ORIGINAL CHARACTERS FOR
THE ALLIANCE CAMPAIGN
Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Incredible (40)
Endurance: Incredible (40)
Reason: Typical (6)
Intuition: Remarkable (30)
Psyche: Amazing (50)
Health: 150
Karma: 86
Resources: Good (10)
Popularity: 25 (85 in Africa)
POWERS
1) Supremacy. Amra can communicate with all animals with Remarkable ability. In addition, he may control mammals with Amazing ability. This requires a clear means of verbal communication. This ability is boosted to Unearthly when dealing with mammals native to Africa.
2) Fearlessness. Amra is utterly invulnerable (Class 1000 resistance) to any attempts to instill fear, doubt, or panic attacks.
3) Leonine Physiology. Amra resembles a large, humanoid lion of enormous size. He enjoys Typical protection from blunt physical attacks and his fur affords him Excellent resistance to cold. His claws and teeth are constructed of Incredible Material; he can rake his claws for Remarkable edged damage and he can bite for Incredible edged damage. His legs are especially powerful allowing him to leap with Amazing strength and run at Good speed (4 areas per turn). His senses are also as keen as those of a jungle predator. He can track by scent with Amazing accuracy and he can see in the dark with Remarkable infravision.
TALENTS
Incredible Reason in the fields of zoology, survival, and hunting (natural experience).
Martial Arts A, D, E (equivalent to animal ferocity).
Languages: Swahili, English
KARMA BONUS
King of the Beasts: +8 Karma for each animal saved from man's depravations. Double Karma award for defeating poachers and hunters. Karma penalties for loss of animal life.
LIMITATIONS
Noble, aloof, and direct: -5 Karma for each round spent in small talk, public relations, or other such petty activities. Unusual appearance, easily recognized and will not hide it.
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