A.I.M. Superior

AIM superiors avoid marking their status on their uniform so that when the eventual fight breaks out they can sneak away with the other henchmen.

Origin: Normal Human
Ethnicity: Any

Stats:
  • Fighting: Typical 6
  • Agility: Typical 6
  • Strength: Typical 6
  • Endurance: Good 10
  • Reason: Remarkable 30
  • Intuition: Excellent 20
  • Psyche: Excellent 20

Health: 28
Karma: 70
Initiative: 1

Powers:

  • None

Talents:
Computers
Electronics
Repair/Tinkering
Physics
Chemistry
Biology
Business
Leadership
Gear:

  • AIM-Zytron-174; 500 Level A Haz-mat Underlay: Amazing protection from radiation, toxins, corrosives, fire& heat, electricity. Provides Amazing protection to senses.
  • AIM-IASGO-417 (Individual Armor System for Ground Operations) Body Armor provides Remarkable protection from physical attacks and Excellent protection from energy attacks. Medium weave causes -1cs Agility when used.
  • AIM belt tool kit. Used to aid in electronics work. Contains various Phillips and Flathead screwdrivers, wrenches, drill bits and other implements. Inside the base are multi-line analyzers  and other electrical analysis gear.
  • AIM PP MK XI Standard Issue Plasma Pistol
    • Range: 5 areas
    • Normal Damage: Incredible 36 points, energy
    • Rate of Fire: 1 shot/round. 9 shots/Pack
    • May be fired with one hand. Excellent strength materials.
    • Unstable PPC core: On a roll of 1 the power-pack will overload the heat sinks and will hit critical mass within 1-10 rounds. At this point it will shutdown and dump the internal stabilization rods dealing 10 points of damage to anyone holding the weapon, roll as GD energy damage for intensity.
  • AIM Stonewall 9000-K: Portable Dampening Field Generator.
    • Medium size, requires 2 turns to set up.
    • Limited Battery, field consumes 1 energy charge/round, 5 energy charges/pack.
    • Nullifier field weakens the natural abilities of mutants and altered humans within 1 area of the device. Anyone within the field suffer a -5CS penalty on all physical abilities and a -7CS penalty on all power ranks. Talents and mental abilities (not powers) remain unchanged. No ability or power rank can drop below Feeble.
    • Each round targets inside the field mat make a psyche feat for inborn powers or a reason feat for high tech powers to evade its effects.
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Posted in Chi-Town Champions: Villains