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Mr. R

A lets read Atlas of Earth Prime and some conversions

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Another Batman type, with some cool extras

 

 

 

AEP #20 Viento Negro

Val Char Cost Roll Notes
15 STR 5 12- Lift 200.0kg; 3d6 [1]
26 DEX 48 14- OCV: 9/DCV: 9
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 12-/16-
15 EGO 10 12- ECV: 5
18 PRE 8 13- PRE Attack: 3 ½d6
14 COM 2 12-

8+9 PD 5 Total: 8/17 PD (8/17 rPD)
8+9 ED 4 Total: 8/17 ED (8/17 rED)
6 SPD 24 Phases: 2, 4, 6, 8, 10, 12
7 REC 0
40 END 0
28 STUN 0 Total Characteristic Cost: 129

Movement: Running: 9"/18"
Leaping: 8"/16"
Swimming: 4"/8"
Swinging: 10"/20"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

2 Swimming +2" (4" total) 1
6 Running +3" (9" total) 1
5 Leaping +5" (8" forward, 4" upward) 1

4 Binoculars: +4 PER with Normal Sight

33 Equipment: Multipower, 67-point reserve, (67 Active Points); all slots OAF (-1)
2u 1) Flash bomb: Sight Group Flash 4d6, Area Of Effect (2" Radius; +1) (40 Active Points); OAF (-1), Range Based On Strength (-¼) 4
2u 2) Smoke bomb: Darkness to Sight Group 4" radius (40 Active Points); OAF (-1), Range Based On Strength (-¼) 4
3u 3) Shuriken flurry: Energy Blast 6d6, Area Of Effect (7" Cone; +1), Selective (+¼) (67 Active Points); OAF (-1), No Range (-½) 7

47 Variable Power Pool, 40 base + 7 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½), Limited Power Power loses about a third of its effectiveness (Only real world equipment; -½)

8 Electrostaff: Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 2
18 Electrostaff: Energy Blast 4d6, Reduced Endurance (0 END; +½), No Normal Defense (Con roll; +1) (50 Active Points); OAF (-1), No Range (-½), Linked (Electrostaff; -¼)

5 Grapnel Gun: Swinging 10" (10 Active Points); OAF (-1) 1

3 Nightvision (5 Active Points); OIF (-½)

17 Micro Fiber Optic coating: Invisibility to Sight and Hearing Groups (25 Active Points); IIF (-¼), 1 Continuing Fuel Charge lasting 20 Minutes (-¼) [1 cc]
22 Teflon-Kevlar: Armor (9 PD/9 ED) (27 Active Points); IIF (-¼)
4 Martial Strike +0 +2 5d6 Strike
5 Offensive Strike -2 +1 7d6 Strike
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm
3 Takedown +1 +1 3d6 Strike; Target Falls
5 Passing Strike +1 +0 3d6 +v/5; FMove
5 Passing Disarm -1 -1 Disarm, 25 STR to Disarm; FMove
1 Weapon Element: Staffs

Perks
20 Motorcycle: Vehicles & Bases

Talents
12 Combat Luck (6 PD/6 ED)

Skills
7 Analyze: Possible abilities 14-
3 Shadowing 12-
13 Stealth 19-
2 Language: English (basic conversation; literate)
6 Language: Spanish (imitate dialects; literate)
5 Breakfall 15-
3 Criminology 12-
3 Deduction 12-
3 Forensic Medicine 12-
3 Fast Draw 14-
3 Acrobatics 14-
3 Climbing 14-
3 KS: Social Sciences 12-

Total Powers & Skill Cost: 309
Total Cost: 438

300+ Disadvantages
15 Psychological Limitation: Defers to Mother (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
15 Psychological Limitation: Justice (Common; Strong)
93 Experience Points

Total Disadvantage Points: 438
Earned Experience: 0
Spent Experience: 93
Unspent Experience: 0

Background/History: Viento Negor is actually two people. Cynthia Garza does the legwork and fighting while her mother Marisa does the investigation and mission control. They are both motivated by the kidnapping of the brother/son and his subsequent murder. They agreed that the perpetrators would be brought to justice. After training with Mr Lee (insert any other great MA teacher), Cynthia returned home to a hi tech suit her mother had procured and they started to go to work. They pick their targets and then investigate and find links that they then feed to the authorities. Occasionally Cynthia has come north into the states pursuing leads. She doesn't trust american heroes, saying they ignore the problem of border crime because it is in another country. So she continues her crusade.

Note the mother is equivalent to a trained government agent and is not considered a minion or follower.

Personality/Motivation: Another justice seeker. But she also has to balance that with her responsibilities as the daughter of one of Mexico's largest companies.

Quote: 

Powers/Tactics: Closer to the Huntress with Oracle behind her. She's the muscle, highly trained with a number of gadgets that make it easier for her to sneak around!

Campaign Use: 

Appearance: At 169 cm and 60 KG Cynthia has light brown hair and brown eyes and fair skin. Her costume consists of a black bodysuit with a full cowl. She always has her electro staff at hand as well as any needed equipment for the mission!

 

 

She's scary competent. Lots of plot hooks. Yeah good!

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SHAZAM!

 

 

 

AEP #21 Cuauhcichuatl

Val Char Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6 [2]
26 DEX 48 14- OCV: 9/DCV: 9
35 CON 50 16-
10 BODY 0 11-
18 INT 8 13- PER Roll 13-/17-
15 EGO 10 12- ECV: 5
23 PRE 13 14- PRE Attack: 4 ½d6
26 COM 8 14-

25 PD 15 Total: 25 PD (25 rPD)
25 ED 18 Total: 25 ED (25 rED)
5 SPD 14 Phases: 3, 5, 8, 10, 12
17 REC 0
70 END 0
53 STUN 0 Total Characteristic Cost: 224

Movement: Running: 10"/20"
Flight: 35"/140"
Leaping: 14"/28"
Swimming: 4"/8"

Cost Powers END
25 Damage Resistance (25 PD/25 ED)

12 Reduced Endurance (½ END; +¼) (12 Active Points) applied to STR

2 Swimming +2" (4" total) 1
8 Running +4" (10" total) 1
4 Leaping +4" (14" forward, 7" upward) 1

50 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½), Requires A Skill Roll (-½)

6 Fire Serpent Mace: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

6 Death energies: Detect A Class Of Things 14-/18- (Unusual Group)
8 +4 PER with Sight Group
60 Smoking Mirror Shield: Sight Group Flash 10d6, Personal Immunity (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (16" Radius; +1 ¼), Selective (+¼) (150 Active Points); OAF (-1), No Range (-½) 7
11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½)

81 Wings of the Feathered Serpent: Multipower, 81-point reserve
8u 1) Flight 30", x4 Noncombat, Reduced Endurance (½ END; +¼) (81 Active Points) 3
2u 2) Flight 5", MegaScale (1" = 10 km; +½), Can Be Scaled Down 1" = 1 km (+¼) (17 Active Points) 2
3 Martial Grab -1 -1 Grab Two Limbs, 60 STR for holding on
4 Martial Strike +0 +2 12d6 Strike
3 Takedown +1 +1 10d6 Strike; Target Falls
1 Weapon Element: Clubs

Talents
18 Combat Luck (9 PD/9 ED)
10 Fascination

Skills
3 Acrobatics 14-
3 Climbing 14-
3 KS: Magic 13-
3 Persuasion 14-
3 Stealth 14-
3 Shadowing 13-
5 Magic: Power 14-
3 Deduction 13-
3 KS: Reporter 13-

Total Powers & Skill Cost: 351
Total Cost: 575

300+ Disadvantages
15 Psychological Limitation: Tasked to defeat Santa Muerte (Common; Strong)
15 Psychological Limitation: Flashbacks to old life (Uncommon; Total)
15 Hunted: Santa Muerte 8- (As Pow; NCI; Harshly Punish)
230 Experience Points

Total Disadvantage Points: 575
Earned Experience: 0
Spent Experience: 230
Unspent Experience: 0

Background/History: When Tepacatli was accidently created by a shaman wanting to create a protector for Mexico, it was felt by the old Aztec gods who considered it an abomination. Barred from direct action the waited until a suitable soul was sacrificed, the diverted it and remade it into a tool of their justice. Mina Ortiz-Suckerman was changed. From Hutzilopochtli she gained strength. Quetzacoatl made her swift. Tlaloc gifted her with wisdom. Tezcatilpoca made her canny. Huehueteotl made her vibrant. Finally Xochiquetzal gifted her with beauty. Sent back to earth to protect Mexico and to stop Tepacatli. Cuauhcichuatl is now living as Anjelica Osorio, but when needed will fight and protect those who need it.

