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Villains D - J

Posted: Wed Apr 24, 2024 2:09 am
by Death
D

Darkseid

Uxas

F) Am50
A) In40
S) Un100
E) Mn75
R) Mn75
I) Mn75
P) Un100

Health: 265 Karma: 250
Resources: CL1000 Pop: -100

Known Powers:
True Invulnerability: Un
Invulnerabilities: CL1000 resistance to Heat, Cold, Disease, Corrosives, Toxins, and Radiation.
Immortality: Darkseid is immortal, he does not die if he reaches 0 Health and Sh-0 Endurance.
Regeneration: Un
Telepathy: Un
Telekinesis: Un
Mind Control: Un
Continuum Control: With this power, Darkseid is able control the space/time continuum at CL1000 rank. Continuum Control is powered by Element X and must be fueled every so often by absorbing it into his body. He can perform any of the following powers at CL1000, unless otherwise stated:
-Gateway: CL1000
-Dimension Travel: CL1000
-Teleportation Self/Others: CL1000
-Elemental Conversion: Sh-X
-Molecular Conversion: Sh-X
-Disintegration: Sh-X
-Molding: Sh-X
-Energy Manipulation: Sh-X
-Reality Manipulation: Sh-X
-Life Creation: Sh-X
-De-Evolution: Sh-X
-He has developed the ability to temporarily increase the rank of his Strength, Endurance or any other power to Sh-Y. He can automatically retain the enhanced state for 1-10 game turns, but he must make a Psyche FEAT each turn beyond that to retain the enhancement.
-The Omega Effect: Darkseid's most terrifying power is the "Omega Effect". These potent beams of energy project from his eyes and can lock on and track their chosen targets. When the beams do inevitably connect, they produce one of any number of effects, ranging from disintegration to teleporting the target across time and space and can even reach out into other dimensions at Sh-X.
--Omega Beams: The Omega Beams can either disintegrate it's target or steal its life force for future reanimation under Darkseid's control at Sh-X

Talents: Leadership, Military, All Scientific Skills

Contacts: New Gods, Apokolips
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Deadshot

Floyd Lawton

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

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

Known Powers:
Trick Shots: Among the maneuvers he commonly employs:
-Aimed Shots
-Disarm an Opponent
-Graze Target
-Hit a Switch or Button
-Show-Off Trick Shots
-Trip an Opponent

Equipment:
Silent Wrist Magnums: In material, has the following power stunts:
-Ex Shooting
-Ex intensity Int. FEAT. needed to hear the guns when they are fired.
Eye Scope: Has the following abilities:
-Telescopic Vision: 20 area range
-Thermal Vision: Am
Cartridge Belt: Carries 12 complete loads for his Wrist Gun

Limitations:
Irrational Attraction to use Killing Attacks
Irrational Attraction to Dying: If presented with an opportunity to die in a spectacular fashion, he must make a Psyche FEAT.
Irrational Attraction to Trick Shots: Must make a Psyche FEAT before each battle or can use nothing but Trick Shots.

Talents: Weapons Specialist: (Silent Wrist Magnums), Marksmanship, Guns, Firearm Construction, Repair/Tinkering, Thief, Martial Arts A

Contacts: Secret Six, Suicide Squad
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Deadstroke the Terminator

Slade Wilson

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

Health: 160 Karma: 130
Resources: Rm Pop: 0

Known Powers:
Immortality: Slade Wilson is immortal, being able to return from the grave and regenerate himself.
Hyper-Senses: Ex Sight, Smelling and Hearing
Hyper-Intelligence: Capable of using 90% of his brain capacity.
Regeneration: In
Bionic Eye: The right eye he lost has been restored with an artificial eye, it also gives him the following abilities:
-Infrared Vision: Rm

Equipment:
Body Armor: Ex protection vs. Physical, Gd protection vs. Energy, Rm protection vs. Fire
Shotgun: Rm Shooting, 7 areas
Sword: Am material, In Edge
Staff: Am material, In Blunt, capable of firing an Am Force Blast at 5 areas.

