Food of the Gods: 1955 (Mark II)

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The Food of the Gods: 1955


Folder with Rulebooks

Dice Room (Coming Soon)

The year is 1955...
1955 - OP

inquisition

Not Affiliated With the Spanish Church
Location
Valkenheim
The Food of the Gods: 1955

Folder with Rulebooks

Dice Room (Coming Soon)
The year is 1955. Ten years ago, the Second World War ended with the dropping of two nuclear bombs on Imperial Japan. Now, the world sweats as the two new superpowers--the United States and the Soviet Union--covertly compete for supremacy, with the constant threat of atomic annihilation casting a dark shadow over all.

But nuclear weapons are not the only technologies that now make up the ideological battlefield between Capitalism and Communism. At the end of the War, Nazi Germany began to deploy their powerful, dangerous Übermenschen, human beings augmented through occult science, against the Soviet Union in a last-ditch attempt to turn the tide in the East. Despite the overall "imperfect" superhumans, the war was still a lost cause; all the Übermenschen could do was slow the red tide down. But the efforts of the Nazi occult project, Projekt Woden, were a proof of concept--by the war's end, the world knew that such feats of medical science were possible… and within their grasp.

The secret to this power is a substance dubbed by Nazi scientists as "Ambrosia," described by Dr. Ernst Scheele (somewhat reverently) as "Das Essen der Götter:" the food of the gods. Ambrosia cannot be synthesized, and it is exceedingly rare, only found in miniscule deposits and often needing to be sifted from other material. However, in its refined form, it can change the genetic makeup of human beings, alter tissue to previously-unimagined states, and in certain cases, it can allow the human body to interface with machines in ways never thought possible.

In the immediate aftermath of the Second World War, the US and the Soviet Union divided up the Projekt Woden scientists for their own superhuman initiatives. They experimented for several years with their own superhumans, racing to create the "perfect" superhuman. This was by no means a simple feat; much of Projekt Woden's information and files had been lost as the Nazi state collapsed, and the information the Soviet and American teams were working with was thus incomplete. Furthermore, the rarity of ambrosia made testing difficult and expensive, but after a number of (sometimes fatal) failures, they were both able to create a "proof of concept" of their own, a weak, imperfect superhuman that was nevertheless far superior to any attempts made by Nazi Germany.

Now, the secret--and the methods of mining and refining ambrosia--have become common knowledge by this point, and each nation of the world is dreaming of a superhuman of their own--and a superhuman is far more practical than a nuclear bomb as both a weapon and a propaganda tool.

Superhuman Creation and Advancement
The main "currency" for creating and upgrading a superhero is ambrosia points (AP). These points represent your nation's supply of ambrosia, and can be "spent" to either create a new superhero or upgrade an existing one.

Unlike the nebulous power system of the previous game, the system will use one of my favorite tabletop RPGs instead: the Savage Worlds Superpowers companion. The "Power Points" of SW will instead be the Ambrosia Points of the last game, and each player will receive far more at the start. There will be a hard cap on total AP per hero (at least at the start of the game) - 60 AP, or the "Heavy Hitter" power tier. (That's not to say that there won't be metahumans beyond that level from other sources, of course…) In addition, heroes will have a maximum AP of half again their original number rounded up; for example, a hero with starting AP of 5 will only be able to reach a power level of 8, a hero with 20 can only reach 30, and a hero with 40 can get up to 60.

The amount of points you get for your first hero depends on your country. Nations are divided into four "tiers." Tier 1 consists ONLY of the US and the USSR, and they receive 60 points at the start, AND a free "prototype" hero worth 10 points. Tier 2 nations (Britain, China, France, and the like) start out with 40 points. Tier 3 nations (Brazil, Italy, India, and the like) receive 20 points. Tier 4 nations (Belgium, Indonesia, most post-colonial states) receive 10 points. When you claim a nation, I'll let you know which tier it's on.

Note that that, at the start, you may feel free to divide your AP among multiple heroes. For example, as the UK, you can either make a single more powerful hero worth 40 points, or split your pool and try for 2 weaker 20-point heroes. This might come in handy if you have a lot of commitments to deal with, but of course it also weakens your heroes individually. In addition, the US or USSR cannot simply opt to put their "starter hero" AP into upgrading their "pregame" hero, because as imperfect prototypes, they have reached their limit.

All heroes, as they fight and grow as people and weapons, will be also awarded experience points (XP) for their efforts. These are used to improve your heroes' "personal" skills, and unlike AP they are not a collective pool. As a note: the US and USSR's "prototype" heroes, to signify the fact that they fought in WWII, will start with the rank of Seasoned, with the required 20 XP to their name.

AP is gained at a steady annual rate of:
  • 3 for Tier 4
  • 4 for Tier 3
  • 5 for Tier 1 and 2
In addition, accomplishments will net you AP based on the nature of the accomplishment. Capturing and "killing" a hero, on the other hand, gives you 1/3 their AP back, rounded down.

