Taliesin's MARVEL UNIVERSE Vol. 1

[Nullify Cosmic Energy Control; -2]; 56pp); Linked Power: Enhanced Feat 2 ... form a cocoon around himself within which he can regenerate and accumulate his ...... and devices, mix in a little Wolverine, and you pretty much have T'Challa, the ...
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Taliesin’s MARVEL UNIVERSE Vol. 1

Abomination • Absorbing Man • Adam Warlock • Angel • Annihilus • Apocalypse Archangel • Ares • Banshee • Baron Zemo • Batroc the Leaper • Beast • Bishop Black Bolt • Black Cat • Black Knight • Black Panther • Black Widow • Blink Blob Bullseye • Captain America • Cloak • Cyclops • Dagger • Daredevil • Dazzler Deadpool • Doc Samson • Doctor Doom • Doctor Octopus • Doctor Strange Electro • Elektra • Emma Frost • Galactus • Gambit • Green Goblin • Havok Hawkeye • Hawkeye (Kate Bishop) • Human Torch • Iceman • Invisible Woman Iron Fist • Iron Man • Iron Patriot • Lizard • Loki • Mach IV • Machine Man • Magik Magma • Magneto • Mister Fantastic • Moon Knight • Nightcrawler • Polaris Quasar • Sandman • Scarlet Witch • Scorpion • Shatterstar • She-Hulk • Shocker Spider-Man • Spider-Woman • Storm • Sunspot • Super-Skrull • Thing • Toad Ultron • Vision • War Machine • Wasp • Wolverine • Wonder-Man • X-23 • X-Man

ABOMINATION (Emil Blonsky)

PL12 STR

+16 42/12

DEX +0 10

CON

+16 42/12

INT

WIS

+1 12

+3 14

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*

+16

+0

+2 SKILLS

Bluff 8 (+9), Computers 8 (+9), Disable Device 8 (+9), Gather Information 8 (+9), Intimidate 12 (+15), Knowledge [Physical Sciences] 4 (+5), Knowledge [Streetwise] 8 (+9), Knowledge [Tactics] 4 (+5), Languages 2 (English, Russian; base: Yugoslavian), Notice 8 (+10), Pilot 8 (+8), Sense Motive 8 (+10), Stealth 10 (+6), Survival 4 (+6) FEATS All-Out Attack, Chokehold, Crushing Pin, Improved Grab, Power Attack, Startle, Track DRAWBACKS Wealth (Base wealth only +4) COMBAT Attack +9 [+8; size] Damage +16 (Unarmed) Defense +9 [+8; size] (+4 flat-footed) Initiative +0 T-NOTES The Abomination might be as strong as a calm Hulk, but not having the same adrenaline surge as the Hulk means that he is not nearly as formidable, and his healing factor isn’t as robust. At the time of its creation, the Abomination was actually as strong as an enraged Hulk, but he has been significantly nerfed since. To keep the Abomination from being simply Hulk-lite, I gave him a little different feat selection and also the power of Suspended Animation, which activates automatically when he is exposed to conditions too deadly for even him to withstand.

POWERS Enhanced Strength 22 (22pp) Enhanced Constitution 26 (26pp) Growth 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; 12pp) Immunity 3 (Disease, Environmental Conditions 2 [Cold, Heat]; 3pp) Impervious Toughness 12 (12pp) Leaping 9 (x1,000; 9pp) Regeneration 12 (Recovery Rate 9 [Bruised 1, Injured 2, Disabled 3, Unconscious 1, Staggered 2], Ability Damage 3; Feats: Diehard, Persistent, Regrowth ; 15pp) Super-Strength 4 (Heavy Load: ~100 tons; Power Feats: Groundstrike, Super-Breath, Thunderclap ; 11pp) Suspended Animation (Extra: Reaction [when reduced to unconscious or dying condition; +4]; Flaw: Uncontrolled [-1]; 5pp) Growth Effects Size: Large, Mass x8, Base movement +5 feet, Space 10 ft., Reach 10 ft.; Strength +8, Constitution +4, Carrying Capacity +5; -1 Attack and Defense bonus, Grapple +4, Stealth -4, Intimidate +2

Abilities 12 + Skills 25 (100 ranks) + Feats 7 + Powers 115 + Combat 36 + Saves 0 – Drawbacks 1 = Total 194

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ABSORBING MAN (Carl “Crusher” Creel) STR

PL14 DEX

+4 18

+0 10

CON +4 18

INT -1 8

WIS -1 8

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6*

+10

+4

+3

*Up to +15 with Object Mimicry

SKILLS Climb 4 (+8), Disable Device 7 (+6), Intimidate 14 (+13), Knowledge [Streetwise] 7 (+6), Stealth 4 FEATS All-Out Attack, Fearsome Presence 8, Improved Grapple, Power Attack, Startle, Tough 2, Weapon Break POWERS Device 1 “Ball and Chain” [Easy to Lose] (3pp) Object Mimicry 15 (Extra: Living Subjects [+1]; Flaw: Tainted [-1]; Drawback: Full Power; 89pp) Regeneration 1 (Resurrection 1 [unless form is dispersed]; Power Feat: Regrowth; 2pp) T-NOTES In some strange way, Absorbing Man is a lot like Plastic Man; both are built with a Variable power simulating their ability to change into various forms. For Creel, this involves touching an object or creature. His power gives him incredible diversity and combines both Object Mimicry and Mimic in that he can also copy the power of a superhero such as the Hulk by touching him. Absorbing Man’s weaknesses are two-fold. First, he acquires any drawbacks that his subject has and must use Object Mimicry to its full power, so if he copies a diamond, he gains its vulnerability to bludgeoning attacks, and if he touches the Hulk, Creel will revert back to his human form if he’s not raging. Second, Creel is really dumb and easily tricked into mimicking something with an exploitable drawback.

Ball and Chain (pp total) Strike 2 (Power Feats: Extended Reach, Mighty, Variable Descriptor [same as Mimicked Object]; 5pp) COMBAT Attack Attack +7 Damage +4 (Unarmed), +6 (Ball and Chain), +15 (Object Mimicry) Defense +6 (+3 flat-footed) Initiative +0 ilities 10 + Skills 9 (36 ranks) + Feats 15 + Powers 94 + Combat 24 + Saves 14 – Drawbacks 0 = 166

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ADAM WARLOCK

PL14 STR +9 28

DEX +8 26

CON

INT

+9 28

+3 16

WIS +4 18

CHA +5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9*

+13

+12

+10

*+9 Imperivous (+17 Impervious in coccon)

SKILLS Bluff 8 (+13), Concentration 12 (+16), Knowledge [Arcane Lore] 8 (+11), Notice 6 (+10), Pilot 4 (+12), Stealth 6 (+14)

FEATS Evasion, Leadership, Trance

COMBAT Attack +13 Damage +9 (Unarmed) / +12 (Cosmic Energy Control) / +15 (Soul Gem Blast) // +2 (Boost) Defense +8 (+4 flat-footed) Initiative +8

T-NOTES  Adam Warlock is about as cosmic as it gets. His own powers and physical traits are impressive, most notably his ability to form a cocoon around himself within which he can regenerate and accumulate his powers (Boost) in greater safety. With the Karmic Staff in hand, Warlock exhibits a finer degree of control over Cosmic Energy and can use it to stunt Deflect and Telekinesis. Adam Warlock’s control over his own life force is such that he always resurrects if ever he dies. The Soul Gem in Warlock’s possession is one of the most powerful items in the Marvel Universe, offering him nearly total control over life. He can drain souls by storing them in the Soul Gem’s Dimensional Pocket. Warlock can access the knowledge and memories of those trapped in the gem. Furthermore, he has mastered its use and can project energy blasts, create force constructs, and karmic stun blasts with the gem. However, the Soul Gem is possessed of a malevolent intelligence that feeds upon the souls of those it has captured or, in their absence, the life essence of its wielder. Use of the gem also interferes with Warlock’s Cosmic Energy Control, probably due to this symbiotic relationship.

POWERS Alternate Form 7 “Cocoon” (Drawback: Temporary Disability [immobile; Common, Major; -4pp]; 31pp) Cosmic Energy Control 12 (Dynamic; 25pp) DAP: Flight 6 (5,000 MPH) and Space Travel 12 (2pp) Device 1 “Karmic Staff” (Easy to Lose; Power Feats: Indestructible, Restricted [to those with Cosmic Energy Control]; 5pp) Device 28 “Soul Gem” (Hard to Lose; Flaw: Side-Effect [Nullify Cosmic Energy Control; -2]; 56pp); Linked Power: Enhanced Feat 2 (Minions 4 [Indifferent; -1]; 2pp) Immunity 10 (Life Support, Precognition; 10pp) Impervious Toughness 9 (9pp) Regeneration 1 (Resurrection 1; Extra: True Resurrection [+1]; 2pp) Super-Movement 1 (Dimensional Movement [to Soul Gem’s dimension]; 2pp) Super-Senses 2 (Cosmic Awareness [mental]; 2pp) Super-Strength 4 (Heavy Load: ~12 tons; 8pp) Cocoon Form (35pp total) Boost 4 (all powers at once; Flaws: Action [Full; -1], Personal [-1]; Drawback: Action [20 minutes; -3pp]; 5pp) Protection 8 (Extra: Impervious [+1]; 16pp) Regeneration 12 (Recovery Rate: Bruised 3, Injured 3, Disabled 3, Ability Damage 3; Extra: Duration [Sustained; +0]; Power Feats: Persistent, Regrowth; 14pp) Karmic Staff (5pp total) Power Feat [Cosmic Energy Control]: Precise (1pp) DAP [Cosmic Energy Control]: Deflect 8 (all ranged; 2pp) DAP [Cosmic Energy Control]: Telekinesis 13 (2pp)

Soul Gem (Minion Rank 4) Abilities: Str —, Dex —, Con —, Int 24, Wis 30, Cha 10 Powers: Drain Wisdom 10 (10pp); Shrinking 20 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 21pp) Combat: Attack +12 (size), Damage —, Defense +12 (size), Initiative +0 Saves: Toughness +30 (as Device), Fortitude —, Reflex —, Will +10 Drawbacks: Disability (Immobile; Very Common, Major; -5pp) Abilities 34 + Skills 0 (0 ranks) + Feats 0 + Powers 31 + Combat 0 + Saves 0 - Drawbacks 5 = 60

Soul Gem (114pp total) Comprehend 3 (Languages 3; 6pp) Dimensional Pocket 15 (Extras: Duration [Continuous (Lasting); +3], Range [+1]; 90pp) AP: Blast 15 (1pp) AP: Force Constructs 15 (1pp) AP: Stun 15 (Extra: Alternate Save [Will; +0], Range [+1]; 1pp) Mind Reading 15 (Flaw: Limited [to those captured within Soul Gem; -1]; 15pp)

Abilities 76 + Skills 11 (44 ranks) + Feats 3 + Powers 154 + Combat 42 + Saves 14 – Drawbacks 0 = 300

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ANGEL (Warren Worthington III)

PL9 STR +4 18

DEX +7 24

CON +4 18

INT +2 14

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4

+7

+12

+7

COMBAT Attack +10, +14 (Airborne) Damage +4 (Unarmed) Defense +10, +14 (Airborne) (+5 flat-footed) Initiative +7

SKILLS Acrobatics 12 (+19), Diplomacy 8 (+10), Knowledge [Business] 12 (+14), Knowledge [Physics] 4 (+6), Notice 4 (+6), Pilot 4 (+11), Search 8 (+10), Sense Motive 4 (+ FEATS Acrobatic Bluff, Assessment, Attractive, Benefit 5 (Wealth 5), Environmental Adaptation (High Altitude), Elusive Target, Evasion, Fast Overrun, Favored Environment [Airborne] 8, Move-By Action, Power Attack POWERS

T-NOTES Angel is heavily-dependent on his Favored Environment bonus, although he is quite a competent combatant even when not airborne. Warren’s secondary mutation affords him a healing factor that he can confer upon others through his blood, so long as his blood type matches that of his target. He has also used his blood to raise the newly dead. Angel can use his wings to simulate the Super-Breath power feat.

Flight 4 (100 MPH; Drawback: Power Loss [when wings immobilized; Common, Minor]; 6pp) Healing 3 (Flaws: Empathic [-1], Limited [to same blood type; -1], Limited to Others [-1]; 1pp) Healing 3 (Extra: Resurrection [+1]; Flaw: Tiring [-1]; Power Feat: Progression 2 [20 minutes/rank]; 8pp) Regeneration 3 (Recovery Rate 3 [Bruised 1, Injured 1, Disabled 1]; 3pp) Super-Senses 2 (Normal Sight 2 [Extended 2]; 2pp) Super-Strength 1 (Heavy Load: 600 lbs.; Power Feat: Super-Breath; 3pp) Abilities 42 + Skills 14 (56 ranks) + Feats 22 + Powers 23 + Combat 40 + Saves 13 – Drawbacks 0 = Total 154

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ANNIHILUS

PL13 STR +11 32

DEX +3 16

CON +4 18

INT +4 18

WIS

CHA

+1 12

+4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14

+16

+7

+8 SKILLS

DRAWBACKS Weakness (when deprived of Cosmic Control Rod; Uncommon, Major, -1 to all ability scores each day, lethal; -1pp) COMBAT Attack +11 Damage +11 / +15 (Cosmic Energy Control) Defense +10 (+5 flat-footed) Initiative +3

Craft [Mechanical] 15 (+19), Intimidate 14 (+18), Knowledge [Technology] 15 (+19) FEATS Benefit 5 (Wealth 5), Inventor, Minions 20 POWERS Device 12 “Cosmic Control Rod” (Easy to Lose) (36pp) Duplication 13 (Extras: Horde [+1], Survival [+1]; Flaw: Immature clones [-1]; Power Feats: Progression 3 [10 duplicates], Triggered [upon death]; 43pp) Flight 4 (100 MPH; 8pp) Protection 10 (10pp) Super-Strength 5 (Heavy Load: ~24 tons; 10pp) T-NOTES A good chunk of Annihilus’ cost comes from his resources in Minions and Wealth as well as his spawning power; upon his death, Annihilus spawns several immature clones of himself, each built with 195pp. One of these eventually becomes the next Annihilus. The other item of interest is his Cosmic Control Rod, without which Annihilus becomes very mortal and very vulnerable but with which he has conquered many worlds. He can Boost any of his traits up to his PL caps. Recently during the Annihilation event, Annihilus killed Quasar and took his Quantum Bands. At this moment, this is a temporary Device and may or may not become part of Annihilus’ arsenal:

Cosmic Control Rod (60pp total) Cosmic Energy Control 15 (Dynamic; 30pp) DAP: Animate Objects 10 (2pp) DAP: Boost 15 (any trait; 2pp) DAP: Flight 15 (2pp) DAP: Transform 5 (non-living matter; Extra: Continuous [+1]; 2pp) Enhanced Fortitude 10 (10pp) Immunity 10 (Aging, Life Support; 10pp) Space Travel 2 (medium interstellar; 2pp)

Quantum Bands Device 20 (Hard to Lose; Drawbacks: Power Loss [against magical effects; Common, Minor; -2pp]; 78pp) Quantum Bands (100pp total) Immunity 19 (Life Support, Psionic effects; 19pp) Dazzle 15 (Dynamic; Visual; 30pp) DAP: Blast 14 (Variable Descriptor [electromagnetic]; 2pp) DAP: Create Object 14 (Extra: Continuous [+1]; Flaw: Distracting [-1]; Power Feat: Stationary; 2pp) DAP: Drain 15 (any one energy power; 2pp) DAP: Flight 15 (2pp) DAP: Light Control 14 (Power Feat: Affects Insubstantial; 2pp) DAP: Super-Movement 2 (Dimensional Movement 2; 2pp) DAP: Teleport 15 (2pp) Protection 15 (Extra: Impervious [+1]; 30pp) Space Travel 3 (fast interplanetary; 3pp) Super-Senses 3 (Detect Energy 3 [mental, Ranged, Tracking]; 3pp)

Abilities 54 + Skills 11 (44 ranks) + Feats 26 + Powers 107 + Combat 42 + Saves 13 – Drawbacks 1 = 252

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

APOCALYPSE

PL12 STR +8 26

DEX +4 18

CON +15 40

INT +5 20

WIS +5 20

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+15*

+15

+7

+15

EQUIPMENT Headquarters “Celestial Ship” (15ep) Size: Large; Toughness: 20; Features: Communications, Computer, Defense System, Infirmary, Laboratory, Living Space, Power System, Workshop; Powers: Flight, Space Travel COMBAT

*+15 Impervious

SKILLS Craft [Mechanical] 16 (+21), Diplomacy 12 (+16), Intimidate 12 (+16), Knowledge [History] 16 (+21), Knowledge [Life Sciences] 16 (+21), Knowledge [Technology] 16 (+21), Pilot 8 (+12)

Attack +9 Damage +8 [+15] (Unarmed) / +15 (Blast) Defense +9 (+5 flat-footed) Initiative +4

FEATS Benefit 8 (Wealth 8), Connected, Eidetic Memory, Equipment 3, Inventor, Leadership, Master Plan, Minions 24 (Fanatical; 4 Horsemen, 150pp each) T-NOTES With Shapeshift, Apocalypse can acquire any physical power he needs, which in combat usually includes some combination of Density, Elongation, Enhanced Strength, Flight, Growth, Insubstantial, Regeneration, and Strike. This pool includes 15pp of his physical ability scores, for a total of 30pp to spend. Apocalypse also gained some measure of mental or psionic ability, usually in the form of force blasts and teleportation. Apocalypse still prefers to wade into melee and no wonder; few beings can challenge him physically, and he always has the versatility to run circles around any physical threat. Apocalypse’s Four Horsemen keeps changing membership, so he essentially gets four 150pp Alpha-level mutants as his minions, usually enough to describe any X-Man he happens to recruit/brainwash. Mister Sinister has betrayed and plotted against Apocalypse so many times that he shouldn’t be considered his Sidekick anymore.

POWERS Blast 15 (30pp) AP: Teleport 10 (Extra: Attack [+1]; Power Feats: Easy, Progression; 1pp) Comprehend 3 (Languages 3 [speak, understand, read any]; 6pp) Immunity 10 (Aging, Life Support; 10pp) Impervious Toughness 15 (15pp) Shapeshift 3 (24pp)

Abilities 82 + Skills 24 (96 ranks) + Feats 40 + Powers 86 + Combat 36 + Saves 13 – Drawbacks 0 = Total 280

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ARCHANGEL (Warren Worthington III)

PL10

STR +4 18

DEX +7 24

CON +4 18

INT +1 12

WIS +0 10

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+7

+12

+5 SKILLS

Acrobatics 12 (+19), Intimidate 8 (+8), Knowledge [Business] 12 (+13), Knowledge [Physics] 4 (+5), Notice 4 (+4), Pilot 4 (+11), Search 8 (+9), Sense Motive 4 (+4)

FEATS Acrobatic Bluff, Assessment, Attractive, Environmental Adaptation (High Altitude), Elusive Target, Evasion, Fast Overrun, Favored Environment [Airborne] 8, Move-By Action, Power Attack COMBAT Attack +Attack +8, +12 (Airborne) Damage +4 (Unarmed), +4 (Blast, Autofire), +8 (Strike, 19-20 Crit) Defense +8, +12 (Airborne) (+4 flat-footed) Initiative +7

POWERS Container 12 [Techno-Organic Wings] (Drawbacks: Uncontrolled [only if DC 10 Will save failed; Uncommon, Moderate; -2pp]; 56pp) Protection 4 (4pp) Super-Senses 2 (Normal Sight 2 [Extended 2]; 2pp) Super-Strength 1 (Heavy Load: 600 lbs.; Power Feat: Super-Breath; 3pp)

T-NOTES Archangel is a deadlier, slightly less skilled incarnation of Angel. He does have a higher top speed due to his mechanical wings. Archangel is also able to use his wings to perform slashing attacks, to protect himself and others, and to fire neurotoxintipped feathers.

Techno-Organic Wings (60pp total) Blast 4 (Extra: Autofire [+1], Linked [to Paralyze; +1]; 16pp) AP: Strike 4 (Power Feats: Extended Reach, Improved Critical, Mighty; 1pp) AP: Deflect 5 (all attacks; Power Feat: Extended Reach; 1pp) Flight 6 (500 MPH; Drawback: Power Loss [if wings immobilized; Common, Minor; -2pp], 10pp) Paralyze 8 (Extras: Alternate Save [Fortitude; +0], Autofire [+1], Ranged [+1]; 32pp)

Abilities 32 + Skills 14 (56 ranks) + Feats 17 + Powers 65 + Combat 32 + Saves 13 – Drawbacks 0 = Total 173

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ARES

PL14 STR

+13 36/28

DEX +2 14

CON +13 36

INT +0 10

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+19*

+17

+6

+6

*+6 Impervious

POWERS

T-NOTES The recently reformed god of war and divine member of the Mighty Avengers, Ares is described as a cross between Thor and Wolverine. Without his magical gauntlets, Ares isn’t nearly as strong as Hercules, however, nor is he quite as good a tactician as his fellow Olympian Athena, so it’s not a surprise that he’s rather bitter at the second-rate status that he has among the Olympians. However, Ares is an extremely skilled warrior with a healing factor at least as robust as Wolverine’s, in addition to his immortality. Ares is a master in the use of all weapons, archaic and modern, and with his Weapon Creation power, is able to summon any weapon or weapons of his choosing. Currently, he seems to favor an adamantine axe and the battle armor forged by Hephaestus. Ares can use Extra Effort to improve this power and perhaps summon an even more powerful weapon from Olympus should he require it.

Comprehend 2 (Languages 2 [speak and understand]; 4pp) Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp) Immunity 9 (Aging, Disease, Environmental Conditions 4 [Cold, Heat, Pressure, Vacuum], Starvation and Thirst, Suffocation [no need to breathe]; 9pp) Regeneration 21 (Recovery Rate 20 [Bruised 3, Injured 6, Disabled 8, Staggered 3], Resurrection 1; Power Feats: Diehard; 22pp) Super-Movement 1 (Dimensional Movement [to and from Olympus]; 2pp) Super-Senses 2 (Divine Awareness, Magical Awareness; 2pp) Super-Strength 6 (Heavy Load: > 200 tons; 12pp) Weapon Creation 6 (42pp)

SKILLS Craft [Structural] 4 (+5), Intimidate 16 (+18), Knowledge [History] 12 (+12), Knowledge [Tactics] 16 (+16), Notice 4 (+6), Ride 12 (+14) FEATS Accurate Attack, All-Out Attack, Assessment, Critical Strike, Improved Initiative, Leadership, Power Attack, Quick Draw, Startle, Tactical Assessment (use Knowledge [Tactics] for Assessment), Takedown Attack 2 COMBAT Attack +12 Damage +16 (Strike, Penetrating) Defense +9 (+5 flat-footed) Initiative +6

Density Effects Strength +8, Impervious Protection 2, Immovable 1, Super-Strength 1, Mass x3 Typical Weapon Creation Configuration (30pp total) Protection 4 “Olympian Battle Armor” (Extra: Impervious [+1]; 8pp) Strike 3 “Adamantine Battle Axe” (Extra: Penetrating 16 [+1]; Power Feats: Improved Critical, Mighty, Thrown; 22pp) Abilities 56 + Skills 16 (64 ranks) + Feats 12 + Powers 106 + Combat 42 + Saves 12 – Drawbacks 0 = Total 244

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BANSHEE (Sean Cassidy)

PL10 STR +2 14

DEX +2 14

CON +2 14

INT +1 12

WIS +3 16

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10/+2*

+6

+6

+6**

*Without Force Field **+14 (+4 Impervious) vs. auditory sensory

SKILLS

FEATS Attack Focus [Melee] 4, Attack Specialization [Firearms], Dodge Focus 4, Improved Initiative, Leadership COMBAT Attack +6, +8 (Firearms), +10 (Unarmed) Damage +2 (Unarmed), +10 (Strike, Cone), +14 (Blast) Defense +10 (+3 flat-footed) Initiative +6

Acrobatics 8 (+10), Craft [Mechanical] 4 (+5), Diplomacy 8 (+10), Gather Information 8 (+10), Investigate 8 (+9), Knowledge [Tactics] 8 (+9), Perform [Keyboards] 4 (+6), Pilot 8 (+10), Sense Motive 8 (+11), Stealth 4 (+6) POWERS

T-NOTES I went into this built thinking of building Banshee as Black Bolt-lite, but that’s not quite fair. While he doesn’t have nearly the amount of auxiliary powers, Banshee can actually do a lot more with just his sonic powers, so much so that I needed to pare them down to stunts. There were really a few ways I could have approached this build, and I decided to stay away from using Sonic Control as an array due to its rank being restricted to PL. In addition to a very powerful Blast, albeit at a reduced range of two increments, Banshee can use his sonic powers to hypnotize his target. He can also produce an area effect with his sonic scream when collateral damage is not a concern. Banshee has a few peripheral powers, including the ability to use his sonic powers to fly. He needs his very unstylish costume to be able to effectively maneuver aerially, however, thus the Distracting Flaw if he tries to fly without his costume. Banshee has lost his sonic scream from power strain in the past. During these times, he has proven to be a capably trained combatant both in fisticuffs and with conventional and nonconventional firearms.

Blast 14 “Sonic Scream” (Drawback: Reduced Range [two increments; -2pp]; 26pp) AP: Dazzle 10 (Auditory; Extra: Area [Cone; +1]; Flaw: Touch [-1]; 1pp) AP: Drain Toughness 14 (Extra: Affects Objects Only [+0], Ranged [+1]; Drawback: Reduced Range [two increments; -2pp]; 1pp) AP: Mind Control 8 (Extra: Sustained [Lasting; +1]; Flaw: Sense-Dependent [Auditory; -1]; 1pp) AP: Strike 10 (Extra: Area [Cone; +1]; 1pp) Device 1 “Banshee Costume” (Hard to Lose; 4pp) Flight 5 (250 MPH; Flaw: Distracting [-1]; 5pp) Force Field 8 “Sonic Shield” (8pp) Immunity 11 (Black Tom’s powers, sonic effects; 11pp) Sensory Shield 4 (Hearing; 4pp) Super-Senses 6 (Normal Hearing 3 [Accurate, Extended], Sonar; 6pp) Banshee Costume (5pp total) Buys off Distracting Flaw on Flight (5pp) Abilities 24 + Skills 17 (68 ranks) + Feats 11 + Powers 68 + Combat 24 + Saves 11 - Drawbacks 0 = Total 155

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BARON ZEMO (Helmut Zemo)

PL11 STR

DEX

CON

+7 +4 +6 24/16 18/14 22/14

INT +3 16

WIS +1 12

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9

+7

+6

+6*

*+16/+10 Impervious vs. mental effects

SKILLS Acrobatics 5 (+9), Craft [Chemical] 10 (+13), Craft [Electronic] 7 (+10), Diplomacy 8 (+12), Intimidate 8 (+12), Knowledge [Streetwise] 8 (+11), Knowledge [Technology] 10 (+13), Notice 5 (+6), Pilot 7 (+11) FEATS Benefit 6 (Wealth 6), Dodge Focus 4, Equipment 3, Leadership, Master Plan, Power Attack EQUIPMENT

POWERS Device 6 “Adhesive X Spray Gun” (Easy to Lose; 18pp) Device 12 “Moonstones” (Easy to Lose; 36pp) Device 2 “Hood Circuitry” (Hard to Lose; 8pp) Adhesive X Spray Gun (30pp total) Snare 15 (Extra: Targeted Area [Cone; +1]; Flaw: Range [-1]; 30pp) Hood Circuitry (10pp total) Mind Shield 10 (10pp)

T-NOTES Baron Zemo the 13th isn’t the super-genius that his father and predecessor was, but he’s cunning in his own way, a true opportunist. He is a master of making use of the resources and manipulating the powers of other people, such as his father’s Adhesive X and Karla Sofen’s Moonstones. Being able to call upon such powers means that, unlike other masterminds, Zemo isn’t afraid to mix it up now and then in combat when his schemes don’t turn out the way he anticipated.

