Photonic Blast +8 (+14 Ranged Damage, DC 29)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +12 (+16 Force Field), Fortitude +8, Will +5

Complications:
Relationship (Starhawk)- The two were married for a time (despite being adopted siblings), but split permanently when their three children died fighting Starhawk (even though it was Aleta's father's fault).

Total: Abilities: 64 / Skills: 22--11 / Advantages: 6 / Powers: 70 / Defenses: 15 (166)

-Aleta's one of the forgotten members of the team, which is funny, because it looks like she was a huge part of the '90s series. She was a mutant girl who fused with (and was later married to) Starhawk. Starhawk was usually in control of their "merged" body, but she occasionally popped out in control, and allied with the Guardians of the Galaxay as well. Her form also raised their three children (because even the 31st century features gender conformity)- she was shattered by their loss, and always held it against Stakar (even though it was her birth father's fault).
-Despising her husband, Aleta de-merged from him, and hooked up with Vance Astro instead- something that'd never happened in any of their "past lives". They re-merged at one point (Stakar forcibly doing so with Aleta), but could now cause each other intense pain at-will. The two battled for control of the body, resulting in Aleta's victory (she appears on the Series IV card as "Starhawk"). Eventually, they were finally separated for real, and resumed her relationship with Vance, despite growing more cold & ruthless at times. See, this is why minor comics shouldn't have pain-in-the-ass complex backstories- it makes summing them up nearly impossible unless you've actually read the damn issues (see Penance of Generation-X for more of that) :).
-Her costume's a pretty funny example of the kind outfit you saw a LOT of in the 1990s. The starfield design is cool, and gold always looks good alongside black... but even Felicia Hardy & Tandy Bowen would be like "Wow, lady, draw up that zipper a lil' bit" :).
-A fairly powerful Flying Brick/Green Lantern-type build, Aleta mixes two VERY powerful archetypes together, only just-about making her points cost because of a ludicrous lack of social skills & Advantages. I just went with barebones basics, as she was clearly a team heavy-hitter, whereas the rest of them were more Skillmonkeys. She's strong as hell, but also has GL-type stuff, so I made her PL 9.5 on offense with her unarmed attacks to make the basic PL 11 Battering Ram her key attack.
-The issue with the Force Field is one I'd decided on for a LOT of these toughness-based types who ALSO have a Field on top of it. That kind of thing is MURDER on their Power Level caps. But then I realized that ANYBODY in comics who regularly throws up a Force Field doesn't ALSO dodge things- they're basically stuck in one spot to absorb the punishment of the hit. They NEVER also dodge and try to move around while the shield's up. So she gets +2 ranks of the Field to her toughness while moving, but any higher and she's gotta plant herself and just eat the hit, using a +16 Toughness save to eat the shot. This, to me, will help normalize alot of my Force Field users.

CHARLIE-27
Created By:
Arnold Drake & Gene Colan
First Appearance: Marvel Super-Heroes #18 (Jan. 1969)
Role: The Powerhouse, The Military Guy
Group Affiliations: The Guardians of the Galaxy
PL 9 (134)
STRENGTH
9 STAMINA 7 AGILITY 0
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Space Soldier) 8 (+10)
Insight 4 (+6)
Intimidation 6 (+7)
Investigation 4 (+6)
Perception 4 (+6)
Technology 3 (+5)
Vehicles 6 (+8)
Vehicles 6 (+14) -- Flaws: Limited to Flying Vehicles

Advantages:
All-Out Attack, Diehard, Great Endurance, Equipment 12 (Guns +6, "The Captain America I" Spaceship), Improved Aim, Improved Critical (Gun), Improved Initiative, Improved Smash, Ranged Attack 8, Teamwork

Powers:
"Jovian Biology"
Protection 1 (Extras: Impervious 5) [6]
Features 3: Increased Mass 3 [3]

Equipment:
"Blasters" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +9 (+9 Damage, DC 24)
Blasters +10 (+6 Ranged Damage, DC 21)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +8, Fortitude +7, Will +7

Complications:
Responsibility (The Last Jovian Alive)- Charlie-27 is the sole-survivor of his race.
Relationship (Nikki)
Enemy (The Badoon)- The Badoon exterminated Charlie's people.

Total: Abilities: 64 / Skills: 42--21 / Advantages: 28 / Powers: 9 / Defenses: 12 (134)

-Charlie-27 would probably win any contest I can think of for "The Worst Super-Hero Name Ever". I mean, what kind of super-hero has a NUMBER in their name, let alone CHARLIE? Were they even trying? So this guy is a super-dense army guy from Jupiter, acting as the team's resident powerhouse & gun-fighter, and he looks ridiculous as all hell, being a big square dude. I can see him being the "Ironhide" of a group, being a gruff & tough guy, but altogether, I think you can point to THIS precise character as the reason why the "Guardians of the Galaxy" has now come to mean the modern team and not the old one.
-I've read some comments by a fan of the original team that you could easily make the old team a cool group with some modern modifications, and I agree- Charlie-27 could just get his "Old Soldier" persona shifted into a bad-ass Brock Samson-type of character who kicks tons of ass and kills people while being funny and sarcastic. That would make "Charlie-27" a popular character and get him more "legit". The only problem is, YOU COULD DO THAT WITH ANY CHARACTER EVER. The whole "There are no bad characters, just bad writers/actors" thing extends everywhere, and with the new team, there's a whole lot less work.
-Charlie-27 is a standard PL 9 who can brawl it out with guys like The Thing for a short while, as well as blast away at range fairly well. I decided to give him the Equipment points for the Guardians' spaceship, since he's the only one who ever flew the damn thing, as well as a bunch of military-related Skills & Advantages. Altogether, he's not bad, but this whole team kinda stats out funny, with three semi-balanced PL 9s, an over-costed PL 9, and a slightly over-costed PL 10 so far.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Powers:
Regeneration 4 [4]

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

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

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

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

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

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

-ahhhh Gamora, the living embodiment of Comic Books in the 1990s. OK, the whole "Daughter of Thanos, brutalized and then turned into the ultimate weapon" origin is kick-ass and original. The idea that this chick is the super-tough "Most Dangerous Woman In The Universe" is cool, too. The problem? It's all talk. Gamora basically NEVER kicks ass in the way she's supposed to- I hardly think of a single important character she's actually beaten, and all she ever does is goonsweep. How does she get a rep like that without actually being that dangerous? Some "Gamora Respect Threads" out there contain some decently-impressive feats (probably the biggest consists of beating She-Hulk & Rogue during The Infinity Crusade, Jim Starlin's last and worst wankfest for his own characters), but most of them involve stunning a held-back Thing, or one-shotting RAGE, which can't be super-high on someone's list of awesomeness.
-But back the the whole "90s" thing- it's all there. She's a kick-ass "Man with T*ts", as some writers have scandalously described such Action Heroines. She wears the skimpiest outfit known to comics (and it's only gotten skimpier over time- turning what was once a plunging neckline thingie into a modern-day Power Thong with two straps of fabric covering her naughty bits and that's all). She kills tons of people using bladed weapons. She's insane and partially evil (sometimes via mind control). She even has vaguely-defined super-powers that take a backseat to her standard Mook-Killiness. It's like the collection of every single 1990s Comic Book Trope personified into one individual. I think she was actually created using the faps of a dozen Nineties-era 13-year old boys :).
-Gamora is the adopted daughter of Thanos, the Mad Titan, and was used as his agent against The Universal Church of Truth- a role that led her into the bed of Adam Warlock. As his Sexy Green Space Babe girlfriend, she... basically hung around the guy and that was it. Never doing anything much of note, she was eventually killed by Thanos, and brought into the Soul Gem by a dying Warlock, along with Pip the Troll. It wasn't until The Infinity Gauntlet that the three returned, though again they were just Warlock's "Sounding Board" and didn't do much. Both were made members of his Infinity Watch. She quit the team after an argument with Maxam (a later member), but she & Adam eventually hooked up again, and disappeared for years.
-Gamora showed up a LOT during Annihilation and the new Cosmic Scene in Marvel after the turn of the century, eventually moving on to the Guardians of the Galaxy. She did some stuff with Nova that gets barely touched upon (as both characters were rather busy, what with all the constant Big Events going on), and she kills alot of people, but it's mostly background stuff- she hasn't notably killed anyone of importance to the plot in a while (or ever). She basically turned into a background character in Guardians, offering up about zero characterization or anything else of note. Though in accordance with the film version, she finally started putting on some clothes, so she no longer looks like something out of a 12-year old boy's Math binder at school! Unfortunately... Green Chick In a Power-Thong was really her only character trait, and so she became the least-interesting member of the Guardians overnight.
-Gamora is the member of the Guardians who most-resembles her movie incarnation. Why? Well, because much like in the comics, we're told that Gamora is a SUPER-TOUGH AWESOME FIGHTER... and yet she DOESN'T DO ANYTHING THAT BAD-ASS! Once again, Gamora is a Sexy Green Chick Who Is "All Talk" on the battlefield. She has the least to do with the overall plot and narrative, and is essentially there as the team's Smurfette. I read some funny online rants from fans that Movie Gamora was inaccurate because she was dressed in actual clothing for once, but really- what mainstream actress would even have agreed to wear that outfit? If you're just gonna hire some floozy, then sure- but Zoe Saldana was not going to wear the little red monokini, and neither would any other actress who had a reasonable name.
-Gamora's one of those classic pain-in-the-ass Cosmic Builds. Why? Because most of her bios mention that she's SUPER-STRONG AND DURABLE, yet there's not a shred of evidence to support that in any book I've read in a long time. It's one of those vague powers that has likely been utterly forgotten over time- it's not even MENTIONED in her Annihilation series Bios at the end of Book Three (and those bios actually bring up old minor powers of Ronan's!), though at least once something had referred to her mysteriously-disappearing super-strength (she tossed someone quite a long ways in one scene, but was back to Goonsweeping the next). And then there's the "Best Martial Artist in the Universe" thing, which would EASILY put her into PL 14 territory if you added that to her strength (because of the way accuracy evens out with damage potential in this system). So where to put her, stat-wise? I ended up going with moderate Super-Human Strength (Spider-Man level), along with a very good +15 to-hit bonus, which is easily modified by her horrifying amount of Combat Advantages. So she can hit +20 accuracy in Hand-to-Hand if she wants, or dish out more power instead.
-So Gamora ends up being a very strong PL 11 character with a NASTY Sword (it can "slay cosmic beings", despite never actually doing anything of the sort- yet another example of her awesomeness being "all talk"), basically because of a huge Improved Critical rating and it's Penetrative power, the Attack Bonus of a fairly elite martial artist, and enough Combat Advantages to allow her to do just about anything she needs to in a fight. Altogether, pretty terrifying, but not QUITE up to her "Can Kill Anyone" reputation, since she's, well, NEVER KILLED ANYONE IMPORTANT.

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

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

Advantages:
Daze (Deception), Luck

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

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

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

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

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

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

-Pip the Troll is pretty much impossible to like. Very much the "Wacky Sidekick" type of guy, he was a boozing lecher who ended up palling around with Adam Warlock almost accidentally in Jim Starlin's super-opus Warlock. He was weak and cowardly, and altogether pretty useless, but that's what makes him the Comic Relief, I guess. His loyalty to Adam (when Pip was mind-wiped by Thanos, Warlock tossed the two of them, plus Gamora, into the Soul Gem) ensured that he would be entrusted to the Space Gem... yep, mister "I have a plan for everything, and that's why I'm so super-smug all the goddamned time" Warlock put a UNIVERSALLY POWERFUL WEAPON in the hands of the fat, useless Comic Relief. I thought Pip was REALLY stupid as a kid, as I generally found his appearance and attitude annoying
-This did not improve with age. I could buy him as a deliberately-funny guy, but instead, he just acts like an INTERNET TROLL, not a Space Troll. During most of the Infinity events, all Pip does is smoke cigars and insult everyone- and much like Danny Chase, who used that schtick in the 1980s Titans books, it was pretty much aggravating because he was rarely called on it, and worst of all- IT WASN'T FUNNY. Seriously, Jim Starlin is NOT a good comedy writer, but wrote Pip as if he was doling out uproarious dialogue.
-As a guy only Starlin really cared for, Pip vanished after the Infinity Watch disbanded, and reappears in X-Factor Investigations- the destination point for comics' most-unused characters. He had some deal with Hela (he'd stolen a pendant from Mjolnir, which she wanted), and nearly died, but worked as X-Factor's receptionist.
-Pip isn't much of a fighter, but upon his resurrection by Warlock, he ended up in a super-strong body. He just doesn't do a lot of fighting, being a big coward. He did his pre-Infinity Gauntlet adventuring in a Strength 0, Toughness 1-2-ish body. He isn't exactly a powerhouse in either case. With the Space Gem, he used a lot of sneak attacks, and threw stuff on people's heads... a Super-Teleportation Weapon and that's all he did with it. And he apparently retained said powers, using them to work for X-Factor Investigations and help out She-Hulk, amongst other things. Apparently the Space Gem has residual effects.

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

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

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

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

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

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

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

Complications:
Reputation (Horn-Dog)

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

-Bug is the most well-known and famous of the Micronauts, a much-beloved but little-known licensed comic from the long-long-ago- he was originally called Galactic Warrior, but as he looked nothing like the toy, Marvel was able to change his name and claim copywrite on their new character. Lasting 20 issues, The Micronauts was a mere eyeblink in the 1980s, and also failed in the '90s, as a proposed series never got off the ground (three issues were completed, but the deal with Abrams Gentile Entertainment over the rights fell through).
-Bug nonetheless got brought into the "Every Cosmic Character EVER" storylines based around the Annihilation Events, being a thief that Star-Lord sprung from jail to join his new team. He's not very powerful, or even that handy, but he's the team's comic relief, hitting on anything that moves, so he kept getting put on to new teams, but only in a background role- where he pretty much stayed.
-Bug is one of the least-powerful heroes kicking around Annihilation, being just a "Weapon Guy" with some good martial arts skills and some non-useful powers, but he's a well-rounded PL 9 (135) Scrapper archetype. If anything, he's got a TON of Feats to fall back on, and is the team's best Stealth & Recon member, which is very useful in a gang that does LOTS of sneaking around, trying to avoid the fighting. Since the rest of the Guardians are much higher in PL, he's probably their worst member in a fight, but he can survive in a pinch.


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Complications:
Motivation (Creating Universal Peace)

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

-The Goddess' story capped off The Infinity Trilogy, this one being an even more ludicrous crossover with many Marvel books (featuring religious heroes taking her side in her quest to stamp out war and hatred... which necessitated Starlin writing in religions for tons of characters who'd never shown any inclination that way before, as Marvel Comics was REALLY careful not to have heroes showcase religious affiliation back in the day)- she was Warlock's Good Side personified, and her goodness was so great that it would allow her to kill all the sinners in the world... which wasn't really "good" by many people's opinion, but that was kinda the point.
-All I remember is a bunch of mediocre stories (one Spidey tale featured him fighting his Rogues in one "Mental Universe", and his Supporting Cast in another, with the same events occuring in each (ie. he'd punch The Green Goblin, only for J. Jonah Jameson to feel it in the other 'verse, for example). The one Infinity Crusade TPB I have is almost unreadable crap, featuring Warlock going on some drug-addled vision-quest, tons of heroes being brainwashed into The Goddess' minions, and another ton of heroes standing around being useless (and in a bizarre twist, ALPHA FLIGHT ends up in the forefront of most of the scenes- likely due to the fact that they had a weaker Editor, and thus Starlin could show them jobbing in great numbers). The whole "hook" to the storyline seems to be having random "Hero (vs) Hero" brawls pop up all over the place, generally ones in which Starlin's favorites get to win.
-In the end, The Goddess was sucked into the Soul World of the Soul Gem, being trapped for an eternity alongside The Magus.
-A basic Goddess is sort of like Warlock & Magus, but with more Mind Control stuff. In "The Infinity War", she was able to create The Cosmic Egg from a series of THIRTY Cosmic Cubes, effectively making her all-powerful like a Gauntlet wielder, except she couldn't affect souls (which ended up becoming her undoing).

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

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

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

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

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

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

Complications:
Responsibility (The Kree Empire)

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

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

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

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

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

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

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

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

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

Complications:
Responsibility (The Kree Empire)

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

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

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

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

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

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

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

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

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

Complications:
Responsibility (The Kree Empire)

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

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

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

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

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

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

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

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

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

Complications:
Responsibility (The Kree Empire)

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

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

"Drax doesn't do metaphors- they go over his head."
"NOTHING goes over my head. My reflexes are TOO fast. I would CATCH it."

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

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

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

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

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

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

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

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

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

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

-Drax the Destroyer has been through a lot, like most of the Cosmic Scene (note: It does NOT pay to be a small player in a small genre of Marvel Comics- crap just casually happens to you all the time). He showed up as a Starlin-creation to fight his Thanos creation, a resurrected human who was killed in a random act of evil by the Titanian Bad-Ass. Protecting his daughter (who grew up to be Moondragon), he became a recurring Thanos foe, then got killed & resurrected again, becoming a much more dopey Hulk rip-off who had some Cosmic Power & flight.
-Circa Annihilation, he got ANOTHER comeback/re-do. The "Dumb Drax" was laughably easily killed off by Paibok the Power-Skrull (seriously- he's like HULK-LEVEL), then regenerated into his current form. Looking pretty much like Kratos from God of War (seriously, he's a green xerox- a big bald red-tattooed two-weapon fighter who loves to fight and kill and maim... others see Vin Diesel's "Riddick" in him, but to me the Kratos thing is very visually-distinct), he's a Double-Blade-Wielding cynical ass-kicker, lipping people off and being a nasty bastard in combat, dropping most of his Hulk act along the way. I like his current form better (mainly because I HATED the old, lame Drax), but I'm still not that huge a fan. He's honestly a little too "1990s EXTREEEEEEEME COMIX" for me. Plus, that scene where he killed Thanos was just WAY too anticlimactic for me. He runs in, beats down some goons, then casually rips out THANOS' heart while the purple one's back is turned? Then he just does the thing that Thanos was gonna do anyways (ie. free Galactus)? VERY weird to read, and just felt disjointed.
-He doesn't really get much of a "Character Arc" in Guardians- he's obsessed with protecting Cammi, the young girl who kind of "adopts" him at the beginning of Annihilation, but she vanishes at the end of the Cross-Over, and doesn't do anything until Avengers Arena, without him. On Guardians, he's basically just a grouch who grimaces and does bad-ass things. Then Thanos returned from the dead and killed him during the "Cancerverse" arc. Then Drax just reappeared, with NO MENTION MADE OF HIS DEATH AT ALL.
-The Movie's Drax was shifted a bit to be more of a clueless sort who radiated bad-ass intensity, but couldn't handle things like metaphors, making him seem dull-witted. Pro wrestler Dave Batista really gave it his all, and Drax's stiffness actually would disguise any stiff, unnatural acting on Dave's part, which makes it the perfect role for him. He returned to WWE in order to promote the upcoming film, but unfortunately some really awful writing & booking on WWE's part ruined any chance of Batista's role translating into any kind of success- a popular World Champion during his prime, Dave returned out of shape and in a terrible angle that tried to shove popular act Daniel Bryan under the radar... the fans soon revolted, turned on Dave (spawning a meme when a fan sign said "we were saying Boo-tista"), and his World Title push was eighty-sixed- he & Randy Orton instead jobbed to Bryan at WrestleMania XXX, and Batista soon left the company before the movie even came out.
-Drax is tough. He's a nasty-ass mix of Scrapper, Super-Strong Guy and Martial Artist, adding a ton of Advantages, a bunch of Skills (mostly Stealth & Recon-related), really high physical Stats, Regeneration AND his Knives all together, to make a very dangerous PL 11. For his "Thanos Killing" Feats, just boost his hitting power with a separate power thingie. I had some difficulty figuring out exactly HOW strong he was supposed to be (like A LOT of these Cosmic Guys), but since he's also packing Knives, and he's not a "Head Punch-Off" type of guy, it'll be a notch above Spider-Man's and that's it. He can modify nearly all his Caps with his various Combat Feats, allowing him to do stuff like stab an Annihilation Wave Hive Queen's head and kill it easily.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

MAXAM
Created By:
Jim Starlin & Tom Raney
First Appearance: Warlock and the Infinity Watch #12 (Jan. 1993)
Group Affiliations: The Infinity Watch
Role: Powerhouse, Forgotten Past Guy
PL 12 (167)
STRENGTH
10/16 STAMINA 11/17 AGILITY 3
FIGHTING 6/7 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 1 PRESENCE 2

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

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

Powers:
Immunity 20 (Mental Effects) [20]
Power-Lifting 1 (50 tons-50,000 tons) [1]
"Increase His Mass" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) [12]
Impervious Toughness 11 [11]
Leaping 4 (120 feet) [4]
Speed 4 (30 mph) [4]
"No Scent" Concealment 1 (Odor Senses) [2]

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

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

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

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

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

Total: Abilities: 80 / Skills: 14--7 / Advantages: 11 / Powers: 59 / Defenses: 10 (167)

-Maxam is a man from the future ruled by The Magus' Universal Church of Truth, and he's on a John Connor-like mission to save the world in the past. His mission: to kill Adam Warlock. He was a super-strong guy who looks kinda like they "Player 2" version of Thanos, and didn't have much character to him beyond a Wolverine-style "He doesn't know his past". He befriended Warlock, but still killed him, and was sorrowful for having done so. Thankfully for him, 'twas merely an ILLUSION cast by Warlock, and Maxam stayed with the Infinity Watch until it's cancellation- at which point he was never seen again. He's one of the REALLY forgotten Cosmic Scene Characters, and is one of the more-powerful strongmen superheroes in the Marvel Universe. He's PL 12, and was said to equal Drax or Hercules in strength once he got going, and was smarter than the average Strong Guy.

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

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

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

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

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

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

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

Complications:
Responsibility (The Guardians of the Galaxy)
Relationship (Emperor J'son of Spartax)- Peter's true father is the Emperor of a semi-forgotten Space Empire.
Relationship (Kitty Pryde)- He's a Marvel character named Peter. It was bound to happen.

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

-Star-Lord kinda came out of nowhere. A character from Marvel's past (Steve Englehart had big, drug-inspired plans for the character, but they went unrealized because he left Marvel), he was so forgotten that I'd never even heard of him (Keep in mind I've done builds of Ion, Pink Pearl and Quicksand before that point), but then he showed up in the first part of Annihilation as a ground-leader amongst the resistance forces. By Conquest, he was made a full-on lead character, forming a temporary group (that eventually became the full-time Guardians of the Galaxy) to fight the Phalanx. And now he's a movie superstar character. Comics are WEIRD- this kind of stuff is why I keep reading.
-Peter Quill was supposed to be a cynical, introverted asshole who eventually opened his mind to the greater universe, becoming a Cosmic Being. But when Steve Englehart quit Marvel, Chris Claremont took over and used more "Heinlein" as inspiration, and Quill would reappear in a few books here and there during the late '70s and early '80s. But that was it. For TWENTY-TWO YEARS, he sat on the shelf, unused, until all of a sudden this "Star-Lord" guy shows up in Annihilation as a military commander under the Abnett & Lanning duo. He eventually spins off into his own book (the Annihilation stories seem to revolve around setting up one major comic book ongoing from each Event), leading the new Guardians of the Galaxy. He led the team as a dark, cynical man who was still funny about it, and died heroically alongside Nova (Richard Rider) to prevent the "Cancerverse" from spreading into the main Universe.
-HOWEVER... Quill all of a sudden returned. Because... I dunno. They just kind of blew it off, especially because NOVA didn't come back- they had a replacement Nova instead. And now he's a wacky, funny jokester. Because... Chris Pratt played him that way in the GOTG movie. Funny how that works. And I mean, it's a COMPLETEY different character archetype- done in the film mainly to continue the narrative of how silly and weird the whole team is (green chick, insane green guy, talking raccoon, tree that only says "I am Groot"). They probably figured that the "Stoic Leader-Guy Trying To Hold Everyone Together" from the comics wouldn't be as funny. Plus Pratt by that point was mainly known for comedy (in Parks & Recreation), so they had to play him like a Sean William Scott character. But to see the COMIC BOOK version completely go all wacky created a bit of a disconnect, feeling both insincere, and making the comics a little too "Happy Go Lucky" for my tastes (comic books operate better when they treat the silly things a little bit seriously- not turning everyone into a jokey-type).
-Peter Quill's designed as a good marksman, using some high-powered Space Blasters as Equipment for such purposes. He's a terrific Skillmonkey, very good at everything involving aiming, and he's an excellent battlefield guy as well, having many Advantages: Luck, Smash, Leadership, Set-Up & Teamwork, etc. Focused a bit more to the accuracy side of things, he's still quite reliant on his Equipment to do any good (and Equipment is much more breakable/loseable than Devices are), but those are the hands we're dealt.

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

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

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

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

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

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

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

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

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

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

The Greater Magellanic Cloud Galaxy... Peaceful. Quiet. Serene.

That is, until ROCKET RACCOON wakes up.


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

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

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

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

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

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

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

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

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

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

-Rocket Raccoon is a rarely-seen character throughout most of comics history, showing up as an Earthly Raccoon given advanced intelligence. He hung around as kind of a goofy concept for a while, but never hit it big- he only had TEN APPEARANCES over the first THIRTY YEARS of his existence! And then Annihilation: Conquest came in and suddenly made him an ally of Star-Lord during his big run, and thus, he's a Guardian of the Galaxy, taking up a role as the team's Comic Relief and the "This Is So Ridiculous" guy who hangs a lampshade on all those weird things that could only happen in comic books (despite he himself being a talking raccoon). Like when the team was searching for possible names for their group, he pops up with "Rocket Raccoon & His Human Hangers-On". The guy's got comedy skillz. A lot of mileage is gotten out of the incongruity of this tiny Raccoon Creature being an ass-kicker.
-Even so, he can get serious, and is one of the most fiercely loyal of the entire Guardians, being among the least-likely to just disappear and do his own crap (like Drax, Gamora, Phyla...)- and he's even a movie star- being voiced by Bradley Cooper! Not to mention being one of the most popular characters from the movie- which went full-bore with the "hey, look at this- a talkin' f***in' raccoon. Can you believe this?" Funny for a guy who was so minor, Peter David once had his skin appear in a trophy room to get rid of pesky fans whining for his return. He even got his own solo book in 2014, but despite great sales for the first issue, it only lasted a year, being cancelled for Secret Wars. He died alongside a horde of other characters in the opening of the story, but will probably just be alive again in the new universe.
-Rocket shows up kinda like how I wanted, but surprisingly cheap. But then, his best power comes from Equipment instead of Devices, and he's a tiny Raccoon-Man (though note that he's usually drawn a fair bit bigger than a real raccoon, so I only stuck him with Shrinking 4). So he's not very strong, requires his weapons to do any sort of damage, and is REALLY easy to hurt if anyone gets a shot in on him. It helps that he's got a ridiculously-high Defense score (he's PL 8 defensively still), but he's not exactly a well-rounded PL 10. But it fits; he's not the team Powerhouse- he's more of a Skillmonkey/Blaster.

KREE SOLDIERS
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #65 (Aug. 1967)
Role: Space Mooks
Group Affiliations: The Kree Empire
PL 5 (66)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Space Soldiers) 4 (+6)
Intimidation 2 (+2)
Perception 3 (+3)
Technology 3 (+5)
Vehicles 2 (+6)

Advantages:
Equipment 4 (Blasters +6 Multiattack, Rebreathers)

Offense:
Unarmed +4 (+4 Damage, DC 19)
Blasters +4 (+6 Ranged Damage, DC 21)
Initiative +3

Defenses:
Dodge +3 (DC 13), Parry +4 (DC 14), Toughness +4, Fortitude +4, Will +0

Complications:
Responsibility (Kree Empire)
Prejudice (Skrulls, Shi'ar)- The Kree betrayed a bunch of Skrull ambassadors millennia ago, and this move of supreme dickery set off a massive war. As the OTHER great space-race, the Shi'ar also got mixed into things.

Total: Abilities: 42 / Skills: 14--7 / Advantages: 4 / Powers: 0 / Defenses: 13 (66)

-The Kree are a pretty cool alien race, as things go. A nice example of "Not Quite Alien" Aliens, they were just blue people for the most part- not being truly special. They were a good standard "evil alien race" for years, before they got UTTERLY played out during the whole Operation: Galactic Storm thing and stuff like that- getting over-used and then turned into a new "Ruul" evolved race to overcome their old weakness. Then current writers of course did the classic comic book thing of "Those changes suck- so here's the race as WE remember it from when WE were reading coimcs" (what I call Back-To-Basics Syndrome), and the Ruul were gone. The current race is crippled from the Annihilation Waves (Annihilus & Ultron-related), and was given over to The Inhumans. But then the Inhumans left them and the Kree attacked Earth for some reason... it got a little confusing when the Space Stuff got a new set of writers (I think Hickman just pulled rank and got the default Kree & Inhumans back, ignoring Abnett & Lanning's work entirely).
-Here's a common Kree Soldier. Blues & Pinks aren't REALLY that different (though Wiki says pinks are tougher), so I figured this'd do for them as Minions or supporting characters. They have a lot in common with Shi'ar as far as alien races go in Marvel- they're supposed to be SUPER-STRONG, yet I've pretty much never seen a Kree K.O. Daredevil with one punch or even lift something that heavy- it's more an implication that they're a BIT stronger than a human of comparative size.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Ronan the Accuser was a pretty simple character at first- being just some high-level Kree goon that arrested the Fantastic Four for breaking an old Kree Sentry, promising to try them in court, and instead just having at them with his Universal Weapon. A recurring minor threat over the years, he became the toady of the Supreme Intelligence (along with being his enemy, as writers often bounced the two around, forgetting what had gone on before), feuded with The Avengers more than the FF by a certain point, and did some damage, but he was mainly still just a "Face of the Empire", and lesser than the Supreme Intelligence at that. My personal favorite Ronan moment was during The Kree/Skrull War, when he watched Vision & Scarlet Witch's interactions when trapped by his machines, then burst out laughing- "By the heavens, they are... IN LOVE!" and going on about how unlikely and impossible this was, and how it made his whole journey worthwhile.
-This changed with Annihilation, which gave him a Limited Series (basically him landing on a planet and kicking the asses of some old unused Cosmic characters) and a big role in the Annihilation War. He got taken over in the Conquest series, and badly injured during War of Kings, at which point he gave up rulership of the Kree Empire willingly to Black Bolt & The Inhumans. He recovered, with Crystal as his Wife-By-Treaty (though it's been revealed that both have actual feelings for the other). So now I kinda like Ronan. He's got a big, interesting visual presence, a cool weapon, and now some actual personality instead of just being a big, violent goon. He's kinda been "Downgraded" since Annihilation pumped him up so big, as he became The Supreme Intelligence's stooge again.
-The post-Annihilation years weren't so kind- The Inhumans got a lot of use at Marvel, but Ronan & Crystal weren't part of the deal. During Infinity, he was largely a background character, but DID get the cool moment of basically going "y'know what, old man? Suck it." and smashing Supremor's stupid head in and rejecting the Kree's treaty with The Mapmakers, taking over the Kree Empire and allying them with The Avengers' forces. He was chosen as the main villain in the Guardians of the Galaxy movie, but unfortunately, it was as the most-generic villain ever- a mindless extremist minion of Thanos who wanted all of Xandar (the Kree's enemies in this universe) to die. He spent 90% of his time yelling and screaming, got little characterization (despite being played by the great Lee "Piemaker" Pace), and got vaporized by the Care Bear Stare of the assembled Guardians. It was perhaps inevitable in the film that had to introduce a disparate team of five characters would have to scrimp on characterization for the villain, but still too bad.
-Ronan is highly-powerful, very versatile, and capable of taking on just about any Marvel hero. Thankfully, there's many instances of him battling mainstream heroes, so he's not as hard to pin down as many other Cosmic-based space guys are. He's tough enough to challenge a big group of 1970s-Avengers or the Fantastic Four by himself, a fight with him and Iron Man was basically entirely in Ronan's favour, and he actually BEAT RAVENOUS, aka "Like a Herald of Galactus", albeit he was going absolutely all-out at the time.
-Ronan's got a bizarre set of powers that's all over the place, however, which makes him rather complicated. See, he's very physically tough OUTSIDE of his armour, but gets better within it. He has Eye-Beams in his base form, but more energy powers with his Universal Weapon, a big cosmic-hammer. His armour also can turn him invisible, and renders him immunet to the Weapon's ability to fry anyone who tries to use it without Accuser Armor on. I was gonna swipe Taliesin's idea of using it as a Drawback on the Weapon, but I like my way just as much: It's a Side-Effect -2 (meaning it always happens when it's used) on each Power, but the Armour buys off the Flaw's 27 points (I would house-rule/assume that this extends to all the cheaper Alt-Effects of the base power as well). There has been mention made that he can "Recreate" the Universal Weapon from his Armour, which would essentially make it a full Hard to Lose aspect of his suit, but this is both nigh-impossible to stat (Summon Weapon?) and isn't used at all anymore, so I left it out. When he broke one against Ravenous, he had another one later, but I'd assume he'd have a big backlog.
-So with the Universal Weapon, Ronan can hammer away in PL 13 melee (his preference), Disintegrate objects, transmutate machinery to his liking, or simply Blast away. However, like alot of Cosmic Guys, Ronan has a LOT of side-powers over the years, that have mostly been done away with these days (the Annihilation books' bios actually make mention of this- wondering why he uses a "weaker" version of what was essentially a Variable Power-Uber-Weapon). I stuck 'em in for completion's sake if you want to use his more-epic Villain Years- they allow him to Teleport, Freeze people in place, and create vortexes or vaccuums, throwing people about or sucking the air out of them. All of this combined makes Ronan a heavy-hitter, able to duke it out with Ravenous for a while (he still basically spent some HP to go Extra Effort and bust the Universal Weapon over his head), and a good team threat as well.

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

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

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

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

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

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

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

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

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

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

-The Supreme Intelligence is actually a pretty cool idea, the embodiment of the dead minds of all the most-intelligent Kree, formed into a sentient computer that takes leadership of the Empire. The Intelligence has led his people through tremendous chaos, and even wiped out his own race in order to make them stronger (trying to create a more favourable evolution by killing most of his own people). He has a unique appearance (being a giant head in a jar/viewscreen), and is iconic enough that writers keep resurrecting him no matter how many times he's been killed. Most-recently, he was seen allying with The Mapmakers during the Infinity conflict, but a bad-ass power-play by The Avengers made the entire Accuser Corps. turn on him, with Ronan smashing his stupid head in (despite having resurrected him only a year prior- merging two surviving Alternate Universe Reed Richardses together to form the new S.I.).
-He's not really an active participant in many fights, being a giant computer with no ability to move, but he's smart, has massive psionic might, and he's one of the best schemers in comics- not many characters have wiped out billions of a race of people, only to be greeted as beloved heroes by that same race- THAT is a supreme planner.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

-Nebula was interesting to me as a kid, since I decided that Thanos was awesome, and his "granddaughter" must be as well. She's a fairly one-note villain, being a Space Pirate obsessed with power, flying around the galaxy in a super-huge space cruiser, The Sanctuary II. She had a couple stories to her credit until The Infinity Gauntlet, where Thanos cruelly tortured her (for her audacity in claiming a familial link to him) by leaving her permanently in a state between life and death. In the weirdest twist of the whole Gauntlet storyline, she ended up GRABBING THE GAUNTLET, resulting in everyone divebombing HER, including the Cosmic Beings in attendance. I thought it was kind of silly that, after Thanos did this great, smart battle against the Cosmics, we got Nebula casually doing the whole thing AGAIN, but off-panel. In all, she's the most bizarre character in the thing- nearly every other character has a role (be it observers like Starfox, schemers like Mephisto, Cannon Fodder like the heroes- especially Namor & She-Hulk, human-level "this is crazy" guys like Cloak, and super-heavyweights like the Cosmic Beings), but Nebula is just kinda... there, as an example of Thanos' cruelty, until she suddenly becomes our second-tier villain.
-It kinda says something that while this series set off a HUGE amount of stories involving Thanos, The Silver Surfer, The Cosmic Beings, Adam Warlock, The Infinity Watch and more... we basically never saw Nebula in any kind of a big role again. She actually gets more hints of relevance for that time she almost blew up the universe using an Earth scientist's super-device. After the Gauntlet story ended, she appeared on only two separate occasions that I can see- turning into a cyborg during a prison break (and killing her crew), and showing up as one of those nameless "Grace" followers of Gamora in the first part of her Annihilation story. Of course, it makes zero sense why Nebula would be under someone else's command, but then, her time in the sun was long over.
-That being said, she DID get to be in the Guardians of the Galaxy movie, as a sorta-sister to Gamora, and using her more-iconic, but newer, Cyborg look. She got a cool bit where she sort of "fixed" herself after being badly injured, but like Ronan, didn't get as much to do as the heroes.
-Nebula isn't any kind of a supreme bad-ass as a fighter (she's basically using Wrist Blaster Equipment to meet her offensive caps, and is PL 8 defensively), but the challenge with her is the fact that she's using a Star Cruiser powerful enough to wipe out a Skrull Armada, has a TON of Space Pirates at her beck and call, and could have God-knows-what kind of space tech lying around. She doesn't exhibit any particularly-Cyborgy powers as far as I can tell, so the movie's version is probably more powerful (but lacks the Space Pirates, as that's a bit of a dated concept these days... sadly).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Hawkeye Builds

Post by Jabroniville »

HAWKEYE & MOCKINGBIRD'S ROGUES:

-Hawkeye is a bit unfortunate. See, he's one of Marvel's best heroes, and naturally one of the greatest Avengers- as iconic to the team as anybody. He should be a major name- he's in the MOVIE, for God's sake!- with plenty of solo books to his name.

The issue? Hawkeye has a TERRIBLE Rogues Gallery. Worse than almost any other hero on his level. I mean, his main villain is the jobber CROSSFIRE (who notably was not created as a Hawkeye foe in the first place... not that this is the sole criteria for a great Arch-Nemesis, but it's telling). The rest of the list is full of Gimmicky Jobbers, a Fallen Mentor archetype, a Long-Lost Brother, and a random giant thrown in. Mockingbird is even worse off, since she never really went solo for any length of time.

But just because- here are the Top Ten Greatest Hawkeye Moments:

10) Defeats Captain Atom off-panel during JLA/Avengers, enraging DC fanboys.
9) Meets and marries Mockingbird on the same day. Because that's how Hawkeye rolls.
8) Almost gets Moonstone to switch sides and turn good. Keep in mind that Moonstone used to manipulate people into committing suicide FOR FUN.

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7) This panel.

6) Hawkeye is snared/bound up by something, and Immortus is about to take control of the universe or whatever. So Hawkeye naturally fires his bow WITH HIS FEET and saves the day.
5) The entire Avengers team is defeated by the various gimmicks and collected merchandise of Taneleer Tivan- The Collector. The last one left? Hawkeye, the least-powerful among them. Naturally, he easily disarms and defeats their foe.
4) Successfully manages to resist the sexual advances of SONGBIRD of all people. She practically pushes him to the floor and breaks him like a riding pony and he STILL RESISTS HER. I mean, WHAT KIND OF A SAVE DC WOULD THAT TAKE?!? Numbers don't GO that high!!
3) Hawkeye striking a blow for male chauvinists everywhere by planting one on THE FREAKING VALKYRIE, then ducking the intervening sword-swipe and not only getting her to accept his half-hearted apology and then ADMIT TO HERSELF THAT SHE LIKED IT.
2) Hawkeye saves the Marvel & DC Universes at the same time by firing an arrow into Kronus' fancy-machine at the end of JLA/Avengers. Barry Allen helped, but his ass didn't shoot no arrows.

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1) Saves the entire universe by cheating at "Draw Straws" against The Grandmaster, distracting him enough for Death to break free of her bonds and exile him. He then makes fun of Cap for being shocked that he'd cheat.


MOCKINGBIRD (Barbara "Bobbi" Morse, aka Huntress)
Created By:
Gerry Conway & Barry Smith (Roy Thomas & Mike Friedrich are mostly responsible, though)
First Appearance: Astonishing Tales #5 (June 1971- Bobbi), Marvel Super Action #1 (Jan. 1976- Huntress), Marvel Team-Up #95 (July 1980- Mockingbird)
Role: Black Canary Rip-Off, Martial Artist, Refridgerator Stuffing
Group Affiliations: The Avengers, S.H.I.E.L.D., The Great Lakes Avengers, The World Counter-Terrorism Agency
Avengers Grade: D-Level
PL 9 (145)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+13)
Athletics 5 (+7)
Deception 7 (+9)
Expertise (Science) 4 (+8)
Expertise (Spy, S.H.I.E.L.D. Agent) 6 (+10)
Insight 5 (+8)
Investigation 5 (+8)
Perception 8 (+11)
Persuasion 4 (+6)
Ranged Combat (Clubs) 2 (+12)
Sleight of Hand 8 (+10)
Stealth 7 (+12)
Technology 2 (+6)
Vehicles 3 (+5)

Advantages:
Accurate Attack, Agile Feint, Beginner's Luck, Defensive Attack, Equipment 2 (Battle-Staves, Kevlar), Fast Grab, Follow-Up Strike, Improved Critical (Battle-Staves), Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Ranged Attack 8, Takedown 2, Uncanny Dodge

Equipment:
"Battle-Staves"
"Bo Staff or Clubs" Strength-Damage +2 (Feats: Reach 2, Split) (5)
"Thrown Staves" Strength-Damage +2 (Extras: Ranged 6) (Diminished Range -2) (6)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Battle-Staves +13 (+4 Damage, DC 19)
Thrown Staves +12 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 14), Toughness +3 (+4 Kevlar), Fortitude +6, Will +7

Complications:
Relationship (Clint Barton)- Hawkeye & Mockingbird were married, then divorced, then she died and it turned out years later she was a Skrull, and now they're kinda... it's complicated.
Enemy (The Phantom Rider)- Mockingbird was mentally-dominated by the Phantom Rider, who likely slept with her during that time. She murdered him in revenge. This has come back to haunt her, both in her personal life, and by the man's ghost.

Total: Abilities: 68 / Skills: 74--37 / Advantages: 24 / Powers: 0 / Defenses: 16 (145)

-What IS it with The Avengers and screwed up stories as characters? Doing these builds, I will encounter some F-ed up history about FIFTY TIMES. Barbara "Bobbi" Morse is possibly one of the WEIRDEST. She started out as a Ka-Zar supporting character, acting like a possibly-psychic brunette Englishwoman at first, until they switched personalities almost immediately and made her a blonde special agent type. Roy Thomas & Mike Friedrich took over her characterization, moulding her into the character we know today, as "Agent 19" of S.H.I.E.L.D., who aided (and made out with) Ka-Zar until Shanna the She-Devil was added to the book to be the new love interest. So Bobbi became "The Huntress" in a one-shot adventure (Mike Friedrich had written it, and most of her more-recent appearances), but that failed to bring her any success. Then, Mark Gruenwald had a "Mockingbird" character made up to be a Spider-Woman villain, but he left that book and wanted to re-create her. Instead, he put that name on an updated Bobbi (the "Huntress" name was being used by Helena Wayne of DC's Earth-2 by that point), and threw her into Marvel Team-Up.
-On to Steve Englehart's 42-issue run on The West Coast Avengers, featuring Bobbi (who had recently eloped with Hawkeye impulsively in his Mark Gruenwald-written Limited Series, which is perfectly in-character for Clint) as a charter member Martial Arts Chick who did a lot of the non-power-oriented stuff. She had a run-in with the Phantom Rider (who brainwashes her into loving him... better known as "rape"), which became a pretty interesting moral story (most heroes didn't murder their foes outright- and it didn't set well with Clint), but then they did the CLASSIC "Comic Book Relationship Fumble", as they split up, hooked-up, split again, got divorced, and fell back in love, just in time for Roy Thomas to kill her off during the last couple issues of the West Coast book, finalizing the whole thing with a death.
-Honestly, Bobbi was never a major character, and was WAY too much like Black Canary for my tastes (blonde martial artist in black uniform who is dating a blonde-haired male archer), though I'm not sure who went through the endless "Break-Up/Make-Up" cycle first. She wasn't even portrayed as an elite martial artist (U.S. Agent once said- and he meant it in a NICE way- "even if you can't really DO anything, you certainly improve the scenery around here"), and she wasn't really missed in the time since her death. However, she was kinda nice when she finally returned (it was a Skrull who died- the writers fought for her return the hardest out of all the characters), mocking Hawkeye's "Ronin" look, and Marvel gave her a bit of a re-push as the "Mr. & Mrs. Smith" of the Marvel Universe post-Secret Invasion, teaming up with Hawkeye again. However, their new "Ongoing" was cancelled almost immediately, and despite her gaining the... oh god ANOTHER one... modified Super-Soldier Serum, she vanished onto the Secret Avengers book and is basically a non-entity now. She's a supporting character in Hawkeye's great recent solo book, but doesn't get up to much in it.
-Mockingbird is a capable martial artist of the PL 9 variety, being almost as expensive as a PL 10, and she's very good at what she does. She's a notch under certain people with the same general set-up (Black Widow, etc.), but she's much better than she used to be, and depicted as a major-league ass-kicker. She's also got a bit of Agent training and some scientific skill to go with her fighting. With the Super-Soldier Serum/Infinity Formula (and I bet you a million dollars that she loses that upgrade as soon as the next writer forgets), she'll be a good bit stronger (ST 4, STA 4), and possibly gain Immunity to Aging. She'll even out to around PL 10 then, as I don't see her at PL 11 or anything.

MOCKINGBIRD (Barbara "Bobbi" Morse)
Created By:
Gerry Conway & Barry Smith (Roy Thomas & Mike Friedrich are mostly responsible, though)
First Appearance: Astonishing Tales #5 (June 1971- Bobbi), Marvel Super Action #1 (Jan. 1976- Huntress), Marvel Team-Up #95 (July 1980)
Role: Black Canary Rip-Off, Martial Artist, Refridgerator Stuffing
Group Affiliations: The Avengers, S.H.I.E.L.D., The Great Lakes Avengers
Avengers Grade: D-Level
PL 8 (122)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 4 (+6)
Deception 5 (+7)
Expertise (Science) 4 (+8)
Expertise (Spy, S.H.I.E.L.D. Agent) 4 (+8)
Insight 5 (+8)
Investigation 5 (+8)
Perception 5 (+8)
Persuasion 4 (+6)
Ranged Combat (Clubs) 2 (+10)
Sleight of Hand 6 (+8)
Stealth 5 (+10)
Technology 2 (+6)
Vehicles 3 (+5)

Advantages:
Accurate Attack, Agile Feint, Beginner's Luck, Defensive Attack, Equipment 2 (Battle-Staves, Kevlar), Improved Critical (Battle-Staves), Improved Disarm, Improved Initiative, Ranged Attack 6

Equipment:
"Battle-Staves"
"Bo Staff or Clubs" Strength-Damage +3 (Feats: Reach 2, Split) (6) -- (7 points)
AE: "Thrown Staves" Strength-Damage +2 (Extras: Ranged 6) (Diminished Range -2) (6)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Battle-Staves +11 (+5 Damage, DC 20)
Thrown Staves +10 (+4 Ranged Damage, DC 19)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 12), Toughness +3 (+4 Kevlar), Fortitude +6, Will +6

Complications:
Relationship (Clint Barton)- Hawkeye & Mockingbird were married, then divorced, then she died and it turned out years later she was a Skrull, and now they're kinda... it's complicated.
Enemy (The Phantom Rider)- Mockingbird was mentally-dominated by the Phantom Rider, who likely slept with her during that time. She murdered him in revenge. This has come back to haunt her, both in her personal life, and by the man's ghost.

Total: Abilities: 64 / Skills: 60--30 / Advantages: 15 / Powers: 0 / Defenses: 13 (122)

-Mockingbird for most of her run looked like this. She was less-skilled overall, and was only a tad better than a PL 8 in terms of points, while being PL 7.5 defensively.

HAWKEYE (Clint Barton, aka Goliath, Ronin II)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspense #57 (Sept. 1964)
Role: The Snarky Hero, The Archer, The Hot-Headed Hero
Group Affiliations: The Avengers, The Defenders, The Thunderbolts, The Great Lakes Avengers
Avengers Grade: A-Level
PL 10 (174)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 5 (+8)
Deception 6 (+8)
Expertise (Current Events) 4 (+5)
Expertise (Carny Lore/Streetwise) 4 (+5)
Insight 4 (+6)
Investigation 4 (+6)
Perception 9 (+11)
Persuasion 4 (+6)
Ranged Combat (Bow) 3 (+15)
Sleight of Hand 2 (+6)
Stealth 4 (+9)
Technology 4 (+5)
Vehicles 2 (+6)

Advantages:
Accurate Attack, Agile Feint, Defensive Attack, Evasion, Improved Aim, Improved Critical (Bow) 3, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Inspire, Power Attack, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 8, Seize Initiative, Set-Up, Teamwork, Ultimate Aim

Powers:
"Archer's Bow" (Flaws: Easily Removable) [29]
"Tear Gas Arrow" Affliction 8 (Fort; Dazed & Vision Impaired/Stunned & Disabled/Incapacitated & Unaware) (Extras: Extra Condition, Ranged, Area- 30ft. Burst) (32)
AE: "Standard Arrow" Blast 5 (Feats: Variable- Blunt, Electrical or Sharp) (Extras: Multiattack) (16)
AE: "Titanium Arrow" Blast 5 (Extras: Penetrating 5) (15)
AE: "Bola Arrow" Snare 7 (Inaccurate -1) (20)
AE: "Boomerang Arrow" Blast 5 (Feats: Split 2, Homing, Ricochet 2) (15)
AE: "Explosive Arrow" Blast 9 (Extras: Area- 30ft. Burst) (27)
AE: "Sonic Arrow" Dazzle Hearing 9 (Extras: Area- 30ft. Burst) (27)
AE: "Flash Arrow" Dazzle Visuals 9 (Extras: Area- 30ft. Burst) (27)
AE: "Gas Arrow" Sleep 8 (Extras: Area- 30ft. Burst) (24)
AE: "Smoke Arrow" Obscure Visuals 2 (Extras: Attack, Area- 30ft. Burst) (12)
AE: "Taser Arrow" Affliction 7 (Strength; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Inaccurate -1) (13)
AE: "Acid Arrow" Blast 5 Linked to Weaken Toughness 7 (Extras: Ranged, Affects Objects) (Inaccurate -1) (30)
AE: "E.M.P. Arrow" Nullify Technology 5 (Extras: Sustained +2) (20)
AE: "Cable Arrow" Movement 1 (Swinging) (2)
AE: "Vibranium Arrow" Nullify Blunt Impacts 7 (Extras: Ranged) (Inaccurate -1) (13)
"Rocket Arrow" Adds 2 Ranks of Extended Range to Any Arrow (Inaccurate -1) (1)
-- (47 points)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Standard & Boomerang Arrows +15 (+5 Ranged Damage, DC 20)
Dazzle & Gas Arrows +8 Area (+8 Affliction, DC 18)
Tear Gas Arrow +8 Area (+8 Affliction, DC 18)
Taser & Bolo Arrows +12 (+7 Ranged Affliction, DC 17)
Acid Arrow +13 (+5 Ranged Damage & +7 Ranged Weaken, DC 19 & 17)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +4, Fortitude +7, Will +8

Complications:
Responsibility (A Giant Mess)- Clint may be an excellent superhero, but his personal life is a disaster. He can't hold down a relationship to save his life, frequently offends even close friends, and has little sense of responsibility.
Disabled (Partially-Deaf)- Hawkeye is 80% deaf in both ears without hearing aids (thanks to using a Sonic Arrow against Crossfire) , which can be a problem if his aids are deactivated. This disappeared after he was resurrected post-Onslaught.
Relationship ("Mockingbird" Bobbi Morse- Ex-Wife)- Hawkeye & Mockingbird were married, then divorced, then she died and it turned out years later she was a Skrull, and now they're kinda... it's complicated.
Relationship (Many Others)- Clint has had a ton of other love interests- he lusted after The Black Widow for a long time, then switched to The Scarlet Witch- both women ultimately didn't care for him. He almost hooked up with the chaotically-evil Moonstone when she was semi-close to reforming on The Thunderbolts. He briefly dated Jessica "Spider-Woman" Drew, but she caught him with another girl.
Responsibility (Punk Made Good)- Hawkeye was a no-good punk at first, but made good with The Avengers, coming to respect Captain America after an argumentative relationship with him. This self-improvement drives Clint, and he often seeks out new, unproven heroes to help make the same change.
Relationship (The Swordsman & Trick Shot)- Hawkeye has come to blows with both of his former mentors. Swordsman died a hero, while Trick Shot became a friend after suffering from cancer, but soon went back to douchebaggery.
Relationship (Barney Barton- Brother)- Clint's brother was thought-dead, but then turned into a supervillain (a new Trickshot), then reconciled with Clint.
Enemy (Crossfire)- The gun-toting villain has a mad-on for Clint, trying to kill him or maim him numerous times.
Power Loss (Skills & Toughness)- In his most-recent series, Clint is like PL 8 and totally gets One-Punch-KO'd on a daily basis. It's the most Street Level thing ever.

Total: Abilities: 68 / Skills: 62--31 / Advantages: 28 / Powers: 29 / Defenses: 18 (174)

-If you held a gun to my head and made me select the Greatest Avenger Ever, I actually think I would have to go with Clint Barton- the true soul of the team. Sure, I think Captain America is a better CHARACTER, but Clint to me represents the iconic "Marvel Hero" as well as anyone- a man riddled with psychological problems and personality issues, prone to being an argumentative smartass, and with a love life more complicated than a Jane Austen character- and thus fits in perfectly with the squad. He can fit in as "that guy" (the rebellious one who just HAS TO cause problems in every issue), the leader (and because he's not as good as Cap, it can lead to more personality conflicts and better improvisation), the one who causes romantic issues (Scarlet Witch, Black Widow, Jessica Drew & Mockingbird are among his love interests), and more.
-Clint Barton is your classic comic book character in that he's an orphan with a past full of betrayal and trickery- he was betrayed by his mentor The Swordsman, and was thought-of as a criminal, bringing him into conflict with Iron Man. Later on, he chased after Natasha Romanoff, falling for her and committing crimes on her behalf. Eventually, he became a "straight shooter" (his words), joining The Avengers along with Quicksilver & The Scarlet Witch, forming a trio of ex-villains to join Cap's new team. He rebelled against Cap's leadership, setting off a long run of smart-assery.
-For a short while, he actually dropped the "Hawkeye" moniker and became Goliath, using a Growth Serum after he lost his bow at a critical time. I guess they were either trying to shake things up or give him a power upgrade in the late '60s, but this has mostly been left by the wayside. He switched back after the Kree/Skrull War, but left the team after Wanda hooked up with The Vision. Away from The Avengers, he kind of drifted around aimlessly, frequently causing a ruckus in other books (Daredevil, etc.), and even joined The Defenders for a spell. He starts the first of a long stretch of saving the entire Avengers squad of more-powerful heroes when The Collector defeats the entire team with gadgets, and disarms the Elder. After a short while farting around again, he finally gets his own Limited Series and marries Mockingbird, setting off the new period in his life.
-Hawkeye founds The West Coast Avengers, becoming the leader of a new offshoot book (written by Steve Englehart). After the stuff detailed in Bobbi's build, they split for a while (Hawk later kind of becomes "just a guy" in the WCA books I've read, instead of the leader), and he disappears from major books for a while after she's killed during the war between Mephisto & Satannish. He returns just in time to die against Onslaught, and when that whole deal was done, he joined The Thunderbolts to try and help the ex-villains reform. It actually worked for a while, and he led them against GRAVITON a couple times, but he eventually left, hooked up with The Wasp, and controversially-died during Disassembled. Losing the guy who to many was SUCH an iconic Avenger was offensive to many fans (despite the fact that Clint hadn't been on the main team in a major way for decades).
-He naturally resurrects after House of M, joins some of the New Avengers squads running around (it's kind of a mish-mash), dresses up as the new Ronin, briefly sorta-reconciles with his ALSO now-resurrected ex-wife, becomes Hawkeye again, and does some other stuff. Most-recently, he was the central character in Matt Fraction & David Aja's FANTASTIC (and funny) Hawkeye solo book, which was eternally-plagued by lateness (and has been cancelled), but was some of the most inventive stuff going- very much like their The Immortal Iron Fist book (Clint & Danny basically look IDENTICAL). It basically portrays the Street-Level/Spy antics of an unshaven, frequently-injured Clint Barton, while he makes a mess of his personal life and annoys the Young Avengers' own Hawkeye, Kate Bishop. Fraction gets a lot of enjoyment out of the fact that NOBODY is ever seen in their superhero gear- it's always street clothes for EVERYONE, making the book like like a classic Indie Snob book while also making cute asides to Marvel's history.
-So yeah, Clint is AWESOME. Though sadly a bit unable to keep a solo book going, this makes him an ideal candidate for membership of The Avengers, Avengers West Coast, or as the main star of the Anthology-title Solo Avengers. And despite this inability to hold a solo book, the fan outcry was IMMENSE when they tried to kill him off (his book had JUST been cancelled at #8). He's your CLASSIC snarky hero, a likeably-unlikeable fighter who's cocky in a funny way, and there are VERY few characters that perform better in a team- he plays off of EVERY other personality in the squad, whether it be the straight-laced humorless Cap, the serious epic Thor, the goofier snarky Spider-Man (unsurprisingly they argue a lot since they're fulfilling the same role), the Dark Action Girl Mockingbird, and more. Of course, I find it hilarious that the Marvel Cinematic Universe makes IRON MAN the Snarky Comedy Guy, leaving Clint to be a gruff, rarely-speaking bad-ass.
-Plus he gets some of the greatest World-Saving Feats in comics. I daresay he's responsible for more universe-altering wins than any other hero- he stopped Immortus during The Celestial Madonna, saved The Avengers from The Collector, fired the last shot in JLA/Avengers, saving both the Marvel & DC Universes from Krona's mad scheme, and, in one of the single greatest scenes in the history of comics books, saved the ENTIRE UNIVERSE from The Grandmaster's plan to conquer it by playing on the Elder's addiction to games of skill and chance. When Hawkeye & Cap faced certain death at the hands of The Grandmaster's Legion of Unliving (now made up of all the Avengers who'd died in the course of the story), Clint simply spoke up and challenged him to a game of "Draw Straws" for total power. When the Elder laughed him off, Clint EGGED HIM ON, suggesting that right then, THAT would be the ultimate "Game" to play- the entire universe for picking which of his two arrows had a cap on the end. When The Grandmaster loses, it distracts him long enough for Death herself to break free from his containment field and stop him, saving everyone. When Cap congratulates Hawkeye on his luck, Hawkeye laughs and reveals that HE CHEATED, leaving the caps off BOTH arrows, horrifying straight-laced Steve Rogers.
-As befitting a major Avenger, Hawkeye is PL 11-12-level pricey, but skilled like a PL 10. Hawkeye is INCREDIBILY accurate with his arrows- +15 is enough to hit just about anyone, especially since he has Accurate Attack and the ability to go Multiattack with his Standard Arrows. He's +13 in melee as well, being a generally amazing fighter just below those DEFINED by their melee capability. His multitude of arrows lets him get off a variety of effects, making him among the most fun Avengers to stat up. The multitude of effects includes tons of Affliction-based effects (Taser Stun, Snare, Tear Gas, Dazzles, etc.), an Explosion, a tech-nullifier, a Boomerang that Homes in on a target, a Titanium Arrow with more power (an Adamantium Arrow can do more damage- but is a Hero Point-costing one-time effect), and Acid. Hawkeye's not one for Power Gamers, but he is definitely the most-fun guy on the roster to play as.
-Hawkeye can drop the Bow & Arrow and become a lame Melee Fighter with his Ronin gear- gaining a Katana, Nunchuku and other stuff. He's still PL 10 (+13 attack and a +6 Sword), but less so. And really, that was a lame temporary change when EVERYONE just wanted Marvel's Awesome Archer back.

GOLIATH II (Clint Barton)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspense #57 (Sept. 1964)
Role: The Snarky Hero, The Growing Guy, The Hot-Headed Hero
Group Affiliations: The Avengers, The Defenders
Avengers Grade: A-Level
PL 10 (136)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 5 (+10)
Athletics 4 (+7)
Deception 6 (+8)
Expertise (Current Events) 3 (+4)
Expertise (Carny Lore/Streetwise) 4 (+5)
Insight 2 (+4)
Investigation 2 (+4)
Perception 7 (+9)
Ranged Combat (Bow) 3 (+13)
Sleight of Hand 2 (+6)
Stealth 4 (+9)
Technology 4 (+5)
Vehicles 2 (+6)

Advantages:
Accurate Attack, Agile Feint, Defensive Attack, Defensive Roll, Evasion, Improved Aim, Improved Critical (Bow) 3, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 6, Set-Up, Teamwork, Ultimate Aim

Powers:
"Pym Particles"
Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +2 Speed) -- (24 feet) [16]
-2 Fighting [-4]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Largest Size +9 (+11 Damage, DC 26)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +7, Will +6
"Large Size" Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +11, Fortitude +13, Will +6

Complications:
Disabled (Partially-Deaf)- Hawkeye is 80% deaf in both ears without hearing aids, which can be a problem if he's in the dark and his aids are deactivated.
Responsibility (Punk Made Good)- Hawkeye was a no-good punk at first, but made good with The Avengers, coming to respect Captain America after an argumentative relationship with him. This self-improvement drives Clint, and he often seeks out new, unproven heroes to help make the same change.

Total: Abilities: 64 / Skills: 48--24 / Advantages: 23 / Powers: 12 / Defenses: 13 (136)

-Hawkeye had a pretty big run in the '60s as the new Goliath, for reasons I'm unsure of. He's basically a mini-Pym at this point, being a better fighter, but not as large as Pym would later get. He's less Skilled overall, and a worse fighter, but is still PL 10. He would likely be only PL 9 with his Bow & Arrow at this point, though.

KATE BISHOP (Katherine Bishop, aka Hawkeye III)
Created By:
Allan Heinberg & Jim Cheung
First Appearance: Young Avengers #1 (April 2005)
Role: Rich Brat, Legacy Character
Group Affiliations: The Young Avengers
PL 8 (119)
STRENGTH
2 STAMINA 2 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 7 (+11)
Athletics 5 (+7)
Deception 3 (+5)
Expertise (Streetwise) 2 (+3)
Insight 2 (+3)
Investigation 3 (+4)
Perception 2 (+3)
Ranged Attack (Bow) +2 (+12)

Advantages:
Equipment 2 (Sword +3, Batons +1- Split), Defensive Roll, Improved Aim, Improved Critical (Bow & Arrow), Precise Attack (Ranged/Concealment), Ranged Attack 5

Powers:
"Archer's Bow" (Flaws: Easily Removable) [27]
"Tear Gas Arrow" Affliction 8 (Fort; Dazed & Vision Impaired/Stunned & Disabled/Incapacitated & Unaware) (Extras: Extra Condition, Ranged, Area- 30ft. Burst) (32) -- (45 points)
AE: "Standard Arrow" Blast 5 (Extras: Multiattack) (15)
AE: "Titanium Arrow" Blast 5 (Extras: Penetrating 5) (15)
AE: "Bolo Arrow" Snare 7 (Inaccurate -1) (20)
AE: "Boomerang Arrow" Blast 5 (Feats: Split 2, Homing, Ricochet 2) (15)
AE: "Explosive Arrow" Blast 9 (Extras: Area- 30ft. Burst) (27)
AE: "Sonic Arrow" Dazzle Hearing 9 (Extras: Area- 30ft. Burst) (27)
AE: "Flash Arrow" Dazzle Visuals 9 (Extras: Area- 30ft. Burst) (27)
AE: "Gas Arrow" Sleep 8 (Extras: Area- 30ft. Burst) (24)
AE: "Smoke Arrow" Obscure Visuals 2 (Extras: Attack, Area- 30ft. Burst) (12)
AE: "Taser Arrow" Affliction 7 (Strength; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Inaccurate -1) (13)
AE: "Acid Arrow" Blast 5 Linked to Weaken Toughness 7 (Extras: Ranged, Affects Objects) (Inaccurate -1) (30)
AE: "E.M.P. Arrow" Nullify Technology 5 (Extras: Sustained +2) (20)
AE: "Cable Arrow" Movement 1 (Swinging) (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Batons +10 (+3 Damage, DC 18)
Sword +10 (+5 Damage, DC 20)
Standard & Boomerang Arrows +11 (+5 Ranged Damage, DC 20)
Dazzle & Gas Arrows +8 Area (+8 Affliction, DC 18)
Tear Gas Arrow +8 Area (+8 Affliction, DC 18)
Taser & Bolo Arrows +9 (+7 Ranged Affliction, DC 17)
Acid Arrow +9 (+5 Ranged Damage & +7 Ranged Weaken, DC 19 & 17)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +2 (+3 D.Roll), Fortitude +5, Will +5

Complications:
Relationship (Clint Barton)- Kate took on Hawkeye's name while he was dead, and he let her keep it when he returned. She finds him exasperating and annoying, and frequently makes fun of him, yet is frustrated when he states matter-of-factly that he only gets along with her because he doesn't want to sleep with her.
Power Loss (Skills & Toughness)- In Hawkeye's most-recent series, Kate is like PL 7 and totally gets One-Punch-KO'd on a daily basis. It's the most Street Level thing ever.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 11 / Powers: 27 / Defenses: 14 (119)

-Kate Bishop is a neat part of the most-recent Hawkeye series- a smart-assed rich (actually I don't think she's wealthy, but she acts like it) brat, she frequently makes fun of Clint for being short-sighted, foolish and immature, yet has basically taken him on as a weird sort of mentor while she babysits him. She made her debut when The Young Avengers roped her into one of their fights, and of course it turns out she's a great fighter and amazing with a bow. She acts above-it-all and frequently lectures others on their behavior (it's a given that Clint Barton needs this frequently), which is TOTALLY not how every teenage girl I've ever met acts.
-Kate is basically Mini-Hawkeye, doing quite well for herself sometimes, but generally being very fragile. She gets KO'd ALL THE TIME in the new Hawkeye book, but then, so does Clint. She has Hawkeye's Bow & Arrow, but I don't think she uses as many of the fancy bits. I left most of them in there, just in case.

CROSSFIRE (William Cross)
Created By:
Steven Grant & Jim Craig
First Appearance: Marvel Two-In-One #52 (June 1979)
Role: Jobber Villain
Group Affiliations: Cross Technological Enterprises, The Villains For Hire, The C.I.A., The Masters of Evil
PL 9 (153)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 5 (+7)
Deception 6 (+8)
Expertise (Spy) 7 (+12)
Expertise (Criminal) 5 (+10)
Insight 6 (+9)
Investigation 8 (+11)
Perception 7 (+10)
Persuasion 5 (+7)
Sleight of Hand 6 (+12)
Stealth 10 (+14)
Technology 9 (+15)
Vehicles 2 (+8)

Advantages:
Accurate Attack, Defensive Roll, Equipment 5 (Spy Gear, Suit, Pistol), Evasion, Improved Aim, Improved Critical (Pistol), Precise Attack (Close/Concealment), Ranged Attack 6, Skill Mastery 2 (Spy, Deception), Ultimate Spy Skill, Well-Informed

Powers:
"Cybernetics"
Senses 4 (Enhanced & Ultra-Hearing, Extended Sight, Infra-Vision) [4]
"Partially Deaf Without Sensors" Immunity 3 (Hearing-Based Dazzles, Ultrasonics) [3]

Equipment:
"Twin Handguns" Blast 6 (Feats: Split) (13) -- (14)
AE: "Sniper Rifle" Blast 6 (Feats: Increased Range 2) (Flaws: Distracting) (8)
"Suit" Protection 2 (2)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Guns 12 (+6 Ranged Damage, DC 21)
Initiative +6

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

Complications:
Motivation (Destroying Heroes)- Cross' early schtick was to try and Mind Control heroes to attack each other. If he'd only known how much simpler that would be...
Enemy (Hawkeye)- Cross soon became a recurring nemesis for Clint Barton, and it would soon grow into a blood feud.
Disabled (Cybernetic Replacements)- Crossfire is missing his left eye and ear, and 85% of the hearing in his right ear- without his cybernetics, his senses are drastically reduced.

Total: Abilities: 74 / Skills: 80--40 / Advantages: 21 / Powers: 6 / Defenses: 14 (153)

-Crossfire started out as a generic villain for guys like Hawkeye (and debuted the way MANY aimless gimmick villains did- fighting in one of those Combo Hero books like Marvel Team-Up & Two-In-One), essentially being a Spymaster-type dude with some extra stuff. He actually started out fighting The Thing & Moon Knight in an attempt to destroy all super-heroes by creating a war between all the heroes (I mean, how outlandish can you get? That would NEVER work), but after that, he soon became a recurring Hawkeye villain. Every once in a while he gets a minor push, but he's pretty generic and isn't that interesting, really.
-William Cross is an ex-C.I.A. Agent who stole some ultrasonic Mind Control technology and tried to use it on The Thing, but his old partner Marc "Moon Knight" Spector got involved and a team-up brought him down.
For some reason, in modern times he's become a much bigger deal, showing up all over the place as one of The Hood's key operatives (though again mostly fighting Hawkeye). I guess that's what happens when you focus on Intel gathering instead of just beating ass.
-Crossfire is equal parts Skillmonkey from Hell, and PL 8.5 Long-Range guy. He's good with a gun, but nowhere near Bullseye levels, so he's barely a moderate threat in combat. He's a Tech Guy who has a tendency towards using stuff like The Undertaker Machine, which can control people's minds over a wide area, so he could be gathering Devices or just sit-down and plug-in stuff for such purposes.

ODDBALL (Elton Healey)
Created By:
Mark Gruenwald
First Appearance: Hawkeye #3 (Nov. 1983)
Role: Jobber Villain
Group Affiliations: The Death-Throws, The Masters of Evil
PL 8 (106)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+9)
Close Combat (Unarmed) 2 (+8)
Deception 4 (+5)
Expertise (Criminal) 4 (+4)
Expertise (Juggler) 9 (+13) -- Can 'hold' multiple objects at once with a Skill check
Perception 2 (+2)
Ranged Combat (Juggling Balls) 3 (+11)
Stealth 2 (+7)
Technology 4 (+4)

Advantages:
Accurate Attack, Improved Aim, Improved Critical (Juggling Ball), Improved Disarm, Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 4, Ultimate Aim

Powers:
"Array of Juggling Balls" (Flaws: Easily Removable) [19]
"Exploding Balls" Blast 6 (Feats: Ricochet 2) (Extras: Area- 30ft. Burst) (Diminished Range -1) (19) -- (31 points)
AE: "Acid Balls" Blast 4 (Feats: Ricochet 2) (Diminished Range -1) Linked to Weaken Toughness 4 (Feats: Ricochet 2) (Extras: Ranged) (Diminished Range -1) (18)
AE: "Spiked Balls" Strength-Damage +2 (Feats: Ricochet 2) (Extras: Ranged 4, Multiattack 4) (Diminished Range -1) (11)
AE: "Knockout Gas Balls" Affliction 5 (Fort; Fatigued/Exhausted/Asleep) (Feats: Ricochet 2) (Extras: Ranged, Cumulative) (Diminished Range -1) (16)
AE: "Magnesium Flare Balls" Dazzle Visuals 5 (Feats: Ricochet 2) (Diminished Range -1) (11)
AE: "Siren Balls" Dazzle Hearing 5 (Feats: Ricochet 2) (Extras: Area- 30ft. Burst) (Diminished Range -1) (16)
AE: "Super-Adhesive Balls" Snare 5 (Feats: Ricochet 2) (Diminished Range -1) (16)
AE: "Smoke Balls" Concealment (Visuals) 6 (Feats: Ricochet 2) (Extras: Ranged, Attack +0) (Diminished Range -1) (19)
AE: "Tear Gas Balls" Affliction 5 (Fort; Dazed & Impaired Vision/Stunned & Disabled Vision/Incapacitated) (Feats: Ricochet 2) (Extras: Ranged, Cumulative, Extra Condition) (Flaws: Limited Sense) (Diminished Range -1) (16)
AE: "Sulfur Balls" Affliction 5 (Fort; Impaired/Disabled/Incapacitated) (Feats: Ricochet 2) (Extras: Ranged, Cumulative) (Diminished Range -1) (16)
AE: "Itching Powder Balls" Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (Feats: Ricochet 2) (Extras: Ranged, Cumulative) (Diminished Range -1) (16)
AE: "Magnetic Balls" Move Object 6 (Flaws: Limited to Metals, Limited to Attraction) (Diminished Range -1) (2)
AE: "Marbles" Affliction 8 (Dodge/Acrobatics; Hindered/Prone) (Feats: Ricochet 2) (Extras: Ranged, Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded) (Diminished Range -1) (5)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Exploding Balls +6 Area (+6 Damage, DC 21)
Acid Balls +11 (+4 Damage & Weaken, DC 19 & 14)
Spiked Balls +11 (+4 Damage, DC 19)
Affliction Balls +11 (+5 Ranged Affliction, DC 15)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Greed)
Enemy (Hawkeye)

Total: Abilities: 42 / Skills: 36--18 / Advantages: 13 / Powers: 19 / Defenses: 14 (106)

-I swear to God, this is a real character, created by Mark Gruenwald, the Patron Saint of Jobbers. Oddball is a member of the "Death-Throws" a team of juggling super-villains. Again, not making that up. They were Hawkeye's own recurring foes, which is probably why his comic books keep getting cancelled, and why he got casually killed off that one time. These guys suck on the level of most Morts, and I'm actually surprised they're not more famous, since they're SO over-the-top silly- they've got "Stilt-Man Recognisability" all over them. Oddball actually has the "best" costume out of the lot of them, and by far the coolest power-set- he's sorta the Hawkeye/Boomerang of Juggling Balls- having one of each type, juggling them to and fro while he fights people. Of course, this made him the biggest TARGET of the Death-Throws, and so he was casually murdered by Headhunter in that Wolverine arc that killed Forearm, when everyone was in a tournament in Madripoor, and it was mostly lameoids with Logan & Mr. X fighting. There's currently a NEW Oddball, Orville Bock, as apparently someone thought this gimmick was so awesome that it just HAD to be filled as soon as possible.
-Oddball's a true Mort, a PL 8 joke villain who can actually be pretty dangerous at points (Exploding, Acid, Snare, and a half-dozen kinds of Dazzles & Concealment Attacks), like most Gimmick-Guys and their multiple Alt-Effects of one kind of thing. I gave him a "Juggling" skill to showcase his ability to do stuff while still 'holding' several different items at once (this doesn't really have much of an in-game effect short of possibly being used to impress people- it's basically an Easily Removable Device that can be handily-lost otherwise).

THE DEATH-THROWS:
-The Death-Throws are a gang brought together by The Ringleader and the Healey Brothers (Oddball & Tenpin), joining up with Knicknack to capture Hawkeye as part of Crossfire's revenge plot. When he couldn't pay them, the team held HIM for ransom, but were soon beaten by Clint, Mockingbird & Captain America. Soon, they added Bombshell to the team, but she sprang off onto her own a bit, getting some play in background scenes in other books. The team vanished for years (Oddball going off on his own, joining Doc Ock's Masters of Evil, then getting killed), before recruiting a new Oddball and reforming in modern times.

RINGLEADER (Charlie Last)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #317 (May 1986)
Role: Jobber Villain
Group Affiliations: The Death-Throws
PL 7 (83)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Close Combat (Unarmed) 1 (+7)
Deception 4 (+5)
Expertise (Criminal) 4 (+5)
Expertise (Juggler) 5 (+9) -- Can 'hold' multiple objects at once with a Skill check
Perception 3 (+4)
Ranged Combat (Razor Rings) 3 (+10)
Stealth 2 (+6)

Advantages:
Accurate Attack, Equipment 3 (Razor Rings), Improved Aim, Improved Critical (Juggling Ring), Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 3, Teamwork, Ultimate Aim

Equipment:
"Razor Rings" Strength-Damage +2 (Feats: Ricochet) (Extras: Ranged 4, Multiattack 4) (Diminished Range -1) (11)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Razor Rings +10 (+4 Damage, DC 19)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 44 / Skills: 26--13 / Advantages: 15 / Powers: 0 / Defenses: 11 (83)

-Ringleader (again, reiterating that I am not making these characters up) is the leader of the "Death-Throws", despite having one of the worst costumes and most limited offense of the entire team, and generally being less of a character than Oddball was. He's not a particularly charismatic fellow; he's just some guy who happens to be leading the team.
-Ringleader's a rather well-built black dude, but he's more limited than Oddball (funny as THAT concept is to believe) because all he has are "Razor-Rings", which I've statted up as Equipment (since they're just sharp rings, versus Oddball's Gadget Array) that he can toss multiples of for a Multiattack effect. It's not a BAD PL 7 gimmick, but he doesn't have the sheer array of strikes that the rest of the team has. So he's kind of a weak PL 7 with some Combat Advantages to mess with his caps a bit (mostly the same as Oddball's, though). He's not AWFUL, per se, but guys like Captain America & Hawkeye will demolish him in one or two rounds if he's alone.

TENPIN (Alvin Healey)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #317 (May 1986)
Role: Jobber Villain
Group Affiliations: The Death-Throws
PL 6 (80)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 5 (+9)
Close Combat (Unarmed) 1 (+7)
Deception 3 (+4)
Expertise (Criminal) 3 (+4)
Expertise (Juggler) 4 (+8) -- Can 'hold' multiple objects at once with a Skill check
Perception 3 (+4)
Ranged Combat (Tenpins) 3 (+10)
Stealth 2 (+6)

Advantages:
Accurate Attack, Defensive Roll, Equipment 2 (Tenpins), Improved Aim, Improved Critical (Tenpins), Improved Disarm, Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Set-Up, Ranged Attack 3, Ultimate Aim, Teamwork

Equipment:
"Tenpins- Juggling Clubs" Strength-Damage +1 (Extras: Ranged 3, Multiattack 3) (Diminished Range -1) (6)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Tenpins +10 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+3 D.Roll), Fortitude +4, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 40 / Skills: 24--12 / Advantages: 17 / Powers: 0 / Defenses: 11 (80)

-Tenpin is Oddball's brother, a skinny kid who's basically joined the team for the sake of following Oddball around. Not much character to him, really- he's just a weakling villain who's even more generic than Ringleader with his gimmick. Again, can I say I'm not making this character up?
-He throws standard "Juggling Clubs" around, which is about the weakest weapon possible, so it stats up as a weaker version of Ringleader's Razor-Rings, doing less damage and having no Ricochet (those things don't bounce really well). He's weaker but faster than Ringleader, and has the Defensive Roll Advantage, but is so much of a weenie that he's full-on PL 6 "Joke villain" despite his accuracy.

KNICKKNACK (Nick Grossman)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #317 (May 1986)
Role: Jobber Villain
Group Affiliations: The Death-Throws
PL 7 (78)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Acrobatics 4 (+6)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+3)
Expertise (Criminal) 4 (+3)
Expertise (Juggler) 5 (+9) -- Can 'hold' multiple objects at once with a Skill check
Perception 1 (+0)
Ranged Combat (Bladed Weapons) 3 (+9)

Advantages:
Accurate Attack, Defensive Roll, Equipment 3 (Juggling Weapons), Improved Critical (Juggling Weapons), Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Set-Up, Ranged Attack 2, Ultimate Aim, Teamwork

Equipment:
"Chainsaws" Strength-Damage +4 (Feats: Improved Critical) (Extras: Ranged 7, Penetrating 6) (Flaws: Penetrating Only if Held Against Target) (Diminished Range -1, Inaccurate -1) (13) -- (15)
AE: "Flaming Torches" Blast 4 (Diminished Range -1) (7)
AE: "Axes & Meat-Cleavers" Strength-Damage +2 (Extras: Multiattack 5, Ranged 5) (Diminished Range -1) (11)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Flaming Torches +9 (+4 Ranged Damage, DC 19)
Axes & Meat-Cleavers +9 (+5 Ranged Damage, DC 20)
Chainsaws +7 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +1

Complications:
Motivation (Greed)
Disabled (Stupid Dwarf)- Much shorter and stockier than a normal-sized person, Nick has difficulties operating in the man-sized world. He is also stupider than average, and is quickly looked down upon.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 15 / Powers: 0 / Defenses: 14 (78)

-Knicknack is the craziest member of his team of psychos, in that he juggles CHAINSAWS in addition to meat cleavers, axes, lead pipes and other items of different weights. This is likely the most difficult type of juggling in real life, but he's the most dunder-headed of his team, being a near-dwarf of low intelligence. Juggling Chainsaws may be the most awesome power-set ever included in a loser character.
-Knicknack is kind of a mini-powerhouse, being among the strongest of his team with the most damaging weapons (he pays a premium for his Chainsaws since he can Throw them- which pretty much any other character could never do- he needs 7 ranks of Ranged to get his full damage bonus onto them, and even then can only do +8 in melee).

BOMBSHELL (Wendy Conrad)
Created By:
Mark Gruenwald & Danny Bulanadi
First Appearance: Hawkeye #3 (Nov. 1983)
Role: Jobber Villain
Group Affiliations: The Death-Throws
PL 7 (97)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Close Combat (Unarmed) 2 (+8)
Deception 3 (+4)
Expertise (Criminal) 4 (+4)
Expertise (Juggler) 6 (+10) -- Can 'hold' multiple objects at once with a Skill check
Perception 3 (+3)
Ranged Combat (Bombs) 3 (+10)
Stealth 4 (+6)
Technology 3 (+3)

Advantages:
Accurate Attack, All-Out Attack, Defensive Roll, Equipment 4 (Juggling Bombs), Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 3, Ultimate Aim

Powers:
"Bombshell Costume" (Flaws: Removable) [17]
"Hand Grenade Wrist-Launchers" Blast 7 (Extras: Area- 30ft. Burst) (21 points)

Equipment:
"Smoke Balls" Concealment (Visuals) 6 (Feats: Split 2) (Extras: Ranged, Attack +0) (Diminished Range -1) (19) -- (20)
AE: "Juggling Explosives" Blast 5 (Feats: Split 2) (Extras: Area- 30ft. Burst) (17)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Juggling Explosives +5 Area (+5 Damage, DC 20)
Wrist-Launchers +6 Area (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +5, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 36 / Skills: 32--16 / Advantages: 13 / Powers: 17 / Defenses: 15 (97)

-Bombshell has actually shown up outside of the Death-Throws, in the Superia Stratagem arc of Captain America that had all those other Mort females, as well as a few background scenes in other books. Her gimmick was that of a slightly butch chick in a lame pink outfit that juggles GRENADES instead of regular stuff- well, it works. Nowadays, she's pretty much your standard glamorous villainess. She briefly gained actual superpowers, but they soon faded (I bet the next writer forgot), as well as fighting Spider-Man and the New Warriors, and teaming up with Justin Hammer & The Sphinx before rejoining her teammates.
-Bombshell is a moderate PL 7 with her Explosive weapons, and an actual outfit that specially throws them out- making her a bit handier in a scrap than most of the others with their easily-damaged Equipment.

TRICK SHOT (Buck Chisholm)
Created By:
Tom DeFalco & Mark Bright
First Appearance: Solo Avengers #1 (Dec. 1987)
Role: Jobber Villain, Evil Mentor
Group Affiliations: The Secret Empire
PL 8 (86)
STRENGTH
3 STAMINA 2 AGILITY 0
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Criminal) 3 (+3)
Expertise (Showman) 4 (+5)
Insight 2 (+2)
Intimidation 2 (+3)
Perception 3 (+3)

Advantages:
Improved Aim, Improved Critical (Bow), Ranged Attack 6

Powers:
"Tough Guy, But Unhealthy" Protection 2 [2]

"Trick Bow & Arrow" (Flaws: Easily Removable) [18]
"Explosive Arrow" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (29 points)
AE: "Smoke Bombs" Concealment 2 (Visuals) (Extras: Ranged, Area- 15ft. Cloud, Attack) (10)
AE: "Bola Arrow" Snare 7 (Inaccurate -1) (20)
AE: "Boomerang Arrow" Blast 5 (Feats: Split 2, Homing, Ricochet 2) (15)
AE: "Gas Arrow" Sleep 8 (Extras: Area- 30ft. Burst) (24)
AE: "Standard Arrow" Blast 5 (Feats: Variable- Blunt, Electrical or Sharp) (Extras: Multiattack) (16)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Standard Arrow +10 (+5 Ranged Damage, DC 20)
Gas Arrow +8 Area (+8 Affliction, DC 18)
Bola Arrow +8 (+7 Ranged Affliction, DC 17)
Explosive Arrow +8 Area (+8 Ranged Damage, DC 23)
Initiative +0

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4, Fortitude +2, Will +2

Complications:
Motivation (Greed)
Addiction (Alcohol)
Disabled (Overweight & Unhealthy)- Trick Shot's poor lifestyle choices and cancer have slowed him down considerably. He will tire quickly, and is often rather slow.

Total: Abilities: 38 / Skills: 18--9 / Advantages: 8 / Powers: 20 / Defenses: 11 (86)

-Trick Shot was invented by Tom DeFalco for Hawkeye's inaugural adventure in Solo Avengers, being revealed as a Retcon Mentor who trained Clint in the use of a bow (since it bothered the writers that Hawkeye had somehow been trained in archery by a guy named SWORDSMAN). Buck Chisholm, a loutish gambler with a drinking problem, is conned by Swordsman into training young Clint, and they later help him become a crook like them. However, Buck gets pissed when Clint refuses to leave his injured brother's side after a robbery gone wrong, and abandons him. He returns years later, revealing that he has cancer and wishes a death-duel with Hawkeye. Clint defeats him, but refuses to kill the man- he instead helps fund Trick Shot's medical care. He later aids Hawkeye against a group of villains out to collect the bounty on Hawkeye's right arm (Crossfire, being a dick, placed it).
-He later reappeared being hired by The Secret Empire to protect one of their facilities, but helps Hawkeye once again. He later trains Clint's brother Barney in archery (Baron Zemo was now funding his cancer treatment), but was then double-crossed and left to die. He warned Hawkeye of the danger with his final breaths.
-Trick Shot is basically Hawkeye Lite, as he wasn't really a match for Clint in any of his non-flashback appearances. He's effectively a large, past-his-prime Archer with PL 7.5-ish stats throughout, and some REALLY bad saves. He's also notably unhealthy despite being so burly.

TRICKSHOT (Barney Barton)
Created By:
Roy Thomas & Gene Colan
First Appearance: The Avengers #64 (May 1969)
Role: Mirror Image Villain, Long-Lost Brother
Group Affiliations: The Dark Avengers, The FBI
PL 9 (121)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+7)
Athletics 5 (+8)
Deception 3 (+6)
Expertise (FBI Agent) 4 (+6)
Expertise (Soldier) 2 (+4)
Insight 3 (+6)
Investigation 3 (+6)
Perception 3 (+6)
Ranged Combat (Bow & Arrow) 2 (+13)
Stealth 1 (+6)

Advantages:
Improved Aim, Improved Critical (Bow), Ranged Attack 6

Powers:
"Trick Bow & Arrow" (Flaws: Easily Removable) [18]
"Explosive Arrow" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (29 points)
AE: "Smoke Bombs" Concealment 2 (Visuals) (Extras: Ranged, Area- 15ft. Cloud, Attack) (10)
AE: "Bola Arrow" Snare 7 (Inaccurate -1) (20)
AE: "Boomerang Arrow" Blast 5 (Feats: Split 2, Homing, Ricochet 2) (15)
AE: "Gas Arrow" Sleep 8 (Extras: Area- 30ft. Burst) (24)
AE: "Standard Arrow" Blast 5 (Feats: Variable- Blunt, Electrical or Sharp) (Extras: Multiattack) (16)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Standard Arrow +13 (+5 Ranged Damage, DC 20)
Gas Arrow +8 Area (+8 Affliction, DC 18)
Bola Arrow +11 (+7 Ranged Affliction, DC 17)
Explosive Arrow +8 Area (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +4

Complications:
Enemy (Hawkeye)- Barney has been manipulated by Baron Zemo into becoming an enemy of his little brother Clint.

Total: Abilities: 70 / Skills: 28--14 / Advantages: 8 / Powers: 18 / Defenses: 11 (121)

-Appearing from time to time, Barney is the older brother of Clint Barton, aka Hawkeye. Both orphaned, they ran away to join a travelling carnival, but a bitter Barney quit and joined the army while Clint went on to his eventual career. Barney was shot with an arrow by a crook-in-training Clint during a botched robbery (Barney was undercover as an FBI agent at the time), and was later killed while fighting Egghead alongside The Avengers. He was revived DECADES later, his body having been revealed to have been stolen away by Egghead and placed in a healing chamber. This was on behalf of Baron Zemo, who resurrected and manipulated Barney in order to punish Clint. Barney was then trained in archery by Trick Shot, becoming "Trickshot" (no space) and beating his new teacher to near-death. Barney fought Hawkeye a couple times, even donating his bone marrow to help fix Hawkeye's vision in order for their next fight to be more fair. He is made a member of Norman Osborn's NEW Dark Avengers as Hawkeye, but is beaten by an empowered Mockingbird. He eventually turns a bit good, joining the Thunderbolts program.
-All in all, it's a very bizarre story that goes in a few odd ways- I mean, he's your standard Long-Lost Brother character... but to be resurrected years later and turned into an Evil Archer Nemesis, only to sort of turn good again? Odd. In any case, I figure him for a solid opponent for Hawkeye, but I'm not buying him as Clint's equal just yet.

BULLET BIKER (Dillon Zarro)
Created By:
Tom DeFalco, Ralph Macchio & Ron Lim
First Appearance: Solo Avengers #13 (Dec. 1988)
Role: Jobber Villain
Group Affiliations: None
PL 8 (96)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Athletics 5 (+7)
Deception 2 (+4)
Expertise (Showman) 2 (+4)
Expertise (Criminal) 3 (+3)
Vehicles 8 (+12) -- Flaws: Limited to Ground Vehicles

Advantages:
Equipment 7 (Motorcycle), Ranged Attack 4

Powers:
"Specialized Biker Costume" (Flaws: Removable) [24]
"Gas Pellets" Sleep 7 (Extras: Area- 15ft. Cloud) (28) -- (29)
AE: Energy Blast 7 (14)
Protection 1 (1)
-- (30 points)

Equipment:
"Motorcycle" (Medium Size; Strength 1, Speed 6, Defense 10, Toughness 8) -- (35 points)
"Missiles" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (25)
AE: "Machine Guns" Blast 6 (Extras: Multiattack) (18)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Machine Guns +8 (+6 Ranged Damage, DC 21)
Energy Blast +8 (+7 Ranged Damage, DC 22)
Gas Pellets +7 Area (+7 Affliction, DC 17)
Missiles +8 Area (+8 Ranged Damage, DC 23)
Initiative +4

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

Complications:
Enemy (Hawkeye)- Barney has been manipulated by Baron Zemo into becoming an enemy of his little brother Clint.

Total: Abilities: 44 / Skills: 16--8 / Advantages: 11 / Powers: 24 / Defenses: 9 (96)

-Bullet Biker is a one-note Jobber meant to oppose Hawkeye during Solo Avengers. He's a motorcycle stunt rider who got jealous when Clint Barton's archery act got more popular than his, quit his job, and became a daredevil super-villain. He fights Hawkeye once, then gets beaten by him again when he and a group of other Jobbers try to collect Crossfire's bounty on his right arm. He's a classic Jobber, made PL 8 only due to the Missiles on his Motorcycle (just a piece of Equipment)- the rest of him is a puny PL 7.

JAVELYNN
Created By:
Chuck Dixon & Scott Kolins
First Appearance: Hawkeye #1 (1994)
Role: Jobber Villain
Group Affiliations: The Secret Empire
PL 7 (76)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 4 (+8)
Athletics 5 (+7)
Deception 2 (+3)
Expertise (Criminal) 3 (+3)
Insight 1 (+2)
Perception 3 (+4)
Ranged Combat (Javelins) 2 (+11)

Advantages:
Equipment 1 (Throwing Javelins), Improved Aim, Improved Initiative, Ranged Attack 3

Equipment:
"Throwing Javelins" Strength-Damage +1 (Feats: Split) (Extras: Ranged 3) (Diminished Range -1) (4)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Throwing Javelins +11 (+3 Ranged Damage, DC 18)
Initiative +8

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

Complications:
Enemy (Hawkeye)

Total: Abilities: 50 / Skills: 20--10 / Advantages: 6 / Powers: 0 / Defenses: 10 (76)

-I think one of my favourite things about comics is that there's not just someone named Javelynn, who specializes in throwing javelins, but TWO OTHER CHARACTERS who have the same overall gimmick, simply named "Javelin". THREE PEOPLE using the same obscure general concept. Javelynn was hired by The Viper and set against Hawkeye, alongside Trick Shot. The two drive Clint off at first, but are soon separated and easily-overpowered.

IMUS CHAMPION
Created By:
Steve Englehart & Don Heck
First Appearance: The Avengers #109 (March 1973)
Role: Corrupt Businessman
Group Affiliations: None
PL 10 (146)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+12)
Deception 5 (+8)
Expertise (Criminal) 6 (+10)
Expertise (Business) 10 (+14)
Insight 2 (+5)
Intimidation 6 (+9, +10 Size)
Perception 3 (+6)
Persuasion 2 (+5)
Ranged Combat (Archery) 4 (+11)
Vehicles 2 (+2)

Advantages:
Accurate Attack, Beginner's Luck, Benefit 5 (Billionaire), Chokehold, Diehard, Equipment 2 (Assorted Gear), Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Hold, Jack-of-All-Trades, Ranged Attack 7, Takedown 2, Ultimate Strength Check

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

Offense:
Unarmed +12 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +7, Fortitude +10, Will +7

Complications:
Motivation (Greed, Power, Attaining Skills)- Champion is a greedy S.O.B., but he also desires power, the respect that comes with it, and his own natural ability to be a Polymath in various skill-sets.

Total: Abilities: 72 / Skills: 46--23 / Advantages: 27 / Powers: 9 / Defenses: 15 (146)

-Imus Champion is a super-giant dude. I mean it- he's a full nine freaking feet tall, and he's HUMAN. It's a ludicrous concept... until you realize that the human peak in height WAS 8'11". And like Robert Wadlow (the unfortunate sufferer of gigantism who still holds the world record), Imus Champion wasn't going to have the longest life... but unlike Wadlow, he decided to do something comic-booky with it. He decided to work out constantly (while also building a business empire and learning tons of stuff... because in comics, learning stuff only takes you a weekend, tops- see Wayne, Bruce), building up his muscles to the point where he COULD walk around like a normal person, and not suffer the bone-breaking effects of the Cubed-Square Law on tall people. That's actually a pretty cool and unique story concept... except the guy's been kinda mis-used over time.
-Steve Englehart's debut of the character was ridiculously over-blown (an asinine, over-complicated villain scheme that somehow required him to learn archery from Hawkeye), and he languished in obscurity for years. He returned once in a big Squadron Supreme/Avengers cross-over where he used a retardedly-huge collection of super-weapons (The Wizard's Gloves and even the Wand of Watoomb) to defeat ALL of them (from Thor to Hyperion to Hawkeye), and they used the heroes' trademark "Think Outside the Box" approach, with Firestar getting a freaking ANT to go talk to Hank Pym, who saved the day. He reappeared again in a semi-recent Black Widow issue as a standard Kingpin stand-in ("Huge Crimeboss"), and actually lost to her in a straight-up fight, but only barely. A very under-utilized character, but really, his Giant Guy Who Is Also Rich and Smart is KIND OF covered by Wilson Fisk already... I just find the idea of actual normal human beings who are enormous and are thus physical threats to be cool.
-Imus Champion is statted up without his gear from that one-shot, since that would be insanely overwhelming (he was likely a PL 14 guy with all that gear on him!), but even THEN he's frightening for a "Street Level" human- a PL 9.5 MONSTER who hits like a ton of bricks. He's doing a full +7 damage with his unarmed attacks (WAY beyond the limits of any normal human- even Wilson Fisk and Captain America can't punch that hard, despite them both being "Peak Human"), and he's been shown stopping an AIRPLANE by grabbing the wheel (granted, that's his BIGGEST strength-feat, as the rest of the time he can hit Black Widow a dozen times without killing her).

IMUS CHAMPION
Created By:
Steve Englehart & Don Heck
First Appearance: The Avengers #109 (March 1973)
Role: Corrupt Businessman
Group Affiliations: None
PL 13 (193)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+12)
Deception 5 (+8)
Expertise (Criminal) 6 (+10)
Expertise (Business) 10 (+14)
Insight 2 (+5)
Intimidation 6 (+9, +10 Size)
Perception 3 (+6)
Persuasion 2 (+5)
Ranged Combat (Archery) 4 (+11)
Vehicles 2 (+2)

Advantages:
Accurate Attack, Beginner's Luck, Benefit 5 (Billionaire), Chokehold, Diehard, Equipment 2 (Assorted Gear), Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Hold, Jack-of-All-Trades, Ranged Attack 8, Takedown 2, Ultimate Strength Check

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

"Assorted Villainous Paraphernalia" (Flaws: Removable) [46]
"Electro-Magnetic Pulse" Nullify Electronic Powers 15 (Extras: Broad, Simultaneous) (45) -- (57 points)
AE: "Eternal Brain Mine" Affliction 10 (Will; Dazed/Compelled/Controlled) (Extras: Ranged, Cumulative) (30)
AE: "Fast-Forming Plastic" Snare 10 (30)
AE: "The Wand of Watoomb" Deflect 10 (Extras: Reflect) (20)
AE: "The Wizard's Wonder Gloves" Electrical Blast 10 (Feats: Dynamic) (21)
AE: "Wonder Gloves- Directed Gravitational Fields" Enhanced Strength 9 (Feats: Dynamic) (19)
AE: "Anti-Gravity Discs" Flight 6 (120 mph) (Extras: Affects Others) (18)
AE: "Gravity Control" Move Object 10 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Away or Towards Earth) (30)
AE: "Gravitic Force" Affliction 10 (Strength; Hindered/Prone/Paralyzed) (Extras: Area- 60ft. Burst +2, Concentration) (Flaws: Instant Recovery) (30)
AE: Move Object 5 (10)
AE: "The Staff of Seth" Blast 18 (Extras: Penetrating 8) (44)
AE: "Zodiac Star-Blaster" Blast 12 (Feats: Variable- Ultraviolet Energy) (25)
AE: "Narcotic Gas" Affliction 10 (Fort; Dazed/Exhausted/Incapacitated) (Extras: Area- 15ft. Cloud) (20)

Offense:
Unarmed +12 (+7 Damage, DC 22)
Plastic Snare/Brain Mine +7 (+10 Ranged Affliction, DC 20)
Narcotic Gas +10 Area (+10 Affliction, DC 20)
Wonder Gloves +8 (+10 Ranged Damage, DC 20)
Star Blaster +8 (+12 Ranged Damage, DC 27)
Staff of Seth +8 (+18 Ranged Damage, DC 33)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +7, Fortitude +10, Will +7

Complications:
Motivation (Greed, Power, Attaining Skills)- Champion is a greedy S.O.B., but he also desires power, the respect that comes with it, and his own natural ability to be a Polymath in various skill-sets.

Total: Abilities: 72 / Skills: 46--23 / Advantages: 28 / Powers: 55 / Defenses: 15 (193)

-Here's Champion with the full array of insane weapons he used against the combined forces of The Avengers & Squadron Supreme, picking them off in groups of two. Many of them came from The Wizard (in a brilliant move, he simply paid the man to get some sized-up gear, rather than trying to steal them), but there's also the high-powered Wand of Watoomb & Staff of Seth (he could only use one power from either, though), a Star-Blaster, and some other quirky tech. This renders him a BEAST in combat, especially the Staff.

