Pre-Script Note: This char ended up more to be an employer of Heroes (and sometimes powered miscreants) at the task of protecting Britain and the hidden Royal Bloodline.
Amire Calcuta
Amire Calcuta was born in the Post Flash north americas’s eastern sea-board. When out in the brush they lived in a cabin that barely fit the whole family (mother, father, several older sibs and several younger sibs). Those were tough but happy days. They came to a crashing end when the humans came and stole most of his sibling….they couldn’t find him and his youngest sib because he has hidden in a loft box he had made to look like there was nothing there to see. When the humans left, having left his parents there beaten up but otherwise unhurt, his parents left the cabin and headed to a town further away from the humans. They found a hidy hole to hide Amire and his younger sister in while they worked and/or found food for the family. While his parents were out, a great curiosity came over Amire and in time he played with the mechanical parts of the machine that made up the ‘cave’ they were hiding in. When he finished there were lights to look at and other sounds that were funny to hear. After making the lights come on, he found many books and read, tried to read them. Most of the time, even with his patent’s help, the books had too many words not used in common talking. But all this reading just whet his appetite for more reading and to understand what the books said. They stayed there fore little over a year before things were soo desperate his parents had to sell the location where they got the books they were selling to the local science coven. Later he apprenticed with the local artisans to learn how to make things. While he apprenticed, he was included in the science coven….they called themselves the Academic Underground. Amire didn’t mind the secrecy the underground worked in, so long as he got to learn things. It was not long that he finished up his journeyman’s badge 4 years before most youngsters do. This with studying and doing experiments on the side for the underground. Even so, there were people that avoided him because he looked so human, and there were others who flocked to him because of what he is. But this also meant he was never lacking dinner partners. But always careful not to spent too much time with any of those who desired his companionship.
It was one night after gaining his journeyman’s badge that he was surrounded by some trouble-makers. One of the Humans in the group started asking questions about where the books his parents sold years ago came from. He hadn’t seen his parents or his younger sister….and new younger sibs in years. Even so, he knew exactly where the cave machine with its library of books was….but wasn’t about to tell anyone where it was. Using the abilities he had been discovering since staying in the cave for so long he fought the trouble makers. It was when he was on his last legs and the humans that had been keeping back, fresh to the fight did Lady Renet appear. Walking out of a circle of light. There was something about her that was like electricity running up the spine.
The next thing Amire remembers is Lady Renet walking into a circle of light that closes before he can move. Suddenly he knows he is not where he was, and that something happened between then and now. But for the life of him he just does not know even how long it was between then and now. Not even knowing why he knows the Time Lord’s name was Lady Renet, what a time lord is. He feels the same…well maybe a bit older and a bit more filled out. When he finally met the people that live in the land, he discovered he could understand them, like he had lived with them before (yep, but that adventure, along with others were time locked away. The reason he can’t remember them.)
Amire lived with the britons (re)learning their ways, making friends and other companions. Till he was visited by Meirilan the youngest druid of that time and something clicked, feeling that lighting down the spine again. Meirlan was human woman but it was like meeting a kinder spirit. They paired together from the day of meeting to the day they parted ways, 70 years later. Both looking the same as the day they met. He never seriously tried to use his heritage on her, and the few times she was present when he did use them she got violent allergy attacks, leaving the area heal toeing it out of range. He soon learned how to control his heritage abilities to the point of them not even slipping out of control when dead drunk.
During his time with Meirilan he discovered (rediscovered
..) an ability to cast magic. For the first few months it was like he was just discovering something he already knew. But after that it was a struggle. During these struggles he a few discussions about how he came to the Britons. Every time they discussed it it always cam to the same conclusion. That during his missing time he had learned magic, but it was in a very different form when it got to the more complex spells.
It was 30 years after they parted, was first time the Romans came to the Britons. It was with this, he felt it time for him to leave the islands and head towards the center of civilization….and maybe to find the man that changed the world with his teachings.
