Solo

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Game Stats
Solo

Name

Fighting) Ex20

Agility) Ex20

Strength) Ex20

Endurance) Ex20

Reason) Ex20

Intuition) Ex20

Psyche) Ex20

Health: 80

Karma: 60

Resources: Ex20

Pop: 0

Known Powers:

None

Equipment:

None

Talents:

None

Contacts:

None

☀Solo

James Bourne

F) In40 A) Rm30 S) Gd10 E) Rm30 R) Ty6 I) Gd10 P) Gd10

Health: 110 Karma: 26 Resources: Gd Pop: 5

Known Powers: Teleportation: Solo is able to teleport himself and his clothing and equipment to a maximum of CL3000 He can take along anything else he is touching with a total weight of no more than 400 pounds. Each time he teleports, Solo must succeed at a Green End. FEAT or be confused and unable to act on the following turn. Passengers must succeed at a Green End. FEAT or be disoriented for 1-10 turns. It takes Solo’s metabolism time to realign after he teleports between locations. He must wait 1-10 turns to "recharge." In order to teleport before this time has elapsed, Solo must first succeed at a Red Power Rank FEAT. He can attempt this FEAT only once while recharging, and failure indicates that he must recharge for an additional 1-10 turns. If Solo should accidentally rematerialize in a solid object, he must attempt a Power Rank FEAT. A Yellow result is required for success, meaning he instinctively teleports to another location and falls unconscious for 1-10 turns. Failure denotes that he suffers damage equal to twice the object’s Material Strength or actual Strength, if it is a living being. In the latter case, the creature takes an equivalent amount of damage.

Equipment: Body Armor: Gd protection vs. Physical, Pr protection vs. Energy Automatic Rifle: Ex Shooting, 7 areas Climbing Claws: Fe Wall-Crawling Combat Knives: Gd Edge, thrown or melee Grenades: Solo carries 2 of each of the following types of grenades strapped to a bandolier worn across his chest and back: -Concussion: In Blunt damage to 1 area. -Flash: Am intensity flash of light. Those facing the flash are blinded for 1-10 turns if they fail an Agility FEAT roll. -Frag: Rm Edge to 1 area. -Knock-Out: Ex intensity knockout gas. All in the same area who fail an End FEAT fall unconscious for 1-10 turns. -Smoke: Ex intensity smoke fills 1 area. All FEATs within the area are at -2CS. Machine Pistol: Ex Shooting, 6 areas Sub-Machine Gun: Rm Shooting, 8 areas

Limitation: Solo’s teleportation is preceded at his destination by flashing globules of plasma (the phase of matter comprised of energy), which sometimes alert observers to his impending arrival.

Talents: Guns, Thrown Weapons, Martial Arts B, C, E

Contacts: Captain America, Silver Sable, Spider-Man