View Full Version : Uberworld - Character and Art
tribe
Jan 14th, '06, 01:10 PM
As part of the new Uberworld universe we've had to come up with a whole host of international characters and teams. This thread will showcase fome of the characters, including character sheets and art.
The art was done using the templates available for free at Hero Games (right here in the Free Stuff section) and other outlines/tenplates - with modifications of course.
If you are interested, go and see the Uberworld Web Site at: http://www.thismutantlife.com/uberworld/
There are over one hundred NPC characters, organisations and world book information.
And stay tuned for openings in the upcoming campaigns.
tribe
Jan 14th, '06, 01:19 PM
The first team in the showcase will be Hit and Run. One started as a petty criminal and the other as a neonate hero, but after the police gave them both a hard time in Buenos Aires, they teamed up and became the South American version of Robin Hood, robbing from the rich and giving to the poor.
http://www.thismutantlife.com/uberworld/hit1.jpg
HIT: Horacio Barrionueve
Click here for character sheet (http://www.thismutantlife.com/uberworld/hit.htm)
Concept Brick
Nationality Argentinean
Place of Birth Buenos Aires, Argentina
Date of Birth November 11, 1979
Hair Colour Black
Eye Colour Brown
Height 1.96m
Weight 98kg
Background
Horacio Barrionueve was always big for his age, and grew up through school as the boy you didn't dare mess with. He wasn't a bully, but he also wasn't one to mess with. If the mood struck him, he may have defended those who were being picked on, but more often he simply watched impassively. He began to suspect that he may have an active ubergene, and although he was always underestimated by his teachers and peers, Horacio was a keen learner and studied hard outside of school.
Unfortunately, his family was poor and began to slide even further into poverty as Horacio neared his graduation. To help supplement his family's income, Horacio began to steal from the more affluent neighbourhoods. It wasn't long until he was confronted in the act of stealing, and Horacio made a fateful decision to strike out at the security guard. There was no contest. From that night, Horacio embarked upon a string of crimes, always taken from the rich areas, never the poor.
He was dubbed the Blue Bandit and managed to appear regularly on nightly news programmes across South America. He didn't feel the need to restrict his illicit activities to Argentina, especially as there were richer, more corrupt societies to the north.
Eventually Horacio met Miguel Laguardia, an idealistic uber who planned to apprehend the Blue Bandit. And Miguel did manage to do so, but after being mistreated by the police and mesmerised by the stories of the Blue Bandit, young Miguel turned the tables on the police and whisked Horacio away. The two struck up a firm friendship and after some months of training and planning, took on the monikers of Hit and Run: partners in crime.
Personality
Horacio doesn't scare easily, and considers the law enforcement agencies to be slightly less effective than parking meter attendants. He has no respect for authority, but does hold a small flame for his home city of Buenos Aires. He wants to make sure the people on his old neighbourhoods are looked after, while at the same time he couldn't care less about the welfare of the rich and famous. He has made a career out of stealing from the rich and doesn't feel any kind of remorse.
He was dashing and risqué as the Blue Bandit, but now with the more youthful and extroverted Miguel, Horacio has become the older more responsible 'brother'. He doesn't like to think of himself as growing older, but some times he will appreciate the new role he has chosen and the perspective he brings to the partnership. And he retains most of his swashbuckling attitudes, rarely keeping quiet as he goes about his pillaging.
Quote
“I've never met a wall safe I didn't like."
Powers
Hit has an archetypal strength uberene, granting him strength and durability far beyond the scope of normal humans. He has experimented with these sometimes limited powers so that he can cause a vibrational shockwave punch which he uses to catch superheroes off guard. Hit and Run usually employ guerrilla tactics and prefer not to engage super teams for any kind of prolonged period.
Appearance
Hit wears a patriotic suit of aqua and white, including mask and gloves to obscure his identity. Out of uniform he is a tall and impressive man, with a crew cut and pronounced cheek bones. He wears black a lot, out of costume, and prefers to blend in during social occasions.
http://www.thismutantlife.com/uberworld/run1.jpg
RUN: Miguel Laguardia
Click here for character sheet (http://www.thismutantlife.com/uberworld/run.htm)
Concept Energy Blaster
Nationality Argentinean
Place of Birth Buenos Aires, Argentina
Date of Birth March 19, 1982
Hair Colour Black
Eye Colour Brown
Height 1.82m
Weight 78kg
Background
Miguel Laguardia looked at the phone in his hand and stared blankly at another rejection call from his agent. He had quit his job waiting tables, had cut ties with his grasping family, and had set out to conquer the world of television soaps. But even though he had a capable agent, who was also a hottie in Miguel's barely post-pubescent eyes. At twenty-one he had expected to take the world by storm, but all he had managed was a thirty second commercial in his underwear and a bit part in a Chilean documentary.
It wasn't fair.
Outside it began to snow. Inside the small apartment it was also snowing, but Miguel was too caught up in his recent knockback to notice. The landlady knocked on his door, barged in as she always did and quickly crossed herself before rushing away from the snow-covered room. Miguel snapped out of his reverie and looked around his white-capped room. A glass of water by his bedside was frozen. He stood up and walked to the window and stared wide-eyed at the street below which was now covered in a thin layer of snow.
It was early Spring. It shouldn't have been snowing.
Miguel made his way through the trials of a young actor, gradually gaining more recognition amongst the networks, but he wasn't so worried about television roles because he was living his life on the biggest screen of all - Real Life. He had decided to become a super hero, to defeat crime and defend the beautiful women of Buenos Aires.
All started well, with favourable reports in the media, but Miguel got tired of petty crimes. He longed for a challenge, and decided he needed to face off against a real, larger than life super villain. It was just his luck that Horacio Barrionueve had returned to the city from a successful crime spree in Mexico, and couldn't resist a lightning strike against one of Argentina's beleaguered banks. Miguel was only blocks away from the crime scene, and made his appearance even before the police had arrived.
He found Horacio, who was known as the Blue Bandit, sitting at the front of the bank sipping a coffee. There were three bags of loot at his feet, and it seemed that the Blue Bandit was a little arrogant. Miguel leapt into the fray and demanded that Horacio return the money. Horacio smiled at the younger man and offered him a seat. Miguel froze him to the seat instead. Without worrying too much, Horatio began to talk to Miguel of his adventures in Mexico.
When the police arrived they manhandled Miguel out of the way, treating him like some annoying bystander, and Miguel felt resentment rise in his body, even as the temperature dropped. Within seconds, the police officers were frozen in large chunks of ice and Miguel was carrying a laughing Horacio towards the sunset.
Years passed and Miguel's tandem careers of actor and anti-hero have soared, most notably in Argentina where he is considered an urban hero. He steals money, accepts mercenary assignments, but takes time to give back to the poor community. As Hit and Run, Miguel and Horacio have managed to earn the respect of their communities at the same time as the anger of the law enforcement agencies.
Personality
Miguel enjoys watching himself, whether it's on the evening news, an afternoon soap or in a passing mirror. He loves being the centre of attention, particularly in situations where he can indulge his obsession of checking out the opposite sex. He is an intrepid night clubber, in his secret and public identity, and often takes home multiple girls on any given night. He loves the publicity and the fact that the police can never catch him, but he is also careful to protect and build upon his positive reputation among the 'fans'.
Quote
“Ooh, it's getting cold in here.”
Powers
Miguel is a cryokinetic, able to manipulate temperature and in particular water particles in the air. He is able to create ice, reduce the temperature in a 100m radius and also create a 'cool air field' which enables him to fly as well as providing him with a rigid field for protection against most attacks. His body is constantly regulated so he is never too hot or too cold, although in the past he has shown a vulnerability to opponents utilising fire and heat-based attacks.
Appearance
Miguel is an olive-skinned man with well defined muscles and an attractive presence which he utilises well in his acting career. His hair is dark and curly and his eyes are brown, although they flash with flecks of green and gold when he is excited. In costume, Run wears a patriotic costume of aqua and white, including gloves and a mask to protect his identity. Out of uniform, Miguel wears fashionable and expensive clothes, usually following the latest trends.
tribe
Jan 14th, '06, 02:40 PM
As my own campaign will be set in Melbourne it was important to have some local uber-thugs. Here are Grievous and Harm, cousins who work for the Melbourne mafia as well as branching out into their own lives of crime when needed.
http://www.thismutantlife.com/uberworld/grievous1.jpg
GRIEVOUS: Gregorio Grimaldi
Click here for the Character Sheet (http://www.thismutantlife.com/uberworld/grievous.htm)
Concept Brick
Nationality Australian
Place of Birth Adelaide, South Australia, Australia
Date of Birth June 29, 1972
Hair Colour Black
Eye Colour Brown
Height 2.0m
Weight 120kg
Background
The sound of shattered glass dripped through to the basement cell of the Elizabeth Police Station. The suburb north of Adelaide was infamous for crime and neglect, and the central police station resembled a bunker. Inside, waiting transport to the Adelaide Remand Centre, was Fabrizio Pucetti who had been unceremoniously apprehended by Adelaide's finest while enjoying his weekly visit to the Countess Parlour. Pucetti had been linked to a string of murders and drug charges. It wasn't looking good.
He looked out of his cell down towards the thick door which separated the holding cells from the upstairs police station and realised the sentry had vanished. The thick door seemed to vibrate. With eyebrows raised, Pucetti watched as the door flew backward down towards his cell, dropping hinges and bolts as it tumbled.
In the doorway stood a gigantic silhouette, and Pucetti's face broke into a knowing grin.
"Grimaldi," he said.
The large man walked without speaking, his bulk shifting from side to side as he moved. Pucetti's smile wavered as the silence struck him. Grimaldi was usually a talkative man, but his eyes seemed darker than normal. Pucetti placed his hands around the bars and looked closer.
"Gregorio? What's the matter, cousin? You've come to get me out of here I hope."
Gregorio Grimaldi stood at the bars, his eyes staring darkly into Pucetti's.
"It is over, Fabrizio," Gregorio said, wrapping his own thick fingers around Pucetti's and the bars. "You have made more mistakes than we can realistically accept, and the Don is not impressed. Personally I think this is overdue."
With a hard yank of his thick arms, Gregorio Grimaldi ripped out the bars, along with Pucetti's arms. The sudden movement caught Pucetti by surprise and he stared with utter horror as Grimaldi threw the bars and his arms away.
"You're dead now," Grimaldi said. And Pucetti fell down bleeding profusely.
Later, Gregorio Grimaldi met with the man's father and explained the situation. Senor Pucetti nodded his head with understanding and shame, and then paid the large enforcer $50,000. Grimaldi folded the money, taking half for himself and half for the Family. Grimaldi dropped the two photographs of Fabrizio on the older man's side table.
He smiled and left, and Senor Pucetti realised, with a dawning sense of dread, that Gregorio Grimaldi was rightly called Grievous: the cold blooded enforcer of the Grimaldi Family.
Personality
Gregorio is a proud Italian Australian, having grown up in the small goods business alongside the colourful world of organised crime. His father was a hitman and then an extortionist, so Gregorio was able to learn from him at a very young age. He believes that his family honour is the most important thing in his life, and that any attempts to discredit him or his family is enough to warrant a murderous vendetta.
As one half of the Brothers Grimm, Gregorio presents a very professional air, especially when dealing with Italians; although he is rude and obnoxious in the presence of mainstream Australians and those of Asian descent.
Quote
“An eye for an eye, blood for blood.”
Powers
Gregorio has uberhuman levels of strength and durability, as well as a variety of enhanced sensory attributes. His strength enables him to lift in excess of 50 tons, and his durability is to such a degree that he never worries about facing police officers and their puny weapons. In addition to his uberhuman abilities, Gregorio has trained in direct and deadly martial arts which complement his enforcer duties.
Appearance
Gregorio Grimaldi is very tall and broad, and weighs 120kg which is enough to plummet him in any body of water. He has an olive complexion, slightly curly dark hair and darker eyes. As Grievous, he wears a purple and silver-grey costume which accentuates his huge arms and is familiar to those in the Melbourne underworld.
http://www.thismutantlife.com/uberworld/harm1.jpg
HARM: Harmon Grimaldi
Click here for the character sheet. (http://www.thismutantlife.com/uberworld/harm.htm)
Concept Brick
Nationality Australian
Place of Birth Adelaide, South Australia, Australia
Date of Birth May 3, 1984
Hair Colour Blonde
Eye Colour Blue
Height 1.9m
Weight 120kg
Background
The final quarter siren wailed, and Harm Grimaldi took a crashing mark at the fifty metre line. The crowd rushed to their feet and Harm could hear the regular beat of stomping boots. The score was close. Adelaide were only three points behind the Brisbane Lions, and Harm had the ball. The man on his mark spat out a curse, as usual, but Harm ignored the sledge. He lined up the goal and kicked, confident in his ability as well as the time it would take to sail through the goal posts.
The kick was good and it seemed that half of Adelaide was suddenly on their feet cheering. Harm was swept into the clubrooms by his jubilant team and the hours passed in a sea of camera flashes, lightning fast interviews and the continual flood of stubbies which were pressed into his hands.
Harm Grimaldi had only played three senior games but he was the toast of the town.
In the quiet times he examined himself in the mirror and marvelled at the work his ubergene had wrought. No one knew he was an uber, except for his cousin, Gregorio, who shared a similar ubergene. Gregorio had come to Harm three years earlier and explained the situation as he saw it. Harm would gain incredible strength and fitness, but he'd also come into a position of responsibility. The Grimaldi family had certain requirements, certain standards that had to be held and protected. There were enemies everywhere, apparently, and as Gregorio slipped money into Harm's hands, the younger Grimaldi realised that he had been brought into the criminal underworld.
It wasn't a place he felt totally comfortable, but there was some kind of thrill there. It was only ever matched on the football field, and as he grew in power and strength, Harm realised that he didn't have to give up on one of his lives. He could be a footballer as well as an enforcer. He and Gregorio moved to Melbourne in 2003, shifting the focus of the Grimaldi family from South Australia to Victoria. Harm continued to have everything his own way, and scored a trade with the Carlton Football Club.
His fame has only increased and he has developed a loyal fan base as well as a swag of club awards.
Personality
Harm is overconfident. Since becoming virtually indestructible, he has very little to worry about, except for the time when his ubergene is discovered and his place in the AFL is jeopardised. He is more worried about being caught out with the AFL, than being caught by the authorities for illicit behaviour. Even though he is enjoying his two separate lives, Harm has not developed the interest in causing pain and death - without reason. Gregorio is the one who kills to send a message. Harm is more likely to exercise some wanton property destruction.
Quote
“Pick your man, Grievous. Don't let them scatter or it'll take us all night to clean it up.”
Powers
Harm has uberhuman levels of strength and durability, as well as the ability to literally grow stronger the more he is hit. His base level strength enables him to lift in excess of 20 tons although his potential is far greater than this, fuelled by his absorption of kinetic energy.
Appearance
Harm Grimaldi is a broad and handsome athlete with a wide smile and a somewhat booming voice. His height and weight are impressive and have caused some to suspect he may have an active ubergene, although Harm avoids all kinds of blood tests. He has an olive complexion, short blonde hair and sparkling blue eyes. As Harm, he wears a purple and silver-grey costume which accentuates his huge arms and is familiar to those in the Melbourne underworld.
tribe
Jan 14th, '06, 08:20 PM
The Southern Knights are an uberhuman hero team who protect the countries of Australia, New Zealand and Brazil. They were established and financed by Southern Cross International which is also based in the three countries. These heroes are drawn from the member countries and represent a variety of archetypes. Team leader is Outback.
http://www.thismutantlife.com/uberworld/outback1.jpg
OUTBACK: Napolean Conway
Click here for the Character Sheet. (http://www.thismutantlife.com/uberworld/outback.htm)
Concept Energy Blaster / Mentalist
Nationality Australian
Place of Birth Portland, Victoria, Australia
Date of Birth May 23, 1974
Hair Colour Black
Eye Colour Brown
Height 1.92m
Weight 90kg
Background
Napolean Conway pushed his way through the thick jungle of Borneo until he revealed the remains of the light plane which had gone done in rough weather a week before. The six members of his search party followed him, but none would dare mention the atrocity they saw. The plane itself was relatively unharmed, but the three people who were on board had been beheaded and their belongings ransacked. The scene was straight from a nightmare, and only Conway seemed determined enough to board the crashed plane, while the others remained at the fringes of the clearing.
Inside the plane, Conway came face to face with Dumaguete, an uberhuman lizard-man who had begun a path of destruction down the South-East Asian archipelagos, killing indiscriminately with his newly discovered uber abilities. Conway licked his lips nervously, and stared Dumaguete in the eyes.
"You're under arrest," he said, but Dumaguete could tell that Conway was inexperienced and also out of his jurisdiction.
"And you're lunch," Dumaguete said and leapt towards Conway, almost instantly being deflected by a telekinetic field, and thrown into the cockpit of the crashed plane. Conway flinched at the attack, but then realised what he had to do. This wasn't just an archaeological expedition to some obscure corner of the world to look at some lost treasure. This was his new life, as a dedicated member of the Southern Knights, who were sworn to uphold the laws of several countries. He knew it didn't include Indonesia, but apparently both the Indonesian government and the Australia government had come to an arrangement.
Dumaguete burst back from the cockpit and clawed at Conway, but his telekinesis deflected the attacks again, sending the frustrated lizard man into the side of the cabin. Conway could feel Dumaguete's growing fury, as well as a creeping sense of fear. He reached out his mind and made a firm connection between his and the monster's mind. Dumaguete squirmed, but Conway held fast, moving through his mind to find the weak points and then quickly shutting the man down.
As Dumaguete slumped to the ground, the plane itself began to shudder. Outside there were shouts as the others in his rescue team began to run back through the forest. Conway looked down and saw the plane moving along the ground, following a shudder.
Professor Quake floated into the clearing, calling up the power of the earth to entomb the plane and Conway. The former scientist was mad, and his power was unmatched in the southern hemisphere, but Conway was young and idealistic. He leapt for the opening of the plane and cleared it just as the earth reached around, trapping him at waist level, but allowing him to at least see his attacker.
Professor Quake seemed amused, if anything, and continued to wrap the earth around the plane. Conway began to counter the force, using his telekinesis to undo the work of the geokinetic. Professor Quake gradually realised he was facing a man of potentially similar ability and power. His mind flashed with anger and he redoubled his force, only to be similarly countered by Conway. The battle of wills continued until Dumaguete was aroused and made his escape through a tunnel which had been secured by Professor Quake. He scampered to the top of the mound and attacked Conway from behind, using his fierce claws to rake through the weakened shields and draw blood.
Conway tried to fight both, but was beaten back. Still half-entombed he succumbed to Professor Quake's powers and was summarily buried alive.
He knew he wasn't dead, but it felt like it. For the next six hours he waited for reinforcements, thinking that at any time Quake could return and finish the job. When help did arrive, Conway was relieved but still didn't know why Quake had wanted the plane brought down. It had been a Southern Cross International flight, and Conway had learned that Quake's team of terrorists had been targeting Southern Cross for months.
When he and the others returned to Melbourne, Conway was accepted as the newest member of the team. From a graduate student in the research department of Southern Cross, Conway had manifested his uberabilities, developed them through the Southern Cross facilities, and finally managed to get on to the action team. He had spent his whole working life with Southern Cross, and when he was promoted to team leader of the Southern Knights in his third year with the team, he accepted the position with a mixture of gratitude and fate.
Outback is one of the most powerful ubers to be connected with Southern Cross International, and although he has only been active for four years and is considered a late bloomer, Outback has the potential to become one of the world's premier ubers.
Personality
Conway has always been curious, which is why he was drawn to archaeology in high school and then university. He has a keen interest in his Koorie culture as well as the various cultures around the world. For a time, he considered working for SAGE and was a close friend of James Running Bear, but his interest in Australian culture made him determined to remain in his own country rather than go international. He was hired by Southern Cross International after graduating university and in their care he was accidentally exposed to an experimental radiation treatment during an attack by Deep Six. His ubergene was activated and he helped to stop the facility from being inundated with sea water. From that encounter, Conway has developed a kind of love-hate relationship with Deep Six's leader, Treasure, whom he has had several dealings with - and Treasure has always escaped him, and quite often escaped with sizeable quantities of loot.
Conway is a stubborn man, though, and will rarely, if ever, admit defeat. He is a strong leader and works himself harder than anyone else, resulting in some strained relationships outside of his work. He maintains a residence with his sister, Frances, who is a social worker, but has little contact with the rest of his family.
Quote
“Hold it right there... yes, right there.”
Powers
Outback is a formidable telepath/telekinetic, able to manipulate the minds and physical forces around him. He combines these abilities with an honourable nature, so he does not usually use his powers to dominate the minds of others, or intrude upon their thoughts.
Appearance
Conway is an Aboriginal man in his early thirties, and wears a patriotic uniform consisting of the colours of the Aboriginal Flag as Outback. Out of uniform, Conway prefers to wear formal clothing, as befits his role as the leader of the Southern Knights, and is seen in a variety of suits, or less often, shirts and trousers. When he is off duty and out of uniform, he allows himself to be more comfortable, but as he is a workaholic, these times are very rare.
http://www.thismutantlife.com/uberworld/esperanca1.jpg
ESPERANCA: Elena Barros
Click Here For Character Sheet (http://www.thismutantlife.com/uberworld/esperanca.htm)
Concept Brick
Nationality Brazilian
Place of Birth Curitiba, Brazil
Date of Birth December 7, 1979
Hair Colour Blonde
Eye Colour Green
Height 1.88m
Weight 80kg
Background
Elena Barros was born Eduardo Barros, but after surviving an abusive adolescence at the hands of her step-father, she escaped and fled to Rio de Janeiro. She changed her name, fulfilling a dream of becoming the real 'her', and managed to find work in a variety of places while she studied to gain entrance into university. She moved to Sao Paulo and was accepted into a forensics course, enjoying the excitement of piecing together stories from evidence. It was during her time in Sao Paulo that she became aware of her uber abilities, most notably that of being almost indestructible. She was unsure of what to dow with her new gifts, as she had never felt comfortable in the spotlight, and so she kept her powers to herself.
In 1993 she returned to Rio, and was embroiled in the fateful battle between the Southern Knights and a crazed God which ended with the almost total destruction of the city and the turning of Professor Quake, who was unable to cope with the death of his team mates. Elena proved herself that day, standing against the god's minions and assisting in the recovery of bodies and the injured. In the days that followed, news of her actions reached the media and she found herself being labelled the next Brazilian super heroine. It was flattering to be considered a woman at last, although the truth would soon come out in subsequent reports. But Elena was not ready to become a super hero. She returned to her university course and only appeared in times of great need.
The Southern Knights contacted her in 2000, needing her help against a resurgence of the Mad God. She agreed and used her strength and intellect to help solve the problem, but while working alongside the superheroes she found herself drawn to Nostrum. He treated her well, laughed at her displays of bravado, and returned the kiss she stole from him on the edge of a fiery precipice. She had never felt more in love, and so she followed him back to Melbourne and agreed to join the team full-time.
While working with the Southern Knights, Elena was able to explore her abilities and push herself to develop more within herself. Her strength increased and she began to understand her limitations. Her relationship with Nostrum continued, although she always felt like she was living in a fairy tale that couldn't have a happy ending. She always looked for the problems, the way it was all going to end.
Nostrum felt it too, and they decided to stop seeing each other. Elena saw it as a catalyst for her to discover her new self. She was no longer the shy and enclosed girl from Curitiba. She was one of the most powerful beings on the planet: beautiful, strong and able to leap tall buildings... As Esperança embraced her public self, she felt more relaxed in the role of protector.
Personality
Elena is outgoing and flirtatious, the opposite of her personality growing up. She knows it is a phase she is going through, exploring her exhibitionist side, but she is enjoying it. She had been withdrawn for too much of her life, and now she planned to enjoy it all. She is a traditional hero, believing that the defence of innocents and society is more important than the preservation of her own life. She will gladly put herself in harm's way. She may appear to be flippant and overconfident, but she is also intelligent and worldly-wise.
Quote
“Let's see those muscles in action, beefcake.”
Powers
Esperança possesses uberhuman strength, durability and regenerative powers. She is able to lift in excess of 100 tons thanks to the training she has received at Southern Cross International, and has the potential to increase this further. She is also able to fly at supersonic speeds, an ability she uses to travel the world independently.
Appearance
Elena is a tall and powerfully-built transvestite. She has a shock of blonde hair, dark eyebrows and piercing eyes. She remains in peak condition through her ubergene and a regular training schedule, and enjoys showing off her body (while also enjoying the bodies of others). As Esperança she wears a luminescent green top with dozens of white stars, white pants, arm braces and thick-soled black boots.
http://www.thismutantlife.com/uberworld/nostrum1.jpg
NOSTRUM: Cadbury Jones
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/nostrum.htm)
Concept Metamorph (Healer)
Nationality New Zealander
Place of Birth Christchurch, New Zealand
Date of Birth July 11, 1980
Hair Colour Blonde
Eye Colour Green
Height 1.8m
Weight 78kg
Background
Dr Darius Esteridge slid his four iron back into the bag and frowned down the green where his white ball bounced twice upon landing and came to a rest just off the main fairway. He had scored a three under in the previous game, but news from the hospital had taken away any remaining interest he had had in the game. The sun was out and there was no threat of rain. It should have been a good day for the doctor. Hagley Park was a sprawling, 200 hectares of lush green gardens, sprinkled with sports grounds, the botanic gardens and two golf courses. To the eastern side, the direction Esteride was looking, stood the Cantebury Museum: home to one of the world's most extensive and exquisite ornithological collections. Esteridge had planned on wandering through the exhibits on his way home that night. Instead, it looked as if he would return to the hospital.
"The Thompson woman is no longer dead, you say?" he asked the red-faced young man who stood on the green.
"No sir."
"Hmm, troubling, especially considering the husband has recently committed suicide."
"Yes sir."
"Shotgun, I believe," he added, mostly to himself. "Something about the will, I think..."
"Yes sir."
"How long was she dead for?" the doctor asked, brightening somewhat, although he had been the one to sign the death certificate.
"Three days, sir."
Esteridge rubbed his chin, considered pulling out another club, but gave up and turned back to the club house.
"Well, I suppose I should talk to young Doctor Jones about all this resurrection business before the media gets a hold of it. The hospital has a reputation to uphold, after all, and it will simply not do if our deceased clientele suddenly become... not deceased. No, no, that will simply not do at all."
The younger man shook his head in silent agreement.
Jones had been sent to the staff room again. He had strict instructions to stay behind the doors and not see any more patients, at least, not until Dr Esteridge had come in from his day off. He sat on an armchair, leaning his chin on his pulled-up knees. He had been staring through his glasses at the poster of the southern Alps for nearly an hour, and no one had come in. The other interns had shunned him, the more seasoned doctors seemed to be frightened of coming too close, and the nurses looked right through him.
He had been working at the central Christchurch Hospital for seven weeks as part of his internship. He had pulled all-nighters, had listened to ancient doctor's drone on about the sins of modern medicine, and he had still managed to smile at every patient he saw, and unlike the other interns, he actually bothered to use their first names when he talked with them, and took care in actively listening to what they said. His peers called him 'soft' and his mentors thought he was perhaps a little soft in the head, but Jones couldn't approach medicine in any other way. He wanted to make lives better, not make money. He wanted to cure disease, rather than study it. He wanted to stave off death...
And that was what had happened.
He had staved off death... several times. And this time he had actually managed to turn it back, to undo the damage of a major embolism.
The door swung open and let in the controlled chaos of the emergency rooms. Jones looked up and saw the grave expression on Dr Darius Esteridge's face. He had obviously seen Mrs Thompson. There was a moment when Jones looked at Esteridge when he thought that perhaps everything was going to be okay, that this unusual gift for curing the ill would be seen as a positive, maybe even an asset for the Hospital. It was, of course, a false dream.
Even as he watched, Dr Esteridge's face reddened, and the sweat seemed to materialise at his temples.
"Jones..." he started. "Jones..."
"There's no evidence of the embolism on any of the scans," Jones said. "Her circulatory system is better than it has been in twenty years. Her daughter said she hadn't seen her mother look so alive since 1986, for Christ's sake. You can't say this is a bad thing."
Esteridge shook his head, and Jones could almost the bones of his neck grind against each other.
"The woman was deceased," he said. "She is scheduled for burial tomorrow morning."
"They'll refund the money," Jones said.
"9.30am."
"I'll talk to them," Jones continued.
"You are a menace," Esteridge spat. "Five patients in five weeks, Jones. You cure ovarian cancer in your first week here, without even touching the patient. You walk into the operating room after an horrific automobile accident, and when you walk out again, the two children who were both in severe cardiac arrest, suddenly sit up and call for their mothers. An amputee suddenly grows a new arm. And now this Thompson woman. This dead woman. This perfectly acceptable corpse is now walking around out there asking for her husband who has, I might want to remind you Dr Jones, shot himself in the face with a shotgun within the last twenty-four hours because he can no longer live without his wife."
"I might be able to help..."
"No," Esteridge said, cutting off any protest. "You can collect your belongings and sign out, and not come back. Go back to your university, go back to your laboratories and tutorials. There is no place for you in a modern hospital. We do not offer the miracles that you seem capable of."
Miracles.
The word seemed to spear through Jones' heart. There was a lot of regret and shame tied up with his Catholic upbringing, and talk of miracles brought it suddenly all too close for comfort. Dr Esteridge was passing off his healing ability as a freak event, something passed on through God. Esteridge wasn't a religious man, and made no secret of it, so Jones took the comment as an acidic insult.
"You're turning me away because I can cure disease?"
Esteridge bit back his words.
"Just go, Jones."
And the door closed .
Jones fumbled with his keys outside his house, although it was more a sign of stress than clumsiness. Durham Street was quiet, the streetlights sparkling up along the prestigious street and illuminating the restored buildings on both sides of the road. His own house was a square-fronted brick terrace which dated back to the 1890s, and which had found its way down his decrepit family tree from his grandmother's sister. It was ironic, really, that Jones had this incredible ability to cure the most horrific of afflictions, and yet his own family had mostly dropped off the Tree of Life many years before. His parents had died when he was a teenager, and his grandparents shortly after. He had an Aunt Stephanie, but he hadn't spoken with her since she had moved north to Wellington. He had an Uncle too, formerly attached to Aunt Stephanie, but not much had been heard of him since he was discovered wearing his wife's underwear.
So Jones led a somewhat solitary life, which wasn't unusual for a medical student. Most of his friends said he was cursed, and while they laughed it off with another can of iced beer, Jones started to wonder if he'd be the last of his line.
He turned the key and stepped into his home, immediately warming to the familiar smell and comfort of the old building. It was nearly 3am, but the house was there to welcome him.
"I'm home," he called and dropped his knapsack against the passage wall, kicked the front door closed, and walked towards the kitchen, already thinking of some potent coffee and a Tim Tam biscuit. When he got to the kitchen he noticed that someone had already got to the fridge and was busy fossicking around for the chocolate biscuits.
The man was dark, a Maori, and as he turned to look back at Jones, it was clear that although this man possessed great strength, his body was no longer as spry as it once was. There seemed to be pain in his movements. There also seemed to be a sparkle in his dark eyes, something which stopped Jones from running back down the passage and into the street.
"What are you doing here?" he asked. His voice seemed strong, although his heart was beating fast.
The man smiled and looked at his hand which carried the brown packet of biscuits.
Jones smiled too.
"You broke into my house to get a Tim Tam? Would you like a short black with that?"
"You have misunderstood me," the man said. "On several accounts. Firstly, you assume that I have broken into your home. That is an inaccurate description. Secondly, you assume that I came here for a biscuit and coffee. That is also inaccurate, although you were taking your time, so I thought I would indulge in a little earthly sin while I waited. And finally, you assume that I am a dithering fool, which is far from accurate, although many adversaries have thought so, much to their eventual chagrin."
The man took a small bite of the biscuit.
"And the coffee?" Jones asked. "I take it that's a 'no', right?"
"You are hiding your anxiety in sarcasm and avoidance. Ask me questions which will lead to illumination, not entertainment."
Jones looked at the man closer. He was terribly familiar, although he had difficulty placing the timeless face. It was 3am, after all.
"Who are you?" he asked.
"I am the Mark," the man said.
Jones made the connection. He had grown up on the adventures of this man and the other Knights. Superheroes and supervillains: clashing in the skies above Auckland; their exploits splashed across the daily papers and the evening news.
"You have heard of me. Most people have. I am here to activate you, to bring you out of your mundane world where you clearly do not belong. From this mundane world, I will escort you through veils of reality and unreality, through power and powerlessness, and bring you to your destiny. You have a gift. Indeed, it is a gift balanced with a curse, but with close attention to my teachings and dedication to our cause you will slip from the shackles of your half-life and emerge into a new, enlightened and powerful world."
Jones blinked. He looked to the coffee machine on the bench, and then back to the Mark.
"How did you get in?" he asked. "I mean, if you didn't break in?"
The Mark smiled.
"Your parents invited me here. In fact, your family has been quite helpful in tracking you down."
Jones felt the stainless steel bench behind him, and his fingers gripped the edge. From behind the Mark, almost like condensation in a bathroom, his parents materialised in the middle of the kitchen. Their wispy bodies seemed only partially corporeal, but their faces retained hints of colour and glimpses of personality that he had achingly missed since before graduating from high school. They never spoke, but Jones could sense pride in their ghostly expressions. Pride and love.
"Will you come with me?" the Mark asked. "It is time, and there is a great need. Will you come and learn of your destiny?"
He nodded. He turned his eyes from his parents to his new teacher.
"Yes, I will come."
Personality
Jones is an easy-going man, who is often caught in a very serious and stoic society. He believes in the sanctity of human life and has the ability to protect that life, and in some cases even go in and reverse death. This ability has caused some conflict with his Catholic upbringing. Under the tutelage of the Mark and Southern Cross International, Jones has discovered that his ability to heal had a hidden cost: that before he could access his healing ability, he had first to take the lives of others. Jones had inadvertently contributed to the deaths of his parents through the generation of hostile cancers, and of his grandparents through general organ failure. Although the Mark has removed that component of his genetic gift, Jones still wonders how many lives he had ended without even knowing in his early teens.
As a member of the Southern Knights, Jones is a light-hearted and chivalrous man who enjoys the public life as Nostrum, but who also guards his personal life, even from his team-mates. Jones is worried that he won't be accepted by his team-mates if they discovered he was gay, and he certainly doesn't think the public would be ready to accept it. He spends his occasional 'down-time' in Christchurch where he still lives in Durham Street and has a small, close circle of friends.
Quote
"Don't worry, it's only an arterial haemorrhage. Should be right in no time."
Powers
Jones was born with an active ubergene. When he first reached puberty his body began to produce a form of malignant radiation which attacked the immune systems of those close to him. During this time he developed several allergies, severe asthma and regular nose bleeds. His parents encouraged him to swim to help with his asthma, and by the time he reached fifteen he had overcome all of his physical disabilities. His ubergene had undergone a metamorphosis, becoming restorative instead of destructive. Everyone around him became healthier, more up beat and satisfied. Unfortunately his parents had already succumbed to cancer, so Jones was to celebrate his new gift alone.
His body radiates a constant wave of positive, restorative radiation which heals on a cellular level. He is able to cure diseases, transforming diseased or cancerous cells into healthy ones. He is able to reverse the effects of heart attacks and staunch the flow of blood in haemorrhaging cases.
Appearance
Jones has an olive complexion, which darkens easily in even the briefest of summer days. His mother was Italian, and he inherited her Roman features His hair is a dark blonde and usually unkempt, and he keeps himself in good shape through training and the occasional triathlon.
As Nostrum, he wears a white jersey with a prominent red cross, over a green t-shirt and dark green denim jeans. When he feels the need to protect his identity, Nostrum wears a small black domino mask.
http://www.thismutantlife.com/uberworld/southerncross1.jpg
SOUTHERN CROSS: Emanuel Santos
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/southerncross.htm)
Concept Powered Armour
Nationality Brazilian
Place of Birth Santiago, Brazil
Date of Birth August 4, 1983
Hair Colour Dark Brown
Eye Colour Dark Brown
Height 1.83m
Weight 77kg
Background
Southern Cross International (SCI) designed a powered armour suit employing an electromagnetic field generator, an accomplishment which enabled them to create a public image for their research. Southern Cross began his career primarily as a spokesman and field agent for Southern Cross International, but with the establishment of the Southern Knights, he found a home amongst the other ubers.
Emanuel Santos was a helicopter pilot in the Brazilian army, when he was approached by SCI to become the third Southern Cross. The first Southern Cross was killed in the destruction of Rio de Janeiro, and the second had been forced to retire after a drug scandal. Santos accepted the assignment and resigned from the army and moved to Melbourne.
Although the newest member of the Southern Knights, Southern Cross exudes confidence and a belief that he is leadership material. The other team members accept him as an egotistical jock, although they would never consider him anything more than a 'blow in'.
Personality
Santos is supremely confident and impressed with his charm and good looks. He considers himself on the fast-track to further greatness and enjoys his time in the lime light. Underneath, he sometimes wonders whether he could handle the life of the superhero, especially given his reliance on the power suit. Basically he is still a military man, comfortable in the chain of command, and in control of a powerful weapon.
Quote
“Get behind me, and watch out for ricochets. This could get messy.”
Powers
The Southern Cross Power Suit utilises an electromagnetic field generator, enabling the wearer to fly and project a powerful force field. It also augments the wearer's strength and speed, provides a wide array of communication and sensor devices, and self contained breathing systems. SCI has added a gauntlet-mounted laser.
Appearance
The Southern Cross Power Suit is a blue suit with the southern cross emblazoned on the chest and boots. He wears a yellow helmet, wrist bands and belt. The helmet allows his lower face to be exposed, but when needed, a clear screen extends to provide complete sealed systems.
http://www.thismutantlife.com/uberworld/witchhazel1.jpg
WITCH HAZEL: Ebony McMahon
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/witchhazel.htm)
Concept Mystic
Nationality Australian
Place of Birth Sydney, New South Wales, Australia
Date of Birth March 5, 1977
Hair Colour Dark Brown
Eye Colour Hazel
Height 1.73m
Weight 52kg
Background
Ebony found herself enslaved in Singapore, a part of Evol Khan's harem. She had responded to the promise of exotic work in public relations and had left Australia with dreams of working her way into the jet-setting crowd. Instead, she had her passport seized, and was kept in one of Khan's palaces where she worked as a servant. Khan noticed her after several weeks and seduced her, giving Ebony a glimpse at happinness; but that glimpse only lasted three months before she was relegated back into the household staff. The three months was enough, however, for Ebony to become pregnant and it was the knowledge that her unborn child would be brought up in Khan's world that drove her to find a way to escape.
One of the other women in the palace seemed to offer Ebony a chance of escape. She was a mystic, a middle aged woman who had been bron into a family rich in the traditions of magic, although she had turned away from the legacy in search of bigger dreams, much like Ebony had. The woman agreed to help Ebony, even though she knew that escape would be pointless.
The two women did manage to escape, due more to Ebony's persistence than the other woman's magical ability, but once free they managed to escape Singapore. Ebony returned to Melbourne where the woman brought her into the care of Hecate before disappearing. Ebony was safe in Hecate's sanctum, and Khan was unable to locate her although he did try. Ebony and Hecate became close friends, and at Ebony's gentle insistance, Hecate initiated her into the world of magic. Ebony proved to be a natural student and learned quickly. When her son was born, Ebony had become Hecate's apprentice and they both lived above the Hecate Club.
This situation continued for years until Ebony and Hecate had a disagreement. Hecate promoted a neutral position on everything, while Ebony believed that their power shoud be used to make the world a better place. Ebony was furious at Hecate's willingness to overlook evil in the city, and in her anger Ebony was unable to see the subtle manoeuvrings of Hecate. While professing neutrality, Hecate had always been a force for good in the world. Ebony was too idealistic to see it.
And so Ebony left, taking her son Sean, with her. Hecate had foreseen the departure and allowed Ebony to travel the path she had chosen. Taking on the name of Witch Hazel, Ebony began a career in superheroics, which had the unwanted effect of bringing her to the attention of Evol Khan. He dispatched a retrieval team to Melbourne and Witch Hazel was almost killed, saved only by her nascent magical abilities.
After Khan realised she had grown more powerful, his interest in Ebony changed from wanting to eradicate her, to wanting her back in his 'collection'. Ebony also realised things had changed, and knew she needed support. She approached the Southern Knights and was accepted as a member, thus bringing her safety in numbers while also allowing her to continue her work opposing evil.
Personality
Ebony is idealistic and opinionated. She has always been outgoing, but through her recent experiences she has curbed her tongue so that she only speaks out when absolutely necessary. She is fiercely protective of her son, and her friends, and believes that people should stand up for what they believe. Her belief in what is right and wrong has become the backbone for the Southern Knights and although she is not the leader, and would never want the role, she is seen as the moral compass.
Quote
“If we put on the tights, we need to be serious about opposing evil.”
Powers
Witch Hazel is a magician, able to channel magical energies for a variety of effects, most notably for causing darkness, creating phantasmal hands, opening portals across space and dimension, controlling others and communicating telepathically. In addition to her sorcery, Witch Hazel also employs two mystical artefacts which have fallen into her possession: The Ring of Persephone, which enables her to alternately fly through the summoning of winds, or change her appearance; and the Band of the Goddess, which grants her magical sight and protection, focussed willpower and the ability to see across great distances.
Appearance
Witch Hazel has long unruly hair which has never been tamed not matter how hard she tried in the past. Her costume consists of black trousers and shirt, and an open, free-flowing purple jacket which has starbursts along the black hem. She always wears the Band of the Goddess, which is a thick-plated necklace, and the Ring of Persephone, which is a simple silver ring. When she is not on duty, Ebony wears New Age style clothing: long flowing dresses and shirts, lots of jewellery although she never wears makeup.
tribe
Jan 15th, '06, 12:05 AM
Gauntlet was established by Professor Quake, who went a little mad in Rio and reduced the city to rubble in a battle between the Southern Knights and a mad Aztec God. He left the Knights and became suspicious of the Southern Cross International who he believed were manipulating young ubers. Professor Quake is Uberworld's version of Magneto - a man with vision and tremendous power. He has his band of followers but they are all a little damaged too. The members come from Brazil, Philippines, Australia and Hawai'i.
http://www.thismutantlife.com/uberworld/professorquake1.jpg
PROFESSOR QUAKE: Dr Thomas Durant
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/professorquake.htm)
Concept Energy Blaster
Nationality Australian
Place of Birth Sydney, New South Wales
Date of Birth July 30, 1960
Hair Colour Auburn
Eye Colour Blue
Height 1.75m
Weight 78kg
Background
Tom Durant was a part of the original team of experts who developed the Southern Cross International organisation in 1984. He helped design Sanctuary One and headed several key research projects in the early years, although his interests lay with engineering and geophysics rather than the more popular emerging field of ubergenics. However, when his metagene activated during a seismic disaster in Antarctica, Durant found himself the centre of interest back on Sanctuary One.
His work in geophysics and seismology was restricted by his superiors in favour of Durant taking up the role of Professor Quake and joining the Southern Knights team. Durant was fascinated with his new powers but there was also a part of him that was reluctant to turn away from his research.
Professor Quake served as part of the Knights for three years, including a six month term as team leader. In 1989, he retired to relocate his young family to New Zealand where he returned to his seismological research. The following four years were the best in his life, but when he was recalled to the Southern Knights to help mount a rescue operation Durant never realised he would never return.
The Southern Knights had been captured by a South American God who had inspired, or enslaved, thousands of Brazilians to build him a new City of Gold. Professor Quake and eight other alumni travelled to Rio de Janeiro in a covert move against the New God. They were discovered and Quake found himself in battle against the brainwashed Knights. The rescue team were horribly outnumbered.
That day, December 7, 1993, Rio de Janeiro was destroyed by a sustained earthquake measuring 7.2 on the richter scale. Sixteen thousand people died and many more were injured.
Professor Quake never recovered from that day, and because he never faced the media who considered him solely responsible for the deaths, he was branded a criminal. In his own eyes, Quake considered himself damned but refused to let the hypocritical leal system use him as a scapegoat for the tragedy. He disappeared from public life and never returned to his family.
After years of exile, Professor Quake returned in Australia to oppose the opening of a new Southern Cross installation in Brisbane. He clashed with the new Southern Knights and defeated them, vowing to liberate the 'young mutants' who had supposedly been enslaved by Southern Cross. Quake had been receiving inside information on his former employers and tracked down individuals who had been identified as mutants by Southern Cross but who had not yet been contacted by them. He recruited Omen and Embrace from Brazil, Pele from Hawaii and Dumaguete from the Philippines.
Together they became Gauntlet, a powerful force able to crush any obstacle.
Personality
Durant has undergone a cataclysmic change. He was once a leading scientist and then a much-loved superhero. But after he was exposed to the death and destruction of Rio de Janeiro, Durant turned away from being magnanimous and optimistic, into being a man bent on the destruction of Southern Cross. He believes that the organisation was responsible for the deaths of his team mates and the resulting thousands who died at his own hands. He believes they are hiding a dark secret agenda.
Quote
"You would do well to tremble before me."
Powers
Professor Quake is one of the most powerful mutants in the world in sheer destructive force. He is able to call forth massive earthquakes, bend and render the earth at will and cause extreme amounts of damage over large distances. He is also able to reduce the severity of earthquakes, and has in the past averted many disasters.
A leading scientist, Quake has also designed a 'Quake Belt' which emits a powerful forcefield offering him protection, the ability to fly and to project bolts of force.
Appearance
In costume, Professor Quake he wears an armoured costume which is predominantly black and white, but has a blue chest plate, red shoulder guards, and a black star on his chest surrounded by a yellow circle. His 'Quake Belt' is golden with red and blue raised sections which contain his energy battery and field projectors.
Out of uniform, Durant looks like a average looking man in his forties. He has reddish-brown hair and wears a goatee.
http://www.thismutantlife.com/uberworld/dumaguete1.jpg
DUMAGUETE: Ando Dumaguete
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/dumaguete.htm)
Concept Brick
Nationality Filipino
Place of Birth Manila, Philippines
Date of Birth September 16, 1972
Hair Colour None
Eye Colour Golden Yellow
Height 1.84m
Weight 94kg
Background
Dumaguete was a research assistant at De La Salle University in Manila in the toxicology department. Even before he became a lizard-man, Dumaguete was creepy and was not liked at his workplace. His interests turned to the seedy side of the street, and the local police were watching him in relation to illegal prostitution rings. One night he was confronted by an irrate co-worker who accused Dumaguete of interfering with his daughter. Dumaguete laughed in the man's face, but didn't count on the pistol which discharged five times into his chest. The co-worker dropped the gun and ran.
An hour later, Dumaguete woke up alone in the laboratory. His blood had collected around his body but he was alive. He lifted his hand: it was covered in hard scales. The bullets should have killed him, but his metagene kicked in and redesigned his entire physique, transforming him into a lizard man.
Dumaguete was impressed.
He picked up the gun which was cold, but there was the unmistakable scent of the murderer on the handle. He licked his lips with a forked tongue and made his way out of the university. An hour later he was standing in the man's bedroom inspecting the patterns of blood he had made along the four walls. The man, his wife and three daughters were all dead and mutilated.
Dumaguete was drunk on his new power and embarked upon a six-month crime spree across South-East Asia. When he became bored with the endless mutilations, he met Professor Quake and saw the wider possibilities of aligning himself with such a powerful and influential man.
Personality
Dumaguete is lecherous and sadistic, immersing himself in pleasure and pain in equal measure. He has no moral qualms about killing or causing pain, although he has shown compassion in rare cases. He is a man motivated by the moment.
Quote
"Ruthless, you say? Bloodthirsty too? Oh, but I was hoping you'd describe me as dashing and debonair."
Powers
Dumaguete has superhuman strength, reaction times, regenerative abilities and durability. He is strong and nearly invulnerable and this makes him cocky and willing to take his time in combat. He has a powerful tail which is his primary weapon, although he enjoys the use of his claws and teeth when the need to get up close and personal appears.
Appearance
Dumaguete is a lizard man, covered in thick scales, with a flattened face, reptilian eyes and nostril slits. He has a large and powerful tail which is actually prehensile, and sharp teeth and claws. In costume he favours a wide-brimmed hat, leather jacket and a blue and orange bodysuit. He wears a bandana over his bald head and covers his alien eyes with a mask.
http://www.thismutantlife.com/uberworld/embrace1.jpg
EMBRACE: Dr Anibal Araujo
Click Here For Character Sheet (http://www.thismutantlife.com/uberworld/embrace.htm)
Concept Brick / Metamorph (Stretching)
Nationality Brazilian
Place of Birth Sao Paulo, Brazil
Date of Birth October 10, 1970
Hair Colour Black
Eye Colour Dark Brown
Height 1.8m
Weight 72kg
Background
An*bal Araujo had been brought up in the cosmopolitan sprawl of Sao Paulo, one of six children in a family that experienced its share of tragedy and sacrifice, but did so without complaint. They were a dutiful Catholic family, and it was only through the generosity of the Church that An*bal was able to attend the Federal University of Goias to study medicine. She had shown a keen intellect, which would have been dulled without the attention and support of the local priest, Fra’Miguel. He encouraged her to join his tutoring group and the fifteen year old An*bal was able to learn alongside young men from the local Catholic university. When she was accepted into Goias, Fra’Miguel sponsored her for a full scholarship.
Goias was 250km west of the capital, Brasilia, and nearly 900km from her home and family. After five years, An*bal graduated and immediately began working for the Institute of Tropical Pathology and Public Health which was an imposing building associated with the University in Goias. She pursued new treatments for leprosy and wrote a key paper on ‘Molecular markers and immunological predictors of early leprosy progression’. During the presentation her paper, An*bal caught the interest of a delegation of medical researchers attached to the Order of Malta, and was asked to join a delegation to a leprosy hospice in Nicaragua.
Two months later An*bal was working as a volunteer near San Carlos, on the border between Nicaragua and Costa Rica. The conditions were harsh and the hospice was still suffering the effects of a destructive hurricane. Every day she assisted with the delivery of MDT (multi-drug therapy) to combat the bacterium mycobacterium leprae, but as she worked she also witnessed the blatant theft of supplies and capital equipment. She was told by the other volunteers that such theft occurred everywhere. There was nothing that could be done.
An*bal wasn’t convinced.
When a group of uniformed men arrived the next day and began to load up food supplies, medicines and communications equipment, An*bal approached them and demanded they withdraw immediately. Their response was both surprising and chilling. The leader looked her up and down, cast a glance to her supervisor and then called his men to leave what they had gathered, and left.
An*bal felt vindicated, but the looks on the other volunteers made her uncomfortable. It was as if she suddenly had the spectre of death over her. The patients stopped talking to her, except in the most basic manner; and her supervisor suggested she return to Brazil. That night An*bal was unable to sleep as she thought about the retribution which must have been coming for her. She sat in her tent and clutched her crucifix, trying to think clearly and regain her confidence. God would not abandon her, as surely as she would never abandon the patients here.
When the uniformed men returned in three jeeps, one with a mounted machine gun, An*bal felt her destiny calling. She moved to meet the men before they breached the sanctity of the hospice. If she was to die, she did not want others to share her fate.
The jeeps circled her, the gun swivelled on its pivot and lined her up.
“Tiene usted hecha las paces con su Dios?”
Before she could respond, An*bal was joined by a bearded white man, who seemed to appear from thin air. He put a protective hand on her shoulder and stared at the man.
“Are you threatening nurses now, General?” he asked, in English.
An*bal stared in disbelief as the earth seemed to shudder.
“Your drug running stops here, General. I will not accept any more incursions into Costa Rica or any of the humanitarian camps along the border.”
The ground continued to shudder, the jeep itself moving slightly from the vibrations.
“You will pack up your sick little operation, and throw yourselves on the mercy of these good people here. If you decide to make a run for the border, you’ll find that my reach is long and accurate.”
An*bal expected gunfire. But the machine gun was now pointing to the ground, its operator running away from the area, zigzagging as the ground continued to groan. She cast a nervous glance around the awkward scene and counted eight uniformed men although they were struck by fear at the sight of this lone man. It was a surprise when the General lay down his weapons. And not a single shot had been fired.
Not only did Professor Quake take the General and his men into custody, literally entombing them to their waists in rock, he also remained at the hospice and assisted with the relief work. An*bal had never met an uberman before and she was entranced. He introduced himself as Professor Quake and An*bal found herself falling in love, possibly for the first time, although she deliberately avoided those kind of thoughts. The Order of Malta organised a debriefing for her and suggested she continue work with them at another location. She agreed and accompanied the Professor back to Costa Rica to contemplate her future.
Her days of contemplation grew into weeks and then months. Quake showed her the beauties of his adopted country, from the golden beaches to the mild plateaux and windswept mountains. He understood her passion, and she tried to understand his life, but it was difficult to fully understand a man who could command the very earth. Sometimes it scared her, and other times it left her breathless. Finally, she had to leave. Fra’Miguel was dying and not even the promise of love could stop An*bal from returning to Brazil. When the Professor suggested he come along as well, An*bal rejected him. She had never been so blunt or hurtful in her life, but the conflicting emotions she felt about love, religion, loyalty and her parents’ opinions drove her to cast off all ties.
Fra’Miguel lived for another six months before he died of cancer, but in that time An*bal grew to embrace the Church in a new, more fulfilling way. She returned to the Bible and saw parallels between her life as a doctor and her life as a Catholic. It was during this time that she was contacted by the Order of Malta again, and agreed to return to her research. She moved to London and engaged research at King’s College before being co-opted into the Leprosy Unit of the WHO Communicable Disease Prevention, Control and Eradication department. She immersed herself in the research and moved around for several years concentrating her time in South and Central America, India and parts of South-east Asia. Her reputation grew and in 2003 she caught the attention of Southern Cross International with the release of a new, more effective version of MDT incorporating rifampicin, ofloxacin and a metagene enhanced strain of minocyline. The metagene supplement had been supplied posthumously by a young Venezuelan mutant with restorative powers. While the new drug cocktail was finite, it did provide new avenues for research and development: research and development that the Southern Cross organisation hoped to promote through the third-world countries of South and Latin America.
While being given a tour of a pharmaceutical company in Buenos Aires, An*bal and several other scientists involved in the new MDT, were set upon by Professor Quake. He demanded that An*bal defy Southern Cross: an organisation he was convinced had nothing but oppression in store for the people of South America. A savage abduction attempt ensued, although An*bal and her associates were able to escape into the catacombs of the research facility. Security was torn apart and An*bal soon found herself being hunted by her former lover. Her heart was racing and she knew that her time was running out, so when the Professor tore apart the walls of the room she was hiding in, An*bal felt strangely at ease with the situation.
She was only saved by the bumbling intrusion of a security guard, who discharged his revolver and detonated three cylinders of radioactive gas. An*bal was blown back through a containment tank and into the next room. Rather than kill her, however, the combination of chemicals, radiation and her latent metagene triggered a transformation in her body. Her body liquefied as she hit the wall, and then reformed itself into a strong and pliable form.
Professor Quake leapt through the hole in the wall and went to trap her in stone, but his attempts were unable to hold her: her body slipping out of his reach. An*bal struck out wildly and found her body now possessed great strength as well as great flexibility. Her arms stretched out beyond what was humanly possible and her entire body seemed capable of anything. Seizing the moment, and taking advantage of the confusion she saw in her adversaries, An*bal half-leapt and half-swung herself out of the four-storey building to land relatively safely in the compound below.
She looked back and saw the unmistakable look of sadness in the Professor's eyes. It reminded her of the expression she had seen on the night she had left him, back in Costa Rica, and she knew this was not finished.
An*bal could not shake the idea that Professor Quake was right. She heard rumours of corruption and mistreatment of ubermen across Brazil, Peru and Argentina which had phantom links back to Southern Cross. She dug a little and discovered that her treatment had been used to produce medicine for the treatment of disease, but had also been grafted to be used in the training and development of uberhumans.
She was furious.
An*bal returned to the university and confronted the Head of Department who confirmed what she had heard. Feeling deeply betrayed, and somewhat guilty about her treatment of Quake, An*bal began to search for her former lover.
He was waiting for her and accepted her back into his life where she joined his team of Gauntlet in the hopes of uncovering the dirty little secrets of Southern Cross. An*bal is unaware that Quake fabricated much of the information that led to her decision and he does not see his deceit as being anything but a way to get to the truth without having to waste time on thorough investigations.
Personality
An*bal is a very grounded woman, and manages to keep perspective even in the most dire of circumstances. She does not get carried away in the moment, whether it be in social situations, heated debate or caught in the middle of a full-scale uberhuman battlefield. She is something of a killjoy, however, and has difficulty making connections with her team mates.
She is closest to Professor Quake but there has been no return to their romantic relationship although An*bal is hopeful. She maintains her secret identity at the Federal University of Goias where she is a renowned expert on communicable diseases.
Quote
“There is no such thing as ‘acceptable losses’.”
Powers
Embrace’s body is composed of a super-strong and flexible matter, the result of her active metagene combining with a variety of chemicals and intense radiation. She is able to stretch her body up to 16m in one direction, and has developed an incredibly swift and seamless method of self-transport by swinging along with the use of her elongated limbs. She is also able to stretch herself through even the smallest of holes, such as keyholes, enabling her to infiltrate bases, escape holds and move quickly through obstacle courses.
Her body is practically invulnerable to conventional weaponry, and Embrace is able to extend her own body like a wall to provide a human barrier which she has used effectively to shield her team mates from high-powered gunfire.
Besides her uber abilities, An*bal possesses great knowledge in the field of leprosy and communicable diseases.
Appearance
An*bal Araujo is a tall, dark-skinned Brazilian woman with long black hair which is usually tied back in a ponytail as Anibal, or let loose as Embrace. As Embrace she wears a green bodysuit with lighter green gloves and long leggings which are cut in an 'E' design. She conceals her identity with the help of a domino mask.
Out of costume, An*bal prefers to wear white shirts and black slacks.
http://www.thismutantlife.com/uberworld/omen1.jpg
OMEN: Ezequiel Djavan Piovani
Click Here For Character Sheet (http://www.thismutantlife.com/uberworld/omen.htm)
Concept Martial Artist / Mentalist
Nationality Brazilian
Place of Birth Sao Paulo, Brazil
Date of Birth November 9, 1981
Hair Colour White
Eye Colour Pink
Height 1.94m
Weight 90kg
Background
Ezequiel Djavan Piovani was nearly killed at birth by his mother, but she relented and left him at the steps of a church in Sao Paulo. He grew up on the streets of that poor and sprawling city, falling in with the tough street kids who grew up altogether too quickly. He was hunted at night by gangs of police and militia who had decided to rid the city of 'filth', but after a series of bloody attacks, the legal system stamped down on the practice.
Not long after, Ezequiel developed an insight into other people's minds.
He could hear what they were saying and more importantly, he could understand and exploit their fears. Over the course of two weeks he had gone from an outsider even among the street kids, into the leader of the most feared gang on the streets of Sao Paulo. But it wasn't enough that he was now the most respected and feared teenager in the city; he demanded a better life.
Ezequiel reinvented himself by exploiting businessmen and officials, securing a position at the Universidad de Bras*lia where he settled down to study archaeology. He knew that there were mysteries in the world and he wanted to look into the past for answers to his own situation, and less importantly, the situation of his former street associates in Sao Paulo.
Ezekiel excelled with a combination of natural talent, hard work and the use of his telepathic powers. He joined excavation teams in Mexico, North America and Argentina. And then he was approached by Professor Quake. Everything Ezekiel had accomplished was now threatened, according to Quake, by Southern Cross International who had filed a report on his activities over the past five years. Ezekiel didn't believe Quake, but the following month he was arrested in Mexico City and interrogated by Mexican authorities over relics he had stolen. It was true that he had stolen them, but Ezekiel took this as proof that his manufactured life was about to be destroyed.
Quake arrived and liberated him, destroying a major section of Mexico City in the process. It didn't take Ezekiel long to realise that working with Quake opened up a whole lot more doors, not least of which involved access to Southern Cross International files.
Personality
Ezekiel grew up in an extreme situation but now views everything through that traumatic lens. He is self-serving and callous, and enjoys the power he now wields over others. He has combined this lust for power with a lust for knowledge, particularly knowledge relating to magic and 'lost' or forbidden knowledge.
Omen works with Gauntlet and follows Quake's orders, but he has no qualms about striking out on his own, especially when he can pursue arcane knowledge and power.
Quote
“You think you already know fear. Think again."
Powers
Omen is a phobia-path, able to access and exploit a person's fears. He has developed these powers in a variety of ways, and has also pushed himself physically. He is a powerful, brawling combatant; able to strike fear in his opponents with or without his telepathic powers.
Appearance
Omen is a large albino man with short cropped hair, pink eyes and a total lack of skin pigmentation. He wears shades when out of costume to protect his eyes, and has a blue and red tattoo on each shoulder. In costume, he wears a black armoured uniform with no sleeves, bordered with an intricate mosaic pattern. He also wears a visored helmet which protects his sight.
http://www.thismutantlife.com/uberworld/pele1.jpg
PELE: Pele Arakawa
Click Here For Character Sheet (http://www.thismutantlife.com/uberworld/pele.htm)
Concept Martial Artist
Nationality American
Place of Birth Kailua, Hawaii
Date of Birth March 18, 1978
Hair Colour Dark Brown
Eye Colour Brown
Height 1.78m
Weight 64kg
Background
Pele Arakawa blamed Southern Cross International for the deaths of her parents and her little sister who was a mutant. Her sister couldn't control her pyrokinetic powers and even though Southern Cross offered assistance, the little girl spontaneously combusted and set fire to the family house.
Pele embarked upon a mission of vengeance which wouldn't have gone very far except for the timely arrival and shepherding of Professor Quake. She agreed to join his own crusade against the organisation and has used the support of Gauntlet to launch her own little crusade against law enforcement in general which she believes is an extension of the worldwide governmental corruption.
Personality
Pele would hate to admit it, but she is enjoying her life as a renegade. She feels truly alive when she is dishing out vengeance to whoever happens to be in her sights, although she becomes quite listless when out of combat. Gauntlet is her only family now, but Pele doesn't consider herself being particularly close to any of them, mostly because she is a 'baseline' human, lacking the superpowers of the others.
Quote
"We can ask questions after they're dead."
Powers
Pele is a fiery woman with an unparalleled determination and thirst for vengeance. She uses a pistol and her boxing skills, but is equally expert at surveillance and stealth missions.
Pele also possesses a 'sixth sense' which she has come to rely on in her new life of high crime, especially when dealing with dangerous superheroes.
Appearance
Pele is an attractive Hawaiian woman. She wears her dark brown hair in tight braids and often wears surf attire and accessories. She has a tattoo on her left shoulder, but is otherwise unremarkable (especially when on assignment).
tribe
Jan 15th, '06, 02:50 AM
http://www.thismutantlife.com/uberworld/paradise1.jpg
PARADISE: Kala Taranupi
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/paradise.htm)
Concept Energy Blaster
Nationality Papua New Guinean
Place of Birth Port Moresby, Papua New Guinea
Date of Birth August 3, 1972
Hair Colour Black (Pink Wig)
Eye Colour Brown
Height 1.78m
Weight 70kg
Background
In September 1994 two volcanoes erupted almost simultaneously in the mountains of Papua New Guinea. Kala Taranupi was a member of an expedition in the area and only survived through the reactive manifestation of her sound and light powers. Her fellow university students were not so lucky, and when she returned to her university she was treated as a jinx and avoided. She came to resent the pettiness of fellow students and the faculty, and it was during this time that she began to slide down the slippery slope of moral decay.
Kala manipulated her way into a career, utilising her metahuman powers of persuasion to climb the ladder of success. In Australia, she began to branch out into the criminal underworld, offering her services for money and, more importantly, power. She clashed with the Southern Knights on several occasions and made a reputation for herself as cool, calculating and possessing a devilish charm and a knack for escaping even the most hardened of prisons.
After a clash with Outback, something came unhinged in Paradise's mind. She lost her moral compass and went completely bananas, unleashing her powers at whim with no regard to consequences or logic. She has become a powerful and unpredictable villain, plaguing both the United States and Australia .
Personality
Paradise is insane. She does not make sense, and acts on whims or a weird sense of strategy. She can become obsessed with people or objects, and makes her way through life in pursuit of these two interchanging goals. She has acted heroically at times, but is also capable of the most heinous crimes. Strangely, she does not want to kill Outback for driving her insane. She actually sees it as a blessing, and goes out of her way to thank him whenever she is terrorising Australia.
Quote
“Hey little birdie, you wanna live in a golden cage?”
Powers
Paradise is able to manipulate the sound and light in her immediate vicinity. She can harness the energies to create powerful blasts of light, sound and deadly lasers; intense flashes of both sound and light; as well as generate life-like illusions. Her voice can resonate at a level which induces a form of mind control, a power she uses to get what she wants.
Appearance
Kala is a tall, dark-skinned woman, who is stunningly beautiful. She always wears brightly coloured clothes and accessories, and commands any audience equally with her steely intellect and her beauty (or, alternatively, with her utter madness). In costume, she wears a bright pink wig which is outrageous, but serves to distract people from her secret identity.
Manchine
Jan 15th, '06, 12:03 PM
I have to say WOW! Keep up the good work. Thats a lot of detail you put in there. I probable will take a few of those ideas for myself. :D
Guzalot
Jan 15th, '06, 12:57 PM
Good stuff :thumbup: Repped!
tribe
Jan 15th, '06, 02:53 PM
Okay, I know this team paints a bad picture of Indonesia but I think I've balanced that with another team: Bidadari Angels (who will make an appearance next). I kind of suggest some government corruption and organised terrorist activities. Obviously I'm not saying this truly is the case, but jjust a game mechanic. Indonesian-Australian relations are tenuous and I don't really want to make things worse.
That said, here is Marauding Tide, a group of ubers (and one non-uber psychotic archer) who terrorise the lands around Indonesia and have come into conflict with the Southern Knights. The leader is Jago Tembak, which roughly translated means Marksman.
http://www.thismutantlife.com/uberworld/jagotembak.jpg
This picture is one I drew for the Global Guardians Universe (http://www.globalguardians.com) but wanted to use again in Uberworld.
JAGO TEMBAK: Setiawan Tuti Mahendra
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/jagotembak.htm)
Concept Martial Artist
Nationality Indonesian
Place of Birth Surabaya, Indonesia
Date of Birth September 1, 1975
Hair Colour Black
Eye Colour Dark Brown
Height 1.8m
Weight 73kg
Background
Jago Tembak was the name of the mastermind behind the atrocious bombing of the Australian Embassy in Jakarta which claimed twenty-seven lives. He was the leader of a jihad-inspired terrorist group known as the Marauding Tide, but his influence had been gathering, like the Tide, for several years before.
During the 1991 uprising in East Timor, sixteen year old Setiawan Tuti Mahendra witnessed an attack on a mosque. He didn't realise that the arsonists were actually government-backed militia, but instead believed them to be pro-Western supporters. He had been travelling with his father and had become something of a conscientious student of Islam. The attack had a profound impact on his developing mind. When he returned to Surabaya he was already well on his way to becoming a fanatic. He publicly ridiculed the West, especially Australia and the United States, and organised protest groups of fellow students who usually ended up chanted songs and burning flags. It wasn't until he went to Jakarta that Mahendra found a patron for his growing patriotism.
Secret departments within Suharto's government had already begun forming an uber team to carry out the plans of the Indonesian government. Mahendra had joined a jihad group at his university and through its government 'mole', the "black ops" organisation, known as Marauding Tide, discovered that Mahendra and his sister were both uberhumans. His fervent hate for the West, his passion for the ideals of Islam, and his uncanny ability to never miss a target, made Mahendra a perfect specimen for the government's uber team.
Mahendra dropped out of university and began military training, growing in confidence and egocentrism, as he came to fully realise and develop his uberhuman abilities. He was sent to Vietnam to train with ex-Viet Cong agents as well as French mercenaries. When he returned in 1998, he did so without telling his family. At that point he had no reason to care what happened to them. He now had a higher purpose. At the age of twenty-four, Mahendra, under the name of Jago Tembak, successfully led the attack on the Australian Embassy. It was November 1999.
Marauding Tide followed up its attack on the Embassy with lightning strikes across East Timor which brought them into contact with the Australian-New Zealand team of ubers, Southern Knights. Since that time, Jago Tembak has consolidated his reputation as one of the region's foremost terrorist threats, as well as branching out into mercenary work in the United States where he has earned the wrath of the FBI, for whom he holds the greatest of grudges.
Personality
Jago Tembak is a fanatic. He lives, breathes and exists solely for the destruction of Western society in the name of Islam. His hatred for the United States and Australia has grown through misunderstandings in his youth, to thorough indoctrination during his time in Vietnam and the Indonesia military. He shows kindness and compassion only for those who share his beliefs, and offers nothing but death for any who oppose him.
Quote
“I never give second chances.”
Powers
Jago Tembak has the uber ability of unnatural precision. Whether he uses a pistol or any thrown object, he seldom misses; and never more than once. He has gained training in savate and weapon handling and is an expert in demolitions.
