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Around the World With A New Character Each Week


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Re: Around the World With A New Character Each Week

 

Side Note: I'll write up the Winter Palace as a functioning 'superhuman prison' once Stronghold is published and I've bought and read it back to back to back again.

 

I think Uberworld needs a few prisons.

 

I'm planning on having Stronghold put in as is, and making a few more. Funnily enough another player (The Arc) has already named one of the prisons after me. Funny guy. :)

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#95 AL-SUMUT (Lebanon)

 

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AL-SUMUT

Nawal Sarraf

Character Sheet (Click Here)

 

Background

In July 2006 Israel launched a military campaign against Lebanon in response to the kidnapping of two Israeli soldiers. Nawal Sarraf had been visiting his uncle near the border with Israel when the village was destroyed. Israeli troops surged through the remains, sweeping any survivors further into Lebanon and killing or capturing anyone suspected of being in league with Hezbollah. Nawal pulled himself out of the debris, surrounded by dead family.

 

He should have died as well: the missile landed in the house across the road.

 

The Israelis found him dazed and arrested him, but as he felt the rough hands on his back he struck out. His fists were like rockslides: fast, heavy and deadly. The soldiers were cut down. Their bullets bounced off the young man, and someone called for emergency back-up.

 

Nawal had grown up with Hezbollah and knew their manifesto almost as well as he knew the Holy Koran. His mother's uncle was an official in Hezbollah and his father worked in one of Hezbollah's funded hospitals north of Beirut. To Nawal, the Hezbollah were the only ones who did anything for the Lebanese.

 

He staggered to the road and his mind began to clear, although there was still a shrill ringing in his ears (something which would never fully leave him).

 

The reinforcements arrived in the form of the Cabala. Solomon 9 and Golem moved to intercept but their appearance triggered a rage in Nawal. He had known of the Israeli superheroes and when news of the invasion spread, it was the appearance of people like Solomon 9 with the armies, that instilled fear in the Lebanese. The fight was fierce but brief, and Nawal was beaten and arrested.

 

He spent nearly a month in prison but towards the end of the July War, as international condemnation rose against Israel, the terrorist group Fatwa made their move, slipping into Israel and causing widespread mayhem and destruction. They pushed forward towards Tel Aviv but were turned back by Cabala and the Israeli Army, although they were successful in freeing a large number of Hezbollah prisoners. The break-out spread to the streets of Tel Aviv and its citizens were temporarily forced to hide in their homes as the streets became a warzone.

 

Cabala quickly returned Tel Aviv to a peaceful city, but by that time Fatwa and the young Nawal had escaped. Imam took Nawal to Saudi Arabia where he was healed and indoctrinated in the methods of Fatwa. Nawal took on the name Al-Sumut, which meant The Way; and learned the applications of his super-strength and durability under the tutelage of Saladin. He spent some time with Fatwa, but returned to Lebanon in 2007 where he quickly became one of Hezbollah's most important 'weapons'. He sees his role as pushing the borders with Israel and eventually assisting with that country's destruction.

 

Al Sumut has been regarded as a great hero by Fatwa and Hezbollah, as well as many Lebanese people; and it is this hero-worship which has driven much of the moderate views from his head. Even his parents feel he has become a fanatic. He maintains his secret identity, working in Beirut in a Hezbollah hospital, but he considers such a life as a necessary distraction. He only feels truly alive when he is working for Hezbollah or fighting against the Jewish State.

 

Personality

Nawal was only seventeen when his powers were triggered, and although he had already seen devastation and deprivation caused, in his eyes, by Israel; it wasn't until he was taken under the supervision of Fatwa that his anger was unearthed and directed at Israel. Like many young Lebanese men, Nawal felt frustrated by the past and strangled by the present. He blamed Israel. Hezbollah was Lebanon's only friend. He saw Hezbollah opening hospitals and education centres, operating food banks and giving out money to poor families. After the July War he could only see Hezbollah as his family. Everyone else had given up on Lebanon, even his mother and possibly even his father.

 

Nawal has cast aside his blood family for this surrogate one. He has assumed the mantle of Al Sumut and wants to show 'the way' to young Lebanese men. Hezbollah cannot believe their luck in having such a strong and determined uberhuman in their ranks, but they also know Al Sumut is no match for the Cabala. They use him covertly or in lightning strikes along the border. Nawal feels truly blessed as the 'Weapon of Hezbollah'.

 

Quote

"Go ahead, Israelite. Hit me with everything you have."

 

Powers

Al Sumut is able to absorb kinetic energy to a limited degree. This ability has granted him uberhuman strength which allows him to bench press in excess of 25 tons; as well as resistance to most forms of conventional weaponry. He has shown the ability to absorb the impact of bullets and shrapnel and to translate this into healing his own wounds. His mind is also resistant to assault. Solomon 9 has often remarked that Al Sumut's mind is 'closed' to him.

 

Appearance

Al Sumut is a tall young man with olive skin and spiky black hair. His body ripples with strength and weighs in excess of 230kg due to his uberhuman physique. When working for Hezbollah or Fatwa, he wears a grey body armour with heavy black boots and straps lining his chest and waist. He also wears a dark red vambrace on his left arm as a tribute to Hezbollah and his calling. When activating his enhanced strength, Al Sumut's eyes glow a menacing yellow.

 

Out of costume, Nawal wears regular clothing and appears to be an attractive Lebanese man in his early twenties.

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#96 MARAUDER (Lesotho)

 

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MARAUDER

Tristan Thabane

Character Sheet (Click Here)

 

Background

The kingdom of Lesotho gained independence from Britain in 1966. Thirty years later, almost to the day, the small kingdom left the Earth Dimension after King Pakalitha I's impassioned speech to his people. The Basotho people had endured military coups, over population and failed crops, as well as increasing pressure from South Africa to secure its water systems. The standard of living was very poor, and falling rapidly.

 

Lesotho had always been a nexus between two dimensions: Earth and Sotho. The two dimensions resembled each other in many ways, but Sotho was colder and blessed with mostly rugged, inhospitable country. The Khotso Gate had stood in the mountains of central Lesotho for thousands of years and was rediscovered by Pakalitha's uncle, the former king, in 1987. Small recon squads were sent through the Gate and the rugged beauty of Sotho was eventually mapped to one thousand kilometres from the Gate. There appeared to be no malicious flora or fauna, and despite the cold climate and the mostly barren landscape, Sotho appeared the Basotho as a paradise. Just inside the Gate was a large area of fertile land, which became known as So-Tseka. The Basotho began to live on both sides of the Gate and the lands within So-Tseka grew.

 

In 1996 the capital, Maseru, was drawn through the Gate and passed unharmed into the fertile lands beyond. It was this sign that made King Pakalitha call his people to him. He pleaded with them to make the journey through the Gate and forever more live apart from Earth. Only a thousand or more people remained in Earth Lesotho. They continue to live poor lives, while the New Lesotho enjoys impressive prosperity. Technology has advanced in the other dimension, and the land has transformed itself to reflect the needs of the people. While it remains mostly harsh territory, the places where the Basotho have settled are producing plenty of food and provide all that the people need.

 

Such a paradise is still mostly considered myth in the Earth dimension. The African Union is fully aware of the migration but is worried that news of such a paradise may trigger a mass migration. The Gate itself has now closed down on the Earth side. It can only be opened from the other side. Lesotho accepts no tourists but has allowed dignitaries and politicians through on occasion.

 

The businesses in Lesotho have done well in recent years, particularly Quadrant Computers which specialises in computer security and internet applications. The CEO of the company is Tristan Thabane, one of Lesotho's most eligible bachelors and public faces. Like most of his generation, Thabane has taken the opportunities of So-Tseka and made himself comfortable - more than comfortable. His is a millionaire and his future looks even brighter as his company moves into the European, Asian and North American markets.

 

But Thabane was restless.

 

While many other people were more than happy to turn their backs on Earth, Thabane missed the variety of people and the vagaries of modern society. He made excuses to travel back through the Gate and these journeys reinforced his business acumen as well as his wanderlust. As his fortunes grew he dreamed of using his new-found power to free him from his restrictive 'paradise'.

 

He ordered a section of his business to develop the Marauder Armour. He had decided that his adventures in Earth would have to be secret affairs. He designed an identity: that of the Masked Marauder. He planned to slip in and out of the two dimensions, adventuring, stealing and having a good time.

 

At first he clashed with the police, mostly in South Africa; but given time he realised he could slip easily into any other place on Earth. He turned his attention to the United States and began haunting the streets of New York City, earning some publicity and a few brawls with the street-level heroes of the Big Apple. He was hooked on the adrenaline rush and designed further modifications to his Armour.

 

He clashed with the International House of Crime, often stealing that which the thieves had only recently stolen themselves.

 

The Marauder continues to appear at whim, to cause some Marauder-Mayhem and steal some glittering prize (be it a priceless heirloom or a racy heiress!).

 

Personality

The Marauder began his career as a light hearted rogue. He seemed more interested in exchanging sexual innuendo than in swiping masterpieces from art galleries. However, his need to win at all costs eventually overcame even this carefree part of his life. As CEO of Quadrant Computers, Thabane is ruthless and insightful. He makes money easily and his fortunes are sure to grow once he establishes a major market in Europe or Asia.