Personality/Motivation: A mission from the gods. Defeat the Santa Muerte cult and their leader. Protect Mexico as well.

Quote: 

Powers/Tactics: A flying brick. Strong, fast and hard to hurt. As well she has a few tools to give her extra options, especially the Ritualist, but mostly it is get close, hit it.

Campaign Use: 

Appearance: At 184 cm and 75 KG with long black hair and dark brown eyes. Her costume looks like a modified Jaguar Warrior armour from the Aztec Empire, fitter for her frame
 

 

 

Actually more Capt. Marvel mixed with Wonder Woman. Lots of plot hooks, a possible nation and continent wide threat. And again, if you're gonna copy, make it from a classic and make it good!

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Though I liked most of the Mexican entry, the coolest part were the Metaluchidores. Superpowered WWE wrestlers. And according to tradition, they already have their own masks. Power wise they are mostly bricks, with one being a flying brick and one a speedster. I could see some super martial artists as well. This could be its own long term campaign.

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Chapter Three  The Caribbean

 

So this chapter is a bit of a surprise as they treat the area with some class and dignity.  We start in the Bahamas and make note of a sunken road and possible ties to Atlantis

 

Bermuda is next, and of course the Bermuda Triangle.  Also it gets its very own protector, and she’s pretty cool.

 

The Cayman Islands are mentioned, mostly for their tax haven structures.  Then Cuba and the practice of medical tourism.  This is a cool plot hook as in AEP this can also involve granting superpowers and other augmentations.  

 

Next is Haiti and the obligatory Voodoo Loas.  It is a classic.  I don’t like it, but it works.  Also we get a tie to the great pirate age, and he’s cool.  Scary, but cool!

 

Jamaica and their posse movement is next.  This was some good information actually.  

 

Finally Puerto Rico.  A bit about its history, some locations nearby of interest, and their own home grown hero.

 

Actually one more entry, but entirely fictitious.  A hidden island of Atlantean expat.  With their own agenda.  Will it be good or bad for humankind!

 

So all in all a nice trip.  Some cool hooks and possible adventure.  If you have a Miami based campaign, then this is a good source to start some ideas!

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A hero for the islands!

 

 

AEP #22 Coral


 

Val Char Cost Roll Notes

 

10+10 STR 0 17- / 19- Lift 6400.0kg/25.6tons; 8d6/10d6

18 DEX 24 13- OCV:  6/DCV:  6

10 CON 0 15-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-


8+8 PD 0 Total:  14/22 PD (14/22 rPD)

8+8 ED 2 Total:  14/22 ED (14/22 rED)

3 SPD 2 Phases:  4, 8, 12

14 REC 0

60 END 0

45 STUN 0 Total Characteristic Cost:  41


Movement: Running: 10"/20"

Leaping: 12"/24"

Swimming: 7"/14"


Cost Powers END

16 Damage Resistance (16 PD/16 ED)

 

2 Swimming +2" (7" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (12"/14" forward, 6"/7" upward) 1

6 +2 PER with all Sense Groups

 

24 +30 STR (30 Active Points); Only In Heroic Identity (-¼) 3

32 +20 CON (40 Active Points); Only In Heroic Identity (-¼)

5 +6 PD (6 Active Points); Only In Heroic Identity (-¼)

5 +6 ED (6 Active Points); Only In Heroic Identity (-¼)

 

12 Density Increase (300 kg mass, +10 STR, +2 PD/ED, -2" KB), Reduced Endurance (0 END; +½) (15 Active Points); Only In Heroic Identity (-¼)

 

24 Life Support  (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Self-Contained Breathing) (30 Active Points); Only In Heroic Identity (-¼)

 

14 Armor (6 PD/6 ED) (18 Active Points); Only In Heroic Identity (-¼)

 

2 Swimming +3" (7" total) (3 Active Points); Only In Heroic Identity (-¼) 1


Talents

2 Environmental Movement (no penalties in Water)


Skills

3 KS: Diving 11-

3 Climbing 13-

3 Persuasion 12-

3 Paramedics 11-

10 +2 with HTH Combat


Total Powers & Skill Cost:  178

Total Cost:  219


300+ Disadvantages

15 Psychological Limitation:  Spidey Syndrome (Common; Strong)


Total Disadvantage Points:  219

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  Cora Kinlee loved the water.  So much that she became a champion swimmer, diver and certified Scuba/ deep sea diver.  But during a job she ran into (insert Aquatic villain), and if not for the combination of an ancient potion and some bits of coral, she survived the encounter.  Now she can transform herself into living coral and is at much home under water as above.  Appointing herself protector of Bermuda, she leads a double life as Cora and Coral!


Personality/Motivation:  With great power come great responsibility!


Quote:  


Powers/Tactics:  Strong and durable in her Coral form.  She gets stuck in and slugs it out.  If possible she'll take the fight to the water where she has an advantage!


Campaign Use:  


Appearance:  At 171 cm and 64 KG she has dark brown skin and eyes and short black hair.  Her costume consists of a green one piece bathing suit with yellow piping!  When she goes Coral form, her skin gains a rough texture and a orangish sheen.



 

 

 

I made one mistake, she should have a SPD of 4.  Otherwise, she's a good representative of her island!

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Of course we have to have a Voodoo master

 

 

AEP #23  Maitre Carrefour


 

Val Char Cost Roll Notes

 

8 STR -2 11- Lift 75.8kg; 1 ½d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 14-

23 EGO 26 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-


8 PD 6 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

6 REC 0

40 END 0

24 STUN 0 Total Characteristic Cost:  121


Movement: Running: 6"/12"

Leaping: 1"/2"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 +2 PER with all Sense Groups

 

48 Artificer:  Variable Power Pool, 40 base + 8 control cost,  (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

50 Ritualist:  Variable Power Pool, 40 base + 10 control cost,  (60 Active Points); all slots Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½)

 

37 Multipower, 55-point reserve,  (55 Active Points); all slots Gestures (-¼), Incantations (-¼)

3u 1)  Mind Control:  Mind Control 9d6 (45 Active Points); Gestures (-¼), Incantations (-¼) 4

3u 2)  Mystic Blast:  Energy Blast 9d6 (45 Active Points); Gestures (-¼), Incantations (-¼) 4

3u 3)  Mystic Dark:  Darkness to Sight Group 5" radius (50 Active Points); Gestures (-¼), Incantations (-¼) 5

3u 4)  Mystic Net:  Entangle 2 ½d6, 2 DEF, Area Of Effect (3" Radius; +1) (50 Active Points); Gestures (-¼), Incantations (-¼) 5

