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Port Wayfarer

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					                 ~ Port Wayfarer Food and Drink ~
Food in Port Wayfarer is hearty yet fairly limited. Communal cafeterias
provide four meals a day, so that people on various shifts can still eat
three solid meals a day.

Hemp products (no drug effect), mushrooms, eatable yeasts, and bananas
(dessert and cooking) form the staple foods.

The menu is enhanced with black lentil, tomato, onion, capsicum, bitter
melon, avocado, dragon fruit, water apple, papaya, peanut butter fruit,
black sapote, limes, lemon, chilli pepper, allspice, nutmeg, vanilla,
and dark wild honey.

Farmed shrimp are the staple seafood and appear on the menu every other
day. Wild caught fish is served at least once a week. These run to
snapper, sweet lip, kingfish, bar cod (similar to groper), and trevally.
Meat, in the form of wild pig or feral goat, appears in the menu at
least once a month.

There is no tea or coffee as such, but herbal hemp tea (no drug effect)
and a hot malty drink fills those niches. Filtered water and various
fruit juice blends are readily available. Local alcoholic beverages run
to dark rum, gin, and mead.

The condiments of sea salt and preserved lemon are common.

More uncommon are malty energy bars and savoury nutrient sticks. These
are usually used by people away from the main facilities for one reason
or another.

                                *******

Hemp seeds contain all the essential amino acids and essential fatty
acids necessary to maintain healthy human life. The seeds can be eaten
raw, ground into a meal, sprouted, made into hemp milk (akin to soy
milk), prepared as a tea, and used in baking. The fresh leaves can also
be eaten in salads. Products range from cereals to frozen waffles, hemp
tofu to nut butters, and even non-dairy hemp 'ice cream'.

Recent developments in processing have made it possible to soften the
coarse hemp fibres to a wearable level. Characteristics of hemp fibre
are its superior strength and durability, resistance to ultraviolet
light and mould, comfort and good absorbency (8%).
                    ~ Port Wayfarer Uniforms ~
Military Field Jacket: Based upon Avenger designs, these rugged Kiwi
Camo jackets are made of a synthetic material with the appearance of
leather. Despite their utilitarian styling, these jackets hold more than
expected.
 Body Armour: The material, thinner and more supple than Kevlar, is
  nearly bullet-proof and provides Good protection against physical
  attacks and Typical protection against energy attacks.
 Temperature Resistance: The material has a micro-circuitry weave that
  generates heat or cold as needed, affording the wearer Good protection
  from temperature attacks or extreme climes.
 Tracking Beacon: The red "W" shoulder patch on each jacket contains
  circuitry for a unique radio beacon. Said beacon has Amazing range,
  some 50 miles under normal conditions. This signal can be easily
  traced from any APU or hovercraft and is a handy way to locate out of
  sight team mates.
 Material Strength: The jackets are made of Excellent strength
  material.
 Availability: Jackets are tailor-made for all Port Wayfarer personnel.


Military Jumpsuit: This multi-pocketed and lightly padded coverall is
composed of Beta-Cloth. A light-weight material once used by agents of
S.H.I.E.L.D. It provides Typical protection from physical attacks. As
well as Excellent protection from heat and radiation. All of the
jumpsuits used at Port Wayfarer come in Kiwi Camo.


‘Kiwi Camo’ is an NZ variation of the British DPM pattern. The lightest
colour in the pattern is slightly more yellowish-brown to better suit
the tussocky conditions found in New Zealand.
                ~ Port Wayfarer Lifestyle and Gear ~
Choose Area of Service:
   APU Corps
   Hovercraft Armoured Cavalry
   Infantry
   Engineering & Support
   Admin / Stores / Cargo
   Food Services / Hunting / Fishing


- Personal Space -
Choose one of the following…

     One space on a three tier bunk bed with locker in a utilitarian
      sixty person underground dorm.
     Sleeping cubbyhole in an underground access corridor.
     Hammock and locker in a near surface guard rec room adjacent to a
      surface sally port.
     Gel bed and footlocker in a quad occupancy cubical down on the deep
      family levels.
     Camouflaged sleeping space and gear cache amidst the old surface
      ruins.


