Villains A - B

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

Villains A - B

Post by Death »
A

The Abomination

Emil Blonsky

F) Rm30
A) Ex20
S) Un100
E) Un100
R) Gd10
I) Ex20
P) Ty6

Health: 250 Karma: 36
Resources: Fe Pop: -15

Known Powers:
Body Armor: Am protection vs. Physical and Energy attacks.
Resistances: Un resistance to Cold, Heat, Fire, and Disease. Extreme temperatures or lack of oxygen can force him to go into a coma-like hibernation state until more hospitable conditions return.
Leaping: CL5000, covering 2 miles in a single bound.
Water-Breathing

Equipment:
None

Talents: Detective/Espionage, Computers, Electronics, Engineering, Writing

Contacts: None
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The Absorbing Man

Carl 'Crusher' Creel

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

Health: 56 Karma: 14
Resources: Pr Pop: -20

Known Powers:
Material and Energy Absorption: Absorbing Man can take on the properties of any material he touches, giving him Strength, Endurance and Body Armor of rank equal to the material strength of the material touched, his health is also increased (not decreased for material lower than his normal ranks). The upper limit is Un. If the object hold energy he can also absorb it and hold it for 10 rounds, he is not hurt by this energy. He can also absorb shapes and sizs.
Power Absorption: Un, but he does not gain the ability to control them and the target retains them,.
Life Support: When parts of his body are severed he can reattach them by holding them in place when he return to normal.

Equipment:
Prisoner Ball and Chain: Am material when he is in his normal, other than that it changes with him.

Talents: Crime

Contacts: Titania
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Adrienne Frost

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

Health: 76 Karma: 110
Resources: In Pop: 0

Known Powers:
Psychometry: Mn ability to touch an object and instantly know a history of many events concerning the object such as all of its previous owners, events that took place around the object, and the possible future of the object and its future owners.

Equipment:
None

Talents: Administration, Business/Finance, Education, Electronics

Contacts: Hellfire Club, Paladin
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Amelia Vought

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

Health: 36 Karma: 70
Resources: Ex Pop: 0

Known Powers:
Mist Form: Mn ability to turn herself and others into an intangible mist. She can perform the following power stunts:
-Teleportation: Mn, can carry herself and others over many areas

Equipment:
Body Armor: Ex protection vs. Physical and Energy
Headset: Ex communication with any Acolyte

Talents: Nursing

Contacts: Acolytes of Magneto
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Annihilus

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

Health: 205 Karma: 70
Resources: Mn Pop: -30

Known Powers:
Body Armor: In protection vs. Physical or Energy attack.
Flight: Rm airspeed (15 areas/round); up to CL1000 in space using the Cosmic Control Rod.

Equipment:
Cosmic Control Rod: As Annihilus' chief weapon and source of power, the Cosmic Control Rod allows the wielder to manipulate vast amounts of cosmic energy. With this energy, the wielder may perform various functions:
-Invulnerability: The wielder does not age, and is invulnerable to Disease, Radiation, Heat and Cold.
-The wielder may increase any one physical ability to the Un rank.
-Cosmic Energy Blasts: Un, either Force or Energy
-Non-Organic Manipulation: Un, the wielder may manipulate non-organic matter, but cannot transmute elements.
-If deprived of the Cosmic Control Rod, Annihilus is -3CS on all FEATs, and in addition begins to age and lose Endurance at a rate of one rank per week.

Talents: Engineering, Astronomy (Negative Zone), Mechanics and Weapons Systems.

Contacts: Blastaar

Annihilus' Minions
As the conqueror of the Negative Zone, Annihilus commands an army of alien creatures. Typical stats for these minions are:
F) Rm30
A) Ty6
S) Gd10
E) Pr4
R) Pr4
I) Pr4
P) Pr4
Health: 50 Karma: 12

These creatures may have claws, wings, and occasionally, superior powers, though nothing above Rm level. Such minions are often armed with energy pistols (Rm damage).

