Jump to content

A lets read Atlas of Earth Prime and some conversions


Mr. R

Recommended Posts

So a representative from the Faerie Court.  A BIG, NASTY representative...

 

 

Quote

 

AEP #48  Sugaar

 

 


Val Char Cost Roll Notes

15+50 STR 5 12- / 22- Lift 200.0kg/204.8tons; 3d6/13d6 [1/6]

23 DEX 39 14- OCV:  8/DCV:  8

35 CON 50 16-

10+10 BODY 0 11- / 13-

23 INT 13 14- PER Roll 16-/19-

25 EGO 30 14- ECV:  8

30 PRE 20 15- PRE Attack:  6d6

10 COM 0 11-

 

40 PD 37 Total:  40 PD (40 rPD)

40+10 ED 33 Total:  40/50 ED (40/50 rED)

4 SPD 7 Phases:  3, 6, 9, 12

10 REC 0

70 END 0

36+10 STUN 0 Total Characteristic Cost:  234

 

Movement: Running: 20"/40"

Flight: 20"/160"

Leaping: 7"/14"

Swimming: 5"/10"

 

Cost Powers END

40 Damage Resistance (40 PD/40 ED)

 

10 Armor (0 PD/10 ED) (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs fire/heat; -½)

 

3 Swimming +3" (5" total) 1

8 Running +4" (20" total) 1

4 Leaping +4" (7"/17" forward, 3 ½"/8 ½" upward) 1

6 +2 PER with all Sense Groups

 

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)

 

15 Claws and teeth:  Hand-To-Hand Attack +3d6, Penetrating (+½) (22 Active Points); Hand-To-Hand Attack (-½) 2

32 Penetrating (+½) for up to 65 Active Points of Str (32 Active Points) 3

87 Fire Breath:  Energy Blast 13d6, Area Of Effect (14" Cone; +1) (130 Active Points); No Range (-½) 13

33 Draconic Resistance:  Life Support  (Eating: Character only has to eat once per year; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per year)

5 Tracking with Normal Smell

6 +3 PER with Smell/Taste Group

15 Magic:  Detect A Single Thing 16-/17- (Unusual Group), Discriminatory, Analyze, Sense

5 Infrared Perception (Sight Group)

75 Dragon size:  Growth (+50 STR, +10 BODY, +10 STUN, -10" KB, 102,400 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (112 Active Points); Always On (-½)

30 Running +10" (20" total), Reduced Endurance (0 END; +½) (30 Active Points)

5 Tail:  Extra Limb (1)

62 Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2

 

Perks

10 Fringe Benefit:  Head of State of a single nation

15 Money:  Filthy Rich

45 Follower

 

Talents

20 Animal Friendship

14 Fearless

 

Skills

6 Language:  Basque (imitate dialects; literate)

6 Language:  Elven (imitate dialects; literate)

6 Language:  Giant (imitate dialects; literate)

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

6 Language:  French (imitate dialects; literate)

6 Language:  Spanish (imitate dialects; literate)

3 Magic:  Power 11-

3 Persuasion 15-

3 Stealth 14-

3 Shadowing 14-

 

Total Powers & Skill Cost:  638

Total Cost:  872

 

300+ Disadvantages

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

20 Psychological Limitation:  Power Hungry (Very Common; Strong)

15 Physical Limitation:  Can be forced from earth with proper ritual (Infrequently; Fully Impairing)

512 Experience Points

 

Total Disadvantage Points:  872

Earned Experience:  0

Spent Experience:  512

Unspent Experience:  0

 

Background/History:  Sometimes we call people dragons as a way to describe them emotionally.  Not Sugaar. He really is a dragon, from Faerie, who came to earth in the times of Atlantis and settled in what is today the Catalonian region of Spain.  There he cared for and aided his charges and they worshiped him.  Life was good.  Eventually a mage from that great island came to ask for his aid in their battles.  He rebuffed her, but intrigued by her abilities, he asked her to stay and eventually took her as a consort.  But eventually she returned to Atlantis and died when the Island fell.  At this he became depressed and so retreated to Faerie to sleep it away.  But soon his dreams were invaded by a summons.  There he found a group of mages who thought to bind him to their service.  After one blast of fire, he flew up into the Barcelona Sky to start reclaiming his domain.  They will remember who Sugaar is and worship him again!

 

Personality/Motivation:  He's a dragon.  Catalonia was part of his treasure trove and he wants it back!

 

Quote:  

 

Powers/Tactics:  He's a dragon.  Think Smaug from the Hobbit.  Big, strong and a fiery breath.

 

Campaign Use:  

 

Appearance:  BIG RED DRAGON!

 

 

 

 

 

So this is the guy to bring out when you want a big cross over event.  His machinations are many, and he's powerful enough all on his own to take on multiple teams.

 

Power and personality wise, he's a classic dragon.  Smart, resourceful with enough raw power to require team tactics to beat.  Seriously I like him!

Link to comment
Share on other sites

  • Replies 158
  • Created
  • Last Reply

Top Posters In This Topic

So here are some of the other supers mentioned.  Though just given a quick one paragraph spot, again there is enough info to make them up if you want.  SO.....

 

El Águila de Sangre  Grandson of a hero who has been given the powers but also a warped view of society.  He’s more terrorist, but he views his actions as saving Spain from a soulless and godless future.  Basically turn back time to 1960.  Basically an energy controller like the human torch with at least five different attacks, flight, force field, and a high presence. They don’t give a PL but I would say at least 12d6 for attacks minimum.

 

Sandalphon  The angel I mentioned.  They say an elemental, but as I don’t know what that is, I’ll say a paragon with a Str of 14 (70 in hero) a toughness of 14 (28-30 pd/ed) and flight.  Maybe add a blast of some type as well.

 

Espada and Escudo.  Gifted with alien battlesuits.  Hers uses a power sword on place of the ranged blast so 12 dam with penetrating (12d6 eb, no range, penetrating), and a few bonuses with the sword.  His gets rid of the blast, and replaces it with a move object (TK affect whole object) and deflect (Missile deflection).

 

El Matador  Experimented on and then given a magical cape.  A Martial Artist with stats at 6 (str 30, dex 30 con 23) and toughness 10 (pd/ed at least 20 resistant).  He has a sword with Martial Arts to back em up so he can do dam 9 (9-10d6) and a cape that allows him to teleport 4 (20” with x4 NCM and a change direction adder).

 

Los Nuevos Invencibles Spain

 

El Abanderado and La Menina  A brother and sister pair, that use the paragon template (Super Str, Fly, Invuln).

 

Imago  A mutant who leaves his body behind when he becomes superpowered.  He’s an energy controller (Psychic) with fly, force field, and an array (Multipower EB, TK [affect whole object], telepathy, and mental illusions).

 

Nevasca  An experiment with cold powers.  Again energy controller with cold.  So the MP has a force wall and a change environment extreme cold. I’d add an entangle as it is almost a given.

 

Grifo  Another experiment who can turn into a griffin.  He uses the warrior template which a fast brick (Lower str in return for extra dex/ocv/dcv). So str 10 (50 str) and OCV/DCV of 8-10.  Add wings and claws and beak (3d6 hth)

 

La Brigade Fantastique

 

Marianne  Leader of the group.   She has police investigator training which she uses in addition to the psychic template.  She’s a classic TK type fly, forcefield, telekinesis and a blast all at about power 12 (12d6 range)

 

Baroud  the ranged specialist.  He’s a weapon master with str and sta 6 (str 30 con 23) and fight 8 (OCV DCV at least 10-12) with a set of pistols and a healing factor (healing self only and a high recovery)

 

Arsenal  Science specialist and gadgeteer.  So a flight device, force field device and a blaster with an array (MP blast, flash, NND and 2x KB effects).

 

Esmerelda  I found this one very interesting, almost deserving her own build.  An intelligent self aware robot built from magic and alchemy.  So a brick with str 11 (Str 55) and toughness 11 ( pd/ed 25) and regeneration (heal self and a high recovery) and lots of life support.

Link to comment
Share on other sites

A high tech retro genius.  You'll get it!

