Villains C - D
C
Calypso
Calypso Ezili
F) Ty6
A) Gd10
S) Ty6
E) Ex20
R) Gd10
I) In40
P) In40
Health: 42 Karma: 90
Resources: Gd Pop: 0
Known Powers:
Magic: Calypso is a Master of Voodoo Magic. She sold her soul to a mysterious, evil god in exchange for her powers. She has established the following spells:
-Illusions: Calypso can create illusions in the minds of others at Rm ability. This lasts for 1 hour in an area of effect of 2 areas. The illusions look, smell and sound real, but cannot cause harm. No one outside the area of effect can see the illusion. For it to be believable, Calypso must concentrate on the illusion for the entire duration of its existence. Affected character may attempt a Psyche FEAT to disbelieve the illusion the round it begins and once every other round thereafter. If successful, the illusion fades from the character's mind.
-Mental Control: In ability to attack another character's mind and attempt to control it. The victim must have a Psyche of less than In, and Calypso must succeed at a spell rank FEAT to control the target. If successful, Calypso can control the victim for 1 full day. If the victim is commanded to do something they would never do, they are allowed to make a Psyche FEAT with success indicating they have broken the spell.
-Telekinesis: In, Calypso can move up to 10 tons of material within an area of effect of 5 areas.
-Telepathy: Mn, range of 40 areas.
Equipment:
None
Talents: None
Contacts: None
___________________________________________________________________________________
Cardiac
Dr. Eli Wirtham
F) Ex20
A) Rm30
S) Ex20
E) Rm30
R) In40
I) Ex20
P) Ex20
Health: 80 Karma: 80
Resources: In Pop: 0
Known Powers:
Artificial Components/Beta Technology: In amounts of this energy through his hands but at only Fb range (touch only). He needs his multi-purpose staff to focus his energy into a distance at tack.
Equipment:
Body Armor: Ex protection vs. Physical attack, Pr resistance to Energy attack, Ex resistance to Fire and Heat-based.
Shock Plates: Resists stuns as if he had Am Endurance. Able to fall and take no damage from heights of up to 45 feet provided he lands on his feet.
Multi-Purpose Pulse Staff: Am material, Am Blunt
-Energy Blasts: Mn Energy, 3 areas away. The staff does not produce the energy, but temporarily stores and amplifies the energy channeled through it.
Vehicle:
Robotic Wing: Rm airspeed(225 mph or 15 areas/round). Its maximum speed drops to Ex (150 mph or 10 areas/round) with Cardiac in tow. It carries Cardiac by his staff
Limitation: Certain frequencies of energy interfere with the pacing of Wirtham's artificial heart. Cardiac must make an Endurance FEAT versus any attack which disrupts electrical equipment with greater than Excellent intensity. Failure of this FEAT indicates Cardiac's artificial heart has malfunctioned. A second Endurance FEAT should then be made to determine the extent of the damage with a red result indicating he is all right, a yellow meaning he must rest for 1-10 rounds while experiencing chest pain and shortness of breath, a green result driving Cardiac to the floor clutching his chest for 2-20 rounds, and a white result meaning he has suffered a heart attack and requires immediate hospitalization (but more likely has to be taken to Wirtham Towers where he can access his programs).
Talents: Acrobatics, Medical, Tumbling, Weapons Master: Staff
Contacts: None
___________________________________________________________________________________
Cargill
Alias: Frenzy
Frenzy
Johanna Cargill
F) Rm30
A) Ex20
S) Mn75
E) Am50
R) Gd10
I) Gd10
P) Ty6
Health: 175 Karma: 26
Resources: Ex Pop: -10
Known Powers:
Body Armor: Mn
Resistance to Injury: Am
Equipment:
None
Talents: Pilot, Military
Contacts: Acolytes
___________________________________________________________________________________
Carnage
Cletus Kassidy
F) In40
A) In40
S) Am50
E) Am50
R) Gd10
I) Rm30
P) Ty6
Health: 180 Karma: 46
Resources: Ty Pop: -30
Known Powers:
None
Equipment:
Symbiote: Carnage is bonded with the symbiote. Carnage & the symbiote must be attacked separtally. When you try to attack them, your -6cs to attack. It has Rm resistance against attacks & has 30 health. The Symbiote can regenerate 6 points of health a round. When the symbiote fall to 0 health, it is knocked unconscious for 1-10 rounds. An offspring of Venom's Symbiote, the Symbiote itself has the same abilities as Venom's. The powers granted to Carnage are somewhat different.
-Symbiote Tendrils: Am, it can stick to In strength material. When it is disconnected for the symbiote, it disolves in 5-50 minutes. It can be used to entangle or transportation(3 areas/round)
-Claws: Ex edged damage
-Spider-Sense immunity: Can block Spider-Man's Spider-Sense
-Body Armor: Ty vs. blunt attacks
-Object Creation: Carnage can create small weapons from his Symbiote's substance that disintegrate 1-6 rounds after creation. The damage is weapon-specific.
-Elongation: Ex
Limitations:
Weak against Sonics: The Symbiote is -3CS vs. Sonics attacksfire +1CS
Weak against Fire: The Symbiote is -1CS vs. Fire attacks
Talents: None
Contacts: None
___________________________________________________________________________________
Carnivore
Count Andreas Zorba
F) Am50
A) Am50
S) Mn75
E) Un100
R) Gd10
I) Gd10
P) Ex20
Health: 275 Karma: 40
Resources: N/A Pop: -20
Known Powers:
Claws: Un material, up to Mn Edge
Teeth: In Edge
Regeration: Am, 5 points/round
Recovery: Un
Resist Poisons: Un
Animal Empathy: Am
Enhanced Senses: Mn smell, In hearing
Berserker: ignore stuns & Un resistance to mind control. A yellow psyche FEAT. must be made to come out of it.
Equipment:
None
Talents: Survival
Contacts: The Exemplars
___________________________________________________________________________________
Carrion
F) Rm30
A) Rm30
S) In40
E) In40
R) Rm30
I) Pr4
P) Ex20
Health: 140 Karma: 54
Resources: Pr Pop: -20
Known Powers:
Telepathy: Ex
Phasing: Ex
Levitation: Ty
Teleportation-Self: Ex
Disruption: In power to break down the molecular bonds of any object he touches. Effects include:
-Target collapses into ash or powder
-Spontaneous combustion
Telekinesis : Ex, although the power is limited to organic matter or water.
Equipment:
Red Dust: Carrion devised a variety of red powders that each acted as a potent weapon. Known types included:
-Anesthetic: Ex intensity, causing instant unconsciousness for 1-8 hours
-Corrosive: Rm intensity
-Cellular Rotting : Bacteria spores quickly eat away a victim’s flesh, causing Ty damage each turn.
Talents: Biology, Genetic Engineering, Induced Mutation
Contacts: Carnage, Shriek, Doppelganger, Demogoblin
___________________________________________________________________________________
The Cat
Shen Kuei
F) Am50
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Rm30
P) Rm30
Health: 130 Karma: 70
Resources: Ex Pop: 0
Known Powers:
None
Equipment:
None
Talents : Martial Arts A, B, C, D, E, Oriental Weapons, Detective/Espionage
Contacts : Communist Chinese Government, Shang Chi
___________________________________________________________________________________
Centurious
F) Gd10
A) Gd10
S) In40
E) Mn75
R) Rm30
I) In40
P) Am50
Health: 135 Karma: 120
Resources: Pop: -15
Known Powers:
Immune to Aging
Magical Abilities: Mn unless stated otherwise:
-Summon Demons: Rm
-Eldritch Bolts: Mn, 10 areas.
-Elemental Manipulation: Mn, Centurious is able to command the elements, such as Fire, Earth, Weather, etc.
-Enhancement: with a Psyche FEAT, he may increase abilities of others. This last as long as Centurious concentrates but may be made permanent:
--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
Equipment:
The Crystal of Souls: Am material, allows Centurious to steal and gain power from souls
Talents: Mystical Background, Mystic Lore
Contacts: Lilith
___________________________________________________________________________________
The Chameleon
Dimitri Smerdyakov
F) Gd10
A) Gd10
S) Gd10
E) Ex20
R) Ex20
I) Ex20
P) Gd10
Health: 50 Karma: 50
Resources: Gd Pop: 0
Known Powers:
None
Equipment:
Imitation: In ability to assume the appearance of any one he chooses, including pigmentation, hair, and body shape. He requires his Computer Belt to trigger this power. If he loses the belt, he reverts to his normal, dead-white form. Any change takes 2 turns. It is unknown whether this procedure can change his apparent gender.
Computer Belt: This serves three functions. A video scanner records a person’s overall appearance and feeds that information into a visual synthesizer that interpolates the rest of the person’s appearance. Its memory banks can store hundreds of such images. When an image is called up via a code tapped on the belt’s keypad, subtle electrical signals trigger changes in the Chameleon’s body and pigmentation. A secondary signal alters the appearance of his clothing. Memory Material: Chameleon’s clothing is made of a special fabric that can reshape and recolor itself in 2 turns. The change is triggered by his computer belt.
Knockout Darts: He carries a small air pistol that fires darts up to 5 areas. The darts contain an Ex potency anesthetic that knocks a victim Unconscious for 1-10 hours.
Knockout Gas: A small aerosol can emits a cloud of Excellent potency. The cloud is potent up to 10 areas away. Victims fall asleep for 1-10 hours.
Smoke Bomb: Rm intensity opaque mist fills 20 area radius.
Talents: Espionage, Stealth, Disguise
Contacts: Kraven the Hunter
___________________________________________________________________________________
Chance
Nicholas Powell
F) Gd10
A) Rm30
S) Gd10
E) Rm30
R) Rm30
I) Rm30
P) Gd10
Health: 80 Karma: 70
Resources: Ex Pop: -5
Known Powers:
None
Equipment:
Ankle Jets: Gd airspeed
Wrist Blasters: Chance has a blaster on each wrist that contain the following weapon systems:
-Laser: Rm Energy, 4 areas
-Concussive Blasts: Rm Force in open areas, In Force in confined spaces.
-Acid Darts: Ex intensity acid, 2 areas and each wrist blaster contain 30 darts.
-Cellular Telephone: A radio telephone is contained in his bracelet and is connected to his home computer and answering machine.
Cybernetic Helmet: Chance's helmet contains a veriety of sensors and display screens. What look like goggles are actually a variety of video screens and instrument displays.