Talents: All Fighting Skills, All Weapons Skills, Weapons Master, Weapon Specialist: (Firearms), Leadership, Military, Pilot, Detective/Espionage

Contacts: The Society
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Doctor Bedlam

F) N/A
A) N/A
S) N/A
E) N/A
R) In40
I) In40
P) Rm30

Health: N/A Karma: 110
Resources: N/A Pop: -25

Known Powers:
Fear: Rm ability to instill fear in a victim
Free Spirit: In, Dr. Bedlam can even transfer himself into one of the Animates
Invisibility: Mn

Equipment:
Paranoid Pill: The gas released by this pill attacks everyone it touches within a 10 area range. Targets are attacked by Rm intensity Emotion Control, causing paranoia, fear and hatred.

Limitation: Bedlam has no physical form, he is a disembodied spirit.

Talents: Engineering, Science

Contacts: Darkseid, Darkseid's Elite



The Animates


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

Health: 110

Bedlam can mentally control up to six animates at one time and their bodies. An animate inhabited by Bedlam instantly resembles the Doctor's former appearance.
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Doomsday

F) Un100
A) Am50
S) Sh-Z500
E) Sh-Z500
R) Ty6
I) In40
P) Un100

Health: 1150 Karma: 146
Resources: N/A Pop: -100

Known Powers:
Artificial Being: Doomsday was created and evolved through cloning an infant and having it killed over and over again by one of the most dangerous species of the universe and in one of the harshest habitats in existence, prehistoric Krypton. His very body gives him the following abilities:
-Immortality: Doomsday has learn at a genetic level how not to die. He can not be killed.
-Invulnerability: Cl1000 resistance to Heat and Cold.
-Self-Sustenance: Doesn't need to eat, breath or sleep.
-True Invulnerability: Sh-X
-Claws: Sh-Y Edge
-Bone Growth: Doomsday's hide is covered with external bone growth. He is capable of using these as weapons, inflicting up to Sh-Y Edge.
-Fire Breath: Un intensity fire
-Evolution: Doomsday possesses the ability to develop a Resistance to any power, element, energy source or what have you at CL1000 ability. Whenever he reaches 0 Health and Sh-0 Endurance whatever killed him becomes his newest addition to his evolution facter at +1CS of the effect. Example: If he dies because he can't breath in an Am ranked Argon atmosphere, he revives and gains the Mn ability to breathe Argon.

Equipment:
None

Talents: None

Contacts: None
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E

Enigma

Edward Nashton of the Antimatter Universe

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

Health: 90 Karma: 110
Resources: Ex Pop: 0

Known Powers:
Hyper-Invention: Mn ability to comprehend/design/repair technology

Equipment:
Staff: Rm material, Rm Blunt, Enigma carriers a staff that has the following abilities:
-Cold Iron Head: The head of the staff is wrapped in cold iron, allowing him to absorb magic attacks from Morgaine Le Fey
-Remote Control: The staff acts as a remote control for S.P.H.E.R.E.
Skull-Sigils: A crown that when placed on a victim’s head allows Enigma to control them with Am ability
S.P.H.E.R.E.: The Sub-Plasmic Heuro-Electrive Retribution Engine is a sphere-like device of Enigma’s design. It has the following power stunts:
-Body Armor: Rm protection vs. Physical and Energy
-Levitation: In
-Matter Disintegrator: Un ability to take apart a person molecule by molecule; however, he has not used this yet so it remains to be unseen
-Hologram Projector: Am
-Scanners: In radar/sonar/electrical systems to detect objects, radio waves, etc.
-Teleportation: Un ability to teleport to the Anti-Matter Universe
Idol-Head: Un material, The Idol-Head is Enigma's base of operations in the Antimatter Universe that orbits the Anti-Earth. It has the following:
-Sealed Systems: Provides air and artifical gravity
-Teleportation Systems: Un ability to teleport to Earth or the Earth in the Antimatter Universe

