Player: NPC; Member of the Elite
| Val | Char | Cost |
| 20 | STR | 10 |
| 23 | DEX | 39 |
| 25 | CON | 30 |
| 17 | BODY | 14 |
| 13 | INT | 3 |
| 11 | EGO | 2 |
| 15 | PRE | 5 |
| 10 | COM | 0 |
| 12 | PD | 8 |
| 20 | ED | 15 |
| 5 | SPD | 17 |
| 12 | REC | 6 |
| 50 | END | 0 |
| 50 | STUN | 10 |
| 6" | RUN | 0 |
| 2" | SWIM | 0 |
| 4" | LEAP | 0 |
| Cost | Power | END |
| 60 | Electrical Command: Multipower, 60-point reserve | |
| 6u | 1) Deadly Lightning: Killing Attack - Ranged 4d6 (60 Active Points) | 6 |
| 6u | 2) Strong Lightning: Energy Blast 12d6 (60 Active Points) | 6 |
| 27 | Absorb Power: Absorption 8d6 (energy, Energy to STUN) (40 Active Points); Limited Phenomena (Electricity Only) (-1/2) | 0 |
| 20 | Electromagnetic Flight: Flight 10" | 2 |
| 8 | Resiliant: Damage Resistance (6 PD/10 ED) | 0 |
| 40 | Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Electricity Limited Type of Attack (-1/2) | 0 |
| Cost | Skill |
| 10 | +2 with Ranged Combat |
| 3 | Computer Programming 12- |
| 3 | Electronics 12- |
| 2 | KS: Construction 11- |
| 2 | KS: Heavy Equipment 11- |
| 3 | Mechanics 12- |
| 2 | PS: Construction Worker 11- |
| 3 | Streetwise 12- |
| 4 | TF: Common Motorized Ground Vehicles, Large Motorized Ground Vehicles, Agricultural & Construction Vehicles, Two-Wheeled Motorized Ground Vehicles |
| Cost | Talent |
| 3 | Bump Of Direction |
| Val | Disadvantages |
| 10 | Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) |
| 10 | Enraged: When Humiliated (Uncommon), go 8-, recover 11- |
| 20 | Hunted: SAT 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Hunted: The Vanguard 8- (Mo Pow, Harshly Punish) |
| 15 | Hunted: Thunderbolt 8- (Mo Pow, Harshly Punish) |
| 10 | Psychological Limitation: Follower; lacks desire to lead or act on his own (Common, Moderate) |
| 15 | Psychological Limitation: Loyal to Overmind (Common, Strong) |
| 10 | Psychological Limitation: Vengeful (Uncommon, Strong) |
| 5 | Reputation: Powerful Criminal, 8- |
| 5 | Rivalry: Professional (Pulsar ; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
| 15 | Social Limitation: Secret Identity (Jim Curry) (Frequently, Major) |
| 5 | Unluck: 1d6 |
| 5 | Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon) |
| 10 | Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) |
Base Points: 200
Experience Required: 11
Total Experience Available: 11
Experience Unspent: 0
Total Character Cost: 361
| Height: 1.79 m | Hair: Blonde |
| Weight: 91.00 kg | Eyes: Blue |
| Appearance: Charger is above average height, with a thick build. He wears a blue costume with white lightning bolts on the arms and legs. A golden bolt adorns his chest. His mask covers his entire head, but leaves his mouth and chin free. | |
| Personality: Jim has adapted to his career as a supercriminal. He isn't really vicious, nor does he hate the world. He does feel he was a good boy and it got him no where and now he'd like to do some taking for a change. He joined the Elite early in his career and has found the arraingment to be very beneficial. Overmind has tutored him in the possibilites of his powers and works with him to develop them. He gets along well with the rest of the team and finds Headcase and Snow Falcon to be both beautiful and charming. | |
| Quote:"You'll get a Charge out of this, get it?" | |
| Background: Jim Curry was a laborer; he worked hard for his living and spent his evenings drinking at the local bar. Jim was a bit different from his friends in that he had been struck by lightning once on the job and kept working. They called him the "Lightning Bug" and he smiled. Then one day, his life fell apart, his girlfriend, the secretary at his construction company revealed that she had been having an affair with the foreman. The formena, had decided to stop fooling around and get rid of Jim so he was fired that afternoon. To deflect blame, the foreman accused Jim of stealing from the company. He had enough doctored evidence to convince the owners and Jim's co-workers. Jim had hit rock bottom in one hour. Surrounded by angry construction workers, Jim seemed surprisingly calm. He ignored their yelling and simply stared at his girlfriend, Liz. She looked guilty, she knew the truth, but Jim was going no where and she didn't want to be a secretary forever. Seeing that she didn't want him anymore, Jim turned his eye towards the foreman. They hadn't really ever seen eye to eye, and know he knew why. Jim smiled a little, then he said in a quiet voice, "I have something I need to tell you too..." With that bolts of electricity flew from Jims fingertips, and within seconds the construction sight was in shambles. The workers scattered and Jim walked away. It wasn't more than a week later that a costumed man weilding electricity robbed a bank outside of Buffalo, NY. The Charger was born. | |
| Powers/Tactics: At this point in the game, Charger is pretty straight foreward, launch bolt of destruction, check to see if target resists, launch again. | |
| Campaign Use: | |
Player: NPC; Member of the Elite
| Val | Char | Cost |
| 20 | STR | 10 |
| 20 | DEX | 30 |
| 20 | CON | 20 |
| 12 | BODY | 4 |
| 18 | INT | 8 |
| 11 | EGO | 2 |
| 15 | PRE | 5 |
| 10 | COM | 0 |
| 15/30 | PD | 3 |
| 15/30 | ED | 3 |
| 4 | SPD | 10 |
| 8 | REC | 0 |
| 40 | END | 0 |
| 35 | STUN | 3 |