Appearance
Jago Tembak wears an armoured black shirt with camouflaged combat pants and high boots. He is a strong man who exudes good health, and his face is pleasant and handsome. When he is angry, his features contort into a hideous mask of hatred. He carries two pistols in holsters, and a combat knife. He never travels without his weapons and makes no apologies for it.
http://www.thismutantlife.com/uberworld/bayu1.jpg
BAYU: Dr Kade Mahendra
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/bayu.htm)
Concept Energy Blaster
Nationality Indonesian
Place of Birth Surabaya, Indonesia
Date of Birth June 13, 1977
Hair Colour Black
Eye Colour Brown
Height 1.68m
Weight 54kg
Background
Kade Mahendra was always a temperamental child, but it wasn't until she reached puberty that her family realised the unpredictable weather patterns which had developed in their region were actually caused by Kade's whims. When she was upset, the area around Surabaya was drenched in monsoonal rains, and when she was happy the sun would always shine.
Kade wasn't a particularly happy child, however, so the people of Surabaya were more accustomed to the torrents of rain. Her parents were both scholars, firmly entrenched in the ideology of the State and seemed to pay more attention to their son, Setiawan, who was two years older and never without opinions or words. Kade studied hard in the shadow of her brother and earned a position at the Trisakti University in Jakarta. Setiawan, meanwhile, had become a political activist, voicing his concerns over the West's continued dominance and egotism in relation to Asia. His vehemence was particularly directed against the United States and Australia, who he saw as the primary threats to Indonesia's successful political and economic future. Kade watched her brother become more idealistic, while she became obsessed with science. The siblings grew closer together during these years, and when Setiawan joined a jihad-inspired terrorist group, she followed.
After two years at Trisakti, Kade won a scholarship to Oxford University in England where she graduated with a Doctorate in Meteorological Science. She returned to Indonesia and earned a Master's in International Relations and a position at the University of Jakarta. She had lost contact with Setiawan and forged a career as a well-paid meteorologist.
When the Marauding Tide launched an attack on the Australian Embassy in Jakarta, Kade recognised her brother in news reports but hadn't realised he had begun associating with ubers, especially ubers with such an extreme ideology. While the authorities couldn't find the Marauding Tide, and were reluctant to allow any international agencies assist with the search, Kade had no problem. It was almost as if the government was hiding the terrorists.
And that was exactly what had happened.
Setiawan explained that the current Indonesian government had authorised select individuals in the military to operate as a 'black ops'. Marauding Tide was set up to protect the Islamic faith in Indonesia as well as the nation's interests. They were deployed to East Timor and battled the Southern Knights over many months which resulted in widespread devastation to the struggling country.
Kade was invited to join and she agreed. Indonesia was her home, and her experiences overseas had taught her that Muslims were in danger of persecution. She also saw something within the small band of ubers known as the Marauding Tide. They all shared a genuine faith, and Kade believed that their actions would help to motivate and inspire the millions of Indonesians to rally behind their cause.
She knew it wouldn't eventuate overnight, but her brother's determination was infectious and she had been growing more and more comfortable with the wild energies at her command. She longed to throw away her studious life and embrace the primal energies of the weather.
Personality
Bayu has a forceful personality which is reflected in the weather around her. When she is inspired or angry, her powers are incredibly powerful, but when she loses faith or is sedated, her powers quickly vanish. She is an intelligent, but idealistic woman, so that all of her education has only managed to make her more judgemental. The world experiences she has enjoyed has hardened her rather than expanded her mind.
She is a devout Muslim and a scientist, but her religion colours her views more so than science.
Quote
“Hear the thunder and know your time of truth is near.”
Powers
Bayu is able to manipulate the weather in her immediate vicinity. Some of this power is unconscious and manifests itself in relation to her emotional state, but she is able to fully wield several elements including lightning, temperature changes and monsoonal winds.
Appearance
Bayu is a devout Muslim and wears a black hajib, black shirt and camouflage combat pants. Apart from her face, her entire body is covered, although her dark brown eyes manage to draw the attention of most - especially when she begins to exert her power over the world. Her eyes flicker with lightning and seem to cloud over when she uses her powers.
Out of her Bayu costume, she wears traditional clothing. When in the company of women, or her family, she has been known to remove the hajib and release her thick braids of dark hair; but Bayu prefers a professional appearance and frowns upon most forms of feminine fashion and custom.
http://www.thismutantlife.com/uberworld/gunung1.jpg
GUNUNG: Pramana Ihza Haz
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/gunung.htm)
Concept Brick
Nationality Indonesian
Place of Birth Jakarta, Indonesia
Date of Birth April 26, 1980
Hair Colour Black
Eye Colour Dark Brown
Height 1.95m
Weight 110kg
Background
Pramana Ihza Haz was unremarkable until his second year in the military. Over a period of weeks he began to grow, and as he grew his patience seemed to fade in equal measure. He became volatile and hot-headed. His superiors attempted to beat the discipline back into him but he didn't seem to feel the punishment. One night he struck back and killed six men and sent another eighteen to hospital. Haz was an uber, able to become as thick and dense as a mountain.
The government and military conspired to get rid of him quietly, moving him to an installation in the jungles of Borneo. The government had already begun to assemble its Marauding Tide, and Haz was hastily trained to better understand his abilities and responsibilities. He had always been an adherent of Islam and with his newly explosive temper, Haz became a fiery proponent of Islam. Through several weeks of indoctrination, Haz (now known as Gunung) had become a zealot who saw himself as a personal warrior of Islam, and who would defend the reputation of his religion to the death - even at the slightest provocation.
When Gunung joined Marauding Tide he was an incredible strong and easily manipulated warrior. He has served in this capacity ever since, not seeming to question the conflict between what he does and the religion he claims to follow. The only thing that seems to have changed is his capacity for destruction which has increased exponentially.
Personality
Gunung is angry and violent, and backs this explosive temper with the power of a 'mountain-crusher'. He has travelled widely, but is not interested in the cultures of other countries. He only sees things as potential war trophies. He only sees people as opponents or potential converts.
He is most happy when he is able to unleash his fury, and has been known to literally smash into the solid rock of mountains.
Quote
“You will be crushed!”
Powers
Gunung has the ability to increase his density, making him incredibly heavy but strong enough to maintain movement as well as enhancing his already superhuman strength. At his heaviest, Gunung can weigh 6400kg. He is able to increase the density of others too, but still has difficulty in doing this to the same extent.
Appearance
Gunung is a very large man, both in height and bulk. He wears a black tank-top and combat pants. On his right arm he has a red and green bandana tied around his bicep. When he is not angry, Gunung actually looks like a nice enough man, with a clean-shaven face, wide eyes and wavy hair. When he is worked up, his face darkens and his eyes seem to glaze over. When he is like that, it is best to keep out of his way.
http://www.thismutantlife.com/uberworld/hantupemburu1.jpg
HANTU PEMBURU: Guntar Shihab
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/hantupemburu.htm)
Concept Weaponmaster (Archer)
Nationality Malaysian
Place of Birth Kuala Lumpur, Malaysia
Date of Birth December 6, 1976
Hair Colour Black, dyed Red
Eye Colour Brown
Height 1.78m
Weight 66kg
Background
Hantu Pemburu is the name of a Malayan demon hunter who is said to be quite deranged in his pursuit of a deer that has evaded him. He leaves slaughtered animals on jungle tracks in his endless pursuit of that one missing deer.
Guntar Shihab was a promising archer who represented his country at the 1994 Commonwealth Games, but he never made the finals. Something inside him snapped on that day, and he returned home with a much more macabre outlook. Over a period of six months he retreated into the jungles and began hunting tourists and villagers, often killing them and displaying their bodies on trees.
The Malaysian authorities eventually captured him and he was sentenced to a mental institution where his fascination with uberhuman archers began to manifest itself. He read all about them and other famous weapon-masters, but instead of looking at their accomplishments, Guntar focussed on their weaknesses, almost as if he were already on the hunt. He became especially fixated on the American archer known as Silver Bow. She had been one of the ubers to oppose the war in Vietnam during the 1960s and retired from the spotlight during the 1980s. Guntar knew she was still partially active in her home town of Phoenix and he began to plan his escape, but more importantly he began to plan his hunt.
Escape was easy, and Guntar slipped into the USA through Canada, heading towards Arizona. Silver Bow was over fifty years old, and Guntar was initially disappointed with her lack of physical prowess, but she fought well, evading him for five hours. Her death shocked the nation, but it wouldn't be the last. Guntar followed up his kill with two more Americans, Crossbow and the third Amethyst Archer.
And then he returned home to seek vengeance on those who had put him in the asylum.
The Indonesian government intercepted Guntar as he boarded a plane in Jakarta, and would have extradited him to Malaysia had not Matari intervened. Guntar was ruthless, and Matari realised he would be an asset in the black-ops group, Marauding Tide. Guntar was initially sceptical, but after battling and losing to Jago Tembak, he agreed to join. Unlike the others, Guntar is not a Muslim and has no particular fondness for religion or politics, but he does enjoy the Hunt.
Personality
Guntar is a callous exhibitionist. Nothing seems to disturb him, but rather than affect a loner disposition, Guntar is actually very active and vocal. He enjoys being the centre of attention and showing off his abilities. When it comes to a kill, though, he is ruthless. No amount of pleading will change his mind. He finds it a point of honour that he kills those who are supposed to die.
He has never spared anyone.
Quote
“You have a death wish, punk?”
Powers
Hantu Pemburu is a ruthless archer. He employs a variety of arrows, ranging from standard points to explosive charges and knockout gas cylinders. He is also handy at improvising weapons, and carries a hunting knife with him at all times. However, apart from his mastery in archery and hand to hand combat, Hantu Pemburu is a regular human with no uber gene.
Appearance
Guntar is an athletic man who spends a lot of his time in personal training. He has shoulder-length hair which he has dyed bright red, with long sideburns. In his 'costume' he wears a black armoured shirt, camouflage pants and black gloves. He carries his bow over his shoulder and has two quivers full of arrows.
http://www.thismutantlife.com/uberworld/matari1.jpg
MATARI: Santoso Budhisantoso
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/matari.htm)
Concept Energy Blaster
Nationality Indonesian
Place of Birth Ambon, Indonesia
Date of Birth October 6, 1984
Hair Colour Dark Brown
Eye Colour Brown
Height 1.78m
Weight 70kg
Background
Santoso's father was one of Suharto's chief advisors, and cousin to the great leader. Santoso grew up amongst the elite and influential families of Indonesia in the 1980s and 1990s, firmly entrenched in the dominant ideologies of his parents. His father became a diplomat to Australia but was unceremoniously marched out of the country less than a year later under a cloud of suspicion. Santoso's father openly mocked the Australians, and Santoso grew to hate them as well.
When Santoso began to manifest his ubergene ability to create intense heat in his hands, his father saw it as a way to secure more power for himself. He was already aware of the Marauding Tide project and manoeuvred his son into its preliminary training. Santoso, or Matari the Sun, accepted his new position and relished the power literally at his fingertips. He was an only child, the proverbial apple of his father's eye, and now he was also among one of the most gifted on the planet.
Matari was not just a puppet of his father, though. He had his own dreams which were even greater than those of his father. He saw the Marauding Tide as his way to begin to cement for himself a secret empire rivalling that of the great Indonesian politicians. He has begun to extort money from Indonesian companies and businesses across the country, but particularly in Ambon; and also enjoys the favour of select government officials. He has become the voice of Marauding Tide and manipulates both his team and the people behind it.
Personality
Matari has always been the centre of attention and has an unwavering high opinion of himself and his abilities. He is cool and calculating and never reveals more of himself than needed, even to those on his team. He does not subscribe to the idea of relationships being anything more than business. His relationship with his parents and family is distant but strong. As long as he does not require any sort of emotional support from them, he will be cherished. The same can be said from Matari's point of view. He enjoys his father's influence but does not care for his company.
Quote
“My knives burn with the intensity of the sun. Do you think your little tricks can compare with that raw power?”
Powers
Matari can generate intense heat in his hands which manifests itself as searing heat knives. The knives can be used to slice through strong materials, or even extended to fly through the air. Matari has shown a ruthlessness in his delivery of the heat knives and favours an attack which slashes across an opponent's eyes, causing excruciating pain as well as blinding them. The energy can be adjusted to perform a variety of effects from devastating heat to stunning or disrupting levels.
Appearance
Matari is an attractive, some would say suave, educated and sophisticated young man. He is young, clean shaven and athletic. Everything about him seems, at first, to be wholesome and attractive; but underneath his handsome demeanor is a selfish, shallow man consumed with ambition. He is obsessed with his appearance and standing in the community and takes pleasure in showing up other people, particularly superiors.
As Matari, he wears an armoured black shirt with short sleeves and camouflage pants. Out of uniform Santoso wears designer clothing and always appears well presented. No one has seen him sweat - ever.
Enforcer84
Jan 15th, '06, 03:35 PM
Wow. that's very good. I like the art alot. Keep up the good work!
tribe
Jan 15th, '06, 09:20 PM
Here are three independent women in the traditional of Charlie's Angels. Bidadari is Bahasa Indnesian for angels, and each woman represents one of the three main religions of Indonesia. Muslim is the majority, but Hindu is popular, especially in Bali; and Christian.
http://www.thismutantlife.com/uberworld/kurus1.jpg
KURUS: Kristina Damanik
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/kurus.htm)
Concept Martial Artist
Nationality Indonesian
Place of Birth Jakarta, Indonesia
Date of Birth April 28, 1976
Hair Colour Black
Eye Colour Brown
Height 1.77m
Weight 48kg
Background
Kristina Damanik walked out of the sub-basement elevator and into the dimly lit carpark. She moved three steps before the six masked men appeared, each brandishing a knife and dark intent in their eyes. They demanded her wallet and the keys to her sports car. She dropped her attaché case and took a defensive stance. The men laughed. And then they ran towards her, moving in three groups of two, trying to gain different approaches. Kristina seemed to slip out of view, her body compressing into a two-dimensional state. Without giving the men a chance to utter their surprise, she stretched through their attack, reformed behind them, and swept two of them to the ground.
She slammed the heel of her hand into the back of another man's head and he slumped to the ground, making way for two new attackers. Kristina reached an impossible length, grabbed a third man and yanked him into the path of the oncoming attackers. Blood was spilled, and the attackers seemed to have turned from the predators to the prey. Kristina dispatched the remaining men in seconds, casting them a passing glance as she walked to her car.
Waiting in the front passenger's seat was a woman wearing dark glasses. She smiled at Kristina and then handed her a card.
Rather than attack the woman who was obviously connected with the attackers, Kristina took the card and read it: Bidadari.
"Angels?"
"I am Matematika," she said. "And I am recruiting women like yourself, who will be able to bring justice to these streets, and perhaps beyond."
"That's not your real name."
The woman smiled.
"No. Perhaps in time we shall know each other's names, but for now it is best to remain somewhat secretive. The government is not the type to allow us our freedom until we can achieve a kind of acceptance from the people."
"You talk as if you have all this planned."
"It is my uber ability," she replied. "Just as you are able to switch forms from three to two dimensions, I am able to predict the often unpredictable. I see dark times ahead for Indonesia, and I intend to offer the people some light. And I plan to do this without fear or favour for the various peoples of our country. I will gather three women, each one gifted and able to offer hope to those who would search for it. You will offer the ideals of Christians, and I will represent the ideals of Islam. Our third member shall represent Hindu."
"And together we will be angels?"
"That is correct. Bidadari Angels."
Personality
Kristina works for a multinational company and presents a cool and businesslike demeanor in all her dealings, both as Kristina and as Kurus. She maintains both identities with equal fervour and avoids the press in case of an accidental discovery. She is smart and sassy, and enjoys kicking out with her karate just as much as she enjoys outmanoeuvring business opponents.
She is dedicated to the other girls of Bidadari, and has managed to become very close friends with them despite their differences. Never one to form close relationships, Kristina is finding it refreshing to be able to kick back with likeminded individuals.
Quote
“Eight against one? Should I close my eyes?”
Powers
Kurus means "Thin" in Bahasa, and Kristina is able to compress her body into a two-dimensional state. In this form she is able to stretch her body so she can squeeze through the smallest of cracks in walls, as well as wrap her body around objects or opponents. She uses this uberhuman ability to complement her intensive karate training, which makes her a formidable opponent. Like all Bidadari, Kurus is proficient in a number of stealth and subterfuge skills.
Appearance
Kristina has short bobbed black hair and a flawless complexion. She wears power suits at work, and a yellow bodysuit as Kurus, with a white stripe down the sides. As Kurus, she is able to become two-dimensional, appearing wafer thin, and able to stretch any part of her body up to 8m.
http://www.thismutantlife.com/uberworld/mataharimerah1.jpg
MATAHARI MERAH: Ni Nyoman Yohana
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/mataharimerah.htm)
Concept Brick / Energy Blaster
Nationality Indonesian
Place of Birth Bali, Indonesia
Date of Birth October 9, 1982
Hair Colour Brown
Eye Colour Brown
Height 1.75m
Weight 87kg
Background
When the bombs detonated inside the Sari Club in 2002, Bali was rocked by the wave of terrorism which threatened to engulf the world. Yohana found herself thrust into the disaster and tried as best she could to evacuate the injured. When she was approached by a large man in army fatigues she thought he might offer assistance, but it was Gunung of the Marauding Tide, and he was there to contribute to the suffering.
Yohana barely evaded his oversized fists and barrelled away from his assault. When she pulled herself off the ground she was surrounded by Bayu and Matari. Sirens blared in the distance.
"You might as well give up, girl," Bayu said with obvious disdain. "Your kind need to lay the road to our eventual salvation."
Yohana balled her fists.
"You'll have to do worse than throw words at me," she called back, and her body was suddenly surrounded with flames. Marauding Tide were obviously startled and she pressed her advantage, flying directly through Bayu, landing with all her strength against the other woman. They landed with a crunch and Yohana stood up ready to face the others.
Matari swung with his fire fists, but he missed, enabling Yohana to grab him under the arms and lift into the sky. He screamed out in surprise just as she dumped him into the ocean. The wind began to whip around her and she realised Bayu had returned, but instead of a battle, Marauding Tide vanished leaving Bali to burn slowly.
Yohana looked to the horizon but saw no sign of the terrorists, so she had no other course of action apart from returning to the disaster and helping as much as she could. The following day she was contacted by Bidadari, an organisation of women who wanted to represent the antithesis of Marauding Tide. Bidadari had approached Yohana before, but she wasn't interested. The second message arrived after the bombings and simply read: "Ready now?"
She knew it was time. Terrorism had been allowed to fester for too long. It was time for the Bidadari to reclaim the hearts of hopes of the Indonesian people.
Personality
Yohana is young and spirited, but can come across as impulsive and not entirely reliable. She is outgoing and optimistic about the world, and believes that the Bidadari are making a difference. She works part time as a waitress, but of the three Angels, she is the one who is more concerned with her heroic identity. If she could, Yohana would live as Matahari Merah full time.
Quote
“You really don't want to mess with us. We're on the side of the Angels.”
Powers
Matahari Merah means "red sun" in Bahasa, and she possesses the power of the sun, enabling her to create fire and heat for a variety of effects. She is also gifted with uberhuman strength and durability, as well as the ability to fly. Of the three Bidadari, Matahari Merah is the most powerful in terms of raw energy, and is often used as the spearhead of any direct attack.
Appearance
Yohana is young and friendly, always with a friendly welcoming smile and bright white teeth. As Matahari Merah, she wears a red bodysuit with an exposed shoulder held together on the strap with a star. She also wears white boots, belt and gloves, and wears a red visor to protect her identity. When she flies, Matahari Merah leaves behind a trail of fire which dissipates after a minute.
http://www.thismutantlife.com/uberworld/matematika1.jpg
MATEMATIKA: Meutya Budiyanto
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/matematika.htm)
Concept Martial Artist
Nationality Indonesian
Place of Birth Jakarta, Indonesia
Date of Birth July 12, 1974
Hair Colour Black
Eye Colour Brown
Height 1.79m
Weight 64kg
Background
Deep within the heart of the Muhammadiyah University of Jakarta, Meutya Budiyanto, Professor of Mathematics, sat amidst a room of computers. The sequences and theorems that passed by her eyes were always a step behind her own internal calculations. She scanned dates and names, population density and demographic forecasts. All of the data led to a single conclusion.
Indonesia was destined for trouble.
The terrorist activities of Marauding Tide, the suspicious peace of Singapore and the spreading insidiousness of the various Japanese ninja clans threatened Indonesia, and no one seemed capable of standing in its way. The West was satisfied that the threats were too distant from their own shores, and the East was more concerned with its own situation to care about over-arching ones.
Budiyanto closed her eyes.
Her faith and her knowledge convinced her that she was able to stand up for what was right and just, but she knew she could never act alone. Her intellect was formidable but she needed more. She needed other women to share her dreams, to fully represent the people of Indonesia. If she acted alone she would be classed as a Muslim hero, and ostracise those of other faiths. She realised that she needed to form a team of heroes from different faiths, as religion was a single force able to bring people together, as well as tear them apart.
She began to search for suitable partners, quickly locating Matahari Merah in Bali. The Balinese Hindu was not interested in protecting the wider country, having found herself a stable life in her home city. Budiyanto didn't give up, but turned her attention to Kurus, a Christian businesswoman from Jakarta, who joined willingly and with such an openness that Budiyanto felt vindicated in her dream. She wasn't mad. Others felt the same way as she did.
After the Bali Bombings, Budiyanto approached Matahari Merah again and in the woman's grief and shock, Budiyanto found her third Angel.
Personality
Budiyanto possesses an incredibly complicated brain, and has been classed as a mathematical ubergenius. She is a teacher as well as a perpetual student, keen to learn more information and to compare and contrast it to her existing database. As the leader of Bidadari she is the most patriotic and idealistic of the three angels, caring for her fractured country and its population more so than the fructuous government. While not believing she is above the law, she certainly has little respect for it.
Quote
“I am constantly surprised at your level of ignorance.”
Powers
Matematika, which means mathematics in Bahasa, possesses an uber-enhanced brain and is able to perform incredible feats that are far beyond the normal human. She is one of the most intelligent women on the planet, and is an expert in a variety of sciences and knowledge, particularly in mathematics and the manipulation and programming of computers.
Appearance
Matematika wears a deep purple abaya and hajib which serves to identify her as a Muslim as well as help to conceal her identity. Matematika is determined to present a heroic figure of Islam to the world, especially in light of the terrorist activities of Marauding Tide and Fatwa. Her clothing is armoured, providing her with protection from conventional weaponry. Out of uniform, Budiyanto wears casual clothing depending on the circumstances. When she is teaching she often wears a suit with trousers.
tribe
Jan 16th, '06, 01:33 AM
Still in the Asia-Pacific Region, our attention turns to Singapore which is a utpoia in the Uberworld. No crime, no litter. Powerful company headquarters, expensive tourist destination... too good to be true?
Yep.
Uberworld Singapore is ruled by a criminal mastermind called Evol Khan (not his real name, but no one knows his real name, you know?). And assisting him in ruling the utopian society is Atomic Girl and her Samurai. Her reasons are simple: Singapore is a sanctuary even if it's ruled by a criminal.
Oh, yeah, and there's an uberprimate (intelligent ape) on the team too.
http://www.thismutantlife.com/uberworld/atomicgirl1.jpg
ATOMIC GIRL: Mayumi Matsukara
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/atomicgirl.htm)
Concept Energy Blaster
Nationality Japanese
Place of Birth Nagasaki, Japan
Date of Birth October 14, 1943
Hair Colour Black
Eye Colour Brown
Height 1.64m
Weight 50kg
Background
When Fat Man dropped on Nagasaki everything changed for young Mayumi Matsukara. Her parents were killed, her home destroyed. She only survived because of her ubergene which was activated in the seconds following the atomic explosion. Japan had already suffered an atomic explosion in Hiroshima, and the second one in Nagasaki was enough to force the country's leaders to surrender unconditionally. Japan and its people fell into deep depression, their feelings of defeat and dishonour were rampant.
Mayumi's survival became a tale which spread across the islands, bringing a glimmer of hope to the devastated people. She had survived when so many hadn't, and as she grew it became apparent that she had also changed. The atomic energies had been absorbed by her body and she had begun to generate her own atomic energies. The remaining scientists welcomed the enigma, and soon it was discovered that her body was not immediately dangerous, that she was unconsciously controlling the radiation.
When she reached ten years old, Mayumi made a speech to the people of Tokyo, calling on them to look towards the future with optimism. It was 1953, and Japan had begun to change. Mayumi, as Atomic Girl, became the embodiment of that progressive change. She toured Japan, and then the United States where she was the centre of intense scientific and media attention.
Two years later she became more than a scientific curiosity. She had learned to harness her energies and with the assistance of the Kami Institute, she developed atomic flight and the ability to project intense radiation in bursts. Atomic Girl had already become a symbol of hope for Japan, but now she was also a protector of the country. Over the next handful of years she assisted the government in providing relief for disasters as well as assisting the security forces in turning back hostile entities such as giant lizards, rogue samurais and even a fleet of ghost ships in 1960.
The people began to rely on Atomic Girl, and the pressure began to show. By the mid 1960s Mayumi felt that she could not live up to the adoration and expectation of her people, so she fled. She left the security of the Kami Institute and moved with a new identity to the United States. She enrolled at Columbia University and began to feel like a normal young woman for the first time.
During her time in New York, Atomic Girl fought against prejudice and crime although the authorities considered her a vigilante. Her activities dwindled during the 1970s until she disappeared again, this time travelling to the United Kingdom. It was in London that Mayumi met the influential business magnate, Evol Khan, and began to listen to his visionary ideas about a perfect city-state. She was courted by his visions, and felt that the establishment of such a peaceful city-state was something that she could accomplish, and something which she was destined to assist with. By this stage, she had realised that she was not going to grow old and she began to think of ways in which she could help make the world a better place.
Khan managed to insinuate himself within the highest echelons of Singapore in the early 1980s and Atomic Girl was there by his side as he was elected President and set about his campaign to create a perfect society. Crime was reduced, industry thrived, and by the end of the decade Singapore was one of the most modern and technologically-advanced cities in the world. Atomic Girl became a symbol again, but without the pressures of her homeland she was able to embrace the responsibility and use to it help forge a place where all people would be welcome and protected.
To help her continue to keep Singapore crime-free, Atomic Girl recruited her Singapore Samurai. Her first recruits were the Red Sword, a Vietnamese uber; and Lioness, an animalistic woman from Zambia. The team changed membership over the years although Atomic Girl always remained at the helm.
At present, Atomic Girl is leading a much pared-down team consisting of Elastorang and the third Singapore Shield. She has come to a point in her life where she feels that crime is fully under control in Singapore and is now looking outward, trying to make the rest of the region as safe.
Personality
Mayumi is a strong woman, but she is also weary and at times she appears to feel the full weight of the world's expectations. She is over sixty years old but still looks to be in her late teens. People expect her to be effervescent, which she usually is, but her experiences and knowledge of history force her to look at the world with a more jaded perspective.
She is proud of her achievements in Singapore, something she was unable to do in her home country of Japan. She is aware of Khan's criminal activities and his interest in exotic, and illicit harems, but she realises that she has made a pact with a devil and accepts the cost of her peaceful society is the rotten core of Evol Khan.
Quote
“Optimism is the greatest power we possess.”
Powers
Atomic Girl generates her own nuclear energy, which enables her to draw upon an almost limitless power base and use that power for a variety of devastating effects. She learned early in her life how to use the energies to fly, and later to use the energies to destroy. Her body is highly resilient to all forms of damage and is capable of surviving in almost all environments, even outer space.
Appearance
Atomic Girl looks like a bright-eyed teenager, with shoulder length black hair, deep brown eyes and a winning smile. She has been in the public eye since she was two years old and a freak survivor of a national disaster. She is fully aware of the importance of appearances and has grown into a beautiful woman. Her costume reflects her optimism: a short free-flowing skirt and top with the Japanese flag and starburst logo.
http://www.thismutantlife.com/uberworld/elastorang1.jpg
ELASTORANG: Semeru
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/elastorang.htm)
Concept Metamorph
Nationality Indonesian (Orangutan)
Place of Birth Borneo, Indonesia
Date of Birth April 12, 1990
Hair Colour Orange-Brown
Eye Colour Brown
Height 1.42m
Weight 60kg
Background
Semeru was orphaned by poachers when he was very young, and was taken to a market where he was sold to a visiting tourist. He changed households several times over the next few years until he was liberated by the World Wildlife Federation. As they took him to a sanctuary, Semeru thanked them in English. They were startled, but Semeru reassured them that they were not hearing things.
Semeru was one of the rare sentient apes, a result of an active ubergene. He had picked up several languages since being taken into captivity, as well as other skills that would enable him to live well in human society. The WWF people were torn between sending Semeru back to the jungles or keeping him as a spokesman for the apes who were being persecuted. Semeru settled the debate when he suggested he return to the jungle and see if he could muster support from the other apes.
It was a noble sentiment, but destined to fail. Semeru had left the jungle when he was very young and he found that he just didn't belong there anymore. He met with some other groups of Orangutan but was never fully accepted, and so he returned to the WWF. He left Indonesia and moved to England for a while, working to change the mindsets of humans in civilised society.
But he became homesick and returned to Indonesia. It was during this time that he became aware of his uberability to stretch and manipulate his body. News of this development reached the Indonesian government before Semeru arrived, and his boat was waylaid by Gunung, of the Marauding Tide. Gunung was sent to kidnap Semeru and coerce him into joining the fledgling terrorist group. Semeru had had enough of being kidnapped and manipulated, so he resisted and escaped the dense strongman.
He fled Indonesia even as he had just arrived, and found himself in Singapore.
It was fate that brought him into contact with Atomic Girl, but it felt very natural when she invited him to join her security force, Singapore Samurai.
Personality
Semeru is intelligent but quiet, preferring to be a silent member of any group. His wide eyes watch everything, and he enjoys taking notes on the different humans he meets, perhaps so he can one day write a book on his experiences. He is caught between the two cultures of human and ape, and never really feels comfortable in either. He just doesn't seem to understand how they perceive the world, and ends up embarrassing himself.
Quote
“Go, go elasto-arms!”
Powers
Semeru's body is composed of a highly pliable and strong substance which he is able to manipulate in a variety of ways. He is able to stretch any part of his body up to 10m, and can spring himself into a bouncing ball which is capable of high speeds and destructive impact. His body absorbs a lot of the impacts it receives and provides Semeru with protection from most conventional weaponry, an important factor in his role as security officer for Singapore.
Appearance
Semeru looks like a stout Orangutan, and wears a skintight red costume with a spiral logo on each shoulder, and black pants. He really doesn't like the uniform, and prefers to go 'natural', but the people of Singapore seem to be more willing to accept him if he wears clothing.
http://www.thismutantlife.com/uberworld/singaporeshield1.jpg
SINGAPORE SHIELD: Mah Boon Kiang
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/singaporeshield.htm)
Concept Martial Artist
Nationality Singaporean
Place of Birth Singapore
Date of Birth May 9, 1990
Hair Colour Black
Eye Colour Brown
Height 1.75m
Weight 56kg
Background
The first Singapore Shield defied the marauding bands of Japanese soldiers during World War II. He wasn't able to defend Singapore, but managed to hold the ground while many people, especially foreigners, evacuated in planes. He was captured by the Japanese, but managed to escape within a month and led a band of locals in a guerrilla war against the occupied city. The second Singapore Shield was active in the 1970s and briefly joined a United Nations sponsored team, Pacifica, but after it folded due to internal differences, Singapore Shield returned to his city and became its champion.
When Evol Khan took the presidency in 1986, Mah Boon Kiang's grandfather was the third Shield. Khan met with Kiang and threatened him, suggesting that if he continued to act as the city's champion he would find his family would begin to disappear. Kiang reluctantly retreated from public life. When Mah Boon was born, the Kiang family saw in him the opportunity for the tradition to be carried on. He grew up under the watchful eyes of his grandfather and learned Kung Fu firstly with his grandfather, and later with a Master in Vietnam.
Atomic Girl had become the living legend of Singapore, and had established a group of heroes to help her keep order in the city. When Mah Boon returned to Singapore in 2004 he attended a team try-out and was able to defeat all the contestants and gain a place with the Singapore Samurai.
He believes in the traditions of Singapore and considers Evol Khan as a travesty against this history. His grandfather has counselled him to be patient, but Mah Boon feels that he is capable of facing off against Khan and is just waiting for the right time.
Personality
Mah Boon is idealistic and infused with the pride of his family tradition. He is only a teenager, and although he has captured the adoration of Singaporeans, he is also seen as young and inexperienced. This is not entirely true, as he has developed quite a maturity through his martial arts training and is capable of facing off against even the most hardened of criminals, including the terrorist group Marauding Tide.
Quote
“I'd be happy to put you on the ground, old man.”
Powers
Singapore Shield has historically relied on a combination of martial arts training and the use of an almost indestructible shield. The original shield was lost in World War II, but a replacement was forged in the 1950s and has been handed down to each new generation. Mah Boon has proven adept at using the shield in a variety of ways including as a deflector against almost all attacks, and an extra weight in clobbering opponents.
Appearance
Mah Boon is a young and highly trained martial artist, having been trained since the day he could first walk. He is lithe but powerful, and wears loose-fitting black pants and tight gloves, preferring to appear bare-chested as the previous Shields had done. The Shield is red and white in the colours of Singapore, and is composed of an unusual blend of tough metals, although the exact makeup is unknown.
tribe
Jan 16th, '06, 01:39 AM
And here is Evol Khan. The picture is taken from Blackwyrm Games' Algernon Files (I think) but recoloured and modified a bit. Link (http://www.mutantsandmasterminds.com/superlink/cat_blackwyrm_games.php#000100)
http://www.thismutantlife.com/uberworld/evolkhan1.jpg
EVOL KHAN
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/evolkhan.htm)
Concept Criminal Mastermind
Nationality Zimbabwean
Place of Birth Harare, Zimbabwe
Date of Birth September 19, 1942
Hair Colour Bald
Eye Colour Light Blue
Height 1.68m
Weight 59kg
Background
Khan was born during the Second World War, although his real name is unknown. It is suspected that his father was involved with the German Nazi Party and his mother was a rich land owner in Zimbabwe, but no details are available. What is known of Khan is that he grew up in Zimbabwe with foster parents, and violently pursued his education, usually at the expense of friendships or any kind of close personal relationship. When he moved from Harare to study at Cambridge, he did not leave any family or friends behind. In England he continued his solitary pursuit of education and power. He invested money he had saved, as well as money he had swindled from his richer class mates, and began to secretly amass a personal fortune.
In the mid- to late-1960s he worked for a powerful bank and used his position to establish a very successful and profitable insider trading scheme, which helped him secure an influential network of contacts across the globe. He fed the network sensitive information and they all prospered. In the 1970s, Khan took over the bank and became one of the top 100 richest men in Europe. He began to envision an empire, with him as the undisputed leader. It had been a dream of his since his obscure childhood but he had begun to realise that the current political climate in Europe and most of the West was not going to allow any kind of passive take over. His eyes drifted to the East. By chance, he met the exiled Mayumi Matsukara who was one of the planet's oldest and most powerful ubers.
He began to seduce her, hoping initially to secure her desire, but when he realised she was not, and never would be, interested, he turned his attention to sharing his dream. He could sense that she was lonely, adrift in the 20th Century. His dream of a peaceful city-state allowed her to feel that perhaps she did, indeed, have a purpose. Khan enjoyed manoeuvring Atomic Girl into his plans, even more than he would have enjoyed the pleasures of her flesh. Khan and Matsukara moved to Singapore shortly after, Khan shifted his business empire to the South East Asian city. The country welcomed him, and his wealth, but he realised taking over a country was going to be more difficult than he first imagined. He realised he had been racist in underestimating the Singaporean government, but he was a colonial at heart. It took him nearly ten years and millions of dollars before he was in a position to contest the Presidential elections, but by that time he had secured enough votes to guarantee a win. He was elected President on the promise of creating a crime free state.
Upon reaching office he began to reveal his plans in more detail. Atomic Girl returned to active status at his side and provided the famous face and impressive power to showcase his dream. He pulled in favours from the legal and illegal quarters of the world and made deadly sweeps of the city to "flush out the rats". Within a year the most serious of Singaporean crime had vanished. Atomic Girl had her work cut out for her, and she soon recruited more ubers to help her, dubbing them the Singapore Samurai. Khan was amused. The second Singapore Shield had continued to operate as an independent hero during this time, and Khan met with him secretly, threatening him with death or imprisonment if he continued to operate. The Shield knew he was serious and resigned from public life.
While Atomic Girl gathered momentum in her public displays of efficient security, Khan worked on the illicit side of politics and business. He cornered many black markets in South East Asia, systematically destroying the criminal empires of his rivals either through financial takeovers, the use of mercenaries and assassins, or through Atomic Girl and her idealistic Samurai.
Soon Khan was the undisputed Crime Lord of South East Asia. When he decided not to contest the next Presidential elections, Khan was considered to be even more powerful than any elected official could conceive of. He did, in fact, organise his replacement and holds almost total control over the Singaporean government.
Personality
Evol Khan is a very powerful man and he is acutely aware of the influence he has on the world around him, both in a public manner as well as the more subtle and deadly ways. He is manipulative and methodical, and has failed to make any lasting relationships beyond those of business partners or people he trades favours with. Since his fractured childhood, Khan has been looking for power and comfort and he has found it in Singapore. This sanctuary is what he promised - a place free from crime. But it also holds dark secrets, entirely controlled by Khan himself. He is a hedonist, and enjoys the darker desires of human nature. He has established 'pleasure palaces' across his properties in Singapore and beyond where all kinds of dark deeds occur. He is fiercely protective of what he has accumulated and although his desire for greater power has levelled out, he will always look on a new opportunity with an open mind.
Quote
“All you see is mine. Even your reflection belongs to me.”
Powers
Evol Khan is a master of money. He is rich and powerful, having control of Singaporean society and the crime networks of most of South East Asia. He is a strategist and a keen observer of human nature, but beyond these abilities he is purely a normal human.
Appearance
Khan is a man in his sixties, and has had to work hard throughout his life at the expense of positive relationships. He appears genial at times, while at other times he can look dark and brooding. He walks with a cane, but it is unclear whether he relies on it for support or for protection, as it contains a concealed blade.
Khan likes to dress as a patriarch: always in expensive materials, and never in a conventional cut. He enjoys being seen as sitting beyond the normal citizens of his city, and favours all things luxurious and a little decadent.
tribe
Jan 16th, '06, 02:30 AM
Here is a team of anti-heroes called Riders of the Storm, who originated in the Vietnam War and have been around ever since, although they are feeling their age now. These four guys are in their 50s and 60s but still causing trouble.
They share backgrounds so you might notice some repetition from each character.
http://www.thismutantlife.com/uberworld/victory1.jpg
VICTORY: Victor Edison
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/victory.htm)
Concept Brick / Weapon Master
Nationality American
Place of Birth San Francisco, California, USA
Date of Birth February 18, 1946
Hair Colour Silver
Eye Colour Blue
Height 1.84m
Weight 76kg
Background
They were supposed to be dead. Heavy gunfire, scathing explosions and screams everywhere. It was 1975 and America had become entrenched in the Vietnam War. Four servicemen, Edison, Haberley, Cohen and Caldecott were among a small platoon decimated along a jungle pass, but instead of being killed, they found themselves lifted into the air by beautiful warrior maidens astride winged horses. It was like something out of a movie, or a fantastic acid trip.
The Valkyrior, or Valkyries, had been ordered to take the four men to Valhalla. Someone had made a mistake. The Asgardians thought that the four men were somehow descendants of Balder the Brave. Loki was implicated in the deception, but whatever the cause, Edison and his men realised they were in danger when they awoke in another world and heard the stories that they were legendary warriors.
Edison knew that when the truth came out they would be killed or sent back to the death which awaited them in the Vietnam jungles. He assessed the situation, judged that their hosts saw they as worthy and honourable, and completely harmless. He used that assumption and ordered his men to steal weapons and mounts and to escape while they were still able. The four military men succeeded in taking possession of mystical weapons left unguarded by their hosts. And they forcibly took winged steeds from the maidens.
Somehow they made it back to Vietnam, where they quickly realised they possessed power undreamt of. Cohen discovered the devastating power of his hammer, laying waste to the jungle and the hidden soldiers. They had become gods amongst men. The military didn't like the fact that Cohen and his men refused to follow orders, and for the next few months the four men lived by their own rules. They had become the Riders of the Storm: Victory, Stormbringer, Epos and Battleaxe.
By the end of 1975 they had realised that their destinies lay beyond what the United States Government wanted. They saw that the young men kept dying and the government kept sending more to replace them. They saw that the soldiers who did return were spurned by the public. It was not honourable.
And so the Riders returned to the United States and began to try and change the world.
They targeted government installations, destroying military production. They targeted the government and its politicians. They became the biggest threat to the United States, a threat which led to the establishment of Sanction.
Over the decades, the Riders have continued being free spirits and have fought for and against the laws of the land. They continue to possess immense power, but their wills are weakening. They are getting old.
And the Asgardians continue to watch and wait.
Retribution will come.
Personality
Victor Edison is the only member of the Riders who has made a life for himself outside of the team. He runs a successful arms dealing trade from the United States, as well as running a legitimate business alongside it. As Victory, he is a hardened, world-weary leader. He is gaunt and has become more so with age. He is a patriot but unashamedly against most of what the government has done. He believes the strong should survive and the weak perish. He is remorseless and expects the same level of determination and hardness in his men.
Quote
"We have bested Gods, and yet you still think you can beat us?"
Powers
Each of the Riders stole a mystical weapon of immense power. The wielder of the weapon is endowed with godlike strength and durability, but as a result of a Valkyrie curse the protection does not work against magic. The curse has also extended to making the four warriors especially vulnerable to all effects of magic, something which the men are well aware of from close encounters overt the years. If an opponent presents himself as being linked to magic, the Riders will relentlessly attack and destroy that individual. Victory stole a large, two handed sword as well as a silver gauntlet, which is able to project ice and cold. Victory assumes the gauntlet belongs to the Ice Giants of Asgard, but has never confirmed his suspicions.
Appearance
Victory is a gaunt man with a cold stare and deliberate intonation in his speech. A man of few words, he rarely speaks above a whisper, and yet everyone hears him. As a businessman, he favours steel grey suits and sunglasses which he maintains are prescription. His hair is silver and falls to his shoulders. He keeps it in a ponytail in his civilian guise and hidden under a Stars and Stripes bandana as Victory.
http://www.thismutantlife.com/uberworld/battleaxe1.jpg
BATTLEAXE: Geoff Haberley
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/battleaxe.htm)
Concept Brick / Weapon Master
Nationality American
Place of Birth Toledo, Ohio, USA
Date of Birth September 8, 1946
Hair Colour Orange
Eye Colour Brown
Height 2.1m
Weight 104kg
Background
They were supposed to be dead. Heavy gunfire, scathing explosions and screams everywhere. It was 1975 and America had become entrenched in the Vietnam War. Four servicemen, Edison, Haberley, Cohen and Caldecott were among a small platoon decimated along a jungle pass, but instead of being killed, they found themselves lifted into the air by beautiful warrior maidens astride winged horses. It was like something out of a movie, or a fantastic acid trip.
The Valkyrior, or Valkyries, had been ordered to take the four men to Valhalla. Someone had made a mistake. The Asgardians thought that the four men were somehow descendants of Balder the Brave. Loki was implicated in the deception, but whatever the cause, Edison and his men realised they were in danger when they awoke in another world and heard the stories that they were legendary warriors.
Edison knew that when the truth came out they would be killed or sent back to the death which awaited them in the Vietnam jungles. He assessed the situation, judged that their hosts saw they as worthy and honourable, and completely harmless. He used that assumption and ordered his men to steal weapons and mounts and to escape while they were still able. The four military men succeeded in taking possession of mystical weapons left unguarded by their hosts. And they forcibly took winged steeds from the maidens.
Somehow they made it back to Vietnam, where they quickly realised they possessed power undreamt of. Cohen discovered the devastating power of his hammer, laying waste to the jungle and the hidden soldiers. They had become gods amongst men. The military didn't like the fact that Cohen and his men refused to follow orders, and for the next few months the four men lived by their own rules. They had become the Riders of the Storm: Victory, Stormbringer, Epos and Battleaxe.
By the end of 1975 they had realised that their destinies lay beyond what the United States Government wanted. They saw that the young men kept dying and the government kept sending more to replace them. They saw that the soldiers who did return were spurned by the public. It was not honourable.
And so the Riders returned to the United States and began to try and change the world.
They targeted government installations, destroying military production. They targeted the government and its politicians. They became the biggest threat to the United States, a threat which led to the establishment of Sanction.
Over the decades, the Riders have continued being free spirits and have fought for and against the laws of the land. They continue to possess immense power, but their wills are weakening. They are getting old.
And the Asgardians continue to watch and wait.
Retribution will come.
Personality
Haberley is a competitive man, although his pursuits have moved from the physical into gambling. When he is not laying waste to the countryside, he finds time to sneak into dark corners of society and enjoy a beer and the company of card players. In the years following his return from Vietnam, Haberley has made several contacts within the Mafia families of America and has worked as an enforcer on occasion.
Quote
"Lay your cards out and let's see who's gonna walk away from this with his head still attached to his shoulders."
Powers
Each of the Riders stole a mystical weapon of immense power. The wielder of the weapon is endowed with godlike strength and durability, but as a result of a Valkyrie curse the protection does not work against magic. The curse has also extended to making the four warriors especially vulnerable to all effects of magic, something which the men are well aware of from close encounters overt the years. If an opponent presents himself as being linked to magic, the Riders will relentlessly attack and destroy that individual. Haberley took a large battleaxe which also allows him to fly.
Appearance
Haberley has reached sixty years of age and although he retains his immense physical strength, the decades have worn on him. He is large, standing over two metres tall and weighing over one hundred kilograms. In his younger days the bulk was muscle, but over the years he has exchanged much of that for fat. He enjoys his lifestyle of rich foods and plenty of beer. Haberley does not enjoy a dual identity and wears his regular clothes in and out of his Battleaxe role. He still favours military attire and usually wears a thick green woollen jumper with pads on the arms and shoulders. He also wears gloves and hardy pants and boots.
http://www.thismutantlife.com/uberworld/epos1.jpg
EPOS: James Evan Caldecott
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/epos.htm)
Concept Brick / Weapon Master
Nationality American
Place of Birth Phoenix, Arizona, USA
Date of Birth April 8, 1948
Hair Colour Bald (was Black)
Eye Colour Brown
Height 1.9m
Weight 100kg
Background
They were supposed to be dead. Heavy gunfire, scathing explosions and screams everywhere. It was 1975 and America had become entrenched in the Vietnam War. Four servicemen, Edison, Haberley, Cohen and Caldecott were among a small platoon decimated along a jungle pass, but instead of being killed, they found themselves lifted into the air by beautiful warrior maidens astride winged horses. It was like something out of a movie, or a fantastic acid trip.
The Valkyrior, or Valkyries, had been ordered to take the four men to Valhalla. Someone had made a mistake. The Asgardians thought that the four men were somehow descendants of Balder the Brave. Loki was implicated in the deception, but whatever the cause, Edison and his men realised they were in danger when they awoke in another world and heard the stories that they were legendary warriors.
Edison knew that when the truth came out they would be killed or sent back to the death which awaited them in the Vietnam jungles. He assessed the situation, judged that their hosts saw they as worthy and honourable, and completely harmless. He used that assumption and ordered his men to steal weapons and mounts and to escape while they were still able. The four military men succeeded in taking possession of mystical weapons left unguarded by their hosts. And they forcibly took winged steeds from the maidens.
Somehow they made it back to Vietnam, where they quickly realised they possessed power undreamt of. Cohen discovered the devastating power of his hammer, laying waste to the jungle and the hidden soldiers. They had become gods amongst men. The military didn't like the fact that Cohen and his men refused to follow orders, and for the next few months the four men lived by their own rules. They had become the Riders of the Storm: Victory, Stormbringer, Epos and Battleaxe.
By the end of 1975 they had realised that their destinies lay beyond what the United States Government wanted. They saw that the young men kept dying and the government kept sending more to replace them. They saw that the soldiers who did return were spurned by the public. It was not honourable.
And so the Riders returned to the United States and began to try and change the world.
They targeted government installations, destroying military production. They targeted the government and its politicians. They became the biggest threat to the United States, a threat which led to the establishment of Sanction.
Over the decades, the Riders have continued being free spirits and have fought for and against the laws of the land. They continue to possess immense power, but their wills are weakening. They are getting old.
And the Asgardians continue to watch and wait.
Retribution will come.
Personality
Caldecott is the most sensitive of the Riders, being a musician and peace-loving hippy before being drafted. He still lives in the 1970s era and regrets most of what has happened since, both on a personal and a world level. He sees the world as deteriorating, and tries to make things right. Lately he has realised that the Riders are also a part of the problem and finds himself growing more and more distant from his team mates, sometimes even resulting in physical blows.
Quote
"Sometimes words can be stronger than the pointy end of a spear. Other times they're not."
Powers
Each of the Riders stole a mystical weapon of immense power. The wielder of the weapon is endowed with godlike strength and durability, but as a result of a Valkyrie curse the protection does not work against magic. The curse has also extended to making the four warriors especially vulnerable to all effects of magic, something which the men are well aware of from close encounters overt the years. If an opponent presents himself as being linked to magic, the Riders will relentlessly attack and destroy that individual. Epos has control of the Spear of Destiny which also allows him to channel his voice for a variety of effects such as taking control of opponents and immobilising them.
Appearance
James Evan Caldecott is in his late fifties but still retains some of his babyface good looks. He has a shaved head, caring eyes and dark skin. On his left arm he has a primitive dragon tattoo design which he gained after returning from Vietnam. His clothes tend to be based on 1970s fashion and he always wears a golden locket and chain, which contains a photograph of his girlfriend from the 1970s who disappeared during his time in Vietnam.
http://www.thismutantlife.com/uberworld/stormbringer1.jpg
STORMBRINGER: Warner Cohen
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/stormbringer.htm)
Concept Brick / Energy Blaster
Nationality American
Place of Birth Chicago, Illinois, USA
Date of Birth March 21, 1947
Hair Colour Grey
Eye Colour Green
Height 1.83
Weight 90kg
Background
They were supposed to be dead. Heavy gunfire, scathing explosions and screams everywhere. It was 1975 and America had become entrenched in the Vietnam War. Four servicemen, Edison, Haberley, Cohen and Caldecott were among a small platoon decimated along a jungle pass, but instead of being killed, they found themselves lifted into the air by beautiful warrior maidens astride winged horses. It was like something out of a movie, or a fantastic acid trip.
The Valkyrior, or Valkyries, had been ordered to take the four men to Valhalla. Someone had made a mistake. The Asgardians thought that the four men were somehow descendants of Balder the Brave. Loki was implicated in the deception, but whatever the cause, Edison and his men realised they were in danger when they awoke in another world and heard the stories that they were legendary warriors.
Edison knew that when the truth came out they would be killed or sent back to the death which awaited them in the Vietnam jungles. He assessed the situation, judged that their hosts saw they as worthy and honourable, and completely harmless. He used that assumption and ordered his men to steal weapons and mounts and to escape while they were still able. The four military men succeeded in taking possession of mystical weapons left unguarded by their hosts. And they forcibly took winged steeds from the maidens.
Somehow they made it back to Vietnam, where they quickly realised they possessed power undreamt of. Cohen discovered the devastating power of his hammer, laying waste to the jungle and the hidden soldiers. They had become gods amongst men. The military didn't like the fact that Cohen and his men refused to follow orders, and for the next few months the four men lived by their own rules. They had become the Riders of the Storm: Victory, Stormbringer, Epos and Battleaxe.
By the end of 1975 they had realised that their destinies lay beyond what the United States Government wanted. They saw that the young men kept dying and the government kept sending more to replace them. They saw that the soldiers who did return were spurned by the public. It was not honourable.
And so the Riders returned to the United States and began to try and change the world.
They targeted government installations, destroying military production. They targeted the government and its politicians. They became the biggest threat to the United States, a threat which led to the establishment of Sanction.
Over the decades, the Riders have continued being free spirits and have fought for and against the laws of the land. They continue to possess immense power, but their wills are weakening. They are getting old.
And the Asgardians continue to watch and wait.
Retribution will come.
Personality
Warner Cohen has embraced the role of War God since his return from Asgard. He is wild and loves nothing better than to immerse himself in combat. His body has weakened over the years but his spirit is still fuelled by blood, sweat and tears. He has taken to exploring the world on his own, favouring the cold climates where he practices his skills against the wilderness. He enjoys the company of his team mates but is much more relaxed and 'himself' when alone.
Quote
"Twenty years have taught me a few things about uber rats like you. You all fall down eventually. Me, I never fall down."
Powers
Each of the Riders stole a mystical weapon of immense power. The wielder of the weapon is endowed with godlike strength and durability, but as a result of a Valkyrie curse the protection does not work against magic. The curse has also extended to making the four warriors especially vulnerable to all effects of magic, something which the men are well aware of from close encounters overt the years. If an opponent presents himself as being linked to magic, the Riders will relentlessly attack and destroy that individual. Cohen took possession of a hammer which also enables him to cast off lightning bolts.
Appearance
Stormbringer has been changed the most after coming in contact with the mystical weapons. He radiates a godlike aura which intimidates people around him. He wears thick, hardy clothing including a leather strapping around his torso, a heavy leather coat and torn military pants. He is prepared for most eventualities and wears anti-flare goggles and leather straps over his mouth. He is rarely out of his costume but when he does it is usually in tired, faded clothing. Cohen looks like an aging hippy with wild grey hair to his shoulders and a glint in his eye.
tribe
Jan 16th, '06, 02:38 AM
Heading across the border of the US, into Canada, here is Iron Maiden. Once a brilliant scientist, now a brilliant but slightly manic scientist and driving force behind dozens or robotic soldiers. Not 100% sure of the game mechanics of this one, but basically she uses Duplication to create a robotic army and moves her mind from one robot to another. Gets messy if I think too hard on it!
http://www.thismutantlife.com/uberworld/ironmaiden1.jpg
IRON MAIDEN: Dr. Rosetta McLuhan
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/ironmaiden.htm)
Concept Powered Armour
Nationality Canadian
Place of Birth Vancouver, Canada
Date of Birth October 9, 1962
Hair Colour Black and Silver
Eye Colour Brown
Height 1.74m / 1.84m
Weight 56kg / 106kg
Background
Doctor Rosetta McLuhan felt the laughter cut through her tenuous emotional shields. She had always prepared herself for derision, but the laughter of dozens of her peers seemed to break her apart piece by piece. She stumbled back from the stage, clutching her clipboard to her chest, head down and eyes brimming with embarrassed tears.
The scientific community had laughed at her for the last time.
They wouldn't listen to her theories, mocked her schematics. Her sponsors had fled to more media-friendly and popular alternatives, leaving McLuhan with no funding and no tenure. There was no alternative but to make the prototype, to put everything she had and more into the act of creating the battlesuit which would vindicate the years of agonising research and development.
It took her nearly six months, but in the end she had it. She called it the Iron Maiden and allowed herself to fully test its systems, flying out into the world in search of situations which would test the firepower and resilience of her armour. McLuhan was obsessed with proving her theories were feasible, that her battlesuit was worth backing. She saw a semitrailer travelling down the highway, but instead of seeing it as a vehicle driven by a human being, she only saw an object which was heavy and moving fast. Target practice.
She destroyed the truck. Then she destroyed a light airplane, followed by a cargo ship in the harbour.
Within the armour she was ecstatic.
She returned to her laboratory and began to build more. She financed her continued production with bank heists, and after two years she had nearly built 50 suits. On a trip to garner more funds she was opposed by Sanction and solidly beaten by Major American. She lost consciousness and woke up in her laboratory, inside another of her battlesuits. The discovery sent her to the brink. She had physically transferred across space.
She sent her armoured suits into battle, able to control them from a central point, but just as easily to move her physical body between them.
Sanction didn't know what had hit them.
Iron Maiden scattered them like bowling pins and then fled back to Canada.
Since discovering that she was an uberhuman as well as a master builder of lethal battlesuits, McLuhan decided that she could establish a reputation outside of the scientific world. She began to formulate ways she could offer her services as a one-person army to the highest bidder.
Witch Doctor needed such an army as he planned to take over Azambia. McLuhan was hired, and the rest is history. McLuhan, as Iron Maiden, is known across the world as a powerful invasion force, offering her services to the highest bidder.
Personality
McLuhan is an obsessive woman who will never get used to the scorn from her peers. She is constantly frustrated and embarrassed by poor reviews of her work or derision from colleagues. The only way she can balance the public humiliation is through Iron Maiden. When she dons the armour she becomes a ruthless mercenary, capable of destroying governments and small countries. When she steps out of the armour she reverts to her meek and unassertive self.
Quote
"The contents of my contract are clear. This land no longer belongs to you."
Powers
McLuhan is an uber with the unusual ability to transfer her physical body across any of her battlesuits, which probably manifested itself during her obsessive months of working on the prototype. While she is able to transfer her physical body across any distance, she is also able to control each of her battlesuits from a central point. This gives her the power to control a veritable army of battlesuits, although each suit takes at least a week to manufacture.
The suits themselves are made of a Carborundium-matrix compound and powered by a combination of solar and nuclear fusion. She has developed powerful weapons and flight systems.
Appearance
In her civilian guise, McLuhan is an ordinary looking woman with a rather long thin nose and squinting eyes hidden behind large owl-like glasses. Her battlesuits, on the other hand, are menacing and faceless; dominated by black, dark red and greys.
tribe
Jan 16th, '06, 03:00 AM
The International House Of Crime is a loose-knit group of thieves who work across the six major continents (no slight on Antarctica). They co-operate with each other, share information, but essentially operate alone.
This allows GMs to use the characters as solo villains, but with the option of pairing them up if required.
Each member has a different angle and origin. All of them are thieves but I hope you enjoy their diverse area of operations and concepts.
The leader is Queen Bee, so let's start with her...
http://www.thismutantlife.com/uberworld/queenbee1.jpg
QUEEN BEE: Li Meizhu
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/queenbee.htm)
Concept Mentalist
Nationality Chinese
Place of Birth Zhaodong, China
Date of Birth January 31, 1971
Hair Colour Black
Eye Colour Dark Brown
Height 1.76m
Weight 60kg
Background
Li Meizhu found herself hunted by the Chinese Government when she was twenty-two. For years she had successfully operated her own burglary business, personally stealing archaeological artefacts from digs across China, and selling them on to contacts in Europe and North America. She extended into other areas as well, such as gold, jewellery and even hard cash. Her skills were unparalleled, mostly because she was actually an uber with the ability to mimic the abilities of other ubers, as well as a formidable telepath in her own right.
She didn't count on her cousin, though. Shang Lo Yet worked for the government as part of a sanctioned uberhuman team of enforcers. The Immortals were relentless in their pursuit of perceived threats to the State and when Lo Yet discovered Meizhu's ability to mimic uber abilities, which was much like his own, he effectively unleashed the hounds.
Meizhu fled to New York City where she slipped into anonymity and took on the role of a graphic designer, Maisy Lee. Her mild form of kleptomania couldn't be suppressed, however, and she returned to form when a travelling Ancient Egyptian exhibit arrived in New York. She slipped into the museum and stole priceless artefacts, escaping without setting off alarms. When she came to sell the loot, however, she found that she needed to expand her contacts, as those she knew wouldn't touch the artefacts because they had been stolen from the States.
Maisy developed a plan. She would gather together the world's finest thieves, uberhumans in particular, and form an elite club from which benefits and responsibilities would be established for members. Stolen property could be fenced through a range of sources, as each member would represent a different continent, and they would stand by and offer sanctuary for any member in peril.
She termed it The International House Of Crime, inspired by the idea of a fashion house but catering for criminals of exquisite taste.
As the House's reputation grew, membership shifted, and Maisy decided that a new member could only be admitted upon the death or dismissal of a previous member. The first such case was of Pennyroyal, a British thief who was dispatched by Shamrock, an irate ex-IRA operative. When Shamrock heard that the House existed, and that she had terminated one of its members, she accepted the invitation to join.
At present, Maisy is still head of the House, although she wonders whether a leadership challenge is on the cards.
Personality
Queen Bee is exotic and flighty, presenting herself as a fashion-obsessive celebrity, when in reality she is a calculating thief par excellence. She manages the International House Of Crime as a way of helping herself, but is proud of its membership and will go out of her way to protect its reputation, and, if necessary, its members.
She is fearless, except when it comes to the Gang Of Five, especially her cousin. Shang Lo Yet, known to those in high places as The Mask Of The Revolution, is a merciless hunter. Normally, Queen Bee rubs heroes up the wrong way, but doesn't usually cause deep seated hatred. The Gang Of Five is different. They want her neutralised, and that means dead. Potentially, she has the ability to threaten their secret agenda, and even though Maisy is unaware of this, it is enough to warrant her death.
Quote
“You really don’t think shaking that light pole and beating your chest is going to impress me, do you?”
Powers
The ultimate ‘ace in the hole’, Queen Bee is one of the most powerful telepaths on the planet. She has the ability to dominate other minds, communicate telepathically, and even create virtual realities in the minds of others. Her most striking ability, however, is to adapt her own ubergene to mimic the abilities of others. After making telepathic contact with an uber, Queen Bee is able to briefly manifest those powers as if they were her own.
Appearance
Queen Bee is a self-confessed fashion junky. Her horn-rimmed spectacles and mini skirts are famous amongst uberhuman circles. She is cheeky and defiant, and dresses accordingly, utilising her sex appeal and bravado to give herself any advantage. Her current costume involves a free-flowing yellow mini-skirt and halter top, with long black boots and a bumblebee clip in her hair. She also wears a temporary bumblebee tattoo on her right shoulder.
http://www.thismutantlife.com/uberworld/arctos1.jpg
ARCTOS: Oscar Sundin
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/arctos.htm)
Concept Energy Blaster
Nationality Swedish
Place of Birth Stockholm, Sweden
Date of Birth October 30, 1982
Hair Colour Blonde
Eye Colour Blue
Height 1.81m
Weight 72kg
Background
The Salt Lake City Winter Olympics were scorched by a brazen kidnapping at the hands of Zodiac. Twenty-four competitors were taken hostage at the Games' Village and then transported to Canada where they were subjected to violent radiation therapy and chemical injections. Zodiac were attempting to test theories on ubergene activation, the plans of which they had taken from a previous assignment. Sanction managed to track the hostages in the hidden base, which was just beyond the border between Alaska and Canada, and launched a midnight attack, scattering the twelve members of Zodiac.
Of the twenty four competitors, only three survived the tests. One of them was Oscar Sundin, a member of the Swedish biathlon team. He had been injected with a blue serum, the contents of which were never identified, and although he felt intensely cold, Doctor Spin could find nothing else wrong with him. Sundin was released a week later and returned to Stockholm, although he was suffering vivid nightmares and cold sweats.
Sundin's ubergene had been activated by Zodiac's experiments, and he gradually came to realise his body had changed. His skin was always cold, and one night when he went to shake his uncle's hand Sundin realised just how much everything had changed. His hand clasped his uncle's and neither man could let go. Slowly, Sundin watched as his uncle froze to death at his hands. When the older man fell to the floor, Sundin wrenched his hand free and fled. He lived on the streets for months, not worrying about the cold - and, in fact, feeling more comfortable in the sub-zero temperatures because he knew no one could come looking for him. Gradually he began to explore his powers, firstly suing them to help him survive through petty crimes and changes to the harsh Winter environment.
But Sundin could see the potential in his new abilities. He looked up at the high towers, at the lights coming from exclusive dance parties and gatherings. He had had enough of the isolation and the cold. He decided that he would crash the party, become one of the select few who live the life of the movers and shakers. He employed his ice powers to undertake a string of burglaries, netting himself some sizeable diamonds in the process. He held the diamonds and marvelled at their intricate, but cold, beauty. From that moment on he developed a kind of obsession with diamonds, the choice of loot, the one thing he could never pass up.
And his wealth increased from the burglaries, and then quickly dissipated through hard partying. Sundin enjoyed his life, never caring for the mundane nine-to-five traps that his family had envisioned for him once he "grew up". He continued to steal and party, and came across Queen Bee one night as they both attempted to fleece a rich couple from Lisbon. After some exciting moments of sparring on a tenth-floor balcony, Sundin and Queen Bee came to an understanding. Sundin allowed Bee to take the cash and ancient artefacts and Sundin left with the wife's diamonds.
A month later Sundin received an invitation to join the International House Of Crime, and he accepted, impressed with the elite club's resources and hungry to use their networks to track down the biggest and most expensive diamonds.
Personality
Sundin is young and rather reckless, enjoying the ability to do what he pleases and take what he fancies. He is confident and always positions himself at the centre of the party, in the blinding spotlight where he can be seen and admired. Although his powers allow him to drop the temperature physically, Sundin is a very warm and affectionate man, and on more than one occasion he has expertly melted the hearts of rich widows and wide-eyed heiresses.
Quote
“You're shivering. Let me take care of that."
Powers
Arctos is able to create ice and lower the temperature around him. Even without concentrating, his body produces cold energy, and his skin is always cool to the touch. He has developed a wide range of abilities utilising these ubergene powers, including walls of ice, transforming people into ice statues, as well as more aggressive blasts of ice shards. He needs to keep his hands covered with insulated gloves to avoid killing those he touches, although he has forgotten on many occasions, much to the chagrin of those he comes in close contact with.
Appearance
Oscar Sundin is a former Olympian, with a skiers physique, white-blonde hair and piercing blue eyes. As Arctos he wears electric blue shades, an armoured black and silver costume with turquoise highlights and his his name etched down the outside leg. He always wears gloves, in and out of costume, and usually wears something diamond, whether it be ear studs, an expensive watch, ring or piercing.
http://www.thismutantlife.com/uberworld/eros1.jpg
EROS: Demetrios Pavilidis
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/eros.htm)
Concept Weapon Master
Nationality Australian
Place of Birth Melbourne, Victoria, Australia
Date of Birth December 30, 1978
Hair Colour Brown
Eye Colour Green
Height 1.9m
Weight 80kg
Background
The Pavilidis family arrived in Australia in 1950, as part of the great exodus from Europe following the Second World War. Migrant workers were needed in Australia and George Pavilidis and his three brothers signed up to work on the Snowy Mountains Hydro-Electric Scheme: an ambitious undertaking to harness the energy of one of Australia's mightiest rivers. George had never been out of Greece prior to his migration, although he had fought on the borders against the Italians during the War.
Demetrious was born twenty eight years later, the grandson of George, and heir to the accumulated wealth and power of the Pavilidis family who had worked hard and invested wisely over the past two decades. Pavilidis Pharmaceuticals was an international company based in Melbourne, Victoria, and was renowned equally for its quality products as for its CEOs philanthropy. When Aleks Pavilidis and his wife, Katrina, were kidnapped by a disgruntled ex-employee, the police were unable to secure their release and, in the eyes of their son Demetrious, contributed to their deaths.
Demetrious was nineteen when he took control of his family's estate in 1998 and had to immediately stave off a hostile take over bid from a rival company. Although he managed to retain most of the company's assets, he had to sacrifice 25% of its holdings. The media predicted a quick demise for the company, but Demetrious managed to overcome the obstacles and pull it through the hard times. Throughout this time he was fully engaged with trying to keep the company afloat, but after things settled and the company began to return healthy profits, Demetrious turned his attention back to the details of his parents' death. The police were unable to locate the kidnapper and had shelved the case. Demetrious began his own investigation, hiring the services of Reddy, Willing and Abel.
It was soon discovered that the case was not as straight forward as first thought.
The kidnapper was not human.
Demetrious and the investigators tracked the kidnapper to The Hecate Club and, more specifically, to Hecate herself. Demetrious had known about the uberhumans, but had no idea about the world of magic and other dimensions, so when he met the sorceress-club owner, he was sceptical. Hecate saw something in Demetrious and agreed to help, which was unusual for her. She showed them the Portal which led to a person's heart's desire. With an amused smile she watched Demetrious walk through.
Beyond the Portal was a place he had never seen before, let alone imagined. Demetrious didn't realise it, but he had arrived in Olympus, the home of the Greek Pantheon of Gods. Hecate called to him, filling him with memories of his parents, of their deaths and of the man who was responsible. Suddenly Demetrious was aware of an ancient curse upon his family.
Generations earlier, Nemesis, the messenger of Justice and Retribution, had been offended by the Pavilidis family. She had dispatched the entire family except for one man in the 1700s so as to allow them to make amends. On an appointed date, she returned, and as the family had forgotten its curse and was not prepared, Nemesis took the Pavilidis family again.
She had overlooked Demetrious.
He confronted her in her home and was summarily rebuked and thrust back forcefully through the Portal into the Hecate Club. Hecate found him, close to death, and tended to his wounds. As he lay recovering, feeling like he had failed his family, Hecate told him stories of the Ancient Greeks, of the divine nature of Nemesis, and how he could never hope to avenge his parents. She told him that his father had paid the price for not listening to this forefathers.
