FIGHTING | GD(10) |
AGILITY | EX(20) |
STRENGTH | EX(20) |
ENDURANCE | AM(50) |
REASON | GD(10) |
INTUITION | EX(20) |
PSYCHE | TY(6) |
Health | 100 |
Karma | 36 |
Resources | FB(2) - RM(30) |
Popularity | -12 - -14 |
BACKGROUND:
Real Name:
Maxwell Dillon
Occupation:
Former lineman for Consolidated Edison, now professional
criminal.
Legal Status:
U.S. citizen with a criminal record.
Identity:
Publicly known.
Place of birth:
Endicott, New York.
Marital Status: Divorced.
Known relatives:
None.
Base Of
Operations: Mobile
Past
Group Affiliations: One-time
partner of Doctor Octopus, Sandman, Kraven The Hunter, Vulture, Mysterio in the
Sinister Six; Leapfrog, Matador, Gladiator, Stilt-Man in the Emissaries Of Evil;
Sandman, Wizard, Trapster in the Frightful Four; as well as Blizzard and the
Purple Man.
KNOWN POWERS:
Electro, a textbook example of a super-powered criminal, has developed his one straightforward power toward a number of subtle uses.
Electrical Generation: Electro has the ability to generate and channel upwards of 100,000 volts, delivering incredible damage to grounded targets, good damage to insulated or otherwise ungrounded targets. Electro's range is 5 areas, and he enjoys a +1CS to hit. Electro can also discharge his attack at closer range, increasing his damage. His bolts do Amazing (or Excellent) damage to characters in the same area, and if Electro manages to actually grapple his opponent, he can deliver Monstrous damage, against which no opponent is ungrounded. Electro has developed a number of power stunts.
Electro can ride lines of high electro-magnetic potential (such as power lines) with Monstrous ground speed (9 areas/round). He has recently demonstrated the ability to ride bridges of electricity that he himself creates, allowing him to fly in the same way that Iceman uses his ice-slides, at Excellent ground speed (5 areas each round). this mode of travel once exhausted Electro rapidly, but now he can travel in this manner for a half hour at a time (at 75 miles per hour) without tiring.
Electro can 'feel' the course of electricity through the circuitry of any electrically-powered device. By succeeding in an Amazing-intensity power FEAT against the rank of Reason required to build the device (or against the Endurance of the device if the machine has an Endurance), Electro can take control of the device. His control is not capable of fine manipulation: he can disconnect alarm systems, overload a subsystem, or perhaps control a computer in a very limited fashion. Producing a recognizably human voice over telephone wires would be beyond Electro's skills.
Electro can channel his powers into his own muscle tissue, producing controlled galvanic responses. By these means, he can temporarily increase his Strength to Remarkable, but doing so causes Electro Typical damage, and his body would never be able to endure extended feats of strength (such as supporting a great weight) at that intensity. On the other hand, if Electro is somehow drained of power, his Agility and Strength drop to Typical, with corresponding drop in Health.
Electro can use electricity to keep himself in good health. His recuperative powers are astonishing, and with a sufficient power source (such as the power generators at Niagara), Electro can 'burn out' virtually any disease from his body, up to and including cancer.
Invulnerability: Electro has Class 1000 Resistance to all forms of Electrical energy, and Excellent Resistance to other forms of energy.
TALENTS:
Electro has no significant talents.
CONTACTS:
Dillon has served as partner or agent of a wide variety of villains, and is generally on tolerably good relations with most of them. He is otherwise well-connected in the criminal underworld.
ROLEPLAYING NOTES:
Electro is the stereotypical 'professional criminal.' Dillon has proven himself time and time again to be a 'team player,' trustworthy as regards his end of an assignment and willing to support his partners in a fight. These days, however, he's soured on teams, bearing in mind several bitter defeats he's suffered while working with others. Electro's personality is largely unchanged. However, he's a thief and an extortionist more than a killer, and he will usually keep his word when it is marginally convenient to do so.
HISTORY:
Maxwell Dillon was a high-wire lineman for New York's major electrical power company. While holding power lines that were still connected to their spool, Dillon was struck by lightning. The unusually configured magnetic field that was generated by the wound spool of one-inch cable and the live, high-tension wires caused a body-wide mutagenic change in his nervous system. This change transformed him into a living electrical capacitor, powered by the microfine rhythmic muscle contractions that normally regulate body temperature. Donning a colourful disguise and calling himself Electro, Dillon decided to use his power for personal gain.
Electro's first and most frequent nemesis is Spider-Man, although he has also fought Daredevil, Captain America, Falcon, and the Fantastic Four. Not particularly imaginative, Electro generally has employed his powers for robberies, extortion, or revenge. He has served several prison sentences and has had his powers investigated at Project Pegasus. After yet another humiliating defeat at the hands of the Shocker and Spiderman, Electro is currently in prison, held in a special electrically non-conductive cell, plotting his next escape.
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characters and the distinctive likeness(es) thereof are Trademarks of
Marvel
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Copyright© 2000 Marvel Characters, Inc. All Rights Reserved.