Callidus Killer Shrike 
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [0]
50 DEX 10 30 50 19- OCV 17 DCV 17
18 CON 10 16 18 13-
13 BODY 10 6 13 12-
18 INT 10 8 18 13- PER Roll 15-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
4 PD 3 1 4/12 4/12 PD (0/8 rPD)
4 ED 4 0 4/12 4/12 ED (0/8 rED)
12 SPD 6.0 0 12 Phases: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
7 REC 7 0 7
36 END 36 0 36
30 STUN 30 0 30
10" Running 6 8 10"
2" Swimming 2 0 2"
4"/2" Leaping 3 1 4" 84 Total Characteristics Points
Type Total
Run (6) 10" [20" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 4"
V. Leap (2") 2"
Swinging 17" [17" NC]
Total earned: 175
Spent: 175
Unspent: 0
Base Points: 125
Disad Points: 100
Total Points: 400
Hair Color:  Dark Brown
Eye Color:  Dark Brown
Height:  5' 9"
Weight:  150 lbs
Jeremy is a wiry, intense looking man with the build of a track star and a pensive, hyper attentive alertness. Jeremy is into high-speed thrash, techno, nu-punk, and any thing fast and loud, and dresses in band shirts and rocker attire. He isn't conservative with his hair and has sported all manner of weird do's over the years and he's always up to try something new each time he decides to get a trim. When on the clock or if he suspects danger he wears a light and lean suit of SpecTec Ascender BPS-IV power assisted armor that, in addition to being stocked with a wide array of useful gizmos, is a sexy and stylish matte black that blends into shadows like water blends into the ocean.
Cost  Disadvantage
1) Hunted: BioCorps 8- (Mo Pow, NCI, Capture)
Notes: BioCorps is intent on scooping Callidus up along with the rest of the former Delta-V team.
2) Hunted: Yakuza 5- (Mo Pow, NCI, Rarely Occurs, Kill)
Notes: Delta-V ran afoul of the Yakuza several times and had a prolonged shadow war with several prominant families in the San San area two years ago. Members of Delta-V are still on the Yak's hit list even though they've disbanded as a team.
3) Reputation: Former Member of infamous Delta-V Runner team (Fortress, Wyatt, Triage, Callidus, Ghost), 8-
10 Distinctive Features: Meta (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
0 Normal Characteristic Maxima
Personal Issues
1) Psych. Lim.: Easily Bored And Impatient (Very Common, Moderate)
2) Psych. Lim.: Overconfident (Common, Strong)
3) Reputation: Super-fast Meta Shooter, 8- (Extreme)
4) Why Me? Unluck: 2d6
100 Total Disadvantages Cost

 Callidus Killer Shrike 
OCV: 17 DCV: 17
Combat Skill Levels:
+6 with DCV; Only To Determine Half DCV (-1)
+2 with Barracuda VA29 Variable Automatic Pistol
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Martial Escape 1/2 +0 +0 30 STR vs. Grabs
Passing Strike 1/2 +1 +0 3d6 +v/5; FMove
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Type of Cybernetics

DEX Penalty*

Cyberarms -1
Cyberlegs -1
Dermal Plating -1
Heavy Dermal Plating -2
Exo-skeleton -2
Hard Points -1 each
* This penalty applies only for purposes of determining when a character's Phase occurs.
3d6 Roll Location STUNx N STUN BODYx To Hit rDEF
3 CROWN x5 x2 x2 -8  
4 TEMPLE x5 x2 x2 -8  
5 FACE x5 x2 x2 -8  
6 HANDS x1 x1/2 x1/2 -6  
7 RIGHT ARM x2 x1/2 x1/2 -5  
8 LEFT ARM x2 x1/2 x1/2 -5  
9 SHOULDERS x3 x1 x1 -5  
10 HI CHEST x3 x1 x1 -3  
11 LO CHEST x3 x1 x1 -3  
12 STOMACH x4 x1 1/2 x1 -7  
13 VITALS x4 x1 1/2 x2 -8  
14 THIGHS x2 x1 x1 -4  
15 HI LEGS x2 x1/2 x1/2 -6  
16 MID LEGS x2 x1/2 x1/2 -6  
17 LO LEGS x1 x1/2 x1/2 -8  
18 FEET x1 x1/2 x1/2 -8  
Type Amount Notes
Physical Defense 4/12 Current BODY:
Res. Phys. Defense 0/8 (13)
Energy Defense 4/12 Current END:
Res. Energy Defense 0/8 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (30)

