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Villains F - H

Posted: Wed Apr 24, 2024 1:59 am
by Death
F

Fabian Cortez

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

Health: 36 Karma: 40
Resources: Gd Pop: 0

Known Powers:
Power Amplification: Rm ability to amplify the powers of another mutant, increasing the power by up to 3cs. If a mutant's powers are enhanced beyond their normal level, they may go out of control. a yellow FEAT roll against Psyche is needed to prevent this from happening, with a further roll allowed every turn to regain control. The effects of amplification are up to the Judge. Examples of the effects are: a mutant with telekinesis might randomly attack everyone in the vicinity, a character with an enhanced sense of smell may be overwhelmed by odors, and so on. Cortez must touch his subject to use his power. This requires a successful Fighting FEAT roll. Thus far, he has only affected a single person at one time and the effects have worn off within 3d10 turns.

Equipment:
Body Armor: Gd protection vs. Physical and Energy
Headset: Ex communication between other Acolytes

Talents: Medicine, Genetics, Pilot, Martial Arts B

Contacts: Acolytes
___________________________________________________________________________________

Fatale

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

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

Known Powers:
Teleportation: Un, up to 4 people.
Shape-change: Am (possibly)
Blending: Mn, intuition FEAT vs. power rank to spot if she is not moving fast. -2CS to hit if she is.

Equipment:
Arm-Blade: Rm material, Ex Edge
Shurikens: Gd damage, Rm material
Poison: Am intensity, End. FEAT or be at -3CS and lose control over powers.

Talents: Acrobatics, Tumbling, Martial Arts B, Edged Weapons, Stalk and Hide

Contacts: Brotherhood of Evil Mutants
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Fenris

The Swordsman

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

Health: 70 Karma: 50
Resources: Gd Pop: 0

Known Powers:
Symbiotic Powers: Andreas shares his power with his twin sister, Andrea Strucker. They can only use their powers when they are touching one another. He has the following powers:
-Energy Blasts: Am Energy, 5 areas

Equipment:
Body Armor: Ex protection vs. Physical and Energy
Helmet: Gd protection vs. Stuns and Slams, has the following power stunts:
-Visor: Rm protection vs. Blinding attacks
Adamantium-Alloy Sword: Sh-Z material, In Edge, it is capable of the following power stunts:
-Electrical Charge: Rm Electric, limited to touch
-The Swordsman is able to fire the blade up to 2 areas away. He can use this as transportation (3 areas) by swinging or launch himself like a catapult up to 7 areas, but he would have to leave the sword behind.
-Energy Blasts: Channeled through his sword, Swordsman is able to delivers Am Energy with a kinetic concussive force
Short Sword: Am material, Rm Edge, located within the back of his costume, uses this in case of emergencies.

Talents: Swordsman, Hand-to-Hand Combat, Acrobatics, Tumbling, Stealth, Business/Finance

Contacts: Thunderbolts

****

Andrea Strucker

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

Health: 50 Karma: 60
Resources: In Pop: 0

Known Powers:
Symbiotic Powers: Andrea shares her power with her twin brother, Andreas Strucker. They can only use their powers when they are touching one another. She has the following powers:
-Energy Blasts: Am Energy, 5 areas

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

Talents: Business/Finance

Contacts: Fenris, Baron Von Strucker, M.O.D.O.K., AIM
___________________________________________________________________________________

Fer-de-Lance

Teresa

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

Health: 80 Karma: 36
Resources: Ty Pop: -4

Known Powers:
None

Equipment
Claws: Rm material, Rm Edge

Talents: Martial Arts E, Acrobatics, Bi-Lingual: (English, Spanish)

Contacts: Serpent Society
___________________________________________________________________________________

