The Infamous [M&M] Our dear villains!

Voda Vosa

First Post
Post your infamous characters! :cool:

marvel-villains.jpg
 
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Angry Viking Form:
POWER LEVEL 9

STR 10 DEX 10 CON 10 INT 6 WIS 20 CHA 15 (-11 PP)

TOUGHNESS +6/+0 flat-footed
FORTITUDE +9
REFLEX +9
WILL +9

Skills (All at 9 ranks, -36 PP): Climb, Disable Device, Intimidate, Notice, Search, Sense Motive, Animal Ken, Profession: Sailor, Bluff, Knowledge: (Mythology, Arcane, Warfare, Psychology), Survival, Streetwise, Languages: (English, Mandarin, Vulgar Japanese, German, Russian, Spanish, Zulu, Egyptian Arabic, Norway) Native language is an archaic dialect of Norway (some linguists could understand it, probably);

Feats(-15 PP): Animal Empathy, Defensive Roll 6, Endurance, Evasion, Fearless, Improved Initiative, Startle, Uncanny Dodge, Jack of All Trades, Ritualist;

Powers (-7 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Morph 2(-1 PP/3 ranks)[Metamorph: Big Bad Wolf(-1 PP), Full Round Action(+3 PP/rank), Distracting(+1 PP),Tiring(+1 PP)] source: Dark Magic;

Combat(PP -63, 18 Defense, 18 Attack, 27 Saves):
Attack +9 All, Damage +0
Defense +9 All, Initiative +5

Drawback: Involuntary transformation back to human when wounded (common, no resistance, +5 PP)
Holding Back (uncommon, moderate, Berserker, +2 PP)
Addiction: Human Flesh (Mild +1 PP)
Weakness: Runes-loses all bonuses on saves against them, just d20+0 (Absolute +5 PP)
Complications: Holds grudge, Don't kill women and children, barbarian;

Power Point Expediture:
Abilities (-11 PP) Skills (-36 PP) Feats (-15 PP) Powers (-5 PP) Combat (-36 PP) Saves (-27 PP) Drawbacks (+13 PP)
Total: 116/135 PP

Big Bad Wolf Form:
POWER LEVEL 9

STR 20 DEX 10 CON 18 INT 4 WIS 20 CHA 15 (-17 PP)

TOUGHNESS +9/+4 flat-footed
FORTITUDE +14
REFLEX +9
WILL +14

Skills (All at 9 ranks, -9 PP): Intimidate, Notice, Animal Ken, Survival, Native language is an archaic dialect of Norway (some linguists could understand it, probably);

Feats(-15 PP): Animal Empathy, Defensive Roll 5, Evasion, Fearless, Improved Initiative 2, Startle, Uncanny Dodge, Power Attack, All Out Attack, Improved Grab;

Powers (-42 PP): Super-Senses 5(-1 PP/rank) [danger sense, acute scent, ultra-hearing] source: Training;
Strike 9(-2 PP/rank) [Vampiric(-1 PP/rank), Mighty (-1 PP)] source: Dark Magic;
Protection 9(-2 PP/rank) [Inpenetrable(-1 PP/rank)] source: Dark Magic;


Combat(-63 PP, -18 PP Defense, -18 PP Attack, -27 PP Saves):
Attack +9 All, Damage +14
Defense +9 All, Initiative +8

Background:
Einar Grimbolson the Slow aka John Doe (Currently)
Age: ~1047 Height: 6’ 7” Weight: 227lbs Eyes: Green with Yellow Sparkles Hair: Hay Blonde

For the last thousand of years life was good for Einar, he was member of elite berserker lodge, Brotherhood of the Fenris, warriors who fell against him fed him with their lives and braves challenging him met deserved deaths. His itchy feet moved him across the oceans and he lived a hundred of legends spoken among many people. All was well until he accepted duel challenge from some cheeky young witch ! Babbling nonsense about the curse and helping him, she cast some vile magic that stole Einar's battle spirit ! No longer able to became berserker he went temporarily insane. But Einar come back even from the depths of madness. Einar's soul longed for freedom ... from the Psychiatric Ward, from his curse ... and if it is what fate brings, a warrior's death !

