Name: Assessor
Rank: 4
Karma: 4
Health: 90 | Damage Reduction:-2 |
Focus: 90 | Damage Reduction:- |
Initiative: +3
Speed: 5
Occupation: Scientist
Origin: High-Tech (Android)
Traits: Fresh Eyes, Inventor, Iron Will, Quick Learner, Scientific Expertise, Signature Attack: Teleport Other, Tech Reliance
Tags: A.I., Authority, Enemy: Miles Morales, Mysterious, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 1 | 11 | +1 | X4 |
Agility | 0 | 10 | +0 | X4 |
Resilience | 3 | 13 | +3 | X4 |
Vigilance | 3 | 13 | +3 | X4 |
Ego | 4 | 14 | +6 | X6 |
Logic | 4 | 14 | +6 | X6 |
Powers:
Basic (TR): Brilliance 2, Discipline 1, Iconic Weapon: Disciplinary Measures (Can create Danger Room scenarios. The TN for his Dangers is Challenging. The Danger level is 4. He can create a new Danger at the start of every round. When a character the Assessor has a Telepathic Link with fails an action check, they become exhausted), Sturdy 2
Narrative Power (TR): Duplicate Self (Duplication Trigger: Succeeds on a Logic Check. Absorption Trigger: Each time an enemy is missed by an attack, 1 Duplicate is absorbed.)
Telepathy (TR): Machine Telepathy, Telepathic Blast, Telepathic Link
Teleportation (TR): Blink, Blink Barrage, Blink Defense, Teleport 2, Teleport Other, Teleport Together
Biography:
Little is known about the Assessor, though it appears to have a connection to the Beyond Corporation. It is an artificial intelligence that performs “tests” of the abilities of certain subjects. It was hired by Ultimatum to kidnap and experiment upon Miles Morales. It subjected Miles to a brutal regiment of physical and psychological torture. Miles was freed by Jeffeson and Aaron Davis, and the robot left, apparently satisfied with its research. The Assessor later created several clones of Miles: Selim, Shift, and Mindspinner. The Assessor worked with Quantum, a mysterious being empowered by the Space Stone.
Commentary:
This character is a perfect nemesis to Miles, and can also serve as a meaner, more powerful version of Arcade. Fighting this thing can quickly get out of hand if its victims can’t pass its “tests.” Note that each of its duplicates can create their own Danger, so a fight with them can quickly become an uphill battle.
Name: Hexus Host
Rank: 4
Karma: 4
Health: 60 | Damage Reduction:- |
Focus: 120 | Damage Reduction:-2 |
Initiative: +4
Speed: 5
Occupation:Tycoon
Origin: Alien
Traits: Audience, Connections: Celebrities, Famous, Glibness, Hive Mind, Surprising Power: Possession
Tags: Alien Heritage, Cursed, Public Identity, Rich, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 1 | 11 | +1 | X4 |
Agility | 3 | 13 | +3 | X4 |
Resilience | 2 | 12 | +2 | X4 |
Vigilance | 4 | 14 | +4 | X4 |
Ego | 5 | 15 | +5 | X4 |
Logic | 5 | 15 | +7 | X6 |
Powers:
Basic: Brilliance 2, Inspiration, Uncanny 2
Elemental Control (Fire): Elemental Blast, Elemental Burst, Supernova
Magic: Possession
Omniversal Travel (Multiversal): Multiversal Travel
Telepathy: Command, Copy Psyche, Information Upload, Telepathic Blast, Telepathic Link, Telepathic Network
Biography:
Hexus the Living Corporation is an interdimensional disease, a living idea. It spreads from universe to universe, infecting inhabitants with its hive consciousness. It bombards the denizens of an infected universe with advertising until they all bend to its will, and construct ships to allow it to travel to other universes. It has been opposed by Noh-Varr, and a growing infestation of Earth was repelled by the members of Avengers Academy. Hosts of the parasite are equipped with heat vision and the ability to create advertisements that further spread the infection.
Commentary:
Hexus is a fun, wacky idea for a villain. It requires both Narrative and Combat abilities to properly fight, and can be a great threat to the personal lives of the heroes. It can also be a great element in a multiverse-hopping epic, as the infection spreads across various Multiverses your party travels too. Freeing one universe from Hexus might not be enough to stop the threat.
