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A lets read Atlas of Earth Prime and some conversions


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Where have I seen him before?

 

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AEP #92 The Slayer

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
18 EGO 16 13- ECV: 6
23 PRE 13 14- PRE Attack: 4 ½d6
14 COM 2 12-

8 PD 4 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
4 SPD 10 Phases: 3, 6, 9, 12
8 REC 0
40 END 0
30 STUN 0 Total Characteristic Cost: 112

Movement: Running: 10"/20"

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Where have I seen him before?

 

Quote

AEP #92 The Slayer

Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
20 CON 20 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
18 EGO 16 13- ECV: 6
23 PRE 13 14- PRE Attack: 4 ½d6
14 COM 2 12-

8 PD 4 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
4 SPD 10 Phases: 3, 6, 9, 12
8 REC 0
40 END 0
30 STUN 0 Total Characteristic Cost: 112

Movement: Running: 10"/20"
Leaping: 10"/20"
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
6 Leaping +6" (10" forward, 5" upward) 1
5 Swinging 10" (10 Active Points); Only On Appropriate Terrain Only on snow and ice (-1) 1

6 +2 PER with all Sense Groups

9 Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +½) (22 Active Points); OAF (-1), Hand-To-Hand Attack (-½)
15 Heavy Pistol: Energy Blast 4d6, Reduced Endurance (0 END; +½) (30 Active Points); OAF (-1)
5 Defensive Strike +1 +3 4d6 Strike
5 Offensive Strike -2 +1 8d6 Strike
4 Martial Block +2 +2 Block, Abort
1 Weapon Element: Blades
3 Defensive Shot -1 +2 Strike
4 Offensive Shot -1 -1 Strike, +4 DC
1 Weapon Element: Handguns

Talents
12 Combat Luck (6 PD/6 ED)
4 Lightning Reflexes: +4 DEX to act first with Single Action
2 Trackless Stride

Skills
3 Acrobatics 13-
3 Climbing 13-
3 KS: History 12-
3 Tactics 12-
3 Forensic Medicine 12-
3 Deduction 12-
3 Criminology 12-
3 Sleight Of Hand 13-
3 Concealment 12-
3 Contortionist 13-
3 Systems Operation 12-
3 Security Systems 12-
3 Mechanics 12-
3 Electronics 12-
3 Demolitions 12-
3 Paramedics 12-
4 Language: Ladin (completely fluent; literate)
4 Language: Quechua (Inca) (completely fluent; literate)
1 Language: English (imitate dialects; literate) (6 Active Points)
10 +2 with Ranged Combat

Total Powers & Skill Cost: 168
Total Cost: 280

300+ Disadvantages
15 Psychological Limitation: Thrill Seeker (Common; Strong)

Total Disadvantage Points: 280
Earned Experience: 0
Spent Experience: 0
Unspent Experience: 0

Background/History: He studied at West Point, fought in the war and eventually became professor of Military History. But he craved adventure and so decided to trek the Himalayas. But his team was attacked and all were killed. He ran for it, ducking into a cave. When he was followed, he went in deeper, and was lowering himself down a tunnel when his rope was cut and he fell.... into another world. There in this "Lost World" he has travelled and adventures. Michael Morgan Slater has a new title now, the Slayer! And he's have the time of his life!

Personality/Motivation: A daredevil and thrillseeker!

Quote: 

Powers/Tactics: A skilled swordsman and athlete.

Campaign Use: 

Appearance: 184 cm and 80 KG with green eyes and grey hair and van-dyke beard. He wields a longsword and a .45 caliber ACP!

 

 

A classic pulp concept that was made into a comic. He fits the Lost World narrative completely. 

Again if you are gonna copy, make it a good one. Seriously this guy could be dropped into any fantasy campaign with just a little modification.


I like!