3u 5)  Mystic Snare:  Entangle 5d6, 5 DEF (50 Active Points); Gestures (-¼), Incantations (-¼) 5

3u 6)  Summon Animals:  Summon 16 150-point creatures (50 Active Points); Gestures (-¼), Incantations (-¼) 5

3u 7)  Drain Vitality:  Drain STUN 3 ½d6, Ranged (+½) (52 Active Points); Gestures (-¼), Incantations (-¼) 5

2u 8)  Zombies:  Summon 16 150-point creatures (50 Active Points); Limited Power Power loses about half of its effectiveness (Needs a sacrifice; -1), Gestures (-¼), Incantations (-¼) 5

 

20 Luck 4d6

 

20 Missile Deflection (Any Ranged Attack)

5 Defensive Block +1 +3 Block, Abort


Perks

6 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact


Skills

3 Disguise 12-

3 Streetwise 13-

3 KS: Voodoo 12-

3 Persuasion 13-

3 Stealth 13-

3 Shadowing 12-

9 Magic:  Power 15-

3 Paramedics 12-

21 Defensive block and deflection:  +7 with any three maneuvers or a tight group of attacks


Total Powers & Skill Cost:  274

Total Cost:  395


300+ Disadvantages

15 Physical Limitation:  Age (Frequently; Greatly Impairing)

15 Psychological Limitation:  Power hungry (Common; Strong)

65 Experience Points


Total Disadvantage Points:  395

Earned Experience:  0

Spent Experience:  65

Unspent Experience:  0


Background/History:  No one knows his real name, for real name is power.  His reputation though is great. He gained power slowly but surely make deals when it benefitted him and steering clear of certain entanglement.  Rumour is that he is one of the few to not Join Lady Mamba and her cult, though whether this is true cannot be proven.  what is certain is that he has killed, blackmailed and robbed many in his climb to power and only the foolish disregard him.  He waits and he plans, and what his next move is, no one but Maitre Carrefour knows!


Personality/Motivation:  Power.  He desires it and will go to great lengths to acquire more.


Quote:  


Powers/Tactics:  A powerful sorcerer of power who can fir blasts of energy and summon zombies.  As well he has an array of rituals and magic items for any eventuality!


Campaign Use:  


Appearance:  A tall Caribbean man with a bald pate and piercing brown eyes, he appears about 50 but is certainly older!  He wears purple robes with gold trim!




 

 

 

I must say I sort of like this guy.  He has a charm to his wickedness.  Played right, he could be the villain the heroes can sot rt of respect, if not for the black arts he practices.

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A pirate of the Caribbean

 

 

AEP #24  Captain Blood


 

Val Char Cost Roll Notes

 

15 STR 5 12- Lift 200.0kg; 3d6 [1]

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

13 EGO 6 12- ECV:  4

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-


8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

18 REC 22

40 END 0

28 STUN 0 Total Characteristic Cost:  128


Movement: Running: 10"/20"

Flight: 6"/12"

Leaping: 7"/14"

Swimming: 4"/8"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

2 Swimming +2" (4" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (7" forward, 3 ½" upward) 1

6 +2 PER with all Sense Groups

 

18 Flight 6", Reduced Endurance (0 END; +½) (18 Active Points)

 

90 Multipower, 90-point reserve

9u 1)  Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points)

6u 2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

 

50 Sword and Pistol:  Multipower, 50-point reserve

4u 1)  Pistol:  Energy Blast 9d6 (45 Active Points) 4

1u 2)  Sword:  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2

 

33 Healing BODY 1d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Self Only (-½), Always On (-½)

 

4 Martial Strike +0 +2 5d6 Strike

4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm

4 Martial Block +2 +2 Block, Abort

4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

1 Weapon Element:  Blades


Perks

66 Ghost Crew:  Follower

65 The Black Plunder:  Vehicles & Bases


Talents

12 Combat Luck (6 PD/6 ED)

3 Bump Of Direction

14 Fearless


Skills

3 Acrobatics 14-

3 Climbing 14-

3 Disguise 11-

3 KS: Piracy 11-

3 Persuasion 13-

3 Stealth 14-

3 Shadowing 11-

7 Navigation 13-

10 +2 with DCV


Total Powers & Skill Cost:  454

Total Cost:  582


300+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

15 Psychological Limitation:  Seeks true death (Common; Strong)

25 Physical Limitation:  Banished for three moons if defeated or thwarted! (All the Time; Fully Impairing)

217 Experience Points


Total Disadvantage Points:  582

Earned Experience:  0

Spent Experience:  217

Unspent Experience:  0


Background/History:  There are stories about pirates curse to sail the seas, never to know rest.  They sail the seas and raid and plunder to try and find a way to end their curse.  For Jonathan Carter, it is reality.  Cursed by a voodoo witch and raised by another voodoo priest, he now sails the oceans, searching for a way to end his life.  And If he has to take the world with him, he'll do it.  Capt Blood will paint the seas red!


Personality/Motivation:  End his curse and gain a true death!


Quote:  


Powers/Tactics:  He's a pirate captain with a ghost ship and a crew of ghostly pirates.  Go Capt, Barbossa and his undead crew.  He'll start with a broadside from his ship, then close so his crew can swarm over.  On his own he is a talented swordsman and a crack shot with his pistol!  Add a ghostly nature and you have a dangerous opponent!


Campaign Use:  


Appearance:  Old style english gentleman with black hair and green eyes.  He stands 184 cm and weighs 87 KG!



 

 

He's expensive, due to his crew and his ghost ship. On his own, he scary, but add a broadside and some ghostly minions and he could take on a whole team. For real fun have him tam up with the Cyber Viking.

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A ghost ship

 

 

AEP #25  The Black Plunder


 

Val Char Cost Roll Notes

 

60 STR 0 21- Lift 102.4tons; 12d6

20 DEX 30 13- OCV:  7/DCV:  1

 

20 BODY 0 13-

 

 

 

 


 

 

4 SPD 10 Phases:  3, 6, 9, 12

 

 

Total Characteristic Cost:  140


Movement:

Flight: 15"/30"

Swimming: 10"/20"


Cost Powers END

69 Energy Blast 9d6, Reduced Endurance (0 END; +½), Area Of Effect (14" Cone; +1) (112 Active Points); No Range (-½), Limited Arc Of Fire (180 degrees; -¼)

Notes:  (x2 number of items)

122 Cloud screen:  Darkness to Sight Group 7" radius, Personal Immunity (+¼), Reduced Endurance (0 END; +½) (122 Active Points)

30 Flight 15"


Total Powers & Skill Cost:  221

Total Cost:  361


200+ Disadvantages

25 Distinctive Features:  (Not Concealable; Extreme Reaction; Detectable By Virtually Everyone)

15 Physical Limitation:  Tied to Capt Blood (Infrequently; Fully Impairing)

121 Experience Points


Total Disadvantage Points:  361

Earned Experience:  0

Spent Experience:  121

Unspent Experience:  0


Background/History:  


Personality/Motivation:  


Quote:  


Powers/Tactics:  


Campaign Use:  


Appearance:  

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And some ghost minions

 

 

Aep #26  Minions of Capt Blood


 

Val Char Cost Roll Notes

 

15 STR 5 12- Lift 200.0kg; 3d6 [1]

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-


8 PD 5 Total:  8 PD (8 rPD)

8 ED 5 Total:  8 ED (8 rED)

3 SPD 5 Phases:  4, 8, 12

6 REC 0

30 END 0

26 STUN 0 Total Characteristic Cost:  50


Movement: Running: 6"/12"

Flight: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

18 Flight 6", Reduced Endurance (0 END; +½) (18 Active Points)

 

 

90 Multipower, 90-point reserve

9u 1)  Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points)

6u 2)  (Total: 60 Active Cost, 60 Real Cost) Physical Damage Reduction, Resistant, 50% (Real Cost: 30) plus Energy Damage Reduction, Resistant, 50% (Real Cost: 30)

 

45 Sword and Pistol:  Multipower, 45-point reserve

4u 1)  Pistol:  Energy Blast 9d6 (45 Active Points) 4

1u 2)  Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-½) 2


Skills

10 +2 with HTH Combat


Total Powers & Skill Cost:  191

Total Cost:  241


300+ Disadvantages

25 Physical Limitation:  Loyal to Capt Blood (All the Time; Fully Impairing)

20 Distinctive Features:  (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)


Total Disadvantage Points:  241

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  


Personality/Motivation:  


Quote:  


Powers/Tactics:  


Campaign Use:  


Appearance:  




 

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SNOW?  In Jamaica?

