Mr. R Posted December 5, 2017 Author Report Share Posted December 5, 2017 Chapter Fourteen Sub-Saharan Africa Somalia. The problem of pirates is complicated by the fact that some are superpowered. This is a good hook for a set of adventures here. Djibouti is a small and generally overlooked nation and it wants to keep it that way thank you! Eritrea and Ethiopia still practice a tradition of killing deformed individuals, only now expanding it to Mutants / Accidents. Mr Twist from last chapter is very active here. Republic of Kenya has great beauty and animal diversity coupled with corruption and poaching. Some heroes even help against to poachers. A hook is also provided to the two legendary lions that terrified a whole crew of railroad workers. Their spirits still exist and even have a vile human who joins them from time to time. This could lead to an interesting set of adventures. United Republics of Tanzania is mentioned as a positive force in the region. The coolest part is a corporation that hires out superhuman mercenaries, with a twist, they have ETHICS. Their goal is the betterment of the whole region and will rent out people for for various causes that will help stop crime and corruption. This is a whole campaign in itself with SO many possible plot hooks! Republic of Uganda. Same as Eritrea and Ethiopia, child soldiers and Mr Twist! Democratic Republic of the Congo. The perfect place for your superpowered villain to lie low, as long as he doesn’t advertise his abilities. Even the UN has few representatives here. Republic of the Congo is actually a separate nation that is making efforts to escape its past. To this end, it hopes to recruit supers not only for crime but infrastructure. This could lead to some lasting changes in the world, if you don’t mind making those changes from reality. It also has its own homegrown heroes modeled on a group called Le Sape ( in english Society of Ambiance Makers and Elegant People). They are like Megamind, It's all presentation! https://www.youtube.com/watch?v=ehc2x4BleQI&t=48s Republics of Angola, Rwanda and Burundi all get a brief mention. Dakana is another in that tradition of fictitious countries. This is very much a Wakanda clone, but with a few differences and some decent hooks. Republic of Botswana is stable and prosperous and home to the South African Super Hero Alliance (SASHA). I’ll go over the roster later, but as I have said before, it is refreshing to see home grown heroes that the PC can interact with, since joining forces is such a time honoured custom. Republic of Malawi is another nation climbing out of the poverty and desperation vortex. Republic of Zimbabwe is home to two cool things. First is the local hero, who is a tech prodigy (refreshing). Second is this prodigy's efforts to help local nations with high tech workable solutions to help improve conditions. This has drawn the ire of many who desire the status quo of chaos and desperation. Possible story arc? Republic of Mozambique (Is republic some sort of magical word?) has the usual problems of improvements being stymied by corrupt officials in the country and outside. And some of them a supers! Republic of Madagascar (That word! I don’t think it means what you think it means!) is another nation that appears stable. And the efforts of local supers plan to keep it that way! Republic of Namibia is home to many transportation companies, one of which uses supers on its payroll. Again this could get fleshed out to a whole campaign if you chose! Republic of South Africa is probably familiar to you, so I will not elaborate to much. That it is home to a pair of interesting hero “brothers” helps! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 5, 2017 Author Report Share Posted December 5, 2017 Well if you are gonna make an homage, make it a good one Quote AEP #64 White Lioness Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 30 DEX 60 15- OCV: 10/DCV: 10 20 CON 20 13- 10 BODY 0 11- 18 INT 8 13- PER Roll 15- 20 EGO 20 13- ECV: 7 23 PRE 13 14- PRE Attack: 4 ½d6 16 COM 3 12- 8+6 PD 4 Total: 8/14 PD (8/14 rPD) 8+6 ED 4 Total: 8/14 ED (8/14 rED) 7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 12 8 REC 0 40 END 0 30 STUN 0 Total Characteristic Cost: 172 Movement: Running: 10"/20" Leaping: 8"/16" Swimming: 5"/10" Swinging: 10"/20" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 8 Running +4" (10" total) 1 4 Leaping +4" (8" forward, 4" upward) 1 6 +2 PER with all Sense Groups 5 Tracking with Normal Smell 5 Nightvision 1 Smell: Analyze with (0 Active Points) 3 Ultrasonic Perception (Hearing Group) 12 Dakanan Armour: Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 7 Energized Claws: Hand-To-Hand Attack +2d6, Armor Piercing (+½) (15 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1 20 Armor Piercing (+½) for up to 40 Active Points of Str and Mart. Arts (20 Active Points) 2 10 Energized Claws: Clinging (normal STR) 19 Sealed Systems: Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 45 Stealth Field: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points) 10 Swingline: Swinging 10" 1 4 Martial Strike +0 +2 6d6 Strike 4 Martial Block +2 +2 Block, Abort 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Disarm -1 +1 Disarm; 30 STR to Disarm 3 Takedown +1 +1 4d6 Strike; Target Falls 5 Offensive Strike -2 +1 8d6 Strike Perks 12 Fringe Benefit: Crown Prince 10 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 14- 8 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact Talents 12 Combat Luck (6 PD/6 ED) 14 Fearless 17 Danger Sense (self only, in combat, Function as a Sense) 15-/13- Skills 3 Acrobatics 15- 3 Climbing 15- 3 Disguise 13- 3 KS: History 13- 3 KS: Pop Culture 13- 3 Science Skill: General Science 13- 3 KS: Philosophy Theology 13- 3 Deduction 13- 3 Criminology 13- 3 Forensic Medicine 13- 3 Persuasion 14- 3 Sleight Of Hand 15- 3 Concealment 13- 3 Contortionist 15- 11 Stealth 19- 3 Shadowing 13- 3 Mechanics 13- 3 Demolitions 13- 3 Electronics 13- 3 Computer Programming 13- 3 Security Systems 13- 3 Systems Operation 13- 3 Paramedics 13- 4 Language: Bantu (completely fluent; literate) 4 Language: English (completely fluent; literate) 4 Language: French (completely fluent; literate) 4 Language: Kiswahili (completely fluent; literate) 1 Language: Dakanan (imitate dialects; literate) (6 Active Points) 3 Tracking 13- Total Powers & Skill Cost: 360 Total Cost: 532 300+ Disadvantages 15 Psychological Limitation: Responsibility of power (Common; Strong) 15 Hunted: Red Hyena 8- (As Pow; NCI; Harshly Punish) 202 Experience Points Total Disadvantage Points: 532 Earned Experience: 0 Spent Experience: 202 Unspent Experience: 0 Background/History: Princess Tafari was never expected to rise above her expectations. Second in line for the throne and a lover of western culture and a penchant for wild antic all told the people of Dakana that she was unsuitable for leadership. Then she entered the competition for the post of White Lion, legendary protector of her people. Amazingly she won and the post has since mellowed and matured her. She still has elements of her old ways, but she is a true defender of her people! Personality/Motivation: Responsibility to her country and the legacy of her position. Quote: Powers/Tactics: A highly trained athlete and Martial Artist. This is supplemented by a protective costume with a camo field and energy claws. Campaign Use: Appearance: 173 cm and 65 KG with short black hair and brown eyes. Her costume is all white but can change colours for stealth! Its the Black Panther, modernized. One aspect I wish they kept is the original's scientific expertice. But it is a close enough homage that I won't quibble too much. Power wise, she's what she paying homage to. Hits fast, hard and can have a number of surprise moves. Add a camo field and she can attack when conditions are right for her! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 5, 2017 Author Report Share Posted December 5, 2017 And of course The White Lion has to have a Dark Mirror Quote AEP #65 Red Hyena Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 30 DEX 60 15- OCV: 10/DCV: 10 25 CON 30 14- 10 BODY 0 11- 15 INT 5 12- PER Roll 14-/16- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 ½d6 14 COM 2 12- 8 PD 2 Total: 8 PD (8 rPD) 8 ED 3 Total: 8 ED (8 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 50 END 0 38 STUN 0 Total Characteristic Cost: 165 Movement: Running: 14"/56" Leaping: 10"/20" Swimming: 5"/10" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 21 Running +8" (14" total), x4 Noncombat 2 4 Leaping +4" (10" forward, 5" upward) 1 6 +2 PER with all Sense Groups 50 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½) 11 Blessing of the Hyena God: Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½) 5 Claws: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½), OIF (-½) 1 22 Mystic Mask: Invisibility to Hearing and Smell/Taste Groups , Reduced Endurance (0 END; +½) (22 Active Points) 17 Invisibility to Sight Group , Reduced Endurance (0 END; +½) (30 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Machines; -½), Linked (Mystic Mask; -¼) 29 Protective Cloth: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 2 +2 PER with Normal Smell 5 Nightvision 5 Tracking with Normal Smell 3 Ultrasonic Perception (Hearing Group) 5 Sacrifice Strike +1 -2 10d6 Strike 4 Martial Strike +0 +2 8d6 Strike 4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort 4 Martial Block +2 +2 Block, Abort 3 Martial Grab -1 -1 Grab Two Limbs, 40 STR for holding on 3 Takedown +1 +1 6d6 Strike; Target Falls 5 Offensive Strike -2 +1 10d6 Strike Perks 8 Fringe Benefit: Leader of Religion Talents 12 Combat Luck (6 PD/6 ED) 17 Danger Sense (self only, in combat, Function as a Sense) 14- Skills 7 Analyze: Possible abilities 14- 3 Acrobatics 15- 3 Climbing 15- 3 Disguise 12- 3 KS: History 12- 3 Power: Magic 12- 3 KS: Philosophy Theology 12- 3 Criminology 12- 3 Deduction 12- 3 Forensic Medicine 12- 3 Stealth 15- 3 Shadowing 12- 3 Mechanics 12- 3 Electronics 12- 3 Demolitions 12- 3 Computer Programming 12- 3 Security Systems 12- 3 Systems Operation 12- 4 Language: English (completely fluent; literate) 4 Language: French (completely fluent; literate) 4 Language: Kiswahili (completely fluent; literate) 4 Language: Bantu (completely fluent; literate) 1 Language: Dakanan (imitate dialects; literate) (6 Active Points) Total Powers & Skill Cost: 331 Total Cost: 496 200+ Disadvantages 20 Psychological Limitation: Power Hungry (Very Common; Strong) 10 Rivalry: Professional (; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry) 20 Psychological Limitation: Hidden Shame (Common; Total) 246 Experience Points Total Disadvantage Points: 496 Earned Experience: 0 Spent Experience: 246 Unspent Experience: 0 Background/History: Prince Baako was the chosen one, heir to the throne and the post of White Lion. At least that is what he believed was his destiny. Then his sister won. Ashamed and humiliated, he left and fell in with an outlawed blood cult in Dakana. Soon he resurfaced and Red Hyena, future king of Africa and the World! Personality/Motivation: Power and hatred. Desire to rule and hatred of his sister. Quote: Powers/Tactics: Dark mirror to White Lion, but his powers are magically based! Campaign Use: Appearance: Red bodysuit with a hyena mask! He stands 188 cm and 91 KG! I get the feeling that these two were designed as part of a campaign. Stand back, this is my fight! Come to die sister! If it is my destiny, but you will never be a White Lion! ARRRGGG! (while charging) Sorry, I can just see it! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 6, 2017 Author Report Share Posted December 6, 2017 One of the greatest detectives on the planet Quote AEP #66 The Prime Detective Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 25 INT 15 14- PER Roll 14- 25 EGO 30 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 15 COM 3 12- 8+6 PD 5 Total: 8/14 PD (8/14 rPD) 8+6 ED 4 Total: 8/14 ED (8/14 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 26 STUN 0 Total Characteristic Cost: 122 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 4 Collapsible Rod: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1 14 Armor (6 PD/6 ED) (18 Active Points); IIF (-¼) 12 Heavy Pistol: Energy Blast 5d6 (25 Active Points); OAF (-1) 2 15 Discriminatory with Normal Smell and Smell/Taste Group 10 Discriminatory with Hearing Group 10 Infrared Perception (Sight Group), Discriminatory 10 Nightvision, Discriminatory 5 Microscopic ( x10) with Sight Group 16 Retrocognitive Clairsentience (Hearing Group) (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for Crime Scenes; -1 ½) 4 10 Tracking with Sight Group 5 Ultraviolet Perception (Sight Group) Perks 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources) 14- 6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact Talents 5 Eidetic Memory 15 Danger Sense (self only, in combat) 14- 3 Bump Of Direction 3 Absolute Time Sense Skills 3 Disguise 14- 3 KS: Law Enforcement 14- 3 Deduction 14- 3 Criminology 14- 3 Forensic Medicine 14- 12 Deduction Criminology For Sci: +4 with any three related Skills 3 Persuasion 13- 3 Stealth 13- 3 Shadowing 14- 4 Language: English (completely fluent; literate) 4 Language: French (completely fluent; literate) 4 Language: Portuguese (completely fluent; literate) 4 Language: Kiswahili (completely fluent; literate) 1 Language: Tswana (imitate dialects; literate) (6 Active Points) 12 Ranged Weapons: +4 with any three maneuvers or a tight group of attacks 20 +4 with DCV Total Powers & Skill Cost: 246 Total Cost: 367 300+ Disadvantages 15 Psychological Limitation: Desire for Justice (Common; Strong) 15 Dependent NPC: Husband and Kids 8- (Normal; Useful Non Combat Position or Skills; Group DNPC: x4 DNPCs) 37 Experience Points Total Disadvantage Points: 367 Earned Experience: 0 Spent Experience: 37 Unspent Experience: 0 Background/History: Kagiso Batawana is the child of a police chief and a doctor. Even at a young age, her intelligence was noted. When her mutant powers manifested, they became the perfect compliment to her skills and aptitudes. She is a walking forensic lab, and coupled with her detective skills make her the pre-eminent investigator in Africa and maybe the planet. Personality/Motivation: Desire to see justice done! Quote: Powers/Tactics: Take Wolverine's senses and add Batman's skills. She's an investigator, not a fighter, but is well able to protect herself against most thugs. Campaign Use: Appearance: A forty year old African woman with Black hair and brown eyes. She has no costume except for normal street clothing under which she has a protective weave. I seem to remember a TV series based on books about a lady detective similar to this. If so it is a cool homage! and I like she has a nice, well rounded background and skill set. Add her powers and she justifiably becomes a very competent detective. Otherwise she is no combat master. But as a leader and truth seeker, she is top notch! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 6, 2017 Author Report Share Posted December 6, 2017 Another homage, a much darker one really Quote AEP #67 Hellscreamer Val Char Cost Roll Notes 35 STR 25 16- Lift 3200.0kg; 7d6 [3] 30 DEX 60 15- OCV: 10/DCV: 10 30 CON 40 15- 10 BODY 0 11- 13 INT 3 12- PER Roll 14- 15 EGO 10 12- ECV: 5 25 PRE 15 14- PRE Attack: 5d6 16 COM 3 12- 25 PD 18 Total: 25 PD (25 rPD) 25 ED 19 Total: 25 ED (25 rED) 5 SPD 10 Phases: 3, 5, 8, 10, 12 20 REC 14 60 END 0 43 STUN 0 Total Characteristic Cost: 217 Movement: Running: 6"/12" Flight: 20"/160" Leaping: 7"/14" Swimming: 2"/4" Cost Powers END 25 Damage Resistance (25 PD/25 ED) 6 +2 PER with all Sense Groups 5 Nightvision 13 Sin: Detect A Single Thing 14-/12- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range 5 Tracking with Detect A Single Thing 62 Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points) 2 100 Voice of Hades: Multipower, 100-point reserve 5u 1) Infernal Whispers: Energy Blast 6d6, Line Of Sight (+½), No Normal Defense ([Standard]; Not vs deaf; +1) (75 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage only to see if Con Stunned; -½) 7 3u 2) Screams of the Abyss: Entangle 4d6, 2 DEF, Area Of Effect (7" Cone; +1) (60 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only if target can hear; -½) 6 7u 3) Song of the Da*med: Energy Blast 10d6, Area Of Effect (20" Line; +1) (100 Active Points); No Range (-½) 10 7 Wicked Talons: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-½) 1 11 Healing BODY 1d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (22 Active Points); Always On (-½), Self Only (-½) Talents 17 Danger Sense (self only, in