Paibok the Power-Skrull Non-Villain Antagonist

Real Name: Paibok.
Occupation: Pirate, former soldier, former intelligence operative.
Identity: Known to Skrull Empire authorities; his Paul Bark identity and status as a Skrull is known to United States authorities.
Legal Status: Exiled citizen of the Skrull Empire.
Other Aliases: Paul Bark, "that other Super-Skrull".
Place of Birth: Tarnax IV, Tarnax system, Skrull Empire.
Marital Status: Unrevealed, presumed single.
Known Relatives: None.
Group Affiliation: Formerly the Skrull Imperial Intelligence Agency (disavowed), formerly Skrull Imperial Army, currently the crew of the interstellar pirate ship Silver Herald.
Base of Operations: Mobile, formerly Cape Canaveral, Florida.
First Post-Reboot Appearance: CAPTAIN MARVEL #
History: Paibok's full history is unknown. At some point after receiving the rank of Captain in the Skrull Imperial Army he was recruited by Imperial Intelligence to become an operative. Most of his past exploits are presumably classified.

Following the Skrulls' initial encounters with the Fantastic Four, with a number of Skrull spies going rogue and the lone success of granting the Skrull Kl'rt powers similar to those of the Four, Paibok was one of the few chosen to undergo a similar, allegedly refined, procedure. Using data recovered during past encounters with the Shi'ar Imperial Guard, Paibok was granted similar powers (according to Paibok, he, too, was the sole survivor of this round of experiments).

Assigned to Earth to spy on that world's technological progress, Paibok took the cover identity of a human named Paul Bark. As Bark, he infiltrated NASA as a technician working on deep space probes. By studying patterns in several of Captain Marvel's exploits, he was able to determine that Marvel was a Kree spy (Mar-Vell) with the same overall mission as himself. Unlike other Skrulls, Paibok indicated a willingness to cooperate with his Kree counterpart, given how their missions overlapped and did not conflict with each other, a willingness the Captain was initially hesitant to consider genuine due to the history between the two empires. Vell was willing to give Paibok the benefit of the doubt, however, particularly after Paibok used his powers of ice and electricity to covertly assist the Captain against the criminal Nitro. This unofficial cooperation changed when Vell's commanding officer, Col. Yon-Rogg, discovered Paibok's existence and ordered Vell to eliminate the Skrull.

Expressing regret, Captain Marvel forced Paibok to reveal himself as a Skrull before the two engaged in a battle which ranged throughout Cape Canaveral. Despite Vell never going for a killing blow, Paibok felt the incident was a betrayal and fled Earth.

Back in the Skrull Empire, Paibok found himself disavowed by Imperial Intelligence and effectively exiled. Under undisclosed circumstances, he fell in with a multi-species pirate crew which operated along the borders of the various interstellar empires. While docked at Port Nowhere, an interstellar free port under no one's jurisdiction, Paibok again encountered Vell, himself now a fugitive from the Kree Empire. While drunk at one of the station cantinas, he started a brawl which he drew Vell into, drunkenly blaming Vell for getting him 'burned' and exiled. While their fight ranged throughout Port Nowhere, they managed – somehow – to avoid damaging anything vital to the station's operation before Paibok was shot with a tranquilizer fired by Vell's medic girlfriend, Una, knocking him unconscious.

When last seen, Paibok was being carried to a Skrull ship by Kl'rt, who had witnessed the fight at Port Nowhere, for reasons unknown.
Age: 29 (Earth equivalent).
Height: 6' 2".
Weight: 205 lbs.
Eyes: Red.
Hair: Brown.
Skin: Green.
Uniform: Formerly the Skrull Empire military uniform; currently none.
Strength Level: Paibok possesses superhuman strength enabling him to lift (press) roughly 25 tons. When using his powers to grow to a height of 20 feet, he can lift (press) over 400 tons.
Known Superhuman Powers: In addition to his superhuman strength, Paibok possesses several other powers. First and foremost, he possesses the innate Skrull power to change his shape. Unlike many other Skrulls, Paibok is able to change his size to a more massive form or to a much smaller form, drawing additional mass from or shunting extra mass to a presumably extradimensional source (very likely the same source accessed via Pym particles). He is also able to change his height with a proportionate change in strength without needing to change to non-Skrull forms. His tallest height recorded is 20 feet, and his smallest size roughly one and a half inches; whether these are his limits is unknown.

Paibok also possesses superhuman durability enabling him to withstand anti-tank rockets, superhuman speed and reflexes enabling him to run and react faster than baseline humans or Skrulls, the ability to generate and manipulate ice, and the ability to shoot electricity from his hands or eyes. His top running speed has been clocked at roughly 200 miles per hour.
Other Abilities: Paibok is a skilled leader of soldiers, and a marksman with most energy weapons. He is adept at gathering intelligence and impersonating others enough to fool casual acquaintances. He is also a skilled mechanical and electrical engineer, and is knowledgeable about the 'primitive' technology of Earth and other planets at a similar technological level.
Weapons: Paibok carries a rainbow laser pistol of Skrull manufacture. He has also been known to use a stun baton.


