Villains D (Demogoblin) - E

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

Villains D (Demogoblin) - E

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D

Demogoblin

F) Rm30
A) Am50
S) In40
E) In40
R) Gd10
I) Ex20
P) Ty6

Health: 160 Karma: 36
Resources: Rm Pop: -25

Known Powers:
Body Armor: Ex protection vs. Physical, Rm protection vs. Energy
Demonic Powers: Demogoblin as a twisted version of the Hobgoblin created by N'astirh's magic, has a number of powers that imitate the technological weapons of the Hobgoblin. The Demogoblin has the following magical powers and devices:
-Hellfire Blasts: Mn Energy, 5 areas
-Darkness Pumpkin Bomb: Am, 1 area, Surrounds victim in darkness. Victim must make an Am Psyche FEAT. vs. loose a rank of Psyche and pass out for 1-10 rounds

Equipment:
Pumpkin Bombs: Ex damage to everything within 20 feet. He has the following types of Pumpkin Bombs
-Smoke Grenades: These devices produce a cloud of Ty obscuring smoke.
-Knock-Out Gas: These release a In gas whcih causes unconsciousness that lasts from 1-10 hours.
-Incendiary Grenade: Detonation of this device produces flames of In intensity.
-Spider-Sense Negator: Un intensity chemical negates Spider-Man’s Spider-Sense for 25-36 hours. At the referee's option, it may or may not affect others with similar abilities.
-Nausea Grenade: This is a chemical of Rm intensity which caused people exposed to it to get sick (Endurance FEAT. to resist)
Throwing Bats: Gd Edge

Talents: None

Contacts: N'astirh the Demon, Doppelganger
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Desak the God-Destroyer

Desak Sterixian

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

Health: 230 Karma: 100
Resources: N/A Pop: 0

Known Powers:
None, all of Desak's power come from his Jewel

Equipment:
Jewel: Desak is empowered by the Jewel which gives him the following power stunts:
-Alter Ego: Stats change as shown above
-Body Armor: Am protection vs. Physical and Energy
-God Detection: CL1000 ability to detect the presence of god-like creatures
-Energy Blasts: Mn Energy, 10 areas
-Flight: CL1000 airspeed
Axe: Un material, Mn Edge
Sword: Un material, Am Edge
Shield: Sh-X material, blocks up to 150 points of damage, still subject to Stuns and Slams

Talents: Hand-to-Hand Combat, Swords, Axes, Astro-Navigation

Contacts: None
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Destiny

Irene Adler

F) Pr4
A) Ty6
S) Pr4
E) Ex20
R) Gd10
I) Un100
P) Mn75

Health: 34 Karma: 185
Resources: Gd Pop: 5

Known Powers:
Precognition: Destiny has the ability to scan multiple timelines in a single instant and select the one most likely to occur. She has a 97% chance of predicting the correct timeline for the next round of game play, but loses 10% of her accuracy for every round following the initial one. Another factor that may alter the timeline is any totally unexpected, irrational behavior by her teammates. If Destiny takes an active hand in the actions of the next few rounds, her chance of guiding her team to the right prediction is improved. This has the following effects on the game:
-As long as Destiny can clearly communicate with her comrades, her team will always immediately gain surprise (their initiative die roll is always considered 11). All of Destiny’s teammates must be within three unobstructed areas of her for this power to work. If Destiny is rendered unconscious, or is otherwise unable or unwilling to participate, all the advantages are lost.
-Destiny can use her Karma to help another character’s actions (as she would normally help her own) if the other character is within three unobstructed areas of her.
-If Destiny attempts to make a long range prediction (more then 5 rounds in the future), the Judge should secretly make a Psyche FEAT roll for her. Predicting up to 15 minutes into the future requires a green FEAT roll, up to 24 hours in the future is a yellow FEAT roll, and beyond that is a red FEAT roll. Any white failure means that she has completely failed and sees nothing, while a colored failure means that she sees the wrong timeline and the Judge should present a misleading scenario. When she fails, all surprise and initiative advantages, and the ability to confer them on others, are lost for the next 1-10 rounds

Equipment:
Crossbow: Ty material, Gd Shooting, 7 areas range, can be fired once every 2 rounds, can be fired one-handed at -2cs

Limitations:
Blindness: Destiny is blind and usually carries a cane in her normal identity. When in battle, she wears a full face mask. Her powers allow her to see the most probable objects characters, etc., that are present. She is immune to effects of holograms and other non-damaging optical attacks

Talents: Bows, Multi-Lingual: (German and English)

Contacts: Mystique, Freedom Force, Brotherhood of Evil Mutants III, HYDRA
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The Destroyer

