Villains I - L

The villains of the Marvel Multiverse
Death
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Joined: Fri Sep 15, 2023 10:35 pm

Villains I - L

Post by Death »
I

Impossible Man

F) Rm30
A) Rm30
S) Gd10
E) Un100
R) Ty6
I) Ty6
P) Ty6

Health: 170 Karma: 18
Resources: N/A Pop: 3

Known Powers:
Shape-Shifting: Sh-Z, Impossible Man is able to change his form, but his colors are limited to green and purple, has the following power stunts:
-Life Form Creation: asexual reproduction into independent beings
-True Invulnerability: Un
-Power Duplication: Am
-Self-Sustenance: Doesn't need to eat, sleep or breathe, able to survive in space
-Levitation: Ty
-True Flight: CL3000, by mimicking air or space vehicles

Equipment:
None

Talents: Astro-Navigation, Rapid Language Learning skills

Contacts: None
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nferno

Samantha "Sam" McGee

F) In40
A) In40
S) Mn75
E) Un100
R) Ex20
I) Gd10
P) Rm30

Health: 255 Karma: 60
Resources: N/A Pop: -20

Known Powers:
Kinetic Energy: Sh-X
-Energy Blast: Un Energy, 10 areas
-Energy Absorption: Able to absorb up to 100 points of energy. Those points can add up to her energy blast to Sh-X.
-Flight: Sh-X
Body Armor: Sh-X vs. Physical, Shooting and Edge
Resistance to Energy, Heat and Fire: CL1000

Equipment:
None

Talents: Pilot

Contacts: The Exemplars
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Iron Monger

Obadiah Stane

F) Rm30/Ty6
A) In40/Ty6
S) In40/Pr4
E) Mn75/Ty6
R) Gd10
I) In40
P) Pr4

Health: 185/22 Karma: 54
Resources: Am Pop: 10

Known Powers:
None

Equipment:
Body Armor: The Iron Monger suit is an adaptation and improvement of the original Gray Iron Man armor. It is made of Incredible strength material and offers Incredible protection from acid or most physical attacks, and Monstrous protection against cold, heat, radiation, and most other energy attacks.
-Magnetic Control: The Iron Monger suit has Amazing strength Magnetic powers. Like Iron Man, his ability to fine tune his power to perform delicate manipulations is undeveloped.
-Life Support: The Iron Monger suit allows its wearer to survive in a hostile environment (underwater or hard vacuum, for example) for two hours.
-Growth: The Iron Monger suit is bulky, weighing over four tons and standing nine feet tall. Opponents receive +1cs when attempting to hit him.
-Flight: The Iron Monger has Good airspeed (8 areas per round). If his boot jets are used as weapons, they cause Incredible damage in a two-area range.
-Repulsors: The Iron Monger has Monstrous intensity repulsors, which have a 12-area range.
-Unibeam: The chest beam on the Iron Monger suit houses a Monstrous strength laser with a range of 7 areas.
-Alter Ego: Stats change as shown above

Limitations:
Computer Control: The Iron Monger armor is controlled by outside computers. The above Fighting, Agility, and Intuition scores are used for the Iron Monger regardless of the scores of the individual wearing the armor as the computer takes control over these attributes. The computer is ill-prepared to handle multiple opponents. If the Iron Monger is fighting more than 2 opponents, his Fighting, Agility, and Intuition are decreased by 1 rank. If he’s fighting more than 5, by 2 ranks. If the computer link is ever disconnected, the Iron Monger has the same Fighting and Intuition scores as its wearer, and an Agility score 2 ranks lower than that of its wearer.

Talents: Business/Finance, Engineering

Contacts: Madame Masque, Criminals
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It the Living Colossus

Robert O'Bryan

F) Rm30
A) Ty6
S) Un100
E) Un100
R) Gd10
I) Ty6
P) Gd10

Health: 236 Karma: 26
Resources: Pop:

Known Powers:
Mineral Body: The It Body is composed of granite reinforced by alien circuitry. It has the following power stunts:
-Self-Sustenance: It has no need to eat, sleep or breathe
-Invulnerable to Disease: CL1000
-Body Armor: Un
-Mind Transferal: O'Bryan is able to transfer his consciousness into It with In abilities

Equipment:
None

Talents: Engineering, Pyrotechnics

Contacts: Diane Cummings, Wonder Man
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J