 

Quote

AEP #49  El Monoculo

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

30 INT 20 15- PER Roll 17-

23 EGO 26 14- ECV:  8

20 PRE 10 13- PRE Attack:  4d6

10 COM 0 11-

 

8+25 PD 6 Total:  8/33 PD (8/33 rPD)

8+25 ED 4 Total:  8/33 ED (8/33 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  118

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 +2 PER with all Sense Groups

 

93 Variable Power Pool, 70 base + 23 control cost,  (105 Active Points); all slots VPP Can Only Be Changed Between Adventures (-½)

 

12 +6 versus Range Modifier for Hearing Group and Sight Group (18 Active Points); OIF (-½)

3 Infrared Perception (Sight Group) (5 Active Points); OIF (-½)

13 Microscopic ( x100) with Hearing Group and Sight Group (20 Active Points); OIF (-½)

 

50 Force Field (25 PD/25 ED), Reduced Endurance (0 END; +½) (75 Active Points); OIF (-½)

 

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

 

Perks

10 Money:  Wealthy

5 Fringe Benefit:  Organized crime group overall leader

11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14-

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

20 Vehicles & Bases

 

Talents

5 Eidetic Memory

 

Skills

3 KS: Engineering 15-

3 Science Skill:  General Science 15-

3 Criminology 15-

3 Deduction 15-

3 Forensic Medicine 15-

3 Persuasion 13-

3 Stealth 13-

3 Shadowing 15-

3 Mechanics 15-

3 Electronics 15-

3 Demolitions 15-

3 Computer Programming 15-

3 Security Systems 15-

3 Systems Operation 15-

3 Gadgets:  Power 15-

4 Language:  English (completely fluent; literate)

4 Language:  German (completely fluent; literate)

4 Language:  French (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

4 Language:  Portuguese (completely fluent; literate)

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

 

Total Powers & Skill Cost:  354

Total Cost:  472

 

300+ Disadvantages

15 Psychological Limitation:  Wants recognition (Common; Strong)

5 Physical Limitation:  Age (Infrequently; Slightly Impairing)

15 Psychological Limitation:  Honourable (Common; Strong)

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

127 Experience Points

 

Total Disadvantage Points:  472

Earned Experience:  0

Spent Experience:  127

Unspent Experience:  0

 

Background/History:  Alejandro Pozuelo feels like a relic.  From an alternate earth where technology reached an apex in the 1870's, he fled his dimension when it was destroyed by mysterious circumstances.  Here he set up an organization equipped with his unique steampunk inventions.  But age and rival gangs are creeping up on him and her wonders what the future hold for him!

 

Personality/Motivation:  He wants to be recognised as a genius, a brilliant criminal mastermind.  So far he has succeeded.  He also has a streak of honourable in him that will inform his actions!

 

Quote:  

 

Powers/Tactics:  A gadgeteer almost without peer.  It may look anachronistic, but it works.  This included his personal devices of the cybernetic monocle, the concealed jet pack, the protective gear and his laser pistol!

 

Campaign Use:  

 

Appearance:  A 70 year old man in a three piece suit and a top hat.  His cybernetic eye is prominent.


 

 

So this is your Batman type nemesis.  The one who has the intelligence, tools and man-power to pull off very impressive hauls.  I actually like him a lot as he has some great hooks AND he seems more fleshed out than many other entries so far.  He feels like a NPC from an ongoing campaign.  Also with a bit of work, he can be dropped in anywhere.  

 

Power wise, his tech looks weird, but it works.  One note, in his skills it mentions a bonus with a laser rifle, but there is no stats for it in his powers.  So either make it a device from his VPP, that occasionally he does without OR stat one up.  I'd suggest a dam 12 ranged, removable (12d6 EB, OAF) .  This makes him nastier as he now has full use of the VPP.

Link to comment
Share on other sites

A street level sort of hero.  I think!

 

 

Quote

AEP #50  Freerunner

 

 


Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6 [2]

24 DEX 42 14- OCV:  8/DCV:  8

23 CON 26 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

18 EGO 16 13- ECV:  6

20 PRE 10 13- PRE Attack:  4d6

14 COM 2 12-

 

8 PD 4 Total:  8 PD (8 rPD)

8 ED 3 Total:  8 ED (8 rED)

6 SPD 26 Phases:  2, 4, 6, 8, 10, 12

9 REC 0

46 END 0

32 STUN 0 Total Characteristic Cost:  139

 

Movement: Running: 20"/40"

Leaping: 14"/28"

Swimming: 5"/10"

Swinging: 6"/12"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (20" total) 1

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

6 +2 PER with all Sense Groups

 

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

1 Rebreather:  Life Support  (Extended Breathing: 1 END per Minute) (2 Active Points); OIF (-½)

 

50 Utility Belt:  Multipower, 50-point reserve

2u 1)  Boomerang:  Energy Blast 6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)

5u 2)  Flashbang:  Sight and Hearing Groups Flash 4d6, Reduced Endurance (0 END; +½), Area Of Effect (One Hex; +½) (50 Active Points)

4u 3)  Sleep gas:  Energy Blast 2 ½d6, Reduced Endurance (0 END; +½), Area Of Effect (3" Radius; +1), No Normal Defense ([Standard]; +1) (45 Active Points)

4u 4)  Darkness to Sight Group 3" radius, Reduced Endurance (0 END; +½) (45 Active Points)

 

10 Power Skates:  Running +10" (20" total) (20 Active Points); OIF (-½), Limited Power Power loses about a third of its effectiveness (Hard surface only; -½) 2

4 Leaping +6" (14" forward, 7" upward) (6 Active Points); OIF (-½) 1

8 Clinging (25 STR) (12 Active Points); Limited Power Power loses about a third of its effectiveness (Only for climbing; -½)

6 Swinging 6" 1

 

11 Tonfa:  Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-½)

Notes:  (x2 number of items)

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

4 Martial Strike +0 +2 6d6 Strike

4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm

1 Weapon Element:  Karate Weapons

 

Perks

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

10 Vehicles & Bases

 

Talents

18 Combat Luck (9 PD/9 ED)

 

Skills

3 Acrobatics 14-

3 Climbing 14-

6 CK 14-

3 Deduction 11-

3 Criminology 11-

3 Forensic Medicine 11-

3 Stealth 14-

3 Shadowing 11-

3 Mechanics 11-

3 Electronics 11-

3 Demolitions 11-

3 Computer Programming 11-

3 Security Systems 11-

3 Systems Operation 11-

3 Breakfall 14-

10 Two-Weapon Fighting (HTH)

 

Total Powers & Skill Cost:  242

Total Cost:  381

 

300+ Disadvantages

15 Psychological Limitation:  Justice (Common; Strong)

10 Reputation:  Bad Tempered, 11-

56 Experience Points

 

Total Disadvantage Points:  381

Earned Experience:  0

Spent Experience:  56

Unspent Experience:  0

 

Background/History:  Said Allouche.  Torim Achir.  Toufik Achir.  All three grew up in the worst part of Paris.  Their ticket out was sports especially parkour and soccer.  But reality came in as the local gangs tried to recruit Said's brother as a pusher.  After demonstrating their displeasure, the three were contacted by an old retired crime fighter called Zouave.  He offered to bankroll them and supply them and train them as protectors of Paris.  The three share the Identity of Freerunner, Paris' urban defender!

 

Personality/Motivation:  To bring justice to the crime ridden streets of parts of Paris!

 

Quote:  

 

Powers/Tactics:  A highly trained Martial artist who supplements it with state of the art gear!  Hit and runs would be their specialty.

 

Campaign Use:  

 

Appearance:  All three share a similar 179 cm 80 KG frame.  The costume looks like a running suit with retractable roller blades, a pair of tonfa and a belt of gadgets.


 

 

The best part of this NPC, is that he's three in one.  Thus he can get a lot of legwork done in his secret ID, and if one is injured, the others can replace him.  Cuts down on those long hospital stays.

 

Power wise, he's a standard street level detective hero.  

Link to comment
Share on other sites

Haven't we seen this build already?

 

Quote

AEP #51  Ankou

 

 


Val Char Cost Roll Notes

55 STR 45 20- Lift 51.2tons; 11d6 [5]

24 DEX 42 14- OCV:  8/DCV:  8

35 CON 50 16-

10 BODY 0 11-

23 INT 13 14- PER Roll 16-

15 EGO 10 12- ECV:  5

15 PRE 5 12- PRE Attack:  3d6

10 COM 0 11-

 

25 PD 14 Total:  25 PD (25 rPD)

26 ED 19 Total:  26 ED (25 rED)

5 SPD 16 Phases:  3, 5, 8, 10, 12

18 REC 0

70 END 0

56 STUN 0 Total Characteristic Cost:  214

 

Movement: Running: 6"/12"

Flight: 15"/60"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

6 +2 PER with all Sense Groups

 

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

 

50 Multipower, 75-point reserve,  (75 Active Points); all slots OIF (-½)

3u 1)  Energy Blast 10d6 (50 Active Points); OIF (-½) 5

4u 2)  Energy Blast 10d6, Penetrating (+½) (75 Active Points); No Range (-½), OIF (-½) 7

 

14 Life Support  (Eating: Character does not eat; Safe Environment: Zero Gravity; Self-Contained Breathing; Sleeping: Character does not sleep) (17 Active Points); IIF (-¼)

 

 

Talents

5 Eidetic Memory

 

Skills

3 Deduction 14-

3 Criminology 14-

3 Forensic Medicine 14-

3 Persuasion 12-

3 Electronics 14-

3 Mechanics 14-

3 Demolitions 14-

 

Total Powers & Skill Cost:  163

Total Cost:  377

 

300+ Disadvantages

20 Psychological Limitation:  Craves Death (Very Common; Strong)

20 Hunted:  Brigade Fantastique 8- (Mo Pow; NCI; Harshly Punish)

37 Experience Points

 

Total Disadvantage Points:  377

Earned Experience:  0

Spent Experience:  37

Unspent Experience:  0

 

Background/History:  What would a father do for his son.  In the case of Ankou, it was to condemn him do a hellish existence.  badly injured in a car crash, his father used alien technology to bring him back to life.  But the shock was too much and he had a psychotic break and killed his father and rampaged across France.  Eventually captured he escaped and went into hiding.  He surfaces periodically to satiate his desire for violence and to bring to others the gift of death!

