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A lets read Atlas of Earth Prime and some conversions


Mr. R

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The team's resident HTH expert
 

Quote

AEP #80 Kshatriya

Val Char Cost Roll Notes
18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]
26 DEX 48 14- OCV: 9/DCV: 9
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
13 EGO 6 12- ECV: 4
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-

8 PD 4 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
6 SPD 24 Phases: 2, 4, 6, 8, 10, 12
8 REC 0
40 END 0
29 STUN 0 Total Characteristic Cost: 132

Movement: Running: 15"/30"
Leaping: 7"/14"
Swimming: 8"/16"

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

6 Swimming +6" (8" total) 1
18 Running +9" (15" total) 2
4 Leaping +4" (7 ½" forward, 3 ½" upward) 1

6 +2 PER with all Sense Groups

30 Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) for up to 40 Active Points of Str and MA (30 Active Points)

13 Hand-To-Hand Attack +3d6, Autofire (3 shots; +¼) (19 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 2
Notes: (x2 number of items) Kukris

25 Crippling Blow: Entangle 5d6, 0 DEF, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (70 Active Points); No Defense (-1 ½), Cannot Form Barriers (-¼) 2

20 Missile Deflection (Any Ranged Attack)
12 Missile Deflection: +4 with any three maneuvers or a tight group of attacks
5 Defensive Strike +1 +3 3 ½d6 Strike
4 Martial Block +2 +2 Block, Abort
4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort
4 Martial Disarm -1 +1 Disarm; 28 STR to Disarm
5 Offensive Strike -2 +1 7 ½d6 Strike

Talents
12 Combat Luck (6 PD/6 ED)

Skills
3 Acrobatics 14-
3 Climbing 14-
3 KS: Martial World 12-
3 Stealth 14-
3 Shadowing 12-
4 Language: Filipino (completely fluent; literate)
4 Language: Hindi (completely fluent; literate)
4 Language: Malay (completely fluent; literate)
4 Language: Vietnamese (completely fluent; literate)
1 Language: Thai (imitate dialects; literate) (6 Active Points)
3 Fast Draw 14-
10 +2 with DCV

Total Powers & Skill Cost: 221
Total Cost: 353

300+ Disadvantages
15 Psychological Limitation: Thrill Seeker (Common; Strong)
15 Hunted: Local Mobs 8- (As Pow; NCI; Harshly Punish)
15 Distinctive Features: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
8 Experience Points

Total Disadvantage Points: 353
Earned Experience: 0
Spent Experience: 8
Unspent Experience: 0

Background/History: A female Muay Thai expert is rare. But Hattay Moksri did so, and then travelled the world to master other forms. In India to compete in an underground fight tournament. Threatened to throw a fight, she refused and then made an example of the mob enforcers sent to send her a message. This caught the attention of Instant Karma, who needed a HTH expert. She was asked to join and jumped at the chance.

Personality/Motivation: She lives for the thrill and challenge of combat.

Quote: 

Powers/Tactics: A master of many Martial Arts, she's a HTH expert with few peers.

Campaign Use: 

Appearance: At 184 cm and 73 KG with long black hair and brown eyes. She wears blue pants and brown vest!

 

She does what she's designed for. But she has a couple of nice hooks.

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A hi tech guy in India. My has the world changed! (Positively mind you)

 

Quote

AEP #81 Brahmin

Val Char Cost Roll Notes
15 STR 5 19- Lift 25.6tons; 10d6 [4]
15 DEX 15 13- OCV: 7/DCV: 7
20 CON 20 13-
10 BODY 0 11-
20 INT 10 13- PER Roll 18-
15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6
16 COM 3 12-

8+18 PD 5 Total: 8/26 PD (8/26 rPD)
8+18 ED 4 Total: 8/26 ED (8/26 rED)
5 SPD 19 Phases: 3, 5, 8, 10, 12
7 REC 0
40 END 0
28 STUN 0 Total Characteristic Cost: 96

Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 10"/20"
Swimming: 2"/4"

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

15 +5 PER with all Sense Groups

36 Armor (18 PD/18 ED) (54 Active Points); OIF (-½)
37 Flight 20", x4 Non Combat, Reduced Endurance (½ END; +¼) (56 Active Points); OIF (-½) 2
12 High Range Radio Perception (Radio Group), Discriminatory, Telescopic: +3 (19 Active Points); OIF (-½)
47 Energy Blast 8d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (70 Active Points); OIF (-½) 2
13 Life Support (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); OIF (-½)
3 Nightvision (5 Active Points); OIF (-½)
17 +35 STR (35 Active Points); OIF (-½), No Figured Characteristics (-½) 3
12 +6 DEX (18 Active Points); OIF (-½)

Talents
2 Bump Of Direction (3 Active Points); OIF (-½)
2 Absolute Time Sense (3 Active Points); OIF (-½)

Skills
3 KS: Business 13-
3 Bureaucratics 12-
3 Persuasion 12-
3 Systems Operation 13-
3 Security Systems 13-
3 Electronics 13-
3 Mechanics 13-
3 Demolitions 13-
4 Language: Bengali (completely fluent; literate)
4 Language: English (completely fluent; literate)
4 Language: Tamil (completely fluent; literate)
4 Language: Urdu (completely fluent; literate)
1 Language: Hindi (imitate dialects; literate) (6 Active Points)
6 Multi Blaster: +3 with any single Strike

Total Powers & Skill Cost: 251
Total Cost: 347

300+ Disadvantages
15 Psychological Limitation: Do Gooder (Common; Strong)
20 Psychological Limitation: Honourable (Common; Total)
12 Experience Points

Total Disadvantage Points: 347
Earned Experience: 0
Spent Experience: 12
Unspent Experience: 0

Background/History: Peter Ahmet was athletically gifted. So much so he got a scholarship to the US. There he befriended his room mate a brilliant technical student. The young man died of brain cancer, and in his final act bequeathed a battle suit to Peter. Peter, realizing the gift he has been given, has returned to India. There he joined with Asman to found Instant Karma!

