Important Marvel Villains

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Important Marvel Villains

Post  Admin on Mon Mar 19, 2012 8:26 pm

Remember most Important Characters are LV 5 except for the Killer Moth who is at LV 0

Kraven the Hunter



Race: Human
Gender: Male
Class: None

Born into an aristocracy that had come to an end, Kraven became one of the world's greatest hunters to fulfill his sense of lost nobility. But he became bored and wanted a different kind of trophy on his wall - Spider-Man's head. Kraven gained power by drinking rare and exotic jungle elixirs given to him by Calypso. These elixirs gave him the strength and speed of a savage beast, all the better to catch Spider-man with. Despite being assisted by the Chameleon, his scheme failed and he was deported from the U.S.[1]. He returned soon, however, as a member of the Sinister Six, but was defeated once more and put in prison[2].

Unlike other hunters, he typically disdained the use of guns or bow and arrows preferring to take down large dangerous animals with his bare hands even though he often made elaborate preparations to weaken a quarry before hand. He also used a mystical serum to increase his strength to superhuman levels, but even without the serum he was a threat to the wall-crawler. However, Kraven's continual underestimation of the superhero's resourcefulness made him a frustrating quarry.

Stats

Strength: 7
Intelligence: 4
Willpower: 7
Speed: 7
Durability: 7
Personality: 2

Powers

By ingesting mystical potions Kraven was able to grant himself various superhuman physical capabilities.

Superhuman Strength: Kraven was superhumanly strong and was capable of lifting approximately 2 tons.

Superhuman Speed: Kraven was capable of running and moving at speeds greater than even the finest human athlete. At his peak, Kraven could spring short distances at speeds up to 60 miles per hour.

Superhuman Stamina: Kraven's musculature produced less fatigue toxins during physical activity than the musculature of an ordinary human. He could exert himself at peak capacity for several hours before fatigue began to impair him.

Superhuman Durability: Though far from invulnerable, Kraven's body was somewhat tougher and more resistant to injury than the body of an ordinary human. He could withstand great impacts and blunt force trauma, such as being punched and kicked by Spider-Man, without injury.

Superhuman Agility: Kraven's agility, balance, and bodily coordination were enhanced to levels that were beyond the human body's natural limits.

Superhuman Reflexes: Kraven's reflexes and reaction time were enhanced to levels that were beyond the human body's natural limits.

Extended Longevity: Kraven's jungle potions drastically altered his natural aging process, causing him to age much slower than an ordinary human. Despite being in his 70's at the time of his death, Kraven had the physical appearance and vitality of 30 year old man.

Abilities

Kraven was a brilliant tactician and gifted hunter and tracker. He was a master of many forms of armed and unarmed combat, having trained himself against savage beasts. He was very familiar with medicine and with exotic poisons and tranquilizers. He developed his own fighting style by battling jungle animals with his bare hands. He was also skilled at taming wild beasts.

Strength level

While empowered by his mystic poisons, Kraven could press lift 2 tons.

Equipment

Traps

Weapons: Used various weaponry such as darts, spears, axes, nets, whips, poisons, and gases.
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Re: Important Marvel Villains

Post  Admin on Mon Mar 19, 2012 10:49 pm

Swarm



Race: Human
Gender: Male
Class: None

Fritz von Meyer was once a Nazi scientist, the details of which remain unrevealed, although it is known he had access to looted gold from countless European capitals to fund his research. Von Meyer fled Germany at the end of World War II to settle in South America. A world expert on toxic poisons and apiculture (bee keeping,) he continued his research on breeding patterns of killer bees in comparative peace deep in the jungles.

One day, he found a hive unlike any he had ever seen-- the bees exhibited no fear, an unusual passivity, and a highly developed intelligence. Believing that a nearby meteorite bombardment had somehow mutated the bees with radiation, von Meyer built a device that he hoped would reawaken the bees' killer instincts so that they could serve him. However, von Meyer had erred, so that, while the bees were no longer passive, they were not in his control. They began to swarm over von Meyer, killing him. In the midst of his death throes, his consciousness shredded, dissipating into the swarm of bees. Thus, von Meyer became an aggregate being, a living embodiment of the swarm, with his own scientific mind added to the mutant intelligence of the multitude of bees. Von Meyer claims to have used his powers to conquer, and at some point he must have developed giant mechanical bees that obey his commands.

Stats

Strength: 2
Intelligence: 7
Willpower: 3
Speed: 6
Durability: 10
Personality: 6

Powers

Swarm is a composite being of hundreds of thousands of bees driven by a human intelligence. Swarm is technically intangible, as his body is merely an aggregate of tiny forms, and he can fly through the air or assume any shape and size he desires. Swarm can also mentally influence the actions of other bees, the full range of which may extend over hundreds of yards in radius. At first, Swarm seemed capable of only controlling other bees, but he has exhibited the ability to communicate/control other insects as well.

Abilities

Von Meyer was a brilliant scientist, and his expertise was not lost with his physical death. He often succeeded in mutating bees to gigantic size, and was often seen riding a monstrous queen bee.

Weaknesses

Likely insecticides, considering he is made on bees.

Equipment

Formerly known to use large robotic bee drones.
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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 5:46 am

Rhino



Race: Human
Gender: Male
Class: None

Aleksei Sytsevich was just another thug in the Russian Mafia, grasping at dreams of easy money, and headed for a short brutal life. Seduced by promises of wealth and power, Aleksei underwent a life-threatening series of chemical and radiation treatments to transform him after several months into the superhumanly strong agent for a collective of professional spies - in part, to support his family. Aleksei's powerful armor, permanently bonded to his form, was modeled after the hide of a rhinoceros. Two scientists named Igor and Georgi chose this form, both for its visual impact and in recognition of the fact that the rhino was the result of countless generations of evolution towards the ultimate form for armored assault. They selected Aleksei for his muscular physique and low intelligence, which they believed would insure his loyalty.

Given the code-name Rhino, his first mission was to kidnap astronaut John Jameson, son of Daily Bugle publisher J. Jonah Jameson, and sell him to the highest bidder. He received intensive sub-hypnotic training in American English and false citizenship papers bearing the name Alex O'Hirn. Feeling cocky, he turned on his benefactors, destroying their headquarters, and attempted to abduct Jameson under his own initiative. As the Rhino made his way towards New York City, Spider-Man began to formulate how to defeat this apparently unstoppable foe. His discovered two key factors: once charging, the Rhino couldn't change directions or easily halt his advance. Second, Aleksei was rather dumb. Spider-Man deduced that if he could avoid a direct hit from the Rhino's horn, his superior tactical skills and agility would always leave him the final victor in any fair fight.

Stats (lv 5)

Strength: 12
Speed: 6
Dexterity: 4
Durability: 12
Constitution: 12
Intelligence: 4
Wisdom: 10
Charisma: 6

Powers

Gamma Ray Bombardment: All of Rhino's superhuman attributes are the result of treatments involving gamma radiation. The controlled bombardment fortified his cellular structure and added several hundred pounds of muscle and bone tissue to his body. Over the years, he has repeated the procedure for the purpose of increasing his powers and there has been a dramatic increase in his strength when compared to his initial gamma ray treatment.

Superhuman Strength: The Rhino possesses extreme superhuman strength. The Rhino is able to lift more than 75 tons and up to 100 tons with his suit on.

Superhuman Speed: The Rhino can, despite his large complexion size, run and or exercise at top-notch speeds hence he can, while charging or ramming, appear at his destination rather quickly although he can't move nearly as fast as speedsters.

Superhuman Stamina: The Rhino's enhanced musculature is much more efficient than that of a normal human and generates considerably less fatigue toxins during physical activity. At his peak, he can exert himself physically for up to 24 hours before the build up of fatigue toxins in his blood starts to impair him.

Superhuman Durability: Even without his suit, the Rhino's body is highly resistant to physical injury. He can withstand high caliber bullets, exposure to temperature extremes, falls from great heights and even light anti-tank weaponry without sustaining injury. The Rhino's costume grants him a high degree of resistance to physical injury. It is highly impervious to damage, able to resist explosions equivalent to 1 ton of TNT, the impact of small anti-tank weaponry, and temperature extremes between -50˚ and 1,000˚ F without cracking or melting. It is acid resistant and removable. The suit boosts his strength, features a bulletproof polymer mat rhino-like hide and two horns capable of penetrating 2-inch plate steel.

Abilities

Though he has had little formal training, the Rhino's sheer strength and resistance to injury render him a formidable hand to hand combatant. He uses street fighting techniques that allow him to make full use of those attributes.

Weaknesses

Once charging,he cannot change direction or easily halt his advance. The Rhino also possesses below average intelligence.

Equipment

Rhino Suit: The Rhino wears a special suit modularly aligned and composed of a thick polymer mat similar in appearance to the skin of an actual rhino. The suit works in conjunction with his gamma based powers and increases his strength and durability beyond their original gamma induced levels. The Rhino's costume grants him a high degree of resistance to physical injury. It is highly impervious to damage, able to resist explosions equivalent to 1 ton of TNT, the impact of small anti-tank weaponry, and temperature extremes between -50˚ and 1,000˚ F without cracking or melting. It is acid resistant and removable. The suit boosts his strength, features a bulletproof polymer mat rhino-like hide and two horns capable of penetrating 2-inch plate steel.
Transportation

No known transportation


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 6:17 am

Electro

(Old Look)


(New Look)




(New Look With Mask from Spider Man Web Of Shadows)


Race: Human
Gender: Male
Class: None

Maxwell Dillon was born in Endicott, New York, the son of Jonathan and Anita Dillon. His father was often fired from jobs and they moved a lot. One day his father walked out on them and his mother became overprotective. When he wanted to leave home to go to college, his mother was against the idea and told him if he was interested in learning about electricity that he should work for the local electric company. His mother died when he was twenty-four while he was working at electric company. There he became one of the best linemen. He also met and married a fellow co-worker Norma Lynn, but she left him when she realized he wasn't ambitious enough to become an engineer and he stayed a Lineman.

One day another lineman got in trouble and Dillon agreed to save him, for a fee. In the process he gained super powers when he was struck by lightning while in contact with power lines still connected to their spool. The unusually configured magnetic field generated by the wound spool of cable and live, high-tension wires induced a body-wide mutagenic change to his nervous system. Dillon found himself transformed into a living electrical capacitor, powered by the micro-fine rhythmic muscle contractions that normally regulate body temperature.

Generally, Dillon's criminal actions were governed by his selfish love of money. Adopting the gaudy garb of a so-called super-villain, the deranged Dillon sought to use his newfound power for personal gain. Electro's first and most frequent nemesis was the wisecracking, web-slinging super hero known as Spider-Man. The Daily Bugle publisher J. Jonah Jameson was convinced that Spider-Man and Electro were they same man, until Spidey defeated Electro by wearing rubber gloves and shoes. He next battled Daredevil when he attempted to break in the Baxter Building, headquarters of the Fantastic Four.

Stats (lv 5)

Strength: 6
Speed: 10
Dexterity: 12
Durability: 8
Constitution: 10
Intelligence: 6
Wisdom: 4
Charisma: 10

Powers

   Electrostatic Energy Generation: Electro possesses the ability to bodily generate electrostatic energy which he can release or harness for a number of effects. He is powered by the micro-fine rhythmic muscle contractions that normally regulate body temperature. His body can generate electricity at a rate of about 10,000 volts per minute, up to his maximum storage capacity of 10,000,000 volts. At that point, his body automatically stops producing electricity. As he expends his electrostatic energy, his body automatically begins to recharge the stores. Electro can mentally control the amount of electricity he discharges, anywhere from a single volt to his full 10,000,000 volt charge at once. At ten to thirty feet, his maximum charge is more than enough to kill a man. Electro can also use his body as a transformer, touching an outside power source (such as a generator) and channeling it through his body for use. The amount of electricity he can transform above his body's maximum storage capacity is unknown.

Electro can employ his electrostatic energy in a number of ways:

   Lighting Bolt Projection: The simplest manifestation is the emission of a lightning-like electric arc from his fingertips, which can propagate through air or other conducting mediums. This discharge, whose total voltage can be regulated within certain limits, travels at the speed of lightning, about 150,000 feet per second. The course of the electrostatic bolt, like lightning, does not always follow a straight line since it may be influenced by conducting substances like metal or other electrical fields. If his target is not grounded, his electrostatic bolt will have little effect. The maximum effective range of his bolts is about 100 feet.

   Electromagnetic Propulsion via Electrical Lines and Bridges: Electro can propel himself along the accompanying magnetic lines of force in objects that have great electrical potential, such as high-tension electrical lines. He generates light, eddying electrical fields around his legs, which develops an intense, opposing magnetic field that can support him above the electric cable's magnetic field. By creating imbalances in his field, he can ride along on magnetic ripples at speeds of up to 140 miles per hour, the maximum speed at which he can still breathe unaided. He can sometimes create electrostatic bridges to traverse upon, although the expenditure of energy is enormous. To a limited degree, he can also mimic Spider-Man's wall-crawling ability, using his electromagnetic field to become attracted to the fields of iron bars in buildings.

