Amphibius Villain

Real Name: Unrevealed.
Occupation: Warrior.
Identity: Amphibius's existence is unknown to the general public.
Legal Status: None.
Other Aliases: None.
Place of Birth: The Savage Land.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Savage Land Mutates.
Base of Operations: The Savage Land.
First Post-Reboot Appearance: UNCANNY X-MEN #
History: The origins of the creature known as Amphibius are currently a mystery. He is – or was – apparently a human who was born in the Savage Land, a hidden "lost world" in Antarctica, and was mutated to his current form in some as-yet unexplained manner.

He and the other Savage Land Mutates first clashed with the mutant adventurers known as the X-Men on the latter's first trip to the Savage Land. The Mutates' mysterious "Master" ordered them to attack the visiting X-Men, but they were defeated.

Amphibius has since been seen with the other Savage Land Mutates in their subsequent clashes with the Avengers and the Brotherhood of Mutants.

Of all the Mutates, Amphibius is perhaps the most angry and short-tempered, probably because he resents the inhuman form he has been given.
Age: 22.
Height: 6' (normally appears as smaller due to his stance).
Weight: 145 lbs.
Eyes: Black.
Hair: None.
Skin: Green with black spots.
Other Distinguishing Features: Amphibius has the form of a humanoid frog.
Uniform: White chest piece with water circulation tubes running to a water tank on the back; water tank is also held by a black belt around his waist.
Strength Level: Amphibius has the normal human strength of a man of his apparent age, height, and build who engages in regular exercise. His leg muscles are stronger than his build would suggest, giving him superhuman leaping and kicking ability.
Known Superhuman Powers: Amphibius possesses superhuman strength in his legs, enabling him to leap incredible distances and to kick with greater than human strength. In addition, his fingers and toes end in suction cups, enabling him to cling to most surfaces. His eyes have been adapted to see into the ultraviolet spectrum as well as the visual spectrum, enabling him to see fairly clearly underwater. His mutated form enables him to swim at speeds up to 30 miles per hour.
Limitations: Amphibius requires near-constant contact with water to avoid dehydrating; his uniform enables him to exist in most environments by supplying excess water. Under normal circumstances, his uniform's water tank will enable him to be active for up to twelve hours before needing to be refilled.


330 points

ST: 11 [10] HP: 11 [0] Speed: 6.00 [0]
DX: 13 [60] Will: 10 [0] Ground Move: 6 [0]
IQ: 10 [0] Per: 12 [10] Water Move: 7 [5]
HT: 11 [10] FP: 11 [0] SM: 0
 
Dmg: 1d-1/1d+1 BL: 24 lbs.  
Dodge: 13 Parry: 11 DR: 6 (chest only, uniform)


Languages: English (Accented Spoken/Illiterate) [2]; Savage Land Speech (Native Spoken/Illiterate) (Native Language) [-3].

Cultural Familiarities: Savage Land (Native) [0].

Advantages: Amphibious [10]; Catfall [10]; Clinging [20]; Combat Reflexes [15]; Enhanced Dodge 3 [45]; Enhanced Move (Water) 1 (Water Move 14/28 mph) [20]; Fit [5]; Flexibility [5]; Hard to Kill 3 [6]; Hard to Subdue 3 [6]; Natural Diver 2 [10]; Night Vision 5 [5]; Outdoorsman 2 [20]; Patron (Apocalypse) (Equipment: More than Starting Wealth, +100; Special Abilities: Possesses Equipment from a Higher TL, +100%) (9) [30]; Peripheral Vision [15]; Striking ST +9 (One Attack Only: Kicks, -60%) [18]; Super Jump 4 [40]; Ultravision [10].

Perks: Acrobatic Kicks [1]; Sanitized Metabolism [1]; Sea Legs [1]; Sure-Footed (Uneven) [1].

Disadvantages: Appearance (Unattractive) [-4]; Bad Back (Mild) [-15]; Bad Temper (9) [-15]; Code of Honor (Pirate's) [-5]; Dependency (Water; Very Common; Hourly) [-20]; Disturbing Voice [-10]; Duty (to Patron) (12) [-10]; Hidebound [-5]; Jealousy [-10]; Low TL -8 [-40]; Selfish (12) [-5]; Semi-Upright [-5]; Sense of Duty (Fellow Mutates) [-5]; Social Stigma (Freak) [-10]; Wealth (Poor) [-15].

Quirks: Attentive [-1]; Bowlegged [-1]; Yes-Man [-1].

Skills: Acrobatics (H) DX+3 [16] – 16; Area Knowledge (Savage Land) (E) IQ+2 [4] – 12; Armoury/TL0 (Melee Weapons) (A) IQ+0 [2] – 10; Astronomy/TL0 (Observational) (A) IQ+0 [2] – 10; Blowpipe (H) DX+0 [4] – 13; Boating/TL0 (Unpowered) (A) DX+0 [2] – 13; Brawling (E) DX+2 [4] – 15; Camouflage (E) IQ+4 [3] – 14*; Climbing (A) DX+2 [1] – 15†; Fast-Draw (Knife) (E) DX+1 [1] – 14‡; First Aid/TL0 (E) IQ+2 [4] – 12; Fishing (E) Per+2 [4] – 14§; Jumping (E) DX+3 [8] – 16; Knife (E) DX+0 [1] – 13; Mimicry (Animal Sounds) (H) IQ+2 [4] – 12§; Naturalist (Savage Land) (H) IQ+2 [4] – 12§; Navigation/TL0 (Land) (A) IQ+1 [1] – 11§; Observation (A) Per+0 [2] – 12; Running (A) HT+1 [4] – 12; Spear (A) DX+2 [8] – 15; Stealth (A) DX+1 [4] – 14; Survival (Jungle) (A) Per+2 [2] – 14§; Swimming (E) HT+5 [8] – 16#; Tactics (H) IQ+1 [8] – 11; Thrown Weapon (Spear) (E) DX+2 [4] – 15; Tracking (A) Per+2 [1] – 13§; Traps/TL0 (A) IQ+2 [8] – 12; Weather Sense (A) IQ+1 [4] – 11; Wrestling (A) DX+1 [4] – 14.

Features: High-Pressure Lungs [0]; Born Biter 3 [0].

Starting Spending Money: $800 (20% of Starting Wealth).


* Defaulted from Survival (Jungle).

† Includes +3 from Flexibility.

‡ Includes +1 from Combat Reflexes.

§ Includes +2 from Outdoorsman.

# Includes +2 from Natural Diver

Role-Playing Notes:

Amphibius is not the most pleasant of the Mutates; his mutated form greatly disturbs him, and he'll lash out at anyone that disturbs him or comments on his body. He's not a leader, however, and he knows it. He's loyal to the Mutates but not their Master, and if given the opportunity to be restored to a more human form without betraying his friends, he may leap (sorry for the pun) at the chance.

BRAWLING
TL Weapon Damage Reach Parry Cost Weight ST Notes
Brawling Punch 1d-1 cr C 11 11
Brawling Kick 2d+1 cr C, 1 n/a 20
Brawling Bite 1d-1 cr C n/a 11

Design Notes:

1. Amphibius, and all the Savage Land Mutates, have their social traits calculated for TL8 campaigns. In campaigns set entirely in the Savage Land, remove Low TL -8 and raise Wealth to Average, a net increase of 55 points, and permit them to take 100% of their Wealth as Starting Cash ($250).

2. In Year Two or Year Three, the Savage Land Mutates' Patron will be revealed as none other than Apocalypse. As I am only chronicling Year One at this time, however, GMs are free to make their mysterious Patron whoever they wish.