Fin Fang Foom

F) Am50
A) Rm30
S) Un100
E) Sh-X150
R) Pr4
I) Ex20
P) Mn75

Health: 380 Karma: 99
Resources: N/A Pop: -20

Known Powers:
Fin Fang Foom is a Chinese Dragons, one of the most powerful creatures on Earth:
-Growth: Sh-Z
-Claws: Un Edge
-True Flight: Ty
-Armor: Sh-Z protection vs. Physical, Shooting, Fire, Disease and Corrosives, Mn protection vs. other natural energies such as Electricity, Sonics and Am protection vs. Unusual energies such as Dark force
-Acid Cloud: covers up to 3 areas at a 5 area range, In corrosive or Am corrosive vs. metal
-Tail: Un blunt
-Telepathy: Limited to contact mortals, detect lies or charm if eye contact is made must make a Mn intensity psyche FEAT. to avoid.

Equipment:
None

Weakness:
Vulnerable to certian poisonous herbs and potions, against with he has no resistances and health is cosidered 33 if higher than this

Talents: Mystic Background

Contacts: Mandarin
___________________________________________________________________________________

Firebrand

Richard Dennison

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

Health: 125 Karma: 16
Resources: Ty Pop: -10

Known Powers:
Plasma Body: Un, Firebrand's body has been permanently transformed into Plasma energy. Firebrand has no control over his powers and needs his harness to perform stunts:
-Self Sustenance: Because of the nature of his powers, Firebrand no longer needs to eat, drink, or breath.
-Resistance: Am protection vs Physical attacks, and Un protection against Heat and Fire.

Equipment:
Body Harness: Firebrand wears a metal cybernetic harness that transforms allowing him to perform various stunts. The harness is made of Am strength metals that are treated to withstand the effects of his powers at up to Un intensity. Some of his stunts include:
-Plasma Blast: Mn Force, In Heat, and Fire, 20 areas
-Flight: In
-Super Blast: By channeling and building up his energy for a round, Firebrand can unleash a Un intensity blast with Am side effects, at a range of 40 areas.

Weakness: The cybernetic controls can be taken over and controlled by an outside computer with In or better rank.

Talents: Leadership, Military Training

Contacts: The Flaming Sword
___________________________________________________________________________________

Flag-Smasher

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

Health: 80 Karma: 46
Resources: Gd Pop: -10

Known Powers:
None

Equipment:
Body Armor: Gd protection vs. Physical, Ty protection vs. Heat and Cold
Lenses: Ex protection vs. Blinding
Spiked Mace: Rm Edge or Blunt
Flamethrower Pistol: Ex Flame, Ty damage for 1-10 rounds thereafter.
Tear Gas gun: Gd range, 8 shots, Rm intensity.

Talents: Martial Arts A, E, Weapon Specialist: (Mace), Guns, Multi-Lingual: (French, German, Italian, Russian, Swedish, Japanese and Esperanto)
___________________________________________________________________________________

Flame

Hrinmeer

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

Health: 245 Karma: 60
Resources: Gd Pop: 0

Known Powers:
Body Resistance: Mn protection vs. Physical and Energy
Invulnerable to Heat and Flame: CL1000

Equipment:
Firesword: CL1000 material, Un Edge, the sword is covered in a sheath of fire that also can cause Un Flame or Heat

Talents: Martial Arts A, B, C, E, Edged Weapons, Melee Weapons, Weapon Specialist: (Firesword), Swordsmanship, Horsemanship

Contacts: Loki, Pluto
___________________________________________________________________________________

Fusion

Jeremy Markley

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

Health: 80 Karma: 26
Resources: Ty Pop: -5

Known Powers:
Telepathy: Am
-Persuade: As the ability to make people believe what he wants. Usually, he makes his victims think that he is a hero or villain with the ability to use their powers. The victims can take damage from thinking that he has their powers. He can also make them do as he pleases. The victim must make a Red Endurance FEAT. vs. Am Mind Control.