   Electrical Detection: Electro's electrical powers also grant him certain sensory and manipulative abilities. By "feeling" the course of electricity through the circuitry of any electrically-powered device, Electro can override the system and make the device obey his mental commands. Electro can disconnect alarm systems, control computers in a limited way, or overload any electrically controlled system that is insufficiently shielded.

   Electrocution: The electric flux of Electro's skin is such that when his electric charge is at a maximum, a person touching him is in danger of being electrocuted.

   Recharging: By using an external electrical power source to recharge his body's energy reserves, he could expend electrical energy indefinitely without diminishing his personal reserves.

   Electrical Conversion into Enhanced Physical Attributions: The electricity coursing through his altered body augments his strength, speed, and recuperative powers. When fully charged, Electro is able to lift (press) about 500 pounds.

   Metal Ionization: Electro was taught by Doctor Octopus during a stint in prison that he could ionize metals.

   Disruption of Wall-Crawling Abilities: Electro's powers also can disrupt Spider-Man's electrostatic ability to cling to walls.

   Localized Electromagnetic Storms: Electro once defeated the Invisible Woman when he created a localized Electromagnetic Storm. This allowed him to carbonize the air around her and it imprisoned her in a sheath of rock hard electro carbon atoms. Effectively making a statue out of her.

Electro creates an electromagnetic storm around the Invisible woman from Fantastic Four #218 (May, 1980)
MaxdillonAdded by Maxdillon

   Electromagnetic Manipulation (Formerly): An experimental procedure temporarily heightened his powers, allowing Electro to store and absorb a seemingly limitless amount of electricity. He could fly by generating a massive field of electricity which could propel him through the air. He also seemed to gain the power of magnetokinesis to a certain degree, allowing him to manipulate magnetic fields and move objects in a manner similar to that of Magneto, and could overcome his old weakness to water by using the electromagnetic fields around him to vaporize water before it could touch him. He was able to defeat Nate Grey by manipulating the bioelectric currents in the human brain to turn Nate's own psionic powers against him, and do the same to make Spider-Man beg. Presumably, had he further explored the implications of this power, he would have been able to control people's entire bodies this way as well, and might have been able to control machines in a similar way. He was also able to painfully paralyze anyone by overcharging their synapses' bio-electrical transmissions. However, Electro somehow seems to have lost these new abilities after he threw himself into the Hudson River, resulting in an explosion.

   Immunity to Electricity: Electro's body is immune to the effects of its electricity and that of other sources as well. Hence, Electro cannot be electrocuted no matter how great the voltage.

   Charging: Electro can charge himself up to reach high maximum voltage. Here he can grow in height to an enormous humanoid looking creature made up of nothing but electricity.

Strength level

Thanks to the electricity circulating through his body, his strength is augmented to the point where he can lift over 450 pounds.

Transportation

Electro is able to 'ride' electricity.


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 12:24 pm

The Hood



Race: Human
Gender: Male
Class: The Accursed (The hood counts under this as it has possessed him on many occasions.)

After seeing Electro fight Daredevil as a child, the life of a super-villain enticed Parker Robbins. With a mother in need of constant medical care, he soon dropped out of high school to steal money to give her better care. His cousin, John told him about some valuable material perfect to steal at a nearby warehouse, and together, they broke into it. Finding only evidence of a mystical séance, they were about to leave when they were attacked by a demon in a cloak. Parker shot the being, and assumed he killed it. Not wanting to leave empty-handed, he stole the being's red cloak and boots. On the way home, he was jumped for his shoes, and used the boots to escape. Upon finding that the boots gave him the ability to walk on air, he took the cloak over to John's apartment, where he found that the cloak gave him powers as well (originating from the demon Dormammu, unbeknown to him).

His first criminal enterprise was to try to steal diamonds that were being brought into the U.S. by an organized crime boss. The crime boss hired Constrictor, Jack O'Lantern, and the Shocker to guard the shipment. Parker managed to defeat them, accidentally murdering a police officer in the process. Dubbed "The Hood", he became wanted for his involvement in the killing. While trying to figure out how to get out of it, he was attacked by fake AIM agents, who released the demon within Parker by accident. Eventually, Robbins managed to con the cops into shooting who they believed to be the killer.

Stats ( lv 6 )

Strength: 6 (10 under possession)
Speed: 6
Dexterity: 8
Durability: 6 (10 under possession)
Constitution: 9
Intelligence: 6
Wisdom: 9
Charisma: 10

Powers

   Powerless: Parker himself was an average young adult who carried two pistols for offensive weapons.

   Dormammu Possession:

       Invisibility: When possessed by Dormammu, the Hood's cloak made him invisible, originally activated only while he held his breath, but later simply through thought.

       Air-Walking: His boots allowed him to walk on air, (not fly as one might assume).

       Power Blasting: The Hood at one time displayed the power to shoot electricity out of his hands as he spoke, much like the demon he stole his clothes from. Parker was clearly not in full control of this power and was not aware how it worked as it appeared it was only accessed subconsciously.

       Illusion Transparency: The Hood allowed Parker to see through Dr. Strange's illusions and even detect Skrulls.

   Norn Stones: Due to overuse/dependency on Dormammu's "gifts", Parker eventually became possessed to the point of becoming a mindless demon-host. When Doctor Strange defeated Dormammu, it rendered Parker powerless for the first time since he had stolen the cloak and boots. Loki then approached him and offered to restore his powers using the Stones of Norn.

       Wish of Self: What Parker imagined himself to be became true, as the stones grant the bearer's wish of self.

       Magic Bullets: Their power gave him 'magic bullets'.

Abilities

   While he doesn't possess "classical training", Parker was an able Piano player.

Equipment

Dormammu's Cloak and Boots, The Norn Stones

Weapons

Pistols


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 12:56 pm

Grey Goargoyle



Race: Human
Gender: Male
Class: None

Paul Pierre Duval, a young chemist working for a pharmaceutical company in Paris, accidentally spilled a potion contaminated by some unknown organic substance on his right hand. To his dismay, his hand began to turn to stone-like material still capable of movement. Accidentally touching his other hand, he found that he could transform his entire body into the stone-like material. He also discovered that any matter he touched also turned to stone. Mercenary by nature, Duval decided to exploit his bizarre power for personal profit and turned to theft, quickly becoming one of France’s most accomplished criminals as the Grey Gargoyle.

The Grey Gargoyle, bored with lack of challenge to his crimes, decided to travel to America and wrest the secret of immortality from Thor. He was twice bested in combat by him

Stats ( lv 6 )

Strength: 9
Speed: 6
Dexterity: 6
Durability: 10
Constitution: 10
Intelligence: 8
Wisdom: 9
Charisma: 10

Powers

   Transmutation: Duval has to touch himself with his right hand to transform into the Grey Gargoyle. The Grey Gargoyle is endowed with all the physical properties of stone with his sentience and mobility intact. The Grey Gargoyle has superhuman strength and resistance to impact and temperature extremes in stone form. He also retains his normal speed and reflexes in granite form.

The Grey Gargoyle has the ability to transform any organic or inorganic object into stone by touching it with his right hand. The process is instantaneous and the maximum volume of matter which can be transformed at a single touch is 10 cubic feet but the volume seems to differ the past several years. Their have been instances when the Grey Gargoyle has transformed an object into stone that measures more than 10 cubic feet like trees, yachts and even buildings with a single touch. The Grey Gargoyle has mastered his stone touch and could even revert energy into stone when exposed to his right palm. Those turned to stone revert back to their normal state after one hour and do not suffer any ill-effects other disorientation upon returning to normal. A person is susceptible to severe trauma and even death when damaged in stone form. If a person in granite form is shattered into pieces and not properly reformed after one hour, then they will revert back to normal form as a bloody mess. The same issue occurs when an arm or leg is broken off in statue form because that person will be missing that limb upon reversion to normal.

   Superhuman Strength: While in his transformed state, the Grey Gargoyle's strength is increased to superhuman levels. At his peak, he is capable of lifting about 11 tons.

   Superhuman Durability: Also while transformed, the Grey Gargoyle's stone body is highly resistant to physical injury. He can withstand high caliber bullets, falls from great heights, exposure to temperature and pressure extremes, and powerful energy blasts without sustaining injury.

   Limited flight: Despite being in stone form, the Grey Gargoyle possesses the ability of limited flight and can perform a standing jump of about twenty feet with his powerful legs.

Duval has also shown the ability to scale stone and brick walls by touch.

Abilities

Duval is an accomplished chemist, and is fluent in both French and English.

Weaknesses

The weight of the grey gargoyle's stone body makes him succeptable to sinking and drowning when he reverts to his human form. His physical attributes, other than his strength and resistance to injury, are only at levels comparable to those of a typical human being. Hence, he can become fatigued fairly quickly and he has little knowledge of armed or unarmed combat.


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 4:34 pm

((Yea this one requires all it's crew even if you are fighting just one.))

Wrecking Crew

((Their new look))



Wrecker



Race: Human
Gender: Male
Class: None

Dirk came from an abusive home, with an alcoholic father that repeatedly beat his mother and himself. When he was four years old, his father reportedly died, which later turned out to be false. After that, his mother took several odd jobs to try and keep a roof over their head and food on the table, leaving young Dirk by himself for long periods of time.

Dirk Garthwaite was a manual laborer employed by a demolitions company who was fired for his antisocial behavior and fits of violence. Deciding to turn his talent for mayhem and destruction to criminal activity, Garthwaite fashioned himself a simple costume to conceal his identity. He then committed a series of crimes under the name of the Wrecker, his trademark being the crowbar with which he devastated the scene of the crime. The Wrecker became more daring with each theft, and continually evaded the attempts of the police to capture him.

Seeking another victim to rob, the Wrecker happened upon a hotel room occupied by Loki, the Asgardian god of evil, whose magical powers had at that time been temporarily removed by the Asgardian monarch Odin. The Wrecker smashed his way in while Loki was in the midst of summoning his sometime ally Karnilla the Norn Queen. Loki hoped that Karnilla would grant him magical power with which he could battle his archenemy Thor, the Asgardian thunder god. The Wrecker overpowered Loki. Then, while trying on Loki's horned helmet, the Wrecker was mistaken for the god when Karnilla hastily materialized to grant Loki's request. Thus it was the Wrecker whom Karnilla endowed with magical power. This power gave the Wrecker superhuman strength, which he used to embark upon a brazen wrecking spree, no longer fearing the authorities.

The Wrecker's rampage came to the attention of Thor, whose power had also been diminished at the time by Odin's spell. The Wrecker battled Thor for hours and finally bested the partially depowered god. But the Wrecker was finally overcome by the Destroyer, a virtually invincible Asgardian automaton that was at this time animated by the spirit of the Asgardian goddess Sif.

Stats ( lv 6 )

Strength: 10
Speed: 6
Dexterity: 6
Durability: 12
Constitution: 12
Intelligence: 6
Wisdom: 8
Charisma: 8

Powers

The Wrecker possesses various superhuman attributes as a result of the magical power bestowed upon him by Karnilla the Norn Queen.

Superhuman Strength: The Wrecker is superhumanly strong and, while fully empowered, is capable of lifting about 40 tons. However, while sharing his strength with the other members of the Wrecking Crew, he is only able to lift about 10 tons. This changed when Ulik, another foe of Thor, taught the Wrecker how to master his Asgardian-based powers. The Wrecker is now capable of retaining his original strength and greater use of his powers while still empowering the other members of The Wrecking Crew.

Superhuman Stamina: The Wrecker's musculature generates less fatigue toxins during physical activity than the musculature of an ordinary human. While fully empowered, he can exert himself at peak capacity for about 24 hours before fatigue begins to impair him. However, while sharing his powers with the other three members of the Wrecking Crew, his stamina is considerably diminished. In this state, he is capable of exert himself at peak capacity for about 6 hours.

Superhuman Durability: While fully empowered, the Wrecker's body is highly resistant to all forms of physical injury. He is able to withstand armor piercing machine gun shells, temperature and pressure extremes, falls from great heights, multiple blows from Thor's enchanted hammer, etc. without sustaining injury. While sharing his powers with the other members of the Wrecking Crew, his resistance to damage is substantially decreased. However, his body is still much tougher than that of an ordinary human. He can still withstand great impact forces, high temperatures, and .45 caliber bullets.
Mystical Link: The Wrecker has established a mental link with his enchanted crowbar. In the past when the Wrecker has lost his superhuman powers, the power has transferred itself into the crowbar. By making physical contact with the crowbar, the Wrecker can transfer the power back into himself. Also, by touching the crowbar, the Wrecker can magically transform whatever he is wearing into his costume. By concentrating on the crowbar, the Wrecker can use it to take mental possession of whoever touches it, and cause an enchanted aura that can repel bullets to surround that person. The Wrecker can also locate members of The Wrecking Crew by concentrating on his crowbar.

Abilities

The Wrecker is a formidable hand to hand combatant and is particularly adept at using street fighting techniques that enable him to make full use of his strength and durability.

