Afroza Younis
Cost Characteristic Value Roll Notes
10 STR 20 13- Lift: 400.0kg; HTH: 4d6; END: [2]
42 DEX 24 14- OCV: 8  DCV: 8
28 CON 24 14-
8 BODY 14 12-
3 INT 13 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defence: 0
10 PRE 20 13- PRE Attack: 4d6
2 COM 14 12-
2 PD 6   Total: 12/22 PD (6/16 rPD)
5 ED 10   Total: 16/38 ED (6/28 rED)
16 SPD 5   Phases: 3, 5, 8, 10, 12
2 REC 10   Running: 6"/20" | 12"/80"
3 END 54   Swimming: 2" / 4"
4 STUN 40  
AFROZA | Summary
Real Name: Afroza Younis Hair Color: Black (Flame)
Concept: Energy Projector Eye Color: Brown (Yellow)
Affiliation: Farishtah Zhiyaan Height & Weight: 5' 7" (1.70 m) / 132 lbs (60.00 kg)
Played By: NPC Nationality: Pakistani (not recognised)
Created By: Ben Langdon Place of Birth: Alternate Future (Pakistan)
GM: NPC Date of Birth: Unrevealed, circa mid 2030s
Cost Powers END
16 Body of Fire: Elemental Control, 40-point powers, (20 Active Points); all slots Only In Heroic Identity (-1/4)
8 1) Create Light: Sight Group Images Increased Size (32" radius; +1 1/4), Alterable Size, Reduced Endurance (0 END; +1/2) (41 Active Points); Only To Create Light (-1), No Range (-1/2) 0
33 2) Fire Blast: Energy Blast 11d6, Reduced Endurance (1/2 END; +1/4) (69 Active Points); Limited Range 10" (-1/4) 2
16 3) Heat Field: Force Field (10 PD/22 ED), Reduced Endurance (1/2 END; +1/4) (40 Active Points) 1
24 4) Long Reach Of Flames: Stretching 10" (50 Active Points) 5
16 5) Semi-Corporeal: Energy Damage Reduction, Resistant, 50% (30 Active Points) plus Physical Damage Reduction, 25% (10 Active Points) 0
36 6) Too Hot To Touch: Energy Blast 4d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (65 Active Points) 0
17 7) Wildfire: Running +14" (20" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (41 Active Points) 1
4 Fire Eyes I: Sight Group Flash Defence (5 points) (5 Active Points); Only In Heroic Identity (-1/4) 0
4 Fire Eyes II: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) 0
3 Fire Form: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Only In Heroic Identity (-1/4) 0
8 Advanced Communicator: Mind Link , Specific Group of Minds, Number of Minds (x4) (20 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4), IIF (-1/4) 0
10 Body Armour: Armour (6 PD/6 ED) (18 Active Points); OIF (-1/2), Real Armour (-1/4) 0
Cost Martial Arts
Maneuver Phase OCV DCV Notes
35 Commando Training
Block 1/2 +2 +2 Block, Abort
Choke Hold 1/2 -2 +0 Grab One Limb; 3d6 NND
Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Fast Strike 1/2 +2 +0 8d6 Strike
Grab 1/2 -1 -1 Grab Two Limbs, 40 STR for holding on
Kick 1/2 -2 +1 10d6 Strike
Legsweep 1/2 +2 -1 7d6 Strike, Target Falls
+2 HTH Damage Classes (already added in)
Cost Skills
16 +2 with All Combat
7 Acrobatics 16-
5 Breakfall 15-
3 Climbing 14-
0 Everyman Skills
AK: Pakistan 2050s (Alternate Future) 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Punjabi (idiomatic)
PS: Terrorist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
2 KS: 2050s (Alternate Future) 11-
2 KS: The Assembly 11-
2 Language: English (fluent conversation)
3 Language: Hindustani (completely fluent)
2 Language: Urdu (fluent conversation)
3 Stealth 14-
3 Teamwork 14-
2 WF: Small Arms
250+ Disadvantages
15 Accidental Change: Bursts Into Flames When Surprised (Hair Trigger) 14-
10 Distinctive Features: Bright Fire Creature (OIHID)
5 Distinctive Features: Time Traveller (Temporal Energy)
10 Enraged: When Facing Saraswati. Go 8-, Recover 11-
20 Hunted: The Assembly 8-
15 Physical Limitation: Uberhuman Physiology
20 Psychological Limitation: Driven To Destroy The Assembly (And Free Pakistan From India)
10 Psychological Limitation: Fatalistic (Does Not Expect To Survive Her Mission)
15 Psychological Limitation: The Ends Justify The Means
5 Rivalry: Professional - Saraswati
15 Social Limitation: Time Displaced Person (Does Not Officially Exist)
10 Vulnerability: 2 x STUN Water-Based Attacks
15 Experience Points
AFROZA | Points Summary
Characteristics Cost: 135 Base Points: 250
Powers Cost: 195 Disadvantages: 150
Talents Cost: 0 Total Experience: 15
Perks Cost: 0 Spent Experience: 15
Martial Arts Cost: 35 Unspent Experience: 0
Skills Cost: 50 Total Points: 415