Demetrious had no alternative but to agree, but Hecate also told him that Nemesis had turned her attention to the world again, and had plans to upset the balance of things. She hinted that he might be able to strike at the goddess through her agents, spoiling her plans before fruition. With her mischievous smile, Hecate presented Demetrious with a slender bow and a dream of justice of his own.
She called him Eros, and for a time, they shared their lives and loves until the time when Hecate turned away from him. He knew it was coming and they parted on good terms, the sexual tension between them still obvious. Demetrious, as Eros, launched his assault on the hidden plans of Nemesis. He pursued her through his business empire as well as his vigilante activities.
When he crossed paths with the master thief, Marjorie Door, Demetrious was brought before Queen Bee and the rest of the International House of Crime. Marjorie Door had been impressed with his thieving abilities, and Queen Bee agreed that his skills would be valuable, especially after the recent demise of their previous Australian representative. Demetrious was amused by the idea of an elite club of master thieves, and joined in order to consolidate his own fortunes as well as utilise the combined information services of the other members.
Personality
Demetrious is determined to avenge his parents' death, but as the one responsible is a goddess, he realises that any direct attack will be useless. Instead, he relies on information he gains through the International House Of Crime and The Hecate Club to uncover Nemesis' plans and stop them before they achieve their goal.
As one of Melbourne's Most Eligible Bachelors, Demetrious is also a very social creature, able to move with confidence in any social situation. He wields a formidable business empire as well as a keen strategic mind.
Although their relationship is over, Demetrious is still in love with Hecate and maintains a very close friendship.
Quote
“You work for the Goddess of Retribution, but she's not here right now, and the only one handing out retribution tonight will be me.”
Powers
Eros is a highly determined and skilled human, who employs a powerful bow with a variety of arrows. He is an accomplished martial artist and business leader.
Appearance
Demetrious Pavilidis is a handsome Greek man who is in peak condition through regular training in martial arts and strategy simulations. He is one of the richest men in Melbourne, and arguably the Most Eligible Bachelor, and with that status Demetrious always wears expensive and tailored clothing. As Eros, he wears a simple black t-shirt concealing an armoured vest and carries a bow over his shoulder in a case next to his quiver of arrows.
http://www.thismutantlife.com/uberworld/marjoriedoor1.jpg
MARJORIE DOOR: Real Name Unrevealed - Various Aliases
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/marjoriedoor.htm)
Concept Metamorph
Nationality American
Place of Birth (Probably) Orlando, Florida, USA
Date of Birth (Probably) 1987
Hair Colour Dark Red
Eye Colour Blue
Height 1.75m
Weight 59kg
Background
Not much is known about the woman calling herself Marjorie Door. She appears to be American and has shown intimate knowledge of the Orlando area which seems to confirm it, but she appears equally capable of being French, Russian or German. She has been known by many names, but recently she has come to focus these monikers on her criminal name: Marjorie Door. And so she often uses Marjorie Dior, Maggie Doyle, Marnie Dawson and so on.
She is a thief of the highest order, preferring to target rich tourists or holidaying industrialists.
Marjorie has worked with Queen Bee in the International House Of Crime since its inception, being instrumental in its design and outlook. She appears vacuous but hides a keen mind. She spends her time mostly in the United States, but often ventures to Europe in the Summer.
Personality
Marjorie Door is mischievous, and enjoys targeting ambitious men with too much money in their accounts. She often forgets details, but has a tenacious grip on her desire to filch jewels from her targets. Most people consider her a fool, but they don't see beyond her absent minded supermodel behaviour.
Quote
“Oh... I don't know... what do you think I want?”
Powers
Marjorie Door is a mysterious woman with an equally mysterious set of uberhuman abilities. She is able to float on air, enabling her to escape from even the highest of hotel rooms. She is able to read minds and the past, and her mind is virtually impenetrable. But her signature ability is to create doorways through solid objects and step through. She uses this ability to bypass security in banks, houses or even prison cells. She is also invisible to all forms of electronic surveillance.
Appearance
Marjorie has a mop of red curls, very pales skin and curious blue eyes. She wears a black bodysuit and a lace-like blouse and pants. She is beautiful, but appears constantly distracted, which detracts from her elegance.
http://www.thismutantlife.com/uberworld/scarab1.jpg
SCARAB: Dr Asem Mahmoud
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/scarab.htm)
Concept Energy Blaster
Nationality Egyptian
Place of Birth Isma'iliya, Egypt
Date of Birth June 10, 1971
Hair Colour Black with a white streak
Eye Colour Dark Brown
Height 1.89m
Weight 90kg
Background
After working for five years protecting the national treasures of his home country, Dr Asem Mahmoud, realised that no one in the international community really cared about keeping Egyptian treasures in Egypt. Sure, there were those who cried for justice in their Western penthouses, but when exhibitions came into fashionable cities with the priceless treasures of Ancient Egypt, these same people rallied around and gawked just like the school brats. Mahmoud knew that he could never win, and so he decided to outsmart the thieves by stealing what they planned to misappropriate, and then selling it for his own personal profit.
He moved around Egypt and other northern countries in Africa, skipping across the Mediterranean to sell his stolen goods, and he soon raised the interest of The Sons Of Set who were establishing themselves as future powerbrokers of all of Africa. Dr Mahmoud had taken possession of a powerful artefact: a jewelled scarab. He planned to sell it to an Englishman by the name of Sterling, but was interrupted by a posse of Settites who surrounded and opened fire at his hotel in Valencia. It was fortunate that Mahmoud was examining the jewels when the gunfire erupted, as it reacted to the blood and bone which covered the bed, and took on a dark life of its own. The jewels separated and then began to move towards the dying body of Mahmoud. They crawled into his body, cutting through skin and muscle, imbuing him with vitality and power. The Settites burst into the hotel room and were confronted with the staggering form of Dr Mahmoud, although it was clear that something powerful was now inhabiting his body.
After wreaking havok in Valencia, Mahmoud returned to one of his apartments in London and planned his next move. The jewels were obviously very powerful, and when they had plunged into his body he knew that they were so powerful that his body would never be able to support them. If he used them too much they would destroy him.
And so he devised an armoured chest plate which could house the jewels. They settled in comfortably, and Mahmoud found that, although the powers were somewhat subdued, they were still impressive. He continued his work to profit from the spoils of his country, but at the same time he provided himself with increased firepower and confidence. He now dared to approach museums directly rather than via the shadows.
When Queen Bee attempted to steal a sarcophagus belonging to a cousin of some great king, Mahmoud was amused to pit his powers against another of equal power. As his powers were derived from magic, Queen Bee was unable to duplicate them, and eventually this flaw allowed Mahmoud to win. The defeated Queen Bee was magnanimous, and instead of offering bribes or money for her freedom, offered a place in the International House Of Crime. Mahmoud had no real need for more money, so accepted, and used his position and new contacts to expand his hunt for treasure from the ancient world.
Personality
Scarab was always overconfident and outspoken, but since finding the magical jewels has grown into something of a megalomaniac. He considers himself unbeatable, and matches this overconfidence with a growing thirst for more power. He is particularly interested in possessing items from ancient civilisations and has launched attacks on Atlantis and many South American countries. He believes that he will be able to accumulate more magical power, but has not had much luck. Treasure and Deep Six has emerged as something of a rival for Scarab, and she has outmanoeuvred him on many occasions.
Quote
“Sand is capable of wiping away even the most darkest of stains.”
Powers
Scarab possesses a set of mystical jewels which assemble themselves in a scarab pattern. The jewels are capable of great destruction, to step through the barriers of time, and provide almost invincible protection against magic. He is able to harness their power to fly, create intense light, and to take possession of people's minds.
Appearance
Scarab wears a hard black body armour which features the intricate pattern of magical jewels on its breastplate. He has a deep red cape and two spikes on his shoulders which serve to give him an impressive air. He has a goatee beard and a white streak at his chin and brow. As a result of a clash with Atlanteans, Scarab has a scar across his left eye. When not prancing around as Scarab, Dr Mahmoud wears elegant shirts and pants in deep dark colours, made from the finest materials. He is never under-dressed for any occasion.
http://www.thismutantlife.com/uberworld/shamrock1.jpg
SHAMROCK: Gwen Parker
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/shamrock.htm)
Concept Martial Artist
Nationality British
Place of Birth Belfast, Northern Ireland, United Kingdom
Date of Birth September 20, 1978
Hair Colour Black
Eye Colour Brown
Height 1.82m
Weight 74kg
Background
Gwen Parker was drawn into the dark world of the IRA because of her husband, who had been a member long before the couple met. At first she found herself enjoying the sense of belonging, but as she became more involved in planning and undertaking missions, Gwen realised that the man she had fallen in love with, and the group of friends she had come to rely on, were not interested in her, but in what she could do for them. Her husband's first love was anarchy.
Gwen couldn't live like that and tried to leave. Her husband wouldn't let her go, and neither would the IRA, so she spent two intense weeks fleeing from both across Ireland. Inevitably, she was cornered, but when the gunman pulled the trigger, something horrible happened. The gun backfired, sending shrapnel and bullets into the man's chest. He fell down to the ground, and it was then that Gwen realised her killer was her husband.
More strange things began to happen. Other attempts on her life backfired, and she used the confusion to fight back, first with her hands and then with firearms. The IRA cell she had belonged to were soon wiped out and Gwen felt a reprieve. But news travelled quickly, and Gwen's name was soon being bandied around the secret organisation. It was time for her to leave.
She moved to America but found she missed her home. While overseas she became aware of IRA plots in New York and hunted down the four-member team who were planning on attacking the British Embassy. She dispatched them easily and realised that it was more than dumb luck. She was more than human now, she was an uber.
Calling herself Shamrock, Gwen returned to Ireland and decided to dismantle the IRA on her own. She used the training she had received from her traitorous husband and turned it against the terrorists. For months she waged a one-woman war across Northern Ireland, until she realised support for the IRA extended beyond her shores. Other groups were financing the IRA, including an organisation known as Stirling House. She decided to take her war to their doors, and along the way she stumbled, first, across an organised black market in Celtic art, and then across an elite club for thieves, The International House Of Crime. Gwen put a stop to the black market, dispatching the uber thief Pennyroyal, and thereby claiming a place within the Club.
Since joining the Club, Gwen has used her new contacts to track support for the IRA and deal with them accordingly.
Personality
Gwen is a being of vengeance now. She has had her life torn apart by a man she believed was her soul mate. Now she believes it is her mission to rid the world of organised crime and terror, in all its forms. The determination has managed to rob her of much of life's joy, and she has begun to grow weary of her life. The Club offers her another outlet for her abilities and she has begun to think about turning away from vengeance into a more serious and lucrative career of the professional thief.
Quote
“Live by the sword, die by the sword.”
Powers
Shamrock is insanely lucky. She can walk out of a bar brawl unscathed, can win the lottery three weeks in a row, and can find the only soft spot in a five-storey fall. She utilises this inherent luck along with her intensive training in martial arts and sword fighting, so that she becomes a dangerous foe who can manage to avoid all but the very best of blows.
Appearance
Gwen's father was an Irish plumber who married the daughter of a black preacher. She finds that people don't believe she is Irish because of her dark skin, but her voice betrays her origins. She wears an armoured costume which is garish enough to transform her into an uber hero, or anti-hero, as well as provide her with enough protection from any lucky shots that might find their mark. She is proud of her heritage and wants to rid the world of the stain of the IRA, so she boldly bares the symbol of the clove on her chest.
Out of costume, Gwen wears understated clothing of a vaguely military style: fatigues, skivvies and woollen jumpers.
http://www.thismutantlife.com/uberworld/vinchuca1.jpg
VINCHUCA: Tuto Morales
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/vinchuca.htm)
Concept Martial Artist
Nationality Bolivian
Place of Birth La Paz, Bolivia
Date of Birth February 11, 1980
Hair Colour Black with Red Stripes
Eye Colour Red
Height 1.68m
Weight 58kg
Background
Tuto Morales was bitten by an assassin bug and infected with the Chagas disease which is normally fatal, but when his ubergene activated, it caused his body to undergo a life-saving transformation. While he was no longer in danger of dying, Tuto still carried the disease and was now a pale skinned creature of the night. As a budding computer programmer, Tuto's new sensitivity to sunlight forced him into a nocturnal life cycle, which suited his interests in computers and even helped him focus on the less than legal areas of the computer world.
He began to create a name for himself as a computer hacker, moving against corporations via the net and physically using his insect-like abilities to bypass security. His life shifted more and more into a virtual world where his only communication with other people was via chat rooms and other internet-based relations.
Tuto withdrew into the being known as Vinchuca.
He became more bestial when he ventured out of his apartment in La Paz, less prone to mercy and other human emotions. When he was home, things were better, but out in the night all sign of Tuta was gone.
His work as an information thief caught the interest of Queen Bee who recruited him into the International House Of Crime. Tuto was eager for the company, especially uberhuman company like himself, but he has only frequently met the other members face-to-face, preferring (as always) to conduct his relationships through the internet.
Personality
Tuto Morales is a study in two personalities. In his secure home environment he is a reclusive computer nerd, surrounded by multiple CPUs and electronic equipment. When he ventures outside, the animalistic urges take over and he becomes cold and mechanical in the pursuit of his goals. He will kill if necessary, but prefers to maim or incapacitate victims who get in his way.
Quote
“Cht-cht.. you shouldn't have seen me...”
Powers
Vinchuca possesses some very unusual abilities. He is able to perceive the world around him using his 'bug sense', can traverse walls with ease, see in the dark, and exude a neurotoxin poison through his claws. He is faster and stronger than any human, able to withstand harsh environments and heals much faster, including the regrowth of lost limbs.
Appearance
Vinchuca has very pale skin, dark hair with two red stripes sweeping backwards from his forehead, and red eyes. His fingers are clawed, and he has wings which unfold from a carapace on his back. The wings are translucent and reddish-pink. His costume is made of armoured material and is red with black shoulder pads, and black pants. Out of costume he wears t-shirts and torn jeans, but rarely ventures outside without his costume.
tribe
Jan 16th, '06, 12:58 PM
Bloody Mary is an ex-CIA operative trained by a secret ninja society to be one of the best killers in the world. When something snaps in her mind she becomes the best killer alrgiht, but she no longer accepts a handler.
She has killed a lot of CIA agents and alternates between indiscriminate mass killings and delicate surgical strikes.
Along the way she has met a kindred spirit in the British Mad Dog Morgan who is a similarly-minded killer with the uber ability to go berserk; as well as picking up a stray orphan uber who was the sole survivor of one of Mary's attacks. The orphan, Black Betty, is a powerful but unrefined telekinetic who hates any comparisons with Carrie, the film.
*Side Note: Bloody Mary was named after a kid I had to look after way back in 1995 when I was working the USA as a Summer Camp Counsellor. Thanks Mary!
http://www.thismutantlife.com/uberworld/bloodymary1.jpg
BLOODY MARY: Mary Elizabeth Coulter
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/bloodymary.htm)
Concept Martial Artist
Nationality American
Place of Birth Philadelphia, Pennsylvania
Date of Birth May 4, 1977
Hair Colour Black
Eye Colour Violet
Height 1.78m
Weight 62kg
Background
After moving through the US Military and then the enigmatic and manipulative Fuchi-No-Kuroi clan of Ninjas, Mary Elizabeth Coulter became a veritable killing machine. The problem was that somewhere she became damaged. On a mission to North Korea, something inside her mind went off-kilter, and she never returned to her covert government position with the CIA. Her superiors blamed the ninjas, believing that they had engineered some sort of mental command, but after six weeks of bloodshed in the East Asian region, Mary had convinced the ninjas that they were just as much to blame as her CIA handlers. She returned to America and exacted revenge on three squads of CIA operatives before feeling herself cleansed.
She disappeared into Los Angeles and tried to find a way to enjoy her freedom, but she always returned to killing.
While not specifically targeting law enforcement agents, Bloody Mary has managed to murder more police than any other person in American history. She is considered America's Most Wanted killer, although she has evaded capture for the past seven years. Several attempts at capturing her have come close, but she has been reinforced on these occasions by the equally murderous Mad Mod Morgan, a British murderer and Mary's casual lover.
Personality
Bloody Mary is a sociopath. She has enough money to lead a comfortable life, but her training in the military, ninja clans and the CIA have made her a killing machine, so although she may disappear for months at a time, she inevitably returns to wrought chaos and death. She lives for the moment and glories in death. The methods she uses vary and she can sometimes wander through cities and counties indiscriminately killing, while other times she has planned her kills choosing her quarry and showing great foresight. She changes her approaches on each occasion which has confused the authorities.
Quote
"A little death... goes such a long way."
Powers
Bloody Mary is first and foremost a highly trained killer. She employs blades and firearms, but is also extremely deadly with her bare hands. In addition to her training, Mary is also an uber, with the ability to create a thick, swirling black fog which only she can see through. Depending on her mood, Mary will utilise this ability to help her hunts, or else refuse to use it when she feels like killing on a level playing field.
Appearance
Bloody Mary wears leather pants, corset and jacket, with a variety of buckles and studs. Depending on her mood she will also include a holster with pistol on her belt, a sheath with blade. She always wears a choker around her neck and shades, the blackness set off only by deep blood-red highlights and her blue lipstick.
As a trained espionage agent, Bloody Mary is able to alter her appearance, so it is possible that she could appear in any variety of clothing.
http://www.thismutantlife.com/uberworld/maddogmorgan1.jpg
MAD DOG MORGAN: Rory Morgan
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/maddogmorgan.htm)
Concept Martial Artist
Nationality British
Place of Birth Birmingham, United Kingdom
Date of Birth September 9, 1976
Hair Colour Black
Eye Colour Brown
Height 1.8m
Weight 80kg
Background
Mad Dog Morgan first hit the international headlines when he killed and mutilated a bus load of German tourists outside of Stonehenge in the 1990s. He followed that by indiscriminately killing tourists across England and Wales, before fleeing the heat of the police to America where he found his new taste for murder was easy to satisfy. He began to take an interest in ubers, managing to kill a string of them from New York to Los Angeles before coming up against Sanction, which was a sobering experience.
In custody, Morgan began to evaluate his life and realised that he was allowing his emotions to dictate his actions. Only by combining his wits with his berserker rage was he able to escape custody, although Sanction have since learned their lesson.
During his time since the clash with Sanction, Morgan has focused his attention not just on ubers, but also political figures. He successfully assassinated two governors and a senator before fleeing again, back to England. The pattern continued, with Morgan spending months on one continent before moving to the other. During one berserker rage in Boston, Morgan was rescued by Bloody Mary, and taken to a safe house where she beat him senseless and helped him recover. The two killers developed a relationship and have since worked together on several occasions, mostly on Bloody Mary's word. Morgan has continued to follow his own desires in America and England, and has not been caught again.
Personality
Morgan has a tendency to go berserk in stressful situations, most notably anything to do with conflict. His first response to these furies was to let them take him on whatever course they saw fit, and he quickly wound up killing innocents. He has since gained a semblance of control, but his personality is based on his temper and his disregard for self-control. He kills because he can, but is just as likely to spare someone because of the way they dressed or a word they spoke in utter fear. He and Bloody Mary enjoy each other's company, something Morgan has never experienced before.
Quote
“Cut me and I bleed. I bleed and you die.”
Powers
Mad Dog Morgan is an uber with a berserker fury which can increase his strength, resilience and ability to cause mental anguish to those who make contact with his mind. He is a seasoned killer and employs a pistol, but much prefers the personal touch.
Appearance
Mad Dog Morgan wears black leather. He has a heavy leather jacket which he leaves unzipped to reveal his rippled chest and abs, tight leather pants with a Union Jack buckle, and gloves. He has change his appearance in the past, but seems to always gravitate towards a punk style.
http://www.thismutantlife.com/uberworld/blackbetty1.jpg
BLACK BETTY: Eloise Soileau
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/blackbetty.htm)
Concept Energy Blaster
Nationality American
Place of Birth New Orleans, Louisiana, United States
Date of Birth November 19, 1990
Hair Colour Black
Eye Colour Brown
Height 1.54m
Weight 52kg
Background
The sole survivor of a massacre perpetrated by the mass murderer Bloody Mary, Elodie managed to protect herself by activating her ubergene ability. Rather than kill the girl, Mary found the resistance in the girl reminded her of her own youth. She levelled with Elodie and offered her a chance at life that she would not have had living in squalor as she had been. Elodie struck out at Mary but was beaten and rendered unconscious.
When she awoke, Mary had taken her to a safe house and nursed her back to health.
Elodie had never experienced tenderness like that before, having endured a string of abusive foster families and government care. Mary's offer seemed to offer her a new chance at something she had felt was lost to her. Elodie accepted, but on the condition that Mary never lie to her. Mary greed.
While Elodie is training to use her abilities, she has been kept safely hidden at a boarding school on the West Coast. Elodie is less than happy with the situation and escapes frequently to render her own brand of 'Bloody Mary' mayhem, but she always makes it back to the school before anyone has a clue as to her absence.
Personality
Elodie has had a hard life, and now she has power to level the playing field. She takes a delight in hurting those who she believes are arrogant and powerful, whether it be a school age bully or a corporate executive. She hates rules and disregards them outright, preferring to live her life the way she wants. This has caused some tension at the school but Mary has paid them enough to overlook the occasional rebellion (or mutilated corpse).
Quote
"Carrie was a wimp."
Powers
Black Betty is a powerful telekinetic, although she has not mastered the ability and frequently burns herself out. At her peak she is able to lift 50 tons, but is just as adept at manipulating smaller weights. She is able to fly, project deadly bolts of telekinetic force, erect almost impenetrable shields and level areas with her self-titled "telekinetic tantrums".
Appearance
When she ventures out as Black Betty, Elodie wears a grey armoured bodyglove with black gloves, boots and bands around her upper arms. She has a blood red exclamation mark on her chest and wears red shades to hide her identity. When she attends her exclusive school, Elodie is forced to wear the uniform, although she rebels by altering the dress code as best she can.
Lethosos
Jan 16th, '06, 02:44 PM
Holy write-ups, Batman! :D
I like the detail you've put into it--although the Riders could use a little polish in their Powers section, and wasn't the second Shield approached by Khan, in the Shield write-up?
In any case... I can so see my half-dragon projectionist hating Dumaguete with a passion--not enough to go hunting, but enough to target him first if he ever runs in with Gauntlet.
And who did the Paradise art? That's a hot picture there, and defintly different than the others. I'd like to know how much he asks for a commision. :D
Hrmm... makes me want to see if another hero of mine can fit in--but you've got tons of martial artists already, so prolly not.
tribe
Jan 16th, '06, 02:53 PM
Holy write-ups, Batman! :D
I like the detail you've put into it--although the Riders could use a little polish in their Powers section, and wasn't the second Shield approached by Khan, in the Shield write-up?
Yeah there are discrepencies. We've been writing it since about Julyish and the earlier ones are sometimes changed a bit by later ones. The official line is that the second Shield was told to go away by Khan and the third one is the newest incarnation and the one who is on the team.
The Riders were a spur of the moment idea, so, yeah, detail could be added there.:thumbup:
In any case... I can so see my half-dragon projectionist hating Dumaguete with a passion--not enough to go hunting, but enough to target him first if he ever runs in with Gauntlet.
Sounds like a cool nemesis. Dumaguete comes from a superhero story I did when I was 17 or so. He was nasty back then so he deserves a sound beat-up.
And who did the Paradise art? That's a hot picture there, and defintly different than the others. I'd like to know how much he asks for a commision. :D
The art's not original really. Noah (The Arc) and I were complaining about how hard it was to get good character art when we stumbled across the superhero templates here at the Hero Boards. So we used the outlines to do the drawings.
Then I kind of went freelance and looked around at other pictures like comic covers and so on. I traced the outlines to make new templates. Paradise comes from a Saturn Girl template/outline. I think Moy is the artist. I just embellished it.
Hrmm... makes me want to see if another hero of mine can fit in--but you've got tons of martial artists already, so prolly not.
The NPCs we've got are just background colour. The actual campaigns which will be accepting characters would be looking for all archetypes. It'd be up to the GM which adversaries you'd go up against so don't worry about over-populating the world with martial artists. :king: They're sometimes the best to play anyway.
Lethosos
Jan 16th, '06, 03:04 PM
Eheheheh. Well, let's see... I think that, with the introduction of your Elastorang, another uberanimal would do nicely to promote diversity--I have a wicked idea for a metamorph that I'll look into writing up for you, if you like. Just have to go through the source material first.
Moy? As in Phillip Moy? He still doodles for Eyrie Productions; you should see his Emerald Lensman he did--I once saved the B/W version to play with, but I think his color is much better. I think he's progressed even further, in both style and method.
But the old ways still work. Mmm, pink-haired-insane-tanned-goddess is always a winner. :D
tribe
Jan 16th, '06, 03:28 PM
Jeff Moy I think. He did some Legion of Super Heroes stuff and I think he's still current artist in the comic world. The pink hair was my nod to the Bird of Paradise which she named herself after.
So you're planning a lizard man, right? :D
Lethosos
Jan 16th, '06, 03:36 PM
Not... quite. :D
You'll like the concept; it takes the concept of the ubergene even further than you might suspect.
tribe
Jan 16th, '06, 03:41 PM
There are twelve heroes in the Immortals, which is the 'public relations-friendly' team of ubers in China. They do the heroic work and make sure kittens are rescued from trees. There are two other teams, but they operate behind the scenes and make sure the others like the Immortals work along Party lines.
I've split The Immortals into three sections just so it's easier to send. There'll be four heroes per post.
http://www.thismutantlife.com/uberworld/dog1.jpg
DOG: Jiang Bai
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/dog.htm)
Concept Martial Artist
Nationality Chinese
Place of Birth Shenzhen, China
Date of Birth August 7, 1980
Hair Colour Black
Eye Colour Brown
Height 1.82m
Weight 83kg
Background
Jiang Bai's shadow control powers became evident early in his life. The Crimson Spider Lin Kuei found out about this, slew his parents, and adopted him into their clan. His powers worked well with his assassin training allowing Shadowspinner to be one of the most feared assassins in the world.
On a mission to assassinate a wealthy industrialist, Shadowspinner found himself in the middle of a golf course on a cloudy day. With no other source of shadow, he attempted to form a shadow assassin out of his own shadow.
But being so closely connected with the shadow, Bai found himself splitting in twain. He wrestled to merge the duplicates of himself back together, but to no avail. One of the pair was more sinister than the original Bai, the other less so. In an effort to preserve its integrity the 'better' Bai opened up a door to the shadow dimension and fled. The 'more evil' Bai found that it had lost the power to enter the shadow dimension and, thus, could not pursue his twin.
This Bai wavered between doing things for himself and doing things to help others. When the Immortals were re-formed, he joined as Dog mostly so that he can grab more of the spotlight. The other Bai remained a part of the Crimson Spider.
Personality
Bai has become Dog for one reason: to show the world just how good he is at what he does. Once one of the most feared assassins in the world, he has developed a conscience - a small one to be sure, but a conscience nonetheless. He is no longer a cold-blooded killer, but he still has problems caring for anyone but himself. He will take opportunities to make sure that the camera and spotlight are on him.
Quote
"You want to see something cool, watch me."
Powers
Dog is an expert at An Ch'i and Lin Kuei. He is a bit more cerebral than Bai Shadowspinner having even taken the time to learn the science of his dimension control powers.
Appearance
Dog wears the standard Immortals red uniform, over which he wears a heavy black coat.
http://www.thismutantlife.com/uberworld/dragon1.jpg
DRAGON: Zhongli
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/dragon.htm)
Concept Brick
Nationality Chinese
Place of Birth Near Urumqi, China
Date of Birth November 2, 1985
Hair Colour None
Eye Colour Yellow
Height 5.4m
Weight 320kg
Background
Some say that Zhongli hatched from an egg high in the mountains near Urumqi, although the exact circumstances of his birth and wrapped in village myth. When he was brought to Urumqi, Zhongli was, indeed, a little dragon, and was taken into the care of the local government official. Rather than hand the young dragon over to his superior, however, the official raised Zhongli as his son.
As Zhongli grew older, and exponentially larger, it became more and more difficult to hide his presence, and one day the Immortals arrived and took him away. The official and his wife were never seen again. Zhongli was taken to a government facility near Beijing and trained to become a member of the Chinese super group. The Immortals were undergoing changes in structure and outlook, so when Zhongli was discovered he became an integral part of the new-look Immortals.
When the new team was unveiled, Dragon became an instant celebrity. The Dragon was considered the bringer of luck, and Zhongli embraced that role. Internally he was lost, missing his family and home, and considering himself a monster; but outwardly he was powerful and represented all the ideals that his new family expected of him.
Personality
Zhongli is a simple man, although since coming to Beijing, he has become more aware of his monstrous appearance. In Urumqi he was accepted by his family and close circle of friends, but in the wider world he knows he is unique - and that uniqueness makes him withdraw into himself. He misses his home in the mountains and feels completely out of place on the world stage.
Quote
“There is nothing more fulfilling that dive bombing through the ravines of Urumqi chasing birds or just the wind...”
Powers
Zhongli was born with an active ubergene which manifested itself as a dragon-like body. It is uncertain whether he transformed into a dragon before or after birth, but certainly no one knows his true parents or origin beyond that of being found on a mountainside. As a dragon, Zhongli possesses strength, speed and durability enabling him to duke it out with any number of uberhumans; as well as traditional dragon-like powers of flight and the ability to literally sniff out his enemies.
Appearance
Zhongli is a green dragon with long horns on his head, a thick and powerful tail and sharp teeth and claws. He is nearly five and a half metres tall and has a distinctive face full of spines and horns, dominated by intense yellow eyes. He does not wear clothes and never has, although he has a golden tattoo of the dragon on his shoulder to identify him as one of China's greatest heroes.
http://www.thismutantlife.com/uberworld/horse1.jpg
HORSE: Narantuya Gurragchaa
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/horse.htm)
Concept Brick
Nationality Mongolian
Place of Birth Ulan Bator, Mongolia
Date of Birth May 20, 1993
Hair Colour Black
Eye Colour Grey
Height 1.7m
Weight 95kg
Background
Narantuya began changing into a horse-girl in her tenth year, a year after she had realised she could communicate and control the animals around her. She was afraid of her transformation, and her family were also frightened. They called the doctor, and he, in turn, called an associate in China. Within a month, Narantuya was flown to Beijing where she underwent intrusive investigations without her parents' knowledge. She was isolated from everyone until she met Zhang Li, a veterinarian who had taken an interest in the girl. The two became inseparable, and Narantuya gradually began to improve in her health and disposition. Under Li's care, the Mongolian girl came to understand that her parents had abandoned her, that she was now obligated to work for the Chinese government and that if she worked hard and did what she was told, she would grow up to be a beautiful princess.
Of course, Narantuya grew to suspect the motives of the Chinese. She grew out of the dream of becoming beautiful just because she was doing what she was told. She learned to control her new body and to actually enjoy it. There was a freedom in being able to gallop at high speeds, and she was given regular holidays in the mountains and plains. When she was invited, or required, to join the Immortals, Narantuya saw it as just another step in her progression to adulthood. She was twelve when she joined the Immortals, but she had grown more mature and intelligent than her guardians realised. She maintained a kind of internal journal with the animal world around her: she would converse with them and tell them what she was living through. She even dared to tell them her dreams of freedom, of returning to Mongolia where she would live freely among the horse people.
The celebrity status she received from being a part of the Immortals surprised her, and shook her from her depression. She was welcomed by the public, and they saw her horse body as something wonderful, something to inspire the other young people. Narantuya began to question her desire to return to Mongolia. Perhaps she could find happiness here?
Personality
Narantuya is simultaneously naive and cynical. In many ways, she is older than her thirteen years, but the onset of celebrity status has reignited childish desires and expectations in her which she thought were long gone. She is a follower, afraid of getting into trouble from her team leader or the Government officials. She wants to be left alone, but at the same she wants to be accepted and loved by everyone.
Quote
“I don't eat grass, no. But thanks for asking. Ever had a hoof sandwich?”
Powers
Horse is a centaur-like being, having the top half of her body human and the lower half horse. She is able to run at impressive speeds and possesses great strength, mostly in her legs. In addition to her horse-like abilities she is also able to communicate with animals.
Appearance
Narantuya appears to be a teenager from her head to her waist, and a dark brown horse below that. She wears her dark hair in twin braids down her back, and wears a loose-fitting red t-shirt with the horse symbol. When she is not on duty, Narantuya wears oversized t-shirts, or on occasions when she is alone and in the wilderness she rides without the burden of clothes.
http://www.thismutantlife.com/uberworld/lamb1.jpg
LAMB: Zha Lee
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/lamb.htm)
Concept Energy Blaster
Nationality Chinese
Place of Birth Beijing, China
Date of Birth November 29, 1982
Hair Colour Black
Eye Colour Brown
Height 1.72m
Weight 51kg
Background
Zha Lee was involved with top level Chinese officials even before she left high school, thanks in part to her parents' position as a principal and a party official. She recognised most movers and shakers in the party and when she graduated from high school with no inclination for attending university, she landed a comfortable position in the Foreign Ministry, before being moved to the Chinese Embassy in Manilla. It was during her time in the Philippines that she met Santoso Budhisantoso, an equally egotistical young intern. Budhisantoso pursued Lee for weeks, ignoring her rebuffs, and eventually took more drastic measures. He cornered her in an office elevator and demanded she accept his moves.
His hands exploded into blades of fire, and Lee was frightened for the very first time in her life.
Her reaction scared her even more. The elevator was suddenly infused with light and Budhisantoso was screaming. The doors opened and she fled, leaving the Indonesian man behind. When she arrived back at her apartment, she was still glowing, and her partner reported her obvious ubergene to his superiors in Beijing.
It was at this time that the Immortals were being reinvented and Lee was recalled, quickly trained and assessed as a prime example for membership: she was beautiful, knew who was who in the Party, and had a public relations-friendly power.
But they rushed her into the team, and when she first stepped out into the public arena as Lamb, she faltered. Her powers shut down and she felt panicked. This power shutdown has occurred several times since and seems to be mostly stress-related. Because of the inconsistent nature of her powers, she feels more comfortable utilising her subterfuge skills.
Personality
Lee is beautiful and well mannered, the result of the perfect upbringing, except that she failed to go on to university which was a great disappointment for her father. She lacked the desire to push herself, and is satisfied with her current position. She is quite capable of looking after herself, but enjoys the pandering of others, especially men who seem to be attracted to her like a moth to a flame.
When her life is on the line, however, she refuses any help but her own. She will cast off any helpers or bodyguards and rely on her instincts and powers.
Quote
“It's me you should be looking for, but I'm not one to run and hide.”
Powers
Lee is able to generate intense light by drawing in the solar power of the sun. Her powers are inconsistent, sometimes becoming jammed during battles, and completely shutting off in darkness. She has shown an ability to produce heat and light, absorb energy and use it to fly and produce light shields.
Appearance
Zha Lee seems to be too precious for the life she has chosen for herself. Her features are fine and her hair is always immaculately set. She wears a designer split dress as a uniform, much to the chagrin of the team's costumer, but the image works. Lamb is one of the most popular of the Immortals, especially with men and the young girls who idolise her.
tribe
Jan 16th, '06, 03:45 PM
Not... quite. :D
You'll like the concept; it takes the concept of the ubergene even further than you might suspect.
Hey we love expanding ideas.
:love:
tribe
Jan 16th, '06, 04:00 PM
The second installlment includes Monkey (mystic martial arts expert), Ox (big, patriotic brick/battering ram), Pig (nice scientist involved in a lab accident which turned her into a monster) and Rabbit (cocky young female speedster with tickets on herself).
http://www.thismutantlife.com/uberworld/monkey1.jpg
MONKEY: Xu Shu-sai
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/monkey.htm)
Concept Martial Artist / Mystic
Nationality Chinese
Place of Birth Shanghai, China
Date of Birth October 9, 1964
Hair Colour Bald
Eye Colour Brown
Height 1.68m
Weight 65kg
Background
Xu was born just prior to the Cultural Revolution in China and his father, and then his mother, were imprisoned for involvement in counter-revolutionary movements. Xu was sent to an uncle where he grew up as a virtual house servant. Neither his mother or father ever left the prisons, reports of their deaths ranged from accidental causes to disease to suicide. Xu had become accustomed to his new existence and never questioned what he had been told. When he was fourteen, however, he was abducted by a man calling himself Chuang Tang, and taken to a reclusive monastery near the Tibetan border, where he was introduced to the mystical paths of Hua Ren.
Astrologers had indicated that Xu would play an important part in the liberation of the Chinese people, but his training was disrupted by the Red Army which discovered the monastery's secret purpose and destroyed it. Xu escaped with a handful of others and travelled to Tibet where he came to learn the teachings of Buddhism.
But the teachings of Hua Ren would not leave him, and Xu began to attract all kinds of unusual creatures and situations, so much so that his peers began to avoid him and called him the cursed one. Nonetheless, Xu continued to learn the ways of Buddha, and found some semblance of peace. It was 1990, and Xu was now a young man. He decided to return to China, and although he had only mastered a hint of the mystical powers of Hua Ren he felt that enlightenment could be found by further study of magic. He travelled throughout the western regions of China searching for teachers, but none could offer him any advanced insights. He had already surpassed them without formal training. And so, Xu turned to the spirit world. He made pledges to ancient spirits of dubious intentions and managed to gain further knowledge.
The spirits had managed to twist his mind in a way, turning his nights into living terrors. During the day, Xu was calm and philosophical; but when he slept, he battled the darker side of his humanity and the assembled dark spirits. Rather than go mad, however, Xu saw this as a kind of balance which would bring purity and peace. He would be in control of his mind and life during the light, and would have to battle to maintain that control during the dark.
When the Immortals were being reorganised, Xu happened to have made a public appearance in Shanghai, beating back a wave of dark rodent-like demons. He normally battled against evil in his secret ways, but the media had taken an interest, and through them, the government. Xu was hunted down and offered a position on the new team. At first he had thought to decline, but then he realised his life was a constant process of change, and that such a change as working with a government sponsored team might lead to further enlightenment.
Personality
Xu is a devout follower of Buddhism and finds positives in everything, even the most hideous of demons. He is mature and wise, having had a plethora of traumatic and wonderful experiences to draw upon. He projects an aura of calm which has been quite useful on the Immortals team, and has taken to watching over the younger team members. Xu is not a devoted follower of the regime, but is also not interested in overthrowing it like the astrologers foretold. He is content to live his life, fight his battles, and bring about a better understanding of life's mysteries.
Quote
“You have mistaken evil for confusion.”
Powers
Xu is a powerful mystic, having trained with Master Hua Ren before his death, as well as the unnamed spirits of chaos. He is able to manipulate, or weave, the magic into a variety of effects. in addition to his knowledge of Chinese sorcery, Xu also possesses a magical reed rope which is able to ensnare even the most aggressive and violent of opponents. He is also, incidentally, a master of Kung Fu.
Appearance
Xu is an athletic man in his early forties, but is stronger and more resilient than many men half his age. He has shaved his head since he was twenty-two and keeps his body free from harmful substances or other violations. As Monkey, he wears form-fitting black trousers with the Monkey symbol, but is otherwise naked. Out of uniform he wears robes of varying colour. He can appear older or younger, depending on his current disposition.
http://www.thismutantlife.com/uberworld/ox1.jpg
OX: Shang Jian-Guo
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/ox.htm)
Concept Brick
Nationality Chinese
Place of Birth Jinxing, China
Date of Birth October 9, 1976
Hair Colour Black
Eye Colour Brown
Height 1.94m
Weight 98kg
Background
Jian-Guo was always going to succeed in life. His favourite uncle convinced him to follow him into a career in aviation, and Jian-Guo proved himself a superb pilot, even gaining the attention of the military. Before he could be accepted into the airforce, however, Jian-Guo was involved in a horrendous crash when a military helicopter he was co-piloting was struck by a severe thunderstorm. The helicopter was carrying explosives and exploded when it was forced to crash land after its rotors were disabled in the storm. The helicopter erupted into flames, forcing the crew out of the front windscreen. Jian-Guo managed to shield his pilot and saved his life. It was discovered that Jian-Guo was an uber, so instead of joining the airforce, he was diverted into the uber programme.
While undergoing training and research into his uberphysiology, Jian-Guo met and fell in love with one of the experts in ubergenetics, Tai Jing-wei. He was the ideal subject, willing to serve his country without question, and undertake any kind of experiment of assignment.
When the Immortals were reorganised, Ox was assigned, and while he was initially tagged to take on a leadership role, he was overlooked in favour of the new Rat. Ox wasn't overly concerned, although there is a kind of rivalry between the two men, and celebrated his new assignment by proposing to Jing-wei.
Personality
Shang Jian-Guo is a competent man, able to handle himself equally well in a cockpit as well as on the front lines of a natural disaster. He has taken to his role as a Defender of China more easily than any other member of the Immortals, and upholds the ideals of his country and the public image of his name. He is devoted to his wife, but such devotion is pale in comparison to his devotion for his country.
Quote
“Gawkers to the side, Ox is coming through!”
Powers
Ox possesses uberhuman strength and durability, which is reinforced even further when he is running. He is capable of extreme running speeds, and while doing so is virtually unstoppable and impervious to the most excessive of physical damage.
Appearance
Jian-Guo has always been powerfully built, and since he has reached adulthood his physical bulk has been shaped by his ubergene. He has very broad shoulders and powerful leg muscles. As Ox, he wears the Immortals costume, including head gear and shades which protect his identity, and most importantly his wife. Out of uniform, Jian-Guo has very short cropped hair and a pleasant smile which reflects his general confidence.
http://www.thismutantlife.com/uberworld/pig1.jpg
PIG: Shao Jun
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/pig.htm)
Concept Brick
Nationality Chinese
Place of Birth Fuzhou, China
Date of Birth April 30, 1974
Hair Colour None
Eye Colour White
Height 2.08m
Weight 125kg
Background
Shao Jun was a government research scientist in the area of ubergenetics when she discovered she had a ubergene which hadn't been activated. There were three other assistants with such a potential ubergene and together they worked out methods of activation. It took twelve months before they succeeded, but the laboratory and research was destroyed in the subsequent explosion. Jun and the others were caught in a horrible laboratory explosion brought about by one of their activated ubergenes. One of the researchers transformed into an explosive compound, detonated, and destroyed all of their work. The other researchers were killed before their uberabilities were discovered, and Jun was transformed into a monster.
Overall, Jun considered the experiments a failure. She lost her friends and humanity. In the place of a beautiful young woman, was now a huge, scaly monster. The research department fired Jun and she resigned into obscurity, locking herself away from the public and wishing she would die. For months she waited for death but something inside of her kept her going. She read romance novels even more than she used to. She hid her face, and tried to pretend everything was alright.
In the end, the government came to her and drew her back into research. She worked with the original Immortals, although not directly, and when they were dissolved and a newer, more media-friendly team were organised, she was given the dubious honour of becoming Pig. She didn't see any other option, and accepted. She joined the team, as well as pursuing her research, and appears to have come to terms with her new body.
Personality
Jun is outwardly cocky and jovial, but is obviously hiding great pain. She misses her hair, her skin and her body, but is gradually accepting her new ones, although she knows she will never feel fully comfortable as Pig. She pushes her own concerns to the side when someone she loves is in peril, and has proven herself to be a great friend to her team mates.
Quote
“Did you just call me fat? This isn't fat, mister. This is pure, undiluted force; and it's about to make messy fingers with your face.”
Powers
Pig possesses uberhuman strength and durability, as well as the ability to survive many forms of disease, poison and dangerous chemicals. It is predicted that she will live well into her second century, and does not appear to need to breathe at all. In addition to her physical abilities, Pig is also able to manipulate magnetic fields in ways which allow her to fly, manipulate ferrous materials and sense objects and people well beyond the normal human senses.
Appearance
Since her transformation, Jun appears to be a large, pink scaled creature, standing a little over two metres and weighing in excess of 120kg. She has a ridged head with white pupil-less eyes and sharp razor-like teeth. Her hands, fingers and toes are large and thick and her skin is very resilient giving her a monstrous appearance. In her role as Pig, she wears a red tunic with the Pig motif and a thick black belt. Out of uniform she usually wears robes, but has found it difficult to find clothes which fit her unwieldy body. She wishes she was beautiful and spends a long time on beauty products, but can never escape her monstrous form.
http://www.thismutantlife.com/uberworld/rabbit1.jpg
RABBIT: Kwan Szu-Lihwa
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/rabbit.htm)
Concept Speedster
Nationality Chinese
Place of Birth Shanghai, China
Date of Birth March 29, 1980
Hair Colour Black
Eye Colour Dark Brown
Height 1.77m
Weight 65kg
Background
Kwan Szu-Lihwa lifted her cellular phone to her ear and listened to the clip of the dial tone. Her eyes never left the journalist and camera woman from the BBC, but she had, as yet, remained unseen. The phone connected and she gave the signal. Fifteen minutes later the British journalists were on their way back to London, and their camera and footage remained in custody. Szu-Lihwa had worked for the government as a journalist, as well as a pair of eyes to watch the foreign reporters. She was able to make connections easily, although no one would consider her friendly. She was businesslike and the foreign journalists seemed to admire and respect that. At any rate, they let their guard down in her presence. It was almost as if they considered her a peer.
Szu-Lihwa didn't actually have peers, though. She was a cut above the rest and she knew it.
She had been brought up in a predominantly maternal environment with her mother and grandmother dominating the household. Her grandmother had been a famous dancer, but was now relegated to memory. As a child, Szu-Lihwa had practiced for hours each day just to become an adequate dancer. She was never considered good enough by her grandmother, but the cutting remarks only served to make her more and more determined to excel. She practically flew through high school and then university, pushing herself in all areas. She caught the attention of the government during her first year of university and a 'friend' suggested she begin martial arts training. It reminded her of the dancing and she excelled again. It was at this time that she became aware of her ubergene. Her 'friend' was actually a government agent who had picked Szu-Lihwa as a potential uber, and had prepared her for government service.
She graduated university, aware of her ubergene, but unaware of the government's interest in her, and began work in Beijing. It wasn't long before she began to associate with foreign journalists and then begin to feed information back to her employer. The arrangement became more official after a clandestine meeting with a top level Party official, and Szu-Lihwa considered herself a burgeoning spy. The idea thrilled her. She began to pursue her martial arts and uber abilities in the hope that she would become more valuable to the government.
Her work paid off and when the Immortals were recruiting for a new team, Szu-Lihwa was accepted as the new Rabbit.
Personality
Szu-Lihwa is arrogant and intrusive. She believes that everyone has a secret, and that she is entitled to seek it out. She isn't much of a team player, although she has seemed to work well enough amongst the Immortals. Just how long that will last is anyone's guess.
Quote
“Predictable.”
Powers
Rabbit is an uberhuman with very strong leg muscles. She is able to run at extremely fast speeds, leap great distances, swim faster than humanly possible, and kick with such speed and precision as to be able to kill a person with a single blow.
Appearance
Szu-Lihwa would be an attractive woman, except for her tendency to frown or sneer a lot. Admittedly, she is attractive, but mostly in still photographs. The live version seems to exude a toughness that can be off-putting. In uniform, she wears a mask to conceal her identity, a regular Immortals costume with shoulder tassels and a white sash across her chest. Out of uniform, Szu-Lihwa wears pristine suits with either skirts or trousers. She is an impeccable power dresser.
tribe
Jan 16th, '06, 04:12 PM
Here are the final four.
Rat is the leader of the team, while Snake is a double agent and also works for the covert team, Gang of Five (http://www.thismutantlife.com/uberworld/gangoffive.htm).
http://www.thismutantlife.com/uberworld/rat1.jpg
RAT: Deng Qung-Fa
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/rat.htm)
Concept Martial Artist
Nationality Chinese
Place of Birth Guiyang, China
Date of Birth December 5, 1972
Hair Colour Black
Eye Colour Brown
Height 1.82m
Weight 68kg
Background
Deng Qung-Fa was born with the proverbial silver spoon in his mouth. His family actually gained their wealth from a silver mine, and he was brought up in a variety of overseas boarding schools. Qung-Fa became elite and unrelenting, and when his uberhuman abilities surfaced he decided that he would become the greatest warrior on the planet. He became obsessed with martial arts, first pursuing Jujutsu, then Karate and Kung Fu and finally in Japan he studied Ninjutsu. His parents believed he was making business contacts and that he would continue the family business, but Qung-Fa was casting off his privileged upbringing and embracing the way of the warrior.
He clashed with the Fuchi-No-Kuroi ninja clan and almost died at their hands, but managed to escape using his extendable claws, which had remained secret during his training. He fled to China where he was welcomed back by Rat of the Immortals. It was 1997 and the Immortals were undergoing a change, phasing out the old and bringing in the new. After battling through a series of tests, Qung-Fa was chosen as the new Rat, and was established as the leader of the media-friendly Immortals.
He accepted his role as if he had expected it and assisted with the formation of the team. While an accomplished leader, Qung-Fa is distant, holding himself apart from his team, preferring solo sessions in the training room than spending time in the recreation suite.
Personality
Qung-Fa is a perfectionist, who holds himself far above the rest of the Immortals, and who particularly looks with disdain upon the female members of the team. He overlooks their accomplishments and comes down hard on their failures. If he had his way there would be no females on the team. He pushes himself relentlessly as well, and is never satisfied with his training sessions or his combat assignments. Deep down he believes he would be better served leading a covert team, perhaps even the Fuchi-No-Kuroi, but he lacks the warrior credibility to do so.
Quote
“Firearms are the weapons of the weak. If you can't smell the sweat and blood of your opponent, then you are nothing but a coward.”
Powers
Rat has enhanced physical abilities, particularly speed and senses; although his trademark ability is to extend razor-sharp claws from his fingers. In essence, his fingers elongate into rigid, sharp blades which he is more than capable of using with his various martial arts training.
Appearance
Rat wears the standard Immortals uniform, with a Rat insignia and a mask to obscure his identity. He has spiked dark hair and a sinewy body which is the result of his ubergene and intensive physical training. Out of uniform he wears only black, and prefers form-fitting clothing that shows off his physique and allows him to manoeuvre without worrying about clothes.
http://www.thismutantlife.com/uberworld/rooster1.jpg
ROOSTER: Pei Ling
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/rooster.htm)
Concept Energy Blaster
Nationality Chinese
Place of Birth Beijing, China
Date of Birth February 8, 1988
Hair Colour None
Eye Colour None
Height 1.6m (Containment Suit)
Weight 15kg (Containment Suit)
Background
Pei Ling was a normal, well-behaved Chinese girl until her fourteenth year when she exploded on a school bus, destroying the vehicle and severely injuring her classmates. The government spent weeks gathering her residual energies and collected her in a containment field. The containment field was then transferred to a secure research facility and a series of containment fields and suits were developed over the years.
Ling had no contact with her family, and lived a glum and excitement-free lifestyle. This existence continued until 2004 when she was proved to her handlers that she was capable of controlling her energy body. She was put through gruelling tests and simulations until she had convinced the government that she was capable of replacing the previous Rooster who had lost both of his legs in a mining clash with the Elementals.
She stepped back into the world as Rooster and was finally able to tap into the wild side of her personality, fulfilling her adolescent fantasies.
Personality
Rooster is a seventeen year old girl who has been locked away in a containment field for two years. She is full of energy and zest for life, but is also a little beyond understanding what it is like for everyday people in the world. She lives the life of a superhero 24 hours a day, and expects others to do the same.
Quote
“****-a-doodle-do, people, here we come!"
Powers
Pei Ling is composed of a sentient energy which has no physical substance and, as such, can not be held, nor affected by physical means. To control her form, scientists have developed a containment suit which gives her a physical form, as well as strength with which to interact with the world. She is able to channel parts of her form as energy blasts or to fly.
Appearance
In her energy form, Pei Ling appears as a cloud of sizzling yellow electricity which is capable of moving on its own. Without concentration she will slowly dissipate, but she is able to maintain her cloud form for some time. As Rooster, Pei Ling inhabits a containment suit which gives her the form of a young woman. Her uniform is red, like the Immortals uniform, and has a helmet with full visor. She has added green spikes on her helmet to symbolise the rooster, as well as hand and knee guards. Rooster currently has two other containment suits, but they are simple, black suits without any decoration and have an androgynous form.
http://www.thismutantlife.com/uberworld/snake1.jpg
SNAKE (also RED CENSOR): Peng Li Rong (also Loui Huan Yue)
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/snake.htm)
Concept Mentalist
Nationality Chinese
Place of Birth Beijing, People's Republic of China
Date of Birth December 2, 1971
Hair Colour Black (dyed Green)
Eye Colour Brown (Green contact lenses)
Height 1.6m
Weight 50kg
Background
Huan Yue was twelve years old when she learned that she could move things just by thinking about them moving. Being a member in good standing of the Young Pioneers, she brought this to the attention of the one of the adults who led the group - this one being the Party representative. Seeing an oppurtunity to rise in the party, Mr. Xiang, brought Huan Yue to his superior, who brought her to his superior. Eventually, the young girl found herself standing in a poorly lit room surrounded by several men and two women who sat in the dark in large chairs.
Huan Yue spent the rest of her childhood and teenage years being firmly indoctrinated and, at the same time learning to use her powers. By the time she was twice as old as when she discovered her powers, she was a different person. The bright, eager student who enjoyed being part of a group had learned well from the direct and indirect teachings of the inner council of the Party. She was now an ambitious woman who knew that, although in communism everyone was deemed equal, there were priveleges that the powerful granted to themselves. Power was taken by individuals in the name of the people. And Huan Yue had innate abilities that would allow her to acrue power quickly.
Huan Yue became part of the Communist Party's strong arm. The Gang of Five were akin to the Secret Police, but with the additional role of taking care of threats to the Party that were of superhuman nature. She has also infiltrated the premier public-face team sponsored by the People's Republic, the Immortals, as Peng Li Rong she is known by the superhero code name Snake.
Personality
Red Censor is an ambitious uber who sees her rightful place as being in the highest council of the Communist Party that controls the People's Republic of China. It was she that found that the former Snake was making close political ties with the West and Red Censor was tasked with the purge, both to make an example of the former Snake for the rest of the Immortals and to put one among the Gang of Five in the Immortals. She arranged for herself to have that prestigious task. The others among the Immortals have not shown any suspicion that one of the Gang of Five is among them and Red Censor - the new Snake - plays the role of an integral part of the team. Her natural suspicion of others has been translated by the others into her trying to determine if one of the other Immortals is a member of the Gang of Five.
Quote
"In the name of the People, surrender your mind." (as Red Censor)
"You can not withstand the force of my mind." (as Snake)
Powers
Snake is known to be a powerful psychokinetic mentalist able to attack both the bodies and the minds of enemies with assaults of psychokinetic force. Using her Mind-to-Mind abilities as Red Censor, she is much more powerful. Not only can she enhance her psychokinetics, but she can also locate and read minds as well as lock them or even attack them with her deadly Mental Razor.
Appearance
As a member of the Immortals, Snake wears her own version of the red shirt/black pants theme that the team uses. In this guise she also wears a blonde wig, hair cropped to shoulder length. On the few hours that she is off duty as Li Rong, she will still wear fashionable clothing of the modern, trendy sort. She plays up to her public image as a fun-loving fashion-conscious superheroine. In her real guise, that of Red Censor, Huan Yue wears a far less revealing voluminous and loose-fitting outfit that includes a large cloak. The overall color of the Red Censor costume is black, but with a red mask over her eyes, nose and the top of her head (but not covering her mouth or most of her tightly cropped black hair) as well as red gloves and the flag of the People's Republic of China across her torso.
http://www.thismutantlife.com/uberworld/tiger1.jpg
TIGER: Wu Shaoqiang
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/tiger.htm)
Concept Metamorph
Nationality Chinese
Place of Birth Guangzhou, China
Date of Birth March 12, 1983
Hair Colour Orange
Eye Colour Dark Brown
Height 1.66m
Weight 83kg
Background
Tiger was contacted and recruited by the Chinese government even before the Immortals were reorganised in 1997. He had shown himself to be a dangerous and intelligent circus brat, who had become cruel towards the towns people who came to watch him perform. He would sneak out at night and exact revenge upon their homes and families because he felt that they treated him like a freak.
The government made Shaoqiang see that it was his own family, the circus, who was perpetuating his torturous life. They took him away from the circus and began to train him in the use of his uber abilities, although progress was minimal because he was so unstable. The government brought in a handler, Liang Ah Kum, who achieved immediate effects, pacifying his temper. Shaoqiang was reminded of his childhood, vague memories of a mother who sang to him, but it was only faint and quite fractured.
His training improved and he began to experiment with his malleable body, surprising even his supervisors. When the Immortals were reorganised, the young Shaoqiang was brought in as the new Tiger. He has proven himself a fierce combatant, and at times, and almost untenable member of the team. Only through Ah Kum's influence is he still allowed to exist in public. Many in the government feel he is too much of a liability, while others see his fierceness as an asset to be used against potential enemies.
Personality
Tiger is fierce and unreliable. He is a young man of instincts, and will lash out at enemies rather than talk. He is the most unstable of the Immortals, but is able to control his emotions when he is in the presence of his handler. Although young, Tiger is barely in his twenties, he possesses a coldness that seems to make him more beast than human. It is this bestial nature which defines him. The quieter Tiger, under the influence of Ah Kum, is definitely the artificial Tiger.
Quote
“I'll rip your lying throat out, you bastard!”
Powers
Tiger is a metamorph, able to manipulate his orange skin and body in a variety of forms, from the formation of deadly spines and claws, which were his first method of dealing with those who treated him like a monster; to the ability to expand his mass and grow to over 8m tall. In addition to his ever-changing body, Tiger also possesses enhanced senses and physical abilities.
Appearance
Tiger can change his appearance, but generally looks like an orange-skinned humanoid with black markings which resemble a tiger. He wears the standard Immortals uniform which grows as he grows. Out of uniform he wears casual fashion, but always looks somewhat out of place because of his physical appearance.
tribe
Jan 17th, '06, 12:37 AM
Motte and Bailey are a father and son team, although only the father realises it. It's something of a sow the wild oats story, but with a happy ending (father and son turn out to share a sociopathic tendency and they join up and become assassins for hire.)
http://www.thismutantlife.com/uberworld/motte1.jpg
MOTTE: Clifford Latham
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/motte.htm)
Concept Brick
Nationality British
Place of Birth London, United Kingdom
Date of Birth March 23, 1956
Hair Colour Black
Eye Colour Dark Brown
Height 2.42m
Weight 86kg
Background
Operating under the codename Strangler, Latham terrorised London in the 1970s and early 1980s with a series of strangulations. He moved quickly into the career of hired assassin and developed a solid reputation across Europe. After changing his name to The Butler, he spent most of the 1980s in Eastern Europe in the service of corrupt governments, but came to re-settle in England in 1993.
With a constant stream of contracts, Latham continued his career in Western Europe while becoming aware of his son's existence. Cricket Wilkinson was the result of a violent encounter in London, and nearing his retirement age Latham underwent a kind of transformation. He began to monitor his son's progress across the housing estates of inner London, and marvelled at the boy's innate ability for destruction. Never one to acquiesce to offers of partnership in the past, Latham decided to undertake the fostering of his son in the ways of the professional mercenary and assassin.
In 1997 Motte and Bailey took on their first contract: to assassinate a soccer team in Barcelona. Latham was thrilled with the opportunity and the two partners celebrated in style once their work was accomplished. It was the beginning of a successful partnership which continues to this day.
Personality
Clifford Latham is the consummate English prude: unable to smile or ever offer a compliment; having a knack for eyebrow acrobatics and drooping frowns; and possessing an insatiable appetite for tea and scones. He is sensible. He is astute. He is successful. And he is a cold-blooded killer. Latham has been in the mercenary business for twenty years and has spent only a small number of years behind bars. He knows his business, and he does not tolerate mistakes in etiquette or deliverance. It is, therefore, a wonder how he has managed to maintain a working relationship with Bailey over the past six years. Being the boy's father may have something to do with it, but there must be limits to paternal understanding - even if Motte is the only one who knows Bailey is his son.
Latham is getting old, and he knows it. After spending most of his life free he now looks forward to retirement.
Quote
"Your throat is very beautiful. Like a robin: so fragile..."
Powers
Motte possesses superhuman strength and durability, and is renowned for strangulation. His fingers are unnaturally long, and have the ability to stretch while retaining their incredible strength. As he has grown older, Motte has begun to lose his potency, so that the man he is today is but a shadow of the killer he was during the 1970s and 1980s. Latham also possesses a healing factor which has enabled him to seemingly come back from the dead on more than one occasion.
Appearance
Motte is a gaunt giant. His skin is pale and his eyes seem to droop perpetually. His movements are slow but deliberate, and his great strength is complimented with an unearthly grace. Motte wears a green velvet coat and antiquated suit, which he has continuously worn for most of his career in crime.
Out of uniform, Latham enjoys comfortable and light clothing: usually drab and uninspired, much to the chagrin of Bailey.
http://www.thismutantlife.com/uberworld/bailey.jpg
BAILEY: Cricket Wilkinson
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/bailey.htm)
Concept Brick
Nationality British
Place of Birth London, United Kingdom
Date of Birth February 22, 1986
Hair Colour Reddish-blonde
Eye Colour Brown
Height 1.88m
Weight 96kg
Background
Cricket grew up on a housing estate in northern London after his mother moved from Wales. Within a few short months he had turned the gangs into frightened children with his brutal stand-over tactics. At thirteen Cricket was a force to be reckoned with although no one dared go near him, including the police. To his mother he was still her little angel, and to the girls on the estate he was a God. He tolerated his mother, barely; and the attentions of the girls; but he systematically hunted down the male members of gangs to assert his superiority. At fourteen his brutal personality culminated in the death of his teacher and a subsequent term in juvenile detention.
Cricket only stayed in detention for two years before escaping. During that time his ubergene had activated and his physical strength was bolstered by his tactile telekinesis. The walls were no match for his fists, and the guards were unable to stop him. After a short time on the run, Cricket ended up with The Butler, Clifford Latham. Latham promised to initiated Cricket into the world of the professional contract killer, and Cricket never looked back.
Bailey splits his time between working with Motte and running with Empire on their clandestine missions to bring about the new British Empire. While Bailey doesn’t expect the team to succeed he is enjoying their friendship.
Personality
The younger member of Motte and Bailey, Cricket often takes on the role of sidekick and enjoys cheerful banter, excessive property destruction, and getting the attention of attractive women. In most cases, Cricket is easily distracted and bores easily. He was diagnosed with having attention deficit disorder at nine and quickly developed into an out-of-control public nuisance. He terrorised his neighbours on the estate, hunted down roaming gangs single-handedly and caused widespread vandalism before the age of fourteen. At fourteen, Cricket committed his first murder and enjoyed the sense of power he had experienced looking into the eyes of his broken teacher. Ever since that moment, Cricket has divided his life into two pursuits: the destruction and denigration of society, and the pursuit of pleasure. He considers his partner, Motte, to be an intelligent anarchist and sees him as something of a father-figure (although Cricket would never admit to that).
Quote
"Keep it separate and you don't feel a thing."
Powers
Bailey has tactile telekinesis, enabling him to exert his willpower through touch. This grants him superhuman strength and the ability to leap great distances. Under the tutelage of Motte, Bailey has begun to experiment with his seemingly limited ability, and can now extend his telekinetic field to provide protection from most forms of conventional weaponry.
Appearance
Bailey is a tall and extremely athletic looking man in his late teens. He wears a black uniform with a white-bordered red 'B' emblazoned on his left chest. Out of costume, Cricket wears Mako sunglasses to partially conceal his identity and ties his shoulder-length blonde hair back with a black ribbon. He is an attractive man, and very body-conscious. Cricket has undergone cosmetic surgery on his nose, and although it is now perfect, he is still very sensitive about it.
synergy
Jan 19th, '06, 04:36 AM
Gang of Fivehttp://www.thismutantlife.com/uberworld/gangoffivelogo1.jpg (http://www.thismutantlife.com/uberworld/gangoffive.htm)
This is the Chinese team that Tribe mentioned that enforces the will of the Communist Party. It's members are Red Star General, Dominance, The Mask of the Revolution, People Power, and Red Censor.
You've already seen Red Censor (who is Snake of the Immortals). Here are the rest of them. Art by Ben (Tribe)
Neil
Team Backgroundhttp://www.members.optusnet.com.au/uberworld/gangoffivelogo1.jpg
As part of the makeover of the People's Republic of China to make itself more acceptable to the rest of the world, the premier team of Communist China, the Immortals was disbanded in 1996 and re-formed to its present state. At the time the decision was made, there was much debate at the highest level of the Communist Party. The main arguments were that tight control was needed over the super-powered humans. The counter argument was that such controls would be counterproductive towards the new face that was to be shown to the world. To address these concerns, the Central Committee decided that it was necessary to have two levels of super teams.
At the lower level, superhumans would be recruited that would be media-genic for the Immortals and for other similar teams. They would handle emergencies that would be politically correct - i.e. rescues, stopping international criminals, and stopping non-political internal criminals. At the upper level, another team would be formed to both watch the lower level teams and to carry out actions that are not politically correct.
Three of the most ambitious ubers from the original Immortals team placed themselves on this team and changed their code names from Rooster, Ox, and Rat to Red Star General, Dominance, and the Mask of the Revolution, respectively. Fearful of this coalition of powerful ubers, the Party added two other ubers code named, People Power and Red Censor.
This team never gelled completely due to competing ambitions, but they do work together on key missions (not to be shown up by the others). To those who know about it, the team is called the Gang of Five.
Team Goals
The primary purpose of the Gang of Five is to ensure that other teams sponsored by the government of the People's Republic of China do nothing to compromise the goals of the Communist Party. The secondary purpose is to carry out clandestine actions that would be regarded in poor light by the international community.
http://www.thismutantlife.com/uberworld/redstargeneral1.jpgRed Star Generalhttp://www.members.optusnet.com.au/dawnstars/redstargeneral1.jpg
Background
It was during the Long March that Comrade Sergeant Fong Chung suddenly became an uber. During a firefight with a Nationalist company, his squad was severely outnumbered. Yet, their task, to cover the retreat of the bulk of the Red Army was of utmost importance. Wishing he had more men, he found that the population of the entire village below his foxholes suddenly left the shelter of their homes and asked for orders. When the Nationalists advanced, he ordered the peasants to attack the enemy from behind. Armed with hoes and shovels, the farmers, men, women, and children of all ages, shouted and rushed. The survivals could be counted on two hands and of those, only two were not wounded. But the Chiang Kai Shek's men pulled back and Comrade Sergeant Fong's meagre force held long enough for the Red Army to reach the next city where they could replenish their supplies..
After the Red Army eventually drove the Nationalists off the mainland, the Party gathered together 12 superhumans and established the Immortals. Fong Chung split his time between the Red Army and the Immortals as Rooster. Because of his knowledge of command and his natural abilities, he quickly rose during this time from Captain to General. By the time that the Immortals were disbanded, he was one of the six most powerful military personas in Communist China.
He saw the opportunity to form another team, known popularly as the Gang of Five. And, with his power and the backing of the Red Army, General Fong, as Red Star General, placed himself as leader of the team.
Click here for the Team Page (http://www.members.optusnet.com.au/uberworld/gangoffive.htm) (which includes links to the vehicles)
Personality
A taskmaster military general, he knows how to use soldiers. And with a potentially unlimited supply, he will not hesitate to command them to any task. Some compare him to Grand Moff Tarkin of the Star Wars movie.
Quote
"You had better think twice. You are surrounded now by trained combat troops who are willing to die for me."
Powers
Red Star General is a mentalist that has developed his powers in a manner familiar to his military career. Within a minute, he can mobilize a town into an instant army brigade - minimally trained, but with high morale.
Appearance
Red Star General wears a black 'Mao' collared jacket and black combat fatigue pants along with hard leather boots and a pair of white silk gloves. A stern man, he is rarely seen with a smile on his face unless he has done something that advances his position in the Party.
Click here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/redstargeneral.htm)
http://www.thismutantlife.com/uberworld/dominance1.jpgDominancehttp://www.members.optusnet.com.au/dawnstars/dominance1.jpg
Background
Alex Young was an animal handler at the Greater Hong Kong circus. He was good at keeping control of the beasts, especially the large ones. He was an uber. And his special powers allowed him to easily control horses, oxes, elephants, and bears.
At eighteen years of age he was recruited into the Immortals to replace Ox who had perished in a confrontation with the Soviet Union's superteam. It was in this team that Alex, now Ox, learned about power and gained a liking for it. Finally, he bullied his way to the top and was ready to challenge the team leader for a position of dominance in the team hierarchy.
That was when the Party decided to change the look of Communist China to the rest of the world. That was when he received word that the Immortals would be disbanded and re-formed from scratch. He also learned of Rooster's push to set up another superteam - an elite one that would have power nearly equal to the Party's top committees. He stormed into the meeting and they acceded to his demands.
Personality
Physically the toughest of the Gang of Five, Dominance does not like all the 'sneaking about' that some of the others do. Whether a physical or mental issue, he likes to jump right in thinking that the quickest solution is the best. He is a braggart and a bully to most others outside of his team, especially to those he knows or perceives as capitalists. Yet, secretly, he himself desires to be one of the latter and might work with a bourgeouis if the price is right.
