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Mozhar Akmetzhan
Cost Characteristic Value Roll Notes
-2 STR 8 11- Lift: 75.8kg; HTH: 1 1/2d6; END: [1]
0 DEX 10 11- OCV: 3  DCV: 3
6 CON 13 12-
0 BODY 10 11-
15 INT 25 14- PER Roll: 14-
16 EGO 18 13- ECV: 6; Mental Defense: 5
0 PRE 10 11- PRE Attack: 2d6
-1 COM 8 11-
3 PD 5   Total: 5 PD (0 rPD)
2 ED 5   Total: 5 ED (0 rED)
10 SPD 3   Phases: 4, 8, 12
0 REC 5   Running: 6" / 12"
2 END 30   Swimming: 2" / 4"
4 STUN 25  
GLOW-WYRM | Summary
Real Name: Mozhar Akmetzhan Hair Color: Dark Red
Concept: Energy Blaster / Mentalist Eye Color: Brown
Affiliation: None Height & Weight: 5' 1" (1.54 m) / 159 lbs (72.00 kg)
Played By: NPC Date of Birth: March 23, 1948
Created By: Ben Langdon Place of Birth: Oskemen, Kazakhstan
Cost Powers END
Glowing Membrane Powers
12 1) Radiation Poison: Killing Attack - Ranged 1 point, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), No Normal Defense (+1), Does BODY (+1), Continuous (+1) (25 Active Points); No Range (-1/2), Linked (The Glow; -1/2) 0
109 2) The Glow: Mind Control 16d6 ( Human and Animal classes of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2), No Normal Defense (LS: High Radiation; +1), Continuous (+1) (382 Active Points); No Range (-1/2), Mandatory Effect EGO +20 (-1/2), Extra Time (Full Phase, -1/2), Does Not Provide Mental Awareness (-1/4), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Visible (Target Glows And Radiates Low Level Radiation) (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 0
13 Energy Absorption: Absorption 4d6 (Energy, Endurance and Stun Equally) (20 Active Points); Only Restores To Starting Values (-1/2) 0
23 Glow Burst: Sight and Radio Groups Flash 6d6 (35 Active Points); Limited Range 10" (-1/4), Concentration (1/2 DCV; -1/4) 3
1 Limited Defences: Mental Defense (5 points total) 0
3 Over-Exposure To Radiation: Life Support (Longevity: 200 Years; Safe in High Radiation) 0
10 Radioactive Body Does Have Its Benefits: Power Defense (10 points) 0
8 Soft Glow: Sight Group Images Increased Size (4" radius; +1/2), Reduced Endurance (0 END; +1/2) (15 Active Points); Only To Create Light (-1), No Range (-1/2) 0
Cost Talents
12 If You've Lived Through A Gulag You Must Be Lucky: Combat Luck (6 PD/6 ED)
3 Nervous Sleeper: Lightsleep
3 Numbers Man: Lightning Calculator
Cost Perquisites
18 Dealings In The Past Make Friends In The Present: Contact: Chinese Government, Organization Contact (x3) (18 Active Points) 8-
Cost Skills
10 +1 Overall
3 Computer Programming 14-
3 Cryptography 14-
3 Deduction 14-
3 Demolitions 14-
3 Electronics 14-
0 Everyman Skills
AK: Oskemen, Kazakhstan 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Nuclear Physicist 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
3 Inventor 14-
9 Linguist
Language: English (completely fluent) (3 Active Points)
Language: Kazakh (completely fluent) (3 Active Points)
Language: Mandarin Chinese (completely fluent) (3 Active Points)
Language: Russian (idiomatic)
3 Mechanics 14-
3 PS: Electrical Engineer 14-
3 Paramedics 14-
9 Scholar
KS: Nuclear States Across The World (3 Active Points) 14-
KS: Russian Dawn (2 Active Points) 11-
KS: Russian Military (2 Active Points) 11-
KS: Soviet Nuclear Technology and Installations (3 Active Points) 14-
17 Scientist
SS: Biophysics 14- (3 Active Points)
SS: Electrical Engineering 14- (3 Active Points)
SS: Mathematics 14- (3 Active Points)
SS: Nuclear Physics 15- (4 Active Points)
SS: Physics 15- (4 Active Points)
SS: Thermodynamics 14- (3 Active Points)
3 Security Systems 14-
3 Systems Operation 14-
1 TF: Small Planes
1 Tactics 8-
200+ Disadvantages
10 Distinctive Features: Highly Radioactive
20 Enraged: When Plans Are Thwarted (Common), Go 11-, Recover 11-
15 Hunted: International Law Enforcement Agencies 8- (Capture)
15 Hunted: Russian Dawn 8-
10 Monitored: Chinese Uberhuman Agencies 8-
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
15 Psychological Limitation: Burning Hatred For Russia
10 Psychological Limitation: Generally Timid
15 Psychological Limitation: Never Takes Responsibility For His Own Actions And Failings (It's Always Russia's Fault)
10 Psychological Limitation: Petty And Vindictive
10 Social Limitation: Seen As Creepy
5 Unluck: 1d6
0 Experience Points
GLOW-WYRM | Points Summary
Characteristics Cost: 55 Base Points: 200
Powers Cost: 179 Disadvantages: 150
Talents Cost: 18 Total Experience: 0
Perks Cost: 18 Spent Experience: 0
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 80 Total Points: 350

