Vermin Non-Villain Antagonist

Real Name: Unrevealed.
Occupation: None.
Identity: Secret.
Legal Status: Presumably a citizen of the United States, possibly with a criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Presumably single.
Known Relatives: None.
Group Affiliation: Pawn of Arnim Zola and Baron Zemo.
Base of Operations: New York City.
First Post-Reboot Appearance: CAPTAIN AMERICA #
History: The man currently known as Vermin was a homeless man living in sewers and homeless shelters of New York City when he was abducted by scientists working for Arnim Zola and AIM on behalf of Baron Zemo. AIM's scientists performed a number of experiments on the man, including retroviral injections of rodent DNA, which gave him many features similar to those of rats.

Vermin was then commanded by Zemo to send the city's rats and stray dogs after Captain America in the latter's home in Queens. The Captain managed to defeat Vermin, though the latter escaped and fled into the sewers, leaving a trail to Zemo's lair clear enough for the Captain and his young partner, Bucky, to follow. This was, however, a ruse as Vermin was leading the two into one of Zemo's traps.

Zemo, deciding that Vermin's usefulness was at an end, had Vermin chained between Captain America and Bucky, intending to kill all three of them. The three got free, however, and Vermin disappeared in the chaos. Captain America decided to let Vermin go, cautioning Bucky that Vermin was a bigger victim of Zemo than they were.

A man matching Vermin's description was later seen living among the Morlocks in the tunnels under Manhattan. Whether this was indeed Vermin or just someone with a similar appearance is currently unknown.
Age: Indeterminate.
Height: 6' 0".
Weight: 220 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: None.
Strength Level: Vermin possesses enhanced strength enabling him to lift (press) roughly half a ton.
Known Superhuman Powers: Vermin's body has been altered to grant him several physical features common to animals, particularly rats. His hands and feet end in sharp claws, and his teeth are incredibly sharp. He is able to hear in the ultrasonic range, and is able to see clearly in near darkness, though his eyesight has degraded to make him extremely nearsighted. His skin and fur grant him a moderate degree of protection. His physiology is such that he is able to run at speeds up to thirty-five miles per hour.

Vermin is also able to talk with and command rats, feral dogs, and similar animal life in a manner that is believed to be at least partially psionic. The number of rats and stray dogs he can control at once is unknown.

553 points

Attributes: ST 12 [20]; DX 15 [100]; IQ 9 [-20]; HT 14 [40].

Secondary Characteristics: Dmg 1d-1/1d+2 (2d+2/5d-1); BL 29 lbs. (125 lbs.); HP 12 [0]; Will 10 [5]; Per 13 [20]; FP 14 [0]; Basic Speed 7.25 [0]; Basic Move 6 [-5]; Dodge 11.

Languages: English (Accented/Illiterate) (Native Language) [-4].

Cultural Familiarities: Western (Native) [0].

Advantages: Animal Control Talent 2 [10]; Beastmaster 4 [40]; Catfall [10]; Claws (Sharp Claws) [5]; Combat Reflexes [15]; Damage Resistance 6 (Tough Skin, -40%; Passive Biological, -5%) [17]; Discriminatory Smell [15]; Enhanced Move (Ground) 1.5 (Passive Biological, -5%) [29]; Lifting ST +13 (Costs 1 FP, -5%; Passive Biological, -5%) [36]; Mind Control (Area Effect (64 yds), +300%; Specific: Urban Wildlife, -40%; Psionic, -10%) [175]; Night Vision 9 [9]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Resistant to Disease (+8) [5]; Resistant to Poisons (+8) [7]; Speak With Animals (Specialized: Urban Wildlife, -50%; Psionic, -10%) [10]; Street-Smart 4 [20]; Striking ST +13 (Costs 1 FP, -5%; Passive Biological, -5%) [59]; Teeth (Sharp Teeth) [1]; Ultrahearing [5].

Perks: Fur [1]; Pet Rat [1].

Disadvantages: Appearance (Unattractive) [-4]; Bad Sight (Nearsighted) [-25]; Bad Smell [-10]; Hidebound [-5]; Innumerate [-5]; Jealousy [-10]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Freak) [-10]; Social Stigma (Uneducated) [-5]; Stress Atavism (Moderate) (12) [-15]; Wealth (Dead Broke) [-25].

Quirks: Asks Pet Rat For Advice [-1]; Distractible [-1]; Immodest [-1]; Never Smiles [-1]; Refuses To Answer To Birth Name [-1].

Skills: Animal Handling (Dogs) (A) IQ+4 [2] – 14*; Animal Handling (Rodents) (A) IQ+4 [2] – 14*; Area Knowledge (New York City) (E) IQ+3 [8] – 12; Artist (Woodworking) (H) IQ+0 [4] – 9; Beast Control (H) IQ+5 [16] – 14†; Brawling (E) DX+2 [4] – 17; Climbing (A) DX-1 [1] – 14; Forced Entry (E) DX+0 [1] – 15; Mimicry (Animal Sounds) (H) IQ+3 [2] – 12*; Mimicry (Bird Calls) (H) IQ+2 [1] – 11*; Panhandling (E) IQ+4 [1] – 13‡; Running (A) HT-1 [1] – 13; Scrounging (E) Per+4 [1] – 17‡; Stealth (A) DX-1 [1] – 14; Streetwise (A) IQ+3 [1] – 12‡; Swimming (E) HT+0 [1] – 14; Throwing (A) DX-1 [1] – 14; Tracking (A) Per+1 [4] – 14; Urban Survival (A) Per+3 [1] – 16‡; Weather Sense (A) IQ+1 [4] – 10; Wrestling (A) DX+0 [2] – 15.

Features: Born Biter 1 [0].

Starting Spending Money: $0.

* Includes +4 from Beastmaster.

† Includes +2 from Animal Control Talent.

‡ Includes +4 from Street-Smart.

Role-Playing Notes:

Vermin just wants to be left alone with his rats. However, others keep drawing him into conflict with superheroes.