Jab's RoninArmy Build Dump

Where in all of your character write ups will go.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

NEW BUILDS:
* Once again, it's time to grab a random pile of names from the list of guys I've never statted, and move towards completing the Marvel Universe! 99% of these losers are completely-obscure:

Ones I've Seen:
Space Phantoms ('60s Shapeshifters)
The Hood (Bendis' Pet Villain)
The Black Knight (Sir Percy)
The Russian (Iconic Punisher baddie)
Carlos Lobo (Wolverine foe, Werewolf)
Mys-Tech (Marvel UK Evil Organization)
Ogun (Wolverine's old nemesis)

Ones I've Heard Of:
Jonas Harrow
Frankenstein's Monster
The Time Variance Authority

Ones I've Never Heard Of:
Southpaw
Urthona
Persuader
Naga
Xorr
Asbestos Lady
The Wildboys
Washout
Videoman
Solarman
Yeti (Inhuman/First Line member)
Virago (Evil Conqueror with She-Beast form)
Star Lord (not Peter Quill)
Wyre
Queen
Vegas
Humanity's Last Stand
Lunatik
Deathweb
Huntarr
Danger-Man
Occult
Lady Night



THE YETI I
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #99 (June 1970)
Role: Wildman
Group Affiliations: The Inhumans, The First Line
PL 10 (133)
STRENGTH
11/13 STAMINA 11/13 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE -1

Skills:
Athletics 2 (+8)
Expertise (Survival) 8 (+10)
Insight 3 (+5)
Intimidation 10 (+9)
Perception 6 (+8)
Ranged Attack (Rocks) 5 (+5)
Stealth 14 (+13 Size)

Advantages:
All-Out Attack, Diehard, Fast Grab, Fearless, Hide In Plain Sight, Improved Critical (Unarmed), Improved Hold, Power Attack, Startle, Ultimate Stealth Check

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]
"Ape Strength & Long Arms" Strength-Damage +2 (Feats: Reach) [3]
Enhanced Stealth 4 (Flaws: Limited to Wintry Environments) [1]
Movement 1 (Environmental Adaptation- Winter) [2]
Immunity 1 (Aging) [1]

Concealment (All Visual Senses) 4 (Extras: Action- Reaction) (Flaws: Limited to Recording Devices, Limited to Crap-Ass Grainy Footage) [4]

"Unstoppable Rage"
Enhanced Strength 2 [4]
Enhanced Stamina 2 [4]

Offense:
Unarmed +7 (+11 Damage, DC 26)
Raging +7 (+13 Damage, DC 28)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11 (+13 Raging), Fortitude +11 (+13 Raging), Will +5

Complications:
Responsibility (Rage)- The Yeti finds it hard to calm down once he sets off on his rages. Only looking at pretty things can sometimes calm him.

Total: Abilities: 64 / Skills: 48--24 / Advantages: 10 / Powers: 27 / Defenses: 8 (133)

-The Yeti is a rarely-seen character who turned out to be an Inhuman who'd left Attilan and was unable to find it's Himalayan home- he ends up being the basis for the legend of the wildman of the mountains. He faced the Fantastic Four, Havok & Polaris, and was retconned into being a member of the First Line in the 1950s, quitting the team in shame after losing his temper. He is unrelated to the Yeti that was a member of Weapon: PRIME.

GROO THE WANDERER
Created By:
Sergio Aragones
First Appearance: Destroyer Duck #1 (May 1982)
Role: Conan Parody
Group Affiliations: Various Armies
PL 10 (84)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 14 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Athletics 6 (+10)
Intimidation 6 (+4)

Advantages:
All-Out Attack, Chokehold, Diehard, Equipment 2 (Twin Katanas +3- Split, Improved Critical, Penetrating 5), Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Critical (Sword) 2, Improved Initiative, Power Attack, Ranged Attack 5, Startle, Takedown 2

Offense:
Unarmed +14 (+4 Damage, DC 19)
Twin Katanas +14 (+7 Damage, DC 22)
Initiative +7

Defenses:
Dodge +12 (DC 22), Parry +14 (DC 24), Toughness +5, Fortitude +7, Will +5

Complications:
Motivation (Getting Into "Frays")- Groo loves nothing more than to wade into large groups of men and kill everyone. He is so battle-hungry that he tends to jump into melee without properly assessing who is fighting whom, why, and which side he's actually on.
Responsibility (Accident-Prone)- Merely stepping on a ship can cause it to sink.
Relationship (Chakaal)- Groo loves the beautiful swordswoman, though she finds him useful only as a warrior, and detests him otherwise.
Relationship (Queen Grooella)- Grooella hates her boorish brother, in part because he permanently ruined her hair.

Total: Abilities: 40 / Skills: 12--6 / Advantages: 20 / Powers: 0 / Defenses: 18 (84)

-Groo the Wanderer is something I've really more HEARD OF than SEEN- he's mentioned a fair bit in that ancient Marvel Bio-Book I own, to the point where I assumed he was a bigger Marvel star than he really was (the Marvel books I read as a kid often featured comments about him in the Soapbox Page, too). Groo himself is the Indie creation of Sergio Aragones, the most-famous and influential of the MAD Magazine comic strip makers, and is often written by Mark Evanier, Jack Kirby's old assistant and biographer (and well-known writer in his own right).
-Groo is a parody of the Sword & Sorcery Heroes that were popular in the 1970s, particularly Conan (then a Marvel license)- he's a giant idiot who's only good at swordfighting, and engages in slapstick adventures all over the world, most of which involve him directly and indirectly causing mayhem. His book has had a great deal of success- not really a mega-seller, but it's the longest-running Humor Comic in American history except for the Archie line (which has been running since the Golden Age), which is DEFINITELY saying something. It's also been passed around a LOT by various comic book companies- it's an original creation owned by Aragones, but Marvel licensed it out for a huge 120-issue run, ending only in 1994 when the Dark Age of Comics hit and the company crashed hard. This makes it one of VERY few Marvel titles featuring stars not directly owned by the company. It has since moved to Image and then Dark Horse Comics, where it still resides (albeit in sparse shots here and there, as Aragones is quite old).
-Groo is an absolute terror in a "fray", but is absolutely useless at everything else- a classic bumbler who couldn't tie his own shoes (if he lived in a world where there were shoelaces to be tied). He's PL 9.5, meaning that despite being a goof (only 84 points at HIS level??), he's strong enough to be a REAL challenge for an established super-hero.

SOUTHPAW (Sasha Martin)
Created By:
Dan Slott & Paul Pelletier
First Appearance: She-Hulk #5 (July 2004)
Role: Young Sidekick
Group Affiliations: None
PL 9 (56)
STRENGTH
0/12 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Riff Raff/Street Rat) 4 (+4)
Insight 2 (+3)

Advantages:
Power Attack

Powers:
"Southpaw Gauntlet"
Snare 12 (Feats: Reach 2) (Flaws: Touch Range, Feedback) (14) -- [15]
AE: Enhanced Strength 12 (Flaws: Limited to Left Arm) (12)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Gauntlet +6 (+12 Damage, DC 27)
Snare +6 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +4

Complications:
Motivation (Causing Trouble)- Southpaw had a rough childhood before she discovered an alien weapon- she usually uses her powers for her own benefit.

Total: Abilities: 28 / Skills: 6--3 / Advantages: 1 / Powers: 15 / Defenses: 9 (56)

-Southpaw debuted in Dan Slott's She-Hulk book, starting out as a super-powered petty thief with a permanently-attached gauntlet weapon, but ending up as Jen's ally and sidekick through a handful of adventures. Her run appears to have been pretty short, but one potential future shows her as a lawyer in her own right. She's a good example of an amteur hitting a high PL because of vast power- she's at least Class 100, and was shown fighting off the New Warriors in her debut. Her Gauntlet allows him Limited Super-Strength and a powerful Snare (though attacks against it can hurt her- a rare example of the Feedback Flaw).
-This is another example of something that's been bothering me lately- plenty of modern characters are good CHARACTERS (though I've never read a "Southpaw" appearance), but boy howdy do they ever have limited statlines. Marvel has been pretty good at actual characterization for the newbies so far, but for actual, appreciable "showings" that give you stats? There's really nothing to go on. A ton of Marvel characters from the past 10-15 years are this kind of "Vaguely-Powerful, Nothing Else to Go On" build. I may just have to put a halt to doing builds of characters past a certain point :).


HOLLY-ANN EMBER
Created By:
David Michelinie & Greg LaRocque
First Appearance: Marvel Graphic Novel #16 (Sept. 1985)

-Holly-Ann is a one-shot character who appeared in one of the Marvel Graphic Novels (why don't they DO that anymore? That seemed like a good idea if you had a longer story and didn't want to do a solo book). She's a little girl whose town is endangered by A.I.M. (their boss shuts off the town from the outside world all Under the Dome style thanks to an invisible force field, causing civil disorder and food shortages), and then her Mutant Powers manifest themselves. She Teleports four Marvel super-heroines to her side to rescue the town- this lends credence to the theory that "People develop the exact kind of Mutant Powers they need for any particular crisis". Holly-Ann's idols are The Wasp, She-Hulk, Storm and Tigra, and the four overthrow A.I.M. and their Giant Robot. Storm let the girl know that there was a special school for her type of people, but she was never seen again.
-"Teleport Others To Your Location" is actually a rather difficult power to set-up in M&M- it's basically a Summon, except you're affecting other P.C.s. You basically have to do a Teleport Attack with either a Perception or an Area Effect that covers the entire planet (!!), and is Selective. It's a really clunky kind of power to wield. Since Holly-Ann's a one-off, never being scene again, and is a little kid, I feel the need to leave it blank :).

THE BLACK KNIGHT I (Sir Percy of Scandia)
Created By:
Stan Lee & Joe Maneely
First Appearance: Black Knight #1 (May 1955)
Role: Background Villain
Group Affiliations: None
PL 9 (162)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Athletics 6 (+9)
Athletics 4 (+13) -- Flaws: Limited to Riding
Deception 5 (+8)
Expertise (Singing & Lute-Playing) 4 (+7)
Expertise (Medieval Knight) 9 (+11)
Insight 2 (+6)
Perception 2 (+6)

Advantages:
Accurate Attack, Close Attack 2, Equipment (Knight Stuff), Improved Critical (Sword), Improved Disarm, Improved Smash, Minion 3 (Horse), Ranged Attack 2, Takedown

Powers:
"The Ebony Blade" (Flaws: Easily Removable) [56]
Immunity 80 (All Damage) (80)
Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 8) (13)
-- (93 points)

"Ensorcerelled Armor" (Flaws: Removable) [10]
Protection 5 (Extras: Impervious 7) (12 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Ebony Blade +10 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+9 Armor), Fortitude +5, Will +7

Complications:
Enemy (Mordred)- King Arthur's evil nephew is the Black Knight's arch-enemy.
Secret (Identity)- Sir Percy pretends to be an incompetent, clumsy night by day.
Power Loss (Similar Weapons)- Sir Percy's abilities will not work against weapons made from the same meteorite-based metal that makes up the Ebony Blade.

Total: Abilities: 60 / Skills: 30--15 / Advantages: 13 / Powers: 66 / Defenses: 8 (162)

-The original Black Knight is the star of an unlikely series from the mid-50s, a Stan Lee-written book that only lasted five years. It was probably inspired by the Knights of the Round Table movie from a couple years earlier, or the popular Prince Valiant comic strip (remember, this was back when comic strips were a HUGE deal), which itself inspired a film one year before Sir Percy appeared. He would gain mention ten years later, during the Silver Age of Comics, as his descendents Nathan Garrett, and then Dane Whitman, took on the mantle.
-Sir Percy is a tad obscure, but is basically a Superhero in Medieval times- he is recruited by Merlin to defend King Arthur's realm, and does so by adopting a double identity. He pretends to be incompetent, but then changes into the Black Knight. He is eventually killed by his arch-nemesis, Mordred the Evil- being stabbed in the back, before Mordred himself dies by Arthur's sword. Sir Percy's spirit has since appeared several times as a counsel for Dane Whitman- the modern Knight.
-Sir Percy wields a slightly different set-up than the other Black Knights- he's apparently invincible when wielding the Sword, which makes him WAY-overpowered, especially for a Swords & Sorcery setting. Better disarm him quickly...

DANGER MAN
Created By:
Dan Slott & Juan Bobillo
First Appearance: She-Hulk #2 (June 2004)
Role: Background Villain
Group Affiliations: None
PL 7 (88)
STRENGTH
11 STAMINA 12 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Safety Inspector) 4 (+5)

Advantages:
Ranged Attack 2

Powers:
Immunity 1 (Drowning) [1]
Senses 2 (Extended Hearing 2) [2]

Atomic Energy Blast 12 (24) -- [25]
AE: "Atomic Punch" Strength-Damage +1 (1)

Offense:
Unarmed +2 (+11 Damage, DC 26)
Atomic Punch +2 (+12 Damage, DC 27)
Atomic Blast +2 (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +12, Fortitude +12, Will +2

Complications:
Responsibility (Maximum Power)- Daniel cannot control his strength properly- he tends to use his full Strength's damage any time he does ANYTHING.

Total: Abilities: 52 / Skills: 4--2 / Advantages: 2 / Powers: 28 / Defenses: 4 (88)

-A safety inspector at the Roxxon Energy Corporation, Daniel Jermain fell into a vat of chemicals (how do you get more Standard Comic Book Origin than THAT?) and gained super-powers that quickly became more of a burden than a blessing. Unable to control his own strength, he hurt his wife and nearly wrecked his own house. Without insurance, he was quickly going to go broke... and so he decided to sue Roxxon via She-Hulk's law firm (Goodman, Lieber, Kurtzberg & Holliway)- he won $85 million. That's pretty much it for tangible appearances. He's a classic "Huge Power/No Experience" type of guy, hitting a very low PL despite his power.

SOLARMAN (Benjamin Tucker)
Created By:
David Oliphant, Stan Lee & Mike Zeck
First Appearance: Solarman #1 (Jan. 1989)
Role: Background Villain
Group Affiliations: None
PL 7 (88)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Art) 4 (+4)

Advantages:
Ranged Attack 2

Powers:
Immunity 10 (Life Support) [10]
Movement 1 (Space Travel 1) [2]
Flight 9 (1,000 mph) [18]
"Telemetry" Senses 1 (Direction Sense) [1]

Offense:
Unarmed +2 (+11 Damage, DC 26)
Atomic Punch +2 (+12 Damage, DC 27)
Atomic Blast +2 (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +12, Fortitude +12, Will +2

Complications:
Normal Identity/Power Loss (Ben Tucker)- Ben has 0s across the board for his physical stats. He also loses all of his powers at night, and requires a Wrist-Bracelet thing in order to transform.
Motivation (Becoming an Artist For Marvel Comics)

Total: Abilities: 52 / Skills: 4--2 / Advantages: 2 / Powers: 31 / Defenses: 4 (88)

-Now THIS is an obscure piece of comics trivia! Solarman is loosely based off of a character from an educational comic book (the origin and everything are COMPLETELY different), and was meant to be a cartoon character. Stan Lee & Mike Zeck were brought in to write a comic to advertise the character. However, the cartoon series failed to take off, and the book was cancelled after only two issues- a flop (and yet another example of a failed post-Silver Age "Stan Lee Project". Ben gained super-powers from some alien thing, gained a Robot Helper named "Beepie", and lost his powers by nightfall. His costume looks like a low-rent version of Sun Boy's. As he is not a Marvel property, he's gone through a couple of potential resurrections outside of that company- one was announced fairly recently, but I don't know what happened to the one by Neal Adams and his son. Oddly, both "Race-Lifted" the character into a black guy.
-Ben is a teenager who gained super-powers, meaning he's a classic Rookie Hero, and quite unskilled.

VEGAS (Real Name Unknown)
Created By:
Karl Kesel & Carmine Di Giandomenico
First Appearance: Amazing Fantasy #13 (Dec. 2005)
Role: One-Shot Character
Group Affiliations: None
PL 7 (100)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 2 (+4)
Expertise (Criminal) 4 (+5)
Perception 2 (+4)
Stealth 2 (+5)

Advantages:
Equipment 2 (Guns), Ranged Attack 3

Powers:
"Steal Luck"
Luck Control 2 (Negates Hero Points, Force Re-Rolls) [6]
Enhanced Advantages 8: Luck 8 (Flaws: Source- Stolen Luck) [4]
"Indirect Harm" Damage 5 (Feats: Subtle 2, Variable- Any Kind of Damage 2) (Extras: Perception-Ranged +2) [19]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Guns +8 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +4

Complications:
Motivation (Killing the Renegades)- They are responsible for the death of his sister.

Total: Abilities: 50 / Skills: 12--6 / Advantages: 5 / Powers: 29 / Defenses: 10 (100)

-Vegas is a little-known former criminal who turned on his gang the Renegades when they forced him to aid them in finding his sister- a scientist who was working on a "Probability Generator". Naturally, the Generator exploded and gave him luck powers- Thinking his sister dead, he then took on a mission to slaughter his old gang. He has yet to reappear, as far as I can tell- the new Amazing Fantasy didn't fare all that well. We're unfortunately a bit too far removed from the era of "One-Shot Stories/Anthologies" doing well.
-I'm not quite sure as to how his powers work, but "Stealing Luck" seems like he's gaining Luck from Negating Others' abilities with the same- a Limited Advantage set up with Luck Control needing to be accomplished first. Then, there's an "Indirect Harm" thing, as it's seen that his powers can cause danger to others.

FRANKENSTEIN'S MONSTER (aka Frankenstein, Adam)
Created By:
Mary Shelly (original), Stan Lee & Joe Maneely (Atlas), Stan Lee & John Buscema (Marvel)
First Appearance: Frankenstein/The Modern Prometheus (1818- original), Menace #7 (Sept. 1953- Atlas), Silver Surfer #7 (Aug. 1969- Marvel)
Role: The Classic Monster Story, Innocent Victim
Group Affiliations: The Legion of the Unliving, The First Line, The Fearsome Four, The Howling Commandos
PL 9 (81)
STRENGTH
8 STAMINA 8 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Close Combat (Unarmed) 2 (+10)
Intimidation 10 (+8)
Perception 4 (+3)

Advantages:
Chokehold, Diehard, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Startle

Powers:
Regeneration 4 [4]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +8, Fortitude +10, Will +6

Complications:
Phobia ("Fire BAD!!")- The Monster suffers from an irrational fear of fire.
Involuntary Transformation (Suspended Animation)- The Monster will go into a state of suspended animation if placed in an extremely cold environment.

Total: Abilities: 40 / Skills: 16--8 / Advantages: 10 / Powers: 4 / Defenses: 19 (81)

-Naturally, a Public Domain creature like Frankenstein's Monster show up in regular comic books (there's nobody to pay for the idea! And the artist's descendents don't try to bring you to court!), and in this case, it sorta happened on a few occasions. He appeared in a 1950s Atlas Comics horror book (it was a HUGE genre back then, before Dr. Wertham killed it with The Seduction of the Innocent), and again in a Silver Surfer story, but appeared for SERIOUS in the 1970s, when Marvel tried the Horror Books in earnest. Initially taking place back in the 19th Century, the Monster was brought into modern times so that he could cross over with the other characters of the Marvel Universe (this was something the writers hated). Roy Thomas later pointed out that after a strong start, sales quickly dropped off, and it ran out of steam after eighteen issues. The creature has appeared a handful of times since then, though mostly in one-offs (I've certainly never read one of them).
-He shares an origin with his literary predecessor- a monster built from corpses by Victor Frankenstein. Unable to fit in with humanity, he kills several people and escapes to the arctic, where his creator dies. The creature is thought-dead... but Marvel brings him out of suspended animation in the 1890s, where he encounters Victor's descendent Vincent, who dies fighting him. Going into suspended animation again, the creature then revives in modern times- here, he is aided by VICTORIA Frankenstein. Here, he became a bit of a superhero, teaming up with the likes of Spider-Man & Iron Man, and fighting bad guys like the Dreadknight and Dracula himself. He also became an ally of Ulysses Bloodstone on several missions.
-He really doesn't appear much between the mid-70s and the past decade, where he's seen helping out Ulysses's daughter Elsa (though he's just called "Adam", it's pretty clear who it's supposed to be), then a clone of his joined S.H.I.E.L.D.'s Paranormal Containment Unit in another failed series, The Howling Commandos. He joined the Fearsome Four during Fear Itself, alongside Howard the Duck, Nighthawk & She-Hulk, stopping the Man-Thing's rampage. Having properly flogged the Giant-Sized Man-Thing, he is next seen attacking the Hellfire Club, after realizing that Victor Frankenstein's descendant lives on in the Club (who has created a large army of Monsters). Naturally, there is a SPECTACULAR amount of stuff online over just how much of this "counts", is the real Monster, or is just a clone (he appears on the First Line in The Lost Generation, for example, but isn't named).
-Frankenstein's Monster is a pretty simple PL 9 build- a super-strong grappler with little in the way of skills or non-fighting capabilities.

STARLORD (Sinjin Quarrel)
Created By:
Timothy Zahn & Dan Lawlis
First Appearance: Starlord #1 (Dec. 1996)
Role: Forgotten Legacy Character
Group Affiliations: None
PL 8 (121)
STRENGTH
3 STAMINA 5 AGILITY 4
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Space Hero) 2 (+4)
Insight 2 (+5)
Perception 2 (+5)
Technology 4 (+6)

Advantages:
Equipment 1 (Space Suit- Limited Life Support), Ranged Attack 4

Powers:
"Probiti: Low-End Telepathy"
Communication (Mental) 1 (Flaws: Limited to Within Physical Contact) [3]
Mind-Reading 8 (Flaws: Touch Range- 2) [4]
Comprehend 3 (Languages) [6]

"Element Gun" (Flaws: Easily Removable) [26]
Blast 8 (Feats: Variable 2- Earth, Air, Water, Fire) (18)
Create Earth or Water 8 (Feats: Innate) (Extras: Continuous) (25)
-- (43 points)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Element Gun +8 (+8 Ranged Damage, DC 23)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +6

Complications:
Enemy (Lawgiver Damyish)- Damyish rules the world that Sinjin now calls home.
Quirk (Element Gun)- The Gun works by teleporting material from a nearby world to his present location- if he uses it too often, he can throw a planet's ecological system out of whack.

Total: Abilities: 60 / Skills: 12--6 / Advantages: 5 / Powers: 39 / Defenses: 11 (121)

-This unknown "Starlord" debuted in the '90s, and was written by the Star Wars: Expanded Universe author Timothy Zahn. He was a psychic member of an alien race that was sent to a faraway world, where he was forced to fight evil. He discovered the sentient, crashed ship of the original Star-Lord, Peter Quill (then a totally un-used character). He has never been seen since Starlord was cancelled (it lasted a mere three issues), even after Quill became a major character in his own right. Seems like that'd be a fun little "Hey, remember--?" bit, like how the JSA book used a lot of guys like the Jared Stevens "Fate" and stuff.
-He's a standard-issue Sci-Fi Protagonist in a few ways, but also has a Sentient Shapeshifting Ship (named "Ship"- X-Factor had one too, but a different ship named "Ship"). He wields an odd "Element Gun" that teleports material from a nearby planet into the present location.

THE BLACK FOX I (Dr. Robert William Paine)
Created By:
Roger Stern & John Byrne
First Appearance: Marvel: The Lost Generation #12 (March 2000)
Role: Retcon Character
PL 7 (114)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 6 (+8)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+6)
Expertise (History) 6 (+10)
Expertise (Streetwise) 4 (+8)
Insight 2 (+6)
Intimidation 2 (+5)
Investigation 4 (+8)
Perception 2 (+6)
Stealth 4 (+8)
Technology 3 (+7)
Vehicles 2 (+7)

Advantages:
Fast Grab, Improved Critical, Equipment 12 (Radar-Invisible Jet- The Flying Fox), Ranged Attack 2

Offense:
Unarmed +10 (+2 Damage, DC 17)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Relationship (Miriam)- Paine's true love was killed by the vampire Nocturne.

Total: Abilities: 68 / Skills: 42--21 / Advantages: 16 / Powers: 0 / Defenses: 9 (114)

-The second (technically, the first) Black Fox was a guy from Marvel: The Lost Generation, a book meant to bridge the gap between the World War II heroes and the modern-day guys (less of an issue in the Silver Age, when only FIFTEEN YEARS OF TIME separated the two eras- now it's more than sixty and growing). Black Fox is an ex-soldier and scholar who fought in WWII and came out of retirement to help the "First Line" heroes against a Skrull invasion, which resulted in his death. He's your standard Learned Two-Fisted Adventurer and seems pretty-well to be a Batman knock-off. I don't imagine any of the Lost Generation guys are that elite.

LIBERTY GIRL (Beverly "Bev"- Last Name Unrevealed)
Created By:
Roger Stern & John Byrne
First Appearance: Marvel: The Lost Generation #4 (Nov. 2000)
Role: Retcon Character
Group Affiliations: The First Line
PL 7 (80)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 6 (+11)
Athletics 8 (+10)
Deception 2 (+5)
Insight 2 (+4)
Investigation 2 (+4)
Perception 2 (+4)

Advantages:
Agile Feint, Evasion

Offense:
Unarmed +8 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +5

Complications:
Motivation (Justice)

Total: Abilities: 58 / Skills: 22--11 / Advantages: 2 / Powers: 0 / Defenses: 9 (80)

-Another Lost Generation character, Beverly was "Liberty Girl"- a costumed acrobat active in the 1950s & '60s. She was mostly a backgrounder, helping out the Black Fox & Effigy, but was killed by an enemy called the "Chimera". Her death was quickly overshadowed by the assassination of President Kennedy one day later.

Other First Line Characters:
* I figured I'd finally get the rest of these nobodies out of the way- most of them were known from a tiny amount of panels, or had a minimum of characterization. As I've no plans to ever actually read Marvel: The Lost Generation (nothing personal to Stern & Byrne; it's just not a concept that interests me- I mean, a bunch of unknowns fighting Skrulls?).

WALKABOUT: Robot built by the Eternal Brain to house his consciousness.
MISTER JUSTICE (Timothy Carney): Yankee Clippper's brother- he was killed by a Skrull after being distracted by the arrival of someone wearing his brother's Time Travel Belt.
SUNSHINE (Autumn MacRae): A hippie-looking girl with the power to stun people unconscious with her "Glow". She married the superhero known as Cap'n Hip (formerly The Hipster- back when that was the name for the predecessors of the Hippie movement; not a modern-day appelation for "Young People I Don't Understand"). He was super-strong and had good Leaping ability, and the two were offered membership in the First Line, but did not accept, instead retiring and raising their daughter, who later became the Gadfly.
THE GADFLY (Truth MacRae): Sunshine & Cap'n Hip's Super-Agile daughter. She rejected her parents' hippie lifestyle, and even became a minor criminal in order to draw the attention of the Black Fox (a more-important Lost Generation character. She and Black Fox died in each other's arms during the Skrull Invasion.
FIREFALL: Standard "Fire Hero" set-up- Aura, Blast & Flight. It is unknown whether or not she survived the final battle against the Skrulls.
BLACKJACK: A former criminal turned hero, looking a bit like a purple recolor of Hal Jordan. He initially fought the Yankee Clipper, but switched sides when it turned out that the Skrulls were invading. He was killed by someone called Scimitar. He was a standard Bad-Ass Normal type of guy.
DOCTOR MIME: A mostly-unknown guy from the '80s. Nobody even knows his powers.
RIOT-ACT: She could fly.
REFLEX: Killed by the Skrulls- he had a "reverse-kinesis field" around him that would redirect the kinetic energy of things outwards.
FLATIRON (Russell: A black guy named Russell who built his own Powersuit. He was killed by the Skrulls.
RAPUNZEL: Prehensile Hair with a "Mesmerizing Shine" that could hypnotize some people (and was usually used to calm down the Yeti). Slightly-enhanced stats. Her hair would not "shrink back" when extended, and so she had to cut it off with little knives mounted on her wrists. She was killed under unrevealed circumstances before the rest of the First Line.
KATYUSHA (Anya): A Russian woman with flight powers. Joined the First Line in the 1960s after defecting to the U.S., having hooked up with the Black Fox. Her fate is unknown.
NOCTURNE: A dark-skinned alien-looking woman with Healing powers who debuted in the 1950s. She was on the team until their deaths fighting the Skrulls- healing too many people caused her to age too quickly, and she died. She also had limited Danger Sense and Emotion Detection powers.
SQUIRE: A guy in knightly armor, killed during the Skrull invasion. He was the son of the hero Templar (a little-seen guy in the same series).
REBOUND: Speedball-like leaping & bouncing powers. Her fate is unknown.
VULCAN: A Flying Blaster with an unknown fate; he joined the team in the 1970s.
POSITRON (Veronica): Like her paramour Blackjack, she was a villain before allying with the First Line against the Skrulls. She was killed by the Skrulls. She wore "Power Packs" on her legs that let her use Energy Blasts.
OXBOW (Sam Matonabbe): A Canadian Half-White/Half-Chippewa Archer with limited Super-Strength. He was in a relationship with the Eternal known as Pixie (one of his teammates), but was killed by the Skrulls.

THE APACHE KID (Alan Krandal, aka Aloysius Kane)
Created By:
John Buscema
First Appearance: Two-Gun Western #5 (Nov. 1950)
Role: Native American Hero
Group Affiliations: None
PL 7 (104)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 4 PRESENCE 3

Skills:
Athletics 6 (+11)
Deception 5 (+8)
Expertise (Cowboy) 6 (+8)
Expertise (Native American) 6 (+8)
Insight 2 (+6)
Intimidation 2 (+5)
Investigation 4 (+8)
Stealth 1 (+6)

Advantages:
Chokehold, Equipment 3 (Bow & Arrow, Tomahawk +1), Improved Aim, Improved Critical (Bow & Arrow), Minion 3 (Horse)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Tomahawk +10 (+4 Damage, DC 19)
Bow & Arrow +10 (+4 Ranged Damage, DC 19)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Relationship (Red Hawk- Adoptive Father)
Relationship (Captain Bill Gregory)- Bill is The Apache Kid's "White Brother" and ally.
Motivation (Justice)- Krandal fights savages of all races, not just the one.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 9 / Powers: 0 / Defenses: 8 (104)

-Named after a real-life renegade, the Apache Kid was one of Marvel's numerous attempts at cashing on on the Western craze in comics. He was a bit different, in that he was a white kid who was raised by the Apache chief Red Hawk, and did a modification of the old "Mighty Whitey" trope by acting like a white cowboy by day, then donning warpaint by nightfall to combat outlaws of both races. Unlike many other cowboy books, the "Indians" weren't just standard enemies (like Orcs in Dungeons & Dragons or something), but were evil just as often as the white men could be. The book was semi-successful, lasting for sixteen issues over six years (not bad for a '50s book from the then-Atlas Comics), but he eventually disappeared, showing up later only in reprints.
-The Apache Kid is more or less what happens when you take a typical Cowboy Hero and slap some Native American stuff onto him. PL 7 seems alright- he wasn't a major star or anything.

EVERY COWBOY HERO EVER
Created By:
Some Guys
First Appearance: Some Comic
Role: Cowboy Hero
Group Affiliations: None (most of the time)
PL 8 (105)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+6)
Close Combat (Unarmed) 2 (+9)
Deception 5 (+8)
Expertise (Cowboy) 6 (+7)
Insight 4 (+7)
Intimidation 2 (+5)
Investigation 5 (+8)
Perception 5 (+8)
Persuasion 2 (+5)
Ranged Combat (Pistol) 1 (+10)
Stealth 4 (+7)

Advantages:
Accurate Attack, Equipment 3 (Cowboy Gear), Improved Critical (Pistol), Improved Initiative, Quick Draw, Minion 3 (Horse), Ranged Attack 5, Tracking (Visual)

Equipment:
"Pair of Colt Pistols" Blast 5 (10) -- (11)
AE: "Lasso" Snare 4 (Feats: Reach 4) (Flaws: Touch Range, Limited to One Target) (8)
"Cowboy Gear" (2)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Colts +11 (+5 Ranged Damage, DC 20)
Lasso +7 (+4 Affliction, DC 14)
Initiative +7

Defenses:
Dodge +11 (DC 21), Parry +10 (DC 20), Toughness +3, Fortitude +6, Will +6

Complications:
Responsibility (Man Out of Time)- A time-travelling character, the Two-Gun Kid has been all over, and is usually unable to get home.

Total: Abilities: 52 / Skills: 40--20 / Advantages: 16 / Powers: 0 / Defenses: 17 (105)

-Among the many, MANY genres that were once extraordinarily popular, but are now mostly-dead, Western Comics have had tough going for decades now. Western Stories were popular even back in the late 1800s, thanks to traveling acts like Buffalo Bill's sideshow, along with various legendary figures like Wyatt Earp, Billy the Kid and others. Hell, the "Wild West" concept had gone into legend pretty much while it was still going on, to the point where people imagine the era to be a lot more violent than it actually was. The advent of Wild West MOVIES only furthered this, and while there were Western Comics as far back as the 1930s, things REALLY hit a peak in the '50s.
-Marvel's Publisher/Owner, Martin Goodman, was naturally right there to capitalize on it. Goodman, a HUGE skinflint who was always out to make a quick buck, was notorious for basically scrapping the entire line of comics at once, then declaring that every book the company published was now to be from some NEW fad genre. So in the '40s they had Superhero Books and Funny Animal Books, then there was Romance & True Crime, and in the 1950s, suddenly "Atlas Comics" (Goodman changed the name a bit, too) was in the Western Comics craze, inventing the Two-Gun Kid, Rawhide Kid, Outlaw Kid, Ringo Kid & Western Kid (you may notice a theme here) all within one calendar YEAR of each other! Now THAT is how you leap onto a trend!
-This is a reminder of how much more... BIG the comic book industry used to be, in terms of genres published by major-ish companies. Numerous genres were flying about all the time, with some going through peaks and valleys, and DC, Timely/Atlas/Marvel, Quality, Fawcett and others were all quick to try them ALL. It was a more free-wheeling era with lots of potentially-diverse stuff. The issue? All those old genres started dying off, one-by-one. SUPERHEROES actually died off for a chunk of the '50s but for a few hangers-on, but they came roaring back in the late 1950s thanks to DC's output. But the others? True Crime faded away. Horror, a HUGE genre in the '50s, died thanks to the Comic Book Code (formulated after The Seduction of the Innocent took aim at the lurid bylines of Horror & True Crime books. Funny Animal books died except for the Disney-related stuff, for the most part. Romance Comics died sometime in the 1960s. Western Comics became less and less popular as well, though some were still active in the '60s- few made it out of the 1970s alive, however. After a point, the entire industry consisted of two genres: Superhero Comics, and Teen Romance Comics (and the only one of THAT was Archie!).
-The fact that most of the other companies died didn't help matters, as now there was just a Big Two, and you weren't gonna see many genres come back now that they were a big, comfy duo. However, that wouldn't stop the occasional spurt (hee hee) of "Hey, let's try ____ Genre Comics again!"- after all, many of the old-school creators at Marvel & DC were once fans of, or workers on, those other genres. The 1970s saw Marvel reprint a lot of Western stuff, and try to bring back Horror in a big way, for example. Unfortunately... while Horror was successful for a bit (and is pretty big on the Indie scene now, especially if you include all of the "Zombie" stuff in genre), Westerns were basically dead and gone. Every attempt to bring them back has been, at-best, short-lived (this kind of goes along with Hollywood, which has very few popular Westerns anymore, either). The occasional comic will carry some genre elements (Preacher is basically a Western/Superhero Story Genre Mash-Up, with grotesque sex humor and excessive gore), but all of the Western heroes have become part of what BatgirlIII has described as "Characters from genres that nobody wants to read anymore". Your Jungle Adventurers (Ka-Zar), Space Romance Guys (Adam Strange) and Western Heroes among them.
-You'll see some small-scale stuff at the lower-end Indies, of course. And licenses are big business (-ish) for the Indies, so the occasional Western-themed license might do okay for a bit. And HORROR has certainly become big in cases like The Walking Dead. But for the most part, this is a Dead Horse Genre in the comic book industry, doomed to failure every time someone gets it in their head to replicate it. Major Comic Books in America just kind of became "Superhero Only" after a point, with only a few successful books breaking out of that mold. Does that mean it's not worth trying, and it will NEVER happen? MEHHHHHHHHHHHHHHHHHHHthat's iffy, but I still find it absurd every time someone tries to release a Western Comic from the Big Two. I just kind of chuckle and go "Really? Did it become 1955 again and nobody told me?"- it's like trying to resurrect Pogs or something nowadays. But Heaven knows we've seen weirder Genre Resurrections in Hollywood.
-Truth be told, though, it's not a genre that even remotely interests me. I've liked the occasional Western (Tombstone, Rango), and reading UP on the actual Wild West is quite entertaining, but I couldn't care less about the adventures of The Douchebag Kid and his horse Thunderbutt, fighting big bad outlaws and whomever the frig. So the Great Western Comics Revival of 2063 will have to become a thing without me, I'm afraid.
-Every Marvel Western Hero is fundamentally the same guy, with the occasional different statline. Most of them have almost cheekily the same name- somebody HAD to have made fun of this back in the day. This is like if the 1930s saw a horde of superheroes ONLY named "_____man", like Superman & Batman were joined not only by Hawkman & Doll-Man, but by Flashman, Robinman, Wonder Womanman, Captain Americaman, The Human Torchman, and Green Lantern-Man. Most are PL 8 (enough to be a high-end character in a "Wild West" setting, where most enemies are barely Mooks), but a couple are PL 7. I decide this difference based entirely off of how familiar I am with the character, and whether or not they were successful. Hey, Popularity Power is totally a thing.

THE OUTLAW KID (Lance Temple)- PL 8 (108): Expertise (Law) 6 (+8) [3]
Created By: Doug Wildey
First Appearance: The Outlaw Kid #1 (Sept. 1954)

-The Outlaw Kid, a later addition to the ranks, was an Old West Lawyer and Civil War veteran living on a ranch with his blinded father. He swore to his pappy never to take up a gun again, but found himself forced to in order to set things right on the fronteir. His series lasted for nineteen issues, ending in 1957. The book is apparently most-notable for providing an early example of the work of animation designer Doug Wildey's. During a 1970s revival (in the form of a book of reprints), his book was the most-popular, and when the original Wildey stuff ran out, they commissioned new stories by various others- sales soon dropped, and they began RE-reprinting Wildey's work! He reappeared in a 2000-era Blaze of Glory series, under John Ostrander- here, a grim 'n' gritty Outlaw Kid develops a split personality over the guilt of his father dying from shock upon discovering his secret identity. He dies in the last issue.

THE MASKED RIDER (Jim Gardley)- PL 7 (102): Ranged Attack 3, Dodge +10 [-3]
Created By: Al Anders
First Appearance: Marvel Comics #1 (Oct. 1939)

-Among the oldest of the old-school, The Masked Rider (no really) was Timely Comics's first Western character, fighting lawlessness with his horse Lightning.

KID COLT I (Blaine Colt)- PL 8 (105):
Created By: Stan Lee & Pat Tumlinson
First Appearance: Kid Colt #1 (Aug. 1948)

-Now THIS guy had a crazy run- the longest-running cowboy character in American comic books, lasting for a THIRTY-ONE YEAR STRETCH (!!!) from 1948-1979 (though it should be noted the last thirteen years were mostly reprints). Wrongly-accused of murder, Blaine Colt (who killed his father's murderer in a fair gun battle) had gone on the run as an outlaw, and acted as a vigilante in order to restore his reputation. And yes- astonishingly, his tales lasted all the way through to the start of the Silver Age, being published alongside rookie acts like The Fantastic Four and Spider-Man. Keep in mind that back then, Marvel could only produce a handful of titles per month, as per their deal with DC Comics (who held their publishing rights)- Kid Cold must have been a big seller to even keep going!
-Colt appeared to die in Blaze of Glory, but this was revealed to have been a hoax, as he reappears as an elderly man in Skaar's sojourn into the Savage Land. A remake of sorts came out in 2009, written by Tom DeFalco, but it was just a one-shot.

CALEB HAMMER- PL 8 (105):
Created By: Peter B. Gillis & Jim Day
First Appearance: Marvel Premiere #54 (June 1980)

-A more-modern character, the gritty Caleb Hammer appeared in a one-shot in 1980, and languished in obscurity until 2000's Blaze of Glory. He chases the outlaw Kid Colt, but joins his side when he learns that the kid is good, and avenges his murder at the hands of a bounty hunter. X-Force #37 features his death, via flashback- the External mutant known as Absalom was a wannabe gunfighter/outlaw in his day, and challenged the aged Hammer to a gunfight. The man shrugged him off and politely said no... and Absalom shot him in the back. He even admits now "That was not the way a man like Caleb Hammer was meant to die."

THE BLACK RIDER (Matthew "Doc" Masters, aka The Black Mask, The Cactus Kid)- PL 8 (108): Treatment 6 (+8) [3]
Created By: Syd Shores
First Appearance: All-Western Winners #2 (Winter 1948)

-One of the cooler names in the bunch is that of the Black Rider, who eventually took over the title, which received his own name. It changed back by issue #32, now called Gunsmoke Western. The Cactus Kid is a former outlaw who reforms after facing down a gang of killers- the governor of Texas, convinced that Masters has learned his lesson, pardons him if he agrees to go to medical school. Now "Doc" Masters was living as a town physician, but eventually donned a black mask to disguise his identity, so that he could fight outlaws without disclosing his shameful past to the townsfolk. He appears in a flashback helping out the Ancient One (back when he was probably just the Middle-Aged One), and got a one-shot in the 2000s written by Steve Englehart of all people.

THE RINGO KID (_____ Rand)- PL 8 (105):
Created By: Joe Maneely (unknown writer)
First Appearance: The Ringo Kid Western #1 (Aug. 1954)

-This guy only appeared for a couple of years in the mid-1950s, but was planned for a revival under Steve Englehart in the '70s (Englehart was big business back then, so Marvel kept giving him series to do- unfortunately, they decided to do more superheroes and less cowboys, and so it was axed). The Ringo Kid was half-white & half-Comanche (or Cheyenne- they switch a lot), treated as an outcast because he was a "half-breed". With his sidekick Dull Knife (one of his mother's people), he rode the horse Arab and fought injustice.

TEX TAYLOR- PL 7 (102): Ranged Attack 3, Dodge +10 [-3]
Created By: Syd Shores (unknown writer)
First Appearance: Wild West #1 (Spring 1948)

-Tex Taylor was the son of the best cattleman in the state of Texas, but when his father was murdered by the corrupt "Cattlemen's Protection League" after refusing their extortion attempt, he became a lawman, killing the men responsible. His book only lasted a couple of years, disappearing in 1950.

THE RAWHIDE KID (Johnny Bart, aka Johnny Clay)- PL 8 (105):
Created By: Stan Lee, Larry Lieber & Bob Brown
First Appearance: Rawhide Kid #1 (March 1955)

-The Rawhide Kid is one of Marvel's most well-known Western heroes- his initial series only lasted sixteen issues over a few years, but returned after another few in 1960, with a new persona. Rawhide was a short kid who took advantage of his foes' underestimation of him, and fought against various cheats & toughs over the years. The Atlas & Silver Age versions kind of "mesh" after a point. No less than Stan Lee & Jack Kirby were on this newer series, so you can imagine it became popular enough to last for a bit- Jack drew it until the very start of his new success drawing Marvel's new heroes. The book, in fact, lasted until 1973! A controversial mini-series came about in 2003, featuring the character reimagined as an gay man.

THE WESTERN KID (Tex Dawson)- PL 7 (102): Ranged Attack 3, Dodge +10 [-3]
Created By: John Romita (unknown writer)
First Appearance: The Western Kid #1 (Nov. 1954)

-Another 16-17 issue run went to the Western Kid (these numbers might seeem like a coincidence until you read about how publisher Martin Goodman would demand new books and cancel old ones all at once, based off of what was currently popular. He had a stallion named Whirlwind and a white German Shepherd named Lightning- he was a classic do-gooder adventurer.

SKULL THE SLAYER (James Scully)
Created By:
Marv Wolfman & Steve Gan
First Appearance: Skull the Slayer #1 (Aug. 1975)
Role: Forgotten Hero, Lost Adventurer
Group Affiliations: The Shock Troop
PL 9 (118)
STRENGTH
3/6 STAMINA 4/7 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 8 (+11, +14 Belt)
Deception 2 (+5)
Expertise (Soldier) 4 (+6)
Expertise (Survival) 9 (+11)
Insight 2 (+5)
Intimidation 3 (+6)
Perception 4 (+7)
Technology 2 (+4)
Vehicles 2 (+6)

Advantages:
Equipment 2 (Spears & Stuff), Fast Grab, Improved Critical (Primitive Weapons), Improved Initiative, Ranged Attack 5

Powers:
"The Scorpion Power Belt" (Flaws: Removable) [12]
Enhanced Strength 3 (6)
Enhanced Stamina 3 (6)
Enhanced Advantages 3: Diehard, Great Endurance, Power Attack (3)
-- (15 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Boosted Strength +10 (+6 Damage, DC 21)
Spears +10 (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+7 Belt), Fortitude +5 (+8 Belt), Will +6

Complications:
Motivation (Survival)
Relationship (Lee Forrester)- They fell in love in a modern story.

Total: Abilities: 66 / Skills: 36--18 / Advantages: 10 / Powers: 12 / Defenses: 12 (118)

-A week ago, I had never heard of this character- he was a complete unknown. Then I went searching for some of the numerous "S" names on my To-Do List, because some of their names piqued my curiosity. Among them, a guy named Slitherrogue. The internet had nothing on the guy, save one link to what was apparently an enemy of his- Skull the Slayer. Then, literally two days later, I opened one of my current Squadron Supreme comics and discovered, lo and behold, Skull the Slayer appearing as a side character! Then, a day or two later, Horsenhero made casual reference to him alongside Ulysses Bloodstone as old-school relic characters. All of that in literally a week- so who am I to deny the fates? Here's the Skull the Slayer build the fates apparently DEMANDED I create!
-Skull the Slayer was a failed "Lost Adventurer" book from the mid-70s, lasting only eight issues- unfortunately, despite being one of the oldest of the old school Pulp-style genres, it's rarely proven to be a moneymaker in more modern times (it didn't help that the book had three different writers over its short run). I think DC's The Warlord is the only similar kind of thing that was successful, and in his case, it was more of a Conan-inspired "Swords & Sorcery" book. He's your everyday "Soldier Fallen Through A Time Warp", via the Bermuda Triangle- he and three companions end up on an alternate Earth full of aliens, dinosaurs and primitive humans. Eventually, he is rescued by The Thing and aids Doctor Druid's "Shock Troop" of occult investigators (their allies? Sepulchre & The Living Mummy)- his "Scorpion Belt" soon starts warping his appearance, and he tries to remove it. At this point, he began going by "The Blazing Skull" (after the Golden Age hero), since he now appeared to be a glowing skeleton- eventually, Druid cures him.
-Always obscure, Skull runs off meeting guys like Quasar & Captain America (I would bet a hundred imaginary dollars I know who was writing), then Hawkeye. Later, he and Lee Forrester (a forgotten X-Men side-character) were trapped back on his Alternate Earth, and the Future Foundation had to come rescue them. He and Lee then fell in love, staying on that Earth together. A Skull the Slayer has reappeared in modern times, living on Weirdworld, from the Secret Wars storyline of Doom's Battleworld. He reappeared in Squadron Supreme, helping out Thundra & Hyperion on a Druid-controlled Weirdworld.
-Skull the Slayer is your everyday Soldier/Adventurer-type, albeit with a Magic Belt that enhances his stats. Usually it just affects his Strength & Stamina, but one time, he funneled its energy into explosive force (I'm calling that a one-off).

xxx

Acrobatics, Athletics, Close Combat (Type), Deception, Expertise (Acting, Art, Business, Carpentry, Cooking, Criminal, Current Events, Dance, History, Journalism, Law, Law Enforcement, Military,
Magic, Music, Philosophy/Theology, Politics, Pop Culture, Psychiatry, Science, Sociology), Insight, Intimidation, Investigation, Perception, Persuasion, Ranged Combat (Type), Sleight of Hand, Stealth, Technology, Treatment/Medicine, Vehicles

Accurate Attack, Agile Feint, All-Out Attack, Animal Empathy, Artificer, Assessment, Attractive, Beginner's Luck, Benefit, Chokehold, Close Attack, Connected, Contacts, Cunning Fighter, Damaging Escape, Daze (old Distract), Def.Attack. Def.Roll, Def.Strike, Def.Throw, Diehard, Eidetic Memory, Equipment, Evasion (R), Extraordinary Effort, Fascinate, Fast Grab, Fav. Environment, Fav. Foe, Fearless, Follow-Up Strike, Grab Finesse, Great Endurance, Hide in Plain Sight, Imp.Aim, Imp.Critical, Imp.Defense, Imp.Disarm, Imp.Grab, Imp.Initiative, Imp.Hold, Imp.Smash, Imp.Trip, Improvised Tools, Improvised Weapon, Inspire, Instant Up, Interpose, Inventor, Jack-of-All-Trades, Languages, Last Stand, Leadership, Luck, Minions, Move-By Action, Power Attack, Precise Attack (Ranged/Close,Cover/Conceal), Prone Fighting, Quick Draw, Ranged Attack, Redirect, Ritualist, Second Chance, Seize Initiative, Set-Up, Sidekick, Skill Mastery, Startle, Takedown, Taunt, Teamwork, Throwing Mastery, Tough, Tracking, Trance, Ultimate Effort, Uncanny Dodge, Weapon Bind, Weapon Break, Well-Informed, Withstand Damage

STR 0 (50 lbs.) ---- (Bald Eagle)
STR 1 (100 lbs.) ---- (Jean Grey, Sue Storm; Wolves)
STR 2 (200 lbs.) ---- (NPC Thugs, NPC Cop, Black Tom Cassidy, Base Doom/Kang) (DCA- Black Canary, Robin)
STR 3 (400 lbs.) ---- (Nightwing, Silver Samurai, Black Canary II, Razor Fist; Cougars) (DCA- Nightwing)
STR 4 (800 lbs.) ---- (Daredevil, Batman, Demona "Gargoyles"'; Chimpanzees, Jaguars) (DCA- Batman, Vandal)
STR 5 (1,600 lbs.) ---- HUMAN MAXIMUM (Captain America, Hudson "Gargoyles", Hawkman, Bugbears; Lions)

STR 6 (3,200 lbs.) ---- (Goliath "Gargoyles", Sabretooth; Horses, Gorillas, Anacondas, Black Bears, Tigers) (DCA- Gorillas)
STR 7 (3 tons) ---- (car, van, truck) ---- (Cyborg; Grizzlies, Gryphons, Rhinoceros, Styracosaurus, Ankylosaurus, Peak for Most Animals) (DCA- Cheetah)
STR 8 (6 tons) ---- (lear jet, subway car) ---- (Elephants, Triceratops, T-Rex)
STR 9 (12 tons) ---- (fighter jet, semi truck) ---- (Spider-Man, The Beast, The Blob)
STR 10 (25 tons) ---- (humpback whale) ---- (Kid Omni-Man) (DCA- Aquaman)

STR 11 (50 tons) ---- (tank, train) ---- (Rogue, The Immortal, Marvel's Ares)
STR 12 (100 tons) ---- (767, cargo jet) ---- (Most Super-Bricks: Colossus, King Kong, Baseline Hulk) (DCA- Humpback Whale, Powerhouse)
STR 13 (200 tons) ---- (747, fishing liner) ---- (DCAU Superman, The Thing, Dragon Man)
STR 14 (400 tons) ---- (drilling rig)
STR 15 (800 tons) ---- (small bridge) ---- (The Juggernaut, DCAU Darkseid, Mary Marvel/CM3, Invincible)

STR 16 (1,600 tons) ---- (destroyer) ---- (Legion Supergirl, The Abomination) (DCA- Wonder Woman)
STR 17 (3,200 tons) ---- (freight train, nuclear sub) ---- (Mon-El, PC Superboy, Omni-Man)
STR 18 (6,000 tons) ---- (cargo freighter- empty) ---- (Thunderstrike, Captain Marvel, Black Adam, Prof. Hulk, She-Ra, Samaritan) (DCA- Grundy)
STR 19 (12,000 tons) ---- (cruiser, loaded freighter) ---- (Thor, Superman, He-Man) (DCA- Black Adam, Superman)
STR 20 (25,000 tons) ---- (ocean liner, large bridge)

SPEED CHART:
2 mph (Normal Human), 4 mph (Speed 1), 8 mph (Speed 2), 16 mph (Speed 3), 30 mph (Speed 4), 60 mph (Speed 5), 120 mph (Speed 6), 250 mph (Speed 7), 500 mph (Speed 8), 1,000 mph (Speed 9), 2,000 mph (Speed 10), 4,000 mph (Speed 11), 8,000 mph (Speed 12), 16,000 mph (Speed 13), 32,000 mph (Speed 14), 64,000 mph (Speed 15), 125,000 mph (Speed 16), 250,000 mph (Speed 17), 500,000 mph (Speed 18), 1,000,000 mph (Speed 19), 2,000,000 mph (Speed 20)

(One Degree): Dazed (single action of own control), Entranced (stunned unless a threat is obvious), Fatigued/Hindered (half-speed), Impaired (-2 penalty), Vulnerable (half-defense)
(Two Degrees): Compelled (single action control), Defenseless (0 defense bonus), Disabled (-5 penalty), Exhausted (impaired/hindered), Immobile (no moving from spot), Prone (-5 close attack/hindered), Restrained (hindered/vulnerable), Stunned (no actions)
(Three Degrees): Asleep (defenseless/stunned/unaware), Controlled (all actions), Incapacitated (defenseless/stunned/unaware), Paralyzed (defenseless/immobile/stunned aside from mental actions), Transformed (altered traits), Unaware (unable to Percieve/Interact)

Attack Bonuses:
+6: Elite Wolves, Cassowaries, Komodo Dragons, Black Rhinos, Dolphins, Most Sharks,
+7: The Yeti, Worm, Jaguars, Dire Wolves, Smaller Bears (Black, Sloth), Terror Birds, Most Snakes (Constrictors & Vipers), White Rhinos, Gorillas, Great White Sharks, Megalodons, Thunderball, Stilt-Man, Bulldozer (Headbutt), Sasquatch
+8: Rusty & Skids, Boom-Boom/Meltdown, Siryn, Most of the Serpent Society (Coachwhip, Rock Python, Puff Adder, etc.), Blockbuster, G.W. Bridge, Grizzly IV, Most Big Cats (Lion, Leopard), Brown & Polar Bears, Haast's Eagles, Elephants, Killer Whales, The Wrecker, Piledriver, Titania, The Absorbing Man, Tony Stark
+9: The Thing, Karma, Rictor, Warpath, Copperhead, Short-Faced Bears, Crocodiles (In Water), Sperm Whale, Mister Hyde, The Gamecock, She-Hulk, James Rhodes,
+10: Harry Osborn, Fancy Dan, Hobgoblins, The Prowler, Sunspot, Cannonball, Asp, Black Mamba, Anaconda, Scalphunter, Harpoon, Arclight, The Wendigo, Sauron, Dragon Man, Zaran & Machete, The Beast, Julia Carpenter, Thor (Hammer), Hercules
+11: U.S. Agent, Vulture, The Lizard, Norman Osborn, Hammerhead, Mac Gargan, Tombstone, Spider-Girl (May), Callisto, Feral, Dani Moonstar, Shatterstar (Swords), Diamonback, King Cobra, Sabretooth (Unarmed), Jessica Drew, Luke Cage, Thor (Unarmed),
+12: The Puma, Kraven the Hunter, Black Cat, Callisto (Knife), Wolfsbane, Domino, Cable, The Punisher, Namor, Ares
+13: Bucky-Cap, Spider-Man, The Kingpin, Carnage, La Tarantula, Shatterstar (Unarmed), Sabretooth (Claws), Black Knight (sword)
+14: Black Widow, Silver Sable, Batroc the Leaper, Swordsman (Sword),
+16: Captain America

Damage:
+1: Kitty Pryde, Emma Frost (unarmed)
+2: Barracudas, Most Humans (200 lbs.)
+3: Black Widow, Iron Fist (standard attack), Rottweiler, Lynx, Eagles, Mandrills, Nighthawk, Night Thrasher (Unarmed)
+4: Daredevil, Mastiff, Wolves, Crossbones
+5: Standard Gun, Captain America, Bullseye (Objects/Adamantium Fists), Daredevil (Club), Hyenas, Eels, Rattlers, Stags, Chimps, Swarm, Red Skull
+6: Agent 13 (Gun), Black Widow (Bite), The Kingpin, Dire Wolf (Bite), Cougars/Leopards, Dolphins, Pythons, Horses, Elk, Orangutans
+7: Punisher, Cable & Domino's Rifles, Vermin, Jaguars, Lioness, Cobras, Gorillas, Spider-Girls, Black Knight (Sword)
+8: Spider-Man (Unarmed/Snare), Captain America (Shield), Wolverine (Claws), Lions, Black Bears, False Killer Whales, Bull Sharks, Anacondas, Terror Birds, Crocs, Moose, Bulls,
+9: Tigers, Brown/Polar Bears, Hammerheads, Colossal Squids, Salties, Irish Elk, Giraffes, Hippos, Black Rhinos, The Shocker, Titania I, Poundcakes
+10: Smilodons, Cave Bears, Great Whites, White Rhinos, Elephants, Killer Whales, Hydro Man, Piledriver's Fists, Texas Twister's Wind, Foxfire & Quagmire's Attacks, Gladiatrix
+11: Jack of Hearts (Blast), War Machine (Blasts), Mr. Hyde, Giant Snakes, Woolly Rhinos, King Kong, Dr. Octopus (Arms), Venom, The Lizard, Electro, Frenzy, Unuscione, Power Princess, Tiger Shark, Rogue, Stegosaurus' Thagomizer
+12: Iron Man (Blasts), Humpbacks, The Scorpion (Tail), Thunderball & Bulldozer's Weapons, Dr. Spectrum's Blasts
+13: Sperm Whales, Indricotherium, Namor, The Thing, Colossus, Ultron, The Mandarin's Area Attacks, T-Rex's Bite
+14: The Wrecker (Crowbar), Magneto's Blasts, Exodus' Blasts, Namor & Tiger Shark (in Water), Ultron's Attacks, Sasquatch, The Mandarin, Loki's Blasts
+15: Zeuglodons, Megalodons, Gilgamesh, Hulk (Baseline), Inertia's Blasts, The Executioner's Axe, Apocalypse
+16: Thor (Unarmed), Hercules, Giant-Man (Maximum Size), The Kraken, Redstone, The Abomination, The Juggernaut, Odin & Zeus (Unarmed), Air-Walker
+17: Hyperion, Ulik the Troll, Red Hulk, Fenris Wolf (Teeth), Red Shift
+18: Thor (Hammer), The Champion of the Universe, Black Bolt's Scream, Odin (Spear), Surtur & Ymir (Area Effects)
+19: King Caesar, Anguirus, Silver Surfer, Firelord, Nova, Stardust
+20: Hulk (maximum rage), Godzilla (Showa), Red Ronin, The Destroyer, Zeus (Thunderbolt), Terrax (Axe)
+21: Red Ronin's Blade, Odin (Blast)
+22: Godzilla (Showa- Breath Weapon), Godzilla (Heisei), The Destroyer (Blast), Morg (Blast)
+23: Jormungand, Morg (Axe)
+24: Godzilla (Heisei- Breath Weapon), Mechagodzilla (Showa- Weapons)
+25: Mechagodzilla (Heisei- Weapons), Space Godzilla (Breath Weapon), Jormungand (Breath)

Hello, so I've been reading through all your builds for help/inspiration and let me tell you... your build thread is amazing. I was hoping to get a bit of advice from you for one of my players on how you would put something together.
Thanks a lot!

The powers are tricky to figure out. First off, all of those stat boosts can be pretty simple: just Blast 10 (Flaws: Source- Energy) and stuff like that. -1 Flaws if it's any kind of energy, -2 if it's only one kind. Naturally, he'd need some kind of Immunity/Protection against Energy (perhaps Limited to Half-Effect or something, though Immunity 20 would cover it).

The "Insubstantial If He Uses Powers On Himself" thing is tricky, though. It's hard to imagine that being much of a Flaw or anything. HOWEVER, if he has the option to fuel his powers himself, then maybe put on a "Half-Flaw" instead of a full one for the "Source" requirement (essentially, a Flaw of a Flaw- he has the Source Flaw, BUT can forgo that, at the cost of potentially losing cohesion). Then, the Insubstantial would only have to be a Complication (Involuntary Transformation), like it would be for Wildfire of the Legion of Super-Heroes, since he can't touch the physical world.

His Powers might thus look like this:
Blast 10 (Flaws: Source -1/2) [15]
Regeneration 8 (Flaws: Source -1/2) [6]
OR, if you want to do it a different way, use it like this:
Blast 10 (Flaws: Source) (10) -- [11]
AE: Blast 10 (Flaws: Side-Effect- Goes Insubstantial After 2-3 Tries) (10)

Regeneration 8 (Flaws: Source) [4]
Regeneration 8 (Flaws: Side-Effect- Goes Insubstantial After 2-3 Tries) [4]

This way is a tiny bit cheaper, and effectively gives him two different options for each Power- the second version gives him his Source-Based Blast, AND his "Self-Powered" Blast- but the latter has the "Side-Effect" Flaw. It'd be a -2 Flaw if it happened all the time, but I think a -1 Flaw would work if it happens after a few.

Though if he has to consciously boost his healing processes, then "Healing" would be better than Regeneration. That depends on how he wants to do it, however.

Hopefully that helps!
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

ADAMANITUM
Created By:
Roy Thomas & Barry Windsor-Smith
First Appearance: The Avengers #66 (July 1969)
Role:[/b] Supposedly-Rare Super-Metal

-Adamantium is the virtually-indestructible made-up metal of the Marvel Universe, and easily the most-iconic example of this type of thing in fiction. Its first appearance in comics was thanks to the robot Ultron, who was made out of the stuff in order to become a bigger threat- an enemy that could under no circumstances be stopped by punching. The rarity and impervious nature of this material was in effect for decades, as typically only Ultron had any access to it. But when Wolverine was first revealed to have a metallic skeleton to go along with his claws, and then this was all revealed to be made of Adamantium, it sparked something. ESPECIALLY once Wolverine became the most-popular character in comics!
-Eventually, Wolverine would have to deal with Lady Deathstrike, who sported Adamantium Claws of her own. Various Captain America-style Shields would be made of it. Ultron's "bride" Alkhema was made of it. So was the robot T.E.S.S.-One. Hawkeye had one single Adamantium Arrow in his quiver. A few guys managed one-offs of the stuff. But I think the true sign of the floodgates having been opened was when THE CONSTRICTOR of all people started sporting an Adamantium set of Coils. Like... Wolverine used to be a RARITY. You could still pretend the stuff was hard to get when only a handful of important characters or a forgotten one-off or something had access to it. But THE CONSTRICTOR? The guy's a single level above Jobber, and can't beat anybody good. How in the hell did HE get access to Adamantium? And enough to build his ultra-long constricting coils!
-But while that was a sign of the floodgates, the sign of Stupidity Personified was when Wolverine's over-the-top, silly villain Cyber showed up sporting Adamantium SKIN. He was all "Haw-haw-haw I am so powerful now!", and even Young Jab was like "... no, that's stupid." At some point in the early to mid-'90s, Adamantium became so over-used (largely thanks to the popularity of Wolverine, who'd made it REALLY famous) that it stopped being special when a guy showed up with something made out of it. Much like Supermanalogues, Uber-High Power Levels, or whatever else there is out there, every new guy who shows up sporting it makes it a little less special for everyone else. It lost it's "Ooh, NEAT!" touch.
-Nowadays at Marvel, you're more likely to go "oh, ho-hum, another guy with Adamantium. Big deal." Friggin' Bullseye has bones laced with the stuff for NO REASON (they even ignored the whole "you get poisoned by Adamantium if you have bones made of it, and only Wolverine is immune thanks to his Healing Factor" side-thing they used to explain why nobody ELSE was lacing themselves with the stuff)- ANY metal could have done! BattleStar is carrying a Shield made of it, when he's the fifth-string Cap Sidekick.

Stuff in the Marvel Universe made of Adamantium:
Captain America's Shield (mixed with Vibranium with an unknown catalyst, though I've also heard that this is incorrect- constant repetition has more or less made it true, in any case)
BattleStar's Shield
Wolverine's Skeleton and Claws (in fact, after a point, THIS became the most-iconic use of Adamantium in comics)
Ultron's metallic shell
Alkhema's metallic shell
X-23's Claws
Doctor Octopus's Robotic Arms (note: one-shot for an Erik Larsen story)
Lady Deathstrike's Claws
Cyber's Skin & Claws
Sabretooth's Skeleton & Claws (note: only for a short while)
Bullseye's spinal column
Moon Knight's Crescent Blades and some other weapons
T.E.S.S.-One's metallic shell
Hammerhead's skull
Maverick's knife & some ammo
Hawkeye's Adamantium Arrow (usually a one-off)
Major Victory's containment suit
Constrictor's Coils
Deathlok's body parts (only a few)
Citizen V's Rapier
Dog Logan's Mace from the future
Agent Zero's combat knife & bullets
S.P.I.N. Tech de-powering darts' tips
Doom 2009's Suit
Swordsman's Blade edge
The Russian's body is threaded with it upon his resurrection
Stilt-Man's Armor (one-off)

Stats:
-Adamantium is, for all intents and purposes, invulnerable. Thor's mightiest strike with Mjolnir can only dent a small cylinder of the stuff, and even a bit can survive a direct hit from a nuclear weapon. A lesser form known as "Secondary Adamantium" is still extremely-durable, but much less so- Thor & Blastaar, for example, have destroyed objects of this material (during Ultron Unlimited, Thor going all-out was able to shatter Ultrons of this composition). Characters made of Adamantium have Toughness 19-21, and so much Impervious that you'd need +15 Damage at MINIMUM in order to damage it (and usually you're only damaging something inside them that's NOT invulnerable- only beings like The Molecule Man, The Beyonder or the wielder of the Infinity Gauntlet can break things like Captain America's Shield). Magneto and other metal-effecting characters can warp Adamantium, and "Antarctic Vibranium", an Anti-Metal, will destroy any metals around it, including pure Adamantium.
-Most guys with weapons made of it have the "Unbreakable" Feat added onto their Devices or a Feature: Unbreakable added to their Skeleton. Weapons made of Adamantium typically do 1-2 ranks more damage than standard-issue weapons of the same type.

Ultron's Body is as such:
"Adamantium Body" Protection 21 (Extras: Impervious 31) [52]

Alkhema's is slightly-weaker, largely due to having less protective stuff guarding her vulnerable innards:
"Adamantium Body" Protection 18 (Extras: Impervious 29) [47]

Other Impervious Metals:
-The Gods of Marvel are known to use certain elements like Adamantine or Uru for their weapons- this functions much the same as Adamantium, but often involves Magic in various quantities.

VIBRANIUM
Created By:
Stan Lee & John Romita
First Appearance: Daredevil #13 (Feb. 1966)
Role:[/b] Metal Macguffin

-Vibranium was initially introduced in a Daredevil issue, and had properties later explained as "Anti-Metal". Proper Vibranium became a thing in the Fantastic Four issue that introduced The Black Panther, as it was the central cog around which all of Wakanda, a hyper-advanced civilization in Africa, turned. This Vibranium could "Absorb Sound", and was thus a big target of Klaw, the "Master" of that concept. It's generally used whenever Adamantium isn't- an "indestructible" metal that absorbs vibrations of ALL kinds (not just sound), which makes it nigh-impervious to harm. In modern times, T'Challa would render all Vibranium inert after Doctor Doom gained access to Wakanda's entire supply.

Stuff in the Marvel Universe made of Vibranium:
U.S. Agent's various Shields
Captain America's Shield is part-Vibranium, part-Adamantium
Captain America's replacement Shield as "The Captain"
Hawkeye's "Vibration-Deadening" Arrow
The Constrictor's Coils are either this or Adamantium (the Vibranium version deadens sound)
The Young X-Man Gentle's tattoos
Agent Zero's Vibranium-Weave Silent Armor
Misty Knight's Arm is made of the Anti-Metal type
Warpath's Twin Daggers
The Black Panther's Vibranium-Mesh uniform (stab-proof, but not slice-proof)
Avengers Tower's walls are Vibranium/Concrete

Stats:
-Generally not invulnerable- just highly-durable. It's just really, REALLY good Armor, often with Immunity (Falling Damage) or something like that.

Antarctic Vibranium/Anti-Metal:
Weaken (Extras: Area- Burst, Affects Objects Only +0) (Flaws: Limited to Metals) Linked to Damage (Extras: Area- Burst) (Flaws: Limited to Metals)

-This stuff is LETHAL to mechanical objects, and is notably one of the only things in the universe that can routinely wipe out Adamantium itself- the cimax of Avengers: Ultron Unlimited features Justice grabbing some from another mission, and it proves the edge the Avengers needed to beat an ARMY of Ultrons- the stuff vaporizes even the True Adamantium of the main Ultron himself. As such, the ranks of this kind of thing can be sky-high (enough to wipe out a Toughness 20+ target in a matter of rounds), and the effects far-reaching, depending on how much of the material is available.

SENTIENT COSMIC CUBES
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #79 (July 1966)
Role: Cosmic Being, Cosmic Macguffin
PL 19 (825)
STRENGTH
15 STAMINA -- AGILITY 1
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 4 PRESENCE 6

Skills:
Deception 6 (+12)
Expertise (Cosmic Lore) 10 (+17)
Expertise (Space Traveller) 10 (+17)
Insight 3 (+7)
Intimidation 6 (+12)
Perception 12 (+16)
Persuasion 4 (+10)
Technology 7 (+14)

Advantages:
Beginner's Luck, Diehard, Great Endurance, Improved Critical (Cosmic Blasts) 2, Last Stand, Power Attack, Ranged Attack 8, Well-Informed, Withstand Damage

Powers:
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 30 (Fortitude Effects) [30]
"Cosmic Necessity" Immortality 1 (1 month) [2]
Speed 2 (8 mph) [2]
Protection 24 (Extras: Impervious 25) [49]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 3) [6]
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) [7]
"Knows All Languages" Comprehend 4 (Languages 4) [8]

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 2 [2]

"Contains Massive Cosmic Energy"
"Titanic Damage I" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Burst +51, Penetrating 10) (496) -- [523]
AE: "Titanic Damage II" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Line +51, Penetrating 10) (496)
AE: "Titanic Damage III" Damage 18 (Extras: Area- 16,777,216,000 trillion miles Cone +51, Penetrating 10) (496)
Dynamic AE: "Cosmic Stream" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5) (98)
Dynamic AE: "Cosmic Burst" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5) (93)
Dynamic AE: "Cosmic Wave" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5) (93)
Dynamic AE: "Cosmic Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect, Penetrating 14) (76)
Dynamic AE: "All-Reaching Blast" Blast 19 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 14 (98)
AE: "Create Worlds" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Movable, Continuous) (121)
AE: "Molecular Transformation" Transform 14 (Anything to Anything) (Feats: Increased Mass 20) (Extras: Continuous) (92)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Alter Others 20 (Fort; Dazed/Stunned/Transformed Form or Mind) (Extras: Perception Range +2) (60)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Move Object 16 (Extras: Perception Range) (48)
AE: "Teleport Others" Teleport 15 (Feats: Increased Mass 5) (Extras: Attack, Perception Ranged +2) (80)
AE: "Drain Energy" Affliction 16 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (32)

Offense:
Unarmed +8 (+15 Damage, DC 30)
Cosmic Blast +12 (+26 Ranged Damage, DC 41)
Cosmic Area Attacks +19 (+19 Damage, DC 34)
Drain Energy -- (+16 Perception Ranged Affliction, DC 26)
All-Reaching Blast -- (+19 Perception Ranged Damage, DC 34)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +24 (+26 Force Field, +11 Impervious), Fortitude --, Will +15

Complications:
Power Loss (One Galaxy)- Cosmic Cubes are limited to one Galaxy in scope, so they cannot make changes in other galaxies. Not much of a weakness, but similarly-powered Cosmic Beings have a bit more of a scope.

Total: Abilities: 94 / Skills: 58--29 / Advantages: 17 / Powers: 663 / Defenses: 22 (825)

-The first Cosmic Cube seen in comics was created by A.I.M., and was used off-and-on in a few different comics over the years- The Red Skull and Thanos would be particularly-notable users. In the first story, the Skull stole it from A.I.M., and was only beaten when Captain America surrendered and asked to be the Skull's slave, then used the gloating villain's reaction to disarm him. Namor the Sub-Mariner located it (it had fallen into the ocean), temporarily going power-crazy, but he was eventually made to see reason. The Skull wins it back, but A.I.M. dissolves it into nothingness. It reformed, and was then used by Thanos in his quest to control the universe- willing himself to become all-powerful, he discards the "powerless" cube, only to have Captain Mar-Vell grab it and strip Thanos of his might.
-In the late '70s, it was used in a lot of Project: Pegasus stories- first being used by Victorious to create Jude the Entropic Man, and then to turn Wundarr into The Aquarian. A second Cube would be created on the Island of Exiles by a bunch of scientists (including Arnim Zola), empowering The Red Skull once again. The Skull's ally, The Hate-Monger (the living brain of ADOLPH HITLER) intended to put his mind into it, but unfortunately, the Cube was actually rather powerless, and Hitler was trapped forever.
-In 1983, it would be revealed that the Cubes were, in fact, evolving sentient beings- the original one became Kubik, who would appear to stop The Super-Adaptoid in an Avengers arc involving numerous robotic foes. Other Cubes were created by other civilizations (the one created by Skrulls turned into The Shaper of Worlds, who would begin training Kubik). A huge "F*** You" to Jim Shooter was formed in the revelation that The Beyonder was, in fact, an immature Cosmic Cube, which turned into the being Kosmos (who became KUBIK's student!). The Magus later uses five Cosmic Cubes from different universes during The Infinity War, but is undone when it's revealed that his Infinity Gauntlet in fact has a fake Reality Gem. The Goddess uses THIRTY Cosmic Cubes to form a "Cosmic Egg" in The Infinity Crusade- when the day is saved by Warlock & Thanos, they offer Mephisto (who was instrumental in the victory) a Cube in payment... but mention that he "didn't specify it had to be a FUNCTIONAL Cube".
-The second Cube is re-powered by a Hate-Monger-worshipping cult, leading to the Red Skull teaming up with SHARON CARTER, and the two rescue a then-dying Captain America- the end result was the Skull being vaporized along with the Cube. The Skull returned with the Cube's powers, but in a complicated story involving disguised Cosmic Beings and other things, everything was put back to normal. In modern times, it would be used as a Plot Device to both place The Red Skull's mind into Aleksander Lukin, and put Bucky Barnes' original personality into The Winter Soldier. A fragment of the original Cube is used by The Crusader during his brief career as well, and the entity D'Spayre attempts to use another, but is defeated by The Avengers.
-Cosmic Cubes are tremendously powerful devices, and the Sentient Cubes are even tougher (because you can't just break it with a Shield or knock it out of a dude's hand)- The Shaper of Worlds' awakening blew up a crapload of the Skrull Galaxy. Cubes are "Limited" to a puny single galaxy in scope of power (their "Titanic Damage" attack will wipe out only a portion of that, but since they can Teleport anywhere in Space at-will, they can do a few rounds of that to blow up everything in a couple hours :)). These are among the only Cosmics that can create entire WORLDS- it might take a while, but they can slowly make a planet (making the people living there would take a metric ton of ranks in Summon, so I'll leave that out so as to not break the system).

COSMIC CUBE (Flaws: Easily Removable) [381]
"Immortal Entity"
Regeneration 8 (Feats: Regrow Limbs) (9)
Speed 2 (8 mph) (2)
Flight 10 (2,000 mph) (20)
Movement 3 (Space Travel 3) (6)
Senses 7 (Detect Energy- Ranged 4, Acute, Analytical) (7)
"Knows All Languages" Comprehend 4 (Languages 4) (8)
Force Field 20 (Extras: Impervious 25) (45)
Enhanced Advantages 8: Beginner's Luck, Great Endurance, Improved Critical (Cosmic Blasts) 2, Last Stand, Power Attack, Well-Informed, Withstand Damage (8)

"Variable Size"
Features 5: Increased Mass 5 (5)
Elongation 2 (2)

"Contains Massive Cosmic Energy"
"Titanic Damage I" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Burst +51, Penetrating 10) (496) -- (523)
AE: "Titanic Damage II" Damage 18 (Extras: Area- 8,388,608,000 trillion miles Line +51, Penetrating 10) (496)
AE: "Titanic Damage III" Damage 18 (Extras: Area- 16,777,216,000 trillion miles Cone +51, Penetrating 10) (496)
Dynamic AE: "Cosmic Stream" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5) (98)
Dynamic AE: "Cosmic Burst" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5) (93)
Dynamic AE: "Cosmic Wave" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5) (93)
Dynamic AE: "Cosmic Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect, Penetrating 14) (76)
Dynamic AE: "All-Reaching Blast" Blast 19 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
Dynamic AE: Illusion 14 (Feats: Dynamic) (All Senses) (71)
Dynamic AE: Insubstantial 4 (Feats: Subtle 2) (22)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 14 (98)
AE: "Create Worlds" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Movable, Continuous) (121)
AE: "Molecular Transformation" Transform 14 (Anything to Anything) (Feats: Increased Mass 20) (Extras: Continuous) (92)
AE: Teleport 15 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (65)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Alter Others 20 (Fort; Dazed/Stunned/Transformed Form or Mind) (Extras: Perception Range +2) (60)
AE: Movement 6 (Dimensional Travel 3, Time Travel 3) (Feats: Increased Mass 5) (Extras: Attack) (23)
AE: Move Object 16 (Extras: Perception Range) (48)
AE: "Teleport Others" Teleport 15 (Feats: Increased Mass 5) (Extras: Attack, Perception Ranged +2) (80)
AE: "Drain Energy" Affliction 16 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (32)
-- (635 points)

The various Sentient Cubes are as follows:
KUBIK:
A newbie Sentient Cube trained by the Shaper of Worlds, and once defeated The Beyonder. He was the original Cosmic Cube from Tales of Suspense, becoming Kubik in Avengers #289 twenty years later. He aided The Avengers in fighting the all-powerful Super-Adaptoid (initially powered by a sliver of the Cube, and now copying Kubik's powers). He hasn't appeared in years.
KOSMOS: Kosmos is the formed body of The Beyonder & The Molecule Man, both revealed to have the parts of a shattered Cube. She became Kubik's student and lover. Their Cosmic Booty-Calls must be EPIC. Alas, she eventually went insane, and Thanos put her into a coma to save the universe. She died when her prison, The Kyln, was destroyed during Annihilation.
THE SHAPER OF WORLDS: The Shaper was created thousands of years ago by the Skrulls (I always thought it was weird that HUMANS had managed to make such a thing). His main problem is his appearance- which is a REALLY goofy mix of a White Skrull and a Purple Tank. The Shaper could only create & alter worlds with human imagination, because he had none of his own. This was after he'd somewhat settled down- an early issue was insanity from being used as a weapon of the Skrull Emperor for so long. One of John Byrne's more-odd ideas to retcon Spider-Man back to "the way he was when *I* was a kid!" was to have The Shaper appear as a literal Deux Ex Machina, allowing Peter to "go back" to his teen days living with Aunt May, thus ignoring tons of continuity and history. This never panned out.

THE ULTIMATE NULLIFIER
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #50 (May 1966)
Role:[/b] Deux Ex Machina

Device (Easily-Removable)- PL 40 (970 points):
"Demolish Huge Swaths" Damage 40 (Extras: Penetrating 15, Area- Huge-Ass Burst +40) (Flaws: Side-Effect- Works on Self Unless a DC 30 Will Save is Passed) (1,615) -- [1,616]
AE: "One-Shot Galactus" Blast 80 (Feats: Affects Insubstantial 2, Extended Range 20) (Extras: Penetrating 20) (Flaws: Side-Effect- Works on Self Unless a DC 30 Will Save is Passed) (122)

-The Ultimate Nullifier is the weapon used at the very last moment in the famous Coming of Galactus! story that is now considered the peak of Stan 'n' Jack's legendary Fantastic Four run (clocking in at a staggering THREE ISSUES- the '60s' equivalent of Avengers: Infinity). It was located by The Human Torch, with direction from The Watcher, and in a neat twist, wasn't some otherworldly Super-Cannon or anything- it was a tiny little thing that resembled a stapler. Fearing death, Galactus withdraws.
-This is KIND OF a Deus Ex Machina (generally considered a weak way for a writer to back themselves out of a corner), but felt somewhat appropriate, as it was a BIG quest on the part of the Torch (who, in the process of finding it, found a spacecraft the size of a SOLAR SYSTEM, and was so wiped out by his mission that he declared "We're like ants! ANTS!"), and a signifier of just how SMALL humanity really was in the grand scheme of things- the FF was barely able to fend off Galactus's MINIONS, much less the big guy himself (who barely seemed to notice they were there). The fact that The Watcher had to break his (now-easily-broken) Code of Non-Interference and basically pull Earth's fat out of the fire was kind of the POINT.
-Amazingly, the weapon does not reappear countless times over the years (like the Cosmic Cube did, for example)- it actually doesn't show up until The Infinity War, almost thirty years later! Quasar attempts to wipe out The Magus with it, but is himself nullified by the incomplete Infinity Gauntlet's reversing of the Nullifier's powers. Generally speaking, however, Galactus keeps it on his worldship, Taa II.
-The Nullifier itself is basically an Insta-Kill Cannon so powerful that it's actually rarely-used in the comics- its dramatic Flaw makes it near-suicidal for anyone to use. It can alternately wipe out a huge chunk of Space (and possibly Time itself) at 40 ranks of Damage, or shoot a single beam of DC 95 Damage (which is... slightly more than most super-heroes possess). It can absolutely take out a Cosmic Being in one hit, take out an entire planet, and even a whole SOLAR SYSTEM. It basically turns any character into a Dragon Ball Z character. The range on the thing is ludicrous, and it could even be Perception-Ranged Damage (which would make it a PL *80* device!).

THE SERPENT CROWN
Created By:
Roy Thomas & Marie Severin
First Appearance: Sub-Mariner #9 (Jan. 1969)
Role:[/b] Mind-Controlling Plot Device

Device (Removable)- PL 12+ (113 points):
Enhanced Strength 10 (20)
Enhanced Stamina 10 (20)

"Earthquake" Damage 12 (Extras: Area- 120ft. Burst +3) (48) -- (51)
AE: Move Object 16 (32)
AE: Illusion (Visual & Hearing) 12 (36)
AE: Mystical Blast 18 (Extras: Penetrating 8) (44)

Mind Control 12 (Extras: Continuous) (60)
-- (141 points)

-The Serpent Crown is the method by which Set, The Serpent God, interferes with the human world. His followers, The Serpent Men, allied with the Lemurians, enemies of Atlantis, created the Crown, creating The Great Cataclysm, which sank both continents beneath the seas. The Lemurian Emperor Naga rediscovers it, and ruled Lemuria for centuries (having turned everyone there green in the process). It later ended up in the hands of Paul "Destiny" Destine, who would become a foe of Namor. Namor HIMSELF would use the Crown to free his people from Set's control, exerting his own raw willpower against it. Viper uses it to control Roxxon Oil's President, and another universe's version is used to control The Squadron Supreme. It was central to the Atlantis Attacks Annual Event in the early '90s, and later got used by some regular guy who used it to take over all of Washington, D.C.
-The Crown itself is a high-level Device, allowing individuals to utilize various powers, as well as enhanced physicality. However, users generally always fall victim to the control of Set, who slowly transforms them into a green-skinned, reptilian creature.

THE INFINITY GEMS:
First Appearance:
The Power of Warlock #1 (Aug. 1972- Soul Gem), Marvel Team-Up #55 (March 1977- Power & Time Gems), Avengers Annual #7 (1977- Space, Mind & Reality Gems)
Role: Super Cosmic Macguffin, The Ultimate Weapon

-These are the fabled Gems of ultimate power, initially called The Soul Gems. They were initially add-ons to Adam Warlock and a few other characters, but finally Steve Englehart merged them together into the concept of Soul Gems, as the Elders of the Universe combined their power to attack Galactus. They failed, and Jim Starlin got the idea to rename them "Infinity Gems", and use them to tell his '90s Magnum Opus- "The Infinity Gauntlet" saga.
-The Gems were forged by the death of an ultimately-powerful being (probably the same one that was sort of Eternity in the universe before our own- the same that Galactus came from), and many beings simply wore them as ornamentation without fully-grasping their powers. The Elders of the Universe wore them (The Runner wielded the Space Gem to make him "The speediest damn thing in the universe!", The Champion increased his Power, and The Gardener used Time to make his plants grow to a certain point) for a while, until Thanos stole them one-by-one, allowing him to merge the Gems into one Gauntlet, giving him nigh-omnipotence.
-The individual Gems can be wielded by sentient beings as separate sets of Powers, but are often not given their full-effect by others.

ORANGE: THE TIME GEM:
The Time Gem (Flaws: Easily Removable) [155]
Enhanced Advantages 5: Improved Initiative 5 (5)
Immunity 3 (Time Effects, Aging) (3)
"Time Travel" Movement 3 (Time Travel 3) (6)

"Speed Up Time" Quickness 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Speed 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Advantages 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Dodge & Parry 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) (234) -- (244)
AE: "Speed Self Up" Quickness 20 Linked to Speed 20 (2,000,000 mph) (40)
AE: "Time Portal" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Portal +2) (22)
AE: "Send Through The Ages" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Attack 18, Perception Range +2 on 18 ranks) (70)
AE: "Age People & Objects" Weaken Toughness 22 (Extras: Affects Objects, Progressive +2, Ranged) (110)
AE: "Rapid Attack" Strength-Damage +0 (Extras: Multiattack 15, Affects Others 12, Area- 250ft. Burst +4 on 12 Ranks, Selective 12) (Flaws: Tiring) (87)
AE: "Age & De-Age Others" Affliction 20 (Fort; Impaired/Disabled/Transformed in Age) (Extras: Perception Range +2, Continuous +3) (120)
AE: "Slow Enemies" Affliction 18 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Area- 250ft. Burst +4, Selective) (Flaws: Instant Recovery) (126)
AE: "Slow Enemy" Affliction 18 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Perception Range +2, Selective) (Flaws: Instant Recovery) (90)
AE: "Return the Dead to Life" Healing 20 (Extras: Perception Range +2, Resurrection, Restorative, Energizing, Area- 60ft. +2, Selective) (200)
-- (257 points)

PURPLE: THE SPACE GEM:
The Space Gem (Flaws: Easily Removable) [173]
Enhanced Advantages 5: Improved Initiative 5 (5)
Movement 1 (Environmental Adaptation- Space) (2)
Immunity 3 (Time Effects, Aging) (3)
Movement 6 (Space Travel 3, Dimensional Travel 3) (6)

Flight 20 (2,000,000 mph) (40) -- (41)
AE: Speed 20 (2,000,000 mph) (20)

Teleport 20 (Feats: Change Direction & Velocity) (Extras: Extended, Easy, Accurate) Linked to Teleport 20 (Feats: Increased Mass 7- 3 tons) (Extras: Attack +0, Ranged 20, Easy, Extended, Accurate) (229) -- (231)
AE: Teleport 20 (Extras: Extended, Easy, Accurate, Portal +2, Increased Portal Size +4) (180)
AE: Movement 6 (Space Travel 3, Dimensional Travel 3) (Extras: Attack, Portal +2) (30)
AE: "Rapid Attack" Strength-Damage +0 (Extras: Multiattack 15, Affects Others 12, Area- 250ft. Burst +4 on 12 Ranks, Selective 12) (87)
AE: Remote Sensing 23 (Visual, Hearing) (32,000 miles) (Feats: Dimensional, Subtle) (71)
-- (288 points)

BLUE: THE MIND GEM:
The Mind Gem (Flaws: Easily Removable) [93]
"Telepathy" Mind-Reading 18 (Feats: Dynamic, Subtle) (Extras: Effortless, Cumulative, Sensory Link) Linked to Communication (Mental) 5 (Extras: Area, Selective) (122) -- (138)
Dynamic AE: Mind Control 18 (Feats: Dynamic) (73)
Dynamic AE: "Wide Area Control" Mind Control 12 (Feats: Dynamic) (Extras: Area- 500ft. Burst +5, Selective) (Flaws: Touch Range -2) (73)
Dynamic AE: "Telelocation" Senses 6 (Detect Minds- Ranged 5) (Feats: Dynamic) (7)
Dynamic AE: "Mental Stun" Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (57)
Dynamic AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (Flaws: Physical Body is Defenseless) (32)
Dynamic AE: "Focused Mental Blast" Damage 18 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (73)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 14 (Feats: Dynamic) (Extras: Selective) (Flaws: Resisted by Will) (70)
AE: "Area Mental Blast" Damage 12 (Extras: Area- 60ft. Burst +2, Selective, Will Save) (62)
AE: "Brainwashing" Affliction 18 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (72)

Quickness 10 (Flaws: Mental Tasks Only) (5)
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) (10)
-- (153 points)

YELLOW: THE REALITY GEM:
The Reality Gem (Flaws: Easily Removable) [173]
"Rearrange Molecules" Transform 18 (Anything to Anything) (Extras: Perception Range +2, Continuous) (144)
Variable (Any Cosmic) 20 (140) -- (143)
AE: "Fulfill Wishes" Create 18 (Feats: Innate) (Extras: Continuous) (55)
AE: "Warp Perception" Affliction 18 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Area- 120ft. Burst +3, Selective) (108)
AE: "Warp Others" Affliction 18 (Fort; Dazed/Stunned/Transformed) (Extras: Perception Range +2, Cumulative, Sustained +2) (108)
-- (287 points)

RED: THE POWER GEM:
The Power Gem (Flaws: Easily Removable) [114]
Enhanced Strength 20 (40)
Enhanced Stamina 20 (40)
Impervious Toughness 25 (25)
Variable (Any Cosmic) 12 (84) -- (85)
AE: "Boost Others' Powers" Variable (Others' Powers) 10 (Extras: Affects Others Only +0, Ranged) (80)
-- (190 points)

GREEN: THE SOUL GEM:
The Soul Gem (Flaws: Easily Removable) [139]
"Gateway to Pocket Universe" Movement 1 (Soul Dimension) (Extras: Attack 14, Perception Range +2) Linked to Affliction 17 (Will; Dazed/Stunned/Transformed to Soulless Husk) (Extras: Perception Range +2, Continuous +3) (136)
"Control Souls" Affliction 17 (Will; Dazed/Compelled/Transformed Personality) (Extras: Progressive +2, Perception Range +2) (85) -- (89)
AE: "Soul Blast" Blast 17 (Extras: Will Save) (51)
AE: Force Blast 16 (32)
AE: "Soul Reading" Mind-Reading 17 (Flaws: Limited to Natures of the Soul) (17)
AE: Communication (Mental/Soul) 3 (Extras: Area, Selective) (18)
Comprehend (Languages) 3 (6)
-- (231 points)

-The Six Infinity Gems cost between 80 & 112 points, for good reason. Possessing JUST ONE allowed most of the Elders of the Universe to possess near-unstoppable powers once they'd unlocked the secrets to them, and gathering just a couple made Thanos' life a LOT easier. For obvious reasons, avoid using these at all in your game, as they're TOTAL game-breakers, unless it's as a Plot Device. The Power Gem is toughest to really figure out, as it ostensibly makes someone a Powerhouse of elite capabilities, plus boosting regular powers, but it'd probably get cheaper if a more powerful guy (like The Champion) gained it.
-The individual Gems are freakishly powerful in their own right, making a fully-loaded character a PL 18 being in most cases. Most characters could never unleash the full power, though- the Power Gem was required for greater focus. But these are SCARY weapons- Reality can warp perceptions and beings, Power boosts you to ridiculous levels, Time & Space allow for Travel Attacks and various Super-Speed Feats, The Mind Gem renders you like Professor X times ten, as does the Soul Gem.

GOLD: THE EGO GEM:
This Gem just contains the sentience of "Nemesis", a Cosmic Being who is apparently the basis of the Gems' power. Though this was just for an Ultraverse crossover, and it hasn't appeared since. I doubt it's even in continuity anymore.

PINK: THE RHYTHM GEM:
The Rhythm Gem (Flaws: Easily Removable) [6]
Enhanced Skills 18: Expertise (Dancing) 18 (+xx) (9 points)
This Gem only existed in The Marvel Super-Hero Squad Show show with its Infinity Gauntlet storyline, though it was apparently a ruse created by Loki anyways. I don't think it really did anything, but enhanced Dancing is awesome.

THE INFINITY GAUNTLET (PL 30):
The Infinity Gauntlet (Flaws: Easily Removable) (Feats: Unbreakable) [2,509]

"Power Gem"
Enhanced Strength 30 (60)
Enhanced Stamina 30 (60)
Impervious Toughness 51 (51)
Features 1: Treats all Unbreakable Objects as Breakable (1)

"Space Gem"
"Speed Self Up" Quickness 20 Linked to Flight 20 (2,000,000 mph) (60) -- (61)
AE: Quickness 20 Linked to Speed 20 (2,000,000 mph) (40)
Enhanced Advantages 10: Improved Initiative 10 (10)
"All-Seeing" Remote Sensing 31 (Visual, Hearing) (8,192,000,000 miles) (Feats: Dynamic, Dimensional, Subtle) (Extras: Simultaneous) (127)
Movement 1 (Environmental Adaptation- Space) (2)

"Mind Gem"
Mind-Reading 30 (Feats: Dynamic, Subtle 2) (Extras: Sensory Link, Effortless) (123)
Communication (Mental) 5 (Feats: Dynamic, Subtle, Dimensional) (Extras: Area, Selective) (33)
Immunity 20 (Mental Effects) (20)

"Reality Gem"
"Restructure Reality" Transform 50 (Anything to Anything) (Feats: Increased Mass 30- Planets) (Extras: Continuous) (330)

"Time Gem"
Immunity 3 (Time Effects, Aging) (3)

"Soul Gem"
"Control Souls" Affliction 30 (Will; Dazed/Compelled/Transformed Personality) (Extras: Continuous +3, Perception Range +2) (180)

"Power Gem"
"Titanic Damage I" Damage 25 (Extras: Area- Burst +100, Selective, Penetrating 15) (2,565) -- (2,620)
AE: "Titanic Damage II" Damage 25 (Extras: Area- Line +100, Selective, Penetrating 15) (2,565)
AE: "Titanic Damage III" Damage 25 (Extras: Area- Cone +100, Selective, Penetrating 15) (2,565)
Dynamic AE: "Cosmic Stream" Damage 30 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- Line +50, Selective) (1,563)
Dynamic AE: "Cosmic Burst" Damage 30 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 2,000ft. Burst +50, Selective) (1,563)
Dynamic AE: "Cosmic Wave" Damage 30 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 4,000ft. Cone +50, Selective) (1,563)
Dynamic AE: "Cosmic Blast" Blast 50 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 20, Indirect 4, Penetrating 20) (147)
Dynamic AE: "All-Reaching Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (81)
Dynamic AE: Force Field +0 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (43)
"Mind Gem"
Dynamic AE: Concealment 10 (All Senses) (Feats: Dynamic) (Extras: Affects Others, Ranged) (41)
Dynamic AE: "Remove Powers" Affliction 17 (Fort; Impaired/Disabled/Transformed to Powerless) (Feats: Dynamic) (Extras: Perception Range +2) (52)
Dynamic AE: Mind Control 30 (Feats: Dynamic) (121)
Dynamic AE: "Wide Area Control" Mind Control 30 (Feats: Dynamic) (Extras: Area- +50 Burst, Selective) (Flaws: Touch Range -2) (1,500)
Dynamic AE: "Telelocation" Senses 41 (Detect Minds- Ranged 40) (Feats: Dynamic) (42)
Dynamic AE: "Mental Stun" Affliction 30 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (121)
Dynamic AE: "Focused Mental Blast" Damage 30 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (121)
Dynamic AE: "Mental Illusions" Illusion (All Senses) 30 (Feats: Dynamic) (Extras: Selective) (70)
AE: "Area Mental Blast" Damage 30 (Extras: Area- +50 Burst, Selective, Will Save) (1,590)
AE: "Brainwashing" Affliction 30 (Will; Dazed/Compelled/Transformed Thoughts & Memories) (Extras: Perception Range +2, Progressive +2) (150)
"Space Gem"
AE: Movement 6 (Space Travel 3, Dimensional Travel 3) (Extras: Portal +2, Portal Area +20) (144)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate, Easy) (110)
AE: Movement 9 (Dimensional Travel 3, Time Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 30, Area- 500ft. Burst +5 on 30 Ranks) (203)
AE: "Move The Stars Themselves" Move Object 40 (262,144,000,000 tons) (Extras: Perception Range) (120)
AE: "Teleport Others" Teleport 20 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (85)
AE: "Drain Energy" Affliction 30 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) (60)
AE: "Sense Energy" Senses 22 (Detect Energy- Ranged 17- 1,600 trillion miles, Acute & Analytical, Tracking) (22)
AE: "Sense Life" Senses 22 (Detect Life- Ranged 17- 1,600 trillion miles, Tracking) (22)
AE: "Snaps Fingers- Half the Universe Dies" Weaken Stamina 22 (Extras: Area- Burst +100, Selective) (2,244)
"Time Gem"
AE: "Speed Up Time" Quickness 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Speed 12 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Advantages 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) Linked to Enhanced Dodge & Parry 5 (Extras: Affects Others, Area- 120ft. Burst +3, Selective) (234)
AE: "Time Travel" Movement 3 (Time Travel 3) (6)
AE: "Time Portal" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Portal +2) (22)
AE: "Send Through The Ages" Movement 3 (Time Travel 3) (Feats: Increased Mass 10) (Extras: Attack 30, Perception Range +2 on 30 ranks) (106)
AE: "Age People & Objects" Weaken Toughness 30 (Extras: Affects Objects, Progressive +2, Ranged) (150)
AE: "Rapid Attack" Strength-Damage +0 (Extras: Multiattack 30, Affects Others 30, Area- 250ft. Burst +4 on 30 Ranks, Selective 30) (210)
AE: "Age & De-Age Others" Affliction 30 (Fort; Impaired/Disabled/Transformed in Age) (Extras: Perception Range +2, Continuous +3) (180)
AE: "Slow Enemies" Affliction 30 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Area- 250ft. Burst +4, Selective) (240)
AE: "Slow Enemy" Affliction 30 (Strength/Speed Rank; Dazed, Fatigued & Hindered/Stunned, Immobile & Defenseless/Incapacitated) (Extras: Extra Condition +2, Perception Range +2, Selective) (180)
AE: "Return the Dead to Life" Healing 20 (Extras: Perception Range +2, Resurrection, Restorative, Energizing, Area- 60ft. +2, Selective) (200)
"Reality Gem"
AE: "Fulfill Wishes" Create 50 (Feats: Innate, Increased Mass 20) (Extras: Continuous, Movable) (221)
AE: "Warp Perception" Affliction 30 (Fort; Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Area- Burst +50, Selective) (1,590)
AE: "Warp Others" Affliction 30 (Fort; Dazed/Stunned/Transformed) (Extras: Perception Range +2, Cumulative, Sustained +2) (180)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 60 (Extras: Free Action +2) (540)

"Summon Terraxia Or Other Super-Floozies" Summon 20 (Extras: Heroic +2, Controlled, Multiple Minions +18) (Extras: Variable +2) (500)
-- (4,181 points)

-The only real weakness a fully-loaded Gauntlet has is that it's still Removable- Thanos was undone when he took Eternity's place in the Cosmic Scale, leaving his mortal body lying comatose and letting Nebula snatch the Gauntlet away. At PL 30, the Gauntlet's wearer could handily defeat most of the Cosmic Beings (Thanos took a while to do it, but Nebula was even able to beat them with relative ease- it's established that this is an inevitable conclusion to such a battle), and answers only to The Living Tribunal.
-The sheer variety of powers here is pretty staggering, and goes into thousands of points- Thanos at one point killed half the population of the known universe (making sure that his father and Reed Richards were among those deceased) in one massive Area Effect (+100 oughta cover it- a Google check reveals this would extend beyond known space), beat all the Cosmic Beings, made himself all-powerful, willingly reduced himself to a paltry shadow of his true might to kill all Earth's heroes (and still managed to easily do it to almost everybody), and more. He can give himself any power he doesn't already possess here (Variable 60 allows for 300 points' worth of stuff), Transform Anything to Anything, Brainwash others or change their very Souls, Summon super-powered beings (because WHY NOT just throw a 500-point power on there for something he only did once, and with one character?), etc. Thanos with the Infinity Gauntlet (hell, The Gamecock with the Infinity GauntletOH MY GOD SOMEONE WRITE THAT STORY) would pretty much beat anybody else, ever.

THE STAR OF CAPISTAN
Created By:
Gerry Conway & Keith Giffen
First Appearance: The Defenders #26 (Dec. 1976)
Role: Mind-Controlling Plot Device

Device (Flaws: Removable, Side-Effect 2- Mind-Controlled by the Star)- PL 12 (39 points):
Mind Control 12 (Extras: Progressive +2, Area- 60ft. Burst +2) (96 points)

-The Star of Capistan was used in The Defenders, transforming the user into the "Red Rajah" and compelling the people around them to fight. It's purpose was to create discord and war, and it took control of Dr. Strange at one point. It's largely vanished since then, but in an odd bit, The Order had the Doctor use it instead of the Eye of Agamotto... but then vanished without an explanation, as Strange went back to the Eye. It's a standard Mind Control thingie, but is VERY cheap given that it comes with a nasty Side-Effect- you put it on, and it basically undoes your mind.

CEREBRO
Created By:
Stan Lee & Jack Kirby
First Appearance: The X-Men #7 (Sept. 1964)
Role: Mutant-Detecter

Equipment (Restricted to Telepaths):
Senses 10 (Detect Mutants- Extended 8, Acute) (10 points)

-Almost forgot about this one, duh. Cerebro (Spanish & Portuguese for "brain") is the famous Mutant-Detector of Charles Xavier, written in to basically explain... well, HOW they can tell mutants apart from standard-issue super-humans. It was initially just this helmet in a small room, until the X-Men movie absolutely knocked one OUT OF THE PARK by designing this amazing room with a bridge leading to a pod right in the middle. This sci-fi-awesomeness was quickly adopted by the comic book version, and rightly so.
-Cerebro is actually more Equipment than a Device (you're mostly helpless while using it, too), and only Telepaths can use the big version without suffering from psychic feedback. Kitty Pryde once modified a version that was usable to others, however, and various "Portable Cerebros" have been utilized- they're MUCH lower-power (typically only giving a direction and an identity, and the latter only when VERY close). At one point, it was made self-aware by the villain Bastion, and created a team called "The Cerebro X-Men" (the X-Men have a tendency to fight sentient versions of their own equipment. Did the Blackbird ever try to kill them?). A newer "Big Sister" version named Cerebra was also invented (because a character ended up using the name "Cerebro").

THE BOOK OF THE DARKHOLD
Created By:
Gerry Conway & Mike Ploog
First Appearance: Marvel Spotlight #4 (Jun 1972)
Role: Evil Book of Spells

Device (Feats: Unbreakable) (Easily-Removable)- (85 points):
Variable 20 (Any Power, Ever) (140 points)

-The Darkhold is the combined knowledge of the evil work and spells of Chthon, the Elder God. Indestructible and containing vast power, they've been a popular "Macguffin" for years, with various spellcasters all over the world attempting to gain control of its power. However, as CHTHON created it, he has his own plans, which usually involve controlling the minds of the Book's users, and corrupting good-hearted people to evil.
-The Darkhold was used by a Kull enemy- the sorcerer Thulsa Doom, and his followers used it to create Varnae, the First Vampire, after Doom's death. A Red Sonja foe named Zula was the next wielder, but also met his end- its pages were scattered throughout the world until Morgan Le Fay created a full "book" in Arthurian Times. It went through various hands until more-recent times, when Gregor Russoff read the origins of lycanthropy, and became afflicted with it himself- a curse he would pass to his descendent, Jack Russell (aka The Werewolf By Night). Eventually, various modern super-villains would compete for it- Dracula, Doctor Doom and Morgan Le Fay- The Darkhold Redeemers were formed to seek out the lost pages in an X-Files-like quirky series for Marvel's Midnight Sons line. It was once used to erase Vampires from the world (like, ALL Vampires), but that was undone at some point. The book has not been seen in a long time.
-The Darkhold takes the magical tendency of "doing anything, ever", and amplifies it by about FIFTY. Someone with the entire book could basically do almost whatever they wanted. Some people were able to use mere PAGES of it to become full-fledged Super-Villains.

OTHER OBJECTS:
There are literally HUNDREDS of examples of characters in the Marvel Universe who use Gear (just look at Iron Man's Rogues Gallery), so making separate entries is rather pointless, since I can just link to the builds.

Some notable examples:
The Bloodstone
* The Bloodgem is the combined form of all the Bloodstones- its full powers are unknown, but villains the world over have attempted to gain control of it.
The Crimson Gem of Cyttorak
The Ebony Blade
The Quantum Bands
The Moonstone
The Two Sphinxs' Ka Stone
The Scarlet Scarab
The Wand of Watoomb

The M'Kraan Crystal:
-A Cosmic Macguffin used in Claremont's X-Men series. It's a "Nexus of Realities", and using it allows you to enter any dimension you wish. And if the Crystal's stasis fields were broken, then the resulting blast would destroy the entire universe. So it would be a bad thing of the mad Emperor D'Ken of the Shi'ar managed to get a hold of it.

The Orb of Agamotto:
-Sits in Doctor Strange's Sanctum Sanctorum, and is used to peer into other dimensions.

The Book of the Vishanti:
-A good version of the Darkhold, which can only be used for defense. Written in Babylon millennia ago, and came into the possession of Yao (the future Ancient One, teacher of Doctor Strange). Was once stolen by Kaluu the Dark Sorcerer, but Strange regained it.

THE CASKET OF ANCIENT WINTERS
Created By:
Gerry Conway & Mike Ploog
First Appearance: Marvel Spotlight #4 (Jun 1972)
Role: Evil Book of Spells

Device (Feats: Unbreakable) (Easily-Removable)- (37 points):
Environment 20 (Extreme Cold 2, Impede Movement) (60 points)

-Norse Macguffin used by various bad guys to create eternal winters across the planet. Containing the Fimbulvinter of Ymir, King of the Frost Giants, it was also used by Surtur against Thor. Later, Malekith, King of the Dark Elves, used it against Asgard. Its colds are so mighty that they even felled FROST GIANTS (I guess that'd be a Power Loss Complication on their presumed Immunity to Cold Effects).

THE MURAMASA BLADE
Created By:
Chris Claremont & John Buscema
First Appearance: Wolverine #2 (Dec. 1988)
Role: Super-Sword

Device (Easily-Removable)- (23 points):
Strength-Damage +8 (Feats: Improved Critical 4) (Extras: Penetrating 12) Linked to Affliction 12 (Fort; Impaired/Disabled/Powerless) (Flaws: Limited to Healing Factors) (36) -- (37 points)
AE: "Refract Optic Blasts" Deflect 12 (Extras: Reflection) (24)

-The Muramasa Blade named for part of Japanese history- a legendary swordsmith named Muramasa was said to suffer from madness and an evil mind. This sickness ended up in the swords he created, and so they compelled the wielders to murderous acts and suicide.
-There are two versions in Marvel Comics- the first shares more or less the same origin as the real-world versions, and Wolverine used the weapon and quickly full under its murderous influence. Refusing in the end to kill The Silver Samurai and Jessica Drew, he overcame the sword's influence and threw it into a wall. The Samurai became the "new master" of the weapon... but the next writer forgot, and we never saw the weapon again.
-The second Muramasa Blade was ALSO created by Muramasa, who was now a contemporary figure who wanted to use Wolverine as an agent of destruction (Muramasa's wife had just died, and he hated the world). Made from a portion of Wolverine's soul, the Blade's primary function seems to be it's "Ultra-Killiness", as even HEALING FACTORS are known to falter before it. Wolverine later used the sword to kill Sabretooth via decapitation. It was broken during a fight with Daken, the son of Wolverine, who ran off with a small fragment and used THAT as a weapon. Omega Red was the next victim, being stabbed through the heart by Logan, who then buried the pieces of the blade elsewhere.
-The first Blade added to someone's Strength & Stamina, in addition to being very kill-y. The second is MUCH more dangerous to certain types, as it can prevent someone from healing.
Jabroniville
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Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

THE PLUNDERER (Parnival Plunderer)
Created By:
Stan Lee & Jack Kirby
First Appearance: Daredevil #12 (Feb. 1966)
Role: Jobber Villain
Group Affiliations: The Savage Land Tribes
PL 8 (143), PL 12 (143) to Metallic-Based Foes
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+7)
Athletics 7 (+10)
Deception 4 (+7)
Expertise (Science) 5 (+10)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 2 (+5)
Technology 6 (+11)
Vehicles 2 (+6)

Advantages:
Benefit 4 (Wealth), Equipment 3 (Villainous Gear), Improved Smash, Ranged Attack 6

Powers:
"Vibra-Ray Blaster" (Flaws: Easily-Removable) [26]
Weaken Toughness 14 (Extras: Ranged, Affects Objects Only +0) (Flaws: Limited to Metals) Linked to Blast 14 (Extras: Secondary Effect) (Flaws: Limited to Metals) (42 points)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Vibra-Ray +10 (+14 Ranged Damage & Weaken, DC 29 & 24)
Initiative +6

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +6

Complications:
Motivation (Greed)- His name is THE PLUNDERER. What do you expect?
Enemy (Ka-Zar & Shanna)- Parnival hates his brother, and often seeks to control the Savage Land's supply of Anti-Metal.

Total: Abilities: 76 / Skills: 32--16 / Advantages: 14 / Powers: 26 / Defenses: 11 (143)

-Weird- I've never statted this character before. Given that I've statted his brother Ka-Zar, and the fact that I did a big "Daredevil" run featuring a big look through all of his early issues, that's rather surprising. Parnival Plunder is the brother of the man who would become Ka-Zar, and, imagining his brother to be dead (he was lost in the Savage Land), set up a criminal empire based around Castle Plunder, their family's ancestral home. He clashed with Daredevil, and soon got revealed as Ka-Zar's brother- he was a rather minor villain, however, and pretty much just became "one of those guys", a Journeyman Villain who paraded himself around other books without much direction. He'd get most of his use any time Ka-Zar got his own book, and typically only showed up every 4-5 years or so. Between 1984 and 1997, he failed to appear in ANY comics!
-Many times, Parnival had proven obsessed with gaining the "Anti-Metal" of Antarctic Vibranium. Eventually, however, Marvel had seemingly-tired of him, and he was comically-shot in the head by The Punisher in an afterthought-gag ending during Civil War (Frank was on the Anti-Registration side, but refused to team up with villains). However, he would naturally reappear later, explaining that this dead Plunderer was in fact "my American representative". Sure thing. He appeared as part of a group in Heroes For Hire, being stopped by The Superior Spider-Man, and later shows up during AXIS, having turned good and now becoming a "Robin Hood"-style thief who gives to "starving orphans".
-The Plunderer is a pretty simple Gear-Based Villain, lacking much beyond a douchey costume and some high-tech gear that can vary based on the adventure. His best equipment is easily the "Vibra-Ray", using Antarctic Vibranium to destroy pretty much any metal in existence.

THE CONSPIRACY
Created By:
Doug Moench & Walt Simonson
First Appearance: The Rampaging Hulk #1 (Jan. 1977)
Role: Conspirators

-The Conspiracy was formed for The Rampaging Hulk, a black & white magazine-format series featuring the Hulk, meant for a more mature audience. They were four super-villains who intended to gain the Bloodstone, and therefore become even more powerful. They killed Ulysses Bloodstone, taking his fragment of the gem, but the combined Bloodstone ended up pulling their souls into itself. The gem then became a giant crystalline monster animated by The Exo-Mind (a "malevolent personality" within the gem). Ulysses, briefly resurrected by the residual energies casting about, sacrificed his life in order to stop the thing, and the members of The Conspiracy died. Only one, Centurius, has been shown to be alive.

-The membership of the group is pretty nuts, especially for a "mature readers" comic, unless they were deliberately trying to be weird to appeal to drug-using audiences.
Atlan- A sentient dolphin with "mystical powers". YUP, IT'S FOR DRUGGIES.
Bubbles O'Day- A female stripper (YUP) with mental powers from a Bloodstone fragment given to her by an admirer.
Centurius- A genius with your typical "is good at all kinds of science" skill-set. The only one with enough showings to get a proper build.
Dr. Judan Bardham- A cardiologist who was enlisted solely because his skills were required to extract the Bloodstone from Ulysses B. An EVIL CARDIOLOGIST, I guess.
Kaballa- A generic sorcerer who could Teleport and Summon. Was introduced in a Strange Tales back-up story in the '70s, fighting the Golem. Given his name, and his opponent, he was presumably of Hebrew origin.

ATLAN
Created By:
John Warner, Steve Gerber, John Buscema & Alan Kupperberg
First Appearance: The Rampaging Hulk #8 (May 1977)
Role: Weird Background Villain, Magical Dolphin
Group Affiliations: The Conspiracy
PL 8 (138)
STRENGTH 2 STAMINA 2 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Sea Acrobatics 4 (+8)
Close Combat (Unarmed) 2 (+6)
Expertise (Survival) 4 (+7)
Insight 2 (+5)
Perception 9 (+10)
Deception 4 (+4)
Expertise (Magic) 6 (+10)
Perception 2 (+5)
Ranged Combat (Magic) 5 (+7)

Advantages:
Defensive Attack, Fast Grab, Great Endurance, Improved Defense, Improved Critical (Magical Attacks), Ranged Attack 2, Ritualist, Teamwork

Powers:
"Magical Senses" Senses 5 (Detect Magic- Acute, Analytical & Ranged) [5]
"Whatever Powers The Write Tought Of- I Dunno, F*** Off" Variable 7 [49]

"Echolocation & Vision" Senses 6 (Extended, Ultra & Accurate Hearing, Extended & Low-Light Vision) [6]

"Sea Creature"
Swimming 6 (30 mph) [6]
Immunity 4 (Cold, Drowning, Suffocation, Pressure) (Flaws: Limited to Half-Effect) [2]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Magic Stuff +7 (+8 Damage, Probably Ranged, DC 23)
Other Magic Stuff +7 (Probably Afflictions and Junk)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (Probably Has a Force Field or Something Dumb), Fortitude +4, Will +4

Complications:
Power Loss (Magic)- Casting magical spells requires some freedom of movement, and sometimes even speech. Binding a Wizard's flippers, body or mouth may impede certain spells. Or not.

Total: Abilities: 30 / Skills: 38--19 / Advantages: 9 / Powers: 68 / Defenses: 12 (138)

-Atlan is shamefully under-utilized by comic book writers- he's a Dolphin WIZARD.

CENTURIUS (Noah Black)
Created By:
Jim Steranko
First Appearance: Nick Fury, Agent of S.H.I.E.L.D. #2 (July 1968)
Role: Jobber Villain, Super-Genius
Group Affiliations: The Conspiracy
PL 8 (108)
STRENGTH
2/4 STAMINA 3/4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 8 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Science) 7 (+15)
Perception 2 (+3)
Technology 4 (+12)
Vehicles 1 (+5)

Advantages:
Equipment 6 (Lab & Stuff), Inventor, Ranged Attack 4

Powers:
"Stun-Discs" (Flaws: Easily-Removable) [15]
Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (24 points)

"Superior Being Form"
Immunity 2 (Aging, Disease) (Flaws: Limited to Half-Effect) [1]
Enhanced Strength 2 [4]
Enhanced Stamina 1 [2]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Stun-Discs +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +4 (+6 Armor), Fortitude +5, Will +4

Complications:
Motivation (Power & Saving The Earth)- Centurius' mission was to save the Earth by destroying all of humanity.

Total: Abilities: 56 / Skills: 16--8 / Advantages: 11 / Powers: 22 / Defenses: 11 (108)

-Centurius is a little-known Super-Scientist created for Jim Steranko's legendary run on Nick Fury (Stan Lee had no work for him when he came by with his portfolio, but confessed that he wasn't about to let a talent like HIS go by, and so they basically dumped a low-selling book onto him). He's a Nobel Prize-winning geneticist and Super-Genius who fancies himself the savior of the Earth. He evolves several gigantic monsters before Dr. Demonicus made that his thing, and reveals his plan to exterminate humanity. He attempts to evolve himself into a superior being, but degenerates into a protoplasmic blob instead.
-He reappears much later as a member of The Conspiracy, a group of bad guys who try to recreate the Bloodgem/stone, but dies in the process. So basically, he's a one-off two times over... until modern times revealed him as a prisoner on The Raft (one of a few dead super-villains left on there because an Editor was too lazy to check the artist's work). After that, he becomes one of those "Background Guys" in The Hood's super-villain army (in which a lot of former Jobbers now Job in HUGE numbers to small groups of heroes), and in Luke Cage's Thunderbolts' "Beta-Team".
-A pretty standard-issue Super-Genius with a simple costume and gimmick. He once grew Giant Monsters, but since settled down into a generic "Smart Guy" who used gadgets. Not much good in a scrap, but what can ya do?

Another pile o' Rand-os.

These sets always prove interesting. This particular set is one of two derived from the list of guys Spectrum provided for me, plus the ones already on my "To Do" list that hadn't been picked yet. Now, I plan on eventually hitting every name, plus my "To transfer to the newer forum" pile, in terms of their place on the alphabet (starting with "Z", and continuing on with random letters here and there, between bigger sets), but when I was first presented with that set, I grabbed some random names that interested me and planned on statting them FIRST. So here we are- twelve-ish days of Random Character names.

On this set: Mostly random names I've never heard of, or only have a vague familiarity with.

Ones I Know:
The Crazy Gang (LSD-inspired Captain Britain foes)
Bastion (Failed X-Villain)
Mariko Yashida (Wolverine's first Doomed Girlfriend)
The X.S.E. (Bishop's Sacrificial Buddies)
Citizen V & The V-Battalion
Dakota North (Failed Detective Character)
Widget (Oh gosh oh golly oh WOW!)
Madcap
Azazel (Nightcrawler's Daddy)

Ones I've Heard Of:
The Trash (only because somebody requested/pointed them out and I thought they were dumb. Well, they ARE, but I shouldn't hold that against them)
Jack Frost (Golden Age hero)
Quoi (Mantis's Son)
The Tinkerer (I'm actually pretty sure I've never seen him)
Euroforce (only because Woodclaw offered them up when I needed Marvel foreigners, years and years ago. I never did 3e versions)
Omega the Unknown (Steve Englehart's Magnum Opus)

Ones I've Never Seen Nor Heard Of:
Aged Genghis (crazy aged super-wizard)
Geist (Nazi cyborg)
Abyss (Nightcrawler's brother)
The Exiles (Nazis, Not Dimension-Hoppers)
Link (A Telekinetic Mime and a hairy guy who fights Northstar, along with another band of losers I'm statting)
Bambi, Candi & Randi (Spidey supporting characters/running gags)
The Tetrarchs of Entropy (Weird Cosmic Order-Keepers)
The Living Brain (robot from the 1960s)
Knights of the Pendragon
Nth Man (Larry Hama's American Ninja... who ISN'T Snake-Eyes)
Skinhead (Super-Racist)
Poltergeist (runaway with random-damage powers)
Amun (Egyptian assassin)
Rancor (Sexy Lady Wolverine before it was cool)
Fight-Man (Parody Superhero)
Priapus (he's a dick!)
Kirigi (Super-Ninja)
Black Dragon (Giant Dragon; Iron Fist enemy)
Necromon (Capt. Britain Villain)

GEIST (Nicholas Geist)
Created By:
Archie Goodwin
First Appearance: Wolverine #17 (Nov. 1989)
Role: Ex-Nazi In Hiding
Group Affiliations: The Nazi Party, The CIA
PL 8 (91)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 3 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (History) 3 (+8)
Expertise (Government Agent) 7 (+12)
Expertise (Science) 4 (+9)
Insight 3 (+6)
Intimidation 2 (+5)
Perception 2 (+5)
Technology 5 (+10)
Vehicles 1 (+5)

Advantages:
Equipment 5 (Removable Weapons), Ranged Attack 4

Equipment:
"Removable Hand/Weapons"
"Pistol" Blast 5 (10)
"Razor" Strength-Damage +2 (2)
"Tranquilizer Darts" Affliction 6 (Fort; Dazed/Exhausted/Asleep) (Extras: Ranged, Cumulative) (18)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Razor +6 (+4 Damage, DC 19)
Pistol +8 (+5 Ranged Damage, DC 20)
Tranquilizer Darts +8 (+6 Ranged Affliction, DC 16)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +3, Will +5

Complications:
Reputation (Nazi War Criminal)- Geist has managed to avoid prosecution for his crimes thanks to the benefits he could offer the United States, but there are still those out there who wish revenge on behalf of those who suffered thanks to him.

Total: Abilities: 56 / Skills: 32--16 / Advantages: 9 / Powers: 0 / Defenses: 10 (91)

-Geist (German for "ghost") is a little-known Wolverine villain- he was an advisor for Adolf Hitler during World War II, and gave his boss ideas on how to properly-run the concentration camps. To escape punishment for war crimes, he helped German rocket sciences in the American space program (a LOT of Nazi & Japanese war criminals escaped punishment doing stuff like that), then moved to South America (ditto). Geist began trying to create Super-Soldiers for a dictator from Tierra Verde, which is how he came across Wolverine- he was experimenting on people using cocaine, including Wolverine's villain Roughouse. Logan decided to spring his old enemy, cutting off Geist's metal shell and leaving him to die. Geist was saved by some dark CIA operatives... at which point he was discovered by Magneto. Turns out, Magneto's still bothered by that whole "Holocaust" thing. Geist was executed by the Master of Magnetism off-panel. Now that's what I call a happy ending!
-Geist is intelligent and resourceful, but lacks major super-powers- his Cyborg nature is more to keep him alive than empower him. His only "gear" is a hand that can be replaced with various "small arms" weapons. I'd imagine a man with his kind of past is great at general knowledge and secrecy.

AGED GENGHIS
Created By:
Stan Lee & Steve Ditko
First Appearance: Strange Tales #136 (September 1965)
Role: Lost Mage
Group Affiliations: None
PL 13 (199)
STRENGTH
0 STAMINA 3 AGILITY 0
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Expertise (History) 10 (+14)
Expertise (Magic) 16 (+20)
Insight 4 (+8)
Ranged Combat (Magic) 8 (+12)

Advantages:
Artificer, Ritualist, Ultimate Magic Skill, Well-Informed

Powers:
"Vague Magic Stuff" Variable 15 (Magic) [105]
Senses 8 (Detect Magic- Ranged 2, Acute, Precognition) [8]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Magic Stuff +12 (+14 Ranged Damage/Affliction, DC 29/24)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +8

Complications:
Involuntary Transformation (Insane)- Aged Genghis is reverted to a gibbering loon immediately afer the contest to declare the new Sorcerer Supreme. He remains this way for at least a century, until the next contest.
Reputation (Keeper of Secrets)- Aged Genghis is said to hold vast secrets (such as the true nature of Eternity), and thus is sought-out by various mystics and power-seekers.

Total: Abilities: 46 / Skills: 38--19 / Advantages: 4 / Powers: 113 / Defenses: 17 (199)

-Sometime shortly after the dawn of humanity, the man soon to be known as Aged Genghis made a pact with "forces beyond the Earthly sphere" (possibly the Vishanti) for knowledge. In return, he agreed to host a contest of sorcerers every 100 years, in order to determine the next "Sorceror Supreme". By modern times, he had long since gone insane (driven nuts by the fullness of the cosmos and its secrets)- lucid only for the duration of the contest. Dr. Strange attempted to take care of him one time, but the chaos inside Genghis's soul manifested itself as tentacles (thankfully, this was before anime went down THAT particular dark road), and soon he was back in his cave. Various others have attempted to learn his secrets (Dr. Doom, Clea, etc.), but his answers and advice always comes in the form of gibberish, and he never properly-trains anyone. Dr. Strange was able to win the contest to become Sorcerer Supreme, but was thus honor-bound to aid Doctor Doom in rescuing his mother from Mephisto's realm.
-He's my standard lazy-ass Wizard Build, but with added "oomph" considering how powerful and secret-keepy he's known to be. However, most of the time he's off his rocker.

THE LIVING BRAIN
Created By:
Stan Lee & Steve Ditko
First Appearance: The Amazing Spider-Man #8 (Jan. 1964)
Role: Kill-O-Bot
Group Affiliations: The Sinister Six (Jobber Version)
PL 8 (72)
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 5 AWARENESS -- PRESENCE --

Skills:
Close Combat (Unarmed) 2 (+7)
Expertise (Science) 5 (+10)
Technology 3 (+8)

Advantages:
None

Powers:
"Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Speed 3 (16 mph) [3]
Flight 4 (30 mph) [8]
Quickness 6 (Flaws: Limited to Mental Effects) [3]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Magic Stuff +12 (+14 Ranged Damage/Affliction, DC 29/24)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will --

Complications:
Involuntary Transformation (Insane)- Aged Genghis is reverted to a gibbering loon immediately afer the contest to declare the new Sorcerer Supreme. He remains this way for at least a century, until the next contest.
Reputation (Keeper of Secrets)- Aged Genghis is said to hold vast secrets (such as the true nature of Eternity), and thus is sought-out by various mystics and power-seekers.

Total: Abilities: 4 / Skills: 10--5 / Advantages: 0 / Powers: 52 / Defenses: 11 (72)

-There's really nothing separating The Living Brain from any OTHER generic Kill-O-Bot in comics. It was created by some scientists to be the most-advanced robot & computer in existence, and was stolen by some crooks in order to help them win at gambling. The robot goes on a rampage, but is eventually defeated by Spider-Man. A complete half-assed one-off, even in the classic Lee/Ditko years, it was only brought back a couple of times, and usually as a quickie gag villain... until someone brought it out of the mothballs in the modern era, usually commenting on it like it was a joke. It showed up during The Superior Spider-Man as part of Boomerang's incarnation of the Sinister Six, which Ock-Spidey regarded as a goofball move. He defeated the villains, and reprogrammed the thing to be a lab assistant.
-Yeah, pretty boring Kill-O-Bot, without any cool weapons, even. It's a bit durable, but is only PL 7 on offense- I'm only statting it because it was a background part of the Superior Spider-Man run.

ACHEBE (Reverend Doctor Michael Ibn al-hajj Achebe)
Created By:
Christopher Priest & Mark Texiera
First Appearance: Black Panther #3 (Jan. 1999)
Role: Demonically-Powered Foe
Group Affiliations: None
PL 8 (108)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 4 AWARENESS 4 PRESENCE 3

Skills:
Acrobatics 8 (+13)
Athletics 8 (+10)
Deception 6 (+9)
Expertise (Current Events) 5 (+9)
Intimidation 4 (+7)
Investigation 2 (+6)
Perception 4 (+8)
Stealth 1 (+6)

Advantages:
Equipment (Knife), Ranged Attack 2

Offense:
Unarmed +10 (+2 Damage, DC 17)
Knife +10 (+3 Damage, DC 18)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +7

Complications:
Obsession (The Black Panther)- For some unknown reason, Achebe is so obsessed with the Black Panther that it clouds his judgment.

Total: Abilities: 74 / Skills: 38--19 / Advantages: 3 / Powers: 0 / Defenses: 12 (108)

-Achebe is part of Christopher Priest's run on Black Panther, and was meant to be "The Joker to Panther's Batman". A high water mark to reach... and since I've literally never heard of this guy, I'm gonna say it didn't work out. Might be because making a wrinkled old man your villain never works. He apparently sold his soul to Mephisto after being attacked by leftist rebels in Africa- he went on to earn various degrees, and then set his sights on King T'Challa. He took over a refugee camp outside of Wakanda, and made himself a powerful name inside the country itself, but was eventually unseated. His only other appearance has been while hiring Deadpool to steal the leopard of Erik Killmonger.
-Achebe is known for stabbing his victims to death, but not a major physical threat to an established super-hero.

ARCADE'S GOONS:
-God, the Northstar Limited Series was a piece of garbage. Horrible writing, WORSE art (imagine someone who apes Rob Liefeld's art style... and is ACTUALLY WORSE AT IT THAN ROB LIEFELD IS. This art is SO BAD you're like "wow, they really need to get Rob Liefeld to show this guy how to draw"), terrible characterization, and a running plot that basically involves Arcade trying to screw with the hero... but you don't get to see any kind of Murderworld, which is the ENTIRE POINT OF USING ARCADE. The only positive element of the comic is the fact that it is the very-first comic book from a major publisher to feature a gay superhero as the title character. And this in fact seems to be the entire purpose of the book- a publicity stunt meant to draw attention. Because they sure as hell didn't put their A-List creators or characters on it (the next-most-important villain to Arcade is the roster of WEAPON: P.R.I.M.E.!). The funniest thing is that Northstar's sexuality is never actually mentioned, save for the End Boss being some big, strong guy who fights against progression (ie. gays) as a bigoted Strawman, preaching against Northstar's "kind". While NEVER ACTUALLY MENTIONING HIS SEXUALITY AT ALL. It's a weird, half-assed way to go about it. Like, if you're gonna make your point, either go subtle or throw subtlety away and make your points with a hammer. But don't half-ass it.
-This gang of idiots receives about zero characterization, have no actual name (they're just a band of Mercenaries I guess), and barely have powers showcased- they're just there as a speed-bump in the plot, having worked for Arcade. They promise to kill Northstar for their boss, but hilariously fail to accomplish ANYTHING- an exhausted Northstar breaks Mister Nice's arm with one kick, fends off the other four, and soon Heather "Guardian" Hudson flies in and takes out three of the others. As such, these losers are PL 5 at maximum- 90% of their attacks miss (even against a mostly-defeated foe), and the sole thing going for them is that most of them take a few shots before going down. A standard Cop or Soldier could probably take one out.

