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The Cure

In document 3EG605 -- AMP -- Year Three (Page 118-125)

Near the end of Year Three, Doctor Lumi-nous develops a cure for Labilis Syndrome.

Named Reset, the drug returns the mutant to its baseline form. Upon injection, the mutant goes into a catatonic state, lasting one day per Mutation Tier. The intravenously applied drug must be provided throughout the treatment, or its effects will be lost. At the end of the treat-ment period, they reawaken in their normal state, stripped of all Deviations and Malforma-tions. At the GM’s purview, the AMP may suffer persisting Consequences from their transfor-mation (AYO, pg. 187). Consequences may also be highly appropriate for mutants who’ve un-dergone complete and traumatic conversion into a Rampager.

Chapter Three: Rising From Ashes

Sap Name: Janna-Maree Groce Affiliation: Unaffiliated Strain: Bulk

Integrity: 8, Juice: 2

Loyalties: Comrades 3, Humanity 2, Love 3, Truth 2

Skills: Athletics 4, Beast Handling 1, Crafts 1, Deception 1, Fighting 2, In-timidation 1, Marksmanship 6, Per-ception 2, Performance 6, Persuasion 7, Speed 3

Primary Power: Grace 8

Augments: Choreography (E1), Gratis (T1), Not the Face (T2), Universal Ap-peal (E0)

Secondary Power: Jinx

Augments: Defensive Adversity (E0), Hex (T1)

Gifts: None

Drawbacks: Kid (5), Puberty (2) Other: Initiative +3, Movement 12, Strength +4, Carry/Lift 50/100

Janna-Maree Groce, AKA Baby G, has been told all her life that she inherited her mom’s natural beauty and her Dad’s bad luck. She is daughter of Timex, an AMP who has come toe-to-toe with TRAC and anti-AMP forces time and again, and is the older sister of Cutiepie, who has slashed her way to AMP freedom for months. Nothing has changed one bit since Janna became an AMP, since she still feels like she’s doing the same things she’s always done. As the oldest daughter of her family, she’s just gotten better at convincing Dad to give her money, helping take care of him when he puts too much on his shoulders, and making him understand that she’s not a child anymore. As a big sister, she’s gone out of her way to protect her sister on more than one occasion, keep her out of trouble (which is a lot harder now) and remind Cutiepie that she has to listen to her because she’s the oldest.

Otherwise, Janna-Maree is a typical 12-year-old. She loves sports (tumbling, soccer, volley-ball and running), binge watching her favorite shows online, and eating her fill of chips with jalapeño pepper cheese sauce. Janna loves her powers, but she often feels like expectations for her are just too high. If she could give up her powers and that pressure, she would in a heart-beat. She might change her mind if her powers let her punch as hard as her little sister, though.

Baby G

Chahaya

Sap Name: Louisa Atwood Affiliation: Atlantis Strain: Feral

Integrity: 15, Juice: 3

Loyalties: Community 4, Corruption 2, Hu-manity 2, Love 2, Perfection 2, Truth 1

Skills: Athletics 5, Beast Handling 3, Crafts 3, Discipline 3, Empathy 4, Fighting 4, Intimida-tion 3, IntuiIntimida-tion 4, Knowledge 3, Medicine 3, Might 5, Perception 4 (+2), Speed 3, Survival 4 Primary Power: Aquatica 6

Augments: Blood in the Water (E0), Flotsam &

Jetsam (T1), Gnashers (E2)

Malformations: Outbursts (Minor), Scaly Skin (Cosmetic)

Deviations: Paranormal Sense

Gifts: Destiny (3), Directional Sense (1), Fear-less (3), Untraceable (4)

Drawbacks: OCD (2)

Other: Initiative +7, Movement 13, Strength +10, Carry/Lift 175/350

Chahaya’s background isn’t too different from other people’s. She grew up in a fairly normal household with two parents and a couple of siblings and wasn’t subjected to anything that rocked her comfortable life. That was, until she and her family visited Hawaii on their annual vacation.

During the destruction of the islands the natives previously fought so hard to protect, her parents were burned alive from the encroaching lava pouring from the raging volcanoes. She retreated to her family’s private boat with her siblings, but the boat later capsized, trapping them all underwater.

Her eyes opened in the dark depths of the ocean, and she instinctually panicked and gasped for breath—until she realized she didn’t need to. She was one with the ocean, actually feeling more comfortable underwater than she ever did on land. As time passed and she returned to the mainland as one of the few survivors of the catastrophe, her aquatic abilities seemed to spiral out of control. Chahaya’s skin became scaly and her eyes grew larger than a normal per-son’s, leading her to give up her life as a human and become a resident of the ocean.

