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Absorbing Man
PL14
Abilities
Strength 4, Stamina 4, Agility 0, Dexterity 0, Fighting 7, Intellect -1, Awareness -1, Presence -1
Powers
Reconstitute Self: Immortality, Limited-Constituents must not be scattered • 1 point
Ball and Chain: Easily Removable (-2) • 3 points
Ball Strike: Strength-based Damage 2, Reach, Variable Descriptor 2 (Same as Mimicked
Object) • 5 points
Object Mimicry: Variable 15 (75 points for traits of objects), Move Action, Limited to objects
touched • 105 points
Tough: Protection 2 • 2 points
Advantages
All-Out Attack, Improved Grab, Power Attack, Startle, Weapon Break
Skills
Athletics 4 (+8), Expertise: Streetwise 7 (+6), Intimidation 14 (+13), Stealth 4 (+4), Technology 7
(+6)
Offense
Initiative +0
Ball Strike +7, Close, Damage 6, Reach
Unarmed +7, Close, Damage 4
Defense
Dodge 7, Parry 7
Toughness 6, Fortitude 8, Will 5
Power Points
Abilities 24 + Powers 111 + Advantages 5 + Skills 18 + Defenses 17 = Total 175
Complications
Weakness: Gains the Flaws and Complications associated with any mimicked traits.
Powers
Adamantium Sword: Strength-based Damage 3, Affects Insubstantial, Improved Critical,
Penetrating 6; Easily Removable (-4 points) • 7 points
Adhesive X: Ranged Progressive Affliction 12 (Resisted by Dodge, Strength to escape; Hindered and
Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees; Easily Removable
(-20 points) • 28 points
Hood Circuitry: Immunity 20 (mental effects), Limited to Half Effect; Removable (-2 points) • 8
points
Longevity: Immunity 1 (aging) • 1 point
Equipment
Blaster pistol: Ranged Damage 5 • 10 points
Advantages
Benefit 4 (Wealth and Resources), Defensive Roll 4, Equipment 2, Inspire, Inventor, Languages 1
(English; German), Leadership, Power Attack, Ranged Attack 4
Skills
Acrobatics 6 (+10), Deception 8 (+11), Expertise: Science 10 (+15), Expertise: Tactics 10 (+15),
Perception 4 (+8), Stealth 6 (+10), Technology 10 (+15), Vehicles 6 (+11)
Offense
Initiative +4
Adamantium Sword +10, Close, Damage 6 (Penetrating 6, Crit 19-20)
Adhesive X +8, Ranged, Affliction 12 (Dodge DC 22)
Blaster pistol +8, Ranged, Damage 5
Defense
Dodge 13, Parry 13
Toughness 7 / 3*, Fortitude 8, Will 12
*Without Defensive Roll bonus.
Power Points
Abilities 72 + Powers 44 + Advantages 19 + Skills 30 + Defenses 25 = Total 190
Complications
Enemy: Zemo is a persistent foe of Captain America and the Avengers.
Zemo briefly had command of both Moonstones, which raised him to PL14.
Powers
Black Knight Armor: 30 points, Removable (-6) • 24 points
Advantages
Inventor, Languages (Chinese, base: English), Minion 4
Skills
Deception 8 (+10), Expertise: History and Mythology 8 (+12), Expertise: Riding 10 (+11), Expertise:
Science 8 (+12), Ranged Combat: Power Lance 6 (+7), Technology 10 (+14)
Offense
Initiative +1
Blinding Burst, Burst Area, Close, Affliction, Resisted by Dodge (DC 20)
Energy Blasters +7, Ranged, Damage 13
Snare Launchers +11, Ranged, Affliction, Resisted by Dodge (DC 18)
Projectile Launchers +11, Ranged, Damage 8, Multiattack
Unarmed +7, Close, Damage 3
Defense
Dodge 10, Parry 10
Toughness 8 / 3*, Fortitude 8, Will 8
*Without Armor bonus.