| 8" | RUN | 0 |
| 2" | SWIM | 0 |
| 4" | LEAP | 0 |
| Cost | Power | END |
| 48 | Concussive Force Gauntlets: Multipower, 60-point reserve, (60 Active Points); all slots IIF (-1/4) | |
| 2u | 1) Concussion Blast Punch: HA +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), IIF (-1/4) | 3 |
| 3u | 2) Quake Blast: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Extra Time (Full Phase, -1/2), Only Affects Targets On The Ground (-1/4), IIF (-1/4) | 6 |
| 5u | 3) Shaken Apart: Dispel Technological Objects 16d6, One At A Time (+1/4) (60 Active Points); IIF (-1/4) | 6 |
| 3u | 4) Vibro-Blast: Energy Blast 8d6 (40 Active Points); IIF (-1/4) | 4 |
| 3u | 5) Vibro-Tunneling: Tunneling 5" through 8 DEF material (34 Active Points); IIF (-1/4) | 3 |
| 4 | Fast on his Feet: Running +2" (8" total) | 1 |
| 3 | Low Light Lenses: Nightvision (5 Active Points); OIF (-1/2) | 0 |
| 12 | Padded Costume: (Total: 16 Active Cost, 12 Real Cost) +8 PD (8 Active Points); IIF (-1/4) (Real Cost: 6) plus +8 ED (8 Active Points); IIF (-1/4) (Real Cost: 6) | 0 |
| 24 | Power Supply: Endurance Reserve (100 END, 20 REC) (30 Active Points); IIF (-1/4) | 0 |
| 24 | Vibro-Field: Force Field (15 PD/15 ED) (30 Active Points); IIF (-1/4) | 3 |
| 6 | Pressurized/Insulated Suit: LS (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); IIF (-1/4) | 0 |
| Cost | Skill |
| 10 | +2 with HTH Combat |
| 9 | +3 with Vibroblast, Earthquake Blast, Shaken Apart |
| 3 | Bribery 12- |
| 3 | Concealment 13- |
| 3 | Demolitions 13- |
| 3 | Electronics 13- |
| 3 | Interrogation 12- |
| 3 | Inventor 13- |
| 2 | KS: Criminal Underworld 11- |
| 3 | Mechanics 13- |
| 3 | SS: Applied Sonics Engineering 13- |
| 3 | SS: Physics 13- |
| 3 | Security Systems 13- |
| 3 | Shadowing 13- |
| 3 | Stealth 13- |
| 3 | Streetwise 12- |
| 2 | Survival (Urban) 13- |
| 2 | WF: Small Arms |
| Cost | Perk |
| 3 | Contact: Brainchild (Good relationship with Contact) 11- |
| Val | Disadvantages |
| 20 | Hunted: SAT 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Hunted: The Vanguard 8- (Mo Pow, Harshly Punish) |
| 10 | Psychological Limitation: Bully (Common, Moderate) |
| 10 | Psychological Limitation: Likes Combat (Common, Moderate) |
| 15 | Psychological Limitation: Loyal to Overmind (Common, Strong) |
| 20 | Psychological Limitation: Overconfident (Very Common, Strong) |
| 10 | Reputation: Violent Criminal, 11- |
| 10 | Rivalry: Professional (Vibron; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
| 15 | Social Limitation: Secret Identity (Mark Walker) (Frequently, Major) |
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Total Character Cost: 302
| Height: 1.80 m | Hair: Brown |
| Weight: 76.00 kg | Eyes: Brown |
| Appearance: Red body suit with Black trim, belt, gloves, and boots. His "symbol" is a seismagraph on his chest. | |
| Personality: Greed. He also has an intense desire to make his battlesuit one of the most feared and effective of all time. | |
| Quote:"Get ready to Shake, Rattle, and DIE!!!" | |
| Background: Mark Walker desinged his suit based on vibrations after working wiht ARGENT as a staff technician. His original suit was bulky and didn't pack too much punch, but he helped Brainchild out of a jam and the inventor worked with him to increase the suit's power. Over Mind offered to do the same and Concussion joined the Elite. | |
| Powers/Tactics: Concussion is a mid range fighter. Physically he is an accomplished athlete and brawler, backed by his vibro suit he can be devistating. | |
| Campaign Use: Shocker Clone. | |
Player: NPC; Member of the Elite
| Val | Char | Cost |
| 10 | STR | 0 |
| 15 | DEX | 15 |
| 18 | CON | 16 |
| 11 | BODY | 2 |
| 15 | INT | 5 |
| 23 | EGO | 26 |
| 20 | PRE | 10 |
| 16 | COM | 3 |
| 4/10 | PD | 2 |
| 4/10 | ED | 0 |
| 5 | SPD | 25 |
| 10 | REC | 8 |
| 60 | END | 12 |
| 40 | STUN | 15 |
| 7" | RUN | 0 |
| 2" | SWIM | 0 |
| 2" | LEAP | 0 |
| Cost | Power | END |
| 60 | Psionic Mastery: Multipower, 60-point reserve | |
| 4u | 1) Mind Blast: Ego Attack 4d6 (40 Active Points) | 4 |
| 4u | 2) Telepathy: Telepathy 8d6 (40 Active Points) | 4 |
| 3u | 3) Universal Mental Link II: Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points) | 0 |
| 3u | 4) Weak Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense; Mental Defense applies; +1) (50 Active Points); Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4) | 5 |
| 4u | 5) Mental Control: Mind Control 8d6 (40 Active Points) | 4 |
| 50 | Psionic Defense Reflex: Ego Attack 2d6, Damage Shield (+1/2), Continuous (+1) (50 Active Points) | 5 |
| 20 | Mind Shield: Mental Defense (25 points total) | 0 |
| 12 | Armored Costume: Armor (6 PD/6 ED) (18 Active Points); OIF (-1/2) | 0 |
| 2 | Fast: Running +1" (7" total) | 1 |
| 10 | Just lucky I guess: Luck 2d6 | 0 |
| Cost | Skill |
| 6 | +2 with Mental Attacks |
| 3 | Concealment 12- |
| 3 | High Society 13- |
| 3 | Lockpicking 12- |
| 3 | Persuasion 13- |
| 3 | Security Systems 12- |
| 3 | Seduction 13- |
| 3 | Shadowing 12- |
| 3 | Sleight Of Hand 12- |
| 3 | Stealth 12- |
| 3 | Streetwise 13- |
| 3 | Teamwork 12- |
| Val | Disadvantages |
| 20 | DNPC: James and Lacey DuPree 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) |
| 10 | Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) |