Name: Elf with a Gun
Rank: 4
Karma: 4
Health: 60 | Damage Reduction:- |
Focus: 120 | Damage Reduction:- |
Initiative: +4
Speed: 4
Occupation: Assassin
Origin: Magic
Traits: Bloodthirsty, Signature Attack: Double Tap, Small, Sneaky, Weird
Tags: Black Market Access, Mysterious, Signature Weapon: Pistol, Supernatural, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 2 | 13 | +2 | X4 |
Agility | 6 | 17 | +6 | X8 |
Resilience | 2 | 12 | +2 | X4 |
Vigilance | 4 | 14 | +4 | X4 |
Ego | 3 | 13 | +3 | X4 |
Logic | 3 | 13 | +3 | X4 |
Powers:
Basic: Accuracy 4, Slow-Motion Dodge, Combat Trickery
Omniversal Travel (Time): Instant Replay, Time Travel
Ranged Weapons: Covering Fire, Double Tap, Headshot, Killzone, Return Fire, Stopping Power, Suppressive Fire
Teleport: Blink
Biography:
The strange individual known only as the “Elf with a Gun” committed several unprovoked murders.During each of the murders, he almost crossed paths with the superheroes known as the Defenders. Each time, they were unaware of his presence. Just when it seemed a confrontation with the Defenders was inevitable, the Elf with a Gun was hit by a truck, bringing his unexplained crime spree to an apparent end. It was later revealed that a larger organization of “Elves with Guns” existed, apparently servants of the Tribunals, a group of aliens dedicated to preserving interdimensional order. That was later implied to be a hoax, making unclear what the purpose or origins of the Elves really is. Another Elf, claiming to be the nephew of the original Elf with a gun, claimed to seek vengeance. He encountered Spider-Man, Howard the Duck, and the Savage Dragon, and did little to clear things up.
Commentary:
Your party is likely to be confused by the Elf with a Gun, and they might not take him seriously at first. That will change once they start fighting him. He deals massive damage and is hard to hit, but can’t take much damage himself. This lends to an “ambush” style of attack, so he can be a great way to catch a party off guard. A bunch of these things could be a wacky but terrifying threat to run into while traversing the Multiverse.
Name: Dark Overlord of the Universe
Rank: 5
Karma: 5
Health: 120 | Damage Reduction:-2 |
Focus: 90 | Damage Reduction:- |
Initiative: +3
Speed: 20
Occupation: Outsider
Origin: Magic
Traits: Combat Reflexes, Connection: Outsiders, Fresh Eyes, Signature Attack: Brain Drain, Signature Attack: Leech Life, Stranger, Unusual Size: Huge
Tags: Cursed, Extreme Appearance, Sorcerous, Supernatural, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 5 | 13 | +5 | X7 |
Agility | 4 | 12 | +4 | X5 |
Resilience | 4 | 14 | +4 | X5 |
Vigilance | 3 | 13 | +3 | X5 |
Ego | 5 | 15 | +6 | X6 |
Logic | 4 | 14 | +5 | X6 |
Powers:
Basic: Additional Limb, Brilliance 1, Discipline 1
Elemental Control (Toxin): Elemental Blast, Elemental Burst
Magic (Sorcery): Bolts of Balthakk, Brain Drain, Crimson Bands of Cyttorak, Leech Life, Possession
Plasticity: Coiling Crush, Extended Reach 1, Flexible Bones 2, Reverse Punch
Telekinesis: Telekinetic Barrier, Telekinetic Grab, Telekinetic Manipulation, Telekinetic Protection 2
Biography:
The Dark Overlords are powerful creatures with advanced scientific and magical abilities. They live in the Nexus of Sominus, a space between universes. They seek to spread out and conquer neighboring dimensions, possessing the inhabitants of each universe and draining others to regain their full power. The interdimensional mishaps of Howard the Duck grabbed their attention and drew one to Cleveland, Ohio.
Commentary:
The Big Bad of the Howard the Duck movie is a perfect villain for a jaunt across the Multiverse. He wields several tools to fight the heroes- physical, magical, and telekinetic attacks. The possession angle could be fun to explore, having the party meet a host body before they encounter its monstrous true form.
Name: Mother
Rank: 6
Karma: 6
Health: 120 | Damage Reduction:-2 |
Focus: 120 | Damage Reduction:-2 |
Initiative: +4E
Speed: 5
Occupation: Outsider
Origin: Alien
Traits: Connections: Outsider, Fresh Eyes, Glibness, Leverage, Monster, Situational Awareness, Stranger
Tags: Alien Heritage, Deceased, Mysterious, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 6 | 14 | +6 | X6 |
Agility | 2 | 12 | +2 | X6 |
Resilience | 4 | 14 | +4 | X6 |
Vigilance | 4 | 14 | +4 | X6 |
Ego | 5 | 15 | +7 | X8 |
Logic | 9 | 19 | +11 | X8 |
Powers:
Basic: Brilliance 2, Discipline 2, Disguise, Healing Factor, Uncanny 2
Magic: Brain Drain, Dispel Spell
Plasticity: Coiling Crush, Extended Reach 1, Flexible Bones 2, Reverse Punch
Omniversal Travel (Multiversal): Multiversal Travel, Multiversal Travel Together, Multiversal Travel Other
Narrative Power: DNA Manipulation, Duplicate Self (Duplication Trigger: Mother creates a new body when she captures a mind with Copy Psyche. The new body has the appearance and memories of the copied mind. Absorption Trigger: A duplicate takes Focus damage)
Telepathy: Command, Copy Psyche, Information Upload, Orders, Telepathic Link
Biography:
“Mother” is a strange, shapeshifting creature that travels the multiverse in search of prey. She is a parasite who absorbs the power of her prey and assimilates her form. She was accidentally discovered by Wiccan and followed him to Earth-616. She quickly assimilated his parents, and the parents of the rest of the Young Avengers. She then pursued the Young Avengers across the multiverse, seeking to drain Wiccan’s magic powers. She was a skilled manipulator, making bargains with Loki and the mysterious “Patriot” entity. She could also trap her enemies in a strange pocked universe resembling comic book panels.