Power Points
Abilities 44 + Powers 46 + Advantages 6 + Skills 25 + Defenses 24 = Total 145
Complications
Enemy: Henry Pym.
Real Name: Nathan Garrett
Black Stallion
Minion Rank 4, PL5
Abilities Str 6, Sta 4, Agi 2, Dex 2, Fgt 4, Int 0, Awe 1, Pre 0
Powers
Tough: Protection 2 • 2 points
Winged Horse: Flight 5 (60 mph), Wings; Speed 3 (16 mph) • 8 points
Advantages Favored Environment (Airborne), Move-by Action
Skills Perception 4 (+5)
Offense Initiative +2, Unarmed +4 (Damage 6)
Defense Dodge 4, Parry 4, Toughness 6, Fortitude 8, Will 2
Power Points Abilities 38 + Powers 10 + Advantages 2 + Skills 2 + Defenses 7 = Total 59
Complications Disability—Mute and no hands
Blackout
PL10
Abilities
Strength 1, Stamina 3, Agility 1, Dexterity 1, Fighting 5, Intellect 2, Awareness 1, Presence 0
Powers
Darkforce Control: Array (27 points)
Advantages
Power Attack
Skills
Expertise: Science 6 (+8), Expertise: Streetwise 4 (+6), Ranged Combat: Darkforce Control 6 (+7),
Technology 4 (+6)
Offense
Initiative +1
Darkforce Banishment +7, Ranged, Movement, Resisted by Will (DC 23)
Darkforce Blast +7, Ranged, Damage 13, Homing
Unarmed +5, Close, Damage 1
Defense
Dodge 7, Parry 7
Toughness 13 (Impervious) / 3*, Fortitude 8, Will 8
*Without Darkforce Field bonus.
Power Points
Abilities 28 + Powers 70 + Advantages 1 + Skills 10 + Defenses 19 = Total 128
Complications
Power Loss: Impervious Extra on Create and Darkforce barrier does not work against Light based
attacks.
Weakness: Prolonged use of his Darkforce Powers leaves Blackout Fatigued and then Exhausted.
Powers
Egg Weapons: 35 points, Diminished Range 2 (45/90/225), Removable (-7)• 28 points
Advantages
Benefit 2 (Wealth and Resources), Improvised Tools, Inventor
Skills
Deception 8 (+9), Expertise: Science 12 (+18), Expertise: Streetwise 6 (+12), Investigation 4 (+10),
Technology 8 (+14), Vehicles 4 (+5)
Offense
Initiative +0
Egg Weapons, Burst Area, Ranged, Affliction (DC 19)
Unarmed +4, Close, Damage 0
Defense
Dodge 6, Parry 6
Toughness 2, Fortitude 5, Will 9
Power Points
Abilities 34 + Powers 28 + Advantages 4 + Skills 21 + Defenses 18 = Total 105
Complications
Obsession: Revenge on Henry Pym.
Abilities
Strength 9, Stamina 3, Agility 2, Dexterity 2, Fighting 5, Intellect 3, Awareness 1, Presence 1
Powers
Gargoyle Movement: Flight 5 (60 MPH); Leaping 2 (30 ft) • 12 points
Invulnerability: Immunity 10 (Life Support) • 10 points
Stone Skin: Impervious Protection 10 • 20 points
Stone Touch: Quirk-Right hand only, Array (26 points) • 26 points
Petrify: Progressive Affliction 13 (Resisted by Fortitude: Transformed), Limited to Third
Degree • 26 points
• Transmutation: Transform 8 (200 lbs, anything to stone) • 1 point
Advantages
Diehard, Weapon Break
Skills
Deception 8 (+9), Expertise: Science 8 (+11), Expertise: Streetwise 6 (+9)
Offense
Initiative +2
Petrify +5, Close, Affliction, Resisted by Fortitude (DC 19)
Unarmed +5, Close, Damage 9
Defense
Dodge 5, Parry 5
Toughness 13 (Impervious 10), Fortitude 8, Will 8
Power Points
Abilities 56 + Powers 68 + Advantages 2 + Skills 11 + Defenses 15 = Total 152
Complications
Normal Identity: If forced to transform back to his human form, Paul’s Str becomes 1 and he loses
all Powers and Advantages.
