Saxon St. John (deceased)

Melee
RV 10
Coordination
RV 6
Brawn
RV 6
Fortitude
RV 10
Intellect
RV 30
Awareness
RV 10
Willpower
RV 20
Lifestyle
RV 50
Repute
RV -10

Health:
Fortune:
32
60

Origin:

When one is accounting for super-human powers of some kind or another, Saxon St. John is what would be considered a normal human. In other words, he doesn't have any ascendant abilities to speak of, whether inherent or trained. Upstairs, however, the man has advanced cybernetics knowledge, gained through years of trial and error on hapless victims he subjected to his own brand of insane research.

Known Powers:

(none)

Limitations / Enhancements:

(none)

Equipment:

Laboratory: while he didn't stock lots and lots of advanced combat gear for his own use, Saxon did have an impressive laboratory, one he could use to build electronic devices above and beyond the normal technology level of the world in general. He could produce items of a tech level equal to rank value 75 with his lab. Of course, the place was also a fully functional operating room, as well.

Revolver: Saxon, while not up on the big battle technology shtick (for himself, at least), nonetheless retained the use of a pistol in the event that his personal safety came into question. This six-shooter could be used to inflict rank value 10 Piercing damage with each shot. Not much, to be sure, but the man was rather good with the thing.

Quirks:

Insanity: though a genius in the field of cybernetics, Saxon was quite mad. In fact, he was possessed of the insane belief that not only was all humanity eventually going the way of the robot, but that they would also be going that way with his help - and that they would like it! Other people didn't see things his way, naturally, which put him on a collision course with just about everyone.

Skills:

Electronics: it's not enough to build the mechanical apparatus that would replace weak and feeble flesh - one must also make the brains of these contraptions if they are to succeed in such mad endeavors. Thus, Saxon has acquired the knowledge he required to design, build and repair electronic equipment. He may perform such ACTs as if his Intellect was +1 RS higher than is listed above.

Engineering: the foundation of his attempt to build cybernetic armor systems, and then fully artificial replacement bodies for pathetically mortal human beings, Saxon has mastered the use of mechanical technologies. As such, he should receive a +1 RS on any ACT roll required of him when designing, building, or repairing anything, whether mechanical or structural in nature.

Guns: supplementing his considerable knowledge of biomechanical systems, Saxon St. John is more than competent in the use of firearms. While he prefers a conventional, old-style revolver, Saxon has the ability to wield any standard, semi-automatic, or fully automatic rifle or pistol as though his Coordination trait was +1 RS higher than is listed above.

Medicine: it wasn't enough for Saxon to build robots, no. He wanted to become one, and by extension, convert the rest of humanity into unfeeling, artificial life forms as well. To this end, Saxon has picked up the knowledge of human biological systems he required to make... additions to it. Mind you, he can serve as a competent physician even when he isn't modifying one's flesh, but it's not like he'd bother.

Contacts:

The primary contact that Saxon St. John can rely upon for assistance in a pinch is the Club, a group of terrorists and arms dealers who happily do business with whoever can meet their exorbitant prices. While he does have a large number of Puerto Rojo's citizens in his employ, the simple truth is that they don't work for him out of love, so much as they've been coerced into doing so.

Costume:

Being quite mad, Saxon St. John invariably felt the need to dress up as a villain of some sort, another exceptional oddity for a person from his world and era. Saxon wears a purple, frilly suit, topped by a green cape which is held on with gold pins and a gold chain, and green leather boots. While this sounds quite mad, this particular color scheme seems to be popular with evil-minded individuals.

Personality:

The stereotypical mad genius, Saxon St. John was an evil tyrant of a man that had used his impressive resources to play God, if you will, with the lives of his unwilling subjects. He cared not for anything other than his insane goal to create a perfect merger of man and machine, and anything that got in the way of this goal was to be destroyed utterly!

Real Name: Saxon St. John
Occupation: Imperial ruler of Puerto Rojo, cyberneticist
Legal Status: Citizen of Puerto Rojo, legally dead
Marital Status: single
Alias(es), if any: none
Group Affiliation: the Club

Height: 5' 10"
Hair: black
Eyes: brown
Weight: 160 lbs.
Other Distinguishing Characteristics: none

Story:

Not much is known about the evil madman that was Saxon St. John. It is known that he was a freelance developer of technology for the Club, that international group of arms dealers and terrorists. He worked for them when it was convenient for him to do so, which was whenever he needed their money. And, of course, their money ultimately financed his dream.

That mad dream, of course, was to create the ultimate union of man and machine.

Not too many people were sympathetic with this ambition, however, so Saxon found that he had to relocate to a place where no one could interfere with his work. With that in mind, the madman used his impressive funds to take over the small Caribbean island of Puerto Rojo, which is roughly ninety miles off of Miami (yet missing Cuba by a good distance).

While there, he began to nab random local youths, brainwashing them and subjecting them to his terrible experiments. However, this eventually came to the attention of the Central Intelligence Agency, who was investigating the Club and all of its associates to shut them down for good. And, since some of his work involved combat armor, Project: Spitfire was eventually brought in.

In order to stop Saxon, they sent in Jenny Swensen and Willy Deere, who infiltrated the island and (after some leg work) identified Saxon's main headquarters. Breaking in, the two fell into a trap set by Saxon, who sicced two of his Synergy Cyborgs on them. The fight was going in his favor, until his ultimate experiment rebelled against him, turning the tide in the heroes' favor.

An American agent he'd captured recently, she was the final step in his research, a full transfer of the human consciousness into a robot body. She was incredibly weak, but kept Saxon busy until the two American agents could eliminate him. Of course, the strain of this was too great, and the full cyborg died with her mad creator. After this, Swensen destroyed his lab to end such evil research.

Which irked Willy Deere, who had wanted to take it home for further study.

Extra Goodies:

Saxon St. John 4C System: Edition 13 Text File Download

Saxon St. John Imagery

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