| 20 | Hunted: PSI 11- (Mo Pow, NCI, Mildly Punish) |
| 15 | Hunted: Police 8- (As Pow, NCI, Harshly Punish) |
| 15 | Hunted: The Vanguard 8- (Mo Pow, Harshly Punish) |
| 10 | Psychological Limitation: Greedy (Common, Moderate) |
| 15 | Psychological Limitation: Feels Entitled to anything she wants; Spoiled (Very Common, Moderate) |
| 15 | Psychological Limitation: Fearful of Capture (Common, Strong) |
| 15 | Psychological Limitation: Protective of Friends & Family (Common, Strong) |
| 15 | Social Limitation: Secret Identity: Jillian Dupree (Frequently, Major) |
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Total Character Cost: 350
| Height: 1.65 m | Hair: Black |
| Weight: 55.00 kg | Eyes: Green |
| Appearance: Attractive young woman with black hair, green eyes, and a trim, athletic figure. Her costume consists of a red body suit with long gray boots and gloves and a black "H" on her belt. She wears a black domino mask. | |
| Personality: Headcase is a surprisingly normal young woman who simply feels entitled to whatever she desires. She came from a priviledged background and her parents, in a misguided attempt to give her "everything they never had", led her to believe she could do no wrong. Developing the abilitiy to read and control minds hasn't given her any more responsibility, she freely reads minds of anyone who can't cause her harm. She doesn't believe in cruelty, but she will fight to protect herself, her team, or if she is denied anything she desires. Jillian is also very protective of her family and friends; while her parents know she is something of a wild child, the don't know she is a supervillain. She intends to keep it that way and any threats to her family would be met with violence as yet unseen in her. | |
| Quote:"Defender! I didn't know you had a crush on Lady Blue! What would Solitaire think?" | |
| Background: Jillian was a delinquent teenager who developed telepathic abilities in her late teens. Thinking she'd hit the jackpot, she went on a spree of vandalism and petty robbery. She found to her dismay that once super powers are entered into the equation, the consequences for her actions become far greater. Taking the name Headcase, she has found herself a member of several broken supervillain teams. She is a team player, as there is safety in numbers and she seeks safety. The Elite is only her latest attempt at finding security. So far things are working out well; these guys aren't psychos, they get along, and there hasn't been any scary stalker type one way romances. She might have finally found a home. | |
| Powers/Tactics: Stay clear of the violence, lend a hand when she can. | |
| Campaign Use: telepathic vandal. She can be a hinderance or perhaps a young woman to be rescued from PSI or another similar organization. | |
Player: NPC; Member of the Elite
| Val | Char | Cost |
| 60 | STR | 50 |
| 18 | DEX | 24 |
| 30 | CON | 40 |
| 15 | BODY | 10 |
| 13 | INT | 3 |
| 13 | EGO | 6 |
| 20 | PRE | 10 |
| 10 | COM | 0 |
| 25 | PD | 13 |
| 25 | ED | 19 |
| 4 | SPD | 12 |
| 18 | REC | 0 |
| 60 | END | 0 |
| 60 | STUN | 0 |
| 9" | RUN | 0 |
| 2" | SWIM | 0 |
| 12" | LEAP | 0 |
| Cost | Power | END |
| 15 | Tireless Worker: Reduced Endurance (1/2 END; +1/4) (15 Active Points) applied to STR | |
| 37 | Outta My Way!!!: +60 STR, Reduced Endurance (1/2 END; +1/4) (75 Active Points); Only for Casual Strength (-1) | 3 |
| 47 | Invulnerability: (Total: 47 Active Cost, 47 Real Cost) Hardened (+1/4) (6 Active Points) applied to PD (Real Cost: 6) plus Hardened (+1/4) (6 Active Points) applied to ED (Real Cost: 6) plus Damage Resistance (20 PD/20 ED), Hardened (+1/4) (25 Active Points) (Real Cost: 25) plus Lack Of Weakness (-5) for Normal Defense (Real Cost: 5) plus Lack Of Weakness (-5) for Resistant Defenses (Real Cost: 5) | 0 |
| 4 | Large and In Charge: Knockback Resistance -2" | 0 |
| 6 | Charge!!: Running +3" (9" total) | 1 |
| Cost | Skill |
| 20 | +4 with HTH Combat |
| 3 | KS: American Football 12- |
| 2 | KS: Criminal Underworld 11- |
| 3 | Shadowing 12- |
| 3 | Stealth 13- |
| 3 | Streetwise 13- |
| 2 | Survival (Urban) 12- |
| 3 | Teamwork 13- |
| Cost | Perk |
| 15 | Contact: ARGENT (Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 11- |
| Val | Disadvantages |
| 15 | Distinctive Features: Tall, impossibly massive man. (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
| 20 | Hunted: SAT 8- (Mo Pow, NCI, Harshly Punish) |
| 10 | Hunted: Obsidian 8- (As Pow, Harshly Punish) |
| 15 | Hunted: The Vanguard 8- (Mo Pow, Harshly Punish) |
| 15 | Psychological Limitation: Overconfident (Common, Strong) |
| 10 | Psychological Limitation: Team Oriented, doesn't like to be alone (Uncommon, Strong) |
| 15 | Psychological Limitation: Loyal to the Elite (Common, Strong) |
| 10 | Psychological Limitation: Disdainful of the "little people" (Common, Moderate) |
| 10 | Reputation: Unstoppable Engine of Destruction, 11- |
| 5 | Rivalry: Professional (Ogre; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
| 15 | Social Limitation: Secret Identity: Paul "theOx" Gutbrod (Frequently, Major) |
| 10 | Vulnerability: 1 1/2 x STUN Mental Attacks (Common) |
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Total Character Cost: 350
| Height: 2.00 m | Hair: Black (Shaved Bald) |
| Weight: 227.00 kg | Eyes: Blue |
