Villain Index

ApexHero

Administrator
Staff member

PERSONAL INFORMATION

Name:
Current Alias:
Aliases:

Gender:
Height:
Weight:

Identity:
Occupation:
Base of Operations:

Affiliations:
Relatives:
Marital Status:



PERSONALITY

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POWERS & ATTRIBUTES

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ABILITIES

PARAPHERNALIA

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HISTORY

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PERSONAL INFORMATION

Name: Eugene Myers
Current Alias: Death-Mime
Aliases: N/A

Gender: Male
Height:
Weight:

Identity:
Public
Occupation: Mercenary
Base of Operations: N/A

Affiliations: N/A
Relatives:
Marital Status:
Single


The man once known as Eugene Myers was once a soldier in the United States Marines. After being dishonorably discharged he became a gun for hire. Many rumors began to abound about a monster, an evil Mime with terrible powers going around slaughtering hordes of people. They took to calling him, the Death Mime.

PERSONALITY

Eugene was diagnosed to have sociopathic tendencies while in the Marines, something that made him an ideal killer. Being Mute there are very few he ever connected with, his parents themselves finding it difficult to truly connect with their son, even moreso as he grew increasingly more violent as he grew up. Though deemed a psychotic and sociopathic killer now, he is not mindless in his actions, despite what it may appear like to others. He is careful and methodical in what he does. While the end results of his violence may be flashy, his tactical prowess makes it difficult to figure out his plans let alone intercept them, doubly so when taking into account his variant and his muteness that ensures his plans are never leaked to another.

POWERS & ATTRIBUTES

  • Pantomime: Eugene's variant combined with his muteness has helped to give him a mime-like persona, one that he embraced when becoming a mercenary. The Death Mime is capable of pantomiming things into existence. Like a typical mime, this ranges from things like invisible walls that he uses for defense or even to imprison others, to an invisible bat or even rope. As a former Marine, Eugene's pantomimed constructs are far more lethal. Where a normal mime may make a harmless rope, Eugene creates razor thread or garotte wire. He is able to pantomime high armament firearms, knives/blades, grenades, flamethrowers and land mines. He is limited by his imagination and his understanding of an object or weapon. Fantasy weapons and living creatures appear beyond the scope of his ability to pantomime.

ABILITIES

PARAPHERNALIA

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HISTORY

Eugene was born into a relatively normal family, and for all intents and purposes, was deemed a normal baby at his birth. As he grew older his parents became more and more concerned, the boy showing no signs of speaking. While his parents were worried that he wasn't developing mentally. When taking him to the hospital it was discovered that there was nothing wrong with his mental development, rather their son was simply mute. Outside of never being able to speak he would develop like any other child.

Growing up in school, it was quickly revealed how different he was from other kids, and it is children who can often times be the most cruel. The other children would pick on him, make fun of him for his uniqueness. This caused Eugene to get into fights, a trend that would follow him through high school, building his propensity towards violence, in suppressing others so that he could never be suppressed by others. In and out of Youth Detention, Eugene would drop out of high school during his Senior year to join the military. Joining the marines, while he was different from others given his Muteness he proved exceptional in his training. His tolerance and threshold for pain proved higher than others, his learning curve in the art of violence. This made him an exceptional soldier, but a greater killer. His hunger for violence grew in proportion to his training. On several deployments he would act outside of orders, butchering foreign citizens, killing off villages, he was a monster. While aware of his actions he was far too effective a tool as a soldier to get rid of. They covered up his crimes, until it became unbeneficial to do so. Where he should have been imprisoned, he was instead dishonorably discharged.

After leaving the military he went underground, vanishing for years. While it is theorized that this might have been the period where his variant awakened, the reality is he awakened as an Outlier while still enlisted in the military. Many of his heinous acts done through the use of his abilities. When returning to the surface of society, he would do so as a psychotic mercenary, he returned as the Death Mime.
 

PERSONAL INFORMATION

Name: Melor Moroz
Current Alias: Cold Point
Aliases:

Gender:
Male
Height:
Weight:

Identity:
Public
Occupation: N/A
Base of Operations: Prism City

Affiliations: Ice Cold Twins
Relatives: Elena Moroz (Sister)
Marital Status: Single

The oldest of the twins by several seconds, Melor and his twin sister Elena were born in Russia in the early 1950's. After being abandoned he took on the role of looking after him and his sister, the two stealing and killing at first to survive, then for pleasure and amusement becoming the Ice Cold Twins.

