APOCALYPSE (En Sabah Nur)
PL14
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT
AWARENESS
PRESENCE
14
14
3
3
10
8
8
6 POWERS
Energy Control: Array (32 points) Energy Blast: Ranged Damage 16 • 32 points • Teleportation: Teleport 14, Extended Only, Increased Mass 4 • 1 point Invulnerability: Immunity 11 (Aging, Life Support); Protection 4, Impervious 18 • 33 points Shapeshifting: Morph 4 (any form); Variable 4 (physical traits, 20 power points, plus changing existing physical trait allocations) • 52 points
OFFENSE Initiative +4 Energy Control +12, Ranged • Damage 16 Unarmed +10, Close • Damage 14 DEFENSE TOUGHNESS FORTITUDE WILL
18* 14 14
DODGE PARRY
8 10
* Impervious 18
EQUIPMENT
DESIGN NOTES Apocalypse is probably the Marvel counterpart to Martian Manhunter as far as powers go. I went with the broader Variable in this case, even though J’onn could probably also justify a Variable. Apocalypse will typically use his variable to acquire Insubstantial, Regeneration, Flight, Elongation, and Enhanced Strength or a combination thereof. He has an ever-expanding powerset, though, so in the interests of keeping things iconic, I did try to trim it to just the most recognizable.
Headquarters: Celestial Ship • 20 points Large; Tou 20, Features: Communications, Computer, Defense System, Infirmary, Laboratory, Living Space, Power System, Workshop, Healing Chamber (Regeneration 10), Space Flight (Flight 10; Movement 3 (Space Travel 3)) SKILLS Expertise: Genetics 16 (+24), Expertise: History 12 (+20), Intimidation 10 (+16), Ranged Combat: Energy Control 8 (+12), Technology 16 (+24), Vehicles 4 (+8) ADVANTAGES Benefit 4 (wealth and resources), Eidetic Memory, Equipment 4, Great Endurance, Inventor, Leadership
POWER POINTS Abilities 132 + Powers 118 + Advantages 12 + Skills 33 + Defenses 10 = Total 305 COMPLICATIONS Enemy: Cable and the X-Men. Obsession: Social Darwinism.