Silvermane Villain

Real Name: Silvio Manfredi.
Occupation: Businessman, crimelord.
Identity: Publicly known.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: "Chrome-Dome", "Robo-Creep" (insults given to him by his enemies.
Place of Birth: Unrevealed.
Marital Status: Widower.
Known Relatives: Rebecca (wife, deceased), Cesar (son, deceased), Lucrezia (daughter), Elisa (daughter-in-law, deceased), Sable (alias Silver Sable, granddaughter), three sons-in-law (names unrevealed, all deceased).
Group Affiliation: Head of his own Maggia crime syndicate (the Manfredi family, also known as the Silvermane family).
Base of Operation: Chicago, Illinois.
First Post-Reboot Appearance: ASTONISHING ANT-MAN #
History: Silvio Manfredi started his career in the 1920s as muscle for Al Capone. He was only a teenager at the time, barely fourteen. As time went on, Manfredi rose through the ranks, first becoming a manager for one of the speakeasies and then owning his own bar once Prohibition was repealed. Unlike many other Prohibition-era gangsters, Manfredi learned to adapt to the changing times. By the age of 25, he was already known by the moniker "Silvermane", as his hair was already turning white.

After World War II ended, Silvermane gained enough power to effectively take over the Chicago underworld, which he led through a combination of fear and respect. In the '60s and '70s, Silvermane spent time in exile in Europe avoiding a number of criminal charges; he later accepted a plea bargain for tax evasion in order to return home. In the past, Sivermane's men clashed repeatedly with the vigilante Black Fox (of the First Line), and later with Black Fox's protege Nightfox, who led a team dubbed the Rust Belters. On rare occasions in the '90s, the New York based outlaw team called the Shadowguard opposed Silvermane's Maggia operations, though they generally tended to oppose the New York City based Romero family (who would later become the Hammerhead family) instead. Only recently has the Leo family of the Zodiac Cartel come into conflict with his Maggia family over control for Chicago's gangland.

Over ten years ago, tragedy struck the Manfredis. A hit on the family claimed the lives of his wife, son, and daughter-in-law, as well as leaving Silvio confined to a hospital bed on life support. His daughter had previously been committed to a mental institution for criminal insanity, having murdered all three of her husbands in quick succession, leaving his only heir his teenage granddaughter, Sable. Fortunately, as he saw it, Sable possessed a sharp mind and quick reflexes; however, he wasn't sure if he could trust her to run the criminal side of things without constantly being challenged. Silvermane called her to his bedside and explained the truth about the family business; to his delight, Sable told him she'd known for two years. Then she told him she'd see him in Hell, as she'd already begun divesting parts of his criminal holdings to several of his rivals, in his name.

Angered by Sable's refusal to accept her heritage, Silvermane set a group of scientists and engineers in his employ looking for a means to extend his life and get him out of the bed. Over ten years' time, Silvermane was turned into a cyborg as parts of his body were replaced by bleeding-edge experimental cybernetic prostheses. Ultimately, the only parts of his body left truly organic were his face, brain, eyes, and digestive system - and his full head of silver hair.

When he discovered that Sable, now an adult, intended to elope, marrying a computer programmer and leaving Chicago for good to live in San Francisco, California, it was the last act of defiance out of her he could tolerate. Before the two could skip town to get married, he had the programmer killed, then had Sable accompany him in a meeting with one of his rivals who she'd divested some of his illegal casino holdings to. During this meeting, he used his new robotic strength to kill the rival, then forced Sable to shoot the rival's lieutenant, claiming it as her initiation to the Maggia.

Silvermane and Sable came into conflict with the diminutive adventurers Ant-Man and Wasp when the latter two were investigating crimes committed by Sable in her attempts to gather support inside the Maggia to destroy him. He has also come into conflict with the adventurer Iron Fist when he learned of the price on Iron Fist's head. Both he and Sable have clashed repeatedly with all three.

When the Zodiac formed a force dome over the island of Manhattan, New York, Silvermane declared a brief truce with the superhuman adventurers and teamed with Hammerhead to give them covert support. He and Sable were among those involved in the final assault. Because both lacked warrants in New York, they were allowed to leave unmolested.

With his new cyborg body and still sharp mind, despite being in his 90s, Silvermane will likely lead his criminal family for a long time.
Age: 98.
Height: 5' 9" (originally), 7' 2" (current).
Weight: 170 lbs. (originally), 1,200 lbs. (current).
Eyes: Hazel.
Hair: White (originally brown).
Other Distinguishing Features: Virtually every part of Silvermane's body has been replaced by cybernetic prosthetics.
Uniform: None.
Strength Level: Silvermane's cyborg body possesses superhuman strength enabling him to lift (press) around 5 tons under optimum conditions.
Known Superhuman Powers: In addition to his superhuman strength, Silvermane's cyborg body possesses superhuman durability, stamina, speed, and reflexes. Composed of overlapping molded composite plates, his body is able to withstand gunfire up to a .50 caliber machine gun; only his face is not protected. He possesses incredible stamina, as his body no longer produces fatigue poisons. Indeed, he is now almost totally immune to most terrestrial diseases and poisons.

