Dumont (Real Name: André Macedo Luis)

André Luis was always a dreamy kid, reading all kind of old-fashioned space opera and science fiction books, from Jules Verne till Perry Rhodan. But his real life hero was in fact Santos-Dumont, the brazilian who made the first aeroplanes that could get out the ground by his own, with 14 Bis and Demoiselle, the first that was really closed.

During the Event, he was working into a experimental jet turbine, part of a graduation work when the Event happened. When he woke up, he saw some people from a bus that fell in the river next him. They had get out the bus, but needed to be rescued.

He just came with the idea to put some superglue on the turbine, put a jacket over it and put this thing on his back.

It was the first version of his own “Demoiselle”.

People didn’t understood from where he came, but he was able to take back people and, when the bus was a little lighter from people, to use the jetpack to help himself to pull over the bus back to the earth, saving people.

With time, he was contacted by Heroes Without Borders to help them: Verne-types are very dear for HWB, specially those multifocused as André. Then, he chosed to homage his inspiration in life to be an inspiration himself: now he’s known as Dumont, dressed on 1930s elegant clothes, a good Swiss analogic wristwatch and the iconic Fedora Santos-Dumont used and now he uses as a crest.

He likes many types of technology, but specially those who looks “pulp-era”: in fact, he’s too much anachronist, disliking computers or cellphones, using it only as much as really needed. He writes with a fountain pen in paper as much as he wants, with lots of projects drawn on it, using his flamboyant calligraphy.

No matter what happens, Dumont is always in his “hero costume”: the 1930 suit, the Fedora Hat he styled as his hero one’s, and he uses as crest (sometimes exchanged by a aviator’s hat) and goggles. He also uses a special holder that helps him to put Demoiselle, his so-called “back-jet”, a jet-pack that unfolds wings and so. He also have on it some afterbuners for special manuevers, a special kind of radar that gives him supersenses, and laser cannons that, sometimes, can be pushed over to provoke a very powerful attack that can bring some pain even for A-Type Atlas or Ajaxes.


Type Aspect
Power Aspect A-Class Verne
Hero Aspect The Flying Dilettante with his Back-Jet
Trouble Overconfident in his Demoiselle
Background Brazilian Pride
Background Weirdly Anachronist


Attribute Level
Alertness Great (+4)
Discernment Superb (+5)
Willpower Great (+4)
Presence Fair (+2)


Skill Level
Academics Good (+3)
Deceive Average (+1)
Drive Fair (+2)
Engineering Good (+3)
Investigate Average (+1)
Provoke Average (+1)
Rapport Average (+1)
Shoot Average (+1)


Attribute Level
Contacts Fair (+2)
Reputation Fair (+2)
Wealth Good (+3)

Stunts [ SFP Remaining: 3 ]

  • Lighting Reflexes
  • Eureka x4
  • Just Give me a moment!
  • Gear: Demoiselle the “Back Jet”
    • Special Hull: pay 1FP and transfer the attack Dumont suffered to the Armor.
    • Supersenses
    • Dance with Bullets
    • Laser Gun: WR4
    • Special Attack (Laser Gun): WR10

Stress and Consequences

Stress Bar
Physical 2
Mental 4
Resources 2
Consequences Normal Extra Physical Extra Mental Extra Resource
Mild (+2) 1      
Moderate (+4) 1      
Severe (+6) 1      

Capoeira (Real Name: Samuel da Mata)

Samuel da Mata was successor from a school of the mixed dance and martial arts Capoeira, when during the Event he heard in his mind his patron Orisha, Xangô, calling him for protecting the poor. When his senses came back, he felt himself full of energy and used his new powers and agility to rescue as many people as he could.

