Villains M - P
M
Madame Masque
Whitney Frost
F) Rm30
A) Gd10
S) Gd10
E) Rm30
R) Ex20
I) Gd10
P) Ex20
Health: 80 Karma: 50
Resources: Ex Pop: -5
Known Powers:
None
Equipment:
Gun: Rm Shooting, 5 areas
Energy Blaster: In Energy, 7 areas
Body Armor: Ex vs. Physical and Energy
Madame Masque is able to call upon the Dreadnoughts for her disposal
Talents: Crime, Leadership, Marksmanship, Martial Arts A, Acrobatics, Weapons Design
Contacts: Maggia, Iron Man
___________________________________________________________________________________
Madelyne Pryor
F) Gd10
A) Gd10
S) Ty6
E) Rm30
R) Gd10
I) Ex20
P) Am50
Health: 56 Karma: 80
Resources: Pr Pop: -4
Known Powers:
Telekinesis: Am, has the following power stunts:
-Flight: In
-Force Field: In
-Kinetic Bolt: Am
Equipment:
None
Talents: Pilot, Computer
Contacts: Hellfire Club, Hellfire Cult, Sisterhood of Mutants
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Magneto
Erik Magnus Lehnsherr
F) Gd10
A) Rm30
S) Gd10
E) Mn75
R) In40
I) Ex20
P) Am50
Health: 125 Karma: 110
Resources: Am Pop: -50
Known Powers:
Energy Control: He can manipulate heat, light, radio waves, gamma radiation and x-rays with Mn ability.
-Flight: Rm airspeed
-Force Field: He can create a force field within 1 area at Mn rank. For every 2 areas beyond the first, the field loses -1CS. He can use magnetic and energy powers through his force field.
Magnetic Control: He can manipulate iron and iron-based alloys with Un ability to do the following:
-Ferrokinesis: Lift Ferrous objects as if with Un strength.
-Scramble Machinery with Un ability.
-Inflict Un damage to iron-based or iron-alloyed characters.
-Detect Magnetic Fields: Mn
-Use metal objects to attack or entrap opponents at line-of-sight range.
-Non-Ferrous Manipulation: Mn
-Assemble Machinery in 1 round.
Telepathic Projection: He can send thoughts and images up to 10 miles away with Gd ability.
Astral Projection: Magneto can project himself onto the astral plane with Ty ability.
Equipment:
Body Armor: Ex protection vs. Physical and Energy
Helmet: In material, CL1000 protection vs. Psionics
Talents: Computers, Electronics, Engineering, Detective/Espionage, Genetic Manipulation, Leadership, Multi-Lingual: (English, German, Russian and more), Robotics
Contacts: X-Men, Acolytes, Hellions, Emma Frost, Morlocks, Mystique
___________________________________________________________________________________
Malekith the Dark Elf
Svartalfheim
F) In40
A) Mn75
S) Am50
E) Am50
R) Ex20
I) Ex20
P) Am50
Health: 215 Karma: 90
Resources: Am Pop: -20
Known Powers:
Imitation: Am ability to change form to resemble those whom his enemies will trust.
Flight: Am airspeed
Body Armor: Gd
Dark Faerie Magick: An Adept of Dark Faerie magic, Malekith’s full range of abilities are not fully revealed. Dark Faerie magic has two limitations: it requires the presence of shadows and does not affect cold iron. Some of Malekith’s magical abilities include:
-Energy Beam: Mn
-Blinding Beam: Mn, Can permanently blind an opponent with a special Energy attack (though a magical cure may or may not exist). He must score a Bullseye or Kill result to succeed.
-Dimensional Travel: Able to disappear into the shadows and travel at will anywhere in the Asgard and Midgard dimensions. There is a gate between the two dimensions in the Cotswolds of England that Malekith may need to use to travel between them; exact details are unknown.
Death Touch: Those touched must make a Psyche FEAT roll or die; this touch does not affect Immortals (otherwise, he would have used it against Thor).
Huntsman: Malekith can convert himself into the Huntsman, an eight foot-tall warrior with Am Body Armor which adds +1cs to Strength, Fighting, and Endurance
Animate Object: Am, He can also overlay an illusion onto the animated object
Food of Faerie: This deadly food, created by Hela, causes the souls of those who consume it to be drawn to Hel, while their bodies are possessed by Dark Elves. A Yellow Psyche FEAT is required to keep one’s soul. If the possessed body is fed human food, then the possessed body disappears and the Dark Elf is instantly sent back to Svartalfheim.
Equipment:
The Wild Hunt: Can summon demon hounds known as the Wild Hunt to pursue and capture his prey. The hounds in the Hunt are said to number in the hundreds; it is the Judge’s decision. The hounds’ stats are listed below
Talents: Leadership, Occult Lore
Contacts: None
___________________________________________________________________________________
Mandarin
F) Rm30
A) Ex20
S) Gd10
E) Rm30
R) In40
I) Gd10
P) Gd10
Health: 90 Karma: 60
Resources: Ex Pop: -10
Known Powers:
None
Equipment:
The Ten Rings of Mandarin: From left hand, little finger to right are:
-Ice Blast: Rm Cold, Endurance FEAT to avoid being stunned, 2 areas
-Mento Intensifier: Rm Mind Control, 1 area
-Electro-Blast: Rm Energy Blast, 3 areas
-Flame Blast: Rm Heat, 2 areas
-White Light: Rm Light or Radiation up to 5 areas away
-Matter Rearranger: Rm Matter Manipulation, but not Transmutation. This ring cannot work on Force Fields.
-Impact Beam: In Force, 2 areas
-Vortex Beam: Rm Air Control, permitting flight by the user at Ex speeds and other Power stunts
-Disintegration: Mn disintegration, with no effect on living targets. 1 area, and requires 20 minutes to recharge after use
-Black Light: Rm Darkforce, 2 areas
-Mandarin has a strong psionic link with his rings, such that only he may use them, and may monitor activity occurring around them should they be removed.
Force Field: Mn, He may not fire his weaponry through the field, but may attack physically, gaining a +2cs to damage when it is employed.
Talents: Martial Arts A, D, E, Electronics, Biochemistry, Engineering, Repair/Tinkering
Contacts: None
___________________________________________________________________________________
Mastermind
Jason Wynegarde
F) Gd10
A) Ty6
S) Ty6
E) Rm30
R) Ex20
I) Ex20
P) Un100
Health: 52 Karma: 140
Resources: Pr Pop: -10
Known Powers:
Illusion Generation: Un ability to generate 3-D illusions. Damage from such illusions is imaginary, but if 0 Health is reached, the target is rendered unconscious for 1-10 rounds. Mastermind's illusions affect all senses except smell. They cannot be recorded on cameras, tape or other mechanical devices. All who can see illusions are affected by them. Mastermind can perform the following power stunts:
-Alter Appearance: Un, including all sight and touch components.