 Callidus Killer Shrike 
Cost  Power END
Quick Atheletics
3   1)   Quick Agility:  Acrobatics 19-
3   2)   Quick Balance:  Breakfall 19-
9   3)   Quick On Both Sides:  Ambidexterity (no Off Hand penalty)
3   4)   Quick On The Draw:  Fast Draw (Guns) 19-
10   5)   Quick Reactions:  Defense Maneuver I-IV
3   6)   Quick Tricks:  Feint 19-
Quick Combatant
5   1)   Quick Assault:  Rapid Attack (Ranged)
15   2)   Quick Avoidance:  +6 with DCV; Only To Determine Half DCV (-1)
5   3)   Quick Shooting:  Accurate Sprayfire
5   4)   Quick Shooting:  Concentrated Sprayfire
5   5)   Quick Shooting:  Rapid Autofire
5   6)   Quick Shooting:  Skipover Sprayfire
Quick Comeback
3   1)   Quick Recovery:  Hearing Group Flash Defense (3 points) 0
5   2)   Quick Recovery:  Rapid Healing
3   3)   Quick Recovery:  Sight Group Flash Defense (3 points) 0
Quick Super
90   1)   Quick Dexterity:  +30 DEX
10   2)   Quick Movement:  Reduced Endurance (0 END; +1/2) (10 Active Points) applied to Running
60   3)   Quick Speed:  +6 SPD
6   4)   Quick Uptake:  +2 PER with all Sense Groups 0
248 Total Powers Cost
Cost  Name
1) Computer Programming (DEFENSE, HACKING, INFILTRATION, ELECTRONIC LOCKING DEVICES, LANGUAGES: Enoch (E) / Enoch Plus (E+), Logical Query Syntax (LQS)) 13-
2) Lockpicking 19-
4) Security Systems 13-
3 KS: San-San (INT-based) 13-
3 PS: Runner (INT-based) 13-
3 Stealth 19-
2 WF: Small Arms
27 Total Skills Cost
Cost  Name
1 Blazing Fast: Reputation: Superfast Meta (A medium-sized group) 11-, +1/+1d6
2 Runner: Reputation: Top-tier Runner (A large group) 11-, +1/+1d6
21 Equipment Points: 137
3 Fringe Benefit: Improved Equipment Availability Street-Level equipment
27 Total Perks Cost
Cost  Maneuver
Down With The Quickness
1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
2) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 30 STR vs. Grabs
3) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 3d6 +v/5; FMove
14 Total Fighting Skills Cost