The Jackal

Professor Miles Warren

F) Gd10
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Ex20

Health: 90 Karma: 50
Resources: Ex Pop: 0

Known Powers:
None

Equipment:
Jackal Costume: In material, it gives Jackal the following power stunts:
-Body Armor: Gd protection vs. Physical and Energy
-Claws: In Edge, laced with a knock out drug with lasts for 1-10 rounds. Victim must make a Red Endurance FEAT vs. being knocked unconscious
-Shock Device: In Electrical shock to anyone that touches him

Talents: Cloning, Biology, Genetics, Physics, Chemistry

Contacts: Spidercide
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Javitz

Isaac Javitz

F) Ex20
A) Gd10
S) Am50
E) Mn75
R) Pr4
I) In40
P) Gd10

Health: 155 Karma: 54
Resources: Ex Pop: -10

Known Powers:
Body Resistance: Rm protection vs. Physical and Energy
Enhanced senses: In Smell and Hearing
Increased Size: Javitz is 11 feet tall, just over 3 meters, and is +1cs to be hit. He gets a +1cs to wrestling and escaping.

Equipment:
Headsets: In communications with any Acolyte

Limitations: Javitz is missing his left eye

Talents: Trivia (Mutant Opponents)

Contacts: Acolytes
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Justin Hammer

F) Pr4
A) Gd10
S) Ty6
E) Gd10
R) Ex20
I) Ty6
P) Gd10

Health: 30 Karma: 36
Resources: In Pop: 10

Known Powers:
All though Justin Hammer has no superhuman powers, he does have the hired help of costumed villians. Such villians are Blacklash, Whirlwind, Boomerang, The Constrictor and Hydro-Man

Equipment:
Pistol: Gd Shooting, 7 areas

Talents: Business/Finances, Crime

Contacts: Hammer Industries, Hydra, Several Costumed Villains
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K

Kaine

Clone of Peter Parker

F) Rm30
A) Am50
S) Am50
E) Am50
R) Gd10
I) Ex20
P) Ty6

Health: 180 Karma: 36
Resources: Pr Pop: -5

Known Powers:
Wall-Crawling: Am, Like Spider-Man, Kaine can also "stick to any surface," but unlike Spider-Man, he doesn't use this power for travel. Kaine's uses this power as an offensive attack by adhering to the ground and pulling walls, billboards, etc. on the top, or at, his enemies. After they are pulled, treat them as a charging attack as if they were falling, or being thrown. Kaine can pull up to Am intensity weight at once.
Leaping: Am, up to 3 areas
Balance: Kaine’s balance allows him to walk a tightrope automatically and a slack with an Agility FEAT. His sense of balance helps him fall up to 3 stories (30 feet) without receiving damage, provided he lands on his feet (Agility FEAT). He can prevent damage from a longer fall by grabbing and swinging off protrusions in the fall’s path every 3 stories (flagpole, lampposts, etc.) as long as he keeps making Agility FEATs
Mark of Kaine: Gd, After defeating an opponent, (more often than not, they are dead) Kaine leaves his "mark" on them. This is a form of concentrated cell degeneration that is limited to the range of touch. Kaine usually places this mark on the face.

Equipment:
None

Weakness:
Precognition: Am, Kaine's Spider-Sense mutated into a form of precognition. He sees future events affecting himself, and sometimes others that he knows. When a vision appears, Kaine is stunned and cannot act until the pain (and the vision) subsides. He sees only one vision at a time, and it doesn't change until it happens, or it is impossible for it to happen. Kaine can't control when the visions appear, or their clarity.

Talents: Stealth, Martial Arts B

Contacts: None
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Kamal

Kamal el Alaoui

F) Ex20
A) Ty6
S) Am50
E) Mn75
R) Ty6
I) Ty6
P) Ex20

Health: 151 Karma: 32
Resources: Gd Pop: -5

Known Powers:
Property Absorption: Am ability to absorb the properties of any physical objects

Equipment:
Body Armor: Gd protection vs. Physical and Energy

Talents: Martial Arts B

Contacts: Acolytes
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Kang the Conqueror

F) Rm30
A) Gd10
S) Rm30
E) In40
R) In40
I) Rm30
P) In40

Health: 110 Karma: 110
Resources: Am Pop: -15

Known Powers:
None

Equipment:
Body Armor: Kang wears full body armor that provides Rm protection. Has the following power stunts:
-Resistance to Corrosives, Toxins, and Disease: Rm
-Self-Sustenance: Kang doesn't need to eat or sleep.
-Force Field: +2CS protection. It is effective against all Physical, Energy and Force attacks, but not Mental or Magical attacks.
-Blaster Gauntlets: In Force or Energy, 7 areas
-Summon Weapons: Kang has the ability to summon any type of weapon he chooses with a limit of Mn ability.