BOBCAT (Real Name Unknown)
Created By:
Tom DeFalco & Mark Bright
First Appearance: Solo Avengers #11 (1988)
Role: Jobber Villain
Group Affiliations: The Claws (his own personal gang)
PL 7 (98)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 6 (+8)
Close Combat (Unarmed) 1 (+11)
Deception 3 (+5)
Expertise (Criminal) 5 (+5)
Insight 2 (+4)
Intimidation 3 (+5)
Perception 3 (+5)
Stealth 3 (+7)

Advantages:
Defensive Attack, Defensive Roll, Equipment 2 (Bolas), Evasion, Fast Grab, Improved Critical 2 (Unarmed, Claws), Power Attack, Ranged Attack 4, Set-Up, Startle, Takedown, Teamwork

Powers:
"Bobcat Costume" (Flaws: Removable) [4]
"Claws"
Strength-Damage +2 (Feats: Split) (3)
Movement 1 (Wall-Crawling) (2)
-- (5 points)

Equipment:
"Bolas" Snare 5 (Flaws: Limited to 5 Uses) (Diminished Range -1) (9)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Claws +10 (+4 Damage, DC 19)
Bolas +8 (+5 Ranged Affliction, DC 15)
Initiative +4

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

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 32--16 / Advantages: 15 / Powers: 4 / Defenses: 9 (98)

-Bobcat is just another generic Jobber Villain, a guy wearing a simple suit, but for one thing: He's got a gang with him, ALL wearing identical costumes. That's actually a pretty cool trick for a Martial Artist guy, as it leaves the hero not knowing WHICH one is the master of the group, and the best fighter. Created just for "Solo Avengers", a book made so that Hawkeye had a solo platform (he was one of the most popular Avengers, but never able to carry his own book) that could be shared with others in the large Avengers roster (West & East Coasts), he confounded the archer once and that was it. Pretty much your standard one-shot Marvel Two-In-One/Team-Up or Solo Avengers villain in that regard- most were abysmally terrible or created with no thought for a thrown-together issue.
-Bobcat's a good fighter, but an abysmally-weak villain, like most one-shots are. Scourge missed out on a PRIME target with this dude, a PL 7 martial artist, enough to bother Hawkeye for a bit (especially with his goons), but not enought to last.

THE CLAWS- Bobcat's Gang
Created By:
Tom DeFalco & Mark Bright
First Appearance: Solo Avengers #11 (1988)
Role: Jobber Villain
Group Affiliations: The Claws (his own personal gang)
PL 5 (67)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 3 (+7)
Athletics 5 (+7)
Close Combat (Unarmed) 1 (+7)
Deception 2 (+3)
Expertise (Criminal) 3 (+3)
Intimidation 2 (+3)
Perception 2 (+2)
Stealth 2 (+6)

Advantages:
Equipment 2 (Bolas), Fast Grab, Improved Critical 2 (Unarmed, Claws), Ranged Attack 1, Set-Up, Teamwork

Powers:
"Bobcat Costume" (Flaws: Removable) [4]
"Claws"
Strength-Damage +2 (Feats: Split) (3)
Movement 1 (Wall-Crawling) (2)
-- (5 points)

Equipment:
"Bolas" Snare 5 (Flaws: Limited to 5 Uses) (Diminished Range -1) (9)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Claws +6 (+4 Damage, DC 19)
Bolas +5 (+5 Ranged Affliction, DC 15)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +3, Will +0

Complications:
Motivation (Greed)

Total: Abilities: 38 / Skills: 20--10 / Advantages: 8 / Powers: 4 / Defenses: 7 (67)

-Bobcat's Goons in "The Claws" are Elite Mooks of a sort- enough to be a pain in the ass (especially to a hero with Toughness 4 like Clint- five dudes attacking you at once can be REALLY bad in those cases), but not enough to be that good on their own.

THE PHANTOM RIDER III (Lincoln Slade)
Created By:
Steve Englehart
First Appearance: West Coast Avengers #??
Role: One-Shot Villain
Group Affiliations: None
PL 7 (97)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Athletics 4 (+10) -- Flaws: Limited to Riding
Deception 4 (+6)
Expertise (U.S. Marshal) 4 (+6)
Insight 2 (+4)
Intimidation 4 (+6)
Investigation 4 (+6)
Perception 4 (+6)

Advantages:
Equipment 3 (Cowboy Gear), Minion 3 (Horse), Ranged Attack 5, Startle

Equipment:
"Lasso" Snare 4 (Feats: Reversible) (Extras: Area- 15ft. Burst +1/2) (Flaws: One Target Only) (11) -- (12)
"Six-Guns" Blast 4 (8)

Equipment:
"Bolas" Snare 5 (Flaws: Limited to 5 Uses) (Diminished Range -1) (9)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Guns +10 (+4 Ranged Damage, DC 19)
Lasso +4 Area (+4 Affliction, DC 14)
Initiative +4

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

Complications:
Responsibility (Insane)- The Phosphorescent effects of the Phantom Rider gear drove Lincoln nuts, and caused him to think it was OK to drug a woman into being his girlfriend.

Total: Abilities: 58 / Skills: 28--14 / Advantages: 15 / Powers: 0 / Defenses: 10 (97)

-The first Phantom Rider debuted in- get this- Ghost Rider #1 in the mid-1960s, but was retroactively named Phantom Rider since... well, Marvel added ANOTHER Ghost Rider. Carter Slade was just your everyday Cowboy Hero with a much-cooler outfit, and also packed a horse and a gun, since... y'know, the Wild West. His sidekick Jamie Jacobs became the second when Slade was killed in a 1972 comic, but was also soon killed in action. The third was Lincoln Slade, Carter's brother and a U.S. Marshal- he was driven mad by his powers, and he fell in love with Mockingbird when the West Coast Avengers were sent into his time. Naturally, he drugged her into "compliance" (ie. he brainwashed her into being his lover, which is totally rape-y), and when she recovered, she beat the righteous Hell out of him. He pleaded with Mock to save him when she knocked him over a cliff, then attempted to hypnotise her into doing so. Enraged over all that rape, she allowed him to fall to his death, which is a TOTALLY UNDERSTANDABLE REACTION, though it still set off a long-term fight between Mock and her husband, the no-killing Hawkeye.
-The fourth Phantom Rider is the good guy Hamilton Slade, who joined the modern-day Rangers. He was briefly possessed by the vengeful spirit of Lincoln, but Carter soon began possessing him and empowering him. He was killed by the Hawkeye villain Crossfire. Carter Slade's grandson James Taylor James (aka J.T. Slade) was be one of Nick Fury's Secret Warriors, going by "Hellfire", but was revealed to be a HYDRA double-agent, and Fury allowed him to fall to his death. Jaime Slade, Hamilton's daughter, was ALSO possessed by Lincoln, who attacked the not-dead Mockingbird- when her father was killed by Crossfire, she thought Mockingbird responsible, then attacked her and got arrested.
-That is a LOT of unnecessary complications added on to one single D-List character. Way too complex and full of convoluted material. In any case, Lincoln here lacks the powers of Hamilton and is just some PL 7 Cowboy archetype, handily-defeated by weak PL 8 Bobbie Morse- only as a dead person does he gain powerful Possession powers.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Hellfire Club

Post by Jabroniville »

THE HELLFIRE CLUB:

The Hellfire Club was created by the famed Claremont & Byrne duo to rival the X-Men in the prelude to their Dark Phoenix Saga. Both fans of the 1960s series The Avengers, Byrne & Claremont had both seen and enjoyed an episode about the real-life Hellfire Club, and wanted to basically homage/rip-off the show with their own. They based the various members of the Marvel Hellfire Club off of actors the two had admired, and so they had their new "Villain Gang". Back in the day, teams of villains weren't all that common, and didn't usually appear all at once. Usually, villain groups would be gathered from enemies the heroes had fought over time (The Sinister Six & Masters of Evil). The X-Men set off a MAJOR trend with stuff like these guys and The Marauders.

The initial roster, all named after Chess Pieces (a naming scheme I am SO JEALOUS OF, as you could make an entire team of 16 guys with just the names, but now it would just seem like a rip-off): The Black King- Sebastian Shaw (named for Robert Shaw), who has the game-breaking "Think your way out of this one" power of Absorbing Attacks, redirecting them back at his aggressors. The White Queen- Emma Frost (named after Emma Peele), who is a telepath rivalling Professor Xavier & Phoenix. The White Bishop- Donald Pierce (Donald Sutherland, hence sharing M*A*S*H* character "Hawkeye" Pierce's last name- Sutherland was "Movie Hawkeye")- a human cyborg. The Black Bishop- Harry Leland (Orson Welles), a big fat guy who controls density or himself and others. Probationary member Jason Wyngarde (Peter Wyngarde), the former "Mastermind" of the Brotherhood of Evil Mutants, disguised as a handsome dude. Wyngarde had hypnotized the powerful Jean Grey in her Phoenix guise, transforming her into his Black Queen.

It was an AWESOME storyline. Grey turned on the X-Men, and they were all captured. Wolverine was hyper-densified by Leland and chucked through the floors, then left for dead. The end of the first part had Wolverine declaring "You took your best shot... now it's MY TURN!"- the subsequent ass-kicking resulted in Wolverine going from the least-popular member of the team into one of Marvel's top-level characters within the year. Cyclops also showed why he's got the "best showings" as a team leader in comics- he fakes his death at Mastermind's hands, shocking Jean Grey into reverting back to form. Cyke then uses the resulting few seconds of confusion to spring the entire team, busting forth and taking back the day- even Shaw is impressed with how quickly Cyclops pulled it off.

Despite suffering a major loss (Mastermind was mind-wiped by a furious Phoenix upon being controlled- she offered him "True Omnipotence" and he went mad from the result; Leland was presumed dead at Wolverine's hands), the Club turned into recurring nemeses. Selene, a New Mutants foe, was turned into the Black Queen, though she, Frost & Shaw took turns one-upping and betraying each other. Leland returned, but died a hero after fighting Nimrod. Pierce was kicked out for being a racist anti-mutant. Eventually, Magneto (then Headmaster of Xavier's School) himself joined the Club to unite the groups of adversaries against the common threat (humans who hated mutants).

Sadly, by the 1990s, the Club's days were numbered. Claremont's billion-odd running storylines left them in the lurch (even with Tessa, Shaw's secretary, being revealed as "FAR more than she seems" by a Karma mind-scan), and Selene mostly kinda disappeared. Then the New Generation of writers came in, and that was it- for some reason, almost the entire 1990s were spent destroying old X-Men foes, and replacing them with new guys. New artists' "Sketchpad Characters" took precedent (often with huge new teams of villains), and Magneto & Apocalypse were soon constant presences, and whole swaths of the old guard were killed off. Shaw himself was murdered by his newly-discovered son Shinobi, who formed a new Hellfire Club of sorts with The Upstarts. Donald Pierce and The Reavers were taken out by Trevor Fitzroy's new Sentinels. Emma Frost was similarly-done-in, but she was merely knocked into a coma for ten years (lasting from the early-90s until Generation-X's debut during The Phalanx Imperative).

I mainly chalk this up to the pro wrestling-style sentimentality of giving the new characters a "Push" by wiping out the old guard- Shaw, Pierce, Frost and the Reavers were basically sacrificed at the altar of The Upstarts in order to give them some credibility and make them look better.

The Club was pretty much undone, and never recovered. The most we got afterwards were the eventual returns of all the villains, but few of them hung around with each other. Various other books made short-lived attempts at rebooting the Club (Excalibur used the British chapter), but they were all one-shots. Shaw of course came back, but never really got to achieve any sort of "Dominant Villain" status- he was actually beaten up during Dark Reign. Emma Frost of course went on to be a recovering villainess with the Gen-X kids, and later turned British under Grant Morrison, and now she's a major X-Man. Selene was being the main villain of Blackest Ni--- I mean, Necrosha, where she used tons of old resurrected X-characters to try to dominate the world, and we also saw Donald Pierce again. The Club's never really attained their old dominance, but I guess they were never THAT big in the first place. They were just a great concept- a group of powerful mutants who are actually manipulative, influential people in the world of business, and control things from behind the scenes. It gave them a Lex Luthor/David Xanatos-like ability to lose, but WIN- since they were still rich and powerful and all.

And really, what better villain are you gonna find than "Smug, Hedonistic Rich Asshole"?

Important Members:
The Original Inner Circle:
Paris Seville, Edward Buckman & Sebastian Shaw
* Shaw stages a coup that kills the others, who are basically non-characters.

The First Inner Circle:
* The ones we meet in The Uncanny X-Men for the first time.
Sebastian Shaw (Black King)
Emma Frost (White Queen)
Donald Pierce (White Bishop)
Harry Leland (Black Bishop)
Jason Wyngarde/Mastermind (Prospective Member)
The Phoenix/Jean Grey (Prospective Black Queen)
Tessa (Shaw's Personal Aide)

Later Members:
Selene (Black Queen)
Friedrich Von Roehm (Black Rook)
Emmanuel da Costa- Sunspot's father (White Rook)
Storm & Magneto (Co-White Kings)

Shinobi Shaw's Upstart Inner Circle:
* This group was an utter failure, and is only ever shown losing at everything- Shaw fails in taking over the London branch of the club.
Shinobi Shaw (Black King)
Benedict Kine & Benazir Kaur (White King & Queen) (basically non-characters who do nothing)
Reeva Payge (Black Queen)
Candra (Associate)
Cordelia Frost (Probationary Member)

The London Branch:
* Shown in Excalibur as if they've always totally been a thing. Uses Black and Red honorifics instead of Black and White.
Emma Steed (Black Queen)
Margali Szardos (Red Queen)
Quentin Templeton & Alan Wilson, Conrad Strathdee (Black & Red Kings, Red Bishop) *Non-Characters
Brian Braddock (Black Bishop)
Jane Hampshire/Scribe (Red Rook)

Shaw's Second Inner Circle:
* Sebastian Shaw's Second Circle, formed when he returned from his seeming demise.
Sebastian Shaw & Selene (Black King & Queen)
Trevor Fitzroy (White Rook)
Madelyne Pryor (Black Rook) * Mind-Controlled by Selene
Donald Pierce, Tessa, Ella & Holocaust (Associates)

Selene's Inner Circle:
* The only free member, Seleen allied with Blackheart to create a new club, using Hellstrom & da Costa as unwilling aides.
Selene, Blackheart (Black King & Queen), Daimon Hellstrom (White King), Roberto da Costa (Black Rook)

Shaw's Third Inner Circle:
* Another attempt. With Shaw badly-beaten by the end, Roberto took over, which was Tessa's plan all along (she quickly became "Sage" of the X-Men).
Sebastian Shaw (Lord Imperial), Roberto da Costa (Black King), Selene (Black Queen), Sat-Yr-9/Courtney Ross (White Queen), Viper, Tessa & Red Lotus (Associates)

Cassandra Nova's Inner Circle:
* Seeminly made up of old threats, it was actually a group created entirely from Emma Frost's mind under Nova's control.
Cassandra Nova
Sebastian Shaw
Negasonic Teenage Warhead
Emma Frost/Perfection (her younger, more evil self)

Shaw's Fourth Inner Circle:
* Yup, again. Mostly non-characters this time around.
Sebastian Shaw, Turner, Mr. Castlemere, Peter Scholl (Leonine) & Mercedes
Miss Sinister (may as well build her)

Kade Kilgore's Inner Circle:
* A vicious young man takes over the Hellfire Club, and forms a pro-human club with the insane wealthy elite kids, who of course go on a murderous rampage. This was part of Jason Aaron's crazy, weird, fun Wolverine & The X-Men run; one of those books that didn't take itself too seriously, and embraced the craziness inherent to comics. Most of them have little character beyond "Crazy, Selfish Rich Brat", which made them highly-unlikeable.
Kade Kilgore
The other kids (Manuel Enduque, Wilhelmina Kensington, Kevin Krask, Szandor Shaw, Kenneth Krask, Wolfgang Von Roehm)
Dr. Maximilian Frankenstein (a descendent of the original)
Sabretooth
Ezekiel Stane
Kid Blackheart

The New Massachusetts Academy:
* Kilgore's Evil School, which had great potential for hilarity. Eventually beaten and destroyed by the X-Men & the Jean Grey School For Higher Learning. Lesson Plans included things like "Stuffing the Heroes' Girlfriends into Refrigerators". Most of the students were kidnapped from Logan's school.
Sabretooth- Headmaster.
Dog Logan- Physical Education.
Dr. Xanto Starblood- Extreme Zoologist/Xenobiology.
Husk- Had gone crazy.
Lord Deathstrike- Lady D's brother. Recruiter.
Master Pandemonium- Hell Literature Teacher.
Madame Mondo- Public Relations. A Spineless One from the Mojoverse.
Sauron- Science Teacher.
The Philistine
Silver Samurai II- Teaches Jobbing. Okay, not really.
The Toad- Actually beats the crap out of Sauron and brings Husk back to the X-Men!
Wendigo- Danger Room Instructor.

Various Important Members:
* Membership is inherited from one's parents, meaning that many members of rich families are members.
Howard & Tony Stark, James Braddock and his children (Jamie Jr., Brian & Elisabeth), Candy Southern, Dwayne Taylor/Night Thrasher, Norman Osborn, Vance Astrovik (Agent of Shinobi Shaw; Undercover), Rachel Summers (invited by Emma Frost), Warren Worthington III


SEBASTIAN SHAW (Black King of the Hellfire Club)
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #129 (Jan. 1980)
Role: Second-Tier Big Bad, Implacable Man, The Hedonist
Group Affiliations: The Hellfire Club, Shaw Industries
PL 13 (198)
STRENGTH
3/14 STAMINA 4/12 AGILITY 3/5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 5

Skills:
Acrobatics 2 (+5, +7 Boosted)
Athletics 4 (+6/+20)
Close Combat (Unarmed) 2 (+10)
Deception 8 (+13)
Expertise (Business) 11 (+15)
Expertise (Criminal) 3 (+7)
Insight 4 (+8)
Intimidation 4 (+9)
Perception 4 (+8)
Persuasion 5 (+10)

Advantages:
Assessment, Beginner's Luck, Benefit 5 (Wealth- Billionaire), Chokehold, Fast Grab, Leadership, Ranged Attack 2, Takedown

Powers:
"Mutant Powers: Absorption & Redirection of Energy"
Enhanced Advantages 6: Diehard, Extraordinary Effort, Improved Critical (Unarmed) 2, Last Stand, Power Attack, Withstand Damage (Trade Defenses For Toughness) [7]

"Nigh-Impossible to Hurt"
Immunity 20 (Bludgeoning Damage) [20]
Immunity 60 (Slashing, Piercing & Energy Damage) (Flaws: Limited to Three-Quarters-Effect) [45]

"Absorbed Stats"
Enhanced Strength 13 (Flaws: Requires Damage, Fades) [6.5]
Enhanced Stamina 6 (Flaws: Requires Damage, Fades) [3]
Enhanced Agility 2 (Flaws: Requires Damage, Fades) [1]
Protection 6 (Flaws: Requires Damage, Fades) [1.5]
Speed 2 (8 mph) (Flaws: Requires Damage, Fades) [0.5]
Immunity 2 (Need for Sleep, Starvation & Thirst) (Flaws: Requires Damage, Fades) [0.5]

Offense:
Unarmed +10 (+3 Damage, DC 18)
Absorption +10 (+16 Damage, DC 31)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+16 Absorption), Fortitude +8/+14, Will +10

Complications:
Motivation (Greed & Power)- Shaw is all about the acquisition of power, and is obsessed with money and business in general.
Responsibility (The Black King)- As leader of the Hellfire Club, Shaw is responsible for a great deal of things, and has certain public perceptions to give off.
Power Loss (Absorption)- Shaw is nigh-immune to all harm, and can be pounded away at by Colossus-types for hours, but he concievably has a limit- he can be overwhelmed by sheer force (likely over +16 in intensity).

Total: Abilities: 68 / Skills: 36--18 / Advantages: 13 / Powers: 85 / Defenses: 14 (198)

-Sebastian Shaw is one of those B-league X-Men villains that's considered dangerous and a schemer, but at a level well below the Magnetos & Apocalypses of the X-World. Never really been a major threat, and more of an annoyance on and off the battlefield. But those kinds of guys are necessary, y'know? Not every villain needs to be event-worthy. I LOVE his power concept, though- it'd be "Broken" on a hero, but as a villain, he requires that the heroes use more sneaky, underhanded methods of dealing with him- Battlefield Removal, Tying him up before he can hit you, or psionic assault (though sometimes he uses Anti-Psionic devices). Simply punching or blasting him to death is not only counter-productive, but will DOOM you.
-Shaw is a self-made billionaire, becoming wealthy from his engineering business Shaw Industries, and joining the elite Hellfire Club. When his beloved Lourdes Chantel is killed by Sentinels that are created in part due to the current Black King's backing of the project, Shaw stages a coup with the telepathic Emma Frost, murdering the entire Inner Circle and putting his own in their place. Ironically, after this, he HIMSELF becomes a backer of the Sentinel program, because hey- money's money. It was in this form- an established person of status in New York City- that we first saw him. Though his team loses, they remain in power, and even help out the X-Men against Nimrod (losing Harry Leland in the process), then allowing Magneto & Storm to become part of their Inner Circle, in order to strengthen the Mutant cause. Shaw is eventually unseated from the Inner Circle when his backing of the Sentinel program becomes too much to bear.
-Shaw was foolishly killed off for most of the '90s because the new X-writers wanted a new guard of crappy replacements to take over- his son Shinobi was revealed, and murdered his father for "points" in The Upstarts' sick assassination game. This meant that Shaw missed a TON of horrible storylines, so it may have proven a positive- he was one of MANY X-Villains who sat out the decade in order to push new names. He returned in a classic "Back-To-Basics Syndrome" way- simply taking his place back and getting rid of his son (who'd failed to take off as a villain) in the process. Sadly, after this Shaw has mostly gone on to become a forgettable Background Villain- he has some schemes, but they're mostly small-time failures that eventually saw him unseated as Lord Imperial by SUNSPOT. He's since become an enemy of the reformed Emma Frost, and has attempted to manipulate X-people several times, without any success.
-Sebastian is a VERY high-powered individual, and his main power is essentially one of those "Think your way out of this" deals. The heroes can't simply power their way through him and kick his ass- he'd just come back far stronger. His whole plan centres around getting beaten on alot, then throwing some amplified punches back. His power leaves him entirely Immune to Bludgeoning Damage (ie. fisticuffs) but for a Complication GM Ass-Pull, and mostly-Immune to everything else you can hurt him with (ie. Cyclops' Blasts do a BIT more to him, but not much). Wikipedia says he can boost his agility/speed too, but I've never seen it- I left it in anyways.
-I kind of ignore a bit of what the "Absorption" rule says in the rulebook, as "Reaction" doesn't really make much sense as a Flaw on the power. In my book, Shaw gets two Flaws- he has to get hit first, and the boost Fades. But it's a NASTY boost, making him PL 13 if he takes enough damage first. He can gain huge boosts to all of his stats based directly off of how hard he's been hit, and can also "add up" the attack damage. And he powers up to the max quite frequently (it seems super-heroes just can't AVOID punching him). He's also rather pricey, which is fitting given that he can probably beat the hell out of almost any opponent he fights.

DONALD PIERCE (White Bishop of the Hellfire Club)
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #132 (April 1980)
Role: Wussy Villain, Cyborg
Group Affiliations: The Hellfire Club, The Purifiers, The Reavers
PL 9 (184)
STRENGTH
7 STAMINA -- AGILITY 7
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 4

Skills:
Athletics 2 (+9)
Deception 8 (+12)
Disable Device 6 (+11)
Expertise (Business) 5 (+10)
Expertise (Science) 4 (+9)
Expertise (Criminal) 4 (+9)
Insight 4 (+7)
Intimidation 6 (+10)
Investigation 2 (+5)
Perception 6 (+9)
Technology 8 (+13)
Vehicles 5 (+9)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 3 (Wealth), Chokehold, Diehard, Eidetic Memory, Equipment 4, Fascination (Deception), Power Attack, Ranged Attack 6, Startle

Powers:
"Cybernetic Body"
Protection 8 [8]
Leaping 2 (30 feet) [2]
Immunity 30 (Fortitude Effects) [30]

Electrical Aura 4 (16) -- [17]
AE: Electrical Blast 8 (16)

"Mechanical Longevity"
Regeneration 2 [2]
Immortality 2 (1 week) (Flaws: Requires Head Being Intact) [2]

Offense:
Unarmed +8 (+7 Damage, DC 21)
Electrical Aura +8 (+4 Damage, DC 19)
Electricity +10 (+8 Ranged Damage, DC 23)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +6

Complications:
Responsibility (Coward)- Pierce is too cowardly to take on adults without a huge army behind him- he usually goes after weaker targets, like children. His first response to everything is to run away.
Motivation (Power)- Pierce is all about gaining things for himself.
Vulnerable (Magnetic & Electrical Attacks)- As a metallic being, Pierce is highly-vulnerable to certain types of damage.
Prejudice (Mutants)- Pierce despises Mutants, and is a classic bigot.

Total: Abilities: 66 / Skills: 60--30 / Advantages: 21 / Powers: 61 / Defenses: 6 (184)

-Donald Pierce was a kind of throw-away villain of the first Hellfire Club, being based off of Claremont & Byrne's love of the TV shows of the '70s (his name is based off of Donald Sutherland and his character from the M*A*S*H movie, Hawkeye Pierce). A cyborg, he (along with Harry Leland) were just thugs compared to Shaw & Frost, but did okay at first. Wolverine later dissected Pierce's cybernetic limbs (in the storyline that MADE Wolverine- something that's amazing and spine-tingling to read even today, because back then Wolvie was actually the LEAST liked member of the X-Men, believe it or not), chasing him off. He'd reappear constantly as Claremont got more and more into the '80s-style craziness of cybernetics and crazy crap like that, becoming a raging anti-mutant psychopath, allying with all sorts of nasties, including his buddies The Reavers, and has focused more on attacking the juvenile Mutants out there (being too cowardly to take on the adults). He creates Albert and Elsie-Dee to destroy Wolverine, but they reject him and become Logan's allies.
-Pierce was taken out alongside The Reavers in the same "Upstarts" storyline that wiped out Sebastian Shaw and the other Reavers- the new villains needed a "push", and so the old guard were tossed out. He would return alongside the others (now mostly a cyborg- only his head and upper torso remained intact following his losing to Trevor Fitzroy's Sentinels), generally doing the same old schtick- forming Anti-Mutant Hate Groups. One of his charges turned out to be a Mutant, giving us Elixir of the New New Mutants/Young X-Men. He tries to convince the Young X-Men to exterminate the new Lord Imperial of the Hellfire Club- Roberto da Costa, via manipulation and illusions (disguising himself as Cyclops), and later allies with several Tech-based X-Villains in order to kill all of the remaining Mutants- he is finally killed by a powerful Optic Blast from Cyclops.
-All in all, I think Pierce is a fairly-weak X-Men villain, being a low-tier Evil Bigot character with weak offense. He doesn't really do anything that guys like Graydon Creed, Cameron Hodge and others already do, but better and more effectively.
-Pierce isn't much of a physical monster, instead being a fairly scary average-range PL 9 guy with moderate Super-Strength and the ability to pretty much never die. He's more focused on his evil plans and having scores of minions around to do his dirty work. He's still pricey though, thanks to his being a cyborg with some good Skills.

HARRY LELAND (Black Bishop of the Hellfire Club)
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #132 (April 1980)
Role: Wussy Villain, Fat Guy
Group Affiliations: The Hellfire Club
PL 10 (149)
STRENGTH
1 STAMINA 2 AGILITY -1
FIGHTING 3 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Civics) 10 (+13)
Expertise (Criminal) 4 (+7)
Deception 8 (+10)
Insight 6 (+8)
Investigation 4 (+6)
Perception 4 (+6)
Persuasion 8 (+10)

Advantages:
Benefit 3 (Wealth), Ranged Attack 3

Powers:
"Mutant Powers: Density Control"
"Make Others Heavy" All Powers Linked
Affliction 10 (Strength; Hindered, Vulnerable & Impaired/Exhausted, Defenseless & Disabled/Paralyzed) (Extras: Sustained +2, Perception Range +2, Extra Condition +2) (Flaws: Instant Recovery) [60]
Move Object 5 (Extras: Perception Range) (Flaws: Limited to Towards The Earth) [10]
Features 5: Increased Mass 5 (Extras: Affects Others) [10]

Offense:
Unarmed +3 (+1 Damage, DC 16)
Initiative -1

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +2, Will +5

Complications:
Motivation (Greed & Power)- Leland's the least-developed member of the Hellfire Club, but given their M.O., this much is obvious.
Weakness (Bad Heart)- Overweight and out-of-shape, Leland is not physically capable of withstanding high-stress. Using Extra Effort endangers him of a heart attack, and he died of one while fighting Nimrod.
Responsibility (Inexperienced)- Leland is better in the boardroom than on the battlefield. He is prone to bad snap decisions, such as increasing the density of a clawed mutant who is directly ABOVE him.

Total: Abilities: 30 / Skills: 44--22 / Advantages: 6 / Powers: 80 / Defenses: 11 (149)

-Harry Leland, based visually off of Orson Welles, was the weak link of the Hellfire Club in their first appearance, merely getting rid of some X-Men by knocking them through the floorboards. One more fight, and he was toast- he made the mistake of increasing Wolverine's density while the X-Man was ABOVE him. By his next appearance, the portly dude died of a heart attack in mid-battle, saving the combined X-Men & Hellfire Club from Nimrod (he'd increased Nimrod's mass enough to slow him down, and then turned Sebastian Shaw into a super-heavy "flying weapon" that crushed the robot). That's the kind of villain he was- a one-trick pony who was possibly the weakest physical bad guy ever. At least he got a semi-heroic send-off.
-Leland's no powerhouse by any means, but his one attack is pretty effective, particularly against others (since he's like PL 2 in close combat). He'd be an effective team guy if he had any half-decent Advantages like Set-Up or Teamwork, but alas, he's just a fat tub of lard alongside better villains. His power is QUITE dangerous- a Perception-Range Affliction that hits a guy with THREE lines of Conditions (can I say I still love this power? It's so handy!)- Hindering them, Impairing their attacks, and leaving them Defenseless against attacks! This is a LETHAL combination of powers, so it's a good thing that Leland's weak as a kitten otherwise.

THE WHITE QUEEN (Emma Frost)
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #129 (Jan. 1980)
Role: Miss Fanservice, The Queen Bitch, The Repentant Villain, The Brat
Group Affiliations: The Hellfire Club, The Hellions, Generation-X, The X-Men, The Cabal
PL 12 (200)
STRENGTH
1/11 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 5 PRESENCE 6

Skills:
Acrobatics 2 (+5)
Athletics 3 (+4)
Deception 5 (+11, +16 Attractive)
Expertise (Criminal) 2 (+7)
Expertise (Teacher) 3 (+8)
Expertise (Business) 7 (+12)
Expertise (Behavioral Sciences) 6 (+11)
Insight 5 (+10)
Perception 5 (+10)
Persuasion 6 (+12, +17 Attractive)
Stealth 2 (+5)
Vehicles 2 (+5)

Advantages:
Assessment, Attractive 2, Beginner's Luck, Benefit 2 (Wealth), Daze (Persuasion), Fascinate (Persuasion), Interpose, Languages (Various), Ranged Attack 3

Powers:
"Mutant Powers: Telepathy & Diamond Body"

Mind-Reading 12 (Feats: Dynamic) (Extras: Sensory Link) Linked to Mental Communication 4 (Feats: Subtle) (Extras: Area, Selective) (62) -- [76]
Dynamic AE: "Psionic Blast" Blast 12 (Feats: Dynamic) (Extras: Perception Range, Alternate Save- Will) (49)
Dynamic AE: "Focused Control" Mind Control 12 (Feats: Dynamic) (49)
Dynamic AE: "Mass Control" Mind Control 8 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (41)
Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
Dynamic AE: "Mental Stun" Affliction 12 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (49)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 8 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (40)
AE: "Brainwashing" Affliction 12 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (Flaws: Distracting) (36)
AE: "Diamond Form" (46)

"Diamond Form" (46 points)
Enhanced Strength 10 (20)
Protection 10 (Extras: Impervious 9) (Drawbacks: Weak Point) (18)
Immunity 4 (Heat, Cold, Pressure, Starvation & Thirst) (4)
"Mind Shield" Enhanced Will Check 4 (Flaws: Limited to Mental Attacks) (2)
Features 2: Increased Mass 2 (2)

"Mental Detection" Senses 7 (Mental Awareness- Ranged, Radius, Acute, Detect Mutants- Ranged & Radius) [7]
"Mind Shield" Enhanced Will Check 4 (Flaws: Limited to Mental Attacks) [2]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Diamond Form +6 (+11 Damage, DC 27)
Psionic Blast +12 Perception (+12 Perception Damage, DC 27)
Mind Control & Stun +8-12 Area/Perception (+8-12 Affliction, DC 18-22)
Brainwashing +12 Perception (+12 Perception Affliction, DC 22)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+12 Diamond Form, +5 Impervious), Fortitude +6, Will +10 (+14-18 Mental Effects)

Complications:
Motivation (Herself)- Emma is in it for Emma. She wanted money & power, and still enjoys the finer things in life, despite her newfound role as a mutant leader.
Reputation (Bad Deeds)- Emma is responsible for a HELLLLLL of a lot of death & destruction in her "bad days", up to and including first-degree murder, manslaughter, brain-washing, rape, accessory to rape, and more. Some of this haunts her, some of it she finds merely amusing. Few people who know anything about Emma Frost trust her all of the time. Even with the boobs.
Rivalry (Kitty Pryde)- Kitty was kidnapped on orders of Emma Frost when she was thirteen years old. Kitty has never forgotten, nor forgiven Emma for this, and trusts her the least out of all the X-Men.
Enemy (Sebastian Shaw)- Emma made a powerful enemy when she betrayed Shaw.
Relationship (Scott Summers, Namor, Sebastian Shaw)- Emma has shared a bed with these men and many others. She has some feelings/lust for Namor and his green undies, but it is Cyclops that owns her heart now.
Guilt (The Hellions)- Emma Frost's initial heroic turn was because of the loss of her students, The Hellions. Despite being a stern, overbearing teacher who was flat-out Neutral Evil, she did love her charges, and went into a near-permanent mental shock when they were slain by Trevor Fitzroy. The guilt from this caused her to join Xavier's cause and help a new generation of teenagers deal with their powers (Generation-X), and eventually led to a full teaching job once Xavier's turned back into a school.

Total: Abilities: 62 / Skills: 48--24 / Advantages: 12 / Powers: 85 / Defenses: 16 (200)

-Where to start with Emma Frost... Initially tossed into the group of Hellfire Club members, her particularly stand-out appearance led to her being used more and more, eventually eclipsing Sebastian Shaw, the group's leader. She became a major focal point of the New Mutants series, leading the Rival School of Hellions. It was here that she showed a more human side as well, growing to like her students, and even feel for the New Mutants themselves when she manipulated Xavier into placing them in her care. This is what led to her Face Turn, as she was put into a coma on the murders of her students by Trevor Fitzroy, and when she came out of it YEARS later, she decided to make good, leading Generation-X. Though that team ended up being yet another "Disposable Teen Hero" franchise, it set the stage for her to become an official X-Man under Grant Morrison (who retconned her into being British to go along with her snottiness), later perfected under Joss Whedon. So here we have a great hero out of weird origins. Plus, it's fun to have a REALLY dirty-minded woman around- it's an extremely interesting character in that she's technically a hero, but you know that Emma Frost is ALWAYS first in her mind.
-Emma's pretty easy to figure out once you get where the Alternate Form fits... since her Telepathy is inconsistently shown as working while she's doing it (a general consensus now is that it doesn't), I just took the Telepathy Array, and put them all with the Diamond Body Alternate Form as an Alternate Effect. If you prefer that she can use her powers with the Diamond Form, just make that power Dynamic too- that way her psionic abilities are still lessened while using it.
-Emma is extremely powerful and dangerous, even for the X-Men, being a PL 12 Mind Controller archetype (a bit below the PL 14 Charles Xavier, but much mightier than any other X-Men- even Jean Grey is only PL 11) with an Alternate Form that turns her into a Mini-Brick instead. She rivals Rogue in Strength in that form, but Emma is NOT a melee fighter, and has only baseline capabilities in close combat as a result (Kitty Pryde once effortlessly beat THE CRAP out of her using her Ninja Skillz). She's more effective at screwing with the minds of people. She can also do some Brainwashing (usually only to minions, and that's relegated to "you will vomit uncontrollably for hours if you ever hear the following words:), but that's also outside the Dynamic part of her array.

CORDELIA FROST
Created By:
Scott Lobdell & Chris Bachalo
First Appearance: Generation-X #3 (Jan. 1995)
Role: Suddenly-Introduced Sibling, Empath
Group Affiliations: The Hellfire Club
PL 10 (141)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+5)
Deception 3 (+5, +7 Attractive)
Expertise (Business) 2 (+6)
Insight 5 (+7)
Perception 2 (+4)
Persuasion 3 (+5, +7 Attractive)
Stealth 3 (+5)

Advantages:
Attractive, Benefit 2 (Wealth), Ranged Attack 2

Powers:
"Mutant Powers: The Professor X of Empaths"

"Far-Reaching Empathic Might" Affliction 4 (Will; Entranced/Compelled/Controlled Emotions) (Extras: Sustained +2, Area- 30-mile Burst +13) (64) -- [68]
AE: "Mind-Possessing Personalities" Mind Control 6 (Extras: Progressive +2) (36)
AE: "Convince of Blindness" Dazzle Visuals 10 (Extras: Perception Range) (30)
AE: "Fix Memories" Affliction 10 (Will; Dazed/Compelled/Transformed Memories) (Extras: Perception Range +2, Cumulative) (Flaws: Distracting) (30)
AE: "Psionic Blast" Blast 8 (Extras: Perception Range, Alternate Save- Will) (36)

Immunity 1 (Emma Frost's Telepathy) [1]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Wide Empathy +4 Area (+4 Affliction, DC 14)
Possession +6 Perception (+6 Perception Affliction, DC 16)
Dazzle/Fix Memories +10 Perception (+10 Perception Affliction, DC 20)
Psionic Blast +8 Perception (+8 Perception Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +5, Will +7

Complications:
Motivation (Herself)- Like the other Frosts, Cordelia is in it for herself. Money, power, what have you.
Enemy (Emma Frost)- Cordelia dislikes Emma greatly.

Total: Abilities: 40 / Skills: 20--10 / Advantages: 5 / Powers: 69 / Defenses: 17 (141)

-I have mixed feelings about a lot of "Suddenly Introduced Family Members" in comics. It is a VERY cheap writer's ploy to suddenly do the "oh hey you guys- you know that sibling I've never referred to in my entire life up until now? Well come meet them!" It's a sign of true lazy writing when done on characters who we SHOULD know more about- Black Lightning suddenly gaining two daughters out of nowhere, Sunfire revealing a sister with identical powers, etc. But on Emma Frost it wasn't so bad, since she was a Villainess until the mid-1990s, and had no reason to reveal her family history until Generation-X came out (like... she was basically INTRODUCED as a lingerie model in a cape who was evil. No more information was needed. Or required.). So while Lobdell the Hack tends to love introducing new siblings, I'll forgive him on this one. Cordelia revealed herself to manipulate Gen-X and Shinobi Shaw (attempting to gain entrance into the Hellfire Club), but her plans fell apart and she hasn't been seen since. Which is odd, because she later got another sister, Adrienne, who played a big role in Generation-X.
-Cordelia is no major fighter, but Emma has described her as "The Professor X of Empaths", being able to control the emotions of an entire CITY. However, Wikipedia says her powers have low-impact, so she can't mind control "strong" mutants that well (which makes me wonder about the whole "Professor X" comment). She can also Possess people for long periods of time, which I choose to stat up as the ever-rare Progressive Affliction, meaning the control gets worse on it's own, and she doesn't have to keep up the control. She can also Brainwash people, Psi-Blast them, or convince them that they're blind. She's lacking some power (and really limited to using Mental Attacks), but Progressive Effects can be pretty nasty.

ADRIENNE FROST
Created By:
Jay Faerber & Terry Dodson
First Appearance: Generation-X #48 (Feb. 1999)
Role: Suddenly-Introduced Sibling, Manipulative Bitch
Group Affiliations: The Hellfire Club
PL 5 (100)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 6

Skills:
Close Combat (Unarmed) 1 (+5)
Deception 5 (+11, +13 Attractive)
Expertise (Business) 10 (+14)
Insight 7 (+11)
Perception 3 (+7)
Persuasion 7 (+13, +15 Attractive)
Stealth 3 (+6)

Advantages:
Attractive, Benefit 3 (Wealth), Daze (Persuasion), Fascinate (Persuasion), Ranged Attack 2

Powers:
"Mutant Powers: Psychometry"
Senses 8 (Precognition, Postcognition) (Flaws: Limited to Touched Objects' History) [4]
Enhanced Skills 8: Perception 8 (+15) (Flaws: Limited to Psychometry Powers) [2]

Immunity 1 (Emma Frost's Telepathy) [1]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +5, Will +8

Complications:
Motivation (Herself)- Like the other Frosts, Adrienne is in it for herself. Money, power, what have you.
Enemy (Emma Frost)- Cordelia dislikes Emma greatly, especially because Emma started gaining their father's favour with her rebellious ways. Adrienne actually hates Emma so much that she tried to drive her insane by murdering all of her students.

Total: Abilities: 56 / Skills: 36--18 / Advantages: 8 / Powers: 7 / Defenses: 11 (100)

-OK, adding ANOTHER sibling to the Frost Family may be pushing it. Adrienne was smarter and more manipulative than Cordelia, and was the head of Frost Enterprises, much richer than even Emma. She had a unique, cool power (Psychometry- able to "read" the past of any object she touched, and was thus able to hear old conversations and events surrounding them) that wasn't a "Battlefield" one, making her more of an Evil Businesswoman archetype as much as anything. Her hatred for Emma ran DEEP, as Adrienne was once the favoured Frost daughter (their daddy was a DICK), but Emma rebelled a lot, earning daddy's favour eventually. Adrienne was CRAZY, took over the Massachusetts Academy, and wanted to commit murder and mayhem just to screw with Emma's brain. When Gen-X member Synch died containing explosions Adrienne set off, Emma contemplated her actions... and then just shot her sister dead right then and there. Refreshingly, she didn't feel bad about it afterwards- she only regretted not doing it BEFORE she took innocent lives.
-Adrienne lacks a great deal of power, and is instead a Skill-type character, who manipulates things behind the scenes. Her power is more of a Limited Pre & Postcognition effect that lets her do readings on objects. She uses this power to commit espionage and extortion, via the revelations that certain people's items give about them.

THE SENTINELS
Created By:
Stan Lee & Jack Kirby
First Appearance: The X-Men #14 (Nov. 1965)
b]Role:[/b] Robotic Super-Mooks, Mutant Hunters, Implacable Foes, Random-Difficulty Creatures
Group Affiliations: The Sentinels
PL 10 (166)
STRENGTH
11 STAMINA -- AGILITY -2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Close Combat (Unarmed) 3 (+7)
Expertise (Mutants) 4 (+4)
Intimidation +0 (+15 Size)
Perception 7 (+7)
Stealth 10 (+0 Size)
Technology 4 (+4)

Advantages:
Benefit (Uses Strength instead of Presence for Intimidation), Equipment 3 (Assorted Tech Gear), Ranged Attack 8, Startle, Teamwork

Powers:
"Mechanical Creature"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]

"Huge Size" Growth 8 (Str & Toughness +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
"Power Punch" Strength-Damage +2 [2]

"Mechanical Components"
Radio Communication 3 [12]
"Mutant Detection" Senses 6 (Detect Mutants- Ranged 2, Acute & Analytical) [6]
"Foot Rockets" Flight 6 (120 mph) [12]

"Hand Coils" Snare 7 (Diminished Range -1) Linked to Blast 9 (Flaws: Limited to Snared Targets) (Diminished Range -1) (28) -- [30]
AE: "Palm Cannons" Damage 10 (Extras: Area- 60ft. Cone) (20)
AE: "Blasters" Blast 12 (Feats: Split) (25)

Offense:
Unarmed +7 (+13 Damage, DC 28)
Hand Coils +8 (+7 Ranged Afliction & +9 Damage, DC 17 & 24)
Palm Cannons +10 Area (+10 Damage, DC 25)
Blasters +8 (+12 Ranged Damage, DC 27)
Initiative -2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +13, Fortitude --, Will --

Complications:
Motivation (Capturing & Destroying Mutants)- The Sentinels are implacable machines, built entirely to capture, kill, or scare the mutant population of Earth.
Vulnerable (Magnetic & Electrical Attacks)- As pure machines, Sentinels are prone to electrical disturbances (which also hit them with Afflictions), and magnetic attacks (which do extra damage).

Total: Abilities: -10 / Skills: 28--14 / Advantages: 14 / Powers: 130 / Defenses: 18 (166)

-Sentinels debuted really early in the X-Men's run, and have been used regularly ever since, as sort of the ultimate henchman for evil scientists and mutant-haters. Symbolically, they've become much more important as anti-mutant creations ever since Days of the Future Past, where they rule America. Of course, since in the comics they can't seem to beat even the New Mutants by themselves, it's unclear how in future times they're able to so much as hurt the Avengers, much less KILL THEM and take over the world. I mean, what're they gonna do, KILL THOR?
-This build reflects the 'generic' Sentinels that harrass mutants. No Presence or Stamina scores, they're basically unthinking machines who know just enough to follow instructions to 'capture' mutants, and that's it. Their powerful Cone-shaped Blasts are a nuisance, they have a more powerful (but less accurate) version (plus electrified coils), they're big and strong but slow as hell, and they can Detect Mutants at great Range. Each one is a good challenge for a lone hero, being so big and hard to hurt (though only Toughness 12, since nearly every mutant can at least break their shell), but the big thing is that Sentinels nearly always attack in groups of more than two. Since they're PL 9.5-10-ish, that can be very scary.

EMMA STEED
Created By:
Warren Ellis & Ken Lashley
First Appearance: X-Calibre #1 (March 1995- AoA Version), Excalibur #96 (April 1996- 616 Version)
Role: Evil Woman
Group Affiliations: The Hellfire Club (London Branch)
PL 7 (103)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 1 PRESENCE 3

Skills:
Deception 6 (+6)
Expertise (Business) 4 (+7)

Advantages:
Benefit 2 (Wealth)

Powers:
"Mutant Powers: Low-Level Psionic"
"Psionic Weapons" Damage 8 (Extras: Will-Based) [16]
Immunity 20 (Mental Effects) [20]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Psionic Weapons +6 (+8 Will Damage, DC 23)
Initiative +3

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

Complications:
Motivation (Power & Greed)

Total: Abilities: 48 / Skills: 10--5 / Advantages: 2 / Powers: 36 / Defenses: 12 (103)

-A little more "on the nose" with the whole Avengers link than even the ORIGINAL Club was, Emma Steed (named for Emma Peel & John Steed, the protagonists of the '60s TV series) is the Black Queen of the London branch of the Hellfire Club's Inner Circle. She'd initially appeared as "Damask" during the Age of Apocalypse series, and like a few other characters shown there, actually got to show up for real in the standard universe as well. However, unlike most of them (Holocaust, Sugar Man & Dark Beast fled into the main dimensional timeline), she is a different person in both. Steed appears killing her Club's Black King for being turned insane by a demon (whom he'd attempted to use to control London), and had some vague connection to Onslaught. When Brian Braddock confronted her about weird goings-on in London, she attacked him with Psionic Blades, but was easily-beaten. Weird.
-Emma's powers are basically like Betsy Braddock's Psychic Knife, affecting the minds of her opponents. However, she's apparently not so great that Captain Britain can't take her out pretty quickly. She's also Immune to Mental Effects (a 20-point power in the Marvel Universe).

FRIEDRICH VON ROEHM
Created By:
Chris Claremont & Bill Sienkiewicz
First Appearance: The New Mutants #22 (Dec. 1984)
Role: Werewolf
Group Affiliations: The Hellfire Club
PL 7 (85)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Jeweler) 4 (+5)
Intimidation 6 (+7)
Perception 6 (+6)

Advantages:
All-Out Attack, Benefit 2 (Wealth), Fast Grab, Improved Trip, Startle

Powers:
"Lycanthropy"
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 2 (8 mph) [2]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +7, Will +3

Complications:
Motivation (Power & Greed)
Responsibility (Selene)- As Selene's High Priest, Von Roehm is absolutely-loyal and worshipful of his mistress.
Responsibility (Bloodlust)- While his transformation is active, Von Roehm is uncontrollable.
Normal Identity)- Friedirch is ST 0, STA 0, AGI 0 in his human form.

Total: Abilities: 54 / Skills: 16--8 / Advantages: 6 / Powers: 8 / Defenses: 9 (85)

-Von Roehm is a Werewolf and the High Priest of Selene, and is the Black Rook of the Hellfire Club's New York branch. He sponsors Selene for membership as the new Black Queen, but she later sets off his hereditary lycanthropy to send him after Rachel Summers. Von Roehm refuses the proposal of an alliance between the Club & X-Men against the Mutant-hunting future-bot Nimrod, but he refuses- he attempts to attack the X-Men, but is vaporized by Nimrod.
-Fairly-strong and a good tracker, but basically an idiot, Von Roehm wasn't anything a basic superhero couldn't handle.

RED LOTUS (Paul Hark)
Created By:
Chris Claremont & Salvador Larocca
First Appearance: X-Treme X-Men #5 (Nov. 2001)
Role: Super-Martial Artist
Group Affiliations: The Hellfire Club, The Triads
PL 8 (100)
STRENGTH
6 STAMINA 6 AGILITY 6
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 6 (+12)
Deception 3 (+5)
Expertise (Criminal) 4 (+5)
Perception 3 (+4)

Advantages:
Accurate Attack, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Trip, Power Attack

Powers:
"Mutant Powers: Super-Physicality"
Leaping 1 (15 feet) [1]
Speed 1 (4 mph) [1]

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +5

Complications:
Motivation (Greed)
Responsibility (The Chinese Triads)

Total: Abilities: 72 / Skills: 22--11 / Advantages: 6 / Powers: 2 / Defenses: 9 (100)

-Red Lotus is a bi-racial kid (Chinese/Australian) who is the heir apparent to the Sydney Chinese Triad run by his now-dead grandfather. Led to believe that Gambit had murdered this "Father Gow", Red Lotus went against the X-Men. When he learned the truth, he teamed up with the X-Treme X-Men (the Claremont-written "Guys Claremont Wants To Write" team) against Sebastian Shaw & Lady Mastermind. Left to his own devices, he joined up with Viper, but was saved from Selene by Rachel Summers. He later helps out the Sunspot-led Hellfire Club, but hasn't been seen since M-Day. He uses Super-Martial-Arts, but I really have no idea what his real level is- he apparently needs to be saved a lot, so I don't imagine he's that powerful.

THE BLACK QUEEN (Selene Gallio)
Created By:
Chris Claremont & Sal Buscema
First Appearance: The New Mutants #9 (Nov. 1983)
Role: Miss Fanservice, The Queen Bitch, The Evil Witch
Group Affiliations: The Hellfire Club, The Externals
PL 12 (224)
STRENGTH
1/7 STAMINA 3/7 AGILITY 3/6
FIGHTING 6/10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 5 PRESENCE 6

Skills:
Deception 5 (+11, +16 Attractive)
Expertise (Arcane Lore) 9 (+12)
Expertise (History) 5 (+8)
Insight 6 (+11)
Intimidation 4 (+10)
Perception 6 (+11)
Persuasion 5 (+11, +16 Attractive)

Advantages:
Attractive 2, Benefit 3 (Wealth, High Priestess), Diehard, Fascination (Deception), Languages 2 (Many), Power Attack, Startle, Ranged Attack 6, Ritualist, Well-Informed

Powers:
"Mutant Powers: Psychic Vampirism"

"Immortal Psychic Vampire"
Immunity 4 (Aging, Poison, Disease, Starvation) [4]
Immortality 2 [4]
Regeneration 8 (Feats: Regrowth) (Flaws: Source- Life Force) [5]
Senses 4 (Postcognition) (Flaws: Limited to Weakened Victims' Lives) [2]

"Drained Boosts"
Enhanced Strength 6 (Flaws: Requires Life Force) [6]
Enhanced Stamina 4 (Flaws: Requires Life Force) [4]
Enhanced Agility 3 (Flaws: Requires Life Force) [3]
Enhanced Fighting 4 (Flaws: Requires Life Force) [4]
Speed 4 (30 mph) (Flaws: Requires Life Force) [2]
Concealment 1 (Psionic Senses) [2]

"Magical Might"
"Mental Illusions" Illusion (All Senses) 10 (Flaws: Resisted by Will) (40) -- [50]
AE: "Drain Life Force" Weaken Stamina 13 (Feats: Incurable) (14)
AE: "Snaring Objects" Snare 10 (30)
AE: "Disintegrate Inorganics" Blast 8 (Flaws: Limited to Objects) Linked to Weaken Toughness 8 (Extras: Ranged) (Flaws: Limited to Objects) (16)
AE: "Move Inorganics" Move Object 10 (Flaws: Limited to Objects) (10)
AE: Fire Control 12 (24)
AE: Force Field 7 (Extras: Impervious 9) (16)
AE: "Telepathy" Mental Communication 2 (8)
AE: "Hypnosis" Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Area- Visual Perception, Cumulative) (30)
AE: Mind Control 12 (Flaws: Limited to Weakened Victims) (36)
AE: Mind Reading 10 (Flaws: Limited to Weakened Victims) (10)

"Animate Objects" Summon 3 (Extras: 4 Minions +4, Horde) [21]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Life Force Boost +10 (+7 Damage, DC 22)
Weaken Life +6/10 (+13 Weaken, DC 23)
Snare +10 (+10 Ranged Damage, DC 20)
Disintegrate +10 (+10 Ranged Damage & Weaken, DC 25 & 20)
Fire Control +10 (+12 Ranged Damage, DC 27)
Hypnosis +10 Area (+10 Affliction, DC 20)
Mind Control -- (+10 Perception-Ranged Affliction, DC 22)
Initiative +3 (+6 Boost)

Defenses:
Dodge +7 (+10 Boost, DC 17-20), Parry +6 (+10 Boost, DC 16-20), Toughness +3 (+7 Boost, +14 Force Field), Fortitude +8 (+12 Boost), Will +12

Complications:
Motivation (Power)- Selene has various hands in various pies, and it's all for added power and immortality.
Power Loss (Immortality)- Selene requires life force to utilize her Immunity Powers. Unless she drains strong people once in a while, she will lose these powers and begin to age badly.
Weakness (Over-Exertion)- If Selene uses Extra Effort, she burns away a lot of Life Force, and will become weaker and start aging.
Relationship (Amara Aquilla- Magma)- Magma is a descendent of Selene's, and occasionally the elder likes to manipulate the younger in various schemes.

Total: Abilities: 62 / Skills: 40--20 / Advantages: 19 / Powers: 107 / Defenses: 16 (224)

-Selene was a truly horrifying villain, much more so than most X-types, which makes it all the more odd she was initially chosen to harrass the NEW MUTANTS, of all people. An immortal psychic vampire, she was "as old as humanity itself" (her Rogues Gallery included Conan the Barbarian, Red Sonja, and the sorcerer Kulan Gath), was the power behind the Roman colony of "Nova Roma" in the jungles of Brazil, and attempted to turn Dani Moonstar into one of her kind. However, the Mutants beat her when Magma gained her powers suddenly (funny how the single person who allied with the team just happened to be a Mutant, huh?) and dumped her into a pool of lava and buried her alive. Selene returned, but didn't do much to bug the kiddies anymore, since Claremont probably realized she was a heavy enough hitter to join the Hellfire Club and become an X-Villain, fighting against the main team.
-She kind of came and went for a while after making her return, showing up in a few background scenes (she considers murdering Cain Marko for his energy, but leaves when he gets into a fight with Colossus). She kills a fellow runaway friend of Rachel Summers', making herself a powerful enemy. Soon after, Selene joined the Hellfire Club as their new Black Queen, sporting a ridiculously-skimpy set of black lingerie- Claremont knows what he likes, and he ain't afraid to show it. She rubbed her fellow Clubbers the wrong way, however- she was openly-contemptuous of Sebastian Shaw, and made no secret of her own desire to hold sole power. Shaw & Emma Frost attempted to use the rookie mutant Firestar to assassinate Selene, but their brainwashing of the girl didn't pan out.
-When Rachel attempted to murder Selene, Wolverine pulled a colossal dick move ("this is murder" he says, saying that it's different from him killing in battle) by STABBING HIS TEAMMATE, thus saving Selene's life. This send the Lords Cardinal against the X-Men, but right then, the future Sentinel Nimrod attacked, drawn by the battle. A temporary truce between the Club & X-Men halted their feud, especially once Storm & Magneto joined the Club itself, in a union meant to strengthen all Mutantkind.
-Alas, when Chris Claremont left the X-Books, any of his potential plans for Selene went on the backburner, and even her city of Nova Roma was retconned into being a bunch of brainwashed Brazilians under her control (this has since been Re-Retconned, since it was stupid). She ended up being revealed as the brains behind the "Upstarts" concept (in which wealthy young mutants would kill well-known ones for "points" in a deadly game), but a writer-switch saw her get betrayed by Trevor Fitzroy, and she was removed from the storyline.
-Freed from Fitzroy's torture device by Amanda Sefton, Selene regained her power by exterminating the Externals- Immortal Mutants with great economic power (this got rid of the concept the X-Force writers no longer wished to use, and also finished off many failed '90s villains like Gideon & Saul). Absorbing their life-forces into herself, she even Retconned Cannonball as never having been one in the first place! A few further schemes were really just one-offs (X-Force faced her at a "Burning Man" festival, f'rinstance), and she got mixed-up in a too-complicated Club reunion that saw Shaw betray her after she manipulated Sunspot into joining them (promising him the resurrection of Juliana Sandoval- the girl who died in Marvel Graphic Novel- The New Mutants). She was beaten down again by Rachel Summers.
-This long reign of basically doing nothing actually failed to diminish her, however, and Selene then became the major force behind the big X-Event Necrosha; a rip-off of DC's Blackest Night, bringing almost all of the dead Mutants in X-History back to un-life as Techno-Organic Zombies. She finally turned the "Bad Boy" Young X-Man Wither evil, and used a few other baddies as lieutenants, while based in the ruins of Genosha. A big spell to gain ultimate power is attempted, but Warpath (after fighting his brother Thunderbird) manages to save the day by stabbing her in the chest with his Vibranium Daggers, then does a spirit ritual that finishes her evil spirit. This event was seen as a bit of a creative failure with pointless deaths (Onixx looked cool, but... come on) with a weak ending (like... the hero just runs up and stabs her? That's the end?), and her death didn't even last too long- she was resurrected as part of a Sisterhood of Mutants within a year!
-In the end, Selene seems like she COULD have been a major Marvel Super-Villain- she's sexy as balls, evil as hell, is vastly-powerful, experienced, connected and dangerous... but the Marvel writers have always kind of hemmed and hawed with her. Various writer switches and Retcons turn her schemes into nothing, and she spends several years at a time out of view. One of my favorite bits with her is actually from her debut- her loyal husband is a powerful man in the Nova Roman community, but Claremont's "Exposition Boxes" make it clear that "though he loves her DEARLY, there are times when his wife absolutely TERRIFIES him..."). It's kind of neat to see standard-issue Power-Hungry Politician given a couple of foibles like that, and it really lets you know how dangerous Selene is- her own HUSBAND is afraid of her!
-The Black Queen is even scarier than the White Queen, gaining a horrific Boost in Ability scores, but all based around draining people's life forces. Thing is, it's at such a high level that if she has a ready supply of minions or victims, she can use nearly all of her powers at full strength indefinitely, in addition to having fairly high magical potency. So she gets one hell of a discount to nearly all of her powers as a result. Not that she isn't already expensive- she has a LOT of powers.

SCRIBE (Jane Hampshire)
Created By:
Warren Ellis & Ken Lashley
First Appearance: Excalibur #96 (April 1996)
Role: Jobber Villain
Group Affiliations: The Hellfire Club (London Branch)
PL 8 (113)
STRENGTH
6 STAMINA 6 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 6 (+8)
Expertise (Business) 7 (+10)
Perception 6 (+8)
Stealth 1 (+6)
Technology 2 (+5)

Advantages:
Benefit 2 (Wealth)

Powers:
"Mutant Powers: Super-Physiology & Phasing"
"Sharpened Talons" Strength-Damage +1 (Feats: Split) [2]
Leaping 1 (4 mph) [1]
Speed 2 (8 mph) [2]
Insubstantial 4 [20]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws +8 (+7 Damage, DC 22)
Initiative +5

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

Complications:
Motivation (Power & Greed)

Total: Abilities: 70 / Skills: 22--11 / Advantages: 2 / Powers: 25 / Defenses: 5 (113)

-Scribe is the Red Rook of the London Hellfire Club branch, and uses a special device to record anything that goes on during their meetings (reminds me of that scene in The Wire, where the guy is taking notes in order to copy how real businesses act- "Bitch, are you keeping notes during a CRIMINAL CONSPIRACY?"). She was possessed by someone named Mountjoy, who warned Captain Britain about the Club's plan to use a demon to take over London... but that was all a trap and the Club attacked him. He soundly beat all of them. She later dueled Madelyne Pryor, who tore Mountjoy out of Scribe's body, beating them both.
-Scribe showcases low-level Super-Strength and the generic crap Wikipedia ALWAYS uses to define this sort of character- "Reflexes". They ALWAYS mention Reflexes. Never mind whether or not the character's ever SHOWN Enhanced Reflexes; ya gotta always mention the Reflexes. It's right up there with "Razor-Sharp" being the required descriptor every single time claws are mentioned. Oh, also she has razor-sharp claws.

MASTERMIND (Jason Wyngarde)
Created By:
Stan Lee & Jack Kirby
First Appearance: The X-Men #4 (March 1964)
Role: Mind Controller, Returned '60s Villain
Group Affiliations: The Hellfire Club, The Brotherhood of Evil Mutants, Factor Three, The Secret Empire
PL 13 (225)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+3)
Close Combat (Sword) 2 (+8)
Deception 12 (+15)
Expertise (Criminal) 4 (+6)
Insight 3 (+6)
Intimidation 3 (+6)
Perception 3 (+6)
Persuasion 4 (+7)
Stealth 5 (+7)
Technology 2 (+4)

Advantages:
Daze (Deception), Fascinate (Deception), Ranged Attack 3, Ultimate Deception Skill

Powers:
"Mutant Powers: Psionic Illusions"
Illusion (All Senses) 13 (Extras: Area +4, Independent, Selective) [143]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Illusion +11 (DC 21)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +5

Complications:
Motivation (Power)- Wyngarde's not entirely greedy- he just wants power in all it's forms. He wanted membership into the Hellfire Club, and wanted Jean to give him unlimited power.
Power Loss (Cosmic Beings)- While Psionic characters can just as easily be taken in by his illusions, beings like The Stranger and The Phoenix are immune. He needed a power-booster to afflict Jean Grey, and even that fell apart after a point.

Total: Abilities: 46 / Skills: 40--20 / Advantages: 6 / Powers: 143 / Defenses: 10 (225)

-Mastermind was one of many villains in the '60s that never really went anywhere, despite having a pretty decent mutant power. The problem I think was the fact that it's not really combat-ready, so the entire crux of the issue becomes "WHEN will the heroes discover the nature of his illusions?!", which gets old after a point. Like, you can only do that once every couple years before the fans are like "okay, get on with it". Never mind that Mysterio does the same thing and has a way more-iconic look (that beautiful, beautiful fishbowl).
-Mastermind was your token "Ugly Kirby Character" without a lot of good visuals to him, so this half-assed villain kind of vanished until the heroes needed an illusionist to fight. His real name was never given by Stan 'n' Jack, and he debuts with the Brotherhood of Evil Mutants, helping to take over a South American country by creating an illusion of thousands of soldiers. Professor X helps everyone see through his illusions, and he appears repeatedly to threaten the team. Another running theme were his attempts to make time with The Scarlet Witch, something he shared with the lascivious, drooling Toad. Naturally, Wanda rebuffed both characters. Later, he joins Factor Three with Blob & Toad, but they all soon rejoin the Brotherhood after their boss turns out to be an alien who wants to conquer Earth. He appears a couple more times, usually in Magneto's employ (Alpha the Ultimate Mutant turned the team into infants).
-It was a moment of inspired brilliance that caused Claremont & Byrne to bring him back into their X-Books, turning him into the suave, handsome "Jason Wyngarde" (for actor Peter Wyngarde, who played Jason King), who manipulated Jean Grey in her Phoenix form to become the Black Queen of the Hellfire Club. Wyngarde himself, actually a shrivelled weakling of a man, was using her to earn a membership. Instead, Jean uncovered his deception, and became hellaciously-pissed. And the cruel Phoenix entity, tasting evil and darkness for the first time, basically decided to give him what he wanted- she opened his mind to the totality of the cosmos, shattering his human mind and rendering him comatose for years.
-He would recover a decade and a half later, seeking revenge on all who wronged him- he unbalanced Rogue's shared psyche with Carol Danverse, rendered Emma Frost comatose, and disrupted Wolverine's wedding to Mariko Yashida. He seeks to tap into the power of the Phoenix Force, but is beaten by the new Phoenix, Rachel Summers (alongside Excalibur). He is imprisoned with the delusion that he won. He would recover, but would die of the Legacy Virus (one of many attempts to reduce the number of unecessary characters out there) quickly. In the end, he found the strength of character to forgive Jean Grey for what had happened to him. A Retcon would explain that it was HE would provided the illusions that made The Sentry fearful of his own power- such that he formed The Void.
-His enduring legacy is no less than THREE daughters- two villains, and the X-Men's own Pixie. Not bad for a fairly one-note Silver Age character.
-Wyngarde is an EXPENSIVE mofo, but it's all due to his powerful Illusion Casting, which affects all senses (and he can do them as Free Actions and make them Selective). They're so convincing even powerful psionics are fooled. They can cover a wide area (I figure creating the illusion of an ENTIRE ARMY is a one-off stunt, as that would require exponential increases of the Area Extra, making him cost even more. Without the Illusions, he's a weak old man and couldn't hold up to a stiff breeze.

MASTERMIND II (Martinique Jason)
Created By:
Jeph Loeb & Tim Sale
First Appearance: Wolverine/Gambit: Victims #1 (Sept. 1995)
Role: Mind Controller, Legacy Character
Group Affiliations: The Brotherhood of Mutants, The Sisterhood of Mutants, X-Corps
PL 13 (248)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+3)
Deception 9 (+12)
Expertise (Criminal) 4 (+6)
Insight 2 (+5)
Perception 2 (+5)
Persuasion 2 (+5)
Stealth 2 (+4)
Technology 1 (+3)

Advantages:
Daze (Deception), Fascinate (Deception), Ranged Attack 3, Ultimate Deception Skill

Powers:
"Mutant Powers: Psionic Illusions"
"City-Wide Illusions" Illusion (All Senses) 8 (Extras: Area- 30-mile Burst +13, Independent) (152) -- [153]
AE: "Standard Illusion" Illusion (All Senses) 13 (Extras: Area +4, Independent, Selective) Linked to Blast 4 (Extras: Perception-Ranged) (151)

Mind-Reading 6 [12]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Illusion +11 (DC 21)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +5

Complications:
Hatred (Regan Wyngarde- Sister)- Martinique hates her sister.

Total: Abilities: 44 / Skills: 24--12 / Advantages: 6 / Powers: 175 / Defenses: 11 (248)

-The daughter of the deceased Mastermind, Martinique Jason debuted six years before her sister Regan did, confounding Wolverine & Gambit on the orders of Arcade. Later, she joined Mystique's Brotherhood of Mutants and made a second assassination attempt on Senator Robert Kelly, but was rendered comatose by Cable as a result (Pyro, meanwhile, died saving Kelly's life). She was later removed from the hospital under Banshee's orders to help brainwash the super-villains used by the X-Corps (these were still the "heroes", by the way). However, Mystique infiltrated the group and freed her and the other Brotherhood members (Blob, Avalanche & Fever Pitch). She went unseen until more-modern times, where the amnesiac woman was befriended by some aged hippies, and ended up transforming the entire city of San Francisco into its 1960s self via a massive illusory effect. The X-Men investigate, and actually become hippies THEMSELVES, but Emma Frost manages to shake it off and breaks the illusion with a psychic attack.
-Martinique then joins Madelyne Pryor's Sisterhood of Mutants, but by this point becomes a much-more background character, usually seen teaming with, or aguing with, her sister Regan. It was also revealed that the X-Woman Pixie is another sister of theirs.
-Martinique is much like her father, but possesses enhanced Telepathic abilities, AND can create an Illusion so wide that it affected the minds of every in San Fransisco (a +13 Area Effect)! And her illusions are so realistic they can actually cause people to bleed or asphyxiate.

NEGASONIC TEENAGE WARHEAD (Ellie Phimister)
Created By:
Grant Morrison & Frank Quitely
First Appearance: New X-Men #115 (Aug. 2001)
Role: One-Off Goth Kid
Group Affiliations: None (The Illusory Hellfire Club doesn't count)
PL 6 (34)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Pop Culture) 4 (+4)

Advantages:
None

Powers:
"Mutant Powers: Telepathy"
Mind-Reading 6 [12]
Senses 4 (Precognition) [4]

Offense:
Unarmed +2 (+1 Damage, DC 16)
Mind-Reading -- (+6, DC 16)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +1, Fortitude +2, Will +4

Complications:
Prejudice (Mutant)

Total: Abilities: 10 / Skills: 4--2 / Advantages: 0 / Powers: 16 / Defenses: 6 (34)

-A one-shot character that was intended to put a bit of a "face" on the otherwise-faceless genocide of Genosha, Negasonic Teenage Warhead (named for a Monster Magnet song... I only remember Space Lord, which is pretty bitching) was slain alongside millions of other Mutants by Cassandra Nova's Sentinels. She was one of the illusory Hellfire Club members created from Emma Frost's mind by Cassandra Nova, probably because this kind of disaffected Teen Girl Character is exactly the kind of thing Joss Whedon likes. And she was "iconic" enough that when she was resurrected during Necrosha, she was one of the few Transmode Zombies able to resist Selene's will (not that this went anywhere). Basically, her entire job is to look like a Goth and have a weird name.

KADE KILGORE
Created By:
Jason Aaron & Carlos Pacheco
First Appearance: X-Men: Schism #1 (Sept. 2011)
Role: Rich Bastard
Group Affiliations: The Hellfire Club
PL 6 (56)
STRENGTH
-2 STAMINA 0 AGILITY 1
FIGHTING 0 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 3 PRESENCE 2

Skills:
Deception 6 (+8)
Expertise (Business) 8 (+15)
Expertise (Criminal) 4 (+11)
Perception 2 (+5)

Advantages:
Benefit 5 (Wealth), Inventor, Ranged Attack 4

Offense:
Unarmed +0 (-2 Damage, DC 13)
Initiative +1

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +0, Fortitude +1, Will +6

Complications:
Motivation (Greed & Power)

Total: Abilities: 30 / Skills: 20--10 / Advantages: 10 / Powers: 0 / Defenses: 6 (56)

-Jason Aaron's Wolverine & The X-Men book was a lot of fun, and way more uplifting and positive than many comics seem to be these days. In effect, it was a parody of super-hero comics told straight, with cliches kind of being brought up as if they're in-universe trends that people actually notice. And while it's deliberately-silly at times (too much for some), it never takes you "out" of things so much that you can't take the serious bits seriously- stuff like Idie being manipulated by the new Hellfire Club, characters nearly-dying, and more, are all pretty much classic superhero stuff. And most of the humor is very, VERY dark and self-aware of the genre (Kilgore teaches a class on Villainy that includes Putting Women in Refrigerators), so any natural cynics probably won't be turned off by the humor.
-Kade Kilgore himself debuts early on with a bunch of other homicidal children- they're rich brats who've murdered their own parents and families (one kid mentions selling his several brothers to alien slavers), and have formed a new Hellfire Club. And unlike past Clubs, they're NOT Mutants- they are, in fact, X-hating human beings. And they form an F'd-up school that includes people like Sauron, Dog Logan and SABRETOOTH among the faculty. All of his schemes and antics fall apart however, when the X-Men invade his Rival School (a resurrected Massachusetts Academy) and undo all of his work.
-There's a bunch of other kids with a bit less self-control that Kade has (though impulsive, he's not psychopathic- teammate Wilhelmina Kensington, a cute little blonde girl, is full-blown murderously-insane), but similar stats. Most are great at business, have scads of money, and access to any number of High-Tech Weapons (while I'll leave off here, since I can't remember any of it. Just assume lots of Blasts).

XANTO STARBLOOD
Created By:
Jason Aaron & Chris Bachalo
First Appearance: Wolverine & The X-Men #5 (April 2012)
Role: Evil Doctor
Group Affiliations: The Massachusetts Academy
PL 9 (140), PL 10 (140) to Animals
STRENGTH
9 STAMINA 8 AGILITY 2
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Xenobiology) 8 (+14)
Intimidation 6 (+8)
Investigation 3 (+5)
Perception 3 (+5)
Stealth 2 (+4)
Technology 6 (+12)

Advantages:
Equipment 6 (Space Gear), Ranged Attack 6, Ultimate Xenobiology Skill

Powers:
"Alien Physiology"
Immunity 10 (Life Support) [10]

Mind Control 10 (Flaws: Touch Range -2, Limited to Animals) (10) -- [11]
AE: "Shocking Touch" Damage 9 (9)

Offense:
Unarmed +9 (+9 Damage, DC 24)
Shocking Touch +9 (+9 Damage, DC 24)
Mind Control +9 (+10 Affliction, DC 20)
Laser Beams +8 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +8, Fortitude +8, Will +6

Complications:
Prejudice (Mutant)

Total: Abilities: 80 / Skills: 28--14 / Advantages: 13 / Powers: 21 / Defenses: 12 (140)

-Xanto Starblood is an evil alien "Extreme Zoologist" out to exterminate Broo, a student of the Jean Grey School, because the idea of a "good Brood" offends his concept of the order of the universe. He has Kitty Pryde impregnated with Brood Babies as a distraction and invades the School, but Broo escapes. Kitty sics numerous Bamfs on him, then lures him onto the lawn, where their tame Krakoa violently-pummels him. In one final spree, he attempts to kill Kitty, but Broo violently-defends his guardian, tearing into Xanto with an unusual ferocity for the so-far-peaceful young Brood. Xanto is taken away by S.W.O.R.D., but is eventually sprung by Kade Kilgore's Hellfire Club, at which point he starts teaching at their Rival School.
-Xanto is strong and dangerous, but can be beaten by a sufficiently-enraged young Brood. He's smart, and good with xenobiology (his most-quoted works are The Mating Habits of the Dire Wraiths and The Interplanetary Guide to Evolutionary Biology), but mainly had New Villain Stink making him seem so bad-ass at first.

CASSANDRA NOVA
Created By:
Grant Morrison & Frank Quitely
First Appearance: The New X-Men #114 (July 2001)
b]Role:[/b] Suddenly-Introduced Sibling, Psychopathic Monster, Psionic Mastermind
Group Affiliations: The X-Men (in Charles' Body)
PL 16 (505)
STRENGTH
0 STAMINA 4 AGILITY 0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 4

Skills:
Deception 11 (+15)
Expertise (Science) 7 (+12)
Insight 7 (+12)
Intimidation 10 (+14)
Investigation 4 (+9)
Perception 10 (+15)
Persuasion 7 (+11)
Stealth 6 (+6)
Technology 5 (+10)
Treatment 5 (+10)

Advantages:
Assessment, Diehard, Fearless, Power Attack, Ranged Attack 6, Trance, Well-Informed

Powers:
"Mutant Powers: DNA Duplication"
Morph 2 (Beings Whose DNA She's Stolen) [10]

"Mind Shield" Enhanced Will Check 8 (Flaws: Limited to Mental Attacks) [4]
"Mental Detection" Senses 7 (Mental Awareness- Ranged, Radius, Acute, Detect Mutants- Ranged & Radius) [7]
Immunity 11 (Life Support, Aging) [11]
Regeneration 4 [4]
Immortality 2 [4]

Mind-Reading 15 (Feats: Dynamic) (Extras: Effortless, Cumulative, Sensory Link) Linked to Mental Communication 4 (Feats: Subtle) (Extras: Area, Selective) (101) -- [115]
Dynamic AE: "Focused Mind Control" Mind Control 16 (Feats: Dynamic, Insidious) (Extras: Concentration) (82)
Dynamic AE: "Group Mind Control" Mind Control 15 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (76)
Dynamic AE: "Mental Stun" Affliction 16 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (65)
Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
Dynamic AE: "Focused Mental Blast" Damage 16 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (65)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 14 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (57)
AE: "Area Mental Blast" Damage 14 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (70)
AE: "Brainwashing" Affliction 16 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative, Progressive +2) (97)

Force Field 6 [6]
"Disintegration" Blast 14 (Feats: Dynamic) Linked to Weaken 10 (Extras: Ranged, Affects Objects) (58) -- [70]
Dynamic AE: Force Field 8 (Feats: Dynamic, Increased Mass 4) (Extras: Affects Others 13) (26)
Dynamic AE: "TK Attack" Blast 14 (Feats: Dynamic, Penetrating 8) (37)
Dynamic AE: "TK Ram" Damage 14 (Feats: Dynamic) (Extras: Area- 60ft. Line +2) (43)
Dynamic AE: "TK Wave" Damage 14 (Feats: Dynamic) (Extras: Area- 120ft. Cone +2) (43)
Dynamic AE: "Telekinesis" Move Object 14 (Feats: Dynamic, Precise) (30)
Dynamic AE: Flight 5 (60 mph) (Feats: Dynamic) (11)

"Body Possession"
Mind Control 16 (Feats: Dynamic, Insidious, Instant Recovery, Subtle 2) (Extras: Sustained +2) [101]
"Phasing" Insubstantial 4 (Feats: Selective) Linked to Concealment 2 (Visuals) [29]

Offense:
Unarmed +6 (+0 Damage, DC 15)
Mind Control +15-16 Perception/Area (+15-16 Affliction, DC 25-26)
Mental Stun/Brainwashing +16 Perception (+16 Perception Affliction, DC 26)
Mental Blast +16 Perception (+16 Perception Damage, DC 31)
Area Blast +14 (+14 Damage, DC 29)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+9-18 Force Field), Fortitude +12, Will +12 (+20 vs. Mental Attacks)

Complications:
Motivation (Destroying Charles Xavier)- Nova is a mummudrai, an "evil opposite" of Professor Xavier, and is compelled to destroy him.

Total: Abilities: 56 / Skills: 72--36 / Advantages: 12 / Powers: 372 / Defenses: 29 (505)

-I wasn't a huge fan of the Morrison/Quitely arc of X-Men (ugly, UGLY art, goofy stories and random characterization, especially of Magneto), but there were some good parts- I liked the fact that they made Xavier's a school again, shook up the status quo, added in some more freaky-looking mutants, and Cassandra Nova. A vile, evil woman, Nova had some Morrison-ish origin I can't quite figure out- Professor X's twin, who was nearly-killed in the womb... but it turns out she put herself in the womb, so Fetus Xavier was justified in doing so. Then she morphed into some crazy gross female Professor X thing. She's threatened the X-Men a few times, showcasing her truly horrific power levels, and it's always pretty cool when she lets loose. In Joss Whedon's Astonishing X-Men, they do a picture-perfect example of how to do a telepathic assault- essentially, Kitty Pryde imagines a world in which her first-born child is taken from her by Xavier and the X-Men- including her husband, Colossus- and responds to this betrayal by "phasing" her baby out of his prison. But the baby is actually Nova, and Kitty had been tricked. And she's STILL messed up by it several issues later- the betrayal felt so real that she still resents the people who were framed.
-Nova is PRICEY. She gets this way thanks to a grab-bag of every telepathic & telekinetic power ever, PLUS Body Possession, which she can do outside of the Telepathy Array, meaning she basically pays for an extra thing (in addition to regular ol' Mind Control, which IS in the Array). She's also nigh-impossible to kill. Her mental powers are beyond even Xavier's, as she can open up and warp the minds of any X-Man, up to and including Emma Frost, possess Xavier himself, and even turn Wolverine into a pathetic nancy-boy (and Beast into a growling man-kitty). She's pretty much the living definition of a super-team's worst nightmare, and you pretty much have to cheat to win.

MARGALI SZARDOS (aka The Red Queen, Margali of the Winding Way & Fata Morgana)
Created By:
Chris Claremont & John Romita, Jr.
First Appearance: The Uncanny X-Men Annual #4 (Jan. 1980)
Role: Evil Magic Bitch
Group Affiliations: The Hellfire Club, The Shadow Hunters
PL 11 (141)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Deception 6 (+9)
Expertise (Magic) 6 (+10)
Intimidation 4 (+7)
Perception 2 (+5)
Ranged Combat (Magic) 2 (+8)

Advantages:
Improved Critical (Magical Attacks), Ranged Attack 4, Ritualist

Powers:
"Magical Senses" Senses 5 (Detect Magic- Acute, Analytical & Ranged) [5]
"Whatever Powers The Write Tought Of- I Dunno, F*** Off" Variable 7 [49]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Magic Stuff +10 (+8-12 Ranged Damage, DC 23-27)
Other Magic Stuff +8 (Probably Afflictions and Junk)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (Probably Has a Force Field or Something Dumb), Fortitude +4, Will +6

Complications:
Power Loss (Magic)- Casting magical spells requires some freedom of movement, and sometimes even speech. Binding a Wizard's hands, body or mouth may impede certain spells. Or not.
Power Loss (Magic)- Margali is powered by The Winding Way, which causes her powers to ebb and flow like... well, like every other character in comics (especially the Magically-Powered ones). Except in this case, there's a canon reason.

Total: Abilities: 58 / Skills: 20--10 / Advantages: 6 / Powers: 54 / Defenses: 13 (141)

-Margali Szardos is Nightcrawler's adopted mother, and the birth mother of Amanda Sefton, his girlfriend. An enigmatic (re: complex, always-Retconned backstory). A sorceress of some power, she manipulated her children often, but was rescued by them when the demon D'Spayre captured her. She joined the London branch of the Hellfire Club as their Red Queen in order to allow a demon to let them take over the city. Excalibur and Amanda stopped her. However, when she was kidnapped by Belasco, Nightcrawler & Amanda had to rescue her AGAIN, at which point Amanda became the new Magik (in a move nobody cared about, because nobody, ever, has ever cared about Amanda Sefton). Margali reappeared in modern times, helping her kids fight off some other demons, but mysteriously-vanished again.
-Margali is apparently highly-powerful, but is constantly being captured by more-powerful entities. At one point she impressed Doctor Strange himself with her powers (which have consisted of a Flame Sword, Magical Blasts and Elongated Nails in the past). But yeah- standard Evil Magic Person, up to PL 11.

DOG LOGAN
Created By:
Bill Jemas, Paul Jenkins, Joe Quesada & Andy Kubert
First Appearance: Origin #1 (Nov. 2001)
Role: Red Herring
Group Affiliations: The Hellfire Club
PL 10 (141)
STRENGTH
4 STAMINA 5 AGILITY 4
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 1

Skills:
Athletics 6 (+10)
Expertise (Survival) 10 (+13)
Intimidation 6 (+7)
Perception 7 (+10)
Stealth 4 (+8)
Technology 4 (+6)
Vehicles 1 (+6)

Advantages:
All-Out Attack, Equipment 4 (Guns & Knives), Improved Aim, Improved Critical (Guns), Ranged Attack 9, Startle, Takedown, Tracking

Offense:
Unarmed +5 (+1 Damage, DC 16)
Magic Stuff +10 (+8-12 Ranged Damage, DC 23-27)
Other Magic Stuff +8 (Probably Afflictions and Junk)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (Probably Has a Force Field or Something Dumb), Fortitude +4, Will +6

Complications:
Enemy (Wolverine)

Total: Abilities: 72 / Skills: 38--19 / Advantages: 19 / Powers: 0 / Defenses: 13 (141)

-"Dog" was the abused son of the vicious Thomas Logan, introduced in 2001's Origin series to explain, FINALLY, the mysterious backstory of one Wolverine. Dog was a Red Herring of sorts- we were meant to suspect that HE was the future Wolverine (his father was basically an exact clone of Logan. Plus, y'know, the name). He becomes close with Rose (a pretty red-headed girl) and James Howlett, a sickly boy upon whose family estate the Logans work. However, Dog soon allows the abuse of his father to turn him into a cruel young teenager, to the point where he makes sexual advances upon the unwilling Rose. The resulting scuffle results in the Logans being fired from the estate, but Thomas murders James's dad, and it's soon revealed that he had slept with the man's mentally-disturbed wife- the big shocker: James was ALSO Thomas's son. Oh, and he sprouts bone claws and is totally Wolverine in the future.
-Dog is viciously-scarred across the face, and James's mother commits suicide. He disappears from the narrative for a good while, while Rose & James (now going by "Logan") run off to join work camps and stuff, while he deals with his mutant powers. Dog finally reappears as an adult, looking an AWFUL lot like Sabretooth, being hired by John Sr. (Wolverine's grandfather) to hunt down those responsible for the deaths of his family members. Dog attacks James at a bar, but poor Rose is slain when she attempts to intervene- James's own claws piercing her chest and killing her (thus giving him a lifelong weakness for redheads). Dog never reappears in the narrative.
-It wasn't until a bit later that we saw what became of him- he's now a TIME TRAVELLER, owing to finding some silly cave with special crystals in it. This was only a one-off however, and he soon appears in Wolverine & The X-Men, being recruited to join Kade Kilgore's Evil School. This surprised some folks who assumed he'd grow up to be Sabretooth, but Paul Jenkins says this was never really his intention ("but he could be. It doesn't matter."), but that future writers could make that connection. So, it was rather open-ended. And for a character who should be REALLY, REALLY IMPORTANT (he's the brother of Wolverine, and was part of one of Marvel's bigger stories of the 2000s), he hasn't been used a lot, and a lot is unknown about him.
-Dog doesn't have a lot of powers explained- he's more of a Gear Guy in the later comics. As far as I know, he's not a Mutant (though Origin gave him some

Watching the Harry Potter marathon on the Space channel is a bit funny, as I've never seen a few of them (I missed out on the first couple again, naturally- I've seen The Prisoner of Azkaban, the Goblet of Fire, Order of the Phoenix and both Deathly Hallowes ones.). As I'm not in the Potter fanbase (never read the novels), it's an interesting thing to watch it as an outsider.

* It really says something about Rowling's ability and the love people have for the books that it made some Fantasy-ish tropes & names acceptable to the "Mainstream". In no other way could I imagine idiotic names like "Hufflepuff" and "Dumbledore" being uttered by ordinary people and not immediately producing laughter.

* Does Voldemort EVER get any real characterization or big stuff to do? In every appearance I've seen of his, he just kind of... stands around sneering. He doesn't get any good lines and all I know about him is that he's evil and he killed Harry Potter's parents. I guess his backstory is given precedence elsewhere. But really, Bellatrix Lestrange has far more charisma, and commands WAY more attention, despite being even more one-note than VOLDEMORT is. Christ, even Dolores Umbridge is a more interesting character. The obstructionist, overly-strict, Big Brother-esque pencil-pusher with a cause is actually a pretty rare breed, as bad guys go. There's plenty of one-note villains in fiction (classic "Dark Lords", mainly) that are interesting because they do and say cool stuff, but I've never felt it with this guy.

* The problems of a cast of thousands: Reducing them to minor roles in movies. Moodey was all over the place in Goblet of Fire (well, sort of), but in the next one he's just a face in the crowd. Sirius Black was a huge deal in The Prisoner of Azkaban, basically sits out the next one, and has a couple scenes in the one after that... where he dies and it's this HUGE deal for like five seconds (why does he get hit and then just... fade away?). Remus was big in the same movie Sirius was, but has no role in anything else. In Order, Ron & Hermione, who had MAJOR roles in Goblet, essentially spend all their time following Harry from place to place, not doing anything. The "Good" Magic people tend to fill a room with faces that don't really do much. Cedric similarly has no characterization at all, then he dies.

* On that note: this is kind of a waste of Maggie Green. The Dowager Countess, MacGonnagle ain't.

* The exact Power Levels of wizards is hard to determine- everyone seems like a gigantic batch of Glass Cannons- able to deal killing force instantly, but being horribly-vulnerable all the same. Magic also seems very limited, in terms of combat- you've got "knock them away" and "Kill them", with nothing in-between. Except the Dumbledore/Voldemort fight, where there's a Fire Snake, Water Control and Multiattack Telekinetic Blasts. I can't help but think that comic book super-heroes or Sci-Fi characters would absolutely wreck house in this universe.

* It's easy to see why these are so popular with kids, though. The whole concept of "Wizards" and inherent magic is cool for kids the same way mutants are in X-Men- they represent being something MORE than everyone else is, like you get to belong to an extra-cool club that sees exclusive things. However, they lack the bad-ass "outcast" imagery that being a mutant gets you in Marvel. The story introduces you to Generic Everyman (Potter), a super-smart girl with whom little girls would want to identify (Hermione), and a Comic Relief F*ck-Up (Ron). There's a Wise Mentor (Dumbledore), a Funny Mentor (Hagrid), an overly-strict, uncool teacher (Snape), and some Bullies, most of whom get humiliated on the regular (Draco and his goons).

* I will say to my dying day that Rowling made Dumbledore gay in retrospect as a personal "F*ck you" to all the religious types who criticized her for depicting magic and witchcraft. She basically, risk-free mind you (since the books were already out and there were few potential-sales to risk), introduced a gay character to one of the most-popular fictional narratives in human history (arguably Top Five, period), and introduced it to millions of children.

* The CGI in these movies is weird. Some things look great (Bruckbeak was awesome). But some of the effects are absolute garbage, too- the Giant and Centaurs in Order are great examples. The Blast-y stuff, morphing building features and actual spellcraft always looks good, however.

* They also assume you've watched all the prior stuff for each sequel. After watching Deathlow Hallowes in the theatre, I had to ask my friends what the hell they were searching for Horcruxes for. 95% of the time, nobody ever says why Voldemort is called "You Know Who". Though to be fair, I think I was the only person in the universe who hadn't read the damn novels by the time the last movies had come out :).

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Heralds of Galactus

Post by Jabroniville »

THE SILVER SURFER (Norrin Radd)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #48 (March 1966)
Role: Philosophical Hero, Mopey Hero
Group Affiliations: The Heralds of Galactus, The Defenders
PL 15 (305)
STRENGTH
14/17 STAMINA 16 AGILITY 4
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+7)
Expertise (Space Traveller) 8 (+12)
Expertise (Cosmic Lore) 5 (+9)
Knowledge (Theology & Philosophy) 6 (+9)
Insight 2 (+5)
Intimidation 6 (+8)
Perception 6 (+9)
Persuasion 4 (+6)
Ranged Combat (Blasts) 5 (+11)
Technology 2 (+6)
Vehicles 2 (+4)

Advantages:
Diehard, Evasion 2, Fearless, Great Endurance, Improved Critical (Blasts) 2, Interpose, Last Stand, Move-By Action, Power Attack, Ranged Attack 4, Withstand Damage

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 19) [22]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Wields Cosmic Forces"
Cosmic Blast 19 (Feats: Penetrating 14, Split, Extended Range 5- x3,200 ft., Variable 2) (60) -- [67]
AE: "Cosmic Wave" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (55)
AE: "Cosmic Stream" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (55)
AE: "Restructure Matter" Transform 7 (Anything to Anything) (Feats: Increased Mass 5- 3,200 lbs.) (Extras: Continuous) (Flaws: Distracting) (42)
AE: "Boost Strength" Enhanced Strength 3 & Power-Lifting 3 (25,000 tons) (9)
AE: Healing 10 (Extras: Ranged, Restorative, Area- 30ft. Burst) (Flaws: Limited to Others, Distracting) (30)
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)

"Re-Summonable Cosmic Surfboard"
Flight 15 (64,000 mph) (Flaws: Platform) [15]
Movement 3 (Space Travel 2, Dimensional Travel) (Flaws: Platform) [3]

Offense:
Unarmed +7 (+14 Damage, DC 29)
Boosted Strength +7 (+17 Damage, DC 32)
Cosmic Blast +11 (+19 Ranged Damage, DC 34)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +8 (DC 18), Toughness +19 (+10 Impervious), Fortitude +16, Will +12

Complications:
Guilt (Destroyed Countless Worlds & Civilizations)
Relationship (Shalla-Bal)- Norrin Radd was in love with this tender woman, and she helped inspire him to make his great sacrifice.
Honour- The Surfer is an honourable soul, and will not lie or cheat easily.
Reputation (Loner)- Where the Surfer soars, he must soar alone.
Enemy (Thanos)- Surfer was the chosen foe of Thanos when Adam Warlock was dead.
Enemy (Mephisto)- The Surfer's Pure Soul has long-interested the Satan Analogue of Marvel Comics.

Total: Abilities: 100 / Skills: 48--24 / Advantages: 16 / Powers: 146 / Defenses: 18 (306)

-The Silver Surfer is Marvel's super-elite powerhouse since the mid-1960s, where he showed up as a random Kirby design amongst their biggest storyline, The Coming of Galactus. Stan Lee immediately latched onto this cool, totally 100% unique character, making him a cosmic philosopher, but naiive to the ways of the world, and made one of Marvel's most interesting side-characters with it. Sure, his solo series have nearly always done TERRIBLY- "Philosophy" doesn't sell books, and he's way too powerful to fight most regular threats- so he's had cancelled series after cancelled series to his name, but that doesn't matter. When he shows up, you know it's BIG BUSINESS. His longest run by far is one with Ron Lim on art in the 1990s, which featured a ton of Cosmic Beings, great art, and a bunch of cross-overs.
-Jack Kirby added the Surfer to the initial story (unplanned by Stan, but Jack had the authority to improvise as part of their "Marvel Method") because he figured this super-powerful Galactus guy "probably should have a herald", and drew him on a flying surfboard because "I'm tired of drawing spaceships!" Stan took a liking to the guy, and began wrapping more storytelling around him- he was a noble figure, brought to turning on his master after hanging around with Alicia Masters for... about an afternoon. Hey- stories back then didn't have 972 parts to thell their tale, dammit! However, in that classic bit of Marvel Pathos, he was now trapped on Earth by his vengeful master.
-The next year, Stan debuted a solo Silver Surfer title, with John Buscema on art- this was much more thoughtful and introspectful than the typical "Bombastic Marvel" stuff of the time, though the series only lasted eighteen issues. We learned that the Surfer came from Zenn-La- a utopian world that was threatened by Galactus. Norrin Radd, as he was then known, saved his world the only way he knew how- he offered to serve Galactus as his "Herald". Stan's love for the Surfer (he declared that he was the ONLY person at Marvel allowed to write him- this order continued well into the 1980s) was actually a bit of a catalyst for Kirby's growing resentment over his treatment at Marvel- he knew that he'd basically just given them a popular, money-making "toy" essentially for free. Eventually, Steve Englehart would start up a Silver Surfer book, creating more of a Rogues Gallery (a recurring threat before this was Mephisto- a "Satanalogue" who wanted the Surfer's noble soul) and establishing more of Marvel's "Cosmic Scene". Eventually, Jim Starlin would take over, and immediately translate his beloved Thanos, Adam Warlock & Drax into the Surfer title.
-The Surfer eventually forms The Defenders with Dr. Strange, Namor and the Hulk, and finally pierces the barrier around Earth thanks to Reed Richards. He finds Zenn-La razed, but manages to imbue his old love, Shalla-Bal, with some power to bring some life back to their old world. Later, another retcon would explain that the planet had been destroyed, and what he'd visited was in fact an illusion created by Galactus. Then he goes on some interstellar hook-ups, making time with first Mantis, then Nova (Frankie Raye, not Richard Rider), then Alicia Masters back on Earth after Frankie is slain by the latest Herald of Galactus (by this point, there had been a TON more), Morg. By this point, Ron Lim had been as linked to the Surfer as any artist was to any character- his unique body types (always REALLY puffily-muscled) and the way he drew "Cosmic Glitter" on shiny characters making him a big star. Lim had first been "noticed" on Captain America (where he drew the iconic Diamondback), but with the Surfer's book, he'd really caught his stride. Unfortunately, while Lim's Surfer is probably STILL the most-iconic, his stuff has really failed to stand the test of time otherwise- his art looks as dated now as '60s art does today- it's just TOO Nineties!
-The '90s Comic Book Bust hit the Surfer hard- his longest-running title was cancelled, and with it, most of Marvel's "Cosmic Scene" had disappeared. His book was one of the only ones that REALLY focused on and developed that part of Marvel Comics, though at times it'd gone a bit too far, creating too many dumb characters, and pointless, personality-lacking Cosmic Beings to glut the roster of them. And so we lost Quasar, Warlock and the Infinity Watch, and The Silver Surfer within a short period of time. It wasn't until Annihilation that any of these characters really "mattered" again. There, the Surfer was empowered once more by Galactus, becoming a Herald once more (as Galactus's hunger had now increased). Alas, since the writers of the Annihilation books had split up a bit by this point, the "Surfer" aspect of the thing was dropped- he even casually stops being a Herald again!
-In the 2010s, we finally saw a new Silver Surfer ongoing, featuring him teaming up with a new companion, the human Dawn Greenwood (the co-manager of the Greenwood Inn- that is, until she was kidnapped by aliens!). A goofy, tongue-in-cheek book by Dan Slott & Michael Allred (whose art I'm only now beginning to appreciate), I actually find it HILARIOUS, as it goes off on all kinds of weird tangents, and doesn't take itself too seriously (at one point, they go onto a planet where everyone is the best at whatever it is they do- Norrin and Dawn consume the "Universe's Greatest Ice Cream" as a result; in another story, they're attacked by beings who are empowered by imagination, and attack with "Every Protagonist Ever!"), yet is unafraid to deal with dire situations and consequences (like when they find a planet ruled by all of the people the Surfer had left homeless while he was Galactus's Herald, and are thus honor-bound to protect them and help them find a new world). Also, Allred draws Dawn SO-O-O-O-O-O-O-O-O-O-O-O-O-O PRETTY!!!
-Yeah, when you're starting to stat the HERALDS OF GALACTUS, it's time to break the bank on points and PLs. The Surfer is unbelievably strong and durable (you need +13 Damage at least just to injure him slightly), and ALSO possesses one of the most powerful Blasts ever. He's only PL 15 by virtue of his semi-limited accuracy (+11 is still pretty good), Area Attacks and dodging ability. In melee, he's noticeably poor, as poor Norrin lacks the killer instinct or much combat ability- he's a paltry PL 13 at Parrying, and a positively LAUGHABLE PL 12 when he's punching dudes.
-His array of Advantages and abilities give him limitless options, especially that whole Array. Some people go "Variable Power" on it, but I think that's kinda lazy, and I prefer to have him spend HPs to do anything REALLY out there. As it stands, he can Blast, Heal, communicate with others in any language, Transmute things, and detect just about anything, plus seeing across star systems. Along with most people, I toss his more out-there Sensory Powers into the Array (not so much to avoid costs- you really tend to not care about final cost on a build of THE FRICKING SILVER SURFER- but because he really tends to sit there and focus to use such things).
-His Blasts are epic- +19 Damage is two higher than Thor's best attack, and one lower than the most Savage of Savage Hulks. Along with that, he can mow down Mooks (or Spaceships) with a pair of +15 Area Attacks. And note the Feats- his range on the Blast is positively insane (good luck getting outside his range unless you're in space), it can do Variable Energy Effects, he can do two Blasts to two different targets, and it's Penetrating ranks will go through everything short of The Juggernaut. His "Board Flight" isn't actually Device-based, as he can summon the thing from his own body at-will if it's destroyed- it's just Platform Flight, and he can move the Board independently (you can spend an HP and do something like have the Board bust someone upside the head, or you can just go Summon Minion as others have). His Intimidation is tricky to figure out- he's so noble that he really lacks the "edge" required to be nasty... but his reputation as a Herald of Galactus, combined with those rare moments when he DOES get pissed off, would make him one of the scariest beings in the universe when enraged.
-His Super-Senses are incredible as well- I threw some of them into his basic, but Detecting Life & Energy at INSANE rages are put inside his Cosmic Array, in part because it'd be like 44 points for minor stuff, and because he can really only do that sort of thing while focusing really hard. I'd allow it as a GM, particularly if the guy was already WAY outside his "recommended points-per-PL".
-At final value, the Surfer is a PL 15 guy who costs 300 points- he would demolish an entire super-team in moments, beat the living snot out of any hero below PL 13, and even Thor, Doctor Strange and The Hulk would be hard-pressed to beat him. Marvel insists on Thor having his trademark "Strong Showing" every time he fights Norrin, but he's usually going uphill the whole way- the one Power Level that separates them isn't that big a gap, and Thor has a lot more options in combat, given his greater melee skill and more Alt-Effects. But still my money would be on Norrin Radd.
-Surfer has done a bunch of other crazy stuff, too- Create Object, Machine Control, Machine Affliction, Phasing, Illusions, Healing an ENTIRE PLANET (which is like +20 Area Ranks), Evolving an entire planet in moments, etc. Surfer at times has a VERY forgiving G.M. who lets him put his Hero Points just about anywhere :). You can throw another 5-10 Alt-Effects on top of this build if need-be, though most probably wouldn't, as it's not regular stuff.