Everyone in Port Wayfarer, man and woman alike, has a blade, a side arm,
a long arm, a heavy weapon, and ready access to some form of light
vehicle. They also own a few miscellaneous items and some clothing.


- Blades -
1-9 Trench Knife (Knife with Brass Knuckles)
10   Trench Sword (Sword with Brass Knuckles)

- Side Arms -
1-5 Gyro-Jet Pistol & 3d10 Standard Rounds & 1d10 Explosive Rounds
6-10 Machine Pistol & 1d4 Clips of Gecko Bullets

- Long Arms -
1-3 Hunting Rifle & 3d10 Gecko Bullets
4-5 Concussion Rifle & 1d4 Power Packs
6-10 Shotgun with 1d10 Standard Shells & 1d4 Explosive Shells

- Heavy Weapons -
1-3 Grenade Launcher with 1d10 Frag Grenades & 1d4 Concussive Grenades
4-7 Machine Gun & 1d4 Belts of Gecko Bullets
8-10 LAW with 1d10 AP Shot Shells
- Vehicles -
1-2 Electric Motorcycle
3-5 Methane Ultra-Light
6-8 Sailboat
9-10 Electric Motorboat

- Cold Drinks -
1-7 Military Canteen with Filtered Water (1 Litre)
8-10 Military Canteen with Fresh Rain Water (1 Litre)

- Hot Drinks -
1-5 Military Thermos Flask with Hot Herbal Hemp Tea (1 Litre)
6-10 Military Thermos Flask with Hot Malty Drink (1 Litre)

- Luxury   Drinks -
1-3 Hip    Flask with   Local Rum (Half Litre)
4-6 Hip    Flask with   Local Gin (Half Litre)
7-8 Hip    Flask with   Local Mead (Half Litre)
9    Hip   Flask with   Australian 1968 Brandy (Half Litre)
10   Hip   Flask with   Australian 1989 Port (Half Litre)

- Luxury Food and Drink -
1-3 Malty Energy Bars (1d10)
4-6 Savoury Nutrient Sticks (1d10)
7-8 Dried Fruits with Oilcloth Pouch
9    Dried Kava with Oilcloth Pouch
10   Bottle of 1880 Napoleon Brandy

- Tools -
1-3 First Aid Pouch (Bandages, Antiseptics, Painkillers)
4-5 Digital Binoculars (Feeble Telescopic Vision)
6-7 Brass Spyglass (Feeble Telescopic Vision)
8-9 Pocket Multi-Tool
10   Swiss Army Knife

- Survival -
1-2 Straight Razor & Strop with Homemade Soap & Sea Sponge
3-4 Whetstone & Oil
5-6 Fire Starter (Aurora Style)
7-8 Shelter Half Poncho (Nylar with Kiwi Camo Pattern)
9    Flashlight (Typical Intensity, 2 Area Range, Head Strap)
10   First Aid Pouch (Bandages, Antiseptics, Painkillers)

- Miscellaneous I -
1-3 Anti-Fire Foam Grenade (Excellent Intensity, Affects 1 Area)
4-5 Standard Flashlight (Typical Intensity, 2 Area Range)
6-7 Halogen Flashlight (Remarkable Intensity, 3 Area Range)
8-9 Infrared Goggles
10   Polarised Goggles
- Miscellaneous II -
1-3 Gas Mask
4-5 Flare Pistols & 1d10 Flare Shells in Blue-White
6-7 Digital Camera with Accessories
8-9 Pocket Computer (5 Mile Radio Range)
10   Rocket Pack