PERSONALITY

There is little that the man known as Cold Point cares for other than himself and his sister. With a handsome face and a cold heart, he has never had a lover he cared for, never been empathetic to the sufferings of others. He moves as though he owns everyone and everything, acting as though given some level of divine impunity. Ever the cool headed individual, this changes only in matters concerning the safety of his sister Elena. Melor delights in all manner of vices, this is partially due to his old age. He and his sister have lived long lives, seen many things, amassed much money and have become disinterested in the ordinary, the mundane.


POWERS & ATTRIBUTES

  • Vampirism: Like his twin sister, Melor was born in the early 1950's. The manifestation of their variant giving them extended canines in the form of fangs while their skin hardens and grows cold to the touch from the permafrost perpetually covering it, adopting a pale blue tone. This frozen state greatly preserves their youthful appearance. While nobles are called blue bloods, for the Ice Cold Twins this is a literal statement, as rather than red their blood appears as a deep shade of blue. The change in their blood is not purely cosmetic. Incredibly cold, their blood holds properties similar to that of liquid nitrogen, creating burns and frostbite on the flesh of those who find themselves exposed to it.
    • Enhanced Vision: Aside from having perfect visual acuity, Melor and his sister are able to perceive the world in infrared, detecting the body heat in others.
    • Immortality: Since awakening their variant the twins have not aged or, rather they do not appear to have aged physically, maintaining the image of an adult in their early thirties at best. This is partially due to their consumption of blood but largely due to their unique physiology.
    • Regeneration:
    • Superhuman Strength: The twins possess incredible strength, capable of easily lifting and tossing an adult male several times their height and weight, lift small vehicles and punch through stone and metal alike. Their permafrost covered body adds to the power behind their physical blows. Melor has proven to be physically more powerful than his sister.
    • Superhuman Durability: With bodies covered in permafrost, essentially frozen it makes it incredibly difficult for most attacks to physically harm them. Blades scrape off them, bullets fail to fully penetrate them, and concussive attacks do little to harm them. Of the twins, Melor's defenses are greater than that of his sister, proving to be a greater tank.
    • Superhuman Speed
    • Superhuman Reflexes
    • Superhuman Stamina
  • Cryokinesis: Aside from their Vampiric tendencies, the twins hold the ability to generate ice. Their presence causes the surrounding temperature to drop, this affect intensified greatly when the two are together or close to one another. His sister is prone to creating ice claws along her nails, something he can emulate. However, he prefers fashioning weapons of ice such as clubs, blades and gauntlets.
    • Ice Bat: Where his sister focuses on using her blood as a catalyst for more mystical appearing abilities and techniques, Melor instead focuses on using his powers to greatly enhance his already super natural strength. Unique to him, Melor is able to transform himself, taking on a form more similar to a hybrid between man and bat. In this state he becomes far larger and more imposing, with fingers and feet becoming clawed as frozen wings jut from his back. It is a terrifyingly monstrous form, and one that generally guarantees the death and defeat of those he deem his enemy.
    • Heat Absorption: The twins do not just feed on blood, but heat as well. When feeding on others, while their victims are being drained of their blood they also find themselves growing colder as the warmth of their body leaves them causing their bodies to grow stiff as it begins to ice over, eventually turning them into a statue of ice.

ABILITIES

PARAPHERNALIA

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HISTORY

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PERSONAL INFORMATION

Name: Elena Moroz
Current Alias: Icestorm
Aliases: N/A

Gender: Female
Height:
Weight:

Identity:
Public
Occupation: N/A
Base of Operations: Prism City

Affiliations: Ice Cold Twins
Relatives: Melor Moroz (Brother)
Marital Status: Single


PERSONALITY

Elena is seen as vain and narcissistic, a trait shared by her twin brother. With her facial structure, her body's shape, from her hair lips and the grace of her every action, she is breath takingly beautiful, and she knows it. When she enters any room she expects eyes to fall on her, she expects men to fawn over her beauty and hang on her every word. To her the world is her oyster. Having witnessed her parents abandoning her and her brother at an early age, she believes it is every man for himself, with the sole exception being the one man who has never left or failed her; her brother Melor. This allows her to kill or perform cruel acts to others without remorse. As odd as it may seem, Elena does not perform these acts solely for the sake of being cruel. She does it simply to entertain herself, not even recognizing that she is making others suffer only able to perceive what makes her happy, what is temporarily filling that void in her heart, a void shared by her brother.


