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Scarab
Scarab
Doctor Asem Mahmoud
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
21 DEX 17 12- OCV: 6  DCV: 6
8 CON 14 12-
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-
10 EGO 15 12- ECV: 5; Mental Defense: 11
10 PRE 20 13- PRE Attack: 4d6
2 COM 14 12-
3 PD 6   Total: 41 PD (35 rPD)
3 ED 6   Total: 38 ED (32 rED)
3 SPD 8   Phases: 2, 3, 5, 6, 8, 9, 11, 12
0 REC 6   Running: 6" / 12"
0 END 28   Swimming: 2" / 4"
10 STUN 35   Flight: 20" / 40"
 
Scarab | Summary
Real Name: Doctor Asem Mahmoud Hair Color: Black with a white streak
Concept: Energy Blaster Eye Color: Dark Brown
Affiliation: International House of Crime Height & Weight: 6' 2" (1.89 m) / 200 lbs (90 kg)
Played By: NPC Date of Birth: June 10, 1971
Created By: Ben Langdon Place of Birth: Isma'iliya, Egypt
Cost Powers END
36 Scarab Offensive Capabilities: Multipower, 73-point reserve, (73 Active Points); all slots OIF (-1/2), Increased Endurance Cost (x2 END; -1/2)
3u 1) Azure Energy Beam: Energy Blast 8d6, Armor Piercing (+1/2) (60 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2) 12
2u 2) Command Of The Scarab: Mind Control 10d6 ( Human class of minds), Telepathic (+1/4) (62 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2), Visible (Target's Skin Becomes Blue; -1/4), Does Not Provide Mental Awareness (-1/4), Subject To Range Modifier (-1/4) 12
3u 3) Control Gravity: Telekinesis (35 STR), Fine Manipulation (63 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2) 12
1u 4) Guiding Light: Sight Group Images Increased Size (16" radius; +1) (10 Active Points); Only To Create Light (-1), OIF (-1/2), Increased Endurance Cost (x2 END; -1/2) 4
3u 5) Pulses Of Light: Energy Blast 10d6, Autofire (3 shots; +1/4) (62 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2) 12
3u 6) Strobe Light: Sight Group Flash 7d6, Area Of Effect Nonselective (8" Cone; +3/4) (61 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2) 12
3u 7) Withering Beam Of Light: Drain STR 2 1/2d6, Limited Range (6"; +1/4), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), Area Of Effect Nonselective (10" Cone; +3/4) (62 Active Points); OIF (-1/2), Increased Endurance Cost (x2 END; -1/2) 12
17 Scarab Endowments: Elemental Control, 50-point powers, (25 Active Points); all slots OIF (-1/2)
17 1) Magic Protection: Force Field (20 PD/20 ED), Hardened (+1/4) (50 Active Points); OIF (-1/2) 5
14 2) Magic Resistance I: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Magic; -1), OIF (-1/2)
14 3) Magic Resistance II: Mental Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Magic; -1), OIF (-1/2)
14 4) Magic Resistance III: Physical Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Very Limited Type of Attack (Magic; -1), OIF (-1/2)
17 5) Negate Gravity And Fly: Flight 20", Usable Underwater (+1/4) (50 Active Points); OIF (-1/2) 5
17 6) Scarab's Carapace: Armor (15 PD/12 ED), Hardened (+1/4) (51 Active Points); OIF (-1/2)
17 7) Stepping Through Reality: +5 SPD (50 Active Points); OIF (-1/2)
8 Ancient And Powerful Artefact: Power Defense (12 points) (12 Active Points); OIF (-1/2)
43 Mystical Energy Circuitry: Endurance Reserve (500 END, 10 REC) Reserve: (60 Active Points); OIF (-1/2)
8 Protected Mind: Mental Defense (11 points total)
Cost Talents
5 Never Forgets: Eidetic Memory
Cost Skills
9 +3 with Azure Energy Beam, Control Gravity and Pulses Of Light
2 AK: Cairo, Egypt 11-
2 AK: Important Sites Of Ancient Civilisations Around The Globe 11-
2 AK: London, United Kingdom 11-
1 Bureaucratics 8-
3 Concealment 13-
5 Cryptography 14-
0 Everyman Skills
AK: Isma'iliya, Egypt 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Arabic (Idiomatic, native accent)
[Notes: Native Language]
PS: Historian 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Forensic Medicine 13-
2 Forgery 13-
-4 Professor Package
Contact: Cairo University 8-
Deduction 13-
Language: Hieroglyphs (completely fluent)
Oratory 13-
PS: Academic Researcher 13-
Psychological Limitation: Oblivious To Unimportant Data
Social Limitation: Occupation (Professor)
Unassigned Contact: Archaeologist 8-
16 Scholar
KS: Ancient History 13-
KS: Anthropology 11-
KS: Archaeology 14-
KS: Cartography 11-
KS: Egyptology 14-
KS: Magic Artefacts 13-
KS: The World Of Magic 11-
3 Stealth 12-
1 Streetwise 8-
2 Survival (Desert) 13-
200+ Disadvantages
5 Distinctive Features: Scar
15 Hunted: Fatwa 8-
20 Hunted: Sons of Set 8-
15 Hunted: Treasure 8-
20 Normal Characteristic Maxima
15 Psychological Limitation: Cruel Streak
15 Psychological Limitation: Greedy
20 Psychological Limitation: Overconfidence
10 Rivalry: Professional and Romantic (Treasure)
15 Social Limitation: Secret Identity
28 Experience Points
Scarab | Points Summary
Characteristics Cost: 83 Base Points: 200
Powers Cost: 240 Disadvantages: 150
Talents Cost: 5 Total Experience: 28
Perks Cost: 0 Spent Experience: 28
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 50 Total Points: 378
Background