Quote
"Get ready to hit the floor, weakling."
Powers
Dominance is a brick of lower strength than most bricks. However, when he begins landing blows on his opponent, slowly he becomes the stronger one.
Appearance
Big and thickly hewn with muscle, Dominance looks like he could control an elephant with his bare hands even if he weren't an uber. As a costume he wears white tights with red trimmings. This is accessorized with a gold-colored belt and form-fitting black boots.
Click here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/dominance.htm)
http://www.thismutantlife.com/uberworld/maskoftherevolution1.jpgThe Mask of the Revolutionhttp://www.members.optusnet.com.au/dawnstars/maskoftherevolution1.jpg
Background
By the time that Lo Yet was recruited to be the first Rat of the Immortals, he had already killed a rat metamorphic uber. He had found that he could transform himself into a small rat. At this time, however, he did not know that in reality, he had mimicked the powers of the metamorph that he slew.
As the years went by, he found that he could imitate the powers and form of nearly any uber, but he kept this a secret and chose to continue to lead his teammates to believe that he could only become a rat. He found that he could do things in the guise of his teammates and cause them to take the blame for the things he did.
Through blackmail and coersion, he soon became politically powerful in the Communist Party, and in 1997 when the country was undergoing a change of face, he found out that his teammate (who was formerly Rooster and was now calling himself Red Star General) was planning to disband the Immortals, make a new Immortals team that would be media friendly, and form a team to watch the Immortals. Lo Yet, now calling himself Mask of the Revolution, ensured himself a spot on the team of watchers. One by one, he imitated all of the other original Immortal ubers (except for Rooster/Red Star General and Ox/Dominance) and caused either their dismissal or their execution. The non-uber Immortals were dismissed just to wipe the slate clean.
Personality
Conniving and ambitious, Lo Yet is typical of the top tier of the Communist Party. That he has superhuman powers just makes him all the more powerful. His favorite tactic is to either slay or subdue an uber then take that uber's place. In his new guise, he (or she, as may be) will carry out the mission (assigned or self-assigned). When successful, not only will the mission be complete, but the mimicked uber will take the blame.
Quote
"Who do you think I am?"
Powers
The Mask of the Revolution is an uber of ubers. He can imitate the powers of any uber from energy blaster to mentalist, from brick to speedster. When he imitates an uber, his appearance also changes to match.
Appearance
Lo Yet tries to appear as non-descript as possible, all the better for what he does. When not mimicking somoene, he will fit into the average attire of the locale whether it be a typical day laborer, an office worker, or a soldier.
Click here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/maskoftherevolution.htm)
http://www.thismutantlife.com/uberworld/peoplepower1.jpgPeople Powerhttp://www.members.optusnet.com.au/dawnstars/peoplepower1.jpg
Background
A great grandnephew of General Chiang Kai Shek, Chang Jing Wei wanted to be a scholar. However, because of his heritage, the Party man of his village ensured that he had the lowest of professions - a garbage hauler. To prove himself, he worked hard finishing his route quickly and then unloading the cart before lunch time. He volunteered his free time to the Party man who assigned him to fix and expand Party man's house. At nights, he spent his time reading - first Mao, then Marx and Engels.
His work ethic did not go unnoticed. To be shown as an example of how workers should be productive, the Party man's superior took him to the nearby town where he continued to to more of the same work including working on the Party boss's house. In effect his work just increased and he worked in a fancier place doing the same thing. But, at last, by chance, a purist in the Party found him, and after an enlightened debate on Communist theory, took Jing Wei under his wing.
The young man moved to Beijing, and noticed that he felt even stronger than before. While studying at a school for promising Communists, he accidentally tore down a wall when he walked into it while reading a book. With testing, he was found to be and uber. The top tier of the Party brought him in for questioning and learned how naive and dedicated Jing Wei was to Communism. He would serve as the perfect control for the ambition of the members of the Gang of Five.
Personality
Out of the five superhumans of the Gang of Five, only Chang Jing Wei actually believes in a pure form of communism. Still, he feels that he must work from within the system and from there, just maybe the self-appointed oligarchy that claims to represent the people of China will change into a true communism. He also realizes, that perhaps the international communism envisioned by Trotsky did not need China, but for now it did serve as a source of strength.
Quote
"The people will be heard. I am their embodied voice."
Powers
People Power is a mutant that can take strength from all of the people in the area. The more populous the neighborhood, the stronger he is. Furthermore, he can see nearly everything going on around him through the eyes and ears of the nearby population.
Appearance
People Power wears a tan coat over a loose-fitting red suit with yellow trim and a large black calligraphy Chinese character 'People' in the middle of his chest. When not on missions, he will wear a business suit.
Click here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/peoplepower.htm)
Hawknight
Jan 19th, '06, 05:54 PM
Dude
Loved the Corporate Hero! Great site. Love that the world "Down Under" is represented and showing the types of characters from that region. It seems that the rpg industry has not focused on one of the largest areas of untapped ideas and locations.
Keep up the great work.
Hawknight
The Arc
Jan 19th, '06, 06:41 PM
To show everyone that I too am part of Uberworld I'm going to post two characters I've done (including the art). A duo from Spain. Flecha de Or and his wife Pajaro de la Noche. (Golden Arrow and Nightbird).
Noah...
http://www.members.optusnet.com.au/dawnstars/flechadeor1.jpg
For the Character sheet clink on the link.
http://www.members.optusnet.com.au/dawnstars/flechadeor.htm
Concept Weapon Master Hair Colour Red
Nationality Spanish Eye Colour Brown
Place of Birth Grenada, Spain Height 1.92m
Date of Birth October 12, 1979 Weight 104kg
Background
Bernardo grew up idolizing Robin Hood and all the stories about the famous bandit of Sherwood Forest. This interest brought Bernardo into the field of competitive archery. Bernardo was later to become an engineer who designed bows for competition.
It was during the finals of the European Nationals that Bernardo got his first taste of going up against an uber. And it almost proved to be his last. Bailey thought that the Nationals would a good place to rob, and he anticipated some perverse joy in flaunting his own physical superiority over a bunch of 'human weaklings'. Bernardo interrupted the young uber by trying to shoot the thief in the back. Unfortunately for all the power in Bernardo’s bow it wasn’t enough to penetrate Bailey’s shield. However, it did get Bailey’s attention. No matter how fast Bernardo ran, Bailey was even quicker. The two fought for awhile, and even though Bernardo was no match for the uber's strength he kept dodging the youth's strikes, until Europol showed up and captured Bailey.
That day changed Bernardo.
After the Nationals were over he returned to his home and set out to create a variety of trick arrows. The next time Bernardo ran into an uber he would be prepared. In addition to his trick arrows, Bernardo designed a costume for himself, and started fighting crime as Flecha de Or or Golden Arrow. During his career as a crime fighter, he met Pajaro De la Noche, and instantly fell in love with her. The two heroes were later married.
Flecha de Or maintains a friendly relationship with the Brotherhood and even joined the team briefly in 2003, but keeps mainly to Spain.
Personality
Bernardo is a competitive man. He has no problem going up against ubers. The bigger the challenge to more excited Bernardo becomes. Bernardo desires to become the world's greatest archer, and always goes out of his way to make himself look good.
Bernardo met his match in Pajaro De la Noche. He’s madly in love with his wife, and will go to great lengths to protect her; not that she needs much protecting. She can hold her own. The two have only been married a few years, but they’re very close.
Quote
“He aims, shoots and scores.”
Powers
Flecha de Or is a normal man in most respects. He’s quicker and more agile than the average person, but this is mostly due to intensive training. He has trained in hand to hand combat and can hold his own without his weapons. In a pinch he has been known to use his bow as a quarterstaff.
Flecha de Or has a quiver full of exotic trick arrows from his armor piercing arrows to the extremely odd boxing glove arrow which can knock out an opponent with a single punch. In addition to his offensive arrows, he has a few that capture his opponents like his putty arrows or his net arrow. Also Flecha de Or can fire a line and swing over great distances on the line.
Appearance
Flecha de Or is a muscular man with brown eyes and red hair. He keeps a well groomed beard and mustache as well. For a costume Flecha de Or wears a skintight sleeveless yellow body armor that shows off his physique. On his forearms, he wears black arm guards. His trousers are yellow as well. His boots are black like his arm guards. Strapped to his back is his quiver of trick arrows. His trusty bow is usually in his right hand. To hide his identity Bernardo wears a mask that covers the upper part of his face. Lens in his mask make his eyes look white. When not fighting crime Bernardo likes to wear casual clothes.
The Arc
Jan 19th, '06, 06:51 PM
And here is his lovely wife, Pajaro de la Noche
http://www.members.optusnet.com.au/dawnstars/pajarodelanoche1.jpg
For the character sheet click the link below.
http://www.members.optusnet.com.au/dawnstars/pajarodelanoche.htm
Concept Energy Blaster / Martial Artist Hair Colour Black
Nationality Spanish Eye Colour Brown
Place of Birth Barcelona, Spain Height 1.7m
Date of Birth April 28, 1974 Weight 50kg
Background
Maria was considered a national treasure by the Spanish people. She was a member of the National Opera Company, a true diva in her own right. She wasn’t even aware that she was an uber. It just seemed a little odd to the people who knew her that she was fearless in the dark. Especially one night when all the lights in the theater mysterious went out and everyone panicked except for Maria.
It was during the second act of Carmen that Maria first met Flecha de Or. She was just about to sing an aria when a strangely dressed man with long fingers came rushing out on to the stage disrupting everything. It was Motte, and he wasn’t happy. The British villain started throwing people around looking for someone. That someone was Flecha de Or.
An arrow flew out of the catwalks above the stage striking next to Motte’s foot. This seemed to enrage the villain, whose fingers stretched out and grabbed Maria around the throat.
“Okay you bloody wanker,” hissed Motte, “I’ve got this lovely neck in me hands, and there ain’t nothin’ ya can do about it.”
That was when the lights went out. Maria felt funny, she had never actively used her powers before, and in a way it was exciting. Motte tried tightening his fingers around Maria’s neck, but she was no longer there. Somehow she had freed herself from his grasp. This was something few people had ever been able to do; escaping from Motte’s crushing grip.
Motte let out another curse as an arrow from Flecha de Or struck him in the chest knocking him down. While the arrow didn’t hurt (nothing hurt Motte), Motte felt weak all over. However, Motte wasn’t going to let that insult go unpunished. Standing up he let out a roar of anger only to have it turn in to scream as a burst of the energy slammed into him throwing him from the stage into the orchestra pit. There Motte struggled with the instruments and decided that discretion was the better part of valor and made his escape. As for Flecha de Or, he couldn’t have noticed. All he had were eyes for Maria.
After that night the two started dating, and fighting crime together. Flecha de Or helped Maria design a costume and she took the code name: Pajaro de la Noche or Nightbird. For awhile the duo broke up when Flecha de Or became involved with the Brotherhood, but he eventually returned to Spain and to Maria.
Flecha de Or proposed to her, and they were married in a big ceremony in Madrid. Attending the wedding were the members of the Brotherhood, Knightwatch, U-Force, Trinity and other European heroes. Sting acted at the maiden of honor, while Armstrong was the best man. The only bad spot during the wedding was when TITAN and the Empire tried to interrupt. However, with all the Ubers around the villains were beaten off.
Personality
Maria has known about her abilities but has never taken them seriously. Her career as a singer has always been more important to her. However, since she has met Flecha de Or that attitude has changed. No longer will she stand aside while bad people torment the innocent. Maria has gone so far as to create an alternate identity for herself as a private detective.
Maria is deeply in love with Flecha de Or. For her he brings excitement into her otherwise routine life. There is little that she wouldn’t do for her husband, even sacrificing her life. Recently, she has thought about having children, but is having too much fun fighting crime alongside her husband to commit to raising a family.
Quote
“The night hides many things. Better watch your step.”
Powers
Pajaro de la Noche is an uber who is able to project darkness around her. Normally only she can see through her darkness. She can manipulate the darkness to form a variety of attacks, which take the shape of feathers or wings. Her darkness feathers are able to pierce the strongest of armor, while using her darkness talon Pajaro de la Noche encloses her foes into an impenetrable field of darkness.
Defensively she can cause the darkness to deflect attacks away from herself. Through unknown means she can even fly. Her most unusual ability is to merge with the darkness becoming completely intangible.
Appearance
Pajaro de la Noche is an extremely attractive woman with sultry brown eyes, and the blackest hair that almost looks blue. She’s a dusky skinned woman, and for a costume she wears a long blue hooded cloak. She keeps the hood up to cast shadows over her face, even though she could use her abilities to hide her identity. Underneath her cloak, she wears a white leotard, with black fishnet nylons, and boots that match her cloak. When not in her Pajaro de la Noche guise Maria like to dress in fashionable skirts and tops.
tribe
Jan 19th, '06, 11:30 PM
And here is his lovely wife, Pajaro de la Noche
http://www.thismutantlife.com/uberworld/nightbird1.jpg
tribe
Jan 22nd, '06, 01:22 AM
The Elementals are four ubers who have a hatred of globalisation and have made their mark on the world as eco-terrorists. Each one (loosely) represents the four classic elements of air (Breeze), water (Starfish), earth (Diamond Crusader) and fire (Morning Star, the leader).
http://www.thismutantlife.com/uberworld/breeze1.jpg
BREEZE: Soraya al-Shahriar
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/breeze.htm)
Concept Energy Blaster Hair Colour Black
Nationality Tunisian Eye Colour Brown
Place of Birth Tunis, Tunisia Height 1.7m
Date of Birth April 18, 1975 Weight 61kg
Background
Soraya al Shahriar was fifteen when she discovered the ability to call upon the winds to move objects with her mind. She was at a soccer game with her school and as her team began to lose, Soraya became increasingly frustrated along with all of her friends. The group of friends were camped near the visiting team's goal and when they next attempted to score, Soraya unwittingly sent the ball wide of its mark. After this happened another three times, Soraya felt dread and shame creep into her heart and she fled from the football game.
From that day, Soraya understood the responsibility of her newly discovered powers and vowed to only use them in emergencies or in the protection of others. For the next five years, Soraya completed her studies and honed her abilities in private. Only her parents and closest friends knew of her secret. On several occasions Soraya assisted with disasters in her home city, but these were mostly road accidents and the after effects of a minor earth tremor. In 1998, Soraya moved to Paris to study at the Sorbonne, where she met Vija Gulbis, an idealistic unionist and environmentalist. The two women became close friends and became increasingly more political.
They attended anti-globalisation marches and were drawn into a group of violent protestors who planned a series of riots across Paris. When the day of the riots arrived, Soraya and Vija were caught up in a crossfire between militant members of their group and the police. Soraya unleashed her powers for the first time in France and took to the skies, drawing the police fire. On the ground, Vija also revealed her uber abilities, and the two women quickly took control of the situation. They were feeling empowered by knowing each other’s secret, and decided to push their advantage, leading the group of protestors on to a series of banks which were summarily destroyed.
When the Legion arrived, the two women fled, leaving the protestors to languish in the custody of the police. Soraya and Vija travelled to Riga and spent months planning their next move. They shared the same ideals as well as the ubergene, and the women decided that the combination of idealism and power was obviously a gift they were required to use in order to make the world a more equitable and sustainable life.
Over the years the women’s dreams have become more hard-lined. They have suffered severe setbacks at the hands of superhero groups, but have also managed to destroy major players in the globalisation problem: from the utter destruction of the Bengworden group of chemical companies in Europe, to the interment of a ship (along with all its crew) carrying nuclear waste in the Pacific, to the assassination of select CEOs across North America.
Personality
Soraya is confident, optimistic and unassuming. She is capable of great destruction but has never been interested in flashy displays of power. If she does flaunt her powers, it is unintentional.
Soraya's adult life has been dedicated to the ideals of environmental protection and the dissembling of globalisation. She has earned a medical degree and is a professor at the Ez-Zitouna University in Tunis, specialising in international politics and environmental management.
As Breeze, Soraya and the rest of the Elementals are uncompromising agents of vengeance. If she believes someone or something threatens the earth, she will not rest until it is destroyed.
Quote
“Give it your best shot, because this time tomorrow you'll be in traction."
Powers
Soraya is able to control the air around her, focussing it into concussive blasts, protective buffers or maelstroms of angry winds. She is also able to fly by controlling the air around her, and is able to extend this ability to those around her, as long as she concentrates. In addition to her uber abilities, Soraya is also an expert in environmental issues and the campaign against globalisation.
Appearance
Soraya is descended from Arabic and French heritage. She has straight dark hair which she usually braids or leaves in a single pony tail in her civilian identity. Her eyes are dark brown and warm, and her smile is quick and genuine.
As Breeze, Soraya is a different person. She is more severe in personality, but more relaxed in style. She wears her hair loose, pushed back with a blue band. Her costume is a cropped armoured t-shirt and black pants, over which she wears a bullet-proof leather jacket.
http://www.thismutantlife.com/uberworld/diamondcrusader1.jpg
DIAMOND CRUSADER: Kwon Soon-bok
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/diamondcrusader.htm)
Concept Brick / Energy Blaster Hair Colour Silver White
Nationality Korean Eye Colour Yellow
Place of Birth Ch'ongjin, North Korea Height 2.1m
Date of Birth April 9, 1982 Weight 220kg
Background
Soon-bok, or Sunny as she's known to her friends, had very limited opportunities in her home city of Ch'ongjin. She left school when expected, and joined the mining company just as her brothers had before her. She worked hard, earned little money, and tried not to overburden her parents. When the Elementals arrived at the company one day, Soon-bok didn't realise her life was about to change.
Fire was suddenly exploding from the ground, as bombs were detonated and the very air itself seemed to have become vindictive and malicious, ripping and tearing at everyone. The mines were blocked and flooded, hundreds of men killed; and the support networks above were set upon with equal vengeance.
When the roof of her office collapsed, Soon-bok thought she would die, but instead she seemed to grow. Her skin turned to stone and nothing seemed to hurt her anymore. The fire which ravaged the building was nothing to her, and she tossed aside the debris as she made her way to the light outside.
Disorientated, she looked for someone to ask for directions.
There was no one left. The entire company had been razed, and all that remained were three women. The one called Morningstar approached and explained that Soon-bok had been a victim of greed and man's obsession with raping the earth. She diverted attention away from the destruction wrought by the Elementals and more towards the continued destruction of man. Soon-bok had lost two brothers to the company years earlier and knew that the company hardly cared beyond tokenism. Her family had been hurt, had been abused and exploited for years.
Looking at her hands which were now almost as hard as diamond, Soon-bok realised that she no longer needed to work for minimal wages. Morningstar offered her a grander vision of the world, where people and nature could co-exist in harmony, where no one would go hungry or be forced to live someone else's dream. The honeyed words convinced the young Korean to leave her home and join the Elementals in their quest for vengeance and an ideal world which seemed further away for each passing day.
Personality
Soon-bok is still a daughter of the communist ideals, and holds most Western societies with suspicion and contempt. She does not crave money or wealth, but equality. She tends to wreak vengeance upon the bosses of the conglomerates they attack, taking time to crush them and their precious material wealth.
While being physically strong and capable of great violence, Soon-bok is actually quite shy and almost timid. She enjoys being a part of the Elementals, but is not as free in expressing her ideas or dreams as the other three.
Quote
“Money will not save you now.”
Powers
Diamond Crusader is now permanently composed of a diamond-like substance, essentially making her an organic rock being. She is incredibly heavy and powerful, able to lift in excess of 25 tons. While her super strength is not as great as some other uberhumans, her resistance to injury is almost unparalleled. In addition to her strength and durability, Diamond Crusader also possesses the ability to project intense heat from her eyes, which provides her with an offensive energy blast as well as infrared vision.
Appearance
Diamond Crusader is now entirely composed of organic rock, a dark grey material which is smooth and cold to the touch. She is taller than she was before the clash with the Elementals, standing over two metres tall and weighs 220kg. Her hair has turned from black to a metallic white, and she wears a black uniform of shorts and short sleeved crop-top which has a red diamond in the centre. Out of uniform, Soon-bok tries to wear the most unimpressive and modest clothing she can fit into, although it is increasingly difficult to find appropriate attire for someone her size and strength.
http://www.thismutantlife.com/uberworld/morningstar1.jpg
MORNING STAR: Vija Gulbis
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/morningstar.htm)
Concept Energy Blaster Hair Colour Red
Nationality Latvian Eye Colour Brown
Place of Birth Riga, Latvia Height 1.74m
Date of Birth June 7, 1974 Weight 70kg
Background
The man in the designer suit and fashionable hair cut, sweated like a pig as he was held over the ledge of the thirteenth-storey window. He spluttered something about not being responsible, about just filling demand, but the woman in the leather coat simply stared at his red and puffy face. She tilted her head and let go of the man and he slipped precariously towards death, reaching out only at the last moment to grab a hold of her flailing coat.
The coat held as his body gently bounced against the wall of the skyscraper.
"...please..?"
Vija Gulbis had not expected to find out the secrets of the Marcello toxic dump, but she had to search all avenues. This man, although he was extremely rich and the CEO of a mega-corporation, knew next to nothing. He was a bit player. She turned away, and in that movement her body glowed suddenly until it burst into an intense heat field. The man's fingers, clutching so desperately to her coat, were burnt and he instinctively let go and plummeted to his death.
Vija gestured around the room and it burst into flames.
In the basement carpark, she met Breeze, Starfish and Diamond Crusader: the rest of the Elementals.
Vija had handpicked them over the years to form a powerful, relentless force of vengeance. To seek out those who would poison or exploit the earth, and to deliver swift and merciless punishment to them. It was inevitably men who had corrupted the earth, and Vija knew from experience as a trade unionist in Latvia, that men were drawn to power, but were never able to master it.
She was different. She held power within herself: the power of the sun; and she was not concerned with holding it, but unleashing it upon the corrupt and greedy. As Morningstar she was a force of nature, leading the Elementals against Earth's tormentors.
Personality
Vija has complete faith in her role as vengeance-seeker. She believes that men are fools, and easily corrupted by power and greed, whether they be multimillionaire industrialist or beggars on the streets. It is not surprising that she has had some history with abusive men, but like most other things in her life before the Elementals, Vija remains silent on the specifics. She is systematic in her plans to destroy globalisation, and plans her targets well, never letting passions intervene when cold tactics are required.
She is an effective leader and cares for the welfare of her team mates, something she seems to lack when it comes to the general populace.
Quote
“I am here to cleanse the world of scum like you.”
Powers
Morning Star is able to generate a field of intense heat around her body which is capable of combusting materials in her area, as well as being focussed into a projective heat wave. She complements these abilities with a highly trained knife fighting technique making her a capable hand to hand combatant.
Appearance
Vija is a stern looking woman with short reddish-orange hair and piercing brown eyes which often seem more black than brown. She favours severe clothing, especially leather, and her Morning Star costume involves a long black leather jacket over a red leather corset and steel grey pants, as well as high black boots and a black leather choker. She also wears a short scabbard on her belt for her thick bladed knife.
http://www.thismutantlife.com/uberworld/starfish1.jpg
STARFISH: Maris Denahbi
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/starfish.htm)
Concept Martial Artist Hair Colour Dark Green
Nationality Atlantean (Pacific) Eye Colour Yellow
Place of Birth Reef City, Pacific Ocean Height 1.8m
Date of Birth August 8, 1970 Weight 73kg
Background
Maris Denahbi was already a trained killer by the time she reached adulthood, having been working for the nefarious Tien-Hou, a self-styled goddess with a band of assassin-cultists at her command. Denahbi had been convinced that Tien-Hou was right about the coming apocalypse, but when her entire family were killed along with other settlers of the Pacifica Commune, Denahbi had to reassess her life.
Surface dwellers had poisoned the waters around Pacifica, flooding it with waste and radiation. Tien-Hou had warned of impending doom, but Denahbi could now see that the world was dying because of the humans. She left the cultists and began to train herself for retribution against the corporations and governments who had poisoned her family.
When she successfully destroyed three oil rigs in the Persian Gulf, Denahbi caught the attention of Five Pillars. At last she was able to pit her talents and anger against the so-called uberhumans. The battle was fierce, but Denahbi was outnumbered and forced to retreat, nursing a broken arm and damaged pride. She wasn't sure how to bring about the destruction of the humans, but when Morningstar called her in a public display of destruction, torching an oil tanker in the Straits of Malacca, Denahbi realised that she wasn't the only ones to hate the surface dwellers.
Morningstar and others like her were just as determined to rid the world of polluters and dismantle the dangerous web of globalisation. Denahbi joined Morningstar's neophyte band of Elementals as Starfish, and has not looked back. The longer she stays in the company of the other women, the more she realises that Atlantis also shares some of the faults of human society.
Personality
Starfish is bitter about losing her family to surface-dwellers, but she is also bitter about her involvement in the cult of Tien-Hou. She hates being used as a tool, and can sometimes be moody if she feels that others are manipulating her. As a trained killer, she exudes a sense of uncompromising danger. She has been known to kill for no other reason than to shut someone up, and she is able to kill quickly so those who annoy her rarely get a chance to apologise.
Quote
“How many times do we have to hear them beg? Can't you just kill them quickly... before they dribble.”
Powers
Starfish is an Atlantean, able to survive in and out of water, as well as being stronger, more durable and able to live longer than humans. Atlanteans are able to see in the dark and survive in the deepest recesses of the world's oceans. In addition to her Atlantean heritage, Starfish is also a trained killer, and is able to use her superhuman strength to render bone as if it were straw.
Appearance
Like all Atlanteans, Starfish has slightly green skin, thick seaweed-like green hair and webbed toes and fingers. Atlantean's heads are fish-like, with thick-lipped mouths and gills at their necks. Starfish wears a dark costume with a pink zipper attached to a yellow star. She also carries an Atlantean death blade. When she is out of costume, Starfish wears a variety of clothing from hard coral-like bikinis to regular surface-sweller clothing.
synergy
Jan 24th, '06, 03:12 AM
Hi,
Here is Fuchi-no-Kuroi (Dark Pool), a ninja clan who specialize in technological espionage. Art by Ben (Tribe), Zen Fairborn, and KL Wilson.
Neil
http://www.members.optusnet.com.au/uberworld/fuchinokuroilogo.jpghttp://www.thismutantlife.com/uberworld/fuchinokuroilogo.jpg (http://www.thismutantlife.com/uberworld/fuchinokuroi.htm)
Background:
Fuchi-no-Kuroi traces its roots to the Tokai ninja clan that dominated the southern part of Japan until the Tokugawa Shogunate. In 1956, a man known only as Tokai Ichiro left his position at Oshiro Electronics and gathered to him other members of the Tokai clan.
Japan was becoming a dominant force in worldwide manufacturing. A booming democracy, no longer were there strict controls on certain groups. The Tokai went back to their heritage and established the Fuchi-no-Kuroi, or Dark Pool, ninja clan. Tokai Ichiro stressed the importance of technology to the clan. He himself was suffering from both emphysema and diabetes and had replaced parts of his body with transistor electronic-mechanical components.
Conflict fueled the coffers of the Dark Pool. The cold war and other political upheaval around the world brought in contracts. Information was sold dearly and the Tokai had always been good at obtaining information. The new electronics only helped this.
The end of the Cold War marked another era. This was the era in which the Dark Pool clan would begin its rise to prominence. The iron hand of communist rule loosened, ethnic and religious strife ensued in Eastern Europe as well as in other nations that had allied themselves with the Soviet Union. Satellite technology made possible better worldwide communications and surveillance. And then, the internet came into being.
It is an information age now. And technology has allowed a small, minor ninja clan to become the first mercenary group that people contact when they need information or when they need to gain access to electronically guarded targets.
Tokai Ichiro is the clan chief. Known now as Cyber-One has replace most of his limbs and organs with cybernetic parts which are far superior to the transistor and hydraulics systems that he originally used. The ninja of the clan are known as Mitsugo, or Secret Whispers, as they are expert in computer technology and electronic security systems. Fuchi-no-Kuroi can not recruit and train ninja quickly enough to carry out all the contracts that are forwarded to them, so they supplement the Mitsugo with Haganeiro ninja robots. Finally, a Mitsugo was found to have powers derived from his ubergene. E-Space can interact with the electronic world of cyberspace just as well as the physical world, and can 'inhabit' any machine that has a computer chip in it.
http://www.members.optusnet.com.au/dawnstars/cyberone1.jpghttp://www.thismutantlife.com/uberworld/cyberone1.jpgCyber-One
Background
Tokai Ichiro was born to a poor family. His father worked long hours at an automobile factory; his mother did the same at a tea house. They earned enough to put their only son through college. When he graduated with a degree in engineering and vowed that he would not be poor.
When his father died of a heart attack, Ichiro opened a box that his father had kept hidden in a closet. That was when he learned of his ancestry. He had always assumed that his family, like many others had made the transition from poor, hardworking farmers to poor, hardworking industrial laborers during the Meiji rein. Instead, his family's history was very different than the norm. They were descended from ninja. Specifically, he was the direct descendent of the master of the Tokai ninja clan of southern Japan.
Having acrued a small fortune, Ichiro left his job at Oshiro Electronics and began researching. Within a few years, he had found several descendents of Tokai clan families of which twenty six were both physically fit and psychologically willing to renew the clan. Many of the new clan, which called themselves Fuchi-no-Kuroi (Dark Pool), had some knowledge in technology. So the clan naturally gravitated towards technological espionage. They immediately began training themselves and their children in the dark art of taijutsu; some knowledge had been passed on through the generations of Tokai families, other knowledge recovered from scrolls within the box Ichiro's father hid.
The driving force, Tokai Ichiro, assumed the position of ninja master. He guided the clan by taking contracts and ensuring their completion, but soon he found that his lifestyle had taken a toll on his body. Battle damage weakened his limbs while emphysema and diabetes degraded his internal organs.
Slowly, he stole or purchased bionic parts to replace his organic limbs and organs. As technology progressed, so too were the limits of the parts expanded. Today, he is the powerful cyberninja, Cyber One.
Personality
Money has kept the Dark Pool Ninja Clan alive and thriving. Tokai Ichiro ensures that this lifeline keeps coming in. At the same time, he feels himself indispensible for Dark Pool and hence places a large amount of importance on his own survival and freedom.
Powers
Because of cybernetics the ninja master is stronger and faster than he ever was as a natural human. Cyber One has an array of cybernetic equipment that enhances his taijutsu skills and a mini-fusion generator to power it all.
Appearance
Ichiro would otherwise be an old man by now, but he has periodically rejuvenated his limbs and organs by replacement with cybernetic parts. Most of his body is metallic and appears robotic. With a shaven head and age-lined face, only his head appears human.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/cyberone.htm)
http://www.members.optusnet.com.au/dawnstars/espace1.jpghttp://www.thismutantlife.com/uberworld/espace1.jpgeSpace
Background
Jizaburo Fuchiyama was a young boy enamored with the mistaken and idealized image of ninja. He was also an avid computer gamer. Online playing Master of the Shadow IV, his online avatar, Dark Warrior, had found a rich treasure and was zig-zagging back to the town to put it in the bank. But not being a very good computer gamer, Jizaburo's avatar was still of a low level and he had stumbled upon someone else's treasure that was gained from slaying a powerful monster. Dark Warrior was tracked down and found by the group of three high level avatars who had earned the treasure.
In the middle of the one-sided battle, Jizaburo had an extremely tortuous headache. And, when he opened his eyes again, he wondered if he was unconscious and dreaming. The landscape above which he flew was surreal. It seemed as if he were traveling through a pipe that branched frequently, and occasionally grew larger or smaller. All about him were sparkles that were in strings - the strings zipping through the pipe going in either the same or the opposite direction. He took a turn and then reached a glowing wall that opened briefly and allowed him through. Then he was into an enormous tube with not sparkling strings, but a pulsing river of brilliance that moved alternately one way and then the opposite way. It sucked him in and he felt... wonderful... wonderful and powerful. He flew through the stream despite its pulsatile flow and then went out another gate. That was enough. He decided that he wanted to wake up.
And he did. The headache this time was less painful and quicker. This time when he opened his eyes, he found himself leaning on a traffic signal. He still was in Japan, but from the signs, it seemed like he was several blocks away from home.
It took Jizaburo several months to learn how to control his strange and enjoyable powers. At first he just used them to alter points for his avatar in Master of the Shadow IV and then in other games. It was fun for a short time, then he became bored. He went on a crime spree, stealing electronic money then stealing real money using his abilities to bypass security measure. But eventually he was caught by Moon Warrior, Sunshine, and Hawk Rider II of the superhero team, House Hiuma.
His trial was held in a specially insulated room with battery powered lights. It seemed certain that he would be sent to a special prison. That was when Cyber One and a team of Dark Pool ninja broke into the room and took Jizaburo with them. Jizaburo has achieved his dream of becoming a ninja and the Dark Pool clan has attained an ideal ninja for their espionage missions.
Personality
Jizaburo lives to surf the internet. He is an information junkie, but never really uses the information for anything other than satisfying his thirst for web surfing. As a member of the Dark Pool ninja clan, he enjoys the thrill of the hunt - the hunt for restricted data, but detests combat.
Powers
eSpace is an uber with the ability to perceive electrical signals and rapidly decipher electronic data. He can alter his form from that of a physically tangible human being to electronic data. As electronic data he can travel via wire or even inhabit the body of an electrically-powered or electronically-controlled machine. All but immune to electricity, he is vulnerable to most other attacks and, in fact, must frequently recharge himself with electrical current. In most instances, he will grab data and run, but if he gets into a difficult situation, he will use his powers to use machines to aid his escape.
Appearance
eSpace wears a typical black ninja igabakama. He would look like any other ninja but for the electric green lines that are scattered about his ninja suit that sometimes seeming to cross over each other, at other times running parallel. In leisure time, he appears to be a young Japanese man wearing jeans, sandals, and a T-shirt that bears the logo of some computer game.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/espace.htm)
http://www.members.optusnet.com.au/dawnstars/mitsugo1.jpghttp://www.thismutantlife.com/uberworld/mitsugo1.jpgMitsugo Ninja agents
Background
The Dark Pool has specialized in technological espionage. Their human component is the Mitsugo, or Secret Whispers, ninja who are adept at all manner of electronic and computer manipulations from data theft to security system conversion.
Personality
Raised from birth to become experts espionage agents, the Mitsugo ninja are efficient and extremely mission oriented. Although they avoid combat and pride themselves at making 'clean' missions, they are willing to die for the success of the mission.
Powers
These ninja are trained primarily for espionage. They generally avoid combat, but can use their assortment of technoninja equipment or their taijutsu if drawn into a battle. Otherwise they leave the rough stuff to the Haganeiro ninjabots.
Appearance
The Mitsugo ninja wear traditional ninja suit (igabakama), but with a black and gray urban camouflage pattern. Their bodies are completely covered except for their eyes; their feet are covered by ninja tabi. These ninja also wear harnesses studded with EMP and Seeking Shuriken. Their belt holds a Hackercomp and pouches with deadly transdermal patches.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/mitsugo.htm)
http://www.members.optusnet.com.au/dawnstars/haganeiro1.jpghttp://www.thismutantlife.com/uberworld/haganeiro1.jpgHaganeiro Ninjabot agents
Background
With the diminishing numbers of human ninja, the Dark Pool obtained a large number of cutting edge robots. The Hageneiro (Blue Steel) ninjabots were specifically created to handle the task of combat while the Mitsugo carry out the espionage missions. Typically, four Haganeiro are commanded by each Mitsugo during a mission.
Personality
With limited AI capabilities, the Haganeiro are geared primarily for stealth and combat. They have little personality otherwise and have no qualms about killing anyone aside from other members of the Dark Pool.
Powers
The Haganeiro ninjabots are constructed of tough blue steel alloy and equipped with high efficiency piezo-electric motors. Difficult for normal humans to stop (with or without weapons), they are rather fragile to superhumans. In the latter case, they will fight defensively and make use of numbers. Offensively, they use an assortment of taijutsu attacks as well as their enhanced leaping abilities.
Appearance
Sleek and deadly, the Haganeiro ninjabots look like blue steel skeletal anthropoid framework with the head wear of a ninja. They rarely stand upright, ready to react they usually are in a high crouch and might remind their opponents of blue praying mantises.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/haganeiro.htm)
synergy
Jan 26th, '06, 03:23 AM
Here are a clan of assassins operating out of the forests of China. They are:
Master Hu, known as Master Spider
Shadowspinner - evil 'twin' of the Immortals' Dog; and his shadow assassins
The Spider's Fangs - assassin agents
Art by Ben (Tribe)
Neil
Crimson Spider Lin Kueihttp://www.thismutantlife.com/uberworld/crimsonspiderlogo.jpg (http://www.thismutantlife.com/uberworld/crimsonspiderlinkuei.htm)
The Crimson Spider Lin Kuei was founded by an aspiring and ambitious student of one of the top Kung Fu masters in China. To avenge the humiliation that he suffered, he practiced long and hard at techniques that were stealthy and deadly. After slaying the master and the majority of the students of the school, the founder established his own school dedicated to the art of assassination.
The first of such schools, followers of the Crimson Spider school worked hard at eliminating competition. By the end of the 19th century, the Crimson Spider was the only lin kuei clan. However, at the same time, competition from other assassin and mercenary organizations began to increase.
For the past half century, Crimson Spider has had at least one uber as part of the clan. The uber, at this time, Shadowspinner, is selected for abilities that make for super-assassins and raised from childhood as part of the clan.
http://www.members.optusnet.com.au/dawnstars/masterspider1.jpghttp://www.thismutantlife.com/uberworld/masterspider1.jpgMaster Spider
Background
Hu Sei was an accomplished Lin Kuei of the Spider's Fang. He was one of the top three students of the clan when the thirty second Master Spider died of a heart attack.
Following the Rites of Leadership, a tome centuries old written by the Founder of the Crimson Spider, the Contest ensued. The three who qualified to become the thirty-third Master Spider set about their self-given missions - each to assassinate a powerful enemy of the Clan.
Upon his return from the assassination of an uber called Golden Dragon who was working for the Red Army, Sei was ambushed by his chief rival, who had himself failed his assassination mission. The two battled high above the Yellow River's Lung Fung Gorge.
While his rival was the more wily of the two, Sei was by far the better at the basics of An Ch'i. And eventually, he struck his opponent in the temple with a thrown coin, giving him a concussion.
Hu Sei has been Master Spider for the past thirty years and has been both a knowledgeable teacher and a wise master.
Personality
Master Spider brooks no disobedience or dishonor from his students of the Crimson Spider Lin Kuei. He will not harshly punish failure in a mission, but will be certain that a student has learned from his mistakes before giving him or her another mission. He rarely is seen excited even when he is elated or severely disappointed.
Powers
Although age is beginning to slow him down, Master Spider is still the most knowledgeable expert at An Ch'i and Lin Kuei. However, as with many other masters of Chinese martial arts, he will usually let his underlings take care of things. His primary role is as a planner, governor, and teacher.
Appearance
An old man of small stature, Master Spider has an air of both defiance and calm. He wears a simple faded red loose long pants, a white robe, and sandals.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/masterspider.htm)
http://www.members.optusnet.com.au/dawnstars/shadowspinner1.jpghttp://www.thismutantlife.com/uberworld/shadowspinner1.jpgShadowspinner
Background
Jiang Bai's shadow control powers became evident early in his life. The Crimson Spider Lin Kuei found out about this, slew his parents, and adopted him into their clan. His powers worked well with his assassin training allowing Shadowspinner to be one of the most feared assassins in the world.
On a mission to assassinate a wealthy industrialist, Shadowspinner found himself in the middle of a golf course on a cloudy day. With no other source of shadow, he attempted to form a shadow assassin out of his own shadow.
But being so closely connected with the shadow, Bai found himself splitting in twain. He wrestled to merge the duplicates of himself back together, but to no avail. One of the pair was more sinister than the original Bai, the other less so. In an effort to preserve its integrity the 'better' Bai opened up a door to the shadow dimension and fled. The 'more evil' Bai found that it had lost the power to enter the shadow dimension and, thus, could not pursue his twin.
This Bai remained a part of the Crimson Spider - still one of the most feared assassins in the world. The other Bai wavered between doing things for himself and doing things to help others. When the Immortals were re-formed, he joined as Dog.
Personality
A loyal member of the Crimson Spider, Shadowspinner is a vile assassin. He is a sarcastic smart aleck with a biting wit and he lives for the kill. After having split himself (and weakened himself) once he avoids using his own shadow as a source for Shadow Assassins.
Powers
Shadowspinner is an expert at An Ch'i and Lin Kuei. That he can manipulate shadows makes him an incredibly effective assassin. He can create a web of shadow to ensnare his victims and he can create shadow assassins to slay them. Bai Shadowspinner's access to the Shadow Dimension is a lot more limited than Bai Dog's, but he can still travel short distances through shadow.
Appearance
Shadowspinner wears typical Crimson Spider Lin Kuei garb - loose fitting deep crimson coveralls with a spider symbol on the left breast and a black veil covering the nose and mouth. To stand out, Shadowspinner also wears a short black cloak, and, instead of crimson, he has black gloves and boots.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/shadowspinner.htm)
http://www.members.optusnet.com.au/dawnstars/shadowassassin1.jpghttp://www.thismutantlife.com/uberworld/shadowassassin1.jpgShadow Assassins
Background
Shadowspinner is able to manipulate shadows and cause them to take a three-dimensional form that he calls his Shadow Assassins.
Personality
While the Shadow Assassins are loyal to Shadowspinner, they often balk at targets if they might be exposed to light.
Powers
Made of shadow, they are difficult to kill. Their main vulnerability is to light of nearly all sorts. When attacked by light, they are rather fragile.
Appearance
They look like nearly featureless, but three-dimensional shadows.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/shadowassassin.htm)
http://www.members.optusnet.com.au/dawnstars/spidersfangs1.jpghttp://www.thismutantlife.com/uberworld/spidersfangs1.jpgSpider's Fangs
Background
The Spider's Fangs are students of Crimson Spider Lin Kuei raised from early teens with rigorous training. Their loyalty to their clan and their art is unwavering and they are prepared to die to complete their missions of death.
Personality
Serious practictioners in the art of killing, the Spider's Fangs do not partake in frivolity. In combat, they are often quiet except for an occasional shout when they might focus their Ch'i in a violent manner.
Powers
The Spider's Fangs lin kuei are knowledgeable in the art of An Ch'i. The Crimson Spider An Ch'i is similar to Kung Fu in many ways, but also has some techniques for throwing of nearly any object to deadly effect. In some instances, a Spider's Fang assassin will dip the object in a vial of poison before throwing it.
Appearance
They wear typical Crimson Spider Lin Kuei garb - loose fitting deep crimson coveralls with a spider symbol on the left breast and a black veil covering the nose and mouth. Their heads are shaven except for a long queue tail.
Click Here for the Character Sheet (http://www.members.optusnet.com.au/dawnstars/spidersfangs.htm)
Vanguard00
Jan 29th, '06, 11:11 PM
Didja know yer site is down?
tribe
Jan 31st, '06, 01:25 AM
It's a case of Bad Luck Comes To Town, I'm afraid.
I moved house from a small town to the country, which led to me losing Broadband and having to run with Dial Up.
So I lost my email addresses and website.
Then bushfires threatened my new house.
Then I found out that the new website space I was allocated wouldn't be enough to host the Uberworld, and I decided to get a domain name and bigger space.
So Uberworld is still here, but at a different 'here'.
The new address is:
http://www.thismutantlife.com/uberworld/
I am still bringing all of the files on line, but it's mostly done. We will still launch the This Mutant Life campaign around February 14th as originally planned.
And I'll fix up the images on this thread once everything's up and running again.
Thanks for your patience - and thanks for noticing the site was down Vanguard00!
Basil
Jan 31st, '06, 11:47 PM
BTW, just a little heads-up: the page with the teams (http://www.thismutantlife.com/uberworld/characters.htm), has some problems with the "Operational Area" column. Some of those have got to be wrong.
Thought you'd like to know so you can fix it. :)
Vanguard00
Feb 1st, '06, 11:52 AM
Thanks for your patience - and thanks for noticing the site was down Vanguard00!
I like the site. The premise, the extensive characters...y'all got a good thing goin'. If I had my **** together I'd see about getting in on another PBEM.
tribe
Feb 1st, '06, 12:47 PM
BTW, just a little heads-up: the page with the teams (http://www.thismutantlife.com/uberworld/characters.htm), has some problems with the "Operational Area" column. Some of those have got to be wrong.
Thought you'd like to know so you can fix it. :)
What do you mean about it being wrong?
The operational area represents the continents that the team is generally active in. I think they should be right. :confused:
Can you let me know which ones seem out of place?
Thanks!
tribe
Feb 1st, '06, 12:50 PM
I like the site. The premise, the extensive characters...y'all got a good thing goin'. If I had my **** together I'd see about getting in on another PBEM.
Take your time.
I think we'll have about four campaigns running fairly shortly (first ones starting in a fortnight) and the short-lived ones (Serendipity) should be sprouting up every couple of months.
Okay, that's optimistic, but could be possible.
Depends on GM interest, really. There are a lot of people telling us that they would think about running a game in Uberworld, but we'll see how many actually get started.
Stay tuned!
Basil
Feb 1st, '06, 02:53 PM
What do you mean about it being wrong?
The operational area represents the continents that the team is generally active in. I think they should be right. :confused:
Can you let me know which ones seem out of place?
Thanks!
Well, once that page is back up I'll give you specific examples....
I remember, though, some teams with one person each in 3 or 4 continents, and the rest of the team in yet another continent, even though the description had the team working on just one continent. That and a few people whose names clearly belonged on continent A, said to be working on continent B (and, IIRC, one team with both the above problems).
As I said, I can't be specific until the page is back up. :(
EDIT: OK, the problem was due to my error; when I first put up the link I goofed and made the closing parenthesis part of the link, and when I came back to the thread I clicked on my own malformed link. It's fixed now.
Sorry about that! :o
tribe
Feb 1st, '06, 05:33 PM
Well, once that page is back up I'll give you specific examples....
I remember, though, some teams with one person each in 3 or 4 continents, and the rest of the team in yet another continent, even though the description had the team working on just one continent. That and a few people whose names clearly belonged on continent A, said to be working on continent B (and, IIRC, one team with both the above problems).
As I said, I can't be specific until the page is back up. :(
The page should be here (http://www.thismutantlife.com/uberworld/characters.htm).
Still unsure about the ones that you've seen, but boy am I interested now. :D
The International House Of Crime is a team which covers all continents (apart from Antarctica) but its individual members don't really cross over. For example, Vinchuca is based in South America and wouldn't be seen in Australia.
Anyway, let me know.
Cheers
tribe
Feb 1st, '06, 05:38 PM
Actually Mad Dog Morgan (a friend of Bloody Mary) should be listed as operating in Europe.
I'll hopefully fix that.
Thanks
Basil
Feb 1st, '06, 08:56 PM
The page should be here (http://www.thismutantlife.com/uberworld/characters.htm).
See my edit to the earlier post. Problem was I mis-configured the link, then used it myself w/o noticing the goof.
Still unsure about the ones that you've seen, but boy am I interested now. :D
The International House Of Crime is a team which covers all continents (apart from Antarctica) but its individual members don't really cross over. For example, Vinchuca is based in South America and wouldn't be seen in Australia.
Anyway, let me know.
Cheers
OK, here's my quick notes made as I ran through the teams. A bit of explanation, first.
When I say "slot" I mean a row, following an entry in the "Operational Area" column. Thus, an empty "slot" is where there's an "Op. Area" with no-one assigned to it.
Some of what follows are actual errors (like empty "slots"), others are where I'm bemused by someone being assigned to somewhere. I understand that some of your supers have moved away from wherever they came from, yet have kept a name appropriate to their place of origin. However, there are some in situations where it might be that an entry was put in the "Operational Area" column by error. In those cases, I've asked if an entry is meant to be as it is.
I want to reasure you I'm not trying to play "I know better than you," or "you need my help to sort out your mess." I'm honestly trying to help you by pointing out what I believe are, or suspect might be, minor, inadvertant slips. I hope this is helpful to you.
One last thing; the following is hastily written. ;)
07-734: Why are 6 continents listed, when there's only one person?
Brotherhood: Why is the team leader in Africa when the other 5 are in Europe?
Cabala specifically refers to Israelis, not Jews. So, why is only one of the six in Asia, and why is the team leader in North America? Further, the only Hebrew name (as contrasted to Anglicized Hebrew or Yidishized Hebrew) is Merkava, who's in North America; that's odd to put it mildly.
Crimson Spider has one each in 3 continents. Also, 6 continents in table, even though 3 are blank.
Dirty Deeds: Kali in Australia? Kage Mushi in Europe?
Elementals have "slots" for North and South America, but nobody in them.
Empire: Only one in Europe, and half the team is in North America.
Evol Khan: why a "slot" for Australia?
Fatwa: the leader is in Europe?
Five Pillars: more than half the team is in Europe, and the only one in Asia has a name in English.
Fuchi-no-Kuroi: the only two with Japanese names are in Europe and North America.
Hit & Run has a "slot" for South America.
The Hunt is supposed to be based in west Africa, yet only one of the five live there, and he's not the leader. As well, the one in Europe and the three in North America have the names of African animals.
International House of Crime: the African's name means "North".The Asian is named after a Greek God. Shamrock is in South America.
Iron Maiden: Why the other 5 continents?
Kinder der Zukunft: Why German names outside Europe? Also, three unused "slots".
Marauding Tide is Indonesian, yet 4 of its 5 members are in Australia.
Why is Motte said to be in North America?
Paradise has two unused "slots".
Ruin: Why is San Andreas assigned to Australia? Tunguska to North America? El Nino to Africa? Vesuvius to South America?
Sage: Why is Sandeep Gupta assigned to Europe? James Running Bear to South America?
School has 5 extra "slots". Also, why Africa? Sounds more like "Oceans".
Sons of Set has only one of its five in Africa, the rest in Europe (and all of them with distinctly Egyptian names)
Southern Knights: why nobody in New Zealand? Or by "Australia" do you mean Oceania?
TITAN: same problem as with Motte as above. Also, should Sterling be in North America?
The Zodiac Agency has an extra "slot"
Why does "Minor League Asia" have a "slot" for Australia?
tribe
Feb 2nd, '06, 01:51 AM
Thanks for the observations Basil.
First up, I haven't been really clear about how the teams are set up.
The column detailing the Areas of Operation refer to the whole team, and are listed alphabeticallly.
So a team which operates in Africa and Europe, would list Africa in the first row and then Europe in the second.
The next column details the members alphabetically, but doesn't have any real connection with the Area of Operation column. It's just the way I've set them up - listing them alphabetically.
07-734 has six continents listed because he is such a nasty piece of work that he travels all over the world trying to liberate the robots/machines from the humans.
The Brotherhood is based in Europe, but does dip into Africa as the need arises.
Cabala specifically refers to Israelis, not Jews. So, why is only one of the six in Asia, and why is the team leader in North America? Further, the only Hebrew name (as contrasted to Anglicized Hebrew or Yidishized Hebrew) is Merkava, who's in North America; that's odd to put it mildly.
Cabala is based in Israel but has been known to operate in the other areas, usually hunting down Nazi criminals or protecting Israeli interests. Sorry about the name problem. Do you think you could offer some more Hebrew translations for us? That'd be great.
Dirty Deeds: Kali in Australia? Kage Mushi in Europe?
Yep, this is the interpretation problem. The team operate across the globe, and they aren't limited to the area that is next to them in the same row.
Evol Khan: why a "slot" for Australia?
He's based in Singapore but will be exerting his power south into Australia.
Iron Maiden: Why the other 5 continents?
She hires herself out to anyone no matter which country they are in. She has a lot of bank accounts. :thumbup:
School has 5 extra "slots". Also, why Africa? Sounds more like "Oceans".
Yeah it's more a case of coasts of Africa (and the rest of the continents).
Southern Knights: why nobody in New Zealand? Or by "Australia" do you mean Oceania?
I listed Australia because it's a continent, but it will include Oceania too. And don't worry, my wife's a New Zealander (and our kids are halfies!) so she's given me grief for doing that too. :idjit:
Why does "Minor League Asia" have a "slot" for Australia?
:rolleyes:
I kind of lost of the image for Minor League Australia, so I lumped it in with Asia for the time being. I'll get to fixing that up soon.
So hopefully the idea that the two columns: Area of Operations and Members aren't connected literally will help clear up the confusion. It's more a case of reading down rather than across.
You've obviously spent a lot of time on the website so thanks heaps for that, and I really appreciate your comments and observations. We're new, of course, so any comments would be great. I hope I've answered some of your questions, and I reckon once I've fixed up the links on the current site I'll go back and make those changes (Oceania for one!)
Cheers
:thumbup:
tribe
Feb 2nd, '06, 06:40 PM
Here is Empire: a team based in Britain, and determined to bring about the return of the British Empire. They began life as a kind of teenage superhero club known as the Empire Club, but as they grew up and times got less optimistic, things turned darker.
They are led by Big Ben and Lady Lancelot II. The rest of the team is a collection of off-kilter patriots, cold blooded killers and opportunists.
http://www.thismutantlife.com/uberworld/bigben1.jpg
BIG BEN: Garnet Croxley
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/bigben.htm)
Concept Brick / Metamorph Hair Colour Brown
Nationality British Eye Colour Green
Place of Birth Dinnington, Yorkshire, UK Height 1.92m (31m)
Date of Birth November 18, 1977 Weight 88kg (360,448kg)
Background
Garnet Croxley is British through-and-through, and has been a staunch supporter of the British Empire since his school days where his outspoken admiration for 'the good old days' led to his teachers and peers ridiculing him. He was undaunted, knowing that the Old Empire had been gradually chipped away through the progress of other nations and so-called notions of independence. Garnet knew that the unity of the Empire was what would bring about world peace. When his body began changing during adolescence he realised he had been given a chance to reunite the British Empire, that his role as hero would be a symbolic reminder of the strength in the old system.
He joined The Empire Club, which was a fledgling British 'super hero club' for teenagers. His views were mostly laughed-off by his laid-back team mates, but Turquine listened to his rhetoric and together the two heroes began to envision a world where the Union Jack flew across the continents again. When The Empire Club disbanded in the late 1990s, Big Ben and Turquine started their own group: Empire.
Things turned darker for Garnet when Turquine's mentor, Lady Lancelot, was killed by an Egyptian terrorist. He began to plan the return to a British Empire with more determination and less compassion, mirrored by the steely personality of the new Lady Lancelot - his former team mate Turquine. He recruited less-than-noble team mates such as Donegal Mist and Bailey: two known criminals. The actions of Empire were seen as bordering on terrorism, but Garnet was beyond caring what the tabloids thought.
Personality
Big Ben is a patriot, but his youthful idealism has made way for a gritty determination to bring about the Old Ways. He is methodical in his planning and dominates the tactical side of the team, although he does defer to Lady Lancelot II in the field. He really does believe that returning power to the British Empire will bring about a balance in the world. He is unfailingly supportive of the Royal Family and Britain, but has developed a hatred for the tabloid media and some more lawful superheroes who simply "don't get it".
Quote
“The time has never been more right for a return to the British Empire."
Powers
Big Ben is a 'Maximorph', able to draw upon extra mass to grow in size and strength, and also to shed mass as he reduces in size. He is able to manipulate other people and objects in a similar way, but not to such extremes. At his tallest, Big Ben stands at 31m. At his smallest he is 3cm. Big Ben is highly resistant to harm in his giant 'Clock Tower' form, as well as resistant to sensory attacks.
Appearance
Big Ben is impressive when he stands at 31m tall. He wears a black and blue armoured top with white pants. His head is covered by a black helmet-mask with a clock motif on the forehead.
Out of costume, Garnet usually wears stereotypically 'British' clothing such as tweed jackets and clothing featuring the Union Jack. He is an attractive man with something of an aristocratic bearing, particularly his voice which is deep and well-modulated.
http://www.thismutantlife.com/uberworld/ladylancelot1.jpg
LADY LANCELOT II: Dr Faith Covington
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/ladylancelot.htm)
Concept Powered Armour Hair Colour Light Brown
Nationality British Eye Colour Slate Grey
Place of Birth Manchester, United Kingdom Height 1.9m (2.1m)
Date of Birth April 8, 1977 Weight 78kg (512kg)
Background
Faith worked as a junior research assistant under the legendary Colonel Margaret Huff, one of Britain's top military scientists as well as the world famous superhero, Lady Lancelot. Faith was a prodigy and even though she was still a high school student, Colonel Huff took her under her wing in both her fields of expertise. Faith was at the forefront of military research and with the help of Huff's armour design, she was also the budding superhero known as Turquine. Lady Lancelot and Turquine became like mother and daughter, and through her mentor's encouragement Faith joined the teen superhero club known as the Empire Club where she met Big Ben. They were friends from the start and together they envisioned a world where the British Empire was as strong and protective as ever.
When Lady Lancelot was killed by Egyptian terrorists, Faith found herself adrift in confusion. She and Big Ben had formed the Empire group and she found herself growing more determined to wreak vengeance on those who would threaten her homeland and way of life. She began hunting criminals in the evenings, striking fear into the criminal underworld. She enjoyed their fear and over the years she has become fascinated by the powers of her armour and truly believes that Empire will be able to bring about a New Age for Britain.
Personality
Faith holds herself above all others, believing her training and education to be far superior to any she mixes with. Her military training has hardened her but she considers such hardness as a positive impact. She enjoys striking fear in others, particularly men, and has begun to show an increased confidence in openly defying the authorities.
On a deeper level, Faith truly misses her mentor, Colonel Huff. There is an emptiness that cannot be filled through a campaign of fear and intimidation, although Faith has no other option. She refuses to confront her weakness and prefers to hide herself in her work.
Quote
“We fight for honour and will not accept anything less than complete success.”
Powers
The Lady Lancelot Armour is at the forefront of Battlesuit design, once the prized weapon of the British military. Now in the hands of a wanted criminal, the military is actively seeking to return it to its proper place in defence of Britain. The Armour is composed of a titanium compound which provides great protection as well as flexibility. Offensive weaponry includes electron beams housed in the gauntlets, laser beams from the optic visor, a tractor beam and intense strobe light. Lady Lancelot also wields an energy sword capable of cutting through most materials as well as projecting energy over great distances, and a shield from her time as Turquine which provides additional protection in combat. The Armour is powered by cells located throughout the armour and weaponry. The Armour is also able to fly through the use of jet wings.
Faith is an accomplished weapons designer and has made her own adjustments to the Armour.
Appearance
Lady Lancelot is an imposing figure, standing over 2m tall and weighing 512kg. The Armour is dominated by a Union Jack symbol and the Shield of Turquine which is black and green with a star motif. The Armour itself is silver with green features, including extendable flight propulsion wings which, when ignited, become fiery energy wings. Lady Lancelot's energy sword, Joyeuse, is a simple black handle which can be ignited into a flaming sword.
Out of the Armour, Faith wears black military-issue jumpers and pants. She is attractive but has become so hardened as to disregard the need for any kind of fashion apart from serviceable fatigues. She is an imposing woman, even without the Armour, and stands at 1.9m tall.
http://www.thismutantlife.com/uberworld/bailey.jpg
BAILEY: Cricket Wilkinson
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/bailey.htm)
Bailey has already been detailed in the 'Motte and Bailey' entry, as he often works with his partner as well as participating in 'romps' with Empire and T.I.T.A.N. (a team which will be detailed in later entry).
http://www.thismutantlife.com/uberworld/colony1.jpg
COLONY: Dabinderjeet Virdi
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/colony.htm)
Concept Mentalist Hair Colour Black
Nationality British Eye Colour Dark Brown
Place of Birth London, United Kingdom Height 1.78m
Date of Birth December 6, 1983 Weight 65kg
Background
Dabin first ‘stepped’ into his father’s mind during a verbal sparring match over the tenets of their Sikh religion. He had begun seeing a goreh girl and his father wanted it stopped. Suddenly Dabin was able to see the threads of his father’s objections like fluorescent streams of light. He touched the streams and changed them, twisting arguments aside and pulling at more reasonable thoughts. Within seconds his father was supporting his son’s relationship, much to the shock of Dabin’s mother and sisters.
Dabin felt liberated with his newly discovered telepathy, but after months of freedom, he began to question the effects of his subtle manipulations. He found himself face to face with a portrait of Guru Singh, and even though he was determined to live his life free from religious constraints, he also realised that his family should be given the same freedom of choice. He vowed never to use his mind powers again without just cause.
The temptation grew however, and as he began to climb the ladder of promotion Dabin discovered that there was nothing his employers wouldn't give him. He quickly became vice-president of a medium-sized bank in London. Temptation grew and Dabin began to accumulate wealth on the side through legitimate and illegitimate means.
During his career Dabin has managed to secure a small fortune as well as the continued good services of a member of parliament and a senior police inspector. He sees his role within Empire as a means to an end, hoping to head the vast financial institutions which will dominate the new Empire.
Personality
Dabin is deceptive, even to his friends and team mates. He works for himself and his own goals which is predominantly for the gain of greater wealth and power. He is a seemingly well-educated, well-mannered young man and comes across as a very open and accommodating individual. He has a soft laugh backed by an stimulating sense of humour, and finds pleasure in conversation and the pursuit of knowledge. Underneath this facade, Dabin is cold and heartless.
Quote
“Your mind is a cess pool, sir. Might I suggest you clean it up, or I’ll clear it out.”
Powers
Dabin is a powerful telepath, although his powers are limited in their scope. His trademark ability is to ‘step inside’ other people’s minds and either examine their thoughts, or adjust them by diverting unnecessary thoughts and promoting the ones he wants. However, his most useful talent for Empire is his ability to enslave crowds of normal people to do his bidding.
Appearance
Dabin is an attractive, clean shaven Indian man. He favours conservative attire such as expensive suits, and rarely ever dresses-down. In costume he prefers a more vibrant look, favouring a purple armour with black chest protection and green highlights. He has intricate designs on his belt, wrists and neck.
http://www.thismutantlife.com/uberworld/donegalmist1.jpg
DONEGAL MIST: Dr. Sean Bateman
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/donegalmist.htm)
Concept Martial Artist Hair Colour Black
Nationality British (Irish) Eye Colour Dark Green
Place of Birth Armagh, Northern Ireland, UK Height 1.78m
Date of Birth October 29, 1970 Weight 64kg
Background
Dr Bateman found himself drowning in the Irish Sea after getting too close to an IRA operation, but instead of drowning he underwent a near-death transformation into a thick noxious mist which rose above the dark waves. He pulled himself together over several painstaking hours and when he had managed to reform his wandering mind there was one thought overriding all others: revenge.
That night spent drifting through the night air brought a change, almost as if something inside him had snapped. He became bitter and cruel. After killing the men who had dumped him into the water, Bateman returned home to his wife and children and killed them in their sleep: poisoning them with his very body which had now become a dark green mist. He sat in his cold house for two days until the authorities arrived.
Bateman fled Ireland and became Donegal Mist. He killed for money and fun, but after a year of bloodthirsty work across the continent he decided to return to the United Kingdom and take up his life again, moving to England and Oxford University. He had never been convicted of his family's murders and had not even been suspected, so he was free to start his life afresh as a weary widower. It did wonders for his career as a writer and poet and soon he was known amongst small circles as something of an 'Indy Poet'.
As a member of Empire, Donegal Mist serves as a scout and black ops agent not worried about getting his hands dirty. He has made a pact with Big Ben that when the Empire is re-established Donegal Mist will have control over Ireland. He enjoys dreams of that country, free from the wars and conflict and this fantasy fuels his poetry.
Personality
Dr Bateman is a poet with a beautiful soul, but he is also one of the most cold-blooded killers in Europe. He switches moods quickly, like the changing directions of the winds. He is often cruel and menacing but does so almost as an Irish stereotype: laughing and mocking in battle. The other members of Empire treat him with caution although Bailey has struck up a kind of friendship considering their previous criminal careers and their love of card games.
Quote
"Ye'll never land ye're blows on me, boy; but this bullet will pierce ye're brain."
Powers
Donegal Mist is able to transform his body into a thick noxious mist which allows him to pass unharmed in most situations. He is able to pass through solid objects, literally walking through walls like a ghost; as well as infusing the mist with poisons that murder slowly. He is an accomplished martial artist and gunman and has had several years experience as a world-class assassin.
Appearance
Donegal Mist is an Irishman. He wears a dark green cloak over brown trousers and a light green armoured shirt. He appears effete and harmless, but his eyes often betray a steel-like menace. In his mist form, Donegal Mist can appear as a ghost or as an insubstantial cloud of mist. He has shoulder length black hair and a pretentious moustache and goatee.
As a mild-mannered professor, Bateman appears drained of colour. His hair is not as showy as it is as Donegal Mist. His moustache is merely shabby and his clothes are mismatched and old. It is a costume of sorts, but his eyes remain cold and menacing and he seems to be laughing at people around him.
http://www.thismutantlife.com/uberworld/fabfour1.jpg
FAB FOUR: Janice Ferguson
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/fabfour.htm)
Concept Metamorph (Duplicator) Hair Colour Black
Nationality British Eye Colour Brown
Place of Birth Liverpool, United Kingdom Height 1.62m
Date of Birth March 7, 1985 Weight 50kg
Background
Janice Ferguson was never a popular girl so when she woke up one morning with three identical sisters she realised she had truly become a monster. She withdrew further into herself and almost disappeared altogether during her final years of high school until one day her school became the unwitting arena for a pitched battle between Empire and the local police. Janice found all four of her selves fighting back against the members of Empire, but when Bailey grabbed a hold of her she had something of an adolescent epiphany.
The handsome man had actually looked at her rather than through her. His smile seemed good natured, even though the world around her was literally coming down. Janice wasn't exactly sure what happened next but she ended up being invited to join Empire and much to her surprise she found she had accepted.
Although not a full-time member of the team, Janice has been regularly called upon to assist with major operations and she has never really questioned the ethics involved. Empire were her friends and she wouldn't jeopardise losing the first friends she had ever had.
Personality
Janice is a nerd. She loves computers and numbers, but not as much as her love for the Beatles. She has never really managed to fit in with her family or her society, so she views Empire through thick, rose-tinted glasses. They represent adventure and acceptance and their ideal new world seems like a place where Janice could at last find some kind of happiness.
Quote
"It's been a hard day's night..."
Powers
Fab Four is a duplicator: able to create four bodies which are identical. She is able to perform a variety of special movements with this power including rapid attacks where she creates and absorbs her multiple bodies. She can also run at extremely fast speeds by creating new bodies just ahead of her. Although she is still young, Janice appears to be something of a computer genius and with the right mentoring she may become quite accomplished.
Appearance
Janice wears thick, horn-rimmed glasses and tends to favour frumpy, daggy clothing. Her hair is cut in a bob, in her interpretation of the Beatles style. When on missions she wears a thick jumper with a 4 stitched on the front, under which she wears concealed kevlar armour.
http://www.thismutantlife.com/uberworld/riptide1.jpg
RIPTIDE: Harry Henty
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/riptide.htm)
Concept Speedster Hair Colour Brown
Nationality British Eye Colour Brown
Place of Birth Torquay, United Kingdom Height 1.78m
Date of Birth September 29, 1984 Weight 76kg
Background
There was nothing better in life than to hit the waves, soak up the sun and pick up some tourist babes, but when Harry Henty was caught in a rip off the coast of Spain his life seemed to flash before his eyes and it didn't fill in much time as he fought for his life. When he was dragged from the water by an invisible force which took control of the water around him, Harry found himself face to face with a blue haired uber called Seiche.
Harry disliked him the moment they met. There was something whiney in his voice and something weak in the way he stood and pronounced the end of the world. When Seiche told Harry that they both shared an active ubergene, Harry was impressed. Not so impressed that they shared something, but that he was an uber.
Cool.
Seiche had intended to recruit Harry into his team of nihilists, but Harry would have nothing of it. He was all for himself, sure, but didn't care about sharing his fun with some blue-haired pansy. Harry spat the invitation back in Seiche's face, and then the Swiss leader of Ruin lost his cool completely.
The water seemed to churn with fury.
Harry thought he was dead.
And he would have been if he hadn't shunted himself away, unconsciously activating his ubergene. He ploughed through the air at the speed of sound before barrelling into a field which slowed his descent. He was in France.
Cool.
He returned to England and started to use his powers to rob banks. It was small time, he knew, but the money was good and he managed to enjoy his life surfing during the day and being an uberhuman thief at night.
One night he met another young uber, Bailey, during a poker game. The two struck up a friendship and then decided to have some fun tearing up a part of London for the night. The fun lasted a few more weeks on and off before Bailey introduced Harry to some of his mates, and from that Harry became known as Riptide and officially joined the team of Empire - although he is the least active member, preferring to maintain his surfer lifestyle while he can.
Personality
Harry is a bully who likes to make himself feel good by putting others down. No one is better than him at anything, or if they are it's because they cheated or because of some other unfair element. He likes to think of himself as laid-back as the surfer stereotype but he is an intense and fiercely judgemental individual.
He and Bailey enjoy each other's company, but Harry grates on the other members of the team. He is not in the team for any kind of patriotic reason - it's just a place to hang out with his uber-mate, Bailey.