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Anne-Marie Cortez

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

Health: 36 Karma: 18
Resources: Gd Pop: 0

Known Powers:
Empathic Awareness: Am
Limited Telepathy: Ex

Equipment:
Body Armor: Gd protection vs. Physical and Energy.
Assault Rifle: Ex Shooting, 7 areas, if fired single shot; add +1cs damage if a a 3-shot burst is fired or +2cs if a 10-shot burst is fired. It has a 50 shot clip.
Headset: Ex communication between other Acolytes

Talents: Marksmanship

Contacts: Acolytes of Magneto
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Anaconda

Blanche "Blondie" Sitznski

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

Health: 90 Karma: 26
Resources: Ty Pop: -8

Known Powers:
Constriction: Anaconda's legs and arms are capable of wrapping around an opponent and constricting. Anaconda receives a +1CS when making Grappling attacks, and inflicts In damage. Anyone attempting to Escape the Grapple receives a -2CS.
Elongation: Anaconda can extend her arms and legs up to one and a half times their normal length.
Gills: Anaconda is equipped with artificial gills that allow her to breathe freely both above and below water.
Body Armor: Ex protection vs. Physical, Gd protection vs. Energy

Equipment:
None

Talents: Crime, Hand-to-Hand Combat

Contacts: Serpent Society
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Apocalypse

En Sabah Nur

F) In40
A) Rm30
S) Mn75
E) Sh-X150
R) In40
I) In40
P) Un100

Health: 295 Karma: 180
Resources: Am Pop: 0

Known Powers:
Damage Resistance: All damage is -3cs
Molecular Rearrangement: Un, by rearranging his molecules, Apocalypse is able to perform the following power stunts:
-Flight: Rm airspeed
-Increase Strength to Un
-Elongation: Gd
-Regeneration: Un
-Recovery: Un
-Growth: Mn
Teleportation: Am
Energy Blast: Un Energy or Mn Energy to an area
Immortality: Apocalypse is a mutant that has lived for over five thousand years ago.
Levitation: Rm
Self-Sustenance: Doesn't need to eat, sleep or breathe

Equipment:
None

Talents: Engineering, Invention, Genetics, Leadership

Contacts: His Four Horsemen
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Asp

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

Health: 66 Karma: 32
Resources: Gd Pop: -5

Known Powers:
Venom Blast: Asp radiates a paralytic energy that inflicts Fe damage to anyone who remains in the same area for an hour or more. Prolonged contact is fatal.
-Bio-Energy Bolts: Rm Energy, those hit must make an End FEAT against Rm intensity or be stunned for 1-10 rounds. Asp can only fire 1 bolt every 1/2 hour or so due to the need of this energy to be recharged.

Equipment:
None

Talents: Dancing

Contacts: Serpent Society
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Attuma

F) In40
A) Gd10
S) Mn75
E) Mn75
R) Ty6
I) Ty6
P) Ex20

Health: 175 Karma: 32
Resources: Ex Pop: -20

Known Powers:
Atlantean Physiology: Attuma is an Atlantean, whose very body gives him the following abilities:
-Swimming: Gd
-Water Freedom: Doesn't suffer any penalties in underwater battles
-Water Breathing
-Resistance to Cold: Ex

Equipment:
Trident: In material, In Edge
Body Armor: Rm protection vs. Physical and Energy

Talents: Oceanic Warfare, Weapons Specialist: Trident

Contacts: Tiger Shark, Red Ghost, M.O.D.O.K.
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Avalanche

Dominic Petros

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

Health: 70 Karma: 26
Resources: Pr Pop: -5

Known Powers:
Disruption: Am, His powers only affect non-living matter and his own body.
Matter Animation: Rm
Vibrations: Mn, Avalanche is able to use vibrations to perform the following power stunts:
-Earthquake beginning at Pr effect and area increasing +1cs per round until it reaches Un.
-Diminish Earthquakes
-Ground strike Attack: Mn damage
-Vibration Attack: Mn damage
-Shake apart material on touch up to Mn material strength on a Red FEAT.

Equipment:
Body Armor: Gd protection from Physical

Talents: Crime, Bi-Lingual (English, Greek)

Contacts: Brotherhood of Evil Mutants
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Axum

Daniel Axum

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

Health: 106 Karma: 18
Resources: Ty Pop: 0

Known Powers:
Body Armor: Rm protection vs. Physical

Equipment:
None

Talents: Streetwise, Hand-to-Hand Combat

Contacts: Ultimate Brawling League
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B

Barbarus

F) Ex20
A) Ty6
S) Am50
E) Rm30
R) Pr4
I) Gd10
P) Ty6

Health: 106 Karma: 20
Resources: Fe Pop: 0

Known Powers:
Multi-Arms: Barbarus possesses four arms, giving him +2cs in Grappling combat. He can make multiple attacks at In rank, instead of his Fighting rank