Abilities
Strength 8, Stamina --, Agility 2, Dexterity 3, Fighting 7, Intellect 4, Awareness 2, Presence 1
Powers
Hard Sound Body: Immortality, Limited-Constituents must not be dispersed; Immunity 42 (Critical
Hits, Fortitude Effects, Wound effects) • 43 points
Invulnerability: Impervious Toughness 15 • 30 points
Sonic Convertor: 33 points, Removable (-6) • 27 points
Sonic Control: Array (30 points)
Sonic Blast: Ranged Damage 15 • 30 points
• Deafening Wave: Perception Area (Hearing) Cumulative Affliction 12 (Resisted by
Dodge, Overcome by Fortitude; Hearing Impaired, Hearing Disabled, Hearing
Unaware), Limited to One Sense • 1 point
• Hard Sound Constructs: Create 10, Moveable, Stationary • 1 point
• Hard Sound Creatures: Summon 5 (Sound Creatures), Controlled, Horde, Multiple
Minions, • 1 point
Advantages
Diehard, Inventor, Power Attack
Skills
Expertise: Science 10 (+14), Expertise: Streetwise 6 (+10), Investigation 8 (+12), Ranged Combat:
Sonic Control 6 (+9), Technology 8 (+12)
Offense
Initiative +2
Deafening Wave, Perception Area (Hearing), Close, Affliction 12 (Dodge DC 22)
Sonic Blast +9, Ranged, Damage 15
Unarmed +7, Close, Damage 8
Defense
Dodge 9, Parry 9
Toughness 15 (Impervious), Fortitude --, Will 8
Power Points
Abilities 34 + Powers 100 + Advantages 3 + Skills 19 + Defenses 15 = Total 171
Complications
Involuntary Transformation: A large enough mass of Vibranium causes Klaw to lose his
Invulnerability Power and gain Insubstantial 3 (Sonic Energy), Continuous, Innate, Permanent,
unless his Sonic Convertor absorbs his new form.
Power Loss: Toughness loses Impervious vs Vibranium Attacks.
Reputation: Criminal past.
Sound Creature
Minion Rank 8, PL5
Abilities Str 0, Sta --, Agi 2, Dex 0, Fgt 0, Int --, Awe --, Pre --
Powers
Sonic Blast: Ranged Damage 8 • 16 points
Sonic Form: Flight 8; Insubstantial 3, Permanent, Innate • 32 points
Unliving: Immunity (Fortitude Effects) • 30 points
Skills Ranged Combat: Sonic Blast 8 (+8)
Offense Initiative +2, Sonic Blast +8 (Damage 8)
Defense Dodge 10, Parry 10, Toughness 0, Fortitude --, Will --
Power Points Abilities -36 + Powers 78 + Advantages 0 + Skills 4 + Defenses 18 = Total 64
Melter
PL9
Abilities
Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 6, Intellect 3, Awareness 1, Presence 3
Powers
Armor: Protection 5, Removable (-1) • 4 points
Melting Ray: 36 points, Ranged Weaken Toughness 12, Affects Objects, Removable (-7) • 29 points
Advantages
Inventor
Skills
Athletics 6 (+9), Expertise: Business 10 (+13), Expertise: Science 8 (+11), Expertise: Streetwise 6
(+9), Persuasion 8 (+11), Ranged Combat: Melting Ray 4 (+6), Technology 10 (+13)
Offense
Initiative +2
Melting Ray +6, Ranged, Weaken Toughness, Resisted by Fortitude (DC 22)
Unarmed +6, Close, Damage 3
Defense
Dodge 10, Parry 8
Toughness 8 / 3*, Fortitude 8, Will 8
*Without Armor bonus.
