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Lost Boy

In document 3EG605 -- AMP -- Year Three (Page 125-133)

Sap Name: Jamar Harris Affiliation: Aegis Squad Strain: Traveler

Integrity: 8, Juice: 2

Loyalties: Comrades 2, Humanity 1, Jus-tice 3, Love 1, Self 3

Skills: Athletics 4, Beast Handling 3, Craft 2, Discipline 3, Empathy 3, Intuition 5, Knowledge 1, Might 2, Perception 3, Persuasion 3, Speed 4, Stealth 4, Travel 3 Primary Power: Teleportation 6

Augments: Been There Before (E0), I Can Picture It Now (E0), Long Distance (E0) Secondary Power: Chronos 2

Augments: Time Field (T2)

Gifts: Graceful (2), Light Sleeper (2), Sta-ble Psyche (3)

Drawbacks: Kid (5), Side Effect- Lost (4) Other: Initiative +11, Movement 13, Strength +7, Carry/Lift 60/120

It seemed like a million years ago that Jamar saw his parents gunned down before his eyes.

It was almost clichéd, but this pushed him to become a hero, just like in the comics he’d read for years. With the help of the Seekers, he’s spent the last two years in training under the name Lost Boy, meeting with other AMPs and showing them that full control of one’s powers is totally possible with hard work.

At first, his teleportation powers were out of control and only accessible through intense emotion -- fear being the most frequent. While he’s combatted this fear his whole life, it wasn’t until joining the Aegis Squad that these skills were put to the test. Jamar quickly learned to harness his ability to affect space, and extended that reach to time—gaining the ability to twist his place within time as well.

His youth is still a factor, however. He recently turned 11 years old and is still a child in a lot of respects. Lost Boy gets along with the others on his team, but frequently feels out of place as the youngest member. He also has a connection to the people he strives to save and can sometimes break down if the Aegis Squad fails to complete their mission without casualties.

Some members have told him he needs to “get over it,” but his compassion is what drives him.

Mama Winter

Sap Name: Unknown Affiliation: Unaffiliated Strain: Elemental Integrity: 11, Juice: 3

Loyalties: Humanity 2, Justice 1, Perfection 2, Self 2, Truth 3

Skills: Athletics 1, Craft 4, Discipline 5, Em-pathy 3, Fighting 2, Fortitude 1, Intimidation 3, Intuition 4, Marksmanship 4, Might 1, Per-ception 4, Persuasion 1, Speed 3, Survival 1 Primary Power: Ice 4

Augments: Deep Freeze (E1), Ice Skate (E0), Preservation (T1)

Secondary Power: Constructs (Cold) 4 Augments: Appendage (T1), Weaponized (E0) Tertiary Power: Bolt (Cold) 2

Augments: Encase (T1 per size)

Gifts: In-Control (1), Linguist (1 - Russian), Stable Psyche (2)

Drawbacks: Amnesia (2), Lifesaver (3), Nightmares (2), Trail (3)

Other: Initiative +7, Movement 8, Strength +2, Carry/Lift 75/150

Mama Winter is a mystery to everyone, especially herself. Having been pulled from the very jaws of death has left a mark on her in the form of missing memories, terrible nightmares and the cold of the grave she just barely managed to escape. She takes life one day at a time since her memory was erased. Often surprised by her own remarkable skills in unexpected fields, Mama is determined to find out who she used to be, but her only clues are her wedding band and a thoroughly-destroyed home.

Those who encounter her find a plain-looking older woman who seems to look through them. Her stare is icy; yet another obvious way her powers show themselves. She’s a remarkably passive AMP; motherly and kind to children and teens. She always comes across as polite, but is utterly vicious once provoked. Mama Winter has taken it upon herself to take in unwanted AMP children, but warns each of them never to disclose her location to other adults. There is no telling who may be after her to take what is left of her sanity.

In truth, no one is really after her. Her memory was wiped by the enemies of her family and she has been left with no identity as punishment. She almost never leaves her home, even in its ruin, because something keeps telling her that her family is returning one day. Only time will tell.

