Character Wishlist Thread 3.0

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  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Decimus Furius (Earth-616) Horseman of War

    Powers and Abilities
    Powers
    Decimius Furius was a mutant with numerous abilities:

    Superhuman strength and durability
    War-filled Psyche: Attempts to read his mind can backfire, resulting in the reader being overcome by War's sorrow and hate.[2]
    Empathic War Infection: A successful strike with his axe will infect his victim with the cold thirst for war, causing that victim to attack those around him.[2]
    Regeneration: He was able to piece himself back together after exploding.[2]
    He was stated to be an "Omega Level monster".[2]

    Physical Strength
    Superhuman.

    Weaknesses
    He was proved unable to resist to his own feelings of love, making him explode.[2]

    Paraphernalia
    Weapons
    Wields a four-bladed axe.[2]
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Gazer (Earth-616) Horseman of War


    Powers and Abilities

    Powers
    Gazer's body absorbs radiation and processes it with a form of photosynthesis.

    As War, Gazer's strength and durability have been increased. He is able to absorb solar energy and project it as flame blasts from his eyes.

    Abilities
    Gazer has knowledge of astronomy and is a skilled chess player.

    Physical Strength
    Superhuman, able to lift between 10 and 25 tons.

    Paraphernalia
    Weapons
    As War, Gazer carries a mace-like weapon.

    Transportation
    Flying robot steed.
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★
    edited September 2021

    Cal'syee Neramani (Earth-616) Horseman of War Deathbird

    Powers and Abilities

    Powers
    Deathbird is a "genetic throwback"; she was born with atavistic features of Shi'ar:[10]

    Claws: Deathbird has claw-like nails that can be used in fight, except when flying.[citation needed]
    Natural Winged Flight: able to reach 63 mph. Maximum 6 hours of flight, without extra weight. Maximum load, 330 pounds. Notably, she must have her arms free, but she might use her hands while flying. Her wings are sharp spurs that can be used to fight while on flight.[citation needed]
    Abilities
    Exceptional hand-to-hand combatant, trained in Shi'ar methods of armed and unarmed combat;[citation needed] skilled at hurling javelins;[12] expert in Shi'ar law;[citation needed] cunning military strategist.[citation needed]

    Paraphernalia
    Weapons
    Shi'ar Javelins, which extend to 3-feet in length and can be thrown with deadly force.[24] Deathbird has also used a javelin that releases a noxious gas on impact. Some javelins can project blasts of electricity when the tips of two javelins touch each other.[citation needed]

    Transportation
    Shi'ar starships.[citation needed]
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Abraham Kieros (Earth-616) Horseman of War

    Powers and Abilities
    Powers
    War is a mutant with the superhuman power to create explosions in his immediate area by clapping his hands. He does so by harnessing the minor kinetic force created when his hands strike each other, amplifying it to a significant degree, and redirecting it spatially so that it strikes and affects some other object in his line-of-sight, causing an explosive release of force. The limits of the range in which his power is effective have not yet been determined.

    Physical Strength
    War possesses normal human strength of a man his age, height, and build who engages in moderate regular exercise.

    Paraphernalia
    Transportation
    Flying robot horse that is capable of teleportation
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    War (First Horsemen) (Earth-616)

    Powers and Abilities
    Powers
    War was a mutant with the following powers:

    Pyrokinesis: War appears able to psionically manipulate molecules in the air, exciting them to burst into flame and channelling them through her weapons.[8]
    Pyric Form: War's head is constantly burning and glowing.[5]
    Advanced Longevity: Like her mother, aunt, sister and brothers, War is several thousands of years old.[1]
    Paraphernalia
    Weapons
    Vermilion, the Red Sword of War: claimed this sword to use in the Ten of Swords contest.[9]
    Transportation
    Flying Dragon[2]
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Jeb Lee (Earth-616) Horseman of Famine

    Powers and Abilities
    Powers
    Bio-Auditory Cancer: When he plays his drum he can transmit a bio-auditory cancer, that feeds on the flesh of all who can hear it. This power works whenever he makes a tapping noise, not just when he plays a drum.
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Shiro Yoshida (Earth-616)Horseman of Famine
    Sunfire

    Powers and Abilities

    Powers
    Sunfire is an Alpha-mutant:[73]

    Solar Radiation Manipulation: Shiro's mutant powers enable him to absorb solar and other radiation to generate the process of ionized matter (usually air) through a mentally-triggered unknown biochemical process so that it is converted to plasma, the superheated state of matter. Plasma is the state in which matter making up the sun exists; hence, Sunfire refers to his projecting "solar fire". Hence he can sheath his body in flame.