Quote
"Ooh-hoo, looks like you can't dodge my hurricane-blades after all."
Powers
Riptide is able to move at very very fast speeds, whether it be on the ground, in the air or in water. He is also able to manipulate the air around him to an extent, which he usually employs to generate a protective force field around him while he flies. He can also use the air to lift things off the ground, as well as generate intense wind storms which can be devastating.
His most deadly tactic is to hurl blades at targets and then employ his winds to hammer them home. The blades can kill with a single shot and can punch through thick metal.
Appearance
Harry Henty is a handsome, if egotistical, young man who has spent most of his post-schooling life at a beach. His skin is tanned and his hair is sun-bleached in parts. He wears a body armour which has the texture of a wetsuit, and silver shades. His smile is dazzling, but his voice is usually menacing and carries with it the true personality of Henty.
http://www.thismutantlife.com/uberworld/wildfire1.jpg
WILDFIRE: Ainsley Sinclair
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/wildfire.htm)
Concept Energy Blaster Hair Colour Red (Light Brown)
Nationality British Eye Colour Blue
Place of Birth Glasgow, Scotland, United Kingdom Height 1.7m
Date of Birth August 6, 1984 Weight 54kg
Background
Ainsley couldn't believe it when she was accepted into the Glasgow Fire Service after leaving high school, but within six months she had gone from protecting her home city from fires to being one of the major causes of fires in the region. She had developed her pyrokinetic powers and awakened her latent pyromania, which proved to be a deadly combination. After several weeks of rampant fire starting, Ainsley thought better of the situation and fled to London where she met up with Empire and decided she'd be better off with the protection of a group, especially one which seemed half-way like a hero group.
She enjoyed the company of other ubers and found it easy to relax into her new role as Wildfire. She is by far the most outspoken and dramatic of the team and revels in her party-girl image, although she does find Fab Four to be incredibly frustrating.
Personality
Wildfire is deliberately over the top and rude. Whatever she does, she does with dramatic flare which often makes her look insane, or at the very least antisocial. Sometimes she is quite 'nutso', especially when she is around fire, but normally she is just a bright spark of a girl who enjoys laughing at the world and enjoying her youth. She is friendly most of the times but can become quite catty if her mood swings. She is seen as the loudest and outgoing member of Empire and likes it that way. In fact she would go out of her way to sabotage anyone else who attempted to take that role from her.
Quote
“Hot times in the city tonight boys!"
Powers
Wildfire is a pyrokinetic, able to generate and control fires and heat. She relies heavily on aggressive uses of her power such as projected rolling waves of fire or explosive fireballs, but she is able to use her powers defensively as well, especially in absorbing heat and fire. She had the opportunity to become on of the greatest fire fighters but her pyromania made that untenable. Although she was an excellent fire fighter, she was too dangerous as a fire starter.
Appearance
Wildfire is a young girl who has developed a liking for leather and the punk chic. She has dyed her hair bright red and wears a lot of makeup. As Wildfire she wears an orange vest which is reinforced armour and black leather pants. She always wears a leather jacket and intimidating heavy knee-high boots which she calls her "sh*t-kickers".
Basil
Feb 2nd, '06, 09:23 PM
Thanks for the observations Basil.
First up, I haven't been really clear about how the teams are set up.
The column detailing the Areas of Operation refer to the whole team, and are listed alphabeticallly.
So a team which operates in Africa and Europe, would list Africa in the first row and then Europe in the second.
The next column details the members alphabetically, but doesn't have any real connection with the Area of Operation column. It's just the way I've set them up - listing them alphabetically.
Ah-ha! OK, that works. Thanks for the explanation. :)
{snip}
You've obviously spent a lot of time on the website so thanks heaps for that, and I really appreciate your comments and observations. We're new, of course, so any comments would be great. I hope I've answered some of your questions, and I reckon once I've fixed up the links on the current site I'll go back and make those changes (Oceania for one!)
Cheers
:thumbup:
OK.
I think, though, that I'm not the only one who'd be confused by the current setup. I'd recommend geting rid of the 'boxes' around the names of the continents, and turning the names of the members into a comma separated list rather than a vertical list like it now is. That way it's clearer the "Op Areas" don't apply to the members individually.
Or not, as you wish. :)
tribe
Feb 4th, '06, 04:43 AM
Ah-ha! OK, that works. Thanks for the explanation. :)
I think you're right that the characters page needs refinement. I'll take another look at it once we've finished up the current list of characters and tie up a few loose ends.
:o
Let me know if I forget though. Send some exclamation marks my way in a month. Things should settle down by then and we can remodel the page.
I think we'll also be adjusting the Everyman Skills Pacakge which appears on every character sheet, so that'll take a bit of time.
Now I'm rambling... sorry.
Back on with the show.... next up: Uber Force!
tribe
Feb 4th, '06, 04:59 AM
http://www.thismutantlife.com/uberworld/maxuber1.jpg
MAX UBER: Maximilian Schwarz
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/maxuber.htm)
Concept Brick Hair Colour Black
Nationality German-Austrian Dual Citizenship Eye Colour Blue
Place of Birth Vienna, Austria Height 1.9m
Date of Birth March 19, 1920 Weight 100kg
Background
One of the first uberhumans, Max Schwarz was conditioned by Nazi scientists in World War II and sent to fight battles as part of the Ubermensch. Towards the end of the War, Max and a number of others managed to realise the error of their ways and fought to overthrow the Nazis, starting with the Ubermensch themselves. A bloody battle ensued and of the original team of twelve, only four survived: Max and three of the Nazi members. When the Allies won the War, Max was taken to America and was held in custody for five years before being released in 1949. He spent several years with the Americans, but returned to West Germany in the late 1950s where he organised Uber Force, his chance at redeeming the image of German ubers. Uber Force endured a slow start before the Germans, and the world, warmed to their efforts, but after that, max and the team were instrumental in many Cold War missions.
Over the years, the team changed, but Max remained a constant. He took several sabbaticals, but was never away from Germany for more than a year at a time. After unification and the dismantling of the Berlin Wall, Uber Force was merged with their East German equivalents, East Guard. After several difficult years the team, now calling itself U-Force, seemed to be as strong as ever.
Max has been at the forefront of uberhuman issues since his return to Europe in the late 1950s. He is respected by the uberhuman and human communities and has spoken out on many issues, making him one of the most well known and public uberhumans of the current time.
Personality
Max Uber is one of the strongest people on the planet, and carries the burdens of the world on his shoulders. He considers himself something of a forefather for uberhumans, and knows he still has a lot to do in order to forgive himself for being associated with the Nazis. He is magnanimous, honourable and a paragon of virtue.
Quote
"You'd be surprised how often I've heard that same megalomaniacal line."
Powers
Max Uber is one of the most powerful beings on the planet as seems to be almost immortal, suggesting his potential has not yet been met. He is one of the strongest beings on the planet and is resistant to most forms of injury. He is able to fly at great speeds and has even been involved in several space missions.
Appearance
Max Uber is an impressive man. He is perpetually young and handsome, his dark hair wavy and thick and his eyes sparkling blue. He wears a patriotic uniform with the German colours, but when off-duty he tries to maintain a low profile and so prefers more reserved clothing.
http://www.thismutantlife.com/uberworld/immorta1.jpg
IMMORTA: Sibel Gunthor
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/immorta.htm)
Concept Mentalist Hair Colour Blonde
Nationality German Eye Colour Turquoise
Place of Birth Berlin, Germany Height 1.75m
Date of Birth March 28, 1974 Weight 60kg
Background
Sibel Gunthor was approached by government officials during an art exhibition, and asked to come in for questioning over suspected telepathic activity. She had always been a low-level telepath, but the crimes she had been accused of perpetrating were well beyond her. While the officials quickly realised she was not involved, Sibel volunteered to help track down the real culprit. The case was resolved with the assistance of Sibel and the German uberhuman team, Uber Force. Sibel was invited to join and she accepted, going on to become one of the most powerful members of the U-Force.
She is the third longest serving member of the team, and has managed to pursue a professional career as a sculptress as well. She is well known and respected among Germans. As U-Force has begun to turn its attention to the capture of Kinder der Zukunft, Sibel has proven that she is both powerful and slightly chaotic in her own right. Recently, she has lost her temper more and more easily. Although she has not been medically or psychologically tested, Sibel believes that after ten years of superheroics, her constant use of telepathy has unhinged her mind. She has not shared this concern with her team mates, but is worried that she may lose control.
Personality
Sibel is an artistic woman, who grew up in a very prestigious family. She never felt stress or expectation until she was drawn into the world of the U-Force, and it was in this new life that she felt truly useful and able to make a difference in the world. She is one of the most experienced members of the team, and has a level head when it comes to most uberhuman activities.
However, lately she has experienced mood swings and has lost her temper in violent displays. She is concerned about her lack of control, but is not confident enough to share these concerns.
Quote
"You can't hide your violent thoughts from me."
Powers
Immorta has telepathic and telekinetic abilities. She is able to communicate and control minds, curb an opponent's intelligence and reaction speed, create vivid hallucinations and intense psychic energy blasts. She is also able to manipulate the world around her with telekinesis, such as flying, forming force shields and bolts of telekinetic energy.
Appearance
Immorta is a beautiful woman, with classic German features. Her hair is blonde and her eyes are turquoise. Her costume has been designed by a friend in the fashion industry, a curving turquoise and white design which is figure-hugging and also provides protection from most conventional weaponry.
http://www.thismutantlife.com/uberworld/night1.jpg
NIGHT: Rachel (last name unrevealed)
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/night.htm)
Concept Metamorph Hair Colour Grey-Black
Nationality Unknown, presumably Jewish German Eye Colour Grey
Place of Birth Unknown, presumably Germany Height 1.7m (varies)
Date of Birth Unknown, presumably 1920s Weight N/A
Background
Rachel was a victim of the Holocaust.
While millions perished, Rachel was granted a second chance, and after her physical body was burned she rose as a shadow and witnessed the atrocities without being able to stop them. For months she went mad, becoming a wailing wraith which terrorised the Germans but was otherwise harmless.
After the War, Rachel assisted the War Tribunals, but it took years before she was able to connect with the world in any way. When the West Germans saw that she had the potential to be more than a shadow, they introduced her to Max Uber. Unfortunately, Rachel did not react well to the meeting and she attacked him, shrouding him in darkness and nearly killing him. When they emerged from the darkness, Rachel had faced some of her demons and decided that she should dedicate herself to stopping any future Holocausts, and that being a part of Uber Force may enable her to do that.
She has remained at Uber's side for more than four decades, and although her powers and concentration have waxed and waned over those years, she has been a constant presence on the team.
She is currently experiencing a strong period where she has more ability to interact with the world. She continues to hunt down Nazi War Criminals and has recently begun to uncover information about Kinder der Zukunft, which she believes may have been the reason she was kept from the afterlife. A part of her believes that she may now surrender her presence on Earth if she can somehow destroy der Kinder.
She has been somewhat driven ever since this idea.
Personality
Rachel died. She lost all memory of her past life, and has been forced to live as a shadow for more than sixty years. She finds it difficult to talk with modern people, especially young ones who tend to talk too quickly and have no respect. She does find some solace in the company of like-minded people, those who share her quest to uncover and expose War Criminals.
Quote
"Terrors you have not seen. Not until you have lived the life of a shadow for sixty years!"
Powers
Night is a ghost. She is immaterial and cannot be harmed, except by intense light which tends to dissipate her form. Over the years she has learned how to manipulate the world around her to an extent, but depending on her mental state and other distractions, such power comes and goes. At the moment she enjoys a strong sense of duty, to destroy der Kinder, so her abilities are a lot sharper.
Appearance
Night is a shadow. Her body is a representation of what she believes she once looked like, although it is possible that it is nothing like it. She is usually attended by swirling wisps of shadow, and can sometimes vanish altogether in a shroud of pitch blackness.
http://www.thismutantlife.com/uberworld/schmetterling1.jpg
SCHMETTERLING: Serilda Jortzig-Schaefer
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/schmetterling.htm)
Concept Energy Blaster Hair Colour Blonde
Nationality German Eye Colour Green
Place of Birth Dresden, Germany Height 1.74m
Date of Birth May 18, 1983 Weight 54kg
Background
Serilda's parents were the German heroes, Golden Bear and The Carpenter, both members of the Uber Force in the 1970s and 1980s, and so she has always been comfortable around uberhumans. As a second generation German hero, Serilda is on the obnoxious side and seems to think she is some kind of uberhuman royalty, although the public seems to enjoy the role.
Outside of her superhuman career, Serilda is a PhD student in Microbiology, and works at the Institute of Microbiology and Hygiene in Berlin. She has only recently joined the team, and has managed to bring a series of weird coincidences with her, one of which nearly burned down their headquarters.
Serilda's mother, Golden Bear, divorced her father who turned out to be a Russian spy, and later remarried Bernard Schaefer. Serilda's step-brother, Hansl, is also the superhero Zeitgeist and they both currently serve on the team..
Personality
Serilda is a spoilt brat who enjoys the attention on her whether it is in her public or private life. Possibly as a result of being a second generation uberhuman, Serilda is a little weird in that weird things seem to happen wherever she is. She seems completely ignorant of the phenomenon although her team mates are growing concerned - mostly for their own safety.
Quote
"Cosmic waves are up, and you're going down!"
Powers
Schmetterling, which means Butterfly in German, is a name she gained early on in life and which has stuck. Her active uber gene manifested itself as the ability to control 'cosmic energy' which is actually a form of malleable, telekinetic energy. The energy itself has substance and is almost sticky, and she can use it to fly, propel bolts of the energy at opponents and create thick walls of protection.
Appearance
Schmetterling wears too much pink. Her costume is composed of varying shades of the colour, and she keeps her blonde hair cut very short. In flight, she manifests energy wings which are, naturally, pink; and can range from a wingspan of 50cm to 2m. She is also usually surrounded by an energy aura which provides her with protection.
Out of costume, Serilda still wears too much pink.
http://www.thismutantlife.com/uberworld/zeitgeist1.jpg
ZEITGEIST: Hansl Schaefer
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/zeitgeist.htm)
Concept Speedster Hair Colour Green
Nationality German Eye Colour Yellow Glow
Place of Birth Stuttgart, Germany Height 1.83m
Date of Birth April 7, 1980 Weight 93kg
Background
Hansl Schaefer had been born with glowing yellow eyes and chalk white skin, so his parents knew he was an uber, although apart from the eyes and skin, nothing else seemed to be different from his older siblings. His mother wasn't able to cope with having a child who might turn into a monster or superhero at any time, so she left, and took Hansl's two sisters with her. Hansl and his father were left behind.
As Hansl grew, he found himself drawn to the desolate places where he wasn't looked upon as a freak. He studied Geography, particularly the Arctic region, and gained work with industrialists investigating oil resources. During an expedition, his secondary, more potent, uberhuman abilities surfaced when he was forced to save three researchers caught in an underground fire. He picked up his colleagues and ran so fast that he outpaced the expanding explosion. It was a defining moment, and Hansl realised he had a duty to serve the community rather than hide from it.
At this time, his father remarried and Hansl found himself becoming the step son of the German uber, Golden Bear. She convinced him to join Uber Force and he agreed, although when his step sister, Schmetterling also joined the team, Hansl realised that he was developing an unusual crush on her. He hadn't ever allowed himself to fall in love before, seeing himself as an outcast; but in the company of other ubers he realised that he wasn't so monstrous after all. The only problem was that the love of his life was also his step sister.
Personality
Hansl is a caring and bold young man, who does his bit for the team without expecting recognition or applause. He has been that way since childhood, mostly due to his desire to conform and not stand out like a freak. His infatuation with Schmetterling has brought out the jealous and frustrated side of his personality though, and Hansl is not sure how to cope with his conflicting emotions.
Quote
"Never saw that mountain until it was too late..."
Powers
Zeitgeist is able to run at extremely rapid speeds, easily exceeding 2000kmph, which is twice the speed of sound and quite dangerous to the environment. Being a cautious man, Zeitgeist usually limits his speeds to subsonic levels. When he is moving at uberhuman speeds, Zeitgeist generates a protective field around his body which protects him from most collisions, and he has the tendency to simply run through objects, including walls and the occasional mountain.
Appearance
Zeitgeist was born with yellow glowing eyes and chalk white skin. As adolescence set in his hair turned green. He has always been looked upon as different, but since joining the U-Force he no longer actively hides his appearance. As Zeitgeist, he wears a dark green uniform with a white stripe down the outside of his legs; yellow shoulder guards, gloves and boots.
http://www.thismutantlife.com/uberworld/zwerg1.jpg
ZWERG: Klaus Fuchsberger
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/zwerg.htm)
Concept Metamorph Hair Colour Brown
Nationality German Eye Colour Brown
Place of Birth Kiel, Germany Height 1.65m
Date of Birth November 7, 1973 Weight 62kg
Background
Dr. Fuchsberger was determined to find a way to reverse his brother's dwarfism and became quite an expert in molecular and subatomic physics. He worked for a company which happened to be a front for an unscrupulous and rather mad industrialist. Dr Fuchsberger had the funding for an experiment, but when it came to the test stage, he had no test subjects. Frustrated about coming so close he contacted his brother who, although surprised about the research, agreed to undergo treatment. On the night of the experiment, the laboratory was attacked and mostly destroyed by T.I.T.A.N. whose founder, Sterling, had a personal vendetta against Fuchsberger's employer.
His brother was killed, and the laboratory flooded with radiation. Fuchsberger was fired and found himself unemployed and blaming himself for his brother's death. It took three months before he realised that something had changed within him. Although he knew about ubergetics, Fuchsberger hadn't thought of the possibility of being an active uber. When he woke up one day the size of an action figure, he realised that he should have probably submitted himself for a check up after the accident.
He contacted Dr Saul Numen of the Numen-Kami Institute and his active ubergene was confirmed. Fuchsberger realised that he had been given a chance to avenge his brother, although after some initial investigation he found that his former employer had vanished. That led him to T.I.T.A.N. and the diminutive hero actually succeeded in tracking down the terrorist group in Bosnia.
After initially failing to even spark their interest, Zwerg, as he called himself, finally contacted Uber Force to assist him in the capture of the man he blames for the death of his brother. When the German heroes arrived, Sterling and his mercenaries found themselves fighting to the wall. Zwerg was commended for his bravery and ingenuity, and then asked to join the team by Max Uber.
Since that day, nearly ten years ago, Zwerg has been dedicated to assisting U-Force, and particularly Max Uber, and trying to make up for the mistakes of his past.
Personality
Zwerg is a reserved man, preferring to pursue research than talk with the press. He considers himself a failure when it comes to his inability to 'cure' his brother, even though his brother never considered himself 'sick' to begin with. This highlights Zwerg's unconsciously prejudiced views. He admires Max Uber as the perfect male specimen, and considers all others to be lacking in some way. He saw his brother as lacking because he was a dwarf, and he considers everyone to be lacking in some way, whether it's physical, mental or spiritual. Whether he likes it or not, Zwerg exhibits views which are similar to the Nazi dream of Aryan purity.
Quote
"They never look down, do they?"
Powers
Zwerg is able to access a dimensional rift which enables him to shunt energy as well as absorb it. This manifests itself as the ability to shrink to 25cm and increase his density to 6,400kg, abilities he can access separately or simultaneously. He is also able to shunt the effects of attacks to a degree, providing him with resistance to harm. In addition to his uberhuman abilities, Zwerg is also an accomplished physicist and a seasoned brawler.
Appearance
Zwerg is not normally a tall man, standing at 1.65m, but when he accesses his uber abilities he is able to shrink down to 25cm. As Zwerg, he wears a costume based of Max Uber, with a black armoured uniform, yellow trunks and red mask, gloves and boots. He has two yellow horns protruding from his cowl, but they are just decorative.
Out of uniform, Doctor Fuchsberger wears spectacles, pale shirts and cardigans. His hair is thinning and he looks timid and withdrawn, although when he dons the Zwerg costume he becomes emboldened and, at times, brusque and burly.
synergy
Feb 9th, '06, 02:59 AM
Hi,
Here are Kinder der Zukunft (Children of the Future), led by Dr. Mengele himself as Vaterschmerz. Art by Ben (Tribe).
Neil
Kinder der Zukunfthttp://www.thismutantlife.com/uberworld/kinderderzukunftlogo.jpg (http://www.thismutantlife.com/uberworld/kinderderzukunft.htm)
Background
Dr. Josef Mengele, a member of the elite and fanatical Nazi SS, escaped an American POW camp towards the end of World War II. He had gained a claim to fame for discovering that ubermen had hereditable traits that appeared to be genetically derived. Perhaps just as important was the infamous way that he made this discovery.
By 1942, he was already well established as a cruel doctor who experimented on live captive Jews. He found that severe stress caused two of his experimental subjects to change - to become ubermen. Throughout the war he continued his cruel research, but also became interested in ubermen. He obtained a directive signed by Adolf Hitler to create an army of uberman. To do this, Dr. Mengele intensified his experiments to determine how to activate the ubergene. At the same time, he developed serum that was later used to transform normal soldiers into ubersoldiers. The entire stock of uberserum was used to create the infamous Uber Waffen SS Company that spearheaded the Ardennes Offensive.
After the war, Mengele hid in a mansion in Buenos Aires, Argentina. The mansion's basement was converted to a laboratory, and soon the evil doctor was back in business.
After a series of kidnappings and experiments, he created a small group of ubers that were indoctrinated into his vision of the Fourth Reich. The Kinder der Zukunft, or Children of the Future, became his new stormtroopers. And they began to expand their kidnappings to a worldwide scale - all the faster to grow the Fourth Reich. Twin ubers were found in this search, and Mengele experimented on them, creating the perfect bodyguard.
In 1992, a group known as S.A.G.E. found out what really happened in the mansion. Mengele set fire to the building and fled with Leibwachter and a handful of die Kinder. Eventually, they set up shop in the Schwarzwald - the Black Forest of Germany.
Goals
The Kinder was created by Dr. Josef Mengele for three reasons. First, he seeks to establish a Fourth Reich. He has 'realized' that the Nazis of the mid-20th century were only partially correct. The superior race, he has determined, are ubermen. Thus, he seeks to establish worldwide domination with ubermen on top - under his direction. The second reason for the Kinder's existence is that Dr. Mengele can't do everything himself and he needs to have loyal agents to carry out the primary goal. Finally, he needs to satisfy his thirst to experiment on human beings and those ubermen who are less than gamma level are suitable subjects.
Click Here for the Team Page (http://www.thismutantlife.com/uberworld/kinderderzukunft.htm)
http://www.thismutantlife.com/uberworld/vaterschmerz1.jpgVaterschmerz
Background
"Heil, Mein Vater," the wolfman said as he thumped his fist on his chest and shot it forward in salute. "A flying car approaches. Likely it is the vermin who have been pursuing us for the past weeks."
Bringing the comb down the left side of his well-greased hair, Josef Mengele continued to look at his image in the mirror. He never liked hearing bad news. And if he thought he could do it quickly, he would have inflicted pain on the wolfman. Instead, he merely said, "all of die Kinder shall muster to destroy these nuissances. Quickly, go now."
He then turned to his faithful bodyguard and said, "Leibwachter, gather four of the most stealthy of die Kinder and prepare to leave. But first, you must find one of the new uninitiated who is similar to me in height and build. Bring him to me immediately."
Without hesitation, his faithful 'children' saluted, smiled, and said together with far too much enthusiasm, "Jawohl mein Vater."
Josef finished his hair and powdered his face then went to the equipment. He waited for Leibwachter's return next to the rack. He would need to carry out some torture first. Someone must feel pain for his having to relocate the comfortable mansion.
Personality
Throughout his entire life, Mengele never believed that the rules that applied to others also applied to him as well. His youth was spent as part of the Brown Shirts and then a member of the Schulzstaffen. He toyed with the lives of thousands of Jewish victims in places like Auschwitz and Buchwald. In the latter decades he built up the Kinder from the ground. He believes that he is the apex of the superior. The main mission of his life is to renew Nazism to bring about the Fourth Reich with himself as Vater. And, he still indulges in his passion - bringing pain to others.
Powers
Mengele has studied pain since the middle of World War II. His numerous experiments have resulted in sera and rays that he has used on himself. Now he is all but impervious to pain and also is able to inflict pain of various sorts on his victims and enemies. He also wears a suit of armor made of composite fibers interlaced with very strong metal alloys. The armor is fitted with a jetpack that give him the ability to fly when needed.
Appearance
Handsome and almost youthful looking despite his nearly century of life, Josef Mengele has a small degree of vanity about his looks. When not directly supervising Kinder activities, he wears well tailored crimsom-colored suits. As Vaterschmerz, he dons red lacquered armor made to look like that of a German Baron from the era of the Holy Roman Empire.
Click Here for Vaterschmerz's Character Sheet (http://www.thismutantlife.com/uberworld/vaterschmerz.htm)
http://www.thismutantlife.com/uberworld/leibwachter1.jpgLeibwächter
Background
Aroon and Sakda Srisai were identical twins and just started manifesting their superstrength uber powers when they were abducted by Dr. Mengele and 'adopted' in to die Kinder. This presented an unique opportunity for the evil doctor. He had conducted experiments on Jewish twins in the Nazi death camps many years before. And here was the second pair of uber twins that he had found in his lifetime.
Fortunately, these two uber twins survived the experimentation which resulted ultimately of fusing them together back-to-back. Mengele smiled with the irony of his final twins experiment that created a superpowerful Siamese twins.
Because of the success of the experiment, the twins held a special place in the evil doctor's heart. He treated them as a favorite among his 'children'. And he gave them the special position as his personal bodyguard and strongman.
Personality
Leibwächter behaves like the favorite child of Dr. Mengele. They often crave his attention and approval and will attempt to do nothing that will bring about his disdain. In many ways, they are the perfect bodyguard and servant for their 'father'.
Powers
Aroon and Sakda Srisai would have been superstrong bricks even without the manipulations of Dr. Mengele. They were further enhanced by his Unpain therapy - a very painful process in itself. And finally, they were physically linked together. The result is a two-headed, four-armed, four-legged very tough strongman.
Appearance
Leibwächter is a large conjoined twin with black hair and well-tanned skin. They wear typical die Kinder uniforms - red with the Kinder insignia - specially tailored, of course.
Click Here for Leibwächter's Character Sheet (http://www.thismutantlife.com/uberworld/leibwachter.htm)
http://www.thismutantlife.com/uberworld/kinderderzukunft1.jpgdie Kinder
Background
Approximately one in each million children are born with the ubergene. Many of these are tracked down and kidnapped by the Kinder der Zukunft. The kidnappings are not for ransom, but for something much more malign. Vaterschmerz has plans for them. They are the children of the future - a future where ubermen, the superior breed of humans, bring about the Fourth Reich.
Personality
Die Kinder are a mix of ethnic backgrounds and ubergenetic powers. As such they are also a mix of personalities. But all have been taught that they are superior to non-uber humans and all of them have been taught to follow Vaterschmerz and his vision of the future.
Powers
Die Kinder are beta or gamma level superhumans. As with the population of ubermen as a whole, there are some powers that seem to predominate such as heightened strength or agility, the projection of energy, or the ability to survive damaging blows
Appearance
The specific appearances of die Kinder are fairly heterogeneous as one might expect from such a mixture of ethnicities and ubergenetic manifestations. All wear red uniforms with a the die Kinder logo - a Nazi swastika over a representation of DNA.
Click Here for die Kinder's Character Sheet (http://www.thismutantlife.com/uberworld/kinder.htm)
tribe
Feb 12th, '06, 04:41 PM
Here is a group of loosely-connected heroes from Europe who share information and occasionally help each other out when jurisdictions merge. The team was established by Armstrong and Steppenwolf but has since attracted other European ubers to their ranks.
http://www.thismutantlife.com/uberworld/armstrong1.jpg
Art and Character by The Arc (Noah Thorp)
ARMSTRONG: Dr Guy L'Estrie
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/armstrong.htm)
Concept Brick Hair Colour Black
Nationality French Eye Colour Black
Place of Birth Paris, France Height 1.83m
Date of Birth July 14, 1976 Weight 136kg
Background
Doctor Guy L’Estrie was one of France's leading scientists in the field of robotics and cybernetics. He had founded, along with his sister Elaine, L’Estrie Industries, a firm that manufactured high tech robotics, and to a lesser degree cybernetics.
The company grew quickly, becoming a major player in the European marketplace. However, this notoriety brought the company to the attention of Sterling House, a wealthy financial company from England. The leader of Sterling House was Jonathan Sterling, the uber known as Sterling and the leader of TITAN. Sterling House sought to take over L’Estrie Industries, but Guy held the majority of stock in the company and blocked the takeover.
This enraged Sterling to no end. He dispatched the German powerhouse Rage to deal with the reluctant Frenchman. Rage was supposed to encourage the doctor into selling his stocks to Sterling House, but things went terribly wrong. Rage cornered Doctor L’Estrie at his remote research and development laboratory in Strasbourg. The German seriously hurt the doctor and left him for dead.
He would’ve died too, if his nephew Rene hadn’t showed up. Rene was also attacked by Rage and was seriously hurt. Later he lost the use of his lower body and became wheelchair bound. However before that, Rene was able to rebuild his uncle using the laboratory. However, there were a lot of changes to Guy. He had to replace all of his limbs with cybernetic replacements.
Since that day, Guy, who goes by the code name Bras Fort or Armstrong has battled crime not only in his native France but across Europe as well. During his adventures he has made friends with the German uber Steppenwolf, and the German convinced him to partner with him for awhile. However, they later decided to work solo as well. Every once in a while they get together with other European ubers in a loosely based group known as the Brotherhood. Guy has also given his shares in L’Estrie Industries to his sister so that he could concentrate on his crime-fighting.
Personality
Armstrong is very much a thinker. He gets really involved with his research; often losing track of time. When doing research, Guy can spend days in his labs without knowing about the loss of time. Guy feels really badly about his nephew becoming wheelchair bound, and strives to make up for it by doing heroic things.
Quote
“I think zat a vell placed punch to ze solor plexus should do ze job nicely.”
Powers
Both of Guy's arms and legs have been replaced with titanium alloyed cybernetic prosthetics. With his new arms and legs Armstrong becomes incredibly strong. His cybernetic arms allow Armstrong to reach over distances, and his legs telescope allowing him to run incredibly fast. Due to the addition of the cybernetic limbs, Armstrong had to reinforce his torso to carry all the extra weight. This reinforcement acts as armor for Armstrong. In addition to the reinforcement, Armstrong also has a built-in oxygen supply.
Appearance
Armstrong is a modified man. His arms and legs have been replaced with cybernetic prosthetics, which Armstrong is able to telescope at will. For a costume Armstrong wears a blue, white, and red jersey with a pair of black bicycle trunks. He wears black gloves on his hands as well, and black shoots. Due to the effects of the cybernetics on him, Guy doesn’t try to maintain a secret identity.
http://www.thismutantlife.com/uberworld/holgerdanske1.jpg
HOLGER DANSKE: Mikkel Bramsen
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/holgerdanske.htm)
Concept Weapon Master Hair Colour Brown
Nationality Danish Eye Colour Blue
Place of Birth Copenhagen, Denmark Height 1.78m
Date of Birth February 12, 1972 Weight 80kg
Background
One of Hans Christian Andersen's tales told of Holger Danske, who slumbered beneath a castle in Denmark, awaiting the time when his country was in peril; at which time he would awake and leap into her defence.
Mikkel Bramsen grew up with the story, among others, but when he was twenty-three years old he stumbled across the room where Holger Danske was supposed to have laid to rest. He had been in the castle as part of a renovating team, Mikkel being a sculptor and restorer of old marble and granite works. He felt the power of the room, while the other workers simply scoffed and moved to their work assignments. Mikkel felt his way through the room, running his coarse hands over the uneven walls.
Outside the room, a passing ship sounded its horn three times in the tradition of the place. The sound seemed to echo throughout the cellar and the light shifted somewhat. Mikkel's hands passed over a ridge which pressed downward and released a secret compartment. Inside the compartment was a suit of chain armour and a thick-bladed sword. Mikkel's eyes widened with amazement, but he didn't touch the artefacts. Instead, he called the museum which came to investigate.
When they arrived, the artefacts were gone. Mikkel felt embarrassed and was further ridiculed by his team mates. To make up for the embarrassment, Mikkel decided to work well into the night. He lived alone anyway, and felt foolish for having believed he'd found Holger Danske's hidden armour. At around midnight, another ship passed, and saluted the castle. Mikkel looked back to the spot where the compartment had opened and was amazed when it did so again.
He hadn't been dreaming.
This time Mikkel did touch the sword. He hefted its weight and weaved it through the air. It seemed to hum in his hands. His eyes turned to the armour and he slowly put it on, feeling equal parts excited and shamed. These were artefacts, he thought. When he was fully attired he moved through the castle, imagining what it would have been like to live in such times as Danske.
As he reached a window which overlooked the courtyard he noticed a woman screaming at the night. Her black dress flickered in the night air and she seemed to be in agony. Without waiting to take off his armour, Mikkel ran down to the courtyard and burst into the open air.
He was greeted by a demonic horde of shadows which seemed to be pulling themselves out of the woman: from her eyes, her ears, her mouth and her body. Each one peeled itself away and flew into the sky. Mikkel stood dumbstruck, and then the woman saw him and pointed her craggy fingers his way. The shadows leapt from her body, and flew towards Mikkel. He lifted the sword and its metal blade caught the moonlight. The shadows congregated around him, one or two of them testing his reach every few seconds. He was surrounded.
And then a ship passed and blew its horn three times, and in that moment Mikkel realised the tradition of Holger Danske. When Denmark was in peril, someone would come across the artefacts. He had done so himself, and the peril was obviously this woman and her shadow demons. He swung the blade at the shadows, cutting through them as if they were made of liquid. At each stroke, the demons seemed to melt away into nothingness. Some of them fled, while others managed to scratch at his bare skin, but in the end Mikkel stood triumphant in the courtyard.
He looked to the woman, who seemed weak and close to death. He contacted the hospital and the authorities arrived to tell him that the woman had escaped from a mental institution and that many other patients had done similar things in the past week. Mikkel left his new name with the police and left. Holger Danske had returned.
Ten years later, Holger Danske is one of Europe's most famous heroes. He maintains his vigil in Denmark but does not believe that dangers to his home country are limited to its borders. He has travelled throughout Europe in pursuit of evil, and has teamed up with a group of other independent heroes under the supervision of Armstrong and Steppenwolf. This Brotherhood serves to support and protect the individual members, as well as providing Mikkel with people he can share his secret life with.
Personality
Mikkel is appreciative of his responsibilities. He realises that he was chosen to take on the mantle of Holger Danske, and believes that his actions have averted disasters for the people of Denmark. He is aware of the proper way of doing things, and comes across as old fashioned, but it is this sense of chivalry that enabled him to find the artefacts.
When he is not saving the world, Mikkel enjoys the solitude of his art studio where he experiments with clay and other materials as a sculptor. He was married once, but the relationship couldn't endure the strain of his secret life: a life he failed to share with his wife. He regrets his marriage and feels that his life was not supposed to include such luxuries. He is determined to be the best defender of Denmark since the original Holger Danske, if such a man existed.
Quote
“By the cannons of Kronenburg, this is your last night of liberation.”
Powers
Holger Danske relies on the two artefacts found in Kronenburg castle. The first is an ancient sword which has an enchantment placed upon it so it never loses its sheen and can even cut through the hardiest of defences. The second is the armour of Kronenburg, which provides Mikkel with an almost impenetrable armour. He has researched the armour and its material, but assumes it must be enchanted as well.
Appearance
Holger Danske is an impressive figure in his ancient armour. His reputation and appearance are enough to reassure the inhabitants of Denmark that their futures are safe. He has brown hair of medium length although his head and face is usually covered with a helmet. He has designer stubble and an eloquent voice which further enhances his reputation. The armour itself is chain mail, covered by a blue tunic and orange vambraces.
http://www.thismutantlife.com/uberworld/polestar1.jpg
POLESTAR: Tadeusz Jerzejczak
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/polestar.htm)
Concept Energy Blaster Hair Colour Blonde
Nationality German / Polish Dual Citizenship Eye Colour Blue-Green
Place of Birth Rostok, Germany Height 1.88m
Date of Birth July 22, 1985 Weight 84kg
Background
Tadeusz grew up as a Pole under the oppressive rule of Soviet-friendly East Germany. His father ordered his family to turn away from their Polish heritage and embrace their stark future, so when the Wall fell in the late 1980s Tadeusz was confused about his place in the world. His father was even more betrayed and bewildered by the changing times, that when he was diagnosed with lung cancer and died in 1991, the entire family saw it as a blessing. Tadeusz's mother soon remarried, and Johannes Weiss became Tad's role model and new father. Weiss was a former intelligence officer for East Germany who had moved into the field of mercenary services just before Unification. Weiss maintained influential ties with South Africa and was a major player in the rising neo-Nazi movement of Germany.
Tad was a tall, blonde-haired and blue-eyed Aryan, and Weiss convinced the teenager to read up on the greatness of Adolf Hitler, and so it was that as Tad moved into adolescence, he did so under the manipulative and charismatic eyes of Johannes Weiss.
In 1998, Tad (who was now calling himself Johannes) attended a school trip to a nuclear power plant in the East of France. He had already shown a keen interest in physics and had been chosen to attend an international student seminar on nuclear non-proliferation. He fell into an argument with the mentor of his group and was ridiculed for being a 'fascist'. The insult hurt, and Tad was unable to let it pass, so for the next three days he simmered quietly while the remaining members of his study tour enjoyed the sights.
While being shown around nuclear research facilities, Tad found himself embroiled in another dispute with the mentor. His anger had been fermenting for days and he lashed out at the university student, sending him into a glass panel which contained an active experiment. The mentor grabbed Tad's arm and together the young men fell into the room and were bombarded with radiation. An investigation of the incident uncovered massive safety concerns throughout the facility and it was closed down by the French government soon after.
The mentor was killed immediately, but Tadeusz Jerzejczak did not die. Instead, he began absorbing the radiation as well as the electricity from surrounding labs until he started to glow. He felt wave after wave of intense heat but it did not hurt him. It was like a rebirth and as the radiation continued to fuel him he slowly became accustomed to the unusual process that was occurring. His anger and frustration had been searching for a way to vent, and it had somehow tapped his active ubergene and produced an incredibly powerful transition.
Tad stumbled out of the shattered lab with the ability to harness the devastating power of nuclear fire.
Naturally, the seminar and Tad's school wanted to keep the accident out of the media, and so he returned home with only a few explanations for his concerned family. Johannes Weiss, however, saw the opportunity to promote the link between the Aryan ideal and godhood. Here was an example of the pure race becoming the next gods. He took Tad to Berlin, which was kidnapping in all but name, and hooked up with a man who had once served Hitler himself, Dr Mengele. Although Tad was only 14, Mengele had already ear-marked him as a powerful addition to the Kinder der Zukunft.
Mengele, who was now known as Vaterschmerz, took responsibility for Tad's education and began an even more rigorous campaign of indoctrination. Tad was a perfect being, blessed with the powers of gods for the sole purpose to wrest control back from the savages that currently oppressed their people. He learned that America was the enemy, that it was the Dark Country, and that he would need to wreak vengeance on behalf of all the oppressed sons and daughters of Nazi Germany.
The history of the world had been perverted.
The Kinder were charged with the responsibility to turn the tide and write a new chapter in the history of mankind.
The story began well.
Tad took on the mantle of Polestar.
The Kinder der Zukunft launched blistering attacks across Europe, including the bombing of Parliament in London and severe damage to the Eiffel Tower in Paris. They crossed swords with many groups of uberhumans, and carried out vast kidnappings of other uber children. And then they crossed the Atlantic and laid siege to the New York Library. Vaterschmerz wanted to burn books, or so he said, but in reality he wanted to call down the wrath of Sanction, the United States' patriotic team of uberhumans.
Polestar and half a dozen other Kinder tore up the streets of Manhattan. Polestar had blasted the Library and fires had sprung up in many of the levels. Leibwächter had taken the fight to the street, hunting down half-breeds in the alleys. Vaterschmerz and a small band of Kinder were on another mission, perhaps the real mission, to steal an arcane sceptre from the Museum.
And then Polestar found himself face to face with a librarian who had not fled the building. She was an African-American, perhaps in her late thirties and her eyes were wide with terror and determination. She stood between Polestar and the books. He didn't think. The fire erupted from his eyes and hands, and before he had even thought of the consequences the woman was consumed in the fires.
Another librarian ran into the room and shouted at him, but he couldn't hear the words. All he saw was a pile of ash. He looked to the new librarian and his fires leapt out and consumed him as well, reducing the balding man to ash and dust.
Polestar looked at his hands.
Nuclear fire crackled across his palms, but he thought he could detect a dark stain there.
Murder.
He had never considered his actions to be murderous before. He had destroyed monuments and buildings. He had scarred superheroes and wrought great devastation upon cities. But he had never looked into the eyes of a victim and seen the fire burst forth from within.
He reasoned that she had been a black woman.
He reasoned that she was worthless.
But the stain on his hands remained and he knew that reason could not absolve him of guilt. Vaterschmerz would admonish him, strap him with barbed leather; but even fear of his leader could not pull Polestar away from the stirrings of regret. He thought back to the accident at the nuclear facility: the young man who had died there, all because Tad couldn't take an insult. In all the time since the accident, Tad had never even thought of the young man. It was as if it meant nothing.
He realised he had been wrong.
And that feeling spread throughout his body, almost like a virus, until he began to question everything. Why did they have to burn books? Why did he have to punish a people who were genetically inferior? If they were inferior, it wasn't their fault. With his power he should help those less fortunate than himself.
He shook his head at those thoughts.
They weren't his.
He remembered his grandmother telling him that people should always help those less fortunate, that it was humanity's responsibility to leave the world in a better state than when we arrived. She had been in Warsaw during the Second World War, and she had seen humanity's pale shadow of evil.
He thought of the librarian, of both librarians. They sacrificed their lives to preserve knowledge in the form of books. He was sent to destroy knowledge.
Polestar couldn't decide what to do.
In retrospect, Polestar was defeated by the librarian's death, but the newspapers credited the capture of an international terrorist to the timely intervention of Sanction. Captain California, Doctor Spin, Lady Liberty, Major American and Speedway arrived in New York and quickly dispersed the Kinder. Major American discovered Polestar, still standing above the two piles of ash, and after a short battle Polestar was thrown through two walls and into the daylight outside.
Tad remembered seeing the blue sky and wisps of cloud before he was rendered unconscious.
When he awoke he was incarcerated, although the rest of Kinder had escaped. The trial was brought forward quickly and Tadeusz Jerzejczak was found guilty of murder, although he offered a heart-felt apology to the families of the deceased which was generally taken as sarcasm. The media was fuelled by anti-Nazi sentiment and the jury was dismissed twice before a verdict could be reached.
Throughout the court case, Tad refused to contact his former team mates and even eventually turned one of his former team mates away when she organised a meeting with him in her secret identity. She said she was a cousin, but Tad only talked with her briefly before telling her that it was over. She smiled at him and whispered that the vater never gave up on his soldiers.
Tad wasn't so sure.
He was sixteen years old. He served five years in prison while being interrogated by SAGE who probed him for information on Mengele and Kinder. His case was re-examined and leniency granted because of his youth, the severe level of brainwashing and torture involved with his adolescence, and Tadeusz was released on his 21st birthday. He returned to Europe and was greeted by Steppenwolf and Armstrong of the Brotherhood, a group of independent heroes. They invited him to join, both as a way to monitor his activities as well as a chance to start a new life.
Personality
Tadeusz is self-centred and racist, although both of these qualities have been tempered by his recent experiences. He was raised as a Nazi and was revered as a god by two successful role models: his step-father Johannes Weiss and Dr. Mengele. His form, both human and metahuman, was the embodiment of the superior race.
But his ideology has been dealt a crushing blow.
Tad questions the Nazi ideals and, although he is still racist, he believes that those who are not pure deserve pity rather than death. He cannot understand why someone so superior would feel the need to murder and kill those who cannot physically, mentally or spiritually defend themselves.
Beneath the Nazi exterior, Tadeusz is also a young man who has found himself set adrift in the world - cut off from all his friends and family. He knows that he has the opportunity to rebuild his life and wants to do it better. He has secretly begun collecting information and anecdotes about suitable superheroes who he hopes to emulate, although these superheroes are all male and fit the Aryan model of racial purity.
Quote
"It is not your fault that you lack perfection. It is genetic."
Powers
Polestar is able to generate incredibly powerful nuclear energy which manifests itself as nuclear flame. He possesses one of the world's most devastating weapons in his energy blast, and complements this capability with defensive force fields, the ability to absorb fire and disrupt radio communication. He is also capable of increasing the temperature in his vicinity to unbearable levels, produce intense and blinding light, and soar through the air at high speeds.
While covered in his nuclear flames, Polestar is invulnerable to the effects of most dangerous environments and is able to produce his own oxygen for breathing.
Polestar gains his powers from the sun and is capable of storing incredible amounts of energy. His powers are very intensive and consume large quantities of energy, but his reserves of energy seem almost limitless. Polestar has been known to blast at opponents continuously with his full-strength fire blast for over a minute, which is rare in the world of superhumans.
Appearance
Tadeusz Jerzejczak could be a pin-up for Nazi propaganda, and possibly has been in some circles. He is tall and has dark blonde hair which is currently cut short in a crew-cut. When he triggers his sheath of nuclear fire, Polestar is covered in flames which crackle with nuclear energy. In costume he wears a high-collar black kevlar jacket which has the Polish flag on its back, over a form-fitting white bodyglove.
http://www.thismutantlife.com/uberworld/solaris1.jpg
SOLARIS: Teresa Musculla
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/solaris.htm)
Created by Noah Thorp - The Arc
Concept Energy Blaster Hair Colour Brown
Nationality Italian Eye Colour Brown
Place of Birth Milan, Italy Height 1.65m
Date of Birth June 2, 1986 Weight 54kg
Background
The beat of the music was overwhelming. Boom, boom, boom. Teresa couldn’t get enough of it. Club Paradiso was an exclusive nightclub in Milan, and Teresa and her fellow fashion models were there and they were going to party. Just the night before Signor Maggiordomo, the head of House Luce fashions, had held his spring fashion show, presenting his latest fashions to the jaded public of Milan. And at the show, Teresa had been in the spot light, wearing a daring silk dress that would give her stuffy Papa a heart attack. Fortunately for Teresa, even though he had retired from archaeology, he still puttered around the house.
But enough thought about Papa, it was time to party, and Teresa was going to dance the night away. The lights, and the beat of the music swept her away. Without thinking she drank down the drink handed to her by Flavio, one of the photographers who worked for House Luce. It kind of tasted funny, but Teresa paid it no mind and kept on dancing.
However, about half an hour later, she started feeling sick. Rushing to the women’s room, she was barely in time to hurl up her dinner in the toilet. But even throwing up didn’t make her feel any better. Maybe she should have Flavio take her home. Walking over to the mirror, Teresa paused to splash water in her face; she was feeling really flushed. She had to resist screaming when she saw her face in the mirror. Her skin was glowing! And then she fainted.
It was the wind that roused Teresa from her stupor. Opening her eyes, she saw that she was in her 1967 Spider Alfa Romeo, and Flavio was driving. Teresa wasn’t sure how she got there, but at least her skin wasn’t glowing anymore. Flavio gave her a look, almost a leer, and he switched gears and the Alfa picked up speed. The increase in speed did nothing for Teresa’s stomach, and she asked him to slow down. Flavio just gave her another look and took a turn at an even greater speed. And then before she knew what was happening, they were parked. Teresa had no idea where they were, certainly no where in Milan. Somewhere up in the Alps.
Before Teresa could ask Flavio where they were he attacked her; kissing her violently, tearing at her clothes. Teresa tried to fight him off, but the drug that he had put in her drink was making her feel weak. Horror dawned on Teresa, Flavio was going to rape her, and there was nothing she would be able to do to stop him. And then her skin started to glow.
The door to the house exploded inward as a glowing woman floated in, tears streaming from her face. Teresa didn’t know how she made it home, and barely remembered Flavio’s attack on her. Looking around, Teresa floated towards her Papa’s study. However, before she was able to get to the door it was violently thrown open. Standing in the doorway was Papa. Teresa paused in confusion. Her Papa was wearing a suit of ancient centurion armor that just didn’t fit his scrawny body. Thank God that Mama was dead so she didn’t have to she Papa like this. It was too funny, and Teresa couldn’t help herself bursting out laughing. Papa didn’t look amused.
Taking off the silly helmet, Papa glared at Teresa. “All right now,” growled Papa, “enough of that young lady. Show respect to your elders. You come in here causing all sorts of chaos, and...” Papa grew silent when he saw that his only daughter was not only glowing, but floating as well. There was a loud clanging noise, and Papa fell down in shock.
“Teresa,” shouted Papa, “what happened to you?”
“I don’t know,” exclaimed Teresa as tears once again came to her eyes.
“And Papa,” asked Teresa “what is that costume that you’re wearing. You look ridiculous.”
Doctor Vito Musculla took a moment to look down at his armor. Groaning loudly; his secret was out of the bag. Carefully getting back to his feet, Vito motioned his daughter to come into the study. After Teresa had found a comfortable chair near the roaring fireplace, Vito closed the door and walked over to stand before the mantle.
“Teresa”, said Papa, “I’m afraid that you’ve found me out. A long time ago, I was the super hero known as Solar Centurion.”
Teresa only gave him a blank look, she was too young to remember the exploits of Solar Centurion. Over the next hour, Papa explained about finding the magical suit of armor in the ruins of a lost Apollo temple near Mount Eta, and when he and his assistant, his future wife Maria, were attacked by looters, Papa put on the armor and he became Solar Centurion. After many years of fighting crime, Papa had retired from the super-hero business and hoped never to have to put the armor on again.
“But Papa,” asked Teresa, “why am I glowing?”
“All I can think of Teresa,” said Papa, “is that the magic in the armor has in some way been imbued in me, and that I have passed it on to you.”
All of this was quite a shock to Teresa, it was strange enough that Papa had been a super-hero, but that he had inadvertently passed it on to her. However, the shock was enough for Teresa to stop glowing. Life was funny that way.
“Papa,” asked Teresa, “how am I to have control over this ‘glowing’? Am I too meant to become a super-hero?”
Papa smiled warmly at his daughter. While he didn’t approve of her working for House Luce, he was proud that Teresa would follow in his footsteps as well.
“So,” said Papa, “I’ll teach you how to control your powers. But what name will you be known by?”
Pausing for a moment, Teresa thought to herself. No she didn’t want to be known as Solar Centurion II - it was too masculine anyway.
“How about Solaris?” asked Teresa
Personality
Teresa has always considered herself the life of any party, and any party that she’s attending is the party. She just can’t help herself. While Teresa does take life seriously, she always tries to find time to unwind at a discotheque, or a nightclub, so long as the music is thumping, and there’s plenty of dancing.
Teresa likes to be seen, and whether she’s fighting crime or fighting for a place at the bar, she likes to be the center of everyone’s attention. A sure way to upset Teresa is to simply ignore her. She hates being ignored. Many a villain has learned the hard way for not paying any heed to Teresa.
Being a good Catholic, like Madonna used to be, Teresa has very strong feelings about the use of her powers. She’s quite aware of how much destruction a single burst of her photonic energy can cause to non-living things, and she’d consider it a sin to willfully take a person's life using her powers.
Quote
“Illuminate in su la mia vita.”
Powers
Teresa is an uber whose body is constantly generating photons. Normally the photons she generates are invisible to the naked eye, but with concentration she can dramatically increase the generated photons a million fold. As Solaris she’s able to use the photons in a number of different ways. For protection she can call of the photons a form a shield that protects her from most attacks. Offensively Solaris can produce blinding bursts of photonic light that is quite painful and blinding.
Appearance
Teresa is a lithe young woman who’s also extremely attractive. Men just can’t help themselves, and stare when Teresa walks by. Of course their wife or girlfriend makes them pay for it later. Teresa has curly brown hair that reaches down to her shoulders. She has a habit of flicking her hair over a shoulder just at the right moment to drive men to distraction.
For a costume, Teresa wears a House Luce original. It’s a yellow leotard with plenty of cleavage. She wears white high heeled boots that reach to her thighs, and matching gloves with the fingers cut out. Around her supple waist is a white belt with a sunburst for a buckle. Finishing her ensemble is yellow cape.
http://www.thismutantlife.com/uberworld/steppenwolf1.jpg
STEPPENWOLF: Axel Hardenburg
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/steppenwolf.htm)
Concept Martial Artist Hair Colour Brown
Nationality German Eye Colour Golden Yellow
Place of Birth Stuttgart, Germany Height 1.7m
Date of Birth October 14, 1974 Weight 77kg
Background
Axel can trace his family back to the Prussian Statesman, Prince von Hardenberg, who organised a peace treaty between France and Prussia in 1795. He and his cousins grew up reliving the glory days of European wars, but when he began to sprout copious amounts of body hair during his adolescence, Axel's cousins began to shun him. Axel was left daydreaming about glory by himself.
It was soon clear than Axel had developed an active ubergene and he was taken out of regular schooling by his concerned parents. He retired to his family's country estate and began private tutoring. When he wasn't studying, though, Axel enjoyed running wild in the grounds. His mother was mortified but her son had become a Wolf Man.
As an adult, Axel was determined to live a normal life and never hide from the public. He moved back to Stuttgart and began to establish himself as a vigilante hero and gradually won over the public opinion. He met Armstrong and the pair embarked upon a short-lived partnership until they realised they both worked better alone.
Although they parted way, the germ of an idea was there. Years later the two independent heroes formed the loosely-knit band of independent heroes known as the Brotherhood.
Personality
Axel is a wild man, but is equally comfortable in the woods or the metropolises of Europe. He is proud of his heritage and his appearance, and has become something of a role model for young and inhuman ubers around Europe. He cares about the young people, knowing they hold the future in their hands, so when he discovered the evils of Dr Mengele, Axel was determined to liberate the young members of Kinder. He actively fought for a retrial of the young terrorist, Polestar, and succeeded in having his sentence reduced. Axel sees it as his duty to reform the young racist, and spends a great deal of time with Polestar in the expectation that some of his beliefs will rub off on Tadeusz.
Quote
“There's a time for howling and a time for talk."
Powers
Axel has become a Wolf Man, permanently covered in a thick protective mop of fur. He has sharp claws and keen senses like a wolf, and has developed a furious, but mostly non-lethal, combat style which has enabled him to become of the premier vigilantes in Europe.
Appearance
Axel is covered in fur. He has small sharp ears and an unruly mop of hair on his head which hangs down to his shoulders. His eyes are golden yellow and his teeth and white and quite sharp. As Steppenwolf, he wears a bodysuit of black, with red and yellow, but he is more comfortable without the costume and usually wears a pair of well-worn shorts.
http://www.thismutantlife.com/uberworld/steppenwolfsbeast1.jpg
STEPPENWOLF'S BEAST
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/steppenwolfsbeast.htm)
Concept Brick Hair Colour Black
Nationality Swiss Eye Colour Yellow-Brown
Place of Birth Waldestatte, Switzerland Height 2.1m
Date of Birth November 26, 2000 Weight 147kg
Background
No one knows for certain the origin of the Beast of Waldestatte. Dr. Torentino and Dr. Tokada have determined that it has no ubergene. The current prevailing theory is that the beast is of supernatural origin.
Personality
In its early life the Beast of Waldestatte was a feral and ferocious beast. Although it still appears as such, it has been well trained and now its temperament is comparable to that of a guard dog, except for an occasional tendency to revert when it is bored (the Beast is still a work in progress for Steppenwolf). After it helps Steppenwolf the beast will follow him around, looking fondly at Steppenwolf until given a friendly wrestle and rub on the back.
Quote
“Grrrrrrr!."
Powers
Steppenwolf's Beast is strong, having been seen lifting a tour bus. Its hide is tough enough to withstand bullets from most firearms and even light machine guns. Furthermore, it is uncanny at making an escape when it is in trouble.
Appearance
The Beast is a large animal that vaguely resembles a bear. Although its visage is frightening, it is really very tame.
tribe
Feb 12th, '06, 04:42 PM
Sorry... I duplicated the post.
tribe
Feb 14th, '06, 01:39 AM
Here is Knightwatch. Originally formed during WWII, Knightwatch has only recently moved away from being a group of independent heroes into one which is defined by the military. The move towards a more military team has been played out over decades and has caused rifts between current and former members.
The team is currently led by the Brigadier who was instrumental in forming the alliance between Knightwatch and the British Military.
http://www.thismutantlife.com/uberworld/brigadier1.jpg
THE BRIGADIER: Frederick Harker
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/brigadier.htm)
Concept Gadgeteer Hair Colour Brown
Nationality British Eye Colour Brown
Place of Birth Bristol, United Kingdom Height 1.8m
Date of Birth May 4, 1964 Weight 85kg
Background
The British Military had been developing weapons to deal with any uberhuman threat since the Second World War, and although there was a long list of prototypes, only a handful ever made it into production. Most of the prototypes proved to be too ungainly, too erratic or too inept. During the 1960s the Military developed the Power Harness, which was further developed over the following two decades.
Knightwatch had been active since the Second World War too, but it had always been a civilian organisation. The Military and the British Government wanted more influence on their national heroes, so when the Harness was fully developed in 1986, it was suggested that the test subject, Freddy Harker, be admitted into the team as Harness.
While at first the Knightwatch was cynical of any government interference, Harker proved himself invaluable on many occasions, saving the lives of his team mates as well as providing clear insights into the motivations of their enemies. Despite his military background, Harker was welcomed into the fold.
As team members began to drop off, Harker managed to exert his influence on the direction of the team, so that in 1990 Knightwatch actually became an affiliate of the British Army. All new members were required to possess a basic military training, while they also received the extensive support and resources of Her Majesty's Armed Forces. Knightwatch became a world leader in uberhuman security.
Harker became the leader of Knightwatch in 1992, changed his name to Brigadier, and has remained so ever since, although he and his family took a year's sabbatical in 2000.
Personality
Harker is a soldier first and foremost, believing the safety of his country is the highest priority. Since meeting his wife Faye, this outlook has barely wavered, and after the birth of his twin daughters Harker remained fervently a military man. Some would say that he is heartless and cold, but those who know him, as a friend, a husband and a father; know that he is a generous man with a self-effacing sense of humour and a love of the outdoors.
He is very proud, however, regardless of his self-effacing mannerisms and has a tendency to become stubborn and even aggressive if he is made to appear weak or foolish. If it's not on his terms, it's not on.
Quote
"There's a plan, and we stick to it."
Powers
The Brigadier has access to one of Britain's finest inventions, the Power Harness, which is basically a powerful force field generator. He complements the harness with a utility belt and his military experience and training. Although he is reluctant to kill, the Brigadier certainly has the capacity and the history to do so.
Appearance
The Brigadier wears an armoured black Kevlar bodysuit with silver-grey pads on his shoulders and silver-grey gloves and boots. He wears goggles to conceal his identity as well as to provide nightvision and protection from flares and flash attacks. The Power Harness straps around the wearer in an X pattern, the centre of which is seemingly a gemstone with a glowing core. The glowing gem is replicated on his utility belt which conceals an array of equipment.
Out of costume, Fred Harker is a military man and is rarely seen out of his army fatigues or heavy woollen jumpers and canvas trousers. When he is forced to wear formal wear he looks decidedly ill at ease in it.
http://www.thismutantlife.com/uberworld/agentape1.jpg
Created by The Arc (Noah Thorp)
AGENT APE: Jafari Banana
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/agentape.htm)
Concept Martial Artist Hair Colour Black
Nationality Tanzanian Eye Colour Brown
Place of Birth Unrevealed, Tanzania Height 2.06m
Date of Birth July 31, 1968 Weight 136kg
Background
The jungles of Tanzania were awash in rebels. Laird Angus MacTaggart, MI-6 and his trusty Sergeant-Major Percy Higgins-Clark of the SAS were running for their lives after a botched attempt at propping up a local chieftain against the rebels. Neither man knew exactly where they were, but knew that the rebels weren't too far behind.
A shout, quickly followed by a gun-toting rebel came out of the bush, his weapon trained on the two Brits. An evil smile crossed the rebel's dark face as he took aim. However, before he was able to pull the trigger a bundle of fur and fangs flew out the jungle slamming into the rebel driving him to the ground. The two struggled for awhile, but then there was a loud crack and the rebel lay motionless.
Standing over the crumpled corpse, the ape looked at his hands and said something under his breath. He had heard about the unusual apes of this part of Africa, but he had never met one, until now. He wasn't even sure that they even existed. Uberprimates, or unerapes.
"Right. Well, laddie it would seem tha ya don saved Ol' Percie's life, an meself. Right. So let us be off now. Chin up and all that rot. Stiff upper lip an all," said MacTaggart.
"Right O, my Laird," said Sergeant-Major Higgins-Clark.
The gorilla looked at the two humans. Shouldering their weapons the two Brits plunged back into the thick of the jungle. Trailing behind them was the gorilla. It took the three of them two days to reach the alternate rendezvous site where a plane was waiting for them to take them back to England.
However, just before the Brits were going to board the plane a band of rebels came out the jungle, automatic weapons ablaze. MacTaggart got the pilot to fire up the plane and it started to taxi down the runway. Angus noticed that the gorilla would be killed by the rebels if he didn't do anything, so he reached out of the plane and yelled: "Gimme yor hann. Tha's right, get yor **** in here!"
With a Herculean effort the Brit pulled the ape into the plane with automatic weapon fire playing all around them.
Twenty Years Later
Sitting at the Spotted Scotsman Pub in Islington, a large gorilla wearing a tuxedo sipped at a vodka martini. Sitting next to him wearing a leather jump suit was an attractive woman drinking a single malt whiskey.
"A toast to the old man," said the woman.
"Right O," said the gorilla.
They drank silently for a moment, before sitting back and reminiscing about Laird Angus MacTaggart. Since rescuing Jafari Banana from the rebels, MacTaggart had helped Jafari gain citizenship in the United Kingdom. Eventually, he was even able to help Jafari gain entry into the much vaunted MI-6. For several years after that Jafari and MacTaggart worked together as a team.
Then came the shooting in Belize where MacTaggart was wounded in his leg. While the two were able complete the mission, that was the end of MacTaggart's career. He was retired from the service and went back to Scotland. As for Percy Higgins-Clark, he was still with the SAS, having raised to the rank of Brigadier General. Often times Jafari and he would play golf together.
As for Jafari he continued to work for MI-6, but eventually grew tired of the secret service. After MacTaggart retired, Jafari and MacTaggart's daughter, Pamela Lee talked about old times and decided that Jafari would do well representing the British Spirit by joining Knightwatch.
Personality
Jafari was quite young when he first met Angus MacTaggart. As such the Brit left an indelible mark on Jafari's psyche. Now instead of thinking of himself as an intelligent ape out of Africa, he thinks of himself only as a subject of the United Kingdom. Jafari always act in the matter of a British citizen, which he is, but sometimes to an extreme.
Like most spies from MI-6 Jafari is quietly patriotic. There's nothing he wouldn't do for the crown, but he certainly wouldn't advertise it. He's British after all. It's mainly due to his patriotism that Jafari wanted to join with Knightwatch to further serve the crown.
Even though Jafari has the power to take someone's life, he has always tried his best to find another way of handling it. The paperwork was always too much anyway. Usually a toothy smile is all it takes to get results for Agent Ape.
Quote
“The name's Banana. Jafari Banana."
Powers
Like all uberprimates, Jafari is an exceptional ape. He is naturally limber with a lot of grace, and like most apes, Jafari can climb the most sheerest surfaces with ease. In addition to his climbing ability, Jafari's sense of hearing and smell are quite acute. Jafari is strong in both arms and legs, easily exceeding the strongest human agents, and his powerful legs allow him to run and jump over long distances with ease.
Being a spy as long as he has has taught Jafari about offence and defense. Offensively, Jafari was born with an impressive set of fangs and claws. Fortunately Jafari hasn't killed many people during his tenure with MI-6. Also like most spies, Jafari packs a little firepower, but like his fangs, he's reluctant to use it. Defensively Jafari usually wears a reinforced tuxedo that provides him some protection from attacks.
His years as a spy has taught Jafari a number of tricks. Almost no place is safe from this wily ape. Nor is it easy to evade Jafari when Agent Ape is on your trail. And Jafari is known to get really lucky at times, but just as likely for things to go wrong as well.
Appearance
Jafari is a handsome specimen of gorilla. He keeps his hair groomed to perfection. Like most gorilla's he naturally stands in a stooped position. Muscles seem to constantly ripple when he moves. While Jafari has a number of different clothes that are especially made for him, his favourite is his tuxedo. Hidden under his right armpit is his trusty Walther PPK. Since Jafari is so big there isn't even a bulge. Also whenever wearing his tuxedo, Jafari has always made it a habit to wear a carnation in his lapel as well. While very particular about his clothes, Jafari doesn't wear shoes.
http://www.thismutantlife.com/uberworld/captainspectre1.jpg
Created by Synergy (Neil Ma), Drawn by Me (tribe) and coloured by K L Wilson.
CAPTAIN SPECTRE: Thomas Green
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/captainspectre.htm)
Concept Metamorph Hair Colour Black
Nationality English Eye Colour Gray
Place of Birth Kingston, Jamaica Height 1.8m
Date of Birth January 19, 1548 Weight 90kg
Background
"... I don't know whether I like the cars better or the women." Red Johnny hollered out in his cockney accent. "Well, if I was James Bond, I'd take the women in the car!"
The tavern room roared in drunken laughter that overshouted the creaking of the floorboards and the clunking of mugs on the tables. Finally, a crotchety old man stood up. Seadog, he was known as. "James Bond! All of you think that James Bond is the ultimate master secret agent."
"Hear comes another old story, blokes." Shouted someone from the back.
"James Bond, huh? Well, let me tell all of you. I met a real secret agent." Seadog said, tapping his cane like a schoolmaster on the head of a drunk young man. "He was a secret agent before the word was invented. He was in Her Majesty's Secret Service before the MI-5 was invented."
"Go on old man." Said the bartender. "If it's good, I'll clear your tab."
"Aye it's good, lad. Good. It be good. But it be true, too," Seadog said. All eyes were either on the old man or were shut in drunken stupor. "As I said, I met this man two months ago...
"I was out fishing west of the Isles. As usual, it were a frigid foggy morn. The sun be shinin' somewhere, but from where I stood on the deck of me boat, it'd be hard to tell. Gulls were squawking and flappin about and tryin to steal me catch. Between rigging the sails and swiping at the gulls, I had me hands full.
"Without warning, me ship was rammed and split in twain. The boards broke and splintered. Me catch flew through the air out of the bin and back into the water. I, myself, was nearly flung into the icy Atlantic, but for my quick reactions. But, I found me holding onto the mast and the fore half of the ship was sinking quickly.
"I looked into the water to see a cursed submarine - and a damned ugly one, too. It didn't seem to me to be like any submarine that I had seen and I thought that I was done for. Done in by that damned ugly submarine. But, just when me boots touched the water, a frightful ship appeared from the fog - she seemed to be formed of the fog itself. Tattered sail and battered wood - it was a surprise that she floated at all let alone with the speed of a clipper.
"Invisible hands from the ghost ship pulled me aboard, and I, too seemed a ghost for all that I still felt alive and could see the mist of my warm breath still. There was a man, dressed as an old pirate. He was a handsome lad with a scoundrel's look. And he had a firm grip as he shook my hand.
"'Welcome aboard The Eternity,' he said, 'Secure yourself, for we are in pursuit of an enemy of The Queen.'
"I were speechless." Half the patrons of the bar guffawed and Seadog huffed indignantly before continuing.
"'Bring her to full speed and veer to starboard!' Cried the pirate captain, but to whom I couldn't tell. The sails dropped to full length catching some unknown wind and the ship tipped slightly as it turned.
"The Eternal quickly caught up to her quarry. Again the Captain's voice boomed, 'Prepare to board! Remember we're looking for the box. Only the box and no more. No loot, lads. Remember this is your atonement.'
"With that the Captain leaped off the deck and onto the submarine, but he did more than land on the submarine, he went through it's steel hull. A chill went up my spine. Sure, I knew that I was on a ghost ship, but having shaken the hand of a ghost was something else altogether. I watched, but could not see anything. There were sounds, for sure, from the submarine. I thought that I heard a volley of muskets and some other noises.
"About a quarter hour later, the Captain emerged from the submarine - again through its deck. He climbed the ladder and leaped back upon the deck of The Eternal. With a smile, he showed me the box that he had retrieved. It was locked, and he wasn't going to open it.
"'It's not mine, Seadog,' he declared. He handed the box to me and said, 'take good care of it.' Again he shouted to sailors that I could neither see nor hear, 'Leave be, lads. We take no prize here, not even that iron ship. Our mission be just to retrieve the box that was taken from the Royal Museum. Bring The Eternal around and set sail for Buckingham.'
"I looked at the box I had been given as caretaker. Long, it be, perhaps a meter and a half, but barely over a hand wide. Oak painted black and with a gold foil dragon stretched out on it. The Captain placed his hand on my shoulder and told me, 'Your life I have saved and with it a boon. Here is the boon. You may admire the box, but it is not yours nor shall ye take from within it. Take Excalibur's Scabbard to the Queen when I leave ye at the Palace.'
