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Hellfire
Hellfire
Samantha Numen
Cost Characteristic Value Roll Notes
3 STR 13 12- Lift: 151.6kg; HTH: 2 1/2d6; END: [1]
39 DEX 23 14- OCV: 8  DCV: 8
26 CON 23 14-
6 BODY 13 12-
8 INT 18 13- PER Roll: 13-
2 EGO 11 11- ECV: 4; Mental Defense: 7
15 PRE 25 14- PRE Attack: 5d6
2 COM 14 12-
7 PD 10/76   Total: 10/76 PD (0/66 rPD)
5 ED 10/76   Total: 10/76 ED (0/66 rED)
17 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 8   Running: 6" / 12"
17 END 80   Swimming: 2" / 4"
0 STUN 32   Flight: 13" / 208"
 
Hellfire | Summary
Real Name: Samantha Numen Hair Color: Brown
Concept: Energy Blaster Eye Color: Blue
Affiliation: The Alternate New Men Height & Weight: 5' 9" (1.74 m) / 132 lbs (60.00 kg)
Played By: NPC Date of Birth: September 14, 1987
Created By: Neil M Place of Birth: Long Island, New York, USA (alternate Earth)
Cost Powers END
180 High Energy: Variable Power Pool, 120 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (240 Active Points); Limited Class Of Powers Available Slightly Limited (Fire, Light, Fusion; -1/4), Adding Powers to the VPP List Requires a Power Skill Roll (-1/4); all slots Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2)
0 1) Continuous Energy Field: Force Field (15 PD/15 ED), Reduced Endurance (1/2 END; +1/4), Uncontrolled (+1/2) (52 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 35
     [Notes: Can Be Fire, Light, or Plasma SFX; +5 PD/+5 ED, 17 AP, 11 Real]
2
0 2) Draw Power: Transfer 4d6 (END to 50% END, 50% [power]), Variable Effect (To) to any VPP power one at a time (+1/4), Ranged (+1/2) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2), Limited Special Effect Very Common SFX (Machines That Use Power or Beings with Energy SFX; -1/4) Real Cost: 60
     [Notes: +1d6 Transfer, 26 PA, 15 Real]
10
0 3) EMP Surge: (Total: 104 Active Cost, 70 Real Cost) Dispel Electronic Equipment 10d6, MegaScale (1" = 1 km; +1/4), Explosion (+1/2) (52 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) (Real Cost: 35) plus Radio Group Flash 10d6, MegaScale (1" = 1 km; +1/4), Explosion (+1/2) (52 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) (Real Cost: 35) Real Cost: 70
     [Notes: +1d6 Dispel, +1d6 Flash, 10 AP, 7 Real]
10
0 4) Energy Beasts of Yranq 5: Summon 2 300-point Energy Beast, Devoted (+3/4) (114 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 76 11
0 5) Energy Capacitor: Aid 6d6, any VPP power one at a time (+1/4) (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 50
     [Notes: +1d6 Aid, 12 AP, 8 Real]
0 6) Energy Field: Force Field (45 PD/45 ED), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 75
     [Notes: Can Be Fire, Light, or Plasma SFX; +5 PD/+5 ED, 12 AP, 8 Real]
4
0 7) Energy Form: Desolidification (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 27
     [Notes: Fire, Light, or Plasma]
4
0 8) Energy Renewal: Healing 50% END, 25% STUN, 25% BODY 8d6 (80 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2), Conditional Power Power Only Works In Daylight or In High Energy Fields (-1/4) Real Cost: 46
     [Notes: +1d6 Healing, 10 AP, 6 Real]
8
0 9) Expanded Energy Field: Force Wall (16 PD/16 ED) (80 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 53
     [Notes: +2 PD/+2 ED, 10 AP, 7 Real]
8
0 10) Expanded Power Draw: Transfer 3d6 (END to 50% END, 50% [power]), Variable Effect (To) to any VPP power one at a time (+1/4), MegaScale (1" = 1 km; +1/4), Ranged (+1/2), Explosion (+1/2) (112 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2), Limited Special Effect Very Common SFX (Machines That Use Power or Beings with Energy SFX; -1/4) Real Cost: 64
     [Notes: +1d6 Transfer, 37 PA, 21 Real]
11
0 11) Fire Blast: Energy Blast 15d6 (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 50
     [Notes: +1d6 EB, 5 AP, 3 Real]
7