Personality/Motivation: A believer in fair play, he uses his gifts to help people!

Quote: 

Powers/Tactics: Wielder of a battlesuit with good offence, defence and movement capabilities. He generally flies up as their arial member!

Campaign Use: 

Appearance: AN Indian man of 179 cm and 86 KG his suit it gold and silver!

 

 

A classic battle suit, he's a little weak, but there is a lot of room for improvement. I can see adventures with him in the hi tech city I mentioned.

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Batman without the angst. People know exactly where he gets his toys!

 

Quote

AEP #82 Vaishya

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
24 DEX 42 14- OCV: 8/DCV: 8
20 CON 20 13-
10 BODY 0 11-
23 INT 13 14- PER Roll 18-
23 EGO 26 14- ECV: 8
20 PRE 10 13- PRE Attack: 4d6
20 COM 5 13-

8+9 PD 4 Total: 8/17 PD (8/17 rPD)
8+9 ED 4 Total: 8/17 ED (8/17 rED)
5 SPD 16 Phases: 3, 5, 8, 10, 12
8 REC 0
40 END 0
30 STUN 0 Total Characteristic Cost: 150

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

12 +4 PER with all Sense Groups

37 Multipower, 75-point reserve, (75 Active Points); all slots OAF (-1)
2u 1) Flashbangs: Sight and Hearing Groups Flash 5d6, Area Of Effect (3" Radius; +1) (60 Active Points); OAF (-1), 6 Charges (-¾) [6]
2u 2) Taser: Entangle 5d6, 0 DEF, Reduced Endurance (0 END; +½) (75 Active Points); No Defense (-1 ½), OAF (-1), Cannot Form Barriers (-¼)
2u 3) Taser: Energy Blast 5d6, No Normal Defense ([Standard]; +1) (50 Active Points); OAF (-1) 5
1u 4) Cane: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 1
7 Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½)
7 Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-½)
3 Life Support (Expanded Breathing) (5 Active Points); OIF (-½)
5 Swinging 10" (10 Active Points); OAF (-1) 1
10 Radio Perception/Transmission (Radio Group), Telescopic: +6 (13 Active Points); IIF (-¼)
22 Armor (9 PD/9 ED) (27 Active Points); IIF (-¼)

24 Latest Gadgets: Variable Power Pool, 20 base + 4 control cost, (30 Active Points); all slots OAF (-1), VPP Can Only Be Changed Between Adventures (-½)

Perks
12 Money: Filthy Rich

Skills
7 Analyze: Possible abilities 16-
3 Acrobatics 14-
3 Climbing 14-
11 Computer Programming 18-
3 Criminology 14-
3 Deduction 14-
3 Forensic Medicine 14-
11 Stealth 18-
3 Shadowing 14-
3 Systems Operation 14-
3 Security Systems 14-
3 Mechanics 14-
3 Electronics 14-
3 Demolitions 14-
33 +5 Overall (50 Active Points); Limited Power Power loses about a third of its effectiveness (Jack of All trades; -½)
4 Language: English (completely fluent; literate)
4 Language: Tamil (completely fluent; literate)
1 Language: Hindi (imitate dialects; literate) (6 Active Points)
3 Fast Draw 14-

Total Powers & Skill Cost: 276
Total Cost: 426

300+ Disadvantages
15 Psychological Limitation: Thrill Seeker (Common; Strong)
15 Psychological Limitation: Curious (Common; Strong)
96 Experience Points

Total Disadvantage Points: 426
Earned Experience: 0
Spent Experience: 96
Unspent Experience: 0

Background/History: Pander Thet got a computer at 15. And quickly found he had a talent for it. It surprised many when he decided to go into security, both computer and physical. When he heard of what Instant Karma was doing, he approached them as their resident tech and computer expert. Now he goes into the field with them to deal with the opponents security and to provide support for his team mates.

Personality/Motivation: Prove he is smarter and better than the bad guys. Also an overwhelming curiosity!

Quote: 

Powers/Tactics: A gadgeteer in a three piece suit.

Campaign Use: 

Appearance: 181 cm and 85 KG with a businessman suit and haircut!
 

 

 

I like him, but as Mr. Bennie remarked, a skill monkey can be expensive. Also to be honest he's a bit weak. That VPP could use some beefing up. I do like that he has no Martial Arts, but he needs some defensive stuff to compensate. There is a lot of room for improvement though.

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Not so much untouchable as unhurtable

 

Quote

AEP #83 The Untouchable

Val Char Cost Roll Notes
40 STR 30 17- Lift 6400.0kg; 8d6 [4]
18 DEX 24 13- OCV: 6/DCV: 6
30 CON 40 15-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
13 EGO 6 12- ECV: 4
18 PRE 8 13- PRE Attack: 3 ½d6
18 COM 4 13-

28 PD 20 Total: 28 PD (28 rPD)
28 ED 22 Total: 28 ED (28 rED)
5 SPD 22 Phases: 3, 5, 8, 10, 12
20 REC 12
60 END 0
45 STUN 0 Total Characteristic Cost: 188

Movement: Running: 10"/20"
Leaping: 18"/72"
Swimming: 5"/10"

Cost Powers END
28 Damage Resistance (28 PD/28 ED)

3 Swimming +3" (5" total) 1
8 Running +4" (10" total) 1
15 Leaping +10" (18" forward, 9" upward) (x4 Noncombat) 1

6 +2 PER with all Sense Groups

41 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; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)

10 Reduced Endurance (½ END; +¼) for up to 40 Active Points of Str (10 Active Points)

5 Healing BODY 0 ½d6, Inherent (+¼), Reduced Endurance (0 END; +½), Persistent (+½) (11 Active Points); Always On (-½), Self Only (-½)
5 Offensive Strike -2 +1 12d6 Strike
5 Sacrifice Strike +1 -2 12d6 Strike