Equipment:
Square Scepter: In material, Rm Blunt Attack
-Voice-Activated Explosive: Fusion can detonate his scepter using his voice and the proper code (Alpha-Nine-Theta). This gives off a Mn rank explosion in 1 area

Talents: Resist Domination, Martial Arts A

Contacts: None
___________________________________________________________________________________

G

Galactus

Galan

F) Mn75
A) Mn75
S) CL1000
E) CL3000
R) CL1000
I) CL1000
P) CL1000

Health:4150 Karma:3000
Resources:CL3000 Pop:-1000

Known Powers:
True Flight: CL3000 speed
True Invulnerability: Sh-X resistance to Physical and Energy, CL5000 resistance to Extreme Heat and Cold, Corrosives, Toxins and Disease.
Force Field: Galactus can surround himself with protective fields of Sh-X rank.
Life Detection: CL3000 ability to detect the life energies of planets. He can detect an occupied planet at a maximum range of 50 light years.
Kinetic Bolts: Galactus can release energy blasts of Sh-Z Intensity.
Hyper-Invention: Galactus can create any device he wants by assembling whatever materials are either in hand or can be made from existing substances.
Disruption: As a side effect of his feeding process, Galactus has the CL1000 ability to destroy the molecular bonds that hold the target together. Galactus can consciously use this power with diminished effect against lesser targets, such as individuals. In such a case, the power decreases to Sh-X rank.
Cosmic Energy Manipulation: Galactus possesses cosmic power beyond the abilities of human beings to measure. Galactus is able to use the vast energies within him for an incalculable number of effects with CL3000 ability. It has been speculated that Galactus possesses enough power to lay waist to an entire galaxy with a full exertion of his cosmic powers. The following are just a few of his regular power stunts:
-Energy Blasts: Energy or Force blast of Power rank intensity with unlimited range
-Teleportation: Galactus can teleport himself others with unlimited range
-Dimensional Travel, Time Travel, Force Field Generation (all Stunts), Telekinesis, Healing, and Energy and Life Detection
-Matter Control, Creation, and Conversion (all powers)
-Ability Boost: Galactus can boost any or all-physical abilities (FASE) to Power Rank for 1-10 hours a day. If Power Rank already, raise +1CS
-Endowment: Galactus has the CL3000 ability to endow others with a portion of his power transforming ordinary beings into super-beings with Power rank ability. Even his heralds, whom he has endowed with a small fraction of his ever-renewing power, are able to manipulate matter and energy in ways far beyond human comprehension. Initial abilities and Powers no higher than Sh-Z (objects as well). Galactus can magnify, reduce, or negate and has total control over those Powers he has given a target. He can amplify someone's existing Powers by +4cs, even if he was not the source. He can reduce a subject Powers any amount, all the way to Sh-0. The changes are permanent until Galactus changes them.
Power Control (Magnification/Reduction/Negation): Galactus has total control over those powers he may have given a target. He can amplify someone's existing powers by +4cs, even if he was not the source of that power. He can reduce a subject's powers any amount, all the way to Sh-0. Such changes are permanent; only Galactus can reverse his changes.
Serial Immortality: If Galactus' body should be destroyed while he still has a sufficient cosmic energy reserve, his machines can draw in his lifeforce and recreate his body. He must have at least two points of Health for this to occur.
Telepathy: Galactus is telepathic, able to scan the thoughts of any mind he has yet encountered, no matter how alien or advanced it was with Un ability.
Cosmic Awareness: As a powerful cosmic being, Galactus has CL1000 Cosmic Awareness and can perceive in a limited manner the state of the universe.
Galactus possesses the following powers, each at CL3000 Intensity. However, each use of these powers costs Galactus 10 points of Karma, and each use at an intensity above Un also costs him 50 points of Health.
-Spirit Vampirism
-Bio-Vampirism
-Psionic Vampirism
-Energy Vampirism
-Absorption Power
-Energy Conversion
-Elemental Conversion
-Molecular Conversion
-Elemental Creation
-Molecular Creation