"'Who be you?' I asked him. The ship floated off the water and into the air picking up speed and leaving the submarine behind.
"'I am the Captain of the Eternal, commander of me ghost crew, and bearer of a Letter of Marque from the Good Queen Bess,' he said as he stood proudly before me. He flashed a rogue's smile at me. 'Here be me story, man.
"'Twere a right nasty storm off the Spanish coast by Cartagena. But I did not give up me pursuit of the galleons. The Spanish Captain would not heave to - his ship was slow from the load of Aztec gold, so instead of turning towards the Eternal to run, he pulled his sails up and headed into the storm. Me crew is a bunch of hearty lads and fine sailors, too. We caught up to the slowest galleon in the midst of the storm and boarded. Twas then that a Jesuit priest spread his arms and shouted some words in a tongue that was not Spanish nor English nor French. But I knew that it be magic.
"'An evil green glow spread from the fingers of the priest and touched me crew. Every one of them died that day. I think that I did, too. When I next awoke, the ship was drifting at night, out of the storm. Something thumped against the Eternal's hull, though, and I went to discover what twas. Twere a log, and on it a man - a Spaniard sailor from me quarry, the San Salvador. I hauled him aboard and asked him in Spanish what happened.
"'He told me about the priest who was a sorceror that practiced the black art. The priest had cast an evil spell. It slew me crew, but it also put a hole in the San Salvador that seemed to go to the sea floor. The Spaniard galleon sunk. Me men died. But, those that had little greed in their heart went straight to the afterlife. The others, why they were still around. I looked about and saw twas so. Half me men stood about the deck as if awaiting me orders. Then I asked the Spaniard about me. I have no greed in me heart - my bucaneering is me duty to the Queen and England.
"'He said simply that I be their Captain and they are my responsibility.' The dashing Captain finish his story and then simply said to me, 'As long as there is a Queen of England, I am in her service along with my crew doing their penance until we finally leave this Earth. Men call me now Captain Spectre.'
"With that he set me down upon the steps of Buckingham Palace and I watched the ghost ship leave again on some mission for the Queen," Seadog lifted his mug and drained the last dregs of his beer. He loudly set the cup down on the counter for the bartender to refill. "So, it is he, Thomas Green, Captain Spectre, who was the first and is the longest secret agent in Her Majesty's Secret Service."
Personality
A man from the bygone era of wooden ships and iron men, Captain Specter is a swashbuckler's swashbuckler. While he doesn't quite fit in well in the modern world, he isn't really trying to. He does what he does how he wants to. If a single thing defines him, it is his dedication to the Queen and England.
Quote
"Of course I can do this. I've a Letter of Marque from the good Queen Bess herself."
Motto/Creed
For Queen and Country!
Powers
The majority of Captain Spectre's powers come from his being a ghost. He can turn invisible and immaterial or partially immaterial. His ghostly flintlock pistol never seems to need reloading and his ghostly cutlass never seems to drop. He can spirit shock a mortal into a catatonic state.
That is only part of his value. His ghostly ship, The Eternal, has a skeleton crew who obey their Captain's every word lest hell reach out to claim them. It can take the Captain's guests on a ghostly cruise quickly to where they need to go, flying through the air or diving beneath the waves. But any mortal passengers need to beware the time they spend aboard the ship lest they remain immaterial themselves.
Because of the nature of his vows and the nature of the Spaniard's Curse, Captain Spectre can become corporeal when England is ruled by a Queen. At all other times, he roams the earth, but can not interact with it.
Appearance
When not invisible, Captain Spectre appears like a mismatch of a British gentleman in scoundrel's clothes. The buttons of his white longsleeve shirt are torn off, exposing his muscular physique. He sports black trousers, black boots, a brass belt, and gold earrings, but no eyepatch, hand hook, or parrot. Only when visiting the Queen will he wear his proper sea captain's uniform, 17th century, of course.
http://www.thismutantlife.com/uberworld/energizer1.jpg
ENERGIZER: Ellen Mackellar
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/energizer.htm)
Concept Energy Blaster Hair Colour Black with white stripe
Nationality British Eye Colour Green
Place of Birth Glasgow, Scotland, United Kingdom Height 1.73m
Date of Birth August 10, 1977 Weight 64kg
Background
Ellen was a 'sparky' from Glasgow, just like her father and his father before him. She dropped out of school at 16 and went to help her father, turning her back of her peers but keeping her interest in gymnastics. She had been a national champion three times during her early teens, and she kept up the training even as her body grew too big for effective competition. The combination of poor study skills, lots of absences because of gymnastics and an alcoholic mother made Ellen Mackellar a bit of an outcast, a loner.
Things didn't improve after she was nearly electrocuted on a job at City Hall. She had crossed the wrong wires and had been stuck to the surge of electricity, sucking the city dry within minutes and with no one able to wrench her free. Everyone thought she had died. Her father wept openly.
But Ellen stumbled from the scene after the power had been absorbed. She had added another label for people to fear and loathe about her. She was an uber. And to make matters worse, she now had a white stripe in her once raven black hair.
The military suddenly found her very interesting though, and organised for her to work for them as well as complete her electrician's apprenticeship. She was introduced to Knightwatch and after attending a training programme she was accepted onto the team.
During her time with Knightwatch, Ellen has made a point in going back to Glasgow every year at New Year's Eve to show her Scottish colours. She is proudly Scottish, even though she is less than proud of those who once ridiculed her.
Personality
Ellen has been in the public eye for over a decade and has become used to the fanfare and expectation that comes with her role. She is professional, almost to a fault, and hates ineptitude in others. And she is not one to let sloppy work go without a sharp reprimand. Her childhood was lonely and her adult life is similarly empty outside of her work with Knightwatch. The difference is that she accepts her situation now and is happy living her own life. She takes pride in being one of the longer serving members of Knightwatch, and enjoys sharing her experience and training with others. However, once the training is over, Ellen withdraws.
Professional relationships are easily handled. Personal ones are taboo.
Quote
"I ken feel ye faltering, lass. Are ye runnin' out of juice because I'm jest getting started."
Powers
Energizer is a living energy battery, able to absorb amazing levels of electricity and other energy forms. She can utilise the absorbed energy to enhance her own blasts of electricity and she has been known to absorb so much electricity that her blasts have been able to destroy entire buildings. In addition to her electrical powers, she is also an accomplished martial artist and gymnast, and enjoys pushing her body in combat situations.
Appearance
Ellen Mackellar is a rather stern looking woman in her late twenties. She has long black hair which she ties carelessly back into a pony tail, and it has a distinct white stripe in the centre which appeared after her uberabilities manifested. In costume she wears a green armour, yellow leggings and gloves, and black boots.
http://www.thismutantlife.com/uberworld/ladyofthelake1.jpg
LADY OF THE LAKE: Lousie Ivory
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/ladyofthelake.htm)
Concept Mentalist Hair Colour Black, dyed Blonde
Nationality British Eye Colour Brown
Place of Birth Liverpool, United Kingdom Height 1.71m
Date of Birth March 30, 1987 Weight 58kg
Background
Louise Ivory found she could hear other people's thoughts during her A Levels, which was simultaneously frightening and strangely exciting. She did very well on the tests and after feeling pangs of guilt, managed to accept that she was an uber and got on with her life. She never bothered to tell anyone and went through life as she had before, only this time with a little Ace up her sleeve.
Of course, when Colony discovered her and decided she'd be better off dead, Louise had to re-evaluate her options. Colony commanded dozens of British shoppers to search for her when he chased her into a shopping centre and by the end of the day's trade, almost all of the people inside were under his control and searching for her.
Louise had hidden on top of the giant Christmas Tree in the centre of the plaza and could see the mindless zombies prowling around looking for her.
Knightwatch arrived and dissipated the colonists but failed to find Colony himself. Louise slunk off home and locked herself in her bedroom. During the night her family became enslaved by Colony and she had to fight her way out of the house and into the street where she faced off against Colony himself.
He was a seasoned criminal mentalist, and she was a raw recruit.
The outcome would have been nasty for Louise if she hadn't caught the eye of Union Jack back at the Plaza. He had been taken with the plucky teen and researched her back at the Knightwatch base. Once he had found the address he had flown to see if she would go out with him. Instead he managed to save her from Colony, as well as persuade her to join Knightwatch. It was the closest he ever got to a date with Louise, although he is still persistently pursuing her.
Personality
Louise is carefree and doesn't take the big things altogether seriously. At nineteen years of age she is confident and as a member of Knightwatch, has the world at her feet. She is always on the lookout for fun and is likely to jet-set across to Tibet for an afternoon mountain climb, or visit the S.A.G.E. orbital station for golf.
As the Lady of the Lake, Louise is the team mentalist and her 'never say die' attitude also makes her something of a mascot.
Quote
"Hmm, now what does my little pool reveal today? Eew, too much of a close-up... back up pool, back up..."
Powers
Lady of the Lake is a medium-level psychic, able to communicate, control and manipulate the minds of others. She is also able to project her perceptions through a scrying pool which enables her to search large areas and to see through to other places. To boost her psychic blasts she has been trained to use a "Poking Stick" or wand which allows her to amplify her natural psychic intensity.
Appearance
Louise is a young woman of Indian-African descent. Her skin is dark although she dyes her hair blonde. She refuses to wear a costume and prefers to wear jeans and a t-shirt, although she always carries her wand (usually stuffed in her jeans' pocket).
http://www.thismutantlife.com/uberworld/unionjack1.jpg
UNION JACK: Casper Jay
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/unionjack.htm)
Concept Speedster Hair Colour Blonde
Nationality British Eye Colour Green
Place of Birth London, United Kingdom Height 1.86m
Date of Birth February 5, 1987 Weight 55kg
Background
Dr Wilhelm Jay first met the Devil over a pint in a pub in Hammersmith, London; although, to his credit, he thought he was speaking with a corrupt Polish bureaucrat. Dr Jay had just graduated from King's College in the field of genetics and was fielding offers of employment in conventional and unconventional arenas. The British Government was willing to put him on the payroll, but Dr Jay was no patriot. He found more lucrative offers came from overseas, particularly from Russia, Eastern Europe, Northern Africa and Spain. He was one of the first of a new generation of European scientists to seek out the source of the emerging ubergene.
Janus Jablonski had contacted Jay on behalf of an unofficial government project based in Poland and Germany. Jay knew that he was dealing with 'black ops', and the illicit connotations drove him to meet with the Pole. The Children Of The Future Project. On paper it looked ridiculous: an attempt to harness the science to activate the metagene in a commercially viable sense. Jay could see how the corporations would be bewitched by the potential profits, and he was similarly bewitched by the whispered promises of unlimited research prospects. Jablonski promised Jay free rein in his field, as long as the results of his research were offered to the consortium first.
Dr Jay worked under the auspices of the Project for fifteen years, working some of year in North-Western England and Wales, and the rest of the year in Warsaw. He cultivated a family in England, marrying an author and having two children, but he spent most of his life in laboratories and on the academic circuit. Most of his contemporaries considered him a tool of the corporations who fed him paychecks, but there were some who realised his work was, indeed, breaking new ground in uberhuman research. Dr Jay was not content to work solely within the realms of science. He turned, as well, to the Dark Arts. 'Janus Jablonski' introduced him to the occult world.
In 2000, Dr Jay made a terrifying discovery. He had been working near Marseilles on grafting an active ubergene with mystical energy he had drawn from a pocket dimension he dubbed: "Promethea". The test subject had been a captive vigilante, Alice Darroussin, who had plagued the backers of Project for years, but Dr Jay never gave any consideration to test subjects, considering them nothing but genetic putty. The rupture caused by linking Promethea with Darroussin destroyed the underground facility and entombed Jay under eighty metres of rock. Instead of being crushed to death, Dr Jay was temporarily protected by a ghostly shield, the surface of which flickered into a series of visions even as it faltered under the immense weight of the world.
The first image was of a laughing Janus Jablonski. As Dr Jay watched, Jablonski's outward appearance began to wither away, leaving behind the unmistakable and primal image of the Devil. The image began to fall away in flames, but behind the first vision was a second. The Devil was replaced by a serene king: one he recognised as Charlemagne who ruled Christendom until the early 9th Century. Appearing beside their King were the Twelve Peers, knights of the highest order. Most of Dr Jay's work had been dedicated to the discovery of a nexus point where magic could flood into the world and transform whoever was present at the ritual into a God.
The nexus point was never established, but as the Peers faded, Dr Jay was rewarded with a fleeting glance at his own Holy Grail even as the shield shattered and the rock claimed his damned soul.
He had been so close, within his grasp for years, but he had been unable to see it, for the nexus was not a place.
It was a person.
His son.
There had been a time when Casper Jay had been oblivious to the intricate sins of his father, a time when he thought Charlemagne was a half-decent bottle of bubbly, a time when he considered himself too insignificant to help change the world. It was also during that time that his big sister began to foster an interest in the United Nations and a world where superhumans were as common as 'Yes Prime Minister' re-runs on the BBC.
But then he had started to change: his body hardened and he began to experience vivid dreams of knights and knightly adventures. There were theories, of course, not least because his father was a uberhuman specialist. His father, however, was distracted. After a fleeting rekindled interest, Dr Jay turned his attention back to mainland Europe and promptly died in a laboratory accident. Casper's mother had died when he was six years old, and Erin had long since taken over the role of primary caregiver for their family, although she spent most of her time working with the European Union. Casper was left to his own devices: a sixteen year old with the ability to fly faster than jets in his spare time. He never wanted to be a hero, so he kept his talents secret and used them sparingly. He never wanted to be different and to most people around him he appeared to be a regular British teenager.
That was until his final year of high school, when Casper was violently thrust onto the world's stage for the first time. During a school trip to London his geography teacher, Miss Stapleton, was murdered by the serial killer known as Motte and Casper stumbled onto the scene moments after his teacher's body was mutilated. His reaction was immediate and devastating. He charged the killer and grappled him through the fourth storey window, shattering the windows and most of the wall with the force of their bodies. The fall didn't hurt either of them, or even slow them down, and Casper found himself pursuing Motte across the rooftops. The Police were called and soon joined the chase. The media were close behind.
When Casper realised Motte had been leading him into a trap, it was too late. He landed on a rooftop which was rotten and crashed into an abandoned warehouse near the river. Motte was on top of him in an instant, his fingers elongated and razor-sharp, and still covered with Miss Stapleton's blood. Casper knew he was going to die, but in another twist of Fate, help arrived in the form of Knightwatch. Motte fled and Britain's heroes returned Casper to his hotel, but not before the media caught him on tape and started to concoct sensational stories of a new Teen Superhero. Casper and his school refused to speak to the media, but before the end of the year Casper had been politely asked to leave both his school and his home town. It was nothing personal, they assured him, but his very presence was detrimental to the rest of the students and it wouldn't be fair on them, especially with exams coming soon.
Erin took her little brother to London where he slipped back into anonymity and secretly joined Knightwatch.
Personality
Casper is a heart throb, living it up in London and across the globe. He is friendly and charming but really doesn't seem to possess much depth of character or intellect - which is surprising for a budding computer wizard. He lives for the moment and lets other people, like his sister, worry about repercussions.
Quote
"This is your lucky day. You're being arrested by UK Today's Hottest Dude of 2005."
Powers
Union Jack is able to fly at supersonic speeds, and his body has adapted to the pressures and requirements of such uberhuman feats. He is one of the fastest young ubers in Europe and expects to remain that way through intensive training. His reactions speeds are also at uberhuman levels and he is able to create buffeting whirlwinds by flying quickly around opponents.
Appearance
As his name might suggest, Casper's uniform consists of a prominent Union Jack covering his entire chest. His arms and legs are completely covered in a black armoured Kevlar. His blonde hair is rumoured to be insured for half a million pounds and is always well groomed, even considering his superhuman speeds. In costume he wears special goggles which compensate for his nearsightedness as well as providing him with telescopic sight.
Out of costume Casper dresses in the latest trends and looks like a runway model. He alternates between wearing contact lenses and thin-rimmed spectacles or prescription shades.
tribe
Feb 15th, '06, 01:30 PM
With the Calls For Submissions open on 'This Mutant Life' I thought it would be a good time to post the supporting characters.
Firstly is Dr Saul Numen, who is the 'Professor X' of the team - a man of science who has come out of semi-retirement to train a group of young ubers.
Helping him is his daughter from his first marriage: Alsana Numen - a serious and well-tailored Brick.
And as the team is set up in Australia, the Australian government has called for some kind of surveillance of what is going on, so they sent in Tobias O'Brien to work as an undercover agent/bodyguard for the young ubers.
http://www.thismutantlife.com/uberworld/numen1.jpg
DR SAUL NUMEN
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/numen.htm)
Concept Expert Hair Colour Grey
Nationality Austrian Eye Colour Green
Place of Birth Vienna, Austria Height 1.68m
Date of Birth August 30, 1943 Weight 50kg
Background
Saul Numen was born during the Second World War and has been marked by the trauma it levelled against his family. He grew up in Vienna and soon found himself fascinated with ubers. This fascination fuelled him for the next two decades as he became a world expert on ubergetics, and alongside Akemi Kanemaru, he created the Numen-Kami Institute of Ubergetics in the 1970s.
Personality
Numen is in his sixties, although sometimes he feels much older. He has carried the weight of ubers on his shoulders for three decades and feels responsible in part for the actions of evil ubers across the globe. He has resisted several governments' requests to engineer an anti-uber weapon which would strip an uber of their powers, but knows that such a weapon is almost certainly being developed. He believes that the only way to combat evil ubers is by example. The good, heroic ubers are able to provide role models to people around the world as well as offering an alternative lifestyle to evil ubers. But this idea is seen to be outdated in many circles, and as such, Numen is feeling burnt out.
He sees the Special Class of ubers as an opportunity to help shape the future of the world and has put aside his other work to concentrate on their welfare, knowing that a lot rides of the success of this latest group.
Quote
"It is much easier to blast an enemy into dust or bury them in a landslide than it is to walk in their shoes for a single day."
Powers
Numen has no uber abilities, but his understanding and expertise in that area is unparalleled. He keeps himself informed on the active ubers of the world with daily updates, and as a consequence is quite often able to find weaknesses and strengths in those ubers he knows about.
Appearance
A small man who fades easily into a crowd, Saul Numen, has not had much need for a physical presence during his life. He is well known, but mostly by name. His face is regularly splashed across the pages of science journals and newspapers, but it isn't a very remarkable face and is easily overlooked.
http://www.thismutantlife.com/uberworld/alsana1.jpg
ALSANA NUMEN
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/alsana.htm)
Concept Brick Hair Colour Black
Nationality Austrian Eye Colour Dark Brown
Place of Birth Vienna, Austria Height 1.8m
Date of Birth May 18, 1970 Weight 70kg
Background
Alsana was the only child of Saul Numen and his wife of twelve years, Saffron Owen. Alsana has spent most of her trying to live up to her father's reputation and followed him into the field of ubergetics with some success. When it was discovered she was an active metahuman, Alsana was thrilled. Finally there was a chance she could truly become her father's daughter.
She began a career as a crime fighter, using her strength to defeat evil as she saw it across Europe. But her heart wasn't truly in superheroics. She was a scientist, interested in the reasons behind ubers, not the ubers themselves. She retired from being a crime fighter and helped her father establish the Numen-Kami Institute. She became a Board Member of the Los Angeles Institute and helped establish the Special Class of young ubers.
When her father indicated his intention to start a new Special Class in Melbourne, Alsana was asked to transfer to the Australian Institute and handle the young ubers as they settled in to their new lives. To do this she has taken a leave of absence from the Board.
Personality
The daughter of a world renowned scientist, Alsana doesn't care much for comparisons and is comfortable within her self, although she did have trouble as a younger woman attempting to be everything her father wanted her to be. She is confident and has the powers to support her decisions, not fearing scathing remarks because she can be equally scathing in return, if not more so. She believes that the young ubers at the Academy are naive and wants to protect that naivety.
Quote
"I have no comment for the media. What you do with your lives is truly of no concern to me."
Powers
Alsana Numen possesses uberhuman strength and durability, as well as the ability to fly. In addition to her uberhuman abilities, Alsana is also an accomplished scientist and administrator, especially when concerning the Numen-Kami Institute.
Appearance
Alsana has never been comfortable wearing a superhero costume and believes she has destroyed most of the evidence from the early 1990s. She wears suits to work, despising dresses almost as much as costumes, but has them tailored rather than from the rack. She keeps her hair short and slicked back which can make her seem intense and unapproachable - an impression she enjoys when there is much work to be done.
http://www.thismutantlife.com/uberworld/obrien1.jpg
TOBEY O'BRIEN
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/obrien.htm)
Concept Martial Artist Hair Colour Light Brown
Nationality Australian Eye Colour Blue
Place of Birth Brisbane, Queensland, Australia Height 1.85m
Date of Birth February 27, 1979 Weight 80kg
Background
After being headhunted during his university years by ASIO, Tobey O'Brien was headhunted again during his twenties as he worked as an intelligence officer. Dr Saul Numen asked him to work for the Numen-Kami Institute, and when the Head of ASIO also appeared and effectively ordered Tobey to agree, he realised that he really had no choice. He resigned but was able to keep his weapon and permit. While not being an ASIO Agent, it seemed that Numen and his institute had been given several concessions from the government.
He trained in Melbourne and was then assigned to the Angelus Academy where his job was to provide discrete security for Numen's Special Class.
Personality
Tobey O'Brien is young and idealistic, a font of optimism. He has slipped seamlessly into the Academy and works part time as a student careers counsellor as his cover, and enjoys the opportunity. However, his true love is intelligence work. He grew up reading spy novels and still dreams of becoming involved in some kind of major espionage incident. Working with Numen he has already been introduced to many potential conflicts.
Quote
"You're the hero-in-training, kid. I'm just here to make sure you get a chance to wear the tights, and not end up as some sticky puddle on the boot of Doctor Destructo - or whatever he's calling himself these days."
Powers
O'Brien is a highly trained ASIO Agent in good physical condition. He wears concealed armour and carries a powerful handgun, in addition to his extensive training in judo.
Appearance
Tobey has very short blonde hair and dark eyes, although rather than appearing hard, he is naturally very warm and comforting to others. This empathy is one of the reasons he was chosen for his job. He wears casual clothes to fit in with the uniform crowd, but has been known to wear suits or a dark combat outfit for special assignments.
tribe
Feb 17th, '06, 08:25 PM
Here is Trinity. On first glance these heroes look like your average patriotic guys and gal, but unbeknownst to them they are actually being manipulated by a man known as Monsieur Blanc (who also happens to be known as Cardinal Syn). He can take control of them by using a coded word, although he uses them only in extreme circumstances. The other times Trinity operate as France's premier super team. There was another team, The Legion, but it was tragically destroyed and disbanded... by Cardinal Syn (http://www.thismutantlife.com/uberworld/cardinalsyn.htm)! :mad:
First up is Bastille:
http://www.thismutantlife.com/uberworld/bastille1.jpg
Beautifully coloured by K L Wilson
I still have trouble colouring and am too stubborn to read the manual for Photoshop!
BASTILLE: Jean-Evariste Colbert
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/bastille.htm)
Concept Brick Hair Colour Black
Nationality French Eye Colour Dark Brown
Place of Birth St.Etienne, France Height 1.96m
Date of Birth May 18, 1961 Weight 172kg
Background
Jean-Evariste Colbert began his working life in the Les Princes Barriere de Cannes in 1982, but began to want more as he grew older. Even as he grew more restless he remained physically the same, and six years passed without him growing a day older. He came across an Italian priest during this time of crisis and through evening discussions and casual meetings, the priest convinced Jean-Evariste to pursue his dream of becoming a lawyer. The priest was actually Cardinal Syn, but their meeting was entirely innocent. It was only later when Syn discovered Jean-Evariste was an uber that he began to manipulate the French man into an intricate web of control.
Jean-Evariste graduated from the Sorbonne and embarked upon a career in law, while also becoming more aware of his uber abilities. During the trial of a notorious public agitator, shots were fired from the public gallery, and Jean-Evariste was hit in the shoulder. In the confusion, Jean-Evariste discovered that he was unharmed, and that in addition to his slow aging, he was also growing incredibly strong and durable. He focussed his spare time on developing these skills and in the late 1990s he was contacted by Monsieur Blanc, a mysterious man who identified himself as a philanthropist in a sensitive government position who wanted to help France, but wasn't willing to compromise his position.
Monsieur Blanc organised Trinity, a team of three heroes who would be financed by Blanc while safeguarding the values and citizens of France. Blanc contacted the team when he had valuable information which often led to missions, but otherwise allowed them to go about their own mission to fight crime.
Personality
Jean-Evariste has come to enjoy life, knowing that he has a long time ahead of him in which to experience the joys and sights of the world. While he still manages to put himself first, he has dedicated significant amounts of his time to helping the poor in pro bono legal work, as well as his work as Bastille. He considers his role as Bastille as being equally important as being an attorney, although he manages to get more satisfaction out of his superheroics than his legal ones.
Quote
“I'll give you sixty seconds...”
Powers
Bastille possesses an expanded lifespan, and ages very slowly. In addition to this primary uber ability, Bastille is very strong, able to lift over 3,000kg and is practically invulnerable to conventional weaponry. He has recently been able to tap into reservoirs of energy which heighten his strength and durability even further, although he can only manage to maintain these levels for one minute, several times a day. In addition to strength and durability, Bastille is also able to hold his breath for long period of time.
Appearance
Jean-Evariste was also a large man, but as his ubergene began activating, his weight increased so that he now stands at nearly 2m tall and 197kg. As Bastille, he wears a mask to hide his true identity so he can continue working in the courts, and a blue and silver costume. Out of costume he wears relaxed suits and casual attire.
http://www.thismutantlife.com/uberworld/lecrapaud1.jpg
LE CRAPAUD: Aimon Clement
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/lecrapaud.htm)
Concept Martial Artist Hair Colour Blonde
Nationality French Eye Colour Hazel
Place of Birth Paris, France Height 1.77m
Date of Birth February 5, 1984 Weight 67kg
Background
Aimon was an outstanding athlete during high school, representing his region in national competitions, but it was in gymnastics that he truly excelled. His career was cut short when it was discovered he was an uber, and the news came as a shock to his friends, family and even himself. He always assumed he was a natural athlete, but the news that he had a genetic advantage rocked his confidence. He retreated into himself for months, until his mother convinced him to visit a priest.
The priest was new to the area, an Italian priest. Aimon was intrigued, but didn't listen too much to the religious side of the conversation. The priest, as well as being a foreigner, also happened to be centuries old, and had an ulterior motive in talking with the boy. His words, although containing religious symbolism, spoke more to the boy about his potential.
Cardinal Syn instructed Aimon to enter the entertainment industry.
Aimon's family were surprised with his new lease on life, and his enthusiasm in pursuing acting. Little did they know that Cardinal Syn had begun a decade long manipulation of the boy, manoeuvring him into television, then film, and eventually to superheroics. When Aimon finally received a call from the mysterious Monsieur Blanc, he was ready to accept his new assignment as a member of Trinity.
Personality
Aimon is light hearted and independent, living life to the fullest while laughing at adversity. He has created an image which has enchanted audiences of all ages, and he is one of the most popular and well known ubers in France. He has grown up in the public eye and has become very comfortable with his uber abilities.
Quote
“Have you not heard the story of the Frog Prince?”
Powers
Le Crapaud, known as The Toad, enjoys heightened physical attributes, including strength, agility and speed. His senses are heightened as well, and he is immune to all known poisons. In addition to these abilities, Le Crapaud is also able to breathe in air and water, can exude an adhesive oil which enables him to climb walls with ease, and has an extendable tongue which has become well known, especially amongst his female admirers.
Appearance
Aimon is a handsome young man, brimming with confidence and physical ability. He is always moving and does so with grace. As Le Crapaud, he wears an armoured costume with long sleeves and shorts, which accentuates his leg muscles; and gloves and boots which allow his adhesive oils to secrete through so he can climb walls with ease.
http://www.thismutantlife.com/uberworld/sting1.jpg
STING: Dr. Frédérique Alliot-Marie
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/sting.htm)
Concept Energy Blaster Hair Colour Reddish-brown
Nationality French Eye Colour Green
Place of Birth Marseilles, France Height 1.68m
Date of Birth August 10, 1976 Weight 55kg
Background
A failed romance with Guy L'Estrie catapulted Dr. 'Fred' Alliot-Marie into a dangerous experiment. She threw caution to the wind and agreed to help a colleague investigate an erratic energy pattern resonating from an alien device retrieved by S.A.G.E.'s experts. The investigation was unauthorised, but Fred felt like proving a point to L'Estrie - that she was capable of facing danger and that she wasn't just some girlfriend to be put in danger by the villain of the week.
But the alien device wasn't meant to be opened.
It contained a wormhole which quickly pulled in Dr Alliot-Marie and the two other scientists involved in the reckless probe, as well as much of the research facility. Armstrong and his newly formed Brotherhood arrived and helped S.A.G.E. contain the wormhole, but no one expected Dr Alliot-Marie to have survived.
When she pulled herself back out, using new telekinetic powers she had gained from exposure to the collapsing red sun on the other side of the wormhole, she was not impressed when everyone, including Armstrong, had left. There was a moment when she felt like taking out her frustration and pain on the world around her, but before she could make that decision, a priest came to her with calming words.
He said she represented the French spirit, not seen since the 19th century when France had been a power to be reckoned with. He coaxed her into taking her newly found powers and using them to bring France back onto the world stage. Dr. Alliot-Marie was convinced, so without even finding out the priest's name, she began a career as a superhero.
It wasn't just to promote the potential of France. Alliot-Marie also wanted to show Armstrong what he had missed out on. She discarded her public identity and flaunted her new powers which were devastating in power. Some time later she was contacted by a Monsieur Blanc who provided her with information on crime, and contacts with two other like-minded ubers. Together they became Trinity, unwitting pawns in Cardinal Syn's grand schemes.
Personality
Sting is a right-wing intellectual. She believes that people should earn their money and status in the world, just as she has had to. This ideology was one of the conflicts between her and Armstrong who was more of a philanthropist. As Sting, she now has the power to match her intellect and she is not afraid of using her powers to their extreme.
When she is not reminded of her failed relationship with Armstrong, Sting is a reasonable and strong-willed woman. She is determined to protect France from threats, and to make her environment a better one. She is a regular guest of television programmes, raising money for causes; and will offer her time and powers in the aid of many civic projects.
Quote
“If you want to destroy the world, go ahead and try. Don't bore me with the details.”
Powers
When Sting was exposed to the alien radiation at the other end of a wormhole, she gained uber-like abilities which enable her to create and control a red-force energy. To create the energy, however, it is necessary for her hands to be in skin-to-skin contact. Once created, the force energy is able to take on any number of shapes and purposes from concussive force bolts, to bubbles, cages, hands and other implements. She is also able to generate a field around her body which enables her to fly and which protects her from harm. Sting can concentrate the energies to replicate a kind of wormhole which allows her to teleport short distances.
Appearance
Fred is an attractive woman with a fashionable bobbed hair style and a penchant for pseudo-superhero chic. Without a secret identity, Fred wears a mixture of costume and regular clothing, which has developed something of a following. As Sting she wears slightly flared trousers and blouse over which she wears a white shirt. She always leaves her hands bare, as she needs skin-to-skin contact to activate her powers.
tribe
Feb 23rd, '06, 01:40 PM
This group was organised by The Witch Doctor (Uberworld's homage to Doctor Doom) as one part of his strategy to invade and occupy a small African country now known as Azambia. The Hunt was extremely useful in the takeover operations, although they did lose two members in the war.
Now they operate as mercenaries across Africa and even up into Europe on occasion. They also work for the Witch Doctor when required.They are led by The Savage Lion, who uses the team to combat the encroaching evil of the Sons Of Set (http://www.thismutantlife.com/uberworld/nephthys.htm) which is threatening to take over all of Africa.
This team was originally created by Noah Thorp (The Arc) and he has done most of the background information.
http://www.thismutantlife.com/uberworld/savagelion1.jpg
THE SAVAGE LION: Aleser Shahanga (aka Alistair Savage)
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/savagelion.htm)
Concept Brick Hair Colour Sandy Brown / Black
Nationality Tanzanian Eye Colour Yellow Brown / Brown
Place of Birth Dar es Salaam, Tanzania Height 1.92m / 1.9m
Date of Birth July 27, 1970 Weight 100kg / 86kg
Background
Aleser Shahanga was born into a powerful family, his father being a wealthy, if somewhat corrupt, man. Aleser was educated in England and South Africa from the age of six, and returned home only on holidays. He never really knew his parents, so when they were killed in a plane accident, he could only mourn them distantly. He returned to Dar es Salaam and took control of his father's empire, moving smoothly into the role of industrialist. He discovered that his father was considerably more wealthy than he had first thought, and marvelled at the intricate web his father had woven across Tanzania.
The Sons Of Set had also discovered the late Jamal Shahanga's business empire and moved in, expecting the grieving son to be no match for them. They were mostly correct and managed to cause enough chaos in the business world so that Aleser lost most of his fortune; but they also chose to kill the son, and that was their mistake. Sebek was chosen to kill Aleser and struck while the Tanzanian was asleep.
Aleser woke from his sleep to discover the crocodile man above him. His eyes darted to his wife, Serafina, and knew they were both in a dire situation. Something inside of him snapped and instead of fleeing, he leapt at Sebek, transforming into the Savage Lion.
Sebek was surprised and faltered, so Aleser was able to beat him back and take his wife to safety in Johannesburg.
From the relative safety of South Africa, Aleser was able to rebuild his business empire and control the raging beast within him. He became Aleser Shahanga, head of the Shahanga Corporation; and he also became Alistair Savage, the Savage Lion: a mercenary and part-time vigilante. His fame became so wide spread throughout Africa that he was hand picked by the Witch Doctor to lead The Hunt and assist with the invasion of Azambia. Aleser agreed to join the Witch Doctor, because he realised that there needed to be someone or something to counter the expansion of the Sons Of Set.
Personality
The Savage Lion is an arrogant, powerful and sometimes bloodthirsty man who revels in his lion form. He believes that he is descended from a pure bloodline, the proof being that he now embodies the power and grace of the lion. His personality is exaggerated in his lion form, but even in his human form he exhibits arrogance and a tendency to be ruthless.
The one balance to this intense personality is his love for Serafina, who keeps him grounded. They have not yet had a child, but Aleser and Serafina have begun planning a family, and a possible retirement for the Savage Lion.
Quote
"A shadow is closing in over Africa, but they have forgotten that we best hunt at night."
Powers
The Savage Lion has all of the hallmarks of his namesake: razor sharp teeth and claws, a thick mane and protective pelt, heightened senses and the ability to put on bursts of speed. He is exceptionally strong and a hardened mercenary, with years of experience behind him. The Savage Lion is a formidable opponent and has been underestimated in the past, much to the opponent's peril.
Appearance
The Savage Lion looks like a bipedal lion, with a thick prehensile tail, full mane and a sandy-brown pelt. He wears a dark grey body armour in battle, but otherwise goes barefoot. As Aleser, he appears as a handsome man with dark brown skin, littering brown eyes and a predatory smile. He wears business suits most of the time and is well known in the business world.
http://www.thismutantlife.com/uberworld/gazelle1.jpg
GAZELLE: Maïmouna Kâ
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/gazelle.htm)
Concept Energy Blaster Hair Colour Reddish Brown with Stripes
Nationality Senegalese Eye Colour Brown
Place of Birth Dakar, Senegal Height 1.72m
Date of Birth February 2, 1982 Weight 63kg
Background
Maï was coaxed into a life of crime during her later school life in Paris. She had moved from Dakar to train with the French Olympic track and field team, and had also begun manifesting her uberhuman abilities: something which her track coach was quick to pick up on. He helped her gain control of her light powers, and she used them to break into jewellery stores and, later, banks to get money for the coach. She also started to deliberately injure her opponents in sniper attacks before races and events.
By the age of eighteen, Maï was well trained in heptathlon and crime. She gained a place at the Sydney Olympics in 2000 and managed to free herself from the coach, returning to Senegal with a Bronze medal and a sense of freedom which her parents, coaches and friends were unable to stifle. She left Senegal and travelled north to Morocco before coming across the Witch Doctor, who managed to save her from being abducted or killed by the Sons Of Set who had begun spreading across the north of Africa. Maï returned to Azambia with the Witch Doctor and agreed to work for him, joining his army and taking up military training.
She was sent to join The Hunt and has operated with the mercenary group ever since, although she maintains a strong relationship with Azambia and her patron, the Witch Doctor.
Personality
Maï is a trained athlete and maintains a strict training regime. She is highly competitive and amongst the males of The Hunt, she feels she has to beat them in everything they do, especially against Silverback who she detests. She is an independent thinker and looks out for herself, although when people show her kindness or treat her well, she is well equipped to return the favour.
Quote
"Mon Dieu, you cannot truly expect to outrun light?"
Powers
Gazelle is an uber who can generate intense shafts of light which she utilises for a variety of 'laser beams'. She is able to generate blinding light, explosive chares and lethal levels of energy, although she prefers to throw quick and fast beams to keep her enemies on the move. Her Olympic training has resulted in her being in peak physical condition and she is able to run long distances without tiring.
Appearance
Maï is a young and athletic woman with dark skin, darker eyes, and a mop of semi-dreadlocked brown hair which she dyes red with darker brown and white highlights. When working as Gazelle she wears an orange and white armoured bodyglove with a matching mask to maintain her secret identity. Out of costume she wears an Azambi military uniform or athletic wear.
http://www.thismutantlife.com/uberworld/hippo1.jpg
THE HIPPO: Henry Gbagho
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/hippo.htm)
Noah Thorp created Hippo, who was the first of The Hunt.
Concept Brick Hair Colour Bald (Black)
Nationality Ivorian Eye Colour Colour
Place of Birth Yamoussoukro, Cote d'Ivoire Height 2.13m
Date of Birth August 7, 1982 Weight 800kg
Background
Henri wasn’t much of a guide. It wasn’t that he didn’t know a few of the local dialects of the tribes in the interior of the Ivory Cost or that he didn’t know how to set up a camp, or that he knew what he was talking about. However, Henri liked to talk, brag even.
His latest trip up the Sassandra River was just like the rest. The weather was miserable, the mosquitoes were biting and the customers were certainly creepy, especially the leader of the group, a German. Henri didn’t care that much for Europeans in general, especially Germans. What had the Europeans ever done for the Ivory Cost or for Africa for that matter? Enslavement and subjugation that’s what.
Henri, being Henri, expressed this sentiment to the German - a man all the others in the group kept calling Vater or something. Henri didn’t speak German. However, the German didn’t even seemed to be phased by Henri’s words. That was a big mistake. Henri wasn’t the type to be ignored. For days upon days, Henri ranted about how the Europeans did this and that. It certainly bugged the heck out of the Kinder as they called themselves. Especially the big freak who called himself Leibwachter or something. They were a pair of brutish Siamese twins.
Eventually the party had reached their destination. The German and his men had come to the Ivory Coast to study hippos. Lac de Buyo certainly had enough of the brutes. Henri set up camp while the Kinder went looking for hippos. At first Henri turned a blind eye to what they were doing; he had seen poachers before. However, he was awakened one night to the sounds of a hippo screaming. It sounded like they were torturing the animal.
Against his better judgment, Henri got out of his sleeping bag and went to investigate. Henri was almost sick by the sight of what they were doing to the animal. To Henri the poor best should’ve been dead for all the damage the German had done to it. Vivisecting.
Henri made the mistake of stepping on branch, which snapped loudly under his foot. The sound was like a gunshot in the night for the effects it had on the Kinder. Before he knew what was happening a band of the Kinder materialized out of the night and grabbed him.
Henri was dragged before the German who was finishing his vivisection of the hippo. Turning to Henri the man spoke.
“So,” he said blood dripping form his gloved hands, “you don’t approve of my little experiment, ja?”
Henri was too shocked to answer and he was sweating like crazy.
“Ja, we came to your miserable, wretched country to extract genetic material from the hippopotamus amphibius. You would be surprised at the power the humble hippopotamus has. Such power. But I have captured that power.”
Smiling, the German held up a vial of a purplish liquid. He turned the vial and admired its contents. Frowning a little he looked again at Henri.
“Alas,” he said, “I didn’t have the foresight to bring along a test subject to experiment on. Or did I?” The German motioned to the Kinder who immediately pinned Henri down. Smiling evilly the German brought our a syringe and drew a large dosage from the vial.
“Now,” said the German, “this might hurt a little,” as he drove the needle deep into Henri’s carotid artery.
It was like acid flowing through Henri’s veins and he screamed in agony. The Kinder smiled at this as did the German. They kept Henri confined for days while he was injected several times a day with the purplish liquid. Each time he was inject the effects of the mutated hippo-dna became more evident. Henri’s flesh seemed to swell and he couldn’t get enough to eat. All through it the German kept notes.
However, it was on a moonless night that Henri made his escape. The shots finally had their final effect. His ubergene was fully active. Super human strength now coursed through his corpulent frame. Breaking free, he made a mad dash for the lakes. Several shots from the Kinder hit him, but Henri didn’t feel a thing. He spent several days in the lake before fleeing down the river. Since then Henri, who is now know as Hippo wanders Africa trying to make a living using his super powers.
Personality
Henri has always been a big mouth, always shooting it off, and this was always getting him in trouble. Nothing has changed since he became Hippo. He’s opinionated and gladly shares his point of view with anyone who’ll listen. Those who ignore him get it worst. The mutated dna that he was injected with has also had effects on his personality. Henri’s temper is certainly shorter, and is easily irritated. Those who irritate Hippo pay for it. Another effect is that Henri is almost constantly eating. Doesn’t matter what, so long as he has something handy. His one big weakness is his gullibility, which was very evident when he took the Kinder on a safari. To Henri he believed what they had to say.
Quote
“Hey I’m not fat. I’m just big boned.”
Powers
Hippo is super humanly strong. The injections activated his ubergene granting him incredible strength at the cost of becoming immense. His girth actually protects Hippo, in that attacks are rarely felt, and those that are felt are quickly healed from. Occasionally Hippo can even increase his already super human strength for short periods of time. Because of all his weigh it is difficult to move Hippo when he doesn’t want to be moved.
Hippo has developed his own fighting style using his immense weigh. His Hippo Hug is really a bear hug where Hippo wraps his arms around his victim and squeezes. With a step of his huge foot Hippo can crush technological objects. This is one of his favorite tactics. Finally Hippo can cause shockwaves by slamming his fists in the ground.
Appearance
Hippo doesn’t wear a costume as such. His usual dress is a black tank top, green trousers with a yellow stripes down the sides, and boots. He also has a belt, but his gut hangs over so much it’s hard to see. Hippo is naturally huge, weighing close a ton. Due to his immense size it would be impossible for him to maintain a secret identity. What hair Henri had fell out after he was injected. Another distinct feature is that he sweats a lot, and it gives off a distinct aroma.
http://www.thismutantlife.com/uberworld/silverback1.jpg
I drew this picture for the Global Guardians primate terrorist group Prime8, but adapted him for The Hunt. You can't half tell he's a GGorilla from the Disney Tarzan film, right?
SILVERBACK: Mikeno N'gagi
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/silverback.htm)
Concept Brick Hair Colour Grey-Black
Nationality Nominally Ugandan Eye Colour Yellow
Place of Birth Virungus, Rift Valley, near Ugandan border Height 2.10 m
Date of Birth October 1989 Weight 100kg
Background
Mikeno was cast out of his family group as her approached adolescence and would have been killed or maimed by other silverbacks if his ubergene had not activated. Even though he was small, compared with the other silverbacks, Mikeno was much stronger... almost insanely so. He entered rages easily, ripping up sides of the mountains in his pursuit of potential enemies. He tried to move in on his family group and killed all of the males, but the females were too fearful of his strength, and after maiming many potential mates, he decided to move away.
He encountered the Ugandan army, destroyed a unit, and was then hunted down and nearly killed. Mikeno realised then that humans were a worthy opponent, and also a potential threat. He studied the languages, the human way of fighting, and the place uberapes held within that world. It was not a pleasing study.
Mikeno worked with rebels in Uganda, fighting against the army and gaining experience and a sound knowledge of tactics. Then he left and began to sell his services to the established network of mercenaries across Africa, preferring to stick to the mountains where he could blend in rather than be forced into the human cities.
He came across the Witch Doctor just prior to the Witch Doctor's incursion in Azambia, and after listening to the rhetoric, Mikeno believed that he could be served well by joining the potential world dictator. There would be a place for him, and possibly a harem of mates. After assisting with the coup, Mikeno was rewarded with seven females, and considers the Witch Doctor to be the only trustworthy human he has come across, although he is not so gullible to believe that his new employer would never cross him.
Personality
Mikeno is a mountain gorilla cast out of his natural environment. He does not fully understand many human customs and mannerisms, most notably a sense of humour. He is frustrated about being caught up in the human world, and would prefer nothing more than to return to his home land and be accepted. At the moment that does not look possible as he has not yet fully mastered his uberabilities.
Among the other mercenaries of The Hunt, Silverback comes across as exceptionally macho, spending an inordinate amount of time 'beating his chest', and proving how masculine he is. This behaviour stems from a throw-away comment about Mikeno's inability to score among his own kind. Mikeno is really sensitive about his inability to induce anything romantic in the females of his species, and this plagues him.
Quote
"We can do this the civilised way with guns, or I can just come over there and rip your throat out with my bare teeth."
Powers
Silverback possesses uber levels of strength, able to lift in excess of 50 tons, and easily rip out tall trees and collapse sides of mountains. In addition to his strength and natural gorilla abilities, Silverback is very resistant to injury and possesses a formidable regenerative ability.
He has trained in the arts of human warfare, and is capable of handling most human weapons. He carries a modified 4-shot pistol which is capable of extreme damage, but he much prefers to get his hands, feet and fangs bloodied in combat.
Appearance
Silverback is, as his name implies, a large male mountain gorilla: a silverback. His hair is dark grey-black with a silver-like hue on his back. In costume, he wears a red and white uniform, but prefers to avoid human traditions and go natural. He is exceptionally large and muscled which is sometimes difficult to perceive because of his thick pelt.
http://www.thismutantlife.com/uberworld/zebra1.jpg
Zebra was created, drawn and coloured by Noah Thorp (The Arc)
ZEBRA: James Mwale
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/zebra.htm)
Concept Speedster Hair Colour Black
Nationality Kenyan Eye Colour Brown
Place of Birth Kisumu, Kenya Height 1.96m
Date of Birth December 2, 1980 Weight 95kg
Background
James was descended from great warrior in the grand tradition of the Masai people. His family had great plans for James. However, James had other ideas. He thought that the Masai traditions were outdated and that the Masai had no real place in the modern world. When he saw the wealthy tourists from Europe and the West he felt a growing discontent with the Masai, and his place among them. He tried to talk to his father about the way his felt, but his father was a traditionalist would hear of anything different. Disgusted James ran away.
He was never sure how he ended up in a camp of soldiers, but he had no where else to go. The Masai would never accept him back. The man in charge of the camp was called Witch Doctor and he was preparing to invade the Congo and carve out a piece of the country for himself. Two months before the invasion was to begin medics working for Witch Doctor came through the came collecting blood samples.
A week later James was roughly awakened by Savage Lion, one of the Ubers working Witch Doctor. The Masai had faced lions for centuries, so James wasn’t afraid of the big Uber. Savage Lion thought James was amusing. James was taken to the tent of the Witch Doctor.
Witch Doctor told ham that he was going to perform a ceremony for James would make him into a great warrior. What Witch Doctor didn’t tell him was that the blood tests had shown that he was a latent Uber. Savage Lion stood in the doorway to keep him from leaving.
James was stripped and tied down on a table. He didn’t understand much of what was done to him next, but Witch Doctor poured strange powders on him and chanted strange words over him. There were many pricks from the table. Before it was over pain encompassed his frame. Eventually the transformation was complete and James was allowed up.
A full length mirror was brought in and James saw what had become of him. No longer was he a Masai but a freak of nature. He was half man, half zebra. He was horrified by the change and was going to attack Witch Doctor. However, Witch Doctor held up a fetish made from strands of his hair mixed with a zebra. He told James that he now held his soul and as long has he had the fetish James would serve him.
To make sure that James would stay loyal Witch Doctor gave the fetish to Savage Lion. James, or as Zebra joined the Hunt that day. He has regretted it ever since, but feels he can’t do anything because Savage Lion has the fetish.
Personality
James is a bad tempered man. He feels trapped in a situation he has no control over. This brings out a lot of anger in the man. It’s just like when he was with the Masai, except there he was trapped by tradition. He has exchanged one prison for another.
He doesn’t like being Zebra, but believes he has no choice in the matter. Witch Doctor made him into a monster, and Savage Lion holds his leash. James has a lot of regrets since he left the Masai, and would go back, but knows he would never be accepted.
Quote
“Look out man, Zebra is coming through.”
Powers
In his transformed state, Zebra is superhumanly fast. He can run faster than the fastest cheetah. Zebra has trained himself to perform a number of speedster attacks. From his dizzying spin attack where he grabs an opponent and spins them around until they’re too dizzy to attack to his “super-kick” in where Zebra runs at his foe as super speed and plants a kick into their chest. Most foes end up flying really far from such an attack.
Zebra runs so fast that he can run across water and even up side vertical surfaces. Also when he’s moving he becomes impervious to friction, and attacks become less effective against him. After the invasion of Azambia, Witch Doctor taught him how to return to his human form.
Appearance
When James becomes Zebra he takes on a lot of the characteristics of the Zebra. His head becomes very horse-like, including a mane that runs down his back. His legs become zebra-like as well. In his Zebra form, he has hooves instead of feet. Naturally his body is covered with black and white fur. For a costume, Zebra just wears a loincloth in black and white. When in his human form, James dress in the uniform of a soldier of Azambia.
tribe
Feb 23rd, '06, 01:44 PM
Here's a character designed, drawn and coloured by The Arc (Noah). I was checking him out for my upcoming campaign and thought I'd post it since it's a short one.
http://www.thismutantlife.com/uberworld/mcdestruction1.jpg
MC DESTRUCTION: Julius Johnston
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/mcdestruction.htm)
Concept Energy Blaster Hair Colour Black
Nationality American Eye Colour Brown
Place of Birth Los Angeles, California, USA Height 2.16m
Date of Birth March 29, 1976 Weight 147kg
Background
Julius Johnston was in prison for five years for aggravated assault after some white dude had scuffed his Air Jordan's. He took immediate and violent offence to the scuffing of his shoes and proceeded to beat on the white guy mercifully. The white guy suffered a broken jaw, nose, and assorted ribs. Julius would've gotten away with it, if the bartender hadn't laid him out with a baseball bat from behind.
So now Julius was sharing his prison cell with a weird white guy everybody called Wires. Wires was in prison for some computer crime that Julius didn't understand. Wires would go on and on about computers and electronics and at first it annoyed Julius, but later the two men became friends.
Wires told him about a device he had been working on called a sonic resonator. According to Wires this device would make him rich beyond his wildest dreams when he got out of prison. Nobody really believed this claim. When the two men were released from prison, Julius started a career as a gangsta rapper. He didn't think he'd ever see Wires again.
However, it was two years later that Julius ran into Wires at a nightclub he was playing at. Some big black guys were picking on Wires and Julius came to his defense. He chased off the men and a grateful Wires invited Julius back to his lab so that he could see his sonic resonator that he was always bragging about back in prison.
At Wires lab, he offered to show Julius how his sonic resonator worked. Julius didn't know that the sonic resonator was actually a weapon, until Wires turned it on him. Sound waves buffeted his body as pain wracked his body. His bones were liquefying under the assault, and his flesh was quickly following. That was also when the lights went out. The sonic resonator had sucked too much electricity from the power grid and it tripped the circuit breaker.
The warehouse went totally dark and completely silent. Wires spent the next couple of minutes looking for the circuit breaker. While looking, Wire started to hear a humming sound that grew in volume. Growing nervous, Wires was finally able to find the breaker and threw the switch. Julius was standing in the spot where Wires had zapped him with the sonic resonator. The sound that he had heard was coming from Julius and Julius didn't look happy.
Wires tried to calm Julius down, but Julius just stood there, seemingly vibrating with rage. Seeing he was getting nowhere, Wires tried to run. With a shout of fury, a blast of sonic energy blasted through a nearby wall killing him instantly. Julius left the lab on unsteady feet. It took him several weeks to get control of his newfound powers. In a way he was thankful to Wires, even though the creep deserved what he got. Now Julius who started calling himself MC DESTRUCTION, was certain to go down in history as the greatest gangsta rapper ever.
Personality
Julius is a man with an explosive temper. This is what landed him in prison in the first place. He doesn't like to be touched. Those who upset Julius gets the full force of his sonic powers. When Julius is angry, or excited he doesn't hold back.
Julius thinks he's a great gangsta rapper, and comes off as a very cocky person. No one is as good as MC DESTRUCTION. Those who disagree with him will get put in their place. Also like most gangsta rappers, Julius is contemptuous of authority, especially the police. As such MC DESTRUCTION he goes out of his way to make cops look bad.
Quote
"MC DESTRUCTION IS IN THE HOUSE!"
Powers
Julius's body absorbed a lethal dose of sonic energy that would've killed most people, but has latent Uber-gene reacted to the sonic energy so that now Julius has become a source of sonic energy himself. MC DESTRUCTION causes a lot of damage by projecting incredible amounts of sonic energy. He can also amplify sounds around him causing confusion.
Because his body is now is mostly contained solidified sound, it's difficult to actually harm Julius. He can also weaken the bonding between his cells, becoming immaterial. In such a state, almost all attacks are ineffectual against him. Being composed of mostly sonic energy, attacks against his hearing are almost pointless. Also through unknown means, MC DESTRUCTION can fly.
Appearance
MC DESTRUCTION is a mountain of a black man. His typical dress is black combat boots, black pants, black leather rain coat, shades, and a black fedora. Of course MC DESTRUCTION wears a lot of bling-bling, gold rings, necklaces, and ear rings. MC DESTRUCTION dresses to impress.
tribe
Feb 25th, '06, 07:20 PM
This team was created by Noah (The Arc) and then I added a couple of female characters (Delilah and Merkava). The team works for the government but they are traditional superheroes, in that they really don't go in for the whole assassination thing (like a lot of traditional comic-envisioned Israeli government teams). Not to say they wouldn't do it, but it's not common practice. Just in case you asked!
The team is led by Solomon 9, Noah's version of Brainiac 5.
http://www.thismutantlife.com/uberworld/solomon91.jpg
Drawn by Noah Thorp
SOLOMON 9: Solomon Bloom
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/solomon9.htm)
Concept Mentalist Hair Colour Brown
Nationality Israeli Eye Colour Brown
Place of Birth Tel Aviv, Israel Height 1.7m
Date of Birth December 20, 1956 Weight 77kg
Background
Solomon is the scion of the Bloom family, one of the few Jewish families who escaped the Holocaust with all their wealth intact. His parents settled in Britain while waiting for the opening of the State of Israel. Once in Israel the Blooms cut all ties with their past lives and set out to turn their wealth to the betterment of the Israeli people. Over the years the Blooms expanded into the field of electronics, and with the death of his father, Solomon took over as the head of Bloom International.
Solomon, always a serious analytical man, felt that he could improve his thought processes even further. For Solomon the only way for Israel to survive with enemies all around was to out think those enemies. This was the basis for his idea of the Mental Helmet. Over the years there have been a lot of prototypes of the Mental Helmet, some successful and some not. Solomon keeps them in a museum hidden under his mansion. The latest version was the ninth in the series, and it was the most powerful.
Solomon was amazed with what he could do with the mental helmet. He could lift things with his mind, read other people's minds, force them to stop moving. For awhile he considered selling the Mental Helmet to the government, but the extreme expense to build just one would be too much. So instead, Solomon created a new identity for himself. Calling himself Solomon 9 he started fighting crime in Israel. When the government made a call for the heroes of Israel to unite, Solomon 9 was one of the first. Due to his intellect Solomon 9 was given command of Cabala.
Personality
Solomon is a thinker. He spends a lot of his time thinking things through. Sometimes he spends too much time just thinking. Solomon looks for hidden meanings in almost everything. By thinking long and hard Solomon is sure to solve any mystery or defeat any foe.
Like Desert Falcon, Solomon is outspoken about politics. However, Solomon is more conservative. Solomon insists that only by maintaining the current balance can Israel survive. For him reforms will just lead to chaos and allow the enemies of Israel to win. Solomon 9 will never let that happen.
Quote
“I only see greatness for Israel. Nothing will stand in our way when we unite as one.”
Powers
Solomon always thought that he was psychic in one way or another. The Mental Helmet makes all of this true. With the helmet Solomon 9 can affect a foe in one of two ways. Solomon 9 can open a foe's mind by reading his thoughts, projecting a powerful mental lance, instil hallucinations in his foes, or even seize control of a foe's body freezing them in their tracks. Secondly Solomon 9 can manipulate psychic energy to move objects with his mind. Solomon 9 primarily uses this second ability for movement, or in defense.
The Mental Helmet also provides the wearer with defense against mental assaults, and even increases the willpower of the wearer. In addition to the abilities Solomon 9 has gained from his Mental Helmet, he has trained himself in hand-to-hand combat.
Appearance
Solomon is a muscular man who wears a skin tight white body suit that really shows off his muscles. He wears matching blue gloves, boots, belt, cape, and a small domino mask. On top of his head is his Mental Helmet. In a way it looks like a steel yamaka only larger with flashing lights, and the word for nine stencilled in Hebrew. When not in his Solomon 9 guise, he likes to dress as a wealthy industrialist.
http://www.thismutantlife.com/uberworld/delilah1.jpg
DELILAH: Arianna Horowitz
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/delilah.htm)
Concept Brick Hair Colour Black
Nationality Israeli Eye Colour Brown
Place of Birth Tel Aviv, Israel Height 1.65m
Date of Birth June 7, 1979 Weight 54kg
You know, I haven't actually written her background yet. What a goof! I knew there were loose ends in the Uberworld, but probably should have checked this one before posting, eh? :D
Oh well, I'll add it / edit it when it's done. Just pretend it all looks good, okay?
http://www.thismutantlife.com/uberworld/desertfalcon1.jpg
DESERT FALCON: Gabirle Ben Zeev
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/desertfalcon.htm)
Concept Martial Artist Hair Colour Black
Nationality Israeli Eye Colour Brown
Place of Birth Nazarene, Israel Height 1.7m
Date of Birth April 28, 1974 Weight 77kg
Background
Gabriel Ben Zeev along with his wife Sarah were employed as assistant archeologists by S.A.G.E. in their Angkor Wat facility. These were happy times for the couple, exploring the ruins and unraveling the past alongside their boss Annika Heyerdahl. All this came to an end when Sarah was diagnosed with breast cancer. The couple traveled through the mystic gate to Area 51 to meet with Doctor Tokada. However, even with the advanced science of Area 51 it was all futile, the cancer was malignant. They again returned to Angkor Wat to gather their things. Sarah wanted to return to Israel, so she could die in Israel.
It was on the trip to Phnom Penh that disaster struck. A group of Khmer Rouge opened fire upon them as they were crossing over the Pouthisat River. The truck they were driving crashed into the river. Sarah was killed in the crash, and Gabriel was thrown into the river. Gabriel was fished out of the river miles down from the bridge by a little old man who called himself Master Jun.
Master Jun was a deserter from the Chinese army who had been hiding out in Cambodia since the Vietnam war. The old man nursed Gabriel back to health. However, there was little Master Jun could do to help him deal with his loss. So Master Jun started teaching hawk style kung fu. At first Gabriel resisted, but later found comfort in the martial arts. He was to spend several years at Master Jun’s side learning kung fu. When Master Jun felt Gabriel learned all that he could learn from him, the master gave him his “Talon Claw”.
Gabriel, a broken man, returned to Israel, his only comforts were in his martial arts, which he practiced religiously. However, under it all he burned for a desire for revenge against the people who killed Sarah. Enter Mossad. Mossad had learned about Gabriel and recruited him into their organization. After more training he was sent to spy upon the Iraqis.
In Bagdad, Gabriel learned of an alliance between the Saddam Hussain and Fatwa. Gabriel rushed back to Israel where the prime minister called for the formation of a Uber force to counter the raise of Fatwa and even Five Pillars. As a reward, Gabriel was given a prototype combat suit that Bloom International had designed and given the code name: Desert Falcon. Now Gabriel would be able to pay back the kind of people who killed his Sarah.
Personality
Gabriel is a devoted man. Once his devotion was to his wife; whom he still misses dearly, but now he has a new mistress and her name is Justice. His foes are terrorists and those who threaten the security of the State of Israel. As Desert Falcon, he’ll go to any lengths to achieve his goals.
In addition to his desire for justice, is an equal desire to see that Israel continues as a nation. While Gabriel rails for change in the Middle East it is only to strengthen Israel so that the nation can stand up against all the enemies that stand against her. Gabriel would gladly lay down his own life for his country.
Quote
“Your days of terrorism are over villain.”
Powers
Desert Falcon wears a specially designed suit that allows him to fly without making a sound. The suit also enhances the wearer's vision and hearing. With his enhanced senses Desert Falcon can anticipate attacks by foes. The flying suit is reinforced and proves protection for the wearer. The hood of the suit has built-in polarized lenses that protect Desert Falcon from most flash attacks. Desert Falcon has armed himself with a weapon that he calls the “Talon Claw”. The claw is a weighted blade shaped like an eagle's talon at the end of a strong cable. Desert Falcon can fling the blade at his foes and easily retrieve it using the cable.
Desert Falcon has trained in hawk style kung fu from his days with Master Jun. He’s able to use his “Talon Claw” with his martial arts. The “Talon Claw” is very similar to a kyogetsu shoge.
Appearance
Desert Falcon wears a skin-tight black and brown body suit. A pair of transparent wings are attached to the back of the body suit. The costume is hooded to cover most of Desert Falcon's head except for his face. The hood is shaped to look like a falcon's head and casts his face in a constant shadow. Gabriel stands 5'7" tall and weighs 170 lbs. He has dark colored hair and brown eyes, and has a dusky Mediterranean complexion. When not in his Desert Falcon guise, Gabriel poses as a social activist.
http://www.thismutantlife.com/uberworld/golem1.jpg
GOLEM: Isaac Bernstein
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/golem.htm)
Concept Brick Hair Colour Black-Grey / None
Nationality Israeli Eye Colour Brown / Stone
Place of Birth Jerusalem, Israel Height 1.68m / 2.5m
Date of Birth May 5, 1966 Weight 67kg / 3,200kg
Background
Isaac was the great grandson of a cabala mystic originally from Poland. Before hid death he passed the knowledge of a creation of a golem down to Isaac. Isaac was always a little odd and took to the cabala mysticism. However, he never planned on actually building a golem. His other passion besides mysticism was sculpting. Isaac was a well known sculptor with many pieces all around Israel.
His latest piece was a clay statue of a dear friend who was slowly dying. Isaac wanted to make a sculpture of his friend in his prime. However, once Isaac got started his artistic flair came out and he exaggerated the physique of the statue. The statue was big with an extremely muscular build. Isaac finished the statue the day his friend died.
That night Isaac got drunk, really drunk. A storm had blown up from the Dead Sea and rain was plastering his studio with fat drops. Isaac was depressed, almost suicidal. That was when inspiration struck him. He would animate the statue using his great grandfather's magic. It took the whole night and several more bottles of wine to complete the ritual. In the end Isaac passed out.
Isaac woke late the next day with a splitting headache and a bad taste in his mouth. At first he didn’t remember what he had done, but when he came into his studio and saw the statue it all came rushing back. The statue certainly looked different; more alive, but it was still just a statue. It didn’t move or answer him. Confused Isaac came up to his failed attempt at creating a golem with tears streaming down his ashen face.
Touching the cold clay of the statue Isaac couldn’t help but to let out a moan. He had failed. In despair wrapped his arms around the statue in a hug. He really missed his friend. That was also when the magic came alive. Flowing like soft clay, Isaac fell into the statue merging with it.
Isaac was shocked, to say the least. He was the golem. Isaac could move all of the limbs of the golem, and even look out the creatures’ eyes. He wasn’t sure how long he would be trapped in the clay, but with nothing else to do he took a halting step towards the door. In a way it was like learning to walk again. He put several holes in the floor trying to walk towards his studio door. He was still learning to control the body as he ripped the door off of its hinges.
Walking outside created quite a stir. A few people saw him and fled in terror. Quickly the police arrived and no matter how Isaac protested that it had all been a mistake they wouldn’t listen to him. One nervous police officer even opened fire on him. Scared Isaac crossed his massive arms as the bullets struck him. Isaac couldn’t help but laugh; the bullets didn’t hurt him at all. He reached out and took the gun away from the police officer and mashed it into a ball of steel. It was almost like working with clay.
The sight of Isaac destroying the gun unnerved the police and they fell back waiting for backup. Their backup turned out to be Solomon 9. The Hero of Israel took one look at Isaac and knew what was going on. He ordered the police back while he talked to Isaac.
Eventually things calmed down, and Solomon 9 took Isaac back to the Cabala headquarters for a longer talk. It was Solomon 9 who was able to figure out how Isaac could emerge from the golem that he created. Isaac was very grateful to Solomon 9 and gladly offered to join Cabala. Since joining Cabala, Isaac has become known by his other name: Golem.
Personality
Isaac is a very sensitive artist. His interest in mysticism stems from his artistic sensitivity. He wholeheartedly believes in the cabala mysticism that he studies. Isaac isn’t very good at it, but he doesn’t let that stop him. While Isaac has the ability to level a building with a punch he’s always careful to not actually kill anybody.
Quote
Bernstein: "Don't be such a shlemiel. Of course this is the way it's supposed to work."
Golem: "I shall stand against you. You shall not pass."
Powers
Isaac, through the use of magic which he barely understands, was able to animate a clay statue, which he can merge with any time he wills it. Inside the golem Isaac becomes superhumanly strong, and resilient to almost any damage, especially against magical attacks. While merged into the golem, Isaac is barely affected by his environment. Fire doesn’t burn the golem, no does the lack of air bother as the Golem doesn’t breath. The clay body even regenerates itself by knitting the clay flesh back together. Because of the somewhat soft nature of the clay flesh, most attacks are blunted.
Appearance
The Golem is a large humanoid made out entirely of enchanted clay. It’s not a golem in the classical sense, but became a variation due to Isaacs drunkenness. Golem barely has facial features. Outside of the golem, Isaac is a man of average height. He normally keeps his dark hair long, and it has started to turn grey. His favorite clothing are a pair of stained jeans, an equally stained smock, and sandals.
http://www.thismutantlife.com/uberworld/merkava1.jpg
MERKAVA: Atara Barazani
Click Here For The Character Sheet (http://www.thismutantlife.com/uberworld/merkava.htm)
Concept Brick / Energy Blaster Hair Colour Brown
Nationality American / Israeli Dual Citizenship Eye Colour Brown
Place of Birth Kingston, Rhode Island, USA Height 1.81m
Date of Birth September 29, 1974 Weight 96kg
Okay, so that's actually two backgrounds I'll need to do.
Sorry folks!