-Invisibility: Un
Equipment:
Mind tap Mechanism: Un telepathy (Reading thoughts and memories only). Allows him to target a single victim.
Talents: None
Contacts: Brotherhood of Mutants, Hellfire Club
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Mephisto
F) Mn75
A) Mn75
S) Mn75
E) CL3000
R) Mn75
I) Mn75
P) Un100
Health: 3225 Karma: 250
Resources: CL1000 Pop: -500
Known Powers:
Demonic Form: Mephisto is a hostile supernatural being. Has the following power stunts:
-Power Source: Mephisto derives his powers from his pocket dimension of Limbo. If he is away from Limbo, his Endurance drops to CL1000.
-Immortality: Mephisto does not age, at least not at a rate humans can recognize.
-Dimension Travel: Un
-Diminution (Atomic Shrinkage): Un
-Enchantment: Sh-Z ability to create magical items, usually for the use of his minions.
-Enlargement (Atomic Growth): Un
-Forced Reincarnation: Un ability to take a disembodied soul and place it into a new body.
-Invisibility (all types): Un
-Kinetic Bolts: Mn Force or Energy
-Levitation: Un
-Magic Control: Un control over any magic anyone tries to use in his realm.
-Matter Control (all forms): Un
-Neural Manipulation: Un control over victims’ nervous systems and can cause up to power rank damage.
-Power Control: Un control over any physical powers anyone else tries to use in his dimension.
-Shapechange Others: Un
-Shrinking (Atomic Shrinkage): Un
-Sleep (Induced): Un
-Spirit Storage: CL5000 ability to seize and hold indefinitely millions of souls.
-Summoning: Un control over lesser supernatural beings.
-Gateway: Un
-True Invulnerability: Am protection vs. any attack except Magic.
-Undead Control: Un control over the lower forms of the undead.
Equipment:
None
Talents: Occult Lore
Contacts: None
__________________________________________________________________________________
Mr. Hyde
Calvin Zabo
F) In40/Ty6
A) Rm30/Ty6
S) Un100/Gd10
E) Mn75/Gd10
R) Gd10
I) Ex20
P) Ex20
Health: 245/32 Karma: 50
Resources: Ty Pop: -10
Known Powers:
Transformation: Mn, Calvin Zabo's stats change as listed above. Calvin does not get the following powers unless he is in his Hyde form:
-Body Armor: Am vs. Physical, Energy, Shooting and Edge
-Leaping: CL1000, up to 20 areas
Equipment:
None
Talents: Biology, Chemistry
Contacts: Cobra
___________________________________________________________________________________
Mr. Sinister
Nathaniel Essex
F) Rm30
A) Ex20
S) In40
E) Mn75
R) In40
I) Rm30
P) Un100
Health: 165 Karma: 170
Resources: In Pop: 0
Known Powers:
Invulnerability: Mr. Sinister can control the flow of his body molecules in such extend that he suffers -1 CS damage in addition to body armor of Rm rank.
Regeneration: Ex, 2 per round
Recovery: Un
Telepathy: Un
-Force Bolts: Un
-Force Shields: Un
-Mental Blocks: the victim must make an Un Psyche FEAT to be able to harm Mr. Sinister. This power takes a year of preparation of the subject.
-Erase/Create Memories: Un ability, uninterrupted concentration for 2 rounds.
-Astral Travel: Sinister has +2CS in astral space. Morphing: Mn
-Limited Shape-Shifting: human form, Mn ability.
Equipment:
Base: Sinister can mentally control every aspect of his base and form restrains or weapons with Mn ability. Mutant Detection Device: Un
Talents: Medicine, Engineering, Psychiatry, Bio-Chemistry, Genetics, Cloning, Computers, Electronics, Resist Domination, Leadership
Contacts: None
___________________________________________________________________________________
M.O.D.O.K.
F) Pr4
A) Fe2
S) Pr4
E) Ex20
R) Am50
I) Gd10
P) Am50
Health: 30 Karma: 110
Resources: Gd Pop: 2
Known Powers:
Multi-Tasking: Modok could use any two of his psionic powers at once.
Force Field: Mn protection vs. Energy, Gd protection vs. Physical
Heat: Am power at will. Living victims who were attacked in this manner suffered Gd damage.
Kinetic Bolt: Am Energy, 2 areas.
Mental Probe: In power at a range of up to 5 miles.
Psionic Blast: Am, 2 areas.
Total Memory: Am recall of any fact he had ever known.
Equipment:
Hoverchair: Modok was confined to his Hoverchair. Without it, he was unable to move about due to his greatly deformed body. It had the following characteristics:
-Control: Ex
-Speed: Gd
-Body: Rm
-Protection: Pr
Robot Body: When Modok employed this mechanism, his Strength and Fighting ranks were increased to Am. The body itself had the following characteristics:
-Control: Ex
-Speed: Fe
-Body: Am
-Protection: Am
Talents: None
Contacts: AIM
___________________________________________________________________________________
Mojo
F) Fe2
A) Fe2
S) Ex20
E) Mn75
R) Am50
I) In40
P) Am50
Health: 109 Karma: 140
Resources: Un Pop: -20
Known Powers:
Biophysical Control: Mn ability to alter a target's metabolism, health, and physical condition so as to attain the following results:
-Heal at 75 times the normal rate.
-Regenerate lost body parts.
-Physical Decay: Causes the victim's endurance to drop -1CS each turn until the character dies.
-Cellular Disruption: Mn damage
-Age Alteration: Causes rapid aging or rejuvenation at 75 times normal rate.
Hypnotic Control: Mn
Kinetic Bolts: In
Mind Control: Mn ability to control a victim's minds, memories and actions.
Spirit Control: Mn ability to draw a sleeper's spirit into his lair. The can escape by making a Psyche FEAT.
Dimensional Travel: Un when used in conjuction with Spiral's Reality Alteration (Disruption). He has the Un ability to warp his surrounding in ways that threaten life (by creating storms, wilting and so forth). The power functions automatically each hour to damage 1 area the first hour, 2 the second, 4 the third, 8 the next and so on. He can only use this ability in a dimension other than his own.
