Cyclone II

Cyclone II
Pierre Fresson

Fighting Good
Agility Excellent
Strength Typical
Endurance Excellent
Reason Typical
Intuition Good
Psyche Typical

Health 56
Karma 22
Resources Typical
Popularity -5

Powers

None

Equipment

Cyclone Suit: Cyclone’s suit gives him the power to control air patterns and wind with Amazing rank. Outside of his flight ability, Cyclone is always immune to his own powers. He uses the suit’s abilities in a number of ways:
Create Vacuum: Cyclone can create a small vacuum, suitable for affecting a single target within a range of 10 areas, with a successful ranged attack. The victim, if struck, must make an Endurance FEAT. Success means the hero was able to hold their breath before the attack. Failure results in immediate Asphyxiation. Although characters need only to fail the first roll to begin the effects of Asphyxiation, Cyclone must concentrate on the target to maintain the vacuum and may not take any other offensive actions.
Create Vortex: Cyclone may create spinning vortexes, similar to the ones used to lift targets, to cause damage. Those struck suffer Excellent blunt physical damage.
Disrupt Flight: He can disrupt other flying and gliding figures or craft. Characters in flight must succeed at an Agility FEAT, while gliding characters must make an Agility FEAT. Craft in flight must make a Control FEAT. Failure indicates that the victim is “buffeted” by Cyclone’s winds at Cyclone’s bidding. In combat, this means the figure or craft is “pushed” up to 5 areas in any direction Cyclone wishes. Craft are also considered “Out-of-Control”. This attack is Wide-ranged, and has an incremental range of 10 areas. Cyclone may attempt to strike a target with the buffeted victim, within the 5 area range, with another successive ranged attack roll against the new target with a -2CS penalty.
Flight: Cyclone can fly at Good airspeed (75 mph) with a top speed of about 120 mph.
Air Disruption: Flying opponents must make an Agility FEAT roll to remain airborne. Gliding opponents must make a Red FEAT.
Lift Object: Cyclone can lift characters and objects into the air. To do so, the target must be within the range of 10 areas, and Cyclone must make a successful ranged attack with a +1CS bonus. If Cyclone is successful thus far, he must then make a successful Grapple attack as if he had Incredible Strength (the Grappling force is the air current, and can be Resisted, but not Reversed.) Characters so affected by the Grapple are lifted off the ground, either in a calm and controlled method, or (more likely) in a violent, spinning motion. Characters and objects in the violent cyclone suffer Remarkable blunt damage once per round, and must succeed an Endurance FEAT or stunned for 1-10 rounds.
Body Armor: In addtion the Cyclone suit provides Excellent protection from physical and energy damage

Talents

Aerial Combat, Bi-lingual: English, French

Contacts

Masters of Evil V, VII and VIII

History

After the murder of the original Cyclone in the ”Bar With No Name” massacre, the designs of his costume fell in the hands of a European-based ”family” of the world-wide criminal organization, the Maggia. Maggia technicians managed to duplicate Cyclone’s costume, and the Maggia leaders give it to their member Pierre Fresson. Presumably, the new Cyclone used his new identity for Maggia operations before he was approached by the new Crimson Cowl to join her incarnation of the Masters of Evil. (Whether or not the Crimson Cowl knew of Fresson’s Maggia connections remains unknown.) That group soon came into conflict with the Thunderbolts, members of the former Masters of Evil who were, at the time, only pretending to be heroes. Since then the two groups had clashed repeatedly, and Cyclone in particular was used to spy on the Thunderbolts when the team truly decided to become heroes. Eventually, the Masters of Evil were summarily defeated by the Thunderbolts during a worldwide blackmail scheme, and many of the Masters were arrested, but Cyclone escaped.

Through unrevealed circumstances, Pierre Fresson was later seen among the Maggia leaders assembled by the Grim Reaper who tried to claim leadership of the scattered, fractious families on behalf of Count Nefaria. Fresson was present as speaker for the European families, but when the hero team Avengers invaded the meeting place, Fresson used his Cyclone-powers to escape. Fresson next appeared once more in the Crimson Cowl’s employ. The Masters of Evil were confronted by Hawkeye and his allies Songbird and Plantman (now Blackheath) who were searching for the legacy of criminal industrialist Justin Hammer. Their search ended with Hammer’s daughter, Justine, who turned out to be the Crimson Cowl. Hawkeye convinced Fresson and other members of the Masters of Evil to side with him against Crimson Cowl and their former allies, pointing out the dangers of the super-weapon, a biological toxin that had been ingested by every single villain, including Cyclone, and would instantly kill them anywhere on the Earth. Hoping to throw off suspicion, Hawkeye made the villains reinvent their costumed identities, although Fresson refused to abandon his name and costume of Cyclone.

The group ultimately defeated the Cowl and her Masters of Evil, and Blackheath managed to release an antidote into the atmosphere instead. The Thunderbolts immediately fought against the Elite Agents of SHIELD who caught up with them and wanted the remains of Blackheath’s body, although he soon revived himself. The Thunderbolts were aided by the arrival of the true Citizen V, who needed the team’s immediate help with his agency’s ship– the engines of which were made of alien technology that had began distorting, threatening to suck the Earth into the null space of a white hole. Fresson refused, as Hawkeye claimed that no one would have to help if they chose not to. Of course, this meant that they chose to remain in their villainous status quo, and Fresson was immediately remanded to SHIELD custody.

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