Villains Q - S
Posted: Wed Apr 24, 2024 1:58 am
Q
Quicksand
F) Rm30
A) Rm30
S) In40
E) Mn75
R) Ty6
I) Gd10
P) Rm30
Health: 175 Karma: 46
Resources: Ty Pop:0
Known Powers:
Mineral Body: She can transform her body into sand-like particles under her direct control.
Topology: Am ability to reform her body at will:
-Hammers: Am damage
-Cages: In material
-"Phasing" through openings with Rm ease
-Elongate up to 2 areas
Armor Skin: Am protection vs. Physical, In protection vs. Energy
Sandblast: In Force, 2 areas
Molecular Conversion: Am ability to transform sand into her special form.
Healing: Up to half her damage per day
Limitations:
Heat- and flame-based attacks fuse her body into glass.
Vulnerable to Winds: In Intensity winds tear her body into helpless particles.
Water-based powers of Mn rank or water-based lifeforms absorb Quicksand into a mindless sludge.
Talents: Petty criminal skills
Contacts: Masters of Evil
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R
Rama-Tut
F) Ty6
A) Gd10
S) Gd10
E) Ex20
R) Am50
I) Ex20
P) Ex20
Health: 46 Karma: 90
Resources: Mn Pop: 80 (in Egypt)
Known Powers:
None
Equipment:
Ultra-Diode Ray-Gun: Allows him to use Mind Control at Rm ability with a 5 area range
Robot Warriors: During his time in Egypt, Rama-Tut created robotic soldiers to do his bidding:
F) Ex A) Gd S) Gd E) Ex R) Pr I) Pr P) Pr
Health: 60
Powers:
-Body Armor: Gd
-Force or Energy Weapons: Ex, 2 areas
Vehicles:
Time-Ship:
-Control: In
-Speed: Sh-Y
-Body: In
-Protection: In
Rama-Tut uses a slightly modified version of his ancestor Nathaniel Richards' original time machine. In can travel from any era to another era and is capable of CL1000 travel in space. It is larger on the inside than the outside and can disguise itself as any structure the size of a house or larger
Talents: Engineering, Temporal Physics, Repair/Tinkering
Contacts: None
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Rattler
Gustav Krueger
F) Gd10
A) Gd10
S) Ex20
E) Ex20
R) Gd10
I) Ty6
P) Ty6
Health: 60 Karma: 22
Resources: Gd Pop: -3
Known Powers:
Bionic Tail: Rm material, The tail has Rm strength and Rattler can do Rm Blunt damage.
-Sonic Vibration: Rm intensity, used offensively, the sonic waves strike for Rm Force, breaking down materials of lesser strength. The vibrations can disrupt living and non-living alike.
--Living targets must make an End. FEAT against Rm intensity or be stunned for 1-10 rounds. Even if the FEAT is made all actions are reduced -1CS due to vertigo.
--Deflection: Rattler can also use these waves to setup a vibrational shockwave that will deflect missile weapons, including bullets, acting as a Rm strength Force Field. The field protects all in the same area as Rattler, who has no control over who his field protects.
Equipment:
None
Limtations:
Deaf: Rattler is 85% deaf in both ears. An electronic hearing aid in his cowl provides him with normal hearing.
Talents: None
Contacts: Serpent Society
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The Red Skull
Johann Schmidt
F) In40
A) In40
S) Ex20
E) Rm30
R) Gd10
I) In40
P) Rm30
Health: 130 Karma: 80
Resources: Gd Pop: -10
Known Powers:
None
Equipment:
Body Armor: Rm protection vs. Physical and Energy, also has the following power stunts:
-Force Field: Am protection vs. Physical and Energy, In protection vs. Corrosives, Am protection vs. Heat and Cold
-Enhanced Stats: The armor raises Red Skull's Strength to In and his Endurance to Am, health does not change
Gun: Rm Shooting, 10 areas
Nanites: Mn Mind Control when placed on forehead. Must make a Mn Psyche FEAT vs. mind control. Can be burned out of system or by electromagnetic pulse.
Dust of Death: Rm intensity poison that caused those failing an End. FEAT to die, with their heads changing to resemble a red skull. He could fire the dust in a pellet form from a specially designed handgun.
Talents: All Martial Arts, Leadership, Military, Marksmanship
Contacts: Skeleton Crew, AIM, Taskmaster, Crossbones, Hate-Monger
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The Rhino
Aleksei Mikhailovich Sytsevich / Alex O'Hirn
F) Rm30
A) Ex20
S) Mn75
E) Am50
R) Ty6
I) Ty6
P) Pr4
Health: 175 Karma: 16
Resources: Pr Pop: -15
Known Powers:
Gamma Ray Bombardment: All of Rhino's superhuman attributes are the result of treatments involving gamma radiation. The controlled bombardment fortified his cellular structure and added several hundred pounds of muscle and bone tissue to his body. It gives him the following abilities:
-Body Armor: Rm protection vs. Physical and Energy
-Super-Speed: The Rhino can move up to 4 areas in a round, but only in a straight line.
-Hyper Endurance: In, he can exert himself physically for up to 24 hours before the build up of fatigue toxins in his blood starts to impair him.
Equipment:
Rhino Skin: The Rhino wears a special suit modularly aligned and composed of a thick polymer mat similar in appearance to the skin of an actual rhino. It gives him the following:
-Body Armor: Mn protection vs. Physical, Energy, Force, Heat and Acid attacks.
-Horn: Rm Edge
-Charging: The Rhino can move up to 4 areas in a round, but only in a straight line. He receives a +2CS when charging and his armor provides him with Un protection against any damage he might take.
Talents: Crime
Contacts: Sinister Six
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The Ringmaster
Maynard Tiboldt
F) Ty6
A) Gd10
S) Gd10
E) Gd10
R) Gd10
I) Ex20
P) Ex20
Health: 36 Karma: 50
Resources: Gd Pop: 5
Known Powers:
None
Equipment:
Hypnosis: Mn mind control which can affect all victims in a site as large as Madison Square Garden. When they awaken from his influence they remember nothing of Ringmaster's crime. Ringmaster can substitute his own suggestions instead of the lost memories. The power comes from a device in his hat.
Talents: Business/Finance, Leadership, Electronics
Contacts: The Circus of Crime
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S
Sabretooth
Victor Creed
F) Am50
A) Rm30
S) Rm30
E) Am50
R) Gd10
I) Am50
P) Rm30
Health: 160 Karma: 90
Resources: Gd Pop: -10
Known Powers:
Heightened Senses: Am senses of direction, smell, hearing, and taste. Sabretooth can perform the following power stunts:
-Tracking: Mn ability to track by smell, much like a bloodhound. He can remember previous scents, can detect illusions by their lack of odor, and identify people by their scents.
