Das Ubermensch

Value Characteristic Points
45/51 STR 35
18/30 DEX 24
28/31 CON 36
10/13 BODY 0
10/16 INT 0
11/14 EGO 2
20/26 PRE 10
16/28 COM 3
22/25 PD 12
17/20 ED 11
5 SPD 12
16/19 REC 0
24/36 END -16
50/56 STUN 0
  Total 129
Points Powers END
5 Elemental Control: Spirit Powers (15-pt reserve); Spirit Powers Only (-1), Variable Limitations -.5 (-.25), Visible (Readily Detectable, -.25), User can be attacked from the Astral Plane without any special modifiers (-.5).  
a-4 Life Support (total); Always On: -½  
b-15 Desolidification; Reduced END: Zero, +½; By default, this is on unless consciously surpressed. 0
c-6 Armor (10 PD/10 ED); Always On: -½; Hardened: ×1, ¼  
d-4 Mental Defense (33 pts); Add to Total; Always On: -½  
e-5 Astral Senses  
(3) Astral Sight (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
(3) Astral Hearing (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
f-5 Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Can be shut down by destroying the summoning talisman or anchor that binds the spirit to the physical realm.  
g-5 +10 DEX  
h-4 Power Defense (30 pts); Always On: -½  
i-46 Modified Characteristic: STR; Affects Desolidified: +½; Affects Solid: +2; Reduced END: Zero, +½  
   
12 Damage Resistance (15 PD/10 ED)  
   
27 Multipower: Electromagnetic Control (55-pt reserve); Electromagnetic Powers Only (-.5), Only in Hero ID (-.25), “Visible” (Detects as a “Mutant”).  
u-1 5″ Flight (NC: 320″); Non-Combat Multiplier: ×64, +25; Non-Combat (MPH): 595 1
m-5 25″ Flight (NC: 50″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 93 5
u-1 Invisibility (Radar, Sight) 3
u-2 10d6 Energy Blast; Range: 250; Versus: ED 5
u-1 Radar Sense  
(7) Radar Sense  
(5) 360-Degree Sensing (Sight)  
u-2 Force Field (5 PD/10 ED); Reduced END: Zero, +½; Uncontrolled: +½; Invisible: To All Senses, +1 0
u-2 3d6 Killing Attack (HTH) Disruption Touch (Total 6d6); Range: 0 4
   
6 +6 CP to All Attributes Blessing; Modifications to Primary Attributes do not affect secondary attributes. Aid to Defenses has half effect per standard rules.  
(6) 1d6 Aid (All attributes) (Fade/turn, Max. 6); Range: 0; Affects: All Powers of Special Effect, +2; Reduced END: Zero & Persistent, +1; Always On: -½; Personal Only: -1; Increases maximums only, does not speed healing: -1; Aid to Defenses is halved per the standard rules. Aid to primary attributes does not affect secondary ones. 0
 
6 1d6 30-Point Equipment Allowance Aid (Fade/month, Max. 30); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×4, +½; Increased END: ×10, -4; This allows a character to haul along 60 CP worth of customized gear. 20
   