AIR-WALKER (Gabriel Lan)
Created By:
Stan Lee & John Buscema
First Appearance: The Fantastic Four #120 (March 1972)
Role: Replacement Guy, Repeatedly-Killed Guy
Group Affiliations: The Heralds of Galactus, The Xandarian Nova Corps.
PL 13 (287)
STRENGTH
14/15 STAMINA -- AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Xandarian Soldier) 6 (+9)
Expertise (Cosmic Lore) 4 (+7)
Investigation 3 (+6)
Perception 4 (+7)
Technology 5 (+8)
Vehicles 6 (+8)

Advantages:
Ranged Attack 8

Powers:
"Robot"
Immunity 30 (Fortitude Effects) [30]
Regeneration 2 (Feats: Regrow Limbs) [3]

"Imbued With The Power Cosmic"
Protection 16 (Extras: Impervious 15) [31]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Wields Cosmic Forces"
"Tornado #1" Blast 13 (Extras: Area- 60ft. Burst +2) (52) -- [65]
AE: "Tornado #2" Blast 13 (Extras: Area- 60ft. Cylinder +2) (52)
AE: "Weather Effects" Environment 7 (1800 feet) (Cold, Impede Movement 2, Light, Visibility) (33)
AE: "Wind Storm" Affliction 13 (Strength or Athletics; Hindered/Prone) (Extras: Area- 500ft. Cone +4) (Flaws: Limited Degree, Instant Recovery) (39)
AE: "Wind Burst" Affliction 13 (Strength or Athletics; Hindered/Prone) (Extras: Area- 250ft. Burst +4) (Flaws: Limited Degree, Instant Recovery) (39)
AE: "Wind" Features 2 (-2 Thrown Weapons, snuffing flames, etc.) (3)
AE: "Magnetic Control" Move Object 14 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range, Limited to Metallics) (28)
AE: Cosmic Blast 16 (Feats: Penetrating 10, Split, Extended Range 5- x3,200 ft., Variable 2) (50)
AE: "Electrical Stream" Damage 13 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (49)
AE: "Restructure Matter" Transform 7 (Anything to Anything) (Feats: Increased Mass 5- 3,200 lbs.) (Extras: Continuous) (Flaws: Distracting) (42)
AE: "Boost Strength" Enhanced Strength 1 & Power-Lifting 3 (6,000 tons) (3.5)
AE: Healing 10 (Extras: Ranged, Restorative) (Flaws: Limited to Others, Distracting) (20)
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)

"Master of the Air"
Flight 15 (64,000 mph) [30]
Movement 3 (Space Travel 2, Dimensional Travel) [6]

Offense:
Unarmed +7 (+14 Damage, DC 29)
Boosted Strength +7 (+17 Damage, DC 32)
Cosmic Blast +10 (+16 Ranged Damage, DC 31)
Cosmic Area Attacks +13 (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +16 (+8 Impervious), Fortitude --, Will +7

Complications:
Guilt (Destroyed Countless Worlds & Civilizations)
Responsibility (Of Xandar)

Total: Abilities: 56 / Skills: 30--15 / Advantages: 8 / Powers: 195 / Defenses: 14 (287)

-The Air-Walker is one of the worst Heralds (how sad is it that the group is now big enough to have more than ONE lame-oid?), being the second ever created. Just a standard replacement with sub-Surfer power levels, he was a threat to guys like Thor, but usually got blowed up at the end of every single appearance he ever had. I mean, Thor blew up one, the Ovoids killed the initial version (how many Heralds die to COMMON ALIEN WAR-MACHINES?), Morg killed one, and the last one died during the first Annihilation Wave at the hands of Ravenous and his Seekers. Really, quite a pathetic showing. His silly costume and un-iconic ways have basically made him a Super-Jobber.
-Gabriel Lan was a Xandarian Nova Corps member who was abducted by Galactus and made his new Herald, replacing the Silver Surfer. With a pretty dull '60s-looking design (he was created in 1972, which was close enough), he became the closest thing to a friend that Galactus had, but was killed by the Ovoids- a scientifically-gifted alien race, using one of their war machines. Galactus saves Lan by placing his soul into an android body. Dissatisfied with the android's performance, Galactus attempts to force the Surfer back into surface, but Air-Walker is defeated. Awakening and thinking himself the original Lan, Air-Walker ends up fighting Thor, and his nature is revealed when he's able to wield Mjolnir- Thor then happily destroys the clearly non-human creation. His legacy is carried on by his friend Pyreus Kril, who agrees to become the newest Herald of Galactus if the Devourer of Worlds tells him of the fate of Lan.
-YEARS later, the android is revived by the Surfer and Kril (now Firelord), in order to fight Morg, the newest and most-evil of the Heralds. Again, the Air-Walker is completely destroyed. Further versions still appear, however- one assists the Nova Corps in The New Warriors, and Lan's consciousness is placed within Galactus's Worldship, then into another android that is destroyed fighting the Annihilation Wave. Seriously, this guy's jobbed more times than the friggin' Wrecking Crew by this point.
-Gabriel's pretty easily the least powerful Herald of them all, being that he's so frequently destroyed (sure, that could just be a side effect of being the only Herald you can easily BRING BACK, but still), so he's a 'mere' PL 13 (285) Super-Blaster with a +8 Impervious save to damage. He's still monstrously expensive thanks to his android physiology (Immunity 30 and all that), and he can slug it out with the likes of Thor, the Surfer and others on an even keel for a good long while, but ultimately, his lack of Advantages and lower PL compared to the other Heralds will get the better of him, and he'll take some heavy damage.

FIRELORD (Pyreus Kril)
Created By:
Gerry Conway & John Buscema
First Appearance: Thor #225 (July 1974)
Role: Bad-Ass Space Guy, Hot-Blooded Fire Guy
Group Affiliations: The Heralds of Galactus, The Xandarian Nova Corps.
PL 15 (320)
STRENGTH
14/17 STAMINA 15 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Space Traveller) 8 (+12)
Expertise (Cosmic Lore) 5 (+9)
Expertise (History) 4 (+6)
Intimidation 16 (+16)
Perception 6 (+6)
Technology 4 (+6)
Vehicles 3 (+5)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 8, Startle

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 17) [20]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Being of Fire" Immunity 10 (Fire Effects) [10]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 250ft. Bursts) [1]

"Wields Cosmic Forces"
Cosmic Blast 19 (Feats: Penetrating 14, Split, Extended Range 5- x3,200 ft., Variable 2) (60) -- [68]
AE: "Cosmic Wave" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (55)
AE: "Cosmic Fire" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Burst +2) (55)
AE: "Cosmic Stream" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (55)
AE: Flame Aura 14 (56)
AE: "Boost Strength" Enhanced Strength 3 & Power-Lifting 3 (25,000 tons) (9)
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: Dazzle Visuals 14 (Extras: Area- Visual Perception) (Flaws: Touch Range) (28)

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

Offense:
Unarmed +8 (+14 Damage, DC 29)
Boosted Strength +8 (+17 Damage, DC 32)
Flame Aura +8 (+14 Damage, DC 29)
Cosmic Blast +11 (+19 Ranged Damage, DC 34)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +8 (DC 18), Toughness +18 (+9 Impervious), Fortitude +15, Will +8

Complications:
Guilt (Destroyed Countless Worlds & Civilizations)
Relationship (Gabriel Lan)- Air-Walker was Pyreus Kril's friend- their bond caused him to search the universe for Galactus, and he was willing to become a herald just to discover Lan's fate.
Responsibility (Hot-Blooded)- Firelord is VERY quick to anger, and he's been known to fly out with Cosmic Fury if he even THINKS someone is being bad.
Responsibility (Of Xandar)

Total: Abilities: 90 / Skills: 48--24 / Advantages: 15 / Powers: 176 / Defenses: 15 (320)

-Firelord is probably the coolest and best-known non-Surfer Herald of Galactus. A replacement for Gabriel Lan, his Xandarian friend Pyreus Kril hunted down Galactus, demanding an explanation for his pal's disappearance. He got one, plus a new job. His unique, cool appearance and freakish level of power mixed with a volatile, lordly personality made him a very memorable character. He's shown up a bunch of times when "Cosmic" stuff is involved, such as the fight against Morg the Evil Herald, and during Annihilation.
-As Firelord, Kril served Galactus for a number of years, and was allowed to voluntarily leave service if he found a replacement- he offered up the Asgardian Destroyer armor. After this, Firelord kind of becomes a recurring nuisance, as his hot temper combined with terrible power combines to make him a threat to a lot of heroes thanks to varied circumstances. Most-famous is probably his loss to Spider-Man, in one people STILL shake their heats at. Though he assists the Avengers against Nebula, he causes trouble by attacking Quasar while the young rookie was merely training in the use of his powers! However, he was more of a benevolent ally in the Silver Surfer book, befriending and aiding Norrin Radd against threats like Morg- the newest Herald. Later, when the "Cosmic Scene" was put on the backburner, he aided Thor against Thanos & Mangog.
-Firelord appeared for the first time in ages in Annihilation, and despite being a background character, got one of the most bad-ass moments: when assaulting one of Annihilus's main ships, led by one of his "Queens", he was brought before her, and she threatened him with death. Dude just says "Ladies First" and went Nova, Johnny Storm-style, blowing up the ENTIRE SHIP, vaporizing the Queen (Extirpa, or whatever her name was) instantely! Sure it nearly-killed him, but that was one hell of a scene, and a way to write the guy out of the rest of the story.
-Firelord's a Herald easily as powerful as the Surfer, packing very similar powers (only his resemble fire more than cosmic energy- the "Fire" is really just a funky name for his stuff- though he's Heat-based enough to earn a full immunity to any Heat/Flame Effects), using bursts of raw power, and having fewer tricks to his Cosmic Power. He adds a Flame Aura to his powers also, but is a tad less durable (he takes more beatings from regular folk than does Surfer). His "Staff" isn't really a weapon per-se, he can blast out his powers without it, and he can just summon the damn thing anyways (Spider-Man once cheesed him off by just TAKING it, though it was more of a pride thing), so it's just folded into his powers rather than working as a Device. All in all, he's freakishly powerful, and even more expensive than the Surfer himself, by virtue of having no Platform on his Flight.

I was called in as a witness/Union Steward for an investigation into the "Time Theft" actions of the employee- Sandy told me that he had been observed (via the store cameras) taking breaks much longer than allowed, and had a history of such things (numerous write-ups going back a few years). On occasion, he would take a 30-minute lunch when he was only allowed a 15-minute break from a six-hour shift (and possibly doing so for each break). She also added that he was prone to calling in sick for what few shifts he had scheduled, and that he would shortly be moving back to the Grande Prairie store for the spring and summer, before possibly returning to our store in September.

When the employee in question came into the room, Sandy asked him if he was aware of his long breaks, and he freely confessed to having taken longer breaks than necessary, and that he had been made aware of the problem. From his point of view, he explained that he "sometimes lets time get away" from him while watching TV upstairs, and when asked for an estimation of the time theft, said that he estimated it was between five and ten minutes extra per break (Sandy had earlier told me that it was often much longer). He was aware of his issue with it, mentioned that he would attempt to prevent similar actions in the future, and agreed to accept whatever discipline was necessary. Sandy mentioned that the matter would be discussed again on Saturday, and mentioned (because of the aforementioned frequency of his calling in sick) that he should definitely be there for that meeting.

That's all I really remember- he appeared happy and did not seem under any kind of distress, nor did the meeting get confrontational in any way.

NOVA II (Frankie Raye)
Created By:
Roy Thomas & George Perez
First Appearance: The Fantastic Four #164 (Nov. 1975)
Role: Regular Chick
Group Affiliations: The Heralds of Galactus
PL 14 (305)
STRENGTH
14/16 STAMINA 14 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Unarmed) 1 (+7)
Expertise (Space Traveller) 6 (+8)
Expertise (Cosmic Lore) 4 (+6)
Expertise (United Nations) 4 (+6)
Intimidation 2 (+5)
Technology 2 (+4)
Vehicles 3 (+5)

Advantages:
Diehard, Great Endurance, Improved Initiative, Move-By Action, Languages 2 (Various), Power Attack, Ranged Attack 8

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 17) [20]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Being of Fire" Immunity 10 (Fire Effects) [10]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 250ft. Bursts) [1]

"Wields Cosmic Forces"
Cosmic Blast 17 (Feats: Penetrating 12, Split, Extended Range 5- x3,200 ft., Variable 2) (54) -- [63]
AE: "Cosmic Wave" Damage 14 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (52)
AE: "Cosmic Fire" Damage 14 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Burst +2) (52)
AE: "Cosmic Stream" Damage 14 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (52)
AE: "Boost Strength" Enhanced Strength 2 & Power-Lifting 2 (12,000 tons) (6)
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: Dazzle Visuals 14 (Extras: Area- Visual Perception) (Flaws: Touch Range) (28)
AE: Flame Aura 12 (48)
AE: "Fire Control" Move Object 15 (Extras: Perception Range) (Flaws: Limited to Fire) (Use Volume Instead of Weight) (30)

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

Offense:
Unarmed +7 (+14 Damage, DC 29)
Boosted Strength +7 (+17 Damage, DC 32)
Flame Aura +7 (+12 Damage, DC 27)
Cosmic Blast +11 (+19 Ranged Damage, DC 34)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +8 (DC 18), Toughness +17 (+9 Impervious), Fortitude +14, Will +7

Complications:
Relationship (Plenty of Dudes)- Nova went after Johnny Storm, The Silver Surfer, and Firelord.
Phobia (Fire)- Early on, Frankie Raye had a fear of fire, which was a result of a childhood exposure to the same chemicals used in the creation of the Golden Age Human Torch.

Total: Abilities: 94 / Skills: 22--11 / Advantages: 15 / Powers: 171 / Defenses: 14 (305)

-Nova II was generally the least-notable of the early Heralds to me (note: this was when Morg was the latest one), but she had quite the history in the Fantastic Four series, being introduced as yet another Johnny Storm Girlfriend. She had a fear of fire (explained laster as a result of the accident that gave her powers), was the neice of Phineas Horton (the creator of the Golden Age Human Torch), who'd hypnotized her into forgetting her past, and she eventually showcased similar powers to Johnny himself. However, she was a bit of an odd duck, never caring whether or not she might kill her opponents (and this was WAY into the "Nobody dies EVER" era of Marvel, where Reed goes out of his way to save the life of GALACTUS, thus ensuring multiple future genocides), and constantly pushing herself. Eventually, full of wanderlust and power, she asked to become the new Herald of Galactus, gaining uber-powers- she was one of the longest-running Heralds in the books, as she got to stick around quite a few background stories and Cosmic Stuff, including the 1990s Silver Surfer book.
-Frankie is notable to me only because of an online friend of mine named Azrael (now going by Lightbend on a few forums, usually RPG & Fanfic ones), who was a part of the Something Unique writing community with me and several others. He introduced a youngster named Kreuzritter to the group, and in conversing with the newbie, he introduced me to a little game called Mutants & Masterminds. And so here we are :). Anyways, Nova's death was the event that Azrarel said got him out of comics- apparently he liked her THAT much, doing the whole "Normal Person With Cosmic Power" thing- a concept he used again and again in his own super-hero stories (he was the Power-Geek, I was the annoyingly-Street Level guy :)). The idea that Marvel would so thoughtlessly allow a neat side-character to be wiped out for such little reason was abhorrent to him. And that's the only really interesting thing I know about Nova. Well that and she swiped Richard Rider's name.
-So like I said, Frankie Raye was Johnny Storm's new girlfriend, coming about in the "John Byrne" era of FF. Eventually, she discovered that she gained fire powers from being doused by her stepfather's chemicals (the same ones used in the creation of the original Human Torch)- this, of course, was the SAME John Byrne who complained about Claremont and every OTHER writer ensuring that every character had a weird backstory, making it so that nobody was ever "normal". She used these powers a few times, and expressed a willingness to kill her opponents, which later came in handy, as she became the newest Herald of Galactus.
-Yes, Frankie ends up mimicking Norrin Radd's offer to Galactus- the Devourer appears on Earth in a nearly-dead state, forced to absorb the planet or die. When his life is briefly saved by Reed Richards, Frankie offers to become his new Herald if he spares the Earth (The Big G can't afford to go off searching for a viable planet in Earth's stead, but Frankie offered to go ahead and check)- thus, the planet is spared. As the new Nova, Frankie becomes extremely-powerful, and happily sends Galactus to the Skrull Homeworld, where he consumes it. During this time, Richard "Nova" Rider was retired, and when he returned in The New Warriors, he temporarily went by "Kid Nova" to differentiate him from the newer character.
-After Byrne's run on FF, Frankie became a supporting character in The Silver Surfer, running around on many of Norrin's adventures. Together, they fought Captain Reptyl, The Elders of the Universe, Ronan the Accuser and others. Soon, they fell in love, or at least "like"- shee also pursued Firelord, apparently. Alas, she was slain by Morg, the newest Herald, in a story that involved him attacking ALL of the previous Heralds- this particularly-harsh use of "killing the female supporting character" ended up becoming a big of an epitaph of the Surfer book, as it didn't last all that much longer. It would be YEARS before we'd see Frankie again, in a mini-series called Heralds. I don't even know HOW she became resurrected, and they sure never really USED her again (she was a Backgrounder in The Fearless Defenders, as part of a group of lady super-heroes), but hey- there she was.
-Frankie is a "middle ground" Herald, being extremely powerful (Phoenix once punched her from the Earth to the Moon and she was relatively uninjured- let's called it the "Stunned" condition), moreso than Air-Walker and Red Shift, but less so than Silver Surfer, Firelord or Terrax. Seems fair- she was tough, but was the only one to die to Morg other than Captain Wussy Herald.

TERRAX THE TAMER (Tyros the Terrible)
Created By:
Marv Wolfman & John Byrne
First Appearance: The Fantastic Four #211 (Oct. 1979)
Role: Super-Dictator
Group Affiliations: The Heralds of Galactus
PL 15 (314)
STRENGTH
15/17 STAMINA 16 AGILITY 1
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+10)
Deception 4 (+6)
Expertise (Space Traveller) 4 (+5)
Expertise (Cosmic Lore) 3 (+4)
Expertise (Warlord) 6 (+7)
Intimidation 14 (+16)
Knowledge (Tactics) 4 (+5)
Perception 4 (+4)

Advantages:
All-Out Attack, Great Endurance, Improved Critical (Cosmic Axe), Power Attack, Ranged Attack 7, Withstand Damage

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 19) [22]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Cosmic Axe" (Flaws: Easily Removable) (Feats: Restricted 2- Terrax Only) [38]
Cosmic Blast 18 (Feats: Penetrating 12, Split, Extended Range 5- x3,200 ft., Variable 2) (56) -- (59 points)
AE: "Cosmic Wave" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (55)
AE: "Cosmic Stream" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (55)
AE: "Axe Slash" Strength-Damage +3 (Feats: Reach, Penetrating 14, Improved Critical) (19)

"Master of the Earth"
"Meteor Summon" Blast 15 (Feats: Extended Range 2- x400 ft., Indirect 2) (Extras: Area- 60ft. Burst +2) (49) -- [57]
AE: "Ground Trap" Snare 15 (45)
AE: "Multiple Trap" Snare 12 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (36)
AE: "Earth Control" Move Object 18 (Feats: Increase Mass 13- 50,000,000 tons) (Extras: Perception Range) (Flaws: Limited to Earth) (49)
AE: "Earthquake" Affliction 15 (Strength; Dazed & Vulnerable/Stunned & Prone) (Extras: Area- 60ft. Burst +2, Extra Condition) (Flaws: Limited Degree, Limited to Grounded Targets, Instant Recovery) Linked to Damage 14 (Extras: Area- 60ft. Burst +2) (Flaws: Limited to Grounded Targets) (43)
AE: "Chasm" Affliction 14 (Dodge; Dazed/Prone) (Extras: Area- 60ft. Line +2) (Flaws: Instant Recovery, Limited Degree) Linked to Burrowing 6 (Extras: Attack +0, Area- 60ft. Line +2) (Flaws: Limited to Downward) Linked to Damage 10 (Extras: Area- 60ft. Line +2) (Flaws: Limited to Victims of 2nd Degree of Affliction) (46)
AE: "Boost Strength" Enhanced Strength 2 & Power-Lifting 2 (25,000 tons) (6)
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)

"Move With the Earth" Flight 14 (32,000 mph) (Flaws: Platform) [14]
Movement 3 (Space Travel 2, Dimensional Travel) [6]

Offense:
Unarmed +9 (+15 Damage, DC 30)
Boosted Strength +9 (+17 Damage, DC 32)
Axe Slash +8 (+18 Damage, DC 34)
Boosted Axe Slash +8 (+20 Damage, DC 35)
Cosmic Blast +9 (+19 Ranged Damage, DC 34)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +19 (+10 Impervious), Fortitude +16, Will +7

Complications:
Motivation (Power)- A power-mad dictator, Tyros the Terrible ruled his planet with an iron fist. He rankled badly under Galactus' rule.
Temper- Terrax shoots first, and thinks questions are for pussies.

Total: Abilities: 90 / Skills: 40--20 / Advantages: 12 / Powers: 178 / Defenses: 14 (314)

-Terrax is one of the cooler ideas for a Herald- A planetary Warlord (who was nonetheless happy with his own little slice of the cosmos and desired nothing more) turned Herald- the theory being that an EVIL Herald would be perfectly-happy sending Galactus after inhabited worlds, and would thus be a better Herald. Of course, this didn't help but make Terrax a cranky buffoon who constantly flew down to Earth to deal some damage just because he carried a grudge over past defeats. Galactus just CAN'T WIN with these guys, can he? Granted, giving a power-mad dictator UNLIMITED POWER seems like the kind of mistake unbecoming of a millenia-old Omniscient Being, but they work in mysterious ways, y'know? Terrax has thus been a powerful recuring bad-ass over time, capable of wiping scores of people out. I mean, how many OTHER guys can say they're regular Silver Surfer foes? That pretty much just says "powerhouse" right there.
-Terrax was loyal more out of fear of Galactus's power than because he owed him- he soon made himself the dictator of a small world again, and hid from his master. After a second abandonment, Terrax was finally punished and stripped of a measure of his power. Dr. Doom re-empowered him (planning on betraying him, as the Cosmic Power would burn out his mortal form), but he was again defeated. He reforms in order to fight the New Warriors when they were a brand-new team. However, the team has little chance, and pretty much need to be saved by the Silver Surfer. Eventually, he aids the other Ex-Heralds Club against Morg- the newest and most-evil Herald, and attempts to steal Morg's Cosmic Axe once he's defeated. After this, he basically vanishes for years.
-During Annihilation, Terrax was actually defeated by the Seekers of Ravenous, and studied & taken over by the drones of Annihilus, forced to fight the Positive-Universe people. Freed in the end, he decided to go his own way after a brief one-shot on a planet ruled by some D-League controller villain- he kills the bad guy, but obliterates the planet out of disgust when he discovers that the populace prefered subjugation. Eventually, Terrax is seen being immolated, along with the entire planet of Birj (his homeworld), when the Phoenix Force passes though on its way to Earth.
-Terrax is an iffy one to stat out, because he's got that "Cosmic Axe" that "Augments his abilities", but which thing is responsible for which power? Reading the old Marvel SAGA System RPG handbook of the guy revealed that he has the Earth Control normally, but needs the Axe for his Cosmic Might, but that's not exactly canon, so I moved the Strength Boost to his natural Elemental Power's Alternate Effects. This allows him to either blast away with near-Surfer-level Cosmic Power OR just give him the option of hacking the living crap out of something with a PL 14, +20 Damage Bonus in melee (note: equal to a maximum-rage Hulk), which, let's face it, is Terrax's favourite thing to do. With his Area Attacks, he makes the full PL 15 (otherwise, he's PL 14-14.5, being a tad weaker off than Norrin Radd himself). His Earth Control is absolutely off the charts- he once lifted MANHATTAN hundreds of miles into the air. As in, the ENTIRE ISLAND (which weighs countless millions of tons- though surprisingly it's lighter than it used to be- what with all the tunnels added to it over the years). He can even summon Meteors or spout lava from the Earth's core at people, and in one instance, tore a PLANET in half because it's needy inhabitants disgusted him- not someone to be trifled with. He's sort of the Brick of the Heralds, being slower and easier to hit (and less accurate), but he's stronger and tougher at his base, and he hits WAAYYYY harder once he really gets going (just imagine him Raging or using Power Attack... *shudder*).


RED SHIFT
Created By:
Louise Simonson & Jon J. Muth
First Appearance: Galactus: The Devourer (1999)
Role: Sucky Herald, Weapon Guy
Group Affiliations: The Heralds of Galactus
PL 13 (293)
STRENGTH
13/15 STAMINA 14 AGILITY 4
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+10)
Expertise (Space Traveller) 4 (+6)
Expertise (Cosmic Lore) 5 (+7)
Perception 8 (+8)
Technology 5 (+7)
Vehicles 3 (+5)

Advantages:
Accurate Attack, Diehard, Improved Critical (Sword), Improved Smash, Power Attack, Ranged Attack 6

Powers:
"Imbued With The Power Cosmic"
Protection 2 (Extras: Impervious 15) [17]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Wields Cosmic Forces"
Cosmic Blast 17 (Feats: Penetrating 12, Split, Extended Range 5- x3,200 ft., Variable 2) (54) -- [59]
AE: "Cosmic Wave" Damage 13 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (49)
AE: "Cosmic Stream" Damage 13 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (49)
AE: "Boost Strength" Enhanced Strength 2 & Power-Lifting 3 (6,000 tons) (7)
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)

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

"Red Shift's Swords" (Flaws: Easily Removable) [15]
"Opens Black Hole" Space Travel 3 (Extras: Attack 12, Portal +2) (24) -- (25 points)
AE: Strength-Damage +2 (Feats: Split, Penetrating 12) (15)

Offense:
Unarmed +10 (+13 Damage, DC 28)
Boosted Strength +10 (+15 Damage, DC 30)
Swords +9 (+15 Damage, DC 30)
Swords Boosted +9 (+17 Damage, DC 32)
Cosmic Blast +8 (+17 Ranged Damage, DC 32)
Cosmic Area Attacks (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +16 (+8 Impervious), Fortitude +14, Will +7

Complications:
Guilt (Destroyed Countless Worlds & Civilizations)
Relationship (Gabriel Lan)- Air-Walker was Pyreus Kril's friend- their bond caused him to search the universe for Galactus, and he was willing to become a herald just to discover Lan's fate.
Responsibility (Hot-Blooded)- Firelord is VERY quick to anger, and he's been known to fly out with Cosmic Fury if he even THINKS someone is being bad.
Responsibility (Of Xandar)

Total: Abilities: 88 / Skills: 26--13 / Advantages: 11 / Powers: 168 / Defenses: 13 (293)

-Yeah, Red Shift kinda sucks. You know he sucks because he debuted in 1999 and I'd still never heard of him by 2009, when I first read Annihilation, where he shows up for a few issues. He just kind of appears in some one-off, leading Galactus to Earth and attacking the Silver Surfer. Norrin defeats him by trapping him in a portal and keeping one of his swords. That's literally his only appearance until Annihilation, where he pops up for a couple of issues, then dies in the same attack (a blast set off by a captured, drained Galactus) that another Herald, Stardust, survived. That's hilarious- the dude was so forgettable that the next writer to touch him was like "uh, yeah- let's just kill this one, because we already have too many" And he dies in the most ignominious way ever- killed by an attack that FAILED TO KILL HIS TEAMMATE.
-Red Shift is still extremely powerful (I mean, he's a HERALD OF GALACTUS), but unusually for a Herald, it's mostly in his melee power. He's not more accurate than a regular superhero, but at +17 Damage with Boosted strength & his Swords? Yeah, pretty much anyone's gonna feel that, especially since he can mess with many of his caps. By comparison, his Cosmic Power is relatively low-level, being a PL 12.5-level Blast. Still, like the others, he's bloody expensive (especially because the Swords offer a different, expensive power in addition to his cosmic junk). I'm not quite sure HOW much of his power is dependent on those Swords of his; the dude NEVER dropped them in stories I read, though in his debut, Surfer trapped him in a Black Hole by taking his 'Port-Swords away.

STARDUST (Lambda-Zero)
Created By:
Michael Avon Oeming & Andrea DiVito
First Appearance: Stormbreaker: The Saga of Beta-Ray Bill #1 (March 2005)
Role: Energy Being
Group Affiliations: The Heralds of Galactus, The Defenders
PL 15 (320)
STRENGTH
14/17 STAMINA -- AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+9)
Expertise (Space Traveller) 5 (+7)
Expertise (Cosmic Lore) 6 (+8)
Investigation 4 (+6)
Perception 7 (+7)
Insight 2 (+2)

Advantages:
Defensive Attack, Great Endurance, Improved Aim, Ranged Attack 8

Powers:
"Imbued With The Power Cosmic"
Protection 18 (Extras: Impervious 17) [35]
Immunity 30 (Fortitude Effects) [30]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Four Hands And a Tail" Extra Limbs 3 [3]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Wields Cosmic Forces"
Cosmic Blast 19 (Feats: Penetrating 14, Split, Extended Range 5- x3,200 ft., Variable 2) (60) -- [68]
AE: "Cosmic Wave" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (55)
AE: "Cosmic Stream" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (55)
AE: "Restructure Matter" Transform 7 (Anything to Anything) (Feats: Increased Mass 5- 3,200 lbs.) (Extras: Continuous) (Flaws: Distracting) (42)
AE: "Boost Strength" Enhanced Strength 3 & Power-Lifting 3 (25,000 tons) (9)
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: Create 14 (Extras: Moveable) (42)
AE: "Black Holes" Space Travel 3 (Extras: Attack 12, Portal +2) (24)

Regeneration 12 (Feats: Regrow Limbs) [13]
Immortality 5 (1 day) [10]

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

"Cosmic Axe" (Flaws: Easily Removable) [6]
Strength-Damage +2 (Feats: Reach, Split, Penetrating 6) (10 points)

Offense:
Unarmed +9 (+14 Damage, DC 29)
Boosted Strength +9 (+17 Damage, DC 32)
Cosmic Blast +10 (+19 Ranged Damage, DC 34)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +9 (DC 19), Toughness +18 (+9 Impervious), Fortitude --, Will +8

Complications:
Relationship (Galactus)- Stardust actually LOVES his boss.

Total: Abilities: 48 / Skills: 26--13 / Advantages: 11 / Powers: 230 / Defenses: 18 (320)

-Stardust is the most recent Herald created, and it's one of the most interesting. Unfortunately, it seems to have become a victim of "Back-To-Basics Syndrome", as the next creators to use Galactus seem to have FORGOTTEN that the big guy now has TWO Heralds, and so Stardust has been left in the lurch, while the Surfer still gets to kick around. He appears fighting Beta Ray Bill, having led Galactus to feed on New Korbin (Bill's people's new home)- they fight on a few occasions, with Stardust attempting to trap Bill within a dimension full of assholes (insert joke about political party you hate here)- the two then "Enemy Mined" into working together to stop an evil Cosmic Entity who was unleashed from the same dimension, and later got trapped anyways. He reappears in Annihilation, working alongside a Fellow Forgotten New Herald named Red Shift. He survives the big event (unlike Red Shift, Morg & Air-Walker), and gets some more backstory- he's a genderless energy being called an "Ethereal". He's confronted by the last members of his race, and kills them in the ensuing conflagration- out of loyalty for Galactus, he offers up the last members of the Ethereals. Stardust then confesses that he LOVES Galactus. And of course never apears again, even in the Slott/Allred Silver Surfer series, when Galactus himself shows up.
-Issues about Stardust's gender continue to pop up, as he's exclusively-refered to as "he" in his debut, by the other Heralds, and by Galactus himself. Despite that, "he" is stated to have no gender. It appears even COSMIC BEINGS default to male pronouns in situations. Now if only Stardust had breasts or a big bow on his head, then we'd know for SURE.
-Stardust is one of the most powerful Heralds, and quite expensive, because of his weird physiology (he's a solid being, unlike many "Energy Guy" types, and is essentially a Construct with no Fortitude, but he's otherwise able to regenerate from nearly any kind of damage over time). Another PL 15, he slugged it out with Beta-Ray Bill for a good while, and he regenerated from an attack that KILLED Red Shift (another Herald-level being), so you know he's extremely powerful.

THE FALLEN ONE
Created By:
Keith Giffen & Ron Lim
First Appearance: Thanos #11 (Aug. 2004)
Role: Retcon Character
Group Affiliations: The Heralds of Galactus
PL 15 (320)
STRENGTH
14/16 STAMINA 14 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+7)
Expertise (Space Traveller) 8 (+10)
Expertise (Cosmic Lore) 7 (+9)
Intimidation 14 (+14)
Technology 4 (+6)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Initiative, Move-By Action, Languages 2 (Various), Power Attack, Ranged Attack 9

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 17) [20]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]

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

"Wields The Black Matter"
"Disintegration" Blast 15 (Feats: Extended Range 2 x400 ft.) Linked to Weaken Toughness 12 (Feats: Extended Range 2) (Extras: Ranged, Affects Objects) (70) -- [80]
AE: Black Matter Blast 17 (Feats: Penetrating 12, Split, Extended Range 5- x3,200 ft., Variable 2) (54) -- [63]
AE: "Black Wave" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (55)
AE: "Black Fire" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Burst +2) (55)
AE: "Black Stream" Damage 15 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (55)
AE: "Boost Strength" Enhanced Strength 2 & Power-Lifting 2 (12,000 tons) (6)
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: "Opens Black Hole" Space Travel 3 (Extras: Attack 12, Portal +2) (24)
AE: "Black Matter" Concealment (Visuals) 4 (Extras: Attack, Area- 250ft. Shapeable +4) (28)
AE: "Restructure Matter" Transform 7 (Anything to Anything) (Feats: Increased Mass 5- 3,200 lbs.) (Extras: Continuous) (Flaws: Distracting) (42)

Flight 15 (64,000 mph) [30]
Movement 6 (Space Travel 2, Dimensional Travel 2, Time Travel 2) [12]

Offense:
Unarmed +7 (+14 Damage, DC 29)
Boosted Strength +7 (+17 Damage, DC 32)
Cosmic Blast +11 (+19 Ranged Damage, DC 34)
Cosmic Area Attacks +15 (+15 Damage, DC 30)
Disintegration +11 (+15 Ranged Damage & +12 Weaken, DC 30 & 22)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +17 (+9 Impervious), Fortitude +14, Will +7

Complications:
Enemy (Galactus)- The Fallen One's cruelty and insanity led to his dismissal from Galactus' charge, and he repeatedly attacked his creator afterwards.
Motivation (Causing Pain)- The Fallen One is quite cruel, and a total nutbar.

Total: Abilities: 88 / Skills: 34--17 / Advantages: 17 / Powers: 182 / Defenses: 16 (320)

-The Fallen One is an example of one of my Least-Favorite Comic Book Devices- the "Everything You Know Is Wrong" Retcon Character. Turns out that the Silver Surfer WASN'T the first Herald of Galactus- it was THIS guy! Keith Giffen & Ron Lim created him for the Thanos solo book, having been empowered by "Dark Energy" instead of the Power Cosmic. However, he turns out to be cruel, and is imprisoned by Galactus- he escapes several times, but is always beaten by his former master. Star-Lord later imprisons the Fallen One in the Kyln- when THAT prison blows up during Annihilation, he attacks Galactus, who teleports him to Thanos, who tricks him into blowing up a gas giant- defeating him. Then Thanos mentally enslaves the Fallen One to act as HIS own Herald, and then he's found and murdered by the Cosmics Aegis & Tenebrous, who show Thanos his corpse as a sign of contempt. Which seems like a REALLY ignominious, humiliating ending- I would thing politics & personal conflict were involved, except Giffen HIMSELF was writing at this point, meaning that he was just "Spring Cleaning" his own guys, much like he did with Lunatik in that same story.
-I figure him for a Herald-Class being as normal, around Surfer's level (he blew up a really big spaceship in one shot- quite possible with a Power Attacking +19 attack). His "Black Matter" power source isn't really any different from the Power Cosmic with his stats, but it allows for more Hyper-Spatial Travel, and he can probably unweave material, given that Black Matter is the matter by which universes become solvent or some crap.

MORG
Created By:
Ron Marz & Ron Lim
First Appearance: The Silver Surfer #70 (Aug. 1992)
Role: Not One For the Role-Players
Group Affiliations: The Heralds of Galactus
PL 17 (318)
STRENGTH
16/18 STAMINA 16 AGILITY 1
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+10)
Expertise (Space Traveller) 4 (+4)
Expertise (Cosmic Lore) 3 (+3)
Expertise (Executioner) 6 (+6)
Intimidation 17 (+17)
Investigation 4 (+4)
Perception 5 (+5)
Insight 3 (+3)

Advantages:
All-Out Attack, Great Endurance, Improved Critical (Cosmic Axe), Power Attack, Ranged Attack 8, Startle

Powers:
"Imbued With The Power Cosmic"
Protection 5 (Extras: Impervious 19) [24]
Immunity 12 (Aging, Sleep, Life Support) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]
Movement 1 (Environmental Adaptation- Space) [2]
Senses 1 (Communication Link- Heralds & Galactus) [1]

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

"Cosmic Axe" (Flaws: Easily Removable) [12]
"Axe Slash" Strength-Damage +4 (Feats: Reach, Penetrating 14, Improved Critical) (20 points)

"Power Cosmic"
Cosmic Blast 22 (Feats: Penetrating 12, Extended Range 5- x3,200 ft., Variable 2) (63) -- [68]
AE: "Cosmic Wave" Damage 16 (Feats: Penetrating 8, Variable 2) (Extras: Area- 120ft. Cone +2) (58)
AE: "Cosmic Stream" Damage 16 (Feats: Penetrating 8, Variable 2) (Extras: Area- 60ft. Line +2) (58)
AE: "Boost Strength" Enhanced Strength 2 & Power-Lifting 2 (25,000 tons) (6)
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)

Flight 14 (32,000 mph) [28]
Movement 3 (Space Travel 2, Dimensional Travel) [6]

Offense:
Unarmed +12 (+16 Damage, DC 31)
Boosted Strength +12 (+18 Damage, DC 33)
Axe Slash +10 (+20 Damage, DC 35)
Boosted Axe Slash +10 (+23 Damage, DC 38)
Cosmic Blast +10 (+22 Ranged Damage, DC 37)
Cosmic Area Attacks +16 (+16 Damage, DC 31)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +21 (+10 Impervious), Fortitude +16, Will +7

Complications:
Motivation (Killing)- Morg is a crazy executioner, and loves to end lives. This is bad when compared with his Power Cosmic.

Total: Abilities: 90 / Skills: 44--22 / Advantages: 13 / Powers: 179 / Defenses: 14 (318)

-I think Morg may count as the official "Breaking Point" of there just being Too Many Heralds after a point- Silver Surfer was the first, and Air-Walker was a minor-league replacement, but Firelord, Terrax and Nova seemed like as many as we needed. Adding ANOTHER ONE, especially an axe-carring villain (like Terrax), was just one too many. The fact that he was SUPER-Nineties and based off of the worst aspects of that era ("Bad-Ass" name, bladed weapon, disturbing appearance, murderous personality) doesn't help.
-Morg came about as part of the culmination of the Silver Surfer book, right around the Comic Book Bust of the mid-'90s. Nova had just been expelled by Galactus for deliberately-sparing populated worlds from her master's hunger. Morg, having just executed his ENTIRE RACE, discovered Galactus as acted all defiant and fearless. An impressed Devourer was all "D-UH, I GUESS I'LL EMPOWER YOU INSTEAD!" and bestowed the Power Cosmic upon this complete psychopath. Tired of having his Heralds falter and quit because of their own guilt over their actions, he figured that an authentic MURDERER wouldn't care. So he took a crazed executioner named Morg, and gave him Cosmic Might akin to the Silver Surfer's. I'm sure you can guess how THAT went wrong (for a guy with Omniscience, Galactus sure is a dumbass).
-The Surfer, realizing Morg's evil, decides to gather together all of the previous Heralds to fight the new guy Sure enough, Morg grabbed even MORE power thanks to some Cosmic Well, fought off all the prior Heralds at once (!!), destroyed the Air-Walker android, and killed Frankie "Nova" Raye, ending that experiment once and for all. He was killed by Terrax after Galactus drained him of the Power Cosmic (leaving him with only his Well-borne powers), but Galactus resurrected him for a "second chance" later on. He was later captured by Tyrant, alongside numerous other Cosmic characters.
-Morg would prove short-lived- he was QUITE embarassingly '90s in style, being a one-note RRAAAAARGH KILL EVERYTHING kinda guy who was all power, just existing to kill things. Taking part in Marvel's Dork Age, the writers were seemingly only TOO happy to wipe him off the map in his last appearance (he used The Ultimate Nullifier on Tyrant, betraying Galactus at the same time, and died in the ensuing holocaust), and he finally showed up YEARS later during Annihilation, still dead as a doornail, with autopsies proving he had no Power Cosmic left. Meanwhile, even RED SHIFT got stuff to do in that story, so what does that say about this guy?
-Oh, Morg is powerful. Morg is REALLY freaking powerful. Using his Cosmic Axe (and a boost from a handy Magic Pool that boosted his Heraldic Might), he was able to cleave through Frankie Raye and Air-Walker, and hold off FIVE HERALDS OF GALACTUS at ONCE (Surfer, Firelord, Air-Walker, Nova & Terrax). He's much more limited in scope & Alt-Effects than that crew is, but what he's got left is a +21 Blast and nigh-invulnerability. A full-on super-powered PL 16 most of the time, but going to PL 16.5 with that dreaded Axe, which renders him a near-Skyfather-level threat (who ELSE could fight off five Heralds?).

RAVENOUS
Created By:
Keith Giffen & Renato Arlem
First Appearance: Annihilation: The Silver Surfer #1 (June 2006)
Role: Mirror Image Villain (To Heralds)
Group Affiliations: The Annihilation Wave
PL 14 (259)
STRENGTH
13/15 STAMINA 14 AGILITY 0
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Space Traveller) 8 (+10)
Expertise (Cosmic Lore) 2 (+4)
Expertise (Hunter) 10 (+12)
Intimidation 10 (+12)
Perception 6 (+7)
Ranged Combat (Opposing Force) 2 (+10)
Technology 6 (+8)

Advantages:
All-Out Attack, Benefit 5 (Leader of the Seekers, Negative Zone Forces), Chokehold, Fast Grab, Great Endurance, Equipment 10 (Teleportation Gear, Interstellar Personal Vessels), Improved Critical (Opposing Force), Improved Initiative, Improved Hold, Power Attack, Ranged Attack 6, Startle, Tracking

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 15) [18]
Immunity 12 (Aging, Sleep, Life Support) [12]

"Cosmic Mind"
Movement 1 (Environmental Adaptation- Space) [2]
Enhanced Will Save 4 (Flaws: Limited to Mental Attacks) [2]

"The Opposing Force"
Cosmic Blast 17 (Feats: Dynamic, Penetrating 12, Split, Extended Range 5- x3,200 ft., Variable 2) (53) -- [59]
Dynamic AE: "Opposing Wave" Damage 14 (Feats: Penetrating 8) (Extras: Area- 120ft. Cone +2) (51)
Dynamic AE: "Opposing Stream" Damage 14 (Feats: Penetrating 8) (Extras: Area- 60ft. Line +2) (51)
Dynamic AE: Enhanced Strength 2 & Power-Lifting 2 (6,000 tons) (7)

Offense:
Unarmed +10 (+13 Damage, DC 28)
Boosted Strength +10 (+15 Damage, DC 30)
Cosmic Blast +10 (+17 Ranged Damage, DC 32)
Area Attacks +14 (+14 Damage, DC 29)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +17 (+8 Impervious), Fortitude +14, Will +7 (+11 vs. Mental Attacks)

Complications:
Responsibility (The Negative Zone)- Ravenous is an agent of Annihilus.
Power Loss (Death of the Currs)- If the Currs are dead, Ravenous will lose his access to The Opposing Force until they come back.

Total: Abilities: 88 / Skills: 44--22 / Advantages: 31 / Powers: 103 / Defenses: 15 (259)

-Ravenous was an interesting addition during Annihilation. A super-powerful Negative Zone analogue to the Heralds of Galactus, he wielded "The Opposing Force", a reverse-Power Cosmic that made him "the equal of any Herald". Just HOW powerful he is becomes a matter of conjecture- he beat the CRAP out of Ronan the Accuser, but only after a tremendous battle. He brawled it out with the Silver Surfer, but fell easily to the "Upgraded" Herald-ized model (and later lost to a combo of Super-Skrull & Ronan). He got up to all kinds of stuff, bringing in Heralds with his fellow Seekers (basically lesser versions of himself) and Seekers (metallic dog-like trackers of Cosmic Energy), fighting the heroes, and eventually falling. He stuck around later, though, being ceded Kree worlds in a treaty, and we saw him a bit during Annihilation: Conquest, but not nearly as much as in the first series. By War of Kings, he was captured by the Nova Corps. after his territories were attacked by first Vulcan, then Blastaar.
-Like I said before, his Power Level can be tricky, as he's stated to be Herald-level, but it took him a good long while to take out anyone of PL 12-13 range, so I figure PL 14 is the best. His Cosmic Blasts & unarmed strength are incredible (and he can Power Attack up to +22 damage!), and he's similarly a monstrous pain to bring down (Ronan KO'd him by BREAKING THE UNIVERSAL WEAPON ON HIS FACE). He & his Seekers have the unique weakness of only being able to utilize their Cosmic might if their Currs are alive- since they're PL 10 monsters that Regenerate from total destruction in 5-20 minutes, that's not TOO huge of a Flaw, but it leaves them more vulnerable than a regular Herald.
-Despite having equivalent power to a Herald, all Ravenous has ever been shown doing is punching and Blasting, so that's all his "Opposing Force" gets as far as Alt-Effects goes. I figure he can boost his base Strength like a Herald can, but most of this build is just conjecture.

CURRS
Role:
Animal Companions
Group Affiliations: The Annihilation Wave
PL 10 (147)
STRENGTH
9 STAMINA 10 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Close Combat (Bite) 2 (+10)
Expertise (Hunters) 6 (+7)
Intimidation 12 (+10)
Perception 7 (+8)
Stealth 3 (+7)

Advantages:
Great Endurance, Fast Grab, Improved Critical (Bite), Improved Trip, Startle, Teamwork

Powers:
"Sense Energy" Senses 17 (Detect Energy- Ranged 13- 100 trillion miles, Acute & Analytical, Tracking) [17]
Impervious Toughness 5 [5]
Immunity 12 (Aging, Sleep, Life Support) [12]

Regeneration 6 (Feats: Regrow Limbs) [7]
Immortality 11 (30 minutes) [22]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Bite +10 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10 (+3 Impervious), Fortitude +10, Will +3

Complications:
Responsibility (The Negative Zone)- Ravenous is an agent of Annihilus.
Power Loss (Death of the Currs)- If the Currs are dead, Ravenous will lose his access to The Opposing Force until they come back.

Total: Abilities: 54 / Skills: 32--16 / Advantages: 6 / Powers: 63 / Defenses: 8 (147)

-Ravenous and the Seekers carry around pairs of Currs, giant alien hounds that can track Cosmic Energy the way that Heralds do. Such is their power that these mere Minions are PL 10.

SEEKERS
Role:
Lesser Colour-Swap Mooks
Group Affiliations: The Annihilation Wave
PL 11 (185)
STRENGTH
10/13 STAMINA 9 AGILITY 0
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Space Traveller) 6 (+7)
Expertise (Cosmic Lore) 2 (+3)
Expertise (Hunter) 8 (+8)
Intimidation 8 (+8)
Perception 5 (+5)
Ranged Combat (Opposing Force) 2 (+10)
Technology 4 (+5)

Advantages:
All-Out Attack, Fast Grab, Great Endurance, Equipment 10 (Teleportation Gear, Interstellar Personal Vessels), Improved Critical (Opposing Force), Improved Hold, Power Attack, Ranged Attack 6, Tracking

Powers:
"Imbued With The Power Cosmic"
Protection 3 (Extras: Impervious 7) [10]
Immunity 12 (Aging, Sleep, Life Support) [12]

"Cosmic Mind"
Movement 1 (Environmental Adaptation- Space) [2]
Enhanced Will Save 2 (Flaws: Limited to Mental Attacks) [1]

"The Opposing Force"
Cosmic Blast 14 (Feats: Dynamic, Penetrating 8, Split, Extended Range 2- x400 ft.) (41) -- [47]
Dynamic AE: "Opposing Wave" Damage 11 (Feats: Penetrating 8) (Extras: Area- 60ft. Cone) (31)
Dynamic AE: "Opposing Stream" Damage 11 (Feats: Penetrating 8) (Extras: Area- 30ft. Line) (31)
Dynamic AE: Enhanced Strength 3 & Power-Lifting 2 (1,600 tons) (7)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Boosted Strength +8 (+13 Damage, DC 28)
Cosmic Blast +8 (+14 Ranged Damage, DC 29)
Area Attacks +11 (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12 (+4 Impervious), Fortitude +9, Will +5 (+7 vs. Mental Attacks)

Complications:
Responsibility (The Negative Zone)- The Seekers are agents of Annihilus.
Power Loss (Death of the Currs)- If the Currs are dead, the Seekers will lose access to The Opposing Force until they come back.

Total: Abilities: 60 / Skills: 34--17 / Advantages: 23 / Powers: 72 / Defenses: 13 (185)

-The "Seekers" are Ravenous' Goon Squad, a bunch of super-powerful guys who look exactly like him in slightly more plain outfits (I love that- it's SO "Video Games" to have Minions dress as different-coloured versions of you), also outfitted with Currs, who are supposedly "the equals of any Herald" as well. Just how bad-ass they are is a matter up for debate- a whole gang of them KO'd Terrax, which is no small feat. But Firelord & Red Shift casually dismembered a separate big group with sneak attacks. As it stands, they're just the Ravenous build, shrunk into an acceptable, over-pointed PL 11. So they've got a ton of raw power, but could probably be defeated one-on-one by Iron Man, Thor or most of the Heralds. Since most of their big wins are gang-attacks, I find that believable. After all, a gang of PL 11s is still rather dangerous.

TYRANT
Created By:
Ron Marz & Ron Lim
First Appearance: Silver Surfer #81 (June 1993)
Role: Cosmic Villain, Galactus Rival
PL 18 (515)
STRENGTH
22 STAMINA 22 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 16 AWARENESS 6 PRESENCE 6

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 2 (+8)
Expertise (Science) 9 (+25)
Expertise (Cosmic Lore) 4 (+20)
Expertise (Space Traveller) 6 (+22)
Intimidation 10 (+16, +20 Size)
Investigation 4 (+10)
Perception 6 (+12)
Persuasion 4 (+10)
Technology 9 (+25)
Vehicles 10 (+10)

Advantages:
Daze (Intimidation), Diehard, Eidetic Memory, Equipment 30 (Super-Spaceship), Fearless, Great Endurance, Improved Critical 2 (Cosmic Blast), Inventor, Jack-of-All-Trades, Last Stand, Power Attack, Ranged Attack 12, Skill Mastery (Technology), Startle, Ultimate Science Skill, Ultimate Technology Skill, Withstand Damage

Powers:
"Cosmically-Powered Living Machine"
Immunity 12 (Aging, Life Support, Sleep) [12]
Regeneration 6 (Feats: Regrow Limbs) [13]
Flight 14 (32,000 mph) [28]
Movement 2 (Space Travel 2) [4]
Protection 2 (Extras: Impervious 25) [27]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
Quickness 12 (Flaws: Limited to Mental Tasks) [6]

"Huge Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Wields The Power Cosmic"
"Cosmic Wave" Damage 18 (Feats: Penetrating 10) (Extras: Area- 250ft. Cone +3) (82) -- [91]
AE: "Cosmic Stream" Damage 18 (Feats: Penetrating 10) (Extras: Area- 120ft. Line +3) (83)
AE: "Cosmic Burst" Damage 18 (Feats: Penetrating 10) (Extras: Area- 120ft. Burst +3) (83)
AE: Cosmic Blast 24 (Feats: Penetrating 12, Extended Range 6- x6,400 ft., Split) (68)
AE: Move Object 20 (Feats: Subtle, Precise) (Extras: Perception Range) (63)
AE: Teleport 16 (Feats: Increased Mass 10- 25 tons) (Extras: Extended, Accurate) (74)
AE: "Destroy Worlds" Damage 26 (Extras: Affects Objects Only +0, Limited to Planets, Distracting) Linked to Weaken Toughness 26 (Flaws: Affects Objects Only +0, Limited to Planets, Distracting) (13)
AE: "Psionically-Control Machines" Affliction 23 (Tech Skill of Creator; Entranced/Compelled/Controlled) (Extras: Affects Objects Only +0, Progressive +2) (Flaws: Limited to Machines) (46)

Summon Tech 15 (Extras: Heroic +2, Variable- Machines) (Flaws: Source- Requires Machine) [60]

Offense:
Unarmed +10 (+22 Damage, DC 37)
Cosmic Blast +12 (+24 Ranged Damage, DC 43)
Cosmic Waves +18 Area (+18 Damage, DC 33)
Destroy Worlds +8 (+26 Damage & Weaken, DC 41 & 36)
Initiative -1

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +24 (+13 Impervious), Fortitude +22, Will +17

Complications:
Weakness (Needs Containers of Energy)- Tyrant, like Galactus, has need of a great deal of energy. He often drains superhumans for this purpose, and if access to his containers is cut off, he slowly weakens.
Enemy (Galactus)- Tyrant was created by Galactus millennia ago, but turned out to be pretty evil, so Galactus fought and de-powered him. Tyrant now wants revenge.
Drawbacks (Losing Energy)- Galactus typically does not expend full energy, in order to better conserve his strength. It is uncommon for him to use full force on his Energy Blasts, and he especially almost never uses his Devour Worlds ability by himself- he generally uses his ship for such endeavors, as expending energy to harvest energy kind of defeats the purpose.

Total: Abilities: 126 / Skills: 66--33 / Advantages: 58 / Powers: 268 / Defenses: 30 (515)

-Tyrant is just a culmination of years of over-use of the exact same concepts in the Silver Surfer's cosmic world. He ended up with a whole SCORE of Heralds and other creations of Galactus to deal with, until he ended up having to fight ANOTHER uber-cosmic guy- an ancient creation of Galactus with GRAND COSMIC POWER. Way too over-wrought, powerful and dull- Ron Lim had long since run out of cool designs. Marvel's Cosmic Scene pretty much died with this one loser character in my opinion, as 1993 was around the times when comics started to falter. You can't blame the entire comics industry's failure on this one guy, but it sure is fun to try :). He had a lot of stuff dealing with Morg, the then-hot Herald character, but both characters were killed when Morg mis-used The Ultimate Nullifier and blew up the two of them, along with Galactus' World-Ship.
-Tyrant was powerful enough to take out Silver Surfer, Morg, Beta-Ray Bill, Jack of Hearts and others simultaneously with relative ease, and with lower power was able to nearly beat Thanos, so the guy is a super-cosmic heavy-hitter. At PL 18, he'd take out any hero one-on-one, and would still provide a horrible challenge for Galactus.

GALACTUS (Galan of Taa)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #48 (March 1966)
Role: THE Cosmic Villain
Group Affiliations: The Cosmic Beings
PL 21 (625), PL 22 (625) Saves & Skills
STRENGTH
23 STAMINA 24 AGILITY -1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 20 AWARENESS 10 PRESENCE 8

Skills:
Close Combat (Unarmed) 4 (+12)
Deception 2 (+10)
Expertise (Science) 12 (+32)
Expertise (Cosmic Lore) 10 (+30)
Expertise (Space Traveller) 10 (+30)
Intimidation 14 (+22)
Investigation 4 (+14)
Perception 8 (+18)
Persuasion 4 (+12)
Technology 12 (+32)
Vehicles 10 (+10)

Advantages:
Beginner's Luck, Daze (Intimidation), Diehard, Eidetic Memory, Equipment 40 (Taa II- Spaceship), Fascinate (Intimidation), Fast Grab, Fearless, Great Endurance, Improved Aim, Improved Critical 4 (Cosmic Blast), Improved Grab, Improved Initiative, Instant Up, Inventor, Jack-of-All-Trades, Last Stand, Leadership, Luck, Power Attack, Ranged Attack 12, Skill Mastery (Technology), Startle, Tracking, Trance, Ultimate Science Skill, Ultimate Technology Skill, Well-Informed, Withstand Damage

Powers:
"Cosmic Being"
Immunity 12 (Aging, Life Support, Sleep) [12]
"Immune to the Ravages of Space" Immunity 2 (Proximity to Stars & Suns) [2]
Immortality 3 (1 week) [6]
Regeneration 6 (Feats: Regrow Limbs) [13]
Flight 14 (32,000 mph) [28]
Movement 1 (Space Travel 1) [2]
Features 1: Appears as a Member as the Race Viewing Him [1]
Protection 2 (Extras: Impervious 31) [33]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 500ft. Bursts) [1]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
Quickness 18 (Flaws: Limited to Mental Tasks) [9]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]
"Cosmic Sight" Senses 11 (Extended Vision 8- 1 billion miles, Microvision, Analytical Vision) [11]

"Huge Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]

"Wields The Power Cosmic"
"Variety of Powers" Variable 16 (Cosmic Powers) (Extras: Move Action) (128) -- [160]
Dynamic AE: "Cosmic Wave" Damage 21 (Feats: Dynamic, Penetrating 10, Variable 2) (Extras: Area- 500ft. Cone +4) (118)
Dynamic AE: "Cosmic Stream" Damage 21 (Feats: Dynamic, Penetrating 10, Variable 2) (Extras: Area- 250ft. Line +4) (118)
Dynamic AE: "Cosmic Burst" Damage 21 (Feats: Dynamic, Penetrating 10, Variable 2) (Extras: Area- 250ft. Burst +4) (118)
Dynamic AE: Cosmic Blast 28 (Feats: Dynamic, Accurate, Affects Insubstantial, Penetrating 14, Extended Range 7- x12,800 ft., Split, Variable Descriptor 2) (83)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 18, Ranged 18) (39)
Dynamic AE: Move Object 20 (Feats: Dynamic, Subtle, Precise) (Extras: Perception Range) (63)
Dynamic AE: "Remove Powers" Affliction 17 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Perception Range +2) (52)
Dynamic AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dynamic, Dimensional, Subtle) (75)
Dynamic AE: Healing 16 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 30ft. Burst) (Flaws: Limited to Others, Distracting) (47)
Dynamic AE: Mind-Reading 18 (Feats: Dynamic, Subtle) (Extras: Sensory Link) (56)
Dynamic AE: Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Dynamic AE: Concealment 10 (All Senses) (Feats: Dynamic) (Extras: Affects Others, Ranged) (41)
AE: Movement 7 (Dimensional Travel 3, Space Travel +2, Time Travel 2) (Extras: Portal +2) (28)
AE: Teleport 20 (Feats: Increased Mass 10- 25 tons) (Extras: Extended, Accurate) (90)
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: "Restructure Matter" Transform 15 (Anything to Anything) (Feats: Increased Mass 4- 200 tons) (Extras: Continuous) (Flaws: Distracting) (79)
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: "Devour Worlds" Damage 26 (Extras: Affects Objects Only +0, Limited to Planets, Distracting) Linked to Weaken Toughness 26 (Flaws: Affects Objects Only +0, Limited to Planets, Distracting) (13)

Offense:
Unarmed +12 (+23 Damage, DC 38)
Cosmic Blast +14 (+28 Ranged Damage, DC 43)
Cosmic Waves +21 Area (+21 Damage, DC 36)
Remove Powers +17 Area (+17 Affliction, DC 27)
Mind-Reading -- (+18 Mind-Reading, DC 28)
Portals +16 (+16 Movement Attack, DC 26)
Devour Worlds +8 (+26 Damage & Weaken, DC 41 & 36)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +26 (+28 Force Field, +16 Impervious), Fortitude +24, Will +20

Complications:
Weakness (The Hunger of Galactus)- Galactus' fabled hunger has only grown over the years- he is more likely to devour planets full of sentient life than ever. In times of great hunter, his power is terrifically-diminished: At one point, he suffered a defeat from Earth's heroes because he was reduced to a mere PL 18 or so. After he was utilized as a weapon by the forces of Annihilus, his hunger became even more advanced.
Involuntary Transformation (Energy)- Galactus is innately a being of pure Cosmic Force- his armour protects him from dispersal or giving off too much energy. Should the Armour suffer damage, he usually retreats to repair it.
Responsibility (Above It All)- Galactus is so far beyond ordinary "gnats" like humans that he frequently pays little attention to them. It is relatively common for super-powered individuals to just walk right up next to him while he's in his main chamber, and he won't even notice their presence if they yell at him. Assume that Galactus fails all Perception checks against low-powered beings (PL 14 and under) unless he is attacked, or actively looking for them.
Responsibility (Honor)- Galactus' word is his bond, even with lesser beings. He has moved Galador to a safe star system because he made a deal with Rom, even after he failed to drain the energy of a world Rom had led him to (because the failure wasn't Rom's fault). He has also pledged to never attack Earth, despite desperately wanting to.
Reputation (Devourer of Worlds)- Nearly every advanced race in the known universe is aware of Galactus, and as such, he presents a huge target to others. They are rarely capable of damaging him, but the annoyance can often drain him of necessary energy.
Drawbacks (Losing Energy)- Galactus typically does not expend full energy, in order to better conserve his strength. It is uncommon for him to use full force on his Energy Blasts, and he especially almost never uses his Devour Worlds ability by himself- he generally uses his ship for such endeavors, as expending energy to harvest energy kind of defeats the purpose.
Enemies (Aegis & Tenebrous)- Galactus was once one of SEVERAL Cosmic Proemial Gods- however, he eventually opposed the others, and vanquished them. Aegis & Tenebrous were imprisoned within the Kyln (a Cosmic Prison).

Total: Abilities: 154 / Skills: 90--45 / Advantages: 82 / Powers: 315 / Defenses: 31 (627)

-GALACTUS. His first appearance in a 1966 trilogy in The Fantastic Four was a HUGE Game-Changer in comics. While what we would later call Cosmic Beings had been seen at Marvel before (Eternity pre-dates him by about a year, over in Steve Ditko's Dr. Strange work, and The Stranger and The Watcher are both earlier Kirby Kreations), but this one REALLY mattered at the time. His arrival being foretold by an interfering Watcher, Galactus arrived as a direct threat to Earth- he intended to DEVOUR IT, feeding himself off of the planet's dying energies. Everything about him was otherworldly and impossible to explain- he was so mighty that the FF were mere "gnats" before him, his ship so vast that the Human Torch was left nearly-comatose just by visiting ("We're like ants! ANTS!"), and his influence on comics is huge as well. And to think- it was only a THREE-ISSUE STORYLINE. Nowadays, The Coming of Galactus would have been a fifteen-issue Multi-Book Cross-Over featuring countless other Marvel characters. Here, it was a preamble, a conflict, and the heroes "win" by another Cosmic Being literally coming in and telling them exactly what to do to win, while Galactus's own minion- the Silver Surfer- betrays his master- all in three issues.
-Galactus was different because while he was yet another Super-Villain (really- he wears all-purple and he's going to kill everybody), he was WAY more powerful than anyone seen before. None of the FF's powers had a hope in harming him, which made him a totally-unique kind of threat for the day. You couldn't even really OUTSMART him, either- he was beyond human intelligence (dwarfing even Reed's brilliant mind). Oh, and he wasn't even "evil", per se- to him, consuming worlds was what he needed to do to survive- "Galactus wishes no ill on any living being!" is even a quote from the story. And with all of that combined, we were left with someone a bit "above" what had been told prior- a mythic figure (Jack Kirby gives this as his deliberate intention- a God and his Fallen Angel). Here was simply a Space God- so vast in scope he barely acknowledged the presences of "lesser beings", much less actively-engaged them- his sustenance, that of entire worlds.
-So yeah- that was epic. So epic, in fact, that despite horrible story after horrible story featuring the character, and PLENTY of jobbing-out, he's still retained that aura of menace. It helps that his appearances were sparing, at first- despite fan requests, he went a couple of years without showing up- we'd get his full origin story in a Thor comic- he was the last-surviving being from the Universe that existed before ours- Galen of Taa was a scientist who went into a cocoon that erupted upon our Big Bang. And as Galactus, he has an "Eternal Hunger" that requires him to visit and consume entire worlds.
-Even the '70s only saw a handful of "Galactus Stories" in the comics- here, he would gain new Heralds in Air-Walker and Firelord. He would also fight Ego the Living Planet- a natural enemy for Galactus if there ever was one, and later faced the High Evolutionary (he attempted to destroy Counter-Earth) and The Impossible Man (he was temporarily-turned to energy after devouring Poppup). John Byrne is arguably the most-important "voice" of Galactus after Lee & Kirby- his own FF run was very long, and used the character a lot- he even wrote one of Galactus's most-famous defeats, where he falls facing Earth's heroes, after hitting his lowest form of hunger. Only Reed Richards's intervention saves his life, as Reed is unwilling to let even GALACTUS die. They eventually make a peace offering: in return for having been saved by "the one being Galactus may call... friend!", Galactus will no longer attempt to devour Earth.
-He would aid the FF against the Sphinx (easily beating the hell out of the would-be God), gaining a new Herald in the process- Terrax (as well as being released from his vow to spare Earth from his hunger), and also face the dreaded Mephisto in a HUGE Cosmic Battle. Later, the treacherous Terrax is replaced with Nova. Nova leads him to devour the Skrull Homeworld, and later, we discover that Galactus possesses an apparently necessary role in the universe- he acts as a sort of Cosmic Forest Fire, burning things down so that new things can replace them. Of course, this is MASS GENOCIDE (and really just a way to write in an explanation for Reed's saving him that doesn't make Reed as much of an accomplice to the deaths of billions). Galactus also features heavily in Jim Shooter's Secret Wars mega-story- here, he is both treated with enormous respect and great indignity- while he is more powerful than all the assembled characters, he is One-Hit KO'd by Shooter's new character The Beyonder, then at his moment of triumph, he's prevented from feeding upon Battleworld by the assembled super-heroes, and then his last-ditch effort to consume his Star System-Sized Ship (Taa II- named for his home planet) is usurped by DOCTOR DOOM, who steals the Devourer's powers in order to face the Beyonder.
-After this, the Silver Surfer gets his own ongoing, which is where we see the most of Galactus from that point on- his enemies include the Elders of the Universe and the In-Betweener, both of whom scheme to kill him and steal his stuff. During The Infinity Gauntlet, he is one of a dozen Cosmic Beings beaten and embarrassed by the all-powerful Thanos. Galactus's new Herald- the murderous Morg- turns out to be a bad choice, and both he and Tyrant (a Retconned creation of Galactus from millennia prior- a computer bestowed with the Power Cosmic) are killed by Morg's use of the Ultimate Nullifier. Around this time, Marvel's Cosmic Books fell apart, and we saw the end of the Surfer & Infinity Watch's books- Galactus became a "Rare Appearance Guy" once more. One appearance shows him being torn apart by the vicious Krona in JLA/Avengers.
-Galactus eventually starved and died, turning into a small star thanks to the Silver Surfer, but is restored by the Richards family to take on Abraxas, who threatens all the universes. By this point, he's gained two new Heralds- Red Shift & Stardust. And then he gets caught up in Annihilation, where he is first beaten by old enemies (Retconned into existence- Aegis & Tenebrous, Proemial Gods as old as Galactus himself) and imprisoned by Thanos & Annihilus... but also gets all of his indignities forgiven when he's rescued by Drax the Destroyer, and (after sparing Drax and his human pal, Cammi) devastates ENTIRE STAR SECTORS worth of the Annihilation Wave, single-handedly turning the tide in the Annihilation War.
-Later, Galactus devours both New Korbin and Sakaar, earning the enmity of Beta Ray Bill and Skaar. And ends up mixed in with a LOT of other books doing various things- he gets sent to the Negative Zone, the Ultimate Universe and other places, but always just ends up floating back to the mainstream Universe. And I get the sense that "Back To Basics Syndrome" will ALWAYS leave Galactus right where he is- an unknowable, ultra-powerful Cosmic Devourer, responsible for the deaths of trillions. And despite having been in COUNTLESS bad '90s stories (and even suffering various indignities in older books), he still maintains that aura of menace- so much so that he's one of those guys a SUPER-high level character needs to beat to truly establish themselves. He's actually remained pretty protected by editorial from that kind of thing, too- it would have been EASY to accidentally ruin him with countless losses, but much like Bullseye (another frequent jobber), his reputation is assured due to past circumstances. In a medium where yesterday's super-heavyweight bad-ass is today's Early-issue jobber for the next big thing, it's pretty amazing that Galactus has as few losses as he has. Even having it be revealed he's not the top dog of the Cosmic Scene after all (Eternity, The Living Tribunal and Death all rate higher), his appearances all carry some weight to them.
-Determining a Power Level for Galactus can be difficult, when you consider that his powers can basically be described as "Win Fight (Extras: No Save)" half the time, but I figured this is a good place to start for a Planet-Devouring Cosmic Being. Cosmic Blast +28 means he can basically blow up anything, his accuracy's not too shabby (though you could easily give The Big G an attack that carries over for miles- see below), he's got more Alternate Effects than any of his Heralds, and he's so powerful an NPC that you could basically give him powers at-will. Heck, you could log a lot of this just under "Variable", but I wouldn't allow all the Mental Powers to be in there as well in that case, and it's just more fun to do it this way. That 40-point hunk of Equipment (dunno how much of a Size Modifier "The Size of a ****ing Solar System" is, but let's just call it even at 40 points, okay?) would allow him to utilize almost any other effect imaginable at the same time.

The Blast that took out the Annihilation Wave was, uh... much more power than Galactus normally utilizes. The full breadth of the effect was something like:
"KNOW FEAR!" Damage 18 (Extras: Area- 8,388,608,000 trillion miles +51, Penetrating 10) [496]
-It's a little hard to compare this to his other showings, it's so far beyond what his normal output is.

For his ability to empower his Heralds? Well, that would be some kind of Permanent Variable (Affects Others) deal, though it's not a common thing for him to do, so I left it off. Since Heralds are known to have 190 points spent on their Powers, it'd be something like:
Variable 180 (Extras: Affects Others Only +0, Continuous) [1440]

So, uh... again, expensive stuff. Maybe he can do this stuff using his ship (the damn thing costs enough points, ya know :)).






THE PUNISHER ROBOT
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #49 (April 1966)
Role: Robot Minion
Group Affiliations: Galactus' Employ
PL 11 (144)
STRENGTH
13 STAMINA -- AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
None

Advantages:
All-Out Attack, Improved Initiative 3, Power Attack, Ranged Attack 4

Powers:
"Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 13 (Extras: Impervious 13) [26]
"Dig Into the Surface" Enhanced Strength 2 (Flaws: Limited to Resisting Movement) [2]
Regeneration 4 (Feats: Regrow Limbs) [5]

Flight 10 (2,000 mph) (20) -- [21]
AE: Speed 8 (500 mph) (8)
Quickness 4 [4]
Movement 1 (Space Travel 1) [2]

Move Object 10 (20) -- [22]
AE: Force Field +2 (Extras: Affects Others 11, Ranged 11) (Flaws: Reduced Dodge & Parry 2) (18)
AE: "Spinning Fists" Strength-Damage +0 (Extras: Multiattack 13) (13)

Offense:
Unarmed +9 (+13 Damage, DC 28)
Initiative +15

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +13 (+7 Impervious), Fortitude --, Will +0

Complications:
None

Total: Abilities: 20 / Skills: 00--0 / Advantages: 6 / Powers: 112 / Defenses: 6 (144)

-The Punisher Robots have shown up from time to time as a sort of "Personal Distraction Crew" of Galactus. They fought the Fantastic Four for a bit, but the rather plain robot ("Half-robot, half-alive!", seeming like a mindless Cyborg) never really showed up that many times. A few later stories would also throw one (or an army) at someone to distract or otherwise deal with them, while Galactus did more important things. I figure them for PL 11 creatures (they can mess up the FF or Iron Man for a while), getting tougher but easier-to-hit with their Force Fields. Quite a bit more powerful than the usual Robot Minion, that's for sure- I would never use Minion Rules on the lot of them.



xxx
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Inhumans

Post by Jabroniville »

THE INHUMANS:

The Inhumans have undergone a major change in recent years, though honestly, "change" is about the only thing these guys EVER do. Initially, they were just a weird, mysterious race of outsiders living in the Himalayas, and the major story was that the King's Mad Brother took over the Kingdom, and Johnny Storm had fallen in love with a member of the Royal Family. It would take numerous later appearances, and a LOT of historical information from other writers, before we'd get ANY kind of an idea as to what these people were all about.

There is really SO MUCH weird stuff about these characters- first off, they were the masters of a SLAVE RACE (various Retcons were introduced to make this more "okay", and now you pretty much never see it brought up). Their Queen was actually a super-villain with amnesia (this was done in a weirdly half-assed sort of way- like Stan & Jack realized they liked this "Medusa" character and so just had her go "oh hey I'm actually a good guy and this Queen of the Inhumans"). They were revealed to have been the subject of genetic engineering by the Kree millennia ago- sort of like how the Celestials messed with every OTHER race in the galaxy. Their odd powers and appearances came from the "Terrigen Mist", which gives them powers upon exposure- it turns out it's a big religious-type deal for them to finally be "Misted".

Generally, we only EVER see the same group of Inhumans- Black Bolt & Medusa are the rulers, with Crystal as Medusa's sister. Gorgon, Karnak and Triton are Royal Advisor-types, and Lockjaw is their pet. And Maximus the Mad is an omnipresent douche inventor-type who always tries to take over. Numerous, NUMEROUS other Inhumans have been created over the years, however, many not lasting past a single story arc.

The Inhumans saw Quicksilver join them, when he married Crystal- they later divorced in a nasty way. Black Bolt & Medusa bred, but Ahura quickly became an ignored Plot Device. They moved from the Himalayas to the Blue Area of the Moon. They also became a modern morality play about pollution, as it turned out their physiology couldn't handle the mess the humans had made of the Earth (this justified them not running around and doing more stuff, and necessitated various explanations for why Crystal could walk around). Of the Royal Family, only Crystal ended up getting much play, becoming a Fantastic Four member and an Avenger, during pretty forgettable eras for both books (Medusa briefly joined the FF as well)- a HUGE amount of this is ignored these days.

The modern era saw a lot more changes: Black Bolt was revealed to have been a member of the "Illuminati"- a gathering of the best minds & most-powerful political figures of the Marvel Universe. The Inhumans allied with the Kree Empire (and Ronan marrying Crystal in an arranged marriage that led to a lot of Character Development for both) in the Annihilation stories, seeing them becoming Galactic Leaders of the Kree, and later beating the SHI'AR as well! However... ugliness abounded, as Hickman had his own plan for Marvel's Space Scene in Fantastic Four and Avengers, and soon undid a huge chunk of that, with the Inhumans simply leaving for Earth again, and space getting beaten up by other aliens. Black Bolt was also thought-dead TWICE in the span of like six years. Oh, and there are Inhumans of a bunch of OTHER races, and they also have representatives as Black Bolt's "Queens", but this is later dropped.

In the end, ANOTHER "Great Big Change" occurs, as Black Bolt explodes a "Terrigenesis Bomb" in order to combat Thanos- this sends a gaseous eruption across the entire planet, causing mutation on a vast scale (people of Inhuman ancestry gained powers, and were called "NuHumans"). This, controversially, has been seen as a direct attempt at having the Inhumans (whose characters Marvel owns, for movies & media) replace the X-Men (whom FOX owns, for the purposes of movies)- it copies many of the same storyline elements (a race of close-knit outsiders, feeling only mistrust and suspision from the outside world). When it turned out that the Terrigenesis Bomb was in fact making Mutants physically-ill, this only furthered the conspiracy in fans's minds.

The funny thing is, though, that the X-Men have NOT been de-pushed. Hell, there are currently THREE X-Men titles out there- Ares only WISHES the Marvel Family would get that kind of a vicious de-push from DC Comics! So yeah, while it's obvious that Marvel's really, REALLY trying to make the Inhumans "The New Big Deal", it's hardly at the expense of other characters. And really, to be fair, I can understand Marvel's playing hardball with Fox over the X-Men rights- while it looks like a silly pissing match from the outside, they're arguing over stuff worth HUNDREDS OF MILLIONS OF DOLLARS, here.

And to be honest, the Inhumans title's actually been quite good- the new characters have some interesting bits (though the roster suffers from having too much size and scope, resulting in many people being revealed, and then forgotten about). It's a nice, solid book, especially when it can avoid the Current Big Stupid Event (the awful "Medusa Goes Evil" arc surrounding everyone having their alignments switched around by a Magic Spell in Axis was not only TERRIBLE, but it completely stalled the book's story arc). Lately, it's even spun off into a SECOND title, allowing the full roster to be used a little more. Though it's been a bit bizarre with the whole over-arching thing, as Medusa rules the Inhumans solo while Black Bolt jumps around at the edges, doing odd things and teaming up with his brother- Medusa finds herself HATING her husband, and meanwhile Gorgon's left teaching the new generation of NuHumans.

So really, the only thing that ever stays the same with the Inhumans is "Change". Don't like how they're currently being written? Just wait a month or two- they'll surely have some other Big Dumb Change that completely alters their status quo once more. Generally speaking, though, their history is about as messed-up as it GETS in comics- Back To Basics Syndrome is a bitch with this crew, as they go all over the damn place, "shaking things up", only to go back to their old ways.

TRITON
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #45 (Dec. 1965)
Role: Background Character, Weaksauce Weakness Guy
PL 10 (136)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+12)
Expertise (Animal Handling) 4 (+5)
Expertise (Science) 5 (+6)
Expertise (Survival) 6 (+8)
Insight 4 (+6)
Intimidation 6 (+7)
Investigation 2 (+4)
Perception 4 (+6)
Stealth 3 (+7)

Advantages:
Great Endurance, Equipment (Breathing Harness), Fast Grab, Favoured Environment (Underwater), Improved Critical (Unarmed), Power Attack, Precise Attack (Close/Concealment), Ranged Attack 7

Powers:
"Terrigen Mist-Given Powers: Underwater Lifestyle"
Immunity 3 (Drowning, Pressure, Cold) [3]
Senses 1 (Low-Light Vision) [1]
Swimming 8 (120 mph) [8]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Initiative +4

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

Complications:
Responsibility (Protect the Royal Family of Attilan)
Weakness (Pollutants & Toxins)- Inhumans cannot survive for long in Earth's atmosphere without regular applications of a Serum.
Weakness (Dry Land)- Triton requires constant submersion in water, or else he will quickly begin to die. This is way worse than even Namor's weakness- Triton cannot even breathe natural air.

Total: Abilities: 78 / Skills: 34--17 / Advantages: 14 / Powers: 12 / Defenses: 15 (136)

-Triton is kinda the one-trick pony of The Inhumans... well, a few of them are, but he REALLY defines it. His whole deal is being torn between life underwater, and the companionship of his friends (Karnak is his brother, and the others are his family & allies). He's basically as useless on land as humans are in water unless he's got his funky harness on, and it gets broken so often that he ends up nearly dying in every single adventure. In this, he sort of represents a Living Example of the whole "you don't always get a good metamorphosis" following exposure to the Terrigen Mists- he also gives a strong element of tragedy to the team (a big Stan Lee trait in the books). In his debut, he was kind of the guy who realized the FF's morality (they saved his life when he was... wait for it... suffocating on dry land).
-In War of Kings and the modern Inhumans push (where I'm most familiar with these guys), he does by far the least- in the former, he's in a spaceship full of water, running around searching for Black Bolt while others do interesting things. In modern times, he's basically semi-recognizable Wallpaper.
-Triton's the most unfortunate member of his team for statting purposes as well. He's just not... that GOOD at anything! He's PL 10, and an accurate-type mini-Brick that way, but his weakness is a KILLER, and he's generally not very scary or intimidating. He's like a super-lite version of Namor.


LOCKJAW
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #45 (Dec. 1965)
Role: Background Animal
PL 9 (151)
STRENGTH
9 STAMINA 8 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -1

Skills:
Close Combat (Bite) 4 (+8)
Intimidation 9 (+9)
Perception 5 (+7)
Insight 3 (+5)
Expertise (Survival) 5 (+7)

Advantages:
All-Out Attack, Diehard, Fast Grab, Great Endurance, Improved Critical (Bite), Improved Hold, Power Attack, Teamwork

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

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

Teleport 12 (Feats: Change Velocity, Increased Mass 5) (Extras: Accurate, Extended) (55) -- [57]
AE: Movement 3 (Space Travel 3) (Feats: Increased Mass 5) (Extras: Accurate, Instantaneous) (17)
AE: Movement 2 (Dimensional Travel) (Feats: Increased Mass 5) (9)
"Find Anybody, Anywhere" Senses 12 (Mental Detection- Acute & Extended 10) [12]
"Anticipate Danger" Senses 1 (Danger Sense) [1]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Bite +8 (+10 Damage, DC 25)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +8, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Lockjaw cannot speak to humans, nor use his paws to easily manipulate objects.
Responsibility (Protect the Royal Family of Attilan)- Specifically and ESPECIALLY Crystal.
Weakness (Pollutants & Toxins)- Inhumans (or their pets for that matter) cannot survive for long in Earth's atmosphere without regular applications of a Serum.

Total: Abilities: 30 / Skills: 26--13 / Advantages: 8 / Powers: 85 / Defenses: 15 (151)

-Lockjaw is The Inhumans' "Team Pet", and is a recurring semi-goofy element to them. He's fanatically loyal to Crystal, and fond of the rest of the team (and Ben Grimm), and is often the source of gags. He's been uncharacteristically viewed as sentient from time to time (as some writers just LLLOOOOVE to play with comman canon- even when it makes longtime heroes look like dicks for treating a sentient creature like a pet for years), but the standard official stance is that Lockjaw is just a dog that is huge and has powers, and can't talk or do human stuff. Though of course he was part of the Pet Avengers thing that received THREE different Limited Series, and was sent by Medusa to keep an eye on Kamala "Ms. Marvel" Kahn, the most-important and popular "NuHuman" character.
-Lockjaw has a good smattering of powers, and is quite expensive for a Team Pet, but that's all thanks to the Teleport power, even though he has a relatively simple version of it (no Area, Portal, Attack, etc. stuff going on here)- he can teleport for millions of miles (and track certain people that far- Telelocation is effectively Mental Awareness that is Acute so he can find specific peeps, and Extended hella-far so he can detect them anywhere- Steve Kenson worked on the old Marvel SAGA RPG, and it featured the same "Telelocation" Power). He has a powerful bite, good Senses, an ability to detect the goodness in people, and an unbreakable grapple- even The Thing couldn't tear him off of something he REALLY wanted.

BLACK BOLT (Blackagar Boltagon)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #45 (Dec. 1965)
Role: The King, The Powerhouse
Group Affiliations: The Inhuman Royal Family
PL 13 (323), PL 18 (323) Scream
STRENGTH
11 STAMINA 11 AGILITY 4
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 5 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+12)
Expertise (Animal Handling) 2 (+5)
Expertise (Royalty) 10 (+13)
Insight 5 (+10)
Intimidation 8 (+11)
Perception 4 (+9)
Ranged Combat (Vocal Powers) 4 (+12)
Technology 3 (+6)

Advantages:
Benefit 6 (King of The Inhumans 5, May Speak With Medusa in Code), Diehard, Fearless, Great Endurance, Inspire, Leadership, Power Attack, Ranged Attack 5, Takedown, Teamwork

Powers:
"Terrigen Mist-Given Powers: Sonic Voice & Physical Might"
"Sonic Voice" Damage 18 (Feats: Penetrating 12) (Extras: Area- 1,000ft. Burst +6) (138) -- [142]
AE: "Sonic Voice" Damage 18 (Feats: Penetrating 12) (Extras: Area- 2,000ft. Cone +6) (112)
AE: "Whisper" Affliction 12 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (36)
AE: Remote Sensing 2 (Visuals- 60 feet) (4)
AE: Force Field 5 (Extras: Affects Others 12) (Flaws: Immobile -2) (11.5)

"Tuning Fork" (Feats: Restricted to Black Bolt 2) [7]
Five Alternate Powers to Sonic Voice: (5 points)
AE: "Concussive Energy" Blast 13 (26)
AE: Force Field 5 (Extras: Affects Others) (Flaws: Distracting) (5)
AE: "Master Blow" Strength-Damage +4 (Feats: Improved Critical, Penetrating 8) (Flaws: Tiring) (11)
AE: "Force Constructs" Create 10 (Extras: Moveable) (30)
AE: Nullify Electronics 10 (Extras: Broad, Area- 30ft. Burst) (Flaws: Touch Range) (20)

Flight 8 (120 mph) [16]
"Minor Telepathy" Communication 1 (Mental) [5]
Features 1: May use +2 to Area using Extra Effort instead of +1 [1]

Offense:
Unarmed +12 (+11 Damage, DC 26)
Sonic Voice +16 Area (+16 Damage, DC 31)
Whisper +12 (+12 Ranged Affliction, DC 22)
Concussive Energy +12 (+13 Ranged Damage, DC 28)
Master Blow +10 (+15 Damage, DC 30)
Initiative +4

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

Complications:
Responsibility (Attilan, The Royal Family)
Relationship (Medusa & Ahura)
Responsibility (Cannot Speak to Anyone)- Black Bolt is not technically Mute (really, he's quite the opposite), but he can't say anything without killing people. Why he doesn't just carry some Sticky Notes and a pen is beyond me, but whatever.
Weakness (Pollutants & Toxins)- Inhumans cannot survive for long in Earth's atmosphere without regular applications of a Serum.
Responsibility (Full Power)- Black Bolt can only ever use his Sonic Voice at full power, meaning that he endangers everyone around him just by speaking.
Power Loss (Able to Speak)- Black Bolt must be able to speak to use his powers.

Total: Abilities: 100 / Skills: 36--18 / Advantages: 19 / Powers: 171 / Defenses: 15 (323)

-Black Bolt is The Inhumans' King, and fits the role, being a classic case of Stan Lee's 1960s storytelling: An ultimately tragic hero. He's a great, noble and wise king, but is struggling with first & foremost the fact that he can't speak to anyone, ever, without the power of his voice vaporizing them. And then there's the fact that his brother is insane and is constantly trying to murder him and take charge. Black Bolt's been all over the Marvel Universe with his people, but has virtually no instances of bad jobbing to his name- He's bad-ass, and everyone knows it. In his very first appearance, he fights The Thing to a stand-still, and nearly KOs him with his Master Blow. His Voice is considered one of the absolute most powerful weapons in all existence, surpassing even some of Galactus' Heralds for sheer power. Even to this day, everyone goes all "Oh Sh*t" when Black Bolt shows up, like in World War Hulk, where his loss (actually a Skrull's) to the Jade Giant is the first salvo of the battle, and one where EVERYONE takes notice.
-Black Bolt debuts with a lot of hype (mostly from the other Inhumans, who are all "woah, you're screwed now- THIS guy is tough!"), and much is made of his "Master Blow" (which I've scarcely seen since). As the Inhumans became a semi-popular act, he'd show up leading them from time to time, naturally not getting much in the way of dialogue (and the writers similarly did not allow themselves the "cheat" of giving him thought bubbles- much like Jericho of the Teen Titans). He is nearly always there with his people- a stoic, unemotional, distant leader-figure; and his arrival is ALWAYS a big deal. His dreaded voice- a power capable of wiping out cities, is similarly always given props, and isn't even treated with the "Jobber Aura" that most other "Best Thing EVER!" powers are- I can't recall any instances of someone just shrugging it off.
-Eventually, Black Bolt sires Ahura with Medusa, but the kid disappears into Comic Book Limbo 99% of the time. The '90s see the Inhumans being used less and less in a major way, but he'll pop up from time to time, mostly in lower-tier books like Ka-Zar or The New Warriors. It isn't until Annihilation that they become a bigger deal again- the Inhumans take control of the Kree Empire, nearly spread Terrigen Mist throughout the galaxy, and Blackagar himself is thought-dead after fighting the Shi'ar Emperor Vulcan at the end of War of Kings.
-However, the Inhumans and Black Bolt all end up simply coming back to Earth to deal with Hickman's FF run, fend off the Kree Empire who are now enemies again (because reasons- the Kree have now heard of a prophecy that the Inhumans' genetic anomalies would kill them), and then he sets off a Terrigen Bomb on EARTH, creating thousands of "NuHumans" out of people descended from Inhuman blood. This giant shockwave of a move changes the planet considerably... but he spends the entire subsequent Inhumans books running off by himself. This of course leaves his QUEEN, Medusa, to deal with the entire aftermath, which has largely-gone unexplained, and kind of makes him look like a little bitch who broke stuff and doesn't want to stay around to deal with the consequences- Medusa agrees, and divorces him while he runs off with Maximus to do vague stuff.
-Black Bolt is one of the tougher people to stat up properly, as he's powerful in his BASE form, but also packs a ludicrously-powerful damaging Sonic Voice, and has a ton of Alt-Effects to boot, including one-off powers and random stuff that you almost never see in stories featuring him. The Sonic Voice is basically a really long-range Cone or Burst-Area Damage (with enough Range to take out one-thousand feet around him- he has blown up CITIES using this power, so you could push it even further with Extra Effort, Plot Devices and the like) that has the Full Power & Power Loss Complications on it- he really can't help but Burst out in all directions (or the Cone) if he yells, making it a nigh-impossible team tactic, or anything he can use safely around innocents or buildings he doesn't want to tear apart.
-There's also his weird set of Alt-Effects. I chose to stat them up as Feats bestowed by his Tuning Fork costume that only he can really use- otherwise it's like a 34-point Device costing 28 pp, which is way too much for something he usually does OTHER THAN his major power. He can Nullify Electronics, Blast normally (a standard +13 Blast this time), create Force Constructs, or use his popular "Master Blow", a Tiring punch that's shaken Ben Grimm, among others. Aside from that, he's a mini-Flying Brick, capable of Flight & Super-Strength, and quite the World Leader as well.
-Used normally and effectively, he's PL 11.5 in melee and PL 10.5 at range- essentially making him the equal of The Thing or Colossus at hand-to-hand (which fits his showings). With his Master Blow (which should be used sparingly, with that glaring weakness), he's PL 12.5, and his Voice makes him PL 16 overall. But of course that can almost never be used in concert with any of his allies, lest he blow them apart.

GORGON
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #44 (Nov. 1965)
Role: Team Jobber, Angry Guy, Powerhouse, Sufferer of the Worf Effect (ie. supposed to be bad-ass, but gets regular ass-kickings)
PL 11 (137)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+11)
Expertise (Animal Handling) 4 (+4)
Intimidation 8 (+8)
Expertise (Inhuman Soldier) 8 (+8)
Perception 4 (+5)
Vehicles 4 (+6)

Advantages:
All-Out Attack, Diehard, Equipment (Big Mace +1), Fast Grab, Great Endurance, Improved Initiative, Power Attack, Precise Attack (Close/Concealment), Rallying Cry, Ranged Attack 8, Startle

Powers:
"Terrigen Mist-Given Powers: Super-Powered Legs"
Immunity 5 (Falling Damage) (Flaws: Limited to Half-Effect) [3]
Senses 1 (Low-Light Vision) [1]
Leaping 6 (500 feet) [6]

"Seismic Stomp" Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (11) -- [13]
AE: "Massive Kick" Strength-Damage +3 (Feats: Improved Critical 3, Penetrating 5) (Drawbacks: Inaccurate) (10)
AE: "Seismic Trip" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 5 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (11)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Massive Kick +8 (+12 Damage, DC 27)
Big Mace +10 (+10 Damage, DC 25)
Seismic Stomp +11 Area (+11 Damage, DC 26)
Seismic Trip +11 Area (+11 Affliction, DC 21)
Initiative +7

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

Complications:
Responsibility (Protect the Royal Family of Attilan)
Weakness (Pollutants & Toxins)- Inhumans cannot survive for long in Earth's atmosphere without regular applications of a Serum.
Responsibility (Temper)

Total: Abilities: 68 / Skills: 30--15 / Advantages: 18 / Powers: 23 / Defenses: 13 (137)

-First up of The Inhuman Royal Family is Gorgon, who could politely be described as the "Jobber" of the family. Despite looking pretty cool (mostly nowadays- his Kirby-esque design is a little weak), he's usually the first guy in the family to take up arms against somebody, and the first one to get knocked on his ass. He's TOUGH, don't get me wrong, but he's a little out of his weight class going against Thing-types.
-Just look at War of Kings, where he's up there at the Royal Wedding of Crystal & Ronan the Accuser (long story), fighting off the Shi'ar Imperial Guard, and he gets his leg blown clean off by Smasher (or the Wildfire rip-off. I think it was Smasher, though), who then gets his neck snapped by Karnak. So Gorgon spends the entire rest of the cross-over sitting on the sidelines as his leg is reattached using space-tech. Other Inhumans stuff (involving them ruling the Kree) simply has him kicking around, leading Inhuman War Parties against various threats, and grunting along, but he never really gets to do anything important. It wasn't until the modern Inhumans push that he got a bigger role, as his old job as "Trainer of New Inhumans" suddenly becomes a LOT more relevant. However, he ends up crippled somehow in the gap between Secret Wars and now (seriously- even Wikipedia is like "they don't explain it"), almost self-consciously aping Professor Xavier to the new class of NuHumans.
-So Gorgon stats up pretty nice, being a PL 10 most of the time- 9.5 on Defense and with his somewhat-inaccurate Kick power. He uses that a lot, but can also alternate to a heavy-duty powerful "Shockwave", capable of wiping out city streets and whoever's standing on them. That Shockwave makes him a PL 11, but usually he's an under-pointed PL 9.5/10 guy.

MAXIMUS (Maximus Boltagon)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #47 (Feb. 1966)
Role: The Prince John, The Manipulator, Recurring Villain
PL 11 (178)
STRENGTH
4 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 9 AWARENESS 2 PRESENCE 2

Skills:
Deception 8 (+10)
Expertise (Science) 8 (+17)
Insight 2 (+4)
Intimidation 3 (+5)
Perception 4 (+6)
Persuasion 4 (+6)
Technology 9 (+18)

Advantages:
Daze (Deception), Fascinate (Deception), Equipment 10 (Laboratory), Ranged Attack 6

Powers:
"Terrigen Mist-Given Powers: Telepathy"
"Brainwash" Affliction 11 (Will; Entranced/Compelled/Transformed to New Personality) (Extras: Progressive +2, Perception Range +2) (Quirks: Reduced Range -2) (53) -- [56]
AE: Mind Control 11 (Feats: Mental Link, Subtle) (Extras: Sustained) (Quirks: Reduced Range -2) (44)
AE: Mental Blast 8 (Quirks: Reduced Range -2) (30)
AE: "Mental Stun" Affliction 11 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception Range +2) (Quirks: Reduced Range -2) (31)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Mind Control/Stun/Brainwash -- (+11 Perception Affliction, DC 21)
Mental Blast -- (+11 Perception Will Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2, Fortitude +5, Will +6

Complications:
Reputation (Madman)
Motivation/Obsession (Gaining Power)
Obsession (Medusa)
Weakness (Pollutants & Toxins)- Inhumans cannot survive for long in Earth's atmosphere without regular applications of a Serum.

Total: Abilities: 70 / Skills: 38--19 / Advantages: 18 / Powers: 56 / Defenses: 15 (178)

-Maximus is a weird, crazy villain, but ultimately falls kind of short. The story's always exactly the same: Maximus goes insane and is submissive to his brother Black Bolt, then betrays him, takes control of Attilan and does something stupid, then gets beaten by the Inhumans allying with some hero (usually the FF or the Hulk), then he goes back to being crazy and useless. That's happened about six or seven times. He's just not that great. War of Kings used him as an amusing character, being quite nuts, but now an ally of the Royal Family, seemingly being "cured" from his evil tendencies (though they'd teased an evil turn here and there, it always turned out that he was doing what Medusa/Black Bolt wanted). In modern times, he's off working with Black Bolt towards sometimes-ambiguous ends, and was even allied with Namor's secret "Cabal" in the prelude to Secret Wars, helping them destroy worlds.
-Maximus at full power is quite dangerous, but often seems to lose them, forget he has them, etc., all because he's so crazy. At his current state in the comics, he's basically a Genius Inventor and leaves the mental powers aside. For Skills, he's sorta like Reed Richards Lite- a genius in nearly all fields (especially Technology/Mechanics), just a notch or two under the MEGA-geniuses of Marvel Comics. In combat though, he's kind of a wussy, totally dependent on his Mental Powers (all of which have shorter range than Perception- I figure it's about 50 feet or so maximum- good enough for -2 since he still doesn't actually need to roll to hit).

KARNAK
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #44 (Nov. 1965)
Role: Background Character, Wise Philosopher
PL 11 (175)
STRENGTH
8 STAMINA 8 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 0

Skills:
Acrobatics 2 (+8)
Deception 4 (+4)
Expertise (Animal Handling) 2 (+2)
Expertise (Arcane Lore) 2 (+5)
Expertise (Soldier) 6 (+9)
Intimidation 5 (+5)
Investigation 5 (+9)
Perception 6 (+10)
Persuasion 2 (+2)
Insight 5 (+9)
Stealth 3 (+9)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Benefit 2 (Ambidexterity, Attack Instead of Deception to Feint), Improved Disarm, Improved Smash, Improved Trip, Power Attack, Ranged Attack 8, Set-Up, Takedown 2, Teamwork, Trance, Weapon Break

Powers:
"Monastery-Learned Powers: Sensing Weaknesses"
Super-Senses 5 (Detect Weakness, Ranged, Acute, Analytical) [5]

"Weakness-Finding Strike"
Remote Senses (Visual- 30 feet) 1 [2]
Strength-Damage +4 (Feats: Improved Critical 4, Penetrating 12) (Extras: Affects Others) (Quirks: Limited to When Studying For 2-5 Rounds -2, Inaccurate -1) [21]

Offense:
Unarmed +12 (+8 Damage, DC 23)
Weakness Strike +9 (+13 Damage, DC 28)
Initiative +6

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 24), Toughness +8, Fortitude +9, Will +8

Complications:
Responsibility (Protect the Royal Family of Attilan)
Weakness (Pollutants & Toxins)- Inhumans cannot survive for long in Earth's atmosphere without regular applications of a Serum.

