Post by Andrew on May 28, 2006 20:05:00 GMT -5
These are the members of the Masters of Evil VII (the one led by the Crimson Cowl, that fought the Thunderbolts) that don't already have profiles in any of the official Guides or the new Spider-Man one. Sorry about doing them Team Generator-style, as they aren't as easy to read as I'd like, but otherwise the post would be far too long:
AQUEDUCT
(Peter Van Zante)
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Agility Bonus), Ranged Combat 2, Flight (Water Slide) 4, Mastery of Water 7 (Water Blast (2x Damage in water), Create/Manipulate Water, including water monsters and constructs, Can combine with Close Combat (water boxing gloves), Attack vs Durability to dehydrate), Social Skills 3 (Professional Criminal, Military, Eco-Terrorism); EQUIPMENT: Costume (Defense +1).
BISON
(Billy Kitsun)
ABILITIES: Intelligence 2, Strength 6, Agility 2, Speed 3, Durability 5, Health 5, Energy 15; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 1, Unstoppable 5 (Strength Bonus), Social Skills 2 (Professional Criminal, Basketball); MODIFIERS: Toughness +3, Horns +1 (to Unstoppable).
BLACKWING
(Joseph Manfredi)
ABILITIES: Intelligence 3, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Agility Bonus), Ranged Combat 4, Black Ops 5 (Stealth, Infiltration, Surveillance, Maggia Training, Skeleton Crew Training), Leadership 2, Acrobatics 3 (Agility Bonus), Technology 3 (Intelligence Bonus), Vehicle Ops 4 (Batwing Glider), Social Skills 4 (Professional Criminal, Mercenary Culture, Maggia Protocol, Criminal Underworld); EQUIPMENT: Costume (Defense +1), Throwing Bats +2, Batwing Glider (as Goblin Glider), Bionic implants allow control of 4-stones worth of bats.
CARDINAL
(Donald Joshua Clendenon)
ABILITIES: Intelligence/S.I. 3/4, Strength 3/5, Agility 2/2, Speed 2/3, Durability 3/4, Health 3/4, Energy 9/12; ACTIONS: Close Combat 4/5 (Strength Bonus), Ranged Combat 4/4, Technology 5 (Intelligence Bonus), Leadership 2, Social Skills 3 (Professional Criminal, Mercenary Culture, Military), PA Flight 5, PA Firearms +3, PA Grenade Launchers +2, PA Energy Blast 6 (Stun Option); MODIFIERS: PA Toughness +4, PA Targeting +1, PA Life Support (2 hours), PA Stealth Technology +2, PA Energy Defense +2.
CONSTRICTOR
(Frank Payne)
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 3, Black Ops 4 (Assassination, Covert Ops, Infiltration, False Identities), Tentacle Whip 5 (Weapon Modifier), Social Skills 2 (Professional Criminal, SHIELD Protocol); EQUIPMENT: Insulated Costume (Defense +1, Electrical Defense +3), Adamantine Tentacles +4 (Enables Tentacle Whip, Difficulty 10 to break, Can channel 7-stone Electrical Charges to a grappled target).
DRAGONFLY
(Veronica Dultry)
ABILITIES: Intelligence 2, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Agility Bonus), Ranged Combat 3, Flight 3, Mesmerism 4 (Requires Eye Contact), Social Skills 2 (Professional Criminal); EQUIPMENT: Costume (Defense +1), Glove Stingers +3 (to Close or Ranged Combat).
EEL
(Edward Lavell)
ABILITIES: Intelligence 3, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Agility Bonus), Ranged Combat 3, Technology 4 (Intelligence Bonus), Thieving 4 (Agility Bonus), Electrical Blast 7 (2x Damage), Social Skills 3 (Professional Criminal, Maggia Protocol, Criminal Underworld); EQUIPMENT: Costume (Defense +1, Electrical Defense +3, Enables Electrical Blast, Electrification +3 (3-stone attack to anyone touching him), Slippery Coating (+6 Defense against grappling and restraint attempts), Electrical (as Sonar) Sense 5, Can glow to provide illumination).