0 12) Firestream: Energy Blast 8d6, Area Of Effect (32" Line; +1), Continuous (+1) (120 Active Points); No Range (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 60
     [Notes: +1d6 EB, 15 AP, 7 Real]
12
0 13) Hellfire: Killing Attack - Ranged 2d6+1, Costs END Only To Activate (+1/4), Uncontrolled (+1/2), Sticky (+1/2), Continuous (+1) (114 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 76
     [Notes: +5 DC, 16 AP, 11 Real]
10
0 14) Immolation: Killing Attack - Ranged 2d6-1, Costs END Only To Activate (+1/4), Personal Immunity (+1/4), MegaScale (1" = 1 km; +1/4), Uncontrolled (+1/2), Sticky (+1/2), Explosion (+1/2), Continuous (+1) (106 Active Points); No Range (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 53
     [Notes: +5 DC, 21 AP, 10 Real]
10
0 15) Holographic Image: Sight Group Images 1" radius, +/-1 to PER Rolls (13 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 9 1
0 16) Ionic Binding: Entangle 5d6, 10 DEF, Sticky (+1/2) (112 Active Points); OAF (Large Nearby Object; -1), Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2), Cannot Form Barriers (-1/4) Real Cost: 41
     [Notes: +1d6 Body, 2 DEF Entangle, 22 AP, 8 Real]
11
0 17) Ionic Plasma Blast: Energy Blast 6d6, No Normal Defense (Ionic (including Electrical) Defenses; +1), Does BODY (+1) (90 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 60
     [Notes: +1d6 EB, 15 AP, 10 Real]
9
0 18) Ionic Plasma Burst: Energy Blast 5d6, Explosion (+1/2), No Normal Defense (Ionic (including Electrical) Defenses; +1), Does BODY (+1) (87 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 58
     [Notes: +1d6 EB, 17 AP, 11 Real]
9
0 19) Ionic Plasma Field: Energy Blast 4d6, Damage Shield (+1/2), No Normal Defense (Ionic (including Electrical) Defenses; +1), Does BODY (+1), Continuous (+1) (90 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 60
     [Notes: +1d6 EB, 22 AP, 15 Real]
9
0 20) Laser, Hard: Killing Attack - Ranged 6d6 (90 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 60
     [Notes: +1d6 RKA, 15 AP, 10 Real]
9
0 21) Laser, Soft: Sight Group Flash 15d6 (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 50
     [Notes: +1d6 Flash, 5 AP, 3 Real]
7
0 22) Light Bending: Invisibility to Sight Group (20 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 13 2
0 23) Plasma Blast: Energy Blast 15d6 (75 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 50
     [Notes: +1d6 EB, 5 AP, 3 Real]
7
0 24) Plasma Burst: Energy Blast 12d6, Explosion (+1/2) (90 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 60
     [Notes: +1d6 EB, 7 AP, 5 Real]
9
0 25) Power Supply: Succor 25% END, 75% [Power] 16d6, any power of a Device That Requires Energy one at a time (+1/4) (100 Active Points); Limited Power Power loses about a third of its effectiveness (Only to Devices That Require Power; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 50
     [Notes: +1d6, 6 AP, 3 Real]
10
0 26) Starburst: Sight Group Flash 12d6, Explosion (+1/2) (90 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) Real Cost: 60
     [Notes: +1d6 Flash, 7 AP, 5 Real]
9
17 Energy: Elemental Control, 50-point powers, (25 Active Points); all slots Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2)
24 1) Energetic Flight: Flight 13", x16 Noncombat, No Turn Mode (+1/4), rapid Noncombat movement (+1/4) (61 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) 6
23 2) Energy Conductor: Energy Damage Reduction, Resistant, 75% (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2)
17 3) Energy Conversion: Absorption 8d6 (energy, VPP Pool), Can Absorb Maximum Of 68 Points' Worth Of Energy Damage (50 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2)
14 4) Energy Renewal: Healing 50% END, 25% STUN, 25% BODY 5d6 (50 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2), Conditional Power Power Only Works In Daylight or In High Energy Fields (-1/4) 5