 

Personality/Motivation:  He believes he is the personification of death.

 

Quote:  

 

Powers/Tactics:  A powerful cyborg with an energy scythe.  He likes to get close and strike them down!

 

Campaign Use:  

 

Appearance:  A cyborg with a glowing energy field on one hand resembling a scythe!  He stands 197 cm and 100 KG!


 

 

 

OK he's got an interesting back story.

 

But he's Cyber Viking without the robot horde.  Seriously, go look, I'll wait......... am I right?

 

One hook is that they both worship death, so a pairing would be possible.  Add a second robot horde and NOW things get NASTY!

Link to comment
Share on other sites

He's hairy and shaggy and has a PhD.  

 

Quote

AEP #52  Cro-Magnon

 

 


Val Char Cost Roll Notes

50 STR 40 19- Lift 25.6tons; 10d6 [2]

20 DEX 30 13- OCV:  7/DCV:  7

28 CON 36 15-

10 BODY 0 11-

23 INT 13 14- PER Roll 16-

13 EGO 6 12- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

10 COM 0 11-

 

25 PD 15 Total:  25 PD (25 rPD)

25 ED 19 Total:  25 ED (25 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

16 REC 0

56 END 0

49 STUN 0 Total Characteristic Cost:  187

 

Movement: Running: 6"/12"

Leaping: 15"/120"

Swimming: 2"/4"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

6 +2 PER with all Sense Groups

 

15 Leaping +5" (15" forward, 7 ½" upward) (x8 Noncombat) 1

 

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

 

90 Multipower, 90-point reserve

4u 1)  Groundstrike:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage; -½), Limited Power Power loses about a third of its effectiveness (Only for KB; -½) 9

6u 2)  Shockwave:  Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Only on the ground; -½) 9

 

5 Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat)

5 Offensive Strike -2 +1 14d6 Strike

3 Basic Strike +1 +0 12d6 Strike

 

Skills

3 KS: Polar Explorer 14-

3 Science Skill:  General Science 14-

 

Total Powers & Skill Cost:  177

Total Cost:  364

 

300+ Disadvantages

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

15 Psychological Limitation:  Responsibility (Common; Strong)

29 Experience Points

 

Total Disadvantage Points:  364

Earned Experience:  0

Spent Experience:  29

Unspent Experience:  0

 

Background/History:  Sebastien Chaballe was a polar explorer and scientist.  Then while lost, the (Insert villain agency) grabbed him to use in their process to give people superpowers.  Gaining his freedom he returned to France as a hulking ape man.  Having lost none of his intelligence, he has joined the ranks of France's super protectors called Cro-magnon!

 

Personality/Motivation:  Help other escape the danger that happened to him!

 

Quote:  

 

Powers/Tactics:  Incredibly strong and agile, he will jump around in a fight to keep his opposition off guard!

 

Campaign Use:  

 

Appearance:  At 200 cm and 100 KG with long brown hair and beard and brown eyes.  He has neanderthal features that belie his intelligence!

 

 

 

I like to call this type the fast brick.  Less strength, but better SPD and CV.  Classic Beast from the X-Men.

 

It works.  Add his intelligence and you have an interesting NPC.  In fact I'd seriously add to his skills.  Acrobatics, Breakfall, more sciences, Survival.  Play up that 23 Int.

Link to comment
Share on other sites

Big, strong and violent.  Perfect for those distractions!

 

Quote

AEP #53  Tarasque

 

 


Val Char Cost Roll Notes

13+10 STR 3 22- / 24- Lift 204.8tons/819.2tons; 13d6/15d6 [¾]

11 DEX 3 12- OCV:  5/DCV:  5

13 CON 6 17-

10+2 BODY 0 11-

10 INT 0 11- PER Roll 13-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

10 COM 0 11-

 

13+17 PD 0 Total:  23/40 PD (23/40 rPD)

13+17 ED 5 Total:  23/40 ED (23/40 rED)

3 SPD 4 Phases:  3, 6, 9, 12

21 REC 0

80 END 0

64+2 STUN 0 Total Characteristic Cost:  30

 

Movement: Running: 12"/24"

Leaping: 23"/92"

Swimming: 2"/4"

Tunneling: 6"/12"

 

Cost Powers END

13 Damage Resistance (13 PD/13 ED)

 

41 Armor (17 PD/17 ED) (51 Active Points); Only In Heroic Identity (-¼)

 

6 +2 PER with all Sense Groups

 

4 Nightvision (5 Active Points); Only In Heroic Identity (-¼)

 

12 Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 364 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Only In Heroic Identity (-¼)

4 Tail:  Extra Limb (1) (5 Active Points); Only In Heroic Identity (-¼)

 

52 +52 STR, Reduced Endurance (½ END; +¼) (65 Active Points); Only In Heroic Identity (-¼) 2

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

43 +27 CON (54 Active Points); Only In Heroic Identity (-¼)

8 +10 PD (10 Active Points); Only In Heroic Identity (-¼)

8 +10 ED (10 Active Points); Only In Heroic Identity (-¼)

8 +1 SPD (10 Active Points); Only In Heroic Identity (-¼)

8 Damage Resistance (10 PD/10 ED) (10 Active Points); Only In Heroic Identity (-¼)

 

24 Tunneling 6" through 6 DEF material (30 Active Points); Only In Heroic Identity (-¼) 3

 

15 Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Only In Heroic Identity (-¼)

 

16 Knockback Resistance -10" (20 Active Points); Only In Heroic Identity (-¼)

 

12 Leaping +10" (23"/25" forward, 11 ½"/12 ½" upward) (x4 Noncombat) (15 Active Points); Only In Heroic Identity (-¼) 1

 

10 Running +6" (12" total) (12 Active Points); Only In Heroic Identity (-¼) 1

 

5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½), Self Only (-½), Only In Heroic Identity (-¼)

 

91 Multipower, 91-point reserve

5u 1)  Foot stomp:  Energy Blast 7d6, Personal Immunity (+¼), Area Of Effect (4" Radius; +1) (79 Active Points); No Range (-½) 8

4u 2)  Groundstrike:  Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage; -½), Limited Power Power loses about a third of its effectiveness (Only for KB; -½) 9

4u 3)  Energy Blast 5 ½d6, Personal Immunity (+¼), Area Of Effect (6" Radius; +1), No Normal Defense ([Standard]; +1) (91 Active Points); Limited Power Power loses about half of its effectiveness (Does no damage, only to see if con stunned; -1), No Range (-½) 9

3 Martial Grab -1 -1 Grab Two Limbs, 75 STR  / 85 STR for holding on

 

Perks

3 Fringe Benefit:  Mid-level organized crime leader

5 Money:  Well Off

 

Skills

3 Climbing 12-

3 Persuasion 12-

 

Total Powers & Skill Cost:  422

Total Cost:  452

 

300+ Disadvantages

15 Psychological Limitation:  Recognition (Common; Strong)

20 Hunted:  8- (Mo Pow; NCI; Harshly Punish)

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Bully (Common; Strong)

15 Reputation: , 11- (Extreme)

72 Experience Points

 

Total Disadvantage Points:  452

Earned Experience:  0

Spent Experience:  72

Unspent Experience:  0

 

Background/History:  He's a weapon.  A sorceress transformed him in one of her plots to take over France.  The plan failed, but he still has his powers.  Only his ability to shift forms has kept him out of jail.  thus the Tarasque continues to bedevil the country!

 

Personality/Motivation:  Money, recognition and a desire to beat people up.  He's really not that complicated!

 

Quote:  

 

Powers/Tactics:  Shift into his hulking lizard man form and hit them HARD!

 

Campaign Use:  

 

Appearance:  In human form, a large male (187 cm and 91 KG) with brown hair and eyes!  As Tarasque, he gains about 30 cm in height, 200 KG in weight and grows an armoured carapace and a spike tail to go along with his reptilian features and black eyes!



 

 

 

He's a human sized Weapon of Mass Distraction.

 

The only reason he doesn't get caught is he can change form and hide among the populous!

 

Power wise.  A straight brick.  Str, def, and lots of staying power!

Link to comment
Share on other sites

Chapter Nine Central Europe

 

So we begin in Belgium.  For a small country it has a lot of information.  First a lost hero with a magical ring of power.  Then we get a sword, or should I say SWORD, the Special Western Operations for Reconnaissance and Defense.  This is NATO’s super team, made of of four squads, each specialized for different roles.  Each squad had super powered members and some specialist and support agents.  I really like this idea and could see it ported to other area, like the UN.  

 

Germany comes next.  We get the reason for Germany’s recruitment after an attack by the WWC.  We then go through various cities and some of the heroes and villain that may be there.  One I really like is a shadow war in Munich where different WWCs that usually are cordial are actually fighting it out.  I like this idea that the WWC is not a monolith and has its own internal fights that could be taken advantage of.  We also get the German super team (really Britain?) and some some retired heroes from the former East Germany.  We also get a fairly interesting super villain team called the Fables.  I’ll go into them later.

