Cost Characteristic Value Roll Notes
0 STR 40 17- Lift: 6400.0kg; HTH: 8d6; END: [1]
30 DEX 20 13- OCV: 7  DCV: 7
10 CON 15 12-
0 BODY 10 11-
13 INT 23 14- PER Roll: 14-
20 EGO 20 13- ECV: 7; Mental Defense: 27
8 PRE 18 13- PRE Attack: 3 1/2d6
0 COM 10 11-
3 PD 5/25   Total: 5/25 PD (0/20 rPD)
2 ED 5/25   Total: 5/25 ED (0/20 rED)
10 SPD 4   Phases: 3, 6, 9, 12
0 REC 5   Running: 6" / 12"
0 END 30   Swimming: 2" / 4"
0 STUN 23   Flight: 12" / 96"
Serengeti | Summary
Real Name: Unknown Hair Color: Black
Concept: Mystic Eye Color: Brown
Affiliation: Africa Force 1 Height & Weight: 5' 7" (1.70 m) / 143 lbs (65.00 kg)
Played By: NPC Date of Birth: approximately 1950
Created By: Neil Ma Place of Birth: Karungu, Kenya
Cost Powers END
120 Magic of the Savanna: Variable Power Pool, 80 base + 40 control cost, (120 Active Points)
0 1) Born of the Serengeti: Shape Shift (Sight , Hearing , Smell/Taste and Touch Groups, limited group of shapes (Animals and Plants of the Serengeti)), Imitation, Instant Change, Costs END Only To Change Shape (+1/4) (55 Active Points); Gestures (-1/4) Real Cost: 44 4
0 2) Born of the Serengeti: Larger: Growth (+30 STR, +6 BODY, +6 STUN, -6" KB, 4,160 kg, -4 DCV, +4 PER Rolls to perceive character, 7 m tall, 3 m wide), Costs END Only To Activate (+1/4) (37 Active Points); Limited Power Only With Born of the Serengeti (-1/4) Real Cost: 30 3
0 3) Born of the Serengeti: Smaller: Shrinking (0.0531 m tall, 0.002 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +15" KB), Costs END Only To Activate (+1/4) (62 Active Points); Limited Power Only With Born of the Serengeti (-1/4) Real Cost: 50 5
0 4) Briars and Vines: Entangle 3d6, 4 DEF, Personal Immunity (+1/4), Area Of Effect (4" Any Area; +1) (79 Active Points); Only To Form Barriers (-1), OIF (Available Bush Cluster (grows out of focus); -1/2) Real Cost: 32 8
0 5) Friends of the Plain: Summon 4 100-point creatures, Expanded Class of Beings Limited Group (Animal Resident of the Locale; +1/2), Devoted (+3/4) (67 Active Points); Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) Real Cost: 33 7
0 6) Gust of Dust: Sight Group Flash 5d6, Area Of Effect (11" Cone; +1), No Normal Defense (Sealed Headware, Lack of Eyes; +1) (75 Active Points) Real Cost: 75 7
0 7) Insect Swarm: (Total: 75 Active Cost, 36 Real Cost) Change Environment 16" radius, -4 to Sight Group PER Rolls, -2 to Hearing Group PER Rolls, Multiple Combat Effects, Personal Immunity (+1/4) (56 Active Points); Extra Time (Extra Segment, -1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 28) plus Energy Blast 0 1/2d6, Uncontrolled (Lasts As Long As Change Environment; +1/2), Continuous (+1), No Normal Defense (Completely Sealed Clothing; +1), Does BODY (+1), Area Of Effect (16" Radius; +2) (19 Active Points); Extra Time (Extra Segment, -1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) (Real Cost: 8) Real Cost: 36 8
0 8) Life of the Land: Life Support (Eating: Character does not eat), 1 Continuing Charge lasting 1 Day (+1/4), Usable Simultaneously (up to 256 people at once; +2 1/4) (10 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Characters Must Eat The Produced Food (-1/4) Real Cost: 7 1
0 9) Plainspeak: Telepathy 4d6 ( Animal class of minds) (20 Active Points); Communication Only (-1/4), Incantations (-1/4), Does Not Provide Mental Awareness (-1/4) Real Cost: 11 2
0 10) Sea of Grass: Entangle 1d6, 1 DEF, Takes No Damage From Attacks Physical (+1/4), Reduced Endurance (1/2 END; +1/4), Uncontrolled (Stopped by Survival (Tropical or Subtropical Plains) Roll; +1/2), Based On EGO Combat Value (Mental Defense applies; +1), Continuous (+1) (40 Active Points); Cannot Form Barriers (-1/4), Does Not Provide Mental Awareness (-1/4), Gestures (-1/4), Conditional Power Power Does Not Work In Water (-1/4), Limited Power Does Not Stop Flight/Gliding If Already Flying/Gliding (-1/4) Real Cost: 18 2
0 11) Spirit of the Baboon: Desolidification (affected by Magic) (40 Active Points); Limited Power Only to Escape from Holds and Entangles (-1), Instant (-1/2) Real Cost: 16 4
