Boss Sarpo F A S E R I P Res Pop Gd 10 Ty 6 Gd 10 Gd 10 Ex 20 Ty 6 Ex 10 Rm 30 Ex -20 Health: 36 Karma: 36 Origin: Unlike his nemesis, Professor Zog, Boss Sarpo is a normal human. He lacks special powers of any variety, much less any of the high tech toys that the man who brought him down possesses. However, he's strong, has ambition, and knows how to rally evildoers to his cause. Known Powers: (none) Limitations / Enhancements: (none) Equipment: Pistol: though he's been known to wield explosives and machine guns when necessary, the only gear the Boss regularly carries on him is his piece. He can discharge one round from this weapon, inflicting Typical (6) Shooting damage, +1 CS in a semi-automatic burst. Quirks: Unattractive: his reprehensible character aside, Boss Sarpo is an ugly, ugly man. He has oversized ears, beady little eyes, a lantern jaw framed by ample jowls, and thick, bushy eyebrows. People put off by his appearance treat Sarpo as if his Popularity was -2 CS in rank. Talents: Crime 2: though he doesn't look it, Boss Sarpo is a criminal mastermind. He excels at coming up with all manner of sinister plans to relieve others of their worldly possessions, and not only can carry them out, but can do so with more than a little bit of skill. Guns: sure, he can beat a man into jelly with his bare hands, but why should the Boss get them dirty when he can just plug a fool? Sarpo can handle most firearms as if his Agility was +1 CS in rank, regardless of whether they're standard, semi-automatic, or fully automatic. Martial Arts type B: having the brains and the firepower isn't enough to run a criminal enterprise. No, you also need to be able to keep the underlings in line. Boss Sarpo can do this easily, throwing punches as if his Fighting was +1 CS in rank. Contacts: Supposedly the greatest of all gangland criminals, Boss Sarpo has a frightening array of contacts in the underworld. In addition to his own army of thugs and other assorted underlings, Sarpo knows a lot of people, and has any number of favors he can call in when necessary. Costume: The Boss wears conventional attire while going about the business of committing crimes. His ensemble mostly consists of a navy blue suit that he accents with a black bow tie, a red fedora, and expensive leather shoes. Unless he's in jail, of course. Then it's all prison wear for the Boss. Personality: Boss Sarpo is a reprehensible human being. Greedy to a fault, he will do whatever it takes to get what he wants, no matter how many people are hurt - or even killed - in the process. The only thing greater than Boss Sarpo's greed is his inherent ambition. Real Name: unrevealed, as Sarpo may be his last name or just an alias Occupation: criminal mastermind Legal Status: citizen of the United States with a staggering criminal record Marital Status: single Alias(es), if any: none Group Affiliation: none Height: 6' Hair: red, balding Eyes: unrevealed (he always squints) Weight: 250 lbs Other Distinguishing Characteristics: none Story: Little has been revealed about the origins of the man known to the world as Boss Sarpo, but it can be inferred that he's been a criminal his entire life. Incredibly clever, he readily comes up with all manner of schemes to fatten his wallet and those of his many underlings. Sarpo's second most brazen spree began when, as several cities were left without police protection in the wake of the Ohio River flooding, he decided to loot them bare. Banks, stores, you name it, Sarpo and his men aimed to take anything of value that wasn't nailed down. Gathering as many of his men as he could, Sarpo descended upon the flooded Ohio River valley, and started cleaning up. Of course, several locals took exception to this, leading to an immense exchange of gunfire between them and Sarpo's men, leading to many deaths on each side. As his goons finally dealt with the meager resistance before them, Sarpo was waylaid by none other than Electro: Marvel of the Age. That machine was in the area to provide disaster relief, and when it saw what Sarpo's men were up to, it was directed to stop them cold. Sarpo tried several things to eliminate Electro, starting with blowing up a building on the contraption, to siccing several maddened elephants from a nearby zoo on it. None of these were effective against the nigh-invulnerable machine, however, and it handily scooped Sarpo up. Thrown in prison for all of the theft and murder committed at his direction, Sarpo nonetheless wasn't done just yet. No, he vowed to deal with Professor Zog, the creator of Electro, and to steal the robot for his own purposes - and being in the pokey wasn't about to stop him. Having his lieutenant, Scarface Joe, lead several men to Zog's building, Sarpo had them abduct the scientist and his creation. They then forced Zog, at gunpoint, to liberate Sarpo from prison, a feat which was laughably easy for the Marvel of the Age. Once he was free, Sarpo had Electro abduct the District Attorney who'd tossed him into prison, and then begin a sweeping crime wave the likes of which the world had never seen before. No riches were safe from Sarpo with Electro under his control, via the captive Professor Zog. As it turned out, though, Sarpo wasn't the only one who had the idea of stealing Zog to force Electro to do his bidding. No, none other than Jago, leader of the Dragon-Men of Ligra, spied Electro rampaging throughout the United States from afar, and decided he wanted the robot, too. Sending several of his minions across the stars, Jago had them flatten Sarpo and his men, and abduct the already abducted Zog - bringing him and his creation to Ligra. Not needing Sarpo or his goons, though, the Dragon-Men left them all to their own devices in their lair. What Sarpo did after this has yet to be revealed, but it's not likely that he lost too much street cred as a result of his defeat. After all, when you can legitimately claim that your scheme would've worked until aliens meddled with it, well, it's hard to argue with that!