Val CHA Cost Roll Notes 8 STR -2 11- Lift 75.8kg; 1 1/2d6 HTH Damage 13 DEX 9 12- OCV: 4/DCV: 4 10 CON 0 11- 10 BOD 0 11- 25 INT 15 14- PER Roll 14- 13 EGO 6 12- ECV: 4 13 PRE 3 12- PRE Attack: 2 1/2d6 6 COM -2 10- 2 PD 0 Total: 32 PD (30 rPD) 2 ED 0 Total: 32 ED (30 rED) 7 SPD 47 Phases: 2, 4, 6, 7, 9, 11, 12 4 REC 0 32 END 6 19 STUN 0 Total Characteristics Cost: 82 Movement: Running: 6"/12" Flight: 15"/30" Swimming: 2"/4" Cost Powers & Skills 107 Zero-Point Energy: Telekinesis (100 STR), Reduced Endurance (0 END; +1/2), Area Of Effect (23" Any Area; NB - This Cannot Be Applied To More Than 2 Hexes But Can Be Applied To EITHER 1 Or 2 Separate Hexes, One For Each Wrist Control; +1); Must Be Used At Full Strength And Cannot Be Used Same Time As Any Other Control Bracelet Powers (-1), OIF (Considered Inaccessible Because He Has TWO, One On Each Wrist; -1/2), Limited Range - (10"; -1/4), Requires A DEX Roll (For Moving Things With Power) (No Active Point Penalty To Skill Roll; -1/4), Beam (-1/4), Concentration (1/2 DCV; -1/4) 120 Control Bracelets (One On Each Wrist): Multipower, 180-Point Reserve; All Slots OIF (Wrist Controls; (Considered Inaccessible Because He Has TWO, One On Each Wrist); -1/2) 6u 1) ZPE Blast: EB 12d6, Reduced Endurance (0 END; +1/2); OIF (Wrist Controls; (Considered Inaccessible Because He Has TWO, One On Each Wrist); -1/2) 12u 2) RKA 6d6, Explosion (+1/2), Reduced Endurance (0 END; +1/2); OIF (Wrist Controls; (Considered Inaccessible Because He Has TWO, One On Each Wrist); -1/2) 6m 3) Mobile Scanner: Clairsentience (Sight Group And Radar), Mobile Perception Point (Can Move Up To 6" Per Phase), Reduced Endurance (0 END; +1/2); OIF (Wrist Controls; (Considered Inaccessible Because He Has TWO, One On Each Wrist); -1/2) 30 Flight 15", Reduced Endurance (0 END; +1/2); OIF (-1/2) Perks 15 Advanced Tech 70 Base (Approximation, For Later Refinement) 119 Follower (357 Active Points); Independent (-2) 30 Follower 15 Money: Filthy Rich 10 Vehicle (Generic/Approximate) Talents 7 Custom Talent [Notes: This Is Modelled On The Cost Of A Single Daily Charge Of Invisibility, The Idea Being He Is Often Unseen/Unexpected Until He Suddenly Appears To Get The Drop On The Hero.] 60 Combat Luck (30 PD/30 ED) 26 Lightning Reflexes: +17 DEX To Act First With All Actions Skills 3 Computer Programming 14- 3 Criminology 14- 3 Deduction 14- 3 Electronics 14- 3 Interrogation 12- 13 Inventor 19- 5 KS: Supers 14- 3 Mechanics 14- 3 Oratory 12- 5 Rapid Attack (Ranged) 3 Security Systems 14- 3 Systems Operation 14- 10 Two-Weapon Fighting (Ranged) 693 Total Powers & Skills Cost 775 Total Character Cost 200 Disadvantages 10 Distinctive Features: Noticably Short Guy, Unusual Hair (Concealable; Noticed And Recognizable; Detectable By Commonly-Used Senses) 10 Physical Limitation: Cape... (Infrequently, Greatly Impairing) 5 Physical Limitation: Short (Infrequently, Slightly Impairing) 15 Psychological Limitation: Cold, Unfeeling. (Common, Strong) 15 Psychological Limitation: Overconfidence, Trusts Own Intelligence Above Everything Else, Assumes He Does Not Make Mistakes (Common, Strong) 10 Psychological Limitation: Self-Conscious/Ego Issues Regarding Lack Of Own Innate Powers (Common, Moderate) 15 Psychological Limitation: Resents Other Supers (Common, Strong) 25 Psychological Limitation: Will Do Anything To Be The Center Of People's Attention As A Hero - ANYTHING. (Very Common, Total) 15 Psychological Limitation: Veangeful (Common, Strong) 0 Reputation: That Kid Who Messed Up Mr. Incredible's Career, 8- (Known Only To A Small Group) 5 Rivalry: Professional, With Mr. Incredible, Rival Is As Powerful, Seek To Harm Or Kill Rival, Rival Unaware Of Rivalry 10 Social Limitation: Lives Alone On Island, Limited Circle (Very Frequently, Minor, Not Limiting In Some Cultures) 15 Unluck: 3d6 Experience 775 Total Disadvantage Points
Background/History: As a child, Buddy idolized Mr. Incredible and even tried to become his sidekick, but was rejected as Mr. Incredilbe "works alone." Embittered but brilliant, Buddy built weapons, building a fortune, and saving the best for himself. He ended up building an amazing scheme to rid the world of its supers and become its foremost super himself, defeating a threat of his own devising. His plans were foiled by the Incredibles and he appeared to lose his life in a final confrontation with them.
Personality/Motivation: Syndrome is cold-hearted and entirely self-centered, having apparently lost touch with his humanity. His sole goal is the accumulation of power and ultimately glory as a perceived hero.
Quote: "I'm still geekin' out about it!"
"Who's super now?"
"Too late - 15 years too late."
Powers/Tactics: Syndrome is the classic mastermind, and relies entirely on his gadgets and weapons, believing that which he's built with his intellect is unqestionably in control and superior to any opponent.
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