Rabbit

Sap Name: Sara Hare Affiliation: Aegis Squad Strain: Bulk

Integrity: 13, Juice: 3

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

Skills: Athletics 5, Deception 2, Dis-cipline 2, Fighting 4, Fortitude 3, Intimidation 4, Intuition 4, Might 2, Perception 2, Persuasion 3, Speed 5, Technology 2

Primary Power: Acceleration 4 Augments: Rapid Strikes (T1-5), Too Slow (T1)

Secondary Power: Bilocation 4 Augments: Double Tap (T1), Relay Item (E1)

Gifts: Inspirational (2), Sprinter (4), Wealth (1)

Drawbacks: Death Wish (4)

Other: Initiative +11, Movement 23 (92), Strength +7, Carry/Lift 100/200 Sara’s life as a teenager has its typical ups and downs; she fought with her dad about cur-fews and screamed at her mom when she embarrassed her in front of her friends. However, when it turned out that Sara was an AMP, her world was turned upside down. Her father called TRAC on her in accordance with the law, but she used her ability to run at super speeds to great effect and ran away from home.

Rumors all over pointed her to a refuge for young AMP kids, and she found her way to the Donohue School for the Gifted, where she tried her best to stay under the radar. When the call went out for volunteers for the Aegis Squad project, however, she was first in line and many followed after her. She rose in the ranks, proving she had what it took to be a young hero and eventually worked her way up to being the leader of her own squad. She picked up the name

“Rabbit,” which was a joke about her last name that she hoped would have been short-lived.

Of course, few people know her deep secret. She doesn’t consider herself brave or an over-whelming inspiration to her team. Rabbit has what some would call a death wish, leaping into danger without a thought and without a plan to get out. One day her recklessness will catch up with her, and she hopes that she is never the cause of her team’s demise.

Sap Name: Imagawa Minato Affiliation: Unaffiliated Strain: Traveler

Integrity: 12, Juice: 3 (Max 12) Loyalties: Comrades 1, Justice 4, Per-fection 2, Self 1, Truth 2

Skills: Discipline 3, Empathy 2, Fight-ing 6, Fortitude 3 (-2), Intuition 4, Knowledge 6 (+3), Might (-2), Persua-sion 5, Speed 4

Primary Power: Teleportation 6 Augments: Been There Before (E2), Flash Strike (E1), I Can Picture It Now (E4), I’m Not There (E1), Long Dis-tance (E2)

Secondary Power: Battery (Gravity) Augments: Boost Juice (E1)

Gifts: Connections (4 - Judicial), In Control (2), Linguist (1 - English), Wealth (5),

Drawbacks: Elderly (4), Enemy (2), Side-Effect - Lost (4)

Other: Initiative +7, Movement 10, Strength +2, Carry/Lift 100/200

Like his father before him, Minato was graced with the charm and cadence needed to become a successful lawyer in Japan. He started off with a few high profile cases until he was one of the highest paid lawyers in the world, taking on only the most interesting cases. When AMPs were discovered in Japan, many people started to turn against these new beings, but it was Minato who led the charge in changing the public perception of AMPs, calling them kami instead and ushering in a new age of understanding between humanity and their super-powered cousins.

It wasn’t long, however, until he discovered that he was an AMP as well. Minato looked to his fami-ly’s past once again, taking the mantle of their warrior history and donning a suit of samurai armor to disguise his efforts. You see, not every lawyer could have his record, and Minato followed the careers of many others who often let dangerous criminals back onto the streets. Even at his age, he vowed that his new powers would ensure these scumbags never hurt society again.

After months of sweeping the streets of criminal litter, his presence could not be totally hidden.

Minato became known as Ronin, a street samurai with no allegiance to any master besides the law.

His goal was always to rid the world of crime, but he is often apathetic to the cries of the victims, preferring the kill over the save in almost all respects. Ronin is not one to stay close to home,

how-ever, frequently dealing with issues in the US, Nigeria and even Mongolia at times -- wherever his crusade takes him.

