Flexo the Rubber Man Strength Agility Intellect Willpower 11x 6x 3x 3x Hand Size: 3 (17) Edge: 1 Powers: Elongation (a): Flexo's rubbery body easily lives up to its namesake, allowing the hero to stretch and contort his shape considerably. He possesses this power with intensity 12 ability and skill, allowing him to easily stretch any part of his body anywhere necessary within firing range. He appears to have the Slow Retraction limitation, however. Flight (a): Flexo's primary super power, other than his exceptional strength, is his ability to soar through the air like, well, like a very heavy rubber man. Wielding this power at intensity 4, this allows him to get around at about ninety miles per hour, which while slow, is admittedly faster than walking. Besides, Flexo flying is a sight not to be missed (or forgotten)... Radio Link (i): a much lesser form of the computer link power, this thing allows Flexo to keep in contact with his roboticist creators. It also lets them control him from a distance, keeping themselves out of danger while Flexo stomps on criminals. This link functions at intensity 3, and has an approximate range of one hundred miles. Resistance to Disease and Toxins (s): Flexo's robotic construction grants him exceptional resistance to disease and poisons; being robotic, these things simply don't affect him. Furthermore, as he's not made of metal, mere rust will not faze him, either. Flexo has + 8 resistance to these attack forms (he's not totally immune, mind you, as he's somewhat organic, but real close). Sleeping Gas (s): one surprise weapon that Flexo wields is his ability to emit a powerful knockout gas from his big yellow collar, a gas that he can use to subdue unruly ruffians with intensity 10 ability. Resisting the gas requires an easy difficulty Strength (sleeping gas) action, the failure of which will cause its victim(s) to pass out for an aura duration. Hindrances: Susceptible / Mind Control: thanks to his built-in radio link, Flexo can easily be controlled by the Williams Doctors, or anybody else with similar equipment. Though he doesn't seem to mind working with the Williams, Flexo is at zero (0) Willpower for the purposes of resisting commands via their (or somebody else's) radio transceivers. Skills: (none) Calling: Protector, with a secondary calling of Soldier: though he is commanded to do so by his human creators, Flexo seems to have no problem engaging in various acts to protect them and the innocents he encounters from harm. Of course, half of the dangerous situations Flexo finds himself in were caused in some part by his imperfect parents, so he may just be cleaning up after them. Costume: Flexo wears no costume. What you see is what you get! Appearance: In construction, Flexo has a brilliant red, rubbery body, save for his yellow shoulders, elbows and knees. He is primarily humanoid in form but, vaguely amorphous in aspect. His head is cylindrical, with triangular eyes, over-sized ears and an ever-present grin. Personality: Little is known about the personality of Flexo. He appears to be a sentient being, and has a desire to help people by fighting crime. However, he's never been seen while not the control of his two creators, who likely don't care too much for the notion of his freedom. Real Name: Flexo the Rubber Man (name given him by his creators) Occupation: Adventurer Legal Status: none Marital Status: not applicable Alias(es), if any: none Group Affiliation: none Height: ? Hair: none Eyes: yellow Weight: ? Other Distinguishing Characteristics: Flexo looks somewhat like a red Michelin Man. Story: After years of experimentation, Doctors Joel and Joshua Williams perfect their greatest creation: Flexo the Rubber Man! This robot is fully sentient, though the doctors see fit to control him via remote radio link most of the time. And they usually use him to fight the scourge of crime! Flexo has been seen during no less than four separate missions against criminals. The first was to prevent the evil Doctor Murdo from fashioning a Death Ray from some radium he'd stolen - with the unwitting aid of the Williams brothers, of course. His second adventure saw Flexo retrieving a secret torpedo repeller the Williams' had developed - which was promptly stolen from them. Thanks to Flexo, they not only recovered the repeller but dealt with its thieves most permanently. Flexo's third outing saw him and the Williams brothers facing off against the Iron Duke, a mobster who had an arson-based insurance fraud scheme going on, and didn't care who got killed in the crossfire. Flexo fixed his wagon, but good! He next saw action in Nazi Germany (from the look of things), rescuing the Williams Doctors during their bid to liberate an experimental explosive formula from the fascists who had themselves stolen it from an American scientist who feared its power. The further nature of Flexo's actions against criminals, spies, saboteurs, and would-be world conquerers have yet to be revealed to the public - but as readily as the Williams brothers get in trouble, there's no doubt we'll see more of Flexo in the future!