Equipment

   Wrecker's Crowbar : The Wrecker wields a four-foot long cast iron crowbar which has become virtually indestructible through extensive contact with the Wrecker's enchanted skin. Wielded by the superhumanly strong Wrecker, the crowbar becomes a weapon of vast destructive potential. The Wrecker has used the crowbar to demolish entire buildings in minutes and to hold off the thunder god, Thor, in battle. The Wrecker has used the crowbar offensively as both a throwing weapon and a bat. Because of the teachings of Ulik, The Rock Troll, he can throw his crowbar and have it return to him, much like Thor's own hammer.

Piledriver



Race: Human
Gender: Male
Class: None

Brian Philip Calusky, though born in Brooklyn, NY, was raised on a farm and eventually became a farmhand. Life on the farm was too slow for Calusky and he decided to enter a life of crime for excitement. His criminal activities eventually landed him in prison, where he met and became cellmates with Dirk Garthwaite, who was known as the Wrecker.

Garthwaite, together with Calusky and two other inmates at Ryker's Island Prison, Dr. Eliot Franklin and Henry Camp, made a successful jailbreak and managed to locate his crowbar. Willing to share his power with his allies, the Wrecker had the three other convicts join him in holding onto the crowbar outside during an electrical storm. Lightning struck the crowbar, magically distributing the enchanted strength bestowed upon the Wrecker among the four of them. The Wrecker's three allies then adopted costumes and aliases as well: Franklin became Thunderball, Camp became Bulldozer, and Brian Philip Calusky became Piledriver. As a result of his new-found powers, his hands became over-sized in proportion to his body. Together the four superhumanly strong criminals became known as the Wrecking Crew, who were led by the Wrecker himself.

Stats ( lv 6 )

Strength: 10
Speed: 6
Dexterity: 8
Durability: 10
Constitution: 12
Intelligence: 6
Wisdom: 8
Charisma: 8

Powers

Superhuman Strength: Piledriver possess superhuman strength and a high degree of imperviousness to harm. Piledriver's physical strength is in the 10 ton level, though because of his particular talent he has over-sized hands which are more powerful than the other members of the Wrecking Crew, save The Wrecker himself.

Superhuman Durability: He can withstand high amounts of concussive force, and is virtually bulletproof. Piledriver's power augmented his entire body, strengthening his bone, muscle, and flesh. Because of this, he's capable of withstanding the impact of a .45 caliber bullet without it penetrating his skin.

Strength level

Class 10; Brian can press lift at least 10 tons.

Thunderball



Race: Human
Gender: Male
Class: None

Dr. Eliot Franklin was a brilliant physicist who's greatest claim to fame was inventing a miniature gamma-ray bomb, something that Dr. Robert Bruce Banner (Better known as The Hulk) was unable to do at that time. Dr. Franklin was often called "The Black Bruce Banner" because of his genius level intellect and his scientific knowledge in the field of gamma radiation. To fund his research, Dr. Franklin would often commit robberies, which eventually landed him in prison. It was there that he met up and became cellmates with Dirk Garthwaite, also known as The Wrecker. Their association in prison was unusual in the fact that most inmates segregate themselves according to their race and ethnicity.

One night during a thunderstorm, Garthwaite broke out of prison, along with his cellmates Henry Camp, Brian Philip Calusky, and Dr. Eliot Franklin. He recovered his magical crowbar and held it aloft, all four men placing their hands upon it. Lightning struck the crowbar, not only reactivating the enchantment but empowering the other three men as well. The four felons dubbed themselves the Wrecking Crew; Camp became Bulldozer, Calusky became Piledriver, and Franklin became Thunderball. Soon after, Thunderball took an ordinary wrecking ball for an offensive weapon which was energized by The Wrecker's crowbar, making it almost indestructible.

The relationship between The Wrecker and Thunderball has always been somewhat strained at times. Dr. Franklin believes that he's superior to The Wrecker because he's smarter than him, thus causing him to be resentful that the source and total reliance of his power lies with The Wrecker. Thunderball has attempted to usurp The Wrecker's power many times, only to be eventually thwarted. Once, The Wrecker easily crushed Thunderball's hand after he tried to steal his crowbar. Strangely, The Wrecker has always taken Thunderball back, because he considers Thunderball and the rest of The Wrecking Crew as the only family he truly has.

Stats ( lv 6 )

Strength: 10
Speed: 6
Dexterity: 6
Durability: 10
Constitution: 10
Intelligence: 10
Wisdom: 8
Charisma: 8

Powers

Thunderball possesses various superhuman physical attributes as a result of the Wrecker sharing his powers with him.

Superhuman Strength: While the Wrecker shares his powers with Thunderball and the other members of the Wrecking Crew, Thunderball is superhumanly strong and can lift approximately 10 tons.

Superhuman Stamina: While empowered, Thunderball's musculature generates less fatigue toxins during physical activity than the musculature of an ordinary human. He can exert himself at peak capacity for several hours before fatigue begins to impair him.

Superhuman Durability: While empowered, the tissues of Thunderball's body are much harder and more resistant to injury than that of an ordinary human. He can withstand high amounts of concussive force and is capable of withstanding a .45 caliber bullet without it penetrating his skin.

Abilities

Thunderball possesses a genius level intellect and is a gifted physicist and strategist. He is also a formidable hand to hand combatant. He utilizes street-fighting techniques that enable him to make full use of his strength.

Strength level

Class 10; Elliot can press lift 10 tons.

Weapons

Thunderball possesses a highly durable wrecking ball, altered because of exposure to the Wrecker's power, much in the same way the Wrecker's crowbar. The ball is attached to a four foot long chain and is capable of projecting electrical energy bolts and an energized exoskeleton suit. The suit is only used when not in possession of his regular wrecking ball and superhuman powers. The wrecking ball, when thrown, is capable of returning to Thunderball in a similar fashion as Wrecker's crowbar and Thor's hammer. Thunderball has sufficient strength to spin the wrecking ball on it's chain fast enough to deflect bullets and automatic gunfire. By slamming the wrecking ball on the ground, Thunderball can cause minor localized quakes, knocking his opponents off-balance. It is also durable enough to be thrown into buildings and other structures, knocking them down with no damage to itself. In the past, The Hulk and Hercules both have, with extreme effort, destroyed the wrecking ball with their bare hands. When this happens, Thunderball doesn't suffer any ill psychic effects and simply obtains a new wrecking ball. However, the wrecking ball then has to be energized by The Wrecker himself to gain the increased resistance to damage.

Bulldozer



Race: Human
Gender: Male
Class: None

Henry Camp was a Master Sergeant in United States Army before being dishonorably discharged. Soon after he entered a life of crime and was later caught and headed off to Ryker's Island Prison. He then became cell mates with Dirk Garthwaite, also known as The Wrecker.

Garthwaite, together with Camp and two other inmates at Ryker's Island Prison, Dr. Eliot Franklin and Brian Phillip Calusky, made a successful jailbreak and managed to locate his crowbar. Willing to share his power with his allies, The Wrecker had the three other convicts join him in holding onto the crowbar outside during an electrical storm. Lightning struck the crowbar, magically distributing the enchanted strength bestowed upon The Wrecker among the four of them. The Wrecker's three allies then adopted costumes and aliases as well: Franklin became Thunderball, Calusky became Piledriver, and Henry Camp became Bulldozer, constructing a special metal helmet for the occasion. Together the four superhumanly strong criminals became known as The Wrecking Crew, who were led by The Wrecker himself.

Bulldozer has fought many of Marvel's superheroes over the years, including The Avengers, The Defenders, and most often, The Mighty Thor himself. Unlike Thunderball, Bulldozer has remained steadfast in his loyalty to The Wrecker and has only been separated from The Wrecking Crew through various incarcerations in prison.

Stats ( lv 6 )

Strength: 10
Speed: 8
Dexterity: 6
Durability: 12
Constitution: 10
Intelligence: 6
Wisdom: 8
Charisma: 8

Powers

Superhuman Strength: Bulldozer possesses superhuman strength, so long as the Wrecker shares his superhuman powers with Bulldozer and the other members of the Wrecking Crew. While empowered, Bulldozer can lift approximately 10 tons.

Superhuman Speed: Bulldozer is capable of running and moving at speeds substantially greater than even the finest human athlete and can reach a top speed of about 60 miles per hour.

Superhuman Stamina: Bulldozer's musculature produces less fatigue toxins during physical activity than the musculature of an ordinary human. He can exert himself at peak capacity for about 6 hours before fatigue begins to impair him.

Superhuman Durability: Bulldozer's skin, muscle, and bone tissues are considerably harder and more resistant to injury than those of an ordinary human. He is capable of withstanding great impact forces, falls from great heights, exposure to temperature and pressure extremes, and .45 caliber bullets without sustaining injury.

Abilities

Basic US Army training in hand-to-hand combat; usually uses helmeted head for butting.

Strength level

Class 10; Henry can press lift 10 tons.

Weapons

Bulldozer has a specially-made armored helmet, neck and shoulder apparatus that gives him added protection and invulnerability when ramming an opponent. The helmet partially affects his peripheral field-of-vision.


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 8:09 pm

Sandman



Race: Human
Gender: Male
Class: None

William Baker was born and raised in a rough neighborhood of New York City. His father walked out when he was 3 years old, leaving him and his mother impoverished. Baker learned to steal at an early age, and cheated and bluffed his way through school. He excelled at football, but ruined his chances for a college career when he accepted money to throw an important game. Baker was found out and expelled. After landing steady work as a henchman for a gang that ran protection rackets, Baker adopted the name Flint Marko.

Marko became a successful denizen of the New York City underworld, but entertained thoughts of reforming to marry his girlfriend, Marcy Conroy. Arrested for a series of crimes, he was convicted and spent several years in solitary confinement. During that span, Marko grew increasingly hostile. Upon his release, he discovered that Conroy had left him for another member of his gang, Vic Rollins. After exacting brutal revenge on Rollins, Marko embarked on a one-man crime spree. Eventually, he was captured and imprisoned in the maximum-security ward at Ryker's Island. Cutting short his stay, he escaped through an unguarded drainpipe, the knowledge of which he had purchased while in confinement. Marko headed south to start a new life; he was pursued by the FBI, as well as state and local police. Narrowly evading the law on numerous occasions, he made his way down the East Coast.

Marko sought refuge at a nuclear test site near Savannah, Georgia. He was lying on a nearby beach when an experimental reactor's steam system exploded, bombarding him with a massive dose of radiation. After a short period of unconsciousness, Marko awoke to find that he could transform his body into an animated, sand-like substance. Now able to elude the authorities with ease, Marko embarked on a criminal career that brought him into conflict first with Spider-Man, who defeated him by sucking him into a industrial vacuum cleaner; then the Human Torch, who defeated him with an indoor sprinkler system; the incredible Hulk; and a number of other costumed champions.

Stats (lv 5)

Strength: 12
Speed: 6
Dexterity: 12
Durability: 12
Constitution: 10
Intelligence: 6
Wisdom: 2
Charisma: 6

Powers

   Body Conversion- Sand: The Sandman possesses the superhuman ability to convert his body into sand by mental command. The sand functions identically to, and appears to be, normal flesh. However, he can convert all or parts of his body into animated sand at will. His brain has attained subliminal awareness of all granulated particles of his body. Through conscious effort, he can affect the degree of molecular cohesion between the numerous adjoining surfaces of his particles and thus cause locomotion of discrete volumes, down to the individual grains.

   Superhuman Strength: As a consequence of having a body composed of animated sand, the Sandman possesses phenomenal superhuman strength, able to lift up to 60 tons under optimal conditions.

   Density Control: His radically mutagenically altered body composition and increased density enable him to compact or loosen the particles of sand that make up his form. Consequently, the Sandman can become as hard as sandstone, or disperse his body so that he becomes invulnerable to physical attacks. A favorite tactic of the Sandman is making himself slightly dispersed when an opponent punches him, and then making himself rock-solid again, entrapping his opponent's appendage.

   Shape-shifting: He can shape his sand-state body into any continuous shape he can imagine, including his forearms into weapons like hammers, spiked maces, and large fists, stretching, elongating, deforming, expanding, flattening, or compressing all or portions of his body at will, like Mr. Fantastic, phase through small openings, etc.

   Sand Blasts: He can project his sand particles outward at high speeds and, when in the shape of a bulky object, with the impact of a large sandbag.

   Glass Generation: More recently, the Sandman learned some new tricks from the Wizard, including altering the formation of his sand particles and reshaping them into glass. This grants him the ability to reflect light and energy off of him.

The Sandman is vulnerable to heat: temperatures of 3,400 degrees Fahrenheit can cause his highly impure silicate composition to fuse into amorphous silicate (glass).

   Reformation: The Sandman maintains mental control of the particles of which his body is composed so that he can reform his scattered grains unless a substantial portion of his body mass has been isolated.

   Sand Conversion: Apparently, he can also convert common grains of sand around him into constituents of his body to replenish portions he might lose track of during battle. In this manner, he can increase his overall size and volume (to some as yet unknown limit), or that of his limbs.

There appears to be no limit to how long the Sandman can remain in his sand-state. If he were to be rendered unconscious while in his sand-state, he would remain in that state, although the relaxing of his control over his particles would cause him to become an amorphous pile of sand.