Vehicle:
Time Ship: This time-ship travels from era to era, and is also capable of interplanetary space travel.
-Control: Am
-Speed: CL1000
-Body: Am
-Protection: Am
Hover Pad: Personal vehicle while he's on the surface of a planet.
-Body: Am
-Speed: In
-Control: Un
-Protection: None

Talents: Leadership, Marksmanship, Business/Finance, All Martial Arts, History, Repair/Tinkering

Contacts: Scarlet Centurion
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The Kingpin of Crime

Wilson Fisk

F) Rm30
A) Gd10
S) Ex20
E) In40
R) Gd10
I) Ex20
P) Gd10

Health: 100 Karma: 40
Resources: In Pop: 0

Known Powers:
Body Armor: Through his fighting disciplines, he has Pr body armor vs. Physical and Force attacks.

Equipment:
Walking Stick: Rm strength material, has the following abilities:
-Three-shot Laser: Ex Energy, 2 areas
-Two doses of Sleeping Gas: Am potency, puts the target to sleep for 1-10 hours if an End. FEAT roll is failed. The sleeping gas has a range of 1 area.
Minions: The Kingpin rarely travels alone. He maintains an army of goons for practice sessions and for delaying heroes that directly attack his organization.

Talents: Martial Arts A, B, C, Wrestling, Business/Finance, Intimidation, Manipulation, Politcs.

Contacts: Other Crime Syndicates, Bullseye, The Enforcers

Minions

F) Ex20
A) Ty6
S) Gd10
E) Ex20
R) Ty6
I) Ty6
P) Ty6

Health: 56 Karma: 18

Equipment:
Guns: Rm shooting

Talents: Marksmanship, Crime
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The Kleinstock Brothers

Harlan Kleinstock and Sven Kleinstock

F) Rm30
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Gd10
P) Gd10

Health: 110 Karma: 30
Resources: Ex Pop: -10

Known Powers:
E-Blasts: Rm Energy, 3 areas, in contact with each other, they can increase damage to Am each
Psionic Link: the Kleinstocks are psi-linked to one another and have a Rm mind-bond. They read each others thought and feel each others emotions
Melding: The Kleinstocks can meld with each other to increase their size by double and their stats like so:
-F) Rm30
-A) Rm30
-S) Am50
-E) Un100
-Health: 210
-They get Ex Body Resistance and their E-Blasts are increased to Mn

Equipment:
Headset: Rm communications with any Acolyte

Talents: Martial Arts A, Wrestling

Contacts: Acolytes
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Kraven the Hunter II

Alyosha Kravinoff

F) Ex20
A) Rm30
S) Rm30
E) In40
R) Ex20
I) In40
P) Ty6

Health: 120 Karma: 66
Resources: Gd Pop: -10

Known Powers:
Running: 4 areas/round.
Heightened Senses: Mn sight, hearing, smell, taste and touch
Nerve Punch: Stuns target for 2-20 rounds when Kraven makes a successful Red FEAT in slugfest. Victim must make a Yellow End. FEAT to avoid the effects.
Animal Empathy: Am

Equipment:
Axes: Gd Thrown Edge
Darts: 2 areas, Ty Throwing, darts may be lined with Knock-Out Potions.
Electro-Blaster: In Energy, 1 area
Knock-Out Potions: Am intensity weapon coating.
Manacles: Rm Grappling
Poison Gas: Gd intensity Stun.

Talents: Martial Arts B, Hunting, Tracking, Weapons Specialist (Edged and Thrown Weapons), Trapping, Performer: (Actor)

Contacts: Sinister Six, Nickel
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L

Lady Deathstrike

Oyama Yuriko

F) In40
A) Ex20
S) Gd10
E) Rm30
R) Ty6
I) Ex20
P) Ex20

Health: 100 Karma: 46
Resources: Ex Pop: -15

Known Powers:
Cyborg Body: Lady Deathstrike's body has been heavily modified. It gives her the following abilities:
-Claws: In material, Rm Edge
-Body Armor: Rm Protection from Physical and Energy attacks.