-Circular Vision: 5 video camera's feed the monitor screens giving Change a 360 degree view.
-Infrared Vision: Gd ability to see thermal emissions or to see in the dark.
-Radar: Gd radar gives basic position of obstacles up to 10 areas away.
-Systems Monitoring: Displays within the helmet inform him of the status of ammunition, laser charges and power level.
-Protected Vision: While wearing the goggles, Chance is immune to most sight-based attacks unless such attacks can be controlled by television.
Power Pak: The pack conveys the power through cables linking the pack and helemt If these cables are damages Chance suffers an electrical shock that stuns him for 10-100 turns unless he successfully makes a Red End. FEAT roll.
Talents: Acrobatics, Marksmanship, Weapons Design, Gambling
Contacts: None
___________________________________________________________________________________
Charles "Charlie" Weiderman
F) Ex20
A) Ty6
S) In40
E) Mn75
R) Rm30
I) Gd10
P) Rm30
Health: 141 Karma: 70
Resources: Ty Pop: 0
Known Powers:
Vibranium Skinsuit: Un material, Charlie's skinsuit gives him the following power stunts:
-Invulnerability: Mn resistance to Physical, Energy, Cold, Heat, Fire and Radiation
-Vibration: Am, Charlie is able to vibrate at frequencies, this gives him the following power stunts:
--Immunity to Spider-Man's Webbing: Am to slough off Spider-Man's Webbing
--Vibrating Hand: Un damage
-Adrenaline Surge: Charlie's Fighting and Strength may be raised +1cs to a maximum of Sh-Z to hit and damage. This requires Charlie has to make a successful Psyche FEAT to increase and only if he was hurt that round. If the opponent or opponents are defeated, Charlie's abilities and Health scores return to normal in the next round.
Equipment:
None
Talents: Engineering, Chemistry, Physics
Contacts: None
___________________________________________________________________________________
Wade Cole, Angelo Macon and Murray Reese
F) Gd10
A) Gd10
S) Rm30
E) Gd10
R) Pr4
I) Ty6
P) Pr4
Health: 60 Karma: 14
Resources: Pr Pop: -5
Known Powers:
Body Armor: Ex protection vs. Physical and Energy
Equipment:
Machine Guns: Ex Shooting, 10 areas
Talents: Crime, Guns, Military
Contacts: Reavers
___________________________________________________________________________________
Collective Man
Han, Chang, Lin, Sun and Ho Tao-Yu
F) Rm30
A) Gd10
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Rm30
Health: 90 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Collective State: The Tao-Yu brothers can mentally alter the synchronization of their bodies' atoms, enabling them to merge into a single being. In their Collective State, the brothers posses the following stats:
-F) Am50
-A) In40
-S) In40
-E) Mn75
-Health: 205
-They get Ex Body Resistance
Atomic Alteration of Others: Recently, Collective Man is able to physically transform numerous individuals into Collective Men such as themselves with Am ability, which gives them the following abilities:
-F) Mn75
-A) Am50
-S) Un100
-E) Un100
-Health: 325
-They get Ex Body Resistance and In Growth
Equipment:
Talents:
Contacts: none
___________________________________________________________________________________
Cobra
Klaus Voorhees
F) Rm30
A) Mn75
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Ex20
Health: 145 Karma: 40
Resources: Ex Pop: -5
Known Powers:
Malleable Body: Cobra's entire body and bone structure is very soft. While he cannot change shape, he can fit into small holes and is difficult to hold. Attempts to grapple or strike Cobra suffer a -3CS penalty to hit while Cobra's own attacks are on the Am level.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
-Wall Crawling: Rm
Wrist Launchers: Cobra wears two small launchers on each wrist that shoot:
-Poison Dart: Am, Victim must make a Red End FEAT, failure results in unconsciousness for 1-10 rounds.
-Smoke: Obscure vision in 1 area
-Nerve Gas: In intensity nerve gas
-Blindness Gas: Victim must make a Red End FEAT, failure results in blindness for 1-100 rounds.
Talents: Crime, Leadership
Contacts: Serpent Society, Mr. Hyde
__________________________________________________________________________________
Conquest
Bridget Malone
F) Am50
A) Am50
S) Mn75
E) Un100
R) Gd10
I) Gd10
P) Ex20
Health: 275 Karma: 40
Resources: Ex Pop: -20
Known Powers:
Hyperspeed: Able to move up to 5 areas/round
Equipment:
Body Armor: Un vs. Physical, Energy, Shooting and Edge
Sword: Un material, Am Edge
Dagger: Un material, Rm Edge
Whip: Am material, Mn Edge or Am Blunt
Club: Un material, Un Blunt attack
Talents: All Combat Skills, Weapons Master (Sword, Whip, Club), Thrown Weapons
Contacts: The Exemplars
__________________________________________________________________________________
The Constrictor
Frank Schlichting
F) Rm30
A) Gd10
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Ty6
Health: 80 Karma: 26
Resources: Gd Pop: -5
Known Powers:
Bionic Arms: Un material, after injuries taken on from K.I.A., Constrictor had his arms repaired with bionic arms, giving him the following power stunts:
-Elongation: Ex
-Grappling: Rm
Adamantium Coils: CL1000 material, Constrictor can perform the following abilities:
-Grappling attack: Am
-Blunt attack: In
Equipment:
Body Armor: Rm protection vs. Shooting, Ex protection vs. Physical and Energy
Talents: Crime
Contacts: Shadow Initiative, Nighthawk
___________________________________________________________________________________
The Controller
Basil Sandhurst
F) Rm30
A) Rm30
S) Rm30
E) Rm30
R) Ex20
I) Pr4
P) Ty6
Health: 120 Karma: 30
Resources: Ex Pop: -5
Known Powers:
All of the Controller’s powers are aspects of his equipment.
Equipment:
Exo-Skeleton: The Controller possesses an exo-skeleton/body armor that was micro-surgically attached to his body from head to toe and provides him with Rm protection from physical attacks. It is able to do the following power stunts:
-Computers: The exo-skeleton is covered with micro-circuited power converters designed to receive cerebral energies in the form of extra-dimensional radiation and re-convert it into energy for physical strength. The cerebral energies he taps are the latent psionic powers that lie dormant in virtually all human beings. The Controller’s own cerebral energies are sufficient to power his exo-skeleton at the strength level noted above.
Slave Disc: Rm material, victim must make an Am Psyche FEAT. vs. mind control. With 20 people under his control, the Controller can lift about 2 tons; with 200, he could lift 20 tons. There is, however, a practical limit to both the number of people he can control at one time (determined by how many slave discs he has manufactured), and how much power the exo-skeleton’s receptors and actuators can transform and use at one time.
Power Transferal: The cerebral energies drained by the slave discs occasionally confer upon the Controller powers other than physical strength. If the person he places a slave disc upon has an above average psionic potential, the Controller is granted their psionic abilities as well as their physical strength. In this way, the
Controller has temporarily possessed the power of levitation and psychokinesis, which faded as he was defeated and his subject’s slave discs were removed.
Telepathy: The Titanium slave discs now used by the Controller can create an Amazing telepathic link between the Controller’s mind and that of the person wearing the disc.
Mind Control: Through concentration, the Controller can direct a subject’s actions mentally for as long as he concentrates upon his or her. He is only able to concentrate on one person at a time.
Talents: Engineering
Contacts: None
___________________________________________________________________________________
Copycat
Vanessa Geraldine Carlysle
F) Rm30
A) Gd10
S) Ty6
E) Ex20
R) Gd10
I) Rm30
P) Ex20
Health: 66 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Shape-Shifting: Un, Copycat is able to precisely duplicate another being's appearance down to the cellar level, allowing her to replicate superhuman powers and abilities. She gains the physical powers of the form she assumes and can increase her physical stats up to +1CS. Has the following power stunts:
-Night Vision: Un
-Claws: Am Edge
-Regeneration: Rm ability to heal surface tissue damage
-Body Resistance: In
-Blending: Un
-Metabolic Resistance: In, she can reboot her genetic template to withstand many pathogens and poisons
Equipment:
None
Talents: Martial Arts A, B, C, Military, Sharp Weapons, Thrown Weapons, Marksmanship, Guns, Detective/Espionage, Streetwise, Performer: (Actress)
Contacts: Garrison Kane, Weapon X Project
___________________________________________________________________________________
Cottonmouth
Quincy McIver
F) Ex20
A) Gd10
S) Ty6
E) Gd10
R) Ty6
I) Gd10
P) Ty6
Health: 46 Karma: 22
Resources: Gd Pop: -3
Known Powers:
Bionic Jaws: McIver's mouth and jaws have been bionically enhanced. His teeth were replaced with In material steel fangs and his jaws were strengthened and hinged so that they could open larger than the size of a human head.
-Bite: Rm Edge to an opponent. His jaws can close with Rm strength, allowing him to bite through many materials.
Equipment:
None
Talents: Crime
Contacts: Serpent Society
___________________________________________________________________________________
Count Nefaria
Count Luchino Nefaria
F) Rm30
A) Rm30
S) Un100
E) Un100
R) In40
I) In40
P) Rm30
Health: 260 Karma: 110
Resources: Ex Pop: 40
Known Powers:
Invulnerability: Un protection vs. Physical and Energy
Energy Vision: Un Energy, 10 areas
True Invulnerability: Sh-X resistance vs. Radiation, Toxins, Disease and aging
Flight: Mn airspeed
Hyper Leaping: CL3000, 20 areas
Hyper-Speed: Sh-X ability to perform any action (combat or non-combat). He can perform the followin power stunts:
-May substitute for Fighting for multiple attacks and evading. May make up to 5 combat actions per round.
-May substitute for Agility for dodging and catching projectiles.
-May substitute for Intuition for initiative.
-May reach maximum flight speed in 1 round and has no problems making high-speed turns in flight or running, and can make sudden stops with no penalties.
Ionic Vampirism: Absorb energies up to 400 points, regenerate up to 100 points of Health. He can perform the following power stunts:
-Able to make the Ionic Being he drains into his slaves, requires In Psyche FEAT vs. being under Nefaria's control.