 

 

AEP #27  Snowman


 

Val Char Cost Roll Notes

 

15 STR 5 16- Lift 3200.0kg; 7d6 [3]

18 DEX 24 14- OCV:  8/DCV:  8

13 CON 6 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-


8 PD 1 Total:  8 PD (8 rPD)

8 ED 3 Total:  8 ED (8 rED)

4 SPD 7 Phases:  3, 6, 9, 12

12 REC 0

50 END 0

41 STUN 0 Total Characteristic Cost:  61


Movement: Running: 10"/20"

Leaping: 11"/22"

Swimming: 4"/8"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

2 Swimming +2" (4" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (11" forward, 5 ½" upward) 1

 

6 +2 PER with all Sense Groups

 

16 +20 STR (20 Active Points); Only In Heroic Identity (-¼) 2

19 +12 CON (24 Active Points); Only In Heroic Identity (-¼)

12 +5 DEX (15 Active Points); Only In Heroic Identity (-¼)

24 Stretching 6" (30 Active Points); Only In Heroic Identity (-¼) 3

14 Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (17 Active Points); Only In Heroic Identity (-¼)

48 Energy Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-¼)

48 Physical Damage Reduction, Resistant, 75% (60 Active Points); Only In Heroic Identity (-¼)

14 Desolidification  (40 Active Points); Does Not Protect Against Damage (-1), Limited Power Power loses about a third of its effectiveness (Only to get into restricted shapes; -½), Only In Heroic Identity (-¼) 4

44 Sand Blast:  Energy Blast 11d6 (55 Active Points); Only In Heroic Identity (-¼) 5


Skills

3 Climbing 14-

3 Streetwise 13-

3 Stealth 14-

3 Shadowing 11-


Total Powers & Skill Cost:  279

Total Cost:  340


300+ Disadvantages

20 Psychological Limitation:  Greed (Very Common; Strong)

20 Experience Points


Total Disadvantage Points:  340

Earned Experience:  0

Spent Experience:  20

Unspent Experience:  0


Background/History:  Posses in Jamaica control the local drug trade,  and they have one hard rule, no sampling the merchandise.  Malcolm Avery was above such rules and he mixed and matched anything he could get his hands on.  Eventually the cocktail caught up with him and he turned to stone in front of his own posse.  But he was not dead and after turning himself back to human, he learned to control it at will.  Now his silicate form aids him in ruling the Jamaican streets and has given the police a new problem to deal with.  on the street he's called the Snowman, and no one crosses him!


Personality/Motivation:  Greed.  it's all about money.  Power is just an end to more cash.


Quote:  


Powers/Tactics:  In his silicate form he's strong, very resistant to damage and can fire what looks like snow blasts, but are really silicate matter.  As well he can dissolve himself to slither through small opening of for escapes.


Campaign Use:  


Appearance:  Lanky Jamaican youth about 167 cm and 68 KG.  In his silicate form he looks like he is made of fine white sand!



 

Again a nice low power opponent.  And he's another example of an earth based power set!

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A representative of his people!

 

 

AEP #28  Hurican

 

Val Char Cost Roll Notes

 

10 STR 0 11- Lift 100.0kg; 2d6

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

8+21 PD 6 Total:  8/29 PD (8/29 rPD)

8+7 ED 4 Total:  8/15 ED (8/15 rED)

6 SPD 29 Phases:  2, 4, 6, 8, 10, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  106

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

5 Wind Powers:  Elemental Control, 10-point powers

39 1)  Flight 15", x4 Noncombat, Reduced Endurance (½ END; +¼) (44 Active Points) 1

30 2)  Force Field (21 PD/7 ED), Reduced Endurance (½ END; +¼) (35 Active Points) 1

 

68 Multipower, 68-point reserve

5u 1)  Aerokinesis:  Telekinesis (45 STR) (68 Active Points); Affects Whole Object (-¼) 7

4u 2)  Air Blast:  Energy Blast 9d6 (45 Active Points) 4

4u 3)  Blinding Gust:  Sight Group Flash 9d6 (45 Active Points) 4

5u 4)  Suffocation:  Energy Blast 4 ½d6, No Normal Defense (Con Roll; +1) (46 Active Points) 5

6u 5)  Whirlwind:  Telekinesis (25 STR), Area Of Effect (One Hex; +½) (56 Active Points) 6

 

Skills

4 Language:  English (completely fluent; literate)

1 Language:  Spanish (imitate dialects; literate) (6 Active Points)

3 Acrobatics 13-

3 KS: Super heroes 12-

3 Deduction 12-

3 Criminology 12-

3 Forensic Medicine 12-

3 Stealth 13-

3 Shadowing 12-

9 Wind Powers:  +3 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  209

Total Cost:  315

 

300+ Disadvantages

15 Psychological Limitation:  Spidey Syndrome (Common; Strong)

15 Physical Limitation:  Loses all powers outside of Caribbean (Infrequently; Fully Impairing)

 

Total Disadvantage Points:  315

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  People dream of being a superhero.  And for Juan Olivera, it became a reality.  Rushing to save his family in San Juan, a feminine voice said he was worthy of the power and found the winds at his command.  Now his dream is a reality.  He hoped to join one of the great american teams, but found his powers only work in the Caribbean area. Still that is a large area, and he has no lack of problems.  So Hurican is proud to be a native hero for a place that needs some.

 

Personality/Motivation:  Bequeathed powers, he must use them responsibly.

 

Quote:  

 

Powers/Tactics:  A air controller, he gets up and starts blasting.  He can also move heavy weights, throw blinding grit and even create a vacuum if necessary.

 

Campaign Use:  

 

Appearance:  Puerto Rican male with short black hair and brown eyes.  His costume is a loose white shirt, red shorts and a long blue cape!

 

 

 

Another good entry.  Not too powerful but nice hooks!

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A hidden land. Ties to the recent past. Ties to Atlantis. And its own superiority complex!