 Callidus Killer Shrike 
Equipment Pool (137/137)
  *  Custom Laptop:  Computer
Notes: Real Cost: 15 Points
  *  Handsfree Secure Phone:  High Range Radio Perception (Radio Group), Concealed (-5 with High Range Radio Perception PER Rolls), Discriminatory (22 Active Points); Personal Calls Only (-2), OAF (Phone; -1)
Notes: Real Cost: 5 points
  *  VR Goggles :  Computer Link (5 Active Points); OAF (-1)
Notes: Real Cost: 2 points
  *  Lockpick Set:  +2 with Lockpicking
Notes: Real Cost: 4 points
Barracuda VA29 Variable Automatic Pistol
Notes: Real Cost: 27 points + 5 points for x2
  *  Barracuda VA29 Variable Automatic Pistol:  Killing Attack - Ranged 2d6+1 (vs. PD), Semi-Armor Piercing (+1/4) (44 Active Points); OAF (-1), STR Minimum 14 (-1), Beam (-1/4), Real Weapon (-1/4), 12 Charges (-1/4) [12]
  *  Burst Mode:  Autofire (3 shots; +1/4) for up to 44 Active Points of Barracuda VA29 Variable Automatic Pistol, Reduced Endurance (0 END; +1) (22 Active Points); OAF (-1) 0
  *  Accurate:  +2 with Barracuda VA29 Variable Automatic Pistol
Personal Assistant
Notes: Real Cost: 19 points
  *  Cracker:  +5 with Computer Programming (Infiltration) (11 Active Points); OAF (-1)
  *  Slicer:  +5 with Lockpicking (10 Active Points); Electronic Locks Only (-1), OAF (-1)
  *  Alarm:  Lightsleep (3 Active Points); OAF (-1)
  *  Clock:  Absolute Time Sense (3 Active Points); OAF (-1)
  *  Nav:  Bump Of Direction (3 Active Points); OAF (-1)
  *  Onboard Calculator:  Lightning Calculator (3 Active Points); OAF (-1)
  *  Personal Data Assistant:  Eidetic Memory (5 Active Points); OAF (-1), Data / Facts Only (-1/2)
  *  Phone:  High Range Radio Perception (Radio Group), Concealed (-2 with High Range Radio Perception PER Rolls), Discriminatory (19 Active Points); Personal Calls Only (-2), OAF (-1) 0
SpecTec Ascender BPS-IV
Notes: Real Cost: 38 points
  *  Matteskin:  +1 with Stealth (2 Active Points); OIF (-1/2)
Notes: Real Cost: 1 point
  *  Matteskin:  +2 with Concealment (4 Active Points); OIF (-1/2)
Notes: Real Cost: 3 points
  *  Armored Suit:  Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); OIF (-1/2), Hit Locations (6-18) (-1/4)
Notes: Real Cost: 17 points
  *  Microsuction Adhesion:  Clinging (normal STR) (10 Active Points); OIF (-1/2)
Notes: Real Cost: 7 points
  *  Suspension Harness And Ascender Suction Grapple:  Swinging 17", Reduced Endurance (0 END; +1/2), No Gravity Penalty (+1/2) (34 Active Points); Up / Down Only (-1), One Increment At A Time Per "Hook On" (-1/2), Restrainable (Requires A Specific Set Of Movements To "Aim" And Launch Suction Hook; -1/2), OIF (-1/2), no Noncombat movement (-1/4)
Notes: Real Cost: 9 points
  *  Strength Assist:  Reduced Endurance (0 END; +1/2) (7 Active Points); OIF (-1/2) applied to STR
Notes: Real Cost: 1 point
SpecTec Ascender BPS-IV Helmet
Notes: Real Cost: 22 points
  *  Helmet:  Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); Hit Locations (3-5) (-2), OIF (-1/2) 0
  *  Rebreather & Filters:  LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2) 0
  *  Optic Filters:  Nightvision (5 Active Points); OIF (-1/2) 0
  *  Optic Filters:  Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
  *  Optic Filters:  Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2) 0
Contact Pool (5/5)
  *  Contact: Unger (Fixer) (Contact has useful Skills or resources, Very Good relationship with Contact) 11-
Vehicles (10/10)
  *  Street Bike Vehicles & Bases