combat, Function as a Sense) 14-/12- Skills 3 KS: Magic 12- 3 KS: Music 12- 3 PS: Musician 12- 3 Stealth 15- 3 Shadowing 12- 4 Language: English (completely fluent; literate) 1 Language: Tswana (imitate dialects; literate) (6 Active Points) Total Powers & Skill Cost: 286 Total Cost: 503 300+ Disadvantages 15 Psychological Limitation: Seeks Vengeance (Common; Strong) 15 Physical Limitation: Dark Pact (Infrequently; Fully Impairing) 20 Distinctive Features: (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 153 Experience Points Total Disadvantage Points: 503 Earned Experience: 0 Spent Experience: 153 Unspent Experience: 0 Background/History: Angels of vengeance and retribution are common in literature. Kgosi "King Screamer" Barmalete never expected to become one. Killed by a rival musician, a voice offered him a chance to live again as an agent to punish the wicked. He has taken on cultist, demons and evil spirits across southern Africa. His method may be questionable, but so far Hellscreamer is on the good guys side! Personality/Motivation: He made a pact with something and now his life is not his own. He seeks vengeance against the wicked! Quote: Powers/Tactics: Durable and strong, his greatest ability is his voice which he uses to knock out, immobilise and damage his opponents. Campaign Use: Appearance: 184 cm tall and 78 KG with black hair and beard and glowing red eyes. He wears jeans, biker boots and a leather jacket with metal spikes on the shoulders! He's the Ghost Rider, but with Banshee powers. Again he's a well rounded NPC with a lot of hooks. And he is proof that a good origin can happen anywhere! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 7, 2017 Author Report Share Posted December 7, 2017 First of a pair of "Brothers" who protect South Africa Quote AEP #68 Vuubroder Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 23 INT 13 14- PER Roll 16- 13 EGO 6 12- ECV: 4 18 PRE 8 13- PRE Attack: 3 ½d6 10 COM 0 11- 8+20 PD 5 Total: 8/28 PD (8/28 rPD) 8+20 ED 4 Total: 8/28 ED (8/28 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 7 REC 0 40 END 0 27 STUN 0 Total Characteristic Cost: 109 Movement: Running: 10"/20" Flight: 20"/160" Leaping: 6"/12" Swimming: 5"/10" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 8 Running +4" (10" total) 1 4 Leaping +4" (6 ½" forward, 3" upward) 1 6 +2 PER with all Sense Groups 17 Elemental Control, 50-point powers, (25 Active Points); all slots OIF (-½) 25 1) Flight 20", x8 Noncombat, Reduced Endurance (½ END; +¼) (62 Active Points); OIF (-½) 2 17 2) Force Field (20 PD/20 ED), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2 34 Energy Blast 6d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1) (60 Active Points); No Range (-½), Linked (Force Field; -¼) 6 67 Multipower, 100-point reserve, (100 Active Points); all slots OIF (-½) 4u 1) Heat Wave: Energy Blast 5d6, No Normal Defense ([Standard]; +1), Area Of Effect (11" Cone; +1) (75 Active Points); No Range (-½), OIF (-½) 7 4u 2) Douse Fire Powers: Suppress 8d6, Reduced Endurance (½ END; +¼), Area Of Effect (5" Radius; +1) (90 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), OIF (-½) 4 5u 3) Fire Bolt: Energy Blast 11d6, Reduced Endurance (½ END; +¼) (69 Active Points); OIF (-½) 2 5u 4) Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½), OIF (-½) 10 13 Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OIF (-½) Perks 5 Money: Well Off Talents 5 Eidetic Memory Skills 4 Language: Bantu (completely fluent; literate) 4 Language: English (completely fluent; literate) 4 Language: French (completely fluent; literate) 1 Language: Africaans (imitate dialects; literate) (6 Active Points) 4 Language: Latin (completely fluent; literate) 3 Climbing 13- 3 KS: Medicine 14- 3 KS: Politics 14- 3 Criminology 14- 3 Deduction 14- 3 Forensic Medicine 14- 3 Persuasion 13- 3 Systems Operation 14- 3 Security Systems 14- 3 Mechanics 14- 3 Electronics 14- 3 Demolitions 14- 3 Paramedics 14- 9 Fire Powers: +3 with any three maneuvers or a tight group of attacks 15 +3 with DCV Total Powers & Skill Cost: 310 Total Cost: 419 300+ Disadvantages 15 Psychological Limitation: responsibility (Common; Strong) 20 Dependent NPC: Family 8- (Normal; Group DNPC: x4 DNPCs) 84 Experience Points Total Disadvantage Points: 419 Earned Experience: 0 Spent Experience: 84 Unspent Experience: 0 Background/History: Martin Govender lost his parents to extremism in South Africa. Saved by a member of the ANC who raised Martin along side his Dajon. The two became inseparable, especially when they found the box containing two rings. the rings granted them elemental powers, which they put to use becoming protectors of South Africa and symbols of unity. Personality/Motivation: Spidey Syndrome Quote: Powers/Tactics: Given fire abilities, he flies and can fire powerful fire attacks! Campaign Use: Appearance: 181 Cm and 87 KG, he has blond hair and blue eyes. His costume is red and orange! WOW! He's tough and versatile. When with his "brother" they can be a frightening combination! Power wise, he's a fire controller, with a bit more powerful than most. Game wise, a lot of hooks, especially the rings! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 7, 2017 Author Report Share Posted December 7, 2017 The second of two "Brothers" Quote AEP #69 Aardebroder Val Char Cost Roll Notes 30+40 STR 20 15- / 23- Lift 1600.0kg/409.6tons; 6d6/14d6 [3/7] 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10+8 BODY 0 11- / 13- 15 INT 5 12- PER Roll 14- 15 EGO 10 12- ECV: 5 23 PRE 13 14- PRE Attack: 4 ½d6 10 COM 0 11- 8+18 PD 2 Total: 8/26 PD (8/26 rPD) 8+18 ED 4 Total: 8/26 ED (8/26 rED) 4 SPD 10 Phases: 3, 6, 9, 12 10 REC 0 40 END 0 35+8 STUN 0 Total Characteristic Cost: 114 Movement: Running: 10"/20" Flight: 18"/72" Leaping: 10"/20" Swimming: 5"/10" Tunneling: 10"/80" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 8 Running +4" (10" total) 1 4 Leaping +4" (10"/18" forward, 5"/9" upward) 1 6 +2 PER with all Sense Groups 36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½) 50 Multipower, 75-point reserve, (75 Active Points); all slots OIF (-½) 2u 1) Flight 18", x4 Noncombat (41 Active Points); OIF (-½), Physical Manifestation (-¼) 4 5u 2) Tunneling 10" through 10 DEF material, x8 Noncombat, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3 67 Multipower, 100-point reserve, (100 Active Points); all slots OIF (-½) 3u 1) Force Wall (10 PD/10 ED), Reduced Endurance (½ END; +¼) (62 Active Points); Limited Power Power loses about a third of its effectiveness (Needs equivalent volume of earth; -½), OIF (-½) 2 5u 2) Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½), OIF (-½) 10 4u 3) Energy Blast 10d6, Area Of Effect (5" Radius; +1) (100 Active Points); Limited Power Power loses about half of its effectiveness (No Damage only KB; -1), OIF (-½) 10 4u 4) Telekinesis (55 STR) (83 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs Earth; -½), OIF (-½) 8 40 Multipower, 60-point reserve, (60 Active Points); all slots OIF (-½) 3u 1) Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 23,296 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 4 m wide), Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2 3u 2) Desolidification , Reduced Endurance (½ END; +¼) (50 Active Points); OIF (-½) 2 13 Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); OIF (-½) 4 Martial Strike +0 +2 8d6 / 16d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 40 STR / 80 STR for holding on 5 Offensive Strike -2 +1 10d6 / 18d6 Strike Perks 5 Money: Well Off Skills 4 Language: English (completely fluent; literate) 4 Language: Bantu (completely fluent; literate) 4 Language: French (completely fluent; literate) 1 Language: Africaans (imitate dialects; literate) (6 Active Points) 4 Language: Latin (completely fluent; literate) 3 Acrobatics 13- 3 Climbing 13- 3 KS: Military 12- 3 Criminology 12- 3 Deduction 12- 3 Forensic Medicine 12- 3 Stealth 13- 3 Shadowing 12- Total Powers & Skill Cost: 322 Total Cost: 436 300+ Disadvantages 15 Psychological Limitation: responsibility (Common; Strong) 20 Dependent NPC: Family 8- (Normal; Group DNPC: x4 DNPCs) 101 Experience Points Total Disadvantage Points: 436 Earned Experience: 0 Spent Experience: 101 Unspent Experience: 0 Background/History: See Vubroder> Personality/Motivation: Quote: Powers/Tactics: Great earth control including earth moving. Also he can grow to great size with great strength! Campaign Use: Appearance: 176 cm and 91 KG with short black hair and brown eyes. His costume is two toned brown! I like it, but I'd like it more if the book wasn't already packed with earth controllers. If he was Air, we could see what M&M was really capable of doing. I know that it was different authors, independent of each other, but it still feels like a big cut and paste. Ok rant off. As a NPC he's cool, especially with his "brother" and he has many story hooks as well! So acceptable! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 8, 2017 Author Report Share Posted December 8, 2017 South African Super Hero Alliance Prime Detective: See entry above Sol Soldado: Angolan and former child soldier. Somehow got solar powers and now fights against child exploitation. Supposedly has a high str ( about 50 I’d say) flight (30”), force field (25/25), and various blasts (starting at 12d6) Chui Bwana: Congolese athlete experimented on by WWC. They don’t list powers, but I’d say similar to White Lion without any OIF gadgets. He also is incredibly popular, so a high Pre and some good interpersonal skills> Mphamvu: From Malawi, he described and the most upstanding and incorruptible. He’s a reverse Powerhouse, where you lower the Str and up the Defences. Maybe also some KB resist and various power, flash and mental defenses. This guy should be the most difficult to take down! Vahiny: Calls Madagascar home. Actually an alien who has adopted earth as his home. Can fly (25” maybe) and fire infra-beams from his eyes (a multipower with various effects). As well he has access to advanced alien technology (gadget pool?) Zingizi: Zimbabwe’s super genius mentioned above. He powers are insect based (her name means carpenter bee), with a battlesuit. Instead of high str though, she has a bunch of mini robots. Vuurbroer: See above entry Aardebroer: See above entry As well it states this is but a part of their roster. Given the size and population they have in that region, this should be a large and diverse team! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 8, 2017 Author Report Share Posted December 8, 2017 Chapter Fifteen Russia and Central Asia So naturally we start with Russia. First a caveat, that just because the government is corrupt, it does not follow that the supers are also. Some will be good, others evil at same ratio. Then we get into the remnants of the People’s Guard and a legacy hero who would be more effective if not for a secret. Then we get a high tech complex under Chernobyl. What is happening there? And how will it affect the world? And way over Tunguska is another secret complex! We finish with two old folklore characters. Now we invade Afghanistan, and a villain so violent even the WWC want nothing to do with him. Kazakhstan, home of former Soviet super soldier programs. Some which may still produce something. In addition we get four of those soldiers who are trying their best fit into a world that has changed! Kyrgyzstan, home to two supers, one who could be much more effective on the world stage, if he can get past his depression! Tajikistan, one of the poorest of these nations has a super who is rallying the people to his cause. Is he benevolent, or a mad dictator in the making? Turkmenistan, which is recovering from a mad ruler. Could the heroes help? Uzbekistan, which is more cosmopolitan and well of due to its position for trade. But again the WWC is here fomenting things behind the scenes. Some suspect its involvement, but are treading carefully as they have no direct proof! Do we need foreign heroes to come in to save things? Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 8, 2017 Author Report Share Posted December 8, 2017 So a lady living up to her father's legacy, if her country would accept her Quote AEP #70 Bogatyr II Val Char Cost Roll Notes 60 STR 50 21- Lift 102.4tons; 12d6 [6] 24 DEX 42 14- OCV: 8/DCV: 8 30 CON 40 15- 10 BODY 0 11- 23 INT 13 14- PER Roll 16- 25 EGO 30 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 35 PD 23 Total: 35 PD (35 rPD) 35 ED 29 Total: 35 ED (35 rED) 5 SPD 16 Phases: 3, 5, 8, 10, 12 18 REC 0 60 END 0 55 STUN 0 Total Characteristic Cost: 253 Movement: Running: 10"/20" Flight: 35"/280" Leaping: 16"/32" Swimming: 5"/10" Cost Powers END 35 Damage Resistance (35 PD/35 ED) 3 Swimming +3" (5" total) 1 8 Running +4" (10" total) 1 4 Leaping +4" (16" forward, 8" upward) 1 6 +2 PER with all Sense Groups 20 Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) 15 Reduced Endurance (½ END; +¼) for up to 60 Active Points of Str (15 Active Points) 87 Multipower, 87-point reserve 9u 1) Flight 30", x8 Noncombat, Reduced Endurance (½ END; +¼) (87 Active Points) 3 2u 2) Flight 5", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+¼) (22 Active Points) 2 Perks 2 Reputation: Daughter of a Hero (A large group) 11-, +1/+1d6 Skills 3 Acrobatics 14- 3 Climbing 14- 3 KS: Russian Geography 14- 3 KS: Russian Weather Pattern 14- 3 Survival 14- 3 Persuasion 13- 7 Analyze: Possible abilities 16- 4 Language: English (completely fluent; literate) 4 Language: Mandarin (completely fluent; literate) 1 Language: Russian (imitate dialects; literate) (6 Active Points) 10 +2 with HTH Combat Total Powers & Skill Cost: 235 Total Cost: 488 300+ Disadvantages 20 Psychological Limitation: Woman of the People (Very Common; Strong) 15 Psychological Limitation: Legacy of Father (Common; Strong) 15 Social Limitation: Lesbian (Frequently; Major) 138 Experience Points Total Disadvantage Points: 488 Earned Experience: 0 Spent Experience: 138 Unspent Experience: 0 Background/History: Bogatyr was a Cold War hero of the Soviet Union. But time catches up to all, and eventually he retired. But recently his daughter has taken his mantle and is especially active in the wilder eastern part of Russia. Taking up the name of Bogatyr, she is the darling of the Russian people. Personality/Motivation: A believer in power to the people and the people of Russia. Also to live up to their father's legacy. Quote: Powers/Tactics: Pick one enemy, and hit them until they stop fighting, then moving on! Strong, fast and durable! Campaign Use: Appearance: At 168 cm and 60 KG she has long blond hair and green eyes. She wears jeans and boots and a t shirt with the colours of the Russian Federation on it! So first off, a tonne of hooks. Legacy, acceptance, higher mission. The fact she is a lesbian in a country that vilifies them taints her actions and inactions. Power wise, this is a tough, fast NPC. She's a Power Puff Girl all grown up. She needs a sign "Don't Mess With ME" I like her! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 8, 2017 Author Report Share Posted December 8, 2017 He's his own legacy. In fact, HOW many people has he been in history. Quote AEP #71 Rasputin Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 23 DEX 39 14- OCV: 8/DCV: 8 23 CON 26 14- 10 BODY 0 11- 25 INT 15 14- PER Roll 16- 25 EGO 30 14- ECV: 8 25 PRE 15 14- PRE Attack: 5d6 6 COM -2 10- 12 PD 6 Total: 12 PD (12 rPD) 12 ED 7 Total: 12 ED (12 rED) 6 SPD 27 Phases: 2, 4, 6, 8, 10, 12 11 REC 0 46 END 0 37 STUN 0 Total Characteristic Cost: 183 Movement: Running: 6"/12" Leaping: 6"/12" Swimming: 2"/4" Cost Powers END 12 Damage Resistance (12 PD/12 ED) 6 +2 PER with all Sense Groups 48 Variable Power Pool, 40 base + 8 control cost, (60 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 50 Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½) 35 (Total: 45 Active Cost, 35 Real Cost) Hand-To-Hand Attack +4d6, Penetrating (+½) (30 Active Points); Hand-To-Hand Attack (-½) (Real Cost: 20) plus Penetrating (+½) for up to 30 Active Points of Str (15 Active Points) (Real Cost: 15) 4 12 Telepathy 5d6 (25 Active Points); Limited Power Power loses about half of its effectiveness (Only surface thought; -1) 2 74 Shape Shift (Sight, Hearing, Mental, Smell/Taste and Touch Groups, limited group of shapes), Makeover, Reduced Endurance (0 END; +½), Persistent (+½) (74 Active Points) 25 Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal) 29 Telekinesis (3 STR), Fine Manipulation, Invisible Power Effects (Fully Invisible; +1) (29 Active Points) 3 40 Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs Magic; -½) 40 Physical Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a third