F) Un100
A) Mn75
S) Un100*
E) CL3000
R) N/A
I) N/A
P) Un100

Health: 3275 Karma: 100
Resources: N/A Pop: -100

Known Powers:
Asgardian Construct: The Destroyer armor's possesses numerous superhuman capabilities but only if the armor is inhabited by the spirit of a sentient being. While some of the powers might vary, depending upon the spirit inhabiting the armor, they are primarily the same for any. It has the following:
-Possession: The Destroyer absorbs a person's Psyche into the armor, if the armor is somehow destroyed, the person's Psyche is lost
-Dimension Travel: Am
-Disintegration: Once every 2 turns, living targets may try a Red Endurance FEAT or die. If successful suffer 1000 damage. 5 areas range from visor.
-Disruption: CL1000 blast, can affect even Uru metal.
-Elemental Conversion: CL1000
-Fire Generation: CL1000
-Heat: CL1000
-Hyper-Strength: Normally Un or that of the occupying life-force whichever is greater. When several life-forces are animating the destroyer total the Strengths.
-Kinetic Blast: Cl1000
-Levitation:Am
-Magnetic Generation: Sh-Y
-Matter Control: Sh-Y
-Mind Transferal: Mn
-Molding: CL1000
-Molecular Conversion: CL1000
-Plasma Generation: Sh-Z
-True Invulnerability: CL3000

Equipment:
None

Weakness:
If animator's original body is killed, the Destroyer is rendered inanimate.

Talents: None
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Diablo the Alchemist

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

Health: 32 Karma: 56
Resources: Ex Pop: -10

Known Powers:
Mastery Level: Diablo’s powers stem entirely from a huge arsenal of alchemical potions and pellets that he mystically concocts. Given enough time he could produce a pharmecutical resolution to just about anything. His entire costume is lined with hidden pockets where he keeps these items that simulate magical effects.

Equipment:
Alchemy Potions: Diablo has used some of the following potions:
-Appearance Alteration Potion: In, With this potion, Diablo can make the flesh of his face and body pliable and he can change his human form into a nerveless protoplasm. In protoplasmic form, Diablo suffers no damage from energy attacks and only half damage from physical attacks.
-Animate Potion: Rm, When poured on an inanimate object, the object comes alive, and Diablo controls the abilities and actions of the new life form as if using an Animation spell.
-Emotion Control Potion: Ex, When a character drinks this potion, Diablo controls the character as if he were under the Emotion Control spell.
-Explosives: In, These non-magical potions or pellets can be thrown up to 1 area away and act as high explosive grenades.
-Longevity: Although centuries old, Diablo retains the vitality of a man in his late 30’s by occasionally drinking this potion.
-Matter Rearrangement Potion: Am, This potion makes temporary molecular transmutations, allowing, for instance, for the transformation of stones to feathers. Diablo controls the activities of this new mass as if using the Matter Rearrangement spell. The effect has a duration of 10 rounds.
-Mental Control Pellet: Rm, A pellet that gives Diablo control over a character as if using the Mental Control spell.
-Metabolism Potion: Rm, A character drinking this potion can slow down his metabolism as if using the Personal spell "Trance".
-Nature Control Potion: In, This rare potion, that gives Diablo this Universal magical ability, can only control one of the basic elements and no more than one potion can be used at a time.
-Nerve Gas Pellet: Ex, 2 areas
-Resist Death Potion: In, This potion, when drunk, allows a dying person to resist death for a short time. The effect is the same as the Universal spell "Vapors-Resist Death".
-Sleeping Potion: In, This potion acts as the Miscellaneous spell Mists of Morpheus.

Talents: Alchemy, Chemistry

Contacts: None
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Diamondhead

Archibald "Arch" Dyker

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

Health: 165 Karma: 22
Resources: Gd Pop: 0

Known Powers:
Diamond Body: Diamondhead's very body gives him the following power stunts:
-Body Armor: Sh-X protection vs. Physical and Energy
-Invulnerability: CL1000 resistance to Disease, Toxin and Radiation
-Self-Sustenance: Doesn't need to eat, sleep or breathe, can survive in a vacuum of space
-Life Support: When Diamondhead is shattered, he can be reassembled. However, he cannot do this himself

Equipment:
None

Talents: Martial Arts B, Wrestling

Contacts: None
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Dr. Doom

Victor Von Doom

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

Health: 120 Karma: 140
Resources: Am Pop: 40

Known Powers:
Hyper-Invention: Mn
Mind Transferal: Doom can trigger his Am ability with anyone in 3 areas of him who makes eye contact with him. Targets get to make a Psyche FEAT vs. Am to resist power.
Magic: Doom is an adept sorceror, trained by Dr. Strange.
-Crimsom Bands of Cyttorak: Rm
-Dimension Travel: Limited to Mephisto's Realm at Ty, but he needs at least an Ex rank aid to break though dimensional barriers.
-Eldritch Bolts: Am
-Eldritch Shield: Rm, 1 area
-Summoning: Gd