 

Ahhh, Austria.  And a NEW WWC.  Nice thing about these guys is that they seem to not want to play nice with all the other WWC going around.  Even their name is cool, MENACE.( Multi-Eugenic Network for Acquiring Control of Earth).  They seem to be the go to guys for bionics, cybernetics and even super-powers.  

 

The Netherlands and its more open society follows.  Here we have a city above and a city below.  And the sub city has links to all sorts of interesting possibilities.  Here the Morlocks from Marvel are real, and they have their own super powered members.  I could see a campaign revolving around a team here.  Also Amsterdam has its own really powerful defender ( he took on a dragon at one point and won).

 

Finally the financial capital that is Switzerland.  And the home to ANOTHER WWC.  WOW!  I have counted at least three so far, and one in the making.  This one is the reason that the Swiss have no superhumans.  And he seems to be so entrenched that NO one could possibly connect him to anything.  (I smell a large dose of heroes are stupid and easily fooled because they are good, you know the classic Lawful Stupid!)  His major fly in the ointment is the MENACE, that seems to be going out of its way to peeve others off!

 

Link to comment
Share on other sites

Hell's Angels with powers

 

Quote

 

AEP #54  Derkete Partie Cyborg

 

 


Val Char Cost Roll Notes

10 STR 0 16- Lift 3200.0kg; 7d6

15 DEX 15 12- OCV:  5/DCV:  5

10 CON 0 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

10 COM 0 11-

 

13+6 PD 6 Total:  13/19 PD (8/14 rPD)

11+6 ED 6 Total:  11/17 ED (8/14 rED)

2 SPD 0 Phases:  6, 12

12 REC 0

50 END 0

41 STUN 0 Total Characteristic Cost:  27

 

Movement: Running: 12"/48"

Leaping: 13"/26"

Swimming: 5"/10"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½)

 

3 Swimming +3" (5" total) 1

11 Running +6" (12" total), x4 Noncombat (17 Active Points); OIF (-½) 2

4 Leaping +6" (13" forward, 6 ½" upward) (6 Active Points); OIF (-½) 1

 

4 +2 PER with all Sense Groups (6 Active Points); OIF (-½)

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

3 Rapid ( x10) with Sight Group (5 Active Points); OIF (-½)

 

21 +25 STR, Reduced Endurance (½ END; +¼) (31 Active Points); OIF (-½) 1

24 +15 CON (30 Active Points); IIF (-¼)

 

5 Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1

 

Perks

1 Fringe Benefit:  Gang/organized crime group member

 

Talents

2 Bump Of Direction (3 Active Points); IIF (-¼)

2 Absolute Range Sense (3 Active Points); IIF (-¼)

4 Eidetic Memory (5 Active Points); IIF (-¼)

14 Fearless

 

Skills

3 Stealth 12-

3 Shadowing 11-

3 Mechanics 11-

3 Electronics 11-

3 Demolitions 11-

3 Computer Programming 11-

3 Security Systems 11-

3 Systems Operation 11-

 

4 Language:  English (idiomatic; literate) (5 Active Points); IIF (-¼)

4 Language:  French (idiomatic; literate) (5 Active Points); IIF (-¼)

4 Language:  Dutch (idiomatic; literate) (5 Active Points); IIF (-¼)

4 Language:  Italian (idiomatic; literate) (5 Active Points); IIF (-¼)

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

 

Total Powers & Skill Cost:  162

Total Cost:  189

 

300+ Disadvantages

15 Psychological Limitation:  Thrill Seeker (Common; Strong)

15 Physical Limitation:  Cyber Psychosis (Frequently; Greatly Impairing)

10 Hunted:  Police 8- (Less Pow; NCI; Harshly Punish)

10 Reputation: , 8- (Extreme)

 

Total Disadvantage Points:  189

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Motorcycle gangs are nothing new, but Hamburg has a new type of ganger.  These guys are cyborgs.  With metallic and robotic enhancements they are riding (literally) roughshod over local law enforcement.  Of course the big question is who is financing them and what is their final game!  But for now, they commit crimes and mayhem!

 

Personality/Motivation:  Thrill seekers and power mongers.  They want to to what they want when they want.

 

Quote:  

 

Powers/Tactics:  Stronger and more durable that normal humans, they like to throw down whenever possible.  Note this is the most basic frame.  Lieutenants will have extra feature, and bosses could have even more.  Suggestions are energy whips, energy cannons, and greater strength and durability.  Even an android body like the Patriot could be possible!

 

Campaign Use:  

 

Appearance:  Motorcycle leathers hiding the cybernetics underneath!

 

 

 

City of Heroes had a group called the Freakshow, basically super powered bikers and gangers.  Mostly they got their powers from experimental drugs and crude cybernetics.  Well MENACE has gone one better.  These guys have state of the art cybernetics.  Be aware that these are the rank and file members.  Higher ups will have more extensive additions with better stats, more armour or force field and more exotic weapons like sonic cannons and mono whips.

 

SO I LOVE these guys.  They just beg to be beat up.  And they have enough plot hooks to make them interesting.  Also you can drop them anywhere and they will fit!

Link to comment
Share on other sites

World traveler, mysterious benefactor, secret protector and defeater of dragons!

 

Quote

AEP #55  Ajax

 

 


Val Char Cost Roll Notes

50 STR 40 24- Lift 819.2tons; 15d6 [7]

20 DEX 30 14- OCV:  8/DCV:  8

28 CON 36 16-

10 BODY 0 11-

20 INT 10 13- PER Roll 15-

15 EGO 10 12- ECV:  5

18 PRE 8 13- PRE Attack:  3 ½d6

16 COM 3 12-

 

15+15 PD 0 Total:  15/30 PD (15/30 rPD)

15+15 ED 8 Total:  15/30 ED (15/30 rED)

5 SPD 15 Phases:  3, 5, 8, 10, 12

22 REC 0

70 END 0

66 STUN 0 Total Characteristic Cost:  160

 

Movement: Running: 6"/12"

Flight: 30"/480"

Leaping: 15"/30"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (15 PD/15 ED)

 

30 Armor (15 PD/15 ED) (45 Active Points); OIF (-½)

5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Self Only (-½), OIF (-½)

 

10 Luck 2d6

6 +2 PER with all Sense Groups

 

50 Energy Blast 15d6 (75 Active Points); OIF (-½) 7

 

17 +25 STR (25 Active Points); OIF (-½) 2

10 +5 DEX (15 Active Points); OIF (-½)

9 +7 CON (14 Active Points); OIF (-½)

57 (Total: 75 Active Cost, 57 Real Cost) Flight 10" (Real Cost: 20) plus Flight 20", x16 Noncombat (55 Active Points); OIF (-½) (Real Cost: 37) 7

3 Life Support  (Longevity: Immortal) (5 Active Points); OIF (-½)

 

16 Life Support  (Eating: Character does not eat; Self-Contained Breathing; Sleeping: Character does not sleep)

 

15 Mind Link , Any Willing Target

3 Martial Grab -1 -1 Grab Two Limbs, 85 STR for holding on

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

5 Offensive Strike -2 +1 19d6 Strike

 

Perks

2 Fringe Benefit:  Local government leadership position

5 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 8-

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

 

Talents

14 Fearless

21 Universal Translator 14-

 

Skills

4 Language:  French (completely fluent; literate)

4 Language:  German (completely fluent; literate)

4 Language:  English (completely fluent; literate)

4 Language:  Russian (completely fluent; literate)

4 Language:  Spanish (completely fluent; literate)

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

3 KS: Art 13-

3 KS: Geography 13-

3 KS: Philosophy 13-

3 KS: Politics 13-

3 Tactics 13-

3 Deduction 13-

3 Criminology 13-

3 Forensic Medicine 13-

3 Persuasion 13-

3 Electronics 13-

3 Mechanics 13-

3 Demolitions 13-

3 Computer Programming 13-

3 Security Systems 13-

3 Systems Operation 13-

 

Total Powers & Skill Cost:  369

Total Cost:  529

 

300+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Need to be accepted (Common; Strong)

15 Psychological Limitation:  Responsibility (Common; Strong)

184 Experience Points

 

Total Disadvantage Points:  529

Earned Experience:  0

Spent Experience:  184

Unspent Experience:  0

 

Background/History:  Jan Witteveen was born of an unknown father and a mother who was a hero of the Resistance.  Even at a young age he knew he was different, and when his mother told him the truth about his father, he went in search of him.  He found his father, the notorious supervillain Superior.  The meeting was not cordial, but at least Jan was directed to Ultima Thule, the city of his people.  There he was welcomed and trained.  He even built a suit of armour that helped him channel the energies within him.  But he was still a half breed and the son of a renegade.  So he left to seek his place in the world.  He helped out in many places and was known by many names, but when his mother died, he moved back to Amsterdam.  Local events soon propelled him into the role of peacekeeper and protector.  As Ajax, he's finally found his place.

 

Personality/Motivation:  Rejected by his father and the people of Ultima, Ajax want a place to be accepted.