| Appearance: 6'7'' 500lbs wall of muscle and sinew. Costume consists of black tee-style top, with white lightning bolt on chest, white, hockey-style mask with eyes and mouth, Black cowl, white pants, black boots and bracers with metal studs. | |
| Personality: Paul is a relatively level headed and "normal" criminal. He had always felt he was above the law. His life had been one lesson of entitlement after another as he was pushed through school unchallenged and given lighter punishments due to his skill as an athlete. He gets along with his fellow Elite, is impressed by his boss, Overmind, and never gives his orders a second thought. Although used to violence and kind of thuggish in outlook, Onslaught isn't a cold blooded murderer. He would kill to save his own life or that of an ally but he doesn't kill for fun. | |
| Quote:"Prepare to be blitzed little man." | |
| Background: Paul, the Ox, Gutbrod was a football prodigy, his father played in the CFL (Canadian Football League) and he was the starting nose tackle on the 1992 Penn State Nitney Lions. He was an all-american and a lock for the NFL. Then he killed a man in a bar fight and was sentenced to 10-20 years. During his prison term he met and befriended a number of underworld figures. When he got out on parole, he didn't try to regain his football glory; all the hangers on from his college days abandonded him when he went to prison. He fell in with the criminals who befriended him. After spending a few years as a goon he hit the big time, and joined ARGENT's security, Paul was much smarter than he appeared and was a capbable agent. Paul was eventually given the opporotunity to enter the big leagues of crime, super villainy. He volunteered for a gene splicing experiment and was transformed into the physical juggernaut known as Onslaught. Paul left ARGENT on good terms. The treatment was a success but had proven difficult (if not impossible) to duplicate; leading some of the scientists to believe they had merely activated latent mutant powers in Paul. Unwilling at this time to build a supervillain army (it was something that the relatively underground ARGENT found "too public"), ARGENT signed Paul to a mercenary contract, allowing him to work off the cost of the treatment. Once a free agent; Paul found that he didn't like being a single criminal, all of his life had been focused around teamwork and he found he needed it. When the opporotunity to join a team of costumed villains was presented, Onslaught jumped at it. | |
| Powers/Tactics: Onslaught is built to be a low level force of nature, barriers don't stop him, attacks don't slow him down. He seems, at times unstoppable. He is used to fighting other bricks, and enjoys the challenge. | |
| Campaign Use: Thug with out mental baggage and a team oriented outlook. | |
Player: NPC; Leader of the Elite
| Val | Char | Cost |
| 15/35 | STR | 5 |
| 15 | DEX | 15 |
| 20 | CON | 20 |
| 15 | BODY | 10 |
| 40 | INT | 30 |
| 23 | EGO | 26 |
| 20 | PRE | 10 |
| 12 | COM | 1 |
| 6/18 | PD | 3 |
| 6/18 | ED | 2 |
| 5 | SPD | 25 |
| 10 | REC | 6 |
| 40 | END | 0 |
| 40 | STUN | 7 |
| 6" | RUN | 0 |
| 2" | SWIM | 0 |
| 3"/7" | LEAP | 0 |
| Cost | Power | END |
| 105 | Vast Array of Toys: Variable Power Pool (Gadget Pool), 75 base + 30 control cost, (112 Active Points); all slots IIF (Minimal Focus Value.; -1/4) | |
| 0 | 1) Gravity Bolos: Entangle 4d6, 4 DEF, Entangle And Character Both Take Damage (+1/4) (50 Active Points); OAF (-1), 4 Recoverable Charges (-1/2) Real Cost: 20 | [4 rc] |
| 0 | 2) Blaster Pistol: EB 8d6, 16 Charges (+0), Reduced Endurance (1/2 END; +1/4), No Range Modifier (+1/2) (70 Active Points); OAF (-1) Real Cost: 35 | [16] |
| 0 | 3) Bond Burster: RKA 2d6 (30 Active Points); 1 Charge (-2), No Range (-1/2), IIF (Concealed Microcircuitry; -1/4) Real Cost: 8 | [1] |
| 0 | 4) Power Guantlets: +20 STR, Reduced Endurance (1/2 END; +1/4) (25 Active Points); OIF (-1/2), No Figured Characteristics (-1/2) Real Cost: 12 | 1 |
| 25 | Reinfoced Costume: (Total: 36 Active Cost, 25 Real Cost) +6 PD, Hardened (+1/4) (7 Active Points); OIF (-1/2) (Real Cost: 5) plus +6 ED, Hardened (+1/4) (7 Active Points); OIF (-1/2) (Real Cost: 5) plus Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2) (Real Cost: 15) | 0 |
| 5 | Visor: Sight Group Flash Defense (10 points) (10 Active Points); OAF (-1) | 0 |
| 17 | Anti Gravity unit in Belt: Flight 10", x4 Noncombat (25 Active Points); IAF (Belt ; -1/2) | 2 |
| 5 | Unversal Tool: +1 Overall (10 Active Points); OAF (-1) |
| Cost | Skill |
| 3 | Computer Programming 17- |
| 3 | Cryptography 17- |
| 3 | Demolitions 17- |
| 3 | High Society 13- |
| 3 | Inventor 17- |
| 3 | Mechanics 17- |
| 3 | Scientist |
| 2 | 1) SS: Aeronautics 17- (3 Active Points) |
| 2 | 2) SS: Chemistry 17- (3 Active Points) |
| 2 | 3) SS: Cybernetics 17- (3 Active Points) |
| 2 | 4) SS: Physics 17- (3 Active Points) |
| 2 | 5) SS: Robotics 17- (3 Active Points) |
| 3 | Security Systems 17- |
| 4 | Systems Operation (Communications Systems, Environmental Systems) 17- |
| 6 | Weaponsmith (Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 17- |
| Cost | Talent |
| 5 | Eidetic Memory |
| 3 | Lightning Calculator |
| 6 | Speed Reading (x100) |
| Val | Disadvantages |