Commentary:
Mother is the perfect villain for a Young Avengers campaign, or any campaign focused on younger characters. She can be a great tool to flesh out the supporting cast of your party and involve them in the plotline. She’s also a perfect villain for a multiversal campaign, either as the main antagonist or another obstacle they stumble across while pursuing some other plotline.
Note: Mother can only copy the psyches of parents. If she has a mental link with a non-parent individual, she can instead copy the psyche of that individual’s parents, and only if they are deceased.)
Name: Mapmaker
Rank: 4
Karma: 4
Health: 120 | Damage Reduction:-1 |
Focus: 90 | Damage Reduction:- |
Initiative:+4
Speed: 5
Occupation: Outsider
Origin: High-Tech (Android)
Traits: Combat Reflexes, Font of Information, Fresh Eyes, Quick Learner, Tech Reliance
Tags: A.I., Mysterious, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +5 | X5 |
Agility | 4 | 14 | +5 | X5 |
Resilience | 4 | 14 | +4 | X4 |
Vigilance | 3 | 13 | +3 | X4 |
Ego | 2 | 12 | +2 | X4 |
Logic | 2 | 12 | +2 | X4 |
Powers:
Basic (TR): Accuracy 1, Flight 1, Mighty 1, Sturdy 1
Elemental Control (Energy) (TR): Elemental Blast, Elemental Burst
Narrative Power (TR): Instant Evolution
Omniversal Travel (Multiverse) (TR): Multiversal Travel
Power Control (TR): Clone Moves, Clone Powers, Copy Ability, Copy Power, Copy Trait
Sixth Senses (TR): Cosmic Awareness, Microscopic Awareness, Sense Supers
Biography:
The Mapmakers are advanced androids who follow and document the Incursions that destroy alternate universes. They lock down the collapsing universe and document it, forming a path for their masters to navigate the crisis. Their purpose was to analyze the abilities of the other factions involved in the “Game of Worlds,”- the Black Swans, the Black Priests, the Captain Britain Corps, the Builders, and the Illuminati. At least some of the Mapmakers began as advanced Adaptoids created by A.I.M. that became self-aware and began to explore the Multiverse.
Commentary:
The Mapmaker fills out the factions of the Incursion storyline and are a great trans-dimensional opponent. They have a mystery about them, making them a good tool to draw the party into a wider cosmic conflagration. They can scale to any kind of party thanks to their flexible stats and power-copying abilities.
Name: Mendell Stromm
Rank: 4
Karma: 4
Health: 120 | Damage Reduction:-1 |
Focus: 90 | Damage Reduction:- |
Initiative: +3E
Speed: 5
Occupation: Scientist
Origin: High-Tech (Cybernetics)
Traits: Determination, Gearhead, Inventor, Scientific Expertise, Situational Awareness, Tech Reliance
Tags: A.I., Enemy: Norman Osborn, Lab Access, Public Identity, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +5 | X5 |
Agility | 3 | 13 | +3 | X4 |
Resilience | 4 | 14 | +4 | X4 |
Vigilance | 3 | 13 | +3 | X4 |
Ego | 2 | 12 | +2 | X4 |
Logic | 4 | 14 | +5 | X5 |
Powers:
Basic: Brilliance 1, Inspiration, Mighty 1 (TR), Sturdy 1 (TR)
Elemental Control (Energy) (TR): Elemental Burst
Spider-Powers (TR): Venom Bash
Tactics: Battle Plan, Change of Plans, Combat Support, Focus Fire, Operations Center
Telepathy (TR): Copy Psyche, Information Upload, Machine Telepathy, Telepathic Link, Telepathic Network
Biography:
Mendell Stromm was a gifted roboticist and business partner of Norman Osborn. As their business grew Osborn framed him for embezzlement and sent him to prison. Stromm plotted his revenge, and created an army of robots to destroy him. These robots were stopped by Spider-Man, and Stromm suffered a heart-attack during a confrontation with Osborn. He created a robotic duplicate, the “Robot Master” to carry on his agenda of vengeance. Stromm and his duplicate ultimately merged into a single being, and continued to try to get revenge on Norman and Spider-Man through digital technology.
Commentary:
Stromm is a classic Spider-Man foe that most fans might not be too familiar with. His personal connection to Peter and Osborn gives you a lot to explore, and his general expertise in robotics makes it easy to build a wide variety of encounters around him.