    Flight: He can use his powers to create super-heated air currents which push him forward through the air, enabling him to fly. Sometimes this super-heated air is visible as a trail of flame behind Sunfire. The upper limit to the speed Sunfire can achieve in flight is not yet known, although it is known to be greater than that of the Angel, who can reach 150 miles per hour.
    Plasma Blasts: He has the ability to project the flames he generates as powerful blasts of energy.
    Plasma Emanation: Sunfire can generate plasma temperatures which match those that can be generated by the Human Torch, reaching about 1,000,000 degrees Fahrenheit at maximum level. He can also use his power in a massive blast similar to Johnny Storm's "Nova Burst". However, Shiro has much more control over the area of effect, enough to where one person may feel like they have been sunbathing all day to total incineration of another target.
    Heat Signature Sense: He has the ability to sense beings by the heat signature that they give off.
    Plasma Shield: He has the ability to manipulate the plasma around him to form an aura that can melt incoming bullets or stave off other attacks.
    Solar Shielding Psi-field: He is protected from the heat and radiation he emits by a short-range psionic force field which automatically comes into being whenever there is air friction, and also prevents excessive amounts of light from the plasma from reaching his eyes so as to blind or damage them. Sunfire's body emits a protective field whenever he uses his powers. However, it is speculated that he can generate power in excess of his natural protection.
    He has also retained some abilities from Apocalypse's enhancement:

    Bio-Oxygen Generation: When Sunfire was transformed into the Horseman of Famine, he was given the ability to produce oxygen, allowing him to maintain his flames and breathe in areas lacking oxygen, like deep space.[74]
    Former Powers
    ====Horsemen of Apocalypse====
    As the Horsemen of Famine, Sunfire was capable of:

    Solar Hunger: He has ability to manipulate the light patterns he generated to stimulate the optic nerve and make the brain believe the body is starving.
    Zero Fluid
    Shiro was once exposed to the Zero Fluid that powers Jack of Hearts (Jonathan Hart), his right side becoming blackish like Jack's. While the fluid was active his physical stats increased and he was able to discharge "bio-energy" in addition to his plasma. His body eventually rid itself of the fluid's properties and he returned to normal.
    Abilities
    Martial Artist: Sunfire is trained in karate, Japanese Samurai swordsmanship, and kendo.[75]

    Physical Strength
    Normal human male with moderate regular exercise. Since his transformation into Famine, Shiro's strength is unknown.
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Roderick Campbell (Earth-616)Horseman of Famine
    Dr. Rory Campell

    Powers and Abilities

    Powers
    Formerly:

    Life Energy Absorption: As Famine, he was able to drain energies, reducing energy attacks to nothing, and to weaken anyone with energy-based powers. He mainly drained his victims' lifeforce resulting in emaciation.[8]
    Abilities
    Rory is an experienced psychologist.[9]

    Physical Strength
    Normal human male with regular exercise.
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Autumn Rolfson (Earth-616) Horseman of Famine

    Powers and Abilities
    Powers
    Currently none. Autumn is mutant, and as been speculated (though this has not yet been confirmed or denied) to have lost her mutant powers due to the effects of M-Day, as she did not use them at all at any point from her re-appearance with Clan Akkaba until her death.

    Former Powers
    * Organic Disintegration: Autumn can disintegrate organic matter.
    * Emaciation: Autumn can induce extreme hunger pains when she targets nearby humans and animals. She can also cause an emaciated state through physical contact. When Famine tries to use these powers on beings that don't require food or water to survive, it causes the effect to backfire and target her instead.[10]
    * Physical Strength
    * Weak human
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Famine (First Horsemen) (Earth-616)

    Powers and Abilities
    Powers
    Famine was a mutant with the following powers:

    Advanced Longevity: Like his mother, aunt, sisters and brother, Famine is several thousands of years old.[1]
    Trivia
    According to Apocalypse, Famine was the best Horseman of Famine he ever had, while his successors were poor underwhelming replacers.[11]
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Spinner (Mystic)

    Sun-Spider (Skill)

    Spider-Sting (Science)

    Spider-Wool (Science)
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Arclight (Mutant)

    No-Girl (Mutant)

    Vertigo (Science)

    Man-Killer (Tech)

    Metalhead (Mutant)
  • PoorlyMadePoorlyMade Member Posts: 55
    This is my proposed version of Forge into the Contest.

    Quick Summary:
    Forge's main ability is that he a genius in tech, so much so I figured he would have no trouble buffing up other Tech Champs, unlike Apoc's MASSIVE Horseman, his abilities are very useful moderate changes to tech champs and he can only use two throughout a quest. His base kit would also involve him using a gun like cable but his gun being the utility and the specials being the damage. Each Special triggers a gun upgrade which has a primary and secondary effect, these effects stack up to 3-4 and remainders can be temporary effects. He would be a mutant aswell.

    Here is the google docs list aswell I am going to Copy Paste it Below:
    https://docs.google.com/document/d/1f7JI3PboEyMHLi_39AucRPAINCIZ6o2YQnRfDEZ5So0/edit?usp=sharing

    Forge (Mutant)
    Size: L, X-Men, Hero

    Upgrade- Pre-Fight and Cross Fight Ability:
    Forge’s extreme technological prowess allows for him to activate Upgrades on Forge or Tech/Robot Champions.

    Each Upgrade costs 2 Persistent Charges and you can only use 2 Upgrades throughout the entire quest.

    Armor Upgrade: If an Armor Up buff is active: Gain +20% Attack Rating, Bleed, Shock, Frostbite, and Coldsnap Immunity.
    AI Upgrade: (Only works on #Robots, Iron Men, and Forge) AI cause all abilities to have 20% increased Ability Accuracy and the first 5 hits landed on the attacker to have 100% reduced damage taken.
    Regen Upgrade: Become immune to Heal Rate Change. Gain 50% Healing Potency. After healing 5% of HP, gain a bar of Power over 4 seconds.

    Advanced Weaponry:
    Forge enters the battle with a pretty big gun, this gun is used in all of Forge’s attacks and all of the attacks deal Energy Damage and do not make contact with the opponent. Forge's attacks grant the opponent 30% less power and further reduce power 10% for each Upgrade on Forge.


