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AHRIMAN
AHRIMAN
Muhammad Kharrazi
 
Cost

Characteristic

Value Roll Notes
5 STR 15/55 20- Lift: 50 tons; 11d6; [5]

15 DEX 15/25 14- OCV: 8    DCV: 8
10 CON 15/25 14-
10 BODY 15/25 14-
10 INT 20 13- PER Roll 13- (15-)
16 EGO 18 13- ECV: 6
8 PRE 18 13- PRE Attack: 3d6
4 COM 18 13-
5 PD 8/16   Total: 8/34 PD (0/18 rPD)
5 ED 8/10   Total: 8/28 ED (0/18 rED)
15 SPD 4/5   Total: 0
8 REC 10/20   Phases: 3, 5, 8, 10, 12
5 END 40/60   Running: 6" / 12"
9 STUN 40/75   Flight: 20" / 160"
 

Cost

Powers

END

20 Ahriman Armour: Elemental Control, 60-point powers, (30 Active Points); all slots OIF (-1/2)
25 1) Impenetrable: Armor (18 PD/18 ED), Hardened (+1/4) (67 Active Points) 0
22 2) Gravitic Manipulation: Telekinesis (35 STR), Fine Manipulation (63 Active Points) 6
21 3) Graviton Manipulation: Flight 20", x8 Noncombat, No Turn Mode (+1/4) (62 Active Points) 6
20 4) Gravitic Pulse - Offensive: Energy Blast 12d6 (60 Active Points) 6
23 5) Gravitic Shield: Force Wall (12 PD/12 ED; 2" long and 2" tall) (64 Active Points) 6
13 6) Regenerative Systems: Healing BODY 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Self Only (-1/2) 0
73 Ahriman Armour - Enhanced Characteristics: (Total: 110 Active Cost, 73 Real Cost) +40 STR (40 Active Points); OIF (-1/2) (Real Cost: 27) plus +10 DEX (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +10 CON (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +10 BODY (20 Active Points); OIF (-1/2) (Real Cost: 13) 4
64 Ahriman Helmet: (Total: 82 Active Cost, 64 Real Cost) +2 PER with Hearing Group and Sight Group (8 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 6) plus High Range Radio Perception (Radio Group) (12 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) plus Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) plus Ultraviolet Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 4) plus +5 versus Range Modifier for Sight Group (8 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 6) plus Microscopic (x100) with Sight Group (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Hearing Group Flash Defense (10 points) (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Sight Group Flash Defense (10 points) (10 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 8) plus Life Support (Self-Contained Breathing, Safe In Low Pressure/Vacuum; Safe In intense Cold) (14 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 10) 0
22 Power Battery: Endurance Reserve (120 END, 10 REC) (22 Active Points) 0
 

Cost

Talents

3

Automatic Gravity Adjustment: Environmental Movement (Zero-G Training) (no penalties on) (4 Active Points); Only In Heroic Identity (-1/4)

Cost

Skills

10

+2 with Ranged Combat

3

Analyze: Powered Armour and Weapons 13-
3 Breakfall 14-
3 Combat Piloting 14-

3

Computer Programming 13-

3

Cryptography 13-

3

Deduction 13-

7

Electronics 15-

0

Everyman Skills (0 Points)

Area Knowledge: Tehran, Iran 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language Skill: Persian (idiomatic)

Professional Skill: Inventor 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

5

Inventor 14-

4

Language: Arabic (idiomatic)

4

Language: English (idiomatic)

5

Mechanics 14-

2

Navigation (Air) 13-

3

Oratory 13-

11

Scholar

KS: Ahriman Armour 13-

KS: Known Users Of Powered Armour 13-

KS: The Military World  13-

KS: World Religions 13-

17

Scientist

SS: Astrophysics 16-

SS: Electronic Engineering 13-

SS: Mathematics 13-

SS: Military Science 13-

SS: Physics 14-

4

Scientist Package

Fringe Benefit: Doctorate in Astrophysics

KS: Research Methods (INT-Based Roll) 13-

PS: Academic Researcher 11 or less

PS: Military Scientist 13-

Social Limitation: Occupation

Social Limitation: Publish or Perish

3

Security Systems 13-

3

Stealth 14-

3

Systems Operation 13-

0

Transport Familiarity: Combat Aircraft

3

Tactics 13-

3

Teamwork 14-

4

Weapon Familiarity: Energy Weapons, Small Arms

2

Weaponsmith (Energy Weapons) 13-
350+ Disadvantages

10

Hunted: Five Pillars 8- (Middle East Area)