Equipment:
None
Talents: Leadership, Crime, Criminology, Business/Finance, Electronics
Contacts: Maggia
___________________________________________________________________________________
Crimson Cowl III
Justine Hammer
F) Gd10
A) Ex20
S) Ty6
E) Ex20
R) Ex20
I) Gd10
P) Ex20
Health: 56 Karma: 50
Resources: In Pop: -15
Known Powers:
None, all of Crimson Cowl's powers are derived from her cape
Equipment:
Prehensile Cape: Ex material, Ex Blunt attack, 1 area range. It can also do the following power stunts:
-Teleportation: Rm ability to teleport at least 6 up to at least 5 miles, and possibly several hundred miles or more. This teleportation is accompanied by a brilliant flash of red light of In intensity.
-Flight: Pr airspeed
Talents: Law, Business/Finance, Politics, Leadership
Contacts: Masters of Evil V, Hammer Industries, Sasha Hammer, Detroit Steel
___________________________________________________________________________________
Crimson Dynamo
Dimitri Bukharin
F) Rm30/Ty6
A) In40/Gd10
S) Am50/Ty6
E) Mn75/Ex20
R) Gd10
I) Ex20
P) Gd10
Health: 195/42 Karma: 40
Resources: Gd Pop: 5/25 in Russia
Known Powers:
None
Equipment:
Crimson Dynamo Armor: All of Bukharin’s powers are derived from the Crimson Dynamo Armor. He has the following abilities:
-Body Armor:
-Alter Ego: Stats change as shown above
-Shoulder Pads: Inflict Mn damage when ramming an opponent
-Infra-Vision: In
-Microwave Detection: Ex
-Radio Emission: In ability to jam ordinary radio and radar
-Rocket Flight: Gd airspeed, can be used to inflict Ex Physical damage
-Self-Sustenance: 1 hour air supply
Weapons Systems: The Crimson Dynamo Armor has the following weapons:
-Plasma Bolts: Un Force, 15 areas
-Repulsor Rays: Am Force, 10 areas.
-Electric Bolts: In Electricity, 10 areas
-Magnetic Tractor Beam: Rm
Talents: Detective/Espionage, Military, Guns
Contacts: KGB
___________________________________________________________________________________
Crossbones
Brock Rumlow
F) In40
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Gd10
P) Ex20
Health: 120 Karma: 40
Resources: Gd Pop: -10
Known Powers:
Terrigen Powers: Crossbones has developed powers that allow him to generate Am Heat/Energy and fire them as beams at his enemies.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Handguns (x2): Pr Shooting, 3 areas
Talents: All Combat Skills, Acrobatics, Marksmanship, Crime, Weapons Specialist (Crossbow), Explosives
Contacts: The Thunderbolts
___________________________________________________________________________________
Crossfire
William Cross
F) Rm30
A) Rm30
S) Gd10
E) Ex20
R) Ex20
I) Ex20
P) Ex20
Health: 90 Karma: 60
Resources: Ty Pop: -3
Known Powers:
Bionic Implants: All of Crossfire's powers are results of his Bionic Implants, has the following power stunts:
-Infrared Vision: Ex vision in light or dark
-Hyper-Hearing: Left ear is replaced with an audio sensor, giving him In hearing, In resistance to sound-based attacks
-Protected Senses: In resistance to Sonics and Mind Control
Equipment:
Uniform: Gd protection vs. Physical, Ex protection vs. heat or cold-based attacks
Mind Control Equipment: Mn mind control, subjects are filled with intense hatred and violence. Victims failing a Psyche FEAT will attack everyone in range until the machine is shut off or the victim is removed from its effect. Range of 2 areas
Pouches: The pouches on his uniform conceal a variety of items, including the following:
-Gas Mask: Gd protection vs. Gas attacks
-Surveillance Bugs: Rm
-Single-Shot Weapons: Gd Shooting
Talents: Martial Arts B, E, Marksmanship, Detective/Espionage, Computers, Theoretical and Applied Ultrasonics
Contacts: Various Criminal Groups, CIA contacts, Scientists that specialize in mind control
___________________________________________________________________________________
Crusader
Arthur Blackwood
F) Am50
A) Rm30
S) Am50
E) Am50
R) Ty6
I) Pr4
P) Ex20
Health: 180 Karma: 30
Resources: Ty Pop: -5
Known Powers:
Power of Faith: Crusader's superhuman ability stems from his faith. He embodies the collective might of generations of his Christian ancestors. Should his faith falter, by failing a Yellow Psyche FEAT roll when vs. any significant challenge, all his physical ability ranks begin dropping -1cs per round until reaching Ty rank. A Red Psyche FEAT Roll is needed to regain his confidence and Powers at the descretion of the GM. If things are going well Crusader's faith will increase all his physical statistics and powers increase by +1cs.
Equipment:
Sword of Faith: As an expression of his faith, this sword can be consider to be of CL1000 material when Crusader's faith is at its peak. It loses column shifts as per his FASE stats if his faith slackens, until it becomes mere tempered steel.
Armor of Faith: like his sword, these are intimately tied to Crusaders faith, and can be considered Un material at peak faith, with that Strength dwindling as his faith does. Un protection vs. Edged, Am protection vs. Energy, but only In protection vs. Blunt attacks.
Shield of Faith: like his sword, these are intimately tied to Crusaders faith, and can be considered Un material at peak faith, with that Strength dwindling as his faith does. The shield can be used to Block, using the material strength rather than the wielder's Strength.
Limitations:
Faith: Crusader's superhuman ability stems from his faith. Thus, self-doubt may cause his powers to weaken with all Ability ranks dropping -3cs and powers reducting -2cs. A Red Psyche FEAT Roll is needed to regain his confidence and Powers at the descretion of the GM. If things are going well and Crusader has reasons to be confident, all his physical statistics and powers increase by +1cs.
Talents: Religion, Weapon Specialist: (Sword)
Contacts: None
___________________________________________________________________________________
Cyber
F) In40
A) Gd10
S) In40
E) Mn75
R) Ty6
I) Ex20
P) Ex20
Health: 165 Karma: 46
Resources: Ty Pop: -8
Known Powers:
Brain Pattern Tracking: Cyber can track a specific brain pattern with In ability.
Adamantium-laced Skin: Mn Body Armor
-Nails: CL1000 material, Am Edge
Poison: Cyber frequently uses poison on his claws. The poisons have the following effects:
-Hallucinogens: End FEAT vs. Am or be at -4CS
-Deadly poison: End FEAT vs. Am or die within 1 day if FEAT is successful Amazing damage and at -1CS
Equipment:
None
Talents: Martial Arts B, C, E, Wrestling
Contacts: Hell's Belles
___________________________________________________________________________________
Cyclone
Pierre Fresson
F) Gd10
A) Ex20
S) Ty6
E) Ex20
R) Ty6
I) Gd10
P) Ty6
Health: 56 Karma: 22
Resources: Gd Pop: -5
Known Powers:
Wind Control: Cyclone's suit allows him to control air pattern at Am intensity. He can perform the following stunts:
-Flight: Gd airspeed
-Air Disruption: Flying opponents must make an Agility FEAT roll to remain airborne. Gliding opponents must make a Red FEAT.
-Lift: Cyclone can lift others of the ground and into the air. Those opposing must make the more difficult of either a Strength or an Agility FEAT to remain on the ground. Opponents lifted off the ground are attacked by Am strength winds doing In blunt damage. Opponents on the ground take Ex blunt damage.
-Vacuum: Cyclone can create a small vacuum large enough to suffocate a single opponent who must make an Endurance FEAT or be knocked unconscious for 1-10 rounds.
Equipment:
Costume: Ex vs. Physical and Energy
Talents: Aerial Combat, Taunting
Contacts: Masters of Evil V, Maggia
___________________________________________________________________________________
D
Damon Dran
F) Gd10
A) Ty6
S) In40
E) Am50
R) Rm30
I) Gd10
P) Ex20
Health: 106 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Invulnerability: Un protection vs. Physical and Energy
Energy Blast: Ex Energy, 10 areas
Equipment:
None
Talents: Crime, Business/Finance
Contacts: Scientists, Technicians, Bodyguards, Soldiers
___________________________________________________________________________________
Dark Beast
Henry McCoy of Earth-295 (Age of Apocalypse)
F) In40
A) In40
S) In40
E) Am50
R) In40
I) Rm30
P) Rm30
Health: 170 Karma: 100
Resources: Rm Pop: -10
Known Powers:
Climbing: In
Feet: Uses as hands, +1CS wrestling
Lightning Speed: Rm speed
Balance: fall up to 30' without damage
Leaping: Am
Poison tolerance: Un
Pain Tolerance: +1cs to Endurance
Equipment:
None
Talents: Biochemistry, Genetics, Electronics, Acrobatics, Tumbling, Martial Arts C, Multi-Lingual, Survival
Contacts: None
___________________________________________________________________________________
Dark Phoenix
F) Rm30
A) In40
S) Rm30
E) Un100
R) Gd10
I) Ex20
P) Un100
Health: 126 Karma: 130
Resources: CL1000 Pop: -100
Known Powers:
Telekinesis: Un, has the following power stunts:
-Force Fields: Un, 1 area radius
-Kinetic Bolt: Un
-Flight: Un
Telepathy: Un, has the following power stunts:
-Mental Invisibilty: Un
-Mental Bolts: Un stunning, 3 areas
-Mutant Detection: Un
Phoenix Force: CL1000, When used a flaming bird image is conjured which inflict Ty heat damage when the powers are used at max rank, has the following power stunts:
-Absorbtion: CL1000, any form of energy
-Elemental Conversion: CL1000
-Flight: Un, CL1000 in space
-Force Field: CL1000 vs. physical and energy
-Gateway: instant teleportation to anywhere in the universe
-Kinetic Bolt: up to CL1000
-Regeneration: Un
-Self-Sustenance: CL1000
-Telekinetics: Un
-Telepathy: Un
-Weather Control: Un
Talents: Resist Domination, Space Navigation
Contacts: None
___________________________________________________________________________________
Deacon Frost
F) Ex20
A) Ex20
S) Rm30
E) In40
R) Gd10
I) Gd10
P) Rm30
Health: 110 Karma: 50
Resources: Ex Pop: -10
Known Powers:
Resistance: Ignores most physical attacks, but not Stuns and Slams.
Regeneration: Ex
Transformation: Frost can transform himself into the following:
-Mist: Fe Flight and able to pass through tight spaces
-Bat: Gd Bite and Ty Flight
Summoning and Controlling: Ex ability to command bats, wolves, lesser vampires and humans
Vampire Bite: Ty Edge each turn. If victim is not slain, they remain weak (-1cs to all FEATs) until a weekly End FEAT is made and subject to that particular vampire's telepathic commands.