    Special Attacks:
    All of Forge’s Specials inflict a Virus Passive onto the opponent. Virus reduces Ability Accuracy by 100% to all Tech/Robot opponents and lasts for the duration of the Special Attack and for 3 seconds after.

    Special Attacks add Upgrades to Forge’s Gun, Forge can have 3 Permanent Upgrades and any further upgrades only last for 15 seconds. Ending the fight with 3 upgrades active grant Forge 2 Persistent Charges.

    Heavy Attacks:
    Grants Forge a 200 Armor Up Buff for 15 seconds.

    Special 1:
    The last hit of this Special inflicts a 10% Power Drain

    Forge adds a Power Upgrade to his Weapon, granting +30% Power from all Sources and +10% Flat Power Drain Potency from the Special 1.

    Special 2:
    This attack grants the opponent no power and deals +(70% of base attack rating) if the opponent has no Armor Up Buff active.

    Forge adds a Prowess upgrade to his Weapon, granting a +50% Prowess and +(20%) Crit Chance during Special Attacks

    Special 3:
    Forge adds a Burn upgrade to his Weapon, granting a 10% chance to inflict a Incinerate dealing 40% of modified attack rating per attack landed, this chance is increased by 20% during specials. (This only stacks once)

    If Forge has one of each Upgrade he instead would gain a Regen Buff healing (10%) of his HP over 12 Seconds.

    (Sig) Further Upgrading:
    Forge is a genius with technology and uses his genius to further improve his tech:
    1 Additional Permanent Weapon Upgrade and Upgrades past his limit last (1-10) seconds Longer

    Synergies:
    Mutant Power Neutralizers (5 Star and Above):
    Forge: The Virus debuff now also affects Mutant Champions.
    (Solo)

    Krakoan Tech:
    Professor X: Professor X starts the quest with 2 additional Cerebro Charges
    Forge: Prowess gains 10% Potency

    Mutant Tech:
    Cable: If Cable has an Upgrade he gains 20% Degeneration Potency
    Stryfe: Stryfe can store 20 more Persistent Charges while Upgraded
    Forge: Cable and Stryfe can now be Upgraded with Forge’s Cross Fight

    Mystic Tech:
    Doctor Doom: Aura of Hazurath is now immune to AA reduction
    Dragon Man: +20% Unblockable Duration
    Forge: Doctor Doom can now be Upgraded with Forge’s Cross Fight
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Vibraxas (Science)

    Micromax (Mutant)

    Skids (Mutant)

    Pyro (St. John Allerdyce) (Mutant)

    Kane (Tech)

    Pete Wisdom (Mutant)

    Hannibal King (Mystic)
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★



    Samuel Sterns (Earth-616)
    The Leader

    Powers and Abilities

    Powers
    Super-Genius Intelligence: The Leader has superhuman mental acumen. He possesses enhanced intuition, pattern solving, information storage and retrieval, and logical and philosophical structuring. The potential of his intelligence is nearly unlimited. It is assumed (in theory) he is capable of knowledge and comprehension above and beyond the normal human spectrum of thought. He is potentially capable of mastering every worldly subject and capable of adopting concepts completely foreign to his environment. His ability to predict probable outcomes of tactical and strategic scenarios is so advanced that it borders on clairvoyance. His intuition is heightened to the degree that his hunches are almost always correct. The Leader has a perfect memory with the ability to recall every moment since the accident that gave him his powers.[45]

    Telepathy: In addition to his extraordinary intelligence, the Leader has some psionic powers that enable him to mentally control certain individuals (provided they are weak minded).

    Telekinesis: Psychokinesis, among other telekinetic abilities.

    Gamma Radiation Manipulation[46]

    Gamma Radiation Projection: After becoming the Red Leader, the Leader is able to project Gamma Radiation at will.[47] It has yet to be seen if he still possesses this power after becoming his original Leader persona.
    Self-Resurrection: As a Gamma Mutate, the Leader is able to resurrect himself each time after dying by passing through the Green Door.[14]

    Consumptive Learning: The Leader has shown the ability to devour minds or parts of minds to gain the knowledge of the victim. This was demonstrated when he absorbed and ate Brian Banner in the Below Place. This ability is activated by the Leader splitting his face apart with a monstrous mouth tentacle latching on the head of the victim. The body appears drained though the face of the devoured is seen struggling down the maw of the demonic looking mouth.[39] It is unknown at this time if this ability is something the leader engineered into himself, is result of his occult studies or merely a mental projection of his telepathy as he was in the Below-Place and not the mental realm when he ate Brian Banner.

    Gamma Mutate Possession: Previously, while testing the boundaries between life and death,[14] the Leader's disembodied spirit possessed his follower Omnibus.[48] Years later, after researching the Green Door and devouring Brian Banner's, the Leader became able to possess Gamma Mutates at will.[49]

    Below Place Access & Occlusion: Thanks to having mastered the odd pataphysics of the One Below All's hell dimension, The Leader now has complete control over the unique resurrection process which most Gamma Mutates are able to undergo by inverting the nature of the Green Door.[50] By doing so he can make sure that a dead hulk will stay dead by turning it red instead of the normal color it takes.[51]

    Abilities
    The Leader possesses knowledge of genetics, physics, and robotics, and has designed a large number of sophisticated weapons, vehicles, computers, androids, and synthetic humanoids. He is particularly adept at genetic engineering and manipulating radiation for various nefarious purposes.