He did not like to assume the gringo (foreigner) idea of a cape or costume. He use only the cotton shirt and pants, held in place by a pair of colored cords that represent his level at Capoeira. He is somewhat neutral with gringos, but he respect a lot the people from HWB and those with them


Type Aspect
Power Aspect A-Class Paragon Martial Artist
Hero Aspect Master of Capoeira Martial Arts
Trouble Don’t understand too much gringos
Background “Capoeira é pra quem sabe jogar!” (Capoeira is for those who understand it)
Background My only protection is Xangô


Attribute Level
Alertness Good (+3)
Athleticism Superb (+5)
Physique Great (+4)
Discernment Fair (+2)
Willpower Fair (+2)


Skill Level
Academics Good (+3)
Aid Average (+1)
Deceive Good (+3)
Drive Average (+1)
Fight Great (+4)
Provoke Average (+1)
Stealth Fair (+2)
Survival Average (+1)


Attribute Level
Contacts Average (+1)
Reputation Fair (+2)

Stunts [ SFP Remaining: 3 ]

  • Dance with Bullets
  • Powerful Athleticism x4 (4 SFP)
  • Reflect Force
  • Gear: Facão de Xangô (Xangô’s Machete) - 4 WR
  • Gear: Machado de Xangô (Xangô’s Tomahawk) - 2 WR on the Attack, can use Fight Instead of Shoot to throw it
  • Peak Human Physique x1 (2 FP)
  • Battle Rally: +1 with Fight while he could hear any kind of music that he could use to dictate a combat rhythm

Stress and Consequences

Stress Bar
Physical 4
Mental 3
Resources 1
Consequences Normal Extra Physical Extra Mental Extra Resource
Mild (+2) 1 1    
Moderate (+4) 1      
Severe (+6) 1      

Asimov Type

One the most weird kind of breakthrough that the Event gave us is the Asimov. Asimovs are basically non-corporeal (or at least artificially corporeal) non-human intelligences that came over via other’s breakthrough (normally from Vernes) and get some kind of independence.

In common, all the Asimovs has the following characteristics:

  • Heightened intelligence and/or mental prowess;
  • Cold logic (at least in some times);
  • Some hardwired limits (like the Asimov’s Three Laws);
  • Very capable on “interacting” (using directly) machines/computers;

Invokes and Compels

Asimovs normally Invoke their Power Aspects to reflect their accomplishment with machines and technological systems, to control or access systems easily and to use them to gather needed information or change date.

However, Asimovs are known by their non-human quirks, from the perky to the dangerous. And this is the main way to Compel Asimovs’ Power Aspect: to reflect their weirdness with human thinking and occasional absence of logic and to act logically when this is not a good thing.

Asimovs also can be compelled on their Power Aspects to restrict them to do some actions because of some hardwired definitions. As the Power Aspect can’t change, also the actions can’t. However, they can create “exceptions” via other Aspects (like Zeroth Law of Robotics)

Power Skill: Interface

Some Asimov has the capacity to hook themselves into technological gear or systems, via connections or any other kind of way. For them, to do this is second nature: they don’t need even to “think” on it, just think on do this. To reflect this, they (some of them at leat) should buy the Interface Power Skill, reflecting the velocity and flexibility of their hook up ability. He can almost everything inside a System, however outside systems it’s not too much useful.

  • O: You can use it to remove Aspects that could be related to security systems, like Security Doors, or to find, decrypt and accessing data you need;
  • C: normally Interface isn’t used to Create Advantages, because all the Asimov actions just reflect things in the system insides. However, some Asimovs can do this via the Power Stunt Privilege Escalation;
  • A: Interface can’t be used to Attack outside, although Attacking the System’s security measures are a common action. To do things “outside”, an Asimov needs the Power Stunt Privilege Escalation;
  • D: Normally, you can’t defend others “outside”, by the same reasons before. And also, using Privilege Escalation you can also use React actions “outside”. Inside a system, you can Defend or Block detection actions or React against oversurge or other Attacks against himself

Power Stunts

Asimovs can take some Stunts from Vernes, Projector, Ajax and Atlas types. However, they have their own very important stunts.