Doppelganger Creation: Deacon's bite is also able to create doppelgangers. These doubles gain the Stats, Powers and Weakness of the "typical" vampire. The doppelganger is also able to absorb their original by touching them skin-to-skin (requiring an Agility FEAT roll). Frost could bite the doppelganger to create another doppelganger. Frost has complete control over all his doppelgangers.
Equipment:
None
Limitation:
-Blood Dependency: Deprivation of blood results in weakness (-1cs on all stats every 2 days) and an overwhelming desire for blood. Upon seeing blood, Frost failing to make a Psyche FEAT automatically attacks
-Direct Sunlight: Rays of the sun or attacks that duplicate solar radiation cause Am Energy to Frost. If health is reduced to 0, Frost turns into dust
-Religious Objects
-Silver: Silver weapons can inflict normal damage on Frost
-Wood: A wooden stake of blade produces an automatic "Kill" against Frost on a red result
Talents: Chemistry
Contacts: Vampires
___________________________________________________________________________________
Deadpool
Wade Wilson
F) In40
A) In40
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Ex20
Health: 130 Karma: 50
Resources: Gd Pop: 0
Known Powers:
Regeneration: Un (10 per round), with a power FEAT, he can also speed-up the recovery of lost limbs. He can then regain tissue the size of his hand with 2 rounds concentration.
Self-Recovery: Un
Resistances: Disease and Toxins: Un
Psychic Screen: Am protection vs. Mental attacks.
Immortal: Deadpool's healing factor provides him with an extended lifespan by slowing the effects of the aging process to an unknown degree. Deadpool has established a relationship with the personification of Death and as a result has been cursed by Thanos, to be unable to die.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Teleportation Device: 10,000 mile with up to 2 people
Image Inducer: Rm holographic ability to assume other humanoid form
Long Swords (x2): Rm material, Rm Edge
Guns: various guns for up to In damage but he has access to greater damage weapons and all kind of ammo.
Bolos: 2 areas to grapple with Ex strength
Bo Staff: Ex material, Rm damage
Cluster Bombs: 1 area, Rm damage to entire area
Throwing Stars: Ex Thrown Edge, 3 areas
Limitations:
Mental State: His healing abilities render his brain unreadable to telepaths, but it's constant healing of it also makes him highly unstable and prone to violent outbursts without the slightest provocation, at least against those he knows could handle them.
Annoying: Wade's mental state has also proven to make him a very irritating person to be around. Many heroes often find themselves at wits' end around him; this makes for Pr ability to cooperate with him in team efforts.
Fear of Cows: Although not a true weakness Deadpool is afraid of Cows, believing they're stare to be chilling
Talents: Martial Arts A, B, C, E, Acrobatics, Tumbling, Military, Sharp Weapons, Thrown Weapons, Detective/Espionage, Escape Artist, Stealth, Thievery, Multi-Lingual: (English, Japanese, German, Spanish, Russian), Marksman, Weapons Specialist: Swords, Guns
Contacts: Weasel, Blind Alfred, Bob: Agent of Hydra, Taskmaster, X-Force
___________________________________________________________________________________
Death Adder
Roland Burroughs
F) Rm30
A) Gd10
S) Rm30
E) Good
R) Ty6
I) Gd10
P) Ty6
Health: 80 Karma: 22
Resources: Pr Pop: -5
Known Powers:
Body Armor: Ex protection vs. Physical and Energy
Gills: Death Adder is equipped with artificial gills that allow her to breathe freely both above and below water.
Swimming: Death Adder can swim 4 areas per round.
Bionic Tail: Adder has a synthetic four foot tail with which he inflicts In Edge. He uses this tail with a +1CS to all FEAT's.
Poisoned Claws: Adder's gloves contain Am poison. The claws could be used to inflict Ex Edge, injecting the poison. The victim must make an Am Endurance FEAT roll or fall unconscious and lose one rank of Endurance per round until dead. An Endurance FEAT roll (at the reduced rank) could be made each round until the victim was dead. The antidote is in his belt.
Equipment:
None
Limitation:
Mute: Due to an accident during the implantation of his gills, Adder cannot speak.
Talents: None
Contacts: Serpent Society
___________________________________________________________________________________
Deathbird
F) In40
A) Rm30
S) Rm30
E) In40
R) Ex20
I) Gd10
P) Ex20
Health: 140 Karma: 50
Resources: CL1000 Pop: -20
Known Powers:
Flight: Gd airspeed with Mn agility.
-Pinions: The tips of her wings are sharp enough to do Gd Edged
Talons: Rm material, Rm Edge
Berserker Frenzy: +1cs Fighting and Endurance for up to 10 rounds.
Equipment:
Battle Armor: Rm protection vs. Physical and Energy
Spear: In Edge
Javelins: She used to use the following javelins:
-Normal: Rm Edge
-Gas: -1cs to all not protected in 1 area
-Electrical: 2 javelins that produce In Energy Bolts
Talents: Weapon Specialist: (Javelins, Spear), Martial Arts E
Contacts: Shi'ar Empire
___________________________________________________________________________________
Death's Head II
F) In40
A) Rm30
S) Mn75
E) Un100
R) Rm30
I) Am50
P) In40
Health: 245 Karma: 120
Resources: In Pop: 0
Known Powers:
Body Armor: Sh-X material, Mn protection vs. All Attacks.
Limited Shape-Shifting: Death's Head II's right arm is made from fluid ductile molybdenum which can be change in to for objects. All objects below are made of molybdenum, Sh-X material:
-Syphon Configuration: The cranial disruption unit is the legacy of Project Minion that created the Minion cyborg that is now Death's Head II. It was used to download the bio-chemical program of the selected target. Death's Head II never downloads the "instincts" of creatures. But if he ever did it would give him all skills possessed by the target. The target can attempt to resist unless they no health. It takes an Red Endurance Feat and then a Yellow Psyche Feat to resist. This weapon does Am damage.
-Blaster Configuration: Am Energy or Force, 20 area range. There are also side-effects based on the particular nature of this Plasma bolt:
--Light: Rm illumination and Energy damage.
-Blade Configuration: Am Edge
Total Memory: Am
Energy Source: Death's Head II draws the energy for his cyborg body from a fusion reactor in his thorax cavity.
Equipment:
Time Travel Belt:
-Dimensional Travel: Death's Head II can transport himself and others to any known dimension with Un ability.
-Time Travel: Death's Head II can transport himself or others to any point in history of any planet that ever was or will be with Un ability.
Talents: Death's Head II possesses all the skills of 105 people on a list compiled by AIM in the year 2020 of the most dangerous, intelligent, or useful people throughout history. He has access to a multitude of talents, including: Guns, Thrown Weapons, Thrown Objects, Bows, Weapons Master, Marksman, Martial Arts A, B, C, D, E, Acrobatics, Tumbling, Wrestling, Medicine, Law, Law Enforcement, Pilot, Military, Business/ Finance, Journalism, Engineering, Criminology, Psychiatry, Detective/ Espionage, Chemistry, Biology, Geology, Genetics, Archaeology, Physics, Computers, Electronics, and Multilingual. Death's Head also has timeline predictions for every planet that was know to AIM of 2020.
Contacts: Tuck, AIM, Die-Cut, Yorick
___________________________________________________________________________________
Decay
Yoshiro Hachiman
F) Ex20
A) In40
S) Mn75
E) Un100
R) Gd10
I) Gd10
P) Rm30
Health: 235 Karma: 50
Resources: Ex Pop: -20
Known Powers:
Rotting Touch: This touch causes organic materials to decay at Un rank. Decay inflicts Un damage on those he touches. In addition, this touch acts on organic material (wood, rope, cloth) as an attempt to break the item with Un strength. Resistance to corrosives will offset the effects. This power can be directed against organic (natural) Body Armor in order to weaken it, similar to the effect that claws have on inorganic body armor.
Corrosive touch: Decay's touch can have similar effects on inorganic matter. It acts as if breaking inorganic materials with Un strength.
Spray: Decay can spontaneously create a directed cloud of gas, mist, or dust. The Spray has a range of up to 1 area. It has the basic properties of doing Fb damage by choking off the target's fresh air and reducing visibility by -2CS for anyone within the cloud. Decay can combine Spray with his Corrosive Touch in order to effect inorganic targets in a single area at a 10 area range.
Body Resistance: In protection vs. Physical and Energy attacks.
Resistance: Un protection from corrosives.
Water Breathing: Decay can breath air and water with equal ease.
Water Freedom: Decay is perfectly adapted for functioning in an aquatic environment.
Hyper Swimming: Gd
True Flight: Gd
Equipment:
None
Talents: Business/Finance, Bi-Lingual (Japanese, English), Artist
Contacts: The Exemplars
___________________________________________________________________________________
Delgado
F) Ex20
A) Gd10
S) Rm30
E) Ex20
R) Ty6
I) Ty6
P) Ty6
Health: 80 Karma: 18
Resources: Gd Pop: 0
Known Powers:
Growth: Delgado has the ability to grow not only in size, but also in speed. Delgado's body increases to 16' tall, giving him+2 CS to Strength FEATs, including Wrestling and damage. He also becomes faster, gaining +1CS to Agility and Fighting. Because of his increased size, he is easier to hit: attacks against him get a +2 CS.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Headset: Ex communication between other Acolytes
Talents: Martial Arts B, Wrestling, Pilot, Law Enforcement, Detective/Espionage
Contacts: Acolytes
___________________________________________________________________________________
Deluge
F) Gd10
A) Ty6
S) Gd10
E) Gd10
R) Ty6
I) Ty6
P) Gd10
Health: 36 Karma: 22
Resources: Pr Pop: 0
Known Powers:
Environmental Manipulation: Am, Deluge could manipulate the environment, enabling him to absorb and harness multiple sources of energy, allowing him to perform the following power stunts:
-Flight: Ex
-Protection from the Weather: Am
-Weather Prediction: Am
-Create Fog: Am intensity and thickness
-Lightning Bolts: Mn
-Create Am strength winds, cyclones etc.