| 15 | Enraged: When humilated or Out thought (Uncommon), go 11-, recover 11- |
| 20 | Hunted: ARGENT 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Hunted: SAT 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Hunted: The Champions 8- (Mo Pow, Harshly Punish) |
| 15 | Psychological Limitation: Arrogant, vain about intelligence (Common, Strong) |
| 10 | Psychological Limitation: Greedy (Common, Moderate) |
| 15 | Psychological Limitation: Vengeful (Common, Strong) |
| 10 | Reputation: Mad Scientist, 11- |
| 10 | Rivalry: Professional (Genius Superhero (PC), Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry |
| 15 | Social Limitation: Secret Identity (Drake Pennington) (Frequently, Major) |
| 5 | Unluck: 1d6 |
Base Points: 200
Experience Required: 25
Total Experience Available: 25
Experience Unspent: 0
Total Character Cost: 375
| Height: 1.73 m | Hair: Brown |
| Weight: 65.00 kg | Eyes: Brown |
| Appearance: A moderately handsome young genius with brown hair and eyes. As Overmind he wears a specially designed combat uniform and carries his gadgets in his belt. The Belt is gray and has many pouches and holsters. The uniform is red with gray boots, gloves, and opaque silver visor. | |
| Personality: At this early stage in his career, Overmnind has precious few goals. He wants to be respected as a master scientist, and get enough money for unlimited research. He sees the Elite as a project, and once he as achieved the goal of making them a formidable supervillain group he is unsure as to what they will do from there. | |
| Quote:"Your much ballyhooed intelligence seems to be less than adequate, Defender." | |
| Background: Dr Drake Pennington is a genius. He's also petty, arrogant, and slightly paranoid. Thinking his genius was going unnoticed, he decided to steal as much as he could from his employer, Leading Edge Technologies, and enter the world of supervillainy. Although his arsenal of technological devices was impressive, and he scored some early success, he found that groups of superheroes could be very frustrating to his plans. This led to the creation of the Elite. He gathered some villains that he felt he could work with and released them on the world. For the most part, the Elite are in the game for respect. They don't desire to rule the world but want the world to take notice. They work as mercenaries or enforcers, and tend to obssess over heroes that defeat them. As Overmind, Dr. Pennington is happier that he has been in a long time, he is is own boss, develops technologies at whim and has a cadre of supervillains to lead. | |
| Powers/Tactics: Supergenius intellect gadgeteer. | |
| Campaign Use: The Elite are serving the purpose of supervillain evolution in my campaign. The members of the Elite will become closer and closer as teammates and Overmind will use his genius to improve their gear and tactics as he gains more of a tactical sense. | |
Player: NPC; Member of the Elite
| Val | Char | Cost |
| 15 | STR | 5 |
| 27 | DEX | 51 |
| 18 | CON | 16 |
| 11 | BODY | 2 |
| 18 | INT | 8 |
| 13 | EGO | 6 |
| 18 | PRE | 8 |
| 12 | COM | 1 |
| 8/16 | PD | 5 |
| 8/16 | ED | 4 |
| 6 | SPD | 23 |
| 7 | REC | 0 |
| 40 | END | 2 |
| 40 | STUN | 12 |
| 8" | RUN | 0 |
| 2" | SWIM | 0 |
| 6" | LEAP | 0 |
| Cost | Power | END |
| 12 | Wing Harness: Flight 12" (24 Active Points); Restrainable (-1/2), OIF (-1/2) | 2 |
| 16 | Armored Uniform: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2) | 0 |
| 16 | +4 PER with Sight Group and Hearing Group | 0 |
| 4 | Tonfa: HA +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) | 1 |
| 4 | Tonfa: HA +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) | 1 |
| 9 | Sword: HKA 1d6+1 (2d6+1 w/STR) (20 Active Points); OAF (-1), No Knockback (-1/4) | 2 |
| 8 | (Total: 22 Active Cost, 8 Real Cost) HKA 1/2d6 (1d6+1 w/STR) (10 Active Points); OAF (-1) (Real Cost: 5) plus HKA 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4) (12 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Lockout (Can't Use Combat Knife until charge recovered; -1/2) (Real Cost: 3) | 1 |
| 15 | 3 Other Combat Knives: Custom Power (15 Active Points) | 0 |
| 5 | Another Sword: (5 Active Points) | 0 |
| 15 | Baretta Custom: (Total: 30 Active Cost, 15 Real Cost) RKA 1d6+1, 8 clips of 8 Charges (+0) (20 Active Points); OAF (-1) (Real Cost: 10) plus +2 w/OCV (10 Active Points); OAF (-1) (Real Cost: 5) | [8] |
| 5 | Another Baretta Custom: (5 Active Points) | 0 |
| 10 | Windshear: Mind Link , Animal class of minds, One Specific Mind, Psychic Bond | 0 |
| 4 | Fast: Running +2" (8" total) | 1 |
| 8 | Good Leaper: Leaping +3" (6" forward, 3" upward) (Accurate) | 1 |
| 14 | Bird Calls: Telepathy 5d6 (Animal class of minds) (25 Active Points); Limited Class Of Minds [Subset of a class] (Birds Only; -1/2), Communication Only (-1/4) | 2 |
| Cost | Martial Arts Maneuver |
| Commando Training | |
| 3 | 1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls |
| 4 | 2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 5d6 Strike |
| 4 | 3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND |
| 4 | 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs |
| 4 | 5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 10 STR for holding on |
| 4 | 6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll |
| 4 | 7) Karate "Chop": 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 |
| 4 | 8) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 1 | 9) Weapon Element: Clubs |
| 1 | 10) Weapon Element: Knives |
| Cost | Skill |
| 3 | Acrobatics 14- |
| 3 | Breakfall 14- |
| 3 | Climbing 14- |
| 3 | Combat Driving 14- |
| 3 | Combat Piloting 14- |
| 3 | Concealment 13- |
| 3 | Cryptography 13- |
| 10 | Defense Maneuver I-IV |
| 3 | Demolitions 13- |
| 3 | Electronics 13- |
| 3 | Forgery 13- |
| 3 | High Society 13- |
| 3 | Interrogation 13- |
| 2 | KS: Security 11- |
| 2 | KS: Criminal Underworld 11- |
| 3 | Lockpicking 14- |
| 3 | Mechanics 13- |
| 3 | Navigation (Air, Land) 13- |
| 3 | Paramedics 13- |
| 3 | Security Systems 13- |
| 3 | Seduction 13- |
| 3 | Shadowing 13- |
| 3 | Sleight Of Hand 14- |
| 3 | Stealth 14- |
| 3 | Streetwise 13- |
| 3 | Tactics 13- |
| 3 | Teamwork 14- |
| 10 | Two-Weapon Fighting (HTH) |
| 10 | Two-Weapon Fighting (Ranged) |
| 6 | WF: Common Melee Weapons, Common Missile Weapons, Small Arms |
| Cost | Perk |
| 3 | Contact: Local Crime Families (Contact has access to major institutions) 11- |
| 3 | Contact: Utility (Good relationship with Contact) 11- |
| 5 | Money: Well Off |
| 2 | Reputation: Skilled Operative (A medium-sized group) 11-, +2/+2d6 |
| 5 | Follower (Trained Falcon) |
| Cost | Talent |
| 3 | Absolute Range Sense |
| Val | Disadvantages |
| 10 | Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) |
| 10 | Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) |
| 5 | Distinctive Features: White hair; pale skin (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
| 20 | Hunted: Genocide 8- (Mo Pow, NCI, Harshly Punish) |
| 15 | Hunted: Mechassassin 8- (Mo Pow, Harshly Punish) |
| 20 | Hunted: Police 8- (Mo Pow, NCI, Harshly Punish) |
| 5 | Hunted: Rival Criminal 11- (As Pow, Watching) |
| 20 | Psychological Limitation: "Criminal Code of Honor" (Common, Total) |
| 15 | Psychological Limitation: Control Freak (Common, Strong) |
| 15 | Psychological Limitation: Driven to be the Best (Common, Strong) |
| 15 | Social Limitation: Secret Identity (Alisha Mahn) (Frequently, Major) |
Base Points: 200
Experience Required: 104
Total Experience Available: 103
Experience Unspent: 0
Total Character Cost: 454
| Height: 1.60 m | Hair: White |
| Weight: 60.00 kg | Eyes: Blue |
| Appearance: Attractive, slim, and small. Her white hair is apparently a biproduct of her mutations, she is not an albino. Her costume is gray with white armor plates on the chest, shoulders, thighs and guantlets. Her belt and boots are black and the wings are white. She wears a white mask. She carries a variety of archaic and modern weaponry as well. | |
| Personality: A rough and tumble professional, Snow Falcon is on her way to becoming a formidable criminal. She trains diligently and is level headed and pragmatic. She's in it for the money first, personal glory second, and revenge third. She gets along well with the team and has no plans to change membership at this point. She is working on instilling teamwork and to that end is hapy to have Onslaught and Headcase on the team, they are used to working with others and can help the newer villains along. She is also behind the attempts by Overmind to improve and increase the abilties of the team. | |
| Quote:"This will be the last time we meet." | |
| Background: Alishia Mahn is a mutant who turned her abilities and natural talents into a career as an enforcer for the local criminal element. Despite her gender and small size she commanded alot of respect until Mechassassin came to town. The armored assassin nearly killed her during their "aquaintance", while informing her that her serviceds were "no longer needed". When she recovered, she looked for a way to even the score. Eventually she found herself working with a hyper intelligent gadgeteer who had dubbed himself the Overmind. At Snow Falcon's suggestion he formed the Elite, a group of professional enforcers. The Elite is her baby, she is the combat leader and is working on instilling some sort of tactical and group dynamic to make them even more profitable and successful. She also wants to have a rematch against Mechassassin with her team by her side. | |
| Powers/Tactics: A skilled martial artist with both armed and unarmed combat styles, Snow Falcon also has the ability to control, communicate with, and summon birds. She has a reinforced combat uniform with specially designed (by Overmind) wings that allow her to fly. She preferes to fight on the ground, but the wings are good for escapes and travel. | |
| Campaign Use: A competant supervillainess. | |
Player: NPC; Member of the Elite
| Val | Char | Cost |
| 15 | STR | 5 |
| 26 | DEX | 48 |
| 20 | CON | 20 |
| 12 | BODY | 4 |
| 18 | INT | 8 |
| 13 | EGO | 6 |
| 15 | PRE | 5 |
| 16 | COM | 3 |
| 11/16 | PD | 5 |
| 11/16 | ED | 4 |
| 6 | SPD | 24 |
| 7 | REC | 0 |
| 40 | END | 0 |
| 31 | STUN | 1 |
| 7" | RUN | 0 |
| 2" | SWIM | 0 |
| 4" | LEAP | 0 |
| Cost | Power | END |
| 37 | Web Gun: Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1) | |
| 4u | 1) Web Spinning: Entangle 5d6, 5 DEF, Sticky (+1/2) (75 Active Points); OAF (-1) | 7 |
| 4u | 2) Web Wall: Entangle 3d6, 3 DEF, Sticky (+1/2), Area Of Effect (18" Line; +1) (75 Active Points); OAF (-1) | 7 |
