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Character Pack: A.I.M. 3
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Name: Adaptoid

Rank: 3

Karma: 3

Health: 90

Damage Reduction:-1

Focus: 60

Damage Reduction:-1

Initiative: +2

Speed: 5

Occupation: Outsider

Origin: High-Tech (Android)

Traits: Combat Reflexes, Connections: Outsiders, Enhanced Physique, Free Running, Fresh Eyes, Stranger, Tech Reliance

Tags: A.I., Black Market Access, Extreme Appearance, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

3

13

+4

X4

Agility

3

13

+4

X4

Resilience

3

13

+3

X3

Vigilance

2

12

+2

X3

Ego

2

12

+3

X4

Logic

2

12

+3

X4

Powers:

Basic: Accuracy 1, Brawling, Brilliance 1, Discipline 1, Evasion, Integrity, Mighty 1, Sturdy 1, Uncanny 1, Wisdom

Power Control: Clone Moves, Copy Ability, Copy Power, Copy Trait

Biography:

The Adaptoids are a series of advanced robots created by A.I.M., modeled after the original Super-Adaptoid. They are capable of copying the skills and powers of any target. They are capable of growing and evolving, perhaps to a greater extent than their creators intended. Eventually they will become self-aware and develop their own agenda. A group of them became so advanced that they left Earth-616 and joined the Mapmakers in a multiverse-spanning conflict. Another group was commandeered by M.O.D.O.K. and uploaded with the consciousnesses of his “family” that emerged from a hallucinatory simulation program.

Commentary:

I’ve made a version of this concept at rank 1, rank 2, rank 4, and rank 5. As with those sheets, this character is designed to copy whatever your party has to work with and use it against them. They have use as robotic minions but can also be part of an infiltration storyline. The unpredictable and evolving nature of the Adaptoids has some story implications, as they might not have the same goals as the rest of A.I.M.

Name: Death’s Head II

Rank: 4

Karma: 4

Health: 120

Damage Reduction:-1

Focus: 90

Damage Reduction:-

Initiative: +3E

Speed: 5

Occupation: Assassin

Origin: High-Tech (Android)

Traits: Combat Reflexes, Connections: Criminals, Glibness, Loner, Signature Attack: Exploit, Situational Awareness, Tech Reliance

Tags: A.I., Extreme Appearance, Hunted, Streetwise

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

3

13

+3

X4

Powers:

Basic: Accuracy 1, Combat Trickery, Healing Factor, Mighty 1, Sturdy 1, Wisecracker

Elemental Control (Energy): Elemental Blast, Elemental Burst

Melee Weapons (Sharp): Exploit, Vicious Attack

Omniversal Travel (Time): Time Travel

Power Control: Copy Ability, Copy Trait

Teleportation: Blink, Teleport 1

Telepathy: Machine Telepathy

Biography:

Minion was a robot created by A.I.M. in a future timeline. The robot was designed to assimilate the intelligences of several targets, to create an extremely intelligent A.I. Minion traveled through time and space hunting his targets, absorbing their minds one by one. During his hunt for his penultimate target, things started to go awry. He was hunting the robotic “freelance peacekeeper” known as Death’s Head. He defeated the other robot but the consciousness of Death’s Head began to take over. He was sent after A.I.M.’s final target, Reed Richards. The Death’s Head consciousness took full control and began identifying as “Death’s Head II.” Disobeying his creators’ orders it went to pursue its own life, and returned to a mercenary life. Death’s Head II has encountered his previous incarnation, agreeing to protect each other from harm as a kind of “life insurance.”

Commentary:

While I prefer the original Death’s Head, the newer model has some cool tricks. This guy can pursue his targets across space and time, and pick up any skills or powers he needs along the way. He might make an interesting and unpredictable player character, but I think using the original Minion storyline concept could make for a pretty scary bad guy.