POWERS & ATTRIBUTES

  • Vampirism: Like her twin brother, Elena was born in the early 1950's. Their particular variant altering them physically in a great many of ways. The most notable of ways visually would be the extended canines into fangs and their skin becoming a pale blue. Their skin is always cold to the touch and is firmer than regular flesh, being encased in permafrost. This frozen state preserves their youthful appearance. Their blood is also unique, appearing a deep shade of blue, their blood holding properties similar to liquid nitrogen, creating burns and frostbite on the flesh of those who find themselves exposed to it.
    • Enhanced Vision: Aside from having perfect visual acuity, Elena not unlike her brother is able to perceive the world in infrared, detecting the body heat in others.
    • Immortality: Since awakening her variant Elena and her brother have not aged or, rather they do not appear to have aged physically, maintaining the image of an adult in their early thirties at best. This is partially due to their consumption of blood but largely due to their unique physiology.
    • Regeneration:
    • Superhuman Strength: The twins possess incredible strength, capable of easily lifting and tossing an adult male several times their height and weight, lift small vehicles and punch through stone and metal alike. Their permafrost covered body adds to the power behind their physical blows.
    • Superhuman Durability: With bodies covered in permafrost, essentially frozen it makes it incredibly difficult for most attacks to physically harm them. Blades scrape off them, bullets fail to fully penetrate them, and concussive attacks do little to harm them.
    • Superhuman Speed
    • Superhuman Reflexes
    • Superhuman Stamina
  • Cryokinesis: Aside from their Vampiric tendencies, the twins hold the ability to generate ice. Their presence causes the surrounding temperature to drop, this affect intensified greatly when the two are together or close to one another. Elena uses her power to fashion claws of ice along her nails or fingers, effortlessly clawing through steel and flesh alike. Elena is prone to creating a frozen mist using her blood as a catalyst, using this mist to hide her form while attacking her enemies while also fashioning it into shapes, such as a colony of bats to swarm her selected prey, freezing them while also siphoning their blood. Through creating bat-like wings of ice she is able to also take flight.
    • Heat Absorption: The twins do not just feed on blood, but heat as well. When feeding on others, while their victims are being drained of their blood they also find themselves growing colder as the warmth of their body leaves them causing their bodies to grow stiff as it begins to ice over, eventually turning them into a statue of ice.

ABILITIES

PARAPHERNALIA

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HISTORY

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PERSONAL INFORMATION

Name: Unknown
Current Alias: Inspyre
Aliases: N/A

Gender: Male
Height: 6'2"
Weight:

Identity:
Secret
Occupation: Religious Leader/Gang Boss
Base of Operations: Prism City;The Fire Pit

Affiliations: The Kindling
Relatives: Unknown
Marital Status: Single

No one knows who InsPyre was prior to him gaining his current appearance and taking on his current identity. His background, ethnicity, and even name all unknown, the man is a complete mystery. Publicly he is the face of a new religious group known as The Kindling. While called a religious group it is little more than a cult of fanatics who also double as an organized gang not unlike the mafia, all with InsPyre at the head.

PERSONALITY

Though he appears intimidating given his flame-like form, InsPyre comes off as a mannerable well spoken man. He speaks with a level of elegance belonging to the upper class while possessing the wisdom of a scholar and the knowledge of a lawyer and businessman. It is this persona that has helped make a positive name for himself, and allowed his organization and religious order to be viewed in a positive light, especially given all the community service that they do under his instruction.

In truth, he is selfish, cruel, conceited and arrogant. He perceives others as merely kindling born to feed the flames of his desire, thus the name of his organization. He is a man that places great value on control, and so goes through great lengths to exert and maintain it. This ranges from control of other's perception of him through deceit and manipulation, to control over his underlings through force, torture and threats, to using means such as direct mind control or Power Distribution to make one revere him as their god. While a megalomaniac in all intents of the word, he is an accomplished one, his methods almost always working in his favor, accomplishing what he desired one way or another. Despite these things and being a narcissist, he has shown a competitive nature, specifically in his aim to bring Foresight over to him, stealing her from Apex to make her his woman. Seen as a challenge to Apex as a man, it is moreso one towards Foresight, drawn to her for her strong telepathic abilities, capable of resisting his own psionic prowess. This has sparked an obsession in him, causing him to covet the heroine.