 

 

 

AEP #29 Envoy

Val Char Cost Roll Notes
30 STR 20 15- Lift 1600.0kg; 6d6 [3]
27 DEX 51 14- OCV: 9/DCV: 9
23 CON 26 14-
10 BODY 0 11-
18 INT 8 13- PER Roll 15-
20 EGO 20 13- ECV: 7
18 PRE 8 13- PRE Attack: 3 ½d6
20 COM 5 13-

8 PD 2 Total: 8 PD (8 rPD)
8 ED 3 Total: 8 ED (8 rED)
6 SPD 23 Phases: 2, 4, 6, 8, 10, 12
11 REC 0
46 END 0
37 STUN 0 Total Characteristic Cost: 166

Movement: Running: 10"/20"
Gliding: 5"/10"
Leaping: 10"/20"
Swimming: 4"/8"

Cost Powers END
8 Damage Resistance (8 PD/8 ED)

2 Swimming +2" (4" total) 1
8 Running +4" (10" total) 1
4 Leaping +4" (10" forward, 5" upward) 1

6 +2 PER with all Sense Groups

10 Life Support (Immunity: All terrestrial diseases and biowarfare agents)


17 Multipower, 25-point reserve, (25 Active Points); all slots OIF (-½)
1u 1) Orichalcum Staff: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1
2u 2) Energy Blast 5d6 (25 Active Points); OIF (-½) 2

2 Windfall: Gliding 5" (5 Active Points); Limited Power Power loses about a third of its effectiveness (Only near a surface; -½), Limited Power Power loses about a third of its effectiveness (Only for safe fall; -½)

4 Martial Strike +0 +2 8d6 Strike
5 Defensive Strike +1 +3 6d6 Strike
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Disarm -1 +1 Disarm; 40 STR to Disarm
3 Takedown +1 +1 6d6 Strike; Target Falls
5 Passing Strike +1 +0 6d6 +v/5; FMove
5 Passing Disarm -1 -1 Disarm, 40 STR to Disarm; FMove
5 Offensive Strike -2 +1 10d6 Strike


3 Defensive Shot -1 +2 Strike +2 DC
5 Offensive Ranged Disarm +1 -1 Disarm, +4 DC to Disarm
4 Offensive Shot -1 -1 Strike, +6 DC
5 Offensive Trip +1 -1 Strike +2 DC +v/5, Target Falls
4 Ranged Disarm +0 +0 Disarm, +5 DC to Disarm
8 +2 Ranged Damage Class(es)
1 Weapon Element: Staffs

Talents
5 Eidetic Memory
12 Combat Luck (6 PD/6 ED)

Skills
3 Acrobatics 14-
3 Climbing 14-
3 KS: Philosophy 13-
3 Persuasion 13-
3 Stealth 14-
3 Shadowing 13-
3 Mechanics 13-
3 Electronics 13-
3 Demolitions 13-
3 Breakfall 14-
33 Jack of all Trades: +5 Overall (50 Active Points); Limited Power Power loses about a third of its effectiveness (Only for skills not listed; -½)
6 Language: English (imitate dialects; literate)
6 Language: French (imitate dialects; literate)
6 Language: German (imitate dialects; literate)
6 Language: Russian (imitate dialects; literate)
1 Language: Utopian (imitate dialects; literate) (6 Active Points)
3 Fast Draw 14-
3 Teamwork 14-
3 Paramedics 13-
3 Inventor 13-
3 Security Systems 13-
3 Systems Operation 13-
3 Computer Programming 13-

Total Powers & Skill Cost: 255
Total Cost: 421

300+ Disadvantages
15 Psychological Limitation: Do gooder (Common; Strong)
106 Experience Points

Total Disadvantage Points: 421
Earned Experience: 0
Spent Experience: 106
Unspent Experience: 0

Background/History: When Atlantis fell, some of the survivors made their way to the Caribbean and settled on an island located in a dimensional nexus. Hidden from the rest of the world, the concentrated on the sciences and made great leaps in technology. As well the practiced a regime of personal achievement and improvement. And thus they stayed for centuries. until 1941 and the WWII interrupted their peaceful society. Thus they sent an Envoy, to gauge the state of the world and whether they should stay hidden or reveal themselves to a world that may fear and envy them. Sarlyn was that Envoy. Since WWII he has returned to Utopia to plead the case for humanity. He also hopes to send a new Envoy out to gauge the changes since he returned and the progress it may have made!

Personality/Motivation: A believer in Human Utopian relations, he is a positive thinker in the best of that term!

Quote: 

Powers/Tactics: The product of Utopian genetics as well as intense physical and mental training, he is an accomplished Martial Artist and gadget user. He is never without his staff that he can use in HTH or throw as a ranged weapon and cause to bounce back to him!

Campaign Use: 

Appearance: !83 cm tall and 82 KG with brown hair and eyes. He wears jeans, leather boots, a leather aviator jacket and aviator goggles and carries a staff of yellowish metal (Oricalcum).

 

 

Well this guy is all sorts of hooks. WW II? Check! Ancient Atlantis? Check! Hidden high technology? Check! Eugenics program? Check! Superiority complex? Check! Possible legacy character? Check?

He may sound a bit bland, but he can generate enough adventures to keep a group busy for months!

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Chapter Four  Central America

 

So after a very basic history lesson and a bit about geography, we go from country to country.

 

Belize.  How is Belize different from the other countries?  (Hint Language).  Also a super agent group devoted to protecting Belize and the surrounding countries.  If you run to a less powered more super agent type, here you go.

 

Next is Costa Rica.  Its boring.  Beautiful but boring.  Nothing really is happening here.  At least on the surface.  Underneath there is a group of reporters and journalist who specialize in finding out the most hidden secrets.  Got a world wide evil conspiracy, chances are they know about it and can prove it.  Add a very altruistic mad scientist out to make the world more eco friendly, and you have a couple of cool plot hooks.

 

El Salvador.  A country in turmoil.  But it does have two things, its own superpowered protector and a portal to another alternate world.  I’ll leave it to you to look up, but it could have many plot hooks and even lead to the start of a new super.

 

Guatemala is next.  Another country in turmoil with a very dark protector.  In fact she may be more trouble than she’s worth.  

 

Honduras is next on the list.  Again turmoil.  Also home to a vengeful air spirit and a foursome who use ancient artifacts to empower themselves in the fight for social justice.  

 

Nicaragua is next.  Another country in turmoil but with two protectors, one with ties to the hero in Guatemala.  Again some cool plot hooks.

 

And now Panama.  Two plot hooks here.  First a mercenary company with ties to many world conspiracies, and a major presence of the good guy agency, that can justify a whole host of reasons they a poking their noses in things!

 

Final mention is a side bar talking about the term Banana Republics.  We get an explanation and a suggestion that if you want to run a old style super agent (Man from Uncle springs to mind), then here are some ready made bad guys.  

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First up a representative of the geologic nature of the area

 

 

 

 

AEP #33  Piroclasto


 

Val Char Cost Roll Notes

 

15 STR 5 12- Lift 200.0kg; 3d6 [1]

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

18 INT 8 13- PER Roll 15-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-


25 PD 22 Total:  25 PD (25 rPD)

25 ED 21 Total:  25 ED (25 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

7 REC 0

40 END 0

28 STUN 0 Total Characteristic Cost:  144


Movement: Running: 10"/20"

Leaping: 7"/14"

Swimming: 17"/136"


Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

25 Swimming +15" (17" total) (x8 Noncombat) 2

8 Running +4" (10" total) 1

4 Leaping +4" (7" forward, 3 ½" upward) 1

6 +2 PER with all Sense Groups

 

15 Stretching 3" 1

 

100 Magma Projection:  Multipower, 100-point reserve

5u 1)  Molten Rock:  Energy Blast 11d6 (55 Active Points) 5

6u 2)  Molten Stream:  (Total: 60 Active Cost, 60 Real Cost) Drain PD 2d6, Ranged (+½) (30 Active Points) (Real Cost: 30) plus Drain ED 2d6, Ranged (+½) (30 Active Points) (Real Cost: 30) 6

7u 3)  Pyroclastic Spray:  Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½) 10

5u 4)  Volcanic Rock:  Force Wall (10 PD/10 ED) (50 Active Points) 5

 

15 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Heat; Self-Contained Breathing)

 

18 Magma Flows:  Detect A Single Thing 18-/16- (Unusual Group), Discriminatory, Analyze, Sense

 


