Electro
Maxwell Dillon
F) Gd10
A) Ex20
S) Ex20
E) Am50
R) Gd10
I) Ex20
P) Ty6
Health: 100 Karma: 36
Resources: Ty Pop: -15
Known Powers:
Electrical Generation: Mn, Electro has the ability to generate and channel huge amounts of electrical and electrostatic energy. He uses these abilities in a number of ways, including:
-Electro-Bolts: Am Energy, 5 areas, and +1CS to hit.
-Electrical Shock (on touch): Mn damage, knocking out his opponent for 1-10 rounds unless the opponent makes an Endurance FEAT vs. Mn intensity. Electro must successfully grapple his opponent before he may use this ability.
-Ride Electro-Magnetics Lines: Mn ground speed, areas where there is electricity coursing nearby, like powerlines and wiring within buildings
-Override: Am ability to override electrical systems and shut down computers or electrically powered robots. Robots with an Endurance stat may make an Endurance FEAT to avoid this reprogramming.
-Energy Absorption: Mn ability to absorb energy and use it in his energy blasts. He can absorb up to Un if he makes a yellow End. FEAT and Sh-X if he makes a Red End. FEAT.
-Metal Ionization: Electro was taught by Doctor Octopus during a stint in prison that he could ionize metals. He is able to lift ferrous material with Am ability.
Equipment:
None
Limitations:
Neurological Inhibitor: Should Electro begin to act on his criminal ways, Electro's Neurological Inhibitor, located on the back of his neck, will shut down his powers.
Talents: Electronics, Crime
Contacts: The Alliance