-Reduce Weather Effects: Am, failure will mean effects will increase
Equipment:
None
Talents: None
Contacts: None
___________________________________________________________________________________
___________________________________________________________________________________
Calypso
Calypso Ezili
F) Ty6
A) Gd10
S) Ty6
E) Ex20
R) Gd10
I) In40
P) In40
Health: 42 Karma: 90
Resources: Gd Pop: 0
Known Powers:
Magic: Calypso is a Master of Voodoo Magic. She sold her soul to a mysterious, evil god in exchange for her powers. She has established the following spells:
-Illusions: Calypso can create illusions in the minds of others at Rm ability. This lasts for 1 hour in an area of effect of 2 areas. The illusions look, smell and sound real, but cannot cause harm. No one outside the area of effect can see the illusion. For it to be believable, Calypso must concentrate on the illusion for the entire duration of its existence. Affected character may attempt a Psyche FEAT to disbelieve the illusion the round it begins and once every other round thereafter. If successful, the illusion fades from the character's mind.
-Mental Control: In ability to attack another character's mind and attempt to control it. The victim must have a Psyche of less than In, and Calypso must succeed at a spell rank FEAT to control the target. If successful, Calypso can control the victim for 1 full day. If the victim is commanded to do something they would never do, they are allowed to make a Psyche FEAT with success indicating they have broken the spell.
-Telekinesis: In, Calypso can move up to 10 tons of material within an area of effect of 5 areas.
-Telepathy: Mn, range of 40 areas.
Equipment:
None
Talents: None
Contacts: None
___________________________________________________________________________________
Cardiac
Dr. Eli Wirtham
F) Ex20
A) Rm30
S) Ex20
E) Rm30
R) In40
I) Ex20
P) Ex20
Health: 80 Karma: 80
Resources: In Pop: 0
Known Powers:
Artificial Components/Beta Technology: In amounts of this energy through his hands but at only Fb range (touch only). He needs his multi-purpose staff to focus his energy into a distance at tack.
Equipment:
Body Armor: Ex protection vs. Physical attack, Pr resistance to Energy attack, Ex resistance to Fire and Heat-based.
Shock Plates: Resists stuns as if he had Am Endurance. Able to fall and take no damage from heights of up to 45 feet provided he lands on his feet.
Multi-Purpose Pulse Staff: Am material, Am Blunt
-Energy Blasts: Mn Energy, 3 areas away. The staff does not produce the energy, but temporarily stores and amplifies the energy channeled through it.
Vehicle:
Robotic Wing: Rm airspeed(225 mph or 15 areas/round). Its maximum speed drops to Ex (150 mph or 10 areas/round) with Cardiac in tow. It carries Cardiac by his staff
Limitation: Certain frequencies of energy interfere with the pacing of Wirtham's artificial heart. Cardiac must make an Endurance FEAT versus any attack which disrupts electrical equipment with greater than Excellent intensity. Failure of this FEAT indicates Cardiac's artificial heart has malfunctioned. A second Endurance FEAT should then be made to determine the extent of the damage with a red result indicating he is all right, a yellow meaning he must rest for 1-10 rounds while experiencing chest pain and shortness of breath, a green result driving Cardiac to the floor clutching his chest for 2-20 rounds, and a white result meaning he has suffered a heart attack and requires immediate hospitalization (but more likely has to be taken to Wirtham Towers where he can access his programs).
Talents: Acrobatics, Medical, Tumbling, Weapons Master: Staff
Contacts: None
___________________________________________________________________________________
Cargill
Alias: Frenzy
Frenzy
Johanna Cargill
F) Rm30
A) Ex20
S) Mn75
E) Am50
R) Gd10
I) Gd10
P) Ty6
Health: 175 Karma: 26
Resources: Ex Pop: -10
Known Powers:
Body Armor: Mn
Resistance to Injury: Am
Equipment:
None
Talents: Pilot, Military
Contacts: Acolytes
___________________________________________________________________________________
Carnage
Cletus Kassidy
F) In40
A) In40
S) Am50
E) Am50
R) Gd10
I) Rm30
P) Ty6
Health: 180 Karma: 46
Resources: Ty Pop: -30
Known Powers:
None
Equipment:
Symbiote: Carnage is bonded with the symbiote. Carnage & the symbiote must be attacked separtally. When you try to attack them, your -6cs to attack. It has Rm resistance against attacks & has 30 health. The Symbiote can regenerate 6 points of health a round. When the symbiote fall to 0 health, it is knocked unconscious for 1-10 rounds. An offspring of Venom's Symbiote, the Symbiote itself has the same abilities as Venom's. The powers granted to Carnage are somewhat different.
-Symbiote Tendrils: Am, it can stick to In strength material. When it is disconnected for the symbiote, it disolves in 5-50 minutes. It can be used to entangle or transportation(3 areas/round)
-Claws: Ex edged damage
-Spider-Sense immunity: Can block Spider-Man's Spider-Sense
-Body Armor: Ty vs. blunt attacks
-Object Creation: Carnage can create small weapons from his Symbiote's substance that disintegrate 1-6 rounds after creation. The damage is weapon-specific.
-Elongation: Ex
Limitations:
Weak against Sonics: The Symbiote is -3CS vs. Sonics attacksfire +1CS
Weak against Fire: The Symbiote is -1CS vs. Fire attacks
Talents: None
Contacts: None
___________________________________________________________________________________
Carnivore
Count Andreas Zorba
F) Am50
A) Am50
S) Mn75
E) Un100
R) Gd10
I) Gd10
P) Ex20
Health: 275 Karma: 40
Resources: N/A Pop: -20
Known Powers:
Claws: Un material, up to Mn Edge
Teeth: In Edge
Regeration: Am, 5 points/round
Recovery: Un
Resist Poisons: Un
Animal Empathy: Am
Enhanced Senses: Mn smell, In hearing
Berserker: ignore stuns & Un resistance to mind control. A yellow psyche FEAT. must be made to come out of it.
Equipment:
None
Talents: Survival
Contacts: The Exemplars
___________________________________________________________________________________
Carrion
F) Rm30
A) Rm30
S) In40
E) In40
R) Rm30
I) Pr4
P) Ex20
Health: 140 Karma: 54
Resources: Pr Pop: -20
Known Powers:
Telepathy: Ex
Phasing: Ex
Levitation: Ty
Teleportation-Self: Ex
Disruption: In power to break down the molecular bonds of any object he touches. Effects include:
-Target collapses into ash or powder
-Spontaneous combustion
Telekinesis : Ex, although the power is limited to organic matter or water.
Equipment:
Red Dust: Carrion devised a variety of red powders that each acted as a potent weapon. Known types included:
-Anesthetic: Ex intensity, causing instant unconsciousness for 1-8 hours
-Corrosive: Rm intensity
-Cellular Rotting : Bacteria spores quickly eat away a victim’s flesh, causing Ty damage each turn.
Talents: Biology, Genetic Engineering, Induced Mutation
Contacts: Carnage, Shriek, Doppelganger, Demogoblin
___________________________________________________________________________________
The Cat
Shen Kuei
F) Am50
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Rm30
P) Rm30
Health: 130 Karma: 70
Resources: Ex Pop: 0
Known Powers:
None
Equipment:
None
Talents : Martial Arts A, B, C, D, E, Oriental Weapons, Detective/Espionage
Contacts : Communist Chinese Government, Shang Chi
___________________________________________________________________________________
Centurious
F) Gd10
A) Gd10
S) In40
E) Mn75
R) Rm30
I) In40
P) Am50
Health: 135 Karma: 120
Resources: Pop: -15
Known Powers:
Immune to Aging
Magical Abilities: Mn unless stated otherwise:
-Summon Demons: Rm
-Eldritch Bolts: Mn, 10 areas.
-Elemental Manipulation: Mn, Centurious is able to command the elements, such as Fire, Earth, Weather, etc.
-Enhancement: with a Psyche FEAT, he may increase abilities of others. This last as long as Centurious concentrates but may be made permanent:
--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
Equipment:
The Crystal of Souls: Am material, allows Centurious to steal and gain power from souls
Talents: Mystical Background, Mystic Lore
Contacts: Lilith
___________________________________________________________________________________
The Chameleon
Dimitri Smerdyakov
F) Gd10
A) Gd10
S) Gd10
E) Ex20
R) Ex20
I) Ex20
P) Gd10
Health: 50 Karma: 50
Resources: Gd Pop: 0
Known Powers:
None
Equipment:
Imitation: In ability to assume the appearance of any one he chooses, including pigmentation, hair, and body shape. He requires his Computer Belt to trigger this power. If he loses the belt, he reverts to his normal, dead-white form. Any change takes 2 turns. It is unknown whether this procedure can change his apparent gender.
Computer Belt: This serves three functions. A video scanner records a person’s overall appearance and feeds that information into a visual synthesizer that interpolates the rest of the person’s appearance. Its memory banks can store hundreds of such images. When an image is called up via a code tapped on the belt’s keypad, subtle electrical signals trigger changes in the Chameleon’s body and pigmentation. A secondary signal alters the appearance of his clothing. Memory Material: Chameleon’s clothing is made of a special fabric that can reshape and recolor itself in 2 turns. The change is triggered by his computer belt.
Knockout Darts: He carries a small air pistol that fires darts up to 5 areas. The darts contain an Ex potency anesthetic that knocks a victim Unconscious for 1-10 hours.
Knockout Gas: A small aerosol can emits a cloud of Excellent potency. The cloud is potent up to 10 areas away. Victims fall asleep for 1-10 hours.
Smoke Bomb: Rm intensity opaque mist fills 20 area radius.
Talents: Espionage, Stealth, Disguise
Contacts: Kraven the Hunter
___________________________________________________________________________________
Chance
Nicholas Powell
F) Gd10
A) Rm30
S) Gd10
E) Rm30
R) Rm30
I) Rm30
P) Gd10
Health: 80 Karma: 70
Resources: Ex Pop: -5
Known Powers:
None
Equipment:
Ankle Jets: Gd airspeed
Wrist Blasters: Chance has a blaster on each wrist that contain the following weapon systems:
-Laser: Rm Energy, 4 areas
-Concussive Blasts: Rm Force in open areas, In Force in confined spaces.
-Acid Darts: Ex intensity acid, 2 areas and each wrist blaster contain 30 darts.
-Cellular Telephone: A radio telephone is contained in his bracelet and is connected to his home computer and answering machine.
Cybernetic Helmet: Chance's helmet contains a veriety of sensors and display screens. What look like goggles are actually a variety of video screens and instrument displays.
-Circular Vision: 5 video camera's feed the monitor screens giving Change a 360 degree view.
-Infrared Vision: Gd ability to see thermal emissions or to see in the dark.
