The former Beetle:
MACH-I (Abe Jenkins)
Distinctions: History of Defeat, Criminal Ties, Tinkerer
SFX: Gas Grenades. Add a d6 and step up your effect die by +1 when inflicting Knock-Out Gas! complication on a target.
SFX: Explosion. Add a d6 and keep an additional effect die for each additional target.
SFX: Boost. Shutdown your highest rated MACH ARMOR power to step up another MACH ARMOR power by +1. Recover power by activating an opportunity or during a Transition Scene.
SFX: Sealed System. Spend 1 PP to ignore stress, trauma, or complications from gas or vacuum effects.
Limit: Damaged. Shutdown MACH ARMOR and gain 1 PP. Take an action vs. the doom pool to recover, or during a transition scene.
HOLDING IT TOGETHER WITH BUBBLEGUM AND PAPERCLIPS!
1 XP — when you express how worried you are that your armor “can’t take much more punishment!”
3 XP — when your DAMAGED limit shuts down your armor until a transition scene.
10 XP — when you defeat an opponent without your armor.
1 XP — when you use lethal force outside of combat (thus starting a fight), or prevent someone else from doing the same
3 XP — when you engage in a confrontation with another hero regarding use of lethal force, and your action or reaction total makes you the victor.
10 XP — when you leave the team and go to jail for your past crimes or stay on the team, discrediting their attempts at redemption.