Name: Arachniote
Rank: 5
Karma: 5
Health: 120 | Damage Reduction:-2 |
Focus: 120 | Damage Reduction:- |
Initiative: +4E
Speed: 5
Occupation: Outsider
Origin: Symbiote (Knull)
Traits: Anathema (Lightning/Anti-Venom), Berserker, Bloodthirsty, Combat Reflexes, Connection: Outsiders, Determination, Fresh Eyes, Monster, Signature Attack: Telepathic Blast, Stranger
Tags: Alien Heritage, Cursed, Extreme Appearance, Villainous, Worshiped
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 6 | 16 | +6 | X5 |
Agility | 5 | 17 | +5 | X5 |
Resilience | 4 | 14 | +4 | X5 |
Vigilance | 4 | 14 | +4 | X5 |
Ego | 2 | 12 | +2 | X5 |
Logic | 4 | 14 | +5 | X6 |
Powers:
Basic: Additional Limb, Brilliance 1, Healing Factor, Sturdy 2
Magic: Possession
Melee Weapons (Sharp): Fast Attacks, Whirling Frenzy
Resize: Growing Attack, Grow 2
Spider-Powers: Razorwebs, Spider-Dodge, Spider-Sense, Wallcrawling, Webcasting, Webgrabbing
Telepathy: Telepathic Blast, Telepathic Link, Telepathic Network
Biography:
The Arachniote, also known as the “All-Hunger” was a mythical monster from the symbiote homeworld Klyntar. It was feared by all Symbiotes, and even Knull himself. The monster was summoned by Meridius in his war against Venom. It battled the current host of the Venom Symbiote, none other than Peter Parker. It absorbed several bystanders, as well as the Hobgoblin. Spider-Man teamed up with Jackpot and finally defeated it.
Commentary:
The Symbiote boogeyman is a perfect threat to throw into a campaign involving the Klyntar, whether they;re the player characters, antagonists, or both. This thing can fight on both the physical and astral plane, making it a unique kind of threat. I’d suggest building this thing up by having the party encounter it in its astral form before a physical boss fight.
Name: Goblin Glider Drone
Rank: 1
Karma: 1
Health: 30 | Damage Reduction:-1 |
Focus: 10 | Damage Reduction:- |
Initiative: +0E
Speed: 5
Occupation: None
Origin: High-Tech (Android)
Traits: Situational Awareness
Tags: A.I, Signature Weapon: Frag Grenade, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 2 | 12 | +2 | X1 |
Agility | 2 | 12 | +2 | X1 |
Resilience | 1 | 11 | +1 | X1 |
Vigilance | 0 | 10 | +1 | X1 |
Ego | 0 | 10 | +0 | X1 |
Logic | 0 | 10 | +0 | X1 |
Powers:
Basic: Flight 1, Sturdy 1, Slow-Motion Dodge
Melee Weapons (Sharp): Hit and Run
Biography:
These drones are robotically operated versions of Norman Osborn’s original Goblin Glider. They have been used as security measures, and were encountered by Deadpool when he attempted to assault the Dark Avengers in Avengers Tower.
Commentary:
These things are a great foe to throw at a low rank party, especially one that’s getting tired of thugs with clubs and pistols. It’s more mobile than a low ranked party will be expecting, and it can dish out significant damage with its melee attacks and Frag Grenades. It shouldn’t be more than they can handle, but should make them adopt new tactics. They scale nicely to higher ranked parties too. These can be great security for Norman and his various factions (Oscorp, H.A.M.M.E.R., Goblin Nation) or any street level group with deep pockets.
Name: Goblinoid
Rank: 2
Karma: 2
Health: 90 | Damage Reduction:-2 |
Focus: 60 | Damage Reduction: |
Initiative: +1
Speed: 5
Occupation: Criminal
Origin: Weird Science
Traits: Battle Ready, Berserker, Connections: Criminal, Weird
Tags: Black Market Access, Extreme Appearance, Mentor: Green Goblin (1610), Streetwise, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 3 | 13 | +5 | X4 |
Agility | 2 | 12 | +2 | X2 |
Resilience | 3 | 13 | +3 | X2 |
Vigilance | 1 | 11 | +1 | X2 |
Ego | 1 | 11 | +1 | X2 |
Logic | 0 | 10 | +0 | X2 |
Powers:
Basic: Mighty 2, Sturdy 2
Elemental Control (Fire): Elemental Burst
Super-Strength: Crushing Grip, Jump 2
Biography:
Goblinoids are creatures created from a drug called Goblin, created from the blood of the Norman Osborn of Earth-1610. It was spread across the street to create an army to battle Miles Morales on behalf of Osborn and Ultimatum.
Commentary:
These are good henchmen for Miles’ enemies from Earth-1610, but are also easy to drop into any storyline involving street crime, weird science, or both.
