|"Good, bad? I'm the guy with the|
His visual design is over-the-top, with pouches, belts and straps festooning every plausible part of him, and a power mullet tied up into little corn-row like pontytails. And, of course, face scars and tattoos, just enough of them for the penciler and the inker to screw up from page to page.
Oh, and if you guessed if there was some clumsy Christian symbolism to the design, you're right! A scare over his chest in the shape of a heart.
His name is, frankly, terrible. Seriously, gun runners are generally not good people, and the few who are, aren't him. He's basically a guy who runs, and who has a gun.
His storyline is wholly unoriginal, with the name of a few sci-fi tropes filed off and renamed.
The dialogue and the action are astoundingly poorly done.
I sincerely hope that before they gave a pen and paper back to Dan Abnett for Civil War II, they had him sit in a corner and think about what he'd done here.
Still, the idea's an all right one. A guy is artificially enhanced* to fight an alien race that threatens to, well, make the universe boring? With mystic goo? Or something? I dunno, I read three issues slightly out of order and it was mostly grimacing while brandishing improbable weapons. Still, outer-space freedom fighter, enhanced with cyborg body parts - this can work.
* And what are these artificially enhanced fighters called? . . . The Enhanced. Dan, back to your corner. Back.
Enemy of the Cynodd
Enhanced Durability 1d8
Enhanced Senses 1d8
Enhanced Speed 1d8
Enhanced Strength 1d8
Superhuman Reflexes 1d10
Superhuman Stamina 1d10
SFX: Burst - Step up or double an Enhanced die against a single target. Remove the highest rolling die and add 3 dice for your total.
SFX: Focus - If a poole includes an Enhanced power, you may replace two dice of equal size with one die +1 step larger.
Limit: Tactical - Gain 1 PP to turn one Enhanced power into a complication.
SFX: Area Attack - Add a 1d6 and keep an additional effect die for each additional target.
SFX: Overload - Step up or double any Hand Cannon power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die.
Limit: Gear - Gain 1 PP and shutdown Hand Cannon. Take an action vs. the doom pool to recover.
Combat Master 1d10
Covert Expert 1d8
Crime Expert 1d8
Menace Expert 1d8
Tech Expert 1d8
Vehicle Master 1d10