Talents: Engineering, Repair/Tinkering, Computers, Tumbling, Electronics, Leadership, Performer (Actor), Martial Arts B, C, Scholar (Puzzles and Riddles)

Contacts: Morgaine Le Fey, Despero (Formerly) Justice Underground
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Equus

F) Am50
A) Rm30
S) Mn75
E) Un100
R) Ty6
I) Ex20
P) Rm30

Health: 255 Karma: 56
Resources: Gd Pop: -5

Known Powers:
Cybernetics: Equus is a cybernetically enhanced individual whose cybernetics give him the following power stunts:
-Heightened Senses: Am
-Tracking: Mn
-Claws: CL1000 material, Mn Edge capable of cutting even Superman's skin
-Fangs: Am Edge to a grappled opponent.
-Healing Factor: 5 points per round
-Recovery: Un
-Infravision: Rm

Equipment:
None

Talents: Martial Arts B, C, Marksmanship, Guns, Stealth

Contacts: Mr. Orr
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Etrigan the Demon

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

Health: 195 Karma: 130
Resources: N/A Pop: -10

Known Powers:
Immortal: Doesn't age, cannot die
Cosmic Awareness: Mn, It enabled him to sense the presence of beings and objects in the universe that were somehow of importance to him for whatever reason
Claws: Am
Hyper-Leaping: Am
Regeneration: In
Magic: Able to do the following spells:
-Eldritch Blast: Mn
-Fire Generation: Am
-Mental Probe: Un, may only be used to learn what the target has experienced in the past, not what he is thinking.
-Precognition: Un
-Magic Power Simulation: Mn
Revert back to Jason Blood: Etrigan can change back into Jason Blood

Equipment:
None

Talents: Occult Lore, Mystic Background, Demonologist

Limitations: Etrigan always speaks in rhyming verses.

Contacts: Jason Blood, Hell
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F

Fallout

Neil Borman

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

Health: 50 Karma: 22
Resources: Gd Pop: -10

Known Powers:
Radioactivity Manipulation: After exposure to deadly radiation, Fallout's body constantly generates lethal radioactive energy sufficient enough to poison or kill any unshielded individual who remains in his presence for too long. He always gives off Mn radiation. Fallout has developed the following Power Stunts:
-Invulnerability to Radiation: CL1000

Equipment:
None

Talents: Radiation, Masonry

Contacts: None
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Felix Faust

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

Health: 52 Karma: 90
Resources: Rm Pop: -10

Known Powers:
Magic Senses: Rm
Socrery: Rm

Equipment:
None

Talents: Occult Lore, Mystic Background, Chemistry

Contacts: None
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Firefly

Garfield Lynns

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

Health: 46 Karma: 26
Resources: Gd Pop: -15

Known Powers:
Resistance to Pain: Firefly's nerve endings have been severed, allowing him to feel pain hours later

Equipment:
Body Armor: In protection vs. Fire and Heat, Rm protection vs. Energy
Air Supply: 3 hours
Flight Pack: Rm airspeed
Flame Thrower: In Fire, 2 areas

Talents: Explosives

Contacts: None
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G

Gorilla Grodd

F) In40
A) Rm30
S) Mn75
E) Am50
R) Am50
I) Ex20
P) Am50

Health: 195 Karma: 120
Resources: Ex Pop: -10

Known Powers:
Gorilla Physiology: Grodd is a gorilla from Gorilla City, whose very body gives him the following abilities:
-Body Armor: Ex protection vs. Physical and Energy
-Berserker: Able to avoid stuns and slams as well as psychic attacks. Must make a Yellow Psyche FEAT to come out off it.
-Climbing: In
-Feet: use as hands, +1CS wrestling
-Lightning Speed: Rm landspeed
-Balance: fall up to 30' without damage
-Leaping: Am
Hyper-Intelligence: Mn ability to comprehend/design/repair technology
Telepathy: Am, Grodd is able to perform the following power stunts:
-Mind Blast: Am
-Mind Scan: In
-Mind Control: Rm