The Arc
Jan 5th, '08, 10:39 AM
Thought I'd dust of this ol' thread, especially because of the website change. Uber World can now be found at http://uber-world.com
Here's a few of the new characters I've designed. Some of the artwork is by me, and some by Tribe. Enjoy:)
The first up is Abby Normal. I always loved Young Frankenstien, so this character just seemed natural. She's part of a group known as the Lost Girls, an homage to the Lost Boys (no vampires however).
http://www.uber-world.com/abbynormal.jpg
Abby Normal
Abigail Norman
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
24 DEX 18 13- OCV: 6 DCV: 6
26 CON 23 14-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
20 EGO 20 13- ECV: 7; Mental Defense: 20
3 PRE 13 12- PRE Attack: 2 1/2d6
0 COM 10 11-
4 PD 7 Total: 15 PD (8 rPD)
2 ED 7 Total: 15 ED (8 rED)
22 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 10" / 20"
4 END 53 Swimming: 2" / 4"
3 STUN 35
Abby Normal | Summary
Real Name: Abigail Norman Hair Color: Black, but mostly hacked off
Concept: Mentalist Eye Color: Brown
Affiliation: Lost Girls Height & Weight: 5' 10" (1.78 m) / 150 lbs (68.04kg)
Played By: NPC Date of Birth: October 5, 1991
Created By: Noah Thorp Place of Birth: Boston, Massachusetts
Cost Powers END
60 Pain Manipulation: Multipower, 60-point reserve
6u 1) Agony Infliction: Ego Attack 6d6 ( Human class of minds) (60 Active Points) 6
6u 2) Pain Field: Ego Attack 2d6 ( Human class of minds), Area Of Effect (4" Radius; +1), Continuous (+1) (60 Active Points) 6
6u 3) Unending Torment: Ego Attack 3d6 ( Human class of minds), Continuous (+1) (60 Active Points) 6
14 Feels No Pain I: Healing 2d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
20 Feels No Pain II: (Total: 20 Active Cost, 20 Real Cost) Energy Damage Reduction, 25% (Real Cost: 10) plus Physical Damage Reduction, 25% (Real Cost: 10)
16 Guarded: Mental Defense (20 points total)
8 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); OAF (-1)
14 Leathers: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
8 Swift: Running +4" (10" total) 1
Cost Talents
4 Flexible: Double Jointed
Cost Martial Arts
Maneuver Phase OCV DCV Notes
17 Dirty Infighting
Disarm 1/2 -1 +1 Disarm; 25 STR to Disarm
Eye Gouge 1/2 -1 -1 Flash 4d6
Low Blow 1/2 -1 +1 2d6 NND
Punch 1/2 +0 +2 5d6 Strike
Weapon Element: Blades
Cost Skills
6 +2 with Pain Manipulation
3 Acrobatics 13-
2 AK: Mental Insitutions 11-
3 Breakfall 13-
3 Climbing 13-
3 Computer Programming 12-
3 Contortionist 13-
0 Everyman Skills
AK: Boston, Massachusetts 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Escaped Mental Patient 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Lockpicking 13-
3 Paramedics 12-
3 Persuasion 12-
3 Shadowing 12-
3 Sleight Of Hand 13-
7 Stealth 15-
3 Streetwise 12-
2 Survival (Urban) 12-
1 WF: Blades
200+ Disadvantages
5 Distinctive Features: Scars
20 Hunted: Local Law Enforcement 8-
20 Hunted: Sanction 8-
15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention
15 Psychological Limitation: Manic-Depressive
15 Psychological Limitation: Morbid
10 Psychological Limitation: Pretends to be Meek and Demure
1 Quirk: Collects Pieces of Clothe From Her Victims
1 Quirk: Cuts Herself At Least Once A Day
1 Quirk: Likes to Smile at Her Victims
1 Quirk: Prefers Her Meat to Be Rare
1 Quirk: Talks In Her Sleep
10 Social Limitation: Certifiably Insane
15 Social Limitation: Creepy
5 Social Limitation: Minor
15 Social Limitation: Public Identity
0 Experience Points
Abby Normal | Points Summary
Characteristics Cost: 120 Base Points: 200
Powers Cost: 158 Disadvantages: 150
Talents Cost: 4 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 17 Unspent Experience: 0
Skills Cost: 51 Total Points: 350
Background
Abigail, Abby Norman has been in and out of mental institutions since she was eight years old. She was committed by her foster parents after they discovered that Abby had been cutting herself. Normal treatments for her manic/depressive personality seemed to have no effect, therefore she was institutionalized. Other patients often complained that Abigail was hurting them, but none of them were ever believed by the people in the mental institutions. Little did they know that it was true. Abigail was causing others pain.
Abigail was causing others pain to relieve her own pain that she had internalized, and later she came to enjoy causing pain. The torment in others became a relief for Abby. Since the institution couldnt handle Abby, she was shifted from one facility to the next, never staying long. None of the doctors realized that Abby was developing Uberhuman abilities.
After many years as a virtual prisoner of the mental institutions, Abby Normal, as Abigail calls herself has broken out. Several orderlies tried to stop her, but Abby Normal sent them to the floor roiling in agony. Abby is now off of her medications, and is going to have some fun for awhile, or at least until her depression gets her down.
Since escaping the mental institution, Abby has even made some new friends. Sure these girls arent as psychotic as Abby is, but no one can be perfect. They even have a name for themselves. They call themselves the Lost Girls.
Personality
Abby has a strong manic/depressive personality, with peaks of starling clarity to valleys of bottomless depression. To deal with her highs and lows, Abby would cut herself . Cutting on her arms, and legs, and never deep enough to cause major damage. Later after her powers became evident, the cutting damaged her even less. However, it was also at this time that Abby discovered that she could cause pain in others. Like the self-inflicted pain that she inflicted on herself, she reveled in the pain that she could cause others. For Abby it was an even greater release.
Abby was institutionalized for years, and has formed a veneer of being demure and meek to better fool those who try to get close to her. The only people whove ever gotten close to Abby without her inflicting pain on them, is the other Lost Girls. Abby has a tendency to shy away from her victims, until they let their guard down, and then Abby strikes. Most victims dont see it coming until its too late.
Abby also has a fascination with the morbid and macabre. Blood and gore dont faze her one little bit. Abby has been suicidal at times when in the grips of a major depression, so death holds little meaning to her. Causing pain in others seems to be the only way for Abby to get past the darkness of depression to the heights of her manic phase. Naturally, Abby likes to keep a little something from those she has caused pain. For Abby Normal this is all natural.
Quote
"I'm not a serial killer...Really."
Powers
Abby is an Uber, whose mind is constantly generating painful impulses. For years Abby couldnt direct her mental powers, and thus they turned against her. Her powers are the root cause of her mental illness. It wasnt until Abby gained control of her mental powers, was she able to free herself of a little of the constant torment that coursed through her veins.
Abby is able to project blinding pain into a singular victim, and most dont survive this single onslaught, or Abby is able generate waves upon waves of searing agony in victims around her. Her powers dont have an effect on anything but humans, but even animals feel uncomfortable around Abby. Due to living with her powers for so long, Abby isnt affected much when it comes to pain being inflicted on her. Her body naturally shrugs off most damage to the body, and even regenerates to a degree.
Even without her mental powers, Abby Normal is a skilled streetfighter. Abby packs a knife, which she at least cuts herself once a day, but has no problem using on those fighting against her. Her costume, which is made up of sewed together pieces of leather also protects Abby from some attacks.
Appearance
Abby would have been a beautiful young woman, except that beauty isnt something that interests Abby. Using her knife, Abby has hacked off most of her hair, leaving strands in parts of her scalp. Abby also likes to paint her face like a porcelain doll, and even uses blood red lipstick to increase the shock factor. Abby likes to smile at her victims, while cocking her head.
Her costume consists of pieces of black leather that Abby has sewn together; Abby isnt that great a seamstress. On her feet Abby wears clunky boots, and keeps her knife in her right boot. Abby also has a bag, which she has pieces of clothing in it. However, Abby normally hides her bag of memories and doesnt carry it on her.
The Arc
Jan 5th, '08, 10:44 AM
Next we have Princess (of Darkness), which is really a parody of Paris Hilton.
http://www.uber-world.com/princessofdarkness.jpg
Princess (of Darkness)
Venice Sheridan
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
30 DEX 20 13- OCV: 7 DCV: 7
26 CON 23 14-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
4 EGO 12 11- ECV: 4; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
7 COM 23 14-
2 PD 5 Total: 20 PD (15 rPD)
0 ED 5 Total: 20 ED (15 rED)
20 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 6" / 12"
5 END 55 Swimming: 2" / 4"
3 STUN 35 Flight: 15" / 60"
Princess (of Darkness) | Summary
Real Name: Venice Sheridan Hair Color: Blonde
Concept: Energy Blaster Eye Color: Brown
Affiliation: Lost Girls Height & Weight: 5' 8" (1.73 m) / 110 lbs (49.90 kg)
Played By: NPC Date of Birth: Febuary 17, 1981
Created By: Noah Thorp Place of Birth: Beverly Hills, California
Cost Powers END
60 Darkness Powers: Multipower, 60-point reserve
5u 1) Darkbolt: Energy Blast 8 1/2d6, Reduced Endurance (1/2 END; +1/4) (54 Active Points) 2
6u 2) Darkness All Around: Darkness to Sight Group 4" radius, Personal Immunity (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points) 2
4u 3) Touch of Darkness: Energy Blast 6d6, No Normal Defense (Power Defense; +1) (60 Active Points); No Range (-1/2) 6
5u 4) Chains of Darkness: Entangle 5d6, 5 DEF (Stops A Given Sense Group: Sight Group) (60 Active Points); Cannot Form Barriers (-1/4) 6
20 Darkness Powers: Elemental Control, 40-point powers
20 1) Shadowflight: Flight 15", Position Shift, x4 Noncombat (40 Active Points) 4
20 2) Shadow Merge: Desolidification (affected by Darkness or Light Powers) (40 Active Points) 4
20 3) Shield of Darkness: Force Field (15 PD/15 ED/5 Power Defense/5 Flash Defense: Sight Group) (40 Active Points) 4
20 4) Wall of Darkness: Force Wall (5 PD/5 ED/2 Power Defense) (Opaque: Sight Group) (40 Active Points) 4
Cost Perquisites
15 Money: Filthy Rich
Cost Skills
3 +1 with Darkbolt, Touch of Darkness, and Chains of Darkness
3 Acrobatics 13-
3 Acting 13-
3 Breakfall 13-
3 Concealment 12-
3 Conversation 13-
0 Everyman Skills
AK: Beverly Hills, California 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Socialite 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 KS: Lifestyle of the Extremely Rich 12-
3 High Society 13-
1 Language: Spanish (basic conversation)
3 Seduction 13-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 13-
200+ Disadvantages
15 Distinctive Features: Stunningly Beautiful
20 Hunted: Local Law Enforcement 8-
20 Hunted: Sanction 8-
15 Physical Limitation: Weird Biochemistry Requires Special Medical Care
10 Psychological Limitation: Aloof and Superior
10 Psychological Limitation: Amorous
20 Psychological Limitation: Vain
15 Social Limitation: Secret Identity
10 Social Limitation: Sex Object
15 Social Limitation: Stunningly Beautiful
0 Experience Points
Princess (of Darkness) | Points Summary
Characteristics Cost: 118 Base Points: 200
Powers Cost: 180 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 15 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 37 Total Points: 350
Background
The music on the dance floor seemed to pulse with a life of its own. Dancers twirled around Venice like a swirling mass. The heat from their bodies making the club warmer than it really was. Smells of cologne, perfume, and other things battled for prominence. For Venice Sheridan, this was her natural setting. The heiress of the Sheridan Hotel Empire danced, drank, and partied like there was no tomorrow. Men tried to catch her eye, but none were successful. Sure Venice flirted with each and every one of them, but none were good enough to take her home.
It was deep into the wee hours of the morning; this club never seemed to close that Venice started feeling odd. Venice put it down to being drunk out of her mind. Most nights were like that. It was when people started bumping into that Venice actually realized that something was going on. Venice was this close to getting really pissed off. Didnt people know who she was? No one bumped into Venice Sheridan. It was with a blurry eye that Venice saw that the other dancers had stopped dancing, and was acting like the lights had gone out. Boy, thought Venice, what had they been taking? For Venice the lights from the disco ball were as clear, as a drunken socialite could see.
Venice made a sour face. This place had gone to the dogs. Maybe shed find better action at the next club. She paused to remember where her friends were, but quickly forgot about them; as if she needed them. She was Venice Sheridan, the life of the party.
Outside the club, the air off the Pacific felt like a balm. On wobbly legs Venice waited for the valet to return with her Escalade. While waiting she checked her makeup in her compact. Venice thought she might be imagining things when she noticed a little darkness crossing her eyes. She put it down to too much drink.
It was only a moment before the handsome valet was back, and holding the door for her. Venice got in but not before passing her hand across his rugged check. As Venice drove off, she didnt even notice that the valet had crumpled to the ground with a black hand print on his face.
Venice turned up the stereo and cruised around LA awhile, not noticing that people on the streets were acting so funny. It was after Venice ran a red light, which shed swear was yellow, that the sound of a police motorcycles siren broke over the pounding music. Damn, she thought. She really didnt need this hassle. Didnt the cops in this town know who she was? She was Venice Sheridan.
Anger seemed to well up in her bosom. When the cop got to her Venice exploded in rage. Darkness erupted from the Escalade blowing out the doors and throwing the cop to the ground unconscious. Darkness swirled around Venice, and she couldnt help but laugh. She really was a Princess of Darkness now. Let the fools beware.
Personality
Being an heiress of the Sheridan dynasty, Venice has always known she was better than everybody else. Venice looks down her nose at almost everybody, except for her fellow Lost Girls, and her latest boy toy. Shes also very much a party girl, and likes to have men all around her, especially men fighting over her. Venice likes to get guys all hot and bothered, and then leave them steaming in their own juices. She knows that shes more beautiful than any of the other Lost Girls, and probably everyone else. A good way to get Venice upset is to belittle her looks.
Quote
"Every woman ought have four pets in her life. A mink in her wardrobe, a jaguar in her garage, a tiger in her boudoir, and a jackass who pays for the whole kit and caboodle."
Powers
Venice as the Princess of Darkness is able to tap into the Dimension of Darkness. By tapping into the dimension, she can project darkness in a variety of ways in this dimension. With a mere touch Venice can generate the darkness in a foe thatll short circuit most foes central nervous system. Venice can also project bolts of energy, from her hands, or unleash bands of darkness that binds her foes. Naturally Venice can call into being a field of darkness, which only she can see through. Venice can also use the darkness as a shield, or as a wall.
Through unknown means, Venice can actually fly. With a little concentration, Venice can merge herself with the shadows becoming completely immaterial. Only attacks that generate darkness or light have a chance of harming Venice when shes merged with the shadows.
Appearance
Venice is quite the clothes horse, constantly changing her clothes. She has no set costume, but seems to have quite a variety. Naturally, Venice will only wear the sexiest, the most expensive, and the finest quality of clothes. Venice is stunningly beautiful, with long blond hair, alluring brown eyes, and legs to die for. She doesnt wear a mask, but uses her darkness to hide her true identity.
The Arc
Jan 5th, '08, 10:51 AM
Then there's Rollergirl, because every super-villainess group needs a speedster.
http://www.uber-world.com/rollergirl.jpg
Rollergirl
Amanda Spitz
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
48 DEX 26 14- OCV: 9 DCV: 9
26 CON 23 14-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
2 COM 14 12-
1 PD 25 Total: 33 PD (23 rPD)
0 ED 5 Total: 13 ED (21 rED)
24 SPD 6 Phases: 2, 4, 6, 8, 10, 12
2 REC 10 Running: 6" / 12"
2 END 50 Swimming: 2" / 4"
1 STUN 35 Flight: 40" / 320"
Rollergirl | Summary
Real Name: Amanda Spitz Hair Color: Brown
Concept: Speedster Eye Color: Brown
Affiliation: Lost Girls Height & Weight: 5' 8" (1.73 m) / 139 lbs (63.05 kg)
Played By: NPC Date of Birth: March 14th, 1985
Created By: Noah Thorp Place of Birth: Kansas City, Missouri
Cost Powers END
28 Super Skating: Multipower, 50-point reserve, (50 Active Points); all slots OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4)
3u 1) Hyper Skating: Flight 20", x8 Noncombat (50 Active Points); OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 5
3u 2) Overdrive: Flight 20", MegaScale (1" = 1 km; +1/4) (50 Active Points); OIF (Skates; -1/2), (Only While in Contact with a Surface; -1/4) 5
15 Skate Tricks: Elemental Control, 30-point powers
21 1) Battering Ram: (Total: 48 Active Cost, 30 Real Cost) Hand-To-Hand Attack +6d6 (30 Active Points); (Only with Move Through/By; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 12) plus +6 with Grab By, Move By, and Move Through (Real Cost: 18) 3
24 2) Skate and Grab: Telekinesis (20 STR), Area Of Effect (6" Radius; +1 1/4), Selective (+1/4) (75 Active Points); (Only to Disarm/Grab Objects; -1), No Range (-1/2) 7
27 3) Weaving In and Out: Hand-To-Hand Attack +5d6, Area Of Effect (20" Line; +1 1/4), x2 Length (+0) (56 Active Points); Hand-To-Hand Attack (-1/2) 6
10 Impact Resistance: +20 PD (20 Active Points); (Only Protects Against Damage From Move Bys/Throughs the Character Performs; -1)
14 Pads: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
15 One Tough Broad: Damage Resistance (15 PD/15 ED)
Cost Skills
4 +2 with Hyper Skating
6 +2 with Battering Ram, Skate and Grab, and Weaving In and Out
3 Acrobatics 14-
3 Acting 13-
3 Athletic Skill: Skating 14-
3 Breakfall 14-
3 Climbing 14-
10 Defense Maneuver I-IV
0 Everyman Skills
AK: Kansas City, Missouri 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Professional Roller Girl 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
5 Rapid Attack (HTH)
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 14-
3 Stealth 14-
3 Streetwise 13-
3 Teamwork 14-
1 TF: Skating (iceskating or rollerskating)
200+ Disadvantages
20 Hunted: Local Law Enforcement 8-
20 Hunted: Sanction 8-
10 Physical Limitation: Requires Twice The Normal Food Intake
15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention
15 Psychological Limitation: Cannot Resist Taunting Opponents In Combat
20 Psychological Limitation: Headstrong
15 Psychological Limitation: Thrill Seeker
15 Social Limitation: Known Homosexual
15 Social Limitation: Public Identity
5 Unluck: 1d6
0 Experience Points
Rollergirl | Points Summary
Characteristics Cost: 131 Base Points: 200
Powers Cost: 160 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 59 Total Points: 350
Background
Amanda was one of the best. She knew she was destined for greatness. Her latest gig as an underground rollergirl was really paying off. Los Angeles was so much better than Missouri; people seemed so much more open minded too. They didn't mind that Amanda was the best. Every night they cheered her and the LA Outlaws on in an abandoned warehouse, or a parking garage.
Underground roller derby wasn't for the faint of heart. Rules were for weaklings. If there wasn't someone going to the hospital then it was a bad night. Bloodsport, pure and simple, just the way Amanda liked it. Sure Amanda had a few scars from her sport, but for Amanda the price was worth it. The women seemed to like the underground roller derby than the man, and that too was fine with Amanda.
Unlike the other rollergirls, Amanda had an ace up her sleeve. She was an Uber. Amanda had realized her power when she first put on a pair of skates. She could obviously skate faster than anyone else, but could also skate up the side of a wall. No one stood a chance. Just the way Amanda liked it.
Everything changed when Venice Sheridan came into her life. Amanda noticed the socialite in the crowd at her last match. She tried to flirt with Venice, but the other woman seemed to just ignore her. This really pissed Amanda off. With a blur on skates Amanda leaped into the crowd, totally ignoring her team mates and opponents. Bodies flew left and right. Amanda was just about to deck Venice when the lights went out.
Amanda didn't know that she had gone up against another Uber. Venice Sheridan was also known as the Princess (of Darkness). She didn't stand a chance against Princess. No matter how fast Amanda skated she couldn't find Venice. When Amanda was finally worn out, Venice raised the darkness walked over and decked Amanda. The two have been close friends eversince.
Personality
Amanda is a rude and crude broad and she's proud of it. She knows that she's white trash, and revels in it. Amanda has the mouth for it too. She never thinks twice about telling her opponents what she thinks of them, especially female opponents. There have been times when she has caused female super heroes to practically go berserk at one of her jibes. Nothing bothers Amanda, so long as she gets her way. She doesn't take direction very well, even from Princess (of Darkness). Forcing Amanda to do something she doesn't want to is a sure way to get her to do the opposite.
Amanda gets a kick out of her powers. She always showing off how much a bad ass she is. No risk, no stunt, is too tame for this Rollergirl.
Quote
"Hey baby! Nice costume! You know where it'd look better? Crumpled on the floor of my bedroom. What? What did I say?"
Powers
Amanda is an Uber with the ability to skate at superhuman speeds. When skating it's almost impossible for anyone to catch her. Through unknown means, Amanda is even able to skate up walls, and along nearly impossible surfaces such as along cables. Water, and open air seemed to be the only limits on her super skating.
A secondary effect of her powers, is that Amanda is highly resistant to damage that she brings upon herself when crashing into a foe at high speeds. In some crashes Amanda has been able to skate away without a scratch, while her victims haven't been so lucky.
Amanda has trained herself in a number of tactics using her super skating. One of her favorite maneuvers is to slam into a foe like a battering ram. Most foes have trouble standing after being ran over by Rollergirl. Another favorite is Amanda weaving in and out of foes while she clotheslines them. Amanda prefers to uses maneuver against multiple foes. Finally, Amanda likes to take away things (weapons, bikini tops, food, etc...) from her targets while skating at high speeds. Naturally all that skating really builds up an appetite, and Amanda is constantly having to stop and rob a fast food restaurant.
Appearance
Amanda is of average height and definitely has a rugged athletic build. She keeps her frizzy brown hair cut fairly short. A nose ring completes the picture. For a costume Amanda wears a white tank top, red shorts, leggings with one leg in black and white checks while the other is black and white strips. On her feet, Amanda wears a pair of white roller skates, with red wheels. Amanda wears knee and elbow pads, but doesn't wear a helmet. Helmets are for wimps in her opinion.
The Arc
Jan 5th, '08, 10:54 AM
Two Ton Tina
http://www.uber-world.com/twotontina.jpg
Two Ton Tina
Tina Wojciehowicz
Cost Characteristic Value Roll Notes
40 STR 70 23- Lift: 409.6tons; HTH: 14d6; END: [7]
24 DEX 18 13- OCV: 6 DCV: 6
30 CON 25 14-
10 BODY 15 12-
-2 INT 8 11- PER Roll: 11-
-4 EGO 8 11- ECV: 3; Mental Defense: 0
13 PRE 23 14- PRE Attack: 4 1/2d6
1 COM 12 11-
16 PD 30 Total: 30 PD (30 rPD)
16 ED 25 Total: 25 ED (25 rED)
12 SPD 4 Phases: 3, 6, 9, 12
0 REC 15 Running: 6" / 12"
3 END 55 Swimming: 2" / 4"
7 STUN 60
Two Ton Tina | Summary
Real Name: Tina Wojciehowicz Hair Color: Brown
Concept: Bricks Eye Color: Brown
Affiliation: Lost Girls Height & Weight: 7' 0" (2.13 m) / 2205 lbs (1000.17 kg)
Played By: NPC Date of Birth: June 10, 1989
Created By: Noah Thorp Place of Birth: Sheboygan, Wisconsin
Cost Powers END
Heavy Package
8 1) Immovable Object: Knockback Resistance -4"
4 2) Massive Energy Resilience: +4 ED
4 3) Massive Physical Resilience: +4 PD
13 4) Massive Strength: +20 STR (20 Active Points); No Figured Characteristics (-1/2) 2
-15 5) Physical Limitation: Heavy (1000 KG)
28 No Hurt Two Ton Tina!: (Total: 28 Active Cost, 28 Real Cost) Missile Deflection (Any Ranged Attack) (Real Cost: 20) plus +4 with Missile Deflection (Real Cost: 8)
28 I Have Crush On You!: Energy Blast 4 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (69 Active Points); (Only to Inflict Crushing Damage; -1 1/2)
27 Resistant Flesh: Damage Resistance (30 PD/25 ED)
70 Ton Ton Tina's Tricks: Multipower, 70-point reserve
3u 1) Big Big Hug: Energy Blast 7d6, No Normal Defense (LS: Self-Contained Breathing; +1) (70 Active Points); (Must Follow Grab; -1/2), No Range (-1/2) 7
5u 2) Bye Bye!: For Up to 70 STR, Double Knockback (+3/4) (52 Active Points) 5
1u 3) Here Come Two Ton Tina: Hand-To-Hand Attack +6d6 (30 Active Points); (Only works when Performing a Move Through; -1), Hand-To-Hand Attack (-1/2) 3
3u 4) Two Ton Tina Tremor: Up to 70 STR, Side Effects (Side Effect only affects the environment near the character; May cause considerable damage to the environment; +0), Hole In The Middle (+1/4), Explosion (+1/2) (52 Active Points); Extra Time (Full Phase, -1/2), (Only affects Targets on the Ground; -1/4) 5
5u 5) You Go Night Night: Energy Blast 7d6, No Normal Defense (Lack of Weakness on defenses covering the Head, or any innate rPD protecting the head; +1) (70 Active Points); No Range (-1/2) 7
Cost Skills
10 +2 with HTH Combat
3 Acrobatics 13-
3 Breakfall 14-; (Only to Reduce/Avoid Damage from Falls and Knockback; -1/2)
3 Climbing 13-
0 Everyman Skills
AK: Sheboygan, Wisconsin 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Circus Performer 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 KS: Cartoons 11-
2 KS: Professional Wrestling 11-
2 KS: Unicorns 11-
200+ Disadvantages
20 Hunted: Local Law Enforcement 8-
20 Hunted: Sanction 8-
15 Physical Limitation: Attention Deficit Disorder
10 Physical Limitation: Crushing Grip
15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention
10 Psychological Limitation: Cheerful Charlie
15 Psychological Limitation: Childlike View of the World
15 Psychological Limitation: Needs Someone To Love
1 Quirk: Collects Memorobilia of her Favorite Professional Wrestlers
1 Quirk: Loves Candy, Cookies, and Unicorns
1 Quirk: Sings the Theme Songs to Her Favorite Cartoon Shows
1 Quirk: Thinks Wrestling is Real
1 Quirk: Wants a Kitty Cat, or a Puppy, or a Unicorn, but Princess (of Darkness) won't let her have one
10 Reputation: Isn't the Brightest Super-Villain in the World, 11-
15 Social Limitation: Public Identity
25 Experience Points
Two Ton Tina | Points Summary
Characteristics Cost: 166 Base Points: 200
Powers Cost: 184 Disadvantages: 150
Talents Cost: 0 Total Experience: 25
Perks Cost: 0 Spent Experience: 25
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 25 Total Points: 375
Background
Tina grew up in a magical world, a circus. Every night the circus would put of a performance to dazzle the eyes of the audience. Tinas dad was a midget clown who always made the crowds laugh. Her mom was a beautiful woman who swung high above the crowd on traipses. Tina was neither like her father, nor her mother. Tina was big, really big. She never gave her size much thought, or the fact that she was actually stronger than the circuses strongman. Tina seemed to put on weight constantly; her parents were spending most of their pay just on feeding her along. However, when the circus owner suggested billing Tina, or Two Ton Tina, as he called her, her parents balked at the idea. Tina wasnt a freak in their eyes.
Tinas only real friend in the circus was in fact, a freak. Nightshade was shy and reserved, and Tina acted as a protector the bat-winged girl. No one messed with Two Ton Tina, not even the circus owner. Tina could quash anyone who irritated her or Nightshade, not that Tina was violent. If fact she was quite friendly often giving hugs and kisses to those who pleased her. Tina was cheerful type.
The night of the fire was the scariest night in Tinas short life. She had been asleep in the families travel trailer when her father awoke her. He did his best to reassure his daughter, telling her everything was going to be all right. However fire bloomed into the night as the circus tent was being engulfed in flames. Tina wanted to rush in to the tent, but her father held her back. Tears streamed down Tinas face and she knew that her friend Nightshade had been in the tent performing. It was also the night that Tina no longer felt the hunger like she had before. It was also the night that Tina ran away from the circus.
Tina was really lost in the world outside the circus. People made fun of her even though Tina was always friendly to them. Tina was always traveling never staying in one place for long. Eventually she ended up in Los Angeles. It was in LA that Tina made new friend.
Tina was sitting on a park bench feeding a few crumbs to pigeons when she heard a commotion nearby. A girl on roller skates had just come bursting out of a jewelry store with a bag at her side. The girl made Tina think about the circus, and the night of the fire. However, when the store owner came out packing a double barreled shot gun, Tina got between him and the girl on roller skates. There was a loud boom, and all three were amazed when the pellets went into Tina and then fell out on the ground. Tina wasnt hurt at all.
Wow baby! gushed the skating woman, That sure is a neat trick. Sure youre not exactly my type, but wow what power.
Tina could only blush at such compliments.
Sayumwhats you name? asked the skating woman.
Tina, said Tina, but everybody calls me Two Ton Tina.
Sirens were starting to blare in the distance.
Uh oh! said the woman, The dicks are on their way. Guess I better go. Do you have anywhere to go? I could you a woman of your abilities. I know Ive got to introduce you to Princess. Shell like you. Follow me.
In a blur the woman was gone, only to come back to a Tina who just stood there watching.
So sorry sweetie, me bad. Oh yeah. Call me Rollergirl, but my real name is Amanda.
Tina smiled a smile that seemed to light up her face. She tried to hug Amanda, but she proved too fast for that.
None of that baby. At least not on the first date.
Tina found some new friends. Now she too was one of the Lost Girls.
Personality
Tina is a people person. The average person really doesn't know this her being a super-villain and all. However, regardless, Tina likes everybody. She always has a sunny disposition, and often fails to understands other anger towards her, especially after she's destroyed something. Completely by accident of course. Hurtful words often harm Tina more than bullets or energy blasts.
Regardless of her age, Tina is something of a simpleton. She looks upon the world with a child-like view. Tina believes professional wrestling is real, and that unicorns are real, and if she could catch one she'd be most happy. Tina isn't known for her intellect.
Tina really wants to be friends with about anyone. She misses her friend, Nightshade, dearly, and has taken on the other members as her new friends. She can't be convinced that the Lost Girls are probably using her. Tina is desperate for love.
Quote
"Tina like you."
Powers
Tina is an Uber who is super-humanly strong; able to lift a trawler easily over her head. Of course she probably wouldn't know what to do with a trawler if she lifted it over her head. Tina's flesh is extremely dense. Some attacks against her just bounce off pof her with no effects on her whatsoever.
Using her incredible strength, Tina can perform some amazing feats of strength. One of her favorite tactics is to hug a foe to her chest, until they pass out from a lack of oxygen. Tina never understands why when she hugs someone they're always falling asleep. Another attack Tina is known to uses is jumping upon a victim, causing massive internal damage, or jumping and landing on the ground causing miniature earthquakes. Some times Tina will do the later just for fun.
Appearance
Tina a big gal. No really she's a really really big gal. She has shoulder length auburn hair and light brown eyes. For a costume Tina wears a green t-shirt with a smiley face on the front. Because of her girth Tina's always showing off her mid-drift. The rest of her costume consists of blue jean and sturdy boots. Tina doesn't have much of a fashion sense, nor matter how much shopping Princess (of Darkness) does for her.
The Arc
Jan 5th, '08, 10:58 AM
And lastly there's Wicca, who can summon elementals. Plus she a Goth.
http://www.uber-world.com/wicca.jpg
Wicca
Lucy "Lucretia" Oleander
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
30 DEX 20 13- OCV: 7 DCV: 7
20 CON 20 13-
6 BODY 13 12-
8 INT 18 13- PER Roll: 13-
16 EGO 18 13- ECV: 6; Mental Defense: 10
8 PRE 18 13- PRE Attack: 3 1/2d6
3 COM 16 12-
2 PD 25 Total: 25 PD (20 rPD)
1 ED 25 Total: 25 ED (20 rED)
20 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 7 Running: 6" / 12"
1 END 42 Swimming: 2" / 4"
5 STUN 35 Flight: 15" / 60"
Wicca | Summary
Real Name: Lucy "Lucretia" Oleander Hair Color: Reddish-Brown, dyed black
Concept: Mystic Eye Color: Green, wears black contacts
Affiliation: Lost Girls Height & Weight: 5' 6" (1.68 m) / 115 lbs (52.16 kg)
Played By: NPC Date of Birth: October 31, 1989
Created By: Noah Thorp Place of Birth: Nowhere, Ohio
Cost Powers END
17 Elemental Magic: Elemental Control, 50-point powers, (25 Active Points); all slots Requires A Skill Roll (Elemental Magic; -1/2)
22 1) Call Upon the Elements: Summon 4 200-point Elemental, Expanded Class of Beings Very Limited Group (Air Elemental, Earth Elemental, Fire Elemental, Water Elemental; +1/4), Loyal (+1/2) (87 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Requires A Skill Roll (Elemental Magic; -1/2) 9
28 2) Elemental Blast: Energy Blast 9d6, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (67 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 3
17 3) Elemental Shield: Force Field (20 PD/20 ED), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 5
17 4) Elemental Manipulation: Telekinesis (20 STR), Affects Porous, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (50 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 5
18 5) Elemental Flight: Flight 15", Improved Noncombat Movement (x4), Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) 2
16 6) Elemental Immunity: (Total: 50 Active Cost, 34 Real Cost) Energy Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17) plus Physical Damage Reduction, 50%, Variable Special Effects (Limited Group of SFX; Elemental Attacks (Air, Earth, Fire, and Water); +1/4) (25 Active Points); Requires A Skill Roll (Elemental Magic; -1/2) (Real Cost: 17)
4 One with the Elements: Life Support (Safe in Intense Cold; Safe in Intense Heat)
6 Warding I: Mental Defense (10 points total)
10 Warding II: Power Defense (10 points)
Cost Talents
3 Elemental Direction: Bump Of Direction
5 Magesight
Cost Perquisites
11 Follower: Asmodeus the Bat
Cost Skills
3 Analyze: Magic 13-
3 Concealment 13-
3 Deduction 13-
3 Disguise 13-
0 Everyman Skills
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Witch 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
11 Power: Elemental Magic 17-
11 Scholar
KS: Elemental Magic 13-
KS: Elementals 13-
KS: Occult Lore 13-
KS: Wicca 13-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
7 Traveler
AK: Elemental Plane of Air 11-
AK: Elemental Plane of Earth 11-
AK: Elemental Plane of Fire 11-
AK: Elemental Plane of Water 11-
AK: Nowhere, Ohio 11-
200+ Disadvantages
5 Distinctive Features: Goth Girl
5 Distinctive Features: Magical Aura
20 Hunted: Sanction 8-
10 Monitored: Hero City 8-
10 Monitored: Nowhere Elders 11-
5 Rivalry: Professional (Fantasia)
15 Psychological Limitation: Anarchist
10 Psychological Limitation: Immature
15 Psychological Limitation: Life Is A Party
1 Quirk: City Girl
1 Quirk: Dislikes Poe
1 Quirk: Hates Cooking
1 Quirk: Wears Goth All The Time
1 Quirk: Worlds Biggest Death Metal Fan
10 Social Limitation: Disowned
15 Social Limitation: Harmful Secret: The Secret of Nowhere
15 Social Limitation: Public Identity
10 Unluck: 2d6
0 Experience Points
Wicca | Points Summary
Characteristics Cost: 123 Base Points: 200
Powers Cost: 155 Disadvantages: 150
Talents Cost: 8 Total Experience: 0
Perks Cost: 11 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 53 Total Points: 350
Background
Lucy "Lucretia" Oleander hated farming, hated Nowhere Ohio, and hated being kept out of what real life was like in the real world. Her sister Fantasia was allowed to leave Nowhere and go to work for Hero City, and of course the town elders complained bitterly about her leaving. However, Fantasia had a valid point. In a town full of magic users, one less certainly wouldnt cause any issues. The town was certainly well protected.
However when Lucy declared that she wanted to leave as well, the towns elders freaked out. They absolutely forbid Lucy from leaving, threatening to block her powers if she didnt comply. No amount of begging, pleading or pouting, swayed the town elders in the least. Lucy was confined to the family farm, where the only culture she got was having her pet air elemental bring in death metal stations from far away. It was enough to drive a teenage witch insane, thought Lucy.
It was almost a month behind an earth elemental plow that Lucy decided she had enough. Using a borrowed book of magic from the elders, Lucy created a simulacrum of herself which she put in her bed. Under a new moon Lucy snuck away, and hitching a ride from an air elemental made her escape. She never looked back.
No more would Lucy or Lucretia as she likes to call herself these days would have to deal with farming, Nowhere Ohio, and being kept out of real life. Landing in Los Angeles she quickly immersed herself in the gothic lifestyle, her days among the boring magic users of Nowhere Ohio driven from her mind. Lucretia was out to finally have some fun. She has even taken on a code name, calling herself Wicca. However, most people don't think that she's a real witch, let alone the sister of Fanastia of Hero City.
The town elders, however, were never fooled. Theyve kept an eye on their wayward daughter. While they might have written off Fantasia as wayward, they could certainly see that her sister was one bad apple. Especially after Lucretia took hanging out with the Lost Girls. The town elders wondered if the end of their peaceful existence, surely was coming to an end.
Personality
Lucretia thinks nothing about what shes doing next. Her being with the Lost Girls is just an opportunity to have some much deserved fun in her book. Lucretia turns her nose up to what she considers stuffy old fashioned ways of doing things. Shell even go out of her way to cause as much damage to the establishment, because she felt she was always held back in Nowhere. Now there will be no containing her. While she hasnt sought out her sister, Lucretia isnt above making her sister look bad.
Quote
"Anywhere, is better than Nowhere. It's time to party and Wicca can party with the best of them."
Powers
Wicca is an elemental witch. Her magic revolves around the four elements (fire, water, earth, and air). Using her magic Wicca is able to summon an elemental that will loyally follow her commands. Even without summoning elementals, Wicca can project bursts of elemental energy (IE fiery blasts, hurricane force winds, torrents of water, and spears of earth). Wicca can also use the elemental magic to protect herself from most attacks. Naturally, due to her affinity with the elements, attacks that are elemental in nature of less effective against her. Wicca can also fly using her elemental magic. Lastly, Wicca can manipulate the elements, and as such pick things, or strike a foe at a distance with an elemental force.
In addition to her elemental magic, Wicca has warded her body. Her warding protects her mind and from attacks that would drain power from her. Extremes in temperature have no effect on Wicca, naturally. Like her sister, Fantasia, Wicca has bonded a familiar to herself. It's a bat, which she has named Asmodeus.
Appearance
Wicca, for all her goth look, is still a very attractive young woman. She has several earrings in both ears, skulls, crosses, pentagrams, etc. Wicca even has a gold stud in her nose. However, Wicca has drawn the line about piercing her lips, or eyebrows. Her usual way of dress is a black t-shirt with the words "Demon Bait" in red, a red tutu skirt, black fishnet stockings, and clunky combat boots. Demon Bait being the name of one of Lucretia's favorite death metal bands. Wicca also wears a lot of mascara, has painted her fingernails black, and dyed her normally reddish-brown hair black with a few streaks of blue. Wicca really goes into the shock value of her costume.
The Arc
Jan 7th, '08, 06:50 AM
A long time ago I created a super-villain group called Night Shift. They were a bunch of scientists who gained darkness powers after a lab experiment. So there MO is to go around and commit crimes to regain their lost humanity. Here's Night Shift.
http://www.uber-world.com/ns.jpg
Background
Originally Nightshift was a group of scientists and engineers working on a special project for NASA. The leader of the group was Doctor Eugene Blackwell and his two assistants: Sarah Donner, an optics specialist, and Montell Spreewell, an electrical engineer. The focus of the project was to create a device that would ammass huge amounts of solar energy, and then convert it into limitless electricity, or in other words, a solar concentrator.
One night the three scientists were able to get the solar concentrator to activate. The three were really excited. Their years of hard work was finally paying off. However, their project hadn't gone unnoticed. The super-villain Black-Eye decided to pick that night for a raid of the facility. Black-Eye wanted the machine for a client of his. Doctor Blackwell, however, refused to turn over the device and a fight broke out. Black-Eye called up the Darkness Dimension with his powers. However, unknown to Black-Eye the device reacted strongly to his powers. Black-Eye was easily able to defeat the three scientists. Before he was able to get away with his prize there was an explosion, and the device was destroyed. Black-Eye fled empty handed.
Meanwhile Doctor Blackwell, Sarah, and Montell were all exposed to massive amounts of energy from the Darkness Dimension. Doctor Blackwell gained access to the Darkness Dimension causing him to disappear from one point and appear in another by travelling through the Darkness Dimension. Montell's body became trapped between the two dimensions. While in the Darkness Dimension his body in this dimension becomes immaterial. For Sarah her flesh was replaced with a flesh-like substance form the Darkness Dimension. This also made her really strong and able to stretch parts of her body over distances.
Since that fateful night the three transformed people have saught a way to return to normal. Thos who get in their way quickly learn from their mistake. Doctor Blackwell now calls himself just Blackwell, while Montell has taken the name NightWraithe, and Sarah is now known as Ebony. Together they formed Nightshift.
Area of Operations
While Nightshift got its start in the United States, the trio have travelled across the globe looking for components for the solar concentrator.
Base of Operations: Worldwide
Goals
Nightshift seeks a way to return to normal. Blackwell is convinced that if they were to reconstruct the solar concentrator then he can return them to normal. To achieve this goal Nightshift steals high tech equipment to build the solar concentrator. Any technology is fair game to Nightshift.
Reputation
Nightshift is sought by a number of law-enforcement agencies. The FBI tops the list of agencies looking for Nightshift. The FBI considers Nightshift to be a threat to national security, especially Blackwell. Sanction has ben brought aboard by the FBI, and their focus is the capture of Nightshift while the FBI tracks them. NASA as well seeks the trio. However, NASA is divide in its search. Part of the agency wants to help Nightshift regain their lost humanity, while another faction desires to study them by any means.
The Arc
Jan 7th, '08, 06:52 AM
Their leader Blackwell.
http://www.uber-world.com/blackwell.jpg
Blackwell
Doctor Eugene Blackwell
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
30 DEX 20 13- OCV: 7 DCV: 7
20 CON 20 13-
0 BODY 10 11-
13 INT 23 14- PER Roll: 14-
4 EGO 12 11- ECV: 4; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
1 COM 12 11-
11 PD 15 Total: 15 PD (15 rPD)
11 ED 15 Total: 15 ED (15 rED)
20 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 6" / 12"
0 END 40 Swimming: 2" / 4"
0 STUN 30
Blackwell | Summary
Real Name: Doctor Eugene Blackwell Hair Color: Black
Concept: Speedster (Teleporter) Eye Color: Black
Affiliation: Nightshift Height & Weight: 5' 7" (1.70 m) / 214 lbs (97.07 kg)
Played By: NPC Date of Birth: October 15, 1971
Created By: Noah Thorp Place of Birth: Chicago, Illinois
Cost Powers END
60 Blackhole Powers: Multipower, 60-point reserve
6u 1) Feel the Pull of the Blackhole: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points) 6
6u 2) Gravity Well: Energy Blast 6d6, No Normal Defense (PD Force Field/Force Wall or Life Support: Self-Contained Breathing; +1) (60 Active Points) 6
5u 3) Skip the Horizon: Teleportation 10", Ranged (+1/2), Usable As Attack-Defense: Teleportation (+1) (50 Active Points) 5
6u 4) Through the Event Horizon: (Total: 60 Active Cost, 60 Real Cost) Teleportation 15", x8 Increased Mass (Real Cost: 45) plus Teleportation: Floating Fixed Location (3 Locations) (Real Cost: 15) 4
36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep)
13 Blackhole Point Defense: Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2) 2
15 Living Blackhole I: Damage Resistance (15 PD/15 ED)
10 Living Blackhole II: Sight Group Flash Defense (10 points)
5 One with the Night: Nightvision
Cost Talents
3 One with the Universe: Absolute Time Sense
3 Human Calculator: Lightning Calculator
Cost Perquisites
1 Been Around the World: Passport
Cost Skills
3 Computer Programming 14-
3 Concealment 14-
3 Electronics 14-
0 Everyman Skills
AK: Chicago, Illinois 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Astrologer 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Inventor 14-
3 Mechanics 14-
3 Navigation (Dimensional, Space) 14-
3 Paramedics 14-
3 Security Systems 14-
3 Shadowing 14-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Teamwork 13-
15 Scientist
SS: Astronomy 14-
SS: Astrophysics 14-
SS: Genetics 14-
SS: Mathematics 14-
SS: Medicine 14-
SS: Physics 14-
200+ Disadvantages
15 Distinctive Features: Looks Like a Living Photo Negative
15 Hunted: FBI 8-
10 Hunted: NASA 8-
20 Hunted: Sanction 8-
15 Psychological Limitation: Dedicated to Fixing Curing Nightshift of Powers
20 Psychological Limitation: Doesn't Want to be a Super-Villain
15 Psychological Limitation: Scientific Curiosity
5 Reputation: Scientist Who Ruined Not Only His Life But His Co-Workers As Well, 8-
15 Social Limitation: Public Identity
10 Susceptibility: When Teleported by Others, 2d6 damage Instant
10 Unluck: 2d6
0 Experience Points
Blackwell | Points Summary
Characteristics Cost: 130 Base Points: 200
Powers Cost: 162 Disadvantages: 150
Talents Cost: 6 Total Experience: 0
Perks Cost: 1 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 51 Total Points: 350
Background
Doctor Eugene Blackwell once was a noted astrologer working for NASA. His project dealt with a way to gather solar energy and ammass enough of it to provide limitless power, similar to a solar panel but more powerful. Doctor Blackwell and his two aides were all that were assigned to the project due to budget restraints.
One night, the team succeeded. The solar concentrator worked perfectly. However, their project had not gone unnoticed. The super-villian Black-Eye raided the facility just when Doctor Blackwell activated the device. Black-Eye's powers interacted badly with the device causing a massive overload. Instead of focussing the suns energy, the solar concentrator cocentrated Black-Eye's darkness. There was an increadible explosion that destroyed much of the building. As for Black-Eye he fled the scene.
Doctor Blackwell and his aides weren't so fortunate. They were bombarded with huge of ammounts of energy from the same source that Black-Eye gets his powers from. These bombardment had profound effects on all three. For Doctor Blackwell, he became a living black hole, able to access the Darkness Dimension like Black-Eye, and even travel through the dimension. Since that fateful night three formed Nightshift to seek a way to return to normal. Doctor Blackwell, or Blackwell as he's now commonly known, became their leader.
Personality
The transformation into a living black hole has had a profound effect on Doctor Blackwell. He's now driven find a way to cure himself and the others of the change, and become human again. Doctor Blackwell won't let anything or anybody stand in the way of this goal.
Doctor Blackwell still has his drive for science, which has been enhanced due to his transformation. He's convinced that if were able to recreate his solar concentrator he would be able to reverse the effects of the transformation. To date, he has never been able to duplicate the solar concentrator. Doctor Blackwell seeks out technology to achieve his ends. He doesn't like being a super-villain, but the only way he can get the things he needs for his machine is by stealing them. It has never occured to Doctor Blackwell to seek assistance from others to help cure Nightshift. This may be due to guilt for letting the accident happen in the first place.
Quote
"Oh the possibilities. If we only had a few minutes more. We could have succeeded beyond our wildest dreams."
Powers
Blackwell is a transformed man who is now able to access the Darkness Dimension like Black-Eye. By using the dimesnion, he is able to transport himelf over long distances instantly without have to travel through them. Blackwell can also force others to move through the Darkness Dimension. He can even lock a person between the two dimensions trapping them, or even make a foe feel the crushing might of a black hole. Blackwells contact with the Darkness Dimension provides him protection from this dimension, thus Blackwell doesn't actually breathe, or even need to eat.
Appearance
Blackwell is a man of average height and weight. What really sets him apart from the rest of humanity is that he now looks excactly like a living photo negative. Blackwell has short curly hair and a beard. He still wears the same clothes taht he wore on the night of the transformation. Due to the transformation, it would be impossible for Blackwell to keep a secret identity.
The Arc
Jan 7th, '08, 07:02 AM
His love interest. Ebony
http://www.uber-world.com/ebony.jpg
Ebony
Sarah Donner
Cost Characteristic Value Roll Notes
40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]
30 DEX 20 13- OCV: 7 DCV: 7
30 CON 25 14-
10 BODY 15 12-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
2 COM 14 12-
5 PD 15 Total: 15 PD (15 rPD)
10 ED 15 Total: 15 ED (15 rED)
20 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 15 Running: 6" / 12"
0 END 50 Swimming: 2" / 4"
2 STUN 55
Ebony | Summary
Real Name: Sarah Donner Hair Color: Silver
Concept: Brick Eye Color: Silver
Affiliation: Nightshift Height & Weight: 5' 5" (1.65m) / 130 lbs (58.97 kg)
Played By: NPC Date of Birth: June 12, 1983
Created By: Noah Thorp Place of Birth: New York, New York
Cost Powers END
30 Body of Darkness I: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Light-Based Attacks; -1)
15 Body of Darkness II: Damage Resistance (15 PD/15 ED)
18 Body of Darkness III: Healing 2d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2)
36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep)
5 Leaping Shadows: Leaping +5" (15" forward, 7 1/2" upward) 1
16 Lengthening Shadows: Stretching 4" (20 Active Points); Limited Body Parts (Arms and Legs; -1/4) 2
5 Light Absorbing Eyes: Sight Group Flash Defense (5 points)
23 Strangulation: Energy Blast 4d6, No Normal Defense (Life Support: Self-Contained Breathing; +1) (40 Active Points); No Range (-1/2), Linked (Lengthening Shadows; -1/4) 4
Cost Skills
3 Computer Programming 12-
3 Contortionist 13-
3 Electronics 12-
0 Everyman Skills
AK: New York, New York 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Optics Specialist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
7 Lipreading 14-
3 Mechanics 12-
3 SS: Optics 12-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Systems Operation 12-
3 Teamwork 13-
200+ Disadvantages
15 Distinctive Features: Woman Made of Darkness
20 Enraged: If Blackwell is Injured, go 11-, recover 11-
15 Hunted: FBI 8-
10 Hunted: NASA 8-
20 Hunted: Sanction 8-
20 Physical Limitation: Mute
15 Psychological Limitation: Overconfident
15 Psychological Limitation: Secretly in Love with Blackwell
15 Psychological Limitation: Vicious
5 Unluck: 1d6
0 Experience Points
Ebony | Points Summary
Characteristics Cost: 162 Base Points: 200
Powers Cost: 148 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 40 Total Points: 350
Background
Sarah Donner was an assistant to Doctor Blackwell on his solar concentrator project for NASA. Her speciality lay in the field of optics. Sarah designed the lens of the solar concentrator. She and the doctor had dated a couple of times, but their work schedule didn't allow for a more serious relationship. All this changed the night that her, Doctor Blackwell, and Montell Spreewell got the solar concentrator to actually work. The super-villain Black-Eye also picked that night to attack the facility. There was an interaction between the device and Black-Eye's powers. An explosion results from the mixing of the two, and Black-Eye fled.
However, Sarah along with the others were exposed to large amounts of energy. For Sarah the exposure caused her flesh to transpose with a flesh-like substance that was stronger, and more resiliant from the Darkness Dimension. Now Sarah is now trapped in this new form. Since that night the three formed Nightshift, and have searched for a way to return themselves to normal. Also Sarah has lost her mouth with the transformation and thus her voice. Sarah now goes by the name of Ebony.
Personality
The transformation has had a profound effect on Sarah. In battle she doesn't hold back. this is due to the anger she feels from being forced into her new form. Sarah has since become more emotionally attached with Blackwell, but due to her condition now keeps her feelings towards Blackwell a secret. For Sarah, she doesn't think he could love her the way she is. Thus Sarah often takes needless risks to save Blackwell. Furthermore Sarah is quite aware of how powerful her new body is, and has yet gone up against competition powerful enough to shatter her confidence.
Quote
Ebony hasn't spoken a word since the transformation.
Powers
Ebony is a transformed woman whose body has been transposed with a similiar substance from the Darkness Dimension. In this new form Ebony is stronger, faster, and more resiliant than a normal person. Ebony can easily heft a truck and throw it. Her new body allows her to lengthen her arms and legs allowing Ebony to physically strike foes at a distance. This also allows Ebony to leap over long distances. Due to her contact with the Darkness Dimension, Ebony is now extremely resistant to light based attacks (her body absorbs light), and to a lot of other attacks. Ebony has also taught herself how to strangle a foe at a distance as well.
Appearance
Ebony looks like a person who is made entirely out of an obsidian-like substance. Her face now lacks most facial features, except for nose, eyebrows, and eyes. Ebony doesn't even have a mouth, and as such cannot speak. Her eyes are now like pools of silver which flash when she is angered. Her hair is now of a silvery hue and stand up in a peak. Otherwise Ebony is of average height and weight for a woman. Due to the transformation it would be impossible for Sarah to maintain a secret identity.
The Arc
Jan 7th, '08, 07:04 AM
And finally NightWraithe...
http://www.uber-world.com/nightwraithe.jpg
NightWraithe
Montell Spreewell
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
39 DEX 23 14- OCV: 8 DCV: 8
26 CON 23 14-
0 BODY 10 11-
5 INT 15 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
5 PRE 15 12- PRE Attack: 3d6
1 COM 12 11-
12 PD 15 Total: 20 PD (5 rPD)
10 ED 15 Total: 20 ED (5 rED)
37 SPD 7 Phases: 2, 4, 6, 7, 9, 11, 12
0 REC 8 Running: 6" / 12"
0 END 45 Swimming: 2" / 4"
5 STUN 35 Flight: 15" / 30"
NightWraithe | Summary
Real Name: Montell Spreewell Hair Color: Black
Concept: Energy Blaster Eye Color: Black
Affiliation: Nightshift Height & Weight: 6' 0" (1.83 m) / 174 lbs (78.93 kg)
Played By: NPC Date of Birth: September 5, 1985
Created By: Noah Thorp Place of Birth: San Diego, California
Cost Powers END
80 Dimensional Phasing: Multipower, 80-point reserve
4u 1) In Phasing: Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (79 Active Points); No Range (-1/2), No Knockback (-1/4) 3
5u 2) Phasing: Desolidification (affected by Mental, Magical, or Light Based-Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
5u 3) Phase Trap: Desolidification (affected by Mental, Magical, or Light Based Attacks), Usable As Attack: Defense-Desolidification (+1) (80 Active Points); Activation Roll 12- (-3/4) 8
36 Energy Being: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Self-Contained Breathing; Sleeping: Character does not sleep)
20 Out of Phase Flight: Flight 15" (30 Active Points); Linked (Phasing; -1/2) 3
22 Phase Field: Force Field (5 PD/5 ED), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points)
Cost Skills
3 Computer Programming 12-
3 Concealment 12-
3 Contortionist 14-
3 Electronics 12-
0 Everyman Skills
AK: San Diego, California 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Engineer 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Mechanics 12-
3 SS: Electrical Engineering 12-
3 Security Systems 12-
3 Shadowing 12-
3 Stealth 14-
3 Systems Operation 12-
3 Teamwork 14-
200+ Disadvantages
15 Accidental Change: To Desolid From if Flashed 11-
15 Distinctive Features: Made of Darkness
15 Hunted: FBI 8-
10 Hunted: NASA 8-
20 Hunted: Sanction 8-
15 Psychological Limitation: Impulsive
15 Psychological Limitation: Hates Normal People
10 Psychological Limitation: Rebellious
10 Psychological Limitation: Show Off
15 Social Limitation: Public Identity
10 Vulnerability: 2 x STUN Light-based Attacks
0 Experience Points
NightWraithe | Points Summary
Characteristics Cost: 145 Base Points: 200
Powers Cost: 172 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 33 Total Points: 350
Background
Montell Spreewell once was an electrical engineer who was working alongside Doctor Blackwell on his solar concentrator project for NASA. He was responsible for building much of the machine. Also along with Doctor Blackwell there was Sarah Donner, an expert on optics. It was just the three of them on the project, due to budget restraints.
One night the team actually got the solar concentrator to activate. The solar concentrator started amassing huge amounts of solar power, which it would then turn into limitless electrical energy. However, their project didn't go unnoticed. The super-villain Black-Eye also picked that night to raid the facility. Since the solar concentrator was still in the proto-type stage, there was an interation between the solar energy and Black-Eyes powers. The solar concentrator overloaded and there was a massive explosion which unleashed a firestorm of energy. As for Black-Eye he made his escape.
For Montell his body became trapped between this dimension and the Darkness Dimension. Now Montell, is unable to remain in either dimension for long. Since that disaster, Montell and the others formed Nightshift. Montell has been calling himself NightWraithe ever since. Like Blackwell, he too seeks a way to return to normal, but unlike Blackwell, he doesn't have as much patients about waiting for that day to come.
Personality
Montell has always been something of a showoff. He likes to get a reaction out of others. Montell is also immpulsive, often acting without thinking things through. Since the transformation, Montell has grown to hate normal people because they remind him what he cannot have. This hatred has also spawned a defiant streak in him. At times Montell will go off on his own seeking a cure for his condition.
Quote
"Dude, you shouldn't have done that. Now you're going to pay."
Powers
NightWraithe is a transformed man whose body has become trapped between two dimensions; this one and the Darkness Dimension. He's unable to remain in either dimension for long. While in the Darkness Dimension, NightWraithe is immaterial in this dimesnion; hurt only by mental, magical, or light-based attacks. NightWraithe can cause other to become trapped in the Darkness Dimension. However, this is only temporary, as anyone trapped in the Darkness Dimension is freed once NightWraithe returns to the Darkness Dimension.
NightWraithe can phase his hand into his foes bodies causing severe wounds. Because his body is mostly in the Darkness Dimension NightWraithe isn't greatly affected by this dimension. Thus NightWraithe doesn't actually breathe or need to eat or sleep.
Appearance
Montell was a slight man before the transformation. Once he had long long hair and brown eyes, but since the transformation his flesh has become black like the night, and his hair and eyes have become grey. His lower half of his body has become billowing darkness. Naturally in such a form it would be impossible for Montell to have a normal identity.
The Arc
Jan 8th, '08, 05:36 AM
Back when I was in high school I took French when I was freshman (I also took German the same year, so I'm not sure how much I learned). Any way here are some French characters I built.
First up is Armstrong (or Bras de Fort). I went with Armstrong for easier understanding.
http://www.uber-world.com/armstrong1.jpg
Armstrong
Dr. Guy L'Estrie
Cost Characteristic Value Roll Notes
40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]
33 DEX 21 13- OCV: 7 DCV: 7
20 CON 20 13-
10 BODY 15 12-
10 INT 20 13- PER Roll: 13-
4 EGO 12 11- ECV: 4; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
1 COM 12 11-
5 PD 15 Total: 30 PD (15 rPD)
11 ED 15 Total: 30 ED (15 rED)
19 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 14 Running: 21" / 42"
0 END 40 Swimming: 2" / 4"
0 STUN 50
Armstrong | Summary
Real Name: Dr. Guy L'Estrie Hair Color: Black
Concept: Brick (Cyborg) Eye Color: Brown
Affiliation: L'Estrie Industries, The Brotherhood Height & Weight: 6' 0" (1.83 m) / 300 lbs (136.08 kg)
Played By: NPC Date of Birth: July 14, 1976
Created By: Noah Thorp Place of Birth: Pairs, France
Cost Powers END
12 Cyborg Body: Elemental Control, 30-point powers, (15 Active Points); all slots Cyberware Cybernetics (-1/4)
33 1) Armored Body: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Cyberware Cybernetics (-1/4)
12 2) Telescoping Legs: Running +15" (21" total) (30 Active Points); Cyberware Cybernetics (-1/4) 3
12 3) Telescoping Limbs: Stretching 5", x4 Noncombat (30 Active Points); Cyberware Cybernetics (-1/4) 3
7 4) Telescopic Missile Grab: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); Costs Endurance (-1/2), Limited Range (-1/4), Cyberware Cybernetics (-1/4) 3
13 Cybernetic Systems: Life Support (Eating: Character does not eat; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (16 Active Points); Cyberware Cybernetics (-1/4)
Cost Talents
9 Each Hand Is As Good As The Next: Ambidexterity (no Off Hand penalty)
3 Living Calculator: Lightning Calculator
Cost Perquisites
12 Family Business: Contact: L'Estrie Industries 8-
1 M.D.: Licensed to Practice Medicine (France)
Cost Martial Arts
Maneuver Phase OCV DCV Notes
10 Stretching Specialist
Crush 1/2 +0 +0 14d6 Crush, Must Follow Grab
Grab 1/2 -1 -1 Grab Two Limbs, 60 STR for holding on
Slam 1/2 +0 +2 12d6 Strike, Target Falls, Must Follow Grab
Cost Skills
10 +2 with HTH Combat
3 Computer Programming 13-
3 Contortionist 13-
3 Electronics 13-
0 Everyman Skills
AK: Paris, France 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: French (Idiomatic, native accent)
[Notes: Native Language]
PS: Scientist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Inventor 13-
3 Language: English (completely fluent)
3 Mechanics 13-
3 Paramedics 13-
2 PS: Medical Doctor 11-
5 Rapid Attack (HTH)
3 Security Systems 13-
15 Scientist
SS: Biology 13-
SS: Bionics 13-
SS: Cybernetics 13-
SS: Electrical Engineering 13-
SS: Medicine 13-
SS: Robotics 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Systems Operation 13-
200+ Disadvantages
15 Dependent NPC: Rene L'Estrie (Nephew) 11-
15 Distinctive Features: Cyborg
20 Hunted: Empire 8-
20 Hunted: T.I.T.A.N. 8-
20 Psychological Limitation: Code Versus Killing
15 Psychological Limitation: Defends Brotherhood
15 Psychological Limitation: Scientific Curiosity
15 Psychological Limitation: Seeks Redemption Through Heroic Acts
15 Social Limitation: Permanent Identity
0 Experience Points
Armstrong | Points Summary
Characteristics Cost: 161 Base Points: 200
Powers Cost: 89 Disadvantages: 150
Talents Cost: 12 Total Experience: 0
Perks Cost: 13 Spent Experience: 0
Martial Arts Cost: 10 Unspent Experience: 0
Skills Cost: 65 Total Points: 350
Background
Doctor Guy LEstrie was one of France's leading scientists in the field of robotics and cybernetics. He helped strengthen, LEstrie Industries, a firm that was founded by his father, by entering the company into the manufacturing of high tech robotics, and to a lesser degree cybernetics.
The company grew quickly, becoming a major player in the European marketplace. However, this notoriety brought the company to the attention of Sterling House, a wealthy financial company from England. The leader of Sterling House was Jonathan Sterling, the uber known as Sterling and the leader of TITAN. Sterling House sought to take over LEstrie Industries, but Guy held the majority of stock in the company and blocked the takeover.
This enraged Sterling to no end. He dispatched the German powerhouse Rage to deal with the reluctant Frenchman. Rage was supposed to encourage the doctor into selling his stocks to Sterling House, but things went terribly wrong. Rage cornered Doctor LEstrie at his remote research and development laboratory in Strasbourg. The German seriously hurt the doctor and left him for dead.
He wouldve died too, if his nephew Rene hadnt showed up. Rene was also attacked by Rage and was seriously hurt. Later he lost the use of his lower body and became wheelchair bound. However before that, Rene was able to rebuild his uncle using the laboratory. However, there were a lot of changes to Guy. He had to replace all of his limbs with cybernetic replacements.
Since that day, Guy, who goes by the code name Bras Fort or Armstrong has battled crime not only in his native France but across Europe as well. During his adventures he has made friends with the German uber Steppenwolf, and the German convinced him to partner with him for awhile. However, they later decided to work solo as well. Every once in a while they get together with other European ubers in a loosely based group known as the Brotherhood. Guy has also given his shares in LEstrie Industries to his sister so that he could concentrate on his crime-fighting.
Personality
Armstrong is very much a thinker. He gets really involved with his research; often losing track of time. When doing research, Guy can spend days in his labs without knowing about the loss of time. Guy feels really badly about his nephew becoming wheelchair bound, and strives to make up for it by doing heroic things.
Quote
I think zat a vell placed punch to ze solor plexus should do ze job nicely.
Powers
Both of Guy's arms and legs have been replaced with titanium alloyed cybernetic prosthetics. With his new arms and legs Armstrong becomes incredibly strong. His cybernetic arms allow Armstrong to reach over distances, and his legs telescope allowing him to run incredibly fast. Due to the addition of the cybernetic limbs, Armstrong had to reinforce his torso to carry all the extra weight. This reinforcement acts as armor for Armstrong. In addition to the reinforcement, Armstrong also has a built-in oxygen supply.
Appearance
Armstrong is a modified man. His arms and legs have been replaced with cybernetic prosthetics, which Armstrong is able to telescope at will. For a costume Armstrong wears a blue, white, and red jersey with a pair of black bicycle trunks. He wears black gloves on his hands as well, and black shoots. Due to the effects of the cybernetics on him, Guy doesnt try to maintain a secret identity.
The Arc
Jan 8th, '08, 05:40 AM
Next is Legionnaire, the one man army.
http://www.uber-world.com/legionnaire.jpg
Legionairre
Claude du Monde
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
30 DEX 20 13- OCV: 7 DCV: 7
20 CON 20 13-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
4 EGO 12 11- ECV: 4; Mental Defense: 10
5 PRE 15 12- PRE Attack: 3d6
1 COM 12 11-
3 PD 7 Total: 15 PD (8 rPD)
3 ED 7 Total: 15 ED (8 rED)
30 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 10" / 20"
0 END 40 Swimming: 2" / 4"
3 STUN 35
Legionairre | Summary
Real Name: Claude du Monde Hair Color: Brown
Concept: Metamorph Eye Color: Brown
Affiliation: Solo Height & Weight: 5' 6" (1.68 m) / 150 lbs (68.04 kg)
Played By: NPC Date of Birth: July 6, 1983
Created By: Noah Thorp Place of Birth: Limoges, France
Cost Powers END
79 Legion: Duplication (creates 16 270-point Duplicates), Easy Recombination (Half Phase Action at 1/2 DCV), Ranged Recombination (+1/2) (118 Active Points); All Duplicates Affected By A Single Mental Attack (-1/2)
8 Legion Mentality: Mental Defense (10 points total)
15 One Legion, One Mind: Mind Link , Specific Group of Minds, Number of Minds (x16), Psychic Bond (35 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4)
14 Rapid Healing: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
14 Body Armor: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)
6 Pistol: Killing Attack - Ranged 1d6 (15 Active Points); OAF (-1), 8 Charges (-1/2)
8 Quick: Running +4" (10" total) 1
3 Shades: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
Cost Martial Arts
Maneuver Phase OCV DCV Notes
28 Generic Martial Arts
Block 1/2 +2 +2 Block, Abort
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Kick 1/2 -2 +1 10d6 Strike
Punch 1/2 +0 +2 8d6 Strike
Throw 1/2 +0 +1 6d6 +v/5, Target Falls
+2 HTH Damage Class(es)
Cost Skills
3 Acrobatics 13-
3 Acting 12-
3 Breakfall 13-
3 Bribery 12-
3 Climbing 13-
3 Combat Driving 13-
3 Concealment 12-
3 Contortionist 13-
3 Deduction 12-
3 Disguise 12-
0 Everyman Skills
AK: Limoges, France 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: French (Idiomatic, native accent)
[Notes: Native Language]
PS: Thief 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 Gambling (Card Games) 12-
3 Language: English (completely fluent)
3 Lockpicking 13-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 12-
7 Teamwork 15-
200+ Disadvantages
20 Hunted: DST (Direction de la Surveillance du Territoire) 8-
15 Hunted: Trinity 8-
20 Normal Characteristic Maxima
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
15 Psychological Limitation: Acts Stereotypically French
15 Psychological Limitation: Reluctant to Kill
10 Psychological Limitation: Sneaky and Cautious
10 Psychological Limitation: Sucker For A Pretty Face
15 Social Limitation: Secret Identity
5 Social Limitation: Smoker
10 Susceptibility: When A Duplicate Is Killed , 2d6 damage Instant
0 Experience Points
Legionairre | Points Summary
Characteristics Cost: 116 Base Points: 200
Powers Cost: 147 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 28 Unspent Experience: 0
Skills Cost: 59 Total Points: 350
Background
Claude grew up in an orphanage. He was never adopted by anyone because he was so disagreeable. Claude was notorious around the orphanage for all the pranks he played on the nuns. However, Claude was never punished by the nuns, because he could always claim to be somewhere else, and have witnesses to back up his claims. No matter how hard the nuns tried to trap him he always eluded them. Little did the nuns know that Claude was an Uber. Claude had discovered his ability to replicate himself at an early age. These duplicates were the only real friends that Claude had. All the other children quickly learned not to trust Claude.
Claude ran away from the orphanage when he was fifteen, and never looked back. He supported himself by picking pockets, and later moved up burglary and armed robbery. Claude was arrested several times, but was never convicted because he always had a rock solid alibi. The police tried to keep an eye on Claude, but he proved a slippery character. As Claude grew more confident in his powers, his schemes grew with him. There seemed to be no crime that Claude wasn't willing to profit from. Claude eventually became a costumed criminal known as Legionnaire.
During his career as Legionnaire, Claude has made many enemies, namely Trinity. The trio has almost captured him on several occasions, but the wily Frenchman has always escaped. Another constant foe of Legionnaire has been Armstrong, especially after Legionnaire made an unsuccessful raid on L'Estries Industries. It was one of the few times that Claude wasn't successful.
Recently Claude has grown bored with commiting crimes just in France. He has decided to broaden his horizons. His only worries is that other countries in Europe aren't France, not that any other country could compare to the Republic of France and wouldn't understand his greatness and wouldn't be much of a challenge. Not everybody can be French. However, Claude will show the world the greatness of France, and it's priemier super-villain: Legionnaire.
Personality
Claude is very much the Frenchman. He drinks wine with every meal, smokes like a chimney, and reeks of disdain for anything that isn't Gallic. Claude is rude to almost anyone, except woman of course. Often times, Claude pretends that he doesn't speak English, speaking only in French. Only other Frenchmen, usually can tolerate Claude.
Claude has made a life of stealing from others. Such a life necessitates being sneaky, and no one is sneakier than Claude. At time Claude doesn't even trust himself. Claude always likes to have an exit strategy, especially one that includes him getting away with all the loot, and possibly the girl as well.
Claude has always had a thing for the ladies. And whether the ladies like Claude or not is up for debate. It has never stopped Claude from trying. Women are the few people that Claude isn't openly rude to, except when he's making a rude sexual overture to. Everyone has a weakness, and for Claude it's pretty women. Maybe one day they'll even be the death of him.