0 12) Spirit of the Cheetah: Aid 5d6, SPD and any one Movement Power simultaneously (+1/2) (75 Active Points); Costs Endurance (-1/2), Conditional Power Power does not work in Constricted Areas (-1/2), Gestures (-1/4) Real Cost: 33 7
0 13) Spirit of The Herd: Energy Blast 8d6, Area Of Effect (4" Radius; +1); Visible (Looks, Smells, Sounds, and Feels Like a Herd of Local Plains Animals; -1/4), Gestures (-1/4) Real Cost: 53 8
0 14) Spirit of the Migrant Bird: Clairsentience (Sight Group), x16 Range (270"), +2 to PER Roll: +2, Mobile Perception Point (can move up to 24" per Phase): +2, Telescopic (+6 versus Range Modifier): +6, Reduced Endurance (1/2 END; +1/4) (79 Active Points); Gestures (-1/4), Incantations (-1/4), One Sense Only (Normal Sight Only; -1/4) Real Cost: 45 3
0 15) Spirit of the Rhino: Energy Blast 16d6 (80 Active Points); Gestures (-1/4), Beam (-1/4) Real Cost: 53 8
0 16) Stilled Silence: (Total: 41 Active Cost, 27 Real Cost) Darkness to Hearing Group 2" radius, Personal Immunity (+1/4), MegaScale (1" = 1 km; +1/4), Difficult To Dispel (x1 Active Points; +1/4) (17 Active Points); No Range (-1/2) (Real Cost: 11) plus Change Environment 2" radius, -3 to Normal Smell PER Rolls, MegaScale (1" = 1 km; +1/4), Personal Immunity (+1/4), Difficult To Dispel (x1 Active Points; +1/4) (24 Active Points); No Range (-1/2) (Real Cost: 16) Real Cost: 27 4
0 17) Take Root: Healing 1d6, Can Heal Limbs, Costs END Only To Activate (+1/4), Uncontrolled (Until Restored to Normal; +1/2), Continuous (+1), all Characteristics and Inherent powers simultaneously (+2) (71 Active Points); OAF (Staff of the Serengeti; -1), Extra Time (Full Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; Entangle 6d6 6 DEF, Susceptible to End of Healing; -1/2) Real Cost: 24 7
0 18) Tranquil Rain: Mind Control 6d6 ( Human and Additional Class of Minds (Animal) classes of minds), Area Of Effect (4" Radius; +1) (80 Active Points); Set Effect (Only to Calm and Reduce Aggression; -1/2), Visible (Light Rain; -1/4) Real Cost: 46 8
0 19) The Vast Plains: Teleportation 4", x4 Noncombat, Damage Shield (+1/2), Usable As Attack (+1), Continuous (+1), Noncombat acceleration/deceleration (+1), Area Of Effect (12" Radius; +1 1/4), Selective (+1/4) (78 Active Points); Gestures (-1/4) Real Cost: 62 8
0 20) Walk the Paths: Teleportation 10", x8 Increased Mass, MegaScale (1" = 100 m; +1/4), Safe Blind Teleport (+1/4), Reduced Endurance (1/2 END; +1/4) (61 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 49 2
22 RootStaff of the Serengeti: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)
4m 1) Body Ward: Force Field (6 PD/6 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Ranged (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (42 Active Points); OAF (-1)
1m 2) Mind Ward: Mental Defense (13 points total), Ranged (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (14 Active Points); OAF (-1)
4m 3) Power of the Serengeti: Aid 3d6, Can Add Maximum Of 30 Points, any Magic power one at a time (+1/4) (45 Active Points); OAF (-1)
4m 4) Sense Ward: Force Field (2 Flash Defense: Touch Group/2 Flash Defense: Smell/Taste Group/6 Flash Defense: Sight Group/2 Flash Defense: Mental Group/4 Flash Defense: Hearing Group), Ranged (+1/2), Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 4 people at once; +3/4) (44 Active Points); OAF (-1)
2m 5) Soul Ward: Power Defense (10 points), Ranged (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (22 Active Points); OAF (-1)
2u 6) The Serengeti: Cosmetic Transform 2d6+1 (Surrounding Terrain into Plains, Time (5 Active Points PerTurn)), MegaScale (1" = 1 km; +1/4), Area Of Effect (One Hex; +1/2), Partial Transform (+1/2), Uncontrolled (+1/2), Continuous (+1) (45 Active Points); OAF (-1), Extra Time (Full Phase, -1/2), Gradual Effect (1 Turn (Post-Segment 12); Gradual Effect Starts At Staff and then Gradually Spreads Out; -1/4) 4
11 Guarded by the Land: Elemental Control, 44-point powers, (22 Active Points); all slots Conditional Power Does Not Work in Developed Areas (-1)
11 1) Eyes of the Land: Spatial Awareness (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Telescopic (+1 versus Range Modifier) (38 Active Points); Conditional Power Does Not Work in Developed Areas (-1)
