Crimson Cowl Villain

Real Name: Unrevealed.
Occupation: Professional criminal.
Identity: Secret.
Legal Status: Presumably a citizen of the United States; criminal record unknown but likely.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Unrevealed.
Known Relatives: Father (name unrevealed).
Group Affiliation: Lethal Legion.
Base of Operations: Chicago, Illinois.
First Post-Reboot Appearance: ASTONISHING ANT-MAN #
History: Very little is known about the origins of the woman known as the Crimson Cowl. She has made reference to her father not approving of her lifestyle choice, though whether this comment was in relation to her criminal career or her sexual orientation is unknown.

The Crimson Cowl first appeared in Chicago performing a number of corporate espionage heists, only to encounter Ant-Man and Wasp when she attempted to infiltrate the Dynatechnics lab to obtain notes on a new material they were researching. Although forced to flee, she managed to complete her mission and teleported out with a flash drive containing the information.

Following that altercation, the Cowl approached Nathan Garrett, a genius civil engineer who had racked up several large gambling debts. The Cowl agreed to pay off his debts in exchange for him creating several new technologies for her.

Disobeying the Crimson Cowl's orders, Garrett donned the guise of the Black Knight in order to "field test" the equipment. This first outing brought him into conflict with Ant-Man and Wasp, and he was arrested. The Cowl arranged for Garrett to be freed on bail, but he insisted on going out again to "settle the score" with the Diminutive Duo. Once again, he was defeated and sent to jail. This time, however, the Cowl refused to post his bail, essentially firing him.

Despite this setback, the Crimson Cowl used several of his technologies to form the second incarnation of the Lethal Legion, filling the ranks with various other criminals, including several that were on the original team. The Cowl's Legion faced off against the Avengers, but were defeated. Once again, however, the Cowl teleported out before she could be captured. She later freed several of the other Lethal Legionnaires using her teleportation cloak.

The Crimson Cowl's current whereabouts are unknown.
Age: Indeterminate; believed to be in her mid 20s.
Height: 5' 9".
Weight: 120 lbs.
Eyes: Unrevealed.
Hair: Unrevealed.
Uniform: Red armored bodysuit, red gloves, red boots, red hooded cloak, black full-face cowl with mirrored eye-lenses.
Strength Level: The Crimson Cowl possesses the normal human strength of a woman of her height and build in the prime of her life who engages in regular exercise.
Known Superhuman Powers: None.
Other Abilities: The Crimson Cowl is a skilled hand to hand combatant and marksman with conventional and energy weapons.
Weapons and Paraphernalia: The Crimson Cowl's cloak possesses experimental technology which permits her to teleport herself and one other person. Using the cloak, she can also produce any weapon she has stored in an undisclosed location; among these weapons are a number of conventional firearms and energy weapons, including but not limited to a sniper rifle, an assault carbine, a pair of machine pistols, a sonic shotgun, and a blaster carbine. The cloak can also be used as a makeshift parachute.


680 points

ST: 11 [10] HP: 11 [0] Speed: 6.50 [0]
DX: 13 [60] Will: 12 [0] Move: 6 [0]
IQ: 12 [40] Per: 12 [0]  
HT: 13 [30] FP: 13 [0] SM: 0
 
Dmg: 1d-1/1d+1 BL: 24 lbs.
Dodge: 10 Parry: 11 DR: 0
Block: 11  


Languages: English (Native) (Native Language) [0].

Cultural Familiarities: Western (Native) [0].

Advantages: Absolute Direction [5]; Business Acumen 1 [10]; Combat Reflexes [15]; Extra Attack 1 [25]; Fit [5]; Gunslinger [25]; Hard to Kill 2 [4]; Hard to Subdue 2 [4]; High Pain Threshold [10]; Snatcher (Gadget/Breakable: DR 2, SM -1, -40%; Gadget/Can Be Stolen: Quick Contest of DX or ST, -30%; Large Items, +50%; More Weight: 20 lbs, +20%; Recall, -25%; Reduced Fatigue Cost: -1 FP, +20%; Reduced Time: 1 second, +80%; Superscience, -10%) [132]; Teleportation Talent 3 [15]; Warp (Blind, +50%; Extra Carrying Capacity (Extra-Heavy Encumbrance), +50%; Gadget/Breakable: DR 2, SM -1, -40%; Gadget/Can Be Stolen: Quick Contest of DX or ST, -30%; No Strain, +25%; Range Limit: 100 miles, -20%; Takes Recharge: 15 seconds, -20%; Superscience, -10%) [105]; Wealth (Filthy Rich) [50].