Equipment:
Transport Platform:
-Control: Ex
-Speed: Ty
-Body: In
-Flight: Gd
Tail: In material, gives Mojo the following power stunts:
-Plasma Projector: Rm Energy, 10 areas
-Stinger: In material, Am Edge
Talents: Psychology, Strategy, Slave-Trading, Cinematography
Contacts: Spiral, Major Domo
___________________________________________________________________________________
Morbius the Living Vampire
Dr. Michael Morbius
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) Rm30
I) Ex20
P) Gd10
Health: 120 Karma: 60
Resources: Gd Pop: -30
Known Powers:
Gliding: Pr airspeed
Fangs: Gd Edge in Melee
Claws: Gd Edge
Regeneration: Am
Vampirism: Can steal others Health and add it to his own.
Bloodlust: Berserker when he hasn't fed. Reason and Psyche drop to Fb and those numbers are divided between strength and Fighting or... When Morbius reaches 30 Health All Physical stats drop -2cs and for every 10 points after this he loses another -2cs. Bloodlust takes over and feeding will replenish his own health.
Distend: Rm Plasticity; use to determine escape attempts, passage through tight spaces and he has morphed around bullets (this hurts. If Morbius does this he takes full damage from the bullets, but isn't killed by them)
Equipment:
None
Weakness:
Sunlight: Un damage each round
Hunger: each day Morbius must kill and feast on blood of the guilty (No loss of Karma) if he fails to find someone that he loses control and will attack anyone he sees (Loss of ALL Karma if death occurs)
Talents: Biology, Radiation, Genetics, Chemistry, Occult Lore
Contacts: Dr. Strange, Midnight Sons, Spider-Man, Nightstalkers
___________________________________________________________________________________
Mordred the Evil
Mordred Pendragon
F) Ex20
A) Ex20
S) Gd10
E) Ex20
R) Ex20
I) Gd10
P) Rm30
Health: 70 Karma: 60
Resources: Ex Pop: 0
Known Powers:
Immortality: Mordred does not age
Magic: Practicer of Faerie and Druidic magic, and can use the following spells:
Personal Spells:
-Alteration Appearance: Rm
-Astral Projection: In
-Image Projecting: Ex
-Shield Individual: Rm
Universal Spells:
-Animation: Rm
-Bands: Ex
-Charm: In
Conjure: In
-Eldrich Bolts: Rm
-Enchantment-others: He can enhance up to 3 abilites or Powers to Rm levels.
-Fear: Ex
-Illusion: In
-Matter Rearrangement: Rm
-Plant Control: Rm
-Teleportation: Am
Equipment:
Ebony Dagger: Un matterial, Gd Edge, Un energy reflection.
Sword: Rm material, Ex Edge
Body Armor: Ex protection against Physical and ENergy
Talents: Knives, Swords, Thrown Weapons, Riding (horses), Occult Lore, Arthurian History
Contacts: Morgan Le Faye
___________________________________________________________________________________
Morgan Le Faye
F) Ty6
A) Ty6
S) Ty6
E) Gd10
R) Gd10
I) Ex20
P) In40
Health: 28 Karma: 70
Resources: Am Pop: -1
Known Powers:
Master Level Sorceress of the Faerie School of Magic. While casting spells in Ireland or Britain, Morgan receives a +2CS on FEAT rolls.
Personal Spells:
-Astral Projection: Mn, Morgan�s body has been destroyed and she only exists in astral form on the astral plane.
-Astral Supremacy: Am, Morgan receives a +1cs on magic FEAT rolls while on the astral plane.
-Unlimited Shape-Shifting: Am
-Individual Shield: In
-Flight: In
-Other Personal Spells: Ex
Universal Spells:
-Eldritch Beams/Bolts: In
-Glamor: Rm
-Illusion: Mn
-Mental Control: Am
-Raise Dead: Special Ceremony magic that can only be attempted once on each corpse. A successful Psyche FEAT roll is needed for completion.
-Other Universal Nature Spells: Am
-Other Universal Spells: Rm
Dimensional Spells:
-Chthon: Am
-Darkhold: Mn, Only available when she has the book.
-Demon Winds: In rank, similar to the Winds of Watoomb spell.
-Dimensional Aperture: Am
-Gaea: Am, Morgan can entreat this entity for Plant and Nature Control spells.
-Other Universal spells: In
Equipment:
None
Limitation:
Vulnerable to Pure Iron: Pure iron weapons do double their normal damage when used against Morgan, even if she is in astral form. If she attempts spells while touching iron, or if large amounts are in the same area, she receives -2cs on the FEAT rolls.
Talents: Occult Lore
Contacts: Darkhold Cult Members, Mordred the Evil
___________________________________________________________________________________
Mysterio
Quentin Beck
F) Ex20
A) Gd10
S) Gd10
E) Ex20
R) Ex20
I) Ex20
P) Rm30
Health: 60 Karma: 70
Resources: Rm Pop: -5
Known Powers:
None
Equipment:
Helmet: Gives Mysterio the following abilities:
-Voice Scrambler: Rm ability
-Breathing Apparatus: 1 hour of air.
-In protection from airborn diseases and
Suit: Ex protection vs. Physical and Energy
Gas Nozzles: Mysterio’s costume can be used to release a variety of fogs:
-Fog: Am intensity fog
-Knock-Out Gas: Am potency
-Mn potency gas that lowers the Intuition of those exposed to it by -4cs (minimum of Fb rank).
Holographic Projectors: These devices give Mysterio Rm Illusion casting and Hypnosis powers
Talents: Trivia: (Movies, Daredevil), Acting, Special Effects, Computers, Crime, Holography, Engineering, Robotics
Contacts: Sinister Six, Kingpin
___________________________________________________________________________________
Mystique
Raven Darkholme
F) Rm30
A) Ex20
S) Gd10
E) Am50
R) Ex20
I) Rm30
P) In40
Health: 110 Karma: 90
Resources: Ex Pop: 0
Known Powers:
Shape-Shifting: Un, Mystique is now beginning to experiment with changing into other than humanoid forms. 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
-Longevity: She can suppress her natural aging process
-Mental Resistance: Am, constantly changing brain makes her hard to attack or read her mind
-Blending: Un
-Metabolic Resistance: In, she can reboot her genetic template to withstand many pathogens and poisons
-Self Duplication: As a rare stunt, she can double her brain and limbs so that she becomes two joined characters, allowing her double her normal actions each round.
Equipment:
Blaster: In Force, 10 areas
Knife: In material, Rm Edge
Hand Gun: Rm Shooting, 7 areas
Psionic Scrambler: Mn resistance vs. psionics
Mechanical Scramblers: Am ability to scramble computers and battle armors.
