Showing posts with label Villains. Show all posts
Showing posts with label Villains. Show all posts

Questor

© DC Comics / Used without permission
Origin: Transformed
Real Name: Xart Prax
First Appearance: Legion of Super Villains #1 [May, 2011]
                            Character created by
Paul Levitz

ABILITIES


Prowess 3 {Average}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 7 {Incredible}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: * - villain

SPECIALTIES


Science Expert
Technology Expert

POWERS


Gadgets 6 {Great}

QUALITIES

. Condescending towards and often dismissive of people of lesser intellect.
. "10th-level intellect": technologically amplified supergenius.
. Wants to prove himself better than Brainiac 5.

Points: 36


ORIGIN STORY

Xart Prax, or Questor, iss a Coluan member of the Legion of Super-Villains with a supremely advanced intellect, technologically amplified.

Xart Prax has a "10th-level intellect", which grants him superhuman calculation skills, amazing memory and exceptional technical know-how. This increased intellect gives him superior calculating abilities, an encyclopedic memory and innovating scientific knowledge. By comparison, 20th century Earth as a whole constitutes a "6th-Level" intelligence. 31st century Earth as a whole is a "9th-Level" intelligence, as most Coluans have this level of intellect individually.

Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Benn Pares

© DC Comics / Used without permission
Origin: Birthright
Real Name: Benn Pares
First Appearance: Superboy starring The LSH #213 [DC Comics December, 1975]
                            Character created by
Jim Shooter and Mike Grell

ABILITIES


Prowess 3 {Average}
Coordination 6 {Great}
Strength 4 {Fair}
Intellect 5 {Good}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: * - villain

SPECIALTIES


Espionage Expert
Technology

POWERS


Teleport [Limit: Short-range]  7 {Incredible}
       Accurate
       Flurry

EQUIPMENT


Blaster device ["Ray Gun"] 3 {Average}
Gadget device ["Utility Belt"]  3 {Average}

QUALITIES

. "One of the best thieves of the galaxy".
. Thrill-Seeker.
. "You won't catch me".

Points: 50


ORIGIN STORY

Born a mutant with the ability of short-range teleportation, Benn Pares learned to put his ability to use as a thief. Benn was so good that, prior to his first and last (so far) encounter with the Legion, nobody had ever heard of him. While attempting to steal the Miracle Machine from Legion HQ, he was captured. It is not known whether or not he has escaped from Takron-Galtos at this time.

Character made according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Dr. Regulus

© DC Comics / Used without permission
Origin: Transformed
Real Name: Zaxton Regulus
First Appearance: Adventure Comics #348 [DC Comics September 1966]
                            Character created by
Jim Shooter and George Papp

ABILITIES


Prowess 3 {Average}
Coordination 5 {Good}
Strength 4 {Fair}
Intellect 6 {Great}
Awareness 4 {Fair}
Willpower 5 {Good}

Stamina: 9
Determination: * - villain

SPECIALTIES


Science [Nuclear Physics] Expert
Technology

POWERS


Radiation Control [Solar Energy] 7 {Incredible}
       Blast [Heat, (Burst)]
Radiation Resistance [Solar Energy] 10 {Supreme}

EQUIPMENT


Defensive Device ["Gold Battlesuit"] 4 {Fair}
       Absorption [Limit: only heat/fire-based attacks]
       Damage Resistance
       Flight
       Life Support [Heat, Cold, Pressure, Vacuum]

QUALITIES

. I Will Have My Revenge.
. Obsessive hatred of Sun Boy.
. Crazy super-scientist.

Points: 70


ORIGIN STORY

Zaxton Regulus took a job at Metropolis Fusion Power's main branch, under the directorship of Derek Morgna, to be close to a power source a power source for his experiments with radioactive gold. As he grew more intensely involved with the gold, he also grew slopper in his work habits, neglecting several safeguards. When two young lab assistants made their monthly supply delivery, a careless accident caused an explosion which killed one boy and injured both Regulus and the other, Dirk Morgna. Regulus's anger at having his experiment ruined was compounded when he has fired by Dirk's father. Furious, he vowed to kill Dirk. He reprogrammed several of the power plant's robots to enter the atomic reactor, carrying the unconscious Dirk Morgna inside, but what was his revenge instead turned Dirk into Sun Boy. Regulus went into hiding, creating a suit of gold armour with tremendous solar powers, then resurfaced years later to set a trap for Sun Boy, only to be thwarted by the Legion of Super Heroes. Regulus escaped, defeated.

The armour's powers slowly irradiated Regulus until he controlled the power within himself, needing the armour only to absorb and fly (through space, inclusively). He then attacked Sun Boy, an attack which ended in his "death". His dying request to Sun Boy was to be thrown into Arion star — unknown to the Legion, the only star that could recharge Regulus's power. Regulus has since engaged in a number of attacks on the Legion, fueled by his obsessive hatred of Sun Boy.

Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character made according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Adversary

Origin: Transformed
Real Name: Sebastian Pope
First Appearance: Eidolons! Comics #15 [Sigil Publications July 2015]

ABILITIES


Prowess 2 {Poor}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 7 {Incredible}
Awareness 7 {Incredible}
Willpower 7 {Incredible}

Stamina: 10
Determination: * - Villain

SPECIALTIES


Business Master
Law Master
Mental Resistance
Technology Master

POWERS


Aging Resistance [Limit: Linked to Energy Drain] 9 {Fantastic}
Energy Drain [Limits: Addicted to his powers] 9 {Fantastic}
      Ability Drain [Intellect]
      Ability Drain [Awareness]
      Ability Drain [Willpower]
      Influence
Life Support 1 {Weak}
      Sleeping

QUALITIES

. Sore Loser.
. Filthy rich.
. Envious of other ultras jovial physicality. 

Points: 94


ORIGIN STORY

Imagine you could have the genius of Da Vinci, of Archimedes, of Leibniz, of Shakespeare. More: imagine you could, just by touching someone else, take their intelligence, their wits, their will as yours. Sebastian Pope got that. A librarian in what is today's Elsewhere Metroplex University Campus, Pope was a man in his late sixties who, for a split second, shared the same dimensional coordinates with nearly all his multiversal selves, when Elsewhere came to being. One in a billion occurrence, Pope now was almost all he could be. Almost.