 

His Marauder guise is changing to accommodate this ruthless need to win. He clashes with the International House of Crime as a way of showing the world that he is one of the best, and the harder the heist the better he feels about himself. Sure, he still takes time to seduce any good looking woman in the area, but whereas before he would be happy to leave without a conquest - he now cannot stand to leave empty handed.

 

Quote

"Let us engage the sexy banter and get down to the feisty business of superheroine seduction!"

 

Powers

The Marauder Armour is a highly resistant armour made of a material found only in So-Tseka. The armour includes intimidating wings which can fold away neatly or stretch out to strike down opponents. He employs Marauder Disks to take care of any opposition. The Disks are hard sicus-like projectiles which can be fired rapidly from his gauntlets. His gloves also contain razor-sharp talons, although he prefers not to use these weapons, unless he is cornered or really annoyed with an opponent.

 

Recent modifications to his armour include a shimmer field, which allows him to artially return to the Lesotho Dimension and bypass most physical objects in the Earth dimension. It is an extension of his homing device. The Armour is able to return the Marauder to Lesotho at any time. This has proven very handy on more than one occasion.

 

Appearance

Tristan Thabane is wealthy and gives the impression of success wherever he goes and whatever he does. He wears immaculate suits and maintains a suave appearance. He has dark black hair which is kept short and has a smooth, almost velvet voice.

 

The Marauder identity is more severe. While he still exudes a sense of success and confidence, there is now a darker, more frightening aura. His costume is intimidating, particularly when his wings are extended, and he tends to use this imposing image as a weapon of choice. Fear has become something of drug for Thabane. The Armour is uniformly black but has an unearthly shine and several spikes. The lower part of the face is exposed, unless the rebreather is engaged, but otherwise the wearer is completely hidden from view.

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#97 THE WIZARD (Liberia)

 

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WIZARD

Jackson Calloway

Character Sheet (Click Here)

 

Background

The Wizard seemingly came out of nowhere in 1976. He joined the newest lineup of Liberty Force along with Alley Cat, Chain, Razzle and the long-term member, Freddy Freedom (who changed his name to Captain Freedom during his tenure as team leader [1976-1978]). Liberty Force spent most of the late 1970s in and around New York City, battling crime on the street level as well as the odd threat from outer space or even Canada. Their predecessors were more mobile, but the 1970 team were more intrinsically linked to the Big Apple.

 

The Wizard was the first African American superhero. He was born in New York City and learned about secret magic from his great grandmother, who had once lived in Liberia. She brought across ancient stones and artefacts which she bestowed upon her great-grandson when she received a vision telling her that he was the chosen one. Her own daughter, the Wizard's grandmother, was furious and believed the secret knowledge was wasted on the boy.

 

The boy was determined to prove his grandmother wrong, and so Jackson Calloway became a serious scholar in the mystic arts. He absorbed all his great grandmother could tell him, as well as copious amounts of esoteric books from stores dotted along the Village.

 

He never did explain how he was drafted into the Liberty Force but once there he proved to be a solid and resourceful member. He survived the Gang Wars of 1977, even though some others did not. He moved with the times, slipping easily into a solo career during the team's quiet times. He adventured through dimensions and battled mystic threats that his team mates had no idea about.

 

In the end, though, Calloway lost his heart.

 

His great grandmother had died early on in his career, satisfied that he now had the powers she was told to pass on to him. But in 1979, after the Liberty Force disbanded due to internal bickering, Calloway's brother died of an over dose. The effect on his family was heartbreaking. Calloway gave up his adventuring lifestyle and focussed on his studies which had been abandoned years earlier.

 

He became a lawyer and worked tirelessly during the 1980s as a street lawyer, volunteering his time to help those who could not afford other legal assistance.

 

Personality

Jackson Calloway was given secret magic power as a young child and during these early years he was guided by his great grandmother who pushed him into his destiny. Once he had been accepted into the Liberty Force he realised that his powers and knowledge could help people and he gave as much as he could, never faltering along the way. He fought valiantly and cared deeply. Amongst the Liberty Force he was considered to be the soft one, but that tag was something that made Calloway proud. While the rest of the team started to become cynical, Calloway remained empathetic.

 

The Wizard is a mellow and caring hero, and although his enemies often try to use those personality traits against him, the Wizard always triumphs.

 

Quote

"Feel the vibe, man, stretching from you to me and back again, like some beautiful thread from the destiny serpent!"

 

Powers

The Wizard is a serious wielder of magic, something he gained from several sources including his great grandmother and arcane books from all over New York City. He has attracted some attention from extradimensional beings who have spent some time tutoring him, as well as other mystics who have found his superhero career interesting enough to show him some of their own knowledge and power.

 

Although he has a wide range of spells, he generally uses magic to create shields, to animate objects which can be used to wrap up opponents or fly through the air; and illusions. He also carries a protective amulet from his great grandmother.

 

Appearance

The Wizard is an African American in his twenties, with a sizeable afro hair-do, long sideburns and a small goatee beard. As the Wizard, he wears an orange and green striped t-shirt which is fairly tight, and light green flared trousers. On his wrists he wears golden wrist guards, like all of the Liberty Force; and he makes sure to wear anti-nuclear peace signs on his belt.

 

When he is not running around New York City as the Wizard, Calloway wears flares and silk shirts, and tries to keep his 'fro under control: something he doesn't worry about when he is the Wizard.

 

Notes

The Wizard was active during the Bronze Age (mid 1970s- mid 1980s) but the character of Jackson Calloway would still be around in a Modern Era game. He would be aged in his fifties but with his mystic knowledge he would make a good contact or mentor.

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#98 KEBIRA AKHT (Libya)

 

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KEBIRA AKHT

Ra'eesa Sosi

Character Sheet (Click Here)

 

Background

Ra'eesa Sosi exploded through the rooftop of her uncle's library when she was fifteen years old. She became a local hero, despite her own low self-esteem. The government showered her with gifts and her family also received greater assistance. Almost without her permission, Ra'eesa became Libya's foremost uberhumans. With her immense strength she was able to assist with disaster relief, help train the army and construct skyscrapers in Tripoli.

 

The people called her Kebira Akht, or Big Sister.

 

After five years working closely with Colonel Gaddafi and the Libyan government, Ra'eesa discovered that agents of Egypt had infiltrated Libya and were looking to bring about a military coup. She attempted to thwart the invaders, going so far as to rip apart a military barracks on the border with Egypt, but realised that Gaddafi had already made a secret pact with the power behind the Egyptian government. Horrified she battled against the terrorists and her own army, before fleeing Libya to avoid capture. The Sons of Set sent powerful creatures to bring her down, but Ra'eesa survived and made her way to Europe where she slipped into anonymity, devastated that her country had betrayed her and her people.

 

She went into exile for a long time, mostly to avoid being tracked down by her former government who seriously didn't want to lose such a powerful 'weapon', but when Africa Force was established in 2003, she came out of her 'retirement' and assisted the Tsholofelo family in the hopes that Libya could be freed from the influence of the Sons of Set. She was assigned to the Africa Force team in Harare, Zimbabwe; and has worked with the team for the past three years. While still concerned about her country's lack of freedom, Ra'eesa has lost some of her passion. The secret war has gone on for too long.

 

Personality

Ra'eesa is happiest when she is alone, reliving her quiet life in the dimly lit library of her childhood. She has terrible self-esteem and it isn't helped that she is also an exile in Zimbabwe. Libyan agents pester her to return and even attempt to kidnap her when the opportunity arises. While the attempts are futile at best, they do put a constant strain on her life. She is terrified about being returned to Libya where she knows she will be imprisoned and possibly tortured. She goes through the days in a state of exhausted fear.

 

When she does manage to release the fear and grow to her full height of 15m, Ra'eesa seems to cast off her worries. She is comfortable with her body when she can look over the rooftops and mosques of Harare. A part of her hopes to be able to protect her adopted home, but she is always an outsider there. Her own home seems so far away...

 

Quote

"You think I ask to wear this teeny bathing suit? You think a woman my size has a choice?"

 

Powers

Kebira Akht is able to grow to 15m and at that size she weighs somewhere close to 100,000kg.

 

When fully grown Kebira Akht is a veritable powerhouse: easily one of the strongest beings on the planet. A drawback of her immense size is that it makes her an easy target for opponents, particularly artillery. However, Kebira also has some artillery of her own, able to generate plasma energy in her body and release it in streams of devastating heat. She is only able to release this energy when she is fully grown, a byproduct of her metamorphic ubergene. The intensity of her blasts is enough to level tanks and even the most formidable of the Sons of Set.

 

Ra'eesa is very aware of her destructive capacity and shies away from direct combat in built-up areas. She knows the devastation wrought on civilians when uberhumans fight. Her team mates have supported her hesitancy on most occasions, but there have been periods of resentment and disbelief when Ra'eesa has hesitated just that little bit too long. She feels that she is responsible for the destruction she causes and won't allow herself to be bullied into action, even by her team mates.