MISTER NICE
Created By:
Simon Furman & Dario Carrasco, Jr.
First Appearance: Northstar #3 (June 1994)
Role: Supremely-Jobbery Villain
Group Affiliations: None
PL 4 (34)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Criminal) 4 (+4)

Advantages:
Equipment (Knife), Ranged Attack 2

Offense:
Unarmed +6 (+2 Damage, DC 17)
Knife +6 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +3, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 28 / Skills: 4--2 / Advantages: 3 / Powers: 0 / Defenses: 1 (34)

-This particular colossal idiot has such a minor role that he appears to be a scarred man with a switchblade and a trenchcoat... and THAT'S IT! He leads the group against Northstar, but is handily-defeated with a single kick that breaks his arm. Taken out of the fight, the others are left to be mopped up- Mister Nice never shows up for the rest of the issue! Given that he doesn't even put up a rudimentary defense (I've seen honest-to-god HYDRA agents put up more of a fight!), he gets PL 4 and he'll like it. If I ever write for Marvel Comics, and write one of those "Tons of people die" events, I'm killing him in a background scene like The Bug-Eyed Bandit got in Crisis on Infinite Earths.

SHORTFUSE
Created By:
Simon Furman & Dario Carrasco, Jr.
First Appearance: Northstar #3 (June 1994)
Role: Supremely-Jobbery Villain
Group Affiliations: None
PL 5 (44)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Criminal) 4 (+4)

Advantages:
Equipment (Knife)

Powers:
"Timed Gauntlets" (Flaws: Removable) [5]
Blast 6 (Flaws: Unreliable- Requires Powered-Timer) (6 points)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Blast +4 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 28 / Skills: 4--2 / Advantages: 1 / Powers: 5 / Defenses: 8 (44)

-Possessing the worst gear ever, Shortfuse needs a POWER-UP phase to use his Blast, and was beaten by Northstar after a high-speed flurry of punches. Hell, in his very first fight, where most guys get New Villain Stink working for them so they can beat up Spider-Man the one time... he manages to shoot HIS OWN TEAMMATE, thanks to Northstar tossing Link in the way of his blast. The next sequences shows him powering up for another shot (this one in melee), at which point he trips over his teammate Sadista's whip and ends up putting himself through a brick wall. He recovers for a third try, but Northstar, sick of this crap, finally just beats the hell out of him.

SADISTA
Created By:
Simon Furman & Dario Carrasco, Jr.
First Appearance: Northstar #3 (June 1994)
Role: Supremely-Jobbery Villain
Group Affiliations: None
PL 5 (50)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Expertise (Criminal) 4 (+4)
Expertise (Animal Handling) 6 (+6)

Advantages:
Equipment (Whip), Ranged Attack 2

Offense:
Unarmed +6 (+2 Damage, DC 17)
Whip +6 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +2

Complications:
Motivation (Greed, Causing Pain)

Total: Abilities: 34 / Skills: 10--5 / Advantages: 3 / Powers: 0 / Defenses: 8 (50)

-Sadista is the most interesting-looking of the villains Northstar faces in this part of the story, and uses a pair of blood-sniffing dogs to seek out the injured hero. However, the dogs tangle up Shortfuse with their leash, and Sadista is defeated when Heather Hudson arrives and blasts her with her Guardian battle suit. A standard Weapon-User (but barely better than any standard person), she also comes with two PL 4-ish Dogs. Which vanish as soon as they get entangled.

LINK II
Created By:
Simon Furman & Dario Carrasco, Jr.
First Appearance: Northstar #3 (June 1994)
Role: Supremely-Jobbery Villain
Group Affiliations: None
PL 5 (46)
STRENGTH
6 STAMINA 6 AGILITY 1
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Criminal) 4 (+4)

Advantages:
Fast Grab

Offense:
Unarmed +4 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +6, Fortitude +7, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 38 / Skills: 4--2 / Advantages: 1 / Powers: 0 / Defenses: 5 (46)

-Link is the token "Strongman" of the group, and is beaten alongside Sadista by Heather Hudson. He's actually so bad at fighting that a nearly-crippled Northstar is able to throw him around, but he's tough enough to take some hits (Northstar tosses him in the way of Shortfuse's Blast, and Guardian is forced to finish him with a surprise attack).

BARB
Created By:
Simon Furman & Dario Carrasco, Jr.
First Appearance: Northstar #3 (June 1994)
Role: Supremely-Jobbery Villain
Group Affiliations: None
PL 5 (48)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Criminal) 4 (+4)

Advantages:
Fast Grab

Powers:
"Long Barbs" Strength-Damage +3 (Feats: Reach 4) [7]
"Looks Aquatic, and Has a Rebreather, So Why Not?" Immunity 1 (Drowning) [1]
Swimming 4 (8 mph) [4]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Barbs +4 (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 26 / Skills: 4--2 / Advantages: 1 / Powers: 11 / Defenses: 8 (48)

-Barb ("Barb" as in "pointy natural defensive weapons") looks fish-like and has a rebreather on, so I'm guessing he's aquatic. He only gets a few lines of dialogue, and his sole appearance consists of missing Northstar with an attack, then getting his rebreather pulled-out. This leaves him going "GAK!", and the next scene has him being one-shotted by Guardian.

THE CRAZY GANG:
-Oh hey, look! It's an entire group of deliberately-silly, goofy-looking characters with insane, random personalities! That's my second favorite kind of super-group!

-Every other kind of super-group in comics is tied for first.

-The Crazy Gang are another weird set of characters created for the adventures of Captain Britain for Marvel's UK branch in the early '80s. But seriously, things like this just don't strike me as particularly clever. When you get right down to it, giving someone a silly name and an insane personality is one of the easiest jokes you can make in comics- any idiot can randomly create a team just as silly as the Great Lakes Avengers or Crazy Gang with a couple minutes' time. It's just going for the easiest-possible gag. Jokes are a little better when they're EARNED (take Big Bertha from the GLA- big a hot chick who turns into a big fat chick is a little amusing... but Deadpool going on a date with her because he's a chubby-chaser, and unable to find her hot version attractive? Now THAT's funny- it's based off of character and the unexpected; not just a standard sight gag and silly name).
-Naturally, because it's a CAPTAIN BRITAIN story, there has to be two nearly-identical versions of the team, one from the original "Mad Jim Jaspers" reality, and one from the mainstream Marvel one. Jaspers, completely crazy and all-powerful, created the Crazy Gang on a whim to be agents of his will. All based off the drug-inspired Wonderland tales, the Crazy Gang attack our reality's Captain Britain, but are killed along with their entire reality by Saturnyne's successor, Mandragon.
-Later, Alan Moore would have his fancy struck by Jaspers and the Gang, and brought both back in the "616" Universe. Jaspers again created the Gang, but was killed shortly afterwards- however, unlike most of his changes to reality, they stuck around. But in an incompetent, rudderless fashion, where they'd try to rob banks, but their stupidity would make them screw it up. Brian Braddock's foe the Slaymaster managed to lead them for a while, but they leave him when it's revealed to them that he was faking insanity to get them to follow him. Later on, they kidnap Courtney Ross for Arcade, then face Excalibur- a body-switching story ensues.
-They got a bit of a happy ending, as they found Joyboy of the Technet, and his "give them their fantasies" power allowed them to create a silly land of their own design- they invited several lonely old people to join them, and even Excalibur let them be in the end, as this plan for once harmed no one. However, a later writer would of course undo this, in a cast of Back-To-Basics Syndrome- Joyboy returns to the Technet and the Executioner is destroyed. However, they are invited to Captain Britain's wedding to Meggan, and this is the last we ever saw of them.
-Random, goofy and so one-note they might as well be Kill-O-Bots, the Crazy Gang are fairly low-level and cost very little points- their mental faculties are not with them in the slightest, and their stats are based entirely around hitting stuff.

THE JESTER II
Created By:
David Thorpe, Paul Neary & Alan Davis (Original), Alan Moore & Alan Davis (616 Version)
First Appearance: Marvel Superheroes #377 (Sept. 1981- Original), The Mighty World of Marvel #10 (March 1984- 616 Version)
Role: Joke Villain
Group Affiliations: The Crazy Gang
PL 6 (51)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 5
INTELLIGENCE -1 AWARENESS -2 PRESENCE -2

Skills:
Acrobatics 5 (+10)
Athletics 5 (+7)
Intimidation 4 (+2)

Advantages:
Agile Feint, Startle

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +2

Complications:
Responsibility (Insane)

Total: Abilities: 32 / Skills: 14--7 / Advantages: 2 / Powers: 0 / Defenses: 10 (51)

-The Jester is a spritely, acrobatic fighter, and fashions himself as the group's leader, much to the Knave's displeasure.

THE KNAVE (aka The Jack of Hearts II, The Knave of Hearts)
Created By:
David Thorpe, Paul Neary & Alan Davis (Original), Alan Moore & Alan Davis (616 Version)
First Appearance: Marvel Superheroes #377 (Sept. 1981- Original), The Mighty World of Marvel #10 (March 1984- 616 Version)
Role: Joke Villain
Group Affiliations: The Crazy Gang
PL 6 (41)
STRENGTH
7 STAMINA 7 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 6 (+4)

Advantages:
Fast Grab, Startle

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +7, Fortitude +7, Will +2

Complications:
Responsibility (Insane)

Total: Abilities: 28 / Skills: 6--3 / Advantages: 2 / Powers: 0 / Defenses: 8 (41)

-The Knave of Hearts is rather super-strong, but is also rather insecure and easily-led. He and the Jester frequently argue over the leadership of the Crazy Gang.

THE RED QUEEN
Created By:
David Thorpe, Paul Neary & Alan Davis (Original), Alan Moore & Alan Davis (616 Version)
First Appearance: Marvel Superheroes #377 (Sept. 1981- Original), The Mighty World of Marvel #10 (March 1984- 616 Version)
Role: Joke Villain
Group Affiliations: The Crazy Gang
PL 2 (9), PL 3 (9) Saves
STRENGTH
0 STAMINA 2 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 6 (+4)
Persuasion 2 (+0)

Advantages:
Fast Grab, Startle

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +2, Fortitude +3, Will +2

Complications:
Responsibility (Insane)

Total: Abilities: -2 / Skills: 8--4 / Advantages: 2 / Powers: 0 / Defenses: 5 (9)

-The Red Queen exists beyond the threshold of "One-Note"- her literal only purpose in the stories is to shout "ORF WIV 'IS 'EAD!", in what I presume is a Cockney accent, as even ENGLISH writers have fun taking the piss out of that'n. I may be exaggerating even giving her ranks in anything at all.

THE EXECUTIONER II
Created By:
David Thorpe, Paul Neary & Alan Davis (Original), Alan Moore & Alan Davis (616 Version)
First Appearance: Marvel Superheroes #377 (Sept. 1981- Original), The Mighty World of Marvel #10 (March 1984- 616 Version)
Role: Joke Villain
Group Affiliations: The Crazy Gang
PL 6 (38)
STRENGTH
5 STAMINA -- AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE --

Skills:
Intimidation 2 (+6)

Advantages:
Equipment 2 (Axe +3, Penetrating 5)

Powers:
"Android"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +4 (+5 Damage, DC 20)
Axe +4 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +6, Fortitude --, Will --

Complications:
Responsibility (The Red Queen's Will)

Total: Abilities: -8 / Skills: 2--1 / Advantages: 2 / Powers: 36 / Defenses: 7 (38)

-The Executioner is an android for whatever reason, and he never speaks. His only role is to attempt to chop off the head of whomever the Red Queen has targeted with her trademark phrase. It was once destroyed, but has been repaired before. I mean, it's a ROBOT.

TWEEDLEDOPE
Created By:
David Thorpe, Paul Neary & Alan Davis (Original), Alan Moore & Alan Davis (616 Version)
First Appearance: Marvel Superheroes #377 (Sept. 1981- Original), The Mighty World of Marvel #10 (March 1984- 616 Version)
Role: Joke Villain
Group Affiliations: The Crazy Gang
PL 4 (30)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -2

Skills:
Expertise (Animal Handling) 8 (+6) -- Flaws: Limited to Rodents
Intimidation 4 (+2)
Technology 10 (+9)

Advantages:
Inventor

Offense:
Unarmed +5 (+2 Damage, DC 17)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +2

Complications:
Responsibility (Insane)

Total: Abilities: 12 / Skills: 18--9 / Advantages: 1 / Powers: 0 / Defenses: 8 (30)

-HOHOHO HIS NAME IS LIKE "TWEEDLEDUM" BUT IS INSTEAD "TWEEDLEDOPE" BECAUSE HE IS EVEN GOOFIER, YOU SEE! Tweedledope, however, is a bit of an Idiot Savant (emphasis on the "idiot")- able to build pieces of advanced technology despite usually only saying "Yuk! Yuk!" to himself and training rats.

ABYSS I (Nils Styger)
Created By:
Scott Lobdell, Mark Waid, Roger Cruz & Steve Epting
First Appearance: Cable #40 (Feb. 1997)
Role: Background Villain
Group Affiliations: X-Cell, X-Corps
PL 8 (114)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+6)
Expertise (Bodyguard) 4 (+5)
Perception 2 (+4)

Advantages:
Ritualist

Powers:
"Mutant Powers: Highly-Tensile Strands"
"Coils & Coldness" Movement 1 (Dimensional Travel- Brimstone Dimension) (Feats: Reversible) (Extras: Attack 5, Area- 30ft. Shapeable 5) Linked to Snare 8 (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) Weaken Stamina 6 (Extras: Area- 30ft. Shapeable) [49]
Mind-Reading 6 (Flaws: Limited to Ensnared Victims, Limited to Emotions) [3]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Coils & Coldness +5-8 Area (+5 Movement Attack, +8 Affliction & +6 Weaken, DC 15, 18 & 16)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (The Son of Azazel)- Abyss's father is a demon.

Total: Abilities: 42 / Skills: 10--5 / Advantages: 1 / Powers: 52 / Defenses: 14 (114)

-The first Abyss debuted as plain old Nils Styger, a mutant from the Age of Apocalypse world- he debuted properly in a Cable issue. He was a protector for a researching into the Legacy Virus, while dying of the same disease himself- he was finally saved when Colossus sacrificed his life to prevent its spread. He later appeared fighting Fever Pitch of Gene Nation, and MUCH later appeared as one of many children of the demon Azazel, which in fact reveals that he is the half-brother of one Kurt "Nightcrawler" Wagner. He helped the X-Men defeat his father, but was de-powered on M-Day- he was RE-powered by Quicksilver's use of the Terrigen Mists, and disappeared into the Brimstone Dimension, and has never been seen again.
-Abyss's various "looks" are numerous enough that even Wikipedia acknowledges that he basically looks different under every single artist, and that nobody ever seems to acknowledge this- sometimes he is 2-Dimension, sometimes he is ebon-black with a green face, and once he looked similar to Nightcrawler.
-Abyss has Cloak-like powers, but is also able to drain their life forces. He's a bit limited on Skills (he's basically been a bodyguard and a random fighter), but has a nifty Linked set of powers- Movement, Snare & Weaken.

AZAZEL
Created By:
Chuck Austen & Sean Phillips
First Appearance: The Uncanny X-Men #428 (Oct. 2003)
Role: Introduced Daddy
Group Affiliations: The Neyaphem
PL 10 (228)
STRENGTH
3 STAMINA 4 AGILITY 10
FIGHTING 15 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 9 (+19)
Athletics 4 (+7)
Deception 8 (+12)
Expertise (History) 4 (+8)
Expertise (Hell) 4 (+8)
Perception 5 (+9)
Persuasion 5 (+9)
Sleight of Hand 5 (+9)
Stealth 4 (+14)

Advantages:
Agile Feint, Benefit (Ambidexterity), Daze (Deception), Defensive Roll, Equipment 1 (Swords), Evasion 2, Fast Grab, Improved Critical 2 (Unarmed, Sword), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 5, Second Chance (Falling), Seize Initiative, Skill Mastery (Acrobatics), Takedown 2, Uncanny Dodge

Powers:
“Mutant Powers: Teleportation & Night-Living”
"BAMF!" Teleport 10 (Feats: Change Direction, Change Velocity, Increased Mass 3- 400 lbs., Turnabout) (Extras: Accurate, Extended) (46) -- [50]
AE: "Paralyzing Energy" Affliction 10 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Cumulative) (30)
AE: Morph 2 (Various Forms) (10)
AE: "Manipluate Minds" Mind Control 6 (24)
AE: "Hit Everyone" Strength-Damage +0 (Extras: Area- 30ft. Burst 5, Selective 5) (10)

Leaping 1 (15 feet) [1]
Speed 1 (4 mph) [1]
Regeneration 8 (Feats: Regrows Limbs) [9]
Immunity 1 (Aging) [1]

"Creature of the Night"
Senses 1 (Low-Light Vision) [1]

Equipment:
"Rapiers" Strength-Damage +2 (Feats: Split) (3)

Offense:
Unarmed +15 (+3 Damage, DC 18)
Rapiers +15 (+5 Damage, DC 20)
Hit Everyone +5 Area (+5 Damage, DC 20)
Initiative +14

Defenses:
Dodge +15 (DC 25), Parry +15 (DC 25), Toughness +4 (+5 D.Roll), Fortitude +8, Will +8

Complications:
Motivation (Power & Revenge)- Azazel wishes to lead his people against the Cheyarafim and take power on Earth.
Relationship (Mystique)- Though just using her at first to make babies, Azazel found her to be the only woman he ever truly loved.
Responsibility (Permanent Tourist)- Azazel can only remain on Earth for short periods of time.
Vulnerable (Angelic Blood)- Angelic blood can dissolve Azazel and his people.

Total: Abilities: 100 / Skills: 48--24 / Advantages: 28 / Powers: 63 / Defenses: 13 (228)

-Many moons ago, Chris Claremont had come up with a pair of concepts as to the mysterious parentage of Nightcrawler, one of the more-popular X-Men: 1) he was the son of Mystique, as we thought... but Mystique was the FATHER, and Destiny was her impregnated lover, and 2) he was the son of Mystique and Nightmare, then a Doctor Strange villain. The first was RIGHT out (this was the '80s, and Jim "There are no gays in the Marvel Universe" Shooter was in charge), and the second was kiboshed by the Doctor Strange editor, who refused to let the powerful Claremont simply TAKE one of his guy's best villains that way. The idea of a DOCTOR STRANGE Editor having the kind of power to say "no" to Marvel's #1 writer is amusing to me, but needless to say, EITHER of these options would have been better than what we got.
-Azazel was introduced as Kurt Wagner's REAL daddy in Chuck Austen's much-maligned run on the main X-Title. And it turns out that Kurt's demonic appearance is because his father is from a race of demonic humanoid mutants called the Neyaphem, who had engaged in an epic war against the angelic, xenophobit Cheyarafim mutants. Because yeah, mutants are now old enough to have separate RACES from way back in ancient history. The "angels" were victorious, banishing the Neyaphem (led by Azazel) to another dimension. Azazel was the only one able to cross the dimensions, and only for a short time- his plan was to impregnate as many women as possible, because his kids held the secrets to breaking him free.
-Enter: Mystique (wait that sounds dirty... though accurate, I guess). Leaving the baby in her capable hands, Azazel abandoned them, leading her to hate him (the two had actually fallen in love beforehand). This would all be revealed during a bit ceremony, where Azazel gathers a bunch of his spawn together in order to bring his Neyaphem army to Earth. He was undone when Archangel's Magical Angel Blood ruined the portal. He later reappears helping out Kade Kilgore's Hellfire Academy, and rules one of Marvel's many Hells. He also becomes a Demon Pirate (Jason Aaron is a silly, silly man and I love him for attempting to draw SOMETHING fun out of that stupid storyline), and becomes a permanent resident of Earth. He hasn't been seen since, but was used in the X-Men: First Class film as a particularly-horrifying kind of Teleporting Assassin, murdering dozens of soldiers by Teleporting them into the sky and then dropping them. And he looked pretty sharp- being a red-skinned demon-man in a nifty suit.
-Azazel is a slightly-modified version of Nightcrawler, gaining more Skills and longevity, as well as better Teleportation.

THE TETRARCHS OF ENTROPY
Created By:
Larry Hama & Paul Ryan
First Appearance: The Avengers #329 (Feb. 1991)
Role: Cosmic Macguffins

-The Tetrarchs of Entropy are from Larry Hama's short-ish run on The Avengers, and are pretty much Generic Cosmic Beings- four creatures that find people responsible for cosmic imbalance, and then banish them to "The Dimension of Exile". When the Avengers got stuck there, they accidentally released a Demonic Baddie (Ngh the Unspeakable) when they escaped, and so the Tetrarchs trapped THEM in the Dimension as punishment- they also imprisoned Mjolnir & Sersi for being able to get out of the Dimension the last time. However, the team fights back, and soon impress the Tetrarchs with their capacity for both violence AND benevolence- they give the Avengers a reprieve, before deciding to put ALL of Earth in the Dimension.
-In the resulting fight, the Avengers have Ngh combined with "Aah", a GOOD creature, and they combine into their original, powerful form that soon defeats the Tetrarchs and traps them within the Dimension of Exile, where they remained forever. As Larry Hama was the only one who cared about the characters, only HE ever used them again, in a run of Blaze, where they were still trapped as Generic Cosmic Balance-Keepers.
-The Tetrarchs are apparently quite powerful, but aren't really seen doing much beyond Dimensional Travel Attacks & Movement. However, they were at least interesting-looking- these builds'll have to do- they were enough to keep Teleporting the Avengers everywhere, but faltered before the thread of Ngh, who is around Greater Demon/Elder God level.

HAFGA OF THE COILS OF INFINITY
Created By:
Larry Hama & Paul Ryan
First Appearance: The Avengers #329 (Feb. 1991)
Role: Cosmic Balance-Seeker
Group Affiliations: The Tetrarchs of Entropy
PL 13 (223)
STRENGTH
12 STAMINA 14 AGILITY 6
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 5 PRESENCE 5

Skills:
Expertise (History) 6 (+14)
Expertise (Cosmic Being) 8 (+16)
Intimidation 3 (+8)
Perception 4 (+9)
Persuasion 3 (+8)
Ranged Combat (Cosmic Stuff) 2 (+10)

Advantages:
Daze (Persuasion), Ranged Attack 8, Startle

Powers:
"Cosmic Being"
Immunity 11 (Aging, Life Support) [11]
Regeneration 10 [10]
Flight 8 (500 mph) [16]
Movement 4 (Dimensional Travel 2, Space Travel 2) (Extras: Attack 12 on Dimensional Travel, Ranged) [32]

"Vague Size"
Elongation 4 [4]
Features 4: Increased Mass 4 [4]

"The Coils of Infinity" Snare 14 (42) -- [43]
AE: "Eye Beams" Blast 14 (28)

Offense:
Unarmed +12 (+12 Damage, DC 27)
Eye Beams +10 (+14 Ranged Damage, DC 29)
Coils of Infinity +10 (+14 Ranged Affliction, DC 24)
Movement Attack +10 (+12 Ranged Movement Attack, DC 22)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +14, Fortitude +14, Will +10

Complications:
Motivation (Cosmic Balance)
Enemy (Ngh the Unspeakable)

Total: Abilities: 112 / Skills: 26--13 / Advantages: 10 / Powers: 77 / Defenses: 11 (223)

-Hafga was a distinctive-looking Giant Space Snake.

HEML OF THE MYRIAD VISAGES
Created By:
Larry Hama & Paul Ryan
First Appearance: The Avengers #329 (Feb. 1991)
Role: Cosmic Balance-Seeker
Group Affiliations: The Tetrarchs of Entropy
PL 12 (225)
STRENGTH
10 STAMINA 12 AGILITY 6
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 5 PRESENCE 5

Skills:
Expertise (History) 6 (+14)
Expertise (Cosmic Being) 8 (+16)
Intimidation 3 (+8)
Perception 4 (+9)
Persuasion 3 (+8)
Ranged Combat (Cosmic Stuff) 2 (+10)

Advantages:
Daze (Persuasion), Ranged Attack 8, Startle

Powers:
"Cosmic Being"
Immunity 11 (Aging, Life Support) [11]
Regeneration 10 [10]
Flight 8 (500 mph) [16]
Movement 4 (Dimensional Travel 2, Space Travel 2) (Extras: Attack 12 on Dimensional Travel, Ranged) [32]

"Vague Size"
Elongation 4 [4]
Features 4: Increased Mass 4 [4]

Illusions (All Senses) 12 (Extras: Area +3) [100]

Offense:
Unarmed +12 (+10 Damage, DC 25)
Movement Attack +10 (+12 Ranged Movement Attack, DC 22)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +12, Fortitude +12, Will +10

Complications:
Motivation (Cosmic Balance)
Enemy (Ngh the Unspeakable)

Total: Abilities: 104 / Skills: 26--13 / Advantages: 10 / Powers: 177 / Defenses: 13 (225)

-Heml was an androgynous humanoid surrounded by a blurry pair of figures- male and female.

YOD OF THE ALL-SEEING EYE
Created By:
Larry Hama & Paul Ryan
First Appearance: The Avengers #329 (Feb. 1991)
Role: Cosmic Balance-Seeker
Group Affiliations: The Tetrarchs of Entropy
PL 12 (225)
STRENGTH
10 STAMINA 12 AGILITY 6
FIGHTING 12 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 5 PRESENCE 5

Skills:
Expertise (History) 6 (+14)
Expertise (Cosmic Being) 8 (+16)
Intimidation 3 (+8)
Perception 4 (+9)
Persuasion 3 (+8)
Ranged Combat (Cosmic Stuff) 2 (+10)

Advantages:
Daze (Persuasion), Ranged Attack 8, Startle

Powers:
"Cosmic Being"
Immunity 11 (Aging, Life Support) [11]
Regeneration 10 [10]
Flight 8 (500 mph) [16]
Movement 4 (Dimensional Travel 2, Space Travel 2) (Extras: Attack 14 on Dimensional Travel, Ranged 14) [36]

"Vague Size"
Elongation 4 [4]
Features 4: Increased Mass 4 [4]

Create 18 (Extras: Continuous) [54]

Offense:
Unarmed +12 (+10 Damage, DC 25)
Movement Attack +10 (+14 Ranged Movement Attack, DC 24)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +12, Fortitude +12, Will +10

Complications:
Motivation (Cosmic Balance)
Enemy (Ngh the Unspeakable)

Total: Abilities: 104 / Skills: 26--13 / Advantages: 10 / Powers: 135 / Defenses: 13 (225)

-Yod of the All-Seeing Eye looked like the Eye of Providence (complete with pyramid), and was the overall spokesman. He does most of the Teleporting, and also created a massive "Force Field" that multiple super-heroes couldn't break.

-There is also Vug the Burning, a "Firebird"-like creature with undetermined powers.

NGH THE UNSPEAKABLE
Created by:
Larry Hama & Paul Ryan
First Appearance: The Avengers #327 (Dec. 1990)

-Ngh, and his good counterpart Aah, were originally one: a composite being that split itself up as a "Great Experiment". Ngh was trapped in the Dimension of Exile by the Tetrarchs of Entropy until he tricked the Avengers into helping him escape. Using powers that allowed him to grow in might the more evil feeligs were thrown his way- he beat up the Tetrarchs and the Avengers for a while, until he was convinced to re-merge with Aah.

THE EXILES
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis Powers, Jobbers
Group Affiliations: The Axis Powers

-Marvel's original Exiles, these guys are a band of arseholes who fought on behalf of the Axis Powers during World War II (allying with the Red Skull), then hid away on an island in the Sargasso Sea. Curiously, none were Japanese- instead, we had a Chinese man and a RUSSIAN on the team. Curious, as both of their homelands were the invaded enemies of the Reich and Empire of Japan. It's theoretically-possible that they still fought on the side of the Axis, of course (there were probably plenty of traitors and turncoats who allied with the "new powers"- think Inspector Renault in Casablanca), but still a bit odd that nobody would mention this in ANY of their stories. The obvious "out-of-story" reasoning for this is of course that China and Russia were enemies of the United States AT THE TIME THE STORY WAS WRITTEN- so now they'd joined the other "evil" nations. Curiously still, there's no Japanese man on the team to go along with the Italian & German. So really, two of the four main Exiles were from non-Axis nations.
-They were then recruited for a few missions by the Skull in "modern" times (by the Sixties, they would have aged a mere twenty years- nowadays, you begin to wonder how in hell they were all still around in such great shape). They helped him capture Captain America once, but he broke out when the group argued with the Skull over who would control which part of the world (they'd put a piece of "nuclear tape" on Cap to make him do their bidding). Later, they started hating the Skull, as he refused to share his Cosmic Cube's power with them, then sent Cap (who was trapped in the Skull's body) to their island, hoping they'd attack him. This story actually led to the debut of The Falcon, as SkullCap had to train his new ally against the Exiles.
-In a bizarre story, they again teamed with the Skull in order to conquer LATVERIA while Doctor Doom was vacationing in the Riviera. They gassed him and knocked him unconscious when he returned (!!), then paraded him around the town square... then his power absorbed enough solar radiation to "power up" again, and he kicked all of their asses quickly. You would NEVER see Doom humiliated like that by mere goons later on. They went decades without seeing the light of day until a recent set where Baron Zemo encountered some in a minor alliance, and then when Sin (the Red Skull's daughter) sent them and Master Man against Captain America and some allies- this was more or less their swan song, as two were killed on-panel (Victoria Hand shot Gen. Ching through the head; Sharon Carter shot Iron Hand through the chest), and the others presumed dead after S.H.I.E.L.D. Agent Quake used her powers to demolish their castle.
-The Exiles aren't great fighters on their own- as a unit, they can challenge Captain America, but generally have to cheat. Their main advantage comes from their high-tech island (it has "Mechanical Kelp" to attack the heroes), and numerous soldiers that fight on their side.

ANGELO BALDINI
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis, Jobber
Group Affiliations: The Axis Powers
PL 6 (80)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 3 (+5)
Expertise (Military) 6 (+8)
Intimidation 3 (+5)
Perception 2 (+4)
Technology 2 (+4)
Vehicles 2 (+6)

Advantages:
Equipment 1 (Scarves), Fast Grab, Improved Disarm, Ranged Attack 2, Weapon Bind

Powers:
"Scarf Expert" Strength-Damage +2 (Feats: Reach 2) (Flaws: Requires Scarves) [3]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Scarves +6 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +5

Complications:
Prejudice (Axis Powers)- The Exiles are hiding away on a lost island, fearful of being punished for war crimes.
Rivalry/Relationship (The Red Skull, Other Nazis)- The Exiles are loyalists to the old Axis powers, but have fought against the Skull before.

Total: Abilities: 52 / Skills: 20--10 / Advantages: 6 / Powers: 3 / Defenses: 9 (80)

-A really goofy character, Baldini uses SCARVES as weapons, using them to bludgeon and grapple with people. However, he attempts to finish the job by tying it into knots (I guess to beat them some more...?), leaving him open to counter-attack.

FRANZ CADAVUS- MONARCH OF THE MURDER CHAIR
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis, Jobber
Group Affiliations: The Axis Powers
PL 7 (58)
STRENGTH
2 STAMINA 3 AGILITY -4
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Military) 6 (+8)
Intimidation 3 (+5)
Perception 2 (+4)
Technology 2 (+4)
Vehicles 2 (+6)

Advantages:
Equipment 6 (Murder Chair), Ranged Attack 3

Equipment:
"Murder Chair"
(Medium Size; Strength 1, Flight 2, Defense 8, Toughness 6, Blast 7) -- (26 points)
(Enhanced Agility 4)

Offense:
Unarmed +3 (+2 Damage, DC 17)
Murder Chair +7 (+7 Ranged Damage, DC 22)
Initiative -4

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3, Fortitude +3, Will +5

Complications:
Prejudice (Axis Powers)- The Exiles are hiding away on a lost island, fearful of being punished for war crimes.
Rivalry/Relationship (The Red Skull, Other Nazis)- The Exiles are loyalists to the old Axis powers, but have fought against the Skull before.
Disabled (Crippled)- Cadavus has never been seen out of his Murder Chair- presumably he is crippled.

Total: Abilities: 30 / Skills: 18--9 / Advantages: 9 / Powers: 0 / Defenses: 10 (58)

-Carrying the phenomenal moniker of THE MONARCH OF THE MURDER CHAIR, Cadavus appears to be crippled. He's in a Hoverchair and is the co-highest-PL of the group owing to some nasty Laser Blasts, but he's also the easiest member to it.

GENERAL JUN CHING
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis, Jobber
Group Affiliations: The Axis Powers
PL 6 (71)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 3 (+5)
Expertise (Military) 6 (+8)
Intimidation 3 (+5)
Perception 2 (+4)
Technology 2 (+4)
Vehicles 2 (+6)

Advantages:
Equipment 3 (Guns & Stuff), Fast Grab, Improved Disarm, Ranged Attack 2, Weapon Bind

Offense:
Unarmed +4 (+2 Damage, DC 17)
Pistol +6 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +5

Complications:
Prejudice (Axis Powers)- The Exiles are hiding away on a lost island, fearful of being punished for war crimes.
Rivalry/Relationship (The Red Skull, Other Nazis)- The Exiles are loyalists to the old Axis powers, but have fought against the Skull before.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 8 / Powers: 0 / Defenses: 9 (71)

-Looking like a REALLY bad racial stereotype (giant-toothed grin, teeny little eyes), General Ching is presumably a Chinese traitor that allied with the Axis Powers. He's the only member of this group of military men who actually HAS A GUN, but never manages to shoot anybody with it.

ERIC GRUNING
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis, Jobber
Group Affiliations: The Axis Powers
PL 6 (80)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+4)
Deception 3 (+5)
Expertise (Military) 6 (+8)
Intimidation 3 (+5)
Perception 2 (+4)
Technology 2 (+4)
Vehicles 2 (+6)

Advantages:
Equipment 2 (Electrified Whip- Strength-Damage +3- Reach 3), Fast Grab, Improved Disarm, Ranged Attack 2, Weapon Bind

Offense:
Unarmed +6 (+3 Damage, DC 18)
Whip +6 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +5

Complications:
Prejudice (Axis Powers)- The Exiles are hiding away on a lost island, fearful of being punished for war crimes.
Rivalry/Relationship (The Red Skull, Other Nazis)- The Exiles are loyalists to the old Axis powers, but have fought against the Skull before.

Total: Abilities: 52 / Skills: 20--10 / Advantages: 7 / Powers: 0 / Defenses: 9 (80)

-Another German, Gruning uses an Electrified Whip as a weapon.

IVAN KRUSHKI
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis, Jobber
Group Affiliations: The Axis Powers
PL 6 (67)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+8)
Deception 3 (+3)
Expertise (Military) 6 (+8)
Intimidation 5 (+5)
Perception 2 (+2)

Advantages:
Fast Grab, Improved Hold, Improved Grab, Ranged Attack 2

Offense:
Unarmed +8 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +5

Complications:
Prejudice (Axis Powers)- The Exiles are hiding away on a lost island, fearful of being punished for war crimes.
Rivalry/Relationship (The Red Skull, Other Nazis)- The Exiles are loyalists to the old Axis powers, but have fought against the Skull before.

Total: Abilities: 42 / Skills: 20--10 / Advantages: 5 / Powers: 0 / Defenses: 10 (67)

-A huge Russian Stereotype, Krushki is a burly, bearded, barrel-chested brawler. As a Russian allied with the Axis, he is presumably a traitor; possibly a Czarist "White Russian" who hates the Commies. But really he's probably just there to stick it to the U.S.S.R. He fights unarmed, and is thus the best fighter of his group.

"IRON HAND" HAUPTMANN (Jurgen Hauptmann)
Created By:
Stan Lee & Jack Kirby
First Appearance: Tales of Suspense #41 (May 1963)
Role: Exiled Axis, Jobber
Group Affiliations: The Axis Powers
PL 7 (97)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+5)
Deception 3 (+6)
Expertise (Military) 6 (+9)
Intimidation 3 (+6)
Perception 2 (+5)
Technology 2 (+5)
Vehicles 2 (+6)

Advantages:
Fast Grab, Improved Critical (Hand), Ranged Attack 2, Weapon Bind

Powers:
"Iron Hand" (Flaws: Removable) [15]
Electrical Blast 8 (16) -- (17)
AE: Strength-Damage +3 (3)
Features: Contains Computer Virus (1)
-- (18 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Hand +8 (+6 Damage, DC 21)
Blast +6 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +5

Complications:
Prejudice (Axis Powers)- The Exiles are hiding away on a lost island, fearful of being punished for war crimes.
Rivalry/Relationship (The Red Skull, Other Nazis)- The Exiles are loyalists to the old Axis powers, but have fought against the Skull before.

Total: Abilities: 62 / Skills: 20--10 / Advantages: 5 / Powers: 15 / Defenses: 9 (97)

-The most-powerful of the group, Iron Hand Hauptmann is so German his last name is "CAPTAIN", and appears to have skipped out on some of the older stories (he was involved in the first one, and the Dr. Doom one). However, he appeared the most out of the group in modern stories, once as an ally of Baron Zemo (he tried to spy on Cap, Bucky & Sharon, but got his hand crushed; another time, he helped get Tony Stark kidnapped). He was shot and presumably killed by Sharon Carter shooting him a bunch of times.

AMUN (Jon Kasiya)
Created By:
Fiona Avery & Roger Cruz
First Appearance: Arana: Heart of the Spider #2 (April 2002)
Role: Assassin
Group Affiliations: The Sisterhood of the Wasp
PL 7 (94)
STRENGTH
2 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+9)
Athletics 8 (+10)
Deception 4 (+6)
Expertise (Assassin) 4 (+5)
Ranged Combat (Ankhs) 4 (+12)
Stealth 4 (+9)

Advantages:
Equipment 2 (Throwing Ankhs- Blast 3- Multiattack), Ranged Attack 4

Offense:
Unarmed +12 (+2 Damage, DC 17)
Throwing Ankhs +12 (+3 Ranged Damage, DC 18)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +4

Complications:
Responsibility (Assassin)- Amun comes from a long line of Egyptian assassins.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 6 / Powers: 0 / Defenses: 10 (94)

-Amun is an Egyptian assassin (of course themed to Ancient Egypt) hired by some enemies of Arana in order to kill her. He & Arana deduce each other's identities (he recognizes a tattoo), but she nearly strangles him after one of their ongoing fights. Later, she saves his life and he promises to not hunt her any longer. A completely-generic Assassin Build, he can't even beat a rookie teenage superhero, so he's obviously not that great. Also, he stole Jared "Fate" Stevens's gear.

BASTION
Created By:
Scott Lobdell & Pascual Ferry
First Appearance: X-Men #52 (May 1996)
Role: Failed Mega-Villain
Group Affiliations: The Sentinels, The Purifiers, Humanity's Last Stand, Operation: Zero Tolerance
PL 11 (243)
STRENGTH
8 STAMINA -- AGILITY 3
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 4 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Government Agent) 6 (+11)
Insight 4 (+8)
Intimidation 4 (+8)
Investigation 4 (+8)
Perception 6 (+10)
Persuasion 4 (+8)
Ranged Combat (Blast) 2 (+10)
Technology 8 (+13)
Vehicles 2 (+7)

Advantages:
Benefit 4 (Master Mold Programming- Sentinels Automatically Obey Him), Chokehold, Diehard, Power Attack, Ranged Attack 3, Startle

Powers:
Immunity 50 (Fortitude & Mental Effects) [50]
Protection 12 (Extras: Impervious 9) [21]
Features 1: May Activate Prime Sentinels [1]
Regeneration 10 (Feats: Regrows Limbs) [11]
Communication (Technology) 2 [8]
"Boot Jets" Flight 7 (250 mph) [14]
Blast 12 (Feats: Split) [25]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Blast +10 (+12 Ranged Damage, DC 27)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +12 (+5 Impervious), Fortitude --, Will +7

Complications:
Hatred (Mutants)- Sentinel Programming has made Bastion a super-bigot who seeks to destroy all mutants. Unlike the warlike Sentinels, he tries to accomplish this through guile and government agency.

Total: Abilities: 68 / Skills: 48--24 / Advantages: 11 / Powers: 130 / Defenses: 10 (243)

-With the vile stink of Scott Lobdell on him, Bastion is kind of a stand-out as a failed villain from a MAJOR failure of an "Event". Operation: Zero Tolerance was meant to be a pretty big deal in the mid-90s X-Books (just after I'd stopped collecting, though I was still reading an issue here and there off the stands), but it was largely-focused around Iceman and Cecilia Reyes of all people (both fine characters, but bottom-tier X-Men at this time- Cecilia was BRAND NEW as a character!). It was your average generic "The government creates an Anti-Mutant Task Force" led by a super-bigot named Bastion, who was the same as every OTHER villain who's tried this, but had a chin goatee and was a government agent instead of a politician.
-With Professor Xavier in custody following the "Onslaught" thing, Bastion took over the X-Mansion and gained possession of the "Xavier Protocols", Xavier's list of ways in which one could kill the X-Men, should they turn rogue (this actually pre-dates JLA: Tower of Babel by four years, so it as least original and led to a much-BETTER comic book story). Leading an army of Sentinels and the new Prime Sentinels, Bastion captured several X-Men, until, at the PEAK of the storyline's drama... the President changed his mind and suspended O:ZT. I specifically remember reading the final issue of the story arc, where Bastion is all ready to kill the heroes... and then S.H.I.E.L.D. or somebody just shows up and tells him to stop, and there's this goofy panel of Bastion going "Sentinels... stand down."
-THAT'S IT. THAT'S THE CLIMAX OF THE STORY!! Bastion just stops what he's doing because he's told to! Nobody fights or anything! This was a COMPLETE let-down from any kind of dramatic situation, and led to the story going over like a fart in church. The use of "Prime Sentinels" was another failure, as fans can't really get into a nameless army of similar-looking losers as a serious threat. And so Bastion was basically rendered impotent as a character- the remaining bit of his story was to have him be revealed as the merger of Master Mold and Nimrod (the mutant-hunting Sentinel from the future), who got amnesia through the Siege Perilous and thought he was a normal human. He later shows up fighting Machine Man and Cable, years after either character meant anything- he was later killed by Wolverine.
-He was brought back temporarily in the "Douglock/Wolfsbane" era of Excalibur, but was beaten again. It would be TEN YEARS before he'd show up again, during Messiah Complex, which brought back a bunch of old Mutant-Haters (Steven Lang, Graydon Creed, Bolivar Trask, William Stryker & Cameron Hodge) thanks to the Transmode Virus of Warlock's people. While bringing back a lot of one-off or failed villains, it also rendered them somewhat diminished as major forces, as now each one was just one of many- it also kind of hangs a lampshade on just how many of this type of villain the X-Men HAD... but that's kind of a point about prejudice right there. Bastion was at least the LEADER of that group of guys, and led them against the "Mutant Messiah", Hope Summers. Hope manifests many of the X-Men's mutant powers and finally destroys him.
-Bastion is rather powerful, but expensive mainly thanks to a horde of abilities. His resurrected Technarch-Form is apparently even MORE powerful, though has that vague "gains other abilities" thing. Tecnharch creatures are often horrendously-powerful, and evil ones can accomplish almost anything, so his level could be REALLY high.

THE TINKERER (Phineas Mason)
Created By:
Stan Lee & Steve Ditko
First Appearance: The Amazing Spider-Man #2 (April 1963)
Role: Background Mechanic, The Patron Saint of Jobbers
Group Affiliations: None
PL 0 (47), PL 3 (47) Defenses, PL 6 (47) Inventor
STRENGTH
-1 STAMINA 0 AGILITY -1
FIGHTING 0 DEXTERITY 3
INTELLIGENCE 8 AWARENESS 3 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Science) 4 (+12)
Insight 3 (+6)
Perception 2 (+5)
Technology 8 (+16)

Advantages:
Equipment 5 (Lab), Inventor, Improvised Tools

Offense:
Unarmed +0 (-1 Damage, DC 14)
Initiative -1

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +5

Complications:
Motivation (Greed)- The Tinkerer will build gear for ANYBODY.

Total: Abilities: 26 / Skills: 22--11 / Advantages: 7 / Powers: 0 / Defenses: 3 (47)

-The Tinkerer is actually more of a "Background Explanation" than a character these days, but in fact goes all the way back to Spider-Man #2. He disguises himself as an alien to commit blackmail on powerful people (using bugged radios), but Spider-Man defeats him. After that, he spends most of his time fixing things in the background- a TON of characters over the years would debut with backstories including The Tinkerer creating their gear- Mysterio's costume, The Scorpion's tail, Rocket Racer's skateboard, Whirlwind's new armor, Diamondback's throwing diamonds, The Grim Reaper's Scythe, The Grizzly's exoskeleton, The Big Wheel and Goldbug's ship among them. The man is simply the Patron Saint of Jobbers.
-He's worked for just about everybody, and is careful to avoid being screwed over- when Killer Shrike attempted to avoid payment by threatening the inventor, his gauntlets backfired on him. However, he has been arrested a few times- Rusty & Skids once beat him. His son became the villainous "Agent", but was killed, and Tinkerer's attempt to go legit didn't pan out, as it was revealed that he'd been working on behalf of Latveria for years. In recent times, he's been kind of all over the place- crippled in Wolverine: Origins, at Prison 42 post-Civil War, and suicidal after his grandson was killed during the Stamford Incident.
-Physically, he's a joke, but The Tinkerer is clever and ingenious, able to build just about any gear for any character. Most of his stuff is fairly "Small Time", so he's not in Reed Richards' or Tony Stark's league (his most-elite client is Mac Gargan, really), but in terms of versatility of gimmicks, he may be beyond any character in comics.

THE TRASH
Created By:
Louise Simonson & John Bogdanove
First Appearance: Power Pack #31 (Aug. 1987)
Role: Jobber Villains
Group Affiliations: The Trash
PL 4 (53)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 0 AWARENESS -1 PRESENCE -1

Skills:
Athletics 4 (+5)
Deception 4 (+3)
Expertise (Streetwise) 4 (+4)
Intimidation 4 (+3)
Perception 3 (+2)
Stealth 1 (+4)

Advantages:
Equipment 5 (Lab), Inventor, Improvised Tools

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +2

Complications:
Motivation (Survival)- The Trash are mostly deformed runaways, and are fighting for their very survival. They'll work for just about anybody for cash.

Total: Abilities: 28 / Skills: 20--10 / Advantages: 7 / Powers: 0 / Defenses: 8 (53)

-Someone mentioned these guys years ago when I was building random groups, and I kind of dismissed them, seeing them as too minor and silly-looking to be worth looking into (they were drawn by John Bogdanove, who, before he turned decent in Superman, produced some of the worst art in comic book history. His X-Factor work during The X-Tinction Agenda makes Rob Liefeld look like Alex Ross. I'm not even kidding. Go look). But hell, they're on the list, so why not?
-The Trash are superhuman youths who work for a drug dealer named The Garbage Man. The original lineup of Trash included Airhead, Blasting Cap, Brute, Crazy Legs, & Razor Cut, and they were primarily drug-runners and muscle. They captured Power Pack for their boss, but refused to kill the children; as a result, Garbage Man attacked them and they freed the Pack to help. Good prevailed, but the Trash were admonished by the Pack and departed. Brute & Airhead left the gang sometime after this, but they recruited Thor Kid & Troop during a move to Chicago, where they encountered Luke Cage- this story came five years later, in Cage's ill-fated solo book. The team disintegrated due to interpersonal conflicts- Crazy Legs was hammered by Thor Kid for refusing to shoot Cage, and Razor Cut stabbed him in return. A building was set on fire by Blasting Cap, and only Cap & Crazy Legs are seen escaping- the fate of the other members remains unknown.

RAZORCUT- PL 6 (66): "Diamond-Hard Skin" Protection 6, Strength 3, "Claws" Strength-Damage +2 (Feats: Split) [13]
-Razorcut was golden-skinned at first, but later became more reptilian. He is the most-villainous of the crew- most of them have the "Desperate to survive" gimmick going on, but Razorcut is straight-up a bad guy, and admits it.

AIRHEAD- PL 4 (57): "Inflatable Head" Flight 1, Super-Strength 4 (Flaws: Limited to When Inflated) [4]
-Airhead, a girl, quit sometime after the first story, and is possibly an abused child.

BRUTE- PL 5 (65): Strength 5, Stamina 6, Fighting 4, Intelligence -1 [12]
-Token Strongman- a black kid who left with Airhead. Possibly left out because he looks like a racial stereotype- Bogdanove's exaggerated art style focuses on his gorilla-like arms and pronounced muzzle.

BLASTING CAP/BLAST- PL 7 (66): "Charging Objects" Damage 7 (Extras: Area- 30ft. Burst) (Quirks: Requires Objects -1) [13]
-Blasting Cap can blow things up- this makes him a nervous wreck, prone to blowing things up by accident.

CRAZY LEGS- PL 5 (74): Agility 4, Fighting 6, Intelligence 1, Awareness 1, Presence 1, Leaping 2 (30 feet), Speed 2, Strength-Damage +2 (Feats: Reach) [21]
-A black basketball player-looking kid with giant, extendable legs. Yeah, they did that. The nearest member of the group to having any actual smarts. He appears to be committing crimes to help his sick mother, and refuses to shoot Luke Cage when given the chance, showing that he somewhat values human life (despite his rantings about how awful society is).

THOR KID- PL 4 (54): Equipment (Hammers +2- Split) [1]
-Created by Marc McLaurin & Dwayne Turner, he appears in Cage #11 in August 1992. He's legitimately-bad, and tries to make Crazy Legs kill Luke Cage. When Legs refuses, Thor Kid hits him, but gets stabbed by Razor in return. He liked to call himself "Thor" and act like he led The Trash, but the others usually called him "Thor Kid" and riffed on his attempts at leadership.

THE IGUANA
Created By:
Bill Mantlo & Jim Mooney
First Appearance: The Spectacular Spider-Man #32 (July 1979)
Role: Lizard-Lite
Group Affiliations: None
PL 8 (130)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Intimidation 6 (+6)
Perception 4 (+4)

Advantages:
Fast Grab

Powers:
"Reptilian Senses" Senses 1 (Acute Scent) [1]
"Climbing Claws" Movement 1 (Wall-Crawling) [2]
"Prehensile Tail" Extra Limb 1 [1]

"Reptile Control" Mind Control 8 (Extras: Area- 250ft. Burst +4) (Flaws: Touch Range -2) (48) -- [49]
AE: "Mesmerizing Gaze" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Perception-Ranged +2) (Flaws: Vision-Dependent) (16)

Offense:
Unarmed +8 (+8 Damage, DC 23)
Mesmerize -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +3

Complications:
Prejudice (Giant Lizard)
Weakness (Light & Temperature-Sensitive)- The Iguana does not handle bright lights well (and at first, transformed into a normal Iguana by day).

Total: Abilities: 62 / Skills: 16--8 / Advantages: 1 / Powers: 53 / Defenses: 6 (130)

-Yes, there's really a Lizard Wannabe called The Iguana. This is classic "Filler" stuff from the 1970s- an era notorious for basically producing the same story month-to-month (especially when people were behind on deadlines and they had to put in a "filler" issue). He is created when Dr. Curt Connors imbues an ordinary iguana with his own life force, and that of his alter-ego, The Lizard. Naturally the iguana grows all huge, semi-intelligent, and evil. He fights Connors, and attempts to abduct his family as "insurance", drawing Spider-Man into the fray. Connors soon transforms into The Lizard to protect his family, but both reptialians are possessed of the same hatred for SPIDEY, and thanks to that Old Parker Luck, they turn their attacks on HIM.
-The Iguana is turned back after a fight with Spider-Man (using the same device which Connors used to create the creature- he siphons Lizardiness from Connors and throws it into The Iguana, which creates an overload after briefly making him more powerful- he explodes, but an iguana is seen shrinking away), but reappears out of nowhere more than thirty years (!!) later, losing to Spidey while he's trying to talk to Aunt May & Anna Maria on the phone. He's basically Lizard-Lite in all respects, which is pretty sad considering that Stegron is ALSO Lizard-Lite, but is better than Iguana at it.

PRIAPUS
Created By:
D.G. Chinchester & Marc McLaurin
First Appearance: Terror Inc. #10 (April 1993)
Role: The Greek God of Raging... Actually, check Google Image with the safe search off... actually, don't
Group Affiliations: The Olympian Pantheon
PL 12 (271)
STRENGTH
3/9 STAMINA 5/9 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 5

Skills:
Athletics 3 (+6, +12 Tryst)
Deception 6 (+11)
Expertise (History) 5 (+8)
Insight 4 (+8)
Intimidation 2 (+7)
Persuasion 8 (+13)

Advantages:
Benefit 2 (Cult Leader), Daze & Fascination (Persuasion), Great Endurance, Ranged Attack 2

Powers:
"Immortal"
Immunity 1 (Aging) [1]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]

"Make Others Feel Their Darkest Fantasies" Affliction 8 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception-Ranged +2, Cumulative) [32]

"Vatsayana's Tryst" (Flaws: Removable) [119]
Enhanced Strength 6 (12)
Enhanced Stamina 4 (8)
Mind Control 12 (48)
Summon Minions 8 (Extras: Active, Controlled, Variable 2- Fantasies, 4 Minions +4) (80)
-- (148 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Tryst Strength +8 (+9 Damage, DC 24)
Fantasies -- (+8 Perception-Ranged Affliction, DC 18)
Mind Control -- (+12 Perception-Ranged Affliction, DC 22)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5 (+9 Tryst), Fortitude +7 (+11 Tryst), Will +8

Complications:
Motivation (Power & Pleasure)

Total: Abilities: 78 / Skills: 28--19 / Advantages: 7 / Powers: 155 / Defenses: 12 (271)

-The Ancient Greeks, being a general bunch of weirdos, decided to invent a "God of Virility" of sorts, creating the well-endowed hideous satyr Priapus to be one of their mighty Pantheon (the Greeks actually believed that tiny schlongs were the most-perfect and beautiful- the evidence is plainly-seen on most of their sculptures. A huge one was seen as disgusting and vulgar). Marvel's Priapus is vaguely Satyr-Like (in the sense that he looks like he's part-devil), though it's unclear whether or not he's a true Olympian (his creator actually says no). He appears as the idol/leader of a Sex Cult that worships him in the weird Terror Inc. book (when the HERO has the power to attach people's limbs to himself, you're reading a weird book). He's searching for a Macguffin (called the "Tryst"), and ends up mixed in with Terror, Luke Cage and Silver Sable, as the heroes cross over into each other's Bottom-Tier books.
-Priapus gains the Tryst from the "Carnal Serpent" (an ancient creature that he cons the heroes into killing), and starts fighting all the heroes, manifesting their own desires as Summoned Minions. Silver Sable is able to distract him by pretending to be TOTALLY into his hot Demon Bod, and this allows Luke Cage to run in, and yank the Tryst off of his chest (where it had fused). When this happens, the Carnal Serpent was resurrected, tearing itself free from Priapus's body and killing him. It then leaves.
-There's a great write-up for this whole thing at the irreplaceable Unofficial Appendix site, and the writer himself popped in with his comments about how the storyline was made, and the origins of Priapus. In any case, Priapus is a good old-fashioned Cult Leader with some great physical abilities and Immortality (he's meant to have inspired the myth of Priapus), and can give people their deepest fantasies (at one point, he uses this to KILL one of his followers for failing him). With the Tryst, he becomes extremely-powerful (almost half of his overall points cost comes from it), and it takes the combined forces of Terror Inc., Silver Sable and Luke Cage to defeat him.

RANCOR
Created By:
Jim Valentino
First Appearance: The Guardians of the Galaxy #8 (Jan. 1991)
Role: Future Wolverine
Group Affiliations: New Haven
PL 9 (124)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+7)
Athletics 6 (+11)
Deception 2 (+5)
Expertise (Dictator) 6 (+8)
Intimidation 2 (+5)
Perception 4 (+7)

Advantages:
Accurate Attack, All-Out Attack, Benefit 5 (Ruler of New Haven), Great Endurance, Startle

Powers:
"Mutant Powers: Wolverine-Lite"
Regeneration 8 [8]
Immunity 3 (Aging, Disease, Poison) [3]
Senses 6 (Acute Scent, Extended Scent 2, Low-Light Vision, Extended Hearing, Tracking) [6]
"Clawed Fingers" Strength-Damage +2 (Feats: Split) [3]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Claws +10 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +8, Will +5

Complications:
Motivation (Power)

Total: Abilities: 74 / Skills: 22--11 / Advantages: 9 / Powers: 20 / Defenses: 10 (124)

-A peculiar arc in Jim Valentino's 1990s The Guardians of the Galaxy book featured the team arriving at New Haven, a world that contained the remnants of what was once Earth's Mutant population- having fled centuries ago after a genocide, they set up shop on a new world. Rancor claims to be a direct descendent of Wolverine, and rules the planet like a dictator. She and her lieutenants fight the Guardians, but New Haven is destroyed. She teamed with Doctor Doom (who is apparently alive in this timeline. But in Wolverine's cyber-ized Adamantium Skeleton), then turned on him- being rescued by the Guardians this time around. However, she repaid them by fighting and raping (!!) their young member, Talon, giving birth to his son Talogan as a result. That's apparently the last that's ever been heard of her- seeing as Talon is the least-utilized member of a group that's only utilized as a cutesy homage these days, and there's a dozen OTHER Sexy Lady Wolverines out there, I don't imagine Rancor has much of a future.
-Rancor is supposedly super-awesome at fighting, but of course has apparently only defeated Talon, who really wasn't that elite, either. Plus she's kinda lame, so I made her PL 8 on defense, and PL 8.5 on offense.

Hey man- everything showed up just fine (the buzzsaw things on the Rex's legs actually hold OK without rubber bands- unless you move them. But rubber bands are pretty easy to find, even if they're not "official" :)). Thanks again.

Hah- I missed the comment about you not having a Brontosaurus the first time around! That's funny- I figured you didn't have one, since if you did, it'd probably be in your shop. How much does a semi-complete one tend to run for, anyways? I remember you having one once that was around... $350 US? I forget. I see people selling some "nude" ones online for $100, and I've noticed that nude ones tend to sell for about 1/3rd of the fully-armored ones.

I figured I would update my "wish list":
* Diplodocus, Torosaurus & Struthiomimus, as I mentioned before.
* Pachycephalosaurus. I wasn't that enamored with him before, but then I bidded on one and somebody sniped me at the last minute (well, they sniped my snipe :)- I bid, but then I tried to Max Bid higher and they'd already last-minute Max Bidded to some unforseen level). So now I want one. And thinking about it, he does look pretty cool.
* The Protoceratops Harness thing.
* Edmontonia- I kind of passed on it before, but it's a really nice piece overall.

I also didn't realize your Kentrosaurus was as complete as it was, with all those pieces. I assumed it was just a "nude" one and some scattered pieces, but looking at the Instructions online shows that you've almost got all the bits (just missing a connector piece, Brain Box & Tail Thingie for the most part). I'll probably get what I can of him once I get the chance. And maybe the Dimetrodon bits- looks like you have all of that one but the pegs.

I kind of like some of the others (Saurolophus, Placerias), but they're a bit "plain" compared to some of the others, and annoyingly, Dino Riders toys are that special combination of rare AND old, meaning they go for higher prices than I'd normally pay for relatively-small toys :). Naturally, the "Series III" stuff is HUGELY expensive (there's a local guy here selling a "nude" Pachyrhinosaurus for almost $200 Canadian! That's more than I spent on your nearly-complete T-Rex!

Mostly-complete, preferably- I'm not a huge stickler for missing bits here and there (I'm perfectly-happy with my Styracosaurus with some broken gun tips)- it's WAY cheaper to get a semi-complete one ). I'll probably do a few BIG transactions over several small ones- the Canadian dollar kind of sucks right now, and it's making shipping kind of a pain (if I got the Pterydactyl Harness, for example, I would spend more money on the SHIPPING than the TOY!), so I prefer to Combine Shipping whenever possible.

KIRIGI
Created By:
Frank Miller
First Appearance: Daredevil #174 (Sept. 1981)
Role: Elite Ninja, One-Off Monster
Group Affiliations: The Hand
PL 9 (135)
STRENGTH
5 STAMINA 8 AGILITY 6
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 6 (+12)
Close Combat (Unarmed) 2 (+12)
Deception 2 (+4)
Expertise (Ninja) 10 (+11)
Insight 3 (+6)
Intimidation 6 (+8)
Perception 5 (+8)
Ranged Combat (Ninja Weapons) 4 (+11)
Sleight of Hand 8 (+11)
Stealth 6 (+12)

Advantages:
Accurate Attack, Equipment 4 (Ninja Stuff), Diehard, Fearless, Hide-In-Plain-Sight, Improved Critical (Sword) 2, Ranged Attack 4, Startle, Takedown 2, Tracking

Powers:
Speed 1 (4 mph) [1]
Leaping 1 (15 feet) [1]
Healing 8 (Flaws: Limited to Himself, Distracting) [4]

Offense:
Unarmed +12 (+5 Damage, DC 20)
Sword +10 (+8 Damage, DC 23)
Shuriken +11 (+3 Ranged Damage, DC 18)
Initiative +6

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +5

Complications:
Responsibility (The Hand)

Total: Abilities: 76 / Skills: 58--29 / Advantages: 18 / Powers: 6 / Defenses: 6 (135)

-So with Daredevil undergoing a huge mega-arc involving ninjas everywhere, it was inevitable that the bad guys would unleash an ELITE Ninja. It's a classic literary story in continuing narratives: the hero undoes the villains time after time, so they're forced to hire an elite super-warrior of deadly reputation from a far-off land in order to stop him. Kirigi debuts slaying three failed Hand Ninjas ("All three of us!! With a single stroke!! *dies*"), then hunts Elektra after she interfered in a fight between DD and the ninjas. He fights a bit like a Ninja Jason Voorhees- constantly "tanking" damage and stalking forward- Elektra kills him by blowing up a semi-trailer next to him, then decapitating him ("God or demon, Kirigi had a neck that was human enough").
-He is resurrected by the Hand in order to fight DD and The Chaste (Stick's organization of good-aligned Ninjas), but he is handily-defeated by the numerous warriors. I was going to make him PL 10, but for all his hype, he's killed by Elektra once, then jobs hard in his second fight. And this is 1980s Elektra- the one who jobbed to regular Goons and died fighting Bullseye. This was WAY before she got more credibility as a fighter. So instead, Kirigi is PL 9. And as a matter of fact, he's one of my very few fairly-balanced PL 9 (135) P.C. builds.

SKINHEAD, THE WHITE REDEEMER (Edward "Eddie" Cross)
Created By:
Gerry Conway & Alex Saviuk
First Appearance: Web of Spider-Man #56 (Nov. 1989)
Role: Jobber Villain
Group Affiliations: The Sons of the Serpent
PL 7 (102)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Racist) 4 (+5)
Intimidation 6 (+6)

Advantages:
Fast Grab, Startle

Powers:
"Amorphous Flesh-Monster"
"Skin-Absorption" Weaken Toughness 8 (Extras: Reaction +3) (Quirks: Requires Skin-To-Skin Contact -2) [30]
Insubstantial 1 (Flaws: Limited to Skin) [4]
Elongation 2 [2]
Movement 1 (Slithering) [2]

"Hard To Hit"
Protection 4 [4]
Immunity 20 (Bludgeoning, Piercing & Slashing Damage) (Flaws: Limited to Half-Effect) [10]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Absorption +6 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +7, Fortitude +3, Will +2

Complications:
Hatred (Non-Whites)
Motivation (Being a White Supremacist)
Addiction (Absorbing Flesh)- Skinhead may require absorbing flesh in order to survive.

Total: Abilities: 36 / Skills: 12--6 / Advantages: 2 / Powers: 52 / Defenses: 6 (102)

-A character named "Skinhead" reminds me of that time I went looking at random stuff on Wikipedia, and ended up on a page about skinheads, and about how THEY'RE TOTALLY NOT ALL ABOUT NAZIS YOU GUYS, going into huge detail about all the different groups of "skins" that shared shaved-heads in common, and little else. But I haven't seen real skinheads in forever.
-That said, of course a character named Skinhead is a Nazi. But in a weird bit of storytelling, Gerry Conway made him of Jewish ancestry (his father is a Rabbi) and a former Zionist who got radicalized at a rally by the Watchdogs (a Conservative group that leaned heavily towards anti-pornography and racism)- his origin may have something in common with Daniel Burros- a Grand Dragon of the Ku Klux Klan with Jewish ancestry. He held some racist rallies, but after a fight with Rocket Racer and Spider-Man, he got doused in some of Peter Parker's failed-webbing projects, and got turned into the mutated "Skinhead". He threatened Spidey & Racer much more-severely this time, as he was able to dissolve people's flesh with his touch (Spidey was wearing a full-body costume, and thus could resist it), but Spider-Man KO'd the human skeleton beneath all that flab, and ended the fight. Skinhead's only other appearance was against Monica Rambeau in her Limited Series (meant to keep DC from publishing any book titled Captain Marvel- Marvel HAS to publish a book by that name once every few years in order to keep the copywrite), where her and a group of others were able to find the good in him, and he emerged from the flesh-pile, willing to make a change in his life (though he was still unwilling to shake hands with a black woman).
-More of a pest than a serious threat, Skinhead is hard to hurt, but his power of course never affects any REAL character- just Mooks (Skinhead manages to kill his entire gang once he gains powers- in revenge for their leaving him against the heroes).

BLACK DRAGON (Chiantang)
Created By:
Jim Owlsley & Mark Bright
First Appearance: Power Man & Iron Fist #118 (July 1985)
Role: Forgotten Villain
Group Affiliations: None
PL 14 (227)
STRENGTH
16 STAMINA 18 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 4 (+12)
Deception 3 (+6)
Expertise (Magic) 6 (+9)
Expertise (History) 5 (+8)
Intimidation 7 (+10, +17 Size)
Perception 3 (+6)

Advantages:
Diehard, Fast Grab, Great Endurance, Improved Hold, Power Attack, Ritualist, Startle

Powers:
"Giant Dragon"
Growth 14 (Str & Sta +14, +14 Mass, +7 Intimidation, -7 Dodge/Parry, +1 Speed, -14 Stealth) -- (90 feet) (Extras: Permanent +0) [28]

"Fire Breath" Damage 13 (Extras: Area- 250ft. Cone +2) (39) -- [40]
AE: "Kaiju Crush" Damage 12 (Extras: Area- 60ft. Burst +2) (36)

Morph 2 (Any Form) (Feats: Metamorph) [21]
Flight 6 (120 mph) [12]
Immunity 6 (Fire Damage, Aging) [6]
Regeneration 10 (Feats: Regrows Limbs) [11]
Impervious Toughness 15 [15]

Offense:
Unarmed +12 (+16 Damage, DC 18)
Kaiju Crush +12 Area (+12 Damage, DC 27)
Fire Breath +13 Area (+13 Damage, DC 28)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +18 (+8 Impervious), Fortitude +18, Will +6

Complications:
Motivation (Destruction)- Chiantang has been driven insane after killing his own beloved niece by accident- he now simply destroys.

Total: Abilities: 46 / Skills: 28--14 / Advantages: 6 / Powers: 133 / Defenses: 27 (227)

-Chiantang is yet another example of writers taking minor characters they've created and bringing them to later books they work on- Chiantang is a forgotten villain from Jim Owlsley's unpopular run on Power Man and Iron Fist who somehow ended up on Jim's Black Panther title once he'd changed his name to Christopher Priest. He's a dragon that had a grudge against Shou-Lao (who apparenly married Chiantang's niece and left her disgraced & heartbroken), and is ultimately the one responsible for separating his heart from his body and placing it in a cauldron within a cave (the core of the "Iron Fist" legend). Angered by Danny Rand killing Shou-Lao (this was before there was a succession of Iron Fists in the legend- Brubaker & co. added a LOT to the mythos), he attempted vengeance, and then went insane after accidentally killing his own niece. He devastated K'un-L'un, even making its patron God (Master Khan) flee from his rampage.
-Iron Fist, Luke Cage, Misty Knight & Lei-Kung all teamed up against him, eventually killing him with a mystical sword (he was basically unkillable otherwise- repeated use of the Iron Fist Technique barely stalled him). And so he disappeared... until revived in the Black Panther book... of course written by the same writer. He replaces Everett Ross (making him look like Mephisto in the process), then assaults Wakanda and the United States, fighting off the military like a Kaiju. Here, he is only brought low by T'Challa's tech-experts destabilizing his genetic code.
-Chiantang is largely a generic Kaiju Build, adding in basic Dragon Stuff (Flight, Fire Breath), as well as significant amounts of Regeneration. The most-unusual aspect of the character, however, is his Metamorph ability- he often takes various forms, occasionally showing different powers in them. Oh, also he can Switch Minds with somebody (a sorta-Mind Control thing with a Flaw), though I would say that's more of a Ritualist-based thing, as he has some vague "Magical Powers". At PL 14, he can easily take on multiple super-heroes (or conventional military forces) and win- fights against him are typically Kaiju-like.

BLACK DRAGON (Chiantang)- Human Form
Created By:
Jim Owlsley & Mark Bright
First Appearance: Power Man & Iron Fist #118 (July 1985)
Role: Forgotten Villain
Group Affiliations: None
PL 11 (130)
STRENGTH
9 STAMINA 10 AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Close Combat (Unarmed) 4 (+12)
Deception 3 (+6)
Expertise (History) 5 (+8)
Expertise (Magic) 6 (+9)
Intimidation 3 (+6)
Perception 3 (+6)

Advantages:
Accurate Attack, Agile Feint, Chokehold, Close Attack, Diehard, Great Endurance, Improved Critical (Unarmed) 2, Improved Defense, Improved Trip, Startle, Takedown

Powers:
Power-Lifting 1 (25 tons) [1]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +13 (+9 Damage, DC 24)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +10, Fortitude +10, Will +6

Complications:
Motivation (Destruction)- Chiantang has been driven insane after killing his own beloved niece by accident- he now simply destroys.

Total: Abilities: 94 / Skills: 24--12 / Advantages: 12 / Powers: 2 / Defenses: 10 (130)

-Chiantang takes human form during part of the PM/IF stories, and packs a different set of abilities- he's a Martial Artist with great strength. This is largely possible thanks to his Metamorph Feat- a nasty trick that can effectively give a character more than one distinct power-set (and thus, must always be carefully-watched by GMs. Villains, however, can do what they like). Even here, he's PL 11- much weaker than his base form (it's in this form, for example, where he's decapitated and killed by Misty Knight), but handy if you need to fight inside a building or something.

MADCAP (Real Name Unknown)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #307 (July 1985)
Role: Goofy Villain, Journeyman Villain
Group Affiliations: The Unkillables, The Masters of Evil, The Wild Pack, Mercs For Money, The Ghost Rider Assassination League
PL 8 (122)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -2 PRESENCE -1

Skills:
Acrobatics 4 (+8)
Intimidation 5 (+4)
Perception 3 (+1)

Advantages:
Equipment (Toy Bubble-Gun), Great Endurance

Powers:
"Exposure to Compound X7"
Regeneration 14 (Feats: Regrows Limbs) [15]
Immortality 20 [40]

"Induce Insanity" Affliction 8 (Will; Dazed/Compelled/Controlled) (Extras: Cumulative, Perception-Ranged +2) (Flaws: Limited to Madness & Random Actions, Vision-Dependent) [16]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Insanity -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +3

Complications:
Enemy (Deadpool)- Among the few people to fight Madcap more than once, the two get along perfectly-well in that they both love to fight and injure each other.
Motivation (Convince Others of the Pointlessness of Life)- Madcap likes to cause riots and mass hysteria.

Total: Abilities: 32 / Skills: 12--6 / Advantages: 2 / Powers: 71 / Defenses: 11 (122)

-Madcap's creator Gruenwald sez "Madcap represents purposelessness, the disaffected youth of today who thinks 'What's the reason for doing anything?' The ultimate dropout generation." So another look at contempoarary America and world-culture through the most-moral of Americans- the Captain himself. Similar acts include The Watchdogs (far-right extremists/moral guardians), Flag-Smasher (anti-government/patriotism activist), The Red Skull (Nazi gone Corporate), John Walker (modern-day "bad-ass" heroes), and the whole drug war thing.
-Madcap was originally a devoutly-religious young man who gets the typical "doused with chemicals" origin- his mind shatters upon learning of the deaths of his family. Attempting suicide, he is shocked to discover his wounds healing almost instantly- he decides to convince others to share his worldview of the pointlessness of life, dressing in a garish costume and wielding a toy pistol. He causes mass chaos and a huge riot using "Induce Madness" Powers, but is defeated by Nomad.
-He later shows up in Daredevil, dying in a fire thanks to The Rose's goons, but recovers in the morgue. He then foments chaos alongside Katie Power & Franklin Richards (who wanted to go on an adventure, but instead learn an important lesson in responsibility). Then he fights She-Hulk. Then he's kidnapped by Vice & Triphammer of the Power Tools (under orders from Dr. Karl Malus), and rescued by Hawkeye. By this time he was well and truly a "Journeyman Villain"- seemingly breaking out of prison to face the hero as an irreverent "Villain of the Week". In fact, I can't even see another incident of him meeting his first nemesis.
-He mixes up with Quasar, and causes a riot at Grand Central Terminal in NYC, forcing Ghost Rider to quell a riot that causes people to murder each other and commit suicide en masse. Madcap ends up facing the Penance Stare, but ENJOYS the pain of all his accumulated victims' pain! Silver Sable, thinking she's hiring Nomad, ends up accidentally HIRING HIM to be part of the Wild Pack, causing him to fight with Deadpool. He's then hired to fight Ghost Rider (the first time he "repeats" a nemesis), and shows up on the Shadow Council's Mastesr of Evil. He is then killed by Thor- being vaporized alongside Deadpool. However, this results in them being regenerated as ONE BEING, with Madcap now one of the voices in Deadpool's head! Eventually, Deadpool is torn in half by Thor & Luke Cage, regenerating each character in one of the halves. He still fights Wade, though- becoming one of Deadpool's recurring Rogues Gallery- a man as insane as Deadpool himself.
-Madcap isn't much of a fighter himself- his main ability is to create mass havoc by turning civilians into a raving mob of lunatics. People will begin fighting, murdering each other, and even committing suicide. Already-insane people like Deadpool have actually been TURNED SANE by exposure to Madcap's gaze, and people risk permanent insanity if he holds contact for too long! The other troubling thing about fighting Madcap is that he's unkillable- his power allows for INSTANT REGENERATION, from things as varied as decapitation or VAPORIZATION. So a battle against him becomes a war of attrition, making up for his unimpressive statline and combat capabilties.

xxxx
Jabroniville
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Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

JONAS HARROW
Created By:
Gerry Conway & John Romita, Jr.
First Appearance: The Amazing Spider-Man #114 (Oct. 1972)
Role: Evil Scientist
Group Affiliations: Roxxon Oil
PL 1 (43), PL 4 (43) Doctor
STRENGTH
-1 STAMINA 0 AGILITY -1
FIGHTING 0 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 2 PRESENCE 1

Skills:
Deception 5 (+6)
Expertise (Science) 8 (+13)
Expertise (Criminal) 1 (+6)
Insight 3 (+4)
Perception 2 (+4)
Technology 8 (+13)
Treatment 9 (+14)

Advantages:
None

Offense:
Unarmed +10 (+12 Damage, DC 27)
Blasts +12 (+10 Ranged Damage, DC 25)
Initiative +5

Defenses:
Dodge +2 (DC 12), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +4

Complications:
Disabled (Weak Heart)- Harrow is prone to heart attacks.

Total: Abilities: 20 / Skills: 36--18 / Advantages: 0 / Powers: 0 / Defenses: 5 (43)

-Jonas Harrow was a surgeon who was expelled from his practise for engaging in crazy activities, and created the villain known as Hammerhead by experimenting on a dying crook. Eventually, he became one of those "Blanket Explanation" characters, much like The Tinkerer- need an origin? Just say "Jonas Harrow Did It" and you're good- he started enhancing people like Megawatt, the Kangaroo and others- he was like a one-stop shop for Jobbers. He even attempted to use an Emotion Controlling device, but Spider-Man stopped him- he soon vanished once Gerry Conway left the book, and didn't reappear until the Ben Reilly Years. As you might imagine, this did not much improve upon his resume. He showed up here and there since then, but the Tinkerer usually got used instead- eventually, Harrow was executed by The Hood for insubordination- as part of the Hood's gang, he tried to drain the powers of his own boss to impress Norman Osborn, and got shot for his troubles.
-Harrow isn't a combatant, and instead focuses on Science & Medicine.

URTHONA: Urthona is the Sorceror Supreme of the planet Gevaltu, who wishes to become Sorceror Supreme of the entire universe. He tortured Wong to get to Dr. Strange (one of many roadblocks to his goal), and stole numerous books from the Sanctum Sanctorum, but Strange and his ally Rintrah destroyed most of them. One of those books? The Darkhold- doing so undoes the spell that slew all of the Vampires, thus bringing them all back to life. He reappeared once more, and was then exiled into another dimension by Strange.

PERSUADER (Roland Rayburn)
Created By:
Gerry Conway & Alex Saviuk
First Appearance: Web of Spider-Man #35 (Feb. 1988)
Role: Unknown Mutant
Group Affiliations: None
PL 8 (72)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 5

Skills:
Deception 2 (+7)
Expertise (Wall Street) 4 (+7)
Insight 1 (+4)
Persuasion 1 (+6)

Advantages:
None

Powers:
"Mutant Powers: Persuasion"
Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Cumulative, Area- Audio Perception, Selective) [32]

Offense:
Unarmed +2 (+1 Damage, DC 16)
Persuasion +8 Area (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +2, Fortitude +2, Will +3

Complications:
Responsibility (Mind-Controlled)- Persuader was just a Wall Street executive before being brainwashed into becoming a super-villain. So he was just standard-issue evil, not "wear tights and kill people" evil.

Total: Abilities: 36 / Skills: 8--4 / Advantages: 0 / Powers: 32 / Defenses: 0 (72)

-Persuader started off as a man with a Mutant Power he'd never known about- he had the ability to "persuade" people to do what he wanted. Figuring he was just REALLY good at talking to people, he became a successful Wall Street guy, until he was forcibly-recruited by the Kingpin, and brainwashed into becoming an agent. He "persuaded" the Punisher to kill a pair of gang leaders that were infringing upon the Kingpin's territory, but Spider-Man got involved. Spidey was soon injured and at the Punisher's mercy... but Persuader's command that Frank murder the hero in cold blood allowed him to break free of the control- he refused. Turns out that Persuader's powers had a limit after all. And of course the Punisher murdered Persuader instead. Which is actually kind of a downer ending, considering he was never really THAT evil in the first place! I mean, he was just an ordinary Wall Street exe... actually, never mind. Happy ending!
-Persuader's powers work pretty well under normal circumstances, but have their limits- the Punisher would have killed the Lobo Brothers ANYWAYS, so Persuader's abilities just made him want to kill them MORE. When asked to execute Spider-Man, however, Castle was able to resist.

VIRAGO THE SHE-DEVIL
Created By:
Steve Gerber & Don Heck
First Appearance: Sub-Mariner #64 (Aug. 1973)
Role: One-Shot Villain, Conqueror, Beastly Villain
Group Affiliations: None
PL 10 (129)
STRENGTH
3/14 STAMINA 4/12 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Military) 4 (+6)
Intimidation 2 (+4, +10 Beast Form)

Advantages:
Accurate Attack, Fast Grab, Improved Critical (Unarmed), Power Attack

Powers:
"Monster Form" (Activation: Move Action) [-1]
Enhanced Strength 11 [22]
Reduced Fighting 2 [-4]
Enhanced Stamina 8 [16]
Enhanced Skills 6: Intimidation 6 (+10) [3]

"Inspire Bloodlust" Affliction 5 (Will; Dazed/Compelled/Controlled) (Extras: Reaction +3, Area- 60ft. Burst) (Flaws: Limited to Bloodlust) [20]

"Aquatic Physiology"
Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 6 (16 mph) [6]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Monster Form +6 (+14 Damage, DC 29)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+12 Monster Form), Fortitude +4 (+12 Monster Form), Will +4

Complications:
Motivation (Power)

Total: Abilities: 46 / Skills: 8--4 / Advantages: 4 / Powers: 67 / Defenses: 8 (129)

-Virago is an evil Warrior-Woman who took over an otherworldly underwater city whose people then went to Namor for help. She challenged Namor to a duel over control of "Zephyrland", but transformed into a 10' tall beast in order to overpower him. However, Namor soon escaped and chased her off with the Atlantean army. She & Orka then ganged up on Namor, who fled, striking a US Navy ship carrying nerve gas- both she & Orka were overwhelmed by the gas. She has never been seen since.
-Virago is a standard-issue fighter in her base form, but when she turns into a ten-foot-tall She-Beast that can overwhelm even NAMOR's defenses. This was a number of years ago, so her end PL is probably a bit lower than Namor's by this point- PL 10 oughta do for a forgotten Steve Gerber one-off.

ISBISA (Simon/Merton Meke, aka I.S. Bishoff)
Created By:
Bill Finger & Unknown Artist
First Appearance: All Winners Comics #19 (Fall 1946)
Role: Forgotten Golden Age Villain
Group Affiliations: None
PL 8 (120)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 7 AWARENESS 4 PRESENCE 3

Skills:
Athletics 4 (+5)
Deception 5 (+8)
Expertise (Science) 8 (+15)
Expertise (Criminal) 1 (+8)
Insight 4 (+8)
Perception 2 (+6)
Stealth 4 (+6)

Advantages:
Evasion, Inventor, Ranged Attack 3

Powers:
"Gas-Expelling Suit" (Flaws: Removable) [28]
"Knock-Out Gas" Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Cumulative, 30ft. Cloud +2) (32)
Immunity 1 (Own Gas) (1)
Features 1: Floats (1)
-- (34 points)

Offense:
Unarmed +8 (+1 Damage, DC 16)
Gas Attack +8 Area (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +5

Complications:
Motivation (Power)
Enemy (Miss America & The Whizzer)- He is eventually responsible for the deaths of both.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 5 / Powers: 28 / Defenses: 9 (120)

-In the ugly Post-War days of Timely Comics, Isbisa was used as a one-off villain of their JSA knock-off team, the All-Winners Squad. He took his name from the first letters of the "Ages" of mankind- the Ice Age, Stone Age, Bronze Age, Iron Age, Steel Age & Atomic Age. He used knock-out gas as a weapon, but was eventually captured and imprisoned. He did not reappear until modern times, with a prison escape and radiation weapon being used to explain why his old enemy Miss America gave birth to the lethal Nuklo. He later took control of Nuklo, and killed the aged Whizzer before the Vision & the Scarlet Witch stopped him. He reappeared years later in a She-Hulk book, moving super-villains throughout time. The villain (who was doing this so that he could "appear in another comic book"- remember, this was She-Hulk) was discovered by the Blonde Phantom, but escaped capture- he has not been seen since.
-Isbisa is a successful, intelligent villain, based more around planning and escaping than a lot of combat power. Despite never really appearing in great shape, he's managed to live for years.

BLOODWRAITH (Sean Dolan)
Created By:
Mark Gruenwald, Roy & Dann Thomas & Tony DeZuniga
First Appearance: The Black Knight #2 (July 1990)
Role: Soul-Empowered Revenant
Group Affiliations: None
PL 12 (118)
STRENGTH
4 STAMINA 6 AGILITY 2
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Swords) 2 (+14)
Intimidation 8 (+8)
Perception 4 (+4)

Advantages:
All-Out Attack, Improved Critical (Swords), Improved Initiative 2, Minion 6 (Valinor)

Powers:
"Summonable Ebony Blade" (Feats: Indestructible) (Quirks: May Be Disarmed) [0]
Teleport 15 (Extras: Accurate) (Flaws: Limited to the Ebony Blade's Location) (30) -- [34]
AE: "Redirect Energy" Deflect 12 (Extras: Redirect) (24)
AE: Nullify Magical Powers 7 (Extras: Sustained +2) (Flaws: Touch Range, Limited to Shields) (14)
AE: Nullify Energy Powers 7 (Extras: Broad) (Flaws: Touch Range) (14)
AE: "Sword Slash" Strength-Damage +5 (Feats: Improved Critical 2, Penetrating 7) (14)

Move Object 1 (Flaws: Limited to Ebony Blade) [1]

Offense:
Unarmed +12 (+4 Damage, DC 19)
Ebony Blade +14 (+9 Damage, DC 24)
Initiative +10

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +6, Fortitude +8, Will +4

Complications:
Motivation (Taking Lives)- Especially innocent ones.
Power Loss (Killing)- Some that are killed by the Ebony Blade may return to life if the good souls are able to defeat the evil souls trapped within it.

Total: Abilities: 52 / Skills: 14--7 / Advantages: 10 / Powers: 35 / Defenses: 14 (118)

-Packing one of the most 1990s names in comic history, Bloodwraith is a man possessed by the souls of all those slain by the Ebony Blade- the weapon of the Black Knight. He was an amateur swordsman, and Dane Whitman's squire, who was transformed after he found the Blade once Whitman's alternate-timeline self (Proctor- a failed Avengers villain) lost it- the souls turned him into a murderous monster, out to slay innocents. One time, he even murdered NAMOR, but the Sub-Mariner was able to return to life after defeating the evil souls within the Blade. Later, Dolan was doing volunteer work in Slorenia (the country Ultron annihilated) when he transformed again- this version was incalculably-powerful, and the Avengers only defeated him when the Scarlet Witch bound him permanently to Slorenian soil, and S.H.I.E.L.D. built a WALL around the entire country!
-Bloodwraith, having given himself entirely to the Blade, is MUCH more powerful than Dane Whitman ever was, and can use the thing to kill people as powerful as Namor. In an Avengers issue, he used the dead Slorenians' souls to become so powerful that the Avengers couldn barely budge him, but that's not his "usual" self. Having never read an issue featuring him, all I can do is guess as to his overall level, but even "New Villain Stink" doesn't seem to afflict him overly much.

VALINOR
Role:
Flying Mounted Beast
PL 7 (75)- Minion Rank 6
STRENGTH
6 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 3 PRESENCE -2

Skills:
Athletics 2 (+8)
Expertise (Survival) 2 (+5)
Insight 3 (+6)
Intimidation 6 (+5 Size)
Perception 5 (+8)

Advantages:
All-Out Attack, Attractive (To Women), Diehard, Follow-Up Strike, Great Endurance, Improved Critical (Hooves), Improved Initiative, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision, Radius Sight) [3]
"Animal Physiology" Speed 3 [3]
"Natural Weapons- Hooves" Strength-Damage +1 (Feats: Reach) [2]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Protection 2 [2]

"Wings" Flight 5 (60 mph) (Flaws: Winged) [5]

Offense:
Unarmed +6 (+6 Damage, DC 21)
Hooves +6 (+7 Damage, DC 22)
Initiative +6

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +10, Will +6

Complications:
Disabled (Animal)- Valinor cannot speak to humans, nor use his hooves to easily manipulate objects.

Total: Abilities: 22 / Skills: 18--9 / Advantages: 8 / Powers: 23 / Defenses: 13 (75)

"SHE'S MY CHERRY PIE! PUT A SMILE ON MY FACE- TEN MILES WIDE! TASTES SO GOOD- MAKE A GROWN MAN CRY- SWEEEET CHERRY PIIEEEEEEEE!!!!"

WARRANT I (Kevin Leary)
Created By:
Joey Cavalieri & Dave Hoover
First Appearance: Marvel Comics Presents #127 (May 1993)
Role: One-Shot Villain
Group Affiliations: None
PL 8 (74)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+4)
Expertise (Mercenary) 2 (+3)
Investigation 3 (+4)
Perception 2 (+3)
Vehicles 3 (+6)

Advantages:
Equipment 5 (Motorcycle, Giant Gun +7), Ranged Attack 3

Powers:
"Evil Eye" (Flaws: Removable) [20]
Affliction 8 (Fort; Entranced & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 30ft. Line, Extra Condition) (24 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Giant Gun +6 (+7 Ranged Damage, DC 22)
Evil Eye +8 Area (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +3, Will +2

Complications:
Motivation (Greed)
Prejudice (Freak)- Warrant looks totally hideous, with a giant scar over one side of his face.

Total: Abilities: 34 / Skills: 12--6 / Advantages: 8 / Powers: 20 / Defenses: 6 (74)

-The original Warrant is a one-off from Marvel Comics Presents (an anthology book that's almost never talked about these days... because it was the early '90s and the stories were AWFUL Iron Age drek), sent by A.I.M. to kill Iron Fist and get a Macguffin back from him. Riding his motorcycle, he paralyzes Iron Fist with his "Evil Eye", but is then distracted by Danny's female companion- a car tire cuts off the "Evil Eye", and Iron Fist then one-shot-KO's the guy before he can fire his Giant Gun... Seriously, that's it.

WARRANT II (Grey Garrison)
Created By:
Terry Kavanagh & Alex Saviuk
First Appearance: Web of Spider-Man #110 (March 1994)
Role: Jobber Villain, Mercenary
Group Affiliations: None
PL 8 (118)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 2 (+4)
Expertise (Government Agent/Mercenary) 4 (+6)
Insight 2 (+5)
Intimidation 2 (+4)
Investigation 4 (+6)
Perception 3 (+6)
Technology 3 (+5)

Advantages:
Improved Aim, Ranged Attack 5

Powers:
"Warrant Costume" (Flaws: Removable) [31]
Flight 6 (120 mph) (12)
Protection 2 (2)
Senses 2 (Infravision, Ultravision) (2)

"Missiles" Blast 7 (Extras: Area- 30ft. Burst) (21) -- (22)
AE: "Gunfire" Blast 5 (Extras: Multiattack) (15)
-- (38 points)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Gunfire +10 (+5 Ranged Damage, DC 20)
Missiles +7 Area (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+6 Costume), Fortitude +5, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 64 / Skills: 24--12 / Advantages: 6 / Powers: 31 / Defenses: 9 (71)

-This goofy-ass, super-'90s loser is a government agent sent to take care of The Lizard. In so doing, he kidnaps Curt Connors's son and brings him to the Florida Everglades, and engages the reptilian villain in a battle that soon involves Spider-Man. He "kills" Connors by dumping him into quicksand, but becomes a mercenary after the government cuts him loose over this fiasco. He founds his own company, but only shows up in an issue of Nightwatch and one more of Web of Spider-Man before he disappeares, never to be seen again.
-Warrant ("SWEET CHERRY PIEEEEEEEEEEEEEEE!!!") is a pretty generic Mercenary Build, though most of those guys don't use flying costumes. He's also humorously-similar to another guy who showed up in an issue of Marvel Comics Presents who ALSO had guns and one half of his face covered in gear. Un-great minds think alike...

BLOCKBUSTER II (Fredric Woolrich, aka Heat-Ray)
Created By:
Chris Claremont, David Michelinie & Mike Zeck
First Appearance: Captain America #258 (June 1981)
Role: One-Off Villain
Group Affiliations: None
PL 8 (87)
STRENGTH
3/8 STAMINA 3 AGILITY 0
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 1 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Arsonist) 6 (+8)
Technology 2 (+4)

Advantages:
Ranged Attack 5

Powers:
"Blockbuster Powersuit" (Flaws: Removable) [33]
Enhanced Strength 5 (10)
Protection 5 (5)
Immunity 7 (Heat, Fire Damage, Suffocation) (7)
Senses 1 (Infravision) (1)

"Flame Spout" Damage 8 (Extras: Area- 60ft. Cone) (16) -- (18)
AE: "Force Beam" Blast 7 (14)
AE: "Ground Shockwave" Affliction 8 (Strength; Dazed/Defenseless) (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (8)
-- (41 points)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Suit Strength +7 (+8 Damage, DC 23)
Force Beam +7 (+7 Ranged Damage, DC 22)
Flame Spout +8 Area (+8 Damage, DC 23)
Shockwave +8 Area (+8 Affliction, DC 18)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+8 Costume), Fortitude +3, Will +2

Complications:
Motivation (Greed)- Blockbuster burns down buildings for money- he doesn't even care if people get injured, figuring that just makes his job (to clear out areas for big developers to take over) easier.

Total: Abilities: 36 / Skills: 10--5 / Advantages: 5 / Powers: 33 / Defenses: 8 (87)

-Blockbuster appears in a pretty good issue of Captain America I picked up on a lark- it's a 1981 issue written by Chris Claremont & David Michelinie- I was actually stunned by how good the early part was compared to what I was expecting... and checked the bylines and discovered that of course it was CLAREMONT (working on a fill-in after Roger Stern & John Byrne had left the book) on the first half. It was during the "Bernie Rosenthal" era, when Steve was living in an old brownstone populated by an all-new supporting case of normal people, as Sharon Carter had just died (a fan even wrote in saying she never felt like "a real character", as opposed to Bernie).
-In the issue, the building across from Steve & Bernie is attacked by an arsonist, and Cap nearly dies trying to save people inside- a co-worker of his fellow tenant, a firefighter named Mike, dies saving Cap's life. It's a very grim, serious issue, dealing with the then-major crisis of landlords & big developers bribing arsonists to destroy buildings so that they can re-sell the land at higher value. This was a HUGE problem in New York at the time, in particular the Bronx ("The Bronx is burning" was a catchphrase of the times thanks to Howard Cosell's comments from a helicopter, and there were often a dozen arsons PER DAY in that borough!), and news about it led pretty much directly to this issue, a few years after the peak of the arsons. It's also a nice reminder of the neat thing about "human-level heroes"- even someone as super-powered as CAP is brought low by "common" threats like fire, smoke and ash. As an ordinary man with merely "peak human" physiology, any of that can and will kill him.
-And of course it has a "Comic Book" element, as the arsonist (who appears like a regular guy at first) puts on a massive Powersuit that turns him into a classic super-villain, and he nearly gets the drop on Cap. Cap leads him to a wharf, where a warehouse is torched, and Cap has to use careful tactics, guile and precision to defeat a guy who can set fires anywhere he pleases- he gets a sneak attack to knock Blockbuster into the burning warehouse, then lures him into grabbing Cap in a bearhug- this allows him to smash his suit's power with the Shield, and Blockbuster almost immediately passes out from the smoke and heat.
-Also, the issue has some REALLY good art. Given that it was drawn by MIKE ZECK, who is known for oddly half-assed art featuring barrel-chested cartoon characters, that's a bit surprising. In fact, it looks very much like Zeck is aping- successfully, mind you- the last Cap artist, John Byrne. The wide faces, broad chins and huge eyes are dead-giveaways.
-Blockbuster later changes his name to "Heat-Ray", and joins a bunch of Jobbers (Slasher, Slither) as part of The Fangs.
-Blockbuster is pretty tough, and can take a punch, but in a fair fight he's pretty screwed. He hampers Cap by using Area Attacks and the environment (he's immune to most of the effects of fire, heat and smoke- Cap is not), but Cap can easily hit him in open-air, and pretty much one-shots him when he gets in range of the thing powering Blockbuster's suit. He is rapidly-overwhelmed by smoke and the heat inside his costume- Cap has to remove the suit and carry the guy out, miraculously surviving the smoky, burning warehouse.

SENATOR ROBERT KELLY
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #135 (July 1980)
Role: Kinda-Bigoted Politician
Group Affiliations: The American Senate
PL 0 (29), PL 2 (29) Saves
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Deception 2 (+6)
Expertise (Politics) 5 (+9)
Insight 1 (+5)

Advantages:
Benefit (U.S. Senator)

Offense:
Unarmed +0 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +0 (DC 10), Parry +0 (DC 10), Toughness +0, Fortitude +0, Will +4

Complications:
Hatred (Mutants)- Kelly does not trust Mutants, and openly asks for controls on them.

Total: Abilities: 24 / Skills: 8--4 / Advantages: 1 / Powers: 0 / Defenses: 0 (29)

-Senator Robert Kelly was a really neat part of the X-Men books- it woulda been really easy to turn an anti-mutant politician into a raving Strawman (like Graydon Creed turned out to be), but here, the creators were deft enough to actually make their antagonist HUMAN. Kelly thought Mutants needed to be regulated, controlled and watched over, and CERTAINLY didn't like them (Claremont even based some of his personality traits off of the famously-assholish Joseph McCarthy, a man whose behavior was so over-the-top that modern viewers have mistaken actual footage of him for a bad overactor), but he wasn't like Super-Hitler. And hey, this IS a group of people that has people like Magneto as members, AND many more members are insanely-dangerous.
-He first appeared at a Hellfire Club meeting, then being a big political means behind getting Project: Wideawake's Sentinel program. The whole Days of Future Past storyline also revolves around him- he's the guy Mystique's Brotherhood of Evil Mutants assassinated, thus setting off the dystopian, Sentinel-controlled future. After Kate Pryde goes back in time to save him, he vanishes for about eight years, reappearing to see his wife killed by Master Mold during a fight with Rogue- this only lionizes his stance against mutants. However, his position softened once Chris Claremont left the books, and he eventually promised to fight for the rights of mutantkind once Pyro died saving his life from another attack.
-Ultimately, however, he was wastefully killed-off by ANOTHER anti-mutant activist, who felt him a traitor. Despite that, he's still easily the most-iconic "Human Face" of the Anti-Mutant movement (most of the time, you'll just see random mobs- sometimes with actual, literal torches & pitchforks, like everyone just has those lying around!). He was even used in the first X-Men movie, though I found his subplot rather weak- the whole "Let's turn EVERYONE into Mutants!" thing kind of falls flat, especially as the whole point of Mutants is that they were hated because of how they were born. You know, the whole "Prejudice" concept that is so central to the X-Men.
-Kelly is a standard-issue Politician, meaning he's skilled in Politics and Deception (wait... should those even be different Skills?).

THE DEATHWEB:
-The Deathweb (wow is THAT ever a '90s-sounding name) were a trio of Spider-themed bad guys who were empowered by a serum similar to that which empowered Julia Carpenter, the Spider-Woman of that era. A guy named the "Manipulator" gave them powers, but they had to take one of his serums every day, or else they would die. They committed a few murders, and threatened Julia as part of the Avengers West Coast, as well as in her very own Limited Series (something comics really needs to go back to- it works a lot better than "comes out with a failed solo book every ten years or so", since this way doesn't give the character a reputation for failure).

ANTRO (Hashi Noto)
Created By:
Roy & Dann Thomas & David Ross
First Appearance: Avengers West Coast #82 (May 1992)
Role: Background Villain
Group Affiliations: None
PL 7 (138)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Science) 6 (+10)
Ranged Combat (Acid Spray) 4 (+8)
Technology 4 (+8)

Advantages:
Set-Up, Teamwork

Powers:
Teleport 8 (Extras: Attack, Ranged, Area- 30ft. Burst) (Flaws: Side-Effect 2- Pain) (24) -- [25]
AE: Teleport 8 (Flaws: Side-Effect 2- Pain) (4)

"Antro Armor" (Flaws: Removable) [36]
Buys Off Side-Effect Flaw (16)
Protection 3 (3)
"Acid Spray" Weaken Toughness 6 (Extras: Ranged, Affects Objects) Linked to Blast 4 (Diminished Range -1) (24) -- (25)
AE: "Spider-Venom" Weaken Stamina 8 (Extras: Progressive +2) (24)
-- (44 points)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Acid Spray +8 (+6 Ranged Weaken & +4 Ranged Damage, DC 16 & 19)
Spider-Venom +8 (+8 Weaken, DC 18)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+7 Armor), Fortitude +5, Will +4

Complications:
Responsibility (U.S. Government)

Total: Abilities: 60 / Skills: 14--7 / Advantages: 2 / Powers: 61 / Defenses: 8 (138)

-Hashi Noto was a graduate student, who felt "honored" to take part in this project. His powers allowed him to "Trapdoor" people in groups, using rapid teleportation. Alas, his powers were the group's undoing- the Scarlet Witch used her Probability-Altering Powers to cause him to 'port his whole team right into an Avengers ambush.

THERAK (Theodore Davros)
Created By:
Roy & Dann Thomas & David Ross
First Appearance: Avengers West Coast #82 (May 1992)
Role: Background Villain
Group Affiliations: None
PL 9 (94)
STRENGTH
11 STAMINA 10 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Maintenance Man) 3 (+2)
Intimidation 7 (+6)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Grab

Powers:
"Six Arms" Extra Limbs 4 [4]
"Spider-Venom" Weaken Stamina 8 (Extras: Progressive +2) [24]

Offense:
Unarmed +6 (+11 Damage, DC 26)
Spider-Venom +6 (+8 Weaken, DC 18)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +11, Fortitude +11, Will +4

Complications:
Responsibility (U.S. Government)

Total: Abilities: 48 / Skills: 10--5 / Advantages: 3 / Powers: 28 / Defenses: 10 (94)

-Theodore Davros was the thick-headed maintenance man of the others' building, and was roped into the scheme with the others- he became a six-armed powerhouse who of course defeated Wonder Man in a fight, because Wonder Man is the World's Most Powerful Jobber (tm). His strength is apparently Ionically-enhanced, as he was once kidnapped and drained by Count Nefaria for the purposes of the latter's re-empowerment- the others were left in prison.

ARACHNE I (Dr. Sylvie Yacqua)
Created By:
Roy & Dann Thomas & David Ross
First Appearance: Avengers West Coast #82 (May 1992)
Role: Background Villain
Group Affiliations: None
PL 8 (128)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Science) 6 (+11)
Ranged Combat (Webs) 4 (+8)
Technology 4 (+9)

Advantages:
Set-Up, Teamwork

Powers:
"Psychic Webs"
Snare 8 (Flaws: Side-Effect 2- Pain) (8) -- [9]
AE: Movement 2 (Swinging) (Flaws: Side-Effect 2- Pain) (1)

"Arachne Gauntlets" (Flaws: Removable) [36]
Buys Off Side-Effect Flaw (16)
"Spider-Venom Spikes" Strength-Damage +2 (Feats: Split) Linked to Weaken Stamina 8 (Feats: Split) (Extras: Progressive +2) (28)
-- (44 points)

Offense:
Unarmed +8 (+4 Damage, DC 19)
Psychic Webs +8 (+8 Ranged Affliction, DC 18)
Spider-Venom +8 (+8 Weaken, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +4

Complications:
Responsibility (U.S. Government)

Total: Abilities: 66 / Skills: 14--7 / Advantages: 2 / Powers: 45 / Defenses: 8 (128)

-Dr. Yacqua is a Pacqui woman from one of the native tribes of Peru (were the Thomases looking in an atlas when they wrote this issue, or just South American enthusiasts? Because that's a hella-obscure group to grab from. I approve), and was one of the main doctors behind the experiment that gave Julia Carpenter her powers. Later, when Julia needed to be captured, she underwent a similar process, ironically taking the name that Julia herself would eventually take (once Jessica Drew came back). She performed most of the actual murders the group committed, and seemed perfectly happy to gain powers.

THE MANIPULATOR (Ferrel J. Thompson)
Created By:
Roy & Dann Thomas & David Ross
First Appearance: Avengers West Coast #85 (Aug. 1992)
Role: Background Villain
Group Affiliations: None
PL 9 (130)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Expertise (Corporate Spy) 4 (+8)

Advantages:
Connected, Equipment 4 (Smoke Bombs, Pistol), Ranged Attack 4, Well-Informed

Powers:
"Manipulation" Affliction 9 (Will; Entranced/Compelled/Controlled) (Extras: Area- Hearing Perception, Selective, Cumulative) (36) -- [37]
AE: "Command to Die" Weaken Stamina 8 (Extras: Area- Hearing Perception, Selective) (24)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Manipulation +9 Area (+9 Affliction, DC 19)
Command to Die +9 Area (+9 Weaken, DC 19)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +4

Complications:
Responsibility (U.S. Government)

Total: Abilities: 60 / Skills: 28--14 / Advantages: 10 / Powers: 37 / Defenses: 9 (130)

-The Manipulator (dig that descriptive name, baby) turns out to be at the core of Julia Carpenter's origin story- he's a failed businessman turned Information Broker, using his vast stores of secrets to control others. He used the Deathweb as her personal agents, and kidnapped Rachel Carpenter to get at Julia (her mother). Finally, when he appeared to have the upper hand (Spider-Woman had beaten the Deathweb, but was falling before him), his minion Therak grew tired of being used, and KO'd his boss. The Manipulator hasn't been seen since.
-A normal Mind Controller, albeit with a "Hearing Range" Extra, and the ability to command someone to die (he forces a man to have a heart attack).

HELLEYES:
Created By:
Doug Moensch & Gil Kane
First Appearance: Journey Into Fear #28 (June 1975)
-A giant, size-shifting Demon from his own dimension. He had numerous eyes all over his body, each one sending a victim to their own personal hell. He was killed when Morbius, in his own horror-themed book, managed to find his "weak eye".

THE HOOD (Parker Robbins)
Created By:
Brian K. Vaughan & Kyle Hotz
First Appearance: The Hood #1 (July 2002)
Role: Almost-Omnipresent Villain, Writer's Pet
Group Affiliations: The Cabal, The Initiative, The Illuminati
PL 10 (138)
STRENGTH
2/8 STAMINA 3/8 AGILITY 4
FIGHTING 6 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Athletics 4 (+6)
Deception 8 (+12)
Expertise (Criminal) 8 (+11)
Expertise (Magic/Demonology) 5 (+8)
Insight 4 (+8)
Intimidation 2 (+6)
Perception 7 (+11)
Persuasion 5 (+9)
Ranged Combat (Guns) 4 (+14)
Stealth 1 (+5)

Advantages:
Accurate Attack, Equipment 3 (Twin Pistols- Multiattack Blast 5), Improved Aim, Improved Critical (Guns) 2, Improved Defense, Power Attack, Ranged Attack 4

Powers:
"Magical Boots" (Flaws: Removable) [4]
Flight 3 (16 mph) (6 points)

"Magical Cloak & Hood" (Flaws: Easily-Removable) [4]
Concealment 4 (Vision) (Flaws: Limited to While Holding Breath) (4)
Senses 2 (Vision Penetrates Illusion) (2)
-- (6 points)

"Demonic Transformation" (Flaws: Limited to While Under Great Duress"
Enhanced Strength 6 [6]
Enhanced Stamina 5 [5]
Enhanced Fighting 4 [4]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Demonic Strength +10 (+8 Damage, DC 23)
Guns +14 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +8 (+10 Demonic Form, DC 18-20), Toughness +3 (+8 Demonic Form), Fortitude +5, Will +8

Complications:
Motivation (Power)
Relationship (Madame Masque)- The two became lovers.
Responsibility (Dormammu)- A great deal of Parker's power comes from The Dread Dormammu. He often has to do Dormammu's bidding.

Total: Abilities: 64 / Skills: 48--24 / Advantages: 13 / Powers: 23 / Defenses: 14 (138)

-One of the most-heavily-pushed characters of the 2000s was a guy named Parker Robbins- The Hood. Created by future Y: The Last Man and Saga scribe Brian K. Vaughan, the Hood grabbed some gear from a Demon and started getting up to nonsense. Oddly, he started slowly- one 2002 mini-series, and another appearance in 2006. It was ANOTHER Brian that gave him his huge push- a Bendis-y sort of Brian. Bendis basically fell in love with the character, much like he did the Sentry, and decided that this under-utilized guy needed to be a big part of the Marvel Universe, the "Vito Corleone" that slowly rises to the top of the super-villain scene. And so the Hood began appearing EVERYWHERE- Bendis's New Avengers faced him, he became a big part of Secret Invasion, he led an army of super-villains, he joined the Cabal in Dark Reign, and more.
-And it made a lot of fans REALLY hate him- a quick way to piss off a lot of comic book types is to push a new character "beyond their station". Now, I somehow managed to miss the 9,000 books Robbins featured in (I think I read one fight with Wolverine and that was it), so the ENTIRE THING passed me by, but he earned a lot of hate. It didn't help that Bendis was the unrivaled God of Marvel at the time, writing and putting his fingers into EVERYTHING.
-Truth be told, though, comics has struggled for YEARS to create big new characters, so stuff like this isn't always bad. I say this of course never having been subjected to the character, who for all I know was Sage-level bad. My only major concern with the guy was his "Super-Villain Army", which, while re-using characters that'd skipped most of the '90s (an era that created NEW hordes of Jobber Villains), ended up devaluing most of them. See, Jobber Villains used to be featured in one-offs, Marvel Team-Up, and the occasional Masters of Evil squad. But as part of "The Hood's Super-Villain Army", they instead shifted into being low-rent, non-speaking, easily-defeated LOSERS. Guys like the Mandrill, Dr. Demonicus, Chemistro, Brothers Grimm and others used to at LEAST give the heroes a challenge- now they were being effortlessly curbstomped by the dozen. Never mind that some creators forgot which guys were supposed to be DEAD.
-His way-too-freaking-long Wikipedia article (SERIOUSLY SOMEONE NEEDS TO EDIT THIS DOWN- 99% OF IT ISN'T RELEVANT) contains a lot of info, but I'll sum up: he's a bad-news kid who ends up stealing a magical hood & boots from a demon. He ends up on the Beyonder's Battleworld in a book I've never read, but then decides to become a new "Kingpin", forming an army of super-villains. He discovers that his powers come from Dormammu himself, and helps everyone fight the Skrulls- this leads him to join the Cabal, alongside the major villains of the Marvel Universe at the time. There was also that scene where he beat up and terrorized Tigra in front of a bunch of other villains, then "got his" when some of the Avengers Academy kids gave him the same treatment (Tigra was FURIOUS at them for crossing that line, too). He also grabbed the Infinity Gems at one point, engaging in a scheme that went nowhere (though he did fix Madame Masque's face). He pops up now and then, but his mega-push seems to have largely abated.
-The Hood doesn't appear to be a great fighter, for the most part- his talent is in his intelligence and planning. He can do okay in a fight (one time, I saw him shoot Wolverine's privates off- Logan quipped "maybe it'll grow back bigger"), but is notably C-League as far as combatants go. However, should he gain the Infinity Gems or Norn Stones, he's a whole lot trickier- either basically turn him into a full-blown Reality Warper.

VIDEOMAN (Francis Byte)
Created By:
Sean McKeever & Pat Olliffe
First Appearance: Spider-Man Family Featuring Amazing Friends #1 (Oct. 2006)
Role: Translated Villain
Group Affiliations: None
PL 8 (105)
STRENGTH
5 STAMINA -- AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 5 (+4)
Ranged Combat (Electricity) 5 (+7)

Advantages:
Startle

Powers:
"Energy Being"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
"Two-Dimensional Form" Insubstantial 1 (Flaws: Limited to Wide, Flattened Spaces) [4]

Electrical Blast 9 (Feats: Split) (Extras: Multiattack) [28]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Blasts +6 (+10 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude --, Will +4

Complications:
Vulnerable (Microwaves)- Firestar's powers mess him up pretty bad.

Total: Abilities: 20 / Skills: 10--5 / Advantages: 1 / Powers: 68 / Defenses: 11 (105)

-Videoman sounds like a Mega Man villain, but is actually from Spider-man and his Amazing Friends- the '80s cartoon that featured Spidey hanging out with Iceman & Firestar. He was created by Electro, but eventually turned into a superhero. It would be 2006 when he'd appear in a comic- here, he's a video game character that came to life. He was stopped by Spidey & Iceman, but returned because they left the computer processor that activated him online. Firestar was then able to destabilize his form, and Iceman shattered his processor unit, ending his threat. He's part 2-D Construct, part Blaster.

XORR THE GOD-JEWEL
Created By:
Gerry Conway & Sal Buscema
First Appearance: Thor #214 (Aug. 1973)
Role: Odd Villain
Group Affiliations: None
PL 19 (430)
STRENGTH
20 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 10 AWARENESS 4 PRESENCE 6

Skills:
Expertise (Space Traveller) 10 (+16)
Intimidation 2 (+8, +18 Size)
Perception 14 (+18)

Advantages:
Extraordinary Effort, Great Endurance, Improved Critical (Cosmic Blasts) 2, Power Attack, Ranged Attack 8, Ritualist, Startle, Well-Informed, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Living Jewel"
Regeneration 8 (Feats: Regrow Limbs) [9]
Immunity 30 (Fortitude Effects) [30]
Protection 24 (Extras: Impervious 25) [49]
Flight 10 (2,000 mph) [20]
Movement 3 (Space Travel 3) [6]
Senses 11 (Detect Energy- Ranged 8, Acute, Analytical) [11]
"Knows All Languages" Comprehend 4 (Languages 4) [8]

"Variable Size"
Growth 20 (Str & Sta +20, +20 Mass, +10 Intimidation, -10 Dodge/Parry, +2 Speed, -20 Stealth) -- (250 feet) (Flaws: Limited to Non-ST & Toughness Growths) [20]
Morph 1 (Jewel Shape/Humanoid Shape) [5]

"The Duality of Reality"
"Cosmic Stream" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5) (98) -- [113]
Dynamic AE: "Cosmic Burst" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5) (93)
Dynamic AE: "Cosmic Wave" Damage 19 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5) (93)
Dynamic AE: "Cosmic Blast" Blast 26 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Indirect, Penetrating 14) (76)
Dynamic AE: "All-Reaching Blast" Blast 19 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (75)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 12, Impervious 6) (21)
AE: "Absorb Planetary Energy" Weaken Toughness 20 (Extras: Perception-Ranged +2) (Flaws: Limited to Planets) (40)
AE: "Molecular Transformation" Transform 14 (Anything to Anything) (Extras: Continuous) (72)
AE: Remote Sensing 24 (Visual, Hearing) (64,000 miles) (Feats: Dimensional, Subtle) (74)
AE: Move Object 16 (Extras: Perception Range) (48)
AE: "Drain Energy" Affliction 16 (Will; Impaired/Disabled/Transformed to Powerless) (Extras: Perception Ranged +2) (Flaws: Limited to Energy Powers) Linked to Weaken Stamina 14 (Extras: Perception-Ranged +2) (74)

Offense:
Unarmed +10 (+20 Damage, DC 35)
Cosmic Blast +12 (+26 Ranged Damage, DC 41)
Cosmic Area Attacks +19 (+19 Damage, DC 34)
Drain Energy -- (+16 Perception Ranged Affliction & Weaken, DC 26 & 29)
All-Reaching Blast -- (+19 Perception Ranged Damage, DC 34)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +24 (+26 Force Field, +11 Impervious), Fortitude --, Will +14

Complications:
Motivation (Energy)- Xorr's goal is to absorb energy from anywhere he can find it- living beings OR planets.

Total: Abilities: 110 / Skills: 26--13 / Advantages: 17 / Powers: 271 / Defenses: 19 (430)

-I dunno if Gerry Conway was partaking in acid & weed with the rest of the Marvel writers of the '70s, but this 1973 character sure as hell seems to points towards it. Xorr the God-Jewel was created when a race of beings known as the Xorri covered their planet in a nuclear force shield to protect it from a sun that was going nova. Contracting into a fraction of its former size as it moved through space, the planet absorbs the life forces of its population and becomes sentient (which, as astrophysicists know, is what always happens when you wrap planets in shields as their suns go nova). Xorr ends up absorbing energy from other planets and stars, and threatened some of Thor's allies by draining THEM, too- however, Odin, Thor and someone named Mercurio tricked him into absorbing the energy of a star going nova, which caused him to explode. He has never returned, and is believed to be destroyed. Xorr made the claim that the Xorri created all othe other races of the universe, but this has been proven to be incorrect- the Celestials were responsible.
-Xorr the God-Jewel (man, I love that name- this guy needs to make a return just because of that) is alleged to be just as powerful as Galactus, but I refuse to put him at Galactus's level. Instead, he's a weakling PL 19 (which is thankfully easier to make since I've statted Cosmic Beings before- I just take a guy at the appropriate level- in this case the In-Betweener- and shove a few different kinds of stats onto him). He's PL 15 unarmed, throws out PL 16 Drains & Weakens, and can even take power from PLANETS. He's simply too powerful for Thor, Karnilla or even ODIN to take on in a fair fight, and his Drain can easily kill their weaker allies (the Lady Sif, in this case, was being held hostage alongside Karnilla- Thor was afraid to attack). A mere nova eruption of a star "one billion times the size of Earth's Sun" is all it took to kill him, so he doesn't have limitless toughness- just +26.

THE RUSSIAN (Real Name Unknown)
Created By:
Garth Ennis & Steve Dillon
First Appearance: The Punisher #8 (Nov. 2000)
Role: Goofy Villain
Group Affiliations: None
PL 9 (86)
STRENGTH
4 STAMINA 7 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE 0

Skills:
Athletics 4 (+8)
Expertise (Criminal) 2 (+1)
Intimidation 8 (+8)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Diehard, Fearless, Improved Critical (Unarmed) 2, Improved Grab, Improved Hold, Improved Smash, Power Attack, Startle, Taunt, Ultimate Toughness Check, Weapon Break, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Heavy Hitter" Strength-Damage +2 [2]

Offense:
Unarmed +12 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +6

Complications:
Motivation (Killing People)- Sometimes it's for money; sometimes it's for the sheer joy of it.

Total: Abilities: 48 / Skills: 14--7 / Advantages: 16 / Powers: 2 / Defenses: 13 (86)

-Getting the Preacher creative team, near the height of their fame, to write a new Punisher series was a hell of a "get" for Marvel. For all of their flaws (and believe me, they are NUMEROUS), they both specialize in gruesomely over-the-top depictions of violence, horrifying villains, and the two combining together in so many gleeful ways. The two put Frank Castle up against the Gnucci Mafia Family (led by an old woman similar to Gran'ma Marie from Preacher, and in one memorable issue, they send The Russian up against their enemy. He's beautifully-simple- just a big, ugly guy in an ugly outfit that beats the everloving piss out of Frank, "tanking" absolutely all damage thrown his way, and doing well just because he's bigger and stronger than his enemy. The Punisher is only able to win after using the terrain & available weapons to his advantage (throwing a hot pizza in his face, then smothering him with a morbidly obese neighbor)- a nice bit that showcases his craftiness and wits, when faced with a foe that has superior fighting power.
-This short bit was memorable enough to get into the Thomas Jane Punisher film, featuring WWE wrestler Kevin "Diesel" Nash as the bad guy. Humorously, I wasn't paying close enough attention at first to recognize the former Super-Shredder. It was only because I recognized Nash's distinctive, high-pitched shriek of pain that I realized who the Russian was- Nash is one of few wrestlers, alongside Shawn Michaels and the British Bulldog, to have a distinct-sounding cry of pain.
-The Russian later returned in an over-the-top sort of way, being turned into a Cyborg by a German scientist, along with hormones that caused him to grow breasts (they are well-known in the bodybuilding community, as the numerous steroids they take cause male bodies to overdose on testosterone and convert it into estrogen- they even have a vulgar nickname!). He beats up Spider-Man repeatedly (I sense Garth Ennis's hatred of Non-Superman Superheroes at work, here), but the Punisher (after protecting himself using Spidey's unconscious body) first throws him off the Empire State Building, then blows him up with a bomb.
-The Russian is extremely-dangerous, especially to someone like Frank Castle- high-strength, high-toughness (beyond normal human limits- he's taken stabbings, and even bullets to the HEAD without flinching), and able to easily disarm someone by breaking their weapons. As Frank's only PL 7.5 unarmed, and PL 8.5 to Dodge, he's in REAL danger against a PL 9 Powerhouse. His upgraded, Cyborg form has Extended Scent, Strength 9 (no "Heavy Hitter" power), Protection +4, Regeneration 4, hitting PL 10 easily (just lower Fightning to get him to make Caps).

OGUN
Created By:
Chris Claremont & Al Milgrom
First Appearance: Kitty Pryde & Wolverine #1 (Nov. 1984)
Role: Evil Martial Arts Master
Group Affiliations: None
PL 10 (200)
STRENGTH
4 STAMINA 6 AGILITY 7
FIGHTING 13 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 8 (+15)
Athletics 9 (+13)
Close Combat (Unarmed) 2 (+15)
Deception 3 (+6)
Expertise (Ninja Master) 11 (+15)
Insight 4 (+7)
Intimidation 3 (+6)
Perception 5 (+8)
Ranged Combat (Shuriken) 6 (+14)
Stealth 7 (+14)

Advantages:
Accurate Attack, Equipment 3 (Ninja Gear), Hide in Plain Sight, Improved Critical (Swords), Improved Defenses, Improved Disarm, Improved Initiative, Quick Draw, Ranged Attack 2, Uncanny Dodge

Powers:
"Mutant Powers: Possession"
Mind Control 11 (Extras: Possession) (Quirks: Can "Level Up" Others Unintentionally by Leaving Some Fighting Skill Behind) [54]

Offense:
Unarmed +13 (+4 Damage, DC 19)
Sword +13 (+7 Damage, DC 22)
Shuriken +14 (+4 Ranged Damage, DC 18)
Initiative +11

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +6, Fortitude +8, Will +6

Complications:
Enemy (Wolverine, Kitty Pryde)- Both have been his targets in the past.

Total: Abilities: 92 / Skills: 58--29 / Advantages: 12 / Powers: 54 / Defenses: 13 (200)

-Ogun was created for the Kitty Pryde & Wolverine Limited Series that was meant to give some backstory and development to the still-new-ish characters Claremont was using in his X-Men run. A Mutant Martial Arts Master, Ogun was Wolverine's mentor in the ninja arts, but eventually joined the Yakuza, and brainwashed Kitty Pryde into being his personal assassin against Logan. Kitty eventually resisted (but maintained Ogun's martial arts skills in a bit that was more intended to "level her up" without having to go through all that "long-term training" stuff the New Mutants had to do), and Logan slew his former sensei. His disembodied spirit returned years later, but shattering his mask destroyed it. Another return saw Logan stab one possessed victim (Viper), and a panicked Ogun "jumped" from her body into nothingness, having no one else to possess. He has returned a few MORE times, usually to threaten Kitty's life instead- generally, he's like a low-rent Shadow King, doing largely the same sort of stuff (Possess people, attack his enemies). However, he's responsible for the death of Cyber, so there's that.
-Ogun is a high-skill Martial Artist with a ninja bent, and appears to have some superhuman physical qualities (he easily tanks a sword shot through the torso). However, after his first appearance, he's an Insubstantial Spirit, and so has different types of stats (generally Concealment/No Strength/No Stamina type of stuff). He might also be immortal (one legend claims that he once had a contest of wills against Miyamoto Musashi).

QUEEN (Adriana Soria)
Created By:
Paul Jenkins & Michael Ryan
First Appearance: The Spectacular Spider-Man #15 (Aug. 2004)
Role: Femme Fatale, Insect Queen
Group Affiliations: None
PL 10 (295), PL 12 (295) to those with "Insect Genes"
STRENGTH
6 STAMINA 7 AGILITY 5
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+8)
Deception 2 (+5)
Expertise (Marine Corps.) 3 (+5)
Intimidation 2 (+5)
Perception 5 (+8)

Advantages:
Daze (Deception), Ranged Attack 2

Powers:
"Insect Control" Mind Control 12 (Extras: Area- 16 miles +13, Progressive +2) (Flaws: Touch Range -2, Limited to Arthropods & People With "Insect Genes") [144]
Communication (Mental) 4 (Extras: Area) (Flaws: Limited to Thralls) [16]

"Sonic Scream" Damage 10 (Extras: Area- Hearing Perception, Penetrating) (30) -- [31]
AE: "Telekinesis" Move Object 8 (16)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Sonic Scream +10 Area (+10 Damage, DC 25)
Mind Control +12 Area (+12 Affliction, DC 22)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +7

Complications:
Motivation (Power)- Queen wishes to take over as much as possible.

Total: Abilities: 82 / Skills: 14--7 / Advantages: 3 / Powers: 191 / Defenses: 12 (295)

-Queen is a modern character from the Spidey books- she was the first female marine in combat during World War II (apparently there WERE women in the Corps by that point, but I'm unsure how many ever actually saw combat), but was subjected to radiation on Bikini Atoll so that the government could make more Captain Americas- she was the only survivor, and still carried a ton of mental problems that resulted in her being left in a military asylum. Eventually, she shifted into an Insect/Human Hybrid that was able to take over several New Yorkers with "insect genes" (??), which brought her into conflict with Spider-Man. She uses her powers to mutate Spidey on different occasions, always so that he would hump her and make arthropod babies- this is the means by which he temporarily gained his "Organic Webbing" and other powers that were soon written out.
-She returned in the Spider Island story, changing Pete again, as well as threatening all of New York. Finally, after a protracted battle that involves all of the Avengers, she is killed by Kaine, who broke out of her thrall.
-Queen is the classic kind of annoying "Mind Control Over Wide Areas" sort of character, albeit she could only affect those with "atavistic" genes related to insects (bios only mention insects, despite people like Peter Parker clearly having SPIDER-Genes instead). She's also super-strong, has a nasty Sonic Scream (enough to basically stun Spider-Man and make his ears bleed- more of an "Internal Damage" kind of thing), and is a pretty good fighter. But her army of thralls is the REAL threat- apparently "Insect Genes" applies to 1/3rd of all humanity.

THE WILDBOYS (Jet & Spit)
Created By:
Ann Nocenti & John Romita, Jr.
First Appearance: Daredevil #253 (April 1988)
Role: Elite Mooks
Group Affiliations: The Wildboys Street Gang
PL 6 (78)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+6)
Deception 2 (+4)
Expertise (Criminal) 6 (+6)
Insight 3 (+5)
Intimidation 5 (+7)
Perception 1 (+3)
Persuasion 2 (+4)
Stealth 2 (+4)

Advantages:
Connected, Equipment 1, Fast Grab, Improved Critical (Any Attack), Improved Hold, Power Attack, Ranged Attack 3, Taunt, Teamwork

Equipment:
"Gangster's Arsenal"
"Leather Jacket" Protection 1 (1)
"Brass Knuckles" Strength-Damage +1 (Feats: Subtle) (2)
"Knife" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +7 (+3 Damage, DC 18)
Knuckles or Knife +7 (+4 Damage, DC 19)
Pistol +7 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 Jacket), Fortitude +5, Will +2

Complications:
Motivation (Mayhem)- The two destroy things for kicks.

Total: Abilities: 46 / Skills: 24--12 / Advantages: 11 / Powers: 0 / Defenses: 9 (78)

-Jet & Spit are scruffy little thugs who appeared as minions of Daredevil villain Ammo, joining his gang. They're a duo of vandals who are also skilled knife-fighteers, but only appeared a few times- they later appear with Ammo, Bullet & Bushwacker in an attack on Daredevil, under the orders of Typhoid Mary. This is a pretty lazy build, though- just my "Gang Member" PL 6 build (Ammo is PL 7, so if they're in HIS gang, they have to be lower) with the guns taken out, since they apparently didn't use them.

LOS HERMANOS DE LA LUNA (Eduardo, Carlos & Esmeralda Lobo)
Created By:
Gerry Conway & Sal Buscema
First Appearance: The Spectacular Spider-Man #143 (Oct. 1988- Brothers)
Role: Cartel Werewolves
Group Affiliations: Los Hermanos De La Luna
PL 9 (136)
STRENGTH
8 STAMINA 8 AGILITY 5
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+12)
Deception 6 (+8)
Expertise (Criminal) 7 (+9)
Insight 3 (+6)
Intimidation 4 (+7)
Perception 6 (+9)
Stealth 2 (+7)

Advantages:
All-Out Attack, Benefit 1 (Gang Leaders), Connected, Fast Grab, Great Endurance, Improved Critical (Claws & Teeth), Ranged Attack 5, Startle, Teamwork

Powers:
"Mutant Powers: Lycanthropy"
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 2 (8 mph) [2]
"Natural Weapons- Teeth" Strength-Damage +2 [2]
Regeneration 6 [6]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Knuckles or Knife +7 (+4 Damage, DC 19)
Pistol +7 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +5

Complications:
Motivation (Greed)- The Lobos consistently form cartels and attempt takeovers in Mexico and the Southern U.S.
Weakness (Silver Bullets)- Silver weapons can easily kill werewolves- their toughness is drastically lowered against such weapons.
Normal Identity- The Lobos are ST 3, STA 4, AGI 3, FIGHTING 8 in their base forms.

Total: Abilities: 84 / Skills: 32--16 / Advantages: 13 / Powers: 16 / Defenses: 7 (136)

-Getting in on a bit of the "Scary Clawed Mutants With Animalistic Natures" craze, albeit a tad early, were the Lobo Brothers, a duo of werewolf mutants that Gerry Conway introduced into his Spectacular run- they appeared in numerous books over the next couple of years, but basically vanished after that. Eduardo discovered his powers while being attacked by his girlfriend's brother and his gang- he slaughtered them all- even his lady (much to his horror)! Since Carlos had the same powers, the two formed a gang that started ruling much of Mexico. The Punisher & Spider-Man got involved (Frank was being set against them by The Persuader, another recent build), but they survived and began to war on the Kingpin, who'd ordered the hit in the first place. Eduardo hooks up with the Daily Bugle's Glory Grant in order to get at some files on Wilson Fisk, but she kills him using the Arranger's gun and silver bullets. Glory states that she was aiming for his enemy- Spider-Man- and missed.
-Years later (and I mean this only happened a couple years ago), Carlos returns with a never-before-seen sister named Esmeralda, forming a new cartel. They go up against Kaine, the Scarlet Spider, and manage to kill him a couple of times (!!), but he keeps resurrecting (since he's The Other now), and manages to maim Carlos, who is then killed by one of their backers.

