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F- GD (10)
A- GD (10)
S- TY (6)
E- RM (30)
R- GD (10)
I- EX (20)
P- TY (6)
H- 56
K- 36
R- EX
P- (-10)
Powers: Drake Shannon has no actual powers, but he is a very talented cyclist with an assortment of high-tech gadgets.
Equipment: The Orb has a wide variety of specialized technology to aid him in his criminal endeavors.
Motorcycle: The Orb will usually be encountered on one of his custom motorcycles.
Type Cost Control Speed Body Protection Off-Road RM GD RM TY None
Helmet: The Orbs trademark helmet (the current model designed by Sunset Bain, AKA "Madam Menace") incorporates several devices that allow him to fire Incredible (40) strength laser beams with Excellent (20) range (6 spaces), and Hypnotize (same as Mind Control) opponents with Excellent (20) ability and Excellent (20) range (6 spaces). Hypnotism is an area attack, affecting everyone in it's range. His original helmet (designed by "They Who Wield Power") only incorporated the Hypnotism power. The helmet also provides him with Excellent (20) protection from head shots.
Image Projectors: The Orb has used devices in the past that allow him to create Excellent (20) holographic illusions. If he's already Hypnotized a target, his Illusions are considered to be Incredible (40) for that target. The equipment is usually mounted on his cycle.
Laser Pistol: Though not often used anymore, the Orb was originally equipped with a gun that fired Laser beams for Remarkable (30) Energy damage with Good (10) range (4 spaces).
Pyro-Missiles: Also designed for him by Madam Menace, the Orbs gloves incorporate devices that fire off special missiles, designed to look like eyes. The missiles are heat-seeking (+2 CS to hit, +4CS if the target is either on fire or especially hot) and once striking a target, burn for Amazing (50) Fire damage. The missiles have Good (10) range (4 spaces), but will pursue an opponent with Typical (6) speed (6 areas per rd, 90 mph) for up to 5 rounds.
Costume: The Orbs distinctive, leather costume is designed to provide him with Typical (6) protection from Physical attacks and Excellent (20) protection from Fire and Heat. This has been effective, even when attacked by Ghost Riders hellfire blasts.
Minions: For much of his career, The Orb has used various criminals and even whole motorcycle gangs as enforcers and agents.
F: GD, A: TY, S: TY, E: GD, R: PR, I: TY, R: PR
All have Guns an Motorcycle Talents, and all will be equipped with a sidearm, perhaps a melee weapon, and mounted on regular motorcycles (stats found on page 48 and 52 of the Players' Book)
Limitations: His only real limitations are his hatreds (mostly Ghost Rider, Hawkeye and ) and his horrible facial scars.
Talents: Guns, Martial Arts B, Tumbling, Motorcycle (+2CS), Repair/Tinkering.
Contacts: Drake Shannon still has some connections in the stunt riding and circles, as well as extensive criminal connections. He has purchased equipment and weaponry from Madam Menace.
History: Drake Shannon was once partners in a popular cycle show with "Crash" Simpson. Though the began as friends, differences in style (Shannon was reckless and "Crash" was careful) eroded their working relationship to the point that neither felt they could work with the other. Neither was willing to leave, so they arranged a cross-county race to see who was the best, with the winner getting the others interest in the show. During the race, Shannon attempted to wreck Simpson, but instead lost control of his cycle. Though he wore a helmet, he hadn't worn a face shield, and in the crash his face was horribly mutilated.
Though he had no one to blame but himself, he held a grudge against his old partner and vanished from the stunt riding profession for years. Only to re-emerge later as the Orb, when agents of "They Who Weld Power" approached him with an offer that included equipping him with various high-tech gadgets and using him as an agent.
Over most of his career, the Orb was obsessed with getting revenge against his former partner, "Crash" Simpson. As his attempts failed, his grudge grew to incorporate those who'd frustrated his plans. Of particular note was his long standing struggle with Ghost Rider, who'd faced him almost a half-dozen times. He was eventually able to get reconstructive surgery done to his face, but his hatred led him to hunt Johnny Blaze again, and in the fight he bathed Shannon in hellfire, re-scarred his face.
Despite his battles with the Ghost Rider, Shannon was apparently killed by agents of another costumed villain named the Plantman. Entirely by accident, the Orb and Hawkeye (who'd hunted and defeated him, though not before the Orb had destroyed his transportation) stumbled into one of the Plantman's hidden lairs, and though they were able to escape, the Plantman's minions eventually caught up with them and seemed to gun Shannon down. The rest of the West Coast Avengers arrived in time to save Hawkeye, but the Orbs wounds were fatal.