Costume (Protection 3; 3ep) Arsenal (11ep array) Blaster pistol (10ep) Sword (1ep) COMBAT Attack +7, +9 (Ranged) Damage +5 (Blaster pistol), +10 (Sword, 19-20 Crit), +12 (Blast) Defense +12 (+4 flat-footed) Initiative +4

Moonstones (60pp total) Enhanced Abilities 12 (Strength 8, Dexterity 4, Constitution 8; 20pp) Gravity Control 12 (24pp) AP: Blast 12 [Force] (1pp) AP: Dazzle 12 (Visual; 1pp) AP: Environmental Control 12 (Gravity [high]; 1pp) AP: Flight 12 (1pp) AP: Insubstantial 4 (1pp) AP: Spatial Control 12 (1pp) AP: Teleport 6 (Extra: Portal [+2]; 1pp) Super-Senses 1 (Temporal Awareness; 1pp) Super-Strength 4 (Heavy Load: ~6 tons; 8pp)

Abilities 30 + Skills 17 (68 ranks) + Feats 16 + Powers 62 + Combat 30 + Saves 7 – Drawbacks 0 = 162

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BATROC THE LEAPER (Georges Batroc) STR +4 18

PL10 DEX +6 22

CON +4 18

INT +1 12

WIS +1 12

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+4*

+8

+12

+4

EQUIPMENT Whip-cane (5ep): Strike 2 (Extended Reach, Improved Disarm, Mighty)

*Flat-footed

SKILLS Acrobatics 12 (+18), Climb 8 (+12), Diplomacy 8 (+11), Disable Device 8 (+9), Disguise 4 (+7), Escape Artist 4 (+10), Handle Animal 4 (+7), Knowledge [Streetwise] 8 (+9), Knowledge [Tactics] 8 (+9), Languages 1 (English; base: French), Notice 4 (+5), Pilot 4 (+10), Ride 4 (+10), Search 4 (+5), Sleight of Hand 4 (+10), Stealth 8 (+14), Survival 11 (+12) FEATS Acrobatic Bluff, Attack Specialization [Unarmed], Challenges (Accelerated Acrobatics), Defensive Attack, Defensive Roll 3, Dodge Focus 4, Elusive Target, Equipment, Evasion, Grappling Finesse, Improved Defense, Improved Initiative, Improved Throw, Improved Trip, Move-By Action, Redirect, Second Chance (Acrobatics), Sneak Attack 2, Takedown Attack 2, Track T-NOTES Batroc’s a pretty formidable martial artist with a focus on his acrobatic ability, making him somewhat of an analogue to Nightwing. Batroc has supposedly extremely well developed leg muscles allowing him to make extraordinary leaps, but I think the Acrobatics skill should cover that more or less. He has a military and criminal background and quite skilled overall, but it seems writers can’t decide whether to make him a credible opponent to such heroes as Captain America or simply write him off as a stock character with a funny accent.

COMBAT Attack Attack +11 / +13 (Unarmed) Damage +4 (Unarmed) / +6 (Whip-Cane, Extended Reach) // +3 (Sneak Attack) Defense +13 (+5 flat-footed) Initiative +10 Abilities 38 + Skills 26 (104 ranks) + Feats 27 + Powers 0 + Combat 40 + Saves 11 – Drawbacks 0 = Total 142

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BEAST (Henry “Hank” P. McCoy)

PL11 STR

+9 29/25

DEX +8 27

CON

+8 27/25

INT +5 20

WIS +2 14

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+12

+12

+8 SKILLS

Acrobatics 11 (+19), Climb 8 (+17), Diplomacy 8 (+12), Drive 5 (+13), Knowledge [History] 10 (+15), Knowledge [Life Sciences] 12 (+17), Knowledge [Technology] 12 (+17), Knowledge [Theology and Philosophy] 10 (+15), Languages 8 (Chinese, French, German, Greek, Japanese, Latin, Russian, Spanish; base: English), Medicine 13 (+15), Notice 9 (+11), Perform (Keyboards) 9 (+13), Pilot 5 (+13 FEATS

POWERS Container 5 [Feline Physique] (Extra: Duration [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 26pp) Feline Physique Traits (25pp total) Emotion Control 6 (Extras: Alternate Save [Fortitude; +0], Area [Burst; +1]; Flaws: Limited [Love only, women only; -2], Sense-Dependent [olfactory, pheromones; -1]; 3pp) Growth 2 (Extra: Duration [+1]; Flaw: Permanent [-1]; 6pp) Leaping 1 (1pp) Regeneration 2 (Recovery Rate: Bruised 1, Injured 1; 2pp) Speed 1 (1pp) Strike 2 “Claws” (Power Feats: Improved Critical, Mighty; 4pp) Super-Movement 3 (Swinging, Sure-Footed, WallCrawling; 6pp) Super-Senses 2 (Low-Light Vision, Scent; 2pp)

Acrobatic Bluff, Attack Focus [Melee] 3, Defensive Attack, Dodge Focus 4, Equipment, Improved Grab, Improved Grapple, Improved Pin, Improved Throw, Improved Trip, Power Attack, Ricochet Attack, Skill Mastery (Acrobatics, Climb, Knowledge [Technology]), Track EQUIPMENT T-NOTES Hank in his feline form is easily the match of Wolverine and other peak human fighters. With the skills of a genius as well, Beast might be the most versatile of the X-Men. Beast’s farsightedness is a very minor drawback compensated by reading glasses and probably not worth a single pp. Beast’s secondary mutation makes his form even more animalistic and feline. In addition to all those physical enhancements, he can also emit pheromones that attract members of the opposite sex. His Ricochet Attack can combine with Leaping or Speed to allow him to attack off of a wall bounce or other unusual angles.

Commlink (1ep), Costume (Protection 2, Subtle; 3ep)), Reading glasses (1ep) COMBAT Attack +8, +11 (Melee) Damage +11 (Claws) Defense +12 (+4 flat-footed) Initiative +8 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Abilities 69 + Skills 30 (120 ranks) + Feats 19 + Powers 26 + Combat 32 + Saves 14 – Drawbacks 0 = 190

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BISHOP (Lucas Bishop)

PL12 STR +4 18

DEX +2 14

CON +4 18

INT +2 14

WIS +2 14

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6*

+8

+6

+6

*+16 (+12 Impervious) vs. energy

SKILLS Intimidate 8 (+9), Investigate 8 (+10), Knowledge [History] 4 (+6), Knowledge [Streetwise] 8 (+10), Knowledge [Tactics] 12 (+14), Pilot 8 (+10)

FEATS Diehard, Equipment, Improved Aim, Leadership, Power Attack, Set-Up, Startle, Teamwork EQUIPMENT Undercover shirt (only stacks with physical Toughness; 2ep) COMBAT Attack +11 Damage +4 (Unarmed) / +7 [+13] (Blaster guns) Defense +8 (+4 flat-footed) Initiative +2

POWERS

T-NOTES Bishop is a formidable PL12 against energy controllers. He can use his Absorption to Boost Blast, but can also direct it inward to augment his physical traits such as his Strength or to heal himself. Bishop has performed many stunts with his Absorption, such as absorbing residual energy from a teleport and duplicating that power; this is a classic power stunt of his Boost. Bishop is also often the recipient or focus of Combined Attack, with all of his teammates directing their blasts at Bishop, who redirects it as a huge blast. This would use the usual rules for Combined Attack, with Bishop’s Absorption merely a descriptor. Bishop can use absorbed energy to retaliate with a Blast. Usually, he’ll direct this through his blaster weapons, stacking the Boost with the Blast effects from those weapons. These need to be Devices, not Equipment, in order for the power to stack with the blasters. For instance, note that Bishop’s armor, as Equipment, does not stack with Absorption and thus applies only to his physical toughness. Due in part to his frequent time travel and perhaps in part to his ancestor, Gateway, Bishop has a sense not only of the time but also of his location (build as Time Sense). He can also Detect Temporal Anomaly, but at zero-range, it doesn’t let him direct it at a target; it merely lets him know if the current timeline is somehow incorrect. Furthermore, he is a sort of temporal anchor; temporal effects tend to affect him less than usual.

Absorption 12 (Energy; Extra: Energy Storage [120 energy points; +1]; Power Feat: Energy Conversion; 61pp) Base Effect: Boost 12 (Blast; 0pp) AP: Boost 6 (any physical trait; 1pp) AP: Healing 12 (1pp) Container 2 “Bionic Arm” (8pp) Device 3 “Blaster Guns” (Easy to Lose; 9pp) Immunity 10 (all temporal effects; Flaw: Limited [half-effect; -1]; 5pp) Super-Senses 3 (Detect Temporal Anomaly [mental], Location Sense, Time Sense; 3pp) Bionic Arm (10pp total) Enhanced Strength 6 (Drawback: Power Loss [only when using right arm; Common, Minor]; 4pp) Super-Movement 3 (Temporal Movement 3 [any point in time]; 6pp) Blaster Guns (15pp total) Blast 7 (Power Feat: Split Attack; 15pp) Abilities 30 + Skills 12 (48 ranks) + Feats 8 + Powers 88 + Combat 38 + Saves 12 – Drawbacks 0 = Total 188

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLACK BOLT (Blackagar Boltagon)

PL15 STR +9 28

DEX +8 26

CON +9 28

INT +3 16

WIS +3 16

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+22*/+9**

+13

+12

+9

* Impervious **Without Force Field

FEATS Attack Specialization [Unarmed] 4, Assessment, Benefit 7 (Status: Lord of the Inhumans, Wealth 6), Fearless, Inspire, Leadership, Trance DRAWBACKS Disability (Mute, without using Vibration Control; Common, Moderate; -3pp), Vulnerable (to toxins, diseases, pollutants; Very common, Major; -5pp)

SKILLS Acrobatics 6 (+14), Concentration 16 (+19), Diplomacy 8 (+11), Knowledge [Civics] 8 (+11), Knowledge [History] 4 (+7), Languages 2 (English, Sign Language; base: Attilan), Notice 8 (+11), Pilot 4 (+12), Sense Motive 8 (+11)

COMBAT Attack +7, +15 (Unarmed) Damage +9 (Unarmed), +14 (Strike, Penetrating), +23 (Vibration Control, Targeted Cone) Defense +8 (+4 flat-footed) Initiative +8

POWERS Device 10 “Tuning Fork” (Hard to Lose; Power Feat: Restricted 2; 42pp) Vibration Control 23 (Extra: Targeted Area [Cone; +1]; Flaw: Range [Touch; -1]; Drawbacks [array]: Full Power, Power Loss [when unable to speak; Uncommon, Minor]; 54pp) AP: Stun 18 (Extra: Targeted Area [Cone; +1]; 1pp)

T-NOTES Black Bolt’s Vibration Control is a Targeted Cone Area effect that’s incredibly potent; with a whisper, he can stun all but the toughest opponents, and with a shout, he can level cities. The catch is that Black Bolt cannot speak without triggering this power, so he is effectively mute unless he wants to level Attilan (which he has done before). Despite his inability to speak, Black Bolt is highly charismatic and the epitome of leading by example. Medusa is his de facto mouthpiece to his people, the Inhumans, to whom he is nigh a god. Black Bolt’s costume sports a tuning fork which allows him some finer control over his powers, channeling them towards various other effects, such as flight and the generation of force fields. In addition, Black Bolt can, with great effort, increase his striking power greatly with the Master Blow.

Tuning Fork (50pp total) Flight 6 (500 MPH; 12pp) AP: Super-Strength 6 (Heavy Load: 36 tons; 1pp) Force Field 13 (Extra: Impervious [+1]; 26pp) AP: Electrical Control 13 (1pp) AP: Force Constructs 13 (Extra: Movable [+1]; Flaws: Tiring [-1]; 1pp) AP: Nullify Electronics 13 (Extra: Area [Burst; +1]; Flaw: Range [Touch; -1]; 1pp) Strike 5 (Extra: Penetrating [+1]; Flaw: Tiring [-1]; Power Feat: Mighty; 6pp) Super-Senses 2 (Detect Energy 3 [mental; Ranged]; 2pp) Abilities 70 + Skills 16 (64 ranks) + Feats 16 + Powers 97 + Combat 30 + Saves 14 – Drawbacks 8 = Total 235

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLACK CAT (Felicia Hardy)

PL9 STR

DEX

+3 +6 16/12 22/18

CON +3 16

INT +1 12

WIS

CHA

+1 12

+3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+3*

+5

+12

+5

COMBAT Attack +4, +10 (Melee) Damage +5 (Claws, 19-20 Crit) // +3 (Sneak Attack) Defense +12 (+3 flat-footed) Initiative +10

*Flat-footed

SKILLS Acrobatics 10 (+14), Bluff 6 (+9), Climb 10 (+11), Disable Device 10 (+11), Knowledge [Streetwise] 6 (+7), Notice 6 (+7), Sleight of Hand 10 (+14), Stealth 10 (+14 FEATS Acrobatic Bluff, Attractive 2, Defensive Roll 3, Distract [Bluff], Dodge Focus 6, Grappling Finesse, Improved Initiative, Sneak Attack 2 POWERS Device 4 [Hard to Lose] (Power Feat: Restricted [Costume; only those with Felicia’s figure]; 17pp) Probability Control 9 (Extras: Area [+1], Jinx [+1]; Flaws: Limited to Jinx [-1], Uncontrolled [-1]; 36pp) Contact Lenses (2pp total) Super-Senses 2 (Infravision, Ultravision; 2pp) T-NOTES Black Cat really isn’t that fun without her Jinx powers, taking a backseat to Catwoman. I think she doesn’t have them anymore, though Wikipedia seems to say otherwise. Regardless, it’s a simple enough change to remove Probability Control. She uses the Tinkerer’s devices now to augment her strength and dexterity, provide cat-like claws for combat and climbing, and other larcenous purposes. Black Cat’s costume is very form-fitting, and its powers, for instance the strengthenhancing micro-servos, aren’t easily used by those who don’t fill out the costume properly, thus the unique Restriction.

Costume (12pp total) Enhanced Strength 4 (4pp) Strike 2 (Power Feat: Improved Critical, Mighty; 4pp) Super-Movement 2 (Swinging, Wall-Crawling; 4pp) Earrings (5pp total) Enhanced Dexterity 4 (Power Feat: Perfect Balance; 5pp) Abilities 26 + Skills 17 (68 ranks) + Feats 17 + Powers 53 + Combat 20 + Saves 12 – Drawbacks 0 = 145

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLACK KNIGHT (Dane Whitman)

PL10 STR +4 18

DEX +2 14

CON +4 18

INT +3 16

WIS +1 12

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+8

+6

+4 POWERS

Device 14 “Avalon Amulet” (Power Feat: Restricted 2; 58pp) Super-Senses 4 (Detect Magic 2 [mental, Ranged], Vision 2 [Counters Illusion]; 4pp) Avalon Amulet (70pp total) Weapon Summoning 17 “Sword of Light” (34pp); Linked Power: Weapon Summoning 7 “Shield of Night” (14pp); Linked Power: Weapon Summoning 2 “Elven Armor” (4pp) Summon Minion 6 “Strider” (Extra: Fanatical [+1]; 18pp) Elven Armor (4pp total) Protection 4 (4pp) Shield of Night (14pp total) Deflect 10 (energy attacks; 10pp) Shield 4 (4pp) T-NOTES Black Knight is unusually well-rounded. In addition to his formidable combat ability, he has the skills to use both Ritualist and Inventor somewhat effectively. He is best known for his magical weaponry, the current set of which he summons using an amulet given him by the Lady of the Lake. Note how the Sword of Light allows Black Knight to redirect energy attacks absorbed by the Shield of Night. Black Knight’s amulet can also summon his current steed, Strider. This magical horse can protect its rider from the elements and provide Life Support so long as he is mounted.

Sword of Light (34pp total) Reflection/Redirection 10 (applied to Shield of Night’s Deflect; 20pp) AP: Dazzle 10 (Visual; 1pp) Strike 3 (Extra: Penetrating 7 [+1]; Power Feats: Improved Critical 2, Mighty; 13pp)

SKILLS Craft [Mechanical] 8 (+11), Diplomacy 8 (+10), Handle Animal 8 (+10), Knowledge [Arcane Lore] 4 (+7), Knowledge [Life Sciences] 8 (+11), Knowledge [Physical Sciences] 8 (+11), Knowledge [Technology] 8 (+11), Pilot 8 (+10), Ride 12 (+14) FEATS Attack Specialization [Sword] 2, Connected, Defensive Attack, Interpose, Inventor, Ritualist, Takedown Attack COMBAT Attack +9, +13 (Sword) Damage +7 (Sword of Light, Penetrating, 18-20 Crit) Defense +12 (+4 flat-footed) Initiative +2 Strider (Minion Rank 6) Abilities: STR: 16 [24, carrying 29] (+7), DEX: 14 (+2), CON: 16 [20] (+5), INT: 10 (+0), WIS: 12 (+1), CHA: 10 (+0) Skills: Notice 8 (+9) Feats: Environmental Adaptation [High Altitude], Fast Overrun, Improved Overrun Powers: Flight 5 (500 MPH; 12pp); Growth 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp); Immunity 9 (Life Support; Extra: Affects Others [+1]; 18pp); Protection 3 (3pp); Speed 1 (10 MPH; 1pp); Super-Senses 2 (Normal Sight [Extended], Low-Light Vision; 2pp) Combat: Attack +4 [+3; size]; Damage +7 (Unarmed); Defense +5 [+4; size] (+2 flat-footed); Initiative +2 Saves: Toughness +8, Fortitude +8, Reflex +6, Will +2 Drawbacks: Disability (mute; Very Common, Moderate; -4pp), Disability (no hands; Very Common, Moderate; -4pp) Abilities 18 + Skills 2 (8 ranks) + Feats 3 + Powers 49 + Combat 18 + Saves 8 - Drawbacks 8 = Total 90

Abilities 32 + Skills 18 (72 ranks) + Feats 7 + Powers 62 + Combat 34 + Saves 11 – Drawbacks 0 = Total 164

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLACK PANTHER (T’Challa)

PL11 STR +6 22

DEX

TOUGHNESS

+6 22

CON +6 22

FORTITUDE

INT +5 20

WIS

REFLEX

+3 16

CHA +4 18

WILL

+6* *+9 (3 Impervious) vs. bludgeoning damage

POWERS Device 3 “Kimoyo Card” [Easy to Lose] (9pp) Device 6 “Sacred Wakadan Panther Costume” (Hard to Lose; 24pp) Super-Senses 4 (Normal Hearing 2 [Accurate], LowLight Vision, Scent; 4pp)

T-NOTES What a fun character. Take Batman, give him even more wealth and devices, mix in a little Wolverine, and you pretty much have T’Challa, the Black Panther. T’Challa is also a skills monster, though a good deal of those apply to non-combat skills reflecting his statescraft and technological expertise. T’Challa fights like his namesake, abusing his massive Acrobatic Bluff as well as his stealth skills and devices to give him opportunities to Sneak Attack. T’Challa’s costume actually incorporates his armor, mask, and boots. The boots have an energy regulator that controls the vibranium soles and in addition to noise-dampening, also provides a limited ability to run up walls, across water, and to slow the Panther’s fall. The mask allows him to detect heat signatures as well as the energy signature left behind by his virtual energy daggers. His claws are made of an experimental vibranium anti-metal that can cut through virtually any metal; they are Penetrating and function much like Wolverine’s adamantium claws, but their descriptors are very different. T’Challa also uses the ultra-high tech Kimoyo Card that functions as a communications device and can track the energy signatures of T’Challa’s daggers.

Kimoyo Card (15pp total) Communication 9 (Radio; 9pp) AP: Datalink 9 (1pp) Obscure 3 (Radio; 3pp) Super-Senses 2 (Radio, Track Energy Dagger Hits; 2pp) Sacred Wakandan Panther Costume (30pp total) Concealment 2 (Normal Sight, Flaw: Limited [in shadows; -1]; Power Feat: Close Range; 3pp) Concealment 1 (Normal Hearing; Power Feat: Close Range; 3pp) Morph 3 (in and out of costume; 3pp) Protection 3 (Extra: Impervious [+1]; Flaw: Limited [to bludgeoning weapons; -3]; 1pp) Strike 2 “Anti-Metal Claws” (Extra: Penetrating 8 [+1]; Power Feats: Improved Critical, Mighty; 12pp) AP: Blast 6 “Energy Daggers” (1pp) Super-Movement 1 (Slow Fall; 2pp) Super-Movement 2 (Wall-Crawling, Water Walking; Flaw: Limited [while running; -1]; 2pp) Super-Senses 3 (Detect Energy Dagger Hits 3 [visual; Ranged], Infravision; 3pp)

SKILLS Acrobatics 12 (+18), Climb 4 (+10), Craft [Electronic] 8 (+13), Diplomacy 16 (+20), Handle Animal 8 (+12), Investigate 8 (+13), Knowledge [Civics] 12 (+17), Knowledge [History] 8 (+13), Knowledge [Physical Sciences] 12 (+17), Knowledge [Technology] 12 (+17), Languages 8 (Arabic, English, French, Hausa, Russian, Spanish, Swahili, plus one other; base: Wakandan), Medicine 4 (+7), Notice 8 (+11), Search 4 (+9), Sense Motive 8 (+11), Stealth 12 (+18), Survival 12 (+15), Swim 4 (+10) FEATS Acrobatic Bluff, Benefit 9 (Diplomatic Immunity, Wealth 8), Challenge (Perfect Balance), Improved Initiative, Inventor, Jack-of-all-Trades, Leadership, Move-By Action, Skill Mastery (Acrobatics, Climb, Notice, Stealth), Takedown Attack, Track, Uncanny Dodge (Olfactory) COMBAT Attack +14 Damage +6 (Unarmed) / +8 (Claws, Penetrating, 19-20 Crit) / +8 (Energy Daggers) Defense +13 (+7 flat-footed) Initiative +10

Abilities 60 + Skills 40 (160 ranks) + Feats 20 + Powers 37 + Combat 54 + Saves 14 – Drawbacks 0 = Total 225

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLACK WIDOW (Natalia Alianovna “Natasha” Romanova) STR +3 16

DEX

CON

+5 +5 20/16 20/16

PL10

INT +2 14

WIS +2 14

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+8

+8

+6 POWERS

Device 1 “Black Widow Costume” (Hard to Lose; 4pp) Device 7 “Widow’s Bite” (Hard to Lose; 28pp) Enhanced Dexterity 4 (4pp) Enhanced Constitution 4 (4pp) Immunity 2 (Aging, Disease; Flaw: Limited [half effect; -1]; 1pp) Super-Strength 1 (Heavy Load: 460 lbs; 2pp) Black Widow Costume (5pp total) Concealment 2 (Normal Sight; Flaw: Blending [-1]; 2pp) Protection 1 (1pp) Super-Movement 1 (Wall-Crawling; 2pp) T-NOTES This is a high end Black Widow, appropriate for insertion into superhero teams as opposed to espionage missions in a spy setting. Thus, her signature equipment, including her Widow’s Bite and her costume with its micro-suction cup / electrostatic cling wall-crawling and blending capabilities, are statted as Devices. Likewise, the effects of the Red Room treatment, Russia’s version of the Super Soldier Serum, are also included in this build, granting Natasha peak human physical attributes. In a lower-powered setting, these would be downgraded to Equipment and her Red Room treatment would be marginalized. Altogether, those changes would likely downgrade her to PL9. Black Widow has a hefty pool of Equipment points she can spend on an arsenal. In fact, she only infrequently uses the plastic explosives and may instead be armed with any manner of firearms from pistols to assault rifles.

SKILLS Acrobatics 8 (+13), Bluff 8 [12] (+11 [+15]), Climb 4 (+7), Disable Device 12 (+14), Escape Artist 4 (+9), Gather Information 12 (+15), Investigate 4 (+6), Knowledge [Tactics] 8 (+10), Languages 4 (Chinese, English, French, German; base: Russian), Notice 4 (+6), Perform [Dancing] 4 (+7), Pilot 4 (+9), Search 8 (+10), Stealth 12 (+17) FEATS Acrobatic Bluff, Attractive, Contacts, Dodge Focus 4, Elusive Target, Equipment 7, Improved Initiative, Jack-Of-All-Trades, Leadership, Precise Shot, Sneak Attack COMBAT Attack +12 Damage +3 (Unarmed) / +6 (Widow’s Bite) // +2 (Sneak Attack) Defense +12 (+4 flat-footed) Initiative +9

Widow’s Bite (35pp total) Blast 6 [Electrical] (12pp); Linked Power: Stun 6 (Extra: Ranged [+1]; 18pp) AP: Dazzle 4 (Visual; Extras: Area [Cloud; +1]); Linked Power: Nauseate 4 (Extras: Area [Cloud; +1], Ranged [+1]) (1pp) Strike 0 (Power Feats: Extended Reach 2 [15-ft. reach], Mighty; 3pp) AP: Super-Movement 1 (Swinging; 1pp) EQUIPMENT Commlink (1ep) Mini-tracers (1ep) Plastic explosives (Triggered; 31ep) Abilities 32 + Skills 24 (96 ranks) + Feats 20 + Powers 43 + Combat 40 + Saves 10 – Drawbacks 0 = Total 169

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLINK (Clarice Ferguson)

PL10 STR +1 12

DEX +5 20

CON +4 18

INT +0 10

WIS +1 12

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+6

+10

+5

COMBAT Attack + Attack +8, +10 (Ranged) Damage +3 (Javelin), +10 (Blast) Defense +14 (+5 flat-footed) Initiative +9

*Flat-footed

SKILLS Acrobatics 12 (+17), Stealth 8 (+13), Survival 8 (+9) FEATS Acrobatic Bluff, Attack Focus [Ranged] 2, Defensive Roll 2, Dodge Focus 4, Equipment 2, Improved Initiative, Leadership POWERS Device 6 “Tallus” (Easy to Lose; 18pp) Teleport 10 (200,000 mile range; Power Feats: Easy, Turnabout; 22pp) Teleport 10 (Extra: Attack [+0], Ranged [+1]; Drawback: Power Loss [requires javelins; Common, Minor; -2pp]; 28pp) AP: Blast 10 (Extra: Penetrating [+1]; 1pp) AP: Stun 10 (Extra: Ranged [+1]; 1pp)

T-NOTES The key to building Blink was to mechanically show how she differs from Nightcrawler. She’s actually a much better teleporter than her more famous counterpart. I made her Teleport two separate powers rather than array her movement power with her attack powers so she can use both at the same time.