Power Points
Abilities 46 + Powers 33 + Advantages 1 + Skills 26 + Defenses 22 = Total 128
Complications
Hatred: Iron Man.
Abilities
Strength 10, Stamina 10, Agility 2, Dexterity 2, Fighting 6, Intellect 3, Awareness 2, Presence 3
Powers
Energy Control: Array (24 points)
Light Blast: Ranged Damage 12 • 24 points
• Blinding Blast: Ranged Cumulative Affliction 12 (Resisted by Dodge, Overcome by
Fortitude; Vision Impaired, Vision Disabled, Vision Unaware), Limited to One Sense • 1 point
• Gravity Control: Move Object 12 • 1 point
• Intangibility: Insubstantial 4, Affects Others, Precise, Concentration • 1 point
• Light Burst: Burst Area Damage 10, Penetrating 4 • 1 point
Advantages
Assessment, Daze (Deception), Fascinate (Deception), Language (Kree; base: English), Set-Up,
Taunt
Skills
Close Combat: Unarmed 2 (+8), Deception 16 (+19), Expertise: Psychology 12 (+15), Expertise:
Streetwise 6 (+9), Insight 10 (+12), Ranged Combat: Energy Control 6 (+8), Stealth 4 (+6),
Technology 4 (+7), Vehicles 4 (+6)
Offense
Initiative +2
Blinding Blast +8, Ranged, Affliction 12 (Dodge DC 22)
Light Blast +8, Ranged, Damage 12
Light Burst, Burst Area, Close, Damage 10 (Penetrating 4)
Unarmed +8, Close, Damage 10
Defense
Dodge 10, Parry 8
Toughness 10 (Impervious), Fortitude 10, Will 10
Power Points
Abilities 76 + Powers 56 + Advantages 6 + Skills 32 + Defenses 18 = Total 188
Complications
Motivation--Independence: Moonstone hates having to rely on others.
Power Loss: Moonstone loses her powers and becomes incapacitated if the Kree gravity stone
bonded to her is removed.
Reputation: Criminal past.
Abilities
Strength 2 [7], Stamina 4, Agility 2, Dexterity 2, Fighting 6, Intellect 4, Awareness 2, Presence 1
Powers
Force Field: Impervious Protection 10, Sustained • 20 points
Null-Radiation Harness: 25 points, Removable (-5) • 20 points
Radiation Aura: Reaction (to being touched) Damage 5, Resisted by Fortitude, • 25 points
Radiation Control: Array (28 points)
Radiation Blast: Ranged Damage 14 • 28 points
• Blinding Flash: Perception Area (Visual) Cumulative Affliction 10 (Resisted by Dodge,
Overcome by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware), Limited to One
Sense • 1 point
• Radiation Heat: Burst Area Damage 10, Penetrating 8 • 1 point
• Radiation Sickness: Burst Area Progressive Affliction 5 (Resisted by Fortitude: Impaired,
Disabled, Incapacitated) • 1 point
Advantages
Extraordinary Effort, Languages (English, base: Chinese), Power Attack
Skills
Expertise: Radiation 12 (+16), Expertise: Science 8 (+12), Investigation 8 (+12), Ranged Combat:
Radiation Control 4 (+6), Technology 6 (+10), Treatment 6 (+10)
Offense
Initiative +2
Blinding Flash, Perception Area (Visual), Affliction, Resisted by Dodge (DC 20)
Radiation Aura, Close, Reaction Damage 5
Radiation Blast +6, Ranged, Damage 14
Radiation Heat, Burst Area, Close, Damage 10 (Penetrating 8)
Radiation Sickness, Burst Area, Close, Affliction, Resisted by Fortitude (DC 15)
Unarmed +6, Close, Damage 2 [7]
Defense
Dodge 6, Parry 6
Toughness 14 (Impervious 10) / 4*, Fortitude 10, Will 8
*Without Force Field bonus.