Or so it seems. It's always possible that the Orb survived his encounter. His costume was armored, and his will to live was always strong. And even if he didn't, his costume and equipment still exists. As the Hobgoblin proved back in the 80's, as long as the technology's still around, someone will be willing to use it.
Description: As the Orb, Drake Shannon wears a helmet designed to look like an eyeball, and is dressed in snazzy red cyclists garb with white trim, ascot, gloves and boot cuffs. He will usually be on or near one of his precious, custom motorcycles.
Out of costume, he's a well built, though horribly disfigured man in his late middle age. His once dark hair is now white and sparse, and the left side of his face looks as if it was dragged over twenty-five yards pavement.
Personality: Drake Shannon is one of the bitterest, most frustrated men in history. He was once a champion stunt rider with a glowing career and legions of fans. Now all he has left are his broken dreams, mangled face and burning hatred. It's possible that Mephisto himself doesn't hate Ghost Rider as much as Drake Shannon does.
F- PR (4)
A- TY (6)
S- PR (4)
E- RM (30)
R- EX (20)
I- EX (20)
P- GD (10)
H- 44
K- 50
R- TY
P- (-10)
Powers: "X-Ray Generation"
Thanks to the accident that bathed his eyes with chemicals, the Great Video's eyes (or perhaps his brain) generate Monstrous (75) amounts of X-Ray Radiation.
Penetration Vision: The Great Video's Penetration Vision is always in operation at Excellent (20) rank. When he wishes to, he can increase the power rank by focusing on a target. For each round he focuses his gaze, the power rank rises by one rank, until it reaches the rank of Monstrous (75).
X-Ray Radiation Gaze: The Great Video's gaze can be focused in such a way as to cause tremendous amounts of Radiation damage. On the first round his focused gaze strikes a target, it causes Excellent (20) radiation burns. For each round he focuses on a target, the damage rises an additional rank, to a maximum of Monstrous (75). He needs to make a Green Agility FEAT roll to keep a moving target in his gaze.
Limitations: If he looks at anything for too long, his powers begin to affect it. Unless Professor Vance wants to leave an obvious trail of radiation scorched walls, cars and corpses, he must be careful. If he looks at something or someone for three rounds, then the person or object will suffer Feeble (2) Radiation damage from radiation burns. For each round after that, the damage rises an additional rank (from FB to PR, then PR to TY, and so on up the charts until you reach MN.)
Talents: Chemistry, Radiation.
Contacts: As Professor Vance, he has some connections amongst the scientific community. As The Great Video, he has connections with at least one criminal gang as well as the Yellow Claw.
History: Professor Vance acquired his powers during an accidental explosion that bathed his eyes in a mix of chemicals. Receiving the standard, comic book version of "X-Ray Vision", he decided to become a stage performer. Under the name "The Great Video", he would tell people what they had in their pockets. Eventually, he formed a criminal gang to rob those who he found were carrying anything particularly valuable. In this way he ran afoul of Marvel Boy, and that was the end of his first criminal enterprise.
After accidently killing a dog with his gaze, he realized that his X-Ray vision had somehow increased in intensity. Just at that moment Marvel Boy burst into the room, but this time Great Video's powers were too much for him. Defeating Marvel Boy, he gathered his gang again, intending on becoming a major crimelord. A third battle with Marvel Boy, in which he was blasted in the eyes with atomic energy, resulted in the loss of his power and then his arrest.
Later (1958, to be specific), The Yellow Claw used his scientific talents to return Great Video's abilities in exchange for his joining the Masters of Evil, and kidnapping President Eisenhower. This brought him into conflict with several 1950's heroes who'd organized into the Avengers (later, the G-Men), and Great Video was once again defeated. Still, he does have his powers back.
Description: An aging, but still hardy man in his late 40's or early 50's, Professor Vance usually dresses in an operatic black suit and cape, and conceals his appearance behind a black domino mask. His eyes seem to lack pupils, and they always have a vague glow about them.
Personality: An oddly gentle man, Professor Vance is very proud of his powers, but not happy with them. They keep him from living any kind of normal life, and he must always be on his guard to avoid killing the people around him. Still, he tries to make the best of a bad situation, and if pressed...he'd have to confess to getting a thrill out of the fear his powers inspire in others.