Perks
3 Anonymity

Skills
3 Climbing 13-
3 Streetwise 13-
4 Language: Urdu (completely fluent; literate)
1 Language: Hindi (imitate dialects; literate) (6 Active Points)
10 +2 with HTH Combat

Total Powers & Skill Cost: 150
Total Cost: 338

300+ Disadvantages
15 Psychological Limitation: Do Gooder (Common; Strong)
15 Psychological Limitation: Ashamed of Past actions (Common; Strong)
8 Experience Points

Total Disadvantage Points: 338
Earned Experience: 0
Spent Experience: 8
Unspent Experience: 0

Background/History: What is his real name? No one knows,and he's not telling. Otherwise he's totally unforgettable, being totally average. Except for his powers. He joined Instant Karma because they were doing good in his home city. Protection of others is all that matters to him.

Personality/Motivation: Spidy syndrome and redemption!

Quote: 

Powers/Tactics: Another brick, he doesn't have a lot of raw power, but his defences and recovery abilities are what keeps him in a fight.

Campaign Use: 

Appearance: 175 cm and 80 KG with black hair and brown eyes. He wears dungarees and a red t-shirt with a brown jacket.
 

 

 

This is what I call the reverse powerhouse. He sacrifices some offence for defense. So he doesn't deal any nasty damage, but just stands there and soaks it up.

I'd give him dome Damage Reduction, just to make him MORE difficult to hurt. In any fight, he should be one of the last standing!

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Leader of a VERY low key villainous organization.  He even has a few redeeming qualities, but at heart is an amoral, greedy jerk!

 

Quote

AEP #84  Third Eye

 

 


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

17 DEX 21 12- OCV:  6/DCV:  6

18 CON 16 13-

10 BODY 0 11-

35 INT 25 16- PER Roll 18-

35 EGO 50 16- ECV:  12

23 PRE 13 14- PRE Attack:  4 ½d6

14 COM 2 12-

 

8 PD 5 Total:  8 PD (8 rPD)

8 ED 4 Total:  8 ED (8 rED)

4 SPD 13 Phases:  2, 3, 5, 6, 8, 9, 11, 12

7 REC 0

36 END 0

26 STUN 0 Total Characteristic Cost:  152

 

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

 

25 Luck 5d6

 

9 Predict Future Events:  Precognitive Clairsentience (Sight Group) (40 Active Points); Extra Time (5 Minutes, Character May Take No Other Actions, -2 ¼), Precognition/Retrocognition Only (-1), Concentration (½ DCV; -¼) 4

 

20 Lightning thoughts:  +4 SPD (40 Active Points); Limited Power Power loses about half of its effectiveness (Mental tasks only; -1)

 

19 Perfect Insight:  Telepathy 7d6, Reduced Endurance (0 END; +½) (52 Active Points); Limited Power Power loses about half of its effectiveness (Must observe target for a minute; -1), Limited Power Power loses about a third of its effectiveness (Surface thoughts; -½), Does Not Provide Mental Awareness (-¼)

4 Fast Strike +2 +0 4 ½d6 Strike

5 Sacrifice Strike +1 -2 6 ½d6 Strike

 

Perks

11 Money:  Filthy Rich

20 Vehicles & Bases

 

Talents

10 Lightning Reflexes: +10 DEX to act first with Single Action

30 Combat Luck (15 PD/15 ED)

 

Skills

3 Current Events:  KS 16-

3 Economics:  KS 16-

3 Information Theory:  KS 16-

3 Politics:  KS 16-

3 Deduction 16-

3 Criminology 16-

3 Forensic Medicine 16-

3 Persuasion 14-

3 Systems Operation 16-

3 Security Systems 16-

3 Mechanics 16-

3 Electronics 16-

3 Demolitions 16-

3 Paramedics 16-

5 Language:  Arabic (Modern) (idiomatic; literate)

5 Language:  English (idiomatic; literate)

5 Language:  French (idiomatic; literate)

5 Language:  German (idiomatic; literate)

4 Language:  Hindi (idiomatic)

5 Language:  Japanese (idiomatic; literate)

5 Language:  Latin (idiomatic; literate)

5 Language:  Mandarin (idiomatic; literate)

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

40 +8 with HTH Combat

 

Total Powers & Skill Cost:  289

Total Cost:  441

 

300+ Disadvantages

15 Psychological Limitation:  Bored with Mundane world (Common; Strong)

15 Psychological Limitation:  Disdains Violence (Common; Strong)

111 Experience Points

 

Total Disadvantage Points:  441

Earned Experience:  0

Spent Experience:  111

Unspent Experience:  0

 

Background/History:  Sin Obeysekere.  Rich parents, check.  Brilliant mind, check.  Made first million before age fifteen, check.  Parent dying to an accident before twenty, check.  Deciding to use his brilliance and fortune to become the richest man in the world.  YEP!

 

Personality/Motivation:  Money.  It's all he cares about.  And the world continuing as is.

 

Quote:  

 

Powers/Tactics:  Brilliant with an almost inhuman ability to see patterns and predict outcomes!

 

Campaign Use:  

 

Appearance:  An Indian man of 167 cm and 69 KG with black hair and brown eyes.  He wears a white lab coat and a white face mask!


 

 

 

When I showed this guy to a friend, his first comment was "of course he's an orphan".  I agree that the background is cliche, but he  does fill a needed niche, the honourable opponent.

 

Power wise, he should NEVER get into a fight.  He's very behind the scenes, slipping into the escape hatch just as things go south!