-Situational Awareness: When concentrating on listening and smelling, his Intuition is raised to Mn (he can hear light breathing 200 feet away in a cave).
Claws: Am material, In Edge
Fangs: In Edge to a grappled opponent.
Regeneration: 50 points of Endurance every minute (10 turns, or 5 points per turn). This Regeneration is only possible if Sabretooth has complete rest. His regenerative powers seem to function even when his Health is reduced to 0.
Recovery: Un
Infravision: Rm
Berserk: Sabertooth has the ability to "go berserk." He prefers to do so every time he enters combat. When berserk, Sabertooth ignores all stun results, all attacks are at +1cs to hit and his Psyche is considered Un for resisting the effects of mind control. Sabertooth must make a Yellow Psyche FEAT roll to come out of this state, and may only do so when no danger is present. If someone Sabertooth trusts is present to help him, he only needs a Green FEAT roll
Equipment:
None
Talents: Guns, Edged Weapons, Weapon Specialist: (Claws), Marksmanship, Martial Arts A, B, C, Wrestling, Acrobatics, Tumbling, Military, Detective/Espionage, Demolitions, Criminology, Driving, Escape Artist, Streetwise, Survival, Stealth, Multi-Lingual: (English, German, Spanish)
Contacts: Weapon X Program, Mystique, Brotherhood of Evil Mutants
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Sandman
Flint Marko
F) Rm30
A) Rm30
S) In40
E) Mn75
R) Ty6
I) Gd10
P) Rm30
Health: 175 Karma: 46
Resources: Ty Pop:0
Known Powers:
Mineral Body: He can transform his body into sand-like particles under his direct control.
Topology: Am ability to reform his body at will:
-Hammers: Am damage
-In Material cages
-"Phasing" through openings with Rm ease
-Elongate up to 2 areas
Armor Skin: Am protection vs. Physical, In protection vs. most Energy
Sandblast: In Force, 2 areas
Molecular Conversion: Am ability to transform sand into his special form.
Healing: Up to half his damage per day
Equipment:
None
Weakness:
Heat and Flame-based attacks fuse his body into glass.
Vulnerable to Winds: In Intensity winds tear his body into helpless particles.
Vulnerable to Water: Water-based powers of Mn rank or water-based lifeforms absorb the Sandman into a mindless sludge.
Talents: Petty criminal skills
Contacts: Sinister Six, Frightful Four, Wizard
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Sauron
Dr. Karl Lykos
F) Ex20
A) Rm30
S) Ex20
E) Rm30
R) Ex20
I) Gd10
P) Rm30
Health: 100 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Psychic Vampire: Lykos has the Am ability to drain life energy from a prey. Once touched, the victim must suceed at a Psyche FEAT or suffer -1CS on all abilities for 1-10 days. Feeding is on touch, and Lykos can make 5 such attacks before being sated. However, trying to drain Rm Endurance or higher can trigger the transformation from Lykos into Sauron. Lycos gets a Psyche FEAT to prevent the change.
Pteranodon Form: If Lykos fails the FEAT, he transforms into Sauron, a bipedal flying saurian. The Sauron form lasts for 1-10 days before Lykos returns to human form. Damage taken by Lykos carries over to Sauron, but damage to Sauron does not carry over to Lykos. In this pteranodon form, Lycos has the following abilities:
-Flight: Gd Airspeed
-Claws: Ty Edge
-Foot Talons: Ex Edge
-Hypnosis: Am hypnosis to paralyze his prey or induce hallucinations about the prey's surroundings. The victim must succeed at a psyche FEAT to avoid the effect.
Equipment:
None
Limitations:
Weak against Cold: Sauron suffers a -2CS penalty to all FEATs involving Cold or performed in Cold weather.
Talents: Psychology, Medicine, Aerial Combat
Contacts: Savage Land Mutates
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Scarlet Centurion
Marcus
F) In40
A) Rm30
S) Am50
E) Am50
R) Gd10
I) Gd10
P) Rm30
Health: 170 Karma: 50
Resources: Am Pop: -10
Known Powers:
None
Equipment:
Body Armor: In protection vs. Physical and Energy
-Protected from Phasing attacks
-Surface Charge: Does Rm Electrical attack upon touching the Scarlet Centurion.
Staff: Un material, Am Blunt attack, the Scarlet Centurion is able to perform the following power stunts:
-Energy Attack: Am Energy, 5 areas
-Energy Absorption: By merely touch someone, Scarlet Centurion can absorb energies from a person or machine. He can absorb up to 300 points of energy for weapons systems, raising them to Mn for 1 round. He can absorb incoming attacks on a yellow feat or better (Un column)
Vehicle:
Flight Disc: Scarlet Centurion's personal vehicle:
-Body: Un
-Speed: In
-Control: Un
-Protection: None
Talents: All Martial Arts, Military Training, Weapons Master: (Staff), Marksmanship
Contacts: Kang the Conqueror
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Sebastian Shaw
Alias: Black King
Hellfire Club
F) Rm30
A) Gd10
S) Gd10
E) Am50
R) Ex20
I) Ex20
P) Rm30
Health:100 Karma:70
Resources:In Pop:15
Known Powers:
Kinetic Absorption: Damage from physical attack (excluding wrestling and edged attacks), energy, force, thrown blunt and shooting attacks are added to Shaw's health instead of subtracted. For each 50 points gained, Strength and Agility are increased by +1CS with a maximum of 400 health and Un strength and Endurance. Energy is lost at 100 points per 10 rounds (and -2CS). Damage is taken from the extra health first. For every attack that raises his health above 400 he should make an End. FEAT vs. kill result.
Equipment:
None
Talents: Defense and Armament design, Business/Finance
Contacts: Hellfire Club, Lady Mastermind
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The Sentinels
F) Rm30
A) Ex20
S) Am50
E) Sh-X150
R) Gd10
I) Gd10
P) Pr4
Health: 250 Karma: N/A
Resources: N/A Pop: N/A
Known Powers:
Robotic Construction: The Sentinels are robots, and as such have a number of special abilities:
-Immunity to poison, disease, and gas.
-Invulnerability to mental attacks such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
-Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
-Sentinels are 20' tall and have a + 2CS chance of hitting.
-Sentinels are made of Rm strength material. This provides them with Rm protection vs. Physical and Energy attacks.
-Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Sentinels have a variety of weapons-systems, fired from their hands or eyes. These include:
-Variable Energy Beams: Sentinels have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at the In level of ability, with 2 area range. These were mounted in both the hands and eyes.
-Gas Jets: Mounted in the palms, these jets emit knockout gas of Rm intensity up to 2 areas away.
-Grappling Cables: Issuing from the wrists, these cables are of Rm material strength and grab targets with Am ability.
Mutant Detection: The Sentinels can scan all living beings within two miles and determine if a mutant is within that area and using its mutant abilities.
Flight: Ex airspeed
Learning Program: This program allows the Sentinel to gain a +1CS against an opponent in all FEATs after fighting that opponent for 3 rounds. Further, the information is relayed back to central computers, such that other Sentinels are aware of it and gain the CS in future battles. By researching the gathered data, the scientists at Shaw industries can manufacture specific countermeasures which can be installed in modified Sentinels (removing some other weapon system) for attacking that particular mutant. Modification takes about a week, and can produce mechanical countermeasures of no greater than Mn strength.
Invisibility: Ex rank against normal vision and radar. Achieved by camouflaging liquid crystal implants and stealth ECM technology.
Talents: None
Contacts: Sentinels
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Sentries - Kree
Typical Kree Sentry
F) Ex20
A) Ex20
S) Mn75
E) Un100
R) Ty6
I) Pr4
P) Pr4
Health: 215 Karma: 14
Resources:N/A Pop: 0
Known Powers:
Body Armor: Am
Immune to psionics, mental attacks, poison and disease.
Growth: various models at different sizes
-Sentry 213: Ex
-Sentry 372: Gd
-Sentry 459: Pr
-Sentry 9168: human size
Communication: CL5000 range but restricted to lightspeed
Energy Beam:
-Sentry 372: Am Energy, 5 areas
-Sentry 459: Am Energy, 10 areas
-Sentry 9168: Un Energy, 5 areas
Self-Healing: Sentry can repair themself if not below 0 health.
Other weapons: Sentry can have any number of extra weapons
-Sentry 372: this sentry can shoot forth from his eyes a beam of colloidal atoms that form into a cube which require Mn strength to get free of. The victim can do nothing else. The ray has a range of 1 area.
Equipment:
None
Talents: None
Contacts: Supreme Intelligence, The Kree
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Shadow King
Amahl Farouk
F) Ty6
A) Ty6
S) Gd10
E) Ex20
R) Gd10
I) Gd10
P) Mn75
Health: 42 Karma: 95
Resources: Rm Pop: -30
Known Powers:
Astral Projection: CL3000 with a world-wide range and is skilled in creating astral scenery to confuse those victims he meets on the astral plane. The Shadow King receives +1CS to Psyche when fighting on the Astral Plane.
Astral Detection: CL1000
Psi-Screen: Sh-X
Telepathy: Mn, Shadow King has mastered the following power stunts:
-Mental Bolts: Mn
-Mental Probe: Mn
-Possession Jump: Mn ability to leave his host body and possess another body. Unlike normal Possession, the Shadow King must gain a red power FEAT to succeed. If he fails, he may not try again for 1d10 days. If the attack succeeds, the effects are permanent and the subject may not spend Karma to influence his actions. The only way for a host to escape is if the Shadow King voluntarily decides to leave (it may do so if threatened with its host's death). As well as possessing live bodies, the Shadow King can possess a newly-dead corpse. A possessed corpse has the same statistics it had before death, but will gradually deteriorate, losing 1 Endurance point per day (1d10 Endurance if the Shadow King is forced to use his powers extensively). Before Endurance reaches 0, the Shadow King must find a new host.
-Corruption: Mn ability to corrupt the psyches of other beings. This is resolved like the Possession power with the target receiving a Psyche FEAT to resist vs. the Intensity of the attack. Instead of totally dominating the victim, the Shadow King's power taps the latent evil that lies inside all but the purest souls. The Shadow King does not directly control the minds of those he has corrupted. They retain a degree of free will, their old skills and evil versions of their previous personalities, but they revel in wickedness. There is no limit to the number of beings the Shadow King can corrupt in this fashion.
-Mind Control: Am ability to directly Mind Control a person he has corrupted.
-Hound Creation: Am ability to release the raw animal within individuals, turning them into ferocious "hounds" under his control. An attempt to create a hound is resisted by the individual's Psyche vs. the Intensity of this Power Stunt. A hound has +1CS with Fighting and Agility, but -2CS with Psyche and Intuition, and Reason drops to 0.
-Detect Telepaths: Mn range as long as they are using their ability. If the telepath opens up their mind by using a mind-amplifying device such as Cerebra, the detection range is increased by +2CS.
Nexus Creation: The Shadow King turned Lorna Dane (Polaris) into a psychic link between the real world and the astral plane. At that time, Polaris had been mutated into a catalyst for negative emotions. By coupling her power to his own, the Shadow King formed Lorna Dane into a psychic magnifier that increased all his powers by +1CS. This also gave him Mn rank Emotion Control with CL3000 range, the only limitation being that he could only use the power to spread hatred.
Limitation:
The Shadow King could only maintain a material existence if he possessed other living or dead beings. Professor X and Storm is the only mind the Shadow King had encountered which he could not corrupt. Add +5CS to Storm's Psyche when resisting his power.
Talents: Detective/Espionage, Egyptian Law, Multi-Lingual: (English, Egyptian, Arabic languages)
Contacts: The Hand
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Shinobi Shaw
F) Gd10
A) Ty6
S) Ty6
E) Gd10
R) Ex20
I) Ty6
P) Gd10
Health: 32 Karma: 36
Resources: Am Pop: 10
Known Powers:
Density Manipulation (Self): Am, Shinobi is able to alter his own density, increasing or decreasing it as desired. His Power Stunts include:
-Gain body armor equal to his current Density power rank.
-Use the power rank instead of his Strength when attacking.
-At Sh-0 density, Shinobi is immune to physical attacks, but not energy or force attacks.
-Shinobi can disrupt living and non-living material by touching the target or victim and solidifying inside that object or person. Damage equals Shinobi’s chosen density rank. Body armor is ignored, but force fields are not.
Equipment:
None
Talents: Business/Finance, Leadership, Politics
Contacts: Shaw Industries, Upstarts, Hellfire Club, US Government
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Silver Samurai
Kenuichio Harada
F) Rm30
A) Ex20
S) Ex20
E) In40
R) Gd10
I) Ex20
P) Ex20
Health: 110 Karma: 50
Resources: Gd Pop: 0
Known Powers:
Tachyon Field: Un, Silver Samurai can summon an extremely powerful energy field. The focus of this energy goes into his Katana (Shown below).