Equipment:
Doom's Armor: Doom's personal battle armor has the following powers and effects:
-Body Armor: In protection vs. Physical, Am protection vs. Energy including Heat, Cold, Radiation, Electricity and Lasers
-Force Field: Un, Doom cannot attack while the force field is active.
-Flight: In airspeed
-Blasters: Mn Force or Am stun, 7 areas. The blasters can also be used as an area attack, affecting everyone in an adjacent area at -2cs. Area attacks cannot be dodged, but intended targets can escape its effects by leaving the area of effect.
-Laser Beam: Am Energy, 7 areas
-Tractor Beam: Am, 7 areas, It is generally used to pull an opponent or object towards Doom or hold an opponent or object in place. Note that the Tractor Beam cannot cause any damage by itself. A strength FEAT roll is required to break free of the Tractor Beam's power.
-Lightning Beam: Am Electrical or stuns opponents with In ability at a range of 3 areas.
-Electric Touch: Mn Electrical or Am Stunning on contact.
-Disruptor Beam: Disrupts electrical fields, rendering electronic equipment powerless for 1-10 turns with Am ability at a range of 5 areas. A successful power FEAT roll against the intensity of the disruptor negates the effect. The disruptor ignores body armor but not force fields. However, if the force field is generated by an electronic device, the disruptor can affect it with power rank ability.
-Neuro-Neutralizer: Disrupts the brain waves of living opponents, paralyzing them with Mn ability for 1-10 turns at a range of 5 areas. A successful End. FEAT roll against the intensity of neuro-neutralizer negates the effect. The neuro-neutralizer ignores body armor, but not force fields.
-Molecular Expander: Each of Doom's gauntlets contain specially treated microscopic particles that, upon contact with the air, instantly expand into the size of boulders. These boulders completely cover any single area adjacent to Doom. Anyone in this area suffers up to Mn damage and is buried under Mn weight boulders. Doom has enough particles to fire 2 shots before he must replenish his supply.
-Chronal Decelerator: Doom's gauntlets can also project beams of chronal displacement energy that modify his opponent's relationship to the time stream. The effect of this chronal displacement is to slow the opponent down in relation to real time. Anyone struck by the chronal decelerator suffers a -2cs to his Fighting and Agility FEAT rolls for 1-10 turns. In addition, anyone struck by the chronal decelerator always loses initiative. If an opponent is hit by the chronal decelerator while still under the effects of a prior hit, he suffer an additional -1cs to his Fighting and Agility FEAT rolls for each additional hit. The chronal decelerator has a range of 2 areas and ignores body armor but not force fields.
-Pain Inducers: On contact, Doom's gauntlets can channel powerful nerve disruptors which cause excruciating pain to living opponents. An opponent touched by the pain inducers must make an End. FEAT roll: a White result means he is rendered unconscious for 1-10 turns; a Green result means all FEATs involving Fighting, Agility and Strength are at -2cs for a full turn; a Yellow result means all FEATS involving Fighting, Agility and Strength are at -1cs for a full turn; and a Red result means the character is able to shrug off the effects. Characters who are suffering a loss of strength as result of the pain inducers will have the damage they cause from physical attacks reduced accordingly (example: if Doom touches the Thing with his pain inducers and the Thing rolls a Yellow End. FEAT, his strength is reduced to Am for one full turn). The pain inducers ignore natural body armor (such as the Thing's rocky epidermis) but not artificial body armor or force fields. Clothing does not impede the pain inducers unless it is several inches thick.
-Sensors: In Infravision and Enhanced Hearing, the armor is also equipped with radar, sonar, sonic, thermal, infra-red, and radiation detection units. Each has a range of 100 miles and functions with Am ability. While the sensors are active, Doom cannot be blindsided. Doom's armor also can detect hazardous gases, chemicals, and particles, estimate height, weight, and distance, and estimated times of arrival based on velocity with Am ability. If the sensors are inactive or disabled, Doom's Intuition is reduced to Ex. This does not affect his Karma.
-Communicators: Mn
-Air Supply: 1 hour of normal breathing, The oxygen tanks automatically replenishes itself when exposed to breathable air. It takes approximately 5 turns to completely replenish the air supply.
-Life Support: Doom's armor provides a complete nuclear, chemical, biological environment for 30 days by filtering air.

