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Mebrahtom "Meb" Saleh
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
15 DEX 15 12- OCV: 5  DCV: 5
30 CON 25 14-
10 BODY 15 12-
8 INT 18 13- PER Roll: 13-
34 EGO 27 14- ECV: 9; Mental Defense: 25
10 PRE 20 13- PRE Attack: 4d6
-2 COM 6 10-
12 PD 15   Total: 15 PD (6 rPD)
10 ED 15   Total: 15 ED (6 rED)
25 SPD 5   Phases: 3, 5, 8, 10, 12
4 REC 10   Running: 6" / 12"
5 END 60   Swimming: 2" / 4"
16 STUN 52  
ALNITAK | Summary
Real Name: Mebrahtom "Meb" Saleh Hair Color: Black
Concept: Mentalist Eye Color: Black
Affiliation: Solo Height & Weight: 6' 1" (1.86 m) / 150 lbs (68.00 kg)
Played By: NPC Date of Birth: March 7, 1970
Created By: Ben Langdon Place of Birth: Adama, Ethiopia
Cost Powers END
20 Uninhibited (Unhinged) Telepathy: Elemental Control, 60-point powers, (30 Active Points); all slots Extra Time (Full Phase, -1/2)
81 1) Change The World: Mental Illusions 15d6 ( Human and Animal classes of minds), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect Nonselective (15" Radius; +3/4) (212 Active Points); No Range (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 0
20 2) Disappear: Invisibility to Sight , Hearing , Mental , Smell/Taste and Touch Groups, Danger Sense, Combat Sense, Radar and Spatial Awareness , No Fringe (66 Active Points); Not Versus Machines (-1/4) 7
20 3) Freeze: Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Reduced Endurance (1/2 END; +1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (60 Active Points) 2
38 4) Telepath: Telepathy 14d6, Reduced Endurance (1/2 END; +1/4) (87 Active Points) 3
20 Psychic Barriers: Mental Defense (25 points total) 0
6 Toughened Through Pain: Damage Resistance (6 PD/6 ED) 0
9 Will Not Lie Down and Die: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 0
Cost Skills
1 AK: The Middle East 8-
3 Breakfall 12-
3 Concealment 13-
0 Everyman Skills
AK: Adama, Ethiopia 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: National Hero 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
10 Linguist
Language: Afar (completely fluent) (3 Active Points)
Language: Arabic (idiomatic)
Language: English (completely fluent) (3 Active Points)
Language: Hebrew (fluent conversation) (2 Active Points)
Language: Tigri (completely fluent) (3 Active Points)
3 Stealth 12-
2 Survival (Desert) 13-
250+ Disadvantages
15 Distinctive Features: Burned and Charred Body (Smells Like Burning) (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 Hunted: Ethiopian Law Enforcement Agencies 8- (Mo Pow, Harshly Punish)
15 Hunted: Five Pillars 8- (Mo Pow, Harshly Punish)
10 Physical Limitation: Hallucinations (Infrequently, Greatly Impairing)
10 Physical Limitation: Migraines (Infrequently, Greatly Impairing)
15 Psychological Limitation: Claustrophobia (Common, Strong)
15 Psychological Limitation: Enjoys Using His Powers To Cause Panic (Common, Strong)
15 Psychological Limitation: Fear Of Fire (Common, Strong)
15 Reputation: Bringer Of Madness, 11- (Extreme)
10 Social Limitation: Creepy (Frequently, Minor)
15 Social Limitation: Wanted Criminal (Frequently, Major)
18 Experience Points
ALNITAK | Points Summary
Characteristics Cost: 182 Base Points: 250
Powers Cost: 214 Disadvantages: 150
Talents Cost: 0 Total Experience: 18
Perks Cost: 0 Spent Experience: 18
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 22 Total Points: 418

There have been three major uberhuman wars in the modern world. There was India's invasion and annexation of Pakistan which saw the utter devastation of Pakistan's uberhuman population, as well as much of their military might. There was the Witch Doctor's ascension in Azambia where he employed uberhuman mercenaries and the infamous Iron Maiden to secure his own land. And there was the Ethiopian-Eritrean war from 1998-2000 which saw the deaths of hundreds of uberhumans and thousands of regular humans.