    Physical Strength
    Normal human male with minimal regular exercise.

    Weaknesses
    Despite his limitless intelligence and supreme knowledge, his effectiveness is greatly hampered by his own arrogance, immaturity, and obsession with defeating the Hulk which constantly causes him to lose sight of necessary details and act prematurely, causing the ruin of his schemes. His egotism has led him to embark on mad, impractical schemes to turn the rest of humanity into green-skinned beings like himself.

    Paraphernalia
    Equipment
    The Leader has created devices with a variety of functions. He has developed a means to telepathically control the Hulk and the Rhino.

    Weapons
    An army of robotic Humanoids have been developed by the Leader, able to perform a variety of tasks. The Leader also utilizes a unique assortment of weaponry including laser pistols, pulse weapons, kinetic gauntlets, etc.

    Transportation
    The Leader always has access to various highly advanced vehicles and death machines. One such conveyance, the Murder Module, was used to combat the Hulk during the Leader's brief command of Gamma Base.[52] Recently, after years researching the Green Door, the Leader became able to open it, allowing him to teleport himself to the Below-Place at will.[14]
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★





    Rita Wayword (Earth-616) Spiral

    Powers and Abilities

    Powers
    Spell Casting: Spiral has powerful mystical abilities. With gestures or dance moves, she can teleport herself and numerous people across great distances. Teleportation and her more powerful spells require complicated dance moves. Some of Spiral's spell-casting powers can be triggered through small hand gestures of her many hands. Spiral often incorporates knives and swords into more complicated spells. Spiral can also disguise herself through her magic. With Mojo's aid or specific astral events, Spiral can open gateways between dimensions and travel through time. For a time, her trans-reality powers have been cancelled by Mojo, and she can only teleport on Earth-616 where Mojo dumped her. However, Spiral managed to have her interdimensional powers returned to her, through unknown circumstances. By using magic, Spiral can:

    Teleport herself and others
    Project concussive energies
    Paralyze others
    Turn invisible
    Remove superhuman abilities
    Cause unconsciousness
    Conjure up objects
    Possession Immunity: Spiral's mind seems to be immune from possession. When Rogue attempted to steal Spiral's mind and powers, Spiral collapsed into unconsciousness, but took over Rogue's body instead, laughing that she had danced in many people's souls. This lasted only for a short time, however.[18] Nocturne was fooled by Spiral into thinking Spiral had been possessed while Spiral remained in control.[citation needed]

    Spiral is aware, through unknown mystical means, whenever a person speaks her name.[19]

    She was considered as a possible Sorcerer Supreme.[20]

    Abilities
    Spiral is a highly skilled hand-to-hand combatant and sword fighter. Her six arms are fully coordinated, giving her great dexterity and athletic ability. However, Spiral will often lose to less powerful opponents due to tendencies of overconfidence, toying with her foe for too long, or becoming distracted. To cast many, if not all of her spells, Spiral's arms must be free and unhindered and, in some cases, she must be free to dance as well.[citation needed]

    Spiral demonstrated highly developed skills in cybernetics and genetic manipulation which she has used to turn humans into powerful cyborgs at her Body Shoppe. Most notable include Lady Deathstrike and the cybernetic Reavers, who have since been "upgraded" by Donald Pierce.[citation needed]

    Physical Strength
    Superhuman with an unknown upper limit.

    Paraphernalia
    Weapons
    Swords constructed from unknown metals.[citation needed]
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Amber Hunt (Science)
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Main article: Venom (Klyntar) (Earth-616)#Powers
    Black-and-White Symbiotic Costume:

    Dylan using Carnage

    Dylan Brock (Earth-616)
    Venom

    Powers and Abilities

    Powers
    Main article: Venom (Klyntar) (Earth-616)#Powers
    Black-and-White Symbiotic Costume:

    Superhuman Strength
    Superhuman Speed
    Superhuman Agility
    Superhuman Senses
    Superhuman Stamina
    Superhuman Reflexes
    Superhuman Durability
    Regenerative Healing Factor
    Webbing Generation
    Wall-Crawling
    Offspring Detection
    Genetic Memory
    ESP
    Spider-Sense Immunity
    Constituent-Matter Generation
    Constituent-Matter Manipulation
    Invisibility
    Shapeshifting
    Night Vision
    Spider-Man Detection
    Venomous Fangs
    Telepathy Resistance
    Empathetic Empowerment
    Energy Transference
    Energy Absorption
    Former Powers
    Human/Symbiote Hybrid Physiology: Dylan outwardly appears to be a normal human boy, but is actually a piece of the Venom symbiote incarnated in human form.[9] Dylan was initially unable to consciously control his powers, which would activate instinctually under moments of extreme stress - such as when his life is being endangered by enemy symbiotes.[35] However, with practice and instruction from Knull, Dylan eventually became able to consciously utilize them.[24] When Dylan's powers are activated, his eyes turn from having blue irises and white sclerae to being black, sometimes with tendrils emerging from the outer corners,[36] and with white or red spirals in place of his pupils and irises.[6][24] According to Mister Fantastic's analysis, Dylan's powers derive not from Knull but his opposite, the God of Light.[33] After Knull's physical body was destroyed by Eddie Brock -- who had become Captain Universe, his consciousness tried to take over Dylan's body using the living abyss inside him. This was extracted by Eddie Brock using the Uni-Power, seemingly destroying Knull for good and rendering Dylan a normal human.[34]
    Symbiote Domination: Dylan is able to sense symbiotes;[37] and when his powers are activated he is able to forcibly repel symbiotes attempting to bond to him.[38][27] He can forcibly control them against their will,[35] and is also able to easily kill symbiotes that are threatening his life.[6] Dylan is unable to bond to symbiotes,[25] and attempting to do so or even being in contact with them when his powers are active causes them excruciating pain.[36] However, Dylan is able to remote-pilot symbiotes by connecting to the Symbiote Hive - something only Knull was previously capable of.[27]
    Weaknesses
    Dylan currently has no weaknesses

