Mister Fear Villain

Real Name: Zoltan Drago.
Occupation: Professional criminal, former psychiatrist and psychologist.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: New York City.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: One-time employer of the Eel and Ox.
Base of Operations: New York City.
First Post-Reboot Appearance: DAREDEVIL: THE MAN WITHOUT FEAR #
History: Zoltan Drago was a psychologist and psychiatrist specializing in psychopharmacology (the effects of drugs on one's mind) who worked closely with the New York City District Attorney Office. Thanks to his contact with several criminals, he became fascinated with the idea that criminals seemed to thrive on the fear they caused in others. Engaging in unorthodox research into this seeming phenomenon, Drago distilled and concentrated the common pheromones put out by people (usually imperceptible to humans due to their greatly atrophied sense of smell, compared to other animals), focusing on the pheromones that caused fear in others. He used his own pheromones for this project, unwilling to share the research with anyone just yet.

Working late in his home lab one night, Drago fell asleep while monitoring the distillation of the latest batch. Unchecked, this distillation proceeded far beyond what he had planned, creating a super-concentrated fear pheromone powder. Intrigued by these results, he created a number of pills from the powder and swallowed several of them. The next day at the office, he found himself avoided by most of his coworkers, and found through concentration that he was able to induce heightened levels of fear in anyone he wanted. By the end of the day, however, these effects were fading. A second dose of the pills boosted his abilities back up to where they were originally.

Inspired by the rash of costumed criminals making their debuts, Drago devised the identity of Mister Fear. In his first outing, he used his new fear powers to induce the criminals Ox and Eel to assist him in a number of robberies. During this altercation, he fought Daredevil, who thwarted the criminals, sending them to prison.

Zoltan Drago was one of the criminals who escaped the Ryker's Island correctional facility during the mass breakout led by the Rhino. Daredevil believes it is only a matter of time before he faces Mister Fear again.
Age: 37.
Height: 6' 0".
Weight: 170 lbs.
Eyes: Brown.
Hair: Brown.
Uniform: Blue and purple bodysuit, blue-black facemask with a skull motif, purple hooded cloak, purple boots, purple gloves, blue steel clasps for the cloak by his neck, black belt.
Strength Level: Mister Fear possesses the normal human strength of a man his age, height, and build who engages in moderate exercise.
Known Superhuman Powers: Zoltan Drago possesses the superhuman ability to generate the emotion of fear in anyone within a thirty foot radius of himself. Drago's body constantly emits pheromones keyed specifically for humans; through concentration, he is able to trigger this emotion in anyone he can see and is in his range. (While keyed for humans, other races which are similar in physiology to humans – including many of the great apes – will also be affected.) Even when he's not concentrating, he exudes an aura that makes people around him uneasy.
Paraphernalia: Mister Fear has a number of chemical sprayers in his uniform for spraying concentrated chemicals at close range. Many of these chemicals can induce hallucinations or act as acids. He is also known to carry a pistol which shoots pellets of his fear pheromones beyond the thirty foot range.
Limitations: Mister Fear must consume special pills which enable him to maintain his powers. Due to continued use, he only has to take the pills once a week, and not twice a day as before.


215 points

ST: 11 [0] HP: 11 [0] Speed: 5.50 [0]
DX: 11 [20] Will: 15 [10] Move: 5 [0]
IQ: 13 [60] Per: 13 [0]  
HT: 11 [10] FP: 11 [0] SM: 0
 
Dmg: 1d-1/1d+1 BL: 24 lbs.  
Dodge: 8 Parry: 9 DR: 12/4* (uniform)


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

Cultural Familiarities: Western (Native) [0].

Advantages: Empathy [15]; Indomitable [15]; Terror (Will-5; Active, +0%; Sense-Based: Smell, -20%; Chemical, -10%) [56]; Wealth (Comfortable) [10].

Perks: Clinch (Brawling) [1]; Cloaked [1]; Fearsome Stare [1].

Disadvantages: Enemy (NYPD) (9) [-20]; Frightens Animals [-10]; Greed (9) [-22]; Loner (12) [-5]; Overconfidence (12) [-5]; Pacifism (Reluctant Killer) [-5]; Skinny [-5]; Social Stigma (Criminal Record) [-5]; Workaholic [-5].

Quirks: Careful [-1]; Dual Identity [-1].

Skills: Biology/TL8 (Biochemistry) (H) IQ+1 [8] – 14; Body Language (Human) (A) Per+1 [4] – 14; Brainwashing/TL8 (H) IQ-1 [2] – 12; Brawling (E) DX+1 [2] – 12; Chemistry/TL8 (H) IQ+1 [8] – 14; Computer Operation/TL8 (E) IQ+0 [1] – 13; Criminology/TL8 (A) IQ+1 [4] – 14; Current Affairs/TL8 (Headline News) (E) IQ+0 [1] – 13; Detect Lies (H) Per+1 [1] – 14*; Diagnosis/TL8 (Human) (H) IQ-1 [2] – 12; Fast-Draw (Ammo) (E) DX+1 [2] – 12; Fast-Draw (Pistol) (E) DX+1 [2] – 12; First Aid/TL8 (Human) (E) IQ+0 [1] – 13; Guns/TL8 (Pistol) (E) DX+1 [2] – 12; Interrogation (A) IQ+3 [10] – 16†; Intimidation (A) Will+1 [4] – 16; Liquid Projector/TL8 (Sprayer) (E) DX+0 [2] – 12; Pharmacy/TL8 (Synthetic) (H) IQ+1 [8] – 14; Physician/TL8 (Human) (H) IQ-1 [2] – 12; Physiology/TL8 (Human) (H) IQ+1 [8] – 14; Poisons/TL8 (H) IQ-1 [1] – 12‡; Psychology/TL8 (Human) (H) IQ+1 [4] – 14; Research/TL8 (A) IQ+1 [4] – 14; Savoir-Faire (Police) (E) IQ+1 [2] – 14; Streetwise (A) IQ-1 [1] – 12.

Starting Spending Money: $8,000 (20% of Starting Wealth).


* Includes +3 from Empathy.

† Defaulted from Intimidation.

‡ Defaulted from Pharmacy/TL8 (Synthetic).

Role-Playing Notes:

Design Notes:

1. While Mister Fear's fear-pheromone powers are keyed to the human physiology, other humanoid races – including Atlanteans, Asgardians, Kree, Shi'ar, and the great apes (chimpanzees, bonobos, orangutans, and gorillas) – will be affected, but Task Difficulty Modifiers for their variant physiologies may give them a bonus or penalty to the resistance roll.