With the exception of the US and the Soviet Union, all nations, no matter their tier, start out with no pre-existing heroes, and will thus need to create one (or more). In order to do so, please follow the following template:

PERSONA
Hero name:
Real name:
Sex:
Age:
Bio:
Public persona:
Appearance (If a picture, please keep it SFW):

STATS
XP:
Advances:
Level:
Attributes:

  • Agility:
  • Strength:
  • Smarts:
  • Spirit:
  • Vigor:
Statistics:
  • Charisma:
  • Parry:
  • Toughness:
Skills:
Edges:

Hindrances:

POWERS & ABILITIES
Invested AP:
Powers:

  • Power Name (AP Cost): Notes, including damage and other such things
    • Trappings:
    • Modifiers: (If applicable)

So as an example, here's a "starter" superhero, with the Soviet "starting pool" of 60 AP. I went for the "flying brick" archetype:

PERSONA
Hero name:
Zashchitnika
Real name: Tamara Bondarenko
Sex: Female
Age: 26
Origin: Vinnytsia Oblast, Ukrainian SSR, Soviet Union
Bio: Born on a collective in Ukraine in 1929, young Tamara Bondarenko and her family were displaced when Nazi Germany invaded the Soviet Union in 1941. The Bondarenkos fled east, searching for refuge in Russia as the Wehrmacht overran Ukraine. Her brother and father joined the Red Army to help stem the Nazi tide, but both were killed by 1943 in the titanic battles on the Eastern Front. Her mother would die soon after the end of the War, leaving seventeen-year-old Tamara with nothing. In 1949, out of desperation, she signed up for a state science program and volunteered for testing. Out of hundreds of volunteers, Tamara was only one of three who were tested at the highest level of susceptibility to ambrosia, and in the end was the only one who had no family or other obligations. In 1955, at the age of 26, she underwent the final procedure to "activate" her superhuman abilities--giving her unrivaled strength, superhuman durability, and a host of other abilities.
Public persona: Noble, patriotic, and cooperative, Zashchitnika's public persona is an exemplar of the Soviet ideal. Her background plays a large role, showing her as a strong example of the Soviet capability to return from the proverbial brink stronger than ever.
Appearance:


STATS
XP:
0
Advances: 0/0
Level: Novice
Attributes:
  • Agility: d10
  • Strength: d12+4
  • Smarts: d6
  • Spirit: d8
  • Vigor: d12+2
Statistics:
  • Charisma: 2
  • Pace: d6
  • Parry:
  • Toughness: 14
Skills:
  • Fighting: d10
  • Shooting: d6
  • Survival: d4
  • Persuasion: d6
  • Intimidation: d6
  • Taunt: d6
  • Notice: d6
Edges:
  • Charismatic
Hindrances:
  • Arrogant (Major)
  • Weakness - Darkness (Minor)
  • Loyal (Minor)
POWERS & ABILITIES
Invested AP:
60
Powers:
  • Awareness (5):Ignores all obscurement penalties; cover penalties for solid objects are applied normally. In addition, the character can sense all around her, negating any gang-up bonuses.
    • Trappings: Gene-enhanced senses
  • Attack, Melee - Fist of the Rodina (11): Soviet PUNCH! Damage Str+5d6
    • Trappings: Gene-enhanced strength
    • Modifiers: Heavy Weapon (1)
  • Attack, Ranged - Eye Beams (8):2d10 damage
    • Trappings: Genetically-bestowed powers
    • Modifiers: Enhanced Damage (4)
  • Flight (8): Fly at 4 times the base Pace.
  • Super Attribute - Super Agility (6): Increases Agility by 3 steps.
  • Super Attribute - Super Strength (10): Increases Strength by 5 steps.
  • Super Attribute - Super Vigor (6): Increases Vigor by 3 steps.
  • Toughness (6): Increases Toughness by +6.

Superhero Mechanics
As stated above, I will be using the Savage Worlds system to simulate hero combat. Many of the "crunchier" features of Savage Worlds will be omitted - as the RP part is meant to be an addition to the nation-game part - but the basic mechanics will remain.

Pace, when and if it actually matters, will be represented by a d6 by default, and edges/hindrances that change that will raise/lower the die type much like a skill or attribute. Characters with the Slow hindrance, for example, will use a d4, while those with the Fleet-Footed edge will use a d8.

Initiative in battle will not be decided by drawing cards; instead, the supers involved in a fight will roll Agility+Smarts or Agility+Vigor without the wild die, with any other bonuses or maluses from traits and environmental factors, with the highest number going first and the second highest after that and so on.

Positioning and other such things will be handled through what I've seen referred to as mind's eye theater; we will avoid maps, complex positioning, and the like. This and other mecdhanics will largely be abstracted.

Bennies will be removed; however, soaking damage is still possible, and a player can only soak three times in a year.

Claims
I'll be using the usual three-claims system. Heroes will be created after you are given a nation, so have a few ideas in mind.