Talents

6 Combat Luck (3 PD/3 ED)

3 Bump Of Direction

3 Absolute Range Sense


Skills

3 Climbing 14-

3 KS: Geology 13-

3 Deduction 13-

3 Criminology 13-

3 Forensic Medicine 13-

3 Computer Programming 13-

3 Security Systems 13-

3 Systems Operation 13-

3 Inventor 13-

3 Mechanics 13-

3 Electronics 13-

3 Demolitions 13-

3 Paramedics 13-

3 Breakfall 14-

4 Language:  English (completely fluent; literate)

1 Language:  Spanish (imitate dialects; literate) (6 Active Points)


Total Powers & Skill Cost:  298

Total Cost:  442


300+ Disadvantages

10 Distinctive Features:  Glows (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Curiosity (Common; Strong)

10 Physical Limitation:  Involuntary outbursts (Infrequently; Greatly Impairing)

107 Experience Points


Total Disadvantage Points:  442

Earned Experience:  0

Spent Experience:  107

Unspent Experience:  0


Background/History:  Cerro Negro erupted in 1999, but by a strange coincidence it was also the site of a dimensional hiccup.  Unfortunately it occurred near Vulcanologist Elmer Murillo and for a moment he and the lava were one.  Then they separated and he found he was now part volcano.  It took him some time to learn to adjust to his new abilities and now he patrols as Piroclasto, at least between the time he uses his ability to better study volcanos.


Personality/Motivation:  Curiosity.  He wants to know how or why something works!


Quote:  


Powers/Tactics:  Basically he is a conduit for magma.  He can fire it as a rock, a stream, a cone or a wall.  His choice will depend on the situation.


Campaign Use:  


Appearance:  AS Piroclasto he is covered in a hard carapace under which flows his magma blood.  He is 180 cm and 80 KG.



 

 

 

He's Magma from Marvel, but with some extra skills.  I like that he's an earth control who doesn't go all big a tough.  He's a blaster, and a nasty one.   But he is also a lead in to a lot of adventures.

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A yin yang foursome with some ripe role playing opportunities between them.  First the vengeful lady!

 

 

AEP #30 Maria Tecum


 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

12 DEX 6 11- OCV:  4/DCV:  4

20 CON 20 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 14-

18 EGO 16 13- ECV:  6

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-


8+9 PD 5 Total:  8/17 PD (8/17 rPD)

8+9 ED 4 Total:  8/17 ED (8/17 rED)

3 SPD 8 Phases:  4, 8, 12

15 REC 16

40 END 0

27 STUN 0 Total Characteristic Cost:  87


Movement: Running: 10"/20"

Leaping: 5"/10"

Swimming: 4"/8"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

2 Swimming +2" (4" total) 1

8 Running +4" (10" total) 1

3 Leaping +3" (5 ½" forward, 2 ½" upward) 1

 

6 +2 PER with all Sense Groups

 

2 Mind Link , One Specific Mind (5 Active Points); Limited Power Power loses about half of its effectiveness (Only with Cadejo Negro; -1)

 

5 Targeting with Normal Smell (10 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Negro is near; -1)

2 Discriminatory with Normal Smell (5 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Negro is near; -1)

2 Analyze with Normal Smell (5 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Negro is near; -1)

2 Tracking with Normal Smell (5 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Negro is near; -1)

1 Supernatural:  Detect A Single Thing 14-/12- (Unusual Group) (3 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Negro is near; -1)

 

9 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Negro is near; -1), Self Only (-½)

 

30 Guilty Verdict:  Entangle 4d6, 2 DEF, Based On EGO Combat Value (Standard Defenses apply; +1) (60 Active Points); Set Effect (Hands Only/Feet Only) (-1) 6

 

12 Codejo's Protection:  +5 with DCV (25 Active Points); Limited Power Power loses about half of its effectiveness (Only with Cadejo Negro; -1)

13 Codejo's Protection:  Armor (9 PD/9 ED) (27 Active Points); Limited Power Power loses about half of its effectiveness (Only with Cadejo Negro; -1)


Talents

6 Combat Luck (3 PD/3 ED)


Skills

3 Climbing 11-

3 Disguise 12-

3 AK: Guatemala 12-

3 KS: Magic 12-

3 Persuasion 12-

13 Stealth 16-

3 Shadowing 12-

10 +2 with DCV

0 Language:  Mayan (idiomatic; literate) (5 Active Points)

5 Language:  Spanish (idiomatic; literate)


Total Powers & Skill Cost:  157

Total Cost:  244


300+ Disadvantages

15 Psychological Limitation:  Slowly losing morals  (Common; Strong)

25 Psychological Limitation:  Deluded that she's in charge (Very Common; Total)

15 Physical Limitation:  Loses all Powers if Cadejo Negro goes beyond 2 KM (Frequently; Greatly Impairing)

10 Distinctive Features:  Teen ager (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)


Total Disadvantage Points:  244

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  Maria Tecum was going to retrieve her father one night when she was attacked by a (insert villain group agent) who decided to eliminate her as a witness to his activities.  But a Burst of ancient magic freed a creature long thought myth, a huge black hound that killed the agent.  Called Cadejo Negro, a killer of wanderers but also a protector of woman. It struck a deal with Maria.  It would be her protector and in turn she could hunt down and destroy evil in her country.


Personality/Motivation:  Maria believes she is doing good and that she is fighting corruption in her country!


Quote:  


Powers/Tactics:  Besides heightened senses when Cadejo in near, she has a regeneration ability, and is hard to hit and hurt.  Her greatest ability is to freeze people in place using her Guilty Verdict.


Campaign Use:  


Appearance:  A fifteen year old Central American young lady, she stands 160 cm and weighs 55 KG.  She mostly wears shorts, sandals and a t-shirt!


 

 

Wait till you see her little friend!

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Bad dog.  Really big bad dog!

 

 

 

AEP #31  Cadejo Negro


 

Val Char Cost Roll Notes

 

20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4]

18 DEX 24 13- OCV:  6/DCV:  6

35 CON 50 16-

10+4 BODY 0 11- / 12-

15 INT 5 12- PER Roll 12-

25 EGO 30 14- ECV:  8

15 PRE 5 12- PRE Attack:  3d6

6 COM -2 10-


25 PD 21 Total:  25 PD (25 rPD)

25 ED 18 Total:  25 ED (25 rED)

4 SPD 12 Phases:  3, 6, 9, 12

18 REC 14

70 END 0

38+4 STUN 0 Total Characteristic Cost:  187


Movement: Running: 16"/32"

Leaping: 8"/16"

Swimming: 2"/4"


Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½)

20 Running +10" (16" total) 2

4 Leaping +4" (8"/12" forward, 4"/6" upward) 1

 

30 Healing BODY 2d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Limited Power Power loses about half of its effectiveness (Only if Maria is near; -1), Self Only (-½), Always On (-½)

 

29 Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼), Affects Desolidified Any form of Desolidification (+½) (44 Active Points); Hand-To-Hand Attack (-½) 2

 

10 Targeting with Normal Smell

5 Discriminatory with Normal Smell

5 Analyze with Normal Smell

5 Tracking with Normal Smell

3 Supernatural:  Detect A Single Thing 12- (Unusual Group)

 

70 Invisibility to Sight, Hearing and Smell/Taste Groups , No Fringe, Usable By Other (+¼), Reduced Endurance (0 END; +½) (70 Active Points)

 

11 Life Support  (Eating: Character does not eat; Longevity: Immortal; Sleeping: Character does not sleep)

9 Cadejo Blanco:  Detect A Single Thing 18- (Unusual Group)

3 Martial Grab -1 -1 Grab Two Limbs, 30 STR  / 50 STR for holding on

5 Offensive Strike -2 +1 8d6 / 12d6 Strike


Perks

37 Follower


Talents

20 Animal Friendship

14 Fearless


Total Powers & Skill Cost:  335

Total Cost:  522


300+ Disadvantages

25 Physical Limitation:  Does not exist if Maria is asleep/unconscious (All the Time; Fully Impairing)

10 Distinctive Features:  (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)

25 Physical Limitation:  No Hands (All the Time; Fully Impairing)

162 Experience Points


Total Disadvantage Points:  522

Earned Experience:  0

Spent Experience:  162

Unspent Experience:  0


Background/History:  SEE Maria Tecum.


