Heru-sa-Aset (God Form)
Sahkr Junayd
Cost Characteristic Value Roll Notes
55 STR 65/80 22- / 25- Lift: 204.8tons/1.6ktons; HTH: 13d6/16d6; END: [6]
30 DEX 20 13- OCV: 7  DCV: 7
36 CON 28 15-
16 BODY 18 13-
8 INT 18 13- PER Roll: 13-
16 EGO 18 13- ECV: 6; Mental Defense: 8
13 PRE 23 14- PRE Attack: 4 1/2d6
2 COM 14 12-
5 PD 18/26   Total: 18/26 PD (0/8 rPD)
12 ED 18/26   Total: 18/26 ED (0/8 rED)
20 SPD 5   Phases: 3, 5, 8, 10, 12
0 REC 19   Running: 6" / 12"
1 END 58   Swimming: 2" / 4"
0 STUN 65   Flight: 12" / 96"
Heru-sa-Aset (God Form) | Summary
Real Name: Sahkr Junayd Hair Color: Brown and Gray Feathers
Concept: Brick/Metamorph Eye Color: Golden
Affiliation: Africa Force 1 Height & Weight: 5' 10" (1.78 m) / 161 lbs (73.00 kg)
Played By: NPC Date of Birth: some time in the 5th millenium BC
Created By: Neil Ma Place of Birth: Luxor, Upper Nile Egypt
Cost Powers END
17 The God: Horus: Elemental Control, 34-point powers
20 1) Godly Might I: Energy Damage Reduction, Resistant, 50%, Inherent (+1/4) (37 Active Points)
20 2) Godly Might II: Physical Damage Reduction, Resistant, 50%, Inherent (+1/4) (37 Active Points)
17 3) Godly Physiology: Life Support (Eating: Character does not eat; Extended Breathing; Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per year), Inherent (+1/4) (34 Active Points)
39 4) Not a Mere Mortal: (Total: 55 Active Cost, 55 Real Cost) +8 Mental Defense (12 points total), Inherent (+1/4) (11 Active Points) (Real Cost: 11) plus Power Defense (10 points), Inherent (+1/4) (12 Active Points) (Real Cost: 12) plus Sight Group Flash Defense (8 points), Inherent (+1/4) (10 Active Points) (Real Cost: 10) plus Hearing Group Flash Defense (5 points), Inherent (+1/4) (6 Active Points) (Real Cost: 6) plus Smell/Taste Group Flash Defense (3 points), Inherent (+1/4) (4 Active Points) (Real Cost: 4) plus Touch Group Flash Defense (3 points), Inherent (+1/4) (4 Active Points) (Real Cost: 4) plus Lack Of Weakness (-3) for Normal Defense, Inherent (+1/4) (4 Active Points) (Real Cost: 4) plus Lack Of Weakness (-3) for Resistant Defenses, Inherent (+1/4) (4 Active Points) (Real Cost: 4)
7 Horus Bodysuit: Elemental Control, 22-point powers, (11 Active Points); all slots Cyberware Battlesuit (-1/2)
5 1) Enhanced Strength: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), Cyberware Battlesuit (-1/2)
32 2) Limited Propulsion Systems: Flight 12", x8 Noncombat, Usable Underwater (+1/4), Reduced Endurance (0 END; +1/2) (59 Active Points); Cyberware Battlesuit (-1/2)
9 3) Protective Force Field: Force Field (8 PD/8 ED), Reduced Endurance (0 END; +1/2) (24 Active Points); Cyberware Battlesuit (-1/2)
8 4) Sealed Systems: Life Support (Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (23 Active Points); Cyberware Battlesuit (-1/2)
4 Ankh of Isis: Elemental Control, 12-point powers, (6 Active Points); all slots IAF (-1/2)
29 1) Become Mortal: Multiform (249 Character Points in the most expensive form), (Change to Human Form; +0) (50 Active Points); IAF (-1/2)
2 2) Two as One: Mind Link , Heru-sa-Aset (Horus Form) class of minds, One Specific Mind, Psychic Bond, Inherent (+1/4) (12 Active Points); Only With Others Who Have Mind Link (-1), IAF (-1/2)
Cost Perquisites
3 Anonymity
Cost Skills
20 +2 Overall
16 +2 with All Combat
Africa Force Package
Communicator Earpiece: High Range Radio Perception (Radio Group) (12 Active Points); IIF (-)
Communicator Signal: Detect Other AF Communicators 11- (Radio Group), 360 Degrees, Tracking (13 Active Points); IIF (-)
AK: Countries of the Africa Force Accord 11-
Hunted: Africa Force 11- (Mo Pow, Watching)
Hunted: Africa Force Rogues Gallery 8- (Mo Pow, NCI, Harshly Punish)
KS: Africa Force 11-
KS: African Politics 11-
KS: Enemies of Africa Force (Known Adversaries) 11-
Paramedics 13-
Teamwork 13-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 13-
3 Cryptography 13-
Everyman Skills
AK: The Nile, Egypt
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: God
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
3 KS: Egyptian Gods 13-
Language: Ancient Egyptian (idiomatic) (4 Active Points)
Language: Ancient Greek (fluent conversation) (2 Active Points)
Language: Ancient Persian (fluent conversation) (2 Active Points)
Language: Arabic (fluent conversation) (2 Active Points)
Language: Hebrew (fluent conversation) (2 Active Points)
Language: Persian (completely fluent) (3 Active Points)
Language: Swahili (fluent conversation) (2 Active Points)
3 Persuasion 14-
5 Rapid Attack (HTH)
1 SS: Anthropology 8-
2 SS: Archeology 11-
1 Security Systems 8-
5 TF: Riding Animals, Carts & Carriages, Chariots, Rafts
3 Trading 14-
6 WF: Common Melee Weapons, Common Missile Weapons, Staffs, Whips
250+ Disadvantages
20 Hunted: Fatwa 8- (Mo Pow, NCI, Harshly Punish)
20 Hunted: Sons of Set 8- (Mo Pow, NCI, Harshly Punish)
15 Psychological Limitation: Disdain for Religious Fanatics (Common, Strong)
15 Psychological Limitation: Flashbacks Of Battle with Set in Which Horus Lost His Eye Whenever He Sees an Image of Set or Hears Someone Talking about Set (Common, Strong)
15 Psychological Limitation: Monitors Sons of Set (Common, Strong)
10 Psychological Limitation: Will Not Murder (Common, Moderate)
20 Psychological Limitation: Won't Allow Bystanders To Come To Harm (Common, Total)
10 Social Limitation: Noblesse Oblige (Frequently, Minor)
15 Social Limitation: Secret Identity (Frequently, Major)
10 Social Limitation: Unwanted Family Connection (Omar al-Rajastan/Imam) (Frequently, Minor)
Heru-sa-Aset (God Form) | Points Summary
Characteristics Cost: 214 Base Points: 250
Powers Cost: 208 Disadvantages: 150
Talents Cost: 0 Total Experience: 116
Perks Cost: 3 Spent Experience: 116
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 91 Total Points: 516