 

Appearance

Ra'eesa Sosi is a large woman, both in height and weight, in her late twenties. She has always been made to feel uncomfortable in social situations and has developed a way of slouching to make herself look less tall, but it tends to make her look fatter. She appears to be desperately unhappy but she laughs off any suggestion and tosses a few sarcastic remarks into the air as a way of avoiding any sympathy.

 

When she transforms, however, Ra'eesa casts off her lack of confidence and attains an impressive 15m in height. Her clothes are shredded, except for the bikini she was given by Africa Force. Her strength increases tremendously in her giant form and Ra'eesa has yet to find an opponent who can match her strength.

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#99 FIREBALL (Liechtenstein)

 

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FIREBALL

Etienne Dancine

Character Sheet (Click Here)

 

Background

Etienne Dancine is the son of the French super villain, Casa-Nova, and the super hero martial artist, Fer-de-Lance. His father is currently incarcerated in Stronghold and has been there since Etienne was five years old. His mother is retired and lives in Paris. After taking up his father's 'nova pistols' , which he renamed 'fireball pistols', Etienne has had little to do with her.

 

He grew up between his parents' warring ideologies. One the one hand his father believed that crime would eventually pay. He is still working on that belief. On the other hand, his mother believed that all criminals should pay for their crimes. Having his father locked up and out of his life for so long has made him a little cynical about that proposal as well.

 

What began as an adolescent rebellion has turned out to be a successful foray into the world of international superhuman mercenaries. Etienne took on his father's costume (updated, of course) and his pistols, and combined this 'science' with his mother's martial arts training. She had been training him in Tai Chi since the day he started walking. She wanted him to follow in her footsteps, and so did his father. Rather than choosing one side of his heritage, Etienne chose to walk another path.

 

He believed that he could choose what was right and what was wrong, depending on the circumstances in any given situation. He took on jobs which he believed were either 'for the greater good' or for 'the right price'. As he continued to secure favourable reviews and bigger pay cheques, Etienne began to take his new career seriously - much to the disgust of his mother, and to the amusement of his incarcerated father.

 

Fireball has been working across Europe and into North America for three years. His growing dependence of living dangerously has meant he has been working almost non-stop during that time, although he has not managed to save much in the way of a retirement nest egg. Like most things, Etienne only holds on to things until they bore him.

 

During his work in Europe, Fireball has caused serious mayhem in Germany and is wanted there on a number of charges. Uber Force has clashed with him more than once and Max Uber wants to lock him away with his father (although there really isn't anything THAT incriminating - yet).

 

Personality

Fireball is a volatile, overconfident uber-brat. Having grown up as one of France's most visible child celebrities (Fer-de-Lance was a media darling in the 1980s) Dancine is supremely confident and believes he can do whatever he puts his (often wandering) mind to. He enjoys pushing boundaries and has decided to prove both his parents wrong by writing his own guide to being a costumed vigilante. He doesn't want to save the world, unless it's to save himself as well; and he doesn't want to destroy it either. He wants to have fun, and to show people how good he is along the way.

 

Having been diagnosed as ADD at an early age, Dancine has been on medication and uses his knowledge of Tai Chi to assist with focussing his mind. When he wants to, he can become a fierce and determined martial artist, but generally he exhibits all of the classic signs of a hot head - with the flame throwers to back it up.

 

Quote

"I'm ready for some popcorn, mes amis, or maybe a barbecue. And you're invited!"

 

Powers

Fireball has inherited his father's equipment. Casa-Nova's flame throwing pistols are able to produce an array of blasts ranging from a direct burst of fire, to smaller fireballs and even larger exploding ones. It only takes a short time to work the settings, and Fireball has proven himself exceptionally quick when it comes to calibrating the 'fireball pistols'. His costume is fire resistant as well as lined in kevlar to provide resistance to most conventional attacks.

 

He has also received extensive training from his mother. He is a very accomplished practitioner of Tai Ch'i Ch'uan, including the 'sword finger' move which is said to be able to hurt ghosts and spirits.

 

Fireball suffers a vulnerability to vibration attacks which is linked to his mother's limited superspeed powers. He suffers more than usual if attacked with vibration or sound-based attacks, and can often be left unbalanced for a short period.

 

Appearance

Fireball wears a red jumpsuit with a fuel tank on the back and two flamethrower pistols in holsters. He has wavy blonde hair and still looks like a teenager, despite being in his twenties. He doesn't go out of his way to hide his identity when on a mission, but lives quietly as Etienne Dancine, often in Liechtenstein or Strasbourg, France. He is a very attractive and bright young man, but he has managed to live mostly anonymously since taking on his mercenary career.

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#100 PRADZIA (Lithuania)

 

pradzia.jpg

 

PRADZIA

Ona Marcinkevicius

Character Sheet (Click Here)

 

Background

Ona was a ticket collector on board a train travelling between Vilnius to Riga. The nineteen year old still lived with her family in Mazeikiai and seemed destined to live an average life. She probably would have continued to live anonymously had Ruin not decided to blow up the train. The eco-terrorists detonated a track-side bomb which blew away the train and half of a hill. Their target was the Latvian and Russian Environment Ministers who were travelling on the track to view the scenery and a proposed oil pipeline.

 

The train was also secretly carrying spent uranium from the Ukraine on its way to an illegal dumping ground in Latvia. The explosion exposed the radioactive waste and caused a major environmental disaster. Many people died, including the Russian minister; but a few survived, including the young Ona who found herself magnetically charged. She walked unsteadily away from the disaster and had to fight off pieces of metal debris which trailed after her.

 

Russian Dawn arrived on the scene and were ambushed by Ruin. The terrorists had hoped to attract super heroes as well as make an environmental statement. Seiche and his team took advantage of their surprise and quickly incapacitated the team's telepath, Perepis, and the snowbear, Taiga. The battle seemed one-sided until Ona was drawn into the battle. Her nascent magnetism powers threw the Ruin team off balance, particularly Tunguska, who was pinned to the ground by half of a train carriage after Ona lifted it and flung it at the flying Ukrainian.

 

When Ruin turned tail, Ona and Russian Dawn turned their attention to the wounded. The train was on Lithuanian soil and the media arrived to proclaim Ona a hero, despite having five members of the seasoned Russian Dawn present. They dubbed her Pradzia, their 'star', and proclaimed her the greatest heroine in the Baltic States. Ona was embarrassed and awkwardly accepted the praise, becoming a celebrity at the expense of her secret identity.

 

She was set up in Vilnius by the government. She was given a lavish apartment and a weekly stipend which was far more than she earned as a ticket collector. Her family was very happy for her, although her parents seemed more distant now that their daughter wielded such immense power. Most of her friends from Mazeikiai either pretended they didn't know her, or travelled to the capital in search of some celebrity-by-association. Ona became despondent, but she was asked to perform regularly and her powers always gave her a thrill. She spent some time at the Numen-Kami Institute in Vienna where she learned to control her powers as well as develop a wide range of auxiliary powers.

 

it was at the Institute that she met the Neanderthal, Professor Grak. Grak showed her great kindness and encouraged her to practise her powers for herself and for no one else.

 

In July 2008, the European Union opened a superhero installation in Trondheim, Norway. It was a joint venture with the Dawnstars super team, and its goal was to provide protection to the northern European countries as well as being a place where young ubers could learn to use their powers in the field. It was quickly dubbed the Dawnstar Rookies by the media. Ona was asked to join and accepted when she heard that Professor Grak would be her supervisor.

 

Personality

Ona has always been an unassuming, rather plain, girl. Her beauty can be dazzling but she has difficulty managing sophisticated thought processes and easily slips into the assumption that she knows nothing. She left school at an early age and worked steadily in a low-skilled job. She was always happy being normal, but she finds that now she has shown such powerful abilities, everyone assumes that she is a genius. The media intimidate her with questions she has no idea of how to respond to, and her powers work in ways that she has no way of understanding.

 

Professor Grak has been a fantastic tutor and mentor, though, and through his relaxed approach Ona has begun to attempt to learn about physics and her powers.

 

Quote

"I don't think I can do this, Professor! It's starting to hurt... building up so much inside of me."

 

Powers

Pradzia is able to generate electromagnetic energy and manipulate the magnetic fields around the earth. These powers enable her to manipulate ferrous metal, produce energy blasts and force fields, as well as riding the fields in what appears to be flight. Her potential is tremendous and Professor Grak believes that she is one of the world's most powerful ubers, although she will need time to develop her powers. She has shown a great ability to take on new applications of her powers, despite her lack of initiative in other areas. Under Professor Grak's direction she has been able to generate powerful EMP blasts which render electrical devices inert. She can create energy from the electromagnetic spectrum, although she can only use these to produce blasts at the present.

 

Appearance

Ona is a beautiful young woman, with wide blue eyes and blonde hair which she usually wears as braids rolled into buns at the side of her head. She has a wonderful smile, but tends to appear vacuous when questioned directly or taken by surprise. She has a habit of smiling at things she doesn't understand and hoping that by not responding the interviewer may lose interest and look elsewhere for answers.