Ronin

Sap Name: Savion Wilkins Affiliation: Mystics Strain: Mindbender Integrity: 12, Juice: 3

Loyalties: Community 2, Comrades 3, Humanity 2, Justice 2, Perfection 2 Skills: Athletics 3, Deception 2, Disci-pline 3, Empathy 4, Fighting 4 (Sword), Fortitude 2, Intimidation 3, Intuition 2, Knowledge 4, Marksmanship 3, Per-suasion 6, Speed 3, Stealth 3, Travel 2 Primary Power: Authority 4

Augments: Complex Commands (E0, +1 per Step), Implant Commands (E1 or 2), Mind Break (E2), Telepathic (E0) Secondary Power: Madness 4

Augments: Detect Instability (T1), Tranquil Mind (T2)

Tertiary Power: Water 2 Augments: Water Walking (E0)

Gifts: Hideout (3 - Size 2, Defense 1), Inspiration (2), Stable Psyche (2) Drawbacks: Enemy (3), Lifesaver (3), Nightmares (2)

Other: Initiative +5, Movement 11, Strength +3, Carry/Lift 50/100

When the AMP phenomenon became reality in 2015, Savior became the head of his own cult with dozens of people worshipping him as a god. Soon, however, it became apparent that he was but one god among many, and his followers became disillusioned. He could have used his powers to make them stay , but belief is nothing if it is forced.

This started Savior down a path of self-exploration, madness and enlightenment. He spent months in solitude and contemplation, attempting to find the reason AMPs existed and discover a connection. It wasn’t long before he reached another level of consciousness, learning to psychically meld minds and spirits with other AMPs regardless of distance or the powers they possessed.

Coming out of solitude, he sought a community of AMPs who would be willing to learn his ways and begging to bring peace to their kind. In a way, he was simply starting another cult, but this time he had the truth to give back, instead of falsehoods and platitudes. During 2017, several joined his new group, called the Mystics, and together they were even able to tame the most afflicted of their kind, the Rampagers. Speaking to these creatures who were once people has brought more peace to the universe than any prayer he previously fulfilled. Now he looks only to the preservation of life as we know it, and an end to the war.

Savior

Sap Name: Claude Weaver

Affiliation: Unaffiliated (formerly UHF) Integrity: 10, Pathos: 1

Loyalties: Comrades 1, Humanity 2, Love 3, Justice 2, Truth 2

Skills: Athletics 2, Crafts 3, Discipline 2, Fighting 4, Knowledge 3, Marks-manship 4, Might 2, Perception 3, Speed 4, Stealth 2

Primary Power: Regeneration 2 Augments: Healing Factor (E2), Re-grow Limb (T2/3)

Secondary Power: Gadgeteering 2 Gadgets: Improved Weapon

Gifts: Fearless (1), Natural Warrior (4), Play Dead (2)

Drawbacks: Death Wish (4), Enemy (4), Infamous (2)

Other: Initiative +4, Movement 11, Strength +4, Carry/Lift 100/200

Claude was an up-and-coming candidate in the Faceless program after joining the UHF to earn some money and help protect his hometown of Atlanta from the AMP threat. He was never rabidly anti-AMP, but he recognized the danger they represented. This changed when he dis-covered his niece and nephew were both AMPs themselves, and that his sister hid this truth be-cause of his ties with the UHF. Loyalty to his family won out over the be-cause, but when he tried to resign, the Faceless were dispatched to eliminate his sister and her kids. He barely managed to reach them in time, and desperately fought with the other Faceless to protect them. After seeing his family escape, thanks to a man calling himself the Samaritan who opened a portal to anywhere-but-there, Claude was finally struck down by another Faceless agent. But that was just the beginning.

He awoke in an Atlanta police morgue a few days after his death, with a massive headache and a huge scar across his chest. He went into hiding quickly, since he feared the UHF and the Faceless would find out he was alive again and would seek to finish the job. With his limited training in fashioning gear similar to Faceless equipment and his newfound healing abilities, he now searches for his hidden family hoping to re-unite with them, while also discovering more about his new existence as a Twice Born.