- Time -
1    Antique Pocket Watch with Matching Fob Chain
2    Antique 1920 or 1930s Wristwatch
3-4 Military Wristwatch (Solar Powered)
5-10 Military Wristwatch (Isotope Powered)

- Communications -
1-2 Military Belt Radio (25 Mile Range)
3-9 Pocket Commo (10 Mile Range)
10   Mastoid Commo (10 Mile Range)

- Other Weapons -
1-3 Survival Knife
4-6 Heavy Machete
7    Ammo Belt (Holds 50 Side or Long Rounds, Choose Type)
8    Ammo Bandoleer (Holds 100 Side or Long Rounds, Choose Type)
9    Airfoil Concussive Grenades (1d10)
10   Airfoil Frag Grenades (1d10)

- Diversions -
1-2 Playing Cards (2 Standard Packs)
3-4 Pair of Bone Dice
5-6 Double Six Dominoes Set with Carved Wooden Box
7-8 Chess Set with Ornate Wooden Box and Board
9-10 Musical Instrument (Flute or Kit Violin or Khartal)

- Books -
1    On Thermonuclear War - Herman Kahn
2    The Poor Man's James Bond (Volumes I-IV) - Kurt Saxon
3    The Ultimate Sniper - Major John Plaster
4    The Small Wars Manual - United States Marine Corps
5-7 Demolition Made Simple – Australian Army Pamphlet
8-10 Improvised Explosives – Australian Army Pamphlet

- Bags -
1    Shoulder Bag Carryall (#)
2    Knapsack and Four Belt Pouches (#)
3-4 Backpack (A Frame) (#)
5-10 Backpack (H Frame) (#)
# Roll for Fabric: 1-8 = Plastex / 9-10 = Nylar.
Individuals living in the surface ruins can opt for a ghostsuit as their
only item of clothing if they so wish. A ghostsuit is a dusky charcoal
grey ninja outfit with undershirt, briefs, jacket, pants, hooded mask,
and soft shoes. In active mode, it provides Excellent Blending that
extends into the IR and UV spectrum. It is crafted from Nylar fabric and
affords Good Body Armour.

- General   Clothing -
1-3 Port    Wayfarer Jacket and Jumpsuit (Recent Uniform Re-Issue)
4-9 Port    Wayfarer Jacket and Jumpsuit (Old & Worn)
10   Kiwi   Camo Nylar Jacket (Good Body Armour) and Raw Hemp Jumpsuit

- Headwear -
1-2 Military Helmet (Kiwi Camo Carballoy @ Remarkable Body Armour)
3-4 Military Helmet (Kiwi Camo Plasteel @ Remarkable Body Armour)
5-6 Bandana (Army Green Hemp @ Popular with APU Crews)
7-8 Bennie (Army Green Polyester Microfiber)
9    Balaclava (Army Green Polyester Microfiber)
10   Bush Hat (Kiwi Camo Nylar)

- Footwear -
1-3 Combat Boots
4-6 Jungle Boots
7-8 Work Boots
9-10 Sneakers

- Miscellaneous Clothing -
1    Army Green Plasti-Hide Gloves (Poor Body Armour)
2    Urban Camo Plastex Hunting Vest (Typical Body Armour)
3    Urban Camo Nylar Hunting Vest (Good Body Armour)
4    Torso Body Armour (Mesh Plasteel & Plasti-Hide @ Excellent)
5    Torso Body Armour (Mesh Carballoy & Heavy Leather @ Excellent)
6-8 Kiwi Camo Plastex Rain Poncho (Typical Body Armour)
9-10 Kiwi Camo Nylar Rain Poncho (Good Body Armour)

- Underwear -
1-5 Nylon Briefs or Panties, Nylon Singlet or Sports Bra
6-9 Nylon Boxers or Panties, Nylon Tee Shirt or Sports Bra
10   Nylon Speedo Style Swimming Briefs or One Piece Bikini
                ~ Port Wayfarer Combat Hovercraft ~
Type:...............GEV
Control:............Remarkable
Speed:..............Incredible
Body:...............Excellent
Protection:.........Excellent
Armament:...........1 Light Artillery (Main Cannon)
                    2 Gatling Lasers (Secondary Turret Weapons)


Weapon:.............Main Cannon
Range:..............10
Damage:.............40
Type:...............Shooting
Rate:...............1
Shots:..............20
Material:...........Excellent

The main cannon employs ‘Canister Shot’. A special type of ammunition,
similar to a shotgun shell that is loaded with specialised cartridges
for various effects.