Equipment:
Body Armor: Ex protection vs. Physical and Energy
Katana: Un Edge, it can also cut through Un materials in a single round
Teleportation Ring: Rm ability to teleport up to three miles away
Talents: All Martial Arts, Samurai Training, Oriental Weapons, Swords, Thrown Weapons
Contacts: Viper, Hydra
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Spiral
Ricochet Rita
F) Rm30
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Am50
Health: 110 Karma: 80
Resources: Rm Pop: -5
Known Powers:
Multiple Arms: Spiral has six arms (one of which is bionic, made of In material and has In strength). She can make three attacks per rounds.
Alien Physiognomy: As a result of Rita's transformation by Mojo, she now has:
-Body Armor: Gd
-Immunity to Possesion and other forms of control: CL1000
Magic: Spiral uses her 'Spiral Magic' to weave spells. She must have her arms free to do so, she must make a successful Psyche FEAT to succeed:
-In ability to shatter unliving matter or force fields, 3 areas range. One round to cast.
-Control Energy: Am
-Neatralize Non-Magical Powers: within 3 areas for 3 rounds. One round to cast.
-Teleport: Up to 10 areas, One round to cast
-Dimensional Travel: 10 rounds to cast
-Invisibility: Rm
-Increase or decrease another character's power rank by 2CS, Un max, Fe min. 1 round casting time, effect lasts until she stops dancing.
-Drain Life: Mn
-Tracking: Am, 10 rounds to cast
Shadow Teleport: since 'joining' the Crimson Dawn she has acquired the power of shadow-teleportation at In rank.
Equipment:
Sword: Gd Edge when used 1-handed, Ex Edge when used 2-handed.
Dagger: Ty Thrown Edge, 2 areas
Talents: Edged Weapons, Martial Arts B, C, Cyborg-Engineering
Contacts: Mojo
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Spymaster
F) Rm30
A) Ex20
S) Gd10
E) Ex20
R) Ex20
I) Gd10
P) Gd10
Health: 80 Karma: 40
Resources: Rm Pop: -10
Known Powers:
None
Equipment:
Body Armor: Ex protection vs. Physical
Weapons: Spymaster has used the following weapons:
-Energy Nunchakas: Am Energy
-Razor-Disk Guns: Am Edge, tracking at +1cs
-Repulsor Repellors: Able to absorb force beams of up to Un intensity and then use them against another target
-Stasis Ray: Mn
-Energy Mini-Gun: Rm
-Other Weapons: Spymaster has used other conventional weapons and electronic devices for spying
Talents: Detective/Espionage, Disguise, Martial Arts B, Acting, Electronics, Guns
Contacts: AIM, Justin Hammer, Maggia
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Stilt-Man
Wilbur Day
F) Gd10
A) Ex20/Gd10
S) Ex20/Ty6
E) Rm30/Ty6
R) Rm30
I) Gd10
P) Ty6
Health: 90/32 Karma: 46
Resources: Ty Pop: -3
Known Powers:
None, all derived from his Battle Suit
Equipment:
Battle Suit: In prtection vs. Physical, Rm protection vs. Energy. The suit has the following abilities:
-Air Supply: 2 hours
-Stilts: Each leg can elongate from 5 to 290 feet. This allows Stilt-Man to clear a 25-story building while walking normally. He can kick with In damage or move at Gd speed
-Ejection Jets: Rm airspeed
-Extending Arms: Each leg can elongate from 5 to 290 feet.
-Silicone Covering: Mn ability to escape holds, nets and other entanglements. Spider-Man's webbing and other adhesives cannot stick to Stilt-Man's legs
-Particle Blaster: In Energy, 10 areas
Talents: Crime, Engineering
Contacts: Owl, Gladiator, Copperhead
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Stryfe
F) Rm30
A) Ex20
S) Ex20
E) In40
R) Rm30
I) In40
P) Mn75
Health: 110 Karma: 145
Resources: In Pop: -40
Known Powers:
Telepathy: In
Telekinesis: Un, has the following power stunts:
-Force Field: Mn
-Increase slugfest damage to In
-Force Bolts: Mn
Equipment:
Armor: Rm protection vs. Physical and Energy
Talents: Leadership, Military, Martial Arts B, Future Technology
Contacts: Mutant Liberation Front, Dark Riders
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Super-Skrull
Kl'rt
F) Rm30
A) Ex20
S) Am50
E) Am50
R) Ex20
I) Gd10
P) Ex20
Health: 150 Karma: 50
Resources: Un Pop: 0
Known Powers:
Shape-Shifting: Un
Generation: Gd
Hypnotic Mind Control: In ability to control the minds of others upon eye contact.
-Elongation: Un
-Plasticity: Un
-Fire Generation: Mn
-Fire Control: Mn
-Fire Sheath: Mn
-Resistance to Heat and Flame: Un
-Rocket Flight: In
-Armor Skin: By mimicking the Thing's hide, he gains In armor
-Force Field: Am
-Invisibility: Ex
Equipment:
None
Talents: Martial Arts C, E, Detective/Espionage, Pilot, Astro-Navigation, Survival, Engineering, Military, Guns, Kree Weaponry, Skrull Weaponry
Contacts: The Skrulls
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Surtur
F) Sh-X 150
A) Un100
S) CL1000
E) CL3000
R) Rm30
I) Rm30
P) Cl3000
Health: 4250 Karma: 3060
Resources: Mn Popularity: -900
Known Powers:
Resistance to Fire and Heat: CL3000, Surtur is made of fire.
Body Armor: Sh-X. Surtur's fiery body protects him from Blunt, Edge, and Shooting attacks.
Fire and Heat Control: Surtur can control fire and heat with Sh-Z ability.
Phasing: Mn
Shapechange: Mn
Invulnerability: Sh-Z resitance to Physical, Energy and Magical attacks
Growth: (Permanent) Un
Equipment:
Twilight (Surtur's Sword of Doom): CL1000 material, Sh-Z Edge, Surtur can gain CL3000 Flame damage by Igniting his sword in the "Eternal Flame of Destruction".
Weakness: Cold- and Water-based attacks gain +1CS damage.
Talents: Asgardian Lore, Weapon Specialist: Twilight.
Contacts: Ymir, Loki
Quicksand
F) Rm30
A) Rm30
S) In40
E) Mn75
R) Ty6
I) Gd10
P) Rm30
Health: 175 Karma: 46
Resources: Ty Pop:0
Known Powers:
Mineral Body: She can transform her body into sand-like particles under her direct control.