 

Her costume is a violet bodysuit which covers her entire body except her head. It has a silver-grey panel running along both sides, under her arms, and has magenta disks patterned like scales around her neck and belt-line. Since joining the Dawnstars she wears their insignia on her belt buckle.

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Atlantis

 

I've opened a new Poll on the blog to help create the character for Uberworld's version of Atlantis.

 

The first Poll was for a character from Azambia (fictional country like Doom's Latveria, but set in Africa). The character will be posted here in a day or two once I've finished him.

 

Come along to the blog and cast a vote. There are four votes so far. I'd like to get it to ten if that's possible.

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#1P AVATAR (Azambia)

 

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AVATAR

Dr Michael Chola

Character Sheet (Click Here)

 

Background When the Witch Doctor, Akello Lwanga, carved himself a nation in the former Democratic Republic of Congo, Dr Michael Chola was studying in Cambridge, UK. He returned to his home, concerned for his family, and found himself a citizen of Azambia. When he attempted to leave again, he was stopped. His expertise in geology and vulcanology was brought to the attention of the Witch Doctor who gave him the title of Chief Scientist of Azambia: a role Michael was forced to take for fear of the repercussions a refusal might bring about.

 

He was sent to investigate an active volcano within the new borders of Azambia. The Witch Doctor was searching his land for symbols. He had named the new capital Azambia City and planned to rename the volcano Mount Lwanga if it was suitably powerful enough. During the exploration Michael Chola discovered that the volcano was, indeed, active and was going through a series of minor reactions deep below the surface. His report was seized upon by the Witch Doctor who declared that Mount Lwanga would be the site for a confirmation of his role as President For Life of Azambia. The Witch Doctor took a team of Azambian journalists to the mountain base and travelled alone to the crater. At the edge of the volcano he channelled magical forces which he had commanded since his adolescence. His physical might had claimed the land of Azambia but he also wanted to claim its soul. He drew forth dark magic which infected the volcano, bringing it to near eruption.

 

Michael Chola and his small team of scientists grew wary of the coming eruption and Michael made the decision to travel to the top to talk with the President.

 

When he reached the top he saw the Witch Doctor encircled with magical energy which seemed to charge the entire area with electricity. Michael stepped forward, shielding his eyes from the intense light and feeling his skin burn. He called out to the Witch Doctor.

 

The dictator turned and smiled upon Michael. He dropped his hands to his side and then lifted slightly off the ground.

 

"You will be long remembered, doctor, as one of the Cleansed Ones of this confirmation."

 

Michael didn't understand the words, but he did feel the tremendous quake beneath his feet as the volcano erupted. The earth split and jets of magma burst into the air. The world disintegrated around him and the last thing Michael saw was the shielded form of the Witch Doctor, enjoying the destruction and naked power around him.

 

When Mount Lwanga erupted, the entire world felt a little intimidated by the alleged power of the Witch Doctor. He alone walked away from the volcano unharmed. Thirteen people perished at the actual site, and another twenty or more died as a result of the ash. The lava flow was halted in a relatively short perimeter around the mountain, thanks in part to the technology of the Witch Doctor, but the ash cloud stayed for days. The Witch Doctor proclaimed himself again as the President For Life of Azambia, and even his critics remained silent.

 

Seven years later a team of government miners were evaluating the potential mineral deposits in and around Mount Lwanga when they came across what looked like a man encased in amber. They retrieved the block and brought it to Azambia City where the Witch Doctor examined it through scientific and magical means. He was troubled by its appearance and kept all other eyes away from it, locking it deep within his mansion. Each night he would stand in front of the megalith and look at the unmistakable face of Dr Michael Chola. Somehow the man had not perished in the eruption, but had instead been encased in what looked like amber, but which was actually composed of highly magical stone.

 

The Witch Doctor could not deny his curiosity and so he applied all of his resources to crack the stone and retrieve Dr Chola.

 

When the stone was breached, Michael stepped out into the world as an agent of vengeance, preserved for years by unknown Elemental Spirits who had been tormented and pained by the Witch Doctor's magic. They had encased Michael in a protective stasis until he had been rediscovered. As air reached his lungs again, Michael became Avatar and drew upon the power of his benefactor spirits to draw down vengeance upon the Witch Doctor. The mansion was cracked in two and the Witch Doctor only barely escaped the wrath. Avatar fled into the night as Michael's humanity flooded back through his body.

 

He was horrified at his transformation and expunged the thoughts of hatred and destruction. Through intense concentration and a focussed spirit he forced a counsel with the Elemental Spirits atop Mount Lwanga. The Spirits came and Michael pleaded with them not to force him to take revenge for the sins of the Witch Doctor. He made them take in the beauty of the land as seen from the top of the mountain. They looked and saw that the land was not destroyed. He told them that humans like the Witch Doctor sought power over people and sometimes looked to achieve this through the desecration of nature. He and the spirits travelled to the rivers of Azambia and saw that there was no pollution. Whatever his drawbacks, the Witch Doctor was not a polluter. It appeared that Azambia's riches had been achieved through technology and iron-fisted management - and not the mismanagement of the environment. On the other hand, Michael knew that other countries were not so careful when it came to connecting with nature. He and the Spirits travelled to neighbouring Democratic Republic of Congo and saw widespread pollution.

 

Michael pleaded with the Spirits to preserve his powers but to allow him to champion nature through a more open and inclusive manner. Rather than destroy the Witch Doctor he asked to become a champion of Africa and of the world. The agreed.

 

Avatar spread across Africa and made appearances at various natural disasters, rescuing people and giving lectures about pollution and the need to protect the earth. Although he did have frequent clashes with the Witch Doctor, he and the President are not considered arch enemies. He has clashed with the environmental terrorist groups known as Ruin and the Elementals, and when Toxico threatened New Orleans he was one of the heroes drawn together to form a new team of Sentinels, as the originals were all off-planet fighting against a cosmic threat. Avatar continued to work with the Sentinels for many years, particularly on cases related to the environment, and eventually he was asked to join the team full time.

 

Personality

Avatar is a man infused with elemental energy, and sometimes he finds it difficult to maintain his grip of humanity. He can become distant and seemingly removed from the day to day events around him. After being declared dead for many years he has found it difficult to re-establish contact with his family, who are still residents of Azambia. This sense of dislocation often makes him seem alien.

 

He avoids the media and never gives interviews. In fact, he generally avoids built-up areas of society, originally because the large use of electricity in cities caused him discomfort but now it has become a habit.

 

Michael still retains his interest in science and his expertise in the field of geology is still recognised, but his chief interest now is the environment and its preservation for the future. He is greatly disturbed by governments who pollute the world and has privately lectured government heads on many occasions (something which has led to an unofficial boycott of the USA and China. Michael refuses to deal with the governments of these countries, and has often been quoted with disparaging remarks, although he never gives media conferences.).

 

Quote

"Earth, fire, air and water... these are the powers of the World. And the World is not happy."

 

Powers

Avatar commands the four classic elements of air, earth, fire and water - powers which were granted to him by a group of Elemental Spirits. Not much is known about these Spirits, although it is assumed that they are local to the area of Central Africa. He has the potential to draw upon all four energies at the same time which has granted him a versatility in combating super villains and natural disasters. This versatility led to him becoming a Sentinel, because although his raw power is not considered to be world-class, his ability to draw upon all four elements at once certainly is.

 

When the Spirits rescued Michael from certain death, their magic was interrupted by the Witch Doctor's electric storm and this created a weakness in Avatar's powers. As the electricity of the night assisted in sending him into a protective stasis, it is also his main weakness and able to rip away his connection with the elements. Avatar is aware of his weakness and generally avoids all sources of electricity. When facing opponents who wield electric-based powers he tends to mercilessly take them out of the game early.

 

Appearance

Michael Chola has lost seven years of his life in stasis, but otherwise ages normally. He appears to be a man in his thirties with short cropped black hair. As Avatar he wears a black hood with a circle representing the four elements on his forehead. He wears black trunks and gloves, but is otherwise bare-chested and bare-footed. He usually encases his body in rock when in battle which appears as a hard and rocky growth over his body and gives the impression he is taller and heavier than he really is. He can also generate a field of heat around his body which gives him a rippling appearance.

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#101 PUNCHLINE (Luxembourg)

 

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PUNCHLINE

Real Name Unrevealed

Character Sheet (Click Here)

 

Background

Punchline first appeared during the Edinburgh Comedy Festival in 2004, ostensibly as a participant but he never lodged any official application. During his stand-up routine he systematically killed his audience, and it wasn't until a dozen people were killed that the majority of the audience realised what was happening. They spilled into the streets amidst screams, and Punchline followed. He met the police with a daring attack at the central Edinburgh Police Department where he swung through a window and detonated enough explosives to destroy half of the building.

 

He fled but was soon tracked down by Majestic and members of Knightwatch. He was attempting to escape through Liverpool but was cornered in a disused brewery. During the siege, Punchline was severely injured and caught in one of his own explosions. He was presumed dead, but actually escaped via an aqueduct connecting to the Mersey. He fled to Ireland and then to Europe where he resurfaced on the streets of Paris during a cultural festival. He killed an Englishman, an Irishman and an Australian as part of an elaborate joke that no one actually heard the answer to.