 

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All he need is some vines

 

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AEP #93  Zandar the Jungle Lord

 

 


Val Char Cost Roll Notes

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

21 DEX 33 13- OCV:  7/DCV:  7

20 CON 20 13-

10 BODY 0 11-

10 INT 0 11- PER Roll 13-

25 EGO 30 14- ECV:  8

25 PRE 15 14- PRE Attack:  5d614 COM 2 12-8 ED 4 Total:  8 ED (8 rED)

8 PD 4 Total:  8 PD (8 rPD)

3 SPD 0 Phases:  4, 8, 12

8 REC 0

40 END 0

30 STUN 0 Total Characteristic Cost:  118

 

Movement: Running: 10"/20"

Leaping: 10"/20"

Swimming: 5"/10"

Swinging: 10"/20"

 

Cost Powers END

8 Damage Resistance (8 PD/8 ED)

 

3 Swimming +3" (5" total) 1

6 Leaping +6" (10" forward, 5" upward) 1

8 Running +4" (10" total) 1

5 Swinging 10" (10 Active Points); Only On Appropriate Terrain Only on snow and ice (-1) 1

 

6 +2 PER with all Sense Groups

 

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

3 Martial Grab -1 -1 Grab Two Limbs, 30 STR for holding on

5 Offensive Strike -2 +1 8d6 Strike

4 Martial Strike +0 +2 6d6 Strike

1 Weapon Element:  Blades

 

Talents

20 Animal Friendship

2 Trackless Stride

12 Combat Luck (6 PD/6 ED)

 

Skills

3 Climbing 13-

9 Survival 14-

3 Stealth 13-

3 Shadowing 11-

3 Paramedics 11-

4 Language:  Ladin (completely fluent; literate)

4 Language:  Quechua (Inca) (completely fluent; literate)

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

4 Language:  Various Tribal (completely fluent; literate)

10 +2 with DCV

 

Total Powers & Skill Cost:  133

Total Cost:  251

 

300+ Disadvantages

15 Psychological Limitation:  Lordly Responsibility (Common; Strong)

 

Total Disadvantage Points:  251

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

Background/History:  The son of Prof. Challenger, Alexander has been living in two world.  Part in England, where he was educated and part home in the "Lost World".  But he always considered the "Lost World" home and has since moved there full time.  There he is called Zandar, the Jungle Lord!

 

Personality/Motivation:  Responsibility!

 

Quote:  

 

Powers/Tactics:  A skilled HTH and knife fighter! As well he's a canny jungle warrior!

 

Campaign Use:  

 

Appearance:  189 cm and 194 KG with brown eyes and shoulder length brown hair!  He wears a loincloth and a necklace of dinosaur teeth!

 

 

And the homages just keep on coming!

 

All he needs is a big jungle cat, or talking gorilla!

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Chapter Nineteen  Atlantis

 

There have been so many supplements about Atlantis, and this one hits all tried and true.  We get history, WW II involvement, interactions with the Supers of the world, internal politics and rebels.  Culture and technology are given a go over. Then we get the Royal Family and their involvement on the outside world of superheroes. There is nothing new here really, but it does give a hint for undersea adventures.  If you can get Hero Games Atlantis, you could really flesh out this section to do a complete undersea campaign.

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Comment after the Sea King

 

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AEP #91 Queen Mother Evelynn

Val Char Cost Roll Notes
10 STR 0 11- Lift 100.0kg; 2d6
18 DEX 24 13- OCV: 6/DCV: 6
18 CON 16 13-
10 BODY 0 11-
13 INT 3 12- PER Roll 14-
18 EGO 16 13- ECV: 6
25 PRE 15 14- PRE Attack: 5d6
16 COM 3 12-

8 PD 6 Total: 8 PD (8 rPD)
8 ED 4 Total: 8 ED (8 rED)
4 SPD 12 Phases: 3, 6, 9, 12
6 REC 0
36 END 0
24 STUN 0 Total Characteristic Cost: 99

Movement: Running: 10"/20"
Gliding: 10"/40"
Leaping: 6"/12"
Swimming: 14"/56"

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

8 Running +4" (10" total) 1
4 Leaping +4" (6" forward, 3" upward) 1

6 +2 PER with all Sense Groups

8 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)
5 Nightvision
3 Ultrasonic Perception (Hearing Group)

17 Multipower, 17-point reserve
2u 1) Swimming +12" (14" total) (x4 Noncombat) (17 Active Points) 2
1u 2) Gliding 10", x4 Noncombat (15 Active Points)

100 Multipower, 100-point reserve
4u 1) Hearing Group Flash 11d6, Area Of Effect (8" Cone; +1) (66 Active Points); No Range (-½) 7
3u 2) Hypnotic Song: Mind Control 10d6 (50 Active Points); Does Not Provide Mental Awareness (-¼), Subject To Range Modifier (-¼), Limited Power Power loses about a fourth of its effectiveness (Only on hearing; -¼) 5
5u 3) Sonic Blast: Energy Blast 10d6 (50 Active Points) 5
7u 4) Sonic Burst: Energy Blast 10d6, Area Of Effect (11" Cone; +1) (100 Active Points); No Range (-½) 10
5u 5) Vertigo: Drain DEX 4d6, Ranged (+½) (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only on hearing; -¼) 6

