Rattlesnake, Director of C.H.I.M.E.R.A.

As requested in our Facebook poll, here’s Rattlesnake, the director of the Central Headquarters International Military, Espionage, and Research Agency (C.H.I.M.E.R.A.)! Formerly a member of Patriot Force, this cyborg hero masterminds the largest espionage agency on Earth-Omega.

Rattlesnake, Cyborg/Prodigy Hero

Rattlesnake’s career as a hero has been both colorful and tragic. A car bomb killed Thomas Michael Flynn’s family, and crippled him for life. His father was a police detective, looking into the underworld boss who’d later organize the Underworld Syndicate. A renegade monk from the Lamasery of Mt. Meru trained him to fight, and a renegade cybernetics engineer gave Flynn enhancements. With this, he avenged his parents’ deaths. His skill set and determination were useful in his stint as an espionage agent for the U.S. Government, and later, as a member of Patriot Force. Flynn even led the team briefly, until his lover Sirocco betrayed him to join the Perfected Ones. He resigned and joined C.H.I.M.E.R.A., working his way to the position of Director, where he helps safeguard the world, in his own way.

Secret Identity: Thomas Michael Flynn.

Awesomeness Level: 8.

Origins: Cyborg 3, Prodigy 5.

Motivations: Justice, Might.

Physical Attributes

  • AGI: 8
  • STR: 8 (HTH 4d6+1)
  • TGH: 8

Mental Attributes

  • INS: 6
  • PER: 7
  • WIL: 6

Initiative

  • INIT: 25

Physical Resources

  • LIF: 25
  • VIG: 67

Mental Resources

  • DET: 28
  • REP: 14.

Health:

  • Roll: 2; Foot; Health: 60; IPRO: 6; DPRO: 2
  • Roll: 3 to 4; Leg; Health: 103; IPRO: 9; DPRO: 3
  • Roll: 5 to 8; Torso; Health: 176; IPRO: 13; DPRO: 6
  • Roll: 9; Head; Health: 75; IPRO: 9; DPRO: 3
  • Roll: 10 to 11; Arm; Health: 92; IPRO: 10; DPRO: 4
  • Roll: 12; Hand; Health: 60; IPRO: 6; DPRO: 2

Physical Defenses

  • CDEF: 33
  • RDEF: 33

Mental Defenses

  • MDEF: 38

Basic Talents:

  • Athletics: 2, Close Combat: 5, Dodge: 6, Driving: —, Education: 3, Endurance: 1, Intimidation: 3, Metahuman Lore: 2, More Money Than God: 5, Notice: 2, Persuasion: 1, Piloting: 1, Ranged Combat: 5, Self-Control: 3, Sneak: 5, Trickery: 5, Tech: 3.

Advanced Talents:

  • Arch-Enemy [Sirocco]: Level 1.
  • Connections [Weapons Dealers]: Level 5.
  • Engineering: Level 2 (Demolitions, Robotics).
  • Hacking: Level 2.
  • Expert: Level 6 (Area [Earth-Omega], Languages [Mandarin Chinese, Spanish], Music [Play Guitar], Streetwise, Survival).
  • Low Profile: Level 4.
  • Marksman: Level 4 (Combat Awareness, Fast Attack, Quick Draw [Semi-Automatic Pistol], Ranged Combat Weapon Expertise [Pistols]).
  • Martial Arts: Level 4 (Fight Dirty, Kippup, Strike the Joints, Sweep Kick).
  • Repartee: Level 4.
  • Sexy Beast: Level 3.
  • Team Talent: Level 2 (C.H.I.M.E.R.A., Patriot Force).

Weaknesses:

  • Human Weaknesses:
    • Cynical: Level 4.
    • Psychic Scars [Death of Parents]: Level 3.
  • Metahuman Weaknesses:
    • Achilles Heel [Electricity], Level 5.