 

Since making his home in Continental Europe, Punchline has appeared in as many as twelve countries but tends to focus his activities across France, Germany, the Lowlands and Luxembourg. He generally targets comedy or cultural festivals and tends to follow his own internal logic. At times he appears to be killing indiscriminately, while at others he follows a 'recipe' requiring certain victims for his sick, twisted jokes.

 

The closest he has come to being captured was in Denmark when he was cornered by Holger Danske and the vigilante Man Killer. He escaped in another explosion (something of a calling card) but not before he lost one of his guns which was examined and catalogued by the French inventor, Armstrong. Since gaining knowledge on Punchline's unique weaponry, it has come to light that the components needed for such a weapon are manufactured by Unger Munitions. Armstrong has suggested that Punchline may have been a former employee of the company, although no concrete information has been found.

 

Personality

Punchline is a homicidal maniac. He is solely concerned with killing in the name of comedy, and has so far created a new modus operandi for each of his attacks. Sometimes he has attacked an audience at a comedy festival like in Edinburgh. Other times he has killed through the distribution of booby-trapped toys during pre-Christmas sales in Copenhagen, or through bogus dating companies in Monaco. The only thread between his attacks has been a joke which is usually sent to the authorities before his crime is fully committed. At other times the joke is implied or half-given, and no solution is found.

 

Quote

"Wait for it... wait for it..."

 

Powers

Apart from being a sadistic sociopath, Punchline appears to be extraordinary lucky when it comes to avoiding capture or serious injury. While he sometimes wears a long black coat which is lined with kevlar, he usually skips around in a tight red costume, relying on his natural agility to avoid capture. His chief weapons are his grapple guns which fire miniature boxing glove projectiles, generally attached to a chain or cord. These attacks are limited to about 15m. Some of his projectiles include a deadly neurotoxin or explosive tips, while others simply bludgeon a target to death. The gun also includes a grappling hook which allows Punchline to swing away to safety at high speeds.

 

He also uses an electric handshake device capable of frying a human, as well as extensive use of explosives.

 

Appearance

The man who calls himself Punchline appears to be of Indian ancestry, with olive skin and thick black hair, although he has dyed (and wrapped) some strands of his dreadlocked hair purple, green, white and white. He wears a red domino mask and a skin-tight red costume with grey sleeves, white trunks, boots and gloves. He has an exclamation mark and stars on his shoulders, as well as a large white exploding star motif on his chest with another exclamation mark inside it. Sometimes he will wear a dark trench coat, while other times he will appear in civilian clothes and blend in to crowds.

 

His face usually looks hard and cruel, and his sneer is distinctive because of his crooked teeth.

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Re: Around the World With A New Character Each Week

 

ON AVATAR:

 

I'm not overfond of VPPs as easily changed power sets myself, but I'd have made the powers into a combo of EC for some basic movement and defense (with variable SFX) and then given him a big whopping VPP (No Skill Roll, Full Phase to Change, Limited power set elemental magic). I think that would have given you a 90 pt VPP and some thirty to forty point powers in the EC for about the same cost.

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Avatar and VPPs

 

ON AVATAR:

 

I'm not overfond of VPPs as easily changed power sets myself, but I'd have made the powers into a combo of EC for some basic movement and defense (with variable SFX) and then given him a big whopping VPP (No Skill Roll, Full Phase to Change, Limited power set elemental magic). I think that would have given you a 90 pt VPP and some thirty to forty point powers in the EC for about the same cost.

 

Yeah, I think you're right. It would give him a more potent base of powers. I had thought about it, but decided to give him the separate MPs to sort of show he has access to the four elements but can only achieve a certain level with each. He isn't one of the world's really big heavy hitters, but his combination of mid-level powers makes him good in a mega-scale fight.

 

I think the VPP would work really well for the 'experienced' Avatar. Say, in five years or something he would have the capacity to access more of the elemental power and not be as restricted.

 

We've got a 'future Uberworld' partially thought out, so perhaps Avatar could have a future version with the massive VPP.

 

Thanks for taking a look, anyway.

 

Ben

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#102 ALEXANDER (Macedonia)

 

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ALEXANDER

Darius Alexander

Character Sheet (Click Here)

 

Background

The man behind the Alexander Corporation is Darius Alexander. He is a well known man, both for his supply of weapons to governments around the world and also for his status as one of Europe's most eligible bachelors. His playboy life began in England where he was sent by his rich parents for study. He mingled with the wealthy and influential and gained an appetite for the public eye. The Alexander family were rich in their own right, but after Darius took control in 1993 at the age of 28, he managed to project the company's profits into stellar territory. He became a billionaire in 1998 and a multibillionaire the following year, mostly in part because of contracts with the governments of Azambia and Chile.

 

Alexander has come under public pressure from anti-war activities and has been labelled a murderer, although he has managed to keep his reputation in tact for the most part. There have been some attempts on his life, as well as attacks on the Alexander Corporation in Macedonia and Albania; but Alexander has so far remained relatively untouched by the attacks or criticism.

 

There are rumours that the Alexander Corporation is involved with the weapon design and production for numerous super villains around the world, although Alexander publicly denounces this and points to his company's assistance with various super hero groups and individuals around the world, including a former contract to supply the French superhero team, Trinity, with weapons. This contract with Trinity led to a very public argument between Alexander Corporation, Trinity, the French Government and the super hero Armstrong of L'Estrie Industries.

 

Personality

Darius Alexander is a public figure who is well aware of his public profile and will protect it at any cost. He is a calm and strategic man, but does not appear manipulative or egocentric, mostly due to his extremely persuasive and smooth social skills. He was educated at Eton and has been linked to numerous high profile women which has also helped make him one of the most desirable men in Europe, and perhaps the world.

 

His business requires him to make hard choices at times, and he approaches these carefully and with an eye on the end result. While he is an excellent public relations man, Alexander is not afraid to make decisions that may adversely impact on his reputation - however, these decisions are accompanied by ruthless damage control to limit any negative effect. The Alexander Corporation is considered a rival of both L'Estrie Industries and Unger Munitions, and Alexander has been both a target and instigator of numerous attempts at industrial sabotage.

 

Quote

"People have long made the mistake of blaming the craftsman for a soldier's death on the other side of the world. It is the simple thing to do, but we are not in a simple world. I can personally assure each and every one you that the engineers at the Alexander Corporation are tirelessly dedicated to designing arms which will reduce the number of fatalities - on all sides - rather than increase them through production faults and poor quality. In this case, the arms that we produce truly can bring about peace."

 

Powers

Darius Alexander possesses no uberhuman abilities, but does head up a multinational arms manufacturing corporation and is a billionaire in his own right.

 

Appearance

Alexander has long been considered one of the world's most eligible bachelors and is both physically attractive and extremely suave. He wields his wealth like a weapon and always wears expensive and exclusive attire while appearing completely at ease with himself. His face is known across Europe and he makes regular appearances at events from London to Istanbul.

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#103 ANIMA MUNDI (Madagascar)

 

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ANIMA MUNDI

Carmila Cray

Character Sheet (Click Here)

 

Background

Spurned by her doctoral advisor for being too caught up in the romantic notions of animal's having souls, Carmila Cray was overlooked for a faculty job at the University of Oregon and found herself without a job and soon after without a thesis advisor. She was forced to drop out of her studies and was nearly going to accept a waitressing job when she saw an advertisement for scientists wanting to work in Madagascar. Carmila had been dreaming of Madagascar for years and when she saw the opportunity it was as if she was meant for it. The Alexander Corporation was investigating several species of wildlife on the island and needed scientists to continue the work after the previous team of scientists were killed or debilitated by a deadly virus.

 

Carmila joined the new team and moved to a scientific installation outfitted with the best equipment. Some of the other scientists talked in whispers about the previous team but Carmila found herself something of a loner amongst them and pursued her work rather than social gossip. During some routine data entry, Carmila stumbled across some top secret computer files detailing Alexander's plans to use the scientific data gathered at the installation to develop biological weapons. Carmila was outraged, and perhaps even more outraged than she expected. It was as if she had been infused with outrage.

 

She demanded to know the connection between their research and any weapons the corporation was planning to develop. The supervisor stumbled through some excuses and attempted to divert her protests, but Carmila was ruthless. She contacted the American Embassy and made a time to meet with the ambassador the following week.

 

However, that night the supervisor left the installation and as he did so, he locked the doors from the outside. He was the only one of the previous scientific team to have survived the virus, and there was a reason. He contacted his superior at Alexander Corporation headquarters and received orders to eradicate this new team. They would use the same virus, and perhaps the next round of scientists wouldn't be so curious.

 

Inside the installation, Carmila tossed and turned in her sleep, embraced by vivid nightmares of beasts and men and everything in between. She could see her outrage manifested as a lion and then a grunting rhinoceros. She tossed again and found herself looking out at the dream-world through the eyes of a crocodile hunting her supervisor. Then the vision changed again and she was sitting up in her bed, covered in sweat.

 

The air in her room was humid. The air conditioner was on the blink again.