He soon discovered that, besides having now a superhuman intellect (cognitive abilties honed into extraordinary focus, he is able to concentrate on several lines of thought simultaneously, and even carry on a conversation while doing so), keen perception and iron will, he could incorporate anyone's mental attributes to his. He was also able to speak telepathically to his victims and, usually, control them, until they fully recover from his attacks. Wasting no time, he started using his powers to get rich. In a week, he was one of the thirty richest men in the world, the richest in Elsewhere. In a short while, he became a business tycoon, an unparallel lawyer (savvy in all areas of Law) and knowledgeable user of various forms of advanced technology.  Combined with his reduced need for sleep (rarely sleeping more than two hours a night), he is more productive in one day than an ordinary person would be in a month. Frustatingly, though, he wasn't satisfied with his physical attributes, because he was, in his own words, "caged in an old body". However, his powers granted him an extreme delayed aging process.

Not satisfied with his condition, as soon as he established his financial empire, he started a quest to discover how he could get younger again. It hasn't proved impossible, so all he had to do is finding out how to achieve that. Being Elsewhere a crossroad of possibilities, and full of ultrahumans like him (possibly with some chronal powers), Sebastian Pope spares no effort in getting whatever he wants. And although it doesn't happen often, when he loses, he tends to take it out on everyone around him. Additionally, he also becomes obsessed with the person he lost to until he gets a rematch and wins.

Sebastian Pope's thirst for knowledge ensures that no realm of human study is long neglected. His experience and keen intellect make him a formidable opponent. Given sufficient information, he is capable of predicting and preparing for nearly any eventuality. His resources and his influence are both virtually unlimited.

Another villain without a costume. I guess it's because wickedness mostly comes in normal clothes. Adversary is a very powerful villain, and his points show that. My take on types like Kingpin, with a twist: envy is his driving force. Character created according to rules presented in ICONS Great Power book and ICONS Superpowered Roleplaying: The Assembled Edition.
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Absorbancy Boy

© DC Comics / Used without permission
Origin: Birthright
Real Name: Kirt Niedrigh
First Appearance: Superboy and the Legion of Super-Heroes #218 [July 1976]
                            Character created by
Cary Bates and Mike Grell

ABILITIES


Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 5 {Good}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: 3

SPECIALTIES


Athletics
History
Martial Arts
Politics

POWERS


Power Mimicry [Limits: close range, temporary, natural powers] 8 {Amazing}
       Residual Absorption
       Specialty Duplication

QUALITIES

. Motivation: Recognition.
. Reputation: xenophobic.
. Temper: especially when things don't go his way.

Points: 53


ORIGIN STORY

Kirt Niedrigh of Earth has the power to absorb any residual energy left behind by a super-powered being and then replicate that energy within himself. The origin of this power is unknown; presumably he is a mutant.

In about 2981, when about 17 years of age, Niedrigh applied for membership in the Legion of Super-Heroes as Absorbancy Boy. Because of the inherent limitations of his power, especially his dependence on the presence of other super-powered beings, he was rejected in favor of Tyroc.

Niedrigh was incensed by his rejection, feeling himself far more potentially powerful and useful than Tyroc, even though Tyroc was, himself, more formidable than the average Legionnaire. Absorbancy Boy may have had a point; it is doubtful that the Legion gave him opportunity to demonstrate the full extent of his powers, likely not having the patience to wait long enough for him to slowly duplicate the Legionnaires’ abilities. If they had, he might well have been accepted; after all, whatever his limitations, he had the power to equal or exceed Krypton-class. The dependence on the presence of other heroes might argue that the Legion was the perfect place for him; on his own, he would be able to do little, but with them, his contributions could be breathtaking. Teamwork is, after all, the secret of the Legion.

Sealed Legion archives, however, suggest that Niedrigh’s scores on the psychological tests given to Legion applicants gave cause for concern that, under stress, he might not behave with the sterling character required of Legionnaires. This, combined with the limitations of his power, was enough to cause the Legion to bypass Absorbancy Boy and give the nod to Tyroc.

Niedrigh quickly proved that concerns about his character were well-founded when he decided to break into Legion HQ, impersonate a villain, and seek revenge on Tyroc in battle. He did so by wearing a disguise that earlier had been used by both Sun Boy and Superboy, thus gaining both their powers. He easily defeated Superboy and challenged Tyroc to single combat. His inexperience with his borrowed super-hearing left him easy prey to Tyroc’s deafening ultrasonic scream, and he was defeated.

Outwardly, he gives a great impression of arrogance and confident superiority. Inwardly, he’s a mass of insecurity—the Legion’s rejection of him was only confirmation of his own doubts about the worth of his power and his character. He couldn’t handle it, and retreated from reality into a petty revenge fantasy to help him deal with the fact of rejection. He desires to grind down those who rejected him into submission, and would likely be devoted to anyone who showed him respect, making him easy prey to manipulation by other villains. It is rumoured that he was offered membership in the Legion of Super-Villains.

Although he was brought back semi-reformed under Geoff Johns's writing, Kirt was, created to be a villain, and I've decided to keep him this way. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Validus

© DC Comics / Used without permission
Origin: Transformed
Real Name: Garridan Ranzz
First Appearance: Adventure Comics #352 (January, 1967)
                            Character created by
Jim Shooter & Mort Weisinger

ABILITIES


Prowess 5 {Good}
Coordination 3 {Average}
Strength 9 {Fantastic}
Intellect 1 {Weak}
Awareness 3 {Average}
Willpower 3 {Average}

Stamina: 12
Determination: * - Villain

SPECIALTIES


None

POWERS


Blast ["Mental Lightning] 8 {Amazing}
Damage Resistance 9 {Fantastic}
Growth [Limit: Constant] 3
Mental Resistance 10 {Supreme}

QUALITIES


. Mindless.
. Filled with undirected rage and given to rampages of destructions when provoked.
. "Smash It". 