Powers:

    Super-Training Power Source:

    • Hyper-Agility: Level 3 (Alacrity, Autofire Punch, Motion Blur, Super-Deflection, Super-Leaping, Way of the Dragon, Way of the Hurricane).
    • Hyper-Strength: Level 1 (Powerhouse).
    • Hyper-Toughness: Level 3 (Hardened Flesh, Regeneration, Resistance [Deprivation, Suffocation, Temperature Extremes, Toxins], Unstoppable).
    • Hyper-Will: Level 3 (Battle Rage, Iron Will, No Pain).
  • Technological Power Source:
    • Extra Body Parts: Level 8 (Adhesion, Chameleon Skin, Claws, Fangs, Enhanced Sense [Hearing, Touch], Hardened Skeleton, New Sense [Infrared Vision, Ultraviolet Vision], Poison Gland). Power Modifiers: Cuts Through Anything [Claws, Fangs] (Very Major Benefit).

Gear:

  • Equipment: First Aid Kit, Handcuffs, Smart Phone, Spending Cash ($500), Sunglasses.
  • Armor: Leather Jacket.
  • Weapons:
    • Semi-Automatic Pistol: Damage: 5d6G; Accuracy: -1; Talent: Ranged Combat (Total Attack Bonus +4d6+15); Hands Required: 1-½; Range: 8 yd.; Size: 7; Weight: 1 lb.; Shots: 7; Weapon Features: Cannot Block; Cannot Disarm.
    • Steel-Toed Boots: Damage: 3d6+1B; Accuracy: -2; Talent: Close Combat (Total Attack Bonus +9); Hand Required: —; Reach: 1; Size: 7; Weight: 1 lbs.; Weapon Features: Cannot Block; Cannot Disarm.

Details:

  • Sex: Male.
  • Preference: Heterosexual.
  • Height: 6′ 1.”
  • Weight: 190 lbs.
  • Eye Color: Blue.
  • Hair Color: Brown, starting to turn gray.
  • Hair Style: Long and tied back into a ponytail.
  • Skin Tone: Tan.
  • Costume/Clothes: Black C.H.I.M.E.R.A. jumpsuit, or a dark suit and tie, depending on the situation.
  • Personality: Rattlesnake is driven and dedicated to his job as Director of the secret organization C.H.I.M.E.R.A. He’s become quite reclusive in recent years, relying on his close friend and best agent Grackle to handle most difficult assignments. He knows no one else will sacrifice their principles to get the job done, and luckily, Grackle doesn’t have any. Rattlesnake trusts no one else, and although his ultimate aims are good and he looks at the big picture as a matter of habit, he forgets how unjustifiable some of his actions may seem.
  • Goals: Rattlesnake truly wants to see a world where children don’t suffer, and where nations solve their problems peacefully. The sad fact, though, is that the nations of the world (and their heroes) can’t be trusted to make this happen, so he’s willing to ruthlessly lie, cheat, steal, and even kill. Even if such a utopia is impossible, he can still ensure that no nation becomes so powerful that it’s a threat to all others. World leaders hate him and his group for their meddling, but he’s too useful to just destroy.
  • Obstacles: Rattlesnake tends to focus on the worst the world has to offer, rather than the best. Like a snake, he hides in the dark and waits for enemies to slip up, but he’s so focused on eliminating threats and counter-balancing anyone powerful that even his former allies don’t trust him all that much.
  • Central Contradiction: Rattlesnake has seen the best and worst that the world has to offer, causing him to lead a secret organization from remote and hidden locations; and as he secludes himself further and dwells on situation reports and disaster projections, the worse the world seems. Given the immense leverage and incredible resources and connections that C.H.I.M.E.R.A. has, the rulers of the world are understandably concerned about its increasingly paranoid and manipulative leader.

Story Use/Notes: As Director of C.H.I.M.E.R.A., heroes may encounter Rattlesnake any time the superspy agency gets involved, or needs help from outside heroes. He’s one of the most influential metahumans on Earth-Omega along with Prof. Future, Mr. Mystic, and Symphony, and very little happens in international affairs that he’s unaware of.

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