Identified as a genius at an early age, Mozhar was compelled to work at the Semipalatinsk Nuclear Test Site near Semey. Along with many other workers, Mozhar was exposed to lethal radiation in the course of his work at Semey, but unlike many of the others, Mozhar survived for many years. His work was generally confined to maintenance and some systems work but the keen intellect of Mozhar managed to pick up a lot of information that he wasn't supposed to be privy to.

When the Nuclear Test Site was closed down, Mozhar was sent to a gulag along with an indeterminate number of other workers, as a way of hiding the ill treatment which became a way of life at the Site. Mozhar and the others weren't expected to live long out of sight, but Mozhar had an ubergene and it had been activated by his prolonged exposure to the radiation. His skin changed into a yellowish colour and he was able to exude a radioactive substance. The authorities panicked and locked him away in a solitary section of the gulag. Orders were given to have him executed but somehow the paperwork was lost and against the odds Mozhar survived.

During the course of his solitary confinement and frequent periods of starvation, Mozhar suffered a prolonged breakdown. When one day a young guard made the mistake of coming into the cell with the meagre food for the week, Mozhar grabbed him and within seconds the boy had been coated with a glowing liquid. The desperate Mozhar was quite insane and bit into the boy, taking a large chunk of his arm. After the initial frenzy, Mozhar realised that the boy was in his control.

No one came looking for the guard and Mozhar used him to explore his newly found power. After some time, perhaps a day or a week, Mozhar escaped from the gulag. Many people died, but no information on the incident has survived. Since Mozhar was supposed to have been executed earlier, no official reaction was ever issued. However, the Soviets dispatched their uberhuman agents to track and capture Mozhar.

It was inevitable. Mozhar was captured and re-educated, becoming a part of a covert Soviet uberhuman team as Glow Wyrm. The team was short lived and when the Soviet Union fell apart, Mozhar slipped away to esvape the government's control.

He surfaced in Poland and established himself as a small-time crime lord, but moved on soon after, emerging from obscurity now and then across a number of countries of the former Soviet Union. He has recently established himself as a crime lord in his home country of Kazakhstan, taking up residence in the former Semipalatinsk Nuclear Test Site which was at the genesis of his problems. From this sanctuary, Mozhar has begun to create a surprisingly effective criminal empire, although it is currently limited to a few large cities in Kazakhstan.

He has worked for the Chinese government in the past, although details are mostly unknown. Given the nature of his powers most people suspect he was involved in the interrogation and conversion of political dissidents.


After a life time of being dominated by authority, Mozhar is timid but also possesses a fiery rage which constantly bubbles beneath the surface. Whenever he is thwarted, whether it be a grand plan or a desire to enjoy a little peace and quiet, he is liable to become abusive and cruel, often killing people around him in grotesque displays of his power. He is a man who wants recognition and respect but at heart he knows he is not worthy. Anyone who does show respect, therefore, is simultaneously his best friend and obviously a liar.

Since emerging in Kazakhstan, Mozhar has shown a little more stability. He no longer has the urge to bite into people's arms. His plans to build a criminal empire are based on reason and financial viability. It appears that he is making good choices, but the reality is that he is only building an empire so that he can invade and destroy Russia. Everything in his life is based around the premise that Russia is the enemy and has destroyed any hope he has of a normal life.


"You are now belonging to me, in every way and for ever more, yes."


Glow Wyrm has the ability to exude a radioactive substance which, when covering a human or animal enables Mozhar to control their actions. The substance is psychic as well as radioactive, so while it allows him control of the subject it also kills the subject. While this is his primary power, Mozhar also possesses the ability to project the 'glow' as a burst of light, temporarily blinding people and radio equipment. He is immune to the effects of high radiation and is also somewhat resistant to mental attacks, although he is by no means considered a mentalist.


Mozhar Akmetzhan appears to be an aging, balding man with too much gold jewellry and an expanding waistline. He is short, and wears lifts to make him appear taller. He wears clothes which are far too young and garish for him and he looks like a person doing a bad impression of the Russian Mafia. His skin is a soft glowing yellow, although with effort he can reduce this effect. He constantly emits radiation and can be detected easily using geiger counters - something the Russian authorities have employed on ocassion.

He doesn't wear a costume.