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)


Perks
1 Fringe Benefit (0 Active Points)
10 Fringe Benefit: Prince

Talents
20 Animal Friendship
24 Combat Luck (12 PD/12 ED)
2 Environmental Movement (no penalties on water)

Skills
3 Acrobatics 13-
3 Climbing 13-
3 Disguise 12-
3 Magic: Power 12-
3 KS: Singing 12-
3 PS: Singing 12-
3 Persuasion 14-
3 Security Systems 12-
3 Systems Operation 12-
3 Mechanics 12-
3 Electronics 12-
3 Demolitions 12-
3 Paramedics 12-
6 Language: Atlantean (imitate dialects; literate)
4 Language: French (completely fluent; literate)
1 Language: English (imitate dialects; literate) (6 Active Points)

Total Powers & Skill Cost: 343
Total Cost: 442

300+ Disadvantages
15 Psychological Limitation: Royal Responsibility (Common; Strong)
10 Physical Limitation: Age (Frequently; Slightly Impairing)
117 Experience Points

Total Disadvantage Points: 442
Earned Experience: 0
Spent Experience: 117
Unspent Experience: 0

Background/History: A girl with dreams to make it in the Big Apple. And she was getting there too. She was booked as the singer on a ship crossing the ocean before the US joined WWII, but that didn't stop the german torpedo. And she didn't make it to the life rafts. As she was sinking, she was rescued by Prince Thallor of Atlantis, as he felt she was the one prophesied by the ancient sirens. It turned out he was correct, and Lynn Sidon was granted powers over sound and the ocean. Calling herself Siren, she served with the Liberty League, and after the war returned to Atlantis to marry her prince. Now the Queen Mother, she guides her children and grandchildren as well as protecting them!

Personality/Motivation: Responsibility!

Quote: 

Powers/Tactics: With various sonic abilities and movement in air or water.

Campaign Use: 

Appearance: 170 cm and 68 KG with brown hair and green eyes! She wears elegant gowns, but will change into more appropriate gear if needed!
 

 

 

I like her. Ties to WW II and to the current King gives her a lot of hooks.

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The other undersea king, More DC like
 

Quote

AEP #92 Sea King

Val Char Cost Roll Notes
50 STR 40 19- Lift 25.6tons; 10d6 [5]
23 DEX 39 14- OCV: 8/DCV: 8
23 CON 26 14-
10 BODY 0 11-
10 INT 0 11- PER Roll 13-
15 EGO 10 12- ECV: 5
23 PRE 13 14- PRE Attack: 4 ½d6
16 COM 3 12-

23 PD 13 Total: 23 PD (23 rPD)
23 ED 18 Total: 23 ED (23 rED)
5 SPD 17 Phases: 3, 5, 8, 10, 12
15 REC 0
46 END 0
47 STUN 0 Total Characteristic Cost: 179

Movement: Running: 10"/20"
Leaping: 14"/28"
Swimming: 24"/96"

Cost Powers END
23 Damage Resistance (23 PD/23 ED)

8 Running +4" (10" total) 1
4 Leaping +4" (14" forward, 7" upward) 1

6 +2 PER with all Sense Groups
5 Nightvision

8 Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold)

34 Swimming +22" (24" total) (x4 Non Combat), Reduced Endurance (½ END; +¼) (34 Active Points) 1

24 Water form: Desolidification , Reduced Endurance (0 END; +½) (60 Active Points); Limited Power Power loses about half of its effectiveness (No defence just to get into small openings; -1), Limited Power Power loses about a third of its effectiveness (Only underwater; -½)
22 Water form: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +½) (45 Active Points); Limited Power Power loses about a third of its effectiveness (Only underwater; -½), Linked (Water form; -½)
7 Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only Underwater; -½), Linked (Water form; -½)
7 Physical Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Power loses about a third of its effectiveness (Only Underwater; -½), Linked (Water form; -½)
40 Suffocation: Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); No Range (-½) 6

