The Graveyard Faction are an obscure, low-powered team of super-mercenaries. They appeared in 2014 issues of The Movement, by Gail Simone for DC Comics.
There is little material about them. But they’re exactly the kind of foes needed in many super-hero tabletop RPG campaigns. So this sort tends to have writeups.org profiles, even if that means tiny articles where the stats are mostly guesses.
Powers & Abilities
Anguish seems fit and combat-trained, albeit not to any exceptional degree.
She wields several metres of extra-thick barbed wire, over which she seems to exert telekinetic control. The main demonstrated uses are :
- Use it as a lasso or noose.
- Rigidify it to use it as a sort of macuahuitl (a sword-shaped club with rows of sharp protrusions).
The second one is doubtful. It may just have been the way the wire was drawn in one panel. But heh, let’s assume she can do it to give her a little extra range.
The Graveyard Faction was hired by a Coral City patron. They were to raid the headquarters of the Movement, a grassroots organisation in a broken neighbourhood. The team was given a jammer to approach unseen. Their orders were to kill a few people then leave.
Prior to the invasion they took down and hospitalised Movement member Mouse. However, the attack was derailed by Movement member Vengeance Moth, who also destroyed their jammer. The GF then ran into her colleague Burden. This allowed other Movement to come in.
The Graveyard Faction was thus forced out by Movement leader Virtue. They then told their employer that they were pulling out of the contract, as the opposition was considerably stronger than indicated.
Anguish and Arson might be siblings, given the resemblance.
Anguish seems to have losange cheek piercings.
Anguish tries to focus on the job and act professional, but her nature as a bully undermines her. The more the GF runs into pushback, the more she’s likely to go for pointless death, torture and suffering out of ego, frustration and sadism.
She’s clearly the leader of the team, though the others might have to verbally rein her in once she gets on some revenge kick.
“He’s noosed. Take him, Monster Baby.”
“I have a little special message to leave before we go. Maybe I’ll take some souvenirs off this brat, what do you think ? I was thinking a scalp.”
Game Stats — DC Heroes RPG
Tell me more about the game stats
|Dex: 04||Str: 02||Bod: 03||Motivation: Mercenary/Psycho|
|Int: 04||Wil: 03||Min: 03||Occupation: Mercenary|
|Inf: 03||Aur: 03||Spi: 03||Wealth: 004|
|Init: 013||HP: 025|
Claws: 04, Snare: 05
Bonuses and Limitations:
- Both Claws and Snare require a spool of extra-thick barbed wire. Flimsier material will result in lower APs in both Powers.
- Snare’s Range is limited to 02.
- Claws and Snare are Contingent Upon her Accuracy Skill.
Accuracy (Claws, Snare): 05, Martial Artist*: 04
Bonuses and Limitations:
Accuracy is a Powered Skill.
MIA toward sadism.
BARBED WIRE [BODY 05].
Some stats are arbitrary, obvs.
Source of Character: DC Comics’ The Movement.
Writeup completed on the 12th of November, 2018.