Name: A.I.M. Precognitive Data Collection Agent

Rank: 2

Karma: 2

Health: 60

Damage Reduction:-

Focus: 120

Damage Reduction:-1

Initiative: +3E

Speed: 5

Occupation: Scientist

Origin: High Tech

Traits: Battle Ready, Inventor, Scientific Expertise, Situational Awareness, Tech Reliance

Tags: Lab Access, Secret Identity, Signature Weapon: Pistol, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

1

11

+1

X2

Agility

2

12

+3

X3

Resilience

2

12

+2

X2

Vigilance

3

13

+3

X2

Ego

1

11

+1

X2

Logic

1

11

+2

X3

Powers:

Basic: Accuracy 1, Brilliance 1, Uncanny 1

Elemental Control (Energy) (TR): Elemental Blast, Elemental Burst

Sixth Sense (TR): Danger Sense, Intuition, Precognition 1

Biography:

In a future timeline A.I.M. developed a unit that could see the future and plan accordingly. The agents prophesied that a powerful enemy would soon arise and destroy A.I.M. To prevent this, they developed the Minion project to fight this enemy. Their pursuit of the robotic mercenary Death’s Head ironically made their prophecy self-fullfilling, as the empty body of Death’s Head was used as a vessel for their enemy, Baron Wolfgang von Strucker the Fifth. This descendent of the original Baron Strucker sought revenge against A.I.M. for betraying his ancestor, and used the unique mixture of magic and technology in the body of Death’s Head to transform himself into a techno-demonic monstrosity named Charnel.

Commentary:

These guys are pretty weak, even by the standards of A.I.M. grunts, but they can be a  real problem. Not only does their clairvoyance have an effect on the plot, but Danger Sense lets them get the drop on the party, and start a fight on their terms.

Name: Evelyn Necker

Rank: 3

Karma: 3

Health: 60

Damage Reduction:-1

Focus: 120

Damage Reduction:-

Initiative: +4

Speed: 5

Occupation: Scientist

Origin: High Tech

Traits: Font of Information, Gearhead, Glibness, Inventor, Scientific Expertise, Tech Reliance

Tags: Lab Access, Public Identity, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

1

11

+1

X3

Agility

3

13

+3

X3

Resilience

2

12

+2

X3

Vigilance

4

14

+4

X3

Ego

1

11

+1

X3

Logic

4

14

+4

X3

Powers:

Basic: Inspiration, Sturdy 1 (TR)

Elemental Control (Energy) (TR): Elemental Burst, Elemental Blast

Omniversal Travel (Time) (TR): Time Travel

Tactics: Change of Plans, Combat Support, Keep Moving, On Your Feet

Teleportation (TR): Blink, Blink Defense, Teleport 1

Biography:

Evelyn Necker is a brilliant scientist who is loyal to A.I.M. A version of her in the future created the Minion project, inadvertently losing control of her creation. She would later create other robots intended to upgrade the Death’s Head template, with questionable results. In Earth-616 she was a mole for A.I.M. inside Project Pegasus At her job she discovered displaced robots from Sakaar known as the Death’s Head Guard. She became fascinated by these robots and began developing her own upgrades of them as Project: Minion. She had a brief romance with Nova (Richard Rider) but would not turn her back on A.I.M. to be with him. She became obsessed with her robotics project, learning the robots she discovered were connected to the time-traveling mercenary Death’s Head. Her ambitions brought her into conflict with the Young Avengers, when Wiccan’s interdimensional meddling overlapped with her own. Both of them drew the original Death’s Head into their path. Necker lured the Young Avengers and Death’s Head into a trap, attempting to defeat them with her robotic creations, but failed. Death’s Head agreed to spare her life if she worked for him, providing upgrades and repairs.