Equipment:
Costume: Alien materials which contain and control his Power Cosmic and Hunger (see limitations)
Transportation: Teleportation, telepathic, the Star Spanning Sphere, and sometimes Taa 2 itself.
Galactus carries an array of technological devices of his own design.
Special Weaponry: Worldship can destroy and siphon planetary energies, within it is the Ultimate Nullifier, a device capable of destroying the universe entire, which Galactus safeguards.
Ultimate Nullifier: The Ultimate Nullifier is an artifact of unimaginable power that is kept aboard Galactus's star base, Taa II. In an alternate reality, The Ultimate Nullifier was shown to be capable to nullify or obliterate the existence of any thing the wielder of the device could fully conceive of. The Ultimate Nullifier clearly possesses sufficient power to invoke fear and awe in even the mighty Galactus! It has only been used twice in this reality. Once by Quasar against The Magus and most recently by the psychopathic herald of Galactus, Morg, The Executioner. The Silver Surfer and Morg escaped but Tyrant and Galactus were caught in the blast. The Nullifier could be used by a single entity only once, however, since the act of nullification destroyed the wielder as well as the target.

Limitations:
Hunger: Galactus must consume the bio-energies of planets that support or can support life. The suitable type of planet need not be one where life is present, but it must have the potential to support life. After 30 days from feeding his Class 3000 abilities will slip to Class 1000, after 60 days Class 1000 abilities slip to Shift-Z and so on. Use of his powers at full strength lessen these periods by 1 day. Although he is able to extract and absorb this energy himself (leaving him immobile for 1-10 days), Galactus usually employs a complicated array of equipment to perform the conversion process for him. The equipment is not only more efficient than he is, but also enables him to avoid the needless expenditure of energy involved in the process. The process takes 24 hours to complete. Sometimes Galactus drains the energies he needs from a planet while still leaving it barely habitable. Other times he destroys all life and water on the planet in the process, leaving its surface devastated and barren. Most often his feeding process destroys the planet, reducing it to space rubble.
Must Wear Armor: Galactus wears a full-body suit of armor constructed from an unknown extraterrestrial metal that permits him to regulate and control his personal energy. If he were to remove the armor, the vast cosmic energies that empower him would run rampant, with the potential to turn him into a small sun.

Talents: None

Contacts: Galactus has some kind of relationship with Death and Eternity.
___________________________________________________________________________________

Typical Gamma Dog

F) Ex20
A) Rm30
S) Mn75
E) Un100
R) Fe2
I) Fe2
P) Pr4

Health: 225 Karma: 8
Resources: N/A Pop: 0

Known Powers:
Body Armor: Mn protection vs. Physical, Am protection vs. Energy
Invulnerable to Cold, Heat, Fire, Radiation and Disease
Adrenalin Surge: In every round of combat with the same opponent the Gamma Dog's Fighting & Strength will, when he gets mad, increase by +1cs to a maximum of Sh-X
Teeth: Am material, Am Edge
Claws: Am material, In Edge
Enhanced Senses: Mn Smell, Am Hearing
Tracking: Am tracking, outdoors, they can track up to 12 hrs. and 6 hrs. in the city

Equipment:
None

Talents: Tracking, Survival

Contacts: General Ryker
___________________________________________________________________________________

Geist

F) Gd10/Fe2
A) Gd10/Fe2
S) Ex20/Pr4
E) Rm30/Pr4
R) Rm30
I) Gd10
P) In40

Health: 70/12 Karma: 80
Resources: Ex Pop: -10

Known Powers:
None

Equipment:
Cybernetic Armor: Geist wears a cybernetic armor that gives him the following power stunts:
-Alter Ego: Stats change as shown above
-Prolonged Life: Acts as a life support system
Cybernetic Left Arm: Geist’s left arm could be outfitted with various attachments. He has used the following:
-Tranquilizer Dart Gun: Fires up to 7 areas, Ty Shooting that injects In Knockout Drug
-Straight Razor: Ex material, Ty Edge

Limtations:
Geist is obsessed with himself and other being clean-shaved

Talents: Negotiation, Biology

Contacts: Baron Strucker
___________________________________________________________________________________