Quote
"Ce qui? Vous appelez ce rti franais! Ces eaux grasses sont peine buvables!"
Powers
Claude is a duplicator, and as such can create with a mere thought, sixteen identical duplicates of himself. The duplicates are merely reflections of the original, and Claude can cause them to appear or disappear at a distance. Claude isn't sure how far away his can create a duplicate, not that he has strained himself to find out.
Each duplicate of Claude shares the same mind, and the original Claude is able to control them through a special link that he has with each. This partitioning of his mind also makes it harder for mentalist to affect him. However, a lucky mentalist who can affect just one of them, affects them all.
Claude and his duplicates all wear body armor under their jackets, and for unknown reasons seem to heal from wounds quickly. Each carries a pistol in a shoulder holster hidden under their jackets. However, Claude is a thief, not a murder, and mainly uses the pistol as a form of intimidation.
From his days of living on the streets, Claude has picked up a few tricks when it comes to fighting. While not a street brawler, Claude and his duplicates can hold their own in a fight. Claude and his duplicates usually fight with teamwork that would be the envy of any commando team.
Appearance
Claude is a Frenchman of average height and looks. He always has a scruffy beard growing on his face. A cigarette also hangs from his lips. A look of disdain completes the look. To hide his identity Claude wears a pair sunglasses. His usual costume is a black leather jacket, grey slacks, an open neck white shirt showing off his hairy chest, and a black beret on his mop of brown curls. A button with the French colors adorns his beret. Claude keeps his pistol in a shoulder holster under his jacket.
The Arc
Jan 8th, '08, 05:44 AM
Recently I read a manga called "Samauri Deeper" and one of the villains in it used dolls as weapons, while in fact he was a doll (well pretending to be one) on the arms of his own doll. Any ways I thought it was a great way of distracting a foe. So I came up with Marionette and her Marionettes.
http://www.uber-world.com/marionette.jpg
Marionette
Marie Antoinette d'Angers
Cost Characteristic Value Roll Notes
-5 STR 5 10- Lift: 50.0kg; HTH: 1d6; END: [1]
24 DEX 18 13- OCV: 6 DCV: 6
16 CON 18 13-
4 BODY 12 11-
8 INT 18 13- PER Roll: 13-
20 EGO 20 13- ECV: 7; Mental Defense: 15
8 PRE 18 13- PRE Attack: 3 1/2d6
3 COM 16 12-
4 PD 5 Total: 5 PD (0 rPD)
1 ED 5 Total: 5 ED (0 rED)
12 SPD 4 Phases: 3, 6, 9, 12
0 REC 5 Running: 2" / 4"
2 END 40 Swimming: 2" / 4"
6 STUN 30
Marionette | Summary
Real Name: Marie Antoinette d'Angers Hair Color: Blond
Concept: Mentalist Eye Color: Blue
Affiliation: Solo Height & Weight: 1' 8" (0.51 m) / 50 lbs (22.68 kg)
Played By: NPC Date of Birth: August 11, 1983
Created By: Noah Thorp Place of Birth: Angers, France
Cost Powers END
Diminutive Size Package
5 1) Easily Hidden: +4 to Concealment ; Self Only (-1/2)
20 2) Hard to Hit: +4 with DCV
8 3) Hard to Perceive: +4 with Stealth
-10 4) Diminutive: Physical Limitation: Diminutive (.5m; +6" KB)
-8 5) Short Legs: -4" Running (2" Running)
41 Marionette Control Powers: Elemental Control, 82-point powers
120 1) Army of Marionettes: Summon 32 300-point Marionettes, Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1) (191 Active Points); Extra Time (Delayed Phase, -1/4) 8
27 2) My Eyes and Ears: Clairsentience (Hearing And Sight Groups), x32 Range (225"), Reduced Endurance (0 END; +1/2) (82 Active Points); Only Through The Senses Of Marionettes (-1/2)
12 Flash Pellets: Sight Group Flash 5d6 (25 Active Points); 8 Charges (-1/2), IIF (-1/4), Range Based On Strength (-1/4)
7 Knife: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1)
35 Many Marionettes, One Mind: Mind Link , Marionettes class of minds, One Specific Mind, Number of Minds (x32), Psychic Bond
3 Porcelain Mask I: Sight Group Flash Defense (5 points) (5 Active Points); OIF (-1/2)
7 Porcelain Mask II: Mental Defense (15 points total) (11 Active Points); OIF (-1/2)
41 Psychic Powers: Multipower, 50-point reserve, all slots Indirect ( Same origin, always fired away from attacker; +1/4) (62 Active Points); all slots Only Through Marionettes (-1/2)
3u 1) Mental Control: Mind Control 9d6 ( Human class of minds) (45 Active Points); Only Through Marionettes (-1/2) 4
3u 2) Psychic Assault: Energy Blast 5d6, Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Only Through Marionettes (-1/2) 5
3u 3) Psychic Blast: Ego Attack 5d6 ( Human class of minds) (50 Active Points); Only Through Marionettes (-1/2) 5
2u 4) Psychic Paralysis: Entangle 2d6, 2 DEF, Takes No Damage From Attacks Limited Group (Physical Attacks; +1/4), Works Against EGO, Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Mental Defense Adds to EGO (-1/2), Cannot Form Barriers (-1/4) 5
3u 5) Telepathy: Telepathy 8d6, Reduced Endurance (1/2 END; +1/4) (50 Active Points); Only Through Marionettes (-1/2) 2
Cost Talents
4 Flexible: Double Jointed
Cost Perquisites
2 Crimelord: Accepted Underworld Crime Boss
10 Ill Gotten Gains: Money: Wealthy
40 Marionette: Marionette (200 Base + 100 Disad)
Cost Skills
3 Acting 13-
3 Artistic Skill: Marionette Making 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Climbing 13-
3 Concealment 13-
3 Contortionist 13-
3 Deduction 13-
3 Disguise 13-
0 Everyman Skills
AK: Angers, France 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: French (Idiomatic, native accent)
[Notes: Native Language]
PS: Marionette Maker 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
3 KS: Underworld Tactics 13-
3 Language: English (completely fluent)
3 Lockpicking 13-
3 Mimicry 13-
3 Security Systems 13-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
3 Teamwork 13-
13 Ventriloquism 18-
1 WF: Blades
300+ Disadvantages
10 Distinctive Features: Doll Sized
20 Hunted: Local Law Enforcement 8-
15 Hunted: The Brotherhood 8-
15 Hunted: Trinity 8-
15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention
10 Psychological Limitation: Cold And Calculating
10 Psychological Limitation: Detached from Humanity
20 Psychological Limitation: Manipulative
1 Quirk: Collects Dolls
1 Quirk: Color Coordinates with Marionettes
1 Quirk: Dresses Only in Frilly Dresses
1 Quirk: Drinks One Glass of Wine a Day
1 Quirk: Refuses to Shake Hands, or Kiss Cheeks
15 Social Limitation: Pretends to Be a Marionette
15 Social Limitation: Secret Identity
102 Experience Points
Marionette | Points Summary
Characteristics Cost: 103 Base Points: 300
Powers Cost: 322 Disadvantages: 150
Talents Cost: 4 Total Experience: 102
Perks Cost: 52 Spent Experience: 102
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 71 Total Points: 552
Background
Marie Antoinette was raised in a Catholic orphanage in France. The nuns cared for the little girl the best they could, but they never understood her at all. When Marie was four she disappeared for almost a day. The nuns were later to find her in one of the lost attics where were stored dress mannequins, scraps of clothing, and other odds and ends. The nuns were really surprised that in that time Marie was able to build a doll from the stuff in the room. They were truly shocked because the doll was the exactly likeness of Marie.
At first the nuns were quite upset with the girl, but she seemed to engrossed with the doll, that nothing they could do short of taking the thing away from Marie would do, and the nuns were not that cruel. Marie went everywhere with that doll. The nuns grew a little concerned because Marie stopped playing with the other children, instead only played with the doll, and even talked to it. However, the nuns were burdened with more children than knew what to do with so her oddness was over looked. Over the years Marie was inseparable from the doll. As she grew older, she was constantly sewing new clothes for the doll. Marie liked the dress the doll up to look exactly like Marie. The nuns thought it was charming, but the other children thought it creepy and kept away from Marie.
No one every adopted Marie, and she didn't seemed to notice any ways. The doll was all her life it seemed. With her skills in designing the dolls clothes the nuns helped train Marie how to build other dolls, and Marie quickly gained a reputation for building dolls, puppets, and marionettes.
When she left the orphanage when she was eighteen, Marie was able to open up her own store on a quiet street in Paris. This might have been the end of any interest in Marie, except for the fact that the Marie Antoinette that everyone thought they knew was a fact a marionette. The real Marie Antoinette was actually the doll, and had stopped growing when she was four. The one who everyone thought was Marie was actually a marionette that Marie animated with her psychic powers.
Free of the nuns interference Marie built several more marionettes and set about to become a major crime figure in France, and later across Europe. The shadowy figure of Marionette has since became a major crime lord and is to be feared. However, in a small shop in an out of the way street in Paris the real marionette controls her dolls with a cold calculating mind.
Personality
For years Marie has watched people. Little did they know that she was watching them. No secret was safe from her powers. Marie has used her abilities in a way for herself to always come out on the top of any situation. Nothing much has changed since Marie has become a crime lord. She uses her marionettes to scout out the crime she is going to commit, and get as much information before acting. The police have yet to figure out that it's the doll who's really the villain.
Marie doesn't really see herself as human, generally something much much more. People are to be used and then discarded when their usefulness has come to an end. Marie doesn't socialize with others without them thinking that her marionette is the real Marie Antoinette, and that the doll she always carries around with her is nothing but a doll. To Marie this is one of lifes greatest jokes.
One of the few pleasures that Marie gets out of life is manipulating people. Her plans always include some form of manipulation or another. Marie has little regard for any harm her manipulations might cause, because she doesn't think of humanity like a fellow human would. People are like marionettes on strings to her.
Quote
"You zall dance upon my zring."
Powers
Marie is an Uber who requires a focus to access her powers. This focus is her marionettes. Marie is able to see through the eyes and listen through the ears of her marionettes. She is connected to each one, and is able to use her mental powers through them as well. Foes often mistake the marionettes as the actual villain, and that Marie is merely a focus.
Through her marionettes, Marie is able to read a foes mind, deliver disabling bursts of psychic energy, or even paralyze their bodies with a mere thought. Marie is even able to take direct control of a foes mind making them into one of her marionettes. Without the uses of one of her marionettes, Marie has to fall back upon a knife that she has hidden up her sleeve, or the flash pellets she keeps in her other sleeve.
The marionettes, themselves, are mere automatons directed by Marie. The appear to be human women, but in truth they're made of wood. The marionettes are stronger than a normal person, but not really into a superhuman range. Being automatons the marionettes are resistant to more physical harm, nor are they affected much by their environment. Marionettes pretend to breathe, but in fact they don't need to. They are also tireless, able to keep moving and fighting without rest. Normally the marionettes fight with their fists, while Marie takes out foes with her mental powers. One of the marionettes is always with Marie pretending to be human, while the rest act as her agents.
Appearance
The marionettes look like average women. It would be quite difficult to tell that they aren't human. Marie dresses them up in a variety of clothing to help them blend in with humanity. Each marionette is of average height and weight for most women. However, their colors will always match with whatever Marie is wearing. One of the marionettes are always carrying Marie.
Marie herself, dresses like a porcelain doll including a mask the covers her entire face. The mask makes her look exactly like a dolls. It also provides her protection from mental attacks, and against flashes. Marie dresses is a frilly blue silk dress along with ribbons in her curly blond hair. Most people mistake Marie for a doll of some sort, and this is the way that Marie wants it to be.
tribe
Jan 8th, '08, 11:34 PM
I'm gonna rep this... just have to spread rep around and then wait till it regenerates (spent too much in a 24 hour period!).
Can someone else rep Arc?
I mean, who else could think of a French Inspector Gadget?!?!
The Arc
Jan 10th, '08, 06:22 AM
Tribe has created an interesting family of super-heroes in the Uberworld Universe called the NewMen, which was his homage to the FF. Which later got me thinking about a generational style super-hero group. So I came up with Clan McLeod. The clan started with one super-hero during WWII, and through the generations became a clan of super-heroes. I still haven't finished up with two of them, but I did finish a big chunk. So this is Clan McLeod.
http://www.uber-world.com/clanmcleod.JPG
Clan McLeod
Major Adversaries:
Celtic Fist
Claymore
Empire
TITAN
Base of Operations:
Scotland
Vehicles:
None
Membership
Angus McLeod (Team Leader)
Creag
Gale
Hadrian
Ion
Witch Hunter II
Background
Clan McLeod found its origins in the chaos known as World War II. Angus McLeod, who was known in Scotland as Witch Hunter, was the clans first Uberhuman. When the Ubermensch landed a small raiding party in Scotland to make a surprise attack on Winston Churchill, it was Witch Hunter who ferreted out their uber powers. All alone, Witch Hunter faced several Ubermensch, and even defeating the German powerhouse Iron Cross single-handedly.
When the call for the Liberty Legion went out, Witch Hunter refused to join. Angus was too much of an independent to become a part of the group. Instead he remained in Scotland, and safeguarded the country from outside threats.
After the war ended, Churchill again tried to recruit Angus into Majestic, but as before Witch Hunter refused. Angus was showing a marked dislike of the English, and retreated into the Scottish Highlands, where he retired at McLeod Manor. This wouldve been the last the world heard of the Witch Hunter, except for the fact that while he was retired from adventuring, his children became a different story.
In the 60s the second generation of McLeod super-heroes took the floor in Scotland. This time it was Hamish McLeod, the only son of Angus. Hamish went by the nom de guerre of Tartan. Unlike his father, Hamish was a walking powerhouse. Tartan was super-humanly strong practically invulnerable. Hamish fought against threats to Scotland from the Soviets, who tried to use Scotland as a staging ground for attacks against England. Like his father before him, Tartan showed a marked dislike of the English, and later in his life became involved in the national movement in Scotland. He was known to clash with Majestic, and Knightwatch as well.
When Tartan retired in the 70s his daughter Rose came to the fore. She aided her father in his adventures, using the name Thistle. Her abilities to control plants were considered to be quite unique. This was also a time when drugs became more prevalent in Scotland. South American cartels were using Scotland against as a trans-shipment place for drugs going to Europe. Drug runners in Inverness gunned down Rose.
Tartan briefly returned to adventuring tracking down the men who killed Rose. It was in the wilds of Nepal that Tartan tracked down the man known as the General Cho. Aided by the mysterious Buddhist monk, Zhang Qian the pair put General Cho out of business. However, the strain of the battle was too much for Tartan, and the old man suffered a heart attack. It was Zhang who brought Hamish back to McLeod Manor. Zhang has stayed with the family ever since.
The next generation of Clan McLeod is Ian McLeod, whos the son of Jessica a sister of Rose. Ian goes by the name of Ion. With him is his cousin Conner, whos the son of Robert, another brother of Rose. Conner goes by the name of Creag. His sister Gail has powers over winds, and uses the name Gale. Another member is Jim Jimmy McLeod, who is Roses only child. Jimmy has inherited his great grandfathers uber-abilities. He goes also by the name of Witch Hunter. Finally there is Adrian McLeod, the only son of Hamish, who uses the name Hadrian. These super-heroes call themselves Clan McLeod. All of the younger generations of the McLeods look to their great grandfather Angus, who's in his nineties for direction.
Area of Operations
Clan McLeod typically operate in Scotland. They have been sanctioned by the Scottish Parliament, but have no standing in the south. However, this has never hindered the clan when fighting crime takes them south of Hadrians Wall. Of course such excursions with their southern neighbors has occasionally called for clashes between Majestic or Knightwatch and Clan McLeod. While Clan McLeod does feel that theyre part of the United Kingdom, theyre very much pro-Scotland.
Goals
Fighting crime is the favorite pastime of Clan McLeod. They see the entirety of Scotland as under their protection. Clan McLeod has a proud tradition of safeguarding Scotland, from their founder Angus all the way up to Jimmy. Not only does Clan McLeod fight crime, but also combats foreign super-villains thinking that taking over Scotland would be a cake walk.
Reputation
Clan McLeod is known through out the United Kingdom. Theyre known for their independence from the south, even at times being disrespectful to the crown. However, when the United Kingdom has faced threats from abroad Clan McLeod has been there backing the super-heroes from Majestic and Knightwatch.
Clan McLeod is hated by T.I.T.A.N. because every time Sterling has made a move in Scotland the clan has countered him. Also Empire has little love for Clan McLeod. Before Empire took on its villainous bent, Thistle was a part time member.
The Arc
Jan 10th, '08, 06:25 AM
Here is Witch Hunter the founder of the clan, Angus McLeod.
http://www.uber-world.com/witchhunter.jpg
Witch Hunter
Angus McLeod
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
24 DEX 18 13- OCV: 6 DCV: 6
20 CON 20 13-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
2 COM 14 12-
1 PD 5 Total: 13 PD (8 rPD)
1 ED 5 Total: 13 ED (8 rED)
22 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 9" / 18"
0 END 40 Swimming: 2" / 4"
3 STUN 35
Witch Hunter | Summary
Real Name: Angus McLeod Hair Color: Red
Concept: Martial Artist Eye Color: Brown
Affiliation: Solo Height & Weight: 6' 3" (1.91 m) / 181 lbs (82.10 kg)
Played By: NPC Date of Birth: May 10th, 1916
Created By: Noah Thorp Place of Birth: Aberdeen, Scotland
Cost Powers END
11 Dirk: Multipower, 22-point reserve, (22 Active Points); all slots OAF (-1)
1u 1) Blade: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1)
1u 2) Pommel: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2)
1u 3) Thrown: Killing Attack - Ranged 1d6 (15 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1)
10 Cloak: Armor (8 PD/8 ED) (24 Active Points); OAF (-1), Activation Roll 14- (-1/2)
6 Physically Fit: Running +3" (9" total) 1
20 The Nose Knows: Detect Ubers 15- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Tracking
75 Suffer not a Witch: Transfer 2d6 (Strength to Strength), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (75 Active Points)
Cost Talents
2 Cannot Follow Me: Trackless Stride
3 Never Gets Lost: Bump Of Direction
3 Sleep with One Eye Open: Lightsleep
Cost Martial Arts
Maneuver Phase OCV DCV Notes
34 Dirty Infighting
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 40 STR to Disarm
Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 50 STR to Throw
Punch 1/2 +0 +2 8d6 Strike
Roundhouse 1/2 -2 +1 10d6 Strike
Tackle 1/2 +0 -1 6d6 +v/t Strike; You Fall, Target Falls; FMove
+2 HTH Damage Class(es)
Weapon Element: Blades
Cost Skills
3 Analyze: Combat 12-
2 Artistic Skill: Dancing 11-
3 Climbing 13-
3 Deduction 12-
0 Everyman Skills
AK: Aberdeen, Scotland 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Witch Hunter 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
2 Navigation (Land) 12-
3 Paramedics 12-
3 Riding 13-
3 Shadowing 12-
3 Sleight Of Hand 13-
3 Stealth 13-
2 Survival (Mountain) 12-
3 Tracking 12-
2 WF: Common Melee Weapons
175+ Disadvantages
10 Hunted: Iron Cross 8-
20 Hunted: Ubermensch 8-
10 Monitored: Majestic 8-
15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention
15 Psychological Limitation: Fervant Patriot
10 Psychological Limitation: Loner
20 Psychological Limitation: Will Not Kill
10 Reputation: Distrustful of Non-Scots, 11-
15 Social Limitation: Public Identity
0 Experience Points
Witch Hunter | Points Summary
Characteristics Cost: 98 Base Points: 175
Powers Cost: 125 Disadvantages: 125
Talents Cost: 8 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 34 Unspent Experience: 0
Skills Cost: 35 Total Points: 300
Background
Angus McLeod always knew he was special. He didnt know how special until he was in his twenties. Angus made his living as a witch hunter in the Highlands of Scotland. He had several run-ins with many so-called witches, and few super-natural beings. He had even faced down a pack of sidhe out for a ride. Angus also acted as a traveling lawman, in a fairly lawless countryside. He was a greatly respected man, who was said to have a nose for finding trouble, and some times trouble came looking for him.
Angus was never one for the big cities, and his dislike for the English tax collectors was famous throughout the Highlands. Some even compared him to the famous outlaw Rob Roy. Angus preferred a simple life traveling across the Highlands minding his own business, and dealing with outlaws, and witches to which Scotland seemed to have quite a few.
One night while staying at a small coastal village, Angus was sitting outside a tavern smoking his pipe when his nose starting twitching. Angus knew that a witch must be nearby. However, try as he might, Angus couldnt figure out where the witch was. If he had only looked up he might have seen the German glider silently flying over the village.
It wasnt until the next morning that the sensation came back to Angus. Not far from the village a group of German commandoes led by the Ubermensch Iron Cross had came to ground. The Germans mission was to sneak into the United Kingdom, and then make their way south and kidnap Winston Churchill, who was scheduled to be in the area.
Led by the unknown sensation Angus discovered the German glider hidden in a barn not far from the village. As for the farmer and his family, Angus found them under a pile of hay. None of them had been spared. Rage over their deaths made Angus vow to avenge them. Again it was the unknown sensation that led Angus on.
Miles after miles to the south, Angus found the commandoes. With dirk in hand Angus moved about their camp dispatching the sentries. Finally he was able to sneak close enough to see into the camp. Standing before a small fire stood a imposing figure. He was tall and obviously muscular under his Uberstormfurher uniform. A flowing black cloak hung from his shoulders. However, it wasnt the uniform or the cloak that captured his attention. It was the aura that glowed like a beacon around the German. Angus just knew that this man was different than the others.
The German turned to look out towards where Angus hid, and Angus knew he had been spotted. Iron Cross, shouted out a warning to his commandoes, and they opened fire on Angus. Everything seemed to go in slow motion for Angus, as he calmly leapt into the fray. Bullets flew all around him, but miraculously not of them hit. Flipping and dodging, Angus knocked several out with the hilt of his dirk. Soon the gunfire ceased. All through this Iron Cross had just stood and watched.
It was a fist to the jaw that all but knocked Angus unconscious. Iron Cross had made his move. With an almost primitive growl he attacked Angus, and for all his speed it looked like it was going to be a short fight with Angus being the looser. Angus gave a few quick kicks to the German, who didnt seem to feel them, and before he knew what was happening, the German had his arms wrapped around Angus and was crushing the air out of him. Try as he might, Angus couldnt get the man to loosen his grip. Stars dance around in his vision as Angus knew he was going to black out.
That was also when something odd happened. The aura around the big German started to fade, and his grip weakened. To Anguses amazement great strength surged through his limbs, and like a maddened bull broke free. Almost casually Angus threw the German away from him. The only thing that stopped Iron Cross was a large boulder, which he crashed into. Iron Cross crumpled to the ground unconscious.
A day later, a troop of infantrymen came upon the hidden camp capturing the Germans. As for Angus he was long gone. However, when he left, he took Iron Crosses cape. High up on a hillside, the cloaked figure of Angus McLeod watched the Germans being taken prisoner, before turning. The Witch Hunter had a lot of work to do.
Personality
Angus considers himself a patriot, but not a patriot in the usual sense. He has strong feelings about how Scotland needs to be independent of England, but realistically knows that with the war going on that the bonds keeping Scotland and England need to remain. However, he refuses to join the war effort. Angus is known for his stubborn streak, and barely deals with the English.
Angus has always been a loner, traveling across the Highlands, chasing after outlaws and other supernatural threats. Of course some think of him as an outlaw, but Angus has never let that stop him.
Quote
"Me thinks I smell a witch."
Powers
Angus is a self-trained hand-to-hand combatant. He has a lot of experience fighting. His great speed allows Angus to strike and then retreat while his foes are reeling. Angus likes to keep a dirk handy for such occasions, but refuses to carry a firearm because of the noise such a weapon could make.
While Angus is an Uber, he doesnt see himself as such. He thinks his powers come from a mystical origin, possibly from his occasion with the Highlands. As Witch Hunter, Angus has two distinct talents. The first is that he is able to sense at a distance anyone who has Uber powers. Closer up, Angus can see the Uber powers as an aura around the Uber. His second power is defensive in nature. Any Uber touching him will find a portion of their power transferred to Angus. The transfer always goes to his strength, at times making Angus super-humanly strong.
Appearance
Angus is a muscular man with very hairy legs and arms. He has bright red hair that seems to be untamable. A lock of hair is always falling across his forehead. Angus prefers to wear traditional Highlander clothing, a kilt, a long sleeved shirt, and well-worn boots. Over all of this Angus has a long black cloak, which he liberated from Iron Cross.
The Arc
Jan 10th, '08, 06:28 AM
And here is Angus as he is today. He's still the head of the clan, but has retired from fighting crime long ago. He's kind of like Bruce Wayne in Batman Beyond.
http://www.uber-world.com/angusmcleod.jpg
Angus McLeod
Cost Characteristic Value Roll Notes
8 STR 18 13- Lift: 303.1kg; HTH: 3 1/2d6; END: [2]
24 DEX 18 13- OCV: 6 DCV: 6
16 CON 18 13-
4 BODY 12 11-
8 INT 18 13- PER Roll: 13-
8 EGO 14 12- ECV: 5; Mental Defense: 0
13 PRE 23 14- PRE Attack: 4 1/2d6
2 COM 14 12-
1 PD 5 Total: 5 PD (0 rPD)
1 ED 5 Total: 5 ED (0 rED)
22 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 6" / 12"
0 END 36 Swimming: 2" / 4"
5 STUN 35
Angus McLeod | Summary
Real Name: Angus McLeod Hair Color: Grey
Concept: Martial Artist Eye Color: Brown
Affiliation: Clan McLeod Height & Weight: 6' 3" (1.91 m) / 181 lbs (82 kg)
Played By: NPC Date of Birth: May 10th, 1916
Created By: Noah Thorp Place of Birth: Aberdeen, Scotland
Cost Powers END
23 The Nose Knows: Detect Ubers 19- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense, Tracking
37 Suffer not a Witch: Transfer 1d6 (Strength to Strength), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2) (37 Active Points)
Cost Talents
2 Cannot Follow Me: Trackless Stride
3 Never Get Lost: Bump Of Direction
3 Sleeps with One Eye Open: Lightsleep
Cost Perquisites
3 Laird of Clan McLeod: Fringe Benefit: Laird
12 Well Known Uber: Reputation (A large group) 14-, +4/+4d6
15 Wise Investments: Money: Filthy Rich
3 Well-Connected
2 1) Contact: Doctor Boom (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 8-
4 2) Contact: Doctor Guy L'Estrie (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources) (5 Active Points) 8-
2 3) Contact: Fabrizio Musculla (Contact has: useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-
1 4) Contact: Flecha de Or (Contact has: useful Skills or resources, Contact limited by identity, Good relationship with Contact) (2 Active Points) 8-
2 5) Contact: Max Uber (Contact has: useful Skills or resources, Good relationship with Contact) (3 Active Points) 8-
5 6) Contact: Saul Numan (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: very useful Skills or resources, Good relationship with Contact) (6 Active Points) 8-
17 7) Contact: Scottish Parliment (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has: useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
Cost Martial Arts
Maneuver Phase OCV DCV Notes
34 Dirty Infighting
Block 1/2 +2 +2 Block, Abort
Disarm 1/2 -1 +1 Disarm; 38 STR to Disarm
Hoist 'n' Heave 1/2 -2 -2 Grab Two Limbs, 48 STR to Throw
Punch 1/2 +0 +2 7 1/2d6 Strike
Roundhouse 1/2 -2 +1 9 1/2d6 Strike
Tackle 1/2 +0 -1 5 1/2d6 +v/t Strike; You Fall, Target Falls; FMove
+2 HTH Damage Class(es)
Weapon Element: Blades
Cost Skills
30 +3 Overall
15 +3 with HTH Combat
3 Acting 14-
3 Analyze: Combat 13-
2 Artistic Skill: Highland Dancing 11-
3 Bribery 14-
3 Bugging 13-
3 Bureaucratics 14-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Climbing 13-
3 Computer Programming 13-
3 Conversation 14-
3 Deduction 13-
3 Electronics 13-
-1 Everyman Skills
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Scottish Laird 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 High Society 14-
30 Linguist
Language: Arabic (idiomatic)
Language: English (Idiomatic, native accent)
[Notes: Native Language]
Language: French (idiomatic)
Language: German (idiomatic)
Language: Japanese (idiomatic)
Language: Mandarin (idiomatic)
Language: Nepalese (idiomatic)
Language: Russian (idiomatic)
Language: Spanish (idiomatic)
2 Navigation (Land) 13-
3 Lipreading 13-
3 Lockpicking 13-
3 Mechanics 13-
3 Paramedics 13-
2 PS: Witch Hunter 11-
3 Riding 13-
12 Scholar
KS: Business 11-
KS: History 11-
KS: Known Uberhumans 13-
KS: Literature 11-
KS: Organized Crime 13-
KS: Poisons and Antidotes 11-
KS: Politics 11-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 14-
14 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Urban) 13-
3 Systems Operation 13-
3 Tactics 13-
3 Tracking 13-
3 Trading 14-
10 Traveler
AK: Aberdeen, Scotland 11-
AK: Beijing, China 11-
AK: Berlin, Germany 11-
AK: Kathmandu, Nepal 11-
AK: Madrid, Spain 11-
AK: Moscow, Russia 11-
AK: Riyadh, Saudi Arabia 11-
AK: Tokyo, Japan 11-
6 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Small Arms
8 TF: Riding Animals, Combat Aircraft, Helicopters, Large Planes, Skiing (snow), Small Military Ships, Small Planes, Submarines
200+ Disadvantages
10 Dependent NPC: Zhang Qian -Nepalese Man Servant 11-
20 Hunted: Rogues Gallery of Super-Villains 8-
10 Monitored: Knightwatch 8-
10 Monitored: Majestic 8-
10 Physical Limitation: Angina
15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention
5 Psychological Limitation: Feeling His Age
15 Psychological Limitation: Fervant Patriot
10 Psychological Limitation: Dedicated to Clan McLeod
20 Psychological Limitation: Will Not Kill
1 Quirk: Has a drink of Scotch after dinner
1 Quirk: Hates to be fussed over (even though Zhang Qian does it constantly)
1 Quirk: Keeps an intense physical regime for being over ninety years old
1 Quirk: Loves a Good Curry
1 Quirk: Retired Super-Hero
5 Reputation: Distrustful of Non-Scots, 8-
15 Social Limitation: Public Identity
135 Experience Points
Angus McLeod | Points Summary
Characteristics Cost: 112 Base Points: 200
Powers Cost: 60 Disadvantages: 150
Talents Cost: 8 Total Experience: 135
Perks Cost: 66 Spent Experience: 135
Martial Arts Cost: 34 Unspent Experience: 0
Skills Cost: 205 Total Points: 485
Background
Angus McLeod started his career fighting crime at the age of twenty, hunting down witches in the Highlands of Scotland. He was a witch hunter. Angus didnt know that he was an Uber until the World War II, when an German Uber known as Iron Cross was parachuted into Scotland on a mission to kidnap Winston Churchill. Angus was barely able to defeat the German powerhouse, but that encounter shaped Anguss life.
Angus became aware that other people in the world had powers similar to him. Throughout the war Angus used his powers to protect Scotland, and the costumed super-hero called Witch Hunter. While Angus was well known across Scotland he wasnt as well known in rest of the United Kingdom. The Liberty Legion tried to recruit Angus into their ranks, but Angus refused and remained in Scotland.
After the war, both Majestic and Knightwatch tried to recruit him as well, but again Angus refused. For a few years Angus traveled across the globe fighting crime where ever he encountered it. Eventually, however, Angus settled down in Aberdeen, and started raising a family. However, it turned out that his children were destined to be Ubers as well. Anguss son Hamish went on to be a famous super-hero known as Tartan. Tartan was a lot like his father in his distrust for the English.
However, it was Rose McLeod who was the granddaughter of Angus, who was to be a tragedy for Angus and Hamish. She was the super-heroine known as Thistle. Her death at the hands of drug runners caused a lot of pain for the pair. Hamish with the help of a Buddhist monk named Zhang Qian gained revenge against the drug runners, at the cause of giving Hamish a heart attack.
Angus has trained most of the generations of the Clan McLeod Ubers, and even though hes in his nineties, he keeps up with it. James Jimmy McLeod, whos the only child of Rose has shown powers similar to Anguss and Angus has been training him hard to be a great crime fighter. Jimmy has taken on Anguss old code name, and is now known as Witch Hunter II.
Personality
Angus considers himself a patriot, but not a patriot in the usual sense. He has strong feelings about how Scotland needs to be independent of England, even after the war and all the years in between he maintains this stance. Angus has been joined in this cause by many of his countrymen, but Scotland is still part of the United Kingdom. Angus is known for his stubborn streak, and barely deals with the English.
Once Angus was a loner, traveling across the Highlands, chasing after outlaws and other supernatural threats. Of course some thought of him as an outlaw, but Angus has never let that stop him. Over the years Angus has become less of a loner, especially now that hes the head of the clan McLeod. Instead Angus is a ardent supporter of the clan and its members. While not as spry as the younger members, Angus McLeod has been known to hold out against a few lower powered super-villains. For Angus, its his knowledge and skills that account for more than his power.
Angus has gotten old, and has developed a case of angina, which plagues him at times. Zhang Qian is constantly on him to take his medicine. Angus retired from active crime fighting decades ago, but keeps his hand in the business, going so far as to help train his replacement, his grandson to become Witch Hunter II. Otherwise, Angus is feeling as old as a man in his sixties. Too bad Angus is in his nineties.
Quote
"Me thinks I smell a witch."
Powers
Angus is a self-trained hand-to-hand combatant. He has a lot of experience fighting. His great speed allows Angus to strike and then retreat while his foes are still reeling. Of course being in his nineties, Angus is a little slower, plus he has abandoned using a dirk for a weapon. Angus is proficient in a number of weapons, but prefers to just to use his bare hands.
While Angus is an Uber, he doesnt see himself as such. He thinks his powers come from a mystical origin. Angus has two distinct powers. The first is that hes able to sense at a distance anyone who has Uber powers. Closer up, Angus can see the Uber powers as an aura around the Uber. With age this power has grown. Few can escape detection from Angus.
His second power is defensive in nature. Any Uber touching him will find a portion of their power transferred to Angus. The transfer always goes to his strength, at times making Angus super-humanly strong.
Appearance
Angus once was a very muscular man, and was one for most of his life. His life in the Highlands required him to be physically fit, and when he left Scotland and fought crime across the globe, he maintained his physicality. Now into his nineties, and developing angina, Angus has lost a little of his earlier physique. His once bright red hair has turned grey with age, but its still untamable.
Angus still prefers to wear traditional Highlander clothing, a kilt, long sleeved shirt, and well-worn boots. When fighting crime Angus wore a bullet proof cloak he got from the German super-villain Iron Cross. He has since given the cloak to Witch Hunter II.
The Arc
Jan 10th, '08, 06:55 AM
Now onto the current generation. First up Ion.
http://www.uber-world.com/ion.jpg
Ion
Ian McLeod
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
39 DEX 23 14- OCV: 8 DCV: 8
26 CON 23 14-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
5 PRE 15 12- PRE Attack: 3d6
2 COM 14 12-
2 PD 5 Total: 20 PD (15 rPD)
5 ED 10 Total: 25 ED (15 rED)
17 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 6" / 12"
2 END 50 Swimming: 2" / 4"
3 STUN 35 Flight: 25" / 50"
Ion | Summary
Real Name: Ian McLeod Hair Color: Red
Concept: Energy Blaster Eye Color: Green
Affiliation: Clan McLeod Height & Weight: 5' 10" (1.78 m) / 168 lbs (76.20 kg)
Played By: NPC Date of Birth: January 25, 1985
Created By: Noah Thorp Place of Birth: Dundee, Scotland
Cost Powers END
50 Lightspeed Travel: Multipower, 50-point reserve
1u 1) Atmospheric Lightspeed Travel: Teleportation 1", MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (5 Active Points) 1
5u 2) Slow Lightspeed Tavel: Flight 25" (50 Active Points) 5
1u 3) Space Lightspeed Travel: Faster-Than-Light Travel (10 Active Points)
20 Photonic Powers: Elemental Control, 40-point powers
16 1) Body of Light: Desolidification (affected by Light or Darkness Attacks) (40 Active Points); Only Through Non-Opaque Objects (-1/4) 4
20 2) Photonic Shield: Force Field (15 PD/15 ED/10 Flash Defense: Sight Group) (40 Active Points) 4
12 3) Create Light: Sight Group Images Increased Size (16" radius; +1), +/-4 to PER Rolls (22 Active Points); Only to Create Light (-1) 4
50 Photonic Powers: Multipower, 50-point reserve
5u 1) Photonic Blast: Energy Blast 10d6 (50 Active Points) 5
5u 2) Photonic Flare: Sight Group Flash 10d6 (50 Active Points) 5
5u 3) Photonic Laser: Killing Attack - Ranged 3d6+1 (50 Active Points) 5
10 Light 'em Up: Cosmetic Transform 2d6 (into and out of Superhero costume), Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Target (Clothes) Limited (-1/2)
Cost Skills
10 +2 with DCV
3 Acting 12-
3 Breakfall 14-
2 Clan McLeod Package
Clan Wealth: Money: ($1M/Year)
Hunted: Empire 8-
Monitored by Angus McLeod, 11-
Passport
Reputation: Defenders of Scotland (and British Isles too), 14-, +3/3d6
Social Limitation: Celebrity
Team Base Donation (McLeod Manor)
Team Communicator
Teamwork 14-
3 Combat Driving 14-
3 Conversation 12-
-1 Everyman Skills
AK: Dundee, Scotland 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Racecar Driver 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 High Society 12-
2 Gambling (Sports Betting) 12-
3 KS: Formula One Racing 12-
3 KS: History and World of Racing 12-
3 Mechanics 12-
200+ Disadvantages
10 Dependent NPC: Girlfriend of the Month 8-
20 Hunted: Celtic Fist 8-
20 Hunted: T.I.T.A.N. 8-
10 Monitored: Majestic 8-
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
20 Psychological Limitation: Code Versus Killing
15 Psychological Limitation: Reckless
10 Psychological Limitation: Showoff, Enjoys the Limelight
10 Rivalry: Professional (Majestic)
15 Social Limitation: Public Identity
5 Unluck: 1d6
0 Experience Points
Ion | Points Summary
Characteristics Cost: 113 Base Points: 200
Powers Cost: 200 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 37 Total Points: 350
Background
Ian McLeod came from a long line of heroes, but never considered he to be one. His mother didnt have super powers, but his aunt, grandfather, and great grandfather did, as did a few of his cousins. Ian never really gave it much thought. Ian had other interests than fighting super-villains. His was Formula One racing.
Ian was one of the few Scottish drivers to compete all across Europe. It had been years since Ian had even been in Scotland. Ian preferred places like France, and Italy, especially their racetracks. It was the racing that seemed to hum in his blood.
The race in Nice had been a difficult one. Ian was currently holding third place, and was completely unaware of the gunman hidden on the grassy knoll. Partisan had his orders take out Ian McLeod. The Slovakian didnt even question why Sterling wanted the man dead, Sterling paid well for these little jobs. It hadnt been that long ago that Sterling had Partisan try to execute a lawyer here in France. For Partisan any place was a good place for an execution.
The sights of his sniper rifle, one of many from his special van, zeroed in on the front wheel of the speeding racecar. A single shot, a blown wheel, and high speed should finish the job. Partisan let out a slight breathe as he pulled the trigger.
True to the mark the driver side tire exploded sending the Formula One racer catapulting into the sky. Inside Ian tried his best to control the racecar, but it was a hopeless cause. At speeds of over two hundred miles per hour it was unlikely that he would survive the crash. Things seemed to go in slow motion as the car flipped ceaselessly. Ian felt himself coming free of the racecar, and float in the air over the track. He saw the Formula One racer end its flips in a fiery heap. Oddly enough, Ian wasnt even hurt.
Not far away, Partisan looked through his scope to watch the crash. A muttered curse escaped his lips when he saw what was happening. Something had happened to Ian. The man was floating above the track, but he wasnt a man anymore. He was made up of some kind of energy. Not one to let things like a man becoming a creature of energy stop him, Partisan stood up pulling another gun free from its holster and going fully automatic at Ian.
Ian felt funny floating over the track, as if everything had become a surreal dream. It was the bullets flying through his body that got his attention. They didnt hurt, and Ian knew that they should. However, when he looked down at his body, it didnt look the same. Turning to look towards where the gunfire came from, he saw a blond man wearing body armor with a large automatic weapon shooting at him.
It dawned on Ian, that he was wrong. He too was just like his relatives, but it wasnt until this attack that his powers came out. Willing himself towards Partisan, Ian flew like a beam of light. Partisan didnt know what hit him, but he was soon stretched out on the grassy knoll, with Ian standing over him. With the assassin taken care of, Ian knew that he had to return to Scotland, and his family. Things would never be the same for Ian, for he too had become a super-hero.
Personality
Ian is very much an adrenaline junkie. Hes always driven as fast as he could, and now that he can fly, hes going to go even faster. Ian has a flashy personality and cant help but show off. This need for showing off also means that Ian can be quite reckless. Ian doesnt think too far ahead when going into a fight. He relies on his great speed, and the fact that he can become immaterial to save him from most disasters.
Quote
Its time tae light em up.
Powers
Ian has the ability to turn himself into living light energy. He can fly at varying speeds, but the faster the better for Ian. Ian can move with the rotation of the Earth and move across the planet in the blink of an eye. With a thought, Ian can become immaterial, and can pass through any object that isnt opaque. He can pass through windows, but not through walls. Naturally when Ian is immaterial, most attacks pass right through him.
Ian is also able to project the light energy. He projects the light either from his eyes or from his hands. Ian can vary his light attacks to generate blinding light to a lethal laser beam. He wont use his laser attack on a living person. Ian can also become a living beacon of light, and light up a large area.
Appearance
Ian is a handsome man with long red hair, a common hair color for McLeods, and mischievous green eyes. For a costume, Ian wears a deep blue bodysuit with a circle of white on the chest. In the center of the circle is a capital I in the same color as his bodysuit. Ian also wears two silver forearm guards as well. When Ian flies his legs blur together forming a comet like tail. Ian is able to switch back and forth from his costume to his regular clothes. When not in his Ion guise, Ian prefers to wear colorful clothing.
The Arc
Jan 10th, '08, 06:57 AM
Then there's the brawler and earth mover in the clan. Creag...
http://www.uber-world.com/creag.jpg
Creag
Conner McLeod
Cost Characteristic Value Roll Notes
40 STR 50 19- Lift: 25.6tons; HTH: 10d6; END: [5]
30 DEX 20 13- OCV: 7 DCV: 7
30 CON 25 14-
10 BODY 15 12-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
2 COM 14 12-
5 PD 15 Total: 30 PD (15 rPD)
5 ED 10 Total: 20 ED (10 rED)
10 SPD 4 Phases: 3, 6, 9, 12
0 REC 15 Running: 6" / 12"
3 END 55 Swimming: 2" / 4"
2 STUN 55 Flight: 10" / 20"
Creag | Summary
Real Name: Conner McLeod Hair Color: Red
Concept: Brick Eye Color: Green
Affiliation: Clan McLeod Height & Weight: 6' 7" (2.01 m) / 276 lbs (125.19 kg)
Played By: NPC Date of Birth: September 25, 1983
Created By: Noah Thorp Place of Birth: Aberdeen, Scotland
Cost Powers END
61 Earth Powers: Multipower, 61-point reserve
5u 1) Earthlance: Energy Blast 7d6, Indirect ( Any origin, any direction; +3/4) (61 Active Points); Target Must Be On/Near Earth or Rock (within 8") (-1/4) 6
3u 2) Earthmoving: Telekinesis (35 STR) (53 Active Points); (Only Versus Earth/Rock; -1/2) 5
3u 3) Earthquake: Energy Blast 7d6, Only Does Knockdown Not Knockback (+0), Personal Immunity (+1/4), Explosion (+1/2) (61 Active Points); No Range (-1/2), Only Affects Targets on the Ground (-1/4) 6
3u 4) Mud Blob: Sight Group Flash 10d6 (50 Active Points); Does Not Work Against Desolidified Characters (-1/4), Range Based On Strength (-1/4) 5
4u 5) Stony Prison: Entangle 5d6, 5 DEF (50 Active Points); Only Affects Targets on the Ground (-1/4) 5
5u 6) Terraforming: Tunneling 8" through 8 DEF material, Fill In (50 Active Points) 5
16 Boulder Riding: Flight 10" (20 Active Points); Physical Manifestation (-1/4) 2
25 Earthmelding: (Total: 50 Active Cost, 25 Real Cost) Desolidification (affected by Earth and Magic Powers) (40 Active Points); Only Through Earth and Stone (-1) (Real Cost: 20) plus Life Support (Self-Contained Breathing) (10 Active Points); Costs Endurance (-1/2), Linked (Desolidification; -1/2) (Real Cost: 5) 5
7 One with the Ground: Knockback Resistance -5" (10 Active Points); Only When in Contact with the Ground (-1/2)
30 Stony Hide: Armor (15 PD/10 ED) (38 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) 4
Cost Talents
3 Earth Sense: Bump Of Direction
Cost Skills
5 +1 with HTH Combat
3 Athletic Skill: Rugby 19-
3 Breakfall 13-
3 Climbing 13-
2 Clan McLeod Package
Clan Wealth: Money: ($1M/Year)
Hunted: Empire 8-
Monitored by Angus McLeod, 11-
Passport
Reputation: Defenders of Scotland (and British Isles too), 14-, +3/3d6
Social Limitation: Celebrity
Team Base Donation (McLeod Manor)
Team Communicator
Teamwork 13-
0 Everyman Skills
AK: Aberdeen, Scotland 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Geologist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
4 Language: Gaelic (idiomatic)
3 Mechanics 12-
3 SS: Agronomy 12-
3 SS: Geology 12-
3 Shadowing 12-
3 Stealth 13-
2 Survival (Mountain) 12-
200+ Disadvantages
20 Hunted: Celtic Fist 8-
20 Hunted: Ruin 8-
10 Hunted: San Andreas 8-
15 Physical Limitation: Weird Biochemistry, Requires Special Medical Attention
15 Psychological Limitation: Brash
20 Psychological Limitation: Code Versus Killing
15 Psychological Limitation: Hardcharging
15 Social Limitation: Public Identity
10 Social Limitation: Family Connection
5 Unluck: 1d6
5 Vulnerability: 1 1/2 x STUN Water Based Attacks
0 Experience Points
Creag | Points Summary
Characteristics Cost: 148 Base Points: 200
Powers Cost: 162 Disadvantages: 150
Talents Cost: 3 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 37 Total Points: 350
Background
Conner McLeod had always known that he had super-powers. Many people in his family had such powers, his sister Gail certainly did. However, unlike his sister, Conners powers didnt deal with the winds, but the growing earth under foot. Young Conner delighted in shaping castles out of the rocks around McLeod Manor, the ancestral home of Clan McLeod.
Conner grew up to be a large hefty man, and because of his powers was unable to play rugby with the other lads. He really enjoys rugby still though, and considers himself an expert on the sport. The only other person he could get into a tumble with was his cousin Adrian. Gale and Jimmy were too fragile for such rough sport. Adrian with his ability to generate walls of force could barely hold a chance against Conner.
Because of Conners affinity with the ground and growing things he chose geology as his lifes work, with a little agronomy on the side. No one could work like Conner, who uses the name of Creag. Always the scrapper, unlike his headstrong sister, and his adrenaline driven cousin Ian, or his adventurous cousin Jimmy, Conner avoided the business of fighting crime in Scotland. He was content in his endeavors.
All this changed with Sieche and his band of nihilists made an attack on the oil fields in the North Sea near Aberdeen. Like the others in Clan McLeod, Conner received the call from his Great Grandfather Angus. Conner found himself going up against a power similar to his in the form of San Andreas. It took all of his control of the earth to counter the earthquake causing powers of the Mexican. In the end it seemed a draw, until San Andreas made the mistake of letting Conner get too close. With a mighty slug to the jaw, Conner sent San Andreas flying out over the North Sea only for him to be rescued by Sieche.
Eventually Ruin retreated, but they did cause a lot of damage, a trademark of Ruin. Since that day, Conner has pledged to stand against threats to Scotland. He shall be the rock that villains will break upon. Plus Conner is looking for a second chance to fight San Andreas.
Personality
Conner never lets anything stand in his way. He certainly likes to speak his mind, and only his being a McLeod gets him invited to social events. Conner has told off so many upper crust members of Scottish society that most of them avoid him. He has never really noticed this snubbing. Conner doesn't take much time to come to conclusions and is really known for his snap decisions. He isnt much for looking back or contemplation, except when it comes to his gardens, which he has a passion for.
Quote
"Oh laddie I dae love a good barnie!"
Powers
Conner has the ability to shape the ground around him. He can cause the ground to burst up to strike those on high or even cause a miniture earthquake around him. Conner can throw blobs of mud to blind his foes, cause the ground itself to surge up forming a cell around a foe. He's also attuned to the earth around him and can pass through natural stone and earth like a ghost. When faced with a super powered foe, Conner can take to the sky by riding on a flying boulder, and makes his skin as hard as rock.
Even without his earth manipulating abilities, Conner is immensely strong, and resilient to most physical attacks.
Appearance
Conner is a big man. He stands head and shoulders taller than anyone else in the clan. Like the others in the clan he too has the trademark red hair and green eyes. When he was a teenager, before the onset of his powers, he lost one of his front teeth in a wicked rugby game. So now when Conner grins there's a big gap in his front teeth. Conner, as Creag wears the traditional Clan McLeod costume, a blue bodysuit with a white circle on the chest with the letter "C" in the middle of the circle. On his feet he wears a pair of rugged boots. When not acting as Creag, Conner prefers to go about in thick denium pants and equal strong shirts. Conner can be a little hard on his clothes.
The Arc
Jan 10th, '08, 06:59 AM
And what's in a clan without a lassie? Here is Gale...
http://www.uber-world.com/gale.jpg
Gale
Gail McLeod
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
39 DEX 23 14- OCV: 8 DCV: 8
26 CON 23 14-
4 BODY 12 11-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 0
5 PRE 15 12- PRE Attack: 3d6
4 COM 18 13-
7 PD 10 Total: 30 PD (20 rPD)
5 ED 10 Total: 30 ED (20 rED)
17 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 6" / 12"
7 END 60 Swimming: 2" / 4"
3 STUN 35 Flight: 15" / 60"
Gale | Summary
Real Name: Gail McLeod Hair Color: Red
Concept: Energy Blaster Eye Color: Green
Affiliation: Clan McLeod Height & Weight: 5' 6" (1.68 m) / 110 lbs (49.90 kg)
Played By: NPC Date of Birth: July 15, 1985
Created By: Noah Thorp Place of Birth: Aberdeen, Scotland
Cost Powers END
61 Wind Powers: Multipower, 61-point reserve
5u 1) Air Sickness: (Total: 60 Active Cost, 50 Real Cost) Drain DEX 2d6, Ranged (+1/2) (30 Active Points) (Real Cost: 30) plus Drain CON 2d6, Ranged (+1/2) (30 Active Points); Linked (Drain; -1/2) (Real Cost: 20) 6
6u 2) Contrary Winds: Suppress Flight or Gliding 9d6, One power at a time (+1/4) (45 Active Points) 6
6u 3) Gale Blast: Energy Blast 7d6, Double Knockback (+3/4) (61 Active Points) 6
4u 4) Hardened Winds: Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+1/2) (60 Active Points); Cannot Form Barriers (-1/4), Vulnerable (Air Powers; -1/4) 6
6u 5) Tornado Blast: Energy Blast 6d6, Random Knockback (+0), Area Of Effect (3" Radius; +1) (60 Active Points) 6
6u 6) Wind Control: Telekinesis (30 STR), Reduced Endurance (1/2 END; +1/4) (56 Active Points) 2
20 Wind Powers: Elemental Control, 40-point powers
17 1) Air Point Defense: Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect At Any Target (45 Active Points); Costs Endurance (-1/2) 4
20 2) Shield of WInds: Force Field (20 PD/20 ED) (40 Active Points) 4
24 3) Wind Riding: Flight 15", x4 Noncombat, No Turn Mode (+1/4) (44 Active Points) 4
4 Climate Control: Life Support (Safe in Intense Cold; Safe in Intense Heat)
Cost Skills
3 Acting 12-
3 Artistic Skill: Fashion Design 12-
2 Clan McLeod Package
Clan Wealth: Money: ($1M/Year)
Hunted: Empire 8-
Monitored by Angus McLeod, 11-
Passport
Reputation: Defenders of Scotland (and British Isles too), 14-, +3/3d6
Social Limitation: Celebrity
Team Base Donation (McLeod Manor)
Team Communicator
Teamwork 14-
3 Computer Programming 12-
3 Conversation 12-
0 Everyman Skills
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Fashion Designer 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 High Society 12-
2 KS: Fashion World 11-
2 KS: Models 11-
12 Linguist
Language: English (Idiomatic, native accent)
[Notes: Native Language]
Language: French (completely fluent)
Language: Gaelic (idiomatic)
Language: Italian (completely fluent)
Language: Spanish (completely fluent)
3 Persuasion 12-
3 Trading 12-
7 Traveler
AK: Aberdeen, Scotland 11-
AK: Madrid, Spain 11-
AK: Milan, Italy 11-
AK: New York City, America 11-
AK: Paris, France 11-
200+ Disadvantages
15 Dependent NPC: Miriam Tweed, Assistant 11-
20 Hunted: Celtic Fist 8-
10 Hunted: Motte 8-
20 Hunted: T.I.T.A.N. 8-
15 Physical Limitation: Weird Biochemistry, Requires Specialist Medical Attention
10 Psychological Limitation: Cheerful Charlie
20 Psychological Limitation: Code Versus Killing
15 Psychological Limitation: Headstrong
15 Social Limitation: Public Identity
10 Social Limitation: Family Connection
0 Experience Points
Gale | Points Summary
Characteristics Cost: 125 Base Points: 200
Powers Cost: 179 Disadvantages: 150
Talents Cost: 0 Total Experience: 0
Perks Cost: 0 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 46 Total Points: 350
Background
Gail McLeod always had super powers for as long as she could remember. When throwing temper tantrums when she was a child, McLeod Manor would shake violently from the winds that Gail commanded. When Gail was in one of these moods, only her great grandfather Angus or her brother Conner could calm her.
As Gail grew older, she never gave much thought to her powers, unlike her more serious brother Conner. Gail never thought shed find a use for such abilities. Growing up with others with powers of their own, made Gail think that everyone had powers, those without them just didnt use them thought Gail.
Now that Gail is an adult, she has concentrated on her schooling at the Aberdeen School of Fashion. However, there have been times when the others have dragged her into some battle against some super villain or such. It is these times when Gail really lets go. Gail doesnt waste much time delivering powerful bursts of wind to knock down any crackpot super villain. Gail uses the name of Gale when battling alongside her brother and her cousins.
Personality
Gail is generally a cheerful, bright perky person, so long as no one contradicts her. The only persons Gail ever lets get away with it are her great-grandfather, and her brother. For everyone else the bets are off. Gail would be the first person to admit that she has a temper, and a stubborn streak to boot. However, growing up around her super-powered brother and cousins requires certain tact. Of course Conner and the cousins just claim that Gail has always known where shes at, and those who dont know it are in for a few lumps.
Otherwise, Gail is quite cheerful, always one for a quick smile and a hug when such things are called for. Gail doesnt take being a super-hero seriously, she has a life to live after all, and fighting crime takes away from it. However, threaten one of her family and then who offended her better have his insurance premiums paid up.
Quote
"The weather is calling for a mighty gale, laddybuck. Better look for cover."
Powers
Gail is an Uber who has complete control over winds, so long as she is in some kind of atmosphere. Her control allows her to unleash violent wind storms that can slam a foe with the force of a howitzer. Gail is also able to cause the winds to twist a foe about giving them a bad case of air sickness, or harden the air around a foe forming bonds. Further she can make the winds so contrary so as to make it impossible for a foe to even fly.
Bullets, and other projectiles have a tendency to go awry when used against Gail. Gail can also call up the winds around her forming a shield of sorts. Naturally Gail can fly by causing the winds to pick her up. The air around Gail is always at a comfortable temperature, thus Gail never gets too hot or too cold.
Appearance
Gail is woman with short red hair, like all of the McLeods. She has green eyes that seem to twinkle. Gail has always considered herself fashionable, and her costume reflects this. She wears a dark blue tank top with a white circle in the middle with a blue "G" in the center of it. Gail also likes to wear a lot of jewlery, she has rings, bracelets, and even has a gold nose stud. She wears a pair of shorts over pink leggings. When not in her Gale guise, Gail likes to wear fashionable clothing.
The Arc
Jan 10th, '08, 07:02 AM
Finally here are the last two. Unfortunately I haven't gotten around to writing them up yet, but I do have drawings for them.
Hadrian
http://www.uber-world.com/hadrian.jpg
and Witch Hunter II
http://www.uber-world.com/witchhunter2.jpg
I also think once I have time I might go back and do write ups on Tartan and Thistle, but their more silver age.
The Arc
Jan 13th, '08, 07:23 PM
I mentioned Demonbait in this tread, and in another one. Demonbait is a bunch of demons who got out of hell, and our on their worldwide "Feast of Souls" tour. Originally the idea came from the Six Fingered Hand and Asmodeus Jones for those who remember them. I just completed the leader singer of the group. Incubus.
http://www.uber-world.com/incubus.jpg
Uberworld Home | Campaigns Home | Character Database | FAQs | Organisations | Demonbait |
Incubus
Liderc
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
33 DEX 21 13- OCV: 7 DCV: 7
20 CON 20 13-
6 BODY 13 12-
8 INT 18 13- PER Roll: 13-
26 EGO 23 14- ECV: 8; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
8 COM 26 14-
6 PD 10 Total: 10 PD (10 rPD)
6 ED 10 Total: 10 ED (10 rED)
19 SPD 5 Phases: 3, 5, 8, 10, 12
0 REC 8 Running: 6" / 12"
0 END 40 Swimming: 2" / 4"
2 STUN 35 Flight: 10" / 20"
Incubus | Summary
Real Name: Liderc Hair Color: Red
Concept: Mentalist Eye Color: Black
Affiliation: Demonbait Height & Weight: 6' 3" (1.91 m) / 200 lbs (90 kg)
Played By: NPC Date of Birth: Unknown
Created By: Noah Thorp Place of Birth: Heaven
Cost Powers END
37 Powers of Seduction: Elemental Control, 74-point powers
18 1) Irresitible Embrace: Mind Control 12d6 ( Human class of minds), Reduced Endurance (0 END; +1/2) (90 Active Points); Skin Contact Required (-1), Only To Inspire Lust For Incubus (-1)
50 2) Lust!: Major Transform 6d6 (Female Into Incubus's Willing Slave, Through Sincere Repentance And A Priest's Blessing), Reduced Endurance (0 END; +1/2), Based On EGO Combat Value (Mental Defense applies; +1) (225 Active Points); Skin Contact Required (-1), Only On Female With Whom Incubus Is Engaged In Sexual Congress (-1), All Or Nothing (-1/2), Limited Target (Human Females; -1/4)
39 3) Seductive Form: Shape Shift (Sight , Smell/Taste and Hearing Groups, any shape), Imitation, Instant Change, Reduced Endurance (0 END; +1/2) (76 Active Points)
5 Demon Eyes: Infrared Perception (Sight Group)
22 Incubus Claws: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2) (22 Active Points) 2
60 Infernal Form I: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 50% (Real Cost: 30) plus Physical Damage Reduction, Resistant, 50% (Real Cost: 30)
5 Infernal Form II: Life Support (Longevity: Immortal)
10 Infernal Form III: Damage Resistance (10 PD/10 ED)
10 Seductive Mien: +20 PRE (20 Active Points); Only For Friendly Presence Attacks (-1)
13 Wings: Flight 10" (20 Active Points); Restrainable (-1/2) 2
Cost Talents
4 He's Got the Look: Attractive
3 Voice of a Fallen Angel: Perfect Pitch
Cost Skills
3 Acting 13-
3 Artistic Skill: Singing 13-
3 Breakfall 13-
3 Concealment 13-
3 Conversation 13-
0 Everyman Skills
AK: Hells' Garage, Hell 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (Idiomatic, native accent)
[Notes: Native Language]
PS: Musician 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Mimicry 13-
3 Oratory 13-
3 Persuasion 13-
7 Seduction 15-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
200+ Disadvantages
15 Distinctive Features: Incubus
20 Hunted: Order of Truth 8-
20 Hunted: Sancity 8-
15 Physical Limitation: Must Obey Anyone Who Knows Its True Name
15 Physical Limitation: Restricted By Pentagrams
15 Psychological Limitation: Attention Seeker
10 Psychological Limitation: Compulsive Carouser
25 Psychological Limitation: Utterly Evil
15 Social Limitation: (Supernatural Being) Masquerading as a Human
120 Experience Points
Incubus | Points Summary
Characteristics Cost: 154 Base Points: 200
Powers Cost: 269 Disadvantages: 150
Talents Cost: 7 Total Experience: 120
Perks Cost: 0 Spent Experience: 120
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 40 Total Points: 470
Background
Before Creation
Above the Heavenly Throne, the Holy Host flew in unison. Like a fine-tuned choir the angels sang but one word, Glory! the angels sang the praise to their maker. All knew their place and were content.
The Seven Days
The Almighty created the Earth in seven days of labor. First came the sky and then came the ground, and everything flowed from the Creator to the created. Man was made in His image, and still the angels flew and sang out Glory! to He who was their creator.
Adam and Lilith
The first man whom the Creator brought forth was Adam. To him, the Creator gave one of his angels unto him. She was Lilith. However, Adam rejected Lilith, and the Creator made from Adams rib a replacement, Eve And so creation goes on.
On Liliths return
Lilith returned to the Heavenly Host, and tried to take her place among the choir. However, she was changed. She was no longer like them who sang Glory! She was not of them. She had been of flesh, while they had never been. She had had a name. Some of the angels were repelled by this difference, and others attracted. One of the greatest of Liliths adherence was Lucifer the Dawnbringer. Another, who was practically unknown, was the great singing angel, whom was known as Liderc.
The Fall
Lucifer listened to Lilith stories of the flesh, and became determined to experience the flesh as well. He along with a band of angels fell to the Earth to experience the flesh in its fullest. The angels fell upon the daughters of Eve with a hunger they didnt know they had. However, no one woman would slake Lidercs thirst, and woman after woman fell to the rapine angel. Paradise was being corrupted. The Creator sent his most trusted seraphim, Michael to command the angels to return to Heaven. However, Lucifer and his followers spurned Michael. War erupted between Heaven and its wayward angels.
The Binding...
Strive though he might, the fallen angels proved to be vain indeed. All were cast down, and Lucifer the most. Bound they were the fallen angels, the first of the demons and devil, to the fiery pit known as Hell. Liderc fought as fell as he could, but all his lies all his innuendo were proved to be the false metal that they were. No more would the fallen angel Liderc sing to the glory of his Creator. His punishment was to forever torment the damned in Hell like the rest of his brethren.
The Singer of Songs and the Player of Plays...
From time to time Liderc escaped his confinement in Hell. Returning to Earth his lust would overcome him eventually, and some holy person would sent him back to his just punishment. However, how does one kill the lust that drives all humanity. One can only contain it not destroy it.
The last time Liderc was sent back to Hell, he made the acquaintance of other demons, who all await their chance to return to the playground of Earth, and to feast upon the souls. The music that runs through the demon blood thrums through Liderc and the other demons of Demonbait. Theyve played together for time countless. Now they have their chance to prove themselves. Let the Feast of Souls roll on. Sex, drugs, and rock and roll.
Personality
Liderc has always liked the spotlight. He was one of Lucifers first converts, especially after his first look at women. Liderc wanted to dominate womankind, and hasnt changed one iota since he fell from heaven. However, Liderc really likes to shine, to show everyone around him how great he is.
Liderc likes to party. This is the only reason he agreed to Mister Scratches idea. The Feast of Souls is certainly a party that an incubus would certainly enjoy. All those unwitting woman. They dont know what theyre getting into, and if some of them loose their souls to Liderc, its certainly worth it to the demon of lust.
Like all demons, Liderc is utterly evil. Theres no depravity he wouldnt willing subject a mortal to, especially if that mortal was female. Of course, Liderc is also smart, and hides his evil behind a veneer of good looks, a quick smile, and a voice that could charm the birds down from the trees. Its only at the last moment, that his victims realize his true evil, and only then is it too late. Their souls belong to Liderc.
Quote
"Sex, drugs, and rock and roll. That is my meat and drink."
Powers
Liderc is a fallen angel, one of the first of the incubus. Being of demonic origin, Liderc is virtually immortal. While not a major fighter, his nature allows Liderc to take a lot a damage. Blows that would kill most merely slow Liderc down. By modifying his hands, Liderc can create claws for slashing. His claws are so sharp they can shred steel. Growing form his back are a pair of bat-like wings that allows Liderc to fly at great speeds.
Being a incubus, Liderc has a lot of power over women, who practically throw themselves at his feet. A single touch is usually enough for a woman to lust after Liderc. And for those who actually have sex with Liderc their souls become his. Finally Liderc is able to assume any form that is pleasing to the eye. Liderc is a master of seduction.
Appearance
Liderc is a tall muscular demon with long flowing hair the color of blood. His normal way of dressing a pair of black leather jeans with an equally black pair of shoes. Liderc normally doesnt wear anything else. Growing from his back are a pair of bat-like wings. Liderc is able to lower his wings so that it looks like a cloak. Of course with shape changing abilities, Liderc can appear to be almost anyone. However, because Liderc is a lustful demon he always tries to appear in the most pleasing form.
The Arc
May 12th, '08, 02:22 PM
El pingino de Paraguay
Ernesto Castel, Paragauy
http://www.uber-world.com/characterpage.php?cid=967
http://www.uber-world.com/elpinguinodeparaguay.jpg
Background
Ernesto Castel grew up poor in Paraguay. His parents were farmers and barely kept their family feed. Ernesto unlike his siblings grew into a strong muscular man. A traveling wrestling promoter broke down outside the Castel farm, and took one look at Ernesto who was chopping firewood and instantly knew the boy would make a great wrestler. Ernesto was sixteen at the time. He was also developing super-human strength at the time.
The promoter gave Ernesto his mask and costume, and a year later he was headlining in Mexico City as the El pingino de Paraguay or the Penguin of Paraguay. Ernesto proved to be quite the success, making the promoter quite rich. When the Ultimate Uberworld Wrestling Confederation was formed Ernesto was invited to join. His promoter tried to discourage Ernesto, but he was sure it was be his big break. Now Ernesto is wrestling with the most powers professional wrestlers in the world. El pingino de Paraguay is going to make his mark.
Personality
Ernesto is a cocky young man who doesnt think twice about showing off how great he can be. This has gotten him into trouble in the past. His bout with Anaconda left him in the hospital for six weeks.
Ernesto has developed a passion for wrestling. He has few hobbies outside of his sport. Ernesto rarely waits for a bout to start; instead coming in with feet a flying.
For all of his bravado, and his superhuman strength Ernesto hasnt ever killed anyone. He isnt planning on starting any time soon. Of course a few of his opponents in the past have tried to end his career, but El pingino de Paraguay always seems to come out on top.
Quote
"These Happy Feet are going to be knocking you into the next ice age."
Powers
Ernesto is a gifted professional wrestler whom has been wrestling for several years now. Hes a wily fighter with a lot of different moves. As El pingino de Paraguay, Ernesto fights in the style of Lucha Libre, or in a fast flying style of professional wrestling.
Ernesto is superhumanly strong and resilient. These are his only real superpowers. However, coupled with his wrestling moves, makes him a daunting foe. Over the years Ernesto has developed a few wrestling moves from his Pingino Jump Kick, in which he climbs to the top rope before leaping at his opponents delivering a crushing kick to his Pingino Backbreaker, where he throws an opponent across his shoulders and then pulls down on their legs and neck causing a lot of pain to the opponents back.
Ernesto also is quick footed, and wears a reinforced costume. In addition he wears a mask that protects him from flash attacks.
Appearance
Ernesto wears a skintight costume that covers his entire body, except for his head. The costume is mostly black with a white part running from his throat to his boots, making him look like a penguin. His boots are yellow. On his head he wears a mask that is vaguely bird like that is black like his costume with a yellow beak.
Outside of his El pingino de Paraguay persona, Ernesto is muscular man with dark skin and curly brown hair. Ernesto likes to wear flashy clothing along with a lot of jewelry. He has been successful at the professional wrestler business for years.
The Arc
Mar 5th, '09, 02:21 PM
I finally got the chance to write up Ankou.
http://i389.photobucket.com/albums/oo335/Arcbuster123/ankou.png
Ankou (http://www.uber-world.com/characterpage.php?cid=1011)
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