   Explosive Canisters - Inflict double damage (80 Points) to all in
    target area, normal damage (40 Points) to all in adjacent areas.
   Incendiary Canisters - Inflict Incredible fire damage. Continues to
    burn at that intensity for 1-10 rounds.
   Knock-Out Canisters - Contain Remarkable Intensity Knock-Out gas.
    Covers one area.
   Gas Canisters - Contain Incredible Intensity Tear Gas. Covers one
    area.
   Smoke Canisters - Contain Excellent Intensity smoke. Covers one area.


Weapon:.............Gatling Lasers (2)
Range:..............10
Damage:.............20 - Burst
Type:...............Energy
Rate:...............1 - Burst
Shots:..............20
Material:...........Typical
                               ~ APU ~
The APU is an armoured exoskeleton developed by the United States Marine
Corps. The original specifications were for a load lifter, but this was
scrapped during testing and an armed version was produced instead.

The APU boosts the users Fighting by +1CS, Strength by +3CS, and
Endurance by +2CS. Agility is unaffected. All ability boosts have a
maximum of Monstrous.

The main weaponry runs to two heavy machine guns loaded with explosive
ammunition. These ‘arm cannons’ fire bursts, which affect everything in
the target area, with one roll made for all said targets. They have a
range of 10 areas and inflict 60 Points of Shooting damage. Each arm
cannon has sufficient ammunition for 20 attacks.

Backup canister shot launchers are integral to the arms as well. They
have a range of 3 areas and inflict 40 Points of Shooting damage to all
in the target area. All adjacent areas suffer 20 Points of Shooting
damage. Each canister shot launcher holds six explosive shells.

Each APU has an energised defence field that provides Incredible
protection from Energy Attacks. The armoured structure of the machine
provides Good protection from Physical attacks.

A gas filtration system can be employed that provides Excellent
protection against gases. The APU even carries two hours of tanked air
for use in hostile environments or underwater.

Targeting systems provide Amazing Ultraviolet Vision, Poor Telescopic
Vision, Incredible Penetration Vision, Remarkable Passive Sonar,
Incredible Hyper-Hearing, and Remarkable Protection from Auditory
Sensory Overload.

The APUs have voice and data communications on UHF with a range of some
250 miles. This system is based upon cellular phone technology with
Bluetooth and Wi-Fi additions. They use secure channels of Amazing
complexity. Deployment of a folding antenna and solar panel assembly
boosts range to 1200 miles.
                           ~ Captain Mifume ~
Tough as old boots and without an ounce of excess fat on his wiry frame,
Mifume is mentally resilient and marvellously resourceful. In combat,
he's single-minded and effective. Enjoys a good brawl too. Mifume is a
practical and hands on fellow. He’s a man of action rather than
scholarly or academic.

Fighting............Incredible    (40).          Health.........155.
Agility.............Remarkable    (30).
Strength............Good          (10).          Karma..........100.
Endurance...........Monstrous     (75).
Reason..............Remarkable    (30).          Resources......Poor.
Intuition...........Incredible    (40).
Psyche..............Remarkable    (30).          Popularity.....20.


   Absorption Power – Electricity @ Monstrous
   Bio-Link @ Amazing
   Regeneration @ Amazing
   Self-Revival @ Incredible


Quirks ~ High Pain Threshold, Strong Bones (+1CS), Alertness, High
Stress Capacity, Bluntness, Honesty, Phobia (Ghosts and Spirits), Vow
(Defend Port Wayfarer at Any Cost).