The General

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

Health: 32 Karma: 40
Resources: Mn Pop: 30

Known Powers:
None

Equipment:
Pistol: Ex Shooting, 7 areas

Talents: Leadership, Military, Military Strategist, Guns

Contacts: The General's Army, Danny Boy, Blastaar the Living Bomburst

** The Soldiers of the General

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

Health: 36 Karma: 22
Resources: Mn Pop: 0

Known Powers:
None

Equipment:
Body Armor: Gd protection vs. Physical and Energy
Plasma Rifle: Ex Energy, 10 areas

Talents: Military, Guns

Contacts: The General
___________________________________________________________________________________

General John Ryker

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

Health: 70 Karma: 50
Resources: Am Pop: 0

Known Powers:
None

Equipment:
Pistol: Gd Shooting, 5 areas

Talents: Leadership, Military, Military Strategist, Wrestling, Detective/Espionage, Marksmanship, American History, Intimidation, Manipulation

Contacts: Flux, Gamma Dogs, Area 51
___________________________________________________________________________________

The Ghost

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

Health: 70 Karma: 70
Resources: Ex Pop: 0

Known Powers:
All his powers derive from his suit. Cybernetic circuitry in the suit's hood allows him to operate the suit by his mental commands.
Phasing: Am, When phasing, the Ghost is transparent. Has the following power stunts:
-Disrupting living or non-living targets by solidifying inside them. Damage inflicted is equal to the Ghost's density rank and body armor is ignored. At ranks above Am, The Ghost himself suffers Am damage. After many uses of this stunt Ghost can now use this stunt with little risk of accidental killing the target.
Invisibility: Am, The Ghost may become invisible at will and may turn other object invisible as long as he is in contact with the object. He is invisible to sensors at power rank vs. the rank of the sensor with success meaning he is completely undetected.
Computer Control: Am, The Ghost may control and reprogram computers by touching the computer or the equipment that contains the computers, with a successful FEAT roll against the rank of the computer.

Equipment:
Handguns: In Force or Energy, 5 areas
Grenades: Am Force to 1 area.
Anson Grenades: Am Force, fly in random directions at Fb airspeed.
Bombs: Am Bombs, activated by sound waves.
Portable Intangibility Circuits: Am, may attach to people or objects. The circuit and the object it's attached to is even intangible to itself. For instance, a person with the circuit making them intangible would be unable to remove it because their hand would pass right through both the circuit and their own body. The Ghost has special circuitry in his suit that allows him remove such a device. He can release only one grenade per round, unless he takes one round beforehand to prepare them, in which case, he may release three.

Talents: Business/Finance, Engineering, Computers, Electronics, Demolitions, Detective/Espionage

Contacts: AIM, M.O.D.O.K.
___________________________________________________________________________________

Grandmaster

En Dwi Gast

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

Health: 80 Karma: 190
Resources: Un Pop: 0

Known Powers:
Immortality: Like all Elders, Grandmaster has been bared from Death's realm
Invulnerabilities: CL1000 resistance vs Heat, Cold, Electricity, Radiation Toxins and Diseases
Power Primordial: Sh-X
Energy or Force Blast: Sh-X Energy or Force
Force Field Projection: Un
Death-Power: Victim must make a Sh-X Endurance FEAT or begin losing Endurance
Transform molecular structure of matter at Un ability.
Teleport: Sh-X distances
Bestow permanent powers up to Un
Resurrect dead up to 29.5 hour after death, this does not work on Immortals
Bestow Death or Resurrection power on mortals for 5 minutes.
Levitation: In
Cosmic Awareness: Mn

Equipment:
None

Talents: Games, Mathematics

Contacts: Other Elders of the Universe
___________________________________________________________________________________

