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Dirección General de Diplomacia Económica

In document LEGISLACIÓN CONSOLIDADA (página 24-27)

Bryan was on the run for a long time. After a failed career as a street performer, fire shows, he found himself the butt of several jokes in the AMP community. The fire blaster who only burned his reputation. They guy who couldn’t even come up with a handle correctly (his Spanish isn’t great). It wasn’t long before his number was up. He heard the TRAC footsteps barging into his apartment and he knew he couldn’t run any more. The agents slapped handcuffs on him and dragged him away to the Chamber, but it was the best thing that could have ever happened to him.

After facing down the Houndmaster, he was selected to be one of the members of TRAC Elite, the face of AMPs within TRAC. The other members tried to escape or hated their captivity, but three squares and public notoriety were bonuses for Bryan. Not only did he get better at using his fire powers, but everyone knew his name and began seeing Loco Diablo as the best member of TRAC Elite. Kids pretended to be him when they played superhero and he was invited to speak

on several news channels.

The other Hounds hate Bryan, of course.

No one likes the slave who likes being a slave, but he doesn’t care what the others think. He’s finally able to be the star he’s always wanted. Hounds or not, he’s a hero.

Sap Name: Bryan Hickok Affiliation: Hound Strain: Blaster Integrity: 13, Juice: 4

Loyalties: Comrades 1, Justice 2, Per-fection 1, Self 4, Truth 2

Skills: Athletics 4, Crafts 3, Deception 3, Fighting 3, Fortitude 3, Intuition 2, Marksmanship 5, Perception 2, Per-formance 5, Persuasion 3, Speed 3, Technology 3, Travel 2

Primary Power: Bolt (Fire) 4

Augments: Pyromaniac (E0), Shock-wave (T2)

Secondary Power: Flux (Fire) Augments: Energy Effect (E0)

Gifts: Extreme (4), Fame (2), Fast Act-ing (2)

Drawbacks: Tagged (3), Deep Sleeper (3), Lecherous (3)

Other: Initiative +9, Movement 12, Strength +4, Carry/Lift 50/100

Sap Name: Tom Corris Affiliation: Hounds Strain: Shaper Integrity: 15, Juice: 3

Loyalties: Self 3, Humanity 1, Community 1, Perfection: 3, Justice 1, Comrades 1

Skills: Athletics 3, Deception 3, Discipline 5 (Perfection), Empathy 2, Fighting 7 (Perfec-tion), Fortitude 3, Intimidation 3, Intuition 2, Knowledge 2, Might 2, Medicine 1, Perception 3, Persuasion 1, Speed 2, Stealth 5 (Perfection), Survival 1, Technology 1, Travel 1

Primary Power: Darkness 8

Augments: Puppets (E0), Black Blade (T1), To-tal Darkness (E0), Shadow Dodge (T1)

Secondary Power: Invulnerability 2 Augments: Energy-proof (E0)

Gifts: Unreadable (2), Fearless (2), Fast Acting (2) Drawbacks: Bloodthirsty (3), Infamous (4), Cu-rious (2), Ugly (2)

Other: Initiative +8, Movement 9, Strength +5, Carry/Lift 100/200

Nether

No perfect life ever lasts. Nether had a good thing going, but the animosity built up with other AMPs got him turned into TRAC quickly. After everything, Nether's faith in humanity took a bit of a hit. Having to leave his perfect community devastated him emotionally, but he was thankful his children managed to escape capture safely, even though his wife did not. He was brought to the Chamber and was one of the first picks for the TRAC Elite program. Every other Hound knew he was Nether, and so the name stuck… even though he still hates it. For now he steels his will against his captors, as well as mentally mapping out his prison in hopes of figuring out an escape plan.

His time in the Chamber has been interesting, to say the least. Nether quickly became a tar-get by the other prisoners as payback for his actions before his capture. It only took a few failed attempts before this calmed down, especially after he stood atop one of his would-be killers and shouted, “You assume because I cannot access my powers, that I am somehow less dangerous. Consider yourself corrected.”

Of course, he was kidnapped from the Hounds by Doctor Luminous and is currently on the run. He knows that one moment’s hesitation will get him caught, but he has to find his kids and make sure they are still alive. Anything in his way will meet a quick death.