Talents ~ Martial Arts A & D, Military, First Aid, Repair/Tinkering,
Streetsmarts, Leadership, Languages (English and Samoan with Māori and
Norfuk).


Contacts ~ Excellent Street, Good Mutant Underground, Good Military.


Captain Mifume is currently a key member of the freedom fighter forces
of Port Wayfarer and Commander the APU Corps. He is supplied with
military style room and board. As well, he has access to various
military vehicles and weapons.

Mifume always has two choice firearms about his person. The first is an
old SHIELD Plasma Beam Handgun with 3 Power Packs. The second is an old
AIM Gatling Laser with 5 Power Packs.
                 ~ Typical Warding Witch of Labasa ~
                         - Disciple of Nature Magic -

Fighting............Typical          (6).        Health.........32.
Agility.............Good             (10).
Strength............Typical          (6).        Karma..........60.
Endurance...........Good             (10).
Reason..............Good             (10).       Resources......Poor.
Intuition...........Excellent        (20).
Psyche..............Remarkable       (30).       Popularity.....10.


   Incredible Warding
   Remarkable Dream Travel
   Remarkable Empathy
   Excellent Affliction
   Excellent Plague Carrier
   Excellent Neural Manipulation
   Excellent Sympathetic Magic
   Good Communication with Plants
   Good Plant Control
   Good Plant Growth
   Good Plant Mimicry


Talents ~ Occultist, Resist Domination, Trivia (Fijian Culture).


Contacts ~ Remarkable Occult Lore, Excellent Archaeology, Good Street,
Good Port Wayfarer (AKA Norfolk Island), Typical Mutant Underground,
Poor Free Europe.


Fijian War Club, Ritual Dagger, Seashell Studded Coconut Shell Chalice,
Conch Shell with Coconut Fibre Tassels, Ferronniere (Red Gold with Black
Pearl), Tapa Cloth Cape and Tabard, Woven Ceremonial Girdle.

Ferronniere: This item of jewellery is a thin chain, usually gold, worn
around the forehead with a small jewel set in the centre. The
ferronniere was worn exclusively by ladies of the upper class, usually
French. The wearing of a ferronniere is considered to be an elegant
touch within the aristocracy. An adventurer hoping to impress someone of
high station might benefit from wearing a tasteful ferronniere.
                              ~ Paterisia ~
                          - Adept of Nature Magic -

Fighting............Typical       (6).          Health.........52.
Agility.............Excellent     (20).
Strength............Typical       (6).          Karma..........80.
Endurance...........Excellent     (20).
Reason..............Good          (10).         Resources......Poor.
Intuition...........Remarkable    (30).
Psyche..............Incredible    (40).         Popularity.....20.


   Amazing Warding
   Incredible Dream Travel
   Incredible Dream Manipulation
   Remarkable Empathy
   Remarkable Telepathy
   Remarkable Animal Control
   Excellent Affliction
   Excellent Plague Carrier
   Excellent Neural Manipulation
   Excellent Sympathetic Magic
   Excellent Communication with Plants
   Excellent Plant Control
   Excellent Plant Growth
   Excellent Plant Mimicry


Talents ~ Occultist, Resist Domination, Trivia (Fijian Culture).


Contacts ~ Remarkable Occult Lore, Excellent Archaeology, Excellent
Street, Excellent Port Wayfarer (AKA Norfolk Island), Typical Mutant
Underground, Poor Free Europe.


Fijian War Club, Ritual Dagger, Seashell Studded Coconut Shell Chalice,
Conch Shell with Coconut Fibre Tassels, Ferronniere (Red Gold with Black
Pearl and Black Opal), Tapa Cloth Cape and Tabard, Woven Ceremonial
Girdle.