 

Without thinking she reached for the internal com system and called maintenance. No one answered. She stood up and felt immediately light-headed. Her vision blurred. She coughed and there was blood on her hands from the phlegm. She stumbled to the door and pushed her way into the corridor. Outside she saw one of her co-workers dead on the floor. She had read about the fate of the previous scientists and recognised the signs. It was the virus.

 

She made the connection, somehow, that the supervisor was responsible. Her eyesight cleared, almost to the point of becoming superhuman. Her senses were sharpened too. Her mind was swamped with hatred for the supervisor and a need to hunt him down and rip out his throat.

 

Carmila shuddered. As the virus entered her body she found that her body was revolting against the invader. It shuddered and shifted and the woman she was ceased to be, and in its place was a large snake. Her body was hosting something bigger than her. It felt like the entire animal kingdom was inside her body and it was not happy. It demanded blood.

 

She slithered down the passage.

 

The supervisor didn't hear the window break in his apartment. His hands were clutched around the tumbler of whiskey. There was no other way, he told himself. The money tied up with the project was not the biggest concern - it was Alexander's reputation. The current CEO had been very clear that none of this project was ever to be aired in public, at least not while it was still in its testing phase.

 

Carmila stretched her muscles and felt her body shift again, effortlessly transforming into a lioness. She could smell the supervisor and had examined the entire apartment thoroughly before she approached him directly. At first his eyes seemed to widen with fear, but then she realised he was intoxicated. She smelled fear but it wasn't as precise or potent as she had hoped. She roared at him, and the fear intensified. She licked her lips. Inside her head she felt the animal kingdom coax her forward.

 

She never did make the meeting with the American ambassador but with her newfound connection to the Animal Kingdom Carmila realised that she had had enough of waiting to get what she deserved. With the combined powers of every animal on the planet she decided to go out and make the world her own. Her first action was to rob a bank. She knew it was conventional and it was a complete success. She followed it up with several more robberies, which got the attention of the MI6 agent Agent Ape. He was her first real opponent and they fought to a standstill, although the battle with the sentient ape forced her to tap into the more cruder aspects pf her new form. She fought tooth and nail and both lost a lot of blood. After she recovered in the jungles of Madagascar Carmila headed to London to get her revenge on Agent Ape. Her identity was secret and all the authorities knew was that a series of robberies had been undertaken by animals.

 

Carmila lured Agent Ape to the London Zoo and nearly killed him, but was stopped by the arrival of several members of Majestic. She eluded them by changing her form and mixing with the zoo animals. Shortly after she left the country.

 

Anima Mundi's first appearance as a human supervillain was in the United States. She donned a costume and took control of the San Diego Zoo. She released the animals and caused massive chaos in the city, but was stopped by Jungle Boy who gathered the animals back to the zoo and then faced off against Carmila. Since that time she and Jungle Boy have fought half a dozen times, and she has come to consider him a fun adversary - someone she delights in teasing and playing with.

 

Personality

Carmila believes she has been chosen to represent the injuries and injustices of the Animal Kingdom. She is quite self-righteous and difficult to argue with. She is evasive when pressed for personal information and has tried to move away from her life before becoming Anima Mundi. She never accepts failure as being her fault and considers her previous life to be a series of unfair situations caused by others. She should have been a great scientist but the establishment got in her way. She should have been happy but everyone seemed determined to ruin her life and ostracise her. With her powers she feels she can do anything. She is rude and very forward, particularly when it comes to innuendo and sexual advances.

 

Anima Mundi plans to eventually take over the world and is determined to use the Animal Kingdom to achieve this as some kind of divine justice.

 

Quote

"I'll have you swinging in the trees with me, Jungle Boy."

 

Powers

Anima Mundi is a metamorph, able to change her shape into any kind of animal she is aware of (and she has extensive knowledge of mammals, reptiles, birds and insects). She is able to transform into normal versions of these animals and has the same characteristics and abilities. Through concentration she can boost some of these abilities beyond what is normal for the animal. For example, she is able to transform into a bear which is considerably stronger than a normal bear.

 

When she is in an animal form she is very difficult to detect. While she usually stays in animal forms throughout any contact with superheroes or authorities, she sometimes wears a costume to show her human form while maintaining her secret identity.

 

Appearance

In her human form, Carmila appears to be a woman in her thirties with red wavy hair and a shapely figure. On the rare occasions she wears a costume it is usually plain and hardy, and includes a mask of some kind. Most of the time she just changes shape from one animal to the next without having to revert to her human form. In her various animal forms, Carmila appears like any other animal of that kind.

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#104 STAMPEDE (Malawi)

 

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STAMPEDE

Kondwani Mpasu

Character Sheet (Click Here)

 

Background

When Kondwani Mpasu was doused in gasoline during a routine maintenance check on a big rig in Monkey Bay he thought he was going to die. The liquid ignited and he was soon alight, although the flames seemed to extinguish themselves as quickly as they had ignited. It was all over in a matter of seconds and Mpasu was sent home to recover after it was clear that he had no burns. He was probably in a bit of shock so Mpasu agreed with his workmates and went home.

 

When he woke from a sleep he went about his normal routine, but soon realised that he was doing everything at breakneck speed. He tried to slow everything down but ended up blowing up his mother's kitchen and sending the kitchen table through the wall into the neighbour's house. His parents were concerned and called the local doctor who examined Mpasu. The doctor noticed changes in Mpasu's body but couldn't find any reason for those changes. The gasoline accident was the most obvious cause, but when the doctor arrived at the garage to check up the story the rig was long gone. No one knew the details of the driver or the rig itself, although someone thought it was headed towards Azambia.

 

By the time the doctor returned to the Mpasu household, young Kondwani had already taken greater control of his nascent powers. He showed the doctor what he could do as well as what he now sensed through his fingertips. Shaking his head, the doctor suggested calling Africa Force.

 

Mpasu shrugged and said it was probably not a big deal. He went back to work and life returned to normal, although he continued to use his powers in an everyday manner. His friends grew to feel comfortable around the new Mpasu, and the family doctor gave up trying to get him to find help. It was apparent that he didn't need any help. Mpasu was a natural learner.

 

Over the months Mpasu used his growing powers to fight crime in the city of Monkey Bay, as well as assist with emergencies such as house fires and minor flooding. He became a local hero: and it was just enough for him. He didn't want anymore but he certainly did enjoy the sense of accomplishment and the thrill of pushing his new body to its limits.

 

So far Stampede (as Mpasu calls himself) has limited his activities to Monkey Bay. He has met with Africa Force but the meeting was more of a casual lunch than any serious investigation into his powers or outlook. He has made it quite clear that he is a mechanic and that his 'super powers' just make him an unusual mechanic, not a super hero.

 

Personality

Stampede is a modest man with an altruistic streak which has made him a local hero in the Monkey Bay area. He will go out of his way to protect his neighbours from crime or disaster, but when it comes to the world beyond his home town he just doesn't have the desire to go and fight crime. He doesn't believe his powers put him in the same league as other public heroes such as the Sentinels or Africa Force, and so he doesn't concern himself with the major movements on the world stage. There is simply too much to do on a local level.

 

He has remained in touch with his regular life and continues to work as a mechanic. A few people know of his powers and he is well respected both as a mechanic and a hero, however, his actions haven't been overly public so his Stampede profile is still relatively unknown.

 

Quote

"I can feel it in my bones."

 

Powers

Mpasu is able to create vibrations within his body as well as within the local area. He uses these vibrations to make him incredibly fast as they boost his natural running ability. He is also able to generate vibration blasts with can rupture technology, such as engines or television sets, or act as a concussive force blast. The vibrations originate within his body and through a bit of concentration he is able to vibrate his entire body so that he can pass through solid objects, or blur himself to such an extent that it is difficult for others to see him clearly (particularly in a combat situation).

 

A more subtle use of his powers is to 'feel' the area around him. He is able to sense the vibrations of others, such as footfalls or moving vehicles, and he is also able to extend his sensitive sense of touch to feel at a distance.

 

Appearance

Kondwani Mpasu is nineteen years old and has a lithe sprinter's body with long legs and strong arms. His body keeps body fat to an absolute minimum despite the fact that he doesn't train regularly and is prone to poor diet when his work commitments increase. He is laid back and friendly, with an open face and short black hair. Overall Mpasu looks young and idealistic, which sums him up well.

 

He never wears shoes or gloves because he uses his palms and the soles of his feet to feel the world around him. If he covers them up he feels a little cut-off from the world, almost as if he has lost one of his senses. When he knows he is going to utilise his vibration powers he generally wears lycra running shorts and a tank top, but he is just as capable of saving the day in his stained work overalls.

 

Notes

I think Stampede would make a good character in an international team brought together in the style of Secret Wars.

 

Once this project is over I might just have to look into that, or a Contest of Champions thing.

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Re: Atlantis

 

I've opened a new Poll on the blog to help create the character for Uberworld's version of Atlantis.

 

The first Poll was for a character from Azambia (fictional country like Doom's Latveria, but set in Africa). The character will be posted here in a day or two once I've finished him.

 

Come along to the blog and cast a vote. There are four votes so far. I'd like to get it to ten if that's possible.