-Radar: Gd radar gives basic position of obstacles up to 10 areas away.
-Systems Monitoring: Displays within the helmet inform him of the status of ammunition, laser charges and power level.
-Protected Vision: While wearing the goggles, Chance is immune to most sight-based attacks unless such attacks can be controlled by television.
Power Pak: The pack conveys the power through cables linking the pack and helemt If these cables are damages Chance suffers an electrical shock that stuns him for 10-100 turns unless he successfully makes a Red End. FEAT roll.
Talents: Acrobatics, Marksmanship, Weapons Design, Gambling
Contacts: None
___________________________________________________________________________________
Charles "Charlie" Weiderman
F) Ex20
A) Ty6
S) In40
E) Mn75
R) Rm30
I) Gd10
P) Rm30
Health: 141 Karma: 70
Resources: Ty Pop: 0
Known Powers:
Vibranium Skinsuit: Un material, Charlie's skinsuit gives him the following power stunts:
-Invulnerability: Mn resistance to Physical, Energy, Cold, Heat, Fire and Radiation
-Vibration: Am, Charlie is able to vibrate at frequencies, this gives him the following power stunts:
--Immunity to Spider-Man's Webbing: Am to slough off Spider-Man's Webbing
--Vibrating Hand: Un damage
-Adrenaline Surge: Charlie's Fighting and Strength may be raised +1cs to a maximum of Sh-Z to hit and damage. This requires Charlie has to make a successful Psyche FEAT to increase and only if he was hurt that round. If the opponent or opponents are defeated, Charlie's abilities and Health scores return to normal in the next round.
Equipment:
None
Talents: Engineering, Chemistry, Physics
Contacts: None
___________________________________________________________________________________
Wade Cole, Angelo Macon and Murray Reese
F) Gd10
A) Gd10
S) Rm30
E) Gd10
R) Pr4
I) Ty6
P) Pr4
Health: 60 Karma: 14
Resources: Pr Pop: -5
Known Powers:
Body Armor: Ex protection vs. Physical and Energy
Equipment:
Machine Guns: Ex Shooting, 10 areas
Talents: Crime, Guns, Military
Contacts: Reavers
___________________________________________________________________________________
Collective Man
Han, Chang, Lin, Sun and Ho Tao-Yu
F) Rm30
A) Gd10
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Rm30
Health: 90 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Collective State: The Tao-Yu brothers can mentally alter the synchronization of their bodies' atoms, enabling them to merge into a single being. In their Collective State, the brothers posses the following stats:
-F) Am50
-A) In40
-S) In40
-E) Mn75
-Health: 205
-They get Ex Body Resistance
Atomic Alteration of Others: Recently, Collective Man is able to physically transform numerous individuals into Collective Men such as themselves with Am ability, which gives them the following abilities:
-F) Mn75
-A) Am50
-S) Un100
-E) Un100
-Health: 325
-They get Ex Body Resistance and In Growth
Equipment:
Talents:
Contacts: none
___________________________________________________________________________________
Cobra
Klaus Voorhees
F) Rm30
A) Mn75
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Ex20
Health: 145 Karma: 40
Resources: Ex Pop: -5
Known Powers:
Malleable Body: Cobra's entire body and bone structure is very soft. While he cannot change shape, he can fit into small holes and is difficult to hold. Attempts to grapple or strike Cobra suffer a -3CS penalty to hit while Cobra's own attacks are on the Am level.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
-Wall Crawling: Rm
Wrist Launchers: Cobra wears two small launchers on each wrist that shoot:
-Poison Dart: Am, Victim must make a Red End FEAT, failure results in unconsciousness for 1-10 rounds.
-Smoke: Obscure vision in 1 area
-Nerve Gas: In intensity nerve gas
-Blindness Gas: Victim must make a Red End FEAT, failure results in blindness for 1-100 rounds.
Talents: Crime, Leadership
Contacts: Serpent Society, Mr. Hyde
__________________________________________________________________________________
Conquest
Bridget Malone
F) Am50
A) Am50
S) Mn75
E) Un100
R) Gd10
I) Gd10
P) Ex20
Health: 275 Karma: 40
Resources: Ex Pop: -20
Known Powers:
Hyperspeed: Able to move up to 5 areas/round
Equipment:
Body Armor: Un vs. Physical, Energy, Shooting and Edge
Sword: Un material, Am Edge
Dagger: Un material, Rm Edge
Whip: Am material, Mn Edge or Am Blunt
Club: Un material, Un Blunt attack
Talents: All Combat Skills, Weapons Master (Sword, Whip, Club), Thrown Weapons
Contacts: The Exemplars
__________________________________________________________________________________
The Constrictor
Frank Schlichting
F) Rm30
A) Gd10
S) Gd10
E) Rm30
R) Gd10
I) Gd10
P) Ty6
Health: 80 Karma: 26
Resources: Gd Pop: -5
Known Powers:
Bionic Arms: Un material, after injuries taken on from K.I.A., Constrictor had his arms repaired with bionic arms, giving him the following power stunts:
-Elongation: Ex
-Grappling: Rm
Adamantium Coils: CL1000 material, Constrictor can perform the following abilities:
-Grappling attack: Am
-Blunt attack: In
Equipment:
Body Armor: Rm protection vs. Shooting, Ex protection vs. Physical and Energy
Talents: Crime
Contacts: Shadow Initiative, Nighthawk
___________________________________________________________________________________
The Controller
Basil Sandhurst
F) Rm30
A) Rm30
S) Rm30
E) Rm30
R) Ex20
I) Pr4
P) Ty6
Health: 120 Karma: 30
Resources: Ex Pop: -5
Known Powers:
All of the Controller’s powers are aspects of his equipment.
Equipment:
Exo-Skeleton: The Controller possesses an exo-skeleton/body armor that was micro-surgically attached to his body from head to toe and provides him with Rm protection from physical attacks. It is able to do the following power stunts:
-Computers: The exo-skeleton is covered with micro-circuited power converters designed to receive cerebral energies in the form of extra-dimensional radiation and re-convert it into energy for physical strength. The cerebral energies he taps are the latent psionic powers that lie dormant in virtually all human beings. The Controller’s own cerebral energies are sufficient to power his exo-skeleton at the strength level noted above.
Slave Disc: Rm material, victim must make an Am Psyche FEAT. vs. mind control. With 20 people under his control, the Controller can lift about 2 tons; with 200, he could lift 20 tons. There is, however, a practical limit to both the number of people he can control at one time (determined by how many slave discs he has manufactured), and how much power the exo-skeleton’s receptors and actuators can transform and use at one time.
Power Transferal: The cerebral energies drained by the slave discs occasionally confer upon the Controller powers other than physical strength. If the person he places a slave disc upon has an above average psionic potential, the Controller is granted their psionic abilities as well as their physical strength. In this way, the
Controller has temporarily possessed the power of levitation and psychokinesis, which faded as he was defeated and his subject’s slave discs were removed.
Telepathy: The Titanium slave discs now used by the Controller can create an Amazing telepathic link between the Controller’s mind and that of the person wearing the disc.
Mind Control: Through concentration, the Controller can direct a subject’s actions mentally for as long as he concentrates upon his or her. He is only able to concentrate on one person at a time.
Talents: Engineering
Contacts: None
___________________________________________________________________________________
Copycat
Vanessa Geraldine Carlysle
F) Rm30
A) Gd10
S) Ty6
E) Ex20
R) Gd10
I) Rm30
P) Ex20
Health: 66 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Shape-Shifting: Un, Copycat is able to precisely duplicate another being's appearance down to the cellar level, allowing her to replicate superhuman powers and abilities. She gains the physical powers of the form she assumes and can increase her physical stats up to +1CS. Has the following power stunts:
-Night Vision: Un
-Claws: Am Edge
-Regeneration: Rm ability to heal surface tissue damage
-Body Resistance: In
-Blending: Un
-Metabolic Resistance: In, she can reboot her genetic template to withstand many pathogens and poisons
Equipment:
None
Talents: Martial Arts A, B, C, Military, Sharp Weapons, Thrown Weapons, Marksmanship, Guns, Detective/Espionage, Streetwise, Performer: (Actress)
Contacts: Garrison Kane, Weapon X Project
___________________________________________________________________________________
Cottonmouth
Quincy McIver
F) Ex20
A) Gd10
S) Ty6
E) Gd10
R) Ty6
I) Gd10
P) Ty6
Health: 46 Karma: 22
Resources: Gd Pop: -3
Known Powers:
Bionic Jaws: McIver's mouth and jaws have been bionically enhanced. His teeth were replaced with In material steel fangs and his jaws were strengthened and hinged so that they could open larger than the size of a human head.
-Bite: Rm Edge to an opponent. His jaws can close with Rm strength, allowing him to bite through many materials.
Equipment:
None
Talents: Crime
Contacts: Serpent Society
___________________________________________________________________________________
Count Nefaria
Count Luchino Nefaria
F) Rm30
A) Rm30
S) Un100
E) Un100
R) In40
I) In40
P) Rm30
Health: 260 Karma: 110
Resources: Ex Pop: 40
Known Powers:
Invulnerability: Un protection vs. Physical and Energy
Energy Vision: Un Energy, 10 areas
True Invulnerability: Sh-X resistance vs. Radiation, Toxins, Disease and aging
Flight: Mn airspeed
Hyper Leaping: CL3000, 20 areas
Hyper-Speed: Sh-X ability to perform any action (combat or non-combat). He can perform the followin power stunts:
-May substitute for Fighting for multiple attacks and evading. May make up to 5 combat actions per round.
-May substitute for Agility for dodging and catching projectiles.
-May substitute for Intuition for initiative.
-May reach maximum flight speed in 1 round and has no problems making high-speed turns in flight or running, and can make sudden stops with no penalties.
Ionic Vampirism: Absorb energies up to 400 points, regenerate up to 100 points of Health. He can perform the following power stunts:
-Able to make the Ionic Being he drains into his slaves, requires In Psyche FEAT vs. being under Nefaria's control.
Equipment:
None
Talents: Leadership, Crime, Criminology, Business/Finance, Electronics
Contacts: Maggia
___________________________________________________________________________________
Crimson Cowl III
Justine Hammer
F) Gd10
A) Ex20
S) Ty6
E) Ex20
R) Ex20
I) Gd10
P) Ex20
Health: 56 Karma: 50
Resources: In Pop: -15
Known Powers:
None, all of Crimson Cowl's powers are derived from her cape
Equipment:
Prehensile Cape: Ex material, Ex Blunt attack, 1 area range. It can also do the following power stunts:
-Teleportation: Rm ability to teleport at least 6 up to at least 5 miles, and possibly several hundred miles or more. This teleportation is accompanied by a brilliant flash of red light of In intensity.