Talents: Electronics, Engineering, Physics, Robotics, Weapon & Energy Systems, Spacecraft Technology, Superhuman Physiology

Contacts: Network of Spies & occasional allies
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Dr. Octopus

Otto Octavius

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

Health: 66 Karma: 46
Resources: Ex Pop: -10

Known Powers:
Limited Telepathy: Dr. Octopus can mentally control a harness with four tentacles worn at the waist with Mn ability

Equipment:
Tentacles: Am material, Dr. Octopus can mentally control a harness with four tentacles worn at the waist. The tentacle's end in pincers made of Rm material.
-Multiple Attacks: Able to make up to four multiple attacks on a successful Fighting FEAT.
-Can engage in blunt attacks, wrestling, or a combination of these attack forms.
-He may attack non-adjacent foes up to 1 area away.
-A single tentacle has Rm Strength.
-Multiple tentacles used to attack have Am Strength.
-Multiple attacks are resolved on a single die roll, but are at +1cs for each arm used.
-If Dr. Octopus uses two of his arms for bracing, his End. to avoid Stuns and Slams is +2cs.
-Dr. Octopus’ arms may be used to carry him up to 4 areas/round, and may rise above two-story buildings.
-Punching handholds in buildings allows him to move vertically 3 stories per round.
-Doctor Octopus is in constant mental contact with his tentacles, and may command them from great distances (a range of 900 miles has been reported). He has tactile sensation through these arms and, if the arms are damaged, must make an End. FEAT or pass out for 1-10 rounds. The arms do not have to be attached to receive mental commands.

Talents: Mechanics, Robotics, Radiation research, Engineering, Repair/Tinker

Contacts: Sinister Six
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The Doomsday Man

Kerwin Korman

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

Health: 260 Karma: 90
Resources: Gd Pop: 0

Known Powers:
None

Equipment:
Doomsday Robot: The Doomsday Robot gives Kerwin Korman the following power stunts:
-Body Armor: Mn protection vs. Physical and Energy
-Self-Sustenance: The robot serves as a life support system for Kerwin Korman
-Sensory Systems: Am
-Tachyon Beam: In Energy, 10 areas
External Devices: The Doomsday Man’s armor has the following external devices:
-Tracking Device: In
-Teleportation: In, incapable of self-teleportation
-Disintegration Device: Am
-Force Field Generator: In protection vs. Physical and Energy

Talents: Electronics, Engineering, Repair/Tinkering

Contacts: AIM
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Doppleganger

F) In40
A) Am50
S) Am50
E) Am50
R) Pr4
I) Fe2
P) Ty6

Health: 190 Karma: 12
Resources: Pr Pop: -5

Known Powers:
Combat Sense: Am, cannot be blindsided and may make defensive actions if he make a successful power FEAT. Intuition remains same in battle. If sense is nullified, Intuition is as listed and all Agility FEATs are at -1cs.
Extra Arms: Doppelganger has six arms, he can make three attacks per rounds.
Wall-Crawling: Am
Leaping: Ex
Rm resistance to falling from 20 ft.
Web-Shooters: Am material strength in round it was fired. Mn in next round. Used for transportation (3 areas a round) and restraining. Doppelganger's webbing is like a razor wire and can cause Rm Edge damaged while grappling
Claws: In material, Rm Edge
Teeth: In material, In Edge

Equipment:
None

Talents: None

Contacts: Demogoblin, Shierk
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Dormammu

F) Rm30
A) Un100
S) Mn75
E) CL1000
R) Mn75
I) Mn75
P) Un100

Health: 1205 Karma: 250
Resources: CL1000 Pop: -30

Known Powers:
Magical Ability: Dormammu is one of the most powerful magic-wielders to ever exist. He may use any listed power as a spell, subject to the limitations of Personal and Universal energy restrictions. Being a Dimensional entity, he is able to generate these energies himself. He uses these abilities at the Mn level, unless otherwise notes as Power stunts. In addition, Dormammu regularly uses the following spells:
-Telepathy: Dormammu can telepathically contact anyone he wishes throughout the dimensions at CL1000 ability.
-Eldritch Beams/Bolts: Mn Force or Energy Missile weapon, Mn range.
-Counterspell (Dimensional): Dormammu can cancel out or tamper with the magical spell of others at Un ability. He must make a FEAT roll against the intensity of the spellcaster he wishes to affect.
-Dimensional Aperture (Dimensional): Un, Creates an opening into and permits passage to and from another stated dimension
-Transformation (Dimensional): Un, Dormammu can transform himself or others into another substance, retaining the target's own shape. He can also endow another individual with new powers, or enhance old ones.
-Flames of Regency: When Dormammu is ruling the Dark Dimension, he receives a +1CS on any power he uses.
-Immortality: If Dormammu's Health is reduced to zero his body dissipates and begins to reform elsewhere over a period of 2-20 months.