 Callidus Killer Shrike 
Height: 5' 9" Hair: Dark Brown
Weight: 150 lbs Eyes: Dark Brown
Jeremy is a wiry, intense looking man with the build of a track star and a pensive, hyper attentive alertness. Jeremy is into high-speed thrash, techno, nu-punk, and any thing fast and loud, and dresses in band shirts and rocker attire. He isn't conservative with his hair and has sported all manner of weird do's over the years and he's always up to try something new each time he decides to get a trim. When on the clock or if he suspects danger he wears a light and lean suit of SpecTec Ascender BPS-IV power assisted armor that, in addition to being stocked with a wide array of useful gizmos, is a sexy and stylish matte black that blends into shadows like water blends into the ocean.
Jeremy is a relatively nice guy as far as being a professional Runner goes. He's neither bloodthirsty, combat crazed, jaded, cynical, or twisted. He'll kill you if he needs to, but he's well adjusted about the whole thing and it certainly isn't personal. The most defining characteristic of Jeremy is that everything moves so slowly for him that he is easily bored, and contantly seeking something of entertainment value. The faster the better. He'll watch racing sports, play video games, listen to music, read a book, cook some food, have a conversation, workout, or whatever...often several at the same time. Combat is always exciting, and in truth that's really the main reason he keeps Running.
"Hey, I'm just tryin to make a livin, man."
Callidus is a hyper-accelerated Meta, with a reaction time over six times faster than a normal human being, off-the-scale agility and manual dexterity, and the ability to take essentially uninterrupted and continuous actions. Such an amazing and superhuman performance level enables Callidus to do many different things relying on quickness and athleticism. He is able to do just about any physical action requiring some degree of athleticism with startling speed and competency, which allows him to pull off all sorts of amazing manual dexterity oriented tricks.

In combat he uses this innate acceleration and eye hand coordination to be an incredibly accurate and agile whirlwind of death, employing burst-mode capable weapons to stunning effect. Properly equipped he is a one man storm of lead. He is able to control and aim his fire with shocking precision, and is very dangerous in this regard. He is equally deadly with either hand or both in tandem and usually carries two machine pistols. He is fond of the Correlli 'Cuda, and carries a lot of clips.

Though accelerated, Callidus is just as vulnerable to harm as a normal person and thus wears a very nice suit of SpecTec Ascender BPS-IV power assisted armor. The lightweight and stealthy armor provides good protection from harm and enhances Jeremy's mobility considerably with both a rapid ascender / descender harness and a full array of micro-suction adhesion surfaces that allow him to climb like a gecko. The helmet also provides comprehensive visibility enhancements. His current suit has a Matte-skin coating that makes it dark and easy to blend into shadows, but Jeremy is not fully adept at taking advantage of it yet (lacks Concealment Skill). Jeremy has invested a good deal of money in his suits over the years and they have been expensive to maintain, but he needs the protection.

Jeremy is also a bit of a technophile and a geek, and has self-taught himself a thing or two about computers over the years. He is particularly good at infiltration and lock slicing, areas where his ability to rapidly try combos allows him to do some "brute forcing" hacks, though he sometimes is limited by the speed of the hardware he is working on. His manual dexterity gives him a deft touch with physical locks as well. He has a decent personal laptop he mucks around with constantly, and he has invested in various tools to assist him in his lock-busting capabilities. He can serve as a creditable Slicer without too much trouble, and can pull off an occasional Hacker stunt or two in a narrow field (E / E+, database querying).
META SHOOTER SLICER: Callidus is able to bring a devastating level of small arms fire to a Run, and as a top talent in this area he can basically name his prices and pick his contracts. However, he works almost all of his jobs with Fortress as the two have deep experience together and each trust one another with their lives.

GM's NOTE: Callidus represents an extremely powerful and experienced Meta. However, while he takes a LOT of actions, what he can do with those actions isn't particularly awesome or fearsome. He can be used relatively safely with a little care for the sheer volume of fire he can produce. Note that his DCV is an important defensive consideration for him, and manage it well.

 Callidus Killer Shrike 
Jeremy McCollough aka Callidus is one of the most remarkable Metas in the world, with a physiology that is naturally accelerated far beyond normal human limits. The child of a well-to-do exec family, with close relatives in several mega-corps, he got his start as a track and field runner in creche sports as a teen, and entered competition as an adult as well. He was identified as a Meta early and raced in the PacFed League's Augmented class where he soon broke all human land speed records, and just kept getting faster with training and effort. He so easily dominated the field that the commission had to pass a bylaw to ban him from further competition just to avoid making the entire category of foot races pointless.