Ferronniere: This item of jewellery is a thin chain, usually gold, worn
around the forehead with a small jewel set in the centre. The
ferronniere was worn exclusively by ladies of the upper class, usually
French. The wearing of a ferronniere is considered to be an elegant
touch within the aristocracy. An adventurer hoping to impress someone of
high station might benefit from wearing a tasteful ferronniere.
                               ~ Marama ~
                          - Master of Nature Magic -

Fighting............Typical       (6).          Health.........72.
Agility.............Remarkable    (30).
Strength............Typical       (6).          Karma..........100.
Endurance...........Remarkable    (30).
Reason..............Good          (10).         Resources......Poor.
Intuition...........Incredible    (40).
Psyche..............Amazing       (50).         Popularity.....30.


   Monstrous Warding
   Amazing Dream Travel
   Amazing Dream Manipulation
   Amazing Dream Control
   Amazing Free Spirit
   Incredible Empathy
   Incredible Telepathy
   Incredible Animal Control
   Incredible Telelocation
   Remarkable Affliction
   Remarkable Plague Carrier
   Remarkable Neural Manipulation
   Remarkable Bio-Manipulation
   Remarkable Sympathetic Magic
   Excellent Communication with Plants
   Excellent Plant Control
   Excellent Plant Growth
   Excellent Plant Mimicry


Talents ~ Occultist, Resist Domination, Trivia (Fijian Culture).


Contacts ~ Remarkable Occult Lore, Excellent Archaeology, Excellent
Street, Excellent Port Wayfarer (AKA Norfolk Island), Good Mutant
Underground, Typical Free Europe.


Fijian War Club, Ritual Dagger, Seashell Studded Coconut Shell Chalice,
Conch Shell with Coconut Fibre Tassels, Ferronniere (Red Gold with Black
Pearl), Tapa Cloth Cape and Tabard, Woven Ceremonial Girdle.

Ferronniere: This item of jewellery is a thin chain, usually gold, worn
around the forehead with a small jewel set in the centre. The
ferronniere was worn exclusively by ladies of the upper class, usually
French. The wearing of a ferronniere is considered to be an elegant
touch within the aristocracy. An adventurer hoping to impress someone of
high station might benefit from wearing a tasteful ferronniere.
                                      ~ Wards ~
Disrupt Ward     -   Power   Rank   Disruption into Floating Dust
Cliff Ward       –   Power   Rank   Grappling Attack with Animated Rock
Beach Ward       –   Power   Rank   Grappling Attack with Animated Sand
Mud Ward         -   Power   Rank   Mud Pit – Grapples & Drowns Victim
Ooze Ward        -   Power   Rank   Slickness – Watery Slime and Mud
Fog Ward         -   Power   Rank   Fog Bank
Thermal Ward     -   Power   Rank   Heat Pulse
Flame Ward       -   Power   Rank   Intensity Flame Wall
Storm Ward       –   Power   Rank   Thunder Storm
Lightning Ward   -   Power   Rank   Wall of Static Electricity
Stun Ward        -   Power   Rank   Stunning Attack Against Living Beings
EMP Ward         -   Power   Rank   Disruption of Electrical Systems
Mecha Ward       -   Power   Rank   Machine Animation – Shutdown Command
Imp Ward         -   Power   Rank   Static Electricity Elemental Creature (*)
Gloom Ward       -   Power   Rank   Shadows and Fleeting Ghostly Forms
Shade Ward       -   Power   Rank   Material Strength Shadow Wall
Shadow Ward      -   Power   Rank   Edged Attack – Spinning Shadow Blades
Animal Ward      -   Power   Rank   Transformation into a Fiji Goshawk



* Lightning Imp: The witch can create a semi-living creature of static
electricity. It remains in existence for power rank turns, or until
dispelled or destroyed. A lighting imp has only FASE scores. To
determine their ranks, double Ward power rank and divide among FASE as
desired. The elemental has Body Armour and Flight equal to power rank.
The KAF-253 Flame Thrower is a military weapon that shoots a jet of
flaming jellied gasoline. It has a range of 2 areas and affects
everything in the target area. The fire burns at Incredible Intensity
the first round, and continues to burn at Good intensity each round
until put out or until 1-10 rounds have elapsed. Flammable materials
will be ignited by the fiery blast of the weapon. The backpack tank
holds sufficient fuel for five attacks. This weapon system has an
overall material strength of Good.