F- GD (10)
A- GD (10)
S- TY (6)
E- EX (20)
R- EX (20)
I- RM (30)
P- EX (20)
H- 46
K- 70
R- RM (30)
P- (-50 people think he's the original Red Skull)
Powers: Comrade Malik had no powers, but was a talented spy and organizer of communist agents and other "spy and saboteur gangs". He lacked the real Red Skull's leadership ability, combat skill and shear nerve.
Equipment: Comrade Malik enjoyed access to various advanced technologies. He often employed a variety of guns, vehicles and torture devices.
Limitations: None really, except that the REAL Red Skull is a terrible man to tick off. Albert found that out when the real Red Skull had him killed.
Talents: Martial Arts C and E, Guns (+1CS), Leadership, Pilot, Detective/Espionage, Acting, Disguise, Slight of Hand, Languages (Russian, English, Spanish and German)
Contacts: During the 50's Albert Malik had strong connections to the Communist Party as well as the ruling body of the USSR. Later, his connections were limited to various minor Communist governments. He never seemed to have a strong connection to the Red Chinese.
History: Appointed by Georgi Malenkov to be the Soviet Union's primary agent in the United States, Albert Malik was given the identity of a missing Nazi agent named The Red Skull. Albert Malik used this identity for years, battling the 1950's Captain America (who was actually the fourth Captain America) and Bucky. During this time he killed two American agents named Richard and Mary Parker...whose son Peter would eventually become the Amazing Spider-Man.
After faking his death, he would later revive the original Electro and sic him on the new (original) Captain America, send assassins after the original Red Skull and battle the Silver Sable.
Eventually, Albert Malik was excited by one of the Scourges under the orders of the original Red Skull. Still...he's faked his death a couple of times before. It's not impossible that he got wind of the original Skulls plans and prepared for them.
Description: Albert Malik usually wore a slightly more gaudy version of the original Red Skulls uniform. Dark colors like purple, green or blue predominate, but he usually took the time to incorporate an impressive cape. He always wears a skull mask of red, rubberized material.
Personality: A schemer and manipulator, Albert Malik is an expert at the old "Puppet Master" game. He'd rather not get involved in personal combat unless he can't help it. However, if a victim's bound and helpless, he's perfectly willing to gloat. He has supreme faith in his abilities.
Equipment: Clawed Gloves
Tiger-Claw usually wears a pair of gloves with a set of Excellent (20) Strength claws mounted on the backs (somewhat like Wolverine). He is very skilled with them, inflicting Remarkable (30) damage.
Poison: Tiger-Claw likes to add poison to the claws on his gloves. The poison is of Remarkable (30) strength. If he strikes with his claws and scores at least a Yellow Result, then he has poisoned his opponant. His claws usualy have enough poison on each of them to affect the first three people he strikes.
Talents: Oriental Weapons, Martial Arts A, B and E, Weapon Specialist (+2 CS with Clawed Gloves).
Contacts: New York Underworld, International smugglers, Poison suppliers, perhaps some members of the Si-Fan organization.
History: The man known as Tiger-Claw was once a lodge master of the legendary Si-Fan - a secret organization of killers sworn to obey Fu Manchu. He earned his position after slaying three of the Si-Fan in personal combat. After the rift that split the organization into two factions (One still loyal to Fu Manchu and the other following his daughter, Fah Lo Suee) Tiger-Claw took some of his own followers and formed his own New York based criminal organization. Specializing in robbery and theft, his organization came up against Shang-Chi twice. In both situations, the son of Fu Manchu defeated Tiger-Claw in combat.
It's likely that Tiger-Claw's organization is still operating in the New York area, though he has shifted focus somewhat. Though a very dangerous combatant, but he is aging. His current operations are devoted to acquiring a sample of Fu Manchu's Elixir Vitae - the potion that kept Fu Manchu young for so many years. In an effort to locate the precious Elixer, he has shown his claws as far away as Morocco.
Description: A very tall man of Chinese decent, Tiger-Claw bulges with muscles and moves with a proud, cat-like grace. Though still in prime fighting condition, Tiger-Claw is showing signs of age. His features are weathered and cruel.