Silvermane's robot body is capable of running at close to 60 mph, a speed he can maintain almost indefinitely. Computer circuitry and bleeding edge robotics enable him to react quicker to danger.

Built into Silvermane's skull are implants which can amplify nearby conversations while muffling ambient background noise. His implants also include a radio transmitter/receiver.
Other Abilities: Silvermane is a shrewd businessman with decades of experience under his belt. In his prime, he was also a skilled hand to hand combatant and a marksman with most conventional weapons; although he hadn't used those skills in decades, his cyborg body enables him to utilize those skills as if he was still in his prime.


1,594 points

ST: 80 [700] HP: 80 [0] Speed: 8.00 [0]
DX: 14 [80] Will: 15 [15] Move: 10/30 [10]
IQ: 12 [40] Per: 15 [15]  
HT: 18 [80] FP: 0 [0] SM: 0
 
Dmg: 9d/11d BL: 1,290 lbs.  
Dodge: 12 Parry: 12 DR: 50


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

Cultural Familiarities: Western (Native) [0].

Advantages: Business Acumen 4 [40]; Claws (Blunt Claws) [3]; Damage Resistance 50 (Exception: Face, -10%; Hardened 1, +20%) [275]; Discriminatory Hearing [15]; Enhanced Move (Ground) 1.5 (Move 30/60 mph) [30]; Enhanced Time Sense [45]; Filter Lungs [5]; Independent Income 1 [1]; Longevity [2]; Merchant Rank 6 [30]; Organized Criminal Rank 5 [10]; Parabolic Hearing 3 [12]; Social Regard (Feared) 2 [10]; Status 5 [5*]; Telecommunication (Radio) (Secure, +20%; Video, +40%) [16]; Wealth (Multimillionaire 1) [75].

Perks: Illumination [1]; Striking Surface [1].

Disadvantages: Callous [-5]; Code of Honor (Pirate's) [-5]; Electrical [-20]; Maintenance (Mechanic and Electronics Repair; 3 to 5 people every other week) [-10]; Overconfidence (12) [-5]; Restricted Diet (Nutrient Paste) (Substitution, -50%) [-10]; Social Stigma (Criminal Record) [-5]; Social Stigma (Freak) [-10]; Terminally Ill (Under One Year) (Mitigator: Cybernetics, -70%) [-22]; Weak Bite [-2].

Quirks: Cannot Float [-1]; Decisive [-1]; Perfectionist [-1]; Smug [-1]; Vindictive [-1].

Skills: Area Knowledge (Chicago) (E) IQ+2 [4] – 14; Body Language (Human) (A) Per+0 [2] – 15; Brawling (E) DX+2 [4] – 16; Businessman! (WC) IQ+2 [48] – 14†; Climbing (A) DX+0 [2] – 14; Connoisseur (Music) (A) IQ+0 [2] – 12; Connoisseur (Wine) (A) IQ+0 [2] – 12; Current Affairs/TL8 (Headline News) (E) IQ+0 [2] – 13; Current Affairs/TL8 (High Culture) (E) IQ+0 [1] – 12; Detect Lies (H) Per+0 [4] – 15; Forced Entry (E) DX+1 [2] – 15; Guns/TL8 (Pistol) (E) DX+2 [3] – 16‡; Guns/TL6 (Submachine Gun) (E) DX+2 [4] – 16; Intelligence Analysis (H) IQ+1 [8] – 13; Intimidation (A) Will+0 [2] – 15; Jumping (E) DX+0 [1] – 14; Leadership (A) IQ+2 [8] – 14; Lifting (A) HT+0 [2] – 18; Liquid Projector/TL8 (Flamethrower) (E) DX+2 [4] – 16; Observation (A) Per+0 [2] – 15; Parry Missile Weapons (H) DX+2 [12] – 16; Running (A) HT+0 [2] – 18; Savoir-Faire (High Society) (E) IQ+2 [4] – 14; Savoir-Faire (Mafia) (E) IQ+2 [4] – 14; Stealth (A) DX+0 [2] – 14; Streetwise (A) IQ+2 [8] – 14; Sumo Wrestling (A) DX+2 [8] – 16; Throwing (A) DX+0 [2] – 14; Wrestling (A) DX+2 [8] – 16.

Starting Spending Money: $4,000,000 (20% of Starting Wealth).


* Includes +2 from Merchant Rank and +2 from Wealth.

† Conditional +4 from Business Acumen.

‡ Defaulted from Guns (Submachine Gun).

Role-Playing Notes:

Silvermane is ruthless and amoral, following Capone's example of maintaining respectability in society while taking advantage of people. He sees himself as Capone's heir; at present he is mainly seeking an heir of his own, and is grooming his granddaughter, Sable, for the role despite her reluctance. If any of his made men were to show the proper ambition and aptitude to take over, it would satisfy him, though he would not be pleased. In the past, he was not afraid to get his hands dirty, and spent the '60s in '70s in exile.

BRAWLING
TL Weapon Damage Reach Parry Cost Weight ST Notes
Brawling Punch 9d+17 cr C 12 80
Brawling Kick 9d+18 cr C, 1 n/a 10

Design Notes:

1. Organized Crime Rank is built as 2/level as per the guidelines on p. 15 of Social Engineering. It does not grant Status.