Identity: Avatar (alias Robert Perry) Name: ENTROPY Side: Good Sex: Male Level: 18 Age: 23
Powers: Chemical Power: Body permanently changed; Chemical defense; Nitrate Blast, Chemical attack, Range - 48", PR - 8, Damage - 2d8. Heightened Attack: +18 to Damage. Invulnerability: 15. Willpower: Type A; PR – 1/use as a defense. Heightened Charisma: +16. Heightened Strength: +10. Willpower: Type B; +17 to Intelligence. Flight: Device; Jet Boots; 350 m.p.h. (30 second nitro boost to 400 m.p.h.) Diminished Senses: Light Sensitivity; Perception -3.
Weight: 220 (6'5") Basic Hits: 5 Agility Mod.: -
Strength: 24 Endurance: 15 Agility: 24 Intelligence: 33 Charisma: 24
Reactions From: Good: +5 Evil: -1
Hit Points: 81 Power: 96 Healing Rate: 2 Damage Mod.: +7 Accuracy: +4 Carrying Capacity: 1,686 Basic HtH Damage: 1d10
Movement Rates: 63" , Flying – 1,540" (boost 1,760")
Det. Hidden: 24% Det. Danger: 28%
Inventing: 99% Security Clearance: 2 Rep. Pts.: 9 Perception: 29
American Citizen
Training: +2 to Hit – Bo Laser Sight +5 to Hit with Energy Rifle (after one Action to "target lock")
Chance to Hit / Damage: Bo - 14 / 1d10+1d6+25 Energy Rifle – 17/1d12+25 Nitrate Blast – 15/2d8+25 HtH - 9 / 1d10+25
Entropy was designed by the Alliance as a specially designed assassin. The alien Gir, using advanced technology, employed skin and blood cells recovered from earlier encounters with their superpowered opponent Sleeper. The result was a bigger and stronger adult clone of their enemy, with superior powers that could hopefully be used to defeat him. Unbeknownst to Gir, however, the alchemist Eli Senovis added materials during the process that would allow Entropy to eventually reject his evil employers and develop a will of his own. The assassin initially performed well enough during multiple clashes with Sleeper that Master, head of the Alliance, decided to use him as his primary problem solver. However, when a serious injury shattered his mental controls and caused him to become self-aware, Entropy decided he wished to be free. Starting by banishing Master, he systematically set about destroying the Alliance. He eventually crossed paths with the Protectors, who assisted in getting him cleared of criminal charges and gave him new eye protection. The superhero group also taught him heroic behavior and persuaded him to temporarily abandon his personal quest to finish off the Alliance and to seek training and education. Entropy joined C.H.E.S.S. as a probationary member, but his training was cut short when he was inducted into the U.N.-sponsored C.H.E.S.S. Elite Forces One. After a number of adventures over four months with CEF1, he resigned due to inefficiency in combat and the loss of a comrade. He worked as a chemical consultant for over a year, but was nearly killed when heroically intervening in a factory explosion. He used the incident to explain the "death" of his alter-identity and, during rehabilitation from the incident, found that his powers had changed. He rejoined C.H.E.S.S., and soon was assigned as a bodyguard for another new agent, Dr. Desist. Shortly after, those two, along with the superhero Crocodile, formed a new team, the Guardians. Entropy rose to national prominence as a pivotal member of the Guardians, and for an entire decade was a mainstay of the team, eventually serving as leader. Though semi-retired, Entropy occasionally accepts missions as an Archbishop with C.H.E.S.S.
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