| 1u | 3) Grabline: Stretching 5" (25 Active Points); OAF (-1), Only for grabbing objects and "Reeling" them in (-1/2), Cannot Do Damage (-1/2), no Noncombat Stretching (-1/4), Always Direct (-1/4) | 2 |
| 1u | 4) Swingline: Swinging 15" (15 Active Points); OAF (-1) | 1 |
| 10 | Armored Costume: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) | 0 |
| 4 | Night Sight Lenses: Nightvision (5 Active Points); IIF (Lenses in Cowl; -1/4) | 0 |
| 10 | Lenses: Sight Group Flash Defense (12 points) (12 Active Points); IIF (Cowl Lenses; -1/4) | 0 |
| 2 | Fast: Running +1" (7" total) | 1 |
| 1 | Acrobatic Leaper: Leaping +1" (4" forward, 2" upward) | 1 |
| Cost | Martial Arts Maneuver |
| Jeet Kune Do (Jun Fan Kung Fu) | |
| 4 | 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 4 | 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort |
| 5 | 3) Kick/Knee Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike |
| 3 | 4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 +v/5, Target Falls |
| 1 | 5) Weapon Element: Clubs |
| Cost | Skill |
| 3 | Acrobatics 14- |
| 3 | Breakfall 14- |
| 3 | Climbing 14- |
| 2 | Computer Programming (Portable Computers) 13- |
| 3 | Concealment 13- |
| 3 | Contortionist 14- |
| 10 | Defense Maneuver I-IV |
| 3 | Demolitions 13- |
| 3 | Electronics 13- |
| 2 | Forgery (Documents) 13- |
| 3 | Inventor 13- |
| 3 | KS: Alarm Systems 12- |
| 2 | KS: Black Market 11- |
| 2 | KS: Jeet Kune Do (Jun Fan Kung Fu) 11- |
| 3 | Lockpicking 14- |
| 3 | Mechanics 13- |
| 3 | Security Systems 13- |
| 3 | Shadowing 13- |
| 3 | Sleight Of Hand 14- |
| 3 | Stealth 14- |
| 3 | Streetwise 12- |
| Cost | Perk |
| 2 | Contact: Black Market 11- |
| 2 | Fringe Benefit: International Driver's License, Passport |
| Cost | Talent |
| 6 | Combat Luck (3 PD/3 ED) |
| Val | Disadvantages |
| 15 | DNPC: Shanna O'Herrin (Girlfriend) 8- (Normal; Unaware of character's adventuring career/Secret ID) |
| 10 | Distinctive Features: Style Limitation (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) |
| 20 | Hunted: Duchess Industries 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Hunted: Police 8- (Mo Pow, NCI, Harshly Punish) |
| 20 | Psychological Limitation: Code vs Killing (Common, Total) |
| 15 | Psychological Limitation: Feels he must prove his worth (Common, Strong) |
| 15 | Psychological Limitation: Thrill Seeker (Very Common, Moderate) |
| 10 | Reputation: Skilled Cat Burgler, 11- |
| 10 | Rivalry: Professional (Black Jack; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
| 15 | Social Limitation: Secret Identity: Preston Lester (Frequently, Major) |
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Total Character Cost: 300
| Height: 1.68 m | Hair: Red |
| Weight: 57.00 kg | Eyes: Green |
| Appearance: A little on the short side, Preston is lithely built and easily blends into the crowd in his civies. As the Web, he wears a black costume with white web designs on the chest, legs, and forearms. The Web Gun is gold and worn on his right hip. | |
| Personality: At this point in his career, the Web is having a blast, he hasn't really suffered and is more the merry rogue than hardened criminal. He intends to stay that way. He trains intensely and is a skilled second story man and athlete. He has started working on combat skills as some of the costumed clad heroes don't want to simply trade witty banter. He enjoys working with the Elite, these guys are his kind of people, not like the psychos in Eurostar... | |
| Quote:"Hard to shoot me with your gun glued to your hip isn't it?" | |
| Background: Preston "Stone" Lester has always been a bright fellow, friendly, cheerful, and gracious. The fact that he is a supervillain is kind of a funny story. Stone was alway picked on by the bigger kids, nothing traumatic, mostly friendly razzing. But it bugged him; he never let them see it, but it bothered him a great deal. So he would do anything to prove he was a "Big Man". He ran with gangs in his teens and in his early twenties went to prison for armed robbery. While there he met an older man, a retired cat burglar, who saw more to the young man than a petty criminal. When he was paroled, the old man told Stone he would be waiting on the outside. A year later and they were training hard to turn Preston into a world class cat burgler. It was during this time that Stone developed the web gun. He used it for a while as a cat burgler but an encounter with Black Jack, a daring costumed criminal who specialized in impossible robberies was enough for Stone to think even bigger. Now, as the Web, he is a bonafide super villain, that would show the kids in the neighborhood. | |
| Powers/Tactics: At this point in the game, the Web is a support combatant. He lacks any real offense save for his entangles, as he grows in experience and skill he will become a more proficient and formidable opponent. Right now, its web 'em and get out of the way. | |
| Campaign Use: Member of the Elite | |
Player: NPC: Member of the Elite
| Val | Char | Cost |
| 10/40 | STR | 0 |
| 23 | DEX | 9 |
| 10/20 | CON | 0 |
| 10 | BODY | 0 |
| 20 | INT | 10 |
| 11 | EGO | 2 |
| 15/20 | PRE | 5 |
| 12 | COM | 1 |
| 2/25 | PD | 0 |
| 2/25 | ED | 0 |
| 2/5 | SPD | 0 |
| 4/11 | REC | 0 |
| 20 | END | 0 |
| 20/50 | STUN | 0 |
| 6" | RUN | 0 |
| 2" | SWIM | 0 |