Equipment:
Axe: In material, In Edge
Knife: In material, Ex Edge

Talents: Blunt Weapons

Contacts: Savage Land Mutates
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Barnacle

Mortimer Everett

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

Health: 36 Karma: 42
Resources: Gd Pop: -5

Known Powers:
Shell Creation: In, able to create a reaction that solidifies moisture into a Rm material shell. Barnacle can perform the following power stunts:
-Carapace: Rm entrapment, initiate a chemical reaction that turns moisture into a solid shell, containing someone within a constrictive carapace
-Body Armor: Ex protection vs Physical, Gd protection vs. Energy
-Barnacle Spray: Barnacle can spray a barnacle-like crust up to 1 area, with inflicts Rm Edge

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

Talents: None

Contacts: Acolytes
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Baron Blood

Lord John Falsworth

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

Health: 120 Karma: 60
Resources: Ex Pop: -30

Known Powers:
Bio-Vampirism: Rm, He can derive life from the blood of others with Rm ability. His bite causes Gd Edged damage
Vampiric Protection: Blood is immune to all Physical attacks (though not Slams and Stuns) save those that normally harm vampires. A wooden stake through the heart will kill him, as will any weapon which beheads him. Silver weapons do normal damage and the Baron takes Gd damage from contact with holy water or holy symbols. Blood cannot stand garlic. Unlike other vampires, Baron Blood does not take damage from sunlight (he was given special treatments by Nazi scientists to eliminate this vulnerability).
Hypnosis: Rm ability to hypnotize potential victims by staring into their eyes.
Animal Control: Rm control over rats and mice.
Weather Control: Pr, 1 mile radius.
Flight: Ex airspeed, Unlike other vampires, Baron Blood does not need to turn into a bat to fly. In fact, the same treatments he undertook to protect himself from sunlight also prevents him from turning himself into a bat or a mist, like most vampires.

Equipment:
None

Talents: Detective/Espionage

Contacts: None
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Baron Mordo

Karl Amadeus Mordo

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

Health: 42 Karma: 70
Resources: Ex Pop: 0

Known Powers:
Personal Spells:
-Astral Projection: Mn, Mordo’s body has been destroyed and he only exists in astral form on the astral plane.
-Astral Supremacy: Am, Mordo 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
-Other Universal Nature Spells: Am
-Other Universal Spells: Rm

Equipment:
None

Talents: Occult Lore

Contacts: Dormammu
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Baron Von Strucker

Wolfgang Von Strucker

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

Health: 70 Karma: 70
Resources: Rm Pop: -20

Known Powers:
None

Equipment:
Death-Spore Control: The animated form of Baron Strucker can release the Death-Spore virus at will, causing Am damage to any target he strikes in melee combat with his bare hands. Strucker need not inflict any damage with the blow, but physical contact between Strucker and his victim is needed to transfer the virus. Unless immune to disease or in possession of an antidote, victims continue to take damage from the virus for 1-10 rounds or until dead. If Strucker is killed, the virus is unleashed, and everyone in the same area as his body must make a Red End FEAT roll or be killed.
Satan Claw: Ex Strength in right arm and allows him to deliver Ex Electrical Shocks.

Talents: Military, Detective/Espionage, Leadership, Marksmanship, Edged Weapons, Martial Arts A, B, D, E

Contacts: Hydra, Fenris, AIM
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Baron Zemo I

Baron Heinrich Zemo

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

Health: 50 Karma: 40
Resources: Rm Pop: -10

Known Powers:
None

Equipment:
Pistol: Ex Shooting, 7 areas
Adhesive X: solidifies in 1 round and bounds with Un strength.

Talents: Leadership, Martial Arts B, Chemistry, Engineering

Contacts: Masters of Evil I, Enchantress, Skurge the Executioner
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Baron Zemo II

Baron Helmut Zemo

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

Health: 46 Karma: 40
Resources: Rm Pop: -10

Known Powers:
None

Equipment:
Sword: In material, Rm Edge
Pistol: Ty Shooting, 3 areas
Adhesive X: solidifies in 1 round and bounds with Un strength.