Like a blanket of cotton, the clouds lay beneath and hid the land and the people from the bright eye of Horus. It was just as well.

The battle with his uncle, Set, had drained him and he needed to be invigorated. Rest and time would help, the prayers of the people would help more. Egypt needed him strong once more so that it could thrive and prosper. He would rest.

As he rested, though, his mind continued to return to the evil god. Set had the very bad habit of surviving. At last, weary of worrying about his enemy who no longer walked upon the world and no longer lent his silver tongue to guide men to do base deeds, Horus removed from his own neck the amulet given by his mother Isis.

"Upon this amulet, I bestow a portion of my power to be dedicated to safeguarding the world of man from my rival, Set," he decreed to the ankh. "Should there ever be a time that the evil god calls upon men to do his bidding, let the prophesies show that a righteous man shall come into possession of the token of Isis that he shall become champion of Horus. He shall be called Heru-sa-Aset. And he shall wield the power of a god to overcome evil."

The memory of Set vanished from the mind of Horus, and seemed like the memory of another. The god felt weaker, but knew that, with time, most of his strength would return. He smiled and let the amulet fall from the sky as he lay down to sleep. It spun through the heavy clouds and dropped alongside the rain. It tumbled down a stream and into the Nile.

Many years later, along with a bucket full of pebbles, it was sifted from the loam of the delta. The workman took it to the foreman who took it to a priest. The priest laid it in a box of cedar from Phoenicia and the high priest placed the box in the anteroom of the pharoah's tomb. There the amulet sat for over two millenia waiting until its purpose finally called it.


As an avatar of the god of Egyptians, Heru-sa-Aset, feels strongly that he has two duties to perform in this world. The first and foremost is to stop Set and his minions. The second is to safeguard the lives and happiness of the people of Egypt, Africa, and the world.


"I am the champion of good and bane of evil!"


Heru-sa-Aset is an avatar of the Egyptian god, Horus. As such, he has superhuman strength, agility, and durability. He also wears a modified Africa Force Suit that is a multiplier for his abilities.


The Horus avatar form of Heru-sa-Aset is slightly taller and slightly more stocky than Sahkr Junayd. His Africa Force Suit is modified to have an ancient Egyptian look with metallic blue and gold predominating.