Crossover Earth '98
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Apocalypse Now Background
Adam Paco Llipz (A. Paco Lypse), son of an IBM executive on foreign duty, was born and grew up in the suburbs of beautiful downtown Calcutta, India where the population is in excess of 10,000 people per square mile. As a rotten youth he joined a Thuggee cult where he learned the worthlessness of human life, and also how to fight like a demon. Showing an aptitude for murder bordering on the uncanny, he quickly rose to dominate his local cult, and by the age of 25, he had decided to start his own organization.
One night, zonked out of his mind on hashish, Paco had a vision of a goddess who came to him and begged his help. She was a full-figured woman with green skin, brown hair, and flowing robes of blue and white, but her body was emaciated and showed many open wounds. Tiny insects crawled all over her skin, biting and stinging her. She begged Paco to save her by killing the insects, and promised him every earthly joy if he succeeded. He agreed to help her--feeling a religious need to save this goddess from the pests who tormented her.
Paco thought and thought about the vision when he awoke, and some time later figured it out. The goddess was Mother Earth. The pesky insects were mankind. The only way to save the planet was to destroy the human race.
From that time on, Paco found it easy to accumulate wealth. When he gambled, he never lost. When he went prospecting in the mountains, he found diamonds. Complete strangers died and willed him their fortunes. In a couple of years, Paco was worth at least a billion dollars. He used this money to recruit all those who felt the earth should be cleansed of the human affliction. Scientists, warriors, fanatics of all stripes joined his organization, where they were further indoctrinated with hypnotic drugs and propaganda until many of them were willing to die for the cause.
Paco himself is an immensely charismatic man when he wants to be. He has several super powers, given him directly by the Earth Goddess to help him in his mission. They are subtle powers and do not manifest in any garish way. They include: limited precognition--he often knows what is going to happen to him a few seconds or minutes in advance; hypnotic personality--the force of his gaze and will can sway ordinary people to obey him--it helps with the recruiting; excellent combat skills and perfect health, and lastly, very weak telekinetic power--enough to move a spoon or cause dice to fall the way he wants them to. The use of these powers is largely unconscious--he simply wishes things would happen and they do.
Paco is 35 years of age, 6 foot three inches tall, dark-haired, clean-shaven, with large, shiny black eyes. He always dresses impeccably in well-tailored suits, is making a name among the jet set, and has plenty of money. He is building a secret cavern headquarters in a shopping center he owns in West Covina, California, where he will head up a cult of Kali worshippers. He recruits covertly on the Internet.
For additional information, see the Apocalypse Now web site.
Paco
Script Immunity
Cannot be killed
Base of Operations: Unknown
Characteristics Roll
13 Strength
12
18 Dexterity 13
15 Constitution 12
15 Body
16 Intelligence 12
20 Ego
13
20 Presence 4d6
14 Comeliness
3 PD/ 0 rPD
OCV: 6
3 ED/ 0 rPD DCV: 6
3 Speed
ECV:
7
6 Recovery
30 Endurance PER: 12
30 Stun
Disadvantages
Believes he must cleanse the Earth (common, total)
Reputation as eco-terrorist
Addicted to hashish (common, moderate)
Talents Roll
3d6 Luck
Danger Sense, self-only, able to sense 15
Skills Roll
Bribery
13
Conversation 13
Demolitions 11
Disguise
11
Gambling
20
Oratory
13
Persuasion 13
Security Systems 12
Shadowing 11
Stealth
13
Streetwise 13
Survival
11
Language: English (native)
Language: Hindi (low-class native accent, not literate)
Language: Arabic (low-class native accent, not literate)
Language: Urdu (low-class native accent, not literate)
10 Skill levels with presence based skills
Combat Skills Roll
5 Combat skill levels with martial arts
Martial arts
Martial Strike
Offsensive Strike
Nerve Strike
Martial Disarm
Killing Strike
Powers
Clairsentience, precognition, sight group
--limited to few minutes at most
4d6 Mind Control
--requires a successful presence attack
Life Support
--immune to toxins, disease
Spoon bending level telekinesis, fine manipulation
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