Mods:
I'd like to recruit a mod team if possible, considering that I have other things IRL to do this summer aside from sit around, and so a few positions are open and preferred:
  • Roleplay Mod
  • War/Espionage Mod
  • NPC Mod
Dramatis Personae
Map (Jan. 1955)
 
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Superhero Registry
UN Registry of Ambrosia-Enhanced Humans

Persona NameNormal NameNation of ResidenceStatus
Akhil Arya​
India​
ACTIVE
Zmaj
Ales Novak​
Czechoslovakia​
ACTIVE
Hubert Felder​
Federal Republic of Germany​
ACTIVE
Michael Tyrell​
Australia​
ACTIVE
Žarko Leon Broz​
Yugoslavia​
ACTIVE
Minerva Moriarty​
United Kingdom​
ACTIVE
Dr. Felix Spielmann​
United States​
ACTIVE
Rodrigo Díaz de Vivar (Allegedly)​
Spain​
ACTIVE
REDACTED​
Israel​
ACTIVE (PRESUMED)
Esel Demir​
Turkey​
ACTIVE
REDACTED​
United States​
ACTIVE (PRESUMED)
Shahrazad Minuzadeh​
Iran​
ACTIVE
 
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Round 1 of Claims
1. North Korea
2. The Real China (Republic of China)
3. The Real China (People's Republic of China)
DPRK is all yours. It is a Tier 4 nation.

1. Republic of Korea [제1공화국].
2. Republic of China [中華民國].
3. All-Palestine Government [Ḥukūmat 'Umūm Filasṭīn].
RoK goes to you. It is a Tier 4 nation.

1. Democratic Republic of VIetnam
2. People's Republic of China
3. State of Japan
North Vietnam is yours. It is a Tier 4 nation.

1. Palestine
2. Iran
3. Turkey


☝الله أكبر
The All-Palestine government is yours. Tier 4.

1. The United States of America
2. The Fourth French Republic
3. The Republic of Ireland
USA goes to you - Tier 1.

1. The United Kingdom of Great Britain and Northern Ireland
2. Soviet Union
3. Japan

EDIT: Although looking over the rules I am concerned about the clunkiness of the Savage Worlds System. Although it seems like we might be only purchasing powers not making the whole sheet, is that correct?
As the powers are often intrinsically linked to the skills and attributes of Savage Worlds, yeah, we'll be making the whole sheet - though it's a lot less complicated than it looks at first glance. If anyone needs help getting a character set up, I'd be happy to assist.

In any case, the UK is yours - Tier 2.

1.Czeckslovika.(Very Much Prefer.)
2.Poland.
3.Spain.
Czechoslovakia goes to you - Tier 3.

1. Soviet Union
2. Hashemite Kingdom of Iraq
3. France
Soviet Union is yours, comrade. Tier 1.

1. United States of America
2. Italy
3. Federal Republic of Germany
Republic of Italy for you - Tier 2.

1. The United Kingdom of Great Britain and Northern Ireland
2. People's Republic of China
3. India
India is yours - Tier 2.

  1. Australia
  2. Iran
  3. Greece
Australia is yours - Tier 3.

People's Republic of China,
State of Japan,
State of Vietnam.
PRC goes to you. Tier 2.

1. Israel
2. Yugoslavia
3. North Vietnam

Israel goes to you. Tier 3.
 
Round 2 of Claims
1. Japan
2. West Germany
3. Canada
Japan for you - T2.

1. Canada
2. Japan
3. West Germany
Cnanda - T3.

Hmm... the one I had the least ideas for. Let's see what I can come up with...
If you need any help coming up with ideas or doing the mathy bits, feel free to PM me.

1. France
2. Poland
3. Japan

France for you - Tier 2.

1.West Germany

2. France

3. Canada

BRD is yours - Tier 2

France
Japan
Switzerland
Switzerland for you - Tier 4.

  1. Canada
  2. Turkey
  3. Japan
Man, I think I've got my notes for the first game somewhere...good Canadian times.

So it's looking like all three of these are contested - are there any other nations you might be interested in?

1. Argentina (strong preference)
2. France
3. Japan
Argentina is yours at a Tier 3.

@inquisition What about East germany? You left it off the claim list so far.
The unclaimed nations on the list are just suggestions honestly - as long as a nation exists, it can be claimed.

  1. The Republic of Turkey
  2. West Germany
  3. Japan
Gonna be right on the frontlines of the cold war if this works out, either a regional power that both sides court or literally a partitioned state. Should be interesting.
Turkey is yours at a T3.

1. East Germany
2.Yugoslavia
3.Mexico
The DDR is yours at Tier 3.

Yugoslavia
Egypt
Ethiopia
Yugoslavia is yours at T3.

1. Iran (Very strong preference)
2. Denmark
3. France

Iran is a cool country and I am a half-Iranian, so I have the advantage of knowing stuff about it. I currently live in Denmark, so I have that advantage as well there. Either way, I will be deeply embroiled in the Cold War from the sidelines as a buffer state against the Soviet Union, torn between the blocks

and some madman gave me super heroes
Iran is yours at T3.

Hey, @inquisition can I use my old Hero Zmaj?

Yep - you'll just have to update him for the new system.
 
Ribhus - India
PERSONA
Hero name:
Ribhus
Real name: Akhil Arya
Sex: Male
Age: 85 (b. 1870)
Bio: Born in British India in the thirty-third year of Victoria's reign as the second son of one of the rulers of the minor Princely States, Akhil's early life was that of great pampering and wealth. He was born with great intelligence, his curiosity as a child drawing the attention of his carers and tutors, which was nurtured by the finest tutors his father's wealth could source. While his curiosity would see him learning a wide variety of sciences it would be engineering that would really spark his interest, particularly when he was tutored by a former British Artillery Officer. In addition to this education, he would be taught to shoot, often attending hunts with his father and his father's retainers and using a wide variety of rifles, shotguns, pistols, and other weapons. He would also show an early talent for languages that would see him picking up many of the Indian tongues in addition to English.

