Doctor Jacques Assamoua
Cost Characteristic Value Roll Notes
5 STR 45 18- Lift: 12.8tons; HTH: 9d6; END: [4]
15 DEX 25 14- OCV: 8  DCV: 8
20 CON 30 15-
10 BODY 15 12-
5 INT 35 16- PER Roll: 18-
8 EGO 14 12- ECV: 5; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
-2 COM 6 10-
7 PD 10   Total: 30 PD (20 rPD)
4 ED 8   Total: 28 ED (20 rED)
5 SPD 5   Phases: 3, 5, 8, 10, 12
-12 REC 15   Running: 16" / 32"
0 END 40   Swimming: 2" / 4"
0 STUN 58  
Revenant | Summary
Real Name: Doctor Jacques Assamoua Hair Color: Black
Concept: Powered Armour (Cyborg) Eye Color: Brown
Affiliation: Legion Height & Weight: 6' 8" (2.02 m) / 243 lbs (110.00 kg)
Played By: NPC Nationality: Ivorian
Created By: Ben Langdon Place of Birth: Abidjan, Cote d'Ivoire
GM: NPC Date of Birth: June 29, 1943
Cost Powers END
8 Cyborg Body - Major Systems: Elemental Control, 20-point powers, (10 Active Points); all slots Cyberware Cybernetics (-1/4)
8 1) Back Up System: Back Up System: +40 END, Trigger (When END Falls To 0) (Misfire; +0) (20 Active Points); Cyberware Cybernetics (-1/4)
34 2) Cyborg Claws: Killing Attack - Hand-To-Hand 2d6 (4d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (52 Active Points); Cyberware Cybernetics (-1/4) 2
16 3) Cyborg Body: Armor (10 PD/10 ED) (30 Active Points); Cyberware Cybernetics (-1/4) 0
11 4) Cybernetic Enhancements I: +30 STR (30 Active Points); No Figured Characteristics (-1/2), Cyberware Cybernetics (-1/4) 3
11 5) Cybernetic Enhancements II: +10 DEX (30 Active Points); No Figured Characteristics (-1/2), Cyberware Cybernetics (-1/4)
6 6) Cybernetic Enhancements III: +10 CON (20 Active Points); No Figured Characteristics (-1/2), Cyberware Cybernetics (-1/4)
12 7) Cybernetic Instant Recovery Systems: +25 STUN (25 Active Points); Cyberware Cybernetics (-1/4)
8 8) Cybernetic Processing Unit: +20 INT (20 Active Points); Cyberware Cybernetics (-1/4)
8 9) Enhanced Reaction Time: +2 SPD (20 Active Points); Cyberware Cybernetics (-1/4)
8 10) Enhanced Land Speed: Running +10" (16" total) (20 Active Points); Cyberware Cybernetics (-1/4) 2
6 11) Radar: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Costs Endurance (-1/2), Cyberware Cybernetics (-1/4) 2
14 12) Regenerative Systems I: +14 REC (28 Active Points); Cyberware Cybernetics (-1/4)
5 13) Regenerative Systems Ii: Healing 2d6, Can Heal Limbs (25 Active Points); Extra Time (1 Minute, -1 1/2), Self Only (-1/2), Cyberware Cybernetics (-1/4) 2
6 14) Sealed Systems: Life Support (Eating: Character only has to eat once per week; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Costs Endurance (-1/2), Cyberware Cybernetics (-1/4) 2
8 15) Shock Absorbers: Knockback Resistance -10" (20 Active Points); Cyberware Cybernetics (-1/4) 0
8 16) Superior Production: (Total: 20 Active Cost, 16 Real Cost) Lack Of Weakness (-5) for Normal Defense (5 Active Points); Cyberware Cybernetics (-1/4) (Real Cost: 4) plus Lack Of Weakness (-5) for Resistant Defenses (5 Active Points); Cyberware Cybernetics (-1/4) (Real Cost: 4) plus Power Defense (10 points) (10 Active Points); Cyberware Cybernetics (-1/4) (Real Cost: 8) 0
8 17) Telescopic Capabilities: +5 versus Range Modifier for Sight Group, Hearing Group and Radar (19 Active Points); Cyberware Cybernetics (-1/4) 0
3 Legion Armour: Elemental Control, 10-point powers, (5 Active Points); all slots OIF (-1/2)
14 1) Body Armour: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2), Real Armor (-1/4) 0
3 2) Defensive Systems I: Hearing Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
3 3) Defensive Systems II: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2) 0
3 4) Infrared Vision: Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 0
9 5) Legion Link: Mind Link , Specific Group of Minds, Any distance, Number of Minds (x8) (30 Active Points); Only With Others Who Have Mind Link (-1), OIF (-1/2), Does Not Provide Mental Awareness (-1/4) 0
5 Boosted Senses: +2 PER with all Sense Groups (6 Active Points); Cyberware Cybernetics (-1/4) 0
1 Extended (Cyborg) Life: Life Support (Longevity: 200 Years); Cyberware Cybernetics (-1/4) 0
Cost Perquisites
1 Surgeon: Education: PhD in Medicine and Bioengineering
3 Underworld Surgeon: Reputation: Expert Cybernetic Surgeon (A small to medium sized group) 11-, +3/+3d6
Cost Skills
2 AK: Global War Zones 11-
3 Breakfall 14-
3 Bugging 16-
3 Computer Programming 16-
3 Cryptography 16-
3 Deduction 16-
3 Electronics 16-
0 Everyman Skills
AK: Abidjan, Cote d'Ivoire 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
PS: Soldier 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 Inventor 16-
10 Linguist
Language: Arabic (Modern) (fluent conversation)
Language: Dyula (completely fluent)
Language: English (completely fluent)
Language: French (Idiomatic, native accent)
[Notes: Native Language]
Language: Latin (completely fluent)
3 Mechanics 16-
3 Paramedics 16-
3 PS: Cybernetic Surgeon 16-
8 Scholar
KS: French Foreign Legion 11-
KS: Known Cyborgs 16-
KS: Witch Doctor 16-
16 Scientist
SS: Cybernetic Surgery 20-
SS: Cybernetics 19-
SS: Medicine 16-
3 Security Systems 16-
3 Systems Operation 16-
3 Tactics 16-
2 WF: Small Arms
200+ Disadvantages
15 Distinctive Features: Obvious Superhuman (Cyborg)
15 Hunted: Dawnstars 8-
15 Physical Limitation: Cybernetic Systems Require Specialist Medical Care
10 Psychological Limitation: Loyal To The Legion
15 Psychological Limitation: Scientific (Cybernetic) Curiosity
15 Psychological Limitation: Sees Humans As Nothing More Than Potential Test Subjects
10 Psychological Limitation: Uncomfortable in the Company of 'Biologicals' (Non-Cyborgs)
15 Social Limitation: Alliance With Witch Doctor
15 Social Limitation: No Longer Considered Human
15 Susceptibility: Electrical-Based Attacks 2d6 Drain INT per Turn (or Instant)
10 Vulnerability: 2 x STUN Electricity-Based Attacks
32 Experience Points
Revenant | Points Summary
Characteristics Cost: 75 Base Points: 200
Powers Cost: 226 Disadvantages: 150
Talents Cost: 0 Total Experience: 32
Perks Cost: 4 Spent Experience: 32
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 77 Total Points: 382