Tallus (30pp total) Super-Movement 6 (Dimensional Movement 3, Temporal Movement 3; Extras: Affects Others [+1], Area [Burst; +1], Selective Attack [+1]; 30pp) EQUIPMENT Javelins (6ep) Abilities 24 + Skills 7 (28 ranks) + Feats 13 + Powers 70 + Combat 36 + Saves 11 – Drawbacks 0 = Total 161

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BLOB (Fred J. Dukes)

PL11 STR

+13 36/28

DEX -2 6

CON

+12 34/30

INT -1 8

WIS +1 12

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+12

+0

+5

*+16 Impervious vs. physical

SKILLS Intimidate 8 (+10), Knowledge [Streetwise] 4 (+3) FEATS Interpose POWERS Growth 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp) Impervious Toughness 16 (Flaw: Limited [to physical; -1]; 8pp) Protection 4 (Flaw: Limited [to physical; -1]; 2pp) Snare 15 “Folds of Fat” (Extras: Aura [+1], Suffocating [+1], Sustained [+2]; Flaws: Feedback [-1], Touch [-1]; 60pp) Super-Strength 4 (Heavy Load: > 50 tons; Power Feat: Bracing; 9pp)

T-NOTES Ironically, the power that the Blob is best known for, his immovability, is the one that I folded into Super-Strength. The Bracing power feat gives him Immovable at a rank equal to his Strength bonus. This actually works better, since the Blob does need to take a moment to set himself to activate his immovability. The Blob’s immense body and fat renders him nearly immune to physical attacks. He’ll use his large body to Interpose in front of teammates. The Blob can also use the folds of his fat to entrap opponents who try to attack him in melee. I didn’t use Engulf because I didn’t want the effect to automatically produce a bound and helpless target.

Growth Effects Size: Large, Mass x8, Base movement +5 feet, Space 10 ft., Reach 10 ft.; Strength +8, Constitution +4, Carrying Capacity +5; -1 Attack and Defense bonus, Grapple +4, Stealth -4, Intimidate +2 COMBAT Attack +8 [+7] Damage +13 (Unarmed), +15 (Snare) Defense +7 [+6] (+3 flat-footed) Initiative -2 Abilities 32 + Skills 3 (12 ranks) + Feats 1 + Powers 92 + Combat 30 + Saves 6 – Drawbacks 0 = Total 164

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

BULLSEYE (Lester / Benjamin Poindexter) STR

+4 18/16

PL11 DEX +4 18

CON +4 18

INT +3 16

WIS +1 12

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+7

+8

+3

COMBAT Attack +11, +14 (Ranged), +16 (Thrown Weapons) Damage +2 (Shuriken, Autofire, 18-20 Crit), +4 (Unarmed), +6 (Thrown Objects, 18-20 Crit), +7 (Bow) Defense +13 (+7 flat-footed) Initiative +8

SKILLS Climb 4 (+8), Craft [Chemical] 8 (+11), Disable Device 4 (+7), Drive 4 (+8), Escape Artist 8 (+12), Gather Information 8 (+9), Intimidate 12 (+13), Knowledge [Streetwise] 12 (+15), Knowledge [Tactics] 8 (+11), Notice 4 (+5), Sense Motive 8 (+9), Sleight of Hand 8 (+12), Survival 8 (+9) FEATS Ambidexterity, Assessment, Attack Focus [Ranged] 3, Attack Specialization [Thrown Weapons], Contacts, Distract [Intimidate], Elusive Target, Equipment 3, Improved Aim, Improved Critical [Thrown Weapons] 2, Improved Initiative, Power Attack, Precise Shot 2, Quick Draw, Ranged Pin, Startle, Throwing Mastery 2, Ultimate Effort (Aim) POWERS T-NOTES Bullseye’s aim is nearly superhuman. His Power Attack represents aiming for a vital spot, and with Improved Aim and Ultimate Aim, Bullseye can compensate for any attack penalty. Bullseye can also increase his damage potential using Autofire and Improved Critical. Bullseye usually carries an arsenal of small knives (treat as shuriken) and in his current incarnation, a bow. He is never bereft of weapons, of course, capable of using anything, even a fake tooth, as a lethal weapon. In the case of applying Throwing Mastery on Autofire weapons such as shuriken, every two ranks improves the damage bonus by +1. Bullseye has had his skeleton, mainly the long bones and the spine, reinforced with adamantium. This augments his strength and also protects him from crippling blows to the extent that lethal Critical Hit damage is converted instead to nonlethal damage.

Enhanced Strength 2 “Adamantium-reinforced Bones” (2pp) Immunity 2 “Adamantium-reinforced Spine” (Critical Hits; Flaw: Limited [lethal to nonlethal; -1]; 1pp) EQUIPMENT Bow (9ep) Kevlar Costume (3ep): Protection 3 Shuriken (3ep) DRAWBACKS Vulnerable (Magnetic effects; Uncommon, Minor; -1pp) Abilities 32 + Skills 24 (96 ranks) + Feats 25 + Powers 3 + Combat 48 + Saves 9 – Drawbacks 1 = Total 140

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

CAPTAIN AMERICA (Steve Rogers)

PL13

STR +7 24

DEX +7 24

CON +7 24

INT +2 14

WIS +4 18

CHA +5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+10

+10

+10 SKILLS

EQUIPMENT Costume (5ep): Immunity (Environmental Conditions [Cold, Heat]), Protection 3 COMBAT Attack +14, +16 (Unarmed), +16 (Vibranium-Steel Shield); Damage +7 (Unarmed), +9 (Vibranium-Steel Shield) Defense +13 [+16] (+7 flat-footed) Initiative +11

Acrobatics 12 (+19), Craft [Artistic] 4 (+6), Diplomacy 12 (+17), Disguise 4 (+9), Drive 4 (+11), Knowledge [History] 8 (+10), Knowledge [Tactics] 16 (+18), Medicine 4 (+8), Notice 4 (+8), Pilot 4 (+11), Sense Motive 8 (+12), Stealth 4 (+11), Survival 12 (+16) FEATS Acrobatic Bluff, Assessment, Attack Specialization [Unarmed], Connected, Diehard, Equipment, Fearless, Improved Initiative, Inspire 4, Interpose, Leadership, Luck, Master Plan, Power Attack, Precise Shot, Quick Draw, Ricochet Attack, Takedown Attack 2, Teamwork 2 T-NOTES While a lot of other superbly-conditioned humans are considered “peak human,” Captain America truly stands at the precipice between human and superhuman. Having a +7 bonus is a big difference from having a +4, yet those characters are still somehow lumped into the same category. Cap’s a master in all forms of combat and is the best in the world at using his trademark vibranium-steel shield. The vibranium component of the shield allows Cap to absorb immense amounts of kinetic impact without harm (Immovable) as well as provide him uncanny control over the shield’s trajectory (Shapeable Blast). All of that makes Cap capable of going toe to toe with stronger and faster superhumans, but what sets Cap apart are his leadership and teamwork abilities. He is also a master tactician, and while he’s no Batman, he can still use the Masterful Tactics options outlined in the Masterminds Manual.

POWERS Device 10 “Vibranium-Steel Shield” (Easy to Lose; Power Feats: Accurate, Indestructible; 32pp) Vibranium-Steel Shield (50pp total) Blast 2 (Extra: Targeted Area 9 [Shapeable; +1]; Flaw: Side-Effect [disarmed on a missed ranged attack roll; -1]; Power Feat: Mighty 7; Drawback: Reduced Range [5 increments]; 10pp) AP: Immovable 10 (Extra: Sustained [+0]; 1pp) Deflect 12 (all ranged attacks ; 36pp) Shield 3 (3pp) Abilities 64 + Skills 24 (96 ranks) + Feats 24 + Powers 33 + Combat 54 + Saves 12 – Drawbacks 0 = Total 211

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

CLOAK (Tyrone Johnson)

PL9 STR

+5 20/12

DEX +1 12

CON +1 12

INT +0 10

WIS +2 14

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13*/+1**

+5

+4

+5

COMBAT Attack +6, +8 (Melee) Damage +5 (Unarmed), +10 (Strike, Vampiric) Defense +5 (+3 flat-footed) Initiative +1

*+12 Impervious **Without Force Field

SKILLS Intimidate 12 (+12), Sense Motive 4 (+6), Survival 4 (+6) FEATS Attack Focus [Melee] 2, Interpose, Startle, Teamwork POWERS Alternate Form 16 (Extra: Continuous [+1]; 96pp)

T-NOTES Though Cloak has lost his powers on several occasions and they have often been tied to his cloak, it’s not really a Device, since it generally cannot be taken from him. Dimensional Pocket is actually a better fit for his powers than Darkness Control and serves as his primary array. He can use it to send victims to the Darkforce Dimension, to teleport, and to drain their life force to feed his own. His cloak can Elongate to strike targets from a distance with no fear of reprisal to himself. Cloak is generally incorporeal and when he is not, his cloak surrounds him in a protective field of darkforce energy.

Cloak Form (80pp total) Dimensional Pocket 10 “Darkforce Dimension” (Extra: Affects Corporeal [+1]; 30pp) AP: Drain Constitution 10 (Extras: Affects Corporeal [+1], Alternate Save [Will; +0]); Linked Power: Healing 5 (Extra: Action [Standard; +1]; Flaw: Personal [-1]); 1pp AP: Teleport 6 (Extras: Affects Corporeal [+1], Portal [+2]; 1pp) Darkness Control 5 (250 ft. radius; Flaw: Touch [-1]; 5pp) Elongation 4 (50 ft. reach; Extra: Projection [+1]; 8pp) Enhanced Strength 8 (8pp) Insubstantial 4 (Extra: Continuous [+1]; 24pp) AP: Force Field 12 (Extra: Impervious [+1]; 1pp) Super-Senses 2 (Darkvision; 2pp) Abilities 10 + Skills 5 (20 ranks) + Feats 5 + Powers 96 + Combat 22 + Saves 10 – Drawbacks 0 = Total 142

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

CYCLOPS (Scott Summers)

PL11 STR +2 14

DEX +2 14

CON +4 18

INT +2 14

WIS +4 18

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+7

+6

+9 SKILLS

Craft [Mechanical] 8 (+10), Drive 8 (+10), Knowledge [Tactics] 16 (+18), Languages 2 (Japanese, Russian; base: English), Medicine 2 (+6), Notice 8 (+12), Pilot 12 (+14), Sense Motive 8 (+12) FEATS Assessment, Blind-Fight, Equipment, Improved Aim, Improved Throw, Inspire, Leadership, Luck, Master Plan, Power Attack, Takedown Attack, Teamwork 2 COMBAT

T-NOTES Without his ruby quartz visor, Cyclops’ Optic Blast is Uncontrolled—if he wants to use it, he’s unable to select a target; otherwise, he’s blind. Gamewise, it’s a matter of choosing to fight blind with the power under his control or letting the GM dictate who is targetted by his Blast each round.

Attack +9 Damage +2 (Unarmed), +13 (Blast) Defense +10 (+5 flat-footed) Initiative +2

DRAWBACKS Disability (Color blind; Uncommon, Minor) EQUIPMENT Commlink (1ep), Tactical vest (4ep) POWERS Blast 13 [Optic Blast] (Flaw: Uncontrolled [-1]; Drawback: Disability [blind, if power is not used; Uncommon, Minor]; 12pp) Device 5 [Ruby Visor] (Hard to Lose; Power Feat: Restricted [only those with optic blasts]; 21pp) Immunity 2 (Own powers and Havok’s powers; 2pp) Quickness 3 (Flaw: One Task [spatial geometry calculations; -2]; 1pp) Ruby Visor (25pp total) Enhanced Feats 6 (Precise Shot 2, Ricochet Attack 4; 6pp) Removes Uncontrolled Flaw from Blast AP: Blast 8 (Extra: Penetrating [+1]; 1pp) AP: Blast 11 (Extra: Area [Cone; +1]; Flaw: Range [-1]; 1pp) AP: Blast 8 (Extras: Area [Targeted Burst; +1], Selective Attack [+1]; Flaw: Limited [only with reflective materials present; -1]; 1pp) AP: Deflect 6 (all attacks; Extra: Ranged [+1]; 1pp) Super-Movement 1 (Slow Fall; 2pp)

Cyclops wears a ruby visor that removes the Uncontrolled Drawback from his Blast and affords him several options through additional Alternate Powers; Cyke can deliver a focused, Penetrating Blast, a wide-angled Cone, Deflect various attacks at range, and even break his fall. His basic Blast is both Precise and able to Ricochet multiple times. If Cyclops is in a sufficiently reflective environment, he can deliver a Targeted Area Selective Attack, using the reflectors to target multiple enemies. Cyclops has a very high Charisma score despite having such a withdrawn personality. Those who know him trust his judgment in battle and willingly follow him, but his moodiness is probably best handled as a complication; otherwise, by lowering his Charisma, he would have not been as effective using feats such as Inspire.

Abilities 36 + Skills 16 (64 ranks) + Feats 13 + Powers 36 + Combat 38 + Saves 12 – Drawbacks 1 = Total 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DAGGER (Tandy Bowen)

PL8 STR +1 12

DEX +5 20

CON +1 12

INT +1 12

WIS +1 12

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6*/+1**

+4

+10

+3

*+5 Impervious **Without Force Field

SKILLS Acrobatics 8 (+13), Bluff 8 (+12), Diplomacy 8 (+12), Perform [Dance] 8 (+12), Ride 4 (+9) FEATS Acrobatic Bluff, Attack Focus [Ranged] 2, Attractive, Blind-Fight, Dodge Focus 4, Elusive Target, Grappling Finesse, Set-Up, Teamwork POWERS

T-NOTES Dagger is obviously the perfect complement to Cloak. Most of her powers play off or feed into Cloak’s. Her powers are surprisingly versatile: defensive, offensive, dazzling, and healing. They’re not overpowering, but that’s Cloak’s job. Tandy is completely immune to attacks that would drain hers, such as Cloak’s darkness, as well as to her own and other lightbased powers. Instead, she can use her powers to heal Cloak (or feed his light hunger).

Blast 6 “Light Knives” (Extras: Alternate Save [Will; +1], Autofire [+1]; Power Feat: Accurate; 25pp) AP: Dazzle 8 (Visual; Extra: Area [Perception; +2]; Flaw: Touch [-1]; 1pp) AP: Healing 8 (Extra: Energizing [+1]; 1pp) Force Field 5 (Extra: Impervious [+1]; 10pp) Light Control 8 (1,000 ft. radius; Flaw: Touch [-1]; 8pp) Immunity 15 (all effects of Light descriptor, trait effects; 15pp) Super-Senses 1 (Direction Sense, Distance Sense; Flaw: Limited [to Cloak’s location; -1]; 1pp) COMBAT Attack + Attack +6, +8 (Ranged), +10 (Blast) Damage +6 (Blast, Autofire) Defense +10 (+3 flat-footed) Initiative +5 Abilities 26 + Skills 9 (36 ranks) + Feats 13 + Powers 61 + Combat 24 + Saves 10 – Drawbacks 0 = Total 133

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DAREDEVIL (Matthew Murdock)

PL10 STR +4 18

DEX +6 22

CON +4 18

INT +2 14

WIS

CHA

+8 26

+2 14

COMBAT Attack +12 Damage +4 (Unarmed), +6 (Billy Club) Defense +14 (+6 flat-footed) Initiative +10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+8

+12

+8

DRAWBACKS

SKILLS

Disability (Blindness; Uncommon, Minor), Vulnerable (non-visual sensory attacks; Common, Major)

Acrobatics 12 (+18), Climb 4 (+8), Gather Information 12 (+14), Intimidate 8 (+10), Investigate 8 (+10), Knowledge [Civics] 12 (+14), Knowledge [Streetwise] 8 (+10), Notice 12 (+20), Profession [Lawyer] 8 (+16), Search 12 (+14), Sense Motive 12 (+20), Stealth 12 (+18) FEATS Acrobatic Bluff, Assessment, Defensive Attack, Dodge Focus 2, Elusive Target, Equipment 3, Evasion, Fearless, Improved Initiative, Move-By Action, Sneak Attack, Stunning Attack T-NOTES Daredevil’s a street-level costumed adventurer at heart, with a dash of martial artist thrown in for good measure. Daredevil uses his Super-Senses to enhance his existing abilities, but isn’t meant to mix it up with superhuman opponents. The billy club is Daredevil’s signature weapon and has many features designed by Daredevil himself. It can be disguised as a cane, thus the Subtle feat, and has a thirty foot length of cable attached that allows him to throw and retrieve the club in one action, as well as use it as a swingline.  Many of Daredevil’s senses are not only Acute, but Analytical; he can read by feeling the ink on the paper, distinguish people by scent, identify ingredients by taste, and detect faint sounds at great distances, even through sound-proofing. He also has an additional Radar sense that he uses as an additional targeting sense. On the other hand, his heightened senses render him highly vulnerable to sensory attacks, such as Dazzle, that can overload his non-visual senses.

POWERS Super-Senses 15 (Normal Hearing 7 [Accurate, Extended, Penetrates Concealment], Normal Touch [Analytical], Radar 5 [Uncanny Dodge], Scent, UltraHearing; 15pp) EQUIPMENT Billy Clubs (12ep): Blast 2 (Mighty 4, Ricochet, Split Attack, Subtle), Super-Movement 1 (Swinging) Costume (3ep): Protection 2 (Subtle) Abilities 52 + Skills 30 (120 ranks) + Feats 15 + Powers 15 + Combat 48 + Saves 10 – Drawbacks 5 = Total 165

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DAZZLER (Alison Blaire)

PL10 STR +2 14

DEX +4 18

CON +2 14

INT +0 10

WIS +1 12

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+4*

+6

+8

+2

*Flat-footed

EQUIPMENT Costume (3ep): Protection 2, Subtle; Roller skates (1ep): Speed 1 COMBAT Attack + Attack +5 Damage +2 (Unarmed), +8 [+15] (Blast [Boost]) Defense +8 (+4 flat-footed) Initiative +4

SKILLS Acrobatics 8 (+12), Bluff 8 (+12), Drive 4 (+8), Knowledge [Business] 4 (+4), Perform [Dancing] 8 (+12), Perform [Keyboards] 8 (+12), Perform [Singing] 12 (+16), Survival 4 (+5) FEATS Accurate Attack, Equipment, Fascinate [Perform], Move-By Action POWERS

T-NOTES I chose not to base all of Dazzler’s powers on Absorption, since she doesn’t need to absorb harmful levels of sound in order to fuel her light-based powers. Thus, she has a Light Control array that she can use regularly and which is augmented by absorbing sonic damage. Dazzler is very much an 80s character whom time has passed by.

Absorption 14 (Energy; Extra: Energy Storage [+1]; Flaw: Limited [Sonic only; -2]; Power Feat: Energy Conversion [light]; 43pp) Flight 2 (25 MPH; 4pp) Immunity 10 (all light-based effects; 10pp) Light Control 8 (Drawback: Power Loss [when deprived of ambient sound; Uncommon, Minor]; 15pp) AP: Blast 8 [Laser] (1pp) AP: Dazzle 8 (visual; 1pp) AP: Deflect 8 (slow and fast projectiles; 1pp) AP: Illusion 8 (visual; 1pp) Regeneration 3 (Resurrection 3; 3pp) Absorption Effect Boost 14 (Light Control; 0pp) AP: Boost 14 (Blast [Sound]; 1pp) Abilities 26 + Skills 14 (56 ranks) + Feats 4 + Powers 70 + Combat 26 + Saves 10 – Drawbacks 0 = Total 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DEADPOOL (Wade Wilson)

PL11 STR +8 26

DEX +4 18

CON +8 26

INT +1 12

WIS +2 14

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+11

+8

+5 SKILLS

Acrobatics 12 (+16), Bluff 8 (+9), Climb 4 (+12), Disable Device 8 (+9), Intimidate 8 (+9), Gather Information 4 (+5), Knowledge [Tactics] 8 (+9), Languages 4 (German, Japanese, Russian, Spanish; base: English), Notice 8 (+10), Stealth 12 (+16), Survival 8 (+10)

EQUIPMENT Costume (Protection 2; 2ep) Arsenal (18ep array) Assault rifle (16ep) Fragmentation grenades (1ep) Swords (1ep): as Sword plus Split Attack COMBAT Attack +11 Damage +5 (Assault Rifle, Autofire), +8 (Unarmed), +11 (Sword, Split Attack, 19-20 Crit) Defense +12 (+6 flat-footed) Initiative +8

FEATS Ambidexterity, Equipment 4, Improved Aim, Improved Initiative, Precise Shot, Quick Draw, Taunt POWERS Device 4 “Image Inducer and Mini-Teleporter” (Hard to Lose; 16pp) Features 1 (Breaking the Fourth Wall; 1pp) Immunity 22 (Disease, Mental effects, Poison; 22pp) Regeneration 19 (Recovery Rate 19 [Bruised 3, Injured 6, Disabled 6, Staggered 4]; Power Feats: Diehard, Regrowth; Extra: Duration [Sustained; +0]; 21pp) Super-Strength 2 (Heavy Load: ~1.7 tons; 4pp)

T-NOTES Deadpool is supposedly metahuman to a similar degree as Deathstroke, or at least capable of physical feats beyond the human body is capable of. I always interpreted it to mean beyond what his own body would otherwise be capable of, not what a peak human is capable of, but being enhanced beyond Captain America seems easy to come by nowadays.

Image Inducer (8pp total) Morph 4 (any humanoid; 8pp) Mini-Teleporter (12pp total) Teleport 8 (2,000 miles; Flaw: Unreliable [-1]; Power Feats: Easy, Progression 3 [mass; 1,000 lbs.]; 12pp) Abilities 48 + Skills 21 (84 ranks) + Feats 10 + Powers 64 + Combat 46 + Saves 11 – Drawbacks 0 = Total 200

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DOC SAMSON (Leonard Samson)

PL9 STR

+12 34/12

DEX +3 16

CON

+12 34/12

INT +3 16

WIS +3 16

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+13

+5

+5

COMBAT Attack +4, +6 (Melee) Damage +12 (Unarmed Defense +6 (+2 flat-footed) Initiative +3

*+8 Impervious

SKILLS Craft [Electronic] 8 (+11), Diplomacy 10 (+13), Knowledge [Behavioral Sciences] 10 (+13), Knowledge [Civics] 4 (+7), Knowledge [Technology] 8 (+11), Medicine 8 (+11), Profession [Psychiatrist] 12 (+15) FEATS Attack Focus [Melee] 2, Challenge (Combat Diplomacy), Chokehold, Dodge Focus 2, Improved Grab POWERS Enhanced Strength 22 (22pp) Enhanced Constitution 22 (22pp) Immunity 1 (Environmental Condition [Radiation]; 1pp) Impervious Toughness 8 (8pp) Regeneration 6 (Recovery Rate: Bruised 1, Injured 2, Disabled 3; 6pp) Super-Strength 3 (Heavy Load: ~12 tons; 6pp) AP: Leaping 6 (1pp) T-NOTES Doc Samson is a powerhouse, but a smart one, though his mental faculties are used for mostly non-combat purposes. Samson’s drawback is just like his Biblical namesake’s; if his hair is cut, he loses his strength. The GM should make this a graded drawback, so that Samson loses all of his Enhanced and Super Strength if he is shaved bald, but would lose fewer ranks in proportion to the amount of hair that is cut.

DRAWBACKS Power Loss (Enhanced Strength, Super-Strength, when hair is cut; Uncommon, Minor; -1pp each, -2pp total) Abilities 28 + Skills 15 (60 ranks) + Feats 7 + Powers 66 + Combat 16 + Saves 5 – Drawbacks 2 = 135

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DOCTOR DOOM (Viktor von Doom)

PL12 STR

+8 26/12

DEX +2 14

CON +2 14

INT +9 28

WIS +4 18

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*

+5

+5

+12

*+14 Impervious

SKILLS

T-NOTES This build does not include the many minions and followers that Doom has access to in Latveria. Nor have I bothered statting Doombot duplicates of Doom, since Doom is just assumed to be a Doombot if he’s defeated and it suits the GM. Obviously, this is the epitomy of using GM Fiat, unless Doom hasn’t yet used his extra Hero Point for his Luck feat, in which case, this isn’t even treated as a complication; it’s just a fact of life when facing Doom!  In some ways, you could argue that Doom is second-rate at everything; he’s not as smart as Mister Fantastic, his battlesuit’s not as high-tech or as powerful as Iron Man’s, and his mastery of magic is not as advanced as Doctor Strange’s. But, he’s nearly as good as those three heroes combined! This makes for a versatile, and expensive, supervillain who isn’t very high in PL.  Doom’s “force field” isn’t typical; he can’t attack through it, so he needs to lower it in order to go on the offensive (besides which, it requires Concentration to maintain). Also note that Doom has used a variety of special attachments to his armor, such as his molecular expander, which are treated as power stunts of his primary Blast array. The aforementioned molecular expander, for example is a Permanent Create Object.  Against enemies that Doom considers beneath him…well, he considers everyone beneath him, but against those he considers really, really beneath him, Doom uses an oldfashioned pistol, a Broomhandle Mauser.

Bluff 12 (+16), Computers 8 (+17), Concentration 8 (+12), Craft [Chemical] 8 (+17), Craft [Electronic] 12 (+21), Craft [Mechanical] 16 (+25), Diplomacy 8 (+12), Disable Device 8 (+17), Intimidate 8 (+12), Knowledge [Arcane Lore] 8 (+17), Knowledge [Civics] 4 (+13), Knowledge [Physical Sciences] 12 (+21), Knowledge [Technology] 12 (+21)

FEATS Artificer, Benefit 8 (Diplomatic Immunity, Status [Ruler of Latveria], Wealth 6), Challenge (Durable Lie), Equipment 5, Inventor, Leadership, Luck, Master Plan, Ritualist, Skill Mastery (Craft [Chemical, Electronic, Mechanical], Disable Device)

EQUIPMENT Broomhandle Mauser (Heavy Pistol; 8ep) Headquarters “Castle Doom” (17ep) Size: Huge; Toughness: 15; Features: Communications, Computer, Defense System, Hangar, Holding Cells, Laboratory, Library, Living Space, Power System, Security System 2 (DC 25), Workshop

POWERS Device 29 [“Nuclear-Powered Battlesuit”] (Hard to Lose; Power Feat: Accurate 2; 118pp) Magic 12 (24pp) Base Power: Mystic Binding 8 (Extra: Area [Burst; +1]; 0pp) AP: Dimensional Gate (any mystical realm; 1pp) AP: Mind Switch 12 (Extra: Continuous [Lasting; +1]; Flaw: Sense-Dependent [visual; -1]; 1pp) AP: Mystic Blast 12 (1pp) AP: Summon Minion 8 (Extra: Type [demons; +1]; 1pp) Nuclear-Powered Battlesuit (145pp total) Blast 14 (Power Feat: Variable Descriptor 2 [any technological]; 30pp) Paralyze 14 (Extra: Ranged [+1]; Flaw: Slow [-1]; 1pp) Stun 14 (1pp) Telekinesis 14 (1pp) Communication 9 (Radio; 20,000 mile range; 9pp) Energy Aura 6 [Electrical] (24pp) AP: Force Constructs 12 (Extra: Impervious [+1]; Flaw: Duration [Concentration; -1]; 1pp) Enhanced Strength 14 (14pp) Flight 6 (500 MPH; 12pp) Immunity 9 (Life Support; 9pp) Protection 14 (Extra: Impervious [+1]; 28pp) Super-Senses 11 (Detect Chemicals 3 [Acute, Analytical], Distance Sense, Infravision, Radar 9 [Extended 4, Uncanny Dodge], Ultra-Hearing; 11pp) Super-Strength 2 (Heavy Load: 2 tons; 4pp)

COMBAT Attack +6, +10 (Battlesuit) Damage +4 (Broomhandle Mauser), +8 (Unarmed), +12 (Mystic Blast), +14 (Blast), +6 (Electrical Aura) Defense +8 (+4 flat-footed) Initiative +2 Abilities 44 + Skills 31 (124 ranks) + Feats 21 + Powers 146 + Combat 28 + Saves 14 – Drawbacks 0 = Total 284

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DOCTOR OCTOPUS (Otto Octavius)

PL10

STR

+9 28/8

DEX +1 12

CON +1 12

INT +4 18

WIS

CHA

+2 14

+2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+3

+4

+4

+4 SKILLS

Computers 8 (+12), Craft [Electronic] 8 (+12), Craft [Mechanical] 12 (+16), Disable Device 12 (+16), Intimidate 8 (+10), Knowledge [Physical Sciences] 12 (+16), Knowledge [Streetwise] 8 (+12), Knowledge [Technology] 12 (+16)

FEATS Connected, Equipment, Inventor, Master Plan, Street Connections (use Knowledge [Streetwise] for Connected)

EQUIPMENT Costume (Protection 2; 2ep), Flash Goggles (1ep), Rebreather (1ep)

COMBAT T-NOTES Doctor Octopus is a grappling fiend, particularly when he uses his tentacles together to gain the Additional Limb bonus on top of his Strength and Super-Strength bonuses. The tentacles can also be detached and controlled remotely. Note that his tentacles have the Super-Breath power feat under Super-Strength, manifested when he whirls them around to create a funnel of air. For all that he is incredibly formidable, Doc Ock is a lightweight defensively. This build assumes that the harness can be removed, though that changes from incarnation to incarnation. Doc Ock’s harness is capable of functioning independently when he is unconscious, usually following pre-programmed instructions to bring him to safety.