Points: 54


ORIGIN STORY

The monster known as Validus is one of the dangerous oddities of the galaxy. His origins are unknown to the general public, but his destructive power, whether brute strength or the “mental lightning” he projects from his brain, are infamous. Efforts were underway to find a means of destroying the captured creature when the Legion recruited him against the Sun-Eater. Since then, Tharok has exerted influence over Validus, using the monster as his strong-arm and enforcer to control the Fatal Five.

In truth, Validus is the son of Garth Ranzz (Lightning Lad) and Imra Ardeen (Saturn Girl), taken from the future by Darkseid at the moment of his birth, and transformed into a monster. Sent backwards in time, Validus menaces his own parents. Eventually released from Darkseid’s “curse,” his true future remains to be seen.

Validus's Growth is a permanent part of his Strength and Damage Resistance levels; without it there are “merely” Incredible. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Mano

© DC Comics / Used without permission
Origin: Birthright
Real Name: Mano
First Appearance: Adventure Comics # 352 [DC Comics January 1967]
                            Character created by 
Jim Shooter and Curt Swan

ABILITIES


Prowess 5 {Good}
Coordination 5 {Good}
Strength 4 {Fair}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: * - Villain

SPECIALTIES


Athletics
Martial Arts
Technology

POWERS


Corrosion 10 {Supreme}
       Extended

EQUIPMENT


Containment Suit
       Damage Resistance 4 {Fair}
       Immunity to Corrosion 10 {Supreme}
       Life Support 4 {Fair}
             Breathing
             Eating
             Pathogens
             Toxins 
       

QUALITIES


. An outcast in the midst of outcasts.
. Breathes toxic atmosphere.
. Infamous contract killer. 

Points: 65


ORIGIN STORY

A mutant born of the toxic, polluted environment of his homeworld of Angtu, Mano possesses a deadly antimatter “disintegration disk” on his right palm. An outcast even amongst his own outcast people, Mano used his powers to destroy his world, becoming an infamous contract killer throughout the galaxy.

Mano breathes an atmosphere poisonous to oxygen breathers, and so must wear a specialized containment suit virtually all of the time. His suit’s special gloves serve to help contain the annihilating power of his hand unless he chooses to unleash it.

Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Mr. Bones

© DC Comics / Used without permission
Origin: Birthright
Real Name: None
First Appearance: Infinity #16 [DC Comics July 1985]

ABILITIES


Prowess 3 {Average}
Coordination 4 {Fair}
Strength 7 {Incredible}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 11
Determination: 4

SPECIALTIES


Athletics
Drive Expert
Escape Artistry
Trivia (Pop Culture)

POWERS

Aura 8 ("Cyanide Touch", Limit: Constant)

QUALITIES


. Strange appearance: transparent skin.
. Repentant: Former criminal.
. Speak in rhymes.

Points: 39


ORIGIN STORY

Years ago, the gynecologist Dr. Benjamin Love injected six pregnant women with an experimental mutagenic drug. As a result, the six women each gave birth on the same night to a superhuman mutant child. Dr. Love called the children genomorphs because of their transformed genes. Dr. Love abducted the infants from the hospital and brought them to a house in the desert near Bakersfield, California, where he raised them.

One of the children had transparent flesh so that his skeleton was visible. Dr. Love named him Mr. Bones. As Mr.Bones grew, Dr. Love kept him confined to his property. Mr. Bones learned all he knew from books, radio, and television and never met anyone else. Mr. Bones developed the habit of speaking in rhymes. His flesh, organs, blood, etc. are all perfectly transparent, and his invisible skin secretes a potent cyanide-like poison that often kills instantly. Only direct contact is lethal — even thin surgical gloves are enough of a protection.

Having grown up watching TV clips of the Justice Society of America, who were super-powered beings like himself, Mr. Bones created a costume for himself in imitation of JSA and kidnapped Fury, whom he held for ransom. Mr. Bones clashed with Fury's teammates, the Infinity, Inc. and she regained her freedom.

A court of law remanded Mr. Bones into the custody of Infinity, Inc.

Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Babel

Origin: Transformed
Real Name: Julian Babel
First Appearance: Eidolons! Comics #7 [Sigil Publications July 2012]

ABILITIES

Prowess 3 {Average}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 5 {Good}
Awareness 5 {Good}
Willpower 7 {Incredible}

Stamina 10
Determination * - Villain

SPECIALTIES

Business Expert
Leadership Expert
Linguistics Master
Performance (Acting) Expert 

POWERS

Mind Control [Limit: Hypnosis] 6 {Great}
       Addiction
Mind Shield 6 [Limit: Extra Only] {Great}
       Façade [anyone attempting to tap his mind perceives what he wants the intruder
                  to perceive]
Telepathy 3 [Limit: only reading minds, not transmitting]
Supersenses 1
       Additional Sense [Comprehend Languages]
     

QUALITIES

. Leader of S.C.H.E.M.A (Sacred Church of Harbingers, Emissaries and Martyrs Ancient).
. Egotistical, rich televangelist who believes he's the envoy of God to rule the world.
. Despises all other faiths, including other Christians.

Points: 57


ORIGIN STORY

Julian Babel was an aspiring preacher of one of innumerable splits of evangelical churches. His church, founded by his uncle, was nothing special. Not even many parishioners they had, in fact. But in one fateful night, when his uncle was stricken with illness, Babel was obliged to face the pulpit. He was so nervous he forgot what he was about to say; he thought he was going to faint, when, out of the blue, he had "the vision". A being of pure light came to him, or so he says, and touched his throat. From that moment on, he discovered he was gifted with “glossolalia”, the ability to speak in languages professed in the Bible (he is able to speak fluently more than 18 languages and he can learn a completely new one in just a few days). Also, and most importantly: he could alter the beliefs of those who listened to him...

Babel is an expert at bringing people around to his point of view. He has an innate talent for knowing what people are thinking and subtly manipulating their opinions until they are thinking what he wants them to think (he doesn't know he has a low level telepathy). He’s a spin doctor supreme. If you listen to him, you’re damned, because he can convince you of everything he believes. His power affects people only when he’s speaking, and it affects beliefs, not memories. To completely replace one belief with another, the victim must listen to Babel for an hour. Someone who is already a partial believer takes only half as long. 