POWERS & ATTRIBUTES

  • Pyrokinetic Form: InsPyre is constantly in a state where his body seems to be composed of living fire. The details of his face beyond his eyes which are a permanent white, seem perpetually hidden by the strange pink flame, a flame that if willed, can hug the rest of his body as well. Despite the color, the intensity of the flame varies, dependent on not only his mood, but his will as well. Regardless of how intense they become, by unknown means his clothes seem to remain unharmed from its burning. The flames are able to be maintained yet become harmless, allowing him to interact with objects and other people, or capable of reducing a person or thing to ashes. It is unknown if he is capable of turning this state off.
  • Pyrokinesis: InsPyre is capable of shaping, manipulating and projecting fire. The flames he produce are always pink in color and he is able to project them from any point on his physical being and of course projecting them outwards in powerful bursts or a maintained stream.
  • Thermal-Blast: The flames he projects vary in intensity and can be expelled from his hands, his feet, his "mouth" or even his eyes.
  • Flight: By releasing a stream of fire from his feet or even his hands, he is able to propel himself into and through the air, giving him the ability to fly.
  • Power Distribution: InsPyre is revealed capable of bestowing power upon others. This is generally done to his followers through a ritual he calls "passing the torch". The power he bestows upon them are all heat or flame based, and sometimes vary in color producing regular flame, to red flame, blue or even green or purple flames. Those who have been given power by him are bonded to him, allowing him to know their location at all times while also creating a Psionic Link between them, allowing him to perceive what they perceive broadening his knowledge and intelligence gathering. Should a person he's bestowed power to die, their essence is absorbed into him directly, further empowering him. He can take back any power he has given, though it isn't known if the powers bestowed on others is random or if its selected by him somehow.
  • Telepathy: As powerful as his flames are, he is an equally terrifying accomplished telepath. While he is able to read the minds of others, what is truly terrifying is his flames abilities to mesmerize others, and to also burn away at a person's thoughts, memories and mind. When he uses his flames to burn through the immaterial physically they appear harmless, producing no heat. He has used this power to place those who oppose him into a vegetative state to which only he can free them. He has further used this power to burn through a person's senses, causing them to only be capable of smelling burning, hearing the crackling of flames, and seeing fire everywhere they look.

ABILITIES
  • Business Management: His business acumen is second to none, knowledgeable in financing and various laws, allowing him to maintain the appearance of being a legal organization while maintaining his criminal empire.
  • Tactical Analysis:
  • Hand-to-Hand Combat (Advanced): Given his abilities and vernacular, one often assumes that he is a ranged combatant, reliant on maintaining a controlled distance from him and his opponent. This is not the case, InsPyre is rather accomplished in close quarter confrontations having stated that it was something he picked up prior to his "awakening".

PARAPHERNALIA

N/A


HISTORY

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PERSONAL INFORMATION

Name: Gordon Hall
Current Alias: Tie-Die
Aliases: N/A

Gender: Male
Height: Varies
Weight: Varies

Identity: Secret
Occupation: N/A
Base of Operations: Unknown

Affiliations: N/A
Relatives: N/A
Marital Status: Single


Gordon Hall was a famous artist renowned for his paintings. Once the proud owner of The Color Plaza, one of Prism City's famous Art Galleries. When challenged by a new and young up and coming artist he sought methods to greatly enhance his artistic abilities, resulting in him becoming an unrecognizable monster and taking the name Tie-Die.

PERSONALITY

As an artist, and a famous one to boot Gordon was always a rather vain and haughty individual. Having amassed a fortune from his art, the fame that accompanied it caused his ego and pride to become monstrous. He valued being seen as someone great and unreachable by the masses, which made him fragile and susceptible to anything that he perceived as a threat to his fame, notoriety and lifestyle. It is this very same hubris that caused him to exhaust his resources to get a hold of Primordion, having learned of the rumors associated with it. The strain he received had been liquified so that he could inject it into himself directly. Doing so caused his monstrous appearance to match his monstrous personality.

As Tie-Die, Gordon's worst traits are augmented many times over. He is moody, cruel, and vain. Seeing those who are attractive triggers his rage, causing him to kidnap and mutilate them, before adopting their form for a duration of time, stealing their identity and ruining their reputation as he himself was ruined, or so he perceives. His vanity and anger also causes him to target museums, galleries and galas though rather or not he is conscious of this M.O of his has yet to be determined.


POWERS & ATTRIBUTES

  • Malleable Paint-like Body: As Tie-Die, Gordon body is a mass of living paint, seen as an assortment of colors constantly shifting about. Having such a unique polymorphic physique grants him the ability to alter his size, shape, density at will. Having a body composed of a paint like liquid allows him to not only regenerate his body mass, but fit into any crevice or opening, and adopt any shape or form, able to take the appearance of any object, any creature or any person exactly as they are. He is able to shift his limbs into an assortment of weapons and offensive forms.
  • Size Alteration
  • Elasticity
  • Density Control
  • Superhuman Strength
  • Superhuman Durability
  • Force Emotion: Through the usage of the paint that composes his body, he is able to alter the mood of others. Each color corresponding with an emotion; red representing rage or anger, yellow representing fear, green envy, blue sadness, pink love, purple pride and so on. This serves to make combating him in any range dangerous, as striking him directly places one at risk of being affected by his paint, the same paint that can be launched and fired from a distance as projectiles.

