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Ezequiel Djavan Piovani
Cost Characteristic Value Roll Notes
30 STR 40 17- Lift: 6400.0kg; HTH: 8d6; END: [4]
42 DEX 24 14- OCV: 8  DCV: 8
28 CON 24 14-
8 BODY 14 12-
3 INT 13 12- PER Roll: 12-
20 EGO 20 13- ECV: 7; Mental Defense: 14
13 PRE 23 14- PRE Attack: 4 1/2d6
2 COM 14 12-
10 PD 18   Total: 26 PD (16 rPD)
12 ED 17   Total: 25 ED (11 rED)
16 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 13   Running: 6" / 12"
1 END 50   Swimming: 2" / 4"
2 STUN 48  
OMEN | Summary
Real Name: Ezequiel Djavan Piovani Hair Color: White
Concept: Martial Artist / Mentalist Eye Color: Pink
Affiliation: Gauntlet and Remus Height & Weight: 6' 4" (1.94 m) / 198 lbs (90.00 kg)
Played By: NPC Date of Birth: November 9, 1981
Created By: Ben Langdon Place of Birth: Sao Paulo, Brazil
Cost Powers END
22 Phobiapath: Multipower, 60-point reserve, (60 Active Points); all slots Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4)
2u 1) Call Upon The Greatest Fear: Mental Illusions 12d6 (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Can Only Create Images Which Cause Fear (-1/2), Eye Contact Required (-1/2), Must Follow Successful Telepathic Contact (-1/4), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 6
2u 2) Freeze In Fear: Entangle 2d6, 4 DEF, Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 6
2u 3) Induce Fear: Mind Control 8d6, Armor Piercing (+1/2) (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 6
2u 4) Soul Search: Telepathy 12d6 (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Eye Contact Required (-1/2), Concentration (1/2 DCV; -1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 6
24 Penetrating Stare: Find Weakness 11- with All Attacks (30 Active Points); Concentration (1/2 DCV; -1/4) 0
10 Shielded Mind: Mental Defense (14 points total) 0
5 Thick Skin: Damage Resistance (8 PD/3 ED) 0
14 Body Armour: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4) 0
2 Visor I: Hearing Group Flash Defense (3 points) (3 Active Points); OIF (-1/2) 0
3 Visor II: Sight Group Flash Defense (4 points) (4 Active Points); OIF (-1/2) 0
Cost Talents
5 Telepathic Recall: Eidetic Memory
Cost Martial Arts
Maneuver Phase OCV DCV Notes
39 Commando Training
Aikido Throw 1/2 +0 +1 11d6 +v/5, Target Falls
Boxing Cross 1/2 +1 +3 11d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 3 1/2d6 NND
Hold 1/2 -1 -1 Grab Two Limbs, 65 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 65 STR to Disarm
Karate Chop 1/2 -2 +0 HKA 2d6 +1
Kung Fu Block 1/2 +2 +2 Block, Abort
+3 HTH Damage Classes (already added in)
Cost Skills
6 +2 with Commando Training
1 AK: Australia 8-
3 Climbing 14-
3 Concealment 12-
3 Deduction 12-
0 Everyman Skills
AK: Sao Paulo, Brazil 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Portuguese (idiomatic)
PS: Archaeologist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
3 Interrogation 14-
3 Language: English (completely fluent)
3 Language: Spanish (completely fluent)
1 Language: Tagalog (basic conversation)
1 Navigation (Land) 8-
11 Scholar
KS: Anthropology (3 Active Points) 12-
KS: Archaeology (3 Active Points) 12-
KS: Cartography (3 Active Points) 12-
KS: Gauntlet (2 Active Points) 11-
KS: Remus (2 Active Points) 11-
3 Stealth 14-
6 Survival (Tropical, Mountain, Urban) 12-
3 Tracking 12-
200+ Disadvantages
10 Distinctive Features: Albino
10 Hunted: Dawnstars 8- (Limited Geographical Area (Europe))
20 Hunted: International Law Enforcement Agencies 8-
20 Hunted: Southern Cross International 8-
5 Monitored: Remus 11- (Limited Geographical Area (Europe))
10 Physical Limitation: Albino
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
10 Psychological Limitation: Callous
10 Psychological Limitation: Casual Killer
15 Psychological Limitation: Cruel Streak
10 Social Limitation: Known Mentalist
15 Social Limitation: Wanted Criminal
19 Experience Points
OMEN | Points Summary
Characteristics Cost: 187 Base Points: 200
Powers Cost: 88 Disadvantages: 150
Talents Cost: 5 Total Experience: 19
Perks Cost: 0 Spent Experience: 19
Martial Arts Cost: 39 Unspent Experience: 0
Skills Cost: 50 Total Points: 369