The Mexican Metals Spitfire Carbine Flamer is a compact yet somewhat
bulky military style rifle. It is an advanced flame thrower that uses a
high density chemical analogue of napalm gel. It has a range of 1 area
and the integral tank holds sufficient fuel for eight attacks. The fire
burns at Excellent Intensity the first round, and continues to burn at
Typical intensity each round until put out or until 1-10 rounds have
elapsed. Flammable materials directly targeted will be ignited by the
fire blast of the weapon. This weapon system has an overall material
strength of Typical.


Everflame - An everflame is a permanent, waterproof, windproof lighter
guaranteed to last 20 years. The flame it produces is considered to be
of Feeble intensity.

                                  *******

Commander Salamander, otherwise known as Emihl Hickman, is a former
officer in the US armed forces who was exposed to strange chemicals in
the course of an army training course (1986, Project 52334453A:
Operation Victor, Most Secret Security Rating).

The lanky red-haired     Hickman found himself able to control existing
flame, while immune to   the effects of fire himself. He kept these powers
secret, but they were     revealed to the world when he rescued the base
commander Roger Price,   from a burning ammunition shed.

In the 1990s, Commander Salamander operated in the Tri-City area as a
freelance agent. He relied on Roger to "lose" the occasional flame
thrower in the paperwork so he could use it on big jobs. During this
time, he was employed by a fireworks company.

With the rise of the Sentinels, Commander Salamander relocated to
Mexico, and became a guerrilla fighter. Eventually, he was forced out
and ended up in American Samoa. After a handful of years living rough
and fighting constantly, he finally relocated to Norfolk Island.
                     ~ Commander Salamander ~
Fighting............Remarkable   (30).       Health.........66.
Agility.............Good         (10).
Strength............Typical      (6).        Karma..........110.
Endurance...........Excellent    (20).
Reason..............Remarkable   (30).       Resources......Poor.
Intuition...........Incredible   (40).
Psyche..............Incredible   (40).       Popularity.....40.


Fire Control ~ (Monstrous Intensity & Incredible Range {2 Miles})
- Dampen Existing Flames with Monstrous Ability
- Intensify Existing Flames with Monstrous Ability
- Form Basic Geometric Shapes Using Existing Flames
- Using Existing Flames as a Missile Weapon
- Create Flame Creatures (Incredible Health and Damage)


Electrical Generation ~ (Amazing Intensity & Poor Range {1 Area})
- Fire Amazing Intensity Bolts of Lightning
- Deliver a Monstrous Shocking Touch that Scrambles Electronics
- Ride Lines of Electro-Magnetic Potential @ Monstrous Ground Speed
- Override & Control Electrical Systems with Amazing Ability

Invulnerability ~ (Class 1000 Resistance Against Fire and Electricity)


Longevity ~ Commander Salamander is not immortal, but has a life span of
600,000 years (Typical Intensity). He has Class 1000 Resistance (True
Invulnerability) to all diseases and toxins.


Recovery ~ Salamander recovers from losses of Endurance ranks at the
rate of 1 rank per day, provided he can make a successful Feat roll (any
colour) on the Incredible column.


Talents ~ Martial Arts A & E, Pilot, Military, First Aid, Trivia
(Guerrilla Fighting), Leadership, Languages (English, French, Samoan,
Spanish).


Contacts ~ Incredible Mutant Underground, Incredible Street, Remarkable
Criminal, Excellent Military, Excellent Espionage, Good Free Europe.