The Sandman's mind continues to function in astral form even when he has turned his head into sand and even when the particles of sand that composed his brain are widely scattered. The limit to how far the particles of his brain can be dispersed before he is unable to reassemble is not yet known.

Strength level

The Sandman is a superhuman being who is able to lift (press) up to 60 tons under standard conditions.
Weaknesses

The Sandman's weakness that makes him most vulnerable is water. Water can soften his sand granules therefore, Sandman cannot control them and has to wait for them to dry.

Equipment

The Sandman briefly used a suit that he created with Reed Richards' stolen equipment, that he used to mix chemicals with his sand to create new affects. Some of the chemicals could make his sand into a slippery puddle, a sandstorm, solidify him to a brick-like form, adhere him to vertical walls, and coat him with a substance that would turn into a poisonous powder when heated by the Human Torch's flame.


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 8:40 pm

Mysterio





Race: Human
Gender: Male
Class: None

Quentin Beck was born in Riverside, California. Before becoming Mysterio, Beck was a special-effects wizard who worked for a major studio and had dreams to make a name for himself in the film industry. Quentin Beck began his career as a movie stuntman in Hollywood, then became interested in special effects. He became one of the most accomplished special effects designers in the industry but due to lack of recognition wanted to become an actor with no success. However, he lacked the looks and talent to be a star and the patience to be a director, and saw his career in special-effects to be a dead-end job. When a friend jokingly suggested that the quickest way to become famous was to take out a costumed hero, Beck realized that his expertise in illusions could make him an effective super-villain. Choosing Spider-Man, a relatively weak and inexperienced target, Beck prepared his resources for a few months before attempting to eliminate the wall-crawler. Mysterio, his chosen identity, became one of Spider-Man's most elusive and persistent foes.

He studied Spider-Man and wanted to emulate and eventually take Spider-Man's place as a costumed crimefighter. Under the guidance of the Tinkerer he became a convincing alien, but was defeated by Spider-Man. Later he posed as Spider-Man and created the identity of Mysterio, but again was defeated. He joined the Sinister Six and was one of Spider-Man's more frequent villains. He took on the alias of psychiatrist Ludwig Rinehart and nearly convinced Spider-Man he was insane and to reveal his secret identity.

Stats

Strength: 6
Speed: 12 (6 without teleporter)
Dexterity: 12 (8 without teleporter)
Durability: 4
Constitution: 6
Intelligence: 10
Wisdom: 4
Charisma: 12

Abilities

Beck was a master of make-up, physical stunt work, mechanical and visual special effects. He knew basic psychiatry and could employ hypnotism successfully. He also learned a great deal of applied chemistry, especially the use of hallucinogens, and electronics. Beck was a meticulous planner and organizer, and a skilled actor who kept himself in top physical form.

Weapons

Mysterio (in any incarnation) has personal weaponry that include a one-way acrylic glass helmet (with 30 minute air supply) and holographic projector, and gloves and boots armed with nozzles which emit hallucinogenic gas. He developed a gas that can cancel Spider-Man's spider-sense, and when he is cloaked in his mist gases, he uses sonar to detect objects and beings nearby. He also has more advanced technology (not of his own design) at his disposal. Mysterio has also created his own version of Spider-Man's webbing, but lacks the complete knowledge of the formula Spider-Man uses, since Spider-Man had also designed his artificial webbing to begin dissolving after an hour has passed.

Teleporter = A device that allows him to teleport around a short distance.


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 9:01 pm

Madame Masque



Race: Human
Gender: Female
Class: None

Giuletta's mother had died in childbirth. Her father, Count Luchino Nefaria had her sent to the Frost family in order to give her a 'good life', and partially because he had preferred a male heir instead.

After revealing her true parentage, Whitney was forced to work for her father. She became the leader of the Maggia under the codename "Big M". She attempted to infiltrate Stark Industries using her charms to seduce SHIELD agent Jasper Sitwell. Her plans went awry as she actually developed romantic feelings for Sitwell. Her plans also further fell apart as she was involved in an accident and her face was permanently disfigured. She became affiliated with Mordecai Midas and acquired a golden mask to cover her scarred face. This resulted in another code name for her: Madame Masque.

Recently using the power of the Reality Gem, the Hood came to Madame Masque and healed her scars, making her face normal.

Stats ( lv 4 )

Strength: 6
Speed: 6
Dexterity: 9
Durability: 6
Constitution: 8
Intelligence: 8
Wisdom: 9
Charisma: 12

Powers

None

Abilities

Madame Masque is skilled in the use of several weapons as well as vehicles. Her clones are able to pass themselves off as other women. She is proficient with disguise, small arms, and has shown ability as a gymnast.

Equipment

She wore a golden mask to cover the scar on her face.

Weapons

Masque often carried a gun loaded with normal rounds and also capable of firing various types of gas. She also developed an ionic lock weapon for use against her father.


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Re: Important Marvel Villains

Post  Admin on Thu Mar 22, 2012 9:19 pm

Mandrill



Race: Human/Mutant
Gender: Male
Class: None

Jerome Beechman was the mutant son of Frederic Beechman, an atomic research scientist at Los Alamos Atomic Proving Grounds, New Mexico, and his wife Emily. Prior to his conception, Beechman's father, a Caucasian scientist, as well as Gemma Sinclair, a black cleaning woman, were exposed to a massive dose of radiation when faulty electrical wiring caused an explosion that breached the facility's small experimental nuclear pile. A year later, the scientist's son was born with black skin and tufts of body hair. Equally distressing to Gemma Sinclair and her husband was the birth of their daughter Nekra, who was born with chalky-white skin and fangs. The boy grew up hated by his peers and parents for his freakish appearance. When Beechman was ten, his father drove him out to the middle of the American desert and abandoned him. The boy swore to find his way back and exact revenge on his parents.

While in the desert, he encountered the Sinclairs' mutant girl, Nekra, who had been similarly mistreated and was running away from home. The two became partners and wandered the Southwest, protecting one another and shunning all other human companionship, surviving by stealth and cunning. For six years, the two educated themselves by listening outside of schoolroom windows and reading stolen books. One night, angry New Mexican townspeople discovered them, having heard rumors about "monsters" invading their hometown, and attacked them with pitchforks and guns. That night, Beechman and Sinclair discovered that sheer hate released latent mutant powers within them, powers they used to slay their tormentors.

As his mutant powers surfaced, Beechman's appearance became more apelike, prompting him to take the alias Mandrill. With Nekra's aid, he developed plans for the overthrow of three small West African nations with the intent of creating a Utopian society, free from the American values which caused the two of them to be treated as outcasts. Their plan failed, however, when they were thwarted by the jungle adventurer Shanna the She-Devil. The villains escaped and, while doing so, they killed Gerald O'Hara, Shanna's father.

Stats ( lv 4 )

Strength: 9
Speed: 7
Dexterity: 9
Durability: 8
Constitution: 8
Intelligence: 8
Wisdom: 3
Charisma: 12

Powers

The Mandrill is a mutant and possesses a number of superhuman attributes.

Pheremone Secretion: The Mandrill's primary mutant power is the ability to secrete a powerless, odorless pheromone capable of affecting human females, leaving them extremely submissive and open to the Mandrill's manipulations. The pheromones have a maximum effective range of 250 feet and are highly addictive. Initial contact with Mandrill and subsequent reenforcement over a period of a few months is sufficient to keep most women in his power almost permanently. If, however, the woman s removed form his presence after the initial contact, she will go through a mild period of "withdrawal" and be free after a period of a few months. The Mandrill's mutant pheromones are released at a rate of 2,000 parts per million, several thousand times that of a normal human.

Superhuman Strength: Due to his simian physique, the Mandrill possesses the proportionate physical strength of an actual 270 pound Mandrill. At his peak, the Mandrill possesses low level superhuman strength sufficient to lift approximately 2,700 lbs.

Superhuman Speed: The Mandrill can run and move at speeds that are slightly beyond the physical limits of the finest human athlete. At short sprints, he can reach speeds of up to 40 miles per hour.

Superhuman Stamina: The Mandrill's superior musculature produces less fatigue toxins during physical activity than the musculature of a normal human. At his peak, he can exert himself for a period of several hours before the build up of fatigue toxins in his blood begins to impair him.

Superhuman Durability: The Mandrill's bodily tissues are harder and more resistant to certain kinds of injury than those of a normal human, though he is far from invulnerable. The Mandrill's body can withstand great impact forces. He can withstand impacts, such as falling from several stories or being repeatedly struck by a superhumanly strong opponent, that would severely injure or kill a normal human with little to no injury to himself. However, he can be injured by bullets or bladed weapons composed of conventional material as easily as normal humans.

Superhuman Agility: The Mandrill had the agility, balance, and bodily coordination of a great ape. His agility is beyond the natural physical limits of the finest human athlete.

Superhuman Reflexes: The Mandrill's reflexes are similarly enhanced and are superior to those of the finest human athlete.

Abilities

Although the Mandrill has had no formal training, his powers make him a formidable hand to hand combatant in most situations. He uses a freestyle type of fighting that allows him to make full use of his agility.

Weaknesses

If a woman under his thrall suffers a powerful electric shock, it often negates the effects of the Mandrill's pheromones. Exceptionally strong willed women, such as Shanna and the Black Widow, have proven capable of resisting the pheromones in the past. There is at least one occassion, however, in which the Black Widow was completely under the Mandrill's control.


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Re: Important Marvel Villains

Post  Admin on Fri Mar 23, 2012 12:50 am

Mister Fear (Larry Cranston)





Race: Human
Gender: Male
Class: None

Cranston was staying in a hotel room across the hall from Zoltan Drago, the original Mister Fear. His hatred for Matt Murdock stemmed from being defeated by him in a mock trial in Law School, and he had suspected Matt of being Daredevil for awhile when Starr Saxon died.

Using his law saavy, he pretended to be a relative of Saxon to gain access to the Mister Fear costume and equipment.

His suspicions were confirmed when both Matt Murdock and Daredevil moved back to San Francisco, and he convinced his partners at his law firm (Broderick, Sloan and Cranston) to hire Matt. When attacked at the firm, Matt unmasked Cranston, who leapt off the building to escape, forgetting his jets and seemingly falling to his death.

It would later be revealed that Cranston survived and secretly lived as a professor at Columbia Law School as Harold Cranstone. Using the fear gas to take silent revenge on his colleagues, he later kidnapped Ben Urich to ensnare Daredevil in a trap. He was defeated and escaped back into his alternate life as a professor, secretly sending agents like Insomnia and Gladiator to attack Daredevil. Eventually sending Charles Boroughs on a killing spree directed at Karen Page until she was forced to kill him in self-defense.

Matt eventually linked Boroughs' death back to Mister Fear, but was never able to expose his dual identity.

Stats ( lv 4 )

Strength: 6
Speed: 6
Dexterity: 9
Durability: 6
Constitution: 7
Intelligence: 8
Wisdom: 10
Charisma: 12

Powers

None

Weapons

Mister Fear uses compounds based on pheromones, chemicals produced by most animals, used to communicate a variety of simple messages over distances. The particular pheromone he uses is the flight-scent pheromone, which stimulates fear reactions in herd animals. This drug, tailored for human beings, whose reactions to pheromones are not completely understood, induces severe anxiety, fear, and panic in his victims, rendering them incapable of fighting or resisting his will. The drug is most commonly used in the form of gas pellets shot from a gun. The pellets rupture on contact, releasing the flight scent, which is inhaled by the victim. The dosage contained in one pellet is enough to incapacitate a normal adult male for about 15 minutes, or an exceptionally fit male, such as Daredevil, for about five minutes. The side effects of anxiety, edginess, and mild nausea can persist for several days.


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Re: Important Marvel Villains

Post  Admin on Fri Mar 23, 2012 3:10 am

Chameleon





Race: Human
Gender: Male
Class: None

Born a Russian citizen named Dmitri Smerdyakov, Chameleon was the half-brother of Sergei Kravinoff. His parents were Sergei's father and Sonya Smerdyakov, a servant girl. He was taught to hate himself from his arrival in the Kravinoff family. His father hated the sight of his face and his mother considered him a humiliation. The only member in his family who barely tolerated him was the legitimate son Sergei, who was also abusive towards him. In order to impress Sergei, he entertained him by using his impersonation skills on his neighbors and friends. Dmitri was so deeply scarred that he repressed his very identity and came to believe he had been friends with Sergei.

His ability to impersonate eventually brought him to the attention of the Communist countries, who trained him as a spy. The Chameleon relied on his skills and a mixture of costumes and make-up to conceal his identity. He wore a multi-pocket disguise vest in which he kept the materials he would need to mask himself at short notice.

Soon after Spider-Man's public debut, the Chameleon stole a portion of the plans for a classified missile-defense system. He learned through the news media that Spider-Man had paid a visit to the world's foremost team of superhuman adventurers, the Fantastic Four. Rumor had it the Fantastic Four were considering the neophyte hero for membership. The Chameleon correctly theorized that the wall-crawler, then wanted by authorities, had sought to join the Fantastic Four as a means of securing a steady income. To cover his tracks, the Chameleon planned to frame Spider-Man for the theft of the remaining schematics. However, the web-slinger captured the Chameleon and exposed him as the real culprit, clearing his name.