Equipment:
None

Talents: Occult Lore, Mystical Background.

Contacts: None
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Dracula

Vlad Dracula, Ruler of Earth’s vampires

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

Health: 210 Karma: 110
Resources: Rm Pop: -30

Known Powers:
Vampirism: All of Dracula’s abilities stemmed from his identities as a vampire and as king of the vampires. These abilities exceeded the levels of "ordinary" vampires because of Dracula’s many centuries of existence and absorption of the powers of the last Atlantean vampire.
Resistances: Under normal circumstances, vampires did not age. They could be poisoned, though not killed by poison (ignoring all "Kill" results). They could not be damaged by most physical attacks, though they could be affected by Stuns and Slams (and, in some cases, "Kills"). Most energy attacks had similar limitations.
Transformation: Dracula could, at will, transform himself into a number of different shapes, each taking but a single round to assume. These included:
-Cloud of Mist: This allows him passage through tight spaces and allowed him to fly at 1 area/round (he could not be harmed by physical attacks in this form)
-Bat: Possesses Dracula’s normal intelligence, having bite attacks (Gd damage) and the ability to fly at 6 areas/round
-Wolf: Possesses Dracula’s normal intelligence, having the abilities to bite (Rm damage), move at 3 areas/round, and use its Intuition at +1CS to reflect its enhanced senses
-Man-Sized Bat: Capable of flying at 4 areas/round, with claw and biting attacks (for Ex damage each).
Summoning and Controlling: Dracula had a number of summoning and controlling powers, given below:
-Animal control allowed him to summon up to his Psyche in number of bats, rats, and wolves.
-Summoning Thunderstorms: Requires a Red Psyche FEAT roll that leaves Dracula unable to use other vampiric abilities for 1-10 hours.
-Vampire Control: As Lord of the Vampires, Dracula could control the actions of another vampire by making a Psyche FEAT against the other vampire’s Psyche.
-Hypnosis: Dracula had the ability to hypnotize ordinary humans, even if he had caught the victim’s eye for only 3 seconds.
-Victim Telepathy: Dracula could communicate telepathically with any individual from whom he had drained blood, anywhere in the world.
Vampire Bite: Ty Edge per turn. If the victim was killed in the attack, an enzyme in the vampire’s saliva caused the body to produce a greenish ichor which replaced its blood. In 3 days, sufficient ichor existed to turn the victim’s body into a vampire. If the victim was not slain by the vampire, the victim remained weak (-1cs on all FEATS) until an End FEAT was made, checked once each week. During this time, the vampire had a limited hypnotic control over the victim, so that any FEATs against that control could not add Karma.
Regeneration: Ex

Limitations:
Dracula and other vampires were unstoppable if opponents used most normal weapons and attacks. A number of attack forms and weaknesses did inflict damage to a vampire:
-Blood Dependency: Vampires needed human blood to survive. Voluntary or involuntary deprivation of blood resulted in weakness (-1cs on all stats for every 2 days without blood) and an overwhelming desire for blood. A Psyche FEAT put off that desire for one day, but the need remained.
-Soil Dependency: Vampires could not go 100 miles beyond their places of human birth without taking a pound of soil with them. This soil, usually used to line a coffin, offset the negative effects of the sun.
-Direct Sunlight: The rays of the suncaused Am damage per round to vampires. If reduced to zero Health points, a vampire dehydrated and turned to powder. Sunlight also caused vampires not under its effects to become comatose unless in contact with native soil. Energy attacks which duplicated solar radiation (such as the new Captain Marvel’s powers or Superman's Heat Vision) could affect vampires.
-Garlic Plants: A vampire could not directly attack a victim wearing a clove of garlic (the vampire could push a wall over on the garlic-wearer, though, or perform similar actions). Further, a vampire’s transformation abilities could not function within 1 area of garlic.
-Religious Objects: Vampires had an allergy of sorts to objects of religious faith, such that any religious symbol (such as the cross or the Star of David) held by someone who had great faith in that symbol would keep a vampire at bay. Such a symbol inflicted normal damage (as a club, sword, or shuriken) to the vampire.
-Mirrors: Vampires did not reflect an image in mirrors, nor show up on photographic plates or similar mediums.
-Houses: Most vampires were bound by a code that prevented them from entering a dwelling unless freely invited. Dracula could counter that by making a Psyche FEAT roll.
-Silver: Silver weaponry could inflict normal damage on and could even kill vampire.
-Wood: A wooden stake through the heart produced an automatic "kill" result against a vampire. Of course, this meant holding the vampire down and getting a "Red" result with the attack. A wood stake or silver blade through the heart caused a vampire to decay into dust, but the dust reassembled and the vampire started to heal as soon as the stake or blade was removed.
-Permanent Destruction: All vampires had a tendency to regenerate lost damage over time, even if chopped into tiny pieces. Three methods of slaying a vampire were known to "kill" it forever:
--Exposure to sunlight until the vampire becomes dust, followed by scattering the ashes.
--Piercing the heart of and beheading the vampire, burning the head and body in two separate pyres, then scattering the ashes.
--Using the Montesi Formula. This last method was how Dracula was finally destroyed.