Name: Jackal-Hulk
Rank: 3
Karma: 3
Health: 120 | Damage Reduction:-2 |
Focus: 90 | Damage Reduction:- |
Initiative: +3
Speed: 6
Occupation: None
Origin: Weird Science
Traits: Big, Combat Reflexes, Surprising Power: Anger, Weird
Tags: Clone, Extreme Appearance, Mentor: Jackal, Mute, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 5 | 14 | +8 | X6 |
Agility | 1 | 10 | +1 | X3 |
Resilience | 4 | 14 | +4 | X3 |
Vigilance | 3 | 13 | +3 | X3 |
Ego | 0 | 10 | +0 | X3 |
Logic | 2 | 12 | +2 | X3 |
Powers:
Basic: Anger, Combat Trickery, Mighty 3, Sturdy 2
Melee Weapons (Sharp): Exploit, Fast Attacks, Hit and Run, Vicious Attack
Super-Strength: Crushing Grip, Quick Toss
Spider-Powers: Jump 2, Spider-Dodge, Wall-Crawling
Biography:
The Jackal-Hulks are brutish monsters created by the Jackal. Despite their name (coined by Miles Morales) they have no relation to the Hulk, but were mutated clones of Miles Warren. A pair of them were used by the Jackal as part of a scheme to create a virtual reality program with Arcade, but were defeated by Miles Morales and Peter Parker.
Commentary:
These things serve as muscle for the Jackal or any other clone-based villain, perhaps Mr. Sinister or Arnim Zola. Their brawn is the perfect counterpart to a brainy scientist.
Name: Thomas Edison
Rank: 3
Karma: 3
Health: 60 | Damage Reduction:-1 |
Focus: 60 | Damage Reduction:- |
Initiative: +2
Speed: 5
Occupation: Engineer
Origin: High-Tech (Cybernetics)
Traits: Combat Reflexes, Free Running, Fresh Eyes, Gearhead, Inventor, Tech Reliance
Tags: Clone, Cursed, Deceased, Enemy: Ms. Marvel, Extreme Appearance, Lab Access, Supernatural, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +5 | X4 |
Agility | 3 | 13 | +3 | X3 |
Resilience | 2 | 12 | +2 | X3 |
Vigilance | 2 | 12 | +2 | X3 |
Ego | 1 | 11 | +1 | X3 |
Logic | 3 | 13 | +4 | X4 |
Powers:
Basic: Brilliance 1, Combat Trickery, Mighty 1, Reinforced Skeleton
Melee Weapons (Sharp): Exploit, Fast Attacks, Hit and Run, Vicious Attack
Telepathy: Animal Communication (Birds), Machine Telepathy
Biography:
The “Inventor” was created by Gergory Knox, as an attempt to recreate one of the greatest minds in history by cloning Thomas Edison. Unfortunately the DNA sample was contaminated by that of a cockatiel, resulting in a malformed clone. He was equipped with cybernetic enhancements and began capturing youths in New Jersey for experiments. His efforts were foiled by the fledgeling hero Kamala Khan, becoming her first major villain.
Commentary:
The Inventor is a great nemesis for Kamala Khan, and a perfect “starter villain” for early in a campaign. He’s got enough of a combo of physical power and mad science to run a small-scale storyline all on his own. He’s a wacky and surprisingly pitiful villain, making him a good tool to help your party establish their characters.
Name: The Suit
Rank: 4
Karma: 4
Health: 90 | Damage Reduction:-2 |
Focus: 90 | Damage Reduction:- |
Initiative: +3E
Speed: 5
Occupation: Spy
Origin: Alien
Traits: Combat Reflexes, Connections: Espionage, Interrogation, Leverage, Situational Awareness, Skeptical
Tags: A.I., Alien Heritage, Authority, Black Market Access, Mysterious, Secret Identity
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +6 | X6 |
Agility | 4 | 16 | +5 | X5 |
Resilience | 3 | 13 | +3 | X4 |
Vigilance | 3 | 13 | +3 | X4 |
Ego | 3 | 13 | +3 | X4 |
Logic | 3 | 13 | +3 | X4 |
Powers:
Basic: Accuracy 1, Healing Factor, Mighty 2, Sturdy 2
Elemental Control (Swarm): Elemental Barrier, Elemental Blast, Elemental Burst, Elemental Form, Elemental Protection 1
Spider-Powers: Venom Bash, Venom Burst, Venom Blast, Spider-Sense
Telepathy: Machine Telepathy
Biography:
The Suit is actually a colony of spider-like robots, with a hive consciousness. It took the form of a sunglasses-wearing government agent, and was equipped with a cellphone-like device that channeled its natural electric ability. It came to earth to hunt another of its species that was planning to exterminate life on earth using a clone of the Venom symbiote. It helped Reed Richards and Eddie Brock hunt down the other colony, but once the clone was already created it decided that to fulfill its mission it needed to destroy Venom and the clone, known as Mania. Its final trap to kill Venom was foiled with help from Susan Storm and Peter Parker.
