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EREBUS
EREBUS
C. Stanley Macintosh
 
Cost

Characteristic

Value Roll Notes
5 STR 15/50 19- Lift: 25 tons; 10d6; [2]

15 DEX 15 12- OCV: 5   DCV: 5
20 CON 20 13-
4 BODY 12 11-
10 INT 20 13- PER Roll 13-
20 EGO 20 13- ECV: 7
5 PRE 15 12- PRE Attack: 3d6
1 COM 12 11-
3 PD 6   Total: 21/41 PD (15/35 rPD)
2 ED 6   Total: 21/41 ED (15/35 rED)
15 SPD 4   Mental Defense: 0
0 REC 7   Phases: 3, 6, 9, 12
0 END 40   Running: 6" / 12"
5 STUN 35   Flight: 15" / 60"
 

Cost

Powers

END

41 Erebus Armour Systems: Multipower, 62-point reserve, (62 Active Points); all slots OIF (-)
4u 1) Cold Blast: Energy Blast 12d6 (60 Active Points) 6
3u 2) Cool Things Down: Dispel Fire And Heat-Based Powers 20d6 (60 Active Points); Concentration (DCV; -) 6
3u 3) Crude Ice Constructs: Entangle 4d6, 6 DEF, Area Of Effect Nonselective (One Hex; +) (62 Active Points); Vulnerable to Fire and Heat Attacks (Common; -) 6
3u 4) Freon Beam: Killing Attack - Ranged 1d6+1, No Normal Defense (+1), Does BODY (+1) (60 Active Points); Beam (-) 6
4u 5) Repulsor Field: Force Field (20 PD/20 ED) (Protect Carried Items), Costs END Only To Activate (+) (62 Active Points) 5
 
13 Erebus Armour: Elemental Control, 40-point powers, (20 Active Points); all slots OIF (-)  
16 1) Antigrav Flight System: Flight 15", x4 Noncombat, Usable Underwater (+) (44 Active Points) 4
17 2) Defensive Outer Shell: Armor (15 PD/15 ED) (45 Active Points) 0
12 3) Enhanced Strength: +35 STR, Reduced Endurance (END; +) (44 Active Points); No Figured Characteristics (-) 1
14 4) Microweave Impact Displacement Layer: Energy and Physical Damage Reduction, 50% (40 Active Points) 0
2 Sensory And Communications Suite: Elemental Control, 10-point powers, (5 Active Points); all slots Battlesuit (-), Costs Endurance (-)
2 1) Infrared Vision: Infrared Perception (Sight Group), Tracking (10 Active Points) 1
5 2) Radar: Radar (Radio Group) (15 Active Points) 1
2 3) Sensory Defences I: Hearing Group Flash Defense (10 points) (10 Active Points) 1
2 4) Sensory Defences II: Sight Group Flash Defense (10 points) (10 Active Points) 1
2 5) Sensory Defences III: Radio Group Flash Defense (10 points) (10 Active Points) 1
4 6) Sophisticated Radio Systems: High Range Radio Perception (Radio Group), Concealed (-1 with High Range Radio Perception PER Rolls) (13 Active Points) 1
2 7) Telescopic Sights: +6 versus Range Modifier for Sight Group (9 Active Points) 1
2 8) Ultrasonic Sensors: Ultrasonic Perception (Hearing Group), +1 to PER Roll, Increased Arc Of Perception (360 Degrees) (9 Active Points) 1
21 Cold Fusion Power Generator: Endurance Reserve (200 END, 10 REC) Reserve: (30 Active Points); OIF (-) REC: (10 Active Points); IIF (-) 0
10 Self-Contained Systems: Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (15 Active Points); Costs Endurance (-) 1
 

Cost

Perks

1

Antarctic Expert: Education: PhD in Biology

Cost

Skills

5

+1 with Ranged Combat

2

Area Knowledge: Antarctica 11-

3

Breakfall 12-

3

Climbing 12-

3

Cryptography 13-

3

Deduction 13-

1

Demolitions 8-

1

Electronics 8-

0

Everyman Skills

Area Knowledge: Boise, Idaho, USA 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic)

Professional Skill: Biologist 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

Transport Familiarity: Small Motorized Ground Vehicles

3

Forensic Medicine 13-

2

Knowledge Skill: American Antarctic Bases 11-

2

Knowledge Skill: Antarctic Scientists 11-

2

Language: French (fluent conversation)

2

Language: Russian (fluent conversation)

1

Mechanics 8-

1

Navigation (Land) 8-

2

Professional Skill: Antarctic Explorer 11-

3

Paramedics 13-

12

Scientist

Science Skill: Antarctic Science (General) 11-

Science Skill: Biology 14-

Science Skill: Cold Fusion Power 13-

Science Skill: Geology 11-

Science Skill: Medicine 11-

Science Skill: Physics 11-

2

Survival (Arctic/Subarctic) 13-

3

Systems Operation 13-

4

Transport Familiarity: Skiing (snow), Sleds, Small Planes, Tracked Military Vehicles
200+ Disadvantages