Talents: Leadership, Resist Domination, Artist: (Acting), Martial Arts A, B, C, Pilot, Detective/Espionage, Marksmanship, Weapons Master, Multi-Lingual: (English, German, Portuguese, Spanish, Swedish, plus 6 more unrevealed languages), Climbing, Sleight of Hand
Contacts: Brotherhood of Evil Mutants
___________________________________________________________________________________
N
Nightmare
F) Un100
A) CL1000
S) CL1000
E) CL1000
R) Un100
I) Un100
P) CL1000
Health: 3100 Karma: N/A
Resources: N/A Pop: N/A
Known Powers:
Immortal: Nightmare can never truly die
Apparation: Acts as CL1000 Phasing
Astral Theft: CL1000 control of soul's of sleepers
Image Projection: CL1000
Scrying: Nightmare can invoke Mn spells, has performed the following spells:
-Force Field vs. Magic: Mn protection vs. all Magical attacks
-Bands: Mn binding
-Eldritch Attack: Mn Magic Blasts
-Illusion Casting: CL1000
-Reality Alteration: As ruler of the Dream Dimension, Nightmare has CL1000 ability to reshape it
-Nightmare can perform other skills with Mn ability
Equipment:
Wand: +1cs to Agility when resolving his magical attacks, has the following power stunt:
-"Maze of Confinement": CL1000, acts as Confusion and Bands spells
Limitation:
Nightmare is only tangible to sleepers.
Nightmare is intangible and powerless against conscious people
Nightmare can be harmed by the Eye of Agomotto
Talents: Occult Lore and Background
Contacts: None
___________________________________________________________________________________
O
Omega Red
Arkady Rossovich
F) Rm30
A) Ex20
S) Rm30
E) Am50
R) Ty6
I) Ty6
P) Gd10
Health: 130 Karma: 22
Resources: Gd Pop: 0
Known Powers:
Death Factor: Omega Red can generate a "death field" of Am intensity around him which is channeled through his tentacles. Almost the reverse of Wolverine's Healing factor, this field saps the life force of living creatures. Omega Red can suck the life force out of everyone in the same area as himself, and can use use this energy to regain lost health up to his maximum.To affect a target, Omega Red must first succeed at a power FEAT against the intensity of the victim's Psyche. Each successful FEAT allows Omega Red to drain up to 50 points from each victim until he regains his normal maximum health. If the target's health drops below zero as a result, the victim dies and his body disintegrates.
Lethal Pheromones: Omega Red can release a cloud of pheromones that causes people to feel ill and collapse. Anyone in the same area as Omega Red will be affected, and potential victims must succeed at an Ex intensity Endurance FEAT or be rendered unconscious for 1-10 turns. Characters with sealed systems, or who do not breath are unaffected.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Tentacles: Omega Red's suit is equipped with Carbonadium tentacles of Mn material strength. These give him +2 CS when attempting Grappling attacks, and adds +1 CS to Strength when determining Grappling damage.
Limitations:
Omega Red must continually feed on life force to survive. He looses 10 health points an per hour, which can only be restored by draining new Health from living victims. If his health drops to 0, he enters a death-like comma and cannot be revived without the voluntary self- sacrifice of a number of beings whose combined Health points total at least six times Omega Red's original Health.
Talents: Bilingual (English and Russian)
Contacts: Matsuo Tsurayaba of the Hand, Fenris
___________________________________________________________________________________
Onslaught
Charles Xavier/Erik Lensherr/Franklin Richards
F) Rm30
A) Rm30
S) Un100
E) CL1000
R) Un100
I) Sh-Y200
P) CL1000
Health: 1160 Karma: 46
Resources: In Pop: -20
Known Powers:
Mental Powers: Onslaught posseses all of Xavier's mental powers at Sh-Z rank, this includes the following:
-Mind Blast
-Telepathy
-Mental Probe
-Mental Invisibility
-Mind Control
-Power/Psionic Detection.
Astral Travel: Onslaught can enter the astral plane at will and can force people with him with CL1000 ability. By doing this he can take his material body with him.
Psionic Armor: Mn protection vs. all attacks, Sh-X vs. mental.
Flight: Un
Reality Alteration: Cl1000, with Franklin Richards inside him, Onslaught has also access to Franklin's Powers this gives him reality alteration.
Magnetic Control: Sh-X
Electromagnetic Pulse: probably as a part of Magneto's powers Onslaught was able to send an EM-Pulse of Sh-X intensity over the whole of New York. This shorted out all sorts of electrical equipment and did Un damage to all electronically based heroes (like Iron Man and Vision)
Internal Dimension: Onslaughts interior is a pocket dimension which exists partly on the astral plane and partly on the material plane. It's a Sh-Z prison and Onslaught can use the powers of those trapped inside at their fullest potential.
Onslaught probably has a few more yet undefined powers at ranks from Mn to CL1000.
Talents: all Scientific and Mental skills
Contacts: The Heralds of Onslaught
___________________________________________________________________________________
Ozymandias
F) Gd10
A) Ty6
S) In40
E) Un100
R) Rm30
I) In40
P) Am50
Health: 156 Karma: 120
Resources: 0 Pop: 0
Known Powers:
Stone Body: Rm protection vs. Physical and Energy
Precognition: Ozymandias has a limited form of precognition which allows him to etch people playing import roles in things to come into the rock. He sees images of the world but he doesn't believe them because they are so much different then to world he has known those thousand years ago.
Senses: Although blind, Ozymandias's senses are so good, he 'sees' with In ability.
Animate Rock: Un, Ozymandias can animate rock etchings which can have a maximum of Un abilities and have 100 health.
Equipment:
None
Talents: Stone Etching
Contacts: Apocalypse
___________________________________________________________________________________
P
Pyro
St. John Allerdyce
F) Gd10
A) Gd10
S) Ty6
E) Rm30
R) Gd10
I) Ty6
P) Gd10
Health: 56 Karma: 26
Resources: Pr Pop: -15
Known Powers:
Fire Control: In ability to control (but not create) flame. He can perform the following stunts:
-Form rings, prison, and other restraining devices of up to In intensity.
-Fire jets of flame at a range of 4 areas with In damage.
-Create Flame Creatures: In F,A,S,E scores. Such creatures inflict Mn damage to flammible targets, and Gd damage to non-flamible targets.
-Dampen Flames: In ability.
Fire Resistance: CL1000 resistance to fire under his control, but no resistance to flames not under his control or controled by others.