ABILITIES

PARAPHERNALIA

N/A


HISTORY

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PERSONAL INFORMATION

Name: Alfonzo Capello
Current Alias: Hoarde
Aliases: Zombie Guy

Gender: Male
Height: N/A
Weight: N/A

Identity: Public
Occupation: Janitor
Base of Operations: Prism City

Affiliations: N/A
Relatives: James Slen (Cousin)
Marital Status: Single

Hoarde, once known as Alfonzo Capello was a janitor working for one of Axxis Corp's many companies n Prism City. Despite being a Janitor Alfonzo held a brilliant mind for science, especially in terms of chemistry and biology. Initially believed to be a normal human it isn't until an attack on the company that led to his untimely death, was he revealed to be an Outlier. Now neither dead nor alive, caught in an eternity of agony he is now only known as Hoarde.

PERSONALITY

Prior to his death, Alfonzo was a humble yet brilliant man. Seemingly lacking any considerable background and support it caused many to look down at him. While working as a Janitor at the company he petitioned to be given an opportunity to at least work as an intern, and had attempted to offer advise to those who were struggling with their own projects, such was his passion for science. Despite being ignored and even having others take his advice and forego acknowledging his contribution, he remained warm and helpful.

After his death when he was revived, he was beside himself. Reasonably panicked and distraught at what he had experienced worst of all was the pain. The constant and growing pain he would come to experience began eating away at his sanity as if the acidic fluids were dissolving who he was. He became violent, wild and unruly, lashing out at anyone and anything. Many times his acts of violence are times when he has blacked out mentally from the pain, his body merely reacting instinctively . At other times, his actions while still violent on the surface are more calculated, acts of controlled chaos. The reasons behind his extreme actions and behaviors even when conscious of his actions, is his desire to die. Alfonzo's new life is one of permanent torture and misery, and so he does what he can to try and force heroes and government agents alike to put a permanent end to him. While power dampeners have proven to have some affect, they are always a temporary measure, and eventually he is restored all the same, always with more pain added to his anguish.


POWERS & ATTRIBUTES

  • Zombie Physiology: Having died, Alfonzo returned to life, with his body caught in a constant state of decay and restoration. Lacking any sort of superhuman durability, he is at most slightly more durable than a normal human, though not by a considerable margin.
  • Superhuman Stamina: As an undead, Hoarde does not tire, ever. He can forego the need to sleep or rest, moving, walking and operating tirelessly for day, weeks or even months on end.
  • Superhuman Strength: Because of his undead state, he is able to exert the full strength of his body at all times, strength that has been augmented by his particular variant. This allows him to break through stone or brick walls with relative ease, metal walls demanding more time and strength to be exerted before they too buckle beneath his strength.
  • Acid Spit: The fluids produced by Hoarde are acidic in nature, his blood, saliva and even tears all dissolving whatever they come in contact with. Unfortunately, Hoarde himself is no exception to this, tears causing the flesh of his face to dissolve, saliva constantly dissolving his tongue and the inside of his mouth while his blood eats away at his innards. It is a painful excruciating existence maintained by his body's constant state of restoration. This is what contributes the most to his zombie-like appearance.
  • Regeneration: Hoarde's body has one of the strongest healing factors known. No matter what injury or how extreme, his body will restore itself to its previous state. This extreme state of healing is what prevents Hoarde from dying permanently. What is most peculiar about his particular regenerative powers is, while they completely heal any injuries consistently, the pain from the injuries never seem to disappear, forcing him to forever live with the pain of any and every injury he has received.
  • Bio-Fission: The source of his new identity, Hoarde's zombie-like physiology is not all he was cursed with. His Zombie variant allows him to essentially become his own Zombie Hoard. Hoarde is able to duplicate himself with no known upper limit to how many copies of himself he can make. Each version of himself possesses all of his abilities, and memories. When one takes into account his powerful regeneration, an army of thousands of such an individual becomes frightening.