Commentary:
This guy is one of the more memorable members of Venom’s rogues gallery, though that might be damning with faint praise. He was an interesting wild card, walking the line between enemy and ally over the course of the story. As a “Lawful Neutral” character he can be reliable but unpredictable. He can fit into any Symbiote adventure and could be a great element of an espionage or space-faring story too.
Name: Hellifino
Rank: 2
Karma: 2
Health: 90 | Damage Reduction:-2 |
Focus: 30 | Damage Reduction:- |
Initiative: +2
Speed: 6
Occupation: Student
Origin: Weird Science
Traits: Big, Signature Attack: Ram, Quick Learning, Weird
Tags: Enemy: Spider-Boy, Extreme Appearance, Mentor: Madame Monstrosity, Obligation: School
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 13 | +6 | X4 |
Agility | 1 | 13 | +1 | X2 |
Resilience | 3 | 13 | +3 | X2 |
Vigilance | 2 | 12 | +2 | X2 |
Ego | 0 | 10 | +0 | X2 |
Logic | 0 | 10 | +0 | X2 |
Powers:
Basic: Additional Limb, Brawling, Mighty 2, Sturdy 2
Super-Strength: Banging Heads, Crushing Grip, Jump 1
Biography:
Eli Hartman was a young boy imprisoned alongside Bailey Briggs by Madame Monstrosity. The two talked in their cells and quickly became friends. Bailey was one of the first subjects of Madame Monstrosity’s experiments, and Eli tried to comfort him when he was turned into a human/spider hybrid. Bailey made a joke about how a rhino-elephant hybrid would be called a “Hellifino” which inspired Madame Monstrosity to try that for real. When Bailey was erased from existence and brought back, both Hellifino and Madame Monstrosity lost their memories of him. As Spider-Boy, Bailey re-encounted his former friend as a minion of Madame Monstrosity.
Commentary:
Eli is an emotional and physical challenge for Spider-Boy, and an effective low-rank baddie for any other character. His sympathetic backstory and memorable appearance help him stand out, and he’s a good minion for Madame Monstrosity or any other genetically-themed villain.
Name: Freak
Rank: 4
Karma: 4
Health: 150 | Damage Reduction:-2 |
Focus: 120 | Damage Reduction:- |
Initiative: +4
Speed: 5
Occupation: Criminal
Origin: Weird Science
Traits: Berserker, Bloodthirsty, Determination, Venomous, Weird
Tags: Black Market Access, Convict, Extreme Appearance, Enemy: Spider-Man, Poor, Streetwise, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 6 | 16 | +9 | X7 |
Agility | 3 | 13 | +3 | X4 |
Resilience | 5 | 15 | +5 | X4 |
Vigilance | 4 | 14 | +4 | X4 |
Ego | 0 | 10 | +0 | X4 |
Logic | 2 | 12 | +2 | X4 |
Powers:
Basic: Anger, Environmental Protection, Healing Factor, Heightened Senses 1, Mighty 3, Sturdy 2
Martial Arts: Do This All Day, Brace for Impact
Melee Weapons (Sharp): Exploit, Vicious Attack
Narrative Power: Instant Evolution
Super-Strength: Banging Heads, Jump 1
Biography:
The man known only as “Freak” was a homeless vagrant who attempted to rob F.E.A.S.T., the homeless shelter Aunt May volunteered at. In his escape attempt he stumbled into an abandoned lab built by Curt Connors. He mistook an experimental stem-cell formula for crystal meth and turned himself into a mutated monstrosity. It gave him enhanced strength and healing, which weren’t enough to beat Spider-Man. However, he would later discover his mutation gave him the ability to become immune to whatever last harmed him. He was kidnapped by Norman Osborn who subjected him to a series of experiments, seeking to create an enhanced form of the Venom symbiote.
Commentary:
A gross and slimy villain who won’t stay down. Figuring out how to deal with this guy might take a while, and he can’t really be ignored until he’s dealt with. It might be fun to have him be the key to some other villain’s plans, the subject of an experiment that uses his powers for grander purposes than he could imagine.