Amire never found the Jew he was looking for, but did find his followers. He missed him by only a year or so. He stayed with them a bit, but his feet needed to keep moving, and left before a year was complete. Moving about the roman world and then through the lands sons & daughters of Ishmael.
Coming back to the Britons after his journeys Amire built himself a pile of rocks to call a house. But was hardly there. Traveling from here to there, talking to people helping them out as he could. Hardly ever staying longer than a month in one place during the warm parts of the year. Returning to his home of rocks for the winter. Having the inside done up to his own ideas of how things should be. Rooms lit with magic orbs, an easy chair with a foot rest. A kitchen with a stove top and an oven with a glass door. It was not long till the visitor he wanted came knocking on his door. Like him she had not aged not one wit. But she looked more tired than he felt. She, had been forced out of the druids by those who didn’t know her, and fearing her power. So she had been traveling as a man and trying to keep the old ways alive, even in the face of the romans. It was during this time Amire talked about his travels, where he had been. She talked about the happenings on the isles. They even renewed the intimacy between them, reviving both and surprisingly had children, twins, before the year was out. Ending up staying together for thirty more years, with a brood of eight. They seamed to be fully human, but they tended to have no lack of partners, even the two that never were hand-fasted to anyone. For that time mire called himself Uther Pendragon, with Meirilan taking the name Pendragon for herself then also. None of the boys were named Arthur, but one of the Girls, the one interested in swords, Insisted on being called Saber.
Time passed, maintaining legends that needed to be. Learning more about magic, while protecting a royal family (not that family that took over Windsor castle) from being killed off by newcomers. The now Uther and Meirilan are still protecting the isles. Always from the shadows if they could, letting others take the central roles. Decades and Centuries pass, new threats come and go. Two of the grand-n children joining in the never ending task. Forging magic blades for the heroes to use. Then spirting the blades away when the task is done. Making sure fountains are lost to time, and cities are lost to the jungles. An Invasion of iron birds and boats halted.
Not without loss. Nth grand kids lost before their old age, Minds lost to the pain for decades. Friends taken or lost to battle and time.
New tactics each generation….but using the reins of wealth and power a the last resort all too often just to keep things from imploding or exploding. Didn’t see Boris Johnson’s Brexit succeeding in the poles.
Since the use of computers in the governmental sectors Amire has curtailed his use of direct intervention. Knowing that computers don’t forget things unless they are told to. Even then someone has to go through the back up files to get that data storage too. In the past he or Meirlan had to do was to go into seclusion for a few years (10-30) if their activities brought attention upon themselves. Now days both he and Meirlan work through 2nd and third parties. Which is easier when working the leavers of commerce and power to get the desired outcomes.
Character Name: Amire Calcuta
Call Name: Uthar Pendragon
Level: 5
Money:
Investments: 3.6 million, mostly in Banking & some Mass Media holdings
Liquide Assets: 30,000
Net Income: 2,000 per week (after paying bills and lifestyle choices, closer to 22,000 per week in gross income)
IQ: 31, +16%* / +8 perception*
ME: 18, +2* vs. psi/+2* vs. insanity
MA: 26, 88% trust/intimidate
PS: 12 (19, +2 damage when max. bulked up)
PP: 36,+8 combat rolls, +1 init
PE: 11
PB: 21, 55% charm/impress
Spd: 28
HP: 102
SDC: 90
(MDC: HP+SDC=192)
PPE: 359
Chi: 11 positive
Power Cat: Immortal: "Human"
Race: pleasure bunny
Sex: male
Age: 2541
Height: 5 foot 1 inch
Weight: 141 lb
Saving Throws
non-lethal poisons/toxins (16):
lethal poisons/toxins (14):
Spell magic (12-16 depending):+2
Ritual magic (16):+2
Faerie magic (16):+2
Circle magic [all](16):+2
ward magic (14):+2
Possession (contested rolls):+5
Psionics (12): +2
insanity (12): +2
horror Factor: +4
perception (target number): +8
illusions: +4
Basic Data: pb: 21 (55%), MA: 26 (88%), HP/SDC///(MDC): 102/90///(192) , IS Points: N/A , PPE: 359 , Chi: +11, Psi: yes, magic: yes, possessed: no, Healthy: yes
Physical Appearance: Appears to be a human male about average hight with white hair and a rocking swimsuit body, with a killer tan. If at an official function or meeting with bankers, he wears a well cut suit that even most bankers would envy. Otherwise he wears something fashionable with blue and red color schemes.
