Psycho-Man Villain

Real Name: Unrevealed.
Occupation: Former technologist, now renegade scientist.
Identity: Secret on Earth; known to the authorities of Zebulon.
Legal Status: Exiled citizen of Zebulon with a criminal record; would be considered an illegal alien on Earth.
Other Aliases: None.
Place of Birth: City of Nef, planet of Zebulon, Microverse.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Sometime partner of the Molecule Man.
Base of Operations: Mobile.
First Post-Reboot Appearance: FANTASTIC FOUR #
History: The man now known as the Psycho-Man was born in the extradimensional realm known to Earth as the Microverse, on the planet Zebulon. The future Psycho-Man was a genius in the heretofore unexplored field of psychotronics, but found that his work was often being suppressed by politicians in the Alliance, the main interplanetary government of Zebulon's star system. When he attempted to protest this treatment of his work, he was told that his work had no practical applications. Several weeks later, he was fired from his post and all of his work confiscated and reportedly destroyed by Alliance officials.

Upset at this treatment, he fled Zebulon to one of the system's outer space stations, where he used the technology there along with the notes he was able to recover to create his first psychemagnetron. Using this development, he goaded the station's technicians to develop a series of humanoid-piloted combat robots equipped with psychemagnetrons installed, planning for the eventual conquest of the Alliance, replacing it with a technocracy, with him in charge. It was apparently at this time he started to call himself the Psycho-Man.

The Psycho-Man discovered an unlikely ally in the Molecule Man, who had been exiled to the Microverse by Reed Richards of the Fantastic Four. The Molecule Man convinced the Psycho-Man to lure the Fantastic Four to the Microverse, where the two attempted to turn the Four against each other. Upon their failure, the Psycho-Man was turned over to the authorities on Zebulon.

It is not known how the Psycho-Man escaped from the Alliance, but he was later spotted bringing one of his advanced combat robots to Earth. Now at a height of just under a foot tall (though whether this was a conscious choice or a side-effect of the transit from the Microverse is unknown), with his combat robot standing six and a half feet tall, he has begun plotting the destruction of the Fantastic Four. How he intends to do this is at present unknown.
Age: 37 (Earth equivalent).
Height: 5' 9" (in the Microverse); 11" (on Earth).
Weight: 175 lbs (in the Microverse); 7.13 oz (on Earth).
Eyes: Brown.
Hair: Black.
Uniform: Metallic white body armor with green trim, green gloves, and black boots. The combat robot possesses the same color scheme.
Strength Level: On his native Zebulon, the Psycho-Man possesses the normal human strength of a man his age, height, and build who engages in regular exercise. On Earth, he possesses the proportionate strength of a humanoid of his build and adjusted height, which enables him to bench-press roughly six and a half pounds. His combat robot presumably has suitable strength to engage the Thing in combat.
Known Superhuman Powers: None.
Other Abilities: The Psycho-Man is skilled in many scientific fields, but is best known for his work in psychotronics, technologies related to psionic abilities.
Weapons and Paraphernalia: The Psycho-Man's primary weapon is what he calls a psychemagnetron, a device which can create and amplify various emotions in humans and those with similarly advanced brains. The primary settings on the psychemagnetron induce and amplify feelings of fear, rage, doubt, and hate, though he has been known to use a setting which can suppress violent emotions with feelings of peace and tranquility.

The combat robot he pilots stands six and a half feet tall on Earth, and he has adapted it to possess a humanoid face for operations on Earth. This combat robot carries a giant mock-up of a psychemagnetron with settings displayed for "Fear", "Doubt", and "Hate"; in reality, a psychemagnetron with more than just those three settings is built into the robot's head. The robot is durable enough to withstand a few blows from the Thing before suffering significant damage. The Psycho-Man's cockpit is embedded in the robot's chest, not the head, as that is the best-protected area.

In addition, the Psycho-Man has made extensive use of a universal translator common in his native world.