ROMULUS
Created By:
Jeph Loeb & Simone Bianchi
First Appearance: Wolverine #50 (March 2007)
Role: Secret Forebear, Big Liar
Group Affiliations: The Lupines
PL 10 (215)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 12 DEXTERITY 5
INTELLIGENCE 8 AWARENESS 4 PRESENCE 5

Skills:
Acrobatics 2 (+7)
Athletics 8 (+12)
Close Combat (Unarmed) 2 (+14)
Deception 5 (+10)
Expertise (History) 8 (+16)
Expertise (Science) 4 (+12)
Expertise (Business) 4 (+12)
Insight 2 (+6)
Intimidation 2 (+7)
Perception 4 (+8)
Persuasion 3 (+8)
Stealth 5 (+10)
Technology 3 (+11)

Advantages:
All-Out Attack, Benefit 5 (Wealth), Fascination (Deception), Fast Grab, Great Endurance, Ranged Attack 5, Startle

Powers:
"Mutant Powers: Healing"
"Healing Factor"
Regeneration 12 (Feats: Regrow Limbs) [13]
Immunity 3 (Aging, Disease, Poison) [3]

"Animal Senses" Senses 9 (Acute, Extended & Accurate Scent, Extended Vision & Hearing, Low-Light Vision, Tracking 2- Scent) [9]

"Adamantium Skeleton"
"Claws" Strength-Damage +4 (Feats: Improved Critical 2, Split) (Extras: Penetrating 7) [14]
Protection 2 [2]
Enhanced Advantages 1: Withstand Damage (Trade Defenses For Toughness) [1]

"Minor Telepath"
Affliction 6 (Will; Entranced/Compelled/Transformed Memories) (Extras: Perception-Ranged +2, Continuous +3) (Flaws: Limited to Memories, Limited to Sleeping Opponents) [24]

Offense:
Unarmed +14 (+4 Damage, DC 19)
Claws +12 (+8 Damage, DC 23)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +5 (+7 Skeleton), Fortitude +8, Will +6

Complications:
Motivation (Finding a Successor)- Romulus wants Logan to take over for him.

Total: Abilities: 96 / Skills: 52--26 / Advantages: 15 / Powers: 66 / Defenses: 13 (215)

-This guy has "Jeph Loeb Stink" all OVER him- Romulus was introduced in fairly-recent times as the forebear of a race of beings that descended from wolves the way humanity did from apes (that's stupid, but okay then), and of course he's an even BIGGER "Mirror Image Villain" of Logan than even Sabretooth was, packing Adamantium Claws (of course FOUR of them- not just three) and everything! Living for millennia (he's shown leading the Lupine tribe in prehistoric times, then being an Emperor of Rome), he raised Logan's son Daken to be a ruthless killer, and was even behind the Weapon X program (OH GOD LOEB STAHP). Then it's revealed that the origins of the Lupines was made up, and his claws are artificial... before he bonds Adamantium to himself in order to become just like Logan, putting the claws in their original configuration as his gauntlets. He then suggests that Logan had ASKED to have Adamantium bonded to his skeleton, and his memory to be wiped, but this has not been confirmed.
-So this guy ends up being kind of a crap-fest of rubbish ideas- Logan already HAD a Mirror Image Villain, first of all, and Sabretooth, despite massive over-exposure, does the role just fine. Wolverine ALSO didn't need a "Mastermind" villain. And when it comes right down to it, this guy was a HORRIBLE EXAMPLE OF BOTH- he claims to be this master manipulator and great fighter, yet Logan just defeats him EVERY TIME THEY'VE FOUGHT. It's completely bone-headed to give your villain all this verbose hype, only to turn around and job him out (a continuous Loeb problem is that his protagonists are almost always TOO GOOD at fighting, and crush their rivals too easily).
-Romulus is supposed to be super-awesome (a scrapper with minor, memory-altering telepathy), but he's lost to Logan in what seems like every single one of their fights, so he's actually worse overall. Kind of a dumb failure of a character. It's almost like... this Loeb character just ISN'T A GOOD WRITER.

WYRE (Real Name Unknown)
Created By:
Simon Furman & Pat Broderick
First Appearance: Alpha Flight #114 (Nov. 1992)
Role: Standard-Issue '90s Mercenary
Group Affiliations: None
PL 8 (128)
STRENGTH
6 STAMINA 7 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 2 (+10)
Deception 5 (+5)
Expertise (Assassin) 6 (+8)
Perception 3 (+5)
Stealth 2 (+6)

Advantages:
Equipment 4 (Weapons), Ranged Attack 4, Tracking

Powers:
"Mutant Powers: Vague Physical Gifts"
Regeneration 4 [4]

"Living Wires"
Extra Limbs 8 [8]
Movement 1 (Wall-Crawling) [2]
"Ensnare Others" Snare 6 (Extras: Multiattack) (Flaws: Touch Range) [18]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Guns +9 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +7, Fortitude +8, Will +4

Complications:
Motivation (Hunting His Descendents)- Wyre is hunting those individuals that the Secret Empire created using his DNA.
Enemy (The Secret Empire)

Total: Abilities: 68 / Skills: 20--10 / Advantages: 9 / Powers: 32 / Defenses: 9 (128)

-Wyre is a late Alpha Flight creation, meant to capitalize on what was then very common- bad-ass cyborg mercenaries. This makes him more than a little like Cable. He threatened Wild Child (another knock-off- this one copying Wolverine), and fought the Secret Empire, after he'd regretted them using his DNA to create an army of superhuman killers (Wild Child among them). He eventually allied with Alpha Flight, but the book was cancelled shortly thereafter, and he has not been seen since. He was mostly a Generic Mercenary, but has some kind of techno-organic wires attached to his body that allow him to ensnare others in large groups.

MYS-TECH
Created By:
John Freeman, Nick Vince, Gary Erskine & John Beeston
First Appearance: Warheads #1 (June 1992)
Role: Evil Magi-Tech Group, Secret Conspirators
U.L.T.I.M.A.T.U.M. (Underground Liberated Totally-Integrated Mobile Army To Unite Mankind):
Leaders:
Algernon Crowe
Bronwen Gryffn
Ranulph Haldane
Eadmund Porlock
Brendan Rathcoole
Gudrun Tyburn
Ormond Wychwood

-If you were one of those subjected to the works of Marvel's UK branch in the early 1990s (imagine if somebody looked at Image Comics's output, and went "hey, do you think you could crank up the "Nineties" aspects a bit more?), then you were going to see some mentions of Mys-Tech somewhere along the lines. Their backstory was that they were a group of seven wizards who made a deal with Mephisto in the late 900s AD for power and immortality- Mephisto let them become ageless, but they had to give him a steady stream of souls. In the end, they became a powerful multinational corporation, with a secret HQ in the Canary Wharf section of London. They had a "Voodoo Doll" version of the ENTIRE PLANET (called "Un-Earth"), and created the assassin known as Killpower, and had their fingers in most Marvel UK series, such as Death's Head II, Hell's Angel (later Dark Angel) and Motormouth & Killpower.
-Their story culminated in Mys-Tech Wars, an event that saw a lot of established Marvel superheroes killed (I read the first issue as a kid, and was shocked to see SPIDER-MAN get his heart torn out, and get devoured by demons!), but the day was saved (thanks to Dark Angel using six assembled heroes to act as "Stand-Ins" for the original seven Mys-Tech members, and heal the rift in reality to Un-Earth), and the event erased from time. Later, they attempted to destroy all super-heroes, but are beaten by Death's Head. Things end when Mephisto frees up all of his magic & energies from helping them, thus getting out of his contract. Researching this group is a bit difficult, as the horrible Marvel UK creative teams had somehow managed to create a convoluted story in only two-to-three years' time, and even the Unofficial Handbook guys are a bit stunned by all of the mess.
-I honestly have no idea how powerful any of these guys are supposed to be- given the name, it's quite clear they're masters of technology AND magic- Techno-Wizards of vague power. Most of their stuff doesn't seem to happen via fighting, but by manipulations, magic spells, and business.

THE ASBESTOS LADY (Victoria Murdock)
Created By:
Mike Sekowsky
First Appearance: Human Torch Comics #27 (Summer 1947)
Role: Short-Lived Villain
Group Affiliations: None
PL 7 (79)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+5)
Deception 2 (+5)
Expertise (Criminal) 3 (+5)
Insight 2 (+5)
Perception 2 (+5)
Stealth 1 (+5)

Advantages:
Equipment 4 (Asbestos Costume- Immune to Fire, Handgun, Flamethrower- Cone Damage 7), Evasion, Ranged Attack 3

Offense:
Unarmed +6 (+1 Damage, DC 16)
Handgun +8 (+5 Ranged Damage, DC 20)
Flamethrower +7 Area (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Enemy (The Human Torch & Toro)- Especially after they captured her brother, who was put to death for his crimes.

Total: Abilities: 54 / Skills: 14--7 / Advantages: 8 / Powers: 0 / Defenses: 10 (79)

-A predecessor to the Asbestos Man (who fought Johnny Storm), the Asbestos Lady was themed around the then-popular use of asbestos as a fire-resistant material. Wearing a form-fitting costume made of the stuff, she was a criminal who fought the original Human Torch. She murdered the scientist who created the suit, and his whole family, save one boy- Thomas- who was apparently immune to fire. This, naturally, is the origin story of the Torch's young sidekick, Toro. The Torch was able to beat her by melting her boots to the asphalt road. She faced the Torch & Toro a couple of other times in one-offs- it is revealed decades later that she died due to... well, duh- WEARING CLOTHES MADE OF ASBESTOS.
-She's a standard Gang Leader build in a few ways- good with a gun and access to minions. She's Immune to the Torch's flames, which is pretty much her only benefit against him and Toro, and her flamethrower isn't bad, but like most Golden Age villains, she pales before what came later.

LUNATIK II (Real Name Unknown)
Created By:
Keith Giffen & Lovern Kindzierski
First Appearance: Marvel Comics Presents #172 (Jan. 1995)
Role: Shameless Lobo Rip-Off
Group Affiliations: None
PL 13 (156)
STRENGTH
16 STAMINA 14 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Space Traveller) 4 (+3)
Expertise (Assassin) 4 (+3)
Intimidation 10 (+9)
Perception 3 (+2)
Technology 3 (+2)

Advantages:
All-Out Attack, Close Attack 2, Equipment 5 (Giant Space Guns), Chokehold, Fast Grab, Great Endurance, Ranged Attack 6, Startle

Powers:
"600 Million Years Old" Immunity 1 (Aging) [1]
Immunity 10 (Life Support) [10]
"Progressive Mutation" Variable (Adaptations to Surroundings) 1 (Extras: Reaction +3) (Flaws: Limited to After Frequent Duration) [9]
"Mutating Immunities" Protection 4 (Flaws: Uncontrolled) [4]
Regeneration 12 (Feats: Regrows Limbs) [13]

Offense:
Unarmed +10 (+16 Damage, DC 31)
Space Guns +8 (+12 Ranged Damage, DC 27)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14 (+18 Immunities), Fortitude +14, Will +4

Complications:
Involuntary Transformation (Weaker)- Lunatik can apparently randomly de-power a bit, or else Drax would have never been able kill him.

Total: Abilities: 78 / Skills: 24--12 / Advantages: 18 / Powers: 37 / Defenses: 11 (156)

-This guy just looks embarrassing- perhaps moreso because his very creator- Keith Giffen- was ripping off his OWN CREATION in making this shameless Lobo knock-off for Marvel Comics Presents (an old Anthology title notable for usually just being a second Wolverine solo book that featured three other short stories of various Marvel characters, probably from amateur writers & artists doing practise assignments). Lunatik was the sole survivor of his homeworld, having killed off his entire race and escaped on a ship sent there by the "Interstellar Church of Perpetual Annoyance" (a parody of Jim Starlin's Universal Church of Truth). He engaged in some comedic antics (such as hitting a Watcher in the testitcles), brawled with various powerful Marvel heroes (Hercules, the Silver Surfer) to show off his strength, and more, but only lasted for a handful of issues- appearing in a few issues each of MCP, Lunatik (it lasted three issues) and Cosmic Powers Unlimited.
-Eventually, he and his ally Skreet (who later allied with Thanos) were captured and sent to the Kyln, and broke out alongside Drax the Destroyer, Paibok the Power-Skrull, and the Blood Brothers. This is the start of Annihilation, in which Giffen finished off some un-used Cosmic Characters- Lunatik, like Drax, was shifted into a weaker form, but was decapitated by Drax, and had his head crushed. He is apparently dead, despite a huge part of his character in earlier stories being his invincibility.
-Lunatik, as a Lobo parody, was a huge, unstoppable bad-ass, regenerating from damage in seconds, and being tough enough to brawl with Hercules or the Silver Surfer- his biggest power feat is probably hurting one of the Watchers. He's also a good enough fighter to tag Quicksilver (I choose to have this be All-Out Attack combined with +10 accuracy), and has 600 MILLION years of experience fighting. But he mysteriously loses most of that after spending time in the Kyln. He also has the ability to "adapt" to current surroundings after some time, which is probably how he got off of a planet upon which the Surfer had trapped him (he'd altered Lunatik's anatomy to force him to stay on a certain planet or die).

THE MUTANT LIBERATION FRONT II (aka Humanity's Last Stand)
Created By:
Terry Kavanagh, Bryan Hitch & Bob McLeod
First Appearance: The Uncanny X-Men Annual #19 (1995)
Role: Forgotten Villains
Group Affiliations: Humanity's Last Stand/The Mutant Liberation Front II
PL 5 (57)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Expertise (Anti-Mutant Bigots) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
Equipment (Communications), Ranged Attack 2

Powers:
"Personal Teleporters" (Flaws: Easily-Removable) [5]
Teleport 10 (Flaws: Limited to Long Distances) (8 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +4, Will +3

Complications:
Hatred (Mutants)

Total: Abilities: 36 / Skills: 12--6 / Advantages: 3 / Powers: 5 / Defenses: 7 (57)

-Humanity's Last Stand's creation of the second "Mutant Liberation Front" was actually a pretty solid idea- a group of anti-mutant bigots who actually tried to discredit their targets with a "False Flag" operation- they would disguise themselves as Mutants (their powers come from largely-scientific methods), then engage in acts of public terrorism. Not that Mutants need any kind of HELP to look bad in that regard (this is when the ACTUAL Mutant Liberation Front was still a thing), but hey- A for Effort on the idea there. They were founded by Simon Trask, the forgotten brother of Bolivar Trask (the creator of the Sentintels), and also targeted humans with mutant sympathies- this led them into conflict with the Punisher. Alas, despite this pretty cool idea, most of them seem to be early '90s archetypes- the easiest way to tell is that EVERY ONE OF THEM IS A BLASTER. Also, they have a lot of those "Bad-Ass Names" that typify '90s characters. Though really, "Deadeye" is a pretty good name for a character- I can't believe it hasn't been used that much.
-A bunch of one-shot jobbers, they didn't do much in their first appearance (in fact, Deadeye and Corpus Derelicti were killed, along with Blastfurnace the robot), and in their second, they were killed off fighting the Punisher. Wikipedia actually lists some different names for the character on one page, but ComicVine, another Wiki page, and Marvel's Unnofficial Appendix all corroborate on the following. Seriously, I put way too much effort into figuring out the real names of these forgotten losers.

Members:
DEADEYE (Mark Randall & Jay Burnell)- PL 7 (72): "Armor" Plasma Eye Blast 8 (Flaws: Removable) [15]
-A former Mafiosi who was killed by the X-Cutioner. A second took over in The Punisher, but he died when their base burned down. Tiny robotic drones allowed him to track down his opponents.

BLASTFURNACE- PL 7 (95): No Stamina Score, Immunity 30 (Fortitude Effects), Protection 8, Fire Blast 8 [38]
-A robot controlled via remote- it's main job was to burn the corpses of dead members, to prevent autopsies from revealing their origins. It immolated itself after doing so to Deadeye, having been already defeated by the X-Cutioner. A second version was destroyed by the Punisher.

CORPUS DERELICTI (Michael Black & Adam Fisher)- PL 7 (85): Strength 6, No Stamina Score, Immunity 30, Protection 6 [28]
-A melding of a dead person and mechanics. Incinerated by Blastfurnace when their mission was compromised. The second (Black's personality was placed inside another man somehow) was killed by the Punisher. He was apparently supposed to be super-tough according to his bios, but the actual description of his appearance shows him getting easily-curbstomped by the unarmed attacks of Frank Castle... so no. He's actually really weak.

BLINDSPOT (Kylie Kopeikin)- PL 7 (73): Dazzle Visuals 8 [16]
-She was killed by Simon Trask for refusing to fight the Punisher, because her family was in the compound he was attacking.

THERMAL (Molly Peterson)- PL 7 (82): "Cold Blast" Snare 8, AE: Heat Blast 8 [25]
-Another Cold/Fire character (a LOT of those in the lower ranks of forgotten characters over at Marvel), she was nearly killed when Trask blew up the base, but she was rescued by the Punisher, and gave up a ton of info as a result.

BURNOUT (Kristine Calverly & Megan O'Toole)- PL 7 (90): Fighting 10, Dodge +8, Speed 6 (500 mph), Quickness 4, Multiattack Strength Damage +4, "Gauntlets" Deflect 8, Strength-Damage +2 (Flaws: Removable) [33]
-A Speedster, the original died when she was denied more of the drug that granted her speed (she literally burned alive). O'Toole took over, but likely died when their compound blew up.

THE SPACE PHANTOM (s)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Avengers #2 (Nov. 1963)
Role: Forgotten '60s Villain
Group Affiliations: Otherplace/Limbo
PL 12 (159)
STRENGTH
0 STAMINA 3 AGILITY 1
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Insight 2 (+2)

Advantages:
Improved Initiative

Powers:
"Shapeshifters"
Morph 4 (Anything) [20]
"Travel to Limbo" Movement 1 (Dimensional Travel 1) [2]
Mimic 12 Linked to Movement 1 (Dimensional Travel 1- Limbo) (Extras: Attack 12, Perception-Ranged +2) (Flaws: Source- Current Shapeshifted Target, Limited to While They're Being Mimicked) [109]

Offense:
Unarmed +4 (+0 Damage, DC 15)
Send To Limbo -- (+12 Perception-Ranged Movement Attack, DC 22)
Initiative +5

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2, Fortitude +2, Will +3

Complications:
Power Loss (All Powers)- Space Phantom powers cannot affect Asgardians- they will themselves be shunted into Limbo if they try.
Responsibility (The Will of Immortus)

Total: Abilities: 24 / Skills: 6--3 / Advantages: 1 / Powers: 131 / Defenses: 2 (159)

-Hrm, my computer appears to have eaten my original build of him. Or I accidentally pasted another build over-top of it. Oh well...
-This odd-looking little weirdo is the bizarre choice given for the SECOND opponent the Avengers faced- naturally, as a group of MARVEL heroes, it was inevitable that they'd all start punching each other as soon as they could, and it only took till issue #2 for them to go through the whole "Super-Villain Morpher Sets Off Mistaken Identity-Based Fights" thing. The Shapeshifter sets off a brawl between the Avengers by disguising himself as various members, and the resulting fight results in the famous departure of the Hulk- this being only their second adventure (he would in fact take a FIFTY-YEAR SABBATICAL from the team, too). A pretty forgettable baddie, he doesn't appear much over the years, and often spends DECADES between appearances- such as befuddling Captain Mar-Vell, or impersonating Mantis in order to deceive Kang (it was here that we discovered their link to Immortus).
-It turns out that Space Phantoms are beings who have become trapped in the Limbo ruled by Immortus (which, of course, is not the same Limbo as that ruled by Belasco, Magik or S'ym at various points)- over time, their forget their former lives, and become hideous little creatures that are controlled by Immortus himself. And oh yeah, there's more than one. A Space Phantom later tricks Thor into giving up Mjolnir's power over time, too. It was in Kurt Busiek's Avengers Forever that we saw the REAL nature of the beings, as a single captive Space Phantom goes through an issue-long monologue describing every little Continuity Error in Avengers history. It's an absolute anal-retentive fan's paradise, as 99% of these continuity errors were probably known only to Busiek himself and like five other guys- "oh, that was a Space Phantom" was thus used to explain a number of inconsistencies.
-Worthless fighters on their own, Space Phantoms become much-more dangerous when mimicking powerful opponents, gaining numerous bonuses from their powers. This is also Linked to a "Dimensional Travel Attack", as the mimicked victim is sent to Limbo for the duration of the Mimicking. However, as soon as the transformation ends, the victim returns- this is a -2 Flaw in total, somewhat taking the price off of that end. But still- that's a LOT of ranks of Mimic.

STELLARIS, THE CELESTIAL SLAYER
Created By:
Tom DeFalco & Gary Hartle
First Appearance: The Mighty Thor #419 (July 1990)
Role: Forgotten Villain
Group Affiliations: The Graces
PL 11 (193)
STRENGTH
3 STAMINA 3 AGILITY 1
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Interstellar Traveller) 4 (+6)
Insight 2 (+3)
Intimidation 4 (+6)

Advantages:
Power Attack, Ranged Attack 4

Powers:
"Living Armor" (Flaws: Removable) [119]
"Reshape Armor" Morph 4 (Shapes) & Shapeshift 1 (28)
"Variable Weaponry" Variable (Tech Powers) 13 (91)
Flight 8 (500 mph) (16)
Protection 11 (11)
Features 1: Self-Destruct Sequence (1)
---
(Sample Powers: Enhanced Strength 11, Heat Blast 14, "Sonic Shatter Pistol" Dazzle Hearing 14, "Skycycle" Movement- Space Travel 2)
-- (147 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Enhanced Strength +8 (+14 Damage, DC 29)
Blast +8 (+14 Ranged Damage, DC 29)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+16 Armor), Fortitude +5, Will +5

Complications:
Motivation (Killing the Celestials)- Stellaris's homeworld was apparently judged and deemed unfit by the Celestials- she has quested to destroy them ever since.

Total: Abilities: 50 / Skills: 12--6 / Advantages: 5 / Powers: 119 / Defenses: 13 (193)

-Stellaris is a forgotten character from DeFalco's Thor run- she seeks vengeance against the Celestials for judging her homeworld, and deeming it "unfit" (ie they blew it up). She followed a Celestial messenger that had contacted Thor & Hercules, then fought both of them. Defeated, she escapes by threatening the Earth with destruction, then attempts to destroy a new Celestial as its being born- this actually causes the opposite effect, as the energy is instead absorbed and completes the birthing process. DeFalco used her again in Thundestrike, as she attempts to kill Eric Masterson, but gives up and crashes on Earth for a while, then goes on a journey of discovery. As DeFalco later leaves Marvel Comics, she went un-used for a decade, before popping up in the background of an Annihilation comic as one of Gamora's "Graces"- an army of alien female characters who'd been flying around in Comic Book Limbo for a while (alongside Tana Nile, Cerise and others). Here, she did little but lose to Ronan.
-Like a lot of Thor villains, she seemed quite powerful at first, but seems to have "settled", especially in more modern times, where Ronan handily beat her. Initially, she was said to have the "Power of the Silver Surfer" inside that armor of hers. Obviously, that's a lot of "Big Talk" and not necessarily TRUE, but she definitely fights hard enough to cause the God of Thunder trouble. Her suit is an odd case of "Variable", which allows her to make numerous changes and alterations, such as building up her size, Blasts, Sonics, and even the ability to create a Motorcycle or "Sky Cycle" beneath her!

ARIDES (aka Shatterstar I)
Created By:
Doug Moench & George Perez
First Appearance: Inhumans #3 (Feb. 1976)
Role: Forgotten Villain
Group Affiliations: The Kree Empire
PL 8 (108)
STRENGTH
7 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Space Soldier) 4 (+5)
Intimidation 4 (+4)
Technology 4 (+5)

Advantages:
Equipment 5 (Jetpack- Flight 8, Space Travel 2; Immunity- Life Support), Ranged Attack 4

Powers:
"Green Beam" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Cumulative) (24) -- [26]
AE: "Red Beam" Heat Blast 8 Linked to Environment 1 (Light) (18)
AE: "Yellow Beam" Concussive Blast 8 (16)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Blasts +8 (+8 Ranged Damage, DC 23)
Green Beam +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +7, Fortitude +7, Will +4

Complications:
Responsibility (Kree Agent)- Arides is so beholden to his masters that he will arrest and kill his own parents under orders.

Total: Abilities: 58 / Skills: 12--6 / Advantages: 9 / Powers: 26 / Defenses: 9 (108)

-A Kree Super-Soldier, "Shatterstar" (no seriously, that was his name) was created for the Inhumans '70s book. A complete yes-man (his first mission involved capturing his parents, who'd fled Hala over disgust for their son's treatment as a science experiment- he even killed his own mother), he was sent to Earth to capture the Inhumans and have them become part of the Kree military. However, he was believed killed when Triton deflected his "Red Beam" back at him. He re-emerged in the '98 Jae Lee-drawn Inhumans series as an Energy Being, and departed for Hala, looking for answers as to what his new condition meant- he has never reappeared.
-As Shatterstar, Arides was a Blaster with three different-colored "settings" for his Blasts. As an Energy Being, he had Insubstantial 3 (Energy) and Immunity 30 (Fortitude Effects). As he lasted literally one fight before dying for twenty years, I'm calling him PL 8 and leaving it at that.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Re: Jab's RoninArmy Build Dump

Post by Jabroniville »

MORE MARVEL BUILDS:

-Surprising as it may be, there are still PLENTY of Marvel characters I've never built! I mean, that Master List I keep swiping names from is getting smaller and smaller, and producing names with which even *I'M* entirely unfamiliar, but that's part of the fun of it. I'll probably have statted every Marvel character ever, just in time for Green Ronin to announce Fourth Edition or something :). There's a handful of reasonably-big names left out of my build list too, oddly.

Of the 112 names I found missing, here's about one-fifth of them:

The Riot Squad

YETRIGAR
Created By:
Doug Moench & Herb Trimpe
First Appearance: Godzilla #10 (May 1978)
Role: Unstoppable Monster
PL 15 (180)
STRENGTH
20 STAMINA 17 AGILITY -2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Expertise (Survival) 5 (+5)
Intimidation 13 (+11, +20 Size)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Startle, Takedown 2

Powers:
"Ape-Like Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

"Kaiju"
Growth 19 (Str & Sta +19, +19 Mass, +9 Intimidation, -9 Dodge/Parry, +4 Speed) -- (168 feet) (Feats: Innate) (Extras: Permanent +0) [39]
Protection 4 (Extras: Impervious 25) [29]
"Giant-Size Smash" Damage 15 (Extras: Area- 60ft. Burst +2) [45]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Area Attacks +15 Area (+15 Damage, DC 30)
Initiative -2

Defenses:
Dodge +4 (DC 14), Parry +8 (DC 18), Toughness +21 (+13 Impervious), Fortitude +17, Will +4

Complications:
Disabled (Animal)- Yetrigar cannot speak, nor use his claws to easily manipulate objects.

Total: Abilities: 2 / Skills: 20--10 / Advantages: 23 / Powers: 119 / Defenses: 26 (180)

-Yetrigar is a Yeti-like monster created for Marvel's now-forgotten Godzilla series (the same place Doctor Demonicus came from), and since the license went away, we now only see the side-characters Marvel created for it, and not the big monster himself. He's basically a member of a race of shaggy men who live in the Japanese mountains, but was exposed to some radiation, and this led to a giant Kaiji Battle with Godzilla himself. He's reappeared a few times since then, at one point fighting the entire West Coast Avengers, who were unable to harm him (Hank Pym had to build a device and expand it in Yetrigar's ear to knock him out).
-Its always handy to have a bunch of random, assorted builds in a backlog. Case in point: Add some Senses from the Apes I've built to the stats for the Showa-Era Godzilla I built, and BOOM- instant Giant Yeti. Powerful enough to handily fight the '80s Avengers-level teams (I mean, most of the team can't even break his Impervious Toughness, and Wonder Woman was a sissy back then), and enough to face GODZILLA HIMSELF and win.

BUSHMAN (Raoul Bushman)
Created By:
Doug Moench
First Appearance: Moon Knight #1 (Nov. 1980)
Role: Cold-Hearted Mercenary
PL 8 (107)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+12)
Deception 4 (+7)
Expertise (Mercenary) 8 (+10)
Insight 2 (+5)
Intimidation 2 (+5)
Investigation 3 (+6)
Perception 4 (+7)
Stealth 3 (+7)

Advantages:
Equipment 4 (Sharp Teeth +1, Guns), Ranged Attack 5, Tracking

Offense:
Unarmed +12 (+3 Damage, DC 18)
Metal Teeth +11 (+4 Damage, DC 19)
Guns +10 (+4-6 Ranged Damage, DC 19-21)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4, Fortitude +6, Will +4

Complications:
Motivation (Greed)- Bushman's greed is so great, that he will stoop to murdering innocent people to steal.

Total: Abilities: 70 / Skills: 34--17 / Advantages: 10 / Powers: 0 / Defenses: 10 (107)

-Raoul Bushman is a mercenary leader who was Marc Spector's Boss in Marc's debut appearance- when Spector rejected Bushman's plan to murder two innocent people to steal an Egyptian relic, Bushman fatally wounds his best friend. This leads to Marc's deal with Khonshu and his origin as Moon Knight. He was largely unimportant, returning a few times in Marc's various solo books (Moon Knight has had a LOT of chances to make it big, but it rarely goes anywhere- his Rogues Gallery is REALLY small, and he's just not that interesting to most people), and was most-recently resurrected by The Hood. As a minor recurring nemesis to a Street-Level Hero, Bushman isn't anything great- just your standard PL 8 Merc.

MAN-ELEPHANT I (Manfred Ellsworth Haller, aka Behemoth)
Created By:
David Anthony Kraft & Ed Hannigan
First Appearance: Savage She-Hulk #17 (June 1983)
Role: One-Shot Villain
PL 9 (68)
STRENGTH
1/12 STAMINA 1 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 1 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Business) 4 (+8)
Insight 2 (+3)
Intimidation 1 (+4)

Advantages:
None

Powers:
"Man-Elephant Costume" (Flaws: Removable) [19]
Enhanced Strength 11 (22)
Protection 11 (Extras: Impervious 9) (20)
"Trunk" Extra Limb 1 (1)
-- (23 points)

Offense:
Unarmed +5 (+1 Damage, DC 26)
Man-Elephant Suit +5 (+12 Damage, DC 27)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1 (+12 Suit, +5 Impervious), Fortitude +3, Will +4

Complications:
Enemy (She-Hulk)

Total: Abilities: 30 / Skills: 10--5 / Advantages: 0 / Powers: 19 / Defenses: 14 (68)

BEHEMOTH (Manfred Ellsworth Haller, aka Man-Elephant I)
Created By:
David Anthony Kraft & Ed Hannigan
First Appearance: Savage She-Hulk #17 (June 1983)
Role: Returned Villain, Powerhouse
PL 10 (117)
STRENGTH
13 STAMINA 13 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 1 PRESENCE 3

Skills:
Deception 3 (+6)
Expertise (Business) 4 (+8)
Insight 2 (+3)
Intimidation 1 (+4, +5 Size)

Advantages:
Benefit (Ambidexterity), Fast Grab, Improved Grab, Improved Hold

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]
"Tremor-Detecting Feet" Senses 4 (Accurate Ranged x2 Touch) (Flaws: Limited to Half-Perception Effect) [2]
"Trunk" Extra Limbs 1 [1]

"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
"Thick Layer of Skin" Impervious Toughness 13 [13]

Offense:
Unarmed +7 (+13 Damage, DC 28)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +13 (+6 Impervious), Fortitude +13, Will +4

Complications:
Enemy (She-Hulk)

Total: Abilities: 70 / Skills: 10--5 / Advantages: 4 / Powers: 26 / Defenses: 12 (117)

-The original Man-Elephant was Haller, a wealthy business owner, wearing his new hydraulic-powered suit to capture She-Hulk- the man gives up the fight upon finding out that charges against Shulkie were false. Haller then goes travelling to India after Tony Stark kills his company, and gains a shard of Cyttorak, becoming Behemoth, who defends the locals from some rebels. He uses his powers to hunt down She-Hulk, but ends up fighting her Skrull pal Jazinda instead, capturing her. He then attacked She-Hulk properly, but was then beaten on by Thundra & She-Hulk, while Jazinda escaped. This latter story took place DECADES after the first one, essentially dragging a one-shot loser out of the woodwork.
-The second Man-Elephant is a generic criminal (well, a generic Funny Animal criminal) from an alternate universe who was using some machine to turn regular elephants into Elephant Men, but was captured and sent back to his own dimension.
-At first, Man-Elephant is just a guy in a suit, and holds his own with She-Hulk before backing down- with New Villain Stink, he's just a highly-powerful PL 9 character (one wonders why a businessman with NO FIGHTING EXPERIENCE is suddenly able to hold his own with a super-heroine- albeit a somewhat new one- just because he's in a strong Powersuit) with limited accuracy. Once upgraded in power, he's a Super-Heavyweight brawler with more actual proboscidian powers, requiring a GROUP of Super-Strong women to bring him down.

THE VANISHER (Telford Porter)
Created By:
Stan Lee & Jack Kirby
First Appearance: The X-Men #2 (Nov. 1963)
Role: Cowardly Villain
PL 7 (167)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+3)
Deception 4 (+5)
Expertise (Criminal) 5 (+5)
Insight 2 (+3)
Perception 2 (+3)
Stealth 1 (+4)

Advantages:
Equipment 4 (Guns- Shoot Blast 6 or Sleep Gas 6- Fatigued/Exhausted/Asleep- Cloud Area), Evasion 2, Ranged Attack 4

Powers:
"Mutant Powers: Teleportation"
Teleport 20 (Feats: Change Velocity & Direction, Increased Mass 5) (Extras: Accurate, Easy, Extended) [107]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Guns +8 (+6 Ranged Damage, DC 21)
Sleep Gas +6 Area (+6 Affliction, DC 16)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +4

Complications:
Responsibility (Coward)- The Vanisher's key stock in trade is to flee at a moment's notice, the second things get rough.

Total: Abilities: 32 / Skills: 16--8 / Advantages: 10 / Powers: 107 / Defenses: 10 (167)

-Can't believe I missed building this guy before- he just slipped right through the cracks! Very apt for a guy named THE VANISHER, in fact. The Vanisher, coincidentally named TELford PORTER is one of the X-Men's very first foes (their second, in fact), and was brainwashed by Professor X to prevent him from selling U.S. military secrets to the Commies (oh, SILVER AGE- Communism-bashing and immoral acts by supposed super-heroes all in one issue!). He later appears in Factor Three, a group of losers in the forgotten X-era. He became one of those guys that kind of shows up from time to time in the '80s (fighting The Champions & The Fantastic Four), before being a central character in Marvel's bizarre Fallen Angels title that really didn't do anything for any of its stars.
-He actually got the biggest "push" of his career in recent years, being forced to team up with the new X-Force (Elixir gave him an inoperable brain tumor to blackmail him into helping them). He's frequently injured and assaulted, but Elixir DOES cure him of the tumor (but then reveals that he's deep into Stage 4 Syphilis). He is nonetheless targeted (along with many other Teleporters) by a group of bad guys, and is later revealed as a brainwashed member of The Marauders.
-A loser with no real combat ability, The Vanisher is primarily a thief and a coward, using his expensive, far-reaching Teleport ability to get in and out of places. He will disappear at the first sign of trouble.

STYGORR
Created By:
Doug Moench & Bill Sienkiewicz
First Appearance: The Fantastic Four #231 (June 1981)
Role: Negative Zone Warlord
PL 9 (144)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+10)
Intimidation 4 (+6)
Perception 2 (+2)

Advantages:
Beneift 2 (Negative Zone Warlord), Ranged Attack 4

Powers:
"Negative Zone Physiology" Immunity 10 (Life Support) [10]
Anti-Matter Blast 10 (Feats: Improved Critical, Split) (Extras: Penetrating 8) [30]
Senses 11 (Detect Energy- Ranged, Acute & Analytical, Detect Alterations in His Realm- Ranged 5) [11]
Flight 6 (500 mph) [12]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Anti-Matter Blast +8 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +8, Will +4

Complications:
Weakness (Contacting Solid Matter)- Stygorr turns into Anti-Matter while he is Blasting. If he touches some solid matter while doing so, he will be vaporized. Like say, if some dude touches him while he's using his powers.

Total: Abilities: 54 / Skills: 8--4 / Advantages: 6 / Powers: 63 / Defenses: 17 (144)

-I got a whole lot of Doug Moench-related builds in this set for some reason. Dude has created some eminently-forgettable Jobbers, that's for sure (Moench gave an interview saying that his editors banned him from using any of the "over-used" familiar FF foes for one full year, necessitating guys like Stygorr). Stygorr here is basically a goofy one-shot foe that threatened the FF when they were transporting the Baxter Building through space- a Negative Zone Warlord, he decided to attack them, and apparently gave a good accounting of himself until his Weakness came into play, and he was vaporized. That was one HELL of a big weakness. It's hard to extrapolate from such a one-shotter, so he's basically a Flying Blaster with a huge Achilles Heel.

THE SORCERER (Jonathan East)
Created By:
Stan Lee & Ross Andru
First Appearance: Marvel Super-Heroes #14 (May 1968)
Role: Forgotten Character
PL 8 (108)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Magic) 6 (+11)
Technology 3 (+8)

Advantages:
Equipment 4 (Psycho-Intensifier, Juju Dolls)

Powers:
"Magical Might"
"Telepathy" Communication (Mental) 2 Linked to Mind-Reading 8 (Feats: Dynamic) (25) -- [34]
Dynamic AE: "ESP" Remote Senses (Hearing & Vision) 8 (Feats: Dynamic) (25)
Dynamic AE: "Telekinesis" Move Object 8 (Feats: Dynamic) (17)
Dynamic AE: "Sympathetic Magic" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Cumulative, Perception-Ranged +2) (Feats: Dynamic) (Flaws: Requires "Juju" Doll) (25)
Dynamic AE: Damage 4 (Extras: Perception-Ranged +2) (Feats: Dynamic) (Flaws: Requires "Juju" Doll) (13)
AE: "Clairvoyance" Senses 4 (Precognition) (4)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Mind-Reading -- (+8, DC 18)
Juju Doll -- (+4 Ranged Damage, DC 19)
Sympathetic Magic -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +5 (DC 5), Parry +5 (DC 15), Toughness +5, Fortitude +6, Will +5

Complications:
Weakness (Psycho-Intensifier)- The Sorcerer's Psycho-Intensifier is a very delicate instrument, and any variation in sound can set it off for unknown effects.

Total: Abilities: 56 / Skills: 14--7 / Advantages: 4 / Powers: 34 / Defenses: 7 (108)

-Sorcerer is one of Stan Lee's weaker creations- a late Silver Age dude who studied Extrasensory Perception religiously, and soon began trying to increase his own mental powers. He sought advice from Hindu, Buddhist & African "Juju" Magicians (was there not an interview process? "What are you intentions with these powers?" "To kill super-he-- I mean, to do good works"), then figured he'd test his newfound might by killing Spider-Man. Because OF COURSE. Using a "Juju Doll" to weaken Spidey (the Comics Code Authority disallowed "Voodoo"), and a Psycho-Intensifier to project his mind into a Synthetic Man, The Sorcerer nearly succeeded in killing Spider-Man, but the buzzer from his doorstep sounded off at an inopportune moment, creating a feedback that fried Sorcerer's brain. The Synthetic Man walked off a pier and disappeared forever. Stan wrote some REALLY weird stories when left to his own devices sometimes.
-Apparently a very fit guy, despite being an ugly old dude, The Sorcerer had some vague Magic powers, but mostly utilized that most dreaded of Power-Sets: "The Bathroom Psychic". Using a device of his own creation, he could project his mind into things, and his own ESP allowed him to see people from afar, which allowed him to use his Perception-Range "Juju Doll" stuff to basically mess up Spider-Man from an unknown distance away.

THE SYNTHETIC MAN
Role:
Minion
PL 8 (59)
STRENGTH
10 STAMINA -- AGILITY -1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -- AWARENESS -- PRESENCE --

Skills:
None

Advantages:
Fast Grab, Improved Hold

Powers:
"Synthetic Man"
Immunity 30 (Fortitude Effects) [30]
Concussive Blast 10 [20]
Protection 10 [10]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative -1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude --, Will --

Total: Abilities: -10 / Skills: 00--0 / Advantages: 2 / Powers: 60 / Defenses: 7 (59)

-The Synthetic Man is your standard Kill-O-Bot, though looks more like a Voodoo God than a robot. He's enough to REALLY hurt a 1960s Spider-Man (likely PL 8-9 at-best), especially when that Juju Magic was hampering him.

THE SUPER-ADAPTOID (aka The Adaptoid, Alessandro Brannex)
Created By:
Stan Lee, Gene Colan & Jack Kirby
First Appearance: Tales of Suspense #82 (Oct. 1966)
Role: Power Mimic
Group Affiliations: Heavy Metal, A.I.M., The Phalanx
PL 9 (388), up to PL 19 (388) When Mimicking
STRENGTH
8 STAMINA -- AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Deception 8 (+8)

Advantages:
Ranged Attack 6

Powers:
"Android" Immunity 30 (Fortitude Effects) [30]
"Mimicry" Variable (Others' Powers & Abilities) 40 [280]
Morph 4 (Any Form) [20]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Various Powers +?? (+1-16 Damage, DC 16-31)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude --, Will +4

Complications:
Weakness (Overloading)- Using too many powers at once can overload The Super-Adaptoid.
Weakness (Lack of Understanding The Human Condition)- The Super-Adaptoid has programming to conquer or kill others, but lacks a great deal of imagination, and does not truly "understand" sentient beings.

Total: Abilities: 34 / Skills: 8--4 / Advantages: 6 / Powers: 330 / Defenses: 14 (388)

-The Super-Adaptoid (originally just "The Adaptoid") is a weird case of a Silver Age character created by the best Marvel guys around who nonetheless ended up being very forgettable and forgotten- being a big rip-off of Amazo (I mean, an ANDROID that COPIES POWERS?) doesn't help. The Adaptoid was created by A.I.M. using the sliver of a Cosmic Cube in order to defeat Captain America, and left thinking it had succeeded. Later, he fought the X-Men and Mimic, who had a bit of a heroic turn in fighting him back. He was later blown up while fighting Iron Man, then reforms, and becomes a bit of a Captain Marvel foe. Though really, he's a bit of a Mercenary Villain, being one of those guys who just shows up in random books here and there and doesn't focus on any one character- sort of like the Jobbers from Marvel Team-Up/Two-in-One.
-His biggest story was Heavy Metal, part of the run of Roger Stern's Avengers- he creates this labyrinthine plot involving various tech-characters (including a Kree Sentry, TESS-One and Machine Man), all in order to gain the powers of Kubik (aka the sentient Cosmic Cube) with his mimicking power. He effortlessly defeats The Avengers (it didn't help that Dr. Druid was actively bringing down Captain Marvel's leadership, and she wasn't doing too well anyways), but is beaten when Captain America pulls the old "convince the villain to lose" schtick by telling the Adaptoid that he ISN'T superior to humans, since they can do one thing he can't- DIE. Adaptoid is all "LOLwut?" and proves Cap wrong... by dying and falling to the floor. I mean, I like it when the heroes can out-strategize the villain, but that REALLY looks like Stern couldn't think of a way out of the story otherwise- he'd made the villain TOO unstoppable. Soon, it was back to being a Mercenary Villain, threatening various heroes but never really showing much personality.
-Like most Mimics, The Super-Adaptoid grows from a minor threat to a super-unstoppable death monster the more heroes he copies- give him access to Thor & Iron Man and he's ALREADY going to take on the entire Avengers and do alright, but add in EVERYONE'S powers and abilities? Then he'll finish anyone in moments. At one point, his powers are epic enough to steal those of a COSMIC BEING, which is more ranks of Mimic than is necessary for most versions of the character- Sentient Cosmic Cubes cost 825 points THEMSELVES- that level of Mimic would need almost 165 ranks!

PREDATOR X
Created By:
Christopher Yost, Craig Kyle & Paco Medina
First Appearance: New X-Men #34 (2007)
Role: Ravenous Monster
Group Affiliations: The Weapon Plus Program
PL 8 (94)
STRENGTH
8 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 10 (+7)
Perception 8 (+8)

Advantages:
Improved Initiative, Improved Trip, Startle, Teamwork

Powers:
Speed 6 (120 mph) [6]
Leaping 1 (15 feet) [1]
Senses 6 (Detect Mutants- Ranged 4, Tracking) [6]
Regeneration 8 (Feats: Regrow Limbs) [9]
"Acidic Saliva" Damage 2 (Extras: Secondary Effect) Linked to Weaken Toughness 4 (Extras: Affects Objects) [12]
"Natural Size" Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]

Offense:
Unarmed +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +2

Complications:
Motivation (Eating Mutants)- It's pretty much all they do. One even dug up the bodies of some of the unknown X-Bus Victims and ate them!

Total: Abilities: 24 / Skills: 18--9 / Advantages: 4 / Powers: 45 / Defenses: 12 (94)

-There were three "Predator X" monsters created by Weapon Plus to hunt down various X-people, but two were killed (one by a Sentinel O.N.E. trooper, one by X-23). The remaining one begins as a kind of Legacy Virus Incarnate, basically doing the disease's old job by killing off random background Mutants that Marvel wasn't using anymore (poor Peepers, we hardly knew ye), but was killed by Wolverine. Soon, even more are created, and they've gone on to become kind of a generic Background Jobber Monster thing.
-The Predators are naturally quite strong, fast, regenerative, and never tire, making them extremely effective hunters... but of course even WITH New Villain Stink they were never really able to kill anyone good, and the heroes are now capable of mowing them down pretty quickly- they might even settle into PL 6s one of these days!

REPTYL (aka Capt'n Reptyl)
Created By:
Steve Englehart & Joe Staton
First Appearance: The Silver Surfer #11 (May 1988)
Role: Space Pirate
Group Affiliations: The Weapon Plus Program
PL 12 (191)
STRENGTH
9/13 STAMINA 9/13 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Space Pirate) 7 (+10)
Insight 2 (+4)
Intimidation 6 (+6, +8 Size)

Advantages:
Equipment 2 (Pirate Stuff), Ranged Attack 6

Powers:
"Unfeeling Reptile" Immunity 10 (Emotion Effects) [10]
Regeneration 6 [6]

"Reptyl Prime Upgrades"
"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Impervious Toughness 11 [11]
Energy Blast 12 [24]
Immunity 10 (Life Support) [10]
Flight 6 (120 mph) (Flaws: Winged) [6]

"Laser Sword" (Flaws: Easily Removable) [7]
Deflect 10 (Extras: Reflect) (Flaws: Limited to Energy) (10)
AE: "Laser Slash" Strength-Damage +1 (1)
-- (11 points)

Offense:
Unarmed +10 (+9 Damage, DC 24)
Laser Sword +10 (+10 Damage, DC 25)
Reptyl Prime Unarmed +10 (+13 Damage, DC 28)
Energy Blast +10 (+12 Ranged Damage, DC 27)
Initiative +4

Defenses:
Dodge +10 (+8 Size, DC 18), Parry +10 (+8 Size, DC 18), Toughness +9 (+13 R. Prime), Fortitude +9 (+13 R. Prime), Will +6

Complications:
Hatred (Humanoids)

Total: Abilities: 82 / Skills: 20--10 / Advantages: 8 / Powers: 81 / Defenses: 10 (191)

-Cap'n Reptyl is a ruthless, emotionless reptilian Space Pirate created by the uber-druggie Steve Englehart. He teamed up with the Skrulls during the Kree/Skrull War, mangled The Super-Skrull badly, but was eventually killed by him. He was later reanimated into a more monstrous form, challenging The Silver Surfer, but was beaten and escaped, soon going back to Space Piracy. He turns up later in an older, more haggard appearance (comics are WEIRD), teaming with a clone of Thanos to do some stuff, and becomes The God of Pirates (comics are... wait, I just said that), but is soon defeated. I mainly know who he is because of the ads featuring him for that GOD-AWFUL Silver Surfer NES game, one of the hardest Nintendo Hard games ever, which actually used NORRIN FREAKING RADD in a "One hit and you're dead" video game.
-Cap'n Reptyl is at first a PL 10 Space Pirate dude who feels no emotions (rendering him Immune to interaction effects or Starfox's Emotion Control ability), but later turns into both Reptyl Prime and The God of Pirates, both of which make him a PL 11.5 Powerhouse with an Energy Blast.

SPINNERETTE
Created By:
John Byrne
First Appearance: The Fantastic Four #237 (Dec. 1981)
Role: Space Lady
Group Affiliations: The Solons
PL 8 (118)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Space Traveller) 4 (+7)
Investigation 2 (+4)
Perception 2 (+4)

Advantages:
Equipment 6 (Spaceship), Ranged Attack 4

Powers:
"Solon Physiology"
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Alter Gravity" Movement 1 (Environmental Adaptation- Zero Gravity) (Extras: Affects Others, Area- 60ft. Burst +2) [5]
"Mental Energy Beam- Vertigo Power" Affliction 8 (Will; Hindered & Impaired/Exhausted & Disabled/Incapacitated) (Extras: Ranged, Extra Condition, Cumulative) [32]

Offense:
Unarmed +5 (+4 Damage, DC 19)
Vertigo Beam +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +7, Will +4

Complications:
Weakness (High-Oxygen Atmospheres)- Solons fall into a drunken-like state when in high-oxygen atmospheres for too long.

Total: Abilities: 48 / Skills: 8--4 / Advantages: 10 / Powers: 42 / Defenses: 14 (118)

-Spinnerette is an alien female who ended up on Earth looking for indium to fix her spaceship, and was fooled into helping some hobos steal jewelry. The FF soon cured her drunk-like state and sent her home, from which she never returned. With her blue skin, eye things and leggings, she actually looks like more of a Dave Cockrum design than a John Byrne one, but it's unlikely the two would co-operate on anything, if you've ever read something by Cockrum on Byrne. She's a pretty simple character, and her solo appearance means she's light on Skills & Advantages- only being able to alter the gravity inside her spaceship (presumably the Area is enough to do so), and give people Vertigo as a ranged blast. She's quite strong and tough, coming from a race of 9-foot-tall people who breed like amoebas. Also, I have no idea why her name is Spinnerette.

QUASIMODO (Quasi-Motivational Destruct Organism)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four Annual #4 (Nov. 1966)
Role: Evil Computer
Group Affiliations: The Solons
PL 10 (149)
STRENGTH
10 STAMINA 12 AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 7 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 2 (+9)
Intimidation 4 (+4)
Perception 2 (+4)
Technology 6 (+13)

Advantages:
Ranged Attack 8

Powers:
"Computer Link" Communication (Technology) 3 [12]
Eye Blast 12 (24) -- [25]
"Tech Control" Affliction 8 (Tech Skill of Creator; Entranced/Compelled/Controlled) (Extras: Cumulative, Perception-Ranged +2, Affects Objects Only +0) (Flaws: Limited to Technology) (24)

Regeneration 4 (Feats: Regrows Limbs) [5]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Eye Beam +8 (+12 Ranged Damage, DC 27)
Tech Control -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +6

Complications:
Weakness (High-Oxygen Atmospheres)- Solons fall into a drunken-like state when in high-oxygen atmospheres for too long.

Total: Abilities: 78 / Skills: 18--9 / Advantages: 8 / Powers: 42 / Defenses: 12 (149)

-Quasimodo is one of those minor-league, forgotten Silver Age characters that just kind of got left behind. He's a sentient computer invented by The Mad Thinker, granted a partially-human body by a sympathetic Silver Surfer. Quasi of course acts like a dick about it, and fights the Surfer, being jealous of his awesomer body. He later becomes another Mercenary Villain, basically fighting everybody who has a spare "Filler" issue here or there- Hawkeye & Spider-Man, Captain Marvel, The Beast, The FF, Rom, etc. He disappears after Vision knocks his consciousness into space, and doesn't return until the Dark Reign storyline, acting as an analyst for Norman Osborn.

NIMROD
Created By:
Chris Claremont & John Romita, Jr.
First Appearance: The Uncanny X-Men #191 (March 1985)
Role: Super Future Sentinel
Group Affiliations: The Sentinels
PL 12 (290)
STRENGTH
13 STAMINA -- AGILITY 1
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Deception 5 (+5)
Technology 8 (+12)
Intimidation 11 (+11)
Investigation 4 (+4)
Perception 10 (+10)

Advantages:
All-Out Attack, Fast Grab, Jack-of-All-Trades, Power Attack, Ranged Attack 10, Startle

Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 14 (Extras: Impervious 9) [23]
Regeneration 12 (Feats: Regrow Limbs & Pieces) [13]
Flight 7 (250 mph) [14]
Senses 7 (Detect Powers- Ranged 2, Acute & Analytical, Infravision) [7]
Communication 3 (Radio) [12]

Blast 13 (Feats: Split) (27) -- [31]
AE: Damage 12 (Extras: Area- 60ft. Cone) (24)
AE: Force Field 2 (Extras: Affects Others 8)
AE: "Magnetic Control" Move Object 12 (Extras: Perception Range) (Flaws: Limited to Metals) (24)
AE: Teleport 12 (24)

"Adaptation to Opponents" Variable 5 (Counts to Opponents' Powers) (Extras: Reaction +2) [45]
Morph 4 (Any Forms) [20]

Offense:
Unarmed +10 (+13 Damage, DC 28)
Blast +10 (+13 Ranged Damage, DC 28)
Area Blast +12 (+12 Damage, DC 27)
Initiative +1

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +14 (+5 Impervious), Fortitude --, Will +6

Complications:
Weakness (Magnetic & Electrical Attacks)- As a metal machine, Nimrod is more vulnerable to certain kinds of attacks.

Total: Abilities: 46 / Skills: 38--19 / Advantages: 15 / Powers: 195 / Defenses: 15 (290)

-Wooh. Nimrod is one hell of an X-Men opponent, so it's kinda funny that he's relatively forgotten to the annals of time compared to such luminaries as Magneto, Sinister & Apocalypse. The problem was, most of his stories just aren't quite as GOOD as most of the A-Listers', and he stuck around a lot longer, for more drawn-out storylines, as was Claremont's style in the '80s (in the '70s, it was REALLY fast- the whole Dark Phoenix thing took half a year at best). As a result, he's been brought back time and time again, but never really doing all that much. He's a major threat, sure (Rogue had to steal Nightcrawler AND Colossus' powers to beat him, by doing a 'port trick that Kurt could never have done with his durability level). He even looks pretty cool in some iterations (not the big pink blocky dude John Romita Jr drew, but the big red monster Tony Daniel did). But he just never quite hit the A-List.
-I think a big issue with Nimrod is the name- this is basically 100% an insult nowadays, regardless of the Biblical origins of the name. It's therefore the equivalent of calling your new Evil Robot character Douchenozzle, or Moron- it's just silly.
-Nimrod is a beast. As strong as Colossus, he's also got hugely powerful blasters, Adaptive powers like many Sentinels (the almighty "Nemesis" power), Morphing, Teleportation, high-level durability AND the ability to Regenerate better than Wolverine. It would (and did) take an entire team of X-Men, and possibly some of their villains, to bring him down, and once Cable had to convince him to shut down, rather than actually fight him.

ROCK (Samuel John LaRoquette)
Created By:
John Byrne
First Appearance: The Incredible Hulk #317 (March 1986)
Role: Powerhouse
Group Affiliations: The Hulkbusters, S.H.I.E.L.D., The Assembly of Evil, The Riot Squad
PL 9 (138)
STRENGTH
2/11 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Teacher) 4 (+6)
Intimidation 4 (+4)

Advantages:
Fast Grab, Startle

Powers:
"Malleable Exoskeleton"
Enhanced Strength 9 [18]
Protection 8 (Extras: Impervious 11) [19]
Morph 2 (Flaws: Limited to Simple Shapes, Limited to the Same Colour) [6]
"Malleable" Elongation 1 [1]
"Hand Spikes" Penetrating Strength Damage 8 [8]
"Body Spikes" Damage 4 (Extras: Reaction +3) [16]
Extra Limbs 4 [4]
Flight 4 (30 mph) [8]
Regeneration 4 [4]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Hand Spikes +7 (+11 Damage, DC 26)
Body Spikes +7 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +11 (+6 Impervious), Fortitude +4, Will +2

Complications:
Motivation (Challenges)- Sam was an adventurous child, and longs for greater adventures and challenges in his life.
Temper- Sam tends to get into arguments, and punches out people who annoy him. This has cost him two jobs already.

Total: Abilities: 42 / Skills: 8--4 / Advantages: 2 / Powers: 84 / Defenses: 6 (138)

-An argumentative guy, Samuel LaRoquette was hired by Bruce Banner as part of Project Hulkbuster, but is later recruited by The Leader with his teammate Craig "Redeemer" Saunders- both failed Hulkbusters are turned into super-villains and set against The Hulk repeatedly. Rock is later recruited by The Jester to form a team of Avengers-beaters during Acts of Vengeance, but sadly, a gang of Hydro-Man, The Fenris Twins, a robotic Hulk and Cloak & Dagger weren't up to the task. Rock's stone shell is shattered by Thor, but he's happy to be free of imprisonment... it's short-lived, however, as the rock re-forms and he is trapped once again.
-Rock's powers are actually quite cool and original- a Shapeshifting Stone Exoskeleton that gives him multiple powers- Stone Fists, Spikes, Elongation, Extra Limbs, etc. He's durable as hell, but obviously nobody Thor or the Hulk couldn't beat with enough time.

REDEEMER (Craig Saunders, Jr.)
Created By:
John Byrne
First Appearance: The Incredible Hulk #317 (March 1986)
Role: Army Guy
Group Affiliations: The Hulkbusters, The Riot Squad
PL 9 (96)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Explosives) 6 (+8)
Expertise (Soldier) 3 (+5)
Perception 3 (+3)

Advantages:
Ranged Attack 3

Powers:
"Redeemer Powered Armour" (Flaws: Removable) [36]
Protection 7 (Extras: Impervious 9) (16)
"Hand-Cannons" Blast 11 (Feats: Split, Improved Critical) (Extras: Penetrating 5) (29)
-- (45 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Hand-Cannons +8 (+11 Ranged Damage, DC 26)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +3 (+10 Armour, +5 Impervious), Fortitude +4, Will +2

Complications:
Motivation (Atonement)- Craig ruined his career after killing a mother and her child while working on a bomb squad and accidentally triggering a device. He attempts to atone for his mistakes by joining The Hulkbusters.

Total: Abilities: 44 / Skills: 12--6 / Advantages: 3 / Powers: 36 / Defenses: 7 (96)

-A Bomb Squad operator who ruined everything after a mother and child were killed while he was one the job, Craig didn't have much luck as a Hulkbuster either, having accidentally shot down a teammate during a training excercise. The team was disbanded, but he then joined S.H.I.E.L.D.'s Hulkbusters, where he was captured by The Leader and transformed into Redeemer- a guy in a suit (was he brainwashed or something? Why was he evil now?). He was killed during the destruction of Middletown (??). Looking at the images on ComicVine, I can see that he was killed while fighting The Hulk, getting his head smooshed by a casual backhand (not sure how deliberate that was on the Grey Hulk's part).

THANE ECTOR
Created By:
Bob Harras & Ron Lim
First Appearance: The Avengers #334 (June 1991)
Role: Space Conquerer
Group Affiliations: The Brethren
PL 10 (175)
STRENGTH
10 STAMINA 10 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Skills:
Expertise (Space Soldier) 6 (+9)
Insight 2 (+5)
Intimidation 2 (+6)
Perception 2 (+5)

Advantages:
Accurate Attack, Leadership, Ranged Attack 6

Powers:
Speed 10 (2,000 mph) [10]
Quickness 8 [8]
Eye Blasts 10 [20]
Morph 4 (Any Form) [20]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Eye Blasts +10 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +5

Complications:
Secret (The Brethren's Origin)- Thanes are meant to tell stories to their people about their legacy as great warriors- none are to know the truth of their history as living weapons of The Celestials.

Total: Abilities: 94 / Skills: 12--6 / Advantages: 8 / Powers: 58 / Defenses: 9 (175)

-Thane Ector is a member of The Brethren, a group introduced in Bob Harras' much-maligned "Leather Jacket Era" Avengers (noted for its obvious attempts at mimicking the X-Men's success... by copying their fashion sense. The D-Team roster and weird, overly-complex storytelling left sales in tatters before Kurt Busiek rebooted the whole thing post-Heroes Return). The Brethren were created by The Celestials, after the introduction of the Etnerals & Deviants on Earth- they were used as a living weapon by Arishem the Judge, sent to exterminate all life on the worlds that were "judged" unworthy. Eventually, they were abandoned by the Celestials and left to wander the universe, before being kidnapped by The Collector. Only the Thane and his brother are meant to know the truth (in their species, two sons are told the truth, and one becomes the new Thane, while the other goes mad from the revelation).
-Thane Ector frees his race from The Collector, and they immediately invade Earth, fabled as the first planet to fight off Galactus- Ector apparently easily defeated Captain America while his army saw off The Avengers (seriously- Earth heroes have beaten The Collector 50 times, yet an ENTIRE RACE he captured can now see them off in a straight-up fight?)- he told a captured Sersi of their origins, but it turns out that The Collector LET them escape, as he wanted them to destroy Earth so that he could collect the remainder of the species. He slew The Brethren, leaving the base bacteria from which they were created to fly around and destroy everything in their path. Sersi convinced the Thane and his mad brother The Fool to form a new Uni-Mind and fight The Collector- the resulting battle destroyed the entire species, and Thane Ector thanked Sersi with his dying breath. Weird, WEIRD story.
-As a one-shot villain, little is known of Thane Ector, but he beat Captain America in his first outing, and has vague levels of physical capabilities (including Super-Strength, and Speed enough to outrun an injured Quicksilver once). I chose to make him up as a balanced PL 10 Space Warrior, which is actually quite an effective character type.

ULTIMO
Created By:
Stan Lee & Gene Colan
First Appearance: Tales of Suspense #76 (April 1966)
Role: Giant Robot
Group Affiliations: The Rajaki
PL 16 (202)
STRENGTH
18 STAMINA -- AGILITY 0
FIGHTING 10 DEXTERITY 0
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
None

Advantages:
Fast Grab, Power Attack, Ranged Attack 8, Startle, Takedown 2

Powers:
"Giant Robot"
Immunity 30 (Fortitude Effects) [30]
"Adapted Defenses" Immunity 20 (Energy Effects) (Flaws: Limited to Attacks Which Have Beaten It Before) [10]
Regeneration 4 [4]

Protection 14 (Extras: Impervious 23) [37]
Speed 5 (120 mph) [5]
Growth 12 (Str & Toughness +12, +12 Mass, +6 Intimidation, -6 Dodge/Parry, +1 Speed, -12 Stealth) -- (48 feet) (Feats: Innate) (Extras: Permanent +0) [25]

"Disintegration Beam" Blast 12 Linked to Weaken Toughness 12 (Extras: Ranged, Affects Objects) (60) -- [61]
AE: Concussive Blast 20 (40)

Offense:
Unarmed +10 (+18 Damage, DC 33)
Blasts +8 (+20 Ranged Damage, DC 35)
Disintegration Beam +8 (+12 Ranged Damage & +12 Ranged Weaken, DC 27 & 22)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +22 (+11 Impervious), Fortitude --, Will --

Complications:
Weakness (Being Thrown Into a Volcano)- While this would KILL most anything else, it merely shuts Ultimo off and renders him dormant once again. This has happened so far FOUR TIMES. He really needs to stop fighting people next to volcanos.

Total: Abilities: 2 / Skills: 00--0 / Advantages: 12 / Powers: 172 / Defenses: 16 (202)

-Ultimo's an odd one that always felt to me like he should have been a bigger deal, yet never was. Maybe it's because he debuted as a Giant Robot in a decade where that was the "Go-To" Minion for many baddies, resulting in him becoming a bit forgettable. Because only in comics can a millennia-old Giant Robot be deemed "forgettable". He was forged by aliens as a Weapon of Mutually-Assured Destruction, and promptly wiped them all out. He's also seen wiping out the planet Rajak, and it's last survivors successfully sent him to Earth in the 1840s, where he lay in stasis for a hundred or so years. He is reactivated by The Mandarin as an Iron Man-killer, but Tony usually manages to find a way to stop the 'bot (generally, super-heroes toss him into a volcano).
-During one story, Ultimo destroyed the Remote-Controlled Iron Man unit, rendering Tony (who was connected to it mentally) comatose. This left James Rhodes to form an "Iron Legion" of ex-Iron Man suit-wearers, wearing old versions of the armour in what I assume was a cool bit (one guy even wore the original GREY suit, while another wore The Silver Centurion armour). Tony eventually recovered during a disastrous fight, and one-shotted Ultimo with a lightning strike to its "central nervous system" with an all-new suit of armour. It is fought a couple more times (once one-shotted by The Tactigon, an alien weapon used by a teenage girl in The Initiative), and was the centrepiece of a War Machine story where its programming was used to make a Computer Virus/Steroid thing.
-Ultimo is physically very powerful- hitting PL 14 with its Concussive Blast, but the main trouble is the durability of the damn thing- +24 Toughness, +12 Impervious, and it'll also Regenerate from damage. This means that he can easily hold off an entire squad of Avengers near-endlessly (their best weapon, Thor's Hammer, only does +18 damage compared to that, which means that Ultimo will be unaffected more than 50% of the time!). Generally speaking, the only way to beat it is to change its programming (its an unthinking Kill-O-Bot with no real strategic thinking), or to throw it back into a volcano, where it'll go dormant. Ultimo has laid waste to entire planets before, mainly throw the insane durability and relentless attack pattern. Ultimo's height tends to vary, for reasons that are obvious to anyone familiar with the problems of drawing certain things to scale, but he's generally somewhere between 25 and 60 feet tall- and he's about the same level of power regardless, so it doesn't matter.

THE GREEN LIBERATION FRONT (aka The Credit Card Soldiers)
Created By:
Walter Simonson
First Appearance: Thor #354 (April 1985)
Role: Anti-Money Mooks
Group Affiliations: The KGB
PL 7 (85)
STRENGTH
2/8 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Expertise (Soldier) 4 (+5)
Intimidation 3 (+4)
Perception 2 (+3)
Technology 3 (+4)

Advantages:
Equipment 4 (Blasters +6- Multiattack), Ranged Attack 6

Powers:
"Battle Armour" (Flaws: Removable) (Feats: Subtle- Credit Card-Sized) [33]
Enhanced Strength 6 (12)
Protection 6 (Extras: Impervious 5) (11)
Flight 6 (120 mph) (12)
"Sensors" Senses 2 (Infravision, Extended Hearing) (2)
Features 1: Increased Mass (1)
Reach 1 (1)
-- (39 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Battle Armour +6 (+8 Damage, DC 23)
Blasters +6 (+6 Ranged Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+8 Armour, +3 Impervious), Fortitude +3, Will +2

Complications:
Motivation (Destroying the American Economy)

Total: Abilities: 30 / Skills: 12--6 / Advantages: 10 / Powers: 33 / Defenses: 6 (85)

-The Green Liberation Front (forming an acronym even funnier than the Mutant Liberation Front these days) is an organization formed by The Titanium Man, a Russian agent, to help destroy the American economy. HOW this was to be done I'm not sure about, but they brawled with Thor for a while (and Beta-Ray Bill once), getting their asses handed to them eventually (I mean, that's some great armour they have on- but this is THOR we're talking about). The suits are actually REALLY BIG, but I didn't feel like adding Growth. In any case, they're PL 7 unarmed, and PL 6 with their Lasers (which seem just like standard-issue Useless Comic Lasers), which is enough to be a rough battle for a single PL 10 hero, especially if you don't use the Minion Rules for them.

HARNESS (Eliza Benton)
Created By:
Fabian Nicieza & Guang Yap
First Appearance: The New Mutants Annual #7 (1991)
Role: One-Shot Villain, Bad Mom
Group Affiliations: A.I.M.
PL 10 (139)
STRENGTH
2/8 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+10)
Deception 2 (+4)
Expertise (Mercenary) 4 (+6)
Intimidation 2 (+4)
Perception 2 (+3)
Technology 2 (+4)

Advantages:
All-Out Attack, Close Attack, Ranged Attack 4

Powers:
"Mutant Powers: Energy Handcuffs"
Affliction 5 (Fort; Entranced/Compelled/Controlled) (Feats: Reach 3) (Extras: Cumulative, Concentration) [18]

"Battle Armour" (Flaws: Removable) [51]
Enhanced Strength 6 (12)
Protection 10 (Extras: Impervious 7) (17)
Enhanced Advantages 5: Improved Critical (Guns), Ranged Attack 4 (5)
Senses 3 (Detect Energy- Ranged 2) (3)
"Automatic Weapons" Blast 8 (Extras: Multiattack) (24) -- (26)
AE: Teleport 12 (24)
AE: "Energy Build-Up" Energy Aura 10 (Flaws: Restricted- 1 Use) (20)
-- (63 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Battle Armour +10 (+8 Damage, DC 23)
Energy Build-Up +10 (+10 Damage, DC 25)
Automatic Weapons +12 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+13 Armour, +4 Impervious), Fortitude +5, Will +4

Complications:
Motivation (Greed & Power)

Total: Abilities: 48 / Skills: 14--7 / Advantages: 6 / Powers: 69 / Defenses: 9 (139)

-One of my very first introductions to X-Force, and my first introduction to The New Warriors PERIOD, was the third part of an Annual storyline featuring the two teams gathering to stop Harness, an A.I.M. Operative, from reforming the deceased mutant Proteus. The story was pretty much the definition of "Comic Book Brawl", with the two teams (having already done the "they fight but then team up" thing and gotten it out of the way) coming to Muir Island to get Moira MacTaggert's help... only to have her and her "Islanders" (Jamie Madrox, Siryn, Super-Strong Polaris & Legion) start fighting them for no good reason. Then THEY team up, and we get what Speedball calls a "Crazy, half-baked pseudoscientific hero-plan thing!" that involves a group of heroes doing all this weird stuff to counter the absorption of Proteus' energies by Harness' son Gilbert, an Energy-Absorbing Mutant known as Piecemeal. At story's end, the power is too much, and Kevin ruptures, creating a combined being- Kevin MacTaggert & Gilbert Benson, using the emotions of both disadvantaged children (Proteus was a madman, twisted by years of necessary captivity; Gilbert was horribly abused by his mother, who called him "tubbo" and thought nothing of the torture inflicted upon him by the absorption process) to gain total power.
-It's a bit of a mess, but an entertaining one, featuring tons of super-brawling and some good art (Polaris looks QUITE fetching as a swimsuit-wearing Hot Amazon, and Firestar never looked better in her shiny yellow unitard), though Marvel Boy's Telekinesis looks kind of gross... like it's made out of internal organs or something- it's very BLOTCHY. Harness uses the term "I give up... NOT!" back when THAT was a current thing. It's meant to be hidden that Harness is a woman, though other issues make it pretty obvious (the armour goes from Samus-like to basically curvaceous). The whole plan is actually concocted by Gideon and THE TOAD of all people, but they mainly are in the background, playing chess as they oppose each other on friendly terms.
-I finally got the rest of the story years later. It's pretty decent (I remember hating the last part in my 20s, but now I kind of see the beauty & tragedy in it), though the art suffers a bit- the one I had featured all the cool fighting. The last story features X-Factor coming onto the scene as the Islanders, X-Force & New Warriors sit around uselessly in stasis. They do the classic "heroes debate the villains" thing, and convince the new Proteus to disperse himself once again and let everyone go, effectively giving Kevin & Gilbert the peace they never knew in life. Notably, Moira admits that she could never give Kevin the happiness he needed- then OR now. Which is delightfully depressing, as is the moment when Cable points out that everyone present is also a freak and an outcast like Proteus. It's kind of neat that Nicieza manages to make CABLE the "voice of reason", demanding the open-hand approach and trying to save Proteus, when even Jean Grey and Moira herself are willing to let him go- this is right at the beginning of the existence of X-Force, mind you- Liefeldian at its peak, yet Nicieza made sure that we knew Cable was more than just some simple soldier-boy. Harness was never seen again, presumaby being arrested at story's end.
-Harness is actually QUITE tough- she handles dozens of hits from superhumans, taking on a party that includes Cable, Siryn, Warpath, Polaris, Cannonball, Boom-Boom, Shatterstar, Silhouette, Nova, Namorita, Feral & Night Thrasher, all working together. Nova & Cannonball barely make a dent, and then she starts using Multiattack Stuff on her Power Armour to take out a half-dozen of them in one go (Shatty, Thrash, Boomer, Feral & Siryn). The heroes finally pile on one attack after another, more than I've seen almost ANYONE take, before a final shot from Warpath shatters her helmet and reveals a woman's face. She can also Teleport and hit others with an Energy Aura (only once, though)- she never really injures anyone of real durability (Shatterstar is KIND OF tough, though), but she can definitely take a beating.
-Piecemeal himself was just a personality and Living Macguffin rather than a statted-up character- he's a young boy who can absorb energy in his vicinity, which is what allows Harness to gather all of Proteus' power and reform him. Her plan of course would never have worked- the energy was too massive and Proteus was uncontrollable.

T.E.S.S.-ONE (Total Elimination of Super-Soldiers)
Created By:
Mark Gruenwald & Mike Zeck
First Appearance: Captain America Annual #8 (1986)
Role: Adamantium Robot
Group Affiliations: The American Government
PL 12 (130)
STRENGTH
10 STAMINA -- AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Close Combat (Unarmed) 2 (+10)
Technology 4 (+4)

Advantages:
Ranged Attack 10

Powers:
"Kill-O-Bot"
Immunity 30 (Fortitude Effects) [30]
Protection 18 (Extras: Impervious 17) [35]
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Flight 7 (250 mph) [14]

Energy Blast 10 (20) -- [21]
AE: "Machine Guns" Blast 6 (Feats: Accurate 2) (Extras: Multiattack) (20)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Machine Guns +14 (+6 Ranged Damage, DC 21)
Energy Blast +10 (+10 Ranged Damage, DC 25)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +18 (+9 Impervious), Fortitude --, Will --

Complications:
Motivation (Killing Super-Soldiers)- T.E.S.S.-One was built to kill Captain America and other super-humans.

Total: Abilities: 0 / Skills: 6--3 / Advantages: 10 / Powers: 109 / Defenses: 8 (130)

-Yet another example of "The Government Is Evil" being an omnipresent trope in comics, T.E.S.S.-One was created in 1945 by the Gov't to bring down Captain America and other super-heroes should they turn rogue. The robot was reactivated in modern times by a Technopathic mutant named Overrider, requiring a team-up of Captain America & Wolverine (before he started teaming with EVERYBODY) to stop him- they managed to cut off its head because the joints were not made of Adamantium (this was when they started REALLY using that a lot), unlike the rest of its body. He was used as a minion by The Super-Adaptoid later on in the Heavy Metal storyline, but basically disappeared before the end of the story, having merely been a distraction. In its last appearance, it was easily blown up by a Cosmically-Powered Spider-Man.
-Yet ANOTHER Kill-O-Bot in this set (I actually didn't even realize it at first, but having decided to build the characters of Heavy Metal from Roger Stern's Avengers run, it was inevitable), T.E.S.S.-One is similarly easy-ish to hit, but REALLY durable, and can only be brought down via a protracted effort. +18 Toughness is remarkably-tough (it IS made of Adamantium), but not so much that a lot of effort can break its joints down.

THE RIOT SQUAD
Created By:
Peter David, Todd MacFarlane & Jeff Purves
First Appearance: The Incredible Hulk #345 (July 1988)
Role: Mook Team

-Y'know, never having read The Hulk's book growing up, I had no idea about most of his Rogues Gallery aside from the dudes who ended up on Marvel Cards- pretty much just The Leader and The Abomination. Both Gamma-Powered guys. But looking at all the Hulk Villains I've statted, I'm astonished at just HOW MANY of these guys have the same general origin. I mean, I thought Iron Man was bad for all the Evil Armour Guys he fights- Hulk practically ONLY fights Gamma-Powered mutates. Or just strong guys. This is probably why every Hulk movie bombs, yet everyone loved him in The Avengers- dude is GREAT, but only on a team as a Comic Relief/Power Feat guy.
The Riot Squad is a gang of Leader's Mooks, set out to fight The Hulk (the Grey Version). They were created when he detonated a Gamma Bomb in Arizona, destroying a town and killing many of its inhabitants, leading to various mutations as well. They'd become Leaders Minions & Guards, protecting his home, and once teamed up with The U-Foes to battle Hulk & The Pantheon. Soul Man was killed by HYDRA, while Omnibus became the new leader when Leader was thought-dead. However, he was revealed to be a massive prick, and so they left him to die in the Arctic. They haven't been seen in years, ever since David left the Hulk series. All were pretty much Bystanders who gained fairly-large amounts of power, turning them into Green-Skinned Jobbers, who nonetheless would be annoying for a solo hero to fight.

HOTSHOT (Louis Lembert)
Role:
Blaster
PL 8 (77)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 4 (+7)

Advantages:
Ranged Attack 4

Powers:
Gamma Blast 10 [20]

Offense:
Unarmed +5 (+3 Damage, DC 18)
Gamma Blast +6 (+10 Ranged Damage, DC 25)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Guarding Freehold)
Relationship (Jailbait)

Total: Abilities: 40 / Skills: 6--3 / Advantages: 4 / Powers: 20 / Defenses: 10 (77)

-Hotshot is a High School Athlete and Jailbait's boyfriend- he has green hair and shoots Energy Blasts.

JAILBAIT (Jessie Harrison)
Role:
Snare-er, Barrier Warrior
PL 8 (87)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Deception 2 (+4)

Advantages:
None

Powers:
"Energy Cage" Create 10 (Extras: Impervious 9) (29) -- [30]
AE: Force Field 8 (Extras: Impervious 9) (17)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+10 Force Field, +5 Impervious), Fortitude +4, Will +2

Complications:
Motivation (Guarding Freehold)
Relationship (Hotshot)

Total: Abilities: 26 / Skills: 2--1 / Advantages: 0 / Powers: 30 / Defenses: 10 (87)

-Jailbait is the oddly-named girlfriend of Hotshot, and creates Energy Cages around things- effectively a Create effect.

SOUL MAN (Jason McCall)
Role:
Super-Powerful Guy
PL 5-12 (125)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Religion) 5 (+7)
Deception 3 (+5)

Advantages:
Ranged Attack 2

Powers:
"Near-Omnipotence" Variable 10 (70) -- [71]
AE: "Raise the Dead" Healing 10 (Extras: Resurrection) (Flaws: Limited to Others) (20)

Offense:
Unarmed +4 (+2 Damage, DC 17)
Near-Omnipotence +4 (+?? Damage, DC ??)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Guarding Freehold)
Secret (Embezzler)- Jason stole funds from a church where he had worked.

Total: Abilities: 40 / Skills: 8--4 / Advantages: 2 / Powers: 71 / Defenses: 8 (125)

-Soul Man is a religious man who nonetheless embezzled funds from his church before the Gamma Bomb gave him super-powers. They're listed as Raising the Dead and... near-omnipotence? GODDAMMIT, BIO-SITES! What the Hell does THAT mean?!? Soul Man was killed in a battle with The Hulk and The Leader. And he gets Variable and likes it ("Near-Omnipotence"; Jesus CHRIST...).

OMNIBUS (Burt Horowitz)
Role:
Smart Guy
PL 5 (67)
STRENGTH
2 STAMINA 3 AGILITY 1
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Salesman) 4 (+5)
Deception 3 (+5)
Persuasion 3 (+5)

Advantages:
Beginner's Luck, Eidetic Memory, Inventor

Powers:
"Super-Intelligence" Quickness 4 (Flaws: Limited to Mental Actions) [2]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Destroying the World and Ruling the Remains)

Total: Abilities: 46 / Skills: 10--5 / Advantages: 3 / Powers: 2 / Defenses: 11 (67)

-Omnibus is a Traveling Encyclopedia Salesman who gained a Leader-like scalp and is Super-Intelligent. I'm going to assume by his name and career that he now knows lots of various things, though I don't think you can just learn science via Gamma Radiation.

OGRESS (Diana Davids)
Role:
Strong Girl
PL 8 (84)
STRENGTH
12 STAMINA 12 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Lawyer) 4 (+7)
Intimidation 6 (+6)

Advantages:
Fast Grab

Powers:
Impervious Toughness 9 [9]

Offense:
Unarmed +4 (+12 Damage, DC 27)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +12, Fortitude +12, Will +3

Complications:
Motivation (Guarding Freehold)

Total: Abilities: 62 / Skills: 10--5 / Advantages: 1 / Powers: 9 / Defenses: 7 (84)

-Ogress is the Team Powerhouse- a female lawyer turned into a hideous, hairy green beast.

THE BROTHERHOOD OF EVIL MUTANTS/MUTANT FORCE/THE RESISTANTS:

-Just doing a handful of re-postings of stuff from my own thread- it was bothering me that four Brotherhood members still had "ATT" links, making the Brotherhood section of my Master List look weird. These guys were Magneto's secondary gang of Brotherhood guys, created by Jack Kirby upon his return to Marvel. He did some various stuff, including a Captain America Annual where Magneto (then an unused villain, since the X-Men book had been cancelled... think about that) scrounged together a team of mutant scrubs. And I mean, these guys were AWFUL- so bad that Mags left them right after this story, and they ended up being goons of THE MANDRILL of all people, in a battle against The Defenders. Years later, they became The Resistants, opposing Mutant Registration and fighting John Walker when he was Captain America.

The initial five Brotherhood members were Burner, Lifter, Paralyzer, Slither and Peeper. The Resistants added Mentallo (now called "Think Tank"), plus a group of scrubs with no real personality or variability to them- Quill (one of FIVE quill-shooting Marvel characters), Rust (basically a Rust Monster in human form) and Mist Mistress. Pretty much every single one of them was De-Powered after M-Day (personally, I'm shocked none were killed by The Legacy Virus), save Mentallo and Peeper (who was killed and eaten by a Predator X).

BURNER (Byron Calley)
Created By:
Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain, Elementalist
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants
PL 7 (92)
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+5)
Intimidation 5 (+6)

Advantages:
All-Out Attack, Ranged Attack 6

Powers:
"Mutant Powers: Pyrokinesis"
Immunity 10 (Flame Effects) [10]

"Set Things Aflame" Damage 7 (Feats: Reversible) (Extras: Perception Range +2, Secondary Effect) (29) -- [33]
AE: "Fire Control" Move Object 8 (Extras: Perception Ranged) (Flaws: Limited to Fire- Use Volume Instead of Mass) (16)
AE: Fire Blast 8 (16)
AE: "Flamethrower Hands" Damage 7 (Feats: Split) (Extras: Area- 30ft. Line) (15)
AE: Nullify (All Fire Effects) 10 (Extras: Area- 30ft. Burst) (Flaws: Touch Range) (20)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Fire Blast +6 (+8 Ranged Damage, DC 23)
Fire Area Effects +7 (+7 Damage, DC 22)
Set Aflame +7 Perception (+7 Perception Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 24 / Skills: 12--6 / Advantages: 7 / Powers: 43 / Defenses: 12 (92)

-Burner's about as generic as they get for the most part, but has a Perception-Ranged Fire Attack (that causes Secondary Damage, since guys are actually set ON FIRE) to make him a little bit different. Still not INTERESTING, mind you, as he's just a PL 7 Fire Elementalist, but it's something.

PEEPER (Peter Quinn, aka "Occult", "Peepers")
Created By:
Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain, Super-Sensory Guy
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants, The Secret Empire
PL 7 (78)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+6)
Intimidation 3 (+2)

Advantages:
Improved Aim, Precise Attack 2 (Ranged/Cover & Concealment), Ranged Attack 7

Powers:
"Mutant Powers: Enhanced Eyes"
"Eye Blast" Blast 7 [14]
Senses 10 (Microvision, Extended Vision 4 -1 per 100,000 feet, Vision Counters Concealment 5) [10]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Eye Blasts +7 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 28 / Skills: 10--5 / Advantages: 10 / Powers: 24 / Defenses: 11 (78)

-Basically taking the role of "Toad" in the new Brotherhood (ie. the mewling short guy that Magneto frequently insulted and bullied), Peeper had super-vision like few others in the Marvel Universe, but also blasted stuff with his eyes. Surprisingly, he made it to the modern era, where he was occasionally seen in the backgrounds of post-Decimation stuff, but they finally killed him via Predator X. He's your standard weak PL 7 Blaster with some unique powers (Extended Vision is rarely-seen in FOUR ranks).
-His name makes me laugh, if only because of a childhood story. See, back when me and the cousins were all young enough to bathe or swim together in a backyard pool or what have you, my cousin Calvin and his sister Amy were playing out back at my grandparents' place. My brother and I were out at the front of the hosue, and all of a sudden we hear "MMMMMOOOOMMM!! You know what Amy did to my PEEPER??- She PULLED IT!" To this day, my brother and I can still crack each other up just by doing the "you know what Amy did to my Peeper?" part. So a guy walking around using that as his code-name is just awesome.

LIFTER (Ned Lanthrop, aka "Meteorite")
Created By:
Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants
PL 7 (71)
STRENGTH
3/7 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+5)
Intimidation 3 (+4)

Advantages:
Ranged Attack 6

Powers:
"Mutant Powers: Gravity Control"
"Cancelling Gravity" Power-Lifting 2 (12 tons) [2]
"Moving Objects By Touch" Move Object 8 (Flaws: Limited to Objects He's Touched) [8]

"Increasing Density"
Enhanced Strength 4 [8]
Protection 6 [6]

Offense:
Unarmed +6 (+3 Damage, DC 18)
Boosted Strength +6 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+8 Density), Fortitude +4, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 28 / Skills: 10--5 / Advantages: 6 / Powers: 24 / Defenses: 8 (71)

-Lifter (Seriously? LIFTER? THIS is what Jack Kirby creates without Stan? Puts Stan's crappier ideas in perspective, doesn't it?) was a telekinetic with a quirk- he can only lift stuff and use Move Object-type things on stuff he's TOUCHING, which basically gives him the Affects Others Only Extra, Limited to Objects. He's a bit of a piece of crap (and looks generic as hell), but at least he's unique in that regard. However, he was de-powered after M-Day. He could throw stuff, or just punch people, but is still PL 7 like his buddies.

PARALYZER (Randall Darby, aka "Shocker II")
Created By:
Jack Kirby
First Appearance: Captain American Annual #4 (1977)
Role: Forgotten Villain, Blaster
Group Affiliations: The Brotherhood of Evil Mutants, Mutant Force/The Resistants
PL 7 (94)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+7)
Expertise (Criminal) 5 (+5)
Intimidation 4 (+4)
Ranged Combat (Blasts) 3 (+6)

Advantages:
Ranged Attack 3

Powers:
"Mutant Powers: Electrical Control & Funky Hands"
"Surrounding Electrical Field" Damage 7 (Extras: Area- 500ft. Shapeable +5) (42) -- [43]
AE: Blast 8 (Feats: Split) (17)

"Clawed Hands & Feet"
Enhanced Advantages 2: Fast Grab, Improved Hold [2]
Strength-Damage +1 [1]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Claws +7 (+4 Damage, DC 19)
Blast +6 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 24 / Skills: 16--8 / Advantages: 3 / Powers: 46 / Defenses: 13 (94)

-Paralyzer (aka "Shocker", though he's apparently never been named as such) is another classic jobber, packing a sad power-set including messed-up hands (at least they're still technically HANDS- unlike Barrage and Razorfist, who have similarly-crappy deformities, he can actually hold onto stuff) and Electrical Blasts. He also uses a unique ability- the power to form "Electrical Fields" around objects. I chose to stat this up as a REALLY wide-range Shapeable Damage power- it'd be expensive as hell if he wasn't PL 7 with it. His clawed hands give him extra grappling power and extra damage as well, but he's still a Jobber.

GENERIC RESISTANT
Created By:
Mark Gruenwald
Role: Forgotten Villain
Group Affiliations: The Resistants
PL xx (40)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Expertise (Criminal) 5 (+6)
Intimidation 3 (+3)

Advantages:
Ranged Attack 5

Powers:
"Mutant Powers: xxxxxxxxx"

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 20 / Skills: 10--5 / Advantages: 5 / Powers: 0 / Defenses: 10 (40)

-These guys are the losers that joined The Resistants, who were meant to LOOK like they were fighting The Mutant Registration Act, but were actually just terrorists hired by The Red Skull.

QUILL- PL 6 (56): "Quills" Blast 5 (Feats: Accurate) (Extras: Multiattack) [16]
MIST MISTRESS- PL 7 (69): Flight 2 (8 mph), "Acid" Weaken Toughness 6 (Extras: Area- 30ft. Shapeable, Secondary Effect, Affects Objects), AE: "Anesthetic" Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Shapeable, Cumulative) [29]
RUST- PL 8 (70): "Rust" Weaken Toughness 10 (Extras: Progressive +2, Affects Objects Only +0) (Flaws: Limited to Metals) [30]

MISTER HYDE (Calvin Zabo)
Created By:
Stan Lee & Jack Kirby
First Appearance: Journey Into Mystery #99 (Dec. 1963)
Role: Recurring Background Villain
Group Affiliations: The Masters of Evil, The Lethal Legion
PL 10 (148)
STRENGTH
11 STAMINA 11 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 2 PRESENCE 0

Skills:
Expertise (Criminal) 2 (+8)
Expertise (Science) 8 (+14)
Insight 4 (+6)
Intimidation 10 (+10)
Investigation 3 (+5)
Perception 3 (+5)
Technology 4 (+10)
Treatment/Medicine 10 (+16)

Advantages:
All-Out Attack, Chokehold, Close Attack, Diehard, Equipment 3 (Lab), Fascinate (Intimidate), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Last Stand, Power Attack, Startle, Takedown, Ultimate Medicine Skill

Powers:
"Huge Size"
Reach 1 [1]
Features 1: Increased Mass 1 [1]

"Durability" Impervious Toughness 5 [5]

"Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) [13]

Offense:
Unarmed +9 (+11 Damage, DC 26)
Initiative +6

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +11 (+2 Impervious), Fortitude +12, Will +6

Complications:
Motivation (Science)- Hyde cares for nothing else other than discovering new chemical processes, and ways to mutate the human body. He can rarely turn up the chance to experiment upon living beings.
Power Loss- When Hyde becomes brain-damaged or overly fatigued, he is prone to returning to his original form. Calvin Zabo's Abilities are STR 0, STA 0 & AGI 0.
Power Loss (Formula)- Calvin Zabo must regularly injest his "Mister Hyde" formula, or else lose the ability to transform.
Prejudice (Recognizable)- With his immense height and girth, Hyde is clearly not human, and his face stands out as particularly ugly. He is unlikely to be able to go undercover.
Relationship (The Cobra)- Zabo and Cobra used to partner together, fighting Thor in their early days.
Enemy (Thor)- Oddly, the Below-Class-50 Zabo used to be a regular sparring partner for THOR of all people.
Enemy (Daredevil)- Once Thor grew too powerful, Daredevil ended up being a regular foe.
Enemy (Spider-Man, Ghost Rider)- Hyde has had run-ins with both of these heroes as well.
Relationship (Daisy Johnson)- Daisy is an agent of S.H.I.E.L.D. and the daughter of a prostitute "business partner" of Zabo's. The two aren't close.

Total: Abilities: 76 / Skills: 44--22 / Advantages: 18 / Powers: 20 / Defenses: 12 (148)

-Mister Hyde's a pretty classic case of a throwaway 1960s villain. He's wearing green (seriously, count up all the olive-clad baddies in the '60s- it's insane), he's big and ugly, and he's designed to go a few rounds with the hero (in this case, Thor), and hold his own before eventually failing. A Doctor with an interest in potions & mutations, he got on the bad side of Dr. Donald Blake, and thus went after him. This obviously brought Thor into the equation, and they brawled off-and-on over the years, before Thor's very advanced case of Power Creep left Zabo by the wayside. Teaming up with The Cobra (later King Cobra of the Serpent Society), he started fighting less-powerful good guys like Spider-Man, Daredevil and whoever else needed a "filler villain" that week.
-He was the sadist responsible for torturing and nearly killed Jarvis during the Siege on Avengers Mansion as a part of The Masters of Evil, and was even responsible for destroying Captain America's original WWII Shield! Modern times have shown not much else for him, as he's still a minor-league guy- your classic "Mercenary Villain" who just fills space once in a while.
-Hyde's actually a bit cheaper in 3e than in 2e, despite having most of the same abilities. That's because 3rd Edition has REALLY shrank back the cost of Super-Strength and the Sciences (despite boosting the cost of Skillmonkey-types because of the cost-doubling of Skills in general, consolidation has turned five or six Science-related Skills into one), leaving Mister Hyde a dangerous PL 10 brawler that's just a bit short of full PC points. He COULD be PL 9 depending on the showing, but I think a guy who can challenge Spider-Man, take Daredevil to his limits, and beat a couple Serpent Society members like they were nothing (well, some of the good ones- Anaconda & Puff Adder) classifies as a "classic" PL 10-type villain. Plus, he used to fight THOR on a regular basis. But Thor used to be that type of guy- he'd be challenged by Mooks, but was still supposed to be the strongest hero around.
-So Hyde's very smart, very good at Medical-based stuff (ie. mutations), a strong brawler, reasonably good at fighting, etc. A good, generic Powerhouse with a +9/+11 trade-off, he can brawl with Class 100 guys OR Class 10 guys, and it generally turns into a solid brawl. There's actually fairly-few villains at this specific level of power, when you really think about it- most guys are much weaker or much stronger.

THE WRECKING CREW:
-The Wrecking Crew is a CLASSIC case of Marvel Jobber Villainy. What's funny is that they're jobbers to guys as elite as THOR, yet over time, have lost to pretty much every single character in the Marvel Universe. In The Secret Wars, they were part of the official "Job Squad" that lost to everyone every time a hero needed a big feat of power (She-Hulk and Colossus both trounced them). They were a part of the "power section" of Baron Zemo's Masters of Evil when they invaded and destroyed Avengers Mansion, but Thor depowered the entire Crew. They fight Iron Man, Ghost Rider, Hercules, Alpha Flight, Captain America & Iron Fist, Spider-Man, Namor, Dr. Strange and even The Thunderbolts in one of their first brawls against their former supervillain compatriots. Unfortunately, recent years have seen the entire Crew reduced to "Background Guys" in many scenes- merely being used as the hired help of guys like The Hood, to the point where they're not even the key villain in a single issue.
-It's an interesting look at how endless jobbing can lose someone their credibility, as well as a look at how villain fights have changed in comics. Back in the 1970s & '80s, it was VERY COMMON to throw out an issue featuring a random villain who would create some scheme, fight the hero, get away, but lose the next fight. Particularly hack-ish writers tended to make EVERY issue this type, but even the greats would do it fairly often. And well into the 1990s, guys like the Crew would be set-up as an issue-long fight for, say, Busiek & Perez's Avengers. It would be a quick, easy issue, and often used as a backdrop to move the hero/es' personal lives along- this is the EXACT same thing most TV Adventure shows end up doing- Buffy the Vampire Slayer, Angel, Star Trek, etc. Most long-running anime use these kinds of stories as Filler as well, especially to fill space when the manga is still coming out.
-But comics have since changed. Villain of the Week kind of stopped being a thing, and villains who lacked credibility were often simply used as background fodder. During many arcs featuring The Hood, the Crew and other Jobbers were even given FAKE POWER-UPS, stated to be power-ups in-comic, but the characters would immediately job, even FASTER than they'd used to.

THE WRECKER (Dirk Garthwaite)- Fighting Solo
Created By:
Stan Lee & Jack Kirby
First Appearance: Thor #128 (Jan. 1968)
Role: Elite Jobber Villain, Thor Punching Bag
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 11 (144)
STRENGTH
12 STAMINA 13 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Demolitions) 11 (+10)
Expertise (Criminal) 3 (+2)
Intimidation 9 (+9)
Ranged Combat (Throwing) 3 (+7)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Improved Critical (Crowbar) 2, Improved Smash, Power Attack, Startle, Takedown, Teamwork, Withstand Damage (trade defenses for toughness)

Powers:
Immunity 2 (Poison, Disease) [2]
Impervious Toughness 7 [7]
"Control the Holders of the Crowbar" Affliction 4 (Will; Entranced/Compelled/Controlled) (Extras: Perception Range +2) (Flaws: Limited to Holders of the Crowbar) [8]

"The Wrecker's Crowbar" (Feats: Restricted 2- Only Dirk) (Flaws: Easily Removable) [14]
"Club" Strength-Based Damage 2 (Extras: Penetrating 12) (14) -- (19 points)
AE: "Groundstrike" Affliction 10 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (12.5)
AE: "Thrown & Returning Smash" Strength-Based Damage +0 (Extras: Ranged 12) (12)
AE: Force Field 5 (Extras: Impervious +5) (Flaws: Immobile -2) (6)
AE: Illusion (Visual) 5 (10)
AE: "Energy Absorption" Blast 12 (Feats: Variable 2- Any Energy) (Flaws: Requires Energy Effect) (14

Offense:
Unarmed +8 (+12 Damage, DC 27)
Crowbar +8 (+14 Damage, DC 29)
Thrown Crowbar +7 (+12 Damage, DC 27)
Illusion +5 (DC 15)
Earthquake +11 Area (+11 Trip, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +13 (+18 Force Field, +4/+9 Impervious), Fortitude +13, Will +4

Complications:
Motivation (Greed & Destruction)- Dirk likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Weakness (Power Split Four Ways)- The Wrecker is one-quarter his strength level if he's sharing his power with his allies. He can rival Thor in his main form, but he'd need the entire Crew to do it if splitting power.

Total: Abilities: 74 / Skills: 30--15 / Advantages: 13 / Powers: 31 / Defenses: 11 (144)

THE WRECKER (Dirk Garthwaite)- Fighting Alongside the Wrecking Crew
Created By:
Stan Lee & Jack Kirby
First Appearance: Thor #128 (Jan. 1968)
Role: Elite Jobber Villain, Thor Punching Bag
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 10 (123)
STRENGTH
10 STAMINA 11 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Demolitions) 11 (+10)
Expertise (Criminal) 3 (+2)
Intimidation 9 (+9)
Ranged Combat (Throwing) 3 (+7)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Improved Critical (Crowbar) 2, Improved Smash, Power Attack, Startle, Takedown, Teamwork, Withstand Damage (trade defenses for toughness)

Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
Power-Lifting 1 (50 tons) [1]

"The Wrecker's Crowbar" 15 points (Feats: Restricted 2- Only Dirk) (Flaws: Easily Removable) [11]
Strength-Damage +2 (Extras: Penetrating 12) (14) -- (15 points)
AE: "Thrown & Returning Smash" Strength-Based Damage +0 (Extras: Ranged 10) (10)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Crowbar +8 (+12 Damage, DC 27)
Thrown Crowbar +7 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +11 (+2 Impervious), Fortitude +12, Will +4

Complications:
Motivation (Greed & Destruction)- Dirk likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Weakness (Power Split Four Ways)- The Wrecker is one-quarter his strength level if he's sharing his power with his allies.

Total: Abilities: 66 / Skills: 30--15 / Advantages: 13 / Powers: 17 / Defenses: 12 (123)

-Dirk's origin is pretty hilarious, as he's a common thief (a demolition-crew member who was fired for antisocial, violent tendencies) who KO'd Loki and stole his power-up, resulting in a super-powered guy who fought a weakened Thor to near-death (he knocked a building onto the Norse God, who was then saved by Sif). Why Loki never got revenge I have no idea, but this pretty throwaway guy got more power, and became a recurring Thor Jobber, until he hooked up with the rest of the Wrecking Crew in the pages of The Defenders. Sensing kindred spirits, he bestowed a portion of his powers onto each of them (Dirk Garthwaite & Billy Batson humorously have the same altruistic character trait), resulting in one of the most elite crews of Mooks in Marvel history. Pretty much your standard Big Dumb Muscle, they've been see countless times over the years, and jobbed to nearly every hero in the Marvel Universe over time.
-Dirk is rarely seen without his buddies, despite the power-boost he gets solo, mainly because he enjoys the company. Recent years have apparently seen him gain full use of his powers without de-powering the others, so the first build could actually work for him at any point, now.
-With full power, Dirk is a heavy-duty PL 11, able to brawl around with the best of them. In that form, he's a match for She-Hulk, Colossus, The Thing, etc., but would still get trounced by a healthy Thor relatively easily. The Crowbar is immensely powerful, and can be Stunted for various effects (Energy Absorption is common enough, and he can do it with most any kind of energy), including Teleportation, Illusion-casting, creating Earthquakes (basically the old Groundstrike Power Feat of Super-Strength), a Force Field (Limited to him having to remain Immobile, thus being easily hit- just hard to hurt), a straight-up Blast (by throwing a returning Crowbar), or just smacking someone with it (unsurprisingly, he likes this one best).
-+14 Damage is nothing to sneeze at, especially since he loves All-Out & Power Attacking, so The Wrecker is definitely a heavy-hitter (at one point, he fights Wolverine, Cage, Spidey & Jessica Drew to a standstill). Even his heavily-weakened PL 10 version (lacking most of the Crowbar's Alternate Effects and hitting power) is pretty nasty- with the entire PL 9 Wrecking Crew backing him up, he could easily take out someone as good as Spider-Man or Captain America.

PILEDRIVER (Brian Philip Calusky)
Created By:
Len Wein & Sal Buscema
First Appearance: The Defenders #17 (Dec. 1974)
Role: Elite Jobber Villain, Marvel Universe Punching Bag, Most Generic Costume Ever
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 9 (106)
STRENGTH
10 STAMINA 9 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Deception 4 (+4)
Close Combat (Unarmed) 2 (+8)
Expertise (Criminal) 5 (+4)
Expertise (Farmhand) 5 (+4)
Intimidation 6 (+6)
Ranged Combat (Debris) 4 (+8)

Advantages:
All-Out Attack, Diehard, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Improved Smash, Power Attack, Ranged Attack 4, Teamwork

Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]

"Strength Feats"
AE: "Earthquake" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (12) -- [14]
AE: "Groundstrike" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Line) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Line) (Flaws: Limited to Objects) (13)
AE: "Shockwave" Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Grounded Targets) (9)

Offense:
Unarmed +8 (+10 Damage, DC 25)
Groundstrike +9 Area (+9 Affliction, DC 19)
Shockwave +9 Area (+9 Damage, DC 24)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +9 (+2 Impervious), Fortitude +10, Will +3

Complications:
Motivation (Greed & Destruction)- Brian likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Piledriver's standard Abilities are then STR 4, STA 4.
Relationship (Ricky- Son)- Piledriver's son joined the Crew for a short time as Excavator.

Total: Abilities: 50 / Skills: 26--13 / Advantages: 13 / Powers: 19 / Defenses: 11 (106)

-Piledriver must have some kind of record for the most generic guy in comics history. Look at that costume! Standard head-mask (showing hair), two-tone... just EVERYTHING about him is vanilla! And he's a common thief given super-strength (a generic power!). I mean, to STAND OUT as lame on a team of guys who are already totally lame... it just boggles the mind.
-Piledriver is a notable example of something funny about M&M's 3rd Edition. Despite having roughly the same powers, he's WAY cheaper than he was in 2nd Edition, dropping over 30 points! This is mainly because of the Super-Strength power being sucked away and replaced with mostly-baseline Strength as a stat, so Big Dumb Bricks tend to be way cheaper in this edition. He's a standard joke of a PL 9 brawler, hitting hard, but with only +8 accuracy, he's not hitting the Dexmonkeys. He's the best grappler of his team, and is notably the only one without a Device making him better, but he's still weak enough that he got KO'd by HAWKEYE with a normal arrow (as Hawk warned him, arrows at close-range hit harder than BULLETS, but Piledriver decided to move forward anyways, and got one through the shoulder).

THUNDERBALL (Dr. Eliot Franklin)
Created By:
Len Wein & Sal Buscema
First Appearance: The Defenders #17 (Dec. 1974)
Role: Elite Jobber Villain, Marvel Universe Punching Bag
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 9 (124)
STRENGTH
10 STAMINA 9 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 2 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Sciences) 9 (+15)
Insight 2 (+4)
Intimidation 4 (+5)
Ranged Combat (Wrecking Ball) 4 (+8)
Perception 2 (+4)
Technology 9 (+15)

Advantages:
Diehard, Improved Critical (Wrecking Ball), Improved Smash, Power Attack, Ranged Attack 4, Set-Up, Teamwork

Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]

"Mystically-Enchanted Wrecking Ball" (Flaws: Easily Removable) [11]
"Long Chain Reach" Strength-Damage +2 (Feats: Reach 3) (Extras: Penetrating 10) (15) -- (18 points)
AE: "Thrown" Strength-Damage +0 (Extras: Ranged 11) (Feats: Homing) (12)
AE: "Groundstrike" Affliction 8 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery) (4) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (10)
AE: Deflect 10 (10)

Offense:
Unarmed +6 (+10 Damage, DC 25)
Wrecking Ball +6 (+12 Damage, DC 27)
Wrecking Ball Toss +8 (+10 Damage, DC 24)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +9 (+2 Impervious), Fortitude +10, Will +4

Complications:
Motivation (Greed & Destruction)- Though less destructive at heart than his allies, Eliot loves to knock buildings over.He probably loves money more, though.
Motivation (Ego)- Eliot freaks out if not given proper due, and often things that he should be the leader of the Wrecking Crew, despite being notably less powerful than his boss, The Wrecker.
Rivalry (The Wrecker)- Eliot has attempted many times to steal the leadership and raw power of his boss. Dirk usually beats the hell out of him, but eventually invites him back into the group.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Thunderball's standard Abilities are then STR 3, STA 4.

Total: Abilities: 72 / Skills: 34--17 / Advantages: 10 / Powers: 16 / Defenses: 9 (124)

-Oh, Positive Discrimination, how I love you. It's the only explanation for the sheer number of black scientists in the comic book world, where they nearly outnumber the white ones (at least since the '60s heyday where EVERY villain was a bald, white scientist "showing them all!"), and have nearly 100 times the numbers of the Asian ones, which is SURELY inaccurate to the real world these days. I mean, there's Cyborg's parents, his girlfriend, her eventual husband, Vermin, Bumblebee, Black Goliath, God knows how many Wakandans, and countless other background characters, and then there's THUNDERBALL. Only in comics can the one black guy on a team comically made up of borderline retarded people end up being a genius nuclear physicist. That's about the extent of his character, however, as rather than actually build stuff most of the time (with a few exceptions), he acts like a big, dumb Brick anyways. Ah well, at least he's named after a James Bond movie.
-Eilot Franklin was a brilliant Gamma Radiation expert who was fired and had his boss steal his designs for a Gamma Bomb- jailed for trying to steal it, he met up with the rest of the Crew in jail and forged a plot to take it using their increased power.
-Thunderball is a Weapon-User guy like The Wrecker, but a PL lower. He's the team genius, which is a bit cheaper in this edition (only "Science" and "Technology" need to be bought), and his weapon is quite elite, capable of Deflecting and Groundstriking in addition to just plain doing a hell of a lot of damage (+11 on a guy who loves to Power Attack, and it's Penetrating). He's a notch worse than the rest of the Crew in terms of fighting (since they ONLY fight and he fights AND thinks, it makes sense thematically. Plus, I don't think he deserves to be PL 10 :)).

BULLDOZER (Henry Camp)
Created By:
Len Wein & Sal Buscema
First Appearance: The Defenders #17 (Dec. 1974)
Role: Elite Jobber Villain, Marvel Universe Punching Bag, Juggernaut-Lite
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 9 (103)
STRENGTH
10 STAMINA 9 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Criminal) 5 (+4)
Expertise (Soldier) 5 (+4)
Intimidation 8 (+7)
Vehicles 2 (+2)

Advantages:
All-Out Attack, Diehard, Great Endurance, Improved Critical (Headbutt) 2, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Startle, Takedown 2, Withstand Damage (trade defenses for toughness)

Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Immovable" Enhanced Strength 3 (Flaws: Limited to Resisting Being Moved) [3]

"Headbutt" Strength-Damage +2 [2]

"Bulldozer's Helmet" (Flaws: Removable) [13]
Adds Penetrating 10 to Headbutt (10)
Protection 1 (Extras: Impervious 3) (4)
Immunity 2 (Slam Damage) (2)
-- (16 points)

Offense:
Unarmed +8 (+10 Damage, DC 24)
Headbutt +6 (+12 Damage, DC 26)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +9 (+2 Impervious, +10 Helmet, +3 Impervious), Fortitude +10, Will +4

Complications:
Motivation (Greed & Destruction)- Bulldozer likes money, but he likes breaking things even more. He will rarely give up an opportunity to just plain "wreck" stuff.
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Bulldozer's standard Abilities are then STR 3, STA 4.

Total: Abilities: 44 / Skills: 22--11 / Advantages: 14 / Powers: 23 / Defenses: 11 (103)

-Bulldozer is pretty forgettable- they basically just took Juggernaut or Rhino and scaled them down to "Jobber" status. His big schtick is to just lower his head and go full-on with a Headbutt on guys, and yeah, that's pretty much the easiest attack on Earth to avoid. How many times do you figure he's completely missed and gone ass-over-teakettle into some debris or a wall or something? Like a billion.
-'Dozer is PL 9 like his buddies, either when just punching (standard +9/+9 non-trade-off), or ramming with his Headbutt (no Close Combat Skill to it, so it's only +7, but does +11 damage). He's also got the new "Immovable" Power (which is basically what it always was, I think- Strength bonused to resisting movement), and is a fair bit tougher than his buddies, but easier to hit, especially at Range. I figure guys like The Wrecking Crew were virtually DESIGNED to have more Parry than they did Dodge- they're melee fighters first and foremost, and are easily dealt with by ranged fighters.

BULLDOZER II (Marci Camp)
Created By:
James Robinson & Leonard Kirk
First Appearance: The Fantastic Four #4 (July 2014)
Role: Legacy Villain
Group Affiliations: The Wrecking Crew, The Frightful Four
PL 8 (77)
STRENGTH
10 STAMINA 9 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+6)
Expertise (Criminal) 1 (+0)

Advantages:
Improved Critical (Headbutt), Power Attack

Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]
"Immovable" Enhanced Strength 3 (Flaws: Limited to Resisting Being Moved) [3]

"Headbutt" Strength-Damage +1 [1]

"Bulldozer's Helmet" (Flaws: Removable) [13]
Adds Penetrating 10 to Headbutt (10)
Protection 1 (Extras: Impervious 3) (4)
Immunity 2 (Slam Damage) (2)
-- (16 points)

Offense:
Unarmed +6 (+10 Damage, DC 24)
Headbutt +5 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +9 (+2 Impervious, +10 Helmet, +3 Impervious), Fortitude +9, Will +2

Complications:
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Marci's standard Abilities are then STR -1, STA 0.

Total: Abilities: 44 / Skills: 2--1 / Advantages: 2 / Powers: 22 / Defenses: 8 (77)

-Marci appeared in the recent Fantastic Four, stating that the original Bulldozer "was my dad!", meaning he could be dead or missing. In any case, this was totally off-panel, so it's a rather odd bit of dialogue. In any case, she's as powerful as the old one, but also a little girl, so she's an inexperienced rookie.

EXCAVATOR (Ricky Calusky)
Created By:
Brian K. Vaughn & Adrian Alphona
First Appearance: The Runaways #1 (April 2005)
Role: Elite Jobber Villain, Marvel Universe Punching Bag, Most Generic Costume Ever
Group Affiliations: The Wrecking Crew, The Masters of Evil
PL 7 (59)
STRENGTH
7 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Deception 2 (+2)
Intimidation 2 (+2)

Advantages:
Ranged Attack 2

Powers:
"Durability" Impervious Toughness 3 [3]
Immunity 2 (Poison, Disease) [2]

"Enchanted Shovel" (Flaws: Easily Removable) [3]
Strength-Damage +1 (Extras: Penetrating 4) (5 points)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Shovel +6 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +7 (+2 Impervious), Fortitude +7, Will +2

Complications:
Reputation (Job Squad)- The Wrecking Crew, despite their power, have lost to virtually every hero in the Marvel Universe, so don't get a lot of respect.
Power Loss- The Wrecking Crew must touch The Wrecker's mystical Crowbar for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Excavator's standard Abilities are then STR 0, STA 1.
Relationship (Piledriver- Father)

Total: Abilities: 40 / Skills: 4--2 / Advantages: 2 / Powers: 8 / Defenses: 7 (59)

-Excavator briefly joined his father's team in the first arc of Brian K. Vaughn's Runaways, basically acting like a Joke Villain- he boatsed an "Enchanted Shovel", and thinned the Crew's powers even FURTHER, reducing all of their stats by a certain amount. He gets one shot- he breaks his Shovel over Molly Hayes' head, and is then one-punched down the street. This remains the Crew's single-biggest jobbing in histor, as they were demolished like a group of A.I.M. Bucketheads at the hands of a group of rank amateurs- even dividing their power FIVE ways shouldn't have done THAT.
-He's recently appeared in another book, so we'll see what becomes of him. As of now, he's still just a weak PL 7 Mini-Powerhouse.

EVILHAWK (Dargin Bokk)
Created By:
Danny Fingeroth & Mike Manley
First Appearance: Darkhawk #20 (Oct. 1992)
Role: Mirror Image Villain
Group Affiliations: Some Alien Mob
PL 9 (150)
STRENGTH
2/7 STAMINA 4 AGILITY 2/5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Aerobatics 3 (+8)
Deception 4 (+7)
Expertise (Space Criminal) 4 (+8)
Intimidation 4 (+7)
Perception 5 (+8)
Ranged Combat (Chest Beam) 3 (+10)
Stealth 3 (+5/+8)

Advantages:
Benefit 4 (Space-Wealth), Evasion, Improved Defense, Power Attack, Ranged Attack 2

Powers:
"Darkhawk Replacement Body" (Activation -1) [-1]
Enhanced Strength 5 [10]
Enhanced Agility 3 [6]
Enhanced Advantages 4: Close Attack, Ranged Attack 3 [4]
"Armour" Protection 5 [5]
Senses 2 (Extended & Infravision) [2]

Flight 7 (250 mph) (Flaws: Winged) [7]

"Chest Beam" Blast 8 (16) -- [17]
AE: "Shield Generator" Enhanced Dodge & Parry 2 (Extras: Sustained +0) (4)

"Grappling Claw"
Movement 1 (Swinging) (2) -- [3]
AE: Strength-Damage +1 (1)

Offense:
Unarmed +9 (+7 Damage, DC 22)
Claw +9 (+8 Damage, DC 23)
Chest Beam +11 (+8 Ranged Damage, DC 23)
Initiative +3 (+5 Armor)

Defenses:
Dodge +8 (+10 Shield, DC 18-20), Parry +8 (+10 Shield, DC 18-20), Toughness +3 (+8 Armour), Fortitude +7, Will +5

Complications:
Motivation (Greed)
Enemy (Darkhawk)

Total: Abilities: 62 / Skills: 26--13 / Advantages: 9 / Powers: 56 / Defenses: 10 (150)

-A sure sign of half-assed writing? Making a Mirror Image Villain with the same powers and look as the hero... and just putting the word "evil" in his name. Evilhawk is an Alien Crimelord, creating Darkhawk androids for some scheme. When the scientists doing the work turned on him, he took control of one and watched as his original body died, trapping himself in "Evilhawk". When he learns that Chris Powell got some of the same tech, he came to Earth and fought Darkhawk- he was destroyed in the ensuing battle. He appeared later on the Astral Plane, but was unable to resurrect himself.

SAVAGE STEEL (Harry Lennox, Arthur Vale, Jimmy Zafar)
Created By:
Danny Fingeroth & Mike Manley
First Appearance: Darkhawk #4 (June 1991)
Role: Powersuit Guy
Group Affiliations: The NYPD, The Cabal
PL 9 (120)
STRENGTH
2/11 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Police Officer) 3 (+5)
Intimidation 2 (+4)
Investigation 3 (+5)

Advantages:
Benefit 1 (Cop), Ranged Attack 3

Powers:
"Savage Steel Suit" (Flaws: Removable) [62]
Enhanced Strength 9 (18)
Protection 8 (Extras: Impervious 9) (17)
"Targetting Computer" Enhanced Advantages 2: Ranged Attack 2 (2)
Immunity 2 (Drowning, Suffocation) (Flaws: Limited Supply- 1 Hour) (1)
"Boot Jets" Flight 6 (120 mph) (12)

Electrical Blast 8 (Extras: Multiattack) (24) -- (27)
AE: "Flares" Dazzle Visuals 8 (Extras: Area- Visual Perception) (Flaws: Touch Range) (16)
AE: "Sonic Weaponry" Dazzle Hearing 8 (Extras: Area- Hearing Perception) (Flaws: Touch Range) (16)
AE: "Gas Grenades" Affliction 7 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 15ft. Cloud, Ranged) (21)
-- (77 points)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Savage Steel Suit +6 (+11 Damage, DC 26)
Electrical Blast +8 (+8 Ranged Damage, DC 23)
Dazzles +8 Area (+8 Affliction, DC 18)
Gas Grenades +7 Area (+7 Ranged Affliction, DC 17)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+10 Armor), Fortitude +4, Will +3

Complications:
Motivation (Justice)- Most men in the Savage Steel armor wish to punish and kill criminals who they feel are being left alone by a lenient justice system.

Total: Abilities: 42 / Skills: 10--5 / Advantages: 4 / Powers: 62 / Defenses: 7 (120)

-When a bunch of NYPD cops banded together to kill the criminals they felt were coddled by the weak justice system, they got a powersuit from Stane International- different members would wear the suit in a vigilante-style war on crime. He battles Darkhawk, then The Punisher, trying to kill the latter (naturally, Darkhawk was desperate enough for sales to start trawling the MU for Spider-Man and The Punisher WAY EARLY in its run- most books actually wait a while before going for the obvious cash-in Crossover)- Savage Steel is beaten, and most of this "Cabal" is taken into custody. NYPD Driver Arthur Vale then steals the suit and fights Iron Man. Later, Jimmy Zafar breaks the two prior named-Steels, and fakes all their deaths. Zafar-as-Steel then allies with Darkhawk to fight terrorists and is considered a bit of a good guy. He hasn't been seen since- the Savage Steel suit has shown up once in a fight against a crazed Black Knight, but that's it.
-Savage Steel is a pretty dime-a-dozen Powersuit design, with the stats befitting its multiple wearers- all Low-Tier NYPD Cops in a strength-enhancing outfit. PL 8.5's just enough to be a challenge for some heroes (especially with his high level of strength), but not MUCH of one. A more elite warrior would no double be much more impressive in the suit.

LODESTONE (Andrea something)
Created By:
Danny Fingeroth & Mike Manley
First Appearance: Darkhawk #7 (Sept. 1991)
Role: Jobber Villain, Magnetism User
Group Affiliations: The Masters of Evil
PL 8 (109)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE 2

Skills:
Aerobatics 3 (+6)
Close Combat (Unarmed) 1 (+6)
Deception 2 (+4)
Expertise (Criminal) 4 (+5)
Expertise (Science) 3 (+4)
Insight 2 (+3)
Intimidation 3 (+5)
Perception 2 (+3)
Stealth 1 (+4)
Technology 3 (+4)

Advantages:
Equipment (Costume, Protection +3), Improved Aim, Improved Disarm, Improved Smash, Ranged Attack 5

Powers:
"Magnetic Powers"
Flight 6 (120 mph) (Quirks: Requires Metal Costume -1) [11]

"Metal Trap" Snare 9 (Quirk: Requires Metals -2) (25) -- [30]
AE: "Metal Throw" Blast 9 (Quirk: Requires Metals -2) (16)
AE: "Magnetic Lifting" Move Object 9 (Feats: Precise, Increased Mass 2- 25 tons) (Extras: Perception Range) (Flaws: Limited to Metallics -7) (23)
AE: "Shape Metal" Transform Metals to Metals 8 (16)
AE: "Iron in the Bloodstream" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (24)
AE: "Metal Everywhere!" Environment 4 (Impede Movement 2) (8)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Metal Trap +7 (+9 Ranged Affliction, DC 19)
Metal Throw +7 (+9 Ranged Damage, DC 24)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +2 (+5 Costume), Fortitude +5, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 34 / Skills: 24--12 / Advantages: 8 / Powers: 41 / Defenses: 14 (109)

-Lodestone's some lady who was in Darkhawk, teaming up with a Generic Evil Crimeboss dude that was a recurring nemesis. She underwent some experimentation to get magnetic powers (how is this stuff THAT ridiculously common that even Jobbers can easily and deliberately gain super-powers? At least The Power Broker has a standard scientific process!), harassed Chris Powell (Darkhawk, not the "Invincible" supporting character) twice, and then teamed up with Crimson Cowl's crappy Masters of Evil team, like a true jobber.
-A relatively-powerful, but highly-limited PL 8, Lodestone falls apart defensively, and really couldn't handle anyone outside of Darkhawk's league for very long. She's basically a Mini-Magneto... a REALLY Mini-Magneto.
She's strong enough to throw piles of cars around (and can lift 200 lbs. of non-metallic stuff like people, in addition to the 25 tons of metals), but she's still a Jobby Jobber of Jobbing.

PORTAL (Charles Little Sky)
Created By:
Danny Fingeroth & Rich Buckler
First Appearance: The Avengers #304 (June 1989)
Role: Writer's Favourite
Group Affiliations: A.R.M.O.R.
PL 10 (86)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Construction) 4 (+4)
Expertise (Alternate Dimensions) 8 (+8)
Expertise (Military) 6 (+6)

Advantages:
Equipment 10 (Various Gear), Ranged Attack 4

Powers:
"Mutant Powers: Opening Dimensional Rifts"
Movement 3 (Dimensional Travel 3) (Extras: Attack 10, Portal +2) (25) -- [26]
AE: "Short Hops" Teleport 6 (12)

"Home In On Teleporters" Senses 4 (Detect Former Teleport-ees- Ranged 3) [4]

Equipment:
"Energy Harpoon" Blast 10 (20)
"Hand Weapon" Snare 10 (20)
"Throwing Wheel" Blast 9 (Extras: Multiattack) (27)
"Darkhawk Armor" Protection 5 & Immunity 10 (Life Support) (10)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Teleport Attack +10 (+10 Movement Attack, DC 20)
Wheel & Harpoons +6 (+9-10 Ranged Damage, DC 24-25)
Snare +6 (+10 Ranged Affliction, DC 20)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +3

Complications:
Motivation (Survival)
Responsibility (Mistrustful)- Charles mistrusts The White Man for what they did to his people, and is largely-amoral and thinks everyone is out to exploit his mutant powers.
Vulnerable (Over-Doing It)- Charles cannot Teleport long distances without trouble- there is a very good chance that he'll be teleported to a random dimension if he ever tries to use Extra Effort or Power Stunt his Teleport power.

Total: Abilities: 22 / Skills: 18--9 / Advantages: 14 / Powers: 30 / Defenses: 11 (86)

-Huh- so this weird guy from that Avengers story I read wear the team meets Puma and fights The U-Foes actually showed up in more stuff. Actually, it's pretty obvious what happened- Danny Fingeroth wrote that issue AND Darkhawk, and so continued his little story in another book. This happens a LOT in the 1970s & '80s, as you'll find these little Jobber Villains or whomever, and they'll all of a sudden show up in another book... and it turns out both were written by the same guy.
-Charles Little Sky is a mutant from the same reservation as Thomas "Puma" Fireheart, and set off his powers during a brawl between Puma & The Avengers, which led to the U-Foes springing out of his portal and fighting EVERYONE. He escapes into another portal, and starts picking up a variety of weapons. The U-Foes find him again, but he is saved by Darkhawk, Captain America & Daredevil (wow, Powell teamed up with EVERYONE). He later got hypnotized by Sauron (on orders of The Brotherhood of Evil Mutants) into fighting Darkhawk, Spidey & Sleepwalker. He later appears a DECADE later as the head of A.R.M.O.R. (an offshoot of S.H.I.E.L.D., naturally), sending Jocasta & Machine Man to the Marvel Zombies universe.
-Portal creates... well, portals, capable of sending people just about anywhere, though his accuracy sometimes falters. I don't know how skilled he really is, but he's apparently the head of the government's Inter-Dimensional Protection agency, which makes sense given his powers. I'm just surprised someone remembered he existed. He's got some good Gadgets on him, too.

JOHNNY GUITAR (Johnathan Logan)
Created By:
Danny Fingeroth & Frank Springer
First Appearance: Dazzler #20 (Oct. 1982)
Role: Jobber Villain
Group Affiliations: Johnny Guitar & Dr. Sax
PL 6 (47)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 1 (+2)
Deception 2 (+3)
Expertise (Criminal) 2 (+1)
Expertise (Music) 3 (+4)

Advantages:
None

Powers:
"Wicked Guitar" (Flaws: Easily Removable) [10]
Sonic Blast 8 (16 points)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Sonic Guitar +4 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +1

Complications:
Motivation (Greed)
Addiction (Gambling)

Total: Abilities: 26 / Skills: 8--4 / Advantages: 0 / Powers: 10 / Defenses: 7 (47)

DOCTOR SAX (Johnathan Logan)
Created By:
Danny Fingeroth & Frank Springer
First Appearance: Dazzler #20 (Oct. 1982)
Role: Jobber Villain
Group Affiliations: Johnny Guitar & Dr. Sax
PL 6 (49)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE 1

Skills:
Athletics 1 (+2)
Deception 2 (+3)
Expertise (Criminal) 2 (+1)
Expertise (Music) 3 (+4)

Advantages:
None

Powers:
"Crazy Sax" (Flaws: Easily Removable) [12]
Affliction 6 (Will; Entranced/Compelled/Transformed to Random Actions) (Extras: Area- Audio Perception, Selective) (18 points)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Crazy Sax +6 Area (+6 Affliction, DC 16)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +1

Complications:
Motivation (Greed)
Disabled (Blind)- Sax cannot see anything without special goggles. Even with them, he can generally only make out shapes.
Relationship (Wife & Three Children)

Total: Abilities: 26 / Skills: 8--4 / Advantages: 0 / Powers: 12 / Defenses: 7 (49)

-Johnny Guitar & Dr. Sax are a pair of losers who started stealing to pay the bills when their musical careers failed to take off and satisfy their pregnant girlfriends. They were inspired to become super-villains by The Trapster, and got their tech from a more bush-league Tinkerer called The Techmaster. They got specialized musical instruments with super-powers, but were both easily defeated by DAZZLER of all people. They weren't seen until The Initiative, which revealed what they'd been doing since then- they were mostly-jobless losers, and Johnny'd been dumped by his girl, and they attempted to get into various criminal gangs. Once rejected by The Circus of Crime (I repeat: REJECTED. By the CIRCUS OF CRIME), they hooked up with Osborn's Initiative of crooks. But, as a loser Jobber, they were chosen as part of the sacrificial squadron that was being sent into The Negative Zone prison.
-When Johnny discovered this, he deliberately-injured Dr. Sax's hand so he'd be spared in the ensuing onslaught, deciding that Sax's daughter needed a father in her life. Sax never knew why his friend had attacked him, but sure enough, Johnny was slain handily in battle.
-A couple of losers who would have to STUDY UP to be at the Jobber Level, neither guy is any better than say, Boomslang. They're not even THAT GOOD AT MUSIC.

THE HYPNO-HUSTLER (Antoine Desloin)
Created By:
Bill Mantlo & Frank Springer
First Appearance: The Spectacular Spider-Man #24 (Nov. 1978)
Role: Jobber Villain
Group Affiliations: The Mercy Killers
PL 8 (102)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 2 (+5)
Athletics 2 (+4)
Deception 2 (+6)
Expertise (Criminal) 2 (+4)
Expertise (Musician) 4 (+8)
Perception 2 (+3)

Advantages:
Equipment (Bitching Guitar)

Powers:
"Hypnotic Hustling" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Area- Hearing Perception, Cumulative) (Flaws: Requires Bitching Guitar) [16]

"Fancy Boots" (Flaws: Removable) [16]
"Retractable Sole-Knives" Strength-Damage +1 (Feats: Improved Critical) (2)
"Knockout Gas" Affliction 6 (Fort; Dazed/Fatigued/Exhausted) (Extras: Area- 15ft. Cloud, Cumulative) (18)
-- (20 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Knives +8 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 14--7 / Advantages: 1 / Powers: 32 / Defenses: 8 (102)

-The Hypno-Hustler was a band-leader who was also a thief who hypnotized his audience into giving up their belongings- pretty much just what The Ringmaster does, except THIS guy's an outdated 1970s archetype instead of an outdated Old-Timey Circus archetype. He robs the club owner who "took him off the streets", then proceeds to hypnotize the audience at the disco (it was 1978, remember)- naturally, Peter Parker has been dragged there by his buddies (even though he was trying to study), and is the only one there who can resist the siren song of bitching disco music. He soon webs up his ears to block it out, and changes into Spider-Man. He finds the Hustler to be a difficult opponent (naturally- Spidey has a weakness against debuting villains, no matter HOW silly their gimmicks are), but manages to yank off his headphones, which were all that was keeping his own hypnotic tunes (from his Mercy Killers bandmates, who themselves were hypnotized to keep on singing) from overpowering HIM as well. He then webs up the Hustler and covers the singing Mercy Killers' mouths, saving the day. Tragically, the Hypno-Hustler was never seen again until decades later, in Spider-Man Unlimited as a joke background nobody.
-A not-half-bad fighter with a Hypnosis Gimmick, The Hypno-Hustler was a dangerous sort, but someone as clever as Petey can handle him.

