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Jean-Pierre Nthanda
Cost Characteristic Value Roll Notes
5 STR 55 20- Lift: 51.2tons; HTH: 11d6; END: [3]
24 DEX 18/23 13- / 14- OCV: 6/8  DCV: 6/8
2 CON 11 11-
2 BODY 11 11-
8 INT 18 13- PER Roll: 17-
8 EGO 14 12- ECV: 5; Mental Defense: 0
8 PRE 18 13- PRE Attack: 3 1/2d6
0 COM 10 11-
2 PD 5/35   Total: 5/35 PD (0/30 rPD)
3 ED 5/35   Total: 5/35 ED (0/30 rED)
2 SPD 3/4   Phases: 4, 8, 12/3, 6, 9, 12
0 REC 5   Running: 6" / 12"
0 END 22   Swimming: 2" / 4"
0 STUN 25   Flight: 18" / 144"
Resolute | Summary
Real Name: Jean-Pierre Nthanda Hair Color: Black
Concept: Powered Armor Eye Color: Brown
Affiliation: Africa Force 1 Height & Weight: 5' 8" (1.73 m) / 132 lbs (60.00 kg)
Played By: NPC Date of Birth: September 2, 1983
Created By: Neil Ma Place of Birth: Azambia
Cost Powers END
47 Energy Gauntlets: Multipower, 70-point reserve, (70 Active Points); all slots Cyberware Battlesuit (-1/2)
3u 1) Overload: Killing Attack - Ranged 3d6, Penetrating (+1/2) (67 Active Points); Limited Power Only Affects Electrically Powered power Foci and Targets with Electrical SFX (-1/2), Cyberware Battlesuit (-1/2) 7
5u 2) Phased Power Blast: Energy Blast 9d6+1, Armor Piercing (+1/2) (70 Active Points); Cyberware Battlesuit (-1/2) 7
5u 3) Power Blast: Energy Blast 14d6 (70 Active Points); Cyberware Battlesuit (-1/2) 7
3u 4) Power Up: Succor 8d6, Requires An Appropriate Technical Skill Roll (No Active Point penalty to Skill Roll +0), any Electrically Powered power one at a time (+1/4), Ranged (+1/2) (70 Active Points); Lockout (-1/2), Cyberware Battlesuit (-1/2) 7
5u 5) Wave-Synchronized Power Blast: Killing Attack - Ranged 5d6-1 (70 Active Points); Cyberware Battlesuit (-1/2) 7
20 Resolute Bodysuit and Exoskeleton: Elemental Control, 40-point powers
29 1) Battle Armor: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); Only In Heroic Identity (-1/4)
15 2) Enhanced Strength: +40 STR, Reduced Endurance (1/2 END; +1/4) (50 Active Points); No Figured Characteristics (-1/2), Cyberware Battlesuit (-1/2) 2
33 3) Limited Propulsion Systems and Jet Boots: Flight 18", x8 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable Underwater (+1/4) (69 Active Points); Cyberware Battlesuit (-1/2) 3
25 4) Protective Force Field: Force Field (15 PD/15 ED/8 Power Defense/2 Flash Defense: Smell/Taste Group/3 Flash Defense: Hearing Group/3 Flash Defense: Sight Group), Reduced Endurance (1/2 END; +1/4) (57 Active Points); Cyberware Battlesuit (-1/2) 2
16 5) Sealed Life Support Systems: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); Only In Heroic Identity (-1/4)
Suit Abilities, all slots Cyberware Battlesuit (-1/2)
2 1) Clock: Absolute Time Sense (3 Active Points); Cyberware Battlesuit (-1/2)
8 2) Computed Sensor Feeds: +4 PER with all Sense Groups (12 Active Points); Cyberware Battlesuit (-1/2)
3 3) Data Storage: Eidetic Memory (5 Active Points); Cyberware Battlesuit (-1/2)
2 4) Distance Computation: Absolute Range Sense (3 Active Points); Cyberware Battlesuit (-1/2)
14 5) Fly-By-Wire: (Total: 25 Active Cost, 14 Real Cost) +5 DEX (15 Active Points); No Figured Characteristics (-1/2), Cyberware Battlesuit (-1/2) (Real Cost: 7) plus +1 SPD (10 Active Points); Cyberware Battlesuit (-1/2) (Real Cost: 7)
2 6) Gyroscope: Bump Of Direction (3 Active Points); Cyberware Battlesuit (-1/2)