Total: Abilities: 90 / Skills: 42--21 / Advantages: 23 / Powers: 28 / Defenses: 13 (175)

-Karnak is a pretty goofy-looking character most of the time, and this has hurt the rep of what should be one of the more legendary martial artists in comic books. I mean, Batman & Black Canary are good, and Lady Shiva is awesome, but this guy can knock The Thing on his ass, chop down brick walls with one shot, and can generally knock out ANYBODY. But that big, Ovoid-like melon of his... it's just too goofy to take seriously. And that little moustache as well- I've seen some cool pics of him by Jae Lee (who could make just about ANY idiotic character design look great) with the tattoos and such, but most of the time, he looks like a macrocephalic (look it up) buffoon in a lame outfit.
-And yeah, Karnak's so bad-ass he's basically a walking plot device character. His somewhat-vague "Able to find the weakness in anything" ability is through training (he never underwent the Terrigenesis like the others- his parents feared what would happen to him after his brother Triton got hit by the Weaksauce Weakness Stick HARD during his own process- which is really an unusually-ignored plot hook for The Inhumans- what IF Karnak underwent the process today?), and he uses it rather effectively. With a bit of assessment, he can basically run up to just about anyone and nail them six ways from Sunday with a super-powerful blow. Hell, in his most insane showing EVER, he actually knocked the SILVER SURFER down with a chunk of brick (this has since gone down as one of those "They were smoking crack when writing this" instances that often get disregarded as a BIT over-the-top, alongside Cap throwing his Shield over a mile straight up, and Spider-Man beating Firelord in a fight, but still). He occasionally gets props, but his power is such a potential Game-Breaker that he never really gets used to his absolute peak.
-A bit of a "Noble Philosopher" type, Karnak is great at giving advice and being all "Uncle Iroh" and stuff. He was notably dead during the whole "NuHumans" thing, but in a funny twist, he found the weak point IN HELL, and burst forth from the chest of an Inhuman arsehole who was wielding the power to potentially take over the world. He has since been one of the more "out there" choices to get his own Solo Book, but as he's always been a low-tier character, and his book comes alongside a billion other #1s, I'm not seeing a bright future for it.
-Karnak is a near P.C.-level PL 11 super-martial artist type with a few modifications. Kinda like the Iron Fist, he has a Penetrating Strike that can dish out tons of damage, alongside the Detect Weakness power (which is a bit esoteric, but kind of fits the various weird things he's been known to do). Said Strike also features FOUR ranks of Improved Critical, which is insane (it means 15-20 is a Crit) and probably should be kept out of players' grasp- but it's an accurate reflection of his power. He has to study the target a bit first, so he couldn't do it in the dark, or in the very first round of combat unless he'd seen the guy first, but after Round Two or so, he's good. I figure that's enough for a 2-point Drawback. He also has a little-seen ESP power that I only got by searching for Respect Threads featuring him (which is a handy way to figure out guys you haven't seen that often- Wikipedia has always been oddly low on Feats & stats), so I tossed that in. And his "Weakness-Finding" Affects Others, in that he can point out the precise areas for others to attack (this can allow some higher-end powerhouses to do a lot more damage, as even Karnak has his limits).
-Aside from the Strike, he's a standard Martial Artist with lots of Advantages (especially cap-altering ones), and an Inhuman's advanced stats (basically between Spidey & Cap). He's elite, but not a God. He mostly just slaps down Goons, and killed a Smasher from the Imperial Guard one time (but almost anyone can kill THOSE replaceable losers these days...). Oh, and he once owned Vision by vibrating his hand JUST right (a one-time thing, so not Affects Insubstantial for him). He's in the Spidey/FF class of metahumans though, that's for sure.

MEDUSA (Medusa Amaquelin Boltagon)
Created By:
Stan Lee & Jack Kirby
First Appearance: Fantastic Four #35 (March 1964)
Role: The Queen (Both Advisor & Severe Archetypes)
Group Affiliations: The Inhuman Royal Family, The Fantastic Four, The Frightful Four
PL 11 (158)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 4

Skills:
Deception 2 (+6, +8 Attractive)
Expertise (Animal Handling) 4 (+8)
Expertise (Royalty) 8 (+10)
Intimidation 4 (+8)
Perception 3 (+6)
Persuasion 6 (+10, +12 Attractive)
Insight 4 (+7)
Ranged Combat (Snare) 4 (+12)
Stealth 3 (+7)

Advantages:
All-Out Attack, Attractive, Benefit 3 (Queen of the Inhumans), Defensive Roll, Improved Critical (Hair Snare), Improved Disarm, Improved Trip, Power Attack, Ranged Attack 4, Startle, Teamwork

Powers:
"Terrigen Mist-Given Powers: Prehensile Hair"
"Gimme a Head With Hair!" Extra Limbs 5 [5]
"Long Beautiful Hair!" Elongation 2 (Flaws: Limited to Hair) [1]

"Hair Strength"
Power-Lifting 2 (1,600 lbs.) (Flaws: Limited to Hair) [1]
Movement 2 (Sure-Footed, Wall-Crawling) [4]

"Multi-Snare" Affliction 10 (Strength; Hindered, Vulnerable & Impaired/Prone, Defenseless & Disabled/Vision Unaware) (Feats: Chokehold, Reversible, Tether, Improved Initiative) (Extras: Area- 30ft. Burst, Selective, Extra Condition) (Flaws: Unaware Thread Limited to Vision) (34) -- [39]
AE: "Single-Snare" Affliction 10 (Strength; Hindered, Vulnerable & Impaired/Prone, Defenseless & Disabled/Vision Unaware) (Feats: Chokehold, Reversible, Tether, Improved Initiative) (Extras: Ranged, Cumulative, Extra Condition) (Flaws: Unaware Thread Limited to Vision) (30)
AE: "Hair-Lash" Strike 10 (Feats: Accurate, Reach 5) (16)
AE: "Hair-Catcher" Deflect 8 (8)
AE: "Defensive Wall" Enhanced Advantages 3: Defensive Roll 3 (3)
AE: "Whip Like a Fan" Affliction 8 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Cone +1/2) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) (3)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Hair Lash +10 (+10 Damage, DC 25)
Snare +12 (+10 Ranged Affliction, DC 20)
Multi-Snare +8 Area (+8 Affliction, DC 18)
Initiative +4 (+8 Hair Snares)

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+5 D.Roll, +8 Hair), Fortitude +7, Will +7

Complications:
Responsibility (Attilan, The Royal Family)
Relationship (Black Bolt & Ahura)- Medusa is devoted to her husband, and also has a son with him. 'Course, we never SEE the damn kid...
Weakness (Pollutants & Toxins)- Inhumans cannot survive for long in Earth's atmosphere without regular applications of a Serum.

Total: Abilities: 64 / Skills: 34--17 / Advantages: 16 / Powers: 50 / Defenses: 11 (158)

-Medusa has a bizarre history, even going as far back as the Sixties. Introduced as a Super-Villian, she joined The Wizard's first incarnation of The Frightful Four (alongside The Sandman & Paste-Pot Pete/The Trapster) as a troublesome minx who was SUPER-effective in battle (likely their most powerful member), but it turned out she was actually an amnesiac royal family member of some weird secret society of outcasts... not quite a retcon (as her origin was mysterious), but it still was an odd plot twist when I read it in the Essentials collection (which is really worth getting in the Lee/Kirby era- modern storytelling has NOTHING on the speed those two tossed out the craziest plot twists ever).
-So it turns out she's in love with Black Bolt, and they truly understand each other, and she becomes the Inhumans' Queen. She kinda lords over Crystal and lectures her all the time, coming across like a fuddy-duddy when she was supposed to be the most blazing hot woman ever ("She makes Raquel Welch look like a BOY!" is a passer-by's response- and this was the Seventies, mind you). Kind of an unfortunate thing- Wonder Woman was artificially-aged by making her Donna Troy's older sister, too. At least she got to join the FF once (when Sue was caring for a young Franklin).
-She got put through a lot of weird stuff in recent decades, as The Inhumans got dealt with awesomely and poorly in variation. She was so minor that when they finally had her & Black Bolt pop out an offspring... Marvel forgot about it! That's right- so little was thought of The Inhumans as a concept that they HAD A BABY and it was completely ignored/forgotten by writers for years. Modern times finally brought Ahura out of the mothballs, but he hasn't done ANYTHING in War of Kings[/i[, etc. in the cosmic scene- essentially being window-dressing while the adults do stuff. Poor kid. At least he got a tiny bit of play recently (with Kang making him a successor/right-hand man). She has since gone on to become the central character of the Inhumans franchise, being stuck with Black Bolt's mess as he sets of the Terrigenesis Bomb, creating thousands of "NuHumans"- she effectively becomes their sworn protector, and a world leader in her own right.
-Medusa was one of the first Inhumans I realized almost had to be PL 11. She doesn't SEEM like a huge bad-ass, especially with that weird power of hers, but she is EXTREMELY lethal, especially in the early years, and even has mass-group-disabling tactics in modern times as well. At Black Bolt's funeral, she snared a HUGE group of Inhumans and Imperial Guardsmen alike simultaneously, showing that her Snare effect is very strong.
-The full breadth of her Prehensile Hair is quite impressive- many Feats are attached to it's Snare- Obscure Vision for blinding people, Choking guys, it's Reversible AND a Tether to her Strength. It has a Selective Burst Area. Her hair can lift things that her body never could, once it's braced. She can whip it around like a fan (Super-Breath), climb up things, and avoid being thrown about (Super-Movement). For the base Prehensile Hair power, she's got 6 ranks- 3 for Additional Limbs, and 3 for Extending 20 feet. As Alternate Powers, she can Lash people (Strike 10), Deflect Arrows & stuff, and even protect herself. Physically, she's no push-over either. She's not an elite (PL 10.5 offensively only), but she's quite powerful, and can easily handle herself in a fight.

MAXIMUS'S MINIONS:
This is a group of losers created in 1968 for a Hulk Annual. They were a band of Inhuman criminals who were found guilty of treason, and banished from Attilan by Black Bolt. Later, when the Hulk attacks Lockjaw, the Inhumans's mutt teleports him to the same land the criminals were banished to. Maximus the Mad recruits the entire lot of them to take over Attilan, but they begin squabbling over a super-device, and Black Bolt defeats them. He then stops a rampaging Hulk before he destroys the Inhumans's city. The group later follows Maximus around on a couple of different adventures, but their appearances are few and far between. The challenge the Hulk again, then fight the Fantastic Four, and later the Silver Surfer. Generally speaking, they're just Maximus's "Goon Squad", but they haven't appeared in years.
-The most-notable member of the team is actually AERIO of all people- he changed his name to Skybreaker, and ended up joining Force of Nature, who was an environmentalist team in The New Warriors, and even appeared as part of the "Initiative".

LEONUS
Created By:
Gary Friedrich & Marie Severin
First Appearance: The Incredible Hulk Annual #1 (Oct. 1968)
Role: The Lieutenant
Group Affiliations: The Inhumans, Maximus's Group
PL 8 (89)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Military) 4 (+4)
Intimidation 5 (+5)
Perception 5 (+5)

Advantages:
All-Out Attack, Fast Grab, Startle

Powers:
"Terrigen Mist-Given Powers: Leonine Features"
"Leonine Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]

"Paired Claws" (Flaws: Removable) [7]
Strength-Damage +2 (Feats: Split, Penetrating 5) (8 points)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws +8 (+8 Damage, DC 23)
Initiative +4

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

Complications:
Reputation (Inhuman Outcast)
Prejudice (Obvious Superhuman)

Total: Abilities: 54 / Skills: 14--7 / Advantages: 3 / Powers: 15 / Defenses: 10 (89)

-Leonus is a loyalist to Maximus, and often appears as his personal "General" or bodyguard, leading the other evil Inhumans. He's most-notable for the fact that he's carrying predecessors of Wolverine's legendary claws- the distinctive "three-clawed" look is very clear. Otherwise he's just an orange guy with a LOT of facial hair. He's a pretty simple low-end Powerhouse/Scrapper type of build, with Enhanced Senses.

FALCONA
Created By:
Gary Friedrich & Marie Severin
First Appearance: The Incredible Hulk Annual #1 (Oct. 1968)
Role: Bird-Controller
Group Affiliations: The Inhumans, Maximus's Group
PL 6 (94)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 2 (+2)
Persuasion 2 (+2)

Advantages:
All-Out Attack, Fast Grab, Startle

Powers:
"Terrigen Mist-Given Powers: Bird Control"
Mind Control 6 (Extras: Area- 1,800 feet +7) (Flaws: Touch Range -2, Limited to Animals, Limited to Birds) [42]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Bird Control +6 Area (+6 Affliction, DC 16)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Reputation (Inhuman Outcast)

Total: Abilities: 34 / Skills: 4--2 / Advantages: 3 / Powers: 42 / Defenses: 13 (94)

-Falcona has kind of a silly design- looking like a lazy version of the Evil Queen from Snow White. Her main power is to control birds of prey to attack her enemies. As the number of birds in an area can potentially be QUITE large, she could be rather annoying, but her direct power isn't that great.

STALLIOR
Created By:
Gary Friedrich & Marie Severin
First Appearance: The Incredible Hulk Annual #1 (Oct. 1968)
Role: Powerhouse
Group Affiliations: The Inhumans, Maximus's Group
PL 8 (75)
STRENGTH
7 STAMINA 8 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Military) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Close Attack, Equipment 2 (Ball & Chain +1- Reach, Shield +1), Move-By Action

Powers:
"Terrigen Mist-Given Powers: Centaur"
Speed 5 (60 mph) [5]

Offense:
Unarmed +8 (+7 Damage, DC 22)
Ball & Chain +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +7 (+8 Shield, DC 17-18), Parry +7 (+8 Shield, DC 17-18), Toughness +8, Fortitude +8, Will +4

Complications:
Reputation (Inhuman Outcast)
Prejudice (Obvious Superhuman)

Total: Abilities: 52 / Skills: 10--5 / Advantages: 4 / Powers: 5 / Defenses: 9 (75)

-Stallior (man, these early Inhuman names were always super-descriptive, weren't they? When'd they get away from that and start giving tons of them weird names?) was a Centaur, like most members of his family (which is a bit curious, though there is some research done into certain Inhuman Family Lines). He was apparently invited back to Attilan, but was then mind-controlled by Maximus on a couple other occasions (methinks the writer just forgot he'd switched sides, or didn't care).

TIMBERIUS
Created By:
Gary Friedrich & Marie Severin
First Appearance: The Incredible Hulk Annual #1 (Oct. 1968)
Role: Tree-Man
Group Affiliations: The Inhumans, Maximus's Group
PL 8 (98)
STRENGTH
7 STAMINA 8 AGILITY 2
FIGHTING 7 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 6 (+6)
Perception 4 (+4)

Advantages:
Startle

Powers:
"Terrigen Mist-Given Powers: Plant Control"
Vine Snare 9 (Feats: Accurate 3) (30) -- [31]
AE: Growth 8 (Extras: Affects Others Only +0) (Flaws: Limited to Plants) (8)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Snare +7 (+9 Ranged Affliction, DC 19)
Initiative +2

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

Complications:
Reputation (Inhuman Outcast)
Prejudice (Obvious Superhuman)

Total: Abilities: 50 / Skills: 10--5 / Advantages: 1 / Powers: 31 / Defenses: 11 (98)

-Timberius is a Plant-Controller who later rejoins Attilan, becoming one of Quicksilver's agents when Pietro was part of the Inhuman civilization. Later, he publicly-attacked the FF with other Inhumans (including some of his former allies in this group). Later, his brother is killed, and he requests permission for revenge from the Genetics Council.

xx
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Iron Man Builds

Post by Jabroniville »

IRON MAN BUILDS:

-Tony Stark allegedly came about because Stan Lee wanted to challenge the Silver Age hippie reading audience with a super-hero as little like them as possible. The definition of cold-hearted, money-grubbing capitalism, the wealthy Weapon-Maker Tony Stark was everything the liberals hated, and Stan says he felt it was a challenge to make him work. Adding the schtick that he was badly injured and possibly dying gave him that right notch of '60s Hero Pathos (part of why Marvel eventually overtook DC in the '60s was a mastery of this trope), which made him a star. Iron Man has always a career-long also-ran in the big leagues of Marvel- he's always had a solo book, but he's a distant star compared to Spidey, Hulk, Cap, Wolvie, etc.. But then that movie came out- hitting on nearly every big political issue of the Iron Man comics, the movie served as a microcosm for what made the character great, and basically made him a full-blown major star in comics.
-It also made Tony a wise-cracking, snarky playboy who bedded every woman he met, spent money lavishly, and adored stardom- a STARK (hee hee) contrast to the grim, brooding, solitary figure I've seen in pretty much every Iron Man comic before 2004. I mean, this was a COMPLETELY different character from the original comic book version (and a good bit similar to the Ultimate version, in fact), and yet fans didn't mind, thanks to the raw charisma and humor of Robert Downey, Jr.'s performance. At least it got his Weapons-Maker-guilt accurate to the books. But hey, Movie Tony was frankly more ENTERTAINING than Comic Tony ever was, so Hollywood did that one right, and it's paid dividends.
-In essence, the symbolic nature of Tony Stark as a character was altered at this time- prior to this, he was basically a symbol of Good Capitalism, the heroic figure who cared for his employees and fought off Evil '80s Capitalists and stuff like that. He was also a dark version of the Rich Boy, in that he owned all of this great stuff and was lauded publically by everyone, but couldn't enjoy it because his chest injury effectively gave him a death sentence, forcing him to keep everyone at arm's length. The movie basically shifted Tony into the Ideal Male- the man every dude dreams of becoming: handsome, rich, charming, funny as hell, and a dominating figure who at the same time has a rebellious streak a mile wide. Naturally, women appreciated this version more as well. Reading any of Tony Stark's appearances before the movie came out is REALLY bizarre to me because of how different the character really is.
-Tony's the ultimate "Armor Guy" in comics, setting off countless revisions, rip-offs, and "homages" ever since, which earns him total credit in the comic book world, where you're judged by the amount of guys who steal your ideas (very few can top him- Superman, Batman, Spider-Man, Wolverine, The Flash... can't think of many others). Unfortunately, he's been hampered by a respectable, but dull, supporting cast, of Generic Secretary Who Loves Him (Pepper. Thor had the same deal at the same time, along with countless other heroes), Loyal Dumbass Guy (Happy), and Angry Black Guy Who Replaced Him Once (Rhodes). Give him a Spidey-like supporting cast, and you'd have a much bigger star with more successful books.
-Of course, Civil War AND the movie coming out made him a huge star in Marvel, while also derailing him a bit. Here's a once-heroic figure hiring NORMAN OSBORN AND VENOM to hunt down SUPER-HEROES. Guys who friggin' ATE PEOPLE, and Tony wanted them to arrest people just for not wanting to give the evil government their entire identity. They kinda brought him back to normal a couple years later, but writers still play with the old "Tony does something awful" thing. Though to be fair, this IS a recurring sentiment in older comics- The Korvac Saga features Tony pissing off Captain America so much over financial issues that Cap PUNCHES HIM IN THE FACE, and Tony also enraged multiple Avengers by demanding the immediate execution of The Supreme Intelligence of the Kree Empire during Galactic Storm, and for running roughshod over ever Armor-Based Character in comics, including the Guardsmen (who were under Cap's specific protection at the time).

Tony in the 1960s:
-Sixties Tony was very, VERY grim- most of the books I have feature him all glowering to himself and being a miserable bastard over his fate. As probably the Marvel character most-emblematic of the modern America- a high-tech super-capitalist, he was set against many Evil Foreigners, typically Communists- The Radioactive Man, The Black Widow, The Crimson Dynamo, The Titanium Man, and The Mandarin (a Chinese guy, but drawn more from the inscrutable, power-hungry Yellow Peril archetype than that of Evil Commie). His secretary was in love with him, and dumb lug Happy Hogan in love with her.

Tony in the 1970s:
-I've read perilously-little (if any) of his '70s stuff, but with Jim Starlin on board, Tony all of a sudden shifted to Space Opera, as Starlin LOVED SPACE GODDAMMIT, and therefore Tony was sure as hell going to be dealing with The Eternals, Thanos, Adam Warlock and The Blood Brothers. So Evil Commies went bye-bye, and in came the Cosmic Blaster Dudes- Starlin had probably always wanted to do this kind of thing, and since he was working on Iron Man, that was where it was gonna happen. Eventually, none of these characters would ever interact with Tony in a meaningful manner again.

Tony in the 1980s:
-With David Michelinie & Bob Layton now writing the "Iconic" Iron Man, the character underwent many of the shifts that inform him to this day. Since in the 1980s, Wall Street-style Big Business Corporate Sharks were all the rage as bad guys, it was inevitable that Tony would face a stream of them- Obadiah Stane among them. Tony would also find himself in the Armor Wars (a great story that involved him fighting all of his Copycats and de-powering them, upon discovering that his armor had been copied and used by criminals) and gain himself a drinking problem in the famous Demon in a Bottle storyline. This led to some great storytelling, a RELAPSE to show that it wasn't so easy, homelessness, and finally redemption. CLASSIC 1980s comic book stuff.

Tony in the 1990s:
-OH GOD NO- Tony had luck like Peter Parker in the '90s, replacing The Clone Saga with The Crossing, an awful Retcon that said Tony had been working for KANG for several years, and was actually a bad guy. Then he died and was replaced by a Teen Tony Stark who was "uncorrupted". This AWFUL, PUTRID storyline was so bad that it essentially ruined the character, and the whole thing was basically thrown out and ignored almost-completely (Kurt Busiek would helpfully explain it away in the way that only he can)- Onslaught killed Teen Tony, Heroes Reborn actually drew a lot of interest for a unique take on the "Iron Man" story (the Liefeld stuff was awful, and Lee's FF was ignorable, but Iron Man I recall getting some attention), and he was successfully-rebooted Post-Heroes Return with some fancy new armor, and a revamped Avengers roster.

Tony Post-2000:
-Tony's stock has actually risen over the years, as the also-ran of the olden days is now one of Marvel's top names thanks to the success of the Iron Man film series (which really started off a revolution of Marvel movies). Back in the '90s, he was usually a minor character in the Big Events- now, he's a central figure.

Tony's Rogues:
-As a kid, I was EXTREMELY unfamiliar with Tony's Rogues compared to many other Marvel characters- he seemed a bit "separate" from many of them, and, MOST IMPORTANTLY, most of his bad guys didn't have Marvel Cards featuring their visages. So I had an Armor Wars Famous Battles card, and The Mandarin got a bunch of cards, but that was it. As a hero, however, he's got, on the surface, a pretty One-Note Rogues Gallery- 90% of them are some variation of the Mirror Image Villain. And while that's a CLASSIC old trope, getting re-used constantly (Wolverine mostly fights Claw Guys, Punisher fights Gun Guys, Hulk fights Strong Guys), it gets a bit redundant after a point. Early on, this meant Tony fought a lot of Powersuit Guys- Titanium Man, The Crimson Dynamo, etc. A few are more-standard Gear Guys, who build one great invention and use it to commit crimes. But by the 1970s & '80s, suddenly the bad guys were Rival Corporations- you had Justin Hammer, Obadiah Stane, Aldritch Killian and others. There are frankly DOZENS of these guys if you look hard enough, and they're all pretty interchangeable. Curiously, Iron Man's BIGGEST villain matches none of these things- The Mandarin stands alone.

One thing I notice going over the guys and their histories, however, is that Tony Stark's Rogues each often speak to one aspect of his character or another. Not a lot of characters can say that- a lot of Spidey baddies are just "Guy in accident- gets powers- acts like a douche", while Wolverine's are often generic murdering Claw Guys. But each guy in the Iron Man list actually makes you think about the character differently, or appreciate him in a different way- The Crimson Dynamo is an idealistic threat to Stark- an American Icon/patriot, in that he's a symbol of the industry of America itself, and of Capitalism. Madame Masque is a romantic threat, given some entanglements with Stark himself. Obadiah & Ezekiel Stane, Justin Hammer, Justine & Sasha Hammer and others are all threats to his BUSINESS, making that a big part of his character- they're also Evil Reflections of his own nature as a capitalist business owner (you then get a contrast between his honest practices, and their criminality). The Detroit Steel line of armor is a commentary on Iron Man HIMSELF- ugly, automated, generic armored suits that ANYONE can wear. The Ghost is a threat to corporations and capitalism itself. Spymaster is a threat to Tony's IDEAS, not his body. Even Firebrand was an environmentalist- reflecting on whether or not TONY has done the right thing on that front.

So while his Rogues Gallery is full of Jobbers and Armor Guys, they often help TONY HIMSELF become more well-rounded. It reminds me of how Tom DeFalco talked about how every member of Spider-Man's Supporting Cast says something about Peter's personality.

The Builds:

Allies:
Iron Man & War Machine (re-posts- no new information, really)
Pepper Potts ('60s Girlfriend turned important character thanks to the movies)
Happy Hogan (Big Dopey Guy)
Guardsman (Tony's Jobber Friend)
Guardsmen (Heroic Mooks)
Rumiko Fujikawa ('90s Girlfriend, Representing the "Japan Takes Over The World" corporate fears of the era)
Betheny Cabe (Bodyguard Girlfriend)
Sunturion (Super-Powered Semi-Heroic Type)

Enemies:
The Mandarin (Tony's Big Bad)
The Ghost (Anti-Corporate Crusader)
Aldritch Killian (Mostly known for the third movie)
Iron Monger ('80s Foe turned into a bigger deal by the first movie)
Count Nefaria (Evil Superman)
Madame Masque (Evil Superman's Criminal Mastermind Daughter)
Fin Fang Foom (Giant Monster, '50s Comic Book Icon)
The Living Laser (Jobber)
The Controller (Mind Controller)
The Blood Brothers (Forgotten Space Bad Guys)
Killer Shrike (Jobber)
The Raiders (Jobbers)
Spymaster (Elite Spy)
The Melter (Jobber)
Detroit Steel (New Jobber)
Coldblood (Jobber)
Shockwave (Jobber)
Firepower (Classic "Villain Beats Hero, Hero Upgrades, Hero Beats Villain" story)
Dreadknight (Jobber)
Whiplash (Recurring Jobber)
Blacklash (Jobber)
The Scarecrow (Not the DC Guy)
Justin Hammer (Evil Corporate Raider/Inventor)
Mr. Doll (Jobber)
MAULER (Jobber)
Firebrand I (Jobber)
Firebrand II (Jobber)
Firebrand III (Environmentalist Warrior)
The Unicorn (Forgotten '60s Villain)
Wong-Chu (Evil General)
Temugin (The Mandarin's Son)
Mandroids (Elite Mooks)
Stratosfire (One-Off)
Kala (Jobber)

Never-Before-Statted:
Pepper Potts
Happy Hogan
Aldritch Killian
Kala
Ezekiel Stane
Wong-Chu
Firebrand III
Temujin
Rumiko
Betheny Cabe
Mr. Doll
Firepower


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IRON MAN (Tony Stark)
Created By:
Stan Lee, Jack Kirby, Larry Lieber & Don Heck
First Appearance: Tales of Suspense #39 (March 1963)
Role: Powersuit Guy (Trope Maker/Definer), Flying Brick/Blaster, Just-Below-Thor Guy
Group Affiliations: The Avengers (all teams), The Illuminati, S.H.I.E.L.D., Force Works
Avengers Grade: A-Level
PL 12 (254)
STRENGTH
2/12 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 8 AWARENESS 3 PRESENCE 5

Skills:
Aerobatics 6 (+8)
Close Combat (Unarmed) 1 (+8)
Deception 6 (+11, +13 Attractive)
Expertise (S.H.I.E.L.D. Director) 4 (+12)
Expertise (Business) 7 (+15)
Expertise (Science) 6 (+14)
Expertise (Science) 8 (+22) -- Flaws: Limited to Mechanical Sciences
Insight 4 (+7)
Intimidation 2 (+7)
Investigation 5 (+7)
Perception 4 (+7)
Persuasion 6 (+11, +13 Attractive)
Ranged Combat (Iron Man Weapons) 2 (+9, +12 Suit)
Stealth 2 (+4)
Technology 14 (+22)
Vehicles 3 (+8)

Advantages:
Attractive, Beginner's Luck, Benefit 5 (Wealth- Billionaire), Connected, Equipment (Gear in Suit- Radio, Jammer & stuff), Improvised Tools, Interpose, Inventor, Jack-of-All-Trades, Move-By Action, Power Attack, Ranged Attack 2, Set-Up, Skill Mastery 2 (Science, Technology), Teamwork, Ultimate Skill 2 (Science, Technology), Well-Informed

Powers:
"Iron Man Armor" (Flaws: Removable) (Feats: Restricted 2- Only Tony, Remote Control) [101]
Enhanced Strength 10 (20)
Protection 9 (Extras: Impervious 9) (18)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Boot Rockets" Flight 9 (1,000 mph) (18)

"Targetting & Environmental Sensors"
Enhanced Advantages 10: Extraordinary Effort, Improved Aim, Improved Disarm, Improved Initiative, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 3, Withstand Damage (10)
Enhanced Dodge & Parry 2 (4)
"Armor Sensors" Senses 11 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate) (11)

"Repulsor Rays" Blast 12 (Feats: Split, Improved Critical, Variable Energy Descriptor, Penetrating 4) (31) -- (36)
AE: "Repulsor Stun" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Split) (Extras: Ranged, Cumulative) (31)
AE: "Uni-Beam" Damage 12 (Feats: Penetrating 5) (Extras: Area- 30ft. Line) (Flaws: Distracting) (17)
AE: "Electro-Magnetic Pulse" Nullify Technology 12 (Extras: Area- 30ft. Burst, Sustained) (Flaws: Touch Range) (24)
AE: "Sonic Attack" Dazzle Audio 10 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) (20)
AE: "Holographics" Illusion (Visual) 5 (10)
-- (122 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Suit Unarmed +8 (+12 Damage, DC 27)
Repulsor Rays +12 (+12 Ranged Damage, DC 27)
Stun +12 (+10 Ranged Affliction, DC 20)
Uni-Beam +12 Area (+12 Damage, DC 27)
EM Pulse +12 (+8 Nullify, DC 18)
Initiative +6

Defenses:
"Out of Suit" Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +9
"In Suit" Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +12 (+5 Impervious), Fortitude +6, Will +9

Complications:
Power Loss (Uni-Beam)- Tony must wait a few rounds between using the Uni-Beam, to recharge it's power. It also does comparatively less damage up close than it does at range.
Addiction (Alcohol)- Tony is a recovering alcoholic, and could be prone to a relapse.
Relationship (Pepper, Rhodey, Happy)- Tony has a large group of friends, most of whom he's let down or rejected violently at some point.
Weakness (Health)- Tony's health varies based off of the current writer- the second someone wants to "get back to basics" (which is A LOT in comics, for every hero ever), he gets a new health imperfection. A bad heart (Extra Effort leaves him worse off than normal), screwy mechanics that keep him alive (too strong a hit or magnetics does way more damage), etc.
Responsibility (Civil War)- Tony was the face of the Pro-Registration side, and now has to deal with the fallout from that. Many in the super-hero community will not trust him.
Enemy (The Mandarin, The Stane Family)

Total: Abilities: 70 / Skills: 76--38 / Advantages: 24 / Powers: 101 / Defenses: 21 (254)

-And here we come to the Tony Stark build- not any different from last time, though you'll of course see random "upgrades" to each new suit that get shown off a few times, but never appear in other books, or once the new writer takes over.
-They've added a ton of junk to that armor over the years, recently bringing out a ridiculous Extremis armor, which I HATE, because it takes Tony's coolest aspect (an Armored Hero), and just makes him a standard Guy With Powers. That amoung of high-tech stuff is just TOO futuristic, in my opinion. It's a good thing they dumped it and went back to the classics. Tony's various armors have been hit-or-miss: the early two clunky suits- grey & gold, by Jack Kirby, were silly-looking, but Steve Ditko's redesign into a streamlined red & gold suit was boss. It got bigger and more muscular-looking over time (with an unfortunate nose added because someone misunderstood a comment by Stan Lee about him needing one- Stan MEANT that the faceplate was too flat to fit a human nose, but the artist decided to put a big triangular nose dead-centre), culminating with the awesome but super-'80s Silver Centurion suit. SOOOO bulky. The even MORE awesome Black redesign as War Machine was even better, so of course they kept that one around. Why is it that recolouring things black ALWAYS makes them look cooler? Cap, Spidey, Iron Man, Batman... they shoulda made a Black Hulk (well, sorta they almost did in one Defenders story... but it sucked). It shifted to another Red & Gold look, then an awful Yellow & Black one (those colours ONLY work if you're dressed like a giant bee and therefore have stripes), and he's recently even worn a white one that makes him look like a Human iPod.
-Iron Man's build defines a lot of things for my builds in general, so I always like to stat him early-on. He is THE defining "Armor Guy", and everyone else in comics (Steel, Crimson Dynamo, Titanium Man) takes this build and just drops stats in various places. Tony's also effective as a benchmark for PLs- I view him as a resolute PL 12. Alot of others put him higher, but to me, he's always represented that level that was above the obvious baseline characters (ie. PL 10s), and guys like Spider-Man and probably She-Hulk, but was never quite at Thor's stage of the game. Notably, Tony's entire Rogues Gallery aside from The Mandarin was either lower-powered versions of himself (Dynamo, T-Man), or just plain sucky (Whiplash? The Melter? THE UNICORN?). Of course, he's also had like a bazillion upgrades since he debuted in the '60s, yet mysteriously, every time he gets upgraded, he ends up at the same approximate level (he's been below Thor in power after ALL of them, despite often being upgraded greatly). And while powerful, he's about the only Class 100-ish guy I've ever seen who gets hit by Captain America & Spider-Man and goes "OUCH!" Guys like Thor & The Thing just shrug off those punches like nothing, but Tony is all "OW STOP HITTING MEEEE!" (Unarmored Tony once fought his sentient suit and HURT IT WITH A ROCK). I just don't buy him as THAT powerful. He's tough, but not a God.
-Despite reservations about the highness of his PL, Tony's still a great battler overall. PL 12 is pretty damn good (especially since I use PL 9 as a "starter", and PL 10s are better than "regular" heroes), and he's got a lot of tricks up his sleeve. His Armor converts him into a PL 10 melee, PL 12 ranged guy (it boosts his Ranged Attack, Dodge & Parry- he's never been great shakes in melee, but his armor warns him about incoming attacks, and lets him see more effectively, so his aim's better), with either Repulsor Rays (standard Penetrating Blast) or a Uni-Beam (Line Area force, but it's Distracting and needs a recharge). There's a few other side tricks in his array as well, like a Stunning option, and an EM Pulse that disables technology. Now, Tony's the type of guy to whip out a life-saving last-minute upgrade as a side thing (he's nowhere near as bad as Drs. Strange or Fate for it, though), so he usually spends his HP on sudden stunts like "Absorb the Energy into a Counter-Acting Blast" (he did this to Captain Marvel/Photon in one fight), Magnetic Control, Dazzles, or Visual Illusions or somesuch thing.
-And his Skills & Advantages. Tony is smart as hell (though a few notches behind Reed Richards, who seems to understand EVERY Science- Tony specializes), with +22 to Science & Technology, not to mention brilliant at Business (he's re-taken over his company at least twice, and builds companies from the ground-up regularly), Deception & Persuasion. The man is a modern Renaissance Dude. It's no wonder he's a PL 12 (250) monstrosity to deal with- the way they set up the game now, there's almost no way to see Tony coming in as a PC without doing cheap things like Alt-Effecting the Strength off of the Weapons Array (which I generally dislike doing).

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"Iron Man Space Armor" (Flaws: Removable) (Feats: Restricted 2- Only Tony, Remote Control) [93]
Enhanced Strength 10 (20)
Protection 9 (Extras: Impervious 9) (18)
Immunity 7 (Cold, Heat, Radiation, Vacuum, Pressure, Suffocation 2) (7)
"Boot Rockets" Flight 7 (240 mph) (14)
Movement 1 (Space Travel) (2)

"Targetting & Environmental Sensors"
Enhanced Advantages 10: Extraordinary Effort, Improved Aim, Improved Disarm, Improved Initiative, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 3, Withstand Damage (10)
"Armor Sensors" Senses 13 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate, Direction & Distance Sense) (13)

"Repulsor Rays" Blast 12 (Feats: Split, Improved Critical, Variable Energy Descriptor, Penetrating 4) (31) -- (34)
AE: "Repulsor Stun" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Split) (Extras: Ranged, Cumulative) (31)
AE: "Uni-Beam" Damage 12 (Feats: Penetrating 5) (Extras: Area- 30ft. Burst) (Flaws: Distracting) (17)
AE: "Electro-Magnetic Pulse" Nullify Technology 12 (Extras: Area- 30ft. Burst, Sustained) (Flaws: Touch Range) (24)

Quirks: -2 Fighting (-4), -2 Dodge (-2)
-- (112 points)

-Tony's Space Armor is a little different- replacing a rank of Flight with Space Travel. It's slower in the atmosphere, but it can fly outside of it. It also drops the Absorption Blast for Immunity to Vacuums. It's depicted as clunkier and slower, which lowers Tony's accuracy a lot, and loses him the Dodge/Parry bonus. By "Operation: Galactic Storm", he used one that was pretty much like his regular armor with more Life Support, allowing him to keep going for weeks without replacing resources.

---

"Iron Man Hydro Armor" (Flaws: Removable) (Feats: Restricted 2- Only Tony, Remote Control) [95]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious 7) (15)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
Movement 1 (Environmental Adaptation- Water) (2)
"Boot Rockets" Flight 7 (240 mph) (14) -- (15)
AE" Swimming 10 (500 mph) (10)

"Targetting & Environmental Sensors"
Enhanced Advantages 10: Extraordinary Effort, Improved Aim, Improved Disarm, Improved Initiative, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 3, Withstand Damage (10)
Enhanced Dodge & Parry 2 (4)
"Armor Sensors" Senses 13 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate, Direction & Distance Sense) (13)

"Electric Eel Field" Aura 10 (Flaws: Distracting) (30) -- (32)
AE: "Ink Cloud" Concealment 2 (Visual 2) (Extras: Attack, Area- Cloud) (8)
AE: "Manta Ray Torpedos" Blast 10 (Feats: Homing 2) (22)
-- (115 points)

-The Hydro Armor is a little weaker acros the board, but doesn't suffer when underwater.

---

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"Iron Man Stealth Armor" (Flaws: Removable) (Feats: Restricted 2- Only Tony, Remote Control) [92]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious 7) (15)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Boot Rockets" Flight 7 (240 mph) (14)

"Targetting & Environmental Sensors"
Enhanced Advantages 10: Extraordinary Effort, Improved Aim, Improved Disarm, Improved Initiative, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 3, Withstand Damage (10)
Enhanced Dodge & Parry 2 (4)
"Armor Sensors" Senses 13 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate, Direction & Distance Sense) (13)

"Invisibility"
Concealment 5 (Hearing, Visual 4) (Flaws: Limited to Machines) (5)
Concealment 5 (Visual 4) (Flaws: Limited to Humans, Partial) (2)
Enhanced Skills 20: Stealth 10 (+14) (5)

"Repulsor Rays" Blast 12 (Feats: Split, Improved Critical, Variable Energy Descriptor, Penetrating 4) (Flaws: Limited to 3 Uses) (19)
-- (111 points)

-Stealth Armor is really hard to spot, and invisible to machines.

---

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"Hulkbuster Armor" (Flaws: Removable) (Feats: Restricted 2- Only Tony, Remote Control) [100]
"Large Size" Growth 5 (Str & Toughness +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -2 Close Attacks, +1 Speed) -- (15 feet) (8)
Enhanced Strength 9 (total 16) (18)
Protection 8 (Total 15) (Extras: Impervious 15) (23)
Immunity 7 (Cold, Heat, Radiation, Vacuum, Pressure, Suffocation 2) (7)
"Boot Rockets" Flight 5 (60 mph) (10)

"Targetting & Environmental Sensors"
Enhanced Advantages 2: Extraordinary Effort, Withstand Damage (2)
"Armor Sensors" Senses 13 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate, Direction & Distance Sense) (13)

"Repulsor Rays" Blast 15 (Feats: Split, Improved Critical, Penetrating 7) (39) -- (40)
AE: "Uni-Beam" Damage 15 (Feats: Penetrating 7) (Extras: Area- 30ft. Burst) (Flaws: Distracting) (22)
-- (121 points)

-The HulkBuster is a high-powered super-machine, but so big & clunky that Tony only breaks it out for the big fights... like against The Hulk.

OTHER ERAS' ARMORS:
-Tony Stark wasn't ALWAYS a PL 12- in the 1960s, he was downright vulnerable and small-time.

"Iron Man Armor- 1970s & '80s Version" (Flaws: Removable) (Feats: Restricted 2- Only Tony, Remote Control) [92]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious 9) (17)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Boot Rockets" Flight 9 (1,000 mph) (18)

"Targetting & Environmental Sensors"
Enhanced Advantages 10: Extraordinary Effort, Improved Aim, Improved Disarm, Improved Initiative, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 3, Withstand Damage (10)
Enhanced Dodge & Parry 1 (2)
"Armor Sensors" Senses 11 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate) (11)

"Repulsor Rays" Blast 10 (Feats: Split, Improved Critical, Variable Energy Descriptor, Penetrating 4) (27) -- (32)
AE: "Repulsor Stun" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Split) (Extras: Ranged, Cumulative) (31)
AE: "Uni-Beam" Damage 11 (Feats: Penetrating 5) (Extras: Area- 30ft. Line) (Flaws: Distracting) (16)
AE: "Electro-Magnetic Pulse" Nullify Technology 12 (Extras: Area- 30ft. Burst, Sustained) (Flaws: Touch Range) (24)
-- (111 points)

-Tony in the 1970s & '80s was still a very high-end hero, but "only" PL 11. He got one-shotted NUMEROUS times, and had a lot of trouble with some pretty low-grade foes. PL 11 is still enough to trounce goofs like The Raiders and M.A.U.L.E.R., anyways.

"Iron Man Armor- 1960s Version" (Flaws: Removable) [72]
Enhanced Strength 8 (16)
Protection 7 (Extras: Impervious 9) (16)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Boot Rockets" Flight 8 (500 mph) (16)

"Targetting & Environmental Sensors"
Enhanced Advantages 2: Improved Initiative, Ranged Attack 1 (2)
"Armor Sensors" Senses 11 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate) (11)

"Repulsor Rays" Blast 10 (Feats: Split, Improved Critical) (22) -- (23)
AE: "Uni-Beam" Damage 10 (Feats: Penetrating 5) (Extras: Area- 30ft. Line) (Flaws: Distracting) (15)
-- (90 points)

-Iron Man in the '60s was a mere PL 10 hero... but of course back then, EVERYONE was weaker. He loses a lot of "modern" upgrades like advanced Targeting Computers, or much in the way of Alternate Effects, but he does alright. His suit only offered him a +10 Toughness bonus, and was known to blink out on occasion- at one point, Namor slammed right into him, nearly breaking the part of the armor that protected Tony's chest-injury.


WAR MACHINE (James Rhodes, aka Iron Man II)
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #118 (Jan. 1979), #170 (May 1983- as Iron Man), #282 (Sept. 1992- as War Machine)
Role: Powersuit Guy, Flying Brick/Blaster, Replacement Black Guy, EXTREEEME Replacement, Vitriolic Best Buddy, Black Best Friend
Group Affiliations: The Avengers, S.H.I.E.L.D., Force Works, Sentinel Squad O*N*E, U.S. Marine Corps, The Crew, The Initiative
Avengers Grade: B-Level
PL 11 (222)
STRENGTH
3/12 STAMINA 4 AGILITY 3
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+7, +16 Armor)
Close Combat (Unarmed) 1 (+10)
Deception 4 (+6)
Expertise (Business) 6 (+8)
Expertise (Military) 9 (+11)
Insight 4 (+6)
Intimidation 8 (+10)
Investigation 4 (+6)
Perception 6 (+8)
Stealth 2 (+5)
Technology 5 (+7)
Vehicles 9 (+14)

Advantages:
All-Out Attack, Diehard, Equipment (Gear in Suit- Radio & stuff), Improved Aim, Improved Critical (Blasts) 2, Improved Smash, Interpose, Move-By Action, Power Attack, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 6, Teamwork

Powers:
"War Machine Armor" (Flaws: Removable) (Feats: Restricted 2- Only Rhodey, Remote Control) [99]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious 9) (17)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Boot Rockets" Flight 9 (1,000 mph) (18)

"Targetting & Environmental Sensors"
Enhanced Advantages 4: Extraordinary Effort, Improved Disarm, Improved Initiative, Withstand Damage (4)
Enhanced Dodge 2 & Parry 1 (3)
"Armor Sensors" Senses 13 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate, Direction & Distance Sense) (13)

"Guns Aplenty" Blast 11 (Extras: Multiattack) (36) -- (41)
AE: "Repulsor Rays/Flamethrower/Heat-Seekers" Blast 11 (Feats: Split, Variable Energy Descriptor, Homing 2, Penetrating 4) (30)
AE: "Uni-Beam" Damage 11 (Feats: Penetrating 5) (Extras: Area- 30ft. Line) (Flaws: Distracting) (16)
AE: "Electro-Magnetic Pulse" Nullify Technology 8 (Extras: Area- 30ft. Burst, Sustained) (Flaws: Touch Range) (24)
AE: "Shoulder-Mounted Rocket Launcher" Blast 11 (Extras: Area- 30ft. Burst) (33)
AE: "Gauntlet Blade" Strength-Damage +1 (Feats: Penetrating 4) (5)
-- (120 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Suit Unarmed +10 (+12 Damage, DC 27)
Gauntlet Blade +9 (+13 Damage, DC 28)
Repulsor Rays +11 (+11 Ranged Damage, DC 26)
Guns +11 (+11 Ranged Damage, DC 26)
Rocket Launcher/Uni-Beam +11 Area (+11 Damage, DC 26)
EM Pulse +8 Area (+8 Nullify, DC 18)
Initiative +7

Defenses:
"Out of Suit" Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +4, Fortitude +7, Will +7
"In Suit" Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12 (+5 Impervious), Fortitude +7, Will +7

Complications:
Relationship (Tony Stark)

Total: Abilities: 60 / Skills: 62--31 / Advantages: 19 / Powers: 99 / Defenses: 14 (222)

-DC had John Stewart, and Marvel brought in Jim Rhodes to replace Tony Stark. Both had the same idea- take a hero whose identity was based around a Device, and thus could be used by anyone, which made him the most likely candidate to be replaced by a black guy. Initially, Rhodey (introduced four years earlier as Tony's personal pilot) was just Iron Man, and acted like he had always been Iron Man. However, by the '90s, Marvel was into a VERY DC-esque kick (if you believe John Byrne's rants on his forum, he blames that on Marvel hiring a bunch of writers brought up on DC's stories of multiple versions of each hero) of each hero having a darker, more rage-filled version, and so Jim Rhodes got brought into the West Coast Avengers as "War Machine", in a BAD ASS black armor with lots and LOTS of guns. Taking it to the EXTREME, or something (one Nick Fury bio-card actually talks about him being "so full of rage"). Me, I just though the shoulder rocket launcher and multiple guns were the coolest thing EVER, but I was like twelve.
-Being the "Also Ran" Iron Man means that Rhodes gets replaced quickly, gets his ass kicked alot, and frequently gets called in to whatever big idea Tony has now. This includes The Initiative and Civil War, where he's a prime toady, even though usually Rhodes is the moralistic one getting Stark to calm down. But hey, it's a living. The mid-'90s were less kind, and even today, Rhodey farts about, not really doing too much, and always showing up in books that get cancelled quickly. He's gone all over the place, as well as going on one of those Sentinel O*N*E suits, as Marvel desperately tries to find a spot for the guy. But really- he'll always be the U.S. Agent to Tony's Cap, because that's how it is for replacements. Always has been, always will be. Rhodes can be a good character when they're actually trying with him, but they usually just kinda toss him out there.
-Hell, he's quit Stark Enterprises something like TEN TIMES over the years, always when a new writer switch demands he go into another Limited Series or the new Iron Man writer just doesn't need him. He gained an alien suit of armor for a while, and he got a newly-created sister we'd never heard of before (she died in the same story- The Crew a short-lived "all the black guys" book that I read for a bit, before dropping because it DIDN'T ACTUALLY SEEM TO BE GOING ANYWHERE). Then he got turned into a cyborg and became Stark's go-to guy during The Fifty State Initiative. Then he got placed into a clone body so I guess he's not a cyborg anymore (his Wikipedia page is REALLY LONG).
-The War Machine armor is basically the same as Iron Man's standard armor, with some modifications to the Repulsor array. The Repulsors are less powerful, in exchange for getting more out of the Variable Descriptor, allowing Rhodes to do all those flame blasts and electro-shocks or whatever that he's been shown having (tech guys can be as annoying as mages for just pulling stuff out of their asses), as well as firing Homing Rockets. War Machine is a PL 11, losing power in the Area Attacks as well, but being more versatile, with an explosive Burst Area Rocket Launcher, a Multiattack Blast, and even a Gauntlet Blade for extra melee damage. As a whole, he's much cheaper than Tony by virtue of being only a standard smart guy rather than a super-genius, but most of his Combat Advantages exist outside the Armor set-up, allowing him to use them whenever he wants (he would beat the CRAP out of Stark in hand-to-hand). Notably, he's +11 at Range regardless of how his suit's working.

Eidolon Warwear:
Enhanced Strength 9 [18]
Protection 8 (Extras: Impervious 9) [17]
Immunity 10 (Life Support) [10]
"Boot Rockets" Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel) [2]

"Targetting & Environmental Sensors"
Enhanced Advantages 4: Extraordinary Effort, Improved Disarm, Improved Initiative, Withstand Damage [4]
"Full Battle Mode" Enhanced Dodge 2 & Parry 1 [3]
"Armor Sensors" Senses 13 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate, Direction & Distance Sense) [13]

"Right Arm- Blaster" Blast 11 (Extras: Penetrating 8) (30) -- [31]
AE: "Left Arm- Blade" Strength-Damage +2 (Extras: Penetrating 6) (8)

"Unskin Drones" Summon Robots 2 (Extras: Multiple Minions +8) (Flaws: Feedback) [18]
-- (134 points)

-Partway through his 1990s series (in 1995), War Machine got a suit of alien bio-armor called the Eidolon Warwear, allowing him to basically form the suit around himself (making it a Power, not a Device). The suit makes him cost 256 points.

-A later suit from a 2007 series allowed him to "merge" with other technology (like tanks and jets & stuff) and gain some Regeneration on the suit. Another version includes some Stealth capabilities like Camouflage (Partial Concealment). Plus there's one with the ability to go Insubstantial 4, Concealment from all mechanical systems, etc. Like Tony, there can be a lot of variable traits put onto any armor, and who knows how many of them will be forgotten by the time the next writer comes along?

THE MELTER (Bruno Horgan)
Created By:
Stan Lee & Sam Rosen
First Appearance: Tales of Suspense #27 (Nov. 1963)
Role: Joke Villain
Group Affiliations: The Masters of Evil, The Death Squad
PL 8 (99), PL 9 (99) to Metal
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 5 (+5)
Experitse (Munitions) 8 (+12)
Intimidation 4 (+4)
Ranged Combat (Melters) 2 (+8)
Technology 5 (+9)

Advantages:
Improved Aim, Improved Critical (Melting Gun), Ranged 2

Powers:
"Melter Armor" (Flaws: Removable) [32]
"Melting Beam" Blast 8 Linked to Weaken Toughness 10 (Extras: Ranged) (Flaws: Affects Objects Only +0) (36)
Protection 3 (3)
-- (39 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Melting Beam +8 (+8 Ranged Damage & +10 Ranged Weaken, DC 23 & 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3 (+6 Armor), Fortitude +5, Will +3

Complications:
Motivation (Revenge on Tony Stark)

Total: Abilities: 38 / Skills: 26--13 / Advantages: 4 / Powers: 32 / Defenses: 12 (99)

-This guy's a rival muntions maker that went out of business after his cost-cutting went too far, and Tony Stark got all his sweet contracts. In revenge, he built a suit that could destroy and "melt" all metals, requiring Tony to use his head to win. See, now THAT's another Stan trait to be certain: the villains who counteract the hero so perfectly they have to use their genius to win the day. The Melter could originally only melt Iron (so Tony built a temporary suit out of aluminum... it was the '60s, folks), then metals, and could finally melt lots of stuff, joining groups like The Masters of Evil on a few occasions. Later, he joins the Death Squad in the contest arranged by the Black Lama- his allies are Whiplash & The Man-Bull; later, he's an employee of Justin Hammer. By this point, he had basically been downgraded from Potentially-Dangerous Threat (his "Melting" was almost a One-Shot-Win device) into a pure Jobber Villain- a total weakling joke. His credibility gone, he became one of the oldest and most-used villains sacrificed to The Scourge of the Underworld.
-The Melter's a pretty smart guy, but a total one-noter- it's a standard Blast with the Disintegration trappings on top of it, but it's limited to Objects and not people. So he can hurt people with the Melting Ray, but it will only MELT stuff like Armor or other Devices. This makes him PL 9 as far as that goes, but he's PL 8 normally (and even lower defensively), and pretty much an aimless jobber.

THE UNICORN (Milos Masaryk)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspense #56 (Aug. 1964)
Role: Joke Villain, Lame Iron Man Baddie
Group Affiliations: The Maggia, The KGB
PL 10 (159)
STRENGTH
9 STAMINA 5 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+9)
Deception 6 (+8)
Intimidation 4 (+6)
Investigation 6 (+8)
Technology 4 (+6)
Vehicles 3 (+7)
Investigate 5 (+7)
Expertise (History) 4 (+6)
Expertise (KGB Agent) 6 (+8)
Perception 5 (+7)
Stealth 2 (+5)

Advantages:
Diehard, Great Endurance, Improved Aim, Improved Critical (Horn Blast) 2, Languages (Various), Power Attack, Ranged Attack 4

Powers:
"Physical Enhancements"
Protection 6 (Extras: Impervious 11) [17]

"Unicorn Helmet" (Flaws: Removable) [20]
"Radiation Control" Blast 11 (Feats: Variable Descriptor- Any Radiation) (23) -- (24)
AP: Move Object 6

"Rocket Belt" (Flaws: Removable) [8]
Flight 5 (10)

Offense:
Unarmed +9 (+9 Damage, DC 24)
Radiation Blast +8 (+11 Ranged Damage, DC 26)
Initiative +2

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

Complications:
Enemy (Iron Man)
Responsibility (Will Go Insane)- The Unicorn's mind is frequently not his own, causing him to lose all his mental bonuses.

Total: Abilities: 70 / Skills: 46--23 / Advantages: 11 / Powers: 45 / Defenses: 10 (159)

-The Unicorn is so minor I'd never even heard of him- it took a random Handbook of the Marvel Universe comic to feature a full-page bio of this guy. Turns out he's some random ex-Soviet spy who's been betrayed by his government and is now a mercenary/super-villain who often gets brought up against OTHER villains, and he's given Iron Man trouble from time-to-time. He's died and a few others have taken his place over the years, one of which joined the Masters of Evil.
-He debuted as a generic one-off meant to hunt down the original Crimson Dynamo, who'd defected. Using the Dynamo's own inventions as The Unicorn, he managed to escape Iron Man. After this, he kind of becomes a minor recurring villain (showing up at Reed & Sue's wedding, working for Count Nefaria to fight the X-Men, and more. He ends up with "molecular deterioration" and starts working for various villains in the hopes of being cured, and is then possessed by The Mandarin's consciousness. He is finally cured by Rita "Yellowjacket" DeMara, but the process drives him INSANE, and he beomces a weird crazy guy, eventually gaining a disgusting third-eye coming from a stalk in the middle of his forehead. His use after that point was pretty minor.
-A second Unicorn has a tentacled eye and was a member of the Russian team Remont 4- he is captured by the third Titanium Man and de-powered. Named Yegor Balinov, he is forced to join Baron Zemo's Thunderbolts, then joins a bunch of Russian characters in the "Remont 6". A third Unicorn (Aaidan Blomfield) joins the super-villain group "Stockpile", but gets beaten by Iron Man & War Machine. Another is part of Roderick Kingsley's "Villain Franchise", just being some regular crook given a suit.
-I was kinda expecting a D-Leaguer like this guy to be a PL 9 joke-threat, but his bio explicitly has him go up against Iron Man on good terms several times, so I put him at PL 9.5- a more reasonable number for a guy who kinda sucks, but is certainly no joke in combat. This is a later version of the character, modified with Super-Strength and durability (enough to withstand Iron Man's Repulsor Rays), alongside a very powerful Blast effect and Flight, so he comes out to well over PL 10's caps on points. He's also got the smarts of a KGB agent (though his super-strength eventually drove him foolishly insane) to go with his power, so he's not a totally trivial foe.

THE MANDROIDS (Standard Mooks)
Created By:
Roy Thomas & Neal Adams
First Appearance: The Avengers #94 (Dec. 1971)
Role: Elite Mooks
Group Affiliations: Various Criminals, S.H.I.E.L.D.
PL 7 (93)
STRENGTH
2/9 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Goon) 5 (+5)
Insight 1 (+1)
Intimidation 4 (+4, +5 Size)
Investigation 2 (+2)
Perception 3 (+3)
Technology 2 (+2)
Vehicles 5 (+5)

Advantages:
Equipment (Radio, Gear), Power Attack, Ranged Attack 5, Teamwork

Powers:
"Mandroid Armor" (Flaws: Removable) [48]
Enhanced Strength 4 (8)
Protection 2 (Extras: Impervious 7) (9)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
Senses 8 (Infravision, Sonar- Accurate Ultra-Hearing, Radar- Accurate Radius Ranged Radio Sense) (8)
Growth 3 (Str & Toughness +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Lasers" Blast 9 (Feats: Split, Variable- Various Energy Types) (20) -- (22)
AE: "Neuro-Stunners" Affliction 9 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (18)
AE: "Tractor Beam" Move Object 7 (Flaws: Limited to Towards or Away) (7)
-- (59 points)

Offense:
Unarmed +4 (+9 Damage, DC 24)
Blasts +5 (+9 Ranged Damage, DC 24)
Neuro-Stunners +5 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +5 (+4 Armor, DC 14), Parry +5 (+4 Armor, DC 14), Toughness +3 (+8 Armor, +4 Impervious), Fortitude +3, Will +0

Total: Abilities: 22 / Skills: 22--11 / Advantages: 8 / Powers: 48 / Defenses: 4 (93)

-Mandroids show up less often than the Guardsmen, but still make appearances as the top-dog mooks of the Marvel Universe. They're big, strong, tough and have high-powered weaponry, so it makes a much better visual when the New Warriors or somebody pummels a bunch of them. They don't show up too much anymore, along with most of the other "Armor Guys", but they were pretty cool for their time. They're notable that despite being created for S.H.I.E.L.D. use, they've become FAR more iconic as two or three supervillain mooks who've apparently just stolen the suits from the good guys- this is probably because in their DEBUT, they were used by some corrupt government officials to battle The Avengers. And in dozens of other stories, they've fought Spider-Man, Spider-Woman I, the She-Hulk, The New Warriors, The X-Men (when Moses Magnum was using them), and more. See, now remember when Tony Stark pulled the "Armor Wars" because he was afraid of evil people using his Armor for their own means? Well, turns out he was right.
-Mandroids are elite Goons, being PL 7 overall, about as good as a REALLY bad Serpent Society or Zodiac Cartel member (Boomslang had better watch out), which fits. They're not elite enough to beat most any heroes solo, but three against one? THEN you've got a brawl. As a big suit of Armor, it gives them Strength 9 (in Armor Wars, a Mandroid one-arms a frickin' CAR at Iron Man- a feat way beyond Spider-Man or a comparable tough guy), boosting them further. They're basically like better versions of Guardsmen, being much bigger and tougher-looking, with more versatile Blasts. Some Mandroids seem weaker, some stronger (the first batch got the "New Villain Push" of beating up actual AVENGERS until Iron Man used his knowledge of their systems against them), so feel free to modify as-needed- they went all the way up to Mark X in the comics (with some packing ridiculously-gigantic '90s-style Guns), but usually default in a case of "Back-To-Basics Syndrome" back to the original design.

GUARDSMAN I (Kevin O'Brien)
Created By:
Allyn Brodsky & Don Heck
First Appearance: Iron Man #31 (Nov. 1970)
Role: Side Character, D-Level Suit Guy/Inventor
Group Affiliations: Stark Industries
PL 8 (129)
STRENGTH
2/10 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 6 AWARENESS 2 PRESENCE 2

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

Advantages:
Equipment (Radio), Improved Aim, Ranged Combat 5

Powers:
"Guardsman Armor" (Flaws: Removable) [48]
Enhanced Strength 8 (16)
Power-Lifting 1 (40 tons) (1)
Protection 7 (7)
Flight 7 (250 mph) (14)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
"Repulsor Rays" Blast 8 (Feats: Split) (17)
-- (60 points)

Offense:
Unarmed +6 (+10 Damage, DC 25)
Repulsor Rays +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+10 Armor), Fortitude +5, Will +4

Complications:
Responsibility (Being Controlled by Armor)- The Guardsman Armors is slowly driving O'Brien mad, causing him to hate his employer, Tony Stark, and covet Stark's girlfriend Marianne.

Total: Abilities: 54 / Skills: 26--13 / Advantages: 7 / Powers: 48 / Defenses: 7 (129)

-Yeah, poor Guardsman here kinda got the shaft as far as character's fates go. He was an Iron Man supporting character- an inventive genius who designed his own suit of Armor, and eventually became one of those who knew Tony & Iron Man were one and the same. Despite a pretty cool name, and a rare position as an "Armor Guy" who was an ALLY of Tony's, he went nuts under the control of his own armor, and was eventually killed by Tony during a big scuffle when his power supply went up. He ended up giving his name to a whole LINE of Guardsmen.
-Guardsman I had a pretty good set of Armor, but only got a tiny bit of use out of it before he died, so I decided to make him a PL 8- he's below most professional heroes (or even PL 8.5 guys like Stingray, who is similarly not a regular-time super-hero), but he's very much a "Solid NPC with a Kick-Ass Device" type of character who had more potential. With some higher stats and fighting ability, he could be a major threat, but as a whole he was just a Sidekick type to Tony.

GUARDSMAN II (Michael O'Brien)
Created By:
Len Wein & Herb Trimpe
First Appearance: Iron Man #82 (Jan. 1976)
Role: Side Character, D-Level Suit Guy
Group Affiliations: The Iron Legion, Project: Pegasus, The Vault
PL 8 (124)
STRENGTH
2/10 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Police Officer) 5 (+8)
Insight 2 (+4)
Intimidation 3 (+6)
Investigation 5 (+7)
Perception 3 (+5)
Technology 2 (+5)
Vehicles 2 (+5)

Advantages:
Equipment (Radio), Improved Aim, Ranged Combat 5

Powers:
"Guardsman Armor" (Flaws: Removable) [48]
Enhanced Strength 8 (16)
Power-Lifting 1 (40 tons) (1)
Protection 7 (7)
Flight 7 (250 mph) (14)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
"Repulsor Rays" Blast 8 (Feats: Split) (17)
-- (60 points)

Offense:
Unarmed +6 (+10 Damage, DC 25)
Repulsor Rays +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+10 Armor), Fortitude +5, Will +4

Complications:
Responsibility (Being Controlled by Armor)- The Guardsman Armor can cause the user to go insane.

Total: Abilities: 50 / Skills: 24--12 / Advantages: 7 / Powers: 48 / Defenses: 7 (124)

-Kevin turned out to have a brother, Michael, who attempted to avenge Kevin's death by killing Stark- he also went kinda nuts under the armor's influence, but he got over it. He did some stuff where he often did the job to the villain to make Tony look better for beating the guy (the same role Hercules used to play in Thor comics). Eventually, Michael became the head of Project: Pegasus (a research facility constantly under attack by supervillains... I'm pretty sure their sole reason to exist was to be an easily-escapable prison for Space Villains and a target for terrestrial villains), and Avengers Security Chief. He has mostly the same stats as Kevin, but replaces the Genius aspects with the abilities of a Police Detective (Investigation & Expertise- Police Officer).

THE GUARDSMEN (Standard Vault Guards)
Created By:
Steve Englehart, Danny Fingeroth, Mark Gruenwald & Steve Ditko
First Appearance: Avengers Annual #15 (1986)
Role: Heroic Version of Mooks, Sacrifices for Villains
Group Affiliations: The Vault
PL 6 (83)
STRENGTH
2/7 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Guard) 5 (+5)
Insight 1 (+1)
Intimidation 4 (+4)
Investigation 2 (+2)
Perception 3 (+3)
Technology 2 (+2)
Vehicles 5 (+5)

Advantages:
Equipment (Radio, Gear), Ranged Attack 5, Set-Up, Teamwork

Powers:
"Guardsman Armor" (Flaws: Removable) [36]
Enhanced Strength 5 (10)
Power-Lifting 1 (6 tons) (1)
Protection 3 (3)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
"Repulsor Rays" Blast 6 (Feats: Split) (13)
Flight 6 (120 mph) (12)
-- (44 points)

Offense:
Unarmed +5 (+7 Damage, DC 22)
Repulsor Rays +5 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+6 Armor), Fortitude +3, Will +1

Complications:
Responsibility (The Vault)

Total: Abilities: 24 / Skills: 22--11 / Advantages: 8 / Powers: 36 / Defenses: 4 (83)

-The Guardsmen were a very big part of Marvel in the 1990s, essentially giving Marvel Comics a legion of semi-super-powered Mooks who came from "The Vault", a prison specifically for super-villains- like Arkham Asylum, but only for super-powered people. Still just as easy to escape, and Guardsmen went down as easily as any Arkham guard. It was effective because their facemasks made it so their deaths were a little less horrific than a uniformed police officer, because we wouldn't have to see their expressions when they died, and they became a little more "inhuman" (similar reasons were made for the Stormtroopers in Star Wars or why most fantasy-themed enemies are inhuman Orcs & Goblins). They were just powerful enough to be killed two or three at a time and make it look cool, and it gave alot of stories some significance when Guardsmen showed up en masse to arrest the villain after Spidey beat him up or something. The concept was eventually retired in the mid-90s, after the guys and "The Vault" as a whole were devalued thanks to constant break-outs (the creators more or less admit it was a bad idea to start with- the inevitable break-outs made it look ridiculous immediately).
-This is the mass-marketed version of the PL 8 Guardsman Armor. They're not TOO powerful, but have the standard "Iron Man Armor" in it's baby version, making your average well-rounded supporting mook a PL 5.5-6 Fighter/Blaster. Iron Man (at his PL 11-ish 1980s self) manhandled six or seven of them at once. Sure, he had a super-weapon that disabled any of them with a touch, but he acted as if they stood absolutely no chance (their Repulsors "can't hurt" him). They went down in droves to any villain with even the most remote level of power (Hag and Troll? Seriously?), so they're still Mooks, no matter how powerful their Armor is supposed to be.


THE VAULT:
First Appearance:
Avengers Annual #15 (1986)
Role: Easily-Escapable Super-Jail

-A very "Gruenwaldian" idea, The Vault represents the kind of thing that would probably happen in the real world if super-powered people existed- a prison for super-villains. Though of course in its debut it was used as a prison to hold all of the Avengers when they were framed for stuff. And while it was a solid idea, it was also doomed to failure- the very nature of superhero comics states that villains must constantly-return. So if you throw them into a big named Super-Jail, the characters nonetheless MUST ESCAPE, leading to breakout after breakout. In book after book. I mean, I'd only read comics for a couple of years as a kid before getting out of it to a degree, and even *I'D* read about fifty comics featuring Vault breakouts (or at least people escaping during transport). Pretty soon, the place had less credibility than Arkham.
-Eventually, eleven years after its introduction, about 9,000 regular breakouts and four MASS breakouts, The Vault was destroyed in the ultra-minor Heroes For Hire book, having been blown up by the U-Foes. Some writers have since admitted that it was a mistake to introduce a "Super-Jail", as it would inevitably result in being devalued thanks to all of the guys escaping. Naturally, comics would use facilities AFTERWARDS (well, you really DO need stuff like that in comics), but they'd be more-numerous and thus not get devalued as badly- The Raft, The Big House, The Cage, Prison 42 in the Negative Zone, and more have been introduced.

RAIDER 1
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #145 (April 1981)
Role: Flying Pirates
Group Affiliations: The Raiders
PL 8 (132)
STRENGTH
2/7 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+8)
Expertise (Criminal/Pirate) 6 (+7)
Insight 1 (+2)
Intimidation 5 (+6)
Investigation 2 (+3)
Perception 4 (+5)
Technology 2 (+3)
Vehicles 5 (+5)

Advantages:
Equipment (Radio, Gear), Improved Aim, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 8, Set-Up, Teamwork

Powers:
"Raider 1 Armor" (Flaws: Removable) [60]
Enhanced Strength 5 (10)
Power-Lifting 1 (6 tons) (1)
Protection 5 (Extras: Impervious 7) (12)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
Flight 7 (250 mph) (14)

"Weapon Array"
"Acid" Blast 6 Linked to Weaken Toughness 6 (Extras: Ranged, Affects Objects) (30) -- (32)
AE: "Bullets" Blast 8 (Extras: Multiattack) (24)
AE: "Lasers" Blast 9 (Extras: Penetrating) (Inaccurate -1) (26)
-- (74 points)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Bullets +8 (+8 Ranged Damage, DC 23)
Lasers +6 (+9 Ranged Damage, DC 24)
Acid +8 (+6 Ranged Blast & Weaken, DC 21 & 16)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Armor, +4 Impervious), Fortitude +5, Will +2

Complications:
Motivation (Greed)
Enemy (Iron Man)

Total: Abilities: 36 / Skills: 26--13 / Advantages: 14 / Powers: 60 / Defenses: 9 (132)

RAIDER 2
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #145 (April 1981)
Role: Flying Pirates
Group Affiliations: The Raiders
PL 9 (141)
STRENGTH
2/7 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+8)
Expertise (Criminal/Pirate) 6 (+7)
Insight 1 (+2)
Intimidation 5 (+6)
Investigation 2 (+3)
Perception 4 (+5)
Technology 2 (+3)
Vehicles 5 (+5)

Advantages:
Equipment (Radio, Gear), Improved Aim, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 8, Set-Up, Teamwork

Powers:
"Raider 2 Armor" (Flaws: Removable) [45]
Enhanced Strength 5 (10)
Power-Lifting 1 (6 tons) (1)
Protection 5 (Extras: Impervious 7) (12)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
Flight 7 (250 mph) (14)
"Energy-Dampening Shields" Enhanced Dodge 2 & Parry 2 (Extras: Sustained +0) Linked to Immunity 20 (Energy Damage) (Extras: Sustained +0) (Flaws: Limited to Half-Effect) (14)
-- (56 points)

"Weapon Array" (Flaws: Easily Removable) [26]
"Energy-Siphoning Net" Affliction 8 (Strength or Sleight of Hand; Hindered, Vulnerable & Impaired Power/Restrained, Immobile & Disabled Powers/Transformed to Energy-less) (Feats: Homing 2) (Extras: Ranged, Extra Condition +2, Progressive +2) (Flaws: Limited to a Few Uses) (42 points)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Net +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +6 (+8 Shield, DC 18), Parry +8 (+10 Shield, DC 20), Toughness +3 (+8 Armor, +4 Impervious), Fortitude +5, Will +2

Complications:
Motivation (Greed)
Enemy (Iron Man)

Total: Abilities: 36 / Skills: 26--13 / Advantages: 14 / Powers: 71 / Defenses: 7 (141)

RAIDER 3
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #145 (April 1981)
Role: Flying Pirates
Group Affiliations: The Raiders
PL 8 (131)
STRENGTH
2/7 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+8)
Expertise (Criminal/Pirate) 6 (+7)
Insight 1 (+2)
Intimidation 5 (+6)
Investigation 2 (+3)
Perception 4 (+5)
Technology 2 (+3)
Vehicles 5 (+5)

Advantages:
Equipment (Radio, Gear), Improved Aim, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 8, Set-Up, Teamwork

Powers:
"Raider 2 Armor" (Flaws: Removable) [59]
Enhanced Strength 5 (10)
Power-Lifting 1 (6 tons) (1)
Protection 5 (Extras: Impervious 7) (12)
Immunity 5 (Radiation, Suffocation 2, Pressure, Vacuum) (5)
Flight 7 (250 mph) (14)

"Weapon Array"
"Sonic-Wave Amplifier" Blast 10 (Feats: Split, Improved Critical) (Extras: Penetrating) (Inaccurate -1) (31)
-- (73 points)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Bullets +8 (+8 Ranged Damage, DC 23)
Lasers +6 (+9 Ranged Damage, DC 24)
Acid +8 (+6 Ranged Blast & Weaken, DC 21 & 16)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Armor, +4 Impervious), Fortitude +5, Will +2

Complications:
Motivation (Greed)
Enemy (Iron Man)

Total: Abilities: 36 / Skills: 26--13 / Advantages: 14 / Powers: 59 / Defenses: 9 (131)

-I would've never seen The Raiders without reading Armor Wars story in the Iron Man '80s run of Michelinie (aka "that guy who created all those damn Symbiotes") and Layton. They're basically a bunch of Armored hired guns who go around stealing junk or fighting Iron Man at the behest of their superiors. In Armor Wars, Tony neutralizes them because of their Armor being based off of his own designs, thus he feels responsible for their crimes. They're basically among the Mookiest of Mooks, lacking even rean names- they're just some faceless guys in fairly decent Armor, designed to harass Iron Man once or twice. They vanished for over a decade after Tony beat them up there, showing up again as "we're hired to stomp on you"-type hired jobbers.
-The Raiders are just jobbers, but at PL 8 and a fairly-expensive set-up, they're one-note Blaster/Powersuit Guys who aren't so tough, but are pretty dangerous in tandem. After all, three PL 8s at once can give even someone like Iron Man a challenge when they start teaming up. The three Raiders are mostly identical in set-up, except for their individual weapons. Raider 1 has a multi-weapon array of Blasts (a powerful, less-accurate Laser, Automatic Bullets, and a Ranged Acid attack). Raider 2 has a very dangerous Ranged Snare Weapon (unlike the others, it can be removed with a casual Disarming) that also Drains Energy, going along the Transformed & Disabled path in addition to Snaring, as well as Energy Shields that suck up all the energy from Iron Man's Repulsor Rays (effectively Shields with a Half-Immunity to Energy). This makes him a PL 9 fighter defensively, but only to Ranged Attacks. Lastly, Raider 3 fires a simple, more powerful Blast, making him the most limited, but most damaging member of the team. Iron Man would STOMP any one of them by himself, but a trio is actually rather dangerous, especially since one has a Snare.

M.A.U.L.E.R. (Brendan Doyle, aka "Mobile Armored Utility Laser-Guided E-Beam, Revised")
Created By:
David Michelinie & Frank Miller
First Appearance: Iron Man #156 (March 1982)
Role: D-League Armored Villain
Group Affiliations: The Deathspawn, International Contractors Unlimited, The Translords
PL 9 (137)
STRENGTH
2/9 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 4 (+5)
Expertise (Mercenary) 5 (+6)
Intimidation 5 (+6)
Technology 5 (+6)
Vehicles 4 (+6)

Advantages:
Improved Aim, Move-By Action, Power Attack, Ranged Attack 7

Powers:
"M.A.U.L.E.R. Armor" (Flaws: Removable) [66]
Enhanced Strength 7 (14)
Protection 8 (Extras: Impervious 7) (15)
Flight 7 (250 mph) (14)
Immunity 6 (Heat, Cold, Radiation, Pressure, Suffocation, Drowning) (6)
Senses 1 (Infravision) (1)

"Laser Cannon" Blast 10 (Feats: Improved Critical) (Extras: Penetrating 8) (29) -- (31)
AE: "Electron Particle Gun" Blast 9 (Extras: Multiattack) (27)
AE: "Electrical Shock" Damage 10 (10)
-- (82 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Armored +8 (+9 Damage, DC 24)
Electrical Shock +8 (+10 Damage, DC 25)
Laser Cannon +7 (+10 Ranged Damage, DC 25)
Particle Gun +7 (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+10 Armor), Fortitude +5, Will +3

Complications:
Motivation (Greed)- If Brendan isn't getting paid, then he isn't fighting. When Tony Stark came looking for the M.A.U.L.E.R. Armor during the "Armor Wars", Brendan simply GAVE it too him- no sense fighting over it!

Total: Abilities: 38 / Skills: 24--12 / Advantages: 10 / Powers: 66 / Defenses: 11 (137)

-The MAULER Armor (Mobile Armored Utility Laser-guided E-Beam, Revised--- whatever the hell that means) has shown up a handful of times as a really minor-league set-up for villains to use. Initially used by a one-shot Daredevil foe, fighting against his boss' company (he died in his first issue), it was segued to an Iron Man villain's suit after DD recurring nuisance Turk tried to use it once, to no avail. Brendan Doyle wore it in Iron Man, and continues on as a bit of a Journeyman, fighting Spider_man & Wonder Man. A recurring element features him rying to get his estranged young son.
-Doyle was beaten in Armor Wars pretty casually, and after that continues languishing in obscurity, coming to fight Alpha Flight & The Avengers (this was during the Civil War. One recent comic features him being easily-beaten by Hyperion in an Avengers fill-in issue. But all in all, the guy's a total Jobber with zero cred.
-Power Armor guys can be pricey, especially once they start modifying their Strength, Toughness and add on powerful Blasts & Flight capabilities, and this guy's no exception. He actually fulfills a pretty decent, well-balanced PL 9 (135) build, with some pretty decent options in combat (Electric Shock, punching, Multiattack or Penetrating Blasts). Some are PL 8.5 (like his Ranged Weapons), but defensively he's PL 9. He's still no match for somebody on IRON MAN's level, to be sure, but even someone like Spidey or Cap would have some trouble bringing a fairly tough guy like this down. He'd be a bit more effective if he picked another recurring foe.

IRON MONGER (Obadiah Stane)
Created By:
Dennis O'Neil & Luke McDonnell
First Appearance: Iron Man #163 (Oct. 1982)
Role: Mirror Image Enemy, Master Manipulator
PL 11 (188)
STRENGTH
1/12 STAMINA 3 AGILITY 0
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 7 AWARENESS 3 PRESENCE 4

Skills:
Deception 10 (+14)
Expertise (Business) 6 (+13)
Insight 5 (+8)
Intimidation 3 (+7)
Perception 2 (+5)
Persuasion 6 (+10)

Advantages:
Benefit 5 (Wealth- Billionaire), Daze (Deception), Fascination (Deception), Ultimate Business Skill

Powers:
"Iron Monger Armor" (Flaws: Removable) [98]
Enhanced Strength 11 (22)
"Omnium Steel" Protection 9 (Extras: Impervious 9) (18)
"Turbine Boot Jets" Flight 7 (250 mph) (14)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Armor Sensors" Senses 11 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate) (11)

"Circuits Breaker" Blast 11 (Feats: Increased Range 2) (Extras: Area- 30ft. Burst) (35) -- (37)
AE: "Repulsor Rays" Blast 11 (Feats: Split) (23)
AE: "Chest Laser" Blast 13 (Inaccurate -1) (25)

"Targetting & Environmental Sensors"
Enhanced Advantages 12: Improved Aim, Improved Initiative, Ranged Attack 10 (12)
Enhanced Dodge 2 (2)
-- (122 points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Powersuit Unarmed +6 (+12 Damage, DC 27)
Repulsor Rays +9 (+11 Ranged Damage, DC 26)
Chest Laser +7 (+13 Ranged Damage, DC 28)
Circuits Breaker +11 Area (+11 Damage, DC 26)
Initiative +0 (+4 Suit)

Defenses:
Dodge +6 (+8 Suit, DC 16-18), Parry +6 (DC 16), Toughness +3 (+12 Armor), Fortitude +5, Will +7

Complications:
Motivation (Money & Power)
Motivation (Manipulation)- Stane enjoys manipulation for its own sake, often going out of his way to twist others into doing his bidding.
Responsibility (Ego)- Stane cannot handle not being the best- should someone prove themselves his superior, he will be despondent and maybe even suicidal.
Power Loss (Armor)- Power Armor requires skill and practice to use properly- Stane has neither at first, and must rely on a computer (set in another building) to correct his fighting abilities. If the computer is damaged, his Ranged Attack will drop to his basic Dexterity, and he will drop in Fighting by 2.

Total: Abilities: 54 / Skills: 32--16 / Advantages: 8 / Powers: 98 / Defenses: 12 (188)

-One of the funny things about the Marvel Movies is that they have this ability, much like the DC Animated Universe writers, to condense these comic book characters into either some kind of iconic form that avoids all of the useless extra bits, or basically reinvent old forgotten characters and turn them into something awesome. Such is the case with Obadiah Stane, who was Yet Another Evil Capitalist adversary of Tony Stark's, in addition to being Yet Another Powersuit-Using Villain of Iron Man's. Basically a master manipulator from day one, Stane (the son of a gambling addict who died playing Russian Roulette) built up his own company and used it to take over Stark International (turning Stark back into a drunk), then stole the Iron Man designs and had the Iron Monger suit built. Tony, sobering up after promising to care for a dying woman's newborn son, builds the Silver Centurion Armor (ah, this makes it the '80s, then) that is SO superior to his old stuff (despite Iron Man pretty much always existing on the exact same tier of Marvel's super-heroes in terms of power, he has upgraded his suits in power VERY often. Figure THAT one out), and beats up Stane in his new Armor.
-Having been beaten on every level by Tony, Stane (who is inexperienced with his Armor and is using a computer- that Tony soon destroys- to allow him to control it) admits defeat and commits suicide, ending that big character arc. The suit would reappear a couple more times, with lesser villains going all "Crimson Dynamo" and over-using the concept. When the Iron Man movie came out and Marvel was eager to capitalize on its incredible success, they soon introduced Ezekiel "Zeke" Stane, Obadiah's son, who became a regenerating Cyborg.
-So Stane appeared to not be a BAD villain, but was yet another Mirror Image Villain for Tony, who always fought evil industrialists and evil Powersuit guys (not often both at ONCE, but still). But the MOVIE hit one out of the park with the towering, charismatic portrayal of Jeff Bridges as Tony's mentor & father-figure (after the deaths of his parents), who was nonetheless an evil bastard out to control Stark Enterprises. And MAN was Bridges great in that role- he often plays "Dude"-esque funny guys, so seeing him as a pretty threatening villain was great. He was utterly calm and collected most of the time, darkly threatening in others, and furiously loud the next ("Tony Stark BUILT THIS... IN A CAVE!! OUT OF SCRAPS!!!"). And then he put on a power-suit ("How is he able to use that so well? I thought Tony took hours to figure it out."- Leave it to my mom to poke holes in the plot) and fights Tony himself, dying because Marvel Movies LOVE killing off their villains for whatever reason.
-Comic book Stane is smart, charismatic and manipulative, and gains extra power with with Powersuit, which is better than the old-school Red & Gold Iron Man Armor, but is noticeably weaker than the Silver Centurion Armor (which is itself probably weaker than many of the current suits). His inability to use the suit properly is a major plot point, which is funny because comics (and M&M for that matter) rarely puts "experience when using weapons" as a major factor in anything. In fact, pretty much ANYONE should have extreme trouble using a Powersuit the first few times, though that actually makes the fact that Powersuits get a giant discount for something that rarely happens (ie. being left without the gear- a rare occurence in the stories) even MORE egregious- a big part of the discount for Removable stuff is that the enemy can use it AGAINST YOU if it's taken away, in my opinion. So... feel free to include it as a Complication sometimes. In the meantime, Powersuit Guys will always get a huge discount on their gear, forcing GMs to completely de-power them to "justify" the points they get for it.

PEPPER POTTS (Virginia Potts, aka Hera, Rescue)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspense #45 (Sept. 1963)
Role: Hero's Love Interest
Group Affiliations: The Order, The Initiative, Stark Industries, A-Force
PL 9 (134)
STRENGTH
0/11 STAMINA 1 AGILITY 2
FIGHTING 4/7 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Secretary) 4 (+7)
Expertise (Business) 2 (+5)
Insight 2 (+4)
Perception 2 (+4)
Persuasion 2 (+5)
Technology 3 (+6)

Advantages:
None

Powers:
Senses 2 (Detect Electromagnetic Fields- Ranged) [2]
"Levitation" Flight 1 (4 mph) [2]

"Rescue Armor" (Flaws: Removable) [80]
Enhanced Strength 11 (22)
Protection 9 (Extras: Impervious 9) (18)
"Turbine Boot Jets" Flight +6 (250 mph) (12)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Armor Sensors" Senses 11 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate) (11)

"JARVIS Tech"
Enhanced Fighting 3 (6)
Enhanced Dodge 4 (4)
Enhanced Parry 1 (1)
Enhanced Advantages 12: Improved Aim, Improved Initiative, Ranged Attack 5 (7)

"Electromagnetism" Move Object 12 (Flaws: Limited to Metals) (12) -- (13)
AE: EM Blast 10 (Flaws: Limited to Metal Targets) (10)
-- (100 points)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Powersuit Unarmed +7 (+11 Damage, DC 26)
EM Blast +8 (+10 Ranged Damage, DC 25)
Initiative +0 (+4 Suit)

Defenses:
"Outside Rescue Armor" Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +2, Will +7
"Inside Rescue Armor" Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10 (+5 Impervious), Fortitude +2, Will +6

Complications:
Relationship (Tony Stakr)

Total: Abilities: 36 / Skills: 18--9 / Advantages: 0 / Powers: 84 / Defenses: 9 (134)

-There were about a billion "Peppers" in the old days of comics- a pretty typical Hero's Love Interest; a walking Complication for the hero's Secret Identity. Artist Don Heck based her off of Schultzy from The Bob Cummings Show (I have heard of none of that), but the resemblance was so strong that somebody turned her into a redhead. A big part of the early concept of Iron Man tales was that Pepper (who'd been hired from the secretary pool after catching an accounting error of Tony's) was infatuated with Stark, and rejected the clumsy advances of Stark's chauffer/assistant Happy Hogan. Tony himself was a bit anti-romance in those days, fearing his inevitable death via the artificial heart (which used to break down and get damaged a lot), but soon came to care for her. A Love Triangle formed, but within sixty issues, Pepper had married Happy, eventually leaving Stark Industries!
-The two actually disappear from the Iron Man book at this point, no longer being part of the overall narrative. This happened to quite a few Silver Age Girlfriends (Liz Allan, Betty Brant & Jane Foster among them) as genre shifts no longer made "The Love Interest" a permanent thing. They have scarcely ANY appearances for the next few decades, becoming recurring characters post-Heroes Reborn. She & Happy adopt several children, divorce after she has an affair, then remarry- Happy bites the bullet during the Civil War era, and becomes a member of Stark's Initiative program, helping out The Order as a "Central Control" kind of character named "Hera".
-She was still a fairly-minor character, but then those Iron Man movies became a thing. And oddly, the Marvel movies ALSO throw in the Token Female Love Interest, but for different reasons- the old comics drew them in for genre conventions. The MOVIES throw them in for DEMOGRAPHICS- wimmins apparently likes the romantic subplots, and might be more willing to get dragged to the superhero punchfests if that's a focus as well. And for Pepper Potts, the studio brought in semi-A-Lister-but-without-many-recent-hits Gwyneth Paltrow, playing a smart and fashionable, but still quite girlishly-cute, Pepper. And it WORKED- she's a good actress, and can trade verbal blows with Robert Downey, Jr. (it helps that she's a LOT taller than the guy in real life).
-And as we've learned before, making someone cool in a MOVIE means that it's soon reflected in the COMICS. She gets injured by Ezekiel Stane, necessitating her gaining a heart-protector-tech thingie like Tony used to have. She therefore gains SUPER-POWERS from magnetized stuff. She soon discovers (now that Tony is disgraced following Secret Invasion) a suit of armor he'd left for her, and she becomes Rescue. This is hilariously NEVER MENTIONED in 99% of the rest of the Marvel books, as she ONLY seems to do stuff in Tony's book (compare that to the Young Avengers or Agents of Atlas, who crossed over into friggin' EVERYTHING at various points). She and Tony finally hook up for real around this point, but split up when his mind is "rebooted" to erase his memory of the past few years (including Civil War). She stopped being Rescue when her JARVIS-tech broke down, but has recently reappeared wearing the Rescue armor again.
-Pepper at her base is a slightly-better-than-normal Bystander, thanks to some experience as Rescue. The suit, however, greatly enhances her capabilities, making her a much faster, more-skilled fighter. Her Blast & TK powers are REALLY hampered by requiring that her opponents have lots of metal on them... except of course she's an IRON MAN supporting character, which means that most of her enemies will probably be Powersuit Guys.

FIREPOWER I (Jack Taggert)
Created By:
David Michelinie, Bob Layton & Mark Bright
First Appearance: Iron Man #230 (May 1988)
Role: Jobber Villain
Group Affiliations: None
PL 10 (168), PL 15 (168) with Terminatrix
STRENGTH
2/12 STAMINA 3 AGILITY 1
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 2 (+3)
Expertise (Soldier) 4 (+4)
Intimidation 4 (+5)

Advantages:
Ranged Attack 5

Powers:
"Firepower Armor" (Flaws: Removable) [112]
Enhanced Strength 10 (20)
Protection 9 (Extras: Impervious 9) (18)
"Turbine Boot Jets" Flight 7 (250 mph) (14)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Armor Sensors" Senses 7 (Extended & Infravision, Extended Hearing, Radar 4) (7)

"Terminatrix- Tactical Nuclear Missile" Blast 15 (Feats: Triggered- Time, Extended Range 5) (Extras: Area- 1,000-ft. Burst +6) (Flaws: Unreliable -2- One Use, Side-Effect- Can Be Caught in Explosion) (81) -- (84)
AE: "Surface-To-Air Missiles" Blast 10 (Feats: Extended Range 2) (Extras: Area- 60ft. Burst +2) (Flaws: Unreliable- 5 Uses) (22)
AE: "Chest-Mounted Heat Beams" Blast 11 (22)
AE: "Concussion Cannons" Blast 13 (Extras: Multiattack) (Inaccurate -1) (38)
-- (139 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Powersuit Unarmed +8 (+12 Damage, DC 27)
Missiles +10 Area (+10 Ranged Damage, DC 25)
Heat Beams +8 (+11 Ranged Damage, DC 26)
Concussion Cannons +6 (+13 Ranged Damage, DC 28)
Terminatrix +15 Area (+15 Ranged Damage, DC 30)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+12 Suit), Fortitude +4, Will +4

Complications:
Responsibility (Arrogant)- Taggert is a bit overconfident thanks to the power of his new suit- he is easily-goaded into a fight, and doesn't take losing well.

Total: Abilities: 34 / Skills: 12--6 / Advantages: 5 / Powers: 112 / Defenses: 11 (168)

-Firepower was created during Armor Wars as a deterrent against anti-American forces, and was set against Iron Man as a "test" of the suit's capabilities. Immune to the "Negator Pack" that Tony was using to de-power all of the rival, Firepower (James Taggert wearing the suit) actually won the fight, and used a NUCLEAR MISSILE to destroy the Iron Man armor. Tony used this to fake Iron Man's death (using the Silver Centurion armor and some blood he kept "just in case" on Rhodey's helicopter). The "Standard Tony Stark Corporate Rival Villain" Edwin Cord, whose company had built the suit, blackmailed the government into letting him keep it, and sent it against rivals like Stark. Tony, who'd been willing to retire, was forced to build a NEW Iron Man suit to counter Firepower, and of course this suit proved FAR superior to his old ones, and trounced the guy. Taggert activated the nuke AGAIN, but a malfunction nearly caused it to kill him and everyone nearby- Tony had to carefully-halt the timer and save Taggert's life... then tore apart the Firepower suit to stun him into giving up. Taggert has only appeared one other time, wearing a new armor from the Mandarin and teaming up with a ton of other guys. Taggert actually appears as one of Killian's generic Extremis-powered goons in the Iron Man 3 film.
-Few characters properly-reflect "New Villain Stink" like this guy right here- a MASSIVE ass-kicking is delivered to Iron Man in Firepower's debut, culminating in not only the armor being out-fought, but basically destroyed, causing Tony to retire the concept. In the second appearance? Tony builds a new, BETTER suit (which of course slots into an identical spot in the tiers of superheroes & villains), and this time easily hands Firepower his ass. Classic pro wrestling... but with armor.
-A second Firepower, piloted by David Roberts (a government official), appeared years later, fighting an eco-terrorist named Atom-Smasher. His suit had fewer weapons, but seemed to pack an equal punch, but War Machine de-powered both guys with an EMP blast that rendered both he & Firepower inoperable. The War Machine suit reboots after six minutes- Firepower takes fourteen. Thus, War Machine won the day. Roberts has never reappeared.
-Firepower is an interesting look at what a fairly "One-Off" character is like, even when he shows a lot of power. He REALLY whups on Iron Man in their first fight, probably showing a +2 bonus to everything (I've suggested for years now that comics seems to operate as if the debuting villain is much better than he normally would be, as they soon "settle down" into a more-minor threat). And that Terminatrix thing... well that kind of messes with the PL system. As it stands, Firepower is PL 9.5 (enough to handle '80s Iron Man alright with some New Villain Stink), but the Terminatrix is a low-yield NUCLEAR MISSILE, and as such, is at least PL 15 in intensity. He only has one, and he himself can be caught in the conflagration, but still- that's got some power AND some distance. The later Firepower suit didn't include one.

COLDBLOOD (Eric Savin, aka Coldblood-7)
Created By:
Doug Moench & Paul Gulacy
First Appearance: Marvel Comics Presents #26 (Aug. 1989)
Role: Cyber-Mercenary
PL 9 (141)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+10)
Deception 4 (+4)
Expertise (Soldier) 5 (+7)
Expertise (Mercenary) 5 (+7)
Insight 2 (+4)
Intimidation 6 (+6)
Perception 5 (+7)
Technology 3 (+5)
Vehicles 2 (+6)

Advantages:
Equipment 6 (Arsenal- Guns & Stuff, Souped-Up Car with Remote Control), Improved Critical (Guns), Ranged Attack 6

Powers:
Senses 4 (Extended & Infra-Vision, Detects Illusion) [4]
Immunity 2 (Disease, Radiation) (Flaws: Limited to Half-Effect) [1]

"Enter Cyberspace" Communication 3 (Technology) [12]
"Implanted Gun" Blast 5 [10]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Guns +10 (+5 Ranged Damage, DC 20)
Initiative +4

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

Complications:
Relationship (Lieutenant Gina Dyson)- The two were married, and are still sorta together, despite her being partially responsible for him being turned into a cyborg.
Prejudice (Obvious Cyborg)
Responsibility (Once a Man)- Like every other Cyborg in comics, Coldblood often has issues with losing his humanity or his memories.

Total: Abilities: 76 / Skills: 34--17 / Advantages: 13 / Powers: 27 / Defenses: 8 (141)

-Eric Savin was an American Soldier who was killed in battle, and given emergency surgery by some bad guys to transform him into a cyborg. He became a freelance mercenary, fighting & teaming up with guys like the third Deathlok & Siege. He went through the usual "Cyborg Navel-Gazing Tropes", like "What is it to be a man?" and "Am I more machine than man?", but pretty much stuck around as a guy who'd occasionally fight the heroes because of his job. As a VERY '90s character, he didn't do much after the decade of Deathlok & Silver Sable getting their own comic books, but was in Civil War (which trotted out a LOT of forgotten Street-Level characters), where he basically vanished. That'd have been it for him, but he all of a sudden showed up out of nowhere as a Super-Mook in Iron Man 3, portraying one of the Extremis-boosted soldiers and Aldrich Killian's right-hand man and temporary wearer of the "Iron Patriot" suit.
-A standard PL 9 forgettable guy, Coldblood has pretty generic stuff for a Cyborg, but can notably see through Illusions, and has some pretty good Skills, given his Soldier/Mercenary background (both are distinct enough that I count them separately in this case).

DETROIT STEEL (Lt. Doug Johnson III)
Created By:
Matt Fraction & Salvador Larocca
First Appearance: Iron Man #25 (June 2008)
Role: New Villain, Corporate Knock-Off
PL 9 (126)
STRENGTH
2/9 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+4, +10 Suit)
Close Combat (Unarmed) 2 (+9)
Deception 2 (+2)
Expertise (Soldier) 4 (+5)
Intimidation 4 (+4, +8 Suit)

Advantages:
Improved Critical (Guns), Ranged Attack 5

Powers:
"Detroit Steel Powersuit" (Feats: Restricted to Cybernetically-Enhanced People) (Flaws: Removable) [63]
Enhanced Strength 7 (14)
Protection 8 (Extras: Impervious 7) (15)
Features 4: Increased Mass 4 (4)
Enhanced Skills 4: Intimidation 4 (2)
Reach 2 (2)
Flight 6 (120 mph) (12)

"Rotary Cannon- Right Arm" Blast 9 (Extras: Multiattack) (27) -- (29)
AE: "Chainsaw- Left Arm" Strength-Damage +2 (Extras: Multiattack 10, Penetrating 8) (20)
AE: "Rocket Munitions" Blast 9 (Extras: Area- 30ft. Burst) (27)
-- (78 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Steel Strength +9 (+9 Damage, DC 24)
Rotary Cannon +9 (+9 Ranged Damage, DC 24)
Chainsaw +7 (+11 Damage, DC 26)
Rockets +9 Area (+9 Ranged Damage, DC 24)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3 (+10 Suit), Fortitude +4, Will +4

Complications:
Responsibility (Job)- Johnson has a job to do, as a representative of Hammer Industries.
Responsibility ("I'm a Monster")- The surgical requirements of wearing a Detroit Steel suit have turned Johnson into a bit of a cyborg.

Total: Abilities: 40 / Skills: 14--7 / Advantages: 6 / Powers: 63 / Defenses: 10 (126)

-Detroit Steel came about during a 2008 storyline that saw Tony Stark come up with a NEW company after Stark Industries had been damaged by terrorist stuff. The Detroit Steel line is a production line of suits from Justine Hammer's rival company. Matt Fraction, the writer, meant for the Detroit Steel line to represent what might follow in Stark's wake as he leaves geo-politics- "a Blackwater-meets-NASCAR corporate-sponsored" Gun For Hire. "Iron Man's worst nightmare of what he could become. An absolute perversion of everything he is." Which is a pretty solid idea, especially as the things get re-painted by whomever is buying them and made to be interchangeable suits. I especially like how it's a big, ugly, LOUD design to contrast the slicker man-sized Powersuits Tony tends to develop- a perfect example of Corporate America Gone Wrong.
-The main "Detroit Steel" is an army Lieutenant who is later turned to stone by a Serpent-enhanced Grey Gargoyle during Fear Itself, but later returns. After he recovers, he kidnaps Sasha Hammer (Justine's daughter), who decapitates him.
-Johnson is the first and most-elite Detroit Steel- the rest are given to standard-issue Military Mooks. The weapons can be swapped out, too- huge Rifles or Energy Beams have been seen. At PL 9, he's not that extraordinary, but naturally fought the hero to a standstill in their first meeting.