    Former Weaknesses
    Knull: As a half-symbiote, Dylan is susceptible to Knull's influence.[24]
    Paraphernalia
    Equipment
    Former Equipment
    * Carnage Symbiote Offshoot: Dylan possesses a piece of Norman Osborn's offshoot of the Carnageized Grendel symbiote, which he can control at-will.[39][24]
    * Notes
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★


    Dylan Brock (Earth-1051)
    Carnage

    Powers and Abilities
    Powers
    Human/Symbiote Hybrid Physiology: Conceived by a piece of the Venom symbiote incarnated into human form using Anne Weying, Dylan possesses powers similar to those of his counterpart from Earth-616.[4] Unlike the Dylan Brock of Earth-616, however, Codex is able to bond to symbiotes.[1] Much like the Cletus Kasady of Earth-616, Dylan's connection to Knull gave him godlike powers amplified by his Hive, though it caused him to undergo a monstrous metamorphosis - giving him fangs, claws, white hair, and pale skin resembling Knull's. After Knull's hold over Codex was broken, Dylan returned to his human self.[5] Years later, the Symbiote Carnage joined him, restoring his powers for the benefit of the symbiote.[6]

    Symbiote Domination: Dylan is the ruler of the Hive, and has subjugated at least the United States of America under his dominion; with only a small number of humans remaining free of his influence. Symbiotes connected to Dylan's hive-mind become more powerful, and attain the ability to manifest not only draconic wings but transform their arms into powerful energy cannons.[3][1]
    Superhuman Strength: Codex seemed to possess superhuman strength.[5]
    Superhuman Durability: Codex seemed to possess superhuman durability.[5]
    Paraphernalia
    Equipment
    Codex's Armor: Codex is clad in a suit of black-and-red powered armor with a full-face mask, stylized red dragon emblem on its chest, chains attached to his belt, and a cloak.[3]

    Former Equipment
    Venom Symbiote Piece: After tearing a piece from the Venom symbiote he turned it into a full symbiote and bonded to it, forcing it to produce many offsprings, to which he bonded to before rejecting them.[1]
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Indra (Mutant)

    Iso (Cosmic)

    Desert Ghost (Mutant)

    Agent Zero (Mutant)

    Dead Girl (Mutant)

    Toro (Cosmic)

    Gloriana (Mutant)

    Deacon Frost (Mystic)

    Angel Salvadore (Mutant)
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Puff Adder (Mutant)

    Omega Sentinel (Tech)

    Spider-Ham 2099 (Science)

    Riptide (Mutant)

    Purple Woman (Science)
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★






    Norman Osborn (Earth-1610) Green Goblin Ultimate

    Powers and Abilities

    Powers
    The Oz Formula mutated Norman Osborn into a monstrous, Goblin-like creature, which granted him superhuman abilities such as:

    Superhuman Strength: The Green Goblin, after injecting the formula, become super-humanly strong. Norman, as the Green Goblin, could easily overpower humans by lifting them up with one hand or by hurling them around. He could also lift extremely heavy objects, crush and break through wood panels and templates, bend metal, and punch through glass without injury to himself.
    Superhuman Speed: The Green Goblin, thanks to the Oz Formula, could run and operate at superhuman speeds. His overall body equilibrium was also heightened, although he was not nearly as fast as speedsters. For example, with his speed, he can outrun vehicles.
    Superhuman Stamina: The Green Goblin, thanks to the Oz Formula, could operate or maintain his movements for prolonged periods of time without getting tired or weary in the process.
    Superhuman Durability: The Oz Formula also fortified all of Osborn's bodily tissues, making them far tougher and more resistant to injury than normal humans. While Osborn could be injured by something along the lines of a knife or small conventional bullets composed of conventional material, he was very resistant to great impact forces and blunt trauma. He could withstand powerful impacts, such as falling from several stories or being repeatedly struck by a superhuman enemy, that would severely injure or kill a normal human with little to no harm to himself.
    Regenerative Healing Factor: If the Green Goblin did sustain injury, his body's increased metabolism allowed him to heal damaged tissue much faster and more extensively than a normal human is capable of. He could heal from injuries that would prove lethal to an ordinary human.
    Superhuman Agility: The Green Goblin's agility, balance, and bodily coordination were enhanced to levels beyond the natural physical limits of the finest human athlete.
    Superhuman Reflexes: His reflexes were similarly enhanced and superior to those of the finest human athlete.
    Pyrokinesis: The Green Goblin could generate fiery bolts of energy from his hands, which he used as weapons, which could explode like bombs.
    Immortality: Norman claims that as a side-effect to the Oz Formula, every time he dies, he comes back. This explains how he survived gun shots, explosions and others lethal attacks.
    Abilities
    Genius Intelligence: Aside from his physical advantages, the serum also greatly enhanced Norman's already-highly above-average intellect, making him a true genius, capable of making progress in advanced areas of genetics, robotics, engineering, and applied chemistry that most professional scientists can scarcely comprehend.[27]

    Physical Strength
    Norman as the Green Goblin is at least Class 10 as he can easily match and even overpower Spider-Man.