FLYING TIGER
ABILITIES: Intelligence 3, Strength 4, Agility 4, Speed 3, Durability 4, Health 4, Energy 12; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 2, Flight 6, Social Skills 3 (Professional Criminal, Military, Baseball); EQUIPMENT: Costume (Defense +3): Provides Flight and enhanced Abilities, as well as Claws +3.
ICEMASTER
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 2 (Strength Bonus), Ranged Combat 1, Flight (Ice Slides) 4, Mastery of Ice 6 (Immune to Cold, Create/Manipulate Ice, including barriers and objects, Ice blasts (can Attack vs Durability to freeze), Can combine with Close Combat (forming ice weapons), Drain Heat (as Drain Energy), Must exist as ice), Social Skills 2 (Professional Criminal); MODIFIERS: Toughness +1.
JOYSTICK
(Janice Olivia Yanizeski)
ABILITIES: Intelligence 2, Strength 5, Agility 6, Speed 5, Durability 4, Health 4, Energy 12; ACTIONS: Close Combat 3 (Agility and Strength Bonus), Ranged Combat 4, Acrobatics 5 (Agility Bonus), Gambling 4 (Intelligence/Agility Bonus), Social Skills 3 (Professional Criminal, High-Stakes Gambling Culture); MODIFIERS: Reflexive Dodge +3; EQUIPMENT: Costume (Defense +1), Gauntlets can produce Energy Truncheons +3, which can fire 7-stone Force Blasts.
LODESTONE
(Andrea)
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Strength Bonus), Ranged Combat 2, Flight 5, Mastery of Magnetism 6 (Immune to Magnetism, Create/Manipulate Magnetic Forces, including Telekinesis and Force Fields), Social Skills 3 (Professional Criminal); EQUIPMENT: Costume (Defense +1).
MAN-KILLER
(Katrina Louisa Van Horn)
ABILITIES: Intelligence 3, Strength 7, Agility 3, Speed 3, Durability 5, Health 5, Energy 15; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 3, Skiing 5, Black Ops 3 (Assassination, False Identities, Terrorism), Social Skills 3 (Professional Criminal, Sports Culture, Hydra Protocol); MODIFIERS: Toughness +4; EQUIPMENT: Costume (Defense +1, formerly relied on an exo-skeleton for her strength and ability to walk).
QUICKSAND
ABILITIES: Intelligence 2, Strength 6, Agility 4, Speed 4, Durability 5, Health 5, Energy 15; ACTIONS: Close Combat 2 (Strength Bonus), Ranged Combat 1, Mastery of Sand 6 (Create/Manipulate Sand from her own body only, Sand Blasts, Can combine with Close Combat (forming sand weapons), Must exist as sand), Stretching 2, Manipulate Body Density 3 (Phase Attack, Phase Stun), General Knowledge 4 (Intelligence Bonus, Nuclear Physics), Social Skills 2 (Professional Criminal, Scientific Community); MODIFIERS: Toughness +3, Reflexive Dodge +1, Healing Factor, Reconstitute Self.
SCORCHER
(Jamal Hudak)
ABILITIES: Intelligence/S.I. 2/4, Strength 2/5, Agility 2/2, Speed 2/3, Durability 2/4, Health 2/4, Energy 6/12; ACTIONS: Close Combat 2/3 (Strength Bonus), Ranged Combat 3/4, PA Flight 5, PA Flame Blast 7 (2x Damage), Social Skills 3 (Professional Criminal); MODIFIERS: PA Toughness +4.
SHATTERFIST
ABILITIES: Intelligence 2, Strength 3, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Strength Bonus AND Weapon Modifier), Ranged Combat 2, Thieving 3 (Agility Bonus), Social Skills 3 (Professional Criminal); EQUIPMENT: Costume (Defense +1), Power Gloves +5 (2x Damage).