Fifty years into the future, India's plans to expand its power over its neighbours have come to fruition with it ruthlessly occupying land as far east as Thailand and as far west as Afghanistan. In its wake the super team Assembly has laid waste to the uberhuman population of those occupied countries, as well as much of its infrastructure and defence forces. India has become a powerful colonial force with its influence matching that of the United States, China and Russia.

Within the wreckage of Pakistan a small fire of rebellion grew, however, in the early 2040s. A man, whose identity was burnt away even as his flesh was stripped from his body by hideous experiments, made a pledge to overthrow Ganesh and the cruel soldiers of the Assembly. He was forged into Intezaar: a cyborg avenger. For years he fought against the Indian armed forces and the Assembly, but it was only when he was teamed with other Pakistani avengers, the Farishtah Zhiyaan, that a glimmer of hope was shown to the rebellion.

Time travel.

It showed how desperate the times were that only by returning to the past could they overthrown the tyranny before them.

Afroza Younis found herself drafted into the Farishtah Zhiyaan because of her powers. When she first burst into flames as a toddler, she was spirited away from her family and raised with the rebellion. At the age of sixteen she was sent to work with the cold-blooded cyborg, Intezaar, and when the time travel portal was opened two years later she entered it along with her team. In those two years she had hardened. Her mission was simple: destroy the Assembly.

The time portal missed its mark and the team of assassins found themselves arriving after the Assembly had formed. Ganesh had already arrived on Earth. It was 2008.

Afroza was furious, but under Intezaar's tutelage she quickly turned her fury and frustration to better use. Even though the Assembly had already entrenched itself in this time, they had yet to find general acceptance in the international community. Intezaar ordered the team to strike at the Assembly, to strike them again and again. Afroza had nothing to lose.

The Farishtah Zhiyaan have been in our time period for several months. The Assembly is now aware of them and have made them the number one on their hit list. Afroza has already managed to set up a deadly rivalry with Saraswati, despite the fact that Saraswati has been ordered by her CIA handlers to get Afroza and her team to the United States. The US believes that Farishtah Zhiyaan can be used to their advantage, and they would also like to learn more about time travel.



Afroza is, as you might imagine, quite a fiery woman. Her flames burn the brightest when she is offered an opportunity to destroy the Assembly or anything related to the Indian oppressors. She is blinded by her hatred for them and will do anything to avoid the future that she was born into. Of the team, only Afroza and Intezaar remain fatalistic, knowing that they will die in the present so that their future may never come to be.

The longer she stays in this time, the less hold she has on her emotions. In her future she was surrounded by misery and pain. Now that she finds herself in 2008 she realises that there are many people in the world who are happy, and the fact that Jazbah continues to suggest they forget the crusade and settle down is driving her insane. Part of her wants to give up the fight and life as peacefully as she can, but the dominant part of her is consumed beyond redemption.

She will die for her cause.

And she knows it... embraces it.



"I will not stop burning until it is all gone!"



Afroza means light from fire. Even at an early age, Afroza exhibited signs of being the fire-woman she grew into being. Her hands burst into flame within the first weeks of her life, and after that she was whisked away to be hidden by the rebellion. As she grew within their shadowy ranks, she learned how to control her powers and how to use them to destroy the enemy.

She is able to transform her normal looking body into one covered in flames. This produces a field of intense heat which is capable of melting most projectiles before they even touch her, as well as harming anything or anyone who comes into contact with her. She is able to create short light-bursts as well as devastating blasts of fire.

As she has grown Afroza has become more and more athletic and agile, and when she is in her fire form she is able to elongate her body almost as if she were composed purely of flame. She is also very quick in her fire form and able to move as fast as a wildfire.  She is a competent hand to hand combatant and combat acrobat.



Afroza is a young woman in her twenties although her life has been very hard and she has a beaten-down look about her when not in her flame form. She seems very anxious and uncomfortable without her flames, something which is even more striking when she does transform into her fiery form. When she does do this, her thin black hair explodes into a luminous fiery orange and her eyes brighten with their own flames. Her skin turns red and she gives off extreme heat.

Her uniform is a sleeveless red top and shorts. She wears red boots, a yellow belt, and the number two on her uniform signifying that she is considered second in command to Intezaar (although Raast has never given her respect).