Willy Deere

Strength
6x
Agility
5d
Intellect
8b
Willpower
6d

Hand Size:
Edge:
3 (17)
1

Origin:

Willy Deere is a normal human. Well, okay, he's kind of a weird human. While he lacks powers of any stripe, whether inherent or trained, Willy nonetheless has access to a highly advanced robotics laboratory, with which he has produced at least one suit of combat armor so far.

Powers:

(none)

Hindrances / Augmentations:

(none)

Equipment:

Laboratory (i): a roboticist working for the American government, Willy naturally has an impressively funded laboratory. With this and notes he took after observing Karl Swensen at work, Willy was able to construct the Mark 4 MAX suit for the CIA!

Gun (a): Willy always carries a gun on his person during missions. His particular slug-thrower fires bullets capable of inflicting his Agility +4 damage in a single shot, raised to his Agility +5 damage in a magazine-expending, semi-automatic burst of lead.

Skills:

Detective / Espionage (i): a CIA spook, Willy knows his way around the ol' cloak and dagger (not the mutant heroes, mind you). Any action he attempts in this area ought to be resolved at a reduced difficulty, as he has been an intelligence agent for years.

Electronics 2 (i): while he is a competent mechanical engineer, Willy can also create all manner of electronic devices. Whether designing, building, or repairing such implements, Willy should receive a reduced difficulty on related actions required of him.

Engineering 2 (i): having studied Karl Swensen's MAX technology for years, Willy has proven an apt student. Able to readily demonstrate his ability to build just about anything, Willy should receive a reduced difficulty on actions required of him when creating mechanical objects.

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

Law Enforcement (w): as part of the Central Intelligence Agency, Willy has to know the laws and how to enforce them. Actions he attempts in such areas ought to be made at a reduced difficulty. Furthermore, this talent grants him the ability to use Guns legally, as well.

Contacts:

As a rather competent technologist, Willy can easily rely upon the CIA to bail him out of any trouble he should get himself into. Same goes for Project: Spitfire, as he's also a member of that organization - otherwise, how could he have made that Mark 4 MAX suit?

Calling:

Explorer: a proper CIA spook, Willy has been working with the Agency for years, and he kind of enjoys doing this kind of work. Most of his efforts involves the design and construction of high tech devices for the government, stretching their technological boundaries to new levels.

He's truly into exploring the limits of human innovation, so this job is like a dream come true.

Costume:

Willy, when playing techie, tends to wear a pair of overalls, along with oversized black rubber gloves and boots, and of course welding goggles. While in action on foreign soil, he seems to wear casual clothing: jeans, a T-shirt, and of course, hiking shoes.

Personality:

Willy Deere is a quandary. He's a spy in the employ of the Central Intelligence Agency, as well as a master roboticist. He has produced several devastating improvements in general American technology, and yet he pulls the standard spy operation now and again.

He's quite a versatile individual, which is probably why he gets the big bucks. Well, as far as government pay goes, at any rate.

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

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

Story:

Willy Deere is kind of a mystery. He's a competent spy as well as a competent robotics inventor. He knows how to sneak about in a foreign land on a mission, and can build impressive suits of combat armor. Why he never appeared in the Codename: Spitfire series until the last issue is kind of confusing, since he seems to know just as much as Jenny Swensen does about MAX technology.

At any rate, his only published appearance saw him building Jenny the Mark 4 MAX armor, as she needed it for a special operation on the island of Puerto Rojo. Of course, after he built the suit, he accompanied her on the mission, as he wanted to get his hands on the research of Saxon St. John, a bizarre and insane cyberneticist that was experimenting on his neighbors there.

At any rate, the two Project: Spitfire operatives made their way to the island, and eventually brought down St. John, as the man was crazy enough to let the two into his palace and fight his creations. The Project agents beat the brainwashed cyborgs, and managed to kill Saxon in the process. Of course, Jenny destroyed his computers in a fit of rage after seeing what the man did.

And after Willy slipped and told her the government was going to 'confiscate' Saxon's research.

Willy hasn't seen another comic story since, but as a valued robotics guy, it is assumed that Project: Spitfire maintained his service for future operations. After all, once Jake Travest was captured in the Mark 3 MAX suit in Canada, well, they didn't have anybody else to make or pilot the armor. Willy would have been a prime candidate for both jobs.

Since, of course, the Project has this unusual habit of putting their lead techs in the direct line of fire constantly.

Extra Goodies:

Willy Deere Saga System 13 Text File Download

Willy Deere Imagery

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