Graviton

Franklin Hall

F) Pr4
A) Ty6
S) Ty6
E) Rm30
R) Ex20
I) Gd10
P) Ty6

Health: 46 Karma: 36
Resources: Rm Pop: -10

Known Powers:
Gravity Manipulation: CL1000, Graviton can manipulate the fundamental force of gravity to his own ends. He can easily handle 10 actions per round and can go as high as 6 with a simple Green FEAT. If he fails that Feat all actions, other than the new actions, cease. Can do the following power stunts:
-Flight: Un
-Levitation: Sh-X
-Increase/Decrease Weight: Sh-Y
-Gravitic Force Bolts: Un
-Gravitic Force Field: Un

Talents: Physics

Contacts: None known
___________________________________________________________________________________

Graydon Creed

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

Health: 46 Karma: 30
Resources: Gd Pop: 10

Known Powers:
None

Equipment:
None

Talents: Leadership, Politics

Contacts: Friends of Humanity
___________________________________________________________________________________

The Green Goblin II

Harry Osborn

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

Health: 76 Karma: 40
Resources: Ex Pop: -10

Known Powers:
None

Equipment:
Body Armor: Ex protection vs. Physical, Rm protection vs. Energy
Pumpkin Bombs: Rm Energy, and may explode on contact, or by twisting the stem, can be set to explode up to 2 rounds after being thrown.
Goblin Grenades (Asphyxiation Bombs):
-Plain Smoke: In intensity
-Knock-Out Gas: In intensity
-Incendiary: In intensity
-Spider-Sense Clouding: Knocks out Spider-Man's Spider-Sense at Pr rank for 24 hours. (The gas can be used on it's own, and can also be used in a regular pumpkin bomb. The gas knocking out other people's danger sense is up to the individual judge who can make their own ruling.)
Razor Bats: Gd Edge, throwing damage. Multiple blades can be thrown, but at a -1cs for each additional blade thrown that round.
Glove Blasters: Rm Energy, 3 areas

Vehicle:
Goblin Glider:
-Control: In
-Speed: Gd airspeed
-Body: Ex
-Protection: Gd
Weapons System:
-Pike: Ex edged damage, but can increase with a flying charging attack.

Talents: Student, Throwing Weapons

Contacts: Liz Allen-Osborn, Normie Osborn, Peter Parker/Spider-Man, Mary Jane Watson-Parker, Flash Thompson, Felicia Hardy, OsCorp Industries
___________________________________________________________________________________

The Grim Hunter

Vladimir Kravinoff

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

Health: 140 Karma: 36
Resources: Gd Pop: -10

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

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

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

Contacts: Sinister Six
___________________________________________________________________________________

The Grim Reaper

Eric Williams

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

Health: 100 Karma: 18
Resources: Gd Pop: -20

Known Powers:
Magic Use: The Grim Reaper has learned a number of magical spells and effects:
-Teleportation: The Grim Reaper can teleport himself and others up to In distances.
-Dimensional Rift: Using his scythe, the Reaper can cut tears in dimensional walls, creating teleportational gateways of Mn rank and range.
-Illusions: This spell allows the Reaper to cast illusions (or set the magic to activate under certain conditions like a command word) of Ex ability. The illusions have visual and aural components.

Equipment:
Battle Scythe: In material, In Edge or Blunt. The scythe can cut into any inanimate or living matter. Natural body armor (like Thor's) is reduced by 2 ranks but artificial Body Armor (like Iron-Man's) protects with normal effectiveness.
-Blaster: Rm Force, 5 areas.
-Knock-Out Gas: Ex intensity gas fills 1 area.
-Rotor: The scythe acts as a helicopter blade (fall from any height), and can whirl to provide Ex vs. projectiles.
-Stunner: Mn Stun, 1 area range and permanent coma state, reversed only by scythe.