Talents: Leadership, Swordsman, Martial Arts B, Chemistry, Engineering

Contacts: Masters of Evil, Techno
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Baroness Blood

Cromwell

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

Health: 120 Karma: 60
Resources: Ex Pop: -10

Known Powers:
Bio-Vampirism: Blood possesses many of the powers of a normal vampire. She can derive life from the blood of others with Rm ability. Her bite causes Gd Edge damage.
Vampiric Protection: Blood is immune to all physical attacks (though not Slamms and Stuns) save those that normally harm vampires. A wooden stake through the heart will kill her, as will any weapon which beheads her. Silver weapons do normal damage and the Baron takes Gd damage from contact with holy water or holy symbols. Blood cannot stand garlic. Unlike other vampires, Baron Blood does not take damage from sunlight (She was given special treatments by Nazi scientists to eliminate this vulnerability).
Hypnosis: Rm ability to hypnotize potential victims by staring into their eyes.
Animal Control: Rm control over rats and mice.
Weather Control: Pr control over the weather within a one-mile radius.
Flight: Ex airspeed

Equipment:
None
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Baroness Zemo

Heike Zemo

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

Health: 80 Karma: 50
Resources: Rm Pop: -10

Known Powers:
None

Equipment:
Body Armor: Ex protection vs. Physical and Energy
Spear: In material, Rm Edge or Blunt, Baroness Zemo can perform the following power stunts:
-Energy Blast: Rm Energy, 10 areas
-Transformation: Able to transform spear into various pointed objects (sword, etc.)

Talents: Martial Arts B, Melee Weapons, Tactician, Manipulation

Contacts: Baron Zemo II
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Basilisk

Basil Elks

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

Health: 82 Karma: 32
Resources: Pr Pop: 0

Known Powers:
Body Armor: In protection vs. Physical
Cold Generation: Pr
Geoforce: Ex
Heat Generation: Ex
Plasma Generation: In
Radiowave Generation: In
Teleportation: Am
Self-Sustenance: Basilik can go several weeks without food
True Invulnerability: Ex
Whirlwind: Rm airspeed

Equipment:
None

Talents: Crime

Contacts: None
___________________________________________________________________________________

Bastion

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

Health: 90 Karma: 130
Resources: Am Pop: -10

Known Powers:
Robotic Construction: Bastion is the combination of Master Mold and Nimrod. His very body gives him the following:
-Body Armor: In protection vs. Physical and Energy
-Immunity to Poison, Gas, and Disease: CL1000
-Energy Beam: Mn Energy, 5 areas
-Force Field Generation: IN protection.
-Hypersensitive Senses: CL1000 sight, hearing, and radio links. Sensory attacks do not inflict additional damage.
-Mutant Detection: CL1000
-Psi-Immunity: CL5000, Bastion does not have a presence on the psychic plane and can therefore not be controlled, attacked or contacted telepathically, Mental force attacks will work normally.

Equipment:
None

Talents: Leadership, Marksmanship, Computer

Contacts: None
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Belasco

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

Health: 160 Karma: 150
Resources: In Pop: -20

Known Powers:
Invulnerability: Rm resistance vs. Physical and Energy damage. In addition, all Edged attacks are considered Blunt with the exception of his own sword and the Soulsword. When struck by either of these, Belasco must make a Yellow End. FEAT. If he fails the check, he suffers full damage and looses 1 rank of Endurance and Psyche to a minimum of Pr.
Magic: Belasco is a Master Sorcerer with most of the spells available at In level. Other spells include:
-Imitation: Am
-Mind Control: Mn
-Psi-Screen: Mn
-Magic Detection: Mn
-Body Transformation (Others): Mn
-Eldritch Bolts: Am
-Ensnaring: Mn
-Fire Control: Am
-Resurrection: Am
-Immortality

Limitation:
Belasco is missing his right arm.

