The Mosquito - A bio and quasi battle suit villain with a taste for jewelry, fine art, and sadistic sarcasm. He is known to annoy many, being very hard to catch ( even for some upper level heros ), and fits your classic thief like villain for campaigns.
Fighting: Good
Agility: Remarkable
Strength Typical ( Enhanced to Excellent in battle suit )
Endurance: Excellent ( Incredible in suit )
Reason: Remarkable
Intuition: Excellent ( Remarkable in suit )
Psyche: Good
Health: 100 Suit / 66 normal
Karma: 70 Suit / 60 normal
Resources: Excellent
Power: None
Battle suit: A black kevlar suit, that resembles the shape of a Mosquito has the following abilities
Body Armor: Excellent to physical attacks. Good vs. energy, electricity, heat, cold or acid-based attacks.
Oily exterior - The suit is very hard to grasp due to an oily coating. -4CS to wrestling attacks of holds.
Flight: Excellent airspeed and control via vibrating wings.
Noise: replication of a very loud mosquito buzzing someone's ear, the noise is agitating cause anyone in the area a -2cs on all rolls. A full volume, it can cause poor sound damage per round to living aminals and people.
Radar: Excellent range.
Taser. Excellent intensity, 20 foot range. ( location utility belt )
Laser Drill. A cutting tool that can slice steel or glass with Incredible ability ( location Utility belt )
Itching power bomb. ( 4 ) in the utility belt. Upon impact, these small red balls explode and release a remarkable level itching power within the area. The irritability level is beyond the worst rash you can imagine. -2CS to reason, intuition, and psyche based feats and rolls. Lasts for 24-28 hours.
Mosquito sting. A.K.A Blood darts ( 8 )attached to a utility belt. Shot with Incredible Agility. These sharp darts are Remarkably sharp, and cause Poor damage. Upon a successful hit, the dart injects a sleeping sickness that causes extreme fatigue, swollen lymph nodes, and aching muscles.
A Victim Endurance feat roll determines the outcome.
Blue / white victim falls to sleep for 10 -20 rounds and remains sick for 48-72 hours. -2CS to Strength and Endurance. If the victim has poor Endurace, move them to Feeble. Those with feeble endurance roll for death
Green - 1CS to Strength and Endurance for 10 rounds. Rest needed for one round. Sickness for 24-48 hours
Yellow or Red- No effect
Talents:
Battle-suit operation / Battle-suit design
Chemistry ( Chemical and Biological Weapons)
Entomology( the scientific study of insects )
Parasitology
Stealth
Escape artists
Martial Arts A
Thrown Objects
Thief ( Planning, execution, escape )
Art assessment
Gemologist
Computers
"To defend: this is the pact. But when life loses its meaning and is taken for naught... then the pact is to avenge."