Equipment:
Costume: Am protection vs. Flame and Heat
Flamethrower: Rm Fire, 2 areas
Talents: Journalism, Writing
Contacts: Brotherhood of Evil Mutants
Madame Masque
Whitney Frost
F) Rm30
A) Gd10
S) Gd10
E) Rm30
R) Ex20
I) Gd10
P) Ex20
Health: 80 Karma: 50
Resources: Ex Pop: -5
Known Powers:
None
Equipment:
Gun: Rm Shooting, 5 areas
Energy Blaster: In Energy, 7 areas
Body Armor: Ex vs. Physical and Energy
Madame Masque is able to call upon the Dreadnoughts for her disposal
Talents: Crime, Leadership, Marksmanship, Martial Arts A, Acrobatics, Weapons Design
Contacts: Maggia, Iron Man
___________________________________________________________________________________
Madelyne Pryor
F) Gd10
A) Gd10
S) Ty6
E) Rm30
R) Gd10
I) Ex20
P) Am50
Health: 56 Karma: 80
Resources: Pr Pop: -4
Known Powers:
Telekinesis: Am, has the following power stunts:
-Flight: In
-Force Field: In
-Kinetic Bolt: Am
Equipment:
None
Talents: Pilot, Computer
Contacts: Hellfire Club, Hellfire Cult, Sisterhood of Mutants
___________________________________________________________________________________
Magneto
Erik Magnus Lehnsherr
F) Gd10
A) Rm30
S) Gd10
E) Mn75
R) In40
I) Ex20
P) Am50
Health: 125 Karma: 110
Resources: Am Pop: -50
Known Powers:
Energy Control: He can manipulate heat, light, radio waves, gamma radiation and x-rays with Mn ability.
-Flight: Rm airspeed
-Force Field: He can create a force field within 1 area at Mn rank. For every 2 areas beyond the first, the field loses -1CS. He can use magnetic and energy powers through his force field.
Magnetic Control: He can manipulate iron and iron-based alloys with Un ability to do the following:
-Ferrokinesis: Lift Ferrous objects as if with Un strength.
-Scramble Machinery with Un ability.
-Inflict Un damage to iron-based or iron-alloyed characters.
-Detect Magnetic Fields: Mn
-Use metal objects to attack or entrap opponents at line-of-sight range.
-Non-Ferrous Manipulation: Mn
-Assemble Machinery in 1 round.
Telepathic Projection: He can send thoughts and images up to 10 miles away with Gd ability.
Astral Projection: Magneto can project himself onto the astral plane with Ty ability.
Equipment:
Body Armor: Ex protection vs. Physical and Energy
Helmet: In material, CL1000 protection vs. Psionics
Talents: Computers, Electronics, Engineering, Detective/Espionage, Genetic Manipulation, Leadership, Multi-Lingual: (English, German, Russian and more), Robotics
Contacts: X-Men, Acolytes, Hellions, Emma Frost, Morlocks, Mystique
___________________________________________________________________________________
Malekith the Dark Elf
Svartalfheim
F) In40
A) Mn75
S) Am50
E) Am50
R) Ex20
I) Ex20
P) Am50
Health: 215 Karma: 90
Resources: Am Pop: -20
Known Powers:
Imitation: Am ability to change form to resemble those whom his enemies will trust.
Flight: Am airspeed
Body Armor: Gd
Dark Faerie Magick: An Adept of Dark Faerie magic, Malekith’s full range of abilities are not fully revealed. Dark Faerie magic has two limitations: it requires the presence of shadows and does not affect cold iron. Some of Malekith’s magical abilities include:
-Energy Beam: Mn
-Blinding Beam: Mn, Can permanently blind an opponent with a special Energy attack (though a magical cure may or may not exist). He must score a Bullseye or Kill result to succeed.
-Dimensional Travel: Able to disappear into the shadows and travel at will anywhere in the Asgard and Midgard dimensions. There is a gate between the two dimensions in the Cotswolds of England that Malekith may need to use to travel between them; exact details are unknown.
Death Touch: Those touched must make a Psyche FEAT roll or die; this touch does not affect Immortals (otherwise, he would have used it against Thor).
Huntsman: Malekith can convert himself into the Huntsman, an eight foot-tall warrior with Am Body Armor which adds +1cs to Strength, Fighting, and Endurance
Animate Object: Am, He can also overlay an illusion onto the animated object
Food of Faerie: This deadly food, created by Hela, causes the souls of those who consume it to be drawn to Hel, while their bodies are possessed by Dark Elves. A Yellow Psyche FEAT is required to keep one’s soul. If the possessed body is fed human food, then the possessed body disappears and the Dark Elf is instantly sent back to Svartalfheim.
Equipment:
The Wild Hunt: Can summon demon hounds known as the Wild Hunt to pursue and capture his prey. The hounds in the Hunt are said to number in the hundreds; it is the Judge’s decision. The hounds’ stats are listed below
Talents: Leadership, Occult Lore
Contacts: None
___________________________________________________________________________________
Mandarin
F) Rm30
A) Ex20
S) Gd10
E) Rm30
R) In40
I) Gd10
P) Gd10
Health: 90 Karma: 60
Resources: Ex Pop: -10
Known Powers:
None
Equipment:
The Ten Rings of Mandarin: From left hand, little finger to right are:
-Ice Blast: Rm Cold, Endurance FEAT to avoid being stunned, 2 areas
-Mento Intensifier: Rm Mind Control, 1 area
-Electro-Blast: Rm Energy Blast, 3 areas
-Flame Blast: Rm Heat, 2 areas
-White Light: Rm Light or Radiation up to 5 areas away
-Matter Rearranger: Rm Matter Manipulation, but not Transmutation. This ring cannot work on Force Fields.
-Impact Beam: In Force, 2 areas
-Vortex Beam: Rm Air Control, permitting flight by the user at Ex speeds and other Power stunts
-Disintegration: Mn disintegration, with no effect on living targets. 1 area, and requires 20 minutes to recharge after use
-Black Light: Rm Darkforce, 2 areas
-Mandarin has a strong psionic link with his rings, such that only he may use them, and may monitor activity occurring around them should they be removed.
Force Field: Mn, He may not fire his weaponry through the field, but may attack physically, gaining a +2cs to damage when it is employed.
Talents: Martial Arts A, D, E, Electronics, Biochemistry, Engineering, Repair/Tinkering
Contacts: None
___________________________________________________________________________________
Mastermind
Jason Wynegarde
F) Gd10
A) Ty6
S) Ty6
E) Rm30
R) Ex20
I) Ex20
P) Un100
Health: 52 Karma: 140
Resources: Pr Pop: -10
Known Powers:
Illusion Generation: Un ability to generate 3-D illusions. Damage from such illusions is imaginary, but if 0 Health is reached, the target is rendered unconscious for 1-10 rounds. Mastermind's illusions affect all senses except smell. They cannot be recorded on cameras, tape or other mechanical devices. All who can see illusions are affected by them. Mastermind can perform the following power stunts:
-Alter Appearance: Un, including all sight and touch components.