 

Quote:  

 

Powers/Tactics:  Incredibly strong, durable, able to fly and project awesome energy blasts.

 

Campaign Use:  

 

Appearance:  Blond haired and blue eyed he stands 189 cm and weighs 80KG.  He wear what appears to be bronze armour and a shoulder cape!


 

 

This is the man who guards Amsterdam from the secret world beneath it.  

 

I find this guy interesting.  Some good hooks and a good power level.  It mentions that the secret world beneath Amsterdam has its own super humans.  I could see him as a mentor to them.  

 

Power wise he's versatile.  Strong, tough, manuverable and a decent ranged attack.

 

Link to comment
Share on other sites

Again more NPCs not as fleshed out, but enough to give a nice beginning.

 

Quote

The Bundesguard

 

Bayon  Team leader, pilot and Energy Controller (Fly, FF and EB multipower) most likely radiation SFX!

Maglev  Field leader due to his great experience.  A battlesuit user with magnetic powers including EB and TK.  Also a very high flight but at the expense of strength

 

Quartz  Of Turkish descent with a crystalline form that grants him great strength and durability.  So basically a In Heroic Identity Powerhouse (high str, and pd and ed at about 28-30) and the Shockwave and Groundstrike abilities (See Cro Magnon)

 

Ostara  A practising wiccan who instead of being a mystic is an energy controller with light SFX (see Stellar D’Argent )

 

Ratsel  A psychic crime fighter.  So think Raven with EC Mental powers including TK, FF, Flight, Telepathy, Mental illusions and Ego Attack)

 

The Volksgeist  Former members of the East German super team

 

Director X  A field leader who is NOT trusted by anyone, he is now retired.  Powers are control over others nervous systems basically giving pleasure or pain and other effects (WOW This is A VPP if I ever saw one)

 

Elmsfauer  Mother of Ostara with Electrical powers instead of light.

 

Eisenwatcher  An engineer who designed and later retired the battlesuit he designed.  What he is doing now is not known.

 

Fangschreke  Trained in eastern Martial Arts she seems to have moved East and pledged service to one of China’s great crime lords, Dr. Sin.  So the beautiful blond german lady in service to an old chinese warlord.  Well it is a classic schtick.

 

 

The Fables  Members agree to take the names of various children's story characters.  In return they seem to get a lot of luck in staying out of jail.  So far it seems to work.  (So everyone gets at least 4-6d6 of luck I would figure)

 

Red Hood  Former army markman, prefers using heavy pistols

 

Big Bad Wolf  Married to hood.  Classic werewolf.

 

Tin Soldier.  Battlesuit that looks like Eisenwatcher’s.

 

Frog Prince  Cursed to be a Deep One (so he’s amphibious) with sonic croaks.

 

Godfather Death  Crime boss.  Provides muscle for larger operations

 

Rapunzel  TK with control of her hair (Medusa from Marvel)

 

The Wild Man  Cunning and feral mutant from Amsterdam

 

Thumbelina (not indicated but probably shrinking maybe with some energy powers while shrink)

 

Mermaid do I really need to say anything

 

Add others as needed.

 

Who the leader is no one is saying and who they got their luck is still a mystery.


 

 

Link to comment
Share on other sites

 

Chapter Ten  Eastern Europe

 

So we start with another of those time honoured traditions in comics, the fictitious country… The Barony of Volkavia.  A small country kept backwards and poor because that suits the ruler.  Oh, she has been keeping it this way for 500 years!  With the backing of a cabal of sorceror mercenaries (A cool idea in and of itself)

 

Poland is next.  A tie to a lost hero that is needed is offered here, but little else.  It mostly is we need foreign heroes to save us.  But what is mentioned is a location of a WW  II super battle that was very bloody and world changing.  We are offered three of the victims and some hooks for them, so it is not all bad.

 

Next is home of the vampire, Romania.  WHY?????  The most interesting entry here is the NON vampire, a gypsy (I know) crime fighter.  

 

Czech Republic, Slovakia And Hungary is given a small entry.  Too bad, cause if you got rid of the vampires, something could have been thought of.

 

The Former Soviet Union.  Finally we get two cool ideas.  One is the Old Guard.  A criminal organization made up of ex spies, government supers and renegade scientist who lament the lack of experimental freedom.  Another WWC in the making, but one that could be defeated.  Two are Sleepers.  People who had superpowers but kept them hidden for fear of being co-opted by the state or arrested and experimented upon.  Now with the new freedoms, they are coming out of the shadows.

Link to comment
Share on other sites

A witch queen with a whole country behind her!

 

Quote

AEP #56  Baroness Natash Von Volkavia

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

20 CON 20 13-

10 BODY 0 11-

25 INT 15 14- PER Roll 16-

18 EGO 16 13- ECV:  6

28 PRE 18 15- PRE Attack:  5 ½d6

26 COM 8 14-

 

8 PD 6 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

40 END 0

25 STUN 0 Total Characteristic Cost:  123

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 +2 PER with all Sense Groups

 

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)

 

5 Life Support  (Longevity: Immortal)

37 Sight and Hearing Groups Images 1" radius, +/-10 to PER Rolls, Reduced Endurance (½ END; +¼) (56 Active Points); Gestures (-¼), Incantations (-¼) 2

67 Summon 4 200-point creatures, Reduced Endurance (½ END; +¼), Weak-Willed -2 on EGO Rolls (+¼), Expanded Class of Beings Limited Group (Spirits; +½) (100 Active Points); Gestures (-¼), Incantations (-¼) 4

 

Perks

5 Fringe Benefit:  Diplomatic Immunity

55 Cultist :  Follower

10 Money:  Wealthy

1 False Identity

10 Fringe Benefit:  Head of State

 

Skills

3 Disguise 14-

3 KS: Magic 14-

3 Criminology 14-

3 Deduction 14-

3 Forensic Medicine 14-

3 Persuasion 15-

3 Sleight Of Hand 13-

3 Contortionist 13-

3 Concealment 14-

3 Mechanics 14-

3 Electronics 14-

3 Demolitions 14-

3 Computer Programming 14-

3 Security Systems 14-

3 Systems Operation 14-

3 Power:  Magic 14-

20 +4 with DCV

 

Total Powers & Skill Cost:  322

Total Cost:  445

 

300+ Disadvantages

15 Psychological Limitation:  Greedy (Common; Strong)

20 Psychological Limitation:  Feels entitled (Very Common; Strong)

20 Psychological Limitation:  Hates Children (Very Common; Strong)

90 Experience Points

 

Total Disadvantage Points:  445

Earned Experience:  0

Spent Experience:  90

Unspent Experience:  0

 

Background/History:  In the Barony of Volkavia, there is a lady who says she is the heir to the long lost ruler of the country.  That is partly right.  She is the original ruler from 200 years ago.  Discovering a way to prolong her life, she learned some magic and basically has kept her country in fear and poverty since the day she took power.  She feels she has the right to rule and the people are there to worship her.  She's the Baroness Natasha Von Volkavia after all!

 

Personality/Motivation:  She's a cocktail of issues.  Greed, entitlement and jealousy.

 

Quote:  

 

Powers/Tactics:  She mas mastered two magics, Illusions and Summonings.  One never knows whether you are facing a summoned creature or just a clever illusion!

 

Campaign Use:  

 

Appearance:  Regal european noble woman with black hair and brown eyes!  SHe  stands a regal 175 cms and weighs a svelte 60 KGs!


 

 

 

She's a queen who relies on a nasty spell to keep her alive.  I am surprised she has no arcanist pool.  After 500 years she should have some magic items lying about after all.  The best part of her is she leads the Academy of Set an amoral set of wizard mercenaries.  

 

So I have mixed feelings about her.  But in the right hands, she could be a very cool continuing NPC!  So I approave!

Link to comment
Share on other sites

Another SHAZAM types, only a lot less powerful as he gets his powers from old Kings, not gods.

 

Quote

 

AEP #57  Iron Wolf

 

 


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-

20 INT 10 13- PER Roll 13-

15 EGO 10 12- ECV:  5

23 PRE 13 14- PRE Attack:  4 ½d6

14 COM 2 12-

 

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:  160

 

Movement: Running: 10"/20"

Leaping: 10"/20"

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" (10" forward, 5" upward) 1

 

20 Luck 4d6

 

12 Mental Defense (15 points total)

3 Basic Strike +1 +0 8d6 Strike

5 Sacrifice Strike +1 -2 10d6 Strike

 

Talents

24 Combat Luck (12 PD/12 ED)

 

Skills

7 Analyze:  Possible abilities 15-

3 Acrobatics 14-

3 Climbing 14-

3 PS: Basketball 14-

3 Criminology 13-

3 Deduction 13-

3 Forensic Medicine 13-

3 Persuasion 14-

3 Stealth 14-

3 Shadowing 13-

6 OCV HTH:  +2 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  127

Total Cost:  287

 

300+ Disadvantages

15 Social Limitation:  Secret ID (Frequently; Major)

15 Psychological Limitation:  Do Gooder (Common; Strong)

15 Psychological Limitation:  Patriot (Common; Strong)

 

Total Disadvantage Points:  287

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Mykolas Karelius is a true Lithuanian patriot.  And a true nice guy.  So what if the police occasionally rousted him because of his age and home neighbourhood.  He persevered and found solace in basketball, even getting to a major team.  But he could not stand by as the old man was being mugged.  That old man was an old pagan priest, and blessed the boy.  In the names of the kings of Lithuania the boy was granted gifts.  Mindaugas grants might, Gediminas supplies courage, Traidenis makes him fierce, Jogalio makes him cunning and Sobiekis granted him great tactical ability.  As Iron Wolf he now represent Lithuania and the surrounding region!