    Notes
    No character uses the name "Green Goblin" in Ultimate Spider-Man to refer directly to Norman Osborn; however, when the X-Men's Kitty Pryde uploads a hologram of the Ultimate Six into the Danger Room, the hologram refers to itself as the Green Goblin. Also, several student friends of Peter Parker recalled what they saw as a "Green Goblin Monster" to Johnny Storm in the "Superstars" arc. Parker also referred to him as the Green Goblin in the "Public Scrutiny" and "Ultimate Knights" arcs.
    Norman Osborn apparently had some form of spiritual delusion, due to the fact that he said that the events of Avengers vs. New Ultimates were because "God wants us to kill Peter Parker" or calling his allies "Men of God". There appears to be no evidence to support that he is referring to a known divinity, however.
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★






    Rachel Summers (Earth-811)

    Powers and Abilities

    Powers

    Rachel with Phoenix Force

    Rachel is a mutant classified as a Omega Level Mutant,[12] as well as the daughter of the Phoenix. Rachel inherited enormous psionic powers from her mother and has limited control over her powerful telepathy and telekinesis. Marvel Girl has developed an electric blue Phoenix emblem energy signature, which appears over her left eye whenever she uses her powers. According to Jat Vor-Thrul, Rachel measures a 11-Tau-11 on the Kiatna Psi-Scale. She is one of the most powerful psychic in the entire Marvel Universe. Not only does this imply that there is a measurable scale for beings of her impressive power, but that people with such power are considered valuable, as the Salvagers seemingly took her for profit.[78] After blacking out while fighting the Sentinel Alpha, Rachel tapped into her full potential.[62] In her own words, the dial had been cranked on all of her senses.[64]

    Telepathy & Empathy: Rachel is an Omega-Level telepath and possesses potent empathic capabilities, similar to her mother Jean Grey. She can read and detect emotions and thoughts on various scales, as well as project her thoughts into the minds of other sentient beings within a vast, potentially limitless radius. After fulling recognizing her true potential, She started reaching new levels of telepathic power, capable of interacting and perceiving minds from thousands of miles away with ease. Storm once stated that Rachel's telepathy had grown to such an extent to the point in which "her psionic powers radiated off of her, to the extent in which others could feel her powerful presence within their minds". [67] From years of training and telepathic tutelage, She has demonstrated the following specialized uses:
    Telepathic Cloak: Can mask her presence from being detected by others. Her abilities can at times go undetected or be counteracted by other more powerful telepaths depending on their level of skill in using their own psi abilities. She can extend these defenses to others around her as well.
    Trauma Healing: The ability to heal mental trauma through "psychic surgery", the power to stimulate or deaden the pain and pleasure centers in a person's brain.
    Mind Control: Ability to control the minds of others upon mere concentration.
    Psionic Shield: Ability to erect a psychic shield for protection of herself and of others minds.
    Mind Transferal: The ability to transfer both her mind and powers into other host bodies should her own physical body somehow be destroyed.
    Neural Jumpstart: The ability to increase the speed of synapses in the brain, allowing her to increase another's powers to incredible levels, with a temporary effect.
    Telepathic Illusions: Ability to create illusions to make herself seem to be invisible, look like someone else, or make others experience events that are not truly happening.
    Mental Paralysis: Ability to induce temporary mental or physical paralysis.
    Mental Amnesia: Can erase any awareness of particular memories or cause total amnesia.
    Psionic Blasts: She can project psionic force bolts which have no physical effects but which can affect a victim's mind so as to cause the victim pain or unconsciousness and turning someone brain-dead.
    Astral Projection: Can project her astral form from her body onto astral planes or the physical planes. In the physical plane she can only travel in astral form over short distances. In the Astral Plane, she can mentally create psionic objects and manipulate the aspects of her environment. She can communicate with others astrally through her own will, or through contact with the thoughts and memories of others.
    Mental Detection: Can sense the presence of another superhuman mutant within a small but as yet undefined radius of herself by perceiving the distinctive mental radiations emitted by such a being.
    Psychometry
    Telekinesis: Rachel is a High-Level Telekinetic, meaning she has immense telekinetic powers. She can sense and manipulate matter and energy, quite possibly on a subatomic level. Rachel can use her telekinesis to affect and control molecules and particles, allowing her to fully control matter and energy for a variety of effects:
    Intuitive Aptitude: Can disassemble complex devices explosively (separating every last component, such as screws, nuts, circuit boards, etc.) and, just as quickly, easily assemble complex devices. This also has enabled her to even attain awareness and control over objects as small as individual electrons in an atom. For instance, Rachel could detect if a seal was hermetic or not by checking for the presence of penetrating oxygen molecules. Can even detect and discern individual oxygen molecules, and determine the atomic weight of molecules by the amount of atoms present.
    Matter Alteration: As Marvel Girl, has shown the ability to alter molecular and subatomic structures and the ability to alter molecular valances, or even rewrite her own genome.[79] Rachel has also been able to create a micro black hole.[80]
    Force Field Generation: Ability to create protective force shields that can deflect even the most powerful of attacks (even filter bacteria from the air, withstand Jovian atmospheric pressures, and even repel nuclear weapon attacks). The upper limits of this ability remain unknown. Rachel has also displayed such control over the fields as to shape them precisely, even to conform very closely to her body’s form. There does not appear to be any correlation between field strength and the thickness of the telekinetic fields.
    Concussive Blasts: Can project telekinetic energies as powerful blasts beams directed from her brain that could apparently affect matter with concussive force.
    Telekinetically Enhanced Condition: Rachel is capable of telekinetically enhancing her physical abilities to superhuman levels.
    Flight: By levitating herself, she can “fly” for very long distances and at supersonic rate.
    Time Manipulation: Possesses the psionic power to travel and manipulate time for a variety of effects, including: travel through time and space, stopping or greatly slowing down time in her immediate vicinity, etc.) Rachel can even send the awareness/consciousness/soul of herself or others to the past or future versions of herself, or possibly their ancestors/descendants.
    Chrono-Shield: The unconscious emanation of a fourth dimensional pulse which creates a chrono-shield protecting her from changes in the timeline.