| 2"/8" | LEAP | 0 |
| Cost | Power | END |
| 40 | Weapons Systems: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) | |
| 4u | 1) Plasma Pulse: EB 12d6 (60 Active Points); OIF (-1/2) | 6 |
| 4u | 2) Ion Spheres: EB 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (-1/2) | 6 |
| 3u | 3) Micro Missile Barrage: EB 6d6, Area Of Effect (3" Radius; +1) (60 Active Points); 6 Charges (-3/4), OIF (-1/2) | [6] |
| ZERO Class Powered Armor, all slots OIF (-1/2) | ||
| 46 | 1) Armor Plating: Armor (23 PD/23 ED) (69 Active Points); OIF (-1/2) | 0 |
| 15 | 2) Servo-Motors: +30 STR (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) | 3 |
| 15 | 3) Cybernetic Relay-Link: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) | |
| 10 | 4) Impact Dispersal Layer: +10 CON (20 Active Points); No Figured Characteristics (-1/2), OIF (-1/2) | |
| 3 | 5) Impressive Artificial Countenance: +5 PRE (5 Active Points); OIF (-1/2) | |
| 20 | 6) Cybernetic Relays: +3 SPD (30 Active Points); OIF (-1/2) | |
| 9 | 7) Bio-Feedback Enhancement I: +7 REC (14 Active Points); OIF (-1/2) | |
| 20 | 8) Bio-Feedback Enhancement II: +30 STUN (30 Active Points); OIF (-1/2) | |
| 10 | 9) Power Supply: Endurance Reserve (100 END, 5 REC) (15 Active Points); OIF (-1/2) | 0 |
| 13 | 10) Protected Senses: (Total: 20 Active Cost, 13 Real Cost) Hearing Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Radio Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) (Real Cost: 7) | 0 |
| 25 | 11) Sensor Suite: (Total: 38 Active Cost, 25 Real Cost) +1 PER with all Sense Groups (3 Active Points); OIF (-1/2) (Real Cost: 2) plus HRRP (Radio Group) (12 Active Points); OIF (-1/2) (Real Cost: 8) plus Nightvision (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Radar (Radio Group) (15 Active Points); OIF (-1/2) (Real Cost: 10) plus Ultrasonic Perception (Hearing Group) (3 Active Points); OIF (-1/2) (Real Cost: 2) | 0 |
| 13 | 12) Environmental Safety Unit: LS (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-1/2) | 0 |
| 30 | 13) Micro Jets: Flight 20", x4 Noncombat (45 Active Points); OIF (-1/2) | 4 |
| Cost | Skill |
| 3 | Combat Piloting 14- |
| 3 | Computer Programming 13- |
| 3 | Demolitions 13- |
| 3 | Electronics 13- |
| 3 | Inventor 13- |
| 3 | Mechanics 13- |
| 3 | SS: Aeronautics 13- |
| 3 | SS: Robotics 13- |
| 3 | SS: Cybernetics 13- |
| 3 | SS: Physics 13- |
| 3 | Security Systems 13- |
| 3 | Systems Operation 13- |
| 1 | TF: Anthropomorphic Mecha, Combat Aircraft |
| 6 | WF: Beam Weapons, Energy Weapons, Small Arms |
| Val | Disadvantages |
| 15 | Hunted: DanCo 8- (As Pow, NCI, Harshly Punish) |
| 10 | Hunted: Geothermal 8- (As Pow, Harshly Punish) |
| 25 | Hunted: SAT 11- (Mo Pow, NCI, Harshly Punish) |
| 15 | Psychological Limitation: Craves Respect (Common, Strong) |
| 15 | Psychological Limitation: Greedy (Common, Strong) |
| 15 | Psychological Limitation: Loyal to Overmind (Common, Strong) |
| 10 | Psychological Limitation: Mecha Fan; loves to create and desing powered armor (Common, Moderate) |
| 5 | Rivalry: Professional (Cyclone; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) |
| 15 | Social Limitation: Secret ID (Ryuji Matsumoto) (Frequently, Major) |
| 5 | Unluck: 1d6 |
| 10 | Vulnerability: 1 1/2 x BODY Electrical Attacks (Common) |
| 10 | Vulnerability: 1 1/2 x STUN Electrical Attacks (Common) |
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
Total Character Cost: 350
| Height: 1.70 m | Hair: Black |
| Weight: 60.00 kg | Eyes: Brown |
| Appearance: An average looking fellow with thinning black hair and glasses. He wears a white and black suit of powered armor with a red sun symbol on the shoulder. The Zero armor has small "Wings" coming off a backpack. Overall it has something of a cartoon Mecha appearance. | |
| Personality: Greed and respect. All else is secondary. Ryuji is comforatble with his team mates, respects he hell out of Overmind and thinks that he has found his place in the universe. | |
| Quote:"No I don't know Karate!" "On your left Onslaught!" *ZAPP!!* | |
| Background: Ryuji is a talented engineer/inventor who felt he was being marginalized in the Security Industry. He had worked with the development team on the DanCo Turtle Armor Series as well as SAT's Steel Brigade. He felt that he was overlooked for promotions and that he never received the credit deserved. This may or may not be true, but after 15 years of throwing himself against the wall, Ryuji had enough. He "reallocated" assets from his current project and began working on his own powered armor design. Originally he intended to be a hero and show those who had kept him down that he was a name to be reckoned with. Over time, however, he simply wanted to get cash and develop his armor. It wasn't hard to get him to join the elite, Overmind merely told him that he respected his work in the industry and that the more the merrier when it came to Costumed Combat. Taking the name Zero, after the WWII Japanese fighter planes, Ryuji has become quite accustomed to the life of an armored ne'er-do-well. | |
| Powers/Tactics: A team player, Zero tends to stay airborne, using his maneuverability and speed to stay ahead of his opponents. | |
| Campaign Use: Armored criminal. Can be a factor if PC's ever encounter any of his old companies or contractors. | |