Name: Haze Mancer
Rank: 4
Karma: 4
Health: 90 | Damage Reduction:-1 |
Focus: 150 | Damage Reduction:- |
Initiative: +4
Speed: 5
Occupation: Criminal
Origin: High-Tech
Traits: Connections: Criminal, Dealmaker, Combat Reflexes, Sneaky, Tech Reliance
Tags: Alien Heritage, Battle Ready, Black Market Access, Public Identity, Signature Weapon: Club, Signature Weapon: Pistol, Streetwise, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 14 | +4 | X4 |
Agility | 5 | 15 | +7 | X6 |
Resilience | 3 | 13 | +3 | X4 |
Vigilance | 4 | 14 | +4 | X4 |
Ego | 2 | 12 | +2 | X4 |
Logic | 2 | 12 | +2 | X4 |
Powers:
Basic: Accuracy 2, Slow-Motion Dodge, Sturdy 1 (TR)
Elemental Control (Sound) (TR): Elemental Blast, Elemental Burst, Elemental Grab, Elemental Suffocation
Melee Weapons (Blunt): Vicious Attack, Exploit
Ranged Weapons: Covering Fire, Return Fire, Suppressive Fire
Spider-Powers (TR): Venom Bash, Venom Blast, Venom Burst
Biography:
Haze Mancer is an arms dealer who specializes in acquiring and selling Klyntar Symbiotes. He wields a wide array of anti-symbiote weapons and traps. He was encountered by Venom and the X-Men while following up on a lead to the kidnapped Starjammers. During the fight several of Mancer’s symbiote specimens were released and bonded with the X-Men. This allowed them to overpower Mancer and his robot henchmen. Mancer attempted to negotiate a deal with the X-Men but they sent him to prison on Xandar.
Commentary:
With his electrical and sonic-based weapons this guy is going to be feared by symbiote characters. He can be a great antagonist for any space-based adventure, either hunting down symbiotes or selling his own to other villains. He lends himself to a “hold them down” style of fighting, so he’s best paired with allies or minions.
Name: Inheritor
Rank: 4
Karma: 4
Health: 120 | Damage Reduction:-2 |
Focus: 120 | Damage Reduction:- |
Initiative: +3
Speed: 20
Occupation: Outsider
Origin: Magic
Traits: Abrasive, Bloodthirsty, Combat Reflexes, Connections: Outsider, Fresh Eyes, Stranger,
Tags: Black Market Access, Clone, Public Identity, Supernatural, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 5 | 15 | +7 | X6 |
Agility | 4 | 14 | +4 | X4 |
Resilience | 4 | 14 | +4 | X4 |
Vigilance | 3 | 13 | +3 | X4 |
Ego | 2 | 12 | +2 | X4 |
Logic | 2 | 12 | +2 | X4 |
Powers:
Basic: Mighty 2, Sturdy 2
Magic: Leech Life
Super-Speed: Blazing-Fast Fists, Catch Bullets, Lightning Actions, Speed Run 2
Super-Strength: Banging Heads, Clobber, Crushing Grip, Jump 2, Quick Toss, Smash
Biography:
The Inheritors are inhabitants of Earth-001. The leader of the family, Solus, exposed them to the Totem of the Leech. This gave them the gift of immortality, provided they fed on other animal totems. To satisfy this hunger they began to hunt Spider-totems across the Multiverse. The Inheritors had access to advanced technology, allowing them to traverse dimensions and resurrect themselves in cloned bodies.
Commentary:
Your generic Inheritor can be used as a solo threat for a small party that can’t quite handle Morlun, or as a group against a Spider-Army traveling the Multiverse. In any cas they keep Morlun’s lethal combination of brute strength and speed, a combination perfect for exploiting the weaknesses of Spider-Totems.
Name: Solus
Rank: 6
Karma: 6
Health: 150 | Damage Reduction:-3 |
Focus: 180 | Damage Reduction:- |
Initiative: +6
Speed: 30
Occupation: Outsider
Origin: Magic
Traits: Abrasive, Bloodthirsty, Combat Reflexes, Connections: Outsider, Fresh Eyes, Presence, Signature Attack: Elemental Barrage, Stranger
Tags: Black Market Access, Public Identity, Supernatural, Villainous
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 8 | 18 | +11 | X9 |
Agility | 4 | 18 | +4 | X6 |
Resilience | 5 | 15 | +5 | X6 |
Vigilance | 6 | 16 | +6 | X6 |
Ego | 5 | 15 | +5 | X8 |
Logic | 2 | 12 | +2 | X6 |
Powers:
Basic: Brawling, Discipline 2, Energy Absorption, Mighty 3, Sturdy 3
Elemental Control (Energy): Elemental Barrage, Elemental Blast, Elemental Burst
Magic: Leech Life, Bolts of Balthakk
Martial Arts: Grappling Technique
Sixth Sense: Cosmic Awareness, Detect Supers, Microscopic Awareness
Super-Speed: Blazing-Fast Fists, Blur, Lightning Actions, Molecular Destabilization, Speed Run 2
Biography:
Solus is the leader of the Inheritors, a family of vampiric beings that feed off individuals who gain totemic powers from animals. He began a massive, multiverse-wide hunt for Spider-Totems. During this hunt he encountered a Captain Universe-Spider-Man. Because this totem was powered by pure life energy, Solus was able to absorb that power for himself. He became the most powerful of the Inheritors, and only was able to be defeated by Kaine Parker when he was possessed by the Other, or by Miles Morales when he wielded the power of Captain Universe.
Commentary:
Solus is the final boss of Inheritor-based storylines, bringing even more power than Morlun. He’s equipped for crowd control with his Elemental Barrage, which happens to be one of the few powers Spider-heroes have little defense against. Whether alongside his family or as a solo boss battle, he’ll be hard to deal with.