Thinking himself appointed by God to indicate a new path for humanity, Babel (and then he came to think that even his name was a sort of indication of his "divine mission") leads his own church and plots for world domination under his strict rules. He's in a personal crusade to rule the world, under his very particular interpretations of the law of God. He also despises all the other churches, Christian or otherwise. He truly believes he was touched by an angel, and reacts furiously against anyone who doubts that. Secretly, he sometimes questions himself, and has contracted a small cabal of experts (a scientist, a parapsychologist and a teologist), who are totally in his thrall by now.

Albeit on the verge of lunacy, he’s far from being stupid, being one of the world’s greatest leaders. He doesn’t care to wear a costume. In fact, he loves suits and most of the time he’s well-groomed and perfectly dressed. He has millions of devout followers, who would gladly die for him. He owns several media corporations and thousands of temples worldwide.

Reintroducing a stunt for Mind Shield, Façade, presented in ICONS: The Villainomicon. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Siobhan 6

Origin: Artificial
Real Name: Siobhan (former Stark)
First Appearance: Eidolons! Comics #4 [Sigil Publications April 2012]

ABILITIES

Prowess 7 {Incredible}
Coordination 7 {Incredible}
Strength 7 {Incredible}
Intellect 5 {Good}
Awareness 6 {Great]
Willpower 6 {Great}

Stamina 11
Determination * - Villain

SPECIALTIES


Mental Resistance
Science (Cybernetics) Expert
Technology

POWERS

Damage Resistance 8 {Amazing}
Danger Sense 9 {Fantastic}
Interface 1 [Limit: Extra Only]
       Download ["Downloadable Awareness"]
Life Support 7 {Incredible}
       Breathing
       Disease
       Eating
       Pathogens
       Pressure
       Sleeping
       Vacuum
Supersenses 3
       Additional Sense ("Infravision")
       Enhanced Sense ("Directional Hearing")
       Extended Sense ("Telescopic Vision")

QUALITIES


. Vengeful against C.R.E.S.T. and Armed Forces.
. "We've had this fight a million times in my head. You've lost, you just don't know it. Yet!"
. Survival above all. 

Points: 70

ORIGIN STORY

Siobhan Stark was one of the rising stars scientists of C.R.E.S.T. (Center for Research in Electronics, Space and Technology), specializing in Cybernetics field and the possibility of total human/machine interfacing (the possibility of moving a person engrams to an android body). Working incessantly to prove her theories, and thus ascend professional positions in the company, she finally transferred her mind to an experimental battle android. But without taking proper care, her mind became trapped into the android, which ultimately killed her human body. Devastated by the fact, she used the android's capacities to wreak havoc in the labs, blaming C.R.E.S.T. for not telling her, in advance, of the perils she risked to. The Armed Forces squad who approached her to deal with the situation (and retrieve the battle android, which was a prototype made for them) only made matters worse. Since then, she has swore revenge on these two forces, striking them whenever possible to cause as much damage as she can. She has suffered her losses, even on the brink of losing her "life", but managed to build extra Siobhan units along the way.

Siobhan 6's most famous ability is her power to predict how a battle will happen before it starts, which means she has an all-encompassing advantage in close-combat and tactical scenarios. Her 'fight implants' include a 'combat computer' that allows her to run through a given combat situation millions of times in her mind, working it out ahead of time for many possibilities, almost instantly covering nearly every possible result before the first punch is even thrown, while predicting enemy movements and tactics after the battle has engaged by recalling and utilizing memorized mannerisms acquired through past experience on a moment's notice. Siobhan 6 uses this information to predict the unfolding of the actions and reactions of her foes, counteracting their moves almost before they even think to make them. According to her, she can use this ability regressively, to visualize the desired outcome of a battle she wants and working backwards logically to achieve it, following the right steps to get there.

Her fiber-lined muscles increase her strength, enabling her to dismember opponents with her bare hands and feet, generally eschewing the use of firearms. She has inhuman balance as well as faster nerve endings so she can react quicker than any human: Siobhan 6 can move faster than the human eye in a quick speed burst. Siobhan 6 also has many survival-oriented implants to keep her fighting in the worst of conditions. As she is a cybernetic entity, Siobhan 6's mind simply cannot be affected to an optimal degree by telepaths. Siobhan 6 possesses, in essence, assured immortality. If her body is destroyed or in any way damaged beyond repair, her mind is usually immediately downloaded into another body (through telephone lines to a computer mainframe at hidden location). Also, her bionic left eye grants her telescopic and thermal vision, whilst her ear is able to directionally tune into where exactly she wants to hear.

One of my favourite characters is DC's Wildstorm-imprint Midnighter and this is my take on a vindictive and feminine version of him. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Maiden Japan

Origin: Trained
Real Name: Unrevealed
First Appearance: Eidolons! Comics #3 [Sigil Publications March 2012]

ABILITIES

Prowess 8 {Amazing}
Coordination 6 {Great}
Strength 4 {Fair}
Intellect 4 {Fair}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina 10
Determination * - Villain

SPECIALTIES

Athletics Expert
Martial Arts Master
Mental Resistance
Stealth Master
Weapons (Baton) Master
Wrestling

POWERS

Danger Sense 6 {Great}
Strike Device ["Baton", Bashing]  5 {Good} 
Supersenses 2 {Weak}
       Additional Sense ["Blind Sight"]
       Additional Sense ["Chi Sense"]

STUNTS

  • Leopard Punch (Prowess): When she uses the Leopard Punch technique, she gains Fast Attack 9.
  • Tiger Blow (Strength): Maiden Japan has Strength 7 when she is trying to break an inanimate object, such as a pile of bricks or an engine block.
  • Mantis Counterpunch (Prowess): While she is using her Crane Counterpunch technique, she is treated as having an Aura equal to her Strength (5).
  • Monkey Clap (Prowess): Using her Monkey Clap attack and stuns the target, the attack does no damage, the foe is still stunned, and is also deafened for the duration of the stun; this attack can stun even if it inflicts less than 0 damage.
  • Crane Kick (Prowess): When she uses her Crane Kick, she can slam the foe even if she does less than 0 damage.
  • Panda Stance (Strength): While Maiden Japan is in Panda Stance, she cannot be slammed by any foe of Strength 7 or less.
  • Cobra Strike (Prowess): Using this strike, she gains Paralysis 5.
  • Eagle Slap (Prowess): When she uses the Eagle Slap, she can slam the foe even if she does less than 0 damage.
  • Dragon Touch (Dim Mak) (Prowess): Maiden Japan can spend a point of Determination to acquire Affliction 9.