Personality: A VERY dangerous man! Tiger-Claw enjoys testing himself against younger opponents. Though a former Lodge Master of the Si-Fan, Tiger-Claw shows little honor and obviously enjoys killing. His losses to Shang-Chi were humiliating, and he is eager to face the young upstart again.
Powers: Mental Barrier
It's not much of a "Power", but every Si-Fan has a Monstrous (75) intensity barrier placed in his mind. If the mental block is breached, he will die. Anyone using Mental or Psychic powers to extract information from his realizes that a strong barrier is present. The character also knows that if he tries to penetrate the mental block and fails, the Dweller in Darkness will die. Only powers of Amazing (50) rank or better have a chance to break the barrier. Even if the mentalist is successful, the Dweller may attempt a Psyche FEAT roll to resist the probing.
Equipment: Weapons
The Dweller in Darkness keeps six shuriken and a dagger concealed in his costume. The shuriken may be thrown 2-spaces for Good (10 damage and are of Excellent (20) Material. The dagger may be thrust or slashed for Good (10) damage and is of Excellent (20) Material.
"Monster": The Dweller in Darkness has a huge, trained gorilla called "Monster" that does his bidding.
F: 20 A: 10 S: 30 E: 30 R: 2 I: 6 P: 4 Health: 90 Karma: 12 Climbing : Excellent (20) ability.
Limitations: The Dweller in Darkness is going mad from his years of seclusion.
Talents: Martial Arts A and E, Oriental Weapons, Animal Training (gorillas).
Contacts: Fu Manchu (deceased), The surviving Si Fan.
History: The Dweller in Darkness is one of Fu Manchu's chosen Si-Fan , a skilled assassin who dwells in the shadowy system of sewer tunnels beneath New York City. He has constructed a secret hideout and waits patiently for Shang-Chi (the son of Fu Manchu) to fall into his clutches. His only companion is a hulking gorilla of uncommon savagery, trained by him to kill on command. Sightings of the gorilla by locals have convinced some that a "Monster" stalks the neighborhood.
Description: An athletic man in stylized green "Ninja" garb.
Personality: The Dweller in Darkness has loyaly waited in the dark for Fu Manchu's commands. Slightly unbalanced, he talks to "Monster" and slinks through the sewers like a character out of an old Universal movie.
F- RM (30)
A- EX (20)
S- GD (10) / EX (20)
E- EX (20) / RM (30)
R- EX (20)
I- EX (20)
P- GD (10)
H- 80 (100)
K- 50
R- GD
P- (-5)
Equipment: "Iron Maiden Armor"
Melina Vostokoff wears a suit of tough, durable armor that provides her with Remarkable protection from Physical and Energy attacks, as well as boosted Strength and Endurance.
Limitations: An unhealthy hatred of the Black Widow.
Talents: Detective/Espionage, Guns, Martial Arts A, Pilot.
Contacts: Superia, Damon Dran, perhaps still has ties to the Russian government.
History: Once an agent of the Russian government, Melina Vostokoff eventually left to pursue a carrier as a mercenary and assassin for hire. She has worked for Superia (as a member of her Femizons) several times and was once hired to kill the Black Widow - a job she accepted eagerly.
Description: Never seen out of her armor (as far as I know), Melina Vostokoff is an enigma. As the Iron Maiden, she wears a form fitting suit of blue and silver armor, a full face mask (is she perhaps disfigured in some way?) and a purple hood.
Personality: As cheerful as the Grim Reaper, Melina Vostokoff is always serious and business like. She has shown a great deal of loyalty to Superia over the years.
Powers: Moondark's powers are predominantly magical in nature. He may have also had some low-end psychic powers.
Mesmerism: Moondark has Incredible (40) hypnotic powers and may entrance up to 40 victims at a time. The hypnosis can last for several days, but a hypnotized person is allowed to make another Psyche FEAT if commanded to do something that they would find criminal or immoral.
"Mists of Passage": Moondark can teleport himself and others by summoning the "Mists of Passage". The mist creates an open portal and has Poor (4) range (about 25 miles)
Eldritch Bolts: Moondark can project bolts of magical energy that inflect Remarkable (30) damage and Stun with Monstrous (75) ability. These bolts have a 4 space range.
Eldritch Shield: Moondark can create shields of Amazing (50) mystic force.
"Souless Nature": Lacking his soul, Moondark is immune to the effects of his Soul-Orb, Ghost Rider's Hellfire and any other attacks or effects that require a victim to have a soul.