For that goal, Einar bid his time and waited long 20 years. He was learning new things along the way, hammering knowledge of runes trough his thick skull. And many other things, like talking nice to warden of the Psychiatric Ward ... a lonely woman going by the name Aleen Wickydottir. Or Stevenson, wich is absurd since she is woman, aren't she ? He also observed his ... savior, now a powerful witch and a member of some White Council. He knew his time is shortening, unless he does something soon he'll die of old age and end up in Hel's kingdom. And that certainly wasn't warrior's fate.
 

Fist of Khonsu

[sblock=Basic Info]
Concept: Teleporting sabateur
Occupation: Fugitive / thief
Real Name: Shane Collins
Legal Status: Citizen of the US, currently wanted for criminal activities
Identity: Secret
Place of Birth: Gotham City
Marital Status: Single
Living Relatives: None known
Height: 6 ft.
Weight: 195 lbs
Eyes: Brown
Hair: Black[/sblock]

[sblock=Background]Shane Collins was a troubled young man. Prone to fits of anger, he couldn't hold down a job, and his penchant for graffiti didn't exactly endear him to the police. He squatted in a worn-down tenement, stuck in a hole and going nowhere. That's where he ran into Asim, an old homeless immigrant squatting in the same building. And for whatever reason, Shane found himself actually taking a shine to the withered old man. He gave the old man a share of the food he pilfered from the market, even managed to find some pain pills that helped ease his suffering when he broke into a local pharmacy.

Asim was always gibbering nonsense, but since it meant Shane wasn't alone with his own thoughts, he didn't mind. Asim claimed that he was the last of The Order of Khonsu, dedicated to protecting Egypt and her people from those who would seek to subjugate her. Through his selflessness, Shane had shown Asim his good soul, the old man said, and to repay his kindness--and keep the light of Khonsu alive--one night he told him he had chosen Shane to bear Khonsu's mark. He opened his shirt to reveal a circle of heiroglyphs tattooed upon his chest, then before Shane could object, he grabbed the young man's hand and pulled it to touch the symbols.

Shane watched in amazement as the heiroglyphs travelled off of the old man and up his own arm, twisting into a spiral around his forearm before Asim's grip relaxed. Shane pulled away, frightened by what he had witnessed, and realized only then that Asim had not just let go of Shane, but of life itself. Finally, fully alone, Shane despaired that he would never leave his hovel. He stared at the dirty, broken window and wished desperately that he could touch the brighter world on the other side.

And, with a jolt in his forearm and a rush of air, he was on the other side, out on the street thanks to the gift of a dying old man.

But Asim's gift didn't create the altruistic hero of the people the old man hoped for. Empowered for the first time in his life, Shane decided it was time to 'get what he had coming.' He robbed, he stole, he intimidated, and--true to his graffiti roots--he always marks the scene 'The Fist of Khonsu.'

Of course, leaving a calling card made it all the easier for Trapmaster to identify the new villains MO, and whatever magical gifts the former street punk had, he was no match for one of the most brilliant minds on the planet.

Then again, it's hard to keep a teleporter locked up...[/sblock]

[sblock=Stats]

STR 12 (+1); DEX 16 (+3); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 16 (+3)

TOU +8/+2*; FORT +8 (6PP); REF +9** (6PP); WILL +7 (6PP); INIT +11; KNOCKBACK -4

* Without leather jacket and tactical vest
** Evasion 2: 1/2 dmg on fail, none on success

MELEE +4 (8PP); RANGE +4; GRAPPLE +7; DAMAGE* +1 Unarmed, +2 Hold-out pistol, +5 Bolos, +9 Strike; DEFENSE 16 (8PP +2 Dodge Focus)

* Sneak Attack (+5)

Skills: Acrobatics 5 (+8), Bluff 5 (+8), Climb 4 (+5), Disable Device 8 (+9), Disguise 5 (+8**), Escape Artist 5 (+8), Intimidate 5 (+8); Know: Streetwise 3 (+4), Know: all others 0 (+1, Eidetic Memory), Language 1 (Egyptian Heiroglyphs), Notice 4 (+5), Sense Motive 5 (+6), Sleight of Hand 5 (+8), Stealth 5 (+8),

