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A lets read Atlas of Earth Prime and some conversions


Mr. R

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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!

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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!

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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!

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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!

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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!

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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!

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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!

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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!

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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?

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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!

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He's his own legacy.  In fact, HOW many people has he been in history.

 

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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. 

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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!

 

 

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 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!

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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!

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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.

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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!

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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.  

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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.  

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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!

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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!

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He doesn't create the sh*t, he just stirs it around

 

Quote

AEP #78 Hanuman

Val Char Cost Roll Notes
25 STR 15 14- Lift 800.0kg; 5d6 [2]
30 DEX 60 15- OCV: 10/DCV: 10
25 CON 30 14-
10 BODY 0 11-
15 INT 5 12- PER Roll 14-
23 EGO 26 14- ECV: 8
20 PRE 10 13- PRE Attack: 4d6
16 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, 12
10 REC 0
50 END 0
36 STUN 0 Total Characteristic Cost: 193

Movement: Running: 12"/24"
Leaping: 20"/40"
Swimming: 5"/10"
Swinging: 10"/40"

Cost Powers END
12 Damage Resistance (12 PD/12 ED)

3 Swimming +3" (5" total) 1
12 Running +6" (12" total) 1
15 Leaping +15" (20" forward, 10" upward) 1
15 Swinging 10", x4 Non Combat 1
10 Clinging (normal STR)

6 +2 PER with all Sense Groups

27 Life: Detect A Class Of Things , Life 14-/12- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense

13 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) 3
13 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) 3

40 Missile Deflection (Any Ranged Attack), Missile Reflection

7 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 Disarm
3 Basic Strike +1 +0 7d6 Strike
5 Defensive Strike +1 +3 5d6 Strike
5 Defensive Block +1 +3 Block, Abort
5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove
5 Passing Disarm -1 -1 Disarm, 35 STR to Disarm; FMove
1 Weapon Element: Staffs

Talents
42 Danger Sense (immediate vicinity, any danger, Analyze, Discriminatory, Function as a Sense) 14-/12-
2 Trackless Stride

Skills
3 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: 275
Total Cost: 468

300+ Disadvantages
20 Psychological Limitation: Create Mischief (Common; Total)
15 Psychological Limitation: Practical Joker (Common; Strong)
10 Psychological Limitation: Code Vs Killing (Common; Moderate)
123 Experience Points

Total Disadvantage Points: 468
Earned Experience: 0
Spent Experience: 123
Unspent Experience: 0

Background/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!

 

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The strong man of Instant Karma, and its most flamboyant member.
 

Quote

AEP #79 Shudra

Val Char Cost Roll Notes
65 STR 55 22- Lift 204.8tons; 13d6 [6]
21 DEX 33 13- OCV: 7/DCV: 7
35 CON 50 16-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
16 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, 12
20 REC 0
70 END 0
61 STUN 0 Total Characteristic Cost: 196

Movement: Running: 6"/12"
Leaping: 28"/56"
Swimming: 2"/4"

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

15 Leaping +15" (28" forward, 14" upward) 1

6 +2 PER with all Sense Groups

7 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 reserve
4u 1) Groundstrike: Energy Blast 8d6, Personal Immunity (+¼), Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Does no damage; -½), Limited Power Power loses about a third of its effectiveness (Only for KB; -½) 9
6u 2) Shockwave: Energy Blast 9d6, Area Of Effect (5" Radius; +1) (90 Active Points); Limited Power Power loses about a third of its effectiveness (Only on the ground; -½) 9

Skills
3 Teamwork 13-
3 Paramedics 11-
3 Streetwise 13-
10 +2 with HTH Combat

Total Powers & Skill Cost: 188
Total Cost: 384

300+ Disadvantages
15 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 Points

Total Disadvantage Points: 384
Earned Experience: 0
Spent Experience: 34
Unspent Experience: 0

Background/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.

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