Equipment:
None

Talents: Resist Domination, Wrestling, Repair/Tinkering, Leadership
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Granny Goodness

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

Health: 130 Karma: 90
Resources: N/A Pop: -25

Known Powers:
None

Equipment:
Body Armor: In protection vs. Physical amd Energy
Mega-Rod: In material, Rm Blunt attack, has the following abilities:
-Energy Blast: Am Energy, 10 areas
Happiness Homes: Granny runs an orphanage called Happiness Home, which is a combination school, jail, and torture chamber. Special individuals would be sent to the dreaded Section Zero for Granny's personal attention. Her job is to indoctrinate the prisoners into the way of life on Apokolips.
Each week allow the heroes to plot and resolve one escape attempt. Cell walls are of Un material and locks and security systems are Mn. At the end of a week, Granny can make a single mental attack using her Psyche and incorporating her Training skill against the combined total of all the victim's Psyches. Success indicates the target has been indoctrinated and becomes a slave-like devotee of Darkseid.

Talents: Engineering, Melee Weapons, Martial Arts B, E, Psychology, Psychiatry, Torture Devices, Brainwashing, Training, Leadership

Contacts: Darkseid
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H

Harley Quinn

Harleen Francis Quinzel

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

Health: 72 Karma: 20
Resources: Ty Pop: -5

Known Powers:
Metabolic Resistance: Am resistance to Drugs, Toxins and Disease
Regeneration: Ty, 3 points/round

Equipment:
Spring Shoes: Gd leaping, 2 areas
Joy-Buzz Zapper: Rm Electrical damage, must be in contact
Gag Gun: In material, able to fire the following:
-Boxing Glove: Fires a fist for Ex concussive damage (heals at 2 pts/rd)
-Bola: Rm entrapment, Fires a batch of ropes with weighted ends to snare an opponent
-Bullets: Rm Shooting, or Ex to all in 1 area
Other gadgets as needed, generally from Ty to Rm abilities

Talents: Psychology, Crime, Acrobatics, Martial Arts A

Contacts: The Joker, Poison Ivy


Bud and Lou (Pet hyenas)

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

Health: 90 Karma: 8

Known Powers:
Teeth: Ex Edge
Claws: Ex Edge
Tracking: Rm
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Hellhound

Kai

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

Health: 100 Karma: 50
Resources: Gd Pop: -5

Known Powers:
None

Equipment:
Knives: Rm material, Ex Thrown Edge

Talents: Martial Arts A, B, E, Thrown Weapons, Acrobatics, Stealth, Training: (Dogs), Crime

Contacts: The Society

Hellhound's Dogs

F) Gd10
A) Gd10
S) Ty6
E) Ty6
R) Fb2
I) Fb2
P) Fb2

Health: 32

Known Powers:
Smell: Ex
Bite: Ex Edge
Claws: Ty Edge
Speed: Ty (3 areas/round)
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H.I.V.E. Agents

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

Health: 50 Karma: 18
Resources: Ty Pop: 0

Known Powers:
None

Equipment:
Body Armor: Ex protection vs. Physical and Energy
Plasma Rifle: Rm Force, 7 areas

Talents: Martial Arts A, E, Guns

Contacts: The H.I.V.E.
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Hook

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

Health: 42 Karma: 22
Resources: Gd Pop: 0

Known Powers:
None

Equipment:
Hook: In material, Gd Edge
Pistol: Ex material, Ty Shooting, 5 areas

Limitations:
The Hook on has his right hand.