Equipment:
None

Talents: Martial Arts A, C, E, Sharp Weapons.

Contacts: Spiral, Reavers, Donald Pierce.
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The Leader

Samuel Stern

F) Gd10
A) Ex20
S) Ty6
E) Rm30
R) Am50
I) Rm30
P) Am50

Health: 66 Karma: 130
Resources: In Pop: -30

Known Powers:
Enhanced Mind: The Leader's gamma-irradiated brain gives him total memory recall and flawless logic.
-Mind Control: Am, The Leader must touch a victim and make a green FEAT roll for this to work.

Equipment:
Stun Pistols: Am Stunning, 3 areas
Force Rifles: Am Force, 10 areas
Entangling Gun: Am strength cable, 2 areas
Mind Control Devices: Rm control, 5 areas
Monivac: A sentient computer with a Reason of In that maintains the Leader's orbiting space station, with Mn laser defenses.

Talents: All Scientific Skills, specializing in Radiation, Engineering, Repair/Tinkering

Contacts: Usually only his minions
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Lilith von Dracul

F) Ex20
A) In40
S) Rm30
E) Un100
R) Gd10
I) In40
P) Am50

Health: 190 Karma: 100
Resources: Gd Pop: -20

Known Powers:
Immortality: Thanks to the gypsy spell that gave Lilith her vampiric aspect, Lilith is now virtually immortal. Even if her body is destroyed, her mind can inhabit any 'innocent' woman that wanted her father dead. This perk lasted as long as Dracula, himself, was alive. So, the only way to truly slay Lilith is to first kill Dracula himself, and then hunt down and destroy Lilith's body. Otherwise, she will always return to cause trouble another day.
Regeneration: Ex
Body Transformation: Lilith has the power to change her form as listed here:
-Mists: Lilith could fly at Fe speed, and could 'leak' through tiny cracks and openings. Lilith could transform some of her body into mist, instead of all of it.
-Normal-Sized Bat: Lilith could Fly at Pr speed, and could make Pr Edge attacks.
Vampire Bite: Lilith doesn't have to feed upon blood, but she does like to. This bite does Ty Edge and injects vampiric ichor that, if the victim dies of blood loss, will force them to rise anew as a vampire in 3 days time.
Weather Control: Making a Red Psyche FEAT roll, Lilith can induce several changes in local weather patterns, such as thick fog, lightning, snow, rain, etc... Such changes are very draining, and prevent Lilith from using any other vampiric powers for 1-10 hours.
Hypnosis: Lilith can hypnotize mere mortals by making eye contact with them. This is the only action she can perform in a turn, and victims are allowed a Psyche FEAT vs. Am intensity to resist. If successful, hypnotized victims will do anything short of suicide.
Summoning: Lilith can, with a successful Psyche FEAT roll, summon her Psyche rank number in bats, rats, mice, dogs, or wolves, which will obey her every command.
Telepathy: Lilith can communicate with anyone she has bitten telepathically, with global range. This worked whether the victim was still mortal, or has risen as a vampire from death.

Equipment:
None

Limitation:
Lilith is still vulnerable to wooden stakes through the heart. Staking a vampire requires at least a partial hold, and then a Red attack on the Edge Attack table with the wooden stake. This would destroy Lilith's current body.

Talents: Occult Lore

Contacts: None
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The Living Monolith

Ahmet Abdol

F) Ty6
A) Gd10
S) Gd10
E) Ex20
R) Ex20
I) Ty6
P) Ex20

Health: 46 Karma: 56
Resources: Gd Pop: 0

Known Powers:
Cosmic Energy Absorption: Abdol required cosmic radiation to fuel his mutation otherwise he is normal.
Stage I: Occurs when exposed to Ex of Rm radiation for at least 10 rounds.
F) Ex20
A) Ex20
S) Mn75
E) Am50
R) Ex20
I) Ex20
P) Rm30

Health: 165 Karma: 70
He grows to 26ft tall but still appears human. He also develops the following powers:
-Energy Blasts: Am
-Body Resistance: In
-Movement: Ex land speed