Nomad

Iona was the oldest child of a large family stuck in poverty. No matter what her parents tried to do, they could never seem to get ahead. Watching her parents work themselves to an early grave just to put food on the table was a powerful lesson… one she wouldn’t repeat. Work being nonexistent in her town, Iona joined with a local motorcycle gang to make money. With her size and determination, she managed to become a full member instead of someone’s main squeeze.

The gang’s end came when the leader started working for the mysterious group called Typhoon.

Iona questioned the wisdom of this, but was shouted down as the rest of the gang only saw dollar signs. Things came crashing down as her gang was destroyed by a UHF ambush. Iona would have been one of those captured or killed, but her powers manifested for the first time to aid her escape.

Iona returned home, and felt she was given a second chance to make amends for her past deeds by the Goddess. Traveling the highways and by-ways, Iona tries to do as much good as she can. On one of these travels she rescued a young pregnant woman display AMP abilities from a lynch mob.

With nowhere else to go, the young woman moved in with Iona and the two soon fell in love. Now, Iona is contemplating settling down for the first time and giving up her traveling ways.

SAP Name: Iona Lawrence Affiliation: Unaffiliated Strain: Elementals Integrity: 18, Juice: 4

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

Skills: Athletics 2, Discipline 4, Empa-thy 5, Fighting 5, Fortitude 4, Intuition 2, Marksmanship 5, Might 2, Perception 0 (+6), Speed 3, Travel 3

Primary Power: Glass 6

Augments: Shard Attack (T1), Protrusions (T3), Sharpened Whirlwind (T3)

Secondary Power: Regeneration 2 Augments: Healing factor (E2)

Gifts: Attractive (2), Bodybuilder (2), Ex-treme (4), Gang Past (2), Wealth (1) Drawbacks: Bloodthirsty (3)

Other: Initiative +6, Movement 10, Strength +5, Carry/Lift 150/300

Paradox

Kairam’s life was just like any other American’s was. He grew up happy and healthy in a fairly stable home with his parents and his brother and sister. Then came the day when, while hanging in his dorm room, he noticed his face on the news, saying he shot the president. Strange thing was it was his face, but older, harder. It was him from the future. He packed up whatever he could and quickly left, fearful of the law. They were after him for a short while, but since anyone with a television saw him die in the middle of Congress, his bank accounts were frozen; his family held a funeral and he was officially dead.

Soon, the Matriarch paid him a visit. Few people had ever met the mind behind Typhoon, and her charms (and her powers) were too strong for him to ignore. Kairam began working for Typhoon that day, as she promised to train him to use the full potential of his power and figure out why he came back, a constant question he wants answered. If some terrible event happens in the future, he must be ready to either accept it or risk causing a paradox. Time is a strange thing, but he has devoted hours to attempt to understand the subject, in hopes it aids him in any one of his possible futures.

Sap Name: Kairam Ahmed Hamdan Affiliation: Typhoon

Strain: Traveler Integrity: 11, Juice: 3

Loyalties: Comrades 2, Perfec-tion 4, Self 2, Truth 3

Skills: Athletics 2, Craft 3, Disci-pline 4, Empathy 2, Fighting 3, Fortitude 1, Intuition 3, Knowl-edge 3, Marksmanship 4, Might 2, Perception 2, Travel 3

Primary Power: Chronos 6 Augments: Delay (E1), Blink (T1), Time’s Favor (E0)

Gifts: Rank - Typhoon (2), Fast Acting (4), Accurate Eye (3), Lin-guist (2), Stable Psyche (2), Light Sleeper (2)

Drawbacks: Phobia - Claustro-phobia (3), Infamous (2), No Con-trol - Blink (2)

Other: Initiative +14, Move-ment 10, Strength +4, Carry/Lift 100/200

Spearfinger

Unlike many of her former compatriots within the Changelings, Antonella didn’t come from a stable childhood. She didn’t just now start to feel different. Regardless, she found her home with the outcasts and tried her best to contain the rage that has been building for years, but one day she was just unable to do so any longer. Spearfinger, a nickname given to her for her grotesque claws, disagreed with the Changelings’ non-violent stance toward those who hated them. The fight need to be brought to the humans, or they would never respect the power AMPs truly hold.