55 Usual Equipment  
(5) Basic Bulletproof Outfit: Armor (6 PD/3 ED); OIF: -½; Conventional Technology: -1  
4 Advanced Military Electronics Package; Computer: Int 13, Dex 0, Spd 1 (-27 Points Base).  
(1) Elemental Control: Electronics (3-pt reserve); All abilities Conventional Technology (-1)  
a-3 Radio Listen and Transmit; Usable By Others: Simultaneous Use, +½; Invisible (Scrambled: Detectable, but untranslatable.): One Sense Group, +½  
b-2 Infrared Vision; Usable By Others: Simultaneous Use, +½  
c-3 Telescopic Vision (Sight, +4 to PER); Usable By Others: Simultaneous Use, +½  
d-2 Flash Defense (Sight, 5 pts); Usable By Others: Simultaneous Use, +½  
e-2 Flash Defense (Hearing, 5 pts); Usable By Others: Simultaneous Use, +½  
f-2 Detect Health of User (+1 to PER); Time Required: Instant, +2; Range: Touch, +0  
g-2 Enhanced Perception (all) (+2 to PER); Usable By Others: Power Lost, +¼  
h-3 Eidetic Memory; Always On (Memory is either perfect or utterly gone): -½  
i-2 Basic Computer Functions  
(1) Absolute Time Sense  
(1) Inertial Locator/Bump of Direction  
(1) Lightning Calculator  
j-2 Detect Environmental Hazards (+1 to PER); Time Required: Instant, +2; Range: Touch, +0; Detects Chemical Weapons, High Radiation, Etc.  
k-4 GPS/Heads-Up Map Display: Navigation; Usable By Others: Power Lost, +¼ 14-
l-7 +3 level w/Rangefinder/Targeting System: Ranged Combat; Usable By Others: Power Lost, +¼; OCV Only: -½  
m-4 2d6 Aid: Programs/Databases (Fade/week, Max. 12); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 min., -1½; Activation: 11-, -1; Must have program available to load: -2; This allows the user to load maps (area knowledge), mission information, and so on. All of it should be Usable By Others/Power Lost, so you can load a total of 10 points worth of information. 3
(3) Programs; 1) Monitor instruments and transmit information to user and command systems. 2) Place call for emergency assistance if serious health issues are detected. 3) Refuse to activate without proper identification of authorized user. The first two programs normally run continiously after boot-up. The third runs at boot-up but shuts down once satisfied.  
(1) English (Basic Conv.); Literacy: Standard, 0  
(4) Easy Interface: Computer Programming; Usable By Others: Power Lost, +¼ 12-
(4) Armor: Warding Talisman (4 PD/2 ED)  
(2) Merchant’s Pin: English (Completely Fluent w/accent); Literacy: Standard, 0  
(5) Luck Charm (2d6)  
(13) Reinforced Guantlets (20-pt reserve); OIF (Guantlets, -.5).  
u-1 Missile Deflection (All Ranged Attacks, None, OCV 10); Deflect Attacks: Normal, +0; Deflection Bonus: 0; OCV: 10  
u-1 Hand-to-Hand Attack (4d6, Total 14d6); Range: 0; Reduced END: Zero, +½ 0
(14) Multipower (60-pt reserve); Grenades Only (-.5), OIF (Grenade Bandolier, -.5), 2 Charges Per Slot (Two levels down the chart, -1), Gestures (-.25), 14- Activation (-.5), Full Power Only (-.25), cannot be thrown in Water, other physical restrictions (-.25).  
u-1 3d6 Entangle Grenade (DEF 3); Range: 300; Area Effect (Radius): 3″ radius, +1 0
u-1 3d6 Flash Grenade (Normal Sight); Range: 300; Area Effect (Radius): 3″ radius, +1 0
u-1 8d6 Energy Blast Concussion Grenade; Range: 300; Versus: ED; Explosion (Extended Area +0″/DC): +½ 0
u-1 2d6 Killing Attack (RKA); Range: 300; Explosion (Extended Area +2″/DC): +1 0
u-1 1d6 Killing Attack (RKA) White Phosphorous; Range: 300; Continuous: +1; Reduced END: Zero, +½; Area Effect (Radius): 5″ radius, +1; Uncontrolled: +½ 0
u-1 4d6 Energy Blast: Screamer Grenade; Range: 300; Versus: ED; No Normal Defense (Sonic Powers, Deafness): +1; Area Effect (Radius): 4″ radius, +1 0
164 Total Powers  
Points Skills, Talents, Perks Roll
24 +8 level w/Move By, Move Through, Punch  
20 +2 level w/Overall Level  
3 Bump of Direction  
3 High Society 14-
1 English (Basic Conv.); Literacy: Standard, 0  
0 German (Native Accent); Literacy: Standard, 0  
1 Italian (Basic Conv.); Literacy: Standard, 0  
3 Tactics 12-
55 Total Skills, Talents, Perks  
125+ Disadvantages
15 Distinctive Features: German Military Ghost; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5
15 Banished to Afterworlds if Sumoning Talisman Destroyed (Infrequently, Fully)
20 Driven back to netherworld if body reduced to 0 Body (Frequently, Fully)
20 Susceptibility: Exorcism Rituals (2d6 STUN and BODY/Minute); Condition: Uncommon, +5
15 Superpatriot (Uncommon, Total)
20 Nazi Idealist, Master Race Believer (Common, Total)
15 Always Obeys Orders of Superiors (Very Common, Moderate)
10 Reputation: Nazi (11-)
20 Vulnerability: Negative Energy and Darkness Powers (1½× STUN and BODY); Attack: Common, +10
10 Enraged when defied by “Inferior Races” (14-, 14-); Circumstances: Common, +10
10 Public Identity
20 Hunted: Thunderbolts (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: The Nephelim (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Distinctive Features: Black Magic Enhancements; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
220 Total Disadvantages
COSTS: Char.   Powers   Total Total   Disadv.   Base   Exp.
  129 + 219 = 348 348 = 220 + 125 + 3
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
10 10 5 33 50/40 45/35 3, 5, 8, 10, 12

Story: Das Ubermensch was one of the first Nazi super – warriors, and was a favorite of Hitler and the upper level Nazis. Further enhanced and rendered immortal through necromancy, he fought through most of the war. Unaware that – with the liberation of the death camps – his “immortality” was no longer effective (although the lesser enhancements remained), Das Ubermensch was killed for the fourth, and final, time while escorting some of the top Nazis out of Berlin.

Sex: Male, Race: Deceased Human

Appearance: Das Ubermensch pretty much demands a young, male, good-looking, healthy, and virile, nordic-aryan body – as well as a collection of pretty young women, good food, and the luxuries he’s come to expect. He usually wears a modern bulletproof version of a WWII german pilots outfit. He’d rather not “die” again if he can avoid it.

 Powers: Das Ubermensch tended to be a move-by and move-through specialist during WWII, reserving his electromagnetic talents for when he needed a surprise or for special missions. With his new powers as a spirit, he tends to delight in pounding on people who are unable to affect desolidified targets, and so cannot retaliate.

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