of its effectiveness (Not vs Magic; -½) Perks 2 Deep Cover 2 Deep Cover 2 Deep Cover 2 Deep Cover 2 Deep Cover 3 Anonymity 12 Money: Filthy Rich 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 13- 10 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 14- 5 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact Talents 12 Combat Luck (6 PD/6 ED) Skills 11 Disguise 18- 3 KS: History 14- 3 Power: Magic 14- 3 KS: Politics 14- 3 Persuasion 14- 6 Language: English (imitate dialects; literate) 6 Language: Arabic (imitate dialects; literate) 6 Language: Mandarin (imitate dialects; literate) 6 Language: Romanian (imitate dialects; literate) 6 Language: Russian (imitate dialects; literate) 6 Language: Turkish (imitate dialects; literate) 1 Language: Infernal (imitate dialects; literate) (6 Active Points) Total Powers & Skill Cost: 492 Total Cost: 675 300+ Disadvantages 20 Psychological Limitation: Must stop his Rakshasa Kin (Common; Total) 15 Social Limitation: Secret ID (Frequently; Major) 10 Distinctive Features: (Easily Concealed; Extreme Reaction; Detectable By Uncommonly-Used Senses) 15 Psychological Limitation: Plans are convoluted (Common; Strong) 315 Experience Points Total Disadvantage Points: 675 Earned Experience: 0 Spent Experience: 315 Unspent Experience: 0 Background/History: He is the genuine Rasputin. The Mad Monk! Some called him a demon. They were close. He is a Rakshasa, an Indian demon who came to Russia over 400 years ago. He disagrees with his fellows and fights to keep them out of Russia and by extension all of Europe. It is a dangerous game, but a long one and he has time! Personality/Motivation: He actually want to save his people. He believes they are doomed, and hopes his efforts to stop them will change their destiny. So he plans and plans and plans and plans.... Quote: Powers/Tactics: A dangerous HTH fighter who is almost immune to most damage. He supplements this with years of magical knowledge. Campaign Use: Appearance: A shapeshifter he can appear however he wants! So the redeemed demon. It is an interesting background, and he can fill almost any role you want. When you are a shape shifter, you can be anyone. One cool possibility is he has infiltrated the WWC so he can use it oppose his people. Use an enemy to take out an enemy. Since any criminal conspiracy has an element of paranoia, he is perfect for stirring up the S*&T. Power wise he's decent. Not over powering, but scary in the right hands. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 11, 2017 Author Report Share Posted December 11, 2017 Old soldiers never die, and they rage against fading away! Quote AEP # 72 Horseman Super Soldiers Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 21 DEX 33 13- OCV: 7/DCV: 7 28 CON 36 15- 10 BODY 0 11- 10 INT 0 11- PER Roll 13- 15 EGO 10 12- ECV: 5 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 8+6 PD 2 Total: 8/14 PD (8/14 rPD) 8+6 ED 2 Total: 8/14 ED (8/14 rED) 4 SPD 9 Phases: 3, 6, 9, 12 12 REC 0 56 END 0 39 STUN 0 Total Characteristic Cost: 117 Movement: Running: 16"/32" Leaping: 12"/24" Swimming: 5"/10" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 20 Running +10" (16" total) 2 6 Leaping +6" (12" forward, 6" upward) 1 6 +2 PER with all Sense Groups 27 Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Radiation; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week) 6 +4 versus Range Modifier for Hearing Group 6 +4 versus Range Modifier for Sight Group 5 Infrared Perception (Sight Group) 5 Nightvision 10 Tracking with Sight Group 3 Ultrasonic Perception (Hearing Group) 37 Rifle: Energy Blast 6d6, Autofire (5 shots; +½), Reduced Endurance (0 END; +1) (75 Active Points); OAF (-1) 15 Pistol: Energy Blast 4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1) 12 Armor (6 PD/6 ED) (18 Active Points); OIF (-½) 4 Martial Strike +0 +2 8d6 Strike 3 Martial Grab -1 -1 Grab Two Limbs, 40 STR for holding on 3 Takedown +1 +1 6d6 Strike; Target Falls 5 Offensive Strike -2 +1 10d6 Strike 4 Basic Shot +0 +0 Strike, +2 DC 4 Offensive Shot -1 -1 Strike, +4 DC 4 Quick Shot +1 +0 Strike, +2 DC 5 Weapon Element: Assault Rifles/LMGs, Blades, Clubs, Default Element, Empty Hand, Handguns Talents 20 Animal Friendship 14 Fearless 17 Danger Sense (self only, in combat, Function as a Sense) 13-/11- 3 Bump Of Direction Skills 3 Climbing 13- 3 KS: Military 11- 3 Tactics 11- 3 Stealth 13- 3 Shadowing 11- 3 Paramedics 11- 3 Breakfall 13- 3 Teamwork 13- Total Powers & Skill Cost: 279 Total Cost: 396 300+ Disadvantages 15 Psychological Limitation: Long for Glory Days (Common; Strong) 81 Experience Points Total Disadvantage Points: 396 Earned Experience: 0 Spent Experience: 81 Unspent Experience: 0 Background/History: Left overs from the Cold War, the program was Kazakhstan's part in the old Soviet Super Soldier program. But now they have now no one to fight. So they took over an old warehouse, turned it into a modified base. There they fight against the enemies inside and outside the country evan as they get older. Personality/Motivation: Relive the glory days when they were ELITE! Quote: Powers/Tactics: A program that improved them physically to almost human peak coupled with Spetsnaz training and some state of the art weapons and equipment! Campaign Use: Appearance: Varies! I am surprised no one has thought of giving them a decent base and weapons depot. Four tough as nails, elite military operatives with minor super powers! As allies or opponents, they would be cool. And seriously, the idea can be dropped anywhere! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 11, 2017 Author Report Share Posted December 11, 2017 A super Flash. Really! Quote AEP #73 Occulus Val Char Cost Roll Notes 55 STR 45 20- Lift 51.2tons; 11d6 [5] 30 DEX 60 15- OCV: 10/DCV: 10 35 CON 50 16- 10 BODY 0 11- 30 INT 20 15- PER Roll 17- 30 EGO 40 15- ECV: 10 25 PRE 15 14- PRE Attack: 5d6 20 COM 5 13- 25 PD 14 Total: 25 PD (25 rPD) 25 ED 18 Total: 25 ED (25 rED) 6 SPD 20 Phases: 2, 4, 6, 8, 10, 12 18 REC 0 70 END 0 56 STUN 0 Total Characteristic Cost: 287 Movement: Running: 23"/736" Leaping: 11"/22" Swimming: 2"/4" Teleportation: 20"/40" Cost Powers END 25 Damage Resistance (25 PD/25 ED) 6 +2 PER with all Sense Groups 70 Running +17" (23" total), x32 Noncombat, Reduced Endurance (½ END; +¼) (70 Active Points) 2 6 +4 versus Range Modifier for Hearing Group 5 Nightvision 8 +5 versus Range Modifier for Sight Group 3 Ultrasonic Perception (Hearing Group) 40 Multipower, 40-point reserve 3u 1) Teleportation 15" (30 Active Points) 3 2u 2) Teleportation 5", MegaScale (1" = 100 km; +¾), Can Be Scaled Down 1" = 1km (+¼) (20 Active Points) 2 13 Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about half of its effectiveness (Only if blocking; -1), Costs Endurance (Only Costs END to Activate; -¼) 3 Talents 3 Bump Of Direction 3 Absolute Range Sense Skills 7 Analyze: Possible abilities 17- 3 Climbing 15- 3 KS: Astronomy 15- 3 CuK: Kyrgyzstan 15- 6 Language: Kyrgyz (imitate dialects; literate) 6 Language: Uzbek (imitate dialects; literate) 6 Language: Russian (imitate dialects; literate) 1 Language: Elzanni (imitate dialects; literate) (6 Active Points) 3 Criminology 15- 3 Deduction 15- 3 Forensic Medicine 15- 3 Systems Operation 15- 3 Security Systems 15- 3 Mechanics 15- 3 Electronics 15- 3 Demolitions 15- 3 Paramedics 15- Total Powers & Skill Cost: 249 Total Cost: 536 300+ Disadvantages 15 Psychological Limitation: Responsibility to adopted country (Common; Strong) 15 Psychological Limitation: Mourning his dead wife (Common; Strong) 206 Experience Points Total Disadvantage Points: 536 Earned Experience: 0 Spent Experience: 206 Unspent Experience: 0 Background/History: Elzanni is a planet where long ago the people genetically engineered themselves with power and beauty. He was sent to earth to find and protect the descendants of a long lost member of his people. Arriving on earth,he found them living in Kyrgyzstan. Joining the family, he fell in love with their daughter and was planning to marry her when she was killed in an explosion meant for him. Spiraling into guilt and depression, He remains to protect the family Dobirov and by extension the country, but he could do far more. Occulus can be a real hero, if his internal demons can be put to rest! Personality/Motivation: Responsibility as family protector and his clinical depression! Quote: Powers/Tactics: Super speed coupled with great strength and durability. Campaign Use: Appearance: 190 cm and 77 KG with short red hair and brown eyes. His costume is a red and orange bodysuit! Move-bys from this guy must be painful. But he does have a bunch of hooks. So I can sort of get into him! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 11, 2017 Author Report Share Posted December 11, 2017 Is he a saviour or a destroyer? Quote AEP # 74 Volkadav Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 15 12- OCV: 5/DCV: 5 20 CON 20 13- 10 BODY 0 11- 20 INT 10 13- PER Roll 15- 25 EGO 30 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 26 COM 8 14- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 4 SPD 15 Phases: 3, 6, 9, 12 7 REC 0 40 END 0 27 STUN 0 Total Characteristic Cost: 130 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 6 +2 PER with all Sense Groups 37 Elemental Control, 74-point powers 38 1) Ego Attack 6d6, Reduced Endurance (½ END; +¼) (75 Active Points) 3 44 2) Mind Control 5d6, Invisible Power Effects (Fully Invisible; +½), Cumulative (60 points; +¾), Area Of Effect (6" Radius; +1) (81 Active Points) 8 38 3) Telekinesis (40 STR), Reduced Endurance (½ END; +¼) (75 Active Points) 3 30 Mind Link , Any Willing Target, Number of Minds (x8) 27 Spatial Awareness (Mental Group), Increased Arc Of Perception (360 Degrees) Perks 4 Fringe Benefit: Top Man 9 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 13- 6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact Talents 20 Animal Friendship 24 Combat Luck (12 PD/12 ED) Skills 3 Disguise 13- 3 KS: Economics 13- 3 Persuasion 15- 4 Language: English (completely fluent; literate) 4 Language: Persian (completely fluent; literate) 4 Language: Russian (completely fluent; literate) 1 Language: Tajiki (imitate dialects; literate) (6 Active Points) 20 +4 with DCV Total Powers & Skill Cost: 333 Total Cost: 463 300+ Disadvantages 20 Psychological Limitation: Patriot (Very Common; Strong) 15 Psychological Limitation: Idealistic (Common; Strong) 128 Experience Points Total Disadvantage Points: 463 Earned Experience: 0 Spent Experience: 128 Unspent Experience: 0 Background/History: A trouble maker. At least that is what the government of Tajikistan says. So far he writes on-line and uses his powers at rallies to get people behind his beliefs about what it takes to fix his country. Soon he will have a large amount of followers. Will he be a saviour to his country, or just another super powered goon! Personality/Motivation: A patriot and an idealist! Quote: Powers/Tactics: A powerful mentalist with mind control, mind blast and telekinetic abilities. Campaign Use: Appearance: 175 cm and 91 KG with brown hair and eyes. He wears jeans, button down shirt and a long jacket! Finally a decent mentalist. This guy is dangerous. And he has justifications for a whole extra set of powers if you chose. And a couple of cool plot hooks. This is one guy which will make the players ask themselves some tough questions! Quote Link to comment Share on other sites More sharing options...
Lucius Posted December 12, 2017 Report Share Posted December 12, 2017 On 12/5/2017 at 12:16 AM, Mr. R said: (Is republic some sort of magical word?) From the movie The Alamo: Republic. I like the sound of the word. It means people can live free, talk free, go or come, buy or sell, be drunk or sober, however they choose. Some words give you a feeling. 'Republic' is one of those words that makes me tight in the throat - the same tightness a man gets when his baby takes his first step or his first baby shaves and makes his first sound as a man. Some words can give you a feeling that makes your heart warm. 'Republic' is one of those words. Lucius Alexander Palindromedary. I like the sound of the word. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 12, 2017 Author Report Share Posted December 12, 2017 Chapter Sixteen East Asia So we start in China appropriately enough. There we are given the reason that there seems to be a dearth of chinese supers, but curiously there always seem that there is a super powered government agent with just the right powers available. Personally I dislike it as is too much of a cludge / GM fiat type process. I prefer the Hero games Tiger Squad approach. But if you can make it work, then more power to you. One side effect of this is an underground of chinese supers leaving the country. I will get to this more later. Japan and its long anime history is next. It even says that it has the largest population of supers in Asia. You name the category, they have a super for that. None are really mentioned, which is too bad, but got to your local anime shop for inspiration, take another hero/villain and reskin it. Done. And if that is not enough there are Kaiju. Like there wasn’t going to be any mention. The success story that is Korea is next. They don’t seem to have a lot of supers. Considering the two big neighbours, this is surprising. Mongolia and their supers are next. It seems that though they exist, the heroes here keep a low profile. Just a normal person, who can call upon freezing ice powers. As an example. The Philippines were a bit of a surprise for me. But it shouldn’t. Any country as diverse, with such a turbulent history, would be ripe for supers mythology. As in Japan, name the category, and you can find a representative. Myanmar, Cambodia, Laos and Vietnam are mentioned together, and a local Team Supreme, made up of Heroes from each country is detailed. As well a danger from the past and from underneath is threatening the stability of the region. Some good plot hooks here. Malaysia is mentioned next. Again most of their supers a low key types, with bigger ones heading to bigger ponds. Singapore and its spotless reputation comes next. Naturally most supers here are either super training and/or gadgeteers. In fact one gadgeteer hero is setting up a database of all supers along with a help needed feature. I’ll go into him later as well. Indonesia is like Malaysia and Mongolia. Supers are low key and mainly deal with local problems. Some good information here, but I find too much of “yeah, we have powers, what of it mentality”. But this could also be a source of new supers if you are running an international type game. So I give this section a thumbs up! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 12, 2017 Author Report Share Posted December 12, 2017 A maybe bad guy. He's more amoral than evil! Quote AEP # 75 The Ophidian Magus Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 30 13- OCV: 7/DCV: 7 20 CON 20 13- 10 BODY 0 11- 33 INT 23 16- PER Roll 18- 25 EGO 30 14- ECV: 8 28 PRE 18 15- PRE Attack: 5 ½d6 12 COM 1 11- 8+27 PD 6 Total: 8/35 PD (8/35 rPD) 8+27 ED 4 Total: 8/35 ED (8/35 rED) 5 SPD 20 Phases: 3, 5, 8, 10, 12 6 REC 0 40 END 0 25 STUN 0 Total Characteristic Cost: 152 Movement: Running: 10"/20" Leaping: 6"/12" Swimming: 5"/10" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 3 Swimming +3" (5" total) 1 8 Running +4" (10" total) 1 4 Leaping +4" (6" forward, 3" upward) 1 6 +2 PER with all Sense Groups 50 Ritualist: Variable Power Pool, 40 base + 10 control cost, (60 Active Points); all slots Requires A Skill Roll (-½), VPP Can Only Be Changed Between Adventures (-½) 100 Master of the Arcane: Multipower, 100-point reserve 6u 1) Venom Blast: Energy Blast 10d6, Reduced Endurance (½ END; +¼) (62 Active Points) 2 6u 2) Coils of the Serpent: Entangle 8d6, 4 DEF (60 Active Points) 6 10 Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 5 Nightvision 25 Detect A Single Thing 18-/16- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense 5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½), Self Only (-½) 44 Shalthar's Mantle: (Total: 81 Active Cost, 44 Real Cost) Armor (15 PD/15 ED) (45 Active Points); OIF (-½) (Real Cost: 30) plus Armor (12 PD/12 ED) (36 Active Points); Activation Roll 11- (-1), OIF (-½) (Real Cost: 14) Talents 14 Fearless 5 Magesight Skills 3 Climbing 13- 3 Disguise 16- 3 KS: Archeology 16- 3 Power: Magic 16- 3 Criminology 16- 3 Deduction 16- 3 Forensic Medicine 16- 3 Persuasion 15- 9 Master's of the Arcane: +3 with any three maneuvers or a tight group of attacks Total Powers & Skill Cost: 332 Total Cost: 484 300+ Disadvantages 15 Psychological Limitation: Desire for more magical power (Common; Strong) 15 Social Limitation: Secret ID (Frequently; Major) 154 Experience Points Total Disadvantage Points: 484 Earned Experience: 0 Spent Experience: 154 Unspent Experience: 0 Background/History: The Ophidian Magus is actually Chadley Smythe-Livingston. When in university he discovered a scroll that hinted at more power. Thus began a lifelong search to find more power. In this he has been successful. He has found powerful magic item and magic spells. And his search continues, regardless of who or what he has to do. Personality/Motivation: Magical knowledge. All else is secondary. Quote: Powers/Tactics: Stand back and use his spells to attack and bedevil. Campaign Use: Appearance: Brown snakeskin pants, a green snakeskin jacket and hat, and a red snakeskin cloak. All over a 179 cm, 88 kG frame! Now he's a good wild card. And a possible source of information. Power wise, your standard mage. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 12, 2017 Author Report Share Posted December 12, 2017 Her opponents do not stand a ghost of a chance! Quote AEP # 76 Maemo Hiw Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 30 13- OCV: 7/DCV: 7 35 CON 50 16- 10 BODY 0 11- 20 INT 10 13- PER Roll 15- 25 EGO 30 14- ECV: 8 30 PRE 20 15- PRE Attack: 6d6 18 COM 4 13- 10 PD 8 Total: 10 PD (10 rPD) 10 ED 3 Total: 10 ED (10 rED) 4 SPD 10 Phases: 3, 6, 9, 12 9 REC 0 70 END 0 33 STUN 0 Total Characteristic Cost: 165 Movement: Running: 6"/12" Flight: 8"/16" Leaping: 2"/4" Swimming: 2"/4" Cost Powers END 10 Damage Resistance (10 PD/10 ED) 6 +2 PER with all Sense Groups 120 Multipower, 120-point reserve 10u 1) Energy Blast 8d6, Affects Physical World (+2) (120 Active Points); Limited Range (-¼) 12 8u 2) Invisible: Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , No Fringe, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (101 Active Points); Limited Power Power loses about a fourth of its effectiveness (Chilling aura when in use; -¼) 90 Insubstantial: Desolidification , Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (90 Active Points) 11 Flight 8" (16 Active Points); Linked (Insubstantial; -½) 2 Talents 14 Fearless Skills 3 Criminology 13- 3 Deduction 13- 3 Forensic Medicine 13- 3 Stealth 13- 3 Shadowing 13- Total Powers & Skill Cost: 284 Total Cost: 449 300+ Disadvantages 20 Psychological Limitation: Revenge on Human Traffickers (Common; Total) 15 Physical Limitation: Mute (All the Time; Slightly Impairing) 15 Psychological Limitation: Likes to play with her prey (Common; Strong) 99 Experience Points Total Disadvantage Points: 449 Earned Experience: 0 Spent Experience: 99 Unspent Experience: 0 Background/History: She's a ghost. A young lady killed by human traffickers. Now she wanders, seeking revenge on those who peddle in human flesh. Personality/Motivation: REVENGE! Quote: Powers/Tactics: A ghost with a freezing blast. She sneaks around desolid and invisible until she attacks. Campaign Use: Appearance: A ghostly Thai teenager. She's about 160 cm and appears 50 KG! WOW! She's expensive. That is to be expected given her powers. Against supers, she's dangerous. Against normals, she's deadly! But she is an in into one of the prevailing problems of the region. She's another one of those who will make the PCs ask some hard questions! Power wise, a classic ghost with a good attack. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 12, 2017 Author Report Share Posted December 12, 2017 A tech hero who hopes to make the world a better place Quote AEP #77 Interdrome Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13- 10 BODY 0 11- 40 INT 30 17- PER Roll 19- 23 EGO 26 14- ECV: 8 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 8 PD 5 Total: 8 PD (8 rPD) 8 ED 4 Total: 8 ED (8 rED) 4 SPD 12 Phases: 3, 6, 9, 12 7 REC 0 36 END 0 26 STUN 0 Total Characteristic Cost: 133 Movement: Running: 6"/12" Leaping: 2"/4" Swimming: 2"/4" Teleportation: 20"/80" Cost Powers END 8 Damage Resistance (8 PD/8 ED) 6 +2 PER with all Sense Groups 72 Inventor: Variable Power Pool, 60 base + 12 control cost, (90 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½) 26 Energy Packet Pistol: Energy Blast 6d6, Reduced Endurance (½ END; +¼), Armor Piercing (+½) (52 Active Points); OAF (-1) 2 8 Armor Piercing (+½) for up to 25 Active Points of Str and MA (12 Active Points); OIF (-½) 1 17 Field Transportation Device: +5 with DCV (25 Active Points); OIF (-½) 50 Transporter: Teleportation 20", Position Shift, x4 Increased Mass, x4 Non Combat, Reduced Endurance (½ END; +¼) (75 Active Points); OIF (-½) 3 4 Martial Strike +0 +2 4 ½d6 Strike 4 Fast Strike +2 +0 4 ½d6 Strike Perks 6 Fringe Benefit: CEO of a major business 15 Money: Filthy Rich 10 Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact) 14- 10 Interdrome HQ: Vehicles & Bases Talents 12 Combat Luck (9 PD/9 ED) (18 Active Points); OIF (-½) 3 Eidetic Memory (5 Active Points); OIF (-½) 12 Lightning Reflexes: +8 DEX to act first with All Actions Skills 7 Analyze: Possible abilities 19- 3 Bureaucratics 13- 3 KS: Business 17- 3 KS: Current Events 17- 6 Science Skill: General Science 20- 3 Persuasion 13- 3 Systems Operation 17- 3 Security Systems 17- 3 Mechanics 17- 3 Electronics 17- 3 Demolitions 17- 15 Sys Op, Sec Sys, Mech, Elec, Demo: +3 with a group of similar Skills 3 Power: Inventor 17- 33 +5 Overall (50 Active Points); Limited Power Power loses about a third of its effectiveness (Jack of All trades; -½) 4 Language: Arabic (completely fluent; literate) 4 Language: English (completely fluent; literate) 4 Language: French (completely fluent; literate) 4 Language: Japanese (completely fluent; literate) 4 Language: Korean (completely fluent; literate) 4 Language: Mandarin (completely fluent; literate) 4 Language: Russian (completely fluent; literate) 4 Language: Tamil (completely fluent; literate) 1 Language: Malay (imitate dialects; literate) (6 Active Points) 17 +5 with Ranged Combat (25 Active Points); OIF (-½) Total Powers & Skill Cost: 404 Total Cost: 537 200+ Disadvantages 15 Psychological Limitation: Pay it forward (Common; Strong) 20 Psychological Limitation: Overly focused (Very Common; Strong) 25 Dependent NPC: Corporation 11- (Slightly Less Powerful than the PC; Useful Non Combat Position or Skills; Group DNPC: x16 DNPCs) 277 Experience Points Total Disadvantage Points: 537 Earned Experience: 0 Spent Experience: 277 Unspent Experience: 0 Background/History: Dr. Nicholas Ping is a communication genius. Born to a rich family, he went to the best schools. He graduated by age 15 with his Ph.D. For years he has supported heroes financially and technically. He even started as a hero called Interdome, and was successful. But he wants to do more. Thus he has started building an data and info hub for supers so they can better communicate and coordinate. Thus he hopes to leave his mark. Personality/Motivation: One of the most brilliant minds on the planet and believes his gifts should be given back. Quote: Powers/Tactics: Hang back and use his gadgets to support others. Campaign Use: Appearance: A Singapore native 184 cm and 77 KG. He wears a black three piece suit with green piping. I love this concept. This is what some PCs should look at if they want to make a mark. He and Zingizi (See Africa) would be a natural pairing, maybe even Al Falkunar (Arabia). Power wise he's a bit weak, and this is after I pumped him up. His Gadget Pool is OK, but that pistol needs beefing up as well as some more permanent devices to free up his Pool for other things! But he is decent, especially with the major HOOK he provides! Quote Link to comment Share on other sites More sharing options...