SHOCKWAVE
(Lancaster Sneed)
ABILITIES: Intelligence 3, Strength 3, Agility 3, Speed 3, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 6 (Agility Bonus), Ranged Combat 4, Black Ops 5 (Assassination, Covert Ops, Infiltration/Exfiltration, Demolitions Expert), Technology 4 (Intelligence Bonus), Social Skills 3 (Professional Criminal, Mercenary, Espionage Community); MODIFIERS: Reflexive Dodge +2, Electrical Discharges +4 (Close Combat Modifier, like Claws); EQUIPMENT: Costume (Defense +1, allows bionic implants to channel Electrical Discharges).
SLYDE
(Jalome Beacher)
ABILITIES: Intelligence 3, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Agility Bonus), Ranged Combat 2, Thieving 4 (Agility Bonus), General Knowledge 4 (Intelligence Bonus, Chemistry), Social Skills 3 (Professional Criminal, Scientific Community); EQUIPMENT: Slippery Costume (Defense +1, Non-Stick Coating makes him Invulnerable to Grappling and Restraints, provides Reflexive Dodge +4, and allows him to slide along surfaces at Speed 4).
SUNSTROKE
ABILITIES: Intelligence 3, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Strength Bonus), Ranged Combat 2, Flight 5 (Requires glider-cape to function properly), Mastery of Solar Energy 7 (Immune to Heat, Light, and Radiation, Heat Blast, Blinding Light Blast (Area Attack), Absorb Heat, Light, and Radiation), Social Skills 2 (Professional Criminal); EQUIPMENT: Costume (Defense +1).
SUPERCHARGER
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Strength Bonus), Ranged Combat 2, Flight 5, Mastery of Electricity 6 (Immune to Electricity, Electrical Blast (2x Damage), Absorb Electricity, Requires constant recharging or an external power supply), Social Skills 2 (Professional Criminal); EQUIPMENT: Costume (Defense +1), Back-Mounted Power Generator (Provides up to 6-stones of electrical power per panel).
www.marvel.com/universe/Masters_of_Evil
AQUEDUCT
(Peter Van Zante)
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Agility Bonus), Ranged Combat 2, Flight (Water Slide) 4, Mastery of Water 7 (Water Blast (2x Damage in water), Create/Manipulate Water, including water monsters and constructs, Can combine with Close Combat (water boxing gloves), Attack vs Durability to dehydrate), Social Skills 3 (Professional Criminal, Military, Eco-Terrorism); EQUIPMENT: Costume (Defense +1).
BISON
(Billy Kitsun)
ABILITIES: Intelligence 2, Strength 6, Agility 2, Speed 3, Durability 5, Health 5, Energy 15; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 1, Unstoppable 5 (Strength Bonus), Social Skills 2 (Professional Criminal, Basketball); MODIFIERS: Toughness +3, Horns +1 (to Unstoppable).
BLACKWING
(Joseph Manfredi)
ABILITIES: Intelligence 3, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Agility Bonus), Ranged Combat 4, Black Ops 5 (Stealth, Infiltration, Surveillance, Maggia Training, Skeleton Crew Training), Leadership 2, Acrobatics 3 (Agility Bonus), Technology 3 (Intelligence Bonus), Vehicle Ops 4 (Batwing Glider), Social Skills 4 (Professional Criminal, Mercenary Culture, Maggia Protocol, Criminal Underworld); EQUIPMENT: Costume (Defense +1), Throwing Bats +2, Batwing Glider (as Goblin Glider), Bionic implants allow control of 4-stones worth of bats.
CARDINAL
(Donald Joshua Clendenon)
ABILITIES: Intelligence/S.I. 3/4, Strength 3/5, Agility 2/2, Speed 2/3, Durability 3/4, Health 3/4, Energy 9/12; ACTIONS: Close Combat 4/5 (Strength Bonus), Ranged Combat 4/4, Technology 5 (Intelligence Bonus), Leadership 2, Social Skills 3 (Professional Criminal, Mercenary Culture, Military), PA Flight 5, PA Firearms +3, PA Grenade Launchers +2, PA Energy Blast 6 (Stun Option); MODIFIERS: PA Toughness +4, PA Targeting +1, PA Life Support (2 hours), PA Stealth Technology +2, PA Energy Defense +2.