Attack +6, +10 (Tentacle Harness) Damage +10 (Strike) Defense +12 (+3 flat-footed) Initiative +5

POWERS Device 13 “Tentacle Harness” (Power Feats: Accurate 2, Restricted 2; 56pp); Linked Power: Enhanced Feats 8 (Minions 8 [Tentacle Harness A.I., rank 4, fanatic]; 8pp) Tentacle Harness (65pp total) Additional Limbs 3 (3pp) Anatomic Separation 4 (Extra: Variable Split [+1]; 12pp) Elongation 3 (Flaw: Limited [to Additional Limbs; -1]; 2pp) Enhanced Defense 6 (12pp) Enhanced Feats 6 (Chokehold, Improved Grab, Improved Initiative, Move-By Action, Prone Fighting, Weapon Bind; 6pp) Enhanced Strength 20 (Flaw: Limited [to Additional Limbs; -1]; 10pp) Speed 2 (25 MPH; 2pp) Strike 1 (Power Feats: Improved Critical, Mighty, Precise, Split Attack 3; 7pp) Super-Movement 3 (Sure-Footed, Wall-Crawling 2; 6pp) Super-Strength 4 (Heavy Load: 9 tons; Flaw: Limited [to Additional Limbs; -1]; Power Feat: SuperBreath; 5pp) TENTACLE HARNESS (Minion Rank 6)

DRAWBACKS Normal Identity (without harness; Common [full-round action], Major)

Abilities: Str 28, Dex 18, Con —, Int —, Wis 9, Cha — Powers: Additional Limbs 2; Elongation 3 (Limited [to Additional Limbs]); Immunity 30 (Fortitude effects); Protection 15; Speed 2 (25 MPH); Strike 1 (Power Feats: Improved Critical, Mighty, Precise, Split Attack 3); Super-Movement 3 (Sure-Footed, Wall-Crawling 2); Super-Strength 4 (9 tons; Limited [to Additional Limbs]; Power Feat: Super-Breath) Combat: Attack +0, Damage +10, Defense +0 (+0 flatfooted), Initiative +4 Saves: Toughness +15, Fortitude —, Reflex +4, Will — Drawbacks: Disability (Mute; Very Common, Moderate)

Abilities 18 + Skills 20 (80 ranks) + Feats 5 + Powers 64 + Combat 24 + Saves 8 – Drawbacks 4 = 135

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

DOCTOR STRANGE (Stephen Strange) STR +0 10

PL14 DEX +1 12

CON +2 14

INT +4 18

WIS

+9 28/26*

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14/+2**

+4

+3

+15

*Without Sorcerer Supreme **Without Mystic Shield

SKILLS Concentration 12 (+21), Diplomacy 8 (+11), Gather Information 8 (+11), Knowledge [Arcane Lore] 16 (+20), Medicine 8 (+17), Notice 8 (+17), Profession [Physician] 4 (+13), Sense Motive 8 (+17)

T-NOTES The most difficult part in writing up Doctor Strange is that the source literature is so inconsistent. There are a lot of limits imposed on his powers, a bunch of little quirks thrown in by various writers, separation of his various spells into different sources (magical, psychic, or dimensional). Doctor Strange’s Magic therefore comes from three sources—his own magical prowess, those granted by his title of Sorceror Supreme, and those granted by invocation of magical extraplanar beings. The last sources is the one that varies the most, and GMs using Strange as an NPC should feel free to use his ability to invoke his patrons as an X-trait. The rest of Strange’s magic comes from his arsenal of magical paraphernalia. The Eye of Agamotto pierces all illusions and deceptions and provides a Power Reserve for his telepathic powers. It can also form a portal for dimensional travel. Strange also wears a Cloak of Levitation that, in addition to providing him Flight, acts as an extra set of hands. With Ambidexterity as a Power Feat, Strange suffers no penalty when using the Cloak as his “off-hands.” The Book of Vishanti contains every spell of order and allows Strange to use Ultimate Effort on Knowledge [Arcane Lore] checks as well as perform these checks much faster than usual for the purpose of designing rituals. Strange also uses it to Deflect energy attacks back to their source. Finally, Strange keeps the Orb of Agamotto in his Sanctum Sanctorum, where he uses it to scry (ESP). Doctor Strange’s faithful manservant Wong (rank 6 minion) tends to his Greenwich Village mansion, the Sanctum Sanctorum, and though an expert martial artist, seldom participates in combat.

FEATS Connected, Contacts, Equipment 2, Minions 6 (Wong), Ritualist, Trance

COMBAT Attack +8, +12 (Magic) Damage +0 (Unarmed), +12 (Mystic Blast), +16 (with Invocation and Sorcerer Supreme) Defense +8 (+4 flat-footed) Initiative +2

EQUIPMENT Headquarters “Sanctum Sanctorum” (10ep) Size: Medium; Toughness: 15; Features: Concealed, Laboratory, Library, Living Space, Security System, Workshop; Powers: ESP 13 (Visual; Feat: Dimensional 2 [mystical dimensions])

POWERS Astral Form 3 (Flaw: Concentration [-1]; Power Feat: Dimensional; 13pp) AP: Hypnotism 6 (1pp) AP: Telepathy 6 (1pp) Container 2 “Sorceror Supreme of Earth” (Flaw: Limited [only when on Earth; -1]; 8pp) Device 5 “Book of the Vishanti” [Easy to Lose] (15pp) Device 3 “Cloak of Levitation” [Hard to Lose] (12pp) Device 7 “Eye of Agamotto” [Hard to Lose] (Power Feat: Restricted [only those of pure soul]; 29pp) Flight 1 (10 MPH; Flaw: Levitation [-1]; 1pp) Magic 12 (Power Feat: Accurate 2; Drawback: Power Loss [when unable to gesture or speak; Uncommon, Minor]; 24pp) Base Power: Mystic Blast 12 (0pp) DAP: Glamour 6 (all senses; 2pp) AP: Light of Truth 12 (1pp) AP: Mystic Binding 12 (1pp) DAP: Mystic Hand 12 (2pp) AP: Mystic Passage 8 (Extra: Attack [+1]; 1pp) DAP: Obscure 8 (Visual and Auditory; 2pp) AP: Summon Minion 12 (Extra: Type [mystical beings; +1]; Flaw: Attitude [indifferent; -1]; 1pp) AP: Transform 4 (anything to anything; 1pp) Magic 2 (Flaw: Check Required [Diplomacy; -1]; 2pp) Invocation Mystic Shield 12 (12pp) Super-Senses 3 (Magical Awareness 3 [Acute, Analytical]; 3pp) Sorceror Supreme of Earth (10pp total) Enhanced Feats 4 (Benefit [Status: Sorceror Supreme], Luck 3; 4pp) Enhanced Wisdom 2 (2pp) Magic 2 (4pp) Book of the Vishanti (25pp total) Deflect 10 (energy attacks; Extra: Reflection [+1]; 20pp) Enhanced Feats 1 (Ultimate Effort [Knowledge (Arcane Lore)]; 1pp) Quickness 12 (Flaw: Limited [to Knowledge (Arcane Lore) checks; -2]; 4pp) Cloak of Levitation (15pp total) Additional Limbs 2 (Power Feat: Ambidexterity; 3pp) Flight 6 (500 MPH; 12pp) Eye of Agamotto (35pp total) Power Reserve 12 (Astral Form, Telepathy; 24pp) Super-Senses 10 (True Sight; 10pp) AP: Super-Movement 2 (Dimensional Movement 2 [mystical dimensions]; Extra: Portal [+2]; Power Feat: Progression 2 [25-ft. x 25-ft.]; 1pp)

Abilities 36 + Skills 18 (72 ranks) + Feats 12 + Powers 132 + Combat 32 + Saves 10 – Drawbacks 0 = Total 240

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ELECTRO (Maxwell “Max” Dillon)

PL10 STR +1 12

DEX +2 14

CON +1 12

INT +1 12

WIS

CHA

+2 14

+1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6*/+1**

+4

+5

+4

COMBAT Attack + Attack +6, +8 (Ranged) Damage +1 [+6] (Unarmed [Aura]), +12 (Electrical Control) Defense +8 (+4 flat-footed) Initiative +6

*+5 Impervious **Without Force Field

SKILLS Concentration 4 (+6), Craft [Electronic] 8 (+9), Disable Device 8 (+9) FEATS All-Out Attack, Attack Focus [Ranged] 2, Improved Initiative, Power Attack, Quick Change, Teamwork

POWERS

T-NOTES Electro is more or less a typical energy controller, with most of the suggested alternate powers listed for Electrical Control. He does have two unusual stunts that somewhat set him apart. He can somehow charge himself with electricity to augment his physical ability scores at or near superhuman levels. Second, Electro’s vulnerability to water comes into play the more he is charged, which I’ve handled as the Vulnerable Drawback on his Electrical Aura. If he keeps it turned off, Electro doesn’t suffer from that Drawback.

Electrical Control 12 (Power Feat: Precise; 25pp) AP: Boost 12 (all physical ability scores; Extra: Total Fade [+1]; Flaw: Personal [-1]; 1pp) AP: Stun 12 (1pp) AP: Telekinesis 12 “Machine Control” (Extra: Perception [+1]; Flaw: Limited [to machines; -1]; 1pp) AP: Teleport 12 (Extra: Accurate [+1]; Flaw: Medium [power lines; -1]; 1pp) Flight 4 “Arc Riding” (100 MPH; Flaw: Platform [-1]; 4pp) Force Field 5 (Extra: Impervious [+1]; 10pp) Immunity 10 (all electrical effects; 10pp) Strike 5 “Electrical Aura” (Extras: Aura [+1], Continuous [+3]; Drawback: Vulnerable [water effects; Very Common, Major; -5pp]; 20pp) Abilities 16 + Skills 5 (20 ranks) + Feats 7 + Powers 73 + Combat 28 + Saves 8 – Drawbacks 0 = Total 137

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ELEKTRA (Elektra Natchios)

PL9 STR +3 16

DEX +4 18

CON +3 16

INT +1 12

WIS +4 18

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+5/+3

+6

+10

+8

*Flat-footed

SKILLS Acrobatics 12 (+16), Escape Artist 8 (+12), Intimidation 8 (+11), Knowledge [Civics] 4 (+5), Knowledge [Streetwise] 8 (+9), Languages 2 (English, Japanese; base: Greek), Notice 8 (+12), Profession [Bounty Hunter / Assassin] 8 (+12), Sense Motive 8 (+12), Stealth 14 (+18) FEATS Acrobatic Bluff, Ambidexterity, Assessment, Attractive, Blind-Fight, Defensive Roll 2, Dodge Focus 5, Equipment 3, Hide in Plain Sight, Improved Initiative, Improved Throw, Move-By Action, Power Attack, Sneak Attack, Takedown Attack 2, Uncanny Dodge [Auditory] EQUIPMENT (15ep total, 3 ep open)

T-NOTES It’s quite an interesting exercise building this little triangle of Elektra, Daredevil, and Bullseye. All three are street-level characters and are varying mixes of costumed adventurer and martial artist. Elektra’s build is a study in efficiency without overdoing it in any one area: four feats built into her weapons of choice, four to five ranks of situational modifiers built into her Toughness, Defense, and Damage. Elektra is highlydependent on making use of surprise attacks and avoiding being the victim of the same; if someone can get the drop on her in any one area, she can be extremely vulnerable.

2 Sai (6ep each, 12ep total): Strike 1 (Improved Critical, Improved Disarm, Mighty, Thrown, Weapon Bind) COMBAT Attack +12 Damage +3 (Unarmed) / +4 (Sai, 19-20 Crit) // +2 (Sneak Attack) Defense +13 (+4 flat-footed) Initiative +8 Abilities 36 + Skills 20 (80 ranks) + Feats 24 + Powers 0 + Combat 40 + Saves 13 – Drawbacks 0 = Total 133

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

EMMA FROST (Emma Grace Frost)

PL13 STR

+12 34/10

DEX +0 10

CON +0 10

INT +4 18

WIS +4 18

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*/+0**

+3

+3

+14***

*Impervious **Out of Diamond Form ***Impervious vs. mental

POWERS Alternate Form 15 [Psionic Form] (Extra: Continuous [+1]; 90pp) AP: Alternate Form 15 [Diamond Form] (Extra: Continuous [+1]; 1pp) Impervious Will 14 (Flaw: Limited [to mental effects; -1]; 7pp)

SKILLS Bluff 12 [16] (+16 [+20]), Computers 8 (+12), Concentration 12 (+16), Craft [Electronics] 8 (+12), Diplomacy 12 [16] (+16 [+20]), Knowledge [Behavioral Sciences] 8 (+12), Knowledge [Business] 12 (+16), Knowledge [Technology] 8 (+12), Notice 8 (+12), Perform [Dance] 8 (+12), Search 8 (+12), Sense Motive 8 (+12)

FEATS Assessment, Attractive, Benefit 5 (Wealth 5), Connected, Distract [Bluff], Leadership, Speed of Thought, Trance

COMBAT Attack +6 Damage +0 [+12] (Unarmed) / +6 (Mental Blast) Defense +6 (+3 flat-footed) Initiative +4

Psionic Form (75pp total) Astral Form 7 (35pp) Comprehend 1 (Languages 1 [speak any]; 2pp) ESP 7 (mental; 200 mile range; 7pp) Super-Senses 1 (Mental Awareness; 1pp) Telepathy 13 (26pp) AP: Illusion 6 (all senses; Extra: Selective Attack [+1]; Flaw: Phantasms [-1]; Power Feat: Progression 2 [25ft. radius]; 1pp) AP: Mental Blast 6 (Power Feat: Sedation; 1pp) AP: Mind Control 13 (1pp) AP: Nullify 13 (all mental effects; 1pp)

T-NOTES I might be getting sick of statting telepaths, but I’ll make an exception for the former White Queen, Emma, here. She has a few extra tricks with her Telepathy, notably Nullify, and is extremely experienced, if not quite overwhelming in raw power. Emma’s telepathic powers and her diamond form are placed in two separate Alternate Forms so that she can only use one or the other. In her diamond form, Frost still won’t hit her caps physically, but she can do some serious damage and is far from helpless in melee. Unlike the Stepford Cuckoos, Frost’s diamond form has a flaw which can be exploited through a Weak Point Drawback.

Diamond Form (75pp total) Density 12 (Extra: Continuous [+1]; Flaw: Permanent [-1]; 36pp) Immunity 24 (all Cold effects, all Emotion effects, Life Support, Starvation and Thirst; 24pp) Protection 8 (Extra: Impervious [+1]; Drawback: Weak Point; 15pp) Density Effects Strength +24, Impervious Protection +6, Immovable 4, Super-Strength 4 (Heavy Load: ~24 tons) Abilities 24 + Skills 28 (112 ranks) + Feats 12 + Powers 98 + Combat 24 + Saves 16 – Drawbacks 0 = Total 202

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

GALACTUS (Galan)

PL20 STR

+22 54/30

DEX +10 30

CON

+22 54/42

INT

+22 55

WIS

CHA

+22 55

+10 30

TOUGHNESS

FORTITUDE

REFLEX

WILL

+22*

+24

+10

+24

*+16 Impervious

SKILLS Computers 4 (+26), Craft [Mechanical] 8 (+30), Craft [Structural] 8 (+30), Intimidate 8 (+18 // +6 [size]), Knowledge [Technology] 8 (+30), Notice 4 (+26), Pilot 4 (+14), Sense Motive 4 (+26)

FEATS Assessment, Eidetic Memory, Equipment 21, Inventor, Minions 30 (Herald, rank 15, heroic)

EQUIPMENT

T-NOTES Galactus has the Fades Flaw on his Cosmic Energy Control and Growth powers, which lose 1pp each week until he replenishes them by feeding on a biosphere using his Transfer power. Galactus’ Devices are used to compensate for Flaws in his powers. His Body Armor helps him control his vast Cosmic Energy Control, removing the Uncontrolled flaw as long as it is worn. Without the body armor, Galactus’ Power Cosmic would radiate uncontrollably and turn him into a star. The Elemental Converter Machine helps Galactus siphon planetary energy more efficiently, removing the Side Effect flaw of Transfer; without the machine, Galactus would be forced into a comatose state after feeding. The Empowerment power from Ultimate Power is ridiculously expensive for what it does, so I just added the Affects Others Extra to Galactus’ Cosmic Energy Control. This is can be used in the cases where Galactus empowers someone besides his herald. The Minions feat handles Galactus’ herald, and Galactus can further empower his herald beyond the 225pp the Minions feat provides. Galactus possesses the Ultimate Nullifier, which he never uses, as it destroys both the wielder and its target.

Headquarters “Taa II Worldship” Size: Awesome; Toughness: 20; Features: Communications, Computer, Defense System, Holding Cells, Infirmary, Isolated, Laboratory, Living Space, Power System, Security System 3; Powers: Flight 20, Space Travel 20, Super-Senses 42 (Detect Energy 21 [ranged, Extended 20], Detect Life 21 [ranged, Extended 20])

DRAWBACKS Weakness (if Galactus is not consuming biosphere; Very Common, Major, potential Lethal, affects once a month)

POWERS Cosmic Energy Control 24 (Dynamic; Extras: Affects Others [+1], Wide [48pp per power / 96pp total; +1]; Flaws: Fades [-1], Uncontrolled [bought off by Armor; -1]; Power Feat: Slow Fade 8 [each week]; 57pp) DAP: Flight 24 (2pp) DAP: Healing 9 (Extras: Restoration [+1], Resurrection [+1], Total [+1]; Power Feats: Persistent, Regrowth; 2pp) DAP: Telekinesis 24 (2pp) DAP: Teleport 20 (Power Feat: Progression 8 [mass; 25,000 lbs.]; 2pp) DAP: Transform 8 (anything into anything; 2pp) Device 5 “Body Armor” (Hard to Lose, 20pp) Device 6 “Elemental Converter Machine” (Easy to Lose; Power Feat: Restricted [Int 20+ to use]; 19pp) Growth 12 (Extra: Continuous [+1]; Flaw: Fades [-1]; Power Feat: Slow Fade 8 [each week]; 44pp) Immunity 11 (Aging, Life Support, Need for Sleep; 11pp) Impervious Toughness 16 (16pp) Morph 2 (any form; Flaw: Phantasm [-1]; 3pp) Regeneration 1 (Resurrection [unless without sustenance for over 1 year]; 1pp) Space Travel 10 (10pp) Super-Senses 17 (Cosmic Awareness [mental], Detect Biosphere 16 [mental, Ranged, Extended 15]; 17pp) Telepathy 15 (30pp) AP: Mental Transform 15 (1pp) Transfer 20 (30pp) Transfer Construction Drain Toughness 20 (Extra: Affects Objects [+1]; Flaw: Side Effect [Sleep; -2]; 10pp) Boost 20 (any power; Flaw: Restorative [-1]; 20pp) Body Armor (24pp total) Buys off Uncontrolled flaw for Cosmic Energy Control Elemental Converter Machine (30pp total) Buys off Side Effect flaw for Transfer

COMBAT Attack +16 (size included) Damage +22 (Unarmed), +24 (Cosmic Energy Control) Defense +16 [size included] (+6 flat-footed) Initiative +10

Abilities 182 + Skills 12 (48 ranks) + Feats 54 + Powers 269 + Combat 80 + Saves 4 – Drawbacks 1 = 600

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

GAMBIT (Remy Lebeau)

PL10 STR +2 14

DEX +5 20

CON +2 14

INT +1 12

WIS +3 16

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+6

+9

+6

COMBAT Attack +10, +12 (Ranged) Damage +4 (Quarterstaff), +6 (Kinetic Control) [+2 Sneak Attack] Defense +14 (+5 flat-footed) Initiative +9

SKILLS Acrobatics 12 (+17), Bluff 10 (+14), Climb 5 (+7), Disable Device 8 (+9), Escape Artist 8 (+13), Gather Information 8 (+12), Knowledge [Streetwise] 8 (+9), Languages 1 (English; base: French), Notice 8 (+11), Sleight of Hand 12 (+17), Stealth 12 (+17)

FEATS T-NOTES Gambit’s signature power—his control over kinetic energy, has expanded to include several stunts and to explain some of his subtler abilities over the years. The basic use of his power is to charge an object with kinetic energy to the point that it explodes. Usually, he’ll charge small objects such as playing cards, functionally effecting a Kinetic Control blast. However, Gambit can also use this power on larger objects, converting their potential energy into explosive kinetic energy that will explode on impact. This is a full round action that will Drain Toughness from the object and create a Triggered Explosion Strike.  As an option, the Action Drawback can be applied to increase the blast diameter. By increasing the time from one round to one minute, five minutes, and so forth, Gambit can use the points he gets from the Drawback to buy Progression feats on the Explosion’s area. This would be an ad hoc application to represent charging larger objects, and an easier solution may be to simply declare Extra Effort to increase the rank of the power. Gambit’s nearly superhuman agility has been explained through his control over his own body’s kinetic energy—a stretch, but not too much of one. Furthermore, the flux of kinetic energy in Gambit’s body supposedly makes for a formidable psychic barrier. Gambit’s hypnotic abilities has similarly been explained as his ability to control the kinetic energy in people’s brains—quite a stretch, but that’s the source material; a Sense-Dependent Conscious Mind Control has been arrayed against his Kinetic Control in light of this.

Acrobatic Bluff, Attack Focus [Ranged] 2, Attractive, Dodge Focus 4, Elusive Target, Equipment 2, Evasion, Fascinate [Bluff], Grappling Finesse, Improved Initiative, Improved Throw, Quick Draw, Sneak Attack, Throwing Mastery

POWERS Kinetic Control 6 (Extra: Autofire [+1]; Drawback: Power Loss [without medium; Common, Minor; -2pp]; 16pp) AP: {Drain Toughness 10 (Extra: Affects Objects Only [+0]; Flaw: Action [Full; -1]); Linked Power: Strike 10 (Extra: Explosion [+1]; Flaw: Action [Full; -1]; Power Feat: Triggered); 1pp} Mind Control 8 (Extra: Conscious [+1]; Flaw: Sense-Dependent [Auditory; -1]; 1pp) Mind Shield 6 (6pp)

EQUIPMENT Quarterstaff (6ep): Strike 2 (Power Feats: Extended Reach, Mighty, Quick Draw [collapsible], Thrown) Deck of cards (0ep) Tactical vest (6ep) Abilities 34 + Skills 23 (92 ranks) + Feats 19 + Powers 24 + Combat 40 + Saves 10 – Drawbacks 0 = 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

GREEN GOBLIN (Norman Osborn)

PL10 STR +9 28

DEX +4 18

CON +8 26

INT +3 16

WIS +2 14

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10

+12

+8

+6 SKILLS

Craft [Chemical] 12 (+15), Craft [Mechanical] 8 (+11), Diplomacy 12 (+15), Knowledge [Business] 8 (+11), Knowledge [Technology] 12 (+15), Pilot 8 (+12)

EQUIPMENT Vehicle “Goblin Glider” (15ep) Strength: 20; Speed: 5; Toughness: 6; Size: Medium; Features: Remote Control, Smokescreen; Powers: Flight 5 COMBAT Attack +6, +9 (Ranged), +11 (Pumpkin Bombs) Damage +9 (Blast, Explosion), +9 (Unarmed) Defense +10 (+3 flat-footed) Initiative +4

FEATS Attack Focus [Ranged] 3, Attack Specialization [Pumpkin Bombs], Benefit 5 (Wealth 5), Dodge Focus 4, Equipment 3, Inventor, Master Plan, Move-By Action, Quick Draw POWERS Device 4 “Goblin Armor” (Hard to Lose; 16pp) Device 6 “Pumpkin Bombs” (Easy to Lose; 18pp) Regeneration 11 (Recovery Rate 11 [Bruised 2, Injured 3, Disabled 4, Staggered 2]; Power Feat: Diehard; 12pp) Goblin Armor (20pp total) Stun 9 “Glove Blasters” (18pp) Protection 2 (2pp)

T-NOTES The Green Goblin seems like he’s inferior to Spider-Man in nearly every respect, but he’s also one of the few rogues who doesn’t have an obviously exploitable weakness like Venom or Sandman. What we’ve got is a guy who is nearly as strong, as smart, and as skilled as Spider-Man but who is also totally ruthless. While Peter has to worry about damage control, Norman doesn’t care about collateral damage, as evidenced by the Explosion modifier on his pumpkin bombs.

Pumpkin Bombs (30pp total) Blast 9 (Extra: Targeted Explosion [+1]; 27pp) AP: Fatigue 9 (Extra: Targeted Explosion [+1]; 1pp) AP: Nullify 9 (Danger Sense; Extra: Targeted Explosion [+1]; 1pp) AP: Obscure 4 (Visual; Extra: Independent [+0]; 1pp) Abilities 58 + Skills 15 (60 ranks) + Feats 20 + Powers 46 + Combat 24 + Saves 12 – Drawbacks 0 = Total 175

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

HAWKEYE (Clinton Francis “Clint” Barton) STR +4 18

PL11 DEX +4 18

CON +4 18

INT +1 12

WIS +3 16

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+6*

+7

+10

+7

*Flat-footed

SKILLS Acrobatics 12 (+16), Craft [Mechanical] 8 (+9), Knowledge [Streetwise] 4 (+5), Knowledge [Tactics] 8 (+9), Notice 4 (+7), Pilot 4 (+8), Search 4 (+5), Stealth 4 (+8)

FEATS

T-NOTES Hawkeye has nearly perfect aim and an array of trick arrows for every situation. In addition, Hawkeye has almost the opposite disability / compensation combination that Daredevil has; he’s nearly deaf but his eyesight is remarkably keen. Thus, his range increment for normal sight is 100 feet rather than 10 feet (a little overkill, but this progression is especially grainy). Hawkeye does have a hearing aid that compensates for his deafness. Hawkeye has constructed various unique trick arrows, but these are best relegated to power stunts instead of the Inventor feat, which is too broad for this sort of thing. Hawkeye’s bow and trick arrows are represented by a Device. The ranks in Variable Descriptor lets Hawkeye select from any technological descriptor for the damage and can be changed once per round as a free action, just like an alternate power. Clint can fire so quickly that he has the Autofire modifier with his custom bow, allowing him to hit multiple targets, although he does not get to apply much of his Strength bonus when doing so. If he’s using a specific trick arrow, then he loses the Autofire modifier but replaces it with another effect. Hawkeye can also apply the Ricochet feat to all of his bow attacks (a reflection his own skill and thus not a Power Feat) and the Homing feat (a boomerang attachment and considered part of the Device). I’ve only included some of the most common trick arrows in the array; others should be considered power stunts.