Stats (lv 5)

Strength: 6
Speed: 6
Dexterity: 10
Durability: 6
Constitution: 10
Intelligence: 8
Wisdom: 8
Charisma: 12

Powers

Imitation
   The Chameleon possesses the ability to assume the appearance of any one he chooses, including pigmentation, hair, and body shape. He requires his Computer Belt to trigger this power. If he loses the belt, he reverts to his normal, dead-white form.

Abilities

The Chameleon is a Master of Disguise, Espionage, Politics, and Business Administration. He is also an Explosives expert and a pretty good Marksman with his air-pistol.

Strength level

The Chameleon possesses the normal human strength for a man his age, height, and build who engages in moderate, regular exercise.

Equipment

Memory Material
   Chameleon’s clothing is made of a special fabric that can reshape and recolor itself. The change is triggered by his computer belt.

Computer Belt
   This serves three functions. A video scanner records a person’s overall appearance and feeds that information into a visual synthesizer that interpolates the rest of the person’s appearance. Its memory banks can store hundreds of such images. When an image is called up via a code tapped on the belt’s keypad, subtle electrical signals trigger changes in the Chameleon’s body and pigmentation. A secondary signal alters the appearance of his clothing.

Knockout Darts
   The Chameleon carries a small air pistol that fires darts up to 40’. These darts contain a potent anesthetic that knocks its victim unconscious for several hours.

Knockout Gas
   A small aerosol can emits a cloud of potent anesthetic that knocks its victim unconscious for several hours. This cloud is effective up to 10’ away. Victims fall asleep for 1-10 hours.

Smoke Bomb
   These fill a 40' radius with an opaque mist.

Early In his career:

   Masks
       Chameleon originally used masks that could be formed into a life-like copy of a chosen person’s face. When Chameleon sprayed it with a special gas, it dissolved and reverted to another shape, such as a different likeness or his normal white mask.

   Colorshift clothing
       His original clothing was made of a special fabric that changed to another color when sprayed with a special gas.
       
Transportation

He used to hijack a helicopter early in his debut. But no definite transportation was mentioned.


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Re: Important Marvel Villains

Post  Admin on Fri Mar 23, 2012 4:01 am

Doctor Octopus

((normal look before Brand New Day))



((new Brand New Day look))





Race: Human
Gender: Male
Class: None

The son of an overbearing mother and a bullying father, Otto Octavius grew up to become a reclusive, but brilliant atomic researcher. To help manipulate radioactive substances from a safe distance, Otto constructed a chest harness controlling four mechanical, tentacle-like arms - earning him the nickname Doctor Octopus. In a freak laboratory accident, volatile liquids exploded - bombarding the scientist with radiation. The substances left him capable of mentally controlling the arms, but the accident also caused irreversible brain damage - transforming the respected scientist into a megalomaniacal superhuman criminal.

Waking in a hospital, Otto knew this newfound strength - combined with his awesome intellect - could render him supremely powerful. Holding the medical staff hostage, he easily defeated Spider-Man in their first encounter. Doc Ock then took control of a leading nuclear research facility and again squared off with the wall-crawler, who this time defeated him with one punch to the jaw.

Stats

Strength: 12 (6 without mechanical arms)
Speed: 8 (6 without mechanical arms)
Dexterity: 8 (6 without mechanical arms)
Durability: 4
Constitution: 4
Intelligence: 10
Wisdom: 10
Charisma: 10

Powers

Tentacles: Doctor Octopus' superhuman abilities derive from the four mentally-controlled, electronically-powered, telescoping, prehensile titanium-steel tentacles attached to a stainless steel harness encircling his body from lower chest to waist. Each tentacle, approximately five inches in diameter, terminates in three single-jointed pincers. The pincers are able to rotate in relation to the arm for 360 degrees, in a screwdriver-like twisting motion. Each tentacle segment contains four high-efficiency electric motors equipped with a clutched, helical-gear train, independently mounted on frictionless gimbals and housed in four thin, overlapping layers of titanium-niobium steel. The titanium-steel alloy is light, has high-tensile strength, a high melting point, and high thin-wall rigidity. The motors get their power from a small nuclear-powered thermo-electric generator, which can provide several hundred watts per hour for up to five years before needing to replace its U-239 core. The tentacles have been modified since the time of the original accident to include high-efficiency battery packs (enabling movement when cut off from the central power source) and individual micro-circuit control modules (enabling each arm to perform certain pre-programmed actions when Octopus loses conscious control). In the event that Octopus loses consciousness, the control module of each arm has enough pre-programmed conditional responses in its memory chip to enable it to perform a relatively complex sequence of actions, such as saving his life. The trauma of his arm or arms being separated from the harness causes a period of disorientation in which his arms flail about uncontrollably until the pre-programming takes over.

       Telepathic Control over Tentacles: Octopus can control the actions of his artificial arms psionically, even when they have been severed from his body and are separated from him by vast distances (a distance of 900 miles has been recorded).

       Telescoping: Each tentacle is approximately six feet long at full contraction, but can extend to a maximum of 24 feet in length.

       Superhuman Striking Force: Each tentacle is capable of moving at a speed of ninety feet per second and strike with the force of a jackhammer.

       High-Wind Generation: The tentacles can generate 50 mile per hour winds if spun like a giant fan.

       Wall-Climbing and Traveling: By combining the intrinsic strength of both his tentacles and the pincers, Doctor Octopus can scale stone, brick, or concrete walls by rending "handholds" in the surface of the wall. Octopus is able to use his tentacles for traversing horizontal distances as well. At full extension, he can travel high above the ground as if on stilts, either using two tentacles, or for maximum speed (approximately 50 miles per hour), four tentacles.

       Sensation Feeling: Although there are no nerve endings throughout the length of his artificial arms, Octopus can "feel" basic sensations with them. As a result of the mutagenic changes from exposure to radiation during the accident, electrical connections have been made from his chest harness to his spine. Thus, Doctor Octopus can mentally perceive "tactile" sensations by feeling the amount of electrical resistance that the pincer's electric motors feel when the pincers grasp an object.

       Superhuman Concentration: Doctor Octopus possesses extraordinary mental abilities and concentration, and through years of practice is able to perform two complex and two simple independent actions, simultaneously, one with each arm.

Abilities

Radiation Specialist
   Doctor Octopus is one of the world's leading authorities on nuclear radiation and its effect on animal physiology.

Engineering
   Doctor Octopus is a brilliant engineer and inventor.

Leadership
   Doctor Octopus is a superb strategist and a charismatic leader.

Strength level

Without the use of his artificial tentacles, Doctor Octopus possesses the normal human strength of a man of his age, height, and build who engages in no regular exercise. Each of his tentacles is able to lift approximately 8 tons (provided that Octopus supports his harness with at least one other arm in order to prevent the chest harness/skin interface from bearing any part of the effort). With one arm, Octopus can lift an automobile. With two arms, he can throw an automobile tens of feet, or lift a small bus. The pincers on his arms are capable of gripping with a force of 175 pounds per square inch, sufficient to deform any object made of a thin-walled substance less durable than steel. The pincers can, for instance, crush a handgun. By combining the intrinsic strength of both his tentacles and the pincers, Doctor Octopus can perform such feats as tearing steel doors off bank vaults.

Weapons

   Tentacles: Dr. Octopus has possessed a total of three different harnesses during his career: the original titanium harness, a more powerful adamantium harness, and the current harness. The original and adamantium harnesses were both destroyed. The current harness has eight tentacles as opposed to four.

   Original Harness: With his titanium harness, Doc Ock was able to beat Daredevil, a seasoned combatant with superhuman senses, almost to death out of sheer power. It was also temporarily worn by Spider-Man after Octavius' death, until the Hobgoblin caused it to short-cirtuit via pumpkin bomb. Spider-Man than proceeded to rip them apart when he lost control.

   Adamantium Harness: Using adamantium Octavius created an entirely new indestructible harness, with all of the abilities he had before but with exponentially higher durability. Using this harness he was able to best Iron Man in combat, tearing the hero's armor apart with a defeat so harsh that Tony Stark began to doubt his abilities almost enough to resort back to alcoholism. He knocked the Hulk unconscious and, by Spider-Man's own reckoning, was "holding his own" against the combined forces of himself, the Hulk, the Fantastic Four, Deathlok, Ghost Rider, and Solo, even after the rest of the Sinister Six were defeated or fled.


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Re: Important Marvel Villains

Post  Admin on Fri Mar 23, 2012 4:15 pm

Jigsaw (Billy Russo)







Race: Human
Gender: Male
Class: None

Billy Russo is a brutal assassin for the Maggia crime family, nicknamed "the Beaut" because of his good looks. He was also a favorite assassin for the Costa crime family. After the execution-style killings that inadvertently led to the deaths of Frank Castle's family, Russo was hired by Bruno Costa to assassinate another assassin who had failed to kill Frank Castle as well. Russo killed all of his targets but Castle, who narrowly avoided death in an explosion. Hours later, Castle returned and tracked down Russo to one of the Maggia's nightclubs. Several criminals were killed, and Russo was thrown through a glass pane head-first. He survived with his face torn to shreds; surgeons stitched it back together like a jigsaw puzzle.

Taking advantage of his now hideous visage, the formerly handsome gangster took on the identity of Jigsaw, and initially attempted to frame the Punisher for murder. However, the plan failed due to the intervention of Spider-Man and Nightcrawler; Spider-Man witnessed one of Jigsaw's murders and one of his victims was an old friend of Nightcrawler.

Stats ( lv 4 )

Strength: 8
Speed: 6
Dexterity: 9
Durability: 6
Constitution: 8
Intelligence: 6
Wisdom: 11
Charisma: 10

Powers

None, but gains superhuman physical attributes whilst donning his armor.

Abilities

Skilled Hand-to-Hand Combatant: Billy has shown advanced combat skills on par with those of the Punisher and Daredevil, and is one of the best street-fighters in the world.

Marksman and Weapons Expert: Jigsaw is incredibly skilled in the use of various forms of firearms, bladed weapons, and explosives.

Superior Strategist: Jigsaw is a highly efficient criminal strategist and organizer who is proficient in manipulating both his enemies and allies alike to achieve his goals.

Peak Human Conditioning: Jigsaw's physical attributes of strength, speed,stamina, reflexes and durability are at an exceptionally high level, that have allowed him to harm and be harmed by superhuman opponents like Spider-Man. His peak-human metabolism protects him from most diseases and allows him to heal from minor injuries in a matter of hours. His lung capacity and resistance to pain are also remarkable

Strength level

Exceptionally strong for a human.

Weaknesses

Panes of glass, for which Jigsaw has a personal phobia for after his disfiguring accident.

Equipment

When fighting enemies more powerful than he is, Jigsaw dons a strength-enhancing titanium-steel exoskeleton that contains an arsenal of guns and explosives, as well as sharp adamantium wrist blades.

Transportation

Various motor vehicles and yachts

Weapons

Various guns, knives, bombs and practically anything he can get his hands on.


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Re: Important Marvel Villains

Post  Admin on Fri Mar 23, 2012 4:42 pm

Spot





Race: Human
Gender: Male
Class: None

As a scientist working for the Kingpin, Dr. Jonathon Ohnn was assigned to reproduce the radiation levels of in Cloak to find a way to artificially mimic his powers. Working late one night, he succeeded, creating a solid black circular portal. In doing so, however, the drain on the city's power became so great, a blackout washed over the city, causing the portal to shimmer and destabilize. Fearful of losing a once in a lifetime opportunity, Ohnn stepped into it; the shock of the transition caused him to pass out.

He awoke floating weightlessly in a dimension which he initially assumed was Cloak's dark dimension. He soon realized however that the power shortage caused the portal to send him to a different dimension, a place of half darkness and half light. A seemingly infinite number of portals surrounded him in this place. Making swimming motions, he managed to find the original portal that brought him there and slipped back through it.

When Ohnn emerged back in his lab, his body had undergone a radical transformation. The portals from the other dimension had adhered to his skin, covering him with black spots from head to toe. Realizing the spots were portable space warps, he started to think he might be able to use them to defeat anyone in battle. When Spider-Man and the Black Cat arrived to confront the Kingpin, he appeared before them and announced himself as the Spot. Spider-Man collapsed on the roof, laughing at the name. The Spot ended up winning that first confrontation and warned the heroes to leave the Kingpin alone. He later lost a second battle against Spider-Man because he was tricked into throwing too many of his spots as weapons and not keeping enough to defend himself with.

Stats ( lv 4 )

Strength: 6
Speed: 12
Dexterity: 12
Durability: 8
Constitution: 5
Intelligence: 10
Wisdom: 5
Charisma: 6

Powers

   Teleportation: As a being exposed to the Spotted Dimension, Ohnn's skin has been bleached white and dotted with warps in space. The spots can transport things or people to another area by way of passing through the Spotted Dimension and coming out in another 'spot'. Ohnn can also teleport himself or extend parts of his own body over various distances as defined by his spots. He has the ability to move the spots all over his body or take them off and place them somewhere else. The spots can even be suspended in mid-air.