Perks
15 Fringe Benefit: King

Talents
20 Animal Friendship

Skills
3 Acrobatics 14-
3 Climbing 14-
3 Science Skill: Earth Sciences 11-
3 KS: Theology philosophy 11-
3 Persuasion 14-
3 Systems Operation 11-
3 Security Systems 11-
3 Mechanics 11-
3 Electronics 11-
3 Demolitions 11-
5 Language: English (idiomatic; literate)
1 Language: Atlantean (imitate dialects; literate) (6 Active Points)

Total Powers & Skill Cost: 259
Total Cost: 438

300+ Disadvantages
15 Psychological Limitation: Royal Responsibility (Common; Strong)
0 Dependence: Water Takes 1d6 Damage (Very Common; 6 Hours)
123 Experience Points

Total Disadvantage Points: 438
Earned Experience: 0
Spent Experience: 123
Unspent Experience: 0

Background/History: The son of Queen Evelynn and King Thallon, he grew up as part of two worlds. Theseus eventually travelled to the surface world to learn about it and experience it. He even joined the Freedom League as the Sea-King and served with distinction. But while he was away, a coup deposed his father. Rushing home with the Freedom League, he eventually defeated the usurpers, but at a cost, the death of his father. Now Sea-King in truth, he ascended the throne and has ruled ever since.

Personality/Motivation: He is king to his people!

Quote: 

Powers/Tactics: Strong even for an atlantean, he can also transform into a water form that can drown people and is invisible underwater!

Campaign Use: 

Appearance: 184 cm and 85 KG with blond hair and beard and green eyes!

 

 

So here is the Aquaman homage, with a few extra powers. He is another where I feel he was a PC in a campaign, he is that fleshed out.

So my comment. I own Hero Games Atlantis, and IIRC the Queen Mom, Sea King and resulting family are VERY similar to the one in that supplement. So I suggest that if you can find it, and want to run an undersea campaign, get it. It will flesh out this section a lot! 

So that is it for characters. One more finishing chapter and I am done!

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Chapter Twenty    UNISON


 

UNISON is the United Nations International Superhuman Oversight Network and follows in the footstep of UNCLE and UNTIL.  We get a history and how the UN in Earth Prime allows the UN to field its own little army.  But also it is an intelligence gathering group with its own cadre of spies and operatives world wide.  One branch I really liked was Team Alphabet, 26 super agents that each had a letter from the alphabet.

 

We then get a section on the structure and operations.  These include: Alien Diplomacy, Border Crossings, Investigations and Assassinations (I found this part refreshing, Lawful Good doesn't mean Awful Stupid).

 

Equipment is next and I found this underwhelming.  All this alien and villain super tech and they can’t reverse engineer any of it?  Their enemies get Blasters and Ray Guns, and they get M-16s.  I could see a small elite arm with SOTA equipment for just those heavy operations.  

 

Then a couple of bases are detailed and some key personnel.  Then we get some suggestions for campaigns using UNISON, including a super team option.  In fact the SWORD team idea from Nato above (SEE Central Europe) would be a perfect fit here.  This could even be like the Legion of Superheroes with teams formed for certain operations.  

 

Finally Global Threats are detailed.  The big WWC and its front organization (which has been operating for over 25 years with nobody figuring it out, amazing) is mentioned.  We get two underworld high tech suppliers who are in competition with each other, and not friendly by any means.  Then two organizations that are into creating super villains who are also not on friendly terms at all.  A Chinese Mastermind and various global powered supervillains are noted.  Finally the greater galaxy and ALIEN INVADERS.

 

I found this section hit and miss.  There is a lot of good ideas here (Team Alphabet) with some bad ones (Normal equipment for an organization that impounds super tech).  If you are wanting a gritty UNCLE type game, then it works. If you want more four coloured SHIELD, then you have to modify.  But there is enough from other chapters that it would be easy to change it up a bit.

 

So ends my Journey.


 

Final Verdict

4 stars out of 5

 

There is a lot of good stuff in here.  The world is presented as having its own heroes and villains and USA is not doing a Mighty Mouse “Here I come to save the day”.  The world here is very organic.  But there are some duds, which I have made known throughout the posts.  Also some parts just do not seem to work, or stretch things way too far.  But if you want to get a supplement for your heroes who like to travel to interesting places, meet interesting people and blow things up, then I highly recommend it regardless of the system you use.  

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