CORONA (Dagny Forrester)
Created By:
Kurt Busiek & Sal Buscema
First Appearance: The Spectacular Spider-Man #176 (May 1991)
Role: Jobber Villain
Group Affiliations: None
PL 8 (135)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Science) 6 (+10)
Intimidation 4 (+4)
Ranged Combat (Force Blasts) 2 (+8)
Technology 2 (+6)

Advantages:
Ranged Attack 4

Powers:
"Bullet-Melting Aura"
Energy Aura 5 [20]
Immunity 10 (Bullets, Entrapment Effects) [10]

"Molecular Transmutation Blast" Transform Chemicals to Other Chemicals 6 (Extras: Ranged) [30]
Force Blast 8 [16]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Aura +6 (+5 Damage, DC 20)
Force Blast +8 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +3

Complications:
Motivation (Power)- Dagny wishes to have the ultimate power of the "Corona Process".

Total: Abilities: 36 / Skills: 12--6 / Advantages: 4 / Powers: 76 / Defenses: 13 (135)

-Dagny & Cedric Forrester were a pair of scientist siblings who developed a system to give people super-powers. Wealthy and arrogant, Dagny gladly volunteers, but her brother chickens out halfway through the dangerous experiment, leaving her with less than the full power she wanted. The chemicals from their experiment give the people of SoHo (including Peter Parker & Mary-Jane) a unique sickness, and Cedric tries to create an antidote- Dagny wants it in order to gain full power, but accidentally destroys it, shrivelling into an "old hag" as a result. Cedric & Harry Osborn eventually recreate it as Spidey saves Corona from committing suicide- Cedric gets a court order to retain custody of his sister, getting away scot-free to use his sister as a laboratory guinea pig. He wants to use her as a minion, but a common crook takes over the operation, at which point Spider-Man gets involved AGAIN, trouncing Cedric & the crook, and letting Corona go to find her destiny. Despite her pedigree (created by a very, VERY young Kurt Busiek), she's never reappeared.
-A standard Flying Blaster, Corona also has a Transmutation Effect (not sure exactly how it works), and an Energy Aura that'll stop bullets & webbing- Spider-Man is thus pretty much S.O.L. against her, and usually has to use her head.

FROST (Everett Donnelly)
Created By:
Peter David & Dale Keown
First Appearance: The Incredible Hulk #395 (July 1992)
Role: Super-Enforcer
Group Affiliations: None
PL 9 (121)
STRENGTH
12 STAMINA -- AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Expertise (Criminal Enforcer) 5 (+5)
Intimidation 5 (+7)

Advantages:
Daze (Intimidation), Fast Grab, Improved Grab, Improved Hold, Ranged Attack 5

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 12 (Extras: Impervious 9) [21]
Features 1: Removable Head [1]

"Frosting" Affliction 12 (Strength; Hindered & Vulnerable/Defenseless & Immobile/Paralyzed) (Extras: Extra Condition) (Flaws: Touch Range) [12]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Frosting +8 (+12 Affliction, DC 22)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +12 (+5 Impervious), Fortitude --, Will +4

Complications:
Motivation (Power)- Dagny wishes to have the ultimate power of the "Corona Process".

Total: Abilities: 36 / Skills: 10--5 / Advantages: 9 / Powers: 64 / Defenses: 11 (121)

-Frost is a shortly-running Hulk opponent- like many/most Hulk nemeses, he was affected by Gamma Radiation. He managed to escape an experiment-minded Leader after being turned into an android, and ended up as an enforcer in Las Vegas for a crime family. When confronted by The Hulk, he initially got a good showing (Hulk couldn't break his grip, but the fight was called off), but the next time they met, Hulk ripped his head off (a trademark of this generation of "Gamma-Irradiated Leader Experiments"), and there was an explosion, with Frost nowhere to be seen.
-Frost is basically a high-powered nobody, a PL 10 because he had to fight THE HULK, though of course Jade Jaws fought through the Ice Snare effect (called "Frosting") and handily-beat him later.

VIXEN (Real Name Unknown)
Created By:
Alan Moore & Alan Davis
First Appearance: Daredevils #9 (Sept. 1983)
Role: Crime Lord
Group Affiliations: None
PL 6 (72)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 2 (+6)
Expertise (Criminal) 7 (+10)
Insight 2 (+6)
Persuasion 1 (+5)
Vehicles 2 (+7)

Advantages:
Benefit 2 (Wealth), Equipment 2 (Pistol +5), Ranged Attack 2

Offense:
Unarmed +8 (+12 Damage, DC 27)
Pistol +7 (+5 Ranged Damage, DC 20)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +4

Complications:
Motivation (Greed)- Vixen is a crime boss.

Total: Abilities: 54 / Skills: 14--7 / Advantages: 6 / Powers: 0 / Defenses: 5 (72)

-Coming a couple years after DC's much-more well-known Vixen, Marvel's version is an Alan Moore creation for the Captain Britain stories featured in the Marvel UK brand. She allied with Mad Jim Jaspers- a nigh-omnipotent psychopath, and enabled him to imprison countless superhumans, but when she realized that Jaspers had to be stopped, she was turned into an actual fox while trying to kill him. It was on a mission to fight Vixen that Capt. Britain's sister Betsy "Psylocke" Braddock had her eyes gouged out by Slaymaster (Vixen's minion)- Slaymaster was killed by a vengeful Brian. She was last seen being turned back into a fox by Brian & Betsy's other sibling, Jamie (who had powers similar to Jaspers).
-A Crimelord of some repute, Vixen has access to borderline sci-fi gear such as Jetpacks and high-flying aircraft. She's a small-end combatant herself, but like most people in her position, she's best-off using schemes and minions (ofter numbered like "Number One", "Number Seven", etc.).

SLAYMASTER (Real Name Unknown)
Created By:
Alan Moore & Alan Davis
First Appearance: Super Spider-Man & Captain Britain #243
Role: Jobber Villain
Group Affiliations: None
PL 8 (94)
STRENGTH
3/8 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 2 (+6)
Athletics 4 (+7, +12 Wristlets)
Deception 4 (+6)
Expertise (Assassin) 5 (+7)
Insight 2 (+5)
Intimidation 4 (+6)
Vehicles 2 (+7)

Advantages:
Equipment 3 (Neeldes- Blast 4- Multiattack), Improved Critical 2 (Needles, Unarmed), Ranged Attack 4

Powers:
"Atomic Wristlets" (Flaws: Removable) [8]
Enhanced Strength 5 (10 points)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Atomic Wristlets +8 (+8 Damage, DC 23)
Needles +9 (+4 Ranged Damage, DC 19)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +6, Will +4

Complications:
Motivation (Greed)- Slaymaster kills people for money.

Total: Abilities: 62 / Skills: 24--12 / Advantages: 9 / Powers: 0 / Defenses: 11 (94)

-Slaymaster was a common assassin who went up against Captain Britain a few times, and killed most of the psi-division of S.T.R.I.K.E. (an English spy agency). When Betsy Braddock went up against him, he gouges out her eyes in a pretty gruesome incident (which led to her getting cyborg-eyes from Mojoworld in a pecular '80s X-Men storyline involving her being used as a "camerawoman" in order to broadcast the X-Men's missions throughout Mojo's empire). He soon learns the error in attempting Refrigerator Stuffings on those close to super-powered heroes, as an enraged, vengeful Brian Braddock crushes Slaymaster's head with a boulder. Thus endeth the threat of Slaymaster. He's your standard everyday assassin, but gained strength-enhancing weapons later on. Ultimately, though, he's no match for Captain Britain.

ZORBA (Prince Zorba of Latveria)
Created By:
Marv Wolfman & Keith Pollard
First Appearance: The Fantastic Four #198 (Sept. 1978)
Role: Freedom Fighter
Group Affiliations: None
PL 9 (109)
STRENGTH
3 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Politics) 1 (+4)
Insight 2 (+5)
Technology 3 (+6)

Advantages:
Benefit 4 (Ruler of Latveria), Leadership, Ranged Attack 3

Powers:
"Cybernetic Nega-Beam Eye" Blast 11 (Feats: Improved Critical) (Extras: Penetrating 6) [29]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Nega-Beam +7 (+11 Ranged Damage, DC 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Latveria)- Zorba is the true heir to the Latverian throne, and seeks to take it back from Dr. Doom, and free his people with a series of reforms.
Responsibility (Mad)- Zorba, paranoid and anxious, soon loses control when he becomes unpopular. Eventually he sends Doombots to kill all of Latveria, and no longer trusts anyone.

Total: Abilities: 58 / Skills: 8--4 / Advantages: 8 / Powers: 29 / Defenses: 10 (109)

-As Doom has been the off-and-on dictator of Latveria since his debut, it's easy to forget there was a time when he WASN'T the leader of the country, and was in fact the child of nobody peasants. The true monarch was King Zorba, who was overthrown and slain by Doom- Prince Zorba here is his son. Captured and experimented upon on Doom's orders, he gained super-powers and escaped to lead a resistance against Doom. A couple storylines later, and he in fact SUCCEEDED, seeing Doom off after a plan to "pass power" to a man who was actually a controlled clone had failed. He was elected into power, but met with resistance over the taxes required to fund his various reforms- his revocation of Doom's horrible laws sent the country into poverty & crime, a sick foreshadowing of what happens in the REAL WORLD when things like this happen. Evil Dictators are awful as balls, but at least there's ORDER- the infamous quote "at least he made the trains run on time" is often well-founded in real life, sick as it is to see monsters take control of millions of people.
-Zorba, paranoid over traitors in his midst, fired his cabinet and had the Doombots acting as his personal secret police. Going mad, he sent them to kill everyone in Latveria- at this point, Doom escaped thanks toa n underground movement of loyalists, and executed Zorba, the only person in the way of Doom's claim to the throne.
-No great warrior, Zorba is a half-decent leader who isn't quite good enough at reforming government to change things for the better.

SPYDER
Created By:
Louise Simonson
First Appearance: The New Mutants #66 (Aug. 1988)
Role: Intergalactic Slaver
Group Affiliations: None
PL 5 (88)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 4 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+6)
Deception 6 (+8)
Expertise (Intergalactic Slaver) 7 (+10)
Insight 3 (+6)
Intimidation 2 (+4)
Perception 2 (+5)
Persuasion 3 (+5)
Technology 3 (+6)

Advantages:
Benefit 4 (Wealth & Resources)

Powers:
"Spider-Like Physiology"
"Four Arms" Extra Limbs 2 [2]
"Cannot Feel Emotions" Immunity 5 (Interaction Effects) [5]
Create Web 2 [4]

Offense:
Unarmed +4 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3, Fortitude +4, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 52 / Skills: 30--15 / Advantages: 4 / Powers: 11 / Defenses: 6 (88)

-Hahah, totally forgot about this guy when I read the name "Spyder" on that list of builds. This guy was an intergalactic slaver/criminal from the weaker part of The New Mutants (generally, anything by Louise Simonson was mediocre at-best), and was the main antagonist behind the Gossamyr arc. He captured Lila Cheney, the interstellar teleporter, in order to sell her into slavery- Lila apparently sacrifices her life to save the day by teleporting three males of Gossamyr's race (which could destroy whole worlds) into a star. Spyder has not been seen since, and didn't even really get his comeuppance, but Lila managed to turn up alive. I remember disliking the character, finding him a rather one-dimensional "snarling, smirking criminal" type.
-Not much is seen of the guy, and he usually has minions doing work for him. The most interesting aspect of his abilities is that his race apparently does not feel emotions- however, he can CHOOSE to do so if he wants to- keeping "Bottled-Up Emotions" for when he thinks it's preferable to show some.

NUKLO (Robert Frank, Jr.)
Created By:
Roy Thomas & Rich Buckler
First Appearance: Giant-Size Avengers #1 (Aug. 1974)
Role: Giant Enemy
Group Affiliations: The V-Battalion
PL 11 (80)
STRENGTH
10 STAMINA 5 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Intimidation 6 (+5)

Advantages:
Power Attack

Powers:
"Living Nuclear Energy"
"Force-Absorption Aura" Protection 10 (Extras: Impervious 13) [23]
"Emit Dangerous Radiation" Weaken Stamina 2 (Extras: Reaction +3, Area- 60ft. Cloud +2) (Flaws: Permanent) [10]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +5 (+15 Aura, +8 Impervious), Fortitude +5, Will +0

Complications:
Motivation (Destruction)- Unknowing and kept in a capsule for most of his life, Nuklo was left degraded in intelligence compared to someone of his comparative age. He often simply lashes out and destroys things.
Involuntary Transformation (Weird Powers)- One time he could make Duplicates. Another time, it was Energy Blasts. Sometimes, he's rather big. His power is Inconsistent Writing, basically.

Total: Abilities: 36 / Skills: 6--3 / Advantages: 1 / Powers: 33 / Defenses: 7 (80)

-Man, did Whizzer & Miss America ever get served a shit sandwich of a life in the Marvel Universe. All that heroism during World War II and their reward is to give birth to a toxic, radioactive Mutant Baby, then Miss America dies giving birth to a stillborn child, then Whizzer spends the rest of his life being a combination of bitter and crazy. Seriously, that's like "NuDCU" level GrimDark, but in a horrifyingly-different sort of way. Nuklo here is their first child- born radioactive, he was kept in a capsule by the government until it was accidentally-opened by The Avengers. Nuklo (artificially kept YOUNGER rather than older, which is unusual for the children of comic book characters) split into three beings but was stopped by his "sister", The Scarlet Witch (yes, the going origin for the Maximoff children at this point was that their birth parents were the Franks).
-Nuklo escaped once more, being stopped by his father. Later, an old enemy of The Whizzer's would siphon off some of Nuklo's radiation in order to gain revenge, and Robert Frank Sr. would die of a HEART ATTACK saving the day. So Nuklo was cured just in time to watch The Whizzer, his father, die. Yup- shit sandwich, right there. His last appearances are basically living a semi-normal life with an adopted family, and showing up in the background of the V-Battalion (a secret organization that really only ever showed up in Thunderbolts).
-Nuklo is exceptionally-tough and hard to hurt (not even sure how The Whizzer managed to K.O. him one time, though you can really Power Attack and spend a Hero Point whenever to do exceptional things, especially considering he was definitely earning Complication-based HPs for that fight), but rather simplistic. But a Radiation Cloud Aura, Toughness +15 and (at one point) Summon Minion to create two MORE of him? Not someone to mess with.

Other powers he's shown (simply tack on at-will to make various Nuklos):
"Split Into Three" Summon Duplicates 6 (Extras: Heroic +2, 2 Minions +2, Horde, Controlled) [48]
Radiation Blast 12 (Feats: Accurate 4) (Extras: Penetrating 8) [36]
Growth 8 (Flaws: Source- Enemy Attacks, Limited to Non-ST & STA Growths) [4]

NECRODAMUS
Created By:
Steve Englehart & Sal Buscema
First Appearance: Defenders #1 (Aug. 1972)
Role: Magical Minion
Group Affiliations: Various Masters
PL 5 (115), PL 10 (115) Powered-Up
STRENGTH
1/14 STAMINA 3/14 AGILITY 0
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE -1

Skills:
Expertise (Magic) 10 (+12)
Intimidation 4 (+3)
Perception 4 (+6)

Advantages:
Ritualist

Powers:
"Low-End Mage"
"Impenetrable Barrier" Create 12 (Extras: Impervious) (36) -- [38]
AE: Mind Control 7 (28)
AE: Teleport 10 (20)

"Youthful Form" (All Have Flaws: Must Sacrifice/Defeat Powerful Being First)
Enhanced Strength 13 [13]
Enhanced Stamina 11 [11]
Impervious Toughness 8 [4]

Offense:
Unarmed +6 (+1 Damage, DC 16)
Powered-Up +6 (+14 Damage, DC 30)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3 (+14 Powered-Up), Fortitude +3 (+15 Powered-Up), Will +3

Complications:
Power Loss (Lack of Souls/Masters' Will)- Necrodamus depends on his masters- The Undying Ones- for his powers, and his ability to sacrifice souls to them.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 1 / Powers: 64 / Defenses: 7 (115)

-Necrodamus is a pathetic worm of a man- a shriveled-up sort who slobbers over his great Godly masters in order to gain more power. A classic snivelling toady, he works for The Undying Ones, and a common schtick is to defeat a superhero and gain a youthful, powerful form as a result. One time, it was Namor, and another time it was Agatha Harkness. Both times, he was defeated (the Defenders held him off long enough for a spell's time to end, and The Scarlet Witch- then just a magical trainee- sent out a powerful Hex that swept him up in a maelstrom). Later, he appeared to fight Wanda and her husband, The Vision, forcing Vision to allow Necrodamus' spirit to inhabit his body- he burned his disgusting old one in response. However, this being a Marvel Team-Up issue, Spider-Man got involved, and Wanda strengthened Vision's soul, forcing Necrodamus out- the villain chose to die rather than inhabit the next-closest being, a puppy.
-He would reappear as a minion of N'astirh (of Inferno fame) in Fantastic Four, kidnapping Mantis (yeah, in an FF story. Guess who was writing? Go on, try.), but the FF & Kang (??) forced the planet Mercury out of alignment with the others, ruining Necrodamus' spell and sending his soul into dissipation again.
-Necrodamus is a pretty weak goon most of the time, working in the shadows and taking on people in sneak attacks. However, on two occasions he's grown to a Hulk-like form that's much more dangerous (a PL 10 Powerhouse). Much of the time, though, he's just a go-between for more-powerful masters.

THE ALPHA PRIMITIVES
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #47 (Feb. 1966)
Role: Slave Labor Force
Group Affiliations: Attilan
PL 4 (18)
STRENGTH
4 STAMINA 4 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS -2 PRESENCE -3

Skills:
Expertise (Manual Labor) 8 (+5)

Advantages:
None

Offense:
Unarmed +4 (+4 Damage, DC 19)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +4, Will +0

Complications:
Responsibility (Toil)- With no need of leisure, and only requiring six hours of sleep, the Alpha Primitives are best-used as a labor force, working eighteen-hour days without complaint.

Total: Abilities: 8 / Skills: 8--4 / Advantages: 0 / Powers: 0 / Defenses: 6 (18)

-I was hoping for more on these guys, but alas- they're basically a forgotten idea, and never really got used that much. The Alpha Primitives were a race of cloned, primitive, mentally-deficient slaves acting as the labor force of Attilan- the "WTF?" nature of this coming from a race of protagonists was thankfully-averted when Black Bolt freed them after one too many controlling schemes of Maximus the Mad, who frequently made use of them. Left to their own devices in the preserve underneath Attilan, they nonetheless proved incapable of self-governance. A former Inhuman King later revealed that of course EVERYTHING YOU KNOW IS WRONG, and that the Primitives are actually humans that were exposed to a Kree chemical weapon designed to protect Attilan from human invasion.
-Basically like less-intelligent Cavemen, the Primitives swarm enemies like ants when controlled, making them dangerous in numbers. Superheroes generally wade through them like ants, however, so they lack impressive fighting skills.

THE HEADSHOP
Created By:
Peter David & Angel Medina
First Appearance: The Incredible Hulk #437 (Jan. 1996)
Role: Goofy Side-Characters
Group Affiliations: The Headshop

-Sharing an origin with Frost, these guys were gamma-irradiated civilians who were captured by The Leader, who placed their heads on android bodies. Escaping, the five formed The Headshop (a "Head Shop" is lingo for a store that sells marijuana paraphernalia- Peter David is attempting to be cute). Chief Largo, their leader, initially brawls with the Hulk, but soon comes to his aid when he's captured by the U.S. Army- he intends to ally with Jade Jaws in order to fight The Leader for transforming them. Alas, Leader was thought-dead by this point already, so the Headshop leaves unfulfilled, never to return.

THUNDERHEAD (Greg Herndon)
PL 8 (91)
STRENGTH
8 STAMINA -- AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)

Advantages:
Ranged Attack 4

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]

"Thunder Cannon" Blast 12 (Extras: Penetrating 8) (Flaws: Requires Massive Recharge) [20]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Thunder Cannon +4 (+12 Ranged Damage, DC 27)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +10, Fortitude --, Will +2

Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.

Total: Abilities: 18 / Skills: 4--2 / Advantages: 4 / Powers: 60 / Defenses: 7 (91)

-Thunderhead is a big guy with a beard and a huge built-in gun in his chest that requires a Recharge phase.

DEADHEAD (Rick Shea)
PL 7 (99)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Rock 'n' Roll) 6 (+6)
Intimidation 4 (+4)

Advantages:
Ranged Attack 6

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]

"Paired Guns" Blast 8 (Extras: Multiattack) [24]

Offense:
Unarmed +6 (+7 Damage, DC 22)
Paired Guns +6 (+8 Ranged Damage, DC 23)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +8, Fortitude --, Will +2

Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.

Total: Abilities: 20 / Skills: 10--5 / Advantages: 6 / Powers: 62 / Defenses: 6 (99)

-Deadhead looks and talks like a rock star, sporting a skull-faced head and hands that turn into plasma guns.

HEADMISTRESS (Eileen Snakard)
PL 7 (80)
STRENGTH
7 STAMINA -- AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)

Advantages:
Ranged Attack 3

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]

"Hook & Chain" (Flaws: Easily Removable) [7]
Snare 6 (Feats: Reach 4) (Flaws: Limited to One Target, Touch Range) (10) -- (11 points)
AE: Strength-Damage +1 (Feats: Reach 4) (5)

Offense:
Unarmed +6 (+7 Damage, DC 22)
Hook & Chain +6 (+8 Damage, DC 23)
Snare +
Initiative +0

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +2

Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.

Total: Abilities: 20 / Skills: 4--2 / Advantages: 3 / Powers: 45 / Defenses: 12 (80)

-Headmistress is the Token Chick, using a hook on a chain as a weapon. I've decided this makes her the best fighter.

HEADGEAR (Dwaine Hess)
PL 6 (73)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Science) 4 (+8)
Technology 6 (+10)

Advantages:
Ranged Attack 3

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +6, Fortitude --, Will +2

Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.

Total: Abilities: 22 / Skills: 10--5 / Advantages: 3 / Powers: 36 / Defenses: 7 (73)

-Headgear is our resident Tech-Head (hey, that's a WAY better name!), making up for his youth and lack of power with his smarts. He was the only member of the team who seemed to enjoy his new body, but went along with the others' revenge scheme.

CHIEF LARGO
PL 9 (95)
STRENGTH
9 STAMINA -- AGILITY 0
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Expertise (Police Chief) 4 (+6)
Intimidation 4 (+6)
Perception 2 (+5)

Advantages:
Ranged Attack 5

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 10 [10]

Offense:
Unarmed +8 (+9 Damage, DC 24)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +10, Fortitude --, Will +4

Complications:
Motivation (Revenge on The Leader)- The Leader transformed The Headshop into disembodied heads atop androids. They crave revenge.

Total: Abilities: 38 / Skills: 10--5 / Advantages: 5 / Powers: 40 / Defenses: 7 (95)

-Largo, a former Police Chief, leads The Headshop, and is also the voice of reason, aiding the Hulk when it turns out he's not a killer. He lacks gear, and is instead a better fighter with greater strength, making up the team's only PL 9.

ANDROID MAN (aka The Super-Android)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #79 (Oct. 1968)
Role: Kill-O-Bot
Group Affiliations: None
PL 8 (55)
STRENGTH
9 STAMINA -- AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -3

Skills:
Intimidation 6 (+3)

Advantages:
None

Powers:
"Android Body"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]

Offense:
Unarmed +7 (+9 Damage, DC 24)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +7 (DC 17), Toughness +7, Fortitude --, Will +0

Complications:
Motivation (Fighting)- Android Man simply fights- at first, his mission was to defeat The Wizard.

Total: Abilities: 8 / Skills: 6--3 / Advantages: 0 / Powers: 37 / Defenses: 7 (55)

-Android Man is a one-off Mad Thinker creation, meant as a fail-safe in case he was betrayed by his then-partner, The Wingless Wizard. Activating when placed at room temperature, the android went off to fight The Wizard, but as his parameters were to attack the owner of the Wonder Gloves, it attacked Ben Grimm while he was on a date with Alicia Masters, since Ben was carrying them around like a trophy (having already beaten The Wizard on an earlier adventure). Ben, in human form at the time, was warned by Reed that if he changed back into The Thing again, he would be trapped in that form permanently- naturally, the grand comics tradition dictated that Ben now HAD to change, in order to protect Alicia (who was now holding the Gloves) from Android Man. Ben, now empowered, incapacitated Android Man with only two blows.
-Some time later, he reactivated in the FF's building (Reed had apparently taken him to the Baxter Building for analysis), renamed The Super-Android. He held his own for a time, but The Invisible Girl was undergoing a Power Upgrade at the time, and created an invisible Force Bubble inside its body, expanding it outwards until it shattered.
-A pretty useless, boring character that was really just a means to an end, The Android Man is a simple melee fighter that's about Class 10-25, but no match for major super-heroes- even a late 1960s Ben Grimm (probably only PL 9-9.5 at that point) hands him his ass in a couple rounds.

THE FACELESS ONE
Created By:
Stan Lee, Roy Thomas & Wally Wood
First Appearance: Astonishing Tales #2 (Oct. 1970)
Role: Alien Invader
Group Affiliations: The Kt'Kn
PL 8 (112)
STRENGTH
-3 STAMINA 5 AGILITY 2
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Venom) 8 (+8)
Deception 4 (+7)
Expertise (Science) 6 (+12)
Technology 8 (+14)

Advantages:
Equipment 10 (Spaceship, Weapons, Etc.), Ranged Attack 8

Powers:
"Kt'Kn Physiology"
"Telepathy" Communication (Mental) 1 [4]
Immunity 2 (Starvation & Thirst) [2]
"Six Legs" Extra Limbs 2 [2]

"Paralytic Venom" Affliction 12 (Fort; Fatigued/Exhausted/Paralyzed) (Extras: Cumulative) (24) -- [25]
AE: "Telekinesis" Move Object 2 (4)

Offense:
Unarmed +0 (-3 Damage, DC 12)
Venom +8 (+12 Affliction, DC 22)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +4, Will +5

Complications:
Motivation (Power & Invasion)- The Faceless One wishes to take over Earth, often using Latveria as a beachead.

Total: Abilities: 30 / Skills: 24--12 / Advantages: 18 / Powers: 33 / Defenses: 19 (112)

-A weird alien, The Faceless One was an accomplice to Prince Rudolfo, a would-be Latverian Usurper attempting to take the country from Doctor Doom- however, the alien has his own plans- he wishes to use Latveria as the beachhead to an invasion of Earth. Rudolfo kept the Latverian forces occupied, while the Faceless One challenged Doom himself, using a Doom-created Android (guess "Doombots" weren't a recurring thing yet) called "Doomsman"- however, Doom reverts its programming back, and the alien has to reveal his true identity- he's actually a six-limbed bug-thing and the glass dome head is actually his BODY- in order to escape. He later reappears controlling some robots against Doom, and Luke Cage gets involved (this is the source of the infamous issue where Cage travels to Latveria to DEMAND payment once Doom welshes on their deal- Doom had hired Cage to stop the 'bots). Cage allies with the Faceless One against Doom in order to get his payment, but unwilling to take part in a murder, Cage turns on the alien and collects his $200 from Doom.
-In his last appearance, The Faceless One fights a time-travelling band of Guardians of the Galaxy and Carol Danvers, but loses. Generally, all of his stories are sort of the same: attempt to grab power (why he's always going after DOCTOR DOOM is beyond me), get his true body revealed, and then eventually flee after taking damage.
-The Android Body the creature usually rides is pretty standard, but features a Force Field Generator that makes it Toughness 14 (enough to shrug off Doctor Doom's attacks), and a Laser Pistol +5. The Faceless One itself is a pretty ingenious critter with dangerous Venom (it takes out Carol Danverse handily), but more of a schemer than an all-out warrior, usually packing Minions and a ton of Sci-Fi Weaponry.

-Ya know what's weird? The more I look into the unknown Marvel characters I've yet to stat, the more I see the name "Peter David" pop up. It seems like there's an ABSURD number of background Incredible Hulk characters that were both completely-unmemorable, and made zero impact on the rest of the Marvel Universe. Most guys' jobbers end up getting used SOMEWHERE, but it often feels like no other writer in comics was reading David's stuff. Even his Pantheon (essentially a powerful group of government agents with their fingers in a lot of pies) vanished without a trace, leaving no impact on other books. For a well-respected writer, it's a bit odd.

MERCY
Created By:
Peter David & Todd MacFarlane
First Appearance: The Incredible Hulk #338 (Dec. 1987)
Role: Suicide-Assister
Group Affiliations: None
PL 9 (146), PL 10 (146) Mind-Reading
STRENGTH
6 STAMINA 8 AGILITY 3
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Deception 2 (+4)
Perception 8 (+8)

Advantages:
Ranged Attack 4

Powers:
Flight 6 (120 mph) [12]
Insubstantial 4 [20]
"Invisibility" Concealment 2 (Visuals) [4]

"Killing Spears" Weaken Stamina 12 (Feats: Split) (Extras: Ranged) (25) -- [28]
AE: Mind-Reading 10 (20)
AE: Teleport 12 (24)
AE: "Shapeshifting" Morph 3 (15)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Killing Spears +6 (+12 Ranged Weaken, DC 22)
Mind-Reading -- (+10, DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +4

Complications:
Motivation (Delivering Mercy)- Mercy wishes to end the lives of those who seek death- or at least, whom she THINKS seeks death.

Total: Abilities: 62 / Skills: 10--5 / Advantages: 4 / Powers: 64 / Defenses: 11 (146)

-Mercy here is a Hulk character of varied origins- she may be an alien, an angel, or a standard human who gained powers due to radiation therapy for brain cancer. Her schtick is that she kills those who do not have the strength to commit suicide- whether or not they seem to WANT to commit suicide! She is unable to kill The Hulk, as he possesses the will to keep fighting- at this point, she is put in jail and disappears for a decade. She is, more than two decades later, put on "Thunderbolt" Ross' Thunderbolts. But of course like all "Put teams of criminals together to do good", it backfired COMPLETELY, and she randomly started killing people during Thanos' invasion of Earth during Infinity. Her teammates trap her in Mephisto's realm, where she happily puts her powers to work by exterminating the damned souls who seek oblivion.
-Mercy is a pretty standard-issue one-note character in some respects, but her powers are rather varied- she can fly, go insubstantial, shapeshift, read minds, Teleport, and Weaken Stamina with Ranged Energy Spears. This makes her pricey, but not exactly well-rounded on the Skills & Advantages.

PROTEUS (Kevin MacTaggert, aka Mutant X)
Created By:
Chris Claremont & John Byrne
First Appearance: The Uncanny X-Men #125 (Dec. 1979)
Role: All-Powerful Menace
Group Affiliations: None
PL 18 (344)
STRENGTH
-- STAMINA -- AGILITY 4
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Intimidation 8 (+7)
Perception 6 (+6)

Advantages:
Eidetic Memory

Powers:
“Living Energy”
Immunity 30 (Fortitude Effects) [30]
Protection 20 [20]
Insubstantial 3 [15]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]

“Vampiric Possession”
Mind Control 18 (Flaws: Touch Range, Possession) Linked to Weaken Stamina 18 (Extras: Progressive +2) (Flaws: Limited to 1 Rank Per Round, Permanent) [54]
Mind-Reading 14 (Flaws: Limited to Possessed Subjects) [14]

“Reality Warping”
Transform (Anything to Anything Else) 20 (Extras: Perception-Ranged +2, Affects Corporeal) (160) -- [165]
AE: “Warp Space Around Beings” Affliction 14 (Will; Dazed/Stunned/Incapacitated) (Extras: Affects Corporeal, Area- 60ft. Burst +2) (56)
AE: “Transform People” Affliction 18 (Fort; Dazed & Impaired/Stunned & Disabled/Transformed & Paralyzed) (Extras: Affects Corporeal, Perception-Ranged +2) Linked to Damage 14 (Extras: Perception-Ranged +2, Affects Corporeal) (138)
AE: Nullify All Powers 18 (Extras: Affects Corporeal, Perception-Ranged, Broad, Simultaneous) (72)
AE: “Turn Things Into Summons” Summon 10 (Extras: Active) (Flaws: Requires Objects) (20)
AE: “Reverse Gravity” Move Object 18 (Extras: Affects Corporeal, Perception-Ranged) (72)

Offense:
Unarmed +0 (-- Damage, DC --)
Warp Space +14 Area (+14 Affliction, DC 24)
Transform -- (+18 Perception-Ranged Affliction & +14 Damage, DC 28 & 29)
Nullify Powers -- (+18 Nullify, DC 28)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +20, Fortitude --, Will +6

Complications:
Disabled (Burning Out)- Proteus' energy powers are so great that he will burn out the husks of whomever he is possessing at a rapid pace- uses of his power will only make this worse. As the bodies burn out, he loses focus and power.
Vulnerable (Metals)- Proteus has a violent aversion to metal- even bullets can send him off. He cannot possess Wolverine due to the Adamantium in his skeleton, and he is "dispersed" by the metallic hero Colossus. The touch is painful and effective while possessing another- it’s fatal when he’s in Energy Form.
Motivation (Switchings Hosts)- Kevin wishes for stronger and more durable hosts for his energy form.

Total: Abilities: 6 / Skills: 14--7 / Advantages: 1 / Powers: 308 / Defenses: 22 (344)

-Proteus was a great, semi-early sign of the greatness of the Claremont/Byrne era of X-Men- we'd only recently been introduced to Moira MacTaggert, an ex-girlfriend of Charley's who was an expert geneticist. And now it turned out that she had a Mutant SON who was being kept in containment due to his dangerous powers. Annnnnnnnnd of course we discover this because in ANOTHER story, the X-Men had saved the day, but accidentally damaged whatever was keeping Kevin MacTaggert contained. And so he frees himself- this trapped, forced-into-seclusion young boy- and immediately goes on a rampage. And Proteus is CRAZY-powerful- so much so that Wolverine himself is left emotionally-shattered by the reality warps Proteus unleashes, and can't bring himself to continue the fight. Kevin possesses numerous people before settling on his rotten, wife-abusing father Joseph. In the end, his "anathema" to metal (he flees from it frequently during the battle, being all-powerful otherwise) is his undoing, as he burns out his father's corpse, and is struck by the metal-formed Colossus, which disperses him into the atmosphere- a fatal blow.
-This story was more used as Character Development for the other X-People than anything for Proteus, who was a rather one-note "Destroyer of Worlds" (being trapped in a cell for a huge chunk of his life had basically left him a little crazy). From him we learned that Moira MacTaggert carried a tremendous sense of failure, and a raison-d'etre for her existence: she was an expert on Mutants because her SON was one, and she'd failed to cure him of his condition. She always felt terrible beacuse she'd failed her son, both as a doctor and as a mother (she was forced to trap him for his own good, but the seclusion drove him insane)- this sense of darkness informs a lot of her later decisions, and her sense of duty. Killing Proteus forced the peaceful farmboy Colossus to sort of realize just what he'd recently gotten himself into- though it had to be done (Proteus was MUCH too dangerous to be allowed to live one more minute), it's a bit of a rude awakening for the gentle soul. And it was a great character moment for Wolverine, who was usually a smirking jackass until this point- his terror and shock and being turned inside-out by the reality-warper kind of humanized him a bit.
-Best moment, however, was when Cyclops, realizing that his team was falling apart mentally at the idea of fighting Proteus, basically decided to act like the LEADER he was supposed to be, and so he snapped them all back into shape. Watching a shuddering Logan, he insulted the teammate who'd been annoying him for months, calling him a coward, and taunting him to do something about it. When the other X-Men interjected, Scott allowed things to devolve into a full-on BRAWL- but that was the IDEA. Logan, now "killin' mad", unfurls the claws and goes in for a fatality, but Cyke effortlessly-trounces him (in MELEE, too!), then starts bouncing Optic Blasts around, knocking the whole team for a loop. The result? Everyone snaps back to reality and gets back into fighting shape rather than quaking in their boots. Even Logan is impressed- complimenting Cyke for getting them back on track. Great moment for the team.
-Proteus would go on to appear in a couple more stories- A.I.M. attempts to recreate him using Harness and her son Piecemeal- they absorb the dispersed energy, but Piecemeal (himself an abused child) cannot hold all that power, and explodes- merging together with Proteus. And so the two lost boys combined power and “re-make” reality in a big cross-over involving numerous teams (it ran during the New Warriors, New Mutants, Uncanny X-Men and X-Factor Annuals one summer- featuring the New Warriors, the newly-rechristened X-Force, X-Factor, and Moira’s “Muir Island X-Men” of assorted un-used characters). Eventually, the two are convinced by Jean Grey (and, surprisingly, Cable- who to this point had never seemed so sentimental or philosophical- Fabian Nicieza was working hard to give the guy some personality sans-Liefeld) to give up their mission of revenge against their mothers, and told to leave reality alone. Proteus & Piecemeal then voluntarily dispersed themselves again, “committing suicide”.
-Proteus would return in and odd way- during the House of M Alternate Reality Cross-Over, we’re shown that in the reality ruled by Magneto, Kevin had never been killed, and instead becomes a serial killer. Here, he is confronted by the reality-hopping Exiles during the point when I stopped caring about that book. Realizing that they hold the secret to true freedom, Proteus becomes a REALITY-HOPPING serial killer, blowing through different realities. In Exiles, he manages to kill off long-time fan-favorite Mimic, and isn’t stopped until he takes over the body of MORPH- a Mind-Controlling Collar allows Morph to reassert control (sort of; Kevin now thinks he IS Morph, and acts accordingly), and the day is saved.
-Later, Morph is able to reassert control, and finds the good in Proteus, who accepts the pair working together in harmony inside the same body. In the Claremont era of Exiles, he went nuts again, merging with Destiny (YUP, CLAREMONT WAS WRITING ALRIGHT), possessing a whole squad of X-Men at once, and more- Magneto successfuly disperses him this time.
-Proteus is essentially an unkillable form of Energy, though can be successfully dispersed, generally by metals. His main thing is to warp reality around his enemies, alter their forms (which is painful as well as disconcerting), turn cars into bees, etc. He’s got Affects Corporeal on EVERYTHING, is Insubstantial (his Host Bodies can be damaged, but this only renders him more vulnerable to metals), and more. Oh, and he can “turn off” your Mutant Powers at-will, and easily-possess anybody who comes to close, slowly destroying their body over time. In-all, he’s a PL 18 terror, and generally has to be beaten by figuring out his weakness and how to exploit it (making him one of the more easily-handled Reality Warpers in comics, actually).

VICTORIUS (Victor Conrad)
Created By:
Mike Friedrich & Dan Adkins
First Appearance: Astonishing Tales #18 (June 1973)
Role: Forgotten Villain
Group Affiliations: A.I.M., The Cult of Entropy
PL 8 (115)
STRENGTH
4 STAMINA 5 AGILITY 5
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 6 (+10)
Close Combat (Unarmed) 2 (+10)
Deception 6 (+8)
Expertise (Science) 7 (+12)
Insight 3 (+4)
Intimidation 2 (+5)
Perception 4 (+5)
Persuasion 3 (+6)
Technology 5 (+10)
Vehicles 1 (+4)

Advantages:
Diehard, Inventor, Ranged Attack 3

Powers:
"The Super-Soldier Serum- Absolute Peak Human"
“Heavy-Hitter” Strength-Damage +1 [1]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
Immunity 2 (Poison, Disease) (Flaws: Limited to Half-Effect) [1]
Regeneration 2 [2]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +5, Fortitude +8, Will +4

Complications:
Motivation (Power)- The only thing Victorius can think to do with his Cap-level stats is to try and take over various criminal organizations.

Total: Abilities: 68 / Skills: 42--21 / Advantages: 5 / Powers: 8 / Defenses: 13 (115)

-Victorius is an A.I.M. Scientist who successfuly duplicated the Super-Soldier Serum (AGAIN with someone copying that! And this was *1973*!! Comics has been going back to that for decades!). He of course DRANK IT, then tried to take over A.I.M. Failing that, he joined a death-worshipping cult and became the leader of THAT instead. He later stole the Cosmic Cube and tried to spread destruction by creating “Jude the Entropic Man”, but he & Jude were transformed into radiant crystal after touching The Giant-Sized Man-Thing (remind me never to put my hands on a Giant-Sized Man-Thing).
-Victorius is an interesting look at what happens when a guy has Cap-Level Stats, but none of the major capabilities in using them. He’s just a big, strong, fast guy who was smart enough to recreate the Serum, but never make another set (and, you know, SELL IT and make billions). Also, he ain’t so good at spelling.

PSYKLOP
Created By:
Harlan Ellison, Roy Thomas & Sal Buscema
First Appearance: The Avengers #88 (1971)
Role: Forgotten Villain
Group Affiliations: The Dark Gods
PL 9 (146)
STRENGTH
8 STAMINA 8 AGILITY 4
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 1 PRESENCE 3

Skills:
Deception 5 (+8)
Expertise (Science) 4 (+12)
Insight 2 (+3)
Persuasion 4 (+7)
Technology 7 (+15)

Advantages:
Equipment 10 (Any High-Tech Gear), Inventor, Ranged Attack 6

Powers:
“Insectoid Physiology”
Power-Lifting 2 (25 tons) [2]
“Hypnosis” Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Ranged, Cumulative) (30) -- [31]
AE: Eye Blast 10 (20)

Equipment:
“Sci-Fi Hardware”
“Ray Gun” Blast 10 (20)
“Spasm-Ray” Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (20)
Teleport 10 (20)

Offense:
Unarmed +5 (+8 Damage, DC 23)
Ray Gun +8 (+10 Ranged Damage, DC 25)
Spasm-Ray +8 (+10 Ranged Affliction, DC 20)
Eye Beams +8 (+10 Ranged Damage, DC 25)
Hypnosis +8 (+10 Ranged Affliction, DC 20)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +4

Complications:
Motivation (Power)- Psyklop wishes for great power, and institutes himself as the God of the sub-atomic world of Kai.
Responsibility (The Dark Gods)- Psyklop’s Dark Gods are his true masters, and even when they forsake him, he goes out of his way to seek their approval.
Prejudice (Obvious Alien)- Psyklop is insectoid and single-eyed.

Total: Abilities: 78 / Skills: 22--11 / Advantages: 17 / Powers: 33 / Defenses: 7 (146)

-Psyklop is the last survivor of an intelligent insectoid race that apparently once DOMINATED EARTH during Prehistoric times. However, they ran afoul of the Dark Gods they worshipped, and were put into hibernation. Psyklop was awakened in order to find a new power source for his masters, at which point the Dark Gods would allow him to lead his race in re-conquering Earth. Psyklop shrinks the Hulk and sends him to a sub-atomic world, but ends up running afoul of the guy again, and is trapped there when his Gods forsake him. Years later, the trapped Psyklop, now leading the people of sub-atomic Kai as a God, is attacked by The Hulk & Jarella- he is consumed alive by the spirits of Kaians that had died during his reign of terror. He has never appeared again.
-Psyklop is a pretty good PL 9 fighter/Blaster, and a great Inventor, but most missions against him are against his schemes and minions- one particular trick is to Shrink the hero and send him to a strange sub-atomic world. He also uses Giant Robots, Slug Monsters, Earthquake-Creating Machines, and more.

THE WRAITH I (Brian DeWolff)
Created By:
Bill Mantlo & Sal Buscema
First Appearance: Marvel Team-Up #48 (Aug. 1976)
Role: Mind-Controller, Supporting Cast-Turned-Bad Guy
Group Affiliations: None
PL 9 (123)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+8)
Deception 4 (+6)
Expertise (Police Officer) 5 (+6)
Insight 2 (+4)
Intimidation 3 (+5)
Perception 2 (+4)
Ranged Combat (Telekinesis) 2 (+8)
Stealth 2 (+5)
Vehicles 2 (+2)

Advantages:
Equipment 2 (Smoke Pistol), Ranged Attack 6

Powers:
"Mental Powers"
"Mental Pain" Affliction 9 (Will; Impaired/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative) (37) -- [47]
Dynamic AE: "Telekinesis" Move Object 8 (17)
Dynamic AE: Mind Control 9 (Flaws: Limited to One Subject at a Time) (28)
Dynamic AE: "Mentally-Cast Illusions" Illusion (Visual, Hearing) 8 (Flaws: Resisted by Will) (17)
Dynamic AE: "Invisibility" Concealment (Visuals, Hearing) 3 (Flaws: Resisted by Will) (4)
Dynamic AE: Mind Reading 8 (17)

"Immune to Spider-Sense" Concealment (Spider-Sense) 1 (Extras: Sustained) [2]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Telekinesis +8 (+8 Ranged Damage, DC 23)
Mental Pain & Control -- (+9 Perception Affliction, DC 19)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +2, Fortitude +5, Will +4

Complications:
Motivation (Justice)

Total: Abilities: 38 / Skills: 24--12 / Advantages: 8 / Powers: 49 / Defenses: 15 (123)

-The Wraith is one of those bizarre things in the Spider-verse of Marvel Comics- part of the endless supply of background characters and supporting cast members who somehow became either a super-hero or a super-villain. Brian DeWolff, brother of Police Captain Jean DeWolff (an ally of Spidey's), was taken over psionically by the siblings' evil father Phillip and sent against various heroes as a murderous vigilante, and was eventually freed. He even became a SUPER-HERO, allying with Spidey, Iron Man and others!
-Then all of a sudden he goes crazy when Jean is murdered by the Sin-Eater, and he puts on the costume again to murder some cops (blaming them for Jean's death, as The Sin-Eater was a police detective)... at which point Scourge shoots him. Seriously, that was his whole story- Scourge either shot him because of his mind-controlled antics before, or because he somehow predicted DeWolff's actual mental change. Truly weird stuff. Though I get the distinct impression that he was offed by Scourge because the writers were told they HAD to kill a villain (most Marvel books in the months before the big Captain America: The Scourge of the Underworld story had featured one Jobber Villain getting executed by the villain-hunting vigilante), and so they used a guy they weren't planning on using.
-He would reappear years later, having transferred his mind into another's body, but this time he was killed by Morbius. He was one of seventeen Scourge victims resurrected by The Hood to fight The Punisher, but like most of them, he was entertainingly-murdered by Frank- he thanked The Punisher with his last breath (having been shot through the chest by an arrow), grateful for being "released".
-Wraith is an odd combo of stuff- mostly Will-based mental tricks like Illusion, Mind Control and Mind Reading, but there's also a nasty Mental Pain trick, as well as Concealment from Spidey's Spider-Sense, which I've noted drops Peter's PL by a notch or two (recent Spidey books have him losing it for a good while, and it's made him REALLY weak on defense in-universe). Despite that, he's no toughie, and can't take a hit, like most Scourge victims.

OVERKILL (aka Taserface)
Created By:
Jim Valentino
First Appearance: The Guardians of the Galaxy #1 (June 1990)
Role: Alien Race Representative
Group Affiliations: The Stark
PL 12 (182)
STRENGTH
13 STAMINA 14 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Space Soldier) 6 (+8)
Intimidation 6 (+8)
Technology 6 (+8)

Advantages:
Close Attack, Ranged Attack 6, Startle

Powers:
"Neutralizes Energy"
Nullify Energy Attacks 14 (Extras: Broad, Ranged) Linked to Affliction 14 (Fort; Impaired/Disabled/Transformed to Powerless) (Extras: Ranged, Cumulative) (Flaws: Limited to Energy Powers) (60) -- [61]
AE: Energy Blast 16 (Feats: Variable 2- Any Energy) (Extras: Penetrating 8, Multiattack) (58)
"Radar" Senses 4 (Ranged Radius Radio Vision, Infravision) [4]

Offense:
Unarmed +9 (+11 Damage, DC 26)
Energy Blast +8 (+16 Ranged Damage, DC 31)
Neutralizing +8 (+14 Nullify & Affliction, DC 24 & 24)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude +14, Will +5

Complications:
Motivation (Conquest)- The Stark wish to take over the galaxy and spread the word of their God, Tony Stark.
Enemy (The Guardians of the Galaxy)- Overkill is humiliated by his loss at the Guardians' hand, and wants revenge.

Total: Abilities: 92 / Skills: 18--9 / Advantages: 8 / Powers: 65 / Defenses: 8 (182)

-"The Stark" were an enemy found in the early issues of Jim Valentino's Guardians of the Galaxy series in the early '90s- the idea being that they are the end result of an alien race finding a huge cache of Tony Stark's weapons technology. The Stark adopted Tony as their personal "Cargo Cult"-style God (so... they're Marvel's Advertising Department?), and began worshipping the weapons he sent over, turning themselves into a cybernetic race. Depleting their homeworld of resources, they became a conquering army. Taserface was one of their advance agents (the others appear without stats basically everywhere I can find them), and the exception to the rule of the matriarchal species. Upon losing to the Guardians, he dropped one of the worst names in comic book history, adopting the cool, but generic, "Overkill" as his nom-de-guerre- his Queen allowed him to improve his form by cybernetic means. In this format, he fights and nearly takes out FIRELORD of all people, but in a later battle, he commits suicide with a Self-Destruct device once he finds himself losing to Hollywood (an aged, more-powerful Simon "Wonder Man" Williams)- Williams survives.
-The guy's pretty hopelessly '90s, featuring hideous colours, metallic bits, spikes and assorted weaponry. Jim Valentino's Guardians series is well-liked, but WOW.
-At his "Taserface" level, the guy was probably about PL 9-10- able to fend off the Guardians of the Galaxy (mostly PL 9s) for a bit, but ultimately be driven back. As Overkill, he manages to defeat FIRELORD in open combat! This could put him anywhere from PL 12 to PL 15, but with some "New Villain Stink" and the fact that Firelord isn't QUITE as powerful as The Silver Surfer, I went a bit lower. I mean, look at this guy- my personal bias against his goofy-ass '90s appearance ALONE would prevent him from hitting PL 13 :). And his history kind of matches up with this, as he later fights Hollywood and is eventually beaten handily enough that he blows himself up. A powerful Energy Blast and the ability to Nullify the Energy Powers of anyone he fights can make him pretty dangerous, even to a Herald of Galactus.

NECROM
Created By:
Alan Davis
First Appearance: Excalibur #46 (January, 1992)
Role: Evil Wizard
Group Affiliations: None
PL 15 (411)
STRENGTH
3 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 10 (+15)
Expertise (Magic) 15 (+20)
Expertise (History) 10 (+15)
Insight 3 (+8)
Intimidation 8 (+13)
Perception 6 (+11)
Persuasion 8 (+13)
Ranged Combat (Magic) 8 (+12)

Advantages:
Artificer, Daze (Intimidation), Power Attack, Ritualist, Well-Informed

Powers:
"Immortal"
Immunity 1 (Aging) [1]

"Magical Might"
Flight 7 (250 mph) [14]
Force Field 6 [6]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
Morph 4 (Any Form) [20]
"Stretchy Limbs" Elongation 4 [4]

Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79) -- [107]
Dynamic AE: "Telepathy" Mind Reading 10 (20) & Mental Communication 5 (20) -- (41)
Dynamic AE: Mind Control 14 (Feats: Dyamic) (57)
Dynamic AE: "Astral Projection" Remote Sensing (Vision & Hearing) 16 (Feats: Dynamic, Subtle) (50)
Dynamic AE: Eldritch Blast 18 (Feats: Improved Critical 2, Dynamic, Affects Insubstantial, Affects Astral Plane Travellers) (Extras: Penetrating 10) (51)
Dynamic AE: "Eldritch Wave" Damage 15 (Feats: Dynamic) (Extras: Penetrating, Area- 60ft. Cone) (45)
Dynamic AE: Illusion (Vision & Hearing) 14 (Feats: Dynamic) (43)
Dynamic AE: "Improved Field" Force Field +4 (Feats: Dynamic) (Extras: Impervious 15) (20)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (72)
Dynamic AE: Move Object 14 (Extras: Perception Range) (42)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
AE: Movement 3 (Dimensional Travel) (Feats: Increased Mass 6) (Extras: Portal +2) (19)
AE: Healing 16 (Extras: Restorative) (48)
AE: Movement 3 (Time Travel 3) (6)
AE: "Transmutation" Transform Anything to Anything Else 14 (6 tons) (70)
AE: Nullify Energy Effects 12 (Extras: Concentration, Broad) (48)
AE: "Energy Vampire" Weaken All Abilities 13 (Extras: Broad, Simultaneous) (36)

"Raise the Dead" Summon Undead 8 (Extras: 16 Minions +8, Horde, Heroic +2, Variable +2- Any Type) (Flaws: Source- Corpses) [112]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Mind Control -- (+14 Perception-Ranged Affliction, DC 24)
Blast +12 (+18 Ranged Damage, DC 33)
Eldtritch Wave +15 Area (+15 Damage, DC 30)
Crimson Bands +14 Area (+14 Ranged Affliction, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+14-18 Force Field), Fortitude +13, Will +11

Complications:
Motivation (Power)
Enemy (Merlyn, Roma, Excalibur)
Vulnerable (Magical Attacks)- Kylun's swords could leave a permanent scar on Necrom's face, despite his power.

Total: Abilities: 84 / Skills: 68--34 / Advantages: 5 / Powers: 268 / Defenses: 20 (411)

-Necrom is an Alan Davis creation, formed in the middle, Claremont-less years of Excalibur in an attempt to create a Big Bad for them. He had a lot of potential: The Sorcerer Supreme of an Alternate Reality Earth, he'd gained vast powers, trained MERLYN HIMSELF as his Apprentice, and absorbed part The Phoenix Force itself in order to gain power and take over the universe! A really bad, bad dude, right? The only issue of course becomes that HE LOOKS STUPID. Seriously- a world-conquering Omniversal Threat and THAT'S the look you go with? A scrawny green big-headed guy with a red robe? It's both plain AND hideous. I can get the whole "Appearances can be deceiving" thing, and how that there's a deliberate contrast here, but this is COMIC BOOKS. The MEGA-villains need to look dangerous and bad-ass.
-So Necrom was Merlyn's teacher for years, but eventually made a power-grab, gaining a piece of The Phoenix Force. Merlyn managed to fend him off, then spent years making plans against Necrom's return, including forming Excalibur and the entire Captain Britain Corps. When Necrom finally returns, he gathers the power of "The Anti-Phoenix" (a piece of the Force that he'd buried beneath the Earth for centuries). Using his full power, Necrom attempted to compress all of the Alternate Earths into a singularity- Rachel Summers, the current host of The Phoenix Force, assaulted him, and teleported the two of them to a different solar system, which was destroyed by the sheer force of their battle. Realizing that neither she nor Necrom could handle the powers they were wielding, Rachel tricked him into touching her and attempting his Energy Drain- the infintite power of The Phoenix Force destroyed him utterly.
-Necrom, despite his great power, has never appeared again. I think his fairly generic concept (Evil Wizard) and goofy appearance, combined with the relative lack of focus & respect Excalibur got as a book (it's certainly not HATED, but there's a reason that every other X-Book has had multiple chances at reboots and this one hasn't), is what holds him back. Because seriously- Omniversal Phoenix Force-Empowered Lethal Bad-Ass? Kind of an epic deal.
-Necrom is statistically about the same as Merlyn- a World-Conquering PL 15 threat. He's got a few unique tricks- an Energy Drain, Stretchy Limbs and Necromancy- the ability to Summon Minions. This is potentially limitless, but I went with sixteen and at 8 Ranks. Definitely no Immortality, though.

With the powers of The Anti-Phoenix Force, Necrom becomes the following:

NECROM- ANTI-PHOENIX
Created By:
Alan Davis
First Appearance: Excalibur #46 (January, 1992)
Role: Evil Wizard
Group Affiliations: None
PL 18 (550)
STRENGTH
3 STAMINA 8 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 5

Skills:
Deception 10 (+15)
Expertise (Magic) 15 (+20)
Expertise (History) 10 (+15)
Insight 3 (+8)
Intimidation 8 (+13)
Perception 6 (+11)
Persuasion 8 (+13)
Ranged Combat (Magic) 8 (+12)

Advantages:
Artificer, Daze (Intimidation), Power Attack, Ritualist, Well-Informed

Powers:
"Cosmic Being"
Immunity 12 (Aging, Life Support, Sleep) [12]
"Returns From The Ashes" Immortality 15 [30]
Flight 14 (32,000 mph) [28]
Movement 2 (Space Travel 2) [4]
Features 1: May Spend 2 Hero Points and get to Double Area Effects (ie. 500ft. Bursts) [1]

"Magical Might"
Force Field 8 (Extras: Impervious 13) [21]
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]
Morph 4 (Any Form) [20]
"Stretchy Limbs" Elongation 4 [4]

"Cosmic Mind"
Comprehend 4 (Languages 4) [8]
Movement 1 (Environmental Adaptation- Space) [2]
Quickness 12 (Flaws: Limited to Mental Tasks) [6]
Immunity 20 (Mental Effects) (Flaws: Limited to Half-Effect) [10]

Mind-Reading 18 (Feats: Dynamic) (Extras: Effortless) Linked to Mental Communication 5 (Feats: Subtle) (Extras: Area, Selective) (86) -- [145]
Dynamic AE: "Focused Mind Control" Mind Control 18 (Feats: Dynamic) (73)
Dynamic AE: "Group Mind Control" Mind Control 13 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2, Selective) (Flaws: Touch Range -2) (66)
Dynamic AE: "Mental Detection" Senses 4 (Feats: Dynamic) (Mental Awareness, Radius, Extended, Acute) (5)
Dynamic AE: "Show One The Totality of the Cosmos" Affliction 16 (Will; Dazed/Stunned/Incapacitated) (Feats: Dynamic) (Extras: Perception Range +2, Cumulative, Progressive +2) (Flaws: Distracting) (81)
Dynamic AE: "Astral Form" Remote Sensing 20 (Visuals & Hearing) (Feats: Dynamic, Dimensional) (62)
Dynamic AE: "Mental Blast" Damage 16 (Feats: Dynamic) (Extras: Perception Range +2, Will Save) (65)
Dynamic AE: Healing 16 (Feats: Dynamic) (Extras: Ranged, Restorative, Resurrection, Area- 30ft. Burst) (Flaws: Limited to Others, Distracting) (47)
Dynamic AE: Teleport 14 (Feats: Increased Mass 6, Change Direction & Velocity, Dynamic) (Extras: Accurate, Extended, Portal +2) (Flaws: Standard Action) (79)
Dynamic AE: Teleport 18 (Feats: Increased Mass 10- 25 tons) (Extras: Extended, Accurate) (82)
Dynamic AE: Eldritch Blast 18 (Feats: Improved Critical 2, Dynamic, Affects Insubstantial, Affects Astral Plane Travellers) (Extras: Penetrating 10) (51)
Dynamic AE: "Eldritch Wave" Damage 15 (Feats: Dynamic) (Extras: Penetrating, Area- 60ft. Cone) (45)
Dynamic AE: Illusion (Vision & Hearing) 14 (Feats: Dynamic) (43)
Dynamic AE: "Improved Field" Force Field +4 (Feats: Dynamic) (Extras: Impervious 15) (20)
Dynamic AE: Concealment (All Senses) 10 (Extras: Affects Others, Area) (41)
Dynamic AE: "The Crimson Bands of Cyttorak" Snare 14 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (72)
Dynamic AE: Move Object 14 (Extras: Perception Range) (42)
Dynamic AE: Create 12 (Feats: Precise, Innate) (Extras: Movable, Selective, Stationary +0) (51)
Dynamic AE: "TK Wave" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 250ft. Cone +3) (83) -- [96]
Dynamic AE: "TK Burst" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 120ft. Burst +3) (83)
Dynamic AE: "TK Ram" Damage 18 (Feats: Dynamic, Penetrating 10) (Extras: Area- 120ft. Line +3) (83)
Dynamic AE: "Enhanced Field" Force Field +4 (Feats: Dynamic, Increased Mass 4) (Extras: Affects Others 15, Impervious 18) (42)
Dynamic AE: "TK Attack" Blast 25 (Feats: Dynamic) (51)
Dynamic AE: "Telekinesis" Move Object 22 (Feats: Dynamic, Precise) (Extras: Perception Range) (68)
Dynamic AE: Deflect 15 (Feats: Dynamic) (31)
AE: "Devour Stars" Damage 26 (Extras: Affects Objects Only +0, Limited to Planets, Distracting) Linked to Weaken Toughness 26 (Flaws: Affects Objects Only +0, Limited to Stars, Distracting) (13)
AE: Movement 7 (Dimensional Travel 3, Space Travel +2, Time Travel 2) (Extras: Portal +2) (28)
AE: Movement 6 (Dimensional Travel 2, Space Travel +2, Time Travel 2) (Extras: Attack 16, Ranged 16) (44)
AE: Movement 6 (Dimensional Travel 2, Space Travel +2, Time Travel 2) (Extras: Affects Others, Perception Range +2) (30)
AE: Healing 16 (Extras: Restorative) (48)
AE: "Sense Energy" Senses 22 (Detect Energy- Ranged 17- 1,600 trillion miles, Acute & Analytical, Tracking) (22)
AE: "Sense Life" Senses 22 (Detect Life- Ranged 17- 1,600 trillion miles, Tracking) (22)
AE: Movement 3 (Time Travel 3) (6)
AE: "Transmutation" Transform Anything to Anything Else 14 (6 tons) (70)
AE: Nullify Energy Effects 12 (Extras: Concentration, Broad) (48)
AE: "Energy Vampire" Weaken All Abilities 13 (Extras: Broad, Simultaneous) (36)

"Raise the Dead" Summon Undead 8 (Extras: 16 Minions +8, Horde, Heroic +2, Variable +2- Any Type) (Flaws: Source- Corpses) [112]

Offense:
Unarmed +8 (+3 Damage, DC 18)
Mind Control -- (+14 Perception-Ranged Affliction, DC 24)
Blast +12 (+18 Ranged Damage, DC 33)
Eldtritch Wave +15 Area (+15 Damage, DC 30)
Crimson Bands +14 Area (+14 Ranged Affliction, DC 24)
Mind-Reading +18 (DC 28)
Mental Attacks -- (+16-18 Perception Affliction, DC 26-28)
TK Area Attacks +18 (+18 Damage, DC 33)
TK Blast +11 (+25 Ranged Damage, DC 30)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8 (+16-20 Force Field), Fortitude +13, Will +11

Complications:
Motivation (Power)
Enemy (Merlyn, Roma, Excalibur)
Vulnerable (Magical Attacks)- Kylun's swords could leave a permanent scar on Necrom's face, despite his power.

Total: Abilities: 84 / Skills: 68--34 / Advantages: 5 / Powers: 407 / Defenses: 20 (550)

-So, um, vastly powerful. Rachel had to go "Full Phoenix" (something she normally didn't do- her base form was much lower) to try and stop him- the damage wrecked a SOLAR SYSTEM. If Rachel did that kind of thing NORMALLY, she'd probably scour the Earth clean.

HELLCOW (Bessie, aka Bovine, Blood-Beast, Cowled Cow, Farm Killer, Recreant Ruminant)
Created By:
Steve Gerber & Frank Brunner
First Appearance: Giant-Size Man-Thing #5 (1975)
Role: Joke Character
Group Affiliations: None
PL 7 (101)
STRENGTH
8 STAMINA -- AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Expertise (Survival) 2 (+2)
Intimidation 7 (+6 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Fearless, Improved Critical (Horns), Improved Initiative, Last Stand (Ignore All Damage For 1 Round With HP Spent)

Powers:
"Animal Senses" Senses 3 (Acute Scent, Low-Light Vision) [3]
Speed 2 (8 mph) [2]

"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [5]

"Super-Strong Vampire"
Immunity 30 (Fortitude Effects) [30]
Protection 7 [7]
Impervious Toughness 10 (Flaws: Not versus Wood, Fire, Silver or Holy Weapons) [5]
Regeneration 10 (Feats: Regrow Limbs) (Flaws: Source- Blood) [6]
Immortality 4 (Flaws: Not if Staked, Beheaded or Dealt With in Mystical Ways) [4]
Senses (Low-Light Vision, Acute Scent) [2]

"Mist Form" Insubstantial 1 Linked to Concealment (Visuals) 2 [9]
"The Vampire's Bite" Strength-Damage +0 Linked to Weaken Stamina 6 (Flaws: Grab-Based, Limited to 1 Rank Per Minute) Linked to Affliction 8 (Fort; Entranced/Compelled/Transformed to Vampire) (Extras: Cumulative) (Flaws: Grab-Based) [10]

"Flying Cape" (Flaws: Easily Removable) [3]
Flight 5 (60 mph) (Flaws: Winged) (5 points)

Offense:
Unarmed +6 (+8 Damage, DC 23)
Horns +6 (+8 Damage, DC 24)
Vampire's Bite +6 (+8 Damage, +6 Weaken & +8 Affliction, DC 24, 16 & 18)
Initiative +5

Defenses:
Dodge +3 (DC 13), Parry +6 (DC 16), Toughness +7, Fortitude --, Will +3

Complications:
Disabled (Animal)- Bulls cannot speak to humans, nor use their hooves to easily manipulate objects.
Weakness (Garlic, Sunlight)- Both are anathema to vampires, and will cause horrible pain. Direct sunlight will kill a vampire of any power level.
Weakness (Holy Symbols)- Witnessing or touching a Holy Symbol is painful to vampires, but only if the wearer belives. Wolverine wielding a cross caused Dracula no pain, but Nightcrawler definitely did. Kitty Pryde's Star of David also burned his had when he grabbed her.
Weakness (Lack of Blood, Home Soil)- Though Immune to Fortitude Effects, Hellcow can effectively starve to death if deprived of blood- she is even addicted to the substance. Hellcow must also presumably spend some amount of time in contact with her native soil.
Quirk (No Reflection)- Vampires do not cast reflections in any mirrored surface.

Total: Abilities: -4 / Skills: 12--6 / Advantages: 6 / Powers: 86 / Defenses: 7 (101)

-Hellcow is the creation of the sick mind of Steve Gerber, who wanted to write about what he thought would happen if Dracula bit a COW instead of a normal human being. A bit more beef than I want in my Giant-Size Man-Thing, Hellcow was slain by Howard the Duck, until (naturally) Deadpool revived her. An insane scientist, Dr. Kilgore, had brought her back in order to collect her "vampire milk", which he thinks will cure his tuberculosis. Hellcow & Deadpool (who'd also been railroaded into helping the doctor) join forces and kill the Doctor. Hellcow is unfortunately disintegrated by sunlight as soon as they travel outside, but Deadpool manages to go back to the previous comic book panel and "revive" her.
-Hellcow is mightier and faster than the average Bovine, and packs a few Vampiric powers on top of the standard "Bull" Template, but isn't enough of a threat that Howard the Duck cannot defeat her.

MAHKIZMO, THE NUCLEAR MAN
Created By:
Gerry Conway & Rich Buckler
First Appearance: Fantastic Four #151 (Oct. 1974)
Role: Forgotten Villain
Group Affiliations: Machus
PL 11 (119)
STRENGTH
13 STAMINA 3 AGILITY 1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 0

Skills:
Expertise (World Ruler) 6 (+5)
Intimidation 6 (+6)
Perception 2 (+1)

Advantages:
Chokehold, Diehard, Fast Grab, Improved Critical 2 (Unarmed, Blast), Power Attack, Ranged Attack 4, Startle

Powers:
"Omni-Directional Wave" Damage 11 (Extras: Area- 60ft. Burst) (33) -- [34]
AE: "Nuclear Punch" Strength-Damage +2 (Extras: Penetrating 10) (Inaccurate -1) (11)
Force Field 10 [10]

Offense:
Unarmed +7 (+13 Damage, DC 28)
Nuclear Punch +5 (+15 Damage, DC 30)
Omni-Directional Wave +11 Area (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+13 Force Field), Fortitude +6, Will +3

Complications:
Motivation (Extreme Chauvinist)- Mahkizmo wishes to ensure that his future, in which all women are enslaved by men, will come to pass.
Enemy (Thundra)- As the ruler of the female-dominated Femizonia, Thundra is Mahkizmo's natural enemy.
Responsibility (Not "Book Smart")- Mahkizmo apparently has no idea where babies come from.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 11 / Powers: 44 / Defenses: 13 (119)

-With Thundra proving popular with her odd brand of extreme female-superiority, it was perhaps inevitable that she'd be opposed by a SUPER-chauvinist. Hence, Mahkizmo. He hails from a future Earth in which women are enslaved by the men of Machus (contrasting Thundra's Femizonia, where women rule)- Thundra in fact came to Earth's past to prevent the rise of Machus. Mahkizmo travels back in time to STOP her. The FF come to the rescue when he kidnaps Thundra, everyone ends up in Machus, but Mahkizmo beats them all and claims Medusa (then an FF member) as his prize. When Thundra & the FF are sentenced to death in the gladatorial arena (because of course), Medusa escapes and arrives with the Femizons- in a pitched battle, The Thing & Thundra punch Mahkizmo at once- the resulting energy implosion destroys him. This causes the barriers between the alternate futures of Machus & Femizonia to dissolve, and the Earth Futures fuse together.
-Mahkizmo, now an intangible cloud of atoms, is furious at this world of men and women living together in harmony- he possesses and transforms one of the men and travels back to the 20th century to KILL EVERY WOMAN ON EARTH, thus preventing that future (which... would prevent ANY future, really). Shot by Cupid's arrow (I guess this was an Olympian cross-over??), he falls in love with She-Hulk and takes her to Machus to be his bride. He is beaten by She-Hulk & The Thing. This last bit was written by John Byrne, who exaggerated his goofy oafishness and made him sillier (he is actually unaware of the end result of eliminating all women)... but come on- the guy's name was MAHKIZMO. Dude was only ever gonna be taken SO seriously... His modern appearances are few, and basically just cameos.
-Mahkizmo is powerful enough to defeat the mid-'70s Fantastic Four in his debut, but has on two separate occasions quickly been defeated by a team-up of Ben Grimm and a female of comparable strength (Thundra & She-Hulk). His "Nuclear Punch" can level small buildings, or be released in a powerful Energy Wave. This, to me, indicates a PL 10- the FF of that era were probably PL 10 at-best, and he had New Villain Stink going for him. PL 11 with his Energy Wave, he's a good match for any Thing-Level Powerhouse, but can be beaten quickly when the heroes team up. He has a Force Field over regular durability because while he's able to brawl with Ben Grimm and not die, he is KO'd at one point by Medusa carrying a wine-flask. This indicates a lack of ability when he's not focused on actively using powers.

THE HIGHWAYMAN (Jefferson Hercules Archer)
Created By:
Al Milgrom & Herb Trimpe
First Appearance: U.S. 1 #1 (May 1983)
Role: Fad-Inspired Superhuman, Evil Brother
Group Affiliation: Satan's Legion
PL 8 (111)
STRENGTH
1/7 STAMINA 3/7 AGILITY 3
FIGHTING 4/8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Trucker) 4 (+5)
Expertise (Demon) 4 (+5)
Intimidation 8 (+8)
Perception 2 (+3)

Advantages:
Chokehold, Diehard, Equipment 7 (Blackrig- "Bessie"), Power Attack, Ranged Attack 4, Startle

Powers:
"Demonic Powers"
Enhanced Strength 6 [12]
Enhanced Stamina 4 [8]
Enhanced Fighting 4 [8]

Immunity 10 (Life Support) [10]
Regeneration 6 (Feats: Regrows Limbs) [7]
Immortality 1 [2]

Equipment:
"Blackrig"
(Gargantuan Size, Strength 13, Speed 7, Defenses 8, Toughness 12, Movement 1- Wall-Crawling)
(Features: Regeneration 6, Sentient)
-- (31 points)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Demonic +8 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +4 (+8 Demon, DC 14-18), Toughness +3 (+7 Demon), Fortitude +3 (+7 Demon), Will +3

Complications:
Enemy (U.S. Archer- Brother)- Jefferson resents US for being better than him at everything, and for being the reason Jefferson had to become a trucker.

Total: Abilities: 34 / Skills: 18--9 / Advantages: 15 / Powers: 47 / Defenses: 6 (111)

-U.S. Archer's brother and arch-nemesis, Jefferson invents the story of being a demonic "Highwayman" in order to scare people while he robs people all over the country. Resentful of his brother for both being better, and for Jefferson having to become a trucker in order to support the family (and US's academic career), he tries to beat, then kill, his little bro. In the end of the series, he crashed his "Blackrig" on the Moon, and his fate was left unknown. It was Jason Aaron, the mad genius writer of Scalped and Wolverine and the X-Men, who turned him into a demon in the pages of Ghost Rider, brilliantly copying his made-up origin into a REAL THING this time- Jefferson had made up stories about becoming a demon, but now literally WAS ONE, collecting heads to feed to demons in his new Blackrig, thus powering it. He smashed up Ghost Rider a couple of times, but GR soon overpowered him by getting through the rig's defenses, then burned both demon and truck. Jefferson would quickly reappear in Deadpool Team-Up, fighting U.S. Archer and ol' Wade.
-A pretty standard guy at first, The Highwayman was left in the dust by his little brother. As a Demon, he's now PL 7.5- enough to challenge a superhero while in his powerful vehicle (which has both sentience and Regeneration- unusual stuff for Equipment. I COULD just build it as a Minion, I SUPPOSE, but this way's easier), but he'll fall apart without it.

MAD JIM JASPERS (Sir James Jaspers)
Created By:
Dave Thorpe & Alan Davis
First Appearance: Marvel Superheroes #377 (Sept. 1981)
Role: All-Powerful Enemy
Group Affiliations: British Parliament
PL 20 (587)
STRENGTH
0 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4

Skills:
Deception 8 (+12)
Expertise (Politics) 8 (+11)
Intimidation 4 (+8)
Perception 2 (+4)
Persuasion 8 (+12)

Advantages:
Power Attack, Startle

Powers:
"Cosmic Force"
Flight 10 (2,000 mph) [20]
Movement 1 (Space Travel 1) [2]

"Create Monsters" Summon 9 (Extras: 32 Minions +10, Horde, Active, Variable +2) [144]
"Take Different Forms" Shapeshift 8 [64]

"Phenomenal Cosmic Power!"
"Restructure Reality" Transform 55 (Anything to Anything) (Extras: Continuous) (275) -- [297]
Dynamic AE: "Cosmic Stream" Damage 20 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Line +5, Selective) (142)
Dynamic AE: "Cosmic Burst" Damage 20 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 500ft. Burst +5, Selective) (142)
Dynamic AE: "Cosmic Wave" Damage 20 (Feats: Dynamic, Variable 2- Any Energy) (Extras: Area- 1,000ft. Cone +5, Selective) (142)
Dynamic AE: "Cosmic Blast" Blast 28 (Feats: Dynamic, Variable 2- Any Energy, Extended Range 6, Accurate 4, Penetrating 14) (82)
Dynamic AE: "All-Reaching Blast" Blast 20 (Feats: Dynamic, Variable 2- Any Energy, Indirect, Penetrating 14) (Extras: Perception Range) (78)
Dynamic AE: Force Field +0 (Feats: Dynamic) (Extras: Affects Others 20, Impervious 23) (43)
AE: "Create Stuff" Create 25 (Feats: Innate, Precise, Increased Mass 20) (Extras: Movable, Continuous) (121)
AE: "Capable of Nearly Any Effect" Variable (Cosmic) 30 (210)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate) (90)
AE: Movement 9 (Dimensional Travel 3, Time Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 20, Area- 500ft. Burst +5 on 20 Ranks) (23)
AE: "Move The Stars Themselves" Move Object 40 (262,144,000,000 tons) (Extras: Perception Range) (120)
AE: "Teleport Others" Teleport 20 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (85)
AE: "Sense Energy" Senses 22 (Detect Energy- Ranged 17- 1,600 trillion miles, Acute & Analytical, Tracking) (22)
AE: "Sense Life" Senses 22 (Detect Life- Ranged 17- 1,600 trillion miles, Tracking) (22)
AE: "Resurrect the Dead" Healing 20 (Extras: Resurrection) (60)
AE: "Warp Others" Affliction 20 (Fort; Dazed/Stunned/Transformed) (Extras: Area- 2,000ft. Burst +7) (160)

Offense:
Unarmed +6 (+20 Damage, DC 35)
Cosmic Blast +8 (+28 Ranged Damage, DC 43)
Cosmic Waves +20 Area (+20 Damage, DC 35)
Warp Others -- (+20 Perception-Ranged Affliction, DC 30)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +0, Fortitude +2, Will +5

Complications:
Responsibility (Insane)- Jaspers' powers have quickly driven him insane, and it only gets worse the more he uses them.
Motivation (Destruction & Power)- Jaspers wishes to eliminate all superhumans, so that he may dominate the world alone.
Power Loss (No Reality)- Jaspers' powers require a Reality to Warp.

Total: Abilities: 18 / Skills: 30--15 / Advantages: 2 / Powers: 527 / Defenses: 25 (587)

-One of the big stories of the early Captain Britain comics was the tale of Mad Jim Jaspers. A member of Parliament, Jaspers was initially met in an alternate universe as "The Hatter" of The Crazy Gang, and a politician who had outlawed superheroes in order to get away with all sorts of mayhem. He used an android called The Fury to wipe out the remaining heroes, and slew Captain Britain, who was resurrected by Merlyn and sent back to our Earth. When Jaspers set off a "Jaspers Warp" of immense reality-warping, his entire reality was wiped out by Saturnyne, The Omniversal Majestrix.
-So imagine Brian Braddock's horror when he revived on Earth-616, and immediately saw ANOTHER Jim Jaspers, this time from the MAIN Marvel Earth, leading an anti-superhero campaign of his very own (such scum was he that his allies were HENRY GYRICH and SEBASTIAN SHAW). Becoming Prime Minister on his Anti-Super platform, he creates his own Jaspers Warp above London. Luckily, The Fury, assigned to kill all superhumans save Jaspers himself, did not recognize THIS Jaspers, and teleported the two of them outside the universe. Jaspers had no reality to control, and was thus powerless. Saturnyne took a sample of Jaspers' DNA in order to clone him, but Merlyn's daughter Roma wisely prevented this by destroying it. Most of this was written by Alan Moore, who at that time was the fairly-new writer of the Captain Britain stories... and really, that ending kind of feels half-assed and "Oh crap- I made him too powerful with no weaknesses. Time to write my way out of this corner."
-Jaspers maintained a bit of a legacy- he appeared as an anti-mutant prosecutor during the Trial of Magneto over in Claremont's X-Men (Claremont had taken over the Britain book at one point, too), but this has never been explained since. A large-scale reality warp returned Jaspers & The Fury to Earth in a merged form, but nothing has been heard from either since. ANOTHER Alternate Reality Jaspers showed up on Earth, but was killed in his sleep by an African leader to prevent another large-scale power surge. The Jaspers Warp was also known to create a number of "Warpies", mutated children with odd powers.
-Personally, I like the idea of "The All-Powerful Enemy", but generally I like to see more weaknesses in them than this. Teleporting someone outside of the universe is a bit extreme in terms of solutions- I kind of prefer it to be more-standard problems: Proteus in the X-Men had a vulnerability to metal that could be exploited if the situation was right; Michael Korvac was still growing in power, and thus still vulnerable to REALLY powerful beings; Thanos could attain tons of power, but always sabotaged himself in the end, and had a trademark egotism and obsession with a woman that could lead him astray. Some of these could be half-assed in their own way (especially if done again and again), but at least it was something.
-An extremely-powerful Reality Warper, Jim Jaspers is basically an adult, evil Franklin Richards, and way too much for any regular superhero to take on. A LESS POWERFUL Earth-238 Jaspers was able to warp his entire universe beyond recognition, necessitated its destruction. Earth-616 Jaspers was apparently mightier, and his power would only grow. Really, in dealing with a character like this, any Power Level could fit, but PL 20 seems like enough. His "Warp Others" power could potentially be global in scope- a massive +17-ish Area Effect. I don't know if it's ever explained or shown how he'd hold up against an actual Cosmic Being- it's a plot point in The Korvac Saga that Michael Korvac's growing power is a liability should any high-end Cosmics find out, and he commits suicide when he uses too much power, thus awakening Galactus, Mephisto and others to the potential threat he poses. The much-more-dangerous Jaspers should likely draw a similar reaction, unless the Cosmics are perhaps too afraid to face him. However, given the time period, it's likely Moore just didn't want to get into the Continuity Handcuffs of that sort of thing, and wanted to write his own story.

THE FURY
Created By:
Dave Thorpe & Alan Davis
First Appearance: Marvel Superheroes #387 (July 1982)
Role: Implacable Foe
Group Affiliations: Jim Jaspers' Employ
PL 15 (509)
STRENGTH
10 STAMINA -- AGILITY 5
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Skills:
Expertise (Superhumans) 10 (+10)
Perception 12 (+12)

Advantages:
Power Attack, Ranged Attack 10, Startle

Powers:
"Cybiote Physiology"
Immunity 30 [30]
Protection 15 (Extras: Impervious) [30]
Flight 15 (64,000 mph) [30]
Movement 3 (Space Travel 3) [6]
"Superhuman-Killer" Senses 8 (Detect Powers- Ranged 4, Analytical, Acute) [8]

"Reactive Adaptations"
Variable (Any Power to React to Any Situation) 30 (Extras: Continuous, Reaction +3) [330]
(Sample Powers: Blast 18- Penetrating 10, Weaken Stamina 12- Ranged & Progressive +2)

Regeneration 10 (Feats: Regrows Limbs) [11]

Offense:
Unarmed +12 (+10 Damage, DC 25)
Assorted Powers +12 (+18 Damage, DC 33)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +15 (+8 Impervious), Fortitude --, Will --

Complications:
Motivation (Killing Every Superhuman Alive)
Weakness (Interdimensional Travel)- This is nearly-fatal to The Fury, and it often requires "genetic material" to recover.

Total: Abilities: 34 / Skills: 22--11 / Advantages: 12 / Powers: 445 / Defenses: 7 (509)

-The Fury is a "Cybiote", a robotic creation of The Mad Jim Jaspers of Earth-238, and meant to kill that world's superhuman population. It succeeded, wiping out everyone but Captain UK (a female Captain Britain Corps member). It was deactivated until Captain Britain and his pal Jackdaw appeared on Earth-238, and it murdered the two of them- Britain was revived, however. An Adapting creature, Fury followed Brian to Earth-616, killed several more of his allies, and then targeted Mad Jim Jaspers (616 version), not recognizing him as his creature (whom it'd been ordered not to destroy). The Fury teleported the two of them to Earth-238's Universe, and a powerless Jaspers had his brain incinerated. Oddly, this mass-murderer had saved all existence. Its payment was being exterminated by Captains Britain and UK while it was weakened from the experience.
-The Fury reappeared decades later, having been created by Jamie Braddock, beating down Captain Britain and the visiting X-Men (naturally, Claremont was writing). It takes over Sage's mind, but they're defeated by Storm & Rachel Summers, who creates a black hole inside its body, collapsing it into a singularity (because comics). In another X-Men story, The Fury & Jaspers are returned to existence in a merged form, and Jaspers creates more Furies- most of the Captain Britain Corps is slain, but Fury takes control of Jaspers, and is then destroyed.
-The Fury is exceptionally-dangerous, largely because it's a nasty combination of Nemesis Kid & Doomsday's Powers with a Mass-Murderer's viewpoint- it's just out there to kill every metahuman it finds, and can react to any situation, coming back stronger and stronger with each defeat. Its Regeneration means that it tends to pop back up fairly quickly. It has a Continuous Reaction Variable effect, which is so outright cheap and broken that no Player Character should ever be allowed to use it, which makes it perfect for a super-villain.

JACK O'DIAMONDS (Jack Winters, aka The Living Diamond)
Created By:
Roy Thomas & Werner Roth
First Appearance: The X-Men #39 (Dec. 1967)
Role: Forgotten Villain
Group Affiliations: The X-Humed
PL 7 (101)
STRENGTH
8 STAMINA 8 AGILITY 0
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Science) 4 (+7)
Technology 2 (+5)

Advantages:
None

Powers:
"Mutant Powers: Telepathy"
"Telelocation" Senses 4 (Sentient Awareness- Ranged 2, Radius) [4]
Mind Control 7 (28) -- [29]
AE: Teleport 10 (Feats: Increased Mass 2) (22)
Enhanced Will Save 4 (Flaws: Limited to vs. Telepathic Attacks) [2]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Mind Control -- (+7 Perception-Ranged Affliction, DC 17)
Initiative +0

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +2

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 8--4 / Advantages: 0 / Powers: 35 / Defenses: 8 (101)

-Visually based off of Jack Nicholson is a forgotten villain of the Roy Thomas-era X-Men; a Mutant who gained powers from atomic radiation, thus earning TWO power-sets! In a Retcon of sorts, he tried to brainwash a young Cyclops into helping him commit crimes, but Charles Xavier comes to the rescue, and the two defeat Jack. This is the first meeting of the two heroes, and Scott thus becomes an X-Man. YEARS later, he was turned into a zombie (apparently he was dead) and fought She-Hulk at the bidding of the zombie-controlling Black Talon (CHICKEN HEAD!!!), alongside The Changeling, Harry Leland and Scaleface (of The Tunnellers).
-A forgotten one-off, Jack is no powerhouse, but oddly-versatile- you really don't see a lot of Mutants out there who add MORE powers to themselves via the typical superhuman means. I wonder if Thomas, an old-school Comics Fanboy, came to one of those "Hey, what if...?" conclusions as a young fan, and decided to do a random story about what would happen if the two origins merged together. You don't see a lot of Super-Strong Telepaths, either. His powers are also humorously-similar to Cyclops' bed-mate, Emma Frost.

THUNDERSWORD (Stewart Cadwell)
Created By:
Jim Shooter & Al Milgrom
First Appearance: Secret Wars II #1 (
Role: Forgotten Villain
Group Affiliations: None
PL 11 (117)
STRENGTH
12 STAMINA 12 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Writer) 2 (+2)
Ranged Combat (Blast) 2 (+8)

Advantages:
Power Attack, Ranged Attack 6

Powers:
"Lightning Sword" (Flaws: Easily Removable) [18]
Deflect 14 (Extras: Reflect) (28) -- (30 points)
AE: Electrical Blast 14 (28)
AE: Strength-Damage +4 (Feats: Improved Critical) (Extras: Penetrating 10) (15)

Summon Boromir the Flying Horse 4 [8]
Protection 4 (Extras: Impervious 9) [13]

Offense:
Unarmed +6 (+12 Damage, DC 27)
Lightning Sword +6 (+16 Damage, DC 31)
Electrical Blast +6 (+14 Ranged Damage, DC 29)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +16 (+5 Impervious), Fortitude +12, Will +2

Complications:
Motivation (Power)- Stewart is an unsuccessful man, and was jealous of the power of The Beyonder. When left to his own devices, he just attacks people whom he feels have victimized him.
Obsession (Ranting & Raving)- Stewart hates "dreck" and excessive violence without consequences in media targeted at children. He also just likes carrying on and ranting against authority for minor infractions.
Secret (Hypocrite)- Despite his ranting, Stewart himself writes some of the same consequence-less violence he decries.
Normal Identity- Stewart's base form is 0s across the board, and he has no Advantages either.

Total: Abilities: 64 / Skills: 4--2 / Advantages: 7 / Powers: 39 / Defenses: 5 (117)

-Thundersword, looking hilariously like the Thunderers from DC Comics, is a goofy character from the much-hated Secret Wars II (aka the story where Jim Shooter pissed away any possible goodwill from the first Secret Wars, which was great dumb fun). He was a TV writer who was granted power by the returning Beyonder, who wanted to learn more about humanity. Thundersword blew up his workplaces, but was beaten by The X-Men, New Mutants, Iron Man & Captain America (well, he was disarmed of his Sword and was changed back to normal). He would reappear in Iron Man, realizing that his powers were internalized, not the result of a trophy given by The Beyonder. He beat Iron Man (Rhodey, not Tony), but Rhodey was given advice from Tony, went to a nuclear power plant, and absorbed some more power into his armor. Rhodey one-punched Thundersword using this uber-boost, and he was never seen again.
-Made clear here, Stewart Cadwell is a huge parody of Steve Gerber, who at the time was publicly-railing against Marvel (of which Jim Shooter was the Editor-In-Chief) for what he saw was glorification of violence without consequences. And also because they owned his beloved Howard the Duck (this was during the huge push towards Creator Rights). Despite vowing to be better than the heroes and "purveyors of dreck", he clearly acts exactly like what he hates (Gerber worked on stories like Thundarr the Barbarian and G.I. Joe, both of which were just as guilty as Marvel at what Gerber was describing. Cadwell even looks exactly like Gerber. To complete the metaphor, Cadwell ends up destroying the places he'd once worked in his quest to fix things. HOW AMAZINGLY SUBTLE, SHOOTER.
-Despite being an idiot and a loser, Thundersword is so powerful that he basically trounces Iron Man with ease (the Lightning Sword one-shots Rhodey), and requires two full teams of heroes to defeat him the first time he appears. He can Blast, Deflect, Strike, and even summon his flying horse (thematically named after a Lord of the Rings hero, like Valkyrie's steed). Still being cheap on points, he's a great example of what happens when you hand any idiot otherworldly power- he's PL 11, enough to beat up '80s James Rhodes (who was probably around PL 10-11 at the time), but if he returned today, he's probably be a lot easier to beat. His power is great, but his accuracy isn't.

THE BRUTE I (Reed Richards)
Created By:
Roy Thomas & Gil Kane
First Appearance: Marvel Premiere #2 (May 1972)
Role: Alternate Universe Bad Guy
Group Affiliations: The Frightful Four
PL 11 (221)
STRENGTH
2/14 STAMINA 3/14 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 12 AWARENESS 4 PRESENCE 2

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+8)
Deception 5 (+7)
Expertise (Current Events) 2 (+14)
Expertise (Explorer) 6 (+18)
Expertise (History) 2 (+14)
Expertise (Science) 8 (+20)
Expertise (Tactics) 2 (+14)
Insight 4 (+8)
Investigation 4 (+8)
Intimidation 7 (+9, +11 Size)
Perception 4 (+8)
Persuasion 5 (+7)
Stealth 3 (+6)
Technology 8 (+20)
Treatment/Medicine 2 (+14)
Vehicles 4 (+8)

Advantages:
Assessment, Beginner's Luck, Benefit (Wealth), Eidetic Memory, Equipment 5 (Sweet Lab), Fast Grab, Improved Grab, Interpose, Inventor, Jack-of-All-Trades, Languages (Various), Leadership, Ranged Attack 4, Set-Up 2, Skill Mastery (Science, Technology) 2, Takedown, Ultimate Science Skill, Ultimate Technology Skill, Well-Informed, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Big Purple Monster"
Enhanced Strength 6 [12]
Enhanced Stamina 5 [10]

"Large Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Power-Lifting 1 (3,200 tons) [1]
Leaping 6 (250 feet) [6]
Impervious Toughness 11 [11]

"Super-Strength Feats"
"Thunderclap" Dazzle Hearing 11 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) (22) -- [25]
AE: "Groundstrike" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Burst +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 11 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (20)
AE: "Groundstrike Line" Affliction 11 (Dodge; Hindered/Prone) (Extras: Area- 120ft. Line +3) (Flaws: Limited Degree, Instant Recovery, Limited to Ground) Linked to Damage 10 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (20)
AE: "Shockwave" Damage 11 (Extras: Area- 60ft. Burst +2) (Flaws: Both Grounded) (22)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Super-Strong +8 (+14 Damage, DC 29)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+14 as Brute), Fortitude +4 (+15 as Brute), Will +6

Complications:
Obsession (SCIENCE!)- Reed is easily driven to distraction by scientific principles.
Motivation (Power)- This Counter-Earth Reed turned evil because something bonked his head, and how he wants to rule the world and some stuff.

Total: Abilities: 72 / Skills: 72--36 / Advantages: 29 / Powers: 74 / Defenses: 10 (221)

-Brute is the Reed Richards of Counter-Earth, the Earth created by The High Evolutionary- the Cosmic Rays of his version of the FF gave him Hulk-like powers instead of elasticity, and his teammates basically were nothing (Sue was rendered comatose, Ben & Johnny were unaffected). He turned evil after being hit in the head by a metal cynlinder (REALLY, Thomas? THAT was the best thing you could come up with?), then took over Mr. Fantastic's role after transfering Main Reed in the Negative Zone. He stoon sent The Thing & Torch there as well, but the three FF members allied with Annihilus (!) and returned. After watching Reed's selfless dedication to his wife, The Brute's mind was cured, and he sacrificed himself in order to keep Mr. F's promise to return the Cosmic Rod to Annihilus (I guess that was part of the deal). However, he would return from the Negative Zone, totally evil again and using some aliens as minions, but was KO'd by The Thing after fighting the FF once more.
-The Brute is basically Reed Richards with Powerhouse abilities- he drops a few points in Skills owing to the fact that '70s Reed wasn't as smart as Current Reed. He's JUST notable enough to break my rule about not building "Alternate Universe" versions of characters (seriously- it's just cutting & pasting abilities most of the time).

THE MAD PHARAOH (Hatap)
Created By:
Stan Lee & Don Heck
First Appearance: Tales of Suspence #44 (Aug. 1963)
Role: One-Shot Villain
Group Affiliations: Egypt
PL 8 (82)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Expertise (Pharaoh) 4 (+7)
Expertise (Magic) 6 (+9)

Advantages:
Artificer, Ritualist

Powers:
"The Chariot of Time" (Flaws: Easily Removable) [3]
Movement 2 (Time Travel 2) (4 points)

"Disease Spell" Weaken Stamina 8 (Extras: Area- 30ft. Burst, Progressive +2, Contagious) [40]

Offense:
Unarmed +2 (+1 Damage, DC 16)
Disease Spell +8 Area (+8 Weaken, DC 18)
Initiative +3

Defenses:
Dodge +4 (DC 14), Parry +2 (DC 12), Toughness +1, Fortitude +2, Will +4

Complications:
Motivation (Power)
Enemy (Cleopatra)

Total: Abilities: 26 / Skills: 10--5 / Advantages: 2 / Powers: 43 / Defenses: 6 (82)

-The Mad Pharaoh isn't notable in the slightest, save as a perfect example of the kind of goofy stuff Stan Lee creates on a second-tier book when he doesn't have Kirby, Romita or Ditko with him. Pharaoh Hatap is a somewhat-mystically-inclined bad guy who stages a rebellion against Cleopatra, and puts himself into suspended animation for 2,000 years in order to evade capture. He awakens in "Hatap's Tomb", threatening an archaeologist and his good friend, Tony Stark, which naturally draws the attention of Iron Man. Hatap casts a Disease Spell that threatens everyone on Earth, and forces Tony to come back in time with him to defeat Cleopatra. Tony comes along, but changes back into Iron Man, confusing the villain. Then he teams up with Cleopatra and stomps Hatap's forces. Hatap, desperate to return back to the future, dives for his Time-Traveling Device, but lands on an upturned sword. Tony politely turns down Cleopatra's desire to bone him for the rest of their lives, and returns to his proper point in time.
-The Mad Pharaoh has one magical power seen, and is otherwise a military leader.

SPEEDFREAK (Joss Shappe)
Created By:
Peter David & Dale Keown
First Appearance: The Incredible Hulk #388 (Dec. 1991)
Role: Forgotten Villain
Group Affiliations: None
PL 8 (77)
STRENGTH
2 STAMINA 2 AGILITY 3
FIGHTING 6/8/10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Expertise (Hitman) 4 (+4)
Intimidation 4 (+4)
Perception 4 (+3)

Advantages:
Equipment (Holographic Imager), Ranged Attack 4

Powers:
"Snap-Given Powers"
Speed 2 (8 mph) [2]
Enhanced Advantages 2: Improved Initiative 2 [2]
Enhanced Fighting 2 [4]
Enhanced Dodge 4 [4]

"Speedfreak Suit" (Feats: Restricted To Those With Super-Speed) (Flaws: Removable) [21]
Speed 5 (250 mph) (5)
Enhanced Fighting 2 (4)
Enhanced Advantages 2: Improved Initiative 2 (2)
Protection 4 (4)
"Adamantium-Tipped Forearm Swords" Strength-Damage +4 (Extras: Penetrating 6) (10)
-- (25 points)

"Special Weapons" (Flaws: Easily Removable) [3]
Strength-Damage +3 (Feats: Reach 2) (5 points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
On Snap +8 (+1 Damage, DC 16)
In Suit & On Snap +10 (+1 Damage, DC 16)
Weapons +10 (+4-5 Damage, DC 19-20)
Initiative +3 (+11 On Snap, +19 In Suit)

Defenses:
Dodge +6 (+10 On Snap, DC 16-20), Parry +6 (+10 on Snap, DC 16-20), Toughness +2 (+6 Suit), Fortitude +4, Will +2

Complications:
Motivation (Drugs)- Speedfreak kills for money to feed his habit.
Addiction ("Snap")- Speedfreak is addicted to a super-speed inducing drug called Snap.

Total: Abilities: 24 / Skills: 12--6 / Advantages: 5 / Powers: 36 / Defenses: 8 (77)

-Speedfreak is an uber-'90s hitman wearing a suit of armor, trying to kill a man who'd inflicted another with AIDS. Next, he was seen grieving over his daughter, who was shot as she was leaving an abortion clinic- he attempted to gain revenge with The Hulk, but Hulk and a bystander stopped him, scarring his face with battery acid in the process. Like most of Peter David's Hulk villains, he basically vanished from comics but for later cameos, being seen during Civil War hiding out with Coldheart, Nitro & Cobalt Man... this of course being the Stamford Incident that set the whole thing OFF. The three villains with Nitro were among the two New Warriors and 600 bystanders killed.
-A pretty useless guy in terms of Abilities & Skills (I mean, he's a DRUG ADDICT. Not the best thing for proper decision-making or focus-requiring skills), Speedfreak only hits PL 8 thanks to a combination of his drug use and his Super-Suit, which allows him to become a low-end Speedster. He's also one of dozens of new, nobody characters to acquire Adamantium Weapons in the 1990s, using them against The Hulk (who generally easily-handled this guy- David's Hulk ends up against a LOT of foes with no hope of victory like that).

MISTER ZODIAC (Astro)
Created By:
George S. Elrik
First Appearance: Spider-Man Zaps Mr. Zodiac (1975)
Role: One-Shot Villain
Group Affiliations: None
PL 12 (157)
STRENGTH
0/16 STAMINA 0/16 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 0 PRESENCE 2

Skills:
Expertise (Astrology) 10 (+12)
Intimidation 2 (+4, +16 Huge Size)

Advantages:
Fast Grab, Power Attack

Powers:
"The Forms of the Zodiac"
"Scorpion Form"
Growth 16 (Str & Sta +16, +16 Mass, +8 Intimidation, -8 Dodge/Parry, +2 Speed, -16 Stealth) -- (120 feet) [32]
"Stinger" Strength-Damage +0 Linked to Weaken Stamina 13 (Extras: Progressive +2) [39]
"Arachnid Senses" Senses 1 (Radius Sight) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate 2 & Extended) [4]
Impervious Toughness 13 [13]

"Scorpion Form" Morph 1 (Extras: Metamorph) (6) -- [17]
AE: "Libra Form" Flying Scales: Flight 6 (120 mph)
AE: "Leo Form" Giant Lion: Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing
AE: "Pisces Form" Giant Shark: Swimming 8, Penetrating Damage 10 on Strength, Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision, "Lateral Lines" Ranged Touch, "Electrolocation" Detect Electrical Signals- Acute, Accurate & Ranged
AE: "Sagittarius Form" Giant Archer: Blast 16- Penetrating 6, Accurate 4
AE: "Virgo Form" Jane Virgo: Ordinary Woman with Presence 4 & Attractive
AE: "Taurus Form" Giant Bull: Acute Scent, Low-Light Vision, Penetrating Damage 10 on Strength
AE: "Aries Form" Giant Goat: Acute Scent, Low-Light Vision
AE: "Capricorn Form" Giant Goat: Acute Scent, Low-Light Vision
AE: "Gemini Form" Strength 10/Stamina 10 "Kung-Fu Wrestler" with Improved Hold & Critical, Summon Heroic Minion With Same
AE: "Cancer Form" Giant Crab: Penetrating 10 on Strength, Immunity 1 (Drowning)
AE: "Aquarius Form" Giant Man With Bucket: Create Water 15 (Feats: Innate)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Giant Size +8 (+16 Damage, DC 31)
Archer's Bow +8 (+16 Ranged Damage, DC 31)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +0, Fortitude +0, Will +4
"Large Animals" Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +16 (+7 Impervious), Fortitude +16, Will +4

Complications:
Weakness (Must Change Every Twelve Hours)- Mr. Zodiac must change forms every twelve hours, or disintegrate thanks to becoming his true age once again. This change requires concentration.

Total: Abilities: 28 / Skills: 14--7 / Advantages: 2 / Powers: 106 / Defenses: 14 (157)

-A funny character from a one-shot Children's Book from the 1970s, Mr. Zodiac is actually remarkably-powerful. He's a Mesopotamian kid frozen in suspended animation for centuries, and coming out with the ability to transform into the creatures of the Zodiac. GIANT versions of these creatures, in fact. As "Jane Virgo", he was the Daily Bugle's sexy Astrologist, and would hang out with Peter Parker, while fighting Spider-Man at night in one of a few Zodiac forms. Peter eventually makes the connection after pulling off one of Aries' horns, then seeing Jane with a headache and a band-aid on her head the next day. Realizing that the villain needed to concentrate in order to change forms, Spidey arranges for Zodiac's hostage, a young boy named Ben, to distract Zodiac with a recitation of the multiplication table, and this allows Spidey to web Zodiac up. He disintegrates into dust seconds later.
-Mr. Zodiac is extremely powerful, and able to turn into various Giant Monsters. Most are pretty similar, but a couple have some differences (Aquarius floods New York; Sagittarius can fire Giant Arrows)- you could go with a Limited Variable, but it's much cheaper to go with a Metamorph Power with eleven Alternate Effects, one for each extra form.

JAMIE BRADDOCK (James Braddock, Jr.)
Created By:
Chris Claremont & Herb Trimpe
First Appearance: Captain Britain Weekly #9 (Dec. 1976)
Role: Insane Cosmic Powerhouse
Group Affiliations: The Hellfire Club
PL 18 (207)
STRENGTH
1 STAMINA 4 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 6 (+4)

Advantages:
Power Attack, Startle

Powers:
"Mutant Powers: Pulling The Quantum Strings"
"Bestow Powers" Variable 8 (Extras: Affects Others Only +0) [56]

"Pull Quantum Strings"
"Restructure Reality" Transform 15 (Anything to Anything) (Extras: Continuous, Ranged) (105) -- [121]
Dynamic AE: "Quantum Stream" Damage 18 (Feats: Dynamic) (Extras: Area- 120ft. Line +3) (73)
Dynamic AE: "Quantum Burst" Damage 18 (Feats: Dynamic) (Extras: Area- 120ft. Burst +3) (73)
Dynamic AE: "Quantum Wave" Damage 18 (Feats: Dynamic) (Extras: Area- 250ft. Cone +3, Selective) (73)
Dynamic AE: "Quantum Blast" Blast 20 (Feats: Dynamic, Extended Range 6, Accurate 4, Penetrating 10) (61)
AE: "Create Stuff" Create 18 (Feats: Innate, Precise, Increased Mass 15) (Extras: Movable, Continuous) (89)
AE: "Many Effects" Variable (Cosmic) 10 (70)
AE: Teleport 20 (Feats: Increased Mass 10) (Extras: Extended, Accurate) (90)
AE: Movement 9 (Dimensional Travel 3, Space Travel 3) (Feats: Increased Mass 5) (Extras: Attack 20, Area- 500ft. Burst +5 on 20 Ranks) (23)
AE: "Move Stuff Around" Move Object 14 (100 tons) (Extras: Perception Range) (42)
AE: "Teleport Others" Teleport 18 (Feats: Increased Mass 5) (Extras: Attack, Ranged) (77)
AE: "Resurrect the Dead" Healing 20 (Extras: Resurrection) (60)
AE: "Warp Others" Affliction 18 (Fort; Dazed/Stunned/Transformed) (Extras: Perception-Ranged, Progressive +2) (72)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Cosmic Blast +8 (+20 Ranged Damage, DC 35)
Quantum Waves +18 Area (+18 Damage, DC 33)
Warp Others -- (+18 Perception-Ranged Affliction, DC 28)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +2

Complications:
Responsibility (Insane)- Jamie's mind broke as a result of extended torture. Before this point, his Mental Abilities were INT 3, AWA 2, PRE 3, and he had 10 ranks of Expertise (Business).

Total: Abilities: 10 / Skills: 6--3 / Advantages: 2 / Powers: 177 / Defenses: 15 (207)

-UGGGGGGGGGGGHHHHHHHHH this character was f***ing annoying. Seriously, the absolute WORST part of the Claremont/Davis Excalibur was the constant stream of cameos from a drooling, wide-eyed, insane Jamie Braddock. The older brother of Brian & Betsy Braddock, Jamie was schizophrenic and completely nutbar, but had world-breaking Reality Warping powers. This made him uncomfortably-similar to previous Britain villain Jim Jaspers (they even have the same FIRST NAME). The fact that he was wandering around in his underpants with a stupid grin on his face made him STUPID in addition to overpowered.
-He started off as a successful businessman, but fell into a life of crime after some bad gambling debts piled up. Kidnapped by Doctor Crocodile over some dealings with slave-traders in Africa, he was abandoned to his fate by his furious brother Brian- the torture inflicted upon him fractured his mind and awakened his latent mutant powers. Jamie, now crazy, attacked and defeated both Crocodile and the Crazy Gang (who were sent to free him by Sat-Yr-9, but turned on him after discovering his crimes), then got manipulated Sat-Yr-9 into doing her bidding. He kidnapped Excalibur, but Psylocke (now Asian and a ninja) Psychic-Bladed him after Meggan neutralized his powers, and stopped him. He was rendered catatonic after this, and disappeared for years.
-Naturally, Claremont was the only one to remember him, and used him to resurrect his beloved Betsy when she was killed during X-Treme X-Men (Claremont had wanted to rez her sooner, but Quesada had instituted the "Dead Means Dead" policy right at the onset of the story arc, which prevented that until Marvel let the policy go). Some Generic Cosmic Whatevers were causing some nonsense, and so Jamie rez'd her and gave her Immunity to Psionics, Magic & Reality Warping (Psylocke? Gaining New Powers in a confusing manner? YOU DON'T SAY) in order to stop them, but sacrificed himself in her stead to save the universe from these "Foursaken" and their master, the First Fallen. He seemingly-reappeares, but it's an alternate future version that got corrupted (oh good, more confusing Braddock Family Backstory), and Psylocke psionically forces Captain Britain to kill this Jamie.
-Jamie Braddock is basically Mad Jim Jaspers are a lower, more-personal level. He can't break the universe by accident, but he can "Pull Quantum Strings" or whatever, and alter reality to his whims. One speciality is turning people into animals (Dr. Crocodile and Vixen are permanently changed into a crocodile and a female fox, respectively). He's not a great physical specimen, but at PL 18, any super-team you can name is gonna be hard-pressed against him. You pretty much have to catch him napping.

CAPTAIN HERO (Bobby Wright, aka Kl'rt, The Super-Skrull)
Created By:
Christopher Priest & Greg LaRocque
First Appearance: Power Man & Iron Fist #111 (Nov. 1984)
Role: Captain Marvel Homage
Group Affiliations: The Skrull Empire
PL 9 (109)
STRENGTH
11 STAMINA 11 AGILITY 1
FIGHTING 7 DEXTERITY 2
INTELLIGENCE -1 AWARENESS -1 PRESENCE -1

Skills:
Deception 4 (+3)

Advantages:
None

Powers:
Flight 7 (250 mph) [14]

Insubstantial 4 (Feats: Subtle) (21) -- [23]
AE: Morph 2 (10)
AE: "Invisibility" Concealment 2 (Visuals) (4)

Offense:
Unarmed +7 (+11 Damage, DC 26)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11, Fortitude +11, Will +1

Complications:
Normal Identity (Bobby Wright)
Secret (Actually the Super-Skrull)- Dying of a disease, Kl'rt imagines himself to be Bobby Wright.

Total: Abilities: 62 / Skills: 4--2 / Advantages: 0 / Powers: 37 / Defenses: 8 (109)

-This goofy-ass character is pretty clearly deliberately-silly, being an obvious Captain Marvel analogue (a young orphaned boy given the power to turn into a Flying Brick with a cape- though he more clearly resembles Superman, owing to the "CH" chest insignia). However, he lacked maturity, and when given super-human powers by a meteor, he often throws temper tantrums when he doesn't get his way (like when Power Man & Iron Fist reject him for membership in Heroes For Hire). Discovering that his powers were killing him, he nonetheless got taken in by the HoH, where he became a minor supporting character living at Project Pegasus.
-However, 14 issues later, in the final issue of Power Man and Iron Fist, he is given the ignominious role of killing off Danny Rand- as the series was ending, Christopher Priest figured he'd just kill off one of the main heroes. Exactly HOW this decision was reached, I could not tell you- all I can tell you is that it was short-sighted, dumb, and worst of all, poorly-written. Danny did not die a hero- he was pummelled to death WHILE HE WAS ASLEEP, by a tantrum-tossing Capt. Hero!
-This was so retarded that John Byrne, on his Namor writing assignment four years later, decided to Retcon basically the entire last year of PM & IF. First off, Danny was never dead- oh no, that was a sentient PLANT that just LOOKEd like Danny Rand! Oh yeah! And Captain Hero/Bobby Wright was never a real person! That was SUPER-SKRULL, who had lost his memory! Never mind that some of the powers didn't match up! Oh, and some OTHER side character in that book was ALSO in disguise! This was clumsy and stupid and really pointless, of course, and COMPLETELY irrelevant to a book starring friggin' NAMOR THE SUB-MARINER, but absolutely everyone had zero problem accepting it, because it successfully-erased all the stupidity of even a D-List Marvel Hero being taken out of the sandbox thanks to something that dumb. Now, the whole "Iron Fist Died" thing is a mere eyeblink in history- the hallmark of a successful, if clumsy, Retcon.
-Some of Captain Hero's powers match up pretty well with Super-Skrull, which makes it a solid Retcon... but it doesn't explain Insubstantial. Oh well, there's some radiation thing involved, so let's say that's what did it. Captain Hero is a low-end, unskilled Brick, with the maturity of a child.

COBALT MAN (Ralph Roberts)
Created By:
Roy Thomas & Werner Roth
First Appearance: X-Men #31 (April 1967)
Role: Jobber Villain
Group Affiliations: The Emissaries of Evil
PL 8 (108)
STRENGTH
1/10 STAMINA 2 AGILITY 1
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 6 AWARENESS 0 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Science) 2 (+8)
Intimidation 3 (+3)
Technology 5 (+11)

Advantages:
Inventor, Ranged Attack 4

Powers:
"Cobalt Man Armor" (Flaws: Removable) [52]
Enhanced Strength 9 (18)
Protection 8 (8)
Flight 7 (250 mph) (14)
Immunity 4 (Suffocation, Drowning, Vacuum, Pressure) (4)

"Recoil Beams" Blast 10 (Feats: Split) (21)
-- (65 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Cobalt Man Armor +5 (+10 Damage, DC 25)
Recoil Beams +6 (+10 Ranged Damage, DC 25)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +2 (+10 Armor), Fortitude +3, Will +3

Complications:
Involuntary Transformation (Crazy, Gigantic)- Ralph suffers from radiation poisoning that can make the ordinary inventor turn erratic, evil or even a Giant in one instance.

Total: Abilities: 34 / Skills: 14--7 / Advantages: 5 / Powers: 52 / Defenses: 10 (108)

-Cobalt Man is a mostly-forgotten bad guy from the "Roy Thomas" years of X-Men, appearing a couple of times in that book- he's your standard "Inventor Who Builds One Thing"- he creates a suit of Power Armor in order to study nuclear radiation. His brother Ted begins dating Jean Grey, but Ralph goes crazy and attacks Ted, Jean & Cyclops. He decides the suit is too unstable to use and intends to retire it, but the villain Tyrannus forces him to use it once more. Later on, he grows to gigantic size due to radiation and fights the Hulk in a story from the '70s, and shows up on Egghead's Emissaries of Evil (that's a good stream of horrible villainous names, right there), dying. Like a few other "dead" guys, he shows up escaping from The Raft in the first arc of Bendis' Avengers- he's also part of Nitro's gang in Civil War, dying with Speedfreak, Night Thrasher & Microbe when Nitro melts down and explodes in Stamford.
-A Skrull imposter is seen during Secret Invasion, and Tony Stark wears the suit to disguise himself once. And in a THIRD instance of the identity being re-used, a group of men in Cobalt Man armor fight Speedball and some trainee Avengers, but are easily-beaten by the former New Warrior. Seems like very few people ever actually cared about this guy, as his appearances were usually YEARS apart, and then he got casually-killed in Civil War, only to be copied by imposters THREE SEPARATE TIMES in the comics. He actually has almost as many "imposter" appearances as ACTUAL ones- now THAT'S sad.
-Pretty much Iron Man Lite (by design- the suit was copied from Tony's), Cobalt Man is tough and deals some damage, but his mediocre stats mean he's still only PL 8 with the suit.

TYRAK
Created By:
Gerry Conway & George Perez
First Appearance: The Avengers #154 (Dec. 1976)
Role: Growing Guy
Group Affiliations: Atlantis
PL 10 (110)
STRENGTH
6/12 STAMINA 6/12 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Deception 2 (+6)
Expertise (Atlantean Warrior) 4 (+7)
Intimidation 2 (+3, +8 Size)
Stealth 2 (+5)
Vehicles 4 (+7)

Advantages:
Fast Grab, Startle, Ranged Attack 2

Powers:
"Atlantean Physiology"
Swimming 8 (120 mph) [8]
Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]
Power-Lifting 1 (50 tons) [1]

Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (21 feet) [12]
Growth +4 (+10 Mass, +5 Intimidation, +2 Speed, -10 Stealth) -- (42 feet) (Flaws: Limited to Non-ST & STA Boosts) [8]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Large Size +8 (+12 Damage, DC 27)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +6, Fortitude +6, Will +4
"Full Size" Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +12, Fortitude +12, Will +4

Complications:
Responsibility (Attuma's Army)- Tyrak is a loyal minion.
Weakness (Lack of Water)- If left without water, Atlanteans will grow progressively weaker. After a long period of time, Tyrak will becoming Fatigued, Impaired, Disabled, Stunned, etc. (in addition to dropping Strength & Stamina consistently).
Enemy (Namor)

Total: Abilities: 56 / Skills: 14--7 / Advantages: 4 / Powers: 35 / Defenses: 8 (110)

-A Namor villain I forgot (he must not appear on some online lists of his foes, because I statted losers as bad as Doctor Dorcas!), he's basically a generic thug who stands behind Attuma a lot of the time. As Attuma himself is a pretty one-dimensional bad guy with no interesting qualities, his GOONS aren't really a big deal, either- Tyrak's only big thing is that he can grow to 40 feet tall. Generally-speaking, he always shows up, challenges The Avengers... then just basically loses, because he's not that good. He even shows up in that Avengers/Alpha Flight/People's Protectorate story The Crossing Guard, which makes me even MORE curious as to why I never statted him!
-Tyrak is a generic goon, but can hit Thing-level Strength just about, making PL 10. It's enough to take on some Avengers for a short time, but the trademark defensive issues with Giants will usually do him in at the end of the scrap.

RAVONNA (Ravonna Lexus Renslayer, aka The Terminatrix)
Created By:
Stan Lee & Don Heck
First Appearance: The Avengers #23 (Dec. 1965)
Role: The Villain's Lady, Odd Backstory Lady, Sorta-Conqueror
Group Affiliations: The Council of Cross-Time Kangs
PL 10 (110)
STRENGTH
2 STAMINA 5 AGILITY 3
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+4)
Deception 5 (+8)
Expertise (History) 4 (+8)
Expertise (Queen) 4 (+8)
Perception 2 (+5)
Technology 6 (+10)
Vehicles 5 (+7)

Advantages:
Benefit 4 (Ruler of Cross-Time Stuff), Equipment 6 (Future Tech), Ranged Attack 8

Offense:
Unarmed +10 (+2 Damage, DC 17)
Vibro-Weapons +12 (+6 Damage, DC 21)
Future Guns +10 (+6-8 Ranged Damage, DC 21-23)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5 (+8 Special Armor), Fortitude +6, Will +5

Complications:
Relationship (Kang)- At first she hates him, then she loves him. When she revives from a death-like state, she hates him again. Then she takes over his Kingdom, and becomes his lover again. Then she dies.

Total: Abilities: 68 / Skills: 28--14 / Advantages: 18 / Powers: 0 / Defenses: 10 (110)

-Ravonna, like anyone related to Kang, has a bit of a complex history. It was a classic Stan Lee tale, given that the whole thing rests on irony and tortured souls- Kang loved Ravonna, but Ravonna hated Kang for conquering her father's Kingdom as part of his empire-building. The Avengers got involved (Kang initially wanted them there to... watch his triumph? Weird, weird man), one of Kang's generals betrayed him in disgust after watching Kang spare Ravonna (unlike all of the other rulers he'd executed), and Kang & the Avengers had to team up against this "Baltag" doofus. Kang rescues Ravonna, thus proving himself, but Ravonna, revealing that SHE now loves KANG, throws herself in the way of a blast meant for the Time-Conqueror, and dies. This has Stan written all OVER it.
-Ravonna is preserved in stasis for a time- Kang attempts to resurrect her by competing against The Grandmaster, but gives it up in order to kill The Avengers (they succeed, because Grandmaster had only given Kang the power to kill The Avengers... not The Black Knight, who was helping them). A temporal counterpart (oh god it begins) of Ravonna ends up Kang's consort, but she's an agent of Immortus (who you'll of course remember is Kang's future self, who hates and schemes against Kang), and turns on him. The real Ravonna is revived by The Grandmaster and told of Kang's decision to let her remain dead- she now swears revenge. Disguising herself as Nebula and allying with Doctor Druid, she infiltrates the Council of Cross-Time Kangs, subjugates Druid to grab control of the Avengers, but she & Druid are tossed into a timestorm.
-She attempts to get the Fantastic Four to free her, but fails, and when she finally breaks loose, she's beaten by Dr. Druid. Later, she becomes The Terminatrix, engaging in open war with Kang, who sacrifices himself to save her life, in a reflection of how she once did the same for him. Ravonna now controls Chronopolis. She revives him on two separate occasions (on the first, she kills him for some reason), and they become consorts for realz, but Kang gets bored and leaves to reassume his "Rama-Tut" identity and battle his younger self (because that's a thing that people do). Last heard, she was deceased, slain in Chronopolis during Avengers Forever.
-Kind of a messy little tale, kind of hurting the simple beauty of Stan's early adventure. All the resurrections and call-backs mess with things, and her run as the "Terminatrix" was one of those 1990s "Annual Cross-Over" tales (called The Terminatrix Objective) that generally turned out to be more trouble than they were worth. It says something when the ultimate Continuity Nerd, Kurt Busiek, basically off-handedly kills her because he finds her unworthy to the narrative of Kang.
-Ravonna, like a lot of "Conqueror" types, is typically a "Scheme-Based" villain, but has access to lots of futuristic gear. In general, though, she'll avoid a drawn-out fight.

SAT-YR-9 (Opal Lun Sat-Yr-9)
Created By:
Alan Davis
First Appearance: Captain Britain Monthly #3 (1984)
Role: Dictator
Group Affiliation: The Hellfire Club
PL 8 (122)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 10 (+14, +16 Attractive)
Expertise (Dictator) 9 (+12)
Insight 2 (+6)
Perception 1 (+5)
Persuasion 2 (+5, +7 Attractive)

Advantages:
Attractive, Ranged Attack 6

Powers:
Mind Control 8 [32]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Mind Control -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +6

Complications:
Responsibility (The Omniverse)- Saturnyne is entrusted by Roma & Merlyn to protect all existence. She will sacrifice anything and anyone in order to make it so.

Total: Abilities: 60 / Skills: 24--12 / Advantages: 7 / Powers: 32 / Defenses: 11 (122)

-An evil, sexy bitch from Earth-839, desposed by Captain UK, Sat-Yr-9 fled to the main Earth, where she killed Courtney Ross and took her place, in an issue that basically went unadressed during all of the first 20-30 issues I have. It bugged the CRAP out of me, because it seemed like Courtney died for no apparent reason. Eventually, she attempted to form a rift between Captain Britain and Meggan, and utilize Jamie Braddock as a weapon. She finally revealed herself to Excalibur with her new power-base (including removing Vixen from power in the English underworld), but she fled when the team stopped Jamie. Brian, angry over Courtney's death, swore to track her down, but she never reappeared under Claremont or Davis. She was eventually seen MANY years later joining The Hellfire Club as "Courtney Ross' again. She was trying to pass herself off as the real Courtney Ross, but Captain Britain was unconvinced.
-Sat-Yr-9 is more of a generic dictator without major powers aside from low-end Mind Control.


xxx
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

The Nasty Boys

Post by Jabroniville »

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THE NASTY BOYS:

-So with the era of the Hart Foundation, Demolition and The Rockers nearing it's end (all three teams were preparing for splits by year's end), the WWF needed some new Heel teams to take charge. In come Brian Knobs and Jerry Sags, a couple of legitimate party animals and bad-boys (Mick Foley once suggested that Knobs' urine would likely melt a testing cup) from WCW, being led by their manager, the Mouth of the South, Jimmy Hart...

oh wait, crap. Wrong Nasty Boys.

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Okay, so THESE mutants were the shock troopers of Mister Sinister to confound the new X-Factor under Peter David's pen, differentiated by his other flunkies, the Marauders, by... sucking more. Really, these guys are just an eyeblink in history. They fought X-Factor a couple of times, then vanished. Even worse than the M.L.F. and The Dark Riders, who at least were recurring foes. They had some unique powers (especially Gorgeous George and Hairbag), but were ultimately losers. Kinda suprising from PAD, who is normally above this kind of Image-level "toss out some bland villains into a team to create some excuses for fight scenes" stuff. The goofy names (well they ARE allies of "Mister Sinister", so it makes sense) didn't help. And lo, they vanished. They actually recurred a LOT in the X-Men cartoon, since they wanted a Sinister-related arc, and apparently didn't like The Marauders too much.

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HAIRBAG
Created By:
Peter David & Larry Stroman
First Appearance: X-Factor #74 (Jan. 1992)
Role: Scrapper, Animalistic Guy
Group Affiliations: The Nasty Boys
PL 8 (92)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+8)
Close Combat (Claws) 3 (+9)
Deception 3 (+3)
Intimidation 7 (+7)
Perception 7 (+8)
Vehicles 2 (+2)

Advantages:
Improved Critical (Claws), Improved Hold, Improved Initiative, Startle

Powers:
"Mutant Powers: Porcupine Physiology"
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
Leaping 1 (15 feet) [1]
"Claws" Strength-Damage +1 (Feats: Spilt) [2]
"Quills" Damage 3 (Extras: Reaction +3) [12]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws +9 (+7 Damage, DC 22)
Quills +8 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +2

Complications:
Motivation (Mr. Sinister's Orders)
Relationship (Thumbelina)- The two are apparently married.

Total: Abilities: 44 / Skills: 24--12 / Advantages: 4 / Powers: 18 / Defenses: 14 (92)

-Hairbag is basically Wolfsbane's "Opposite Number", and the two animal-types brawled around for a bit. Truth be told, he was done much better in the "X-Men" cartoon, where he used poison breath and shooting-quills. In X-Factor, he was just a standard Claw Guy Wolverine rip-off, albeit with Quills (which quite a few D & E-Leaguers have as powers- Thornn of Salem's Seven, about three mutants named "Quill", etc.- but no major characters).

HAIRBAG- CARTOON VERSION
Created By:
Peter David & Larry Stroman
First Appearance: X-Factor #74 (Jan. 1992)
Role: Scrapper, Animalistic Guy
Group Affiliations: The Nasty Boys
PL 8 (110)
STRENGTH
6 STAMINA 6 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+8)
Close Combat (Claws) 3 (+9)
Deception 3 (+3)
Intimidation 7 (+7)
Perception 7 (+8)
Vehicles 2 (+2)

Advantages:
Improved Critical (Claws), Improved Hold, Improved Initiative, Startle

Powers:
"Mutant Powers: Porcupine Physiology"
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
Leaping 1 (15 feet) [1]
"Claws" Strength-Damage +1 (Feats: Spilt) [2]

"Shooting Quills" Damage 4 (Extras: Area- 60ft. Burst +2) Linked to Affliction 4 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Area- 60ft. Burst +2, Cumulative) (28) -- [30]
AE: "Poison Breath" Affliction 7 (Fort; Fatigued/Exhausted/Incapacitated) (Feats: Reach 3) (Extras: Cumulative) (17)
AE: "Quills" Damage 3 (Extras: Reaction +3) Linked to Affliction 3 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative, Reaction +3) (27)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws +9 (+7 Damage, DC 22)
Quills +8 (+3 Damage, DC 18)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +2

Complications:
Motivation (Mr. Sinister's Orders)
Relationship (Thumbelina)- The two are apparently married.

Total: Abilities: 44 / Skills: 24--12 / Advantages: 4 / Powers: 36 / Defenses: 14 (110)

-In the cartoon, Hairbag gets to throw out Quills, Poison people (kinda- he just Incapacitates rather than kills) and be a little better overall.

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RAMROD (Patrick Mahony)
Created By:
Peter David & Larry Stroman
First Appearance: X-Factor #75 (Feb. 1992)
Role: Elementalist
Group Affiliations: The Nasty Boys
PL 8 (102)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+7)
Deception 3 (+5)
Intimidation 2 (+4)
Perception 3 (+3)
Ranged Combat (Plants) 3 (+8)
Vehicles 2 (+2)

Advantages:
Improved Critical (Plant Stuff), Ranged Attack 5, Startle

Powers:
"Mutant Powers: Plant Control"
"Summon Plant Monster" Summon 6 (Extras: Active, Controlled, Heroic) (Flaws: Requires Plants) [24]

"Plant Control" Move Object 9 (Extras: Perception Range) (Flaws: Limited to Plants) (18) -- [20]
AE: "Ramrodding Guys" Blast 8 (Flaws: Requires Plants) (8)
AE: "Long Ramrod- hee hee" Damage 8 (Extras: Area- 30ft. Line) (Flaws: Requires Plants) (8)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Ramrodding +8 (+8 Ranged Damage, DC 23)
Long Rodding +8 Area (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +3

Complications:
Motivation (Mr. Sinister's Orders)
Addiction (Alcohol)- Ramrod would rather get wasted than fight super-heroes.

Total: Abilities: 26 / Skills: 24--12 / Advantages: 7 / Powers: 44 / Defenses: 13 (102)

-Ramrod (hee hee, that name is so silly) is the would-be leader of the Nasty Boys, but he ultimately would rather go on beer run than fight. He's got that all-too-rare Plant Control power-set, and can Summon Minions to fight for him, but nothing much else.

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Apparently Larry Stroman is a fan of "Jem".

RUCKUS (Clement Wilson)
Created By:
Peter David & Larry Stroman
First Appearance: X-Factor #75 (Feb. 1992)
Role: Blaster
Group Affiliations: The Nasty Boys
PL 8 (74)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Close Combat (Unarmed) 1 (+7)
Deception 3 (+4)
Intimidation 2 (+4)
Perception 3 (+3)
Ranged Combat (Sonic Yell) 3 (+8)
Vehicles 2 (+2)

Advantages:
Improved Critical (Sonic Yell), Power Attack, Ranged Attack 5, Startle

Powers:
"Mutant Powers: Concussive Sonic Yell"
Blast 8 (Quirk: Requires Sound) (15) -- [16]
AE: Damage 8 (Extras: Area- 60ft. Cone) (Quirk: Requires Sound) [15]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Ramrodding +8 (+8 Ranged Damage, DC 23)
Long Rodding +8 Area (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Mr. Sinister's Orders)
Addiction (Alcohol)- Ramrod would rather get wasted than fight super-heroes.

Total: Abilities: 26 / Skills: 24--12 / Advantages: 8 / Powers: 16 / Defenses: 12 (74)

-Ruckus is a GREAT codename for a loud-mouthed teenager with a loud power, but he was just some young punk, and never got up to much. His Blast is decently-powerful, but he can't hold up to much punishment, and would go down in seconds in a real fight. And hey- he looks IDENTICAL to Riot, the leader of The Stingers, a rival group from "Jem and the Holograms". I mean they just coloured his hair pink and left it at that. Clearly an inspiration- it's too bad they didn't copy any of his seductive charm or runaway-army-brat characterization.