Accurate Attack, Acrobatic Bluff, Attack Focus [Ranged] 2, Attack Specialization [Bow], Defensive Roll 2, Dodge Focus 2, Elusive Target, Equipment, Improved Aim, Improved Critical [Bow], Improved Initiative, Leadership, Precise Shot 2, Quick Draw 2 [draw and reload], Ranged Pin, Ricochet Attack, Ultimate Effort [Aim]

POWERS Device 4 [“Custom Bow and Trick Arrows”] (Easy to Lose; 12pp) Super-Senses 1 (Normal Sight [Extended]; Power Feat: Innate; 2pp) Custom Bow and Trick Arrows (20pp total) Super-Movement 1 (Swinging; 2pp) Trick Arrow Array 6 (Power Feat: Homing; 13pp) Base Power: Blast 3 (Power Feat: Mighty 4, Variable Descriptor 2 [any technological]; 0pp) Blast 4 [“Rapid Fire Arrows”] (Extra: Autofire [+1]; 1pp ) Blast 4 [“Explosive Arrow”] (Extra: Targeted Explosion [+1]; 1pp) Dazzle 6 [“Flare Arrow”] (Visual; 1pp) Obscure 6 (Visual; Extra: Independent [+0]; 1pp) Snare 6 [Net Arrow] (1pp)

EQUIPMENT Costume (2ep): Protection 2 Hearing aid: buys off Disability [Deaf] drawback; 3ep)

DRAWBACKS Disability (Deaf; Common, Moderate)

COMBAT Attack +11, +13 (Ranged), +15 (Bow) Damage +4 (Unarmed), +4 (Blast, Autofire, 19-20 Crit), +4 (Blast, Explosion, 19-20 Crit), +7 (Blast, 19-20 Crit) Defense +12 (+5 flat-footed) Initiative +8 Abilities 38 + Skills 12 (48 ranks) + Feats 24 + Powers 14 + Combat 42 + Saves 14 – Drawbacks 3 = Total 140

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

HAWKEYE (Katherine “Kate” Elizabeth Bishop) STR +1 12

PL8

DEX +4 18

CON +1 12

INT +2 14

WIS +1 12

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4

+4

+10

+4

COMBAT Attack +10, +12 (Bow) Damage +3 (Battlestaves, Split, Thrown), +4 (Bow), +4 (Sword, 19-20 Crit) Defense +10 (+5 flat-footed) Initiative +7

SKILLS Acrobatics 8 (+12), Disable Device 4 (+6), Notice 8 (+9), Perform [Stringed Instruments] 4 (+6), Search 4 (+6), Stealth 4 (+8) FEATS Acrobatic Bluff, Attack Specialization [Bow], Benefit 2 (Wealth 2), Connected, Eidetic Memory, Equipment 5, Evasion, Improved Aim, Improved Initiative, Precise Shot, Quick Draw 2 [draw and reload] POWERS Device 2 “Bow and Trick Arrows” (Easy to Lose; 6pp) Reflex Memory 1 (Extra: Feats [+1]; 10pp)

T-NOTES The new Hawkeye, Kate Bishop, is a relatively new character whose abilities have not been fully revealed. She has remarkable facility with learning new weapons and combat styles and possibly has some degree of photographic reflexes. Kate is slightly undercapped (except with the bow) to allow some flexibility to use Reflex Memory. Kate uses weapons that either are or are patterned after those of Mockingbird and Swordsman; they have generally not demonstrated the traits of those specific weapons and are treated as Equipment in this build. She has been confirmed to use the former Hawkeye, Clint Barton’s, bow and trick arrows, though Kate has demonstrated use of all the various trick arrows at this time.

Bow and Trick Arrows (10pp total) Blast 3 (Power Feats: Mighty, Variable Descriptor 2 [any technological]; 9pp) AP: Fatigue 3 [Tranquilizer Arrow] (Extra: Ranged [+1]; 1pp) EQUIPMENT Battlestaves (6ep): Strike 2 (Mighty, Split Attack, Thrown), Leaping 1 Costume (3ep): Protection 3 Headquarters (10ep): Abandoned warehouse Shades (1ep): as Flash Goggles Sword (5ep) Abilities 22 + Skills 8 (32 ranks) + Feats 17 + Powers 16 + Combat 40 + Saves 12 – Drawbacks 0 = Total 115

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

HAVOK (Alexander “Alex” Summers)

PL9 STR +3 16

DEX +2 14

CON +4 18

INT +1 12

WIS +1 12

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+7

+5

+5

COMBAT Attack +5, +7 (Melee) Damage +3 (Unarmed), +10 (Strike, Burst), +15 (Plasma Control) Defense +8 (+3 flat-footed) Initiative +2

SKILLS Craft [Mechanical] 8 (+9), Knowledge [Earth Sciences] 8 (+9), Knowledge [Tactics] 8 (+9), Notice 4 (+5), Pilot 8 (+10), Sense Motive 4 (+5) FEATS Accurate Attack, Assessment, Attack Focus [Melee] 2, Dodge Focus 2, Equipment, Improved Block, Leadership, Takedown Attack POWERS

T-NOTES Havok has always been in Cyclops’s shadow. The youngest Summers brother doesn’t have the control and finesse of the X-Men field leader, but he makes up for it somewhat in sheer destructive power. Havok has, for the most part, overcome his control issues and reliance on containment suits, so it only comes up as a Complication. Havok has shown that he can super-absorb solar and other radiation energy to boost his powers, although this is a rare enough occurrence to be handled through Extra(ordinary) Effort and Power Strain. Havok’s immunity covers Cyclops’s powers.

Flight 4 (100 MPH; 8pp) Immunity 20 (all heat effects, all radiation effects; 20pp) Plasma Control 15 (Drawback: Power Loss [if deprived of cosmic radiation; Uncommon, Minor; -1pp]; 29pp) AP: Dazzle 10 (Extra: Area [Visual Perception; +2]; Flaw: Touch [-1]; 1pp) AP: Strike 10 (Extras: Area [Burst; +1], Penetrating [+1]; 1pp) EQUIPMENT Armored Jumpsuit (3ep), Commlink (1ep) Abilities 28 + Skills 10 (40 ranks) + Feats 10 + Powers 58 + Combat 22 + Saves 10 – Drawbacks 0 = Total 139

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

HUMAN TORCH (Johnny Storm)

PL10 STR +2 14

T-NOTES Heeeere’s Johnny! His powers can be separated into two groups: one that depends on the creation of a sheath of flames about his body and one that involves his ability to control fire. Human Torch can surround himself with an aura of fire which also has the benefit of protecting him from physical attacks. He can selectively apply this Aura, for instance, leaving parts of him uncovered. By forming this aura around his feet, he can use the flames to propel himself through the air. All of these powers are in the same container, so he needs to be able to Flame On! in order to fly. Johnny’s flame aura is also notorious for being countered and vulnerable to being smothered. He can generally only use this Alternate Form when in the presence of oxygen. Likewise, he can spontaeously ignite in the presence of too much heat or fire. Johnny can use Fire Control to augment the rank of the very expensive Flame Aura, which otherwise is active at a lower level, although it has a drawback where he cannot use Fire Control for Flame Aura unless he already has it active, similar to the drawback on Power Reserve. Props to Elric for thinking to just have Fire Control stack with the Flame Aura. Very technically, the only power he can use in his non-enflamed form is Fire Control, so the APs of Fire Control reside in his Flame On! form. Most versatile among these is Flame Objects, with which he can create anything from flame cages, barriers, and even decoys of himself; this is the Create Object power, but the objects have no Toughness and instead have a Damage Aura at rank 5. Johnny Storm is probably the exemplar of using Extraordinary Effort and Temporary Power Strain (from the Masterminds Manual) to create a one-shot effect. Normally, an area effect like Nova Flame is PL-capped, so pushing this power through Extra Effort is an appropriate means of temporarily surpassing PL caps for the damage of this effect. Johnny will usually spend two fatigue conditions (Fatigued and Exhausted) as well as incur Temporary Power Strain (a Power Loss drawback) in order to use the Increase Power option of Extra Effort to produce a rank 16 Nova Flame.

DEX +4 18

CON +2 14

INT +1 12

WIS +1 12

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6/+12*

+6

+8

+3

*vs. physcial, Impervious, +4 flat-footed

SKILLS Bluff 8 [12] (+10 [+14]), Concentration 8 (+9), Craft [Mechanical] 8 (+9), Drive 8 (+12), Knowledge [Popular Culture] 8 (+9) FEATS Accurate Attack, All-Out Attack, Attractive, Connected, Dodge Focus 2, Equipment, Move-By Action, Taunt EQUIPMENT

POWERS Alternate Form 8 “Flame On!” (Drawbacks: Involuntary Transformation [in presence of high heat; Uncommon, Minor], Power Loss [in absence of oxygen; Common, Minor]; 37pp) Fire Control 15 (Power Feat: Precise; 31pp) Immunity 6 (Environmental Condition [Heat], Fire damage; 6pp) Super-Senses 1 (Infravision; 1pp)

Unstable Molecule Uniform: Protection 2, Commlink, GPS Receiver, PDA COMBAT Attack +5 Damage +2 [+12] (Unarmed [Flame Aura]), +10 (Nova Flame, Explosion, Penetrating), +15 (Blast) Defense +8 (+3 flat-footed) Initiative +4

Flame On! Traits (40pp total) AP [Fire Control]: Blast 15 [“Nova Heat”] (Power Feat: Precise; 1pp) AP [Fire Control]: Create Object 10 [Flame Objects] (Extra: Movable [+1]; Power Feat: Precise; 1pp) AP [Fire Control]: Strike 10 “Nova Flame” (Extras: Explosion [+1], Penetrating [+1]; 1pp) AP [Fire Control]: Strike 6 (Extras: Aura [+1], Sustained [+2]) and Force Field 6 (Extra: Impervious [+1]; Flaw: Limited [to physical; -1]) “Full-Strength Flame Aura” Flight 7 (1,000 MPH; 14pp) Force Field 4 (Extras: Impervious [+1], Linked [to Aura Strike; +0]; Flaw: Limited [to physical; -1]; Power Feat: Selective; 5pp) Strike 4 “Flame Aura” (Extras: Aura [+1], Sustained [+2]; Power Feat: Selective; 17pp) Abilities 24 + Skills 10 (40 ranks) + Feats 9 + Powers 75 + Combat 22 + Saves 10 – Drawbacks 0 = Total 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ICEMAN (Robert “Bobby” Drake)

PL10 STR

+5 20/12

DEX +2 14

CON +1 12

INT +2 14

WIS +2 14

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10*/+1

+5

+6

+6

*+2 Impervious (Ice Form)

SKILLS Bluff 12 (+15), Craft [Artistic] 8 (+10), Knowledge [Business] 8 (+10), Knowledge [Pop Culture] 8 (+10), Profession [Accountant] 8 (+10) FEATS Dodge Focus 3, Equipment, Fast Overrun, Move-By Action, Ranged Pin, Taunt, Teamwork 2 T-NOTES Bobby Drake is quite the accomplished energy controller these days, using his powers at a high level without losing control. At one time, he needed to wear an inhibitor belt. His powers were rank 15 but had the Full Power Drawback and Uncontrolled Flaw; the belt bought back the Flaw and Drawback but decreased his Cold Control rank to 11. Now Iceman has essentially used his own pp to buy off the Flaw and Drawback and can use his powers at their full capacity as befits an Omega-level mutant. Iceman can actually exist in any form of water, from ice to liquid water to vapor, each with its own set of properties. Also, so long as there is ambient water for Bobby to absorb, he gets Regeneration, even from states that would otherwise qualify as dead (shattered, etc.). It is unknown what set of circumstances besides the absence of water could prevent Iceman from reconstituting himself. Since it is a somewhat rare trick, by using Extra Effort, Iceman can stunt his Alternate Form to add external water to his own mass and simulate a Growth effect. Bobby’s actually a CPA! That’s pretty impressive. Less so are his feats; he relies more on his powers and the tricks he can manage with them than a whole lot of combat training, though like most X-Men, he’s still a great team player. A random power is Bobby’s Infravision; he can detect heat in objects, which makes sense given his powers. Even more random: he can use Artistic Craft to make ice sculptures, making him a popular guy come Christmas time.

EQUIPMENT Commlink (1ep) COMBAT Attack +5 Damage +5 (Unarmed), +15 (Blast) Defense +9 (+3 flat-footed) Initiative +2

POWERS Alternate Form 4 “Ice” (20pp) AP: Alternate Form 4 “Water” (1pp) AP: Alternate Form 4 “Vapor” (1pp) Cold Control 15 (Dynamic; 31pp) DAP: Blast 15 “Ice” (2pp) DAP: Create Object 15 (Ice Shapes; Power Feat: Precise; 2pp) DAP: Environmental Control 15 (Mix-and-Match Environments; Distraction [DC 10], Hamper Movement [one-quarter speed]; 2pp) DAP: Snare 15 (Ice Bonds; 2pp) Flight 4 (100 MPH; Flaw: Platform [-1]; 4pp) Regeneration 12 (Recovery Rate 8: Bruised 1, Injured 3, Disabled 4; Resurrection 4 [1 hour]; Flaw: Source [water in any form; -1]; Power Feat: Regrowth; 7pp) Super-Senses 1 (Infravision; 1pp) Ice Form Traits (20pp total) Density 4 (12pp) Protection 8 (8pp) Water Form Traits (20pp total) Concealment 5 (Visual, Hearing; Flaw: Limited [Underwater only; -1]; Power Feat: Close Range; 6pp) Elongation 4 (4pp) Enhanced Feat 1 (Environmental Adaptation [Underwater]; 1pp) Immunity 1 (Suffocation [breathe underwater]; 1pp) Insubstantial 1 (5pp) Swimming 3 (10 MPH; 3pp) Vapor Form Traits: (19pp total) Concealment 3 (Normal Sight, Normal Hearing; Power Feat: Close Range; 7pp) Flight 1 (10 MPH; 2pp) Insubstantial 2 (10pp)

Abilities 22 + Skills 11 (44 ranks) + Feats 10 + Powers 73 + Combat 22 + Saves 12 – Drawbacks 0 = 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

INVISIBLE WOMAN (Susan Storm Richards) STR +1 12

DEX +2 14

PL11 CON +1 12

INT +2 14

WIS +3 16

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13/+3*

+4

+5

+6

COMBAT Attack +9 Damage +1 (Unarmed), +11 (Blast, Autofire) Defense +9 (+5 flat-footed) Initiative +6

*Without Force Field

SKILLS Concentration 12 (+15), Diplomacy 12 [16] (+15 [+21]), Knowledge [Business] 4 (+6), Perform [Acting] 8 (+11), Pilot 8 (+10), Profession [Teacher] 4 (+7), Stealth 4 (+6) FEATS Attractive, Equipment, Improved Initiative, Leadership, Teamwork POWERS

T-NOTES I tried to find a balance between Claremont’s overpowered Invisible Woman and the shrinking violet some other writers have cast Sue. If the GM allows her to use her Force Field ad nauseum on her teammates, things can get broken very quickly, so I’ve kept her Force Field at Personal range (and this doesn’t stack with her costume’s Protection) while allowing Create Object to represent Sue’s ability to shield her teammates (which can be imbalancing, as well, but at least it’s legal). I’ve limited her alternate powers, except for Blast and Immunity. She has demonstrated Force Shatter, Snare, Suffocate, and a multitude of other powers listed under Force Constructs, but these are best handled with stunts. Note that Sue’s force fields are generally considered pliable, but she can stunt an unyielding, Impervious version, but the harder she makes them, the more likely she’ll suffer a psychic backlash when they are damaged, so even out the Impervious with a Feedback flaw for the power stunt.

Create Object 11 [“Force Constructs”] (Dynamic; Extra: Movable [+1]; Power Feat: Subtle [invisible]; 35pp) DAP: Blast 11 [“Force Bolt”] (Extra: Autofire [+1]; Power Feat: Subtle [invisible]; 2pp) DAP: Immunity 9 (Life Support; Extras: Affects Others [+1], Area [Shapeable; +1]; 2pp) Force Field 12 (12pp) Invisibility 4 (all visual; Extra: Area [Shapeable; +1], Attack [+1]; Power Feats: Close Range, Selective; 18pp) Nullify 6 (any Invisibility effect; 6pp) Super-Senses 3 (Invisibility Awareness [Accurate]; 3pp) EQUIPMENT Unstable Molecule Uniform (5ep): Protection 2, Commlink, GPS Receiver, PDA Abilities 24 + Skills 13 (52 ranks) + Feats 5 + Powers 78 + Combat 36 + Saves 9 – Drawbacks 0 = Total 165

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

IRON FIST (Daniel “Danny” Thomas Rand-K’ai) STR +4 18

PL11

DEX +4 18

CON +4 18

INT +2 14

WIS

CHA

+1 12

+2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7/+4*

+8

+8

+9

*Flat-footed

SKILLS Acrobatics 12 (+16), Climb 4 (+8), Concentration 12 (+13), Diplomacy 8 (+10), Disable Device 8 (+10), Escape Artist 8 (+12), Investigate 4 (+6), Knowledge [Business] 4 (+6), Languages 4 (Cantonese, Japanese, K’un-Lun, Mandarin; base: English), Medicine 8 (+9), Notice 12 (+13), Sense Motive 8 (+9), Stealth 8 (+12) FEATS Acrobatic Bluff, Assessment, Attack Specialization [Unarmed], Defensive Roll 3, Elusive Target, Evasion, Improved Initiative, Move-By Action, Power Attack, Stunning Attack, Takedown Attack 2 [5-ft. step], Trance, Uncanny Dodge [Visual], Weapon Break POWERS

T-NOTES Not too many martial artists in the Marvel Universe can surpass Iron Fist. Danny’s a great hand-to-hand fighter overall, and can stunt his more unusual tricks off of his Chi. He has demonstrated Mind Reading, various Super-Senses and Immunities, among other abilities. His eponymous Iron Fist attack is Tiring and basically acts as an enhanced version of Extra Effort and is Penetrating. Danny can use Extraordinary Effort on the Iron Fist, increasing it by two ranks with each application of Extra Effort beyond the first.

Chi 4 [Boost] (4pp) AP: Chi 4 [Healing] (1pp) AP: Strike 3 “Iron Fist” (Extra: Penetrating [+1]; Flaw: Tiring [-1]; Power Feat: Mighty; 1pp) Immunity 1 (Environmental Condition [Cold]; 1pp) Super-Senses 1 (Mystical Awareness; 1pp) COMBAT Attack +13, +15 (Unarmed) Damage +4 [+6; Chi] (Unarmed), +7 (Iron Fist, Penetrating) Defense +13 (+7 flat-footed) Initiative +8 Abilities 34 + Skills 25 (100 ranks) + Feats 17 + Powers 8 + Combat 52 + Saves 16 – Drawbacks 0 = Total 152

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

IRON MAN (Tony Stark)

PL12 STR

+14 38/10

DEX +1 12

CON +0 10

INT +7 24

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+18*/+14**

+4

+5

+6

*+14 Impervious **Without Force Field

SKILLS Computers 12 (+19), Craft [Electronic] 16 (+23), Craft [Mechanical] 16 (+23), Diplomacy 8 (+10), Disable Device 12 (+19), Gather Information 8 (+10), Knowledge [Business] 8 (+15), Knowledge [Physical Sciences] 12 (+19), Knowledge [Technology] 16 (+23), Languages 4 (French, German, Vietnamese, 1 other; base: English), Pilot 8 (+9) FEATS Attractive, Benefit 7 (Security Clearance, Wealth 6), Connected, Contacts, Equipment 4, Inventor, Master Plan, Speed of Thought (use Int bonus for Initiative) EQUIPMENT

T-NOTES Tony Stark has internalized the inner layers of his Extremis armor, permitting him to use Datalink at a worldwide range and any satellite in Earth’s orbit. He may use this power to summon his Extremis armor. The nanites also provide Tony with a healing factor, allowing him to regrow lost or damaged organs. The main features of Iron Man’s armor are the vast weapons systems. If he really needs to do something, he can blow a Hero Point to reroute system resources and stunt a new power off of his Enhanced Strength.

Headquarters “Stark Tower” (18ep) Size: Gargantuan; Toughness: 15; Features: Communications, Computer, Fire Prevention System, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System, Workshop

POWERS Datalink 10 (200,000 mile range; 10pp) Device 22 “Extremis Armor” (Hard to Lose; Power Feats: Accurate 2, Restricted 2; 92pp) Regeneration 9 (Recovery Rate 9 [Bruised 1, Injured 2, Disabled 3, Unconscious 1, Staggered 2]; Power Feat: Regrowth; 10pp) Extremis Armor (110pp total) Concealment 6 “Cloaking” (Visual and Auditory; Flaw: Limited [to Machines; -1]; 6pp) AP: Concealment 4 “Mirror Image” (Visual; Flaw: Partial [-1]; 1pp) Enhanced Strength 28 AP: Blast 14 “Repulsor Rays” (1pp) AP: Dazzle 12 (Auditory; Extra: Area [Perception; +2]; Flaw: Touch [-1]; 1pp) Flight 8 (Dynamic; 2,500 MPH; 17pp) DAP: Super-Strength 8 (Heavy Load: ~600 tons; 2pp) Immunity 9 (Life Support; 9pp) Protection 14 (Extra: Impervious [+1]; 28pp) Shield 4 (4pp) AP: Force Field 4 (1pp) Super-Senses 12 (Normal Sight 3 [Extended 3], Infravision, Microscopic Vision 2 [cellular], Radar, Ultra-Hearing, Ultravision; 12pp)

COMBAT Attack +6, +10 (Extremis Armor) Damage +14 (Unarmed), +14 (Blast) Defense +6, +10 Shield (+3 flat-footed) Initiative +7 Abilities 24 + Skills 28 (112 ranks) + Feats 17 + Powers 112 + Combat 24 + Saves 12 – Drawbacks 0 = Total 217

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

IRON PATRIOT (Norman Osborn)

PL12 STR

+14 38/28

DEX +4 18

CON +8 26

INT +3 16

WIS +2 14

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*/+8**

+12

+8

+6

*+12 Impervious **Without armor

SKILLS

FEATS Attack Focus [Ranged] 3, Attack Specialization [Pumpkin Bombs], Benefit 5 (Wealth 5), Dodge Focus 4, Inventor, Master Plan, Move-By Action, Quick Draw COMBAT Attack +6, +9 (Ranged),+11 (Pumpkin Bombs) Damage + 9 [+14] (Unarmed), +9 (Blast, Explosion, Homing),+14 (Blast) Defense + 10 (+3 flat-footed) Initiative +4

Craft [Chemical] 12 (+15), Craft [Mechanical] 8 (+11), Diplomacy 12 (+15), Knowledge [Business] 8 (+11), Knowledge [Technology] 12 (+15), Pilot 8 (+12) POWERS Device 20 [Iron Patriot Armor] (Hard to Lose; 80pp) Regeneration 11 (Recovery Rate 11 [Bruised 2, Injured 3, Disabled 4, Staggered 2]; Power Feat: Diehard; 12pp)

T-NOTES Osborn doesn’t get nearly as much out of the Iron Man armor as Stark due to his inherently greater natural physical power. He probably has not managed to unlock all of the powers of the armor that Stark was able to utilize, although this remains to be seen. As yet, this writeup assumes a slightly toned down version of the Extremis armor.

Iron Patriot Armor (100pp total) Blast 14 (28pp) AP: Blast 9 (Extra: Targeted Explosion [+1]; Power Feat: Homing; 1pp) Datalink 8 (8pp) Enhanced Strength 10 (10pp) Flight 8 (Dynamic; 2,500 MPH; 17pp) DAP: Super-Strength 8 (Heavy Load: 600 tons; 2pp) Immunity 9 (Life Support; 9pp) Impervious Toughness 6 (6pp) Protection 6 (Extra: Impervious [+1]; 12pp) Super-Senses 7 (Normal Sight [Extended], Infravision, Microscopic Vision [dust-sized], Radar; 7pp) Abilities 58 + Skills 15 (60 ranks) + Feats 17 + Powers 92 + Combat 24 + Saves 12 – Drawbacks 0 = Total 218

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

LIZARD

PL10 STR +10 30

DEX +8 26

CON +10 30

INT +0 10

WIS +2 14

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+14

+12

+6

*4 Impervious

SKILLS

DRAWBACKS Involuntary Transformation (triggered by stress; Uncommon, Major; -3pp), Vulnerable (cold; Common, Moderate; -3pp), Weakness (cold; Common, Moderate, -1 Strength / 5 minutes; -4pp) COMBAT Attack +6, +8 (Unarmed) Damage +12 (Strike, 19-20 Crit) Defense +6 (+3 flat-footed) Initiative +8

Acrobatics 12 (+20), Handle Animal 8, Intimidate 8, Notice 8 (+10), Stealth 4 (+12), Survival 8 (+10) FEATS All-Out Attack, Attack Specialization [Unarmed], Evasion, Fearsome Presence 4, Improved Grapple, Move-By Action, Track POWERS

T-NOTES The Lizard is a physical match for Spider-Man but his superior toughness makes it difficult for Spidey to harm him; in this sense, he is much like Venom. However, like all Spidey villains, the Lizard has a very exploitable weakness, namely the reptilian vulnerability to cold. The Lizard’s combat style is a strange mix between brute force and stunning speed. He can choose to play hit-and-run or he can use his mobility to try to get into position to grapple and use his enormous strength and extra limb to gain the upper hand. The Lizard’s alter ego is Dr. Curtis Conners.