Power Points
Abilities 46 + Powers 88 + Advantages 3 + Skills 22 + Defenses 16 = Total 175
Complications
Accident: Radiation Control. Without his Null-Radiation Body Harness gains Permanent and Burst
Area.
Quirk: Absorbing large amounts of Radiation affects Chen’s emotional state.
Powers
Atlantean Shark Physiology: Immunity 4 (aging, cold, drowning, pressure); Movement 1
(Environmental Adaptation—Aquatic); Swimming 7 (60 mph) • 13 points
Claws and Fangs: Strength-based Damage 2, Improved Critical 2 • 4 points
Invulnerability: Impervious Toughness 10 • 10 points
Shark Senses: Senses 9 (Accurate Acute Radius Ranged Detect Bio-Electricity [Mental]; Extended
Smell, Tracking; Low-Light Vision) • 9 points
Advantages
All-Out Attack, Daze (Intimidation), Favored Environment (Underwater), Power Attack
Skills
Acrobatics 4 (+8), Athletics 8 (+20), Intimidation 12 (+13), Perception 12 (+15)
Offense
Initiative +4
Claws and Fangs +8, Close, Damage 14, Threat 18-20
Unarmed +8, Close, Damage 12
Defense
Dodge 10, Parry 10
Toughness 12 (Impervious 10), Fortitude 12, Will 8
Power Points
Abilities 84 + Powers 36 + Advantages 4 + Skills 18 + Defenses 13 = Total 155
Complications
Dehydration: Out of water and without his costume, Tiger Shark becomes impaired and loses his
Invulnerability. Extended absence from water reduces him to disabled, and incapacitated. He is
only reduced to dying with a complete lack of water. Heat-based attacks can speed this process.
Immersion in water immediately removes all such conditions.
Temper: Susceptible to blood frenzy.
Abilities
Strength 15, Stamina 15, Agility 1, Dexterity 1, Fighting 7, Intellect 0, Awareness 1, Presence 1
Powers
Invulnerability: Immunity 7 (all environmental conditions, disease, poison); Impervious Toughness
15 • 22 points
Super Strength: Enhanced Strength 4, Limited to Lifting (lifting Str 20; 25,000 tons) • 4 points
Advantages
All-Out Attack, Fast Grab, Power Attack, Startle
Skills
Athletics 4 (+19), Expertise: Streetwise 6 (+6), Intimidation 10 (+11), Ranged Combat: Throwing 6
(+7)
Offense
Initiative +1
Throwing +7, Ranged, Damage 15
Unarmed +7, Close, Damage 15
Defense
Dodge 7, Parry 7
Toughness 15 (Impervious), Fortitude 15, Will 7
Power Points
Abilities 82 + Powers 26 + Advantages 4 + Skills 13 + Defenses 12 = Total 137
Complications
Honour: Titania will stand up for the weak and victims of bullying.
Obsession: Proving her strength and that she cannot be pushed around.
Rivalry: She-Hulk.
Abilities
Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 7, Intellect 4, Awareness 1, Presence 1
Powers
Whiplash Armor: 33 points, Removable (-6) • 27 points Total
Armor: Impervious Protection 9 • 18 points
Paired Arc-Whips: Array (12 points)
Whip Lash: Strength-based Damage 6, Improved Grab, Improved Trip, Reach 3,
Split • 12 points
• Deflection: Deflect 12 • 1 point
• Whip Flight: Flight 6 (120 mph) • 1 point
• Whip Snare: Cumulative Affliction 8 (Resisted by Dodge, Overcome by Damage:
Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Reach 3,
Split, Feedback, Limited Degree • 1 point
Advantages
All-Out Attack, Improvised Tools, Inventor, Languages (English, base: Russian)
Skills
Athletics 6 (+9), Close Combat: Whips 2 (+9), Expertise: Science 8 (+12), Expertise: Streetwise 6
(+10), Intimidation 8 (+9), Technology 10 (+14)
Offense
Initiative +2
Unarmed +7, Close, Damage 3
Whip Lash +9, Close, Damage 9, Reach (20 ft), Split
Whip Snare +9, Close, Affliction, Resisted by Dodge (DC 18), Reach (20 ft), Split
Defense
Dodge 8, Parry 8
Toughness 12 (Impervious 9) / 3*, Fortitude 8, Will 8
*Without Armor bonus.