 

Personality/Motivation:  A true patriot and do gooder!

 

Quote:  

 

Powers/Tactics:  Given great physical abilities, he is a HTH master!

 

Campaign Use:  

 

Appearance:  What looks like medieval armour with a helmet that resembles a wolf.  He stands 198 cm and comes in at 91 KG!

 

 

 

 

 

 

So he's not very powerful really, but as he is still a teenager and is still developing, I can see him coming into more abilities as he gets older.  I am thinking more MA abilities and maybe some leadership and tactical abilities.  But certainly as written he could be a lead in to those Sleepers mentioned earlier.  

 

Power wise he's a Martial Artist and possible Captain American type.

Link to comment
Share on other sites

 

Chapter Eleven  The Middle East

 

This ought to be interesting.  

 

So let’s jump in with Armenia.   Nothing much happening here.

 

Azerbaijan comes next with a weaver so skilled he can make them magical.  Also home to a wandering minstrel who has great power, and he’s just starting out.

 

Bahrain.  Just read the news

 

The Gaza Strip.  Comes next.  And it has their own protector who is damned by both sides as she does not play favourites.

 

Georgia, (Russia not US).  And old time sorceress from ancient Greece has come back, looking for artifacts.  What is she looking for and can she be stopped?

 

Iran.  Well here we have a surprise.  A hero who is NOT mystical and NOT a terrorist.  He’s a battle suit wearer and it looks like a decently powered one.  Also a hacker in the style of Oracle from DC, who can provide info and ties to all the heroes in the region.  So cool!

 

Iraq.  Was it developing Agents of Mass Destruction?  Also what of the minorities and their legends?  Could they be rooted in reality?  Add in a volatile political situation and you could have an interesting game!

 

Israel and golems.  It had to be mentioned.  This has a tie in to the Massive super battle in WW II mentioned earlier and could make for an interesting arc.  Also as a side bar we get mention of the Djinn and the Nephilim and how they could be used as possible origin stories.  This is cool and I thought of two NPC concepts just reading this.

 

Jordan is mentioned next, but not much is provided.

 

Kuwait, Lebanon and Oman get a couple paragraphs each.  As well a mysterious protector and a cursed dagger/plot hook.

 

Qatar and its huge foreign worker population is mentioned.  Powder keg in the making with super involvement?

 

Saudi Arabia.  Home of Islam and oil.  And a lost city with many mystical secrets.  Add a mutant expatriate, a local techno hero, a mysterious mage whose tower appears when you need it most, and an alien who is offering tech for oil.  So any number of plot hooks.

 

Syria.  As the centre of the local conflict, there is a possibility for a campaign in this region of agent level PCs who are trying to keep others from making things worse.

 

Turkey.  The best part of this entry is the local super team and their most common opponent!  I will detail them a bit later.

 

United Arab Emirates takes the place of the country where super powered mercs can hide out, and mad scientists who look into giving people powers or upgrading (Bionics/ power armour).  These are always useful, but I would prefer a fictional country.

 

The West Bank  Read the news!

 

Yemen has the same problem as Syria, with the same possibility for a low level campaign.

Link to comment
Share on other sites

So an interesting Techno hero

 

Quote

AEP #58  AL Falkunar

 

 


Val Char Cost Roll Notes

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

23 DEX 39 14- OCV:  8/DCV:  8

18 CON 16 13-

10 BODY 0 11-

23 INT 13 14- PER Roll 16-

13 EGO 6 12- ECV:  4

23 PRE 13 14- PRE Attack:  4 ½d6

10 COM 0 11-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 7 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

27 STUN 0 Total Characteristic Cost:  108

 

Movement: Running: 10"/20"

Flight: 15"/30"

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" forward, 3 ½" upward) 1

 

6 +2 PER with all Sense Groups

 

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

 

17 Sky Wing Platform:  Flight 15" (30 Active Points); OIF (-½), Physical Manifestation (-¼) 3

 

9 Hand-To-Hand Attack +3d6, Reduced Endurance (½ END; +¼) (19 Active Points); Hand-To-Hand Attack (-½), OIF (Sword; -½) 1

 

Perks

5 Fringe Benefit:  Member of the Aristocracy/Higher Nobility

6 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 8-

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

70 16 Robot Falcons:  Follower

 

Talents

24 Combat Luck (12 PD/12 ED)

 

Skills

3 Acrobatics 14-

3 Power:  Inventor 14-

3 Climbing 14-

3 Criminology 14-

3 Deduction 14-

3 Forensic Medicine 14-

3 Stealth 14-

3 Shadowing 14-

3 Electronics 14-

3 Mechanics 14-

3 Demolitions 14-

3 Computer Programming 14-

3 Security Systems 14-

3 Systems Operation 14-

10 +2 with DCV

 

Total Powers & Skill Cost:  266

Total Cost:  374

 

300+ Disadvantages

 

Total Disadvantage Points:  374

Earned Experience:  0

Spent Experience:  74

Unspent Experience:  0

 

Background/History:  Faisal al Saud, as his name implies is a member of the Saudi royal family.  Blessed with money, he is also blessed with a genius for things mechanical.  And he dreamed of being an American style hero.  So with his money and his smarts he constructed and number of items and now roams the skies of Saudi Arabia as Al Falkunar.  But he is finding dreaming and being are two different things and what will he choose when things get tough!

 

Personality/Motivation:  Dreamer and thrill seeker

 

Quote:  

 

Powers/Tactics:  Equipped with a flying wing and a flock of robotic birds, he uses the birds to scout for him before swooping in with his sword.  Mobility is key here, and he will use the birds to provide distractions.

 

Campaign Use:  

 

Appearance:  A saudi man of 180 cm and 67 KG with black hair and brown eyes.  He wears traditional arab garb, with a scimitar.  His Sky wing resembles a high tech flying wing and he is surrounded by his flock of falcons!



 

 

 

I like the concept, but I find it a bit weak.  His birds especially could use a serious up grade.

 

But the potential is there and he has a bunch of possible hooks.  So I like!

 

 

Link to comment
Share on other sites

The Birds

 

Quote

 

AEP #59  Al Falkunar's Falcon's

 

 


Val Char Cost Roll Notes

0 STR -10 9- Lift 25.0kg; 0d6

18 DEX 24 13- OCV:  6/DCV:  6

0 CON -20 9-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

0 EGO 0 9- ECV:  0

15 PRE 5 12- PRE Attack:  3d6

15 COM 3 12-

 

5 PD 15 Total:  5 PD (5 rPD)

5 ED 15 Total:  5 ED (5 rED)

3 SPD 2 Phases:  4, 8, 12

0 REC 0

0 END 0

Total Characteristic Cost:  34

 

Movement: Running: 6"/12"

Flight: 15"/30"

Swimming: 2"/4"

 

Cost Powers END

15 Damage Resistance (5 PD/5 ED)

 

15 Does Not Bleed

60 Automaton (Takes No STUN)

9 +6 versus Range Modifier for Hearing Group

5 Infrared Perception (Sight Group)

5 Nightvision

60 Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +12" KB), Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points); Always On (-½)

45 Flight 15", Reduced Endurance (0 END; +½) (45 Active Points)

5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove

5 Flying Grab -2 -1 Grab Two Limbs, 20 STR for holding on; FMove

5 Passing Disarm -1 -1 Disarm, 20 STR to Disarm; FMove

5 Passing Strike +1 +0 2d6 +v/5; FMove

8 +2 HTH Damage Class(es)

 

Skills

3 Acrobatics 13-

 

Total Powers & Skill Cost:  246

Total Cost:  279

 

300+ Disadvantages

15 Distinctive Features:  (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

25 Physical Limitation:  Loyal to Al Falkunar (All the Time; Fully Impairing)

 

Total Disadvantage Points:  279

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  

 

Personality/Motivation:  

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  

 

Appearance:  

 

 

 

 

Link to comment
Share on other sites

A powerful Bard

 

Quote

AEP #60  Ashiq

 

 


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

15 EGO 10 12- ECV:  5

23 PRE 13 14- PRE Attack:  4 ½d6

18 COM 4 13-

 

8 PD 6 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

6 REC 0

36 END 0

24 STUN 0 Total Characteristic Cost:  89

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

6 +2 PER with all Sense Groups

 

86 Multipower, 100-point reserve, all slots Personal Immunity (+¼), Reduced Endurance (½ END; +¼) (150 Active Points); all slots No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Must be able to hear effect; -¼)

5u 1)  Entangle 3d6, 3 DEF, Reduced Endurance (½ END; +¼), Area Of Effect (7" Radius; +1), Based On EGO Combat Value (Mental Defense applies; +1) (97 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Must be able to hear effect; -¼) 4

5u 2)  Mind Control 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Must be able to hear effect; -¼) 4

5u 3)  Suppress 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); No Range (-½), Limited Power Power loses about a fourth of its effectiveness (Must be able to hear effect; -¼) 4

 

Perks

9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 13-

 

Talents

20 Animal Friendship

24 Combat Luck (12 PD/12 ED)

 

Skills

3 Acrobatics 13-

3 Disguise 11-

3 Persuasion 14-

3 Sleight Of Hand 13-

3 Concealment 11-

3 Contortionist 13-

3 KS: Music 11-

5 PS: Musician 13-

15 +3 with DCV

 

Total Powers & Skill Cost:  209

Total Cost:  298

 

300+ Disadvantages

 

Total Disadvantage Points:  298

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Asad grew up listening to his grand parent tales and stories and music.  In fact he proved to be a gifted musician and singer, it was hoped that he could use it to better his life.  But fate had another plan, for Asad was gifted magically also, and could weave powerful enchantments with his music.  Evil spirits stalked him and if not for the efforts of his mentor, he would have died.  He faked his death and went into hiding and serious study with his mentor.  Soon he took on the mantle of Ashiq and wanders the country combating the evil spirits that gather in his homeland!

