Killerwatt
F) Gd10
A) Gd10
S) Ty6
E) Gd10
R) Ty6
I) Ty6
P) Ty6
Health: 36 Karma: 18
Resources: Ty Pop: -15
Known Powers:
Electrical Generation: Mn, Killerwatt 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. Killerwatt 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 Absorbtion: 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.
Equipment:
None
Talents: Electronics, Crime
Contacts: Savage Six, Revengers
Originally a backstage hand at a concert, The man now known as Killerwatt was electrocuted by a sound board when it was hit by lightning. He gained electrical-based powers and went out to become a costumed thief. After being defeated by Spider-Girl, Killerwatt broke out of jail and became part of the Revengers to help take down the "new" Avengers. He was beaten again, but made a quick escape and now he plots revenge against Spider-Girl.
Killerwatt's First Costume