QUALITIES


. Mysterious Background.
. Killing only as a very last resort.
. Expert on disguising her identity.

Point Total: 69 (considering the stunts)


ORIGIN STORY

Pretty much everything is mystery about Maiden Japan's life. Even her name is unknown. Her sobriquet was given by the media. What is known for sure is that she possesses peak human levels of agility, reflexes and stamina. This and her tremendous knowledge of every devised form of martial arts make her one of the deadliest people in the world.

Maiden Japan can achieve feats which border on the ultrahuman, like catching and throwing back projectiles, deflecting and countering melee strikes, throwing an onrushing opponent, disabling foes, leaping great heights, and other stunts out of a martial arts film. She is also skilled with a wide variety of Oriental melee weapons. To make matters worse, Maiden Japan is able to read body language and anticipate an opponent’s actions.  Expert on the skill of the ancient Ninja warriors of Japan, she is able to keep to the shadows and move with such speed that she can remain unseen even in broad daylight. Her Zen training included mental discipline which makes her more resistant to mind control. Her Blind Sight power represents her ability to move and fight, even when blinded, while her Chi Sense is sort of detection power which allows her to perceive stress points, fracture planes, or weaknesses in objects or opponents. She is also an expert at concealing her identity. So far, she has appeared as a photographer, a beggar, a bespectacled college student, and a crippled old woman in a wheelchair.

Employing the rich help of Jason Tondro's Field Guide to Superheroes 3, and mixing my memories of all the fun movies from Hong Kong, here she is: the supreme mistress of all martial arts. Too bad she's on the wrong side of the law. In game terms, a successful test of Chi Sense adds a free Improved Effort to her Prowess roll to attack (thanks, +Cameron Mount, for that insight). Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Ultiman

Origin: Birthright
Real Name: Bernhard Albrecht
First Appearance: Eidolons! Comics #1 [Sigil Publications January 2012]

ABILITIES

Prowess 6 {Great}
Coordination 6 {Great}
Strength 6 {Great}
Intellect 6 {Great}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina 12
Determination * - Villain

SPECIALTIES


Athletics Expert
Martial Arts Expert
Military ("Tactics") Master
Weapons (Guns) Expert 

POWERS


Blast Device ["Pistol", Shooting] 4 {Fair}
Fast Attack 6 {Great}
Immortality 2 {Poor} 

QUALITIES


. "The world under the Aryan's reign".
. Superiority complex.
. Tactical genius. 

Points: 57


ORIGIN STORY

The ancient Scandinavians had a legend of an “island at the edge of the world” called Ultima Thule. By the end of the World War II, some Nazi scientists and scholars decided to flee the crumbling Germany to found a city where the ancient texts had said the Aryan culture first thrived. High above the Arctic Circle, hidden deep beneath the polar icecap, lies the fabulous city of Ultima Thule. 

Continuing their studies of eugenics, these scientists “improved” the characteristics of their gene-pool, achieving what they deem the perfect “human being”: tall, blond, blue-eyed, athletically perfect. possessing some regenerative abilities and an extremely long life (they don't seem to age and some have supercharged immune system). But with this success, came very bad news: infertility and a very malignant disease, similar to a violent cancer, killing most of the citizens, chiefly the scientists responsible for the eugenic projects. Some would say it was the hubris for tampering with the laws of nature, but the Ultima Thule government decided to quarantine the labs and stop messing with their genetical code. Most of the population of Ultima Thule is — presently — very much stagnant, everybody looks much the same. With a dwindling population (every citizen who dies is indeed irreplaceable), they decided to close themselves to the rest of  the planet. Some have considered a return to the outside world, but because of their shady past, most of them were afraid of repercussions. Most, but not everyone.

An individual, named Bernhard Albrecht, took the sobriquet of Ultiman, and began his journey through the world, decided to make the planet bow to his supremacy. His comrades could be too coward to show the rest of the planet the sheer power of their genetical / historical superiority, but as he learnt in the Gymnasium (where, during some practical history lessons, he acquired his Mensur scar, the one which he is particularly proud of), only the strong shall survive. He deems himself the strongest and will do what he can (and he has plans galore!) to demonstrate that (earning, all the while, the utmost respect from his own people, perhaps). Possessing his forefathers extremely biased worldview (he treats everyone else as inferior, and non-Aryans even more so) and means to try and force the world to bend to his distorted Aryan supremacy (he always has a horde of devout, albeit dim-witted, minions to help him), Ultiman is a high-level threat.

Mixing assorted influences from Fawcett's Captain Nazi to Mutants & Masterminds' Superior, Ultiman is how I envision a Nazi-themed villain. A touchy subject to many, and deserving to be so, I decided to make him a bit delusional character, but without being deranged. He's cunning and dangerous, often planning one-step ahead of his enemies. Please notice that although he wears a cape, it does not hinder him in combat, as he devised several attack and defense movements to capitalize on it. Character revised according to rules presented in ICONS Great Power book, and streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Emerald Empress

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Sarya
First Appearance: Adventure Comics # 352 [DC Comics January 1967]
                            Character created by 
Jim Shooter and Curt Swan

ABILITIES


Prowess 3 {Average}
Coordination 4 {Fair}
Strength 3 {Average}
Intellect 4 {Fair}
Awareness 4 {Fair}
Willpower 6 {Great}

Stamina: 9
Determination: * - Villain

SPECIALTIES


Leadership
Mental Resistance
Occult
Performance

POWERS


Cosmic Power Device ["Emerald Eye of Ekron", which is Invulnerable] 8 {Amazing}
       Blast (Blasting)
       Flight
       Force Field
                        

QUALITIES


. Blinding the Emerald Eye leaves the Empress unable to access its powers.
. Exposure to Kryptonite can reduce the Eye’s power and even disable it for a time.
. Superiority Complex. 