Perks: Cloaked [1]; Dirty Fighting [1]; Off-Screen Reload [1]; Safe Teleport [1].

Disadvantages: Greed (12) [-15]; Secret Identity (Imprisonment) [-20]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5].

Quirks: Careful [-1]; Haughty [-1]; Scornful [-1]; Sexual Orientation (Homosexual) [-1]; Two Strikes and Out [-1].

Skills: Accounting (H) IQ+0 [2] – 13*; Acrobatics (H) DX+0 [4] – 13; Acting (A) IQ+0 [2] – 12; Artist (Interior Decorating) (H) IQ+0 [4] – 12; Beam Weapons/TL8 (Pistol) (E) DX+2 [4] – 15; Beam Weapons/TL8 (Projector) (E) DX+2 [4] – 15; Beam Weapons/TL8 (Rifle) (E) DX+2 [4] – 15; Body Sense (H) DX+4 – 17†‡; Climbing (A) DX+0 [2] – 13; Cloak (A) HT+1 [4] – 14; Computer Hacking/TL8 (VH) IQ+0 [8] – 12; Computer Operation/TL8 (E) IQ+2 [4] – 14; Computer Programming/TL8 (H) IQ+0 [4] – 12; Current Affairs/TL8 (Business) (E) IQ+0 [1] – 12; Current Affairs/TL8 (Science & Technology) (E) IQ+0 [1] – 12; Detect Lies (H) Per+0 [4] – 12; Economics (H) IQ+0 [1] – 12*§; Electronics Operation/TL8 (Security) (A) IQ+2 [8] – 14; Electronics Operation/TL8 (Surveillance) (A) IQ+1 [4] – 13; Electronics Repair/TL8 (Security) (A) IQ+2 [7] – 14#; Explosives/TL8 (Demolition) (A) IQ+2 [8] – 14; Fast-Draw (Long Arm) (E) DX+1 [1] – 14¥; Fast-Draw (Pistol) (E) DX+1 [1] – 14¥; Filch (A) DX+1 [4] – 14; Finance (H) IQ+2 [8] – 14*; Guns/TL8 (Grenade Launcher) (E) DX+1 [2] – 14; Guns/TL8 (Pistol) (E) DX+2 [3] – 15¤; Guns/TL8 (Rifle) (E) DX+2 [4] – 15; Judo (H) DX+1 [8] – 14; Jumping (E) DX+0 [1] – 13; Karate (H) DX+1 [8] – 14; Leadership (A) IQ+1 [4] – 13; Lifting (A) HT+0 [2] – 13; Liquid Projector/TL8 (Flamethrower) (E) DX+2 [4] – 15; Observation (A) Per+1 [4] – 13; Parachuting/TL8 (E) DX+1 [2] – 14; Photography/TL8 (A) IQ+0 [2] – 12; Research/TL8 (A) IQ+1 [4] – 13; Running (A) HT+0 [2] – 13; Savoir-Faire (High Society) (E) IQ+0 [1] – 12; Search (A) Per+1 [4] – 13; Snatch (H) IQ+3 [4] – 15‡; Stealth (A) DX+1 [4] – 14; Swimming (E) DX+0 [1] – 13; Tactics (H) IQ+0 [4] – 12; Teleport (H) IQ+3 [4] – 15‡; Throwing (A) DX+1 [4] – 14; Wrestling (A) DX+1 [4] – 14.

Techniques: Quick Teleport (Teleport) def+5 [6] – 15.

Starting Spending Money: $400,000 (20% of Starting Wealth).


* Includes +1 from Business Acumen.

† Includes +3 from Absolute Direction.

‡ Includes +3 from Teleportation Talent.

§ Defaulted from Finance.

# Defaulted from Electronics Operation (Security).

¥ Includes +1 from Combat Reflexes.

¤ Defaulted from Guns (Rifle).

Role-Playing Notes:

The Crimson Cowl carries herself as though she's above everyone else. She doesn't deal well with insubordination, seeing her team as assets, and while willing to bail out an asset once, she will not make a habit out of it.

BRAWLING
TL Weapon Damage Reach Parry Cost Weight ST Notes
Brawling Punch 1d-3 cr C 8 10
Brawling Kick 1d-2 cr C, 1 n/a 10

Design Notes:

1. I'm not sure if I want this Crimson Cowl to be Justine Hammer or some other person as yet. Part of me wants to make her related to Darren and William Cross.