Additional Limb 1 (Tail; Power Feat: Improved Grab; 1pp) Animal Control 10 (Extra: Area [Burst; +1]; Flaw: Limited [to reptiles; -1]; Power Feat: Progression 6 [area; 500-ft./rank]; 26pp) Elongation 2 (Flaw: Limited [to Additional Limb; -1]; 1pp) Protection 4 (Extra: Impervious [+1]; 8pp) Regeneration (Power Feat: Regrowth; 1pp) Speed 2 (25 MPH; 2pp) AP: Leaping 2 (1pp) Strike 2 (Power Feats: Improved Critical, Mighty; 4pp) Super-Movement 2 (Wall-Crawling 2; 4pp) Super-Strength 4 (Heavy Load: ~12 tons; 8pp)

Dr. Curtis Conners Abilities: STR: 10 (+0), DEX: 10 (+0), CON: 12 (+1), INT: 18 (+4), WIS: 12 (+1), CHA: 12 (+1) Skills: Craft [Chemical] 8 (+12), Knowledge [Life Sciences] 12 (+16), Medicine 12 (+13) Combat: Attack +1; Damage +0 (Unarmed); Defense +0 (+0 flatfooted); Initiative +0 Saves: Toughness +1, Fortitude +3, Reflex +2, Will +3 Drawbacks: Disability (one arm; Very Common, Moderate; -4pp), Involuntary Transformation (triggered by stress; Uncommon, Major; -3pp) Abilities 12 + Skills 8 (32 ranks) + Feats 0 + Powers 0 + Combat 2 + Saves 6 – Drawbacks 7 = 21

Abilities 60 + Skills 12 (48 ranks) + Feats 10 + Powers 57 + Combat 24 + Saves 12 – Drawbacks 10 = 165 [Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

LOKI

PL14 STR

+12 34/26

DEX +2 14

CON +8 26

INT +4 18

WIS +2 14

CHA +12 34

TOUGHNESS

FORTITUDE

REFLEX

WILL

+15*/+10**

+8

+6

+14

*+2 Impervious

**Without Mystic Shield

SKILLS Bluff 16 (+28), Concentration 8 (+10), Craft [Artistic] 8 (+12), Gather Information 12 (+24), Knowledge [Arcane Lore] 16 (+20), Notice 8 (+10), Sense Motive 8 (+10)

FEATS Artificer, Attack Focus [Melee] 3, Challenges 2 (Conversational Paralysis, Durable Lie), Distract (Bluff), Fascinate (Bluff), Master Plan, Ritualist, Taunt, Well-Informed COMBAT Attack +8, +11 (Melee), +14 (Magic) Damage +12 (Unarmed), +14 (Mystic Blast) Defense +8 (+4 flat-footed) Initiative +2

POWERS

T-NOTES Ah, the quintessential Avengers villain. True, Loki is really Thor’s archenemy just as the Red Skull is Captain America’s, and the…uh, Titanium Man is Iron Man’s. But the Avengers were formed in response to Loki’s machinations. Loki relies primarily on being behind the scenes, manipulating people to do his dirty work while he watches, as evidenced by his powers. He is the world’s greatest liar and should be able to Bluff nearly anyone. Loki is incredibly subtle at times, so much so that his influence is nearly unnoticeable, as he can work his mischief from other dimensions. Regardless of the supposed source of Loki’s various powers, they are all magical or godly in nature. Loki can use Boost to grant powers to villains, but permanent alterations actually require the villain to purchase the ability with his own power points or are derived from certain magical objects and should be a plot device. Likewise, Loki does have access to Asgardian artifacts, but these are usually one-shot deals. Moreover, Loki can stunt various other effects off of his Magic array or choose to cast them as rituals. Loki is not too shabby in actual combat, however, although he usually prefers to use his magical powers from a distance. He doesn’t have many combat feats, as direct combat isn’t his style, but with his Bluff bonus, Loki should be able to feint and Taunt extremely effectively or even keep a foe indefinitely Distracted.

Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; 12pp) Force Field 5 [Mystic Shield] (5pp) Immunity 3 (Aging, Disease, Starvation and Thirst; 3pp) Magic 14 (Power Feats: Accurate 3, Dimensional 2 [adjacent dimensions]; 33pp) Base Power: Mystic Blast 14 (Dynamic; 1pp) DAP: Animate Object 9 (2pp) DAP: Boost 14 (any trait; Extra: Total Fade [+1]; Flaw: Others Only [-1]; 2pp) DAP: Communication 14 (mental; 2pp) DAP: ESP 7 (all senses; 2pp) DAP: Illusion 7 (all senses; Extra: Selective Attack [+1]; Flaw: Phantasms [-1]; 2pp) DAP: Morph 9 (any form; 2pp) DAP: Teleport 14 [Mystic Passage] (2pp) Super-Strength 4 (Heavy Load: ~50 tons; 8pp) Density Effects Strength +8, Impervious Protection 2, Immovable 1, Super-Strength 1, Mass x3 Abilities 72 + Skills 18 (72 ranks) + Feats 12 + Powers 76 + Combat 32 + Saves 16 – Drawbacks 0 = Total 226

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MACH IV (Abner Ronald “Abe” Jenkins)

PL9

STR

+7 28/10

DEX +1 12

CON +1 12

INT +3 16

WIS

CHA

+3 16

+1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10*

+3

+3

+5

*9 Impervious

SKILLS Craft [Electronics] 10 (+13), Craft [Mechanical] 10 (+13), Disable Device 8 (+11), Knowledge [Streetwise] 4 (+7), Knowledge [Technology] 10 (+13), Pilot 6 (+7)

FEATS Accurate Attack, Dodge Focus 2, Improvised Tools, Inventor DRAWBACKS Normal Identity (when out of armor; Common, Major; -4pp) COMBAT Attack +5, +9 (Ranged) Damage +6 (Blast, Area or Autofire), +9 (Unarmed, Blast) Defense +8 (+3 flat-footed) Initiative +1

POWERS Device 19 “M.A.C.H. IV Armor” [Hard to Lose] (76pp)

T-NOTES MACH-IV is pretty much Iron Man-lite. Make that extra-lite. He’s actually not a half-bad battlesuit archetype and though somewhat narrowly-focused in terms of skills and feats, Abner’s armor has a great variety of powers, making him a good all-purpose support character. The M.A.C.H. IV armor’s Enhanced Feats power represents computer-assisted aiming.

M.A.C.H. IV Armor (95pp total) Blast 9 [Electrical] (18pp) AP: Blast 6 [Explosive] (Extra: Area [Explosion; +1]; 1pp) AP: Blast 6 [Ballistic] (Extra: Autofire [+1]; 1pp) AP: Dazzle 6 (Extra: Area [Burst; +1]; 1pp) AP: Nauseate 6 (Extra: Area [Burst; +1], Range [+1]; Flaw: Sense-Dependent [Visual]; 1pp) Communication 7 (radio; 7pp) Enhanced Feats 7 (Attack Focus [Ranged] 4, Improved Aim, Precise Shot 2; 7pp) Enhanced Strength 18 (Dynamic; 19pp) DAP: Flight 9 (5,000 MPH; 2pp) Immunity 9 (Life Support; 9pp) Protection 9 (Extra: Impervious [+1]; 18pp) Sensory Shield 4 (Visual; 4pp) Super-Senses 7 (Visual: Radius; Infravision, Radar; 7pp) Abilities 18 + Skills 12 (48 ranks) + Feats 5 + Powers 76 + Combat 22 + Saves 6 – Drawbacks 4 = 135

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MACHINE MAN (X-51)

PL8 STR

+8 26/14

DEX +2 14

CON — —

INT +4 18

WIS +2 14

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+10*



+6

+6

SKILLS Computers 12 (+16), Craft [Mechanical] 8 (+12), Disable Device 8 (+12), Knowledge [Technology] 8 (+12) DRAWBACKS Weakness (lack of light for 40 hours; Uncommon, Moderate [-1 Strength], per round; -5pp)

*+3 Impervious

COMBAT POWERS

Blast 4 [Ballistic] (8pp) AP: Environmental Control 4 (Extreme Cold; 1pp) AP: Environmental Control 4 (Extreme Heat; 1pp) AP: Strike 8 [Electrical] (Extra: Area [Burst; +1]; Flaw: Tiring [-1]; 1pp) Comprehend 2 (Electronics 2 [speak to and understand]; 4pp) Datalink 1 (1pp) Density 6 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 19pp) Elongation 5 (100 ft.; 5pp) Flight 2 (25 MPH; 4pp) Immunity 30 (all Fortitude effects; 30pp) Protection 7 (7pp) Quickness 6 (x100; Flaw: One Type [Mental; -1]; 3pp) Super-Senses 7 (Normal Sight 2 [Extended 2], Radar, Ultravision; 7pp)

T-NOTES Machine Man is an android with a highly-advanced artificial intelligence able to pass as a human in terms of learning and creativity. His most notable features include extendable arms and an array of payloads in his fingers, generally high caliber bullets and cold and heat projection. At a cost to himself, X-51 can release a burst of electricity. He is capable of repairing his body through the use of Craft.

Attack + Attack +6 Damage +4 (Blast), +8 (Unarmed), +8 (Strike, Burst) Defense +6 (+3 flat-footed) Initiative +2

Density Effects Strength +12, Toughness (Impervious) +3, Immovable 2, Super-Strength 2, Mass x5 FEATS Eidetic Memory Abilities 12 + Skills 9 (36 ranks) + Feats 1 + Powers 91 + Combat 24 + Saves 8 – Drawbacks 5 = Total 140

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MAGIK (Illyana Nikolievna Rasputin)

PL10 STR +1 12

DEX

TOUGHNESS

+1 12

CON +1 12

FORTITUDE

INT +1 12

WIS

CHA

+3 16

REFLEX

+3 16

WILL

+11/+1* *Without Soulsword

SKILLS Acrobatics 8 (+9), Bluff 8 (+11), Concentration 8 (+11), Intimidate 8 (+11), Knowledge [Arcane Lore] 15 (+16), Language 1 (English; base: Russian), Notice 8 (+11), Sense Motive 8 (+11)

FEATS Artificer, Attractive, Favored Environment [Limbo], Ritualist, Trance

COMBAT

T-NOTES Magik was the Sorceress Supreme of Limbo, but on Earth, she had only a fraction of that power, able only to displace her senses astrally (though this isn’t fully Astral Form) and to summon her Soulsword. The Soulsword can only harm magical beings and undo mystical enchantments. In addition, when drawn, the Soulsword manifests a mystic armor over Magik. The GM can rule that she only gains one rank of Protection per round as the armor appears piece by piece on Magik’s body. Magik’s mutant power is the ability to create teleport discs that permit travel through space and time via Limbo. If Magik fails a Concentration check to activate this power, its unreliable nature results in spatial or temporal displacement. In Limbo, Magik gains several alternate powers to her Magic array as befits the Sorceress Supreme, as well as two ranks of Luck which she can use for power stunts. Were she on Earth, Magik would have to use the Ritualist feat to cast these spells. Darkchilde is the manifestation of Magik’s dark side and is essentially Uncontrolled and a plot device for the GM. In this form, she can use the full powers of the Sorceress Supreme regardless of her current location or dimension.

Attack +9, +13 (Soulsword) Damage +7 (Soulsword),+11 (Mystic Blast; Limbo) Defense +8 (+4 flat-footed); [+1 (Limbo)] Initiative +1

POWERS Container 2 “Sorceress Supreme of Limbo” (Flaw: Limited [in Limbo only; -1]; 8pp) Magic 12 (24pp) Base Power: ESP 8 (all senses; Flaw: Feedback [-1]; 0pp) AP: Weapon Summoning 8 (Flaw: Limited [to Soulsword; +0]; 1pp) Mind Shield 5 (5pp) Morph 2 (into Darkchilde; Flaw: Uncontrolled [-1]; Power Feat: Metamorph [Darkchilde]; 2pp) Super-Senses 1 (Magical Awareness [mental]; 1pp) Teleport 10 (Extra: Portal [+2]; Flaws: Check Required [Concentration; -1], Side-Effect [-1]; 20pp) AP: Super-Movement 4 (Dimensional Movement [Limbo], Temporal Movement 3; Extra: Portal [+2]; Flaw: Check Required [Concentration; -1], Side-Effect [-1]; 1pp) Sorceress Supreme of Limbo (10pp total) Enhanced Feats 3 (Benefit [Status: Sorceress Supreme], Luck 2; 3pp) AP [Magic]: Fire Control 12 (1pp) AP [Magic]: Mind Control 8 (Extra: Area [Burst; +1]; 1pp) AP [Magic]: Morph 8 (any form; 1pp) AP [Magic]: Mystic Binding 11 (Power Feat: Affects Insubstantial 2; 1pp) AP [Magic]: Mystic Blast 11 (Power Feat: Affects Insubstantial 2; 1pp) AP [Magic]: Mystic Shield 8 (Extras: Affects Others [+1], Impervious [+1]; 1pp) AP [Magic]: Transform 5 (any living into any living; 1pp) Soulsword (24pp total) Protection 10 (10pp) Strike 6 (Flaw: Limited [to magical creatures only; -1]; Power Feats: Accurate 2, Affects Insubstantial, Improved Critical, Mighty; 8pp); Linked Power: Nullify 12 (any one Magical effect at a time; Flaw: Range [-1]; 6pp)

Abilities 20 + Skills 16 (64 ranks) + Feats 5 + Powers 62 + Combat 34 + Saves 13 – Drawbacks 0 = 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MAGMA (Amara Juliana Olivians Aquilla)

PL9

STR

DEX

+0 10

+2 14

CON +3 16

INT +3 16

WIS

CHA

+1 12

+3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8/+3*

+6

+6

+3

COMBAT Attack +4, +8 (Melee) Damage +13 (Blast, Indirect 2), +14 (Blast) Defense +10 (+5 flat-footed) Initiative +2

*Out of Magma Form

SKILLS Computers 4 (+7), Diplomacy 8 (+11), Gather Information 6 (+9), Knowledge [History] 8 (+11), Languages 2 (English, Quechua; base: Latin), Survival 8 (+9) FEATS All-Out Attack, Attack Focus [Melee] 4, Move-By Action, Track POWERS Alternate Form 12 “Magma Form” (Flaw: Limited 6 [only when in contact with ground; -1]; 54pp) Regeneration 6 (Recovery Rate 6: Bruised 1, Injured 2, Disabled 3; Flaw: Source [contact with ground; -1]; Power Feat: Diehard; 4pp)

T-NOTES Magma is ridiculously powerful and capable of incredible feats of earth and fire control. She needs to be in her alternate, magma form to use most of these powers. Magma’s Alternate Form has a Limited Flaw on six of those ranks; her powers are halved if she is not in contact with the ground. Magma’s background and training with melee weapons and living in the wilds gives her something to fall back on aside from her powers. When Magma is particularly angry, she can cause localized earthquakes, which can become quite major if near a faultline or a volcano. This is more of a Complication and in the hands of the GM. Conscious effort to create earthquakes is handled through the Explosion Knockback Trip (similar to the Groundstrike power feat of Super-Strength).

Magma Form (60pp total) Fire Control 14 (28pp) AP: Blast 14 [Fire] (1pp) AP: Blast 13 [Magma] (Power Feat: Indirect 2 [from below]; 1pp) AP: Burrowing 14 (Extra: Range [+1]; 1pp) AP: Transform 7 (stone shape; Extra: Continuous [+1]; Flaw: Action [-1]; 1pp) AP: Trip 14 (Extras: Explosion [+1], Knockback [+1]; Flaw: Range [-1]; 1pp) Energy Aura 3 [Fire] (12pp) Immunity 10 (all fire effects; 10pp) Protection 5 (5pp) Abilities 24 + Skills 9 (36 ranks) + Feats 7 + Powers 58 + Combat 28 + Saves 9 – Drawbacks 0 = 135

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MAGNETO (Erik Magnus Lehnsherr)

PL14 STR

+15 40/16

DEX +2 14

CON +5 20

INT +6 22

WIS

CHA

+2 14

+5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+20*/+10**

+7

+4

+11

*+15 Impervious **Without Force Field

SKILLS Computers 16 (+22), Concentration 16 (+18), Craft [Electronics] 12 (+18), Craft [Structural] 8 (+14), Diplomacy 8 (+13), Disable Device 8 (+14), Intimidate 12 (+17), Knowledge [Civics] 4 (+10), Knowledge [Life Sciences] 16 (+22), Knowledge [Technology] 16 (+22), Languages 4 (English, Russian, 2 others; base: German), Sense Motive 8 (+10)

FEATS Assessment, Attack Focus [Ranged] 4, Benefit 6 (Wealth 6), Connected, Equipment, Inspire 3, Inventor, Leadership, Master Plan POWERS

T-NOTES Magneto is one of the greatest Marvel villains ever, so I felt free to go all out with him. Not only does he sport one of the most powerful arrays of any mutant, but Magneto is an incredible genius, tactician, and leader. His expertise in genetic manipulation is only rivaled by Apocalypse. Omega-level mutants / plot devices aside, Magneto and Charles Xavier are usually considered the most powerful mutants in the world. Obviously, Magneto’s signature power is Magnetic Control, and aside from his usual feats, this array is also able to handle any power stunt Magneto has exhibited over the years, including pulling all the iron out of a person’s body (Ranged Drain Constitution) and other neat tricks. Magneto has more limited control over other forces, including the electromagnetic spectrum, gravitons, and radiation, and this can also be handled via power stunts. Magneto’s most useful and recognizable Device is his helmet that protects him against all mental powers, most notably Xavier’s. He also wears a costume constructed of metal, presumably so that he can use his powers on himself, but its Protection bonus does not stack with that provided by his Force Field.

Communication 5 (Mental; 5 mile range; 5pp) AP: Astral Form 1 (1pp) Device 4 “Helmet” (Hard to Lose; 16pp) Flight 8 (2,500 MPH; 16pp) Force Field 15 (Extra: Impervious [+1]; 30pp) ; Linked Power: Immunity 9 (Life Support; 9pp) Magnetic Control 17 (1,600 tons; Power Feat: Accurate; 35pp) AP: Blast 17 “Magnetic Force” (1pp) AP: Enhanced Strength 24 and SuperStrength 5 (Heavy Load: 100 tons) (1pp) AP: Nullify 15 (all electronic effects; Extra: Explosion [+1]; Flaw: Touch [-1]; Power Feat: Progression 4 [area; 250 ft./rank]; 1pp) AP: Snare 17 (1pp) Super-Senses 16 (Direction Sense, Magnetic Awareness, Spatial Awareness 14 [Extended 6, Penetrates Concealment]; 16pp)

EQUIPMENT Flexible metal jumpsuit (5ep): Protection 5, does not stack with Force Field COMBAT Attack +5, +9 (Ranged), +11 (Magnetic Control) Damage +3 [+15] (Unarmed), +17 (Blast) Defense +8 (+4 flat-footed) Initiative +2

Helmet (20pp total) Immunity 20 (mental effects; 20pp) Abilities 46 + Skills 32 (128 ranks) + Feats 19 + Powers 132 + Combat 26 + Saves 13 – Drawbacks 0 = Total 268

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MISTER FANTASTIC (Reed Richards) STR +0 10

PL11 DEX +0 10

CON +0 10

INT

+10 30/24

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+3

+4

+8

*+12 Impervious vs. bludgeoning

SKILLS Computers 12 (+22), Craft [Chemical] 12 (+22), Craft [Electronic] 12 (+22), Craft [Mechanical] 16 (+26), Craft [Structural] 12 (+22), Disable Device 16 (+26), Knowledge [Earth Sciences] 12 (+22), Knowledge [Life Sciences] 12 (+22), Knowledge [Physical Sciences] 16 (+26), Knowledge [Tactics] 4 (+14), Knowledge [Technology] 16 (+26), Pilot 8 (+8) FEATS

T-NOTES Here’s Marvel’s resident super-genius extraordinaire. Mister Fantastic’s powers are technically a limited form of Shapeshift, but he’s really not nearly as versatile as someone like Plastic Man. Instead, I gave him a elasticity-themed dynamic array with enough points to allocate to several powers at once. Rarer powers like Deflection (Reflection) can be power stunts off of this array. His elastic body provides a great degree of protection, and he is Impervious to physical impacts, which includes all physical damage excluding those with an edged descriptor. I’ve placed the cost of this as a –2 Flaw, cheaper than all physical damage and more expensive than all blunt damage. Mister Fantastic’s costume provides Protection, but it only comes into play if his powers are somehow nullified. Reed was already an unparalleled genius before the accident, but his mutation enhanced his intellect to superhuman levels. If for whatever reason his mutation is nullified, his Intelligence would drop to 24.

Benefit 4 (Wealth 4), Connected, Dodge Focus 4, Eidetic Memory, Equipment 5, Inventor, Leadership, Master Plan, Speed of Thought, Teamwork, Ultimate Effort (Intelligence checks)

POWERS Elasticity Array 10 (Power Feat: Improvised Tools; 21pp) Base Power: Elongation 10 (Dynamic; 5,000 ft.; 1pp) DAP: Flight 4 (Flaw: Gliding [-1]; 2pp) AP: Insubstantial 1 (fluid form; 1pp) DAP: Leaping 5 (Extra: Affects Others; 2pp) DAP: Morph 5 (any form; Limited [retain normal colors]) DAP: Strike 10 (2pp) DAP: Super-Strength 5 (Heavy Load: 1.5 tons; 2pp) Enhanced Intelligence 6 (6pp) Impervious Toughness 12 (Flaw: Limited [to physical impacts; -2]; 4pp) Protection 12 (12pp) COMBAT Attack +4 Damage +10 (Strike) Defense +8 (+2 flat-footed) Initiative +9

EQUIPMENT Unstable Molecule Uniform (5ep): Protection 2, Commlink, GPS Receiver, PDA Headquarters “Baxter Building II” (20ep) Size: Large; Toughness: 15; Features: Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 3 (DC 30), Workshop; Powers: Super-Movement (Dimensional Movement [Negative Zone]; Portal; Progression 3 [50-ft. x 50-ft.]) Abilities 22 + Skills 37 (148 ranks) + Feats 21 + Powers 56 + Combat 16 + Saves 13 – Drawbacks 0 = Total 165

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

MOON KNIGHT (Marc Spector)

PL9 STR +4 18

DEX +5 20

CON +4 18

INT +3 16

WIS +4 18

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+8

+9

+8 SKILLS

Acrobatics 12 (+17), Climb 4 (+8), Disable Device 8 (+11), Disguise 4 (+6), Gather Information 4 (+6), Intimidate 12 (+14), Investigate 8 (+11), Knowledge [Business] 4 (+7), Knowledge [Streetwise] 8 (+11), Knowledge [Tactics] 8 (+11), Notice 8 (+12), Pilot 8 (+13), Search 8 (+11), Stealth 8 (+13), Survival 8 (+12)

EQUIPMENT Cestus (as brass knuckles with Piercing descriptor; 1ep), Commlink (1ep), Crescent darts (as shuriken; 3ep), Truncheon (as club plus Super-Movement [Swinging]; 6ep) Headquarters “Shadowkeep” (17ep) Size: Huge; Toughness: 15; Features: Communications, Computer, Concealed, Defense System, Hangar, Holding Cells, Isolated, Living Space, Power System, Security System, Workshop Vehicle “Mooncopter” (32ep) Strength: 30; Speed: 5 (Flight); Defense: 8; Toughness: 9; Size: Huge; Features: Navigation System, Remote Control; Powers: Blast 6 (Autofire), Communication 6 (radio), Super-Senses 4 (Radar)

FEATS Acrobatic Bluff, Benefit 3 (Wealth 3), Equipment 12, Evasion, Fearless, Sneak Attack, Startle, Takedown Attack POWERS Device 1 “Costume and Glider-Cloak” [Hard to Lose] (4pp) Super-Senses 4 (Precognition; Flaw: Uncontrolled [-1]; 2pp) Costume and Glider-Cloak (5pp total) Flight 2 (Flaw: Gliding [-1]; 2pp) Protection 3 (3pp) COMBAT T-NOTES Though Moon Knight is most often associated with the powers he gained when Khonshu possessed his body and granted him superhuman physical ability scores that waxed and waned with the phases of the moon, that incarnation lasted only a relatively short time in his career. Usually, Moon Knight is a highly skilled but human agent of Khonshu, with no superhuman powers.

Attack +10 Damage + 1 (Crescent darts, Autofire), +4 (Unarmed),+5 (Cestus), +6 (Truncheon) [+2 (Sneak Attack] Defense +11 (+6 flat-footed) Initiative +5 Abilities 44 + Skills 28 (112 ranks) + Feats 21 + Powers 6 + Combat 42 + Saves 12 – Drawbacks 0 = Total 153

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

NIGHTCRAWLER (Kurt Wagner)

PL10 STR +2 14

DEX +8 26

CON +2 14

INT +1 12

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8*

+6

+13

+6

*+6 flat-footed

SKILLS Acrobatics 12 (+20), Climb 6 (+8), Craft [Mechanical] 8 (+9), Disable Device 4 (+5), Escape Artist 4 (+12), Knowledge [Theology and Philosophy] 8 (+9), Language 2 (English, Latin; base: German), Medicine 4 (+6), Pilot 4 (+12), Stealth 8 (+16)

EQUIPMENT Commlink (1ep), Costume (Protection 4; 4ep), Rapier (+2 Damage, Improved Block, Improved Critical, Mighty; 5ep) COMBAT Attack +4, +10 (Melee), +12 (Sword) Damage +2 (Unarmed), +4 (Rapier, 19-20 Crit), +8 (Teleport Strike) Defense +12 (+3 flat-footed) Initiative +8

FEATS Acrobatic Bluff, Attack Focus [Melee] 6, Attack Specialization [Sword], Defensive Attack, Defensive Roll 2, Dodge Focus 6, Elusive Target, Equipment 2, Evasion, Hide in Plain Sight, Improved Disarm, Taunt POWERS T-NOTES  Nightcrawler always struck me as a character with a lot of potential. Alternate timeline versions of him really showed all the tricks he could perform with his Teleport. By default, Kurt can Teleport 400 feet as a move action or 1 mile as a full round action, but with Extra Effort, can push his full round Teleport to 20 miles. He has a limited ESP allowing him to sense the area he wishes to Teleport to so that he doesn’t end up Teleporting into a solid object.  Nightcrawler also has an array Linked to the Teleport. Kurt can use a “rending” power by grabbing hold of an opponent and selectively teleporting away only a part of that target. He may also grab an opponent and do a quick succession of Teleports to Stun him. Finally, Kurt can attack every opponent within 40 feet per the Rapid Attack power feat of Super-Speed, using his Teleport in place of Super-Speed.

Additional Limbs 1 (Power Feat: Innate; 2pp) ESP 4 (Mental; 4pp) Immunity 1 (Environmental Cold; 1pp) Super-Movement 1 (Wall-Crawling; 2pp) Super-Senses 1 (Low-Light Vision; 1pp) Teleport 4 ”Bamfing” (Extra: Linked [to Strike; Power Feats: Easy, Progression 2 [Mass: 500 lbs.], Turnabout; 16pp)  Linked Power: Strike 8 (Extra: Penetrating [+1]; 16pp)  AP: Stun 8 (1pp)  AP: Rapid Attack 8 (1pp) Abilities 34 + Skills 15 (60 ranks) + Feats 24 + Powers 44 + Combat 20 + Saves 13 – Drawbacks 0 = 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

POLARIS (Lorna Dane)

PL10 STR +1 12

DEX +1 12

CON +1 12

INT +1 12

WIS +2 14

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*+4**

+3

+3

+5

COMBAT Attack +6, +8 (Melee), +10 (Blast) Damage +1 (Unarmed), +10 (Blast) Defense +6 (+3 flat-footed) Initiative +1

*+10 Impervious **Without Force Field

SKILLS Concentration 10 (+12), Knowledge [Earth Sciences] 12 (+13), Knowledge [History] 6 (+7), Notice 4 (+6) FEATS All-Out Attack, Attack Specialization [Blast] 2, Equipment, Power Attack, Precise Shot, Teamwork POWERS

T-NOTES I always liked Polaris and thought her under-utilized. She was actually one of “the Twelve” Alpha mutants whose power Apocalypse tried to harness. She is very much a toned down Magneto, and due to her limited development storywise, perhaps too depowered. Polaris can use Extra Effort to stunt Electrical and Gravity Control off of her Magnetic Control.