  • Privilege Escalation: Normally an Asimov can’t use the system he hacks to help people “in real world”. However, this almost required Stunt is a staple for them: they can try a special test or pay 1 FP once they’re hacked on a system. If successful in the action, they can control all the systems with this system is connected, and use them to bring support “in real world”. So, after this, they can do any Action in real world, as long they have something that could help. For example: an Asimov can, using Security Cameras, see the Corporate Security Team coming and give help for his team;
  • Extra Cores: for each level, add +1 into your Discernment rating when using it or when calculating the Attribute Bonus for skill rolls (2FPS/Level). At least one level is required.;
  • Wireless: Normally an Asimov needs to hook themselves into a system somewhat physically (for example, via a connector jack or via nanomachines that estabilishes the interface). This Asimov has some kind of non-phisical connection (like WiFi, Bluetooth or 3G) that make it capable to connect itself to a system remotely. He still need to do Interface checks to hook itself on them, and still need to know any information needed to do the connection (IP address, phone numbers, etc…).
  • Multitask: Normally, an hooked up Asimov is defenseless. However, those who have Multitask can React (and only React) by other skills while connected.
  • Multi-acct: Normally an Asimov can connect to only a system per time. A Multi-acct Asimov can control a number of connections equals his Discernment bonus. This, however, doesn’t mean that he could do actions on all of them. For this, there’s the Power Stunt Master Control Processor
  • Master Control Processor: the most powerful of Asimov’s Stunts, by using this an Asimov can go and works as a central controller for all the systems he’s hooked on the time. So, he can do an Action that don’t require rolls on each system him control and can choose on which system he’ll do his roll action each round. He can also React to outside actions on all those systems, except by Block (Requires Privilege Escalation, Multitask and Multi-acct)

Power Class Requirement

Asimovs are qualified based on their Discernment + Extra Cores: +6 for D-Class, +7 for C-Class, +8 for B-Class, +9 for A-Class. For this, if the Asimov has Privilege Escalation, he sums a level


The main kind of Asimovs are the Robots, Asimovs created with (or held into) artificial, mecanical bodies. Like AX-12, created by a group of Vernes from Japan. Some of them are themselves Sentai, like Garudan, a Metal Hero created by the deceased Verne Hero Kabunashi Mashida replicating his beloved nephew, Shigeru, consciousness.

AIs or TRONs are also somewhat common Asimovs that don’t have a body per se, living on some kind of gear. Normally they have Privilege Escalation and Multitask and they have some kind of interface to communicate with external world. TRON is the main known one, a AI that works like a cyber-vigilante kicking terrorist groups from the internet as fast as he can.

Gray Goos are Asimovs that have an artificial body with nanomachines that allows them to morph their body in level that even A-Class Metamorphs could not, and/or can split their bodies like Reduxes. They are dangerous because they are faster than lighting into ther morphing and they are very difficult to destroy, because they have their own systems distributed into their bodies. Salamander was a very special case, a monster created by a crazy Verne that bring terror to Europe until some local people destroyed as much of them as possible. Some of the remaining parts of it was separated all around the world, putting in places they could not repair themselves.

Netrunners are a weird kind, counted barely into Asimovs, as they are normally more like Vernes. However, they constructed lots of tech stuff and replaced parts of their own bodies by this, turning in somewhat half-Asimovs. The most known one is Banter, a kind of cyber-Robin Hood, a Cause Villain that robs preferably commercial secrets from great companies to give it to the ones who could bring them most harm.

Another weird kind are the Marionetti, or Pinocchios. Although not exactly the same as Asimov, they count into them because they are not exactly “alive”. As Asimov are “created” by Vernes, Marionetti are “created” by Merlins. Somewhat they are good one, but the bad ones are really bad. And as they are created by Merlins, they can do things neither Merlins neither Vernes (and so, no one) could believe it’s possible. The most known is Elaise, a little cute doll that was “cursed” when a Merlin put a psychopath’s mind on it. Now she’s hunted by killing at least 10 families in the US. No one knows where Elaise can be, as she can stays like a doll for months, just waiting to get her new victims.

And the last kind of variation on Asimov are the Singulars: Singulars are Vernes (or people induced by Vernes) whose consciousness was somewhat “uploaded” into systems, getting the same kind of capabilities of Asimovs. In fact, some Singulars are more like TRONs than the “common” Asimovs. Dr. Mitch Ostenhagen was the first Singular, uploading his mind exactly when his computer rebooted after the Event, to avoid being killed by a jet falling over his research center. Known now as Singular, he works with almost all the superteams, from DSA to HWB, providing them some info he found aboult the worst supervillains. He also has a “new” body where he’s now “downloaded” and lives somewhere in San Francisco’s Castro.