Upon reaching eighteen he would take ship to England, where he enrolled in one of the earliest available engineering courses at University of London. Here he was the subject of much curiosity, being one of the few Indian students in the university, and his incredible talent for engineering would see him repeatedly lead the class. It was during this time that he would first meet Mohandas Gandhi, Akhil's search for vegetarian dishes leading to his introduction to the London Vegetarian Society where his fellow Indian was a member of the Executive Committee. The two would interact little in this time, their shared heritage minimal despite them both being Indian, but the two would maintain an infrequent correspondence.

Upon the completion of his degree, Akhil would return to India where he would be involved in a number of attempts to establish infrastructure projects to improve the Raj. These attempts would find little success, institutional opposition stifling his attempts to bring about industrialisation beyond his father's lands. He would not cease his attempts, but would grow more weary and disheartened over the years, mirroring the same trend Mohandas would speak about in his letters that had grown increasingly regular between the two. Akhil would reach out to the nascent Indian National Congress around this point, though would refrain from public support due to his father's distrust of the group.

In 1915 Mohandas Gandhi would return to India, and Akhil would be one of the first to host the increasingly-famous man. Mohandas would spend several days with Akhil, and it was then that the seeds of nationalism and anti-colonialism that had been growing for the past years would begin to bloom. As Mohandas travelled around India protesting Akhil would accompany him, a display that would strain the relationship between Akhil and his family and would eventually end with a split following his father's death. As Mohandas would lead India in satyagraha Akhil was by his side, only narrowly avoiding arrest in 1922.

The following years would see Akhil somewhat marginalised. While he had been a close ally of Mohandas, he did not share the man's charisma or political skills, and while he would be a major figure in the campaigns for Mohandas' release they would consume much of his attention. The two years that would pass would be harsh to Akhil, who would partake in his own hunger strikes in pursuit of Mohandas' release, and an image of Gandhi embracing an emaciated Akhil following his release would become one of the most famous ones of the 1920's. In later years, Akhil would be one of those who marched alongside Mohandas in the famous Salt March, and when Gandhi was detained prior to the protest at Dharasana salt works Akhil would be one of those who would be beaten in the square.

The following years would see Akhil remain a steady member of the movement, and would see him spend years in and out of prison. Unlike Mohandas, whose health waxed and waned repeatedly, Akhil's would remain steady. He would be released for the final time shortly before Indian independence, where he would express disappointment at the divide of India into religiously-defined states. Following independence, he would take a leading role within India's fledgling scientific establishment, his mind sharp even with his body's growing frailty. Following Mohandas' assassination in 1948 Akhil wept for three days and three nights, mourning the loss of his friend of nearly sixty years.

As India developed its Ambrosia program, Akhil would be one of the leading scientists, and when the call was put out for test subjects it was to great surprise that Akhil would put his own name forward - citing that while Ambrosia was seen to strengthen the body in physically capable subjects, one who was of sharp mind might find themselves similarly blessed, and that India needed great thinkers in these days much more than it needed more soldiers. He would prove to be highly susceptible to Ambrosia, and in 1952 he would undergo the final procedure to "activate" his newfound abilities.

The first tests would appear disappointing; for all their Ambrosia reserves Akhil appeared little changed beyond appearing slightly less burdened by age. However, when he awoke the intelligence in his eyes was said to glow, and his body would rapidly develop distinctive blue markings along his Chakra pathways and his eyes softly glowing blue. The next three years would be spent by Akhil, now christened Ribhus, in seclusion with some of India's top scientists and engineers, developing the technical marvels that would make up Ribhus's distinctive super-armour. This process would produce a number of one-of-a-kind components, with the end result that only Akhil was able to even begin to control the armour, though he would do so with great skill.

Public persona: Frail and pacifistic, Akhil represents the image of the elder burdened by his sacrifices, while in his suit he presents a much more confident and powerful image.
Appearance:


STATS
XP: 0
Advances: 0/0
Level: Novice
Attributes:
7 Attribute Points (5 Base, +2 for 4 Trait Points)
  • Agility: d8 (2 Points)
  • Strength: d4 (0 Points)
  • Smarts: d12 (4 Points)
  • Spirit: d6 (1 Point)
  • Vigor: d4 (0 Points)
Statistics:
  • Charisma: 0 Points
  • Parry: 2
  • Toughness: 4+14
Skills: 20 Skill Points (15 Base, +5 for Elderly)
  • Knowledge (Engineering): d12 (5 Points)
  • Knowledge (Science): d8 (3 Points)
  • Notice: d10 (4 Points)
  • Piloting: d8 (3 Points)
  • Repair: d6 (2 Points)
  • Shooting: d8 (3 Points)
Edges: 1 Edge (1 Human)
  • Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.
  • Linguist: Speaks Hindi, English, Mandarin, Spanish, Arabic, Bengali, Portuguese, Russian, Japanese, Punjabi, Marathi, Telugu.
Hindrances: (+4 Trait Points)
  • Elderly (Major) - Your adventurer is getting on in years, but he's not quite ready for the nursing home. His Pace is reduced by 1, and his Strength and Vigor drop a die type to a minimum of d4, and cannot be raised thereafter. On the plus side, the wisdom of his years grants the hero 5 extra skill points that may be used for any skills linked to Smarts.
  • Distinctive Appearance (Minor) - Your super's appearance is somewhat different from others of his race (a blue- skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people. The appearance must be present in and out of costume to count as a Hindrance—all supers are distinctive in costume.
  • Pacifist (Minor) - Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.
POWERS & ABILITIES
Invested AP:
40
Powers:
  • Power Name (AP Cost): Ageless (2, 1+1 Points). Ribhus is not affected by the ageing process or powers that reference ageing.
    • Trappings: None
    • Modifiers: Very Old (+1). Ribhus is already old, with his life experiences giving him a +2 to common knowledge rolls.
  • Power Name (AP Cost): Armour (13, 7+3+4-1 Points). Ribhus wears a heavy set of power armour, giving him incredible resistance to damage.
    • Trappings: A large suit of distinctive powered armour.
    • Modifiers:
      • Hardy (+3). The character is so tough only the most serious damage can harm him. If he is Shaken, additional Shaken results have no effect.
      • Heavy Armour (+4). The armor is considered Heavy Armor, and can only be damaged by Heavy Weapons.
      • Device 1 (-1). The Power comes from the Powered Armour, and offers no protection without it.
  • Power Name (AP Cost): Attack, Ranged (A Form) (12, 6+4+1+2-1 Points). Ribhus' armour has a built-in powerful energy cannon, allowing it to emit powerful blasts that deal 4 dice of damage.
    • Trappings: Energy Bolts
    • Modifiers:
      • Enhanced Damage (+4). For +4 points, the attack uses d10s for damage.
      • Heavy Weapon (+1). The attack counts as a Heavy Weapon.
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Attack, Ranged (B Form) (Free, 4+6+1+2-1 Points). Ribhus' armour has a built-in powerful energy cannon, allowing it to emit powerful blasts that deal 3 dice of damage.
    • Trappings: Energy Bolts
    • Modifiers:
      • Rate of Fire 2 (+6). The hero can fire an extra missile each action, up to a maximum Rate of Fire of 5.
      • Heavy Weapon (+1). The attack counts as a Heavy Weapon.
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Broadcast (2, 2+1-1 Points). Ribhus' armour has a built-in radio receiver and decryption device, allowing it to tap into radio and television signals from a distance.
    • Trappings: Power Armoured Helmet
    • Modifiers:
      • Range (+2). The hero can tap into networks up to 100 miles distant.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Deflection (A Form) (11, 10+2-1 Points). Ribhus' armour has built in thrusters that can be redirected to form a powerful attack-deflecting field.
    • Trappings: Thrusters on Powered Armour
    • Modifiers:
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
  • Power Name (AP Cost): Flight (B Form) (Free, 10+2-1 Points). Ribhus' armour has built in thrusters that can be used to propel him through the air at speeds of up to 120mph.
    • Trappings: Thrusters on Powered Armour
    • Modifiers:
      • Switchable (+2). This Modifier allows a character to switch between different powers or sets of powers.
      • Device 1 (-1). The Power comes from the Powered Armour, and cannot be used without it.
 
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Zmaj - Czechoslovakia
Hero name: Zmaj

Real name:Ales Novak

Sex: Male

Age: 26

Bio: Ales was raised in a state run orphanage until the state needed testing subjects for the Superhuman trials. Ales along with most of the other orphans were taken to a facility outside of Prague where they were taught that the state was the only thing that kept them alive and that they owed the state their lives. Ales was the only success of the program.

Public persona: Zmaj is calm and polite to all even his opponents.



Appearance:




Powers & Abilities:
STATS
XP:0
Advances:0
Level: Novice
Attributes:
-Agility:d6
-Strength:d10
-Smarts:d4
-Spirit:d6
-Vigor:d10
Statistics:
Charisma:0
Parry:8
Pace:6
Toughness:13
Skills:
Skills: 15 Base

Fighting: d12 (5 Points)

Notice: d6 (2 Points)

Taunt: d6 (2 Points)

Stealth: d4 (1 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:
-The Best There Is

Hindrances:
-All Thumbs.
-Code of Honor.
-Distinctive Appearance.


POWERS & ABILITIES
Invested AP:
Powers:
Power Name (AP Cost):
Armor(10)
-Heavy Armor.
Attack Melee. (7)(Strength+2d8 attack with 3 ranks of Armour Piercing)
-Armor Piercing.
-Extra Limb. (3) (Tail)

Armor:19
Trappings:
Modifiers: (If applicable)



Unless I have seriously misunderstood what I'm supposed to do and what the powers do this is My super.

@inquisition
 
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Weltraum Kaninchen - West Germany
Hero name: Weltraum Kaninchen ( English Translation: Space Rabbit)

Real name: Hubert Felder

Sex: Male

Age: 29 (B. 1926)

Bio: Born to a single mother, young Hubert had difficulties growing up. These difficulties stemmed from the economic catastrophe that all of Germany was facing at the time, but Hubert and his mother lived as well as they could, when the war began his mother begged him to not join as it was the war prior that took his father from her, he promised he would not join. while he faced some judgement from his "peers" it was a decision that Hubert took pride in, as who would take care of his mother if he was to die, and after the war things were tense but Hubert and his mother found life to be while different, they still made things work.