Commentary:

Dr. Necker is an odd character that can be used in a few different ways. Both her present and future incarnations seem to be pretty similar people, and both could be used as villains or allies. Both versions of Necker are devoted to A.I.M. 's cause, but they have also both worked with enemies of A.I.M. for the greater good. As a high ranking, mid-ranked A.I.M. agent she could be the main antagonist of the campaign, throwing weird robots and confusing time travel concepts at the heroes. In combat she has a well-rounded mix of ranged combat, defensive powers, and tactics abilities. Her role as a mole in Project P.E.G.A.S.U.S. has potential, as your party might not realize exactly what kind of person they are dealing with until it’s too late.

Name: Death’s Head 4.0

Rank: 4

Karma: 4

Health: 120

Damage Reduction:-2

Focus: 90

Damage Reduction:-

Initiative: +3

Speed: 5

Occupation: Assassin

Origin:High Tech (Android)

Traits: Combat Reflexes, Connections: Criminals, Fresh Eyes, Quick Learner, Signature Attack: Focused Fury, Stranger, Tech Reliance

Tags: A.I., Signature Weapon: Chainsaw (Sword), Signature Weapon: Submachine Gun, Streetwise, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

6

16

+8

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: Combat Trickery, Mighty 2 (TR), Sturdy 2 (TR), Wisecracker

Melee Weapons (Sharp): Exploit, Fast Attacks, Focused Fury, Furious Attacks, Hit and Run, Riposte, Unstoppable Assault, Vicious Attack, Whirling Frenzy

Super-Strength: Jump 2 (TR)

Biography:

Death’s Head 4.0 was the culmination of Evelyn Necker’s efforts to upgrade the robots she discovered. The result was a powerful but completely loyal robot warrior. Her ultimate creation was Death’s Head 5.0, a robot with a youthful, independent personality. That robot was taken by the Young Avengers, so Necker set up a trap to get him back. In the ensuing chaos she drew in the original Death’s Head, who she attempted to destroy with Death’s Head 4.0. Despite being armed with a powerful chainsaw and advanced energy weapons, the original robot triumphed.

Commentary:

This vicious model of Death’s Head could be a personal bodyguard to Dr. Necker, or a dangerous threat in any A.I.M. storyline. This model may have lacked the personality of previous Death’s Head models, but makes up for it in brutal efficiency. It hits fast and it hits hard, and can take a fair amount of damage himself.

Name: Kid Squid

Rank: 2

Karma: 2

Health: 30

Damage Reduction:-

Focus: 60

Damage Reduction:-

Initiative: +2

Speed: 5

Occupation: Scientist

Origin: High-Tech

Traits: Gearhead, Inventor, Presence, Scientific Expertise, Tech Reliance

Tags: Backup, Enemy: Moon Girl, Lab Access, Secret Identity, Villainous, Young

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

2

12

+3

X3

Agility

1

11

+1

X2

Resilience

1

11

+1

X2

Vigilance

2

12

+2

X2

Ego

1

11

+1

X2

Logic

3

13

+4

X3

Powers:

Basic: Additional Limb (TR), Brilliance 1, Inspiration, Mighty 1 (TR)

Plasticity (TR): Extended Reach 1, Reverse Punch, Stilt Steps

Tactics: Battle Plan

Biography:

Calvin Cuttle is a young child prodigy, who wanted to join A.I.M. To prove his scientific and villainous skills, he constructed a tentacle apparatus and attacked a science expo. He was defeated by another child prodigy, Moon-Girl. Seeking revenge, he organized a young Sinister Six to battle Moon-Girl and her classmates at Avengers Academy.

Commentary:

This kid is the perfect nemesis to Moon-Girl, and with the rest of Avengers Academy getting official character sheets, for them as well. He can work with both Spider-Man villains and A.I.M. characters, and has a healthy mix of combat abilities and tactical skills.