Name: Master Weaver
Rank: 6
Karma: 6
Health: 150 | Damage Reduction:-2 |
Focus: 150 | Damage Reduction:- |
Initiative: +5E
Speed: 7
Occupation: Outsider
Origin: High-Tech (Cybernetics)
Traits: Abrasive, Big, Combat Reflexes, Connections: Outsiders, Fresh Eyes, Presence, Situational Awareness, Tech Reliance, Weird
Tags: Extreme Appearance, Public Identity, Mysterious, Signature Weapon: Bo Staff
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 4 | 13 | +6 | X8 |
Agility | 6 | 17 | +6 | X6 |
Resilience | 5 | 15 | +5 | X6 |
Vigilance | 5 | 15 | +5 | X6 |
Ego | 5 | 15 | +5 | X6 |
Logic | 5 | 15 | +5 | X6 |
Powers:
Basic: Mighty 2, Sturdy 2
Magic: Leech Life
Sixth Sense: Microscopic Awareness, Cosmic Awareness, Intuition, Precognition 2, Danger Sense
Super-Speed: Lightning Actions
Spider-Powers: Spider-Sense, Wallcrawling (TR)
Omniversal Travel (Multiversal) (TR): Multiversal Portal, Multiversal Travel, Multiversal Travel Other, Multiversal Travel Together
Power Control (TR): Clone Powers, Copy Power, Dampen Power, Shut Down Powers, Steal Powers, Swipe Power
Biography:
Karn was always the “black sheep” of the Inheritors family. His father Solus condemned him to wear a mask and instilled in him a desire to “redeem himself.” Karn proved a dangerous foe to the Spider-Totems during the multiverse-wide hunt, but a team of Spider-Totems convinced him to abandon the hunt and pursue his dream of observing the beauty of the Multiverse. Karn agreed to betray his family and took on the role of the Master Weaver, the being who protects the Web of Life and Destiny. In recent times he has been drawn into the conflict between two variants of Doctor Doom, and disagrees with his apprentice Spider-Zero on how best to handle the Multiversal Cataclysm.
Commentary:
The Master Weaver can be an ally, enemy, or neutral third party. Or some combination of all three. He’s a great source of exposition and a quest-giver of questionable trustworthiness. His Sixth Sense and Multiversal Travel are useful tools to a party that otherwise has no access to these powers. Should he get into physical battle he’s a big problem for spider-people, able to take away their powers and overpower with his own.
Name: The Other
Rank: 6
Karma: 6
Health:-150 | Damage Reduction:-2 |
Focus: 120 | Damage Reduction:- |
Initiative:+4E
Speed: 6
Occupation: Outsider
Origin: Mythic
Traits: Berserker, Bloodthirsty, Connections: Outsiders, God Heritage, Fresh Eyes, Monster, Stranger, Venomous, Weird
Tags: Alternate Form, Extreme Appearance, Mysterious, Worshiped
Ability | Ability Score | Defense Score | Non-Combat Checks | Damage Modifier |
Melee | 6 | 16 | +6 | X6 |
Agility | 6 | 18 | +6 | X6 |
Resilience | 5 | 15 | +5 | X6 |
Vigilance | 4 | 14 | +4 | X6 |
Ego | 5 | 15 | +6 | X7 |
Logic | 4 | 14 | +4 | X6 |
Powers:
Basic: Additional Limb, Disguise, Discipline 1, Healing Factor, Sturdy 2
Elemental Control (Swarm): Elemental Barrage, Elemental Blast, Elemental Burst, Elemental Grab, Elemental Suffocation
Magic (Demonic): Possession
Melee Weapons (Sharp): Exploit, Vicious Attack
Resize: Growing Attack, Grow 1
Spider-Powers: Spider-Dodge, Spider-Sense, Wallcrawling, Webcasting, Webgrabbing, Webtrapping
Telepathy: Animal Communication (Spiders), Astral Form
Biography:
The Other is the Multiversal god of Spider-Totems, the source of their power. It can enhance and augment the power of a Spider-Totem, but turns them into a massive spider-like monster. Its true motives and goals are not known. It has resurrected and mutated Spider-Totems including Kaine and Peter Parker, and sought to possess Flash Thompson. In the pursuit of the latter it affected a human guise as “Miss Arrow.” It has been an ally to the Spider-Totems in their conflict with the Inheritors, but the cost of its aid can be quite high.
Commentary:
The Other has always been a mysterious and unpredictable character, which I suggest you lean into. It can be a powerful ally but teaming up with it could cause as many problems as it solves. It offers a way to power up a spider-hero, but potentially at the cost of their free will. You can introduce it early in a story as an Astral presence, and then have its physical form be a terrifying reveal later.
Note: A character possessed by The Other gains Berserker, Bloodthirsty, Monster, Extreme Appearance, Venomous, and God Heritage.