H2H: expertNo. Of Attacks per melee: 5
Damage: +
Strike: +8
Parry: +8
Auto-Dodge: +11
Pull: +10
Roll: +10
Initiative:+2
Moves
Weapon ProficienciesSword: +3 Strike, +3 Parry, +1 Thrown Strike
Paired Weapons
Archery & Targeting: RoF: 5. Strike: +2. Parry: +1. Effective Range bonus: +100 feet
Knife: +1 Strike, +2 Parry, +1 Throw
Whip: +3 strike, +1 entangle
Blunt: +2 Strike, +2 Parry.
Battle Axe: +2 Strike, +2 Parry, +1 Throw
Shield: +2 Parry, +1 Strike (1d4 damage).
Targeting (Throwing / Missile Weapons)
Pole Arms: +2 Strike, +2 Parry, +2 Throw
Revolver: +5 aimed, +2 burst
Black powder weapons (two shots per melee round instead of just one, no other bonuses)
Lever Action Rifles: +4 aimed, +2 burst
Weapons of noteQuality Gladius: 1d8+2 damage, +2 init, +1 strike, +1 parry, +1 thrown strike, chop/thrust blade, One handed.
**totally indestructible. **Shoots Lighting bolts: 600 feet, 4d6 damage, per h2h, unlimited.
Racial abilities. (See ATB2 core books for specifics)
Sex Pheromone production:
—excitement pheromone:
—attraction pheromones:
—binding pheromones:
—Weight and body fat & muscle control:
BIO-E Bought Psionic PowersMind Trap: (to long, see ATB2 & HU2 core books)
Mental Assault: Touch, instant/1d4 minutes KO, standard. No damage.
Bio-E Bought minor Super powersEx.Ordinary PP: +2d4 PP*, +3d4 spd*, +1 APM*, +3 Auto-dodge*. +10% to dex skills*
Create Force Clothing: this minor power creates clothing force constructs about the hero. The shape of the clothing is only limited to the hero's imagination. However, sometimes things don't work out. But the hero can have one set pattern per level, of clothing that they have practiced in making and can always make. Can be used to create a full body field With a NAR 4, but it has to looks like armor of some type. Making a set of clothes takes two actions, but if the hero already has a set made the actions just morphs the set they have into what they are trying for, but when changing between clothes and armor, the currant set of clothes (or armor), the clothes or armor evaporates leaving the hero w/o any protection showing off what is underneath. this lasts for about 2 seconds or one attack.
Create Force Clothing (looks): 45+5—**
a failed roll means the clothing dose not look the way the hero wants it to. having a full length mirror available while making/changing the clothing adds 30% to the skill roll, and the fashion skill adds 10%
range: self
duration; constant, can be held while asleep.
If created as Armor
SDC-- PE x Level=SDC
Armor AR: Natural AR 4
SDC recovery-- renews sdc while sleeps a full nights sleep (a full 8 hours of sleep, if only gets 6 hours then only 1/2 the damaged sdc gets recovered)
Limitations: It takes up one attack & -2 init to maintain the armor, However, there are no penalties to maintain clothing.