18 2) Armor of the Land: Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense/3 Flash Defense: Smell/Taste Group/3 Flash Defense: Hearing Group/3 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (58 Active Points); Conditional Power Does Not Work in Developed Areas (-1)
13 Serengeti Bodysuit: Elemental Control, 40-point powers, (20 Active Points); all slots Cyberware Battlesuit (-1/2)
12 1) Enhanced Strength: +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); No Figured Characteristics (-1/2), Cyberware Battlesuit (-1/2)
26 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)
15 3) Protective Force Field: Force Field (14 PD/14 ED), Reduced Endurance (0 END; +1/2) (42 Active Points); Cyberware Battlesuit (-1/2)
13 4) Sealed Systems: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (39 Active Points); Cyberware Battlesuit (-1/2)
8 Amulet of the Elephant: (Total: 10 Active Cost, 8 Real Cost) +5 Mental Defense (13 points total) (5 Active Points); IAF (-1/2) (Real Cost: 3) plus Power Defense (5 points) (Real Cost: 5)
16 Power of the Staff: Endurance Reserve (30 END, 30 REC) (33 Active Points); OAF (Staff of the Serengeti; -1)
11 Serengeti's Mana: Endurance Reserve (60 END, 5 REC) (11 Active Points)
4 Sustained by the Serengeti: Life Support (Eating: Character only has to eat once per week; Longevity: 400 Years; Sleeping: Character only has to sleep 8 hours per week)
22 Visions of Vast Space: Line of Sight for Up to 60 Active Points, any Ranged power one at a time (+1/4), Line Of Sight (+1/2) (45 Active Points); OAF (Staff of the Serengeti; -1) 4
Cost Talents
5 Magesight
Cost Perquisites
18 Contact: Rada Team (Contact has: extremely useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (18 Active Points) 11-
1 Fringe Benefit: Passport
1 Fringe Benefit: Right to Marry: Can perform the marriage ceremony
Cost Skills
20 +2 Overall
10 +2 with Magic
3 AK: Rift Valley and Serengeti 14-
3 Analyze: Magic 14-
4 Animal Handler (Birds, Bovines, Raptors) 13-
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 14-
Teamwork 13-
3 Cloak 13-
3 Concealment 14-
3 Conversation 13-
Everyman Skills
AK: Karungu, Kenya
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Maasai (idiomatic) (4 Active Points)
PS: Hermit
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
3 Facade 13-
3 KS: Mystics 14-
2 KS: The Savanah 11-
2 Language: English (fluent conversation)
4 Language: Swahili (idiomatic)
3 Lipreading 14-
2 PS: Supermage 11-
1 Security Systems 14- (3 Active Points); Limited Power Magic Only (-1 1/2)
3 Shadowing 14-
3 Sleight Of Hand 13-
3 Stealth 13-
2 Survival (Temperate/Subtropical Plains, Tropical Plains) 14-
2 TF: Riding Animals
3 Veil 13-
1 WF: Staffs
275+ Disadvantages
10 Distinctive Features: Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
5 Hunted: Chui Uramali 8- (Less Pow, Harshly Punish)
15 Hunted: Large Corporations Doing Business in the Serengeti and Rift Valley Area 11- (Mo Pow, NCI, Watching)
20 Hunted: Sterling House (and T.I.T.A.N.) 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Doesn't Understand Modern Technology (Frequently, Greatly Impairing)
15 Physical Limitation: Pain Through His Body When the Land (Serengeti or Rift Valley) Is Harmed (Frequently, Greatly Impairing)
Notes: Suffers -1 to All Rolls If Land Is Being/Has Been Damaged Since His Last Phase; -2 With Severe Damage to The Land; Can Recover +1 if CON Roll Is Made and Half Phase Is Spent]
15 Psychological Limitation: Disdain for Polluters (Common, Strong)
15 Psychological Limitation: Mysterious and Enigmatic (Common, Strong)
15 Psychological Limitation: Reluctant to Kill (Common, Strong)
10 Social Limitation: Held to a Higher Standard (Frequently, Minor)
10 Vulnerability: 1 1/2 x BODY Fire Attacks (Common)
10 Vulnerability: 1 1/2 x STUN Fire Attacks (Common)
Serengeti | Points Summary
Characteristics Cost: 96 Base Points: 275
Powers Cost: 339 Disadvantages: 155
Talents Cost: 5 Total Experience: 120
Perks Cost: 20 Spent Experience: 120
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 90 Total Points: 550