Animal Conjuring: Moondark can conjure animals with Remarkable (30) ability. The number of animals that appear depends on his roll. White = No Animal, Green = 1, Yellow = 2 and Red =3. Any animals he conjures must be local (Vultures and Cougars in the desert, Rats and Dogs in New York, etc, etc...) and are warped by his own wicked nature, having the basic statistics from the Judges Book but double in size and with a +1 shift in all physical abilities.
Equipment: The "Soul-Orb"
This item either summons or contains a misty being he calls the "Soul Stealer" - which can capture the living essence of any mortal being. The "Soul Stealer" captures the soul of any victem who fails to make a Yellow Psyche FEAT roll. While the Soul-Orb is holding the victims essence, Moondark can control the victims body. A soulless body can perform any physical tasks it knew how to do (for example, a juggler could still juggle) with a -1CS. Most complex mental tasks are beyond it though. A soulless body can be commanded to attack, but they make all attacks at -1CS.
The Soul-Orb is of Monstrous (75) Material Strength against conventional attacks (but only Good (10) against any form of magical attack), and can only hold about 30 souls at a time. If the Soul-Orb is shattered it will release the souls it has captured, but Moondark always seems to acquire a new one or repair the first one.
The ring he wears on his right index finger has the same ability as his Soul-Orb, but it can only hold a single soul and it's Material Strength is Poor (4). Just like the Soul-Orb, this has been shattered in the past - but I'd just bet he could get his hands on another.
Limitations: He is far to fond of gloating.
Talents: Slight of Hand, Thrown Objects, Hypnosis, Mystic Origin, Occult Lore, Demonology, Performer.
Contacts: His "Dark Masters" and perhaps several other Demons. He was once the ally of the "Water Wizard" and the "Freaks" (Six, Gorilla Girl and the Muck Monster), but he's betrayed all of them.
History: The true origin of Moondark is unknown. He seems to have once been a stage magician, but at some time he acquired real magic (perhaps in a bargain with his Dark Masters) and when he crossed paths with Jack Russell and Spider-Man he was accidentally drowned.
Later, his Dark Masters sent him back to earth (without his soul) and he set to work gathering (stealing) the souls of other mortals. Getting a job in a carnival, he gathered the souls of his fellow performers (including Johnny Blaze) with the intention of exchanging them for his own soul. But (as usual) he got greedy and just HAD to add Spider-Man to his collection. After defeating Spider-Man (Moondark IS very powerful) he was just about to trade the souls he'd collected to his Dark Masters...when Ghost Rider broke free and shattered Moondark's Soul-Orb. Once again, Moondark's Dark Master's went hungry...and they took him back to hell with them.
Later, he was either released or escaped from his Master's clutches and found his way back to Earth, where he once again sought revenge against Johnny Blaze. After capturing him in the deserts outside of Las Vegas, he ran afoul of yet another hero (this time it was the "Night Rider") and once again, he was forced to flee.
Eventually he tried to kill Johnny Blaze (again...*sigh*) with the aid of the Water Wizard (huh?), but after once again defeating the Ghost Rider he just had to show-up and gloat...again. As expected, Ghost Rider turned out to be not quite as defeated as he'd hoped. Ghost Rider set Moondark on fire and he was forced to flee again.
Description: Generally wears a green suit, blue tie and purple cloak with a high collar. He often wears a white turban, but has also worn his long black hair loose. He usually has a beard with no mustache. On his right index finger he wears a ring set with a large, clear stone. He often wears bizarre eye make-up, though it wouldn't attract much attention these days.
Personality: Sinister, manipulative and evil to the core...but also not too bright. Moondark can be a VERY dangerous foe, but he's usually his own worst enemy. He attracts attention when he should be careful and gloats at the worst possible moment. His hatred of Johnny Blaze (the original "Ghost Rider"), Jack Russell (the "Werewolf by Night") and Spider-Man is all consuming.
Paul Hazlett
F- GD (10)
A- GD (10)
S- GD (10)
E- EX (20)
R- RM (20)
I- GD (10)
P- TY (6)
H- 50
K- 46
R- PR
P- 0
Equipment: Anti-Gravity Generator
The wings of the Raptor suit contain Paul Hazlett's Anti-Gravity Generator. Using this, he can fly at Typical (6) speeds (6 spaces/ 90 mph)
Body Armor: The Raptor's insulated Secondary Adamantium-Mesh body suit is superior to the one that was provided for Killer Shrike. It offers him Excellent (20) protection from blunt and electrical attacks, but Monstrous (75) protection from piercing attacks, which cannot penetrate through the Secondary Adamantium-Mesh weave.