** Quick Change 2: Disguise as move action

Feats: Accurate Attack, Defensive Attack, Defensive Roll 2, Diehard, Distract (Bluff), Dodge Focus 2, Eidetic Memory, Evasion 2, Grappling Finesse, Hide in Plain Sight, Improved Initiative 2, Improvised Tools, Instant Up, Quick Change 2, Redirect, Set-Up, Sneak Attack 4, Uncanny Dodge (Auditory) 1, Equipment 5 (20 ep)

Powers/Devices:

Khonsu's Blessing / Khonsu's Wrath: Shane can channel the power of the Mark of Khonsu to his temporary benefit. Alternately, he can channel that same power into a powerful blow against his enemies.
* Boost 6 (any ability, one at a time, 3/r) (Flaw: Personal Only[-1/0], Extra:Total Fade [+1])(Alternate Power: Linked: Strike 9/Stun 4 (1pp)) (19 PP total)

Night's Path: The supernatural powers of the Mark allow him to instantly transport himself across short distances at will, creating an area of darkness as he does so.
* Night's Path: Linked: Teleport 4 (2/r) (Feats: Change Velocity (1pp), Progression Mass (250 lbs)(1pp)) / Darkness Control 2 (2/r) (Flaw: Range touch[-1/r]) (12 PP total)

Eyes of the Moon God: The mark has given Shane the ability to see through darkness.
* Eyes of the Moon God: Super-senses 2 (Darkvision) (2 PP total)

Equipment: Binoculars, Caltrops, Camo Clothing (Urban), Gas Mask, Bolos, Hold-out pistol, Leather jacket, Tactical Vest

Abilities 22 + Skills 15 + Feats 31 + Powers 33 + Combat 16 + Saves 18 = 135[/sblock]
 
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Now presenting Lady Grey:

[sblock=Background]
Haruko Okamoto aka Lady Grey
Age: 27 Height: 5’ 7” Weight: 127lbs Eyes: Green Hair: Black

Harukoi is the daughter of Kisho and Midori Okamoto. Kisho is the owner and CEO of Okamoto Industries, a multinational company with interests in chemicals, technology, genetics, cancer research, and much more. Haruko has a Master’s degree in chemistry and is currently in charge of a special project in the chemicals division of the company located in Gotham City. This project involves the creation of a super soldier serum for the US Military and secret government agencies. One of their main competitors for this project is Wayne Enterprises.

Haruko’s team did create a super serum but it wasn’t entirely effective. It gave the recipient random abilities for a limited period of time. The abilities varied from one person to another but in tests, each person received the same abilities whenever they were given the serum. The military was unimpressed by the lack of progress and has threatened to terminate funding for the project. The teams continued their work on the serum and were able to lengthen the duration each person retained their new abilities but were unsuccessful in being able to eliminate the randomness of the abilities received.

Weeks passed and a new version of the serum was developed. Problems arose when test subjects became mentally unstable and violent. The government pulled funding for the project and announced they were giving additional funding to Wayne Enterprises. Haruko was enraged at the turn of events. Desperate to prove the military was wrong, she tweaked the formula and tested it on herself. While the mental instability was significantly reduced, it was still there. Haruko became filled with vengeance towards her perceived enemy, Wayne Enterprises.

Donning a dark grey ninja style costume and wielding an ancestral sword, she went out at night and began disrupting shipments of Wayne Enterprises. The abilities she gains after using the serum allow her to withstand attacks, leap great distances, display amazing dexterity, recover from injury quicker than normal, and change her appearance to disguise her identity. As Lady Grey, she had been successful in disrupting the shipments of Wayne Enterprises until one evening the Batman showed up. The two fought for several minutes before Lady grey was able to escape. They have met a few times since then during their nocturnal activities with Batman victorious in every encounter. In their final encounter, Batman captured Lady Grey and turned her over to the Gotham City police. When Haruko didn’t return before the predetermined time, her personal assistant Miko Tanaka went to the police headquarters and filed a missing persons report. While there, she noticed her employer locked up in a cell. With Miko’s help, Haruko escaped from jail and laid low for a few weeks.