However things took a turn for the worse when his mother began to get sick, they did not have the money needed for treatment, Hubert had no ide what he could do, that's when one old doctor said there was something he could do. The doctor was doing some "experiments" and needed test subjects, and while Hubert wan not the best subject, he did fit the criteria for being able to participate. In exchange for his participation he will be payed very handsomely.

In the end Hubert exceeded all of the expectations and was given an offer, become one of the new German Heroes and he and his mother would be well taken care of, or he could take his payment and be on his way.

He chose the former, thus a new hero for a new Germany was born.

Public persona: A sharp witted lad who can't keep his mouth shut, Known for his tendency to rush into things and live life like it was his last day.

Appearance:



STATS

XP: 0

Advances: 0/0

Level: Novice

Attributes:

Agility: d10

Strength: d6

Smarts: d6

Spirit: d6

Vigor: d6

Statistics:

Charisma: 0

Parry: 2

Toughness: 5



Skills: 15 Base

Fighting: d8 (3 Points)

Notice: d6 (2 Points)

Taunt: d8 (3 Points)

Stealth: d6 (2 Points)

Shooting: d6 (2 Points)

Tracking: d8 (3 points)

Edges:

Quick: Quick characters have lightning-fast reflexes and a cool head.

Arcane Background (Super Powers) (Free): This Edge replaces the version from Savage Worlds in a supers campaign and is a free Edge (on top of the usual free Edge for being human). It grants a number of Power Points equal to the Power Level of the campaign. No arcane skill is required. Super powers work "at will" and require no roll unless the specific power says otherwise.

Hindrances:

Curious (Major): It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have
to check out everything and always want to know what's behind a potential mystery.


Distinctive Appearance (Minor): Your super's appearance is somewhat different from others of his race (a blue-skinned human, a talking gorilla, etc.), and is relatively easy to spot, even out of costume. This makes the character easier to track down and pick out of a crowd and can even cause troublesome social problems among his own people.



POWERS & ABILITIES

Invested AP: 40

Powers:

Attack, Ranged- Energy Blast (9): 2d10 Damage
  • Trappings: condensed light energy
Energy Control: Light (5)
  • Trappings: Mutation to produce light from body
Leaping (5)
  • Trappings: Strong Legs
  • Modifiers: Bounce (1)

Speed (12)
  • Trappings: Genetic alterations to body
Attack, Melee- Lagomorph Kick (8): Strength+ 4d6
  • Trappings: Genetically Enhanced leg Muscles

(Hope this is good please tell me if I need to make any changes.)
 
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Bushranger - Australia
PERSONA

Hero name:
Bushranger
Real name: Michael Tyrell
Sex: Male
Age: 34
Bio:

A veteran of the Second World War and one of the Rats of Tobruk, Michael Tyrell's newfound status as a superhero has not come by mere chance. Handpicked for the job and put through rigorous testing to confirm his suitability, Tyrell is the end result of the Australian Government's new push to create it's own, native superheroes fashioned out of the heroes of yesteryear. Without any family or next of kin, Tyrell's transformation into the Bushranger, the veritable embodiment of the Australian way of life - ignoring the connotations of a superhero named bushranger - has been a seamless one with the veteran throwing his all into his role as Australia's protector.

Public Persona: Bushranger is perceived as the embodiment of the Digger spirit, a good natured lad who would go to hell and back for his mates and can do no wrong nor ill.
Appearance (If a picture, please keep it SFW):


STATS
XP:
0
Advances: 0/0
Level: Novice
Attributes: 5 Points
  • Agility: d10 (3 Points)
  • Strength: d4
  • Smarts: d6 (1 Point)
  • Spirit: d6 (1 Point)
  • Vigor: d4
Statistics:
  • Charisma: 0 Points
  • Parry: 2
  • Toughness: 4
Skills: 15 Points (+1 For Loyal)
  • Intimidation: d6 (2 Points)
  • Notice: d8 (3 Points)
  • Persuasion: d4 (1 Point)
  • Survival: d6 (2 Points)
  • Tracking: d8 (3 Points)
  • Shooting: d10 (4 Points)
  • Swimming: d4 (1 Point)
Edges: 3 (1 Human, 1 From Hindrance, 1 From Super Edge)
  • Quick Draw: This Edge allows a hero to draw a weapon as a free action (and thus ignore the usual –2 multi-action penalty if he chooses to fire as well). If the character must make an Agility roll to draw a weapon (see page 66), he adds +2 to the roll.
  • Trademark Weapon (Revolver; Thunderbolt): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
  • Trademark Weapon (Revolver; Moonlite): The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn't kick in for two game weeks.
Hindrances:
  • Code of Honor (Major): Honor is very important to your character. He keeps his word, won't abuse or kill prisoners, and generally tries to operate within his world's particular notion of proper gentlemanly or ladylike behavior.
  • Loyal (Minor): Your character may not be a hero, but he'd give his life for his friends. This character can never leave a man behind if there's any chance at all he could help.
POWERS & ABILITIES
Invested AP:
20
Powers:
  • Attack, Ranged - Revolvers (Thunderbolt & Moonlite) (7, (8 - 1)): Bushranger's trusty revolvers, Thunderbolt and Moonlite, are the cutting edge of Australian technology. Created using what can only be assumed to be stolen Nazi gold and alien technology, as well as a healthy helping of duct tape, are an irreplaceable part of Bushranger's arsenal. They're also pretty damn lethal but then, that's firearms for you.
    • Trappings: High Tech Gun
    • Modifiers:
      • Lethal (-1): The supers' attacks are inherently deadly. He can attempt a nonlethal attack but suffers the standard –1 penalty to the attack roll, and damage is reduced a die type.
  • Danger Sense (2): Bushranger has a remarkable talent for sensing when trouble is coming. Attempts to copyright "a bad feeling about this" as his catchphrase are ongoing.
    • Trappings: Uncanny Senses
    • Modifiers:
  • Heightened Senses (3):
    • Trappings: Mutated Senses
    • Modifiers:
      • Eagle Eyes: The character can see details twice as far as most members of his species. Range penalties are halved (–1 for Medium –2 for Long, –4 for Extreme range).
      • Low Light Vision: The character can see in Dim and Dark conditions, but not in total darkness. If he also has Infravision, he ignores all illumination penalties.
      • Perception: The hero has a highly developed sense of detection. He adds +2 to Notice and Investigation rolls made to find clues or notice details.
  • Regeneration (6): While Bushranger may not be as tough or as strong or as fast or as smart as the superheroes fielded by other, larger nations, he does have one thing going from him; he heals pretty damn fast.
    • Trappings: Mutant Healing Factor
    • Modifiers:
  • Super Edge (2): When the time came to give Bushranger his weapons, the scientists revealed that they had gone above and beyond and crafted two superb revolvers for the superhero to use. Unlike Thunderbolt, however, Moonlite was made using a sliver of the Ark of the Covenant and the skull of King Arthur. We think. (Trademark Weapon, Moonlite)
    • Trappings:
    • Modifiers:
 