7 7) Hydraulics: Knockback Resistance -5" (10 Active Points); Cyberware Battlesuit (-1/2)
17 8) Power Pack: Endurance Reserve (100 END, 15 REC) (25 Active Points); Cyberware Battlesuit (-1/2)
14 9) Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees), Telescopic (+1 versus Range Modifier) (21 Active Points); Cyberware Battlesuit (-1/2)
Cost Perquisites
5 Access (Witch Doctor's Production Facilities)
5 Computer Link (Azambia's Computer Grid)
2 Fringe Benefit: International Driver's License, Passport
3 Well-Connected
4 1) Contact: Doctor Boom (Contact has: extremely useful Skills or resources, Good relationship with Contact) (5 Active Points) 8-
5 2) Contact: Parhelion (Contact has: extremely useful Skills or resources, Good relationship with Contact) (6 Active Points) 11-
4 3) Contact: Unnamed Member of the Azambia Production Plant (Contact has access to major institutions, Contact has: useful Skills or resources, Contact limited by identity, Very Good relationship with Contact) (5 Active Points) 11-
Cost Skills
20 +2 Overall
3 KS: Azambia 13-
Africa Force Package
Communicator Earpiece: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-)
Communicator Signal: Detect Other AF Communicators 11- (Radio Group), 360 Degrees, Tracking (13 Active Points); IIF (-)
AK: Countries of the Africa Force Accord 11-
Hunted: Africa Force 11- (Mo Pow, Watching)
Hunted: Africa Force Rogues Gallery 8- (Mo Pow, NCI, Harshly Punish)
KS: Africa Force 11-
KS: African Politics 11-
KS: Enemies of Africa Force (Known Adversaries) 11-
Paramedics 13-
Teamwork 13- (14-)
3 Breakfall 13- (14-)
3 Combat Driving 13- (14-)
3 Combat Piloting 13- (14-)
3 Computer Programming 13-
3 Demolitions 13-
3 Electronics 13-
Everyman Skills
AK: Azambia
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Lingala (idiomatic) (4 Active Points)
PS: Factory Technician
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
2 KS: Witch Doctor and the Hunt 11-
2 Language: English (fluent conversation)
2 Language: French (fluent conversation)
3 Mechanics 13-
3 PS: Mechanic 13- (14-)
3 SS: Engineering 13-
3 Systems Operation 13-
7 TF: Mecha, Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Small Military Ships, Tracked Military Vehicles, Wheeled Military Vehicles
4 WF: Beam Weapons, Energy Weapons
2 Weaponsmith (Energy Weapons) 13-
250+ Disadvantages
20 Hunted: The Witch Doctor 8- (Mo Pow, NCI, Limited Geographical Area, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
20 Hunted: Various Powered Armor Heroes Worldwide 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Psychological Limitation: Cannot Resist Tinkering With Machines (Common, Strong)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
15 Psychological Limitation: Shy (Common, Strong)
15 Psychological Limitation: Wants To Make The World A Better Place (Common, Strong)
15 Social Limitation: Bounty (to be Paid by Witch Doctor) (Frequently, Major)
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: 2 x Effect Magnetic Powers (Uncommon)
5 Vulnerability: 1 1/2 x BODY Magnetic Attacks (Uncommon)
5 Vulnerability: 1 1/2 x STUN Magnetic Attacks (Uncommon)
Resolute | Points Summary
Characteristics Cost: 64 Base Points: 250
Powers Cost: 275 Disadvantages: 150
Talents Cost: 0 Total Experience: 43
Perks Cost: 28 Spent Experience: 43
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 76 Total Points: 443