Abilities

Ohnn is a capable scientist specializing in physics.

Strength level

The normal strength of a man Ohnn's size who engages in minimal activity.

Weaknesses

Spot can not throw an unlimited number of space warps, because he primarily draws on the ones on his own body. Spider-Man defeated Spot when his body was mostly white.


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Re: Important Marvel Villains

Post  Admin on Fri Mar 23, 2012 6:06 pm

Razor-Fist

((old blades))



((new blades))



Race: Human
Gender: Male
Class: None

When William Scott and his brother battled Shang-Chi, he was defeated and captured by Shang-Chi and Pavane. Sometime after Douglas Scott was killed, Willam (the current Razor Fist) lost his other hand.[1] When he came up against Colleen Wing, she managed to sever his hand.

Razor-Fist later appeared with blades on both hands, instead of just the one. He teamed with Zaran and Shockwave to attack the West Coast Avengers on behalf of the S.H.I.E.L.D. Deltites. Razor Fist was defeated by Mockingbird, but he escaped.

Stats ( lv 4 )

Strength: 7
Speed: 7
Dexterity: 9
Durability: 7
Constitution: 9
Intelligence: 6
Wisdom: 11
Charisma: 8

Powers

None

Abilities

Douglas Scott is a skilled martial artist.

Weapons

Douglas Scott's hand were replaced with retractable steel blades which he uses as a weapon.


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Re: Important Marvel Villains

Post  Admin on Tue Mar 27, 2012 2:47 am

Sentinel Mark Series



Race: Robot
Gender: None
Class: None

The Sentinels were first created by Dr. Bolivar Trask, who intended to use them to save humanity from what he saw as a threat to the species' existence in the form of mutants.

In a television debate between Trask and Professor Charles Xavier, Trask revealed and then activated the Sentinels, who promptly decided that the best way to protect humanity was to rule over it themselves. The Sentinels kidnapped Xavier and brought him and Trask to the primary Sentinel, Master Mold, only for Xavier's students, the X-Men, to find them. When Trask realized the error in his ways and that not all mutants were a threat to the world at large, he aided the X-Men by sabotaging the machinery in the Sentinel base, destroying Master Mold and the Sentinels in the explosion, but he died in the process. However, numerous Sentinels and several Master Molds were built after the destruction of the original models.

Trask had a son, Larry, who was also a mutant. Trask gave his son a control medallion which blocked the Sentinels' mutant-sensing equipment. Not aware that he was a mutant, Larry built the next batch of Sentinels, only to be slain by them when he removed the control medallion. Larry's "Mark II" Sentinels were later persuaded by Cyclops to fly into the sun, as he was able to convince them that they needed to destroy the sun in order to completely prevent mutation.

The most long-lived Sentinel project was that of Project Wideawake, a government agency led by Henry Gyrich and Valerie Cooper that purchased Sentinels from Sebastian Shaw, the mutant Black King of the Hellfire Club. Project: Wideawake also had its own research and development division, based at Camp Hayden, which included an attempt to recreate Nimrod and use this technology to adapt the purchased Sentinels. Sentinels created by this project fought the X-Men, the New Mutants, the Falcon, and X-Factor, among others.

Types of Sentinels

Mark I and Master Mold - by Bolivar Trask. First appeared in X-Men (vol. 1) #14. Bolivar Trask sacrificed himself to destroy the Master Mold.

Mark II - by Larry Trask. This model was capable of adapting to and counter-acting super-powers almost instantly. First appeared in X-Men (vol. 1) #57.

Composite - created by merging the remaining portions of five Sentinels destroyed by the X-Men and came under control of Ashley Martin. It was destroyed by her when it rebelled against her.

Mark III - by Stephen Lang and Project: Armageddon, secretly funded by Edward Buckman and the Council of the Chosen. First appeared in X-Men (vol. 1) #98.

   X-Sentinels - by Stephen Lang, androids who were duplicates of the original X-Men.

Mark IV - by Sebastian Shaw. First appeared in X-Men (vol. 1) #151.

Mark V - by Sebastian Shaw for U.S. government's Project Wideawake. First appeared in New Mutants (vol. 1) #2.

Mark VI - by Shaw Industries for Project: Wideawake, used by Onslaught. Also incorporated parts of Project Nimrod.

Mark VII - by Shaw Industries, experimental, remotely controlled.

Nimrod (later Bastion) - a prototype Super Sentinel that arrived from the "Days of Future Past" timeline and was later reactivated by Reverend William Stryker.

   Project Nimrod - by an offshoot of Project: Wideawake, experimental. Cancelled after X-Force interfered. Based on the Nimrod Sentinel.

Prime Sentinels - by Bastion and Operation: Zero Tolerance, handicapped humans equipped with nanotechnology without their knowledge at Prospero Clinic, used as sleeper agents until activated by attack or presence of a mutant.

Omega Prime Sentinels - the second generation of Prime Sentinels. Karima Shapandar is one of them.

Wild Sentinels - Built in secret by a new Master Mold in Ecuador, activated by Donald Trask III and used by Cassandra Nova. New units are produced based on the currently available resources; salvaged parts, weapons and sometimes even entire vehicles; which give this particular type of Sentinel a very diverse, rag-tag appearance. Both due to this and their design flexibility, a wide variety of different shapes and forms have been observed. The Mega-Sentinels used to destroy Genosha and Nanosentinels both belong to this kind of Sentinel. The technology used in Nano-Sentinels is also employed by Weapon Plus for their artificial evolution experiments and the creation of their Super-Sentinels.

Mark VIII - Sentinel Squad O*N*E, designed by Stark Enterprises. Unlike other Sentinels, the Mark VIII requires a human pilot.

Bio-Sentinels - Humans infected by a technological virus created by Simon Trask, the victims become anti-mutant activists, who later at Trask's command, are fully transformed into robotic Sentinels mindlessly following Trask's commands

   Tri-Sentinel: A combination of three fairly standard Sentinels bonded together by Loki, and defeated by Spider-Man at the peak of his cosmic (Captain Universe) powers. Later revived by The Life Foundation, only to be destroyed again by Spider-Man and Nova.

   Soviet Sentinels: Created by the Soviet Union and later purchased by Cuban government officials.[3]

   Super-Sentinels: Using Nano-Sentinel technology, Weapon Plus created artificially evolved superhumans at The World. Three of the creations were chosen to form the mutant-hunting Super-Sentinels, Huntsman, Fantomex and Ultimaton, who were intended to be presented to the public as superheroes in order to make the extermination of mutantkind look "like a Saturday morning cartoon".

   Colcord's Sentinels: Some of the Boxbots created by Madison Jeffries (aka Box) to serve the Weapon X Program. In one variation of the Days of Future Past timeline seen in the Weapon X: Days of Future Now limited series, one of the Boxbots evolves into a new Master Mold and a new breed of Sentinels.

   Hardaway: A cyborg created at Camp Hayden, killed by the Mutant Liberation Front, who called himself a Bio-Sentinel.

   X-51 (Machine Man): Captured by Bastion and "infected" with Prime Sentinel nano-bots which reconfigured and reconstructed his systems thereby giving him similar capabilities to Nimrod, such as adapting to almost any situation and programming that at times forced him to attack mutants.

Stats

Varied but this is for the basic Sentinel Mark 2 as these are the common statistics

Stats ( lv 7 )

Strength: 11
Speed: 12
Dexterity: 8
Durability: 11
Constitution: 10
Intelligence: 6
Wisdom: 6
Charisma: 6

Powers

Varied but this is for the basic Sentinel Mark 2 as these are the common powers

   Adaptability: The Mark II analyzed the powers or weapons used against them and, in a matter of seconds, developed specific ways to counteract it. That information was then communicated to all the other Sentinels. Developed counter-powers include:
       vibrations to cancel Hawkeye's vibrating arrows
       scalding steam against Iceman
       an adhesive that canceled the Living Monolith's cosmic rays
       a protection against Thor's hammer
       vibrations to cancel the Vision's intangibility

   Energy Blast: The Mark II had an amount of different blasts, including but not limited to plasma, electrons, stunners and heat, that could be shot from their palms. They were also armed with a disintegrator that only worked with inorganic matter.

   Flight using jets built into their feet.

   Mutant Detection: The Sentinels constantly scanned all the living beings in the immediate surrounding area and were able to determine if they were humans or mutants. The range was slightly increased since Sentinels Mk I

   Remote Control: The Mark II Sentinels could be controlled by a human wearing a specific cybernetic helmet. This control decreased the fighting abilities of the Sentinels. Mutant have been proofed unable to use the helmet, although they still can mind-control a human to use it.

   Robot: Due to its nature, the sentinels were protected by the sheer strength of the hull. They could not be affected by emotional or mental attacks, nor by illusions. However, they were susceptible to attacks affecting machinery.

   Self-repair: The Mark II could recover lost health in only seconds.

   Teleportation: They could create teleportation gateways. This power has only been used by the model Number Two, which was a mutant himself.

Strength level

Sentinels Mk II were able to lift up to 80 tons.


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Re: Important Marvel Villains

Post  Admin on Tue Mar 27, 2012 4:17 am

Nimrod





Race: Robot
Gender: Male
Class: None

In the alternate future, Days of Future Past, Sentinels controled North America and the original Nimrod was built as an extremely advanced prototype. During a mission to sabotage Project Nimrod, Rachel Summers and Kate Pryde were discovered by the newly activated Nimrod Sentinel. Rachel Summers was transported to the past, but the activated Nimrod killed Kate Pryde.

Nimrod attempted to follow Rachel into the past, but undershot his destination by about twenty years. Realizing his mistake Nimrod searched for the Maker, an alternate version of Forge. Nimrod found him in Eagle Plaza with his wife Storm their daughter Orora and son Naze. Nimrod quickly killed Storm then held Orora hostage and forced this alternate Forge to create a time machine. However, the time machine Forge created damaged Nimrod so that he arrived at his destination offline.

Nimrod was damaged during the transport, and he appeared inactive to William Stryker in an abandoned church two years before M-Day. Stryker then reformed his Purifiers and used Nimrod's knowledge and weaponry. Eventually Nimrod activated, and again searched for Forge in Texas in order to repair it's time machine, this time threatening to kill Storm. Forge tricked Nimrod by building it another body, which trapped Nimrod's programming under another program. However due to injuries sustained in an accidental battle against the New X-Men, Nimrod reclaimed control. It then continued to battle the New X-Men until Nimrod's time machine was activated and it disappeared into the past.

Nimrod arrived in New York City and saved and befriended Jaime Rodriguez and assumed the identity of Nicholas Hunter, whom the public perceived was an armored vigilante hero. Nimrod fought against Juggernaut, the X-Men and the Inner Circle of the Hellfire Club. On both occasions he was forced to withdraw, although he killed and incapacitated several of his opponents in his second battle.

Eventually Nimrod came in contact with the remains of the Master Mold which forced the two entities to merge. The entity battled the X-Men, but was sent to Siege Perilous, from where it eventually returned as Bastion.

As part of Bastion and the Human Council's plan to kill the Messiah Child and destroy mutantkind, a large dome was built over the Bay Area to cut off the X-Men from escape or help. Once the dome was activated, Bastion opened a dimensional portal from his home reality to allow in more Nimrod-Series Sentinels. Like the original Nimrod, these Sentinels are able to detect, analyze and adapted to mutant powers. They are also self-repairing. The X-Men were barely able to subdue them, and several X-Men sustained severe injuries. Every five minutes a wave of five new Nimrod Sentinels continued to appear through the portal. Only by sending X-Force, Cable and Cypher into the future to reprogram and destroy the Nimrod Master Molds were the X-Men successful to defeating them.

Bastion was reverting into Nimrod-like appearance and when all the other Nimrods were destroyed Bastion appearance was completely returned to Nimrod form before he battled and was destroyed by Hope Summers.

Stats

Strength: 8
Intelligence: 4
Willpower: 4
Speed: 8
Durability: 8
Personality: 2

Powers

Nimrod is a highly advanced robot, and as such all his powers are functions of his inbuilt systems. The full range of his powers are unknown, as he is able to reconfigure systems to defeat known opponents. The materials Nimrod is constructed of are highly resistant to damage even by superhuman beings. He can alter his size and appearance to that of a human, which is used as a cover identity.

Damage to Nimrod's armor and systems can be automatically repaired to an unknown extent. He has direct control over all parts of his structure, perhaps to the molecular level. An extension of this power is the rearrangement of internal parts to better use his functions and weapons.

Mutant and superhuman sensors and detectors contained within Nimrod's arms and head allow him to locate and analyze beings' extraordinary powers, and determine modifications that need to be made to his own abilities. He is capable of countering most powers that are used against him on separate occasions, continually learning how to defeat opponents that escape him.

The weapons and defenses Nimrod contains have a wide range of applications. He can project concussive, plasma and disintegrating blasts, manipulate magnetic energy to levitate iron and steel, and generate force-fields about himself.

He can teleport, which can be used even when he has suffered severe damage.

Strength level

Unknown, possibly Class 100.

Equipment

Able to replicate the function of numerous modern appliances.