CONSTRICTOR
(Frank Payne)
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 3, Black Ops 4 (Assassination, Covert Ops, Infiltration, False Identities), Tentacle Whip 5 (Weapon Modifier), Social Skills 2 (Professional Criminal, SHIELD Protocol); EQUIPMENT: Insulated Costume (Defense +1, Electrical Defense +3), Adamantine Tentacles +4 (Enables Tentacle Whip, Difficulty 10 to break, Can channel 7-stone Electrical Charges to a grappled target).
DRAGONFLY
(Veronica Dultry)
ABILITIES: Intelligence 2, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Agility Bonus), Ranged Combat 3, Flight 3, Mesmerism 4 (Requires Eye Contact), Social Skills 2 (Professional Criminal); EQUIPMENT: Costume (Defense +1), Glove Stingers +3 (to Close or Ranged Combat).
EEL
(Edward Lavell)
ABILITIES: Intelligence 3, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Agility Bonus), Ranged Combat 3, Technology 4 (Intelligence Bonus), Thieving 4 (Agility Bonus), Electrical Blast 7 (2x Damage), Social Skills 3 (Professional Criminal, Maggia Protocol, Criminal Underworld); EQUIPMENT: Costume (Defense +1, Electrical Defense +3, Enables Electrical Blast, Electrification +3 (3-stone attack to anyone touching him), Slippery Coating (+6 Defense against grappling and restraint attempts), Electrical (as Sonar) Sense 5, Can glow to provide illumination).
FLYING TIGER
ABILITIES: Intelligence 3, Strength 4, Agility 4, Speed 3, Durability 4, Health 4, Energy 12; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 2, Flight 6, Social Skills 3 (Professional Criminal, Military, Baseball); EQUIPMENT: Costume (Defense +3): Provides Flight and enhanced Abilities, as well as Claws +3.
ICEMASTER
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 2 (Strength Bonus), Ranged Combat 1, Flight (Ice Slides) 4, Mastery of Ice 6 (Immune to Cold, Create/Manipulate Ice, including barriers and objects, Ice blasts (can Attack vs Durability to freeze), Can combine with Close Combat (forming ice weapons), Drain Heat (as Drain Energy), Must exist as ice), Social Skills 2 (Professional Criminal); MODIFIERS: Toughness +1.
JOYSTICK
(Janice Olivia Yanizeski)
ABILITIES: Intelligence 2, Strength 5, Agility 6, Speed 5, Durability 4, Health 4, Energy 12; ACTIONS: Close Combat 3 (Agility and Strength Bonus), Ranged Combat 4, Acrobatics 5 (Agility Bonus), Gambling 4 (Intelligence/Agility Bonus), Social Skills 3 (Professional Criminal, High-Stakes Gambling Culture); MODIFIERS: Reflexive Dodge +3; EQUIPMENT: Costume (Defense +1), Gauntlets can produce Energy Truncheons +3, which can fire 7-stone Force Blasts.
LODESTONE
(Andrea)
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Strength Bonus), Ranged Combat 2, Flight 5, Mastery of Magnetism 6 (Immune to Magnetism, Create/Manipulate Magnetic Forces, including Telekinesis and Force Fields), Social Skills 3 (Professional Criminal); EQUIPMENT: Costume (Defense +1).
MAN-KILLER
(Katrina Louisa Van Horn)
ABILITIES: Intelligence 3, Strength 7, Agility 3, Speed 3, Durability 5, Health 5, Energy 15; ACTIONS: Close Combat 4 (Strength Bonus), Ranged Combat 3, Skiing 5, Black Ops 3 (Assassination, False Identities, Terrorism), Social Skills 3 (Professional Criminal, Sports Culture, Hydra Protocol); MODIFIERS: Toughness +4; EQUIPMENT: Costume (Defense +1, formerly relied on an exo-skeleton for her strength and ability to walk).