Stage II: Occurs when exposed to In of Am radiation for at least 10 rounds.
F) Rm30
A) Gd10
S) Un100
E) Mn75
R) Ex20
I) Ex20
P) In40

Health: 215 Karma: 80
He grows to 33ft tall but still appears human. He also develops the following powers:
-Energy Blasts: Mn
-Body Resistance: Am
-Movement: Rm land speed

Stage III: Occurs when exposed to Mn of Un radiation for at least 50 rounds.
F) In40
A) Gd10
S) Sh-X150
E) Un100
R) Ex20
I) Rm30
P) Am50

Health: 290 Karma: 100
He grows to 41ft tall but still appears human. He also develops the following powers:
-Energy Blasts: Un
-Body Resistance: Mn
-Movement: In land speed

This is normally as far as the Living Monolith progressed. If defeated he usually lost his powers.

Stage IV: Not content with stage III Abdol began to absorb cosmic radiation from the atmosphere, growing hundreds of feet in height and shifting ALL his powers to CL3000 rank, until he went into space and became a living planet.

Equipment:
Energy Blaster: In Energy, 6 areas

Limitations: Abdol never receives Karma after ascending stage II.

Talents: Archaeology, Bi-Lingual:(English and Egyptian)

Contacts: His own worldwide cult.
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The Lizard

Dr. Curt Connors

F) In40/Ty6
A) Rm30/Ty6
S) Am50/Ty6
E) Mn75/Gd10
R) Ty6/Rm30
I) Ty6/Gd10
P) Pr4/Ty6

Health: 195/28 Karma: 16/46
Resources: Sh-0 Pop: 0

Known Powers:
Lizard Form: Dr. Curt Connors accidentally changed himself in a humanoid lizard. Has the following power stunts:
-Alter Ego: Connors' stats are to the right as the Lizard's stats are on the left
-Body Armor: Ex protection vs. Physical
-Claws: In Edge
-Teeth: Am Edge
-Tail: In Blunt attack
-Wall-Crawling: Am
-Enhanced Senses: Rm Sight, Smelling, Hearing
-Regeneration: Am, 50 points a round
-Reptile Communications: Lizard communicates with and controls all reptiles and amphimpians in a one mile radius with Am ability.

Equipment:
None

Limitation: As Connors, he lost his right arm

Talents: (As Connors) Genetics, Biology, Bio-Chemistry, Herpetology (the study of reptiles), Medical

Contacts: Billy Connors, Peter Parker
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Loki

F) Rm30
A) Ex20
S) Am50
E) Am50
R) Ex20
I) Ex20
P) Mn75

Health: 150 Karma: 115
Resources: Rm Pop: 25

Known Powers:
Frost Giant Physiology: Loki is a member of the race of Frost Giants of Jotunheim, although not a giant in stature. He possesses the following abilities:
-Dense Flesh: Ex protection vs. Physical and Energy
-Immune to Disease and Toxins: Un
-Resistance to Magic: Un
Mental Abilities (non-magical): Loki has a form of telepathy, in which he can perform the following power stunts:
-Light Casting: Mn
-Telepathic Communication: CL1000 ability to communicate telepathically (not read minds), breaching dimensions.
-Plant Suggestions:Am ability to plant suggestions into one's head.
-Enhanced Senses: perceive distant places and dimensions.
-Image Projection: similar as Astral Projection.
Magical Abilities: Loki has studied magic for ages. His magic is at Mn unless stated otherwise:
-Shape-Shifting: Loki gains the stats and abilities of the form he takes, but retains his normal Health.
-Imitation: Un, he does not gain powers or abilities.
-Matter Rearrangement and Transformation: Un
-Animate Objects: Un
-Eldritch Bolts: Mn, 10 areas.
-Personal Shield: Mn
-Enhancement: With a Psyche FEAT., Loki may increase abilities of others. This last as long as Loki concentrates, but may be made permanently by using talismans:
--White: 2 abilities +2cs
--Green: 3 abilites +3cs, 1 random power
--Yellow: 3 abilities +3cs, 2 random powers
--Red: 4 abilities +3cs, 3 random powers
-Dimensional Travel: Mn, Loki can cast spells between dimensions using a talisman.
-Life Protection: Kill results do not harm Loki.

Equipment:
Talisman: Loki often uses Talismans to increase his power.

Talents: Occult Lore, Mythological Lore

Contacts: various
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