Power Points
Abilities 46 + Powers 27 + Advantages 4 + Skills 20 + Defenses 19 = Total 116
Complications
Hatred: Iron Man.
Abilities
Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 6, Intellect 1, Awareness 1, Presence 0
Powers
High Speed Adaptations: Enhanced Strength, Limited to Lifting (Lifting Str 5, 1,600 lbs), Immunity
(Vertigo) • 2 points
Quick Change: Feature • 1 point
Spinning: Immunity 40 (attacks targeting Parry), Sustained, Limited-not against surprise attacks or
area effects; Immunity 5 (Grabs and Entrapment), Sustained; Protection 10, Sustained; Impervious
Toughness 10, Sustained, Limited to Physical • 40 points
Spinning Stunts: Array (10 points)
Whirlwind: Close ranged Burst Area Move Object 10, Limited to towards or away • 10
points
• Air Blast: Ranged Damage 10, Distracting • 1 point
• Deflection: Deflect 10 • 1 point
• Whirlwind Flurry: Multiattack 6, Accurate 2, Variable Descriptor 2 (On any attack effect
wielded, only up to effect rank) • 1 point
Whirlwind Movement: Array (6 points)
Flight: Flight 6 (120 mph), Concentration • 6 points
• Super-Speed: Speed 6 (120 mph), Limited to one direction • 1 point
Equipment
Throwing Stars: Ranged Multiattack Damage 1 • 3 points
Wrist-Mounted Saw Blades: Damage 6 • 6 points
Advantages
Close Attack 2, Equipment 2, Improved Initiative, Move-by Action, Ranged Attack 4, Skill Mastery
(Acrobatics)
Skills
Acrobatics 10 (+14), Expertise: Dance 4 (+8), Expertise: Streetwise 8 (+9), Technology 4 (+5)
Offense
Initiative +8
Jet Blast +8, Ranged, Damage 10
Throwing Stars +8, Ranged, Damage 1, Multiattack
Unarmed +8, Close, Damage 4
Whirlwind Flurry +12, Close, Damage 6, Multiattack
Wrist-Mounted Saw Blades +8, Close, Damage 6
Defense
Dodge 6, Parry 6
Toughness 14 (Impervious 10 vs Physical) / 4*, Fortitude 10, Will 8
*Without Spinning bonus.
Power Points
Abilities 48 + Powers 63 + Advantages 11 + Skills 13 + Defenses 15 = Total 150
Complications
Obsession: The Wasp.
Prejudice: Mutant.
Powers
Ground Strike: Alternate Effect of Strength Damage; Burst Area Affliction 11 (Resisted by
Fortitude; Dazed and Hindered, Stunned and Prone, Incapacitated), Extra Condition, Limited to
targets in contact with the same surface • 1 point
Mystic Crowbar: 227 points, Indestructible, Easily Removable (-90) • 137 points
Crowbar Carry:
Advantages
All-Out Attack, Diehard, Improved Smash, Leadership, Power Attack, Startle, Weapon Break
Skills
Athletics 4 (+15), Close Combat: Clubs 3 (+9), Expertise: Demolitions 4 (+4), Expertise: Streetwise 8
(+8), Intimidation 8 (+10), Ranged Combat: Thrown 7 (+9)
Offense
Initiative +2
Crowbar Strike +9, Close, Damage 13
Crowbar Throw +9, Ranged, Damage 13
Unarmed +6, Close, Damage 11
Defense
Dodge 6, Parry 6
Toughness 16* / 9 (Impervious 12* / 4), Fortitude 15, Will 7
*Without Force Field bonus.