Name: Chemical Android

Rank: 3

Karma: 3

Health: 120

Damage Reduction:-2

Focus: 120

Damage Reduction:-

Initiative: +3E

Speed: 6

Occupation: Assassin

Origin: High-Tech (Android)

Traits: Battle Ready, Big, Signature Attack (Elemental Blast), Situational Awareness, Tech Reliance

Tags: A.I., Black Market Access, Clone, Mute, Radioactive, Streetwise, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

13

+6

X5

Agility

3

12

+4

X4

Resilience

4

13

+3

X3

Vigilance

3

13

+3

X3

Ego

1

11

+1

X3

Logic

0

10

+0

X3

Powers:

Basic: Accuracy 1, Mighty 2, Sturdy 2

Elemental Control (Chemical) (TR): Elemental Blast, Elemental Burst

Martial Arts: Do This All Day, Fast Strikes

Spider-Powers (TR): Venom Bash, Venom Blast, Venom Burst

Biography:


A.I.M. created a series of “artificial beings” to assassinate Nick Fury. They had a series of tanks on their chest they could use to alter their chemical makeup, changing the kinds of weapons they could use against Nick Fury. The attempt on Fury’s life was foiled with help from Captain America, who was able to act faster than the robot could change chemicals. A.I.M. has continued to use these androids against heroes like Ant-Man and the Thing.

Commentary:

This is an effective physical enforcer for A.I.M.’s mad scientists, with a few tricks up its sleeves. They have options for close and ranged combat, and their use of venom and chemical powers can have a debilitating effect on their enemies. For a rank 3 character they can both deal and take more damage than a lot of characters. This makes them a useful tool in A.I.M. campaigns- they can provide a physical threat to accompany the squishier scientists, but their powers feel different from your average robot villain.

Name: Psi-Helmet Assassin

Rank: 3

Karma: 3

Health: 30

Damage Reduction:-

Focus: 60

Damage Reduction:-

Initiative: +1

Speed: 5

Occupation: Assassin

Origin: High-Tech

Traits: Battle Ready, Signature Attack: Leg Sweep, Sneaky, Tech Reliance

Tags: Black Market Access, Secret Identity, Signature Weapon: Pistol, Villainous

 

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

2

12

+2

X2

Agility

2

12

+4

X4

Resilience

1

11

+1

X2

Vigilance

1

11

+1

X2

Ego

1

11

+1

X2

Logic

3

13

+5

X4

Powers:

Basic: Accuracy 2, Brilliance 2

Martial Arts: Defense Stance, Fast Strikes, Leg Sweep

Ranged Weapons: Double Tap, Stopping Power

Telepathy (TR): Cloak, Cloak Group, Telepathic Link

Biography:

When Captain America saved Nick Fury from A.I.M.’s androids, he became a threat to the organization. They turned to their new ally, the recently reawakened Red Skull. To torment his nemesis, the Red Skull concocted a plan to discredit Captain America. Equipped with “hypno-helmets” a squad of assassins attacked Captain America in a busy city street. Their helmets made them telepathically invisible to everyone but Captain America. As a result, Captain America looked like a madman in the eyes of the onlookers. After raising questions about his mental state, Red Skull was ready to finish Captain America off for good. However, his second wave of assassins was unsuccessful, as S.H.I.E.L.D. had designed a countermeasure device hidden in Cap’s mask that negated the effects of the helmet.

Commentary:

These guys can be a great opportunity to introduce telepathic elements to a more grounded or low-ranked adventure. They aren’t the most powerful telepathic villains I can imagine, but they have just enough to complement their skills in traditional combat. They are well-suited to an espionage storyline, as their ability to hide themselves makes them perfect for ambushes, murder mysteries, and disinformation campaigns.