Transportation

Teleportation and flight under his own power.

Weapons

Able to copy various firearms and energy weapons.


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Re: Important Marvel Villains

Post  Admin on Tue Mar 27, 2012 4:33 am

Bastion





Race: Robot
Gender: Male
Class: None

Bastion was "born" when the giant robotic Sentinel Master Mold, having absorbed the advanced Sentinel prototype Nimrod into its systems, fought the X-Men, who saw no other way to stop the virtually indestructible amalgam except to force it through the Siege Perilous, a pan-dimensional portal which subjects those who pass through to the judgment of the universe's higher powers.

Reemerging from the portal as an amnesiac human/Sentinel hybrid with a seemingly immortal essence, Bastion's prime directives were soon reawakened, and he began assembling the international anti-mutant strike force Operation: Zero Tolerance (OZT). They attempted to reconfigure the Sentinel force assembled by Project:Wideawake, but Bastion deemed most of them outdated. Instead, he had a number of humans secretly outfitted with nano-technology to be Prime Sentinels.

After Professor X voluntarily turned himself in after the events of Onslaught, Bastion confined him in an OZT facility along with the artificially-created mutant Mannites. Bastion also killed a Daily Bugle reporter who was going to report on Graydon Creed's history.

He then captured Jubilee. Soon after, Bastion put OZT into full effect, utilizing the Prime Sentinels quickly capturing several X-Men members. Bastion took control of the Xavier Institute and accessed Xavier's files in search of the Xavier Protocols, despite opposition from Cable and Caliban of X-Force. The five captured X-Men, Cyclops, Phoenix, Storm, and Wolverine, and Jubilee ultimately managed to escape. OZT was shut down by the U.S. government after Henry Peter Gyrich and Senator Robert Kelly asked the President to intervene.

As part of Bastion and the Human Council's plan to kill the Messiah Child and destroy mutantkind, when Cable and Hope returned to the current time, Bastion ordered William Stryker's Purifiers, the Leper Queen's Sapien League, and Cameron Hodge's Right Smiley Faces to kill them. As a secondary plan, he ordered the death of all teleporters and transportation on the X-Men's Utopia base. A large dome appeared over the Bay Area to cut off the X-Men from escape or help. Once the dome was activated, Bastion opened a dimensional portal from his home reality to allow in more Nimrod-Series Sentinels. Like the original Nimrod, these Sentinels were able to detect, analyze and adapted to mutant powers. They were also self-repairing. The X-Men were barely able to subdue them, and several X-Men sustained severe injuries. Every five minutes a wave of five new Nimrod Sentinels continued to appear through the portal. Only by sending X-Force, Cable, and Cypher into the future to reprogram the signal and destroy the Nimrod Master Molds were the X-Men successful in defeating them. In order for the other members of X-Force to return to the current timeline, Cable was forced to go entirely techno-organic and held open the time portal sealing his own fate. Deciding that he would end the problem himself by killing Hope by his own hand, Bastion attacked. Hope, with the rage of losing Cable and the manifestation of her mutation, utterly destroyed Bastion and his dome in a single blast of tremendous energy.

Stats

Strength: 6
Intelligence: 7
Willpower: 5
Speed: 5
Durability: 9
Personality: 2

Powers

Bastion possesses enhanced strength, speed, and endurance, flight via jet boots, command of other Sentinels, immunity to mutant attacks, laser vision and can shoot laser beam from his hands. It is also immune to psychic reading from telepaths.

Strength level

Superhuman, able to lift at least 10 tons.

Weapons

Laser pistol.
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Re: Important Marvel Villains

Post  Admin on Sat Apr 07, 2012 12:23 am

Malekith The Accursed

(Normal)


(Spirit form)


Race: Dark Elf/Spirit
Gender: Male
Class: Sorcerer

Malekith struck an alliance with Loki on behalf of the fire demon Surtur. He took control of a number of Earth humans using special food of the faerie provided by Hela. Malekith then killed Eric Willis, guardian of the Casket of Ancient Winters, after learning its location.

As Master of the Hounds, Malekith hunted down Roger Willis, Eric's son and new guardian of the Casket. Malekith battled Thor, and kidnapped Lorelei. Using Lorelei as bait, Malekith forced Thor to battle Algrim the Strong, one of his Dark Elf followers, then attempted to destroy both combatants by plunging them into a pool of magma. He then captured the Casket of Ancient Winters from Roger Willis.

Malekith was ultimately defeated by Thor, but not before he destroyed the Casket of Ancient Winters, releasing magical frigid force all over the Earth. Malekith was then brought as a captive by Thor to Asgard. Malekith later disguised Loki as himself to take his place in the dungeon, while he disguised himself as Balder, who was about to be crowned ruler of Asgard. Kurse, the being formerly known as Algrim, saw through Malekith's disguise when he reached Asgard City. Kurse then broke Malekith's neck, apparently slaying him. Years later, Malekith was revealed to be alive once again.

Disguising himself as Balder once again, he enlisted Hercules to attack Alflyse, the Dark Elf Queen of the Eastern Spires. His scheme humorously unravels, and he is easily defeated by Zeus.

Believed to be killed by Kurse, Malekith later attempted to gain control of Avalon.

Stats

Strength: 6
Intelligence: 6
Willpower: 4
Speed: 7
Durability: 8
Personality: 9

Powers

Malekith possessed various superhuman attributes, some of which are common to his race.

Superhuman Strength: Malekith, like all Dark Elves, possesses superhuman strength. Ordinarily, Malekith possesses sufficient strength to lift about 10 tons without supplementing his strength with his other powers. However, while using his other powers, he is able to increase his strength to the point where he can lift up to 90 tons.

Superhuman Speed: Malekith can run and move at speeds that are beyond the physical limits of even the finest human athlete.

Superhuman Stamina: Malekith's musculature produces considerably less fatigue toxins during physical activity than the musculature of an ordinary human. He can physically exert himself at peak capacity for up to 24 hours before the build up of fatigue toxins in his blood begins to impair him.

Superhuman Durability: Malekith's body is tougher and much more resistant to physical injury than the body of a human. Malekith can withstand powerful impact forces, exposure to temperature and pressure extremes, falls from great heights, and powerful energy blasts without being injured.

Superhuman Agility: Malekith's agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete.

Superhuman Reflexes: Malekith's reflexes are similarly enhanced and are superior to those of the fineat human athlete.

Extended Longevity: Malekith, like all Dark Elves, possesses a greatly extended lifespan and ages at a much slower pace than humans. He is also immune to the effects of all known Earthly diseases and infections.

Regenerative Healing Factor: In spite his his body's increased durability, it is possible to injure him. However, Malekith's metabolism enables him to repair damaged bodily tissues much faster and more extensively than a human is capable of. The limits of Malekith's natural healing abilities aren't known, but it is believed that he isn't able to regenerate missing limbs or organs without magical assistance.

Magical Energy Manipulation: Malekith can manipulate great amounts of mystical energy for a numer of purposes. Malekith has been known to often use his mysical powers to alter his shape and appearance. He can even use this ability to transform himself into a mist-like substance, allowing him to fly through the air over great distances. He is also capable of using this same energy to teleport himself across great distances, including between dimensional barriers. Malekith can also generate powerful blasts of concussive energy for destructive purposes. It is also believed that Malekith can use this mystical energy to increase most, if not all, of his superhuman physical attributes temporarily. He has used it to increase his physical strength and, since he was believed to have been killed by Kurse after having his neck broken, it is believed that he used his knowledge of sorcery beforehand to increase the limits of his natural healing abilities and for the purpose of appearing to be dead.

Abilities

Though he generally avoids is, Malekith is a moderately skilled hand to hand combatant. He is also a talented and powerful sorcerer.

Weaknesses

Like all members of his race, Malekith has demonstrated a signifigant vulnerability to iron. For example, his mysical powers are useless against objects composed of iron. Also, being struck by an object made of iron, or even holding an iron object, can cause him great physical pain and injury whereas a similarly durable and powerful metal might cause him no discomfort at all.

Equipment

The Hunting Horn of Faerie: Malekith uses the Hunting Horn of Faerie to summon the Wild Hunt when he wants to track someone down.


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Re: Important Marvel Villains

Post  Admin on Sat Apr 07, 2012 1:54 am

Destroyer (Enchanted Armour)



Race: Enchanted Artifact
Gender: Looks Male
Class: None

Odin, Zeus, and Brahma, known as the Skyfather of their respective god pantheon, confronted the Celestials on their third visit (or Host) to Earth. The Celestials explained that their next visit would judge whether humanity was fit to continue existing and that the gods should not interfere. They threatened to seal off the dimensional pathways that link Earth to the various realms such as Asgard and Olympus. Not wanting to lose their worshipers, the Skyfathers secretly began plans. Odin created a mystic armor that could contain his and others' powers to battle the Celestials. He used an unknown metal apparently superior to Uru and enchanted it with his magic.

The armor was stored away in the Temple of Darkness, but it was found by Loki, who sought to use it against Thor. The Destroyer is indiscriminate in what it attacks, and had to be stopped.

Thor later used the Destroyer to threaten Hela into undoing a curse she placed on him. His body was restored and the armor was encased until it was needed.

When the Celestials returned, Odin absorbed the other Asgardians (save for an absent Thor) and then entered the armor. The Eternals formed the Uni-Mind and also sought to fight for humanity. The Celestials determined Earth's fate in an area sealed by a dome. The Destroyer sliced through and the confrontation ensued. The Destroyer was able to harm the Celestials, but the beings quickly repaired the damage done. Even with its increased powers the Destroyer was not powerful enough to fight eight Celestials at once, and was melted down.

Thor returned to find all the other Asgardians in deathlike comas. Thor was able to convince the other skyfathers to help him restore Odin, and bravely confronted the Celestials on his own. Gaea and the other skymothers were successful in recruiting the Young Gods, and presented them to the Host. The Celestials deemed humanity fit and left with the Young Gods.

The armor, however, was not completely ruined and several years later Loki reformed the armor in a bid to destroy a severely weakened Thor. Thor, however, wrested control of the armor from the host - an enthralled Frost Giant named Siggorth - through sheer force of will and went on to defeat Loki and then the Death goddess Hela, who was forced to restore Thor to his true form. The Destroyer was left in a crystal in Hela's realm, and was eventually animated by the goddess Lorelei. Lorelei battled several Asgardians and became trapped in the dimension of the Great Beasts.

The Destroyer was later deployed by Trolls, who empowered it with the spirit of the Maestro, an evil version of the Hulk. Although the Hulk failed to defeat the Destroyer in combat, he was able to enter the Destroyer and fight the Maestro for control and defeat it from within. Thor had two more encounters with the Destroyer, with the armor almost killing him on the first occasion and breaking his jaw on the second. The armor was eventually retrieved by Loki and occupied by the entity Desak, although Thor - equipped with the Odin Power - decapitated it with one throw of Mjolnir.

The armor was later under the control of the god Balder when Thor was on a quest to locate his missing brethren, the Asgardians.

Stats

Strength: 9
Intelligence: 2
Willpower: 7
Speed: 7
Durability: 9
Personality: 0

Powers

The Destroyer armor's possesses numerous superhuman capabilities but only if the armor is inhabited by the spirit of a sentient being. While some of the powers might vary, depending upon the spirit inhabiting the armor, they are primarily the same for any.

Superhuman Strength: The Destroyer armor possesses vast superhuman strength of unknown limits. While inhabited by the lifeforce of a sentient being, it's strength is immeasurable. It possesses enough superhuman strength to easily overpower even the likes of Thor and Hulk. Hence, it can lift far in excess of 100 tons with ease. Odin, creator of the Destroyer armor, once placed all of the combined lifeforces of the Asgardians, with the exception of Thor, into the armor, further enhancing the armor's strength to levels that make it's normal strength which is already incredible seem insignificant.

Superhuman Speed: The Destroyer armor, despite it's physical mass, can run and move at speeds greater than that of the finest human athlete.

Superhuman Stamina: The Destroyer armor is maintained by the lifeforce of a sentient being and is not subject to physical fatigue. While inhabited, the Destroyer literally possesses limitless superhuman stamina in all activities.

Superhuman Durability: The Destroyer armor is practically invulnerable to physical damage. The armor can withstand high caliber bullets, tremendously powerful impact forces, falls from tremendous heights, exposure to radical extremes of both temperature and pressure, and powerful energy blasts from the likes of Thor and Odin without sustaining damage. While possessed of the lifeforces of all the Asgardians, the Destroyer could withstand powerful blasts of energy from beings as powerful as the Celestials.

Superhuman Agility: The Destroyer armor's natural agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete despite it's great weight.

Superhuman Reflexes: The armor's reflexes are similarly heightened and are superior to those possessed by the finest human athlete.

Flight: Through self-levitation, the Destroyer armor is capable of flying through the air at tremendous speeds, the full limits of which aren't known. However, the armor can easily attain speed many times faster than the Speed of Sound, which is roughly 770 miles per hour.