Points: 65


ORIGIN STORY

Sarya of Venegar discovered the fabled Emerald Eye of Ekron in an ancient ruin and used its power to conquer her homeworld. Ultimately, she was dethroned by a popular uprising, and the Eye’s vulnerability to a glowing green stone. Recruited to fight the Sun-Eater, she eagerly joined the Fatal Five. Ever since, she has sought to increase her own power, even looking to displace Tharok as leader of their alliance, and to reclaim the rulership she feels is hers by right.

Though magical, the Emerald Eye of Ekron is more akin to a Cosmic Control device. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Mordecai

© DC Comics / Used without permission
Origin: Transformed
Real Name: Inapplicable
First Appearance: Legionnaires # 3 [DC Comics June 1993]
                            Character created by
Tom & Mary Bierbaum & Chris Sprouse

ABILITIES


Prowess 4 {Fair}
Coordination 6 {Great}
Strength 8 {Amazing}
Intellect 1 {Weak}
Awareness 2 {Poor}
Willpower 2 {Poor}

Stamina: 10
Determination: * - Villain

SPECIALTIES


Stealth

POWERS


Damage Resistance 8{Amazing}
Growth (Limit: Permanent) 1 {Weak}
Mind Shield 6 {Great}
Super-Speed 2 {Poor}
     

QUALITIES


. Leave Me Alone.
. Bad Temper.
. Infamous. 

Points: 40


ORIGIN STORY

Mordecai is a product of Dominators' genetic experimentation. A hulking monster that dwelled in the sewer tunnels on Earth before being recruited by the Fatal Five.

Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Persuader

© DC Comics / Used without permission
Origin: Gimmick
Real Name: Nyeun Chu Ti
First Appearance: Adventure Comics # 352 [DC Comics January 1967]
                            Character created by 
Jim Shooter and Curt Swan

ABILITIES


Prowess 5 {Good}
Coordination 5 {Good}
Strength 6 {Great}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 10
Determination: * - Villain

SPECIALTIES


Weapons (Axe) Expert
Wrestling

POWERS


Damage Resistance Device [Body Armor] 3
Strike Device (Slashing) ["Atomic Axe"] 10
          Affects Incorporeal
          Dimensional Travel ["Gateway"]
          Resistance to Illusion [Disrupts Illusion]
          Summoning [Can be thrown and will return to Persuader's hand]
       

QUALITIES


. The deadliest and highest-paid mercenary in the galaxy.
. Follower, not a leader.
. Dastardly and merciless. 

Points: 73


ORIGIN STORY

The deadliest, and highest-paid, mercenary in the galaxy, the man known only as “the Persuader” acquired his infamous Atomic Axe while climbing the criminal ladder. The weapon is just as legendary as its wielder, capable of cutting through virtually anything, including fields of energy or force. The Persuader is a follower by nature, willing to take on whatever job ensures him the maximum payment and opportunity for mayhem. Thus membership in the Fatal Five suits him just fine.

As I commented previously, Persuader's Atomic Axe is problematic in a role-playing game, to say the least. In the first version, I included a personal version of Conjuration (a power created by Joe Bardales) - a sort of Thor's Mjolnir effect or, in more prosaic terms, a boomerang - to it. Using the updated rules from ICONS Great Power book, I changed it to Summoning. Game Masters are entitled to decide how to handle such power without spoiling their games and settings. Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Tharok

© DC Comics / Used without permission
Origin: Transformed
Real Name: Tharok
First Appearance: Adventure Comics # 352 [DC Comics January 1967]
                            Character created by 
Jim Shooter

ABILITIES


Prowess 4 {Fair}
Coordination 4 {Fair}
Strength 3 / 7 (Strength with the left side of his body only) {Average/Incredible}
Intellect 7 {Incredible}
Awareness 6 {Great}
Willpower 6 {Great}

Stamina: 13
Determination: * - Villain

SPECIALTIES


Leadership
Mental Resistance
Science Master
Technology Expert

POWERS


Blast (Laser Vision) 4
Interface 5
Mind Shield 6

QUALITIES


. Eidetic Memory (Perfect recalls everything he's experienced)
. Always a Plan B
. Cyborg: effects that work on machines can affect him as well. 

Points: 56


ORIGIN STORY

Tharok was a criminal on his native planet of Zadron. During one of his crime activities, he tried to steal a nuclear device that detonated when he was caught by an officer of the Science Police. Unfortunately for Tharok, that officer shot a blast which caused the detonation and it destroyed the complete left side of his body. Miraculously, Tharok remained alive and he was rushed to the nearest medical center. The doctors and scientists there quickly replaced his missing left side with a robotic component. The procedure was rushed because they feared they would lose Tharok's life. When Tharok revived, he found himself significantly smarter, thanks to his half-robotic brain. Unfortunately, the life-saving procedure also caused Tharok to look like a monster and his appearance gave him nothing but anguish.

Tharok continued in his life of crime, though significantly more successful thanks to his robotic components and new-found intelligence. However, he was eventually caught by some officers of the Science Police and was about to head to prison when Cosmic Boy of the Legion Of Super-Heroes arrived with a full pardon if he joined him in defeating a galactic menace known as the Sun-Eater. The Legion of Super-Heroes were forced to find the aid of four other super-criminals with enough power to defeat the Sun-Eater. The five criminals, with Tharok as their leader, became known as the Fatal Five.

The Fatal Five and the Legion of Super-Heroes effectively defeated the Sun-Eater. While they received their pardon for past crimes, the Fatal Five felt that their group was powerful enough to rule the galaxy. Somehow Tharok's robotic mind was able to control the powerful Validus, which cemented his leadership with his fellow criminals. They've fought against the Legion of Super-Heroes several times when they tried to gain control of the universe, and Tharok often found defeat at their hands. Besides being obsessed with ruling the galaxy, Tharok also became obsessed with making the left side of his body more human-like.

Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Host

© DC Comics / Used without permission
Origin: Artificial
Real Name: Inapplicable
First Appearance: Superman (second series) #5 [DC Comics May 1987]
                            Character created by
John Byrne

ABILITIES


Prowess 3 {Average}
Coordination 2 {Poor}
Strength 8 {Amazing}
Intellect 6 {Great}
Awareness 5 {Good}
Willpower 6 {Great}

Stamina: 14
Determination: * - Villain

SPECIALTIES


Philosophy
Trivia (H'vl'ler'ni History) Expert

POWERS


Blast [Laser] 6 {Great}
Damage Resistance 8 {Amazing}
Flight 5 {Good}
Growth [Limit: Permanent] 3 {Average}
Life Support [All] 10 {Supreme}

QUALITIES


. Last survivors of H'v'ler'ni race.
. Power geometrically increases according to the number of minds it holds.
. World domination. 

Points: 65


ORIGIN STORY

Five hundred thousand years ago, the city state of A'r'ven stood in a mountainous region of what is now South America. A'r'ven was the home of the H'v'ler'ni, a race of beings who had created a highly advanced civilization while the rest of humanity remained at a primitive level. The origin of the H'v'ler'ni and the reason why they advanced culturally so much more quickly than Earth's other human beings are as yet unknown.

In at least some areas, H'v'ler'n science and technology were advanced beyond the levels that exist on Earth today. The Science Council, comprising the leading H'v'ler'n scientists, held great authority in A'r'ven. The H'v'ler'ni kept primitive human beings as slaves.

The H'v'ler'ni were remarkable for their superb physical condition. However, remaining in their city state amidst the rarefied air of the Andes Mountains, the H'v'ler'ni were isolated from the rest of the world. This isolation would prove to be their downfall.

The H'v'ler'ni thrived for ten centuries, but then were suddenly struck by a terrible plague. Within days, forty thousand H'v'ler'n died from the disease. During the past ten centuries the bodies of the H'v'ler'ni had been free of disease-carrying micro-organisms due to their city's isolation. But now, as the Science Council discovered, the H'v'ler'ni had been infected by germs carried by their primitive slaves. The slaves had an immunity to the germs, but the H'v'ler'ni did not. The H'v'ler'ni slaughtered all the slaves, but did so too late to safeguard the surviving H'v'ler'ni as long as they lived on Earth.

Hence, the Science Council decided that the H'v'ler'ni should leave Earth to avoid further infection. Twenty million of the race did so, existing in suspended animation as they journeyed in a great spacecraft. The fate of these H'v'ler'ni is as yet unknown.

But five hundred H'v'ler'ni remained on Earth. They transferred their minds into a gigantic robot body, known as Host, which would monitor the cultural development of other humans. When the latter achieved a level of technology approaching that of the H'v'ler'ni, then the H'v'ler'n minds inside the Host would take over the bodies of living humans who were naturally immune to many disease germs. The H'v'ler'ni would then take over the world.

Converted characters, most of the times, unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Lightning Lord

© DC Comics / Used without permission
Origin: Transformed
Real Name: Mekt Ranzz
First Appearance: Superman #147 [DC Comics August 1961]
                            Character created by
Jerry Siegel and Curt Swan

ABILITIES


Prowess 3 {Average}
Coordination 4 {Fair}
Strength 4 {Fair}
Intellect 3 {Average}
Awareness 4 {Fair}
Willpower 4 {Fair}

Stamina: 8
Determination: * - Villain

SPECIALTIES


Pilot
Technology [Mechanics]

POWERS


Electrical Control 8 {Amazing}
       Absorption (Electricity)
       Brownout
       Resistance (Electricity)

QUALITIES


. His mental instability and obsession with his familiy often affects his judgement.
. "I am the Lightning Lord. And the storm calls for your doom.”
. Outcast within his planet's society. 

Points: 56


ORIGIN STORY

Mekt Ranzz was born the first of three children on the planet Winath. In Winathian society, it was common for parents to give birth to twins, but Mekt was born an only child – a fact that later made him an outcast in Winathian social circles. When he was still a young child, Mekt's parents gave birth to twins, Garth and Ayla.

The importance of the twin bond (whether fraternal or identical) is difficult for non-Winathians to comprehend. It is very common for pairs of twins to marry. Some experts attribute Winath’s celebrated serenity and stability to the emotional support and sense of belonging derived from having a twin sibling — comforts which Mekt never knew. From a psychosocial viewpoint, Mekt’s “singleton” status was akin to a deformity — the reaction of the populace ranged the gamut from curious repugnance to patronizing attempts to be consoling. Mekt sensed his status as an “oddity” at an early age and his behaviour became increasingly erratic.

Years later, when all three were teenagers, they attended a party on an alien planet. Returning home, their shuttlecraft malfunctioned and they crashed on the planet Korbal. They discovered that their ship had run out of power and that its engines needed to be recharged. Garth Ranzz lured a herd of Lightning Beasts towards the craft hoping to use their electrical discharges to repower the ship. The animals' energy bursts struck the teens however and not the ship, imbuing all three of them with the ability to generate electricity. Mekt, Garth and Ayla used their powers to recharge the ship's engines and return home. 

Following this incident, Mekt quickly withdrew from society and disappeared into the galactic underground. Garth had no idea what fate had befallen his brother, and began searching neighboring star systems in the hopes of finding him. It was on this search that Garth met Rokk Krinn and future wife Imra Ardeen shortly before the formation of the Legion of Super-Heroes. 

Mekt however, still scornful for not having a twin, continued to develop a more antisocial personality and this resentment ultimately led him to a life of crime. When next he resurfaced, he had aligned himself with similarly-minded individuals known as the Cosmic King and Saturn Queen. Calling himself Lightning Lord, he helped to establish the Legion of Super-Villains. 

Lightning Lord and his villainous Legionnaires clashed with the Legion of Super-Heroes many times over the years, the rivalry between his brother and he growing stronger with each conflict. When Ayla Ranzz came of age and began calling herself Gossamer, Mekt tried unsuccessfully on numerous occasions to seduce her into a criminal lifestyle. Mekt's mental instability not withstanding, he actually cared very deeply for his sister, and only tried to corrupt her so that he could be closer to her.

A tall, formidably muscled man, Lightning Lord is still young but has stark white hair and piercing blue eyes. Overall, he’s an imposing figure with tremendous personal charisma, marred by the occasional deranged look in his eyes. He’s aware that he can be both compelling and intimidating, and heightens the effect with use of his powers — for example, allowing blue-white sparks of electricity to crackle around his hands or in his eyes when engaging in personal interaction.