Talents: Guns, Military

Contacts: League of Assassins
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I

Inertia
Kid Zoom

Thaddeus Thawne

F) Ex20
A) Mn75
S) Ty6
E) Rm30
R) Gd10
I) Ex20
P) Rm30

Health: 131 Karma: 60
Resources: Ty Pop: 20

Known Powers:
Hyper Speed: Sh-Z, Kid Zoom's powers are based on his speed. His movement is at Sh-Z airspeed, able to perform the following power stunts:
-Deliver 50 Ty blows in a round
-Kid Zoom moves so fast he is able to perform Extra Attacks with Sh-X ability.
-Multiple attacks that inflict up to Am damage to a target
-Resist Cold: Ex
-Air Walking: Up 90% inclines, up or down buildings with Un rank
-Water-Walking: Un
-Create Cyclones: Rm damage or Un stunning or slamming
-Phasing: Kid Zoom can vibrate his molecules so fast that he can 'phase' through objects of less than Un material. This destroys any inorganic object of less than Am material after he passes through it.
-Break Restraint: Un
-Spectrum Shifting: Kid Zoom can run so quickly as to cause light to begin to slow, and experience Red Shift. Which will allow them to view the lower spectrum of light that is normally invisible to the unaided human eye.
-One must make a Red FEAT to hit Inertia with anything other than an area effect or Psychic attack. If Kid Zoom is making multiple attacks against the same target the FEAT is reduced to Yellow.
-Increase Speed: Kid Zoom may increase speed to CL3000, however this requires and End. FEAT every 3 rounds or he passes out from the strain.
-Considered Un rank for Fighting for multiple attacks and evading.
-Considered Un rank for Agility for dodging and catching projectiles.
-Considered Un rank for Intuition for initiative.
-He may perceive any object's momentum as though it were 14cs slower than it's actual movement speed, like arrows and bullet sized objects appear moving at 5 m/ph
-Kid Zoom is considered to have Mn Endurance for movement and tiring purposes.
Total Recall: Unusually for super-speedsters, he remembers everything he reads at speed with Am recall and although the application is somewhat lacking, he is at least undeniably knowledgeable.

Equipment:
Costume: Rm protection vs. Heat and Cold, Ex protection vs. Physical and Edge

Talents: None

Contacts: Titans East
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J

Jack of Diamonds

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

Health: 60 Karma: 40
Resources: Gd Pop: -10

Known Powers:
None

Equipment:
Throwing Cards: In material, Rm Thrown Edge
Assault Rifle: Gd Shooting, 7 areas
Flying Card: The personal vehicle of any members of the Royal Flush Gang. It has the following stats:
-Control: Am
-Speed: Gd airspeed
-Body: Rm
-Protection: N/A

Talents: Acrobatics, Martial Arts A, C, Thief, Crime

Contacts: Royal Flush Gang
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Jack of Spades

Robert Danforth

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

Health: 90 Karma: 50
Resources: Gd Pop: -10

Known Powers:
Heat Vision: Fires from his left eye, In Energy, 10 areas

Equipment:
Sword: In material, Rm Edge
Flying Card: The personal vehicle of any members of the Royal Flush Gang. It has the following stats:
-Control: Am
-Speed: Gd airspeed
-Body: Rm
-Protection: N/A

Talents: Acrobatics, Swordsman, Martial Arts B, E

Contacts: Royal Flush Gang
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The Joker

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

Health: 56 Karma: 130
Resources: Gd Pop: -20

Known Powers:
Maniacal Strength: When Joker goes really nuts, his Physical stats change to S) Ex20 E) Rm30. His health also goes up to 106 points

Equipment:
Tommy Gun: Rm Shooting, 7 areas
Electrocuting Joy Buzzer: Mn Electrical shock, on contact
Acid-Spewing Boutonier: Am Corrosive, 1 area range
Joker Venom: Am Poison, Kills within 24 hours, drives a person insane and left with the Joker's grin on their face, Target must make a Am End FEAT vs. death! Used in fish only
Joker Juice: Am Mind Control, Drives a person insane with the Joker's grin on their face, Target must make a Am End FEAT vs. mind control

Talents: Crime, Martial Arts B, Marksmanship

Contacts: Harley Quinn, Injustice League, International Club of Villains
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