ABILITIES

PARAPHERNALIA

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HISTORY

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PERSONAL INFORMATION

Name: Walter Owens
Current Alias: Smoke Hazard
Aliases: N/A

Gender: Male
Height: 6'0"
Weight:

Identity:
Public
Occupation: Exterminator
Base of Operations: Prism City; Unknown

Affiliations:
N/A
Relatives:
Marital Status:
Single

Walter Owens was an average white male working as an exterminator. Raised by his racist father, bigotry became the norm for him. After awakening his abilities he believed it was god's will that he should take his power, using them to eliminate those who are imperfect, those non-white. Taking on the identity Smoke Hazard he acts upon his divine purpose.

PERSONALITY

Walter is evidence that racists are not born, but created and raised. His father was a white nationalist, instilling in his son all manner of racist rhetoric, raising him to believe he and other Caucasians were superior to other races, that they were vile, evil and disgusting. Over the years, this programming took root, causing him to take part in all manner of hate speech, and even performing violence towards people of color, acts that would see him imprisoned for several years. It is in prison where his variant awakened. Walter would perceive this as god's will, and further his belief that he were better than others. Walter would take to using his ability to use against people of color, finding himself harassing impoverished neighborhoods with poor african americans or hispanics, attacking companies and businesses where a non-white is the boss or owner, perceiving them to be suppressing those who should be over them instead. So disillusioned in his actions and beliefs he finds himself monitoring police radio chatter, appearing whenever a suspect of color is involved, appearing to kill or cripple them, believing himself to be doing good and aiding the police. He holds a deep rooted hate for Outliers who are not white; while he believes god has given him and his white brothers and sisters powers, for those of color he believes their power instead comes from some dark deal with the devil.


POWERS & ATTRIBUTES

  • Typhokinesis: As Smoke Hazard, Walter has the ability to generate various gases, smoke and vapors seemingly without limit. These gases can be non-lethal to hazardous and poisonous in nature. Walter is able to control the density of these gases and fumes, using them as a literal smoke screen to cover his movements and actions, to hindering and impeding the movements of others. His powers also extend to controlling other gases not generated from his body, greatly broadening his arsenal and the scope of his power. While he himself does not turn to smoke, when injured while he does bleed, smoke also billows from his wounds. It should be noted that the color of the smoke is generally the tell in which smoke he is using at any given time.

ABILITIES

PARAPHERNALIA

  • Walter's suit is designed in such a way as to cover his body with openings to release his smoke from. He also maintains a number of smoke grenades on his persons, both purchased elsewhere and those manufactured by himself.


HISTORY

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PERSONAL INFORMATION

Name: (Abandoned)
Current Alias: Fathom
Aliases:
Dream Warden, Sentinel of R'lyeh

Gender: Male
Height: 6'7" (Possibly not his original height. May be a byproduct of his Madness Mantle)
Weight: 500lbs (Possibly not his original weight. May be a byproduct of his Madness Mantle)

Identity: Unknown
Occupation: Avatar of Cthulhu
Base of Operations: R'lyeh

Affiliations: N/A
Relatives: N/A
Marital Status: N/A


PERSONALITY

Fathom has a straight to the point, no nonsense attitude. He only speaks when necessary or when puzzled by something, and when not speaking he is a man of action. With that being said he is not a brute but is a tactical genius instead. He has been an Avatar for nearly 200 years and has clashed with other magical beings and other Avatars alike. This has given him two centuries of combat experience and made him one of the more feared Avatars, simply due to his experience.

Who Fathom once was no longer exists as he embraced his Eldritch nature once he became an Avatar. Surprisingly he has maintained his sanity throughout the years, as reflected in his costume still being humanoid in appearance. He is also a font of wisdom when he chooses to speak as he has observed a lot in his time alive and learned from said observations and research. Lastly Fathom does not linger in the public eye for long as soon as he is finished with his task he returns to R'lyeh, which is many leagues beneath the ocean.


POWERS & ATTRIBUTES

Eldritch Strength: Fathom has had a long time to refine and hone his strength. Those who have faced off against him and lived often say his hits are staggering, crippling, and debilitating. He does not know the meaning of pulling his punches and always strikes to kill, not caring if the person or creature on the receiving end of said punch is strong enough to withstand it. Those who can withstand a strike from him are quick to learn that this titan of an Avatar can dig deeper and hit even harder if he must.

Eldritch Body/Durability: Fathom was quick to welcome his metamorphosis into an Eldritch being, represented by the fact he left his human life far behind him. Among all the Avatars Fathom may very well be the most durable of them all, regardless of the form their Madness Mantles my take. This feat is most easily demonstrated by his ability to dive deep into the depths of the ocean and not once be bothered by the sheer pressure of the deep sea. The absurdity of this is compiled by the fact he dwells in these depths, guarding R'lyeh from any who may seek it out. As below so above is the saying and even concerning the skies Fathom can survive exiting and reentering the Earth's atmosphere without any external aid such as technology or magic. His durability is exactly why out of all Avatar's he has endured the longest, long enough that the previous Avatar of Cthulhu is lost to history.