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The body guards, for when things go south

 

Quote

AEP #85  Ursa Major  Ursa Minor

 

 


Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

20 DEX 30 13- OCV:  7/DCV:  7

25 CON 30 14-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

18 EGO 16 13- ECV:  6

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

25 PD 16 Total:  25 PD (25 rPD)

25 ED 20 Total:  25 ED (25 rED)

5 SPD 20 Phases:  3, 5, 8, 10, 12

14 REC 0

50 END 0

46 STUN 0 Total Characteristic Cost:  176

 

Movement: Running: 10"/20"

Leaping: 13"/26"

Swimming: 5"/10"

 

Cost Powers END

25 Damage Resistance (25 PD/25 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

4 Leaping +4" (13" forward, 6 ½" upward) 1

 

6 +2 PER with all Sense Groups

 

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

22 Heavy Pistol:  Energy Blast 6d6, Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1)

3 Martial Grab -1 -1 Grab Two Limbs, 55 STR for holding on

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

 

Talents

20 Animal Friendship

 

Skills

3 Acrobatics 13-

3 Climbing 13-

3 KS: Security Detail 11-

3 Forensic Medicine 11-

3 Deduction 11-

3 Criminology 11-

3 Stealth 13-

3 Shadowing 11-

4 Language:  Hindi (completely fluent; literate)

4 Language:  Bokmal (completely fluent; literate)

4 Language:  English (completely fluent; literate)

6 Language:  Norwegian (imitate dialects; literate)

3 Teamwork 13-

 

Total Powers & Skill Cost:  153

Total Cost:  329

 

300+ Disadvantages

25 Psychological Limitation:  Loyalty to Third Eye (Very Common; Total)

25 Psychological Limitation:  Never separated (Very Common; Total)

 

Total Disadvantage Points:  329

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  Thor and Vivian Jarlsson met Srini at Cambridge when he was eight years old.  They became his protectors at school, and when he went underground, they went with him.  They are his muscle, for when he needs to get his hands dirty.

 

Personality/Motivation:  They like to fight and like money.  With Srini, they get a lot of both!

 

Quote:  

 

Powers/Tactics:  Strong and durable with an animalistic fighting style. It's not pretty, but it works!

 

Campaign Use:  

 

Appearance:  about 181 cm and 75 KG with long brown hair and eyes.  They were black bodysuits under black trenchcoats at all times!


 

 

 

They work.  I can see them as the core of a strike team used to tilt things just in Third Eye's favour!

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Chapter Fifteen  Australasia

 

So we start with…. Australia.  We get a brief history, especially the outlaw bands called bushrangers.  We also get word about Special Power-Armoured Tactical Agents (SPARTA) and their place in fighting super crime.  Then word about Aboriginal Nations and their history as it is in Earth Prime.  We also get a special tribe with a very high tech background and their representative to Australia.  We then get Federal City, the fictional capital of the nation.  As an aside, this was not done with any other nation and though I get the reason, it feels odd to me.  Next we get a set of heroes and villains that inhabit the Federal City region.  Sydney and its crime problem is mentioned ( Think Batman type stuff), and Melbourne with is more flashy ( Superman Metropolis) is detailed.  Finally we get the Dreamtime and locations of interest in the mystic realm.

 

New Zealand and its local supers are next detailed and one is actually cool.  She could have a lot of hooks if you want to use her.

 

New Guinea is shown next.  No heroes, but some low level super crime.  

 

Finally we get the oceans surrounding and a representative from Aphritritis, a colony of Atlantis.  I like this part as we get a differing take on the undersea kingdom and see that they are not cookie cutter, but have differing social and cultural views.  

 

One more section.

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The national hero, but he wants to be...... more!
 

 

Quote

AEP #87 Blue Ensign

Val Char Cost Roll Notes
70 STR 60 23- Lift 409.6tons; 14d6 [3]
24 DEX 42 14- OCV: 8/DCV: 8
35 CON 50 16-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
18 EGO 16 13- ECV: 6
25 PRE 15 14- PRE Attack: 5d6
20 COM 5 13-

30 PD 16 Total: 30 PD (30 rPD)
30 ED 23 Total: 30 ED (30 rED)
4 SPD 6 Phases: 3, 6, 9, 12
21 REC 0
70 END 0
63 STUN 0 Total Characteristic Cost: 236

Movement: Running: 20"/160"
Leaping: 26"/416"
Swimming: 5"/10"

Cost Powers END
30 Damage Resistance (30 PD/30 ED)

50 Multipower, 50-point reserve
5u 1) Running +14" (20" total), x8 Non Combat, Reduced Endurance (½ END; +¼) (50 Active Points) 2
3u 2) Leaping +12" (26" forward, 13" upward) (Accurate, x16 Noncombat) (32 Active Points) 3
1u 3) Swimming +3" (5" total) (3 Active Points) 1

6 +2 PER with all Sense Groups

9 +6 versus Range Modifier for Sight Group
9 +6 versus Range Modifier for Hearing Group
10 Microscopic ( x100) with Sight Group
3 Ultrasonic Perception (Hearing Group)
5 Ultraviolet Perception (Sight Group)
7 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)
17 Reduced Endurance (½ END; +¼) (17 Active Points) applied to STR

Perks
10 Fringe Benefit: Captain, Security Clearance
6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact
11 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14-

Skills
3 Climbing 14-
3 KS: Soldier 12-
3 Tactics 12-
16 +2 with All Combat

Total Powers & Skill Cost: 207
Total Cost: 443

300+ Disadvantages
15 Psychological Limitation: Patriot (Common; Strong)
15 Psychological Limitation: Subject to orders (Common; Strong)
10 Reputation: , 11-
10 Dependence: -30 Active Points from Affected Power (Common; 1 Day)
15 Social Limitation: Secretly Gay (Frequently; Major)
78 Experience Points

Total Disadvantage Points: 443
Earned Experience: 0
Spent Experience: 78
Unspent Experience: 0

Background/History: David Duncan is the fourth bearer of the title Blue Ensign. All have been family member as the procedure, with includes a pill that imbues David with great power. The downside is without daily doses, he loses the powers and may die. So far he has chafed at his position. He's assigned busy work and public appearances when he feels he could do so much more. As well he's hiding his sexuality from the public and spouting the government line and it is eating at his conscience. For now he keeps up the facade but....