It wasn’t long before she joined together with oth-er AMPs and Saps who believed as she did: evoth-eryone is equal and everyone can live together if they work to-gether. Becoming one of the Founding Five, she helped shape the future of this fledgling group. It created a real sense of family for her, almost a replacement for the family she had lost to tragedy.

Sap Name: Malcolm Pitt

Affiliation: United Human Front Integrity: 13, Energy: 7, AR: 2/2 Loyalties: Community 3, Humanity 3, Justice 2, Perfection 3, Self 2, Truth 1 Skills: Athletics 3 (+2), Crafts 3, Disci-pline 2, Fighting 4, Fortitude 3, Intuition 1, Marksmanship 4, Might 3, Perception 3, Persuasion 3, Speed 0 (+2), Stealth 4 (+8 for 1 Energy), Technology 3

Primary Power: Resistor Suit (Fuse Model) 4

Augments: Cryo-Diffuser, Defense Specialization (Kinetic), Stealth En-hancement

Gifts: Advanced Batteries (3), Fear-less (3), Hideout (2 - Workshop 2), Permit (1), Rank (3 - UHF)

Drawbacks: Big Mouth (2), Mythoma-niac (3)

Other: Initiative +5, Movement 8 (10), Strength +6, Carry/Lift 125/250

The world has always been a dangerous place. The street wars humanity was experiencing weren’t new; everything is cyclical and everything that has happened before will happen again.

Malcolm was sure that this was just history repeating itself, another war that had to happen in order for society to advance. And he was going to make damn sure humanity would be the victors when historians published their books about this mayhem.

Joining the United Human Front was an easy choice. Malcolm started off as an enforcer, doing the jobs TRAC would blush over. He single-handedly took down over a dozen AMPs, earning the name Champion and giving him first crack at the organization’s Phase 3 Resistor Suits. After passing the initial synchronization tests, he was in the first wave of prototype users and was even featured in a number of viral videos used to push the idea of the necessity of these suits on the public.

Malcolm’s day to day routine involves working out of a UHF base, following the develop-ment of AMP-related sightings and criminal activity. He’s always one of the first sent into the field to stop these threats, and isn’t known for a delicate touch. Most of his opponents don’t get back up from their bloody pool, or that’s what he likes to tell everyone. Sometimes they get away, but in his mind, it’s only because he let it hap-pen. Such is the warped and megalomaniacal mind of the Champion.

Champion

Sap Name: Wendy Jacobs Affiliation: TRAC

Integrity: 14, Energy: 4, AR: 3/3

Loyalties: Community 2, Comrades 3, Humanity 1, Justice 3, Perfection 4, Truth 1

Skills: Athletics 2, Discipline 4, Empa-thy 2, Fighting 3 (+2), Fortitude 4, In-tuition 2, Knowledge 2, Marksmanship 2, Medicine 1, Might 2, Perception 4, Speed 3, Technology 5, Travel 3

Primary Power: Resistor Suit (Volt Model) 4

Augments: Defense Specialization (Bullets), Discharge Capacitors, Propul-sion System

Gifts: Hideout (4 - Workshop 3, Off the Grid 1), Law Enforcement (3)

Drawbacks: Deep Sleeper (3), Phobia (3 - Claustrophobia)

Other: Initiative +5 (+7), Movement 10 (60), Strength +4, Carry/Lift 100/200 Wendy saw the ads on the television just like everyone else. “Join TRAC today and protect your community,” is the message they shouted at the viewer, and she - like many others - heeded the call. Unlike those who became full-fledged agents, Wendy found it hard to pass many of the physical tests needed to serve TRAC day-in and day-out. She did have a keen technical mind, however, and the organization was quick to put her to work on their new project: Resistor Suits.

After reading over the plans and seeing the magnitude of what a Resistor Suit could achieve, Wendy drooled for the opportunity to work on such machines. And every day when she left for home, she pocketed a panel here and a couple of nuts and bolts there, until months later she was able to assemble her own prototype suit in her garage. She hoped it would more than level the playing field and that she could become a hero to her community, just like TRAC told her she should.

In just her first outing, she captured two criminal AMPs and delivered them handily to TRAC before darting away into hiding. Getting caught with an unlicensed Resistor Suit could get her in some major trouble, after all. In an effort to stand out and become a symbol, Wendy painted her suit crimson red, instead of the silvery blue of the TRAC suits, earning her the name Crimson from the people who have seen her in action.