Talents: Weapon Specialist: (Scythes)

Contacts: Maggia
___________________________________________________________________________________

The Growing Man

F) Ex20
A) Ex20
S) Rm30
E) Rm30
R) Ty6
I) Pr4
P) Pr4

Health: 100 Karma: 14
Resources: N/A Pop: 0

Known Powers:
Kinetic Energy Absorbtion: If the Growing Man suffers from a physical blow or force attack of higher rank than his Strength or Endurance, its Strength and Endurance raises to the rank of the blow, the Health adjusts as well. His size increases as well until he reaches a height rank equal to the power of the absorbed blow. He suffers no damage from an attack he absorbs or from lesser than or equal to his current End. rank. The Growing Man can be slamed, but cannot be stunned. He has a maximum limit of Mn Growth, Strength and Endurance

Equipment:
None

Talents: None

Contacts: None
___________________________________________________________________________________

H

The Hand

Typical Hand Ninjas

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

Health: 60 Karma: 22
Resources: Pop:

Known Powers:
Stealth: Rm

Equipment:
Costume: Pr protection vs. Physical and Energy
-Molecular Poison: All Hand Ninjas wear special night suits that are are treated with a molecular poison. If a Genin is rendered unconscious or otherwise defeated, the poison is activated and the Genin dissolve in a single turn. Hand Ninjas who retreat do not dissolve, though their higher ranking ninjas may have them executed for a failure.
Katana Swords: In material, Rm Edge or Blunt
Shurikens: In material, Ex Thrown Edge

Talents: Ninja, Stealth, Oriental Weapons, Thrown Weapons, Martial Arts A, B, E

Contacts: The Hand
___________________________________________________________________________________

Hobgoblin

Roderick Kingsley

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

Health: 130 Karma: 36
Resources: Ex Pop: -15

Known Powers:
None

Equipment:
Body Armor: Ex protection vs. Physical and Force attacks, and Rm protection from Energy attacks.
Pumpkin Bombs: Rm Energy, and may explode on contact, or by twisting the stem, can be set to explode up to 2 rounds after being thrown.
Goblin Grenades (Asphyxiation Bombs):
-Plain Smoke: In intensity
-Knock-Out Gas: In intensity
-Incendiary: In intensity
-Spider-Sense Clouding:Knocks out Spider-Man's Spider-Sense at Pr rank for 24 hours. (The gas can be used on it's own, and can also be used in a regular pumpkin bomb. The gas knocking out other people's danger sense is up to the individual judge who can make their own ruling.)
Razor Bats: Gd Edge, throwing damage. Multiple blades can be thrown, but at a -1 column shift for each additional blade thrown that round.
Glove Blasters: Rm Energy, 3 areas

Vehicle:
Goblin Glider: The Hobgoblin's person vehicle has the following statistics:
-Control: In
-Speed: Ty airspeed
-Body: Gd
Protection: None
-Pike: Ex Edge, but can increase with a flying charging attack.

Talents: Business/Finance, Crime, Throwing Weapons, Chemistry, Biology, Hypnosis, Fashion Design

Contacts: Underworld
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Holocaust

F) Am50
A) Ex20
S) Un100
E) Un100
R) Ex20
I) Ex20
P) Am50

Health: 270 Karma: 90
Resources: Ex Pop: -10

Known Powers:
Energy Body: Un, gives Holocaust the following abilities:
-Body Armor: Mn
-Energy Blast: Un
-Energy Drain: Holocaust can drain life energy to add to his own. He may not attack for one round and must be in contact with the target. He then drains 75 Health. A target below 0 dies immediately.

Equipment:
Containment Suit: Mn protection, helps contain his energy body, however, he really doesn't need it.

Talents: Martial Arts A, Wrestling

Contacts: Onslaught
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Hyperion

Zhib-Ran/Mark Milton

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

Health: 400 Karma: 110
Resources: Ty Pop: 0

Known Powers:
True Invulnerability: Un resistance to all attacks
True Flight: Mn airspeed 450 MPH, 30 areas/round
Nuclear Vision: Mn Energy, 10 areas.
Atomic Vision: Mn penetration vision and infravision, 10 areas

Equipment:
None

Weakness: Argonite, a rare lead isotope negates his powers. It does Ex damage each round it is 20 feet of him.

Talents: None

Contacts: Squadron Sinister
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