 

So far the Atlantean character is:

  • female
  • Good, but HATES humans
  • Gadgeteer/Speedster

 

There are seven more days to vote. Go to the blogsite and vote in the poll on the right hand side.

 

And thanks to everyone who has voted so far. Eleven votes, I think.

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#105 NEMESIS (Malaysia)

 

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NEMESIS

Osman Razak bin Abdul Mahmud

Character Sheet (Click Here)

 

Background

Razak grew up watching his father playing poker and although his father was always distant, both of them enjoyed a sense of euphoria whenever the money came rolling in. As soon as he was old enough, Razak played cards to show his father that he was worth some attention. He played against his housekeeper and then against the kids in his school. By the age of sixteen, Razak was playing in local tournaments, and he was winning too. The only opponent he couldn't seem to beat was his father, and that really consumed him as he hit adolescence and started to rebel against his family and school.

 

He forged his passport to gain entry to casinos in Singapore and started to win against older opponents, eventually gathering enough wins to alert the casino's owner, Evol Khan. The crime lord watched the boy for several nights and allowed him to take away his winnings, but after lengthy monitoring Khan himself invited Razak to join his elite table in a private suite at the top of the casino. Razak didn't realise it was a trap and boldly accepted.

 

His skills were good, but there was something else about him: an x-factor which allowed him to pull off amazing moves and bluff even the best poker faces. But he was playing in Khan's private suite and Razak had no chance of winning. The night turned into a week and Razak accumulated more and more debt. Khan played him like an amateur, which he was, despite his own delusions of grandeur.

 

When Khan closed the game he had Razak taken away, never to be seen again. Khan enjoyed terrorising people and had the boy subjected to a week of solitary confinement in complete darkness. Young Razak almost went crazy, and when he was brought out again, he was broken and terrified. Khan sent him to one of his laboratories and had his scientists conduct tests and experiments on him. Neither Khan nor the scientists expected anything interesting to happen (it was simply a creative way to get rid of an annoying boy), but after several experimental treatments with radiation, Razak seemed to be growing stronger rather than weaker. Khan was away on business, so his scientists continued to bombard him with various energies, and each time he would seem to absorb the power and grow stronger and more healthy from it. Razak, himself, was just as confused as the scientists, but he knew when to use his cards. He smashed his way out of his restraints and put everything in to disarming the guards and escaping. During his bold escape his body seemed to be charging with energy and as he fled guards he found their energy weapons rebounding. With wide-eyed surprise Razak watched as the guards' own energy beams struck them down.

 

He managed to escape and returned to Kuala Lumpur where he realised how long he had been missing. He was determined to get revenge on Evol Khan and began to track the crime lord's movements.

 

When Khan visited Kuala Lumpur to open a Charity Ball, Razak used the opportunity to knock out his driver and put on the uniform. When Khan and his entourage returned from the Ball, Razak drove them to the airport. As they drove, Razak pulled out a gun and turned around to aim it at the crime lord. Khan looked a little disturbed but only for a fleeting moment, and then Razak felt himself blasted out of the windscreen and into the air.

 

Atomic Girl sprung out of the limousine and confronted Razak, who found himself floating in the air and charged with nuclear power. She challenged him, but he couldn't hear what she was saying. The power he had absorbed from the Japanese icon was driving him crazy and without anything else to do he blasted it back at her, surprising her enough to slam her into the limousine which had stopped at the side of the road.

 

Atomic Girl battled him in the sky but neither could broker a deciding victory. After being inundated with nuclear energy, Razak eventually fled, realising that the hand he had been dealt by Khan's laboratory was actually more impressive than he had first thought.

 

He took the name Nemesis and managed to calm his anger towards Khan long enough to realise his future wouldn't be very bright if he wasted his energies on Khan and the Singapore Samurai. Instead he decided to use his powers to make himself as rich as possible. It was just another version of poker, and battling uberhumans like the Marauding Tide or Senshudan One, only served to make the conflicts more interesting and the payoffs bigger.

 

Personality

Razak is a gambler and views the world around him in terms of acceptable or unacceptable odds. His strained relationship with his father is still evident and he will quickly become ultra-competitive with anyone who seems to be better than him at poker, or whatever else it is he is attempting to achieve. While he no longer communicates with his father, Razak and his father are both professional card players and spend most of their time in casinos so he and his father often appear at the same place.

 

He believes he is an honourable rogue, and follows his own rules with regard to acceptable behaviour. He won't cheat anyone, unless they don't deserve a fair deal; and he will put his own life on the line if he feels he is righting a major wrong.

 

Razak is a confident opponent and never doubts his own abilities, particularly if he is facing off against an energy blaster. He doesn't hold back in battles with ubers, and often really enjoys them, although he will never deliberately kill someone. He has, on occasion, thought about killing Evol Khan but has found that his anger towards the crime lord has waned, particularly because without Khan's interference he would never have discovered his powers. In a way, Razak views Khan as his unlikely Fairy Godfather.

 

Quote

"Care to raise the stakes?"

 

Powers

Nemesis is able to absorb any kind of energy and is also able to harness that energy for his own use. His body generates a field which repels energy and he has become adept at directing this repelled energy to strike any target he wants. He has found that his control over energy does not extend to cold energy, although this is not widely known and a guarded secret. As a super-criminal, Nemesis doesn't always come up against adversaries who wield energy so he has had to develop more subtle tactics including subterfuge and misdirection. He will usually target expensive jewellery in casinos and hotels and then use his powers to 'fly' to the room and break in using conventional means. He manages to fly by repelling gravity or kinetic energy, but he must remain within 20m of a solid surface for this to work.

 

He wears a protective body armour and high-tech goggles to help him with his crime career.

 

Appearance

Razak is known throughout the major casinos of the world, particularly in South East Asia and Japan. He is handsome and tall with olive complexion and a rogue's smile. His left eyebrow has a shaved line through it and he can often appear unshaven and wearing a leather jacket. At other times he will be exceptionally clean shaven and dressed in elegant suits.

 

As Nemesis he wears a sleek light grey body armour with a red chest guard and wrist guards; black boots, gloves and back; and yellow shoulder disks and visor.

 

Notes

This is the second Nemesis in Uberworld. The first one, Carol Madison, is an American villain with no connection to this Nemesis.

 

Razak is inspired by the film 'Lucky You' with Eric Bana and Drew Barrymore. Not sure it was a great movie but the father-son connection and the addiction to poker was a good schtick for a supervillain.

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#106 SAHARA (Mali)

 

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SAHARA

Idrissa Cisse

Character Sheet (Click Here)

 

Background

Idrissa Cisse is a third-generation law enforcement officer and grew up with a high regard for law and order. She enlisted in the police force as soon as she was deemed old enough, and proved to be as dedicated and tireless as her father. Her reputation as a hard-headed by-the-book cop spread and this, along with her imposing 6'5" frame, made her something of a pariah amongst the other police officers. No one wanted to be her partner and she was often consigned to desk duty.

 

Despite the best efforts of her family, Idrissa quit her job as a police officer and opened up a private investigator's office, using her knowledge of police procedures, criminal law and the local area to establish herself as someone who got the results her clients wanted. During one investigation Idrissa found herself uncovering a plot by the Sons of Set to poison the Bamako water supply. She had no back-up but confronted the saboteurs single-handedly. Despite her best efforts she was bundled up and thrown into the water supply inside a chemical drum. She experienced the obligatory flashbacks as she felt death approaching, but rather than die she gathered strength from the family line and her ubergene activated, granting her the ability to transform into living sandstone.

 

She smashed her way out of the drum but found herself at the bottom of the reservoir, unable to swim to the surface. She calmed herself and managed to revert back to her human form which then allowed her to swim to safety. Once back on land she focussed her thoughts and called in the police, but she also knew she had enough time to capture the saboteurs herself. She transformed again into her sandstone form and beat them senseless. When the police arrived she stood before them with the saboteurs, proudly displaying her new look.

 

Within days she was back on the police force and the Chief of Police and Minister of Defence had her appearing in public to stir the country's confidence. She has become a solid symbol for her people and has defended Mali from all manner of threats, most often having something to do with the nearby Sons of Set.

 

Personality

Sahara is a bigger than life symbol for Mali and she has been determined to achieve such a status. While she is now the darling of the government and police department, she still remembers the ill feelings towards her before she became an uberhuman. She has a partner but never seems to keep them for longer than a month at a time. This uneasiness is something she has grown to accept, and she looks at the other police officers as being somewhat lacking in moral fibre and professionalism anyway. She tolerates her partner and the rest of the force, but knows deep down that she is the one who is holding everything together.

 

Idrissa is a devout Muslim and between her job and her faith she really has very little time to devote to other pursuits. She is vehemently against gambling in any forms and is a vocal opponent of alcohol, especially when sold to minors. While she has worked briefly with Africa Force, she refuses to join them because she sees them as being too caught up in international politics and intrigue - usually at the expense of protecting the world around them. She has, however, developed a close friendship with Peacemaker, and the Tsholofelo family has helped create synthetic clothing which is able to withstand her metamorphosis into Sahara.

 

Quote

"There is no place for crime in this city, and with that said you are not welcome in this place." (* See Below - I need a better quote!)

