|
Saxon St. John (deceased)
F Gd 10 |
A Ty 6 |
S Ty 6 |
E Gd 10 |
R Rm 30 |
I Gd 10 |
P Ex 20 |
Res Am 50 |
Pop Gd -10
|
Origin:
Saxon St. John is an ordinary human, at least physically. Mentally, he's quite insane, though a genius with cybernetics design and medical science. A thoroughly bad combo, to be sure...
Known Powers:
(none)
Equipment:
Laboratory: while he didn't stock lots and lots of high tech combat gear for his own use, Saxon did have a highly impressive laboratory, a lab he could use to build electronics gear above and beyond the normal tech level of the New Universe in general. He could produce items of a tech level equal to Monstrous (75) with the lab. Of course, the place was also a fully functional operating room, as well...
Revolver: Saxon, while not up on the big battle technology schtick (for himself, at least), nonetheless retained the use of a pistol in the event that his personal safety came into question. This apparent six-shooter could be used to inflict Typical (6) Shooting (Sh) damage with each shot. Not much, to be sure, but the man was rather good with the thing...
Quirks:
Insanity: though a genius in the field of cybernetics, Saxon was quite mad. In fact, he was possessed of the insane belief that not only was all humanity eventually going the way of the robot, but that they would also be going that way with his help (and would like it)! Of course, other people didn't see things his way, and eventually put him down... hard.
Paranoia 3: on top of his raving insanity, Saxon St. John was extremely paranoid, and wasn't likely to trust anyone or anything. In fact, in order to do so, he had to pass a Psyche FEAT roll at -3 CS first (if he was inclined to do so, that is).
Talents:
Cybernetics: this talent, way beyond the means of most scientists in his causality, allowed Saxon to combine the effects of the Engineering, Electronics, Robotics, and Medicine talents in order to make artificial implants for people (and install them). All of his FEAT rolls required when doing so were made at a +1 CS.
Guns: in addition to his extreme bio-mechanical knowledge, Saxon was rather competent with a gun in his hand. He could make all attack rolls with a gun (save for the infamous cold-cock) at a +1 CS to his Agility rank.
Contacts:
Saxon St. John's only known contacts were the Club, one of the major sponsors of his research, and the many citizens in his employ on Puerto Rojo. Of course, the latter contacts may have been coerced into helping him, and may have possibly turned on him when convenient...
Costume:
Being quite mad, Saxon St. John invariably had to dress up as a mad villain, another exceptional oddity for a person in the New Universe at his point in time. He wore a purple, frilly suit, topped by a green cape (held on with gold pins and a gold chain) and green leather boots. Quite mad, I should say, quite mad (to wear such a tacky costume).
Personality:
The stereotypical mad genius, Saxon St. John was an evil tryant of a man that had used his impressive resources to play God, if you will, with the lives of his unwilling subjects. He cared not for anything other than his insane goal to create a perfect merger of man and machine, and anything that got in the way of this goal was destroyed utterly...
Real Name: Saxon St. John
Occupation: Imperial ruler of Puerto Rojo, cyberneticist
Legal Status: Citizen of Puerto Rojo, legally dead
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Club
Height: 5' 10"
Hair: black
Eyes: brown
Weight: 160 lbs.
Other Distinguishing Characteristics: none
Story:
Not much is known about the evil madman that was Saxon St. John. It is known that he was a freelance developer of technology for the Club, that international group of arms dealers and terrorists. He worked for them when it was convenient for him to do so, which was whenever he needed their money. And, of course, their money ultimately financed his dream.
That mad dream, of course, was to create the ultimate union of man and machine.
Not too many people were sympathetic with this ambition, however, so Saxon found that he had to relocate to a place where no one could interfere with his work. With that in mind, the madman used his impressive funds to take over the small Caribbean island of Puerto Rojo, which is roughly ninety miles off of Miami (but missing Cuba by a good distance, somehow).
While there, he began to nab random local youths, brainwashing them and subjecting them to his terrible experiments. However, this eventually came to the attention of the Central Intelligence Agency, who was investigating the Club and all of its associates in order to shut them down for good. And, since some of his work involved combat armor, Project: Spitfire was eventually brought in.
In order to stop Saxon, they sent in Jenny Swensen and Willy Deere, who infilitrated the island and (after some leg work) identified Saxon's main headquarters. Breaking in, the two fell into a trap set by Saxon, who sicced two of his Synergy Cyborgs on them. The fight was going in his favor, until his ultimate experiment rebelled against him, turning the tide in the heroes' favor.
An American agent he'd captured recently, she was the final step in his research, a full transfer of the human consiousness into a robot body. She was incredibly weak, but kept Saxon busy until the two American agents could eliminate him. Of course, the strain of this was too great, and the full cyborg died with her mad creator. After this, Swensen destroyed his lab to end such evil research.
Since, of course, Willy Deere wanted to take it to the American government for further study...
Extra Goodies:
Return to the Club main page!
Return to the Codename: Spitfire main page!
|