Topology: Am ability to reform her body at will:
-Hammers: Am damage
-Cages: In material
-"Phasing" through openings with Rm ease
-Elongate up to 2 areas
Armor Skin: Am protection vs. Physical, In protection vs. Energy
Sandblast: In Force, 2 areas
Molecular Conversion: Am ability to transform sand into her special form.
Healing: Up to half her damage per day
Limitations:
Heat- and flame-based attacks fuse her body into glass.
Vulnerable to Winds: In Intensity winds tear her body into helpless particles.
Water-based powers of Mn rank or water-based lifeforms absorb Quicksand into a mindless sludge.
Talents: Petty criminal skills
Contacts: Masters of Evil
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R
Rama-Tut
F) Ty6
A) Gd10
S) Gd10
E) Ex20
R) Am50
I) Ex20
P) Ex20
Health: 46 Karma: 90
Resources: Mn Pop: 80 (in Egypt)
Known Powers:
None
Equipment:
Ultra-Diode Ray-Gun: Allows him to use Mind Control at Rm ability with a 5 area range
Robot Warriors: During his time in Egypt, Rama-Tut created robotic soldiers to do his bidding:
F) Ex A) Gd S) Gd E) Ex R) Pr I) Pr P) Pr
Health: 60
Powers:
-Body Armor: Gd
-Force or Energy Weapons: Ex, 2 areas
Vehicles:
Time-Ship:
-Control: In
-Speed: Sh-Y
-Body: In
-Protection: In
Rama-Tut uses a slightly modified version of his ancestor Nathaniel Richards' original time machine. In can travel from any era to another era and is capable of CL1000 travel in space. It is larger on the inside than the outside and can disguise itself as any structure the size of a house or larger
Talents: Engineering, Temporal Physics, Repair/Tinkering
Contacts: None
___________________________________________________________________________________
Rattler
Gustav Krueger
F) Gd10
A) Gd10
S) Ex20
E) Ex20
R) Gd10
I) Ty6
P) Ty6
Health: 60 Karma: 22
Resources: Gd Pop: -3
Known Powers:
Bionic Tail: Rm material, The tail has Rm strength and Rattler can do Rm Blunt damage.
-Sonic Vibration: Rm intensity, used offensively, the sonic waves strike for Rm Force, breaking down materials of lesser strength. The vibrations can disrupt living and non-living alike.
--Living targets must make an End. FEAT against Rm intensity or be stunned for 1-10 rounds. Even if the FEAT is made all actions are reduced -1CS due to vertigo.
--Deflection: Rattler can also use these waves to setup a vibrational shockwave that will deflect missile weapons, including bullets, acting as a Rm strength Force Field. The field protects all in the same area as Rattler, who has no control over who his field protects.
Equipment:
None
Limtations:
Deaf: Rattler is 85% deaf in both ears. An electronic hearing aid in his cowl provides him with normal hearing.
Talents: None
Contacts: Serpent Society
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The Red Skull
Johann Schmidt
F) In40
A) In40
S) Ex20
E) Rm30
R) Gd10
I) In40
P) Rm30
Health: 130 Karma: 80
Resources: Gd Pop: -10
Known Powers:
None
Equipment:
Body Armor: Rm protection vs. Physical and Energy, also has the following power stunts:
-Force Field: Am protection vs. Physical and Energy, In protection vs. Corrosives, Am protection vs. Heat and Cold
-Enhanced Stats: The armor raises Red Skull's Strength to In and his Endurance to Am, health does not change
Gun: Rm Shooting, 10 areas
Nanites: Mn Mind Control when placed on forehead. Must make a Mn Psyche FEAT vs. mind control. Can be burned out of system or by electromagnetic pulse.
Dust of Death: Rm intensity poison that caused those failing an End. FEAT to die, with their heads changing to resemble a red skull. He could fire the dust in a pellet form from a specially designed handgun.
Talents: All Martial Arts, Leadership, Military, Marksmanship
Contacts: Skeleton Crew, AIM, Taskmaster, Crossbones, Hate-Monger
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The Rhino
Aleksei Mikhailovich Sytsevich / Alex O'Hirn
F) Rm30
A) Ex20
S) Mn75
E) Am50
R) Ty6
I) Ty6
P) Pr4
Health: 175 Karma: 16
Resources: Pr Pop: -15
Known Powers:
Gamma Ray Bombardment: All of Rhino's superhuman attributes are the result of treatments involving gamma radiation. The controlled bombardment fortified his cellular structure and added several hundred pounds of muscle and bone tissue to his body. It gives him the following abilities:
-Body Armor: Rm protection vs. Physical and Energy
-Super-Speed: The Rhino can move up to 4 areas in a round, but only in a straight line.
-Hyper Endurance: In, he can exert himself physically for up to 24 hours before the build up of fatigue toxins in his blood starts to impair him.
Equipment:
Rhino Skin: The Rhino wears a special suit modularly aligned and composed of a thick polymer mat similar in appearance to the skin of an actual rhino. It gives him the following:
-Body Armor: Mn protection vs. Physical, Energy, Force, Heat and Acid attacks.
-Horn: Rm Edge
-Charging: The Rhino can move up to 4 areas in a round, but only in a straight line. He receives a +2CS when charging and his armor provides him with Un protection against any damage he might take.
Talents: Crime
Contacts: Sinister Six
___________________________________________________________________________________
The Ringmaster
Maynard Tiboldt
F) Ty6
A) Gd10
S) Gd10
E) Gd10
R) Gd10
I) Ex20
P) Ex20
Health: 36 Karma: 50
Resources: Gd Pop: 5
Known Powers:
None
Equipment:
Hypnosis: Mn mind control which can affect all victims in a site as large as Madison Square Garden. When they awaken from his influence they remember nothing of Ringmaster's crime. Ringmaster can substitute his own suggestions instead of the lost memories. The power comes from a device in his hat.
Talents: Business/Finance, Leadership, Electronics
Contacts: The Circus of Crime
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S
Sabretooth
Victor Creed
F) Am50
A) Rm30
S) Rm30
E) Am50
R) Gd10
I) Am50
P) Rm30
Health: 160 Karma: 90
Resources: Gd Pop: -10
Known Powers:
Heightened Senses: Am senses of direction, smell, hearing, and taste. Sabretooth can perform the following power stunts:
-Tracking: Mn ability to track by smell, much like a bloodhound. He can remember previous scents, can detect illusions by their lack of odor, and identify people by their scents.