THE SCARECROW (Ebenezer Laughton)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Susense #51 (March 1964)
Role: Jobber Villain, Semi-Accidental Rip-Off
Group Affiliations: The Maggia, The Firm, The Exterminators
PL 10 (173)
STRENGTH
2/6 STAMINA 3/6 AGILITY 6
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 7 (+12)
Deception 4 (+8)
Expertise (Criminal) 8 (+10)
Expertise (Animal Handling) 8 (+12)
Expertise (Arcane Lore) 4 (+6)
Expertise (Psychiatrist) 4 (+6)
Insight 6 (+8)
Intimidation 8 (+12)
Investigation 4 (+8)
Perception 5 (+7)
Sleight of Hand 7 (+12)
Stealth 5 (+10)

Advantages:
Diehard, Equipment (Pitchfork- Damage +1, Reach), Fascination (Intimidation), Minions 5 (Two dozen Crows), Startle, Uncanny Dodge

Powers:
"Contortionist" Immunity 5 (Entrapment Effects- Bonds, Snares & Grappling) [5]
Features 1: May Pass Through Any Opening 1 Foot Wide or More [1]

"Undead Demonic Powers from Stern"
Leaping 1 (15 feet) [1]
Enhanced Strength 4 [8]
Enhanced Stamina 3 [6]

"Fear Powers" Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Area-30ft. Burst, Cumulative) (Flaws: Limited- Fear Only) [20]
Regeneration 10 (Flaws: Source- Presence of Fear) [5]

Equipment:
“Pitchfork” Strength-Damage +1 (Feats: Reach) (2)

Offense:
Unarmed +11 (+6 Damage, DC 21)
Pitchfork +11 (+7 Damage, DC 22)
Fear +10 Area (+10 Affliction, DC 20)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +5

Complications:
Motivation (Killing)- At first a mere greedy criminal, Laughton is now just flat-out nuts.
Responsibility (Insane)- Laughton’s personality and powers are prone to be different in almost every incarnation, and are generally not under his control.

Total: Abilities: 60 / Skills: 70--35 / Advantages: 10 / Powers: 46 / Defenses: 12 (173)

-Marvel's Scarecrow fits into an odd place, as he actually pre-dates the Earth-One DC Universe Scarecrow by a couple years, as the original Golden Age Scarecrow only appeared a couple times in the 1940s and never again. Of course, since this character was so uninteresting and lame for years (crow minions and a contortionist? And he fought IRON MAN?), he fell into disuse, while DC's classic character became a major recurring villain of their top-selling hero. Funny how that works out.
-Ebenezer Laughton was a circus escape artist & contortionist who of course turned to crime. He was beaten by Iron Man in his debut, and then allied with Count Nefaria & others to fight the X-Men, almost immediately becoming part of the "Journeyman Villain" crew. After a point, he became a lot more sinister, becoming a murderer and fighting Ghost Rider, making him a much bigger rip-off of Jonathan Crane than he ORIGINALLY was, especially as, thanks to a Demonic Resurrection, he now had Fear Powers on top of everything! He's still a pretty lame character, as since Ghost Rider mostly vanished with the Iron Age, Scarecrow ended up just being one of those "Hey it's THAT guy!" types in the back of giant villain groups, such as the Red Hood’s Gang.
-Surprisingly expensive, Scarecrow gains quite a bit of power with his resurrection, able to cast Fear, heal from the same fear, and has minor-level super-strength on top of it. All those Skills add up, plus the Crow minions (their numbers are such that they can act as an Area Burst Damage effect at 2 ranks, or a Disabling Affliction Burst with a Limited Degree on it, around 4 ranks or so). Seems funny to see such a jobber in the comics be so expensive and over-cost, but that'll happen when you have myriad abilities. He’s a pretty tough combatant, though is limited to being PL 9 in that regard.

EZEKIEL STANE
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Order #8 (April 2008)
Role: Legacy Character
Group Affiliations: The Hellfire Club
PL 10 (174)
STRENGTH
2/9 STAMINA 3/7 AGILITY 2/6
FIGHTING 6/10 DEXTERITY 5
INTELLIGENCE 8 AWARENESS 3 PRESENCE 4

Skills:
Athletics 2 (+4, +11 Upgrades)
Deception 4 (+8)
Expertise (Science) 8 (+16)
Intimidation 2 (+6)
Technology 8 (+16)
Vehicles 2 (+7)

Advantages:
Benefit 4 (Wealth), Power Attack, Ranged Attack 4

Powers:
"Upgrades To Body"
Repulsor Blasts 11 (Feats: Split) (Extras: Penetrating 5) (Extras: Side-Effect) [17]
"Self-Repairs" Regeneration 8 (Feats: Regrows Limbs) [9]

Enhanced Strength 7 [14]
Enhanced Stamina 4 [8]
Enhanced Agility 4 [8]
Enhanced Fighting 4 [8]
Enhanced Dodge 4 [4]

"Protective Armor" (Flaws: Removable) [11]
Protection 2 (2)
Buys off Side-Effect From Repulsors (11)
-- (13 points)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Repulsor Blasts +9 (+11 Ranged Damage, DC 26)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7 (+9 Armor), Fortitude +9, Will +6

Complications:
Enemy (Iron Man)- Ezekiel seeks revenge on Iron Man for the death of his father, Obadiah Stane.
Motivation (Greed)
Power Loss (Excess Energy)- His biological upgrades require high amounts of energy, and so Stane must eat a great deal of calories in order to use his powers.

Total: Abilities: 66 / Skills: 26--13 / Advantages: 9 / Powers: 79 / Defenses: 7 (174)

-So with Obadiah Stane becoming a Big Deal thanks to the Iron Man film, it was inevitable that the comics would attempt something related to him- only trouble was, the man had committed suicide in a 1980s comic. Coming out around the same time as the movie, Ezekiel Stane is of course the never-before-mentioned SON of Obadiah (who at least is old enough to have had a kid... but this is like 900 super-villains who've been revealed to have had adult children. Gettin' kinda old). He's also a Mirror Image Villain of Stark- being an engineer of biological weapons and a big futurist, whose goal is to enhanced the HUMAN BODY itself, not just enhance things with suits. He's also the kind of "Evil Uses of Technology" thing that frightens Tony, who might have to fall to the dark side himself in order to stop Stane's kind of future from happening.
-He uses suicide bombers and enhanced soldiers to break down Tony Stark's life, but Tony uses Remote Control on various Iron Man Suits to enable him to disarm numerous bombs that Stane had planted around the world, then defeated him in one-on-one combat, the way superheroes SHOULD, damn it! He was broken out of prison by The Mandarin, who eventually mind-controlled him into building super-weapons for him when Stane proved unable to do so under normal circumstances. Tony is also controlled in this manner, but the two break out and combine their intellects to gather numerous other villains to ally against Mandarin, and ultimately Stane killed him.
-Stane is a decently-powered super-powered guy, able to brawl with Iron Man for a bit (and use Repulsors bare-handed... though he needs a suit to avoid being hurt by his own power- this is a Device that buys off a -1 Side-Effect Flaw), but his main abilities are genius and planning. Though Reed Richards has apparently noted that all of his designs are just modifications of Stark designs, altered to fit human bodies. As such, he has no "Inventor" Advantage- merely high ranks in Technology & Science.

HAPPY HOGAN (Harold Joseph Hogan)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspense #45 (Sept. 1963)
Role: Big Dumb Buddy
Group Affiliations: Stark Industries
PL 5 (47)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+5)
Expertise (Assistant) 4 (+4)
Intimidation 2 (+3)
Perception 2 (+2)
Vehicles 2 (+3)

Advantages:
Ranged Attack 2

Offense:
Unarmed +5 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +4, Fortitude +4, Will +5

Complications:
Involuntary Transformation (The Freak)- Happy has, on numerous occasions, been turned into the superstrong "Freak" when exposed to cobalt rays.
Relationship (Pepper Potts)- At first, he had a one-sided crush on her. Eventually, they married, then divorced, then married again.

Total: Abilities: 32 / Skills: 12--6 / Advantages: 2 / Powers: 0 / Defenses: 7 (47)

-A big part of the early Iron Man adventures was the Love Triangle between Tony, Pepper, and Happy Hogan. Happy was a dumb palooka of a Boxer who got hired as Tony's chauffer & assistant when the man saved his life. He also becomes one of the first to discover Tony's secret identity, way back in 1965. Two years after that, he and Pepper marry, and soon leave the Iron Man books. Eventually, they would return, divorce, then REMARRY, going through the "Long-Lost Supporting Characters Blues". Eventually, he is killed fighting The Spymaster after Civil War, with Tony personally taking him off of life support (this was implied more than shown, but Happy is one of the faces that an increasingly-unstable Stark sees giving him occasional information at points).
-Happy is sort of a standard-issue Bystander, but with some leftover talents from his boxing career.

THE DREADKNIGHT (Bram Velsing)
Created By:
Bill Mantlo & George Tuska
First Appearance: Iron Man #101 (July 1977)
Role: Failed Iron Man Villain, Doom Lackey
Group Affiliations: The Frightful Four
PL 8 (127)
STRENGTH
2/6 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Athletics 6 (+8) -- Flaws: Limited to Riding
Deception 3 (+5)
Expertise (Animal Handling) 8 (+10)
Expertise (Science) 7 (+11)
Insight 2 (+4)
Investigation 2 (+4)
Intimidation 5 (+7)
Perception 4 (+6)
Persuasion 2 (+4)
Ranged Combat (Lance Weapons) 2 (+8)
Technology 8 (+12)

Advantages:
Equipment 3 (Nerve-Gas Pistol), Favoured Environment (Airborne), Precise Attack (Close/Concealment), Minion 6 (Hell-Horse), Ranged Attack 6

Powers:
"Dreadknight Armour" (Flaws: Removable) [16]
Enhanced Strength 4 (8)
Protection 5 (Extras: Impervious) (10)
Immunity 2 (Suffocation 2) (2)
-- (20 points)

"Power-Lance" (Flaws: Easily Removable) [15]
"Stun-Charge Bolas" Electrical Blast 8 (Flaws: Limited to Snared Opponents) Linked to Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (Flaws: Limited to Snared Opponents) (20) -- (24 points)
AE: "Electro-Magnetic Force Beams" Blast 8 (Extras: Improved Critical) (17)
AE: "Steel Bolas" Snare 7 (21)
AE: "Penetro-Shell Missiles" Blast 8 (Extras: Area- 15ft. Burst +1/2) (19)
AE: "Lance Stab" Strength-Damage +2 (Feats: Reach 2) (Extras: Penetrating 4) (8)

Equipment:
"Nerve Gas Pistol" Affliction 6 (Fort; Fatigued/Exhausted/Paralyzed) (Feats: Reach) (Extras: Cumulative) (Flaws: Limited to 4 Capsules) Linked to Damage 7 (Feats: Reach) (Extras: Fortitude Save) (Flaws: Limited to 4 Capsules) (15)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Armor +7 (+6 Damage, DC 21)
Lance +7 (+8 Damage, DC 23)
Force Beams +8 (+8 Ranged Damage, DC 23)
Stun-Charge Bolas +8 (+8 Ranged Damage & +6 Ranged Affliction, DC 23 & 16)
Bolas +8 (+7 Ranged Affliction, DC 17)
Penetro-Missiles +8 Area (+8 Damage, DC 23)
Initiative +3

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

Complications:
Hatred (Doctor Doom)- Bram Velsing was permanently-sealed in his iron mask for insulting Dr. Doom, and he desperately hates the mad dictator. Despite this, he is often forced into Doom's service.

Total: Abilities: 46 / Skills: 46--23 / Advantages: 17 / Powers: 31 / Defenses: 10 (127)

THE HELLHORSE
Role:
Awesome Mounted Beast
PL 7 (73)- Minion Rank 6
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+8)
Expertise (Survival) 2 (+5)
Insight 3 (+6)
Intimidation 6 (+5 Size)
Perception 5 (+8)
Stealth 4 (+3 Size)

Advantages:
All-Out Attack, Attractive (To Women), Diehard, Follow-Up Strike, Great Endurance, Improved Critical (Hooves), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 [3]
"Natural Weapons- Hooves" Strength-Damage +1 (Feats: Reach) [2]

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

"Wings" Flight 5 (60 mph) (Flaws: Winged) [5]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Hooves +6 (+7 Damage, DC 22)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +3

Complications:
Disabled (Animal)- The Hellhorse cannot speak to humans, nor use his hooves to easily manipulate objects.

Total: Abilities: 20 / Skills: 22--11 / Advantages: 8 / Powers: 21 / Defenses: 10 (73)

-Dreadknight's strictly minor-league, a guy brought in to replace the first Black Knight once he'd died and passed on a legacy to his heroic relative. His initial concept was that he was a scientist who bristled under the leadership of Doctor Doom- Doom, realizing his treachery, permanently-grafted a cybernetic helmet to Velsing's HEAD, then gains some gear and a Hellhorse from Victoria Frankenstein (yes, really). He showed up from time-to-time, doing little (though he was a Frightful Four member against Spidey, the Rangers & the RIGHT-RIDERS!), and appears to have stopped being a costumed criminal these days. I guess there were enough Engineers-turned-supervillains who make one or two breakthroughs and then never touch science ever again.
-Dreadknight's pretty weak for a guy who's supposed to tangle with Iron Man, but then again, Iron Man spent almost his entire career as either a PL 10 or PL 11, judging by the villains he fights- it's only the modern-day Stark who deserves PL 12 status (and higher, if you like your characters more powerful). He's a mounted combatant using PL 8-style Blasts, Snares and more (that Nerve-Gas Gun is a NASTY piece of equipment), and he has his own Minion, but he's still pretty cheap, even with a high number of scientist skills.

THE TERMITE (Real Name Unknown)
Created By:
Dennis O'Neil & Luke McDonnell
First Appearance: Iron Man #189 (Dec. 1984)
Role: Jobber Villain
Group Affiliations: N/A
PL 6 (75)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+5)
Deception 2 (+2)
Expertise (Art) 2 (+4)
Expertise (Saboteur) 4 (+6)

Advantages:
Evasion, Improved Defense

Powers:
"Mutants Powers: Dissolving Matter"
Weaken Toughness 8 (Extras: Affects Objects Only +0) (8) -- [9]
AE: Burrowing 8 (16 mph) (8)

"Reform Matter" Transform 2 (Anything to A Different Shape) (Extras: Continuous) [8]
"Dissolve the Ground Beneath Him" Movement 1 (Safe Fall) [2]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Weaken Toughness +4 (+8 Weaken, DC 18)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2, Fortitude +3, Will +2

Complications:
Motivation (Greed)- The Termite busts stuff up for money in order to finance his artistic career.

Total: Abilities: 32 / Skills: 12--6 / Advantages: 2 / Powers: 19 / Defenses: 16 (75)

-The Termite is a goofy industrial saboteur hired by Obadiah Stane to take out his rivals, including Tony Stark's company. He was eventually captured (he doesn't put up much of a fight; he's just good at escaping), and is still seen in prison years later. Just a one-off who never even got a real name.

RADIOACTIVE MAN (Dr. Chen Lu)
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #93 (June 1963)
Role: Under-Used Silver Age Villain
Country of Origin: China
Group Affiliations: The Masters of Evil, The Thunderbolts, The People's Defense Force, The Titanic Three
PL 11 (190)
STRENGTH
2/8 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 4 (+4)
Technology 4 (+10)
Intimidation 8 (+8)
Expertise (Science) 8 (+14)
Expertise (Science) 4 (+18) -- (Flaws: Limited to Radiation)
Perception 4 (+5)
Ranged Combat (Radiation) 2 (+10)

Advantages:
Improved Critical 2 (Radiation), Improved Aim, Power Attack, Ranged Attack 8

Powers:
"Radiation Control" Blast 12 (Feats: Dynamic) (Extras: Penetrating) (37) -- [47]
Dynamic AE: "Aura Boost" Radiation Aura 6 (total 11) (24)
Dynamic AE: Environmental Control 10 (Extreme Heat) (20)
Dynamic AE: Nullify Electronics 8 (Extras: Area- 30ft. Burst, Sustained +2) (Flaws: Touch Range) (32)
AE: "Hard Radiation" Affliction 12 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Ranged) (36)
AE: "Hard Radiation" Affliction 11 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Area- 30ft. Burst) (36)
AE: "Radiation Poisoning" Weaken Stamina 6 (Extras: Ranged) (12)
AE: "Hidden Radiation Poisoning" Weaken Stamina 6 (Feats: Subtle) (Extras: Ranged, Disease +2) (25)

Radation Aura 5 [20]
Immunity 10 (Radiation Effects) [10]
Regeneration 4 (Flaws: Source- Requires Radiation) [2]
Enhanced Strength 6 (Flaws: Source- Requires Radiation) [6]
Force Field 7 (Feats: Increased Mass 2) (Extras: Affects Others) [16]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Boosted Strength +8 (+8 Damage, DC 23)
Aura +8 (+5-11 Damage, DC 20-26)
Radiation Blast +10 (+12 Ranged Damage, DC 27)
Hard Radiation +10 (+12 Ranged Affliction, DC 22)
Hard Radiation +11 Area (+11 Affliction, DC 21)
Radiation Poisoning +10 (+6 Ranged Weaken, DC 16)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3 (+10 Force Field), Fortitude +9, Will +6

Complications:
Power Loss (Lead)- Radiatioactive Man's powers will not affect lead.
Accident (Radiation)- Chen often emits Radiation against his will.

Total: Abilities: 40 / Skills: 34--17 / Advantages: 12 / Powers: 101 / Defenses: 20 (190)

-It's always been funny to me that Marvel actually had a guy called Radioactive Man LONG before The Simpsons came out with their deliberately-silly major hero. This guy is a standard "Evil Commie" villain, a Chinese nuclear physicist who kept on absorbing radiation until he became a living generator of the stuff, and he went on to fight Thor and other guys, before devolving into one of those "Journeyman Villain" types. He was on the Masters of Evil team on a few different incarnations, and joins The Titanic Three alongside Titanium Man & Crimson Dynamo. Joining Egghead's Masters does him no better- in all of these teams, he is defeated and often humiliated by various characters- usually Iron Man (the symbol of Capitalism, and thus an Opposite Number of sorts to Chen) by this point.
-He was almost entirely gone by the 1990s thanks largely to the name I bet, which explains why I'd never even heard of him until 2000 or so, reading the history of the Masters of Evil. He's stuck around The Thunderbolts in more-recent years, where he was portrayed somewhat sympathetically as one of the few NON-crazy members of Norman Osborn's squad of ex-villains (but really, his teammates were VENOM and BULLSEYE- not exactly a group of well-balanced individuals). He is eventually deported as part of Osborn's plan to remove Songbird's allies from the team (her & Chen had a mutual-admiration thing going, and understood each other. Also: they weren't crazy).
-Radioactive Man is actually tough as hell, dishing out enough damage to hurt 1960s-Thor, wielding a Force Field, and having some complex powers involving Radiation, Absorbing Radiation to boost his own powers (which I ignore the "Absorption" rule for since it's PL-ruiningly tough to utilize- he's immune to the stuff anyways). He's basically an elite, expensive-as-hell PL 11 (190) Blaster, packing some nasty Alt-Effects to his main ranged damage effect- Nauseate, Fatigue, Nullify Electronics, Radiation Poisoning... he runs the gamut of powers from that section of M&M 2nd Edition's Ultimate Power. All this in addition to a REALLY powerful Aura, capable of doing +5 damage normally, and boosting up to +11 damage from his Array.

WHIPLASH I (Mark Scarlotti, aka Blacklash)
Created By:
Stan Lee & Gene Colan
First Appearance: Tales of Suspense #97 (Jan. 1968)
Role: Jobber Villain
Group Affiliations: The Maggia, The Death Squad, The Sinister Syndicate
PL 10 (144)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 3 (+6)
Close Combat (Whips) 1 (+9)
Expertise (Science) 6 (+11)
Expertise (Criminal) 1 (+6)
Insight 1 (+3)
Intimidation 6 (+8)
Perception 2 (+4)
Stealth 1 (+5)
Technology 6 (+11)
Vehicles 1 (+5)

Advantages:
All-Out Attack, Daze (Intimidation), Improved Critical (Whips) 2, Improved Disarm, Improved Smash, Quick Draw, Ranged Attack 5, Startle

Powers:
"Titanium Whips & Costume" (Flaws: Removable) [26]
"Strength-Damage +7 (Feats: Reach 4, Penetrating 8) (19) -- (21)
AE: "Vaulting Pole" Leaping 4 (4)
AE: Deflect 10 (10)
"Bulletproof" Protection 4 (Extras: Impervious 7) (11)
-- (32 points)

"Devices" (Flaws: Easily Removable) [11]
"Anti-Gravity Bolas" Snare 6 (18 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Whips +9 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+8 Costume), Fortitude +6, Will +5

Complications:
Motivation (Greed)
Enemy (Iron Man)
Responsibility (Manic-Depressive)
Relationship (Son)- Scarlotti returns to a life of crime to provide for his son.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 13 / Powers: 37 / Defenses: 15 (144)

-The original Whiplash was a semi-recurring Iron Man villain, but nothing major- an ex-Stark scientist who got bitter about Tony's fame and repute, and so he struck out on his own as an assassin. He allies with The Maggia and becomes a bit of a recurring Jobber Villain- just enough of a threat to be a pain, but nothing Tony can't handle by himself. At one point, he gave up the Whiplash persona to become "Blacklash", a very generic Journeyman Villain who fought various guys over the years (usually Journeyman-Villain-Magnets like Spider-Man & Captain America), gave up villainy, then returned to it after an arc in which his new wife was killed by an assassin, whom he then exterminated. He eventually went back to his old form, at which point he was crushed to death by a rogue Sentient Armor that was then a running plot in theIron Man book- a pretty cool story, actually. Tony even brought his Sentient Armor to Scarlotti's funeral, to show him the cost of murdering someone (Scarlotti's son begged for his father to come back)- the Armor instead told Tony to "get me out of here before I kill ALL of them."
-AAAAAAND of course the character is now a lot more famous thanks to the second Iron Man movie, which combines the secret I.D. of the original Crimson Dynamo (Ivan Vanko) with the name & powers of Whiplash, while ALSO making them an entirely new character, since Iron Man has very few "movie-worthy" villains that don't break the whole "Grounded-In-Reality Science-Fiction Hero" thing (Fin Fang Foom & The Mandarin were kinda... anti-thematic until The Avengers came out). As a reaction to this, Marvel did it's standard "Be Like The Movies" trick by creating a NEW Whiplash actually NAMED Ivan Vanko (not sure how they explained it, other than as a coincidence).
-The second Whirlwind came about while Scarlotti was "Blacklash"- she's a female Mutant that used Adamantium (SERIOUSLY?) wires as whips coming out of her gloves. She joined Critical Mass's "Band of Baddies" (yup, that's a Marvel Comics Presents story alright), and is one of the Femme Fatales, joining other Erik Larsen-created female villains as Spider-Man opponents. A third Whiplash fights alongside Blacklash as a pair of BDSM-related One-Off Villains during Civil War.
-Scarlotti is more powerful than your typical Jobber, being pretty tough and PL 9.5 and everything. Most guys like him are PL 8-9, but when you consider that his recurring foe is IRON MAN (a PL 11-ish guy for most of his career), and he can still provide a one-on-one challenge to Spidey & Cap after all these years, you've got a slightly-tougher Journeyman Villain.

WHIPLASH IV (Anton Vanko)
Created By:
Marc Guggenheim, Philipe Briones & Marko Djurdjevic
First Appearance: Iron Man vs. Whiplash #1 (Jan. 2010)
Role: Movie Knock-Off Villain
Group Affiliations: The Shadow Council's Masters of Evil
PL 9 (121)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 1 PRESENCE 0

Skills:
Athletics 3 (+5)
Close Combat (Whips) 2 (+10)
Expertise (Science) 6 (+11)
Expertise (Criminal) 1 (+6)
Intimidation 8 (+8)
Perception 3 (+4)
Stealth 2 (+6)
Technology 6 (+11)
Vehicles 1 (+5)

Advantages:
All-Out Attack, Daze (Intimidation), Improved Critical (Whips), Improved Disarm, Improved Smash, Inventor, Quick Draw, Ranged Attack 5, Startle

Powers:
"Titanium Whips & Costume" (Flaws: Removable) [23]
"Strength-Damage +6 (Feats: Reach 4, Penetrating 6) (16) -- (17)
AE: Deflect 10 (10)
"Bulletproof" Protection 4 (Extras: Impervious 7) (11)
-- (28 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Whips +10 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+8 Costume), Fortitude +6, Will +4

Complications:
Enemy (Iron Man)

Total: Abilities: 56 / Skills: 32--16 / Advantages: 13 / Powers: 23 / Defenses: 13 (121)

-Coming off of the heels of Iron Man 2 comes Ivan Vanko, the new Whiplash, sharing the name of the original Crimson Dynamo (the basis for the movie's Whiplash). He is a young Russian scientist who vows vengeance on Tony Stark after someone in an Iron Man suit rampages through his village, killing his father and numerous others. Tony, who's imprisoned for something, has to fight his way out using a crude suit of Iron Man Armor he built from various crap sitting around the prison. Even after realizing the frame-up, Vanko still tries to kill him, since "your TECHNOLOGY still killed those people, even if YOU didn't!"). Vanko later shows up as part of various "Background Villain Groups".

THE MANDARIN (Real Name Unknown)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspense #50 (Feb. 1964)
Role: The Big Bad (to Iron Man), Forgotten Once-Epic Villain, Yellow Peril Villain
Group Affiliations: The Mandarin's Minions, The Hand, The Tongs
PL 13 (286)
STRENGTH
4 STAMINA 5 AGILITY 6
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 5 PRESENCE 4

Skills:
Acrobatics 7 (+13)
Athletics 8 (+12)
Close Combat (Unarmed) 2 (+14)
Deception 6 (+10)
Expertise (History) 4 (+12)
Expertise (Military) 4 (+12)
Expertise (Science) 8 (+16)
Insight 3 (+8)
Intimidation 4 (+8)
Investigation 3 (+8)
Perception 7 (+12)
Persuasion 3 (+7)
Sleight of Hand 2 (+6)
Stealth 2 (+8)
Technology 8 (+16)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Assessment, Beginner's Luck, Benefit 4 (Wealth, Status), Chokehold, Defensive Attack, Defensive Roll 2, Diehard, Equipment 8, Extraordinary Effort, Fast Grab, Follow-Up Strike, Great Endurance, Improved Aim, Improved Critical (Unarmed) 2, Improved Initiative, Improved Smash, Jack-of-All-Trades, Move-By Action, Power Attack, Ranged Attack 8, Takedown

Powers:
"Chi Mastery"
Strength-Damage +6 [6]
Immunity 3 (Starvation, Thirst, Cold) [3]
"Monitor the Rings" Remote Sensing (Visual) 10 (Flaws: Limited to The Rings -2) [5]

"The Makluan Power Rings" (Feats: Restricted to Those The Mandarin Chooses 2, Features 1: Can Be Disarmed of Only a Couple) [79]
Base Power: Ice Blast (Feats: Dynamic) (67) -- (93)

"Left Little Finger: Ice Blast"
Dynamic AE: Snare 12 Linked to Blast 10 (Extras: Fortitude Damage) (67)

"Right Little Finger: Black Light"
Dynamic AE: Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Attack, Area- 120ft. Burst +3) (26)

"Left Ring Finger: Mento-Intensifier"
Dynamic AE: Mind Control 12 (Extras: Mental Link) (61)

"Right Ring Finger: Disintegration Beam"
Dynamic AE: Blast 14 (Extras: Penetrating) (Flaws: Limited to Every 20 Minutes) Linked to Weaken Toughness 14 (Extras: Affects Objects, Ranged) (Flaws: Limited to Every 20 Minutes) (57)

"Left Middle Finger: Electro-Blast"
Dynamic AE: Blast 14 (43)

"Right Middle Finger: Vortex Beam"
Dynamic AE: Move Object 13 (Extras: Perception Range) (40)
Dynamic AE: Blast 13 (Extras: Perception Range) (40)
Dynamic AE: Flight 8 (500 mph) (17)

"Left Index Finger: Flame Blast"
Dynamic AE: Damage 13 (Extras: Area- 60ft. Line +2, Penetrating) (53)
Dynamic AE: Damage 13 (Extras: Area- 60ft. Cone) (27)

"Right Index Finger: Impact Beam"
Dynamic AE: Blast 14 (Feats: Variable Descriptor- Neutrons & Other Energy) (Extras: Penetrating) (44)

"Left Thumb: White Light"
Dynamic AE: Affliction 14 (Strength; Impaired & Hindered/Disabled & Prone/Paralyzed) (Extras: Ranged) (Flaws: Instant Recovery) Linked to Environment 4 (250 feet) (Impede Movement 2) (23)

"Right Thumb: Matter Rearranger"
Dynamic AE: Transform Anything to Anything Else 11 (Extras: Ranged) (67)
Dynamic AE: "Poison Gas From Air" Weaken Stamina 10 (Extras: Ranged, Area- 30ft. Cloud) (31)
Dynamic AE: "Animate Objects" Summon 4 (Extras: Heroic, Active, Variable Type- Golem-ish Things) (21)

-- (95 points)

Offense:
Unarmed +14 (+10 Damage, DC 25)
Ice Blast +12 (+12 Ranged Affliction & +10 Ranged Damage, DC 22 & 25)
Mind Control +12 Perception (+12 Perception Affliction, DC 22)
Disintegration Beam +12 (+14 Ranged Damage & Weaken, DC 29 & 24)
Electro-Blast +12 (+14 Ranged Damage, DC 29)
Vortex Beam +13 Perception (+13 Perception Damage, DC 28)
Flame Blast +13 Area (+13 Damage, DC 28)
Impact Beam +12 (+14 Ranged Damage, DC 29)
Transform +12 (+11 Ranged Transform, DC 21)
Poison Gas +10 Area (+10 Weaken, DC 20)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +5 (+7 D.Roll), Fortitude +9, Will +11

Complications:
Motivation (Power)- The Mandarin is power-hungry even by the standards of other super-villains.
Responsibility (Honour)- The Mandarin will honour any agreement- he once stopped screwing with Stark after losing a fair fight because he agreed to do it.
Enemy (Iron Man)

Total: Abilities: 96 / Skills: 72--36 / Advantages: 41 / Powers: 93 / Defenses: 20 (286)

-The Mandarin gets the eternal life power that results from being the key villain of a major hero. Though Iron Man was well below Spidey, Hulk, Cap & Thor on the Hero Tier of Marvel for years, he's big enough to ensure that his ONE major villain will always show up at least once every few years to mess with things. Kind of a generic 1960s madman despot despite his AWESOME and inventive powers (Ten separate rings of power!?), he's been off-and-on a master martial artist (in the era of comics where that was more of a super-power than a common thing, allowing him to punch through Iron Man's armor), a dictator, a scientist, etc. He'll always be around in some form or another.
-The Mandarin's odd, because he rarely seems to be an ideological nemesis, like many of Stark's bad guys; nor is he a Mirror Image Villain. He's not a Tech Guy, a Powersuit Guy, nor a Corporate Raider. He's basically a Generic Power-Hungry Super-Villain, and yet he's just fine as Iron Man's #1 Villain because he has something the other guys lack: Credibility. His numerous powers and intelligence make him TOUGH, and though he always loses, it's never in a "the hero walks in and kicks his ass" kind of way.
-The Mandarin was trained in science and sorcery at a young age, but coming across ten rings of power in a crashed alien spaceship is what gave him his tremendous powers. Seeking power, he allied with the Chinese government, but was never subservient to them- he was an Evil Foreigner (like a lot of Iron Man's Silver Age foes), but not some patriotic puppet. He became a recurring villain in the '60s comics, showing up quite often (one scheme was to control the Ultimo robot- he did this four times). He would occasionally shift to other heroes, however- facing the Avengers and becoming a HULK foe, of all things. At one point, his body died, but he transferred his consciousness into the body of the Yellow Claw's minion, which he then (of course) transformed into a younger version of his original body, because COMICS.
-At one point, he lost his hands while fighting a band of Makluans (the very Draconic race whose rings he had usurped), and nearly died. His hands soon returned as reptilian claws, and he discovered Iron Man's secret identity (this'd by the 1990s). He was thought-dead (though Iron Man doubted this), and then spent TEN YEARS away from the pages of Iron Man- in his place, Tony fought Temugin- the son of The Mandarin. He once tried to exterminate 97.5% of humanity (himself included) through the Extremis virus, but Tony once again stopped him. Most-recently, he was killed by Ezekiel Stane, and his rings went to ten bad guys who each had to be de-powered (one of them was Malekith of the Dark Elves, another was the Mole Man- most were mere nobodies).
-Controversially, The Mandarin was used as a bad guy in the third Iron Man film, and... well, it's complicated. There was worry that the character (kind of a Yellow Peril villain) would be seen as racist. There was worry that the Chinese would be offended, and ban the movie in their country (a HUGE portion of the movie-going audience worth tens to hundreds of millions of dollars- there's a reason why movies today do so much better than most older movies, and it ain't just ticket prices. The global economy and all- it's also why most big movies are mindless Action-Fests, and why that one Red Dawn remake used North Korea instead of China as the Big Bad Conquering Empire). And so Marvel did something NOBODY expected: after teasing in the trailers that the Mandarin would be a mastermind of great power... they revealed him to be a charlatan- a goofy actor hired to play a role by the ACTUAL bad guys.
-And fans FREAKED, decrying the move and using it as a way to bash the movie. And I can empathize- if I'd been a huge Mandarin fan, this would have pissed me right the hell off. Now, I actually understood the character and thought it was a funny reveal (Ben Kingsley played it perfectly- the gravitas he normally has as an actor made it even funnier), but the fact that a bit of PC cowardice and pandering to a foreign power's ability to draw in crowds/dollars makes it a bit of a pathetic move. Plus... the movie was like the THIRD TIME Tony had fought an Evil Corporate Raider- it was time for ANOTHER bad guy, ya know? And Kingsley as a Ten-Ringed Mastermind would have been pretty bitching.
-Mandarin's a blast to put together, thanks to having ten distinct Power Rings in his arsenal, each giving a couple different powers. Normally, this would work out as separate Devices, but would lead to him costing somewhere around 400 points, so me and most other builders just call 'em one big Device and be done with it using Dynamic Alternate Effects. I decided to use the Features power to get around the odd fact that he can be disarmed of only a couple. There's a few extra effects like Remote Sensing and allowing Minions to use the Rings as well, all reflected in his stats. Since his Ice Blast effect is his most costly power (along with the Transform), all the other abilities are Alt-Effected off of that one- leaving him with a whopping 94 points of Dynamic Effects. Some of them are sort-of redundant, but it's handy if he loses just one Ring or something.
-The multitude of Rings allow him various Blasts (a Perception one, a few Area Effects and a standard +14 Damage effect)- almost all are at PL 13. He can make Poison Gas from the air, use High Gravity with the White Light, Animate Monsters, Fly, Move Objects, Conceal all Visual Senses with the "Black Light", Control Minds, or just Freeze guys in debilitating ice.
-And yeah, he has Chi to enable him to do some damage to super-strong adversaries just with his bare hands- even in the early days, he was shown damage Iron Man WITH HIS FISTS, making him a PL 12 melee threat even WITHOUT his Power Rings. Something of a super-costly Master Villain, huh? At PL 13 and 285 points- he is NASTY and able to beat just about anyone one-on-one- he's a full PL higher than his worst enemy Iron Man, and his only flaw is a Glass Jaw- he's PL 10.5 defensively with his Parry. He'd have a decent shot against even Thor, I'd think.


As Individual Rings, they can be placed on others' fingers, and used accordingly:
Ice Ring: 54 points.
Black Light Ring: 21 points.
Mento-Intensifier Ring: 49 points.
Disintegration Ring: 46 points.
Electro-Blast Ring: 35 points.
Vortex Beam Ring: 32 points.
Flame Blast Ring: 43 points.
Impact Beam Ring: 36 points.
White Light Ring: 19 points.
Matter Rearranger Ring: 54 points.

TEMUGIN
Created By:
Ryan Odagawa & Mike Grell
First Appearance: Iron Man #53 (2002)
Role: Legacy Character
Group Affiliations: The Agents of Atlas
PL 11 (166)
STRENGTH
3/8 STAMINA 4/8 AGILITY 6/8
FIGHTING 12/14 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 6 (+12, +14 Chi)
Athletics 8 (+11, +16 Chi)
Deception 5 (+8)
Expertise (Martial Arts) 6 (+9)
Insight 2 (+6)
Intimidation 2 (+5)
Perception 5 (+9)

Advantages:
Accurate Attack, Agile Feint, Chokehold, Defensive Attack, Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Improved Critical (Unarmed) 2, Improved Defense, Improved Initiative, Improved Smash, Instant Up, Power Attack, Prone Fighting, Takedown 2, Uncanny Dodge

Powers:
"Chi Enhancements"
Enhanced Strength 5 (Extras: Penetrating 8) [18]
Enhanced Stamina 4 [8]
Enhanced Agility 2 [4]
Enhanced Fighting 2 [4]
Leaping 2 (30 feet) [2]
Speed 3 (16 mph) [3]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Chi Power +14 (+8 Damage, DC 23)
Initiative +10 (+12 Chi)

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4 (+8 Chi), Fortitude +6 (+10 Chi), Will +7

Complications:
Relationship (The Mandarin- Father)- Temugin is honor-bound to follow in his father's footsteps, despite having no real enmity for Iron Man.

Total: Abilities: 78 / Skills: 34--17 / Advantages: 19 / Powers: 39 / Defenses: 13 (166)

-Temugin is the son of the Mandarin, named for their ancestor, Genghis Khan (his birth name, anyways). He was abandoned by his father to be raised by monks, and became a Chi-wielding master. He was then controlled by his father into shooting Tony Stark- nearly killing him. When the Mandarin called him a disappointment for failing to finish the job, Temugin renounced his father before being mind-wiped. Years later, he received his father's severed hands in a box at the monastery, along with the Ten Rings of Power. Now, he felt that honor demanded that he take the Mandarin's place and kill Iron Man, though he felt no enmity towards the hero. Iron Man was only saved by the intervention of another of the Mandarin's enemies, and Temugin later appears to have forgiven the hero, despite the Rings corrupting his soul with their might. He loses a hand in MODOK's 11, but appears with a prosthetic in Agents of Atlas, as a second-in-command and potential replacement for their leader, Jimmy Woo.
-Temugin is a powerful warrior, able to use Chi to enhance himselfn into a match for Iron Man in combat, thus making him Ares's favorite bad guy ever :). And yeah, he becomes a full-on PL 11 menace, able to hold his own with just about anybody. One wonders how such abilities are possible through mere training when no OTHER martial artist can manage them, but that's one of those uncomfortable questions that springs up when you're dealing with a medium that goes back to before when such Magical Martial Arts were part of any character's repetoire in western comics.

WONG-CHU
Created By:
Larry Lieber, Jack Kirby & Don Heck
First Appearance: Tales of Suspense #39 (March 1963)
Role: Original Villain
Group Affiliations: The Vietnamese Army
PL 6 (84)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 2 (+5)
Expertise (Military) 6 (+8)
Intimidation 3 (+6)
Vehicles 1 (+4)

Advantages:
Fast Grab, Improved Hold, Prone Fighting, Ranged Attack 4

Offense:
Unarmed +8 (+4 Damage, DC 19)
Initiative +4

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

Complications:
Motivation (Power)

Total: Abilities: 64 / Skills: 16--8 / Advantages: 7 / Powers: 0 / Defenses: 5 (84)

-Wong-Chu goes all the way back to where it started- Iron Man's first appearance, where he was the evil general forcing the weapons designer Tony Stark to build him some new gear before Stark succumbed to the shrapnel in his heart. Instead, Tony teams up with Yinsen, a fellow prisoner, builds the Iron Man armor, escapes, and then defeats the General in hand-to-hand combat. Wong-Chu is thought-dead, but returns decades later, carrying the brain of Yinsen in a jar. However, he is slain by a member of the "Sons of Yinsen", a group that worships Stark's dead assistant. It is later revealed that he'd been working for the Mandarin the whole time, linking Stark's origin to his arch-nemesis.
-Wong-Chu is a pretty typical "General" build, but is apparently a highly-skilled wrestler. Just no match for a man in an iron suit.

ARSENAL
Created By:
Bill Mantlo & Keith Giffen
First Appearance: Iron Man #114 (Sept. 1978)
Role: Kill-O-Bot
PL 11 (155)
STRENGTH
12 STAMINA -- AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -- PRESENCE --

Skills:
Expertise (History) 4 (+

Advantages:
Power Attack, Ranged Attack 8

Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 14 (Extras: Impervious 11) [25]
"Air Jets" Flight 7 (250 mph) [14]

"Laser Beam" Blast 12 (24) -- [29]
AE: "Inertia Darts" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Multiattack) (18)
AE: "Electro-Stun Field" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst) (16)
AE: "Flame-Thrower" Damage 8 (Extras: Area- 60ft. Cone) (16)
AE: "Gun Systems" Blast 8 (Extras: Multiattack) (24)
AE: "Toxic Gas" Weaken Strength 8 (Extras: Area- 15ft. Cloud) (16)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Laser Beam +8 (+12 Ranged Damage, DC 27)
Inertia Darts +8 (+6 Ranged Affliction, DC 16)
Electro-Stun Field +8 Area (+8 Affliction, DC 18)
Flame-Thrower +8 Area (+8 Damage, DC 23)
Guns +8 (+8 Ranged Damage, DC 23)
Toxic Gas +8 Area (+8 Weaken, DC 18)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude --, Will --

Complications:
Motivation (Defeating The Nazis)- Arsenal units tend to think that it is a Nazi-controlled world, and lashes out at any authority figures.

Total: Abilities: 10 / Skills: 60--30 / Advantages: 9 / Powers: 98 / Defenses: 8 (155)

-Arsenal is the creation of Howard Stark (Tony's father), meant to fight as a possible last line of defense in World War II (this is back when Tony having a dad who was alive during WWII wasn't weird), but was shut down post-War, only to be reactivated in modern times during a fight between The Avengers and The Unicorn. After beating many Avengers (thinking them Nazis or something- it believes that the Allies lost the war), it is kept from self-destructing by Tony, who unmasks and reveals that Arsenal's programming was based off of his dead mother- the situation resolves itself peacefully. However, later on, it returned, defeating She-Hulk before The Hulk smashed it. Another, "Alpha" unit, came alive to fight the team AGAIN, but Iron Man got Warbird (Carol Danvers) to deactivate its signal to it shut down- The Avengers would later reactivate one as a training drone, and surprisingly it DIDN'T come back to life and try to kill them all.
-Arsenal is high-tier enough to take on an entire Avengers squad and survive, as well as being able to beat someone as powerful as She-Hulk- it generally gets deactivated or beaten by a very powerful character (like Hulk), meaning it's a lot tougher than your typical Kill-O-Bot. This build also represents the varied attacks of the Alpha unit- the Beta only had the Beam, Darts & Stun Field.

FIREBRAND I (Gary Gilbert)
Created By:
Archie Goodwin & Don Heck
First Appearance: Iron Man #27 (July 1970)
Role: Jobber Villain
Group Affiliations: The Masters of Evil, The Corporation, S.H.I.E.L.D., The Initiative, The Shadow Initiative, The Frightful Four, The Six-Pack, The Sinister Syndicate
PL 9 (125)
STRENGTH
2/8 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 1 (+4)
Close Combat (Unarmed) 1 (+7)
Deception 5 (+7)
Expertise (Activist) 4 (+5)
Insight 2 (+4)
Intimidation 4 (+6)
Investigation 5 (+7)
Perception 3 (+5)
Persuasion 4 (+6)
Ranged Combat (Thermal Blasts) 4 (+8)
Search 2 (+4)
Technology 4 (+5)
Vehicles 3 (+5)

Advantages:
All-Out Attack, Evasion, Improved Aim, Improved Critical (Thermal Blast), Precise Attack (Ranged/Cover), Ranged Attack 2

Powers:
"Firebrand Costume" (Flaws: Removable) [44]
Enhanced Strength 6 (12)
Power Lifting 1 (12 tons) (1)
Protection 6 (6)
Immunity 10 (Heat Effects) (Flaws: Limited to Half-Effect) (5)
"Air Supply" Immunity 2 (Drowning & Suffocation) (Flaws: Limited to 30 Minutes) (1)

Flight 6 (120 mph) (10)
Thermal Blast 9 (Feats: Split Attack) (19) -- (20)
AE: "Flamethrowers" Damage 8 (Extras: Area- 60ft. Cone) (16)
-- (55 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Costume Unarmed +7 (+8 Damage, DC 23)
Thermal Blast +8 (+9 Ranged Damage, DC 24)
Flamethrowers +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+9 Costume), Fortitude +5, Will +3

Complications:
Motivation (Activism)- Gary was an activist who turned to crime after realizing that peaceful protests accomplished nothing. Eventually, he "needs work" so he shifts mostly towards Greed.

Total: Abilities: 42 / Skills: 42--21 / Advantages: 7 / Powers: 44 / Defenses: 10 (125)

-Firebrand is a little-used Iron Man villain, a former radical activist turned violent supervillain because peaceful protests against big business weren't effective. Of course, teaming up with evil industrialist Justin Hammer seems to be counter-productive to that, but that's probably why this guy is a jobber. I just had to stat him based off of that costume... look at that fist! It's the most generic supervillain suit I've seen in a while, but I almost like it just for that. Nothing too fancy about this guy. Like most every Iron Man foe, he's a guy in Power Armor, though it wasn't advanced enough to protect him against the Scourge of the Underworld- he set up the infamous meeting amongst all the lame super-villains at "The Bar With No Name", and got himself and seventeen other guys killed for it. He reappeared in modern times with the same resurrection spell that brought the others back, but he got his head shot through by The Punisher anyways.
-Like I said, nothing fancy- just a standard Powersuit, but a little weaker than your Iron Man types, or even your Unicorn types. He's got +8 or +9 to his Strength & Toughness stats, hits harder with Thermal Blasts (but is actually well-balanced at both melee & range), and has a smattering of skills because of his activist past. He's actually not that bad, but still, he's a jobber, PL 8.5 on defense, and not exactly ultra-skilled.
-A second Firebrand appeared a bit later, and was totally forgettable. Same type of suit, same powers, and he fought random super-heroes, being more of a 'catch all' fire-themed villain than anything else. This Russ Broxtel character joined the Force of Nature when Firewall left, and has the same stats as Gilbert, but with less Intelligence & Skills, being just some common thug. A THIRD Firebrand was a super-powerful Fire Guy (as in made of energy) with a weird morphing harness.

FIREBRAND II (Russ Broxtel)
Created By:
Archie Goodwin & Don Heck
First Appearance: Web of Spider-Man #77 (June 1991)
Role: Jobber Villain
Group Affiliations: Force of Nature
PL 8 (108)
STRENGTH
2/8 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 1 (+4)
Close Combat (Unarmed) 1 (+7)
Deception 3 (+5)
Expertise (Eco-Terrorist) 4 (+5)
Intimidation 2 (+4)
Perception 2 (+4)
Persuasion 3 (+5)
Ranged Combat (Thermal Blasts) 2 (+6)
Search 2 (+4)
Technology 2 (+3)
Vehicles 2 (+4)

Advantages:
Ranged Attack 2

Powers:
"Firebrand Costume" (Flaws: Removable) [44]
Enhanced Strength 6 (12)
Power Lifting 1 (12 tons) (1)
Protection 6 (6)
Immunity 10 (Heat Effects) (Flaws: Limited to Half-Effect) (5)
"Air Supply" Immunity 2 (Drowning & Suffocation) (Flaws: Limited to 30 Minutes) (1)

Flight 6 (120 mph) (10)
Thermal Blast 9 (Feats: Split Attack) (19) -- (20)
AE: "Flamethrowers" Damage 8 (Extras: Area- 60ft. Cone) (16)
-- (55 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Costume Unarmed +7 (+8 Damage, DC 23)
Thermal Blast +6 (+9 Ranged Damage, DC 24)
Flamethrowers +8 Area (+8 Damage, DC 23)
Initiative +3

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

Complications:
Motivation (Activism)- Russ is an eco-terrorist.

Total: Abilities: 42 / Skills: 24--12 / Advantages: 2 / Powers: 44 / Defenses: 8 (108)

-Russ Broxtel replaced Gilbert as Firebrand after The Scourge of the Underworld, and kept up with a similar theme- he was an eco-terrorist, and joined up with the New Warriors foes The Force of Nature. Though he debuted in one of Spider-Man's books, he also fought Cloak & Dagger and the Warriors with his team. Later, he was seen off on his own doing generic crimes- like many Jobbers, he missed most of the '90s and then just became a "Face in the crowd" kind of guy. A fourth, female Firebrand named Amanda was seen as a Backgrounder in an Iron Man issue as well.
-Broxtel is a classic Jobber- worse than the original, he was basically just a "Team Guy" who later became the sort that total amateurs like the Young Avengers could easily defeat with only one or two members.

FIREBRAND III (Rick Dennison)
Created By:
Kurt Busiek & Sean Chen
First Appearance: Iron Man #4 (May 1998)
Role: Forgotten Villain
Group Affiliations: The Flaming Sword, Terra Tactics, The Masters of Evil
PL 10 (165)
STRENGTH
3 STAMINA 5 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Ranged Combat (Blasts) 4 (+8)

Advantages:
Improved Critical (Heat), Power Attack, Ranged Attack 2

Powers:
Immunity 10 (Heat Effects) [10]
Heat Aura 11 [44]
Heat Blast 12 (Extras: Penetrating 8) [32]

"Flight Harness" (Flaws: Removable) (Feats: Restricted to Heat-Powered People) [17]
Flight 7 (250 mph) (14)
Protection 6 (6)
-- (20 points)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Heat Aura +6 (+11 Damage, DC 26)
Heat Blast +8 (+12 Ranged Damage, DC 27)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5 (+11 Harness), Fortitude +5, Will +2

Complications:
Motivation (Activism)- Rick has been convinced by the Flaming Sword that their goals are also his.
Responsibility (Insane)- Rick is easily-influenced thanks to the mutations that have warped his mind.

Total: Abilities: 36 / Skills: 24--12 / Advantages: 4 / Powers: 103 / Defenses: 10 (165)

-Rick Dennison became the third Firebrand while the second was still technically-active (though un-used)- he became an Iron Man foe who also faced The Avengers (Kurt Busiek wrote both titles), and kept the "Eco-Terrorist" label. However, he mostly went under-utilized, last being seen as one of the Shadow Council's Masters of Evil. Unlike the others, he's not a Powersuit character- he's a mutated human with a Burning Aura, and a Harness that gives him a side power and makes him more durable.

RUMIKO FUJIKAWA
Created By:
Kurt Busiek & Sean Chen
First Appearance: Iron Man #4 (May 1998)
Role: Hero's Girlfriend
Group Affiliations: Stark/Fujikawa
PL 1 (19), PL 2 (19) Saves
STRENGTH
0 STAMINA 0 AGILITY 1
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 0 PRESENCE 3

Skills:
Expertise (Business) 4 (+6)

Advantages:
Benefit 1 (Wealth)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +1

Defenses:
Dodge +1 (DC 11), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +3

Complications:
Relationship (Tony Stark)- Rumiko dates Tony largely to rebel against her traditionalist parents, who disapprove of him.

Total: Abilities: 12 / Skills: 4--2 / Advantages: 1 / Powers: 0 / Defenses: 4 (19)

-Rumiko and her father, a Japanese businessman who bought Tony Stark's company while he was in the "Heroes Reborn Universe", kind of came in a little late to capitalize on the whole Western fears of "The Japanese Will Rule Us All", regarding the power of Japanese companies (which reached a peak between the 1960s & '80s). In fact, the bubble burst on their economy by the time she'd appeared, and the country actually experienced DEFLATION, and numerous corporations lost a ton of money. Nonetheless, the time when I got back into reading comics (I kind of lost the thread in the mid-90s) actually resulted in me coming into the Iron Man book with Stark/Fujikawa being a thing, Tony's armor gaining sentience, and Rumiko being his new girlfriend.
-Eventually, Rumiko cheats on Tony with a business rival after getting annoyed by him never paying attention to her (this is, naturally, during the "Secret Identity" years). They get back together, but soon split up when he becomes Secretary of Defense (!!). She is stuffed into the refrigerator in 2004, after being attacked by an Iron Man impersonator... you'd think the writer would have just written her out if he wasn't gonna use her, but no- comics gotta comic.
-I actually don't remember too much about Rumiko, and online bios don't say much beyond her enjoying a jet-setting lifestyle. For some reason, I recall her having some business acumen and being an important part of Stark/Fujikawa.

KILLER SHRIKE (Simon Maddicks)
Created By:
John Warner & John Buscema
First Appearance: Rampaging Hulk #1 (Jan. 1977)
Role: Jobber Villain
Group Affiliations: The Masters of Evil, Air Force (Cardinal's team), Roxxon Oil, The Thunderbolts, The U.S. Army
PL 7 (108)
STRENGTH
6 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Military) 4 (+6)

Advantages:
Equipment 4 (Guns & Knives), Ranged Attack 3

Powers:
"Cybernetic Flight Harness" Flight 7 (250 mph) [14]

"Weapons Systems" (Flaws: Removable) [13]
"Twin Power-Blasters" Blast 7 (Feats: Variable- Generic Energy or Electricity) (15) -- (16 points)
AE: "Talons" Strength-Damage +1 (Feats: Split) (2)

Equipment:
"Protective Armour" Protection 1 (Extras: Impervious 5) (6)
"Guns" Blast 5 (10)
"Knives" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Mind Control -- (+9 Perception-Ranged Affliction, DC 19)
Illusion -- (+7 Illusion, DC 17)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5 (+6 Armour), Fortitude +6, Will +4

Complications:
Motivation (Greed)- Killer Shrike is a mercenary.

Total: Abilities: 62 / Skills: 8--4 / Advantages: 7 / Powers: 27 / Defenses: 8 (108)

-Killer Shrike is a generic Mysterious Past guy who worked with Roxxon (the generic Evil Corporation of 1980s Marvel) to get some cybernetic powers and become a mercenary/Roxxon Agent. His first mission sent him against Ulysses Bloodstone, who easily defeated him (Bloodstone, feeling pity, sent him to a hospital). After that, he pretty much jumped into that field of omnipresent Journeyman Jobbers who basically appeared in books at random as one-off opponents for various characters (many Marvel Team-Up villains ended up there), fighting Spider-Man a few times. Hell, he's pretty much been EVERYWHERE, and never scores a win. He even pops up in random books these days, yet I've never seen a single one of his appearances.
-Killer Shrike is ultimately VERY Jobber-y, losing to just about everyone over the years (often while teaming with one or two other villains- he, Ringer & Coachwhip lost to Moon Knight). Thus, he only earns a paltry PL 7 status- he's lost to TOO many guys, with ZERO wins, to possibly be any higher.

ALDRICH KILLIAN & MAYA HANSEN
Created By:
Warren Ellis & Adi Granov
First Appearance: IronMan #1 (Jan. 2005)
Role: Evil Corporate Shark
Group Affiliations: None
PL 2 (54)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 7 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Science) 9 (+16)
Technology 8 (+15)
Treatment 1 (+8)

Advantages:
Benefit (Wealth), Inventor

Offense:
Unarmed +0 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +0 (DC 10), Toughness +2, Fortitude +2, Will +4

Complications:
Motivation (Greed)- Killian sells deadly stuff to TERRORISTS.
Guilt (The Above)- It drives him to suicide.

Total: Abilities: 39 / Skills: 22--11 / Advantages: 2 / Powers: 0 / Defenses: 2 (54)

-Yup- YET ANOTHER Iron Man Villain who's just a rival corporate guy. There's about fifty of these guys if you look back far enough, and about half of them don't even have super-powers. But really, Evil Rich Asshole is one of the oldest villainous archetypes in fiction, as the class struggle has always been a thing. And this guy was oddly used for the third Iron Man movie's villain, despite only having been around since 2005- he was a perfectly-acceptable smarmy villain, but this was the THIRD GUY LIKE THIS in the movie series, so it kinda loses something when Justin Hammer & Obadiah Stane already existed for the same stuff in earlier films. The comic Killian isn't a long-laster, either- he steals a sample of the Extremis virus and sells it to domestic terrorists, but commits suicide when the guilt is too much for him. His ally, Maya Hansen, actually gets a lot more play, as she co-develops the Extremis with him, and survives to help Tony (who had injected HIMSELF with the stuff to give him a boost against Extremis-powered villains).

IRON MAN 2020 (Arno Stark)
Created By:
Tom DeFalco & Herb Trimpe
First Appearance: Machine Man #2 (Nov. 1984)
Role: Evil Future Guy, Mirror Image Villain
Group Affiliations: The Avengers (all teams), The Illuminati, S.H.I.E.L.D., Force Works
Avengers Grade: A-Level
PL 12 (198)
STRENGTH
2/12 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 5 (+8)
Expertise (Business) 3 (+6)
Intimidation 5 (+8)
Investigation 3 (+5)
Perception 5 (+7)
Ranged Combat (Iron Man Weapons) 2 (+9, +12 Suit)
Stealth 2 (+5)
Technology 5 (+8)
Vehicles 3 (+8)

Advantages:
Benefit 5 (Wealth- Billionaire), Connected, Equipment (Gear in Suit- Radio, Jammer & stuff), Move-By Action, Power Attack, Ranged Attack 2

Powers:
"Iron Man 2020 Armor" (Flaws: Removable) (Feats: Restricted 2- Only Arno, Remote Control) [101]
Enhanced Strength 10 (20)
Protection 9 (Extras: Impervious 9) (18)
Immunity 6 (Cold, Heat, Radiation, Pressure, Suffocation 2) (6)
"Boot Rockets" Flight 9 (1,000 mph) (18)

"Targetting & Environmental Sensors"
Enhanced Advantages 10: Extraordinary Effort, Improved Aim, Improved Disarm, Improved Initiative, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 3, Withstand Damage (10)
Enhanced Dodge & Parry 2 (4)
"Armor Sensors" Senses 11 (Extended & Infravision, Extended Hearing, Radar 4, Detect Energy- Ranged, Acute & Accurate) (11)

"Repulsor Rays" Blast 12 (Feats: Split, Improved Critical, Variable Energy Descriptor, Penetrating 4) (31) -- (36)
AE: "Repulsor Stun" Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Split) (Extras: Ranged, Cumulative) (31)
AE: "Uni-Beam" Damage 12 (Feats: Penetrating 5) (Extras: Area- 30ft. Line) (Flaws: Distracting) (17)
AE: "Electro-Magnetic Pulse" Nullify Technology 12 (Extras: Area- 30ft. Burst, Sustained) (Flaws: Touch Range) (24)
AE: "Sonic Attack" Dazzle Audio 10 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) (20)
AE: "Holographics" Illusion (Visual) 5 (10)
-- (122 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Suit Unarmed +8 (+12 Damage, DC 27)
Repulsor Rays +12 (+12 Ranged Damage, DC 27)
Stun +12 (+10 Ranged Affliction, DC 20)
Uni-Beam +12 Area (+12 Damage, DC 27)
EM Pulse +12 (+8 Nullify, DC 18)
Initiative +7

Defenses:
"Out of Suit" Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +6, Will +5
"In Suit" Dodge +12 (DC 22), Parry +10 (DC 20), Toughness +12 (+5 Impervious), Fortitude +6, Will +5

Complications:
Motivation (Greed)- Arno is a mercenary.
Relationship (Family)- A great deal of them died in some future thing involving an explosion.

Total: Abilities: 56 / Skills: 32--16 / Advantages: 11 / Powers: 101 / Defenses: 14 (198)

-"Iron Man 2020" hails from Earth's future, and is Arno Stark, the son of Tony's first cousin, the unscrupulous Morgan Stark. He acts as a hired mercenary in his timeline, and engages in corporate espionage. And oddly, he fought Machine Man, who declared that "I am a better man than you!". He then ends up in our time, fighting Spider-Man & Iron Man, then gets a one-shot story to himself in 1994, and it's revealed that he may be leading towards a more-heroic path after his actions lead to the deaths of several family members and other innocent lives. He last appeared in a Kang storyline (involving him gathering numerous time-travellers, such as Arno, Stryfe and Ahab), but is now most well-represented by his MODERN version, a younger Arno who acts as a kind of asssistant/future rival to Tony Stark (he's working on advances in the "Extremis" line).
-Arno is basically a lesser Tony, using the same-powered armor (but typically ALWAYS using Power Attack), and having less genius.

BETHANY CABE
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #117 (Dec. 1978)
Role: Sexy Bodyguard
Group Affiliations: None
PL 8 (116)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+13)
Deception 4 (+6)
Expertise (Bodyguard/Security) 6 (+8)
Insight 3 (+6)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 3 (+7)
Technology 2 (+4)
Vehicles 1 (+6)

Advantages:
Agile Feint, Equipment 2 (Pistol), Fearless, Improved Critical (Unarmed), Improved Defense, Improved Initiative, Quick Draw, Ranged Attack 5, Seize Initiative, Tracking, Uncanny Dodge

Offense:
Unarmed +13 (+3 Damage, DC 18)
Pistol +10 (+5 Ranged Damage, DC 20)
Initiative +8

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

Complications:
Relationship (Alex Von Tilburg)- Bethany's husband was an addict who was thought-dead. When he turns up alive, she leaves Stark to be with him.
Relationship (Tony Stark)- They've entered into a relationship on two separate occasions- her husband's return ended the first one, and Tony's betrayal/death (in The Crossing) ended the second.

Total: Abilities: 68 / Skills: 40--20 / Advantages: 16 / Powers: 0 / Defenses: 12 (116)

-Bethany Cabe was an interesting mid-tier Stark Girlfriend- unlike most, she could handle herself in a fight, and was a sexy bodyguard, as she eventually revealed to Tony. She also helped him through his first bout of alcoholism, and even FIGURED OUT HIS SECRET IDENTITY (making her smarter than Lois Lane, at the very least). She's also kicked Madame Masque & Whiplash's asses before. She ends up leaving Stark for her thought-dead husband (also an addict, like Tony), but returns after she leaves him and he dies via drug overdose. She later became the Head of Security of Stark Enterprises, then later rekindled the relationship with Tony in time for him to disappear in The Crossing. Another couple of years (Tony was dead, then a teen, then in Heroes Reborn) and she took the same job. More-recent issues have featured her and Pepper Potts being super-catty with each other, trying to undermine the other's position.
-Bethany is way above your usual "Hero's Girlfriend" character, being a kick-ass martial artist in her own right, who can beat up actual super-villains (Jobbers, but still).

JUSTIN HAMMER
Created By:
David Michelinie, John Romita, Jr. & Bob Layton
First Appearance: Iron Man #120 (March 1979)
Role: Evil Rich Guy
PL 3 (70), PL 6 (70) Businessman
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 2 DEXTERITY 4
INTELLIGENCE 6 AWARENESS 4 PRESENCE 3

Skills:
Deception 7 (+10)
Expertise (Business) 10 (+16)
Expertise (Science) 5 (+11)
Insight 2 (+6)
Technology 8 (+14)

Advantages:
Benefit 5 (Extreme Wealth), Inventor, Ultimate Business Skill

Offense:
Unarmed +2 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +1, Fortitude +2, Will +6

Complications:
Motivation (Greed & Power)- Hammer is a greedy S.O.B., and frequently funds super-villains for a share in their profits. He has no ethics in terms of what he'll do for money.
Enemy (Tony Stark)- Hammer Industries is a major competitor to Stark Enterprises.

Total: Abilities: 40 / Skills: 32--16 / Advantages: 7 / Powers: 0 / Defenses: 7 (70)

-In the 1980s, Evil Businessmen were pretty much a Stock Villainous Archetype- rejections of materialism in society, and an increasing liberalisation of the entertainment industry, had left them as some of the more unlikeable villains around- witness Lex Luthor's shift in role during this era. Justin Hammer, created just before the '80s came about, fills that role also, as well as being a bit of a Mirror Image Villain to Tony Stark himself- an inventor & businessman of high skill, who is nonetheless an immoral bastard who is behind numerous evil schemes. His frequent schtick was to fund low-tier Jobber Villains in their Anti-Stark crime sprees, only to be invulnerable to legal consequences himself. Hell, this was the guy behind Armor Wars! He FINALLY died after a decade or so of causing trouble, being frozen in space during a fight with Stark, after being diagnosed with a terminal illness. His daughter Justine became a minor villain of little repute, and he could theoretically come back some day. He was a big enough deal to get used as the smarmy, unlikeable turd in Iron Man 2, where he gained incompetence and nerdiness to make him EXTRA-pathetic.
-Not a major battlefield character, Hammer's specialties are being exceptionally smart and a GREAT businessman, on par with Stark himself. In any campaign, I would imagine you'd see very little of him- just an army of Mooks like Blacklash, The Rhino, The Shocker, Leap-Frog and more coming at the heroes on a constant basis.

SASHA HAMMER
Created By:
Matt Fraction & Barry Kitson
First Appearance: The Invincible Iron Man #8 (2008)
Role: Evil Rich Girl, Legacy Character
PL 10 (137)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Athletics 7 (+10)
Deception 5 (+8)
Expertise (Business) 4 (+8)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 2 (+5)
Technology 2 (+6)

Advantages:
Benefit 3 (Wealth), Inventor

Powers:
"Energy Whips & Swords" Strength-Damage +6 (Feats: Reach 4) (Extras: Penetrating 6) [16]
Flight 6 (120 mph) [12]

"Generic Powersuit" (Flaws: Removable) [11]
Protection 6 (Extras: Impervious 7) (13 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Energy Whips +10 (+9 Damage, DC 24)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+10 Suit), Fortitude +5, Will +6

Complications:
Enemy (Tony Stark)- Sasha & Justine blame Tony for the death of Justin Hammer.

Total: Abilities: 72 / Skills: 26--13 / Advantages: 4 / Powers: 39 / Defenses: 9 (137)

-Sasha Hammer was introduced in 2008 as the daughter of Justine (and thus the granddaughter of Justin) and The Mandarin himself- she shares a hate-on for Tony. The two create the Detroit Steel line of Powersuits, and conspire to ruin Tony's life through business and crime-based decisions. Sasha even gains super-powers thanks to Ezekiel Stane, but is stopped. She reappears a handful of times, and they appear to be making a small go of it with her and her mother as recurring villains.
-Sasha has been modified to become a fairly-decent front-line fighter (she can provide a decent fight for Iron Man), and has also been known to utilize the Detroit Steel armor.

LIVING LASER (Arthur Parks)
Created By:
Stan Lee, Art Simek & Don Heck
First Appearance: The Avengers #34 (Nov. 1966)
Role: Scientist Supervillain, Blaster
Group Affiliations: The Lethal Legion
PL 9 (159)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Criminal) 2 (+6)
Expertise (Science) 7 (+12)
Intimidation 3 (+3)
Perception 2 (+2)
Ranged Combat (Lasers) 2 (+8)
Technology 8 (+13)

Advantages:
Improved Critical (Lasers), Improved Smash, Inventor, Ranged Attack 2

Powers:
"Diode Implants"
Blast 10 (Feats: Split, Penetrating 5) (26) -- [29]
AE: "Light Refraction" Concealment (Visuals) 2 (4)
AE: Illusions 8 (Visual) (16)
AE: "Limited Telepathy" Communication (Mental) 2 (Flaws: Unreliable) (2)

"Photonic Body"
Insubstantial 3 (Energy) (Feats: Precise) [16]
Flight 18 (500,000 mph) [36]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Blasts +8 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +11 (DC 21), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Relationship (The Wasp)- Laser is infatuated with The Wasp.

Total: Abilities: 42 / Skills: 28--14 / Advantages: 5 / Powers: 81 / Defenses: 17 (159)

-The Living Laser was initially just another putzy Jobber Villain who floated around harassing Iron Man and joining various incarnations of The Lethal Legion, and never really evolved past that- he was sorta like Lightmaster, in that he was a Light-Themed Jobber who eventually got turned into an Energy Form. He started off being a loser obsessed with The Wasp (who was at that point just in The Avengers after her & Pym's separate act was cancelled), then tried to take over a small South American country. Later, he teams with The Mandarin in another scheme, then BATROC in another. The first version of the Lethal Legion is formed by The Grim Reaper in an attempt at revenge upon the Avengers, but it again fails. And thus his entire career is basically summed up- Journeyman Villain/Team Guy.
-Despite that, he occasionally springs out for something bigger, like gaining the powers of the Serpent Crown. A second Lethal Legion is formed by Count Nefaria, but they job to the Avengers again. He nearly-dies after reaching "critical mass" and exploding in space, but returns a few times as living energy, and largely-battling Iron Man, who by this point was definitely his "main" adversary. He spent most of the '90s & 2000s on the shelf, returning more-recently as a minion of the Mandarin once again.
-He could be PL 8 or 9, but I think his modern "Photonic Body" version deserves PL 9 status- without it, he's a much cheaper PL 8. The dude DOES fight Iron Man, after all, so he can't be a complete panty-waist. And he's actually a really good scientist back in the day, creating a hand-held laser in the SIXTIES... but after a point, he never created anything else- he's one of THOSE guys.

THE CONTROLLER (Basil Sandhurst)
Created By:
Iron Man #12 (April 1969)
First Appearance: Archie Goodwin & George Tuska
Role: Forgotten Villain
PL 12 (261)
STRENGTH
5/11 STAMINA 4 AGILITY 2
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 6 AWARENESS 2 PRESENCE -1

Skills:
Deception 6 (+5)
Expertise (Science) 7 (+13)
Insight 4 (+6)
Perception 5 (+7)
Technology 8 (+14)

Advantages:
All-Out Attack, Equipment 4, Power Attack, Ranged Attack 4, Startle

Powers:
"Strength-Enhanced Exoskeleton"
Enhanced Strength 6 (Flaws: Requires Additional Slaves Per Rank) [3]
Protection 7 (Extras: Impervious 7) [14]
"Boot Jets" Flight 6 (120 mph) [12]

Mind Control 5 (Feats: Dynamic) (Extras: Area- 30ft. Burst, Sustained +2) (Flaws: Touch Range -2) (26) -- [28]
Dynamic AE: "Mental Blast" Blast 8 (Feats: Dynamic) (Extras: Perception Ranged, Will Save) (Flaws: Rank Depends on Number of Slaves) (25)
Dynamic AE: "Psychokinesis" Move Object 8 (Feats: Dynamic) (Extras: Perception-Ranged) (Flaws: Rank Depends on Number of Slaves) (17)

"Slave Disc Mind Control"
Mind Control 12 (Extras: Continuous +3) (Flaws: Instant Recovery, Limited to Those With Slave Discs Attached) (Noticeable- Discs on People) [59]
Remote Sensing 10 (Mental Detection) (Flaws: Limited to Those With Slave Discs Attached) [5]
"Power Mimicry" Variable 6 (Flaws: Limited to Mental Powers, Limited to Those With Slave Discs Attached) [30]

"Slave Discs" (Flaws: Easily Removable) [15]
Weaken Awareness 8 (Feats: Triggered- Placed on Head) (Extras: Continuous +3) (Flaws: Grab-Based) (25 points)

Offense:
Unarmed +9 (+5 Damage, DC 20)
Strength Boost +9 (+11 Damage, DC 26)
Mental Blast -- (+8 Perception-Ranged Will Damage, DC 23)
Baseline Control +5 Area (+5 Affliction, DC 15)
Slave Disc Mind Control -- (+12 Perception-Ranged Affliction, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+11 Suit, +4 Impervious), Fortitude +4, Will +5

Complications:
Motivation/Obsession (Control)- Basil Sandhurst is obsessed with controlling others, often doing schemes solely to gain more power with which to gain more control.
Enemy (Iron Man)- Iron Man nearly always ends up opposing Sandhurst.

Total: Abilities: 60 / Skills: 30--15 / Advantages: 11 / Powers: 166 / Defenses: 9 (261)

-The Controller's a minor-league Iron Man baddie (usually trotted out for a one-shot story here and there every few years) that actually looks cool enough to be a more-important character, but just never panned out. He's a little too dated these days, what with the classic deformed Kirby villain face and generic blue armor, but he can do alright, even if he's not the major villain in a story. His whole schtick is Mind Control, but ultimately he's just another Super-Strong Powersuit guy (albeit with a bonded-suit, so it's not a Device). Curiously, he was created in the LATE 1960s, by a later creative team, making him SORT OF a part of the Silver Age, but way outside of the shadow of Stan Lee, Steve Ditko or Jack Kirby.
-Basil Sandhurst is your everyday "Mad Scientist Caught In An Explosion" sort, and lost to Iron Man. He's allied with Thanos (who upgraded his tech and sent him against Captain Mar-Vell), and appeared a few more times, but soon took a MAJOR sabbatical, appearing only in more modern times. He faces War Machine and Iron Man a few more times, and at one point uses a medical clinic to try and control wealthy people's minds. However, he ends up being used as a mere "Background Guy" these days, just part of the prisoners at the Raft or in the Hood's gang. In his most-recent appearance, he jobbed to MARIA HILL of all people. Not even a real superhero!
-Controller's stats aren't easy to figure out, basically gaining Super-Strength based off the amount of people he's controlling with his Slave Discs. He can use his Mind Control WITHOUT them, albeit at a minor level, so the Discs basically bring in a separate one, and they have a flaw stating he must actually PLACE the discs on people in order to use the powers. Like most Mind Controllers, it's at a high rank and often used as a Plot Device (Instant Single-Issue Story: Namor gets mind-controlled and sent after Captain America!), but he can effectively control people as long as a Disc is attached to them. Add a Mental Blast, Psychokinesis, Mimicry (only Mental Powers, though, meaning it's ludicrously-expensive for a guy who almost never fights Telepaths) and Protection, and you've got a pretty expensive guy, especially considering he's usually just a one-issue threat. The trick is that without the Slave Discs attached, he's just a standard PL 10 Powerhouse with some low saves of his own.

THE GHOST (Real Name Unknown)
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #219 (June 1987)
Role: Industrial Saboteur
PL 10 (176)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Science) 9 (+14)
Expertise (Business) 4 (+9)
Intimidation 6 (+6)
Perception 8 (+10)
Stealth 2 (+5)
Technology 10 (+15)

Advantages:
Benefit (No Real Identity- Erased From Public Knowledge), Equipment 7, Hide In Plain Sight, Ranged Attack 6

Powers:
"Ghost Costume" (Flaws: Easily Removable) [56]
Insubstantial 4 (Feats: Subtle) (Extras: Affects Others, Affects Objects, Attack, Reaction) (37) -- (38)
AE: "Invisibility" Concealment 2 (Vision) (Extras: Affects Others, Affects Objects) (16)

Enhanced Skills 10: Stealth 10 (+15) (5)
"Phasing Attack" Damage 10 (Feats: Penetrating 10) (Extras: Affects Corporeal) (Flaws: Limited to Toughness & Size of Objects Phased) (20)
"Tamper With Electronics" Affliction 10 (Tech Skill of Creator; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Flaws: Limited to Electromagnetic Signals -2) (5)
Flight 2 (8 mph) (Flaws: Low Ceiling) (2)
-- (70 points)

"Special Gun" (Flaws: Easily Removable) [11]
Blast 8 (Feats: Variable Descriptor- Laser or Electricity) (17 points)

Equipment:
"Spy Gear" (5)
"Grenades" Blast 8 (Feats: Ricochet 2, Homing 2) (Extras: Area- 30ft. Burst) (28) -- (29)
AE: "Bombs" Damage 10 (Feats: Triggered- Sound) (Extras: Area- 30ft. Burst) (21)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Phasing Attack +10 (+10 Damage, DC 25)
Special Gun +10 (+8 Ranged Damage, DC 23)
Grenades +8 Area (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Destroying Capitalism)- The Ghost is an anti-capitalist crusader who seeks to destroy corporations. He will hire himself out as a saboteur, but often betrays his own employers.
Responsibility (Weird)- The Ghost no longer deals with people on an emotional level, and comes across as bizarre to others. He also stinks. Badly.

Total: Abilities: 58 / Skills: 44--22 / Advantages: 15 / Powers: 67 / Defenses: 14 (176)

-The Ghost is a lower-level Iron Man threat that showed up here and there throughout the 1980s as part of the Michelinie/Layton run on the book (which featured a lot of new characters and old ones, since Iron Man's Rogues Gallery has always been a bit... lacking) as an industrial saboteur, much like Spymaster, but a bit more focused around destruction. In this, he sort of represents the kind of villain that can offer up another side of the hero, and the world in which he inhabits- as Tony Stark represents Capitalism in its kindest form (he's all about philanthropy and hiring on skilled people and treating them well, and such), a lot of his enemies represent its dark side. The Ghost, however, makes no such distinctions, and will destroy Stark Enterprises as well- even though some of his causes are just, and his victims deserving, he takes it much too far. A weird sort of anti-hero/saboteur/assassin, he's actually VERY unique, and was dreadfully under-utilized for years- he's actually been used MORE in the past decade, and with more far-reaching effects, than ever before.
-The Ghost started off as an anticapitalist saboteur, trying to destroy corporations (it would be revealed much later that he was screwed-over by his old bosses, who desired only profit). He fought Iron Man after Roxxon hired him to wipe out a company that Tony Stark wished to buy. He would murder the Spymaster after turning on Roxxon (he later reappeared, having faked his death), eventually becoming a recurring foe who was often more of a nuisance than a MAJOR threat, but tricky in that he's an Insubstantial sort who can easily avoid capture. So he's also one of those "you have to THINK your way out" villains that you can't just punch to death.
-The Ghost becomes a different sort of character after the modern Dark Reign event, becoming a reclusive, smelling weirdo with obsessive tendencies. A pretty big shift, making him more comedic in a sick sort of way. Norman Osborn used him as part of a black ops team- The Ghost, being anti-corporate, nonetheless FREQUENTLY teams up with Evil Businessmen that he should hate. And in any case, he fully-planned on betraying Osborn as soon as he created an uber-corporation that controlled the world (that's actually kind of smart- it's easier to break ALL corporations if there's only ONE of them, after all), got recruited into the new Thunderbolts
-The Ghost's entire concept revolves around being hard to see and hard to hurt- he isn't a horrific fighter, but is able to cause Iron Man trouble by virtue of his defensive capabilities and his weaponry- that plus Affects Corporeal Phasing Attacks count for a lot. There simply aren't a lot of ways for even SMART heroes to affect somebody who can't be touched- the complexities of "Affects Insubstantial" are not easy to come by in actual comics, though a lot of cheeseball players go for it, and overly-kind GMs might allow Power Stunts for it.

FIN FANG FOOM
Created By:
Stan Lee & Jack Kirby
First Appearance: Strange Tales #89 (Oct. 1961)
Role: Underpants-Wearing Dragon
Group Affiliations: The Dragon Lords of Kakaranathara, The Fin Fang Four, The Beyond Reason Spiritual Fellowship
PL 14 (280)
STRENGTH
18 STAMINA 15 AGILITY -2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 3 PRESENCE 0

Skills:
Deception 4 (+4)
Intimidation 6 (+6)
Expertise (Arcane Lore) 4 (+12)
Expertise (Science) 4 (+12)
Technology 6 (+14)
Perception 5 (+8)
Vehicles 5 (+5)

Advantages:
All-Out Attack, Precise Attack (Close/Concealment), Great Endurance, Power Attack, Ranged Attack 8, Startle

Powers:
"Makluan Physiology"
"Huge Size" Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -14 Stealth) -- (72 feet) (Feats: Innate) (Extras: Permanent +0) [29]
"Thick Skin" Protection 3 (Extras: Impervious 17) [19]

Flight 9 (1,000 mph) (Flaws: Winged) [9]
Immunity 5 (Aging, Disease, Poison, Hot, Cold) [5]
Regeneration 8 (Feats: Diehard) [9]
"Tail" Extra Limb 1 [1]
Senses 2 (Low-Light Vision, Acute Scent) [2]

"Telepathy"
Mental Communication 2 [8]
Mind-Reading 4 [8]

"Acid Breath" Damage 14 (Extras: Area- 120ft. Line +3) (56) -- [59]
AE: "Acid Wave" Damage 14 (Extras: Area- 120ft. Cone +2) (42)
AE: "Giant Fists & Feet" Damage 14 (Extras: Area- 60ft. Shapeable +2) (42)
AE: "Acid Blast" Blast 18 (Feats: Penetrating 10) (46)

Offense:
Unarmed +10 (+18 Damage, DC 32)
Acid Breath, Fists & Feet +14 Area (+14 Damage, DC 29)
Initiative -2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +18 (+9 Impervious), Fortitude +15, Will +10

Complications:
Motivation (Killing)- At first a mere greedy criminal, Laughton is now just flat-out nuts.
Responsibility (Insane)- Laughton’s personality and powers are prone to be different in almost every incarnation, and are generally not under his control.

Total: Abilities: 74 / Skills: 34--17 / Advantages: 13 / Powers: 149 / Defenses: 27 (280)

-Ah, the purple underpants. Fin Fang Foom was a creation of the '50's "Monster Era", when superheroes were failing big time, and Marvel (by it's own admission) was desperately throwing every possible thing at the wall to see what stuck, and then repeating the HELL out of it if it proved popular, and basing the line around that thing (see the rise of Marvel's Western, Monster & Romance genres. Most of the monsters were created in the '50s, but Foom first showed up in 1961 (which was still showing a lot of relics of the prior age, and Marvel hadn't gone through a new Super-Hero push yet). Fin Fang Foom was just one of a billion other big monsters Jack Kirby created. But the fantastically-comical name and the relatively cool appearance combined to make him notable enough to reappear in the later part of the '60s, and thus he became the only major recurrer of the Monster Era in modern comics (that is, the only one not to appear as a nameless minion of The Mole Man). The name and underpants make him little more than a joke these days, but he pulls it off a bit by still being a gigantic crazy dragon-monster.
-Fin Fang Foom debuted facing off against a Chinese boy who later sealed him back within his tomb by giving him some peculiar herb. He would show up in a few more comics (particularly superhero ones, once the "Monster Fad" died), and later get revealed as a Makluan- a draconic alien. He dies, then returns, then becomes a regular denizen of "Monster Isle" with the other '50s relics. Subsequent appearances are largely joke-based- a defeat by Squirrel Girl, and time spent as a chef in the Baxter Building.
-Fin Fang Foom's a pretty expensive monster, but since he's a PL 14 genius super-beast, it makes sense. He's got Area Damage from his physical attacks and Acid Breath, which is really just combustible fire breath and a standard blast when you get down to how it really works. Like most giants, he's strong as hell, and nearly impossible to permanently injure. Growth 14 seems to fit, though Makluans are described as 32 feet tall on average- these heights are virtually impossible to regulate amongst comic book artists, and he'll vary like any other creature- I've seen Growth 16 or 20-worthy depictions that brush the skyline of Manhattan. He's not unstoppable, but he's certainly no picnic to put down.
-For sheer power, Foom is hard to top- of my heroic builds, only a full-on raging Hulk, Red Hulk, Dr. Strange or Thor at full power can match him, and he's two full PLs ahead of Iron Man, his most-recurring heroic foe. For villains he's matched by mostly other Main Eventers, despite being a less-recurring villain himself. He's lesser than the Kaiju of Godzilla movies, which seems to fit given his smaller size and inability to just sit there and laugh at entire armies shooting at him. Like most giant monsters, he's tough as hell (and Regenerates, to boot!), but nearly anyone can hit him- even an A.I.M. GOON could nail him with one of their lasers! This means he's "merely" PL 11.5 defensively- a key weakness against such top-tier foes.

MISTER DOLL (Nathan Dolly, aka The Brothers Grimm I)
Created By:
Stan Lee & Steve Ditko
First Appearance: Tales of Suspense #48 (Dec. 1963)
Role: Forgotten Villain
Group Affiliations: The Brothers Grimm I
PL 10 (51)
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Magic) 4 (+7)
Perception 2 (+4)

Advantages:
None

Powers:
"Voodoo Doll" (Flaws: Easily-Removable) [19]
Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Precise) (Extras: Perception-Ranged +2) (31 points)

Offense:
Unarmed +2 (+0 Damage, DC 15)
Voodoo Doll -- (+10 Perception-Ranged Affliction, DC 20)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +1, Fortitude +2, Will +4

Complications:
Relationship (Priscilla- Wife)

Total: Abilities: 20 / Skills: 10--5 / Advantages: 0 / Powers: 19 / Defenses: 7 (51)

-Mister Doll was an early, forgettable Iron Man villain that never went anywhere, and was basically too-similar to the already-created Puppet Master in the Fantastic Four book, so there was really no reason for him to exist. He used a Magical Voodoo Doll to cause pain to his enemies. He was re-made in the Marv Wolfman/Carmine Infantino Spider-Woman book (which used more horror-themed baddies), putting his mind into a pair of wooden dolls, which resulted in him being permanentlyt-trapped inside of them (since he was split between the two). He only managed to free himself by transfering his mind into two mannequins, becoming the first "Brothers Grimm" (later, a duo of Jobbers would take that name). He later coerced the sorcer Magnus into freeing him, but was killed for it.

THE BROTHERS GRIMM I (Nathan Dolly, aka Mister Doll)
Created By:
Stan Lee & Steve Ditko
First Appearance: Tales of Suspense #48 (Dec. 1963)
Role: Forgotten Villain
Group Affiliations: The Brothers Grimm I
PL 6 (81)
STRENGTH
3 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Magic) 4 (+7)
Intimidation 4 (+4)
Perception 2 (+4)

Advantages:
Fast Grab, Teamwork

Powers:
"Wooden Doll"
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Initiative +3

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

Complications:
Relationship (Priscilla- Wife)

Total: Abilities: 30 / Skills: 14--7 / Advantages: 2 / Powers: 34 / Defenses: 8 (81)

-As the Brothers Grimm, Dolly was a nuisance for Spider-Woman (herself a Rookie Hero), and probably a better fighter than he was as a Voodoo Doll-wielding baddie.

KALA
Created By:
Stan Lee, Robert Bernstein & Jack Kirby
First Appearance: Tales of Suspense #43 (July 1963)
Role: Evil Queen
PL 3 (68)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Deception 3 (+7)
Expertise (Military) 4 (+8)
Expertise (Royalty) 4 (+8)
Perception 1 (+4)
Persuasion 2 (+6)

Advantages:
Benefit 4 (Ruler of Netherworld)

Powers:
"Subterranean" Senses 1 (Low-Light Vision) [1]
Immunity 1 (Aging) [1]

Offense:
Unarmed +3 (+1 Damage, DC 16)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +5, Will +5

Complications:
Motivation (Power)
Responsibility (Netherworld)- Netherworld, or Netheria, is a small underground city-state.
Involuntary Transformation (Old-Aged)- Netherworlders revert to an elderly state when they hit the Earth's surface.

Total: Abilities: 48 / Skills: 14--7 / Advantages: 4 / Powers: 2 / Defenses: 7 (68)

-Kala is the Queen of Netheria, an Atlantean city that survived the cataclysm which sank them beneath the waves. She desired highly-advanced weaponry with which to conquer the surface world, and kidnapped Tony Stark for this purpose. Stark wisely accepted her orders, then demanded solitude... at which point he built a new suit of Iron Man Armor, beat up the "Netherworlders", and brought Kala to the surface. She aged rapidly, and, realizing that her people could not survive up there, decided to halt her invasions. She later appeared trying to conquer The Mole Man's Subterranea, but fell in love with his rival Tyrannus instead. She pretended to love the Mole Man later, but still betrayed him to Tyrannus, who in turn betrayed her. She later became the Mole Man's consort in order to save her kingdom, and later came to truly care for him, though since Mole-y is one of the more "Back-To-Basics" prone characters in comics, this gets forgotten or changed a lot.

BLOOD BROTHERS
Created By:
Jim Starlin & Mike Friedrich
First Appearance: Iron Man #55 (Feb. 1973)
Role: Brothers In War, Alien Bricks
Group Affiliations: N/A
PL 10 (119)
STRENGTH
11 STAMINA 11 AGILITY 1
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Intergalactic Criminals) 5 (+5)
Intimidation 8 (+8)
Perception 2 (+2)
Stealth 2 (+3)
Technology 3 (+3)
Vehicles 5 (+5)

Advantages:
All-Out Attack, Chokehold, Equipment 2 (Space Gear), Fast Grab, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 7, Set-Up, Takedown, Teamwork

Powers:
"Space-Faring Villains" Immunity 2 (Suffocation) [2]
"Brother-Sense" Senses 5 (Brother Awareness- Ranged x4) [5]
"Blood Drain" Weaken Stamina 8 (Flaws: Grab-Based) [4]

Offense:
Unarmed +8 (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +11, Fortitude +11, Will +5

Complications:
Weakness (When Separated from Brother)- When separated, the Brothers lose 1 to Strength & Toughness per Round, and this progresses with distance. When miles apart, each would be weaker than a normal human.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 18 / Powers: 11 / Defenses: 11 (119)

-The Blood Brothers are minor villains from Jim Starlin's Iron Man run (yeah, the guy was so into cosmic stuff that he essentially made his one big solo book a cavalcade of these types of alien characters like the Bros, Drax & Thanos), being blood-drinking aliens in Thanos' employ who brawled with a few Marvel heroes, generally not making much of a dent. They showed up during the first portions of Annihilation, kicking around an Alaskan town with some other minor alien characters, acting like dumb red hicks, before they fought Drax. One of the Brothers died during the fight, but reappeared following a Raft breakout, so likely some writer (or artist) forgot that he'd died.
-The Brothers are tough as nails at first, being slightly more focused towards power & toughness than combat skills, but not overly much. They're under-pointed by 30 points, and only PL 9.5 altogether, so they're not very well-rounded, but when combined, they're a match for guys like Iron Man or The Thing pretty easily. Their big weakness is being separated- it takes a fairly big distance to make them weaker, but if you knock one a mile away, the other's going to get SERIOUSLY weakened, often below normal human starting abilities. As weaknesses go, it's a pretty big one. They also have ranks in "Intergalactic Criminals", giving them knowledge on how to commit crimes in space, as well as some knowledge of alien races and worlds. Many Earth Criminals would have no clue of such things.

SUNTURION (Arthur Dearborn)
Created By:
David Michelinie & Bob Layton
First Appearance: Iron Man #143 (Feb. 1981)
Role: Forgotten Villain
PL 10 (141)
STRENGTH
3 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 4 (+4)
Investigation 4 (+5)
Perception 3 (+4)
Ranged Combat (Microwave Blasts) 2 (+8)
Technology 4 (+6)
Vehicles 3 (+5)

Advantages:
Interpose, Power Attack, Ranged Attack 4

Powers:
"Comprised of Microwave Energy"
Immunity 30 (Fortitude Effects) [30]
Microwave Blasts 11 (Feats: Dynamic, Improved Critical, Split, Penetrating 6) (30) -- [33]
Dynamic AE: Force Field 5 (Feats: Dynamic) (Extras: Impervious 5) (Flaws: Immobile after +3 Bonus) (6)
AE: Teleport 10 (20)

Flight 7 (250 mph) [14]
Movement 1 (Space Travel) 1 [1]

"Containment Suit Body"
Protection 7 (Extras: Impervious 5) [12]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Microwave Blasts +8 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +0 (+8 Suit, +12 Force Field, +3-5 Impervious), Fortitude --, Will +4

Complications:
Responsibility (Roxxon Oil Company)
Involuntary Transformation (Harmless Energy)- If Sunturion's Armour is Ruptured or Drained, he will become formless, harmless living Energy.

Total: Abilities: 26 / Skills: 20--10 / Advantages: 6 / Powers: 90 / Defenses: 9 (141)

-Sunturion is a pretty big nobody whom I discovered in that same Spidey annual where I first saw Chance & The Ghost. He was only in the climax, though- but I thought the costume was so bad-ass that I later stole its concept and name for a created-character villain of mine (which I renamed "Suntrion" because I misread the original spelling). Turns out the guy is a loyalist to the Roxxon Oil Company (Marvel's 1980s attempt to latch onto the huge fears and public hatred of rich oil companies- they became the leading symbol of "Big Oil" by financing super-villains and horrible practices) who was turned into Microwave Energy and given a powersuit by them. He heroically sacrificed himself TWICE, and got replaced once, but has since fallen away as one of Iron Man's more-forgotten "Rival Armor Guy" types.
-Arthur Dearborn is a standard Roxxon employee & loyalist who gets transformed into "living microwave energy"- he allies with Iron Man until it's discovered that Roxxon was responsible for a piece of tech that killed a town. Iron Man insisted upon taking it, causing a fight (since it was Roxxon property)... however, Dearborn sacrificed his life in order to boost Iron Man's power to save the day. Later, he is reconstituted (he's more or less like the Legion of Super-Heroes' Wildfire at this point) to fight Stratosfire, another Roxxon agent gone bad. He causes her to self-destruct and changes back to human, but reappears in that Annual I mentioned before.
-Later, he learns that his energy form is starting to dissipate, and when Roxxon refuses to help him (it's not "cost-effective"), he goes berserk, attacking their facilities all over the world. The Avengers try to help, but Roxxon is forced to help him after he prevents their ability to make more variants of his design. Later, a man named Mike Stone finds a variant of the armor and becomes a second Sunturion, but dies when the suit turns out to be powering itself with HIS own energy.
-Sunturion, like I said, is much like the Legion of Super-Heroes' Wildfire, particularly with the weakness. It ain't really a Device if you dissipate and leave the story permanently if it's opened up- it's just YOU and a big Complication. He's a standard Blaster who's actually PL 10 (he's a regular Iron Man foe, so he'd BETTER be good), but rather limited, especially in the Advantages area. He can handle Tony for a bit, but is just Blast & Fly and that's it.

STRATOSFIRE (Sandy Vincent)
Created By:
David Michelinie, Bob Layton & Mark Bright
First Appearance: Iron Man Annual #9 (Dec. 1987)
Role: One-Shot Villain
PL 11 (146)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Intimidation 3 (+4)
Ranged Combat (Microwave Blasts) 3 (+9)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 4

Powers:
"Sunturion-Style Powersuit" (Flaws: Removable) [89]
Immunity 30 (Fortitude Effects) (30)
Flight 7 (250 mph) (14)
Movement 1 (Space Travel) 1 (1)
Protection 7 (Extras: Impervious 5) (12)
Features 1: Quick Change (1)

"Continuously-Burning Fireball" Heat Aura 10 (Extras: Area- 30ft. Burst) (Feats: Dynamic) (51) -- (63)
Dynamic AE: "Burning Touch/Transform Objects to Energy" Damage 13 (Feats: Dynamic) (Extras: Penetrating 10) Linked to Weaken Toughness 8 (Extras: Affects Objects) (40)
Dynamic AE: Microwave Blasts 13 (Feats: Dynamic, Improved Critical, Split, Penetrating 8) (37)
Dynamic AE: Force Field 5 (Feats: Dynamic) (Extras: Impervious 5) (Flaws: Immobile after +3 Bonus) (6)
Dynamic AE: "Rewrite Data/Send Energy Back" Deflect 12 (Feats: Dynamic) (Extras: Reflection) (25)
AE: Teleport 15 (Flaws: Medium- Telephone Lines) (15)
AE: Teleport 10 (Extras: Attack +2) (40)
AE: Insubstantial 4 (20)
AE: Communication (Technology) 3 (12)
-- (111 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Microwave Blasts +9 (+13 Ranged Damage, DC 28)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+11 Suit, +16 Force Field, +3-5 Impervious), Fortitude +4, Will +3

Complications:
Responsibility (Roxxon Oil Company)
Relationship (Babs)- When Babs is killed for being concerned about Sandy's actions- this causes Stratosfire to go mad.

Total: Abilities: 38 / Skills: 6--3 / Advantages: 6 / Powers: 89 / Defenses: 10 (146)

-Stratosfire was a Roxxon secretary longing for a better life, and jumped at the chance to wear a new version of the "Sunturion" armor. However, Roxxon turned her into their "corporate superhero" Stratosfire, again showing how Tony's villains tend to be reflections of himself. She also engaged in a lot of nefarious activities, destroying Roxxon's rivals- this disturbed her friend Babs, who was murdered for talking to Tony Stark about it. Stratosfire thus went on the rampage, destroying Roxxon's headquarters. She then became an out-of-control anti-nuclear activist, defeating Iron Man & wiping out a nuclear power plant. It took Iron Man, the U.S. Navy, and Sunturion to merely send her back- this lady was seriously powerful. She nearly destroyed a space shuttle holding mystery weapons, but Sunturion managed to "phase" through her, activating a self-destruct in her armor, killing her.
-Stratosfire is INSANELY POWERFUL, but of course only appeared in the one story, so New Villain Stink never had a chance to wear off. If she hadn't been executed by Sunturion, she would probably have "settled" into a minor role where she started jobbing pretty regularly.