Haruko has an intense hatred for both Batman and Wayne Enterprises, not realizing that the two are connected. [/sblock]


[sblock=Character sheet]
Lady Grey
PL 9/135PP

Abilities: STR: 10 (+0); DEX: 14/24 (+7); CON: 12 (+1);
INT: 16 (+3); WIS: 10 (+0); CHA: 14 (+2)

Saves: Toughness: 9 (+1 abilities, +5 powers, +2 equipment, +1 feat); Fort: 7 (6pp); Reflex: 11 (4pp); Will: 5 (5pp)

Combat: Attack +6 (12pp); Melee +7; Ranged +6; Grapple +14; Defense +9 (6 ranks + 3 from feat= 12pp); Knockback -3; Initiative +11

Skills: (ranks) Total of 100 ranks = 25PP
Acrobatics 11 (4)
Climb 4 (4)
Computers 5 (2)
Diplomacy 4 (2)
Disguise 14 (2) (+10 from Morph)
Drive 9 (2)
Escape Artist 11 (4)
Gather Information 4 (2)
Intimidate 8 (6)
Knowledge:
Behavioral Sciences 5 (2)
Business 5 (2)
Civics 5 (2)
Current Events 7 (4)
History 5 (2)
Life Sciences 9 (6)
Physical Sciences 11 (8)
Popular Culture 7 (4)
Streetwise 7 (4)
Technology 7 (4)
Language 2 (English, Chinese) Native language is Japanese
Medicine 2 (2)
Notice 8 (8)
Profession: Scientist 6 (6)
Search 7 (4)
Sense Motive 8 (8)
Stealth 11 (4)

Powers:
Enhanced Dexterity 10;
(Includes enhanced feats Dodge Focus 3, Elusive Target, Evasion, Instant Up, Quick Change, Quick Draw) total = 18pp
Morph 2 (single appearance) =2pp
Protection 5; (includes enhanced feats Endurance, Rage) =7pp
Regeneration 6 =6pp
(Includes: Ability Damage; Recovery Rate-Bruised, Disabled, Injured, Staggered, and Unconscious)
Speed 2 (Alt powers: Leaping 2, Slow Fall) =4pp
Super senses: Low Light Vision and Ultravision =2pp

Feats:
Attack Focus (Melee), Attack Specialization (Sword), Connected, Defensive Roll, Fighting Style (Sword-fighting, consists of 7 feats: Accurate Attack, Defensive Attack, Improved Block, Improved Disarm, Improved Initiative, Power Attack, and Taunt)), Grappling Finesse, Improved Sunder, Jack of All Trades, Sneak Attack, Equipment 5

Drawbacks: Normal Identity, powerless unless special serum is ingested. Serum wears off after 12 hours.
Drawback is Major and Common (-4PP)

Equipment: Cell Phone, Commlink, Laptop Computer, Medkit (basic), Quarterstaff, Sword, Undercover Shirt (+2 Toughness), Motorcycle.

Total PP Spent= Abilities 16+ Saves 15+ Combat 24+ Skills 25+ Powers 39+ Feats 20+ Drawbacks -4 = 135PP

Complications: Hatred of Bruce Wayne and Wayne Enterprises, Secret Identity, Temper
[/sblock]
 

Hybrid

PL:
9 (135pp)

Abilities: STR: 26 (+8) DEX: 16 (+3) CON: 20 (+5) INT: 10 (+0) WIS: 14 (+2) CHA: 14 (+2)

Skills: Intimidate 8 (+10), Knowledge (Technology) 2 (+2), Language 2 (Skrull, Martian, English), Notice 4 (+6)