-Flight: Pr airspeed
Talents: Law, Business/Finance, Politics, Leadership
Contacts: Masters of Evil V, Hammer Industries, Sasha Hammer, Detroit Steel
___________________________________________________________________________________
Crimson Dynamo
Dimitri Bukharin
F) Rm30/Ty6
A) In40/Gd10
S) Am50/Ty6
E) Mn75/Ex20
R) Gd10
I) Ex20
P) Gd10
Health: 195/42 Karma: 40
Resources: Gd Pop: 5/25 in Russia
Known Powers:
None
Equipment:
Crimson Dynamo Armor: All of Bukharin’s powers are derived from the Crimson Dynamo Armor. He has the following abilities:
-Body Armor:
-Alter Ego: Stats change as shown above
-Shoulder Pads: Inflict Mn damage when ramming an opponent
-Infra-Vision: In
-Microwave Detection: Ex
-Radio Emission: In ability to jam ordinary radio and radar
-Rocket Flight: Gd airspeed, can be used to inflict Ex Physical damage
-Self-Sustenance: 1 hour air supply
Weapons Systems: The Crimson Dynamo Armor has the following weapons:
-Plasma Bolts: Un Force, 15 areas
-Repulsor Rays: Am Force, 10 areas.
-Electric Bolts: In Electricity, 10 areas
-Magnetic Tractor Beam: Rm
Talents: Detective/Espionage, Military, Guns
Contacts: KGB
___________________________________________________________________________________
Crossbones
Brock Rumlow
F) In40
A) Rm30
S) Ex20
E) Rm30
R) Gd10
I) Gd10
P) Ex20
Health: 120 Karma: 40
Resources: Gd Pop: -10
Known Powers:
Terrigen Powers: Crossbones has developed powers that allow him to generate Am Heat/Energy and fire them as beams at his enemies.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Handguns (x2): Pr Shooting, 3 areas
Talents: All Combat Skills, Acrobatics, Marksmanship, Crime, Weapons Specialist (Crossbow), Explosives
Contacts: The Thunderbolts
___________________________________________________________________________________
Crossfire
William Cross
F) Rm30
A) Rm30
S) Gd10
E) Ex20
R) Ex20
I) Ex20
P) Ex20
Health: 90 Karma: 60
Resources: Ty Pop: -3
Known Powers:
Bionic Implants: All of Crossfire's powers are results of his Bionic Implants, has the following power stunts:
-Infrared Vision: Ex vision in light or dark
-Hyper-Hearing: Left ear is replaced with an audio sensor, giving him In hearing, In resistance to sound-based attacks
-Protected Senses: In resistance to Sonics and Mind Control
Equipment:
Uniform: Gd protection vs. Physical, Ex protection vs. heat or cold-based attacks
Mind Control Equipment: Mn mind control, subjects are filled with intense hatred and violence. Victims failing a Psyche FEAT will attack everyone in range until the machine is shut off or the victim is removed from its effect. Range of 2 areas
Pouches: The pouches on his uniform conceal a variety of items, including the following:
-Gas Mask: Gd protection vs. Gas attacks
-Surveillance Bugs: Rm
-Single-Shot Weapons: Gd Shooting
Talents: Martial Arts B, E, Marksmanship, Detective/Espionage, Computers, Theoretical and Applied Ultrasonics
Contacts: Various Criminal Groups, CIA contacts, Scientists that specialize in mind control
___________________________________________________________________________________
Crusader
Arthur Blackwood
F) Am50
A) Rm30
S) Am50
E) Am50
R) Ty6
I) Pr4
P) Ex20
Health: 180 Karma: 30
Resources: Ty Pop: -5
Known Powers:
Power of Faith: Crusader's superhuman ability stems from his faith. He embodies the collective might of generations of his Christian ancestors. Should his faith falter, by failing a Yellow Psyche FEAT roll when vs. any significant challenge, all his physical ability ranks begin dropping -1cs per round until reaching Ty rank. A Red Psyche FEAT Roll is needed to regain his confidence and Powers at the descretion of the GM. If things are going well Crusader's faith will increase all his physical statistics and powers increase by +1cs.
Equipment:
Sword of Faith: As an expression of his faith, this sword can be consider to be of CL1000 material when Crusader's faith is at its peak. It loses column shifts as per his FASE stats if his faith slackens, until it becomes mere tempered steel.
Armor of Faith: like his sword, these are intimately tied to Crusaders faith, and can be considered Un material at peak faith, with that Strength dwindling as his faith does. Un protection vs. Edged, Am protection vs. Energy, but only In protection vs. Blunt attacks.
Shield of Faith: like his sword, these are intimately tied to Crusaders faith, and can be considered Un material at peak faith, with that Strength dwindling as his faith does. The shield can be used to Block, using the material strength rather than the wielder's Strength.
Limitations:
Faith: Crusader's superhuman ability stems from his faith. Thus, self-doubt may cause his powers to weaken with all Ability ranks dropping -3cs and powers reducting -2cs. A Red Psyche FEAT Roll is needed to regain his confidence and Powers at the descretion of the GM. If things are going well and Crusader has reasons to be confident, all his physical statistics and powers increase by +1cs.
Talents: Religion, Weapon Specialist: (Sword)
Contacts: None
___________________________________________________________________________________
Cyber
F) In40
A) Gd10
S) In40
E) Mn75
R) Ty6
I) Ex20
P) Ex20
Health: 165 Karma: 46
Resources: Ty Pop: -8
Known Powers:
Brain Pattern Tracking: Cyber can track a specific brain pattern with In ability.
Adamantium-laced Skin: Mn Body Armor
-Nails: CL1000 material, Am Edge
Poison: Cyber frequently uses poison on his claws. The poisons have the following effects:
-Hallucinogens: End FEAT vs. Am or be at -4CS
-Deadly poison: End FEAT vs. Am or die within 1 day if FEAT is successful Amazing damage and at -1CS
Equipment:
None
Talents: Martial Arts B, C, E, Wrestling
Contacts: Hell's Belles
___________________________________________________________________________________
Cyclone
Pierre Fresson
F) Gd10
A) Ex20
S) Ty6
E) Ex20
R) Ty6
I) Gd10
P) Ty6
Health: 56 Karma: 22
Resources: Gd Pop: -5
Known Powers:
Wind Control: Cyclone's suit allows him to control air pattern at Am intensity. He can perform the following stunts:
-Flight: Gd airspeed
-Air Disruption: Flying opponents must make an Agility FEAT roll to remain airborne. Gliding opponents must make a Red FEAT.
-Lift: Cyclone can lift others of the ground and into the air. Those opposing must make the more difficult of either a Strength or an Agility FEAT to remain on the ground. Opponents lifted off the ground are attacked by Am strength winds doing In blunt damage. Opponents on the ground take Ex blunt damage.
-Vacuum: Cyclone can create a small vacuum large enough to suffocate a single opponent who must make an Endurance FEAT or be knocked unconscious for 1-10 rounds.
Equipment:
Costume: Ex vs. Physical and Energy
Talents: Aerial Combat, Taunting
Contacts: Masters of Evil V, Maggia
___________________________________________________________________________________
D
Damon Dran
F) Gd10
A) Ty6
S) In40
E) Am50
R) Rm30
I) Gd10
P) Ex20
Health: 106 Karma: 60
Resources: Gd Pop: 0
Known Powers:
Invulnerability: Un protection vs. Physical and Energy
Energy Blast: Ex Energy, 10 areas
Equipment:
None
Talents: Crime, Business/Finance
Contacts: Scientists, Technicians, Bodyguards, Soldiers
___________________________________________________________________________________
Dark Beast
Henry McCoy of Earth-295 (Age of Apocalypse)
F) In40
A) In40
S) In40
E) Am50
R) In40
I) Rm30
P) Rm30
Health: 170 Karma: 100
Resources: Rm Pop: -10
Known Powers:
Climbing: In
Feet: Uses as hands, +1CS wrestling
Lightning Speed: Rm speed
Balance: fall up to 30' without damage
Leaping: Am
Poison tolerance: Un
Pain Tolerance: +1cs to Endurance
Equipment:
None
Talents: Biochemistry, Genetics, Electronics, Acrobatics, Tumbling, Martial Arts C, Multi-Lingual, Survival
Contacts: None
___________________________________________________________________________________
Dark Phoenix
F) Rm30
A) In40
S) Rm30
E) Un100
R) Gd10
I) Ex20
P) Un100
Health: 126 Karma: 130
Resources: CL1000 Pop: -100
Known Powers:
Telekinesis: Un, has the following power stunts:
-Force Fields: Un, 1 area radius
-Kinetic Bolt: Un
-Flight: Un
Telepathy: Un, has the following power stunts:
-Mental Invisibilty: Un
-Mental Bolts: Un stunning, 3 areas
-Mutant Detection: Un
Phoenix Force: CL1000, When used a flaming bird image is conjured which inflict Ty heat damage when the powers are used at max rank, has the following power stunts:
-Absorbtion: CL1000, any form of energy
-Elemental Conversion: CL1000
-Flight: Un, CL1000 in space
-Force Field: CL1000 vs. physical and energy
-Gateway: instant teleportation to anywhere in the universe
-Kinetic Bolt: up to CL1000
-Regeneration: Un
-Self-Sustenance: CL1000
-Telekinetics: Un
-Telepathy: Un
-Weather Control: Un
Talents: Resist Domination, Space Navigation
Contacts: None
___________________________________________________________________________________
Deacon Frost
F) Ex20
A) Ex20
S) Rm30
E) In40
R) Gd10
I) Gd10
P) Rm30
Health: 110 Karma: 50
Resources: Ex Pop: -10
Known Powers:
Resistance: Ignores most physical attacks, but not Stuns and Slams.
Regeneration: Ex
Transformation: Frost can transform himself into the following:
-Mist: Fe Flight and able to pass through tight spaces
-Bat: Gd Bite and Ty Flight
Summoning and Controlling: Ex ability to command bats, wolves, lesser vampires and humans
Vampire Bite: Ty Edge each turn. If victim is not slain, they remain weak (-1cs to all FEATs) until a weekly End FEAT is made and subject to that particular vampire's telepathic commands.