21 5) Energy Sense: (Total: 57 Active Cost, 38 Real Cost) Infrared Perception (Sight Group) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) (Real Cost: 3) plus High Range Radio Perception (Radio Group), Targeting (22 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) (Real Cost: 15) plus Detect Energy A Class Of Things 13- (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Targeting, Tracking (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (+5 to others' PER Roll for Radio Group or Sight Group; -1/2) (Real Cost: 20)
6 Infused with Energy: Life Support (Eating: Character only has to eat once per week; Safe in High Radiation; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)
12 New Men Armor: Armor (6 PD/6 ED) (18 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 (7 points total)
Cost Perquisites
6 Reputation: Highly Destructive Powers (A large group) 14-, +2/+2d6
Cost Skills
30 +6 with Ranged Combat
3 Breakfall 14-
1 Computer Programming 8-
3 Demolitions 13-
Everyman Skills
AK: Long Island, NY, USA 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Supervillain (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 14-
Linguist
Language: English (idiomatic) (4 Active Points)
Language: German (fluent conversation) (2 Active Points)
Language: Hungarian (fluent conversation)
Language: Italian (fluent conversation) (2 Active Points)
Language: Spanish (fluent conversation) (2 Active Points)
Alternate New Men Package
Fringe Benefit: Passport
Hunted: The New Men, 8-
Money: Wealthy ($1M/year)
Monitored: World Press, 8-
Reputation: Enforcer of the UN 14- 3d6
Social Limitation: Celebrity
Teamwork 14-
3 Persuasion 14-
15 Power: Energy Powers 19-
2 SS: Energy Physics 11-
1 Systems Operation 8-
300+ Disadvantages
25 Enraged: Unable to Defeat Enemy with 60 AP or Weaker VPP (Common), go 14-, recover 11-
25 Hunted: Time and Life 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Physical Limitation: Frequent Migraines (Frequently, Slightly Impairing)
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 Psychological Limitation: Destructive (Common, Strong)
10 Rivalry: Professional and Romantic (Beastman and Horde; for Time's and Life's Approval and Affection; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Social Limitation: Public Identity (Frequently, Major)
10 Vulnerability: 2 x BODY Darkness/Lack of Energy Attacks (Uncommon)
10 Vulnerability: 2 x Effect Darkness/Lack of Energy Attacks (Uncommon)
10 Vulnerability: 2 x STUN Darkness/Lack of Energy Attacks (Uncommon)
Hellfire | Points Summary
Characteristics Cost: 147 Base Points: 300
Powers Cost: 346 Disadvantages: 195
Talents Cost: 0 Total Experience: 43
Perks Cost: 6 Spent Experience: 43
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 39 Total Points: 538
Background

As they planned to use the UN to create a sustained peace in the world, Saul realized that they would have to firepower to deal with national powers as well as local warlords. For this purpose, Samantha Numen was the first uberman created by Saul Numen (alternate Earth).

Personality

Hellfire typically has a cool personality, but as she believes that she is the most potent being in the world, she tends to use maximum force if someone can withstand her initial attacks. 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

"Submit or Feel The HEAT!"

Powers

This is the first extravagant ubergenetic experiment of Saul's. He placed multiple plasmids of energy ubergenes into Samantha's embryonic DNA. Originally, Hellfire's was a potent fire blaster. Now, with experience in the control of energy, she is a potent versatile energy blaster that can emit and absorb a variety of energy, that predominantly manifests as fire, light, or plasma.

Appearance

Samantha almost always wears red and black tights that emphasize her power just as poisonous animal advertise their danger.