2,031 points

ST: 10 [0] HP: 10 [0] Speed: 5.00 [0]
DX: 10 [0] Will: 13 [0] Move: 5 [0]
IQ: 13 [60] Per: 13 [0]  
HT: 10 [0] FP: 10 [0] SM: 0
 
Dmg: 1d-2/1d BL: 20 lbs.  
Dodge: 8 Parry: 9 DR: 0


Languages: English (Broken) [2]; Zebulonian (Native) (Native Language) [0].

Cultural Familiarities: Microverse (Native) [0].

Advantages: Alternate Form (Combat Robot) (Difference in Point Cost: 2,005 pts; Accessibility: Only While On Earth, -20%; Non-Reciprocal Damage, +50%) [1,825]; Alternate Form (Micro-Sized) (Accessibility: Only While On Earth, -20%) [12]; High Manual Dexterity 3 [15]; High TL 2 [10]; Psychotronicist 3 [15]; Wealth (Wealthy) [20].

Perks: Efficient (Electronics Repair (Psychotronics)) [1]; Energizer [1]; Off-Screen Reload [1].

Disadvantages: Callous [-5]; Compulsive Scheming (12) [-10]; Jealousy [-10]; Low Pain Threshold [-10]; Overconfidence (9) [-7]; Pacifism (Reluctant Killer) [-5]; Selfish (9) [-7]; Social Stigma (Criminal Record) [-5]; Status 0 [-5*].

Quirks: CRS (Can't Remember Minor Details) [-1]; Imaginative [-1]; Mild OCD [-1]; Never Smiles [-1]; No Sex Drive [-1].

Skills: Administration (A) IQ-1 [1] – 13; Beam Weapons/TL10 (Pistol) (E) DX+0 [1] – 10; Beam Weapons/TL10 (Projector) (E) DX+2 [4] – 12; Brawling (E) DX+2 [4] – 12; Current Affairs/TL10 (Science & Technology) (E) IQ+0 [1] – 14; Driving/TL10 (Mecha) (A) DX+2 [8] – 12; Electronics Operation/TL10 (Psychotronics) (A) IQ+6 [12] – 20†; Electronics Repair/TL10 (Psychotronics) (A) IQ+6 [11] – 20†‡; Engineer/TL10 (Psychotronics) (H) IQ+6 [16] – 20†; Expert Skill (Psionics) (H) IQ+6 [16] – 20†; Gunner/TL10 (Beams) (E) DX+2 [4] – 12; Intimidation (A) Will+0 [2] – 14; Mathematics/TL10 (Applied) (H) IQ+0 [3] – 14‡; Piloting/TL10 (Vertol) (A) DX+0 [2] – 10; Psychologist! (WC) IQ+0 [24] – 14; Science! (WC) IQ+0 [24] – 14.

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


* Includes +1 to Status from Wealth.

† Includes +3 from Psychotronicist.

‡ Defaulted from Engineer (Psychotronics).

Role-Playing Notes:

Psycho-Man revels in the power he gains from his machines. He has a cruel sadistic streak that is at its worst when his victim is completely helpless. He only directly confronts a foe when he feels he is in an unbeatable position.

Alternate Form: Micro-Sized

-90 points

Attribute Adjustments: ST -8 [-80].

Secondary Characteristic Adjustments: SM -4; Basic Move -4 [-20].

Advantages: Catfall [10].

Alternate Form: Combat Robot

2,005 points

Attribute Adjustments: ST +150 [1500]; DX +2 [40]; HT +2 [20].

Advantages: Damage Resistance 45 [225]; Machine [25]; Mind Control (Area Effect: 64 yds radius, +300%; Emotion Control, -50%; Superscience, -10%) [170]; Radiation Tolerance (PF 50) [25]; Sealed [15]; Vacuum Support [5].

Disadvantages: Electrical [-20].

Design Notes:

1. Follow my math on this for his micro-sized ST and Weight:
11 inches = 0.9167 feet = 0.3056 yards
Growth/Shrink ST = 5 * (height in yards) (p. B58).
ST = 5 * 0.3056 = 1.5278, round up to 2 for the Alternate Form.
ST = 2 * CUBEROOT(Weight) (Update, p. 3)
Weight = (ST/2)^3
Weight = (1.5278/2)^3
(1.5278/2)^3 = 0.4458 lbs. = 7.1328 oz.
Clear as mud?