Note: in rifts the SDC is converted to MDC
Immortal super power: MH Immortality: (see HU2 core book)
Spells (20 spells from levels 1-10, 1d6+6 (12) spells from levels 11-15)
(too much room, has D-Pocket, Talisman and a lot of other spells, some unique to Amire)
Skills ( + 16%,+10% to dex skills )
Read Body Language—25+5—61
Create Force Clothing (looks): 45+5—81
Post Flash skillsLanguage: American english—40+5—76
-primary Skills (6 sciens/scholastic skills*, 4 technical skills*, & 8 from med***. mil*. phys**. pilot, or WP
anthropology—56
Astronomy—66
Biology—76
Botany—66
Chemistry—86
Mechanical Engineering—81
Farrier: basic—66
locksmith—61
Ropes Works—66
Plumbing—86
paramedic—78
herbal medicine—66/56
Veterinary Medicine—86
camouflage—56
Prowl (+10)—71
Juggling (+10)(+1 init*)—76
WP sword*
Fencing (+1 S*&P* with WP sword*)
Artisan SkillsBasic Artistic Fabrication Skill—95
(new design, unfamiliar materials or redesigned to be more beautiful: -15% skill pen.)
Core Skills @+10% Pro Quality
Antiquarian—86
art: drawing and painting (+10)—82
basic math—98 (106)
Blacksmithing—86
Carpentry—76
general repair & Maintenance—81
Literacy American english:—76
Masonry—76
Play Musical Instrument (+10)—81
sculpting & whittling (+10)—86
sewing (+10+5)—98 (101)
-MilitarySkills
Recognize Weapon Quality (+5)—71
-Pilot Skills (two)
—Teamster/Wagoner—81
—Truck—92
Immortal Familiarity with earth skills: (1 +8 languages @ 2d6+83% each, & knows the culture, customs and laws of the countries that use the languages)
British, Spanish, French, German, Italian, Finish, Russian, Portuguese, Japanese.
Immortal Skill Programs (+8 skill programs)
#1 WP: AWP (4 WPs)
WP Archery & Targeting*, WP Knife*, WP Whip*, WP Blunt*
#2 WP: MWP (3)
WP Revolver*, WP Black powder weapons*, WP Lever Action Rifles*
#3 Language Program (4, all Lang/lit)
Celtic, Roman, Norman, Hebrew—50/30+5—86/66
#4 Survival/Wilderness Program (W.S. +4)
Wilderness Survival(+5)—71
-Land Navigation—68
-Track Animals—56
—vs humans—36
-Skin and Prepare Animal Hides—66
-ID plants & Fruits—61
#5 Buisnes ProgramContacts (Banking & Government) (base % doubles if the person is in banking/in the British government)—30
Business and Finance—71
Computer Operation—76
Law (general)—61
Research—86
#6 WP: AWP (4 WPs)
WP Battle Axe*, WP Shield*, WP Targeting (Throwing / Missile Weapons)*, WP Pole Arms*
#7 Basic Pilot Program (7)
Navigation—86
Airplane—86
Automobile—84
Sail Boats—96
Motor Boats & Hydrofoils—91
Horsemanship—82
Water Scooters—86
#8 Vehicle Mechanics Auto. Mech—61
Aircraft Mech.—61
Basic electronics—66
Weapons Engineer—61
Secondary Skills (Post flash 6, +8 immortality)
P.F.-card sharp (+5)—71
-streetwise—52
-WP Paired Weapons
-swimming—86
H2H Expert
Imm.Cooking—71
Dancing (+5+10)—81
Fishing (+10)—86
Singing(+5)—76
Boat Building—61
Outdoorsmanship—( +1 PE*, +2d6 SDC, +5% to Drowsing, Fasting, ID P&F, & Wilderness survival)
Astronomy—61
Seduction (+2 from PB, +6 from MA, can influence two people at the same time)—55
@L3—Photography —61
Equipment:Most of Amire’s wealth is tied up in Investments. But With his connections he can get or have made most anything.