Personality/Motivation:  He's a killer.  Working with Maria gives him a chance to indulge in it.  And he is enjoying the crumpling of her moral compass.


Quote:  


Powers/Tactics:  He's a big black dog with a big bite.  In addition he can shield himself from view and surprise enemies who expect him to be hard to hide!


Campaign Use:  


Appearance:  A big black dog that stands 200 cm at the shoulder and weighs in at 1600 KG!


 

 

 

Well he's nasty.  A number of bad guys have been disappearing lately.  He's the reason.  An unrepentant killer, he's the Punisher on four legs.  This could be a chance to get PCs to question their tactics.  Also what about his partner?  

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The other half of Maria.

 

 

AEP #32  Mario Salgado


 

Val Char Cost Roll Notes

 

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

14 DEX 12 12- OCV:  5/DCV:  5

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-


8+9 PD 5 Total:  8/17 PD (8/17 rPD)

8+9 ED 5 Total:  8/17 ED (8/17 rED)

3 SPD 6 Phases:  4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  52


Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

2 Mind Link , One Specific Mind (5 Active Points); Limited Power Power loses about half of its effectiveness (Only with Cadejo Blanco; -1)

 

5 Targeting with Normal Smell (10 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Blanco is near; -1)

2 Discriminatory with Normal Smell (5 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Blanco is near; -1)

2 Analyze with Normal Smell (5 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Blanco is near; -1)

2 Tracking with Normal Smell (5 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Blanco is near; -1)

1 Supernatural:  Detect A Single Thing 12- (Unusual Group) (3 Active Points); Limited Power Power loses about half of its effectiveness (Only when Cadejo Blanco is near; -1)

 

15 +6 with DCV (30 Active Points); Limited Power Power loses about half of its effectiveness (Only with Cadejo Blanco; -1)

13 Armor (9 PD/9 ED) (27 Active Points); Limited Power Power loses about half of its effectiveness (Only with Cadejo Blanco; -1)

 

40 Multipower, 40-point reserve

2u 1)  Healing BODY 2d6, Reduced Endurance (0 END; +½), Ranged (+½) (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only on Cadejo Blanco; -1 ½)

1u 2)  Healing BODY 1 ½d6 (15 Active Points); Increased Endurance Cost (x4 END; -1 ½) 4


Talents

18 Combat Luck (9 PD/9 ED)

14 Fearless


Skills

3 Teamwork 12-

0 Language:  Mayan (idiomatic; literate) (5 Active Points)

4 Language:  Spanish (completely fluent; literate)

10 +2 with DCV


Total Powers & Skill Cost:  142

Total Cost:  194


300+ Disadvantages

10 Distinctive Features:  Teen ager (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Psychological Limitation:  Loyal to Codejo Blanco (Very Common; Strong)

15 Physical Limitation:  Loses all Powers if Cadejo Blanco goes beyond 2 KM (Frequently; Greatly Impairing)


Total Disadvantage Points:  194

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  Mario Salgado is the twin brother of Maria.  Adopted soon after his birth, he grew up in a middle class neighbourhood.  So he was surprised one night when a big white dog appeared before him.  He tried to run, but it was always there.  Then he learned the Maria was his sister and that the dog was Cadejo Blanco, born to balance the birth of Cadejo Negro.  He job now is like Maria, to find and remove corruption,  But also to find Maria and save her from losing her moral compass entirely.


Personality/Motivation:  To help Cadejo Blanco in its mission.


Quote:  


Powers/Tactics:  He has powers similar to Maria, but lacks her Guilty Verdict ability.  But he has healing abilities as long as Cadejo is near!


Campaign Use:  


Appearance:  A fifteen year old Central American young man, he wears jeans, a t-shirt and runners.  He stands 170 cm and 68 KG!




 

 

 

Just what it says on the tin!

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Another really big DOG!

 

 

 

AEP #32  Cadejo Blanco


 

Val Char Cost Roll Notes

 

20+20 STR 10 13- / 17- Lift 400.0kg/6400.0kg; 4d6/8d6 [2/4]

15 DEX 15 12- OCV:  5/DCV:  5

35 CON 50 16-

10+4 BODY 0 11- / 12-

15 INT 5 12- PER Roll 12-

25 EGO 30 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

12 COM 1 11-


25+15 PD 21 Total:  25/40 PD (25/40 rPD)

25 ED 18 Total:  25 ED (25 rED)

4 SPD 15 Phases:  3, 6, 9, 12

18 REC 14

70 END 0

38+4 STUN 0 Total Characteristic Cost:  189


Movement: Running: 16"/32"

Leaping: 8"/16"

Swimming: 2"/4"


Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

30 Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,600 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (45 Active Points); Always On (-½)

20 Running +10" (16" total) 2

4 Leaping +4" (8"/12" forward, 4"/6" upward) 1

 

29 Hand-To-Hand Attack +5d6, Reduced Endurance (½ END; +¼), Affects Desolidified Any form of Desolidification (+½) (44 Active Points); Hand-To-Hand Attack (-½) 2

 

27 Healing BODY 1d6, Resurrection, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (67 Active Points); Self Only (-½), Resurrection Only (-½), Always On (-½)

 

10 Targeting with Normal Smell

5 Discriminatory with Normal Smell

5 Analyze with Normal Smell

5 Tracking with Normal Smell

3 Supernatural:  Detect A Single Thing 12- (Unusual Group)

 

11 Life Support  (Eating: Character does not eat; Longevity: Immortal; Sleeping: Character does not sleep)

 

9 Cadejo Negro:  Detect A Single Thing 18- (Unusual Group)

 

9 Force Field (15 PD), Usable By Other (+¼), Reduced Endurance (0 END; +½) (26 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs attacks by Cadejo Negro; -1 ½), Limited Power Power loses about a third of its effectiveness (Only good people; -½)

 

67 Small mastiff  Loses Growth Half the run, and leaping, and the HTH attack:  Multiform (309 Character Points in the most expensive form) (Instant Change)

4 Martial Strike +0 +2 6d6 / 10d6 Strike

3 Martial Grab -1 -1 Grab Two Limbs, 30 STR  / 50 STR for holding on

3 Takedown +1 +1 4d6 / 8d6 Strike; Target Falls


Perks

24 Follower


Talents

20 Animal Friendship

14 Fearless


Total Powers & Skill Cost:  327

Total Cost:  516


300+ Disadvantages

25 Physical Limitation:  Does not exist if Mario is asleep/unconscious (All the Time; Fully Impairing)

10 Distinctive Features:  (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)

15 Psychological Limitation:  Must protect the innocent (Uncommon; Total)

25 Physical Limitation:  No Hands (All the Time; Fully Impairing)

141 Experience Points


Total Disadvantage Points:  516

Earned Experience:  0

Spent Experience:  141

Unspent Experience:  0


Background/History:  See Mario Salgado.


Personality/Motivation:  To Balance out the presence of Codejo Negro.


Quote:  


Powers/Tactics:  See Cadejo Negro.  He lacks the visual screen, but has the ability to morph into a smaller, less threatening looking dog.