After working for five years protecting the national treasures of his home country, Dr Asem Mahmoud, realised that no one in the international community really cared about keeping Egyptian treasures in Egypt. Sure, there were those who cried for justice in their Western penthouses, but when exhibitions came into fashionable cities with the priceless treasures of Ancient Egypt, these same people rallied around and gawked just like the school brats. Mahmoud knew that he could never win, and so he decided to outsmart the thieves by stealing what they planned to misappropriate, and then selling it for his own personal profit.

He moved around Egypt and other northern countries in Africa, skipping across the Mediterranean to sell his stolen goods, and he soon raised the interest of The Sons Of Set who were establishing themselves as future powerbrokers of all of Africa. Dr Mahmoud had taken possession of a powerful artefact: a jewelled scarab. He planned to sell it to an Englishman by the name of Sterling, but was interrupted by a posse of Settites who surrounded and opened fire at his hotel in Valencia. It was fortunate that Mahmoud was examining the jewels when the gunfire erupted, as it reacted to the blood and bone which covered the bed, and took on a dark life of its own. The jewels separated and then began to move towards the dying body of Mahmoud. They crawled into his body, cutting through skin and muscle, imbuing him with vitality and power. The Settites burst into the hotel room and were confronted with the staggering form of Dr Mahmoud, although it was clear that something powerful was now inhabiting his body.

After wreaking havok in Valencia, Mahmoud returned to one of his apartments in London and planned his next move. The jewels were obviously very powerful, and when they had plunged into his body he knew that they were so powerful that his body would never be able to support them. If he used them too much they would destroy him.

And so he devised an armoured chest plate which could house the jewels. They settled in comfortably, and Mahmoud found that, although the powers were somewhat subdued, they were still impressive. He continued his work to profit from the spoils of his country, but at the same time he provided himself with increased firepower and confidence. He now dared to approach museums directly rather than via the shadows.

When Queen Bee attempted to steal a sarcophagus belonging to a cousin of some great king, Mahmoud was amused to pit his powers against another of equal power. As his powers were derived from magic, Queen Bee was unable to duplicate them, and eventually this flaw allowed Mahmoud to win. The defeated Queen Bee was magnanimous, and instead of offering bribes or money for her freedom, offered a place in the International House Of Crime. Mahmoud had no real need for more money, so accepted, and used his position and new contacts to expand his hunt for treasure from the ancient world.

Personality

Scarab was always overconfident and outspoken, but since finding the magical jewels has grown into something of a megalomaniac. He considers himself unbeatable, and matches this overconfidence with a growing thirst for more power. He is particularly interested in possessing items from ancient civilisations and has launched attacks on Atlantis and many South American countries. He believes that he will be able to accumulate more magical power, but has not had much luck. Treasure and Deep Six has emerged as something of a rival for Scarab, and she has outmanoeuvred him on many occasions.

Quote

“Sand is capable of wiping away even the most darkest of stains.”

Powers

Scarab possesses a set of mystical jewels which assemble themselves in a scarab pattern. The jewels are capable of great destruction, to step through the barriers of time, and provide almost invincible protection against magic. He is able to harness their power to fly, create intense light, and to take possession of people's minds.

Appearance

Scarab wears a hard black body armour which features the intricate pattern of magical jewels on its breastplate. He has a deep red cape and two spikes on his shoulders which serve to give him an impressive air. He has a goatee beard and a white streak at his chin and brow. As a result of a clash with Atlanteans, Scarab has a scar across his left eye. When not prancing around as Scarab, Dr Mahmoud wears elegant shirts and pants in deep dark colours, made from the finest materials. He is never under-dressed for any occasion.