Name: Mental Organism Designed Only For Roller Derby

Rank: 3

Karma: 3

Health: 60

Damage Reduction:-

Focus: 60

Damage Reduction:-

Initiative: +2

Speed: 18

Occupation: None

Origin: Weird Science

Traits: Big, Free Running, Tech Reliance, Weird

Tags: Extreme Appearance, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

3

12

+3

X3

Agility

4

13

+4

X3

Resilience

2

12

+2

X3

Vigilance

2

12

+2

X3

Ego

0

10

+0

X3

Logic

4

14

+5

X4

Powers:

Basic: Brilliance 1

Super-Speed (TR): Blazing-Fast Fists, Blur, Speed Run 2

Telepathy: Telepathic Blast, Telepathic Link

Telekinesis: Telekinetic Attack, Telekinetic Barrier, Telekinetic Grab, Telekinetic Manipulation, Telekinetic Protection 1

Biography:

One of the more questionable of A.I.M. 's creations, M.O.D.O.R.D. was utilized by the Grandmaster in a high-stakes roller derby competition. Grandmaster was under the impression the acronym stood for “Mental Organism Designed for Routine Diagnostics” so he was unaware the creature would have such an advantage. M.O.D.O.R.D. proved a fierce competitor, and nearly one until he was defeated ahead of the finish line by the combined efforts of Dazzler, Misty Knight, and Colleen Wing.

Commentary:

This sheet can probably only work in a wackier campaign, but it’s an effective one. The combination of Telekinesis and super-speed is unique, and makes for a tricky enemy. Most enemies in this system use one of two defensive strategies: either mitigating or evading damage. These guys can do both at the same time. They can hit hard up close or from a distance, and can hit your focus as well as your health. For such a specialized creature, they actually have a plethora of options.

Name: “Walking Stiletto”

Rank: 3

Karma: 3

Health: 120

Damage Reduction:-3

Focus: 60

Damage Reduction:-

Initiative: +2

Speed: 6

Occupation: Criminal

Origin: High-Tech (Android)

Traits: Big, Combat Reflexes, Surprising Power: Sturdy 3, Tech Reliance

Tags: A.I., Mute, Villainous, Black Market Access, Streetwise

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

6

15

+8

X5

Agility

3

15

+3

X3

Resilience

4

14

+4

X3

Vigilance

2

12

+2

X3

Ego

0

10

+0

X3

Logic

0

10

+0

X3

Powers:

Basic (TR): Brawling, Mighty 2, Sturdy 3

Elemental Control (Force) (TR): Elemental Burst

Martial Arts: Brace for Impact, Do This All Day

Melee Weapons (Sharp): Fast Attacks, Riposte

Super-Speed (TR): Blazing-Fast Fists

Biography:

A.I.M. designed a robot equipped with sharp spikes on the end of its arm, durable armor, kinetic projectors, and capable of moving faster than any human. Its unusual design earned it the nickname “walking stiletto.” This formidable machine battled Captain America, Rick Jones, and Sharon Carter when the latter attempted to attack A.I.M. 's leaders. Captain America’s quick thinking and Rick’s training allowed them to perform coordinated attacks exploiting the robot’s pressure points. The machine later reappeared as a member of Machine Man’s A.I. Army.

Commentary:

Another killer robot, this one focuses on speed and durability. It can take a lot of punishment and can deal damage quickly, so it has a decent strategy to outlast its targets. One of these guys could be an effective boss battle for an entire rank 2 party.


Name: The Mad Thinker

Rank: 3

Karma: 3

Health: 60

Damage Reduction:-

Focus: 120

Damage Reduction:-

Initiative: +4

Speed: 5

Occupation: Scientist

Origin: Weird Science

Traits: Eidetic Memory, Font of Information, Inventor, Scientific Expertise, Surprising Power: Lightning Actions, Weird

Tags: Black Market Access, Lab Access, Secret Identity, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

10

+0

X3

Agility

0

10

+0

X3

Resilience

2

12

+2

X3

Vigilance

4

14

+4

X3

Ego

3

13

+3

X3

Logic

6

16

+8

X5

Powers:

Basic: Brilliance 2, Inspiration

Tactics: Battle Plan, Change of Plans, Combat Support, Focus Fire, Hit the Floor, Keep Moving, On Your Feet

Power Control: Bump Power

Super-Speed: Lightning Actions

Biography:

Little is known about the origins of the man known as the Mad Thinker. He is a criminal genius, capable of performing complex calculations in seconds. He uses his skills to construct elaborate plans that leave nothing to chance. He created several powerful inventions, including his Awesome Android. He has been a regular foe of the Fantastic Four, and his obsession with robots has pitted him against Vision and the original Human Torch. He participated in a conflict between various supervillains for control of the Golden Globe of Power. He faced off against another mad genius, M.O.D.O.K. Iron Man was able to triumph over both of them. He has often collaborated with other villains, including the Puppet Master, Blastaar, Electro, and the Hood. He has also been hired by A.I.M., whose scientists admire his work. He became a member of the Intelligencia, a group of genius supervillains including Red Ghost, Klaw, the Leader, the Wizard, and his former rival M.O.D.O.K.

Commentary:

The Mad Thinker is a classic villain, and a great antagonist if you want a campaign using all of the robots in this document. He can fit in almost any setting and against almost any hero. He’s prone to remaining up with other villains, but there will always be a chance for the heroes to sow discord.

Note: When using Lightning Actions, the Mad Thinker cannot choose movement or attack actions.

Name: Awesome Android

Rank: 4

Karma: 4

Health: 150

Damage Reduction:-3

Focus: 120

Damage Reduction:-

Initiative: +4

Speed: 6

Occupation: Lawyer

Origin: High-Tech: Android

Traits: Battle Ready, Big, Dealmaker, Enhanced Physique, Font of Information, Legal Eagle,Presence, Public Speaking, Weird

Tags: A.I., Extreme Appearance, Mentor (Mad Thinker), Mute

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

5

14

+8

X7

Agility

4

13

+4

X4

Resilience

5

15

+5

X4

Vigilance

4

14

+4

X4

Ego

1

11

+1

X4

Logic

1

11

+1

X4

Powers:

Basic: Inspiration, Mighty 3 (TR), Sturdy 3 (TR)

Power Control (TR): Copy Ability, Copy Power, Copy Trait

Elemental Control (Air) (TR): Elemental Burst, Elemental Push

Super-Strength (TR): Clobber, Ground-Shaking Stomp, Jump 2, Smash

Biography:

The Awesome Android was a sophisticated robot created by the Mad Thinker to aid in his criminal schemes. At one point he was separated from the Thinker and fell under the control of the Super-Adaptoid, joining an all-robot team called Heavy Metal. Eventually the Mad Thinker upgraded the Android to the point that it could copy personality traits in addition to powers. This allowed it to develop an independent intelligence and pursue its own lifestyle. The Android joined She-Hulk’s law firm, and they cleared him of any criminal record. He joined the Future Foundation as a teacher and was a member of the A.I. Army.

Commentary:

Awesome Andy can work a lot of ways- as a generic but flexible villain, as an unusual supporting npc, or even as a non-traditional player character. If you have a storyline involving a lot of AI characters he is going to be an excellent addition.

Name: Mecho-Assassin

Rank: 4

Karma: 4

Health: 150

Damage Reduction:-2

Focus: 150

Damage Reduction:-

Initiative: +4

Speed: 5

Occupation: Assassin

Origin: High-Tech (Android)

Traits: Battle Ready, Combat Reflexes, Connections: Criminals, Enhanced Physique, Signature Attack: Dazzle, Sneaky

Tags: A.I., Black Market Access, Streetwise, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

5

15

+7

X6

Agility

4

14

+4

X6

Resilience

5

15

+5

X4

Vigilance

4

14

+4

X4

Ego

1

11

+1

X4

Logic

1

11

+1

X4

Powers:

Basic: Accuracy 2, Mighty 2, Sturdy 2

Illusion: Dazzle, Illumination

Martial Arts: Attack Stance, Chain Strikes, Counterstrike Technique, Defense Stance, Fast Strikes

Ranged Weapons: Double Tap, Sniping, Stopping Power

Biography:

The Mecho-Assassin was an android sent by AIM to eliminate Nick Fury. It attacked him at S.H.I.E.L.D.’s headquarters, which were disguised as a barbershop. The robot fought Fury and Captain America, proving a formidable match for them both. It appeared as if the android successfully killed fury, but this was actually one of his Life Model Decoys.

