| 36 |
Scarab Offensive Capabilities:
Multipower, 73-point reserve, (73 Active Points); all slots OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
|
| 3u |
1)
Azure Energy Beam:
Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
12 |
| 2u |
2)
Command Of The Scarab:
Mind Control 10d6 ( Human class of minds), Telepathic (+1/4) (62 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Target's Skin Becomes Blue; -1/4), Does Not Provide Mental Awareness (-1/4), Subject To Range Modifier (-1/4)
|
12 |
| 3u |
3)
Control Gravity:
Telekinesis (35 STR), Fine Manipulation (63 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
12 |
| 1u |
4)
Guiding Light:
Sight Group Images Increased Size (16" radius; +1) (10 Active Points); Only To Create Light (-1), OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
4 |
| 3u |
5)
Pulses Of Light:
Energy Blast 10d6, Autofire (3 shots; +1/4) (62 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
12 |
| 3u |
6)
Strobe Light:
Sight Group Flash 7d6, Area Of Effect Nonselective (8" Cone; +3/4) (61 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
12 |
| 3u |
7)
Withering Beam Of Light:
Drain STR 2 1/2d6, Limited Range (6"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Area Of Effect Nonselective (10" Cone; +3/4) (62 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
|
12 |
|
|
|
| 17 |
Scarab Endowments:
Elemental Control, 50-point powers, (25 Active Points); all slots OIF (-1/2)
|
|
| 17 |
1)
Magic Protection:
Force Field (20 PD/20 ED), Hardened (+1/4) (50 Active Points); OIF (-1/2)
|
5 |
| 14 |
2)
Magic Resistance I:
Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Magic; -1), OIF (-1/2)
|
|
| 14 |
3)
Magic Resistance II:
Mental Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Magic; -1), OIF (-1/2)
|
|
| 14 |
4)
Magic Resistance III:
Physical Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Magic; -1), OIF (-1/2)
|
|
| 17 |
5)
Negate Gravity And Fly:
Flight 20", Usable Underwater (+1/4) (50 Active Points); OIF (-1/2)
|
5 |
| 17 |
6)
Scarab's Carapace:
Armor (15 PD/12 ED), Hardened (+1/4) (51 Active Points); OIF (-1/2)
|
|
| 17 |
7)
Stepping Through Reality:
+5 SPD (50 Active Points); OIF (-1/2)
|
|
|
|
|
| 8 |
Ancient And Powerful Artefact:
Power Defense (12 points) (12 Active Points); OIF (-1/2)
|
|
| 43 |
Mystical Energy Circuitry:
Endurance Reserve (500 END, 10 REC) Reserve: (60 Active Points); OIF (-1/2)
|
|
|
|
|
| 8 |
Protected Mind:
Mental Defense (11 points total)
|
|
|
9
|
+3 with Azure Energy Beam, Control Gravity and Pulses Of Light |
|
2
|
AK: Cairo, Egypt 11- |
|
2
|
AK: Important Sites Of Ancient Civilisations Around The Globe 11- |
|
2
|
AK: London, United Kingdom 11- |
|
1
|
Bureaucratics 8- |
|
3
|
Concealment 13- |
|
5
|
Cryptography 14- |
|
0
|
Everyman Skills |
|
AK: Isma'iliya, Egypt 11-
|
|
Acting 8-
|
|
Climbing 8-
|
|
Concealment 8-
|
|
Conversation 8-
|
|
Deduction 8-
|
|
Language: Arabic (Idiomatic, native accent)
[Notes: Native Language] |
|
PS: Historian 11-
|
|
Paramedics 8-
|
|
Persuasion 8-
|
|
Shadowing 8-
|
|
Stealth 8-
|
|
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill] |
|
3
|
Forensic Medicine 13- |
|
2
|
Forgery 13- |
|
-4
|
Professor Package |
|
Contact: Cairo University 8-
|
|
Deduction 13-
|
|
Language: Hieroglyphs (completely fluent)
|
|
Oratory 13-
|
|
PS: Academic Researcher 13-
|
|
Psychological Limitation: Oblivious To Unimportant Data
|
|
Social Limitation: Occupation (Professor)
|
|
Unassigned Contact: Archaeologist 8-
|
|
16
|
Scholar |
|
KS: Ancient History 13-
|
|
KS: Anthropology 11-
|
|
KS: Archaeology 14-
|
|
KS: Cartography 11-
|
|
KS: Egyptology 14-
|
|
KS: Magic Artefacts 13-
|
|
KS: The World Of Magic 11-
|
|
3
|
Stealth 12- |
|
1
|
Streetwise 8- |
|
2
|
Survival (Desert) 13- |
After working for five years protecting the national treasures of his home country, Dr Asem Mahmoud, realised that no one in the international community really cared about keeping Egyptian treasures in Egypt. Sure, there were those who cried for justice in their Western penthouses, but when exhibitions came into fashionable cities with the priceless treasures of Ancient Egypt, these same people rallied around and gawked just like the school brats. Mahmoud knew that he could never win, and so he decided to outsmart the thieves by stealing what they planned to misappropriate, and then selling it for his own personal profit. He moved around Egypt and other northern countries in Africa, skipping across the Mediterranean to sell his stolen goods, and he soon raised the interest of The Sons Of Set who were establishing themselves as future powerbrokers of all of Africa. Dr Mahmoud had taken possession of a powerful artefact: a jewelled scarab. He planned to sell it to an Englishman by the name of Sterling, but was interrupted by a posse of Settites who surrounded and opened fire at his hotel in Valencia. It was fortunate that Mahmoud was examining the jewels when the gunfire erupted, as it reacted to the blood and bone which covered the bed, and took on a dark life of its own. The jewels separated and then began to move towards the dying body of Mahmoud. They crawled into his body, cutting through skin and muscle, imbuing him with vitality and power. The Settites burst into the hotel room and were confronted with the staggering form of Dr Mahmoud, although it was clear that something powerful was now inhabiting his body.After wreaking havok in Valencia, Mahmoud returned to one of his apartments in London and planned his next move. The jewels were obviously very powerful, and when they had plunged into his body he knew that they were so powerful that his body would never be able to support them. If he used them too much they would destroy him.And so he devised an armoured chest plate which could house the jewels. They settled in comfortably, and Mahmoud found that, although the powers were somewhat subdued, they were still impressive. He continued his work to profit from the spoils of his country, but at the same time he provided himself with increased firepower and confidence. He now dared to approach museums directly rather than via the shadows.When Queen Bee attempted to steal a sarcophagus belonging to a cousin of some great king, Mahmoud was amused to pit his powers against another of equal power. As his powers were derived from magic, Queen Bee was unable to duplicate them, and eventually this flaw allowed Mahmoud to win. The defeated Queen Bee was magnanimous, and instead of offering bribes or money for her freedom, offered a place in the International House Of Crime. Mahmoud had no real need for more money, so accepted, and used his position and new contacts to expand his hunt for treasure from the ancient world. |