Magnetic Control 10 (Dynamic; Extra: Wide [20pp per power / 40pp total]; 31pp) DAP: Blast 10 “Ferrous debris, ballistic” (2pp) DAP: Blast 10 “Magnetic Force” (2pp) DAP: Flight 10 (2pp) DAP: Nauseate 10 (Extra: Range [+1]; Flaw: Sicken [-1]; 2pp) DAP: Nullify 10 (Electronics; Extra: Area [Explosion; +1]; 2pp) DAP: Snare 10 [Magnetic Materials] (2pp) AP: Force Field 10 (Extra: Impervious [+1]; 1pp) Super-Senses 5 (Direction Sense, Mental: Detect Magnetism 2 [Range], Detect Metal 2 [Range]; 5pp) EQUIPMENT Commlink (1ep), Costume (Protection 3, Subtle; 4ep) Abilities 18 + Skills 8 (32 ranks) + Feats 7 + Powers 48 + Combat 24 + Saves 7 – Drawbacks 0 = 112

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

QUASAR (Wendell Elvis Vaughn)

PL12 STR +1 12

DEX +2 14

CON +2 14

INT +1 12

WIS +3 16

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*

+5

+5

+7**

SKILLS Acrobatics 8 (+10), Concentration 12 (+15), Gather Information 8 (+11), Investigate 4 (+5), Knowledge [Tactics] 4 (+5), Pilot 4 (+6), Survival 4 (+7) FEATS Fast Overrun, Move-By Action, Power Attack, Precise Shot

*14 Impervious vs. energy **+17 (10 Impervious) vs. psionic mental

POWERS Container 19 “Quantum Bands” (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Quick Change) T-NOTES Quasar’s classic form is an energy controller par excellence. The Quantum Bands can only be removed over his dead body, even though since his death, they’ve been passed around like…well, they’ve been around. Quasar can manipulate light energy in various ways, and the Bands also provide the usual flight, force field, and life support powers. When he wants to share these powers with allies, he can usually stunt that off of his Quantum Array. More unusual powers include his Quantum Jump, which provides interstellar teleportation. He is Impervious to a high degree of energy damage and has programmed the Bands to protect him from psionic assaults, although similar effects with the magic and Darkforce descriptors affect him normally. Finally, his Quantum Array allows him to counter any electromagnetic effect. Between this and Impervious Energy Toughness, Quasar is able to absorb and counter many energy effects without actually having the Absorption power per se. Richard Rider’s powers as Nova are pretty similar for the most part to Vaughn’s powers as Quasar, and it should be pretty easy to create a hybrid build to represent the new Quasar.

COMBAT Attack + 8, +10 (Quantum Array) Damage +14 (Blast) Defense + 8 (+4 flat-footed) Initiative +2

Quantum Bands (95pp total) Flight 10 (10,000 MPH; 20pp) AP: Teleport 20 “Quantum Jump” (Flaw: LongRange [-1]; 1pp) Force Field 14 (14pp) Immunity 9 (Life Support; 9pp) Impervious Toughness 14 (Flaw: Limited [to energy; -1]; 7pp) Mind Shield 10 (Flaw: Limited [to psionic effects; -1]; 5pp) Quantum Array 14 (Power Feats: Accurate, Variable Descriptor [any electromagnetic]; 30pp) Base Power: Blast 14 (0pp) AP: Create Object 9 “Solid Light” (Extra: Continuous [+1]; Power Feat: Stationary; 1pp) AP: Dazzle 9 (Visual; Extra: Area [Visual Perception; +2]; Flaw: Touch [-1]; 1pp) AP: Illusion 14 (Visual; 2pp) AP: Nullify 14 (all electromagnetic powers; 1pp) Super-Senses 5 (Detect Energy 4 [mental; Ranged, Acute, Tracking], Radio; 5pp)

Abilities 24 + Skills 11 (44 ranks) + Feats 4 + Powers 96 + Combat 32 + Saves 10 – Drawbacks 0 = Total 177

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SANDMAN (Flint Marko)

PL10 STR

+13 36/30

DEX +4 18

CON +11 32

INT +0 10

WIS

CHA

+1 12

-1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12

+14

+8

+8

COMBAT Attack +4, +7 (Melee) Damage +5 (Constricting Snare), +13 (Unarmed) Defense +8 (+2 flat-footed) Initiative +4

*1 Impervious

SKILLS Craft [Chemical] 6, Intimidate 12 (+11), Knowledge [Streetwise] 6 FEATS All-Out Attack, Attack Focus [Melee] 3, Dodge Focus 4 T-NOTES Spider-Man really needs to exploit the weaknesses of his various rogues in order to triumph against these immensely powerful villains. Sandman is no exception; he has a host of powers as a result of his sand form, and isn’t a foe Spider-Man can hope to pound into submission, but he is highly vulnerable to a slew of attack descriptors, none of which are particularly common. Most of Sandman’s powers are self-explanatory and he has access to all of them as part of his Alternate Form. I made this form Permanent, allowing him access to all of these powers, but he can assume a normal appearance simply by not actually using those powers. Also, when knocked out or disabled, Sandman’s form is sand, not flesh, so it does seem reasonable that his true form is sand. Sandman’s Growth power requires a large body of sand for him to incorporate into his form and is sufficiently infrequent and context-dependent to not count towards his PL caps. I really like how Sandman’s Drawbacks turned out. He has a couple of Involuntary, One-Way Transformations; flames or temperatures of sufficient intensity can fuse his constituent particles into glass, and large amounts of water transform Sandman into a mindless sludge creature, both of which effectively take him out of the fight for hours to days. Finally, wind-based attacks can disperse his form (essentially Growth 16 with the Dispersal flaw linked to Insubstantial 2) forcing him to take a turn to reassemble himself.

POWERS Alternate Form 19 [Sand] (Extra: Duration [Continuous; +1]; Flaw: Permanent [-1]; 95pp) Sand Form Traits (95pp total) Elongation 3 (3pp) Growth 8 (Flaw: Source [sand; -1]; 16pp) Immunity 2 (Critical Hits; 2pp) Insubstantial 2 (Extra: Progressive [+0]; Power Feat: Selective; 11pp) AP: Density 3 (1pp) Obscure 5 (Visual; 10pp) Regeneration 12 (Recovery Rate: Bruised 2, Injured 4, Disabled 5; Resurrection 1; Flaw: Source [sand; -1]; Power Feat: Regrowth; 7pp) Snare 10 (Extras: Constricting [+1], Engulf [+0], Suffocating [+1]; Power Feats: Obscures Sense 2 [Visual], Reversible; 43pp) Super-Movement 1 (Slithering; 2pp) Abilities 50 + Skills 6 (24 ranks) + Feats 8 + Powers 95 + Combat 16 + Saves 14 – Drawbacks 15 = 174

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SCARLET WITCH (Wanda Maximoff)

PL12

STR

DEX

-1 8

+1 12

CON +1 12

INT +2 14

WIS +4 18

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+1

+3

+3

+8 SKILLS

Concentration 8 (+12), Knowledge [Arcane Lore] 8 (+10), Language 3 (French, English, Latin; base: Russian), Medicine 5 (+9), Notice 5 (+9), Perform [Dance] 8 (+10), Pilot 7 (+8) FEATS Attack Focus [Melee] 4, Attractive, Dodge Focus, Equipment, Leadership, Trance POWERS

T-NOTES The Scarlet Witch’s powers are all variations of her Hex Spheres to some extent, be they called Chaos Magic or whatever. Since Doctor Strange denounced her magical ability as simply an expression of her mutant powers, it’s much easier to justify this arrangement. Most often, she uses her hex spheres to jinx people in an area or cause unfortunate accidents to befall them (Damage). She can also mimic magical spells using her Variable Power. In the past, this power suffered from the Uncontrolled Flaw, but even with her greater control over this power, likely due to her using magical incantations and gestures as a focus, Wanda still needs to make a Concentration check to use the power. Wanda is undercapped otherwise, but most of her powers are or can be area or perception ranged and thus set her PL. Deflect now counts towards the Defense cap, and Wanda can always summon a Force Field using Variable Power as she needs to. Wanda’s powers sometimes balloon to deus ex machina proportions, but what I have here feels like a playable build. GMs can have the option to execute plot devices or fiats through her powers, but that should be out of player control, obviously.

Probability Control 12 “Hex Spheres” (Extras: Area [Burst; +1], Jinx [+1]; Flaw: Limited to Jinx [-1]; 60pp) AP: Damage 12 (Extras: Area [Burst; +1], Penetrating [+1], Range [Perception; +2]; 1pp) AP: Deflect 12 (all attacks; Extra: Action [Free; +2]; 1pp) AP: Variable Power 12 (multiple powers of a magical descriptor; Flaw: Check Required [Concentration; -1]; 1pp) EQUIPMENT Avengers Communicard (as Commlink, GPS Receiver, PDA; 3ep) COMBAT Attack +2, +6 (Melee) Damage +12 (Hex Damage) Defense +7 (+3 flat-footed) Initiative +1 Abilities 18 + Skills 11 (44 ranks) + Feats 9 + Powers 63 + Combat 16 + Saves 8 – Drawbacks 0 = 125

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SCORPION (MacDonald Gargan)

PL10 STR +11 32

DEX +3 24

CON +7 28

INT +1 12

WIS +0 10

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+11*

+12

+10

+3

COMBAT Attack + Attack +7; Damage Damage +5 (Corrosion), +8 (Blast), +11 (Unarmed), +13 (Strike, Poison, 19-20 Crit) Defense +9 (+5 flat-footed) Initiative +7

*6 Impervious

SKILLS Climb 4 (+15), Disable Device 4 (+5), Gather Information 8 (+8), Intimidate 8 (+8), Investigate 4 (+5), Knowledge [Streetwise] 8 (+9), Notice 4 (+4), Stealth 4 (+11) FEATS Evasion, Power Attack POWERS Device 7 “Scorpion Armor” (Hard to Lose; 28pp) Super-Strength 4 (Heavy Load: 15.6 tons; 8pp)

T-NOTES One of the early powerhouses in Spidey’s rogues gallery, Scorpion’s original incarnation looks less daunting by today’s standards but was a handful for classic Spider-Man. Without his suit, Scorpion already has superhuman strength exceeding that of Spider-Man. His armor adds a versatile mechanical tail that can deliver a poisonous sting and is often outfitted with an electrical blast and an acid spray.

Scorpion Armor (35pp total) Additional Limbs 1 (1pp) Elongation 2 (10 ft.; Flaw: Limited [to tail; -1]; 1pp) Enhanced Feats 1 (Improved Grab; 1pp) Impervious Toughness 6 (6pp) Leaping 3 (x10; 3pp) Protection 2 (2pp) Strike 2 (Extra: Poison 13 [+1]; Power Feats: Improved Critical, Mighty; 17pp) AP: Elecritcal Blast 8 (1pp) AP: Corrosion 5 “Acid Spray” (1pp) Super-Movement 1 (Wall-Crawling [half speed]; 2pp)

Abilities 56 + Skills 11 (44 ranks) + Feats 2 + Powers 36 + Combat 32 + Saves 9 – Drawbacks 0 = Total 146

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SHATTERSTAR (Gaveedra Seven)

PL11 STR +7 24

DEX +7 24

CON +7 24

INT +0 10

WIS +1 12

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9/+7*

+10

+10

+7

COMBAT Attack +10, +12 (Sword) Damage +7 (Unarmed), +10 (Mystic Blade, Penetrating), +12 (Vibration Control) Defense +13 (+7 flat-footed) Initiative +11

*Flat-footed

SKILLS Acrobatics 12 (+19), Bluff 4 (+4), Disable Device 8 (+8), Escape Artist 4 (+11), Intimidate 12 (+12), Knowledge [Tactics] 8 (+8), Languages 4 (English, Spanish, 2 others; base: Mojospeak), Pilot 4 (+11), Stealth 4 (+11 FEATS Acrobatic Bluff, Ambidexterity, Attack Specialization [Sword], Beginner’s Luck, Defensive Roll 2, Evasion, Improved Initiative, Takedown Attack POWERS

T-NOTES Shatterstar isn’t, well, all that different from most Liefield creations. Muddled history? Check. Muscle-bound hack and slasher? Check. Healing factor so Liefield can draw him getting beat up every other panel. Double check! Okay, seriously. Shatterstar’s signature weapon is a mystic blade that can take the forms of various weapons. To model this, I’ve tacked on a Variable Feats to the Strike power, so the mystic blade can acquire the appropriate feats to its weapon type: Improved Critical, Thrown, Improved Disarm, etc. In some stories, he only has a mundane pair of swords. He also can channel a bioenergy blast through this or any other metal weapon. In addition to his healing factor, Shatterstar’s internal organs can shift to avoid critical hits.

Device 4 “Mystic Blade” (Easy to Lose; 12pp) Immunity 2 (Critical Hits; 2pp) Regeneration 5 (Recovery Rate 5 [Bruised 1, Injured 1, Disabled 1, Unconscious 1, Staggered 1]; Power Feat: Diehard; 6pp) Super-Strength 4 (Heavy Load: ~5 tons; 8pp) Vibration Control 12 (Flaw: Tiring [-1]; Drawback: Power Loss [requires metallic medium; Common, Minor]; 10pp) Mystic Blade (20pp total) Strike 3 (Extra: Penetrating 10 [+1]; Power Feat: Mighty; 14pp) Variable Feats 1 [Weapon Transformation] (multiple feats; 6pp) Abilities 44 + Skills 15 (60 ranks) + Feats 9 + Powers 38 + Combat 52 + Saves 12 – Drawbacks 0 = Total 170

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SHE-HULK (Jennifer Walters)

PL10 STR

+12 34/26

DEX +2 14

CON

+12 34/30

INT +2 14

WIS +2 14

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*

+16

+5

+5

COMBAT Attack + Attack +6, +8 (Unarmed) Damage +12 (Unarmed) Defense +8 (+3 flat-footed) Initiative +2

*+10 Impervious

SKILLS Acrobatics 6 (+8), Diplomacy 7 (+10), Knowledge [Business] 6 (+8), Knowledge [Civics] 8 (+10), Knowledge [Popular Culture] 6 (+8), Profession [Lawyer] 9 (+11), Sense Motive 6 (+8) FEATS Attack Specialization [Unarmed], Attractive 2, Dodge Focus 2, Power Attack POWERS

T-NOTES Another simple build, this time a powerhouse. She-Hulk doesn’t have all the quirky modifiers that Hulk does. She’s a straightforward, but not mindless, brawler. I used Growth to account for a portion of her enhanced abilities, and she has a moderate healing factor. She-Hulk has a little-used power that essentially works as a Mind Switch. Remove this power and she’s a perfectly balanced PL10. She-Hulk’s normal identity is Jennifer Walters, attorney and law. It takes a full round to change form. Sometimes, she does not have full control over the transformation or needs a device to help regulate it.

Growth 4 (Extra: Duration [Continuous; +1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp) Impervious Toughness 10 (10pp) Mind Switch 10 (20pp) Regeneration 12 (Recovery Rate: Bruised 1, Injured 2, Disabled 3, Unconscious 1, Staggered 2; Ability Damage 3; 12pp) Super-Strength 4 (Heavy Load: ~50 tons; 8pp) AP: Leaping 8 (1pp) DRAWBACKS Normal Identity (Jennifer Walters; Common, Major; -4pp)

Jennifer Walters (PL5) Abilities: STR: 12 (+1), DEX: 14 (+2), CON: 16 (+3), INT: 14 (+2), WIS: 14 (+2), CHA: 16 (+3) Skills: Acrobatics 6 (+8), Diplomacy 7 (+10), Investigate 6 (+8), Knowledge [Business] 6 (+8), Knowledge [Civics] 8 (+10), Profession [Lawyer] 9 (+11), Sense Motive 6 (+8) Feats: Attack Specialization [Unarmed], Attractive 2, Dodge Focus 2, Power Attack Combat: Attack +6, +8 (Unarmed); Damage +1 (Unarmed); Defense +8 (+3 flat-footed); Initiative +2 Saves: Toughness +3, Fortitude +3, Reflex +5, Will +5 Abilities 26 + Skills 12 (48 ranks) + Feats 6 + Powers 0 + Combat 24 + Saves 6 – Drawbacks 0 = 72

Abilities 54 + Skills 12 (48 ranks) + Feats 6 + Powers 64 + Combat 28 + Saves 10 – Drawbacks 4 = 170

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SHOCKER (Herman Schultz)

PL9 STR +2 14

DEX +2 14

CON +2 14

INT +3 16

WIS +1 12

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12*/+7**

+5

+5

+2

COMBAT Attack +5, +7 (Vibro-Shock Gauntlets) Damage +11 (Vibration Control), +11 (Strike, Penetrating) Defense +6 (+3 flat-footed) Initiative +2

*10 Impervious vs. physical **5 Impervious vs. energy

SKILLS Craft [Mechanical] 8 (+11), Disable Device 12 (+15), Knowledge [Streetwise] 8 (+11), Knowledge [Technology] 4 (+7), Search 4 (+7), Stealth 4 (+6) FEATS Inventor POWERS Device 6 “Insulated Battle Suit” (Hard to Lose; 24pp) Device 5 “Vibro-Smasher Gauntlets” (Hard to Lose; Power Feat: Accurate; 21pp) Insulated Battle Suit (30pp total) Immunity 15 (Ensnarement, all Sonic effects; 15pp) Force Field 10 (Extra: Impervious [+1]; Flaw: Limited 5 [to Physical; -1]; 15pp) T-NOTES The Shocker is remarkably inexpensive due to being rather a one-trick pony (as many of Spidey’s villains are) and all of his powers being tied to Devices. His battle suit generates a vibrational shield that protects him from snares and grapples as well as physical damage, which is particularly useful against Spider-Man. Its thick padding also protects against vibrational and sonic effects such as that from his VibroSmasher Gauntlets. The Shocker’s gauntlets have a variety of settings, but its initial use was Nullify Machines in order to shake open safes.

Vibro-Smasher Gauntlets (25pp total) Vibration Control 11 (22pp) AP: Drain Toughness 11 (Extra: Ranged [+1]; Flaw: Affects Objects Only [-1]; 1pp) AP: Nullify Machines 11 (1pp) AP: Strike 11 (Extra: Penetrating [+1]; 1pp) Abilities 22 + Skills 10 (40 ranks) + Feats 1 + Powers 45 + Combat 22 + Saves 7 – Drawbacks 0 = Total 105

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SPIDER-MAN (Peter Parker)

PL11 STR

DEX

CON

+10 +10 +8 30/14 30/14 26/14

INT +4 18

WIS +0 10

CHA +0 10

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+8

+15

+8 SKILLS

Acrobatics 12 (+22), Bluff 12 (+12), Computers 8 (+12), Craft [Chemical] 8 (+12), Craft [Mechanical] 8 (+12), Gather Information 4 (+4), Investigate 4 (+8), Knowledge [Physical Sciences] 8 (+12), Knowledge [Technology] 8 (+12), Notice 8 (+8), Profession [Photographer] 4 (+4), Stealth 4 (+14)

DRAWBACKS Unlucky (does not start off with Hero Point, must earn through Complications; -1pp) Weakness (if Spider-Sense is nullified; Uncommon, Moderate [-1 all checks, attack, defense], Instant; -2pp) COMBAT Attack +8, +12 (Web-Shooters), +12 (Unarmed) Damage +10 (Unarmed) Defense +14 (+4 flat-footed) Initiative +10

FEATS Acrobatic Bluff, Attack Specialization [Unarmed] 2, Attack Specialization [Web-Shooters] 2, Defensive Attack, Distract [Bluff], Dodge Focus 6, Elusive Target, Equipment, Evasion 2, Improved Defense, Inventor, Master Plan, Move-By Action, Taunt T-NOTES This build reflects an experienced Spider-Man without the powers granted by the further mutations he experienced in The Other storyline and therefore should fit his current Mephisto-retconned status. Spider-Man usually goes full-on Defensive Attack. Spider-Man is practically the poster boy for having a much higher defensive than offensive PL. It’s probably more accurate to think of Spider-Man’s default combat line with Attack +8 and Defense +18 and the listed combat line for when he goes “All-Out Attack,” which for him is really just not using Defensive Attack. Peter’s a pretty bright kid and makes frequent use of Inventor, or as frequent as his limited Wealth resources allow. His webshooters are standard and are usually used to Snare his foes or for Swinging. Other effects should be considered power stunts. Though he’s pretty powerful, Spider-Man usually has to use his ingenuity to beat most of his rogues gallery, since each member usually out-classes him in some aspect. Of the mainstream heroes with such a large gallery of villains, only Batman is more versatile, and not by much.

POWERS Device 5 “Web-Shooters” (Hard to Lose; 20pp) Enhanced Strength 16 (16pp) Enhanced Dexterity 16 (16pp) Enhanced Constitution 12 (12pp) Leaping 2 (x5; 3pp) Super-Movement 1 (Wall-Crawling; 2pp) Super-Senses 2 “Spider-Sense” (Danger Sense [mental], Uncanny Dodge [mental]; 2pp) Super-Strength 4 (Heavy Load: 12 tons; 8pp) Web-Shooters (25pp total) Snare 10 (Power Feat: Tether; 21pp) Speed 2 (25 MPH; Extra: Linked [to Swinging; +0]; 2pp) Super-Movement 1 (Swinging; 2pp) Abilities 20 + Skills 22 (88 ranks) + Feats 22 + Powers 79 + Combat 32 + Saves 13 – Drawbacks 3 = Total 185

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SPIDER-WOMAN (Jessica Miriam Drew) STR

PL10 DEX

CON

+8 +5 +7 26/16 20/16 24/14

INT +2 14

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+10

+10

+6

COMBAT Attack +9 Damage +8 (Unarmed), +11 (Electrical Control) Defense +13 (+4 flat-footed) Initiative +5

SKILLS Acrobatics 10 (+15), Disable Device 4 (+6), Gather Information 8 (+10), Investigate 4 (+6), Languages 6 (French, German, Korean, Portuguese, Russian, Spanish; base: English), Notice 8 (+10), Pilot 4 (+9), Sense Motive 4 (+6), Stealth 4 (+9) FEATS Acrobatic Bluff, Assessment, Attractive, Dodge Focus 5, Move-By Action, Precise Shot, Stunning Attack POWERS

T-NOTES Spider-Woman doesn’t need her costume anymore to fly, so the wings are truly vestigial now. A little weaker than SpiderMan but a lot more skilled in combat, Spider-Woman can also double as a blaster, albeit a rather limited one, since her Venom Blast fades and needs to be recharged over time. In addition, she exudes pheromones that attract men and repel women, a phenomenon that is largely out of her control. Jessica’s Immunity to Diseases and Poisons only activates after previous exposure to the toxin, but this is really more a complication than anything, considering that it’s in the GM’s control whether or not she has been previously exposed.

Electrical Control 11 “Venom Blast” (Flaw: Fades [-1]; 11pp) Emotion Control 1 (Extras: Area [Olfactory Perception; +1], Reaction [+3]; Flaws: Limited [to Love; -1], Limited [to men; -1], Uncontrolled [-1]; 3pp); Linked Power: Emotion Control 1 (Extra: Area [Olfactory Perception; +1], Reaction [+3]; Flaws: Limited [to Fear; -1], Limited [to women; -1], Uncontrolled [-1]; 3pp) Enhanced Strength 10 (10pp) Enhanced Dexterity 4 (4pp) Enhanced Constitution 10 (10pp) Immunity 3 (Disease, Environmental Condition [Radiation], Poison; 3pp) Super-Movement 1 (Wall-Crawling; 2pp) Super-Strength 4 (Dynamic; Heavy Load: ~6 tons; 9pp) DAP: Flight 4 (100 MPH; 2pp) Abilities 28 + Skills 13 (52 ranks) + Feats 11 + Powers 57 + Combat 34 + Saves 12 – Drawbacks 0 = Total 155

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

STORM (Ororo Munroe)

PL11 STR +1 12

DEX +3 16

CON +4 14

INT +4 14

WIS +4 18

CHA +3 16

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4/+2*

+5

+7

+8

*Flat-footed SKILLS

FEATS Attractive, Connected, Defensive Roll 2, Dodge Focus 5, Inspire, Leadership, Teamwork COMBAT Attack +9 Damage +1 (Unarmed); +7 (Blast, Concentration Burst); +13 (Blast, Indirect 2) Defense +11 (+3 flat-footed) Initiative +3

Climb 4 (+5), Concentration 8 (+12), Disable Device 8 (+10), Escape Artist 4 (+7), Knowledge [Streetwise] 4 (+6), Knowledge [Tactics] 8 (+10), Languages 4 (Japanese, Russian, Shi’ar, Swahili; base: English), Notice 4 (+8), Pilot 4 (+7), Sleight of Hand 8 (+11), Stealth 8 (+11), Survival 8 (+12) POWERS

T-NOTES Storm came out surprisingly versatile. She’s decently trained in a lot of practical skills, owing to her criminal background; she’s a formidable combatant both hand-to-hand and at range; she can fill in as a capable field leader; and her Weather Control array is incredibly diverse. Storm can set her Weather Control to produce any of listed effects per the Mix-and-Max Environments optional rule in up to a 25-mile radius. As offense, she can call forth lightning bolts, form a tornado, or produce thunderclaps. Storm has an auxilliary ability to manipulate air, including to lift herself and others into the air. Storm is immune to powers and effects with the Weather descriptor, as well as to lightning. She can also predict the weather using Precognition. The Simultaneous Extra is taken from ESP, allowing Storm’s normal senses to function while she uses Precognition.

Flight 5 (250 MPH; Extra: Affects Others [+1]; Flaw: Platform [-1]; Power Feat: Progression 2 [five subjects]; 12pp) Immunity 11 (all Weather effects, natural lightning; 11pp) Super-Senses 4 (Precognition; Extra: Simultaneous [normal senses function; +1]; Flaw: Limited [to weather; -1]; 4pp) Weather Control 14 (Dynamic, Mix-and-Match 2pp/rank, 25-mile radius; Cold, Distraction, Hamper Movement, Heat, Visibility; 29pp) DAP: Air Control 14 (2pp) DAP: Blast 13 [Lightning] (Power Feat: Indirect 2; 2pp) DAP: Blast 7 [Tornado] (Extra: Area [Burst; +1], Concentration [+1]; 2pp) DAP: Dazzle 9 (Visual and Auditory; 2pp) Abilities 30 + Skills 18 (72 ranks) + Feats 12 + Powers 64 + Combat 30 + Saves 11 – Drawbacks 0 = Total 165

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SUNSPOT (Roberto “Bobby” da Costa)

PL10 STR

+10 30/14

DEX +2 14

CON +2 14

INT +1 12

WIS +1 12

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+7

+6

+6

+4 SKILLS

Acrobatics 8 (+10), Knowledge [Business] 8 (+9), Knowledge [Popular Culture] 4 (+5), Languages 4 (Chinese, English, Latin, Spanish; base: Portuguese), Pilot 8 (+10) FEATS Acrobatic Bluff, Attack Focus [Ranged] 2, Benefit 4 (Wealth 4), Dodge Focus 2, Power Attack POWERS Alternate Form 13 “Solar Form” (65pp) Immunity 10 (all heat effects; 10pp)

T-NOTES Sunspot is a pretty standard energy controller / paragon dual-threat, with the main difference being that he was not as invulnerable as most paragon-types. Sunspot fuels his powers with absorbed solar radiation, although he no longer suffers from Power Loss in the absence of sunlight. Levels of solar radiation exceeding those found on Earth will amplify his powers beyond these default levels. I suggest that up to four ranks be added to all powers in his Solar Form at the GM’s discretion in these situations and his effective PL modified accordingly. Sunspot can in fact decrease the surrounding ambient temperature rather than increasing it by absorbing the heat and light in the area as a power stunt.