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Zigomar - Yugoslavia
Hero name: Zigomar
Real name: Žarko Leon Broz
Sex: Male
Age: 31 (Born 1924)
Bio:
The first son of President Tito, Žarko lived his early years in Moscow living with his mother. At the outbreak of the Great Patriotic War he enlisted in the Red Army as a faithful foot soldier. He soon distinguished himself in battle, advancing to the rank of officer and receiving numerous battle honors.
In 1944 he found his way to Yugoslavia, where he assisted the Partisans in ridding the country of the Axis menace where he met first-hand the Übermensch.
Adopting Yugoslavia as his motherland, Žarko's war record and lineage made him the prime candidate for Yugoslavic trials in copying the Nazi secrets.
Public persona:
Žarko masqurades as a playboy and part-time gangster, appearing publicly as an outcast from the family and Yugoslav government.

Appearance:


STATS
XP: 0
Advances: 0/0
Level: Novice

Attributes: (5 Attribute points +1 from 2 Hindrance)
Agility: d10 (3 point)
Strength: d8 (2 points)
Smarts: d4
Spirit: d4
Vigor: d6 (1 point)

Statistics:
Charisma: 0
Parry: 8
Toughness: 5

Skills: (15 Skill points)
Fighting (Agility): d12 (6 points)
Notice (Smarts): d6 (3 point)
Stealth (Agility): d8 (3 points)
Survival (Smarts): d4 (1 point)
Swimming (Agility): d4 (1 point)
Tracking (Smarts): d4 (1 point)

Edges: (+1 Free Superpowers, +1 Human, +1 from 2 Hindrance)
Arcane Background (Free: Superpowers)

Berserk (Free: Human) Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go Berserk. While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, melee damage rolls, and Toughness. The warrior ignores all wound modifiers while Berserk, but cannot use any skills, Edges, or maneuvers that require concentration, including Shooting and Taunt, but not Intimidation. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses. The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at –2.

Brawler (2 points of hindrance)
When he hits a foe with a successful bare-handed Fighting skill, +2 damage.

Hindrances: (1 Major, 2 Minor)
Dependency (Major) - Rakia (Fruit Brandy)

Death Wish (Minor) - Unite all South Slavs Having a death wish doesn't mean your character is suicidal—but he does want to die after completing some important goal. He won't throw his life away, but when there's a chance to complete his goal he'll do anything—and take any risk—to achieve it.

Loyal (Minor) Your character may not be a hero, but he'd give his life for his friends. This character can never leave a man behind if there's any chance at all he could help.

POWERS & ABILITIES
Invested AP: 20
Powers:
Attack, Melee (8): +2d6 to unarmed attack damage, 4 yard reach, 8 AP
Trappings: Superhuman martial arts
Modifiers: One Arm (-1), Lethal (-1), Reach (2), Armor Piercing (4)

Invisibility (6): Foes get a –4 Notice roll to detect the character if given a reason to do so, or the character closes within 10 yards. Attacks against the character suffer a –4 penalty.
Trappings: Cell alteration
Modifiers: Permanent (-2)

Leaping (6): Able to leap 64 yards vertically and 128 yards horizontally in a single bound, if combined with a fighting attack, the leaper may add his level to any damage caused
Trappings: Thick legs
Modifiers: Death from Above (+1)
 