Feats: Attack Focus (melee) 2, All-Out Attack, Power Attack, Startle

Powers:
Protection 4 (4 PP) (1 PP / rank)
Shapeshift 5 (Limited to humanoid forms -1 flaw) (35 PP) (7 PP / rank)
Super-Strength 2 (heavy load: ? tons) (4 PP) (2 PP / rank)
Common Shapeshift Traits: Additional Limbs, Defense/Toughness trade-off, Flight (wings), Strike (Mighty, claws or spurs, with attack bonus trade-off), Super-Strength (muscle growth)

Combat: Attack +10 (melee) +8 (ranged), Grapple +18, Damage +8 (unarmed), Defense +9, Knockback –4, Initiative +3

Saves: Toughness +9 , Fortitude +8, Reflex +6, Will +5

Abilities 40+ Skills 4 (16 ranks) + Feats 5 + Powers 43 + Combat 34 + Saves 9 = Total 135

Some years ago, the skrull empire was able to acquire the corpse of a white martian. Having seen the vast powers of the martian races, they used the genetics on a new super-skrull experiment.
The experiment was considered a failure. Neither was the power level of the creature near the Super- or Power-Skrull, nor the vast variety of powers. It inherited only a limited shapeshifting ability form both it's parent races (limited to humanoid forms) and no mars vision, or their vast psionic powers.
They threw it into an incineration chamber to kill it and dumped the rest into the earths atmosphere.

... but the specimen was hardier than they thought and it also lacked the martian vulnerability to fire. First adapting a fire proofed coating and then gliding wings, it survived, looking like a pure breed white martian with skrull-like green skin.

He came to call himself Hybrid and battled a variety of superheroes on earth, in his quest for power...

Beaten by Miss Martian and the Fantastic Four.

There is a particular hate between him and Miss Martian, because she is a pure strain white martian. He act out of jealousy and she because he is worsening the already bad martian reputation.

44997d1281686271-infamous-m-m-recruiting-skrull-martian.jpg
 

The Witch Hunter

Background
[sblock] Ezekiah Jones was an avid fighter against devilry and witchcraft, travelling all over the south of England in the first half of the 17th century. He was judge, jury and executioner in one and dozens were brought to the stake by him.

But Ezekiah was not doing God's work, quite the opposite. In exchange for riches and looks Ezekiah had struck a deal with Satan. All of his (innocent) victims were people who had opossed Hell's plans in minor (or sometime major) ways and therefore had been sentenced to die by the Prince of Lies.

One day Ezekiah's crimes caught up with him. Familiy members and friends of his victims ambushed him, killed him and burnt his body. The ashed were put in a lead urn that was sealed and stored in a church. His murderers made up a story about Ezekiah had lost a fight against Satan himself to save a village (after all, he was an appointed witch hunter and they were afraid of repercussions).

That should have been the end of Ezekiah's story. But it wasn't ... Some weeks ago, his urn formed part of an exhibition on witchcraft and witch trials in the 17th century at a small museum in Gotham. A bunch of amateur satanists broke in and stole several items to use them in a ritual.
They had heard the story about Ezekiah's fight against Satan and wanted to defile his remains as part of the ritual.

When they broke open the urn and dispersed the ashes in a pentagram, they got more than they bargained for. In a flash of fire, the ashes reformed and before the frightened ritualists the form of the witch hunter rose. But before more could happen, a third force interfered.

The Batman had found the thiefs and immediately engaged them and Ezekiah. The witch hunter wasn't too sure what to make of the batlike creature, felt dazzled and confused from his rebirth and was easily defeated by Batman. He fell out a window into the river and drifted under water out of the side of Batman. The last few weeks he spend licking his wounds, gaining control of his abilities and finding out more about this ... Batman. [/sblock]

Appearance
[sblock]Ezekiah is very good looking: dark-haired, grey-eyed, tall and slim. He his clad in his old witch hunters uniform: long coat, dark 17th century clothes and the trade-mark broad-brimmed hat. He carries no obvious weapons. He is soft-spoken (with an old-fashioned British accent) and can be very charming. But if you pay close attention, you'll notice the hellfire burning in his eyes ... [/sblock]