-Invisibility: Un
Equipment:
Mind tap Mechanism: Un telepathy (Reading thoughts and memories only). Allows him to target a single victim.
Talents: None
Contacts: Brotherhood of Mutants, Hellfire Club
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Mephisto
F) Mn75
A) Mn75
S) Mn75
E) CL3000
R) Mn75
I) Mn75
P) Un100
Health: 3225 Karma: 250
Resources: CL1000 Pop: -500
Known Powers:
Demonic Form: Mephisto is a hostile supernatural being. Has the following power stunts:
-Power Source: Mephisto derives his powers from his pocket dimension of Limbo. If he is away from Limbo, his Endurance drops to CL1000.
-Immortality: Mephisto does not age, at least not at a rate humans can recognize.
-Dimension Travel: Un
-Diminution (Atomic Shrinkage): Un
-Enchantment: Sh-Z ability to create magical items, usually for the use of his minions.
-Enlargement (Atomic Growth): Un
-Forced Reincarnation: Un ability to take a disembodied soul and place it into a new body.
-Invisibility (all types): Un
-Kinetic Bolts: Mn Force or Energy
-Levitation: Un
-Magic Control: Un control over any magic anyone tries to use in his realm.
-Matter Control (all forms): Un
-Neural Manipulation: Un control over victims’ nervous systems and can cause up to power rank damage.
-Power Control: Un control over any physical powers anyone else tries to use in his dimension.
-Shapechange Others: Un
-Shrinking (Atomic Shrinkage): Un
-Sleep (Induced): Un
-Spirit Storage: CL5000 ability to seize and hold indefinitely millions of souls.
-Summoning: Un control over lesser supernatural beings.
-Gateway: Un
-True Invulnerability: Am protection vs. any attack except Magic.
-Undead Control: Un control over the lower forms of the undead.
Equipment:
None
Talents: Occult Lore
Contacts: None
__________________________________________________________________________________
Mr. Hyde
Calvin Zabo
F) In40/Ty6
A) Rm30/Ty6
S) Un100/Gd10
E) Mn75/Gd10
R) Gd10
I) Ex20
P) Ex20
Health: 245/32 Karma: 50
Resources: Ty Pop: -10
Known Powers:
Transformation: Mn, Calvin Zabo's stats change as listed above. Calvin does not get the following powers unless he is in his Hyde form:
-Body Armor: Am vs. Physical, Energy, Shooting and Edge
-Leaping: CL1000, up to 20 areas
Equipment:
None
Talents: Biology, Chemistry
Contacts: Cobra
___________________________________________________________________________________
Mr. Sinister
Nathaniel Essex
F) Rm30
A) Ex20
S) In40
E) Mn75
R) In40
I) Rm30
P) Un100
Health: 165 Karma: 170
Resources: In Pop: 0
Known Powers:
Invulnerability: Mr. Sinister can control the flow of his body molecules in such extend that he suffers -1 CS damage in addition to body armor of Rm rank.
Regeneration: Ex, 2 per round
Recovery: Un
Telepathy: Un
-Force Bolts: Un
-Force Shields: Un
-Mental Blocks: the victim must make an Un Psyche FEAT to be able to harm Mr. Sinister. This power takes a year of preparation of the subject.
-Erase/Create Memories: Un ability, uninterrupted concentration for 2 rounds.
-Astral Travel: Sinister has +2CS in astral space. Morphing: Mn
-Limited Shape-Shifting: human form, Mn ability.
Equipment:
Base: Sinister can mentally control every aspect of his base and form restrains or weapons with Mn ability. Mutant Detection Device: Un
Talents: Medicine, Engineering, Psychiatry, Bio-Chemistry, Genetics, Cloning, Computers, Electronics, Resist Domination, Leadership
Contacts: None
___________________________________________________________________________________
M.O.D.O.K.
F) Pr4
A) Fe2
S) Pr4
E) Ex20
R) Am50
I) Gd10
P) Am50
Health: 30 Karma: 110
Resources: Gd Pop: 2
Known Powers:
Multi-Tasking: Modok could use any two of his psionic powers at once.
Force Field: Mn protection vs. Energy, Gd protection vs. Physical
Heat: Am power at will. Living victims who were attacked in this manner suffered Gd damage.
Kinetic Bolt: Am Energy, 2 areas.
Mental Probe: In power at a range of up to 5 miles.
Psionic Blast: Am, 2 areas.
Total Memory: Am recall of any fact he had ever known.
Equipment:
Hoverchair: Modok was confined to his Hoverchair. Without it, he was unable to move about due to his greatly deformed body. It had the following characteristics:
-Control: Ex
-Speed: Gd
-Body: Rm
-Protection: Pr
Robot Body: When Modok employed this mechanism, his Strength and Fighting ranks were increased to Am. The body itself had the following characteristics:
-Control: Ex
-Speed: Fe
-Body: Am
-Protection: Am
Talents: None
Contacts: AIM
___________________________________________________________________________________
Mojo
F) Fe2
A) Fe2
S) Ex20
E) Mn75
R) Am50
I) In40
P) Am50
Health: 109 Karma: 140
Resources: Un Pop: -20
Known Powers:
Biophysical Control: Mn ability to alter a target's metabolism, health, and physical condition so as to attain the following results:
-Heal at 75 times the normal rate.
-Regenerate lost body parts.
-Physical Decay: Causes the victim's endurance to drop -1CS each turn until the character dies.
-Cellular Disruption: Mn damage
-Age Alteration: Causes rapid aging or rejuvenation at 75 times normal rate.
Hypnotic Control: Mn
Kinetic Bolts: In
Mind Control: Mn ability to control a victim's minds, memories and actions.
Spirit Control: Mn ability to draw a sleeper's spirit into his lair. The can escape by making a Psyche FEAT.
Dimensional Travel: Un when used in conjuction with Spiral's Reality Alteration (Disruption). He has the Un ability to warp his surrounding in ways that threaten life (by creating storms, wilting and so forth). The power functions automatically each hour to damage 1 area the first hour, 2 the second, 4 the third, 8 the next and so on. He can only use this ability in a dimension other than his own.