Infra-Red Eyepieces: These allow him to see in the dark with Excellent (20) range.
"Beaks": The Raptor has a pair of hand held, razor-sharp knives tucked into the holsters at his sides. They are shaped like Indian "Punching Daggers" and are also made of Secondary Adamantium. They have Unearthly (100) material strength and are usualy used to slice through bars, cables and such. In combat, they would inflect Excellent (20) damage and ignore any protection of less than their material strength.
"Talons": His gloves have a pair of talon-shaped, grapples mounted on the backs of his gauntlets. They are also made of Secondary Adamantium of Unearthly (100) material strength, and can be projected up to 3 spaces away.
Limitations: Mounted on the back of the large, orange wings are a pair of silver battery pods. If they are removed, then the Anti-Gravity Generator shuts down. The wings aren't designed to double as gliders, so if that happens he drops like a stone.
Talents: Invention and Engineering.
Contacts: None known.
History: Paul Hazlett had developed an Anti-Gravity Generator while working as a research scientist for ROXXON Oil. ROXXON claimed that it had been developed on company time...and stole the patent from him. He took them to court, but the lawyers of ROXXON were to much for him. By the time all the legal dust had settled he was out of a job and almost broke. So he hacked into the ROXON computers to steal back his design...and found that ROXXON had already used it to create the superagent called Killer Shrike. He scraped up the last of his resources and sunk everything into creating his own battlesuit.
Intending to recoup his losses with a little burglary, he was unlucky enough to encounter Moon Knight. After losing (badly - he's a scientist and a thief...not a martial artist!) he suffered even more humiliation when it was revealed that the diamond he'd tried to steal was nothing more than a cubic zirconium copy of the real gem...which was sitting in a bank vault the whole time.
Description: Paul is well muscled and reasonably good looking. His Raptor costume is an oddly pleasing mix of yellow, purple and orange.
Personality: At first, you think he's an unfortunate genius who was bilked out of the profits from his invention by a group of faceless, corporate bureaucrats. But if he was such a sweet fellow, then why did he try to kill Moon Knight? For that matter, why did he feel the need to gloat about it?
F- EX (20)Equipment: Skullcrasher suit
Even though he was trying to kill him, Tony Stark had to admit to being impressed with the raw power of the Skullcrasher suit.
Body Armor: Incredible (40) protection from physical attacks and Amazing (50) resistance from most energy attacks. Monstrous (75) protection from acids.
Blasters: Energy Projectors in his gauntlets allow him to fire off Monstrous (75) blasts of Force or Energy with an 8 area range.
Flight: Though he's never shown to be flying, I have to assume that he can because of the "Rocket Pack" design of his back. I'm going to give him Flight at Remarkable (30) speeds (15 areas, 225 mph)
Air Supply: An internal air supply that will last up to an hour.
Protected Senses: The armor provides Excellent (20) protection from Sonic attacks and Incredible (40) protection from light-based blinding attacks.
Limitations: Skullcrasher seems to hate the rich people of this world. Particularly the "Corporate Fat Cats" in the technology industries.
Talents: Invention, Repair/Tinkering, Engineering, Martial Arts A.
Contacts: Perhaps some in the technology industries.
History: Unknown. In his only appearance he was operating a protection racket in Silicon Valley, threatening to kill various executives if they didn't pay him off. He operated much like the Ghost, but was much less subtle.
Description: We don't see the man inside the suit, but as Skullcrusher he's nearly nine-feet tall and very broad. His hulking suit is painted a mix of light purple, dark purple and red, and the faceplate is designed to look like a skull.
Personality: The man in the Skullcrasher suit is an unnamed, ex-employee of "Williams Innovations" (once a major rival of Stark Enterprises) who has a passionate hatred for the sort of people he used to work for. As he put it (when Iron Man tells him that a man of his talents could pull down a six-figure salary at any company)...
"Oh, you'd like that, wouldn't you? For me to be a wage-slave! A drone! To let them use me up -- spit me out -- steal everything I created for themselves! WELL, NEVER AGAIN! DO YOU HEAR ME!?! I'M MY OWN MAN, YOU SOULLESS MERCENARY FLUNKY! MY OWN MAN!!!"