2,508 points

ST: 31/170 [100*†] HP: 31 [0] Speed: 6.50 [0]
DX: 13 [60] Will: 13 [0] Ground Move: 6/36 [0]
IQ: 13 [60] Per: 13 [0]  
HT: 13 [60] FP: 13 [0] SM: 0

Dmg: 3d+1/6d-1 (18d/20d) BL: 192 lbs. (5,780 lbs/2.89 tons)
Dodge: 13 Parry: 14 DR: 50
IT:DR: /20  


Languages: English (Native) [6]; Kree [6]; Skrullian (Native) (Native Language) [0].

Cultural Familiarities: Kree Empire [1]; Skrull Empire (Native) [0]; Western [1].

Advantages: Altered Time Rate 2 (Super-Speed, +20%; Super, -10%) [220]; Artificer 2 [20]; Born War-Leader 2 [10]; Burning Attack (Electric Bolt) 6d×2 (Damage Modifier: Arcing Surge, +100%; Increased 1/2D Range (×2), +5%; Increased Range (×2), +10%; Variable, +5%; Super, -10%) [126]; Combat Reflexes [15]; Control Ice 3 (Increased Range: Line-of-Sight, +40%; Link (Can Use Separately), +20%; Persistent, +40% Ranged, +40%; Super, -10%) [104]; Create Ice 3 (Increased Range: Line-of-Sight, +40%; Link (Can Use Separately), +20%; Persistent, +40% Ranged, +40%; Super, -10%) [35]; Damage Resistance 50 (Hardened 4, +80%; Tough Skin, -40%; Super, -10%) [325]; Enhanced Dodge +3 (Super, -10%) [41]; Enhanced Move (Ground) 2.5 (Super, -10%) [45]; Enhanced Parry (All Parries) +3 (Super, -10%) [27]; Enhanced Time Rate (Upgraded from Combat Reflexes, -15; Super, -10%) [27]; Extra Attack 1 [25]; Growth 3 (Super, -10%) [27]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction /20) (Super, -10%) [180]; Shrinking 10 (Full DR, +30%; Full HP, +30%; Super, -10%) [75]; Super ST +11/+150 (Super, -10%) [429]; Super ST +3† (Growth Size, -30%; Super, -10%) [108]; Super-Spy 2 [30]; Versatile [5]; Very Fit [15].

Perks: Convincing Nod [1]; Courtesy Military Rank 3 [3]; Off-Screen Reload [1]; On Alert [1].

Disadvantages: Code of Honor (Soldier's) [-10]; Guilt Complex [-5]; Pacifism (Cannot Harm Innocents) [-10].

Quirks: Attentive [-1]; Careful [-1]; Personality Change (Belligerent Drunk) [-1].