Doppelganger Creation: Deacon's bite is also able to create doppelgangers. These doubles gain the Stats, Powers and Weakness of the "typical" vampire. The doppelganger is also able to absorb their original by touching them skin-to-skin (requiring an Agility FEAT roll). Frost could bite the doppelganger to create another doppelganger. Frost has complete control over all his doppelgangers.
Equipment:
None
Limitation:
-Blood Dependency: Deprivation of blood results in weakness (-1cs on all stats every 2 days) and an overwhelming desire for blood. Upon seeing blood, Frost failing to make a Psyche FEAT automatically attacks
-Direct Sunlight: Rays of the sun or attacks that duplicate solar radiation cause Am Energy to Frost. If health is reduced to 0, Frost turns into dust
-Religious Objects
-Silver: Silver weapons can inflict normal damage on Frost
-Wood: A wooden stake of blade produces an automatic "Kill" against Frost on a red result
Talents: Chemistry
Contacts: Vampires
___________________________________________________________________________________
Deadpool
Wade Wilson
F) In40
A) In40
S) Ex20
E) Rm30
R) Gd10
I) Ex20
P) Ex20
Health: 130 Karma: 50
Resources: Gd Pop: 0
Known Powers:
Regeneration: Un (10 per round), with a power FEAT, he can also speed-up the recovery of lost limbs. He can then regain tissue the size of his hand with 2 rounds concentration.
Self-Recovery: Un
Resistances: Disease and Toxins: Un
Psychic Screen: Am protection vs. Mental attacks.
Immortal: Deadpool's healing factor provides him with an extended lifespan by slowing the effects of the aging process to an unknown degree. Deadpool has established a relationship with the personification of Death and as a result has been cursed by Thanos, to be unable to die.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Teleportation Device: 10,000 mile with up to 2 people
Image Inducer: Rm holographic ability to assume other humanoid form
Long Swords (x2): Rm material, Rm Edge
Guns: various guns for up to In damage but he has access to greater damage weapons and all kind of ammo.
Bolos: 2 areas to grapple with Ex strength
Bo Staff: Ex material, Rm damage
Cluster Bombs: 1 area, Rm damage to entire area
Throwing Stars: Ex Thrown Edge, 3 areas
Limitations:
Mental State: His healing abilities render his brain unreadable to telepaths, but it's constant healing of it also makes him highly unstable and prone to violent outbursts without the slightest provocation, at least against those he knows could handle them.
Annoying: Wade's mental state has also proven to make him a very irritating person to be around. Many heroes often find themselves at wits' end around him; this makes for Pr ability to cooperate with him in team efforts.
Fear of Cows: Although not a true weakness Deadpool is afraid of Cows, believing they're stare to be chilling
Talents: Martial Arts A, B, C, E, Acrobatics, Tumbling, Military, Sharp Weapons, Thrown Weapons, Detective/Espionage, Escape Artist, Stealth, Thievery, Multi-Lingual: (English, Japanese, German, Spanish, Russian), Marksman, Weapons Specialist: Swords, Guns
Contacts: Weasel, Blind Alfred, Bob: Agent of Hydra, Taskmaster, X-Force
___________________________________________________________________________________
Death Adder
Roland Burroughs
F) Rm30
A) Gd10
S) Rm30
E) Good
R) Ty6
I) Gd10
P) Ty6
Health: 80 Karma: 22
Resources: Pr Pop: -5
Known Powers:
Body Armor: Ex protection vs. Physical and Energy
Gills: Death Adder is equipped with artificial gills that allow her to breathe freely both above and below water.
Swimming: Death Adder can swim 4 areas per round.
Bionic Tail: Adder has a synthetic four foot tail with which he inflicts In Edge. He uses this tail with a +1CS to all FEAT's.
Poisoned Claws: Adder's gloves contain Am poison. The claws could be used to inflict Ex Edge, injecting the poison. The victim must make an Am Endurance FEAT roll or fall unconscious and lose one rank of Endurance per round until dead. An Endurance FEAT roll (at the reduced rank) could be made each round until the victim was dead. The antidote is in his belt.
Equipment:
None
Limitation:
Mute: Due to an accident during the implantation of his gills, Adder cannot speak.
Talents: None
Contacts: Serpent Society
___________________________________________________________________________________
Deathbird
F) In40
A) Rm30
S) Rm30
E) In40
R) Ex20
I) Gd10
P) Ex20
Health: 140 Karma: 50
Resources: CL1000 Pop: -20
Known Powers:
Flight: Gd airspeed with Mn agility.
-Pinions: The tips of her wings are sharp enough to do Gd Edged
Talons: Rm material, Rm Edge
Berserker Frenzy: +1cs Fighting and Endurance for up to 10 rounds.
Equipment:
Battle Armor: Rm protection vs. Physical and Energy
Spear: In Edge
Javelins: She used to use the following javelins:
-Normal: Rm Edge
-Gas: -1cs to all not protected in 1 area
-Electrical: 2 javelins that produce In Energy Bolts
Talents: Weapon Specialist: (Javelins, Spear), Martial Arts E
Contacts: Shi'ar Empire
___________________________________________________________________________________
Death's Head II
F) In40
A) Rm30
S) Mn75
E) Un100
R) Rm30
I) Am50
P) In40
Health: 245 Karma: 120
Resources: In Pop: 0
Known Powers:
Body Armor: Sh-X material, Mn protection vs. All Attacks.
Limited Shape-Shifting: Death's Head II's right arm is made from fluid ductile molybdenum which can be change in to for objects. All objects below are made of molybdenum, Sh-X material:
-Syphon Configuration: The cranial disruption unit is the legacy of Project Minion that created the Minion cyborg that is now Death's Head II. It was used to download the bio-chemical program of the selected target. Death's Head II never downloads the "instincts" of creatures. But if he ever did it would give him all skills possessed by the target. The target can attempt to resist unless they no health. It takes an Red Endurance Feat and then a Yellow Psyche Feat to resist. This weapon does Am damage.
-Blaster Configuration: Am Energy or Force, 20 area range. There are also side-effects based on the particular nature of this Plasma bolt:
--Light: Rm illumination and Energy damage.
-Blade Configuration: Am Edge
Total Memory: Am
Energy Source: Death's Head II draws the energy for his cyborg body from a fusion reactor in his thorax cavity.
Equipment:
Time Travel Belt:
-Dimensional Travel: Death's Head II can transport himself and others to any known dimension with Un ability.
-Time Travel: Death's Head II can transport himself or others to any point in history of any planet that ever was or will be with Un ability.
Talents: Death's Head II possesses all the skills of 105 people on a list compiled by AIM in the year 2020 of the most dangerous, intelligent, or useful people throughout history. He has access to a multitude of talents, including: Guns, Thrown Weapons, Thrown Objects, Bows, Weapons Master, Marksman, Martial Arts A, B, C, D, E, Acrobatics, Tumbling, Wrestling, Medicine, Law, Law Enforcement, Pilot, Military, Business/ Finance, Journalism, Engineering, Criminology, Psychiatry, Detective/ Espionage, Chemistry, Biology, Geology, Genetics, Archaeology, Physics, Computers, Electronics, and Multilingual. Death's Head also has timeline predictions for every planet that was know to AIM of 2020.
Contacts: Tuck, AIM, Die-Cut, Yorick
___________________________________________________________________________________
Decay
Yoshiro Hachiman
F) Ex20
A) In40
S) Mn75
E) Un100
R) Gd10
I) Gd10
P) Rm30
Health: 235 Karma: 50
Resources: Ex Pop: -20
Known Powers:
Rotting Touch: This touch causes organic materials to decay at Un rank. Decay inflicts Un damage on those he touches. In addition, this touch acts on organic material (wood, rope, cloth) as an attempt to break the item with Un strength. Resistance to corrosives will offset the effects. This power can be directed against organic (natural) Body Armor in order to weaken it, similar to the effect that claws have on inorganic body armor.
Corrosive touch: Decay's touch can have similar effects on inorganic matter. It acts as if breaking inorganic materials with Un strength.
Spray: Decay can spontaneously create a directed cloud of gas, mist, or dust. The Spray has a range of up to 1 area. It has the basic properties of doing Fb damage by choking off the target's fresh air and reducing visibility by -2CS for anyone within the cloud. Decay can combine Spray with his Corrosive Touch in order to effect inorganic targets in a single area at a 10 area range.
Body Resistance: In protection vs. Physical and Energy attacks.
Resistance: Un protection from corrosives.
Water Breathing: Decay can breath air and water with equal ease.
Water Freedom: Decay is perfectly adapted for functioning in an aquatic environment.
Hyper Swimming: Gd
True Flight: Gd
Equipment:
None
Talents: Business/Finance, Bi-Lingual (Japanese, English), Artist
Contacts: The Exemplars
___________________________________________________________________________________
Delgado
F) Ex20
A) Gd10
S) Rm30
E) Ex20
R) Ty6
I) Ty6
P) Ty6
Health: 80 Karma: 18
Resources: Gd Pop: 0
Known Powers:
Growth: Delgado has the ability to grow not only in size, but also in speed. Delgado's body increases to 16' tall, giving him+2 CS to Strength FEATs, including Wrestling and damage. He also becomes faster, gaining +1CS to Agility and Fighting. Because of his increased size, he is easier to hit: attacks against him get a +2 CS.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Headset: Ex communication between other Acolytes
Talents: Martial Arts B, Wrestling, Pilot, Law Enforcement, Detective/Espionage
Contacts: Acolytes
___________________________________________________________________________________
Deluge
F) Gd10
A) Ty6
S) Gd10
E) Gd10
R) Ty6
I) Ty6
P) Gd10
Health: 36 Karma: 22
Resources: Pr Pop: 0
Known Powers:
Environmental Manipulation: Am, Deluge could manipulate the environment, enabling him to absorb and harness multiple sources of energy, allowing him to perform the following power stunts:
-Flight: Ex
-Protection from the Weather: Am
-Weather Prediction: Am
-Create Fog: Am intensity and thickness
-Lightning Bolts: Mn
-Create Am strength winds, cyclones etc.
-Reduce Weather Effects: Am, failure will mean effects will increase
Equipment:
None
Talents: None
Contacts: None
___________________________________________________________________________________
___________________________________________________________________________________