Eritrea had sought independence from Ethiopia and gained a peaceful separation in 1993, although the borders were continually in dispute. In May 1998 Eritrean soldiers were attacked by Tigrayan militia and Eritrea sent in a large military force to avenge the supposed deaths of several officials. This military force included eight uberhumans: Alnitak, Darkness, Haykal, Jarad, Qamara, Red Jackal, Sifr and Warthog. Initially these ubers managed to wade through the Ethiopian troops with ease, but by the third day, Ethiopia's military manoeuvred their own uberhumans into position. Twenty four Ethiopian ubers joined the fray, as well as twelve more Eritreans.

The global peacemakers known as the Sentinels attempted to intervene but were shocked at the bloodshed and warned that even more would be unleashed if they interfered. The United Nations and the European Union were unable to broker peace, and the war continued for two years pock-marked with very short and unreliable peace deals. The famines in both countries were intensified by the fighting. Young ubers were forced into training and sent to the front lines. Many officials and government leaders were assassinated. Mercenaries from around the world were drawn into the fray, as well as a number of idealists who saw the war as a symbol of mankind's battle with its future.

The media loved it. The world commented on it.

It ended with a particularly deadly assault on Eritrea's capital, Asmara. An Ethiopian uber known as Isat detonated over the city, levelling much of the cityscape and irradiating the area with toxic radiation. Isat had been manipulated by the Sons of Set, having been touched by Nepythys and his fire powers augmented to godlike level. Isat was consumed by the fires as well, something which the Eritreans found somewhat comforting.

The Eritrean president realised that Ethiopia had a powerful ally in Egypt and the Sons of Set, and surrendered. The Ethiopians marched into the major towns of Eritrea and have never left. The handful of Eritrean ubers who survived scattered on the winds, moving across Africa and even further afield.

Alnitak was one of the original heroes of Eritrea although he is now so scarred both mentally and physically that all semblance of heroics has vaporised. He was in the outlying areas of Asmara when it was destroyed and he was lucky to survive at all. He remained in Eritrea after the war, able to use his powers to hide himself from the invading forces, however his unbalanced mental state led to several outbursts and death. He became known as Alnitak the Mad and brought death and madness wherever he raised his head.

While seemingly without a long term plan or a firm grasp of reality, Alnitak has teamed up with Maximum Force in the past and may be less insane than reported.



Alnitak was a proud sunni Muslim from the area along the Red Sea, and when he began to exhibit telepathic powers he was quickly taken under the wing of a local government official. It seemed to be a natural progression to become a national hero and Alnitak never considered his life was out of his hands. He became friends with the other heroes of Eritrea and when they went to war in 1998 he had no idea of the destruction which awaited him.

When Isat destroyed Asmara and many of the other heroes, Alnitak's skin was stripped from his bones. His mind kept him alive against the odds, but the process permanently unhinged him. He now considers himself a monster and he seems to have lost all inhibitions and connection with humanity. His ability to construct reality in sophisticated mental illusions allows him to live life the way he wants, regardless of the reality around him.



"Feel the creeping heat... just behind your eyes... building... building... building..."



Alnitak is a telepath who has been traumatised. His near-death has removed a lot of his previous inhibitions and subconscious locks and controls on his powers. Where once he was a mid-level telepath, Alnitak is now a powerful adversary, particularly in the strength of his mental illusions.



After being exposed to the nuclear blast over Asmara, most of Alnitak's skin was burned away and he was left with a charred body held together by his strength of will. He continues to wear his original Alnitak costume, which is black with a silver belt, gloves and boots. There are three stars on his belt. Alnitak has been known to operate without a costume, when he simply appears in casual clothing. There seems to be no rhyme nor reason as to why he sometimes appears in costume and other times appears almost normal. Alnitak is no longer functioning along conventional lines. He is unhinged. And dangerous.