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The Engineer - UK

Dame Minerva Jamie Moriarty KG GCMG GCVO
Lord of Cambridge


Hero name: The Engineer
Real name: Minerva Moriarty
Sex: Female
Age: 37​
Stats

Attributes:
  • Agility: d4
  • Strength: d4
  • Smarts: d12
  • Spirit: d10
  • Vigor: d4
Statistics:
  • Charisma: d6+6
  • Parry:
  • Toughness:
Skills:
  • Investigation: d10
  • Knowledge (Science): d12
  • Knowledge (Engineering): d10
  • Repair: d10
  • Persuasion: d8
Edges and Hindrances

Edges:
Charismatic, Noble

Hindrances:
Curious (-2)
Enemy (-1) - Grandfather's Legacy (Prof. Moriarty)
Quirk (-1)
Powers and Abilities

POWERS & ABILITIES
Invested AP: 40
Powers:
Intangible (14)
- Phase (+5), Reflexive (+2), Tag Along (+2)
Invent (12) Level 6
Interface (3)
- CodeBreaker (+1)
- Device (-2)
Gifted (2)
- Device (-1)
Super Attr - SMARTS (6)
- Not Today
Minions (The Spectre Group)
- An elite group of spies that work with the Engineer on behalf of MI6, the foreign office and other departments

Inventions (6 points)
TBD
Biography

Minerva Moriarty was the only daughter of an adjunct professor of Cambridge, as a result she grew up in the halls of knowledge that were Cambridge. Despite her gender, she manipulated the admissions officer into letting her take the exams, and pass them she did. Being the only female student she was a bit of an oddball on campus, but aced her exams. There was some bullying during the late 30s she experienced but oddly it abated after some of the older students and some professors warned that it might not be a good idea to pick on the daughter of a then associate professor with the last name Moriarty.

When she graduated in 1939 she had been keeping a correspondence with several leading scientists: Heisenberg, Oppenheimer, Einstein, and she had two invitation to proceed with her post-doc work in nuclear studies (one of her passing interests along with electronics, rocketry, higher mathematics, applied sociology, and international studies), at UC Berkeley in California, or the University of Heidelberg working with Heisenberg. Ultimately she went to Berkeley, and then Los Alamos, as one of the researchers on loan from Britain (At the time the UK wanted her out of their hair). Her words after seeing the Trinity explosion was not one of sorrow, but of excitement. "Imagine if we could bottle that? Cities powered by the decay of atoms, interstellar flight within a generation!"

After the war she was offered a hefty sum to stay in America to work on what would be their super hero program, but she wanted to return home to the UK. After being awarded honors by the King for her service in the war, no one would deny her application for any position, and she joined the British Super Soldier program, where the lead scientist hated her. He was a relic from a bygone age, and thought she had no place. His ego couldn't contain not being the smartest in the project, and so staged an accident... No one is sure exactly what happened next but for Minerva one day there was a great big flash and her molecules got all rearranged thanks to Ambrosia. Britain now had a superhero. Soon after she received an odd letter from her family's lawyer, "Representatives of your grandfather's interests have requested a meeting."

It was only after that meeting that she learned that her last name was in fact related to what until then she thought was fiction. Sure she knew her Grandfather was a Professor at Cambridge named James Moriarty and died in 1891, she never thought it was the fictional James Moriarty. Her grandfather's representatives wanted her to take over the business... She ran from that meeting but eventually she wound up at Baker Street, she was hoping there might have been some legacy... some proof at 221B but there wasn't. Just an old flat and pub converted to a "Holmesian tourist trap". She asked Arthur Conan Doyle's estate for any proof... ANY... they reacted with rolling of eyes until they realized her name, and the fear in their eyes. She's never gotten them to reveal anything more. Minerva informed her grandfather's representatives that she would not become the "Duchess of Crime" and they took the news by trying to kill her. Intangibility made that difficult. She worked with Scotland Yard over the next 2 years to rip up her grandfather's old legacy and earned the enmity of that group.

When the Queen was coronated, Minerva was invited to speak with the Queen herself who gave her a mission, to work with her majesty's government to save her realm from various threats. Prime Minister Churchill had a list of places for her to go, or projects to do all fairly low profile. Now it is 1955 and Prime Minister Eden is willing to have Minerva Moriarty take on a more visible role, sending her to Egypt and other hot zones.


The United Kingdom of Great Britain and Ireland - 1955



Name: United Kingdom of Great Britain and Ireland
Head of State: Her Majesty Queen Elizabeth II
Head of Government: Clement Attlee (Labour)
Type of Government: Non-Constituional Representative Parliamentary system with figurehead monarchy
Population: 52.5 million
Motto: NONE
National Anthem: God Save the King (In the King's English "God Save Me")
Capital: London
Largest City: London

Domestic:

No one thought it possible, in fact some Conservatives said that there should be a recount but when Winston Churchill shook Mr. Attlee's hand and doffed his hat to leave number 10 Downing Street it was the end of an era in British History. No one ever thought that Clement Attlee the man that replaced Winston Churchill back in 1944 would do so again 11 years later, but that goes to show how much Britain had changed. The modern age was being fully embraced, and the Tories couldn't keep up: the debacle of Air pollution, the papers finding out about Churchill's cold, and the true reason for Eden's illness did the Tories no favors, the City turned on the Tories and embraced Labour, it also did no favors that Dame Moriarty took several meetings with leading financiers and allayed concerns about the future of science and technology. Wasn't much as she showed that any problem had an answer in science and technology. One
 
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