Talents: Swordsmanship, Martial Arts A, B, Mystic Lore, Occult Lore

Contacts: Vampires
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D'spayre

F) Rm
A) Ex
S) In
E) Rm
R) Gd
I) Ex
P) Am

Health: 120 Karma: 80
Resources: N/A Pop: 0

Known Powers:
Demonic Powers: D’spayre is a demon who draws psychic sustenance from true fear, anguish, and despondency suffered by human beings and perhaps other sentient beings as well. In feeling such strong emotions, people generate psychic energies. D’spayre functions as a Spirit Vampire by “feeding” upon these energies and adding this power to his own reserves of psychic force. D’spayre is not a standard magic wielder. He does not follow a particular school of magic and has no level of Magical Mastery. The following spells are those he has been known to possess:
-Dimension Travel: Fe ability to travel between the Earth dimension and D’spayre’s home dimension.
-Fear: Mn ability to instill over riding terror in a victim. He must make a Fighting FEAT for him to strike with this power. Range is limited to 20 feet. Victims may overcome this fear by making a Psyche FEAT. Failure means they suffer crippling fear and despair for 10-100 turns.
-Gaseous Form: D’spayre can transform himself into a cloud of oily black smoke. In this form, he possesses Fe Flight (30 mph). He can change form in 1 round.
-Hallucination: Un ability to fill a victim’s mind with illusions. He is most powerful when creating a single hallucination for a single victim. Although others may experience this hallucination, it will have limited effect on them since it is not tailored to exploit their own fears. D’spayre can create simultaneously-occuring, independent hallucinations for a number of victims, but each additional hallucination decreases his effective power rank -1cs. Victims may dispel the illusion by making an Intuition FEAT.
-Illusion: Un ability to make himself appear to be anyone he chooses. Such illusions cannot deceive mechanical sensors or recorders such as cameras. Victims may dispel the illusion by making an Intuition FEAT.
-Immortality: Immune to the normal effects of aging, disease, and injury. If his body is destroyed, he eventually grows a new one.
-Mental Probe: To better generate frightening hallucinations, D’spayre has the Am ability to probe a victim’s mind. He has a range of 20 areas.
-Spirit Vampirism: Un ability to absorb a victim’s Psyche by means of a successful power FEAT. The victim’s Psyche is reduced -1cs and the amount lost is added to D’spayre’s Health. The victim can resist this vampiric attack by making a Red Psyche FEAT. If the victim’s Psyche is reduced to zero, he must make a roll on the Kill Table using the original Psyche rank. Success means they recover their Psyche at a rank of +1cs per hour.
-Teleport Self: Fe ability to teleport himself up to 2 miles per jump.
-Tower Summoning: D’spayre can exchange a targeted structure with his elaborate tower

Equipment:
None

Talents: Mystical Lore, Psychology

Contacts: None

Tower: This magical artifact serves as D’spayre’s base. It is an obsidian tower one mile tall and carved from Rm material. The tower radiates an aura of evil and despair that affects anyone within 1 area.
Although the Tower appears to be made of stone, it can be burned by paranormal flames such as Man-Thing’s fiery touch. The Tower burns quickly with the flaming area increasing by 10% each turn. When the Tower is completely aflame, its Material strength drops -1cs each turn until it collapses. After it collapses, the ruins vanish and are replaced by the destroyed remains of the original structure that sat on that site.
Any people in the original structure on the site find themselves teleported somewhere within the Tower. If the Tower is taken away while they are in it, they may be left behind or spirited away to wherever the Tower rests between manifestations, depending on the circumstances.
The Tower is enchanted with these powers:
-Emotion Control: Ty ability to instill fear and despair in anyone within 1 area. If a victim makes a successful Psyche FEAT, he is left with strong but non-crippling feelings of unease.
-Mind Control: Am ability to corrupt victims who are physically bound to the tower. The intial attack is Fe, then it gains +1cs each day until the victim succumbs. Victims must make a Psyche FEAT each day to resist becoming evil. Once the transformation occurs, the effects are permanent until undone by an opposing Mind Control attack of at least Amazing power.
-Illusion: The Tower is only visible to those D’spayre chooses to see it. Anyone else sees it as the original structure that occupied that site.
-Power Focus: The Tower can channel the combined mystical powers of 2 or more beings into a single extremely powerful spell or power.
-Self Repair: If the Tower is destroyed, it cannot be summoned again for 28 days, after which time it can reappear completely repaired.
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Dreadnoughts