Thanks to his family's wealth Jeremy wasn't too bad off in theory, but his extreme impatience with routine and boredom combined with his lack of a positive outlet led him to an ever increasing life of danger, cruising the streets and clubs of the Holly-bu night scene, slumming, and getting into general trouble. His family, particularly his never very close father, were not amused and after Jeremy ignored repeated warnings to get his sails straight and start acting right he was summarily disowned.

To say Jeremy was shocked at this course of events would be an understatement -- he never truly believed his father would really do it. At loose ends, Jeremy sponged off his "friends" for a little while but he learned real quick that while they were all happy to sponge off of him indefinitely when he was in the green, they were a lot less chummy once the shoe was on the other foot. Soon left with few options, Jeremy started using his natural abilities for more than just athletics and parlor tricks and started seeking out work where someone with blazing fast reflexes could be really successful -- Running. And not the track and field sort he was so used to.

Stealing a gun and getting bottom-of-the-barrel shoot-em-up jobs, and narrowly avoiding death a few times he managed to survive and do well enough to graduate past the scraps and start getting some really solid contracts. Investing and re-investing in a good suit of body armor to shore up his un-augmented and very squishy skin and mastering the use of burst fire weapons to maximize his already insane rate of fire, he soon became well known as the equivalent of a one man firing squad, able to lay down more lead by himself than three to six normal people working together. As his street rep grew, the stature of his employers did as well.

Eventually Jeremy became involved with a Fixer named Ugushi who did a lot of business with Yukio. The money was copious, and Jeremy found himself doing job after job for them, approached directly by Ugushi on Yukio's behalf. Then he was sent on a reprisal mission for Yukio that would prove to change everything. The mark was a group called Delta-V comprised of five Runners, all Metas, who had crossed paths with some Yaks and earned themselves a deathmark by threatening or harming the daughter of a powerful leader within the Yakuza. Jeremy wasn't given the full details, but one thing was made clear -- the marks were to be taken alive if possible for a per-head bonus, and killed if capture were not possible. Jeremy wasn't fond of this type of work, but the paycheck was just too big to pass up. The attack group was comprised of a full twelve man razorboy hit team, Callidus, and a couple of other freelancers.

Blacking out the building Delta-V was holed up in and attacking from darkness, the hitters initially got the drop on the unsuspecting marks and one Delta-V member, the electricity emitter known as Farad, was slain. Another, the mind controller known as Ghost, was also injured but managed to slink off and administer first aid to himself. The remaining three, the super strong telekinetic known as Fortress, the laser projector known as Wyatt, and the bio-manipulator called Triage rallied and soon proved to be too big of a chunk to bite off and soon turned the tide of battle in their favor.

Once Ghost was able to rejoin the struggle the momentum was clearly and incredibly in Delta-V's favor and one by one the razorboys and freelancers were cut down, crushed, or mind-blasted. Jeremy fought the good fight but soon realized he was the last man standing and belatedly tried to run away. Delta-V pursued and Jeremy led them a merry chase but in the end was clipped by a well placed bullet from Triage and then locked down in a telekinetic bubble by Fortress. Jeremy squeezed off his last rounds in a futile effort to shatter the invisible bubble that contained him but was unable to escape.

His number was surely up, but for lack of a better option he entered into a dialog with his captors and imminent executors. Appealing towards their shared existence as Metas, he apologized for taking the job against them and swore he never would have if he had known they were Meta's like him (a lie), and further promising to tell them everything he knew about Yukio, the Yaks, and Ugushi. The surviving Delta-V's extracted the info they needed from him to conduct a counter raid, and then chose to keep him alive for future use.

Locking Jeremy away in a secured room in a secondary base they relocated to, the four pissed off Meta's quickly hatched a raid on Ugushi's highly secure home in the Holly-bu hills, using Ghost's puppeteering to get through several deterrents stealthily, and then Fortress ripped through the last layer of physical defenses with his vast telekinetic strength. Storming the safehouse unmercifully, the four soon killed all opposition and had Ugushi under their control. Ghost probed him for the necessary information, and mind controlled him into pulling up as much data has he had access to about his contacts at Yukio. Ghost wiped Ugushi's memory of being controlled, and they left Ugushi alive, but the Yakuza later had Ugushi killed out of hand.

