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Beastman
Beastman
Balthasar Numen
Cost Characteristic Value Roll Notes
30 STR 40/50 17- / 19- Lift: 6400.0kg/25.6tons; HTH: 8d6/10d6; END: [4/5]
57 DEX 29 15- OCV: 10  DCV: 10
20 CON 20 13-
6 BODY 13 12-
3 INT 13 12- PER Roll: 15-
8 EGO 14 12- ECV: 5; Mental Defense: 8
8 PRE 18 13- PRE Attack: 3 1/2d6
-2 COM 6 10-
8 PD 21/34   Total: 21/34 PD (5/16 rPD)
6 ED 13/24   Total: 13/24 ED (3/14 rED)
21 SPD 6   Phases: 2, 4, 6, 8, 10, 12
0 REC 12/14   Running: 9" / 12"
1 END 42   Swimming: 7" / 28"
0 STUN 43/48  
 
Beastman | Summary
Real Name: Balthasar Numen Hair Color: Brown
Concept: Brick/Speedster Eye Color: Blue
Affiliation: The Alternate New Men Height & Weight: 5' 11" (1.80 m) / 176 lbs (80.00 kg)
Played By: NPC Date of Birth: December 1, 1989
Created By: Neil M Place of Birth: Long Island, New York, USA (alternate Earth)
Cost Powers END
48 Assassin Powers: Multipower, 60-point reserve, (60 Active Points); all slots Activation Roll 15- (-1/4)
3u 1) An Ch'i Weapons (Blunt): Energy Blast 9 1/2d6, Reduced Endurance (1/2 END; +1/4) (60 Active Points); OIF (Blunt Objects of Opportunity; -1/2), Range Based On Strength (-1/4), Activation Roll 15- (-1/4) 2
3u 2) An Ch'i Weapons (Sharp): Killing Attack - Ranged 3d6, Reduced Endurance (1/2 END; +1/4) (56 Active Points); OIF (Sharp Objects of Opportunity; -1/2), Range Based On Strength (-1/4), Activation Roll 15- (-1/4) 2
1u 3) Blend with the Place: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Chameleon (-1/2), Activation Roll 15- (-1/4) 2
1u 4) Gate of Purpose: Invisibility to Mental Group (10 Active Points); Activation Roll 15- (-1/4) 1
3u 5) Hypnosis: Mind Control 12d6 ( Human class of minds) (60 Active Points); Eye Contact Required (-1/2), Does Not Provide Mental Awareness (-1/4), Activation Roll 15- (-1/4) 6
1u 6) Mind Like a Pool: Invisibility to Mental Group (10 Active Points); Activation Roll 15- (-1/4) 1
1u 7) Pass Without Trace: Teleportation 9", Safe Blind Teleport (+1/4) (22 Active Points); Extra Time (Full Phase, -1/2), Activation Roll 15- (-1/4) 2
1u 8) Sleep of Escape: Simulate Death (3 Active Points); Activation Roll 15- (-1/4)
3u 9) Soul Leeching: Transfer 2d6 (BODY to 50% END, 50% STUN), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (37 Active Points); Activation Roll 15- (-1/4) 4
5 Beastial: Elemental Control, 10-point powers
5 1) Beastial Running: (Total: 10 Active Cost, 10 Real Cost) Running +3" (9" total), Reduced Endurance (1/2 END; +1/4) (7 Active Points) (Real Cost: 7) plus for 6" Running, Reduced Endurance (1/2 END; +1/4) (3 Active Points) (Real Cost: 3) 1
5 2) Beastial Swimming: Swimming +5" (7" total) (x4 Noncombat) (10 Active Points) 1
25 3) Claws, Sharpened: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR) (30 Active Points) 3
5 4) Grip: Clinging (normal STR) (10 Active Points)
5 5) Heightened Perception: +3 PER with all Sense Groups (9 Active Points)
7 6) Quick Reactions: Combat Luck (6 PD/6 ED) (12 Active Points)
3 7) Rage Strength: +10 STR (10 Active Points); Activation Roll 14- (-1/2) 1
5 8) Superior Sense of Hearing: Targeting with Normal Hearing (10 Active Points)
5 9) Superior Sense of Smell: (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Normal Smell (Real Cost: 5) plus Tracking with Normal Smell (Real Cost: 5)
7 10) Thick Hide: Armor (5 PD/3 ED) (12 Active Points)
14 At Home in the Wild: (Total: 14 Active Cost, 14 Real Cost) Bump Of Direction (Real Cost: 3) plus Environmental Movement (no penalties in Any Terrain), Variable Special Effects (Any SFX; +1/2) (6 Active Points) (Real Cost: 6) plus Life Support (Extended Breathing; Safe in Intense Cold; Safe in Intense Heat) (Real Cost: 5)
10 New Men Armor: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)
27 New Men Communicator: Mind Link , Human class of minds, Specific Group of Minds (The Alternate New Men), Any distance, No LOS Needed, Number of Minds (x8) (40 Active Points); Cyberware Cybernetics, Components Are Very Difficult to Repair or Replace (-1/2)
5 Trained Mental Toughness: Mental Defense (8 points total)
Cost Talents
3 Bump Of Direction
Cost Perquisites
Operative of the UN Security Council
2 1) Fringe Benefit: Concealed Weapon Permit (where appropriate)
10 2) Fringe Benefit: License to Kill