F) Rm30
A) Ex20
S) In40
E) Mn75
R) Fe2
I) Ex20
P) Fe2

Health: 165 Karma: N/A
Resources: N/A Pop: -10

Known Powers:
Body Armor: Am Protection vs. Physical, Rm protection vs. Energy.
Resistance to Heat, Cold, and Radiation: Mn
Immune against mental attacks and illusions
They are equipped with simulated human senses of hearing, sight, and smell, and so may be attacked in this fashion.
Weapon Systems: The Dreadnoughts are equipped with a host of weapon systems:
-Fire Generation: In Fire, 1 areas
-Projectiles: Ty Shooting, 4 areas
-Electrical field: Range Contact only, Am electrical damage.
-Hard Radiation: In Energy, 3 areas. Fired from eyes
-Cold Generation: Am cold, 2 areas, 2 rounds attack before reloading is necessary.
Self-Sustenance: Doesn't need to eat, sleep or breathe

Equipment:
None

Talents: Martial Arts B

Contacts: Maggia, Madame Masque
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Durok the Demolisher

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

Health: 330 Karma: 18
Resources: N/A Pop: -10

Known Powers:
Invulnerability: Un resistance to Physical and Energy
Energy Blasts: Sh-Y Energy, 10 areas

Equipment:
None

Limitations:
Mute: Durok cannot speak

Talents: All Combat Skills

Contacts: Karnilla, Loki
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E

Echo

Maya Lopez

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

Health: 110 Karma: 40
Resources: Ex Pop: 0

Known Powers:
Photographic Reflexes: Echo can copy all talents, moves and fighting or agility based talents from people she has observed for more than 2 rounds. She must make a Mn power FEAT to do so. In combat, she can automatically block one attack by a studied character on a power FEAT, she can block 2 attack if she succeeds an In powers FEAT. In addition, studied characters are at -2CS against her. If a character drastically changes her fighting style into an erratic, chaotic style (fight at -3CS with no talent bonus) then Echo cannot use this power and is at -2CS

Equipment:
Swords (x2): In material, Rm Edge

Limitations:
Echo is deaf and cannot hear

Talents: Thrown Weapons, Sharp Weapons, Oriental Weapons, All Martial Arts, Tumbling, Ninja skills, Stealth, Dancing, Performer: (Piano), Boxing, Pilot

Contacts: Daredevil/Matt Murdock, New Avengers
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Ecstasy

Renee Deladier

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

Health: 70 Karma: 46
Resources: Ex Pop: 0

Known Powers:
None

Equipment:
Cloak: Several times in her life, Ecstasy has possessed a variation on the Darkforce powers of Cloak, such as the following:
-Gateway: Un ability to mentally create an aperature into a dimension composed of Darkforce energy.
-Teleportation: Un ability to teleport herself from one place to another in the Earth dimension by entering the Darkforce dimension herself, transversing a distance, and emerging back into the “real” world. In this way, she can cover 40 areas/round.
-Spirit Vampirism: Ecstasy constantly feels a hunger of Rm intensity which urges her to seek out living victims and project them into the Darkforce Dimension, there to serve as food for some malevolent being. Were Ecstasy to decide to resist the hunger, she must make a Rm Psyche FEA, first after 12 hours, then after another 12 hours, then after 6 hours, another three hours after that and so on, the checks keep growing closer. If she fails any of these checks, she must seek out 1-10 souls immediately. If she should fail a second roll before finding the sacrifice, she might herself be consumed by the entity.
-Intangibility: Mn protection vs. all attacks except light-based attacks, which she has Gd protection. Ecstacy must make a Green FEAT every time she tries to make use of her intangibility.
-Darkforce Generation: Able to draw forth the essence of the dark dimension and release it on Earth. Ecstacy has a stronger control over this material than Cloak, and she can form dark material into a solid, manipulating it as if it were tentacles coming over her body. Ecstasy can give it Am material solidity, and exert Ex Strength through it.
-Shadow Casting: Ex ability to nullify mundane sources of light and Pr ability with magic-based light