Solar Form (65pp total) Enhanced Strength 16 (16pp) Plasma Control 12 (24pp) AP: Dazzle 12 (Visual; 1pp) AP: Environmental Control 6 (Heat [extreme], Light; 1pp) Flight 4 (100 MPH; 8pp) Protection 5 (5pp) Super-Strength 5 (Heavy Load: 25 tons; 8pp) COMBAT Attack +6, +8 (Ranged) Damage +10 (Unarmed), +12 (Plasma Control) Defense +9 (+4 flat-footed) Initiative +2 Abilities 18 + Skills 8 (32 ranks) + Feats 10 + Powers 75 + Combat 26 + Saves 11 – Drawbacks 0 = Total 150

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

SUPER-SKRULL (Kl’rt)

PL14 STR +5 20

DEX +2 14

CON +5 20

INT +1 12

WIS +1 12

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+6

+5

+6

+5 SKILLS

Bluff 8 (+10), Concentration 8 (+9), Intimidate 8 (+10), Knowledge [Tactics] 8 (+9), Knowledge [Technology] 12 (+13), Pilot 8 (+10), Survival 8 (+9) FEATS Eidetic Memory, Fascinate [Bluff], Improved Grapple, Improved Initiative, Taunt COMBAT Attack +10 Damage +5 (Unarmed), +9 (Unarmed, Thing form), +9 (Energy Aura, Human Torch form), +15 (Blast, Human Torch form) Defense +10 (+5 flat-footed) Initiative +6 T-NOTES The Super-Skrull’s signature powers are those derived from the Fantastic Four. These powers are divided into two arrays, one for assuming the form of the FF member (represented by the dynamic Alternate Form array) and one that includes the fire and force field control powers of Human Torch and Invisible Woman. The Alternate Powers which each FF member has developed with his or her power are relegated to power stunts for the Super-Skrull. Note that the various Alternate Forms have different costs, so the Super-Skrull can mix and match powers to some extent, although the ratio of points spent on the constituent powers of each form should remain fixed. Aside from those powers mimicked from the Fantastic Four, the Super-Skrull retains the Shapeshifting powers of his race, which he can use to augment his already potent arsenal of powers. Note that offensively, even with the Thing’s strength or Torch’s aura, Kl’rt is still only PL12, but he can sink Shapeshift points into Growth to reach PL14.

POWERS Alternate Form 12 [“Human Torch”] (Dynamic ; 61pp) DAP: Alternate Form 6 [“Invisible Woman”] (2pp) DAP: Alternate Form 8 [“Mister Fantastic”] (2pp) DAP: Alternate Form 10 [“The Thing”] (2pp) Device 2 [“Skrull Military Uniform”] (Hard to Lose; 8pp)) Fantastic Four Array 15 (30pp) Base Power: Flame Blast 15 (0pp) AP: Force Constructs 14 (Power Feat: Subtle [invisible]; 1pp) Immunity 2 (Critical Hits; Sustained [+0]; 2pp) Regeneration 6 (Recovery Rate 6 [Bruised 1, Injured 2, Disabled 2, Staggered 1]; 6pp) Shapeshift 4 (32pp) Human Torch Form (60pp total) Energy Aura 9 [Flame] (Power Feat: Selective; 37pp) Flight 7 (1,000 MPH; 14pp) Force Field 9 (Extra: Impervious [+1]; Flaw: Limited [to physical attacks; -1]; 9pp) Invisible Woman Form (30pp total) Force Field 12 (12pp) Invisibility 4 (all visual; Extras: Area [Shapeable; +1], Attack [+1]; Power Feats: Close Range, Selective; 18pp) Mister Fantastic Form (40pp total) Bouncing 10 (Extra: Impact Resistant [+1]; 30pp) Elasticity 10 (5,000 ft.; 10pp) The Thing Form (50pp total) Density 4 (12pp) Enhanced Strength 10 (10pp) Enhanced Constitution 10 (10pp) Impervious Toughness 10) (10pp) Super-Strength 4 (Heavy Load: 75 tons; 8pp) Skrull Military Uniform (10pp total) Immunity 9 (Life Support; 9pp) Protection 1 (1pp)

Abilities 32 + Skills 14 (56 ranks) + Feats 5 + Powers 148 + Combat 40 + Saves 8 – Drawbacks 0 = Total 247

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

THING (Benjamin Grimm)

PL12 STR

+14 38/30

DEX +2 14

CON +12 34

INT +2 14

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+14*

+16

+6

+6**

*+14 Impervious

COMBAT Attack +6, +10 (Melee) Damage +14 (Unarmed) Defense +10 (+3 flat-footed) Initiative +2

**+14 vs. sensory hearing

SKILLS Craft [Mechanical] 8 (+10), Drive 4 (+6), Intimidate 12 (+14), Knowledge [Streetwise] 4 (+6), Pilot 16 (+18) FEATS All-Out Attack, Attack Focus [Melee] 4, Dodge Focus 4, Environmental Adapation [Zero Gravity], Equipment, Improved Grab, Improved Grapple, Power Attack, Startle, Ultimate Effort (Toughness save) POWERS Density 4 (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 13pp) Immunity 5 (all Environmental Conditions; 5pp) Impervious Toughness 12 (12pp) Sensory Shield 4 (Normal Hearing; 4pp) Super-Strength 8 [9 total] (Heavy Load: ~1,200 tons; Power Feats: Bracing, Countering Punch, Groundstrike, Super-Breath; 20pp) T-NOTES The Thing is about as straightforward as they come. He isn’t quite as hard a hitter as the top tier powerhouses like the Hulk, but he makes up for it somewhat with greater accuracy and technique, even if it’s just brawling and grappling. Ben relies on his hard hide to protect him and uses All-Out Attack most of the time, sacrificing defense for accuracy. The Thing has demonstrated hardiness, such as during his bout with the Champion, that is greater than what his Toughness would otherwise indicate. This is an exercise of Hero Point usage and Ultimate Effort.

Density Effects Strength +8, Impervious Protection 2, Immovable 1, Super-Strength 1, Mass x3 EQUIPMENT Fantasti-Flare (2ep): Light Control 1 Unstable Molecule Uniform (3ep): Protection 2, Commlink, GPS Receiver, PDA Abilities 60 + Skills 11 (44 ranks) + Feats 16 + Powers 54 + Combat 24 + Saves 12 – Drawbacks 0 = Total 177

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

TOAD (Mortimer Toynbee)

PL8 STR +4 18

DEX +8 26

CON +4 18

INT +0 10

WIS +0 10

CHA -2 6

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4

+8

+12

+3

COMBAT Attack +4, +8 (Melee), +22 (Grapple) Damage +8 (Strike) Defense +12 (+6 flat-footed Initiative +8

SKILLS Acrobatics 12 (+20), Craft [Electronic] 12 (+12), Knowledge [Technology] 4 (+4), Notice 8 (+8), Pilot 4 (+12) FEATS Acrobatic Bluff, Attack Focus [Melee] 4, Grappling Finesse, Move-By Action POWERS Container 3 (“Prehensile Tongue”; Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 16pp) Leaping 3 (x10; 3pp) Super-Movement 3 (Slithering, Wall-Crawling 2 [full speed]; 6pp) Super-Strength 3 (Heavy Load: 2,400 lbs.; Power Feat: Super-Breath; 7pp)

T-NOTES Someone let me know if Toad can still paralyze by touch or spit acid. As far as I recall, he has lost most of the powers aside from his mind-controlling pheromones, prehensile tongue, and leaping ability. Toad is reliant on using his tongue to initiate grapples and has an incredible bonus, thanks to his Elongation, Super-Strength, and Grappling Finesse. Once he successfully grapples, he can also unleash a mind-controlling pheromone from his tongue.

Prehensile Tongue (15pp total) Additional Limbs 1 (Power Feats: Improved Grab, Improved Pin; 3pp) Elongation 3 (25 ft.; 3pp) Mind Control 8 (Extra: Sustained [Lasting; +1]; Flaws: Range [Touch; -2], Requires Grapple [-1]; 4pp) Strike 4 (Power Feat: Mighty; 5pp) Abilities 28 + Skills 10 (40 ranks) + Feats 7 + Powers 32 + Combat 32 + Saves 11 – Drawbacks 0 = Total 120

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

VISION (Victor Shade)

PL12 STR

+15 40/16

DEX +2 14

CON — —

INT +4 18

WIS +1 12

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+16*



+6

+5

*6 Impervious

FEATS Eidetic Memory, Interpose COMBAT Attack +9 Damage +8 (Blast), +15 (Unarmed) Defense +8 (+4 flat-footed) Initiative +2

SKILLS Computers 12 (+16), Craft [Mechanical] 8 (+12), Disable Device 8 (+12), Notice 8 (+9), Search 8 (+12)

POWERS

T-NOTES Vision is a complex character. Basically, he’s an android with the power to increase his density or lower it to the point of insubstantiality. It’s all the peripherals that complicate the matter. Vision’s Density is Distracting, such that he is clumsier the denser he becomes. At the highest rank of Density, Vision is Immobile, unable to move from his location. If instead he chooses to decrease his density, Vision can become incorporeal and even fly at a moderate speed. Vision is powered by solar energy, which allows him to recover from injuries, unlike other androids, and to fire his solar beams. He can also use a disruption attack by phasing his hand into a target and solidifying it, but this power has the side effect if he fails to damage his target, he instead suffers damage. Finally, Vision is able to interface with computers anywhere in the world, and his artificial intelligence is equipped with the ability to comprehend any language.

Blast 8 “Solar Beam” (Drawback: Power Loss [if not charged by sunlight; Uncommon, Minor]; 15pp) AP: Affects Corporeal Penetrating Strength 15 (Flaw: Side Effect [Damage; -1]; 1pp) Comprehend 2 (Languages 2 [speak and understand]; 4pp) Datalink 9 (9pp) AP: Machine Control 9 (1pp) Density 12 (Flaw: Distracting 11 [-1], Immobile 1 [-1]; 24pp) AP: Insubstantial 4 and Flight 2 (25 MPH) (1pp) Immunity 30 (Fortitude effects; 30pp) Morph 2 (any humanoid; 4pp) Protection 10 (10pp) Regeneration 24 (Recovery Bonus 10 [+5 bonus]; Recovery Rate 14 [Bruised 2, Injured 3, Disabled 4, Unconscious 2, Staggered 3]; Flaw: Source [sunlight; -1]; 12pp) Super-Senses 5 (Infravision, Radio, Tremorsense; 5pp) Density Effects Strength +24, Impervious Toughness +6, Immovable 4, Super-Strength 4, Mass x25 Abilities 8 + Skills 12 (48 ranks) + Feats 2 + Powers 116 + Combat 34 + Saves 8 – Drawbacks 0 = Total 180

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

WAR MACHINE (James Rupert “Jim” Rhodes) STR

+13 36/16

PL11

DEX +1 12

CON +2 14

INT +2 14

WIS +2 14

CHA +2 14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+13*

+6

+5

+6

*11 Impervious

SKILLS Computers 8 (+10), Craft [Mechanical] 4 (+6), Knowledge [Business] 4 (+6), Knowledge [Tactics] 8 (+10), Pilot 12 (+13), Stealth 8 (+9)

FEATS Accurate Attack, Leadership, Power Attack DRAWBACKS Normal Identity (James Rhodes, outside of battle suit; Common [full round], Major; -4pp) COMBAT Attack +9 Damage +3 [+13] (Unarmed), +8 (Blast, Autofire), +8 (Strike, Cone), +13 (Blast),+13 (Strike, Penetrating) Defense +9 (+5 flat-footed) Initiative +1

POWERS Device 22 “Variable Threat Response Battle Suit” (Hard to Lose; 88pp)

T-NOTES James Rhodes has gone through his share of War Machine battle suits, each quite different from the others. This build represents the most iconic War Machine—a battle suit in the style of Iron Man modified with an enhanced weapons array.

Variable Threat Response Battle Suit (111pp total) Blast 13 “Repulsor Rays” (26pp) AP: Blast 8 (Extra: Autofire [+1]; 1pp) AP: Nullify 10 “Electromagnetic Pulse” (all electronic effects; Extra: Area [Burst; +1]; Flaw: Touch [-1]; Power Feat: Progression 6 [500 ft. radius/rank]; 1pp) AP: Strike 8 “Flamethrower” (Extras: Area [Cone; +1], Concentration [+1]; 1pp) AP: Strike 13 “Laser Blade” (Extra: Penetrating [+1]; 1pp) Communication 7 (Radio, 200 miles; 7pp) Enhanced Strength 20 (20pp) Flight 7 (Dynamic; 1,000 MPH; 15pp) DAP: Super-Strength 7 (Heavy Load: > 200 tons; 2pp) Immunity 9 (Life Support; 9pp) Protection 11 (Extra: Impervious [+1]; 22pp) Super-Senses 6 (Infravision, Radar 5 [Extended]; 6pp) Abilities 24 + Skills 11 (44 ranks) + Feats 3 + Powers 88 + Combat 36 + Saves 12 – Drawbacks 4 = Total 170

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

WASP (Janet “Jan” Van Dyne Pym)

PL9 STR +0 10

DEX

CON

+4 18

+0 10

INT +2 14

WIS

CHA

+4 18

+5 20

TOUGHNESS

FORTITUDE

REFLEX

WILL

+4*

+2

+8

+6

COMBAT Attack +8 // +2 (Favored Environment), +12 (Shrinking) Damage +8 (Blast) Defense +12 (+4 flat-footed) // +2 (Favored Environment), +12 (Shrinking) Initiative +4

*Dowb to -1 Shrinking

SKILLS Diplomacy 10 (+15), Knowledge [Art] 12 (+14), Knowledge [Business] 8 (+10), Notice 6 (+10), Profession [Fashion Design] 12 (+16)

FEATS Attractive 2, Benefit 3 (Wealth 3), Defensive Roll 4, Dodge Focus 4, Elusive Target, Favored Environment [Airborne] 2, Move-By Action, Teamwork 2 POWERS

T-NOTES Shrinking isn’t subject to PL caps, but with Normal Strength, a non-physical attack form, and a movement power, the only thing going against it is the Toughness penalty. Still, who is going to hit a flying Wasp with her Defense of +26 or dodge an attack with a potential +22 bonus? Area attacks will do a number on her, though, as I didn’t give her even a rank of Evasion lest she become too overwhelming, so bust out that can of Raid.

Blast 8 [Bio-Electric] (Drawback: Power Loss [only when fully Shrunk]; 15pp) Comprehend 2 (Animals 2; Flaw: Limited [insects only; -1]; 2pp) Shrinking 20 (Extra: Normal Strength [+1]; 40pp); Linked Power: Flight 3 (50 MPH; Drawback: Power Loss [if wings immobilized]; 5pp)

Abilities 30 + Skills 12 (48 ranks) + Feats 21 + Powers 62 + Combat 32 + Saves 8 – Drawbacks 0 = 165

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

ULTRON

PL12 STR

+11 32/20

DEX +2 14

CON — —

INT +5 20

WIS +3 16

CHA -2 6

TOUGHNESS

FORTITUDE

REFLEX

WILL

20*



+6

+12

*+20 Impervious

SKILLS Computers 12 (+17), Craft [Electronic] 12 (+17), Craft [Mechanical] 12 (+17), Disable Device 12 (+17), Knowledge [Physical Sciences] 12 (+17), Knowledge [Technology] 12 (+17) FEATS Accurate Attack, Improved Aim, Inventor, Master Plan, Power Attack, Precise Shot, Skill Mastery (Computers, Craft [Electronic, Mechanical], Knowledge [Technology]) T-NOTES So how does a PL12 villain give the Avengers so much trouble? Well, by being so darned expensive, for one. Second, Ultron is nearly invulnerable to everything with his massive defensive tradeoff and complete immunity to Fortitude effects. Moreover, many plotlines involve multiple robot minions or even multiple Ultrons. Absorption and Impervious Protection: Ultron is equally invulnerable to physical and energy damage but only absorbs and heals through energy damage. Unfortunately, the Absorption mechanic doesn’t handle this well. Applying Absorption to Impervious Protection doesn’t accurately portray Ultron’s ability, since it would allow him to absorb physical damage. However, by separating Absorption from Impervious Protection as I have, Ultron has to pay the same cost but lacks the ability to Absorb physical damage. This is a more accurate portrayal of Ultron’s abilities, and when doing conversions, being accurate and descriptive doesn’t necessarily equate to being cost-efficient. You wouldn’t build a PC this way, but then, comic writers aren’t (usually) thinking in M&M terms when creating characters either.

COMBAT Attack +4, +14 (Ranged) Damage +10 (Blast), +11 (Unarmed) Defense +4 (+2 flat-footed) Initiative +2

POWERS Absorption 17 (energy; 68 pp) Blast 10 (Power Feat: Split Attack; 21pp) AP: Snare 10 (Power Feat: Tether; 1pp) Datalink 9 (9pp) Telekinesis 9 (Limited [only machines]) Density 6 (Mass x5 [~1,000 lbs]; Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Innate; 19pp) Immunity 30 (Fortitude effects; 30pp) Mind Control 10 (20pp) AP: Illusion 10 (all senses; Extra: Selective Attack [+1]; Flaw: Phantasms [-1]; 1pp) AP: Mental Transform 10 (2pp/rank; 1pp) AP: Stun 10 (1pp) AP: Telepathy 10 (1pp) Protection 17 (Extra: Impervious [+1]; Flaw: Limited [physical; -1]; 17pp) Super-Strength 3 (Heavy Load: ~24 tons; 6pp) Absorption Effect Healing (Extras: Affects Objects [+0], Total [+1]; Flaw: Limited to Lethal [-1]) Density Effects Enhanced Strength 12 Immovable 2 Protection 3 (Extra: Impervious [+1]) Super-Strength 2

Abilities 12 + Skills 18 (72 ranks) + Feats 7 + Powers 196 + Combat 16 + Saves 15 – Drawbacks 0 = 254

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

WOLVERINE (James Howlett)

PL11 STR

+5 20/16

DEX +4 18

CON +8 26

INT +2 14

WIS +3 16

CHA +1 12

TOUGHNESS

FORTITUDE

REFLEX

WILL

+9*

+12**

+8

+9**

*+1 Impervious **[+2 (Rage)]

SKILLS

T-NOTES Wolverine is near peak human in Strength and Dexterity, and has a superhuman Constitution. His adamantium-laced skeleton I’ve handled using Density, to reflect the added Strength he gets from having that solid frame, a rank of Impervious Protection, and the fact that he carries around half again his weight in adamantium. He also gets a rank of Affects Insubstantial, as incorporeal characters have difficulty phasing through adamantium. In combat, Wolverine is pretty well-balanced. He’s exceptionally skillful with all melee weapons and besides his claws, has wielded a katana on occasion. Rage brings his damage up to its cap, and he can maintain it for ten rounds. If he can’t finish off his foe in that time, Wolverine usually gets handed a beatdown while he’s fatigued. He also has two ranks of Takedown Attack so he can mow through all those ninjas he inevitably ends up facing. Despite a hundred and more years of experiences, Wolverine has Beginner’s Luck to cover all the various skills he has picked up. I feel this to actually be quite appropriate; any time an enemy from his past shows up and triggers a Complication, Wolverine will get a Hero Point which he can then use on Beginner’s Luck and reveal some skill he has picked up in the past. Note that I’ve pared his Languages down to 4 ranks, as well, so he can also use Beginner’s Luck on his Languages skill now. It should be reasonably easy to reconstruct a build of Wolverine with no adamantium: remove the Density power, remove the Penetrating Extra from Strike, and add a rank to the recovery rate of each damage condition for Regeneration

DRAWBACKS Vulnerable (Magnetic effects; Uncommon, Major; -3pp) COMBAT Attack +7, +11 (Melee), +13 (Claws) Damage +5 (Unarmed), +7 (Strike, Penetrating, 1920 Crit); [+2 (Rage)] Defense +13 (+4 flat-footed) Initiative +8

Acrobatics 8 (+12), Climb 4 (+7), Handle Animal 12 (+13), Intimidate 16 (+17), Knowledge [Streetwise] 8 (+10), Languages 4 (German, Japanese, Russian, Spanish; base: English), Notice 12 (+15), Pilot 4 (+8), Stealth 8 (+12), Survival 12 (+15) FEATS Animal Empathy, Attack Focus [Melee] 4, Attack Specialization [Claws], Beginner’s Luck, Dodge Focus 6, Improved Initiative, Rage 2 (+4 Str, +2 Fort, Will, -2 Def; 10 rounds), Startle, Takedown Attack 2 POWERS Density 2 “Adamantium-laced Skeleton” (Extra: Continuous [+1]; Flaw: Permanent [-1]; Power Feat: Affects Insubstantial, Innate; 8pp) Immunity 3 (Aging, Disease, Poison; 3pp) Regeneration 12 (Recovery Rate 12 [Bruised 2, Injured 3, Staggered 3, Disabled 4]; Power Feats: Diehard; 13pp) Strike 2 “Adamantium Claws” (Extra: Penetrating 7 [+1]; Power Feats: Improved Critical, Innate, Mighty; 12pp) Super-Senses 6 (Normal Hearing [Extended]; LowLight Vision, Scent 4 [Danger Sense, Tracking 2]; 6pp) Density Traits: +4 Strength, Protection 1 (Impervious), Mass x1.5 Abilities 42 + Skills 22 (88 ranks) + Feats 19 + Powers 42 + Combat 28 + Saves 14 – Drawbacks 3 = Total 164

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

WONDER MAN (Simon Williams)

PL13 STR +14 38

DEX +2 14

CON +13 36

INT +1 12

WIS +0 10

CHA +4 18

TOUGHNESS

FORTITUDE

REFLEX

WILL

+15

+17

+6

+6

COMBAT Attack +8, +10 (Unarmed) Damage +14 (Unarmed), +16 (Super-Speed Strike) Defense +11 (+4 flat-footed) Initiative +2 (+10 with Super-Speed)

*11 Impervious

SKILLS Acrobatics 9 (+11), Knowledge [Business] 10 (+11), Knowledge [Physical Sciences] 9 (+10), Knowledge [Popular Culture] 8 (+9), Perform [Acting] 12 (+16) FEATS Attack Specialization [Unarmed], Dodge Focus 3, Equipment, Fast Overrun, Improved Overrun, Power Attack, Tough 2 POWERS Flight 5 (250 MPH; 10pp) AP: Super-Speed 2 (Strike; 1pp) AP: Super-Strength 5 (Heavy Load: 77 tons; 1pp) Immortality (Immunity to Aging, Disease, Poison; True Resurrection 1; 5pp) Immunity 9 (Life Support; 9pp) Impervious Toughness 11 (11pp) Regeneration 17 (Recovery Rate: Bruised 3, Injured 6, Disabled 8; 17pp) T-NOTES A nice variant on the paragon archetype. Wonder Man owes his immunities and near-instantaneous regenerative capability to his ionic makeup. He owes his immortality to bad and hackneyed writing. Otherwise, he functions very much as a paragon and can hit as hard as anyone, though not as hard as Thor’s hammer as he once claimed.

EQUIPMENT Avengers Communicard (as Commlink, GPS Receiver, PDA; 3ep) Abilities 68 + Skills 12 (48 ranks) + Feats 10 + Powers 54 + Combat 32 + Saves 12 – Drawbacks 0 = 188

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

X-23 (Laura Kinney)

PL10 STR +2 14

DEX +5 20

CON +8 26

INT +1 12

WIS +3 16

CHA -1 8

TOUGHNESS

FORTITUDE

REFLEX

WILL

+8

+12

+9

+6 SKILLS

DRAWBACKS Vulnerable (Magnetic; Uncommon, Minor; -1pp) COMBAT Attack +8, +12 (Melee) Damage +4 (Strike, 19-20 Crit) // +2 (Rage), +2 (Sneak Attack) Defense +12 (+4 flat-footed) Initiative +9

Acrobatics 8 (+13), Climb 4 (+6), Intimidate 12 (+11), Knowledge [Streetwise] 4 (+5), Languages 2 (French, Japanese; base: English), Notice 10 (+13), Stealth 8 (+13), Survival 8 (+11) FEATS Acrobatic Bluff, Attack Focus [Melee] 4, Dodge Focus 4, Elusive Target, Evasion, Improved Initiative, Rage 2 (10 rounds), Sneak Attack, Startle, Takedown Attack 2 POWERS

T-NOTES It might be a bit lazy to call X-23 simply “Wolvie-lite,” but that’s exactly what she is. In some ways, that does mean she’s weaker than Wolverine, even if some of her performances have been better (particularly in her own comic, which is to be expected). Whereas I built my Wolverine to be a bit more of a tank and bruiser, X-23 is more of a classic slasher, sleeker if not quite faster than the man she was cloned from. Though she’s not entirely matured yet, X-23 does seem to possess nearly in full all of Wolverine’s mutant powers. What she does have is a full adamantium skeleton, only adamantium-laced claws, and thus she isn’t as vulnerable to magnetic attacks, but neither does she gain the protection that such a treatment provides and is also somewhat weaker as a result. X-23 is also conditioned to transform into a berserker when she smells an unknown trigger chemical. In this state, she will kill anyone on whom she detects the scent.

Container 2 “Claws” (Flaw: Side Effect 1 [always occurs; Damage; -2]; 8pp) Immunity 3 (Aging, Disease, Poison; 3pp) Regeneration 16 (Recovery Rate 16 [Bruised 3, Injured 4, Staggered 4, Disabled 5]; Power Feat: Diehard; 17pp) Super-Senses 8 (Normal Sight [Extended], Normal Hearing 2 [Extended, Uncanny Dodge]; Low-Light Vision, Scent 4 [Danger Sense, Tracking 2]; 8pp) Claws (10pp total) Strike 2 (Extra: Penetrating 4 [+1]; Power Feats: Affects Insubstantial, Improved Critical, Mighty, Split Attack; 10pp)

Abilities 36 + Skills 14 (56 ranks) + Feats 18 + Powers 36 + Combat 32 + Saves 11 – Drawbacks 1 = Total 146

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]

X-MAN (Nathaniel Grey)

PL17 STR

DEX

CON

INT

WIS

CHA

10

14

10

12

20

14

TOUGHNESS

FORTITUDE

REFLEX

WILL

+12/+2*

+4

+6

+5**

*Without Force Field

COMBAT Attack + Attack +8 Damage +0 (Unarmed), +10 (Blast); [+6 (Boost)] Defense +8 (+4 flat-footed) Initiative +2

**+15 (+10 Impervious) vs mental

SKILLS Acrobatics 8 (+10), Climb 4 (+4), Concentration 12 (+17), Diplomacy 8 (+10), Notice 8 (+13), Search 8 (+9), Sense Motive 8 (+13), Survival 4 (+9) FEATS Assessment, Trance POWERS

T-NOTES Behold, the ultimate mutant! Well, until the next most powerful mutant showed up. For a time, Nate Grey, the X-Man, was hailed as the most powerful psionic mind in several worlds and yet another of many in line to put an end to Apocalypse. He’s normally PL11, but with Boost, can increase his powers: more powerful than even Professor X. Since Nate hasn’t fully reached his potential, he cannot use the full depth of his powers without backlash, so he normally uses his powers at rank 11 and Boosts them sparingly. He suffers damage and fatigue conditions every time he uses Boost.

Astral Form 9 (20,000 mile range; 45pp) AP: ESP 9 (all senses; 20,000 mile range; 1pp) AP: Insubstantal 4 (1pp) AP: Mental Blast 9 (Extra: Area [Burst; +1]; 1pp) Boost 12 (all powers; Extra: Total Fade [+1]; Flaws: Personal [-1], Side-Effect [Damage; -1], Tiring [-1]; 24pp) Flight 5 (250 MPH; 10pp) Force Field 10 (10pp) Mind Shield 10 (10pp) Super-Senses 11 (Mental Awareness 3 [Accurate], Postcognition, Precognition; Power Feat: Dimensional [astral]; 12pp) Telekinesis 10 (Heavy Load: 12 tons; Power Feat: Precise; 21pp) AP: Blast 10 (1pp) Telepathy 11 (22pp) AP: Mental Transform 11 (change memories; 1pp) AP: Mind Control 11 (1pp) Abilities 20 + Skills 15 (60 ranks) + Feats 2 + Powers 159 + Combat 32 + Saves 8 – Drawbacks 0 = Total 236

[Character Write-Up : Taliesin] — [Layout: Hyborian] — [http://www.atomicthinktank.com/]