Ezequiel Djavan Piovani was nearly killed at birth by his mother, but she relented and left him at the steps of a church in Sao Paulo. He grew up on the streets of that poor and sprawling city, falling in with the tough street kids who grew up altogether too quickly. He was hunted at night by gangs of police and militia who had decided to rid the city of 'filth', but after a series of bloody attacks, the legal system stamped down on the practice.

Not long after, Ezequiel developed an insight into other people's minds.

He could hear what they were saying and more importantly, he could understand and exploit their fears. Over the course of two weeks he had gone from an outsider even among the street kids, into the leader of the most feared gang on the streets of Sao Paulo. But it wasn't enough that he was now the most respected and feared teenager in the city; he demanded a better life.

Ezequiel reinvented himself by exploiting businessmen and officials, securing a position at the Universidad de Brasília where he settled down to study archaeology. He knew that there were mysteries in the world and he wanted to look into the past for answers to his own situation, and less importantly, the situation of his former street associates in Sao Paulo.

Ezekiel excelled with a combination of natural talent, hard work and the use of his telepathic powers. He joined excavation teams in Mexico, North America and Argentina. And then he was approached by Professor Quake. Everything Ezekiel had accomplished was now threatened, according to Quake, by Southern Cross International who had filed a report on his activities over the past five years. Ezekiel didn't believe Quake, but the following month he was arrested in Mexico City and interrogated by Mexican authorities over relics he had stolen. It was true that he had stolen them, but Ezekiel took this as proof that his manufactured life was about to be destroyed.

Quake arrived and liberated him, destroying a major section of Mexico City in the process. It didn't take Ezekiel long to realise that working with Quake opened up a whole lot more doors, not least of which involved access to Southern Cross International files.

More recently Omen has begun working for the European criminal mastermind, Remus; as part of his Headhunter Project. Whether this arrangement will be longstanding or a partnership of convenience is yet to be shown. However, Omen has shown an interest in developing his own career beyond the operations of Gauntlet, even before he appeared in Remus' employment.


Ezekiel grew up in an extreme situation but now views everything through that traumatic lens. He is self-serving and callous, and enjoys the power he now wields over others. He has combined this lust for power with a lust for knowledge, particularly knowledge relating to magic and 'lost' or forbidden knowledge.

Omen works with Gauntlet and follows Quake's orders, but he has no qualms about striking out on his own, especially when he can pursue arcane knowledge and power. His association with Remus may involve the Sons of Set: an organisation which intrigues Omen.


“You think you already know fear. Think again."


Omen is a phobia-path, able to access and exploit a person's fears. He has developed these powers in a variety of ways, and has also pushed himself physically. He is a powerful, brawling combatant; able to strike fear in his opponents with or without his telepathic powers.


Omen is a large albino man with short cropped hair, pink eyes and a total lack of skin pigmentation. He wears shades when out of costume to protect his eyes, and has a blue and red tattoo on each shoulder. In costume, he wears a black armoured uniform with no sleeves, bordered with an intricate mosaic pattern. He also wears a visored helmet which protects his sight.