Stats
[sblock]
Abilities
Str 12 Dex 14 Con 18 Int 12 Wis 14 Cha 12

Combat
Att: +6 Def: +6

Saves
Toughness +9 (Impervious) Fort +9 Ref +7 Will +7

Skills
Notice + 8
Search +7
Sense Motive 8
Gather Info +8
Knowledge (Arcane) +8
Intimidate +10
Diplomacy +8 (+16 with Attractive)

Feats
Precise Shot, Evasion 2, Attractive 2, Fearless, Fearsome Presence 4, Improved Initiative

Powers
Super-Sense 2 (Darkvision)

Immunity 14 (life support, aging, critical hits, sleep, food and water)

Impervious Toughness 4

Protection 5 (Impervious)

Hellfire Control 9 (Primary:Blast 9)
Alt: Blast 6 (Penetrating)
Alt: Strike 9 (Penetrating)
Alt: Emotion Control 9 (Fear only, Burst)
Alt: Blast 6 (Perception range)

Drawback: Noticeable (Eyes grow red when super-senses are used) - 1
[/sblock]
 
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[sblock=Tale of The Dirtbag]
Yuri Nievski was a simple mid-level enforcer for an up-and-coming Russian crime syndicate. When Commissioner James Gordon of Gotham PD and the vigilante known as The Batman began to crack down on the new outfit, Yuri was selected by his peers to be given an experimental serum that would grant him vast superpowers.

Instead, when Yuri ingested the formula, his body turned to dirt, and he lost control of his powers. When Commissioner Gordon showed up, Yuri had half-dissolved. Gordon smirked at Yuri as he watched him fade away, and as Yuri lay at death's door, Gordon mutterd, "Dirtbag."

For two years, Yuri was unable to even pull his particles back together. Finally, though, he has gained enough control over his abilities that he's back on the street, ready to take down anyone who gets in his way - but a lot can happen in two years.

Yuri's friends in the syndicate have all been thrown in jail - or worse, become snitches. The only one he can trust is his brother Dmitri, a ratty man who sells bootleg DVDs in the streets. Dmitri says that he's caught wind of a big opportunity for Yuri - an opportunity he would be a fool to pass up...

Yuri is a tall, pale-faced man of 27 years. His greasy black hair hangs in front of his face, and his unsettlingly blue eyes betray a deep hatred of the world. A misanthrope in every way, Yuri will use his abilities to crawl under doors, to pound his enemies into nothing.

This looks like a job for a dirtbag.[/sblock]

[sblock=Dirtbag, Character Sheet]
Dirtbag (Yuri Nievski)
PL 9

Abilities:
STR: 10 (+0)
DEX: 16 (+3)
CON: 18 (+4)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 10 (+0)
[20pp]

Saves:
Toughness: 10/4 (+4 abilities +6 Protected/Impervious vs. physical attacks)
Fort: 14 (+4 abilities +10 base) [10pp]
Reflex: 12 (+3 abilities +9 base) [9pp]
Will: 10 (+3 abilities +7 base) [7pp]
[26pp]

Combat:
Attack +8 all
Damage +9 all (Strike/Blast)
Defense +9 all
Initiative +7
[34pp]

Skills - Total Ranks: 52
Drive 2 (+3 DEX)
Gather Information 12
Intimidate 12
Knowledge: Streetwise 12
Language: Russian, Hungarian 2
Stealth 12 (+3 DEX)
[13pp]

Powers:
Protected (Impervious - Limited to physical attacks) 6 [6pp]
Dirt Form (Particulate) 6
-Blast 9 [18pp]
-Elongation 1 [1pp]
-Insubstantial 1 [5pp]
-Strike - Penetrating 9 [9pp]
-Super-Movement: Slithering [2pp]
[41pp]


Feats:
Contacts
Improved Initiative
[2pp]

Drawbacks: Power loss (submerged in water) [+1pp]

Equipment:

Total PP Spent= Abilities 20 + Saves 26 + Combat 34 + Skills 13 + Powers 41 + Feats 2 + Drawbacks -1 = 135PP

Complications: Hydrophobia, Hatred of Jim Gordon[/sblock]
 

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