ABILITIES
Eldritch Spells: Fathom has a wealth of knowledge concerning Eldritch Spells as he has had much time to commune with his patron Deity to learn more and meditation to seek further spells from the Eldritch Realms. There are very few in the realms of Earth that can rival his magical knowledge, but this is only in the realms of Earth as Fathom can and has traveled to other dimensions such as the "Dreamlands" where more dangerous entities reside, such as Dreamers. In these other dimensions is where his knowledge of magic is put to the test because he may be considered ancient by Earth standards he is very much so a newborn in the eyes of extradimensional beings.

Eldritch Rituals: Like his spells Fathom has vast knowledge of Rituals but rarely employs them and guards his knowledge of them jealously. On the rare occasion when he works with others and the topic of a ritual comes up he will remain silent. His teammates can scramble through scrolls, texts, and slabs of stone looking for a specific ritual and he will help them while already knowing the ritual in full detail. He does not trust divulging his knowledge to others as he is old enough to have seen the rise and fall of civilizations due to knowledge. He does not do this to protect humanity but to protect R'lyeh, because when the time comes for his master to awaken and for R'lyeh to rise he does not want humanity being too knowledgeable for that takeover.

Cthulhu Magics: The majority of Cthulhu based magics are dream related, things that affect the unconscious and subconscious. These magics allow Fathom to enter the dreams of others to communicate, steal information, or drive them mad. The range of these magics are limitless, as long as he can visualize his intended target he can slip into their minds. However that is the downside to this magic, he must have met his target at some point, if he has never met the person he cannot slip into their minds. The world of Superheroes makes this even more difficult due to secret identities as there are many individuals who idolize these caped crusaders and as such he can barely pin down what mind belongs to them as many people, young and old will associate themselves with said hero.


PARAPHERNALIA

Madness Mantle (Fathom Costume): The day Fathom donned his costume he never took it off, on that day he become Fathom and remained Fathom. Whoever he was in life his ego was powerful, strong enough that through the years his Madness Mantle never consumed him and turned him into a monster. While he is most certainly insane, he is able to control it to keep his form close to that of a human. His height and weight have shifted throughout the years, as if adjusting to the changes in human progression or in response to the insanity he has witnessed from humanity. Like all Madness Mantles it exists to protect the wearer from Magic and energy based attacks, cracking through Fathom's would require a great effort. He has gone through great efforts to protect his identity and should his mantle ever be burned away to reveal his face people will be able to connect the dots on who he was, and could probe at weaknesses in his character. As such he has used basic protection spells to enhance the durability of his Mantle.
  • Sanity Draining: Fathom has more ways to drain sanity than most other Avatars as he can enter the minds of others more directly and strip the sanity from its source. This is how he has sustained his Mantle throughout the years as he is able to drift from dream to dream, stripping sanity from whoever he wants. The normal method of of using his "cape" to ensnare his victims is still available to him but, in his words, the sanity is not as pure when drained this way. He would know best as he strips it from the mind directly.
  • Living Cape: At rest his cape drapes over him, hiding his body, acting as another layer of armor against surprise attacks. Most times his cape behaves like a normal cape which makes it all the more horrifying when it springs to life. Like thin inky tendrils the cape lengthens and spreads out, grasping, pulling, and crushing whatever it can reach. The membrane between these tendrils is almost ethereal, translucent with shining specs of magic weaving through it like stars in the sky. It is enough to stun and captivate lesser minds with the dazzling display and enough to disturb and horrify more hardened minds as they realize this being is not of their realm and can reach out and grab them at a moments notice.
  • Teleportation: A trivial ability for Fathom. He uses it too teleport back to R'lyeh or other random spots around Earth. To call these spots random would be a disservice because they are places of significance to his master. There exist one location he has an affinity for that is personal to him but rarely does he venture there, furthering his efforts to protect his long lost identity.


HISTORY

Fathom lives a life of mystery, guarding his past with great effort and effectiveness. Perhaps one day it will all come to light but for now he serves as the Avatar of Cthulhu. If not for his service to the Old One he would possibly be one of the greatest heroes on Earth.