Talents: Mystic Background, Atlantean Technology, Swords

Contacts: None, Limbo
___________________________________________________________________________________

Blackheart

F) Am50
A) Am50
S) Am50
E) CL1000
R) Mn75
I) Mn75
P) Un100

Health: 1150 Karma: 250
Resources: CL1000 Pop: -500

Known Powers:
Body Armor: Am invulnerability to toxins, disease, heat and corrosives.
Mystic Force Bolts: Un
Growth: Un, self and others
Invisibility and Illusion Generation: Mn
Emotion Control: Am, instill fear, note that his 'father' Mephisto cannot do this and BlackHeart also cannot use this power to directly control others.
Body Transformation others: Mn
Dimensional Travel: when in another dimension his endurance drops to Mn.
Matter Manipulation: Am
Summon Demons: Mn

Talents: Occult Lore

Contacts: Mephisto
___________________________________________________________________________________

Blacklash

Mark Scarlotti

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

Health: 80 Karma: 34
Resources: Ty Pop: -8

Known Powers:
Body Armor: Gd protection vs. Physical and Ex protection vs. Energy

Equipment:
Whips: In material, Blacklash’s arsenal centers on a pair of specially designed Titanium Whips. These whips are stored in holders in his gloves. He may use these custom designed whips in a number of ways:
-As Whips: Rm Blunt, They may grapple an opponent as with In strength.
-As nunchaku: for 2 separate attacks with Ex damage each. If wound around an opponent, the whip may detach from its handle and explode for In damage to its target (Ex to all within one area). The concussion explosion may be timed for up to 3 rounds.
-Vaulting Pole: The whip may be stiffened to form a vaulting pole allowing 1-story vaults. The whip may be spun to form a shield of Ex protection.
Gravity Bob: Am material, if it hits a target, the target is held down with Am Strength.
Necrolash: If it grapples a target, Blacklash can channel Am intensity electricity through to its target
Flight Boots: Rm airspeed

Talents: Weapon Specialist (Whips), Martial Arts A, C, E, Engineering

Contacts: Maggia, Justin Hammer
___________________________________________________________________________________

Blackout

Marcus Daniels

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

Health: 56 Karma: 16
Resources: Fe Pop: -6

Known Powers:
Darkforce Manipultaion: In, Blackout is only able to create geometric shapes, such as cubes, spheres, etc., Blackout can also perform the following power stunts:
-Darkforce Aura: Rm Force Field
-Resistance to Darkness: In resistance to Darkness and related attacks.
-Resistance to Light: Rm resistance to Light and related attacks.
-Darkforce Generation: Rm Force, 7 areas
-Shadowcasting: Ex
-Flight: Ex
-Gateway: Ex ability to travel through shadows
-Energy Solidification: Ex

Equipment:
None

Limitations:
Sanity: Blackout's sanity is tenuous, because of his accidental imprisonment in the Darkforce dimension. He suffers from delusions of persecution and is likely to strike blindly against anyone trying to imprison him.

Talents: None

Contacts: Baron Zemo, Masters of Evil IV
___________________________________________________________________________________

Blackout II

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

Health: 140 Karma: 60
Resources: Gd Pop: 0

Known Powers:
Fangs: Gd Edge
Claws: Ex Edge
Darkness Field: Blackout can leech the light out of a three-area radius, leaving it in absolute darkness in the visible light spectrum. All people unable to see in normal darkness are at -3cs to all Fighting, Agility and Intuition FEATs which rely on vision. Blackout can see in his own darkness

Equipment:
None

Talents: Wrestling, Edged Weapons, Martial Arts A, B, C, Occult Lore

Contacts: Deathwatch, Mephisto
___________________________________________________________________________________

Black Racer

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

Health: 76 Karma: 22
Resources: Gd Pop: -4

Known Powers:
Lightning Speed: Black Racer is capable of moving at In land speed (7 areas/round), she has the following power stunts:
-Extra Attacks: Black Racer makes extra attacks at Rm rank.

Equipment:
None

Talents: Martial Arts A, E

Contacts: Serpent Society
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Black Queen

Selene

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

Health:145 Karma:145
Resources:Am Pop:-10

Known Powers:
Psychic Vampire: Un ability, on touch, to drain a victim's Psyche ranks ro restore lost health. Victim loses health equal to the lost Psyche rank (when Ex psyche drops to Gd the victim loses 20 points). If a victim's health and psyche reach 0 the victim dies and disintegrates, if health is still greater than 0 when the psyche becomes 0 Selene has Mn psychic control, Selene may then turn the victim in a psychic vampire with a power rank equal to his psyche. Lost psyche return at a rate of 1CS per day.
Body Armor: Gd (also prevents powers that rely on skin-skin contact.
Psi Screens: Am (not in the same round as other mental powers)
Telekinesis: Un control over inanimate objects, she can disintegrate objects of materials of Mn strength or less.
Pyrokinesis: Un fire control
Telepathy: In
Telepathic Force Bolts: In
Momentary trance: Am induced trance for 1 round, often used with Momentary Speed to create the illusion of teleporting.
Momentary Speed: Sh-Y ground speed for 1 round every 10 rounds.
Immortality: Unless use of her own power takes her below -110 health.
Magic: Selene is a master sorceress with Mn Illusion, Control and Summoning magics. Magic use will always cause aging and health loss. (No FEAT roll)