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GORGEOUS GEORGE (George Blair)
Created By:
Peter David & Larry Stroman
First Appearance: X-Factor #75 (Feb. 1992)
Role: Stretch-Guy
Group Affiliations: The Nasty Boys
PL 9 (136)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Athletics 4 (+8)
Close Combat (Unarmed) 2 (+10)
Close Combat (Tar) 2 (+10)
Deception 3 (+4)
Intimidation 6 (+7)
Perception 3 (+4)
Stealth 2 (+6)

Advantages:
Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Power Attack

Powers:
"Mutant Powers: Tar-Like Body"
Elongation 6 (500 feet) [6]
Immunity 10 (Falling Damage, Entrapment Effects) [10]

"Softened Form" Protection 2 (Extras: Impervious Toughness 8) (Flaws: Limited to Physical Attacks) (5) -- [6]
AE: "Hardened Form" Protection 4 (4)

"Sticky Skin"
Affliction 8 (Strength; Hindered & Vulnerable/Defenseless & Immobile) (Extras: Extra Condition, Cumulative, Contagious) (Flaws: Limited Degree) [24]
Movement 1 (Wall-Crawling) [2]
Insubstantial 1 (Feats: Selective) [6]
Regeneration 10 (Feats: Regrowth) [11]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Sticky Skin +10 (+8 Affliction, DC 18)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+8 Hardened, +6 Softened, +4 Impervious), Fortitude +7, Will +3

Complications:
Motivation (Mr. Sinister's Orders)
Prejudice (Obvious Mutant)- A big purple bat-like dude, "Gorgeous" George is anything but, and cannot pass for a normal human.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 5 / Powers: 65 / Defenses: 12 (136)

-Gorgeous George (named after the fabled early-gimmick wrestler from the '50s and '60s) was an ironically-named tar-like guy, basically taking the cool base powers of the Morlocks side-character "Tar Baby" and turning it into a solid PL 9-level guy. He did some Mr. Fantastic-type stuff in addition to being sticky, and it could protect him from damage (in Soft Form he's Impervious, but in Hard Form he's tougher). He'd have been a decent villain if they bothered to put some work into it, but even Peter David wasn't up to the challenge.

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THRENODY
Created By:
Fabian Nicieza & Richard Bennett Lamas
First Appearance: X-Men #27 (Dec. 1993)
Role: Death-Powered Chick
Group Affiliations: Mr. Sinister's Employ
PL 10 (157)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+7)
Deception 7 (+7)
Intimidation 6 (+6)
Ranged Combat (Blasts) 3 (+9)
Technology 5 (+6)
Treatment 4 (+5)

Advantages:
Ranged Attack 6

Powers:
"Mutant Powers: Death Powers"
Senses 5 (Death Awareness, Ranged 2, Radius, Acute) [5]
"Feed Off Own Death Energies" Immortality 3 (4 days) [6]
"Absorb Telepathic Energy" Immunity 20 (Mental Effects) [20]
"Absorb Kinetic Energy" Force Field 6 (Flaws: Limited to Physical Impacts) [3]

Damage 10 (Extras: Area- 60ft. Burst +2) (Flaws: Requires Death Energy) (20) -- [23]
AE: Blast 10 (Flaws: Requires Death Energy) (10)
AE: "Drain the Dying" Weaken Stamina 10 (Extras: Ranged) (Flaws: Limited to Those Near-Death) (10)
AE: Nullify 10 (Extras: Broad- All Energy) (20)

Summon 3 (Extras: Active, Heroic, Horde, Multiple Minions +8- 16 Zombies, Continuous) (Flaws: Requires Corpses, Unfriendly, Permanent) [33]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Blast +9 (+10 Ranged Damage, DC 25)
Wide Damage +10 Area (+10 Damage, DC 25)
Drain the Dying +9 (+10 Weaken, DC 20)
Nullify Energy +10 (DC 20)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3 (+9 vs. Physical Impacts), Fortitude +7, Will +4

Complications:
Addiction (Death Energy)- Threnody easily becomes addicted to the energies she receives from the dead or dying, and starts actively draining those close to death as a result.

Total: Abilities: 30 / Skills: 26--13 / Advantages: 6 / Powers: 90 / Defenses: 18 (157)

-Threnody is an odd side-character to the X-Mythos. She was introduced as Mr. Sinister's "Not So Evil After All" tech-junkie who kept watch over all his computers and clone-factories and junk, but she actually knew he was evil and kind of helped the X-Men sometimes. Then, when the "Age of Apocalypse" happened, she got promoted to "Hero's Girlfriend" and hooked up with Nate "X-Man" Grey, becoming a big part of his series (which I never really liked). She was kind of a classic "Emotional Wreck" girlfriend, which usually makes for interesting storytelling, and she started becoming addicted to sucking the last remaining life energy out of people (hey- why did SHE never show up in "Necrosha"? She's even more death-oriented than Wither & Senyaka were!). Eventually, she split with Nate, realizing she couldn't be helped, and she lied and pretended she didn't actually love him, but the energy he gave off. Quite the sad little tale, and I find myself not hating her so bad, despite her being related to two of my least-favourite characters ever, Sinister & X-Man.
-Threnody's got a fun, complex little power-set, full of rarely-seen weird things. She can Summon Unfriendly Minions, which are powerful "Zomboids" (basically... just zombies. The Comics Code didn't make the writers call them "Zuvembies" or anything, so I don't get their reasoning), Resurrect herself, Absorb Energy (basically Limited Toughness and Nullify, plus an Immunity to Telepathy, since her "Absorption" is really just her not being hurt by a Pryor/Selene double-wave of Telepathic might- she didn't "Drain" them at all), Blast stuff by draining energy first, Drain the life of the dying, and just plain Detect Death. She's a weak PL 10 (she needs to drain Dead people to use her damagng effects), and she has to Advantages besides Ranged Attack, but she's at least unique.

ZOMBOID
Role:
Mooks, Soulless Monsters, Unending Hordes
PL 6 (36), Minion Rank 3
STRENGTH
7 STAMINA -- AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -- AWARENESS -3 PRESENCE --

Skills:
Intimidation 1 (+8)
Perception 3 (+0)

Advantages:
Benefit (Uses Strength instead of Presence for Intimidation Checks), Fast Grab, Improved Hold, Teamwork

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Regeneration 4 [4]

Offense:
Unarmed +4 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +6, Fortitude --, Will --

Complications:
None

Total: Abilities: -14 / Skills: 4--2 / Advantages: 4 / Powers: 40 / Defenses: 4 (36)

Image

MISTER SINISTER (Nathaniel Essex)
Created By:
Chris Claremont & Marc Silvestri
First Appearance: The Uncanny X-Men #221 (Sept. 1987)
Role: Confusingly-Powered Villain, The Puppetmaster
Group Affiliations: The Nasty Boys, The Marauders
PL 12 (291)
STRENGTH
9 STAMINA 10 AGILITY 3
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 8 AWARENESS 4 PRESENCE 3

Skills:
Close Combat (Unarmed) 3 (+11)
Deception 10 (+13)
Expertise (History) 5 (+13)
Expertise (Science) 10 (+18)
Insight 6 (+10)
Intimidation 5 (+8)
Perception 8 (+12)
Persuasion 5 (+8)
Ranged Combat (TK Bolt) 6 (+12)
Stealth 2 (+5)
Technology 8 (+16)
Treatment 4 (+12)
Vehicles 4 (+4)

Advantages:
Beginner's Luck, Benefit (Multiple Identities), Chokehold, Daze (Deception), Equipment 6 (Labs & Stuff), Fast Grab, Fearless, Great Endurance, Jack-of-All-Trades, Power Attack, Ranged Attack 6,

Powers:
"Mutate Powers: Inconsistent Writing"
Immunity 1 (Aging) [1]
Regeneration 14 (Feats: Regrowth) [15]
"Immune to Lots of Damage" Protection 2 (Extras: Impervious 11) [13]
"Shapeshifting" Morph 3 (Any Humanoid) [15]

"Telekinetic Bolt" Blast 12 (24) -- [27]
AE: Move Object 8 (16)
AE: Flight 5 (60 mph) (10)
AE: Force Field 4 (Extras: Impervious 5) (Flaws: Immobile) (7)

"Telepathy" Mind-Reading 12 (Extras: Effortless) Linked to Mental Communication 2 (Feats: Subtle) (44) -- [50]
AE: "Focused Mind Control" Mind Control 12 (48)
AE: "Mental Stun" Affliction 11 (Will; Dazed/Stunned/Incapacitated) (Extras: Perception Range +2, Cumulative) (44)
AE: "Astral Form" Remote Sensing 15 (Visuals & Hearing) (Feats: Dimensional) (Flaws: Physical Body is Defenseless) (31)
AE: "Focused Mental Blast" Damage 12 (Extras: Perception Range +2, Will Save) (44)
AE: "Brainwashing" Affliction 12 (Will; Dazed/Compelled/Transformed Mentally) (Extras: Perception Range +2, Cumulative) (45)
AE: Nullify 12 (Extras: Broad- Mutant Powers, Simultaneous, Sustained) (Flaws: Touch Range) (30)

Offense:
Unarmed +11 (+9 Damage, DC 24)
TK Bolt +12 (+12 Ranged Damage, DC 27)
Mind Effects +11-12 Perception (+11-12 Perception Affliction or Damage, DC 21, 22 or 27)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +12 (+6 Impervious, +16 Force Field), Fortitude +13, Will +12

Complications:
Obsession (Summers & Grey Genetics)- Mr. Sinister has long-been obsessed with the Summers Family's DNA, realizing that they, combined with the Grey DNA, will create some of the most over-powered characters in comics history.
Motivation (Power)
Secret (Manipulations)- Sinister has his fingers in many pies, and many of his allies would be rather annoyed to discover the depths of his lies.

Total: Abilities: 92 / Skills: 76--38 / Advantages: 21 / Powers: 121 / Defenses: 19 (291)

-Ah, Mr. Sinister. The bastard child of the X-Men "Master Villain" trifecta. Magneto's the personable, agreeable savior of mutantkind, Apocalypse is the super-powerful god, and Sinister... is just kinda there. He's the wheeler-dealer/secret plotter of the three, which makes for some bizarre retcons and even weirder definition of his powers. I always hated stories with him as a kid, because you never got a good fight- he was so invincible (Cyclops & Rogues' best shots do NOTHING, and he just heals right back from any actual damage) that nothing could hurt him, and he was that type of cryptic "I'm not gonna give you any answers" villain that I HATE.
-He was kind of in The X-Cutioner's Song, as the guy who got Cyclops & Jean Grey kidnapped and handed over to Stryfe. This was a tertiary (but important) role, dealing with Stryfe behind the scenes. He did get to beat up Bishop & Jubilee with his trademark "I don't register anybody as a threat" personality, and in the end, he was responsible for unleashing the Legacy Virus on the world. Curiously, his origin story was supposed to be him being an ageless guy who only LOOKED like a kid, and Sinister's appearance would be the result of this little kid's idea of what a villain should look like. Of course, they dropped all that for a standard "confusing-ass immortal dude" look. He's shown up a lot over the years (at one point there was a Miss Sinister, too), generally as a behind-the-scenes manipulator with vague intentions beyond "screwing with people."
-Sinister just has... a ton of powers. He's a full-on PL 12 character, but is much more dangerous when you think about the fact that he's nearly impossible to kill. He's an expert liar, he can Morph, he can shoot Blasts, Mind-wipe guys, read minds, move stuff with his brain, etc. The writers just couldn't STOP adding crap to his power-set, no matter what, so he ended up being ridiculously over-the-top. I'm not even sure of his limits- some stuff I just swiped from Taliesin's build of the guy because I haven't read a Sinister story in a decade.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

The New Universe

Post by Jabroniville »

THE NEW UNIVERSE:
-Few things in comics sound more like "Colossal F*cking Failure" like The New Universe.
-Jim Shooter, fresh off a string of successes as Editor-In-Chief at Marvel Comics (despite pissing off numerous creators, many of whom quit and swore vengeance; another went and co-created The New Teen Titans), had decided that his master-stroke would be a brand NEW imprint of comics over at Marvel- a series of books set in "The World Outside Your Window", containing brand-new characters who were "outside" of the usual superhero templates, didn't live in a world of established, incomprehensible continuity, and were in general more realistic and "normal". So naturally, one of them was about a team of football players-turned-superheroes.
-Shooter basically pushed through the creation of something he called The New Universe, as a "celebration" of the 25th anniversay of the birth of the Marvel Universe (Fantastic Four #1). All of the characters in it gained their powers through something called "The White Event", linking everything to a shared origin, and the heroes were usually more normal people that other characters. Shooter explicitly wanted things to be realistic, so there were no Gods, no super-tech- none of that. In short, it was a comic book universe with everything INTERESTING stripped out of it. Michael Higgins, a major editor of the line, ended up looking like a colossal dope for bragging about removing things like "speed lines" from the books, as if "helpful clues that stuff is moving about in the scene" is some kind of mind-crushingly huge change. Never mind that artists eventually ignored this idiotic demand and started using speed lines ANYWAYS.
-Shooter privately called the thing "The Shooter-Verse", which his detractors took as the ultimate sign of hubris. Never mind that suddenly creating a ton of new books at ONCE was not only going to dull the impact of any one of them (something DC clearly failed to learn), but actually create competition for Marvel Comics itself! Humorously enough, Shooter's FIRST idea was to apparently create something identical to what Marvel's "Ultimate" line ended up being- Marvel's heroes, updated with modern-day settings & origins (this was rejected by corporate for "dulling down the mainstream books"). Archie Goodwin was put in charge of three books, Tom DeFalco one, and Mark Gruenwald another. Shooter would create Star Brand, a book about a normal man given extraordinary Cosmic Powers. All of the books were meant to be linked to the "White Event"- naturally, 3 of the 8 books had no such thing.
-But Shooter was in charge, and so his idea was pushed through (see DiDio, Dan; 52, New). And it was an unmitigated DISASTER. Numerous creators at Marvel insisted upon how much they hated the idea. Other problems: Marvel's parent company wanted to cut costs, and so the line's budget was slashed and was left with writers and artists that were either new, or couldn't find work elsewhere.
90% of the work was half-assed, regardless. Kickers, Inc. lost both of its creators after six issues, and several of the books were axed by the end of the line's first year. Mark Gruenwald got some attention for his "realistic super-team" DP7 (he'd later use his penchant for "what would heroes be like in the real world?" stuff to Captain America and The Avengers), but most of the books were awful.
-Also, in a weird, clumsy bit of editing, the New Universe contains characters named John Tensen, Jenny Swensen, and Keith Remsen. These aren't minor characters- these are the main characters of three of the line's eight books!
-By the end of the first year, 50% of the line (Kickers, Inc., Spitfire, Merc & Nightmask) had been cancelled. Ultimately, the line's failure would also help bring down Shooter HIMSELF! With Shooter's unpopularity at an all-time high (despite sales being high for the NON-New Universe books), Marvel's owners felt that this undermined their confidence in the company, and he was out as EIC, leaving DeFalco, Gruenwald & John Byrne in charge of the line. Bitter writers would even savage Shooter HIMSELF in their stories- at one point, Byrne (who hated Shooter more than anybody else alive) had Shooter's own "Self-Insert", the main character of Star Brand, blow up the city of Pittsburgh... Shooter's own hometown! The origin of the main character of Justice was Retconned into being a hallucinatory image, to remove the fantastical origin.
-Before long, the whole thing was cancelled- the remaining four books actually maintained pretty decent sales, but it was felt that the creators were better used on more important books in the line, as Marvel had entered its most profitable period in history (The Great Comics Boom was underway)- a four-issue Limited Series would wrap up the entire story. "Marvel, it seemed, had merely created a line to compete with itself" says one Comic History Book. Gruenwald would use it a bit in his Quasar series (his secretary/girlfriend Kayal Ballatine gained the Star Brand and moved to that Earth), but it still never interested anybody. Marvel's otherwise-great Exiles series had a very boring arc take place there as well- as a person who'd only read a single NU book before, this utterly failed to make me care about any of the new characters I was seeing- it was more or less like "Hey, here's this one character. He's a thing."
-There was a minor attempt at bringing it back with newuniversal, a mini-series by Warren Ellis & Salvador Larocca. And despite that great talent working on the books, nary a single shit was given- it was done in eight issues total, and has never been mentioned again (Ellis said that he lost some story files on his computer, making the project basically dead- even GOD hated the New Universe!). Jon Hickman used several concepts (Star Brand, Nightmask, The White Event) in his magnum opus run on Avengers, but it suffered from... being in Jon Hickman's mangum opus run on Avengers. In short, the characters were given SO LITTLE FOCUS that no fans gave a crap about them (I don't even know what Nightmask's POWERS were!), 900 things happened per issue, not a single thing made any goddamn sense (Hickman's major problem as a writer was clarity), and in short, nothing mattered. And so, despite more time separating us from the New Universe than separated the New Universe from the MARVEL Universe, the Fantastic Four, Spider-Man and the Avengers mean thousands of times more to the industry than this little brainfart ever did.
Note: it is absolutely, completely inconceivable for me to imagine a world in which I would ever give one iota of one shit about anything from the New Universe. The chances of me ever, ever, ever reading anything from the New Universe are only slightly better than the chances of me ever reading anything from CrossGen. So if I hear one "But Jab, you really should...", the explosion of my uncontainable rage shall be legendary and ban-worthy :).


The Books:
DP7- a band of "paranormals" on the run from an evil medical facility.
Kickers, Inc.- Football players turned superheroes. In the "realistic" line.
Justice- a bad-ass anti-hero alien. In the "realistic" line.
Mark Hazzard: Merc- a grim mercenary.
Nightmask- a counselor who can enter people's dreams to help them with their trauma.
Psi-Force- basically the exact same idea as DP7, but these guys can "Captain Planet" a being called The Psi-Hawk into existense.
Spitfire & The Troubleshooters- a school Professor steals a Powersuit along with five pranksters.
Star Brand- A Shooter-written title featuring an ordinary guy turned Cosmic Superheavyweight.

They were going to have a vehicle called the Ultramobile that could travel all-terrain and it was much more broad adventure, à lá the Challengers of the Unknown. As things started to form, there was more information about what the New Universe was going to be trickling down from [editor-in-chief Jim] Shooter. We found out Shooter was pushing this idea that the books would be ultra-realistic. Tom wanted to do very tongue-in-cheek, seat-of-your-pants adventures. The characters were going to be off-season football players, but he was seeing something much broader. When Tom saw that Shooter wanted things more grounded in realism, he tried to take the strip back. But Jim wanted a sports book. Tom tried to tell him it wasn’t a sports book, but Shooter told Tom, ‘Trust me, it’ll be great. I want it for New Universe.'
-Tom DeFalco


KICKERS, INC.
JACK "MR. MAGNIFICENT" MAGNICONTE
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Kickers, Inc. #1 (Nov. 1986)
Role: Goofy-Ass Hero
PL 8 (102)
STRENGTH
5 STAMINA 8 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 3 (+8)
Athletics 9 (+14)
Deception 3 (+6)
Expertise (Football Player- Quarterback) 6 (+10) -- Uses Dex
Insight 2 (+5)
Intimidation 2 (+5)
Perception 3 (+6)

Advantages:
Great Endurance, Move-By Action

Powers:
"Supreme Physical Specimen"
Power-Lifting 1 (3,200 lbs.) [1]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]

Offense:
Unarmed +8 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +5

Complications:
Relationship (Darlene- Wife)

Total: Abilities: 76 / Skills: 28--14 / Advantages: 2 / Powers: 5 / Defenses: 5 (102)

-This book was supposed to be called Mr. Magnificent and the Team Supreme, a goofy-ass broad adventure series set in a Challengers of the Unknown vein. But when they discovered that this whole "New Universe" thing was going to be more realistic in tone, they rapidly changed everything around to fit... poorly. The book was riddled with even MORE creative difficulties than the rest of the line, as DeFalco was doing only half the writing within three issues (he says he was already bored with the project by then), and by the sixth issue both the creators (who'd go on to do Thor together) had left the book. It was cancelled after twelve issues, though the main character, Jack Magniconte, would appear in other NU books.
-Jack gained powers in the White Event, but quit the "New York Smashers" football team (WORLD OUTSIDE YOUR FRONT DOOR, SHOOTER!) because football no longer held any challenge for him. His brother, who'd thought HE'D given Jack superpowers, was killed by loan sharks for failing to pay his debts (his "Superpower Device" obviously didn't work- 'twas the White Event, not his machine, that empowered Jack). Jack decided to form Kickers, Inc. as a do-gooder organization, but a CIA agent began blackmailing him to shut it down. After Pittsburgh was destroyed, Jack joined the army and became The All-American.
-Jack's teammates were Thomas "Suicide" Smythe, Beauford "Brick Wall" Wohl, and Dallas "Dasher" Corbin- all former teammates of his. The Wall is naturally a VERY large black man (with a business & finance-based education). Suicide has some contacts in his past who are less than on the up-and-up, but ultimately rejects the Uzi they gave him for one mission. Dasher is the young & immature one, focusing on fashion & fame over boring stuff like "education". His businesswoman wife Darlene was the "team aide" character.

There's a fun series of bits in one of the books I picked up from the Comic Expo- Captain America #369, which is a combination Cap/Diamondback/Skeleton Crew/SELENE issue:

* It starts off with Cap intruding upon the Serpent Society's Asp at the STRIP CLUB she works at (he's trying to find out where Diamondback, Asp's colleague and friend, is), and when he lectures her about her job (because he's Cap), she rips on him and declares that her work is an art form and that she ENJOYS seeing men slobber over her.
* Ron Lim REALLY loves drawing Diamondback here. It helps that her costume is both completely vacuum-sealed/skin-tight, and has the black diamonds run completely down to her crotch and butt, allowing Lim an excuse to basically show it as a thong.
* The Skeleton Crew (Crossbones, Machinesmith, Mother Night & The Voice) are hunting the location of the Red Skull, as Gruenwald had the brilliant idea to have Magneto be pissed off over the whole "German War Criminal" thing, and BURY the Skull in a hidden location, essentially torturing him as his own people were once tortured (though I dunno if the Skull PERSONALLY tortured Jews, it's likely). As Magneto was then a member of the Hellfire Club (the Late Claremont Era had Mags do this while the X-Men left for Australia), they go traipsing around their basement.
* This sets off one of Gru's favorite "Story Ideas"- the meeting of random characters who've never met before (Mark Waid also loves this), as Selene, the Black Queen, interrupts the Crew's invasion and holds them solid. Except the Voice has the power of Mind Control, and actually forces her to stop moving. But Selene still uses her Elemental Control to force the Voice to let her go... at which point she crushes his throat anyways. Because Selene is awesome.
* Then, crazier stuff happens, as Selene holds off the Crew momentarily (Smithy is in the giant "Sleeper" Robot, so is quite the powerhouse), nearly zaps the strength of Captain America when he arrives to help (as he's all "I've GOT you, miss" when she's thrown into his arms, because the sight of a black-haired woman in fetish gear fighting super-villains in the New York City sewer system isn't enough to make him suspicious), but then DIAMONDBACK of all people scores a KO, throwing one of her freshly-made Throwing Diamonds into the back of her head. She recovers quickly, but it's still REALLY unusual to see Gru job out someone else's character in his own book- Cap usually wiped out Jobbers for that very reason. Eventually, all the villains escape after Selene triggers a cave-in.
* Crossbones is oddly way more intelligent here than I ever remember him being. Though he talks like a brute, he comes up with a lot of strategies, recognizes when it's time to bug out, and even realizes that the Black Queen is way too much for them to handle (Mother Night says they should've held her hostage; 'Bones says he already THOUGHT of that, but the way she challenged the whole team made him drop consideration).

But the BEST part is in the second bit of the issue (these books tended to use the Red Skull and his operation in a secondary part, doing their own thing): The Red Skull, rotting in a prison cell of complete darkness, slowly going mad. And in a pretty dark turn of events, the malhourished Skull is seeing visions- his abusive father, the ashamed Adolf Hitler (who ensures the Skull that he "will never be more than I MADE you! You can never surpass the MASTER! Do you hear me... you BELL-HOP!?"), and the daughter whom he'd abused so terribly, and a helpful Arnim Zola... each of whom goad him to commit SUICIDE to end his pain. Hitler even says "If you'll recall, *I* committed suicide in a bunker not unlike this one. I think that before long, YOU will, too! Like master, like pupil!" And when Zola recommends suicide so the Skull can merely enter a new Clone Body, Gru writes himself out of that potential plot-hole/easy-out with the Skull pleading "You don't understand! Dying is AGONY!"

But best of all, the final vision is that of Captain America himself. But instead of goading him towards suicide ("This is not justice. This is VENGEANCE."), Cap recommends the Skull FIGHT, so that he can face justice later! "Don't SUCCUMB to the darkness! DON'T GIVE UP, MAN!" And of course this hurts the Skull most of all- "I CURSE you, Captain! I HATE you for caring! I hate you for being more GOOD than I am EVIL!" The sheer agony of his arch-nemesis being a voice cheering him on causes him more suffering than any of the people close to him, most of whom hated him. And yet... it works. The Skull's hate keeps him alive in the darkness, the taunts of his greatest enemy pushing him through sheer stubborness.

Gruenwald's Cap run is often derided for its goofiness (because it can be Hella-weird at times), but he REALLY got these characters. And even the bad stories are at least INTERESTING.

D.P.7:
-Created by Mark Gruenwald & Paul Ryan, this was one of the more well-thought-of New Universe books, largely because Gru was famously way-into figuring out how superheroes would operate if it was real. So you had a lot of "little things" kicking around in his books- the Avengers had a full-time support staff (because OBVIOUSLY you need someone manning the controls, or a real pilot, or a guy to do day-to-day operations), villains actually have to think up their complicated plots, etc. With this book, he included "little things" like the team speedster needing to eat constantly to maintain his super-fast metabolism, for instance.
-The book was the only NU title to maintain a stable creative team in its first year. Gruenwald also made sure that the team seemed different from other superheroes, by creating a giant list of Superhero Types (jesus he and I are truly one and the same) and creating characters that differed from them in every category. However, fans criticized numerous aspects of it, such as the first year taking place over much less time than the other books (one month was supposed to equal one month in real time, even though this is ridiculous for a 22-page comic), or the way the book made multiple branching plotlines instead of having a central theme. At least fans enjoyed the characters- Gru worked hard at making them interesting, as did Ryan. D.P.7 was canceled with the rest of the New Universe after 19 issues.
-The titular seven are a band of escapees from a Generic Evil Lab, where they've all gained superpowers. They're called the "Displaced Paranormals" after they flee (upon discovering that their "caretakers" wish to turn them into an army). Eventually some are recaptured, and a fight breaks out. Later, the heads of the Clinic are gone, and the thing descends into warbands and anarchy. When the NU is concentrated further, most of the males join the army as part of the mandatory "Paranormals Join the Army" plan the government had. As the New Universe ends, most of the characters have moved on- some are living incognito in New York City.

ANTIBODY (Randy O'Brien)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: Team Leader
PL 7 (130)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Athletics 3 (+5)
Deception 2 (+5)
Insight 2 (+4)
Investigation 2 (+4)
Perception 2 (+4)
Treatment 3 (+6)

Advantages:
Fast Grab, Set-Up, Teamwork

Powers:
"Summon Antibodies" Summon 5 (Feats: Dynamic) (Extras: Continuous, Horde, 4 Antibodies +4, Heroic +2) (51) -- [55]
Dynamic AE: "Summon Super-Strong Antibody" Summon 6 (Feats: Dynamic) (Extras: Continuous, Heroic +2) (31)
Dynamic AE: "Absorb Own Antibodies" Enhanced Strength 4, Stamina 4, Flight 6, "Transfer Memories" Power (Feats: Dynamic) (27)

"Resists Mind Control" Immunity 10 (Mental Effects) (Flaws: Limited to Half-Effect) [5]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Powered Up +8 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+7 Boost), Fortitude +4, Will +6

Complications:
Relationship (Mastodon)- The two are best friends.
Responsibility (Dislike of Blacks)- Randy's upbringing has made him uncomfortable with the idea of dating a black woman, despite his attraction to Charlotte.

Total: Abilities: 50 / Skills: 14--7 / Advantages: 3 / Powers: 60 / Defenses: 10 (130)

THE ANTIBODIES
Role:
Summons
PL 5 (69)
STRENGTH
2 STAMINA -- AGILITY 3
FIGHTING 8 DEXTERITY 2
INTELLIGENCE -- AWARENESS 0 PRESENCE --

Skills:
None

Advantages:
Fast Grab, Set-Up, Teamwork

Powers:
Flight 6 (120 mph) [12]
"Transfer Memories" Communication (Mental) 1 (Flaws: Limited to Images, Limited to One-Way, Limited to Touch Range) [1]
Senses 1 (Detect Astral Energies) [1]

"Living Energy"
"Intangibility" Insubstantial 3 [15]
Protection 3 [3]
Immunity 30 (Fortitude Effects) [30]

Offense:
Unarmed +8 (+2 Damage, DC 20)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude --, Will --

Total: Abilities: 0 / Skills: 00--0 / Advantages: 3 / Powers: 61 / Defenses: 5 (69)

-Randy was a medical resident who becomes the Team Leader of sorts. Eventually, after he's recaptured by the Clinic, he volunteers to stay on afterwards to clean it up and make it a force for good. He was de-powered and forced to join the Draft of paranormals, but soon regains his Antibodies.
-Antibody has the power to create Energy Summons- at first, he could only create one, but soon could create many. He can either create a few Antibodies (only once, under stress, does he create more than five), create one super-powerful one (many are summoned, but they combined into one- I figure it for ST 6, Toughness 7 like his super-powered self), or absorb some into him to boost his own strength. Since he could theoretically leave one Summon out AND empower himself, all the powers are Dynamic.

FRICTION (Charlotte "Charly" Beck)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: Assister
PL 8 (117)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 4 (+5)
Deception 2 (+5)
Expertise (Dance) 5 (+8)
Expertise (Music) 3 (+6)
Insight 2 (+4)
Investigation 2 (+4)
Perception 2 (+4)

Advantages:
Set-Up, Teamwork

Powers:
"Frictionless Floor" Affliction 8 (Athletics; Hindered & Impaired/Prone & Disabled) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree) (32) -- [37]
AE: "Render Frictionless" Immunity 5 (Entrapment Effects) (Extras: Affects Others & Objects, Perception-Ranged +2) (25)
AE: "Make Things Stick Together" Move Object 8 (Extras: Area- 30ft. Burst) (Flaws: Limited to Resisting Movement) (16)
AE: "Make Eyelids Stick Together" Dazzle Visuals 8 (Feats: Accurate 2) (18)
AE: "Stick To Things" Movement 3 (Wall-Crawling, Sure-Footed 2) (Extras: Affects Others, Ranged) (12)
AE: "Slide Along The Floor" Speed 3 (16 mph) (Extras: Affects Others, Ranged) (9)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Frictionless Floor +8 Area (+8 Affliction, DC 18)
Gross Dazzle +6 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +5

Complications:
Power Loss (Powers)- Charly's powers are dependent on her mental state- if she is fatigued or otherwise impaired, her powers will not work right.

Total: Abilities: 56 / Skills: 24--12 / Advantages: 2 / Powers: 37 / Defenses: 10 (117)

-"Charly" is a Dance student who can make herself, anything she touches, or any object close by friction-free, letting them slide effortlessly. She may also INCREASE the friction, causing things to stick together. She can be fast, slow others down, cause people's eyelids to stick together (EW!), stick to walls and resist movement, and even trip others up in a massive area. So she's a PL 8 "Afflicter"-type, but very vulnerable otherwise (PL 5.5 on defense, and no real way to cause damage).

SCUZZ (Dennis Duzinski)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: "That Guy" on a Team, Riff-Raff/Street Rat
PL 7 (85)
STRENGTH
2 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Athletics 3 (+4)
Close Combat (Acid) 2 (+8)
Deception 6 (+5)
Expertise (Street Rat) 5 (+4)
Perception 2 (+2)
Ranged Combat (Spitballs) 4 (+8)

Advantages:
Improved Critical (Corrosive Touch)

Powers:
"This Corrosion" Damage 3 (Extras: Secondary Effect, Aura +3) Linked to Weaken 3 (Extras: Aura +3, Affects Objects) (30) -- [32]
AE: "Spitballs" Blast 4 (Extras: Secondary Effect) (Diminished Range -1) Linked to Weaken 5 (Extras: Ranged, Affects Objects) (Diminished Range -1) (25)
AE: "Acid Touch" Damage 5 (Extras: Secondary Effect) Linked to Weaken 6 (Extras: Affects Objects) (22)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Corrosion +8 (+3 Damage & Weaken, DC 18 & 13)
Acid Touch +8 (+5 Damage & +6 Weaken, DC 20 & 16)
Spitballs +8 (+4 Ranged Damage & +5 Ranged Weaken, DC 19 & 15)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +2

Complications:
Responsibility (Cult of the White Event)- Dennis believes that paranormal powers are a gift from God.
Drawback (Powers Constantly Active)- Dennis's clothes, furniture and bedware all decay and corrode at an alarming rate- he can never truly turn his powers off completely.

Total: Abilities: 30 / Skills: 22--11 / Advantages: 1 / Powers: 32 / Defenses: 11 (85)

-Scuzz is a High School dropout who gets stuck with the others, and is probably the team's resident pain in the ass. Eventually, he joins the "Cult of the White Event", which believes that their powers are a gift from God. He later tries to assassinate The Cure (who can remove powers), but both are left powerless- he doesn't seem to really get up to much with the actual team.

TWILIGHT (Lenore Fenzl)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: Old Lady
PL 9 (91)
STRENGTH
-1/6 STAMINA -1/6 AGILITY -1/4
FIGHTING 0/6 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Educator) 4 (+6)
Insight 3 (+5)
Perception 1 (+3)

Advantages:
Set-Up

Powers:
"Fatigue-Inducing Bioluminescence" Affliction 9 (Strength; Dazed/Stunned/Asleep) (Extras: Area- Visual Perception, Aura +3, Cumulative) (Flaws: Permanent) [45]

"Boosted Stats" (All Have Flaws: Limited to Amount of People Stunned)
Enhanced Strength 7 [7]
Enhanced Stamina 7 [7]
Enhanced Agility 5 [5]
Enhanced Fighting 6 [6]
Leaping 1 [1]

Offense:
Unarmed +0 (-1 Damage, DC 14)
Boosted Strength +4 (+6 Damage, DC 21)
Bioluminescence +9 Area (+9 Affliction, DC 19)
Initiative -1

Defenses:
Dodge +2 (+6 Boost, DC 12-16), Parry +2 (+8 Boost, DC 12-18), Toughness -1 (+6 Boost), Fortitude +0 (+5 Boost), Will +4

Complications:
Power Loss (Bioluminescence)- Twilight's powers may be blocked by any kind of material, such as fabrics. The trick is, it has to cover all of her skin.

Total: Abilities: 6 / Skills: 10--5 / Advantages: 1 / Powers: 71 / Defenses: 8 (91)

-When Gru & Ryan decided to create "non-standard" characters, types like Lenore are definitely way up there. She's an OLD LADY, a retired Latin teacher, who just happened to gain powers, and got stuck with the D.P.7. Over time, she began growing addicted to her powers, which involved draining the energy from others- this had the effect of de-aging her and making her a bit superhuman. In the end, she was captured with the rest of her team and turned over to the CIA, where she took very well to her training. Unfortunately, she was killed on their first mission, despite having learned a lot of physical stuff since her training began.
-Twilight is useless physically until she uses her powers to stun others at range- this boosts her physicality to a great degree.

MASTODON (David Landers)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: Team Strongman
PL 8 (82)
STRENGTH
9 STAMINA 9 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Cheese Factory Worker) 4 (+4)
Expertise (Survival) 4 (+4)
Perception 2 (+2)
Vehicles 8 (+8)

Advantages:
Ranged Attack 6

Powers:
"Super-Strong"
Leaping 2 (30 feet) [2]
Immunity 10 (Mental Effects) [10]

Offense:
Unarmed +6 (+9 Damage, DC 24)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +9, Fortitude +9, Will +4

Complications:
Relationship (Antibody)- The two are best friends.
Relationship (Glitter- Stephanie Harrington)- David has unrequited feelings for the woman who'd eventually become his teammate- eventually, they form a couple.
Prejudice (Obvious Superhuman)- David's facial hair grows at a constant rate, and he is noticeably larger than most people, and with a pronounced brow.

Total: Abilities: 48 / Skills: 18--9 / Advantages: 6 / Powers: 12 / Defenses: 9 (84)

-Landers is probably the most important character after Antibody- Gruenwald was inspired to create him after reading about electrolysis-induced muscle growth experiments (currently peddled by snake-oil salesmen as Automatic Six-Pack-Creating Girdles). In this case, Landers was wracked with the pain of muscle spasms, similar to those who've had their muscles stimulated by an electrical charge. David befriended Antibody, and the two led the team for a while- David was the last captured, living with a hermit who taught him how to fight. He allowed himself to be captured, then sprung his allies- they then worked to turn the Clinic into a force for good. He became the director of security for the place... but unfortunately wasn't that good at it, as a riot eventually broke out.
-Later, he fell for Glitter once they'd all been drafted into the army, but went AWOL and was imprisoned. Solitary confinement drove him to suicide, but he survived the attempt thanks to Antibody's medical training. Eventually, David & Antibody went into hiding together, forming a bromance of sorts. Eventually, however, he DID hook up with Glitter.
-Davis is kind, but unskilled- he was a worker in a cheese factory before he gained powers. However, he is apparently a great shot and a good driver of any kind of motor vehicle.

GLITTER (Stephanie Harrington, aka Viva)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: Team Mom, Action MILF
PL 7 (84)
STRENGTH
7 STAMINA 7 AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+11)
Expertise (Housewife) 4 (+5)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Equipment (Staff- Reach, Split)

Powers:
"Energized Healing"
Regeneration 6 (Extras: Affects Others) (12) -- [13]
AE: "Boost Powers" Variable 1 (Others' Powers) (Extras: Affects Others Only +0) (7)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +9, Fortitude +9, Will +4

Complications:
Relationship (Husband, Children)- Stephanie was estranged from her husband, but desperately wants to get back with her three children.

Total: Abilities: 66 / Skills: 12--6 / Advantages: 1 / Powers: 13 / Defenses: 9 (84)

-Stephanie's your everyday "Good Girl" helpful character, who Oh wait she's a MILF- gotta make this an essay topic, then:
-Another rarity, Stephanie was a HOUSEWIFE before she gained her superhuman powers- for numerous reasons, in comics, superheroic women are almost universally non-maternal in nature. From the '40s to the '60s, these "good women" were usually designed to be drool-worthy to men, but non-sexual enough that young boys could theorize that the hero and his "girl" were chaste- that's why heroes so rarely got married, and usually had "Kid Sidekicks" or "Nephews" instead of actual children of their own. This is also why countless Comic Strip & Cartoon characters had trios of nephews hanging around. Over time, creators continuously refused to move the stories forward TOO much, meaning that women ended up unmarried, and so you couldn't have THEM breed. Then there's the "sexuality" aspect of it- a lot of writers are under some kind of weird impression that MILFs aren't a thing, and that a woman would immediately become a potato-shaped matron as soon as she hatched a podling. This kind of thing also led to a lot of female characters lacking sidekicks, and I've heard creators moan about Donna Troy's existence "aging" Wonder Woman (who, notably, is probably supposed to be immortal).
-So over the years, the vast number of super-heroines out there only managed a teensy amount of children- The Invisible Woman (who notably, was treated as if she were still attractive, proving the whole "Moms Ain't Hot" thing wrong), the second Spider-Woman (Julia Carpenter), Donna Troy (who only had her son in the REALLY bad "Wolfman Years" of the Titans book), Saturn Girl, and a scant few others. Most were either extremely minor characters (the Titans' Mirage), or mostly off-panel (Tigra had her child in the background of The Initiative and Avengers Academy, and is a D-Tier character at best). In fact, Jessica Drew is only the second MAJOR character to ever be given the role of motherhood, and the first female solo star in a book. Barring Elseworlds, Earth-2s and stuff like that.
-This brings us back to Glitter, who, like Twilight, was one of the "unique characters" the D.P.7 creators wanted. She was estranged from her husband, and wanted to get back to her three children, so she joined the break-out with the other six paranormals. She was distant to the advances of her teammate Mastodon, and ended up with CIA training with the other females (the men had to join the army)- it later turned out that her husband wanted to reconcile with her... but only because he thought her powers could cure him of HIV! This was back when that was a VERY rare thing for comics or other media to be talking about. By the end of the series, she'd quit the CIA and formed a relationship with David/Mastodon.
-Glitter is both very strong (she apparently wrecks a house over the course of several minutes) and can heal from many things- she survives a bullet wound, and can keep her hands intact while holding a burning log. She can also extend this healing ability to others by touch, making her probably the most useful member of the team. She can also enhanced the powers of others, and fights wielding a staff- someone stronger than a friggin' grizzly isn't gonna get much of a boost from that, but it improves her range.

BLUR (Jeff Walters)
Created By:
Mark Gruenwald & Paul Ryan
First Appearance: D.P. 7 #1 (Nov. 1986)
Role: Speedster
PL 9 (127)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

Skills:
Athletics 11 (+14)
Deception 1 (+4)
Expertise (Fast Food Manager) 4 (+5)
Perception 2 (+4)
Persuasion 2 (+5)

Advantages:
Defensive Attack, Improved Initiative 4, Move-By Action, Uncanny Dodge

Powers:
Speed 7 (250 mph) [7]
Quickness 8 [8]
"Good Vibrations" Immunity 6 (Cold Environments, Drugs) [6]

"Strike Everyone At Once" Strength-Damage +2 (Extras: Area- 30ft. Shapeable on 5 Ranks) (7) -- [8]
AE: "Hit Everyone" Strength-Damage +2 (Extras: Multiattack 5) (7)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Strike Everyone +5 Area (+5 Damage, DC 20)
Hit Everyone +12 (+5 Damage, DC 20)
Initiative +21

Defenses:
Dodge +13 (DC 23), Parry +14 (DC 24), Toughness +4, Fortitude +6, Will +5

Complications:
Responsibility (Constantly Hyper-Metabolic)- Blur constantly moves around, vibrates, and cannot stop eating for long. He sweats frequently (causing him to smell), and dislikes hot weather strongly. He even speaks too quickly. He also needs to wear goggles in order to see while moving above 125 mph.

Total: Abilities: 66 / Skills: 20--10 / Advantages: 7 / Powers: 29 / Defenses: 15 (127)

-Part of Gruenwald's "Heroes in the Real World" thing was characters like Blur- a super-fast guy who nonetheless had to eat extreme amounts of food in order to fuel himself. Blur also could NOT hold still- he was constantly vibrating back and forth. Despite not appearing that much in the bio-sites I can find, BLUR of all people has lived on past the death of the New Universe, part of the Crisis on Infinite Earths of Marvel caused the destruction of countless worlds, one of which was the "New Universe" Earth. Blur, the sole survivor, has been placed on the new Squadron Supreme, made up of characters from various cancelled books (Nighthawk from the MAX Squadron, the original Squadron's Power Princess, the traitorous Warrior Woman, the Hickman-Avengers's version of Hyperion, the Hickman-JLA-Analogue Doctor Spectrum, and now Thundra). Blur has done by far the least of his team so far, though- I can't tell you much about him. He seems more like a neat, unexpected cameo as much as anything.
-At PL 8.5, Blur is a pretty good Speedster, and the member of his team most-ready for "Actual Superhero Duty", really.

Others:
SPONGE (Miriam Sorenson)- Absorbs moisture from the air and releases it as pressurized streams of water. Unrequited crush on Dave, forming a love triangle. The Cure rendered her powerless.
MUTATOR (George Mullaney)- Changes form every 48 hours. Shunned due to his "repellant" animal forms. Cured by The Cure.

SPITFIRE (Professor Jenny Swensen, aka Chrome)
Created By:
Eliot R. Brown & Jack Morelli
First Appearance: Spitfire and the Troubleshooters #1 (Nov. 1986)
Role: Scientific Genius, Armored Hero
PL 8 (130)
STRENGTH
1/8 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 5 AWARENESS 3 PRESENCE 2

Skills:
Deception 1 (+3)
Expertise (Science) 5 (+10)
Perception 2 (+5)
Persuasion 2 (+4)
Technology 6 (+11)

Advantages:
Ranged Attack 4

Powers:
"Man Amplified Experiment Armor" (Flaws: Removable) [68]
Enhanced Strength 7 (14)
Protection 8 (Extras: Impervious 7) (15)
Flight 7 (250 mph) (14)
"Cybernetic Controls" Immunity 10 (Mental Effects) (10)
Senses 3 (Infravision, Extended Vision 2) (3)
"Great Size" Reach 1 & Features 2: Increased Mass 2 (3)

"Missiles" Blast 8 (Extras: Area- 30ft. Burst) (24) -- (25)
AE: "Machine Guns" Blast 7 (Feats: Accurate) (Extras: Multiattack) (22)
-- (84 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Armored Punch +5 (+8 Damage, DC 23)
Machine Guns +9 (+7 Ranged Damage, DC 22)
Missiles +8 Area (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2 (+10 Armor), Fortitude +3, Will +5

Complications:
Enemy (Fritz Krotze)- Fritz had Jenny's father murdered for his M.A.X. Armor.

Total: Abilities: 46 / Skills: 16--8 / Advantages: 4 / Powers: 68 / Defenses: 4 (130)

-Spitfire and its concept were created by the writers up there in "Created By", but oddly, though they assumed they were going to be the writers, Harras had already accepted a completed script from Gerry Conway- the thing was designed to be a "less-smart Iron Man" book, with a more realistic, clunky suit of armor. The whole thing was apparently based off of Brown's misadventures with a friend at M.I.T. Spitfire was a Professor investigating the death of her inventor father, and the Troubleshooters were her quirky students. They fought crime.
-The series went through various changes, as the main villain was killed off in the fourth issue, the armor was destroyed, and Conway was gone by the seventh issue. The next writer, Cary Bates, eliminated the Troubleshooters, took away Swensen's career, and turned the book into an espionage series entitled Codename: Spitfire. Fabian Nicieza wrote the last issues, featuring the character in new armor, but the series was cancelled along with the earlier low-sellers. Jenny herself eventually broke free from the government, and joined up with D.P.7... after gaining steel skin thanks to being doused with "Pitt-Juice" (the run-off of the distruction of Pittsburgh, not some lusty byproduct of the soon-to-be former Mr. Angelina Jolie). She even got a crush on a very kindhearted, "Silver Age Throwback" hero known as Captain Manhattan, who really, REALLY liked defending his hometown. Unfortunately, despite some decent powers (Flight, Force Field, Telekinesis) he has the dorkiest costume in the entire universe.
-Spitfire's armor is called the M.A.X., and puts her up to a PL 8, thanks to the enhanced strength and array of missiles & bullets. She's basically Iron Man Lite, using a more primitive version of a "Powersuit" gimmick, owing to the more down-to-earth atmosphere of the New U. The suit is also ENORMOUS, but Growth buggers with her Defenses, and she's not a natural fighter, so I left that power out and slotted in Reach & Mass instead.

THE TROUBLESHOOTERS:
* The Troubleshooters were a multiethnic sidekick squad that helped out Jenny. All but Eric designed mechanical devices based off of the M.A.X. tech. All of them had left the book by the seventh issue, as the new creators apparently didn't care for them.

Eduardo Giotti: Designed a set of super-strong arms (called, appropriately enough, the Strongarms) that could punch stuff real good. He had a crush on Jenny, but was brash & headstrong.
Eric Chin: Eric quit the group when Eduardo plotted revenge against the killers of the other two. He never designed anything for some reason.
Timothy Ferris: Designed a set of mechanical legs (as part of the Fastball armor) that increased human running & cycling speed. He was maimed by the villain Steel Hawk.
Andrew Meadows: Designed the Beam-Splitter wrist-mounted lasers, but was murdered with them by the villain Steel Hawk.
Theresa Roberts: Designed the Think Tank, which could allow her to access computer information at high speeds, which disoriented her. With no combat ability, she helped out as best she could. She had a crush on Eduardo, and resented Jenny for being the object of his affections.

STAR BRAND (Ken Connell)
Created By:
Jim Shooter & John Romita, Jr.
First Appearance: Star Brand #1 (Oct. 2016)
Role: Wannabe Flagship Character, Ultra-Powered Normal Guy
PL 18 (381)
STRENGTH
13 STAMINA 12 AGILITY 3
FIGHTING 6 DEXTERITY 1
INTELLIGENCE 1 AWARENESS 0 PRESENCE 2

Skills:
Athletics 6 (+7)
Deception 4 (+4)
Technology 2 (+3)
Vehicles 8 (+9)

Advantages:
Ranged Attack 5

Powers:
"Starbrand Powers"
"Cosmic Burst" Damage 18 (Extras: Area- 2 miles +10) (180) -- [181]
AE: Blast 28 (Feats: Increased Range 3, Split) (Extras: Penetrating 12) (72)

Immunity 10 (Life Support) [10]
Regeneration 5 (Feats: Regrows Limbs) [6]
Immortality 4 [8]
Flight 20 (2,000,000 mph) [40]
Movement 1 (Space Travel 1) [2]
"Starfield" Force Field 10 (Extras: Impervious 15) [25]
Senses 10 (Extended Vision 8, Analytical Vision) [10]

Offense:
Unarmed +6 (+13 Damage, DC 28)
Area Blast +18 (+18 Damage, DC 33)
Cosmic Blast +6 (+28 Ranged Damage, DC 43)
Initiative +3

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +12 (+20 Force Field, +8 Impervious), Fortitude +12, Will +5

Complications:
Relationship (Madelyne Felix)
Responsibility (Imbecile)- Ken is way under-prepared to be as powerful as he is- he is prone to grievous errors in judgment that get many people killed.
Power Loss (All Powers)- Ken only retains his powers so long as his willpower remains up, or he has confidence in himself. If he gets too frightened, he may "Power Down" until he can re-access them.

Total: Abilities: 76 / Skills: 20--10 / Advantages: 5 / Powers: 282 / Defenses: 8 (381)

-Star Brand was meant to be the flagship character of Jim Shooter's New Universe- Shooter himself wrote the book, featuring Ken Connell as a regular man who gained vast power beyond imagining, and had to figure out how to use it. It was told entirely from Ken's point of view, not the omniscient one that was universal in the comic book medium- I'll give Shooter this... that was a seriously unique idea. Unfortunately, the book suffered from the shake-ups at Marvel- Shooter was fired by the seventh issue, and his co-creators left the series. John Byrne took over the title with Star Brand #11, and pretty much used it to take down Shooter, whom he despised. Byrne even destroyed Pittsburgh- Shooter's hometown! The book was cancelled with #19, after five issues in which Ken was only a minor character, and things dealt with the effect of the Star Brand on humanity.
-Ken gained the Star Brand after his aged predecessor gave it up- the impact of the Brand on Earth came to be known as the "White Event", which empowered a swath of the human populace. At first frightened of its power, Ken is later convinced by his girlfriend to become his world's first superhero. Then, in a fight with his predecessor (who it turns out was Ken himself, having been thrown into the past), he accidentally destroys Pittsburgh in the "Black Event". The guilt over this drove him insane, and he wandered Earth aimlessly for a year. Eventually, in Mark Gruenwald's Quasar, a crossover with the New Universe saw Ken help remove the Star Brand from the New U and place it in the Marvel U (though it soon ended up back, as the Living Tribunal declared it a threat to cosmic balance).
-I actually own a single issue of Star Brand, and believe me, it was a doozy. It featured Ken & Madelyne's baby, conceived while he was super-powered, being born by ripping itself out of its mother's womb, then engaging in a conversation with its now-deceased mother's friends over whether or not it was a murderer. I was like ten or eleven years old, having bought this issue alongside the She-Hulk where she fights Doctor Bong and a Strikeforce Morituri issue- this was like a cocaine-fueled fantasy to me innocent eyes, and the gore in this one and SM turned me off of both books forever. She-Hulk was at least delightfully weird. And thank God I didn't read one of the later issues, which features an entire family constantly making skin contact to stave off the pain of an infection from "The Black Event", only to mutate into a horrifying pile of vomiting flesh, which then consumed another person.
-Having read through a bit of a Star Brand comic at the local Chapters, I came off unimpressed. Though watching John Byrne write Ken Connell as the hugest idiot in the entire universe, who kills millions because of a MISTAKE, is certainly an interesting bit of destroying a character so that nobody can ever enjoy them again. I mean, you think KILLING a character is too much "Removing Them From The Sandbox" for you? This is "Never Recover"-type stuff. Keith Giffen keeps killing off Karate Kid because he hates the idea of his powers. You know what I call that? LAZY. THIS is how you destroy a character so that no one will ever use him again!
-There's a fun bit where Ken, wearing his actual superhero outfit, meets John Byrne from that universe's Marvel Comics, who carefully explains to him how "some aspects of superhero comics only work because we SAY they work, and the fans accept it" as part of the genre- he details out the "Superman Disguise" is ludicrous, and how even with a full-body-covering like Ken was wearing, anyone could tell a lot about him just by looking at him (his 6'4" height, prominent nose, jawline, Caucasian skin seen through the eyeholes), and a "criminal mastermind" would only have to look up everyone in his hometown with those bodily features and eventually find him out. Kind of reminds me of how ludicrous it is that Jim Gordon, a POLICE DETECTIVE by trade, can't recognize his own daughter she she wears a mask that exposes her eyes, nose, mouth, chin and her friggin' HAIR.
-The Star Brand itself wound up on a handful of people, including a fighter pilot, the Star Child (Ken's son, who thanks to a cosmic paradox WAS Ken, because why not?) and Quasar's love interest Kayla Ballantine. She ended up staying in the New Universe when it was cut off from the MU.
-Ken Connell is a fairly normal man with a tiny bit of experience, who nonetheless wields a power beyond almost any Marvel hero (save, naturally, the Maintream Star Brand, created by Jon Hickman for his Avengers run, who is a cafeteria worker with power enough to laugh off a full strike from Thor).

MARC HAZZARD: MERC
Created By:
Archie Goodwin & Gray Morrow
First Appearance: Marc Hazzard: Merc #1 (Oct. 2016)
Role: Hard-Bitten Mercenary
PL 8 (112)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 4 (+7)
Deception 4 (+6)
Expertise (Mercenary/Soldier) 8 (+10)
Insight 2 (+5)
Intimidation 3 (+5)
Investigation 4 (+7)
Perception 4 (+7)
Stealth 2 (+6)
Technology 3 (+5)
Treatment 3 (+5)
Vehicles 1 (+7)

Advantages:
Accurate Attack, Equipment 4 (Guns & Ammo), Fearless, Improved Aim, Improved Critical (Guns), Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 4

Offense:
Unarmed +10 (+3 Damage, DC 17)
Guns +10 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +6

Complications:
Relationship (Joan & Scotty- Ex-Wife & Son)- Joan, fed up with Marc's mercenary career, left him and married a lawyer.
Responsibility (Only Good At One Thing)- Marc, who dealt for years with a disapproving father, has found that he's only #1 at one thing: combat.
Enemy (Gordon)- Gordon married Joan after she & Marc divorced. Still feeling that Marc was a threat, Gordon arranged for his capture in Iraq.

Total: Abilities: 68 / Skills: 40--20 / Advantages: 14 / Powers: 0 / Defenses: 10 (112)

-Among the least-interesting concepts of the New U was Marc Hazzard- a Vietnam veteran and mercenary. Archie Goodwin created the idea, but Peter David wrote the first four issues... at which point the trademark "Shuffling Creative Teams" that helped kill the New U reared their ugly heads. The book ended up cancelled after its first year. David's run had dealt with the main character's struggles between his family and his military career, while the successor, Doug Murray, focused almost entirely on Hazzard being a Mercenary. When the book was cancelled, Murray had the character killed in his final appearance, dying in the midst of strangling Gordon, his ex's new husband, to death after the man tried to have him killed in Iraq.
-Hazzard is an elite Mercenary in a more realistic universe, making him PL 8. He's sort of like a low-rent Frank Castle, essentially.

JUSTICE (John Roger Tensen, aka Net Prophet)
Created By:
Archie Goodwin & Geof Isherwood
First Appearance: Justice #1 (Oct. 2016)
Role: Alien Vigilante-Turned-Detective
PL 9 (132)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 3 (+6)
Deception 2 (+4)
Expertise (Government Agent) 6 (+8)
Insight 2 (+5)
Intimidation 4 (+6)
Perception 2 (+5)
Stealth 1 (+5)

Advantages:
All-Out Attack, Close Attack, Fast Grab, Ranged Attack 4, Startle

Powers:
"Sword" Blast 9 (Feats: Improved Critical) (Extras: Penetrating 6) (25) -- [29]
AE: Dazzle Visuals 8 (16)
AE: "Concentration-Based Healing" Regeneration 4 (Feats: Regrows Limbs) (Flaws: Distracting) (3)
AE: "Sensory Projection" Communication (Mental) 1 (Flaws: Limited to Images) (3)
AE: "Suffocation" Suffocation 5 (20)

"Shield" Enhanced Defenses 4 (8) -- [9]
AE: "Jelling" Speed 2 (8 mph) (2)

"Read Auras" Senses 3 (Detect Alignment- Acute, Ranged) [3]
"Origin Sense" Senses 2 (Detect Paranormals- Ranged) [2]
"Spectral Sense" Senses 2 (Detect Spirits & Extranormal Beings- Ranged) [2]

Offense:
Unarmed +9 (+3 Damage, DC 17)
Sword +8 (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +8 (+12 Shield, DC 18-22), Parry +8 (+12 Shield, DC 18-22), Toughness +4, Fortitude +6, Will +6

Complications:
Motivation/Obsession (Justice)
Involuntary Transformation (Interdimensional Alien)- Justice occasionally believes that he hails from an interdimensional society that resembles Medieval England.

Total: Abilities: 60 / Skills: 20--10 / Advantages: 8 / Powers: 45 / Defenses: 9 (132)

-Among the early failures of the New Universe line was the way the first creators actually managed to ignore the central tenet by which the NU was supposed to revolve around- "The World Outside Your Window". All the heroes were supposed to share an origin and be more down-to-earth, with realistic applications of their powers. Very "Heroes in the Real World". So of course one of the books centred around an alien from an English-speaking alternate universe that was like a high-tech Medieval Europe, who acted as a vigilante murderer. Created by Archie Goodwin, he was largely written by Peter David, who was still relatively new to comics. Over time, the character's origin was retconned into him being a paranormal who'd merely been BRAINWASHED into thinking that he was an alien.
-Steve Englehart was the earliest writer, but soon bailed (another NU trademark)- it wasn't until issue #15 that David took over. Despite that, it was one of the four NU titles to last beyond the first year of the line. David immediately announced that the ENTIRE previous run had been a hallucination created by a comatose paranormal, and that Justice was a regular human. David then also introduced a whole new cast of characters, and a new costume. Eventually, the series became a team book, with Justice working alongside other paranormals.
-Tensen is apparently a government agent, who was brainwashed by one of his targets (who becomes a paranormal) into thinking he was an interdimensional vigilante- the early part of the book features him hunting down paranormals and judging them- the "guilty" are then murdered with his Psi-Shield & Psi-Sword. Eventually, he learns the truth, though under duress he sometimes reverts to thinking he's an alien. At this point, he becomes a government agent, and vows to temper is "justice" with mercy.
-David would do his weird "Peter David Thing" by falling in love with his special character, and would continuously replicate him everywhere he went. In the Marvel 2099 line, a version of Justice appears called the "Net Prophet", and interacts with Spider-Man 2099 (which of course David was writing). Then, later on, he wrote a novel called Psi-Man under a pseudonym, and it featured basically the same guy. Its not as weird as his Linda Danvers/Supergirl obsession (which saw him recreate his canceled book's character in an Indie Book he was working on), but it's up there, especially considering the New Universe crashed so hard. In Exiles, Justice's appearance marked a clear point of variance between continuities, as in this one he was still an alien vigilante- he was killed by Kevin "Proteus" MacTaggert, who had escaped Marvel-616 during the whole "Mutants Rule a Changed World" thing that was House of M (the different world meant that Proteus had never escaped or died- but he escaped at a DIFFERENT time, and escaped through the Exiles' portals and took over Mimic's body, killing him as well... this... wasn't my favorite era of the book).
-Justice is a dangerous fighter with a powerful "Sword" and a defensive "Shield", psionic powers that mimic the fighting style of a medieval knight (except the "Sword" is actually a Blast). He can also "read auras" that determine someone's alignment, though it might not always work right. Also, he can Regenerate through concentration (it took him a month to regrow a hand, for example).

NIGHTMASK (Keith Remsen)
Created By:
Archie Goodwin & Tony Salmons
First Appearance: Nightmask #1 (Nov. 2016)
Role: Dream Warrior
PL 8 (108)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 3 (+4)
Deception 2 (+4)
Expertise (Psychology) 3 (+6)
Insight 3 (+6)
Perception 4 (+7)
Persuasion 2 (+5)
Stealth 1 (+4)

Advantages:
None

Powers:
"Enter Dreams" Movement 1 (Dimensional Travel) [2]
Senses 1 (Sensory Link- Theodora) [1]

"Project Illusions" Illusion 8 (All Senses) (Feats: Dynamic) (Flaws: Mental) (33) -- [35]
AE: "Astral Projection" Remote Sensing (Hearing & Sight) 8 (Feats: Dynamic) (25)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Illusions -- (+8 Illusion, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +4, Will +7

Complications:
Motivation (Helping People)- Keith uses his powers to help people who've undergone mental trauma.

Total: Abilities: 48 / Skills: 18--9 / Advantages: 0 / Powers: 38 / Defenses: 13 (108)

-Nightmask is probably the most original, unique idea amongst the whole New Universe line- Spitfire is just "Iron Man Lite", D.P. 7 and Psi-Force are just X-Men Copycats, and Marc Hazzard & Justice are just Frank Castle take-offs. Nightmask is a paranormal whose powers allow him to enter the dreams of others, helping them with various traumas. Naturally, of course, the book's writer & artist bailed early, dropping the first story arc- one out of every three issues of the series was a fill-in (a dreaded term in the olden days, as failing deadlines meant that rookies or unrelated writers would do a "filler" story or two)- within twelve issues, the comic was gone.
-Keith Remsen was a boy who was orphaned by an evil psychologist and was left in a coma before the White Event gave him powers- his sister Theodora could communicate with him in the dreamscapes, but when she was injured later on, Keith became more and more unhinged. Eventually, he was drafted into the army after his book was cancelled. Eventually, he rescues his sister from a comatose state, and recovers as the New Universe line ends. A new Nightmask appeared in the main Marvel line during Hickman's Avengers run, but he was your classic "I Say Vague Shit That Is Meaningless Until 20 Issues Later, After You've Forgotten What I Said" type of guy, and has powers so arcane that I have no idea what to give him, leading to him being the only single Avenger character I absolutely cannot stat.
-As far as I can tell, Nightmask can enter people's dreams and cast illusions. I can't find any other evidence of powers from him.

The characters were well-conceived and designed. As individuals and as a team, they worked very well in an X-Men-ish kind of way. Like an X-Men series, Psi-Force was about a team of ‘hunted and hounded’ superpowered young people who didn’t always get along, but when push came to shove were always there for each other. Those qualities may have been what readers found most familiar and relatable about them. Of course, Mark Texeira’s and Bob Hall’s art was exciting and set a powerful tone for the look and feel of the book.
-Danny Fingeroth, writer of many issues


PSI-FORCE
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)

-Psi-Force were a band of paranormals themed around "mental powers" of various types, and were very X-Men-like in their "we rebel against authority, and live in a world that fears and hates us" kind of thing, which makes them great characters to represent the teenagers of the world. Running for 33 issues in total, the book was one of the most popular of the New Universe despite having numerous creators take tursn in the early days- it even contains some of the very first comic book work of Fabian Nicieza (the major X-writer for much of the '90s, and the co-creator of the great New Warriors book) and Ron Lim (who would do more on Captain America and Silver Surfer, becoming Marvel's resident "Cosmic Guy".
-The group of paranormals (gathered by Emmett Proudhawk, who even before the White Event was trying to gather children with high ESP scores) could combined their mental powers to "Captain Planet" a guy named Psi-Hawk into existence. Proudhawk mentally-coerced many teens to join his squad, but was himself killed by a villain relatively quickly. Psi-Hawk had a magnified version of the combined powers of the entire Psi-Force. The group would rarely part- it turns out that one member leaving would soon either want to rejoin quickly, or the entire group would follow to their location. Psi-Hawk himself was destroyed in issue #24, but the team members survived.

PSI-HAWK
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Summoned Creature
PL 10 (168)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Intimidation 4 (+6)
Perception 4 (+7)

Advantages:
All-Out Attack, Fearless, Power Attack, Ranged Attack 6

Powers:
Variable 10 (Psionic Powers) (Flaws: Limited to the Powers of His Summoners) [60]

"TK Flight" Flight 6 (120 mph) [12]
"TK Field" Force Field 6 [6]

Offense:
Unarmed +10 (+3 Damage, DC 17)
TK Damage +10 (+10 Ranged Damage, DC 25)
Explosions +10 Area (+10 Ranged Damage, DC 25)
Mind Control -- (+10 Perception-Ranged Affliction, DC 20)
Push +8 Area (+8 Affliction, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4 (+10 TK Field), Fortitude +6, Will +8

Complications:
Weakness (Creation)- Psi-Hawk usually needs to be created by at least five psionic paranormals (any less and he's much weaker), and gains only their powers.

Total: Abilities: 64 / Skills: 8--4 / Advantages: 9 / Powers: 78 / Defenses: 13 (168)

-Psi-Hawk can be summond by the five members of Psi-Force, and it later turns out that others can add their own powers into him as well. His powers are basically the team's, but amplified. He could be a Summon of their own, but since he dies and then doesn't return for a while, I'm counting him as his own character, with a few limits (such as who summoned him).

From a Bio-Site:
Any other powers the Psi-Hawk has access to depends entirely on who it is that is combining their minds and power to make him manifest in the physical plane.

* Healer's Powers: when Anastasia Inyushin is contributing to the composition of the Psi-Hawk, it has access to her Cure Disease, Detoxification, Healing / Self, Healing / Others, and Regeneration / Self parabilities, making it nigh-impossible to harm for long.

* Johnny Do's Powers: if he ever contributes to the generation of the Psi-Hawk, Johnny Do will lend that spectral gestalt his powers of Energy Generation and Control (fire), Flight, and Invulnerability to Fire and Heat, granting him overwhelming destructive might.

* Network's Powers: Wayne Tucker usually initiates Psi-Hawk's formation, granting it his Auscultation, Charm, Crowd and Mind Control, Linguistics, Macro Sense, Mesmerism, Mind Wipe, Psi Bolt, Psychic Invisibility and Probe, Sensory Distortion, and Telepathy abilities.

* Overtime's Powers: whenever Lindsey Falmon is contributing to the composition of the Psi-Hawk, it can make use of her Psychometry power, which also serves as a gateway for the use of Precognition and Sensory Link related to what she reads from an object.

* Salvo's Powers: though Johnny Do's powers are generally destructive, they simply don't hold a candle to Michael Crawley's. His power of Psychokinesis can destroy just about anything, and what it can't touch, his knack for Disintegration can.

* Sedara's Powers: if she ever lends her psychic and paranormal essence to the generation of the Psi-Hawk, Sedara can infinitely increase its effective range of motion. Her Portal and Dimensional Displacement parabilities mean there's nowhere she cannot reach.

* Shockwave's Powers: when Kathy Ling uses her psionic might to bolster the creation of the Psi-Hawk, it can make use of her Flight, Force Field, Force Blast, Kinetic Focus, and Telekinesis powers, some of which greatly augment his own, inherent abilities.

* Syphon's Powers: though he wasn't one of the initial creators of the Psi-Hawk, Thomas Boyd can readily lend his parability to him when necessary. This allows the Psi-Hawk to make use of Boyd's Adrenal Vampirism in addition to his melee prowess.

* Voyager's Powers: if the Psi-Hawk enjoys having the powers and psyche of Tyrone Jessup contributing to his existence, he develops the ability to transform his very body into electromagnetic energy, usually light. This may say something about the ultimate nature of Jessup's powers.

HEALER (Anastasia "Stasi" Inyushin)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Healer
PL 3 (74), PL 4 (74) Defenses
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 4 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Perception 2 (+4)

Advantages:
None

Powers:
"Paranormal Power: Healing"
Regeneration 5 [5]
Healing 10 (Extras: Restorative) [30]

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +4

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +2, Fortitude +3, Will +5

Complications:
Vulnerable (Excessive Healing)- Stasi feels a great deal of suffering after healing one too many people, or the same person too many times.
Responsibility (Naiive)- People often take advantage of Stasi's willingness to help others.

Total: Abilities: 32 / Skills: 2--1 / Advantages: 0 / Powers: 35 / Defenses: 6 (74)

-"Stasi" is a Russian who was freed from her government by the team. A Healer, she dies healing the injuries of the rest of the team in #24- her powers overloaded.

VOYAGER (Tyrone Jessup)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Astral Projector
PL 5 (99)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Espionage) 4 (+6)
Insight 2 (+4)
Investigation 4 (+6)
Perception 4 (+6)
Technology 4 (+6)

Advantages:
Ranged Attack 5

Powers:
"Paranormal Power: Astral Projection"
Summon Electromagnetic Form 10 (Extras: Heroic +2) (Flaws: Rendered Comatose) [30]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +5

Complications:
Disabled (Crippled)- Tyrone was badly injured at one point, and was left unable to walk.

Total: Abilities: 44 / Skills: 22--11 / Advantages: 5 / Powers: 30 / Defenses: 9 (99)

VOYAGER'S ELECTROMAGNETIC FORM
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Summoned Self
PL 7 (149)
STRENGTH
2 STAMINA -- AGILITY 3
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Aerobatics 4 (+7)
Deception 4 (+6)
Expertise (Espionage) 4 (+6)
Insight 2 (+4)
Investigation 4 (+6)
Perception 4 (+6)
Technology 4 (+6)

Advantages:
Ranged Attack 5

Powers:
Immunity 30 (Fortitude Effects) [30]
Protection 4 [4]
Flight 9 (1000 mph) [18]
Immunity 40 (Physical Damage) (Flaws: Limited to Half-Effect) [20]

"Disable Electronics" Affliction 8 (Tech Skill of Creator; Dazed/Stunned/Incapacitated) (Extras: Affects Corporeal, Cumulative) (Flaws: Limited to Machines) (16) -- [19]
AE: "Stunning Bolt" Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (14)
AE: Electromagnetic Blast 7 (14)
AE: "Alter Light & Sound Fields" Concealment 3 (Visuals & Hearing) (Flaws: Blending) (3)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +4, Fortitude --, Will +5

Complications:
Vulnerable (Excessive Healing)- Stasi feels a great deal of suffering after healing one too many people, or the same person too many times.
Responsibility (Naiive)- People often take advantage of Stasi's willingness to help others.

Total: Abilities: 30 / Skills: 26--13 / Advantages: 5 / Powers: 91 / Defenses: 10 (149)

-Astral Projection, leaning towards projecting a sentient Energy Form with a few electrical-based abilities. He is drafted into the U.S. Army at one point, and loses control of his powers after the death of Psi-Hawk.

SYPHON (Thomas Boyd, aka Psi-Stalker)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Adrenaline Vampire
PL 8 (97)
STRENGTH
2/9 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Espionage) 4 (+6)
Insight 2 (+4)
Investigation 4 (+6)
Perception 4 (+6)
Technology 4 (+6)

Advantages:
Equipment 3 (Guns, Knives), Fast Grab, Ranged Attack 4, Startle

Powers:
"Paranormal Power: Adrenaline Vampire"
Weaken Strength 10 [10]
Enhanced Strength 7 (Flaws: Limited to Amount of Strength Drained) [7]
"Channels Power" Features 1: Channels Power Through Conduits & Reach 6 (Flaws: Requires Sufficient Conduit Length) [4]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Vamped Up +7 (+9 Damage, DC 24)
Guns +7 (+5 Ranged Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Psi-Force)- Thomas went from having nobody, to having an "adopted family" of sorts.

Total: Abilities: 46 / Skills: 22--11 / Advantages: 9 / Powers: 21 / Defenses: 10 (97)

-An energy siphon/adrenaline vampire who could exhaust the energy from others, even through mediums like batons or snares. He was first hired to hunt the team, but later joined them. He started off cold and detached, but opened up emotionally after taking care of the autistic Johnny Do.

NETWORK (Wayne Tucker)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Mind Controller
PL 8 (127), PL 10 (127) Mind-Reader
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Streetwise) 3 (+5)
Expertise (Espionage) 5 (+7)
Insight 2 (+5)
Investigation 4 (+7)
Perception 4 (+7)
Persuasion 4 (+7)
Technology 4 (+6)

Advantages:
Equipment (Blades), Leadership, Ranged Attack 3

Powers:
"Paranormal Power: Mind Control"
Mind-Reading 10 Linked to Communication (Mental) 3 (Feats: Dynamic) (32) -- [41]
Dynamic AE: "Crowd Control" Mind Control 4 (Feats: Dynamic) (Extras: Area- Audio Percepting, Selective) (Flaws: Touch Range, Tiring) (17)
Dynamic AE: Mind Control 7 (Feats: Dynamic) (29)
AE: "Mind Wipe" Affliction 8 (Will; Entranced/Compelled/Transformed to Forgotten Memories) (Extras: Perception-Ranged +2) (Flaws: Distracting, Limited to Memory Changes) (8)
AE: "Sensory Distortion" Concealment (All Senses) 5 (Flaws: Blending) (5)
AE: "Psychic Invisibility" Concealment (All Senses) 5 (Flaws: Tiring) (5)
AE: "Psi-Bolt" Blast 8 (Extras: Will Damage) (24)
AE: "Area Psi-Bolt" Damage 5 (Extras: Will Damage, Area- 60ft. Burst +2) (20)

"Absorb Languages" Comprehend 2 (Languages) (Quirks: Requires Short-Term Access to Speakers -1) [3]

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blades +7 (+3 Damage, DC 18)
Psi-Bolt +7 (+8 Ranged Damage, DC 23)
Area Bolt +5 (+5 Damage, DC 20)
Mind-Wipe -- (+8 Perception-Ranged Affliction, DC 18)
Mind Control -- (+7 Perception-Ranged Affliction, DC 17)
Crowd Control +4 Area (+4 Affliction, DC 14)
Mind-Reading -- (+10, DC 20)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibility (Outcast)

Total: Abilities: 54 / Skills: 30--15 / Advantages: 5 / Powers: 44 / Defenses: 9 (127)

-Wayne was a Telepath who could coerce people to follow his mental commands. He can "push" up to 20 people at a time, and often mind-wipes people into forgetting his team was ever there. He's a former abused child from a broken home- despite that, he leads the team.

SALVO (Michael Crawley, aka Dynamite)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Powerful Nerd
PL 8 (99)
STRENGTH
0 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Espionage) 3 (+7)
Expertise (Science) 5 (+9)
Investigation 4 (+5)
Perception 4 (+5)
Technology 4 (+8)

Advantages:
Ranged Attack 5

Powers:
"Paranormal Power: Psychokinesis"
Blast 8 (Extras: Area- 30ft. Burst) (24) -- [25]
AE: "Disintegration" Blast 8 (Flaws: Distracting) Linked to Weaken Toughness 6 (Extras: Affects Objects Only +0) (14)

Offense:
Unarmed +7 (+0 Damage, DC 15)
Psychokinetic Burst +8 (+8 Ranged Damage, DC 23)
Disintegreation +8 (+8 Ranged Damage & +6 Ranged Weaken, DC 23 & 16)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +5

Complications:
Disabled (Blind Without 'Em)- Michael needs his thick glasses in order to see properly.

Total: Abilities: 48 / Skills: 24--12 / Advantages: 5 / Powers: 25 / Defenses: 9 (99)

-Could cause explosions with his mind. He leaves the group in the final issue, later joining up with the Clinic from D.P. 7's book.

JOHNNY DO (Dehman Doosha)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Autistic Powerhouse
PL 8 (61)
STRENGTH
0 STAMINA 1 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -2 PRESENCE -2

Skills:
Intimidation 6 (+4)

Advantages:
Startle

Powers:
"Paranormal Power: Pyrokinesis"
Blast 8 (Feats: Accurate 4) (20) -- [23]
AE: "Fire Wave" Damage 8 (Extras: Area- 60ft. Cone) (16)
AE: "Firestorm" Damage 8 (Extras: Area- 30ft. Burst) (16)
AE: "Fire Stream" Damage 8 (Extras: Area- 30ft. Line) (16)

"Fire Flight" Flight 3 (16 mph) [6]
Immunity 10 (Fire Effects) [10]

Offense:
Unarmed +7 (+0 Damage, DC 15)
Psychokinetic Burst +8 (+8 Ranged Damage, DC 23)
Disintegreation +8 (+8 Ranged Damage & +6 Ranged Weaken, DC 23 & 16)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1, Fortitude +3, Will +2

Complications:
Disabled (Autistic)- Johnny is autistic, and cannot function properly in society. Many treat him like an animal, and he can barely speak.

Total: Abilities: 8 / Skills: 6--3 / Advantages: 1 / Powers: 39 / Defenses: 10 (61)

-An autistic pyrokinetic who was badly abused by his Russian masters. Boyd becomes his caregiver after forming a bond with the boy. His "real name" isn't actually his- it means "Demon Within".

SEDARA BAKUT
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: War Refugee
PL 6 (144)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Deception 2 (+2)
Expertise (Soldier) 4 (+5)
Investigation 3 (+4)
Perception 2 (+3)
Technology 3 (+5)

Advantages:
Equipment 2 (Pistol +5, Knife +1), Ranged Attack 4

Powers:
"Paranormal Power: Teleportation"
Portal 14 (Extras: Extended, Accurate, Portal +2) (Flaws: Accurate Limited to Places She or Others Have Seen) (77) -- [78]
AE: "Dimensional Displacement" Strength-Damage +3 (Feats: Improved Critical) (4)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Displacement +7 (+4 Damage, DC 19)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +5

Complications:
Responsibility (Repentant Soldier)- Sedara has been forced to kill many times, and begins to feel guilty over it.

Total: Abilities: 44 / Skills: 14--7 / Advantages: 6 / Powers: 78 / Defenses: 9 (144)

-A Teleporter from Afghanistan who rebels against Russia and joins the team in the last issue (this makes her a Mujahedin- one of the predecessors to the Taliban). She can create portals to places she has been, or places put into her mind by another.

OVERTIME (Lindsey Falmon)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Low Power Lady
PL 5 (66)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Espionage) 2 (+3)
Investigation 3 (+4)
Perception 2 (+3)
Technology 3 (+4)

Advantages:
Ranged Attack 2

Powers:
"Paranormal Power: Psychometry"
Senses 4 (Postcognition) (Extras: Affects Others) (Flaws: Limited to Memories From Objects) [4]
Senses 4 (Precognition) (Flaws: Uncontrolled) [2]
Remote Sensing (Vision) 10 (Flaws: Limited to the Wielders of an Item She's Holding) [10]

Offense:
Unarmed +7 (+0 Damage, DC 15)
Displacement +7 (+3 Damage, DC 18)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +3, Will +5

Complications:
Power Loss (Thirteen Wielders)- Lindsey can only tell what the circumstances were around the last thirteen wielders of an item she senses with her powers.

Total: Abilities: 30 / Skills: 12--6 / Advantages: 2 / Powers: 16 / Defenses: 12 (66)

-Psychometry powers. She forms a relationship with Network and later reveals her own powers- they agree to marry in the final issue. Though her pwoers aren't useful in combat, they can be useful in investigative work.

SHOCKWAVE (Kathy Ling)
Created By:
Archie Goodwin, Stephen Perry & Mark Texiera
First Appearance: Psi-Force #1 (Oct. 2016)
Role: Low Power Lady
PL 8 (103)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 7 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Espionage) 2 (+3)
Investigation 3 (+6)
Perception 2 (+5)
Technology 3 (+4)

Advantages:
Ranged Attack 5

Powers:
"Paranormal Power: Telekinesis"
Move Object 11 (22) -- [25]
AE: "TK Punch" Strength-Damage +9 (9)
AE: TK Blast 8 (Feats: Subtle 2) (18)
AE: "TK Field" Force Field 7 & Enhanced Will 2 (Flaws: Limited to vs. Mental Attacks) (8)

Flight 6 (120 mph) [12]

Offense:
Unarmed +7 (+1 Damage, DC 16)
TK Punch +7 (+9 Damage, DC 24)
TK Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2, Fortitude +4, Will +6

Complications:
Power Loss (Thirteen Wielders)- Lindsey can only tell what the circumstances were around the last thirteen wielders of an item she senses with her powers.

Total: Abilities: 46 / Skills: 12--6 / Advantages: 5 / Powers: 37 / Defenses: 9 (103)

-A spoiled rich kid and a powerful Telekinetic who hated her powers at first (she hated being on the team, and being considered a "freak"), but later started enjoy them. She quits the group in the last issue.

THE MEDUSA WEB:
* A covert organization of mercenaries sent out after the kids. It's said at one point that their purpose is to provide an enemy that unites mankind in the future.
BABEL (Thame Panagitis): The team leader with the power to understand every language, and have every person hear his words in their own native tongue.
BACKFIRE: Could reflect all atatcks back against the attacker. He's a coward at heart, and his sidearm is full of blanks, because he once shot himself in the foot.
ELECTRIQUE: Composed of living electricity. Dispersed and killed by Jessup's "Astral Form"
DONNER KOPF: Created hypersonic energies with his voice.
GATTO DI SANGUE: "Bloodcat" was an Olympic gymnast with enhanced athletic capabilities after teh White Event. She was killed by Rodstvow during a battle in Russia.
IMPRINT: Transmits everything he sees & hears as electromagnetic impulses that can be recorded (basically a "human recording device"). Unfortunately, he's mute.
POTIPHAR: Non-paranormal mercenary.
RELAMPAGO: Super-Speed. Was accidentally killed by Stasi when he tried to capture her.
SKYBREAKER: Flight, but used exterior wings for stability. Also used guns.
TROUBLEMAKER: "Quadruple-Jointed" and could move his joints in every direction. Also a martial artist and could easily provoke others. So basically an Internet Troll.

CRASNIYE SOLLEETSI:
* A Soviet band of paranormals, run by the KGB. Many members were completely insane or otherwise mentally incapable of the job. Uniquely, they actually have Russian codenames, not English names.
COOJEECHISCUE (Cubic): The field leader who could create cube-shaped Force Fields that could protect or contain people.
RODSTVOW (Kinship; The People's Hero): An insane paranormal with incredible power- Flight, Energy Blasts, Teleportation, Molecular Combustion & others. Once an artist, but went nuts after the White Event.
SILLATOCHCA (Leonid Vishnevesky- Force Point): A former mechanic who could cause things to explode by filling them with increased pressure using his mind. This causes him severe migraines. He's forced to join the team after his family is threatened, and is killed by Potiphar after he helps Overtime escape the Siberian paranormal project.
SHIVOWTNOEH (Irina Mityushova- Animal): Bestial form with strength & sensory powers. Pretty much gone nuts.
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Davies
Posts: 5081
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Location: Edmonton, AB

Re: Jab's RoninArmy Build Dump

Post by Davies »

I actually rather enjoyed the few issues of the New Universe that I read, and they definitely influence how I'd go about writing a 1st-generation supers universe set in the present. Of course, this really just goes to show that the golden age is 12.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

New Warriors

Post by Jabroniville »

THE NEW WARRIORS:

This series is kind of an anomaly in Marvel Comics, in that it made it's debut in the early '90s, alongside X-Force, the grittiest X-Men yet, and also shares it's era with Image Comics, yet it's one of the more "regular" Marvel books in a highly-experimental, weird era for the medium. It's got its grittiness to it (murder and moping are common plot devices), but a newbie Mark Bagley's bright, sunny-looking faces, and some good-old-fashioned super-heroic stuff, combined with some HORRIBLY dated "Totally Radical" '90s slang, make for something that almost defines its era as well as the "Blood 'n' Guts" books of the 1990s. The team was created from the vestiges of the Marvel U, as Tom DeFalco ordered a book featuring all of the "un-used" teenage characters that Marvel had created and then left lying around. This included Firestar (created for "Spider-Man & His Amazing Friends" to replace the Human Torch, but left on the vine in regular comics), Marvel Boy (the young alternate version of Major Victory, in a plot point I still can't comprehend), Nova (a Peter Parker wannabe from the '70s, whose series had been forgotten), Namorita (a cousin of Namor, as Marvel added new girl versions to many heroes), and Speedball (a Steve Ditko creation that only had a few appearances). Combined together with a new character in Night Thrasher, a REALLY dated concept merging Batman, black people, and teen skateboarders, The New Warriors were "The Team For the '90s!"

Fabian Nicieza & Mark Bagley were the creative team for the first ton of issues, and it's pretty interesting stuff. It breaks almost zero new ground whatsoever, its villains are TERRIBLE almost through-and-through, and a lot of it is very, very dated (people actually say things like "rad"; one issue is described as "Kick-Butt"; Thrash uses his SKATEBOARD to fight crime), but it's this very generic-ness that makes it kind of fun. While other books are up their own asses about being more hardcore and nasty and full of killing, the New Warriors are a team of bright-eyed teens who only SOMETIMES angst over life (Speedball's parents are divorcing, Marvel Boy kills his abusive father in self-defense and goes to prison for it, Thrasher's parents died Thomas & Martha Wayne-style), and generally fight a bunch of generic villains with "good, old fashioned" super-heroics. Bagley's early art would get better over time, and he has an INSANE fetish for super-costumes with goggles on them (check out his runs on New Warriors, Spidey or Thunderbolts and just count 'em... Impulse, Firestar, Jolt, three of the four Forces of Nature, etc.). All in all, being a plain, ordinary super-hero book in the era of Image-style nonsense actually makes it one of the BEST comics of the era!

After a couple years working for "Thrash" and his mentor-figures Chord (a mercenary) and Tai (a mysterious asian mystic), they uncover a conspiracy (Tai wanted a bunch of American soldiers to knock up her allies and create a generation of super-powered offspring with which to rule the world), add a bunch of new members (Avengers member Rage is demoted to the book, Darkhawk gets added to further interest in his own '90s series, and Silhouette, a daughter of said Asian mystic/soldier unions- who is a crippled martial artist).

Like most '90s books, it kind of ran out of steam eventually. The Problems: The new members were never as iconic as the early bunch, often to a ridiculous extent- ask ANY Warriors fan who their favourite team was, and they will ALL say it's the early one, before Rage & Darkhawk joined (in issue #22). Some people just leave off Silhouette as well, meaning that the original group is the only one people are even AWARE of (like most Avengers & JLA line-ups, the Warriors are eternally judged off of how many of the originals are present in any team). The book's lack of compelling villains started to hurt it- I love Jobber Villains, but the Warriors ended up latched to THREE groups of such (Force of Nature, The Folding Circle, and Psionex), and Tai really doesn't hold my interest either. Only The Sphinx seemed decent, and s/he's your everyday Cosmic Bad Guy with little real motivation. Fabian Nicieza has a BIG weakness when it comes to just throwing out PILES of Jobber Villains when one GOOD villain would do. The general '90s slowdown in Marvel's books (in quality and sales) REALLY hampered things as well. The book lasted a huge 75 issues (almost unheard of for a young start-up book- today it's practically impossible), but its last half isn't exactly well-regarded. To this day, most comic fans can only name the original group of kids.

Like most unsuccessful Marvel concepts, it's been resurrected MANY times. Seriously, Marvel HATES to let dead concepts lie, partially due to Copywrite reasons, and so every five years or so, there would be an upgraded New Warriors book. The first such update (with Dumb Helmet Nova, and Aegis as a member) was during one of those really dark periods for comics when NOTHING was selling, and so it lasted about a second or two (11 issues in all) before dying. Another update was with a "Reality TV" theme, which is kind of a cool concept for a book, but its hyper-cartoon art and lame cast (Microbe and Debrii replaced Marvel Boy & Firestar) led to the book's early cancellation, and then the darkest moment for the team: They were part of the Stamford Incident. A team of Warriors (Speedball, Thrasher, Namorita, Debrii & Microbe) were chasing the Jobber Villain Nitro in Stamford, Conneticut, and the guy blew up, killing not only the Warriors (well, Debrii & Speedball survived... and 'Nita later got brought back in Nova's own book), but a TON of schoolkids in the town. This is the event that set off Marvel's epic Civil War event (opinions on it vary- ie. IT SUCKED AND THE CHARACTERIZATION OF EVERYONE WAS TERRIBLE- but it definitely was the "This changes EVERYTHING" event of the decade for comics), and ruined the good name of the Warriors forever.

A newer, stupid update was done, featuring De-Powered Mutants (from M-Day and Scarlet Witch's "No More Mutants" thing), using tech-gear to replace their lost powers. It featured Night Thrasher's brother Donyell as a leader, and low-tier X-characters like Beak, Angel & Jubilee as Tech-heroes. Nobody really remembers the book, as it came out during a VERY busy period for Marvel, and it probably sucked. Another updated series didn't even make it a year (it included a returned Kaine as the Scarlet Spider).

So the Warriors' Legacy remains as a pretty fun 1990s book that defines its era quite well, but eventually the entire team fell apart SPECTACULARLY and in horribly-depressing ways. Various members have different fates, many of them quite terrible:

Thrasher is dead. Namorita WAS dead (but returned Nova). Nova actually had a MAJOR resurgence as a character as the main focus of Marvel's new Cosmic scene written by Dan Abnett, Andy Lanning & Keith Giffen's huge series Annihilation, but after two further Cross-overs and a flowly-faltering series of his own, Nova was cancelled and he's currently lost in a Alternate Universe while another kid is in the role. Speedball perhaps had the worst fate- he became an even bigger exaggeration of the '90s, turning EXTREEEEEEEEEEME and became "Penance", wearing an iron maiden-type costume that cuts his skin with dozens of spikes, to punish himself for the Stamford Incident. Firestar & Marvel Boy (now called "Justice") broke up, because this is comic books and NO COUPLES MUST EVER BE TOGETHER FOREVER, EVER (also called Quesadaism). Firestar's been dumped into various poor-selling series (Young Allies, Marvel Divas, and no I will nevers top reminding you all that that book was once a thing :)) since then, and is kind of a non-character still. Justice was a big part of The Initiative and Avengers Academy, both very well-written "Super-Heroes In Training" (they should make that an acronym like S.H.I.E.L.D.) books, a concept that is SO brilliant that I can't believe it hasn't been used more. He recently left the latter one to go his own way.

.... So yeah. Kinda stinks to be a New Warriors fan sometimes.

Roster:
1) Night Thrasher- The guy who formed the team, and is a generic Batman rip-off with anger issues. Your classic "Angry '90s Hero". Unafraid to kill.
2) Justice/Marvel Boy- Former "Thing" supporting character with Telekinetic powers. Eventually developed into a fairly-good Avenger before Marvel writers threw him into Comics Limbo. Eventually became a recurring "Trainer of Heroes" character.
3) Firestar- Former Hellion whose debut was stalled for years, and thus disappeared. A classic "Good Girl" heroine, she got linked to Justice, and followed him to various books before they were foolishly broken up. Currently languishing in some unpopular book or another.
4) Namorita- Namor supporting character, kept getting turned into a "Hot Blue Chick". Hooked up with Nova, but then stuff happened, and she kinda died. She was brought back in Nova's own recent book.
5) Nova (formerly Kid Nova)- Peter Parker knock-off who got his characterization suddenly changed into the Team Dunderhead, always hitting on girls and being a tool. Fans of his book HATED the change, and repeatedly wrote in to Nicieza to undo the changes. It would be another decade and a half before he hit big in "Annihilation", though his time in the sun would be short.
6) Speedball- Oddball side-character of little repute, he ironically came to be known as THE "iconic" New Warrior. Turned into Penance (the most EXTREEEEEEEEEEEEME '90s hero of all time), got kinda better. Still cuts himself.
7) Chord- Mercenary soldier type and mentor to Thrasher. Tried to commit suicide to avoid telling Thrash the truth about his life.
8) Tai- Thrasher's other mentor, and MUCH more evil.
9) Rage- Failed Avengers character. It was revealed that he was actually all of thirteen years old, and so he was dumped down to "Warriors" status. Never really made a big hit anywhere. Kind of represents the point where a lot of NW fans stopped liking the book as much.
10) Darkhawk- Another failed '90s hero, this one from his own book. Another Spidey wannabe, too. He was added to the Warriors to presumably boost both books.
11) Dagger- Cloak & Dagger's bottom-tier book made them ideal to fill the ranks once they REALLY started filling the group with scrubs, and so Dagger was split off into the Warriors' book.
12) Powerpax (Alex Power)- Power Pack character, gaining the powers of his siblings. VERY much the "Dork Age" of the book.
13) The Scarlet Spider (Ben Reilly)- Yup, to get the new Spidey clone some more visibility, they added HIM to the roster.
14) Turbo- Flying heroine.
15) Turbo II- Also a guy got the costume, too.
16) Ultra Girl- Flying Brick heroine.
17) Hindsight Lad- Legion of Super-Heroes-named goofy loser.
18) Bandit- Night Thrasher's long-lost brother. Eventually became the second Thrasher.
19) Aegis- Symbol of the "Second Generation" warriors, and failed hero. Killed off casually.
20) Slapstick- Goofy '90s hero from a failed book. Like most of them, he got attached to the series.
21) Bolt- A short-lived member who's a seldom-seen background character in the X-books.
22) Helix- A one-shot member with Reactive Adaptation powers. Looks VERY '90s (he debuted during the *vomits* CLONE SAGA).

(Note: I've statted a few of these guys recently enough that no re-posts are necessary- they're on the main thread anyways).

Here's the list of members of the Post-Civil War New Warriors:

Wondra (aka Jubilee)
Blackwing (aka Beak)
Decibel (aka Chamber)
Tempest (aka Angel [the one who married Beak, not Warren Worthington III])
Ripcord (aka Stacy X)
Skybolt (aka Redneck)
Phaser (aka Radian)
Longstrike (aka Tattoo)
Renascencce (aka Wind Dancer)



NIGHT THRASHER (Dwayne Taylor)
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thor #411 (Dec. 1989)
Role: Batman Rip-Off, Extreme '90s Hero, Black Skateboarder
Group Affiliations: The New Warriors, The Taylor Foundation
PL 9 (176)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 7 (+13)
Athletics 6 (+9)
Close Combat (Unarmed) 1 (+13)
Deception 6 (+7)
Expertise (Science) 2 (+6)
Expertise (Business) 6 (+10)
Insight 3 (+5)
Intimidation 7 (+8)
Investigation 5 (+7)
Perception 6 (+8)
Persuasion 3 (+4)
Stealth 3 (+9)
Technology 4 (+8)
Vehicles 5 (+8)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 4 (Multi-Millionaire), Daze (Intimidation), Diehard, Equipment 5 (Killer Skateboard & Other Gear), Fast Grab, Improved Critical (Unarmed), Power Attack, Quick Draw, Ranged Attack 8, Startle, Takedown

Powers:
"Night Thrasher's Kick-Butt Costume" (Flaws: Removable) [28]
Protection 2 (Extras: Impervious 5) (7)
"Fire & Bulletproof" Immunity 11 (Heat, Ballistics, Fire Damage) (Flaws: Last Two are Limited to Half-Effect) (6)
"L.E.D. Camouflage" Concealment (Visuals) 2 (Flaws: Partial) (2)
"Goggles & Parabolic Sound-Enhancer" Senses 3 (Infravision, Extended Vision & Hearing) (3)
"Voice Scrambler" Features 1: Disguises Voice (1)
"Breathing Apparatus" Immunity 1 (Drowning) (Flaws: Limited to Half-Effect) (0.5)

"Micro-Missiles" Blast 7 (Extras: Area- 15ft. Burst +1/2) (Flaws: Unreliable- 5 Uses) (10.5) -- (16.5)
AE: "Spring-Lock Wrist-Blade" Strength-Damage +2 (Feats: Improved Critical) (3)
AE: "Adamantium-Laced Garrote Wire" Enhanced Advantages: Chokehold (1)
AE: "Pepper Spray" Dazzle Visuals 6 (Extras: Area- 30ft. Cone +1/2) (Flaws: Touch Range) (9)
AE: "Sleep Gas" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Cone +1/2) (9)
AE: "Grapple Lines" Movement 1 (Swinging) (2)
-- (35 points)

"Natural Telepathic Defenses" Immunity 5 (Mind-Reading) [5]

Equipment:
"Battle-Staves" Strength-Damage +2 (Feats: Mighty) (3)
"Two-Way Radio" (1)
Explosives, Napalm Gel, etc. (4)
"Glider Chute" Flight 2 (8 mph) (Flaws: Gliding) (2)

"Killer Skateboard & Gear"
"Emergency Uzi Pistol" Blast 5 (Extras: Multiattack) (Flaws: Unreliable- 5 Uses) (10) -- (13)
AE: "Smoke Grenades" Concealment (Visuals) 2 (Extras: Attack, Area- 15ft. Cloud) (8)
AE: "Board Blade" Strength-Damage +2 (Feats: Improved Critical) (3)
AE: Speed 2 (8 mph) (2)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Weapons +13 (+5 Damage, DC 20)
Gas & Spray +6 Area (+6 Affliction, DC 21)
Uzi Pistol +11 (+5 Ranged Damage, DC 20)
Micro-Missiles +7 Area (+7 Damage, DC 22)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+6 Armour, +3 Impervious), Fortitude +7, Will +7

Complications:
Motivation (Punishing Criminals)- Dwayne Taylor's parents were killed in front of him when he was a child. This left him with an obsessive need to rid Gotham City of the evil which took their li... no wait.
Responsibility (Manipulated)- Thrash has been manipulated from the beginning by Chord and Tai, his mentors.
Relationship (Silhouette)- Taylor & Sil are in love- or were. This is comics, after all.
Rivalry (Midnight's Fire)- Silh's brother is an occasional enemy of Thrash's.

Total: Abilities: 70 / Skills: 64--32 / Advantages: 27 / Powers: 33 / Defenses: 14 (176)

-Night Thrasher is one of two guys Marvel created, both being black guys who ride skateboards. This amused Dwayne MacDuffie so, that he sarcastically wrote a book-pitch called Teenage Negro Ninja Thrashesr to the Marvel heads. Presumably, they got the joke (especially when he described their white female friend, intended to calm them down "when they get too excited"). His other damnation as a character was that he was a pure Batman rip-off, featuring the same origin story and character concept, this time as a much younger man. But nonetheless, he was the leader of the New Warriors. Thrasher ironically is far more forgotten than most of his teammates, who moved onto other books- as the symbol of the Warriors, he went away whenever the book did, which was often (come the big comic book market crash). Now he's dead (he was one of the few legit Warriors to die in the "Stamford Incident" that set off Civil War), and probably won't be coming back, since he was replaced by his brother, and his death-mission was the major starting point of the Civil War (it kind of takes all the "oomph" out of the event if nobody we know died).
-Thrasher's a pricey PL 9 (176)- he costs way more than his level would usually indicate, which is pretty normal for a Skillmonkey, Combat Specialist and Armour Guy, though he's arguably minor in each category, and would likely lose to any real specialist in their chosen field (he was able to pummel The Punisher in close-combat, but got shot point-blank and lost the fight, and Catseye of the Hellions once defeated him in melee). He's still a good team player, with several options available in his armour. His Uzi & Missiles are Flawed because he used them so rarely they barely count as major powers (implying they have short ammunition rounds, and are only for emergencies), and yes, he is naturally immune to Mind Reading (but not Mental Attacks or Blasts)- Tai apparently made this a part of his being so that SHE would be the only person to manipulate him.
-The only issue I came up with was whether or not his Armour should be a Device or Equipment. I went with the former (Ilethryl Knight made a PL 9 P.C. Thrash using the Equipment variant), after some deep thought. See, his suit comes RIGHT at the limit between the two- it's not EXACTLY "Powered Armour", and many of it's capabilities are more than easily handled by Equipment (Pepper Spray, Sleep Gas, Blades and the like). However, it's a million dollars' worth of tech (Punisher said so while he was scanning Thrash's armour from his Van- a handy shorthand to explain to the readers what a guy's capable of), well beyond what most people in the setting are capable of owning, and 35 points' worth of stuff all combined into one person's suit. Plus, a later suit modified his Strength sligthly, which IS into the range of "Beyond the ordinary". And I figure the suit is pretty much what MAKES Dwayne Taylor a super-hero, and he is rarely, if EVER, without it, so it should be a Device. If you put it down as Equipment, he spends 28 less points on Powers, and 10 points total on Equipment, saving a whopping 23 points!

SILHOUETTE (Silhouette Chord)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #2 (Aug. 1990)
Role: Handi-Capable Hero, Darkness-User
Group Affiliations: The New Warriors, The Folding Circle, The Secret Avengers
PL 9 (141)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+9)
Athletics 4 (+5)
Deception 4 (+6)
Expertise (Streetwise) 4 (+6)
Insight 3 (+6)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+5)
Stealth 10 (+14)

Advantages:
Defensive Attack, Equipment 2 (Battle Crutches), Evasion 2, Improved Critical (Unarmed), Improved Initiative, Improved Trip, Ranged Attack 5, Takedown, Uncanny Dodge

Powers:
"Mutant Powers: Darkforce Powers"
Teleport 6 (Feats: Increased Mass, Change Direction & Velocity) (Extras: Accurate, Affects Others) (Flaws: Medium- Shadows, Tiring on Affects Others) (18) -- [23]
AE: "Darkforce Tendrils" Snare 8 (16)
AE: "Living Darkness- Phase Attack" Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (7)
AE: "Attack Through Shadows" Strength-Damage +0 (Extras: Area- 30ft. Burst 6, Selective 6) (Flaws: Medium- Shadows) (6)
AE: "Portal Strike" Strength-Damage +0 (Feats: Improved Critical 2, Indirect 4) (Extras: Ranged 6) (Flaws: Medium- Shadows) (9)
AE: "Vast Area Punch" Strength-Damage +0 (Extras: Perception Range 6 +2) (Flaws: Medium- Shadows) (6)

"Shadow Meld" Concealment (Visuals) 2 (Flaws: Limited to Darkness/Shadows) [2]
Senses 2 (Darkvision) [2]

Equipment:
"Battle Crutches"
"Paralytic Needles" Affliction 6 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative) (Flaws: Unreliable- 5 Uses) (6) -- (10)
AE: Strength-Damage +1 (Feats: Split) (2)
AE: "Taser" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (6)
AE: "Blasting Pellets" Blast 3 (6)
AE: "Smoke" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cloud) (Flaws: Unreliable- 5 Uses) (6)

Offense:
Unarmed +11 (+4 Damage, DC 20)
Battle Crutches +11 (+5 Damage, DC 21)
Needles/Taser +11 (+6 Affliction, DC 16)
Blasting Pellets +7 (+3 Ranged Damage, DC 18)
Smoke +6 Area (+6 Affliction, DC 16)
Darkforce Tendrils +8 (+8 Ranged Affliction, DC 18)
Living Darkness +11 (+7 Affliction, DC 17)
Vast Area Punch +6 Perception (+6 Perception Damage, DC 21)
Attack Through Shadows +6 Area (+6 Damage, DC 21)
Portal Strike +8 (+6 Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +8, Will +6

Complications:
Motivation (Justice)- Sil has been helping Midnight's Fire & Night Thrasher clean up the streets for years.
Relationship (Night Thrasher, Bandit)- Taylor & Sil were once deeply in love. Later, she fell for his brother, Donyell.
Relationship (Midnight's Fire, Chord)- The former is her dear brother. The latter, her father, much to her surprise. She has antagonistic relationships with both, as they are headstrong and prone to lying.
Disabled (Walking)- Without her Crutches, Silhouette cannot walk. Her Agility, Athletics & Acrobatics all drop to nothing.

Total: Abilities: 66 / Skills: 38--19 / Advantages: 15 / Powers: 27 / Defenses: 14 (141)

-Yeah, someone created a crippled martial artist super-hero. Not just "old man with cane" crippled either; this chick can't walk PERIOD without her armature of crutches. This would be empowering and beautiful and all that if it didn't make her look totally silly, and with weird powers... but despite that, I've had a handful of people Private Message me over how much they dig the concept & power-set of Silhouette- go figure (much like Oracle, I think the idea of a Handicapped Ass-Kicker appeals to a lot of people). "Silh" is the daughter of Night Thrasher's mentor-figure Chord, and granddaughter of mentor-figure Tai (her daughter had married Chord). She, her brother Midnight's Fire, and Night Thrasher had formed a trio of urban vigilantes way back in the day, but she was shot by some NYPD officers and left crippled as a result, splitting up the group (her brother blamed Thrash, and became a drug lord in order to draw him into a fight). Silhouette would eventually master the martial arts despite her crutches, and join up with the New Warriors, giving Thrash a love interest.
-Later, she hooked up with Thrash's brother Bandit, and left the team, and thus actually managed to survive the horrific dissolution of the New Warriors by being so forgettable they didn't even put her on the final crew that died, so she's actually still kicking. She was last seen in the background during Civil War, and having confronted the "New" Night Thrasher, disocvering that he was Bandit- her boyfriend!
-Silhouette isn't as fully-capped-out as she should be, hitting PL 8.5 overall, but she's got her tricks. Basically being a low-end martial artist (with enhanced strength, apparently, though that kind of thing tends to not even show up in the books unless you have certain ones- I went with an 800-lb. lift, since that's still quite a lot, and she never exhibits super-strength in any issue *I* have...) with weapons, she can do the nifty "Strike Through the Shadows" trick that The Spot can do, so I copied that part over. The Extra of Perception Range involves the use of her entire strength/damage bonus (+5) to make it unbroken, but she gets a discount because both sides have to be in shadows to make it work.
-Silhouette is no elite, but she's a fairly smart super-heroine with some combat skill, plus a half-decent short-range Teleport power. She's got a LOT of options in combat, as they just kept adding to her gadgets and side-abilities over time (Fabian Nicieza apparently really likes the idea of super-heroes wearing extra gear, what with both her & Night Thrasher sporting arrays of the stuff), from Smoke to a Taser to weird Darkforce stuff in recent years.

SILHOUETTE (Silhouette Chord)- Early Version
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #2 (Aug. 1990)
Role: Handi-Capable Hero, Darkness-User
Group Affiliations: The New Warriors, The Folding Circle, The Secret Avengers
PL 8 (135)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 4 (+9)
Athletics 4 (+5)
Deception 4 (+6)
Expertise (Streetwise) 4 (+6)
Insight 3 (+6)
Investigation 2 (+5)
Perception 4 (+7)
Persuasion 3 (+5)
Stealth 10 (+14)

Advantages:
Defensive Attack, Equipment 2 (Battle Crutches), Evasion 2, Improved Critical (Unarmed), Improved Initiative, Improved Trip, Ranged Attack 5, Takedown, Uncanny Dodge

Powers:
"Mutant Powers: Darkforce Powers"
Teleport 6 (Feats: Increased Mass, Change Direction & Velocity) (Extras: Accurate, Affects Others) (Flaws: Medium- Shadows, Tiring on Affects Others) [18]

"Shadow Meld" Concealment (Visuals) 2 (Flaws: Limited to Darkness/Shadows) [2]
Senses 2 (Darkvision) [2]

Equipment:
"Battle Crutches"
"Paralytic Needles" Affliction 6 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative) (Flaws: Unreliable- 5 Uses) (6) -- (10)
AE: Strength-Damage +1 (Feats: Split) (2)
AE: "Taser" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (6)
AE: "Blasting Pellets" Blast 3 (6)
AE: "Smoke" Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Cloud) (Flaws: Unreliable- 5 Uses) (6)

Offense:
Unarmed +10 (+4 Damage, DC 20)
Battle Crutches +10 (+5 Damage, DC 21)
Needles/Taser +10 (+6 Affliction, DC 16)
Blasting Pellets +7 (+3 Ranged Damage, DC 18)
Smoke +6 Area (+6 Affliction, DC 16)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +8, Will +6

Complications:
Motivation (Justice)- Sil has been helping Midnight's Fire & Night Thrasher clean up the streets for years.
Relationship (Night Thrasher, Bandit)- Taylor & Sil were once deeply in love. Later, she fell for his brother, Donyell.
Relationship (Midnight's Fire, Chord)- The former is her dear brother. The latter, her father, much to her surprise. She has antagonistic relationships with both, as they are headstrong and prone to lying.
Disabled (Walking)- Without her Crutches, Silhouette cannot walk. Her Agility, Athletics & Acrobatics all drop to nothing.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 15 / Powers: 22 / Defenses: 15 (135)

-The early New Warriors Silhouette (the only version with which I'm familiar) is weaker and has far less Alt-Effects. A pretty simplistic melee fighter, really.

CHORD (Andrew Chord)
Created By:
Tom DeFalco & Ron Frenz
First Appearance: Thor #411 (Dec. 1989)
Role: Mercenary, Mentor Figure, Traitorous Mentor
Group Affiliations: The New Warriors, The United States Army
PL 8 (107)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Athletics 3 (+6)
Deception 6 (+8)
Expertise (Mercenary) 8 (+11)
Insight 3 (+6)
Intimidation 5 (+7)
Investigation 3 (+6)
Perception 4 (+7)
Persuasion 2 (+4)
Ranged Combat (Firearms) 2 (+10)
Stealth 2 (+6)
Technology 6 (+9)
Treatment 2 (+5)
Vehicles 6 (+8)

Advantages:
Equipment 4 (Arsenal), Improved Aim, Improved Critical (Firearms), Languages (Various- Cambodian & English), Ranged Attack 6, Tracking

Equipment:
"Arsenal"
"Blaster Rifle" Blast 6 (Extras: Multiattack) (Inaccurate) (17) -- (20)
AE: "Single Shot" Blast 6 (12)
AE: "Grenade" Blast 6 (Extras: Area- 30ft. Burst) (Diminished Range -1) (17)
AE: "Knife" Strength-Damage +1 (Feats: Improved Critical) (2)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Blaster Rifle +10 (+6 Ranged Damage, DC 21)
Multiple Shots +8 (+6 Ranged Damage, DC 21)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Tai's Plans)- Chord is out to enable Tai's plans for eventual world domination.
Secret (Murdered Dwayne Taylor's Parents)- Night Thrasher's parents were actually killed by Chord himself, because he needed to raise Dwayne to enable Tai's plans.
Relationship (Midnight's Fire & Silhouette)- The two are his children, though he believed them to be dead.

Total: Abilities: 58 / Skills: 52--26 / Advantages: 14 / Powers: 0 / Defenses: 9 (107)

-Chord was the New Warriors' mentor at first, acting as a "Base Command Guy" who would hang out, fix their stuff, and bounce exposition off of Night Thrasher, whom he'd raised since Thrash's parents (his friends) were killed. But it turned out that he & Tai (Dwayne's other mentor) were part of an ancient conspiracy to control the world, and that CHORD was actually the murderer of Thrash's parents! Despite this, Chord wasn't inherently evil- he only reluctantly went along with Tai's plans, and he eventually turned on her. He tried to commit suicide out of guilt, but later recovered, and he ended up back in the team's good graces, even becoming the foster father to Rage. He's disappeared in the past dozen or so years, since Dwayne is dead and the New Warriors are kind of a comic book pariah at this point.
-Chord's a decent PL 8 with his Blaster Rifle (but only on single-shot setting- he's PL 7 when he's using the Multiattack), but only PL 6-6.5 defensively- he typically didn't do a whole lot of the fighting, and is rather limited. He's a skilled fighter, Blaster and Tech guy (he designed Thrasher's outfit), but he's no elite on any level.

DEBRII (Deborah Fields)
Created By:
Zeb Wells & Scottie Young
First Appearance: The New Warriors #4 (Nov. 2005)
Role: The Backgroundiest of Background Characters
Group Affiliations: The New Warriors, The Avengers Resistance
PL 7 (71)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+4)
Expertise (Soldier) 2 (+2)
Perception 2 (+2)
Ranged Combat (Debris) 2 (+6)

Advantages:
Power Attack, Ranged Attack 4

Powers:
"Debris Blast" Blast 6 (Extras: Multiattack) (18) -- [21]
AE: "Debris Burst" Damage 7 (Extras: Area- 30ft. Burst) (14)
AE: "Telekinesis" Move Object 8 (Feats: Precise) (17)
AE: "Just Throw Stuff" Blast 8 (16)
"Debris Field" Force Field 7 [7]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Debris Blast +6 (+6 Ranged Damage, DC 21)
Throw Stuff +6 (+8 Ranged Damage, DC 23)
Burst +7 Area (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1 (+8 Force Field), Fortitude +4, Will +4

Complications:
Responsibility (The Avengers Initiative/Resistance)
Guilt (Stamford)- As a member of the New Warriors team that caused the Stamford Incident, Debrii has to deal with a lot of crap.
Power Loss (Lack of Objects)- If she is in a completely empty area with nothing around, Debrii will be unable to use her powers.

Total: Abilities: 20 / Skills: 10--5 / Advantages: 5 / Powers: 29 / Defenses: 12 (71)

-Holy cow Debrii sucks. I mean, really, talk about giving barely any thought to a character. She was a "Sarcastic bitchy black woman" stereotype in the New Warriors' "Reality TV" series with led to Stamford, except by some luck of the draw she ended up leaving before the Stamford Incident (meaning that Incident killed three super-heroes in total: Namorita- who is kinda back now, Night Thrasher- who got quickly replaced by a mysterious brother who is the same, and Microbe- a newly-introduced loser... and they wonder why fans didn't 'get' the scope of the tragedy). Her powers are the most original thing about her, and she's just another Telekinetic with a twist- a focus on massive fields of debris and assorted stuff to throw around or use as a force field. Why she got to hang around the ENTIRE Initiative series in such a background role I didn't even remember her most of the time is eluding me, but at least she eventually quit the Resistance and moved away because she was "tired of it" (writer code for "we hate this character and wanted to get rid of her without seeming racist/sexist by stuffing her into the refridgerator").
-A low-powered PL 7, she's REALLY cheap on points, and has a few Blasts and a Force Field up, but is otherwise no major threat. Low-level Multiattacks and Bursts aren't the stuff of legend, but she could handle some minions, or maybe a Dark Rider or something. But that's it. She's overall really crummy.

BANDIT (Donyell Taylor)
Created By:
Fabian Nicieza & Ken Lashley
First Appearance: Night Thrasher #3 (Oct. 1993)
Role: Batman Rip-Off, Extreme '90s Hero, Black Skateboarder
Group Affiliations: The New Warriors, The Taylor Foundation
PL 9 (163)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 6 (+9)
Close Combat (Unarmed) 1 (+11)
Deception 6 (+8)
Expertise (Science) 2 (+5)
Expertise (Business) 6 (+8)
Insight 3 (+5)
Intimidation 5 (+7)
Investigation 5 (+7)
Perception 5 (+7)
Persuasion 3 (+5)
Stealth 3 (+8)
Technology 4 (+7)
Vehicles 5 (+7)

Advantages:
Accurate Attack, Beginner's Luck, Equipment 3 (Gear), Improved Aim, Improved Critical 2 (Electric Attack, Bow), Power Attack, Ranged Attack 8, Startle, Takedown

Powers:
"Mutant Powers: Bio-Electric Strike"
"Electrical Jolt" Affliction 8 (Fort; Dazed & Vulnerable/Stunned & Prone/Incapacitated & Paralyzed) (Extras: Extra Condition, Cumulative) [24]
Speed 2 (8 mph) [2]

"Wrist-Bow" (Flaws: Easily Removable) [11]
Blast 5 (Diminished Range -1) (9)
Linked to
Adds Ranged to Electrical Jolt (Diminished Range -1) (7)
"Grappling Arrow" Movement 1 (Swinging) (2)
-- (18 points)

Equipment:
"Jet Pack" Flight 5 (60 mph) (10)
"Throwing Stars" Blast 3 (Diminished Range -1) (5)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Bio-Electrical Strike +10 (+8 Affliction, DC 18)
Throwing Stars +10 (+3 Ranged Damage, DC 18)
Wrist-Bow +12 (+5 Ranged Damage & 8 Affliction, DC 18)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +4 (+6 Armour, +3 Impervious), Fortitude +7, Will +6

Complications:
Motivation (Night Thrasher's Memory)- Though the two were once adversaries, Donyell now carries on in his brother's name. When super-villains give him offers that may resurrect Dwayne, but force Donyell to engage in evil, he will be torn.
Relationship (Night Thrasher)- The brothers are heavily-opposed to each other- Donyell resents Dwayne greatly for having the wealthy upbringing. Silhouette leaving Thrash for his brother probably didn't help matters.
Relationship (Silhouette)- Sil apparenly forgave Donyell for kidnapping her once, since they are totally doing it, and she left Dwayne for Donyell.

Total: Abilities: 64 / Skills: 62--31 / Advantages: 17 / Powers: 37 / Defenses: 14 (163)

-Bandit's one of those age-old stories: he's the Long-Lost Half-Brother of our hero, Night Thrasher, created for Thrash's Limited Series (New Warriors did well enough to earn a mini-spin-off during the Comics Boom). He resented Dwayne for growing up with their father (Donyell is the result of a one-night stand and some "hush money"), but got an earful when Dwayne pointed out that his life kinda SUCKED, too. They fought a few times, Dwayne ended up winning, but Donyell ended up getting Silhouette (who apparenly was suffering from some Patti Hearst-level Stockholm Syndrome, since he once kidnapped her to lure Dwayne in), and disappeared. He got the most odd re-push EVER once Dwayne was killed, as Donyell became the NEW Night Thrasher, leading a new squad of De-Powered mutants. He ended up nearly making several deals with Norman Osborn & The Hood during Dark Reign, but kept his heroic nature through it all.
-Bandit/Thrasher II combines a few odd powers, such as an Electric Eel's Affliction Powers and a Wrist-Bow (allowing him to add Ranged to his Affliction, in addition to a Linked Blast and Swinging). He was De-Powered after M-Day, gained some more martial arts Skillz (apparently Thrasher-level, so maybe boosted him to +13 attack and +12 Defenses) and threw on a different style of Night Thrasher costume (losing most of the side-gear since Bio-sites never mention them, but adding Energy Weapons) giving him:

NIGHT THRASHER II (Donyell Taylor)- Modern Day
Created By:
Fabian Nicieza & Ken Lashley
First Appearance: Night Thrasher #3 (Oct. 1993)
Role: Batman Rip-Off, Extreme '90s Hero, Black Skateboarder
Group Affiliations: The New Warriors, The Taylor Foundation
PL 9 (147)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 6 (+9)
Close Combat (Unarmed) 1 (+13)
Deception 6 (+8)
Expertise (Science) 2 (+5)
Expertise (Business) 6 (+8)
Insight 3 (+5)
Intimidation 5 (+7)
Investigation 5 (+7)
Perception 5 (+7)
Persuasion 3 (+5)
Stealth 3 (+8)
Technology 4 (+7)
Vehicles 5 (+7)

Advantages:
Accurate Attack, Beginner's Luck, Equipment 4 (Gear), Improved Aim, Improved Critical 2 (Energy Weapons, Bow), Power Attack, Ranged Attack 8, Startle, Takedown

Powers:
"Night Thrasher's Kick-Butt Costume" (Flaws: Removable) [15]
Protection 2 (Extras: Impervious 5) (7)
"Fire & Bulletproof" Immunity 11 (Heat, Ballistics, Fire Damage) (Flaws: Last Two are Limited to Half-Effect) (6)
"Form-Energy Weapons" Strength-Damage +3 (Feats: Reach, Split) (5)
-- (18 points)

Equipment:
"Jet Pack" Flight 5 (60 mph) (10)
"Wrist-Bow" Blast 5 (Diminished Range -1) (9) -- (10)
AE: "Throwing Stars" Blast 3 (Diminished Range -1) (5)

Offense:
Unarmed +13 (+3 Damage, DC 18)
Energy Weapons +12 (+6 Damage, DC 21)
Throwing Stars +10 (+3 Ranged Damage, DC 18)
Wrist-Bow +12 (+5 Ranged Damage & 8 Affliction, DC 18)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+6 Armour, +3 Impervious), Fortitude +7, Will +6

Complications:
Motivation (Night Thrasher's Memory)- Though the two were once adversaries, Donyell now carries on in his brother's name. When super-villains give him offers that may resurrect Dwayne, but force Donyell to engage in evil, he will be torn.
Relationship (Night Thrasher)- The brothers are heavily-opposed to each other- Donyell resents Dwayne greatly for having the wealthy upbringing. Silhouette leaving Thrash for his brother probably didn't help matters.
Relationship (Silhouette)- Sil apparenly forgave Donyell for kidnapping her once, since they are totally doing it, and she left Dwayne for Donyell.

Total: Abilities: 70 / Skills: 62--31 / Advantages: 18 / Powers: 15 / Defenses: 13 (147)

MICROBE (Zachary Smith, Jr.)
Created By:
Skottie Young & Zeb Wells
First Appearance: The New Warriors #1 (Aug. 2005)
Role: Goofy Hero
Group Affiliations: The New Warriors, The Taylor Foundation
PL 8 (103)
STRENGTH
1 STAMINA 4 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 4 (+5)
Insight 3 (+4)
Perception 4 (+5)
Stealth 2 (+2)
Treatment 2 (+3)
Vehicles 3 (+3)

Advantages:
Ranged Attack 4

Powers:
"Sick Sense" Senses 4 (Disease Awareness- Acute, Analytical) [4]
Immunity 1 (Disease) [1]
"Command Diseases" Affliction 8 (Fort; Hindered & Impaired/Exhausted & Prone/Paralyzed) (Extras: Extra Condition, Area- 30ft. Cloud +2, Selective) (40) -- [41]
AE: "Heal Diseases" Healing 8 (Extras: Area- 30ft. Cloud +2, Restorative Only +0) (32)

"Bacteria Bomb" (Flaws: Easily Removable) (Feats: Restricted 2- Only Disease-Controllers) [6]
Weaken Toughness 10 (Extras: Ranged) (Flaws: Unreliable- Few Uses) (Diminished Range -1) (9 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Command Diseases +8 Area (+8 Affliction, DC 18)
Bacteria Bomb +4 (+10 Ranged Weaken, DC 20)
Initiative +0

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4, Fortitude +6, Will +5

Complications:
Responsibility (Gentle)- Despite his volatile powers, Microbe is not a violent person, and "has no dark side".

Total: Abilities: 24 / Skills: 22--11 / Advantages: 4 / Powers: 52 / Defenses: 11 (103)

-Microbe is almost the signature character of the third incarnation of the New Warriors. An overweight lab assistant, he used his mutant control over bacteria to cure diseases. Since his comic failed, he was one of the only Warriors to actually DIE in Stamford, becoming a mere eyeblink in comic book history. His stats are a bit odd- effectively making him an Area Afflicter, as well as giving him a Bacteria Bomb that can Disintegrate things.

SLAPSTICK (Steve Harmon)
Created By:
Len Kaminsky & James Fry
First Appearance: Slapstick #1 (Nov. 1992)
Role: Goofy Hero
Group Affiliations: The New Warriors, The Initiative, Counter-Force
PL 8 (137), PL 10 (137) When Electrocuted
STRENGTH
2/6 STAMINA 2 AGILITY 5
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Pop Culture) 10 (+10)
Intimidation 6 (+6)
Stealth 2 (+7)

Advantages:
All-Out Attack, Improved Critical (Mallet) 2, Interpose, Move-By Action, Power Attack, Ranged Attack 8, Taunt, Withstand Damage

Powers:
"Electroplasm Body"
"Completely Indestructible"
Protection 6 [6]
Elongation 4 [4]
Growth 4 (Growth 4 (Str & Stamina +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Flaws: Limited to While Being Electrocuted) [8]
Regeneration 12 (Feats: Diehard, Regrowth) [14]
Immortality 12 (15 minutes) [24]

"Scientist-Supreme-Given Gloves" (Flaws: Removable) [7]
"Dimensional Pocket" Movement 1 (Dimensional Movement- Pocket Universe) (Feats: Increased Mass 4, Subtle) (Extras: Attack) (Flaws: Limited to Objects) (7)
Features: May Turn From Steve Harmon to Slapstick & Back as a Free Action (1)
-- (8 points)

"Slapstick's Giant Mallet" (Flaws: Easily Removable) [5]
Strength-Damage +6 (Feats: Reach 2) (8 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Mallet +8 (+8 Damage, DC 23)
Growth +8 (+6 Damage, DC 21)
Growth With Mallet +8 (+12 Damage, DC 27)
Initiative +5

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +5, Will +3
"With Growth" Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +12, Fortitude +9, Will +3

Complications:
Involuntary Transformation (Puddle of Goo, if Hit With Specific Frequency of Electricity)
Reputation (Imbecile)- Slapstick would be too goofy and manic to fit on on any other super-team.

Total: Abilities: 34 / Skills: 22--11 / Advantages: 15 / Powers: 68 / Defenses: 9 (137)

-Slapstick's a bizarre joke character who represents the Fun Personified aspect of Marvel Comics alongside She-Hulk's solo books and the Great Lakes Avengers. He's got your standard '90s origin (normal teenage boy gains mysterious new powers), but takes a Bugs Bunny-type viewpoint to punishing criminals by playing cruel jokes on them and taunting them to death instead of just beating the ever-loving hell out of them like his contemporaries. He wasn't overly successful- his books was too joke-y, and it was the MID NINETIES, which meant that his book was buried under dozens of other similarly-failed Limited Series debuts, so Slapstick went the way of the dodo very quickly- he actually has barely any appearances between his Limited Series and The Initiative (he's been in dozens of times more comics in the 2000s than he was in the '90s, f'rinstance). He's said to have joined the New Warriors, but this was only shown in the modern era retroactively- never happened in their own book.
-Guys like Slapstick are hard to stat up- he's basically a Looney Tunes character brought into the comic book world. Effectively indestructible thanks to cartoon physics, you essentially can't hurt a man who's got a combo of +8 Toughness and 36 points of Regeneration & Immortality on him. Anything that hurts him is liable to be a momentary problem, as he heals from having his HEAD BLOWN OFF with ludicrous speed. Modern issues still don't really portray a powerhouse, though- he tends to just bonk people with a Hammer (a weapon kept in his Hammerspace Device most often) and get his rear caved in by being tossed around. In his own book, his Regeneration may've been even higher, but in The Initiative, he takes a bit longer to recover, and is generally pretty minor-league.
-Note a few odd powers: He can grow larger and use more physical strength while being electrocuted (effectively gaining in PL against certain attacks, though a smart player would just sink his teeth into a city's Power Grid with regularity), Morph into different forms with his Gloves, as well as stuff various objects into his pockets, but not as an offensive attack against people (he just kinda sticks devices in there for safekeeping and stuff). This is also Subtle, since he can stow things away without others detecting them (such as a New Warriors Communicator thingie, which went unobserved by the "Initiative" heads).

NAMORITA (Namorita Prentiss)
Created By:
Bill Everett
First Appearance: Sub-Mariner #50 (June 1972)
Role: Namor With Boobs, The Tough Chick, Miss Fanservice
Group Affiliations: The New Warriors, S.U.R.F., The Defenders, The Council of Three, The Fantastic Four
PL 10 (143), PL 11 (143) When Aquatic
STRENGTH
10/12 STAMINA 10/12 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 2 (+12)
Close Combat (Unarmed) 3 (+10)
Deception 2 (+5, +7 Attractive)
Expertise (History) 2 (+3)
Insight 3 (+4)
Intimidation 4 (+7)
Perception 4 (+5)
Persuasion 2 (+5, +7 Attractive)

Advantages:
All-Out Attack, Attractive, Diehard, Fast Grab, Improved Critical (Unarmed), Improved Grab, Move-By Action, Ranged Attack 6

Powers:
"Mutant Powers: Winged Feet"
Flight 8 (500 mph) (16) -- [17]
AE: Swimming 10 (500 mph) (10)

"Atlantean/Human Hybrid"
Immunity 4 (Aging, Drowning, Cold, Pressure) [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]

"Improved Underwater Stats" (All with Flaws: Limited to Underwater/When Soaked)
Enhanced Strength 2 [2]
Power-Lifting 1 (200 tons) [1]
Enhanced Stamina 2 [2]
Impervious Toughness 6 [3]

Offense:
Unarmed +10 (+10 Damage, DC 25)
Aquatic +10 (+12 Damage, DC 27)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +10 (+12 Wet), Fortitude +10 (+12 Wet), Will +6

Complications:
Responsibility (Atlantis)- Namorita is a member of the Royal Family of Atlantis, which makes her the target of a never-ending line of usurpers.
Responsibility (Human/Atlantean Hybrid)- Namorita's racial make-up often becomes an issue with her people.
Power Loss (Wings)- Namorita can lose her Flight if the tiny wings on her feet are damaged or disabled.
Weakness (Lack of Water)- If left without water, Namorita will grow progressively weaker. After a long period of time, she will becoming Fatigued, Impaired, Disabled, Stunned, etc. (in addition to dropping Strength & Stamina consistently).
Relationship (Nova, Human Torch)- Namorita's been around the block a couple of times, but has only had two serious suitors.