SPYMASTER I (Multiple Identities)
Created By:
Stan Lee, Larry Lieber & Don Heck
First Appearance: Iron Man #33 (Jan. 1971)
Role: Elite Spy, Forgotten Villain
Group Affiliations: S.H.I.E.L.D., Zodiac, The Maggia, A.I.M., Roxxon Oil, The Espionage Elite
PL 8 (150)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 7
INTELLIGENCE 3 AWARENESS 3 PRESENCE 5

Skills:
Acrobatics 6 (+10)
Athletics 6 (+8)
Close Combat (Unarmed) 1 (+11)
Deception 11 (+16)
Technology 5 (+8)
Persuasion 6 (+11)
Investigation 7 (+10)
Expertise (Business) 3 (+6)
Expertise (Spy) 14 (+17)
Perception 6 (+9)
Insight 6 (+9)
Sleight of Hand 3 (+10)
Stealth 10 (+14)

Advantages:
Accurate Attack, Benefit (Cipher- No Known Identity), Equipment 4 (Spy Gear, Suit, Electrified Nunchucks +4), Evasion, Improved Aim, Precise Attack 2 (Close/Concealment, Ranged/Cover), Ranged Attack 4, Second Chance (Being Spotted), Skill Mastery 2 (Deception, Spy Expertise), Ultimate Deception Skill, Ultimate Spy Expertise, Well-Informed

Equipment:
"Spy Gear" (6)
"Pistol" Blast 5 (10)
"Protective Suit" Protection 1 (1)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Electrified Nunchucks +10 (+6 Damage, DC 21)
Pistol +11 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3 (+4 Suit), Fortitude +5, Will +6

Complications:
Motivation (Greed)
Enemy (Iron Man)

Total: Abilities: 74 / Skills: 84--42 / Advantages: 19 / Powers: 0 / Defenses: 14 (150)

-There've been three guys named Spymaster, all pretty minor, easily-disposable villains whose primary job is to infiltrate corporations and steal their secrets, thus becoming a pain in the ass of Iron Man/Tony Stark. None of them were particuarly notable characters, based primarily upon being really, REALLY good at their one job. The first was killed by The Ghost, but turned up later. He and his assistants, The Espionage Elite, are hired by Stark's rivals to infiltrate his company and steal secrets. He typically appears as a nuisance in various Iron Man issues, as he's not a PHYSICAL threat, but a threat to IDEAS, which are much more dangerous. In fact, he's responsible for getting the designs of Iron Man's armor to Justin Hammer, sparking the Armor Wars! However, after a handful of appearances, he was gruesomely-murdered by The Ghost, who used a temporary alliance to give Spymaster a "phasing device"... then removing it while he was passing through a wall, causing the villain to materialize partially within it- killing him instantly.
-However, YEARS later, during Dark Reign, we would discover that he had faked his own death, and was living in deep cover- at which point Norman Osborn locates him. He is hired to steal a treasured photograph of Tony Stark's parents... which Osborn then burns. Hah- that is some Eric Raymond-level dick-headery right there.
-Spymaster is a Skillmonkey of incredible order, costing FORTY-TWO points in Skills, but he's REALLY under-powered to go up against any kind of serious meta-human competition, as you can see from his lower PL and other stats. But if you need someone to bust up someone's security system and learn everything about them, this is your guy. In 2e, my Spymaster build was PL 7, but with the added power I've given guns, plus a better understanding of his accuracy, The Spymasters earns the... still-low "Street Level" Power Level of 8, making him lesser than guys like Fury, Punisher & Viper, but still enough to be annoying. And yeah, like most Skillmonkeys, he's a pricey bugger. And hey, look! FINALLY a guy with a huge Dexterity score! I almost NEVER use that non-cost-effective skill, mainly because so few guys add up enough points with Sleight of Hand, Vehicles & Ranged Combat to make it worthwhile- Spymaster however DOES max most of those out. And yes, I know Presence is even worse in this regard, but at least THAT'S something easily-quantifiable (ie. "That guy has serious presence"). "Dexterity" really doesn't act that way.
-In addition to his Mad Skillz, Spymaster has access to a lot of special One-Off Gear

SPYMASTER II (Nathan Lemon)
Created By:
Bob Layton
First Appearance: Iron Man #254 (March 1990)
Role: Elite Spy, Forgotten Villain
Group Affiliations: S.H.I.E.L.D., Zodiac, The Maggia, A.I.M., Roxxon Oil, The Espionage Elite
PL 8 (112)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 7
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 6 (+8)
Close Combat (Unarmed) 1 (+8)
Deception 5 (+7)
Technology 4 (+6)
Persuasion 4 (+6)
Investigation 7 (+10)
Expertise (Spy) 8 (+10)
Perception 5 (+8)
Insight 2 (+5)
Sleight of Hand 1 (+8)
Stealth 7 (+11)

Advantages:
Equipment 4 (Spy Gear, Suit, Electrified Nunchucks +4), Evasion, Improved Aim, Ranged Attack 3, Second Chance (Being Spotted), Well-Informed

Equipment:
"Spy Gear" (6)
"Pistol" Blast 5 (10)
"Protective Suit" Protection 1 (1)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Electrified Nunchucks +8 (+6 Damage, DC 21)
Pistol +10 (+5 Ranged Damage, DC 20)
Initiative +4

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

Complications:
Motivation (Greed)
Enemy (Iron Man)

Total: Abilities: 60 / Skills: 56--28 / Advantages: 11 / Powers: 0 / Defenses: 13 (112)

-The second Spymaster is a student of The Taskmaster, who earned the rights to the name after passing a series of tests (which included killing all of the other contestants)- that sounds like a pretty cool way to explain someone's gaining a Legacy, as a matter of fact. He thus became an agent of Justin Hammer's, and even discovered Tony Stark's secret identity, and beat up the hero sans-Armor (Tony later memory-wiped him using the super-villain Mentallo). As far as I know, he hasn't appeared much since- just showing up at Tony Stark's funeral (he was dead during The Crossing at this point, I believe), and fighting Silver Sable and the Wild Pack. Later, he was killed by a wealthy CEO, Sinclair Abbot, who wanted to become the third Spymaster.
-Spymaster II is a much-lesser version of the first, but has the same PL offensively.

SPYMASTER III (Sinclair Abbot)
Created By:
Joe Casey & Frazer Irving
First Appearance: Iron Man: The Inevitable #1 (2007)
Role: Elite Spy, Rival CEO
Group Affiliations: Sinclair Industries
PL 8 (118)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 7
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 6 (+8)
Close Combat (Unarmed) 1 (+8)
Deception 6 (+8)
Expertise (Business) 7 (+9)
Technology 4 (+6)
Persuasion 4 (+7)
Investigation 7 (+10)
Expertise (Spy) 8 (+10)
Perception 5 (+8)
Insight 2 (+5)
Sleight of Hand 1 (+8)
Stealth 7 (+11)

Advantages:
Equipment 4 (Spy Gear, Suit), Evasion, Improved Aim, Ranged Attack 3, Second Chance (Being Spotted), Well-Informed

Equipment:
"Spy Gear" (6)
"Pistol" Blast 5 (10)
"Protective Suit" Protection 1 (1)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Pistol +10 (+5 Ranged Damage, DC 20)
Initiative +4

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

Complications:
Motivation (Greed)
Enemy (Iron Man)

Total: Abilities: 62 / Skills: 64--32 / Advantages: 11 / Powers: 0 / Defenses: 13 (118)

-Sinclair Abbot is a Generic Evil Rival CEO to Stark, and accomplished his desire to become the third Spymaster by having the second one murdered. His actual desire is to become a true "Super-Villain". He tried to kill Tony, but was stopped by Happy Hogan, who died in the process. However, after this hit to the Iron Man mythos, he seems to have faded into the background, and later committed "Suicide-By-Cop" after being despondant over losing his stuff.

COUNT NEFARIA (Luchino Nefaria)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Avengers #13 (Feb. 1965)
Role: '60s Villain Turned Evil Superman, Mob Boss
Group Affiliations: The Maggia, The Lethal Legion
PL 16 (298)
STRENGTH
20 STAMINA 16 AGILITY 2
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 5

Skills:
Deception 6 (+11)
Expertise (Criminal) 8 (+13)
Expertise (Business) 4 (+9)
Insight 2 (+6)
Intimidation 1 (+6)
Perception 2 (+6)
Persuasion 1 (+6)
Ranged Combat (Lasers) 2 (+12)

Advantages:
Benefit (Wealth) 5, Close Attack, Fast Grab, Improved Critical 2 (Blast, Unarmed), Last Stand, Power Attack, Ranged Attack 6, Withstand Damage

Equipment:
"Enhanced Versions of Super-Villains' Powers"
"Power-Man/Erik Josten"
Power-Lifting 4 (200,000 tons) [4]
Protection 5 (Extras: Impervious 13) [18]
"Ionic Being" Immunity 11 (Aging, Life Support) [11]
Regeneration 8 [8]

"Whirlwind"
Flight 12 (8,000 mph) [24]
Enhanced Advantages 2: Improved Initiative 2 [2]

"Living Laser"
Blast 18 (Feats: Penetrating 8) (44) -- [46]
AE: "Laser Burst" Damage 16 (Feats: Penetrating 6) (Extras: Area- 60ft. Cone) (38)
AE: "Ionic Constructs" Create 18 (36)

Offense:
Unarmed +12 (+20 Damage, DC 35)
Laser Blast +12 (+18 Ranged Damage, DC 33)
Laser Burst +16 Area (+16 Damage, DC 31)
Initiative +10

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +21, Fortitude +16, Will +8

Complications:
Involuntary Transformation (Ionic Being)- Nefaria is sometimes prone to losing cohesion and becoming energy- he needs to absorb some energy first. This has faded over time, but his daughter Madame Masque once shot him with something that could do it.
Motivation (Power)

Total: Abilities: 134 / Skills: 26--13 / Advantages: 18 / Powers: 113 / Defenses: 20 (298)

-Count Nefaria's a bit funny because he seemed at first to be a forgettable '60s villain. He was the first guy revealed to be in "The Maggia" (aka The Mafia but Marvel didn't want to get blown up by the then-powerful Five Families), and was generally just a crimeboss, trying to frame The Avengers for doing bad things in the age-old "Imposter Heroes" type of story. He only made a handful of appearances, spending several years on the shelf before returning to fight the All-New X-Men, which was the mission where Thunderbird was killed. In a move I've always found bizarre, why did the X-Men NEVER GO FOR REVENGE? Seriously, this guy got the first-known X-fatality, and John Proudstar's OWN BROTHER was a major character in a few books. They barely even mention HOW Proudstar died or who he died fighting- they just go "oh, he died. That sucked." and blame themselves. Keep in mind that James Proudstar was so bitter he tried to MURDER Charles Xavier over this. Nefaria? Nothin'.
-Nefaria would eventually gain superhuman powers, and a SERIOUS supply of them at that. Nefaria became a full-blown Teamwrecker, taking on entire Avengers squads. His powers were Ionically-based (like Wonder Man & Atlas' powers), and resulted in the resurrections and dispersals common of such folks- he often struggled to stay alive. Despite his advanced powers, he's typically only trotted out for mini-storylines and no major events- for all his toughness, writers just aren't that taken with him in general. And he's a bit TOO powerful to justify appearing in anything but a "big deal" bout- no hero can really take him on solo, even in the modern "Villains Job More Easily" era. One time, it took the combined efforts of The Avengers & Thunderbolts to stop him from controlling Wonder Man & Atlas' Ionic-based forms.
-Nefaria is incredibly powerful overall. He can dish out +19 Damage, and take even MORE than that (he's taken Wonder Man's punches and not even flinched, and laughed off THOR's attacks, up to and including catching Mjolnir with one hand! He can and has taken on the entirety of The Avengers and The Thunderbolts at once (something even The Silver Surfer could not do), making him one of the most powerful villains any hero team has ever faced. Given the way M&M fights can normally go (with teams greatly overpowering solo characters) this is tough to stat without making him PL 20 or something, but his high toughness and Regeneration should take care of it. At PL 16, he's equivalent in power to Graviton (his nearest competitor in terms of "Rarely-appearing super-villains with IMMENSE team-wrecking potential), The World-Serpent, Cassandra Nova and Thanos at his baseline, which sounds about right, despite his relative lack of use in the world of comics.

MADAME MASQUE (Giuletta Nefaria, aka Whitney Frost, Krissy Longfellow)
Created By:
Stan Lee & Gene Colan
First Appearance: Tales of Suspense #98 (Feb. 1968- as Frost), Iron Man #17 (Sept. 1969- as Masque)
Role: Dark Action Girl
Group Affiliations: The Maggia, The Inner Guard, The Hood's Gang
PL 8 (128), PL 9 (128) against Bullets
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 4 (+6)
Close Combat (Unarmed) 1 (+11)
Deception 8 (+11)
Expertise (Criminal) 7 (+10)
Expertise (Business) 4 (+7)
Insight 5 (+8)
Intimidation 3 (+6)
Investigation 5 (+8)
Perception 6 (+9)
Persuasion 2 (+5)
Stealth 4 (+8)
Technology 2 (+5)
Vehicles 3 (+8)

Advantages:
Accurate Attack, Benefit (Maggia Leader), Defensive Attack, Defensive Roll, Equipment 4, Evasion, Improved Aim, Improved Critical (Magnum), Improved Initiative, Quick Draw, Ranged Attack 6, Tracking

Equipment:
"Sleeping Gas" Affliction 5 (Fort; Fatigued/Exhausted/Asleep) (Extras: Ranged, Area- 30ft. Cloud) (Diminished Range -1) (14) -- (15)
AE: "Magnum" Blast 5 (10)
"Mask" Enhanced Dodge 2 (Flaws: Limited to Bullets) (1)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Magnum +11 (+5 Ranged Damage, DC 20
Sleeping Gas +5 Area (+5 Affliction, DC 15)
Initiative +8

Defenses:
Dodge +11 (+13 Mask, DC 21-23), Parry +11 (DC 21), Toughness +3 (+4 D.Roll), Fortitude +6, Will +6

Complications:
Relationship (Tony Stark)- Whitney loved Stark, then hated him, then tried to kill him AND loved him, etc.
Relationship (The Hood)- Whitney's biggest part of recent modern-day comics is her relationship to Bendis-Pet The Hood, and she acted as his second-in-command, while also sexing him up.
Relationship (Count Nefaria)- The daugher of the mega-villain, Frost is often torn between her loyalty to him, and the fact that he's kind of a madman.

Total: Abilities: 64 / Skills: 60--30 / Advantages: 20 / Powers: 0 / Defenses: 14 (128)

-Madame Masque kind of has a spy-type set-up as a crimeboss, but she's pretty minor league. She's certainly no match for Iron Man (obviously), but even moderate fighters can take her out. She's not TOTALLY out of her league against Punisher, Nick Fury or Domino, though- gunfighting is her stock in trade. The only really unique thing about her is her Mask, which has the unerring ability to deflect bullets (apparently guys always aim for the face- most heroes would be screwed by adversaries with such accuracy)- reflected by added Dodge. The Mask is in fact the only part of her that is PL 9- the rest of her is PL 8.

-Whitney Frost is a longtime Iron Man supporting cast member, turning from a lady-friend to a super-villain Industrial Spy and Girl-Friday type to various super-villains. She's never been the major villain in an arc, though. She debuted being revealed as the daughter of Count Nefaria (she'd been hidden away and raised by an associate), leading the Nefaria Family of the Maggia as his proxy while he was imprisoned- however, she was badly-scarred after a vehicular crash following a battle with Iron Man, and began teaming with the goofy, gold-obsessed Midas. This led to her wearing a golden mask as "Madame Masque". She soon feels a kinship with Iron Man, and betrays Midas- she then disguises herself to become Stark's amorous secretary, Krissy Longfellow. However, despite everyone now knowing each other's identities, she finds herself torn between Stark and her father, eventually going nuts out of guilt when Nefaria's life-support system breaks down during a fight.
-By this point, Madame Masque becomes a straight-up super-villain. However, she creates some "Bio-Duplicates", one of which allies with the Avengers as "Masque". Her mind cracks further during another Nefaria/Avengers/T-Bolts brawl, even after she is instrumental in her father's defeat (after watching with horror as he killed Masque). Rather than reform completely (and joining the Thunderbolts), she goes off on her own.
-This is the last we see of her "good side", as she went on the shelf for several years, only reappearing to assist thet Hood during Civil War and later attempting to kill Tony Stark & Pepper Potts- however, she & Stark admit to still sharing feelings. She appeared as a Generic Villain in Matt Fraction's Hawkeye series, in some hilarious bits that involved her trying to gain possession of a videotape of Hawkeye murdering important political figures, then again she feuds with Kate Bishop in California. Later on, she appears in the "Shadow Council" Masters of Evil, as Baron Zemo's "Girl Friday".
Her "Masque" identity was some bio-clone that teamed up with The Avengers but then died, and now she's a recurring character in the mythos of "The Hood". As far as "Hot chick villains who the hero kind of loves" go, she's well below people like Elektra, Typhoid Mary and others, though.

MIDAS I (Mordecai Midas)
Created By:
Archie Goodwin & George Tuska
First Appearance: Iron Man #17 (Sept. 1969)
Role: Corrupt Businessman, Evil Fat Bastard
Group Affiliations: Mordecai Industries, Stark International
PL 9 (155)
STRENGTH
2 STAMINA 2 AGILITY -4
FIGHTING 4/6 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 9 (+11)
Expertise (Business) 10 (+14)
Expertise (Tactics) 5 (+9)
Expertise (Criminal) 5 (+9)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 2 (+5)
Perception 2 (+5)
Persuasion 2 (+4)
Vehicles 7 (+7)

Advantages:
Benefit 5 (Wealth- Billionaire), Connected, Equipment 21, Ranged Attack 8, Ultimate Business Skill

Powers:
"Fat Fatty McFat-Fat"
Features 2: Increased Mass 2 [2]
Protection 3 [3]

"The Golden Glove" (Flaws: Removable) [50]
"The Golden Touch" Affliction 10 (Fort; Fatigued & Impaired/Exhausted & Disabled/Paralyzed & Unaware) (Feats: Reach 2) (Extras: Cumulative, Extra Condition, Continuous +3) (Quirks: Requires Skin Contact- Only Creates an Outer Shell -2) Linked to Features 1: Sprays the Victim Gold (61) -- (62 points)
AE: "Fire or Electrical Blasts" Blast 8 (Feats: Variable- Fire or Electricity) (17)

Equipment:
"Giant Flying City Base" (25)

"Exoskeleton"
Allows Midas to Walk Despite Being a Chubby Chubberson (1)
Enhanced Fighting 2 (4)
Enhanced Advantages 1: Improved Initiative (1)

"Throne-Shaped Hovercraft"
Large Size (1)
Strength 8 (4)
Defense +2 (4)
Flight 5 (60 mph) (10)
"Electrified Bottom" Electrical Aura 10 (Flaws: Limited to Underside of Hovercraft -2) (20)
"Grappling Claws" Elongation 3 (60 feet) (Flaws: Limited to Claws) (1.5)
Force Field 7 (Extras: Impervious) (14)

"Heat-Seeking Missiles" Blast 10 (Feats: Ricochet 2, Homing 5) (Extras: Area- 30ft. Burst for 7 Ranks) (Flaws: Limited to Two Shots) (24) -- (26)
AE: "Power Blast" Blast 10 (Feats: Variable 2- Energy Descriptors: Electricity, Concussion, Fire) (22)
AE: "Grappling Claws" Snare 8 (Flaws: Limited to Two Targets) (16)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Golden Touch +8 (+8 Affliction, DC 18)
Golden Gloves's Blasts +8 (+8 Ranged Damage, DC 23)
Missiles +8/+7 Area (+10 Ranged Damage, DC 25)
Power Blast +8 (+10 Ranged Damage, DC 25)
Grappling Claws +8 (+8 Ranged Affliction, DC 18)
Initiative +0

Defenses:
Dodge +4 (DC 19), Parry +4/+6 (DC 16), Toughness +5 (+12 Force Field), Fortitude +5, Will +5

Complications:
Motivation (Greed)- Like all rich people who aren't super-heroes, Midas is a giant butt-munch who only wants to amass more wealth.
Disabled (Fatty Fatty Boombalatty)- Midas is so morbidly obese that he cannot even walk around without the powered exoskeleton he wears.

Total: Abilities: 26 / Skills: 50--25 / Advantages: 36 / Powers: 55 / Defenses: 13 (155)

-You find the weirdest crap on the Unofficial Appendix to the Marvel U website. Like this guy- apparently a late '60s, early '70s recurring Iron Man foe, Midas represents the OTHER half of his Rogues Gallery, which consists almost entirely of Mirror Image Villain Armoured Dudes, or Mirror Image Corrupt Businessmen. Midas is a hugely-fat Greek business mangnate who flies around on a Throne-like Hovercraft, insists everyone around him dress in ornate Greek robes, and has a FLYING CITY that looks like Ancient Greece. Now THAT is a hedonistic villain! I actually kinda like this guy, however ridiculous and Silver Agey he is- he went through the ringer as an Iron Man foe, of course taking over Stark's company at least once (the guy must have some NASTY rep in the public, since his company's been overtaken and re-taken about six times now), got his own power turned on him (making him a giant Greek statue that could move.
-Midas is an interesting, complicated character to build- his Hovercraft is essentially advanced Equipment, since he just pilots it, and it has various powers. His Golden Glove looks like a Transformation effect, but really just sprays people he Paralyzes with golden paint. They STAY in the Paralysis, however, up until the time they get forcibly taken out of it- making it a VERY expensive Continuous Paralysis Effect that also renders people Unaware (essentially like Petrification). I threw a Quirk on it for the fact that people like Iron Man (his CHIEF FOE) are immune, since they're wearing Armour and such- he apparently needs to touch someone's skin or clothes to make it work. The dude is also RIDICULOUSLY wealthy, and has a huge army of guys working for him, so he's actually a remarkably pain-in-the-ass-y type of adversary to fight- basically a Big Bad who sits on his Throne and gets his Mooks and Agents to do all the work.

MIDAS I (Mordecai Midas)- as Man of Gold
Created By:
Archie Goodwin & George Tuska
First Appearance: Iron Man #17 (Sept. 1969)
Role: Corrupt Businessman, Evil Fat Bastard
Group Affiliations: Mordecai Industries, Stark International
PL 9 (148)
STRENGTH
11 STAMINA 5 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 9 (+11)
Expertise (Business) 10 (+14)
Expertise (Tactics) 5 (+9)
Expertise (Criminal) 5 (+9)
Insight 3 (+6)
Intimidation 3 (+5, +8 Size)
Investigation 2 (+5)
Perception 2 (+5)
Persuasion 2 (+4)
Vehicles 7 (+7)

Advantages:
Benefit 5 (Wealth- Billionaire), Connected, Equipment 10 (Base), Ranged Attack 8, Ultimate Business Skill, Withstand Damage

Powers:
"Man of Gold"
Growth 6 (Str & Toughness +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Impervious Toughness 7 [7]
Immunity 10 (Life Support) [10]
"Absorbs Gold" Weaken Toughness 4 (Flaws: Affects Objects Only +0, Limited to Gold -2) Linked to Damage 4 (Flaws: Limited to Gold -2) [2]

Offense:
Unarmed +8 (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +11 (+4 Impervious), Fortitude +7, Will +5

Complications:
Motivation (Greed)- Like all rich people who aren't super-heroes, Midas is a giant butt-munch who only wants to amass more wealth.
Vulnerable (Lack of Gold)- Midas now literally is required to CONSUME Gold to survive (I think- there's little other reason for him to absorb it), despite being immune to starvation & thirst normally.

Total: Abilities: 50 / Skills: 50--25 / Advantages: 26 / Powers: 32 / Defenses: 15 (148)

-Here is Midas in his later form, after having his "Golden Touch" turned inwards on him by a psionic attack from Tony Stark's ex-fiancee (how many of those has this guy HAD?). He's now a super-fat, titanic Brick who can batter a 1980s-era Iron Man around a while, but he ultimately only had one appearance in this form, except for a standard "Marvel Token Forgotten Plot Thread" in which he plots his revenge on Tony Stark. He hasn't been seen since, and is apparently taking a good long time with his revenge. The Appendix states that he has "the toughness of Gold", which is actually pretty freaking pathetic as a power, since Gold is ridiculous soft as metals go, so I threw in a standard Mini-Brick set-up as a Class 50 Powerhouse who is tough & strong, but has little other options in combat (no Hovercraft or Golden Glove).

MIDAS II (Malcolm Merriwell)
Created By:
Gerry Conway & Jim Mooney
First Appearance: Marvel Team-Up #30 (Feb. 1975)
Role: Aggressively-Promoting Drug Dealer
Group Affiliations: N/A
PL 6 (80)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Acrobatics 2 (+4)
Athletics 3 (+4)
Deception 3 (+5)
Expertise (Drug Dealer) 5 (+6)
Insight 2 (+3)
Intimidation 2 (+4)
Perception 2 (+3)
Stealth 3 (+5)

Advantages:
Connected, Ranged Attack 2

Powers:
"Addictive Drug Spray" (Flaws: Easily Removable) [21]
"Get Addicted to Drugs" Affliction 6 (Will; Impaired/Disabled/Transformed to Drug Addict) (Feats: Reach 2) (Extras: Cumulative, Progressive +2) (26 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Drug Spray +5 (+6 Affliction, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +1

Complications:
Hatred (Blacks)- Merriwell has a plan to wipe out all urban blacks from New York city (in order to save his brother from spending too much money on charity). His method is to get them all addicted to drugs.

Total: Abilities: 36 / Skills: 26--13 / Advantages: 3 / Powers: 21 / Defenses: 7 (80)

-Okay, so there's a second Midas, and he's one of those TERRIBLE "Marvel Team-Up" villains that debut and then get forgotten forever... he befuddled Spider-Man & The Falcon by trying to get various neighborhood black people addicted to drugs using his... Evil Drug-Addiction Spray (really), so that his philanthropist brother won't waste all his money on charities. No, that's actually his plan. This sounds like a TERRIBLE Marvel Team-Up story, and they were ALL a little goofy. This golden-clad buffoon would never appear again.
-A classic Jobber Villain, Midas II is a mere PL 6, since his only "Feats" were escaping from Spider-Man & The Falcon one time, and luring a bunch of kids into his club where he got them hooked on drugs so they'd be his Minions. I statted up his Golden Spray as a Device because... well, why the hell not? It's his only schtick, so may as well use it. He's basically a thug with one Power, but he's got pretty high Dex considering he's got some street skills. And damn- check out those Fortitude & Will Saves- this guy should NOT be trying to actively resist effects.

SUNSET BAIN (aka Madame Menace)
Created By:
Tom DeFalco & Steve Ditko
First Appearance: Machine Man #17 (Oct. 1980)
Role: Rival Inventor/CEO
Group Affiliations: None
PL 4 (60)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 4 (+8, +10 Attractive)
Expertise (Business) 8 (+11)
Insight 4 (+8)
Persuasion 4 (+8, +10 Attractive)

Advantages:
Benefit 4 (Wealth)

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +2 (DC 12), Toughness +2, Fortitude +3, Will +5

Complications:
Motivation (Greed)

Total: Abilities: 40 / Skills: 20--10 / Advantages: 4 / Powers: 0 / Defenses: 6 (60)

-Sunset Bain is a Machine Man foe who later shifted to Iron Man (since... well, Machine Man isn't popular). Her origin is actually pretty funny- she seduces Tony Stark to gain access to his tech, and pretty soon appears as not only a CEO of a technology firm, but as "Madame Menace", a supplier to underworld baddies. Basically another sick perversion of capitalism, like a lot of Tony's foes. She's allied with The Enforcers in the past, and has also faced off against the Kingpin & Taskmaster on the villainous side of things. She's not much good in a fight, but has been on the receiving end of enough attacks and survived that her saves are actually pretty good
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

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:

Nimrod
Hit-Monkey
Rock & Redeemer
Bushman
Yetrigar
Gossamyr
The Riot Squad
Credit Card Soldiers
Harness & Piecemeal
The Vanisher
Thunderstrike II & Gruenhilda
Ultimo
Thane Ector
Sorcerer
Spinnerette
Man-Elephant
Stygorr
S'Byll
Quasimodo
Predator X
The Super-Adaptoid
Tess-One

HIT-MONKEY
Created By:
DanieL Way & Dalibor Talajic
First Appearance: Hit-Monkey #1 (Feb. 2010)
Role: Monkey Assassin
PL 9 (146)
STRENGTH
0 STAMINA 3 AGILITY 7
FIGHTING 10 DEXTERITY 6
INTELLIGENCE -2 AWARENESS 2 PRESENCE -2

Skills:
Acrobatics 7 (+14)
Athletics 14 (+14)
Close Combat (Unarmed) 4 (+14)
Expertise (Assassin) 8 (+6)
Expertise (Survival) 4 (+6)
Insight 2 (+3)
Intimidation 8 (+6)
Investigation 4 (+6)
Perception 5 (+7)
Stealth 6 (+12)
Treatment 4 (+2)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Assessment, Chokehold, Diehard, Equipment 3 (Guns), Evasion 2, Extraordinary Effort, Fast Grab, Fearless, Grab Finesse, Great Endurance, Hide in Plain Sight, Improved Aim, Improved Critical 2 (Guns), Improved Defense, Improved Initiative 2, Move-By Action, Power Attack, Quick Draw, Ranged Attack 8, Startle, Tracking, Ultimate Aim, Uncanny Dodge

Powers:
"Simian Physiology"
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
Speed 2 (2 mph) [2]
Leaping 1 [1]
"Monkey Strength" Strength-Damage +1 [1]

Equipment:
"Twin Firearms" Blast 4 (Extras: Multiattack) (12 points)

Offense:
Unarmed +14 (+1 Damage, DC 16)
Firearms +14 (+4 Ranged Damage, DC 19)
Initiative +15

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +6

Complications:
Motivation (Killing Assassins)- When his fellow Macaques were slaughtered by assassins, Hit-Monkey swore revenge on all their kind. He now hunts down assassins across the world.
Prejudice (Monkey)- Hit-Monkey may run into problems while trying to interact with people.
Disabled (Animal)- Macaques cannot speak to humans.

Total: Abilities: 48 / Skills: 66--33 / Advantages: 38 / Powers: 7 / Defenses: 20 (146)

-With comics and its obsession with monkeys & apes, I suppose it was inevitable that we'd get a gun-toting Monkey Assassin. Hit-Monkey learned by observation, having watched an assassin practice while he hid out amongst a tribe of Japanese Macaques. When the assassin's old clan followed him there, Hit-Monkey's entire band was slaughtered, and he wreaked bloody vengeance. He really only showed up for a single story, hunting down Deadpool, and possibly being killed when Wade blew himself up.
-Hit-Monkey is a good enough fighter to hang with Bullseye, Deadpool and Spider-Man in his first series, and hasn't been seen since then, so PL 9 and some New Character Stink can add up to that. He adds some Simian Capabilities to an Assassin's build, and is WAY stronger than you'd think for a monkey species that barely weighs 30 pounds.

POISON (Cecilia Cardinale)
Created By:
Steve Gerber & Cynthia Martin
First Appearance: Web of Spider-Man Annual #4 (1988)
Role: Cold-Hearted Mercenary
PL 7 (151)
STRENGTH
7 STAMINA 7 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Housekeeper) 2 (+4)
Intimidation 2 (+5)
Perception 2 (+5)

Advantages:
Startle

Powers:
"Levitation" Flight 2 (8 mph) [4]
"Psionically Alter Flesh & Bestow Sickness" Weaken Stamina 5 (Extras: Perception-Ranged +2, Progressive +2) Linked to Affliction 7 (Fort; Fatigued & Impaired/Stunned & Exhausted/Incapacitated & Transformed) (Extras: Cumulative, Perception-Ranged +2, Progressive +2) (67) -- [68]
AE: Teleport 8 (Feats: Increased Mass 3) (19)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Bestow Sickness -- (+4 & +7 Perception-Ranged Weaken & Affliction, DC 14 & 17)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Relationship (Carlos)- Cecilia's son by her Russian lover is the reason she maintains a job and a civilian identity.

Total: Abilities: 58 / Skills: 6--3 / Advantages: 10 / Powers: 72 / Defenses: 8 (151)

-Poison is a rarely-seen character created by Steve Gerber and the unknown artist Cynthia Martin for a Web of Spider-Man Annual (Of the four Spidey books, Web was EASILY the bottom-tier, least-important one), reappeared for another story they did, then vanished for years until one more appearance- she's one of THOSE types of forgotten characters. A woman wronged by a lying lover, Cecilia was about to die from unsanitary conditions in a prison (her Russian Spy lover falsely called her a prostitute to get out of trouble for fraternizing with a local, and she ended up jailed in Cuba), when an alien intelligence offered her a deal, and the two merged. She becomes Poison and uses her new powers as a vigilante. When the alien leaves her, she maintains the powers she received. She never even interacted with Spidey from what I can tell, but she later arrived for The Great Game, a story that also introduced Joystick in the "Ben Reilly" years of the books. Hunted by some bad guys, she teams up with Ben and fights them off. She was then killed & resurrected by The Hand, and her fate after that is unknown (she was seen being stabbed by Wolverine).
-Poison's powers were a weird combination of Masque's and giving people diseases (hence her name)- one can only imagine that most super-heroes would find team-ups with her disturbing. She's kind of got a weird grab-bag of powers otherwise (I mean, what's with the Teleportation? How does THAT fit?), including enhanced physical capabilities, meaning she turns out pretty expensive for someone with not a lot of Skills or Advantages. She's a rarely-seen character, after all, but CAN use two Perception-Ranged Cumulative Effects constantly.

NEW YORK:

I was actually planning on doing a review of my New York trip as soon as I got back, but I was tired and had a bunch of stuff to do afterwards, and then I kinda lollygagged and forgot about it. So I decided to type up a small bit jabbering about what I did... and then turned into myself and wrote a billion paragraphs :). So enjoy!

* The Museum of Modern Art is surprisingly good- I'm not too into the crazy weird stuff, but there are probably more famous works HERE than in the Metropolitan. Starry Night, Persistence of Memory and some famous Warhol stuff is all there, which makes it a good "Mutual cultural touchstone" kind of thing- pretty much everyone recognizes this stuff, so it's cool to see it in person. Gerald Murphy's Wasp and Pear is REALLY cool-looking, and something I've never heard of. Andrew Wyeth's Christina's World is a great, evocative little piece as well (it's about a little girl who was too sick with polio to travel, and so she had to mostly stay within eyesight of her home for her entire life). But the one I stared at the most was Hide and Seek, the craziest damn thing I've ever seen. It looks like it was painted YESTERDAY, yet is as old as Captain America. Insanely detailed and incredibly-bizarre and cool-looking.
* The Metropolitan Art Gallery- I FINALLY got to see all of it, having gone there for a day and a half! The American Wing is surprisingly better than the European one, with more famous works (Washington Crossing the Delaware, which is HUGE- the entire wall of a room). Plenty of great old Greek stuff, too- you'd be here for years trying to read the descriptions of everything.
* Times Square has become a bit of a pain in the ass, all things considered. I LOVED IT when I first came here a few years ago, and I was even into the whole "Corporate Lack of Character" thing, with the giant Toys R Us & Disney Stores, but now it's a bit dull, and too full of hustlers and people trying to get you to see stuff. Guys selling CDs for tips and a TON of people in costumes randomly waving at passerby and trying to take pictures for tipes. REALLY bad, especially when they take off their masks in full view of everyone! I mean, MY GOD- I just came from Disney World- you don't take off your costume in public! Most of them are clearly Latino immigrants, which is a bit sad.
* Central Park is still great, though it's hard to get around with all the winding paths. Even WITH a map you get mixed up and turned around. I saw the cool fountain this time around.
* Rockefeller Plaza/Top of the Rock- The best view in New York City (better than the Empire State Buildings, since naturally you can't see New York's most famous building when you're STANDING ON IT), and very neat to see.
* The Natural History Museum is another blast of a full-day thing. They had a giant exhibit on Pterosaurs with a full-sized Quetzalcoatlus right above you (HUGE, HUGE things. One could easily fit a human being in its throat, but would probably choke to death doing so). Another bit on Poisons & Venoms was more kiddie. I pretty much closed down the whole damn thing despite coming in barely an hour into their day, mainly because I was checking out the stuff on Asian Culture (authentic samurai stuff, and images of traditional Japanese life)- I only skipped over the Mexican/South American portion of human culture (I'm just not into that area, really). The fossil wing is awesome- just a notch under Alberta's Royal Tyrell Museum in terms of dinos, but containing way more Ancient Mammals (Glyptodon! Megatherium! An Indricotherium head!).
* Had I more time (and money, I guess), I'd have checked out Neil Patrick Harris in Hedwig and Bryan Cranston in All The Way, but I was a bit Broadway'd out after having seen three shows.
* I decided to go wandering around on my last day, as I'd mostly stuck around the Theatre District or gone to specific all-day places (the Zoo)- this was actually very interesting, as I wandered down to see the Empire State Building, and ended up finding The Flatiron Building (one of my favourites) on the same street, then found a giant Lesbian March (Dyke March 2014, if you can believe that) since this was in Chelsea, which is and was the huge gay area of NYC. I found out it was Gay Pride Day as well, so I actually wandered down to the Stonewall Inn to see what was going on (I mean, who does a party like New York, right?). People-watching the most massive gay gathering ever is a fascinating experienc, lemme tell you. I mean, I've never felt so out of shape in my entire life. Or seen so many black lesbians (which surprised me, but shouldn't have. I mean, New York is HUGELY black, and naturally it's a collection of gay people. So why WOULDN'T there be a ton? It's just something you don't often see on TV so you don't expect it). It's basically 9,000 guys with hyper-corrected "s" sounds ("lisp" is an incorrect term, actually), and 9,000 women with short hair. I felt like I was on National Geographic or something.
* I met up with someone I've known online for like fourteen freaking years, which was funny. I mean, to actually TALK to someone you're used to only communicating with with text is odd. Kreuz, Ares and HalloweenJack (he only lurks; never contributes :P) will no doubt find it amusing that thanks to a combination of ebonics, a high-pitched voice and a New Jersey accent, IamtheRock3 is actually MORE DIFFICULT to understand in person than he is on the internet! But it was cool, because we checked out the Wax Musem- John Wayne is FREAKING TALL. Also, all Presidents but Nixon are well above six feet. I come up to Yao Ming's ribcage, and I'm 5'10"! Most female celebrities are QUITE short (it helps them with their tiny physiques). Serena Williams looks like she's an ass-kicker- her arms and thighs are MASSIVE (hawt). There's also a great art gallery of a guy's Lego Sculptures, usually based off of real art pieces. Though his original stuff is actually MORE impressive, as they're not replicating something else, but these great, inventive Man-Sized Lego Dudes.

* The Bronx Zoo, which was a full-day thing. A weird combination of being almost too physically-big to see in one day (especially if you read stuff like I do), while also being rather sparse on some animals. I saw plenty of big stuff, but there's an odd tendency here to spread out the animals with a hundred feet of nothing. If I'd skipped reading all the stuff in the Bird House, I could have seen the Reptile House, but whatever- reptiles usually aren't that big in zoos, and they had Komodo Dragons elsewhere anyways, which are the best reptiles anyhow. I added several creatures to my "Having Seen Them" tally, which is great- and HOLY HELL ARE AARDVARKS HUGE!!! I was seriously expecting a little Pangolin-sized thing or an Armadillo or something! Then my eyes adjust to the darkness and see this giant, fat, naked 150-pound monstrosity amble out of a corner with its enormous tail! GOOD LORD!

Peculiarly, many animals are only visible if you take a 15-minute Tram Tour zipping around another area of the park. It's the only way to see most of the Tigers, and the only Elephants in the zoo, and given that you can't stop at any point, it's a bit weird. The Gorillas have a very large "walk-through" enclosure that's very well done. I saw my first pack of Mongooses, my first Golden Lion Tamarin (SO COOL-LOOKING), and a weird kind of tree-dwelling rat that's the size of a Lemur. There's supposed to be a Fossa there, but I didn't see it- they're apparenly in the Lemur area, and I was there, so they must have been gone.

Overall, I was impressed by the size, but a bit disappointed because I was unfortunately expecting "San Diego Zoo" good, and this was actually a bit weaker than the Seattle Woodland Zoo (which look AMAZING, but is smaller). It still has a crap-ton of animals, though, so I shouldn't have had such enormous standards- there are black panthers (leopards), tons of monkeys, and more. Getting her was kinda fun, too- the New York Subway System LOOKS complicated, but it's actually easy once you figure out what you're looking for. The only trouble is that you can't tell the final destination of a bus from looking at the map (it's never just "Brooklyn"- it's one specific PART of Brooklyn that you wouldn't know unless you lived here), so you have to make sure you have the right Letter/Number of your bus, and that you're going the right direction. But I managed a transfer at Grand Central Terminal with no issues, and managed to take the subway there & back easily. The area of the Bronx around the zoo sure is ugly as balls, though- it looks filthy and old.

----

NEW YORK (Part Two: The Shows):

* OH MY GOD GO SEE THE BOOK OF MORMON! Absolutely hilarious (up there with the best South Park stuff), and worth it if only to see the looks on the faces of the parents who brought their children, having no idea what kind of dialogue would go down here. It's pretty much the only Broadway phenomenon up there with Wicked these days, and will probably be going strong for years- this third or fourth-line cast is still very funny. My brother's fiancee was disturbed by some of the racism (she used the term "African-Americans", but all the characters are from Africa), but it's all pretty funny (Africa is depicted as a horrible craphole, and everyone's lives are terrible and everyone has AIDS).

* I saw Wicked once again, and it's as grand as ever. This Glinda isn't that great, though- she over-does the nasal "Betty Boop" voice, and it makes her more annoying than cutely-funny. Elphaba does a lot of imitating her here, which is much different than either touring show I've seen- I asked some cast members if they ever made changes to the show, and they say all versions are different, but there is definitely some different stuff here and there. Oddly, there were some lines in a later version I saw (the tour came to Edmonton like a week after I got back, which I didn't know when I bought my Broadway tickets) that felt different, though I might just be misremembering. The Gershwin Theatre is HUGE, which gives the show a different impression than the smaller stages (Book of Mormon is in a more standard-size theatre, which makes it obvious why getting tickets is so hard)- it's mostly the same as the touring version, but the stage is wider, and the Wizard Head is MUCH bigger from what I've seen.

Oh yeah, and JUSTIN GUARINI was playing Fiyero, which was a hoot. I mean, I haven't seen this guy since he was the goofy runner-up with the silly haircut in the first season of American Idol, and that god-awful From Justin to Kelly movie destroyed any hope of a potential career. He was quite good, having the voice to sing properly (that can be tough for males on Broadway- their voices don't carry clearly as far), and the age to play a more charming love interest (Fiyeros are usually MUCH older than the girls in the show, despite supposedly being the same age). Playing Nessarose always strikes me as tough, since she has to be dainty and cutesy at first, then turn shrewish, and then turn full-bore evil at the end... and all in just a few scenes! The poor girls playing her have to do all of this basically with one scene each!

Curiously, I actually liked the Touring Version better- the actors are generally better, though people bounce around all versions (the Elphaba Standby here was the same one I saw on the tour in Edmonton in 2012!). The Glinda in Edmonton recently, Kara Lindsay, was just as good, if not BETTER than Natalie Daradich was on the first one I saw! She has the perfect combo of a girly-high-pitched voice without being over-the-top (the Boop version), making some of her line delivery epic ("The GA- is silent!"). She's such a scene-stealer that Elphaba (a tougher role to play, as it's less-showy) kind of falls flat- it's a good thing both girls come out for the Curtain Call at once, my sister pointed out, since Glinda would have gotten MUCH bigger cheers otherwise (which would probably be an issue with the actresses, given that they're co-leads). The Broadway Elphaba seemed more bossy and capable of holding her own with Glinda (thanks to Glinda being weaker, and the trick where she kept imitating the Boop Voice back at her), whereas the Touring Elphaba felt like more of an afterthought, despite getting all the powerhouse chords. She also BELTS a little too much in regular dialogue, with a very huffy "Young Joan Rivers" vibe- a lot of hollering.

The biggest laughs were "The GA- is silent!", and pretty much all of Popular, especially when Glinda hit THE SPLITS near the end (well, half-splits, and she sold it like a goofball, sending people into rapturous applause)- in a show a week later, she drew the same reaction for doing basically a running tackle on Elphaba on the bed (yeah, there's tons of Femslash written about this play- can't you tell?). Another big reaction for Glinda ironically shoving Madame Morrible's "I don't think you have what it takes!" back in her face. People LOVE Glinda.

Differences between Gershwin and the Touring version: A smaller Wizard Head ("IIIIIII AM OZZZZZZZZ!!!!"), the set doesn't extend into the seating area (there are vines everywhere at the Gershwin), the Flying Monkeys only fly once, and only above the stage (not over the crowd), and Elphaba comes across the stage for No Good Deed instead of through the floor (only the Gershwin has a hole in the floor). Also, Elphaba got an ovation as soon as she appeared on Broadway, but not on any Tour I've seen. Fiyero's line where Elphie apologizes for not being beautiful enough for him- "I wish I could be beautiful for you- DON'T lie to me!", "It's not lying- it's looking at things ANOTHER WAY!" didn't get a laugh on any later shows- the first time I saw it, the audience took it as something that's REALLY mildly-insulting to say to the love of your life and had an "OOOH!" giggle about it.

* I went on the Behind the Emerald Curtain tour, a 1 1/2-hour Q&A/Show & Tell thing featuring some Cast Members (an Ensemble guy who was HUGELY RIPPED in real life, and a cute Swing actress). Apparently they didn't want to go on the Gershwin for Wicked because it's so huge that it's tough to fill, and shows don't tend to last very long here (ten years on, and I'd say it worked out- the size means that Wicked is consistently the biggest-seller on Broadway). Some changes were made over the years, largely to fit certain actors (Josh Grey as The Wizard had a big dance number with Elphaba that's been taken out since most Wizards aren't Cabaret-bred dance pros, and are instead beefier old dudes), but nowadays, it's expected that everyone stick to the script for all their stuff, since it's now an established show. Doesn't explain Elphaba's "imitation" habit in this version, though.

Fun facts: Elphaba's dress in the final act weighs about 30 pounds, since it has hundreds of pieces of fabric stitched in to look haphazard. Most of the costumes are designed around being assymetrical (especially the background women's dresses). The Glinda dress is now much showier, as the original had to be kept small for Kristin Chenoweth, the original Glinda (who was 4'11" and would disappear if wearing too much fabric)- it's very poofy compared to the original, which was hanging in the Gershwin for the Tour/Showing. Since the two actors here act as Swings, they often played a different role every night, filling in for someone who was sick. People on their level make about $1,700 a week, which is great, but not really "New York" great, as they point out.

Both had been with the show for YEARS, whereas most of the leads go to "ambitious actresses", who are usually cycled through quickly (I only know of a couple who've gone on to great fame- Idina, Chenoweth and Megan Hilty- the third Glinda). Many cast members sign on and leave as soon as possible- six or nine months- because they can't hack the eight-shows-a-week schedule. The worst mistake seen on the show was the female cast member here who once dropped the pants of her "Wiz-O-Mania" big-head creature in front of the entire audience, who laughed their asses off- because of her, actors in those suits now have to wear all-black, instead of her bright pink pants that were clearly just her regular clothes)- though Idina Menzel breaking her ribs on her second-last show by falling through a trap door had to be pretty bad. Entire swaths of the show were written-out and changed right up until the release, including a funeral scene for Doctor Dillamond, which resulted in tens of thousands of dollars of props & costumes, and months of time tossed away ("the truck with the props was on the way before they got the call that the scene was axed").

* I also saw the glorious Idina Menzel in If/Then, which was an experience, let me tell you. The show itself is... alright, but even Idina's biggest fans find some flaws with it. The whole deal is that it shows two different potential "lives" for the main character Elizabeth- one becomes a mom and lives a family life, while the other is all business. They switch scenes between "Liz" and "Beth" generally by putting glasses on Idina and somebody walking onstage calling out her current name. This provokes a lot of confusion in people, and is a bit disarming in person, as you have to take a few seconds to wrap your head around which version you're watching. It doesn't help that many characters are in both versions of her life. Really, the core "Big Concept" of the play is its weakest attribute, which is odd.

There are bright spots, of course. Idina is REALLY great in person- even ignoring her singing, she's actually a tremendous actress, and gives off emotions very well. She's FUNNY, too- some of the highlights are the dialogue of an angry, pregnant Liz ("Now, I know that pregnant women can get emotional-" "I'm not emotional. F*ck you. I'll kill you."). A big surprise was in the two Love Interests of the Friend Characters- these are like third-tier characters, and the actors made them some of the best stuff. The guy playing the gay doctor/boyfriend of the bisexual guy (played by Rent's Anthony Rapp, but I got the Understudy) actually had a GREAT moment reacting in grief and I dug the character, while the Lesbian Girlfriend of Liz's OTHER friend (LaChanze, who gets a lot of hype for playing a Sassy Black Woman, but I find that character pretty generic. She IS good in the role, though) is HILARIOUS, doing this thick Noo Yawker accent and ripping on everyone with raspy charm.

And odd thing- much of the Ensemble is actually rather distinctive-looking, which is off-putting. See, most of these guys tend to be Up & Coming Actors or "Swings" (guys who take any role), and are thus pretty interchangeable physically. But in THIS play, there were odd cases of "tall darker-skinned maybe Middle Eastern guy" and "chubby blonde girl", making it very weird when they play one-shot characters repeatedly in the show- I mean, the chubby girl was good, but she played three or four different people that were clearly supposed to be DIFFERENT. It takes you back for a second. Anthony Rapp's Understudy was decent, but totally forgettable- he looks WAY younger than 40-something, and didn't have the chemistry with Idina that Rapp would (they co-starred in Rent in the early '90s), so they were an odd pairing in the version of the story where they'd hooked up romantically.

Plenty of swearing, sex and adult stuff in here, which is kind of funny, given that Idina, at 43, is now more famous than she's ever been, and the idol to thousands of little girls for being both Elphaba AND Queen Elsa. You can tell that it's creating some angst with her, as she's doing the occasional singing concert or interview and just goes "I see these girls come to my show in their little Elsa costumes, but I just want to say 'Motherf*cker!' every once in a while, you know? I'm 43 years old!")

AND THE SINGING- half of the songs come across as filler (generally, anything not by Idina is just there so she doesn't have to sing EVERYTHING), but HOLY HELL does Idina have a voice! When she hits the "Power Belt", it actually hits you square in the chest- like an actual physical impact. It won't even hurt your ears. She is AMAZING- I've heard she can be "spotty" at times (mainly as Elphaba, where she was known for occasionally gasping for air during big songs), but she was utterly flawless here. Most of her songs were chosen specifically for her natural belt, though some come across as more "showy", like they KNOW she can belt, so it's like a version of the wrestling "Spotfest"- ie. "How many times can we get her to scream out the note?" instead of things that fit appropriately into the songs. Having seen three Elphebas perform, and many other musicals, I can easily say that she's got the biggest voice I've ever heard.

And yeah, Idina's hot in person. The stage lighting wasn't really doing anyone any favors (they create massive contrast on the skin), but she's got a terrific body (I kept staring at her shapely legs, actually, which is odd since I'm not a leg guy. But she was wearing TIGHT-ASS JEANS for most of the show). She's a weird combination of shapely and thin (you can see her collarbone pretty sharply, but she's got hips and bust, too), but looks REALLY good in person. I was close enough to make out all the veins in her hands and feet (fifth row!), and she totally holds up. She's actually MORE attractive off the stage, coming out of the stage door.

That's a bit of a fun thing- I skipped out on seeing Neil Patrick Harris (since it was gonna take FOREVER and the show had just let out), but here the whole "Autograph Mob" thing was quite concentrated. Pretty much everyone gathers around a cordoned-off area by the stage door, wait for all the actors (Idina is usually last), and then freak out when the star shows up. Right after the show, it took an HOUR for her to come out, but she stuck around and signed for everybody (I thought about getting a program signed, but it's too busy to actually TALK to the person, and I've never really been... autograph-y, so I skipped out) until she REALLY had to leave in her special van-thing. I walked by after Wicked the next day and saw her come out only a half-hour later, and she did the same. Her stand-out features REALLY hold up in person, even after she probably took an after-show shower or whatever. I mean, she was dressed in sweats and had her hair in a bun, and STILL looked stunning.

Also you totally see her bare legs when she crawls out of bed once, and I might have seen part of her butt. HOORAY FOR BUTTS!!!

* All in all, New York is still a blast, but I've now seen enough of it that I don't feel the need to run back anytime soon (on my last trip, I wanted to head back like IMMEDIATELY). If I come back, it'd probably be to see some insanely awesome new show (and Wicked again, naturally), and maybe just some walking-around stuff. This is EASILY the best city I've seen to just walk around in, with so many fascinating old buildings. I'd like to check out Greenwich & East Village, and SoHo or something. The famous "little neighborhoods" of Manhattan.

THUNDERSTRIKE II (Kevin Masterson)
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thor #392 (June 1988)
Role: Legacy Hero
PL 11 (159)
STRENGTH
13 STAMINA 13 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+8)
Intimidation 5 (+5)
Ranged Combat (Hammer) 5 (+8)
Ranged Combat (Lightning) 5 (+8)

Advantages:
Diehard, Extraordinary Effort, Great Endurance, Ranged Attack 3

Powers:
"Given the Powers of the Immortal Aesir"
Power Lifting 3 (6,000 tons) [3]
Impervious Toughness 6 [6]
Regeneration 2 (Feats: Regrowth) [3]
Immunity 15 (Aging, Life Support- Radiation, Fatigue Effects) [15]

"Thunderstrike" (Flaws: Easily Removable) (Feats: Indestructible, Restricted 2- Those Worthy) [37]
Movement 1 (Space Travel) (2)
"Lightning Bolt/Hammer Line" Damage 11 (Extras: Area-Line 120ft. +3) (44) -- (54)
AE: "Magical Energy" Blast 14 (Feats: Improved Critical 2, Penetrating 6) (26)
AE: "Hammer Smash" Strength-Damage +1 (Feats: Penetrating 4) (5)
AE: "Hammer Throw" Strength-Damage +1 (Feats: Ricochet 3, Penetrating 4) (Extras: Ranged 13) (21)
AE: "Hammer Spin" Strength-Damage +2 (Extras: Area- 15ft. Burst +16/+1/2) (28)
AE: "Obscure Visuals" Concealment 2 (Visuals) (Extars: Attack, Area- 30ft. Burst) (8)
AE: "Air Control" Move Object 16 (Flaws: Concentration) (16)
AE: "Groundstrike" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (11)
AE: "Blinding Light" Dazzle Visuals 10 (20)
AE: Deflect 12 (12)
AE: Flight 8 (500 mph) (Flaws: Limited to One Direction) (8)
-- (56 points)

Offense:
Unarmed +8 (+13 Damage, DC 28)
Hammer Smash +7 (+14 Damage, DC 29)
Hammer Throw +8 (+14 Ranged Damage, DC 29)
Lightning Bolt +11 Area (+11 Damage, DC 26)
Lightning +8 (+14 Ranged Damage, DC 29)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13 (+3 Impervious), Fortitude +14, Will +5

Complications:
Power Loss (All Powers)- If removed from his Hammer for more than one minute, Kevin will transform back into human form (ST 0, STA 0, AGILITY 0).
Responsibility (His Father's Legacy)- Kevin's father was the replacement Thor later known as Thunderstrike.

Total: Abilities: 70 / Skills: 16--8 / Advantages: 6 / Powers: 64 / Defenses: 11 (159)

-Kevin Masterson was a supporting character in Thor, known mainly for being the son of Eric, the man who replaced Thor in the title role for several years (and later became Thunderstrike, wielding scaled-down Thor-like powers). He was generally your standard Supporting Cast Kid, but notably gave Eric a bit of responsibility to him. Since DeFalco was his creator (and the main writer of Thor for years), he was a natural for a "Future Hero" run in the MC2 Universe, as the future Thunderstrike. However, with the MC2 line finally dying, and Eric Masterson having been LONG-since killed-off and entirely forgotten in the 1990s, his Supporting Cast accordingly vanished (I wonder if there's a list out there of all the Supporting Cast Members who utterly disappeared once their main hero had his book cancelled. There are a HUNDRED heroes who've lost their books and/or their lives, and each one must've had a half-dozen recurring civilian friends!).
-DeFalco & Frenz would reunite for a Thunderstrike Limited Series in recent years, aging Kevin to a pre-teen and giving him a Grouchy Sexy Amazon caretaker. He was now an angry, problem-ridden kid who hated "spandex-clad glory hounds", which is a bit understandable, given his father's demise. Steve Rogers nonetheless gives him his father's old Mace, which later turns out to give him the ability to transform into his father's body! He briefly appeared in the background of Avengers Academy, but didn't follow that book when its characters were transferred to another series.
-In MC2, Kevin was older, and could shoot sonic "Thunderbolts" from his hands or throw super-punches with them, as well as use them to Leap great distances. In the standard Marvel U, he's basically got the Powers of his father, minus the years of experience. I downgraded some of the powers to make him PL 11 (mostly the Area Effects).

GRUENHILDA
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thunderstrike #1 (Jan. 2011)
Role: Valkyrie, Hot Amazon, Annoyed Mentor-Figure
PL 10 (135)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Close Combat (Unarmed) 1 (+10)
Expertise (History) 3 (+4)
Expertise (Valkyrie) 6 (+7)
Investigation 2 (+4)
Intimidation 6 (+7)
Perception 4 (+6)

Advantages:
Accurate Attack, All-Out Attack, Diehard, Great Endurance, Improved Critical (Sword), Ranged Attack 4, Takedown 2

Powers:
"Asgardian Physiology"
Power Lifting 1 (50 tons) [1]
Impervious Toughness 3 [3]
Immunity 2 (Aging, Disease) [2]
Immunity 4 (Drowning & Suffocation, Poison, Pressure) (Flaws: Limited to Half-Effect) [2]

"Valkyrie Powers"
Super-Senses 4 (Precognition) 4 (Flaws: Limited to Impending Death) [2]
Super-Senses 3 (Detect Death- Ranged & Acute) [3]

"Valkyrie Sword" (Flaws: Easily Removable) [12]
Teleport 8 (16) -- (19 points)
AE: "Sword Slash" Strength-Damage +1 (Extras: Penetrating 5) (6)
AE: Morph 2 (Flaws: Limited to Clothes -2) (6)
AE: "Sword Into Guitar" Variable 1 (Flaws: Limited to Tools & Devices) (6)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Sword +9 (+11 Damage, DC 26)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +10 (+2 Impervious), Fortitude +10, Will +6

Complications:
Responsibility (The Aesir, Valkyrior)
Responsibility (Teaching Kevin Masterson)- Gruenhilda's mission is to keep Kevin safe, and to teach him to wield his late father's Mace. She dislikes this intensely, calling Kevin "Mort", for mortal.

Total: Abilities: 76 / Skills: 24--12 / Advantages: 11 / Powers: 25 / Defenses: 11 (135)

-Gruenhilda is pretty clearly named for the late Mark Gruenwald, the semi-legendary Marvel writer, Jobber Killer, and best friend of Thunderstrike writer Tom DeFalco. She's been sent to Midgard to help teach Kevin Masterson how to be a hero, owing to the debt all of Asgard owes his father. She's your standard "Valkyrie" set-up: A big strong chick with a Sword, able to take out dozens of mooks at once, but is relatively untested against high-level opponents. So I'll call her a standard PL 10 (one below Brunnhilde, who is one of those "iffy" characters who rises and falls with the tides in terms of power).

GOSAMYR
Created By:
Louise Simonson & Bret Blevins
First Appearance: The New Mutants #66 (Aug. 1988)
Role: One-Off Character, Alien Jailbait
PL 7 (106)
STRENGTH
0 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 2 PRESENCE 4

Skills:
Athletics 4 (+4)
Deception 4 (+8)
Insight 6 (+8)
Perception 2 (+4)

Advantages:
None

Powers:
"Pheromones" Affliction 7 (Fort; Entranced/Compelled/Controlled Emotions) (Extras: Area- 30ft. Cloud +2, Cumulative, Sustained +2) [43]
"Wrapped in Invisible Wings" Concealment 2 (Visuals) [4]
"Wings" Flight 2 (8 mph) (Flaws: Gliding) [2]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Pheromones +7 Area (+7 Affliction, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4

Complications:
Motivation (Sowing Discord & Gaining Dominance)- It's the nature of Gosamyr's species to emotionally-manipulate everyone around them in order to establish dominance, eventually taking over.

Total: Abilities: 34 / Skills: 24--12 / Advantages: 0 / Powers: 49 / Defenses: 11 (106)

-I have so little memory of this storyline it's crazy- I kinda glossed-over a lot of the Simonson era of The New Mutants. All I remember is this cleavage-baring young faerie alien girl showing up with the team, leading them on yet another Interdimensional New Mutants Adventure, having Sam & Bobby lust over her, and then meeting her gigantic family members. I felt a bit creeped-out by a Miss Fanservice character looking all of 14 years old (Bret Blevins drew ALL the kids like they were pre-teen babies instead of 16-year-olds, which made it disturbing if one of them got sexied-up). She's basically part of a race that wishes to take over various worlds using their Empathic Pheromones, but her family was forfeited to Spyder, an evil alien businessman. When Lila Cheney is kidnapped by Spyder as well, in come the New Mutants, who ally with Gosamyr.
-Gosamyr then starts causing conflict amongst the group as a method of establishing dominance (gee, I know ZERO women like that...), which soon causes Magik to go all demonic and Rhane admit that she likes Cannonball, and soon the whole team is fighting- Magik breaks the enchantment with her Soulsword (I guess it's Magical in nature), and they now keep her as a prisoner. The kids are captured by Spyder, who unleashes Gosamyr's parents- the adult stage of their species are titanic, Solar System-destroying worm-monsters, and he wants to use their bodies as textiles (???)- Lila Cheney teleports them and herself into the Sun, orphaning Gosamyr. However, the Mutants realized quickly that since Lila can only 'Port to places she's BEEN before, then she probably has a method of escape (or else how would she have survived being to the Sun in the first place?). She helps out after Inferno, and even brainwashes Power Pack's parents to convince the pair of nervous-breakdown victims that their children are normal- this was criticized in the letters column. She's ready to stay with the Mutants, but when X-Factor's Ship recognizes her species and tries to skoosh her, it's mutually-agreed-upon that Gosamyr should leave Earth, and she's never seen again.

FILLING THE BLANKS OF MARVEL COMICS:

* So there remain yet more Marvel characters I've never statted- it isn't a HUGE list, and it sure doesn't have a lot of big names on it, but I'm a completionist at heart, and also like looking up some strangely-obscure characters. Robert Reaper's "List of Marvel Characters", which contained a lot of random names I've never heard of, was my primary source of these guys.

Brothersale dropped a load of other names, but many are too new to really build: the Euroforce guys that Black Knight showed up with in an Avengers World arc, The Dynasty/Ascendants (China's version of The Avengers). Others are simply unknown characters with nothing to them: a squad of Filipino superheroes who've largely not actually done anything on-panel to indicate powers, several Initiative squad members who are simply a name and maybe one power seen.

Guys I've Heard Of But Never Got Around To For Whatever Reason:
Team America ("A-MER-ICAAAAA.... A-MER-ICAAAAA....")
Proteus
Forbush-Man
Dominic Fortune
Sepulchre
Merlin (I think it's the Wizard, though I thought his name was Merlyn)
The Alpha Primitives
Gunna
Wraith (the Spider-Man character/s)

Unknowns:
Nuklo
Victorious
Scarlet Scarab
Psyklop
Headshop
Frost
Corona
Rintrah
Zorba
Lady Anguish
The Shadowmasters
Spyder
Wings
Vixen
Man-Eater
Zapper
Earth Force
Speed Freak
Taserface
Necrodamus
Mercy


MAN-EATER (Malcolm Gregory "Greg" Murphy)
Created By:
Greg Wright & Steven Butler
First Appearance: Silver Sable #8 (Jan. 1993)
Role: Forgotten Hero, Scrapper
Group Affiliation: The Intruders, The Garrison
PL 7 (74)
STRENGTH
6 STAMINA 6 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+10)
Intimidation 6 (+6)

Advantages:
Fast Grab, Startle

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 3 (16 mph) [3]
"Cold-Based Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Cat Agility" Leaping 1 (15 feet) [1]
"Striped Coat" Enhanced Skills 4: Stealth 4 (+9) (Flaws: Limited to Dark Forests & Jungles or Plains) [1]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +2

Complications:
Prejudice (Furry)- Man-Eater cannot pass for an ordinary human.
Involuntary Transformation (Feral)- Like most '90s-era Claw Guys, Man-Eater is prone to berserker rages.

Total: Abilities: 50 / Skills: 10--5 / Advantages: 2 / Powers: 12 / Defenses: 5 (74)

-So for Silver Sable's forgotten 1990s book (I've gone into repeatedly how Marvel over-extended their line and gave books to TONS of unworthy characters), a few new characters were created. Among them was Man-Eater, a tiger-man created from an evil experiment. He was freed to BattleStar (then a member of Sable's Wild Pack). He wouldn't join the team, but he'd end up on Sable's other group- The Intruders, alongside Paladin, Lightbright, a new Fin, and The Sandman. After Silver Sable ended, he disappeared until he joined Vermont's Initiative team, The Garrison. Not that he SAID or DID anything- he was just a background guy, probably chosen because the writer may have read Sable's book once upon a time and vaguely remembered the guy.
-An unknown guy who never mattered, Man-Eater can get PL 7 and like it. He's basically your standard Scrapper set-up with some Tiger-like extras.

SEPULCHRE (Jillian Marie Woods, aka Shadowoman)
Created By:
Mark Gruenwald & Grant Miehm
First Appearance: Quasar #45 (April 1993)
Role: Forgotten Character
Group Affiliations: The Shock Troop
PL 10 (151)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Magic) 5 (+7)
Intimidation 4 (+4)
Investigation 6 (+7)
Perception 5 (+6)
Ranged Combat (Darkforce) 2 (+9)
Stealth 7 (+10)

Advantages:
Improved Critical (Darkforce), Ranged Attack 3, Startle

Powers:
"Darkforce Power"
Flight 7 (250 mph) [14]
"Phasing" Intangibility 4 [20]

Create Darkforce Objects 11 (Feats: Dynamic) (Extras: Movable) (34) -- [40]
Dynamic AE: "Merge With Shadows" Concealment 2 (Visuals) (Feats: Dynamic) (Extras: Attack, Ranged) (9)
Dynamic AE: Darkforce Snare 11 (Feats: Dynamic) (34)
Dynamic AE: Darkforce Blast 11 (Feats: Dynamic) (23)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Darkforce Blast +9 (+11 Ranged Damage, DC 26)
Darkforce Snare +9 (+11 Ranged Affliction, DC 21)
Initiative +3

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

Complications:
Responsibility (Bound to Her Own Shadow)
Relationship (Dr. Druid)- EWWWWWWWWWWWWW...

Total: Abilities: 40 / Skills: 34--17 / Advantages: 5 / Powers: 74 / Defenses: 15 (151)

-Jillian Woods was a college student who met up with Dr. Druid (the fabled much-hated Avenger), who determined that she was the reincarnation of a male alchemist in King Arthur's court, and Druid was the reincarnation of a princess that he'd loved. The two thus became lovers (EWWWWWWWWWWWWWWWWWWWW. She had sex with DOCTOR DRUID? While a COLLEGE STUDENT? EWWWWWWWWWWWWWWWWWW!), but she was killed by a demon while working on a case with him- Druid resurrected her by bonding a piece of her soul to her shadow using some Magic Item thingie. As the awfully-named Shadowoman, she joined Druid's "Shock Troop" alongside the second Blazing Skull and The Living Mummy (of course Mark Gruenwald was writing this story if a character like the LIVING MUMMY shows up), and allied with Quasar (it WAS his book, after all) against some bad guys like Quagmire from the Squadron Supreme's universe.
-When Dr. Strange left The Secret Defenders (the one based around Strange recruiting three random super-heroes for strange missions- essentially Marvel Team-Up but with more guys and worse stories), Dr. Druid took it over, and Shadowoman was on his first team, alongside Luke Cage and Deadpool (!!). She recurred a bit in the book, learning her origin (what was it in Quasar, I wonder?), and furious with Druid, changes her name to "Sepulchre" (a kind of tomb). After this point, Druid turned evil and died, and she vanished from comics.
-Modern times saw her reappear a couple times- once, she helped out Jessica Drew & Julia Carpenter on a mission. Then she fails to get the job as babysitter for Luke Cage & Jessica Jones' kid. Another time, she was witness to a metahuman attack by Norman Osborn's Thunderbolts, and leaves the country on a dirty mission for Roxxon Oil in order to escape them.
-Sepulchre's a bit like other Darkforce Users, but is actually rather powerful (in one Secret Defenders arc, she briefly battles THE SILVER SURFER) and has varied abilities- Concealment & Insubstantial go a very long way to make someone annoying to fight.

TEAM AMERICA (aka The Thunderiders)
Created By:
J.M. DeMatteis & Mike Zeck
First Appearance: Captain America #269 (May 1982)
Role: Forgotten Characters
Group Affiliations: The Thunderiders
PL 6 (84)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 3

Skills:
Athletics 6 (+8)
Deception 3 (+6)
Expertise (Stunt Worker) 5 (+9)
Insight 2 (+4)
Investigation 3 (+5)
Perception 3 (+5)
Vehicles 4 (+8)
Vehicles 4 (+12) -- Flaws: Limited to Ground Vehicles

Advantages:
Equipment 2 (Motorcycle), Ranged Attack, Ultimate Vehicles Skill

Powers:
"Mutant Powers: Mental Link"
Senses 4 (Communication Link- All Four Thunderiders) [4]

"The Marauder" Summon 2 (Extras: Heroic +2) (Flaws: Limited to While The Others are Present, Requires Host) [4]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +4

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

Complications:
Motivation (Fighting Crime & Chaos)

Total: Abilities: 48 / Skills: 28--14 / Advantages: 4 / Powers: 8 / Defenses: 10 (84)

-This bunch of goofs was called- believe it or not- TEAM AMERICA in their debut, and were a bunch of motorcycle stunt riders who were secretly mutants that could "Captain Planet" a character named The Masked Marauder into existence when they combined their mental powers together. They were actually created to sell a set of toys meant to replace an Evel Knievel line of action figures (Knievel had been arrested for assault in the late '70s). Poor J.M. DeMatteis was the schmuck who had to introduce them ("this was another one we kind of got forced into doing") during his much-lauded Captain America run, which was supposed to advertise their ongoing series. They also got a cross-over with The New Mutants (I actually remember them, but only because of their name), but it didn't help: Team America was cancelled after only twelve issues.
-The members of Team America are the children of five women who were experimented upon by HYDRA as part of an old project. By INSANE COINCIDENCE, four of them ended up becoming Stunt Motorcycle Racers (this was a few years after Evel Kneivel's heyday, and that was still kind of a big thing, I suppose), and the fifth a mechanic. Wolf, Honcho & R.U. Reddy teamed up with Captain America in their first mission (HYDRA was involved with something, and the men were unconsciously-created a "Marauder" to fight them), and soon added Wrench & Cowboy to the group. They learned from Professor Xavier that they had the Mutant Power to summon a powerful biker to fight for them, and "manifest" it onto the body of a host. Yes, all five mysteriously had the same ability- this was back when "their parents got irradiated" was a going explanation for most Mutant Powers- eventually this'd be dropped, and it would just be a thing that happened.
-Having lost the rights to the name "Team America", they soon became the Thunderiders, but have basically never reappeared since doing so in an issue of The Thing. This is probably another one where Marvel doesn't own the full rights thanks to it being a toy line, and really- if they don't give a rat's ass about the Rom rights, why would they bring back THESE dorks? I'm a bit stunned that even Mark Gruenwald & Kurt Busiek haven't thought to stick them in background scenes, though.
-The five members of Team America are all elite racers (though Wrench is often the team mechanic) and good fighters, but more in the realm of PL 5.5 melee guys who couldn't hold up against much more than thugs in a scrap. They all have the ability to Summon The Marauder, which is rather cheap as they split the cost amongst themselves (Planeteer style).

The Members:
HONCHO (James McDonald)- PL 6 (103): Intelligence 3, Awareness 4, Presence 4, Investigation 2 (+9), Jack-Of-All-Trades, Languages 2 (Various), Leadership, Ranged Attack 2 [19]
-An ex-C.I.A. investigator who quit because of too much interference and pencil-pushing going on. Leads the team, and is known to be multi-skilled.
COWBOY (Luke Merriwether)- PL 6 (86): Equipment 1 (Lasso), Ranged Combat (Lasso) 2 (+7) [2]
-Self-explanatory. An ex-rodeo guy.
WOLF (Real Name Unknown)- PL 6 (90): Strength 3, Toughness 4, Fighting 7, Presence 1, Expertise (Biker Gang Leader) 6 (+6), Fast Grab [6]
-The token "Sulled Bad-Ass" of the team, said to be constantly disruptive and on the verge of quitting, but Team America is the only family he's ever known.
R.U. REDDY (Winthrop Roan, Jr.)- PL 6 (81): Awareness 0, Expertise (Rock Star) 2 (+5) [-3]
-The team's wild-card who is "possibly mentally-unstable" and acts wrecklessly. He was disowned by daddy for squandering a fortune as a would-be rock star.
WRENCH (Leonard Hebb)- PL 4 (78): Strength 1, Stamina 2, Agility 2, Fighting 4, Intelligence 4, Replace Expertise with Technology, Drop the first Vehicles Skill [-6]
-A mechanic rather than a member of the Stunt Team, he was apparently so awesome that every auto manufacturer and even NASA tried to recruit him out of college, but he turned them all down for his team.

THE MARAUDER
Created By:
J.M. DeMatteis & Mike Zeck
First Appearance: Captain America #269 (May 1982)
Role: Summoned Minion
Group Affiliations: The Thunderiders
PL 8 (132)
STRENGTH
6 STAMINA 6 AGILITY 7
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Athletics 7 (+12)
Deception 3 (+7)
Expertise (Stunt Worker) 8 (+12)
Expertise (Biker Gang Leader) 6 (+10)
Insight 2 (+6)
Investigation 5 (+9)
Perception 4 (+8)
Vehicles 4 (+10)
Vehicles 6 (+16) -- Flaws: Limited to Ground Vehicles

Advantages:
Improved Critical (Unarmed), Fast Grab, Equipemnt 4 (Motorcycle With Speed 8 & Leaping 5), Languages 2 (Various), Ranged Attack, Skill Mastery (Vehicles), Ultimate Vehicles Skill

Offense:
Unarmed +10 (+6 Damage, DC 21)
Initiative +7

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

Complications:
Motivation (Fighting Crime & Chaos)

Total: Abilities: 94 / Skills: 42--21 / Advantages: 11 / Powers: 0 / Defenses: 6 (132)

-The Marauder (also called The Dark Rider at times) is the manifestation of the four men's powers- he appears over a host (in The New Mutants, it was Danielle Moonstar), and combines all the abilities of the five men into one being. This makes him a giant ass-kicker with the "strength of ten men"- a PL 8 Melee Fighter with a kick-ass hog.

FORBUSH MAN (Irving Forbush)
Created By:
Stan Lee & Jack Kirby
First Appearance: Snafu (1955- Irving), Not Brand Echh #1 (Aug. 1967- Forbush Man)
Role: Parody Hero
Group Affiliations: The New Paramounts
PL 8 (8)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Office Gofer) 2 (+0)

Advantages:
Luck

Powers:
"Dumb Luck" Damage 8 (Extras: Perception-Ranged +2) (Flaws: Uncontrolled) [16]

Offense:
Unarmed +0 (+0 Damage, DC 15)
Dumb Luck -- (+8 Perception-Ranged Damage, DC 23)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +0

Complications:
Reputation (Imbecile)- Stan Lee frequently cracks jokes at Forbush's expense: he is apparently quite dim-witted and incompetent.

Total: Abilities: -12 / Skills: 2--1 / Advantages: 1 / Powers: 16 / Defenses: 2 (8)

-I feel a short explanation is needed: the name "Irving Forbush" had been used by Stan Lee for years as an example of a fictional Marvel Comics employee that Stan constantly belittled- it was part of the goofy "wouldn't you want to work here" attitude that Stan gave the Marvel Comics of the Silver Age (which was a big part of their popularity that eventually helped them takeover of the marketplace from DC). Forbush became the mascot of satire comic Snafu (basically like MAD), but it only lasted three issues. Later, when Marvel published a parody comic that poked fun at itself, Not Brand Echh Forbush became the dreaded FORBUSH-MAN, causing the Fantastic Four, The Silver Surfer and Doctor Doom to cower in his presence. Five issues later gave him his first major appearance- the ficitious Office Gofer at "Marble Comics" had a cooking pot slammed down on his head by his Auntie Mayhem, and thus discovered the perfect secret identity. Generally, he defeats enemies like "The Juggernut" by accident and dumb luck, lacking all super-powers.
-Not Brand Echh lasted a year or so, and Forbush returned for the 1980s in What The--?!, an ensemble book with a similar concept. In 1993, The Death of Forbush Man (the hyphen had been dropped by this point, but still appears in other stories) was published under that title- Forbush was slain battling Dumsday. This all seems a bit more "cute" than actually funny, but Marvel in the '60s was a very weird place. The covers are pretty funny, though- Marvel was always unafraid to humiliate its major characters.
-Forbush got a semi-in-universe debut as a member of The New Paramounts, a series of Echh-derived characters in Warren Ellis' vulgar, anarchic Nextwave book- he was killed by Boom-Boom for attempting to mind control her- as she had no mind to control, she was unaffected. The standard version is basically an incompetent's incompetent, incapable of pretty much anything aside from winning fights by accident (an Uncontrolled Perception-Ranged Damage effect).

The Nextwave version features a nasty power that forces the victim to see their own personal Hell, an act that would slowly kill them as time wore on:
Powers:
"Forbush Vision" Affliction 10 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception-Ranged +2, Cumulative) (40)

RINTRAH
Created By:
Peter B. Gillis & Chris Warner
First Appearance: Doctor Strange #80 (Dec. 1986)
Role: Magical Minotaur
Group Affiliations: None
PL 8 (133)
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Magic) 6 (+10)
Intimidation 5 (+7)
Perception 1 (+4)
Ranged Combat (Magic) 2 (+6)

Advantages:
Fast Grab, Ranged Attack 4, Ritualist

Powers:
"R'Vaalian Physiology"
"Horns" Strength-Damage +1 [1]
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision) [3]
Communication 2 (Mental) [8]
"Shapeshifting" Morph 2 (10) -- [11]
AE: "Blending" Concealment 2 (Vision) (Flaws: Limited to Blending) (2)

"Magical Might"
Illusion (Vision & Hearing) 6 (18) -- [23]
AE: Magical Blast 8 (16)
AE: "Levitation" Flight 4 (16 mph) (8)
AE: "Astral Projection" Remote Sensing (Vision & Hearing) 6 (18)
AE: Movement 2 (Dimensional Travel 2) (4)
AE: "Energy Shield" Force Field 4 (Extras: Affects Others 8) (12)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Dumb Luck -- (+8 Perception-Ranged Damage, DC 23)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +6 (+10 Force Field), Fortitude +7, Will +5

Complications:
Relationship (Dr. Strange)- Rintrah was apprenticed to Strange for a time.

Total: Abilities: 56 / Skills: 14--7 / Advantages: 6 / Powers: 57 / Defenses: 7 (133)

-Alas, I read the term "Green-Furred Minotaur" in a bio and imagined I'd missed out on one of the greatest characters of all time, but unfortunately Rintrah was just a rarely-seen background character- a guy who was apprenticed to Enitharmon the Weaver (some Magic backgrounder himself), delivered a repaired Cloak of Levitation to Dr. Strange, and is then made a host of Strange's mind while he fights off Urthona. He appears a few times during the '80s & '90s, helping out here and there, but is eventually killed by a magical artifact he'd been trying to keep from Dormammu's hands. Dr. Strange has apparently been trying to cure his suspended-animation state ever since, but he hasn't appeared in decades.
-A Minor-League Mystic, Rintrah combines some basic Spellcasting with the build of a Minotaur. And Telepathy & Shapeshifting. Just 'cause.

MERLYN (aka Merlin, Myrdh, the Magus, Myrrdin)
Created By:
Chris Claremont & Herb Trimpe
First Appearance: Captain Britain #1 (1976- Numerous Other Merlins Have Been Seen)
Role: The Ultimate Wizard
Group Affiliations: The Captain Britain Corps.
PL 15 (369)
STRENGTH
3 STAMINA 4 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), Fearless, Power Attack, Ritualist, Well-Informed

Powers:
"Immortal"
Immunity 1 (Aging) [1]
Immortality 15 [30]

"Magical Might"
Flight 7 (250 mph) [14]
Force Field 10 [10]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
Morph 4 (Any Form) [20]
Shapeshift (Creature Forms) 6 [42]

Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79) -- [106]
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)

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 +4 (+14-18 Force Field), Fortitude +13, Will +13

Complications:
Motivation (Omniversal Guardian)- Merlyn considers it his job to protect the multiverse against threats.
Enemy (Necrom)- Merlyn's old master turned evil and now threatens everything.
Reputation (Liar)- Merlyn lies and manipulates with the best of them. He even lies to his apprenctices, the Captain Britain Corps, and his own daughter.
Relationship (Roma- Daughter)

Total: Abilities: 76 / Skills: 68--34 / Advantages: 6 / Powers: 227 / Defenses: 26 (369)

-There's been numerous different "Merlins" in the Marvel Universe, all owing to the tremendous legend of King Arthur, Excalibur and all that Round Table jazz. Merlin himself is actually the most famous character FROM the legends I would say- this aged, haggard wizard is the most-iconic Mentor Figure in fiction, and you can see his shadow everywhere across thousands of stories written since. He's been seen aiding the original Black Knight, fighting Kang alongside some time-traveling super-heroes, fighting Morgana Le Fay (herself a recurring Marvel Villainess), and more. A few have imitated him- the villain now known as Maha Yogi, a Space Phantom, a certain Doctor, and a Dire Wraith, and Albion (some English superhero) claims to be the current reincarnation of the man.
-But this built represents MERLYN, who claims to be the original (though he's a known bullshitter), and appears in spectral form alongside his daughter Roma. Curiously having little to do with Doctor Strange, he instead focuses on Captain Britain as a multiversal defender (Omniversal Guardian, to be exact). He was born on an alternate Earth as a member of a race of super-powered immortals, learning from Necrom- the Sorcerer Supreme of that Earth. Necrom turned evil (eventually becoming an Excalibur foe), while Merlyn stole some of his boss' power and established himself as a protector of all universes in existence. He would eventually form the Captain Britain Corps in order to help him.
-Eventually, he and his daughter Roma got Brian Braddock to become the Captain Britain of Earth-616 (the first time it was named as such was in Captain Britain, as a matter of fact). Brian stopped Mad Jim Jaspers from destroying the fabric of the multiverse, but Merlyn died in the battle, his daughter taking over. However, he was FAKING, and manipulated things so that Excalibur would be formed to eventually become Merlyn's weapon against Necrom. Excalibur & Roma, angered at having been lied to and manipulated, destroyed their Tower homebase, thus removing a major part of Merlyn's power. He would return years later behaving in an evil manner, killing Roma and allying with a revived Jim Jaspers- he would be defeated by Excalibur and the Exiles (this would be Claremont's Exiles run) when MERLIN, one of his many aspects, removed a shard of madness from him.
-Uber-Powerful Magic Guys are easier to build now that I've statted both Dr. Strange and Morgana Le Fay- since they all have "whatever power the writer decides today", I can just be lazy and give them all the same powers :). Seriously, this is the same build as Morgana, minus Attractive, plus some more manipulative Skills and higher Will.

ROMA
Created By:
Chris Claremont & Herb Trimpe
First Appearance: Captain Britain #1 (1976)
Role: The Ultimate Wizard
Group Affiliations: The Captain Britain Corps.
PL 15 (354)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 5 (+10)
Expertise (Magic) 13 (+18)
Expertise (History) 7 (+12)
Insight 3 (+8)
Intimidation 2 (+7)
Perception 6 (+11)
Persuasion 6 (+11)
Ranged Combat (Magic) 8 (+12)

Advantages:
Artificer, Daze (Intimidation), Fearless, Power Attack, Ritualist, Well-Informed

Powers:
"Immortal"
Immunity 1 (Aging) [1]
Immortality 15 [30]

"Magical Might"
Flight 7 (250 mph) [14]
Force Field 10 [10]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
Morph 4 (Any Form) [20]
Shapeshift (Creature Forms) 6 [42]

Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79) -- [106]
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)

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 +4 (+14-18 Force Field), Fortitude +8, Will +12

Complications:
Motivation (Omniversal Guardian)- Roma takes over Merlyn's position as the defender of all realities.
Relationship (Merlyn- Father)- She respects her father, but he's also a notorious liar.

Total: Abilities: 76 / Skills: 50--25 / Advantages: 6 / Powers: 227 / Defenses: 20 (354)

-Alongside Merlyn typically appeared his daughter Roma- it was she who did most of the talking, asking a young Brian Braddock to choose either the Sword of Might or the Amulet of Right during his test to join the Corps. When Merlyn "died", Roma ascended to becoming Omniversal Guardian, but was herself manipulated by the old man. Claremont would use her again in The Uncanny X-Men, where she would be victimized by The Adversary- when the X-Men sacrificed their lives against him, she repaid them by retrieving their souls from a portal and resurrecting them- this changed the status quo in the comics for quite some time (the X-Men were thought to be dead by the rest of the world, and were temporarily rendered immune to technological detection). In another huge change for the book, she gave them the Siege Perilous, which saw many members of the team split off.
-Roma's power is difficult to guess at times, as she appears captured by The Adversary and the much-weaker Mastermind on separate occasions, and it's never quite clear HOW they trapped her. She was also killed by Abraxas (in- guess what?- another Claremont story- this time in Fantastic Four). She's very much in the "can do basically anything" crowd, but not as good at manipulations as Merlyn is.

THE SCARLET SCARAB I (Abdul Faoul)
Created By:
Roy Thomas, Frank Robbins, and Frank Springer.
First Appearance: The Invaders #23 (Dec. 1977)
Role: Golden Age Retcon Villain
Group Affiliations: The Sons of the Scarab
PL 10 (124)
STRENGTH
1/11 STAMINA 1/11 AGILITY 0/3
FIGHTING 4/9 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Archeology) 7 (+10)
Intimidation 2 (+4)
Perception 1 (+4)
Ranged Combat (Blast) 4 (+9)

Advantages:
Ranged Attack 3

Powers:
"The Ruby Scarab" (Flaws: Removable) [75]
Enhanced Strength 10 (20)
Enhanced Stamina 10 (20)
Enhanced Agility 3 (6)
Enhanced Fighting 5 (10)

Flight 7 (250 mph) (14)
Energy Blast 11 (22) -- (23)
AE: "Sap Powers" Affliction 11 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Cumulative) (22)
-- (93 points)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Scarab Strength +9 (+11 Damage, DC 26)
Energy Blast +9 (+11 Ranged Damage, DC 27)
Sap Powers +9 (+11 Affliction, DC 21)
Initiative +0 (+3 Scarab)

Defenses:
Dodge +6 (+9 Scarab, DC 16-19), Parry +4 (+9 Scarab, DC 14-19), Toughness +1 (+11 Scarab), Fortitude +1 (+11 Scarab), Will +4

Complications:
Motivation (Egyptian Nationalist)- Faoul allies with the Nazis in order to remove the British from Egypt. He fights against the Nazis, however, when he sees their own cruelty, and decides to protect Egypt against ALL foreign invaders.
Normal Identity (Human)- If the Scarab is torn from him, Faoul will revert to a non-powered state. It actually takes some doing to do this, however- it's not quite Easily-Removable.

Total: Abilities: 32 / Skills: 14--7 / Advantages: 3 / Powers: 75 / Defenses: 7 (124)

-The Scarlet Scarab is a character created by Golden Age-fanboy Roy Thomas for his Invaders run, and was an Egyptian Nationalist allied with the Sons of the Scarab, who fought the British forces that were attempting to hunt Rommel in North Africa. This led to a conflict with The Invaders, whom he held off adequately for a time- he was ready to slay a dehydrated Namor until he saw some Nazis threaten Egyptian civilians. Realizing that he was on the wrong side, he allied with The Invaders against the Nazis. When the heroes were all "cool, thanks" and made offers of peace, he cursed them, pointing out he wished ALL foreigners would leave his country. It would turn out that the Scarab would leave him at some point, and he'd spend the rest of his life searching for it.
-Some of his backstory reminds me of many true-life stories during World War II, though usually the stories involved Japanese soldiers' behavior causing nations to turn against the Axis Powers, often aiding the Americans who'd traveled there to fight (on his show, Anthony Bourdain just talked to an Okinawan politician about this- the man was a super-pro-Japanese soldier during the War, but turned on them when he saw them murdering Okinawan civilians for food and water).
-The Scarlet Scarab is a bad enough dude to hold off The Invaders (Namor, Cap, Spitfire, Human Torch & Union Jack) in his debut, fighting them to the point where he nearly killed Namor. Taking "New Villain Stink" into consideration (and the lower levels of Golden Age heroes- Captain America was only PL 10 during World War II), PL 10 seems about right. He's at a very high level of power, but lacks experience against super-powered foes.

THE SCARLET SCARAB II (Mehemet Faoul)
Created By:
Doug Moench & Alan Kupperberg
First Appearance: Thor #326 (Dec. 1982)
Role: Legacy Hero, National Defender
Group Affiliations: None
PL 10 (124)
STRENGTH
1/11 STAMINA 1/11 AGILITY 1/4
FIGHTING 4/9 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Archeology) 7 (+10)
Intimidation 4 (+6)
Perception 1 (+4)
Ranged Combat (Blast) 4 (+9)

Advantages:
Ranged Attack 3

Powers:
"The Ruby Scarab" (Flaws: Removable) [75]
Enhanced Strength 10 (20)
Enhanced Stamina 10 (20)
Enhanced Agility 3 (6)
Enhanced Fighting 5 (10)

Flight 7 (250 mph) (14)
Energy Blast 11 (22) -- (23)
AE: "Sap Powers" Affliction 11 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Cumulative) (22)
-- (93 points)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Scarab Strength +9 (+11 Damage, DC 26)
Energy Blast +9 (+11 Ranged Damage, DC 27)
Sap Powers +9 (+11 Affliction, DC 21)
Initiative +1 (+4 Scarab)

Defenses:
Dodge +6 (+9 Scarab, DC 16-19), Parry +4 (+9 Scarab, DC 14-19), Toughness +1 (+11 Scarab), Fortitude +1 (+11 Scarab), Will +4

Complications:
Motivation (Egyptian Treasures)- Faoul wishes to ensure that Egypt's treasures stay within its borders. He travels to the United States on the hunt for thieves.
Normal Identity (Human)- If the Scarab is torn from him, Faoul will revert to a non-powered state. It actually takes some doing to do this, however- it's not quite Easily-Removable.

Total: Abilities: 34 / Skills: 14--7 / Advantages: 3 / Powers: 75 / Defenses: 7 (126)

-Five years after the one-shot Scarlet Scarab debuted in The Invaders, his son appeared in Thor, adopting his father's legacy and the hunt for the Ruby Scarab on the old man's deathbed- he finds it after a few years. He quests to ensure that Egypt's national treasures stay within the country- he crashes a museum in the United States after some things are stolen. This brings him into conflict with Thor, who has a small bit of trouble (largely because of the "Sap Powers" ability), but pretty soon the Thunder God trounces his foe. Once they talk about what's going on, they team up and easily beat the non-powered criminals- compromising to send them to trial in America, while the Scarab returns home to Egypt. He's never reappeared, and for reasons unknown, the Ruby Scarab has turned up in other books as a Macguffin device, often behind held by The Living Pharaoh.
-Pretty much a clone of his father, Faoul is strong enough to go toe-to-toe with Thor for a short while, but loses pretty handily once Thor yanks the Scarab off of his costume (I don't imagine this is quite an Easily-Removable situation, but it's a bit worse than standard Removable- you can't just tear IRON MAN's gear off in one shot, for instance). A Thor Jobber is a fair bit stronger than your typical Jobber, but a Jobber all the same given the high power levels of the Thunder God.

TROLL (Gunna Sijurvald)
Created By:
Jeff Parker & Kevin Walker
First Appearance: Thunderbolts #145 (Aug. 2010)
Role: Kid Badass, Scrapper
Group Affiliations: The Thunderbolts
PL 8 (81)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Athletics 2 (+10)
Close Combat (Unarmed) 2 (+8)
Intimidation 6 (+4)
Perception 6 (+5)
Stealth 2 (+6)

Advantages:
Daze (Intimidation), Fast Grab, Improved Initiative, Startle

Powers:
"Giant Axe" (Flaws: Easily Removable) (Feats: Restricted to ST 6 or Higher, Summonable) [8]
Strength-Damage +2 (Feats: Improved Critical) (Extras: Penetrating 7) (10 points)

Offense:
Unarmed +8 (+8 Damage, DC 23)
Axe +6 (+10 Damage, DC 25)
Initiative +8

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

Complications:
Prejudice (Inhuman & Vicious)- Troll will gladly eat human beings, and is at-best entirely uncultured. Asgardians also dislike Trolls.

Total: Abilities: 48 / Skills: 18--9 / Advantages: 4 / Powers: 8 / Defenses: 12 (81)

-I never read this incarnation of the Thunderbolts' run, but Gunna here appears in a lot of it- recognizable mainly for being a little girl in a big fuzzy costume. The offspring of an Asgardian mother & Troll father (there's gotta be an interesting story there), she was being held prisoner in Asgard, but was broken out during Siege, placed in The Raft (where she helped Songbird against some other female inmates, earning a measure of leniency), and then eventually put on Luke Cage's Thunderbolts- a squad of villains meant to engage in dangerous actions. Her entire schtick is that she was an uncivilized people-eating little monster, but was loyal and somewhat helpful to her allies all the same (particularly Songbird).
-Largely-unskilled, Gunna is a simple-minded PL 8 Scrapper archetype, doing a fair bit of damage, but lacking versatility or even a proper fighting style beyond "ATTACK ATTACK ATTACK!!" Despite being a people-eating savage, she's not even CLOSE to the most insane member of her team.

THE SHADOWMASTERS (Manzo Ezaki, Yuriko Ezaki & Philip Richards)
Created By:
Carl Potts & Dan Lawlis
First Appearance: Marvel Age #78 (Sept. 1989)
Role: Heroic Ninjas
Group Affiliations: The Shadowmasters

-Haha, WOW- never once even heard of these guys. The Shadowmasters were a band of Punisher allies during the late '80s, early '90s period when Ninjas were saturating everything. And hell- they got a push IMMEDIATELY- seems Marvel wanted to sell a Ninja-themed book good and regular, because they got a Limited Series only a month after their debut (I'm betting that Marvel wanted to use The Punisher's success as one of the hottest acts in comics to leapfrog The Shadowmasters into a hot-selling book).
-The Shadowmasters are an ancient clan meant to defend Iga Province against invaders- Shigeru Ezaki, one of the last of their clan, lost a wife to the American Atomic Bombs, but formed a friendship with Americans after Captain Richards, who'd been assigned to oversee Iga saved the life of Ezaki's son. Ezaki, began training his children Manzo & Yuriko, along with Captain Richards' son Philip, in the arts of Ninjitsu, and wanted them to oppose Umezu, an ultra-nationalist who wanted to form a cabal that would take control of Japan and return it to its Imperialist roots. Umezu and his Sunrise Society attack, killing Capt. Richards, and Ezaki himself dies in the final battle, in which the three Shadowmasters storm the base and fight off the Sunrise Society and an army of clones of Ezaki. Actually, that doesn't sound half-bad. Might not be half-GOOD either, but it's something.
-A resurgent Sunrise Society, now called The Eternal Sun, is active in New York, and the Shadowmasters, still in training, ally with The Punisher & Black Widow against them. Far as I can tell, there's only the three of them, but they have some allies who were also Punisher allies, like Hatsu & Katherine Yakamoto.

THE SHADOWMASTERS
PL 7 (119)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 8 (+13)
Athletics 8 (+10)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+5)
Expertise (Ninja) 6 (+7)
Insight 4 (+6)
Intimidation 3 (+5)
Investigation 2 (+4)
Perception 5 (+7)
Ranged Combat (Ninja Weapons) 5 (+12)
Stealth 6 (+11)

Advantages:
Accurate Attack, Agile Feint, Chokehold, Defensive Attack, Equipment 2 (Ninja Gear), Evasion, Fast Grab, Grab Finesse, Hide in Plain Sight, Improved Critical 2 (Sword, Unarmed), Improved Defense, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 7, Tracking

Equipment:
"Ninja Weapons" Sword +3, Shuriken +2, Chain +1- Reach 4, etc.

Offense:
Unarmed +10 (+2 Damage, DC 17)
Weapons +8 (+3-6 Damage, DC 18-21)
Shuriken +12 (+2 Ranged Damage, DC 17)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +4

Total: Abilities: 46 / Skills: 52--26 / Advantages: 23 / Powers: 0 / Defenses: 14 (119)

-Amateur Ninjas, The Shadowmasters are PL 7 Elites, about equal to Elite Hand Ninjas.

Aw man, I was hoping for a sexy Granny.

SILVER FOX
Created By:
Chris Claremont & John Buscema
First Appearance: Wolverine #10 (Aug. 1989)
Role: Evil Ex-Girlfriend, Dead Ex-Girlfriend
Group Affiliations: HYDRA, Weapon X, Team X
PL 8 (123)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 6 (+10)
Athletics 10 (+12)
Deception 8 (+11)
Expertise (Spy/Government Agent) 7 (+10)
Insight 4 (+7)
Investigation 4 (+7)
Perception 4 (+7)
Stealth 4 (+8)
Vehicles 1 (+7)

Advantages:
Benefit (High-Level HYDRA Agent), Chokehold, Diehard, Equipment 5 (Spy Gear, Guns), Improved Aim, Improved Critical (Guns), Languages (A Few), Quick Draw, Ranged Attack 3, Tracking

Powers:
"Mutant Powers- Agelessness"
Immunity 1 (Aging) [1]
Regeneration 2 [2]

Offense:
Unarmed +10 (+2 Damage, DC 17)
Guns +9 (+4-6 Ranged Damage, DC 19-21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Motivation (Omniversal Guardian)- Merlyn considers it his job to protect the multiverse against threats.
Enemy (Necrom)- Merlyn's old master turned evil and now threatens everything.
Reputation (Liar)- Merlyn lies and manipulates with the best of them. He even lies to his apprenctices, the Captain Britain Corps, and his own daughter.
Relationship (Roma- Daughter)

Total: Abilities: 70 / Skills: 48--24 / Advantages: 16 / Powers: 3 / Defenses: 10 (123)

-Oddly, I haven't thought about this character in EONS, and never considered her for statting- it's most peculiar because I remember her being ALL OVER the Wolverine book at the time I got into comics. I only remembered her because I was looking up info for someone named "Fox", couldn't find any, and found a link to Silver Fox. It was the era after Mariko Yoshida's death (an act I still find a trifle unnecessary, though it was a good use of the Dead Girlfriend Trope- giving an element of further tragedy into the life of Logan), and so we needed ANOTHER woman in Wolverine's life, especially given that he'd just been given his own series. And so we had another Sexy Ethnic Girlfriend in Silver Fox. But this one was a tad different.
-Silver Fox was a Blackfoot Indian who lived in the early 1900s as Wolverine's main squeeze, and was apparently murdered by Sabretooth on Logan's birthday. However, she happened to turn up in modern times as a member of the CIA's "Team X" (because of course it had an "X" in it), then betrayed them to HYDRA. This became important because, as you may remember, Logan's whole "Mysterious Past" was HUUUUUUUUUUUUUUUUUUUGE at the time, and a major part of his being. Almost every issue of his series was devoted in some manner to Weapon X, Wolverine's past, and his old enemies. And so the introduction of the "Silver Fox" portion of his history made major inroads towards EXPLAINING part of his history- such as establishing that yes, Wolverine IS at least a century old. Hard as it is to believe, this was an era in which we'd barely scratched the SURFACE of the mystery of Logan's past- it would eventually get explained and explained, dragged into the ground, and become a cliched part of the backstory of DOZENS of Logan knock-offs. But back then it was rather fresh and exciting- I shit you not.
-Funnily enough, despite Wolverine screaming about "SILVER FOX!" all the damn time in his book, I never recall reading a modern-day tale featuring her- I just recall the endless flashbacks. Turns out she's linked with all the other Weapon X guys- Logan, Sabretooth, Maverick and Wraith. Sabretooth murders her again, under the control the man who'd implanted the whole team with false memories (oh yeah- "false memories" was a major thing too, as Logan's brain had been all screwed up under the Weapon X program), and this time, it seems to take. Wolverine is given permission to bury her at the cabin they'd lived a lifetime ago.
-I really feel like the backstory of this character got muddled somewhere, because the bios make no mention of just HOW or WHY she became a member of HYDRA- just that she joined them. Apparently she survived her first murdering by Sabretooth, but the second one took. Really, it just seems like the next writer on the book didn't care as much for her as Claremont may have, and so she was Refrigeratored to get her out of the way. She really feels glossed-over in his history now, as she's barely EVER mentioned, though she was in X-Men Origins: Wolverine.
-Silver Fox is a pretty standard Spy Build, being fairly-skilled, but not a great warrior compared to Logan & Creed, that's for certain. Her Agelessness and Regenerative capabilities are a bit odd, especially as Creed DID kill her the second time he tried.