Equipment:
Transport Platform:
-Control: Ex
-Speed: Ty
-Body: In
-Flight: Gd
Tail: In material, gives Mojo the following power stunts:
-Plasma Projector: Rm Energy, 10 areas
-Stinger: In material, Am Edge
Talents: Psychology, Strategy, Slave-Trading, Cinematography
Contacts: Spiral, Major Domo
___________________________________________________________________________________
Morbius the Living Vampire
Dr. Michael Morbius
F) Ex20
A) Ex20
S) Rm30
E) Am50
R) Rm30
I) Ex20
P) Gd10
Health: 120 Karma: 60
Resources: Gd Pop: -30
Known Powers:
Gliding: Pr airspeed
Fangs: Gd Edge in Melee
Claws: Gd Edge
Regeneration: Am
Vampirism: Can steal others Health and add it to his own.
Bloodlust: Berserker when he hasn't fed. Reason and Psyche drop to Fb and those numbers are divided between strength and Fighting or... When Morbius reaches 30 Health All Physical stats drop -2cs and for every 10 points after this he loses another -2cs. Bloodlust takes over and feeding will replenish his own health.
Distend: Rm Plasticity; use to determine escape attempts, passage through tight spaces and he has morphed around bullets (this hurts. If Morbius does this he takes full damage from the bullets, but isn't killed by them)
Equipment:
None
Weakness:
Sunlight: Un damage each round
Hunger: each day Morbius must kill and feast on blood of the guilty (No loss of Karma) if he fails to find someone that he loses control and will attack anyone he sees (Loss of ALL Karma if death occurs)
Talents: Biology, Radiation, Genetics, Chemistry, Occult Lore
Contacts: Dr. Strange, Midnight Sons, Spider-Man, Nightstalkers
___________________________________________________________________________________
Mordred the Evil
Mordred Pendragon
F) Ex20
A) Ex20
S) Gd10
E) Ex20
R) Ex20
I) Gd10
P) Rm30
Health: 70 Karma: 60
Resources: Ex Pop: 0
Known Powers:
Immortality: Mordred does not age
Magic: Practicer of Faerie and Druidic magic, and can use the following spells:
Personal Spells:
-Alteration Appearance: Rm
-Astral Projection: In
-Image Projecting: Ex
-Shield Individual: Rm
Universal Spells:
-Animation: Rm
-Bands: Ex
-Charm: In
Conjure: In
-Eldrich Bolts: Rm
-Enchantment-others: He can enhance up to 3 abilites or Powers to Rm levels.
-Fear: Ex
-Illusion: In
-Matter Rearrangement: Rm
-Plant Control: Rm
-Teleportation: Am
Equipment:
Ebony Dagger: Un matterial, Gd Edge, Un energy reflection.
Sword: Rm material, Ex Edge
Body Armor: Ex protection against Physical and ENergy
Talents: Knives, Swords, Thrown Weapons, Riding (horses), Occult Lore, Arthurian History
Contacts: Morgan Le Faye
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Morgan Le Faye
F) Ty6
A) Ty6
S) Ty6
E) Gd10
R) Gd10
I) Ex20
P) In40
Health: 28 Karma: 70
Resources: Am Pop: -1
Known Powers:
Master Level Sorceress of the Faerie School of Magic. While casting spells in Ireland or Britain, Morgan receives a +2CS on FEAT rolls.
Personal Spells:
-Astral Projection: Mn, Morgan�s body has been destroyed and she only exists in astral form on the astral plane.
-Astral Supremacy: Am, Morgan receives a +1cs on magic FEAT rolls while on the astral plane.
-Unlimited Shape-Shifting: Am
-Individual Shield: In
-Flight: In
-Other Personal Spells: Ex
Universal Spells:
-Eldritch Beams/Bolts: In
-Glamor: Rm
-Illusion: Mn
-Mental Control: Am
-Raise Dead: Special Ceremony magic that can only be attempted once on each corpse. A successful Psyche FEAT roll is needed for completion.
-Other Universal Nature Spells: Am
-Other Universal Spells: Rm
Dimensional Spells:
-Chthon: Am
-Darkhold: Mn, Only available when she has the book.
-Demon Winds: In rank, similar to the Winds of Watoomb spell.
-Dimensional Aperture: Am
-Gaea: Am, Morgan can entreat this entity for Plant and Nature Control spells.
-Other Universal spells: In
Equipment:
None
Limitation:
Vulnerable to Pure Iron: Pure iron weapons do double their normal damage when used against Morgan, even if she is in astral form. If she attempts spells while touching iron, or if large amounts are in the same area, she receives -2cs on the FEAT rolls.
Talents: Occult Lore
Contacts: Darkhold Cult Members, Mordred the Evil
___________________________________________________________________________________
Mysterio
Quentin Beck
F) Ex20
A) Gd10
S) Gd10
E) Ex20
R) Ex20
I) Ex20
P) Rm30
Health: 60 Karma: 70
Resources: Rm Pop: -5
Known Powers:
None
Equipment:
Helmet: Gives Mysterio the following abilities:
-Voice Scrambler: Rm ability
-Breathing Apparatus: 1 hour of air.
-In protection from airborn diseases and
Suit: Ex protection vs. Physical and Energy
Gas Nozzles: Mysterio’s costume can be used to release a variety of fogs:
-Fog: Am intensity fog
-Knock-Out Gas: Am potency
-Mn potency gas that lowers the Intuition of those exposed to it by -4cs (minimum of Fb rank).
Holographic Projectors: These devices give Mysterio Rm Illusion casting and Hypnosis powers
Talents: Trivia: (Movies, Daredevil), Acting, Special Effects, Computers, Crime, Holography, Engineering, Robotics
Contacts: Sinister Six, Kingpin
___________________________________________________________________________________
Mystique
Raven Darkholme
F) Rm30
A) Ex20
S) Gd10
E) Am50
R) Ex20
I) Rm30
P) In40
Health: 110 Karma: 90
Resources: Ex Pop: 0
Known Powers:
Shape-Shifting: Un, Mystique is now beginning to experiment with changing into other than humanoid forms. 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
-Longevity: She can suppress her natural aging process
-Mental Resistance: Am, constantly changing brain makes her hard to attack or read her mind
-Blending: Un
-Metabolic Resistance: In, she can reboot her genetic template to withstand many pathogens and poisons
-Self Duplication: As a rare stunt, she can double her brain and limbs so that she becomes two joined characters, allowing her double her normal actions each round.
Equipment:
Blaster: In Force, 10 areas
Knife: In material, Rm Edge
Hand Gun: Rm Shooting, 7 areas
Psionic Scrambler: Mn resistance vs. psionics
Mechanical Scramblers: Am ability to scramble computers and battle armors.
