Claim the Sky
Everyone's heard of Z. In the 1960s, Z was one of the founders of the vast international crime syndicate called the Dagger. And he's the only founder that remains. That's about the limit of what's generally known about him. If Z is anything, he's mysterious.
As a worldwide organization, the Dagger offers Z virtually limitless resources, and he puts them to excellent use. Z is a true mastermind. He's never without a small army of guards and enforcers, and he occasionally employs superhuman muscle as well.
Headquartered on a retrofitted Golden-class container ship able to sink beneath the waves to evade detection, Z and his personal enforcers move around the world as needed to support the Dagger's lawless aims.
Some people hypothesize that a series of villains has adopted the guise of Z, presumably with the blessing of the previous Z.
When Z is not wearing his armor, he has basic level 3 NPC stats. However, he still is the head of the Dagger, retains command of his enforcers, and can deceive, persuade, and command as level 7.
Motive: Grow and support the crime syndicate called the Dagger
Environment: Usually aboard his floating base accompanied by dozens of personal enforcers, and possibly one or two other villains
Health: 38
Damage Inflicted: Moderate wound (7 points)
Armor: 6
Movement: Short
Modifications: Resists mental attacks and deception as level 8; deception, persuasion, and commands as level 7
Combat: It's very, very rare that Z finds himself in a combat situation. When his enemies think they've cornered him, they soon discover that a force field keeps them at bay and he's got a hoverjet waiting to whisk him away. He's always two steps ahead of his enemies. He knows that some of the people who might try to confront him wield amazing powers, and he didn't get to where he is by engaging in fights he cannot win.
Z's offensive and defensive capabilities are mainly for stalling his opponents until he can get away. His high-tech armor houses a variety of offensive options, including the ability to fire a barrage of long-range micro-missiles each round that can attack up to six targets at once, or attack a single target as a level 9 attack that inflicts a major wound (15 points). He can use the micro-missiles about once per minute, so between barrages, he relies on a long-range laser attack, or two electrified batons that appear out of his arms for melee attacks. The electrified batons also stun a target who fails a Might defense roll.
He always carries a tiny device that can render him invisible for up to a minute, and he sometimes carries an emergency teleportation device (one of several manifest cyphers cached in his armor) to get away.
Interaction: Z prefers to let his flunkies speak for him; he's not one for monologuing. He values his mysterious image almost as much as the Dagger itself. If he is ever captured, someone else soon takes up the name of Z, denouncing whoever was captured as a fraud.
Use: A massive ship was sighted in the bay, right before it sank mysteriously beneath the waves.
Other Equipment: In addition to his suit (biometrically locked to its current owner), Z carries several cutting-edge tech devices (high-level cyphers), including one that can teleport him to a safehouse anywhere on the planet (level 8), one that will restore 10 health (level 10), and one that will render him invisible for about a minute (level 4).
GM Intrusion (group): Just when the characters believe they have Z right where they want him, circumstances turn, and it becomes clear that everything that's happened was his plan all along, and the characters are the ones who are captured.