Personality/Motivation: A true patriot who believes it is his duty to serve. As well his fear of being outed!

Quote: 

Powers/Tactics: Classic brick. Strength, toughness, leaping and running. As well a set of heightened senses!

Campaign Use: 

Appearance: 184 cm and 82 KG with short blond hair and blue eyes. His costume is a bodysuit in the style of the Blue Ensign!

 

 

 

So given the recent changes in Australia, he could be given a larger role in any campaign set near or around the country.

Power wise he's a classic brick. It is his backstory that makes him cool!

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High tech aboriginals. It fits the hidden kingdom role with great tech. It is the Wakanda of Down Under. And this is their great protector.
 

 

Quote

AEP #86 Windjina

Val Char Cost Roll Notes
13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]
20 DEX 30 13- OCV: 7/DCV: 7
18 CON 16 13-
10 BODY 0 11-
23 INT 13 14- PER Roll 16-
18 EGO 16 13- ECV: 6
30 PRE 20 15- PRE Attack: 6d6
14 COM 2 12-

8+21 PD 5 Total: 8/29 PD (8/29 rPD)
8+21 ED 4 Total: 8/29 ED (8/29 rED)
5 SPD 20 Phases: 3, 5, 8, 10, 12
7 REC 0
36 END 0
26 STUN 0 Total Characteristic Cost: 129

Movement: Running: 6"/12"
Flight: 20"/80"
Leaping: 2"/4"
Swimming: 2"/4"

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

6 +2 PER with all Sense Groups

50 Energy Diffusing Armour: Armor (21 PD/21 ED) (63 Active Points); Only In Heroic Identity (-¼)

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

22 Elemental Control, 54-point powers, (27 Active Points); all slots Only In Heroic Identity (-¼)
22 1) Lightning: Energy Blast 11d6 (55 Active Points); Only In Heroic Identity (-¼) 5
23 2) Flight 20", x4 Non Combat, Reduced Endurance (½ END; +¼) (56 Active Points); Only In Heroic Identity (-¼) 2
61 3) Telekinesis (55 STR), Reduced Endurance (½ END; +¼) (103 Active Points); Only In Heroic Identity (-¼) 4

120 Multipower, 150-point reserve, (150 Active Points); all slots Only In Heroic Identity (-¼)
20m 1) Air Control: Telekinesis (50 STR), Area Of Effect (8" Radius; +1) (150 Active Points); Affects Whole Object (-¼), Only In Heroic Identity (-¼) 15
15m 2) Hot or Cold: Change Environment 4,096" radius, +4 Temperature Level Adjustment, -4 Temperature Level Adjustment, Multiple Combat Effects (91 Active Points); Only In Heroic Identity (-¼) 9
11m 3) Fog: Change Environment 4,096" radius, -4 to Normal Sight PER Rolls (71 Active Points); Only In Heroic Identity (-¼) 7
14m 4) Rain: Change Environment 4,096" radius, -3" of any one mode of Movement, -3" of any one mode of Movement, Multiple Combat Effects (85 Active Points); Only In Heroic Identity (-¼) 8

Perks
10 Fringe Benefit: Head of State of a very minor nation

Skills
3 KS: Aliens 14-
3 Science Skill: General Science 14-
3 Criminology 14-
3 Deduction 14-
3 Forensic Medicine 14-
3 Persuasion 15-
3 Stealth 13-
3 Shadowing 14-
3 Security Systems 14-
3 Systems Operation 14-
3 Mechanics 14-
3 Electronics 14-
3 Demolitions 14-
4 Language: English (completely fluent; literate)
4 Language: German (completely fluent; literate)
4 Language: Japanese (completely fluent; literate)
1 Language: Warrajina (imitate dialects; literate) (6 Active Points)
15 +3 with Ranged Combat

Total Powers & Skill Cost: 463
Total Cost: 592

300+ Disadvantages
15 Psychological Limitation: Responsibility to Country (Common; Strong)
10 Reputation: , 11-
267 Experience Points

Total Disadvantage Points: 592
Earned Experience: 0
Spent Experience: 267
Unspent Experience: 0

Background/History: Warrangina is a hidden city in the Australian outback. Hidden for years by its advanced technology, it was finally revealed but Nazi treasure seekers and forced to take its place in the world. Since then the elder chief of the tribe is also their protector called the Sky Brother. The current bearer of this mantle is Namatjiri Yingari. Educated at modern schools to bring Warrangina closer to the outside world, he donned the suit that gives him his powers when a (insert villain agency) attacked his homeland to get a hold of its technology and resources. With aid from some Australian heroes, they were repulsed. Since that time he has spent time in both worlds, as a leader of his people and as an emissary called Windjina!

Personality/Motivation: He's responsible for his tribe.

Quote: 

Powers/Tactics: His suit gives him air control powers as well as fight and protection.

Campaign Use: 

Appearance: 180 cm and 82 KG aboriginal man with black hair and brown eyes!

 

 

Characters like this are cool as they can question cultural norms. That he can kick but as well is a bonus.

Power wise I like that he is a) a battle suit user with powers out side the norm and B) it is NOT EARTH control. Seriously we see what M&M can do when it wants to emulate other elements. I found it refreshing!