(Fathom's origin will be revealed in a side issue titled Fathom #1)
 

PERSONAL INFORMATION

Name: Nameless due to it inhabiting different bodies
Current Alias: Deface
Aliases: Slasher, Butcher, Blasphemer, Vengeful Spirit

Gender: Varies on host
Height: Varies on host
Weight: Varies on host

Identity: unknown
Occupation: Killing
Base of Operations: Any secluded or abandoned area

Affiliations: Potential links to the Aztec people.
Relatives: none
Marital Status: N/A


PERSONALITY

Deface is a killing machine, not in the sense of its efficiency but rather in its behavior. It acts as if its sole task is to kill just to kill again. Relentless and ruthless every strike it launches aims to turn a living human into a corpse. Those who end up maimed by him merely avoided the killing blow which only extends their suffering. Deface does not play with its food, it doesn't taunt and tease, it exists to kill, no more no less. While it can be reasoned with on some level it would have to be something of great importance to snag its attention to halt its murderous ways for a moment. It only has loyalty to itself, when working with other individuals it can turn on them in a moments notice should it feel like things are not going the way it likes. It only knows forward momentum and will only fall back should things become too chaotic, I.E. a situation that could result in its capture.


POWERS & ATTRIBUTES

ABILITIES

Evolution: Deface's power grows in proportion to whatever it is fighting. If someone with enough strength tear it in half the next time Deface appears it will have a level of durability strong enough to withstand such strength. However this level of power will fade over time if it is not in constant conflict with beings of that caliber. The fall of of strength and durability takes place over a few days, however it doesn't seem to care about the lose in strength as it maintains a specific goal that doesn't involve tussling with super powered individuals all the time.

Supernatrual Strength: The base line strength of Deface, without its Evolution at work, is superhuman. While not with ease it can flip over a sedan sized car and with enough momentum it can shoulder charge into a pickup truck or van to knock it over. This translates into its ability to kill as well, against ordinary humans one swing of any type of weapon is enough to kill them in one hit. Should they survive its only because they tried to avoid the strike or mitigate the damage, Deface aims for quick kills, almost as if it is some sort of mercy. For all its strength it does seem to lack in speed, a well fit human can out pace it in a dead sprint.

Supernatrual Durability: The base line strength of Deface, without its Evolution at work, is superhuman. It can survive a barrage of bullets and keep walking, limbs can be torn from its body and it will continue moving as if nothing has happened to them. The only time it is slowed in it's movements is when the body it is in control of has been damaged beyond repair or what it is willing to repair. Those without super strength have stated that striking Deface feels like striking a solid brick wall.

Supernatrual Healing: Should Deface take a liking to a particular body it will demonstrate an uncanny healing ability. Removal of an arm means nothing as it can reattach said arm or use its supernatural powers to regenerate it from the stump. While this doesn't make it invincible, since destroying the head or removing the mask brings a halt to this power, it does make it nigh impossible to kill by normal means unless the body is completely obliterated. Paired with its Evolution power it can snowball into a true terror if not put down right away.

Supernatrual Teleportation: When not being physically observed Deface can teleport short distances. This is how it makes up for its lack of speed. So long as someone is looking at it, it cannot teleport however, the moment they stop looking it will vanish from sight. Ordinary humans would die long before they figure out how this power works while Outliers and Magic users may be a bit quicker on the uptake of this power, although there is only so much they can do to mitigate it. This teleportation is omni-directional meaning it can move horizontally and vertically as well making flying above it meaningless, though it will plumet shortly after teleporting into the air, but not without it trying to do the flier harm.


PARAPHERNALIA


Esixtli Mask: This is the core of Deface, this is Deface itself. When this mask is placed on a human they become possessed, their will shoved out of the body to make what for that which inhabits this mask. All of Deface's power stems from this mask. Destroying this mask is seemingly impossible, shattering it is a temporary fix however it will reconfigure itself over time. Removing the mask from Deface is a task easier said than done. The mask becomes the new face of the host, removing it is about as easy as trying to remove the face of another person. Should one succeed in doing this Deface immediately halts its actions, the body it was in control of immediately drops, sadly the host is long dead. Deface can be summoned via corpses as well, however the mask does not work on animals or inhuman monsters. It can take over an Outlier's body but it seems to prefer its own abilities and as a result will not use the Outliers abilities unless it is a passive trait that it cannot control.


HISTORY

Deface has existed since the fall of the Aztec people, it has appeared across the world, causing many massacres for anyone foolish enough to don the mask. The exquisite and well preserved mask often finds itself in the hands of wealthy individuals and all it takes is one drunken act of putting on the mask to awaken Deface. With the Aztec people mysteriously disappearing it is impossible to track the true origin of Deface, but should the truth be discovered the world must hope that the mask is not returned to its rightful owner.
 
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