Splitting from the group, Spearfinger founded Retribution and led teams of AMPs across the US south massacring hundreds of AMP haters in their wake. She worked with her team to break AMPs out of captivity, to bring down several TRAC offices and to send a message to the govern-ments… AMPs are not only not human, but something to be feared.

Regardless of how much success she achieved, however, Antonella cannot let go of her anger. Every TRAC agent she impales on her claw is a symbol of the hurt she experienced as a child. Every brother or sister she saves is someone who she knows, deep down in-side, will one day turn their back on her. Still, she keeps fighting. Fighting is all she has left in this world.

Sap Name: Antonella Allende Affiliation: Retribution Strain: Shifter

Integrity: 15, Juice: 3

Loyalties: Justice 4, Perfection 3, Self 2, Truth 1

Skills: Athletics 3, Beast Handling 2, Deception 2, Fighting 5, Forti-tude 5, Intimidation 3, Intuition 4, Knowledge 2, Might 4, Speed 4, Stealth 2, Survival 4

Primary Power: Shapeshifting 4 Augments: Fat or Skinny (E1), Abnor-mal Mimicry (E3), AniAbnor-mal Form (T3) Secondary Power: Limb From Limb 4 Augments: Extended Control (E1), Reassemble (T1)

Tertiary Power: Claws 2 Augments: Slice (T1)

Gifts: Destiny (3), Inspirational (2) Drawbacks: Wanted (2), Infamous (4) Other: Initiative +8, Movement 12, Strength +7, Carry/Lift 150/300

Index

A

Aberdeen Massacre...19, 22, 24, 28, 32, 52

Affiliation Rules (New)...82

Africa...11, 62 Alabama...21, 48 Alaska...55

All Soul’s Day...30, 34, 43 Anti-AMP Legistration...7, 38

B

Bangladesh...75

Bhutan...76

Bliss...19, 22, 32, 54, 82, 86 Brazil...61

C

California...54

Camp Lejeune...12, 16, 22, 36, 39, 48 Changelings...4, 10, 16, 21, 79 China...17, 72 Clash of the Titans...28

Colombia...61

Conduit’s Trial...27, 30, 32 Critter’s Journal...6, 14, 22, 29, 33, 35 Cuba...61

D

Developing Stories...80

Drawbacks (New)...86

F

Faceless...28, 36, 43, 53, 55, 83, 112 France...65

G

Gadgeteering...27, 103 Georgia...47

Germany...66

Gifts (New)...85

H

Halloween...30

Hawaii...18, 23, 24, 45, 47, 54, 56, 113 Houndmaster...15, 41 Hounds...16, 25, 41, 80

I

Iceland...70

Idaho...52

India...75

Indiana...48

International Waters...59

Iowa...51

J

Japan...72

L

Lake Erie...50

Lion of Africa...26, 28, 32, 49, 62

M

Maine...46

Michigan...49

Montana...52

N

Nā ‘Aumākua...23, 82

Nevada...54

New Hollywood...18, 45, 56, 75, 83 New Jersey...46

New York...47

North Dakota...51

O

Oklahoma...50

Orphans...33, 36, 52

P

Peru...61

Poland...67

Powers...86

-Energy Sense (Blasters)...86

-Glass (Elementals)...88

-Horror (Mindbenders)...90

-Hypnosis (Psychs)...92

-Immortality (Bulks)...93

-Limb From Limb (Shifters)...95

-Summoning (Travelers)...98

-Tick (Ferals)...99

-Velocity (Shapers)...101

Presidential Race...13, 24, 29, 31, 36 Project Black...61, 66, 69, 70

R

Retribution...16, 21, 28, 34, 83 Rome...68

Russia...68

S

Sample Characters...108

Sap Character Creation Rules...84

Seekers of Enlightenment...4, 8, 18, 28, 32, 77 Serum...18

South Carolina...48

South Dakota...52

T

Texas...54

Thailand...70

Themes/moods...80

TRAC...11, 25, 39, 83 Typhoon...4, 14, 45, 77

U

Unhuman...9

United Human Front...5, 8, 27, 28, 79 United Kingdom...65

V

Vermont...45

W

War Path...22, 82 Washington, DC...55

In document LEGISLACIÓN CONSOLIDADA (página 24-27)

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