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The leader of the Southern Stars, ties to the Blue Ensign, and a legacy character

 

Quote

AEP #88 Australian Spirit

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
27 DEX 51 14- OCV: 9/DCV: 9
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
23 EGO 26 14- ECV: 8
30 PRE 20 15- PRE Attack: 6d6
20 COM 5 13-

8 PD 4 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
7 SPD 33 Phases: 2, 4, 6, 7, 9, 11, 12
8 REC 0
40 END 0
30 STUN 0 Total Characteristic Cost: 176

Movement: Running: 10"/20"
Flight: 10"/20"
Leaping: 8"/16"
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" (8" forward, 4" upward) 1

6 +2 PER with all Sense Groups

60 Multipower, 60-point reserve
6u 1) Desolidification , Reduced Endurance (0 END; +½) (60 Active Points)
5u 2) (Total: 60 Active Cost, 48 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 24) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Costs Endurance (Only Costs END to Activate; -¼) (Real Cost: 24) 6

13 Flight 10" (20 Active Points); Linked (Desolidification; -½) 2
4 Fast Strike +2 +0 8d6 Strike
4 Martial Strike +0 +2 8d6 Strike
5 Sacrifice Strike +1 -2 10d6 Strike
5 Passing Disarm -1 -1 Disarm, 40 STR to Disarm; FMove
5 Passing Strike +1 +0 6d6 +v/5; FMove
5 Passing Throw +0 +0 6d6 +v/5; Target Falls; FMove
8 +2 HTH Damage Class(es)

Perks
6 Fringe Benefit: Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact
9 Contact (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 12-

Talents
30 Combat Luck (15 PD/15 ED)

Skills
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 KS: Military 12-
3 Tactics 12-
3 Persuasion 15-
3 Teamwork 14-
16 +2 with All Combat

Total Powers & Skill Cost: 231
Total Cost: 407

300+ Disadvantages
15 Psychological Limitation: Responsibility (Common; Strong)
15 Psychological Limitation: In love with Deadeye (a teammate on the Southern Stars) (Common; Strong)
15 Social Limitation: Secret ID (Frequently; Major)
62 Experience Points

Total Disadvantage Points: 407
Earned Experience: 0
Spent Experience: 62
Unspent Experience: 0

Background/History: Sharon Duncan is a cousin to the current Blue Ensign. A possible recipient of the process, she found she was allergic to it. But one dose was enough to unlock other powers in her. She put the training she was given to use as a superhero and is now leader of the Southern Stars!

Personality/Motivation: Spidy syndrome!

Quote: 

Powers/Tactics: Insubstantial added to Martial Arts added to serious agent training and skills!

Campaign Use: 

Appearance: 158 cm and 55 KG with a blond bob and blue eyes. She wears a green body suit with golden boots and gloves and a star symbol on her chest!

 

 

 

This is Kitty Pryde, melded with someone with Shield training. And she has a TONNE of plot hooks! Add the fact that she's the teal leader and you have a cool character!

I like her!

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So the Southern Stars are Australia's super team. Powerful and versatile, they make good representatives for their nation (Pay attention Canada).

So we get The Australian Spirit for above!

Deadeye the Huntsman. A bow master who is blind. Think Hawkeye and Daredevil. Add the fact that he is having a relationship with Australian Spirit and you have an interesting character!

Wandjina from above.

Dwarf Star a scientist who was the victim of an accident. He has shrinking, flight and energy blasts ability. He likes being a superhero especially with his wife being his partner.

Red Giant, wife to Dwarf Star. Same accident, but she can grow and increase her own gravitic field. She loves her powers and keep herself at 7 ft tall all the time.

Nuada Silverarm is two people. Alice McPherson, archaeologist who lost her arm in an accident. And Nuada who inhabits the silver arm she found in an Irish tomb. When she transforms into Nuada, she gains strength, resistance and wields a magical sword that cuts through many things! And while transformed she is like Firestorm, with two consiousness in one body.

Yowie was a reporter when an evil sorcerer cursed him with the form of an Australian Yeti. Strong tough and able to breath underwater, he covers the superhero beat as well as being a superhero!

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The Lords of Misrule is Australia's villain team

 

The Shout, an evil sorcerer who can barely control his powers.  When he speaks, unless he is directing it, will cast some unpredictable spell.  This would be an interesting build, especially as I see him saying things just to cause chaos.

 

Battle Axe... a misandrist with the powers of an amazon warrior and a magical battle axe.  So Wonder Woman with a bad attitude.

 

Black Bushranger.  This guy is cool.  Energy pistols, check.  Electric whip, check.  Robot horse, check.  Gentleman attitude with heartless core, check.  

 

Doctor Gorgon, mad scientist with a Medusa Ray gun

 

Drop Bear, mutated koala bear.  BIG!  With a desire to HURT people.  This is the one most likely to get hit first, he's so mean!

 

She-Quoll, team martial artist and thief with a real cat motif.  Complete with working tail in her costume!  

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Another Batman pastiche!  But he works.

 

Quote

AEP #89  Nighthaunt

 

 


Val Char Cost Roll Notes

18 STR 8 13- Lift 303.1kg; 3 ½d6 [2]

27 DEX 51 14- OCV:  9/DCV:  9

18 CON 16 13-

10 BODY 0 11-

15 INT 5 12- PER Roll 14-

25 EGO 30 14- ECV:  8

30 PRE 20 15- PRE Attack:  6d6

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)

6 SPD 23 Phases:  2, 4, 6, 8, 10, 12

8 REC 0

36 END 0

28 STUN 0 Total Characteristic Cost:  164

 

Movement: Running: 10"/20"

Flight: 15"/60"

Leaping: 7"/14"

Swimming: 5"/10"

Swinging: 5"/10"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

8 Running +4" (10" total) 1

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

 

6 +2 PER with all Sense Groups

 

18 Elemental Control, 44-point powers,  (22 Active Points); all slots IIF (-¼)

18 1)  Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); IIF (-¼)

18 2)  Flight 15", x4 Non Combat, Reduced Endurance (½ END; +¼) (44 Active Points); IIF (-¼) 1

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

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

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

7 Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-½)

 