 

Powers

Sahara is able to grow living sandstone over her entire body which endows her with uberhuman strength, enable her to lift in excess of 12 tons, and provides her with extensive resistance to physical attacks. While in her sandstone form she weighs close to a ton and is able to draw energy from the sun. She generally uses her brawn to pummel her opponents into submission and has a wicked punch which is capable of collapsing buildings and denting armoured tanks.

 

Appearance

Even before she became Sahara, Idrissa Cisse was an imposing woman at 6'5" and looking like a weight lifter. She intimidates most of her police colleagues and no longer cares about it, seeing herself as now being beyond the confines of normality. She wears her police uniform when on duty, but also wears the costume she received from Africa Force as her uniform is not able to withstand her transformation into Sahara.

 

As Sahara she appears to be covered in a thick but flexible sandstone. Her face is also covered but it is still possible to discern her eyes, nose and mouth. Her costume is a flexible black leotard and boots, with red headscarf and belt sash. Over this she wears a soft yellow hajib and robe.

 

Notes

I hate the quote. Can someone help me out with a better one?

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.... Maldives?

 

I just realised today that I overlooked the Maldives, so after Malta I'll go back and give them a hero or villain.

 

There are also only two days remaining in the Poll to decide the Atlantean character.

 

Some examples of Atlanteans in Uberworld include:

 

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STARFISH

 

behemoth1.jpg

BEHEMOTH

 

armada.jpg

ARMADA

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#107 MASTERMIND (Malta)

 

mastermind.jpg

 

MASTERMIND

Dr Song Hyun-ki

Character Sheet (Click Here)

 

Background

Born to relative obscurity in Korea, the man who would become known as Mastermind was the son of a former military aide and close ally of the Americans. Hyun-ki grew up around Americans and through the encouragement of his Korean father and American mother, he studied in the United States after high school. At University he was approached and drafted by the CIA and taken to Pittsburgh where he began work within a small military research think-tank. The US military were attempting to control the ubergene, particularly with military applications, and the Pittsburgh Project was one of many which had been initiated since after the Second World War.

During his work with the combined CIA and US military he was contacted, and seduced, by a Chinese agent. The agent appealed to his greed and vanity, and even Hyun-ki himself was surprised at how quickly he was willing to betray the United States and his fellow researchers. His greed was fed, but he has found that nothing is able to completely satiate it and the pursuit and coveting of unobtainable wealth and knowledge has been a driven force ever since.

 

Hyun-ki became a double agent and worked for the CIA and the Chinese government, exchanging secrets like a collectible card game. He was discovered shortly before the Pittsburgh Project was closed down, but when Hyun-ki fled the States, the CIA decided not to pursue him. The Pittsburgh Project hadn't really developed anything or worth, and in the eyes of the government it had been a complete financial failure.

 

He fled first to Majorca and then shortly after to Malta. The CIA did look for him but didn't use many of their resources, content to let him fade away and cease being one of their problems. Nearly a decade later, Mastermind is one of the world's most dangerous scientists and is actively wanted by the CIA and a half dozen other international law enforcement agencies.

 

From his base in Malta, Mastermind began perfecting his bio-engineering expertise and applications. He turned his obsessive attention to a local Maltese girl and transformed her like Pygmalion into the blue-skinned power-house, Manta. He attempted to create the perfect woman and used her to advertise his abilities which worked so well that very quickly he was in high demand across Europe's criminal networks. He has helped to enhance dozens of men and women, some of whom have gone on to become major adversaries for superhero teams like the Dawnstars and the Brotherhood.

 

Personality

Hyun-ki is consumed by greed. There is always something just beyond his reach which he is determined to possess, whether it be material like gold or insubstantial like a world-wide reputation. He is, in fact, a snivelling little man whose desperation for 'things' is clear to anyone who meets him. He is quite effeminate and pretentious; quick to transform from a cold scientist into a bickering snob.

 

He is a frustrated man, twisted by his greed and the inability to really connect with other people. When it comes to social situations he is truly lost and shows his incompetence, so to combat this possibility he deliberately avoids public appearances and generally deals with clients via the internet or through an agent. Despite his weaknesses, Mastermind is a ruthless and obsessed adversary. He has pursued enemies into the ground with a steely and vindictive passion, and more than a few times he has extended this vendetta to eradicating family members or friends of his target.

 

Quote

"You fool! My raw genius will always triumph over your simple parlour tricks!"

 

Powers

Mastermind is, as you would expect, a genius, particularly in the fields of bioengineering and physics. He has developed a friction-based force field generator on his own with the assistance of the CIA think tank and various other organisations around the world he has infiltrated and pilfered parts or theories. It is a work in progress and Mastermind most likely wouldn't be able to create a duplicate model given the tinkering that has gone in to the prototype. It is able to generate incredible force fields as well as 'life support' pods which provide a stable atmosphere within force fields and enable him to travel into hostile environments such as space and the deep sea. The field is able to be extended and can provide protection for a large area, as well as inflict injuries as force spikes, or project Mastermind through the air in a kind of self-propelled flight. The field generates heat and if he deliberately channels enough energy into the projector he is able to release a powerful pulse of heat, although doing so often leaves the generator drained, at least for a few moments.

 

Mastermind also possesses a wide range of tools which include any gadget he is currently working on.

 

Appearance

Hyun-ki has always been skinny and awkward. He appears to be all angles with knobbly knees and elbows, and pinched cheek bones and long gangling fingers. He has been bald since his mid-twenties and any clothes he wears inevitably appear to be baggy and shapeless.

 

In costume he wears ultra tight armoured fabric to compensate for this, which tends to accentuate his effeminate nature and has led to numerous insults and insinuations. Mastermind absolutely hates this but has not found a solution, apart from the possibility of wearing bulky exo-skeleton or powered armour. At the present he has hesitated in pursuing these options, but in future he may decide to concentrate on developing the 'Mastermind Armour'.

 

Force field appears like a shimmering field with sparks intermittently coming off the edge, generally only on one side as if the energy is flowing away like a comet tail.

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#107 MANTA (Malta)

 

manta.jpg

 

MANTA

Marthese Gialanze

Character Sheet (Click Here)

 

Background

Marthese was a housekeeper working for Mastermind when he first arrived on Malta and she became his obsession, soon disappearing from the public and severing any contact with her family and friends. Mastermind refashioned her as a blue-skinned aquatic humanoid with incredible physical features. She evidently had very little family anyway so her absence was met with gossip and innuendo, but little actual investigation.

 

She rarely ventures into the towns of Malta, preferring to live beneath the hard rock within Mastermind's headquarters. She has been seen frequently with Mastermind in other places, however, which may indicate that she feels sensitive about her appearance when visiting the places of her youth. Or it may not indicate that. Since her transformation Manta has shown a diminishing connection with her humanity.

 

Manta is always by Mastermind's side, although her overt attractiveness and crude sexuality disturb him and she often finds herself alone. She has adapted to her new life and spends most of her time away from Mastermind exploring her new form which generally means hunting beneath the waves of the Mediterranean Sea.

 

Personality

Manta is both passive and difficult to anticipate as she continues to move away from her former 'human' life. She considers herself a unique creature and has this idea reinforced to her by Mastermind frequently. She enjoys her physical prowess and ability to dominate the world beneath the waves. Her mannerisms around other people are quite unpredictable and usually involve some kind of social faux pas.

 

She is considered weird and a little scary by those who know her (even Mastermind is sometimes surprised by her behaviour or lack of understanding in social situations). Her speech patterns have also altered, particularly the 's' sound and her tendency to roll words together.

 

She has a killer instinct and is a predator. This is becoming clearer as the years pass, although Mastermind is satisfied with the development and utilises her talents to his advantage.

 

Quote

"Ahhyess, the fish turns to flee... but it is too lateyesss."

 

Powers

Manta has been genetically engineered by Mastermind and has an amphibious physiology as well as enhanced physical attributes. Her normal strength range allows her to lift in excess of 6000kg, but when immersed in water her strength increases exponentially allowing her, at her peak, to lift in excess of 75 tons. She has incredibly quick reaction times as well as enhanced agility and is able to fly at great speeds above and below the water.

 

Her physical appearance is striking. She has blue skin which is hardened to provide protection from the dangers of the deep, as well as glowing yellow eyes which allow her to see into the infrared spectrum as well as providing her with night vision capabilities. Her ears are small and pointed and she is able to hear ultrasonic vibrations, and while under water she is able to emit sound waves to provide her with limited sonar capabilities.

 

Manta wears a flowing cape which is stitched with a kevlar weave and protects her from serious harm.

 

Appearance

When people look at Manta they inevitably feel a sense of unease. She has an alien presence with a predator's stance. She watches people like they might be good hunting and always weighs up a person's worth first as potential prey and then as perhaps something more useful. The Mastermind's genetic manipulations have endowed her with blue skin, yellow eyes, pointed ears, gills at her neck and an unearthly grace.

 

Manta wears a silver-grey cloak, lined in dark purple, over a white bikini. She is never seen in anything else.

 

Before her transformation she was a plain Maltese girl, but she remembers very little about that life and doesn't seem overly curious about finding out more.

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