Power Points
Abilities 44 + Powers 138 + Advantages 7 + Skills 17 + Defenses 17 = Total 223
Complications
Temper: Dirk’s dull wits make him quick to anger.
Bulldozer
PL8
Abilities Str 3 (9*), Sta 3 (7*), Agi 1, Dex 1, Fgt 5, Int 1, Awe 1, Pre 0
Powers
Helmet: Quirk: Loss of peripheral vision, Removable (-4) • 19 points
Piledriver
PL8
Abilities Str 3 (9*), Sta 3 (7*), Agi 1, Dex 1, Fgt 7, Int -1, Awe -1, Pre 0
Powers
Over-sized Hands: Damage 0, Reach • 1 point
Alternate Effects of Strength Damage: Array (9 points)
Advantages All-Out Attack, Defensive Attack, Fast Grab, Improved Defense, Improved Grab, Power
Attack, Takedown
Skills Athletics 4 (+13), Deception 4 (+4), Expertise: Streetwise 4 (+3)
Offense Initiative +1, Unarmed +7 (Damage 9, Reach)
Defense Dodge 9, Parry 9, Toughness 7 (Impervious 4)*, Fortitude 12, Will 4
Power Points Abilities 26 + Powers 3 + Advantages 7 + Skills 6 + Defenses 22 = Total 64
Complications Motivation—Thrills
*With Mystic Augmentation bonus.
Real Name: Brian Calusky
Thunderball
PL9
Abilities Str 3 (9*), Sta 3 (7*), Agi 1, Dex 3, Fgt 7, Int 3, Awe 2, Pre 0
Powers
Wrecking Ball: Indestructible, Easily Removable (-2), Strength-based Damage 2, Reach2 • 3 points
Advantages Inventor
Skills Expertise: Science 12 (+15), Technology 8 (+11)
Offense Initiative +1, Ball Strike +7 (Damage 11, Reach 2), Unarmed +7 (Damage 9)
Defense Dodge 9, Parry 9, Toughness 7 (Impervious 4)*, Fortitude 10, Will 8
Power Points Abilities 44 + Powers 3 + Advantages 1 + Skills 10 + Defenses 19 = Total 77
Complications Rivalry—Wrecker
*With Mystic Augmentation bonus.
Real Name: Dr. Eliot Franklin
Yellowjacket
PL11
Abilities
Strength 7, Stamina 7, Agility 2, Dexterity 3, Fighting 5, Intellect 4, Awareness 2, Presence 3
Powers
Healing Factor: Regeneration 5 • 5 points
Microscopic Senses: Microscopic Hearing, Microscopic Vision • 2 points
Pym Particles: Shrinking 20, Normal Strength • 60 points
Yellowjacket Battlesuit: 30 points, Removable (-6) • 24 points total
Advantages
Accurate Attack, Benefit 3 (Millionaire), Power Attack
Skills
Close Combat: Unarmed 2 (+7), Expertise: Business 10 (+15), Expertise: Science 8 (+12),
Intimidation 8 (+11), Perception 8 (+10), Persuasion 10 (+13), Ranged Combat: Stingers 8 (+11),
Technology 8 (+12)
Offense
Initiative +2
Bio-Electric Stingers +11, Ranged, Damage 9
Unarmed +7, Close, Damage 7
Defense
Dodge 15 / 5*, Parry 15 / 5*
Toughness 7, Fortitude 7, Will 5
*Without Shrinking bonus.
Power Points
Abilities 66 + Powers 91 + Advantages 5 + Skills 31 + Defenses 6 = Total 199
Complications
Disability: Potentially fatal heart condition.
Temper: Yellowjacket loses Shrinking and gains Growth 10, Permanent, when enraged, until he
calms down.