Commentary:

This is a merciless killer, with lots of close and ranged options. In a pinch it can use Dazzle to weaken its enemies, either for a follow-up attack or for one of its allies to finish off. This sheet could be useful for the beginning of a storyline- A.I.M. sends these after the heroes and shows they mean business, prompting the party to investigate who could have sent this killing machine.


Name: Metal Arachnid Designed for Aggressive Killing

Rank: 2

Karma: 2

Health: 30

Damage Reduction:-1

Focus: 30

Damage Reduction:-

Initiative: +2

Speed: 4

Occupation: Assassin

Origin: High-Tech (Android)

Traits: Combat Reflexes, Signature Attack: Hit and Run, Small, Tech Reliance

Tags: A.I., Secret Identity, Streetwise, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

2

15

+2

X2

Agility

4

15

+4

X2

Resilience

2

12

+2

X2

Vigilance

2

12

+2

X2

Ego

0

10

+0

X2

Logic

0

10

+0

X2

Powers:

Basic: Additional Limb, Evasion, Sturdy 1

Melee Weapons (Sharp): Hit and Run

Spider-Powers: Jump 2, Spider-Dodge, Wallcrawling

Biography:

The M.A.D.A.K. 's were a series of spider-like robots secretly built by A.I.M. in a secret underground base in Redfield, Oklahoma. Captain America came to the town, helping the national guard deal with the aftermath of a tornado. He discovered the base, and the fact that the townspeople of Redfield had helped A.I.M. build it. After a factory closed the townspeople had few prospects for jobs, and in their desperation agreed to help A.I.M. THe discovery of the base triggered a contingency that activated the robots, attacking Captain America and the townspeople who built them. Captain America destroyed the robots, and told the townspeople that although he sympathized with their plight, he would not shield them from the consequences of their actions.

Commentary:

These robot spiders are swift and potentially lethal. Like a real venomous spider, if you don’t get them before they attack you will likely regret it. A swarm of these could be a real problem. The storyline they originate from could be a good template, with a mystery in a peaceful small-town and sympathetic allies to the villains.

Name: Military Organism Designed Only to Kill Super-Heroes

Rank: 3

Karma: 3

Health: 60

Damage Reduction:-

Focus: 150

Damage Reduction:-

Initiative: +4E

Speed: 6

Occupation: Military

Origin: High-Tech (Cybernetics)

Traits: Battle Ready, Big, Bloodthirsty, Connections (Military), Hive Mind, Situational Awareness, Tech Reliance

Tags: Clone, Extreme Appearance, Mentor: Red Skull, Signature Weapon: Submachine Gun, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

0

13

+0

X3

Agility

4

13

+6

X5

Resilience

2

12

+2

X3

Vigilance

4

14

+4

X3

Ego

0

10

+0

X3

Logic

5

14

+6

X4

Powers:

Basic: Accuracy 2 (TR), Brilliance 1, Evasion (TR)

Ranged Weapons (TR): Suppressive Fire

Telekinesis: Levitation, Telekinetic Attack, Telekinetic Grab, Telekinetic Manipulation

Telepathy: Command, Telepathic Blast, Telepathic Link

Biography:

These miniature, heavily armed duplicates of M.O.D.O.K. were used by the Red Skull at the culmination of his plan for final revenge against Captain America. After the superhero Civil War, the Red Skull orchestrated the assassination of Steve Rogers, but this was the first step of his plan. He had actually displaced Steve’s body in time, and was planning to use it as a vessel for his own consciousness. The efforts of Sharon Carter and Steve’s own consciousness led to the Avengers discovering the plot and attacking the Red Skull. Steve’s mind triumphed over the Skull, who was left trapped in a robotic body. As a last ditch effort to destroy his enemies the Red Skull began a battle with the Avengers at the Washington Monument, joined by Sin, Crossbones, and Arnim Zola. They unleashed the “Super-M.O.D.O.K. Squadron” that had been stored on the A.I.M. ship they were operating out of. The Skull and his minions were defeated when Sharon Carter commandeered the ship and fired its remaining missiles at them.  