As a youth, Jean-Pierre was an idealist. He joined up with the man known as the Witch Doctor who promised to stabilize the region and increase the wealth of the citizens. First, he was apprenticed to a machinist and helped build the hidden factory that produced military robots for the Witch Doctor. But his knack for working with technology as well as his eagerness to support the regime earned him a series of quick promotions.

By the time that the Witch Doctor had consolidated his hold on Azambia, Jean-Pierre was a Supervisory Engineer at the new Azambian Production Plant, the manufacturing facility that produced the robots, military and industrial, that allow the Witch Doctor a free hand over Azambia.

He saw Azambia grow from a poverty stricken area where men toiled in mines or worked family farms if they had a job at all. Within a few years, Azambia was nearly modern. People traveled around in small cars or mopeds and communicated by cell phone and computer.

Jean-Pierre traveled to other nations, studying under the tutelage of scientists and engineers to bring back technological advances to Azambia. But, in so doing, he also learned of life and living. There were other nations where progress had helped the people. And in these other nations, it was the people rather than a President-for-Life who ruled. He became confused because nowhere in the print or electronic stores of information in Azambia explained democracy as such. In Azambia, democracy was thought to be the highest form of government for it was said to be built on the people. But, in Azambia, the Witch Doctor was President-for-Life not because he was elected every few years, but because he said he was and he said that he was because of the will of the people.

Jean-Pierre met with a man, Dr. Katlego Tsholofelo, in Gabarone. He was a prominent scientist and engineer and Jean-Pierre learned much from him. But, in addition to learning of electronics and force field theory, Jean-Pierre learned about politics. There were many countries in the world such as Azambia where a single man or small group of men ruled as they wished. Many were poverty stricken; a few were on the road to becoming technological states. But all of the countries where innovation was valued and ideas flowed freely were different. In all such countries - even some that were nominally monarchies - the people truly elected their government and opposition to the government wasn't suppressed by bullets and imprisonment. Violent revolution was virtually unknown since the people had a real voice.

When Jean-Pierre returned to Azambia, he began looking for ways to give the people a voice. But, he quickly found his words suppressed and he began to fear for his life. The Witch Doctor encouraged technological and personal economic growth in his country, but only to the extent that it would benefit his rule and provide him a means to enlarge the country in the future.

Jean-Pierre then heeded the warning of his foreign friends and, luckily, he had prepared as they had suggested. He donned a power suit that he had been working on in secret and flew out of the country, blasting a quartet of flying robots sent to stop him.

Kenya wasn't far, not as the bird flies. Jean-Pierre headed for that state which was thought of as a model democracy in Africa. And Dr. Tsholofelo had already arranged a home for him: Africa Force One.


In the center of his core, Jean-Pierre is a believer in progress. He now knows that technology is only part of the answer to the question 'How do we make the world better for mankind?'. The remainder of the answer, he believes, is to empower people who want to make the world better. Shy, he finds it difficult to put his own voice to that, but finds strength in being a hero and he finds strength from his friends.


"The world can be a better place. You're either working towards or against this ultimate goal of mankind."


The basis of the Resolute power suit is the standard Africa Force suits invented by Dr. Tsholofelo. Jean-Pierre has incorporated Azambian technologies into his own suit including the energy projector used in the Witch Doctor's own armor. While he eventually wants to work with Dr. Tsholofelo for an upgraded Africa Force suit with these technologies, he finds much of his free time devoted to keeping the suits of Africa Force One working at a top level, each supporting the special needs of its wearer.


Jean-Pierre is fairly average in terms of his physique. He generally keeps his head clean shaven as the Resolute power suit controls connect to his nervous system sitting attached to his bald head by adhesives without invasive electronics. He typically dressed casually with colorful long-sleeved shirts (typically with the sleeves rolled up) and jeans.

The Resolute power suit looks similar to the other Africa Force suits, but is completely solid. The head is completely covered with a helmet with a one-way mirrored faceplate. The hands have gauntlets and there is a form-fitting backpack power plant.