Total: Abilities: 72 / Skills: 24--12 / Advantages: 13 / Powers: 32 / Defenses: 14 (143)

-Namorita's a side Sub-Mariner character given new life as part of the "find unused teenage heroes" directive of Fabian Nicieza, gaining almost as much recognition as her more famous cousin during the 1990s. She stuck around as a kind of a smarty-pants girl hero, but was actually kind of fun on the series. Not just a one-note "Bitch" or "Valley Girl" character, she was flirty and fun-loving sure, but she wasn't some bimbo or skank, and she had good reasons for acting the way she did. She was more mature than she let on, and even told Firestar about playing "different roles", like being deferential to Cousin Namor, and a more fun role on the Warriors. The two had kind of an interesting "Sisters" kind of thing going on, since they were both so different. And also, she's possibly the only super-heroine in the world with a 100% justifiable reason for fighting wearing a swimsuit all of the time :).
-Of course, she got hooked up with Nova, who was still busy being the Team Moron most of the time. And she even turned into the token Hot Blue Chick for a while thanks to some weird mutations, but she often got shunted between the two forms once the series was cancelled and writers sort of forgot about her (this fate befalls another Namor character- Tiger Shark tends to morph frequently as writers forget what he looked like last time). Time as a Johnny Storm Girlfriend didn't make her any more popular, and she was killed off in the Stamford Incident to set off the Civil War, kind of a failed character concept (though Nova's own series brought her back via some Time Travel shenanigans). I think if they'd given her the "Little Mermaid" seashell bra right out of the gate, she would be headlining Marvel today, but that's just me :).
-Basically, 'Nita's a PL 10, lower-level version of Namor. She's nowhere near as strong or as tough, but she's a decent Brick in that she's relatively well-balanced. Like Namor, she's much better in the water, but since she's on a land-based team, she doesn't get to use it that often (if playing a "New Warriors" campaign, GMs may want to either ignore that or let it slide, based off of how useful it might end up being). She's Namor-Lite even on the Skills & Advantages, lacking his killer instinct. Not sure why a girl version of Namor is SO MUCH LESS POWERFUL, but that's comics (and the nature of Super-Teams, where everyone has to contribute) for ya.

Here's some of the side powers she's developed over time (most of these get dropped):

"Camouflage" Concealment (Visuals) 2 (Flaws: Partial) [2]
"Paralytic Secretions" Affliction 7 (Fort; Fatigued/Exhausted/Paralyzed) (Extras: Reaction +3) (28) -- [29]
AE: "Corrosive Acid" Weaken Toughness 5 (Extras: Reaction +3) Linked to Damage 4 (Extras: Reaction +3) (27)

This'd make her PL 10 (174) overall- a much more effective character.

NAMORITA (Namorita Prentiss)- New Warriors Era
Created By:
Bill Everett
First Appearance: Sub-Mariner #50 (June 1972)
Role: Namor With Boobs, The Tough Chick, Miss Fanservice
Group Affiliations: The New Warriors, S.U.R.F., The Defenders, The Council of Three, The Fantastic Four
PL 9 (132), PL 10 (132) When Aquatic
STRENGTH
10/11 STAMINA 9/10 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 2 (+6)
Athletics 2 (+12)
Close Combat (Unarmed) 1 (+8)
Deception 2 (+5, +7 Attractive)
Expertise (History) 2 (+3)
Insight 3 (+4)
Intimidation 4 (+7)
Perception 4 (+5)
Persuasion 2 (+5, +7 Attractive)

Advantages:
Attractive, Diehard, Fast Grab, Improved Grab, Move-By Action, Ranged Attack 6

Powers:
"Mutant Powers: Winged Feet"
Flight 8 (500 mph) (16) -- [17]
AE: Swimming 10 (500 mph) (10)

"Atlantean/Human Hybrid"
Immunity 4 (Aging, Drowning, Cold, Pressure) [4]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]

"Improved Underwater Stats" (All with Flaws: Limited to Underwater/When Soaked)
Enhanced Strength 1 [1]
Power-Lifting 1 (100 tons) [1]
Enhanced Stamina 1 [1]
Impervious Toughness 6 [3]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Aquatic +8 (+11 Damage, DC 26)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10 (+12 Wet), Fortitude +9 (+10 Wet), Will +6

Complications:
Responsibility (Atlantis)- Namorita is a member of the Royal Family of Atlantis, which makes her the target of a never-ending line of usurpers.
Responsibility (Human/Atlantean Hybrid)- Namorita's racial make-up often becomes an issue with her people.
Power Loss (Wings)- Namorita can lose her Flight if the tiny wings on her feet are damaged or disabled.
Weakness (Lack of Water)- If left without water, Namorita will grow progressively weaker. After a long period of time, she will becoming Fatigued, Impaired, Disabled, Stunned, etc. (in addition to dropping Strength & Stamina consistently).
Relationship (Nova, Human Torch)- Namorita's been around the block a couple of times, but has only had two serious suitors.

Total: Abilities: 70 / Skills: 22--11 / Advantages: 11 / Powers: 30 / Defenses: 10 (132)

-Namorita from the New Warriors-era is only a couple steps back from her "Modern" Self (dropping some accuracy & Defenses to make the team-standard PL 9, dropping All-Out & Improved Critical to show lesser experience), and still quite powerful overall. She seemed to take a lot of beatings over the years in that book, about as many as dunderheaded Nova- I have an issue of "Secret Defenders" where she spends the entire time in traction because some villain beat her up, too.

HINDSIGHT LAD (Carlton LaFroyge)
Created By:
Fabian Nicieza & Darick Robertson
First Appearance: The New Warriors Annual #3 (1993)
Role: Joke Character
Group Affiliations: The New Warriors
PL 2 (47)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 1 PRESENCE 0

Skills:
Deception 6 (+6)
Expertise (Computers) 4 (+7)
Expertise (Tactics) 8 (+10) -- Flaws: Limited to Things That Already Happened
Expertise (Super-Heroes) 6 (+9)
Insight 2 (+3)
Perception 4 (+5)
Stealth 2 (+3)

Advantages:
Equipment, Ranged Attack 5

Equipment:
"Bicycle Helmet With Rearview Mirrors Taped On"
Senses 1 (Radius Sight) (1)
Protection 1 (1)

Offense:
Unarmed +3 (+1 Damage, DC 17)
Initiative +1

Defenses:
Dodge +3 (DC 13), Parry +3 (DC 13), Toughness +1 (+1 Bike Helmet), Fortitude +3, Will +3

Complications:
Motivation (Wannabe Hero)- Hindsight Lad just really wants to be on a super-hero team, even though he has no real powers.

Total: Abilities: 20 / Skills: 28--14 / Advantages: 6 / Powers: 0 / Defenses: 7 (47)

-Hindsight Lad (a parody on the Legion of Super-Heroes' naming conventions) was a goofy, nerdy kid who conned his way onto the Warriors after discovering Speedball's secret identity. He stuck around for a bit, and wasn't ENTIRELY useless (sorta playing the "Doug Ramsey" role), but when the Warriors were killed in Stamford, he became one of their most virulent detractors all of a sudden.

HELIX (Rafael Carago)
Created By:
Tom DeFalco, Todd DeZago & Ron Lim
First Appearance: Maximum Clonage Alpha (Aug. 1995)
Role: EXTREEEEEEEEME '90s Hero
Group Affiliations: The New Warriors
PL 9 (124)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Insight 2 (+2)
Intimidation 5 (+5)
Stealth 1 (+3)

Advantages:
Ranged Attack 4

Powers:
"Reactive Adaptoid" Variable (Powers To Counter Current Threat) 8 (Extras: Reaction +3) [80]
Sample Powers: Immunity to Disease & Poison, Growth, Super-Strength, Durability

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +4, Fortitude +6, Will +2

Complications:
Motivation (Finding Himself)

Total: Abilities: 28 / Skills: 10--5 / Advantages: 4 / Powers: 80 / Defenses: 7 (124)

-Helix is... some bizarre one-shot character, and I don't see any indication on his Wikipedia page that he actually JOINED the Warriors at some point. He's a Reactive Adaptoid, meaning he's got one of those cheesy powers that allows him to gain new abilities to counter any current situation. It's not seen that often (The Legion of Super-Heroes' Nemesis Kid was the first I think, and there's not too many others), but this guy appears to be a stupid one-shot character that never showed up after he left to "go find himself". I figure him for PL 9, but he's got some REALLY low basic stats- he needs to build up his powers (he gets 40 points' worth) to be any good.

BOLT (Chris Bradley, aka "Maverick II")
Created By:
Howard Mackie, Tom Grummett & Dan Lawlis
First Appearance: X-Men Unlimited #8 (Oct. 1995)
Role: Unwilling Mutant
Group Affiliations: The New Warriors
PL 9 (113)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+5)
Deception 5 (+6)
Insight 4 (+6)
Intimidation 1 (+2)
Perception 2 (+4)
Ranged Combat (Bolts) 4 (+8)

Advantages:
Defensive Roll 2, Ranged Attack 4

Powers:
"Mutant Powers: Electrical Generation"
Electrical Aura 6 [24]

"Electrical Bolt" Damage 9 (Extras: Area- 60ft. Line +2) (27) -- [30]
AE: Empowered Aura 4 (16)
AE: "Electrical Storm" Damage 9 (Extras: Area- 30ft. Burst) (18)
AE: Electrical Blast 8 (16)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Aura +6 (+6-10 Damage, DC 21-25)
Bolt Effects +9 Aura (+9 Damage, DC 24)
Blast +8 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+4 D.Roll), Fortitude +6, Will +5

Complications:
Motivation (Doing Good)- Dying of the Legacy Virus, Chris has devoted his life to doing what good he can.
Secret (Mole)- Chris wishes to take down Gene Nation, a hate group, from within.

Total: Abilities: 28 / Skills: 20--10 / Advantages: 4 / Powers: 54 / Defenses: 15 (113)

-Chris Bradley was originally a one-shot X-character, debuted to show the "human side" of the Legacy Virus storyline, as he was a newly-revealed mutant who ALREADY had the Virus. We got to see things through his perspective for a bit, and then he eventually disappeared. He showed up again on a short-lived New Warriors squad, and then ended up in some weird X-Men-related thing, teaming up with Cable, fighting Weapon-X, and then aiding Gene Nation (while secretly trying to bring them down from within). He was killed by his mentor, the former Maverick (now called Agent Zero), with neither knowing the other's identity at the time. Kind of a... sad story, I guess? I never heard of the kid.
-A standard PL 9 Area Blaster with a high-powered Aura, the kid's only PL 8 with non-Area effects, and folds like a card table against anything remotely resembling high-damage.

ULTRA GIRL (Susannah Lauren Sherman)
Created By:
Barbara Kesel & Leonard Kirk
First Appearance: Ultra Girl #1 (Nov. 1996)
Role: Superman Knock-Off, Failed Upstart Hero
Group Affiliations: The New Warriors, The Initiative (The Cavalry)
PL 9 (118)
STRENGTH
10 STAMINA 9 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Pop Culture) 5 (+5)
Expertise (Soldier) 4 (+4)
Perception 3 (+4)
Persuasion 2 (+5, +7 Attractive)

Advantages:
Attractive, Fast Grab, Great Endurance, Improved Initiative, Ranged Attack 6, Takedown, Withstand Damage

Powers:
Regeneration 2 (Feats: Diehard) [3]
Flight 7 (240 mph) [14]
Protection 1 [1]
Senses 2 (Infravision, Ultravision) [2]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +10, Fortitude +8, Will +5

Complications:
Relationship (Vance Astrovik, aka "Justice")
Responsibility (The Initiative/Resistance)

Total: Abilities: 64 / Skills: 16--8 / Advantages: 12 / Powers: 20 / Defenses: 11 (115)

-I have no real idea what was going on here. A supermodel turned into a super-hero with a vague origin (later revealed to be Kree-related) that was essentially a Superman clone in a Universe relatively un-glutted with them compared to DC (well, it was at THAT time- nowadays, Marvel has more Superman-types than friggin' DC!!). She actually debuted in her own limited series, which was so successful I'd never heard of it before doing research for this build, and then she joined the New Warriors during that book's LONG, LONG death (you really didn't wanna be a third or fourth-tier book in the late 90s during the Great Comic Book Market Crash), and never really got up to much. She vanished until The Initiative, being a supporting character of some power, maintaining a pretty good rep, and mainly sticking to the Initiative side of things out of fear. Eventually, she (and the guy she liked, Justice, who was handily separated from Firestar at this point) hooked up with the Avengers Resistance, but only after it became REALLY obvious the Initiative was full of evil people (ie. when Osborn took over).
-Yeah, overall, not a big fan. I hate Superman-styled people when the writers make zero effort to separate them or make them interesting, ESPECIALLY when Marvel Comics does it (DC has a history of "same-powered" people, but with Marvel it just comes across as snarky and/or jealous when they do it). Her origin is less "mysterious" than "written on the back of a napkin before the book goes to the printers". In the Initiative book she floats around being indecisive, sticks to the evil side long past the point where it made sense, and got Ms. Marvel's old costume just in time for Bendis to over-rule that and give it to Moonstone for the Dark Avengers/Siege storyline, which COMPLETELY axed any forward momentum Ultra Girl could have. So this character just kind of does nothing, because nobody important actually cared about her- a recent gag has the Avengers being unable to even REMEMBER HER NAME (she was in the running to babysit Luke Cage's daughter).
-A PL 9 variant of a Flying Brick. I could go PL 10, but she never comes across as that powerful or capable, and her biggest feat is brawling with Skrull Thor Girl for a while, and cheating to get away from Moonstone Marvel (she stripped her so she'd have to let Ultra Girl go). I figure until she gets some impressive feats under her belt, she's stuck as a PL 9. It just doesn't feel right to put her on the level of even a Cassie Sandsmark, let alone a Donna Troy or something.

TURBO (Michiko "Mickey" Musashi)
Created By:
Evan Skolnick, Dwight Coye & James Brock
First Appearance: The New Warriors #28 (Oct. 1992)
Role: Powersuit Hero, Everyday Normal Teen Hero
Group Affiliations: The New Warriors, Avengers Academy
PL 9 (135)
STRENGTH
0/9 STAMINA 1 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 2

Skills:
Aerobatics 5 (+8)
Close Combat (Unarmed) 2 (+8)
Deception 3 (+5)
Expertise (Journalist) 6 (+8)
Insight 5 (+7)
Perception 4 (+6)
Stealth 2 (+5)
Vehicles 2 (+2)
Ranged Combat (Turbo Punch) 3 (+8)

Advantages:
Agile Feint, Evasion 2, Improved Initiative, Ranged Attack 5, Takedown, Uncanny Dodge

Powers:
"Turbo Suit" (Flaws: Removable) (Feats: Powers Restricted Based on Unique Physiologies) [65]
Flight 11 (4,000 mph) (22)
Features 1: May Reconfigure Itself Costmetically (1)
Immunity 6 (Friction, Radiation Damage) (Flaws: Limited to Half-Effect) (3)
Senses 2 (Counters Illusion) (Flaws: Limited to Dire Wraiths) (1)
Protection 6 (6)
Enhanced Strength 9 (18)
Power-Lifting 1 (25 tons) (1)
Enhanced Feats: Improved Initiative (1)
Enhanced Dodge 3 (3)
Enhanced Parry 2 (2)

"Turbo Punch" Blast 10 (20) -- (22)
AE: "High-Speed Air" Affliction 9 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (9)
AE: "High-Speed Air" Affliction 10 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (10)
-- (80 points)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Turbo Strength +8 (+9 Damage, DC 24)
Turbo Punch +8 (+10 Ranged Damage, DC 25)
High-Speed Air +8 (+10 Ranged Affliction, DC 20)
High-Speed Air Wave +9 Area (+9 Affliction, DC 19)
Initiative +7 (+11 Turbo Suit)

Defenses:
Dodge +8 (+11 Suit, DC 21), Parry +9 (+11 Suit, DC 21), Toughness +1 (+8 Turbo Suit), Fortitude +4, Will +6

Complications:
Motivation (Doing Good)- Though she doesn't care for the heroic life, Mickey feels obligated to save innocent lives when she is able.
Relationship (Mike Jeffries)- The other Turbo, Mike was Mickey's best friend, and his death hit her hard. She continues to fight on as he would have.

Total: Abilities: 28 / Skills: 32--16 / Advantages: 11 / Powers: 65 / Defenses: 15 (135)

-Turbo's a character I really only knew at first because of the Marvel Cards: Series IV (the ones with the Nine-Piece Combined Pictures from whole sets of cards)- I know a LOT of characters almost solely through those (Cardinal? Terror, Inc.? The Darkhold Redeemers? Scarecrow?). She's a normal teenager (tm), bestowed with incredible powers thanks to borrowing a suit from a friend who was relatives with a Rom (Spaceknight) supporting character named Torpedo. Gaining some powers of her own, she felt obligated to altruistically help people out, and thus she joined the New Warriors in their second "era" in their first book- she joined after Rage & Darkhawk, though Fabian Nicieza was still writing (not in her debut, apparently).
-"Mickey" would eventually retire the armor, and team up with Phil Urich as part of "Excelsior", a group of former teen heroes out to convince new teen heroes (The Runaways, for example), to give up the lifestyle. Most of what happened with that entire group has been ignored in continuity, such as her dating Darkhawk for a bit. She ends up joining Avengers Academy, but doesn't get up to anything once she does.

TURBO II (Mike Jeffries)
Created By:
Evan Skolnick, Dwight Coye & James Brock
First Appearance: The New Warriors #33 (March 1993)
Role: Powersuit Hero
Group Affiliations: The New Warriors
PL 8 (100)
STRENGTH
0/8 STAMINA 1 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Aerobatics 4 (+5)
Close Combat (Unarmed) 2 (+6)
Deception 1 (+2)
Insight 2 (+2)
Perception 2 (+2)
Ranged Combat (Turbo Punch) 3 (+6)

Advantages:
Agile Feint, Evasion, Ranged Attack 3, Uncanny Dodge

Powers:
"Turbo Suit" (Flaws: Removable) (Feats: Powers Restricted Based on Unique Physiologies) [57]
Flight 10 (2,000 mph) (20)
Immunity 6 (Friction, Radiation Damage) (Flaws: Limited to Half-Effect) (3)
Senses 2 (Counters Illusion) (Flaws: Limited to Dire Wraiths) (1)
Protection 5 (5)
Enhanced Strength 8 (16)
Power-Lifting 1 (12 tons) (1)
Enhanced Feats: Improved Initiative (1)
Enhanced Dodge 3 (3)
Enhanced Parry 2 (2)

"Turbo Punch" Blast 8 (16) -- (18)
AE: "High-Speed Air" Affliction 8 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 60ft. Cone, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (8)
AE: "High-Speed Air" Affliction 8 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Ranged, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (8)
-- (70 points)

Offense:
Unarmed +6 (+0 Damage, DC 15)
Turbo Strength +6 (+9 Damage, DC 24)
Turbo Punch +6 (+8 Ranged Damage, DC 23)
High-Speed Air +6 (+8 Ranged Affliction, DC 18)
High-Speed Air Wave +8 Area (+8 Affliction, DC 18)
Initiative +1 (+5 Turbo Suit)

Defenses:
Dodge +7 (+10 Suit, DC 20), Parry +8 (+10 Suit, DC 20), Toughness +1 (+6 Turbo Suit), Fortitude +3, Will +4

Complications:
Motivation (Heroism)- Mike idolizes super-heroes, and really wants to be one.

Total: Abilities: 14 / Skills: 14--7 / Advantages: 6 / Powers: 57 / Defenses: 16 (100)

-I figure Mike (who shared the suit with Mickey- and yeah, I hate the fact that they both have similar names- makes it very annoying to read their bio) for a weaker version of Mickey, not having used the suit as much, and not having her level of experience. He's basically a PL 7 character with PL 8 Defenses and a PL 8 Area Affliction attack (and even then, he can only knock people over), making him REALLY easy to kill compared to some. He was slain by a Dire Wraith Queen, who was then killed by Night Thrasher.

"I'm on the drug! I'm on the drug! I'm on the drug that killed River Phoenix!"

SPEEDBALL (Robert "Robbie" Baldwin)
Created By:
Steve Ditko & Tom DeFalco
First Appearance: The Amazing Spider-Man Annual #22 (1988)
Role: The Comic Relief
Group Affiliations: The New Warriors, Damage Control, Avengers Academy, The Shadow Initiative, The Thunderbolts
PL 9 (135)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 2 (+6)
Athletics 2 (+3)
Close Combat (Unarmed) 2 (+7)
Deception 5 (+5)
Expertise (Law) 2 (+2)
Expertise (Pop Culture) 6 (+6)
Insight 2 (+3)
Perception 2 (+3)
Persuasion 2 (+3)
Stealth 1 (+5)

Advantages:
Agile Feint, Evasion 2, Improved Defense, Interpose, Luck 2, Ranged Attack 4, Set-Up, Takedown 2, Teamwork, Withstand Damage

Powers:
"Kinetic Bouncing Field"
Protection 9 (Feats: Impervious 7) [16]
"Bouncing" Leaping 6 (500 feet) [6]
Immunity 5 (Falling Damage) [5]
Immunity 20 (Bludgeoning Damage) (Flaws: Limited to Half-Effect) [10]

"Bounce-Back Attack" Damage 9 (Feats: Accurate) (Extras: Reaction +3) (Flaws: Limited to Damage of Opponent's Attack) (28) -- [30]
AE: "Pinball Attack" Damage 7 (Feats: Accurate, Ricochet 5, Split 3) (17)
AE: "Bubble Stream" Blast 7 (Feats: Accurate 2) (16)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Pinball Attack +9 (+7 Damage, DC 22)
Bounce-Back Attack +9 (+8 Damage, DC 23)
Bubble Stream +8 (+7 Ranged Damage, DC 22)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2 (+11 Kinetic Field), Fortitude +5, Will +6

Complications:
Motivation (Heroism)- Mike idolizes super-heroes, and really wants to be one.
Normal Identity (Robbie Baldwin)- Robbie's a bit weaker in his "normal" form (lacking most of the evasive Advantages), and requires some sort of impact to start up the "Speedball" form.

Total: Abilities: 26 / Skills: 26--13 / Advantages: 16 / Powers: 67 / Defenses: 13 (135)

-Speedball may hold a place in history for being the only character in history do only become a TRULY '90s character well after the decade had ended, recently becoming PENANCE and wearing a SPIKED COSTUME that always BROUGHT HIM PAIN AND ANGST AARRRR!!!!
-Speedball in the '90s was the Comic Relief of the New Warriors, existing as a mid-'80s short-lived Steve Ditko (yes, the Spider-Man guy) creation that never really got off the ground because it was just so goofy, in spite of its obvious comparisons to Spidey and the multiple "teen heroes" that copied him. He did okay I guess, and ironically came to represent the New Warriors moreso than even Night Thrasher or the T&A characters, though that ended up being more of a hindrance than a bonus once they came to be well-known for failing a few times in sales. Reading many of the old issues, I'm kind of struck by how he doesn't really "fit in" the way the others do (he doesn't get an in-team hook-up, and was at one point the only on of the seven who wasn't hooked-up with a partner at SOME point), and that while he's the Token Funny Guy, he's also got his own sad story- his parents (a lawyer and an actress) are in the middle of a divorce, and the Warriors are basically his way to "get away from it all". We actually get a glimpse of his real self a lot as well (he's an even skinnier, shrimpier kid than the others at all of fifteen years old- Nita & Firestar actually feel bad for him, and try to build him up).
-Speedball is a PL 9 (135) build, but with some WEIRD stats. He's not a great fighter by any means, and is rather easy to hit, but actually DOING damage is quite a different matter. Nigh-immune to many forms of harm (especially to blunt physical trauma, to the point of gaining Immunities for that sort of thing), his whole technique involves being plastered by the bad guys, then bouncing back with the same level of kinetic energy drawn back at them. This is the "Bounce-Back Attack" Extra from 2e's "Bouncing" turned into a "Reaction Damage" effect that's Limited to the degree of damage the original attack is worth, in addition to a standard low-level Blast and his usual "Pinball" attack that bounces between enemies.

PENANCE II (Robert "Robbie" Baldwin)
Created By:
Steve Ditko & Tom DeFalco
First Appearance: The Amazing Spider-Man Annual #22 (1988)
Role: The Psychopathic Mega-Bullet, Ultra-Violent '90s Hero
Group Affiliations: The New Warriors, Damage Control, Avengers Academy, The Shadow Initiative, The Thunderbolts
PL 13 (160)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -2 PRESENCE -1

Skills:
Acrobatics 2 (+6)
Intimidation 8 (+7)
Perception 4 (+2)
Ranged Combat (Kinetic Attacks) 4 (+8)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 4

Powers:
"Penance Armour" (Flaws: Removable) (Feats: Restricted to Masochists/Immune to Piercing) [12]
Protection 5 (5)
Spike Aura 2 (8)
-- (13 points)

Immunity 2 (Pain Effects) [2]

"Super-Kinetic Storms" (All Have Flaws: Limited to When Feeling Pain)
Kinetic Aura 12 (Extras: Area- 60ft. Burst +2) [60]
Flight 4 (30 mph) (Flaws: Low Ceiling) [2]
Kinetic Blast 16 (Extras: Multiattack) (32) -- [33]
AE: "Kinetic Wave" Damage 13 (Extras: Area- 60ft. Cone) (13)
Force Field 6 (Extras: Impervious 12) [9]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Kinetic Aura +12 Area (+12 Damage, DC 27)
Kinetic Blast +8 (+16 Ranged Damage, DC 31)
Kinetic Wave +13 Area (+13 Damage, DC 28)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2 (+11 Kinetic Field), Fortitude +5, Will -1

Complications:
Motivation (Heroism)- Mike idolizes super-heroes, and really wants to be one.
Normal Identity (Robbie Baldwin)- Robbie's a bit weaker in his "normal" form (lacking most of the evasive Advantages), and requires some sort of impact to start up the "Speedball" form.

Total: Abilities: 18 / Skills: 18--9 / Advantages: 6 / Powers: 118 / Defenses: 9 (160)

-Okay, so Speedball IS very different from Penance, so he requires a separate build for this era...
-This is pretty much one of the sticking points of Civil War/Initiative/Dark Reign-era Marvel that gets to people. Speedball was never a major, or even popular character, essentially being "The Hawkeye" of a third or fourth-tier book, but everyone kinda liked him and appreciated what he was about. I was never a huge fan, but even I created a rip-off of him for the Something Unique fictional universe me and a bunch of internet friends had created eons ago that became one of my most beloved creations. So to see him as Captain Angst, moping over killing hundreds of children, bleeding constantly ("Bleedball" is a popular fan nickname), feeling eternal pain and anguish while Blasting away and smashing people indiscriminately... it was fairly bizarre.
-He got a smidge better during The Heroic Age and a run on Avengers Academy, but he was pushed WAY to the fringe of that book, and still cut himself a bit (though that's a bit realistic- few people make a sudden insta-recovery in real life). He recently retired AGAIN, running on a "Tour of America" with his hetero life partner, Vance "Justice" Astrovik.
-Penance is a true heavyweight, effecting a mass Area-Burst Kinetic Aura, IN ADDITION TO a huge Blast that makes him PL 12-13. He's entirely different from Speedball in every possible way. He doesn't even bounce! His mental stats are a mess, though, so he's not much on the "Role Playing" side of things. He's the epitome of Iron Age storytelling in nearly every regard- he even has spikes on him!

TIMESLIP (Rina Patel)
Created By:
Evan Skolnick & Patrick Zircher
First Appearance: The New Warriors #59 (May 1995)
Role: Forgotten Character
Group Affiliations: The New Warriors
PL 7 (119)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 2 (+5)
Athletics 3 (+4)
Close Combat (Unarmed) 1 (+6)
Deception 2 (+3)
Expertise (History) 4 (+5)
Insight 3 (+5)
Perception 3 (+5)
Stealth 2 (+5)

Advantages:
Ranged Attack 4, Set-Up, Teamwork

Powers:
"Switch Consciousness With Past & Future Selves"
Senses 8 (Precognition & Postcognition) (Flaws: Limited to Things She Herself Witnessed/Knows) [4]
Variable 2 (Skills & Advantages) [14]

"Limited Time Travel" Movement 3 (Time Travel 3) [6]
"Mimic Super-Speed"
Quickness 5 [5]
Speed 8 (500 mph) [8]
Enhanced Advantages 3: Improved Initiative 3, Close Attack 2, Ranged Attack 2 [7]
Enhanced Dodge & Parry 2 [4]

"Area Attack" Strength-Damage +2 (Extras: Area- 30ft. Burst 3, Selective 3) (8) -- [9]
AE: "Rapid Attack" Strength-Damage +2 (Extras: Multiattack 3) (5)

Offense:
Unarmed +6 (+1 Damage, DC 16)
High Speed Punches +8 (+3 Damage, DC 18)
Area Punches +3 Area (+3 Damage, DC 18)
Initiative +15

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +2, Fortitude +5, Will +5

Complications:
Motivation (Heroism)- Mike idolizes super-heroes, and really wants to be one.
Normal Identity (Robbie Baldwin)- Robbie's a bit weaker in his "normal" form (lacking most of the evasive Advantages), and requires some sort of impact to start up the "Speedball" form.

Total: Abilities: 28 / Skills: 20--10 / Advantages: 6 / Powers: 57 / Defenses: 18 (119)

-Timeslip's a weird concept, sorta fitting what Tempo of The Mutant Liberation Front/Acolytes can do. She joined the Warriors VERY late in the run (ie. I've never heard of her until right now, when doing the build). She can slow time around her, which more gives her Super-Speed than actually Afflicts anyone else. She can switch her consciousness with her past & future selves, meaning that she can remember stuff they've seen (Limited Senses), and possibly gain experience (gaining Skills & Advantages). She's also got a handful of Super-Speed-related abilities, but nothing too extreme- she's only PL 5.5 in close combat, and PL 7 defensively. She didn't last long on the Warriors, and ended up being de-powered at one point.

AEGIS (Trey Jason Rollins)
Created By:
Jay Faerber & Steve Scott
First Appearance: The New Warriors #0 (June 1999)
Role: Forgotten Character
Group Affiliations: The New Warriors
PL 10 (108)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+6)
Close Combat (Unarmed) 3 (+10)
Deception 3 (+5)
Expertise (Greek Mythology) 6 (+7)
Insight 4 (+6)
Intimidation 4 (+6)
Perception 3 (+5)
Persuasion 3 (+5)

Advantages:
Diehard, Interpose, Ranged Attack 3, Teamwork

Powers:
"Skilled Fighter" Strength-Damage +1 [1]

"The Aegis Breastplate" (Flaws: Removable) (Feats: Indestructible) [30]
Force Field 8 (Extras: Impervious 9) (17)
Enhanced Advantages: Withstand Damage (1)
"Protect Others" Force Field 8 (Feats: Reach) (Extras: Affects Others Only +0, Area- 15ft. Burst +1/2, Selective +1/2) (17) -- (18)
AE: "Redirect Damage" Strength-Damage +5 (Feats: Reach) (Flaws: Limited to Degree of Damage Absorbed) (4)
-- (36 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Redirect Damage +10 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+11 Force Field), Fortitude +6, Will +6

Complications:
Motivation (Heroism)- Trey likes being looked up to by the poorer kids of Brooklyn.

Total: Abilities: 42 / Skills: 30--15 / Advantages: 6 / Powers: 31 / Defenses: 14 (108)

-Aegis (a "black kid who wants to make a difference in the hood" who gained the mystical Aegis Shield of Greek Mythology) is pretty much the iconic character of the second generation of The New Warriors, which turns out to be just a single 11-issue run. He loses out big-time because of that, being left behind as soon as the series was done, and he spent parts of Civil War running from Pro-Registration heroes, then being killed in a side-plot in Hercules as a way to reconfigure a lot of the Greek Mythology-themed heroes. Pretty much never really got a chance.
-Aegis' exact PL is tough to determine, but he seems to be a athletic melee-fighter-type hero with a super-powered Force Field making him pretty hard to hurt & kill. This means he's PL 7 normally, PL 9 with his Redirect Damage trick (he can take attacks against him and "redirect" them back) and PL 10 defensively. He can also project his Force Fields onto others, making him a good Team Guy, but only in close.

TAI
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #1 (July 1990)
Role: Mentor Figure, Traitorous Mentor, Evil Mystic
Group Affiliations: The New Warriors, The Dragon's Breadth Cult
PL 11 (204)
STRENGTH
5 STAMINA 6 AGILITY 7
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 6 (+13)
Athletics 6 (+11)
Close Combat (Unarmed) 1 (+13)
Deception 7 (+8)
Expertise (History) 10 (+13)
Expertise (Arcane Lore) 9 (+12)
Insight 5 (+8)
Intimidation 8 (+9)
Perception 8 (+11)
Persuasion 3 (+4)
Ranged Combat (Magic) 4 (+12)
Stealth 5 (+12)
Treatment 2 (+5)

Advantages:
Accurate Attack, All-Out Attack, Assessment, Daze (Intimidation), Defensive Roll, Diehard, Evasion 2, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Defense, Improved Initiative 2, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 6, Ritualist, Startle, Takedown 2, Uncanny Dodge

Powers:
"Weird Asian Mystic"
Immunity 3 (Aging, Poison, Disease) [3]
Senses 1 (Low-Light Vision) [1]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
"Talons" Strength-Damage +2 (Feats: Split) [3]

"Pink Snare-y Things" Snare 10 (Extras: Multiattack) (30) -- [34]
AE: Mystic Blast 10 (20)
AE: Teleport 8 (16)
AE: Healing 8 (16)
AE: "Mist Form" Insubstantial 3 (15)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Snare +12 (+10 Ranged Affliction, DC 20)
Blast +12 (+10 Ranged Damage, DC 25)
Initiative +15

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +6 (+7 D.Roll), Fortitude +10, Will +8

Complications:
Motivation (Power)- Tai wants the Pact to give her ultimate power. To this end, she will murder men, women and children, and specifically murdered her own daughter for it.
Secret (Everything)- Tai is Night Thrasher's mentor, but has continuously been manipulating him his entire life.

Total: Abilities: 78 / Skills: 74--37 / Advantages: 29 / Powers: 44 / Defenses: 16 (204)

-Tai is the true monster in the New Warriors' backstory. An aged Cambodian mystic, she manipulated Chord and his team of American Soldiers into marrying the Daughters of the Dragon's Breadth cult (their children would be "Children of the East & West", and thus have great power), and had Dwayne Taylor's parents murdered because his father refused to go along with it. When she discovered her own daughter (Silhouette's mother) still alive, she murdered the poor woman with her bare hands (and talons), and then planned to sacrifice the entirety of The New Warriors into a Wellspring to gain ultimate power for herself. A true bitch.
-The storyline came to a head when the Warriors and The Folding Circle (the children of the Daughters) arrived, and they all attacked Tai. Stepping into the Well, she gained even more power, and effectively fought off EVERY character, taking in tons of damage, before Night Thrasher finally shot her with an M-16, sending her (and Circle member Left Hand) to die in the well. This kind of "non-death" would seemingly be ripe for resurrection, but we only ever saw Tai again in flashbacks. I think the story was a little weird and full of odd twists (involving secret parentage, deaths being revealed as fakes only to become actual deaths, groups of Jobbers and ancient prophecies all for an old lady to gain power), and I don't recall ANY Warriors fans ever talking about it again, so I don't think it was a major hit. For example, WAY more people talk about the brief "Nova is in an Alternate Universe Where Egypt Rules The World" arc than any "Wellspring" stuff.
-Tai is a BEAST. PL 10 ain't that great (her biggest feat at her normal levels was holding off the entire Hellions simultaneously, necessitating Emma Frost stepping in and Mind-Frying the old woman, which she did quite handily), but once she stepped into the Well, she probably amped herself up to PL 11 (just boost the Strength, Toughness & Blasts by 2 ranks each), taking tons of damage but still fighting.

THE SPHINX (Anath-Na Mut)
Created By:
Marv Wolfman & Sal Buscema
First Appearance: Nova #6 (Feb. 1977)
Role: The Big Bad (To Nova)
PL 12 (372), PL 14 (372) Defenses
STRENGTH
12/14 STAMINA 15 AGILITY 0
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Skills:
Close Combat (Unarmed) 1 (+10)
Deception 4 (+6)
Expertise (History) 8 (+14)
Expertise (Arcane Lore) 8 (+14)
Insight 2 (+5)
Intimidation 10 (+12)
Perception 4 (+7)
Stealth 3 (+3)
Technology 4 (+10)

Advantages:
Beginner's Luck, Diehard, Extraordinary Effort, Great Endurance, Improved Critical (Blasts) 2, Improved Hold, Inventor, Power Attack, Ranged Attack 10, Ritualist, Startle

Powers:
Immunity 11 (Aging, Life Support) [11]
Impervious Toughness 15 [15]
Movement 2 (Space Travel 2) [4]
Flight 7 (250 mph) [14]

"The Ka Stone" (Flaws: Removable) [172]
Enhanced Strength 2 (4)
Blast 14 (Feats: Split, Penetrating 8) (37) -- (39)
AE: Teleport 10 (Extras: Extended) (30)
AE: "Telepathy" Communication (Mental) 2 & Mind Reading 10 (30)

"Reality Warping" Transform 10 (Anything to Anything Else) (Extras: Area- 4 miles +11, Continuous) (170)
Immortality 1 (2)
-- (215 points)

Offense:
Unarmed +10 (+14 Damage, DC 29)
Blasts +10 (+14 Ranged Damage, DC 29)
Initiative +15

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +15, Fortitude +15, Will +13

Complications:
Motivation (Death, Power)- The Sphinx either wants to die, or wants to gain more power.

Total: Abilities: 94 / Skills: 44--22 / Advantages: 21 / Powers: 216 / Defenses: 19 (372)

-The Sphinx is effectively Nova's own personal Big Bad from his '70s series, but with Nova's cancellation, he kind of became one of those odd "Recurring Marvel Foes" that ends up in random solo series over time. He fought The Thing & others, but was brought back in The New Warriors as a lady (a different person, who was an ally of the first in Egypt, and constantly resurrecting) so that Mark Bagley could draw more cleavage. He was last seen in the tail end of Nova's last solo book, showing up to do Time Travel stuff.
-Not an easy guy to stat, especially because I've read so little of him, and he seems nigh-cosmic in power sometimes (Galactus beat him easily, but still, IT'S GALACTUS). I have no idea what kinds of power levels he could pick up over the years, but he came across as one of those overwhemling PL 12-type threats in Nova & The Thing's books, so that's where I'll put him. He's probably recieved massive power-ups over the years, and could have powers extending far beyond mere "Reality Warping" (effectively transforming stuff into other stuff for miles around). I'm not entirely sure where HIS powers end, and the KA STONE's powers begin, either.

HUMMINGBIRD (María Aracely Josefina Penalba de las Heras)
Created By:
Christopher Yost & Ryan Stegman
First Appearance: Scarlet Spider #1 (Jan. 2012)
Role: Rookie Hero, Magic Girl
PL 8 (113)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Religion) 2 (+3)
Ranged Attack (Magic) 2 (+8)

Advantages:
Ranged Attack 3

Powers:
"Reeks of Magic"
"Detect Thoughts" Mind-Reading 8 Linked to Communication 2 (Mental) (24) -- [26]
AE: "Invoking Sacred Fire" Blast 8 (16)
AE: "Create Panic" Affliction 8 (Will; Dazed/Stunned/Controlled) (Extras: Ranged) (Flaws: Limited to Fear) (16)

"Telelocation" Senses 7 (Detect Thoughts- Ranged 5, Radius) [7]
"Special Connection" Senses 1 (Communication Link- Kaine) [1]
Comprehend (Speak To & Understand Languages) 2 [4]
"Levitation" Flight 5 (60 mph) [10]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Magic +8 (+8 Ranged Damage, DC 23)
Create Panic +8 (+8 Ranged Affliction, DC 18)
Mind-Reading -- (+8, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +5

Complications:
Responsibility (Possible Reincarnation of Huitzilopochtli)

Total: Abilities: 48 / Skills: 6--3 / Advantages: 3 / Powers: 48 / Defenses: 11 (113)

-María Aracely Josefina Penalba de las Heras (just ROLLS OFF THE TONGUE, DON'T IT? There's a reason most comic book heroes have simple names, people!) is representative of a lot (perhaps most) new comic book super-heroes: an ethnicity other than white, and shows up in another character's book, or a team book, in order to showcase them with the least risk. Believing herself to be the reincarnation of the Aztec War God Huitzilopochtli (who I'm pretty sure is also an actual Marvel character), she appears with no memory of her past life. She is saved numerous times by Kaine, the Scarlet Spider, and becomes Hummingbird. Christopher Yost, her creator, naturally felt a bit of a liking for her, and took her to his new book, The New Warriors, in an attempted reboot of the series. As it only lasted a year, it didn't really work out.
-Hummingbird possesses a lot of varied powers, as someone who "Reeks of Magic", as the High Evolutionary put it. A lot of Telepathy-based stuff (even rarities like Telelocation & Comprehend), plus Fire Blast. Like most Rookie Heroes, she's rather simplistic and low-level.

WATER SNAKE (Faira Sar Namora)
Created By:
Christopher Yost & Marcus To
First Appearance: The New Warriors #1 (Feb. 2014)
Role: Scrapper, Water-Controller
PL 8 (132)
STRENGTH
6 STAMINA 5 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 1 (+7)
Expertise (Atlantean Soldier) 5 (+5)
Intimidation 4 (+4)
Perception 3 (+3)
Stealth 1 (+4)
Vehicles 2 (+5)

Advantages:
Equipment 2 (Trident, Nets), Fast Grab, Favoured Environment (Underwater), Improved Critical (Trident), Improved Initiative, Improved Trip, Ranged Attack 5, Startle

Powers:
"Atlantean Physiology"
Swimming 6 (30 mph) [6]

Immunity 3 (Drowning, Cold, Pressure) [3]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Senses 1 (Low-Light Vision) [1]
Protection 1 [1]

"Hydrokinesis"
Move Object 8 (Feats: Precise) (Extras: Perception-Ranged) (Flaws: Limited to Water) (17) -- [19]
AE: Water Blast 8 (16)
AE: Create Water Objects 6 (12)

Equipment:
"Thrown Trident" Strength-Damage +1 (Extras: Ranged 7) (Diminished Range -1) (8) -- (10)
AE: "Net" Snare 5 (Flaws: Limited to One Use) (5)
AE: "Trident" Strength-Damage +1 (Feats: Reach) (2)

Offense:
Unarmed +9 (+6 Damage, DC 21)
Trident +9 (+7 Damage, DC 22)
Water Blast +8 (+8 Ranged Damage, DC 23)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +5

Complications:
Responsibility (Atlantis)
Weakness (Lack of Water)- If left without water, Atlanteans will grow progressively weaker. After a long period of time, they will becoming Fatigued, Impaired, Disabled, Stunned, etc. (in addition to dropping Strength & Stamina consistently). They will also suffocate after 10 minutes outside of water, unless they have a special helmet or serum.

Total: Abilities: 64 / Skills: 16--8 / Advantages: 13 / Powers: 32 / Defenses: 15 (132)

-Water Snake joins the new New Warriors team after watching her people slaughtered by the High Evolutionary's minions. A Handmaiden of Lady Namora (Namor's cousin, and a 1950s heroine), she's a trained fighter, and uses Hydrokinesis to do battle, making her a combination Blaster/Scrapper build. There's little else to go on with her, though.

HAECHI (Mark Sim)
Created By:
Christopher Yost & Marcus To
First Appearance: The New Warriors #2 (March 2014)
Role: Rookie Hero, Inhuman Add-On
PL 8 (132)
STRENGTH
2/8 STAMINA 3/8 AGILITY 2/4
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Close Combat (Unarmed) 2 (+8)
Intimidation 3 (+5)
Perception 3 (+5)

Advantages:
Ranged Attack 2, Startle

Powers:
"Energy-Fueled Physicality" (All Have Flaws: Requires Energy Absorption)
Enhanced Strength 6 [6]
Enhanced Stamina 5 [5]
Enhanced Agility 2 [2]
Speed 4 (30 mph) [2]

"Absorb & Redirect Energy"
"Redirect" Damage 8 (Feats: Variable 2- Any Energy) (Extras: Area- 60ft. Cone) (Flaws: Requires Absorbed Energy) (18) -- [19]
AE: Nullify 8 (Energy Powers) (Extras: Broad, Area- 60ft. Cone) (Flaws: Touch Range) (16)

"Dragon Form" (All Have Flaws: Requires Energy Absorption)
Features 2: Increased Mass 2 [1]
Enhanced Skills 4: Intimidation 4 (+9) [1]
Morph 1 (Dragon Form) [4]

Offense:
Unarmed +9 (+6 Damage, DC 21)
Energy Blast +8 Area (+8 Damage, DC 23)
Initiative +2 (+4 Absorption)

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +6, Fortitude +7, Will +5

Complications:
Prejudice (Obvious Superhuman)- Mark now has a horn growing out of his forehead, amongst other things.

Total: Abilities: 40 / Skills: 8--9 / Advantages: 2 / Powers: 34 / Defenses: 15 (132)

-Part of Marvel's big push of The Inhumans over the past couple of years (in a rather obvious attempt to create a "new" kind of X-Men that'd be a good "Modern-Day Tale of Prejudice" that Marvel might actually own the movie rights to) has been the introduction of various "Inhuman" characters from a great Terrigenesis Bomb set off by Black Bolt- Ms. Marvel was one of them, and so the New Warriors added "Haechi". He can turn into a dragon, and "eats" energy, which he can then use to amplify his stats, or shoot out. I don't know exactly HOW MUCH energy he needs to do these things, however. I mean, would he be useless without getting shot by something first? That's kind of a big drawback...

SUN GIRL II (Selah Burke)
Created By:
Christopher Yost & Marco Checchetto
First Appearance: Superior Spider-Man Team-Up #1 (July 2013)
Role: Rookie Hero
PL 8 (104)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 2 PRESENCE 2

Skills:
Expertise (Science) 4 (+8)
Insight 2 (+4)
Perception 3 (+5)
Technology 7 (+11)

Advantages:
Improved Aim, Inventor, Ranged Attack 5

Powers:
"Flight Suit" (Flaws: Removable) [23]
Flight 6 (120 mph) (12)
Blast 8 (16)
-- (28 points)

"Light Guns" (Flaws: Easily Removable) [13]
Blast 7 (Extras: Multiattack) (21 points)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Energy Blast +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +5

Complications:
Relationship (Lightmaster)- Selah is the daughter of a mostly-unknown Jobber Villain.

Total: Abilities: 52 / Skills: 16--8 / Advantages: 7 / Powers: 46 / Defenses: 11 (104)

-Seriously, Yost added TWO prior characters of his from other series into The New Warriors. Oh well- writer's prerogative. Selah Burke is possessed by the Carrion Virus in an issue of Superior Spider-Man Team-Up, and is saved by Ock-Spidey- it turns out that she's the previously-unknown daughter of jobber villain Lightmaster. In return, she saves Spider-Man from the previously-Mind Controlled Superior Six (Chameleon, Electro, Sandman, Mysterion & Vulture). Finding Otto condescending, she leaves on bad terms. By this point, she's become the new Sun Girl, taking the name from an old ally of the Jim Hammond Human Torch. Next, she appears on the relaunched New Warriors book.
-Burke is a good engineer who's invented her own gear- a Blaster Suit and Light Guns. This is a bit redundant, so I made one stronger, and the other Multiattack in addition to being Easily Removable.

NOVA III (Sam Alexander)
Created By:
Jeph Loeb & Ed McGuinness
First Appearance: Marvel Point One #1 (Nov. 2011)
Role: Rookie Hero
PL 9 (145)
STRENGTH
1/9 STAMINA 2/8 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Aerobatics 3 (+6)
Close Combat (Unarmed) 1 (+7)
Expertise (Pop Culture) 4 (+4)
Ranged Combat (Gravimetric Blasts) 2 (+7)

Advantages:
Fast Grab, Ranged Attack 3

Powers:
"Access to Nova Force Via Helmet" (Flaws: Removable) [81]
Flight 8 (500 mph) (16)
Movement 2 (Space Travel 2) (4)
Enhanced Strength 8 (16)
Enhanced Stamina 6 (12)

"Gravimetric Force" Blast 10 (Feats: Dynamic, Penetrating 6) (27) -- (37)
Dynamic AE: "Force Wave" Damage 9 (Feats: Penetrating 4, Dynamic) (Extras: Area- 30ft. Burst) (23)
Dynamic AE: "Force Line" Damage 9 (Feats: Penetrating 4, Dynamic) (Extras: Area- 30ft. Line) (23)
Dynamic AE: Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 5 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (9)
Dynamic AE: "Gravity Control" Move Object 9 (Extras: Perception Range) (Flaws: Limited to Up or Down) (18)
Dynamic AE: Force Field 2 (Feats: Dynamic) (Extras: Affects Others 9, Impervious 4) (Flaws: Immobile -2) (14)

Senses 3 (Extended & Infravision, Radio) (3)
Immunity 9 (Life Support- Starvation) (9)
Comprehend 2 (Languages) (4)
-- (101 points)

Offense:
Unarmed +8 (+9 Damage, DC 24)
Groundstrike +9 Area (+9 Affliction, DC 19)
Force Area Attacks +9 (+9 Damage, DC 24)
Gravimetric Blast +7 (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+8 Stamina Boost), Fortitude +3/+9, Will +5

Complications:
Responsibility (Kid)- Sam is fairly young.
Relationship (Family)- Sam's father is an alcoholic who talks about his time as a Nova Corps member.

Total: Abilities: 32 / Skills: 10--5 / Advantages: 4 / Powers: 81 / Defenses: 13 (145)

-Let's see: a sixteen-year-old bullied boy gains grand new powers, and is immediately accepted and recruited by established super-heroes, getting a major push? Yup- Sam Alexander is our brand-new Fan Representative Character for legions of Typical American Kids.
-I'm actually surprised he isn't that hated, as far as I can tell. There's probably people bitching because he's the replacement for the lamented Richard Rider, but it's nothing compared to the vitriol the similar Kyle Rayner got decades ago. Surprising, given that Rider was casually wasted after the Abnett/Lanning Cosmic Books came to an end, and Sam is the creation of the much-hated Jeph Loeb (who even named Sam after his late son- the same one that inspired the Red Hulk). Sam's gotten a pretty good-sized push, getting on the new Spider-Man cartoon, and joining one of the many new Avengers teams. He's the son of a drunk who was actually a member of the Nova Corps. back in the day, and inherits his father's helmet, gaining powers and meeting up with various super-heroes.
-Sam is a rookie hero, and basically a lesser version of what Richard Rider was back in the New Warriors series, but with the more-varied Nova Gravimetric Energy Powers (in the NW book, Nova was simply a big dumb Flying Brick).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

New Warriors Foes

Post by Jabroniville »

PSIONEX:



THE FORCE OF NATURE:
-A squad of Captain Planet rejects (three of whom were older characters- Plant Man, Water Wizard & Aireo were given new names as Terraformer, Aqueduct & Skybreaker). They were joined by Firewall and done up with strict Rookie Mark Bagley designs (this means lots of goggles/visors). They fought for the environment, but used murder to do it, and when Speedball's mother was threatened, the Warriors intervened and did the typical "they lose the first fight, but come back and win the second" comic book thing. These guys mostly vanished, but the Initiative writer (who was obviously a Warriors fanboy, judging by the line-up of the first book, and the following info) utilized both them and Psionex (see below) as members of the Fifty State Initiative. No idea what became of that whole idea post-Dark Reign, though.

-Just a random grouping of guys, set up much like the Warriors (a few under-utilized older characters; one new one), with the Eco-Terrorist theme. They did some stuff in the jungles of South America, got involved with Speedball's mom (an actress who was fighting for the trees and whatnot), and weren't major characters again. They're later seen in The Vault, arguing for prisoners' rights (Marvel Boy, then imprisoned, agrees with them and acts as a go-between between the super-villains and the prison administration). Next up, they were seen as backgrounders in Norman Osborn's army of ex-villains as part of The Initiative, taking up the role as defenders of Oregon.

The Roster:
Skybreaker- An Inhuman villain with Air Powers.
Terraformer- An offshoot of Plant-Man.
Sunstreak- Iron Man Jobber Villain.
Firewall/Silk Fever- Fire-wielder. New character.
Aqueduct- The former "Water Wizard", and the one guy to survive Scourge's rampage (because he was late for the meeting at The Bar With No Name).

SKYBREAKER (aka Aireo)
Created By:
Stan Lee & Jack Kirby
First Appearance: The Fantastic Four #47 (Feb. 1966)
Role: Elemental Jobber
Group Affiliations: The Inhumans, Force of Nature
PL 9 (99)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Streetwise) 4 (+4)
Expertise (Survival) 3 (+3)
Intimidation 4 (+5)
Perception 3 (+3)
Ranged Combat (Air Attacks) 4 (+9)

Advantages:
Move-By Action, Ranged Attack 5

Powers:
"Terrigen Mist-Given Powers: Air Control"
"Air Control" Move Object 9 (Extras: Perception Range) (Flaws: Limited to Air) (18) -- [24]
AE: "Air Blast" Blast 8 (16)
AE: "Wind" Features 2: Snuff Flames, Throw Off Arrows, Other Effects (2)
AE: Environment 5 (250 feet) (Impede Movement 2) (10)
AE: Move Object 8 (16)
AE: Deflect 8 (8)
AE: "Air Stealing" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Concentration) (Flaws: Distracting) (16)

Flight 5 (60 mph) [10]

Offense:
Unarmed +6 (+2 Damage, DC 17)
Air Blast +9 (+8 Ranged Damage, DC 23)
Suffocation +9 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +8 (DC 18), Toughness +4, Fortitude +7, Will +3

Complications:
Motivation (Environment)- The Force of Nature are out to save the environment, by any means necessary. Murder, kidnapping and extortion are all acceptable practices.

Total: Abilities: 34 / Skills: 22--11 / Advantages: 6 / Powers: 34 / Defenses: 14 (99)

-Talk about jobbers... Originally named "Aireo", he's apparently a Lee/Kirby original (proof positive that even the BEST have off-days), a renegade Inhuman and stooge of Maximus that went under-used for years, until the New Warriors (itself a book designed to make once-failed concepts work) refashioned a new team for the guy- comprised of elementalists engaging in criminal behavior while being hired by an eco-terrorist group. They didn't really make it much further than that 90s book, but they popped up in recent "Initiative" books alongside literally DOZENS of other tossed-out, nobody villains, and helped take out the Heavy-Hitters one time. Not that any really have personality these days, but hey- they're jobbers, and thus CRY OUT TO BE STATTED. Funnily enough, I hadn't even heard of these guys when I checked the Wiki page for Inhumans, and then looked through my old New Warriors books and found them. So they're pretty forgettable, seeing as how I read many an appearance of them and then forgot.
-Skybreaker (a wannabe bad-ass '90s name from "Aireo"... yeah, that's a decent trade) is your standard everyday Wind-User, but with varied other effects. He uses the standard Air Control stuff (making him PL 9 for that Perception-Range Power, but PL 8-8.5 everywhere else), but also packs Environment, Deflect, and Suffocate, since he could suck the air right out of people's lungs. That's an unusual power for me (not a lot of characters have it at all- probably because it's nigh-fatal), and he's got good Range on it- but loses his ability to defend himself properly. Still, he's a total Glass Cannon who won't last to more than a few key hits. Curiously, like a lot of Inhuman characters who went outside the usual bend of the group, he lacks the Complication of being weak to Pollution- Medusa is the same way, as are the Dark Riders, for unknown reasons (they just got used to it?).

TERRAFORMER (Samuel Smithers, aka Plantman, Blackheath)
Created By:
Stan Lee & Jack Kirby
First Appearance: Strange Tales #113 (Oct. 1963)
Role: Elemental Jobber
Group Affiliations: The Thunderbolts, The Maggia
PL 9 (138)
STRENGTH
3 STAMINA 5 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Deception 3 (+3)
Intimidation 5 (+5)
Expertise (Botany) 12 (+12)
Ranged Combat (Plants) 2 (+8)

Advantages:
Power Attack, Ranged Attack 6, Teamwork

Powers:
"Living Plant" Immunity 4 (Heat, Drowning, Starvation, Poison) [4]
Features 1: May Change to Human Form as a Free Action [1]
"Moving Along Vines" Speed 2 (8 mph) [2]
Movement 1 (Slithering) [2]
Comprehend 2 (Speak To & Understand Plants) [4]
"Plant Control" Mind Control 4 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2, Limited to Plants) [12]

"Plant Control" Snare 9 (Feats: Reversible) Linked to Blast 4 (39) -- [45]
AE: "Wide Snare" Snare 8 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (Flaws: Touch Range) (33)
AE: "Plant Growth" Growth 10 (Flaws: Affects Others +0, Limited to Plants) (20)
AE: "Plant Blast" Blast 8 (Feats: Split) (17)
AE: "Multiple Vine Stabs" Blast 8 (Extras: Multiattack) (24)
AE: "Vines Tear the Earth" Affliction 9 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (9)
AE: "Mold Toss" Concealment (Visuals) 2 (Extras: Attack, Ranged) (8)

Offense:
Unarmed +6 (+3 Damage, DC 18)
Plant Snare +8 (+9 Ranged Affliction, DC 19)
Wide Snare +8 Area (+8 Affliction, DC 18)
Plant Blast +8 (+8 Ranged Damage, DC 23)
Vines Tear the Earth +9 Area (+9 Affliction, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +8, Will +4

Complications:
Motivation (Environment)- The Force of Nature are out to save the environment, by any means necessary. Murder, kidnapping and extortion are all acceptable practices.
Vulnerable (Flame, Herbicides)- Plant Material is prone to being set aflame.
Involuntary Transformation (Unmoving Plant Material if Dehydrated)

Total: Abilities: 36 / Skills: 22--11 / Advantages: 8 / Powers: 70 / Defenses: 13 (138)

-Terraformer's a weird idea. A Plant Controller? Fine. A few characters in comics like that, and it's one of the few power-sets that hasn't been completely overdone over the years, so he's appreciated. But being a sentient plant-creature created by no-name character Plant-Man years earlier, who has somehow gone off on his own? I mean, why didn't they just use PLANT-MAN then? This guy was an early Mark Bagley character design (meaning he had a visor- which Bagley loved like Liefeld loved pouches & eye-markings), being a ripped guy who got dehydrated and turned into a plant after doing by far the best out of the Force of Nature (why not FORCES, I always wondered- the plural made more sense). He reappeared a few years later as much more plant-like, and in the "Initiative" series as an unspeaking gigantic dude who looked alot like Groot of the Guardians of the Galaxy. So he's still around.
-Terraformer (actually a sentient Simuloid version of himself, but with the same overall abilities) actually seemed REALLY effective in the New Warriors comics I have featuring him. He was pretty built, and his Plant Control extended over a MASSIVE range, with vines strong enough to hold Nova and Namorita in place, helpless, and he ensnared dozens of civilians at a time with the greatest of ease. Marvel Boy & Firestar had to team up to beat him, but her Microwave Pulse turned him into a brown piece of slag due to dehydration, and he lost his form as a result. So he's got some big-time weaknesses, but is a bit more expensive than the other guys on his team.

TERRAFORMER (Samuel Smithers, aka Plantman, Blackheath)
Created By:
Stan Lee & Jack Kirby
First Appearance: Strange Tales #113 (Oct. 1963)
Role: Elemental Jobber
Group Affiliations: The Thunderbolts, The Maggia
PL 9 (152)
STRENGTH
9 STAMINA 9 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 5 (+5)
Expertise (Botany) 11 (+11)
Ranged Combat (Plants) 2 (+8)

Advantages:
Power Attack, Ranged Attack 6

Powers:
"Living Plant" Immunity 4 (Heat, Drowning, Starvation, Poison) [4]
"Tough Bark" Protection 1 [1]
"Moving Along Vines" Speed 2 (8 mph) [2]
Movement 1 (Slithering) [2]
Comprehend 2 (Speak To & Understand Plants) [4]
"Plant Control" Mind Control 4 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2, Limited to Plants) [12]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

"Plant Control" Snare 9 (Feats: Reversible) Linked to Blast 4 (39) -- [45]
AE: "Wide Snare" Snare 8 (Feats: Reversible) (Extras: Area- 30ft. Burst, Selective) (Flaws: Touch Range) (33)
AE: "Plant Growth" Growth 10 (Flaws: Affects Others +0, Limited to Plants) (20)
AE: "Plant Blast" Blast 8 (Feats: Split) (17)
AE: "Multiple Vine Stabs" Blast 8 (Extras: Multiattack) (24)
AE: "Vines Tear the Earth" Affliction 9 (Dodge; Hindered & Vulnerable/Prone & Defenseless) (Extras: Area- 30ft. Burst, Extra Condition) (Flaws: Instant Recovery, Limited Degree) (9)
AE: "Mold Toss" Concealment (Visuals) 2 (Extras: Attack, Ranged) (8)

Offense:
Unarmed +7 (+9 Damage, DC 24)
Plant Snare +8 (+9 Ranged Affliction, DC 19)
Wide Snare +8 Area (+8 Affliction, DC 18)
Plant Blast +8 (+8 Ranged Damage, DC 23)
Vines Tear the Earth +9 Area (+9 Affliction, DC 19)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +8, Will +4

Complications:
Motivation (Environment)- The Force of Nature are out to save the environment, by any means necessary. Murder, kidnapping and extortion are all acceptable practices.
Vulnerable (Flame, Herbicides)- Plant Material is prone to being set aflame.
Involuntary Transformation (Unmoving Plant Material if Dehydrated)

Total: Abilities: 46 / Skills: 18--9 / Advantages: 7 / Powers: 77 / Defenses: 13 (152)

-By Initiative in modern times, he looks a fair bit different, and gets a boost in personal power. He's now part-Powerhouse as well, but still just as vulnerable to flame & heat- a missed pulse by Sunstreak wiped the floor with him. That's the problem with Plant-Guys... they have a TON of potential powers (the Alt-Effect potential boggles the mind, especially if you spend lots of points), but most all of them will have a boatload of weaknesses alongside them. He also loses his Deception & Teamwork, as his humanity falters. Fire & herbicides will wipe them right out.

SUNSTREAK (Andrea Rourke)
Created By:
Terry Kavanagh & Jim Cheung
First Appearance: Iron Man #330 (July 1996)
Role: Elemental Jobber
Group Affiliations: The Initiative, Stockpile, Force of Nature
PL 8 (127)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 2

Skills:
Deception 3 (+5)
Expertise (Criminal) 4 (+4)
Insight 3 (+4)
Intimidation 5 (+7)
Ranged Attack (Solar Lance) 3 (+8)

Advantages:
All-Out Attack, Ranged Attack 5

Powers:
Flame Aura 8 (Extras: Continuous) (Flaws: Permanent) [32]
"Solar Lance" Blast 8 (Feats: Split) [17]

Flight 6 (120 mph) [12]
Immunity 10 (Fire & Heat Effects) (Flaws: Limited to Half-Effect) [5]

Offense:
Unarmed +6 (+1 Damage, DC 17)
Flame Aura +6 (+8 Damage, DC 23)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Environment)- The Force of Nature are out to save the environment, by any means necessary. Murder, kidnapping and extortion are all acceptable practices.

Total: Abilities: 32 / Skills: 18--9 / Advantages: 6 / Powers: 66 / Defenses: 14 (127)

-Sunstreak is a low-end Iron Man villain that got some play in The Initiative. In the series, she was a reformed villain loyal to Norman Osborn, and even turned on her friend Prodigy because Osborn commanded it. She joined that version of Force of Nature (since Silk Fever was permanently in The Folding Circle by that point). She's basically a super-generic Fire Blaster, though she has the same permanent aura than Silk Fever does, albeit it CAN'T be turned off.

SILK FEVER (Min Li Ng, aka "Firewall")
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #21 (March 1992)
Role: Elemental Jobber
Group Affiliations: The Folding Circle, Force of Nature
PL 9 (141)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Survival) 2 (+4)
Insight 2 (+4)
Intimidation 5 (+7)
Investigation 4 (+6)
Perception 3 (+5)
Ranged Combat (Fire) 2 (+8)

Advantages:
Daze (Intimidation), Ranged Attack 6

Powers:
"Wellspring-Given Powers"
Flame Aura 8 (Feats: Dynamic) (Extras: Continuous) (41) -- [49]
Dynamic AE: Damage 9 (Extras: Area- 60ft. Cone) (19)
Dynamic AE: Damage 9 (Extras: Area- 30ft. Burst) (19)
Dynamic AE: Fire Blast 9 (Feats: Split) (20)
Dynamic AE: Deflect 9 (10)

Flight 6 (120 mph) [12]
Immunity 10 (Fire & Heat Effects) (Flaws: Limited to Half-Effect) [5]
"Fire Field" Immunity 5 (Ballistics) [5]

Offense:
Unarmed +6 (+1 Damage, DC 17)
Flame Aura +6 (+8 Damage, DC 23)
Fire Blast +8 (+9 Ranged Damage, DC 24)
Fire Attacks +9 Area (+9 Damage, DC 24)
Initiative +4

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +3, Fortitude +5, Will +4

Complications:
Motivation (Environment)- The Force of Nature are out to save the environment, by any means necessary. Murder, kidnapping and extortion are all acceptable practices.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 7 / Powers: 72 / Defenses: 13 (141)

-Firewall (later "Silk Fever") was a Cambodian woman who gained super-powers as a result of some mystical argle-bargle in the New Warriors run- she was a Force of Nature operative, but quickly moved on to the NEXT team in the book- called the Folding Circle. Very powerful, she was probably the biggest threat on her team, but was still fairly vulnerable and was beaten.
-Silk Fever is the most dangerous of her team in some ways (being full-on PL 9), and has a really powerful Aura that won't go down if she's unconscious (she can, however, turn it off at will). She's a standard Flying Blaster Elementalist build otherwise, with Half-Immunity, Flight and a "Firewall" Force Field that blocks bullets & arrows easily, but doesn't stop Nova from just flying up to her and chucking her into a tree. So like the others, she's a Glass Cannon, but is a really POWERFUL type of Cannon, despite being only PL 9. Night Thrasher actually explicitly points out how dangerous her fire is, nearly explaining the M&M "Area Effect" rules flat-out, with "you can't dodge it and she doesn't aim it- it just APPEARS in the area she chooses".

THE FOLDING CIRCLE:
-This is basically a squad of guys built up over a couple issues, based off of Tai's ancient conspiracy to birth a new generation of super-powered kids. Using Asian baby-mamas and American soldiers (to gain access to "East and West"-style thinking), Tai hoped to sacrifice all of the children to gain power for herself. Night Thrasher was kinda-sorta one of them (even though his dad refused his Asian bride and got offed for it), teaming up with

-As part of the mega-arc in The New Warriors, the team was opposed by other children of the soldiers who'd made a deal with Tai years ago, to help her gain power from The Well Of All Things, in the temple of The Dragon's Breadth cult. Classic comics, like ya do. The only soldier who'd refused was Night Thrasher's father, and he was murdered as a result- another soldier was Chord, the father of Silhouette & Midnight's Fire. The leader of the group, The Left Hand, is actually one of the original soldiers, and managed to steal the power from his own child. The Circle is built up slowly over several issues, finally uniting with Midnight's Fire to take power for themselves.

The major problem? These guys stink. I mean, they're FUNNY and super-dated, but they're straight-up awful Jobber Villains, and thus they kind of mess up the grandness of this storyline, and its potential blow-off. They team up with the Warriors to fight Tai (who's planning to sacrifice all of her grandchildren and the Warriors in order to gain ultimate power), who is killed by Night Thrasher. The Left Hand also dies in the conflict, and the remaining members end up in Madripoor, where they unseat Aardwolf as the local crime lord, but are later taken down by Thrash & Silhouette. They then vanished from comics until semi-recently, Bloodstrike, Silk Fever & Smiling Tiger are seen as part of The Thunderbolts during Civil War.


The Roster:
Bloodstrike- Super-Strong organized crime member.
The Left Hand- Darkforce User & Team Leader.
Midnight's Fire- Chord's son (and Silhouette's brother), with enhanced physicality and a hate-on for Night Trasher.
Night Thrasher & Silhouette- Infiltrate the group in order to destroy it.
Silk Fever- Originally from The Force of Nature, but turns out to be a member of these guys.
Smiling Tiger- Unspeaking Claw Guy.

SMILING TIGER (Conrad Mack)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #21 (March 1992)
Role: Claw Guy, The Scrapper
Group Affiliations: The Folding Circle, The Thunderbolts
PL 7 (73)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 4 (+9)
Athletics 5 (+8)
Close Combat (Claws) 2 (+9)
Expertise (Survival) 6 (+6)
Intimidation 8 (+6)
Perception 5 (+5)
Stealth 2 (+7)

Advantages:
All-Out Attack, Daze (Intimidation), Fast Grab, Startle, Takedown

Powers:
"Wellspring-Given Powers"
"Claws" Strength-Damage +2 (Feats: Split, Improved Critical, Penetrating 4) [8]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Claws +9 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +7, Will +3

Complications:
Disabled (Mute)- Smiling Tiger cannot speak, apparently.

Total: Abilities: 30 / Skills: 32--16 / Advantages: 5 / Powers: 8 / Defenses: 14 (73)

-Smiling Tiger is the least-developed and interesting member of the Folding Circle, in that he's a Generic Claw Guy, has the stupidest look of his entire squad, and can't even speak. He's no good in a fight, either- Night Thrasher just straight-up beat the crap out of him when they first met, and that was the guy's Villainous DEBUT, where guys usually do their best! Thus, he's a mere PL 7 background character on his squad.

BLOODSTRIKE (Eric Conroy)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #21 (March 1992)
Role: Strong Guy, Ridulously-Dated Character
Group Affiliations: The Folding Circle, The Thunderbolts
PL 8 (80)
STRENGTH
10 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Deception 4 (+5)
Expertise (Criminal) 6 (+6)
Insight 3 (+3)
Intimidation 6 (+7)
Perception 3 (+3)

Advantages:
All-Out Attack, Daze (Intimidation), Fast Grab, Ranged Attack 4

Powers:
"Wellspring-Given Powers"
Protection 3 [3]

Offense:
Unarmed +6 (+10 Damage, DC 25)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +10, Fortitude +7, Will +3

Complications:
Motivation (Greed)- Bloodstrike's only issue when his boss was murdered by Left Hand was "how do I get my next paycheck?"

Total: Abilities: 52 / Skills: 22--11 / Advantages: 7 / Powers: 3 / Defenses: 7 (80)

-Bloodstrike is notable to me for three reasons: 1) His ridiculously 1990s name. SOOOO Nineties! 2) His ridiculous red sunglasses. Why the hell is there and extra pair above the first one? He doesn't have four eyes! What STYLE is that supposed to be!? 3) His showcasing of the difference between Fortitude & Toughness. See, he's a super-strong guy who can easily (and accidentally) kill a human being with his bare hands, and is basically as tough. How does Night Thrasher beat him? By calmly tossing some Chloroform Gas in his face, pointing out that "you still have to breath!" Boom, like that- he's done. This also showcases the tendency of DCA/M&M to over-do the Fortitude & Will Saves on their guys- in the comics, these techniques almost ALWAYS WORK, yet the bare-bone stats of such Equipment in the game would make this nearly impossible in your games.
-Bloodstrike didn't get up to much, and is just his team's Powerhouse- probably around the level of Namorita or Nova circa the 1990s.

LEFT HAND (Diego Casseas)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #21 (March 1992)
Role: Manipulator, Blaster
Group Affiliations: The Folding Circle
PL 9 (116)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 1 (+7)
Deception 4 (+7)
Expertise (Soldier) 6 (+8)
Expertise (Magic) 4 (+6)
Insight 2 (+5)
Intimidation 2 (+5)
Perception 2 (+5)
Ranged Combat (Left Hand) 1 (+9)
Vehicles 2 (+4)

Advantages:
Improved Aim, Improved Critical (Left Hand) 2, Ranged Attack 6, Ritualist

Powers:
"Wellspring-Given Powers"
Blast 9 (Feats: Penetrating 7) (25) -- [27]
AE: "Left Hand Wave" Damage 9 (Extras: Area- 30ft. Line) (18)
AE: Teleport 5 (Feats: Increased Mass 5) (Extras: Extended, Accurate) (25)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blast +9 (+9 Ranged Damage, DC 24)
Wave +9 Area (+9 Damage, DC 24)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +4, Fortitude +5, Will +5

Complications:
Motivation (Power)- Diego killed his own son to gain the "Left Hand" powers.

Total: Abilities: 50 / Skills: 26--13 / Advantages: 10 / Powers: 27 / Defenses: 14 (116)

-Left Hand is the sorta-leader of the Folding Circle, gathering the various children together to kick some ass, but he was killed after falling into the Dragon's Breadth Well or whatever. He's a pretty generic Blaster mixed with a Soldier, and he apparently has some Mystic potential as well.

PSIONEX:
-Psionex was a classic case of a '90s villain team. CLASSIC, I tell you. See, the brand-spankin'-new New Warriors book needed some quickie villains while it's big backstory with Chorde & Tai got underway, and what was big in the '90s? Whole TEAMS of guys! While the '70s & '80s brought us jobbers by the dozen, it was always individual villains 90% of the time. Apparently Fabian Nicieza, who wrote this book AND X-Force (thus having a hand in the Mutant Liberation Front, Weapon: PRIME, Force of Nature & Psionex), had a thing for giant groups of guys with funky names and weird power-sets. Either that or he couldn't say no to artists who wanted to make their Sketchpad Characters.

-The backstory of this team was that they were a group of kids experimented on by some guy who in the past had touched on MANY Marvel Universe touchstones (he was rejected for the Captain America Serum test, he helped Howard Stark & Reed Richards in their younger days but watched them exceed him greatly), and now wanted a piece of history for himself. Apparently, his idea for this was to create a team of psychopathic criminals. Psionex showed up a few more times in one-offs, but were mostly pushed aside once the REAL stories got going in the book, and they recently appeared after years away as part of the Thunderbolts Initiative, becoming Maryland's official super "hero" team.

-They're just as '90s as The Folding Circle was, if not moreso- they even have a "Super-character in Plain Clothes" and a STRIPPER on the team! Now THAT is '90s Comic Book storytelling! They're made up of Asylum (Darkforce user, crazy), Asylum II (formerly Darkling, also Darkforce-using), Impulse (Speedster predating Bart Allen; crazy and uses poisoned arm-blades), Pretty Persuasions (stripper who uses a power that basically... pleasures people into unconsciousness), Coronary (shiny dude who can make people sick by controlling bodily functions) and Mathemanic (who has bizarre psionic powers to make people witness mathematical properties). As you can see, we'll be getting a lot out of the AFFLICTION power with these guys...

CORONARY (James Sharp)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #4 (Oct. 1990)
Role: Status Affecter, Prism Look-Alike
Group Affiliations: Psionex
PL 8 (145)
STRENGTH
2/8 STAMINA 3/9 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 2 (+6)
Insight 1 (+3)
Intimidation 5 (+5, +8 Growth)
Perception 3 (+5)
Ranged Combat (Powers) 4 (+8)
Treatment 3 (+7)

Advantages:
Ranged Attack 4, Teamwork

Powers:
"Alter Own Composition"
Insubstantial 4 (20) -- [21]
AE: Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (12)

"Body of Shards" Sharp Aura 2 [8]
Regeneration 4 (Feats: Regrow Body Parts) [5]
Immunity 2 (Poison, Disease) [2]

"Alter Others' Bodily Functions"
"Congestion" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Progressive +2, Perception +2) (40) -- [45]
AE: "Vomiting" Affliction 8 (Fort; Dazed & Fatigued/Stunned & Prone/Incapacitated) (Extras: Ranged, Extra Condition, Cumulative) (32)
AE: "Induce Unconsciousness" Affliction 8 (Fort; Fatigued/Exhausted/Asleep) (Extras: Perception Range +2, Cumulative) (32)
AE: "Heart Attack" Weaken Stamina 8 (Extras: Perception Range +2) (24)
AE: "Tire Out" Fatigue 8 (Extras: Perception Range) (32)
AE: "Control Body's Movements" Affliction 8 (Fort; Entranced/Compelled/Controlled) (Extras: Ranged, Cumulative) (24)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Growth +6 (+8 Damage, DC 23)
Shards +6 (+2 Damage, DC 17)
Congestion/Sleep -- (+8 Perception Affliction, DC 18)
Heart Attack -- (+8 Perception Weaken, DC 18)
Control Body/Vomiting +8 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +3
"Growth" Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +9, Fortitude +10, Will +3

Complications:
Involuntary Transformation (Shattered Pieces)- If struck by blunt force of at least +12 in intensity (or a fall from 100 feet or more), Coronary will shatter, and take at least 3-10 rounds to reform.
Motivation (Pain)- Coronary is a sick puppy, and just likes to make people violently ill.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 5 / Powers: 81 / Defenses: 10 (145)

-Coronary is one of the more interesting and unique members of his team, though most of them have Stun-based powers at range. He can control the life functions of others just by looking at them- he frequently made New Warriors members double over in pain. I can't recall the last time I saw a character with those powers in comics, so he gets a thumbs-up from me, even though he's your standard "guy who's actually crazy and likes to hurt people" most of the time. He's fairly tough himself, but is prone to shattering (he had the GENIUS idea of Stunning Namorita as she was flying with him, 100 feet in the air).
-Coronary's powers are actually QUITE horrifying, as they're all Perception-Range (he's never shown "blasting" someone with power; they just double over in agony as he waves his hands around), meaning he's PL 8 without even having to roll the damn dice to hit. Add to that the fact that he's got FIVE Alt-Effects, all at various ranges (often Perception), to work with- Vomiting (Incapacitated), Passing Out/Pain (Asleep), Heart Attacks (Weaken Stamina), Tiring (Fatigue), simply Controlling the Body (Mind Control, but with a Fortitude Save) & Blocking the lungs (Suffocate). Oh yeah, and he can control his own body, allowing him to phase through things, grow to Large size plus a bit, and be covered in shards of glass (or whatever he's made of). He can also slowly Regenerate over time, as he's prone to shattering. That's actually a big drawback (lots of guys can break +12 damage and higher), as it takes him a fair bit of time to pull himself back together (feel free to randomize it). So he's got a ton of powers & abilities, and is very dangerous, but still quite easily hurt, meaning he's not overwhelming.

MATHEMANIC (Thomas Sorenson)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #4 (Oct. 1990)
Role: The Brainiac, Cracked-Out Power Concept Guy
Group Affiliations: Psionex
PL 9 (162)
STRENGTH
0 STAMINA 2 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 6 AWARENESS 2 PRESENCE 0

Skills:
Deception 4 (+4)
Expertise (Science) 5 (+11)
Expertise (Science) 4 (+15) -- Flaws: Limited to Physics
Perception 4 (+6)
Persuasion 3 (+3)
Technology 4 (+10)

Advantages:
Improved Initiative, Ultimate Skill (Sciences)

Powers:
"Math Telepathy"
"Alter Personal Reality" Affliction 8 (Will; Hindered/Compelled/Transformed to Believing Reality) (Extras: Area- 240ft. Burst +4, Continuous +3, Selective) [72]

"Force Others to Conceive Mathematical Concepts" Affliction 8 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- 60ft. Burst +2, Selective) (32) -- [34]
AE: Force Field 10 (10)
AE: "Alter Perception of Time" Affliction 8 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2) (24)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Alter Reality/Conceive Concepts +8 Area (+8 Affliction, DC 18)
Time Perception -- (+8 Perception Affliction, DC 18)
Initiative +1

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +2 (+12 Force Field), Fortitude +4, Will +4

Complications:
Motivation (Weirdness)- Mathemanic is an odd one, and is prone to flights of fancy. He often just casually decides on random acts.

Total: Abilities: 30 / Skills: 22--11 / Advantages: 2 / Powers: 106 / Defenses: 13 (162)

-Mathemanic is the crown jewel of Psionex, as he has by far the hardest power to describe. He's a "Math Telepath". This basically means he can make others percieve math-stuff, which makes him a semi-supercharged version of Amadeus Cho, replacing accuracy and Mary Sue Medusa-seducing with being able to mentally-stun people by making them perceive mathematical concepts like the distance between stars and stuff. By slowing people's perceptions of time, he can Paralyze them, and he once convinced the entire city of New York it was August 27th for five straight days (it's complicated, but he was trying to prove that time and reality are just concepts agreed upon by the group, and perception could alter both). He didn't hang with the team alot after a point, kind of going his own way, but he's back as of the Initiative.
-Yeah, people like this tend to be a pain to stat. Most of the standard powers are the same Will-Save-Perception-Range Mental Stun everyone else on the team has, along with Area Paralysis (for slowing people's perception of time), a Force Field (no idea how he did that one mathematically- they just ass-pulled it), and the doozy, an ability to essentially brainwash mass groups of people (it took a little while for him to pull it off) into thinking something is a fact. Nearly went with Mind Control, but it's actually a Mental Transform Effect (ie. Affliction), replacing memories with ones of his own choosing. It has a 240-foot range, allowing him to hit a MASSIVE amount of people at once, and most of them stay transformed until something happens (like they realize the memory HAS to be false). It's a big power, but it's not overly offensive or anything. So he's still just PL 8 offensively (sticking to PL 8.5 defensively with his Force Field up). In one issue, he temporarily upgraded to hitting all of MANHATTAN with his power, which (as I showed in an older build of Shriek) is a +13 (30 miles) Area Burst Affliction, probably around his standard +8.

IMPULSE II (Dwight Hubbard)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #4 (Oct. 1990)
Role: Psychotic Speedster, Ultraviolent 90s Villain
Group Affiliations: Psionex
PL 8 (122)
STRENGTH
5 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -1 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Gang Member) 4 (+4)
Intimidation 6 (+6)
Perception 4 (+3)
Stealth 1 (+6)

Advantages:
All-Out Attack, Equipment 3 (Costume), Improved Critical (Blades), Power Attack, Move-By Action, Takedown

Powers:
Power Lifting 1 (3,200 lbs.) [1]
Quickness 7 [7]
Speed 7 (250 mph) [7]
Enhanced Advantages 2: Improved Initiative 2 [2]
"Rapid Slice" Strength-Damage +0 (Extras: Multiattack 6) & Weaken Strength +0 (Extras: Multiattack 5) [11]
Regeneration 1 [1]
Enhanced Dodge 4 & Parry 1 [5]

"Impulse Costume" (Flaws: Removable) [14]
"Blades" Strength-Damage +1 (Feats: Split) (2)
Linked to
"Poison" Weaken Strength 5 (Extras: Progressive +2) (15)
-- (17 points)

Offense:
Unarmed +10 (+5 Damage, DC 20)
Blades +10 (+6 Damage & +5 Weaken, DC 21 & 15)
Initiative +13

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +3

Complications:
Motivation (Destruction)- Impulse is pretty crazy, and likes to cause pain and mayhem.
Relationship (Sister)- Impulse has a sister with whom he was quite close. Her death in a gang war hurt him deeply.

Total: Abilities: 48 / Skills: 20--10 / Advantages: 8 / Powers: 48 / Defenses: 8 (122)

-Impulse II (the Wildfire rip-off from the Shi'Ar Imperial Guard predates him, and both predate Bart "Kid Flash/Impulse" Allan) is a pretty generic character archetype- the psychopath with a love for killing. He slashed up Namorita pretty bad in his first appearance with a sneak attack, but then Night Thrasher, who was ready for him, nearly murdered him in cold blood (remember, he was a '90s hero). An ex-gang member, Dwight Hubbard was given powers to utilize his lethal tactics at-will (no idea why Genetech would choose to DELIBERATELY arm a psychopath with death weapons & sweet powers, if their goal was to create great things, but then this seemed a rather clumsily-written story anyways), but there later turned out to be a bit more to him. He was paralyzed after one battle against Terrax, but recovered in time to see his sister killed in gang warfare, which hurt him terribly. Of course, by that point, Psionex was done, and he later reappeared with the rest of the team, sans characterization, as Maryland's Initiative team, and were basically generic Jobber villains again. C'est la vie.
-Impulse is an All-Out type of fighter, and can be very deadly if getting the drop on people. He's good enough using All-Out Attack to tag Namorita three times before she can even react, and the Poison dropped her immediately when he hit her. But once he fought Night Thrasher, who is much better in melee, he totally fell apart, being undisciplined and unready for real talent. This means he's a good, but very limited combatant. He's got low-level Super-Speed and mild Super-Strength, with only one "Power Feat" as it's the only one he was shown with. As Speedsters go, he's pretty low-level.

PRETTY PERSUASIONS (Heidi P. Franklin)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #4 (Oct. 1990)
Role: The Slut, Miss Fanservice, Stripper-Turned-Supervillain
Group Affiliations: Psionex
PL 8 (113)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 4

Skills:
Athletics 4 (+5)
Close Combat (Whips) 3 (+9)
Acrobatics 3 (+8)
Deception 1 (+5, +7 Attractive)
Expertise (Exotic Dancer) 6 (+10, +12 Attractive)
Insight 3 (+3)
Persuasion 2 (+6, +8 Attractive)

Advantages:
Attractive, Daze (Persuasion), Defensive Roll, Fascination (Persuasion), Improved Critical (Psionic Whip), Power Attack, Ranged Attack 4, Teamwork

Powers:
"Stimulate Pleasure Centres"
Affliction 8 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2, Cumulative) (32) -- [35]
AE: Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Area- 60ft. Burst +2, Sustained +2) (Flaws: Limited to Emotions, Limited to Lust) (24)
AE: "Lust Whip" Affliction 8 (Will; Entranced/Compelled/Controlled) (Extras: Ranged, Sustained +2) (32)
AE: "Psionic Weapon" Damage 7 (Feats: Improved Disarm, Improved Trip, Reach 4) (13)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Psionic Whip +9 (+7 Damage, DC 22)
Stimulation -- (+8 Perception Affliction, DC 18)
Area Stimulation +8 (+8 Afflicton, DC 18)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+3 D.Roll), Fortitude +4, Will +3

Complications:
Motivation (Money, Hedonism)- Heidi is in it for cash and pleasure. When doing her thing with Psionex got boring, she went back to stripping. She is exactly the type of woman your mother warned you about.

Total: Abilities: 40 / Skills: 22--11 / Advantages: 11 / Powers: 35 / Defenses: 16 (113)

-Yup, it's a stripper-turned-supervillain. You'd think that was an entirely-'90s concept, but no, once comics started pushing the Comics Code a little bit in the 1980s, Marvel actually produced THREE of these that I know of (Asp of the Serpent Society & Dansen Macabre are the other two). Chalk it up to horny comic book writers, I guess. Pretty Persuasions was YET ANOTHER member of the team who specialized in mentally screwing with people and stunning them, which was ridiculously common for this team. Methinks Fabian Nicieza just ran out of ideas after a point, so came up with four variations of the same thing. P.P. here pretty much exists just so Mark Bagley can show off his early "Pin-Up" drawing ability, with her fishnet-based skimpy costume and high heels (curiously, she left far more to the imagination than many other, NON-stripper super-characters). She left Psionex after their first fight, went back to stripping (as Horsenhero once noted, probably due to the "Anna Nicole Smith" syndrome of strippers marrying old rich dudes), but has since shown up again. I saw her in the background scenes of the semi-recent Thunderbolts series (also by Nicieza).
-Stripper culture is actually a pretty fun thing to look into if you're in the mood (I know that perversion and comics TOTALLY DON'T GO TOGETHER AT ALL, so you probably won't be :)). As people who provide a necessary service (as Chris Rock mentioned, men kinda NEED strippers to an extent, though if "your daughter's a stripper- YOU ****ED UP!"), they lead rather interesting lives. Didja know that it's considered a bad idea to work in a club close to where you live (Mimi in the musical Rent TOTALLY fails this one- she's an S&M dancer who lives in a crap apartment AROUND THE CORNER from her place of business)? Or that a huge proportion of strippers are lesbians (because really, who's seen more men at their worst than a STRIPPER)? Oh, and in Edmonton, pretty much every strip club in town is owned by the Hells Angels (sex shops, too), so you can find any sort of scum there. Or Horsenhero :).
-Pretty Persuasions is pretty simple- an athletic young woman who's good at "dancing" and whips or Stimulates people. Her whip is +7 damage, and her Nauseate (the equivalent of the "Orgazmerator" in "Orgazmo") and Emotion Control- Lust effects are +8 at Perception & Area Range. Like most of her team, she really can't take a hit, though. That and the money drew her back to stripping.

ASYLUM I (name unknown)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #4 (Oct. 1990)
Role: The Dark, Mysterious One
Group Affiliations: Psionex
PL 9 (112)
STRENGTH
1 STAMINA 3 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS -2 PRESENCE -2

Skills:
Insight 6 (+4)
Intimidation 10 (+8)
Ranged Combat (Darkforce) 4 (+9)

Advantages:
Improved Initiative 2, Power Attack, Ranged Attack 5

Powers:
"Dark Mist Form"
Alternate Form (Move Action -1) [-1]
Insubstantial 3 (Feats: Selective) (Quirks: Power Loss- Struck in Helmet- Opponent rolls 15-20 to-hit -3) [13]
Flying 4 (30 mph) [8]

"Darkforce Energies"
"Hallucinations" Affliction 9 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged, Cumulative, Concentration) (36) -- [37]
AE: Darkforce Blast 9 (18)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Darkforce Blast +9 (+9 Ranged Damage, DC 24)
Hallucinations +9 (+9 Ranged Affliction, DC 19)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +3, Fortitude +7, Will +3

Complications:
Responsibility (Insane)- Asylum is crazy.

Total: Abilities: 16 / Skills: 20--10 / Advantages: 8 / Powers: 48 / Defenses: 21 (112)

-The first Asylum was pretty forgettable, despite being the biggest heavy-hitter on Psionex. She was a former mental patient (yeah, these nice industrialists gave superhuman powers to an INSANE PERSON, a STRIPPER, and a GANG MEMBER) who had Darkforce-y powers that forced people to confront an inner truth or inner lie (essentially paralyzing them while they relived inner rage or their dads beating them or something). She was slightly less cheesy than other Insubstantial Affects Corporeal people, because a good aimed shot to the Mask could flat-out K.O. her easily. She fought some Warriors by herself in another appearance, and was dissipated permanently this time, basically dying. She got replaced by someone who could have actual characterization later.
-Asylum is weak mentally, with few Skills or Advantages (didn't even talk in my one issue), but is quite a lethal PL 9 fighter. Insubstantial + Ranged Paralyze is SCARY, but that Drawback to her invulnerable Mist form is a doozy- allowing guys to nail her with not just a critical hit- it's 15-20. So it's sorta like a more advanced form of Weak Point for Protection powers- I just kinda invented it as a makeshift -3 Quirk. Makes sense, I think- it's way worse than basic Insubstantial.

ASYLUM II (Henrique Manuel Gallante, aka Darkling)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #32 (Feb. 1993)
Role: The Dark, Mysterious One
Group Affiliations: Psionex
PL 9 (151)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Deception 6 (+6)
Expertise (Arcane Lore) 5 (+5)
Intimidation 10 (+10)
Perception 2 (+2)
Ranged Combat (Darkforce) 5 (+10)

Advantages:
Power Attack, Ranged Attack 5

Powers:
"Mutant Powers: Darkforce Energies"
Teleport 7 (Feats: Increased Mass 5) (Extras: Extended, Portal +2) Linked to Affliction 10 (Will; Entranced/Compelled/Controlled) (Extras: Area- 30ft. Burst) (Flaws: Limited to Fear & Terror, Limited to Those Teleported) (45) -- [46]
AE: Movement 1 (Darkforce Dimensional Travel) (Feats: Increased Mass 5) (Extras: Portal +2) (9)

"Darkforce Body Surround" Protection 6 [6]
"Darkforce Tendrils" Snare 10 (Feats: Reversible) (31) -- [34]
AE: Darkforce Blast 10 (20)
AE: Create Darkforce Objects 10 (20)
AE: Summon Minion 10 (20)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Darkforce Blast +10 (+10 Ranged Damage, DC 25)
Darkforce Tendrils +10 (+10 Ranged Affliction, DC 20)
Fear & Terror/Teleport +7-10 Area (+7 Teleport & +10 Affliction, DC 17 & 20)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+10 Darkforce Body), Fortitude +7, Will +4

Complications:
Motivation (Doing Good)- After being responsible for the death of an innocent kid, Asylum went straight. He rejoined Psionex as part of The Initiative.
Responsibility (Crazy)- Like most Darkforce users, Gallante is being driven insane by his powers.

Total: Abilities: 28 / Skills: 28--14 / Advantages: 6 / Powers: 86 / Defenses: 17 (151)

-This guy replaced the first Asylum. A drug addict who was also a mutant, his link to the Darkforce Dimension of course drove him insane, and he became a conduit through which is nearly destroyed all of Manhattan, and he had to be stopped by a mass charge of superhumans. With much less power, he joined Psionex and aided them, but turned "good" after being responsible for the death of an innocent youth. A decade later, he shows up in The Initiative. The end.
-A standard Darkforce/Teleport guy, being PL 10 and the most powerful member of Psionex by a ways. Not a fan of Teleporting characters in general, as it's kind of a dull power to play around with, and a bit of a game-breaker in gameplay as well. He's arguably the most effective member of his team, but his offensive powers are all PL 9.5, and he lacks the first Asylum's Phasing ability.

MIDNIGHT'S FIRE (Aaron Chord)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #2 (Aug. 1990)
Role: The Rival (to Night Thrasher)
Group Affiliations: The Folding Circle
PL 9 (113)
STRENGTH
4 STAMINA 5 AGILITY 6
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 7 (+13)
Athletics 6 (+10)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+6)
Expertise (Streetwise) 6 (+8)
Insight 2 (+5)
Intimidation 5 (+7)
Investigation 3 (+6)
Perception 5 (+8)
Stealth 1 (+7)

Advantages:
Accurate Attack, Chokehold, Diehard, Evasion, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Takedown

Powers:
"Universal Wellspring Powers: Peak Human Attributes"
"Hitting Power" Strength-Damage +1 [1]
Speed 2 (8 mph) [2]
Leaping 1 (15 feet) [1]
Regeneration 1 [1]
Senses 2 (Extended Sight & Hearing) [2]
Immunity 2 (Poison, Disease) (Flaws: Limited to Half-Effect) [1]

Offense:
Unarmed +13 (+5 Damage, DC 20)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +5, Fortitude +8, Will +5

Complications:
Motivation (Revenge)- When Silhouette was crippled because of Night Thrasher, Midnight's Fire swore revenge. He even fell as far as to become what he hated- an extortionist and druglord, to lure Thrash into a trap.

Total: Abilities: 68 / Skills: 42--21 / Advantages: 15 / Powers: 8 / Defenses: 15 (113)

-Midnight's Fire is kind of an odd villain in the New Warriors' series. He's Night Thrasher's old crime-fighting partner, but he rejected Dwayne once Silhouette was crippled by gunfire that Thrash allowed to happen. Enraged and swearing vengeance, Fire became a druglord to lure Dwayne into a trap, and continued aiding The Folding Circle (they all gained powers from their parents's trysts with Cambodian mystic women). He became more of a simple druglord later on, kind of faltering as a character and a Big Bad (especially after Dwayne's brother Donyell became the Official Rival to Thrash), but still attempted to fight the new Night Thrasher.
-Midnight's Fire is basically a PL 9 baby-version of Captain America. He does more damage than most humans can in melee (his Wellspring-derived powers are essentially the same as Cap's or Crimson Commando's), he's a great martial artist, and he's all-around really good and fairly well-balanced (PL 6.5 Defenses, though, because he's still a Jobber), but only PL 9. He's enough to draw with Night Thrasher (unbridled fear over Fire's power led to Dwayne creating his suit) and even defeat him, and the two are relatively evenly-matched.

AARDWOLF (Chon Li)
Created By:
Fabian Nicieza & Ken Lashley
First Appearance: The New Warriors #3 (Oct. 1993)
Role: Crime Boss
Group Affiliations: The Folding Circle
PL 6 (96)
STRENGTH
1/6 STAMINA 2/6 AGILITY 2/4
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 2 (+4, +6)
Deception 4 (+7)
Expertise (Crimelord) 6 (+8)
Insight 4 (+7)
Intimidation 4 (+7)
Perception 4 (+7)
Stealth 2 (+4, +6)

Advantages:
Connected, Ranged Attack 3

Powers:
"Mutant Powers: Lycanthropy"
Enhanced Strength 5 [10]
Enhanced Stamina 4 [8]
Enhanced Agility 2 [4]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
"Claws & Teeth" Strength-Damage +1 [1]
"Wolf Senses" Senses 6 (Low-Light Vision, Extended & Acute Scent, Extended & Ultra-Hearing, Scent-Tracking) [6]

Offense:
Unarmed +5 (+1 Damage, DC 17)
Aardwolf Unarmed +5 (+6 Damage, DC 21)
Aardwolf Claws & Teeth +5 (+7 Damage, DC 22)
Initiative +2 (+4 Aardwolf)

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +2 (+6 Aardwolf), Fortitude +3 (+7 Aardwolf), Will +5

Complications:
Motivation (Greed)
Responsibility (Thirst For Blood)- Though he is mostly-untrained as a fighter, Aardwolf has a taste for blood.

Total: Abilities: 42 / Skills: 26--13 / Advantages: 4 / Powers: 33 / Defenses: 4 (96)

-Gaining his nickname in childhood (seriously? Children in Madripoor know the name of an obscure Hyena relative in Africa?), Aardwolf is a Crimelord who fought Tiger Tyger, as well as The Folding Circle, in Night Thrasher's second Limited Series (geez, the Warriors' book must have sold better than I thought). In a fairly-unique twist for comics, it turns out that despite his powers, he ISN'T much of a fighter, and thus he was more of a Generic Crimeboss type. His stats are unimpressive, but he's strong enough to be a bit of a threat if he's pushed- he was easily-beaten by the Folding Circle (which is a gang of PL 8s), but he took out Smiling Tiger (a PL 7) on his own.

STAR THIEF (Ditmal Pirval)
Created By:
Fabian Nicieza & Mark Bagley
First Appearance: The New Warriors #5 (Dec. 1993)
Role: One-Shot Villain, Super-Environmentalist
Group Affiliations: None
PL 10 (188)
STRENGTH
10 STAMINA 11 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 0

Skills:
Close Combat (Unarmed) 2 (+9)
Expertise (Space Travel) 8 (+10)
Intimidation 8 (+8)
Investigation 4 (+6)
Perception 4 (+6)
Ranged Combat (Blasts) 4 (+8)
Technology 6 (+8)
Vehicles 4 (+4)

Advantages:
All-Out Attack, Power Attack, Ranged Attack 4

Powers:
Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel 1) [2]
Immunity 21 (Radiation Effects, Aging, Life Support) [21]
"Venting Energies" Environment 1 (30 feet) (Heat 2) (Extras: Continuous) (Flaws: Permanent) [4]

Radiation Blast 12 (Feats: Improved Critical, Split, Penetrating 8) (34) -- [37]
AE: "Radiation Beam" Damage 10 (Extras: Area- 60ft. Line +2) (30)
AE: "Radiation Wave" Damage 10 (Extras: Area- 60ft. Cone) (20)
AE: "Radiation Storm" Damage 10 (Extras: Area- 60ft. Burst +2) (30)

Offense:
Unarmed +9 (+10 Damage, DC 25)
Radiation Blast +8 (+12 Ranged Damage, DC 27)
Radiation Area Attacks +10 Area (+10 Damage, DC 25)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +10, Fortitude +11, Will +4

Complications:
Motivation (Destroying the Space Programs of the World)- Star Thief's family was killed by a Kill-Satellite gone wrong. Now, he strives to remove all satellites and orbital power from the world, and negate all advances in space-based technology.
Weakness (Containment Suit)- Without his containment suit, the Star Thief will discorporate.

Total: Abilities: 70 / Skills: 40--20 / Advantages: 6 / Powers: 82 / Defenses: 10 (188)

-Star Thief was a one-shot New Warriors foe, who was devoted to wiping out space programs after an accident killed his family and warped his body. The Warriors tried to stop him (after Marvel Boy pointed out that he IS a criminal, and they're supposed to stop them, after all...), some of them got sent into space (where Vance & Firestar had their first "moment"), and they ended up meeting The Inhumans. Star Thief went NUTS, tried to wipe them all out (since a CITY on the MOON is kind of against his philosophy and all), but after a team-up to stop the rocket headed to Attilan, he decided to stick around and join The Inhumans. He was, of course, never seen again, as Nicieza apparently had no more ideas, and the NEXT person to use the Inhumans on any serious level (Paul Jenkins?) had probably never heard of this 1993-made character before. Too bad- he doesn't have a bad design at all, and his powers were pretty decent.
-Star Thief showcases one of the more odd things about comics- a simple family man from New Delhi is able to gain powers, and then suddenly becomes a formidable hand-to-hand combatant, able to dodge & grab experienced super-heroes. His power level was enough to fend off ALL of The New Warriors, and he even took a number of hits from the Inhuman Royal Family, so he's a tough nut to crack, for sure. He's powerful, has Area Attacks, and is durable enough to take Black Bolt's energy attack, Nova's punches, Firestar's Blasts, Gorgon's double-stomp and Karnak's Weakness Attacking power before going down (the penultimate attack merely cracked his armoured shell).
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Night Shift

Post by Jabroniville »

THE NIGHT SHIFT:

This is a group of guys formed by The Shroud- a gang of serial killers & super-villains combined to do good... somehow. Shroud (a semi-good guy) would send them against villains, and sharing the spoils among the group (almost like a pre-Thunderbolts Thunderbolts. Kurt Busiek was often a latter-day Mark Gruenwald anyways, but a better writer overall). They went against The Power Broker, but then fought the West Coast Avengers (doing okay until Wonder Man showed up) when they captured Digger. After that, the team booted out Shroud and went into business as a generic villainous outfit. Like most Gruenwald villain groups, they were based off of old or forgotten characters (many of whom he'd created), and were generally Jobbers- a few were one-shot bad guys or characters from his run on "Spider-Woman".

After a couple years, they reappeared under the power of Satannish, who'd boosted them all to PL 10-11 bad-asses who could beat The Avengers in a fair fight, but the Elder God was defeated and they lost the boost. They later reappeared after a GREAT deal of time, but were down to only four members- Gypsy Moth, Dansen Macabre, Needle & Tatterdemalion. They were a Horror-themed group teamed up with Count Nefaria (and his co-worker, Snapdragon) and The Hood, but they got caught with a Zombie Virus and slain, turned into the Undead themselves.

As a group, they're not super bad-ass (Avengers teams mop the floor with them), though Shroud & Dansen Macabre are PL 9 characters and can thus hold their own. Most of the others are like Scourge-Victim-Level, and kind of suck.


The Roster:
The Shroud: A would-be Batman who was thought of as a criminal and had some dark leanings, but was sort of a good guy.
The Brothers Grimm: A duo of Gimmick-Using losers.
Dansen Macabre: One of Marvel's THREE strippers-turned-supervillains, using a Danse that could either hypnotize or kill.
Digger: A Cryptkeeper knock-off from a "Tales From The Crypt" knock-off, who would tell tales while burying his victims alive.
Needle: A one-shot Spider-Woman foe who sewed people's mouths shut and had a Hypnotizing Stare.
Gypsy Moth (aka Skein): A forgettable Spider-Woman villain later used a couple of times by Gruenwald, then turned into a TOTAL skank.
Tatterdemalion: A bizarre "Marvel Team-Up"-class villain who's a hobo who destroys money. He's been kind of a Journeyman Jobber.
Tick-Tock: A Spider-Woman background villain who can see the future.
Werewolf By Night: A 1970s Horror character that went nowhere, but gets trotted out every decade or so.
Misfit: A forgotten freak character deformed by The Power Broker's process- he was forgotten once Gruenwald died.
Hangman II: From the same series Digger came from, he's a wannabe actor who sold his soul to Satannish (the Elder God) and became a superpowered Demon Minion. He was with the team for only one story.
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DANSEN MACABRE (Real Name Unknown)
Created By:
Steven Grant, Tom Sutton & Carmine Infantino
First Appearance: Marvel Team-Up #93 (May 1980)
Role: D-League Villain, Mind Controller
Group Affiliations: The Night Shift
PL 9 (113)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Athletics 5 (+6)
Acrobatics 4 (+7)
Close Combat (Unarmed) 1 (+7)
Deception 3 (+5, +7 Attractive)
Expertise (Exotic Dancer) 5 (+8)
Expertise (Criminal) 3 (+3)
Insight 2 (+3)
Intimidation 1 (+4)
Perception 4 (+5)
Persuasion 2 (+5, +7 Attractive)
Stealth 4 (+7)

Advantages:
Attractive, Daze (Deception), Defensive Roll, Ranged Attack, Set-Up, Teamwork

Powers:
"Dance of Hypnotism" Affliction 9 (Will; Entranced/Compelled/Controlled) (Extras: Area- Visual Perception, Cumulative) (27) -- [28]
AE: "Dance of Death" Weaken Stamina 9 (Extras: Area- Visual Perception, Alternate Save- Will +0) (18)

"Immune to Human Senses" Concealment (All Senses) 10 (Flaws: Resistible by Will) [10]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Dance of Hypnotism +9 Area (+9 Afflitction, DC 19)
Dance of Death +9 Area (+9 Weaken, DC 19)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+3 D.Roll), Fortitude +5, Will +3

Complications:
Motivation (Greed)
Power Loss (Dancing)- Dansen must use her seductive movements to ensorcerell other people to her will, or make them die. Should she be unable to move, she cannot use her powers.

Total: Abilities: 38 / Skills: 34--17 / Advantages: 6 / Powers: 38 / Defenses: 14 (113)

-Dansen Macabre is one of the very first Strippers-Turned-Supervillains (which is a more crowded field than you'd think), dating all the way back to 1980. She fought Spider-Man & The Shroud in "Marvel Team-Up", then joined Shroud's Jobber Villain team "The Night Shift", where she languished in obscurity. Her group fought The Midnight Sons, and she was aboard Superia's vessel, where she tried the "hypnotize the truth out of them" trick on Cap & Paladin. Of course, Cap was too good to fall for it, but thankfully Paladin was a sieve of information. Her costume is... pretty terrible. Just a big black swooshy ribbon flowing around her for whatever reason. Not much of a character, like most of these Jobbers.
-Dansen is a Mind-Control type, using Area Perception attacks- a Mind Control one, and a Death Effect one that wills people to die. Quite powerful, and it makes her a PL 9, but she's not exactly a capable fighter, or very tough. Most Mind Control types DO have that as an Achilles Heel, though, which keeps them from being overwhelmingly powerful. I figure a stripper would be pretty athletic & acrobatic as well, so she's quite Skilled. Unusually, she can also make herself invisible to human minds (not machines, though- hence the Resistible by Will thing).

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THE DIGGER (Roderick Krupp)
Created By:
Unknown
First Appearance: Tower of Shadows #1 (Sept. 1969)
Role: Crypt-Keeper Knock-Off, Serial Killer
Group Affiliations: The Night Shift
PL 7 (97)
STRENGTH
5 STAMINA 5 AGILITY 2
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+7)
Expertise (Serial Killer) 10 (+12)
Expertise (Storyteller) 6 (+8)
Insight 2 (+4)
Intimidation 8 (+10)
Investigation 2 (+4)
Perception 2 (+4)
Stealth 4 (+6)

Advantages:
Equipment 3 (Shovel, The Tower of Shadows), Daze (Intimidation), Fast Grab, Improved Critical (Shovel), Improved Smash, Startle

Powers:
"Feels No Pain" Immunity 2 (Pain Effects) [2]
Regeneration 2 [2]

Equipment:
"Shovel" Strength-Damage +1 (Feats: Reach) (2) -- (4)
AE: "Digging" Features 1: Digs Stuff
"The Tower of Shadows" Headquarters: Large Size, Toughness 8, Death Traps, Garage, Holding Cells, Library, Secret (9)

Offense:
Unarmed +8 (+5 Damage, DC 20)
Shovel +8 (+6 Damage, DC 21)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +6, Will +4

Complications:
Motivation (Killing)- A serial killer, The Digger likes to bury people alive.
Prejudice (Obvious Superhuman)- The Digger often appears green or blue.

Total: Abilities: 58 / Skills: 36--18 / Advantages: 8 / Powers: 4 / Defenses: 9 (97)

-The Digger was the "Host" of an EC Comics knock-off called "Tower of Shadows", in which he would tell various horror tales to his victim whilst he was in the process of burying them alive. Lasting only a handful of issues (there wasn't a lot of horror stuff in the late '60s), he was brought back by Master of the Obscure Mark Gruenwald, who would bring him into The Shroud's team. Why ANY super-hero would work with an actual SERIAL KILLER is beyond me, but maybe he'd been lightened up by that point, I dunno. He returned in a Limited Series (as a narrator to The Man-Thing's tales), and was last seen being killed and Zombified by a virus, because if there's one idea comics hasn't run into the ground, it's ZOMBIES.
-The Digger has some minor skills and abilities, but is generally a small fry in the grand scheme of things- in one of his first canonical appearances in the mainstream Marvel Universe, he got beaten handily by 1980s MOCKINGBIRD, who was never portrayed as a major player.

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MISFIT (Michael Godey)
Created By:
Mark Gruenwald & Al Milgrom
First Appearance: West Coast Avengers #40 (Jan. 1989)
Role: Misfit Villain
Group Affiliations: The Night Shift
PL 7 (67)
STRENGTH
8 STAMINA 8 AGILITY 0
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Expertise (Acting) 2 (+1)
Intimidation 9 (+8)
Perception 1 (+1)

Advantages:
Chokehold, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Ranged Attack 4, Startle

Powers:
Power-Lifting 1 (12 tons) [1]

Offense:
Unarmed +6 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +2

Complications:
Prejudice (Obvious Superhuman)- Misfit has been deformed by The Power Broker's process, gaining a humped back, and increasing the size of only his right arm and left leg.

Total: Abilities: 42 / Skills: 12--6 / Advantages: 10 / Powers: 1 / Defenses: 8 (67)

-Misfit was a short-lived character, because like a lot of Gruenwald Creations, only The Gru used and remembered him, and once he left this mortal coil, a lot of the giant bunch of Jobbers he'd created (perhaps in penance for slaying so many of their brethren via The Scourge of The Underworld) went with him. He was one of the Power Broker's experiments that didn't quite work out (I've gone into it before, but the Broker was a great Gru idea for quickie-creation of superstrong Jobber Villains with an easy explanation rather than a tired amount of experiments & accidents- as well as combining the WWF fad and the Steroid Era of wrestling into comics). Deformed into a Quasimodo-looking dude as a result of the process, the would-be actor was stuck hanging around with The Night Shift once they fought the Broker, and he went on a few missions, gained a power boost via Satannish (at the cost of his soul), but then lost some power and got forgotten. He didn't even reappear for the next Night Shift appearance in the 2000s!
-Misfit is super-strong (Class 10), but not a great fighter- he's had too few appearances to really make something of himself, and most super-heroes have little trouble defeating him, even in his debut. He's just a big ugly freak who can do some damage but has little else going for him.

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NEEDLE (Josef Saint)
Created By:
Mark Gruenwald, Carmine Infantino & Al Gordon
First Appearance: Spider-Woman #9 (Dec. 1978)
Role: Jobber Villain
Group Affiliations: The Night Shift
PL 7 (68)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 1 PRESENCE -1

Skills:
Deception 2 (+1)
Expertise (Tailor) 6 (+6)

Advantages:
Equipment (Sewing Needle +2, Thread), Fast Grab, Improved Critical (Sewing Needle)

Powers:
"Paralyzing Gaze" Affliction 7 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- Visual Perception) [14]

Offense:
Unarmed +7 (+3 Damage, DC 18)
Sewing Needle +7 (+5 Damage, DC 20)
Paralyzing Gaze +7 Area (+7 Affliction, DC 17)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +3

Complications:
Disabled (Mute)- Josef Saint was left mute and blind in one eye as a result of a mugging.
Motivation (Hurting Young Men)- After being victimized by a mugger, Saint now hunts young men on the streets, hypnotising them and sewing their mouths shut (!!!).

Total: Abilities: 36 / Skills: 12--6 / Advantages: 3 / Powers: 14 / Defenses: 9 (68)

-The Needle has the particularly-ghastly tendency to SEW PEOPLE'S MOUTHS SHUT, something he started doing when a mugger robbed him of his voice and one of his eyes. He hypnotizes young men (guilty or not), then sews their mouths shut. As an elderly man, he was no match for Spider-Woman (wouldn't ya know Gru would re-use an ANCIENT Jobber Villain for his "Night Shift" team) or any OTHER hero, but was good enough to tag Daimon Hellstrom one time with his yardstick-length Sewing Needle (UGH, such a nasty-looking weapon. Could you IMAGINE being jabbed with that thing? Way creepier than a sword). Despite being an old man, he was pretty strong.

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TICK-TOCK (Real Name Unknown)
Created By:
Ann Nocenti & Brian Postman
First Appearance: Spider-Woman #50 (June 1983)
Role: Jobber Villain
Group Affiliations: The Night Shift
PL 6 (74)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 3
INTELLIGENCE 3 AWARENESS 3 PRESENCE 2

Skills:
Deception 2 (+4)
Expertise (Criminal) 2 (+5)
Insight 2 (+5)
Persuasion 3 (+5)
Stealth 1 (+3)

Advantages:
Inspire 5, Ranged Attack 2, Seize Initiative, Set-Up, Teamwork

Powers:
Senses 4 (Danger Sense, Precognition) (Flaws: Limited to 60 Seconds) [3]
Enhanced Dodge 4 [4]
Enhanced Parry 4 [4]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2, Fortitude +4, Will +4

Complications:
Motivation (Greed)- Tick-Tock generally works for money more than anything.

Total: Abilities: 42 / Skills: 10--5 / Advantages: 10 / Powers: 11 / Defenses: 6 (74)

-Tick-Tock is basically like Destiny in that he could see the future, but only sixty seconds ahead of time, making him sort of good at stopping jailbreaks and the like. How he fits into a Horror-Themed group I have NO idea, other than Gru was grasping for any forgotten Spider-Woman character he could find, and just threw the guy onto the team because they needed someone else. He's okay in a team scenario (working like Destiny- some of his stuff is bordering "Enhance Others' Fighting"), but isn't that powerful until Satannish gave him powers like Tempo- the ability to Freeze & Speed Up other people.

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THE HANGMAN I (Harold Krueger)
Created By:
Marv Wolfman & Gil Kane
First Appearance: Werewolf By Night #11 (Nov. 1973)
Role: Insane Vigilante
Group Affiliations: The Night Shift
PL 7 (81)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Close Combat (Scythe) 1 (+9)
Deception 2 (+5)
Expertise (Pop Culture) 8 (+10)
Expertise (Soldier) 4 (+6)
Intimidation 3 (+6)
Stealth 2 (+5)

Advantages:
Chokehold, Diehard, Equipment (Rope, Scythe), Improved Hold, Ranged Attack 2, Startle

Equipment:
"Rope"
"Scythe" Strength-Damage +2 (2)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Scythe +9 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4, Fortitude +5, Will +3

Complications:
Motivation (Punishing Evil-Doers)- The Hangman grew up watching old movies, and believes in the old-school ideals of killing bad guys. He will hang evil men, and leave the women imprisoned to "protect them" from evil men.
Enemy (Werewolf by Night)

Total: Abilities: 56 / Skills: 20--10 / Advantages: 7 / Powers: 0 / Defenses: 8 (81)

-The first Hangman was a Werewolf by Night villain who killed bad guys because he looked up to the heroes of Old Hollywood, who did the same- he drew his whole moral code from there, right down to sparing women his wrath! When he accidentally killed a woman (while trying to off several Hollywood big-wigs), he was stabbed by a film reviewer, which is a pretty ignominious end for a super-villain.

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THE HANGMAN II (Jason Roland)
Created By:
Roy Thomas & Barry Windsor Smith
First Appearance: Tower of Shadows #5 (May 1970)
Role: Fame-Hound
Group Affiliations: The Night Shift, Satannish's Minions
PL 10 (127)
STRENGTH
12 STAMINA 12 AGILITY 3
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Acting) 2 (+5)
Expertise (Occult) 4 (+6)
Intimidation 3 (+6)
Ranged Combat (Rope) 3 (+8)
Stealth 2 (+5)

Advantages:
Chokehold, Fast Grab, Improved Hold, Ranged Attack 4, Startle

Powers:
"Magical Rope" (Flaws: Easily Removable) [11]
"Choking Rope" Affliction 8 (Strength; Dazed/Stunned/Incapacitated) (Extras: Ranged, Progressive +2) (Flaws: Limited to One Target at a Time -2) (16) -- (17 points)
AE: "Climb a Rope Attached to Nothing" Flight 1 (4 mph) (2)

Move Object 2 (Flaws: Limited to Rope) [2]
Senses 1 (Communication Link- Satannish) [1]

Offense:
Unarmed +8 (+12 Damage, DC 27)
Choking Rope +10 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +12, Fortitude +12, Will +4

Complications:
Motivation (Fame)- Jason Roland sold his soul to Satannish so that he could become famous.

Total: Abilities: 90 / Skills: 16--8 / Advantages: 8 / Powers: 14 / Defenses: 7 (127)

-Hangman II was a guy who sold his soul to Satannish for fame. He was established as a guy from a "Tower of Shadows" that meant to gain fame & fortune as a monster actor thanks to a make-up artist who did him up in the great design... but soon he found that he couldn't remove the make-up! He later showed up in Avengers West Coast, using The Night Shift (he'd contracted them and replaced The Shroud as their leader) to attempt to take over a remake of his old movie so that Satannish could steal the souls of everyone who watched it. When that failed, he helped Satannish out in the mission that led to the death of Mockingbird ('s Skrull Clone).
-Hangman II was powerful enough to brawl with Wonder Man, and had a Magic Rope that he could move around telekinetically.

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TATTERDEMALION (Arnold Paffenroth)
Created By:
Tom Sutton
First Appearance: Werewolf by Night #9 (Sept. 1973)
Role: Money-Hater, Jobber Villain
Group Affiliations: The Night Shift
PL 8 (96)
STRENGTH
2 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Expertise (Acting & Tap-Dancing) 3 (+6)
Intimidation 6 (+6)
Perception 3 (+3)
Stealth 4 (+8)

Advantages:
Chokehold, Fast Grab, Improved Hold, Ranged Attack 4, Startle

Powers:
"Tatterdemalion Costume" (Flaws: Removable) [20]
"Greasy Coating" Immunity 5 (Grab Effects) (5)
"Kevlar" Protection 2 & Immunity 5 (Ballistics) (Flaws: Limited to Half-Effect) (5)

"Cloak With Chloroform" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Cumulative) (12) -- (14)
AE: "Money-Ruining Gloves" Weaken Toughness 4 (Extras: Affects Objects Only +0) (Flaws: Limited to Papers & Fabrics) (2) Linked to Damage 2 (Flaws: Limited to Papers & Fabrics) (1)
AE: "Weighted Scarf" Strength-Damage +1 (Feats: Reach 2) (3)
-- (24 points)

Offense:
Unarmed +10 (+2 Damage, DC 17)
Destroy Money +10 (+4 Weaken & +2 Damage, DC 14 & 17)
Weighted Scarf +10 (+3 Damage, DC 18)
Chloroform +10 (+6 Affliction, DC 16)
Initiative +3

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 Kevlar), Fortitude +5, Will +4

Complications:
Motivation (Destroying Money)- Losing all of his funding drove Paffenroth insane- he now seeks to destroy all money.
Responsibility (Insane)- Paffenroth's mind is a mess, and his actions often seem random.
Prejudice (Homeless Person)- The Tatterdemalion does not bathe frequently, and looks like a hobo. As such, most people don't want to talk to him.

Total: Abilities: 46 / Skills: 16--8 / Advantages: 8 / Powers: 20 / Defenses: 14 (96)

-Tatterdemalion is such a weird jobber, and I KNEW he existed, so I wonder why I never got around to building him until now. Okay, so I've only seen him as a background face in the 2000s-era "Thunderbolts", but it's something. He's basically a rich guy who lost all his money, went nuts, and set off on a quest to destroy all money everywhere- his modus operandi is to mug people, but Disintegrate their money instead of stealing it.
-With Satannish's boost, Tatterdemalion had Peak Human Stats, and his acid coating was strong enough to hurt WONDER MAN (who really got the short shrift as far as power feats go, y'know? Thor never had to worry about jobbing to Tatterdemalion, no matter WHO was empowering him, yet Simon was CONSTANTLY jobbing to guys). He grapples fairly well for a skinny dude, and he's nigh-impossible to grapple himself, and he has a few nasty tricks (like that Chloroformed Cloak that he tosses over people's heads), but he's not much of a threat for a major super-hero.

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THE BROTHERS GRIMM II (Percy & Barton Grimes)
Created By:
Marv Wolfman & Carmine Infantino
First Appearance: Iron Man #188 (Nov. 1984)
Role: Jobber Villains
Group Affiliations: The Brothers Grimm, The Night Shift
PL 8 (139)
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Athletics 4 (+6)
Deception 6 (+8)
Expertise (Stage Magic) 5 (+7)
Insight 2 (+4)
Intimidation 2 (+4)
Perception 4 (+6)
Sleight of Hand 7 (+12)
Stealth 8 (+12)

Advantages:
Chokehold, Defensive Roll 2, Equipment 2, Evasion, Fast Grab, Hide in Plain Sight, Improved Initiative, Ranged Attack 5, Set-Up, Teamwork

Powers:
"Grimm Costumes" (Flaws: Removable) [35]
"Whoopie Cushion" Affliction 8 (Fort; Dazed, Hindered & Impaired Scent/Stunned, Prone & Disabled Scent/Unaware Scent) (Extras: Area- 30ft. Burst, Ranged, Extra Condition +2) (Flaws: Instant Recovery) (Diminished Range -1) (31) -- (43 points)
AE: "Explosive Pies" Blast 6 (Diminished Range -1) (11)
AE: "Four & Twenty Blackbirds, Baked in a Pie" Summon 1 (Extras: Horde, 24 Minions +7) (9)
AE: "Acid Eggs" Blast 5 (Diminished Range -1) Linked to Weaken Toughness 4 (Extras: Affects Objects, Ranged) (Diminished Range -1) (20)
AE: "Noxious Eggs" Affliction 6 (Fort; Impaired/Stunned/Incapacitated) (Extras: Area- 30ft. Cloud, Cumulative, Ranged) (Diminished Range -1) (23)
AE: "Anesthetic Eggs" Affliction 6 (Fort; Fatigued/Exhausted/Asleep) (Extras: Area- 30ft. Cloud, Cumulative, Ranged) (Diminished Range -1) (23)
AE: "Beanstalks" Create Object 4 (Feats: Innate) (Extras: Continuous) (Flaws: Limited to Giant Vines) (9)
AE: "Golden Straw" Snare 8 (Diminished Range -1, Inaccurate -1) (22)
AE: "Stardust" Affliction 6 (Fort; Dazed/Stunned/Paralyzed) (Extras: Area- 30ft. Cloud, Cumulative, Ranged) (Diminished Range -1) (23)
AE: "Jumping Beans" Leaping 3 (60 feet) (3)
AE: "Assorted Weapons- Staffs, Yo-Yos, etc." Strength-Damage +2 (Feats: Variable Descriptor, Reach) (4)
AE: "Magnesium Flares" Dazzle Visuals 6 (Diminished Range -1) (11)
AE: "Exploding Jacks" Blast 6 (Extras: Multiattack) (Diminished Range -1) (17)

Equipment:
"Floating Clouds or Stars" Flight 4 (30 mph) (Flaws: Platform) (4)
"Stage Magic Gear" (6)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Whoopie Cushion +8 Area (+8 Affliction, DC 18)
Explosive Pies +6 Area (+6 Ranged Damage, DC 21)
Acid Eggs +10 (+5 Ranged Damage & +4 Ranged Weaken, DC 20 & 14)
Assorted Afflictions +6 Area (+6 Ranged Affliction, DC 16)
Golden Straw +8 (+8 Ranged Affliction, DC 18)
Jacks +10 (+6 Ranged Damage, DC 21)
Initiative +8

Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +2 (+4 D.Roll), Fortitude +5, Will +3

Complications:
Motivation (Greed)
Responsibility (Personalities)- Percy is unsure of himself, doubtful and hesitant, while Barton is bolt, cocksure (hee hee- COCKSURE) and adventurous. Their costumes apparently increase these aspects even more.

Total: Abilities: 56 / Skills: 42--21 / Advantages: 14 / Powers: 35 / Defenses: 13 (139)

-The Brothers Grimm are classic forgettable jobbers- they were originally a pair of animated Dummies, but quickly, two regular human brothers gained the costumes and started using them. They had kind of a Stage Magic/Random Magic Powers schtick to them, with the brothers having opposite personalities (as all fictional twins must). The confounded Iron Man at first with their trickery and gadgets, but eventually they just got merged into the Jobber Villain crowd, and were forgettable throwaway dudes who wrestled with Captain America (if Gruenwald is writing you, you MUST fight hordes of Forgotten Jobbers at least ONCE) and a few others. They disappeared for upwards of a decade until The Hood started his own gang.
-The Brothers Grimm are classic forgettable jobbers- they were originally a pair of animated Dummies, but quickly, two regular human brothers gained the costumes and started using them. They had kind of a Stage Magic/Random Magic Powers schtick to them, with the brothers having opposite personalities (as all fictional twins must). The confounded Iron Man at first with their trickery and gadgets, but eventually they just got merged into the Jobber Villain crowd, and were forgettable throwaway dudes who wrestled with Captain America (if Gruenwald is writing you, you MUST fight hordes of Forgotten Jobbers at least ONCE) and a few others. They disappeared for upwards of a decade until The Hood started his own gang, but their time in the sun was long over by then.

THE SHROUD (Maximillian Quincy Coleridge)
Created By:
Steve Englehart & Herb Trimpe
First Appearance: Super-Villain Team-Up #5 (April 1976)
Role: Batman/Shadow Knock-Off, Popular Unknown Character
PL 9 (172)
STRENGTH
4 STAMINA 4 AGILITY 5
FIGHTING 11 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 7 (+12)
Athletics 6 (+9)
Close Combat (Unarmed) 3 (+14)
Expertise (Streetwise) 9 (+11)
Expertise (Law) 5 (+7)
Insight 2 (+5)
Intimidation 4 (+7)
Perception 5 (+8)
Stealth 7 (+12)

Advantages:
Defensive Attack, Equipment 8 (Bombarangs, One-Man Aircraft), Evasion 2, Improved Critical (Unarmed), Improved Initiative, Power Attack, Ranged Attack 3, Startle, Takedown, Uncanny Dodge

Powers:
"Darkforce Control"
Concealment (Visuals) 2 (Feats: Precise) (Extras: Attack, Affects Others, Ranged, Area- 500ft. +5) [21]
"Low-Level Thrust" Flight 2 (8 mph) [4]
"The Kiss of Kali- Mystical Sight" Senses 11 (Vision Penetrates Concealment & Counters Concealment, Radius Sight) [11]

Equipment:
"Bombarangs" Blast 6 (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (14)
"One-Man Aircraft" Motorcycle With Flight 6 (120 mph) (22)

Offense:
Unarmed +14 (+4 Damage, DC 19)
Bombarangs +6 Area (+6 Ranged Damage, DC 21)
Initiative +9

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +4, Fortitude +7, Will +7

Complications:
Disabled (Blind)- Though his mystical senses make up for it, The Shroud cannot see for real. So while he can "see" objects pretty well, he cannot do basic things like read, or see colour.
Prejudice (Horrible Scarring)- With a giant Mark of Kali on his face, Shroud kinda stands out.
Relationship (Julia Carpenter)- The two grew close during the Civil War era.

Total: Abilities: 74 / Skills: 48--24 / Advantages: 20 / Powers: 36 / Defenses: 18 (172)

-The Shroud is one of those side-characters that gets fairly popular over time, despite never getting a major starring role. He's a Steve Englehart creation (but thankfully avoided beating up the entire Avengers with ease), starting out teaming up with Namor to fight Dr. Doom. He later gained Darkforce powers when his next target, the Red Skull, hit him with a "hypno-ray". His schtick was basically that he was Batman (saw his parents murdered, declared war on crime, etc.) but pretended to be a bad guy in order to get close to his targets and destroy criminal organizations from within. This got expanded on later, when he was pretending to be a major Crime Boss.
-He teamed up with The West Coast Avengers and others, always as a bizarre supporting character, but never really getting his own big push (even a LIMITED SERIES, and we saw stuff like that from Slapstick, Darkhawk, The Secret Defenders, The Darkhold Redeemers and all SORTS of minor-league characters), and so he's kind of still very obscure. I actually have all of one comic featuring him (the final part of a "Zodiac" arc where he fights Taurus), but the last time I brought up "who are YOUR favourite obscure characters?", I got a bunch of guys pointing out how cool they thought The Shroud was. Go figure.
-Shroud is basically a martial artist who can also cast a field of Darkforce over things, making him pretty trecky (especially given it's reach). He doesn't do any of the fancy stuff OTHER Darkforcers do, though- Teleporting, Snares, Cold, Blasts, etc. are all beyond him. He can make it so Precise that he can obscure Captain America's eyes from Dansen Macabre's "Slutty Dance of Death", or just blanket a stadium with the stuff. He's fairly pricey given that he's an intelligent, solo investigator type who also kicks lots of ass and has some super-powers, but he's a good PL 9 Melee Fighter in any case.


xxx
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Runaways

Post by Jabroniville »

THE RUNAWAYS:

-One of the most-popular Cult Hits in comics in the past several years was The Runaways. Initially created by Brian K. Vaughan to be a 6-issue Limited Series meant to appeal to younger audiences and manga fans (it was for Marvel's failed Tsunami line), it's unexpected popularity saw it become an ongoing. However, it was cancelled with the eighteenth issue due to falling sales. That would've been the end of it, but the "Cult Hit" thing took over, and soon the Trades started doing REALLY well, and so the book was revived only a handful of months later!