 

Personality/Motivation:  Fulfill his promise!

 

Quote:  

 

Powers/Tactics:  His magic has three main effects.  He can freeze opponents in their tracks, cause them to bend to his will or nullify the effects of magic!

 

Campaign Use:  

 

Appearance:  From Azerbaijan, he stands 174 cm and 75 KG with brown eyes, and black hair and beard!

 

 

 

He's powerful in his own way.  A useful NPC for a specific story arc.  But it has possibility!

Link to comment
Share on other sites

So now the Turkish National team

Zihin Kiz (Mind Girl)  A psychic, so flight, a FF.and A MP with Mind Control, Telepathy and Ego Attack.  Also she is a alien Half breed, so we have possible interstellar hooks.

 

Dag (Mountain)  A brick with str around 60-65 and 30 def.  Also they mention he gets his power from an earth elemental, so maybe some earth attacks (Like Labrador rock)

 

Hayvan Kral (Animal King) a shapeshifter,  (A VPP pool)

 

Kadin Avci  (The Huntress)  A bow user with heightened senses and a moon goddess motif.  So Hawkeye mixed with a bit of Daredevil and Moon Knight.

 


Kargasa (Chaos)  He threatens to unleash earthquakes with his earth control abilities (WOW, another one).  He basically has the same power as Italy's Duca Nefrando.
 

Link to comment
Share on other sites

 

Chapter Twelve   North Africa

 

First off I like that Africa has been divided into three sections.  Such a diverse continent deserves a more in depth treatment.

 

And the Jewel of the Nile, Egypt starts us off.  Though a Muslim nation and a modern one, we have to go to ancient times for our selection.  Basically there are four cults vying for power, one good and with ties to a former hero, the other three villainous.  I can see this as a nice springboard to some adventures through space and time.

 

Libya is next.  To help protect itself from the WWC, they have taken to hiring super mercenaries to help protect their land and train indigenous Libyans.  I find this good and bad.  Hints of colonialism, but working to set the country right and so lose your paycheck.  Could make for an interesting campaign.

 

Continuing on to Algeria, and of course ancient gods, in this case Phoenicians because of Carthage.  She’s powerful though and can make for a good ally.

 

Go west to Tunisia and something pleasant.  They are developing a “Super City” that is the brainchild of a local hero who is tech savvy.  He wishes to make a city at the cutting edge of science and technology.  And who better that supers to help fund and populate and work on projects.

 

Morocco and a super visa.  Basically it allows you to visit the country without being bothered by the authorities.  Want to vacation in peace, here you go.  Need to set up a less that legit meeting, get one of these and meet in Morocco.  It is also home to a super prison with a deep dark secret (A little too dark for my tastes).

 

Western Sahara, a breeding ground for unethical experiments and weapons development.  It has a local protector, but if you have a group that wants to make the world a better place, uprooting all the villainous presences here would be a good campaign.

 

Mauritania.  Another nation with a problem, notably slavery.  That is a cause worth fighting against!

Link to comment
Share on other sites

Chapter Thirteen  West Africa

 

First we are introduced to the Economic Community of West African States.  They are like an EU for West Africa, including a superteam , The Champions of West Africa, made up of member countries.  They don’t get a write up, but enough of a description that you could make them up.  And they are really cool.  Not one jungle man or animal lord.  I’ll talk about them later.

 

Now onto Nigeria.  The fruits of colonialism are bearing fruit here, with many extremists finding purchase here.  But also we are treated to a man and organization searching for and rescuing child soldiers, especially those who have abilities.  Sort of like the X-man, but much more broad.  This is such a cool hook that it almost makes this book worth it.  In fact it can be expanded to almost anywhere.  

 

Niger.  Nigeria’s problems but even worse.  But it has a protector with ties to the Champions.

 

Senegal.  We get a defender, again with ties, and a conspiracy involving weapons.  She’s out of her depth, and could use some help.

 

We travel to Sierra Leone now.  A country pulling itself out of the quagmire of a civil war, it still has a way to go.  It also has a protector, but of dubious origins and himself, looking for his future path.  Is it laid out already, or can he carve a new path?

 

I know there are MANY countries not mentioned, that could have their own entry, but even this small offering was so refreshing.  It paints Africa as a modern location with modern problems, and maybe the ability to solve them.  Help is welcome but not mandatory.

 

I feel I should mention a sidebar here.  It is about cliches, over generalizations and simplifications we make about Africa (and other countries in general)  It says to check out an essay by Binyavanga Wainaina’s “How Not to Write About Africa”.  There is also a YouTube video where it is read by Djimon Hounsou.  Really worth the read.

 

Link: https://www.youtube.com/watch?v=c-jSQD5FVxE

 

Link to comment
Share on other sites

Champions of West Africa

 

Exemplar:  From Ghana.  Integrity and courage.  Super Str (65-70), tough (30-33) and able to leap great distances (Super Leap).  So a classic Brick!

 

Jali:  A mystic from Mali.  Can summon various heroes and mythical beasts from legend to fight for him.  He also seems to have some basic pre-cognition.

 

Genome:  Liberian.  Can duplicate the natural abilities of any living being.  (a large VPP)

 

Maitre Aimant:  Ivory Coast and boyfriend to Jali.  A magnetics controller (Fly, FF, TK, Multipower w/ various EB’s, entangles and effects)

 

The Futurist:  From Gambia.  Super genius and concerned with education and civil rights. The illustration has her on a hover platform, dressed in armour with numerous pouches and a futuristic visor over her eyes.  Easily the coolest NPC here>

 

Fantasma:  From Cape Verde.  A magician with real powers, she’s on the team to advance her career.  The fact that she has invisibility and illusion powers (maybe more) helps!

 

Link to comment
Share on other sites

A leader of a cult who's looking for a few good child soldiers

 

 

 

Quote

AEP #61  King Claw

 

 


Val Char Cost Roll Notes

10 STR 0 15- Lift 1600.0kg; 6d6

21 DEX 33 14- OCV:  9/DCV:  9

10 CON 0 14-

10 BODY 0 11-

13 INT 3 12- PER Roll 14-

13 EGO 6 12- ECV:  4

25 PRE 15 14- PRE Attack:  5d6

14 COM 2 12-

 

8 PD 2 Total:  8 PD (8 rPD)

8 ED 3 Total:  8 ED (8 rED)

4 SPD 3 Phases:  3, 6, 9, 12

11 REC 0

50 END 0

38 STUN 0 Total Characteristic Cost:  67

 

Movement: Running: 10"/20"

Leaping: 10"/20"

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" (10" forward, 5" upward) 1

 

6 +2 PER with all Sense Groups

 

12 Claw:  Hand-To-Hand Attack +5d6 (25 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 2

30 Death Touch:  Drain BODY 6d6 (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only on grabbed opponent; -½), OIF (-½) 6

 

4 Tracking with Sight Group (10 Active Points); Limited Power Power loses about half of its effectiveness (Only those affected by Death Touch; -1), OIF (-½)

 

27 (Total: 80 Active Cost, 27 Real Cost) Healing BODY 1d6, Reduced Endurance (0 END; +½), Persistent (+½) (20 Active Points); Limited Power Power loses about half of its effectiveness (Only after using Death Touch; -1), Self Only (-½), OIF (-½) (Real Cost: 7) plus Healing Stun 3d6, Reduced Endurance (0 END; +½), Persistent (+½) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only after using Death Touch; -1), Self Only (-½), OIF (-½) (Real Cost: 20)

 

13 +20 STR (20 Active Points); OIF (-½) 2

12 +6 DEX (18 Active Points); OIF (-½)

20 +15 CON (30 Active Points); OIF (-½)

4 Choke Hold -2 +0 Grab One Limb; 2d6 NND

3 Martial Grab -1 -1 Grab Two Limbs, 40 STR for holding on

5 Offensive Strike -2 +1 10d6 Strike

 

Talents

18 Combat Luck (9 PD/9 ED)

 

Skills

3 Climbing 14-

3 Disguise 12-

3 KS: Military 12-

3 KS: Terrorism 12-

3 Persuasion 14-

3 Shadowing 12-

3 Stealth 14-

4 Language:  English (completely fluent; literate)

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

10 +2 with DCV

 

Total Powers & Skill Cost:  213

Total Cost:  280

 

300+ Disadvantages

25 Psychological Limitation:  Nihilist (Very Common; Total)

 

Total Disadvantage Points:  280

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Thomas Eze, deserter.  Hiding out in a ruin of the Nok Tribe, he found an obelisk with a skeleton and an iron gauntlet.  Thinking he could sell it, he put it whimsically put it on.  After a flash light and surge of power he found himself changed and emerged as a fanatic, violent man who soon amassed a following of terrorists called the Righteous Fire.  As King Claw he will rule in fear and terror.