Energy Projection: The Destroyer armor is capable of firing extremely powerful bolts of energy, primarily for destructive purposes. It has such power, that the simple energy it crackles with can shatter planets. The armor can project beams of intense heat, electricity, plasma, and magnetic force. The armor is also capable of manipulating the molecular structure of most materials and matter itself for a variety of purposes including but not limited to, transmutation such as the creation of impenetrable substances. It's most devastating weapon, however, is a beam fired from the armor's helmet, where a person's face would be in an ordinary suit of armor, that is capable of disintegrating practically any known substance in existence. The Destroyer must keep its visor lowered in order to build up the energies to use in this attack. The beam is even capable of destroying material as durable as Uru.

Abilities

The Destroyer is programmed solely for battle and destruction. Only a very strong spirit can resist its programming and act on their own free will such as Thor or Odin.

Weaknesses

While the armor itself has no weaknesses, the spirit inhabiting the armor will begin to grow more progressively violent while spending extended periods of time within the armor. Also, after a time, it becomes nearly impossible for an inhabiting spirit to maintain control over the armor while attempting to use it for non-violent purposes in non-combat situations. In time, the armor itself will dominate the inhabiting lifeforce. Only a being of extreme willpower is able to hold control over the armor such as Thor or Odin.

Weapons

When battling the Celestials, the armor wielded the Odinsword.


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Re: Important Marvel Villains

Post  Admin on Sun Apr 08, 2012 12:32 pm

Dreadnoughts



Race: Robot
Gender: Looks Male
Class: None

The Dreadnought is a non-sentient robotic combat instrument originally created by the subversive organization HYDRA for use in various commando operations. It was first used in an attempt to breach the S.H.I.E.L.D. Helicarrier and assassinate director Nick Fury.

Later the design and specifications for it were sold to the criminal cartel, The Maggia, who built the Silver Dreadnought.

Some time later, Advanced Idea Mechanics designed a new version, the Dreadnought 2000, stored at Target Technologies in Rutherford, New Jersey.

A rebuilt version was used years later during an attack to destroy London, where the robot had to fight Union Jack.

Zeke Stane later built some new Dreadnought models which were used by Mandarin in a plot to take down Iron Man. The Dreadnoughts attacked the Three Gorges Dam in China.

Stats

Strength: 8
Intelligence: 4
Willpower: 8
Speed: 6
Durability: 8
Personality: 0

Abilities

Practical reaction time is about two times as fast as an average human being, and it is capable of moving its arms 70 feet per second (about 50 miles per hour) and its entire body at a maximum speed of 35 miles per hour.

Capable of operating at peak capacity for up to 4.5 hours before metal fatigue and motor circuitry failure may impair its functions.

Has a computer-aided laser interfrometry guidance system that can be telemetrically overridden by its creators and a stand-alone personality-simulation program of 330 kilo-bites of information.

Has been programmed to fight like an American boxer.

Powered by a portable fusion generator, the Dreadnought possesses great strength, able to lift (press) about 10 tons, or smash its way though a six-inch thick steel plate.

Weapons

Gauntlets - has nozzles that shoot hydrazine and liquid oxygen like a flame thrower. Its average temperature is about 6,000 degrees Fahrenheit (sufficient to boil iron) and its range is about twenty feet.

Each gauntlet has enough fuel to shoot flames for 3.2 minutes.

Dreadnought's knuckles are studded with spikes which can be shot from his hand like a .30 caliber rifle bullets. Each of the 8 spikes can be fired independently and has a range of 1,200 feet.

Ear modules generate a powerful electrical charge (approximately 100,000 volts: enough to kill a human being instantly) through out its metallic body. Although it cannot project electrical bolts, it can send its electrical charge though any conducting medium it touches.

Behind Dreadnought's eyes are gamma ray particle projectors capable of emitting 750 millirems of radiation.

Mouth is connected to a tank of refrigerated Freon gas (-170 f) which it can vent through its mouth to a maximum distance of 10 feet. The gas instantly freezes anything it comes in contact with. The Dreadnought has enough Freon gas for one 15 second discharge.
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Re: Important Marvel Villains

Post  Admin on Thu Apr 12, 2012 4:23 am

Enchantress



Race: Asgardian
Gender: Female
Class: Sorceress

Amora was born somewhere in Asgard, her parentage unknown. While still in adolescence, she ran away to the land of the Norns and apprenticed herself to Karnilla, one of the most powerful sorceresses in all the Asgardian dimension. There she studied all the basic arts of Asgardian magic until Karnilla expelled her for being too undisciplined. She picked up further sorcerous skills from seducing other Asgardian magi and wizards.

Centuries ago, Amora enlisted Brunnhilda, leader of Odin's Valkyries, in her plans of conquest. However, Brunnhilda soon became aware of Amora's immoral ends, and sought to end their partnership. Amora then used her magic to entrap Brunnhilda within a mystical crystal of souls. Only relatively recently was Brunnhilda freed from Amora's spell.

The Enchantress seduced Skurge the Executioner into assisting her in many of her schemes over the years. But while the Executioner was so infatuated with the Enchantress that he would do anything for her, she continually withheld her favors from him to keep him in thrall.

In her first encounter with Thor after he gained his human identity of Don Blake, the Enchantress attempted unsuccessfully to seduce Blake, and then ordered the Executioner to dispose of Jane Foster, the mortal woman whom Thor then loved. Thor saved Foster and defeated both the Enchantress and Executioner.

In the following years the Enchantress also allied herself with Loki, Baron Zemo, the Mandarin, and Arkon in pursuit of her goals of power and vengeance upon her enemies. She was among the many menaces assembled by Doctor Doom to disrupt the wedding of Reed Richards and Susan Storm. Her most frequent adversaries during these years were Thor and the Avengers. She used one of Zemo's machines to transform one of the Baron's mercenaries into the first Power Man.

More recently, after the destruction of Asgard by Norman Osborn and his forces, Thor, Steve Rogers and Iron Man were transported through a portal and scattered through the Nine Worlds. The Enchantress appeared in what appeared to be Vanaheim, where she told Thor she would have vengeance upon him, setting a group of minions upon him. As Thor fought back, however, the Enchantress revealed that Vanaheim and other parts of the Nine Worlds had been combined and transported into Hel, the realm of Hela. As Thor began to fight Hela, Amora looked on. When Thor was knocked unconscious during the fight with Hela, he was surprised on coming to his senses to see Amora battling Hela to help him. Hela defeated Amora in combat.

Later, when Thor and his allies marshaled an army to attack Hela, Thor was stabbed by Hela with the Twilight Sword, which she had stolen and used to alter the Nine Worlds. Before Hela could finish Thor off, a cloaked figure appeared and magically healed Thor before teleporting him away. This turned out to be Amora, who had transported him to his hammer Mjolnir, which he had been separated from. Hela tracked the two down, and they pressed the attack on her - Thor with his lightning, and Amora with a devastating magical blast that destroyed part of Hela's face. With some help from Iron Man and Fafnir, Hela was defeated, and Thor won back the Twilight Sword. Thor used the sword to return the Nine Worlds to their previous state, and thanked Amora for her help, assuring her he would not forget her change in allegiance to help him. After joking that Thor could give the Twilight Sword to her, Amora transported Thor, Iron Man and Steve Rogers back to where they had been taken from, and their waiting friends. Thor then entrusted the Twilight Sword to Amora's former lover Heimdall.

Stats

Strength: 6
Intelligence: 6
Willpower: 8
Speed: 4
Durability: 8
Personality: 8

Powers

The Enchantress possesses the conventional attributes of an Asgardian woman ("goddess"), as well as a mastery over certain sorcerous disciplines.

Superhuman Strength: Amora is superhumanly strong, possessing physical strength roughly average for an Asgardian woman. At her peak, she is able to lift about 25 tons.

Superhuman Speed: Amora can run and move at speeds that are beyond the natural physical limits of the finest human athlete.

Superhuman Stamina: Amora's Asgardian musculature is considerably more efficient than that of a human being. Her muscles produce considerably less fatigue toxins during physical activity than human muscles. At her peak, she can exert herself physically for about 24 hours before the build up of fatigue toxins in her blood begins to impair her.

Superhumanly Dense Tissue: Amora's bodily tissues, like those of all Asgardians, possesses roughly three times the density of human bodily tissues. This contributes somewhat to her superhuman strength, her durability and her weight.

Superhuman Durability: Like all Asgardians, Amora's body is much more resistant to conventional physical injury than a human being. She can withstand great impacts, exposure to temperature extremes, and powerful energy blasts that would severely injure or kill a human being with no injury to herself.

Regenerative Healing Factor: It is possible for Amora to sustain injury, despite her body's resistance. In such an event, Amora's superior metabolism enables her to heal injuries much faster and more extensively than a normal human would be capable of. However, she is unable to regenerate missing limbs or organs without the aid of powerful magical assistance.

Superhuman Longevity: Unlike some other god pantheons, such as the Olympians, the Asgardians do age, though it is at a pace vastly slower than a human. Although she is several millenia old in age, Amora has the appearance and vitality of an Asgardian woman in her prime. She is, however, immune to all known Earthly diseases and infections.

Superhuman Agility: Amora's agility, balance, and bodily coordination are enhanced to levels beyond the natural physical limits of the finest human athlete.

Superhuman Reflexes: Amora's reflexes are similarly enhanced and are superior to those of the finest human athlete.

Sorcery: The Enchantress' magical powers are among the most powerful of all Asgardians. The Enchantress’s strength and proficiency with magic is second only to Karnilla, with enough power even in the Earthly realm to cloud the sight of Agamotto through his Orb for hours from the view of Doctor Strange. The Enchantress' powers derive from two main sources: her innate capacity to manipulate ambient Asgardian magical energy (of power-objects and entities found therein or merely Asgard's natural magic) honed through practice, and her acquired knowledge of spells and enchantments of Asgardian origin. She can use her sorcery to generate powerful blasts of concussive force, heat, or light. She can also alter her appearance, taking the shape of other humanoid beings or teleport herself and others across great distances. The main focus of the Enchantress' powers has been the enhancement of her natural beauty and allure so that men, mortal or otherwise, are overwhelmed with desire for her. She has enchanted her lips so that a single kiss is sufficient to make virtually any man a slave to her will, obedient to her every command, for about a week. Subsequent kisses enable her to enthrall someone's will indefinitely. Her knowledge of arcane lore enables her to cast spells with a variety of specific effects. Among the many spells she has employed include illusion-casting, temporary paralysis, deflection of matter and energy, inter-dimensional travel, and elemental conversion. Once, at the maximum peak of her magic, Amora’s transmutation enchantment upon the Black Knight changed him into a statue, which Midgard’s Sorcerer Supreme Doctor Strange could not break for an extended period of time even with his full powers and the access to all his occult resources at the Sanctum Sanctorum, causing the Avengers/Defenders War and the quest for the Evil Eye. The Enchantress cannot access her spells with her hands bound and her mouth gagged.

Abilities

Amora has amassed considerable knowledge of mystical lore, and is an expert in the art of seduction, both natural and supernatural.

Strength level

Class 25, Amora can lift 25 tons.

Weaknesses

Amora's spells derive their potency from Asgardian sources (such as power objects or entities), and thus are most potent when used in the dimension of Asgard itself. A prolonged absence from Asgard tends to diminish her powers altogether, though they never fade completely. Although she has a superhuman physique, Amora has little to no experience in hand-to-hand combat, typically relying on minions to fight for her.

Equipment

In the past the Enchantress has made use of advanced scientific equipment created by her allies (when granting Erik Josten's ionic powers, for example, she employed the same devices that Baron Zemo had used to give Simon Williams his abilities, years earlier). She is by no means an inventor or technology expert, but she is quite intelligent, and able to operate such technology in a basic and effective fashion.

Transportation

Teleportation (both between dimensions and within dimensions)

Weapons

On occasion, the Enchantress employs various mystical artifacts, potions, and power objects. She has, for instance, kept the soul of Brunnhilda the Valkyrie entrapped in a crystalline gem, using her own magics to assume the Valkyrie's form.
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Re: Important Marvel Villains

Post  Admin on Fri Apr 27, 2012 5:01 pm

Spymaster (Sinclair Abbott)







Race: Human
Gender: Male
Class: None

In his public life, Sinclair gives to charity via his Abbott Foundation. During social gatherings he appeared alongside his wife Greta.

As Spymaster, he ordered his predecessor murdered while in prison. He sent the Ghost after Iron Man and attempted to acquire the Living Laser.

Abbott was later hired by agents of the Mandarin to attack Stark's closest allies. He personally attacked Happy Hogan, leaving him in a comatose state.

Recently, he's helping the Mandarin in his vengeance on Iron Man, having no choice because the villain implanted a bomb in him.

Stats ( lv 4 )

Strength: 6
Speed: 6
Dexterity: 9
Durability: 6
Constitution: 6
Intelligence: 9
Wisdom: 8
Charisma: 12

Powers

Abbott has no superhuman powers; he wears a Kevlar/Vibranium suit outfitted with various devices and weapons.

Abilities

Espionage, technology, public speaking

Equipment

Image inducer, voice modulator

Weapons

Sniper rifle with .57 Vibranium Shells, Energy Nunchaku, Molotov Cocktails


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Re: Important Marvel Villains

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