Edmund Roth

F       A       S       E       R       I       P       Res     Pop
Gd 10   Ty 6    Pr 4    Gd 10   Gd 10   Ex 20   Ex 20   In 40   Sh 0

Health: 26
Karma:  50

Origin:

Edmund Roth is a normal human. He has no impressive powers, incredible devices, or strange and wonderful knowledge to cast spells or use psionics. He's just a guy, albeit a rather morally ambiguous one - with a whole lot of government resources to draw upon.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

(none)

Quirks:

Fanaticism 2: Roth, more than anything, does what he does for his country, the good ol' US of A. He's willing to do just about anything, kill just about anybody, in order to guarantee the continued existence of America. Which, in the end, makes him that much scarier.

He must pass a Psyche FEAT roll at -4 CS in order to do anything counter to America's good fortune (should he even want to).

Talents:

Detective / Espionage: a CIA spook, Edmund knows his way around the ol' cloak and dagger (not the mutant heroes, mind you). Reason and Intuition FEATs he makes in this area ought to be rolled at +1 CS, as he has been an intelligence agent for years.

Guns: as a card-carrying member of the CIA, even if he never actually flashes such identification, Edmund can wield most firearms with competence. He should do so at a +1 CS, whether brandishing standard, semi-automatic, or fully automatic rifles or pistols.

Law Enforcement: as part of the Central Intelligence Agency, Edmund has to know the laws and how to enforce them. His Reason in such areas ought to be considered +1 CS. Furthermore, this talent grants him the ability to use guns legally, as well.

Contacts:

Edmund Roth, as a valued leader of the CIA, can easily rely upon the United States government for aid should he request it. Furthermore, as the leader of Project: Spitfire, Edmund can also gain aid from the members of that CIA operation, should he need it.

Costume:

Edmund typically wears conventional business suits at all times, though he has been seen in a sweater and a comfy pair of pants. However, he wields his ever-loving pipe at all times, no matter where he is or what he's doing.

Personality:

Edmund's not a hero. He's not quite a villain, either. He's just a guy trying to save the World, even though he goes to extreme measures to do so. He truly believes that America is the best country in the World, and that he must do anything he possibly can to continue that state of affairs.

He's lied, cheated, and even had people killed in order to maintain what he believes to be national security.

Real Name: Edmund Roth
Occupation: CIA operative
Legal Status: American citizen with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: the CIA, Project: Spitfire

Height: 6'
Hair: brown with gray streaks
Eyes: blue
Weight: 180 lbs.
Other Distinguishing Characteristics: Roth is almost always seen with his pipe in hand.

Story:

Little is known about Edmund Roth, CIA spook and all-around super patriot. Edmund first revealed himself when attempting the recruitment of Jenny Swensen into the CIA, under the auspices of Project: Spitfire, a small operation meant to curb the growing proliferation of MAX technology throughout the globe. Since her father invented the MAX technology, well, Roth needed her.

He put Jenny through her paces, testing her mettle to the ultimate degree, and once she'd passed his tests, Edmund offered her a job. She was kind of wishy-washy about it, so he dropped her and another operative, Jake Travest, into MAX-infested Afghanistan to prove how desperate the Project's job was. Luckily, the two managed to survive the experience (without armor of their own, even)!

After this little riot, Jenny and Jake joined up with the Project, and Edmund continued to push both combatants into furthering his goals of American supremacy. He continued on with Project: Spitfire throughout the run of Codename: Spitfire and beyond, until the New Universe was canned. It is presumed that, in the aftermath of the War, he is still in charge of the Project.

Which, in the end, would quite an important agency, what with the massive amounts of paranormals that are appearing across the planet. After all, several governments would try to get their hands on MAX technology to counter the threat that such individuals would present to the global balance of power. And then, Project: Spitfire would have to set them straight, of course.

Chronology: Spitfire and the Troubleshooters # 8, Spitfire and the Troubleshooters # 9, Codename: Spitfire # 10, Codename: Spitfire # 11, Codename: Spitfire # 12, Codename: Spitfire # 13, Psi-Force # 20, Psi-Force # 21 ('Overtime' sequence).