 

Personality/Motivation:  Though he espouses various ideals, at his base he is a nihilist and wants to see the world burn!

 

Quote:  

 

Powers/Tactics:  With improved physical abilities King Claw also gains a nasty swipe from the gauntlet.  It is when he grabs an opponent that its danger really comes out as it drains the life from a person and bestows great regen abilities on King Claw!

 

Campaign Use:  

 

Appearance:  A 183 cm 89 KG man with black hair and brown eyes.  On his right hand is an iron gauntlet the crackles with energy.  He dresses in military fatigues and clothing!



 

 

 

He does what he's designed to do.  Best part is his claw.  Where does it come from?  Are there any more.  What if they are collected?

Link to comment
Share on other sites

A Prof. X type, but for more than mutants.

 

 

Quote

AEP #62  Mr. Twist

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

18 DEX 24 13- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

20 INT 10 13- PER Roll 15-

20 EGO 20 13- ECV:  7

25 PRE 15 14- PRE Attack:  5d6

16 COM 3 12-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 12 Phases:  3, 6, 9, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost:  112

 

Movement: Running: 10"/20"

Leaping: 5"/10"

Swimming: 5"/10"

Teleportation: 45"/720"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" 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

 

70 Teleportation 10", No Relative Velocity, Position Shift, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (70 Active Points) 7

 

4 Cane:  Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1

 

27 Spatial Awareness (Unusual Group), Discriminatory

 

25 Spacial Shift:  +5 with DCV

 

106 Spatial Twisting:  Multipower, 106-point reserve

10u 1)  Extended Spatial Twist:  Teleportation 5", No Relative Velocity, Position Shift, x8 Increased Mass, Reduced Endurance (½ END; +¼), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (100 Active Points) 4

11u 2)  Spatial Twist:  Teleportation 20", No Relative Velocity, Position Shift, x16 Noncombat, x8 Increased Mass, Reduced Endurance (½ END; +¼) (106 Active Points) 4

7u 3)  Twist Attack:  Energy Blast 11d6, Reduced Endurance (½ END; +¼) (69 Active Points) 2

10u 4)  Twist Other:  Teleportation 10", No Relative Velocity, Position Shift, x4 Increased Mass, Usable As Attack (x2 maximum weight per inanimate target; +1 ¼) (101 Active Points) 10

8u 5)  Twist perceptions:  Sight, Hearing, Smell/Taste and Touch Groups Flash 10d6, Reduced Endurance (½ END; +¼) (81 Active Points) 3

5 Defensive Strike +1 +3 2 ½d6 Strike

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

4 Martial Block +2 +2 Block, Abort

3 Takedown +1 +1 2 ½d6 Strike; Target Falls

1 Weapon Element:  Clubs

 

Perks

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

8 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 13-

 

Talents

36 Combat Luck (18 PD/18 ED)

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Disguise 13-

3 KS: Revolutionary 13-

3 Persuasion 14-

3 Electronics 13-

3 Mechanics 13-

3 Demolitions 13-

3 Computer Programming 13-

3 Security Systems 13-

3 Systems Operation 13-

13 Stealth 18-

3 Shadowing 13-

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

4 Language:  French (completely fluent; literate)

4 Language:  Husaa (completely fluent; literate)

4 Language:  Portuguese (completely fluent; literate)

4 Language:  Yoruba (completely fluent; literate)

12 +4 with any three maneuvers or a tight group of attacks

 

Total Powers & Skill Cost:  455

Total Cost:  567

 

300+ Disadvantages

15 Psychological Limitation:  Protector of abused Children (Common; Strong)

252 Experience Points

 

Total Disadvantage Points:  567

Earned Experience:  0

Spent Experience:  252

Unspent Experience:  0

 

Background/History:  A former member of the Champions of West Africa, he left the team when he wanted to pursue a more proactive stance on child slavery and kidnapping.  That is all that is known about him.  But since leaving he has save many children and brought them somewhere safe.  Now where is that is the major mystery, and Mr. Twist want to keep it that way.

 

Personality/Motivation:  Desire to end child slavery/soldiers.  He's  Prof. X type but with more scope!

 

Quote:  

 

Powers/Tactics:  A powerful teleport, he can move himself, but also manipulate space to hinder or injure!

 

Campaign Use:  

 

Appearance:  188 cm and 77 KG with short black hair that is balding, and brown eyes.  He wears a casual suit and carries a cane!



 

 

 

This guy had a large entry in the book, him and his Refuge and the goals of his movement.

 

It is seriously the X-Men, but in Africa, and with more origin types.  This could make for a long running campaign in itself, or a sub-plot.  Nice thing is it can be placed anywhere.  

Link to comment
Share on other sites

A legacy hero, but not one he is proud of!

 

Quote

 

AEP #63  Brodha Renbo

 

 


Val Char Cost Roll Notes

13 STR 3 20- Lift 58.8tons; 11d6 [5]

21 DEX 33 13- OCV:  7/DCV:  7

18 CON 16 13-

10 BODY 0 11-

13 INT 3 12- PER Roll 14-

13 EGO 6 12- ECV:  4

15 PRE 5 12- PRE Attack:  3d6

16 COM 3 12-

 

8+20 PD 5 Total:  8/28 PD (8/28 rPD)

8+20 ED 4 Total:  8/28 ED (8/28 rED)

5 SPD 19 Phases:  3, 5, 8, 10, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost:  97

 

Movement: Running: 24"/384"

Flight: 20"/640"

Leaping: 15"/30"

Swimming: 5"/10"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (24" total) 1

4 Leaping +4" (15" forward, 7 ½" upward) 1

 

6 +2 PER with all Sense Groups

 

80 Aura Powers:  Multipower, 80-point reserve

11m 1)  Blue Aura:  Energy Blast 11d6 (55 Active Points) 5

12m 2)  Green Aura:  Healing Stun 6d6 (60 Active Points) 6

8m 3)  Indigo Aura:  Desolidification  (40 Active Points) 4

12m 4)  Orange Aura:  Flight 20", x32 Noncombat (60 Active Points) 6

6m 5)  Red Aura:  +43 STR (43 Active Points); No Figured Characteristics (-½) 4

9m 6)  Violet Aura:  Running +14" (24" total), x16 Noncombat (43 Active Points) 4

16m 7)  Yellow Aura:  Energy Blast 8d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; When Touched; +1) (80 Active Points) 8

 

50 Protective Aura:  Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points) 2

 

Perks

5 Money:  Well Off

 

Skills

4 Language:  English (completely fluent; literate)

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

3 Acrobatics 13-

3 Climbing 13-

3 Disguise 12-

3 KS: Pop Culture 12-

3 Persuasion 12-

3 Stealth 13-

3 Shadowing 12-

 

Total Powers & Skill Cost:  264

Total Cost:  361

 

300+ Disadvantages

15 Psychological Limitation:  Dark Moments (Common; Strong)

15 Psychological Limitation:  Legacy (Common; Strong)

10 Reputation:  Villainous father, 11-

21 Experience Points

 

Total Disadvantage Points:  361

Earned Experience:  0

Spent Experience:  21

Unspent Experience:  0

 

Background/History:  Simon Spectrum is still a name that evokes fear and loathing in Sierra Leone.  A British ex-pat who went to africa to escape the heat in his own country.  Soon he was ruling a section of the country as a warlord, complete with arms smuggling and blood diamonds.  But soon he became too much a problem and was driven out, leaving behind a mistress and a son.  Soon the younger man was exhibiting powers similar to his father.  Now as Brodha Renbo he is trying to leave his father's shadow.  But it is going to be a long road!

 

Personality/Motivation:  Combination of legacy and redemption!

 

Quote:  

 

Powers/Tactics:  He has various coloured auras each with different effects.  He can fly, project force blasts, go insubstantial.  In all cases the aura protects him from damage!

 

Campaign Use:  

 

Appearance:  175 mc and 73 KG with black hair and brown eyes.  His costume is a full bodysuit, mostly black with red, yellow, blue and green highlights!

 

 

 

 

 

Another in a long line of legacy.  Will he follow in his father's footsteps or forge his own path!

 

That he has a cool power set is a bonus!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...