Talents: Leadership, Resist Domination, Artist: (Acting), Martial Arts A, B, C, Pilot, Detective/Espionage, Marksmanship, Weapons Master, Multi-Lingual: (English, German, Portuguese, Spanish, Swedish, plus 6 more unrevealed languages), Climbing, Sleight of Hand
Contacts: Brotherhood of Evil Mutants
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N
Nightmare
F) Un100
A) CL1000
S) CL1000
E) CL1000
R) Un100
I) Un100
P) CL1000
Health: 3100 Karma: N/A
Resources: N/A Pop: N/A
Known Powers:
Immortal: Nightmare can never truly die
Apparation: Acts as CL1000 Phasing
Astral Theft: CL1000 control of soul's of sleepers
Image Projection: CL1000
Scrying: Nightmare can invoke Mn spells, has performed the following spells:
-Force Field vs. Magic: Mn protection vs. all Magical attacks
-Bands: Mn binding
-Eldritch Attack: Mn Magic Blasts
-Illusion Casting: CL1000
-Reality Alteration: As ruler of the Dream Dimension, Nightmare has CL1000 ability to reshape it
-Nightmare can perform other skills with Mn ability
Equipment:
Wand: +1cs to Agility when resolving his magical attacks, has the following power stunt:
-"Maze of Confinement": CL1000, acts as Confusion and Bands spells
Limitation:
Nightmare is only tangible to sleepers.
Nightmare is intangible and powerless against conscious people
Nightmare can be harmed by the Eye of Agomotto
Talents: Occult Lore and Background
Contacts: None
___________________________________________________________________________________
O
Omega Red
Arkady Rossovich
F) Rm30
A) Ex20
S) Rm30
E) Am50
R) Ty6
I) Ty6
P) Gd10
Health: 130 Karma: 22
Resources: Gd Pop: 0
Known Powers:
Death Factor: Omega Red can generate a "death field" of Am intensity around him which is channeled through his tentacles. Almost the reverse of Wolverine's Healing factor, this field saps the life force of living creatures. Omega Red can suck the life force out of everyone in the same area as himself, and can use use this energy to regain lost health up to his maximum.To affect a target, Omega Red must first succeed at a power FEAT against the intensity of the victim's Psyche. Each successful FEAT allows Omega Red to drain up to 50 points from each victim until he regains his normal maximum health. If the target's health drops below zero as a result, the victim dies and his body disintegrates.
Lethal Pheromones: Omega Red can release a cloud of pheromones that causes people to feel ill and collapse. Anyone in the same area as Omega Red will be affected, and potential victims must succeed at an Ex intensity Endurance FEAT or be rendered unconscious for 1-10 turns. Characters with sealed systems, or who do not breath are unaffected.
Equipment:
Body Armor: Gd protection vs. Physical and Energy
Tentacles: Omega Red's suit is equipped with Carbonadium tentacles of Mn material strength. These give him +2 CS when attempting Grappling attacks, and adds +1 CS to Strength when determining Grappling damage.
Limitations:
Omega Red must continually feed on life force to survive. He looses 10 health points an per hour, which can only be restored by draining new Health from living victims. If his health drops to 0, he enters a death-like comma and cannot be revived without the voluntary self- sacrifice of a number of beings whose combined Health points total at least six times Omega Red's original Health.
Talents: Bilingual (English and Russian)
Contacts: Matsuo Tsurayaba of the Hand, Fenris
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Onslaught
Charles Xavier/Erik Lensherr/Franklin Richards
F) Rm30
A) Rm30
S) Un100
E) CL1000
R) Un100
I) Sh-Y200
P) CL1000
Health: 1160 Karma: 46
Resources: In Pop: -20
Known Powers:
Mental Powers: Onslaught posseses all of Xavier's mental powers at Sh-Z rank, this includes the following:
-Mind Blast
-Telepathy
-Mental Probe
-Mental Invisibility
-Mind Control
-Power/Psionic Detection.
Astral Travel: Onslaught can enter the astral plane at will and can force people with him with CL1000 ability. By doing this he can take his material body with him.
Psionic Armor: Mn protection vs. all attacks, Sh-X vs. mental.
Flight: Un
Reality Alteration: Cl1000, with Franklin Richards inside him, Onslaught has also access to Franklin's Powers this gives him reality alteration.
Magnetic Control: Sh-X
Electromagnetic Pulse: probably as a part of Magneto's powers Onslaught was able to send an EM-Pulse of Sh-X intensity over the whole of New York. This shorted out all sorts of electrical equipment and did Un damage to all electronically based heroes (like Iron Man and Vision)
Internal Dimension: Onslaughts interior is a pocket dimension which exists partly on the astral plane and partly on the material plane. It's a Sh-Z prison and Onslaught can use the powers of those trapped inside at their fullest potential.
Onslaught probably has a few more yet undefined powers at ranks from Mn to CL1000.
Talents: all Scientific and Mental skills
Contacts: The Heralds of Onslaught
___________________________________________________________________________________
Ozymandias
F) Gd10
A) Ty6
S) In40
E) Un100
R) Rm30
I) In40
P) Am50
Health: 156 Karma: 120
Resources: 0 Pop: 0
Known Powers:
Stone Body: Rm protection vs. Physical and Energy
Precognition: Ozymandias has a limited form of precognition which allows him to etch people playing import roles in things to come into the rock. He sees images of the world but he doesn't believe them because they are so much different then to world he has known those thousand years ago.
Senses: Although blind, Ozymandias's senses are so good, he 'sees' with In ability.
Animate Rock: Un, Ozymandias can animate rock etchings which can have a maximum of Un abilities and have 100 health.
Equipment:
None
Talents: Stone Etching
Contacts: Apocalypse
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P
Pyro
St. John Allerdyce
F) Gd10
A) Gd10
S) Ty6
E) Rm30
R) Gd10
I) Ty6
P) Gd10
Health: 56 Karma: 26
Resources: Pr Pop: -15
Known Powers:
Fire Control: In ability to control (but not create) flame. He can perform the following stunts:
-Form rings, prison, and other restraining devices of up to In intensity.
-Fire jets of flame at a range of 4 areas with In damage.
-Create Flame Creatures: In F,A,S,E scores. Such creatures inflict Mn damage to flammible targets, and Gd damage to non-flamible targets.
-Dampen Flames: In ability.
Fire Resistance: CL1000 resistance to fire under his control, but no resistance to flames not under his control or controled by others.
Equipment:
Costume: Am protection vs. Flame and Heat
Flamethrower: Rm Fire, 2 areas
Talents: Journalism, Writing
Contacts: Brotherhood of Evil Mutants