Equipment:
None

Limitation: Use of any power except psychic vampirism at Rm rank or higher forces her to make an End. FEAT or lose 10 health. If her health drops below 0 she will begin to show her true age.

Talents: Multi-lingual, Occult Lore

Contacts: Hellfire Club, Blackheart
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Black Tom

Thomas Samuel Eamon Cassidy

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

Health: 80 Karma: 50
Resources: Rm Pop: -10

Known Powers:
Claws: Black Tom was fitted with a set of claws, constructed of Am materials that is capable of rending up to Am materials and doing Ex Edge
Invulnerability to Sonics: Un protection vs. Sonic, including those of his brother Banshee and niece Siryn.
Heat Blasts: Rm Heat at Rm range.
Kinetic Bolts: Rm Force at up to Rm range.
Mind Control: This is one of Tom's added powers and is of Am rank and range.
Plant Control: Mn ability to control and animate plant life and matter

Equipment:
Shillelagh: Tom can focus his Heat and Kinetic powers through this and can increase the range and damage to Am.

Talents: Multi-Lingual: (English, Gaelic), Crime, Martial Arts B, Leadership

Contacts: Juggernaut, Brotherhood of Evil Mutants
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Blackwing

Joseph Silvermane

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

Health: 120 Karma: 50
Resources: Rm Pop: 0

Known Powers:
None

Equipment:
Costume: Ex vs. Physical and Energy
-Am Stealth
Glider Cape: Rm
Infrared Lenses: Doesn't suffer penalties at night
Tack-Hammer: Rm Blunt

Talents: Stealth, Business/Finance, Crime

Contacts: Masters of Evil, Silvermane
___________________________________________________________________________________

Blastaar

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

Health: 210 Karma: 70
Resources: Ex Pop: 0

Known Powers:
Body Resistance: Rm protection vs. Physical and Energy
Energy Blast: Mn Energy, 10 areas
Flight: Mn airspeed
Suspended Animation: Blastaar can enter a suspended state for months and voluntarily reawaken whenever he wants
Self-Sustance: Doesn't need to Eat, Sleep or Breathe. Can survive in Space.

Equipment:
Body Armor: In protection vs. Physical

Talents: Leadership, All Combat Skills

Contacts: Annihilus
___________________________________________________________________________________

The Blizzard

Donald 'Donny' Gill

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

Health: 50 Karma: 22
Resources: Ty Pop: 0

Known Powers:
None

Equipment:
Freon-Suit: Gd material, gives Blizzard the following abilities:
-Armor: Gd protection vs physical, Am protection vs Cold.
-Ice Generation: Rm ability, The Blizzard's Freon-Suit is able to do the following power stunts:
--Ice Missiles: Rm
--Ice Walls/Columns: Rm strength
--Ice Entanglement: Am
--Create sleet, snow and freezing rain with Rm ability.

Talents: Crime

Contacts: Thunderbolts
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The Blob

Fred J. Dukes

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

Health: 139 Karma: 34
Resources: Gd Pop: -15

Known Powers:
Bodily Expansion: Blob can flex his fat and break through restraints of up to Ex material
Body Armor: Un vs. physical attacks, Am vs. Energy attacks
Entrapment: Blob can hold an opponent with the equivalent of Mn Strength in the folds of his skin on a Green Psyche FEAT
Immovability: Using some form of personal gravity control, Blob is abile to plant himself to the ground. This takes 1 turn and then he can only be moved on a Red FEAT using Un Strength. A stunt that he has developed is the Gravity Smash that enables him to strike an opponent as if he had Mn strength. He can only do this when he's not planted to the Ground.

