Name: Crazy Eight Val Char Cost 15 STR 5 23 DEX 39 16 CON 12 10 BODY 18 INT 8 18 EGO 16 23 PRE 13 14 COM 2 15 PD 12 15 ED 12 6 SPD 27 6 REC 32 END 26 STUN Characteristic Rolls: STR: 12-, DEX: 14-, CON: 12-, INT: 13-, EGO: 13-, PER: 13- Run: 12", Swim: 2", Jump: 6", Lift: 300 kg Cost Powers END/Roll 25 Multipower, -1 limit OAF Trick Juggling Balls 2 u - "Concussion Grenades," 6D6 EB, +1/2 adv Explosion, -1/4 limit 12 Charges 2 u - "Razor Balls," 2D6 RKA, +1/2 adv Autofire 5 shots, -1/4 limit 12 Charges 2 u - "Bolo Balls," 6D6 Entangle, -1/4 limit Can't Form Barriers, -1/4 limit 12 Charges 2 u - "Gas Grenades," 4D6 EB, +1 adv No Normal Defense (Hold Breath, Life Support), +1/2 adv One-Hex Area Of Effect, -1/4 limit 12 Charges 2 u - "Sonic Disruptor Balls," 4D6 ED, +1-1/2 adv Attack Versus Limited Defense (Hearing Flash DEF), -1/4 limit 12 Charges 12 Running +6" (Total 12") 3 Leaping +3" (Total 6") Cost Skills, Talents, Perks Roll Martial Maneuvers 4 Martial Dodge, +5 DCV, Dodge, affects all attacks, Abort 4 Martial Block, +2 OCV, +2 DCV, Block, Abort 5 Kick (Offensive Strike), -2 OCV, +1 DCV, STR+4D6 Strike 4 Punch (Martial Strike), +2 DCV, STR+2D6 Strike 3 Legsweep, +2 OCV, -1 DCV, STR+1D6 Strike; Target Falls 4 Nerve Strike, -1 OCV, +1 DCV, 2D6 NND 3 Acrobatics 14- 3 Breakfall 14- 2 CK: New York City 11- 3 Climbing 14- 3 Demolitions 13- 3 Electronics 13- 3 Fast Draw 14- 3 Inventor 13- 2 KS: Snappy Repartee 11- 3 Mechanics 13- 3 Oratory 14- 2 PS: Juggler 14- (DEX-based) 5 Rapid Attack (Ranged) 5 Rapid Autofire 2 SS: Ballistics 11- 2 SS: Chemistry 11- 3 Sleight of Hand 14- 3 Stealth 14- 3 Streetwise 14- 5 Weaponsmith 13-, Muscle-Powered, Chemical, Incendiary, Energy 20 +4 Levels with Multipower 32 +4 Levels with All Combat 9 Talent: Ambidexterity, No Off-Hand Penalty 6 Talent: Combat Luck, 3 PD/3 ED Resistant 200+ Disadvantages 20 Psychological Limitation: Show-Off, very common, strong 15 Psychological Limitation: Overconfidence, common, strong 10 Psychological Limitation: Vengeful, uncommon, strong 20 Hunted 11-: The Police, more powerful 15 Hunted 11-: Spider-Girl, as powerful 10 Watched 11-: The Kingpin of Crime, more powerful, NCI 15 Extreme Reputation 11-: Crazy Killer 25 DNPC 8-: Henchmen, normal, useful skills, group of about 20 thugs 15 Professional Rivalry: Seeks to Outdo the Kingpin, Rival is Significantly More Powerful, Rival Is Aware of Rivalry 5 Unluck 1D6 OCV: 8 (12 w/ MP); DCV: 8; ECV: 6; Mental Def.: 0; Phases: 2, 4, 6, 8, 10, 12 PD/rPD: 15/3 ; ED/rED: 15/3 Costs: Char.: 146 Disad.: 150 Powers: + 203 Base: + 200 Exp.: + Total: = 349 Total: = 349 Source: "Spider-Girl," Issues 2 and 8, Marvel Comics Group, 1998 Background: Crazy Eight is one of the new generation of New York crime bosses to arise after Peter Parker retired as Spider-Man. He first encountered Spider-Girl -- Parker's teen-age daughter, May -- when she interrupted a warehouse burglary he had organized. Crazy Eight succeeded in driving the neophyte heroine away with a flurry of attacks, which earned her his contempt. She returned, however, to thwart the loading of his stolen goods onto a freighter. Crazy Eight tried to again overwhelm Spider-Girl and assumed she had fled a second time when she swung away from the battle. Instead, she circled around behind him and knocked the villain unconscious. Months later, May Parker and her father were at the courthouse on another matter when Crazy Eight's trial was halted by teleporting hit man Mr. Nobody. May, as Spider-Girl, tried to prevent the pair's escape and incapacitated Mr. Nobody. Crazy Eight fled, to be confronted at the exit by the lame, middle- aged Peter Parker. He hurled a volley of his trick juggling balls at what he assumed was an easy target. The elder Parker showed he still had what it takes by seizing the balls in mid-air and launching them back at the surprised malefactor. He inhabits a different publisher's universe, but Crazy Eight is a mad murderer with comic pretensions along the lines of Batman nemesis the Joker. Unlike the Joker, who seems to commit crimes for their own sake, Crazy Eight is in the business for the money. Also unlike the Joker, he takes good care of his employees rather than treating them as cannon fodder. He clearly enjoys the attention being a supervillain gains him and won't be able to resist toying with the player-characters even when it would be wiser to stay out of sight. In combat he bounds off walls, furniture, and ceiling while tossing handfuls of juggling balls and keeping up an unending barrage of snappy patter. He loves to fight as much as he loves to talk. Powers and Abilities: Crazy Eight is a master acrobat and juggler, and his offensive abilities derive from the latter skill. He has manufactured a variety of lethal juggling balls which he can hurl at opponents with uncanny accuracy and rapidity. The balls are Obvious Accessible Foci that can be grabbed or deflected before they strike. He is also a competent martial artist. Crazy Eight relies on his agility and gymnastic skill to avoid damage. Although he doesn't depend on them in combat, the charismatic crime boss typically has 15 to 20 henchmen nearby. Disadvantages: His major weakness is his need to be the center of attention. Crazy Eight makes mistakes in combat and underestimates opponents partly because he's working so hard on his comedy routine. He is feared by the public and sought by both the police and Spider-Girl. Although he arranged Crazy Eight's attempted escape for reasons of his own, the Kingpin is aware of the juggler's criminal ambitions and keeps a wary eye on him. Eight also feels compelled to look after his hired bullies, a sort of noblesse oblige. The frequency roll indicates how often he acts on that feeling, not how often his thugs need his help. Height: cm (6' 5"), Weight: kg (182 lbs), Sex: Male, Race: Caucasian Appearance: Crazy Eight is a tall man with classical features, shoulder-length black curls and the lithe muscles of a dancer. He wears greenish-white facial makeup and a black leotard with an eight-ball motif. Crazy Eight's trick juggling balls are painted to look like billiards eight balls. During combat he keeps up a steady stream of clever (to him) comments and one-liners. ========= Hero System write-up by Kevin Scrivner