Skills: Accounting (H) IQ-2 [1] – 11; Acrobatics (H) DX-1 [2] – 12; Acting (A) IQ+1 [1] – 14‡; Aerobatics (H) DX-1 [1] – 12; Beam Weapons/TL11 (Pistol) (E) DX+1 [2] – 14; Beam Weapons/TL11 (Rifle) (E) DX+3 [8] – 16; Camouflage (E) IQ+1 [2] – 14; Climbing (A) DX-1 [1] – 12; Computer Programming/TL8 (H) IQ+0 [4] – 13; Computer Programming/TL11 (H) IQ+0 [4] – 13; Detect Lies (H) Per+1 [2] – 14‡; Disguise/TL11 (Humanoid) (A) IQ+1 [1] – 14‡; Electronics Operation/TL11 (Electronic Warfare) (A) IQ+1 [4] – 14; Electronics Repair/TL8 (Communications) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Communications) (A) IQ+1 [1] – 14§; Electronics Repair/TL8 (Computers) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Computers) (A) IQ+1 [1] – 14§; Electronics Repair/TL8 (Scientific) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Scientific) (A) IQ+1 [1] – 14§; Electronics Repair/TL8 (Sensors) (A) IQ+1 [1] – 14§; Electronics Repair/TL11 (Sensors) (A) IQ+1 [1] – 14§; Engineer/TL8 (Electronics) (A) IQ+1 [1] – 14§; Engineer/TL11 (Electronics) (A) IQ+1 [1] – 14§; Escape (H) DX+1 [2] – 14‡; Explosives/TL11 (Demolition) (A) IQ+2 [8] – 15; Fast-Draw/TL11 (Ammo) (E) DX+1 [1] – 14#; Fast-Talk (A) IQ+1 [1] – 14‡; Filch (A) DX+1 [4] – 14; First Aid/TL11 (Skrull) (E) IQ+1 [2] – 14; Forced Entry (E) DX+0 [1] – 13; Free Fall (A) DX-1 [1] – 12; Gesture (E) IQ+0 [1] – 13; Hiking (A) HT-1 [1] – 12; Holdout (A) IQ+1 [1] – 14‡; Innate Attack (Beam) (E) DX+7 [24] – 20; Innate Attack (Projectile) (E) DX+7 [8] – 20¥; Intelligence Analysis/TL11 (H) IQ+2 [4] – 15¶; Interrogation (A) IQ+1 [1] – 14‡; Intimidation (A) Will+0 [2] – 13; Judo (H) DX+1 [8] – 14; Jumping (E) DX+0 [1] – 13; Karate (H) DX+1 [8] – 14; Knife (E) DX+1 [2] – 14; Leadership (A) IQ+1 [1] – 14¶; Lifting (A) HT-1 [1] – 12; Mathematics/TL11 (Applied) (H) IQ-1 [2] – 12; Mechanic/TL11 (High-Performance Spaceship) (A) IQ+1 [1] – 14§; Mechanic/TL8 (Low-Performance Spaceship) IQ+1 [1] – 14§; Observation (A) Per+2 [2] – 15‡; Pickpocket (H) DX+1 [2] – 14‡; Piloting/TL11 (Aerospace) (A) DX-1 [1] – 12; Research/TL8 (A) IQ-1 [1] – 12; Research/TL11 (A) IQ-1 [1] – 12; Running (A) HT-1 [1] – 12; Savoir-Faire (Military) (E) IQ+2 [1] – 15‡; Scrounging (E) Per+1 [2] – 14; Search (A) Per+1 [1] – 14‡; Shadowing (A) IQ+1 [1] – 14‡; Shortsword (A) DX+1 [4] – 14; Soldier/TL11 (A) IQ-1 [1] – 12; Stealth (A) DX+1 [1] – 14‡; Strategy (Land) (H) IQ+1 [1] – 14¶; Streetwise (A) IQ+0 [2] – 13; Swimming (E) HT+0 [1] – 13; Tactics (H) IQ+1 [1] – 14¶; Throwing (A) DX+1 [4] – 14; Traps/TL11 (A) IQ+1 [4] – 14; Wrestling (A) DX+1 [4] – 14.

Starting Spending Money: $8,000 (20% of Starting Wealth) on Earth as a spy; $2,000 (20% of Starting Wealth) as a space pirate.

Lenses:

Imperial Spy (-5 points): Duty to Skrull Imperial Intelligence (12) [-10]; Intelligence Rank 3 (Assistance Roll 7) [15]; Wealth (Comfortable) [10]; Secret (Spy) (Imprisonment or Exile) [-20].

Space Pirate (-15 points): Social Stigma (Burned Spy) [-5]; Wealth (Struggling) [-10].


* Includes +11/+170 from Super ST.

† Final Growth Super ST bonus +14/+500, Growth ST 34/520.

‡ Includes +2 from Super-Spy.

§ Includes +2 from Artificer.

# Includes +1 from Combat Reflexes.

¥ Defaulted from Innate Attack (Beam).

¶ Includes +2 from Born War-Leader.

Role-Playing Notes:

Originally a generally likable and honorable fellow, one who was willing to collaborate with agents of a rival Empire so long as their missions did not interfere with each other, as shown during his time as a spy within NASA, Paibok has become embittered toward those he feel has betrayed him. This includes Mar-Vell, his Skrull Imperial Intelligence superiors, and possibly even Emperor Dorrek himself. He is also bitter at Kl'rt for succeeding where he himself has apparently failed. Internally, he hates that he has fallen so far, but sees no way to improve his position.

Design Notes:

1. Paibok currently has the appearance he had during the '90s, before he was artistically redesigned during the Annihilation Wave event, explained in-universe as a result of mutation by Annihilus. His personality is also different, given that he was originally intended as a villain working against the Fantastic Four and their sometimes-ally/sometimes-enemy Lyja (a Skrull spy who suffered Changing Writer Syndrome regarding her intentions toward Johnny Storm, whom she had married during her assumed guise as Alicia Masters and was allegedly carrying his child). My intentions with Paibok are to portray his slide from being an honorable intelligence soldier to the broken man we've come to know and love to hate.

2. This build, and the High TL trait in the Skrull racial package, assumes a campaign TL of 8, as would be encountered on modern-day Earth. In any cosmic campaign, the campaign would be considered a TL 11 setting, reducing his point cost by 15 points and increasing his Starting Spending Money to $30,000 (20% of his Starting Wealth) while on Earth as a spy and to $7,500 (20% of Starting Wealth) as a space pirate.