45 Utility Gauntlets:  Multipower, 67-point reserve,  (67 Active Points); all slots OIF (-½)

3u 1)  Dazzle:  Sight Group Flash 6d6, Reduced Endurance (½ END; +¼), Area Of Effect (8" Cone; +1) (67 Active Points); No Range (-½), OIF (-½) 3

1u 2)  Cutting Torch:  Killing Attack - Ranged ½d6, Armor Piercing (+½), Reduced Endurance (0 END; +½) (20 Active Points); No Range (-½), OIF (-½)

4u 3)  Exploding Haunt Stars:  Energy Blast 6d6, Reduced Endurance (½ END; +¼), Area Of Effect (4" Radius; +1) (67 Active Points); OIF (-½) 3

1u 4)  Fear Gas:  Entangle 4d6, 0 DEF, Reduced Endurance (½ END; +¼) (50 Active Points); No Defense (-1 ½), OIF (-½), Cannot Form Barriers (-¼) 2

3u 5)  Haunt Stars:  Energy Blast 6d6, Autofire (3 shots; +¼), Reduced Endurance (½ END; +½) (52 Active Points); OIF (-½), Range Based On Strength (-¼) 2

 

3 Swinging 5" (5 Active Points); OIF (-½) 1

5 Defensive Strike +1 +3 3 ½d6 Strike

5 Offensive Strike -2 +1 7 ½d6 Strike

 

Perks

20 Vehicles & Bases

 

Talents

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Acrobatics 14-

7 Analyze:  Possible abilities 14-

3 Climbing 14-

3 Disguise 12-

3 KS: Current Events 12-

3 KS: Police Procedure 12-

3 Streetwise 15-

3 Criminology 12-

3 Deduction 12-

3 Forensic Medicine 12-

3 Sleight Of Hand 14-

3 Contortionist 14-

3 Concealment 12-

11 Stealth 18-

11 Shadowing 16-

3 Systems Operation 12-

3 Security Systems 12-

3 Mechanics 12-

3 Electronics 12-

3 Demolitions 12-

 

Total Powers & Skill Cost:  290

Total Cost:  454

 

300+ Disadvantages

15 Psychological Limitation:  Seeks Justice (Common; Strong)

15 Social Limitation:  Secret ID (Frequently; Major)

15 Hunted:  Police 8- (As Pow; NCI; Capture)

109 Experience Points

 

Total Disadvantage Points:  454

Earned Experience:  0

Spent Experience:  109

Unspent Experience:  0

 

Background/History:  Owen Lowe, a victim of his own brotherhood.  A policeman in Sydney, he was dismayed at the corruption he witnessed.  He refused to take part and was ready to report their actions, when they struck first.  He was knocked unconscious and when he awoke he found himself holding a gun, the one used to kill his wife and child.  Going underground, he procured some advanced weaponry and a high tech belt and went to war with the criminal element in the force and out of it.  Though his name is still tarnished, he got his revenge, but has continued his fight as Nighthaunt!

 

Personality/Motivation:  Justice.  It will be served!

 

Quote:  

 

Powers/Tactics:  The belt allows him to go invisible and fly.  Add the police training and a pair of utility bracers and he's well equipped for his mission!

 

Campaign Use:  

 

Appearance:  185 cm and 90 KG with brown hair and eyes.  His costume grey bodysuit with a dark mauve cape and cowl.  The bracers and belt are a golden colour!


 

 

 

So he's Sydney's Batman, complete with Rogues Gallery.

 

He works though.

 

 

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And his Rogue's Gallery

Bower Bird a criminal fascinated by the colour blue. More amoral than evil.

Crime Model. At 2 meters tall and over 300 Kgs, all her crimes revolve around the beauty industry as she want to be the greatest model around.

Mentus the Mind Master who was left behind from an inter-dimensional invasion who will make a cushy life for him here.

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And Melbourne's Supers scene

 

The Kelly Gang.  A group of Power Armour users.  Use Power Corp from Threat report that I detailed in another thread.

 

Madame Redback.  The controller of the local WWC cell, who has a spider motif and who's long term plan is to take over the WWC.  I like her as this shows that the WWC is NOT monolithic and has deadly internal power struggles.  Smart heroes could use this to severely weaken the WWC.  And is this happening in other cells around the world!

 

Sunhawk, an aboriginal hero with solar powers. and hopes to provide a positive role model.

 

Yellow Dragon, who heads a Vietnamese gang and plans to accumulate more powers and influence!

 

Young Gilgamesh and Enkidu.  Think Kazar, but greater strength, resistance and a saber tooth tiger!

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36 minutes ago, assault said:

Blue Ensign is a bit odd.

 

" As well he's hiding his sexuality from the public and spouting the government line and it is eating at his conscience. For now he keeps up the facade but.... "

 

Why doesn't he just come out?

 

 

From https://www.sbs.com.au/topics/sexuality/agenda/article/2016/08/12/definitive-timeline-lgbt-rights-australia

 

 

 

Quote

The Northern Territory has not yet legislated to allow same-sex couples to adopt.

South Australia is yet to overturn the gay panic defence.

Men who have had sex with men in the previous 12 months are barred from donating blood.

Religious schools and hospitals are exempted from LGBT anti-discrimination laws in Australia.

Same-sex marriage is still unlawful in Australia.

 

 

So I get the feeling that Anti Gay feelings are still fairly strong.  If you are a gov't sponcered super dependent on a drug held by that same gov't, and elements of it are very homophobic, you might keep it quiet for the chance to do some good!

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12 minutes ago, Mr. R said:

So I get the feeling that Anti Gay feelings are still fairly strong.  If you are a gov't sponcered super dependent on a drug held by that same gov't, and elements of it are very homophobic, you might keep it quiet for the chance to do some good!

 

Pretty stupid making it a major feature of the character, especially since sexuality isn't an impediment to military service or employment in the Public Service.

 

Or being elected to parliament.