Equipment:
None

Talents: None

Contacts: Brotherhood of Evil Mutants
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Bloodtide

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

Health: 90 Karma: 46
Resources: Gd Pop: -5

Known Powers:
Water Manipulation: Am ability, has the following power stunts:
-Water Blast: Am ability and damage
-Create Funnels, Tidal Waves, etc.
Resistance to Cold: Ex
Swimming: Gd water speed
Water Breathing
Water Freedom: Bloodtide doesn't suffer penalties in under-water battles and is +1CS Fighting, Endurance and Strength.

Equipment:
None

Limitations:
Dehydration: Bloodtide is in constant danger of dehydrating. If not immersed in water or kept in a damp environment, she suffers a -1CS to all FEAT rolls for each hour. If totally deprived of moisture, she loses 1 Health point per hour. Immersion in water restores any Health lost to Dehydration immediately.

Talents: Undersea life, Martial Arts B

Contacts: Fathom Five
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Blood Wraith

Sean Dolan

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

Health: 150 Karma: 80
Resources: N/A Pop: -20

Known Powers:
Body Armor: Rm protection vs. Physical and Energy
Psi-Screen: Mn

Equipment:
Ebony Blade: CL1000 material, In Edge or Am Blunt Damage. Has the following power stunts:
-slice through force fields of magical or non-magical energy of up to Un rank.
-Absorb and redirect energy attacks of up to Un rank (redirect it with Rm agility)
-Inflict: Rm edged damage

Limitation:
The Ebony Blade requires that blood be drawn (if someone is killed their soul is absorbed into the blade)
Due to the absorbing of several good souls into the blade, Blood Wraith can make a Psyche Feat roll to avoid using it to kill. Each time it gets harder to resist the bloodlust.

Talents: Swordsmanship

Contacts: None
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Boomerang

Fred Myers

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

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

Known Powers:
None

Equipment:
Boomerangs: Myers carries seven boomerangs prominently on his costume, each with special properties. Unless otherwise noted, they are of Ex material strength. Myers can throw these so they will return to him with no risk of damaging himself. Boomerang has the following types of boomerangs:
-Shatterang: Detonates on contact, Am damage to all in 1 area.
-Gasarang: Mn intensity gas, affects 1 area.
-Razorangs: In material, Rm Thrown Edge
-Bladerangs: In Thrown Edge, no affect on Body Armor of Gd and higher material.
-Screamerangs: Ex Sonic attack
-Gravityrangs: Creates local gravity field of In intensity.
-Reflexerangs: Solid-weighted boomerang. Bullseye result on Blunt Throwing column indicates target must check for Stun or be knocked over.
-Flamerang: In Flame to an entire area when it makes contact
-Dustarang: Dispenses a powder with radioisotope Boomerang can track with In ability
-Disrupterang: In ability to scramble electronics within an area
-Shock-Rang: Rm Electricity
-Gluemerang: In adhesive
-Tracerang: Ex ability to fly and can follow a target tagged with a tracing device
-Multirang: A boomerang that splits apart into 10 smaller boomerangs, each dealing Ty Thrown Blunt or Thrown Edge
-Laser-Blaster Boomerang: Boomerangs equipped with laser-blasters that do Gd Energy or Force
-Net Boomerang: In entrapment
-Remote-Controlled Boomerang: Ex Thrown Blunt, can be remote-controlled by device (+3cs to Accuracy FEATs)
-Rocketrang: Boomerang once used a highly specialized boomerang capable of expanding to a 15-foot wingspan, adhering to a human target with an In magnetic charge. After that, it rockets into the sky before exploding, dealing Am damage
Jet Boots: Ex airspeed

Talents: Weapon Specialist: (Boomerangs), Thrown Weapons, Hand-to-Hand Combat

Contacts: Masters of Evil, Justin Hammer
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Brainchild

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

Health: 42 Karma: 80
Resources: Fe Pop: 0

Known Powers:
Computer Mind: Brainchild's brain was genetically enhanced to function as a computer. In addition to augmenting his Reason, Brainchild possesses the following power stunts:
-Leadership: Any group under his tactical leadership gains +1cs to their Intuition when following his orders
-He gains the ability to anticipate his opponent's actions, allowing him to use his Reason when making Dodge rolls. He could also use his Reason instead of his Fighting ability when using thrown weapons
-Gains the equivalent of the Leadership talent

Equipment:
Stone Axes: Gd Blunt or Edge

Talents: Repair/Tinkering, Genetics, Thrown Weapons

Contacts: Savage Land Mutates
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Brothers Grimm

