Site hosted by Angelfire.com: Build your free website today!

Electro

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:
Living Electrical Thunderbolt: Un, Electro makes a deal with Dexter Bennett into paying for an operation that can cure his powers if he accepts to call off the campaign. The Mad Thinker tries to cure him by increasing his electrical abilities, but Spider-Man interferes with the process, turning Electro into an artificial electrical thunderbolt. He has the following abilities:
-Electrical Generation: Un ability to generate and channel huge amounts of electrical and electrostatic energy.
-Electro-Bolts: Mn 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.
-Electrical Travel: Un ability to travel through electrical appliances such as going through a light bulb and exiting through any other electronic device connected to the power source.

Equipment:
None

Talents: Electronics, Crime

Contacts: Sinister Six, The Vulture

Electro's First Costume

Electro before breaking into the Raft

Electro's Last Costume