Sepulcher

Sap Name: Tomas Flores Affiliation: Crossovers Strain: Blaster

Integrity: 11, Juice: 3 (Max 4)

Loyalties: Humanity 4, Self 3, Truth 3 Skills: Beast Handling 2, Crafts 4, Dis-cipline 2, Empathy 2, Fighting 2, For-titude 2 (-2), Intimidation 3, Intuition 3, Knowledge 1 (+3), Marksmanship 3, Medicine 2, Might 1, Perception 4, Speed 2, Survival 2, Technology 2, Travel 2

Primary Power: Negation 4

Augments: Baneful Touch (E0), Neu-tralizing Touch (E1), Null Field (E0), Power Suppression (T1)

Gifts: Connections (3 - Medical), , Fame (2), Fast Acting (2) Linguist (4 - English, French, German, Mandarin), Wealth (3)

Drawbacks: Curious (2), Elderly (4) Other: Initiative +9, Movement 3, Strength +1, Carry/Lift 75/150

Tomas grew up in Ciudad Juarez, and there was no shortage of criminal activity and border crossings in town. The general attitude for much of the population was to ignore it. He was a peaceful man who worked as a doctor for the indigent, and was always fascinated with learn-ing about new cultures and languages.

When AMPs had supposedly emerged in Mexico, Tomas never saw one. He met several peo-ple claiming to have powers, but they were never able to produce proof on the spot. It wasn’t until he himself was the victim of an AMP attack that he learned the truth. As the criminal held Tomas as a human shield against his enemies, Tomas felt himself drain the man of all his power. Tomas turned around and decked the AMP, ending the altercation and revealing his own very unique powers.

Hearing about the event, the Crossovers reached out to Tomas in hopes that he would join their group. It took some convincing, but he decided that the time for peace had passed. The influx of AMPs into Mexico and the magnitude of the designer drugs coming along for the ride was too much to continue to ignore. Seeing what War Path and Chillax had done to the Juarez population was enough to make him sick; it was enough to bring forth his rage. The Crossovers have provided a focus for his cause, working together with other like-minded AMPs to fight against the scourge that is Typhoon.

Tomas

Index

A

Aegis Squad...9, 21, 29, 35, 44, 63, 71, 77

Affiliation Rules (New)...78

All Soul’s Day...4, 83 Atlantis...23, 25, 64, 67, 69, 79

B

Blocks...38, 53

C

Camp Lejeune...51

The Chamber...6, 11, 16, 49, 67 Changelings...6, 29, 38, 65 China...39, 61, 64 Clarity OTC...14

Crossovers...14, 25, 58, 65, 71, 79 The Cure...118

D

Developing Stories...77

Deviations...116

Dissociation...112

Downward spiral...111

Drawbacks (New)...86

E

Europe...60

F

Faceless...24, 29, 51, 63, 75 For Man There Is Nothing...8, 11

G

Gifts (New)...85

Ground Zero...21

Gun War...53

H

The Hanger...38, 67, 73, 80 Hawaii...4, 14, 17, 23, 37, 47, 51, 55, 64, 67 Houndmaster...5, 7, 14, 29, 33, 67 Hounds...5, 7, 11, 14, 33, 67, 73, 76

J

Jennifer Stewart...4, 17, 21

L

Lion of Africa...20, 25, 58

M

Malformations...112

Mesa Massacre...16

Mutations...81, 111 Mystics...12, 33, 35, 68, 72, 80, 116

N

Nā ‘Aumākua...4, 13, 37, 47, 51, 55, 64, 68 New New Hollywood...17

O

Orphans...30, 41, 43, 49, 52, 64-68, 71-75

P

Powers...87

-Absorption (Shifters)...87

-Aquatica (Ferals)...89

-Bilocation (Travelers)...91

-Grace (Bulks)...93

-Ice (Elementals)...95

-Jinx (Shapers)...96

-Legion (Psychs)...98

-Madness (Mindbenders)...101

-Negation (Blasters)...103

-Resistor Suit (Sap)...107

-Road Warrior (Shapers)...104

R

Rampagers...11, 33, 38, 116 Resistor Suits...14, 18 Retribution...35, 43, 69

S

Sample Characters...119-131 The Screw...49

Seekers of Enlightenment...9, 44, 52, 71 South and Central America...58

South Asia...62

State of the Country...4

T

Themes/moods...76

TRAC...7, 11, 14, 16, 18, 21, 30, 35, 48-49, 53, 72 Twice Born...37, 40, 44 Character Creation Rules...83

Typhoon...8, 21, 39, 64, 73, 80

U

Underground News Network...28

United Human Front...21, 24, 29, 46, 55, 75 United Youths Against Violence...56

In document 3EG605 -- AMP -- Year Three (Page 125-133)

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