-Situational Awareness: When concentrating on listening and smelling, his Intuition is raised to Mn (he can hear light breathing 200 feet away in a cave).
Claws: Am material, In Edge
Fangs: In Edge to a grappled opponent.
Regeneration: 50 points of Endurance every minute (10 turns, or 5 points per turn). This Regeneration is only possible if Sabretooth has complete rest. His regenerative powers seem to function even when his Health is reduced to 0.
Recovery: Un
Infravision: Rm
Berserk: Sabertooth has the ability to "go berserk." He prefers to do so every time he enters combat. When berserk, Sabertooth ignores all stun results, all attacks are at +1cs to hit and his Psyche is considered Un for resisting the effects of mind control. Sabertooth must make a Yellow Psyche FEAT roll to come out of this state, and may only do so when no danger is present. If someone Sabertooth trusts is present to help him, he only needs a Green FEAT roll
Equipment:
None
Talents: Guns, Edged Weapons, Weapon Specialist: (Claws), Marksmanship, Martial Arts A, B, C, Wrestling, Acrobatics, Tumbling, Military, Detective/Espionage, Demolitions, Criminology, Driving, Escape Artist, Streetwise, Survival, Stealth, Multi-Lingual: (English, German, Spanish)
Contacts: Weapon X Program, Mystique, Brotherhood of Evil Mutants
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Sandman
Flint Marko
F) Rm30
A) Rm30
S) In40
E) Mn75
R) Ty6
I) Gd10
P) Rm30
Health: 175 Karma: 46
Resources: Ty Pop:0
Known Powers:
Mineral Body: He can transform his body into sand-like particles under his direct control.
Topology: Am ability to reform his body at will:
-Hammers: Am damage
-In Material cages
-"Phasing" through openings with Rm ease
-Elongate up to 2 areas
Armor Skin: Am protection vs. Physical, In protection vs. most Energy
Sandblast: In Force, 2 areas
Molecular Conversion: Am ability to transform sand into his special form.
Healing: Up to half his damage per day
Equipment:
None
Weakness:
Heat and Flame-based attacks fuse his body into glass.
Vulnerable to Winds: In Intensity winds tear his body into helpless particles.
Vulnerable to Water: Water-based powers of Mn rank or water-based lifeforms absorb the Sandman into a mindless sludge.
Talents: Petty criminal skills
Contacts: Sinister Six, Frightful Four, Wizard
___________________________________________________________________________________
Sauron
Dr. Karl Lykos
F) Ex20
A) Rm30
S) Ex20
E) Rm30
R) Ex20
I) Gd10
P) Rm30
Health: 100 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Psychic Vampire: Lykos has the Am ability to drain life energy from a prey. Once touched, the victim must suceed at a Psyche FEAT or suffer -1CS on all abilities for 1-10 days. Feeding is on touch, and Lykos can make 5 such attacks before being sated. However, trying to drain Rm Endurance or higher can trigger the transformation from Lykos into Sauron. Lycos gets a Psyche FEAT to prevent the change.
Pteranodon Form: If Lykos fails the FEAT, he transforms into Sauron, a bipedal flying saurian. The Sauron form lasts for 1-10 days before Lykos returns to human form. Damage taken by Lykos carries over to Sauron, but damage to Sauron does not carry over to Lykos. In this pteranodon form, Lycos has the following abilities:
-Flight: Gd Airspeed
-Claws: Ty Edge
-Foot Talons: Ex Edge
-Hypnosis: Am hypnosis to paralyze his prey or induce hallucinations about the prey's surroundings. The victim must succeed at a psyche FEAT to avoid the effect.
Equipment:
None
Limitations:
Weak against Cold: Sauron suffers a -2CS penalty to all FEATs involving Cold or performed in Cold weather.
Talents: Psychology, Medicine, Aerial Combat
Contacts: Savage Land Mutates
___________________________________________________________________________________
Scarlet Centurion
Marcus
F) In40
A) Rm30
S) Am50
E) Am50
R) Gd10
I) Gd10
P) Rm30
Health: 170 Karma: 50
Resources: Am Pop: -10
Known Powers:
None
Equipment:
Body Armor: In protection vs. Physical and Energy
-Protected from Phasing attacks
-Surface Charge: Does Rm Electrical attack upon touching the Scarlet Centurion.
Staff: Un material, Am Blunt attack, the Scarlet Centurion is able to perform the following power stunts:
-Energy Attack: Am Energy, 5 areas
-Energy Absorption: By merely touch someone, Scarlet Centurion can absorb energies from a person or machine. He can absorb up to 300 points of energy for weapons systems, raising them to Mn for 1 round. He can absorb incoming attacks on a yellow feat or better (Un column)
Vehicle:
Flight Disc: Scarlet Centurion's personal vehicle:
-Body: Un
-Speed: In
-Control: Un
-Protection: None
Talents: All Martial Arts, Military Training, Weapons Master: (Staff), Marksmanship
Contacts: Kang the Conqueror
___________________________________________________________________________________
Sebastian Shaw
Alias: Black King
Hellfire Club
F) Rm30
A) Gd10
S) Gd10
E) Am50
R) Ex20
I) Ex20
P) Rm30
Health:100 Karma:70
Resources:In Pop:15
Known Powers:
Kinetic Absorption: Damage from physical attack (excluding wrestling and edged attacks), energy, force, thrown blunt and shooting attacks are added to Shaw's health instead of subtracted. For each 50 points gained, Strength and Agility are increased by +1CS with a maximum of 400 health and Un strength and Endurance. Energy is lost at 100 points per 10 rounds (and -2CS). Damage is taken from the extra health first. For every attack that raises his health above 400 he should make an End. FEAT vs. kill result.
Equipment:
None
Talents: Defense and Armament design, Business/Finance
Contacts: Hellfire Club, Lady Mastermind
___________________________________________________________________________________
The Sentinels
F) Rm30
A) Ex20
S) Am50
E) Sh-X150
R) Gd10
I) Gd10
P) Pr4
Health: 250 Karma: N/A
Resources: N/A Pop: N/A
Known Powers:
Robotic Construction: The Sentinels are robots, and as such have a number of special abilities:
-Immunity to poison, disease, and gas.
-Invulnerability to mental attacks such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
-Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
-Sentinels are 20' tall and have a + 2CS chance of hitting.
-Sentinels are made of Rm strength material. This provides them with Rm protection vs. Physical and Energy attacks.
-Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Sentinels have a variety of weapons-systems, fired from their hands or eyes. These include:
-Variable Energy Beams: Sentinels have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at the In level of ability, with 2 area range. These were mounted in both the hands and eyes.
-Gas Jets: Mounted in the palms, these jets emit knockout gas of Rm intensity up to 2 areas away.
-Grappling Cables: Issuing from the wrists, these cables are of Rm material strength and grab targets with Am ability.
Mutant Detection: The Sentinels can scan all living beings within two miles and determine if a mutant is within that area and using its mutant abilities.
Flight: Ex airspeed
Learning Program: This program allows the Sentinel to gain a +1CS against an opponent in all FEATs after fighting that opponent for 3 rounds. Further, the information is relayed back to central computers, such that other Sentinels are aware of it and gain the CS in future battles. By researching the gathered data, the scientists at Shaw industries can manufacture specific countermeasures which can be installed in modified Sentinels (removing some other weapon system) for attacking that particular mutant. Modification takes about a week, and can produce mechanical countermeasures of no greater than Mn strength.
Invisibility: Ex rank against normal vision and radar. Achieved by camouflaging liquid crystal implants and stealth ECM technology.
Talents: None
Contacts: Sentinels
___________________________________________________________________________________
Sentries - Kree
Typical Kree Sentry
F) Ex20
A) Ex20
S) Mn75
E) Un100
R) Ty6
I) Pr4
P) Pr4
Health: 215 Karma: 14
Resources:N/A Pop: 0
Known Powers:
Body Armor: Am
Immune to psionics, mental attacks, poison and disease.
Growth: various models at different sizes
-Sentry 213: Ex
-Sentry 372: Gd
-Sentry 459: Pr
-Sentry 9168: human size
Communication: CL5000 range but restricted to lightspeed
Energy Beam:
-Sentry 372: Am Energy, 5 areas
-Sentry 459: Am Energy, 10 areas
-Sentry 9168: Un Energy, 5 areas
Self-Healing: Sentry can repair themself if not below 0 health.
Other weapons: Sentry can have any number of extra weapons
-Sentry 372: this sentry can shoot forth from his eyes a beam of colloidal atoms that form into a cube which require Mn strength to get free of. The victim can do nothing else. The ray has a range of 1 area.
Equipment:
None
Talents: None
Contacts: Supreme Intelligence, The Kree
___________________________________________________________________________________
Shadow King
Amahl Farouk
F) Ty6
A) Ty6
S) Gd10
E) Ex20
R) Gd10
I) Gd10
P) Mn75
Health: 42 Karma: 95
Resources: Rm Pop: -30
Known Powers:
Astral Projection: CL3000 with a world-wide range and is skilled in creating astral scenery to confuse those victims he meets on the astral plane. The Shadow King receives +1CS to Psyche when fighting on the Astral Plane.
Astral Detection: CL1000
Psi-Screen: Sh-X
Telepathy: Mn, Shadow King has mastered the following power stunts:
-Mental Bolts: Mn
-Mental Probe: Mn
-Possession Jump: Mn ability to leave his host body and possess another body. Unlike normal Possession, the Shadow King must gain a red power FEAT to succeed. If he fails, he may not try again for 1d10 days. If the attack succeeds, the effects are permanent and the subject may not spend Karma to influence his actions. The only way for a host to escape is if the Shadow King voluntarily decides to leave (it may do so if threatened with its host's death). As well as possessing live bodies, the Shadow King can possess a newly-dead corpse. A possessed corpse has the same statistics it had before death, but will gradually deteriorate, losing 1 Endurance point per day (1d10 Endurance if the Shadow King is forced to use his powers extensively). Before Endurance reaches 0, the Shadow King must find a new host.
-Corruption: Mn ability to corrupt the psyches of other beings. This is resolved like the Possession power with the target receiving a Psyche FEAT to resist vs. the Intensity of the attack. Instead of totally dominating the victim, the Shadow King's power taps the latent evil that lies inside all but the purest souls. The Shadow King does not directly control the minds of those he has corrupted. They retain a degree of free will, their old skills and evil versions of their previous personalities, but they revel in wickedness. There is no limit to the number of beings the Shadow King can corrupt in this fashion.
-Mind Control: Am ability to directly Mind Control a person he has corrupted.
-Hound Creation: Am ability to release the raw animal within individuals, turning them into ferocious "hounds" under his control. An attempt to create a hound is resisted by the individual's Psyche vs. the Intensity of this Power Stunt. A hound has +1CS with Fighting and Agility, but -2CS with Psyche and Intuition, and Reason drops to 0.
-Detect Telepaths: Mn range as long as they are using their ability. If the telepath opens up their mind by using a mind-amplifying device such as Cerebra, the detection range is increased by +2CS.
Nexus Creation: The Shadow King turned Lorna Dane (Polaris) into a psychic link between the real world and the astral plane. At that time, Polaris had been mutated into a catalyst for negative emotions. By coupling her power to his own, the Shadow King formed Lorna Dane into a psychic magnifier that increased all his powers by +1CS. This also gave him Mn rank Emotion Control with CL3000 range, the only limitation being that he could only use the power to spread hatred.
Limitation:
The Shadow King could only maintain a material existence if he possessed other living or dead beings. Professor X and Storm is the only mind the Shadow King had encountered which he could not corrupt. Add +5CS to Storm's Psyche when resisting his power.
Talents: Detective/Espionage, Egyptian Law, Multi-Lingual: (English, Egyptian, Arabic languages)
Contacts: The Hand
___________________________________________________________________________________
Shinobi Shaw
F) Gd10
A) Ty6
S) Ty6
E) Gd10
R) Ex20
I) Ty6
P) Gd10
Health: 32 Karma: 36
Resources: Am Pop: 10
Known Powers:
Density Manipulation (Self): Am, Shinobi is able to alter his own density, increasing or decreasing it as desired. His Power Stunts include:
-Gain body armor equal to his current Density power rank.
-Use the power rank instead of his Strength when attacking.
-At Sh-0 density, Shinobi is immune to physical attacks, but not energy or force attacks.
-Shinobi can disrupt living and non-living material by touching the target or victim and solidifying inside that object or person. Damage equals Shinobi’s chosen density rank. Body armor is ignored, but force fields are not.
Equipment:
None
Talents: Business/Finance, Leadership, Politics
Contacts: Shaw Industries, Upstarts, Hellfire Club, US Government
__________________________________________________________________________________
Silver Samurai
Kenuichio Harada
F) Rm30
A) Ex20
S) Ex20
E) In40
R) Gd10
I) Ex20
P) Ex20
Health: 110 Karma: 50
Resources: Gd Pop: 0
Known Powers:
Tachyon Field: Un, Silver Samurai can summon an extremely powerful energy field. The focus of this energy goes into his Katana (Shown below).