The core of the series' concept is that six kids meet up at an annual meeting for their parents- barely getting along, they nonetheless uncover a deadly secret: their parents are actually "The Pride", a gang of evil super-villains that've been ruling Los Angeles for decades! And they've made a deal with some evil demons in order to do so- six of them will be allowed to survive the ensuing holocaust that the Gibborim- a trio of huge demon-things- will create! The Pride eventually decide that their six children will be allowed to survive in their place. Most of the kids have inherited powers and abilities thanks to their parents' origins- The Pride is made up of various couples- ordinary human Crimebosses, Scientific Geniuses, Aliens, Mutants and Mages. However, they're disgusted and horrified to see their parents committing human sacrifice, and so run away from home.

With The Pride controlling the police force, the kids (soon called The Runaways) go off on their own, refusing help from anyone. It doesn't help that superheroes Cloak & Dagger end up being manipulated into fighting the kids, which sets off a bit of a tendency for super-heroes to be treated as arrogant know-it-alls by the kids, who are IMMEDIATELY volatile and controntational to anyone older than sixteen. The group is multi-ethnic and tends to look a bit... different from the typical Comic Book Superhero team. First off, nobody wears costumes. Most are called by their real names. One girl is supposed to be fat (drawn as... basically a normal build, but in unflattering clothes). One is a young child. And naturally, since it's a Teen Superhero Team created after 2001, at LEAST one member of the team must be a homosexual. That's like, absolute law these days.

Vaughan left the book after issue #24 of the second volume, and was replaced by Joss Whedon of all people for six more. Eventually, a number of other talents (some pretty decent names) took over, but the book's sales eventually fell enough that 2009 saw the end of the series.

The book's legacy is pretty small, as few of the characters mattered much outside the book. Molly Hayes kind of became a Squirrel Girl-like meme for being an "Unexpected Bad-Ass". But it wasn't until 2015 that we've seen a new semblance of the characters, with a new Runaways series featuring a disparate group (Bucky Barnes? Cloak? Skaar?) alongside Molly. Nico Minoru shows up in A-Force, as well as her & Chase being stuck in Avengers Arena and Undercover. Nonetheless, the book maintains somewhat of a loyal fanbase- reasoning by fans includes the diversity of the line-up (an Asian girl AND a fat girl?!?), the largely-female cast, and a lack of Fanservicey tropes.

---

The Negatives:

A bunch of things annoyed me about the series straight-away (I was slow to start reading any of it): I think Child Superhero books are dumb- I absolutely cannot get into Power Pack, and the whole "Molly Hayes" thing annoyed me (I was under the impression the rest of the team was super-young, too, but it turned out I was wrong). I think superhero books that drop the costumes are dumb and pretentious, as if they're "too good" for that sort of thing (if that was the POINT of the book, to make fun of that mindset, then I'd have had no problem with it). But oddly, my biggest Pet Peeve when I read the first issue was that their parents were NOBODIES- just some nameless background guys! I was actually hoping for their parents to be a group of recognizable, legitimate Super-Villains. I mean, I hate the whole "Undiscovered Children" thing with SUPER-HEROES, but it's completely understandable that Villains could have some condom-failures running around, even if (ESPECIALLY if) we'd never seen them before! And if they're old enough, you don't have to do the stupid "they were super-aged in a lab" thing.

And when I read the issue where they absolutely DEMOLISHED The Wrecking Crew? I was basically like "oh, f*ck this book." Like... I don't care that the Crew LOST, right? They're the WRECKING CREW. They're huge, huge Jobbers. Jobbing is what they DO- it's like a rite of passage for a team of super-heroes to skoosh the Crew. But... this team just WRECKS them. The Deinonychus wipes the floor with Thunderball, Magic Chick takes out The Wrecker in one second, and the others go down just as quickly- even with the Crew's powers split FIVE ways instead of four, that was ludicrous. The fact that the kids keep demolishing OTHER established characters like that just makes it even worse- they embarrass heroes like Cloak & Dagger, one-shot Spider-Man (with Sleep Gas, sure, but still...), and Molly knocks Wolverine out of a building with a single punch. "Excelsior!", a team made up of failed Teen Heroes (including Darkhawk, Ricochet, Turbo & Chamber), starts trying to convince the kids to give up super-heroics, but end up looking like a bunch of incompetent idiots. A huge amount of the book is the team ROFL-stomping established characters. It's actually weird to me that a FAN of any of Marvel's characters would like this series, as it's so relentlessly-devoted to its heroes being humiliated.

And the kids are so frickin' CONFRONTATIONAL about everything! I understand the sentiment- it's a "Kids' P.O.V." version of everything, where they're the victims and they're acting out teenage rebellion against the world- it's essentially a comic book version of all those '80s Teen Movies we all watched back in the day- they're pulling a Ferris Bueller or The Wizard on these guys. But those movies usually use uncool, loudmouthed, arrogant adults as victims- in The Runaways, the targets are actual Marvel super-heroes, who are taken seriously in other books. The Runaways basically act like giant pains in the ass to EVERYONE AROUND THEM, and never, ever receive their comeuppance for being such littlet shits. It feels like something a kid creates when he hates the world (several characters are observed stating that all adults are terrible)... except Vaughan is an adult.

So essentially, it's like an entire team of Moondragons. Or basically, that the poor GM wants to integrate them into his great "Homebrew World", but the players are easily-bored griefers who instead just attack absolutely every P.C. they come across. I really, really want every character to suffer a horrible demise.

What's funny is that the book has this extremely-vocal Doom Patrol Fanbase about it- when I bashed the characters and the Wrecking Crew fight, people got up in arms on a couple sites. When I told a friend about this, he immediately went "OH MY GOD I F*CKING HATE THE RUNAWAYS!!!" I didn't even realize he'd heard of them, but apparently in all the comics HE'S read, they're depicted as a bunch of smart-assed, confrontational loudmouths, TOO. It's to the point where I felt no sadness whatsoever when any of the cast-members bite it. And given that this is BRIAN K. Vaughan, the man who specializes in making me fall in love with a character immediately before he writes a bullet into their brain (Saga has done this THREE TIMES to me already; Y The Last Man is like an entire comic devoted to it), that's a bit weird.


Other Stuff:
* There's some other weird stuff, too- Xavin is introduced, given this monster of a backstory, and Karolina just RUNS OFF WITH HER with barely a thought. It feels like mountains of backstory used on something that... doesn't get treated like it's a big deal. Stuff even happens OFF-PANEL, too!
* Nico Minoru in particular is ridiculously-overpowered, to the point of wrecking the drama.
* I find the whole overall plotline with The Gibborim to be rather weak, as well- the beings themselves have no personalities whatsoever, the whole "sacrifice one soul to us every year" thing is ridiculously-small-time, and they also LOOK stupid!
* And for all their importance to the overall plot, the Pride aren't really well-developed or visually-interesting characters aside from Geoffrey Wilder. There's some good backstory with Chase's abusive parents as well, but for the most part, the Pride are non-entity characters who barely matter aside from being a group of characters with boring designs. Their individual characteristics are barely-shown, as is any kind of interplay between them- basically, everyone but Mr. Wilder & Mr. Stein are given zero personality aside from "Evil Douchebag."
* Adrian Alphona's art is also kind of weird- it's this combination of being realistic but oddly-deformed, giving the characters an Uncanny Valley effect (particularly the exaggerated mouths with all the visible gums).

Parts of this story being in-continuity with the rest of the Marvel Universe are odd as well- Vaughan wanted a book unrestrained by it, but I can't help but think that it would've been better to make it an Elseworlds-type Alternate Universe kind of thing. Hell... there's a pair of powerful Wizards that Doctor Strange has apparently never met, the West Coast is run by ganglords that no superhero has ever heard of (despite NUMEROUS California-based heroes), and the Gibborim are apparently super-powerful, despite Marvel already having like fifty characters who do the same thing.

The Positives:

HOWEVER...

Despite all the early annoyance, and various things in assorted issues I read, the vocal fanbase of the book, and the fact that Vaughan's Y The Last Man was a great read (HARDCORE depressing ending, though- almost made me never want to re-read it), and Saga is one of the best books currently going (Prince Robot IV is THE BEST), made me actually sit down and "Byrne Steal" the first collection at the local Chapters, and eventually the second. And really, it wasn't BAD. Various things still annoyed me, but it's a classic mediocre read- not too bad, not too good. I like the various personalities on the team, and how they play with some of the old archetypes (the Dumb Jock is actually a bit of a bad seed and the abused son of GENIUSES; The Chubby Girl is kind of a bitch; The Everyman has a dark secret). The entire concept is classic, and SO, SO EIGHTIES- if it wasn't so bloody and doom & gloom with the Human Sacrifice, this could have easily been The Goonies, with the whole "Runaway Kids Who Hate Adults" thing.

Karolina being a lesbian was SUPER-OBVIOUS but rather neatly-done. Gert was a pretty-realistic character, in that OF COURSE the chunky one would be a snarky "Daria" about everything.

Overall:
It's solidly-written, but the characters are so freakin' annoying that I find myself wishing torturous demises on each and every one of them. I suppose I should give Vaughan props for so-accurately recreating teenagers :).



The Cast:
Alex Wilder- Ordinary kid with no powers. The son of Crimebosses.
Chase Stein- Ordinary kid with no powers. The son of Super-Geniuses.
Gertrude Yorkes- Sorta-chunky girl. Know-it-all and bitter. Linked to Old Lace, a super-powered Deinonychus. The daughter of Time Travelers.
Molly Hayes- A walking meme- a little girl with a silly hat. Acts immature, but is incredibly-strong. The daughter of Mutants.
Karolina Dean- A pretty, flying alien with a multi-colored Blast. Totally a lesbian. The daughter of Aliens.
Nico Minoru- Wields an all-powerful Staff that can literally do anything so long as she's bleeding. The daugther of Mages.

Later, the team adds:
Xavin- The only nice Skrull in the entire universe. Basically a Mini-Super-Skrull. Switches gender to be with Karolina.
Victor Mancha- Cyborg "son" of Ultron. Magnetic powers. A smarty-pants know-it-all, and the team doesn't entirely trust him (save Gert, who's kind of into him).
Karla Prast- Plant-Controller from the past.

THE PRIDE:
I'll also be statting their D-Bag parents. The Steins are Super-Geniuses, the Hayeses are Telepathic Mutants, the Minorus are Dark Wizards, the Deans are Aliens, the Yorkeses are Time Travellers/Gadgeteers, and the Wilders are Criminal Masterminds.

Their origin: the Gibborim appeared before a collection of adults with secrets (see above), saying that they'd ruled over the world when it was a utopia- they promised the assembled that six of them would be allowed to live on should the Pride assist the Gibborim in wiping out the present Earth, forming a NEW utopia. The Pride's abilities and wealth were enhanced to enable them to gain power, so long as they offered the Gibborim one sacrifice per year, for twenty-five years. Once Janet Stein becomes pregnant, the Pride plan on giving up their six spots to their children.

However, when the kids discover the Pride's secret and run off, the Pride turn on them, and begin hunting them. And it turns out that the Deans and Hayeses have been plotting to murder the others and attain the six spots in paradise for themselves and their children. Eventually, everything is uncovered (Alex Wilder had spotted the conspirators doing their conspiring). The Pride are finally killed as the Gibborim turn on them for failing to offer up the soul-sacrifice.

The Pride are odd in that they're supposedly SUPER-dangerous, evil and powerful, but are shown in-story to be rather pathetic Jobbers, largely able to be handled by their strictly JV-League children.


OLD LACE
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #2 (Aug. 2003)
Role: Team Pet
Horrible Fate I Wish Upon This Character: Killed, cooked, and eaten by The Wrecking Crew
Group Affiliations: The Runaways
PL 9 (91)
STRENGTH 6 STAMINA 8 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 2 PRESENCE -2

Skills:
Athletics 6 (+12)
Expertise (Survival) 5 (+7)
Intimidation 10 (+8)
Perception 6 (+8)
Stealth 3 (+7)

Advantages:
Fast Grab, Improved Critical (Claws) 2, Improved Hold, Improved Initiative, Set-Up, Teamwork

Powers:
"Animal Senses" Senses 2 (Low-Light Vision, Acute Scent) [2]
Speed 3 (16 mph) [3]
Leaping 1 (15 feet) [1]
"Terrible Claws" Strength-Damage +3 [3]

"Genetically-Engineered Link" Senses 1 (Communication Link- Gertrude Yorkes, then Chase Stein) [1]

Offense:
Unarmed +9 (+6 Damage, DC 1621
Claws +9 (+9 Damage, DC 19)
Initiative +8

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +8, Fortitude +8, Will +6

Complications:
Disabled (Animal)- Dinosaurs cannot speak to humans, nor use their limbs to easily manipulate objects.
Weakness (Cold Climates)- The Age of Reptiles was a much hotter time period than our own. Creatures from that era will be more susceptible to Cold and Ice-based attacks.
Responsibility (Genetic Coding)- Old Lace has been genetically-engineered for certain traits. Notably, she must follow Gertrude's orders, and cannot attack anyone in Gert's immediate family, such as her evil parents. She will also feel any pain inflicted upon her Tele-Emapthic Bonded friend. She also follows Chase's orders, but is able to resist and argue.

Total: Abilities: 48 / Skills: 30--15 / Advantages: 7 / Powers: 10 / Defenses: 11 (91)

-Old Lace was introduced in the second Runaways issue- a "Velociraptor" with a genetically-engineered link to Gertrude Yorkes (who was then going by Arsenic- thus making the team Arsenic and Old Lace, named after an old classic movie and play). The whole "Raptor Buddy" thing is part of the whole "Appealing to Kids" bit, naturally. It would take an odd amount of time for the know-it-all Gert to be corrected that Old Lace is in actuality a DEINONYCHUS, given its advanced size. Old Lace was a classic Animal Buddy, doing Animal Buddy things like comically-attacking any villains who got close- her tele-empathic link to Gert is eventually transfered to Gert's boyfriend Chase Stein upon Gert's demise. Chase begins using her in a more-lethal context, but she is enabled some free will. In the end, she is killed saving the life of Karolina Dean. Old Lace reappears years later in Avengers Academy, having been revealed to have been transported to an alternate dimension for some reason.
-Old Lace is a Deinonychus, which is a highly-dangerous adversary in any sense of the term, but she also appears to be an ENHANCED version, as certainly no common Deinonychus could take apart Thunderball of the Wrecking Crew with such surprising ease. She's also immune to Dagger's "Light Dagger" power for whatever reason, and has taken down numerous members of The Runaways' parental units.

ALEX WILDER
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: The Normal Guy, The Secret Villain
Horrible Fate I Wish Upon This Character: Forced to become the new minority replacement for The Atom.
Group Affiliations: The Runaways
PL 3 (47)
STRENGTH
0 STAMINA 1 AGILITY 0
FIGHTING 4 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

Skills:
Athletics 2 (+2)
Deception 6 (+8)
Expertise (Current Events) 4 (+6)
Perception 1 (+4)
Persuasion 4 (+6)
Stealth 4 (+4)
Technology 1 (+3)

Advantages:
Inspire, Leadership

Offense:
Unarmed +4 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +1, Will +5

Complications:
Secret (The Mole)- Alex was secretly the "Mole" in The Runaways, giving information to The Pride. He learned a full year ago that his parents were super-villains, and wants to join them.
Relationship (The Wilders- Parents)- Alex looks up to his parents, and feels he's never earned their respect (his father does not support Alex's obsession with super-heroes).
Relationship (Nico Minoru)- Alex never thought much of Nico, but seeing her as a Sexy Goth changed his mind. The two formed the beginning of a relationship, but things soon fell apart thanks to the Complication above.

Total: Abilities: 28 / Skills: 22--11 / Advantages: 2 / Powers: 0 / Defenses: 6 (47)

-Alex Wilder is initially the main character of The Runaways- a geeky-looking black teen with no powers, who nonetheless becomes the axis by which the rest of the team turns. He discovers a secret passageway that he soon leads the rest of the kids down, during one of those "Annual Get-Togethers" their parents do, at which point they discover that- *gasp*! Their parents are SUPER-VILLAINS! Alex runs off with the rest of the kids, helps turn them into vigilantes, and even grows closer with the Sexy Goth Nico Minoru...
-However, there's a Big Reveal at the end of the first arc- Alex in fact knew for a YEAR that his parents were evil, and had gone into their inner sanctum to discover all their secrets! When he was leading the Runaways around, he was leading them to where HE wanted them to be (hence why they JUST HAPPENED to come across Old Lace in the second issue)! He'd even discovered that some of The Pride had planned on betraying the others, and his Master Plan was to enable his own parents to kill the traitors. He reveals all this by betraying the Runaways and taking them down, especially when Nico refuses to go along with his plan- when the situation falls apart, Alex bravely takes full responsibility for the Gibborim's sacrifice being wasted, and is incinerated by the creatures.
-Alex actually reappears later on, floating around a white limbo-like dimension with The Gibborim, aiding the team in order to make penance for his evil deeds. He is finally resurrected by Daimon Hellstrom to guide Nico through her increasing Dark Magic. He eventually joins the Young Masters.
-Alex is no physical powerhouse (in the finale of the first part of the series, he has to grab weapons from the other kids in order to do ANYTHING), but he's a good planner with a lot of advanced information (having read all of The Pride's history and their plans). Essentially, in an RPG, he's the guy with the player who wanted to "Role Play" instead of hit stuff- despite his low stats, he's always got the plan for victory.

GEOFFREY WILDER
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Crime-Boss
Group Affiliations: The Pride
PL 5 (84)
STRENGTH
2 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 4 PRESENCE 4

Skills:
Deception 6 (+10)
Expertise (Criminal Kingpin) 9 (+12)
Insight 2 (+6)
Intimidation 2 (+6)
Perception 1 (+5)
Persuasion 4 (+8)

Advantages:
Benefit 5 (Wealth & Status), Connected, Contacts, Leadership, Ranged Attack 4

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +4, Will +6

Complications:
Motivation (Greed & Power)- The Wilders are willing to sacrifice nearly anything for power.
Relationship (Alex Wilder- Son)- Geoffrey is a very strict father, looking down on his son's obsession with super-heroes.

Total: Abilities: 54 / Skills: 24--12 / Advantages: 12 / Powers: 0 / Defenses: 6 (84)

-Geoffrey Wilder and his wife Catherine are unusual in The Pride- being simple humans with nothing special in terms of Powers (even Super-Genius). Initially, they were common criminals, but with their having been recruited by the Gibborim, they are given enhanced mental capabilities, becoming very shrewed crimelords. In effect, Geoffrey is the leader of The Pride thanks to his numerous connections as The Kingpin of the East Coast, but he is not respected by some of the super-powered members, who plan to betray him. At the end of the first run, he discovers that his own son was a "Mole" in The Runaways, half of the Pride are against him, and then... he dies. He and The Pride are slain by the Gibborim, just after Geoffrey watches his son die.
-Geoffrey reappears in a different context later in the series, as Alex's old Online Gamer buddies perform a ritual to resurrect their friend- they screw up, and instead GEOFFREY is brought back from the dead... but decked out in '80s clothing, and at a much younger age! "Geoff" has in fact been plucked from 1985, and has only been the The Pride for one year! Upset over the general turn of events, he plans to gain favor with the Gibborim by sacrificing one of the Runaways, forming a NEW Pride with Alex's friends. He impersonates Chamber as part of "Excelsior!" (a team of former Teen Heroes out to stop The Runaways' vigilante actions), and manages to actually impale and KILL Gertrude Yorkes. The Runaways choose not to kill him (it would wreck the timeline), and instead erase his memory and send him back to 1985.
-Geoffrey is powerless, but has great connections and a ton of PERSONAL power, which can be a great deal more effective. He has numerous moles on the LAPD, vast personal wealth, and is the Kingpin of the West Coast. His wife Catherine is basically a lesser version of him, who really doesn't do or say much.

RICHARD & TINA MINORU
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Dark Wizards
Group Affiliations: The Pride
PL 9 (124)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 4 AWARENESS 3 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (Magic) 6 (+10)
Perception 2 (+5)
Ranged Combat (Magic) 4 (+10)

Advantages:
Improved Critical (Magical Attacks), Ranged Attack 2, Ritualist

Powers:
"Magical Senses" Senses 5 (Detect Magic- Acute, Analytical & Ranged) [5]
"Whatever Powers The Write Tought Of- I Dunno, F*** Off" Variable 7 [49]

Offense:
Unarmed +5 (+1 Damage, DC 16)
Magic Stuff +8 (+10 Ranged Damage, Probably Ranged, DC 25)
Other Magic Stuff +8 (+10 Ranged Affliction, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (Probably Has a Force Field or Something Dumb), Fortitude +4, Will +6

Complications:
Motivation (Power)- The Minorus are willing to sacrifice nearly anything for power.
Relationship (Nico Minoru- Daughter)- They are apparently pretty-shitty parents- Nico declares in a dream "I liked you better DEAD!" However, they DID plan on saving a space for her in the world the Gibborim would have created.

Total: Abilities: 46 / Skills: 14--7 / Advantages: 4 / Powers: 54 / Defenses: 13 (124)

-The Minorus are Dark Wizards who pose as an average church-going couple and wear very plain red robes & masks. Despite their versatility, they are the least-liked of the Pride- the Steins and Yorkeses consider them unstable due to their magical powers, and the Deans & Hayeses hate them because they're humans.
-Their powers consist of standard Magic Stuff: summoning a swarm of Bats, Teleportation, Water Spouts, Magical Blasts, Freezing in Time, etc. Tina Minoru was actually the original wielder of the Staff of One, but when she attempted to stab Nico with it, it absorbed itself into Nico's body. So basically the "Every Magic Villain Ever" template, adjusted to about PL 9- they're versatile, but aren't seen as being terribly-powerful.

DALE & STACEY YORKES
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Time Travellers
Group Affiliations: The Pride
PL 8 (81)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 2 PRESENCE 2

Skills:
Deception 4 (+6)
Expertise (History) 8 (+11)
Expertise (Science) 4 (+7)
Insight 2 (+4)
Intimidation 2 (+4)
Technology 6 (+9)

Advantages:
Benefit 3 (Wealth & Status), Inventor, Ranged Attack 3, Well-Informed

Powers:
"Time-Travelling Gadgeteers"

"Gloves" (Flaws: Removable) [20]
"Restraining Shield" Snare 8 (24) -- (25 points)
AE: Fire Blast 8 (16)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +4, Fortitude +4, Will +6

Complications:
Motivation (Greed & Power)- The Yorkes are willing to sacrifice anything for power. They own several kingdoms throughout time.
Relationship (Gertrude Yorke- Daughter)- The Yorkes tend to look down on their cynical, sarcastic daughter. They also once killed her pet pig.

Total: Abilities: 50 / Skills: 34--17 / Advantages: 8 / Powers: 0 / Defenses: 6 (81)

-A pair of Time Travellers posing as antique dealers, the Yorkeses specialize in gadgetry and Super-Science. Acting as if they have a working knowledge of the future, they also speak in more old-timey ways than the others, while dressing as Steampunk Dorks. Because of their self-righteousness and obnoxious personalities, Gert has a strong dislike of her parents... but since she hates EVERYBODY, that's not saying much. They are slain alongside the other Pride members, but reappear in a story set in 1907- the Runaways meet the Yorkes while both are time-travelling. Unable to mind-wipe them after stopping them, Nico Minoru instead casts a spell that will leave them with the full knowledge of what they've learned of their future (both they and their daughter will die), but render them unable to talk, act or do ANYTHING about it in any way- a rather torturous existence awaits them.

NICO MINORU (aka Sister Grimm)
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: The Overly-Powerful One, Unofficial Leader
Horrible Fate I Wish Upon This Character: All of her future appearances will be written and drawn by Rob Liefeld.
Group Affiliations: The Runaways
PL 12 (144)
STRENGTH
1 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Skills:
Athletics 2 (+3)
Deception 3 (+6)
Expertise (Magic) 4 (+6)
Insight 2 (+4)
Intimidation 2 (+5)
Perception 2 (+4)
Ranged Combat (Magic) 3 (+8)
Stealth 2 (+5)

Advantages:
Improved Critical (Magical Attacks), Set-Up, Ranged Attack 1, Ritualist, Teamwork

Powers:
"The Staff Of One" (Extras: Summonable) (Flaws: Easily-Removable) [72]
Variable 15 (Any Power, Ever) (Flaws: Limited to Once Per Power- Creates Random Effect Otherwise) (Quirks: Must Be Bleeding to Summon the Staff) (89 points)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Magic Stuff +8 (+16 Ranged Effects, DC 31 & 26)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +6 (DC 16), Toughness +2, Fortitude +4, Will +7

Complications:
Relationship (The Runaways)- Nico is very close with her teammates, considering many of them extremely-close friends. She is protective of the group, and emotionally-needy with their friendship. Her closest friend was Gert, but she also misses Karolina terribly whenever she leaves Earth.
Relationship (Chase Stein)- Nico mothers the impulsive, rule-breaking Chase, but they've shown an attraction at various times as well.
Power Loss (Magic)- If she steps into the path of the ashes of dead wizards, her powers will cease to work. And she can never raise the dead.
Relationship (Alex Wilder)- Nico initially had feelings for Alex, the leader of the group. But then he turned out to be a douche.
Relationship (Victor Mancha)- The two get together after he saves her life against the Gibborim, but he eventually falls for another woman in the past, and Nico stands aside (even when she remains in 1907).
Responsibility (Clingy & Emotional)- Nico tends to act out emotionally, and in a manner which occasionally confuses her.
Responsibility (Damsel Syndrome)- Twice, Nico has decided to enter relationships with men who save her life. This is a side-effect her her being emotionally-clingy during times of stress.

Total: Abilities: 44 / Skills: 20--10 / Advantages: 5 / Powers: 72 / Defenses: 13 (144)

-Nico Minoru is the kind of girl seemingly-created for nerdy teen males to drool over: a thin Asian girl dressing in gothic lolita fashions, and wielding a strong personality and huge power. This is probably deliberate by Vaughan, as she's made the love interest of the most-nerdy character of the first run. Her power is also the most insanely-Gamebreaking of the series, as she basically has Every Power Ever- to an even greater extent than Doctor Strange! Her "Staff of One" allows her to cast any spell she wants, but only once, and with a specific sort of instruction- it sometimes gives her a different effect than she'd necessarily wanted (saying "Zombie Not" to get rid of zombies ended up forming a Zombie KNOT). She also has to be bleeding for it to work (usually just making small cuts on her body (you have to wonder Vaughan's intentions in giving the GOTH character the ability to gain super-powers from SELF-HARM, though ); and any kind of bleeding will do the trick (as revealed in a pretty funny scene when another character says "hey, but I thought you had to be bleeding." "*stern glare*" "Ah."). Generally, her power acts as a writer's trick to get the team out of ANY situation, but with enough caveats that it's not a GIANT Ass-Pull to do so. Just... well... a pretty big one.
-She eventually becomes the group's leader after Alex betrays the team and is killed, leading them through numerous crises- at one point, she is captured and tortured by a powerful mystic who seeks to train her to take more pain, and thus gain more power. When The Runaways is cancelled, she's one of the few to keep seeing use, as she's one of the abductees in Avengers Arena, with her powers CONVENTIENTLY lessened just so she can't Magic her way out of everything. She is actually KILLED by her teammate Chase (wielding the Darkhawk Armor and being brainwashed), but her bleeding-out causes the Staff to resurrect her and wipe the floor with numerous bad guys. So basically despite her Magic being lessened to prevent Ass-Pulls, she COMPLETELY ASS-PULLS the victory! Because Magic. Her relationship with Chase has developed into a bit of a love/hate one, as she often has to rein in his worse impulses, but there's definitely an attraction there.
-Nico is INSANELY-powerful, being able to do things even beyond the limits of regular ol' Mages- there's a handful of caveats in there, but nothing that bad. At one point, she one-offs The Wrecker simply by turning him into a pile of sliced-up deli meat (he gets better later on). At another point, she Teleports some aliens all over the planet. Essentially, she gets 75 points with which to do whatever she wants, but can only use each unique spell once. She's also a minor-level mystic otherwise, being able to use Ritualist. The specifics of what she can do without her Staff are pretty vague, and she doesn't appear to be a great fighter outside of using high-end powers (enough to make her a PL 12 character). The Staff on One is Easily-Removable, but she can also put it into her soul and summon it (an Extra).

Nico gets an upgrade at one point, gaining the following additions:

"The Staff Of One" (Feats: Restricted 2) (Extras: Summonable) (Flaws: Easily-Removable) [74]
Variable 15 (Any Power, Ever) (Flaws: Limited to Once Per Power- Creates Random Effect Otherwise) (Quirks: Must Be Bleeding to Summon the Staff) (89) -- (90 points)
AE: "Attacks Anyone Who Wields It" Damage 10 (Feats: Triggered- Attempts to Use the Staff) (Extras: Reaction +3) (41)

Flight 2 (8 mph) (Flaws: Low Ceiling) [2]

KLARA PRAST
Created By:
Joss Whedon & Michael Ryan
First Appearance: The Runaways #27 (July 2007)
Role: New Member
Horrible Fate I Wish Upon This Character: Must become a first-generation NuDCU character.
Group Affiliations: The Runaways
PL 8 (65)
STRENGTH
-1 STAMINA 1 AGILITY 2
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+1)
Deception 2 (+3)
Perception 2 (+2)

Advantages:
Set-Up, Teamwork

Powers:
"Mutant Powers: Chlorokinetic"
"Vine Wall" Enhanced Defenses 4 [8]
Features 1: Flowers Reflect Her Mood [1]

"Vines" Snare 8 (24) -- [27]
AE: Growth 8 (Extras: Affects Others Only +0) (Flaws: Limited to Plants) (8)
AE: "Plant Attack" Blast 8 (Feats: Accurate 3) (19)
AE: Create Plants 4 (Feats: Subtle, Innate) (Extras: Continuous) (Flaws: Requires Some Plant Matter) (10)

Offense:
Unarmed +2 (-1 Damage, DC 14)
Plants +8 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +4 (+8 Plants, DC 14-18), Parry +4 (+8 Plants, DC 14-18), Toughness +1, Fortitude +2, Will +5

Complications:
Responsibility (Girl Of Her Time)- Klara, despite being victimized in her time period, still shares many of its prejudices, such as an inherent superiority of the white race, and a distaste of homosexuality.

Total: Abilities: 14 / Skills: 6--3 / Advantages: 2 / Powers: 36 / Defenses: 10 (65)

-Klara Prast was added to the group during Joss Whedon's short run on The Runaways- she's a twelve-year old Child Bride in 1907, and meets the team when they go spiralling through time. Disgusted with her life at the turn of the century (she was abused physically and sexually by her husband, who took her when her parents rejected her for her chlorokinetic powers), she joins the Runaways in modern times, joining the group. She's a bit of a "Fish Out Of Water", not being used to big, modern cities, much less Skrull Invasions and Robots, but seems to make a solid friendship with Molly Hayes, as the two are the same age.
-As a rookie hero AND a young child, Klara isn't exactly a combat monster, though her Plant Powers are somewhat independent of her fighting ability, making her a PL 8 in spite of her flaws.

GENE & ALICE HAYES
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Mutants
Group Affiliations: The Pride
PL 8 (116)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 6 (+9)
Expertise (Speech Therapist)/Treatment 4 (+7)
Intimidation 4 (+7)
Perception 2 (+5)

Advantages:
Benefit 3 (Wealth & Status), Ranged Attack 2, Startle

Powers:
"Mutant Powers: Telepathy"
"Sedation" Affliction 8 (Will; Dazed/Exhausted/Asleep) (Extras: Cumulative, Perception-Ranged +2) (32) -- [35]
AE: "Memory Removal" Affliction 8 (Will; Impaired/Disabled Memory/Transformed Memories) (Extras: Cumulative, Perception-Ranged +2) (Flaws: Limited to Memory Loss) (24)
AE: Mind-Reading 8 (16)
AE: Communication 2 (Mental) (8)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Mental Powers -- (+8 Perception-Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +4, Will +6

Complications:
Motivation (Greed & Power)- The Hayeses are willing to sacrifice anything for power.
Hatred (Humans)- Gene & Alice have been on the receiving end of bigotry over their Mutant Powers for years. They despise humans, and would gladly sacrifice all of their human teammates to ensure their own survival.

Total: Abilities: 56 / Skills: 16--8 / Advantages: 6 / Powers: 35 / Defenses: 11 (116)

-The Hayeses are pretty lazy, even by the low standards of The Pride- they're a pair of Mutants with identical powers. They manage to brainwash Cloak into forgetting about the Runaways until a blow to the head reminds him. They seem to have raised a rather innocent, dopey daughter, and don't appear to have been as abusive as many of the other Pride members. After their death against the Gibborim, they were revealed to possibly being the most-sadistic of the parents, having killed and tortured dozens of people for almost no reason for years- an old enemy of theirs kidnaps and nearly kills Molly (but not before revealing the depths of her parents' evil). Wolverine manages to defeat him, and reassures Molly that though her parents were evil people, they clearly must have at least loved HER.

VICTOR & JANET STEIN
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Inventors, Abusive Parents
Group Affiliations: The Pride
PL 4 (80), PL 6 (80) Super-Scientists
STRENGTH
2 STAMINA 2 AGILITY 2
FIGHTING 3 DEXTERITY 4
INTELLIGENCE 7 AWARENESS 2 PRESENCE 1

Skills:
Deception 7 (+8)
Expertise (Science) 6 (+15)
Insight 2 (+4)
Intimidation 4 (+5)
Perception 2 (+4)
Technology 9 (+16)
Vehicles 4 (+8)

Advantages:
Benefit 3 (Wealth & Status), Inventor, Ranged Attack 4

Offense:
Unarmed +3 (+2 Damage, DC 17)
Initiative +2

Defenses:
Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +2, Fortitude +3, Will +4

Complications:
Motivation (Greed & Power)- The Steins are willing to sacrifice anything for power.
Relationship (Chase Stein- Son)- The Steins seem willing to sacrifice their lives to allow Chase to survive; however, Victor is a violent abuser, who's been beating his son for years, while Janet simply turns on the radio to drown out the sounds.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 8 / Powers: 0 / Defenses: 9 (80)

-The Steins are "famous" inventors who've impressed people like Tony Stark (naturally, this is typical lazy background writing meant to "put over" how good one's new characters are at something- it's like when Gail Simone introduced Ragdoll's sister in Secret Six and spent page after page of characters talking about how frightening and bad-ass she was). As part of the Pride, they fund the group through counterfeiting and inventions based around what people believe are "necessities". Victor is shown as the most-abusive of all the parents, punching his son Chase IN THE FACE for getting C's in school, while his wife only slightly-chides their son. Naturally, like many abusive parents, Victor insists that he DOES love his son. Both are killed during the Gibborim's assualt following the destruction of the innocent soul.
-Super-Geniuses, the Steins invented a lot of the stuff the Runaways used in the first volume, and even later on- The Fistigons, the Leapfrog vehicle/Mecha, and more. They even created the vessel that contains the souls of the Pride's sacrifices.

VICTOR MANCHA
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #27 (July 2007)
Role: The New Guy, Magnetic Hero
Horrible Fate I Wish Upon This Character: Doomed to go evil as many times as Wanda Maximoff has.
Group Affiliations: The Runaways, Avengers A.I.
PL 8 (139)
STRENGTH
6 STAMINA 7 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 2 PRESENCE 3

Skills:
Athletics 4 (+8)
Deception 2 (+5)
Expertise (Science) 3 (+8)
Perception 3 (+5)
Ranged Combat (Blasts) 2 (+8)
Technology 4 (+9)

Advantages:
All-Out Attack, Eidetic Memory, Power Attack, Ranged Attack 2

Powers:
"Cybernetic Physiology"
Speed 3 (16 mph) [3]
Leaping 2 (30 feet) [2]
"Automated Self-Repair Function" Regeneration 5 [5]

"Speak to Machines" Comprehend 2 (Machines) [4]
Flight 5 (60 mph) [10]

Electro-Magnetic Blast 8 (16) -- [18]
AE: Move Object 8 (Feats: Precise) (Flaws: Limited to Ferrous Materials) (9)
AE: "Bend Metal" Transform 5 (One Metal Object To Another Shape) 8 (Extras: Ranged) (16)

Offense:
Unarmed +7 (+6 Damage, DC 21)
Blast +8 (+8 Ranged Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +7, Fortitude +7, Will +5

Complications:
Reputation (Victorious)- Victor apparently grew to become a lethal super-villain in a future time, having slain the Fantastic Fourteen and every other superhero on Earth- Gertrude Yorke's future self died to bring this information to the Runaways.
Vulnerable (Magnetic & Electrical Attacks, Other Stuff)- Victor's body is still partially-mechanical (his artificial organs have not completely-transformed into human ones). He is more-vulnerable to certain kinds of attacks as a result. He can also be "hacked", and controlled remotely. He also has shorted-out simply be coming near another creation of Ultron (such as The Vision).
Vulnerable (Overloading Questions)- Victor's brain will short out if asked one of three questions: "Could God make a sandwich so big that even He couldn't finish it?" is the only one thus revealed. He can be rescued from the state only if someone else answers the question. Once the question is asked, it will not work a second time.

Total: Abilities: 74 / Skills: 18--9 / Advantages: 5 / Powers: 42 / Defenses: 9 (139)

-A great idea, with pretty decent execution, Victor Mancha's introduction brought a lot to The Runaways:
1) Adding another male to a "One-Guy" team, which both fixes a pronounced sex imbalance (albeit one that inverts the norm for comics), but creates potential romantic entanglements.
2) Adds some "oomph" to a team with only a handful of powerhouses.
3) Giving the team a link to the pre-existing Greater Marvel Universe, in that his "father" is Ultron, an established character. As the rest of the team were kind of "independent" of everything, they often felt completely "outside" of the MU.
4) Adding a new member to an established, set team, which is inevitably going to create issues of trust, friendship and more (especially since Victor is both the son of Ultron, AND is a super-villain in the future). Basically drawing some chaos into the order.
5) As a Latino kid, he adds some diversity to a pretty white squad.
-Victor is the cloned offspring of a barren woman who made a deal with Ultron (who, true to form, simply wanted some "offspring"- "I am, after all, a family man.")- he's been cybernetically-enhanced, and "awakens" when The Runaways come flying in, having been tipped-off that he's the world's greatest super-villain in the future. After a "tease" that his mystery-supervillain father is Doctor Doom (complete with a neat scene where Victor appeals to Doom's vanity), the Doombot is destroyed, revealing ULTRON. Ultron swiftly kills Victor's mother, but the Runaways & Excelsior team up to defeat the villain (he's apparently not Adamantium here).
-Victor is taken in by the rest of the team, who really don't trust him all the way thanks to his heritage (the robotic one, not the Latino one). He quickly enters a relationship with Nico Minoru (who's feeling survivor's guilt from watching Alex Wilder and the Pride die), and adopts several "humorous" nicknames (Static Cling Lad, Victron, Man of La Mancha). He falls in love with a girl named Lillie in 1907 while the group is time-travelling, and while she decides to stay in her own time period, Victor nonetheless ends things with Nico by the end of the Runaways book. Victor ends up joining the Avengers: A.I. book, alongside Hank Pym and a few other disparate, mechanical-themed characters- this disastrous book was quickly-cancelled, however, leaving Victor in limbo.
-Victor is a PL 8 Cyborg with Magneto-Lite powers, making him rather effective and expensive for this team. He's shown little aside from Magnetism & Blasts, however.

GERTRUDE "GERT" YORKES (aka Arsenic)
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: The Daria, The Know-it-All
Horrible Fate I Wish Upon This Character: For the entirety of existence, every song she ever hears will appear to be as played by Nickelback.
Group Affiliations: The Runaways
PL 3 (39)
STRENGTH
-1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 2
INTELLIGENCE 4 AWARENESS 3 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Pop Culture) 4 (+8)
Expertise (Science) 2 (+6)
Stealth 2 (+3)

Advantages:
Set-Up, Teamwork

Powers:
Senses 1 (Communication Link- Old Lace) [1]

Offense:
Unarmed +2 (-1 Damage, DC 14)
Initiative +1

Defenses:
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +1, Fortitude +2, Will +5

Complications:
Obsession (Being Snarky & Rude)
Relationship (Chase Stein)- Gert fell in love with Chase, despite their disparate attractiveness levels and intellects.
Relationship (Nico Minoru)- Gert shares a sisterly-bond with Nico (they are the oldest friends of the group).
Rivalry (Karolina Dean)- Gert doesn't care much for the flighty, skinny blonde.
Vulnerable (Mental Link With Old Lace)- Gert feels Old Lace's pain- if the dinosaur is injured, then she is Stunned, if not Incapacitated.

Total: Abilities: 22 / Skills: 12--6 / Advantages: 2 / Powers: 1 / Defenses: 8 (39)

-Gertrude Yorkes is basically our Daria, but with the change that... no, she's just Daria. Okay, more mouthy and snide than dryly-snarky (Daria rarely insults people to their FACE; she just snarks to her friends. Unless it's Quinn). She's introduced as that enormous rarity in comics- a major character who is both female and overweight. Not like "Big Bertha" obese or nothin', just standard-issue-pudgy, but not so much that she's porcine. "Gert" has one sole mission in the book: to snark about everything and rip on everyone around her at all times. This is a pretty standard character type in many books and things like it- I've previously gone into how a lot of productions include these "cynics" in order to take the place of any cynics in the audience- they both appeal to the cynics, and sort of show that the work isn't afraid to make fun of itself (Grumpy in Snow White and the Seven Dwarfs is a great example- anyone in the audience skeptical over the idea of a Feature Length CARTOON has a "voice" in this guy who's rolling his eyes at Snow White's lovey-dovey singing, and more).
-HOWEVER... this kind of character can become INCREDIBLY-ANNOYING, to the point where they become an insufferable bitch to anyone around them, often snarking at perfectly-nice people for no reason. And they so VERY rarely seem to get smacked down for their attitude. Gert shares this with Daria Morgendorffer herself (who, despite ripping on everyone around her in a trademark monotone, NEVER seems to deal with anything I'd recognize as actual bullying, and only ever gets insulted by her sister and her dumbass friends), as well as the infamous Danny Chase from The Teen Titans (who constantly ripped on Changeling for no apparent reason, and very rarely had anyone just walk up and pop him one). There's a BALANCE with characters like this (Terra, who had the "Snarker" role earlier in the Titans, had the same snide personality, but notably got it just as badly from everyone else, especially Gar & Cyborg).
-So this kind of mouthy character REALLY needs a counterbalance, which is the issue with Gert... because she just kind of lips everyone off. She calls Dagger's outfit "slutty" (granted, you're not gonna find many better examples on the heroic side of things), makes fun of Karolina for being skinny and pretty (and therefore stupid), etc. She's really rather insufferable, and it got to the point where I didn't feel anything when she died (sorry, SPOILER ALERT).
-Gert, snarking all the way, reluctantly goes along with the Runaways when they discover their parents' dark secret (though Gert has suspected her parents were evil ever since her pet pig disappeared). Without powers, she nonetheless is given a telepathic link with a dinosaur she calls Old Lace (as her would-be-superhero name was then "Arsenic"). Of the group, she's the first to antagonize adult super-heroes, and refuses to trust anyone over sixteen. However, she's given a relationship with the tall, striking bad-boy Chase, despite his lack of smarts and her lack of looks- this seems largely to stem from him nearly dying and her saving him, plus the old "Belligerent Sexual Tension" thing (she usually snarked at him, while he was kind of dimwitted in return). Gert gets pissy at Nico & Chase for kissing (it was more Nico's doing), but jumps in the way of a blade meant for Chase- she dies from her wounds, unable to finish saying "I love you."
-A very Bystander-y... Bystander, Gert is not physically-capable in a fight, and her only real advantage is that she can lead Old Lace around in battle. She's one of the smarter members of the team, however, and is quick-witted enough to figure out how Cloak's powers work.

MOLLY HAYES (aka Princess Powerful, Bruiser)
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: The Morality Pet/Ingenue
Horrible Fate I Wish Upon This Character: Doomed to become a female supporting character in Daredevil's book.
Group Affiliations: The Runaways
PL 10 (108)
STRENGTH
-2/13 STAMINA 13 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE 1

Skills:
Expertise (Pop Culture) 4 (+3)

Advantages:
Improved Critical (Punch) 2, Power Attack

Powers:
"Mutant Powers: Super-Strength"
Enhanced Strength 15 [30]
"Knocked Down The Block" Features 2: Unarmed Damage Knocks Back Opponents Twice As Far As Normal [2]
Impervious Toughness 9 (Feats: Subtle) [10]

"But She's Only a Little Girl!" Affliction 8 (Will; Vulnerable/Defenseless) (Extras: Reaction +3, Perception-Ranged +2) (Flaws: Limited Degree, Limited to Those Who Don't Know Her, Limited to Molly's Attacks, Unreliable- Works Only Once) [16]

Offense:
Unarmed +6 (-2 Damage, DC 13)
Super-Strong +6 (+13 Damage, DC 28)
Initiative +1

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +13, Fortitude +13, Will +5

Complications:
Weakness (Narcoleptic)- Molly quickly-tires if using her powers for too long- this KO'd her after one punch initially, but now she can go for several rounds without dropping. Extra caffeine can keep her awake longer.
Relationship (The Others)- Molly looks up to her teammates as siblings (especially Chase, who pals around with her).
Responsibility (Little Girl)- Molly is very young, and as a result lacks maturity, and cannot be taken seriously by most adults. She's also the first member of the team to mourn the loss of their old life.
Relationship (Wolverine)- Molly had a crush on Wolverine when she was younger, but this ended when the Avengers tried to take the kids away- she punched him out of a building. However, they did have a "team up" later, when one of her parents' old enemies came for revenge.

Total: Abilities: 34 / Skills: 4--2 / Advantages: 3 / Powers: 58 / Defenses: 11 (108)

-Molly Hayes became a meme pretty damn fast, but with not quite as much Street Cred as, say, Squirrel Girl. She most-often exists as a Joke Character of sorts- a tiny little girl who punches people down the block with incredible Super-Human strength, while proclaiming herself "Princess Powerful!" and generally acting as immature as humanly-possible. However, she also exists as the team's "Morality Pet"- a scared, sad, worried innocent that sort of reflects the seriousness of their position- while the other kids snark and act confused or angry, Molly's the only one seen CRYING because she misses her parents, realizes the dangers of the super-hero lifestyle (she was initially all "YAY FIGHTING & CODENAMES!") and the way things used to be. That said, she typically gets the least-focus of the team, often being away from the main battles or most-serious moments.
-Molly has shown up in a few other books, mainly in one "Future X-Men come back in time and start stuff" storyline in the Bendis X-Books- here, she appears as a smoking-hot amazon who's like eight feet tall (SWOONZ) and packs Thundra's build. This puts me in the odd position of having to describe MOLLY HAYES as "smoking hot", which is the only downside. And oddly, despite getting fairly-little panel-time compared to the others, young Molly is probably the most-iconic Runaway by far.
-Molly's entire schtick is to appear like a harmless little girl, walk close to a super-character, then WHAMMO!- knock them for half a mile. She does this to Mrs. Dean (when the Pride attacks the kids), Wolverine, The Punisher, and Excavator, proving herself to be the team's heaviest-hitter. This goes beyond just "Subtle"- most characters don't even make a rudimentary attempt to defend themselves, simply allowing her to punch them because hey- she's a little kid. What's she gonna do? To stat this out, I stuck a nasty Affliction onto her builds- first-time foes will let their guard down (going Defenseless) as soon as they see her fighting them (Perception-Ranged, Reaction- no action required on her part). This allows her a MONSTROUS advantage, especially if she Power Attacks- her trademark is basically one-punching people.
-The Flaws, however, are numerous- it'll only work one time (she usually just needs the one, however), enemies who KNOW her will be unaffected, the Affliction only works for MOLLY's attacks and not her teammates', and it only goes to the 2nd Degree. She also tires quickly. But hey- she's a PL 9.5 character on a team of largely Civilian-Level fighters... Molly's a bad-ass.

CHASE STEIN (aka Talkback)
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Team Jock, The Bad Boy, The Wild Card
Horrible Fate I Wish Upon This Character: Doomed to have Peter Parker's bad luck with storylines, but without his teflon-like ability to survive them intact.
Group Affiliations: The Runaways
PL 9 (81)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 7 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 1 (+5)
Athletics 5 (+7)
Deception 4 (+5)
Expertise (Pop Culture) 4 (+4)
Intimidation 2 (+3)
Perception 2 (+2)
Technology 2 (+2)
Vehicles 2 (+4)

Advantages:
Equipment 12 (Switchblade, The Leapfrog), Fast Grab, Interpose, Power Attack, Ranged Attack 5

Powers:
Senses 1 (Communication Link- Old Lace) [1]

Equipment:
"The Leapfrog"
(Size: Gargantuan, Leaping 6, Defense 8)
(Remote Control, "Cloaking Device" Concealment 4, Advantages: Languages 2, Lasers 10, AE: "Stun Lasers" Affliction 10 (Dazed/Stunned/Incapacitated)
-- (55 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Knife +7 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4, Fortitude +5, Will +5

Complications:
Relationship (The Runaways)- Chase is a bit "outside" from the others, especially following Gert's death. He sees Molly like a little sister.
Relationship (Gertrude Yorkes)- Chase eventually fell for the sarcastic, snide Gert.
Vulnerable (Mental Link With Old Lace)- Chase feels Old Lace's pain- if the dinosaur is injured, then he is Stunned, if not Incapacitated.

Total: Abilities: 40 / Skills: 22--11 / Advantages: 20 / Powers: 1 / Defenses: 9 (81)

-Chase Stein is that ever-ancient of archetypes, The Team Jock. However, in a testament to Vaughan's skill as a writer, and his instincts, they quickly go a different way with it. Chase is an abused kid, like many Jock characters are, but instead of it being a strict pro-sports father, his father is a SCIENTIST, who resents having a "Dumb Jock" for a son. He's the eldest of the Runaways, but rather immature and thick-headed, often making borderline "Big Moose" comments. However, he sticks by his teammates, and despite a lack of powers, is consistently-useful. He grabs his parents' "Fistigons" early-on, then steals their "Leapfrog" vehicle as the team's transport. His more street-smart capabilities become effective as well.
-Chase hooks up with the pudgy, sarcastic, Jock-hating Gert, in a natural "opposites attract" kind of thing, and is heartbroken by her death. He briefly considers sacrificing his life to bring her back, but is given advice not to. Much later on, he and Nico are chosen for Arcade's Battle Royale knock-off island plot, at which point he gains access to Chris Powell's "Darkhawk Amulet", transforming into the superpowered character himself. He goes nuts and nearly kills several people (Nico resurrects herself after dying)- he eventually recovers control. He's one of the survivors who becomes famous after Avengers Arena ends, but becomes a bit self-obsessed as a result.
-Chase undergoes the most changes in terms of his "use" to the team. Early on, he wields the Fistigons & X-Ray Goggles. When those are broken (Alex takes them from an injured Chase to "help the team", but actually betrays them; Nico destroys them using The Staff of One), he pilots the Leapfrog. At another point, he wielded Fistigons that shot standard Lightning & Fire Blasts, and a later Leapfrog design can fly. This means that Chase's Power Level can vary a great deal.

"X-Ray Goggles" (Flaws: Easily-Removable) [5]
Senses 7 (Extended Vision 3, Vision Penetrates Concealment) (7 points)

"The Fistigons" (Flaws: Removable) [16]
"Flamethrower" Damage 9 (Extras: Area- 30ft. Shapeable) (18) -- (19 points)
AE: Strength-Damage +4 (Feats: Split) (5)

THE GIBBORIM
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #13 (March 2004)
Role: Generic Elder Gods
Horrible Fate I Wish Upon This Character: Permanently take The Wrecking Crew's role in comics.
Group Affiliations: The Gibborim (well, duh)
PL 17 (489)
STRENGTH
22 STAMINA 22 AGILITY 0
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 8 AWARENESS 5 PRESENCE 6

Skills:
Deception 9 (+15)
Expertise (History) 8 (+16)
Expertise (Magic) 16 (+24)
Expertise (God) 9 (+17)
Insight 6 (+11)
Intimidation 13 (+19)
Perception 5 (+10)
Persuasion 6 (+12)

Advantages:
All-Out Attack, Artificer, Daze (Intimidation), Diehard, Fearless, Improved Critical (Godly Blasts) 2, Improved Hold, Last Stand, Power Attack, Ranged Attack 10, Ritualist, Startle, Well-Informed, Withstand Damage

Powers:
"Immortal God"
Immunity 16 (Aging, Life Support, Fatigue Effects) [16]
Speed 2 (8 mph) [2]
Senses 7 (Detect Magic- Ranged 3, Acute & Analytical, Tracking By Magic) [7]
"Elder Entity" Immunity 20 (Mental Effects) [20]
"Speaks All Languages" Comprehend 3 (Languages- Speak & Understand) [6]

"Nigh-Unkillable"
Impervious Toughness 17 [17]
Regeneration 14 (Feats: Regrow Limbs) [15]

"Variable Size"
Features 5: Increased Mass 5 [5]
Elongation 1 [1]

"Elder God"
Variable 15 (105) -- [109]
AE: "Godly Wave" Damage 16 (Extras: Area- 250ft. Cone +3) (64)
AE: "Godly Beam" Damage 16 (Extras: Area- 120ft. Line +3) (64)
AE: "Godly Storm" Damage 16 (Extras: Area- 120ft. Burst +3) (64)
AE: "Godly Blast" Blast 24 (Feats: Extended Range 4, Penetrating 12) (64)

"Empower Others" Variable 8 (Feats: Reversible) (Extras: Affects Others Only, Continuous) [65]

Offense:
Unarmed +10 (+22 Damage, DC 37)
Blast +10 (+24 Ranged Damage, DC 39)
God Attack Area +16 (+16 Damage, DC 31)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +22 (+11 Impervious), Fortitude +22, Will +11

Complications:
Motivation (Power)- The Gibborim wish to destroy all humanity, and alter the world to their own liking. To do this, they need souls.
Power Loss (Outside of Our World)- The Gibborim cannot enter Earth's dimension for long periods of time, and require human souls for sacrifices, lest they be banished for some time.

Total: Abilities: 150 / Skills: 72--36 / Advantages: 24 / Powers: 263 / Defenses: 16 (489)

-The Gibborim provide the backdrop to the entire Runaways series, so it's much the pity that they're arguably the weakest aspect of the whole thing. Seriously, Marvel has about ten-THOUSAND "Elder Gods" out there, and a handful of them have ALSO received the "they used to run the planet, and want it back" thing. And fiction as a whole has used this trope a million times, too! And in addition to that, they have a stupid name (I know it's Biblical and all that but it sounds too much like both "gibberish" and "gibbon"- making them sound like confusing, incomprehensible simians), and they look weirdly-malformed- like the Special Needs Class of Hell-Lords. And obviously they were running the planet in between the times the Celestials showed up, and when Set ruled things. And the Demogorge apparently never went after them... see why this series should have been left out of continuity?
-The Gibborim (that's a hard name to type out- I always hit the "B" first) are a trio of ancient giants that wish to destroy the world, and replace it with one of their own invention. To do this, they recruit six couples and amplify their power, offering paradise to six individuals (thus ensuring that they'll work hard and compete against each other to be the most-favored). After twenty-five years of human sacrifices, they will take control of our world. However, The Runaways screw up the deal by ruining a soul's containment unit, and so the beasts are held back (but not before killing Alex Wilder, and the entirety of the Pride).
-The end up in a Limbo-like dimension, and try to make a deal with a time-displaced young Geoffrey Wilder to bring back his wife & son- however, this fails. Chase Stein offers himself as a sacrifice to them if they'll resurrect his girlfriend Gert, but again, this didn't come to pass.
-The Gibborim are apparently very powerful, but not a lot is seen. So I took the "Elder God Template" and made it wussier.

XAVIN
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #7 (Oct. 2005)
Role: New Character
Horrible Fate I Wish Upon This Character: Meh- Xavin isn't as bratty to established Marvel characters. She gets a reprieve.
Group Affiliations: The Runaways, The Skrull Empire
PL 8 (197)
STRENGTH
2/8 STAMINA 4/8 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 0

Skills:
Deception 5 (+5)
Expertise (Skrull Soldier) 4 (+7)
Insight 2 (+4)
Intimidation 6 (+6)
Investigation 2 (+4)
Perception 4 (+6)
Persuasion 6 (+6)
Stealth 3 (+6)
Technology 4 (+7)
Vehicles 4 (+8)

Advantages:
Improved Critical (Fire Blast), Improved Disarm, Ranged Attack 4

Powers:
"Skrull Physiology"
Morph 4 (Any Form) [20]
Concealment 1 (Detect True Shape) [1]

"Fantastic Forms"
"Flame On!" Immunity 6 (Fire Damage, Heat) (6), "Fire-Assisted Flight" Flight 8 (500 mph) (16) & Flame Aura 6 (46) -- [49]
AE: "Fantastic Stretching" Elongation 5 (250 feet) & Immunity 5 (Falling Damage) (10)
AE: "Rocky Hide" Enhanced Strength 6 & Stamina 4, Impervious Toughness 5 (25)
AE: "Invisible Woman/Man" Concealment (All Visual Senses) 4 (Feats: Precise) (Extras: Affects Others, Ranged) (Flaws: Affects Others is Distracting -2) (14)

"Super-Skrull In Training"
"Invisible Objects" Create 8 (Feats: Subtle 2) (Extras: Impervious 5, Movable) (31) -- [39]
AE: "Invisible Force Ram" Blast 6 (Feats: Accurate, Subtle 2) (15)
AE: "Invisible Lifting" Move Object 8 (Feats: Subtle 2) (18)
AE: "Invisible Force Field" Force Field 4 (Feats: Selective, Subtle 2) (Extras: Sustained +0, Affects Others 8, Ranged 8, Impervious 7) (30)
AE: "Fire Wave" Damage 8 (Extras: Area- 60ft. Cone) (16)
AE: "Fire Stream" Damage 8 (Extras: Area- 30ft. Line) (16)
AE: "Nova Flame!" Damage 8 (Extras: Area- 30ft. Burst) (16)
AE: Fire Blast 8 (16)
AE: "Fists Into Weapons" Strength-Damage +4 (4)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Thing's Strength +8 (+8 Damage, DC 23)
Flame Aura +8 (+6 Damage, DC 21)
Force Ram +10 (+6 Ranged Damage, DC 21)
Fire Blast +8 (+8 Ranged Damage, DC 23)
Area Blasts +8 Area (+8 Damage, DC 23)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+8 Rocky Hide/Force Field, Impervious +3), Fortitude +6 (+10 Rocky Hide), Will +5

Complications:
Responsibility/Prejudice (Skrull Exile)- Xavin is a member of the Skrull race, and as such is branded a traitor for siding with Earth. Few heroes will overly-trust a Skrull, either. As a Skrull, she is naturally warlike and lashes out with violence quickly.
Relationship (Karolina Dean)- Xavin only sticks with the Runaways because of her love for Karolina.
Relationship (The Runaways)- Xavin often disrespects Victor for being mechanical, and often questions Nico's leadership decisions. She is mainly close with Molly.
Prejudice (Genderfluid)- Xavin was originally male, but switched to female form for his betrothed, Karolina. He used a male form in battle (to be more intimidating, though Karolina finds this "sexist"), but has admitted to defaulting to a female form during times of stress- making this her more "standard" form now.
Power Loss (FF Powers)- Xavin may only use one of the Fantastic Four's powers at once- she cannot use a Flame Power while super-strong like The Thing, for example.

Total: Abilities: 52 / Skills: 40--20 / Advantages: 6 / Powers: 109 / Defenses: 10 (197)

-Xavin was introduced in this REALLY bizarre manner in The Runaways, basically flying in out of nowhere, going "Hey Karolina Dean- we're supposed to get married!", and then, after a brief explanation and gender-swap, Karolina just GOES WITH HIM. I know she had finally come out to Nico Minoru, and had been rebuffed for trying to kiss her, and was thus a bit "I gotta get out of here" most-likely, but still... so weird.
-Xavin is a teenage Skrull with the same FF-like powers as Super-Skrull (just... lower-level). And it turns out that years ago, the Skrull Empire thought to raid Earth. But the elder Deans, themselves aliens hiding out on our planet, didn't want them to, and so led them towards THEIR homeworld instead. As "security" against a Dean betrayal, the Skrulls had them accept that the son of a Prince, Xavin, would be married to the Dean's firstborn daughter. The Deans, figuring that "hey- they're Skrulls. They're doomed to die in battle, so why not accept?" Turns out this particular Skrull is a bit survivable.
-And for some reason, Xavin is also the NICEST SKRULL EVER, being the only non-evil douchebag from an entire race of high-end douchebags (okay, some are nicer, but still- it's rare to meet a nice Skrull). He's immediately sympathetic to Karolina's confusion and trepidation, and helpfully-alters his gender just so that she can be more comfortable with him. Usually, Skrulls only turn good after extended boinking with humans... though that seemed to go on. And so Xavin & Karolina (who'd been feeling a bit of ennui over her homosexuality) run off to the site of the Skrull/Majesdane War in order to marry as a peace-treaty thing. But then there's a big fight at the wedding that results in the destruction of the Majesdane homeworld (oddly, we don't actually SEE this- Karolina simply relays it to the others), and the two arrive on Earth and team up with The Runaways. Xavin helps out during the Secret Invasion, betraying her own people, and fails to fit in properly with most of the team- Victor appears bothered by her constant gender-switching, and she makes repeated jabs about him being a robot/cyborg (sometimes accidentally). The last we saw, Xavin had knocked out Karolina to take her place while she was being arrested by some surviving Majesdanians- the character has yet to reappear.
-When Xavin points out that "Skrulls can change genders the way humans change hair colours", it adds a new wrinkle to a race previously seen as pretty gender-dimorphic (female Skrulls tend to be Comic Book Pretty, with tiny chin ridges; males were Ugly Green Frog-Men- even Comic Book Male Physique-having male Skrulls had giant chin-ridges and jaws, making them look monstrous). Never mind that Emperors and Empresses took different titles, their primary Gods are precisely Male and Female (Klyb'n & Sl'gurt... though Klyb'n is an Eternal, and thus can't shapeshift), and in pretty much 100% of instances, Skrulls under deep-cover (like during Secret Invasion or while copying Alicia Masters or Wolverine long-term) will copy a person of their own gender (judging by the fact that the dead bodies- their natural forms- are the same gender). But hey- Xavin didn't say ALL Skrulls do that, and he generally uses "Male Form" as a default except around Karolina, in the early days. And hell, some Skrulls turn into COWS on the regular, so it's not any kind of outlandish.
-This produces an interesting conversation about what sex and gender mean to a race that can shapeshift into whatever they want. I mean, how WOULD they view this stuff, if they can just change at-will to whatever they want? Obviously, this wouldn't have been touched on before, say, 1999, but it's not like Skrull Culture has been elaborated upon THAT much beyond "they're warlike d-bags, and they hate The Kree." Plus, I mean, WHAT a fantasy to people who are actually transgender- no dramatic surgeries, no psychiatric evaluations or anything- you just snap your fingers and now you're a chick. Or a dude. Or whatever. I'm not sure if the differences between the Skrull sexes have ever been elaborated upon much before, however- even females like Lyja and Queen Veranke were war-like soldiers, though I recall a Skrull Princess who was fairly-peaceful in the past. Though... as a race that can be whatever they want, there really ISN'T any need for gender roles, is there? Might be like those Native cultures in North America that had "Twin Spirits" (there were reports of males who took 100% female identity, right down to wearing female clothes, taking on women's jobs in society, and in one case, even "mimicking" a pregancy and the necessary "miscarriage" that resulted), and nobody thought much about it... until the Christians showed up.
-Xavin is basically a Mini-Super-Skrull, being inexperience yet versatile. One quirk is that she can only use one power at a time, essentially giving her four different "forms" to take, and an array of powers to use, but none of the Dynamic, varied forms of Kl'rt, who would wipe the floor with Xavin using The Thing's full strength COMBINED with Flames or Invisibility.

KAROLINA DEAN (aka Lucy in the Sky)
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Alien Girl, Flying Blaster, Mandatory Post-2000 Teen Team Gay Character
Horrible Fate I Wish Upon This Character: ... meh. Karolina looks cool- she gets a pass.
Group Affiliations: The Runaways
PL 8 (115)
STRENGTH
1 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Space Hero) 2 (+2)
Insight 2 (+3)
Perception 2 (+3)
Persuasion 2 (+5)
Ranged Combat (Light Blast) 4 (+8)

Advantages:
Improved Aim, Power Attack, Seize Inititive

Powers:
"Majesdanean Physiology"
Flight 7 (250 mph) [14]
Immunity 3 (Heat, Majesdanean Powers) [3]
Environment 1 (Light) [1]

Snare 8 (Extras: Multiattack) (32) -- [34]
AE: Blast 8 (Feats: Precise) (17)
AE: Create 8 (16)

Offense:
Unarmed +5 (+1 Damage, DC 16)
Light Blast +8 (+8 Ranged Damage, DC 23)
Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +7 (DC 17), Toughness +3, Fortitude +5, Will +5

Complications:
Prejudice (Lesbian)- Karolina is exclusively-attracted to females. The guilt over this led her down a dark path at first, as she considered her life worthless and gained a death wish.
Relationship (Xavin)- Karolina quickly falls in love with the gender-fluid Skrull Prince (er, Princess).
Power Loss (All Powers)- Karolina's powers fade the longer she keeps using them, and she needs the sun's rays to recharge.
Power Loss (All Powers)- Majesdanians lose their powers if they're touching a specific kind of (unnamed) alien metal.

Total: Abilities: 40 / Skills: 14--7 / Advantages: 3 / Powers: 52 / Defenses: 14 (115)

-As the Pride had a bunch of varied origins as part of their concept, "Alien Physiology" was a natural explanation for at least one of the Runaways' powers. Karolina Dean is the most "classically-pretty" (ie: blonde, thin) member of the team, and the daughter of publicity-seeking Hollywood actors... who are secretly aliens exiled from Majesdane. Probably the most kind-hearted member of the team at first (and the least-likely to argue with the others), Karolina had some pretty strong hints of homosexuality almost immediately, to the point where she was openly-mooning over teammate Nico Minoru. And it turns out that her special "MedicAlert Bracelet" is actually a power-limiter that keeps her human.
-Karolina kind of mulls around in the background, often showing a bit of a death wish (she attempts to sacrifice herself to a vampire, but her sunlight-based powers kill him), but recovers almost as soon as the Skrull Prince Xavin shows up, helpfully switching gender to suit Karolina's, uh, needs. She runs off REALLY quickly given that he was taking her to another STAR SYSTEM and all (I figure she was looking for a place to crash after embarrassing herself with Nico, after trying to kiss her). The two pretty much appear 100% happy and inseparable (kinda like their fellow "Young Gay Superhero" pair, Wiccan & Hulkling), though had a few minor hiccups (like Karolina's feelings for Nico lingering for a while, and fights over just what WAS Xavin's "base gender").
-Karolina is one of the more "Standard Superheroes" of The Runaways, packing a Flying Blaster power-set that includes low-level Green Lantern-ish powers. Her race all appears to possess these abilities in some amount. Quite often, you'll see her get the first shot, and she's actually one of the more-effective battlefield fighters (Molly lacks range and endurance; Chase is rather weak; Nico's a Glass Cannon and sometimes limited). Still, like most of the kids, she's rather vulnerable to One-Hit-KOs.

FRANK & LESLIE DEAN
Created By:
Brian K. Vaughan & Adrian Alphona
First Appearance: The Runaways #1 (July 2003)
Role: Evil Parents, Aliens
Group Affiliations: The Runaways
PL 8 (138)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 4

Skills:
Deception 4 (+8)
Expertise (Alien Warriors) 4 (+7)
Expertise (Acting) 2 (+6)
Insight 3 (+5)
Intimidation 2 (+6)
Perception 3 (+5)
Ranged Combat (Blasts) 2 (+8)

Advantages:
Benefit 3 (Wealth & Power), Improved Aim, Improved Critical (Blast), Ranged Attack 2

Powers:
"Majesdanean Physiology"
Flight 7 (250 mph) [14]
Immunity 3 (Heat, Majesdanean Powers) [3]
Environment 1 (Light) [1]

Snare 8 (Extras: Multiattack) (32) -- [34]
AE: Blast 8 (Feats: Precise) (17)
AE: Create 8 (16)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Light Blast +8 (+8 Ranged Damage, DC 23)
Snare +8 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +6, Will +5

Complications:
Motivation (Power)
Power Loss (All Powers)- Majesdanians lose their powers if they're touching a specific kind of (unnamed) alien metal.

Total: Abilities: 58 / Skills: 20--10 / Advantages: 7 / Powers: 52 / Defenses: 11 (138)

-The Deans are Majesdanians, a race that act as arms dealers for the Skrulls. Both act as Hollywood Actors, and push their daughter Karolina into it as well. The Deans themselves were exiled from their homeworld for criminal activities, and possess violent tempers- Frank in particular will freak out and attack other members of the Pride at a moment's notice, and Leslie was one of the most-dangerous members in a fight with the children. They're killed along with the rest of the Pride, but we see their influence later- when some Skrulls plan on invading Earth, the Deans offer up their home planet as a sacrifice instead- as proof of loyalty, they offer up their daughter's hand in marriage to the Skrull Prince's son, Xavin. This has an effect later on.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Salem's Seven

Post by Jabroniville »

Image

SALEM'S SEVEN:

-Salem's Seven are yet another classic Marvel Jobber team, but unlike many, weren't created in the late '80s or early '90s to serve as easy-to-beat disposable mooks. THESE guys were created in the SEVENTIES to serve as easy-to-beat disposable mooks! Actually, they did a number on the Fantastic Four a bit, and got trotted out here and there over a couple stories before being jobbed out, but they really have no fame of note, and most comic book fans couldn't name the entire group if their lives depended on it.

Part of the problem comes from the fact that the whole Agatha Harkness/Nicholas Scratch thing had no staying power in Marvel. See, the '70s were an era of focus on magic in comics, what with the Comics Code allowing occult-based storylines, witches, vampires and werewolves to go about, and so we had Agatha the Good Witch, a kindly, mysterious old woman, who came from New Salem, a town full of magicians who spurned normal humanity. Nicholas Scratch was her son, and (as the Satanic name would suggest) he was an evil dick. So he got it on with seven different women (ew- look at the guy) and produced seven weird-looking freaky kids, all of whom look like something out of Jack Kirby's weirder days (despite being created by George Perez, way back when he was a mere newbie on the comic book scene).

They beat up the FF at first (most super-villains, even the jobbers, get to beat on the heroes at first), then lost, then fought them again. Eventually, post-Scratch, the Seven captured and executed Agatha Harkness, but got killed themselves by an explosion caused by their leader Vertigo- the same explosion that wiped out all of New Salem (this is generally comic book writer-ese for "we're done with this concept, so we're just going to kill every single person associated with it rather than deal with them sticking around"- see "Externals, The"). This resulted in them missing out on a FAT chunk of comic book history, spending literally TWENTY YEARS on the shelf (they were created in 1977, showed up a few times between then and 1980, then died in 1985) before they returned post-Scarlet Witch-insanity, where for some reason her magical kersplosion of doom returned the Seven to life.

However, THIS time around the Seven acted as good guys, going up against ol' Scratch and Shuma-Gorath (aka "how the @#$*! did this guy end up in Marvel vs. Capcom and not someone like Thor?"). They're currently friends of the Four.

Personally, they always kind of fascinated me, mainly because I'd never heard of them (I was four when they died, and was twenty-five when they were brought back) until I got the Fantastic Four bio-book for the SAGA System Marvel RPG in the early-2000s. I saw this goofy-looking arsenal of crazy designs and went "who the hell are THEY?" Immediately I was transfixed with their throwaway jobberiness. Of course, a team that has all of five or six stories to their name in thirty years is a little light on the characterization, but hell, they've still got more than most of the MLF and Dark Riders got.

The group consists of:
1) Nicholas Scratch- Evil Sorceror dude. Agatha Harkness' son (way to raise your kids, lady).
2) Vertigo I- Black chick and Field Leader, using a mass-area Vertigo field, just like the later Marauder character.
3) Thornn- He has thorns.
4) Gazelle- The "Token Decent Person" of the villainous roster, she betrayed the team to the FF once.
5) Brutacus- The coolest-looking member, looking kinda like The Griffin.
6) Vakume- Air-controller.
7) Reptilla- Possibly the most iconic member of the team, since she's a green chick with snakes for arms.
8) Hydron- Water-controller.

-For Power Levels, I figure most of them for PL 8-9, leaning towards PL 9. They were strong enough to defeat the Fantastic Four a couple of times, or oppose The Vision & The Scarlet Witch, so the "slightly less than a full well-rounded hero" thing seems alright. They're much more dangerous as a team, of course- they outnumber the FF almost two-to-one, and most have teamwork capabilities.

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GAZELLE
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: Token Decent-Person Bad Guy, Animal-Powered Chick, Leggy Broad
Group Affiliations: Salem's Seven
PL 9 (139)
STRENGTH
4 STAMINA 4 AGILITY 7
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+13)
Close Combat (Unarmed) 3 (+12)
Deception 3 (+5)
Expertise (Magic) 6 (+7)
Insight 4 (+6)
Perception 5 (+7)
Persuasion 4 (+6)
Stealth 5 (+12)

Advantages:
Agile Feint, Daze (Agile Feint), Defensive Attack, Defensive Roll, Great Endurance, Improved Critical (Unarmed), Power Attack, Ranged Attack 5, Ritualist, Set-Up, Teamwork

Powers:
"Gazelle Form" Alternate Form (Action -1) [-1]

Speed 7 (250 mph) [14]
Enhanced Advantages 6: Improved Defense, Improved Disarm, Improved Initiative 3, Move-By Action [6]
Leaping 4 (120 ft.) [4]

"Speed Feats"
"Attack Everyone in Range" Strength-Damage +1 (Extras: Area- 30ft. Burst 5, Selective 5) (11) -- [12]
AE: "Rapid Attack" Strength-Damage +1 (Extras: Multiattack 5) (6)

Offense:
Unarmed +12 (+4 Damage, DC 19)
Speed Feats +5 Area (+5 Damage, DC 20)
Rapid Attack +12 (+5 Damage, DC 20)
Initiative +15

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +4 (+5 D.Roll), Fortitude +7, Will +5

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.

Total: Abilities: 56 / Skills: 36--18 / Advantages: 15 / Powers: 35 / Defenses: 15 (139)

-Gazelle is the "nice character" of Salem's Seven, being the one member who actually turned on the others to save the Fantastic Four. She's designed as a reasonable mystic (Ritualist), and also the super-fast & agile character of the team. Marvel is actually fairly short on Speedsters, and she's fairly low-level (Basically being faster than any animal, but not Quicksilver or anything), but she's a handy PL 8.5 melee fighter (and PL 9 on defense), good at bluffing people out. All of the Salem Seven know how to go between their powered form and un-powered form (a -1 Action Flaw for their Alternate Forms) at-will. They all also possess mystical talent, but of the Ritualist variety- they can't whip out Energy Blasts, Teleportation or junk like that without gathering their strength and doing chanting and stuff.

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Uh-oh. Better tell Darkseid that someone stole his hooker boots.

HYDRON
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: Blaster (kinda)
Group Affiliations: Salem's Seven
PL 9 (121)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Athletics 4 (+8)
Close Combat (Unarmed) 2 (+9)
Deception 4 (+4)
Expertise (Animal Handling) 4 (+4)
Expertise (Magic) 4 (+5)
Insight 4 (+5)
Intimidation 6 (+6)
Investigation 4 (+5)
Ranged Combat (Hose) 3 (+9)
Perception 6 (+7)
Stealth 3 (+8)

Advantages:
All-Out Attack, Great Endurance, Favoured Environment (Aquatic), Improved Disarm, Improved Trip, Ranged Attack 5, Ritualist, Set-Up, Teamwork

Powers:
"Hydron Form" Alternate Form (Action -1) [-1]

"Aquatic Being"
Swimming 8 (120 mph) [8]
Immunity 3 (Drowning, Pressure, Cold) [3]
Protection 3 [3]

"Water Cannon"
Damage 8 (Extras: Area- 30ft. Cone +1/2) Linked Move Object 8 (Extras: Area- 30ft. Cone +1/2) (Flaws: Touch Range) (24) -- [25]
AE: Blast 8 (16)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Water Cannon +8 (+8 Ranged Damage, DC 23)
Cannon Cone +8 Area (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +4 (+7 Protection), Fortitude +7, Will +4

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.
Disabled (One Arm)- Hydron only has one arm in his "Hydron" form, and so is unable to do certain things without great difficulty. Knitting would be a bitch, for example.

Total: Abilities: 36 / Skills: 44--22 / Advantages: 13 / Powers: 38 / Defenses: 12 (121)

-Hydron's another of Marvel's "Water-themed guys", a usually weak-ass, unused portion of characters with water-living capabilities that never really go anywhere, because nobody thinks underwater stuff is interesting. Just look at Aquaman or Sealab 2010 (the original). He's the scaly one-armed guy with the fin mohawk and the water cannon on his stump of an arm. Not an overall TERRIBLE look (particularly for this group), but he really isn't going anywhere as a character or design. He's also the top Blaster of his team thanks to his little cannon. Like Gazelle, he's PL 8 with his attacks, making him around the level of an M.L.F. goon, but lower than a good Serpent Society goon.

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VAKUME
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: Afflicter
Group Affiliations: Salem's Seven
PL 8 (126)
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 0

Skills:
Close Combat (Unarmed) 1 (+8)
Deception 4 (+4)
Expertise (Magic) 6 (+6)
Insight 4 (+5)
Intimidation 5 (+5)
Investigation 3 (+4)
Perception 5 (+6)
Ranged Combat (Air Attacks) 2 (+9)
Stealth 4 (+7)

Advantages:
Improved Disarm, Improved Trip, Ranged Attack 7, Ritualist, Set-Up, Teamwork

Powers:
"Vakume Form" Alternate Form (Action -1) [-1]

"Semi-Hard Armour" Protection 2 [2]
Insubstantial 2 (Feats: Selective) [11]

"Air Bubbles" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Progressive +2, Ranged) (32) -- [36]
AE: "Tornado" Blast 8 (Extras: Area- 30ft. Cylinder) (24)
AE: Air Control 8 (16)
AE: Air Blast 8 Linked to Move Object 5 (26)
AE: "Mist" Concealment 2 (Visuals) (Extras: Affects Others, Area- 30ft. Cloud) (8)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Tornado +8 Area (+8 Damage, DC 23)
Air Blast +8 (+8 Ranged Damage, DC 23)
Air Bubbles +8 (+8 Ranged Affliction, DC 18)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +3 (+5 Armour), Fortitude +7, Will +4

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.

Total: Abilities: 34 / Skills: 34--17 / Advantages: 12 / Powers: 48 / Defenses: 15 (126)

-Vakume's generic as hell as far as appearances go, just being a Faceless Purple Guy amongst the antelope-girl and the chick with snakes for arms, but he has another original power-set. He's not overly horrifying until you realize that he's got that ultra-rare (mainly because it is cheesy as HELL) "Insubstantial but has a Blast" combo, allowing him to Blast away at people without worrying about getting hurt himself (unless the heroes move up a counter-cyclone or an air-tight holder for him). The only thing keep him non-cheap is the fact that he's pretty limited outside of that. His best tricks are either the Area Cylinder Tornado, or the Air Bubbles Suffocation effect, allowing him to choke guys out at range.

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THORNN I
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: Melee Fighter
Group Affiliations: Salem's Seven
PL 9 (129)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Close Combat (Unarmed) 2 (+11)
Deception 4 (+5)
Expertise (Magic) 5 (+6)
Expertise (Theology & Philosophy) 5 (+6)
Insight 4 (+5)
Intimidation 7 (+8)
Investigation 4 (+5)
Perception 5 (+6)
Ranged Combat (Thorns) 4 (+11)
Stealth 2 (+7)

Advantages:
All-Out Attack, Defensive Roll, Improved Aim, Improved Hold, Precise Attack (Ranged/Cover), Ritualist, Power Attack, Ranged Attack 6, Teamwork

Powers:
"Thornn Form" Alternate Form (Action -1) [-1]

"Thorn-Covered Body" Damage 3 (Extras: Reaction +3) [12]
"Melee Strike" Strength-Damage +2 [2]

"Explosive Thorns" Blast 7 (Extras: Multiattack) (21) -- [22]
AE: "Stun Thorns" Affliction 7 (Fort; Fatigued/Stunned/Incapacitated) (Extras: Cumulative, Ranged) (21)

Offense:
Unarmed +11 (+3 Damage, DC 18)
Thorn Strike +11 (+5 Damage, DC 20)
Thorns +10 (+7 Ranged Damage, DC 22)
Stun Thorns +10 (+7 Ranged Affliction, DC 17)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +4 (+5 D.Roll), Fortitude +6, Will +4

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.

Total: Abilities: 48 / Skills: 42--21 / Advantages: 14 / Powers: 35 / Defenses: 11 (129)

-Thornn actually has a REALLY unique, if somewhat plain look for a comic book character- he's a nude yellow man with no face and red thorns all over his body! This weird combo makes him at least an interesting visual in a team that's pretty weird already, so I'll call it a success. Marvel would like the name so much they'd use it for Feral's do-nothing big sister in the New Mutants/X-Force years, before offing her casually after M-Day.
-Thornn's another reasonable ranged fighter on the team, with an Aura Damage effect thrown in for funsies. He's tough, strong, fast and can fire out dozens of his powerful Explosive Thorns at once, doing a good bit of damage. He's a PL 8.5 guy, leaning towards accuracy.

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VERTIGO I
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: Afflicter, Field Leader
Group Affiliations: Salem's Seven
PL 9 (137)
STRENGTH
1 STAMINA 2 AGILITY 5
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 3 AWARENESS 3 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Magic) 8 (+11)
Expertise (History) 4 (+7)
Expertise (Theology & Philosophy) 6 (+9)
Insight 4 (+7)
Intimidation 4 (+7)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 3 (+6)

Advantages:
Benefit (High Priestess of New Salem), Defensive Roll 2, Ritualist, Set-Up, Teamwork

Powers:
"Vertigo Form" Alternate Form (Action -1) [-1]

"Vertigo Effect" Affliction 10 (Will; Impaired & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Cumulative, Extra Condition, Area- 60ft. Burst +2, Selective) [60]

Offense:
Unarmed +7 (+1 Damage, DC 16)
Vertigo Effect +10 Area (+10 Affliction, DC 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +10 (DC 20), Toughness +2 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.

Total: Abilities: 48 / Skills: 42--21 / Advantages: 6 / Powers: 59 / Defenses: 13 (137)

-Vertigo (yes, there is more than one in the Marvel Universe- the other, Marauder version is the most famous, having been given a unique appearance and a kick-ass event to work with, whereas this one is just some black lady in a hyper-'70s fro/big-sleeved shirt ensemble) was the unofficial "team leader" of the Salem's Seven when Scratch wasn't around, being his eldest daughter by some coven ally of his.
-She works pretty much the same as the OTHER Vertigo (I'm thinking the writers weren't aware when creating the later character that this already existed), having a massive Vertigo Effect that covers a wide area, affects everyone inside it, and allows her teammates a massive advantage in combat (Selective Attack means they aren't affected). This makes her the only PL 10 of the team thus far, and she's also the most skilled, being the best mage (I don't think any of them were of the "fireball throwing" variety, so Ritualist will do fine for them all). Her addition makes the team actually pretty lethal- three Blasters so far, almost everyone's fairly Tough, and a few have nasty team-tricks (Vertigo, Vakume's Air Blast while Insubstantial).

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BRUTACUS
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: The Powerhouse
Group Affiliations: Salem's Seven
PL 9 (114)
STRENGTH
11 STAMINA 10 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Expertise (Magic) 5 (+5)
Intimidation 8 (+8)
Perception 5 (+6)
Investigation 4 (+5)

Advantages:
All-Out Attack, Fast Grab, Great Endurance, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Precise Attack (Close/Concealment), Ritualist, Startle

Powers:
"Brutacus Form" Alternate Form (Action -1) [-1]

Protection 1 (Extras: Impervious 5) [6]
Leaping 3 (60 feet) [3]

"Strength Feats"
"Groundstrike" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Burst) (Flaws: Limited to Objects) (12) -- [13]
AE: "Line Groundstrike" Affliction 9 (Dodge; Hindered/Prone) (Extras: Area- 30ft. Line) (Flaws: Limited Degree, Instant Recovery, Limited to Grounded Targets) Linked to Damage 9 (Extras: Area- 30ft. Line) (Flaws: Limited to Objects) (12)

Offense:
Unarmed +7 (+11 Damage, DC 26)
Groundstrikes +9 Area (+9 Affliction, DC 19)
Initiative +5

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +11 (+3 Impervious), Fortitude +10, Will +5

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.

Total: Abilities: 64 / Skills: 22--11 / Advantages: 10 / Powers: 21 / Defenses: 8 (114)

-Brutacus is the "muscle" of the Salem's Seven, being their strongest and toughest member. Well, really, EVERY team needs one of those guys, especially since Marvel popularized the "at least one Super-Heavyweight per team" policy in the Super-Hero Union books (though it didn't truly get instigated until the 1990s). The horned-lion look is actually decent, but he looks like a lamer version of The Griffin. At least he's a better lion-themed guy than Leo of the Zodiac Cartel.
-Brutacus is your standard Powerhouse, but with some differences. He's designed to go up against The Thing or Vision on a one-on-one basis and hold his own, but that's likely all he'll do- he lacks Ben's raw power or Vision's multi-faceted approach to combat, and ends up being a low-pointed PL 9 guy- the cheapest by far of his entire team. He's just a little bit too limited.

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REPTILLA
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #186 (Sept. 1977)
Role: The Scrapper
Group Affiliations: Salem's Seven
PL 9 (151)
STRENGTH
5 STAMINA 7 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 5 (+10)
Deception 3 (+4)
Expertise (Magic) 5 (+6)
Expertise (Theology & Philosophy) 5 (+6)
Insight 5 (+6)
Intimidation 6 (+7)
Investigation 4 (+5)
Perception 6 (+7)
Stealth 5 (+10)

Advantages:
All-Out Attack, Fast Grab, Improved Critical (Snake Bites), Improved Grab, Improved Hold, Improved Initiative, Power Attack, Ritualist, Startle, Set-Up, Teamwork

Powers:
"Reptilla Form" Alternate Form (Action -1) [-1]

"Arms That Are Also Snakes"
Power-Lifting 2 (3 tons) [2]
Strength-Damage +2 (Feats: Split, Reach 5) [8]
Elongation 2 [2]

"Venomous Bite"
Weaken Stamina 8 (Feats: Split, Reach 5) (Extras: Progression +2) [30]

"Snake's Tail"
Movement 1 (Slithering) [2]
"Animal Senses" Senses 3 (Extended & Acute Scent, Infravision) [3]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Poison +10 (+8 Weaken, DC 18)
Initiative +9

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +7, Fortitude +8, Will +5

Complications:
Motivation (Guarding New Salem)- All of the Seven are not truly evil- they just want to protect their home. Problem is, they're highly mistrustful and xenophobic.

Total: Abilities: 60 / Skills: 44--22 / Advantages: 11 / Powers: 46 / Defenses: 12 (151)

-Reptilla is the most visually interesting of the Salem's Seven; she's a green reptilian woman with snakes for arms (like that He-Man villain!) and a snake's tail. This makes her the forefront member of the squad whenever they're seen in group pre-fight mode (usually the only way they're seen, now that I think about it), and she usually does the best in combat, grappling a strong hero or something.
-Reptilla is like most of the team, a PL 9 semi-balanced fighter who's pretty accurate and kinda tough, but not overly lethal. She's quite strong, and VERY effective in Grappling (All the Advantages, plus Power-Lifting 2, in case you wanna use that as a Tiebreaker), and can extend her limbs out by quite a ways. I also figured I'd give her a snake's senses and some toughness. The whole of Salem's Seven apart don't make much of a villian set-up, but when combined, they're VERY dangerous, even to a team of PL 11s like the Fantastic Four (their baseline opponents). They outnumber them almost two-to-one, all have Set-Up & Teamwork, and they've got Reptilla & Brutacus to lay down some damage in Melee while the others Blast away and Vertigo messes up the FF's minds. The fact that Reptilla can just tie up any one of the heroes for any length of time makes her a devastating team player.

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NICHOLAS SCRATCH
Created By:
Len Wein & George Perez
First Appearance: The Fantastic Four #185 (Aug. 1977)
Role: Magic Villain
Group Affiliations: Salem's Seven
PL 11 (177)
STRENGTH
1 STAMINA 2 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Close Combat (Unarmed) 1 (+6)
Deception 5 (+9)
Expertise (Magic) 10 (+14)
Expertise (Leader of New Salem) 4 (+8)
Expertise (Theology & Philosophy) 5 (+9)
Insight 4 (+8)
Intimidation 4 (+8)
Investigation 4 (+8)
Perception 5 (+9)
Persuasion 3 (+7)
Ranged Combat (Magic) 5 (+11)

Advantages:
Benefit 2 (New Salem Leader), Improved Aim, Ranged Attack 6, Ritualist, Trance

Powers:
Force Field 6 [6]

"Magical Might"
Summon 5 (Extras: Active, Variable Type- Animated Creations +2) [25]

Mind Control 5 (Feats: Dynamic) (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (21) -- [33]
Dynamic AE: Eldritch Blast 8 (17)
Dynamic AE: "Eldtritch Wave" Damage 8 (Extras: Area- 30ft. Burst) (17)
Dynamic AE: Teleport 8 (17)
Dynamic AE: Movement 2 (Dimensional Movement 2) (5)
Dynamic AE: Illusion (Visuals) 6 (13)
Dynamic AE: "Telepathy" Mind-Reading 5 Linked to Communication (Mental) 2 (19)

"The Satan Staff" (Flaws: Easily Removable) (Feats: Limited to Mages) [23]
"Boosted Magical Powers"
Teleport +0 (Extras: Extended 8, Accurate 8) (17) -- (25)
Dynamic AE: Blast +3 (6)
Dynamic AE: "Eldtritch Wave" Damage +2 (Extras: Area- 30ft. Burst) (5)
Dynamic AE: Mind Control +3 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range -2) (12)
Dynamic AE: Illusion (Visuals) +4 (8)

Force Field +2 (2)
Summon +2 (Extras: Active, Variable Type- Animated Creations +2) (10)
-- (37 points)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Eldritch Blast +11 (+8-11 Ranged Damage, DC 23-26)
Mind Control +5-8 (+5-8 Affliction, DC 15-18)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +2 (+8-10 Force Field), Fortitude +6, Will +8

Complications:
Motivation (Power)
Power Loss (Magic)- Magical spells are dependent upon verbal components and hand-movements. If Nicholas Scratch is tied up, bound, snared or anything else, he will be unable to cast spells.
Enemy (Agatha Harkness)- The dude wants to off his own mother. Seriously.

Total: Abilities: 44 / Skills: 50--25 / Advantages: 11 / Powers: 81 / Defenses: 16 (177)

-Nicholas Scratch is the father & leader of the Salem's Seven, being a minor-league mystic-styled villain and the son of Agatha Harkness, and thus an enemy of the Fantastic Four. He shows up from time to time, as he's pretty powerful, but sub-Baron Mordo or Dormammu or something, and he has a big group of super-powered minions to throw at people, so it all works out for an entertaining little two-parter. He's still on the C-Level, but it's something.
-Scratch isn't within sniffing distance of Dr. Strange, but he's a competent manipulator, liar and sorceror, keeping a team occupied, especially if he's got all his kids present. His magic is fairly varied, with quite a few Dynamic Alt-Effects attached to it, and he's got the Satan Staff, which in-universe boosted his powers. However, he could use Magic just fine without it, so I figured I'd just make a Power-Booster, increasing the total power of most of his spills. Plus I guess he can donk people with it, but he sucks in melee.

And that's the Salem's Seven! Another group of D-List easy victims for a super-hero team done in a long-ass series of them. They're actually kinda fun to stat up, as they're all physically strong and have one or two fairly unique gimmicks (Snakes for arms? Water cannon? Air body?), and balance out nicely, which most D-list villains tend not to do. Scratch himself is no super-heavyweight, but a decent PL 11 with alot of powers and a tendency to be a planner.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Serpent Society

Post by Jabroniville »

THE SERPENT SOCIETY:
The Serpent Society are my favourite Jobber Villains ever. I mean, who else represents that particular brand of D-league jobber that I find so utterly fascinating? It's odd- these guys aren't even well-developed as characters for the most part, and Mark Gruenwald specialized in fleshing out silly side-characters. It's basically just a collection of cool-ass codenames taken from real-life Snakes (who seem to have the biggest glut of cool names of the animal kingdom- I mean, you've got animals named DEATH ADDER and BLACK MAMBA here!), with one or two token powers attached to a costume design that is best-described as "whatever was lying at the bottom of the artist's 'Concept Pile'." These guys were not Kieron Dwyer's finest work, though not all of them look dumb.

But... but they're just so JOBBY! I love it! You can put three or four of these guys in one scene, and the superhero will just dive in and kick ALL their asses while joking about how sucky they are... unless they get the drop on him and start doing better than they normally should. But for the most part, you couldn't look any further if you wanted a group of eighteen jobbers, only a few of whom were any kind of challenge. And this is the beauty of The Society- they can beat a hero through sheer numbers, but they're great if you want to showcase the good guy doing something awesome and beating a ton of "name" characters (as opposed to simple Mooks), but without damaging a character with any kind of credibility to them- something that's befallen several once-respected villains. Plus their names are just AWESOME- I've tried to come up with Society-like teams inspired by them before, but there's just nothing that has the "snap" of the various snake names out there- Anaconda, Diamondback, Black Mamba and ESPECIALLY "Death Adder" are just amazing codenames. The only thing comparable comes from Spiders (derivative of Spider-Man, however), and Sharks (there's already a Tiger Shark, and pretty much everyone's name ends up with "Shark" in it, which comes across as same-y).

History of the Team:
-The Society originally started out as "The Serpent Squad", and comprised of totally different guys than the jobbers we normally associate with it. The original Viper (a nobody villain), The Eel (apparently their creator was not a biologist) and The Cobra (later King Cobra) were the first team, and didn't do much. A couple upgrades followed, adding a few members, but were also forgettable. Since Luke Cage had several crimeboss villains with snake-themed concepts, there's some overlap of names (Bushmaster, Cottonmouth & Diamondback).

-It wasn't until The Sidewinder, former of the third Serpent Squad, organized a much larger "Society" that the true nature of the team became known. It was basically a supervillain Labor Union- they did their own thing, giving a portion of money to the Society, who then promised them resources and "Get Out of Jail Free" benefits (Sidewinder was a Teleporter). Sidewinder, Anaconda, Black Mamba, Death Adder, Asp, Diamondback, Cottonmouth, Cobra, Bushmaster, Rattler, and Princess Python formed the first team. Their first big mission "made" their name: Killing M.O.D.O.K., and then they became recurring Captain America foes, often getting beaten in small numbers, but always escaping prison. Gru gave each of them one or two minor personality traits, allowing them to stand out more than the usual "Squad of same-sounding losers" gimmick teams that came later, like The Dark Riders, The Acolytes and The Mutant Liberation Front.

-Princess Python quit as a coward, and Death Adder was killed by the Scourge of the Underworld, but they were replaced by Copperhead, Black Racer, Fer-de-Lance & Puff Adder, who were working in secret with Madame Hydra, The Viper (herself a member of the second Squad), who wanted ownership of the team. Coachwhip, Boomslang, Slither & Rock Python also joined Viper's side, and the team split its roster, as Sidewinder's loyalists fled the group (only Bushmaster stuck around- Slither followed Viper and never rejoined the team).

-Eventually, Diamondback allied with Cap, freeing the loyalists and Viper was brought down after a silly story that involved her turning Ronald & Nancy Reagan (plus half of Washington, DC) into snake-people- replaced with Cobra (later King Cobra). The Society engaged in some other activities, but their "Jobber" status soon became prevalent, as the members no longer had their "debuted character" heat on them, and Cap arrested the whole lot of them after he & Diamondback had a big blow-off storyline with them- they tried to execute her for treason (allying with, and dating, Captain America), but she was rescued, and the Society finally brought down. (I actually have this arc now (it's part of Gru's The Captain story, where John Walker takes the Cap role while Cap wears the black outfit that Walker later wore as "U.S. Agent"), and it's fairly good. The Serpents go down one-on-one with any of Cap's Allies (Nomad, Falcon & D-Man), but they can do okay if it's an uneven fight.

-The Serpent Society didn't last much past the '90s, as later versions were really just groups of jobbers in throw-away storylines, getting pounded on by various heroes. One time, they ended up fighting The X-Men in an Atlantis Attacks cross-over, and the mutants made a joke out of them, with some really one-sided beatings. After they left the Society, Diamondback, Asp & Black Mamba formed "B.A.D. Girls, Inc." and engaged in some mercenary activities off-and-on, though they only got used a few times- DB was seen in a Hellions Limited Series, and dating The Constrictor in The Initiative, while the others fought Deadpool as generic baddies. The girls were part of the "Women's Warriors" when "The Avengers Initiative" went down, which is how DB got linked to Constrictor. The REST of the team only showed up a handful of other times in great numbers- they allied with Mr. Hyde in the Cap arc that debuted Free Spirit & Jack Flag, who were supposed to be his trainees. But Gru was off the book shortly (he had REALLY started faltering on the book by this time, sadly), and he passed away, leaving most of his "babies" orphaned as Marvel went a different direction.

-Their "legacy" as such is pretty minor- they were just recurring villains in the Captain America series aside from the Red Skull & his cronies, and they produced the "Diamondback" years of Cap's relationships with the ladies (a beloved era, but not even his main one- Sharon Carter trumps her in importance, especially since Ed Brubaker took over the line). Most of the team never went on to big things (Anaconda got something in the "Six Pack" run in a few books as a mercenary, and she's attained some notoriety as the most-well-known Big Ugly Woman on Marvel's roster), and many were treated like the jokes they are. It's only on the internet, where weird little side-characters and jobbers can get way more famous than they deserve, that they ever get to mean anything.

The whole line-up:
1) Sidewinder- originator, Teleporter.
2) Boomslang- Joke even for THIS team. Boomerangs. Has been defeated by common Thug gang members.
3) King Cobra- Failed 1960s villain who later got an upgrade as a KING. Took over the team when Sidewinder quit/was kicked out.
4) Diamondback- A recurring Captain America girlfriend, because this once-Bad Girl took a liking to the big lug and went straight for him. Uses gimmicked diamonds and is a REALLY low-tier super, but under Ron Lim's pencils, she was HAAAAAAAAAAWWWWWTT.
5) Asp- Stripper-turned-Supervillain (and again, it's hilarious that Marvel has at least three or four characters with that origin story), uses low-yield Venom Bolts.
6) Black Mamba- Sexy black-haired chick who uses Darkforce Images to choke people while taunting them with images of their loved ones.
7) Black Racer- Nobody member- just a speedster.
8) Coachwhip- Another nobody. Uses fancy Whips.
9) Puff Adder- Big guy with light Growth powers and poison breath.
10) Anaconda- One of the most-famous members: a big burly chick with elongated limbs and super-strength.
11) The Rattler- Crappily-designed snake-guy with a Vibration-Shooting Tail.
12) Death Adder- Inhuman-looking aquatic villain with a poisonous tail.
13) Bushmaster- Snake-like lower body and pointy wrist-blades. One of the more elaborated-upon male members.
14) Slither- A forgettable Viper minion and former ally of Magneto and his Animal Men. He only stuck around for a bit.
15) Cottonmouth- Has the distinctive trait of wanting to bite off people's heads. Like most insta-kill weapons in comics, it never hits.
16) Fer-de-Lance- Forgettable semi-strong chick with wrist-blades.
17) Princess Python- Circus of Crime reject who was kicked out of THIS TEAM for being TOO JOBBERY. That says it all. She's a Snake Charmer with a big python.
18) Rock Python- Gimmicked egg-thrower. In the funniest bit of the X-Men/Society fight, he voluntarily gave up the Plot Macguffin once he saw that the X-Men beat up his friends.
19) Copperhead- Blaster, usually in the background.

BOOMSLANG (Marc Riemer)
Created By:
Mark Gruenwald & Kieron Dwyer
First Appearance: Captain America #341 (May 1988)
Role: Jobber Villain, Weapon Guy, Bad Even For This Team
PL 6 (64)
STRENGTH 1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 4 (+7)
Athletics 2 (+5)
Close Combat (Unarmed) 1 (+7)
Deception 2 (+2)
Expertise (Criminal) 4 (+4)
Intimidate 4 (+4)
Ranged Combat (Boomerang) 3 (+9)
Stealth 2 (+6)

Advantages:
Accurate Attack, Equipment (Serpent-Rangs), Improved Aim, Improved Critical (Serpent-Rang), Improved Disarm, Improved Smash, Precise Attack (Ranged/Cover), Ranged Combat 3

Equipment:
"Serpent-Rangs" Ranged Strength-Damage +1 (Feats: Homing, Ricochet, Split Attack) (5)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Serpent-Rangs +9 (+2 Damage, DC 18)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3, Fortitude +5, Will +2

Complications:
Motivation (Greed)
Reputation (Loser)- Even compared to the rest of the Serpent Society, Boomslang is a jobber. His own teammates treat him with disdain, and most super-heroes defeat him quickly.

Total: Abilities: 32 / Skills: 22--11 / Advantages: 10 / Powers: 0 / Defenses: 11 (64)

-Well, when it came time for the very first of my 3rd Edition builds, and where better could I possibly start than Boomslang? This guy represents all that is both great and crappy about the Serpent Society- he's got a terrible costume (black hood with red arms?), a terrible concept (a boomerang guy who doesn't use specialized boomerangs other than "they're shaped like snakes"), no personality, and he once got shot down and nearly killed by COMMON THUGS. But this is part of the appeal of this group- it's a handful of fairly-decent villains, balanced with the worst scrubs ever. Boomslang here is so bad that even the SERPENT SOCIETY felt he was too weak to join them, roughly making him the worst super-villain ever.
-Because of his lameness, he's the least-used amongst his team. Very few fights, very few appearances, and just about no characterization beyond "Generic sarcastic villain". When he was shot down by "Tone-Def" and his gang of thugs, he was injured for thirty issues, and only showed up again in group scenes. Despite this, he actually did pretty well in my Tournament of Suck. In the one comic appearance I have of him, he throws some Serpent-Rangs at Wolverine, three of which miss, while the fourth deflects harmlessly off the head of Wolvie, who them makes a joke about 'Slang's accent and one-shots him.
-Boomslang is as weak as they get for characters who aren't Minions. He's PL 5.5 on offense AND defense, making him a complete pushover for everyone from Captain America to Wolverine, both of whom have trounced him in moments while insulting him. I did a bit of converting and a bit of "Ground-Up" work on him, and statted the Boomerangs out as something more akin to what they'd really be like- bending around corners and having a second chance to hit and such- I don't buy the DCA book's impression that "Boomerangers feint alot". His stats are low- at first, I built him at PL 7, but after doing a few hundred more 3e builds, I realized Boomslang was a bit too high- he jobbed to guys who were at-best PL 3 or 4, and no hero ever pretended like he was any good. He goes from PL 6.5 to 5.5.

Image
Based on: Small green African tree snake

COPPERHEAD III (Davis Lawfers)
Created By:
Mark Gruenwald & Ralph Macchio/Tom Morgan
First Appearance: Captain America #337 (May 1988)
Role: Jobber Villain, Blaster, The Well-Read One
PL 8 (89)
STRENGTH 2 STAMINA 2 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+4)
Athletics 2 (+4)
Deception 4 (+4)
Expertise (Art) 2 (+5)
Expertise (Business) 4 (+7)
Expertise (Criminal) 3 (+6)
Perception 3 (+3)
Stealth 2 (+4)

Advantages:
Improved Aim, Improved Critical (Poison Blast), Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 4

Powers:
"Copperhead Armour" 25 points (Flaws: Removable) [20]
Protection 4 (4)
"Grappling Hook & Adhesion Cups" Super-Movement 2 (Swinging, Wall-Crawling) (4)
"Poison Blast" Electrical Control 8 (16) -- (17)
AE: "Copper Bursts" Affliction 5 (Impaired/Disabled/Unaware- Fort Check) (Extras: Area-Burst, Cumulative) (Flaws: Limited to Vision) (15)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Copper Bursts +5 (+5 Fortitude Check, DC 15)
Poison Blast +8 (+8 Damage, DC 23)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2 (+6 Armour), Fortitude +4, Will +2

Complications:
Motivation (Greed)
Weakness (Rechargeable Blast)- Copperhead's primary attack, his Poison Blast, requires occasional recharging after too many uses. He keeps the chargers attached to his belt.

Total: Abilities: 38 / Skills: 22--11 / Advantages: 8 / Powers: 20 / Defenses: 12 (89)

-Surprise, this guy actually LED the team for a short time! Well, okay, it was a one-shot appearance during Secret Invasion and that's it, but it's SOMETHING for a guy who's probably most well-known as "That Copperhead from the comics who isn't the DC one". It turns out he's quite a bit different from my 2nd Edition statting of him, as further research reveals him to be the smart, well-read guy of his team, so he's not totally worthless. He actually vanished right after the whole "Cobra takes over the team" thing, without explanation, but turned up leading the squad an eternity later.
-There were two other Copperheads first- the first was Larence Chesney, a one-shot Daredevil foe who was a generic murderer, and was resurrected as a Demon. The second, Arthur Reynolds, took the first's costume and wanted to rob a museum, but was beaten by White Tiger and The Human Fly.
-Copperhead is a bare-bones type of villain, generally pretty durable, but lacking in major power. He's pretty balanced offensively as a PL 8, but is 7.5 on defense. His Toughness is fairly high for a scrub human-level villain thanks to that bulletproof armour (+6), but he's a pushover to anyone, really- all he's got is Blast 8 and Dazzle 5.

Based on: American Pit Viper

ROCK PYTHON (M'Gula)
Created By:
Mark Gruenwald & Kieron Dwyer
First Appearance: Captain America #341, May, 1988
Role: Jobber Villain, Gimmick Guy
PL 8 (115)
STRENGTH 5 STAMINA 5 AGILITY 2
FIGHTING 5 DEXTERITY 5
INTELLIGENCE 2 AWARENESS 1 PRESENCE 2

Skills:
Athletics 1 (+6)
Close Combat: Unarmed 2 (+7)
Deception 4 (+4)
Expertise (Criminal) 4 (+6)
Insight 2 (+2)
Intimidate 4 (+6)
Perception 3 (+3)
Ranged Combat (Throwing Eggs) 3 (+8)
Stealth 2 (+4)
Technology 3 (+5)

Advantages:
Improved Aim, Improved Critical (Eggs), Power Attack, Precise Attack (Ranged/Cover), Withstand Damage

Powers:
"Rock Hard Skin" Protection 3 (Extras: Impervious 9) [12]
Immunity 1 (Heat) [1]

"Throwing Eggs" (Flaws: Easily Removable) [18]
"Acid Eggs" Blast 6 (Extras: Secondary Effect) Linked to Weaken Toughness 4 (Extras: Ranged) (26) -- (30 points)
AE: "Steel Ribbon Eggs" Snare 8 (Feats: Split Attack) (25)
AE: "Smoke Eggs" Concealment 2 (Visuals) (Extras: Attack, Area- 30ft. Cloud) (8)
AE: "Razored Tangle-Wire Eggs" Snare 5 (15) Linked to Blast 4 (8) (23)
AE: "Plastic Explosive Eggs" Blast 7 (Extras: Area- 30ft. Burst) (21)
-- (30 points)

Offense:
Unarmed +7 (+5 Damage, DC 20)
Acid Egg +8 (+6 Ranged Damage/Secondary & +4 Weaken, DC 21 & 14)
Steel Ribbon Egg +8 (+8 Snare, DC 18)
Smoke Egg +8 (Concealment)
Razor Tangle-Wire Egg +8 (+5 Snare & +4 Ranged Damage, DC 15 & 19)
Plastic Explosive Egg +8 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +5 (+8 Skin, +4 Impervious), Fortitude +6, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 28--14 / Advantages: 5 / Powers: 31 / Defenses: 9 (115)

-Rock Python's a pretty cool name, but this guy is wearing a set of purple tights with a big metal bucket on his head- not exactly the kind of things super-heroes are supposed to be afraid of. He was one of the more competent and sensical Serpents, but that doesn't go a long way with this group- whole whole theme was throwing down snares and other gadgets as an 'assist' type of guy. He's also an African wanted for crimes in his home made-up country (a South Africa stand-in with Apartheid and all that). There was a humorous incident in an X-Men Annual where a small group trounces his allies while he recovers a "totem", and he triumphantly climbs the ladder, exulting over his victory. He turns around, sees the team, un-convincingly describes his powers ("Well, I fling trick snake eggs... that shoot out steel ribbon on impact"), and gladly gives up the totem rather than take an ass-kicking ("Want to give us the totem?" "SURE! Here!"). His luck gets worse when M.O.D.A.M. throws him & Puff Adder from a Serpent Saucer just after they'd captured the B.A.D. Girls.
-Despite being PL 8 offensively, PL 7.5 defensively, Rock Python is fairly big and tough for a non Powerhouse-type build. With "rock-hard" skin able to let him survive long falls, bullets and fire, he's no push-over. His schtick beyond being tough is tossing out gadget-like "Throwing Eggs" of various types- running the gamut of ordinary Ranged Damage, Explosions (now just a Burst in 3e, apparently), Snares (including one with Razor-Wire, meaning it's a linked Snare/Blast at lower levels because it cuts AND ties), Acid (basically Secondary Effect adding to Blast and Weaken) and Smoke (now a Concealment Attack with flat cost instead of a Ranked Power). This makes him pretty versatile, but not overly strong at any one thing- he IS one of the only Serpents to best Captain America, though- he uses a distraction to grab Cap by an injured foot, and drop him a hundred feet to the pavement below (Cap lands Shield-first and only mildly injures himself). Naturally, the Society can't follow up because of a plot contrivance.

Image
Based on: 20-foot Constrictor native to Africa & India

COACHWHIP (Beatrix Keener)
Created By:
Mark Gruenwald & Kieron Dwyer
First Appearance: Captain America #341, May, 1988
Role: Jobber Villain, Weapon Girl
PL 8 (86)
STRENGTH 2 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Acrobatics 3 (+8)
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+8)
Close Combat (Whips) 3 (+9)
Deception 4 (+5)
Expertise (Criminal) 5 (+5)
Perception 3 (+3)
Stealth 2 (+7)

Advantages:
Accurate Attack, Chokehold, Defensive Attack, Defensive Roll, Improved Critical (Whips), Improved Disarm, Improved Trip, Power Attack, Takedown

Powers:
"Electrified Whip Gauntlets" 13 points (Flaws: Removable) [12]
Damage 7 (Feats: Improved Grab & Trip, Split, Reach 3) (13 points)

Offense:
Unarmed +8 (+2 Damage, DC 17)
Electrified Whips +9 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +3 (+4 D.Roll), Fortitude +5, Will +3

Complications:
Motivation (Greed)
Weakness (Visual Dazzles)- Coachwhip's eyes are extremely sensitive to bright light. She uses a polarized metallic strip across her eyes to block this, but without it, even sunlight is rather painful and Visual Dazzles will take double effect.
Weakness (Water)- As a person wielding Electrical weapons without actually being able to generate or control it herself, if Coachwhip is struck by a great deal of water while her powers are activated, she will take the full damage of her whips.
Relationship (King Cobra)- Coachwhip has entered into a relationship with Society leader King Cobra, calling him "lovey" and "cutie-pie".

Total: Abilities: 40 / Skills: 24--12 / Advantages: 9 / Powers: 12 / Defenses: 13 (86)

-Coachwhip is based on a pretty unknown snake, and gets one of those power-sets that's entirely based off of the name. Can't really fault them for it- Marvel doesn't have THAT many Whip-Guys out there. She's kind of the last Fanservice left on the team once Diamondback's crew quit the team to form B.A.D. Girls, Inc., wearing a one-piece swimsuit that occasionally draws the line into power-thong territory. She's not that elite, though- in an X-Men Annual, she tried to strangle Rogue, who pretty easily just smashed her face-first into a stone pillar, BREAKING THE PILLAR IN TWO (how was that NOT fatal?). At least her appearance is unique- platinum blonde hair, yellow one-piece, thigh-high high-heeled boots and long glowing whips. Not that GREAT, but she'd stand out on any other super-team (ones that didn't have purple guys with giant mouths, guys with snake bodies and a guy with a brown phallus on his butt).
-Coachwhip is another PL 8, and fairly cheap on the points, since she's mainly limited to one avenue of attack. She's okay in melee (+8 to hit), but shines with the Electro-Whips, doing +7 damage (it's not Strength-Based like common Whips, since they're energy weapons). Her Toughness save is hardly up to par, though, and most any hero can beat the tar out of her if they get a couple good shots in, which is generally what happens in mass-combat stories featuring the Society. One time, Diamondback threw a hypodermic needle right into her forehead, and Free Spirit once beat her up and stole her disguise. She did rather well against Moon Knight during Acts of Vengeance, however, holding him off after he'd beaten her partners Killer Shrike & The Ringer, until a civilian sprayed her with a fire hose.

Based on: Small, high-strung constictors native to North America

THE RATTLER (Gustav Krueger)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, Blaster
PL 9 (104)
STRENGTH 4 STAMINA 4 AGILITY 2
FIGHTING 6 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+6)
Close Combat (Unarmed) 2 (+8)
Close Combat (Tail) 2 (+8)
Deception 2 (+3)
Expertise (Criminal) 4 (+4)
Intimidation 5 (+6)
Perception 2 (+2)
Ranged Combat (Tail) 5 (+8)

Advantages:
Benefit (Ambidexterity), Improved Critical (Tail), Improved Smash, Power Attack

Powers:
"Bionic Rattling Tail" [30]
Extras Limbs 1 (1)
"Vertigo Rattle" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged, Cumulative) (24)
AE: "Tail Smash" Strength-Based Damage 4 (Feats: Reach 2) (6)
AE: "Vibration Wall" Deflect 10 (10)
AE: "Vibration Blast" Blast 8 (16)
AE: "Vibration Sphere" Weaken Toughness 8 (Extras: Area- 30ft. Burst) (16)
AE: "Hemorrhaging Rattle" Blast 8 (Extras: Penetrating) (Flaws: Distracting) (16)

"Bionic Body Armour" Protection 2 [2]

Offense:
Unarmed +8 (+4 Damage, DC 19)
Tail Smash +8 (+8 Damage, DC 23)
Vibration Blast +8 (+8 Ranged Damage, DC 23)
Vibration Sphere Area (+8 Weaken Toughness, DC 18)
Hemorrhaging Rattle +8 (+8 Ranged Penetrating Damage, DC 23)
Vertigo Rattle +8 (+8 Affliction, DC 18)
Initiative +2

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +4 (+5 Armour), Fortitude +7, Will +3

Complications:
Motivation (Greed)
Weakness (Deaf)- Rattler is 85% deaf in both ears, and requires Hearing Aides to properly detect things with auditory capability.

Total: Abilities: 40 / Skills: 24--12 / Advantages: 4 / Powers: 32 / Defenses: 14 (104)

-WOW, this guy looks silly. Potentially a really cool power-set (the mostly-unused Vibration power), but his two-colour outfit is just ridiculous. It's one big flat, boring red-brown colour all over, except for a beige-y underbelly. And that tail! It looks like a big ol' ding-dong is attached to his back! Just like Steve Ditko's early Scorpion! Rattler was supposedly a ladies' man, and is named after a certain horror character much like Mr. Voorhees, aka Sidewinder, but was mostly a long-range Blaster on his team who got housed pretty quickly once the heroes learned to avoid his attacks. Alas, after years of doing nothing, he was slain by a Scourge of the Underworld in modern times. Ten bucks says the next writer to use The Serpent Society accidentally uses him without a mention.
-The Rattler is PL 8, but rather capable- he's got a 30 ft. Area Burst Weaken Toughness Vibration attack. Problematically, he's a member of a big team, so he can't always use that in combat. Otherwise, he sticks to semi-powerful Blasting and Afflicting (Vertigo)- he's powerful enough to cause intense pain and black-outs in guys like Captain America & The Falcon, so is a pretty-balanced PL 8 in that regard. In a pinch he can ALSO nail you with his tail, and he's pretty strong (ST 4). He's pretty tough (+6 is nothing to sneeze at), but anyone who gets past his Blasts & Weakens and such will find in a push-over because he's relatively easy to hit.

Image
Based on: Rattlesnake, famous warning-giving poisonous North American serpent

SLITHER (Aaron Salomon)
Created By:
Jack Kirby
First Appearance: Captain America Annual #4, 1977
Role: Jobber Villain, Forgotten Villain, Animal Guy
PL 7 (85)
STRENGTH 6 STAMINA 4 AGILITY 4
FIGHTING 4 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Athletics 3 (+10)
Close Combat (Unarmed) 4 (+8)
Perception 4 (+4)
Sleight of Hand 6 (+9)
Stealth 4 (+8)

Advantages:
Benefit (Ambidexterity), Chokehold, Equipment 4 (Jet-Pack & Pistol), Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Improved Trip, Power Attack, Ranged Attack 2

Powers:
"Mutant Powers: Snake-Like Physiology"
"Snake-Like Body" Extra Limbs 2 (Long Neck and Stretchy Body) [2]
"Snake Skin" Protection 2 [2]
"Snake Senses" Senses 3 (Acute & Accurate Scent) [3]

Equipment:
"Jet-Pack" Flight 4 (8)
"Laser Pistol" Blast 5 (10)

Offense:
Unarmed +8 (+6 Damage, DC 21)
Laser Pistol +5 (+5 Damage, DC 20)
Initiative +8

Defenses:
Dodge +8 (DC 17), Parry +8 (DC 18), Toughness +4 (+6 Snake Skin), Fortitude +6, Will +2

Complications:
Motivation (Viper)- Slither is a toady for Madame Hydra, and is easily cowed into doing whatever she says.
Prejudice (Mutant)- As a mutant and a snake-man, Slither is easily held separate from ordinary people.

Total: Abilities: 40 / Skills: 22--11 / Advantages: 15 / Powers: 7 / Defenses: 10 (85)

-Slither is a pretty terrible concept from Jack Kirby's later years at Marvel- a scrawny, ugly-looking snake-man in green tights. This whole era of Magneto is totally bizarre- in the years after the failed '60s X-Men book, Mags was stuck doing lame generic villain stuff with some AWFUL teams, including the new Brotherhood (later Mutant Force), which consisted of this guy. Years and years later, he was temporarily split off with them to join in Viper's takeover of the Serpent Society (given his theme, he was a natural fit), but he was soon booted out when Viper's time in the sun was over (he'd later show up with her in a plot to blind all of America via their TV sets). He hasn't been seen in eons, for good reason.
-Slither is as pathetic as Boomslang when reading up on him. He's moderately super-strong (STR 6 is above most human capabilities in 3rd Edition), and a lethal grappler- his unique anatomy allows him to strangle with his arms free, which I chose to stat as "Extra Limbs", constricting around people's ribcages. He's also fairly tough, but not so much so than normal humans like Cap & Nomad can't beat the crap out of him. His main tricks of the trade are climbing (high Athletics score), sneaking and surprising guys with grapples, trying to choke them unconscious (this is all he does in every issue I have featuring him- he jumps and chokes someone, dealing with them for several rounds, but ultimately always loses). He's an alright fighter, but lacks the "oomph" needed to really bring guys down. Plus he has a jet-pack and a gun sometimes. And my friends, nothing says "comic books" like "Snake-men with Jet-Packs & Guns".

FER-DE-LANCE (Teresa Vasquez)
Created By:
Mark Gruenwald & Tom Morgan
First Appearance: Captain America #337 (Jan. 1988)
Role: Jobber Villain, Weapon Girl
PL 8 (90)
STRENGTH 6 STAMINA 5 AGILITY 4
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Acrobatics 2 (+6)
Deception 4 (+4)
Expertise (Criminal) 5 (+5)
Insight 2 (+2)
Intimidation 6 (+6)
Perception 3 (+3)
Stealth 2 (+6)

Advantages:
Agile Feint, All-Out Attack, Improved Critical (Arm Blades), Improved Smash, Power Attack, Quick Draw, Startle

Powers:
"Fer-de-Lance Costume" (Flaws: Removable) [8]
"Omnium Steel Arm Blades" Strength-Damage +2 (Extras: Penetrating 5) (7)
"Boot Blades" Movement 1 (Wall-Crawling) (2)
-- (9 points)

"Super-Strong Enhancements" Leaping 1 [1]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Omnium Arm Blades +8 (+8 Damage, DC 23)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5, Fortitude +8, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 52 / Skills: 24--12 / Advantages: 7 / Powers: 9 / Defenses: 10 (90)

-Fer-de-Lance is more filler on her team than anything (yeah, that's right- Filler on THIS team), despite being pretty powerful- a super-strong chick with Omnium steel blades on her forearms and feet. She's only showed up a small handful of times compared to the others, as her powers are problematic (she can't slice or GUT Cap in his own book, y'know...), her costume kinda sucks, and she has no real personality beyond "chick who faked friendship with Diamondback and then betrayed her". She's just a nasty character, but not a lot of thought went into her.
-Part of what I like about 3e is that they've gotten rid of the "log jam" at human to superhuman strength levels- STR 7 is now well beyond human capabilities, and so is STR 6, so "mildly super-strong" people and animals (a pretty huge list- almost any strong animal in 2nd edition would be only one notch higher than some people, and guys like Fer-de-Lance & Foxbat who didn't show EXTREME super-strength would appear to be human-level) are now easily placed above human limits, while still allowing even stronger guys (Spidey, The Rhino) to go further up the scale to differentiate from them. Fer-De-Lance is one such a character, a mildly super-strong person with +1 Steel Blades, Wall-Crawling, and some fighting capabilities. So she's tough and strong, but not overly so. Notably, she did AMAZINGLY well in my Tournaments of Suck, which I actually drew back a bit (making her PL 8 instead of PL 9)- she was never THAT effective in the comics- generally she got her claws stuck in things a lot.

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Based on: Common name for "lancehead" pit viper species endemic to Central America. Note: Lancehead would still be a BITCHING name for a super-villain.

PRINCESS PYTHON (Zelda DuBois)
Created By:
Stan Lee & Steve Ditko
First Appearance: Amazing Spider-Man #22, March, 1965
Role: Jobber Villain, Jobber Even Compared to Other Jobber Villains, Animal User
PL 6 (67)
STRENGTH 1 STAMINA 2 AGILITY 4
FIGHTING 7 DEXTERITY 1
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Skills:
Acrobatics 4 (+8)
Deception 3 (+5)
Expertise (Criminal) 3 (+3)
Expertise (Circus Performer) 5 (+7)
Insight 2 (+2)
Perception 2 (+2)
Persuasion 5 (+5)
Sleight of Hand 2 (+3)
Stealth 2 (+6)

Advantages:
Animal Empathy, Defensive Roll, Equipment (Cattle Prod), Set-Up, Sidekick 10 (Pythagoras- a Rock Python), Ultimate Skill (Persuasion)

Equipment:
"Cattle Prod" Affliction 5 (Fortitude- Dazed/Stun/Incapacitate) (5)

Offense:
Unarmed +7 (+1 Damage, DC 16)
Cattle Prod +7 (+5 Affliction, DC 15)
Initiative +4

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +2 (+3 D.Roll), Fortitude +3, Will +1

Complications:
Motivation (Greed)
Reputation (Loser-Marrier)- Princess Python is notable amongst the super-villain community for being both a coward, and a woman who marries the loseriest of loser super-villains.
Relationship (Python)- Her pet rock pythons are beloved to her, and she becomes distraught when they are killed. Not that this keeps her from repeatedly throwing them at super-powered beings...

Total: Abilities: 34 / Skills: 28--14 / Advantages: 15 / Powers: 0 / Defenses: 4 (67)

PYTHAGORAS- Princess Python's Sidekick
PL 7 (48)
- Sidekick Rank 10
STRENGTH 6 STAMINA 3 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 4 (+7)
Intimidation 10 (+6)
Perception 2 (+3)
Stealth 2 (+4)

Advantages:
Chokehold, Crushing Pin, Fast Grab, Improved Hold, Improved Initiative, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 2 (Infravision, Scent) [2]
"Snake Skin" Protection 2 [2]
"Sheer Length" Reach 2 [2]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Initiative +6

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +5, Fortitude +6, Will +3

Complications:
Disabled (Animal)- Snakes cannot speak to humans, nor use their tails to easily manipulate objects.
Disabled (Senses)- Snakes have poor eyesight & hearing.
Weakness (Cold-Blooded)- Reptiles are cold-blooded- that is, their bodies are the same temperature as the air around them. As such, they are slow & sluggish in cold temperatures, and will die quickly if left in winter-like conditions. They must warm up before they are any good.

Total: Abilities: 14 / Skills: 20--10 / Advantages: 5 / Powers: 8 / Defenses: 11 (48)

-Princes Python was first a member of a Serpent Squad, but made her debut with the All-Star Team of Jobbers, the Circus of Crime. A snake-charmer (naturally), she pretty much existed to do a sexy pose and then throw Pythagoras (her python) at the superhero. They'd struggle for a while, but the hero would inevitably break the snake's grip and toss it back into her or something. Generally as useless as the rest of her compadres, she would fold like a card table at the slightest resistance, something that got her fired from the Serpent Society after her first adventure with them. She's since popped up in more recent times as a lady who repeatedly marries sub-par jobber criminals (Stilt-Man, The Gibbon), but they've boosted her sexiness up vastly in the mean-time. It turns out she's also the mother of The Executioner in The Young Avengers series.
-Princess Python is PL 6, her python PL 6.5, which is about right. They're at worst a minor annoyance for most super-heroes (though her python once grappled THE HULK and nearly beat him! Good old 1960s and their lack of obsession with power levels and feats...), which PL 6-7 properly represents, to me. Python here'd be completely useless, but she has that handy Cattle Prod. Pythagoras (or his later replacements... he dies a lot. Iron Man once threw one IN ACID- Peta was apparently not around in force yet) is a new Animal Build for me, having some baseline powers, avoids the need for a DEX score, and is generally good at grappling & holding people.

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Reasoning behind two pics? I just wanted an excuse to post another Diamondback pic.

SIDEWINDER (Seth Voelker)
Created By:
Mark Gruenwald & Ralph Macchio
First Appearance: Marvel Two-In-One #64, June, 1980
Role: Hard-Luck Super-villain, The Leader, Teleporter
PL 9 (122)
STRENGTH 2 STAMINA 2 AGILITY 3
FIGHTING 5 DEXTERITY 6
INTELLIGENCE 3 AWARENESS 2 PRESENCE 1

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 4 (+9)
Deception 5 (+6)
Expertise (Business) 4 (+7)
Expertise (Criminal) 4 (+7)
Insight 3 (+5)
Perception 3 (+5)
Ranged Combat (Side-Effects) 4 (+10)
Stealth 3 (+6)
Technology 2 (+5)

Advantages:
Improved Aim, Leadership, Power Attack, Set-Up

Powers:
"Sidewinder Armour" 45 points (Flaws: Removable) [36]
Protection 5 (5)
"Rebreather" Immunity 2 (Suffocation) (2)
"Side-Effects" Blast 8 (Feats: Split) (17)

"Travelling Sideways Through Space" Teleport 6 (Feats: Increased Mass 3) (Extras: Accurate, Extended- 60 miles) (Flaws: Limited to Extended) (21)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Side-Effects +10 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +9 (DC 19), Parry +10 (DC 20), Toughness +2 (+7 Armour), Fortitude +5, Will +5

Complications:
Motivation (Greed)
Relationship (Daughter)- Sidewinder's quest for cash is partially influenced by his daughter, who is suffering from brain seizures and requires money for an expensive surgery.
Relationship (Black Mamba)- Despite him looking pretty old and balding, he'd hooked up with Black Mamba, who was pretty hot. It didn't last when the Society betrayed him and he retired, though.

Total: Abilities: 48 / Skills: 34--17 / Advantages: 4 / Powers: 36 / Defenses: 17 (122)

-Sidewinder, initially a Serpent Squadder, eventually formed his own team, doing a unique take on a super-villain. Essentially, formed a Union out of a bunch of snake-themed guys, promising them benefits, cuts of takes, and teleporting them out of jail. He made good on all of these, which of course didn't help him at all when Viper showed up and had the entire team (save Diamondback) betray him utterly and try to kill him. Heartbroken, he gave up villainy (save for a "must pay for my sick child's operation" thing), and vanished from comics.
-I always felt that things like this are what made Mark Gruenwald great. He didn't just show super-villains; he showed you how they WORKED. The idea of a bunch of guys banding together not to kill people, but just for back-up and benefits and stuff... that's probably how it would GO. He functionally pre-dates the Venture Brothers' ideas about that by twenty years, and when the Serpent Society or Red Skull's Skeleton Crew show up (like when they recruited Cutthroat after watching him beat a bunch of guys, and then put him through their own basic training, etc.), you knew you were seeing how "the other side" lived- not just a Spidey villain breaking out of jail and then trying to kill him again.
-Sidewinder isn't so tough, but is a PL higher on offense than his buddies. He's never been a battlefield leader, despite his Side-Effects, and prefers to lead from the back, giving the team missions. His Skills are higher than his Advantages, which shows somebody who's a better thinker than fighter. His Teleport expresses the new way it works (Extended 'Ports are an Extra, not just part of the power, which I think works WELL, as I believe that Teleportation is one of the most game-breaking things to exist in RPGs and Comics). A second Sidewinder was a one-shot villain who was killed while infiltrating S.H.I.E.L.D., and a third put on the costume of the original and sprung the Society from jail, but was soon recaptured. He re-joined the Society much later during Secret Invasion, but was easily defeated by Nova and his new Nova Corps.
-Notably, Sidewinder is CHEAPER than my old build of him, which is unusual for the "less for more" approach they gave statting in 3rd Edition. It's mainly because of his Teleport, though, which I grossly over-extended last time (Area & Affects Others, neither of which he actually had)- I think the info websites have on him is more advanced a few years later.