Commentary:

The mini-M.O.D.O.K. is a useful minion for any AIM villain, the Red Skull, or Arnim Zola. You could drop a bunch of them on your heroes when your villain is done messing around. I think they are best used as support for a boss battle, or as patrolling security for their lair. They are just as effective at dealing damage to focus as health, and one of them can hold you down as the rest hit you with everything they have.

Name: M.O.D.O.K. Superior

Rank: 5

Karma: 5

Health: 120

Damage Reduction:-1

Focus: 150

Damage Reduction:-2

Initiative: +5

Speed: 6

Occupation: Scientist

Origin: High-Tech (Battlesuit), Weird Science

Traits: Big, Bloodthirsty, Combat Reflexes, Eidetic Memory, Extraordinary Origin, Inventor, Scientific Expertise, Tech Reliance, Weird

Tags: Backup, Clone, Enemy: Gwenpool, Extreme Appearance, Hunted, Lab Access, Public Identity, Signature Weapon: Chainsaw (Sword), Signature Weapon: Submachine Gun, Villainous

Ability

Ability Score

Defense Score

Non-Combat Checks

Damage Modifier

Melee

4

13

+4

X5

Agility

3

12

+3

X5

Resilience

4

14

+4

X5

Vigilance

5

15

+5

X5

Ego

2

12

+2

X5

Logic

7

17

+9

X7

Powers:

Basic: Additional Limb (TR), Brilliance 2, Sturdy 1 (TR), Uncanny 2

Plasticity (TR): Extended Reach 1, Stilt Steps

Sixth Sense: Danger Sense, Intuition, Precognition 1

Telekinesis: Telekinetic Attack, Telekinetic Barrier, Telekinetic Grab, Telekinetic Manipulation, Telekinetic Protection 2, Telekinetic Sphere

Telepathy: Command, Telepathic Blast, Telepathic Link

Biography:

After the original M.O.D.O.K. was depowered by Amadeus Cho, he transferred his consciousness into a cloned body that had been cultivated by Life Model Decoys. This clone deemed himself more advanced than the original and called himself “M.O.D.O.K. Superior.” He equipped himself with a new, spider-like Doomsday Chair and other augmented cybernetics. He joined the Intelligencia and aided their plots to control the Red Hulk and activate a derelict Spaceknight (which actually turned out to be Ultron.) When A.I.M. established itself as an independent nation, M.O.D.O.K. was excluded. As revenge he became an informant for S.H.I.E.L.D. and helped them stop A.I.M.  from establishing an international empire. He formed his own group, Mercenary Organization Dedicated Only to Killing, which included Batroc the Leaper and Gwenpool. The latter overthrew him and took control of the organization. He clashed with Gwenpool and the West Coast Avengers, leading the West Coast Masters of Evil. As part of his campaign against the West Coast Avengers he created several Land Sharks, one of whom was a small runt named Jeff. The anti-mutant organization Orchis recruited M.O.D.O.K., believing him to be an example of the transhuman lifeforms that they hoped would one day supplant mutants as the dominant species on Earth.

Commentary:

The rank 4 sheet for MODOK is valuable as a template for a psionic villain. It’s not particularly durable but its telepathic and telekinetic powers are effective, especially for a lower ranked party. This upgrade has most of those same features but adds a few new threats, in the form of more effective melee combat and the ability to think faster than your heroes. If you want to use a story where M.O.D.O.K. is not part of A.I.M. this has you covered, as he’s more of an all-around villain. In recent years M.O.D.O.K. has been surprisingly helpful to a few superheroes, so this sheet could be used as an extremely untrustworthy supporting NPC.