Doctor Assamoua has led a very shadowy life, although his influence has been felt since the 1970s. Beginning a military career in Abidjan, Cote d'Ivoire, he was soon dissatisfied with the conditions and travelled illegally to Algeria where he volunteered for service in the Legion Etrangere, or the French Foreign Legion. Unfortunately, Assamoua joined the Legion in 1961 and was part of the regiment which sided with Algeria when it fought for independence against the French. Assamoua and the regiment he fought with were discharged and the Legion moved to France for the first time since its founding in 1831.

The disgraced regiment escaped imprisonment and travelled south, deeper into conflict-ridden Africa where they became known as the Legion. Assamoua began to study medicine, particularly in relation to the military. When the Legion were hired by the Witch Hunter during his land grab for the founding of Azambia, Assamoua used the opportunity to forge closer links with the up and coming warlord. The Legion stayed in Azambia for the first few years of establishment and Assamoua attended the university there which made use of like-minded lecturers and specialists who saw the establishment of Azambia as a chance to forge a new future for Africa.

When the Legion left Azambia they met with a series of unfortunate defeats across the globe, particularly in Indonesia and south-east Asia. Their membership dwindled and Assamoua found himself rising in rank as his superiors died around him. He decided to wrest control and took the Legion back to Cote d'Ivoire where he established a hidden base of operations, including a sophisticated medical facility.

While continuing to fight in conflicts around the world, the Legion also became known for its cybernetic expertise and Assamoua was responsible for innovative cybernetic surgery on such figures as Naga of the Assembly and other people who had been abducted for the purpose of experimentation. He worked closely with the Witch Doctor and drew resources and test subjects from Azambia.

As members of the Legion continued to be killed in far-away conflicts, Assamoua began using his knowledge of cybernetics to rebuild his soldiers, thus creating a cyborg legion. Its membership swelled during the 1990s until it could boast of a force of thirty soldiers. After investing a lot of resources in Remus' ill-fated DIYUbergene Project the Legion was reduced in number, although Assamoua managed to recruit several discontented ubers such as Medusa, Triune, Torch and Armageddon.

This new Legion severed its close ties with Remus and have since operated with a kind of neutrality which roughly translates as 'whoever has the money has our support'. Assamoua has the ear of Witch Doctor and still offers him support whenever it is needed, both overt and covert; but otherwise the future of the Legion has been hijacked by Medusa who sees the force as a way to pursue justice while also lining their pockets. Surprisingly, Assamoua has not appeared to resent Medusa's rise to power and has spent more and more of his time researching advanced cybernetics.


Doctor Assamoua has become more and more engrossed with the possibilities of cybernetics and after mostly moving away from using test subjects he spends a lot of his time working on his own body, most of which is now artificial. He prides himself on his detached morality, not allowing 'human feelings' to invade his precise decision making capabilities. He prefers his own company to that of other people and often appears uncomfortable in the company of 'biologicals'.


"I can see the potential in you. What, with a few modifications, you could be perfect."


Revenant is almost entirely machine, the result of a series of cybernetic operations over more than a decade. His arms are his most obvious modification and are able to rend most metals and, obviously, flesh and bone. His biological systems have been augmented through cybernetics granting him extraordinary physical and mental attributes, although these modifications have also resulted in giving him a susceptibility to electrical-based attacks which tend to drain his mental processing ability.


Revenant does not look human. Beyond his obvious cyborg arms, there is something unnatural about the way he moves. Even when unmoving, his body takes on a monstrous stance. Underneath his Legion costume, Revenant's body is mostly metal and exposed wiring. While he has, in the past, managed to produce synthetic skin-like material, he no longer feels the need to hide himself behind 'biological' cloth.

Like all members of Legion, Revenant wears a highly resistant black body armour with dark grey pads on the legs, shoulders, boots and gloves. His mask has a stylised skull motif with green eyes (infrared visor), and this symbol is repeated on the shoulder pads. There is a Legion symbol on the left side of his chest: a lightning-like 'L' in yellow.