Character Building notesFull human hands, bipedal, speech, looks.
size level: 8 : +2 ps*
thick white hair, brilliant pink eyes, perfect tan
perfect ’swimsuit’ body
adv. vision: sees double the distances and detail as humans.
adv hearing: Can hear faint sounds (like breathing or footsteps, and can over hear conversations over a greater distance. +1 init.*
starting Bio-E: 20
At.Bonuses: +4 MA*, +6 PB*, +4 Spd*.
Life Force Accelerator: spent 3650 hours in the big weird cave after fixing the shiny lights (age 6) while hiding out while momma and poppa went out to get food.The family only stayed there a year before moving on. +85 Bio-E points
Background: One of the Academic Underground: App: Artisan, +2 IQ*, +1 PP*
Total Bio-E: 115
mind trap (-25 Bio-E)
Mental Assault (-30 B-E, trans-d tmnt page 13)
Create FF mod. Minor: Create Force Clothing (-30 B-E TD TMNT page 15 for cost)
Extraordinary PP (-15 B-E, TD TMNT page 17 for cost) use hu2 stats.
Additional MA: +5 MA*, (-5 Bio-E)
Used the Human immortal template and just dumped all the attribute & combat bonuses & NAR, kept the rest. Turning immortal is a side effect of his temporal adventures with Lady Renet.
HP: 1d6x10 +PE,* +1d6+2 per level****
SDC: 2d6x10 +20*
(MDC worlds: HP+SDC=MDC)*
Bonuses: +2 vs magic*, +4 vs illusions*, +5 vs possession*, +1d6(4) vs HF*
PPE:1d6x10+PE*, +1d6+4 per level.****
Level of Exp: 1d4+1 (5)*
Wizard Supreme: 20 spells from levels 1-10*, 1d6+6 (12) spells from levels 11-15*
+2d6x10 *+90*, +10/L*
Reasons for being on HU earth: was abandoned there by the Time Lady Renet when she grew tired of him as a companion. (Or was it she didn’t want to be over shadowed by Amir? Amire does not remember what all happened while he was with the Time Lady. It was ether taken from him, or sacrificed somehow. He remembers before and remembers after that time in his life ) Was dumped in the Celtic Britannia before the Romans made their way there.
Effectively Native Born to Earth: 1K+: +1d4+2 (8) skill programs and +1d6+2 (8) secondary skills.
Money: 2d6x10,000 per 50 years age. (x50) & +2d6x100,000 2000+ bonus.
[ (60,000 x 50) + 600K=3.6 million. ]
Human Clothes: yes
Battle Armor/Hero Costume: None. (Does have relics from the past. Arthur’s armor, along with others, that are being kept for safekeeping.)
Personal Weapon: Quality Gladius: 1d8+2 damage, +2 init, +1 strike, +1 parry, +1 thrown strike, chop/thrust blade, One handed.
totally indestructible
Shoots Lighting bolts: 600 feet, 4d6 damage, per h2h, unlimited.
Other Notes➝In TMNT Adventures book, on page 22 it talks about being able to boost attribute points 1 to 1. And SDC by 2 points for every 1 point of Bio-E.
➝TD TMNT Has several super powers Bio-E costs in the book. Used the Major super power cost of Create FF as the cost for the CFC minor power because the Text for the Power is closer to the CFC power than the CFF cost in the TMNT Adventures book. Which says to see the HU core book for the powers’ description.
➝ The Mental Assault: pionic power is in the TD TMNT book page 13.
➝ The Immortal education skills are in addition to the skills the char already has.
➝ Time Lords….it was a plot device to get him from where he started to where he ended up. But also a way to explain, sort of, why he was an immortal. (Sort of how the Bad Wolf story arc was there to explain why Capt. Jack Harkness was an immortal to.)
➝ Outdoorsmanship, from RUE page 317
➝ Contacts, (Replacing duplicate Basic Math) from Mutants In Orbit page 15