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

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

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

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

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

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

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

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

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

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

WRAITH II (Hector Rendoza)
Created By:
Scott Lobdell & Salvador Larocca
First Appearance: The Uncanny X-Men #392 (2001)
Role: One-Off Character
Group Affiliations: None
PL 5 (29)
STRENGTH
1 STAMINA 2 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Pop Culture) 2 (+2)

Advantages:
None

Powers:
"Mutant Powers: Translucent Skin"
"Make Others See-Through" Affliction 8 (Fort; Entranced/Stunned/Transfomed to Transluscent-Skinned) (Quirks: Requires Skin-to-Skin Contact) (7) -- [8]
AE: "See-Through Skin" Enhanced Skills 6: Intimidation 6 (3)

Offense:
Unarmed +2 (+1 Damage, DC 16)
Transluscify Others +2 (+8 Affliction, DC 23)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +3, Will +3

Complications:
Prejudice (Mutant)- Hector is nearly lynched by a crowd when his ugly-looking powers manifest.

Total: Abilities: 10 / Skills: 2--1 / Advantages: 0 / Powers: 8 / Defenses: 10 (29)

-The second Wraith was little-known, and just a one-off Mutant character in Scott Lobdell's X-Men run. He gained some weak-ass Mutant Powers, and because this happened a lot in the Marvel Universe, he was set upon by a bigoted crowd (including some of his old friends) intending to murder him. He is one of many Mutants Jean Grey (who rescued him) recruited to help save the X-Men on Genosha, alongside Northstar, Dazzler, Sunpyre & Omerta. He never appeared in a major role after that, and in fact was De-Powered after M-Day.
-A kid with a pretty useless power and zero experience, Wraith II is a borderline Bystander, but his unique power can really unnerve others- coming off like an Affliction that can also kinda stun victims (who are freaked out by their sudden apparent lack of skin.

WRAITH IV (Yuriko Watanabe)
Created By:
Dan Slott & John Romita, Jr.
First Appearance: The Amazing Spider-Man #600 (Nov. 2009)
Role: Back-Up Character
Group Affiliations: The NYPD
PL 10 (143)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 8 (+10)
Close Combat (Unarmed) 1 (+12)
Deception 4 (+7)
Expertise (Police Officer) 5 (+8)
Insight 2 (+5)
Intimidation 5 (+8)
Investigation 5 (+8)
Perception 3 (+6)
Stealth 3 (+8)
Technology 2 (+5)

Advantages:
Equipment 2 (Pistol +5), Improved Aim, Improved Critical 2 (Pistol, Unarmed), Ranged Attack 5, Startle

Powers:
"Wraith Costume" (Flaws: Removable) [28]
"Mister Fear's Gas" Affliction 10 (Fort; Entranced/Compelled/Controlled) (Extras: Ranged, Cumulative, Area- Scent Perception) (Flaws: Limited to Fear) (30) -- (33)
AE: "Arm Tendrils" Snare 6 (Feats: Reach 4) (Flaws: Touch Range) (18)
AE: "Mysterio's Acid Mist" Weaken Toughness 5 (Extras: Area- 30ft. Cloud +2, Affects Objects) (20)
AE: "Polygraph Sensors" Enhanced Skills 8: Insight 8 (+13) (Flaws: Grab-Based) (2)
"Communications" CommLink (1)
"Facial Recognition Technology" Features 1: Recognizes Faces From Database (1)
-- (35 points)

Offense:
Unarmed +12 (+2 Damage, DC 17)
Fear Gas +10 Area (+10 Affliction, DC 20)
Arm Tendrils +11 (+6 Affliction, DC 16)
Acid Mist +5 Area (+5 Weaken, DC 15)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Vigilantism)- As The Wraith, Yuri is extremely-vicious and focused on stopping the criminals that the regular police can't.

Total: Abilities: 72 / Skills: 42--21 / Advantages: 11 / Powers: 28 / Defenses: 11 (143)

-The fourth Wraith, Yuri Watanabe debuted as a female Police officer Supporting Character in Spider-Man. However, like OH SO MANY supporting characters in that book, she was touched by the spandex-bug: She appears 63 issues after her debut as The Wraith. Initially disguising herself as the ghost of Jean DeWolff in order to terrify criminals, she essentially does the vigilante thing to catch bad guys the regular cops can't. In this role, she's a bit of a sidekick to Spidey-Girlfriend Carlie Cooper for a while, assisting her in trying to find out the secret of The Superior Spider-Man. She starts using harsher methods, shocking the Regular Spider-Man, and soon loses her job by going too quickly after some crooks when her Chief told her to wait. In the end, she gives up her Yuri identity, becoming the Wraith full-time. She seems a bit standard-issue as far as Masked Vigilantes go, but I kind of like the concept of someone "recycling" a bunch of old villainous gear to create a new identity (she's wielding a Wraith costume, Mr. Fear gas, and Mysterio Acid Gas).
-A PL 7 Martial Artist with PL 8 Defenses, Wraith IV is pretty small-time, owing to her status as a new vigilante on the scene. However, packing PL 10 Fear Gas puts her in a higher weight class that she'd ordinarily occupy, and she's got some good skills and versatility.

THE CRUSADERS:
-The Crusaders came about due to a cute Cross-Over of sorts between Marvel and DC. See, Roy Thomas was writing The Invaders, a series set in World War II, and featuring Marvel's Golden Age characters. Meanwhile, over at DC, Bob Rozakis was writing The Freedom Fighters, featuring the goofy-looking Golden Age heroes of Quality Comics. The two Golden Age Nuts got together and decided to "cross-over" the two books... but without actually featuring each others' characters. What they wrote was a pair of stories, both featuring a team called "The Crusaders", made up of misguided parodies of the other company's super-heroes, fighting that book's super-team! So DC's Freedom Fighters ended up fighting The Crusaders (featuring knock-offs of Captain America, Namor, The Human Torch and others), while Marvel's Invaders ended up fighting... The Crusaders (featuring knock-offs of Uncle Sam, Black Condor, Phantom Lady and others)! It was kind of neat- I have one of the Freedom Fighters issues, and it's not that great, but it's a fun little idea.
-Marvel's Crusaders actually had The Spirit of '76 on the team- one of many men who would later take up the "Captain America" identity when Steve Rogers went missing while fighting Baron Zemo, and an authentic Golden Age character. He acted as the "Uncle Sam", despite not being super-strong. The other four members, however, were newbies- Captain Wings (Black Condor), Ghost Girl (Phantom Lady), Dyna-Mite (Doll Man), Thunder Fist (Human Bomb) and Tommy Lightning (The Ray). They were led on by a mysterious British cabbie named "Alfie" who could turn their powers on and off via a mechanical belt. Dyna-Mite discovers that Alfie, actually a Nazi agent, is using them to assassinate the King of England, but Alfie instigates a fight between The Crusaders & Invaders- he dies in a car crash, and the now-powerless Crusaders disband.
-As they were designed by Jack Kirby, some of Marvel's Crusaders actually look pretty cool, if generic (Kirby had to've known they were one-offs). DC's were a bit more plain- they had a weird Captain America color-swap named "Americommando", a blue fish-man (Barracuda), two sparky flaming guys (Fireball & Sparky), and a Bucky recolour named "Rusty".

THUNDERFIST
Created By:
Roy Thomas & Jack Kirby
First Appearance: The Invaders #14 (March 1977)
Role: One-Shot Guy, Powerhouse
Group Affiliations: The Crusaders
PL 8 (66)
STRENGTH
3/10 STAMINA 4/10 AGILITY 1
FIGHTING 6 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 2 (+3)
Perception 2 (+2)

Advantages:
None

Powers:
"Thunderfist Gloves" (Flaws: Removable) [22]
Enhanced Strength 7 (14)
Enhanced Stamina 6 (12)
Enhanced Advantages 1: Improved Critical (Unarmed) (1)
-- (27 points)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Gloves +6 (+10 Damage, DC 25)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +4 (+10 Gloves), Fortitude +4 (+10 Gloves), Will +3

Complications:
Motivation (Winning the War)
Power Loss (All Powers)- Alfie, actually a Nazi Agent, can turn off the Crusaders' powers at-will.

Total: Abilities: 32 / Skills: 4--2 / Advantages: 0 / Powers: 22 / Defenses: 10 (66)

-Thunderfist is a knock-off of The Human Bomb, wearing Gloves that give him Super-Strength enough to tangle with Namor, even if briefly.

TOMMY LIGHTNING
Created By:
Roy Thomas & Jack Kirby
First Appearance: The Invaders #14 (March 1977)
Role: One-Shot Guy, Blaster
Group Affiliations: The Crusaders
PL 8 (62)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Deception 2 (+3)
Perception 2 (+2)

Advantages:
Ranged Attack 2

Powers:
Electrical Blast 8 (Feats: Split, Accurate 2) (19) -- [20]
AE: "Absorb Electricity" Nullify 8 (Electrical Powers) (Extras: Ranged) (16)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Blasts +7 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +3

Complications:
Motivation (Winning the War)
Power Loss (All Powers)- Alfie, actually a Nazi Agent, can turn off the Crusaders' powers at-will.

Total: Abilities: 26 / Skills: 4--2 / Advantages: 2 / Powers: 20 / Defenses: 12 (62)

-Tommy Lightning is a simpler version of the original, Golden Age Ray, and is your everyday Blaster.

GHOST GIRL
Created By:
Roy Thomas & Jack Kirby
First Appearance: The Invaders #14 (March 1977)
Role: One-Shot Girl
Group Affiliations: The Crusaders
PL 6 (61)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 2 (+4)
Perception 2 (+3)
Stealth 4 (+7)

Advantages:
Ranged Attack 2

Powers:
"Light-Bending Belt" (Flaws: Removable) [5]
"Holographic Ghost" Concealment 2 (Vision) Linked to Illusion (Vision) 2 (Flaws: Limited to Single Image Beside Her Actual Position) (6 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Initiative +3

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

Complications:
Motivation (Winning the War)
Power Loss (All Powers)- Alfie, actually a Nazi Agent, can turn off the Crusaders' powers at-will.

Total: Abilities: 42 / Skills: 8--4 / Advantages: 2 / Powers: 5 / Defenses: 8 (61)

-The Scottish Ghost Girl had the power to turn "Invisible" by bending light around her, creating a holographic image of herself in a different position. This functions more or less like normal Concealment, plus an Illusion. Like Phantom Lady, she's a pretty low-end Melee Fighter Power Level-wise, but the fact that she's got permanent Concealment means that her effective PL is higher- enemies that can't perceive her are at a huge disadvantage. Too bad she never appeared again, because her costume, while monochromatic, is quite neat-looking.

CAPTAIN WINGS
Created By:
Roy Thomas & Jack Kirby
First Appearance: The Invaders #14 (March 1977)
Role: One-Shot Guy, Flier
Group Affiliations: The Crusaders
PL 6 (58)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Deception 2 (+4)
Perception 2 (+3)

Advantages:
Ranged Attack 2

Powers:
"Winged Harness" (Flaws: Removable) [4]
Flight 5 (60 mph) (Flaws: Winged) (5 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +3

Complications:
Motivation (Winning the War)
Power Loss (All Powers)- Alfie, actually a Nazi Agent, can turn off the Crusaders' powers at-will.

Total: Abilities: 42 / Skills: 4--2 / Advantages: 2 / Powers: 4 / Defenses: 8 (58)

-About as simple as a build can get, Captain Wings, meant to replicate Black Condor, was unfortunately not raised by wild birds, but instead was a man in a flight harness. He's a pretty low-end PL 6.

THE DESTROYER III (Roger Aubrey, aka The Dyna-Mite)
Created By:
Roy Thomas & Jack Kirby
First Appearance: The Invaders #14 (March 1977)
Role: Retcon Hero
Group Affiliation: The Crusaders, The V-Battalion
PL 8 (131)
STRENGTH
4 STAMINA 5 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Athletics 9 (+13)
Deception 4 (+8)
Expertise (Special Agent) 8 (+11)
Insight 4 (+8)
Intimidation 3 (+7)
Perception 3 (+7)
Persuasion 3 (+7)
Vehicles 2 (+6)

Advantages:
Beginner's Luck, Benefit 3 (Commander- V-Battalion), Diehard, Evasion, Fast Grab, Fearless, Great Endurance, Improved Critical (Unarmed), Improved Disarm, Improved Initiative, Improved Hold, Move-By Action, Ranged Attack 4, Takedown, Well-Informed

Powers:
"Light Super-Soldier Serum" Strength-Damage +1 [1]

Offense:
Unarmed +11 (+5 Damage, DC 20)
Initiative +4

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

Complications:
Enemy (Nazi Germany)- Aubrey not only fought against Germany in the War, but fought to prevent the rise of another Hitler into modern times.
Relationship (Brian Falsworth)- The two were gay lovers for years- Aubrey wished to become the next Union Jack when Brian died in a car crash in the '50s, but Falsworth's father disallowed it.
Prejudice (Homosexual)- Being recognized as gay would have carried far more problems for a man in the '40s than in any later decade.

Total: Abilities: 82 / Skills: 36--18 / Advantages: 21 / Powers: 1 / Defenses: 9 (131)

-Roger Aubrey was the lover of Brian Falsworth, the third Destroyer (himself an Invaders character), and took up the role himself with Falsworth gave it up. First, however, he was The Dyna-Mite, the Doll Man of The Crusaders. He was initially permanently-shrunk, but the process was reversed. As The Destroyer III, he actually survived into modern times (having received the 900th canonical variant of the Super-Soldier Serum, which retarded his aging process), becoming one of the V-Battalion. He eventually handed command of it over to Jim Hammond, back during one of the many, MANY times the original Human Torch was alive again, but resumed leadership following a run in The New Invaders.
-A handy fighter, Roger Aubrey is more or less identical to Brian Falsworth and Keen Marlowe, though with the added Benefit of eventually becoming commander of the V-Battalion (one of those rare GOOD Secret Organizations).

MANPHIBIAN
Created By:
Marv Wolfman, Tony Isabella & Dave Cockrum
First Appearance: Legion of Monsters #1 (Sept. 1975)
Role: Creature From The Black Lagoon Knock-Off
Group Affiliation: The Legion of Monsters, The Howling Commandos, The Avengers of Supernatural, S.T.A.K.E.
PL 9 (102)
STRENGTH
8 STAMINA 10 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+10)
Close Combat (Unarmed) 4 (+10)
Deception 2 (+2)
Expertise (Alien Traveller) 4 (+7)
Stealth 3 (+6)
Technology 3 (+6)

Advantages:
Chokehold, Improved Critical (Unarmed), Improvised Weapon, Ranged Attack 4

Powers:
"Amphibious Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Immunity 2 (Drowning, Pressure) [2]
Senses 1 (Low-Light Vision) [1]
Swimming 6 (30 mph) [6]
Regeneration 4 (Feats: Regrow Limbs) [5]
Immunity 1 (Aging) [1]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude +10, Will +4

Complications:
Relationship (Children)- Manphibian has numerous children with a now-deceased mate. They are killed by an evil Monster Hunter in order to get Manphibian to reveal the location of the Legion of Monsters' hideout.
Responsibility (Not a Killer)- Manphibian tends to refuse to kill people, several times sparing the lives of enemies.

Total: Abilities: 64 / Skills: 18--9 / Advantages: 7 / Powers: 17 / Defenses: 5 (102)

-Another character I've never heard of, Manphibian is an obvious riff on The Creature From The Black Lagoon, who is himself one of the least-popular (but still fairly well-known) of the classic Universal Monsters- Frankenstein, The Wolfman and Dracula are all more famous, but The Creature (often called "Gillman") has an iconic appearance, and the TERRIFIC name for his film means it's stuck in the public consciousness. Manphibian is an alien who landed on Earth to hunt his mate's killer- he is left raising his offspring by himself. In the '70s, he only appears the one time (it's a horror story involving him being unfairly hunted by a man whose wife was traumatized by the alien Manphibian was hunting).
-It's only in MODERN times that he's appeared a fair bit, but only in D-level books. He joins the Monster-themed Howling Commandos alongside John "Man-Wolf" Jameson, among others, then The Legion of Monsters, opposing some bad guys hunting monsters all over the world. He ends up captured by them, but is saved by FrankenCastle (The Punisher, reanimated after being killed by Daken). He's a side character with the rest of the Monsters, but doesn't really get up to much by himself.
-Manphibian is extremely strong (enough to uproot a tree), and extremely tough, but none of his backstory appears particularly bad-ass- he gets capatured alot. He's PL 9 offensively, PL 8 defensively.

U.S. ARCHER (Ulysses Solomon Archer)
Created By:
Al Milgrom & Herb Trimpe
First Appearance: U.S. 1 #1 (May 1983)
Role: Fad-Inspired Superhuman
Group Affiliation: None
PL 6 (92)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 3 PRESENCE 4

Skills:
Athletics 5 (+7)
Expertise (Trucker) 8 (+12)
Perception 2 (+5)
Technology 2 (+6)
Vehicles 11 (+14)

Advantages:
Equipment 7 (US-1), Jack-Of-All-Trades, Ultimate Vehicles Skill

Powers:
"Metal Skull-Plate"
Communication 2 (Radio) [8]
Features 1: Manual Control of U.S.-1 [1]
Enhanced Will Save (Flaws: Limited to Resisting Mind Control) [1]

Equipment:
"U.S.-1"
(Gargantuan Size, Strength 13, Flight 7, AE: Speed 7, Defenses 8, Toughness 12, Space Travel 2)
(Features: Oil Slick, Road Spikes, Ejector Seats, Radio Tracking, Smoke Screen)
-- (33 points)

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +5

Complications:
Enemy/Relationship (Jefferson, aka The Highwayman)- Jefferson resented US for years for being the better sibling.
Relationship (Mary McGrill)- The two marry after the series in cancelled.

Total: Abilities: 54 / Skills: 28--14 / Advantages: 9 / Powers: 10 / Defenses: 7 (92)

-I've mentioned before how the movie Smokey and the Bandit set off a big "Trucker" craze in America- specifically, the unique patter of "C/B Radio Talk" (though the fad had existed earlier, and the movie meant to take advantage of it, it made it EVEN LARGER). I mainly know this through Archie Comics set in the time period, as many teens start using funny lingo and cutesy nicknames while talking to each other (many comics also give the standard "Moral Lessons" about how you shouldn't clog the radios with useless stuff, as they're technically designed for communication during emergencies). Some aspects of this persist enough that modern shows will show some honor towards truckers (both The Simpsons and King of the Hill have done episodes where the characters, who idolize the job, become truckers), but for the most part, it's died out- truckers are now more-likely considered the bottom rung of the "job respectability" totem pole- effectively trashier versions of McJobs. The whole C/B thing seems kind of stupid to us today, but of course teens in the '70s didn't have the internet, video games or easy access to porn or anything, so there were way fewer options for fun. And it's not like our own habits are that much cooler (like, is perfecting GoldenEye on the N64 that much cooler to later generations as using dumb nicknames for your friends over C/B?).
-I mention this because U.S. Archer seems to come from the same mold, coming out six years after the original Smokey film (which was a HUGE smash hit, second only to Star Wars in 1977, and spawned three sequels). Ulysses S. Archer grew up better than his older brother Jefferson at everything, and Jefferson resented him for it. US became ultra-smart and graduated with many degrees (in addition to being the star quarterback), but still wanted to be a glorious trucker. Aliens recruited a bunch of truck drivers to become starship pilots (as you might imagine, this book made no attempt to be serious), and Jefferson was selected (they'd mistaken him for US, thinking all humans looked alike). Injured in a trucking accident with Jefferson's "Blackrig", US was fixed up by the aliens (who'd now realized their mistake), ending up with a metal skull plate that could pick up C/B transmissions.
-Building his truck, US-1, US became the rival of The Highwayman (actually Jefferson), and ended up in various races, dealing with aliens, and more. In the end, he beat Jefferson in a space race between their rigs, and he and his supporting cast were taken to space, his adopted parents' truck stop becoming "The Star Stop". His series was fairly self-contained, and lasted a hilariously-long TWELVE ISSUES given how silly it was, but his modern appearances are few and far between. He's appeared in a few She-Hulk arcs (John Byrne, at least, appreciated the silliness of the character), in Deadpool Team-Up (Wade annoys him by always chatting on the radio), and as one of numerous jokey candidates for the babysitter of Luke & Jessica's baby in Avengers.
-U.S. Archer is a good Trucker and a solid fighter, but is strictly mid-tier as a bad-ass compared to major comic book characters.


EARTH FORCE:

-Earth Force was formed with the evil Egyptian Death God Seth empowered three humans who'd suffered horrible injuries through no fault of their own. Seth tricked them into fighting Thor & Hogun the Grim, but they eventually realized that the heroes weren't evil, and turned on Seth. Seth fatally-wounded them, but they were restored to life by the Gods of Heliopolis (Egypt). The group appeared a couple times in Thor afterwards, but after that they vanished until a Post-Civil War story threw them out there as a random one-off working under the Fifty State Initiative. Actually, it was just Skyhawk, and he turned out to be a Skrull.
-Their designs are interesting to me, because they're borderline Kirby-esque, being very simple but also somewhat iconic and neat to look at. But they're also very dated, looking like costumes from the 1960s in a book that came out around the same time Cable & Gambit did. It's really quite peculiar.

EARTH LORD (Kyle Brock)
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thor #395 (Sept. 1988)
Role: Powerhouse
Group Affiliation: Earth Force
PL 8 (93)
STRENGTH
2/10 STAMINA 2/10 AGILITY 1
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Police Officer) 4 (+6)
Insight 2 (+4)
Intimidation 2 (+4, +8 Size)
Stealth 2 (+3, -5 Size)

Advantages:
Fast Grab, Improved Hold

Powers:
"Draw Powers From The Earth" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (30 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Power-Lifting 1 (50 tons) [1]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Full Size +6 (+10 Damage, DC 25)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +2, Will +4
"Full Size" Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +10, Fortitude +10, Will +4

Complications:
Responsibility (The NYPD)

Total: Abilities: 42 / Skills: 12--6 / Advantages: 2 / Powers: 18 / Defenses: 11 (93)

-Kyle Brock was an NYPD officer who was hospitalized after being shot by criminals. Given Growth Powers by Seth, the sign of Atom appeared on his palm while he fought. Like most low-end Growth Guys, he gets pretty tough (PL 8 on offense), but drops defenses horribly-fast (down to PL 7).

WIND WARRIOR (Pamela Shaw)
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thor #395 (Sept. 1988)
Role: Elementalist
Group Affiliation: Earth Force
PL 8 (115)
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Insight 2 (+4)

Advantages:
Ranged Attack 2

Powers:
"Become Wind"
Insubstantial 2 [10]
Concealment (Visuals) 2 [4]

"Tornado #1" Blast 8 (Extras: Area- 30ft. Burst) (24) -- [28]
AE: "Tornado #2" Blast 8 (Extras: Area- 30ft. Cylinder) (24)
AE: Wind Blast 6 (Feats: Accurate) (13)
AE: "Wind" Features 2: Snuff Flames, Throw Off Arrows, Other Effects (2)
AE: Environment 5 (250 feet) (Impede Movement 2) (10)

Offense:
Unarmed +5 (+6 Damage, DC 21)
Tornados +8 Area (+8 Ranged Damage, DC 23)
Wind Blast +8 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +6, Fortitude +6, Will +4

Complications:
None

Total: Abilities: 60 / Skills: 2--1 / Advantages: 2 / Powers: 42 / Defenses: 10 (115)

-Given a horribly-depressing backstory, Pamela Shaw tried to take her own life after her baby died and her husband had left her (!!). She could transform her body into wind, and use basic Wind Stuff (I've statted enough forgotten Wind Characters to just Cut & Paste them frequently).

SKYHAWK (Winston Manchester)
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thor #395 (Sept. 1988)
Role: Flier
Group Affiliation: Earth Force
PL 8 (97)
STRENGTH
8 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Business) 6 (+8)
Insight 2 (+4)

Advantages:
Improved Initiative 2, Move-By Action, Ranged Attack 2

Powers:
Flight 7 (250 mph) (Flaws: Winged) [7]
Power-Lifting 1 (12 tons) [1]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +3

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

Complications:
None

Total: Abilities: 74 / Skills: 8--4 / Advantages: 4 / Powers: 8 / Defenses: 7 (97)

-A businessman hospitalized due to overwork, he's the least-sympathetic of his team, but the only one to appear outside of a small window of time in Thor. Well, sort of- he showed up as part of the Fifty-State Initiative, except that it turned out he was a Skrull during Secret Invasion. It's kind of sad that they wasted a bitchin' name like "Skyhawk" on a character they're never gonna use. It's like how Claremont & Cockrum invented 20 amazing codenames and looks for the Shi'ar Imperial Guard- characters who were never going to get a big run, outside of Gladiator.
-Skyhawk, like his partners, is pretty simple, and based around being a Flier. Which isn't much of a power, except that he's ALSO a Class 10 Superhuman.

THE BLACK LAMA (King Jerald)
Created By:
Mike Friedrich & George Tuska
First Appearance: Iron Man #53 (Dec. 1972)
Role: Living Macguffin
Group Affiliation: Earth-7511's Kingdom of Grand Rapids
PL 8 (97)
STRENGTH
1 STAMINA 2 AGILITY 1
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 0 PRESENCE 3

Skills:
Expertise (Business) 6 (+8)
Insight 2 (+4)

Advantages:
Equipment (The Golden Globe- Dimensional Travel to Earth-7751), Ritualist

Powers:
Teleport 10 (20) -- [22]
AE: Intangibility 4 (20)
AE: "Telepathy" Communication (Mental) 2 (8)

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +2, Will +2

Complications:
Responsibility (King of Grand Rapids, Michigan)- King Jerald tires of the responsibilities of the throne, and wishes to hand them over to another.
Responsibility (Insane)- As King Jerald, he'd likely have AWARENESS 2- madness has taken his wisdom away.

Total: Abilities: 28 / Skills: 8--4 / Advantages: 2 / Powers: 8 / Defenses: 7 (97)

-This weird little character with his goofy origin (the bored King of Grand Rapids from an Alternate Earth) was oddly the centrepiece of a YEAR-LONG STORY ARC in the Iron Man book under Mike Friedrich (one of those old-school writers that I've scarcely-heard-of, despite apparently having some long runs). It was interrupted by various delays and fill-in issues, however, and the era is probably most-famous for the odd Iron Man Armor with the NOSE (allegedly created from a misinterpretation of Stan Lee's "He's supposed to have a NOSE, isn't he?" to an overly-flat-against-the-face image of Iron Man's face-mask). Overwhelmed by his responsibilities, Jerald disguised himself as The Black Lama and used his magic skills to come to Earth after being driven insane by some cosmic imbalance. After watching a successor go mad (Iron Man stopped him), the Lama decided that the next one should be a SUPER-VILLAIN.
-Thus, a competition was formed: The War of the Super-Villains was the arc's title, and various bad guys Friedrich had access to (no major guys from other books- it was The Mandarin, The Yellow Claw, The Mad Thinker, M.O.D.O.K. and... Firebrand?) competed foro The Golden Globe of Power. Doctor Doom, The Red Skull and Fu Manchu considered the contest "petty" and rejected the Lama's offer. After most of the competitors had dfeated each other, Iron Man beat the Thinker & Claw, only to be beaten himself by Firebrand. However, The Lama's madness disappeared upon returning home with Firebrand in tow, and he & Iron Man put an end to a coup against Princess Susan, Jerald's daughter. Firebrand, along with the agents of the coup, were stopped.
-I would bet actual money that this story was conceived from, and written on, severe amounts of drugs. A weird Mad Mystic Lama making villains fight for like year's worth of stories, only to end in a Shaggy Dog Story that basically renders the whole excercise pointless? Weird, WEIRD stuff. That Friedrich's creative partner for a number of years was the Drug Superfan Jim Starlin does not dissuade me of this notion :).

DOMINIC FORTUNE (David Fortunov)
Created By:
Howard Chaykin
First Appearance: Marvel Preview #2 (1975)
Role: Super-Spy
Group Affiliation: Vanguard, World Counter-Terrorism Agency, The Avengers of 1959
PL 8 (136)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 8
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 6 (+11)
Athletics 7 (+10)
Deception 6 (+10)
Experitse (Spy) 8 (+11)
Expertise (Salesman) 1 (+4)
Insight 4 (+8)
Investigation 7 (+11)
Perception 6 (+10)
Stealth 7 (+12)

Advantages:
Beginner's Luck, Close Attack, Equipment 3 (Spy Gear), Fast Grab, Improved Aim, Improved Critical 2 (Unarmed, Pistol), Improved Defense, Improved Trip, Languages 2 (Numerous), Luck, Quick Draw, Ranged Attack 3, Tracking

Offense:
Unarmed +11 (+3 Damage, DC 18)
Mauser C96 +11 (+5 Ranged Damage, DC 20)
Initiative +5

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

Complications:
Relationship (Sabbath Raven)- The owner of the Mississippi Queen riverboat is a romantic partner of Dominic's, and joined him on many adventures. When she disappears in the '40s, he spends years searching for her, and begins again after his wife dies.

Total: Abilities: 82 / Skills: 52--26 / Advantages: 19 / Powers: 0 / Defenses: 9 (136)

-This is a character whose name I've often seen mentioned in bios and occasionally in print, but I've never once seen him. He's a Howard Chaykin creation, based off of his "Scorpion" character from a failed comic book company. Dominic appeared in a Comics-Code-Free black & white magazine line, back when that was a big thing for Marvel, then showed up in a back-up feature in the Hulk Magazine (not comic). The feature, set in the 1930s, lasted until 1980- he was basically a "Golden Age James Bond", dealing with Nazi saboteurs and assassins, escaping a lower-class existence as an Escape Artist & Bodyguard. Various Retcons and "past stories" have been introduced around this time, as he's met old-school Retcon Villains like Baron Zemo & Baron Von Strucker; Doctor Doom's parents; and a young Steve Rogers- protecting him once from bullies, and helping keep him alive when he was chosen for "Project: Rebirth" in 1941. One much-more-recent story features him joining an "Avengers Initiative" with Nick Fury, Sabretooth & Ulysses Bloodstone, among other older Marvel characters.
-In 1982, an elderly version of the character would appear in modern Marvel stories, crossing over with characters in Marvel Team-Up and other books- Chaykin was not involved this time around. Since retiring around 1960, he'd gotten married, had a couple of kids, and retired. The grand villain who brought him out of retirement? Turner D. Century, of course! Tragically, his son Jerry would die while dressed as the NEXT Dominic Fortune, saving his father's life from Obadiah Stane- The Iron Monger. It would be another TWENTY YEARS until he'd show up again, this time for a Limited Series featuring himself and Silver Sable. He'd injest a flawed Super-Soldier Serum and end up de-aged for this mission, but he got a bit older again, but stuck around the "Spy Game", often helping out Mockingbird.
-A pretty standard "Spy Guy" build, which thankfully requires only a handful of things- I still have nightmares about all the Skills 2nd Edition had, and having to type out 900 of them for every single Military/Spy-themed character. That's actually what resulted in one of my big sabbaticals from statting characters!

ASHCAN (Alexander Woolcot)
Created By:
Peter David & Mark Beachum
First Appearance: The Spectacular Spider-Man #112 (March 1986)
Role: Abused Child
Group Affiliation: None
PL 10 (78)
STRENGTH
-1 STAMINA -1 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Ranged Combat (Blast) 5 (+5)

Advantages:
None

Powers:
"Disintegration Blast" Blast 15 Linked to Weaken Toughness 15 (Extras: Affects Objects, Ranged) [75]

Offense:
Unarmed +1 (-1 Damage, DC 14)
Disintegration Blast +5 (+15 Ranged Damage & Weaken, DC 30 & 25)
Initiative +5

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness -1, Fortitude +0, Will +2

Complications:
Relationship (Father)- Alex's father is a violent, abusive man. He has since come to recognize SHIELD agent Dylan Pattinson as his father.

Total: Abilities: -8 / Skills: 6--3 / Advantages: 0 / Powers: 75 / Defenses: 8 (78)

-A Peter David creation from his Spectacular Spider-Man run, Ashcan is an abused child, frequently struck by his inventor father. When he touched his father's invention, he gained a massive Disintegration Blast effect- later, during one of his dad's drunken rages, Alex pulled a "Marvel Boy" and disintegrated the man. Going on the run, Alex would lash out in fear at anyone approaching him, drawing the attention of the police, SHIELD and Spider-Man. Things seemed to be ending peacefully when Spidey & Alex teamed up to take out a gang of SHIELD Mandroids, but Alex was shot by a rogue SHIELD agent and seemingly-died. Classic "Peter David Sad Ending."
-Later, Alex, now called "Ashcan", showed up in David's Hulk run- the SHIELD agent had in fact tranquilized him and made him a part of SHIELD- Alex now thinks one of their agents, Dylan Pattinson is his true father. When Agent Clay Quartermain breaks into Alex's home, a fight breaks out that involves The Hulk, but he & Alex soon team up. Alex eventually recognizes that Pattinson is not his father, but the two continue on together. So David kind of undid his own "Sad Ending".
-Alex is a classic "Kid Character" with weak stats, but carries IMMENSE power, enough to shake The Hulk or take out some Mandroids with absolutely zero combat training of his own.

BELLADONNA (Bella Donna Boudreaux)
Created By:
Jim Lee & Scott Lobdell
First Appearance: X-Men #8 (May 1992)
Role: Mysterious Long-Lost Wife
Group Affiliation: The Assassins' Guild of New Orleans
PL 9 (133)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 7
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 9 (+11)
Deception 3 (+6)
Expertise (Assassin) 7 (+8)
Intimidation 1 (+4)
Investigation 2 (+5)
Perception 3 (+6)
Stealth 3 (+8)

Advantages:
Chokehold, Equipment 2 (Assassin's Gear), Evasion, Grab Finesse, Improved Critical (Blasts), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 1, Tracking

Powers:
"Mutant Powers: Vague Psychic Stuff"
Plasma Blast 10 (Feats: Split) (21) -- [22]
AE: "Astral Projection" Remote Sensing (Vision & Hearing) 2 (6)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Weapons +11 (+4-5 Damage, DC 19-20)
Blast +8 (+10 Ranged Damage, DC 25)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +5

Complications:
Relationship (Gambit)- Belladonna and Gambit were married as part of a peace offering between the warring Thieves & Assassins Guilds of New Orleans. She still loves him, but is often angry because he often runs off to do his own thing, abandoning her.
Responsibility (The Guilds)- Keeping peace between the Guilds is not always easy.

Total: Abilities: 72 / Skills: 36--18 / Advantages: 11 / Powers: 22 / Defenses: 10 (133)

-A peculiar bit of X-Men History is the short-lived era in which Chris Claremont had just left the books as his successful Uncanny series was split into two teams as the original five X-Men rejoined the full squad at the time. With the artists drawing more and more acclaim, Marvel appeased them more and more (appeasement NEVER WORKS, dammit! Don't they know their World History?), and so Whilce Portacio & Jim Lee were soon calling ALL the shots on what was now two X-Books. And when Artists call all the shots, certain specific things happen: New characters suddenly start springing up in huge numbers, costume changes are frequent, and the plot and character development takes a backseat to big action poses and the artist showing off. When a WRITER calls all the shots, you tend towards boring entropy, endless repetition and plenty fo "Talking Heads" issues (the Bendis Effect). The trick is to balance BOTH aspects, which is why creative teams like Wolfman/Perez and Claremont & Byrne/Cockrum/Romita work so well.
-Take Jim Lee's X-Men. With Lee in total control of his very own book to placate the superstar artist (pretty much the most-popular and most-copied in the industry at that time), you suddenly saw all of his favorites put onto one team (The Blue Strike Force consisted of all the "Cool" members- Wolverine, Psylocke, Gambit & Rogue, combined with the cool-looking Beast and the "trendy" Jubilee, plus Cyclops as team leader), and a big stream of characters showing up in each issue, often overwhelming the plot as Lord Nyoirin, Matsu'o Tsurayaba, The Fenris Twins, Sabretooth, Birdie, The Hand, Omega Red (debuting) and countless others were jumping all over each other for prominence. Lee Originals like Omega Red got big pushes, and then we ALSO had a big Cross-Over with the popular Ghost Rider character.
-Hence Bella Donna Boudreaux- she debuts more or less out of NOWHERE, arriving at the X-Mansion and starting a big fight during a "Hang Out in Swimsuits At a River" issue that existed solely so Jim Lee could draw the X-Women in ultra-skimpy bikinis (I... cannot complain about that. Young Pubescent Jab must have re-read that issue 900 times :)). Bella Donna, it turns out, is Gambit's WIFE- the two were married as part of a peace offering between Remy's Thieves Guild and Bella Donna's Assassins Guild, but Gambit had killed her brother Julien in a duel immediately after the wedding, and was banished from New Orleans. Pissed-off, Bella Donna finally seeks him out to help save both Guilds from The Brood, who are now hanging out in New Orleans and turning people in bad Cajun accents into Brood Monsters. Oh, and Bella Donna has super energy powers, which Gambit never knew about. Because it's not a '90s comic without giant Energy Blasts everywhere. Rogues, as you might imagine, is just DELIGHTED that the roguish man who's been flirting with her for the past year-plus in the X-Books is actually MARRIED.
-Things take a wrong turn when freaking GHOST RIDER shows up all Brooded-out, with a giant Sleazoid Head and everything! He stomps house on the X-Men, but Psylocke & Bella Donna jump into his head, combat the Brood creature, and a massive energy blast kills the Queen growing inside Danny Ketch's psyche. The energy output "took everyt'ing I had" according to Bella Donna, who dies in Gambit's arms. This actually doesn't really get brought up much after this, until MUCH later, when it turns out that she was merely comatose and nobody told Gambit- Remy grabs the Elixir of Life from the External New Orleans native Candra, but Bella Donna awakens with no memory, thanks to having touched Rogue by accident. Enraged once her memories come back, Bella Donna murders Rogue's comatose first boyfriend Cody (the one who'd been KO'd by her first usage of her powers). Later, she & Gambit meet and come to terms, with him leaving her in charge of both Guilds in his absense, and her still loving him. She has only showed up in cameos since then (Gambit's star having faded, there's little use for his sorta-wife), in that vaguely-antagonistic role she's usually in, as despite her links to established Marvel characters, she's still the leader of, you know, the ASSASSINS GUILD. Later adversaries include Domino and (of all people) Kaine, the Scarlet Spider.
-All of that for a character that really doesn't matter much, and has super-vague powers. A lot of '90s characters were like that- barely-explained stuff that shot off a lot of energy, but was rarely discussed in much detail. She's PL 9-ish, not being a major fighter- killing a Brood Queen nearly kills her from over-doing it.

BLUEBIRD (Sally Avril)
Created By:
Stan Lee & Steve Ditko (Sally), Kurt Busiek & Pat Olliffe (Bluebird)
First Appearance: Amazing Fantasy #15 (Aug. 1962)
Role: Retconned Hero
Group Affiliation: None
PL 6 (40)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 3 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 2 (+5)
Deception 2 (+5)
Technology 2 (+3)

Advantages:
Equipment 4

Equipment:
"Gadgets"
Insulated Boots (1)
"Rope Line" Movement 1 (Swinging) (2)
Paint Pellets (1)
"Ether-Filled Eggs" Affliction 6 (Fort; Dazed/Exhausted/Asleep) (Extras: Area- 15ft. Cloud, Ranged) (Diminished Range -1) (17)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Ether-Eggs +6 Area (+6 Affliction, DC 16)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +3 (DC 13), Toughness +2, Fortitude +2, Will +2

Complications:
Motivation (Becoming a Super-Hero)- Sally is enamored with Spider-Man, and desperately wants to become a super-hero just like him, despite a total lack of ability.
Accident (Ether Eggs)- Sally's eggs tend to go off at the wrong time.

Total: Abilities: 30 / Skills: 6--3 / Advantages: 4 / Powers: 0 / Defenses: 3 (40)

-A peculiar bit of Kurt Busiek's mostly-forgotten Untold Tales of Spider-Man was the story of Sally Avril. Initially a one-off background character in the very FIRST Spider-Man tale, Sally was a generic, conceited girl who turned down shy, nervous Peter Parker's offer of a date, and lavished her attentions on the studly Flash Thompson instead. Busiek, a Continuity Nerd's Continuity Nerd, decided to EXPAND upon this nobody- she became enamored with Spider-Man after tailing him while trying to uncover his Secret Identity. After a bit, she decided to become a superheroine herself- The Bluebird. Fitting more with Batman's Supporting Cast than Spider-Man's (the whole Flying Animal/Street-Level/Gadget-User thing is WAY more Bat-verse-y), she became a bit of an Unwanted Sidekick- her "Ether Eggs" would set off early, and she'd frequently screw up Peter's fights.
-Always loved that trope, by the by. It makes PERFECT SENSE that in a world where Super-Heroes are very real and very famous, that there'd be a ton of losers out there who think some gadgets and training can make them equals, and annoy the heroes by "trying out" for the Sidekick Gig. Of course, now that trope was effectively plumbed for all it was worth by The Incredibles, but it's still fun.
-At one point, Peter decided to dissuade her from superheroics by deciding to let the Black Knight's minions beat the HELL out of her for a while before his rescue attempt- a realistic move from one of comics' better "Everyman Hero" characters. And Peter, like a good Everyman, felt remorse for what was kind of a heartless (if necessary) decision. Especially once Sally, refusing to be held back, rushed to the scene of another fight, and was killed in a car accident while running a red light, along with her assistant pal, Jason. Once again, it sucks to even KNOW Peter Parker.
-Sally is in good shape for a High School student, but so far out of her league at super-heroics that it's not even funny, and more of a hindrance than a help (though she did kick Electro once).

JOHN WRAITH (aka Kestrel)
Created By:
Larry Hama
First Appearance: Wolverine #60 (Sept. 1992)
Role: Supporting Character, Transport
Group Affiliation: Team X, The Weapon X Program
PL 8 (152)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

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

Advantages:
Equipment 4 (Military Gear, Explosives- Precise), Ranged Attack 4

Powers:
"Mutant Powers: Phase-Jumping"
Teleport 14 (Feats: Subtle, Increased Mass 5, Change Direction & Velocity) (Extras: Extended Range, Easy) [63]
Immunity 1 (Aging) [1]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Explosives +8 Area (+8 Damage, DC 23)
Initiative +3

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

Complications:
Responsibility (Trust No One)- John's house is a veritable death maze of booby traps- his time as part of Weapon X means he trusts nobody.
Secret (Everything)- John has a tendency to not let even his closest friends know he has an ability or skill until he absolutely needs to.
Responsibility (Morals)- John does not relish killing the way teammates like Sabretooth did, and only does so if he has to.

Total: Abilities: 56 / Skills: 28--14 / Advantages: 8 / Powers: 64 / Defenses: 10 (152)

-I always forget that Larry Hama wrote Wolverine for friggin' years back in the early '90s- I identity him so much with G.I. Joe, and am unfamiliar enough with his other work, that this uber-gritty '90s stuff is just easily-forgettable to me. Another wrinkle in Wolverine's gigantic history, John Wraith comes in as a Teleporter who was part of the Weapon X program- he had a tendency to use explosives in unique and interesting ways (as Hama was a Combat Engineer during the Vietnam War, I imagine he had some know-how in this regard), and habitually hid his capabilities from even his teammates unless it was absolutely necessary.
-John reappeared in Logan's life upon discovering an issue with their "Age Supression" stuff (after a teammate named Mastodon disintegrated), and hung with his crew for a bit, getting involved with other guys like Maverick. He showed up later as a preacher, and has to fight a Demon-Possessed "Hellverine"- he makes a good go of it, but he's slashed to death by Logan's claws, and can only watch helplessly as his parishioners are burned to death by the Demon. Because there is no job in the world as crappy as "Supporting Character in Wolverine".
-Like most Teleportation-themed guys, John is extremely expensive on points, but he's way out of his league against actual metahuman competition. He's great with shaped charges (able to set things up to blow in one specific direction- I threw Precise onto his explosives for this purpose), but his biggest tactic is to Teleport out of danger at the last second, usually bringing his teammates with him.

OMNIVERSAL MAJESTRIX SATURNYNE (Opal Luna Saturnyne)
Created By:
Dave Thorpe & Alan Davis
First Appearance: The Might World Of Marvel: Marvel Superheroes #381 (Jan. 1982)
Role: Obstructionist Government Agent
Group Affiliation: The Captain Britain Corps.
PL 7 (152)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 4 PRESENCE 3

Skills:
Deception 8 (+11)
Expertise (History) 4 (+11)
Expertise (The Omniverse) 8 (+15)
Insight 2 (+6)
Perception 2 (+6)
Technology 6 (+13)

Advantages:
Attractive, Benefit 6 (Omniversal Majestrix), Well-Informed

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +4, Fortitude +6, Will +8

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: 64 / Skills: 30--15 / Advantages: 8 / Powers: 0 / Defenses: 12 (152)

-On a team book featuring Alan Davis' artwork on a leather-bodysuited dominatrix lookalike, Kitty Pryde at maximum likeable cuteness, and a chick that looked like Pamela Anderson with elf ears, OPAL LUNA SATURNYNE stood out as "The Hot One". Which is all the sadder, because the character ended up being an annoying, confusing waste thanks to excessive drug use on the part of the creators. Saturnyne was from Earth-9, and was the "Omniversal Majestrix", which seems like an all-powerful position, but she was really just an agent of Roma's (who herself was subserviant to Merlyn, her father), and a pencil-pusher who moved stuff around. A classic bureaucrat, people and planets were just numbers to her, and so she thought nothing of sacrificing billions for the purpose of safety for the omniverse as a whole.
-Rather emotionless, Saturnyne was served by her assistant Dimples, who worshipped her. Her agents were The Avant Guard- a bunch of suit-wearing men with umbrellas that were actually high-powered Dimension-Traveling Devices and Blasters. Failing in her duty to protect the universe of Mad Jim Jaspers from his "Jaspers Warp", she was arrested and replaced by a man named Mandragon, who exterminated Earth-238 and its entire universe to prevent the Warp from extending into the rest of the omniverse. Thankfully, Saturnyne was able to aid Captain Britain against Earth-616's Jaspers, and she threatened Mandragon with a clone of Jaspers unless he ceded his position back to her.
-Later, she sends The Technet after Phoenix, an act which causes the formation of Excalibur in Chris Claremont's new Marvel project (this, naturally, was Roma's plan). She later resents Capt. Britain for becoming the ruler of Otherworld (she finds him unworthy). Claremont being one of the few to care about her, she shows up in the Fantastic Four arc about Abraxas, protecting Franklin & Valeria Richards. Her last acts involved the multiple Incursions during Hickman's Avengers run, though this was long after everything had spiraled out of control.
-Not a fighter at all, Saturnyne is instead a Bureaucrat of the highest order- an agent that's always manipulating things from above. She basically has access to anything she needs through her Benefit, however. Honestly, though, it's hard to find many instances where she really MATTERS- it seems more like Alan Davis wanted to draw another impossibly-beautiful woman, but nobody thought to give her much of a ROLE.

Other versions of Saturnyne are known to exist:
Sat'neen: Kylun's love on Earth-148. A Sorceress who was killed by Necrom.
Queen Mother- The Queen of England on Earth-1193, a world of magic and mystical creatures.
Courtney Ross: Brian Braddock's girlfriend on the main Earth (616). Basically just a Token Girlfriend Character, treated like an afterthought in Excalibur before she was killed by...

THE CLANDESTINE
Created By:
Alan Davis
First Appearance: Marvel Comics Presents #158 (July 1994)

DESTINE FAMILY TEMPLATE
Created By:
Alan Davis
First Appearance: Marvel Comics Presents #158 (July 1994)
Role: Nigh-Immortal Wizard Family
Group Affiliation: The Destine Clan
PL 6 (90)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+6)
Deception 5 (+8)
Expertise (Magic) 4 (+7)
Expertise (History) 5 (+8)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 2 (+5)
Perception 2 (+5)

Advantages:
Languages 2 (Several), Ranged Attack 2, Ritualist

Powers:
Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +3

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

Complications:
Relationship (The Family)- The siblings often do not get along, but the family is closely-linked.

Total: Abilities: 60 / Skills: 26--13 / Advantages: 5 / Powers: 1 / Defenses: 11 (90)

-The ClanDestine is a short-lived comic book series from the mind of Alan Davis, one-half of most of the iconic moments of Brian Braddock's life, and co-creator along with luminaries such as Alan Moore & Chris Claremont. The series kind of comes off like an early Noble Causes, as it's all about a family of metahumans- the long-lived Destine clan of England.
-Davis, drawn to both superhero stuff and group dynamics, wanted to create his own thing, "unencumbered" by long and complex continuity (but set in the Marvel Universe so he could do cross-overs). Figuring that most of the cool powers had already been taken, Davis decided to focus on originality through character interaction & development, and made the group a family. Oddly, Davis left his own book after #8, and was taken over by Glenn Dankin (no idea who that is). There was a 1996 Cross-Over series X-Men and the ClanDestine, which is the only time I've ever heard of this group- I never read the issues, however. Another five-issue Mini-Series by Davis came out in 2008, which I've never heard about. Davis went back to the story AGAIN for a trio of Annuals, showing some of the backstory.
-The designs are very... "Alan Davis-y". Very smooth figures, 1980s-style costumes (oddly cut-out pieces of material on the costumes), long flowing '80s hair, organically-flowing costumes, and more. The women are packing the Meggan/Saturnyne physique (rather than the Rachel Summers or Kitty Pryde ones for women), generally with the same rounded facial features. Not many other arists have drawn the characters, so it's hard to really divorce their looks from Davis's own distinct style. He's not really lost a step after all these years- few artists active in the early 1980s retained their talent over the decades- he draws basically the exact same as he ever did, not getting lazy (like John Byrne) or drawing some odd facial features on certain characters (George Perez, Jerry Ordway).

CUCKOO (Jasmine Destine, aka Kay Cera)- PL 10 (137): Adam & Elalyth's eldest child, an 800-year-old Telepath who survives by transfering her mind into mortally-wounded Host Bodies, then having her brother heal them. She's been a Japanese Princess, a Vampire, a fashion designer, and more. Unlike the others, she accepts their father's killing of Vincent. She's also generally a hedonist, and often reads people's innermost thoughts without their permission, making her controversial to her family members. Davis has admitted he designed her out of his love "of drawing impossibly-beautiful women".

Deception 7 (+10, +12 Attractive) [1]
Attractive, Beginner's Luck, Jack-Of-All-Trades [3]
"Transfer Consciousness" Immortality 20 (Flaws: Source- Host Body, Rearranges Body & Physical Stats With Lowered Psychic Abilities) [10]
"Astral Projection" Remote Sensing 10 (Vision & Hearing) (30) -- [33]
AE: Mind-Reading 10 (20)
AE: Illusion (Vision 2, Hearing) 10 (Flaws: Mental) (20)
AE: Telekinetic Blast 10 (Feats: Indirect- Through Others' Bodies) (21)

ALBERT- PL 6 (159): A Monk living in Nepal, able to heal others. He was badly-affected when he tried to stem the Black Death in Europe, and was sent to a temple by his family members in order to recover. He frequently chides Cuckoo in the use of her powers, and has informed her that he will no longer heal the bodies she "jumps" to (this effectively dooms her to die some day). He never forgave their father for killing Vincent.

Awareness 5 [4]
Expertise (Monk) 8 (+11) [4]
Teleport 12 (Extras: Extended, Portal +2) (60) -- [61]
AE: Healing 10 (20)

GRACE- PL 8 (114): "Gracie" is an archaeologist born in 1503 with the "Jean Grey Power-Set" that got so over-used in the 1990s. Kind of an assist-based character, she accidentally summoned a demon a long time ago, and frequently has to deal with it.

Expertise (Archaeologist) 8 (+11) [4]
Ranged Attack 4 [2]
"Telekinesis" Move Object 8 (16) -- [18]
AE: TK Blast 8 (16)
AE: Communication 2 (Mental) (8)

NEWTON- PL 6 (116): A super-genius, he ended up on Etherea (is a cross-over with She-Ra in the works?), putting his consciousness into a much larger, more-muscular body (ST 5, STA 5) for this purpose. He usually sticks with his normal body for scientific pursuits.

Intelligence 8, Awareness 4 [12]
Inventor, Ultimate Technology Skill [2]
Treatment 6 (+14), Expertise (Science) 8 (+16), Technology 10 (+18) [12]

SAMANTHA- PL 9 (139): An artist who can shape Armor & Weapons around her body. "Aloof, brooding and exotic" thanks to her finding regular flesh repulsive due to her powers. Davis admits that her armor shifts in shape solely because he didn't feel like drawing it accurately in every panel :).

Fighting 10, Presence 0 [-2]
Improved Critical (Body Weaponry), Move-By Action [2]
Variable (Body Weaponry & Armor) 7 [49]

WALTER- PL 10 (127): "Wallop" is a romance novel writer, and turns into a Blue Hulk, more or less- excessive use of Growth can lead to him losing his temper and going berserk. Changing forms back actually takes him a good deal of time. He is the guardian of Rory & Pandora, and is treated as a strict parental figure who resents the other siblings just popping into the kids' lives on a whim.

Fighting 10 [4]
Fast Grab, Improved Critical (Unarmed) [2]
Growth 10 (Str & Sta +10, +10 Mass, +5 Intimidation, -5 Dodge/Parry, +1 Speed, -10 Stealth) -- (42 feet) [20]
Protection 2 (Extras: Impervious 9) [11]

HEX (Dominic)- PL 10 (120): An illusionist and escapologist, Dominic refuses to forgive Adam for killing Vincent. He's a great deductive reasoner and "quite brilliant", but often exiles himself because his sensory powers can't handle large cities. He can get "Dazzled" easily- a bite of chocolate can basically K.O. him, and his vision can be buggered by infra-red, microwaves or sonic emissions. Even being scanned by certain things can cause him pain. Even being PUNCHED is super-effective, because he's so physically-sensitive. All of this makes him quite aggressive and volatile, but the ultimate Glass Cannon.

Fighting 12, Intelligence 4, Awareness 4 [8]
Investigation 8 (+12) [3]
"Pressure Points & Nerve Clusters" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) [8]
Senses 11 (Acute Scent, Extended Vision, Hearing & Scent, "Tremorsense"- Ranged Radius Touch 2, Analytical Vision & Taste) [11]

VINCENT- PL 6 (116): The "Bad Son", Vincent was declared to be "evil" by his father, and was killed after he destroyed the family manor. This is all part of the backstory of the series, and the reason the family split up. When he was finally shown in a 2012 story, he was revealed to be kind of a Time Traveling Hipster, whining about how his family were disaffected from human suffering, acting like "parasites". His destructive potential was unleashed by a demon that had possessed his body, which is why Adam snapped his neck.

Movement 6 (Time Travel 3, Space Travel 3) (Extras: Instantaneous, Portal +2) (30) -- [31]
Shrinking 10 (Extras: Affects Others Only +0) (20)

OTHER KIDS: William "Oz" Chance (Peak Human Strength & Agility- an actor in action movies), Nathaniel (a beter mystic than Albert), Thaddeus (second-oldest child; died years ago after being tossed off a cliff by an evil Inhuman. He had Vixen-like powers to copy animal traits), Florence (Killed by Lenz's creatures; acted as Rory & Pandora's grandmother), Maurice Fortuit (Killed by Lenz's creatures; had some kind of Energy power), Three unknown siblings (Garth, Sherlock & Lance; only seen as headstones).

ADAM DESTINE
Created By:
Alan Davis
First Appearance: Marvel Comics Presents #158 (July 1994)
Role: Aloof Asshole
Group Affiliation: The Destine Clan
PL 9 (253)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 1

Skills:
Athletics 4 (+7)
Deception 7 (+8)
Expertise (Magic) 2 (+6)
Expertise (History) 10 (+14)
Expertise (Knight) 6 (+10)
Insight 2 (+6)
Intimidation 5 (+6)
Investigation 3 (+7)
Perception 2 (+6)
Stealth 1 (+5)

Advantages:
Beginner's Luck, Equipment 2 (Sword), Improved Critical (Sword), Jack-Of-All-Trades, Languages 3 (Pretty Much Anything), Ranged Attack 4, Ritualist, Ultimate Knight

Powers:
Immortality 15 [30]
"Invulnerable" Immunity 130 (All Damage, Mental Effects, Fortitude Effects) [130]
Concealment 1 (Scent) [2]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Sword +12 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +10

Complications:
Relationship (The Family)- The family often does not get along, but the family is closely-linked.
Guilt (Killed Vincent)- Adam killed his own son after he destroyed the family manner. The family fell apart after this, with various children hating Adam, and his own wife leaving for her mystical home. Adam then fleeds Earth for yaers.
Enemy (Griffin, The Omegans, Lenz)- The Destines have made numerous enemies over the years.
Responsibility (Immortality Is a Curse)- Adam despises his long life, having watched many of his children age and die.
Responsibility (No Pleasure, No Pain)- Adam cannot feel pain, but similarly cannot feel much pleasure, either. This renders him aloof and a bit distant from others.

Total: Abilities: 72 / Skills: 42--21 / Advantages: 14 / Powers: 132 / Defenses: 14 (253)

-Adam is the earliest immortal Destine, living in Saxon England while it was ruled by the Normans. Realizing he was nigh-immortal, Adam became a great warrior and hero, and freed a Djinn (Genie) from a magic gem. Then married her (but only after she made him ACTUALLY immortal). They have many super long-lived kids, but split up when Adam kills their son Vincent after he goes nuts- the family breaks up as a result, too. Adam leaves Earth to travel the stars, leaving his youngest children to be raised by Walter. He's notable largely for being super-aloof thanks to his disaffected nature, and for the fact that he's essentially 100% invincible (the only thing that can cause him pain is the sensation he gets from one of his children being killed). He's basically a really good Knight otherwise, so he's not as Game-Breaking as you might think for such a ludicrously-durable fellow (like, Spider-Man could just web him up and the fight's over, ya know?).

His wife, Elalyth, doesn't really appear to be stat-able, insofar as she's a minor background character that doesn't get involved until much later. I don't even know where to begin with her Mental Abilities or Skills, for instance:

ELALYTH: A green Djinn, Elalyth met Adam in the 12th Century, made him immortal, then married him. She leaves Adam when he kills their son Vincent. Elalyth's powers are basically to be unstoppable- she easily defeats every foe she encounters (turning one villain into a child), and can transfer permanent abilities onto others, such as Adam's Immortality. As a friggin' Genie, the sky's the limit with her, and no barriers have ever been seen. Also, she utilizes all the best of Alan Davis's God-given talents for drawing sexy nearly-nude women. And she's green. And sexy. And not wearing much.

Immunity 11 (Life Support, Aging) [11]
Variable (Any Power) 12 [84]
Sample Powers:
Communication 4 (Mental) (16)
Affliction 10 (Fort; Dazed/Stunned/Transformed) (Extras: Ranged, Progressive +2) (40)
Healing 10 (20)

"Empower Others" Variable (Any Power) 5 (Extras: Affects Others Only +0, Continuous) [40]

THE CRIMSON CRUSADER (Rory Destine)
Created By:
Alan Davis
First Appearance: Marvel Comics Presents #158 (July 1994)
Role: Naive Young Hero, Super-Hero Wannabe
Group Affiliation: The Destine Clan
PL 6 (53)
STRENGTH
-1 STAMINA 0 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 1

Skills:
Athletics 3 (+2)
Deception 2 (+3)
Perception 2 (+1)
Persuasion 1 (+2)
Ranged Combat (Gravity Powers) 2 (+4)

Advantages:
Ranged Attack 2

Powers:
Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]

"Gravity Manipulation"
Flight 6 (120 mph) [12]

"Null Gravity" Affliction 8 (Strength; Impaired & Vulnerable/Defenseless & Immobile) (Feats: Dynamic) (Extras: Extra Condition, Ranged) (Flaws: Limited Degree, Instant Recovery) Linked to Move Object 5 (19) -- [28]
Dynamic AE: "Null Gravity Objects" Power-Lifting 6 (Extras: Area- 30ft. Burst, Affects Others) (Feats: Dynamic) (19)
Dynamic AE: Environment 4 (Impede Movement 2) (Feats: Dynamic) (9)
Dynamic AE: Force Field 10 (Feats: Dynamic) (11)
Dynamic AE: "Plus Gravity" Features 10: Increased Mass 10 (Flaws: Affects Others Only +0, Limited to Objects) (Feats: Dynamic) (6)
AE: "Crush Small Objects" Blast 8 (Flaws: Distracting) (8)

Offense:
Unarmed +2 (-1 Damage, DC 14)
Crush Objects +4 (+8 Ranged Damage, DC 23)
Null Gravity +4 (+8 Ranged Affliction, DC 18)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +0, Fortitude +2, Will +3

Complications:
Relationship (The Family)- Rory & Pandora are slowly beginning to realize just how far back their family really goes.
Weakness (Sibling-Based Powers)- The Twins' powers may get vaguely-weaker when the other is not near.

Total: Abilities: 4 / Skills: 10--5 / Advantages: 2 / Powers: 31 / Defenses: 11 (53)

---

IMP (Pandora Destine)
Created By:
Alan Davis
First Appearance: Marvel Comics Presents #158 (July 1994)
Role: Naive Young Hero
Group Affiliation: The Destine Clan
PL 7 (43)
STRENGTH
-1 STAMINA 0 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 1

Skills:
Athletics 3 (+2)
Deception 2 (+3)
Perception 2 (+1)
Persuasion 1 (+2)
Ranged Combat (Light) 2 (+4)

Advantages:
Ranged Attack 2

Powers:
Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]

"Light Manipulation"
Blast 9 (Feats: Precise) (19) -- [20]
AE: "Invisibility" Concealment 2 (Visuals) (Extras: Affects Others, Ranged) (8)

Offense:
Unarmed +2 (-1 Damage, DC 14)
Blast +4 (+9 Ranged Damage, DC 24)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +0, Fortitude +2, Will +3

Complications:
Relationship (The Family)- Rory & Pandora are slowly beginning to realize just how far back their family really goes.
Weakness (Sibling-Based Powers)- The Twins' powers may get vaguely-weaker when the other is not near.

Total: Abilities: 4 / Skills: 10--5 / Advantages: 2 / Powers: 21 / Defenses: 11 (43)

-These two are twins, and basically the "Audience Surrogates", who meet up with new family members and discover their secrets as we, the audience, do. After discovering their powers, the kids figure themselves for Mutants, and become The Crimson Crusader and Imp. Their super-heroic adventures lead some villains to discover the Destine family, and a few are murdered- Adam returns in order to save them. Rory loves the superhero cliches, while Pandora simply goes along with her brother. Both get less-powerful when the other is not near. As rookies and, basically, CHILDREN, I don't imagine them for being very tough at this stage- packing more power than skill.

Good question! I'll have to think about it...

I mention a bit of how I put guys in certain levels in these two Design Diaries: Diary VI: Power Levels, Diary VII: Power Creep.

Honestly though, when I started statting guys (back in 2e), I didn't really think about it any further than "If you suck, you're PL 8. If you're good, you're PL 10. If you're awesome, you're PL 12." Jobbers and Rookies would be PL 8s, while standard "Generic Heroes" that fit onto most super-teams would be PL 10. And I almost NEVER went over PL 12, which is probably why I still have a reputation for "Low-Balling" characters despite a proliferation of PL 14+ builds on this thead :). Nowadays, I've been at it long enough that I can just kind of quickly look at someone's history and figure out where they go, but some stuff messes it up. DC stuff, however, remains horrible- Retcon after Retcon, Reboots, Alternate Universes and insane amounts of Power Creep render it almost impossible to figure out tiers (like, I've read probably hundreds of issues featuring Donna Troy. I couldn't tell you if she can lift just ten tons, or 300,000).

It probably would've been easier had I actually started out with benchmarking guys. It took me a while before I realized which characters are ideal to lay out beforehand so that you know who should lie where. For Marvel, it's: Thor (your maximum-powered guy), The Hulk (your strongest guy), someone in the Thing/Colossus/Strong Guy/She-Hulk tier (your standard-issue Powerhouse character), Spider-Man (the most-iconic Marvel hero, and most-importantly, the one who's fought the most guys and thus the best example of a "benchmark"), Captain America (top-tier melee fighter), one of the uber-martial artists (Iron Fist/Shang-Chi, usually), and probably some of the most-used X-Men (Wolverine, Cyclops, Storm, Iceman, etc.).

To me, some guys just call out and demand to be at certain levels. PL 11 is the PERFECT category for Spider-Man, The Thing & Wolverine. It represents that they're better than the average guy, but not so much that they'll just run over everyone- each of the three needs to work their asses off to take out a true elite, and they get by on high Will Saves and perseverence. None of them make sense for me at higher levels (hell, how many fights has Ben even WON over the years? Usually he just "doesn't lose"). PL 12 is also perfect for Iron Man- for all the hype he sometimes gets ("he's just below Thor!"), he jobs routinely and hard to tons of villains, and even his own Jobbers can give him a run for his money. He's definitely not as high-tier as he's sometimes treated.

But yeah, when I build a character nowadays, I base them off of what they STARTED doing, and what they've done SINCE. One thing that I always advice people against doing is what I feel is one of the biggest mistakes builders (and BattleBoard fans) make: basing a guy off of his absolute biggest feat. To me, basing a guy off of the biggest thing he's ever done is just as bad as basing him off of his lowest Jobbing- it's fanboyism at its worst to simply dismiss the lowest showings while pumping up the top-tier ones as "the correct way". Stuff like "Spider-Man lifts that subway station off of him" and "Danny Rand knocks a SHIELD Helicarrier onto its side" are the DEFINITION or One-Off Power-Feats (which are even EXPLAINED IN THE GAME'S RULES as Power Stunts and using Extra Effort)- ya don't START with those Feats as basic capabilities! It's only once those feats become ROUTINE that they change things.
"this guy couldn't beat X, so he's lower PL, this guy easily could so he's higher"
Basically yeah- it's like that.

Examples:
* Batroc the Leaper is a good example- he's NEVER beaten Captain America. Not once. Nor Bucky-Cap, or most other guys. But he does WELL when he fights, so he's no mere PL 8 Jobber- he's gotta be PL 9. Not PL 10, though- that's the tier I put Daredevil & Shang-Chi at, and I don't see him beating either one of those guys.
* Guys who fight on teams, yet never score wins, are often lower. The Dark Riders, Acolytes & Mutant Liberation Front were never more than a mere temporary-threat to a full squad of X-Characters, and so they're generally PL 8. Some of them jobbed so routinely that they became total jokes (Reaper's continued losing of limbs to Shatterstar).
* Spider-Man lost to TYPEFACE in the guy's debut. But Typeface eventually became a joke, so his PL is low.
* Most Jobbers are around PL 8. But then you get a guy like Frost, who was a jobber to THE HULK. Hulk's like PL 14- so a guy who gives him any kind of a fight at ALL has gotta be pretty tough. Hulk, Thor & Iron Man Jobbers tend to be a higher-tier. Even a dingus like THE UNICORN is a PL 10 if he's able to scrap with PL 12 Iron Man.
* Namor is a high-end guy, but difficult to place. He's usually treated like he's above the Thing-tier, but when he's in his own book or on The Avengers, he's never remotely in the Thor-tier. So he's like PL 12-13. His villains, who are Jobbers through and through, are nonetheless Jobbers to NAMOR, and so are typically PL 9-11. Enough to challenge him, but not win.
* The Owl is all scary, but every time he's in an actual fight with a serious opponent he gets his ass kicked. He's barely PL 9.
* Speed Demon is a bit of a coward, but in established fights, even today, he can hold his own. He can lose to more-rookie-ish characters like Joystick, but can still fight Spider-Man on an even keel. PL 10 is best.
* The Vision is a great, established fighter, but has almost zero big wins. PL 11 is the highest he'll get.
* The Juggernaut has garbage accuracy and defenses, but is so tough that nobody else can hurt him. PL 12 will do, but he can fight PL 14s easily.
* Captain Britain is interesting- he started off as a Gadget-Using PL 9-ish guy. When he gained Flying Brick powers, he was a classic PL 10 (he could beat a regular opponent, but someone like The Juggernaut was way too much for him). In Captain Britain and MI-13, he was suddenly at a WAY higher-tier, taking on true elites. PL 12, by that point.

"New Villain Stink" (a term I picked up from Horsenhero when he pointed out that Goldar's reference to Warrior Woman doing big power feats in her debut, but settled into a weaker role later on) is another big factor: 95% of comic book villains do well in their debut (because duh- it's about conflict, and you need there to be an ACTUAL CONFLICT), but then get weaker later, as the hero gets used to their fighting style or the guy gets unmotivated. The Shocker is the best possible example of this- he started off wiping the floor with Spider-Man, and required trickery to beat in their rematch. But eventually, he became the quintessential Jobber Villain. But almost EVERY villain is like this- The Wrecker, Mister Hyde & Kobra were Thor opponents that've since been downgraded. Many of Spidey's foes from the 1960s turned out weaker over time (Kraven, The Scorpion). So they might start at high levels, but they're low enough now to be treated as mere PL 9-10 types (Thor guys are naturally still pretty high-level- Hyde is a classic PL 10 Powerhouse). You also see this with a LOT of those Marvel Team-Up guys- meant as one-offs, they would beat up Spider-Man and his ally of the month, but as later writers used them, they'd just become standard-issue losers.

Some guys can "Catman" themselves up to a higher level. Kraven, an absolute joke for a decade in the comics, made himself out to be a HUGE bad-ass in Kraven's Last Hunt, and his death in that story made him a legend. So now all of a sudden he returns and it's like "ZOMG KRAVEN IS AN AMAZING BAD-ASS!" So he's like PL 11... except now there's been three or four comics that've used him as a temporary bad guy that loses to standard-issue heroes. So he's PL 10 after all.

Plenty of villains DON'T suffer from it. Dr. Doom, Magneto & Apocalypse are as high-end as they ever were, and were never diminished.

Hype can be tough to break. There's this continual perception that Shang-Chi and the Black Widow are totes amazing, yet neither character ever really BEATS anybody. Shang-Chi's only real "Tier-Establishing" stuff is beating a guy who's supposed to be his equal (The Cat). Black Widow's only real win in history that mattered was against Imus Champion (and she BARELY did that- it was a classic "fighting above their PL" win). The rest of the time she's "Daredevil's Damsel in Distress" or shooting mere mooks. Shang-Chi is way under-established against proven martial artists in the Marvel Universe. So I want to give them high PLs, but I went with 9 for Widow and 10 for Shang-Chi. They don't deserve more. Carol Danvers is also tricky, because Marvel kinda jumped all over itself to hype her as awesome... but who's she really BEATEN? One-on-one? Maybe Moonstone...?



So for this set of guys, I went with the following:

Frost, Speedfreek, Mercy- One-off Jobbers for the most part, but as HULK Jobbers, they're around PL 9. Speedfreek turned into more of a loser over time, so got to be PL 8.
Thundersword- Seemed like a classic Jobber from the name, but reading up showed him trouncing Iron Man with ease, even in his second appearance. He became PL 11 (enough to beat '80s Iron Man). If he'd showed up in subsequent stories while losing, his level would drop.
Brute- Seemed like PL 10, but reading his bio, he was fighting the '70s-era FF as a whole group. To me, that feels like a PL 11, especially as he wasn't de-pushed in later appearances, like a lot of villains are.
Mahkizmo- Seemed like a PL 11, as somebody who can threaten the whole FF or Thundra, but he turned into an idiot, so I stuck him as a PL 10 fighter with a +11 Area Effect.
Jack O'Diamonds- A CLASSIC idiot Jobber from the '60s, when PLs were lower as a whole. Even lower than PL 8, then (what a comparable loser would get today), especially as he never got a comeback or anything.
The Highwayman- Could beat up Ghost Rider using his giant rig, but got easily-trounced once GR got through that. PL 8 works (especially as GR's got that weird thing where, as a magic-themed character, his PL can be whatever you want it to be).
Jim Jaspers, The Fury, Jamie Braddock- I dunno- they're all world-beaters, so high PLs across the board. You can easily take out every hero on Earth with PL 18 or 20, and Jaspesr was definitely way above Braddock, so he got to be higher. The Fury is lower-level, but his ultra-cheap-ass powers made him more of a threat at PL 15.
Overkill- I WANTED him to be an idiot loser, but then he just HAD to go and beat up FIRELORD. That made him at least a PL 12. If he hadn't died, it would have been easier to figure out a "true" level- he was still in his New Villain Stink phase when he croaked.
Nuklo- Older character, but fights off huge tons of Avengers at one time. PL 11.
Corona- One-shot Spider-Man enemy- challenged him (the Aura helped), but not that much. Standard-Issue Jobber at PL 8.


The worst characters to build are always ones that exist in a vacuum- it's impossible to establish tiers with characters from different universes, unless you see how they handle normal humans and extrapolate from there. Statting the ClanDestine or Strikeforce Morituri, for example, is insanely-difficult because I've never seen them do anything against a character I'd recognize.

THE CRAPTACULAR B-SIDES
Created By:
Brian David-Marshall & Bret Weldele
First Appearance: The Craptacular B-Sides #1 (Nov. 2002)
Role: Lazy Teens, Joke Heroes
Group Affiliation: The Craptacular B-Sides
PL 2 (21)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 3 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Pop Culture) 4 (+4)

Advantages:
None

Offense:
Unarmed +3 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +1, Fortitude +1, Will +2

Complications:
Motivation (Becoming Super-Heroes)- Sort of. They agree to join Charley Huckle in his attempt to make them so, at least.
Responsibility (Disenfranchised)- Typical kids, the B-Sides don't have much going on.

Total: Abilities: 14 / Skills: 6--3 / Advantages: 0 / Powers: 0 / Defenses: 4 (21)

-The Craptacular B-Sides is a book I've never heard of, released by Marvel in 2002- Spectrum specifically requested it (I offered him a reward for all his hard work making that list of Un-Statted Marvel Characters a while back :)), so if these builds cause you pain, blame him. They're three disenfranchised youths approached by a man named Charley Huckle, who promises to make them "the hottest new superhero team since the New Warriors", but is actually just out to make a buck. First up, they try to capture his LAST project, now named Doctor Dark, but the Fantastic Four intervenes and stops him. They stop a minor Kree/Skrull War from breaking out in issue two (again, the FF is involved), and in the third, the team splits up- Mister Fantastic having arranged for Jughandle's dangerous powers to be negated. They've never reappeared, and their creator's resume is incredibly-small for a comic book writer- I don't imagine the book was very successful.

JUGHANDLE (Jesse Metuchen)- PL 2 (63): "Step Sidways in Time" Concealment 2 (Visuals) (Extras: Affects Others, Area- 30ft. Burst, Selective) Linked to Insubstantial 4 (Extras: Affects Others, Area- 30ft. Burst, Selective) [42]
-The son of the mayor of their hometown (Raven's Perch), he can "step sideways in time", allowing everyone to be invisible and intangible. However, his powers are creating small holes in the timestream, and so Mister Fantastic has him de-powered.

MIZE (Stuart Welles)- PL 6 (55): "Decay Matter" Weaken Toughness 8 (Extras: Affects Objects, Progressive +2), AE: "Break Down Relationships" Affliction 8 (Will; Controlled) (Extras: Perception-Ranged +2) (Flaws: Limited to Final Degree, Limited to Bad Luck/Losing/Breaking Up, Uncontrolled), AE: Luck Control 1 (Negate Others' Luck) [34]
-Short for "Demise", he can accelerate the decay of systems, thus breaking down machinery and life forms alike. He even caused his home team's winning streak to end, and can destroy others' relationships. I figure that for either/both Luck Control and an Affliction that makes people suck. He has little control over his powers, and often breaks things down by touching them.

FATEBALL (Laura Broadbahr)- PL 5 (41): Strength 2, Stamina 3, Agility 3, Fighting 7, Improved Critical (Unarmed), Improved Trip, "Magic Fateball" Precognition (Flaws: Limited to Yes or No Answers) (Easily Removable) [20]
-A good hand-to-hand fighter who loves to fight dirty, and carries around a "Magic Fateball" that can tell the future in Yes or No answers.

-Fallen Angels is a somewhat-obscure, VERY dated 1987 Limited Series that went on for an eight-issue run. A curious thing, it was written by Jo Duffy (a one-time Marvel Editor that moved on to writing some minor books, but left the industry entirely around the 2000s), and featured a few supporting X-Characters as cast members. Originally going to be called Misfits (their songs, you see, are better), it's centered around a group of young superhuman pickpockets living in the slummy 1980s New York (GOD did that city ever change itself over the decades), and working for Telford "The Vanisher" Porter.

The cast is a bunch of weirdos- a pair of cybernetic lobsters are part of the cast, for example. The lobsters Bill & Don hang out alongside Gomi the cyborg, Ariel the alien teleporter, and Chance- a power-modifier. They soon recruit X-Factor character Boom-Boom and New Mutants characters Warlock & Sunspot (who left the team in shame after injuring Cannonball and being berated by his teammates). Following Sunspot are then-tangential X-Characters The Multiple Man and Siryn from the "Muir Island X-Men" (where all the side-characters ended up). The two adults try to restrain the kids and their risk-taking, but soon, even Moon-Boy & Devil Dinosaur are added to their ranks.

I actually OWN this series (picked it up for semi-cheap, as I recall), but I barely remember anything about it besides the fact that I found it a bit pointless and a little overly-goofy. Having read it again thanks to these builds... it's very un-good. Like, PARTS of it are okay, but it's this weird mix- it's clear that Duffy has issues writing expository dialogue and inner monologues- it just comes off as screamingly-pretentious, with Sunspot doing this intense diatribe about how he's doomed to become evil and all that. Like, he's all of fourteen years old, and he's just going ON AND ON with the kind of stuff a first-year writing student does when they want a character to sound brilliant, and with words no 14-year old should be using. Combining that with the deliberate-goofiness of the book just comes off like Faux-Claremont. And when CLAREMONT HIMSELF was then the writer of the X-Men line, coming off as Faux-Claremont is especially noticeable. You can't mix deep, inner-thoughts and the intensity of being an outcast with sentient, cybernetic lobsters.

It's also DECOMPRESSED in the worst way, too. The entire first issue is spent setting up Bobby accidentally hurting Cannonball, running away, and confronting some muggers. The entire second is just Bobby going off on his own, Siryn & Madrox chasing him, and some brief pages of Gomi and some mysterious partners. Issue #3 finally introduces Gomi's Origin Story, and introduces the full cast. But that's all that happens in a FULL ISSUE (and this is back in the '80s, where it would take you twice as long to read an ordinary comic as today). Issue #4 spends the entire time farting around in some Primeval World, and literally all that happens is one dinosaur attacks them, and we meet Devil Dinosaur & Moon Boy at the end. The fifth issue is everyone hanging out and arguing, then two groups splitting off an arguing (though one Lobster dies at the end). The next issue is just more of that! Only the last two of EIGHT ISSUES actually moves the plot forward in any particular manner!

What's worse is that most of the cast doesn't even DO anything in these decompressed "talking" issues- CLAREMONT could make that kind of stuff fun and interesting, but DUFFY? Hellz no. Cripes, they even spend 80% of the series not explaining Chance & Angel's powers, having them be the big reveal in the penultimate issue. The ENTIRE POINT of the story is for Angel to lure them to her homeworld, where they'll get dissected, and they only arrive their in the sixth issue's finale page. There's about ELEVEN recurring cast members, and most of them don't have much of a purpose to the overall story (Boom-Boom appears to only be there to fit the '80s motif; Siryn to be the befuddled leader). We're meant to identify somewhat with Chance & Ariel, yet none get enough true panel time and important stuff to do until the end. Even The Vanisher, the "Fagin" of this group of thieves, actually doesn't matter in the slightest- he gets no comeuppance for his cowardice, and he isn't even seen doing anything particularly BAD. In fact, for a group of runaways who steal, they engage in very little thievery (you only see it twice- Chance stealing from a member of her old cult, and Ariel "convincing" a grocer to give her free food).

It's VERY dated in the best way (all the '80s clothing is at full-force- I wonder how the comics of the 2000s will date themselves, aside from Pop Culture references? Comic characters don't really dress for the trends as much these days- otherwise you'd see a lot of half-shaved female heads and guys in skinny jeans), but nothing really HAPPENED. The team was kidnapped by Ariel's people (a hedonistic cult called The Coconut Grove), but escaped thanks to her unexplained-until-the-end abilities. The whole bit in the Coconut Grove is CLASSIC '80s (how many movies, cartoons & comics in that era featured people ending up in alien worlds where everyone dresses in New Wave fashion and has giant hedonistic parties all the time?).

Fallen Angels's influence on later comics is almost zero- all it added was Siryn's attraction to Jamie Madrox, which was off-handedly written out in a Fabian Nicieza issue YEARS later (Jamie explains that, DUH, it was a Duplicate in the story who fell in love with Siryn, not himself- he's only aware of the love like he was watching it in a movie), but then became a thing in Peter David's X-Factor. Sunspot & Warlock returned to the New Mutants, while Boom-Boom rejoined X-Factor's sub-group the X-Terminators, before joining the NM herself along with Rictor. Moon-Boy & Devil Dinosaur went to the Savage Land. Madrox became Peter David's Pet Character in a few years, and shows up sporadically only when David is writing. Siryn would join X-Force (along with Sunspot & Boom-Boom) and get a LOT more character development than she'd had up till that point, and carry the torch for Jamie for years. The Vanisher just continued his brand of cowardly douchery. Gomi & Bill disappeared into comics history, as did Chance & Ariel. Don the Lobster was killed in the story.

The Roster:
The Vanisher: For the "Fagin" of the group, their leader really does nothing. He's a classic coward, blinking out the second there's trouble, but he actually matters very little to the overall plot, not even driving it forward in any particular way.
Gomi: A young cyborg with two Cybernetic Lobster pals, with whom only he can communicate. Acts like an easily-led, comically-naive tool, but doesn't matter much after his introduction. Basically spends the middle issues doing nothing, and only helps out at the end.
Ariel: Your classic '80s stereotypical New Wave alien being. Is shown early on "convincing" people to do things against their nature, and is revealed to be a Mutant in the end, and is forced to help the teammates she'd betrayed. She spends SIX ISSUES denying that she has Mutant Powers before that.
Chance: '80s Knife-Wielding Tomboy. Acts tough, but is kind of a basket case- a small Character Study is done. Among the few who might be interesting with enough of a focus.
Siryn: Sort of the befuddled leader, attempting to reign in all the kids, but failing. Only worthwhile as "The Mature One", which is funny, given how X-Force portrayed her as a passionate Irish stereotype (right down to the drinking problem).
Sunspot: Gets a HUGE character study throughout the thing, but it's largely all angsting over the fact that he's now doomed to be evil. This sticks out like a sore thumb given that his teammates are a primitive proto-human, a red T-Rex, two lobsters and a pack of '80s Stereotypes.
Warlock: Does little, aside from being Sunspot's "Morality Pet", keeping him on the straight-and-narrow and acting as a sounding board for his whining.
Madrox, The Multiple Man: His only real effect on the plot is to have a minor subplot involving a Dupe who wants to split off and live his own life. Jamie appears cool with it, but they're forced to merge at the end in order to maximize his effectiveness (New Jamie's ribs are too-badly injured to help in a fight, and only merging can make this better).
Boom-Boom/Meltdown: Arguably the most-pointless member, seemingly only there to fit the '80s motif of the book. Just kind of flirts with Madrox (much to his chagrin) and blows a couple things up. More often just used to establish Chance's mystery power.
Devil Dinosaur & Moon Boy: They feature somewhat-heavily in one issue, and then sit in the background and do nothing to move the plot forward. NOTHING. Most of it's just Moon Boy pontificating to Devil, since he cannot communicate with the others.

ARIEL
Created By:
Jo Duffy & Kerry Gammill
First Appearance: Fallen Angels #2 (May 1987)
Role: Space Teen
Group Affiliation: The Fallen Angels, The Coconut Grove
PL 5 (156)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Athletics 4 (+5)
Deception 2 (+5)
Expertise (Street Rat) 5 (+5)
Expertise (Alien Wanderer) 2 (+2)
Perception 3 (+3)
Persuasion 2 (+5)
Sleight of Hand 4 (+8)
Stealth 4 (+6)

Advantages:
None

Powers:
"Coconut Grove Physiology"
Teleport 15 (Extras: Extended, Easy, Accurate, Portal +2) (Flaws: Medium- Doorways) (90) -- [91]
AE: "Interstellar Travel" Movement 3 (Space Travel 3) (Extras: Instantaneous) (Flaws: Medium- Doorways) (6)

"Mutant Powers: Persuasion"
Enhanced Skills 12: Deception 4 (+9), Persuasion 8 (+13) [6]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Responsibility/Secret (The Coconut Grove)- Ariel is on a mission to study Mutants.
Secret (A Mutant)- Ariel is actually a Mutant herself, but doesn't want others to know about this.
Relationship (Chance)- Ariel is close with her teammate Chance, sharing with her some of her most-important secrets.

Total: Abilities: 32 / Skills: 26--13 / Advantages: 0 / Powers: 97 / Defenses: 14 (156)

-Ariel is an alien girl from a hedonistic space-cult called The Coconut Grove. She was sent to Earth to observe mutations in other species, as her own people had stopped evolving. Eventually, she leads the Fallen Angels into a trap, and they are captured by the Grove. However, she is shocked to find her friend Chance (a hidden Mutant) among them, and then gets imprisoned HERSELF, as she has now revealed Mutant Powers! Eventually, she and Devil Dinosaur convince her leaders to let them return to Earth (by threatening them, naturally). She saw little use after Fallen Angels, taking more than twenty years to reappear in some issues of X-Men: Legacy, where she aided the X-Men against the Dark Avengers. Of the group, she is BY FAR the most '80s, sporting a New Wave haircut, giant sunglasses, and being covered in sparkles.
-Not really a fighter, Ariel is an Interstellar Transporter (much like Lila Cheney), requiring actual doorways to create portals of sorts (though how she found a DOOR in the primeval world of Moon Boy & Devil Dinosaur is beyond me). She also has the Mutant Power to be extra-persuasive to others, making them believe or do what she says- this appears in some somewhat funny ways over the course of the SEVEN ISSUES it takes to make the big reveal, as Vanisher will complain about her taking his seat ("Hey Ariel, you're in my seat." "But I should sit here. You can sit over there on that box." "Oh, right. *thinking to self* That makes sense."). This isn't actually Mind Control, but an EXTRA-strong version of Deception & Persuasion- people simply listen to her as if she had this tremendous force of personality. It COULD be done like Mind Control (after all, The Force gives Jedi similar abilities), but this way was more distinctive and seems to fit better.

GOMI (Alphonsus Lefszycic)
Created By:
Jo Duffy & Kerry Gammill
First Appearance: Fallen Angels #2 (May 1987)
Role: Cyborg
Group Affiliation: The Fallen Angels
PL 7 (53)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+2)
Expertise (Street Rat) 2 (+3)

Advantages:
Ranged Attack 2

Powers:
"Cyborg Enhancements"
"Telekinetic Force Pillar" Damage 6 (Extras: Area- 30ft. Line) [12]

Senses 1 (Communication Link- Bill & Don) [1]

Offense:
Unarmed +6 (+0 Damage, DC 15)
TK Pillar +6 Area (+6 Damage, DC 21)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +4 (DC 14), Toughness +2, Fortitude +3, Will +4

Complications:
Relationship (Don & Bill)- Gomi is rather protective of his cybernetic lobster companions.
Quirk (Full Power)- Gomi cannot control the amount of power his TK Force Pillar uses.
Responsibility (Naive)- Gomi is often totally-unaware of just how poor others treat him, and seems to cheerfully put up with any kind of rotten treatment.

Total: Abilities: 28 / Skills: 4--2 / Advantages: 2 / Powers: 13 / Defenses: 8 (53)

-Gomi is a cyborg, modified by two cruel, lazy douchebags (one of them was his cousin), and named for the Japanese word for "garbage". His origin story takes several pages, and is basically about how clueless and comically-naive he was about the cruelty of their behavior (he describes them in glowing terms and talks about how good they were- their actual panels depict them as unshaven, manipulative dicks). They end up giving him Telekinesis due to their fanboy love of Marvel Girl- being horrified by her transformation into Phoenix, they decide to make ANOTHER girl match "their beloved"- but not wanting to "waste a perfectly-good girl", they experiment on Gomi instead.
-Eventually, their funding is revoked and they abandon shop, leaving Gomi to go off with their only other cybernetic creations, Don & Bill the Lobsters. Alas, Don is squashed by Devil Dinosaur by accident. He's still treated badly by the group, but the lobsters will violently-snip anyone who mistreats him. Despite his stupidity, he is oddly-philosophical, pointing out to the surviving Lobster that Don was always walking underfoot, and that revenge is a pointless excercise. He has never been seen outside of Fallen Angels, as far as I can tell, and honestly barely-mattered to the book. He gets this big debut in the second issue, but after his origin is explained, he does almost nothing to effect the plot, and helps out only in the last issue. Even his crush on Siryn is a one-off- he falls in love (sharing the family passion for redheads) when she showers him with affection following Don's death (well, she's a gorgeous Irish redhead, and he's a nerdy teenage boy- it was bound to happen), but this is never mentioned later on. Given that they had SEVEN ISSUES to run some kind of subplot like that, it's a bit silly.

BILL & DON
Role:
Semi-Sentient Lobsters
PL 5 (37)
STRENGTH 3 STAMINA 1 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Close Combat (Claws) 2 (+5)
Perception 4 (+3)
Stealth 0 (+8 Small Size)

Advantages:
Close Attack 3, Fast Grab, Improved Critical (Claws), Improved Hold

Powers:
"Aquatic Mud-Spiders" Immunity 2 (Drowning, Pressure) [2]
"Claws" Strength-Damage +1 (Feats: Split) (Extras: Penetrating 3) [5]
Senses 1 (Communication Link- Gomi) [1]

"Natural Size" Shrinking 8 (Feats: Innate) (Flaws: Permanent +0) [17]
(-2 Strength, Speed -1, +4 Defenses, +8 Stealth, -4 Intimidation)

Offense:
Unarmed +3 (+3 Damage, DC 18)
Claws +5 (+4 Damage, DC 19)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +3, Will +2

Complications:
Disabled (Animal)- Bill & Don, despite having sentience, cannot speak, nor can they use their claws to easily-manipulate objects.
Responsibility (Each Other, Gomi)- The Lobsters are devoted to each other and Gomi- either will attack anyone who mistreats one of the others. Bill swears vengeance against a multi-ton Dinosaur for accidentally crushing Don.
Reputation (Delicious)

Total: Abilities: -2 / Skills: 6--3 / Advantages: 6 / Powers: 25 / Defenses: 5 (37)

-Bill (green) and Don (blue) are a pair of cybernetically-enhanced Lobsters who are intensely-loyal to Gomi. It's quite clear they're smarter than the average crustacean- when Don is crushed accidentally by Devil Dinosaur, Bill is obsessed with revenge, and snaps down on Moon-Boy's foot- he also helps his team escape, and is capable of communicating with Gomi and understand the language of others. So probably a bit smarter than Rin-Tin-Tin, and even possibly Canada's Littlest Hobo ("Maybe tomorrow, I'll wanna settle down..."). The Lobsters are strong enough to toss people around, trip them, and cause a great deal of pain by clamping down (Moon-Boy is disabled by such an attack), but aren't super-elite, and are notably vulnerable- Gomi is concerned by them walking underfoot of PEOPLE, much less dinosaurs.

DEVIL DINOSAUR
Created By:
Jack Kirby
First Appearance: Devil Dinosaur #1 (April 1978)
Role: Giant Red Dinosaur
Group Affiliations: The Fallen Angels
PL 11 (111)
STRENGTH 8 STAMINA 11 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE -3

Skills:
Athletics 2 (+10)
Close Combat (Bite) 1 (+9)
Expertise (Survival) 5 (+6)
Intimidation 15 (+15 Size)
Perception 6 (+7)
Stealth 9 (+2 Size)

Advantages:
All-Out Attack, Diehard, Fast Grab, Improved Critical (Bite) 3, Improved Hold, Improved Initiative, Power Attack, Startle, Takedown

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute Scent & Extended Scent 3) [5]
Speed 3 (16 mph) [3]
"Theropod Bite" Strength-Damage +3 (Feats: Penetrating 7) [10]

"Dino-Sized" Growth 7 (Str & Sta +7, +7 Mass, +3 Intimidation, -3 Dodge/Parry, -7 Stealth) -- (21 feet) (Feats: Innate) (Extras: Permanent +0) [15]
Strength-Damage +2 (Feats: Reach) [3]
Impervious Toughness 7 [7]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Bite +9 (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +11 (+4 Impervious), Fortitude +12, Will +8

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects. Only Moon-Boy can understand Devil Dinosaur's grunts and growls.
Weakness (Cold Climates)- The Age of Reptiles (or "Dinosaur World") was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.

Total: Abilities: 20 / Skills: 38--19 / Advantages: 11 / Powers: 43 / Defenses: 18 (111)

-Devil Dinosaur was created during the weird third era of Jack Kirby at Marvel Comics, where he created characters like The Eternals and their whole world, plus this book- an attempt at one-upping DC's Kamandi when Marvel heard that DC was optioning the animated rights to Kirby's DC creation. Since Dinosaurs were big, Marvel wanted another kid-focused thing to aim at animation studios. Of course, nothing came of the project, and the book was cancelled after nine issues. Devil Dinosaur and his rider, Moon-Boy, were from the alternate "Dinosaur World", but some writers forgot that and made him from Earth's past. They disappeared for almost a decade after the book died, and generally only come about for one-off joke appearances, since they're rather silly characters- appearances include the Fallen Angels Limited Series (a very '80s mess of a book. Very odd), Ka-Zar (where they helped the Tarzan-copycat against the Roxxon Oil Company), the Godzilla comic Marvel did, and more.
-I particularly remember him most for a bit one of Marvel's artists did regarding how artists have to do research for characters. He said he had to buy a bunch of back-issues featuring the character to learn how to draw him for a What If? story. He bought the issues, drew a bunch of sketches, drew some thumbnails for the book itself... only to have the writer change his mind about Devil Dinosaur being in the story after all, so all the work was for nothing. This was treated like a pretty typical experience. This was, of course, years before Wikipedia, Comic Vine, and numerous other comic book-focused sites that would have cut the time by a huge amount.
-Devil Dinosaur is basically a normal Tyrannosaurus (though apparently has some semi-normal Intelligence), which means that he's INSANELY strong and tough.

MOON-BOY
Created By:
Jack Kirby
First Appearance: Devil Dinosaur #1 (April 1978)
Role: Little Monkey-Man
Group Affiliations: The Fallen Angels
PL 6 (111)
STRENGTH 2 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE -2

Skills:
Athletics 8 (+10)
Expertise (Survival) 6 (+7)
Intimidation 4 (+2)
Perception 4 (+5)
Stealth 2 (+5)

Advantages:
Fast Grab, Ranged Attack 4

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +5

Complications:
Responsibility (Outsider)- Moon-Boy is clearly not human, and doesn't understand a lot of human culture. Or their language.
Relationship (Devil Dinosaur)- Moon-Boy saved Devil's life years ago, and they are close companions.

Total: Abilities: 30 / Skills: 24--12 / Advantages: 6 / Powers: 2 / Defenses: 11 (111)

-Moon-Boy saved Devil Dinosaur's life when a rival tribe tried to burn him alive, and they've been inseparable ever since (except when writers just want to write a cool dinosaur instead of a dumb ape-man). He's oddly-philosophical at times, and cannot communicate easily with people.

CHANCE II (Real Name Unknown)
Created By:
Jo Duffy & Kerry Gammill
First Appearance: Fallen Angels #2 (May 1987)
Role: Boyish Girl, Riff-Raff, Street Rat
Group Affiliation: The Fallen Angels
PL 10 (81)
STRENGTH
-1 STAMINA 1 AGILITY 3
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+3)
Expertise (Street Rat) 5 (+5)
Perception 3 (+3)
Sleight of Hand 4 (+8)
Stealth 2 (+5)

Advantages:
None

Powers:
"Mutant Powers: Double or Nothing"
"Double" Variable 6 (Increased Powers of Others) (Feats: Subtle 2) (Extras: Area- 30ft. Burst, Affects Others Only +0) (Flaws: Limited to Mutants, Uncontrolled) (44) -- [45]
AE: "Nothing" Affliction 10 (Feats: Subtle 2) (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Area- 30ft. Burst, Reaction +3) (Flaws: Limited to Mutants, Uncontrolled) (32)

Offense:
Unarmed +3 (-1 Damage, DC 14)
Remove Powers +10 Area (+10 Affliction, DC 20)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +3 (DC 13), Toughness +1, Fortitude +2, Will +4

Complications:
Motivation (Thrills & Taking Chances)
Enemy (The Glorification Church)- The Church forces its worshippers to do labor for no pay- Chance fled after being forced to sell nudie calendars on the streets, giving all the proceeds to Reverend Park.
Responsibility (Tomboy)- Chance does not like to show off her feminine side, and acts tough around others.

Total: Abilities: 20 / Skills: 18--9 / Advantages: 0 / Powers: 45 / Defenses: 7 (81)

-Coming only a year after the introduction of Steve Ditko's Chance (a Spider-Man villain), Chance II is your everyday Young Runaway, dressing like a street kid and being hostile to others. She's a runaway from the corrupt Glorification Church of Reverend Yune Kim Park, which used its worshippers as glorified slave labor. She was harrassed by some goons, but got rescued by Sunspot, and fled while he was being beaten down (her powers had caused his to flare out). This didn't make them friendly towards each other- a bit attracted, Chance dealt with it by teasing him and playing jokes. Sunspot retaliated with hurtful comments and anger. Like the other new characters, she hasn't appeared since- she wasn't even mentioned following M-Day (regarding whether or not she still retained her powers).
-It would turn out that Chance herself was a Mutant- she had the power to "Double or Nothing" the powers of other Mutants in the surrounding area- their powers would either increase (often to uncontrollable levels- Boom-Boom once caused a MUCH larger explosion than she intended), or decrease (Sunspot was rendered helpless against a pair of dangerous thugs). She's not a fighter by any means, but is a stealthy punk kid with some remarkable powers, should she have been able to control them. As it stands, they're Uncontrolled, which can be problematic if, say, one of your teammates is a member of the Technarch, and their "Mutant Power" is the ability to have empathy and a good nature- turning that power OFF is not a good idea.

SUNSPOT (Roberto da Costa)- Modern Era
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Powerhouse, The Lothario, The Team Jokester
Group Affiliations: The New Mutants, X-Force, The Hellfire Club, X-Corporation
PL 10 (156)
STRENGTH
3/10 STAMINA 4/6 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+6)
Expertise (Business) 14 (+15)
Expertise (Pop Culture) 4 (+5)
Expertise (Soccer Player) 4 (+7)
Insight 2 (+3)
Intimidation 4 (+7)
Perception 2 (+3)
Persuasion 4 (+7)
Ranged Combat (Solar Blasts) 7 (+10)
Vehicles 2 (+5)

Advantages:
All-Out Attack, Attractive, Benefit 5 (Wealth), Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Languages (English, Latin, Portugese, As'kani), Power Attack, Takedown, Teamwork

Powers:
"Mutant Powers: Solar Absorption"
“Solar Blast” Blast 10 (20) -- [21]
AE: “Super-Strength” Enhanced Strength 7 (14)

“Not Invulnerable (but still tough)” Enhanced Stamina 2 [4]
Protection 3 [3]
“Heat Absorption” Immunity 5 (Heat & Fire Damage) [5]

“Solar-Assisted Flight” Flight 5 (60 mph) [10]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Solar Blast +10 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +4 (+9 Powers), Fortitude +8 (+10 Powers), Will +6

Complications:
Flashback (Juliana)- Roberto’s first love, Juliana sacrificed her life to save his in his first adventure, and he never quite forgot her after all these years.
Relationship (Sam Guthrie)- Roberto & Sam are the best of friends, and are part of an epic bromance.
Reputation (Lothario)- Ever since he was a kid, Roberto would attempt to seduce anything female. Women usually sigh and put up with him, finding it non-threatening (it helped that he was a harmless-looking kid), but it often leads him to show off or do stupid things.
Relationship (Father)- Emmanuel da Costa was a brilliant businessman who was a houseboy at 10, a millionaire at 20, and a wealthy political powerhouse at 30. He expected the best of his son. Bobby longs to be worthy of his father, and attempts to follow in his footsteps after the latter’s death.
Responsibility (His Business)- Roberto now leads his father's old business empire with aplomb, and considers it a bigger part of his life than even dressing in tights and punching people.
Power Loss (Solar-Powered)- Bobby’s powers come from solar energy, and it is possible for him to extinguish his powers if used too much at night. In the early days, he was clearly-powerless in darkness.
Enemy (Gideon)- An External mutant, Gideon thought Bobby was an External as well, and used his influence to murder Emmanuel da Costa and manipulate Bobby to his own ends. This ended with Bobby’s torture and joining X-Force.
Enemy (Reignfire)- Reignfire was a super-powered clone of Bobby turned to evil, and he would frequently take over Bobby’s mind and have him commit evil acts.
Obsession (Magnum P.I.)- Bobby’s obsession with the greatness of this TV show went a little too far at times, and the biggest heartbreak of his life after Juliana’s death was when it went off the air.