Commander Salamander is currently a key member of the freedom fighter
forces of Port Wayfarer. He is supplied with military style room and
board. As well, he has access to various military vehicles and weapons.
                                 ~ Tagata ~
With gleaming eyes and creamy brown hide, Tagata is the sturdy youngest
son of a generations old Samoan pearl driving family. His passion and
soul are tied to the sea.

Most of his family are dead. Although a few are apparently still alive,
yet enslaved by the Sentinels. They are out there somewhere in the
scattered islands of the Pacific Ocean.

Three members of his family are with Tagata in Port Wayfarer. Sina, an
older sister, has recently married into a large family from Vanuatu. The
many members of this extended family tend to work in the Engineering &
Support area. Uncle Muta'afa and Uncle Magasiva, are the older brother’s
of Tagata’s father. Uncle Muta'afa is an Armoured Cavalry officer and
commands a Hovercraft. He has recently married into the same family from
Vanuatu as his niece Sina. Uncle Magasiva is a hunter cum military
scout. Although he has married into a Tongan fishing family, he tends to
spend his time alone and living rough amid the surface ruins.

Fighting............Excellent     (20).       Health.........130.
Agility.............Incredible    (40).
Strength............Remarkable    (30).       Karma..........40.
Endurance...........Incredible    (40).
Reason..............Good          (10).       Resources......Poor.
Intuition...........Good          (10).
Psyche..............Excellent     (20).       Popularity.....10.


    Null-Field @ Unearthly
    Micro-Environment @ Unearthly
    Magnetic Manipulation @ Unearthly
-   Shift-Z EMP Bomb
-   Unearthly EMP Blast
-   Monstrous Magnetic Field Detection
-   Incredible Flight
-   Remarkable Force Field


Talents ~ Martial Arts C, Acrobatics, Trivia (Wayfarer Culture).


Contacts ~ Good Occult Lore.


Tagata is currently a key member of the freedom fighter forces of Port
Wayfarer. He is supplied with military style room and board. As well, he
has access to various military vehicles and weapons.
Frank Oliver Piers is     a lean and wiry lad, with closed cropped wavy
blonde hair and bright    blue eyes. His fair skin has been deeply tanned
by sun, wind, and sea.    Currently he is trying to cultivate a beard and
moustache, but at the     moment has only a light shading of the finest
facial hair.

Frank is a young West Australian from Broome who currently lives in Port
Wayfarer. He is the oldest of four siblings. He came to Port Wayfarer
largely because his father died and his mother couldn’t feed all her
children on her own. He reached Port Wayfarer after working on various
railway cargo shifts and on a number of fishing trawlers.

Frank is an upbeat and cheerful young fellow. His rural    background gives
him a deeply rooted practical streak. Frank is always      ready to lend a
helping hand or just listen to a mate’s problems. He is    well regarded by
the people of Port Wayfarer. Frank is a great admirer of   Captain Mifune.

Fighting............Excellent     (20).       Health.........80.
Agility.............Excellent     (20).
Strength............Good          (10).       Karma..........50.
Endurance...........Remarkable    (30).
Reason..............Excellent     (20).       Resources......Poor.
Intuition...........Excellent     (20).
Psyche..............Good          (10).       Popularity.....10.


   Teleport – Self @ Good

   Mental Invisibility @ Excellent

    Radiowave Control @ Amazing
-   Manipulate Organic Analysers
-   Jam Radio and Microwave Transmissions
-   Broadcast Radio and Simple TV Signals

    Gravity Manipulation @ Remarkable
-   Excellent Levitation
-   Good Flight
-   Typical Force Field


Talents ~ Martial Arts C, First Aid, Repair/Tinkering.


Contacts ~ Typical Mutant Underground, Typical Street, Poor Crime.


Frank Oliver Piers is currently a key member of the freedom fighter
forces of Port Wayfarer. He is supplied with military style room and
board. As well, he has access to various military vehicles and weapons.

				
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