Lucius Posted December 12, 2017 Report Share Posted December 12, 2017 I hate to harp on this, but....you keep including powers like "Detect a Single Class of Things" and don't specify WHAT things. Lucius Alexander Detect Palindromedary Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 13, 2017 Author Report Share Posted December 13, 2017 Sorry my bad. I keep forgetting to fill that in. You are right to harp. I'll make a note next time. In this case, it is magic! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 15, 2017 Author Report Share Posted December 15, 2017 Chapter Seventeen South Asia First off we get a primer on how unique this area is. Hundreds of languages and ethnicities add to temporal anomalies, some that are controlled. It makes for a volatile mix. And a young man who may be an avatar of a god is given as a prime example. So first we get to see Bangladesh. It is the largest producer of non powered heroes and super agents on the planet. And it is getting noticed. More serious is the concept of “Bangladesh for Bangladeshis” and the supers who are rallying this idea, some for positive, others negative! Then we get Bhutan, where the magicians scheme and vie against each other. Possible origin for a hero? Also it is the “Overhill Railroad” of Chinese supers fleeing their home country to preserve their personality. This could be another origin idea, as well as a possible storyline! My one complaint is that there is a magician who actively opposes them and routinely sends people back to China. He is a Bhutanese, but a dyed in the wool Chinese patriot who agrees on what is happening in China. It helps that his powers can’t be taken, but please, I’d have a lot more belief of a chinese mystic, or a mystic who has a hidden agenda. This guy made NO sense! The majesty that is India. We get how the caste system affects the supers in India, complete with their own Janus brothers. We then get a HI tech city, where super tech is transforming lives. Finally we get a team called Instant Karma. Certainly not high powered, but a nice entry. Maldives and its tourist economy is threatened by super crime. So they have come upon a solution. Will it work, or is it a waiting bomb! Nepal is much like Bhutan, but without the scheming. In fact it seems to be the place heroes go to hone their abilities! Pakistan and its major problem is next. And the problem is not of this world. It has a link to Russia, (I’ll let you figure it out). But for an inexperienced team, they could be a major problem. And we end in Sri Lanka. Very little super crime here, but then many criminals work for a local super organization based just south of the country, that would like things kept quiet so they can meddle in the affairs in the region for their profit. So on the whole a pretty good chapter with a fair number of hooks and origin stories! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 15, 2017 Author Report Share Posted December 15, 2017 Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 15, 2017 Author Report Share Posted December 15, 2017 He doesn't create the sh*t, he just stirs it around Quote AEP #78 HanumanVal Char Cost Roll Notes25 STR 15 14- Lift 800.0kg; 5d6 [2]30 DEX 60 15- OCV: 10/DCV: 1025 CON 30 14-10 BODY 0 11-15 INT 5 12- PER Roll 14-23 EGO 26 14- ECV: 820 PRE 10 13- PRE Attack: 4d616 COM 3 12-12 PD 7 Total: 12 PD (12 rPD)12 ED 7 Total: 12 ED (12 rED)7 SPD 30 Phases: 2, 4, 6, 7, 9, 11, 1210 REC 050 END 036 STUN 0 Total Characteristic Cost: 193Movement: Running: 12"/24"Leaping: 20"/40"Swimming: 5"/10"Swinging: 10"/40"Cost Powers END12 Damage Resistance (12 PD/12 ED)3 Swimming +3" (5" total) 112 Running +6" (12" total) 115 Leaping +15" (20" forward, 10" upward) 115 Swinging 10", x4 Non Combat 110 Clinging (normal STR)6 +2 PER with all Sense Groups27 Life: Detect A Class Of Things , Life 14-/12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense13 Perfect Defence: Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about half of its effectiveness (Only vs attacks with no range; -1), Costs Endurance (Only Costs END to Activate; -¼) 313 Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about half of its effectiveness (Only vs attacks with no range; -1), Costs Endurance (Only Costs END to Activate; -¼) 340 Missile Deflection (Any Ranged Attack), Missile Reflection7 Staff: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); Hand-To-Hand Attack (-½), OIF (-½)4 Martial Disarm -1 +1 Disarm; 35 STR to Disarm3 Basic Strike +1 +0 7d6 Strike5 Defensive Strike +1 +3 5d6 Strike5 Defensive Block +1 +3 Block, Abort5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove5 Passing Disarm -1 -1 Disarm, 35 STR to Disarm; FMove1 Weapon Element: StaffsTalents42 Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) 14-/12-2 Trackless StrideSkills3 Acrobatics 15-3 Breakfall 15-3 Climbing 15-3 Disguise 12-3 KS: Religion 12-3 Sleight Of Hand 15-3 Contortionist 15-3 Concealment 12-3 Stealth 15-3 Shadowing 12-Total Powers & Skill Cost: 275Total Cost: 468300+ Disadvantages20 Psychological Limitation: Create Mischief (Common; Total)15 Psychological Limitation: Practical Joker (Common; Strong)10 Psychological Limitation: Code Vs Killing (Common; Moderate)123 Experience PointsTotal Disadvantage Points: 468Earned Experience: 0Spent Experience: 123Unspent Experience: 0Background/History: He only answers to Hanuman. Born to Martin Patil, he found an old book that described fighting techniques and rituals that improved his health and ability. It also affected mentally. He has the urge to cause trouble. From harmless practical jokes to more serious and strange. He's not a fighter and will run if confronted. But with his almost inhuman dexterity and abilities, he has managed to get away every time. If cornered he will fight, but even then it will be to escape!Personality/Motivation: See Background!Quote: Powers/Tactics: See Background!Campaign Use: Appearance: An Indian teenager with black hair and brown eyes. He's 172 cm and 68 KG and wears jeans, a tshirt and high top sneakers. And he's always with a wooden staff! He's a super thief who likes tweaking his nose at authority. And visiting heroes are certain to be on his list.He's decent offensively, but he's not designed to fight, but to get away, in STYLE. So defensively, he's sure to give your heroes head aches. But he would also make a good ally, as long as you were facing something that would ruin his fun! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted December 15, 2017 Author Report Share Posted December 15, 2017 The strong man of Instant Karma, and its most flamboyant member. Quote AEP #79 ShudraVal Char Cost Roll Notes65 STR 55 22- Lift 204.8tons; 13d6 [6]21 DEX 33 13- OCV: 7/DCV: 735 CON 50 16-10 BODY 0 11-10 INT 0 11- PER Roll 13-13 EGO 6 12- ECV: 420 PRE 10 13- PRE Attack: 4d616 COM 3 12-25 PD 12 Total: 25 PD (25 rPD)25 ED 18 Total: 25 ED (25 rED)4 SPD 9 Phases: 3, 6, 9, 1220 REC 070 END 061 STUN 0 Total Characteristic Cost: 196Movement: Running: 6"/12"Leaping: 28"/56"Swimming: 2"/4"Cost Powers END25 Damage Resistance (25 PD/25 ED)15 Leaping +15" (28" forward, 14" upward) 16 +2 PER with all Sense Groups7 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)16 Reduced Endurance (½ END; +¼) for up to 65 Active Points of Str (16 Active Points)90 Multipower, 90-point reserve4u 1) Groundstrike: Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage; -½), Limited Power Power loses about a third of its effectiveness (Only for KB; -½) 96u 2) Shockwave: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Only on the ground; -½) 9Skills3 Teamwork 13-3 Paramedics 11-3 Streetwise 13-10 +2 with HTH CombatTotal Powers & Skill Cost: 188Total Cost: 384300+ Disadvantages15 Psychological Limitation: Craves Recognition (Common; Strong)20 Psychological Limitation: Doubts own intelligence (Very Common; Strong)15 Distinctive Features: Big round and bald (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)34 Experience PointsTotal Disadvantage Points: 384Earned Experience: 0Spent Experience: 34Unspent Experience: 0Background/History: He started as a bouncer looking for work. Asman bin Josef started there, but then he joined Peter Ahmet and started using their abilities to fight crime. He's really taken to the job and is one of the most enthusiastic member of Instant Karma!Personality/Motivation: Make his family proud.Quote: Powers/Tactics: Strong and durable. He's a brick in the classic sense!Campaign Use: Appearance: 153 cm and 113 KG with brown eyes and bald. He wears a crimson bodysuit with a dragon motif! This guy is an experiment. He's not given a character sheet, just says use powerhouse archetype and add these touches. So I tried it out. It required a bit of work to get him what I call Champions ready, but he came out alright. So I will give a thumbs up to M&Ms archetype system. It does make for fast PC/NPC generation.So, he's certainly a character. He loves the spotlight. Which is good, as he's usually in the middle of the fight anyway. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.