Crimson

Sap Name: Andrew Zaillian Affiliation: Retribution Strain: Shifter

Integrity: 14, Juice: 4

Loyalties: Justice 3, Perfection 3, Self 2, Truth 2

Skills: Athletics 3, Craft 4, Deception 2, Discipline 3, Fighting 5, Fortitude 4, Intimidation 3, Intuition 2, Knowledge 3, Marksmanship 5, Might 4, Percep-tion 3, Speed 2, Technology 4

Primary Power: Bolt (Fire) 4

Augments: Eruption (E0), Potent (E1), Shockwave (T3)

Secondary Power: Absorption 2 Augments: Adaptive Coloring (E1) Gifts: Extreme (4)

Drawbacks: Bloodthirsty (3), Power Addict (4), Prison Record (2)

Other: Initiative +5, Movement 10, Strength +7, Carry/Lift 150/300

Andrew was easy pickings for the Hound program. He grew up in a poor neighborhood, which forced him into a life of crime at an early age. He had a prison record before the age of 18 and his rap sheet only got longer with each passing year. So, when his number came up and the government brought him to the Chamber, he took his place in his cell and did as he was told. No matter what he could make explode on the outside, he was powerless and in chains on the inside. Or that was the image he presented to his captors.

In truth, the AMP known as Demolition ran the prison, picking select inmates to join his gang and just waiting for the opportunity to unleash the full weight of his power. Even when the Chamber was destroyed and the prisoners escaped, he and his gang stayed behind. He knew that he couldn’t leave his trouble behind. No, he had to make sure it was completely disassembled.

During an exercise, he was able to do something no other AMP had... cause a temporary short in his control collar. With that, he took his window of opportunity and went to the press with his story - and the stories of hundreds of other AMPs kept in the Houndmaster program against their will. The press ate it up and he became an instant celebrity. TRAC wouldn’t dare try to control him with TMZ now following his every move. Soon after, he negotiated the release of the rest of his gang, who all sought out Spearfinger and Retribution to move on to the next stage of his plan: revenge.

Demolition

Hypno

Sap Name: Dorian Grey Affiliation: Typhoon Strain: Psych Integrity: 13, Juice: 3

Loyalties: Comrades 4, Humanity 1, Perfection 4, Self 3 Skills: Deception 7, Discipline 7, Empathy 5, For-titude 3, Intimidation 5, Intuition 5, Knowledge 5, Perception 6, Performance 4, Persuasion 6

Primary Power: Oneiromancy 8

Augments: Day Dream (E2), Dream Jump (T3), Dream Object (T2), Dream Walk (E2), Muse (T1), Sleep (T2) Secondary Power: Mnemonics 6

Augments: Erase Memories (T2), Fabricate Mem-ories (T1), Read MemMem-ories (E0)

Gifts: Attractive (4), Clean Bill of Health (3), Connections 3 (TRAC), Connections 4 (Typhoon), Hideout (10 - Security 5, Size 5), Stable Psyche (3), Wealthy (5)

Drawbacks: Allergy (2 - Polyester), Bleeder (3), Not a Fighter (4)

Other: Initiative +4, Movement 5, Strength +0, Carry/Lift 50/100

Note: Hypno is built to be a foil for the players’

AMPs. His stats are higher than other pre-gener-ated characters presented in this book.

Dorian was born in Windsor, Berkshire, England to the Grey family, a wealthy bloodline known to all the aristocrats of his nation. He attended the most prestigious academies and had all the finer things in life. Dorian came to the US to expand his family’s industries and influence through mergers and acquisitions, moving into high-risk ventures after discovering his wildest dreams were within his grasp.

Once he had conquered the business world, Dorian sought a new kind of excitement and founded his own underground gentlemen’s club called Amplitude. His club served the growing community of AMPs and AMP fetishists offering exhibitionists their hearts’ desires. He also created stable income and security for his AMP employees, which eventually led to him falling into bed with Typhoon. Once his powers emerged, he knew he was already surrounded by a group of like-minded individuals.

His wealth continued to accrue, making money through his family’s companies during the day and taking advantage of his sordid, and often criminal, activities at night. Dorian also pushes a Pro-AMP Agenda with his lobbyists in congress and gives regularly to charities to provide a moral com-pass to himself. He even had some hand in the funding of the Resistor Suit program, learning all the ins and outs and feeding that information to Typhoon. This information should prove instrumental in protecting his comrades and turning a major profit.

In document 3EG605 -- AMP -- Year Three (Page 118-125)

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