Percy and Barton Grimes

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

Health: 52 Karma: 40
Resources: Ex Pop: -5

Known Powers:
None

Equipment:
Battlesuits: The Brothers Grimm have battlesuits that allow them to create a number of nursery rhyme and fairly tale related weapons. Known weapons have included the following:
-Golden Threads: Rm Ensaring Missile, 3 areas
-Flying Star: Ex material, object can fly at Pr speed (4 areas/round)
-Pies: The pies explode and release a murder of crows, which fly around the target, causing a -2cs penalty on Agility FEATs
-Dummies: Use for decoys. Character must make an Intuition FEAT to distinguish from the real thing
-Eggs: In Corrosive, thrown up to 2 areas
-Beanstalk: Usable only within 2 areas from the ground, create In ensnarement
-Stardust: In paralysis, 1 area

Talents: Business/Finance

Contacts: None
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Brutacus

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

Health: 185 Karma: 32
Resources: Ty Pop: 0

Known Powers:
Claws: Rm Edge

Equipment:
None

Talents: Sorcery

Contacts: Salem's Seven
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Bullet

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

Health: 96 Karma: 52
Resources: Gd Pop: 5

Known Powers:
Charging: Bullet charges his opponent for In damage. His Agility is reduced to Pr when his does this

Equipment:
None

Talents: Military

Contacts: U.S. Army, Typhoid Mary
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Bulldozer

Henry Camp

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

Health: 110 Karma: 26
Resources: Pr Pop: -5

Known Powers:
Body Armor: Ex vs Physical, Ty vs Energy.
Resistances: Rm vs Heat, Cold, Fire, and Corrosives.
Energy Absorption: Able to absorb energies up to 400 points, recover up to 100 points of health, strength increases to Un rank

Equipment:
Helmet: Am material strength, and he receives +1CS to his Endurance when charging.

Talents: Military

Contacts: Wrecking Crew
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Bullseye

F) In40
A) Rm30
S) Gd10
E) Ex20
R) Ty6
I) Pr4
P) Ty6

Health: 100 Karma: 16
Resources: Ex Pop: -10

Known Powers:
Natural Marksman: Mn Agility with any thrown objects. He can turn mundane objects into deadly weapons. Any object with an edge that he throws attack on the Thrown Edged Attacks column of the Battle Effects Table. His accurate range is 2 areas with thrown items. Bullseye has also carries guns and crossbows as well. If encountered in an area he has previously prepared, Bullseye will have 1 to 5 caches of exotic weapons stashed around the area.
Adamantium Skelton: +1 CS to damage in blunt, charging, or any attack that uses his body. He is invulnerable to any attack designed to break his bones, although he still suffers bruising or any other internal damage.

Equipment:
Gun: Rm Shooting, 7 areas
Knife: In Edge
Throwing Stars: In Throwing Edge

Talents: Military, Marksmanship, Explosives, Martial Arts B, D, E, Weapons Master: (All Melee Weapons), Demolitions

Contacts: The Kingpin of Crime, Deadpool, Anyone who hires him
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Bushmaster

Quincy McIver

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

Health: 90 Karma: 26
Resources: Gd Pop: -7

Known Powers:
Bionic Limbs: Bushmaster is a quadriplegic who has bionic arms attached to his shoulders and a 14 ft long,
Snake-Like Tail: He can move at Gd land speed, has the following power stunts:
-Spring: Upto 1 area away
-Wrestling: If using his tail in wrestling holds, Bushmaster can exert Rm constriction on his opponent.
Claws: Rm material, Rm Edge, the claws are tipped with Ex snake venom. Anyone injected with the venom must make an End FEAT vs. Ex intensity or be knocked out and lose endurance ranks if a second FEAT is not made.

Equipment:
None

Talents: Bionics

Contacts: Serpent Society
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Bushwacker

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

Health: 70 Karma: 20
Resources: Pr Pop: -10

Known Powers:
Gun-Arm: Bushwacker's right forearm has been replaced with a bionic prosthesis which can change into a gun. Gun shapes and effects include:
-Pistol: Ex Shooting, 7 areas
-Multi-chamber Rifle: In Shooting, 5 area
-Shotgun: Ex Shooting to all targets within 1 area.

Equipment:
None

Talents: Marksmanship, Crime, Streetwise, Military, Espionage

Contacts: None
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