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18 hours ago, assault said:

 

Pretty stupid making it a major feature of the character, especially since sexuality isn't an impediment to military service or employment in the Public Service.

 

Or being elected to parliament.

 

 

I agree.  Unlike Bogatyr, he would not fear for his life coming out.  She has many of the same powers, no dependency, and she FEARS for her life.  

 

I would have him come out to dare the government to deny him.  Basically force their hand!

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See if you can spot the homage
 

Quote

AEP #90 King Ormor

Val Char Cost Roll Notes
55 STR 45 20- Lift 51.2tons; 11d6 [5]
23 DEX 39 14- OCV: 8/DCV: 8
33 CON 46 16-
10 BODY 0 11-
15 INT 5 12- PER Roll 14-
18 EGO 16 13- ECV: 6
23 PRE 13 14- PRE Attack: 4 ½d6
10 COM 0 11-

28 PD 17 Total: 28 PD (28 rPD)
28 ED 21 Total: 28 ED (28 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
18 REC 0
66 END 0
55 STUN 0 Total Characteristic Cost: 219

Movement: Running: 10"/20"
Leaping: 15"/30"
Swimming: 22"/176"

Cost Powers END
28 Damage Resistance (28 PD/28 ED)

30 Swimming +20" (22" total) (x8 Noncombat) 3
8 Running +4" (10" total) 1
4 Leaping +4" (15" forward, 7 ½" upward) 1

6 +2 PER with all Sense Groups

15 Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
5 Nightvision

150 Multipower, 150-point reserve
8u 1) Tsunami: Energy Blast 11d6, Area Of Effect (23" Cone; +1 ¼) (124 Active Points); Limited Power Power loses about a third of its effectiveness (Only with large bodies of water; -½) 12
12u 2) Earthquake: Energy Blast 12d6, Does x1 ½ Knockback (+½), Area Of Effect (9" Radius; +1) (150 Active Points); Only When In Contact With The Ground (-¼) 15

8 Hand-To-Hand Attack +4d6 (20 Active Points); OAF (-1), Hand-To-Hand Attack (-½) 2
50 Trident of the Titans: Multipower, 100-point reserve, (100 Active Points); all slots OAF (-1)
2u 1) Large aquatic: Summon 4 200-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (62 Active Points); OAF (-1), Summoned Being Must Inhabit Locale (-½) 6
2u 2) Aquatic animals: Summon 16 100-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (50 Active Points); OAF (-1), Summoned Being Must Inhabit Locale (-½) 5
2u 3) Monster: Summon 250-point creatures, Weak-Willed -2 on EGO Rolls (+¼) (62 Active Points); OAF (-1), Summoned Being Must Inhabit Locale (-½) 6

Perks
15 Fringe Benefit: King
11 Money: Filthy Rich

Skills
3 Acrobatics 14-
3 Climbing 14-
3 KS: Amphitritean Lore 12-
4 Language: English (completely fluent; literate)
1 Language: Ampititean (imitate dialects; literate) (6 Active Points)
9 HTH only not Trident: +3 with any three maneuvers or a tight group of attacks

Total Powers & Skill Cost: 379
Total Cost: 598

300+ Disadvantages
15 Psychological Limitation: Kingly Responsibility (Common; Strong)
10 Psychological Limitation: Temper (Common; Moderate)
0 Dependence: Water Takes 1d6 Damage (Very Common; 6 Hours)
273 Experience Points

Total Disadvantage Points: 598
Earned Experience: 0
Spent Experience: 273
Unspent Experience: 0

Background/History: Amphitritis was a colony of Atlantis. It has since gone its own way being as it is located in the Pacific Ocean and so far away. They remained hidden until recently when oil exploration lead to what they felt was an attack on their nation. Led by King Ormor, they attacked Australia,but were repulsed by the combined might of the heroes of that Nation. Eventually Ormor called off his war and tried to see thing from the point of view of the surface people. But he eventually left in confusion. Now he bides his time in his kingdom. Part of him wants war, but part want to lead his people successfully. It is a constant struggle!

Personality/Motivation: A war leader with a temper, but also a responsible ruler.

Quote: 

Powers/Tactics: Strong and resilient, he can also call forth earthquakes and tsunamis. As well the Trident allows him to summon sea creatures to his service!

Campaign Use: 

Appearance: 190 cm and 92 KG with brown eyes and green hair. He wears what appears to be green scale armour and wields a golden trident!

 

 

 

As I have said before, if you are gonna copy, make it a good one. He's Namor, from Marvel.

Attitude, temper responsibility. And he's a different type of Atlantean. As I have said before his culture is different from the other undersea country. Breaks the cookie cutter mold!

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Chapter Sixteen to Eighteen  Antarctica, The Lost World, Sub-Terra

 

So we start with the Cold Continent.  It has a Treaty System guaranteeing no mineral or military exploitation will occour.  Most honour this treaty.  One area of interest is an under ice complex of ancient design that the UN is trying to map and decypher.  And of course the WWC has their biggest, baddest base here.  Ties to a lost race of ice people, unknown space debris and possible alien artifacts round out this section.  So lots of plot hooks.

 

Then we get to the Lost World.  This is the links to the Bermuda Triangle area.  Fall through a cave in the Himalayas.  It actually could be made into its own campaign and Green Ronin should come out with a book just on this, it is so cool.  We get a bit on premises needed to game here (Think PULP), a bit of history, some geography  and two  lost civilizations (Roman are cool, as are Incas) with a side bar for adding more to the mix if you are so inclined.  A pair of local heroes are detailed (see if you can get the homage) and some adventure ideas for adventure arcs are given.  I loved this section.  

 

Then we get Sub-Terra, which also is not really underground but more under dimension.  All the classics are here, Morlocks, Fomorians, Serpent People, Kaiju ( Cue Blue Oyster Cult, Go Go Godzilla) and places of note round out this chapter.  

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