    Dark Phoenix?



    Phoenix Force Avatar: For a time, Rachel was also bonded to the Phoenix Force as "the one true Phoenix", and had its cosmic powers at her disposal. As Phoenix, Rachel's abilities are enhanced to their ultimate levels, limited only by her force of will and breadth of imagination. As Phoenix, she has manipulated matter on an atomic and universal scale, generated and controlled any form of energy in virtually any conceivable amount, absorbed energy from sources as great as a supernova, manipulated time and space, created space warps for instantaneous travel, and enhanced her strength to immeasurable levels. Rachel demonstrated heightened psi-powers as well as the ability to manipulate energy and lifeforces, and a limited cosmic awareness. Rachel's connection to the Phoenix power was lost in the distant future. Rachel's connection to the Phoenix power was lost in the distant future and did not return with her when she traveled back to the modern era. Recently, Marvel Girl absorbed a residual echo of the Phoenix Force left in the sword of a previous host, a Shi'ar named Rook'shir. Its full effects are unknown at this time. It was revealed that the power Rachel has is not the true Phoenix Force, but a shadow or echo of it, it was easier to control, but less powerful. It has disappeared along with the sword.

    Abilities
    Rachel Summers has trained with Nightcrawler in hand-to-hand combat, learned lock-picking skills from Storm, and has some experience in vehicular repair and the use of advanced weaponry and technology. She also on some occasions she has demonstrated to use her telepathy and telekinesis in her combat.

    Physical Strength
    Normal human female with intensive regular exercise. When possessing the Phoenix Force, Rachel had superhuman strength with an unknown upper limit.

    Weaknesses
    Even with the powers of the Phoenix, magic and magical objects prove to be an enigma for Rachel's powers. When the Soulsword appeared near the Excalibur lighthouse headquarters seeking Kitty Pryde to become its new wielder, Rachel attempted to remove it from the bedrock it had embedded itself into in order to alleviate her friend's apprehension. Despite using the full extent of power permitted by the Phoenix Force, Rachel was unable to remove the sword which she surmised only Kitty Pryde could remove. This could be the reason why Rachel has not telekinetically removed the Shi'ar deathmark on her back, although Nightcrawler theorized that this was only because Rachel didn't wish to remove it.
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Skein (Mutant)

    Threnody (Mutant)

    Manifold (Mutant)
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★

    Hope Summers (Earth-TRN294)





    Hope Summers (Earth-616)

    Powers and Abilities

    Powers

    Hope draws on the powers of Pixie, Transonic, Rockslide, Magneto and Gentle to face Kuurth

    Power Manipulation: Hope is an Omega level mutant[79][75] with ability to manipulate powers of other mutants in her close proximity,[75] but only mutants.[80]

    Power Mimicry: Hope's primary power allows her to copy the powers of any nearby mutant. Unlike other mutants with similar abilities, such as Rogue, Hope does not need to make physical contact and the person who's powers are copied suffers no ill effects. Hope seems to be subconsciously aware of any power she copies and is able to utilize it immediately, without any need to learn how to use them or even to see them in action first.[18][42] The powers she copies are at their full capacity[79] and she has full control over them[40] (regardless of how much the original wielder controls them and how well developed their powers are). Hope does not have any known limit on how many powers she can copy at the same time, but wielding multiple powers simultaneously is taxing on her.[52] The powers she duplicate fade away due to time, distance and usage.[81][82]
    Power Absorption Immunity: Hope herself is immune to power absorption abilities, as demonstrated when Rogue's power had no effect on her.[22][79]
    Power Regulation: Hope can stabilize the powers of other mutants and bring them to their most optimal state. Hope first used this ability to help the Lights, whose powers were unstable after activation.[83][47][84] Later on it became crucial to her role in The Five, as she continuously supported other members to keep their powers in peak condition, so that every resurrection was performed perfectly.[19] She also assisted two other Omega Level Mutants — Vulcan and Proteus — by supplying them with enough energy for completion of their part of Mars's terraformation.[78]
    Power Augmentation: Hope has the ability to aid mutants by temporarily unlocking the full potential of their powers and augmenting them.[19][78]
    Power Synergizing: Hope has demonstrated the ability to aid other mutants in using their powers in synergy. One of her roles among the Five is to synchronize their powers and to help them operate in unison.[19]
    Power Tracking: Hope can track down a mutant by sensing their power. She used this ability to find and catch Velocidad, when he himself wasn't able to control his powers, and when telepaths were unable to pinpoint his exact location. It is unknown whether this applied only to the Lights, or if Hope can use this ability to track any mutant.[20]
    Power Bestowment: First shown when she activated the Five Lights.[18] Hope later used this power — greatly augmented by the Phoenix Force — to activate a multitude of new mutants all around the world.[14]
    Psychic Energy and Undetectability: It is also notable that after Hope's initial detection at birth, Cerebra blew up.[85] After repairs were made the Three-in-One tried to search for her because she had been kidnapped by the Marauders yet she somehow became undetectable by mutant-detecting equipment. It is possible, however, that she was merely being shielded by Cable, as he was with her from the time she left the hospital until he left to stop the Nimrod-Series Sentinels.[86] Hope was again able to disguise her signal when both the X-Men and Avengers were looking across the globe for her, through the use of a device Cable taught her to build.[87]