Talents: Leadership, Business/Finance

Contacts: Criminal connections
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Electro

Maxwell Dillon

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

Health: 100 Karma: 36
Resources: Ty Pop: -15

Known Powers:
Living Electrical Thunderbolt: Un, Electro makes a deal with Dexter Bennett into paying for an operation that can cure his powers if he accepts to call off the campaign. The Mad Thinker tries to cure him by increasing his electrical abilities, but Spider-Man interferes with the process, turning Electro into an artificial electrical thunderbolt. He has the following abilities:
-Electrical Generation: Un ability to generate and channel huge amounts of electrical and electrostatic energy.
-Electro-Bolts: Mn Energy, 5 areas, and +1CS to hit.
-Electrical Shock (on touch): Mn damage, knocking out his opponent for 1-10 rounds unless the opponent makes an Endurance FEAT vs. Mn intensity. Electro must successfully grapple his opponent before he may use this ability.
-Ride Electro-Magnetics Lines: Mn ground speed, areas where there is electricity coursing nearby, like powerlines and wiring within buildings
-Override: Am ability to override electrical systems and shut down computers or electrically powered robots. Robots with an Endurance stat may make an Endurance FEAT to avoid this reprogramming.
-Energy Absorption: Mn ability to absorb energy and use it in his energy blasts. He can absorb up to Un if he makes a yellow End. FEAT and Sh-X if he makes a Red End. FEAT.
-Electrical Travel: Un ability to travel through electrical appliances such as going through a light bulb and exiting through any other electronic device connected to the power source.

Equipment:
None

Talents: Electronics, Crime

Contacts: Sinister Six, The Vulture
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The Enchantress

Amora of Asgard

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

Health: 130 Karma: 100
Resources: Rm Pop: 20

Known Powers:
Eldritch Kiss: When she kisses a target the Enchantress can fill a man's mind with passionate love and blind loyalty, even if he knows she is an enemy. The victim may make a Psyche FEAT vs. Mn intensity (Asgardians) or Un (Mortals). This lasts about 1 week, the victim may make a second FEAT when in danger of losing karma.
Magic: Master Sorceress of Asgardian Magic with the following spells always available:
-Magic Detection: Am
-Psionic Detection: Am
-Healing: Rm
-Thought-Casting: Am
-Eldritch Bolts: Rm
-Eldritch Shield: Rm
-Matter Control: Air, Earth, Fire, Water: Rm
-Paralysis: Rm
-Teleportion: Mn
-Dimensional Aperture: Mn

Equipment:
None

Talents: Occult Lore

Contacts: None
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The Executioner

Skurge of Jotumheim and Asgard

F) Mn75
A) Ex20
S) Am50
E) Un100
R) Gd10
I) Ty6
P) Ex20

Health: 245 Karma: 36
Resources: Gd Pop: -20

Known Powers:
Asgardian Physiology: Skurge is an Asgardian, whose very body gives him the following:
-Body Armor: Rm protection vs. Physical, Gd protection vs. Energy
-Resistances: Ex to cold, In to heat
-Enhanced Vision: In

Equipment:
Bloodaxe: Un material, Am Edge, the Bloodaxe is capable of performing the following power stunts:
-Dimensional Aperture: the Executioner could cut through dimensional barriers and allow the following through:
--Heat of the Sun: CL1000 Heat
--Cold of the Void: Mn Cold
-The Axe could disrupt magical disguises and illusions with Un ability

Talents: Weapon Specialist: (Bloodaxe)

Contacts: The Enchantress
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Exodus

Bennet Du Paris

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

Health: 145 Karma: 100
Resources: Rm Pop: -20

Known Powers:
Flight: Rm
Energy Blasts: Mn
Telekinesis: Mn
-Force Shields of Mn strength
-Force Bolts of Mn strength
Telepathy: Mn
-Psi-screen: Un
-Mental Bolts: Mn
-Teleportation: Un
-Mental Power Increase: Exodus' faith in the path he is following allows him to temporarily increase his already impressive powers. Exodus can increase his Telepathy and telekinesis for 1d10 round by +2CS if he succeeds in an Am psyche FEAT or by spending 100 karma.
Energy Absorbtion: Am
-Exodus can drain 50 points of energy from a victim with energy or psionic powers, he can use it to decrease the energy or psionic powers of his victim by 1 CS/round, which in turn increases his powers by 1CS or to directly drain health to add to his own. The use of this power temporarily decreases his psyche by 1CS, which is why he doesn't use this power often.

Talents: Leadership, Martial Arts A, B

Contacts: Magneto, Brotherhood of Evil Mutants