10 3) Fringe Benefit: Security Clearance (Highest Level, International)
Cost Martial Arts
Maneuver Phase OCV DCV Notes
An Ch'i
Martial Block 1/2 +2 +2 Block, Abort
Nerve Strike 1/2 -1 +1 4d6 NND
Martial Strike 1/2 +0 +2 14d6 / 16d6 Strike
Basic Shot 1/2 +0 +0 Strike, +5 DC
Moving Shot 1/2 -1 +0 Strike, +3 DC; FMove
Quick Shot 1/2 +1 +0 Strike, +5 DC
Weapon Element: Thrown Knives, Axes, and Darts
Obake Taijutsu
Choke Hold 1/2 -2 +0 Grab One Limb; 4d6 NND
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Grab 1/2 -1 -1 Grab Two Limbs, 70 STR / 80 STR for holding on
Martial Throw 1/2 +0 +1 12d6 / 14d6 +v/5, Target Falls
Passing Strike 1/2 +1 +0 12d6 / 14d6 +v/5; FMove
Takeaway 1/2 +0 +0 Grab Weapon, 70 STR / 80 STR to take weapon away
16 +4 HTH Damage Class(es)
12 +3 Ranged Damage Class(es)
Cost Skills
3 Acrobatics 15-
3 Breakfall 15-
3 Climbing 15-
3 Concealment 12-
3 Contortionist 15-
Everyman Skills
AK: Long Island, NY, USA 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Assassin (Custom Adder) 11-
[Notes: Everyman Skill]
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Interrogation 13-
Linguist
Language: English (idiomatic) (4 Active Points)
Language: Italian (fluent conversation) (2 Active Points)
Language: Japanese (fluent conversation)
Language: Latin (fluent conversation) (2 Active Points)
Language: Mandarin (fluent conversation)
3 Lockpicking 15-
Alternate New Men Package
Fringe Benefit: Passport
Hunted: The New Men, 8-
Money: Wealthy ($1M/year)
Monitored: World Press, 8-
Reputation: Enforcer of the United Nations 14- 3d6
Social Limitation: Celebrity
Teamwork 15-
Scholar
KS: An Ch'i (3 Active Points) 12-
KS: Anti-assassin defense strategies (5 Active Points) 14-
KS: Ninjutsu (3 Active Points) 12-
KS: Restraints (2 Active Points) 11-
KS: Taijutsu (3 Active Points) 12-
1 SS: Physiology 8-
1 SS: Toxicology 8-
3 Security Systems 12-
3 Shadowing 12-
3 Sleight Of Hand 15-
3 Stealth 15-
20 Universal Traveler 12-
300+ Disadvantages
15 Distinctive Features: Beastial Appearnce (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
25 Hunted: Time and Life 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
20 Hunted: Uberhumans of Alternate Universe 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Uberhuman Physiology Requires Special Medical Care (Frequently, Greatly Impairing)
15 Psychological Limitation: Follower (Common, Strong)
20 Psychological Limitation: Completely Loyal to Time and Life (Common, Total)
15 Psychological Limitation: Casual Killer (Common, Strong)
15 Rivalry: Professional and Romantic (Horde and Hellfire; for Time's and Life's Approval and Affection; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Bestial Appearance (Frequently, Major)
15 Social Limitation: Public Identity (Frequently, Major)
Beastman | Points Summary
Characteristics Cost: 166 Base Points: 300
Powers Cost: 198 Disadvantages: 170
Talents Cost: 3 Total Experience: 45
Perks Cost: 22 Spent Experience: 45
Martial Arts Cost: 78 Unspent Experience: 0
Skills Cost: 48 Total Points: 515
Background

Balthasar Numen was the second uberman created by Saul Numen (alternate Earth). His role in the family is as the assassin.

Personality

The Beastman was created using the ubergenes from numerous agile and strong ubers. He was raised in the dojo of the master assassin, Go (alternate Earth) and completed his training in the Uber City Squad after slaying his master. Under the psychological dominations of Chloe Numen (alternate Earth), all of the Numen 'children' crave their parents approval and attention; they despise the false love when given to their siblings.

Quote

"You are the mouse; I am the cat."

Powers

Beastman was engineered to be a natural assassin. To this end, he has uberhuman strength, agility, and durability. This natural ability is further enhanced by expert ninja and An Ch'i training. He is able to hide and to move quickly, even able to carry out surprise strikes from the most perceptive targets. Finally, he has been trained to utilize his natural weapons to the fullest as a killing machine.

Appearance

Balthasar appears to be a brown furred humanoid with some beastial features. His costume is minimal - a black breechcloth - to allow him the maximum flexibility of movement.