Total: Abilities: 54 / Skills: 52--26 / Advantages: 17 / Powers: 43 / Defenses: 16 (156)

-Sunspot was always fun on his team. Roberto “Bobby” da Costa was a brash, cocky, angry young boy, always the first member of the team to come flying in to beat someone’s head in, and usually the first team member KO’d because of it. The catchphrase “Careful Bobby, you’re strong, not invulnerable!” was a recurring Claremontism of the old days, and Bobby was kind of a “Dumb Muscle” type of guy, but charismatic enough to make up for it. And in spite of his Spoiled Rich Boy upbringing, he was best pals with poor Coal Miner’s Son Sam Guthrie.
-Bobby’s parents were a fascinating couple, as they loved each other, but were constantly sniping at one another over various things (her gallivanting career as an archaeologist sending her all over the world, and his semi-hedonistic wealthy lifestyle). Bobby himself was torn between his constant anger, and his cool calculating exterior. And his desire for poon. Of the main cast (the initial kids minus Karma plus Magik), you could say he had the least Character Development of the lot of them, as he was always kind of the hot-blooded fist-fighter who didn’t look before he leapt, but hell; some people don’t change that much, y’know?
-Bobby’s history gets weird around 1990 or so. His father, a huge part of his life, was poisoned by Gideon, one of those awful '90s-era new X-villains, as part of a labyrinthine plot to manipulate the newest “External” (it was actually Sam, but Gideon thought it was Bobby). Sunspot quit the New Mutants in its final issues and hooked up with Gideon for a while, before Fabian Nicieza (the X-Force writer) gave him his first big power-upgrade, as Gideon betrayed and experimented upon him, resulting in Bobby turning into the ever-popular “Blaster” archetype in addition to his low-level Super-Strength.
-Then there was some way-too-complicated stuff, as Bobby learned how to fly using his powers just in time to disappear for a year or so in a Teleporation accident, then fight an evil clone (Reignfire), and then turn into basically a Blasting Paragon-type of hero. These were the weak-sales years of X-Force, long after they were in the Top Ten best-sellers list. He slept with Sam's girlfriend Meltdown, learned Askan'i (the language of Cable's people in the future), and more, but kind of floundered once X-Force was cancelled. Bobby returned as the comically-dumb guy of the New Mutants in the great new book- Well, he’s not REALLY dumb, but he’s still the first guy to get knocked on his ass. He’s also the team’s best comic relief, turning into quite the sarcastic jokester over time. About Rogue: (paraphrasing) “She wants me, you can tell. That girl couldn’t touch anyone for YEARS. Can you imagine how that feels? Sam, tell Amara how that feels.” He joined The Avengers with Sam, getting generally the same portrayal, but with a greater emphasis on his incredible wealth.
-Bobby was introduced out of NOWHERE by Hickman for his 8,000-part Avengers storyline (in his defense, about ten of those issues were really good), if only to create a Sun Boy analogue for the Avengers. His bromance with Cannonball was taken to even further levels of homoeroticism (perhaps made less-stand-outish by the fact that Tony Stark was blatantly-gay for Steve Rogers in the early parts, and Thor & Hyperion were the manliest gay couple EVER in the same series. Seriously, Hickman takes the inherent homoeroticism of superheroes and cranks it to FIFTY). And for all the series' many, many (MANY) flaws, I like what Hickman did with Bobby- kind of making him a GOOD version of a "Hostile Takeover" guy, actually having the great idea to cut the Gordian Knot of permanent pain in the ass A.I.M., and just BUY THEM OUT. First he buys some Moles in the company, and then he just buys shares in the company until he owns it. And now he's actually the BASE COMMANDER of an Avengers team in the newer books! Sure, a lot of his push might be the fact that he's multiracial in an era that's pushing that (his mother is white, his father looks black- about the right mix for a Brazilian, actually), but as Bobby was ALREADY a good character beforehand, it's a solid shot, and builds off of past stories.
-This build represents Bobby at his Modern-Era Peak. I actually got a good PL 10 (150) build out of him at first, thanks to applying his Super-Strength as an AE of his Blasting power. I normally don’t do that, as it’s kind of a “cheat”, but he really CAN’T use both powers simultaneously, and draws upon the same power source for both of them. Otherwise, he’d be PL 10 (165), which in the current era of high-cost 3e guys might be accurate anyways, but I just felt like it was too much. This Bobby is perfectly-balanced with +10/+10 on offense (slightly less on defense), which always proves to be pretty strong, as he’s about Class 25 or so (some people go as high as Class 50, but I've never seen anything remotely on that level from him- by the X-Force days he was pretty much JUST a Blaster and barely threw a punch), and his Blasts seem to do similar damage. He was hopelessly out-powered on Hickman's Avengers anyways, given that his teammates included Thor, Hyperion, The Hulk, Starbrand and others.
-And only in this era is he almost as good defensively- his “you’re strong, but not invulnerable!” catchphrase holds true most of the time, and he can’t take the hits like he can dish them out normally. As of now, though, he’s quite the Paragon, though they had seem to had pulled a "Warpath" on him and downgraded his powers back to their original point in the more-recent New Mutants series, as I can't recall him flying or blasting anything, and a few 'net sites seem to corroborate my memories.
-Mentally, he’s not great genius, but he’s not stupid, and is really quite good at business. It wasn't nearly as much as his father, the rest of the Hellfire Club, or other “Rich Bastard” types in the Marvel Universe, but +9 was not too shabby. After a point, however, he REALLY upgraded, eventually becoming adept and smart enough to take over all of A.I.M.

SUNSPOT (Roberto da Costa)- Early X-Force Era (alliance with Gideon)
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Powerhouse, The Lothario, The Angry Kid, The Spoiled Rich Boy
Group Affiliations: The New Mutants
PL 10 (115)
STRENGTH
3/10 STAMINA 4/6 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+6)
Expertise (Business) 9 (+10)
Expertise (Pop Culture) 4 (+5)
Expertise (Soccer Player) 4 (+7)
Insight 2 (+3)
Intimidation 4 (+7)
Perception 2 (+3)
Persuasion 4 (+7)
Vehicles 2 (+5)

Advantages:
All-Out Attack, Attractive, Benefit (Wealth) 2, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Hold, Languages (English, Latin, Portugese), Power Attack, Takedown, Teamwork

Powers:
"Mutant Powers: Solar Absorption"
“Super-Strength” Enhanced Strength 7 [14]
“Not Invulnerable (but still tough)” Enhanced Stamina 2 [4]
Protection 3 [3]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +4 (+9 Powers), Fortitude +8 (+10 Powers), Will +6

Complications:
Flashback (Juliana)- Roberto’s first love, Juliana sacrificed her life to save his in his first adventure, and he never quite forgot her after all these years.
Relationship (Sam Guthrie)- Roberto & Sam are the best of friends, and are part of an epic bromance.
Reputation (Lothario)- Ever since he was a kid, Roberto would attempt to seduce anything female. Women usually sigh and put up with him, finding it non-threatening, but it often leads him to show off or do stupid things.
Relationship (Father)- Emmanuel da Costa was a brilliant businessman who was a houseboy at 10, a millionaire at 20, and a wealthy political powerhouse at 30, and expected the best of his son. Bobby longs to be worthy of his father, and attempts to follow in his footsteps after the latter’s death.
Power Loss (Solar-Powered)- Bobby’s powers come from solar energy, and it is possible for him to extinguish his powers if used too much at night.

Total: Abilities: 54 / Skills: 40--20 / Advantages: 14 / Powers: 21 / Defenses: 16 (115)

-This is Bobby as of the early X-Force issues, when he was training with Gideon. He’s roughly as elite as his Modern version, but lacks his later additional powers- the Energy Blasts and the Flight, making him MUCH cheaper and kind of proving how much Bobby really needed those powers after all.

SUNSPOT (Roberto da Costa)- Late-New Mutants Era
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Powerhouse, The Lothario, The Angry Kid, The Spoiled Rich Boy
Group Affiliations: The New Mutants
PL 9 (109)
STRENGTH
3/9 STAMINA 3/5 AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 3 (+7)
Close Combat (Unarmed) 2 (+9)
Deception 2 (+5)
Expertise (Business) 2 (+2)
Expertise (Pop Culture) 4 (+4)
Expertise (Soccer Player) 4 (+7)
Insight 2 (+2)
Intimidation 3 (+6)
Perception 2 (+2)
Persuasion 2 (+5)
Vehicles 2 (+4)

Advantages:
All-Out Attack, Attractive, Benefit (Wealth) 2, Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Hold, Languages (English, Latin, Portugese), Power Attack, Takedown, Teamwork

Powers:
"Mutant Powers: Solar Absorption"
“Super-Strength” Enhanced Strength 6 [12]
“Not Invulnerable (but still tough)” Enhanced Stamina 2 [4]
Protection 3 [3]

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

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +3 (+8 Powers), Fortitude +7 (+9 Powers), Will +6

Complications:
Flashback (Juliana)- Roberto’s first love, Juliana sacrificed her life to save his in his first adventure, and he never quite forgot her after all these years.
Relationship (Sam Guthrie)- Roberto & Sam are the best of friends, and are part of an epic bromance.
Reputation (Lothario)- Ever since he was a kid, Roberto would attempt to seduce anything female. Women usually sigh and put up with him, finding it non-threatening, but it often leads him to show off or do stupid things.
Relationship (Father)- Emmanuel da Costa was a brilliant businessman who was a houseboy at 10, a millionaire at 20, and a wealthy political powerhouse at 30, and expected the best of his son. Bobby longs to be worthy of his father, and attempts to follow in his footsteps after the latter’s death.
Power Loss (Solar-Powered)- Bobby’s powers come from solar energy, and it is possible for him to extinguish his powers if used too much at night.
Obsession (Magnum P.I.)- Bobby’s obsession with the greatness of this TV show went a little too far at times, and the biggest heartbreak of his life after Juliana’s death was when it went off the air.

Total: Abilities: 44 / Skills: 28--14 / Advantages: 14 / Powers: 19 / Defenses: 18 (109)

-Only slightly cheaper, but he drops a full Power Level down. This Bobby was around for the later (70s-90s) New Mutants issues, in their second Asgardian adventure and the fights against the Mutant Liberation Front. He’d gotten better, but was still rather limited to just punching guys.

SUNSPOT (Roberto da Costa)- Mid-New Mutants Era
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Powerhouse, The Lothario, The Angry Kid, The Spoiled Rich Boy
Group Affiliations: The New Mutants
PL 7 (76)
STRENGTH
1/8 STAMINA 2/4 AGILITY 3
FIGHTING 5 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 3 (+6)
Close Combat (Unarmed) 1 (+6)
Deception 2 (+4)
Expertise (Pop Culture) 4 (+4)
Expertise (Soccer Player) 4 (+5)
Intimidation 2 (+4)
Persuasion 2 (+4)

Advantages:
All-Out Attack, Attractive, Fast Grab, Languages (English, Latin, Portugese), Power Attack

Powers:
"Mutant Powers: Solar Absorption"
“Super-Strength” Enhanced Strength 7 [14]
“Not Invulnerable (but still tough)” Enhanced Stamina 2 [4]
Protection 2 [2]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Initiative +3

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

Complications:
Flashback (Juliana)- Roberto’s first love, Juliana sacrificed her life to save his in his first adventure, and he never quite forgot her after all these years.
Relationship (Sam Guthrie)- Roberto & Sam are the best of friends, and are part of an epic bromance.
Reputation (Lothario)- Ever since he was a kid, Roberto would attempt to seduce anything female. Women usually sigh and put up with him, finding it non-threatening, but it often leads him to show off or do stupid things.
Relationship (Father)- Emmanuel da Costa was a brilliant businessman who was a houseboy at 10, a millionaire at 20, and a wealthy political powerhouse at 30, and expected the best of his son. Bobby longs to be worthy of his father.
Power Loss (Solar-Powered)- Bobby’s powers come from solar energy, and it is possible for him to extinguish his powers if used too much at night.
Obsession (Magnum P.I.)- Bobby’s obsession with the greatness of this TV show went a little too far at times, and the biggest heartbreak of his life after Juliana’s death was when it went off the air.

Total: Abilities: 28 / Skills: 18--9 / Advantages: 5 / Powers: 20 / Defenses: 14 (76)

-Around issue #50 or so, Bobby was one of the most destructive members of the team, but sucked at accuracy, and was HIGHLY vulnerable to attack, especially compared to other super-strong guys. +6 Toughness is barely beyond human limits.

SUNSPOT (Roberto da Costa)- Debut
Created By:
Chris Claremont & Bob McLeod
First Appearance: Marvel Graphic Novel #4: The New Mutants (1982)
Role: The Powerhouse, The Lothario, The Angry Kid, The Spoiled Rich Boy
Group Affiliations: The New Mutants
PL 5 (44)
STRENGTH
-1/6 STAMINA 0/3 AGILITY 3
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 1 (+4)
Close Combat (Unarmed) 2 (+4)
Deception 2 (+4)
Expertise (Pop Culture) 4 (+4)
Expertise (Soccer Player) 5 (+5)
Persuasion 2 (+4)

Advantages:
Fast Grab, Languages (English, Latin, Portugese), Power Attack

Powers:
"Mutant Powers: Solar Absorption"
“Super-Strength” Enhanced Strength 7 (Flaws: Limited to Daylight) [7]
“Not Invulnerable (but still tough)” Enhanced Stamina 3 (Flaws: Limited to Daylight) [3]
Protection 1 [1]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +0 (+4 Powers), Fortitude +2 (+5 Powers), Will +4

Complications:
Flashback (Juliana)- Roberto’s first love, Juliana sacrificed her life to save his in his first adventure, and he never quite forgot her after all these years.
Relationship (Sam Guthrie)- Roberto & Sam are the best of friends, and are part of an epic bromance.
Reputation (Lothario)- Ever since he was a kid, Roberto would attempt to seduce anything female. Women usually sigh and put up with him, finding it non-threatening, but it often leads him to show off or do stupid things.
Relationship (Father)- Emmanuel da Costa was a brilliant businessman who was a houseboy at 10, a millionaire at 20, and a wealthy political powerhouse at 30, and expected the best of his son. Bobby longs to be worthy of his father.
Power Loss (Solar-Powered)- Bobby’s powers come from solar energy, and it is possible for him to extinguish his powers if used too much at night.
Obsession (Magnum P.I.)- Bobby’s obsession with the greatness of this TV show went a little too far at times, and the biggest heartbreak of his life after Juliana’s death was when it went off the air.

Total: Abilities: 12 / Skills: 16--8 / Advantages: 3 / Powers: 11 / Defenses: 10 (44)

-And finally, we come to PL 5 (44) era Graphic Novel #4 Bobby. He lacks most of his Mental traits, Skills, Advantages, etc., and is just a highly-damaging kid (+8 damage is nothing to sneeze at) with crappy accuracy and really low defense.

KA-ZAR II, LORD OF THE SAVAGE LAND (Kevin Reginald, Lord Plunder)
Created By:
Stan Lee & Jack Kirby
First Appearance: The X-Men #10 (March 1965)
Role: Tarzan Rip-Off, Nigh-Forgotten Character
Group Affiliations: The Savage Land Tribes
PL 9 (134)
STRENGTH
3 STAMINA 5 AGILITY 6
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 2 (+8)
Athletics 11 (+14)
Expertise (Survival) 13 (+15)
Expertise (Animal Handling) 6 (+10)
Intimidation 2 (+6)
Perception 8 (+10)
Ranged Combat (Bow & Arrow & Slings) 2 (+10)
Stealth 2 (+8)
Treatment 2 (+3)

Advantages:
All-Out Attack, Attractive, Chokehold, Close Attack, Defensive Attack, Diehard, Equipment (Bowie Knife- Strength-Damage +1, Improved Critical), Fast Grab, Favoured Environment (Jungles), Fearless, Great Endurance, Improved Critical 2 (Unarmed, Knives), Move-By Action, Prone Fighting, Quick Draw, Ranged Attack 4, Tracking

Offense:
Unarmed +14 (+3 Damage, DC 18)
Knife +14 (+4 Damage, DC 19)
Initiative +6

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

Complications:
Phobia (Civilization)- Ka-Zar has little love for human civilization, and prefers the dangers of The Savage Land.
Relationship (Shanna the She-Devil)- Ka-Zar's wife is a close companion. Together they have a son named Matthew.
Relationship (Zabu)- Zabu, a Sabre-Toothed Tiger, is nearly always at Ka-Zar's side, having raised Kevin as a boy.
Responsibility (The Savage Land)- Ka-Zar is a leader in The Savage Land, and thus must contest with various evil tribes, and deal with various good ones. He must also protect the Savage Land from outsiders seeking to exploit its wealth and people.
Enemy (The Plunderer)- Ka-Zar's brother turned into a dick.

Total: Abilities: 76 / Skills: 48--24 / Advantages: 21 / Powers: 0 / Defenses: 13 (134)

-The original Ka-Zar is in fact a pulp serialized character who debuted in 1936, as a GIGANTIC rip-off of Tarzan. He was the son of a pair of unfortunate travellers who died in the jungle, and learned to be strong from the animals. His appearances run for the duration of the late 1930s to 1942, and Timely Comics' Marvel Comics #1 features a serialized version of his pulp adventures. When Stan & Jack needed a story for their third-tier Silver Age title The X-Men, they came up with a new Ka-Zar with a different name, ripping off both Tarzan & Joe Kubert`s '50s Caveman character Tor at the same time. He hailed from the dinosaur-ridden Antarctic continent of The Savage Land, and WOW I had no idea the concept ran back that far.
-Ka-Zar was never a really successful character, though a few writers took a shot at him- he's had four limited runs (3 issues, 20 issues, 34 issues & 20 issues, respectively), the last of which was done by Mark Waid in the late 1990s, which I recall because one Editor gave a funny story about it. See, Waid was a top-tier creative talent, then as now, and was basically given carte blanche to write any character in Marvel he wanted, such was his fame. Waid decided that he wanted to do a book about KA-ZAR, and the Editor went, "....no really, ANY BOOK AT ALL".
-So while he had a few books over the years, he hasn't had much of a Rogues Gallery (his evil brother is a pretty lame one), and just sort of whored himself around to whichever villain happened to be in the Savage Land that week, or just fighting Spider-Man & Daredevil due to wacky misunderstandings or something. Comic book stuff. In the Waid series, he even got a win over THANOS of all people (something that Thanos Fanboys were quite annoyed over). Eventually, he hooked up with Shanna the She-Devil, had a kid (whom I've never seen), and ended up being overshadowed by her completely because Frank Cho let out his cavegirl fetish on her and gave her a big push. He doesn't even SHOW UP when she does most of the time these days (though at least the first modern Shanna story is out-of-continuity, and the second MIGHT be). He's pretty much doomed to D-League status now, since... well, he's as obvious a rip-off of another, more-famous character as you're gonna get.
-Ka-Zar is a bad-ass fighter and can hang with many Marvel super-heroes, but isn't worth being PL 10- his schtick is fighting more low-level guys (though he DID foul up Thanos' schemes once). Despite that, you're not gonna find someone with a better "Survival" skill. He's a pretty well-balanced PL 9, actually.

ZABU
Created By:
Stan Lee & Jack Kirby
First Appearance: The X-Men #10 (March 1965)
Role: Animal Sidekick
Group Affiliations: The Savage Land Tribes, The Pet Avengers
PL 9 (94)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 2 (+5)
Athletics 3 (+9)
Expertise (Survival) 9 (+10)
Intimidation 10 (+9 Size)
Perception 9 (+10)
Stealth 7 (+7)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Teeth) 3, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 2 (8 mph) [2]
"Natural Weapons- Claws" Strength-Damage +1 [1]
"Giant Sabre-Teeth" Strength-Damage +1 [1]
"Cold-Based Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Spotted/Tan Coat" Enhanced Skills 4: Stealth 4 (+11) (Flaws: Limited to Plains & Grassland) [1]

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

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claws +9 (+8 Damage, DC 23)
Teeth +9 (+9 Damage, DC 24)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +7, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 24 / Skills: 40--20 / Advantages: 15 / Powers: 21 / Defenses: 14 (94)

-Zabu raised Ka-Zar from the time he was a lost child, and the two have become lifelong friends. He has "near-human" Intelligence thanks to exposure to some radioactive mists, and is generally a LOT more dangerous than his friend.

SHANNA THE SHE-DEVIL (Shanna O'Hara)
Created By:
Carole Seuling & George Tuska
First Appearance: Shanna the She-Devil #1 (Dec. 1972)
Role: Tarzan Rip-Off, Nigh-Forgotten Character
Group Affiliations: The Savage Land Tribes
PL 9 (136)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+10)
Athletics 10 (+13)
Deception 1 (+4, +6 Attractive)
Expertise (Survival) 10 (+13)
Expertise (Animal Handling) 8 (+11)
Expertise (Veterinary Medicine) 3 (+6)
Intimidation 1 (+4)
Perception 6 (+9)
Ranged Combat (Spears/Bow & Arrow/Slings) 2 (+10)
Stealth 5 (+11)
Treatment 2 (+5)

Advantages:
All-Out Attack, Attractive, Chokehold, Defensive Attack, Diehard, Equipment (Jungle Arsenal), Fast Grab, Favoured Environment (Jungles), Great Endurance, Improved Critical 2 (Unarmed, Spears), Move-By Action, Prone Fighting, Quick Draw, Ranged Attack 4, Tracking

Equipment:
"Spear" Strength-Damage +2 (Feats: Reach) (3)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Knife +13 (+4 Damage, DC 19)
Spear +13 (+5 Damage, DC 20)
Initiative +6

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +6

Complications:
Prejudice (Firearms)- Shanna despises firearms, ever since her father accidentally killed her mother.
Relationship (Ka-Zar & Matthew)- Though Shanna is often seen without either, she IS in fact married.

Total: Abilities: 78 / Skills: 52--26 / Advantages: 19 / Powers: 0 / Defenses: 13 (136)

-Shanna the She-Devil was created as part of a trio of "Girl Focus" books in the 1970s, as Stan Lee envisioned opening up avenues for a new fanbase for Marvel's super-heroes- she joined The Cat & Night Nurse, all debuting (and dying) within a very short period of time. Now, this idea was pretty much doomed to failure from day one, as Marvel: The Untold Story pretty much sums up- all the books were written by women, but since there weren't any major female writers in comics, Marvel pretty much gave the job to random amateurs and company staffers. ALSO, they debuted three out-of-nowhere books all at once, none having much to do with the mainstream Marvel Universe. This is pretty much a death knell to ANY character created after the 1960s, regardless of whether or not they are women (almost any major hero debuted in the book of another, or was part of a team at least- Image Comics is one of the few times were this wasn't the case that I can think of). It'd be years before Marvel would actually have a bit of success with the idea (surprisingly, the secret is "hire a good writer, and have lots of cross-overs to include them as part of the universe").
-Shanna is pretty much a knock-off of the Jungle Girl characters of a prior age (basically chick versions of all the Tarzan knock-offs that followed his success in the pulps, but focusing mostly on Fanservice... this might help explain why the Shanna book didn't do well with women. It'd be like advertising Shirtless Smouldering He-Men Talking About Their Feelings to straight men), and after her book failed after a couple months, she became one of those mercenary "Guest Star" characters. Her supporting cast was offed- a love interest and two leopard sidekicks (SEE?!? SEE?!? Refrigerator stuffing doesn't just happen to wimminfolk!!!), and she was soon hooked up with Ka-Zar by writer Gerry Conway in Savage Tales, one of those mid-70s anthologies.
-Shanna's origin is that of a girl raised in an upper-class sort of way in Africa, becoming an Olympic athlete (not just the generic "Olympic Level Athlete" that Marvel Bios give all their athletic characters, but an ACTUAL competitor in swimming and track) and a veterinarian. Raising a pair of leopard cubs that have been reintroduced into the wild, she grows more and more savage, and eventually becomes an anti-poaching warrior. She hooks up with Ka-Zar and becomes permanently linked to him as a "Jungle Queen" type... until Frank Cho came to Marvel and got his own book. His "Shanna" was an alternate-universe version (which went from an adults-only to a merely fanservicey version partway through, necessitating some art changes) that had little to do with the original, being a Nazi super-weapon, but it raised her profile enough that she appeared in the first arc of The Savage Wolverine (a sort of Elseworlds-y "Wolverine Anthology" kind of thing). Adding a suddenly-aged Amadeus Cho (Korean creators love that guy for some unexplained reason- ya ever notice that? :)) to the festivities, it had a bunch of stuff that only barely fits Marvel Continuity (no mention of Shanna's family if I recall correctly), but the story is really just there so a hot blonde chick can tromp around in a bikini made of animal skins. Which... well, it's Frank Cho drawing a comic featuring a muscular woman with child-birthin' hips in an animal-print bikini. It sells itself.
-Shanna is more or less equal to her husband, not being as good at fighting, but having more brains and Skills behind her (having been raised in civilization and being good at medicine). In the recent Wolvie story, she gained Super-Strength (the "Strength of ten men", Speed (52 mph, about Speed 4-5) and the ability to know all the Languages & History of the Savage Land (Skills & an Advantage). This boosts her to PL 10 pretty handily since she's probably Strength 6 or so, and more durable.

SPELLBINDER (Erica Fortune)
Created By:
Louise Simonson, Carl Potts & Terry Shoemaker
First Appearance: Spellbound #1 (Jan. 1988)
Role: Random Magic Chick
PL 11 (112)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Teacher) 4 (+7)

Advantages:
All-Out Attack, Benefit 5 (Otherworldly Ruler), Power Attack, Ranged Attack 4, Ritualist

Powers:
"Power Rings" (Flaws: Removable) [50]
Enhanced Skills 6: Ranged Combat- Magic 6 (+8) (3)
Flight 6 (120 mph) (12)

"Spellbinding"
"Disintegration" Blast 11 Linked to Weaken Toughness 11 (Extras: Affects Objects) (44) -- (47)
AE: Move Object 15 (Feats: Precise) (31)
AE: Standard Energy Blast 13 (26)
AE: "Rebuilding" Transform (Anything to Anything Else) 10 (50)
-- (62 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Blast +8 (+13 Ranged Damage, DC 28)
Disintegration +8 (+13 Ranged Damage & Weaken, DC 28 & 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +4

Complications:
Hatred (Other Spellbinders)- Few Spellbinders can stand to be around others.
Responsibility (Insane)- The Power Rings and Spellbinding itself have a deliterious effect on one's sanity.

Total: Abilities: 40 / Skills: 4--2 / Advantages: 12 / Powers: 50 / Defenses: 10 (112)

-Erica Fortune debuted in Spellbound, a six-issue Limited Series written by then-New Mutants scribe and X-Editor Louise Simonson. She gained some Power Rings from a pair of creatures who wished to escape their servitude to an alien "Spellbinder" named Zxaxz. Erica fought the bad guy, eventually joining forces with The New Mutants & Lila Cheney in the process. Another, more powerful Spellbinder named The Other soon arrived, and Erica & Zxaxz teamed up against him. Eventually, she went insane due to the Spellbinder powers, and her brother Roy trapped her in a crystal, where I guess she still stays. So, you know, a happy ending.
-Erica has been given "Vast Telekinetic Powers" of apparently an extremely-high level, and she can defeat Zxaxz (a more-experienced foe) numerous times with them, but with the help of the New Mutants once. So PL 11, I guess.
Jabroniville
Posts: 24689
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Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

BAMBI, CANDI & RANDI (Barbara Modica, Candice Muggins & Miranda Couper)
Created By:
Al Milgrom & Herb Trimpe
First Appearance: The Spectacular Spider-Man #99 (Feb. 1985)
Role: Minor Obstacles, Sorta-Fanservice
Group Affiliations: None
PL 0 (6)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Expertise (Sunbathing) 4 (+4)

Advantages:
None

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +0

Complications:
Relationship (Each Other)- The three are good friends. Bambi is also a single mother.

Total: Abilities: 4 / Skills: 4--2 / Advantages: 0 / Powers: 0 / Defenses: 0 (6)

-These three (recommended by Spectrum) are short-lived Background Characters from The Spectacular Spider-Man, and represent the most old-school of threats to a superhero- the threat to his SECRET IDENTITY. See, these three girls (given stereotypical bimbo names, though they don't appear to be characterized that way) all lived in the same building as Peter Parker, and were avid sunbathers. And while three gorgeous babes sunning themselves isn't a bad thing to ANY heterosexual, red-blooded male, the fact that they chose to do this on the ROOF provided a problem- whenever Peter needed to change into Spider-Man, he usually needed to do so on that very rooftop (he couldn't very well change in the HALLWAY). And so there was this constant problem of the girls being in his trademark spot every time it was sunny outside. Eventually, however, Peter bought a place with his wife Mary Jane (this is probably when they moved to the then-becoming-trendy SoHo part of Manhattan), and the three girls disappeared from his life, like most Supporting Cast members do once a new creative team takes over a book.
-Sorta reminds of the way Secret Identities used to be a much bigger deal. Nowadays, most writers just ignore what used to be an omnipresent trope.
-The girls are the Bystanderiest of Bystanders, and thus don't have much going for them statistically. But they'd provide a heck of an annoyance for a hero with the "Secret" Complication for his Identity.

FERON II
Created By:
Alan Davis
First Appearance: Excalibur #48 (March 1992)
Role: Magic Villain
Group Affiliations: The Crazy Gang, Excalibur
PL 8 (101)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 0

Skills:
Expertise (Magic) 8 (+11)
Perception 3 (+6)
Ranged Combat (Magic) 5 (+8)

Advantages:
Ritualist

Powers:
"Levitation"
Flight 6 (120 mph) [12]
Features 1: Willed to Never Touch The Ground [1]

Senses 3 (Detect Magic- Ranged & Acute) [3]
Force Field 6 [6]

Snare 8 (24) -- [25]
AE: Magical Blast 8 (16)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Magical Blast +8 (+8 Ranged Damage, DC 23)
Magical Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2 (+8 Force Field), Fortitude +3, Will +5

Complications:
Motivation (Becoming the Phoenix)- Feron believes that he is owed the Phoenix Force.
Rivalry (Rachel Summers)- Feron finds Rachel unworth of his "birthrite".

Total: Abilities: 38 / Skills: 16--8 / Advantages: 1 / Powers: 47 / Defenses: 7 (101)

-Feron was born on an alternate Earth, where he and Merlyn were both students of Necrom. He gained the powers of the Phoenix Force and fought his evil master, but spent his life in an attempt at gaining forgiveness for being a part of hurting the Phoenix entity. Feron II is the descendent of this man, and his heir- gaining levitation powers and never touching the Earth. He was meant to be the next vessel for the Phoenix, but as Rachel Summers had already done so, he merely had to assist Excalibur against Necrom. He felt Rachel unworthy of the Phoenix Force, and waited for her to die so that he could claim it- though arrogant, he nonetheless cared for his teammates.
-He accidentally placed himself in suspended animation, and when he recovered, he was furious that Excalibur had never sought him out- he allied with The Crazy Gang against his former teammates, invading Captain Britain's bachelor party. However, they all made amends once he was unmasked (he realized that the team had been busy) and was present at Briain's wedding- he, like many Alan Davis creations, was never seen again.
-Feron II is a pretty Standard-Issue Magic, though a bit low-level- though gifted, he had never used his spells in combat situations before joining Excalibur, and as such was unprepared.

QUOI (Sequoia, aka "Q")
Created By:
Steve Englehart & Marshall Rogers
First Appearance: The Silver Surfer #4 (Oct. 1987)
Role: Celestial Messiah
Group Affiliations: None
PL 11 (122)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Space Hero) 4 (+4)
Perception 2 (+2)
Ranged Combat (Blasts) 4 (+8)

Advantages:
Power Attack, Ranged Attack 2

Powers:
"Human/Cotati Physiology"
Immunity 10 (Life Support) [10]
Comprehend 3 (Languages) [6]

"Channel Life Forces"
Immunity 20 (Energy Damage) (Flaws: Limited to Half-Effect) [10]
Cosmic Blast 10 (20) -- [21]
AE: Healing 10 (20)

"Boost Power" Enhanced Blast 4 (Flaws: Limited to After Being Struck) [4]

Offense:
Unarmed +12 (+12 Damage, DC 27)
Cosmic Blasts +8 (+10-14 Ranged Damage, DC 25-29)
Initiative +3

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

Complications:
Responsibility (Rebellious Teen)- Quoi rejects his mother's teachings, and acts out because she left him to be raised by the boring Cotati.
Relationship (Raptra)- Quoi falls for the freebooting Space Pirate's adventurous ways.

Total: Abilities: 50 / Skills: 10--5 / Advantages: 3 / Powers: 51 / Defenses: 13 (122)

-Peculiarly, despite the fame of the Celestial Madonna storyline in Steve Englehart's Avengers run, and the somewhat-notoriety of his beloved Mantis, the entire POINT of the thing (ie. her being the mother of the supposed messiah) is largely-glossed-over as a mere plot point and excuse for people to start fighting. Mantis is revealed as the Celestial Madonna, and runs off to marry a tree possessed by the original Swordsman... but you never really hear about the kid, do you?
-I think a great deal of that is Englehart's somewhat-salty relationship with Marvel, and the fact that he rarely gained traction on many books. And as the culmination of the Celestial Madonna tale was to have Mantis run off and start a family, there was a necessary gap in time between her appearances. These two things together meant that Mantis's appearances were few and far between, especially since Englehart was notably the ONLY WRITER WHO USED HER. And I don't think he called "dibs"- he was just the only one who cared.
-Quoi, fully-named "Sequoia", was raised largely by his mother, and first appeared going through a rebellious teenage phase (he's a plant, so his aging is all F'd up. Also, it's Comic Book Aging). His nature as the Messiah leads to him being targeted by Thanos, who captures Quo and his mother. The Avengers get involved (this story is called The Celestial Quest), and soon they have to team up WITH Thanos because some creature called "The Rot" has attacked them. Quoi, having fallen in love with a woman named Raptra, decides to run off with her in order to help the people of the part of space The Rot affected. He has never been seen since, as only Englehart seems to care.
-I can't really determine his level that well, though it seems clear he can be rather powerful- he's apparently absorbed and redirected a Blast from Thanos. His "Channel Life Forces" power is a bit vague, but makes him a Blaster/Healer who can also use Comprehend- he's PL 9 normally, and PL 11 when he fully-absorbs power. Not bad, all in all, but a bit limited in terms of skills thanks to youthful immaturity.

THE X.S.E. (Xavier's Security Enforcers)
Created By:
Whilce Portacio & John Byrne
First Appearance: The Uncanny X-Men #282 (Nov. 1991)
Role: Futuristic Dystopian Military Guys
Group Affiliations: The X.S.E.
PL 7 (78)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 2 (+4)
Expertise (Police Officer) 6 (+7)
Insight 2 (+4)
Intimidation 4 (+6)
Stealth 2 (+5)
Technology 4 (+5)
Vehicles 1 (+5)

Advantages:
Equipment 4 (Laser Blasters- Multiattack Blast 6), Ranged Attack 4

Powers:
None

Offense:
Unarmed +6 (+2 Damage, DC 17)
Laser Blasters +8 (+6 Ranged Damage, DC 21)
Initiative +3

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

Complications:
Responsibility (The X.S.E.)- The Enforcers are there to ensure that all laws are followed, and will kill transgressors.

Total: Abilities: 46 / Skills: 24--12 / Advantages: 8 / Powers: 0 / Defenses: 12 (78)

-I and numerous others have gone into before how Marvel attempted to placate its new breed of superstar artists in the early 1990s- generally, it fell to giving them whatever they wanted, and letting them create any possible character. While Portacio's "baby" was Bishop- however, he followed his buddies to Image Comics and left the character an orphan. Bishop was given a loing-ish backstory, despite really only coming to our time to kill his time-travelling enemy Trevor Fitzroy, and arrived with two buddies in tow. And... confession time: I thought Malcolm, the blonde-ish guy with the double-barrelled wrist lasers was THE MOST AWESOME GUY EVER, and in my own Marvel-ish universe, HE was the guy who survived, and not Bishop. Randall could F off and die for all I cared, but man, I had "Malcolm" drawn alongside the Avengers and stuff on EVERYTHING.
-Xavier's Security Enforcers are a super-powered police force from 1970s America- a time ruled by the Sentinels (because of course) until mutants & humans combined together to defeat it. The first three characters we see are Bishop, Malcolm & Randall, and BOY are they ever '90s. It's all there: the focus on guns over normal super-powers (the other two guys barely use any), military-style uniforms (though at least they're skin-tight and in primary colours: Not standard military regulation), tattoos (mutants have big "M"s over one eye), and a penchant towards fatally-injuring their foes. Bishop's crew heads to the past to kill Fitzroy, and in the process executes DOZENS of other escaped convicts from their time period, drawing the X-Men into the fray to stop him. However, two issues after their debut, Malcolm & Randall are cut down during another firefight, leaving Bishop alone (where he is injured, and then is invited by Professor Xavier to join the X-Men as their newest resident Bad-Ass Anti-Hero and Sean "The Untold Story of Marvel Comics Howe's least-favourite comic book character of all time).
-Malcolm & Randall were the only members seen for a long time, but soon Bishop got a Long-Lost Sibling who ended up in our reality, named Shard. Bishop even got his own SOLO BOOK for a time (yes, really), leading to many more members being seen. Most were pretty generic and one-note.

Members:
RANDALL- PL 7 (93): "Absorb Ambient Radiation" Transform 5 (Ambient Radiation to Radiation-Free) (Extras: Continuous) [15]
-Randall is pretty generic-looking, and I never cared for him. His Mutant Power is hilariously-minor, like many '90s mutants.

MALCOLM- PL 7 (82): "Psionically-Scan Genetic Enhancements" Senses 4 (Detect Powers- Acute, Radius, Ranged) [4]
-Malcolm had a bad-ass eye-patch thingie and double-barrelled blasters, so he was bitchin'.

SURESHOT- PL 7 (84): "Intuitive Knowledge of Molecular Compositions & Spacial Geometry" Improved Aim, Improved Critical (Guns), Blast +0 (Feats: Ricochet 2, Variable- Any Blast) (Flaws: Requires Ranged Weapon), Senses 2 (Detect Weak Point- Ranged) [6]
-Sorta like Karnak, but with guns. She can turn any Ranged Weapon into a Ricochet-ing thing, I guess.

TRACE- PL 7 (88): "Scan & Record Genetic Auras" Senses xx (Life Detection- Analytical & Acute, Ranged +2, Radius, Tracking, Postcognition- Limited to Those Who've Touched Nearby Items) [10]
-A pretty elite Tracker who can follow anyone once they've gotten close enough, or have touched something he can find.

NOM- PL 8 (116): "Rock Man" Strength 10, Stamina 10, Move Object 8 (Flaws: Limited to Earth) [38]
-Standard-issue Powerhouse with some Earth Control powers.

HECAT'E- PL 7 (84): "Localized Darkness" Concealment (Visuals) 2 (Extras: Area- 30ft. Burst) [6]
-Sorta Goth-y looking girl who helps out a time-travelling Jamie Madrox, and becomes the eventual founder of the X.S.E.

-Nothing is known of the powers of members Recoil & Amazon.

THE X.U.E. (Xavier's Underground Enforcers)
Created By:
Howard Mackie & Duncan Rouleau
First Appearance: X-Factor #140 (Dec. 1997)
Role: Futuristic Dystopian Military Guys
Group Affiliations: The X.S.E., X.U.E., X-Factor
PL 7 (94)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 3 (+5)
Deception 2 (+5)
Expertise (Police Officer) 6 (+8)
Insight 3 (+5)
Intimidation 3 (+6)
Stealth 2 (+6)
Technology 4 (+6)
Vehicles 1 (+5)

Advantages:
Equipment 4 (Laser Blasters- Multiattack Blast 6), Ranged Attack 6

Powers:
None

Offense:
Unarmed +6 (+2 Damage, DC 17)
Laser Blasters +8 (+6 Ranged Damage, DC 21)
Initiative +3

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

Complications:
Responsibility (The X.U.E.)- The Enforcers are there to ensure that all laws are followed, and will kill transgressors.

Total: Abilities: 58 / Skills: 24--12 / Advantages: 10 / Powers: 0 / Defenses: 12 (92)

-Greystone, Archer & Fixx were people who left their group (believing that the X.S.E. had lost their original ideals and become too violent) and fought X-Factor in modern times (having been "transplanted' into the bodies of three humans), but Greystone was killed fighting Havok, and the other who are likely De-Powered following M-Day.

ARCHER- PL 9 (159): "Transform to Electrokinetic Energy" Energy Aura 6, Insubstantial 3, Flight 6, Blast 8 [67]
-Energy Guy. Archer had taken the place of a mass-murderer, and was charged as such, but joined X-Factor and later disappeared.

FIXX- PL 10 (197): "Psychic Fairy Powers" Mental Blast 10, AE: Telekinetic Blast 10, Communication 3 (Mental), "Transfer Essences Through Time & Space" Mind Control 8 (Extras: Affects Others, Possession, Continuous) Linked to Movement 2 (Time Travel 2) [105]
-Fixx has a unique "Power Signature" that creates little "Energy Fairies" around her when she uses her mental powers. She is fairly-expensive, thanks to having a Permanent Possession power- it was her powers that let her whole team travel through time and "possess" the bodies of three people, effectively taking those people's places.

GREYSTONE (Devlin Greystone)- PL 10 (112): Growth 10 [20]
-Greystone is the Big Guy and can grow in size, but got a pretty ignominious end- he got "temporal insanity" and tried to build a time machine to return to his home time. However, he screwed it up, and it exploded- killing him.

WIDGET (Kate Pryde-Rasputin)
Created By:
Chris Claremont & Alan Davis
First Appearance: Excalibur #1 (Dec. 1988)
Role: Futuristic Dystopian Military Guys
Group Affiliations: The X.S.E., X.U.E., X-Factor
PL 3 (67)
STRENGTH
-2 STAMINA -- AGILITY 2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -2 PRESENCE -2

Skills:
Perception 6 (+4)

Advantages:
Equipment 4 (Laser Blasters- Multiattack Blast 6), Ranged Attack 6

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]
Flight 6 (120 mph) [12]
"Much Metal" Damage 2 [2]
Movement 5 (Time Travel 2, Dimensional Travel 3) (Extras: Portal +2) [20]

Offense:
Unarmed +0 (-2 Damage, DC 13)
Initiative +3

Defenses:
Dodge +2 (DC 12), Parry +0 (DC 10), Toughness +4, Fortitude --, Will +2

Complications:
Responsibility (Insane)- Widget has gone a little batty from the merging of Kate Pryde with a Sentinel.

Total: Abilities: -18 / Skills: 6--3 / Advantages: 10 / Powers: 68 / Defenses: 4 (67)

-Widget was pretty annoying- a flying robotic head that repeated the phrase "Oh gosh, oh golly, oh WOW!" and engaged in the usual kind of goofiness so common to the early Excalibur run, such as buzzing around and eating everything made of metal. However, it would turn out that Widget had a darker backstory- it was created when Kate Pryde from Days of the Future Past returned to her own timeline, merging with a Sentinel in the process. Claremont basically created the "Fixing the past just creates an alternate timeline" thing, which I always thought was stupid (it essentially renders every "fix the past" plotline meaningless, because the people so desperate for change end up NEVER GETTING IT because everything goes back to normal for them)- John Byrne even quit the X-Men book over it.
-Widget would cause Excalibur to be drawn into the "Cross-Time Caper" storyline (an Alternate Universe-Hopping story before that was cool), before eventually regaining her sense of self, and would then help Rachel Summers reprogram the Sentinels of their timeline.

EUROFORCE:
-Many, many years ago, I was asking around for sone foreign heroes to add to my Marvel builds. Woodclaw, who was then a major commenter on the site (unfortunately, he left a couple of years ago, frustrated over 3rd Edition and Green Ronin's handling of their book releases) was good enough to hand me the names and power-sets of TWO groups of characters, all from the same Limited Series in the mid-90s. And WOW, were these guys "Nineties". They exemplify SO MANY of the tropes iconic to that era- guys with guns, everyone's Blasting away or has Claws, the token Telepath/Telekinetic Power-Set so emblematic of female characters in this era, etc. The sad thing is, despite me ASKING to do them, I actually have this specific recollection of these being the most horrible builds EVER to try and work out. Probably because I'd never seen the characters and was going entirely off of Woodclaw's notes- it was basically the kind of "Blind Build" that I learned to hate doing. Like... what kind of PL do I give to a character I've never seen, who fights OTHER people I've never seen? And then there's the fact that they were all Military Guys- the WORST kind of character to build in 2nd Edition, as it requires a mountain of skills in their more "open" Skill tree). Believe it or not, but looking over the big list o' 2e Skills is actually what led to me getting tired of building characters back in the day, leading to a big hiatus for several months. Nowadays I even post crap on my VACATIONS.
-But seriously, this was so bad that I remember the pain of doing it more than SEVEN YEARS LATER. And I felt badly over how much I hated it, because Woodclaw was good enough to give me the information in the first place. At least I never told him, so he never found out :). Unless he's lurking here, and read it right now. In that case... uh, ignore that part, WC.
-Euroforce was created by Marvel Italia, the Italian branch of Marvel comics (which explains why the Italian Woodclaw knew about it). It was formed from the merger of two teams- Task Force and Eurolab. Both were divisions of "Euromind", the European division of S.H.I.E.L.D. (when it's not an aspect of the American government, I mean). Eurolab was a scientific research team, while Task Force was all about military-style combat.

Eurolab: Key, Danger, Deep Sight, Nuage and Picaro.
Task Force: Dragonfly, Argento, Blue Condor, Iceboy and Tiger.

-An investigation into a crashed U.F.O. saw three Japanese cyborgs attack the team (I HATE it when that happens!), killing Dragonfly & Blue Condor before they could do anything in the book. The surviving three members joined Eurolab and fled to their Spanish base, and they discover a conspiracy within S.H.A.P.E. (which I guess is the European branch of S.H.I.E.L.D.'s name. How they relate to Euromind is beyond me), then fake their deaths so they can act without observation.
-The book basically vanished without a word after this five-issue Mini-Series, and a new Euroforce showed up in a one-off Avengers World story, led by the Black Knight. The story was pretty good (a nice diversion from Hickman's overly-long Infinity nonsense), but the characters were such one-offs that statting them is impossible.

-First up is a group called "Gemini", who are related to the team via their link to Europe- they're all Italians, and I can't find much information about them online. They were newborns who were resurrected by the demon "Nosferath" and imbued with some of his power. They fought against Nosferath and his agent, Caine, killing the latter- they've never been seen since. They were apparently rejected by Nick Fury for being too "ruthless".

FRONT (Gabriel Caine)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero
Group Affiliations: Gemini, Euroforce
PL 9 (123)
STRENGTH
3/7 STAMINA 3/7 AGILITY 2/6
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Deception 3 (+6)
Technology 3 (+5)
Expertise (Soldier) 5 (+7)
Insight 2 (+4)
Intimidation 3 (+7)
Perception 4 (+6)
Stealth 2 (+4, +8 Manipulation)
Vehicles 2 (+6)

Advantages:
Equipment (Costume +2), Improved Aim, Power Attack, Precise Attack (Ranged/Cover), Leadership, Ranged Attack 4, Teamwork

Powers:
"Physiology Manipulation"
Enhanced Stamina 4 (Feats: Dynamic) (9) -- [21]
Dynamic AE: Enhanced Strength 4 (Feats: Dynamic) (9)
Dynamic AE: Enhanced Agility 4 (Feats: Dynamic) (9)
Dynamic AE: Enhanced Skills 4: Close Combat (Unarmed) 4 (+10) (Feats: Dynamic) (3)
Dynamic AE: Regeneration 6 (Feats: Dynamic) (7)
Dynamic AE: Speed 3 (16 mph) (Feats: Dynamic) (4)
Dynamic AE: Senses 3 (Extended Sight, Hearing & Scent) (Feats: Dynamic) (4)

"R.E.V.O." (Features: Sentient) (Flaws: Easily Removable) [18]
Blast 8 (Feats: Variable Descriptor 2) (18)
"Datalink" Communication (Technology) 2 (8)
Enhanced Skills 4: Technology 4 (+10) (Flaws: Limited to Computers) (1)-- (27 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Boosted Stats +8-12 (+3-7 Damage, DC 18-22)
R.E.V.O. Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (+12 Boost, DC 18-22), Parry +8 (DC 18), Toughness +3 (+5 Costume, +9 Boost), Fortitude +4 (+8 Boost), Will +4

Complications:
Responsibility (Gemini Team Leader)

Total: Abilities: 54 / Skills: 24--12 / Advantages: 10 / Powers: 39 / Defenses: 9 (124)

-Front here is Gemini's leader, a BLATANT rip-off of WildC.A.T.S.' Spartan in appearance (this was back when most of comics was trying to copy Image's early flash-in-the-pan success), whose power was the ability to alter his body's physiology to match certain threats. He COULD use Variable Power, but that's a bit too complicated, since he has semi-limited options despite getting some Powers, Skills and boosts. In the end, I went for a simple Dynamic Array of physical-based powers that he could switch to at will. So he can spend about eleven points' worth of stuff any way he likes from this set, but it means he can never be as tough as he is strong, leaving him a fairly low-end PL 9 (he can't get both Fighting AND Strength to their max, so his peak is in the middle). R.E.V.O.'s sentience is hard to display in a build (I gave it Computers skills to make up for some of it), so I just went for a Blasty gun thing with Variable Descriptor, then added a Feature for the ability to think for itself.

BALANCE (Deborah Crovi)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero
Group Affiliations: Gemini
PL 8 (112)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Intimidation 4 (+6)
Perception 4 (+6)
Expertise (Soldier) 4 (+6)
Insight 4 (+6)
Stealth 4 (+6)

Advantages:
Equipment 2 (Gun +5), Improved Aim, Improved Critical (Blasts), Ranged Attack 4

Powers:
"Mental Blast" Blast 8 (Feats: Dynamic) (Extras: Will Damage, Perception-Ranged) (33) -- [41]
Dynamic AE: Communication (Mental) 3 (Feats: Dynamic) (Extras: Area) (16)
Dynamic AE: Force Field 5 (Feats: Dynamic) (Extras: Affects Others 8) (14)
Dynamic AE: "Machine Control" Mind Control 6 (Flaws: Limited to Machines) (18)
Dynamic AE: "Telekinesis" Move Object 6 (Feats: Dynamic) (13)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Mental Blast -- (+8 Perception-Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+8 Force Field), Fortitude +4, Will +3

Complications:
Responsibility (Gemini)

Total: Abilities: 46 / Skills: 24--12 / Advantages: 8 / Powers: 41 / Defenses: 5 (112)

-Balance is basically the team's Jean Grey, as most Image-era teams had one hot telepath (who also usually had Telekinesis). She has a gun for some reason, and is against type in that she's also a crazy vigilante who loves violence, which is not usually the purview of telepaths. She's got standard Jean Grey-type stuff- a decent Mental Blast, a Force Field, Telepathy and low-level Telekinesis. Like the rest of Gemini (except for Front), she's a PL 8. She hits most of the basics for Jean types, but lacks the Advantages and well-roundedness necessary for a better character.

GRIP (Brandon Blake)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Claw Guy
Group Affiliations: Gemini
PL 7 (94)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 5 (+10)
Deception 1 (+2)
Intimidation 5 (+6)
Perception 4 (+5)
Expertise (Soldier) 5 (+6)
Stealth 2 (+7)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Equipment (Protection +2), Ranged Attack 2, Takedown, Teamwork, Tracking

Powers:
"Energy Claws"
Blast 7 (14) -- [16]
AE: Strength-Damage +3 (Feats: Improved Critical, Split) (Extras: Penetrating 5) (10)
AE: "Mind Claw" Damage 6 (Extras: Will Damage) (12)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Mind Claw +8 (+6 Will-Based Damage, DC 21)
Claws +8 (+6 Damage, DC 21)
Blast +6 (+7 Ranged Damage, DC 22)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +4 (+6 Costume), Fortitude +5, Will +3

Complications:
Responsibility (Gemini)

Total: Abilities: 54 / Skills: 24--12 / Advantages: 7 / Powers: 16 / Defenses: 3 (94)

-Speaking of the worst crap that inundated the 1990s, here's CLAW GUY, who somehow made his way onto nearly every team in some iteration in this most Claw-Happy of decades. Wolverine got blamed for ALL of this crap, especially since half of them (including "Grip" here, and damned if THAT isn't a horrible name for anyone. Masturbation jokes ASIDE, even) also had covert agent training and were portrayed as loose cannons with anger issues. His only unique-ness comes from throwing out energy claws at long range, and possessing a "Mind Claw" (though Woodclaw notes that he never used it).
-A mini, untalented Wolverine, having some Skills & Advantages, but nowhere NEAR elite level, and coming in under points. He's pretty good in all realms of combat, but lacks the damage potential of anybody that's actually any good.

SUEDE (Nicholas Blake)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Flying Blaster
Group Affiliations: Gemini
PL 7 (107)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 4 (+5)
Intimidation 4 (+5)
Expertise (Soldier) 4 (+5)

Advantages:
Ranged Attack 2, Teamwork

Powers:
Plasma Blast 8 (Feats: Improved Critical, Split) (18) -- [19]
AE: Nullify Radio Broadcasts 10 (10)
Flight 5 (60 mph) [10]
Plasma Aura 5 [20]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Plasma Aura +7 (+5 Damage, DC 22)
Plasma Blast +6 (+8 Ranged Damage, DC 23)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +3

Complications:
Responsibility (Gemini)

Total: Abilities: 40 / Skills: 12--6 / Advantages: 3 / Powers: 49 / Defenses: 9 (107)

-Suede (seriously, what the hell? An energy guy named after a fabric?) is another example of the '90s in that he's the team's Blaster Guy. Now, Blaster Guys have existed as long as comic book super-heroes have, what with the Human Torch & Superman being around. But for years in comics, you would only see them occasionally, overshadowed by Bricks, Paragons, Fighters, etc. But somehow, the 1990s saw them make a HUGE upswing, and you had hundreds of guys with glowy hands and eyes blasting the crap out of anything. I chalk that up to over-zealous artists of the day whining for the writers to give them more interesting, destructive powers to draw. Suede here's a "Plasma Guy", basically being a Sunfire rip-off, and somehow the most peaceful member of the team (which, given the decade, probably means he'd kill 1,000 puppies, but feel bad for it later).
-Standard, no-frills Blaster, but without any of the cool Area Attacks that my Blasters nearly ALWAYS have, thus he ends up under-pointed. Almost nothing else going for him. They don't come much more generic than this.

MANDALA (Iman Dashire)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Blaster
Group Affiliations: Gemini
PL 7 (105)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Deception 4 (+7)
Intimidation 4 (+7)
Perception 4 (+4)
Expertise (Soldier) 4 (+5)
Insight 4 (+4)

Advantages:
Ranged Attack 2

Powers:
"Portals To Parallel Dimension"
Teleport 8 (Feats: Change Velocity, Change Direction) (Extras: Accurate, Portal +2) (42) -- [43]
AP: "Portal Blasts" Blast 8 (Feats: Indirect 2) (Extras: Multiattack) (26)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Portal Blast +6 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +3

Complications:
Responsibility (Gemini)

Total: Abilities: 40 / Skills: 20--10 / Advantages: 2 / Powers: 43 / Defenses: 10 (105)

-Yup, the team also has a Blaster Chick, who also doubles as The Bitch. Another agressive hot-head, she's feuding with Balance all the time, while shooting energy beams out of portals and Teleporting the whole team. Yeah, that's her whole schtick, really. A Blaster doubling as a mass Teleporter, she gets the cheap end of the powers compared to people like Warp or Magik, who pay out the nose for special Feats & Extras. The cheapest, and probably worst, member of her team.

KEY (Geyr Kluge)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero
Group Affiliations: Eurolab, Euroforce
PL 6 (95)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+7)
Persuasion 5 (+7)
Investigation 4 (+7)
Technology 5 (+8)
Expertise (Science) 4 (+7)
Perception 4 (+7)
Vehicles 3 (+7)
Insight 4 (+7)
Stealth 4 (+7)
Expertise (Survival) 3 (+6)

Advantages:
Beginner's Luck, Equipment 3, Eidetic Memory, Jack-of-All-Trades, Languages 3 (Nearly Any), Leadership, Ranged Attack 3, Teamwork

Equipment:
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)
Tactical Backback (5)
Communicators, Tracking Devices (5)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 54 / Skills: 40--20 / Advantages: 14 / Powers: 0 / Defenses: 7 (95)

-Key is the leader of Eurolab, which combines to form Euroforce, another European-based team that Woodclaw has told me about. Near as I can tell, he's a scientist-themed Skillmonkey, who's got a little bit of everything, specializing in languages. Not much of a front-line fighter, though.

DANGER
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero
Group Affiliations: Eurolab, Euroforce
PL 8 (111)
STRENGTH
3 STAMINA -- AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Technology 3 (+4)
Investigation 5 (+6)
Perception 4 (+5)
Expertise (Soldier) 6 (+7)
Insight 4 (+5)

Advantages:
Equipment 3, Improved Aim, Rnged Atttack 2, Teamwork

Powers:
Damage 8 (Extras: Area- 60ft. Cone) [17]
"Energy Leap" Leaping 3 (60 feet) [3]
Immunity 30 (Fortitude Effects) [30]
Protection 3 [3]

"Armoured Suit" (Flaws: Removable) [8]
Protection 5 (Extras: Impervious) (10 points)

Equipment:
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)
Tactical Backback (5)
Communicators, Tracking Devices (5)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Cone Area +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude --, Will +4

Complications:
Responsibility (Euroforce)
Involuntary Transformation (Energy, If Suit is Destroyed)

Total: Abilities: 26 / Skills: 22--11 / Advantages: 6 / Powers: 61 / Defenses: 6 (110)

-Danger is the Second-In-Command of Eurolab, a Belgian, and a no-nonsense guy that shoots Generic Energy, one of the more common powers of the '90s. He's also supposedly an energy being, a feature I'll replicate by using Involuntary Transformation rather than a lot of nonsense about Insubstantial or Energy Aura, since it's debilitating, and unworthy of all the points that would cost. He looked pretty cool, if a little dated by today's standards.

NUAGE (Silvie Rouge)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Telepath/Telekinetic
Group Affiliations: Eurolab, Euroforce
PL 7 (129)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+6)
Deception 2 (+4)
Technology 4 (+6)
Persuasion 5 (+7)
Investigation 6 (+9)
Expertise (Xenobiology) 7 (+9)
Expertise (Archaeologist) 7 (+9)
Perception 5 (+8)
Insight 4 (+6)
Stealth 4 (+6)
Vehicles 2 (+6)

Advantages:
Equipment 3, Improved Aim, Ranged Attack 2, Teamwork

Powers:
Blast 7 (Feats: Dynamic) (Extras: Perception-Ranged, Will Save) (29) -- [34]
Dynamic AE: Mind Control 7 (Flaws: Limited to Emotions) (Feats: Dynamic) (22)
Dynamic AE: "Telepathy" Mind-Reading 8 Linked to Communication (Mental) 2 (Feats: Dynamic) (25)
AE: "Psychometry" Super-Senses 4 (Postcognition)

"Telekinesis" Move Object 3 [6]
Flight 2 (8 mph) [4]

Equipment:
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)
Tactical Backback (5)
Communicators, Tracking Devices (5)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Mental Blast -- (+7 Perception-Ranged Will Damage, DC 22)
Emotion Control -- (+7 Perception-Ranged Affliction, DC 17)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +1, Fortitude +3, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 44 / Skills: 50--25 / Advantages: 7 / Powers: 44 / Defenses: 9 (129)

-Nuage is the "caring one" of Eurolab, an odd characteristic for such a '90s team. She's an Archaeologist, looking for answers and all that. Standard Psionics package, minus the common Force Field, and with lower TK & Flight than normal. She's the first member of the team so far to surpass her PL caps. Probably the most interesting character of the whole thing thanks to her having an ACTUAL JOB and having Skills surrounding it.

DEEPSIGHT (Jane Melville)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Powerhouse
Group Affiliations: Eurolab, Euroforce
PL 7 (84)
STRENGTH
0/8 STAMINA 2 AGILITY 0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 6 (+6)
Technology 6 (+9)
Perception 4 (+5)
Vehicles 2 (+6)

Advantages:
Equipment 3, Fast Grab, Takedown

Powers:
"Adamantium Prosthesis on One Half of Body"
Enhanced Strength 8 (Flaws: Limited to On One Side) [8]
Protection 5 [5]
"Datalink" Communication (Technology) 2 (Flaws: Limited- Pre-Set to Accept Her Only) [6]
Senses 4 (Extended & Analytical Sight, Infravision) [4]
Immunity 5 (Falling Damage) [5]

Equipment:
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)
Tactical Backback (5)
Communicators, Tracking Devices (5)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Punching With Strong Half +6 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +7, Fortitude +3, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 32 / Skills: 18--9 / Advantages: 5 / Powers: 28 / Defenses: 10 (84)

-And of course you can't have a '90s team without a Cyborg somewhere on the roster. Deepsight is the team's Powerhouse, a fairly low-end one with low accuracy (and not even +10 hitting power), but she's a powerhouse nonetheless. She gets a side thing as the team tech-person and computer expert as well, but it's not enough to bring her points cost up. She saves some points for only using her left side for most of her strength stuff.

PICARO (Antonio Rey)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Blaster, Agile Guy
Group Affiliations: Eurolab, Euroforce
PL 7 (108)
STRENGTH
1 STAMINA 3 AGILITY 2/7
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 5 (+7)
Deception 5 (+8)
Persuasion 4 (+7)
Technology 4 (+6)
Perception 6 (+8)
Vehicles 4 (+6)
Insight 4 (+6)

Advantages:
Defensive Attack, Equipment 3, Improved Aim, Precise Attack (Ranged/Cover), Ranged Attack 2, Teamwork

Powers:
Electrical Blast 8 (Feats: Split, Improved Critical) (Flaws: Tiring) [10]

"Boost Nervous System"
Enhanced Agility 5 [10]
Speed 2 (8 mph) [2]
Enhanced Dodge 2 [2]
Regeneration 4 [4]

Equipment:
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)
Tactical Backback (5)
Communicators, Tracking Devices (5)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Electrical Blast +6 (+8 Ranged Damage, DC 23)
Initiative +2 (+7 Boost)

Defenses:
Dodge +7 (+12 Boost, DC 17-22), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 50 / Skills: 32--16 / Advantages: 9 / Powers: 28 / Defenses: 5 (108)

-Part-Blaster and part Communications Guy (though that's kind of hard to stat out), Picaro can also boost some of his stats a little bit, and a Blast that tires him out. Woodclaw describes him as "Gambit-Like" so I have him some advanced Dodging and Defensive Attack.

DRAGONFLY
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Team Leader
Group Affiliations: Taskforce, Euroforce
PL 7 (103)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Deception 4 (+7)
Vehicles 6 (+10)
Intimidation 4 (+7)
Perception 5 (+7)
Expertise (Soldier) 8 (+10)
Insight 3 (+5)

Advantages:
Accurate Attack, All-Out Attack, Beginner's Luck, Equipment 10, Improved Aim, Improved Critical (Rifle), Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 6

Equipment:
"Grenade Launcher" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (28)
AE: "Rifle" Blast 6 (12)
AE: "Frag Grenades" Blast 6 (Extras: Area- 60ft. Burst) (Diminished Range -1) (17)
AE: "Tear Gas Grenade" Affliction 7 (Fort; Dazed & Impaired/Stunned & Disabled/Unaware & Incapacitated) (Extras: Extra Condition, Ranged) (Diminished Range -1) (20)
AE: "White Phosphorus" Blast 6 Linked to Weaken Toughness 6 (Extras: Ranged) (Flaws: Affects Objects Only, Limited to Flammable Materials) (15)

"Taskforce Visor"
Communications (4)
Enhanced Feats: Attack Focus (Ranged), Uncanny Dodge (Sight) (Drawbacks: Power Loss- No other Visors in Range) (1)
Super-Senses (Analytical Sight, Infravision, Low-Light Vision) (3)

SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)
Tactical Backback (5)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Rifle +10 (+6 Ranged Damage, DC 21)
Grenades +6-8 Area (+6-8 Ranged Damage, DC 21-23)
Tear Gas +7 Area (+7 Ranged Affliction, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 54 / Skills: 30--15 / Advantages: 23 / Powers: 0 / Defenses: 11 (103)

-Dragonfly's name makes no sense. I mean, she isn't dragon-themed OR insect-themed, and she doesn't even FLY- Woodclaw said that the name came from a tattoo on her back. In any case, she's basically Cable Ultra-Lite, lacking most of his cool stuff, and being a PL 8 Tech-person with a much cheaper cost. She died pretty early on in Euroforce's run, which doesn't make much sense, because she had apparent backstory with Eurolab leader Key, which could've been brought into more depth.

BLUEBIRD
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero
Group Affiliations: Taskforce, Euroforce
PL 7 (87)
STRENGTH
1/8 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Intimidation 4 (+5)
Perception 5 (+6)
Expertise (Soldier) 6 (+7)
Insight 3 (+4)
Vehicles 2 (+6)

Advantages:
All-Out Attack, Beginner's Luck, Equipment 2, Improved Critical (Unarmed), Fast Grab, Ranged Attack

Powers:
"Exoskeleton" (Flaws: Removable) [26]
Enhanced Strength 7 (14)
Leaping 5 (250 feet) (5)
Protection 6 (Extras: Impervious 7) (13)
-- (32 points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Exoskeleton +6 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+8 Exoskeleton), Fortitude +3, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 36 / Skills: 20--10 / Advantages: 7 / Powers: 26 / Defenses: 8 (87)

-Bluebird, like Dragonfly, got offed right away, so there's not much info on her. Standard no-frills "Strong Chick" of the team. But obviously not strong enough.

ICEBOY (Hamish Carlysle)
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Heavy Weapons Expert
Group Affiliations: Taskforce, Euroforce
PL 7 (79)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Intimidation 6 (+8)
Perception 5 (+6)
Vehicles 1 (+5)
Expertise (Soldier) 6 (+7)
Insight 2 (+3)

Advantages:
All-Out Attack, Equipment 10, Improved Critical (BFG), Power Attack, Ranged Attack 2

Equipment:
"Five Barrelled Gatling Gun" Blast 8 (Extras: Multiattack, Penetrating 6) (30)

"Taskforce Visor"
Communications (4)
Enhanced Feats: Attack Focus (Ranged), Uncanny Dodge (Sight) (Drawbacks: Power Loss- No other Visors in Range) (1)
Super-Senses (Analytical Sight, Infravision, Low-Light Vision) (3)

Tactical Backback (5)
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Gatling Gun +6 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +5, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 46 / Skills: 20--10 / Advantages: 15 / Powers: 0 / Defenses: 8 (79)

-Iceboy (named that because he's a Canadian who specialized in arctic missions, as his link to anything else Ice-related escapes me) is the Heavy Weapons Guy, still not costing very much, since he's essentially an upgraded version of a regular soldier from the book.

ARGENTO
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Infiltrator & Sniper
Group Affiliations: Taskforce, Euroforce
PL 7 (108)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Vehicles 4 (+8)
Perception 6 (+8)
Expertise (Soldier) 6 (+7)
Insight 4 (+6)
Stealth 6 (+10)

Advantages:
Equipment 7, Improved Critical (Sniper Rifle), Improved Aim, Precise Attack (Ranged/Cover), Ranged Attack 4

Powers:
Concealment (All Senses) 10 [20]
"Mind Shield" Enhanced Will 4 (Flaws: Limited to vs. Mental Attacks) [2]

Equipment:
"Sniper Rifle" Blast 6 (Feats: Extended Range 2) (Flaws: Distracting) (8) -- (10)
AE: "Sub-Machine Gun" Blast 5 (Extras: Multiattack) (Inaccurate -1) (14)
AE: "Knives" Strength-Damage +1 (Feats: Improved Critical) (2)

"Taskforce Visor"
Communications (4)
Enhanced Feats: Attack Focus (Ranged), Uncanny Dodge (Sight) (Drawbacks: Power Loss- No other Visors in Range) (1)
Super-Senses (Analytical Sight, Infravision, Low-Light Vision) (3)

Tactical Backback (5)
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Knife +6 (+3 Damage, DC 18)
Guns +8 (+5-6 Ranged Damage, DC 20-21)
Initiative +4

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

Complications:
Responsibility (Euroforce)

Total: Abilities: 50 / Skills: 26--13 / Advantages: 14 / Powers: 22 / Defenses: 9 (108)

-Argento's a sniper, and has the super-powers necessary to remain immune to most senses. He's also an albino outcast, always depressed about his mutant nature.

TIGER
Created By:
Xavier Marturet & Paco Diaz
First Appearance: Europa #0 (April 1996)
Role: Military Style Hero, Strongman
Group Affiliations: Taskforce, Euroforce
PL 7 (88)
STRENGTH
9 STAMINA 3 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Vehicles 2 (+4)
Intimidation 6 (+8)
Perception 4 (+5)
Expertise (Soldier) 6 (+7)
Insight 2 (+3)

Advantages:
Equipment 7 (Gear), Fast Grab, Improved Hold, Ranged Attack 4

Powers:
"Skin Graft"
Protection 6 (Extras: Impervious 7) [13]

Equipment:
"Big F***ing Gun" Blast 8 (16)

"Taskforce Visor"
Communications (4)
Enhanced Feats: Attack Focus (Ranged), Uncanny Dodge (Sight) (Drawbacks: Power Loss- No other Visors in Range) (1)
Super-Senses (Analytical Sight, Infravision, Low-Light Vision) (3)

Tactical Backback (5)
SHIELD Uniform (Protection 3, Protection 2- Fire Damage Only, Immunity to Heat & Cold- Half Effect) (5)

Offense:
Unarmed +5 (+9 Damage, DC 24)
BFG +6 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9, Fortitude +3, Will +4

Complications:
Responsibility (Euroforce)

Total: Abilities: 48 / Skills: 20--10 / Advantages: 10 / Powers: 13 / Defenses: 7 (88)

-Tiger (who doesn't wear stripes at all. Just thought I should mention that) is a combo Brick/Blaster, with a giant gun (wow, so 90s, dude), and lots of raw hitting power. And apparently his name is based off of the acronym for his skin-graft procedure- what it stands for we're never told.

DAKOTA NORTH
Created By:
Martha Thomases & Tony Salmons
First Appearance: Dakota North #1 (June 1986)
Role: Hard-Boiled Detective
Group Affiliations: Dakota North Investigations
PL 8 (97)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Deception 6 (+9)
Insight 4 (+8)
Investigation 9 (+13)
Perception 3 (+7)
Ranged Combat (Guns) 4 (+10)
Stealth 2 (+6)

Advantages:
Contacts, Equipment 2 (Gun), Improved Aim, Improved Critical (Gun), Improved Defense, Ranged Attack 1, Seize Initiative

Offense:
Unarmed +7 (+2 Damage, DC 17)
Pistol +10 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +6

Complications:
Rivalry (Carolina South)

Total: Abilities: 64 / Skills: 34--17 / Advantages: 8 / Powers: 0 / Defenses: 8 (97)

-Dakota North is one of those weird background characters who occupies a specific role (she's a Private Investigator), but rarely ever gets used except for one-offs. She debuted in her own Limited Series in 1986, working with various clients as a PI and Bodyguard of sorts. After her Series ended, she would show up periodically in books, assisting the main character/s with some plot- she helped Spider-Man save Mary-Jane, and cleared the name of a popular children's author alongside Power Pack and The Punisher. She's also allied with Luke Cage, The Black Panther, and became a recurring character in Daredevil around 2006. She & Matt had an affair, but immediately regretted it, and she left his life.
-Not bad in a scrap, Dakota is nonetheless WAY out of her league against established superhumans, and would totally get crushed in a protracted brawl with one. Her main abilities are in her Skills- most heroes don't quite get up to +13 in Investigation.

MARIKO YASHIDA
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #118 (Feb. 1979)
Role: Tough Guy's Demure Girlfriend
Group Affiliations: The Clan Yashida
PL 2 (48), PL 4 (48) Saves
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Criminal) 3 (+6)
Insight 2 (+5)

Advantages:
Benefit 2 (Head of Clan Yashida)

Offense:
Unarmed +2 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +2, Fortitude +2, Will +5

Complications:
Responsibility (Honor)- Mariko is deeply-old-school regarding the Japanese concept of giri, or "honor" of a sort. She must keep her word, and maintain positive public face. Creating disharmony is to be avoided, apologies are to be common, and debts must be repaid.
Relationship (Logan)- Despite the above, Mariko is deeply in love with the dreaded Wolverine- a macho foreigner.
Responsibility (Legitimizing the Clan Yashida)- Mariko wishes to cleanse her family's reputation and name, and bring them above the motivations of common criminals.

Total: Abilities: 40 / Skills: 8--4 / Advantages: 2 / Powers: 0 / Defenses: 2 (48)

-Mariko is the instrument by which Claremont introduced the "Japanization" of Wolverine, back when he was a gruff, dangerous pain in the ass, and needed some humanity. So Logan becomes a wisened, world-weary sort, and more-cultured than you'd think- he's given a history in Japan, and a girlfriend of sorts in Mariko. Their relationship is rocky at first- there's an attraction, but also there's a whole "my father hates your guts" thing, as her father is the criminal head of the Yashida Clan, and uses The Silver Samurai as his super-Jobbery agent. Eventually, Wolverine killed Shingen in an honorable duel, thus earning Mariko's love. The two are frequently separated by fate, Mastermind's Illusions, and life on different continents (though he leaves a young girl in her care, after promising a dying woman to care for her daughter), but are finally set to be married.
-And then she gets offed- poisoned on the orders of Matsu'o Tsurayaba, who was a rival of the Clan Yashida. Dying in agony, she begs Logan to grant her the mercy of a quick death. He legacy shows up from time to time (a younger version is the Sunfire from the Exiles comic, and her spirit is trapped in Hell during a more-recent arc, due to her leadership of the Clan Yashida).

THE KNIGHTS OF PENDRAGON
Created By:
Dan Abnett, Andy Lanning & Jim Tomlison
First Appearance: The Knights of Pendragon #1 (July 1990)
Role: English Planeteers
Group Affiliations: The Knights of Pendragon
PL 7 (124)
STRENGTH
0/4 STAMINA 0/5 AGILITY 0/3
FIGHTING 0/8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
None

Advantages:
None

Powers:
"Pendragon Powers"
Comprehend 2 (Animals) [4]
Enhanced Strength 3 [6]
Enhanced Stamina 3 [6]
Enhanced Agility 3 [6]
Enhanced Fighting 6 [12]
Enhanced Dodge 4 [4]
Senses 3 (Detect The Bane- Ranged, Danger Sense) [3]

"Pendragon Armour" (Flaws: Removable) [10]
Enhanced Strength 1 (2)
Enhanced Stamina 2 (4)
Enhanced Fighting 2 (4)
Protection 1 (1)
Enhanced Dodge 1 (1)
-- (12 points)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Powered-Up +6 (+3 Damage, DC 18)
Pendragon Armor +8 (+4 Damage, DC 19)
Initiative +0 (+3 Pendragon Powers)

Defenses:
Dodge +0 (+8 Suits, DC 10-18), Parry +0 (+8 Suits, DC 10-18), Toughness +0 (+6 Suit), Fortitude +1 (+6 Suits), Will +4

Complications:
Motivation (Protecting the Environment)

Total: Abilities: 10 / Skills: 00--0 / Advantages: 0 / Powers: 51 / Defenses: 4 (124)

-The Knights are a bunch of regular people given powers by the Champion Spirit of Pendragon, which has empowered people for millennia. And hilariously, they have the exact same origin as the Planeteers, only with the Green Knight summoning some environmentalist warriors instead of Gaea. And the Green Knight murdered numerous CEOs of polluting companies.

BEN GALLAGHER- PL 7 (145): Expertise (Writer) 4 (+6), Blast 8 (Accurate 3) [21]
-Empowered by Percival. A writer, he died saving Union Jack.

KATE McCLELLAN- PL 7 (149): Expertise (Reporter) 4 (+6), Investigation 6 (+8), Blast 8 (Accurate 3), AE: Dazzle Visuals 8 [25]
-Empowered by Guinevere (who was a Queen, not a knight). Ben's lover, and quit the team after he died.

BREEZE JAMES- PL 7 (144): Fighting 10, Expertise (Reporter) 4 (+6), Investigation 6 (+8), Speed 7, Quickness 4 [20]
-Empowered by Guinevere (after Kate gave up the powers). A reporter hired by Mys-Tech to spy on the team, but she turns on them and joins the Knights fully. Speedster.

SIR GAWAIN- PL 7 (137): No Stamina or Armor, Strength 6, Fighting 6, Intelligence 1, Awareness 1, Close Combat (Unarmed) 2 (+8), Protection 4-8, Immunity 30 (Fort. Effects) [13]
-Empowered by Gawain. A robot created for a theme park, but imbued with the essence anyways.

DAI THOMAS- PL 7 (131): Base Fighting 2 (still peaks at 8), Expertise (Police Officer) 6 (+8), Investigation 6 (+8), Close Combat (Unarmed) 2 (+8) [7]
-Empowered by Gawain (I'm not sure if the Robot was gone at this point). An older police officer with a grudge against superheroes (his wife was killed during a Hulk/Thor fight). Actually a character from the 1970s who feuded with Captain Britain back in the day because of the former. Gawain's spirit made him a better fighter.

ALBION- PETER HUNTER- PL 8 (167): Strength 5, Stamina 5, Intelligence 3, Awareness 3, Presence 2, Flight 6, Fire Blast 8 (Accurate 4), Immunity 2 (Aging, Poison) (Half-Effect) [43]
-Empowered by Herne the Hunter. An agent of the Green Knight since World War I. Retired to become a history teacher. Flying Brick.

FRANCESCA GRACE- PL 8 (145): Intelligence 3, Awareness 3, Presence 2, Expertise (Business) 6 (+9), Flight 6 [21]
-Empowered by Morgause (Arthur's sister). A corrupt corporate executive who is responsible for numerous crimes against the environment, she is possessed by the Bane- the force that tries to destroy the world for the Red Lord. She summons the Bane and imbues humans with Bane essences. Hunter manages to get Grace to see her own humanity, and she sides with the Knights in the end, confessing her love for him.

ADAM CROWN- PL 8 (131): Intelligence 1, Awareness 1, "Caliburn" (Easily Removable)- Move Object 8, AE: Strength-Damage +4, AE: Movement 2 (Dimensional Travel) [7]
-Empowered by King Arthur. Chosen to lead the team, but was an ordinary man. Wields Caliburn. Telekinesis & Dimensional Transport.

FIGHT-MAN (Frank Bigelow)
Created By:
Evan Dorkin
First Appearance: Fight-Man #1 (June 1993)
Role: Joke Hero
Group Affiliations: None
PL 10 (110)
STRENGTH
14 STAMINA 16 AGILITY 0
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
None

Advantages:
All-Out Attack

Powers:
"Flying Brick Power-Set"
Flight 8 (500 mph) [16]
Impervious Toughness 15 [15]

Offense:
Unarmed +0 (+0 Damage, DC 15)
Powered-Up +6 (+3 Damage, DC 18)
Pendragon Armor +8 (+4 Damage, DC 19)
Initiative +0 (+3 Pendragon Powers)

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +16 (+8 Impervious), Fortitude +16, Will +2

Complications:
Reputation (Terrible Hero)- Frank has served time after fourteen of his teen sidekicks had been killed. He is forbidden by law to use his powers, or to be near minors.
Responsibility (Code Against Hitting Women)
Motivation (Killing Himself)- Alas, he is too durable to be killed.

Total: Abilities: 72 / Skills: 00--0 / Advantages: 1 / Powers: 31 / Defenses: 6 (110)

-Fight-Man is a Parody Hero created by some writer I've never heard of (Dorkin mostly does "Comedy" books like Bill & Ted and Simpsons stuff, along with a few more straight-laced projects)- he fought a guy named "Agent X" and was revealed to have been a disgraced superhero, arrested for being responsible for fourteen dead teenage sidekicks, among other felonies. Most of the bad guys in his one-shot book have names like Crimeasaurus Rex. He's basically a Supermanalogue, minus any skills or common sense. A running gag in his book involves him wishing to commit suicide for being such a disgrace, but being able to because he's too invulnerable. So, you know, true-life humor.

THE V-BATTALION
Created By:
Kurt Busiek & Mark Bagley
First Appearance: The Incredible Hulk #449 (1997)... sort of.
Role: S.H.I.E.L.D.-Lite, Clandestine Operators of Justice

-The V-Battalion was introduced via Retcon as a kind of global peace-keeping agency- sort of a more-clandestine version of S.H.I.E.L.D. It was formed around John Watkins, a forgotten Golden Age character named "Citizen V". When Baron Zemo's Thunderbolts were formed from the membership of the old Masters of Evil, he used Citizen V's identity as his own, copying the name because his FATHER had murdered the original back in World War II. The group was nearly-dismantled by the Heinrich Zemo, but a series of Golden Age heroes formed together and re-made it: The Destroyer, The Silver Scorpion and The Iron Cross. Their mission was initially to hunt down Nazi war criminals.
-This group stayed active for decades, and were of course rather surprised when Helmut Zemo showed up calling himself "Citizen V" and proclaiming that he was a descendent of the original (the Battalion had in fact brought up Watkins' descendent themselves). They had a "mole" put into the Mayor's office, and was spying on the Thunderbolts' liaison Dallas Riordan- soon it was uncovered that the T-Bolts were ex-villains, and Riordan was fired... but she was then hired on as a Citizen herself, and hunted down Zemo (she would soon quit, after their demands became too much). Watkins' grandson, John III, awoke from a coma, but it was revealed that he actually had ZEMO's mind in his body (Zemo had previously been decapitated by the new Scourge of the Underworld) thanks to a prank by Techno (who is prone to that- he surgically-altered The Beetle into a black guy as a gag, too). The V Battalion lost some members, lost their ship and more, and finally Roger "Destroyer" Aubrey retired and left Jim Hammond in charge. And since Hammond tends to pop in and out of comics at random, the Battalion basically disappeared (to prove my point, check out the fact that Hammond is now a S.H.I.E.L.D. agent instead).

CITIZEN V (John Watkins III)
Created By:
Fabian Nicieza & Patrick Zircher
First Appearance: Thunderbolts #45 (Dec. 2000)
Role: Legacy Character
Group Affiliations: None
PL 8 (112)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 5 (+8)
Deception 2 (+5)
Expertise (Secret Agent) 5 (+7)
Insight 2 (+4)
Investigation 3 (+5)
Perception 3 (+5)
Ranged Combat (Knives) 4 (+12)
Stealth 1 (+5)
Technology 2 (+4)
Vehicles 1 (+5)

Advantages:
Equipment 3 (Gear, V-Wing Glider, etc.), Improved Aim, Improved Critical (Sword), Improved Smash, Improved Defense, Power Attack, Ranged Attack 4

Powers:
"Adamantium Sword" (Feats: Unbreakable) (Flaws: Easily Removable) [9]
Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 7) (12 points)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Sword +9 (+7 Damage, DC 22)
Throwing Knives +12 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +5, Will +5

Complications:
Motivation (Justice)
Responsibility (The V-Battalion)

Total: Abilities: 62 / Skills: 32--16 / Advantages: 12 / Powers: 9 / Defenses: 13 (112)

-John Watkins III is the grandson of the Golden Age character, and was bred to be Citizen V. However, trapped in a coma, he had his body taken over by Baron Zemo for a while- after some super-stuff happened, John ended up back in control, but his time in comics was limited, and he hasn't been seen in years.

CITIZEN V (John Watkins)
Created By:
Ben Thompson & Stan Lee
First Appearance: Daring Mystery Comics #4 (Jan. 1942)
Role: Two-Fisted Hero
Group Affiliations: The V-Battalion
PL 6 (105)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 4 (+6)
Deception 3 (+6)
Expertise (War Hero) 4 (+6)
Insight 3 (+5)
Intimidation 2 (+5)
Investigation 5 (+7)
Perception 4 (+6)
Stealth 2 (+6)
Vehicles 3 (+5)

Advantages:
Agile Feint, Close Combat, Improved Defenses, Ranged Attack 7

Offense:
Unarmed +9 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Stopping the Nazis)
Relationship (Paulette Brazee)- She gave birth to his son, John Jr.

Total: Abilities: 58 / Skills: 32--16 / Advantages: 10 / Powers: 12 / Defenses: 9 (105)

-And yes, Citizen V is an actual World War II-era superhero published by Timely Comics. Okay, so he only has like two appearances in the entire Golden Age- he was still a thing, which is why Kurt Busiek used him (albeit with a totally different look that the dumb "guy in brown uniform with a V on it" look). His career is rather minor, largely only important because he founded an organization that became a thing in Thunderbolts. He is one of the few Golden Age Marvel Heroes not to survive the war- having been strangled by Baron Heinrich Zero during the Warsaw Uprising. A minor Golden Ager, I view Citizen V as a sadder version of The Patriot or The Spirit of '76- a mere PL 6 in a world of PL 7-8 heroes.

POLTERGEIST (Michael Silk)
Created By:
Ann Nocenti & Brian Postman
First Appearance: Spider-Woman #49 (April 1983)
Role: Uncontrolled-Power Kid
Group Affiliations: None
PL 8 (22)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Teen Runaway) 2 (+2)

Advantages:
None

Powers:
"Mutant Powers: Psychokinesis"
"Random Events" Damage 8 (Feats: Variable 2- Any Descriptor) (Extras: Perception-Ranged +2) (Flaws: Uncontrolled) (18) -- [19]
AE: "Random Wide-Area Events" Damage 8 (Feats: Variable 2- Any Descriptor) (Extras: Area- 60ft. Burst +2) (Flaws: Uncontrolled) (18)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Random Events -- (+8 Perception-Ranged Damage, DC 23)
Wide-Area Events +8 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +1, Will +2

Complications:
Responsibility (Uncontrolled Power)

Total: Abilities: 0 / Skills: 2--1 / Advantages: 0 / Powers: 19 / Defenses: 3 (22)

-Poltergeist is a Bystandery Bystander who has the classic "Uncontrolled Mutant Powers" schtick going on- he appeared in both Spider-Woman and the Dazzle/Beast Beauty and the Beast Mini-Series (and hey- look who wrote both!). He ran away from his foster parents, and was generally pretty jumpy (as he didn't realize that HE was causing the explosions around him), and usually he ends up in the care of a female superhero (I think there's a male fantasy in there somewhere... one of mine when I was younger, at least). Spider-Woman, Tigra and Dazzler have all appointed themselves his caretakers at various points. He hasn't appeared since the mid-80s.
-His powers would be set off randomly by his emotional state, and consisted of explosions, fires, and other random events- essentially wide-reaching Damage with a Variable descriptor, on top of no other stats beyond Fortitude & Will (which tend to be higher in Mutants, even inexperienced ones).

LINK I (Lorne Lincoln)
Created By:
Ann Nocenti & Don Perlin
b]First Appearance:[/b] Beauty & The Beast #2 (Feb. 1985)
Role: Telekinetic Mime
Group Affiliations: None
PL 6 (50)
STRENGTH
0 STAMINA 1 AGILITY 2
FIGHTING 0 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Street Performer) 5 (+7)
Insight 2 (+3)
Ranged Combat (Telekinesis) 3 (+5)
Stealth 2 (+4)

Advantages:
None

Powers:
"Mutant Powers: Telekinesis"
Move Object 7 (Feats: Precise) (Extras: Damaging) [22]

Offense:
Unarmed +0 (+0 Damage, DC 15)
TK Attack +5 (+7 Ranged Damage, DC 22)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +1, Fortitude +2, Will +2

Complications:
Motivation (Entertaining People)

Total: Abilities: 16 / Skills: 12--6 / Advantages: 0 / Powers: 22 / Defenses: 6 (50)

-Link is a pal of Poltergeist's from Ann Nocenti's Beauty and the Beast Limited Series, featuring Dazzle & Hank McCoy. He was a mime and juggler who loved entertaining the crowds, but found himself without a lot of cash. He found a haven for misfit mutants called the Heartbreak Hotel, where he befriended the series' heroes. When Dazzler was kidnapped by an underground gladatorial ring, Link & Poltergeist teamed up to rescue her, and he was warned off of killing one of the bad guys by Dazzler. He's never reappeared, even when Nocenti wrote Daredevil for a number of years.

NTH MAN: THE ULTIMATE NINJA (John Doe)
Created By:
Larry Hama & Ron Wagner
First Appearance: Marvel Comics Presents #25 (Aug. 1989)
Role: Elite CIA Ninja
Group Affiliations: The CIA
PL 10 (153)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11/15 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 8 (+14)
Athletics 9 (+12)
Close Combat 2 (+13-17)
Expertise (CIA Assassin) 8 (+11)
Insight 3 (+6)
Intimidation 4 (+6)
Perception 6 (+9)
Stealth 5 (+11)
Technology 1 (+4)

Advantages:
Accurate Attack, Agile Feint, Equipment 4 (Guns, Ninja Stuff), Diehard, Fearless, Improved Critical 2 (Guns, Unarmed), Improved Defense, Ranged Attack 4, Takedown

Powers:
"Warp Time"
Speed 5 (60 mph) [5]
Quickness 8 [8]
Enhanced Fighting 4 [8]
Enhanced Dodge 4 [4]

Offense:
Unarmed +11 (+3 Damage, DC 18)
Boosted Speed +17 (+3 Damage, DC 18)
Sword +11-15 (+5 Damage, DC 20)
Guns +10 (+5-6 Ranged Damage, DC 20-21)
Initiative +0

Defenses:
Dodge +12 (16 Boost, DC 22-26), Parry +12 (+16 Boost, DC 22-26), Toughness +4, Fortitude +6, Will +7

Complications:
Enemy (Alfie O'Meagan)- The two were childhood friends, but Alfie is responsible for the modern hell that is the world.

Total: Abilities: 76 / Skills: 46--23 / Advantages: 16 / Powers: 25 / Defenses: 13 (153)

-Larry Hama, Eternal Ninja-Fetishist of the 1980s, had so much success with Snake-Eyes in G.I. Joe, and was so instrumental to the Ninja Craze that hit comics around that time, that it was perhaps inevitable that he would write another Ninja-Centric series- this one a Limited Series set in a Post-World War III world. It was meant to last 25 issues, but was cancelled after 16- Hama was able to resolve the storyline anyhow= the artist, Ron Wagner, has suggested that the commercial failure of Nth Man: The Ultimate Ninja was due to it being set outside the standard Marvel Universe- I have a hard time disagreeing- the "Shared Universe" thing is a major aspect of Marvel's books. G.I. Joe wasn't part of the MU either, but at least THAT was a LICENSE (a dramatically-popular one, too).
-The world of Nth Man was thrown into disarray by Alfie O'Meagan (I didn't get the gag with his name until it was pointed out), a super-powerful guy who neutralized all of Earth's nuclear weapons with his mind, thus upsetting the balance of power and setting off World War III. John "Nth Man" Doe, Alfie's childhood friend, was trained by an old Japanese man to become a "Mighty Whitey"-style super-ninja (kind of funny how the ethnically-Japanese Hama went to that well TWICE), taught to kill "without regret". Alfie is his old friend, and soon grows reality-warping powers and more. The book crosses war zones, plague-ridden Post-Apocalyptic landscapes, a look inside a video game and more (I'm just reading the Wikis here- I've never read the series, nor even HEARD of it), and Alfie's attempt to de-power the Soviet's biological weapons backfires. This just creates a mutagenic virus that turns people into "Moots" (basically Zombies).
-The ending involves time travel (thanks to John's Time Powers) and doesn't make a lot of sense in the bios- Alfie himself travels to space and finds some being called M'Gubgub, and John sends them both back in time to continue the time-loop, as they de-age into their infant forms at the orphanage... so yeah, drugs. This, if you'll recall, is the writer who hated Serpentor and kept Cobra-La out of G.I. Joe for being too silly.
-John starts off as a standard-issue White Guy Ninja with elite Skills & fighting capability, but eventually develops limited Time Control powers that essentially let him speed up and upgrade to PL 10 stats. At one point, he somehow makes people age backwards, and later he accidentally travels through time. Alfie, for his part, basically had Every Power Ever, including Growth, Remote Sensing (he viewed things on a TV screen of his own making), Space Travel, Flight, Telekinesis, Molecular Control (ie. transformation), etc. He destroyed Earth's nuclear arsenal WITH HIS MIND, but when he attempted to alter biological weapons, he created super-zombies.

JACK FROST I
Created By:
Stan Lee & Frank Giacoca
First Appearance: U.S.A. Comics #1 (Aug. 1941)
Role: Failed Golden Age Character
Group Affiliations: The Liberty Legion
PL 8 (112)
STRENGTH
2 STAMINA 7 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Expertise (World War II Veteran) 4 (+5)
Insight 2 (+4)
Perception 2 (+4)

Advantages:
Ranged Attack 2, Set-Up, Teamwork

Powers:
"The Cold Never Bothered Me Anyway" Immunity 1 (Cold) [1]
Movement 1 (Sure-Footed) (Flaws: Limited to Ice) [1]

"An Ice Person"
"Snow & Sleet" Environment 5 (Impede Movement 2, Visibility 2, Cold 2) (30) -- [34]
AE: Create Ice Objects 8 (Feats: Innate) (17)
AE: "Strong Winds" Features 2: Create Winds- Deflects Arrows, Puts Out Flames, etc. (2)
AE: "Giant Snowball" Blast 8 (Feats: Accurate) (17)
AE: "Ice Slick" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (8)

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

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +7, Fortitude +7, Will +6

Complications:
Responsibility (Unknown Origins)- Even Jack seems unaware.
Motivation (Heroism)- Jack fights against the Nazi forces, despite having no nation of his own.

Total: Abilities: 56 / Skills: 8--4 / Advantages: 4 / Powers: 36 / Defenses: 12 (112)

-Jack Frost is one of the earliest creations of Stan Lee, but is pretty-well forgotten- he has a Mysterious Past (before that became a cliche), simply awakening in the Arctic one day with ice powers. He fought in World War II, and joined the Liberty Legion (a Retcon created later on). He reappears in modern times, explaining that he'd melded with an "ice worm" in order to neutralize it, and has finally been freed. Here, Thor theorized that Jack might be part-Frost Giant. However, Jack has made very few appearances since then. A second Jack Frost appeared during the 1960s, but he quickly changed his name to the much-cooler-sounding "Blizzard".
-Jack is PL 8, like most "established", super-powered World War II heroes- he's functionally Iceman-Lite, doing a few different Cold-Type things.

OMEGA THE UNKNOWN
Created By:
Steve Gerber, Mary Skrenes & Jim Mooney
First Appearance: Omega the Unknown #1 (March 1976)
Role: Failed Golden Age Character
Group Affiliations: The Liberty Legion
PL 9 (130)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Space Warrior) 6 (+8)
Intimidation 6 (+6)
Perception 4 (+4)

Advantages:
Ranged Attack 4

Powers:
Senses 1 (Communication Link- Protarian Creations) [1]

"Psychokinesis"
Blast 10 [20]
Leaping 4 (120 feet) [4]

Offense:
Unarmed +11 (+7 Damage, DC 22)
Blast +8 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +6

Complications:
Responsibility (Mysterious)- Omega was created by the now-dead race of Protarians.
Accident- Omega's powers can wreak havoc on Earth's biosphere, resulting in global calamity.

Total: Abilities: 68 / Skills: 16--8 / Advantages: 4 / Powers: 25 / Defenses: 15 (130)

-As a comic fan, I missed out on the entirety of the whole "Steve Gerber" thing- I never saw the Howard the Duck explosion (which entered the MAINSTREAM it was so big!), nor this series, which he considered his "Magnum Opus". However, like a lot of high-reaching, artsy projects, it suffered from low sales, running ten issues before being cancelled- Jim Shooter has commented on similar things, like how Jim Starlin's Warlock was mind-expanding, weird stuff in the '70s, and had artisitic merit, but was of course never anything that was going to be popular, and it too failed to sell.
-Gerber has stated that he "wanted to do a series about a real kid who was nobody's sidekick, facing real problems in what today would be called a 'grim 'n gritty' setting." The laconic "Omega" in the title (an android created by the extinct Protarian race) was paired up with James-Michael Starling, an unusually-analytical twelve-year-old boy that discovered Omega when his spaceship crashed. A prophetic orphan with a strange emotional detachment, James-Michael develops powers like he imagines Omega to have in his dreams, but the main point of the series is to explore the world as Gerber sees it- things like racism, bullying, etc. are discussed. This is pretty close to the "Comics As Art" thing that didn't really sell great, but a more-commercialized version of it definitely hit the 1980s, where a lot of writers (namely Chris Claremont) dealt with the same stuff in more-standard superhero tales. THERE, you could have the best of both worlds- Social Commentary AND Super-Fights with recognizable characters. As it stands, Gerber's Opus probably would have been more at-home in the Creator-Owned/Indie Comics thing that's become a lot bigger now than it was in, say, 1976.
-That's not to say there weren't super-fights- Omega fought The Hulk, Blockbuster, Electro, Foolkiller and others, and Starling himself would be revealed to have been the REAL ultimate creation of the Protarians. Gerber intended to complete the series' story in his Defenders run, but was fired before he got the chance- afterwards, Al Milgrom (Editor of The Defenders) assigned the new writer, Steve Grant, to complete the story (as fans were now writing it asking about the story's ending). Grant responded by KILLING OFF most of the series' characters in a two-issue arc! Omega was shot dead by the Las Vegas PD while fighting Ruby Thursday (the cops thought he was assaulting Ruby instead of just defending himself)- Starling inherited Omega's powers and learned the truth of his origins (which he refused to believe). He threatened to use his powers against the Defenders, but committed suicide after seeing the error of his decision
-You can imagine this didn't make Gerber happy. Grant, for his part, basically confesses to not giving a crap about the characters and being TOLD to write the story (Editors, you see, can often turn writers into "Ghost Writers", forcing them to write what THEY want to see), and approached it like how he thought Gerber would. A revamped version was created in 2005- Gerber basically declared the writer, Jonathan Lethem, to be his eternal enemy as a result- to call Gerber a "Creators' Rights" enthusiast would be a HUGE understatement (his battles with Marvel over Howard the Duck would become the stuff of legend); however, to his credit, he later met with the writer and admitted he'd "misjudged him". The series was well-thought-of, but I've practically never even heard of it- I KNOW I had no idea it existed when it came out. Very peculiar stuff.
-Omega is basically a generic Flying Blaster- he's more notable for the kinds of stories being told than his powers.
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