QUICKSAND
ABILITIES: Intelligence 2, Strength 6, Agility 4, Speed 4, Durability 5, Health 5, Energy 15; ACTIONS: Close Combat 2 (Strength Bonus), Ranged Combat 1, Mastery of Sand 6 (Create/Manipulate Sand from her own body only, Sand Blasts, Can combine with Close Combat (forming sand weapons), Must exist as sand), Stretching 2, Manipulate Body Density 3 (Phase Attack, Phase Stun), General Knowledge 4 (Intelligence Bonus, Nuclear Physics), Social Skills 2 (Professional Criminal, Scientific Community); MODIFIERS: Toughness +3, Reflexive Dodge +1, Healing Factor, Reconstitute Self.
SCORCHER
(Jamal Hudak)
ABILITIES: Intelligence/S.I. 2/4, Strength 2/5, Agility 2/2, Speed 2/3, Durability 2/4, Health 2/4, Energy 6/12; ACTIONS: Close Combat 2/3 (Strength Bonus), Ranged Combat 3/4, PA Flight 5, PA Flame Blast 7 (2x Damage), Social Skills 3 (Professional Criminal); MODIFIERS: PA Toughness +4.
SHATTERFIST
ABILITIES: Intelligence 2, Strength 3, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 4 (Strength Bonus AND Weapon Modifier), Ranged Combat 2, Thieving 3 (Agility Bonus), Social Skills 3 (Professional Criminal); EQUIPMENT: Costume (Defense +1), Power Gloves +5 (2x Damage).
SHOCKWAVE
(Lancaster Sneed)
ABILITIES: Intelligence 3, Strength 3, Agility 3, Speed 3, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 6 (Agility Bonus), Ranged Combat 4, Black Ops 5 (Assassination, Covert Ops, Infiltration/Exfiltration, Demolitions Expert), Technology 4 (Intelligence Bonus), Social Skills 3 (Professional Criminal, Mercenary, Espionage Community); MODIFIERS: Reflexive Dodge +2, Electrical Discharges +4 (Close Combat Modifier, like Claws); EQUIPMENT: Costume (Defense +1, allows bionic implants to channel Electrical Discharges).
SLYDE
(Jalome Beacher)
ABILITIES: Intelligence 3, Strength 2, Agility 3, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Agility Bonus), Ranged Combat 2, Thieving 4 (Agility Bonus), General Knowledge 4 (Intelligence Bonus, Chemistry), Social Skills 3 (Professional Criminal, Scientific Community); EQUIPMENT: Slippery Costume (Defense +1, Non-Stick Coating makes him Invulnerable to Grappling and Restraints, provides Reflexive Dodge +4, and allows him to slide along surfaces at Speed 4).
SUNSTROKE
ABILITIES: Intelligence 3, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Strength Bonus), Ranged Combat 2, Flight 5 (Requires glider-cape to function properly), Mastery of Solar Energy 7 (Immune to Heat, Light, and Radiation, Heat Blast, Blinding Light Blast (Area Attack), Absorb Heat, Light, and Radiation), Social Skills 2 (Professional Criminal); EQUIPMENT: Costume (Defense +1).
SUPERCHARGER
ABILITIES: Intelligence 2, Strength 2, Agility 2, Speed 2, Durability 3, Health 3, Energy 9; ACTIONS: Close Combat 3 (Strength Bonus), Ranged Combat 2, Flight 5, Mastery of Electricity 6 (Immune to Electricity, Electrical Blast (2x Damage), Absorb Electricity, Requires constant recharging or an external power supply), Social Skills 2 (Professional Criminal); EQUIPMENT: Costume (Defense +1), Back-Mounted Power Generator (Provides up to 6-stones of electrical power per panel).
www.marvel.com/universe/Masters_of_Evil