    Lights' Influence and Bonding: Soon after Hope's return to the present day, five new X-Genes manifested across the globe. Besides her own birth, these were the first new manifestations of mutant powers since M-Day.[18] More new mutants have continued to manifest, but at a slower rate than the original five.[88] The Lights were shown to be linked to each other and to the new activations, with Hope able to exert a degree of control over them. Hope has exhibited both subconscious low level of persuasion or manipulation over the lights, and when pushed, the ability to take control over them entirely.[49][89][90] All the Lights were also affected by the suicide of Zeeshan.[50] That situation was witnessed by Laurie and Kenji,[49] and later by Kate Pryde.[91] Also, when the Sixth Light activated, all of the Lights were able to sense it.[88]

    The Five later developed a similar bond; they became an inseparable unit and preferred to always stay together. It is unknown if this was caused by Hope or was simply a result of them bonding through the shared use of their powers.[19]

    Former Powers
    Abilities
    Hope has learned to fight from Cable by observing him. Hope was further tutored in survival techniques, various hand-held firearms and blades, stealth, CPR, combat first-aid, warfare strategy, and some gymnastics.

    Physical Strength
    Possesses the strength of a normal girl her age, height, and build who engages in extreme regular exercise (although this can vary, depending on what powers she has access to)

    Weaknesses
    Lack Of Control: Hope's mutant powers are not fully under control and generates power levels that are potentially dangerous to people and environments around her.
    Power Limitation: Hope's ability to mimic superpowers is limited to mutants only.[80] Therefore, she cannot duplicate the abilities of non-mutant superpowered beings (i.e. Spider-Man, Luke Cage, or the Fantastic Four). Her duplicated powers do fade due to time, distance, and usage.[81][82] However, there were instances of Hope wielding powers from non-mutants. Such as the Scarlet Witch (who was believed to be a mutant at the time) and Shou-Lao the Undying (a mystical, immortal dragon).[63]
    Paraphernalia
    Weapons
    Psimitar[114][108]
    Various firearms
  • NanandaimeanarutoNanandaimeanaruto Member Posts: 517 ★★





    Isca (Earth-616)Isca the Unbeaten

    Powers and Abilities
    Powers

    Isca demonstrating her unbeatability

    Isca is an omega-level mutant with the following power:[8]

    Tychokinesis: Isca has the power to always win, no matter how.[3] This includes both individual one-on-one contests and larger battles where she is a member of a team or army. In contests of chance, probability is manipulated in her favor. In contests of skill, her powers may give her the talents she needs to win, or she may win by improbable circumstances. In some larger battles, her power has compelled her to defect from the losing side and join the winning side, so she could personally win at the expense of her teammates.[6][7][8]
    Limited Shapeshfting: Isca's power to always win also affects her body, seemingly altering her appearance slightly in order to help her fit in. When she joined Annihilation's demonic army her body became covered in occult symbols,[3] and when allying with the X-Men her skin and hair changed to a heroic gold.[8]
    Advanced Longevity: Like her sister Genesis, nieces and nephews, Isca is several thousands of years old.[1]
    Abilities
    Various abilities: because of her power, Isca is capable to surpass anyone in skills.[11]

    Paraphernalia
    Equipment
    Isca's Armor: Isca the Unbeaten wore an orange armor with a circular symbol on.[3]
    Weapons
    Mercy: Isca wields a blade named Mercy.[4]

  • Warriorking031Warriorking031 Member Posts: 16

    These would make for some fun Halloween Champs

    Werewolf by Night

    Vampire by Night

    Red Ghost

    Daimon Hellstrom

    Toxin

    Bloodbath

    Ash King

    Gray Goblin

    Shiklah

    Superior carnage
    The Living Mummy
  • MirTural8MirTural8 Member Posts: 40
    Thunderbird (Mutant)
  • ProwlerSymbioteProwlerSymbiote Member Posts: 510 ★★
    Titan (Cosmic)

    Wind Dancer (Mutant)

    Box (Tech)

    Quicksand (Science)

    Diamondhead (Science)

    Stegron (Science)

    Black Bishop (Mutant)

  • She Venom (Anne Weying)

    Darwin

    Nick furry 1602

    Moon Knight Horsemen of Apocalypse

    Death Mask

    Doctor Spectrum

    Spider-Carnage

    Silver Surfer Black
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