Campaign Use:  


Appearance:  See Cadejo Negro, but with white fur!



 

 

 

So he exist to counter Negro.  But Negro protects girls and ladies.  His methods are ruthless, but she'd be dead without Negro.  So is this advocating doing nothing.  I apologize, but this cut and dried morality and the black is evil white good is rubbing me a bit on the wrong way.  But I can see a lot of role playing questions here.  Is there a resolution?  Is the ends justifying the means?  If an evil instrument does good, is it still evil?

 

And what about (insert villain organization)?  They are still looking into who took out their agents.  Will this lead to a four way battle and alliances of convenience?

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Chapter Five South America

 

I kept feeling that this chapter could have been made bigger, in two parts if you will, but still the information given is good and has lots of springboards.

 

First is the reason for a dearth of heroes, until recently that is.  I don’t like it as it has too much world wide conspiracy that NO ONE EVER seems to find out about.  But it works.

 

Argentina.  We are given a brief history and what Argentina is doing to get up to speed in the supers era.  Two (or is it three) major hooks are provided.  First is a time fault over Buenos Aires that could lead to some sort of events.  Then there is El Crononauta, a Doctor Who type.  WOW!  Grab from an episode and go.  Finally an extra dimensional Library that looked for may not be found.  Maybe!

 

Bolivia is next as a major base for a demon cult.  As a result many heroes are magical in origin.  But seriously, it can spill over into the neighbours.

 

Brazil is next.  Such a large nation gets it own Secretary of Special Affairs.  Where Mexico has a pragmatist sorcerer as a protector, Brazil has a machiavellian manipulator.  Fair or foul, he gets access to super powered information.  Is only redeeming feature is his devotion to keeping Brazil safe.  Also we get a magical prison and the Guarda Nacional.  Oh and superpowered gang bangers and a Nasty Spirit enemy.  WOW!  Lots of hooks there.

 

Next up is Chile.  Its major problem is Magma men from the many volcanoes that exist.

 

Ahh, Columbia.  The drug war has left its mark on the supers here in the form of a government police tactical unit with supers.  Think SWAT mixed with some low powered X men.  

 

If you look for Costazul on a map you won’t find it.  It follows in the grand tradition of fictional countries that do nasty thing and get away with it.  This is the country that invites villain to field test its gear, sets up labs and research bases and keeps it all under the table.  Need some new villains, here you go!

 

Next is Ecuador and its link to an ancient Incan protector.  

 

Guianas and their ties to Europe and the Caribbean is next mentioned.  

 

Paraguay.  31 presidents in 50 years.  WOW!  Since this is where most Nazis fled to, it makes sense that a WORLD WIDE CONSPIRACY would have its major base here.  This also explains its lack of supers.  But it does hint at a local underground.  Possible campaign hook!

 

Incan and aliens are linked in Peru.  In fact where it seems every other nation is getting mystical heroes, Peru’s are more psionic.  Including its newest hero.  Again, some great plot hooks here.

 

Uruguay has always been a different breed in the real world, so it is here.  So progressive that supers have rights here not seen in other countries.  Most interesting is the premier hero is transsexual.  This could make the country a base for a South America X Men type organization.  HMMM!

 

Finally Venezuela and its problems.  Very short with a very interesting protector, whose chafing at his restrictions!

 

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Gang banger with some BANG

 

 

 

AEP #35  Fogareu


 

Val Char Cost Roll Notes

 

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

23 DEX 39 14- OCV:  8/DCV:  8

20 CON 20 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 14-

15 EGO 10 12- ECV:  5

23 PRE 13 14- PRE Attack:  4 ½d6

14 COM 2 12-


8+18 PD 4 Total:  8/26 PD (8/26 rPD)

8+18 ED 4 Total:  8/26 ED (8/26 rED)

5 SPD 17 Phases:  3, 5, 8, 10, 12

8 REC 0

40 END 0

29 STUN 0 Total Characteristic Cost:  122


Movement: Running: 10"/20"

Leaping: 7"/14"

Swimming: 5"/10"


Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (7 ½" forward, 3 ½" upward) 1

6 +2 PER with all Sense Groups

 

22 Flame Powers:  Elemental Control, 44-point powers

28 1)  Fire Blast:  Energy Blast 10d6 (50 Active Points) 5

14 2)  Melt:  (Total: 44 Active Cost, 30 Real Cost) Drain PD 1 ½d6, Ranged (+½) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Objects only; -½) (Real Cost: 15) plus Drain BODY 1 ½d6, Ranged (+½) (22 Active Points); Limited Power Power loses about a third of its effectiveness (Objects only; -½) (Real Cost: 15) 4

32 3)  Flame Aura:  Force Field (18 PD/18 ED), Reduced Endurance (0 END; +½) (54 Active Points)

35 Flame Aura:  Energy Blast 8d6, Reduced Endurance (½ END; +¼), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; When Touched; +¾) (80 Active Points); No Range (-½), Linked (Damage Resistance; Lesser Power can only be used when character uses greater Power at full value; -½), No Knockback (-¼) 3

5 Offensive Strike -2 +1 7 ½d6 Strike

5 Sacrifice Strike +1 -2 7 ½d6 Strike


Perks

5 Fringe Benefit:  Organized crime group overall leader

11 Money:  Filthy Rich


Skills

3 Climbing 14-

3 Disguise 12-

3 KS: Criminal Society 12-

3 KS: Law 12-

3 Streetwise 14-

3 Stealth 14-

3 Shadowing 12-

3 Flame Powers:  +1 with any three maneuvers or a tight group of attacks


Total Powers & Skill Cost:  210

Total Cost:  332


300+ Disadvantages

20 Psychological Limitation:  Greedy (Very Common; Strong)

20 Psychological Limitation:  Violent and unpredictable (Very Common; Strong)


Total Disadvantage Points:  332

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0


Background/History:  Fogareu has forgotten his name.  But he has been living on the street of Rio for twenty years. Early in his career he failed a job and his boss decided to make him an example and burn him.  But instead of dying, he gained fire powers and promptly killed his boss and took over.  Since then he has expanded his gang to be the largest in Rio.


Personality/Motivation:  Greed and fear.  Money  is always on his mind.  Second are the superheroes that could eliminate him so he keeps tabs on them and even attacks if he thinks they are about to zero in on him!


Quote:  


Powers/Tactics:  A living flame thrower.  Burn it and burn it more!


Campaign Use:  


Appearance:  A Brazilian man who stands 168 cms and 90 KG.


 

 

I could see him for a street level game, or someone is organizing all the gangs and are making a super powered strike force, and he's invited!

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A pirate of the Caribbean

 

 

He's expensive, due to his crew and his ghost ship. On his own, he scary, but add a broadside and some ghostly minions and he could take on a whole team. For real fun have him tam up with the Cyber Viking.[/size]

He's not that scary and neither are his minions. They are Desolidifiied. Their attacks are harmless.

 

Lucius Alexander

 

The palindromedary says, watch out for that ship! Just don't worry about the boarding party.

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He's not that scary and neither are his minions. They are Desolidifiied. Their attacks are harmless.

 

Lucius Alexander

 

The palindromedary says, watch out for that ship! Just don't worry about the boarding party.

 

 

Depends on the team.  For the heroes presented in the Caribbean, he can be scary.  For a lone hero of greater power.  Not so much.  But it also depends on presentation!

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Perhaps allowing the ghosts to burn END to be solid for a few seconds of combat.

That is what the Multi power  is for.  They default to the Desolid, but switch to the Dam Red on their attack.  Otherwise buying affect solid is SO EXPENSIVE!

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