Using the information they gained from Ugushi and occasionally enriched by further input from Jeremy, Delta-V proceeded to launch one tactical reprisal after another. In captivity Jeremy desperately struck up a fragile friendship with Wyatt and Triage, who interceded on several occasions to prevent the hardnosed Fortress from terminating Jeremy once his real usefulness was passed. In time the issue came up less often, and finally after a couple of hits on the Yaks where the four Metas felt under-gunned Wyatt and Triage convinced Ghost to consider extending Jeremy an offer of membership. The three worked on Fortress who agreed on the condition that if Jeremy either turned the offer down or even seemed to be selling the group out, Fortress could finally kill him with no more nagging to be merciful. An accord was reached and the group made the offer to Jeremy (minus the hint that if he turned it down he was a dead man), and he agreed.

He was kept under a close watch, but allowed (i.e. required) to help the team on further Runs. Initially doing it for survival, Jeremy did find the close-knit group's bond to be alluring and the freely offered friendship of Wyatt and Triage to be welcome. He'd never really known any other Metas and he did in time come to feel true friendship and common ground with his new erstwhile allies. In time Jeremy's apparently honest enthusiasm won over even Fortress, and Jeremy's real skill impressed the taciturn heavy on many occasions. In the end, after a few months he was an equal member of the group and soon they worked together as efficiently as they had before Farad's loss...perhaps even more so.

The five fought a number of infamous battles against the Yaks and Yukio, causing a good deal of street buzz, and soon a full scale shadow war was on. The back and forth assaults escalated but the small and fast moving Delta-V team stayed mobile and avoided further ambushes while pressing a deadly focused offensive, destroying Yukio facilities, storefronts, backed gangs, and going after specific Yak family members and looting everything of value in the process. They soon wreaked enough havoc and death on the Yaks to earn a plea for truce. With that front quiet for the nonce, the team went back to normal Runs though with their street cred elevated through the roof they were able to pull big contracts with big price tags. However they had also drawn the attention of an old enemy...BioCorps.

The Big C hatched a rather diabolical plan to capture the Delta-V boys via a bogus Fixer and trojan horse job, and were more than happy to scoop up Jeremy in the process. But luck was with the intrepid Metas again and Ghost accidentally discovered the nature of the setup after becoming suspicious of unusual interference with his mind reading by the fixer. The group hatched a plan and decided to go through with the trojan horse scenario but forewarned they turned the tables on their would be ambushers. Even still it was a close run engagement as BioCorps engaged its PREDATOR assets en masse, but thanks to Jeremy's intervention the group was able to make a close run getaway.

BioCorps turned up the pressure though, and Delta-V found itself hard pressed over the next few months to avoid capture and had to rabbit and run. However once again they proved a match for their opposition and were able to slowly extricate themselves from jeopardy and launch a counter offensive. Jeremy stuck by his new friends through it all. Finally, after months of struggle and guerrilla warfare, Delta-V managed to penetrate deep into a BioCorps facility and access highly classified data files and discover the original Meta's true identities and the circumstances by which they came under BioCorps's power. However their victory was short lived, as the group soon fractured apart thereafter to seek their own ways in the world. The laser-projecting Wyatt and Triage decided to retire, at least for awhile, and attempt to return to their lives before BioCorps meddling and perhaps even fully recover their memories. Ghost decided to go his own way and has spent the last couple years slacking off and laying low. Fortress continued to pursue his march to the top tiers of Runner society.

Jeremy was saddened by the fracturing of his new family, but his itch for action ensured that he would continue to keep his hand in the trade. Partnering with the similar minded Fortress, he has continued to develop his considerable rep and street cred as top quality talent. Though he is not as cocky and brazen as Fortress, Jeremy's overconfidence ensures he doesn't worry too much about keeping an extremely low profile, though he isn't stupid either.
Character created with Hero Designer (version 2007121308)