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Based on: Horned rattlesnake native to American deserts, famous for their style of locomotion

COTTONMOUTH II (Burchell Clemens)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, One-Noter
PL 8 (83)
STRENGTH 4 STAMINA 4 AGILITY 3
FIGHTING 6 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+6)
Close Combat (Unarmed) 3 (+9)
Close Combat (Jaws) 2 (+8)
Deception 4 (+4)
Expertise (Criminal) 5 (+5)
Intimidation 8 (+8)
Perception 3 (+3)
Stealth 2 (+4)

Advantages:
All-Out Attack, Defensive Roll, Diehard, Fast Grab, Equipment (Costume), Improved Critical (Jaws), Improved Hold, Improved Smash, Power Attack

Powers:
"Bionic Jaws & Teeth"
Strength-Based Damage 4 (Extras: Penetrating) 6 [10]

Equipment:
Costume (Protection 1) (1)

Offense:
Unarmed +9 (+4 Damage, DC 19)
Bionic Jaws +8 (+8 Damage, DC 23)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +5 (+6 Costume), Fortitude +6, Will +3

Complications:
Motivation (Greed)
Prejudice (Mutated)- Cottonmouth has a gigantic mouth full of sharp teeth, and would be noticeable to just about any passerby once he opens it.

Total: Abilities: 38 / Skills: 28--14 / Advantages: 8 / Powers: 10 / Defenses: 10 (83)

-You'd think a guy who frequently threatens "I'm going to BITE OFF YOUR HEAD!" would have more bad-ass credentials, but no, this guy managed to off MODOK once with his buddies, and that was about it. The rest of Cottonmouth's time in existence has been filled mainly by him making failed bite attempts and using his distinctive appearance to frequently show up in group shots of the Serpent Society. I DO wonder about guys like this, though- he WILLINGLY underwent surgery to look like a freak of nature, as if he had no problem looking like this as long as he could make money. Was he just planning on never dating again, or what?
-Cottonmouth generally shows up attempting a sneak attack, but fails (the guys always spot him at the last second), resulting in his jaw being slammed shut, or a Shield being slammed into his open mouth, etc. As a distinctive-looking fellow, he's shown up quite often whenever the Society gets trotted out (alongside Bushmaster). The first Cottonmouth is a background Luke Cage villain- a generic Super-Strong crimeboss who uses specialized sharpened prosthetic teeth (coincidentally, the first Bushmaster was ANOTHER super-strong Cage villain).
-Cottonmouth has a powerful Bite (+8 Damage, Penetrating 6 & Improved Crit), but that's the only really effective thing about him, and it's only PL 8. He's a bit better in standard melee (think: it's pretty hard to land a BITE on somebody compared to just hitting them with three feet of arm), but is just a physically tough guy with passable stats all-around, making him a scrub.

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Based on: One name for an American pit viper with white mouth-lining

ASP (Cleo Nefertiti)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310 (Oct. 1985)
Role: Jobber Villain, Femme Fatale, Blaster
PL 8 (128)
STRENGTH 1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 4 (+8)
Athletics 4 (+5)
Close Combat (Unarmed) 4 (+10)
Deception 4 (+8)
Expertise (Exotic Dancer) 3 (+7)
Expertise (Criminal) 5 (+6)
Insight 3 (+4)
Perception 4 (+5)
Persuasion 2 (+6)
Ranged Combat (Venom Bolt) 4 (+9)
Stealth 3 (+7)
Technology 2 (+3)

Advantages:
Accurate Attack, Agile Feint, Animal Empathy, Defensive Roll, Evasion, Daze (Exotic Dancing), Fascinate (Exotic Dancing), Improved Aim, Improved Defense, Improved Initiative, Power Attack, Seize Initiative, Set-Up, Teamwork

Powers:
"Venom Bolts"
Affliction 7 (Fort; Dazed & Impaired/Stunned & Prone/Incapacitated & Paralyzed) (Extras: Extra Condition, Cumulative, Ranged) (Diminished Range -2) (26) -- [27]
AE: "Neural Delays" Affliction 7 (Fort; Fatigued & Impaired/Exhausted & Disabled) (Extras: Cumulative, Extra Condition, Ranged) (Flaws: Limited Degree) (Diminished Range -2) (19)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Venom Bolt +9 (+7 Ranged Affliction, DC 17)
Neural Bolt +9 (+7 Ranged Affliction & +4 Weaken, DC 17 & 14)
Initiative +8

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+4 D.Roll), Fortitude +4, Will +4

Complications:
Motivation (Greed)
Prejudice (Mutant/Exotic Dancer)- Asp is a mutant, and thus an unfavourable minority in society. She is also an unrepentant exotic dancer.
Relationship (Diamondback)- Asp is a good friend of Rachel, and has risked her life and career for her in the past, leaving the Serpent Society over it.
Power Loss (Venom Bolts)- Asp's energy is heavily depleted after full uses of her Venom Bolts, and must rebuild using her dancing or other physical activity, otherwise her blasts will get periodically weaker. Using Power Attack will outright deplete them.
Responsibility (Constant Venom Emissions)- Asp gives off low levels of energy at all times, making prolonged physical contact potentially lethal. So no Tantric stuff.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 14 / Powers: 27 / Defenses: 16 (128)

-An Egyptian girl named Cleopatra Nefertiti? Are you kidding me? That had BETTER be a pseudonym, or else Mark Gruenwald has the worst imagination for real names EVER. In any case, Asp is an exotic dancer-turned-supervillain (actually more of those around than I'd care to admit- at LEAST three, and that's just in MARVEL- Asp, Dansen Macabre & Pretty Persuasion) with mutant powers, and she's been seen in many a group pose of the Society. She later split from the group with Black Mamba & Diamondback, playing up the "femme fatale" thing for B.A.D. Girls, Inc., a mercenary organization that fell away from comics for years before a mini-comeback circa The Avengers Initiative. She was on the Women Warriors team, but once The Inititiative Program disappeared (seriously, it wasn't a bad idea to have a team for each state- I guess the writers in charge just didn't care about the concept anymore) she ended up back in The Society, a team that once MARKED HER FOR DEATH.
-Asp has largely been stuck playing a supporting role, as Mamba had better powers, and Rachel was the more interesting character. Asp was really their... grey-skinned buddy (Egyptians & Black/Cambodians both seem to be coloured with grey pallettes in comic books of the early 1990s, for some reason, judging by Cap and The New Warriors). Her powers kind of sucked in most scenes.
-Asp is a bit of a Glass Cannon. Her Affliction rank is fairly low, but since she fights mostly human-level Fortitude people, it's okay. She can either do a double-whammy type of Affliction (paralysis-based), or one that slows the targets, and she's got some martial arts know-how as well. Notably, she has way more Advantages than most of the Society, and more Skills, given that she does a lot of trickery and breaking & entering, as opposed to just brawling the crap out of people.

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Based on: Antiquated name for snakes (from Greek); Also European viper with painful bite

BLACK MAMBA (Tanya Sealy)
Created By:
Mark Gruenwald, Ralph Macchio & George Perez
First Appearance: Marvel Two-In-One #64, June, 1980
Role: Jobber Villain, Femme Fatale, Complicated Power-User
Group Affiliations: The Serpent Squad, The Serpent Society, The Masters of Evil, B.A.D. Girls Inc.
PL 8 (135)
STRENGTH 1 STAMINA 3 AGILITY 4
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 4 (+8)
Athletics 3 (+4)
Close Combat (Unarmed) 4 (+10)
Deception 4 (+7)
Expertise (Call Girl) 2 (+3)
Expertise (Criminal) 5 (+6)
Insight 4 (+5)
Investigation 3 (+4)
Perception 3 (+4)
Persuasion 4 (+7)
Ranged Combat (Darkforce Trance) 3 (+8)
Stealth 3 (+7)

Advantages:
Improved Defense, Power Attack, Set-Up, Teamwork

Powers:
"Dig Up Deepest Desires" Mind-Reading 8 (Flaws: Limited to Loved Ones & Desires) [8]

"Darkforce Powers"
"Trance-Like State & Darkforce Choke" Affliction 8 (Will & Fort; Entranced, Hindered & Vulnerable/Stunned, Immobile & Defenseless/Incapacitated & Unaware) (Extras: Ranged, Extra Condition +3, Concentration) (Flaws: Feedback, Incapacitated Limited to Half-Effect on Those Who Make Will Saves -1/2) (37) -- [38]
AE: "Darkforce Disguise" Morph 2 (Flaws: Concentration Duration) (5)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Trance +8 (+8 Ranged Affliction, DC 18)
Initiative +4

Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +3 (+4 D.Roll), Fortitude +5, Will +5

Complications:
Motivation (Greed)
Relationship (Diamondback)- Black Mamba is a good friend of Rachel, and has risked her life and career for her in the past, leaving the Serpent Society over it.

Total: Abilities: 48 / Skills: 42--21 / Advantages: 4 / Powers: 46 / Defenses: 16 (135)

-Mamba, like Asp, had a nasty past, and left the Society to form B.A.D. Girls, Inc., but has also been seen with both groups since (as writers tend to forget little roster shifts in minor teams like that). Oddly, she was a pretty heavy-duty killer at first (her Darkforce images would strangle people while showing them images of their deepest desires, meaning they'd die in ecstacy, but still...), but later grew into a role as a Cap-helper. Later on, she was a mercenary again, and was shown revealing Deadpool's deepest desire to the world (he apparently really wanted to give Cable a back-rub), and was also seen with the Women Warriors.
-Mamba was a tough one to figure out, and a GREAT test of the Power-creation system (and the Affliction uber-power). At heart, she's a good fighter (but on the weak side) with a big trick: her Darkforce tendrils, which appear to people as the object of their desire, which then strangles and holds them while they're under a hypnotic trance. This is fundamentally THREE separate Afflictions- a Will-based Entrance/Stun/Unaware effect, a Snare (Hindered & Vulnerable/Immobile & Defenseless, no third level), and Suffocation (Daze/Stun/Incapacitate), combined into one (I'd initially had them Linked, but it's easier if they're all at the same level- Affliction at Rank 4 is basically worthless). So she's dangerous, but the damage is limited (the damaging ones are at 4 ranks strong), making her an effective team player, but not somebody who can kick ass with ease.
-This makes them rather expensive, though striking the Darkforce gives her the Feedback Flaw (as Asp found out, Venom Blasting a trapped Cap and KOing Mamba as well). The Suffocation is basically worthless if the victim breaks free from the Trance (the usual result, both Cap & Havok have done this). There's also an Alternate Effect for Morphing, as Mamba can copy appearances as long as she concentrates (a Flaw). I was thinking of going with an Affliction 8 (4 separate effects) to be cheaper, but that fails to take into account the multiple kinds of saves required (Will, Dodge/Strength and Dodge/Fort), which would be game-breaking for the cost, so Linked Powers it is.

Based on: The fastest snake in the world; also Africa's longest venomous snake

DIAMONDBACK II (Rachel Leighton)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, Femme Fatale, Bad Girl Turned Good, Gimmick User
Based on: Highly venomous rattlesnake responsible for more U.S. fatalities than any other
PL 8 (134)
STRENGTH 1 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 6
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 8 (+9)
Close Combat (Unarmed) 5 (+11)
Deception 4 (+7, +9 Attractive)
Expertise (Mercenary) 7 (+8)
Expertise (Criminal) 3 (+4)
Insight 5 (+8)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 2 (+5, +7 Attractive)
Ranged Combat (Throwing) 6 (+12)
Sleight of Hand 5 (+11)
Stealth 3 (+8)
Technology 2 (+3)
Vehicles 2 (+8)

Advantages:
Attractive, Connected, Defensive Attack, Defensive Roll, Grab Finesse, Improved Aim, Improved Critical (Throwing Diamonds), Improved Defense, Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Teamwork

Powers:
"Diamondback Costume" (Flaws: Removable) [28]
Protection 1 (1)
"Tear Gas Diamonds" Affliction 7 (Fort; Dazed & Impaired Vision/Stunned & Vision Disabled/Incapacitated) (Extras: Ranged, Extra Condition, Area- 15ft. Cloud) (28) -- (34)
AE: "Sharp Diamonds" Blast 3 (Extras: Multiattack) (Diminished Range -1) (5)
AE: "Acid Diamonds" Blast 4 (Extras: Secondary Effect) Linked to Weaken Toughness 4 (Extras: Ranged, Affects Objects) (24)
AE: "Explosive Diamonds" Blast 6 (Extras: Area- 30ft. Burst) (18)
AE: "Smoke Diamonds" Concealment 4 (Extras: Attack, Area- 15ft. Cloud) (16)
AE: "Narcotic Diamonds" Affliction 6 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative, Ranged) (Inaccurate -1) (17)
AE: "Poison Diamonds" Weaken Stamina 6 (Extras: Ranged, Progressive +2) (24)
-- (35 points)

Offense:
Unarmed +11 (+1 Damage, DC 16)
Tear Gas +7 Area (+7 Ranged Affliction, DC 17)
Sharp Diamonds +12 (+3 Ranged Damage, DC 18)
Acid Diamonds +12 (+4 Ranged Damage & Weaken, DC 19 & 14)
Explosive Diamonds +6 Area (+6 Ranged Damage, DC 21)
Smoke Diamonds +4 Area (+4 Concealment, DC 14)
Narcotic Diamonds +10 (+6 Ranged Affliction, DC 16)
Poison Diamonds +12 (+6 Ranged Weaken, DC 16)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+4 D.Roll, +5 Costume), Fortitude +5, Will +5

Complications:
Motivation (Greed)- At first. Then again later. Rachel never QUITE got that out of her system, even with Cap's influence.
Relationship (Captain America)- Rachel loved, or loves, Cap, and has risked her life and career to save him several times.
Reputation (Villain & Mercenary)- Diamondback is on the wrong side of the law much of the time, and is a general mercenary the rest, so despite her SHIELD alliances, few overly trust her.
Enemy/Guilt (Snapdragon)- Snapdragon was a female mercenary who felt wronged by Rachel during their training under The Taskmaster, and hunted her down and drowned her. Though she recovered, Rachel was traumatized, and feared for her life for several months, until she went insane while under the Super-Soldier Serum's influence, and killed Snapdragon in combat. This led her towards incredible guilt, though she eventually recovered.
Enemy (Crossbones)- Brock Rumlow murdered Rachel's brother when they were all younger, and brutalized (and possibly raped) the young girl. He later abducted and tried to brainwash her, while he killed her OTHER brother, Cutthroat. Later, he even killed her THIRD brother, Willy, when he came for revenge for Brock's assaults on Rachel.

Total: Abilities: 56 / Skills: 66--33 / Advantages: 13 / Powers: 28 / Defenses: 17 (134)

-Everyone loves Diamondback. She was a highlight of Mark Gruenwald's eons-long run on Captain America, where this generic background villainess suddenly gets a crush on the hero, making a segueway into a full-on love affair, where Cap helps her to reform, and she desperately tries to be "good enough" for him. They had their twists and turns (her brother Cutthroat's death, Crossbones being revealed as her childhood abuser, etc.), and went the way all superhero romances with new characters go- they broke up. She's been seen off-and-on over the years like Asp & Black Mamba, sticking around the Merc-oriented titles, but had a supporting role in The Initiative, where she hooked up with fellow villain-turned-good, The Constrictor, who promptly underwent the same "I'm not good enough for you" characterization Rachel had before. Quite interesting stuff.
-It's actually a bit weird to read up on a HUGE chunk of Gru's run, because DB is SO different at first- she's basically an amoral, lusty brat, openly flirting with Cap (at one point, she threatens to kill them both if he won't search her cleavage for the key to her Serpent Saucer), with the casual "I would even go straight for a hunk like him!" being the only hint to her later persona. Then, she suddenly develops these REAL feelings for him, which are only exacerbated by several life-or-death battles (during The Bloodstone Hunt, she's a nigh-useless hanger-on who usually just gets captured, though she DID beat up an injured Baron Zemo). Eventually, she finagles a date out of him, and to his surprise, he finds himself growing attached to her- this early part of the story is SO insanely-part of Gru's wicked love for Cap, and his way to make readers want to be the guy: Cap is openly-nervous around women (you don't hear him go "uh-" so frequently in any other type of conversation), yet constantly has them throwing themselves at him or commenting on his muscles. This is SUCH pandering to male fantasy that it'd be sad if it wasn't so GLORIOUS AND ACCURATE to what most comic book readers would like.
-Their relationship had a ton of stumbling blocks- her being victimized by The Serpent Society once they figured out she was dating their arch-nemesis, a murder attempt at the hands of her old comrade Snapdragon, her attempted retirement, the flirtacious come-ons of Cap's pilot John Jameson, an abduction by Crossbones, and more. She even got lethal revenge on Snapdragon while temporarily Serum-enhanced, which led to a tremendous amount of guilt. The actual reasons for the big break-up with Cap are unclear (I missed those issues), but I think it's basically because she had to spend so much time away from him, what with being frequently kidnapped or that times he had to be Superia's new Snapdragon to make up for killing the old one.
-The years since have seen her basically enter and re-enter Marvel Limbo at random intervals, as she'll be seen as a Mercenary (teaming with Paladin) in The Hellions Limited Series, then all of a sudden be a crook in B.A.D. Girls, Inc. again, THEN shows up on The Initiative team, dating Constrictor. They've basically ignored her part in Cap's history ever since (it was a plot point in The Initiative that they were exes, however), in favor of writers hooking Steve up with Sharon Carter, who I always felt was more bland and forgettable (I mean, ANOTHER Female Secret Agent?). Diamondback's story is a bit... iffy, at times (they REALLY go for the whole "desperate, nervous girl going after the big nervous boy" thing that makes it sometimes feel like a High School Relationship. It was made worse by Ron Lim drawing her like she was a teenage girl, but most of his women were very thin back then), but me and nearly everyone else who read it loved their dynamic. The whole "Bad Girl Gone Good" thing is SUCH a classic Male Fantasy that I find it hard to believe it hasn't been used more often in comics (the very definition of Male Fantasy in many respects).
-Diamondback is an effective fighter, but as a human-level person, only operates at the PL 8 boundary, being slightly over-cost. She's very skilled (48 ranks), quick, light on her feet, hard to hit (+11 is not too shabby for a PL 8), and has multiple varied weapons. Her Throwing Diamonds are all in her costume, hidden in dozens of compartments, so it's as hard to disarm as a suit of armour would be. She's got seven different types of attacks, ranging from Explosions to Blasts (Multiattack 5 in case she Power Attacks) to various Afflictions & Concealment, so she can hit areas AND individual targets quite well. The effect a lot of these Serpents have with their PL 8 status is that they're nowhere NEAR good enough to beat Cap in a fair fight (he's PL 12 by anyone's standards), so they have to gang up on him with five or six guys to even have a shot- which seems about right. But it leads to poor Rachel having to follow him on adventures when she's four PLs below him!
-I damn near gave her Tear Gas Diamonds a "Dazzle Linked to Affliction" for 24 pp, until I looked at the official Batman build and remembered that Dazzle IS an Affliction anyways, and doesn't need a Link- just the Extra Condition Extra! I'll get the hang of 3e yet :). And hey- I was all surprised that she was cheaper than my 2e Diamondback, till I double-checked and realized I'd over-costed her Powers by 33 points because I forgot to copy over the prior build!

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Based on: Highly venomous rattlesnake responsible for more U.S. fatalities than any other

PUFF ADDER (Gordon "Gordo" Fraley)
Created By:
Mark Gruenwald & Tom Morgan
First Appearance: Captain America #337, Jan, 1988
Role: Jobber Villain, The Big Guy
Based on: African viper that hisses in defense
PL 8 (112)
STRENGTH 6 (9 Growth) STAMINA 4 (7 Growth) AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 1 (+7)
Deception 2 (+2)
Expertise (Criminal) 3 (+3)
Intimidation 6 (+6, +7 Growth)
Ranged Combat (Acid Breath) 7 (+7)
Vehicles 5 (+5)

Advantages:
Diehard, Fast Grab, Improved Grab, Improved Hold, Startle, Withstand Damage

Powers:
"Puff Up Body"
Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, +1 Speed) -- (10 feet) [6]
"Enhanced Reach to Unarmed Damage" Reach 2 [2]
Protection 2 [2]

"Acid Breath"
Damage 4 (Feats: Reach) (Extras: Secondary Effect) Linked to Weaken Toughness 8 (Feats: Reach) (Extras: Progression +2) [34]

Offense:
Unarmed +7 (+6 Damage, DC 21)
Growth Unarmed +7 (+9 Damage, DC 24)
Acid Breath +7 (+4 Ranged Damage & +8 Weaken
Initiative +2

Defenses:
Dodge +6 (+5 Growth) (DC 16-15), Parry +8 (+7 Growth) (DC 18-17), Toughness +6 (+9 Growth), Fortitude +7 (+10 Growth), Will +3

Complications:
Motivation (Greed)
Relationship (Anaconda)- Apparently they were dating once upon a time.

Total: Abilities: 36 / Skills: 28--14 / Advantages: 6 / Powers: 44 / Defenses: 12 (112)

-Puff Adder occupies a relatively-untouched concept in comics- the Growing Guy who only grows to ten feet or so. Very weird. He's basically the "big dumb muscle" of his team, being unintelligent but strong, brawling with various heroes and trying to squish them with grapples (or hit them with his Acid Breath). One of the more decent looks of the team, he hasn't received much characterization, and he's most notable for various artists forgetting his RACE once in a while. Shown as a big white dude most of the time early on, a few artists made the mistake of assuming he was big black guy (perhaps understandable, since Cottonmouth and Rock Python were also both black guys who wore weird head-dresses and had funky outfits one- they probably just mixed him up with them), so you could almost give him an extra power for that.
-Puff Adder is pretty strong, making him PL 8 at his Unarmed Damage in Close Combat and his Parry/Toughness trade-offs; the rest of him is a PL 7.5 to PL 8.5 mini-Powerhouse, lacking much of the weight-lifting prowess that the term would imply- when he "Puffs Up" to maximum size, he matches the strength and power of Spider-Man and then some, but has none of the accuracy. Notably, 3rd Edition Growth doesn't affect to-hit bonuses, which may wreack havoc with "Growth Guys" at higher levels if you want them to match a certain Power Level. For this scrub, not so much. I threw in the "Reach" Feat to his Powers as well, as Growth actually lacks that ability and you have to place it in manually.

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Based on: African viper that hisses in defense (P.S. Google Image Search brings up a scary example of how hardcore snake venom is if you type in "Puff Adder")

My roommate in college called himself that too, but for a much different reason.

BUSHMASTER (Quincy McIver)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, The Self-Hating Freak, Weapon User
Based on: One of the most dangerous pit vipers in South America
PL 9 (120)
STRENGTH 6 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 4 (+10)
Deception 4 (+4)
Expertise (Criminal) 7 (+7)
Insight 3 (+4)
Intimidation 8 (+8)
Perception 4 (+5)
Stealth 2 (+6)
Technology 2 (+2)

Advantages:
All-Out Attack, Benefit (Ambidexterity), Chokehold, Diehard, Fast Grab, Improved Critical (Grapples, Steel Fangs) 2, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Takedown

Powers:
"Steel Fangs" Strength-Based Damage 3 (Feats: Split) Linked to Weaken Stamina 5 (Extras: Progressive +2) [19]

"Bionic Tail"
Speed 3 [3]
Movement 2 (Slithering) [2]
Extra Limbs 1 [1]
Elongation 1 [1]
Protection 2 [2]

Offense:
Unarmed +9 (+6 Damage, DC 21)
Steel Fangs +9 (+9 Damage & +5 Weaken, DC 24 & 15)
Initiative +8

Defenses:
Dodge +10 (DC 19), Parry +10 (DC 19), Toughness +4 (+6 Bionic Tail), Fortitude +6, Will +5

Complications:
Motivation (Greed)
Secret (Self-Hatred)- Bushmaster considers himself a grotesque freak now that he's trapped with a snake's tail, and thus feels obligated to keep working for the Serpent Society, and will not betray them no matter what, even to save his friends (like Diamondback).
Weakness (Magnetism/Electricity)- As someone with multiple bionic implants, Bushmaster is much more vulnerable to electrical & magnetic attacks, which hit his metallic innards.

Total: Abilities: 48 / Skills: 34--17 / Advantages: 14 / Powers: 28 / Defenses: 13 (120)

-Bushmaster is probably the most visually recognizable member of his team, and was one of the most well-developed as a character. A common thug (and younger brother of a dead Luke Cage villain), he was turned into a bloody torso while trying to escape police capture, and Roxxon (Marvel's token Evil Big Oil company) turned him into a bionic warrior, with the promise of giving him "normal" legs later on. Then the guys who made that promise went to jail, and he was stuck. This left him feeling like a freak of nature, and his few friends in the Serpent Society (mainly Diamondback) were his only positive. When Diamondback betrayed the team, Bushmaster went after her, feeling he couldn't turn his back on the only way he could make money, but willingly let her go on occasion to "make them even" for the time Rachel saved his life.
-Altogether, he's a pretty cool-looking villain. Creepy because he has no legs, he's got cool claws, an interesting and unique look, and he looks scary. That's about all you can ask for, especially with silly groups like this. Like most Serpents, he vanished after Gru's run was over, only reappearing in modern times, like in Thunderbolts or in the opening moments of Avengers (vs) X-Men. He seemingly died in a dumb story involving one of Kraven's sons, but it was immediately ignored.
-Bushmaster has multiple powers stemming from his bionic nature, with his key weapons being the Steel Fangs, poisonous (the more expensive in 3e "Progression" Extra) blades on his forearms that make him a PL 9 fighter. His Tail serves to make him very versatile- his reach is enhanced to 15 feet, he's tougher than normal, it counts as an Extra Limb and he can grapple effecively without using his hands (Ambidexterity plus Improved Grab plus Limbs), in addition to making him very fast and slithery. His balanced nature makes him one of the more dangerous Society members, as even at PL 9 offense, PL 8 defense, he can dish out some damage.

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Based on: One of the most dangerous pit vipers in South America

Well, at least she's not black, because then she'd be another one of those black characters with "Black" in their na-- oh wait sometimes she is.

BLACK RACER (Ariana Saddiqi)
Created By:
Mark Gruenwald & Tom Morgan
First Appearance: Captain America #337, Jan, 1988
Role: Jobber Villain, Speedster, Background Even For This Group
Based on: 3 1/2 foot American constrictor
PL 8 (100)
STRENGTH 2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 2
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+7)
Deception 4 (+4)
Expertise (Criminal) 4 (+4)
Intimidation 4 (+4)
Perception 2 (+2)

Advantages:
None

Powers:
"Super-Speed"
Speed 8 [8]
Quickness 5 [5]
Enhanced Advantages 12 (All-Out Attack, Evasion, Fast Grab, Improved Defense, Improved Disarm, Improved Initiative 3, Improved Trip, Move-By Action, Takedown 2) [12]
Enhanced Dodge 4 [4]
Enhanced Fighting 5 [10]

"Super-Speed Tricks"
"Rapid Area Attack" Strength-Based Damage 2 (Extras: Area- 30ft. Burst 4, Selective 4) (10) -- [11]
AE: "Attack Barrage" Strength-Based Damage 2 (Extras: Multiattack 6) (8)

Offense:
Unarmed +7 (+12 Super-Speed) (+2 Damage, DC 17)
Rapid Attack +6 Area (+4 Damage, DC 19)
Attack Barrage +12 (+4 Damage, DC 19)
Initiative +15

Defenses:
Dodge +8 (+12 Super-Speed) (DC 22), Parry +7 (+12 Super-Speed) (DC 22), Toughness +3, Fortitude +4, Will +3

Complications:
Motivation (Greed)

Total: Abilities: 30 / Skills: 18--9 / Advantages: 0 / Powers: 50 / Defenses: 11 (100)

-Black Racer is a pretty good example of a character created based entirely off of their name and a power associated with it, and then left completely alone. Coming into the Serpent Society as a mole for Viper, she basically did absolutely nothing- no great feats, no accomplishments, no big moments of characterization. She's just the Black Racer, a black chick who runs fast. Well, they can't all be winners. Her most notable feature is her ever-changing race- like Puff Adder, she was shown as caucasian at first, then suddenly became a short-haired black lady for some reason. What? Was the fact that she had "Black" in her name too confusing for the artists?
-Black Racer is a mediocre Super-Speedster, using the new rules for that in 3rd edition. Basically, it's now a standard Speed + Quickness deal, with Enhanced Advantages thrown in, but the "Speed Tricks" are now held outside of the array, so the whole thing probably costs just as much as it used to. She's fast and good in combat using her Speed (it boosts most of her Fighting & Dodging), but only does +4 damage with her best attack (the Attack Barrage)- Both her Speed Tricks allow her to do a bit more damage than her +2 unarmed would normally accomplish because of the speed involved, I figure. The Area & Selective Extras on her Rapid Attack have a +4 modifier to the Extra, because of the +4 total damage she does with them. The Multiattack on the Barrage is 6 points, because she can also use a standard Power Attack for +4 damage.

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Based on: 3 1/2 foot American constrictor

THE VIPER (Real Name unknown, aka Madame Hydra)
Created By:
Jim Steranko
First Appearance: Captain America #110 (Feb. 1969)
Role: Bitch Queen, The Big Bad, Recurring Foil of Human-Level Guys (Cap, Wolverine, Fury)
Based on: Vast, world-wide family of poisonous snakes
PL 9 (165)
STRENGTH 2 STAMINA 3 AGILITY 5
FIGHTING 11 DEXTERITY 8
INTELLIGENCE 4 AWARENESS 4 PRESENCE 4

Skills:
Acrobatics 3 (+8)
Athletics 4 (+6)
Deception 10 (+14)
Expertise (Criminal) 5 (+9)
Expertise (Terrorist) 11 (+15)
Expertise (History) 2 (+6)
Insight 4 (+8)
Intimidation 2 (+6)
Investigation 4 (+8)
Perception 4 (+8)
Persuasion 4 (+8)
Sleight of Hand 1 (+9)
Stealth 3 (+8)
Technology 3 (+7)
Vehicles 4 (+12)

Advantages:
All-Out Attack, Beginner's Luck, Benefit 5 (Ruler of HYDRA), Connected, Contacts, Daze (Deception), Defensive Roll 2, Equipment 7, Fascinate (Deception), Improved Aim, Improved Critical (Rifle), Improved Defense, Leadership, Minions 10 (Hydra Goons), Ranged Attack 4, Well-Informed

Equipment:
Rifle (Blast 5, Multiattack) (15)
Sword (Damage 3) (3)
Other Equipment as Needed (17)

Offense:
Unarmed +11 (+2 Damage, DC 17)
Sword +11 (+5 Damage, DC 20)
Rifle +12 (+5 Damage, DC 20)
Initiative +5

Defenses:
Dodge +11 (DC 21), Parry +11 (DC 21), Toughness +3 (+5 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (Nihilism)- Madame Hydra believes that nothing is sacred, and enjoys mayhem for it's own sake. She defines "Chaotic Evil".

Total: Abilities: 82 / Skills: 64--32 / Advantages: 38 / Powers: 0 / Defenses: 12 (165)

-Viper is a pretty long-running character in Marvel, but honestly never meant that much to me, as a fan. She's sort of a generic "Dragon Lady" archetype (except not Asian), basically being evil for the sake of evil, and blowing stuff up in the name of HYDRA. She was a major enemy of Captain America, then Nick Fury, then Wolverine (where she forced him to marry her for a while)- generally all the "Human-level" guys with no powers (or small amounts of them) have fought against her at some point. HYDRA is pretty much Marvel's "catch all" organization for "Generic baddies who are easy to beat and get up to general nonsense", as they're evil for the sake of evil, and make Mooks that are as easy to beat as anyone's. Sorta like A.I.M., but with a catchy phrase and a leader with boobs instead of a giant head in a chair.
-Her link to the Serpent Society is pretty short-lived. She founded a group within the group to act as moles, and kill Sidewinder and take the leader's chair from him, to use the Society for her own ends. The rest of the team went with her except for a few, but then she was beaten down when Sidewinder went and got Captain America involved. Thus she left the organization and went back to HYDRA, and the Society (with those added members left in the roster) went on without her.
-Viper's PL 8.5 offense, PL 8 defense, but her main talents are outside of the battlefield; as leader of HYDRA, she has access to a horrendous amount of Mooks, material, equipment and hardware, meaning she's usually the Behind the Scenes Big Bad of any scenario. Her Skills reflect that, taking up a lot of points. She can defend herself against most threats that come her way fairly effectively, but against elites like Fury, Cap and Logan, she's best served by running to live and fight another day- in a fair fight, any of them could take her. Also be warned, because her favoured goon is Kenichiro Harada, the Silver Samurai, and in between jobbing to Wolverine, his "Sword that can cut through anything, but apparently never actually does" can dish out some major damage.

DEATH ADDER (Roland Burroughs)
Created By:
Mark Gruenwald & Ralph Macchio
First Appearance: Marvel Two-In-One #64 (June 1980)
Role: Sneaky Asshole
Based on: Fastest snake in the world (0.13 second bite); an Australian family of ambush predators with some of the most lethal venom recorded
PL 10 (150)
STRENGTH
7 STAMINA 7 AGILITY 5
FIGHTING 8 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Athletics 1 (+8)
Close Combat (Natural Weapons) 2 (+10)
Expertise (Criminal) 4 (+6)
Expertise (Science) 4 (+6)
Intimidation 8 (+8)
Perception 4 (+4)
Sleight of Hand 2 (+4)
Stealth 2 (+7)
Technology 3 (+5)

Advantages:
All-Out Attack, Chokehold, Fascinate (Intimidation), Improved Critical (Tail), Improved Grab, Move-By Action, Power Attack, Prone Fighting, Takedown 2, Startle

Powers:
"Underwater Adaptations"
Immunity 2 (Water-Breathing, Cold) [2]
Swimming 4 (30 mph) [4]
Leaping 1 [1]

"Bionic Tail"
Extra Limbs 1 [1]
Strength-Based Damage 0 (Feats: Reach 2) [2]

"Death Adder Suit" 50 points (Flaws: Removable) [40]
"Armour" Protection 1 (1)
"Claws & Barbs" Strength-Based Damage 2 (Feats: Split) (3)
Linked to
"Paralytic Poison"
Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Feats: Split, Reach 2) (Extras: Cumulative) (19) Linked to Weaken Strength 8 (Extras: Progressive +2) (Feats: Split, Reach 2) (27)

Offense:
Unarmed +8 (+7 Damage, DC 22)
Tail +10 (+7 Damage, DC 22)
Barbs & Claws +10 (+9 Damage & +8 Affliction & +8 Weaken, DC 24, 20 & 20)
Initiative +5

Defenses:
Dodge +10 (DC 20), Parry +9 (DC 19), Toughness +7 (+8 Armour), Fortitude +9, Will +4

Complications:
Motivation (Greed)
Weakness (Electricity & Magnetics)- With his bioinic tail, Death Adder is more vulnerable to Magnetic & Electrical attacks than a normal being.
Disabled (Mute)- The experiments that gave Death Adder his powers also accidentally left his vocal cords permanently damaged, and thus he cannot speak.
Prejudice (Obvious Super-villain)- There's no mistaking his giant bionic tail for anything normal, and so Death Adder is very recognizable and hard to disguise.

Total: Abilities: 62 / Skills: 30--15 / Advantages: 11 / Powers: 50 / Defenses: 12 (150)

-Death Adder is one of the cooler and more notable members of the Serpent Society, so OF COURSE he gets to be the one offed by Scourge. I mean, FER-DE-LANCE WAS RIGHT THERE!! Almost the entire TEAM was worse than this guy, and they killed him! Oh well... he's got one of those problematic power-sets in comics (alongside "guys who cut through anything" like Persuader and Silver Samurai), in that it's all-or-nothing with him- His poison's lethal and paralytic, so it should kill anyone he hits with it, rather quickly. As a result, he can never hit anybody with it, ever. Only time I've heard of it working on a non-NPC is in that "they all get better at the end" story when the Avengers fight the Legion of the Non-Living in Death's realm (during the sequel to Contest of Champions), and he got a glancing blow on Tigra that did lethal damage, sending her paralyzed out of a tree and killing her in moments.
-He recently came back during that "Scourge's victims reborn by The Hood" storyline in The Punisher's book, and he looks extra-mutated (with a basilisk-type beak). But at least he was back. It was always a shame to lose a reasonably cool villain like this... so of course he was soon killed AGAIN, in Rick Remender's Venom series, and another has appeared in Thunderbolts and other books, joining the Society in Burroughs' place). Of all of Scourge's villainous victims, I think he & Basilisk were the biggest wastes- either one was a very distinctive, classic guy who could easily be used as perfectly-serviceable jobbers.
-Death Adder is a dangerous character, and shockingly makes PL 10 (150) status as a SERPENT SOCIETY member! This is because of his lethal venom, which links to two +8 effects- Affliction (Paralyze) and Weaken (Strength), dropping guys in a flash. Both powers are linked to his Claws & Tail Damage, and all three have the Split and Reach 2 Power Feats attached to them as well. This means he's got a highly-deadly avenue of attack going for him, boosting his cost up, whereas the rest of him is basically PL 9. Offensively, he's "just" PL 9.5.
Based on: Fastest snake in the world (0.13 second bite); an Australian family of ambush predators with some of the most lethal venom recorded. And also, I would be remiss in not re-stating the fact that this is the single most bad-ass name for an animal EVER. Seriously, I couldn't think of anything more awesome-sounding if my life depended on it. Murder Shark? Killfrenzy Squid? Nope- still not as bad-ass as a DEATH ADDER.

ANACONDA (Blanche Sitznski)
Created By:
Mark Gruenwald & Ralph Macchio
First Appearance: Marvel Two-In-One #64 (June 1980)
Role: The Ugly Girl, The Grappler
Based on: World's largest and heaviest snake; massive South American Constrictor
PL 10 (109)
STRENGTH
9 STAMINA 8 AGILITY 2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Athletics 2 (+11)
Close Combat (Unarmed) 2 (+10)
Deception 3 (+3)
Expertise (Criminal) 6 (+6)
Expertise (Pop Culture) 2 (+2)
Expertise (Fitness Instructor) 2 (+2)
Expertise (Steel Worker) 2 (+2)
Insight 2 (+3)
Intimidation 7 (+7)
Investigation 2 (+3)
Perception 2 (+3)
Stealth 2 (+4)

Advantages:
All-Out Attack, Chokehold, Diehard, Fast Grab, Great Endurance, Improved Critical (Grapples) 2, Improved Grab, Improved Initiative, Improved Hold, Power Attack, Ranged Attack 2, Startle, Takedown

Powers:
"Ultimate Grappler" Enhanced Strength 1 (Flaws: Limited to Grapples) [1]
"Elongating Arms" Elongation 2 (Flaws: Limited to Arms) [1]
"Gills" Immunity 2 (Water-Breathing, Pressure) [2]
"Metal-Laced Skeleton" Protection 1 [1]
"Enhanced Healing" Regeneration 5 (Every Other Round) [5]

Offense:
Unarmed +10 (+9 Damage, DC 24)
Grapple +10 (+10 Damage, DC 25)
Initiative +6

Defenses:
Dodge +8 (DC 18), Parry +9 (DC 19), Toughness +8 (+9 Protection), Fortitude +8, Will +5

Complications:
Motivation (Greed)
Prejudice (Obvious Super-Villain)- Unlike every other super-human female (well, mostly) in history, Anaconda is actually ugly. Her skin is covered in tiny scales, she's extremely bulky, and she has small fins on her chin. She will stand out in a crowd unless wearing the heaviest of overcoats.
Relationship (Death Adder/Puff Adder)- Anaconda was great friends with Death Adder, and was heartbroken by his death. She has dated Puff Adder in the past.

Total: Abilities: 56 / Skills: 34--17 / Advantages: 15 / Powers: 10 / Defenses: 11 (109)

-Anaconda is probably the single member of the Serpent Society (aside from maybe Diamondback) with the most longevity and fame, despite being one of the only ugly female super-villains ever. As the team's resident Bruiser (aside from Puff Adder), she frequently befuddled Cap, but she's grappled guys as strong as The Thing and Colossus in the past, and she's pretty much always right at the forefront of any Society attack. Debuting with a Serpent Squad, she has received shots in other books NOT involving any other Serpents, such as Wolverine's book (where in a big metahuman tournament, she snapped Forearm's neck, but then had her throat slit by The Puma) and the Cable series as a member of the new "Six Pack" of mercenaries. Much like The Rhino or The Wrecking Crew, she represents a great example of that "Middle Tier" of super-strong guys who aren't in the Class 100 range, but are nonetheless strong and dangerous- meaning that lower-level heroes can still beat them and look cool doing it.
-Anaconda is a heavy-hitter for this squad, being an offensive PL 10, and extremely scary in a grapple. Her Strength is boosted for them, allowing her to get the drop on, and grapple, guys in the Class 100 range, despite herself being nowhere near as strong (though this is quite difficult to pull off for real in 3rd Edition, owing to the different Grappling rules and how hard it is to REALLY hold one). She's comparatively vulnerable, so if any of those Strong Men actually turn around and bust her one in the chops, she's going down eventually (Toughness 9 vs. +13 damage isn't the best contest), and people like Captain America have also dropped her with single hits (as has Mister Hyde), so she's best off just grabbing people with her elongated arms.

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Based on: World's largest and heaviest snake; massive South American Constrictor

KING COBRA I (Klaus Voorhees, aka The Cobra & The Human Cobra)
Created By:
Stan Lee & Don Heck
First Appearance: Journey Into Mystery #98 (Nov. 1963)
Role: The Big Bad
Based on: Long poisonous Indian snake; eats other snakes
PL 10 (179)
STRENGTH
6 STAMINA 5 AGILITY 6
FIGHTING 8 DEXTERITY 8
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 5 (+11)
Close Combat (Unarmed) 3 (+11)
Deception 5 (+7)
Expertise (Criminal) 6 (+8)
Expertise (Science) 5 (+7)
Insight 3 (+5)
Intimidation 3 (+5)
Perception 4 (+6)
Sleight of Hand 8 (+16)
Stealth 5 (+11)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Chokehold, Defensive Attack, Defensive Throw, Diehard, Evasion 2, Fast Grab, Improved Critical (Grapple), Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Ranged Attack 3, Skill Mastery (Acrobatics, Athletics) 2, Ultimate Acrobatics Skill

Powers:
"Cobra-Like Anatomy"
"Flexible Bones" Protection 2 [2]
Movement 1 (Slithering) [2]
"Contortionist" Immunity 5 (Entrapment) [5]

"Cobra Armour" (Flaws: Removable) [27]
"Suction Cups" Movement 1 (Wall-Crawling) (2)
"Cobra Gas" Weaken Stamina 5 (Extras: Ranged, Area- 15ft. Cloud, Progressive +2) (25) -- (31)
AE: "Cobra-Cord" Snare 9 (Dodge/Strength; Hindered & Vulnerable/Defenseless & Immobile) (Feats: Reversible, Tether) (Extras: Extra Condition, Ranged) (Flaws: Limited Degree) (20)
AE: "Cobra-Darts" Weaken Stamina 6 (Extras: Ranged, Progressive +2) (24)
AE: "Acid Pellet" Blast 5 (Extras: Secondary Effect) Linked to Weaken Toughness 5 (Extras: Ranged) (24)
AE: "Smoke Pellet" Concealment 6 (Extras: Attack, Area- 15ft. Cloud) (24)
AE: "Explosive Pellet" Blast 8 (Extras: Area- 30ft. Burst) (24)
AE: "Nerve Gas" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Area- 15ft. Cloud) (24)
-- (33 points)

Offense:
Unarmed +11 (+6 Damage, DC 21)
Cobra-Cord +11 (+9 Affliction, DC 19)
Cobra-Darts +11 (+6 Weaken, DC 16)
Cobra Gas +5 Area (+5 Weaken, DC 15)
Acid Pellet +11 (+4 Damage & +4 Weaken, DC 19 & 14)
Smoke Pellet +6 Area (+6 Concealment, DC 14)
Explosive Pellet +5 Area (+5 Damage, DC 20)
Nerve Gas +7 Area (+7 Affliction, DC 17)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +5 (+7 Flexible Bones), Fortitude +7, Will +6

Complications:
Motivation (Greed)
Relationship (Mr. Hyde)- The two were old partners, though Hyde's famous temper and past betrayals have left them a bit vicious towards each other.

Total: Abilities: 78 / Skills: 54--27 / Advantages: 23 / Powers: 36 / Defenses: 16 (179)

-Here's King Cobra, a member of one of the Serpent Squads, and later the leader of the entire Serpent Society. He debuted LONG before all of the others- he's a Thor foe from the Lee/Heck days on Journey Into Mystery, though how someone this weak challenged Thor, I have no idea. The Silver Age of Marvel had a lot of that, though- powerful guys nearly losing to weaksauce enemies, or plenty of "How do I solve this problem... WITHOUT revealing my secret identity!"- something comics have gotten away from. He gained his Cobra powers with... radioactive Cobra antitoxin. Yeah. He ended up teaming with Mr. Hyde for a few stories, but both were eventually dropped thanks in part to Thor's Power Creep, and the fact that some guys in the Sixties jobbed just a bit TOO much to still maintain any kind of credibility.
-Cobra became a recurring foe of Daredevil, and then disappeared- he eventually joined the Society, and then Mark Gruenwald had him take the leadership role, betraying Sidewinder and nearly having him and Diamondback killed as part of Viper's master plan. This split the team, and they never really moved past the "group of jobbers" stage, and that was mainly it for Cobra (now called "King Cobra" as a major character. Last appearance I have of him was as a generic loser villain trying to fight the new recruits of The Initiative, but he's shown up in The Secret Avengers as well. These days, he's mainly just one of those Background Villains who are often backdrop minions for someone more important.
-King Cobra is rather pricey for a guy who eventually became a crub, but this is his big, tough, Serpent Society-leading, Cap-fighting form. He's hard to hit, impossible to grapple (as in, he has "Immunity"), he's fast, has multiple gadgets in his armour, and he's not particularly weak at anything. He's a good, old-fashioned PL 10, made very expensive by his depth and capabilities (notably, my last build of him was only 6 points cheaper in 2nd Edition). Modern-day King Cobra has seemingly lost a step or two, and is probably only PL 9.

Image
Based on: Long poisonous Indian snake (in fact, the longest and largest poisonous snake in the world); eats other snakes

KING COBRA II (Piet Voorhees)
Created By:
Tamora Pierce & Timothy Liebe
First Appearance: White Tiger #1 (Jan. 2007)
Role: Legacy Villain
PL 8 (145)
STRENGTH
4/6 STAMINA 5 AGILITY 6
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 5 (+11)
Athletics 8 (+12)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+3)
Intimidation 4 (+5)
Perception 4 (+5)
Ranged Combat (Venom) 3 (+8)
Stealth 2 (+8)

Advantages:
Chokehold, Defensive Attack, Evasion 2, Fast Grab, Improved Critical (Grapple), Improved Hold, Improved Trip

Powers:
"Cobra-Like Anatomy"
"Flexible Bones" Protection 2 [2]
Movement 1 (Slithering) [2]
Speed 4 (30 mph) [4]
Senses 2 (Acute Scent, Tracking) [2]

"Contortionist"
Enhanced Strength 2 (Flaws: Limited to Grapples) [2]
Immunity 5 (Entrapment) [5]
Insubstantial 1 [5]

"Cobra Venom" Weaken Stamina 8 (Extras: Progressive +2, Ranged) (Diminished Range -2) [30]

Offense:
Unarmed +10 (+4 Damage, DC 19)
Grapples +10 (+6 Damage, DC 21)
Spit Poison +8 (+8 Ranged Weaken, DC 18)
Initiative +6

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +5 (+7 Flexible Bones), Fortitude +7, Will +4

Complications:
Motivation (Greed)

Total: Abilities: 60 / Skills: 30--15 / Advantages: 8 / Powers: 52 / Defenses: 10 (145)

-Why King Cobra needed a Legacy Character (his nephew) while HE HIMSELF was alive, I have no idea, but heres's a guy who briefly threatened the new White Tiger, then showed up as part of Sin's new Serpent Squad. His powers are actually rather different than Klaus', with Olfactory Senses, Spitting Poison, and the ability to slip through the tiniest of cracks thanks to pliant bone stucture. As a rookie, I refuse to believe he's anywhere near as good as the original- I mean, Klaus is a recurring Jobber Villain, but he's ALWAYS competitive with the big-leaguers. Piet has lost to WHITE TIGER.
Jabroniville
Posts: 24690
Joined: Fri Nov 04, 2016 8:05 pm

Serpent (Awesome Version Builds)

Post by Jabroniville »

A few years ago, I set up a bunch of Serpent Society builds that represented them as idealized, PL 10 (150) P.C. builds- in short, I Kreuzrittered them. It was way more work than I was expecting (though fun for some of them), and left them looking rather same-y in some cases (after all, they're all low-powered Supers with simple gimmicks- upgrading them either powers them up or leaves everyone as Super-Accurate fighters). But here they are anyhow :).



THE SERPENT SOCIETY:
The Serpent Society are my favourite Jobber Villains ever. I mean, who else represents that particular brand of D-league jobber that I find so utterly fascinating? It's odd- these guys aren't even well-developed as characters for the most part, and Mark Gruenwald specialized in fleshing out silly side-characters. It's basically just a collection of cool-ass codenames taken from real-life Snakes (who seem to have the biggest glut of cool names of the animal kingdom- I mean, you've got animals named DEATH ADDER and BLACK MAMBA here!), with one or two token powers attached to a costume design that is best-described as "whatever was lying at the bottom of the artist's 'Concept Pile'." These guys were not Kieron Dwyer's finest work, though not all of them look dumb.

But... but they're just so JOBBY! I love it! You can put three or four of these guys in one scene, and the superhero will just dive in and kick ALL their asses while joking about how sucky they are... unless they get the drop on him and start doing better than they normally should. But for the most part, you couldn't look any further if you wanted a group of eighteen jobbers, only a few of whom were any kind of challenge.

History of the Team:
-The Society originally started out as "The Serpent Squad", and comprised of totally different guys than the jobbers we normally associate with it. The original Viper (a nobody villain), The Eel (apparently their creator was not a biologist) and The Cobra (later King Cobra) were the first team, and didn't do much. A couple upgrades followed, adding a few members, but were also forgettable.

-It wasn't until The Sidewinder, former of the third Serpent Squad, organized a much larger "Society" that the true nature of the team became known. It was basically a supervillain Labor Union- they did their own thing, giving a portion of money to the Society, who them promised them resources and "Get Out of Jail Free" benefits (Sidewinder was a Teleporter). Sidewinder, Anaconda, Black Mamba, Death Adder, Asp, Diamondback, Cottonmouth, Cobra, Bushmaster, Rattler, and Princess Python formed the first team. Their first big mission 'made' their name: Killing MODOK, and then they became recurring Captain America foes. Gru gave each of them one or two minor personality traits, allowing them to stand out more than the usual "Squad of same-sounding losers" gimmick teams that came later, like The Dark Riders, The Acolytes and The Mutant Liberation Front.

-Princess Python quit as a coward, and Death Adder was killed by the Scourge of the Underworld, but they were replaced by Copperhead, Black Racer, Fer-de-Lance and Puff Adder, who were working in secret with Madame Hydra, The Viper (herself a member of the second Squad), who wanted ownership of the team. Coachwhip, Boomslang, Slither & Rock Python also joined Viper's side, and the team split it's roster, as Sidewinder's loyalists fled the group. I actually have this arc now (it's part of Gru's "The Captain" story, where John Walker takes the Cap role while Cap wears the black outfit that Walker later wore as "U.S. Agent"), and it's fairly good. The Serpents go down one-on-one with any of Cap's Allies (Nomad, Falcon & D-Man), but they can do okay if it's an uneven fight.

-Eventually, Diamondback allied with Cap (forming their unusual partnership/romance), freeing the loyalists and Viper was brought down- replaced with Cobra (later King Cobra). The Society engaged in some other activities, but their "Jobber" status soon became prevalent, as the members no longer had their "debuted character" heat on them, and Cap arrested the whole lot of them after he & Diamondback had a big blow-off storyline with them. Another arc (during the AWFUL early-'90s period for the book, with Bad Liefeld Clone art and big armoured costumes everywhere) featured the team in a backdrop, where they got beaten up by Mister Hyde, who was out to pummel his old partner, Cobra.

-The Serpent Society didn't last much past the '90s, as later versions were really just groups of jobbers in throw-away storylines, getting pounded on by various heroes. One time, they ended up fighting The X-Men in an "Atlantis Attacks" cross-over, and the mutants made a joke out of them, with some really one-sided beatings. After they left the Society, Diamondback, Asp & Black Mamba formed "B.A.D. Girls, Inc." and engaged in some mercenary activities off-and-on, though they only got used a few times- DB was seen in a "Hellions" Limited Series, and the others fought Deadpool. They reappeared as the "Women's Warriors" when "The Avengers Initiative" went down, and Diamondback hooked up with Constrictor (the one snake-themed guy never to join).

-Their "legacy" as such is pretty minor- they were just recurring villains in the Captain America series aside from the Red Skull & his cronies, and they produced the "Diamondback" years of Cap's relationships with the ladies (a beloved era, but not even his main one- Sharon Carter trumps her in importance, especially since Ed Brubaker took over the line). Most of the team never went on to big things (Anaconda got something in the "Six Pack" run in a few books as a mercenary, and she's attained some notoriety as the most-well-known Big Ugly Woman on Marvel's roster), and many were treated like the jokes they are. It's only on the internet, where weird little side-characters and jobbers can get way more famous than they deserve, that they ever get to mean anything.

The whole line-up:
1) Sidewinder- originator, Teleporter.
2) Boomslang- Joke even for THIS team. Boomerangs. Has been defeated by common Thug gang members.
3) King Cobra- Failed 1960s villain who later got an upgrade as a KING. Took over the team when Sidewinder quit/was kicked out.
4) Diamondback- A recurring Captain America girlfriend, because this once-Bad Girl took a liking to the big lug and went straight for him. Uses gimmicked diamonds and is a REALLY low-tier super, but under Ron Lim's pencils, she was HAAAAAAAAAAWWWWWTT.
5) Asp- Stripper-turned-Supervillain (and again, it's hilarious that Marvel has at least three or four characters with that origin story), uses low-yield Venom Bolts.
6) Black Mamba- Sexy black-haired chick who uses Darkforce Images to choke people while taunting them with images of their loved ones.
7) Black Racer- Nobody member- just a speedster.
8) Coachwhip- Another nobody. Uses fancy Whips.
9) Puff Adder- Big guy with light Growth powers and poison breath.
10) Anaconda- One of the most-famous members: a big burly chick with elongated limbs and super-strength.
11) The Rattler- Crappily-designed snake-guy with a Vibration-Shooting Tail.
12) Death Adder- Inhuman-looking aquatic villain with a poisonous tail.
13) Bushmaster- Snake-like lower body and pointy wrist-blades. One of the more elaborated-upon male members.
14) Slither- A forgettable Viper minion and former ally of Magneto and his Animal Men. He only stuck around for a bit.
15) Cottonmouth- Has the distinctive trait of wanting to bite off people's heads. Like most insta-kill weapons in comics, it never hits.
16) Fer-de-Lance- Forgettable semi-strong chick with wrist-blades.
17) Princess Python- Circus of Crime reject who was kicked out of THIS TEAM for being TOO JOBBERY. That says it all. She's a Snake Charmer with a big python.
18) Rock Python- Gimmicked egg-thrower. In the funniest bit of the X-Men/Society fight, he voluntarily gave up the Plot Macguffin once he saw that the X-Men beat up his friends.

BOOMSLANG (real name unknown)
Created By:
Mark Gruenwald & Kieron Dwyer
First Appearance: Captain America #341, May, 1988
Role: Jobber Villain, Weapon Guy, Bad Even For This Team
Based on: Small green African tree snake
PL 10 (150)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Acrobatics 6 (+12)
Athletics 7 (+10)
Close Combat (Unarmed) 2 (+12)
Deception 2 (+5)
Expertise (Criminal) 4 (+6)
Intimidation 4 (+7)
Ranged Combat (Boomerang) 4 (+15)
Technology 3 (+6)
Stealth 2 (+8)

Advantages:
Accurate Attack, Agile Feint, Equipment (Armour +2), Improved Aim, Improved Critical (Serpent-Rang) 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Instant Up, Precise Attack 2 (Ranged/Cover & Concealment), Quick Draw, Ranged Combat 6, Uncanny Dodge

Powers:
"Trick Snakearangs" (Flaws: Easily Removable) [22]
"Poisonous Snakearangs" Blast 4 (Feats: Homing, Ricochet 3) (Diminished Range -1) Linked to Weaken Stamina 5 (Extras: Ranged, Progressive +2) (Diminished Range -1) (30) -- (36 points)
AE: "Constrictor Snakearangs" Snare 5 (Feats: Homing, Ricochet 3) (Extras: Progressive +2) (Diminished Range -1) (28)
AE: "Spitting Snakearangs" Affliction 6 (Fort; Dazed & Vision Impaired/Stunned & Vision Disabled/Vision Unaware) (Feats: Homing, Ricochet 3) (Extras: Ranged, Area- 15ft. Cloud, Extra Condition) (Diminished Range -1) (27)
AE: "Rattling Snakearangs" Blast 8 (Feats: Homing, Ricochet 3) (Extras: Area- 15ft. Burst +1/2) (Diminished Range -1) (23)
AE: "Sharp Snakearangs" Blast 5 (Feats: Homing, Ricochet 3) (Extras: Multiattack, Penetrating) (Diminished Range -1) (23)
AE: "Buzzsaw Snakearangs" Blast 7 (Feats: Homing, Ricochet 3) (Extras: Multiattack, Penetrating) (Diminished Range -1, Inaccurate) (28)
AE: "Hissing Snakearangs" Auditory Dazzle 8 (Feats: Homing, Ricochet 3) (Extras: Area- 30ft. Burst) (Diminished Range -1) (27)

Offense:
Unarmed +12 (+3 Damage, DC 18)
Constrictor +15 (+5 Ranged Affliction, DC 15)
Rattling +8 Area (+8 Ranged Damage, DC 23)
Sharp +15 (+5 Ranged Damage, DC 20)
Buzzsaw +13 (+7 Ranged Damage, DC 22)
Hissing +8 Area (+8 Affliction, DC 18)
Poison +15 (+4 Ranged Damage +5 Ranged Weaken, DC 19 & 15)
Initiative +10

Defenses:
Dodge +14 (DC 24), Parry +14 (DC 24), Toughness +4 (+6 Armour), Fortitude +6, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 72 / Skills: 34--17 / Advantages: 21 / Powers: 22 / Defenses: 18 (150)

-Well, it's time for the very first of my 3rd Edition builds, and where better could I possibly start than Boomslang? This guy represents all that is both great and crappy about the Serpent Society- he's got a terrible costume (black hood with red arms?), a terrible concept (a boomerang guy who doesn't use specialized boomerangs other than "they're shaped like snakes"), no personality, and he once got shot down and nearly killed by COMMON THUGS. But this is part of the appeal of this group- it's a handful of fairly-decent villains, balanced with the worst scrubs ever. Boomslang here is so bad that even the SERPENT SOCIETY felt he was too weak to join them, roughly making him the worst super-villain ever.
-Because of his lameness, he's the least-used amongst his team. Very few fights, very few appearances, and just about no characterization beyond "Generic sarcastic villain". When he was shot down by "Tone-Def" and his gang of thugs, he was injured for thirty issues, and only showed up again in group scenes. Despite this, he actually did pretty well in my Tournament of Suck. In the one comic appearance I have of him, he throws some Serpent-Rangs at Wolverine, three of which miss, while the fourth deflects harmlessly off the head of Wolvie, who them makes a joke about 'Slang's accent and one-shots him.
-Boomslang is as weak as they get for characters who aren't Minions. He's PL 5.5 on offense AND defense, making him a complete pushover for everyone from Captain America to Wolverine, both of whom have trounced him in moments while insulting him. I did a bit of converting and a bit of "Ground-Up" work on him, and statted the Boomerangs out as something more akin to what they'd really be like- bending around corners and having a second chance to hit and such- I don't buy the DCA book's impression that "Boomerangers feint alot".
Edit: Yes, I lowered his stats. After doing a few hundred more 3e builds, I realized Boomslang was a bit too high- he jobbed to guys who were at-best PL 3 or 4, and no hero ever pretended like he was any good. He goes from PL 6.5 to 5.5.

COPPERHEAD (Davis Lawfers)
Created By:
Mark Gruenwald & Ralph Macchio/Tom Morgan
First Appearance: Captain America #337, May, 1988
Role: Jobber Villain, Blaster, The Well-Read One
Based on: American Pit Viper
PL 10 (150)
STRENGTH
3 STAMINA 3 AGILITY 4
FIGHTING 10 DEXTERITY 5
INTELLIGENCE 5 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 2 (+5)
Athletics 3 (+6)
Deception 4 (+6)
Expertise (Art) 5 (+10)
Expertise (Business) 6 (+11)
Expertise (Criminal) 3 (+8)
Expertise (Science) 4 (+9)
Perception 3 (+5)
Stealth 2 (+6)

Advantages:
Accurate Attack, Improved Aim, Improved Critical (Poison Blast) 2, Languages (Various), Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 5

Powers:
"Copperhead Armour" (Flaws: Removable) [38]
Protection 5 (Extras: Impervious 5) (10)
"Grappling Hook & Adhesion Cups" Super-Movement 3 (Swinging 2, Wall-Crawling) (6)
"Poison Blast" Electrical Blast 10 (Extras: Multiattack) (30) -- (31)
AE: "Copper Bursts" Dazzle Visuals 10 (Fort; Impaired/Disabled/Unaware) (Extras: Area- 30ft Burst) (Flaws: Touch Range)
-- (47 points)

Offense:
Unarmed +10 (+3 Damage, DC 18)
Copper Bursts +10 Area (+10 Affliction, DC 20)
Poison Blast +10 (+10 Ranged Damage, DC 25)
Initiative +2

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3 (+8 Armour), Fortitude +5, Will +6

Complications:
Motivation (Greed)
Weakness (Rechargeable Blast)- Copperhead's primary attack, his Poison Blast, requires occasional recharging after too many uses. He keeps the chargers attached to his belt.

Total: Abilities: 68 / Skills: 32--16 / Advantages: 12 / Powers: 38 / Defenses: 16 (150)

-Surprise, this guy actually LED the team for a short time! Well, okay, it was a one-shot appearance during "Secret Invasion" and that's it, but it's SOMETHING for a guy who's probably most well-known as "That Copperhead from the comics who isn't the DC one". There's actually been THREE Marvel Copperheads, but the first two were forgettable costumed goons who fought Daredevil & Spider-Man, whereas this guy is a forgettable TEAM villain, which is totally different. It turns out he's quite a bit different from my 2nd Edition statting of him, as further research reveals him to be the smart, well-read guy of his team, so he's not totally worthless.
-Copperhead's upgrade ends up with him being unusually skilled as a melee fighter, and ramps up his shooting power A LOT. I also cranked his Business Skill up a bit, in order to "Specialize" him.
-Copperhead is a bare-bones type of villain, generally pretty durable, but lacking in major power. He's pretty balanced offensively as a PL 8, but is 7.5 on defense. His Toughness is fairly high for a scrub human-level villain thanks to that bulletproof armour (+6), but he's a pushover to anyone, really- all he's got is Blast 8 and Dazzle 5.

ROCK PYTHON (M'Gula)
Created By:
Mark Gruenwald & Kieron Dwyer
First Appearance: Captain America #341, May, 1988
Role: Jobber Villain, Gimmick Guy
Based on: 20-foot Constrictor native to Africa & India
PL 10 (150)
STRENGTH
6 STAMINA 6 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Athletics 2 (+8)
Deception 4 (+6)
Expertise (Criminal) 4 (+6)
Insight 2 (+4)
Intimidation 4 (+6)
Perception 3 (+5)
Ranged Combat (Throwing Eggs) 3 (+12)
Stealth 2 (+5)
Technology 2 (+4)

Advantages:
Diehard, Improved Aim, Improved Critical (Eggs) 2, Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 5, Set-Up, Withstand Damage

Powers:
"Rock Hard Skin"
Protection 3 (Extras: Impervious 9) [12]
Immunity 2 (Heat, Pressure) [2]

"Throwing Eggs" (Flaws: Easily Removable) [24]
"Acid Eggs" Blast 8 (Extras: Secondary Effect) Linked to Weaken Toughness 6 (Extras: Ranged) (36) -- (40 points)
AE: "Steel Ribbon Eggs" Snare 8 (Feats: Split) (25)
AE: "Smoke Eggs" Concealment 2 (Visuals) (Extras: Attack, Area- 30ft. Cloud) (8)
AE: "Razored Tangle-Wire Eggs" Snare 6 (18) Linked to Blast 8 (16) (34)
AE: "Plastic Explosive Eggs" Blast 10 (Extras: Area- 30ft. Burst) (30)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Acid Egg +8 (+8 Ranged Damage/Secondary & +6 Weaken, DC 23 & 16)
Steel Ribbon Egg +12 (+8 Ranged Affliction, DC 18)
Razor Tangle-Wire Egg +8 (+5 Snare & +4 Ranged Damage, DC 15 & 19)
Plastic Explosive Egg +10 Area (+10 Ranged Damage, DC 25)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +6 (+9 Skin, +5 Impervious), Fortitude +8, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 70 / Skills: 26--13 / Advantages: 15 / Powers: 38 / Defenses: 14 (150)

-Rock Python's a pretty cool name, but this guy is wearing a set of purple tights with a big metal bucket on his head- not exactly the kind of things super-heroes are supposed to be afraid of. He was one of the more competent and sensical Serpents, but that doesn't go a long way with this group- whole whole theme was throwing down snares and other gadgets as an 'assist' type of guy. He's also an African wanted for crimes in his home made-up country (a South Africa stand-in with Apartheid and all that). There was a humorous incident in an X-Men annual where a small group trounces his allies while he recovers a "totem", and he triumphantly climbs the ladder, exulting over his victory. He turns around, sees the team, un-convincingly describes his powers ("Well, I fling trick snake eggs... that shoot out steel ribbon on impact"), and gladly gives up the totem rather than take an ass-kicking.
-Despite being PL 8 offensively, PL 7.5 defensively, Rock Python is fairly big and tough for a non Powerhouse-type build. With "rock-hard" skin able to let him survive long falls, bullets and fire, he's no push-over. His schtick beyond being tough is tossing out gadget-like "Throwing Eggs" of various types- running the gamut of ordinary Ranged Damage, Explosions (now just a Burst in 3e, apparently), Snares (including one with Razor-Wire, meaning it's a linked Snare/Blast at lower levels because it cuts AND ties), Acid (basically Secondary Effect adding to Blast and Weaken) and Smoke (now a Concealment Attack with flat cost instead of a Ranked Power). This makes him pretty versatile, but not overly strong at any one thing.

COACHWHIP (Beatrix Keener)
Created By:
Mark Gruenwald & Kieron Dwyer
First Appearance: Captain America #341, May, 1988
Role: Jobber Villain, Weapon Girl
Based on: Small, high-strung constictors native to North America
PL 10 (150)
STRENGTH
2 STAMINA 3 AGILITY 6
FIGHTING 13 DEXTERITY 4
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 5 (+7)
Deception 4 (+6)
Expertise (Criminal) 5 (+7)
Perception 4 (+6)
Stealth 2 (+8)

Advantages:
Accurate Attack, Agile Feint, Attractive, Chokehold, Daze (Deception), Defensive Attack, Defensive Roll, Defensive Strike, Diehard, Evasion 2, Extraordinary Effort, Fast Grab, Great Endurance, Improved Critical (Whips) 3, Improved Disarm, Improved Smash, Improved Trip, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 2, Redirect, Takedown 2, Uncanny Dodge, Weapon Bind

Powers:
"Electrified Whip Gauntlets" (Flaws: Removable) [19]
Damage 7 (Feats: Improved Grab & Trip, Split, Reach 3) Linked to Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Feats: Split, Reach 3) (24 points)

Offense:
Unarmed +13 (+2 Damage, DC 17)
Electrified Whips +13 (+7 Damage, DC 22)
Initiative +5

Defenses:
Dodge +16 (DC 26), Parry +16 (DC 26), Toughness +3 (+4 D.Roll), Fortitude +6, Will +7

Complications:
Motivation (Greed)
Weakness (Visual Dazzles)- Coachwhip's eyes are extremely sensitive to bright light. She uses a polarized metallic strip across her eyes to block this, but without it, even sunlight is rather painful and Visual Dazzles will take double effect.
Weakness (Water)- As a person wielding Electrical weapons without actually being able to generate or control it herself, if Coachwhip is struck by a great deal of water while her powers are activated, she will take the full damage of her whips.
Relationship (King Cobra)- Coachwhip has entered into a relationship with Society leader King Cobra, calling him "lovey" and "cutie-pie".

Total: Abilities: 68 / Skills: 26--13 / Advantages: 29 / Powers: 19 / Defenses: 21 (150)

-Coachwhip is based on a pretty unknown snake, and gets one of those power-sets that's entirely based off of the name. Can't really fault them for it- Marvel doesn't have THAT many Whip-Guys out there. She's kind of the last Fanservice left on the team once Diamondback's crew quit the team to form "B.A.D. Girls, Inc.", wearing a one-piece swimsuit that occasionally draws the line into power-thong territory. Only time I've personally seen her is when she tried to strangle Rogue, who pretty easily just smashed her face-first into a stone pillar, BREAKING THE PILLAR IN TWO (how was that NOT fatal?). At least her appearance is unique- platinum blonde hair, yellow one-piece, thigh-high high-heeled boots and long glowing whips. Not that GREAT, but she'd stand out on any other super-team (ones that didn't have purple guys with giant mouths, guys with snake bodies and a guy with a brown phallus on his butt).
-Coachwhip is another PL 8, and fairly cheap on the points, since she's mainly limited to one avenue of attack. She's okay in melee (+8 to hit), but shines with the Electro-Whips, doing +7 damage (it's not Strength-Based like common Whips, since they're energy weapons). Her Toughness save is hardly up to par, though, and most any hero can beat the tar out of her if they get a couple good shots in.

THE RATTLER (Gustav Krueger)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, Blaster
Based on: Rattlesnake, famous warning-giving poisonous North American serpent
PL 10 (150)
STRENGTH
10 STAMINA 10 AGILITY 2
FIGHTING 8 DEXTERITY 3
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+9)
Close Combat (Unarmed) 2 (+10)
Deception 2 (+4)
Expertise (Criminal) 4 (+5)
Intimidation 10 (+10)
Perception 3 (+5)
Ranged Combat (Tail) 5 (+10)

Advantages:
All-Out Attack, Fast Grab, Benefit (Ambidexterity), Improved Critical (Tail), Improved Smash, Power Attack

Powers:
"Bionic Rattling Tail"
Extras Limb 1 [1]
"Vertigo Rattle" Affliction 10 (Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Ranged, Cumulative) (40) -- [47]
AE: "Vertigo Rattle 2" Affliction 10 (Dazed & Vulnerable/Stunned & Defenseless/Incapacitated) (Extras: Extra Condition, Area- 60ft. Cone, Cumulative) (40)
AE: "Tail Smash" Strength-Damage +1 (Feats: Reach 2) (3)
AE: "Vibration Wall" Deflect 10 (10)
AE: "Vibration Blast" Blast 10 (Feats: Penetrating 8) (28)
AE: "Vibration Wave" Damage 10 (Feats: Penetrating 8) (Extras: Area- 60ft. Cone) (28)
AE: "Vibration Sphere" Weaken Toughness 10 (Extras: Area- 30ft. Burst) (20)
AE: "Hemorrhaging Rattle" Blast 10 (Extras: Fortitude Damage) (30)

Offense:
Unarmed +10 (+10 Damage, DC 25)
Tail Smash +8 (+11 Damage, DC 26)
Vibration Blast +10 (+10 Ranged Damage, DC 25)
Vibration Sphere Area (+9 Weaken Toughness, DC 19)
Hemorrhaging Rattle +10 (+10 Ranged Fortitude Damage, DC 25)
Vertigo Rattle +10 Area (+10 Affliction, DC 20)
Vertigo Rattle +10 (+10 Ranged Affliction, DC 20)
Initiative +2

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +10, Fortitude +10, Will +6

Complications:
Motivation (Greed)
Weakness (Deaf)- Rattler is 85% deaf in both ears, and requires Hearing Aides to properly detect things with auditory capability.

Total: Abilities: 70 / Skills: 28--14 / Advantages: 6 / Powers: 48 / Defenses: 12 (150)

-WOW, this guy looks silly. Potentially a really cool power-set (the mostly-unused Vibration power), but his two-colour outfit is just ridiculous. It's one big flat, boring red-brown colour all over, except for a beige-y underbelly. And that tail! It looks like a big ol' ding-dong is attached to his back! Just like Steve Ditko's early Scorpion! Rattler was supposedly a ladies' man, and is named after a certain horror character much like Mr. Voorhees, aka Sidewinder, but was mostly a long-range Blaster on his team who got housed pretty quickly once the heroes learned to avoid his attacks.
-PL 10 Rattler is quite fearsome, and a big Powerhouse- I upgraded him based off of his appearance in "Avengers- Earth's Mightiest Heroes", where he's built like a "He-Man" character. He mixes Super-Strength with high-powered Alt-Effects with his Tail Blasts.
-The Rattler is PL 9, unlike most of his buddies, but only in that one attack- the 30 ft. Area Burst Weaken Toughness Vibration attack. Problematically, he's a member of a big team, so he can't always use that in combat. Otherwise, he sticks to semi-powerful Blasting and Afflicting (Vertigo)- he's powerful enough to cause intense pain and black-outs in guys like Captain America & The Falcon, so is a pretty-balanced PL 8 in that regard. In a pinch he can ALSO nail you with his tail, and he's pretty strong (4). He's pretty tough (+6 is nothing to sneeze at), but anyone who gets past his Blasts & Weakens and such will find in a push-over because he's relatively easy to hit.

SLITHER (Aaron Salomon)
Created By:
Jack Kirby
First Appearance: Captain America Annual #4, 1977
Role: Jobber Villain, Forgotten Villain, Animal Guy
Based on: Generic constricting snake-theme
PL 10 (150)
STRENGTH
7 STAMINA 7 AGILITY 6
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE -1

Skills:
Acrobatics 4 (+10)
Athletics 7 (+14)
Close Combat (Unarmed) 4 (+13)
Expertise (Survival) 5 (+7)
Intimidation 9 (+8)
Perception 10 (+12)
Sleight of Hand 7 (+11)
Stealth 8 (+14)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Benefit (Ambidexterity), Chokehold, Diehard, Equipment 4 (Jet-Pack & Pistol), Fast Grab, Great Endurance, Improved Critical (Unarmed) 3, Improved Grab, Improved Initiative, Improved Hold, Improved Trip, Power Attack, Ranged Attack 6, Tracking, Uncanny Dodge

Powers:
"Mutant Powers: Snake-Like Physiology"
"Snake-Like Body" Extra Limbs 2 (Long Neck and Stretchy Body) [2]
"Long Arms" Strength-Damage +0 (Feats: Reach 2) [2]
"Snake Senses" Senses 4 (Acute & Accurate Scent, Infravision) [4]
Movement 1 (Slithering) [2]

Equipment:
"Jet-Pack" Flight 4 (8)
"Laser Pistol" Blast 5 (10)

Offense:
Unarmed +13 (+7 Damage, DC 22)
Laser Pistol +10 (+5 Damage, DC 20)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +7, Fortitude +8, Will +7

Complications:
Motivation (Viper)- Slither is a toady for Madame Hydra, and is easily cowed into doing whatever she says.
Prejudice (Mutant)- As a mutant and a snake-man, Slither is easily held separate from ordinary people.

Total: Abilities: 68 / Skills: 54--27 / Advantages: 28 / Powers: 10 / Defenses: 17 (150)

-Slither is a pretty terrible concept from Jack Kirby's later years at Marvel- a scrawny, ugly-looking snake-man in green tights. This whole era of Magneto is totally bizarre- in the years after the failed 60s X-Men book, Mags was stuck doing lame generic villain stuff with some AWFUL teams, including the new Brotherhood (later Mutant Force), which consisted of this guy. Years and years later, he was temporarily split off with them to join in Viper's takeover of the Serpent Society (given his theme, he was a natural fit), but he was soon booted out when Viper's time in the sun was over. He hasn't been seen in eons, for good reason.
-Slither gets an upgrade into a '90s-Scrapper type of build, being very accurate, and he's one hell of a grappler for someone who's "only" Strength 7. He's now very skilled, with excellent Sensory powers and Perception, quite scary, and REALLY hard to spot.
Old Slither: Slither is as pathetic as Boomslang when reading up on him. He's moderately super-strong (STR 6 is above most human capabilities in 3rd Edition), and a lethal grappler- his unique anatomy allows him to strangle with his arms free, which I chose to stat as "Extra Limbs", constricting around people's ribcages. He's also fairly tough, but not so much so than normal humans like Cap & Nomad can't beat the crap out of him. His main tricks of the trade are climbing (high Athletics score), sneaking and surprising guys with grapples, trying to choke them unconscious. He's an alright fighter, but lacks the "oomph" needed to really bring guys down. Plus he has a jet-pack and a gun sometimes. And my friends, nothing says "comic books" like "Snake-men with Jet-Packs & Guns".

FER-DE-LANCE (Teresa Vasquez)
Created By:
Mark Gruenwald & Tom Morgan
First Appearance: Captain America #337, Jan, 1988
Role: Jobber Villain, Weapon Girl
Based on: Common name for "lancehead" pit viper species endemic to Central America
PL 10 (150)
STRENGTH
8 STAMINA 7 AGILITY 6
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 6 (+12)
Athletics 2 (+10)
Deception 4 (+6)
Expertise (Criminal) 5 (+6)
Expertise (Soldier) 8 (+9)
Insight 3 (+5)
Intimidation 6 (+8)
Perception 5 (+8)
Sleight of Hand 4 (+7)
Stealth 3 (+9)
Vehicles 4 (+7)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Evasion, Extraordinary Effort, Improved Critical (Arm Blades) 2, Improved Initiative, Improved Smash, Power Attack, Quick Draw, Ranged Attack 6, Startle, Takedown 2

Powers:
"Fer-de-Lance Costume" (Flaws: Removable) [8]
"Omnium Steel Arm Blades" Strength-Damage +2 (Extras: Penetrating 5) (7)
"Boot Blades" Movement 1 (Wall-Crawling) (2)
-- (9 points)

"Super-Strong Enhancements" Leaping 1 [1]

Offense:
Unarmed +10 (+8 Damage, DC 23)
Omnium Arm Blades +10 (+10 Damage, DC 25)
Initiative +10

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +7, Fortitude +8, Will +6

Complications:
Motivation (Greed)

Total: Abilities: 78 / Skills: 50--25 / Advantages: 23 / Powers: 9 / Defenses: 15 (150)

-Fer-De-Lance is more filler on her team than anything (yeah, that's right- Filler on THIS team), despite being pretty powerful- a super-strong chick with Omnium steel blades on her forearms and feet. She's only showed up a small handful of times compared to the others, as her powers are problematic (she can't slice or GUT Cap in his own book, y'know...), her costume kinda sucks, and she has no real personality beyond "chick who faked friendship with Diamondback and then betrayed her". She's just a nasty character, but not a lot of thought went into her.
-Part of what I like about 3e is that they've gotten rid of the "log jam" at human to superhuman strength levels- STR 7 is now well beyond human capabilities, and so is STR 6, so "mildly super-strong" people and animals (a pretty huge list- almost any strong animal in 2nd edition would be only one notch higher than some people, and guys like Fer-De-Lance & Foxbat who didn't show EXTREME super-strength would appear to be human-level) are now easily placed above human limits, while still allowing even stronger guys (Spidey, The Rhino) to go further up the scale to differentiate from them. Fer-De-Lance is one such a character, a mildly super-strong person with +2 Steel Blades, Wall-Crawling, and some fighting capabilities. So she's tough and strong, but not overly so. Notably, she did AMAZINGLY well in my Tournaments of Suck, which I actually drew back a bit (making her PL 8 instead of PL 9)- she was never THAT effective in the comics.

Well, at least she's not black, because then she'd be another one of those black characters with "Black" in their na-- oh wait sometimes she is.

BLACK RACER (Ariana something)
Created By:
Mark Gruenwald & Tom Morgan
First Appearance: Captain America #337, Jan, 1988
Role: Jobber Villain, Speedster, Background Even For This Group
Based on: 3 1/2 foot American constrictor
PL 10 (150)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 8/12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Athletics 2 (+4)
Close Combat (Unarmed) 2 (+10/+14)
Deception 4 (+2)
Expertise (Criminal) 4 (+2)
Intimidation 4 (+2)
Perception 2 (+.)

Advantages:
Ranged Attack 2

Powers:
"Super-Speed"
Enhanced Fighting 4 [8]
Enhanced Advantages 20: All-Out Attack, Defensive Attack, Defensive Roll 2, Evasion 2, Fast Grab, Follow-Up Strike, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Move-By Action, Power Attack, Takedown 2, Uncanny Dodge [22]
Enhanced Dodge 5 [5]
Enhanced Parry 1 [1]
"Mach 5-ish" Speed 11 (4,000 mph) [11]
Quickness 7 [7]

"Super-Speed Feats"
"Wall & Water Run" Movement 2 (Wall-Crawling, Water-Walking) (Flaws: Limited to While Running) [2]
Immunity 1 (Friction Heat) [1]
"Cyclone Suffocation" Affliction 8 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst) (16) -- [20]
AE: "Jetstream" Move Object 6 (Extras: Area- 60ft. Cone) (Flaws: Touch Range) (12)
AE: "Rapid-Punches" Strength-Damage +3 (Extras: Multiattack 6) (9)
AE: "Hit Everyone in Range" Strength-Damage +3 (Extras: Area- 30ft. Burst 6, Selective 6) (15)
AE: "Catch Projectiles" Deflect 12 (12)

Offense:
Unarmed +8 (+12 Super-Speed) (+3 Damage, DC 18)
Rapid Attack +6 Area (+6 Damage, DC 21)
Attack Barrage +12 (+6 Damage, DC 21)
Suffocation +8 Area (+8 Affliction, DC 18)
Initiative +13

Defenses:
Dodge +9 (+14 Super-Speed) (DC 24), Parry +9 (+14 Super-Speed) (DC 24), Toughness +4 (+6 D.Roll), Fortitude +6, Will +5

Complications:
Motivation (Greed)

Total: Abilities: 54 / Skills: 18--9 / Advantages: 2 / Powers: 75 / Defenses: 9 (150)

-Black Racer is a pretty good example of a character created based entirely off of their name and a power associated with it, and then left completely alone. Coming into the Serpent Society as a mole for Viper, she basically did absolutely nothing- no great feats, no accomplishments, no big moments of characterization. She's just the Black Racer, a black chick who runs fast. Well, they can't all be winners. Her most notable feature is her ever-changing race- like Puff Adder, she was shown as caucasian at first, then suddenly became a short-haired black lady for some reason. What? Was the fact that she had "Black" in her name too confusing for the artists?
-Black Racer is a mediocre Super-Speedster, using the new rules for that in 3rd edition. Basically, it's now a standard Speed + Quickness deal, with Enhanced Advantages thrown in, but the "Speed Tricks" are now held outside of the array, so the whole thing probably costs just as much as it used to. She's fast and good in combat using her Speed (it boosts most of her Fighting & Dodging), but only does +4 damage with her best attack (the Attack Barrage)- Both her Speed Tricks allow her to do a bit more damage than her +2 unarmed would normally accomplish because of the speed involved, I figure. The Area & Selective Extras on her Rapid Attack have a +4 modifier to the Extra, because of the +4 total damage she does with them. The Multiattack on the Barrage is 6 points, because she can also use a standard Power Attack for +4 damage.

BUSHMASTER (Quincy McIver)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, The Self-Hating Freak, Weapon User
Based on: One of the most dangerous pit vipers in South America
PL 10 (150)
STRENGTH 7 STAMINA 5 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Skills:
Athletics 4 (+11)
Deception 4 (+6)
Expertise (Criminal) 7 (+8)
Insight 3 (+5)
Intimidation 8 (+10)
Perception 4 (+6)
Stealth 2 (+7)
Technology 2 (+3)

Advantages:
All-Out Attack, Benefit (Ambidexterity), Chokehold, Daze (Intimidation), Diehard, Evasion, Fast Grab, Great Endurance, Improved Critical (Grapples, Steel Fangs) 2, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Ranged Attack 5, Startle, Takedown 2

Powers:
"Steel Fangs" Strength-Damage +3 (Feats: Split) Linked to Weaken Stamina 7 (Extras: Progressive +2) [25]

"Bionic Tail"
Speed 3 (16 mph) [3]
Movement 1 (Slithering) [2]
Extra Limbs 1 [1]
Elongation 1 [1]
Protection 2 [2]

Offense:
Unarmed +10 (+7 Damage, DC 22)
Steel Fangs +10 (+10 Damage & +7 Weaken, DC 25 & 17)
Initiative +8

Defenses:
Dodge +10 (DC 19), Parry +10 (DC 20), Toughness +5 (+7 Bionic Tail), Fortitude +7, Will +6

Complications:
Motivation (Greed)
Secret (Self-Hatred)- Bushmaster considers himself a grotesque freak now that he's trapped with a snake's tail, and thus feels obligated to keep working for the Serpent Society, and will not betray them no matter what, even to save his friends (like Diamondback).
Weakness (Magnetism/Electricity)- As someone with multiple bionic implants, Bushmaster is much more vulnerable to electrical & magnetic attacks, which hit his metallic innards.

Total: Abilities: 64 / Skills: 34--17 / Advantages: 24 / Powers: 34 / Defenses: 11 (150)

-Bushmaster is probably the most visually recognizable member of his team, and was one of the most well-developed as a character. A common thug (and younger brother of a dead Luke Cage villain), he was turned into a bloody torso while trying to escape police capture, and Roxxon (Marvel's token Evil Big Oil company) turned him into a bionic warrior, with the promise of giving him 'normal' legs later on. Then the guys who made that promise went to jail, and he was stuck. This left him feeling like a freak of nature, and his few friends in the Serpent Society (mainly Diamondback) were his only positive. When Diamondback betrayed the team, Bushmaster went after her, feeling he couldn't turn his back on the only way he could make money, but willingly let her go on occasion to "make them even" for the time Rachel saved his life.
-Altogether, he's a pretty cool-looking villain. Creepy because he has no legs, he's got cool claws, an interesting and unique look, and he looks scary. That's about all you can ask for, especially with silly groups like this.
-Bushmaster has multiple powers stemming from his bionic nature, with his key weapons being the Steel Fangs, poisonous (the more expensive in 3e "Progression" Extra) blades on his forearms that make him a PL 9 fighter. His Tail serves to make him very versatile- his reach is enhanced to 15 feet, he's tougher than normal, it counts as an Extra Limb and he can grapple effecively without using his hands (Ambidexterity plus Improved Grab plus Limbs), in addition to making him very fast and slithery. His balanced nature makes him one of the more dangerous Society members, as even at PL 9 offense, PL 8 defense, he can dish out some damage.

ANACONDA (Blanche Sitznski)
Created By:
Mark Gruenwald & Ralph Macchio
First Appearance: Marvel Two-In-One #64 (June 1980)
Role: The Ugly Girl, The Grappler
Based on: World's largest and heaviest snake; massive South American Constrictor
PL 10 (150)
STRENGTH
11 STAMINA 11 AGILITY 2
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 1 AWARENESS 2 PRESENCE 0

Skills:
Athletics 2 (+12)
Deception 5 (+5)
Expertise (Criminal) 7 (+8)
Expertise (Pop Culture) 2 (+3)
Expertise (Fitness Instructor) 2 (+3)
Insight 4 (+6)
Intimidation 10 (+10)
Investigation 4 (+6)
Perception 4 (+6)
Stealth 6 (+8)

Advantages:
All-Out Attack, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Grab, Improved Initiative, Improved Hold, Power Attack, Ranged Attack 4, Startle, Takedown, Weapon Break

Powers:
"Elongating Arms" Elongation 2 (Flaws: Limited to Arms) [1]
"Gills" Immunity 2 (Drowning, Pressure) [2]
"Enhanced Healing" Regeneration 5 (Every Other Round) [5]
Leaping 2 (30 feet) [2]
Swimming 5 (16 mph) [5]
"Anaconda Senses" Senses 2 (Infravision, Scent) [2]
Movement 1 (Environmental Adaptation- Aquatic) [2]

Offense:
Unarmed +9 (+11 Damage, DC 26)
Initiative +6

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +11, Fortitude +11, Will +8

Complications:
Motivation (Greed)
Prejudice (Obvious Super-Villain)- Unlike every other super-human female (well, mostly) in history, Anaconda is actually ugly. Her skin is covered in tiny scales, she's extremely bulky, and she has small fins on her chin. She will stand out in a crowd unless wearing the heaviest of overcoats.
Relationship (Death Adder/Puff Adder)- Anaconda was great friends with Death Adder, and was heartbroken by his death. She has dated Puff Adder in the past.

Total: Abilities: 76 / Skills: 46--23 / Advantages: 19 / Powers: 19 / Defenses: 13 (150)

-Anaconda is probably the single member of the Serpent Society (aside from maybe Diamondback) with the most longevity and fame, despite being one of the only ugly super-villains ever. As the team's resident Bruiser (aside from Puff Adder), she frequently befuddled Cap, but she's grappled guys as strong as The Thing and Colossus in the past, and she's pretty much always right at the forefront of any Society attack. Debuting with a Serpent Squad, she has received shots in other books NOT involving any other Serpents, such as Wolverine's book (where in a big metahuman tournament, she temporarily snapped Forearm's neck, but then had her throat slit by The Puma) and the Cable series as a member of the new "Six Pack" of mercenaries.
-Anaconda is a heavy-hitter for this squad, being an offensive PL 10, and extremely scary in a grapple. Her Strength is boosted for them, allowing her to get the drop on, and grapple, guys in the Class 100 range, despite herself being nowhere near as strong. She's comparatively vulnerable, as if any of those Strong Men actually turn around and bust her one in the chops, she's going down eventually (Toughness +9 vs. +12 damage isn't the best contest), and people like Captain America have also dropped her with single hits, so she's best off just grabbing people with her elongated arms.

DIAMONDBACK (Rachel Leighton)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, Femme Fatale, Bad Girl Turned Good, Gimmick User
Based on: Highly venomous rattlesnake responsible for more U.S. fatalities than any other
PL 8 (134)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 8 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 2 (+3)
Close Combat (Unarmed) 5 (+13)
Deception 5 (+8, +10 Attractive)
Expertise (Mercenary) 7 (+8)
Insight 5 (+8)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 2 (+5, +7 Attractive)
Ranged Combat (Throwing) 6 (+14)
Sleight of Hand 5 (+10)
Stealth 3 (+8)
Technology 2 (+3)
Vehicles 2 (+7)

Advantages:
Attractive, Connected, Defensive Attack, Defensive Roll, Equipment (Costume +1), Evasion, Grappling Finesse, Improved Aim, Improved Critical (Throwing Diamonds) 2, Improved Defense, Improved Smash, Power Attack, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 3, Set-Up, Teamwork

Powers:
"Throwing Diamonds" (Flaws: Easily Removable) [21]
"Acid Diamonds" Blast 6 (Diminished Range -1) Linked to Weaken Toughness 6 (Extras: Affects Objects, Ranged) (D.Range -1) (28) -- (34)
AE: "Tear Gas Diamonds" Affliction 6 (Fort; Dazed & Impaired Vision/Stunned & Vision Disabled/Incapacitated) (Extras: Ranged, Extra Condition, Area- 15ft. Cloud) (24)
AE: "Sharp Diamonds" Strength-Damage +1 (Extras: Ranged 5, Multiattack 5) (11)
AE: "Explosive Diamonds" Blast 7 (Extras: Area- 30ft. Burst) (Diminished Range -1) (20)
AE: "Smoke Diamonds" Concealment (Visuals) 2 (Extras: Attack, Area- 30ft. Cloud +2) (10)
AE: "Narcotic Diamonds" Affliction 6 (Fort; Fatigued/Exhausted/Incapacitated) (Extras: Cumulative, Ranged) (18)
AE: "Poison Diamonds" Weaken Stamina 6 (Extras: Ranged, Progressive +2) (24)
-- (42 points)

Offense:
Unarmed +13 (+1 Damage, DC 16)
Tear Gas +4 Area (+4 Ranged Affliction, DC 14)
Sharp Diamonds +14 (+2 Ranged Damage, DC 17)
Acid Diamonds +14 (+6 Ranged Damage & Weaken, DC 21 & 16)
Explosive Diamonds +5 Area (+6 Ranged Damage, DC 21)
Smoke Diamonds +4 Area (+4 Concealment, DC 14)
Narcotic Diamonds +14 (+6 Ranged Affliction, DC 16)
Poison Diamonds +14 (+6 Ranged Weaken, DC 16)
Initiative +5

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3 (+4 D.Roll, +5 Costume), Fortitude +6, Will +7

Complications:
Motivation (Greed)
Relationship (Captain America)- Rachel loved, or loves, Cap, and has risked her life and career to save him several times.
Reputation (Villain & Mercenary)- Diamondback is on the wrong side of the law much of the time, and is a general mercenary the rest, so despite her SHIELD alliances, few overly trust her.
Enemy/Guilt (Snapdragon)- Snapdragon was a female mercenary who felt wronged by Rachel during their training under The Taskmaster, and hunted her down and drowned her. Though she recovered, Rachel was traumatized, and feared for her life for several months, until she went insane while under the Super-Soldier Serum's influence, and killed Snapdragon in combat. This led her towards incredible guilt, though she eventually recovered.

Total: Abilities: 58 / Skills: 58--29 / Advantages: 19 / Powers: 21 / Defenses: 22 (150)

-Everyone loves Diamondback. She was a highlight of Mark Gruenwald's eons-long run on Captain America, where this generic background villainess (who once threw the keys to a Serpent Saucer down the front of her shirt so Cap would have to feel her up to get them- Cold Fish Cap naturally guessed she wouldn't actually commit suicide, proving that his Will Save is ASTRONOMICAL in power) suddenly gets a crush on the hero, making a segueway into a full-on love affair, where Cap helps her to reform, and she desperately tries to be "good enough" for him. They had their twists and turns (getting her hair from Magenta to natural brown, her brother Cutthroat's death, Crossbones being revealed as her childhood abuser, etc.), and went the way all superhero romances with new characters go- they broke up. She's been seen off-and-on over the years like Asp & Black Mamba, sticking around the Merc-oriented titles, but had a supporting role in "The Initiative", where she hooked up with fellow villain-turned-good, The Constrictor, who promptly underwent the same "I'm not good enough for you" characterization Rachel had before. Quite interesting stuff, but sadly, the modern Cap writer Ed Brubaker hasn't brought Rachel back, favouring Cap's Old School Lady, Sharon Carter.
-Elite Diamondback is sorta like the old one, an accurate Gimmick User, though her upgrades make her suck less otherwise (Rae was never beyond PL 6 in melee). All of her Saves are boosted, though she's still highly-vulnerable, as her Skills cost quite a lost. People like Rachel really showcase the game's hampering of Skillmonkeys.
-Diamondback is an effective fighter, but as a human-level person, only operates at the PL 8 boundary, being slightly over-cost. She's very skilled (48 ranks), quick, light on her feet, hard to hit (+11 is not too shabby for a PL 8), and has multiple varied weapons. Her Throwing Diamonds are all in her costume, hidden in dozens of compartments, so it's as hard to disarm as a suit of armour would be. She's got seven different types of attacks, ranging from Explosions to Blasts (Multiattack 5 in case she Power Attacks) to various Afflictions & Concealment, so she can hit areas AND individual targets quite well. The effect a lot of these Serpents have with their PL 8 status is that they're nowhere NEAR good enough to beat Cap in a fair fight (he's PL 12 by anyone's standards), so they have to gang up on him with five or six guys to even have a shot- which seems about right. But it leads to poor Rachel having to follow him on adventures when she's four PLs below him!
-I damn near gave her Tear Gas Diamonds a "Dazzle Linked to Affliction" for 24 pp, until I looked at the official Batman build and remembered that Dazzle IS an Affliction anyways, and doesn't need a Link- just the Extra Condition Extra! I'll get the hang of 3e yet :). And hey- I was all surprised that she was cheaper than my 2e Diamondback, till I double-checked and realized I'd over-costed her Powers by 33 points because I forgot to copy over the prior build!

ASP (Cleo Nefertiti)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, Femme Fatale, Blaster
Based on: Antiquated name for snakes (from Greek); Also European viper with painful bite
PL 10 (150)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 7 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 4

Skills:
Acrobatics 4 (+8)
Athletics 4 (+5)
Close Combat (Unarmed) 4 (+10)
Deception 4 (+8)
Expertise (Exotic Dancer) 3 (+7)
Expertise (Criminal) 5 (+6)
Insight 3 (+4)
Perception 4 (+5)
Persuasion 2 (+6)
Ranged Combat (Venom Bolt) 4 (+9)
Stealth 3 (+7)
Technology 2 (+3)

Advantages:
Accurate Attack, Agile Feint, Animal Empathy, Defensive Roll, Evasion, Daze (Exotic Dancing), Fascinate (Exotic Dancing), Improved Aim, Improved Defense, Improved Initiative, Power Attack, Ranged Attack 2, Seize Initiative, Set-Up, Teamwork

Powers:
"Venom Bolts"
Affliction 9 (Fortitude; Dazed & Impaired/Stunned & Prone/Incapacitated & Paralyzed) (Extras: Extra Condition, Cumulative, Ranged) (36) -- [37]
AE: "Neural Delays" Affliction 9 (Fortitude; Fatigued/Exhausted) (Extras: Cumulative, Ranged) (Flaws: Limited Degree) Linked to Weaken Dexterity 4 (Extras: Ranged) (35)

Offense:
Unarmed +11 (+1 Damage, DC 16)
Venom Bolt +11 (+9 Ranged Affliction, DC 19)
Neural Bolt +11 (+9 Ranged Affliction & +4 Weaken, DC 17 & 14)
Initiative +8

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Greed)
Prejudice (Mutant/Exotic Dancer)- Asp is a mutant, and thus an unfavourable minority in society. She is also an unrepentant exotic dancer.
Relationship (Diamondback)- Asp is a good friend of Rachel, and has risked her life and career for her in the past, leaving the Serpent Society over it.
Power Loss (Venom Bolts)- Asp's energy is heavily depleted after full uses of her Venom Bolts, and must rebuild using her dancing or other physical activity, otherwise her blasts will get periodically weaker.

Total: Abilities: 52 / Skills: 42--21 / Advantages: 16 / Powers: 37 / Defenses: 22 (150)

-An Egyptian girl named Cleopatra Nefertiti? Are you kidding me? That had BETTER be a pseudonym, or else Mark Gruenwald has the worst imagination for real names EVER. In any case, Asp is an exotic dancer-turned-supervillain (three that I can name- Dansen Macabre & Pretty Persuasions are the other two- so exactly one of the three has a decent codename, and coincidentally it's the only one that doesn't DRESS like a stripper) with mutant powers, and she's been seen in many a group pose of the Society. She later split from the group with Black Mamba & Diamondback, playing up the "femme fatale" thing for B.A.D. Girls, Inc., a mercenary organization that fell away from comics for years before a mini-comeback circa "The Avengers Initiative". Most recently, she was on the Women Warriors team.
-Elite Asp is basically her PL 8 self, plus some boosted power to her Venom Bolts making them relatively high-powered, since they're quite pricey. That, plus some Defensive Skill & Save enhancement, helps boost her 20 points easily, so she's virtually the same character aside from the PL upgrade.
-Asp is half-decent, but a bit of a Glass Cannon. Her Affliction rank is fairly low, but since she fights mostly human-level Fortitude people, it's okay. She can either do a double-whammy type of Affliction (paralysis & daze-based), or one that slows the targets (Weaken & Affliction linked), and she's got some martial arts know-how as well. Notably, she has way more Advantages than most of the Society, and more Skills, given that she does a lot of trickery and breaking & entering, as opposed to just brawling the crap out of people.

BLACK MAMBA (Tanya Sealy)
Created By:
Mark Gruenwald, Ralph Macchio & George Perez
First Appearance: Marvel Two-In-One #64, June, 1980
Role: Jobber Villain, Femme Fatale, Complicated Power-User
Based on: The fastest snake in the world; also Africa's longest venomous snake
PL 10 (150)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 6 DEXTERITY 5
INTELLIGENCE 1 AWARENESS 1 PRESENCE 3

Skills:
Acrobatics 4 (+9)
Athletics 3 (+4)
Close Combat (Unarmed) 4 (+10)
Deception 4 (+7)
Expertise (Call Girl) 2 (+3)
Expertise (Criminal) 5 (+6)
Insight 4 (+5)
Investigation 3 (+4)
Perception 3 (+4)
Persuasion 4 (+7)
Ranged Combat (Darkforce Trance) 3 (+10)
Stealth 3 (+7)

Advantages:
Attractive, Defensive Attack, Improved Critical (Apparitions), Power Attack, Ranged Attack 2, Set-Up, Teamwork

Powers:
"Dig Up Deepest Desires" Mind-Reading 8 (Flaws: Limited to Loved Ones & Desires) [8]

"Strangling Darkforce Apparitions"
Affliction 10 (Will for Trance/Fort for Others; Entranced, Hindered & Vulnerable/Stunned & Compelled & Immobilized/Unaware & Incapacitated) (Extras: Ranged, Extra Condition +2, Concentration) (Flaws: Feedback) (40) -- [41]
AE: "Darkforce Disguise" Morph 2 (Flaws: Concentration Duration) (5)

Offense:
Unarmed +10 (+1 Damage, DC 16)
Trance +10 (+10 Ranged Affliction, DC 20)
Initiative +4

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3 (+4 D.Roll), Fortitude +5, Will +6

Complications:
Motivation (Greed)
Relationship (Diamondback)- Black Mamba is a good friend of Rachel, and has risked her life and career for her in the past, leaving the Serpent Society over it.

Total: Abilities: 50 / Skills: 42--21 / Advantages: 8 / Powers: 49 / Defenses: 22 (150)

-Mamba, like Asp, had a nasty past, and left the Society to form B.A.D. Girls, Inc., but has also been seen with both groups since (as writers tend to forget little roster shifts in minor teams like that). Oddly, she was a pretty heavy-duty killer at first (her Darkforce images would strangle people while showing them images of their deepest desires, meaning they'd die in ecstacy, but still...), but later grew into a role as a Cap-helper. Later on, she was a mercenary again, and was shown revealing Deadpool's deepest desire to the world (he apparently really wanted to give Cable a back-rub), and was also seen with the Women Warriors.
-I ended up going with a multi-Affliction Black Mamba this time around- the differing saves are irrelevant, and it makes for a neater package than sticking Snare, Suffocation & Fool With Illusions all into one Linked thing- her power lets her create apparitions that bring out someone's greatest desires or fears, thus stunning them. Said apparitions then begin choking the target to death, while also trapping them with Darkforce Tendrils.
Old Mamba: Mamba was a tough one to figure out, and a GREAT test of the new Power-creation system (and the Affliction uber-power). At heart, she's a good fighter (but on the weak side) with a big trick: her Darkforce tendrils, which appear to people as the object of their desire, which then strangles and holds them while they're under a hypnotic trance. This is fundamentally THREE separate Afflictions- a Will-based Entrance/Stun/Unaware effect at her highest rank (8), a Snare (Hindered & Vulnerable/Immobile & Defenseless, no third level) at a lower rank (4), and Suffocation 4 (Daze/Stun/Incapacitate), ALL LINKED. So she's dangerous, but the damage is limited (the damaging ones are at 4 ranks strong), making her an effective team player, but not somebody who can kick ass with ease.
-This makes them rather expensive, though striking the Darkforce gives her the Feedback Flaw (as Asp found out, Venom Blasting a trapped Cap and KOing Mamba as well). The Suffocation is basically worthless if the victim breaks free from the Trance (the usual result, both Cap & Havok have done this). There's also an Alternate Effect for Morphing, as Mamba can copy appearances as long as she concentrates (a Flaw). I was thinking of going with an Affliction 8 (4 separate effects) to be cheaper, but that fails to take into account the multiple kinds of saves required (Will, Dodge/Strength and Dodge/Fort), which would be game-breaking for the cost, so Linked Powers it is.

Here's what that would have looked like:
Affliction 8 (Entranced & Dazed & Hindered & Vulnerable/Compelled & Stunned & Immobilized & Helpless/Unaware & Incapacitated) (Extras: Ranged, Extra Result +3, Cumulative) (Flaws: Limited to Half-Effect on Suffocation if Trance is Avoided -1/2, Limited to One Condition on Snare -1/2) [40] (and maybe an Extra or two for the different resistances?)


"Trance-Like State" Affliction 10 (Will; Entranced/Stunned/Unaware) (Extras: Ranged, Concentration) (Flaws: Feedback) [20]
"Darkforce Tendrils" Snare 4 [12]
"Strangulation" Suffocation 4 (Flaws: Limited to Half-Effect on Trance-Avoiders) (12) -- [13]
AE: "Darkforce Disguise" Morph 2 (Flaws: Concentration Duration) (5)

COTTONMOUTH (Real Name Unknown)
Created By:
Mark Gruenwald & Paul Neary
First Appearance: Captain America #310, Oct, 1985
Role: Jobber Villain, One-Noter
Based on: One name for an American pit viper with white mouth-lining
PL 10 (150)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Athletics 4 (+8)
Close Combat (Unarmed) 1 (+11)
Close Combat (Jaws) 2 (+10)
Deception 4 (+5)
Expertise (Criminal) 7 (+8)
Intimidation 11 (+12)
Perception 6 (+8)
Stealth 4 (+8)
Technology 2 (+3)
Vehicles 3 (+6)

Advantages:
All-Out Attack, Chokehold, Defensive Roll 2, Diehard, Fast Grab, Equipment (Costume), Extraordinary Effort, Great Endurance, Improved Critical (Jaws) 4, Improved Grab, Improved Hold, Improved Initiative 2, Improved Smash, Last Stand, Power Attack, Prone Fighting, Seize Initiative, Startle, Ranged Attack 3, Teamwork, Withstand Damage

Powers:
"Bionic Jaws & Teeth"
Strength-Damage +6 (Feats: Reach, Penetrating 8) (15) -- [16]
AE: "Eat Stuff" Weaken Toughness 6 (Flaws: Limited to Objects +0) (6)
"Snake Senses" Senses 2 (Infravision, Acute Scent) [2]

Equipment:
Costume (Protection 1) (1)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Bionic Jaws +10 (+10 Damage, DC 25)
Initiative +12

Defenses:
Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +4 (+6 D.Roll, +7 Costume), Fortitude +8, Will +6

Complications:
Motivation (Greed)
Prejudice (Mutated)- Cottonmouth has a gigantic mouth full of sharp teeth, and would be noticeable to just about any passerby once he opens it.

Total: Abilities: 60 / Skills: 44--22 / Advantages: 28 / Powers: 18 / Defenses: 22 (150)

-You'd think a guy who frequently threatens "I'm going to BITE OFF YOUR HEAD!" would have more bad-ass credentials, but no, this guy managed to off MODOK once with his buddies, and that was about it. The rest of Cottonmouth's time in existence has been filled mainly by him making failed bite attempts and using his distinctive appearance to frequently show up in group shots of the Serpent Society. I DO wonder about gusy like this, though- he WILLINGLY underwent surgery to look like a freak of nature, as if he had no problem looking like this as long as he could make money. Was he just planning on never dating again, or what?
-Cottonmouth is EASILY the hardest Serpent to upgrade so far. He's just so fundamentally BASIC with his ability that you need up push him near Shang-Chi levels with his Advantages just to make his full points alottment. Granted, this makes him one HELL of a lot scarier (Improved Critical 4 actually means he might HIT with his one big attack sometimes).
-Cottonmouth has a powerful Bite (+8 Damage, Penetrating 6 & Improved Crit), but that's the only really effective thing about him, and it's only PL 8. He's a bit better in standard melee (think: it's pretty hard to land a BITE on somebody compared to just hitting them with three feet of arm), but is just a physically tough guy with passable stats all-around, making him a scrub.

SIDEWINDER (Seth Voelker)
Created By:
Mark Gruenwald & Ralph Macchio
First Appearance: Marvel Two-In-One #64, June, 1980
Role: Hard-Luck Super-villain, The Leader, Teleporter
Based on: Horned rattlesnake native to American deserts, famous for their style of locomotion
PL 10 (150)
STRENGTH
2 STAMINA 4 AGILITY 4
FIGHTING 8 DEXTERITY 6
INTELLIGENCE 4 AWARENESS 3 PRESENCE 3

Skills:
Athletics 4 (+6)
Close Combat (Unarmed) 4 (+12)
Deception 5 (+8)
Expertise (Business) 4 (+8)
Expertise (Criminal) 6 (+10)
Insight 3 (+6)
Perception 3 (+6)
Ranged Combat (Side-Effects) 4 (+10)
Stealth 3 (+7)
Technology 6 (+10)

Advantages:
Improved Aim, Leadership, Power Attack, Precise Attack (Ranged/Cover), Ranged Attack 2, Set-Up

Powers:
"Sidewinder Armour" (Flaws: Removable) [36]
Protection 4 (4)
"Rebreather" Immunity 2 (Suffocation) (2)
"Side-Effects" Blast 8 (Feats: Split) (17)

"Travelling Sideways Through Space" Teleport 6 (Feats: Increased Mass 4) (Extras: Accurate, Extended- 60 miles) (Flaws: Limited to Extended) (22)
-- (45 points)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Side-Effects +12 (+8 Ranged Damage, DC 23)
Initiative +3

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4 (+8 Armour), Fortitude +6, Will +7

Complications:
Motivation (Greed)
Relationship (Daughter)- Sidewinder's quest for cash is partially influenced by his daughter, who is suffering from brain seizures and requires money for an expensive surgery.

Total: Abilities: 68 / Skills: 42--21 / Advantages: 7 / Powers: 36 / Defenses: 18 (150)

-Sidewinder, initially a Serpent Squadder, eventually formed his own team, doing a unique take on a super-villain. Essentially, formed a Union out of a bunch of snake-themed guys, promising them benefits, cuts of takes, and teleporting them out of jail. He made good on all of these, which of course didn't help him at all when Viper showed up and had the entire team (save Diamondback) betray him utterly and try to kill him. Heartbroken, he gave up villainy (save for a "must pay for my sick child's operation" thing), and vanished from comics.
-I always felt that things like this are what made Mark Gruenwald great. He didn't just show super-villains; he showed you how they WORKED. The idea of a bunch of guys banding together not to kill people, but just for back-up and benefits and stuff... that's probably how it would GO. He functionally pre-dates the Venture Brothers' ideas about that by twenty years, and when the Serpent Society or Red Skull's Skeleton Crew show up (like when they recruited Cutthroat after watching him beat a bunch of guys, and then put him through their own basic training, etc.), you knew you were seeing how "the other side" lived- not just a Spidey villain breaking out of jail and then trying to kill him again.
-Upgraded Sidewinder gets some mental boosts, Defensive ability, and he becomes a really good fighter too. Teleporters are a bit pricey anyways, so his boost was minor.
-Sidewinder isn't so tough, but is a PL higher on offense than his buddies. He's never been a battlefield leader, despite his Side-Effects, and prefers to lead from the back, giving the team missions. His Skills are higher than his Advantages, which shows somebody who's a better thinker than fighter. His Teleport expresses the new way it works (Extended 'Ports are an Extra, not just part of the power, which I think works WELL, as I believe that Teleportation is one of the most game-breaking things to exist in RPGs and Comics).
-Notably, Sidewinder is CHEAPER than my old build of him, which is unusual for the "less for more" approach they gave statting in 3rd Edition. It's mainly because of his Teleport, though, which I grossly over-extended last time (Area & Affects Others, neither of which he actually had)- I think the info websites have on him is more advanced a few years later.

PRINCESS PYTHON (Zelda DuBois)
Created By:
Stan Lee & Steve Ditko
First Appearance: Amazing Spider-Man #22, March, 1965
Role: Jobber Villain, Jobber Even Compared to Other Jobber Villains, Animal User
Based on: 20-foot Constrictor native to India & Asia
PL 10 (150)
STRENGTH
1 STAMINA 3 AGILITY 4
FIGHTING 12 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 4 (+8)
Deception 3 (+9, +11 Attractive)
Expertise (Criminal) 4 (+5)
Expertise (Circus Performer) 4 (+8)
Expertise (Animal Handling) 8 (+9)
Insight 4 (+6)
Perception 4 (+6)
Persuasion 5 (+9, +11 Attractive)
Sleight of Hand 4 (+6)
Stealth 2 (+6)

Advantages:
Equipment (Cattle Prod), Set-Up, Sidekick 10 (Pythagoras- a Rock Python), Ultimate Skill (Persuasion)

Equipment:
"Cattle Prod" Affliction 5 (Fort; Dazed/Stunned/Incapacitated) (5)

Powers:
"Snake Charmer" Mind Control 10 (Extras: Area- 250ft. Burst +4) (Flaws: Limited to Reptiles) [40]

Offense:
Unarmed +12 (+1 Damage, DC 16)
Cattle Prod +12 (+5 Affliction, DC 15)
Initiative +4

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +3, Fortitude +5, Will +5

Complications:
Motivation (Greed)
Reputation (Loser-Marrier)- Princess Python is notable amongst the super-villain community for being both a coward, and a woman who marries the loseriest of loser super-villains.
Relationship (Python)- Her pet rock pythons are beloved to her, and she becomes distraught when they are killed. Not that this keeps her from repeatedly throwing them at super-powered beings...

Total: Abilities: 62 / Skills: 42--21 / Advantages: 14 / Powers: 40 / Defenses: 13 (150)

PYTHAGORAS- Princess Python's Sidekick
PL 10 (50)
- Sidekick Rank 10
STRENGTH 6 STAMINA 3 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -4

Skills:
Athletics 2 (+8)
Close Combat (Unarmed) 10 (+13)
Intimidation 10 (+6)
Perception 2 (+3)
Stealth 2 (+4)

Advantages:
Chokehold, Crushing Pin, Fast Grab, Improved Hold, Improved Initiative, Startle

Powers:
Movement 1 (Slithering) [2]
Senses 2 (Infravision, Scent) [2]
"Snake Skin" Protection 2 [2]
"Sheer Length" Reach 2 [2]

Offense:
Unarmed +13 (+6 Damage, DC 21)
Initiative +6

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +5, Fortitude +6, Will +3

Complications:
Disabled (Animal)- Snakes cannot speak to humans, nor use their tails to easily manipulate objects.
Disabled (Senses)- Snakes have poor eyesight & hearing.
Weakness (Cold-Blooded)- Reptiles are cold-blooded- that is, their bodies are the same temperature as the air around them. As such, they are slow & sluggish in cold temperatures, and will die quickly if left in winter-like conditions. They must warm up before they are any good.

Total: Abilities: 14 / Skills: 26--13 / Advantages: 5 / Powers: 8 / Defenses: 11 (50)

-Princes Python was first a member of a Serpent Squad, but made her debut with the All-Star Team of Jobbers, the Circus of Crime. A snake-charmer (naturally), she pretty much existed to do a sexy pose and then throw Pythagoras (her python) at the superhero. They'd struggle for a while, but the hero would inevitably break the snake's grip and toss it back into her or something. Generally as useless as the rest of her compadres, she would fold like a card table at the slightest resistance, something that got her fired from the Serpent Society after her first adventure with them. She's since popped up in more recent times as a lady who repeatedly marries sub-par jobber criminals (Stilt-Man, The Gibbon), but they've boosted her sexiness up vastly in the mean-time.
-Princess P gets a major upgrade in this variation, becoming a PL 10 Animal Controller. She still sucks in combat (her best attack is PL 8.5, and she's PL 7.5 defensively), but Pythagoras the Rock Python basically becomes the Shang-Chi of the herpetological world, becoming a PL 9.5 ass-kicker in his own regard.
-Princess Python is PL 6, her python PL 6.5, which is about right. They're at worst a minor annoyance for most super-heroes (though her python once grappled THE HULK and nearly beat him! Good old 1960s and their lack of obsession with power levels and feats...), which PL 6-7 properly represents, to me. Python here'd be completely useless, but she has that handy Cattle Prod. Pythagoras (or his later replacements... he dies a lot. Iron Man once threw one IN ACID- Peta was apparently not around in force yet) is a new Animal Build for me, having some baseline powers, avoids the need for a DEX score, and is generally good at grappling & holding people.

DEATH ADDER (Roland Burroughs)
Created By:
Mark Gruenwald & Ralph Macchio
First Appearance: Marvel Two-In-One #64 (June 1980)
Role: Bitch Queen, The Big Bad, Recurring Foil of Human-Level Guys (Cap, Wolverine, Fury)
PL 10 (159)
STRENGTH
7 STAMINA 7 AGILITY 5
FIGHTING 9 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 0 PRESENCE 0

Skills:
Athletics 1 (+8)
Close Combat (Natural Weapons) 2 (+10)
Expertise (Criminal) 4 (+6)
Expertise (Science) 4 (+6)
Intimidation 8 (+8)
Perception 4 (+4)
Sleight of Hand 2 (+4)
Stealth 2 (+7)
Technology 3 (+5)

Advantages:
All-Out Attack, Chokehold, Fascinate (Intimidation), Improved Critical (Tail), Improved Grab, Move-By Action, Power Attack, Prone Fighting, Takedown 2, Startle

Powers:
"Underwater Adaptations"
Immunity 2 (Water-Breathing, Cold) [2]
Swimming 6 (30 mph) [6]
Leaping 1 (15 feet) [1]

"Bionic Tail"
Extra Limbs 1 [1]
Strength-Damage +0 (Feats: Reach 2) [2]

"Death Adder Suit" (Flaws: Removable) [40]
"Armour" Protection 1 (1)
"Claws & Barbs" Strength-Based Damage 2 (Feats: Split) (3)
Linked to
"Paralytic Poison"
Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Feats: Split, Reach 2) (Extras: Cumulative) (19) Linked to Weaken Strength 8 (Extras: Progressive +2) (Feats: Split, Reach 2) (27)
-- (50 points)

Offense:
Unarmed +9 (+7 Damage, DC 22)
Tail +11 (+7 Damage, DC 22)
Barbs & Claws +11 (+9 Damage & +8 Affliction & +8 Weaken, DC 24, 20 & 20)
Initiative +5

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +7 (+8 Armour), Fortitude +9, Will +4

Complications:
Motivation (Greed)
Weakness (Electricity & Magnetics)- With his bioinic tail, Death Adder is more vulnerable to Magnetic & Electrical attacks than a normal being.
Disabled (Mute)- The experiments that gave Death Adder his powers also accidentally left his vocal cords permanently damaged, and thus he cannot speak.
Prejudice (Obvious Super-villain)- There's no mistaking his giant bionic tail for anything normal, and so Death Adder is very recognizable and hard to disguise.

Total: Abilities: 64 / Skills: 30--15 / Advantages: 11 / Powers: 52 / Defenses: 17 (159)

-Death Adder is one of the cooler and more notable members of the Serpent Society, so OF COURSE he gets to be the one offed by Scourge. I mean, FER-DE-LANCE WAS RIGHT THERE!! Almost the entire TEAM was worse than this guy, and they killed him! Oh well... he's got one of those problematic power-sets in comics (alongside "guys who cut through anything" like Persuader and Silver Samurai), in that it's all-or-nothing with him- His poison's lethal and paralytic, so it should kill anyone he hits with it, rather quickly. As a result, he can never hit anybody with it, ever. Only time I've heard of it working on a non-NPC is in that "they all get better at the end" story when the Avengers fight the Legion of the Non-Living in Death's realm (during the sequel to "Contest of Champions"), and he got a glancing blow on Tigra that did lethal damage, sending her paralyzed out of a tree and killing her in moments.
-He recently came back during that "Scourge's victims reborn by The Hood" storyline in The Punisher's book, and he looks extra-mutated (with a basilisk-type beak). But at least he's back. It was always a shame to lose a reasonably cool villain like this.
-The updated Death Adder is actually more than a PC-level build, since the ORIGINAL build I did was- this version merely brings him fully up to PL 10 caps. He's still by far the most lethal Serpent in a fight.
-Death Adder is a dangerous character, and shockingly makes PL 10 (150) status as a SERPENT SOCIETY member! This is because of his lethal venom, which links to two +8 effects- Affliction (Paralyze) and Weaken (Strength), dropping guys in a flash. Both powers are linked to his Claws & Tail Damage, and all three have the Split and Reach 2 Power Feats attached to them as well. This means he's got a highly-deadly avenue of attack going for him, boosting his cost up, whereas the rest of him is basically PL 9. Offensively, he's "just" PL 9.5.
Based on: Fastest snake in the world (0.13 second bite); an Australian family of ambush predators with some of the most lethal venom recorded. And also, I would be remiss in not re-stating the fact that this is the single most bad-ass name for an animal EVER. Seriously, I couldn't think of anything more awesome-sounding if my life depended on it. Murder Shark? Killfrenzy Squid? Nope- still not as bad-ass as a DEATH ADDER.

KING COBRA (aka The Cobra & The Human Cobra, Klaus Voorhees)
Created By:
Stan Lee & Don Heck
First Appearance: Journey Into Mystery #98 (Nov. 1963)
Role: The Big Bad
Based on: Long poisonous Indian snake; eats other snakes
PL 10 (180)
STRENGTH
6 STAMINA 5 AGILITY 6
FIGHTING 8 DEXTERITY 8
INTELLIGENCE 2 AWARENESS 2 PRESENCE 2

Skills:
Acrobatics 7 (+12)
Athletics 5 (+11)
Close Combat (Unarmed) 3 (+11)
Deception 5 (+7)
Expertise (Criminal) 6 (+8)
Expertise (Science) 5 (+7)
Insight 3 (+5)
Intimidation 3 (+5)
Perception 4 (+6)
Sleight of Hand 8 (+16)
Stealth 5 (+11)

Advantages:
Accurate Attack, Agile Feint, All-Out Attack, Chokehold, Cunning Fighter, Defensive Attack, Defensive Throw, Diehard, Evasion 2, Fast Grab, Improved Critical (Grapple), Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack, Ranged Attack 3, Skill Mastery (Acrobatics, Athletics) 2, Ultimate Acrobatics Skill

Powers:
"Cobra-Like Anatomy"
"Flexible Bones" Protection 2 [2]
Movement 1 (Slithering) [2]
"Contortionist" Immunity 5 (Entrapment) [5]

"Cobra Armour" 33 points (Flaws: Removable) [27]
"Suction Cups" Movement 1 (Wall-Crawling) (2)
"Cobra Gas" Weaken Stamina 5 (Extras: Ranged, Area- 15ft. Cloud, Progressive +2) (25) -- (31)
AE: "Cobra-Cord" Snare 9 (Dodge/Strength; Hindered & Vulnerable/Defenseless & Immobile) (Feats: Reversible, Tether) (Extras: Extra Condition, Ranged) (Flaws: Limited Degree) (20)
AE: "Cobra-Darts" Weaken Stamina 6 (Extras: Ranged, Progressive +2) (24)
AE: "Acid Pellet" Blast 5 (Extras: Secondary Effect) Linked to Weaken Toughness 5 (Extras: Ranged) (24)
AE: "Smoke Pellet" Concealment 6 (Extras: Attack, Area- 15ft. Cloud) (24)
AE: "Explosive Pellet" Blast 8 (Extras: Area- 30ft. Burst) (24)
AE: "Nerve Gas" Affliction 8 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged, Area- 15ft. Cloud) (24)

Offense:
Unarmed +11 (+6 Damage, DC 21)
Cobra-Cord +11 (+9 Affliction, DC 19)
Cobra-Darts +11 (+6 Weaken, DC 16)
Cobra Gas +5 Area (+5 Weaken, DC 15)
Acid Pellet +11 (+4 Damage & +4 Weaken, DC 19 & 14)
Smoke Pellet +6 Area (+6 Concealment, DC 14)
Explosive Pellet +5 Area (+5 Damage, DC 20)
Nerve Gas +7 Area (+7 Affliction, DC 17)
Initiative +6

Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +5 (+7 Flexible Bones), Fortitude +7, Will +6

Complications:
Motivation (Greed)
Prejudice (Obvious Super-Villain)- Unlike every other super-human female (well, mostly) in history, Anaconda is actually ugly. Her skin is covered in tiny scales, she's extremely bulky, and she has small fins on her chin. She will stand out in a crowd unless wearing the heaviest of overcoats.
Relationship (Death Adder/Puff Adder)- Anaconda was great friends with Death Adder, and was heartbroken by his death. She has dated Puff Adder in the past.

Total: Abilities: 78 / Skills: 54--27 / Advantages: 23 / Powers: 36 / Defenses: 16 (180)

-Finally, here's King Cobra, a member of one of the Serpent Squads, and later the leader of the entire Serpent Society. He debuted before all of the others- he's a Thor foe from the Lee/Heck days on "Journey Into Mystery", though how someone this weak challenged Thor, I have no idea. The Silver Age of Marvel had a lot of that, though- powerful guys nearly losing to weaksauce enemies. He eventually joined the Society, and then Mark Gruenwald had him take the leadership role, betraying Sidewinder and nearly having him and Diamondback killed. This split the team, and they never really moved past the "group of jobbers" stage, and that was mainly it for Cobra (now called "King Cobra" as a major character. Last appearance I have of him was as a generic loser villain trying to fight the new recruits of The Initiative.
-King Cobra is rather pricey for a guy who eventually became a crub, but this is his big, tough, Serpent Society-leading, Cap-fighting form. He's hard to hit, impossible to grapple (as in, he has "Immunity"), he's fast, has multiple gadgets in his armour, and he's not particularly weak at anything. He's a good, old-fashioned PL 10, made very expensive by his depth and capabilities (notably, my last build of him was only 6 points cheaper in 2nd Edition). Modern-day King Cobra has seemingly lost a step or two, and is probably only PL 9.

PUFF ADDER (Gordon "Gordo" Fraley)
Created By:
Mark Gruenwald & Tom Morgan
First Appearance: Captain America #337, Jan, 1988
Role: Jobber Villain, The Big Guy
Based on: African viper that hisses in defense
PL 10 (150)
STRENGTH
7/11 STAMINA 7/11 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 1

Skills:
Athletics 2 (+9, +13 Growth)
Close Combat (Unarmed) 3 (+9)
Deception 2 (+3)
Expertise (Criminal) 5 (+5)
Intimidation 7 (+8, +10 Growth)
Vehicles 5 (+5)

Advantages:
Diehard, Fast Grab, Improved Grab, Improved Hold, Power Attack, Startle, Withstand Damage

Powers:
"Puff Up Body"
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry) -- (12 feet) [8]
"Enhanced Reach to Unarmed Damage" Reach 2 [2]

"Acid Breath"
Damage 6 (Feats: Accurate, Reach) (Extras: Secondary Effect) Linked to Weaken Toughness 10 (Feats: Reach) (Extras: Affects Objects, Progression +2) [56]

Offense:
Unarmed +9 (+6 Damage, DC 22)
Growth Unarmed +9 (+11 Damage, DC 26)
Acid Breath +7 (+4 Ranged Damage & +8 Weaken
Initiative +2

Defenses:
Dodge +10 (+8 Growth) (DC 20-18), Parry +11 (+9 Growth) (DC 21-19), Toughness +7 (+11 Growth), Fortitude +7 (+11 Growth), Will +6

Complications:
Motivation (Greed)

Total: Abilities: 46 / Skills: 24--12 / Advantages: 7 / Powers: 66 / Defenses: 19 (150)

-Puff Adder occupies a relatively untouched concept in comics- the Growing Guy who only grows to ten feet or so. Very weird. He's basically the "big dumb muscle" of his team, being unintelligent but strong, brawling with various heroes and trying to squish them with grapples (or hit them with his Acid Breath). One of the more decent looks of the team, he hasn't received much characterization, and he's most notable for various artists forgetting his RACE once in a while. Shown as a big white dude most of the time early on, a few artists made the mistake of assuming he was big black guy (perhaps understandable, since Cottonmouth and Rock Python were also both black guys who wore weird head-dresses and had funky outfits one- they probably just mixed him up with them), so you could almost give him an extra power for that.
-Puff Adder is pretty strong, making him PL 8.5 at his Unarmed Damage in Close Combat and his Parry/Toughness trade-offs; the rest of him is a PL 7.5 to PL 8.5 mini-Powerhouse, lacking much of the weight-lifting prowess that the term would imply- when he "Puffs Up" to maximum size, he matches the strength and power of Spider-Man and then some, but has none of the accuracy. Notably, 3rd Edition Growth doesn't affect to-hit bonuses, which may wreack havoc with "Growth Guys" at higher levels if you want them to match a certain Power Level. For this scrub, not so much. I threw in the "Reach" Feat to his Powers as well, as Growth actually lacks that ability and you have to place it in manually.
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