Super Villain
Yeah, nothing much new about these bad guys.
Super Powers for the Super Villain: Roll on Table C of the Experiment Power Category (HU2, page 116).
Attribute Requirements: I.Q. 10, P.P. 10.
Starting Age: 16
Base S.D.C.: 20
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert ( or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: General and Special Training.
Superspy Modifications Available: None
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Select three Rogue/Criminal Skill Programs. Also, the character can select two (2) Basic skill programs.
Secondary Skills: Select any six (6)
Secondary Skills: Select any eight (8).
Money: $10,000
Income: Base pay is $400 a week when at an agency.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 6th, 9th, and 13th levels.
Social Contacts: The character has served time in prison. Roll for country and roll 1D20 for number of years (and add to age). Character can also easily pass for an underworld criminal (60%+5% per level). The thief has a chance of finding a former friend, accomplice; or acquaintance in most criminal hang-outs or organizations (20% in country of origin, 31% in country where the character was jailed, and 7% everywhere else). This cuts both ways, since other criminals have a 7% chance of recognizing the character.

Hosted by www.Geocities.ws

1