Lightning Lord has a forceful and compelling personality, but he’s grown progressively more psychotic over the years. His family has always been very important to him — he’s been known to visit the site of his parents’ deaths on the anniversary of their death, and it’s clear that his brother Garth and sister Ayla are more important to him than anyone else. But their importance to him is twisted and conflicted. On at least one occasion, Garth gave Mekt the opportunity to kill him and he backed down, fleeing in confusion.

But as his psychosis has grown he has tried again and again to rectify that situation and kill his brother. He also is obsessed with subverting his sister and getting her on his side — though, considering how his last meeting with Ayla went, he may well decide to just kill her, too. Compensating for the fact that he is a singleton, he continually speaks down to Garth and Ayla, reminding them that he is the elder, calling them little brother or little sister repeatedly and demanding that they obey him.

His delusions demand that others acknowledge his greatness and speak respectfully to him; he’s liable to blast those who don’t, though he’s never been known to deliberately try to kill anyone other than Garth. He habitually refers to people as “fools” or “idiots” and mocks their shortcomings. He also speaks of “the lightning” and “the storm” as being a living thing. Storms “speak” to him, proclaiming his greatness, predicting the defeat of his enemies. He has rebuked his family for daring to call him by name rather than by his chosen title. When Ayla fought him as Lightning Lass, he was shocked and infuriated that she would use lightning against him, the lord of the lightning. When she defeated him, he cried out that the storm had betrayed him.

Despite his delusions, Mekt is a quick thinker and a skilled combatant. Some profiles have indicated that his lack of Legion training means he must necessarily be less skilled, controlled, or powerful than his brother and sister. This is not the case. Mekt fights intelligently, making good use of the environment around him as well as the full force of his electrical abilities. If an opponent is shielded or immune to his powers, he shifts to blasting out the floor beneath them, or destroying the ceiling above and burying them in debris.

He has also developed applications of his power which Garth and Ayla have yet to emulate, such as his “shock field”, an invisible electrical aura in the air around him which painfully shocks anyone who approaches. In fact he usually seems more powerful than Garth or Ayla, due to his lack of inhibition and willingness to use the full force of his abilities; though in their one-on-one duels it becomes clear that Garth and Ayla are a match for him when pushed to use their full power.

One of the villains that, for me, has had a strong motivation to be a villain; a bit Freudian, but believable. Who, in one moment of our lives, never felt a bit jealous of a sibling? Add a bit of mental instability and — ta-dah! — here you have: Mekt Ranzz, Lightning Lord. Converted characters unavoidably exceeds the 45-point limitation that the ICONS Superpowered Roleplaying Game core book recommends. Character revised according to rules presented in ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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Nemesis Kid

© DC Comics / Used without permission
Origin: Transformed
Real Name: Hart Druiter
First Appearance: Adventure Comics #346 [DC Comics July 1966]
                            Character created by 
Jim Shooter

ABILITIES


Prowess 3 {Average}
Coordination 3 {Average}
Strength 3 {Average}
Intellect 3 {Average}
Awareness 3 {Average}
Willpower 3 {Average}

Stamina: 7
Determination: * - Villain

SPECIALTIES


Computer Expert
Deception
Science (Chemistry) Expert

POWERS


Nemesis [Limit: Overload] 8
       Instant

QUALITIES


. Arrogant: he believes his power is enough to defeat anyone.
. Typically seeks out the most powerful opponent whenever possible.
. Conniving coward.

Points: 39


ORIGIN STORY

In his first appearance, Hart Druiter applied to the Legion as a member, along with Princess Projectra, Karate Kid, and Ferro. He identified himself as a native of the planet Myar, the "Alchemy Planet," and claimed he had created a mystical potion that gave him his powers. He was actually sent to infiltrate the Legion of Super-Heroes on behalf of the alien Khunds. When his deception was revealed, he tried to frame Karate Kid as the traitor; when that failed, he fled.

He later became a founding member of the Legion of Super-Villains under Tarik the Mute. When a later incarnation of the group invaded the planet Orando under his leadership, Nemesis Kid engaged Karate Kid in single combat. Before the fight ended Karate Kid sacrificed himself to stop the Legion of Super-Villains' plans, dealing Nemesis Kid a final blow. Karate Kid's widow, Queen Projectra, attacked Nemesis Kid using her power to generate illusions. Though he had adapted an immunity to her illusions, Projectra intimidated him with her noble fury over the death of her consort (thus immobilizing him from counterattacking and/or preventing him from concentrating to gain a new adaptation) then she broke his neck, executing him as her royal privilege as ruler of Orando.

Nemesis Kid possessed the superhuman ability to spontaneously develop the powers appropriate to defeat any single opponent for the duration of the battle, though against more than one opponent his powers would either work against only one target, allow him to escape the situation via teleportation, or fail to work at all. In one recorded instance, he displayed the ability to choose adaptations but his choices were less than successful. In all other cases, his power somehow "sensed" what would be most effective against a given opponent and generated an adaptation automatically.

Nemesis Kid never manifested any but the most basic and direct power to counter an opponent. Thus, against Superboy or Supergirl he would gain superior strength and resistance to damage, rather than the ability to emit kryptonite radiation. Against Karate Kid he gained superior fighting skill, and against Projectra he gained the ability to see through her illusions. His power only gave him the relative minimum necessary to defeat a designated opponent. Thus he sought out the most powerful opponent whenever possible. Nemesis Kid's powers didn't or couldn't give him complete immunity to physical harm caused by an opponent. Thus, both Superboy and Karate Kid could injure him, and Projectra was able to kill him. His power simply seemed to assure that, all things being equal and if he maintained his power, he would inevitably win.

My first attempt at converting a comic book villain; although his power is spectacular, without it, he was not much. In my humble personal opinion, an underdeveloped character. If cleverly used, his powers could be quite devastating [insert manic laughter here]. Character revised, according to the ICONS Great Power book. Streamlined, once again, according to ICONS Superpowered Roleplaying: The Assembled Edition.
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