20

Hunted: International Law Enforcement Agencies 8-

15

Hunted: Sanction 8-

20

Normal Characteristic Maxima

15

Psychological Limitation: Aggressive In Combat

20

Psychological Limitation: Believes He Is Sanctioned By A Higher Power

10

Psychological Limitation: Self Assured

20

Psychological Limitation: The Ends Justify The Means

1

Quirk: Always Wears Black

1

Quirk: Avoids Places of Religious Significance

1

Quirk: Believes He Is Part Of A Greater Battle Between Good And Evil

1

Quirk: Is Really A Pleasant Man When Not In Armour

1

Quirk: Will Never Harm A Man Of Religion

15

Social Limitation: Secret Identity
27 Experience Points
 
Characteristics Cost 125 Base Points 350
Powers Cost 303 Disadvantages 150
Talents Cost 3 Experience Points 27
Perks Cost 0 Total Points 527
Martial Arts Cost 0
Skills Cost 96
Total Cost 527
 
Concept Powered Armour Hair Colour Black
Nationality Iranian Eye Colour Brown
Place of Birth Tehran, Iran Height 1.75m / 2m
Date of Birth October 4, 1967 Weight 74kg / 120kg
 
Background

When Muhammad Kharrazi began designing the Ahriman armor for the Iranian military he knew it would never result in a cost-effective piece of military hardware.  It would be a prototype, and there would be no future models.  With that in mind he invested all of his intelligence and knowledge, spurred on by recurring dreams of a great battle between good and evil which he had been having since childhood.  He saw the chance to steal the prototype and become one of the world's greatest heroes.

As it turned out, Kharrazi would become one of the world's greatest villains, and after some meditation on the topic he decided that the course his life had taken was the right one.  It would not matter which side of the battle he was on, as long as he was contributing to the Great Battle.  In the first few years after stealing the armor, Ahriman was a scourge in the Middle East, coming into conflict with American interests in the region as well as the patriotic ubers known as the Five Pillars.

When he was approached by Brainwave to join his Maximum Force, Kharrazi agreed, seeing the opportunity to take the battle to America which he now saw as being the primary battlefield between good and evil.  While Brainwave and Ahriman had several disagreements over the ensuing years, both men came to regard each other as friends.  When Maximum Force defeated the New Men, it was Ahriman who suggested that the New Men be scattered across the globe rather than killed.

When the New Men returned, Ahriman was defeated by Saul Numen and sent to prison, and his armor went into the possession of the United Nations.  During his short incarceration, Kharrazi meditated on the various world religions, and when he was freed from prison by a man wearing the stolen Ahriman armor, Kharrazi saw it as a moment to re-evaluate his world position.  He promptly killed the impostor, took possession of the Ahriman armor again and freed the rest of the Maximum Force team.

Ahriman now believes that the battle between good and evil is unbalanced.  There are too many heroes around, and his new mission is to eradicate (permanently) some of the heroes, or to persuade them to join the opposing side of the Great Battle.  He has a particular interest in persuading the young Numen children to change their allegiance.

Artwork by Storn Cook

Personality
Ahriman is a ruthless opponent.  He completes his missions without thought for mercy and does so in the least amount of time possible.  He does not see the point in prolonging pain and suffering, something which is often a talking point between Ahriman and Brainwave.

Kharrazi is a pleasant and humorous man outside of his armor.  He is a man of science who enjoys pursuing mysteries and discussing philosophy.  He sees himself as being involved in an epic struggle between good and evil, and although he may like to have been considered for the side of good, he is quite happy to be working for the other side.  To Kharrazi, the actual sides matter much less than the battle itself.  He realises that such conflicts have occurred throughout time and that this one is but a continuation of the Great Battle.

He is disappointed with religion in general, however, and although he would never harm a priest or holy man, he has little time for them or the places they frequent.  He considers himself to be operating at a much higher level than priests and imams.

Quote
"There is a reason for all of this, but it is not for you to attempt an understanding.  All I require of you is submission.  Anything else is irrelevant."
Powers

Kharrazi designed and built the Ahriman armor as a prototype, knowing full well that it would be too expensive to mass produce. The armor is highly resistant to injury and was designed to work in space.  It utilises a gravitational field generator which enables the wearer to manipulate gravity in a variety of ways such as: creating force walls, focussed pulses of energy and the ability to fly.  The armor is also fitted with enhanced sensory abilities and a regenerative self-repair system.

Appearance

Ahriman is an imposing armor which completely hides the wearer's identity.  The helmet provides its own air supply and the visor glows with a green light.  The gauntlets are fitted with gravitic repulsors which also glow green, and the power supplies are located on the backs of the gauntlets.

Kharrazi is a handsome man in his late thirties, and although he always wears black, appears very open and approachable in his civilian guise.  He keeps his hair short but not in a military fashion.