15

Hunted: Ruin 8-

20

Normal Characteristic Maxima

10

Physical Limitation: Frequent Nightmares

5

Physical Limitation: Uncomfortable In Hot Conditions

15

Psychological Limitation: Cold Hearted

15

Psychological Limitation: Mad At The World In General, The America Government In Particular

15

Psychological Limitation: Methodical Planner

15

Social Limitation: Secret Identity

20

Susceptibility: Fire and Heat-Based Attacks Or Effects Above 40AP Intensity, 2d6 Drain From One Random Armour Power per Phase

10

Vulnerability: 2 x BODY Fire and Heat-Based Attacks

10

Vulnerability: 2 x STUN Fire and Heat-Based Attacks
0 Experience Points
 
Characteristics Cost 105 Base Points 200
Powers Cost 184 Disadvantages 150
Talents Cost 0 Experience Points 0
Perks Cost 1 Total Points 350
Martial Arts Cost 0
Skills Cost 60
Total Cost 350
 
Concept Powered Armour Hair Colour Black
Nationality American Eye Colour Blue
Place of Birth Boise, Idaho, USA Height 1.77m / 5' 10"
Date of Birth June 25, 1965 Weight 74kg / 163 lbs
 
Background

Christopher Stanley Macintosh made the headlines across the world when he was rescued from an icy crevice in Antarctica near McMurdo Base, but his miraculous survival had nothing to do with the persistence and bravery of rescue attempts, but with the stone-cold force of self-preservation beating in Macintosh's heart. The American scientist had been considered lost by his team and by the American government. Rescue attempts had been called off within two days. It took a full thirty-four days before Macintosh was rescued.

He should have been dead.

He was rescued by the New Men who were exploring Antarctica at the time, although they weren't actually looking for him. Macintosh spent the next year in hospital and wasn't expected to recover, but he refused to give in. He spurned all contact with family and friends, and simmered alone in his hospital ward. All efforts by the government to work out how he survived for so long were rebuffed. He wouldn't talk.

Macintosh doesn't remember much of his time in the crevice but has frequent nightmares filled with swirling darkness and a bone-seeping cold.

When he was reluctantly released from medical supervision Macintosh relocated to Canada and continued his work on Antarctica, although he no longer had funding or support from the USA. They offered to fund his research, more out of pity than any hope of scientific breakthroughs, but Macintosh refused. He blamed them for abandoning him in the cold and he secretly plotted revenge.

His research turned to the offensive capabilities of cold. He desperately wanted to inflict the same pain and abandonment on the US government as he was subjected to. He simultaneously pursued reasons for his survival ranging from the uberhuman to the mystical. He discovered that he was a regular non-uber human and that nothing mystical seemed to have occurred to him. It seemed that he was just lucky.

Macintosh created a prototype Freon ray which he began using as a novice criminal, robbing banks to test the capabilities. He was quickly detained and sent to prison where he came into contact with the criminal inventor Mechanicus, although the Canadian prison system was unaware of Mechanicus' true identity. The two men struck up a friendship and when they were released Mechanicus offered to help Macintosh exact his revenge.

The Erebus Armour was built. Macintosh named the armour after the son of Chaos in Greek Mythology, the word meaning a deep blackness. Not coincidentally the name also referred to the mountain in Antarctica which had long been a landmark for Macintosh at McMurdo base. As Erebus he began a series of attacks against American scientific installations.

During one such attack he was contacted by S.U.M.M.I.T. and offered a place amongst their fraternity. Macintosh accepted, perhaps for the first time seeing the benefits of associating with other people again.

Personality
Macintosh has been betrayed by humanity. He was left to die, and even his family went through memorial services for him while he was still alive in a deep Antarctic crevice. He hasn't ever managed to forgive the world and now exacts his revenge using the Erebus armour. He is, on one hand, a dorky scientist with perhaps an anger management issue; but on the other hand he is a detached clinical killer. In the past he has impassively watched people die and buildings consumed by fire.
Quote
"The cold touch of death is at my fingertips."
Powers

Erebus wears a specially designed power suit which is incredibly durable as well as providing enhanced physical strength and an array of communications and sensory systems. It utilises an advanced form of Macintosh's freon ray as well as ice projectors which enable him to encase opponents in ice as well as deiver bursts of cold energy. Mechnicus has provided the armour with antigrav devices enabling it to fly as well as a powerful force field which can be powered up at the expense of offensive systems. The armour is powered by cold fusion and can operate almost indefinitely at moderate power.

Appearance

The Erebus armour is predominately light blue and white with darker blue highlights amongst the joints. It has a full helmet with polarised lens, and a stylised mountain peak on his chest. The weapon systems are concealed within the armour's forearms.

Out of the armour, Macintosh looks like a slightly afraid man in his forties with short black hair and wandering blue eyes. He never looks comfortable and has trouble remaining still for any length of time.