Solarr Villain

Real Name: Silas King.
Occupation: Professional criminal.
Identity: Known to the authorities.
Legal Status: Citizen of the United States with a criminal record.
Other Aliases: None.
Place of Birth: Unrevealed.
Marital Status: Single.
Known Relatives: None.
Group Affiliation: Mutant Liberation Front.
Base of Operations: Mobile.
First Post-Reboot Appearance: UNCANNY X-MEN #
History: Little is known about Solarr's past. It is known from comments made that he was a smuggler before being recruited into the terrorist organization called the Mutant Liberation Front.

During his only known outing with the MLF, he was part of a team sent to retrieve a shipment of AIM's laser rifles from a black market arms dealer. This shipment was interrupted by the X-Men, who had been tipped off to it by an anonymous party. During the altercation, Solarr was responsible for a few of the weapons being destroyed when one of his heat beams missed his target and hit the cargo instead, though he claims he was destroying evidence. Solarr voluntarily surrendered afterward and let himself be taken into police custody.

Solarr was last seen as part of the mass breakout led by the Rhino. Whether he will rejoin the MLF remains to be seen.
Age: 23.
Height: 6'.
Weight: 210 lbs.
Eyes: Brown.
Hair: Brown with red highlights.
Uniform: Yellow bodyshirt with a symbol akin to a red sun on the chest, red pants, metallic red armbands, red boots.
Strength Level: Solarr possesses the normal human strength of a man his age, height, and build who engages in regular exercise.
Known Superhuman Powers: Solarr is a mutant with the ability to metabolize large amounts of energy from various light sources, most notably sunlight, and project it as heat from his hands. He can vary the amount of power from his blasts, but at his hottest he can melt concrete. He can only store a limited amount of energy at a time and needs to recharge by spending time in a well-lit area; alternatively, he can absorb infrared energy fired at him to recharge.


435 points

Attributes: ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 12 [20].

Secondary Characteristics: Dmg 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 10.

Languages: English (Native) (Native Language) [0]; French (Accented) [4]; Spanish (Accented) [4]; Portuguese (Accented) [4].

Cultural Familiarities: Latin American [1]; Western (Native) [0].

Advantages: Burning Attack 15d (Accurate +3, +15%; Costs 15 ER (Variable), -40%; Increased 1/2D Range ×5, +10%; Rapid Fire: RoF 2, +40%; Reduced Range ×1/2, -10%; Variable, +5%; Mutant, -10%) [83]; Combat Reflexes [15]; Damage Resistance 10 (Absorption: Into Energy Reserve, +80%; Limited: Burning Attacks, -40%; Tough Skin, -40%; Mutant Biology, +0%) [50]; Driver's Reflexes 2 [10]; Energy Reserve (Mutant) 30 [90]; Fit [5]; High Manual Dexterity 1 [5]; High Pain Threshold [10]; Regeneration (Fast: 1 ER/Min) (Accessibility: In Direct Sunlight Only, -30%; Energy Reserve Only, +0%; Mutant, -10%) [30]; Status 1 [5]; Wealth (Comfortable) [10].

Perks: Forgettable Face [1]; Ignition [1]; Illumination [1]; Off-Hand Weapon Training (Innate Attack (Beam)) [1]; Supersuit [1].

Disadvantages: Addiction (Tobacco) [-5]; Code of Honor (Professional) [-5]; Greed (9) [-22]; Light Sleeper [-5]; Pacifism (Reluctant Killer) [-5]; Social Stigma (Criminal Record) [-5].

Quirks: Broad-Minded [-1]; Closet Fan (Abrams-verse Star Trek) [-1]; Congenial [-1]; Habitual Bargainer [-1]; Proud [-1].

Skills: Accounting (H) IQ-1 [2] – 10; Acting (A) IQ+1 [4] – 12; Boating/TL8 (Large Powerboat) DX+2 [2] – 14*; Boating/TL8 (Motorboat) DX+2 [2] – 14*; Driving/TL8 (Automobile) DX+2 [2] – 14*; Fast-Talk (A) IQ+1 [4] – 12; Guns/TL8 (Pistol) DX+1 [2] – 13; Hobby Skill (Treknobabble) (E) IQ+1 [2] – 12; Innate Attack (Beam) (E) DX+2 [4] – 14; Merchant (A) IQ+1 [4] – 12; Navigation/TL8 (Land) (A) IQ+1 [4] – 12; Running (A) HT+0 [2] – 12; Savoir-Faire (Mafia) (E) IQ+1 [2] – 12; Smuggling (A) IQ+3 [12] – 14; Streetwise (A) IQ+1 [4] – 12.

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


* Includes +2 from Driver's Reflexes.

Role-Playing Notes:

Solarr prides himself on being a professional in his dealings with others. He was hired by the MLF, but it was clear that he didn't care for their "shoddy" methods or their terrorist agenda.

Design Notes:

1. Solarr probably deviates from his mainstream counterpart in temperament significantly. Of course, his mainstream counterpart was already dead by the time I learned of his existence in '86, so I never got to read any issues with him in it; all my knowledge of him comes from his entry in OHOTMUDE #19, which didn't give much on his skills or personality. He was a third-string villain killed off because the writers needed to pull a Worf Effect on someone to show how bad the real bad guy of the issue was (and to my knowledge, said bad guy never rated an entry anywhere).