In the ancient past of some, it is said that the world once was blanketed by snow thicker than that found atop Kilimanjaro. Yet others say that it was a fiery land even hotter than the Sahara in early afternoon. All agree that the gods made the world such that man can live.

The tribes of the Congo claim that the gods made the jungle. Others claim that the gods made wooded vales with streams running through. Some say that the gods made the vast plains. All are true, or perhaps none. But the living land holds a power all its own, tied to no god. Once long ago there were several wizards of the savanna, each guiding and aiding a tribe by channeling the spirit essence of the earth and the life force.

Then there was devastation. The tribes warred amongst each other each seeking to control the essence and control the other peoples. The spirits became angry and fled. Long was it that not a single wizard of the savanna could summon the essence and, slowly, one by one they died or faded away or left to seek the essence of far away lands. The people weakened and others from far away places came and dominated them.

When finally peace began to settle into the land of the savannas, the people began to leave or build enormous cities. Nearly all had forgotten about the essence of the savanna. But not all.

Among a single tribe now living within the borders of a land called Kenya, there was a family who was deemed by all others of their tribe as eccentric. They did things - said strange words, made strange motions, mixed strange things together. All that to no effect although they continued to claim that some day - maybe tomorrow, maybe the next generation, maybe ten generations to come - the magic would return. Most treated them as eccentrics, some derided them privately or publicly. A woman passed knowledge onto her son; he passed knowledge onto her daughter; and so forth. Finally, a woman of this family was the first for many many generations to be able to feel the essence and to use the knowledge. And she named her son, Serengeti, and taught him as her father taught her. Only now, she wielded magic as she taught and he did, too.

On her fiftieth birthday, the woman ascended to the top of Kilimanjaro. She looked at the plains below - swaying grass, moving herds - and waited for night to fall. Finally, gazing at the multitude of stars in the heaven and at the bright full moon, she spread her arms and simply said, "Here I am."

Her body disappeared and her essence merged with that of the savanna. And her son, sleeping a great distance away upon the soft grass felt it happen, suddenly feeling closer to the essence and at the same time closer to his mother. It was as if he had all along been holding a pot of water and now the pot was connected to Nalubaale itself. And it was his mother that was the vast pipe that connected his pot to Nalubaale.


The land of the Serengeti and Rift Valley, along with its plants, animal, and people, is the domain of the wizard, Serengeti. He is servant to the domain rather than ruler of the domain. Those who defile the Land or lay waste to its people or its other living creatures are his enemy. He joined Africa Force seeing their good purpose and their conviction to their purpose. And of the Africa Force One team, he is at once both the most powerful and the least reliable. That is not to say that he cannot be counted upon when the team is in trouble, but he does have his own agenda that occasionally comes in conflict.


"This is the land that gave birth to you. How would you treat your own mother?"


The wizard, Serengeti, is the sole surviving Wizard of the Savanna. He can tap its essence and wield a variety of magic spells that derive from the Serengeti Plains and Rift Valley. The Land protects him and he can channel this protection to guard his allies as well. And, although, he doesn't make any effort to understand modern technology, he does wear an Africa Force Suit made very user friendly by his teammate, Jean-Pierre Nthanda (Resolute).


He wears a simple loincloth of the softened hide of an antelope. He carries a staff enchanted from a young baobab with many carvings and a quintet of rootstubs protruding from the bottom. There are herbs and a variety of small things in a pouch attached to the loincloth. The only adornment that he displays is an ebony amulet intricately carved to the shape of elephant, tied about his neck by a cord of dried vines.