Equipment:
Body Armor: Ex protection vs. Physical and Energy
Katana: Un Edge, it can also cut through Un materials in a single round
Teleportation Ring: Rm ability to teleport up to three miles away
Talents: All Martial Arts, Samurai Training, Oriental Weapons, Swords, Thrown Weapons
Contacts: Viper, Hydra
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Spiral
Ricochet Rita
F) Rm30
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Am50
Health: 110 Karma: 80
Resources: Rm Pop: -5
Known Powers:
Multiple Arms: Spiral has six arms (one of which is bionic, made of In material and has In strength). She can make three attacks per rounds.
Alien Physiognomy: As a result of Rita's transformation by Mojo, she now has:
-Body Armor: Gd
-Immunity to Possesion and other forms of control: CL1000
Magic: Spiral uses her 'Spiral Magic' to weave spells. She must have her arms free to do so, she must make a successful Psyche FEAT to succeed:
-In ability to shatter unliving matter or force fields, 3 areas range. One round to cast.
-Control Energy: Am
-Neatralize Non-Magical Powers: within 3 areas for 3 rounds. One round to cast.
-Teleport: Up to 10 areas, One round to cast
-Dimensional Travel: 10 rounds to cast
-Invisibility: Rm
-Increase or decrease another character's power rank by 2CS, Un max, Fe min. 1 round casting time, effect lasts until she stops dancing.
-Drain Life: Mn
-Tracking: Am, 10 rounds to cast
Shadow Teleport: since 'joining' the Crimson Dawn she has acquired the power of shadow-teleportation at In rank.
Equipment:
Sword: Gd Edge when used 1-handed, Ex Edge when used 2-handed.
Dagger: Ty Thrown Edge, 2 areas
Talents: Edged Weapons, Martial Arts B, C, Cyborg-Engineering
Contacts: Mojo
___________________________________________________________________________________
Spymaster
F) Rm30
A) Ex20
S) Gd10
E) Ex20
R) Ex20
I) Gd10
P) Gd10
Health: 80 Karma: 40
Resources: Rm Pop: -10
Known Powers:
None
Equipment:
Body Armor: Ex protection vs. Physical
Weapons: Spymaster has used the following weapons:
-Energy Nunchakas: Am Energy
-Razor-Disk Guns: Am Edge, tracking at +1cs
-Repulsor Repellors: Able to absorb force beams of up to Un intensity and then use them against another target
-Stasis Ray: Mn
-Energy Mini-Gun: Rm
-Other Weapons: Spymaster has used other conventional weapons and electronic devices for spying
Talents: Detective/Espionage, Disguise, Martial Arts B, Acting, Electronics, Guns
Contacts: AIM, Justin Hammer, Maggia
___________________________________________________________________________________
Stilt-Man
Wilbur Day
F) Gd10
A) Ex20/Gd10
S) Ex20/Ty6
E) Rm30/Ty6
R) Rm30
I) Gd10
P) Ty6
Health: 90/32 Karma: 46
Resources: Ty Pop: -3
Known Powers:
None, all derived from his Battle Suit
Equipment:
Battle Suit: In prtection vs. Physical, Rm protection vs. Energy. The suit has the following abilities:
-Air Supply: 2 hours
-Stilts: Each leg can elongate from 5 to 290 feet. This allows Stilt-Man to clear a 25-story building while walking normally. He can kick with In damage or move at Gd speed
-Ejection Jets: Rm airspeed
-Extending Arms: Each leg can elongate from 5 to 290 feet.
-Silicone Covering: Mn ability to escape holds, nets and other entanglements. Spider-Man's webbing and other adhesives cannot stick to Stilt-Man's legs
-Particle Blaster: In Energy, 10 areas
Talents: Crime, Engineering
Contacts: Owl, Gladiator, Copperhead
___________________________________________________________________________________
Stryfe
F) Rm30
A) Ex20
S) Ex20
E) In40
R) Rm30
I) In40
P) Mn75
Health: 110 Karma: 145
Resources: In Pop: -40
Known Powers:
Telepathy: In
Telekinesis: Un, has the following power stunts:
-Force Field: Mn
-Increase slugfest damage to In
-Force Bolts: Mn
Equipment:
Armor: Rm protection vs. Physical and Energy
Talents: Leadership, Military, Martial Arts B, Future Technology
Contacts: Mutant Liberation Front, Dark Riders
___________________________________________________________________________________
Super-Skrull
Kl'rt
F) Rm30
A) Ex20
S) Am50
E) Am50
R) Ex20
I) Gd10
P) Ex20
Health: 150 Karma: 50
Resources: Un Pop: 0
Known Powers:
Shape-Shifting: Un
Generation: Gd
Hypnotic Mind Control: In ability to control the minds of others upon eye contact.
-Elongation: Un
-Plasticity: Un
-Fire Generation: Mn
-Fire Control: Mn
-Fire Sheath: Mn
-Resistance to Heat and Flame: Un
-Rocket Flight: In
-Armor Skin: By mimicking the Thing's hide, he gains In armor
-Force Field: Am
-Invisibility: Ex
Equipment:
None
Talents: Martial Arts C, E, Detective/Espionage, Pilot, Astro-Navigation, Survival, Engineering, Military, Guns, Kree Weaponry, Skrull Weaponry
Contacts: The Skrulls
___________________________________________________________________________________
Surtur
F) Sh-X 150
A) Un100
S) CL1000
E) CL3000
R) Rm30
I) Rm30
P) Cl3000
Health: 4250 Karma: 3060
Resources: Mn Popularity: -900
Known Powers:
Resistance to Fire and Heat: CL3000, Surtur is made of fire.
Body Armor: Sh-X. Surtur's fiery body protects him from Blunt, Edge, and Shooting attacks.
Fire and Heat Control: Surtur can control fire and heat with Sh-Z ability.
Phasing: Mn
Shapechange: Mn
Invulnerability: Sh-Z resitance to Physical, Energy and Magical attacks
Growth: (Permanent) Un
Equipment:
Twilight (Surtur's Sword of Doom): CL1000 material, Sh-Z Edge, Surtur can gain CL3000 Flame damage by Igniting his sword in the "Eternal Flame of Destruction".
Weakness: Cold- and Water-based attacks gain +1CS damage.
Talents: Asgardian Lore, Weapon Specialist: Twilight.
Contacts: Ymir, Loki